remold OutputSlot implementation structure
Better solution where to place the extension points to be implemented by concrete output systems
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4 changed files with 210 additions and 70 deletions
162
src/proc/play/output-slot-connection.hpp
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162
src/proc/play/output-slot-connection.hpp
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/*
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OUTPUT-SLOT-CONNECTION.hpp - implementation API for concrete output slots
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Copyright (C) Lumiera.org
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2011, Hermann Vosseler <Ichthyostega@web.de>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of
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the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/** @file output-slot-connection.hpp
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** Interface for concrete output implementations to talk to the OutputSlot frontend.
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** The OutputSlot concept helps to decouple the render engine implementation from the details
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** of handling external output connections. For this to work, a concrete implementation of such
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** an external output needs to integrate with the generic OutputSlot frontend, as used by the
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** engine. This generic frontend uses a PImpl, pointing to a ConnectionState object, which embodies
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** the actual implementation. Moreover, this actual implementation is free to use specifically crafted
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** OutputSlot::Connection elements to handle the ongoing output for individual channels. The latter
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** thus becomes the central implementation side API for providing actual output capabilities.
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**
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** @see OutputSlotProtocol_test
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** @see diagnostic-output-slot.hpp ////TODO
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*/
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#ifndef PROC_PLAY_OUTPUT_SLOT_CONNECTION_H
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#define PROC_PLAY_OUTPUT_SLOT_CONNECTION_H
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#include "lib/error.hpp"
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#include "proc/play/output-slot.hpp"
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#include "lib/handle.hpp"
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//#include "lib/time/timevalue.hpp"
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//#include "proc/engine/buffer-provider.hpp"
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//#include "proc/play/timings.hpp"
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#include "lib/iter-source.hpp"
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#include "lib/iter-adapter-stl.hpp"
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//#include "lib/sync.hpp"
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#include <boost/noncopyable.hpp>
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#include <boost/scoped_ptr.hpp>
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//#include <string>
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//#include <vector>
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//#include <tr1/memory>
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namespace proc {
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namespace play {
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//using ::engine::BuffHandle;
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//using ::engine::BufferProvider;
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//using lib::time::Time;
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//using std::string;
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using lib::transform;
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using lib::iter_stl::eachElm;
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//using std::vector;
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//using std::tr1::shared_ptr;
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using boost::scoped_ptr;
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/** established output channel */
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class OutputSlot::Connection
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{
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public:
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virtual ~Connection();
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virtual void lock (FrameID) =0;
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virtual void transfer (FrameID) =0;
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virtual void pushout (FrameID) =0;
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};
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class OutputSlot::ConnectionState
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: public OutputSlot::Allocation
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, boost::noncopyable
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{
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public:
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virtual ~ConnectionState() { }
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};
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template<class CON>
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class ConnectionStateManager
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: public OutputSlot::ConnectionState
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, public vector<CON>
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{
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typedef OutputSlot::OpenedSinks OpenedSinks;
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/* == Allocation Interface == */
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OpenedSinks
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getOpenedSinks()
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{
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REQUIRE (this->isActive());
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return transform (eachElm(*this), connectOutputSink);
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}
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bool
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isActive()
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{
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return 0 < vector<CON>::size();
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}
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public:
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ConnectionStateManager()
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{
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UNIMPLEMENTED ("immediately build up the necessary number of connections");
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}
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virtual
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~ConnectionStateManager()
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{
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UNIMPLEMENTED ("shut down all connections");
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}
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virtual
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CON
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buildConnection() =0;
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private: // Implementation details
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DataSink
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connectOutputSink (CON& connection)
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{
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DataSink newSink;
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newSink.activate(&connection, shutdownConnection);
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return newSink;
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}
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void
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shutdownConnection (CON* toClose)
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{
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UNIMPLEMENTED ("how to mark a connection as closed");
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}
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};
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}} // namespace proc::play
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#endif
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@ -23,6 +23,7 @@
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#include "lib/error.hpp"
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#include "proc/play/output-slot.hpp"
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#include "proc/play/output-slot-connection.hpp"
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#include <boost/noncopyable.hpp>
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#include <vector>
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@ -42,48 +43,8 @@ namespace play {
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} // (End) hidden service impl details
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class Connection
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{
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public:
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};
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class ConnectionState
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: public OutputSlot::Allocation
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, public vector<Connection>
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, boost::noncopyable
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{
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typedef OutputSlot::OpenedSinks OpenedSinks;
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private: /* == Allocation Interface == */
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OpenedSinks
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getOpenedSinks()
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{
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UNIMPLEMENTED ("yield all opened channels");
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}
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bool
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isActive()
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{
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return 0 < size();
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}
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public:
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ConnectionState()
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{
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UNIMPLEMENTED ("immediately build up the necessary number of connections");
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}
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virtual
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~ConnectionState()
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{
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UNIMPLEMENTED ("shut down all connections");
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}
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};
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OutputSlot::~OutputSlot() { } // emit VTables here....
