/**************************************************************************** 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& 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 &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& 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 > 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& MessageClientConnection::GetRecvStream() { return this->recvMessageStream; } } // namespace Net #endif // #if not __WII__