447 lines
16 KiB
C++
447 lines
16 KiB
C++
//////////////////////////////////////////////////////////////
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//
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// DrivenEngine
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//
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// This module embodies the idea of an "event-driven game engine." We want the
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// engine to be event-driven because an event-driven engine is a deterministic
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// state machine. That, in turn, makes it possible to do replay logging.
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//
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// The DrivenEngine module provides two APIs: the 'engine-side' API, and the
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// 'driver-side' API.
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//
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// The engine-side API looks like a typical collection of I/O primitives. It
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// includes methods to open sockets, read and write sockets, read lua source,
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// get the clock, and so forth.
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//
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// But in reality, these I/O functions don't ever call operating system
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// functions like "read" or "write" or "connect." They don't call the operating
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// system at all - not even indirectly, through a wrapper. Therefore, they
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// can't really do any I/O. When you use one of these I/O functions to (say)
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// write some data to a communication channel, the only thing that happens is
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// that the data is put into a buffer. The actual transmission of the data
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// happens elsewhere, in what is called the "Driver." Likewise, when you use
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// one of these I/O functions to read data, it only returns data that was
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// previously stored by the "Driver."
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//
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// The "Driver" is a module that implements the actual I/O. It is highly
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// OS-dependent code, because it contains code to manipulate sockets, time
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// clocks, and the like.
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//
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// From the perspective of the driver, the DrivenEngine is a C++ object that
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// acts like a state machine. This state machine is driven forward by I/O
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// events. The DrivenEngine provides an API where the driver can feed in these
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// I/O events.
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//
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// Notice that the usual call graph is inverted: in most application programs,
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// the application calls the operating system to do I/O. But when using class
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// DrivenEngine, it's the other way around: the driver calls into class
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// DrivenEngine to drive it forward. I/O routines drive computation.
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//
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// So the upshot of all this is that the DrivenEngine is a deterministic state
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// machine, free of all OS-specific code.
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//
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//////////////////////////////////////////////////////////////
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//
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// Here are the rules for what the driver must do:
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//
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// * Before doing anything else, the driver must select one of the three
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// logmodes.
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//
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// * If 'logmode_replay' is selected, then the driver must proceed to invoke
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// 'drv_step_logfile' over and over until it returns false. In replay mode,
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// the driver should not do anything else.
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//
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// * If 'logmode_write' or 'logmode_none' is selected, the driver must proceed
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// to drive the application. Follow the remainder of these steps.
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//
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// * Open a hardwired list of ports for listening.
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//
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// * Repeat the following steps over and over:
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//
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// - If the engine asked that the lua source be refreshed, read the source
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// from disk and call 'drv_set_lua_source'.
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//
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// - Get a list of recently-closed channels using drv_get_closed_channels.
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// Close any socket associated with these channels and free all resources.
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//
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// - Get a list of recently-opened channels using drv_get_opened_channels.
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// Open new outgoing connections for these channels.
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//
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// - Do an OS 'poll'. The poll should include the sockets for all channels
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// in the channel list, all listening ports, and stdio.
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//
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// - If the poll indicates that a listening port has acceptable
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// connections, accept and call drv_notify_accept. Associate the
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// accepted socket with the channel.
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//
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// - If the poll indicates that a connection can accept outgoing data, use
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// drv_peek_outgoing to fetch some data to write, and write it. Use
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// drv_sent_outgoing_bytes to indicate that the data was sent.
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//
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// - If the poll indicates that a connection has incoming data, read the
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// data then push it into the channel using drv_recv_incoming.
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//
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// - If the poll indicates that STDIO can be read/written, use
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// drv_peek_outgoing, drv_sent_outgoing, and drv_recv_incoming in the
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// same manner as you would for a socket.
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//
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// - Use 'drv_invoke_event_update' to invoke the engine's update callback.
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//
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//////////////////////////////////////////////////////////////
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#ifndef DRIVENENGINE_HPP
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#define DRIVENENGINE_HPP
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#include "wrap-memory.hpp"
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#include "wrap-string.hpp"
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#include "wrap-vector.hpp"
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#include "wrap-ostream.hpp"
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#include "util.hpp"
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#include "streambuffer.hpp"
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class DrivenEngine;
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using UniqueDrivenEngine = eng::unique_ptr<DrivenEngine>;
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using DrivenEngineMaker = UniqueDrivenEngine (*)();
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class Channel {
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public:
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// Get the buffers associated with this channel.
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//
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StreamBuffer *out() { return sb_out_.get(); }
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StreamBuffer *in() { return sb_in_.get(); }
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// The channel ID. These are reused.
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//
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int chid() { return chid_; }
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// If this is a socket connection, the receiver's port number.
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//
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int port() { return port_; }
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// If this is an outgoing socket connection, get the target host.
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const eng::string &target() { return target_; }
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// True if the remote closed the connection, or a failure occurred.
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//
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bool closed() const { return closed_; }
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// Get the channel's error message.
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//
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// If this is an empty string, there is no error. If this is set,
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// then the channel is also closed.
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//
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eng::string error() const { return error_; }
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// Set the prompt for readline mode.
