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/****************************************************************************
**
** Copyright (C) 1993-2009 NVIDIA Corporation.
** Copyright (C) 2017 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt 3D Studio.
**
** $QT_BEGIN_LICENSE:GPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 or (at your option) any later version
** approved by the KDE Free Qt Foundation. The licenses are as published by
** the Free Software Foundation and appearing in the file LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#pragma once
#ifndef QT3DS_FOUNDATION_SOCKET_H
#define QT3DS_FOUNDATION_SOCKET_H
#include "foundation/IOStreams.h"
#include "foundation/Qt3DSRefCounted.h"
#include "foundation/Qt3DSMemoryBuffer.h"
namespace qt3ds {
class NVFoundationBase;
namespace foundation {
class SocketStream : public IInStream, public IOutStream, public NVRefCounted
{
public:
// set timeout for write and blocking read operations
// Setting to zero makes all operations nonblocking.
virtual void setTimeout(QT3DSU32 milliseconds) = 0;
virtual QT3DSU32 nonBlockingRead(NVDataRef<QT3DSU8> ioBuffer) = 0;
virtual bool connected() = 0;
virtual void shutdown() = 0;
// Useful to testing systems without going into the issues that a network connection can
// cause.
static NVScopedRefCounted<SocketStream>
CreateFileStream(NVFoundationBase &fnd, const char *fname, FileOpenFlags flags);
};
class SocketServer : public NVRefCounted
{
public:
virtual int port() = 0;
virtual void setTimeout(QT3DSU32 milliseconds) = 0;
virtual NVScopedRefCounted<SocketStream> nextClient() = 0;
};
class SocketSystem : public NVRefCounted
{
public:
// timeout of 0 means wait forever
virtual NVScopedRefCounted<SocketStream>
createStream(const char *host, QT3DSI32 port, QT3DSU32 timeoutMilliseconds = 10000) = 0;
virtual NVScopedRefCounted<SocketServer> createServer(QT3DSI32 port) = 0;
static NVScopedRefCounted<SocketSystem> createSocketSystem(NVFoundationBase &fnd);
};
}
}
#endif
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