genesis-3d_engine/Engine/foundation/net/messageclientconnection.cc

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/****************************************************************************
Copyright (c) 2009, Radon Labs GmbH
Copyright (c) 2011-2013,WebJet Business Division,CYOU
http://www.genesis-3d.com.cn
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "stdneb.h"
#if !__WII__
#include "net/messageclientconnection.h"
#include "io/textwriter.h"
#include "io/memorystream.h"
//------------------------------------------------------------------------------
using namespace IO;
using namespace Util;
namespace Net
{
__ImplementClass(Net::MessageClientConnection,'MGCC',Net::TcpClientConnection);
//------------------------------------------------------------------------------
/**
Constructor
*/
MessageClientConnection::MessageClientConnection()
{
// empty
}
//------------------------------------------------------------------------------
/**
Destructor
*/
MessageClientConnection::~MessageClientConnection()
{
n_assert(!this->IsConnected());
}
//------------------------------------------------------------------------------
/**
Connect using provided socket. See TcpClientConnection for details.
*/
bool
MessageClientConnection::Connect(const GPtr<Socket>& s)
{
n_assert(!this->sendMessageStream.isvalid());
n_assert(!this->recvMessageStream.isvalid());
n_assert(this->msgQueue.IsEmpty());
bool res = TcpClientConnection::Connect(s);
if (res)
{
this->sendMessageStream = MemoryStream::Create();
}
return res;
}
//------------------------------------------------------------------------------
/**
This disconnects the current connection.
*/
void
MessageClientConnection::Shutdown()
{
n_assert(this->msgQueue.IsEmpty());
TcpClientConnection::Shutdown();
this->sendMessageStream = 0;
this->recvMessageStream = 0;
}
//------------------------------------------------------------------------------
/**
Writes accumulated send stream into a message container and sends
this container.
*/
Socket::Result
MessageClientConnection::Send()
{
return this->Send(this->sendMessageStream);
}
//------------------------------------------------------------------------------
/**
Writes given stream into a message container and sends this container.
*/
Socket::Result
MessageClientConnection::Send(const GPtr<IO::Stream> &stream)
{
n_assert(stream.isvalid());
if (stream->GetSize() == 0)
{
// nothing to send
return Socket::Success;
}
Socket::Result res = Socket::Error;
stream->SetAccessMode(Stream::ReadAccess);
this->codec.EncodeToMessage(stream, this->sendStream);
n_printf("MessageClientConnection: sending %d bytes\n", this->sendStream->GetSize());
return TcpClientConnection::Send(sendStream);
}
//------------------------------------------------------------------------------
/**
Returns the stream to which data for sending is written.
*/
const GPtr<IO::Stream>&
MessageClientConnection::GetSendStream()
{
return this->sendMessageStream;
}
//------------------------------------------------------------------------------
/**
Receive data from the clients, but returns only Success, if a
complete message was available. This message will either return one
complete message, or none at all.
*/
Socket::Result
MessageClientConnection::Recv()
{
// first check if new data is available from the socket...
Socket::Result returnValue = TcpClientConnection::Recv();
if (Socket::Success == returnValue)
{
// decode incoming data into separate messages, and queue
// the messages for later use
this->codec.DecodeStream(this->recvStream);
if (this->codec.HasMessages())
{
Array<GPtr<Stream> > msgArray = this->codec.DequeueMessages();
IndexT i;
for (i = 0; i < msgArray.Size(); i++)
{
this->msgQueue.Enqueue(msgArray[i]);
}
}
else
{
// Connection blocks if received data, but no complete message
returnValue = Socket::WouldBlock;
}
}
// now write the oldest message from the message queue
// to the recv stream, so that exactly one
if (!this->msgQueue.IsEmpty())
{
this->recvMessageStream = this->msgQueue.Dequeue();
// as long as messages are available, and no error occured,
// set the result to Success
if (Socket::Error != returnValue)
{
returnValue = Socket::Success;
}
}
else
{
// no messages available
this->recvMessageStream = 0;
if (Socket::Error != returnValue)
{
returnValue = Socket::WouldBlock;
}
}
return returnValue;
}
//------------------------------------------------------------------------------
/**
Returns the stream with the received data
*/
const GPtr<IO::Stream>&
MessageClientConnection::GetRecvStream()
{
return this->recvMessageStream;
}
} // namespace Net
#endif // #if not __WII__