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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==*/
#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