1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
|
/*-
* Copyright (c) 1999 Brian Somers <brian@Awfulhak.org>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR AND CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
* SUCH DAMAGE.
*
* $Id: layer.h,v 1.1 1999/05/08 11:06:36 brian Exp $
*/
#define LAYER_ASYNC 2
#define LAYER_SYNC 3
#define LAYER_HDLC 4
#define LAYER_ACF 5
#define LAYER_PROTO 6
#define LAYER_LQR 7
#define LAYER_CCP 8
#define LAYER_VJ 9
#define LAYER_ALIAS 10
#define LAYER_MAX 10 /* How many layers we can handle on a link */
struct mbuf;
struct link;
struct bundle;
struct layer {
int type;
const char *name;
struct mbuf *(*push)(struct bundle *, struct link *, struct mbuf *,
int pri, u_short *proto);
struct mbuf *(*pull)(struct bundle *, struct link *, struct mbuf *,
u_short *);
};
|