That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
169 lines
5 KiB
C++
169 lines
5 KiB
C++
/*************************************************************************/
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/* file_access_network.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef FILE_ACCESS_NETWORK_H
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#define FILE_ACCESS_NETWORK_H
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#include "os/file_access.h"
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#include "os/semaphore.h"
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#include "os/thread.h"
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#include "io/stream_peer_tcp.h"
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class FileAccessNetwork;
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class FileAccessNetworkClient {
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struct BlockRequest {
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int id;
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uint64_t offset;
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int size;
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};
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int ml;
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List<BlockRequest> block_requests;
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Semaphore *sem;
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Thread *thread;
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bool quit;
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Mutex *mutex;
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Mutex *blockrequest_mutex;
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Map<int,FileAccessNetwork*> accesses;
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Ref<StreamPeerTCP> client;
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int last_id;
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Vector<uint8_t> block;
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void _thread_func();
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static void _thread_func(void *s);
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void put_32(int p_32);
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void put_64(int64_t p_64);
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int get_32();
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int64_t get_64();
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int lockcount;
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void lock_mutex();
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void unlock_mutex();
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friend class FileAccessNetwork;
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static FileAccessNetworkClient *singleton;
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public:
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static FileAccessNetworkClient *get_singleton() { return singleton; }
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Error connect(const String& p_host,int p_port,const String& p_password="");
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FileAccessNetworkClient();
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~FileAccessNetworkClient();
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};
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class FileAccessNetwork : public FileAccess {
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Semaphore *sem;
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Semaphore *page_sem;
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Mutex *buffer_mutex;
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bool opened;
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size_t total_size;
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mutable size_t pos;
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int id;
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mutable bool eof_flag;
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mutable int last_page;
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mutable uint8_t *last_page_buff;
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uint32_t page_size;
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int read_ahead;
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int max_pages;
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mutable int waiting_on_page;
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mutable int last_activity_val;
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struct Page {
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int activity;
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bool queued;
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Vector<uint8_t> buffer;
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Page() { activity=0; queued=false; }
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};
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mutable Vector< Page > pages;
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mutable Error response;
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uint64_t exists_modtime;
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friend class FileAccessNetworkClient;
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void _queue_page(int p_page) const;
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void _respond(size_t p_len,Error p_status);
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void _set_block(size_t p_offset,const Vector<uint8_t>& p_block);
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public:
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enum Command {
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COMMAND_OPEN_FILE,
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COMMAND_READ_BLOCK,
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COMMAND_CLOSE,
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COMMAND_FILE_EXISTS,
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COMMAND_GET_MODTIME,
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};
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enum Response {
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RESPONSE_OPEN,
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RESPONSE_DATA,
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RESPONSE_FILE_EXISTS,
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RESPONSE_GET_MODTIME,
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};
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virtual Error _open(const String& p_path, int p_mode_flags); ///< open a file
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virtual void close(); ///< close a file
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virtual bool is_open() const; ///< true when file is open
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virtual void seek(size_t p_position); ///< seek to a given position
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virtual void seek_end(int64_t p_position=0); ///< seek from the end of file
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virtual size_t get_pos() const; ///< get position in the file
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virtual size_t get_len() const; ///< get size of the file
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virtual bool eof_reached() const; ///< reading passed EOF
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virtual uint8_t get_8() const; ///< get a byte
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virtual int get_buffer(uint8_t *p_dst, int p_length) const;
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virtual Error get_error() const; ///< get last error
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virtual void store_8(uint8_t p_dest); ///< store a byte
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virtual bool file_exists(const String& p_path); ///< return true if a file exists
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virtual uint64_t _get_modified_time(const String& p_file);
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FileAccessNetwork();
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~FileAccessNetwork();
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};
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#endif // FILE_ACCESS_NETWORK_H
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