genesis-3d_engine/Engine/ExtIncludes/physX3/windows/physxvisualdebuggersdk/PvdNetworkStreams.h

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