genesis-3d_engine/Engine/ExtIncludes/physX3/windows/physxvisualdebuggersdk/PvdConnectionManager.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

192 lines
7.9 KiB
C++

// 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_MANAGER_H
#define PVD_CONNECTION_MANAGER_H
#include "physxvisualdebuggersdk/PvdObjectModelBaseTypes.h"
#include "physxvisualdebuggersdk/PvdConnectionFlags.h"
#include "physxvisualdebuggersdk/PvdNetworkStreams.h"
#include "physxvisualdebuggersdk/PvdConnection.h"
namespace physx {
class PxProfileZoneManager;
}
namespace physx { namespace debugger {
class PvdNetworkInStream;
class PvdNetworkOutStream;
}}
namespace physx { namespace debugger { namespace comm {
/**
* When PVD is connected two callbacks happen. This avoids conditions
* where a handler tries to initiate sending objects from another
* handler on its OnConnection but the first handler hasn't had an
* opportunity to send its class descriptions.
* The callbacks happen in this order:
* onSendClassDescriptions
* onPvdConnected
* onPvdDisconnected
*/
//
//
class PvdConnectionHandler
{
protected:
virtual ~PvdConnectionHandler(){}
public:
virtual void onPvdSendClassDescriptions( PvdConnection& connection ) = 0;
virtual void onPvdConnected( PvdConnection& connection ) = 0;
virtual void onPvdDisconnected( PvdConnection& connection ) = 0;
};
/**
* The connection factory manager provides ways of managing a single PVD connection.
* Clients can be notified when the connection is created and can setup a policy
* for dealing with the incoming data from the PVD application if there is any.
*
* The default data provider uses a thread that does a block read on the incoming
* connection stream. If you would like to do something else you will need first
* implement you own network abstraction as the physx networking layers don't work
* in non-blocking mode on platforms other than windows (and they only partially work
* in non-blocking mode on windows).
*/
class PvdConnectionManager
{
protected:
virtual ~PvdConnectionManager(){}
public:
/**
* Set the profile zone manager. This takes care of ensuring that all profiling
* events get forwarded to PVD.
*/
virtual void setProfileZoneManager( physx::PxProfileZoneManager& inManager ) = 0;
//These will automatically get called on an active connection
//so you don't need to worry about it.
virtual void setPickable( const void* instance, bool pickable ) = 0;
virtual void setColor( const void* instance, const PvdColor& color ) = 0;
virtual void setCamera( String name, const PxVec3& position, const PxVec3& up, const PxVec3& target ) = 0;
//Is top level indicates that this object will be shown at the root of the object graph
//in the AllObjects display. The only object this should be set for would be the
//PhysX SDK object. All other objects this should be false.
virtual void setIsTopLevelUIElement( const void* instance, bool isTopLevel ) = 0;
/*
send a StreamEnd event to pvd, pvd will disconnect and store data when received this event.
*/
virtual void sendStreamEnd() = 0;
/**
* Handler will be notified every time there is a new connection.
*/
virtual void addHandler( PvdConnectionHandler& inHandler ) = 0;
/**
* Handler will be notified when a connection is destroyed.
*/
virtual void removeHandler( PvdConnectionHandler& inHandler ) = 0;
/**
* Create a new PvdConnection and returns the interface with an extra reference.
*
* The connection type is static and can't change once the system starts.
* Not that something could have disconnected by the time this function returned.
* Such behavior would probably crash but it could happen. User need to release
* the returned interface after using it.
*/
virtual PvdConnection* connectAddRef( PvdNetworkInStream* inInStream
, PvdNetworkOutStream& inOutStream
, TConnectionFlagsType inConnectionType = defaultConnectionFlags()
, bool doubleBuffered = true ) = 0;
void connect( PvdNetworkInStream* inInStream
, PvdNetworkOutStream& inOutStream
, TConnectionFlagsType inConnectionType = defaultConnectionFlags()
, bool doubleBuffered = true )
{
PvdConnection* theConnection = connectAddRef( inInStream, inOutStream, inConnectionType, doubleBuffered );
if ( NULL != theConnection )
theConnection->release();
}
//connect to PVD over the network
void connect( PxAllocatorCallback& allocator
, const char* inHost
, int inPort
, unsigned int inTimeoutInMilliseconds
, TConnectionFlagsType inConnectionType = defaultConnectionFlags()
, bool doubleBuffered = true )
{
PvdNetworkInStream* theInStream;
PvdNetworkOutStream* theOutStream;
if ( PvdNetworkStreams::connect( allocator, inHost, inPort, inTimeoutInMilliseconds, theInStream, theOutStream ) )
connect( theInStream, *theOutStream, inConnectionType, doubleBuffered );
}
//connect to PVD over the filesystem
void connect( PxAllocatorCallback& allocator,
const char* inFilename
, TConnectionFlagsType inConnectionType = defaultConnectionFlags()
, bool doubleBuffered = true)
{
PvdNetworkOutStream* fileStream = PvdNetworkOutStream::createFromFile( allocator, inFilename );
if ( fileStream )
connect( NULL, *fileStream, inConnectionType, doubleBuffered );
}
/**
* Return the object representing the current connection to PVD, if any.
* You need to call release on the connection after this call. This is because
* ...
* The manager releases its reference to the connection when something causes
* the connection to disconnect. This doesn't necessarily happen in this thread.
* So in order to return a connection and be sure it isn't returning a dangling pointer
* because another thread caused a disconnect (like because the read thread noticed
* the socket is dead), this object addrefs the connection if possible and the returns
* it. So, callers of this function need to release the (possibly disconnected connection)
* if they got one.
*/
virtual PvdConnection* getAndAddRefCurrentConnection() = 0;
/**
* For the reasons stated above, querying isConnected is an atomic
* operation.
*/
virtual bool isConnected() = 0;
/**
* If there is a current connection, disconnect from the factory.
*/
virtual void disconnect() = 0;
virtual void release() = 0;
static PvdConnectionManager& create( PxAllocatorCallback& allocator, bool trackMemoryEvents = true );
};
}}}
#endif