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/*==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 <http://www.gnu.org/licenses/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
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 plDispatch_inc
#define plDispatch_inc
#include "hsTemplates.h"
#include "hsStlUtils.h"
#include "plgDispatch.h"
#include "hsThread.h"
#include "../pnKeyedObject/hsKeyedObject.h"
#pragma warning(disable: 4284)
class hsResMgr;
class plMessage;
class plKey;
class plTypeFilter
{
public:
plTypeFilter() : fHClass(0) {}
UInt16 fHClass;
hsTArray<plKey> fReceivers;
};
class plMsgWrap;
typedef void (*MsgRecieveCallback)();
class plDispatch : public plDispatchBase
{
protected:
hsKeyedObject* fOwner;
plMsgWrap* fFutureMsgQueue;
static Int32 fNumBufferReq;
static plMsgWrap* fMsgCurrent;
static hsMutex fMsgCurrentMutex; // mutex for above
static hsMutex fMsgDispatchLock; // mutex for IMsgDispatch
static plMsgWrap* fMsgHead;
static plMsgWrap* fMsgTail;
static hsBool fMsgActive;
static hsTArray<plMessage*> fMsgWatch;
static MsgRecieveCallback fMsgRecieveCallback;
hsTArray<plTypeFilter*> fRegisteredExactTypes;
std::list<plMessage*> fQueuedMsgList;
hsMutex fQueuedMsgListMutex; // mutex for above
hsBool fQueuedMsgOn; // Turns on or off Queued Messages, Plugins need them off
hsKeyedObject* IGetOwner() { return fOwner; }
plKey IGetOwnerKey() { return IGetOwner() ? IGetOwner()->GetKey() : nil; }
int IFindType(UInt16 hClass);
int IFindSender(const plKey& sender);
hsBool IUnRegisterForExactType(int idx, const plKey& receiver);
static plMsgWrap* IInsertToQueue(plMsgWrap** back, plMsgWrap* isert);
static plMsgWrap* IDequeue(plMsgWrap** head, plMsgWrap** tail);
hsBool IMsgNetPropagate(plMessage* msg);
static void IMsgDispatch();
static void IMsgEnqueue(plMsgWrap* msgWrap, hsBool async);
hsBool ISortToDeferred(plMessage* msg);
void ICheckDeferred(double stamp);
hsBool IListeningForExactType(UInt16 hClass);
void ITrashUndelivered(); // Just pitches them, doesn't try to deliver.
public:
plDispatch();
virtual ~plDispatch();
CLASSNAME_REGISTER( plDispatch );
GETINTERFACE_ANY( plDispatch, plCreatable );
virtual void RegisterForType(UInt16 hClass, const plKey& receiver);
virtual void RegisterForExactType(UInt16 hClass, const plKey& receiver);
virtual void UnRegisterForType(UInt16 hClass, const plKey& receiver);
virtual void UnRegisterForExactType(UInt16 hClass, const plKey& receiver);
virtual void UnRegisterAll(const plKey& receiver);
virtual hsBool MsgSend(plMessage* msg, hsBool async=false);
virtual void MsgQueue(plMessage* msg); // Used by other thread to Send Messages, they are handled as soon as Practicable
virtual void MsgQueueProcess();
virtual void MsgQueueOnOff(hsBool ); // Turn on or off Queued Messages, if off, uses MsgSend Immediately
virtual hsBool SetMsgBuffering(hsBool on); // On starts deferring msg delivery until buffering is set to off again.
virtual void BeginShutdown();
static void SetMsgRecieveCallback(MsgRecieveCallback callback) { fMsgRecieveCallback = callback; }
};
class plNullDispatch : public plDispatch
{
public:
virtual void RegisterForExactType(UInt16 hClass, const plKey& receiver) {}
virtual void RegisterForType(UInt16 hClass, const plKey& receiver) {}
virtual void UnRegisterForExactType(UInt16 hClass, const plKey& receiver) {}
virtual void UnRegisterForType(UInt16 hClass, const plKey& receiver) {}
virtual hsBool MsgSend(plMessage* msg) {}
virtual void MsgQueue(plMessage* msg){}
virtual void MsgQueueProcess(){}
};
#endif // plDispatch_inc