blender/source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.cpp
Sergey Sharybin d881bb4b32 BGE is compilable by MSVC again
Compilation error was mostly caused by trying to use namespace std before it was
actually defined (e.g. before any include of stl header).
It's not actually good idea to use namespaces in header files -- it's really easy to
run into namespace conflicts and so. Resolved by not using "using namespace" in header
files and using full quality accessing to stl collections (e.g. std::vector).
2012-02-23 09:40:10 +00:00

113 lines
3.3 KiB
C++

/*
* ***** BEGIN GPL 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.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
* LoopbackNetworkDeviceInterface derived from NG_NetworkDeviceInterface
*/
/** \file gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.cpp
* \ingroup bgenetlb
*/
#include "NG_LoopBackNetworkDeviceInterface.h"
#include "NG_NetworkMessage.h"
using namespace std;
// 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) {
#ifdef NAN_NET_DEBUG
printf("NG_LBNDI::NextFrame %d '%s'\n", m_currentQueue, m_messages[m_currentQueue][0]->GetSubject().ReadPtr());
#endif
// 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;
}
void NG_LoopBackNetworkDeviceInterface::SendNetworkMessage(NG_NetworkMessage* nwmsg)
{
#ifdef NAN_NET_DEBUG
printf("NG_LBNDI::SendNetworkMessage %d, '%s'->'%s' '%s' '%s'\n",
1-m_currentQueue,
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 %d '%s'->'%s' '%s' '%s'\n",
m_currentQueue,
(*mesit)->GetDestinationName().ReadPtr(),
(*mesit)->GetSenderName().ReadPtr(),
(*mesit)->GetSubject().ReadPtr(),
(*mesit)->GetMessageText().ReadPtr());
#endif
}
return messages;
}