Torque3D/Engine/source/sim/connectionStringTable.h
2012-09-19 11:15:01 -04:00

110 lines
4.7 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _H_CONNECTIONSTRINGTABLE
#define _H_CONNECTIONSTRINGTABLE
/// Maintain a table of strings which are shared across the network.
///
/// This allows us to reference strings in our network streams more efficiently.
class ConnectionStringTable
{
public:
enum Constants {
EntryCount = 32,
EntryBitSize = 5,
InvalidEntryId = 32,
};
private:
struct Entry {
NetStringHandle string; ///< Global string table entry of this string
/// will be 0 if this string is unused.
U32 index; ///< index of this entry
Entry *nextHash; ///< the next hash entry for this id
Entry *nextLink; ///< the next in the LRU list
Entry *prevLink; ///< the prev entry in the LRU list
bool receiveConfirmed; ///< The other side now has this string.
};
Entry mEntryTable[EntryCount];
Entry *mHashTable[EntryCount];
NetStringHandle mRemoteStringTable[EntryCount];
Entry mLRUHead, mLRUTail;
/// Connection over which we are maintaining this string table.
NetConnection *mParent;
inline void pushBack(Entry *entry) // pushes an entry to the back of the LRU list
{
entry->prevLink->nextLink = entry->nextLink;
entry->nextLink->prevLink = entry->prevLink;
entry->nextLink = &mLRUTail;
entry->prevLink = mLRUTail.prevLink;
entry->nextLink->prevLink = entry;
entry->prevLink->nextLink = entry;
}
public:
/// Initialize the connection string table.
///
/// @param parent Connection over which we are maintaining this string table.
ConnectionStringTable(NetConnection *parent);
/// Has the specified string been received on the other side?
inline void confirmStringReceived(NetStringHandle &string, U32 index)
{
if(mEntryTable[index].string == string)
mEntryTable[index].receiveConfirmed = true;
}
U32 checkString(NetStringHandle &stringTableId, bool *stringOnOtherSide = NULL); ///< Checks if the global string ID is
/// currently valid for this connection
/// and returns the table ID.
/// Sends a string event to the other side
/// if it is not active.
/// It will fill in stringOnOtherSide.
U32 getNetSendId(NetStringHandle &stringTableId); ///< Same return value as checkString
/// but will assert if the string is not
/// valid.
void mapString(U32 netId, NetStringHandle &string); ///< Maps a string that
/// was just sent over the net
/// to the corresponding net ID.
inline NetStringHandle lookupString(U32 netId) ///< looks up the string ID and returns
{ /// the global string table ID for that string.
return mRemoteStringTable[netId];
}
/// @name Demo functionality
/// @{
void readDemoStartBlock(BitStream *stream);
void writeDemoStartBlock(ResizeBitStream *stream);
/// @}
};
#endif