tge/engine/platform/platformNetAsync.h
2025-02-17 23:17:30 -06:00

91 lines
2.6 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef PLATFORM_NET_ASYNC_H
#define PLATFORM_NET_ASYNC_H
#include "platform/platform.h"
#include "core/tVector.h"
// JMQ: new mutex interface here for now, until it gets merged into
// platformMutex
#include <pthread.h>
class Mutex
{
pthread_mutex_t mutex;
bool valid;
public:
Mutex()
{
pthread_mutexattr_t attr;
pthread_mutexattr_init( &attr );
//pthread_mutexattr_settype( &attr, PTHREAD_MUTEX_RECURSIVE_NP );
valid = pthread_mutex_init( &mutex, &attr );
}
~Mutex()
{
if(valid)
pthread_mutex_destroy(&mutex);
}
void lock()
{
if(valid)
pthread_mutex_lock(&mutex);
}
void unlock()
{
if(valid)
pthread_mutex_unlock(&mutex);
}
};
struct NameLookupRequest;
// class for doing asynchronous network operations on unix (linux and
// hopefully osx) platforms. right now it only implements dns lookups
class NetAsync
{
private:
Vector<NameLookupRequest*> mLookupRequests;
bool mRunning;
public:
NetAsync()
{
mRunning = false;
}
// queue a DNS lookup. only one dns lookup can be queued per socket at
// a time. subsequent queue request for the socket are ignored. use
// checkLookup() to check the status of a request.
void queueLookup(const char* remoteAddr, NetSocket socket);
// check on the status of a dns lookup for a socket. if the lookup is
// not yet complete, the function will return false. if it is
// complete, the function will return true, and out_h_addr and
// out_h_length will be set appropriately. if out_h_length is -1, then
// name could not be resolved. otherwise, it provides the number of
// address bytes copied into out_h_addr.
bool checkLookup(NetSocket socket, char* out_h_addr, int* out_h_length, int out_h_addr_size);
// returns true if the async thread is running, false otherwise
bool isRunning() { return mRunning; };
// these functions are used by the static start/stop functions
void run();
void stop() { mRunning = false; };
// used to start and stop the thread
static void startAsync();
static void stopAsync();
};
// the global net async object
extern NetAsync gNetAsync;
#endif