d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
102 lines
3.9 KiB
C++
102 lines
3.9 KiB
C++
/*************************************************************************/
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/* packet_peer.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PACKET_PEER_H
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#define PACKET_PEER_H
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#include "object.h"
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#include "io/stream_peer.h"
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#include "ring_buffer.h"
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class PacketPeer : public Reference {
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OBJ_TYPE( PacketPeer, Reference );
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Variant _bnd_get_var() const;
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void _bnd_put_var(const Variant& p_var);
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static void _bind_methods();
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Error _put_packet(const DVector<uint8_t> &p_buffer);
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DVector<uint8_t> _get_packet() const;
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Error _get_packet_error() const;
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mutable Error last_get_error;
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public:
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virtual int get_available_packet_count() const=0;
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virtual Error get_packet(const uint8_t **r_buffer,int &r_buffer_size) const=0; ///< buffer is GONE after next get_packet
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virtual Error put_packet(const uint8_t *p_buffer,int p_buffer_size)=0;
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virtual int get_max_packet_size() const=0;
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/* helpers / binders */
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virtual Error get_packet_buffer(DVector<uint8_t> &r_buffer) const;
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virtual Error put_packet_buffer(const DVector<uint8_t> &p_buffer);
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virtual Error get_var(Variant &r_variant) const;
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virtual Error put_var(const Variant& p_packet);
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PacketPeer();
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~PacketPeer(){}
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};
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class PacketPeerStream : public PacketPeer {
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OBJ_TYPE(PacketPeerStream,PacketPeer);
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//the way the buffers work sucks, will change later
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mutable Ref<StreamPeer> peer;
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mutable RingBuffer<uint8_t> ring_buffer;
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mutable Vector<uint8_t> temp_buffer;
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Error _poll_buffer() const;
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protected:
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void _set_stream_peer(REF p_peer);
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static void _bind_methods();
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public:
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virtual int get_available_packet_count() const;
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virtual Error get_packet(const uint8_t **r_buffer,int &r_buffer_size) const;
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virtual Error put_packet(const uint8_t *p_buffer,int p_buffer_size);
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virtual int get_max_packet_size() const;
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void set_stream_peer(const Ref<StreamPeer>& p_peer);
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void set_input_buffer_max_size(int p_max_size);
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PacketPeerStream();
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};
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#endif // PACKET_STREAM_H
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