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93 lines
3.7 KiB
C++
93 lines
3.7 KiB
C++
/*
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Copyright (c) 2001, Loki software, inc.
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All rights reserved.
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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Redistributions of source code must retain the above copyright notice, this list
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of conditions and the following disclaimer.
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Redistributions in binary form must reproduce the above copyright notice, this
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list of conditions and the following disclaimer in the documentation and/or
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other materials provided with the distribution.
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Neither the name of Loki software nor the names of its contributors may be used
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to endorse or promote products derived from this software without specific prior
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written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS''
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY
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DIRECT,INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef _BSPWINDOW_H_
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#define _BSPWINDOW_H_
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#include "l_net/l_net.h"
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class CWatchBSP
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{
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private:
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// a flag we have set to true when using an external BSP plugin
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// the resulting code with that is a bit dirty, cleaner solution would be to seperate the succession of commands from the listening loop
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// (in two seperate classes probably)
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bool m_bBSPPlugin;
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// EIdle: we are not listening
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// DoMonitoringLoop will change state to EBeginStep
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// EBeginStep: the socket is up for listening, we are expecting incoming connection
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// incoming connection will change state to EWatching
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// EWatching: we have a connection, monitor it
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// connection closed will see if we start a new step (EBeginStep) or launch Quake3 and end (EIdle)
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enum EWatchBSPState { EIdle, EBeginStep, EWatching } m_eState;
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socket_t *m_pListenSocket;
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socket_t *m_pInSocket;
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netmessage_t msg;
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GPtrArray *m_pCmd;
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// used to timeout EBeginStep
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GTimer *m_pTimer;
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unsigned int m_iCurrentStep;
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// name of the map so we can run the engine
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char *m_sBSPName;
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// buffer we use in push mode to receive data directly from the network
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xmlParserInputBufferPtr m_xmlInputBuffer;
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xmlParserInputPtr m_xmlInput;
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xmlParserCtxtPtr m_xmlParserCtxt;
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// run the game engine after successful compile
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void RunQuake();
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// call this to switch the set listening mode
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bool SetupListening();
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// start a new EBeginStep
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void DoEBeginStep();
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// the xml and sax parser state
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char m_xmlBuf[MAX_NETMESSAGE];
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bool m_bNeedCtxtInit;
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message_info_s m_message_info;
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public:
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CWatchBSP() { m_bBSPPlugin = false; m_pListenSocket = NULL; m_pInSocket = NULL; m_eState = EIdle; m_pTimer = g_timer_new(); m_sBSPName = NULL; m_pCmd = NULL; m_iCurrentStep = 0; m_xmlInputBuffer = NULL; m_xmlParserCtxt = NULL; }
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virtual ~CWatchBSP();
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bool HasBSPPlugin() const
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{ return m_bBSPPlugin; }
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// called regularly to keep listening
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void RoutineProcessing();
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// start a monitoring loop with the following steps
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void DoMonitoringLoop( GPtrArray *pCmd, char *sBSPName );
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// close everything - may be called from the outside to abort the process
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void Reset();
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// start a listening loop for an external process, possibly a BSP plugin
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void ExternalListen();
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};
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void WINAPI QERApp_Listen();
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#endif
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