mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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110 lines
4.7 KiB
C++
110 lines
4.7 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// 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, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _H_CONNECTIONSTRINGTABLE
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#define _H_CONNECTIONSTRINGTABLE
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/// Maintain a table of strings which are shared across the network.
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///
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/// This allows us to reference strings in our network streams more efficiently.
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class ConnectionStringTable
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{
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public:
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enum Constants {
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EntryCount = 32,
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EntryBitSize = 5,
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InvalidEntryId = 32,
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};
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private:
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struct Entry {
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NetStringHandle string; ///< Global string table entry of this string
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/// will be 0 if this string is unused.
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U32 index; ///< index of this entry
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Entry *nextHash; ///< the next hash entry for this id
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Entry *nextLink; ///< the next in the LRU list
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Entry *prevLink; ///< the prev entry in the LRU list
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bool receiveConfirmed; ///< The other side now has this string.
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};
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Entry mEntryTable[EntryCount];
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Entry *mHashTable[EntryCount];
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NetStringHandle mRemoteStringTable[EntryCount];
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Entry mLRUHead, mLRUTail;
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/// Connection over which we are maintaining this string table.
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NetConnection *mParent;
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inline void pushBack(Entry *entry) // pushes an entry to the back of the LRU list
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{
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entry->prevLink->nextLink = entry->nextLink;
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entry->nextLink->prevLink = entry->prevLink;
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entry->nextLink = &mLRUTail;
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entry->prevLink = mLRUTail.prevLink;
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entry->nextLink->prevLink = entry;
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entry->prevLink->nextLink = entry;
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}
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public:
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/// Initialize the connection string table.
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///
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/// @param parent Connection over which we are maintaining this string table.
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ConnectionStringTable(NetConnection *parent);
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/// Has the specified string been received on the other side?
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inline void confirmStringReceived(NetStringHandle &string, U32 index)
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{
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if(mEntryTable[index].string == string)
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mEntryTable[index].receiveConfirmed = true;
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}
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U32 checkString(NetStringHandle &stringTableId, bool *stringOnOtherSide = NULL); ///< Checks if the global string ID is
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/// currently valid for this connection
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/// and returns the table ID.
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/// Sends a string event to the other side
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/// if it is not active.
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/// It will fill in stringOnOtherSide.
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U32 getNetSendId(NetStringHandle &stringTableId); ///< Same return value as checkString
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/// but will assert if the string is not
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/// valid.
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void mapString(U32 netId, NetStringHandle &string); ///< Maps a string that
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/// was just sent over the net
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/// to the corresponding net ID.
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inline NetStringHandle lookupString(U32 netId) ///< looks up the string ID and returns
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{ /// the global string table ID for that string.
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return mRemoteStringTable[netId];
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}
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/// @name Demo functionality
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/// @{
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void readDemoStartBlock(BitStream *stream);
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void writeDemoStartBlock(ResizeBitStream *stream);
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/// @}
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};
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#endif
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