Projekt_Grafika/dependencies/physx-4.1/source/foundation/include/PsSocket.h

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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
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// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef PSFOUNDATION_PSSOCKET_H
#define PSFOUNDATION_PSSOCKET_H
#include "PsUserAllocated.h"
namespace physx
{
namespace shdfnd
{
/**
Socket abstraction API
*/
class PX_FOUNDATION_API Socket : public UserAllocated
{
public:
static const uint32_t DEFAULT_BUFFER_SIZE;
Socket(bool inEnableBuffering = true, bool blocking = true);
virtual ~Socket();
/*!
Opens a network socket for input and/or output
\param host
Name of the host to connect to. This can be an IP, URL, etc
\param port
The port to connect to on the remote host
\param timeout
Timeout in ms until the connection must be established.
\return
True if the connection was successful, false otherwise
*/
bool connect(const char* host, uint16_t port, uint32_t timeout = 1000);
/*!
Opens a network socket for input and/or output as a server. Put the connection in listening mode
\param port
The port on which the socket listens
*/
bool listen(uint16_t port);
/*!
Accept a connection on a socket that is in listening mode
\note
This method only supports a single connection client. Additional clients
that connect to the listening port will overwrite the existing socket handle.
\param block
whether or not the call should block
\return whether a connection was established
*/
bool accept(bool block);
/*!
Disconnects an open socket
*/
void disconnect();
/*!
Returns whether the socket is currently open (connected) or not.
\return
True if the socket is connected, false otherwise
*/
bool isConnected() const;
/*!
Returns the name of the connected host. This is the same as the string
that was supplied to the connect call.
\return
The name of the connected host
*/
const char* getHost() const;
/*!
Returns the port of the connected host. This is the same as the port
that was supplied to the connect call.
\return
The port of the connected host
*/
uint16_t getPort() const;
/*!
Flushes the output stream. Until the stream is flushed, there is no
guarantee that the written data has actually reached the destination
storage. Flush forces all buffered data to be sent to the output.
\note flush always blocks. If the socket is in non-blocking mode, this will result
the thread spinning.
\return
True if the flush was successful, false otherwise
*/
bool flush();
/*!
Writes data to the output stream.
\param data
Pointer to a block of data to write to the stream
\param length
Amount of data to write, in bytes
\return
Number of bytes actually written. This could be lower than length if the socket is non-blocking.
*/
uint32_t write(const uint8_t* data, uint32_t length);
/*!
Reads data from the output stream.
\param data
Pointer to a buffer where the read data will be stored.
\param length
Amount of data to read, in bytes.
\return
Number of bytes actually read. This could be lower than length if the stream end is
encountered or the socket is non-blocking.
*/
uint32_t read(uint8_t* data, uint32_t length);
/*!
Sets blocking mode of the socket.
Socket must be connected, otherwise calling this method won't take any effect.
*/
void setBlocking(bool blocking);
/*!
Returns whether read/write/flush calls to the socket are blocking.
\return
True if the socket is blocking.
*/
bool isBlocking() const;
private:
class SocketImpl* mImpl;
};
} // namespace shdfnd
} // namespace physx
#endif // PSFOUNDATION_PSSOCKET_H