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//
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void set_prompt(const eng::string &prompt);
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// Do not construct your own Channels. Instead,
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// use methods of class DrivenEngine like new_outgoing_channel.
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// Channels are referenced by shared_ptr. You can
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// release your shared_ptr at any time.
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//
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Channel(DrivenEngine *de, int chid, int port, const eng::string &target, bool stop);
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~Channel() {};
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private:
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// Constructor is deliberately private. Use
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// DrivenEngine::new_outgoing_channel to create outgoing socket channels.
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//
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void feed_readline(int nbytes, const char *bytes);
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void peek_outgoing(int *nbytes, const char **bytes) const;
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void sent_outgoing(int nbytes);
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void erase_command();
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void echo_command();
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void pump_readline();
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private:
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static const int READLINE_MAX=512;
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int chid_;
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// These are the in/out buffers presented to the user.
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eng::shared_ptr<StreamBuffer> sb_in_;
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eng::shared_ptr<StreamBuffer> sb_out_;
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// If this is stdio, we inject tty echoes into the output stream.
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// This buffer holds the users output interleaved with the tty echoes.
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// In any other channel, this is just another pointer to sb_out.
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eng::shared_ptr<StreamBuffer> sb_drvout_;
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int port_;
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bool closed_;
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eng::string error_;
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eng::string target_;
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bool stop_driver_;
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// Readline stuff. Only used on channel 0 (stdio).
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eng::string desired_command_;
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eng::string current_command_;
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eng::string desired_prompt_;
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eng::string current_prompt_;
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char readline_lastc_;
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friend class DrivenEngine;
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};
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using SharedChannel = eng::shared_ptr<Channel>;
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class DrivenEngine {
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public:
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//////////////////////////////////////////////////////////////
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//
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// The following methods are the 'engine' side of the pipe.
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//
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//////////////////////////////////////////////////////////////
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// The update callback. You may override this in a subclass.
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// This will be called whenever anything changes.
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//
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virtual void event_init(int argc, char *argv[]) {}
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virtual void event_update() {}
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// Specify the set of listening ports.
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// This can only be used during the init routine.
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//
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void listen_port(int port);
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// Get the current time.
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//
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// DRIVER: This returns the time most recently stored by the driver
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// using drv_set_clock.
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//
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double get_clock();
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// Create a channel and open an outgoing connection. The channel creation
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// always succeeds. You can write to the channel immediately. You can
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// read, too, but of course there won't be anything in the incoming buffer
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// yet. In future update events, data will show up in the incoming buffer,
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// and will have been sent from the outgoing buffer. In future update
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// events, the channel may get closed by the remote. If the connection
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// fails (say, the remote host doesn't exist), then the Channel will get
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// closed with an error.
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//
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// DRIVER: The channel object is created instantly, but it does nothing
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// until the driver notices the new channel. The driver is responsible for
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// actually opening the connection and relaying data into the channel using
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// drv_get_target, drv_peek_outgoing, drv_sent_outgoing, drv_recv_incoming.
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//
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SharedChannel new_outgoing_channel(const eng::string &target);
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// Create a new channel from any pending incoming connection. If there is no
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// incoming connection, returns nullptr.
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//
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// DRIVER: The driver must be hardwired to know what ports to listen on.
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// When the driver notices a new incoming connection, it calls
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// drv_notify_accept, which triggers the creation of the channel. The
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// channel is put into the incoming channel queue, which is fetched by this
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// method. The driver is responsible for relaying data into the channel
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// using drv_get_target, drv_peek_outgoing, drv_sent_outgoing,
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// drv_recv_incoming.
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//
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SharedChannel new_incoming_channel();
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// Obtain the stdio channel. There is only one stdio channel.
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//
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// DRIVER: the stdio channel is created automatically when the DrivenEngine
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// is created. The driver is responsible for relaying data into the channel
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// using drv_get_target, drv_peek_outgoing, drv_sent_outgoing,
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// drv_recv_incoming.
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//
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SharedChannel get_stdio_channel();
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// Obtain the output buffer of the stdio channel as an ostream.
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//
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eng::ostream &stdostream() { return get_stdio_channel()->out()->ostream(); }
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// Fetches the lua source, and takes ownership of it. The DrivenEngine
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// no longer contains the source after calling this.
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//
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util::LuaSourcePtr get_lua_source();
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// Rescan the lua source directory. The lua source directory is read once,
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// automatically, at engine creation time. If you want to read it again,
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// you must trigger a rescan. The rescan is not instantaneous.
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//
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// DRIVER: this merely sets a flag, which the driver will notice later,
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// causing the driver to update the lua source.
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//
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void rescan_lua_source();
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// Stop the driver. The engine should call this when it's done
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// and there's nothing left to do.
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//
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void stop_driver();
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//////////////////////////////////////////////////////////////
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//
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// The following methods are the 'driver' side of the pipe.
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//
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//////////////////////////////////////////////////////////////
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// The maximum channel ID plus one.
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//
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static const int MAX_CHAN = 256;
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// Get a list of all the listening ports. The driver is expected
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// to fetch this set shortly after the event_init callback is invoked.
