blender/source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.cpp
2002-10-12 11:37:38 +00:00

111 lines
3.3 KiB
C++

/*
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
* LoopbackNetworkDeviceInterface derived from NG_NetworkDeviceInterface
*/
#include "NG_LoopBackNetworkDeviceInterface.h"
#include "NG_NetworkMessage.h"
// temporary debugging printf's
#ifdef NAN_NET_DEBUG
#include <stdio.h>
#endif
NG_LoopBackNetworkDeviceInterface::NG_LoopBackNetworkDeviceInterface()
{
m_currentQueue=0;
Online(); // LoopBackdevices are 'online' immediately
}
NG_LoopBackNetworkDeviceInterface::~NG_LoopBackNetworkDeviceInterface()
{
}
// perhaps this should go to the shared/common implementation too
void NG_LoopBackNetworkDeviceInterface::NextFrame()
{
// Release reference to the messages while emptying the queue
while (m_messages[m_currentQueue].size() > 0) {
// Should do assert(m_events[0]);
m_messages[m_currentQueue][0]->Release();
m_messages[m_currentQueue].pop_front();
}
//m_messages[m_currentQueue].clear();
m_currentQueue=1-m_currentQueue;
}
STR_String NG_LoopBackNetworkDeviceInterface::GetNetworkVersion()
{
return LOOPBACK_NETWORK_VERSION;
}
void NG_LoopBackNetworkDeviceInterface::SendNetworkMessage(NG_NetworkMessage* nwmsg)
{
#ifdef NAN_NET_DEBUG
printf("NG_LBNDI::SendNetworkMessage '%s'->'%s' '%s' '%s'\n",
nwmsg->GetDestinationName().ReadPtr(),
nwmsg->GetSenderName().ReadPtr(),
nwmsg->GetSubject().ReadPtr(),
nwmsg->GetMessageText().ReadPtr());
#endif
int backqueue = 1-m_currentQueue;
nwmsg->AddRef();
m_messages[backqueue].push_back(nwmsg);
}
vector<NG_NetworkMessage*> NG_LoopBackNetworkDeviceInterface::RetrieveNetworkMessages()
{
vector<NG_NetworkMessage*> messages;
std::deque<NG_NetworkMessage*>::iterator mesit=m_messages[m_currentQueue].begin();
for (; !(mesit == m_messages[m_currentQueue].end());mesit++)
{
// We don't increase the reference count for these messages. We
// are passing a vector of messages in the interface and not
// explicitily storing the messgaes for long term usage
messages.push_back(*mesit);
#ifdef NAN_NET_DEBUG
printf("NG_LBNDI::RetrieveNetworkMessages '%s'->'%s' '%s' '%s'\n",
(*mesit)->GetDestinationName().ReadPtr(),
(*mesit)->GetSenderName().ReadPtr(),
(*mesit)->GetSubject().ReadPtr(),
(*mesit)->GetMessageText().ReadPtr());
#endif
}
return messages;
}