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@ -114,10 +75,19 @@ namespace play {
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UNIMPLEMENTED ("internal interface to determine the number of channel-connections");
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this->state_.reset(new ConnectionState());
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state_.reset (this->buildState());
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return *state_;
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}
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void
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OutputSlot::disconnect()
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{
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if (!isFree())
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state_.reset(0);
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}
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}} // namespace proc::play
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@ -38,7 +38,7 @@
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#include "lib/error.hpp"
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#include "lib/handle.hpp"
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#include "lib/time/timevalue.hpp"
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//#include "lib/time/timevalue.hpp"
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#include "proc/engine/buffer-provider.hpp"
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#include "proc/play/timings.hpp"
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#include "lib/iter-source.hpp"
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@ -56,7 +56,7 @@ namespace play {
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using ::engine::BuffHandle;
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using ::engine::BufferProvider;
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using lib::time::Time;
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//using lib::time::Time;
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//using std::string;
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//using std::vector;
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@ -64,25 +64,10 @@ namespace play {
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using boost::scoped_ptr;
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/** established output channel */
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class Connection;
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/** Table to maintain connection state */
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class ConnectionState;
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typedef int64_t FrameNr;
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class DataSink
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: public lib::Handle<Connection>
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{
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public:
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BuffHandle lockBufferFor(FrameNr);
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void emit(FrameNr);
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};
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class DataSink;
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typedef int64_t FrameID;
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class OutputSlot
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: boost::noncopyable
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{
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protected:
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/** Table to maintain connection state */
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class ConnectionState;
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scoped_ptr<ConnectionState> state_;
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virtual ConnectionState* buildState() =0;
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public:
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virtual ~OutputSlot();
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@ -113,17 +106,19 @@ namespace play {
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~Allocation();
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};
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/** established output channel */
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class Connection;
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/** can this OutputSlot be allocated? */
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bool isFree() const;
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/** claim this slot for exclusive use */
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Allocation& allocate();
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protected:
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friend class DataSink;
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virtual void lock (FrameNr, uint channel) =0;
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virtual void transfer (FrameNr, uint channel) =0;
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virtual void pushout (FrameNr, uint channel) =0;
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/** disconnect from this OutputSlot
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* @warning may block until DataSinks are gone */
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void disconnect();
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private:
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@ -131,5 +126,18 @@ namespace play {
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class DataSink
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: public lib::Handle<OutputSlot::Connection>
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{
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public:
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BuffHandle lockBufferFor(FrameID);
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void emit(FrameID);
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};
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}} // namespace proc::play
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#endif
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@ -105,28 +105,28 @@ namespace play {
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bool
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buffer_was_used (uint channel, FrameNr frame)
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buffer_was_used (uint channel, FrameID frame)
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{
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UNIMPLEMENTED ("determine if the denoted buffer was indeed used");
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}
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bool
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buffer_unused (uint channel, FrameNr frame)
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buffer_unused (uint channel, FrameID frame)
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{
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UNIMPLEMENTED ("determine if the specified buffer was never touched/locked for use");
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}
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bool
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buffer_was_closed (uint channel, FrameNr frame)
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buffer_was_closed (uint channel, FrameID frame)
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{
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UNIMPLEMENTED ("determine if the specified buffer was indeed closed properly");
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}
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bool
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emitted (uint channel, FrameNr frame)
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emitted (uint channel, FrameID frame)
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{
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UNIMPLEMENTED ("determine if the specivied buffer was indeed handed over for emitting output");
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}
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