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#ifndef _DIVIDE_BOOST_ASIO_TPL_H_
#define _DIVIDE_BOOST_ASIO_TPL_H_

#include "WorldPacket.h"

#include <boost/asio.hpp>
#include <thread>

using namespace boost::asio;
using namespace boost::asio::ip;

namespace Divide {

#ifndef OPCODE_ENUM
#error \
    "Please include 'OPCodesTpl' and define custom OPcodes before using the networking library!"
#endif

enum OPCodes : I32;
class Client;
class ASIO {
   public:
    /// Send a packet to the target server
    virtual void sendPacket(WorldPacket& p) const;
    /// Init a connection to the target address:port
    virtual void init(const stringImpl& address, const stringImpl& port);
    /// Connect to target address:port only if we have a new IP:PORT combo or
    /// our connection timed out
    virtual void connect(const stringImpl& address, const stringImpl& port);
    /// Disconnect from the server
    virtual void disconnect();
    /// Check connection state;
    virtual bool isConnected() const;
    /// Toggle the printing of debug information
    virtual void toggleDebugOutput(const bool debugOutput);

   protected:
    ASIO();
    virtual ~ASIO();

    friend class Client;
    void close();

    // Define this functions to implement various packet handling (a switch
    // statement for example)
    // switch(p.getOpcode()) { case SMSG_XXXXX: bla bla bla break; case
    // MSG_HEARTBEAT: break;}
    virtual void handlePacket(WorldPacket& p) = 0;

   protected:
    Client* _localClient;
    std::auto_ptr<io_service::work> _work;
    std::thread* _thread;
    bool _connected;
    bool _debugOutput;
    io_service io_service_;
    stringImpl _address, _port;
};

};  // namespace Divide
#endif

Commits for Divide-Framework/trunk/Source Code/Libs/includes/DivideNetworking/ASIO.h

Diff revisions: vs.
Revision Author Commited Message
350 Diff Diff IonutCava picture IonutCava Tue 10 Feb, 2015 16:25:39 +0000

[Ionut]
- Simplified some Util-namespace level functions by using STL algorithms where possible
- Formatted the entire codebase using clang-format with the following style: "{BasedOnStyle: Google, IndentWidth: 4}"
- Attempted to make ProfileTimer thread-safe (temp fix until std::chrono works properly in Visual Studio)

337 Diff Diff IonutCava picture IonutCava Wed 17 Dec, 2014 17:25:16 +0000

[Ionut]
- Replaced all tabs with 4 spaces (some spacing may be off now. no way to check all the files.)
- Moved implementation details for ParamHandler, BoundingBox, BoundingSphere and ProfileTimer to proper .inl and .cpp files. (more to follow)
- Update all forward declared enums with the required storage type (as requested by the C++11 standard)

322 Diff Diff IonutCava picture IonutCava Sat 06 Sep, 2014 20:33:47 +0000

[Ionut]
- Refactored most of Boost related code to be C++11 based
— Boost is only used for ThreadPool, Mutex handling, XML parsing and networking (ASIO)
— Function binds, threads, regex, NonCopyable base, Hashing algorithms and more are now using C++11 libraries
- Replaced all FOR_EACH calls with standard, range, “for” calls

321 Diff Diff IonutCava picture IonutCava Wed 03 Sep, 2014 22:05:15 +0000

[Ionut]
- Added support (and enabled by default) for the EASTL library (http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html / https://github.com/paulhodge/EASTL)
— Strings, vectors and hash_maps can be combined from EASTL, STL and Boost (not all combinations work. e.g. EASTL strings with STL/Boost containers due to the lack of a proper hash function)

318 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)

152 k1ngp1n picture k1ngp1n Thu 20 Jun, 2013 14:23:31 +0000

[Ionut] [[BR]]
- New rendering pipeline (experimental and unstable): [[BR]]
— OpenGL 3.x clean context (glLight commands are still used for now, but UBO support is there, but not used yet) [[BR]]
— Custom matrix stacks and UBO based shader data (UBOs cause some link errors on some nVidia cards)[[BR]]
— Multi-threaded texture loading and shader compilation (mt shader compilation disabled for now. needs more tests) [[BR]]
— VAO rendering is self contained (no more enable/disable calls before a draw request) [[BR]]
— Render instance class used for rendering information [[BR]]
[[BR]]
- New unique ID generation base class: GUIDWrapper. Each class that derives from this, gets an application wide unique id on construction [[BR]]
- Added base code for an in-game editor using CEGUI [[BR]]
- Replaced some mutex locks with lockless data structures or atomic data [[BR]]
- CEGUI 0.8.2, FTGL-GL3 and GLIM 0.4 modified to support GLEW_MX if defined [[BR]]
- Dropped VS2008 support [[BR]]
- Networking library, server framework and ReCast files are now projects inside the Divide Framework solution [[BR]]
- New console command “setFov” that modifies the horizontal FoV value in realtime [[BR]]
- New console command “recompileShader” that reparses shader files, recompiles shaders and relinks shader programs who’s names match or contain the argument string [[BR]]
- New debug utility: axis angle drawn in corner of the screen if needed [[BR]]
- More ‘const’-s pasted around the code, more loop performance tweaks (allocations before a loop, tighter loops, etc), more utility member functions added to various classes [[BR]]