147 lines
4.7 KiB
C
147 lines
4.7 KiB
C
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// This code contains NVIDIA Confidential Information and is disclosed to you
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// under a form of NVIDIA software license agreement provided separately to you.
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//
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// Notice
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// NVIDIA Corporation and its licensors retain all intellectual property and
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// proprietary rights in and to this software and related documentation and
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// any modifications thereto. Any use, reproduction, disclosure, or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA Corporation is strictly prohibited.
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//
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Information and code furnished is believed to be accurate and reliable.
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
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// information or for any infringement of patents or other rights of third parties that may
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// result from its use. No license is granted by implication or otherwise under any patent
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
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// This code supersedes and replaces all information previously supplied.
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// NVIDIA Corporation products are not authorized for use as critical
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// components in life support devices or systems without express written approval of
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// NVIDIA Corporation.
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//
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// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
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#ifndef PVD_NETWORK_STREAMS_H
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#define PVD_NETWORK_STREAMS_H
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#include "foundation/PxSimpleTypes.h"
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#include "physxvisualdebuggersdk/PvdErrorCodes.h"
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namespace physx { namespace debugger {
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/**
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* Implementations don't need to implement a caching layer nor do they need
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* to worry about threadsafe implementations; that is all built on top of
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* this interface.
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*/
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class PvdNetworkOutStream
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{
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protected:
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virtual ~PvdNetworkOutStream(){}
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public:
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/**
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* write bytes to the other endpoint of the connection. If an error occurs
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* this connection will assume to be dead.
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*
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* Errors -
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*
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* NetworkError - Some failure to write data either to buffer or over network.
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*/
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virtual PvdError write( const PxU8* inBytes, PxU32 inLength ) = 0;
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template<typename TDataType>
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PvdError write( const TDataType* data, PxU32 numItems )
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{
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return write( reinterpret_cast<const PxU8*>( data ), numItems * sizeof( TDataType ) );
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}
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/**
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* Return true if this stream is still connected.
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*/
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virtual bool isConnected() const = 0;
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/**
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* Close the in stream.
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*/
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virtual void disconnect() = 0;
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/**
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* release any resources related to this stream.
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*/
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virtual void release() = 0;
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/**
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* send any data and block until we know it is at least on the wire.
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*/
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virtual PvdError flush() = 0;
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static PvdNetworkOutStream& createDoubleBuffered( PxAllocatorCallback& alloc, PvdNetworkOutStream& stream, PxU32 bufSize );
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static PvdNetworkOutStream* createFromFile( PxAllocatorCallback& alloc, const char* fname );
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};
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/**
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* Implementations don't need to implement a caching layer nor do they need
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* to worry about threadsafe implementations; that is all built on top of
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* this interface.
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*/
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class PvdNetworkInStream
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{
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protected:
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virtual ~PvdNetworkInStream(){}
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public:
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/**
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* Read the requested number of bytes from the socket. Block until that number
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* of bytes is returned.
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*
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* Errors -
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* NetworkError - If call cannot complete.
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*/
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virtual PvdError readBytes( PxU8* outBytes, PxU32 ioRequested ) = 0;
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/**
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* Return true if this stream is still connected.
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*/
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virtual bool isConnected() const = 0;
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/**
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* Close the in stream.
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*/
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virtual void disconnect() = 0;
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/**
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* release any resources related to this stream.
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*/
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virtual void release() = 0;
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};
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//Create an object responsible for a pair of instream/outstream
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//where instream may or may not exist.
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class PvdNetworkStreamOwner
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{
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protected:
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virtual ~PvdNetworkStreamOwner(){}
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public:
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virtual void addRef() = 0;
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virtual void release() = 0;
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//Calling destroy on these streams is equivalent to calling
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//release on this object.
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virtual PvdNetworkOutStream& lock() = 0;
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virtual void unlock() = 0;
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virtual PvdNetworkInStream* getInStream() = 0;
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static PvdNetworkStreamOwner& create( PxAllocatorCallback& alloc, PvdNetworkOutStream& outStream, PvdNetworkInStream* inStream );
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};
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class PvdNetworkStreams
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{
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public:
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static bool connect( PxAllocatorCallback& allocator
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, const char* inHost
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, int inPort
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, unsigned int inTimeoutInMilliseconds
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, PvdNetworkInStream*& outInStream
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, PvdNetworkOutStream*& outOutStream );
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};
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}}
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#endif
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