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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plDispatch_inc
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#define plDispatch_inc
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#include "hsTemplates.h"
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#include "hsStlUtils.h"
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#include "plgDispatch.h"
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#include "hsThread.h"
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#include "../pnKeyedObject/hsKeyedObject.h"
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#pragma warning(disable: 4284)
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class hsResMgr;
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class plMessage;
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class plKey;
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class plTypeFilter
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{
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public:
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plTypeFilter() : fHClass(0) {}
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UInt16 fHClass;
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hsTArray<plKey> fReceivers;
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};
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class plMsgWrap;
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typedef void (*MsgRecieveCallback)();
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class plDispatch : public plDispatchBase
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{
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protected:
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hsKeyedObject* fOwner;
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plMsgWrap* fFutureMsgQueue;
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static Int32 fNumBufferReq;
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static plMsgWrap* fMsgCurrent;
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static hsMutex fMsgCurrentMutex; // mutex for above
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static hsMutex fMsgDispatchLock; // mutex for IMsgDispatch
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static plMsgWrap* fMsgHead;
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static plMsgWrap* fMsgTail;
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static hsBool fMsgActive;
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static hsTArray<plMessage*> fMsgWatch;
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static MsgRecieveCallback fMsgRecieveCallback;
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hsTArray<plTypeFilter*> fRegisteredExactTypes;
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std::list<plMessage*> fQueuedMsgList;
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hsMutex fQueuedMsgListMutex; // mutex for above
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hsBool fQueuedMsgOn; // Turns on or off Queued Messages, Plugins need them off
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hsKeyedObject* IGetOwner() { return fOwner; }
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plKey IGetOwnerKey() { return IGetOwner() ? IGetOwner()->GetKey() : nil; }
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int IFindType(UInt16 hClass);
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int IFindSender(const plKey& sender);
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hsBool IUnRegisterForExactType(int idx, const plKey& receiver);
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static plMsgWrap* IInsertToQueue(plMsgWrap** back, plMsgWrap* isert);
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static plMsgWrap* IDequeue(plMsgWrap** head, plMsgWrap** tail);
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hsBool IMsgNetPropagate(plMessage* msg);
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static void IMsgDispatch();
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static void IMsgEnqueue(plMsgWrap* msgWrap, hsBool async);
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hsBool ISortToDeferred(plMessage* msg);
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void ICheckDeferred(double stamp);
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hsBool IListeningForExactType(UInt16 hClass);
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void ITrashUndelivered(); // Just pitches them, doesn't try to deliver.
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public:
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plDispatch();
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virtual ~plDispatch();
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CLASSNAME_REGISTER( plDispatch );
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GETINTERFACE_ANY( plDispatch, plCreatable );
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virtual void RegisterForType(UInt16 hClass, const plKey& receiver);
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virtual void RegisterForExactType(UInt16 hClass, const plKey& receiver);
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virtual void UnRegisterForType(UInt16 hClass, const plKey& receiver);
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virtual void UnRegisterForExactType(UInt16 hClass, const plKey& receiver);
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virtual void UnRegisterAll(const plKey& receiver);
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virtual hsBool MsgSend(plMessage* msg, hsBool async=false);
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virtual void MsgQueue(plMessage* msg); // Used by other thread to Send Messages, they are handled as soon as Practicable
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virtual void MsgQueueProcess();
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virtual void MsgQueueOnOff(hsBool ); // Turn on or off Queued Messages, if off, uses MsgSend Immediately
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virtual hsBool SetMsgBuffering(hsBool on); // On starts deferring msg delivery until buffering is set to off again.
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static void SetMsgRecieveCallback(MsgRecieveCallback callback) { fMsgRecieveCallback = callback; }
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};
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class plNullDispatch : public plDispatch
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{
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public:
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virtual void RegisterForExactType(UInt16 hClass, const plKey& receiver) {}
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virtual void RegisterForType(UInt16 hClass, const plKey& receiver) {}
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virtual void UnRegisterForExactType(UInt16 hClass, const plKey& receiver) {}
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virtual void UnRegisterForType(UInt16 hClass, const plKey& receiver) {}
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virtual hsBool MsgSend(plMessage* msg) {}
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virtual void MsgQueue(plMessage* msg){}
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virtual void MsgQueueProcess(){}
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};
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#endif // plDispatch_inc
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