// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef PS_COMM_LAYER_H #define PS_COMM_LAYER_H // Simple class to create a client/server connection and pass messages back and forth over TCP/IP // Supports compression #include #define COMM_LAYER_DEFAULT_HOST "localhost" #define COMM_LAYER_DEFAULT_PORT 5525 class CommLayer { public: virtual bool isServer(void) const = 0; // return true if we are in server mode. virtual bool hasClient(void) const = 0; // return true if a client connection is currently established virtual bool isConnected(void) const = 0; // return true if we are still connected to the server. The server is always in a 'connected' state. virtual int32_t getPendingReadSize(void) const = 0; // returns the number of bytes of data which is pending to be read. virtual int32_t getPendingSendSize(void) const = 0; // return the number of bytes of data pending to be sent. This can be used for flow control virtual bool sendMessage(const void *msg,uint32_t len) = 0; virtual uint32_t peekMessage(bool &isBigEndianPacket) = 0; // return the length of the next pending message virtual uint32_t getMessage(void *msg,uint32_t maxLength,bool &isBigEndianPacket) = 0; // receives a pending message virtual void release(void) = 0; protected: virtual ~CommLayer(void) { } }; CommLayer *createCommLayer(const char *ipaddress, uint16_t portNumber, bool isServer); #endif