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//
// 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 <stdint.h>
#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
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