//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef PLATFORM_NET_ASYNC_H #define PLATFORM_NET_ASYNC_H #include "platform/platform.h" #include "platform/platformNet.h" #include "collection/vector.h" 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 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, void* 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