6e8fbca745
match the genesis editor version 1.3.0.653.
202 lines
5.9 KiB
C++
202 lines
5.9 KiB
C++
/****************************************************************************
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Copyright (c) 2009, Radon Labs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#if !__WII__
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#include "net/messageclientconnection.h"
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#include "io/textwriter.h"
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#include "io/memorystream.h"
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//------------------------------------------------------------------------------
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using namespace IO;
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using namespace Util;
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namespace Net
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{
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__ImplementClass(Net::MessageClientConnection,'MGCC',Net::TcpClientConnection);
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//------------------------------------------------------------------------------
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/**
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Constructor
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*/
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MessageClientConnection::MessageClientConnection()
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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Destructor
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*/
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MessageClientConnection::~MessageClientConnection()
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{
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n_assert(!this->IsConnected());
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}
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//------------------------------------------------------------------------------
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/**
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Connect using provided socket. See TcpClientConnection for details.
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*/
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bool
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MessageClientConnection::Connect(const GPtr<Socket>& s)
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{
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n_assert(!this->sendMessageStream.isvalid());
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n_assert(!this->recvMessageStream.isvalid());
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n_assert(this->msgQueue.IsEmpty());
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bool res = TcpClientConnection::Connect(s);
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if (res)
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{
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this->sendMessageStream = MemoryStream::Create();
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}
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return res;
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}
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//------------------------------------------------------------------------------
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/**
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This disconnects the current connection.
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*/
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void
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MessageClientConnection::Shutdown()
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{
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n_assert(this->msgQueue.IsEmpty());
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TcpClientConnection::Shutdown();
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this->sendMessageStream = 0;
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this->recvMessageStream = 0;
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}
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//------------------------------------------------------------------------------
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/**
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Writes accumulated send stream into a message container and sends
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this container.
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*/
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Socket::Result
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MessageClientConnection::Send()
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{
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return this->Send(this->sendMessageStream);
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}
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//------------------------------------------------------------------------------
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/**
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Writes given stream into a message container and sends this container.
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*/
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Socket::Result
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MessageClientConnection::Send(const GPtr<IO::Stream> &stream)
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{
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n_assert(stream.isvalid());
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if (stream->GetSize() == 0)
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{
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// nothing to send
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return Socket::Success;
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}
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Socket::Result res = Socket::Error;
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stream->SetAccessMode(Stream::ReadAccess);
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this->codec.EncodeToMessage(stream, this->sendStream);
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n_printf("MessageClientConnection: sending %d bytes\n", this->sendStream->GetSize());
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return TcpClientConnection::Send(sendStream);
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}
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//------------------------------------------------------------------------------
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/**
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Returns the stream to which data for sending is written.
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*/
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const GPtr<IO::Stream>&
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MessageClientConnection::GetSendStream()
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{
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return this->sendMessageStream;
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}
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//------------------------------------------------------------------------------
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/**
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Receive data from the clients, but returns only Success, if a
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complete message was available. This message will either return one
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complete message, or none at all.
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*/
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Socket::Result
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MessageClientConnection::Recv()
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{
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// first check if new data is available from the socket...
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Socket::Result returnValue = TcpClientConnection::Recv();
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if (Socket::Success == returnValue)
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{
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// decode incoming data into separate messages, and queue
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// the messages for later use
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this->codec.DecodeStream(this->recvStream);
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if (this->codec.HasMessages())
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{
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Array<GPtr<Stream> > msgArray = this->codec.DequeueMessages();
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IndexT i;
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for (i = 0; i < msgArray.Size(); i++)
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{
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this->msgQueue.Enqueue(msgArray[i]);
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}
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}
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else
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{
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// Connection blocks if received data, but no complete message
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returnValue = Socket::WouldBlock;
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}
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}
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// now write the oldest message from the message queue
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// to the recv stream, so that exactly one
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if (!this->msgQueue.IsEmpty())
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{
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this->recvMessageStream = this->msgQueue.Dequeue();
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// as long as messages are available, and no error occured,
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// set the result to Success
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if (Socket::Error != returnValue)
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{
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returnValue = Socket::Success;
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}
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}
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else
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{
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// no messages available
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this->recvMessageStream = 0;
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if (Socket::Error != returnValue)
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{
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returnValue = Socket::WouldBlock;
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}
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}
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return returnValue;
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}
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//------------------------------------------------------------------------------
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/**
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Returns the stream with the received data
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*/
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const GPtr<IO::Stream>&
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MessageClientConnection::GetRecvStream()
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{
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return this->recvMessageStream;
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}
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} // namespace Net
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#endif // #if not __WII__
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