Torque3D/Engine/source/Verve/VPath/VNetState.cpp
2019-03-07 16:23:41 -06:00

143 lines
3.9 KiB
C++

//-----------------------------------------------------------------------------
// Verve
// Copyright (C) 2014 - Violent Tulip
//
// 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.
//-----------------------------------------------------------------------------
#include "VNetState.h"
//-----------------------------------------------------------------------------
U32 VNetState::gInvalidMask = 0;
//-----------------------------------------------------------------------------
VNetState::VNetState() :
mMask( 0 )
{
}
VNetState::~VNetState( void )
{
for ( VNetState::iterator itr = begin(); itr != end(); itr++ )
{
// Fetch info.
VNetStateInfo *state = ( *itr );
// Delete State.
delete state;
}
// Clear.
clear();
}
//-----------------------------------------------------------------------------
//
// Connection Methods.
//
//-----------------------------------------------------------------------------
bool VNetState::isConnection( NetConnection *pConnection )
{
for ( VNetState::iterator itr = begin(); itr != end(); itr++ )
{
VNetStateInfo *state = ( *itr );
if ( state->Connection == pConnection )
{
// Valid.
return true;
}
}
// Invalid.
return false;
}
void VNetState::addConnection( NetConnection *pConnection )
{
// Init State.
VNetStateInfo *state = new VNetStateInfo( pConnection, mMask );
// Add.
push_back( state );
}
void VNetState::clearConnection( NetConnection *pConnection )
{
for ( VNetState::iterator itr = begin(); itr != end(); itr++ )
{
VNetStateInfo *state = ( *itr );
if ( state->Connection == pConnection )
{
// Delete.
delete state;
// Erase.
erase( itr );
// Quit.
return;
}
}
}
//-----------------------------------------------------------------------------
//
// Mask Methods.
//
//-----------------------------------------------------------------------------
VNetStateInfo *VNetState::getState( NetConnection *pConnection )
{
for ( VNetState::iterator itr = begin(); itr != end(); itr++ )
{
VNetStateInfo *state = ( *itr );
if ( state->Connection == pConnection )
{
return state;
}
}
return NULL;
}
void VNetState::setMaskBits( const U32 &pMask )
{
// Apply Mask.
mMask |= pMask;
for ( VNetState::iterator itr = begin(); itr != end(); itr++ )
{
// Fetch info.
VNetStateInfo *state = ( *itr );
// Apply Mask.
state->Mask |= pMask;
}
}
void VNetState::clearMaskBits( const U32 &pMask )
{
// Clear Mask.
mMask &= ~pMask;
for ( VNetState::iterator itr = begin(); itr != end(); itr++ )
{
// Fetch info.
VNetStateInfo *state = ( *itr );
// Clear Mask.
state->Mask &= ~pMask;
}
}