// // Copyright (c) 2014-2016 THUNDERBEAST GAMES 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. // #pragma once #include "PlayerApp.h" #include namespace Atomic { class IPC; class IPCPlayerApp : public PlayerApp { ATOMIC_OBJECT(IPCPlayerApp, PlayerApp) public: /// Construct. IPCPlayerApp(Context* context); virtual ~IPCPlayerApp(); /// Setup before engine initialization. virtual void Setup(); /// Setup after engine initialization. L virtual void Start(); /// Cleanup after the main loop. virtual void Stop(); virtual void ProcessArguments(); protected: private: void HandleIPCInitialize(StringHash eventType, VariantMap& eventData); void HandleLogMessage(StringHash eventType, VariantMap& eventData); void HandleJSError(StringHash eventType, VariantMap& eventData); void HandlePlayerWindowChanged(StringHash eventType, VariantMap& eventData); void HandleUpdatesPausedResumed(StringHash eventType, VariantMap& eventData); void HandleQuit(StringHash eventType, VariantMap& eventData); void HandleExitRequest(StringHash eventType, VariantMap& eventData); /// true if we're launched as a subprocess, otherwise top level process (generally for debugging) bool subprocess_; bool debugPlayer_; IPCHandle fd_[2]; WeakPtr ipc_; bool brokerActive_; }; }