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