// 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_CONNECTION_H #define PVD_CONNECTION_H #include "physxvisualdebuggersdk/PvdObjectModelBaseTypes.h" #include "physxvisualdebuggersdk/PvdConnectionFlags.h" namespace physx { namespace debugger { class PvdNetworkOutStream; }} namespace physx { namespace debugger { namespace renderer { class PvdImmediateRenderer; }}} namespace physx { namespace debugger { namespace comm { class PvdMetaDataStream; class PvdDataStream; class PvdConnection { protected: virtual ~PvdConnection(){} public: virtual void addRef() = 0; virtual void release() = 0; //A data stream is not threadsafe, although you can use multiple //data streams, each used from only one thread at a one time safely. //Their shared socket communication, in other words, is threadsafe. virtual PvdDataStream& createDataStream() = 0; //Create a channel to render immediate data on PVD. Rendering is collected //per frame and then discared. A line is only draw for the frame //in which it was received. virtual renderer::PvdImmediateRenderer& createRenderer() = 0; //May actively change during debugging. //Getting this variable may block until the read thread //is disconnected or releases the connection state mutex. virtual PvdConnectionState::Enum getConnectionState() = 0; //gets the connection state which will block if the system is paused. //checks the connection for errors and disconnects if there are any. virtual void checkConnection() = 0; //Will currently never change during debugging virtual TConnectionFlagsType getConnectionType() = 0; virtual bool isConnected() = 0; virtual void disconnect() = 0; //flush profile and memory data. //This does not flush the socket for performance reasons. virtual void flush() = 0; //Connections *always* have an out stream, although they may not //have an *in* stream. virtual PvdNetworkOutStream& lockOutStream() = 0; virtual void unlockOutStream() = 0; }; }}} #endif