324 lines
12 KiB
C++
324 lines
12 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." The
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// 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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#ifndef DRIVENENGINE_HPP
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#define DRIVENENGINE_HPP
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#include "wrap-string.hpp"
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#include "wrap-vector.hpp"
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#include <ostream>
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#include <memory>
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#include <string_view>
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#include "util.hpp"
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#include "streambuffer.hpp"
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#include "enginewrapper.hpp"
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class DrivenEngine;
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using UniqueDrivenEngine = std::unique_ptr<DrivenEngine>;
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using DrivenEngineMaker = UniqueDrivenEngine (*)();
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using DrivenEngineInitializer = void (*)();
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class Channel : public eng::opnew {
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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() const { 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() const { return port_; }
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// If this is an outgoing socket connection, get the target host.
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//
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const eng::string &target() const { return target_; }
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// True if the remote has closed the connection.
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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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const eng::string &error() const { return error_; }
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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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std::string_view peek_outgoing() const;
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void sent_outgoing(int nbytes);
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private:
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int chid_;
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// These are the in/out buffers presented to the user.
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std::shared_ptr<StreamBuffer> sb_in_;
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std::shared_ptr<StreamBuffer> sb_out_;
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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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friend class DrivenEngine;
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};
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using SharedChannel = std::shared_ptr<Channel>;
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class DrivenEngine : public eng::opnew {
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public:
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//////////////////////////////////////////////////////////////
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//
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// Build the named engine
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//
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//////////////////////////////////////////////////////////////
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static UniqueDrivenEngine make(std::string_view name);
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static void print_usage(std::ostream &strm, std::string_view progname);
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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 init callback. You may override this in a subclass.
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// This will be called once at program initialization.
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//
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virtual void event_init(int argc, char *argv[]) {}
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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_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. Stdio should be connected to a console which is in
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// line-at-a-time mode. The driver is responsible for relaying data from
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// the console into the stdio channel using drv_peek_outgoing,
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// drv_sent_outgoing, 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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std::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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// 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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//////////////////////////////////////////////////////////////
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//
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// The following accessors are for use by PlayWrapper and ReplayWrapper.
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//
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// The PlayWrapper and ReplayWrapper use C stubs to access
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// the engine. The C stubs, in turn, call these C++ methods.
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//
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// The stubs for the getters are trivial, one-line stubs.
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//
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// The stubs for the mutators add logging.
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//
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//////////////////////////////////////////////////////////////
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void drv_get_listen_ports(uint32_t *nports, const uint32_t **ports) const;
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void drv_get_new_outgoing(uint32_t *nchids, const uint32_t **chids) const;
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const char *drv_get_target(uint32_t chid) const;
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bool drv_get_channel_released(uint32_t chid) const;
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void drv_get_outgoing(uint32_t chid, uint32_t *len, const char **data) const;
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bool drv_get_outgoing_empty(uint32_t chid) const;
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double drv_get_clock() const;
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bool drv_get_rescan_lua_source() const;
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bool drv_get_stop_driver() const;
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void drv_initialize(uint32_t srcpklen, const char *srcpk, int argc, char **argv);
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void drv_clear_new_outgoing();
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void drv_sent_outgoing(uint32_t chid, uint32_t nbytes);
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void drv_recv_incoming(uint32_t chid, uint32_t nbytes, const char *bytes);
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void drv_notify_close(uint32_t chid, uint32_t len, const char *data);
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uint32_t drv_notify_accept(uint32_t port);
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void drv_invoke_event_update(double clock);
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void drv_set_lua_source(uint32_t srcpklen, const char *srcpk);
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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_[DRV_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<uint32_t> new_outgoing_;
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util::LuaSourcePtr lua_source_;
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eng::vector<uint32_t> 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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//////////////////////////////////////////////////////////////////////////////////
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struct DrivenEngineReg {
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const char *name;
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DrivenEngineMaker maker;
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DrivenEngineReg *next;
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static DrivenEngineReg *All;
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DrivenEngineReg(const char *name, DrivenEngineMaker f);
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};
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#define DrivenEngineDefine(name, cname) \
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UniqueDrivenEngine dengmake_##cname() { \
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return UniqueDrivenEngine(new cname); \
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} \
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DrivenEngineReg dengreg_##cname(name, dengmake_##cname);
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struct DrivenEngineInitializerReg {
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static DrivenEngineInitializer func;
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DrivenEngineInitializerReg(DrivenEngineInitializer f);
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};
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#endif // DRIVENENGINE_HPP
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