/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see .
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#ifndef SCENE_SYNC_H
#define SCENE_SYNC_H
#include "Max.h"
#include "notify.h"
#include
#include
class plMaxNode;
class hsSemaphore;
class SceneWatcher;
class plSceneNode;
#include "pnKeyedObject/plUoid.h"
#include "pnKeyedObject/plKey.h"
class SceneSync
{
protected:
SceneWatcher *fSceneWatcher;
hsSemaphore *fUpdateSignal;
const char *fPipeName;
int fTimerID;
int fUpdateFreq;
SceneSync();
public:
static SceneSync& Instance();
// Get the path where the current Max file will be exported to (not including "dat")
bool GetOutputDir(char *buf);
bool IsClientRunning();
// Is there valid data on disk that we can load into the ResMgr or do we need to reconvert?
bool CanLoadOldResMgr();
// Create client data
bool CreateClientData();
void SetUpdateFreq(int freq); // In milliseconds
// Start updating the client
bool BeginClientSync(const char *semaphoreName, const char *pipeName);
// Stop updating the client. If abort is true, don't try saving, something went wrong
void EndClientSync(bool abort);
protected:
bool SaveResMgr();
void IShutdownClient();
// Reconvert any dirty nodes to sync the Plasma database and the Max one
bool Update();
void AddSceneNodes(std::set& sceneNodes, std::vector& delUoids, std::vector& newKeys);
bool IStartWatching(bool forceWatch=false);
bool IStopWatching();
// Called by open and close scene.
bool IReadNodeMap(const char *dir);
bool IWriteNodeMap(const char *dir);
void IShutdown();
void IDeletePath(const char *path);
void IClearDirtyRecur(plMaxNode *node);
static void INotify(void *param, NotifyInfo *info);
static void CALLBACK ITimerProc(HWND hwnd, UINT uMsg, UINT_PTR idEvent, DWORD dwTime);
};
#endif //SCENE_SYNC_H