d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
93 lines
3.5 KiB
C++
93 lines
3.5 KiB
C++
/*************************************************************************/
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/* stream_peer_winsock.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifdef WINDOWS_ENABLED
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#ifndef STREAM_PEER_WINSOCK_H
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#define STREAM_PEER_WINSOCK_H
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#include "error_list.h"
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#include "core/io/ip_address.h"
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#include "core/io/stream_peer_tcp.h"
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class StreamPeerWinsock : public StreamPeerTCP {
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protected:
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mutable Status status;
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int sockfd;
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Error _block(int p_sockfd, bool p_read, bool p_write) const;
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Error _poll_connection(bool p_block) const;
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IP_Address peer_host;
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int peer_port;
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Error write(const uint8_t* p_data,int p_bytes, int &r_sent, bool p_block);
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Error read(uint8_t* p_buffer, int p_bytes,int &r_received, bool p_block);
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static StreamPeerTCP* _create();
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public:
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virtual Error connect(const IP_Address& p_host, uint16_t p_port);
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virtual Error put_data(const uint8_t* p_data,int p_bytes);
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virtual Error put_partial_data(const uint8_t* p_data,int p_bytes, int &r_sent);
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virtual Error get_data(uint8_t* p_buffer, int p_bytes);
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virtual Error get_partial_data(uint8_t* p_buffer, int p_bytes,int &r_received);
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virtual int get_available_bytes() const;
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void set_socket(int p_sockfd, IP_Address p_host, int p_port, IP::Type p_ip_type);
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virtual IP_Address get_connected_host() const;
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virtual uint16_t get_connected_port() const;
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virtual bool is_connected() const;
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virtual Status get_status() const;
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virtual void disconnect();
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static void make_default();
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static void cleanup();
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virtual void set_nodelay(bool p_enabled);
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StreamPeerWinsock();
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~StreamPeerWinsock();
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};
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#endif // TCP_SOCKET_POSIX_H
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#endif
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