/usr/include/gnelib/PacketFeeder.h is in libgnelib-dev 0.75+svn20091130-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 | #ifndef PACKETFEEDER_H_KOP131
#define PACKETFEEDER_H_KOP131
/* GNE - Game Networking Engine, a portable multithreaded networking library.
* Copyright (C) 2001-2006 Jason Winnebeck
* Project website: http://www.gillius.org/gne/
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include <gnelib/SmartPointers.h>
namespace GNE {
class PacketStream;
/**
* @ingroup midlevel
*
* The PacketFeeder class is a callback for the PacketStream thread when it
* is running low on packets. How low before the callback occurs is defined
* by a parameter set in the PacketStream class during connection creation or
* through PacketStream::setLowPacketThreshold. This class replaces the old
* onDoneWriting event in ConnectionListener, because this method allows for
* the writing to be stalled during this callback and also allows for the
* callback to occur before all packets run out.
*
* This is a good thing. It cuts out the extra latency from passing the
* event to the EventThread and getting the packets back, and in addition
* allows the PacketStream to never run out of data and therefore take
* advantage of optimizing the packet stream through packet combining. Since
* the callback takes place in the writing thread itself, it cannot be
* writing therefore you can send out a batch of packets with a better
* assurance they will be combined and optimized.
*/
class PacketFeeder {
public: //typedefs
typedef SmartPtr<PacketFeeder> sptr;
typedef WeakPtr<PacketFeeder> wptr;
public:
virtual ~PacketFeeder() {}
/**
* The specified PacketStream is running low on packets, and you are given
* the opportunity at this time to add more packets to its outgoing queue.
* The callback will be called at least once when the PacketStream gets
* sufficently low. If you do not add enough packets it may be called
* (actually very likely) multiple times. If the PacketStream actually
* runs out of packets the writer thread will wait and will attempt to
* reprocess the event after the suggested timeout set by
* PacketStream::setFeederTimeout.
*
* You can use the informational methods of ps to get information about
* how many packets are left and such to better optimize your sending.
*/
virtual void onLowPackets(PacketStream& ps) = 0;
};
} //namespace GNE
#endif
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