blender/source/gameengine/Network/NG_NetworkScene.h

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* 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 LICENSE BLOCK *****
*/
/** \file NG_NetworkScene.h
* \ingroup bgenet
* \brief NetworkSceneManagement generic class
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*/
#ifndef __NG_NETWORKSCENE_H__
#define __NG_NETWORKSCENE_H__
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#include "CTR_Map.h"
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#include "STR_HashedString.h"
#include <vector>
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
//MSVC defines SendMessage as a win api function, even though we aren't using it
#ifdef SendMessage
# undef SendMessage
#endif
using namespace std;
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class NG_NetworkDeviceInterface;
class NG_NetworkScene
{
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class NG_NetworkDeviceInterface *m_networkdevice;
CTR_Map<STR_HashedString, class NG_NetworkObject *> m_networkObjects;
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// CTR_Maps used as a 'Bloom' filter
typedef CTR_Map<STR_HashedString, std::vector<class NG_NetworkMessage*>* > TMessageMap;
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TMessageMap m_messagesByDestinationName;
TMessageMap m_messagesBySenderName;
TMessageMap m_messagesBySubject;
public:
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NG_NetworkScene(NG_NetworkDeviceInterface *nic);
~NG_NetworkScene();
/**
* progress one frame, handle all network traffic
*/
void proceed(double curtime);
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/**
* add a networkobject to the scene
*/
void AddObject(NG_NetworkObject* object);
/**
* remove a networkobject to the scene
*/
void RemoveObject(NG_NetworkObject* object);
/**
* remove all objects at once
*/
void RemoveAllObjects();
/**
* send a message (ascii text) over the network
*/
void SendMessage(const STR_String& to,const STR_String& from,const STR_String& subject,const STR_String& message);
/**
* find an object by name
*/
NG_NetworkObject* FindNetworkObject(const STR_String& objname);
bool ConstraintsAreValid(const STR_String& from,const STR_String& subject,class NG_NetworkMessage* message);
vector<NG_NetworkMessage*> FindMessages(const STR_String& to,const STR_String& from,const STR_String& subject,bool spamallowed);
protected:
/**
* Releases messages in message map members.
*/
void ClearAllMessageMaps(void);
/**
* Releases messages for the given message map.
* \param map Message map with messages.
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*/
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void ClearMessageMap(TMessageMap& map);
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:NG_NetworkScene")
#endif
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};
#endif /* __NG_NETWORKSCENE_H__ */