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Hoist MOULOpenSourceClientPlugin/Plasma20/* to top level
to match H'uru layout and make patching/cherry-picking easier.
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129
Sources/Plasma/CoreLib/hsSTLStream.h
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129
Sources/Plasma/CoreLib/hsSTLStream.h
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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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#include "hsStream.h"
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#include "hsStlUtils.h"
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//
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// In-memory only
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// Erase function lets you cut a chunk out of the middle of the stream
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//
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class hsVectorStream : public hsStream
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{
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protected:
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std::vector<Byte> fVector;
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UInt32 fEnd; // End of file (one past the last byte)
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public:
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hsVectorStream();
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hsVectorStream(UInt32 chunkSize);
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virtual ~hsVectorStream();
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virtual hsBool Open(const char *, const char *) { hsAssert(0, "hsVectorStream::Open Not Implemented"); return false; }
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virtual hsBool Open(const wchar *, const wchar *) { hsAssert(0, "hsVectorStream::Open Not Implemented"); return false; }
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virtual hsBool Close() { hsAssert(0, "hsVectorStream::Close Not Implemented"); return false; }
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virtual hsBool AtEnd();
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virtual UInt32 Read(UInt32 byteCount, void * buffer);
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virtual UInt32 Write(UInt32 byteCount, const void* buffer);
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virtual void Skip(UInt32 deltaByteCount);
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virtual void Rewind();
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virtual void FastFwd();
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virtual void Truncate();
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virtual UInt32 GetEOF();
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virtual void CopyToMem(void* mem);
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virtual void Reset(); // clears the buffers
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// Erase number of bytes at the current position
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virtual void Erase(UInt32 bytes);
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// A pointer to the beginning of the data in the stream. This is only valid
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// until someone modifies the stream.
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const void *GetData();
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// In case you want to try and be efficient with your memory allocations
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void Reserve(UInt32 bytes) { fVector.reserve(bytes); }
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};
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#ifdef HS_BUILD_FOR_WIN32
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#include "hsWindows.h"
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class hsNamedPipeStream : public hsStream
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{
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protected:
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HANDLE fPipe;
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OVERLAPPED fOverlap;
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hsBool fReadMode; // True for read, false for write
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UInt8 fFlags;
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UInt32 fTimeout;
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hsBool ICheckOverlappedResult(BOOL result, UInt32 &numTransferred);
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hsBool IRead(UInt32 byteCount, void *buffer, UInt32 &numRead);
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hsBool IWrite(UInt32 byteCount, const void *buffer, UInt32 &numWritten);
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public:
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enum { kThrowOnError = 1 }; // Throws if a read or write operation fails
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hsNamedPipeStream(UInt8 flags=0, UInt32 timeout=INFINITE);
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virtual ~hsNamedPipeStream();
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// The server (writer) and client (reader) need to open the same file.
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// The format is "\\.\pipe\pipeName". The '.' can be replaced with a
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// computer name to do it over the network. 'pipeName' is whatever you
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// want.
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virtual hsBool Open(const char *name, const char *mode);
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virtual hsBool Open(const wchar *name, const wchar *mode);
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virtual hsBool Close();
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virtual UInt32 Read(UInt32 byteCount, void *buffer);
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virtual UInt32 Write(UInt32 byteCount, const void *buffer);
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virtual void Skip(UInt32 deltaByteCount);
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virtual void Rewind();
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// - For the server (writer) only -
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// After calling open, signal your client to start reading and call this function.
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// If a client connects, this will return true and you can start writing. If it
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// returns false, close the pipe, it ain't happening.
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hsBool WaitForClientConnect();
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};
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#endif // HS_BUILD_FOR_WIN32
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