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//
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const eng::vector<int> &drv_get_listen_ports() const;
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// Get a list of all recently-opened channels that were created using
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// drv_new_outgoing_channel. The driver should initiate outgoing
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// connections for these channels.
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//
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const eng::vector<int> &drv_get_new_outgoing() const;
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// Clear the list of recently-opened channels that were created using
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// drv_new_outgoing_channel.
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//
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void drv_clear_new_outgoing();
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// Get the target of a channel. A target is a string like
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// "www.whatever.com:80". It indicates the host and port that the channel
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// is supposed to be talking to. Non-socket channels and incoming channels
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// have empty targets.
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//
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const eng::string &drv_get_target(int chid) const;
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// Return true if the outgoing buffer is empty.
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//
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bool drv_outgoing_empty(int chid) const;
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// Return true if the user has released all references to this channel.
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// In this case, the driver should initiate shutdown of the channel,
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// and the driver should eventually call drv_notify_close.
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//
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bool drv_get_channel_released(int chid) const;
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// Get a pointer to the bytes in the outgoing buffer. The pointer returned
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// here is naturally only valid until the buffer is changed. This function
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// is used for all channels, including sockets and stdio.
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//
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void drv_peek_outgoing(int chid, int *nbytes, const char **bytes) const;
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// Notifies the channel that some bytes were transmitted. This causes those
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// bytes to be removed from the outgoing buffer. This function is used for
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// all channels, including sockets and stdio.
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//
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void drv_sent_outgoing(int chid, int nbytes);
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// Notifies the channel that some bytes were received. This causes those
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// bytes to be appended to the incoming buffer. This function is used for
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// all channels, including sockets and stdio.
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//
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void drv_recv_incoming(int chid, int nbytes, const char *bytes);
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// Notify the channel that the connection was closed. This includes all
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// sorts of closes, including friendly termination, all the way to network
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// failure. Closing the channel doesn't delete it. The engine is
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// responsible for noticing that the channel closed and the engine must
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// delete it. Closing a channel prevents it from showing up in
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// 'drv_list_channels'.
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//
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void drv_notify_close(int chid, std::string_view err);
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// Notify the DrivenEngine that somebody connected to an incoming port.
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// This will cause the DrivenEngine to allocate a new channel and put the
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// new channel into the incoming channels queue. Returns the new channel
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// ID. The new incoming channel appears in the 'drv_list_channels' list,
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// even before the engine pops the channel from the incoming channels queue.
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//
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int drv_notify_accept(int port);
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// Clear the lua source code.
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//
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void drv_clear_lua_source();
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// Set the lua source code. The driver is expected to read the lua source
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// code and store it (using this function) once before invoking
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//
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void drv_add_lua_source(std::string_view fn, std::string_view data);
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// Invoke the init or update event.
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//
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void drv_invoke_event_init(int argc, char *argv[]);
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void drv_invoke_event_update(double clock);
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// Check the 'rescan_lua_source' flag. If this flag is set, it means
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// that the engine wants the driver to rescan the lua source code.
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// When the driver sees this flag, it should rescan the source and call
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// drv_set_source.
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//
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bool drv_get_rescan_lua_source() const;
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// If true, the engine is done. Stop the driver.
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//
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bool drv_get_stop_driver() const;
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//////////////////////////////////////////////////////////////
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//
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// Creation and Destruction.
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//
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//////////////////////////////////////////////////////////////
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// Constructor.
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//
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// Most initialization is achieved by 'drv_xxx' functions, so
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// this constructor takes no arguments.
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//
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DrivenEngine();
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// Destructor.
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//
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// It is necessary to delete all channels before deleting the
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// DrivenEngine. The destructor will verify that this has been done.
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//
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virtual ~DrivenEngine();
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// Set/Get Global Pointer.
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//
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// Normally, there is a single global "DrivenEngine" instance.
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// We provide a global pointer to store this instance. This is
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// a raw pointer, you must manually delete the DrivenEngine.
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//
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static void set(DrivenEngine *de);
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static DrivenEngine *get();
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public:
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//////////////////////////////////////////////////////////////
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//
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// The Registry of DrivenEngineMakers.
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//
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//////////////////////////////////////////////////////////////
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static void register_maker(const char *kind, DrivenEngineMaker maker);
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static void print_usage(eng::ostream &strm, const char *progname);
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static UniqueDrivenEngine make(const char *kind);
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private:
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// Find a currently-unused channel ID. Channel IDs
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// are small integers that are reused.
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int find_unused_chid();
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// Get the channel associated with the specified channel ID.
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Channel *get_chid(int chid) const;
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private:
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SharedChannel channels_[MAX_CHAN];
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int next_unused_chid_;
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SharedChannel stdio_channel_;
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eng::vector<SharedChannel> accepted_channels_;
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eng::vector<int> new_outgoing_;
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util::LuaSourcePtr lua_source_;
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eng::vector<int> listen_ports_;
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bool rescan_lua_source_;
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double clock_;
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bool stop_driver_;
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friend class Channel;
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};
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#endif // DRIVENENGINE_HPP
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