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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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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 SCENE_SYNC_H
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#define SCENE_SYNC_H
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#include "Max.h"
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#include "notify.h"
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#include <vector>
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#include <set>
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class plMaxNode;
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class hsSemaphore;
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class SceneWatcher;
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class plSceneNode;
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#include "pnKeyedObject/plUoid.h"
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#include "pnKeyedObject/plKey.h"
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class SceneSync
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{
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protected:
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SceneWatcher *fSceneWatcher;
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hsSemaphore *fUpdateSignal;
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const char *fPipeName;
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int fTimerID;
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int fUpdateFreq;
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SceneSync();
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public:
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static SceneSync& Instance();
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// Get the path where the current Max file will be exported to (not including "dat")
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bool GetOutputDir(char *buf);
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bool IsClientRunning();
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// Is there valid data on disk that we can load into the ResMgr or do we need to reconvert?
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bool CanLoadOldResMgr();
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// Create client data
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bool CreateClientData();
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void SetUpdateFreq(int freq); // In milliseconds
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// Start updating the client
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bool BeginClientSync(const char *semaphoreName, const char *pipeName);
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// Stop updating the client. If abort is true, don't try saving, something went wrong
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void EndClientSync(bool abort);
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protected:
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bool SaveResMgr();
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void IShutdownClient();
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// Reconvert any dirty nodes to sync the Plasma database and the Max one
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bool Update();
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void AddSceneNodes(std::set<plSceneNode*>& sceneNodes, std::vector<plUoid>& delUoids, std::vector<plKey>& newKeys);
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bool IStartWatching(bool forceWatch=false);
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bool IStopWatching();
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// Called by open and close scene.
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bool IReadNodeMap(const char *dir);
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bool IWriteNodeMap(const char *dir);
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void IShutdown();
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void IDeletePath(const char *path);
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void IClearDirtyRecur(plMaxNode *node);
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static void INotify(void *param, NotifyInfo *info);
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static void CALLBACK ITimerProc(HWND hwnd, UINT uMsg, UINT_PTR idEvent, DWORD dwTime);
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};
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#endif //SCENE_SYNC_H
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