1 /*---------------------------------------------------------------------------* 2 Project: Horizon 3 File: rdt_Receiver.h 4 5 Copyright (C) 2009-2011 Nintendo. All rights reserved. 6 7 These coded instructions, statements, and computer programs contain 8 proprietary information of Nintendo of America Inc. and/or Nintendo 9 Company Ltd., and are protected by Federal copyright law. They may 10 not be disclosed to third parties or copied or duplicated in any form, 11 in whole or in part, without the prior written consent of Nintendo. 12 13 $Rev: 54504 $ 14 *---------------------------------------------------------------------------*/ 15 16 ////#include <stdafx.h> 17 18 #ifndef NN_RDT_RECEIVER_H_ 19 #define NN_RDT_RECEIVER_H_ 20 21 22 #include <nn/rdt/rdt_define.h> 23 24 #include <nn/types.h> 25 #include <nn/Result.h> 26 27 28 namespace nn { namespace rdt { 29 30 /*! 31 @addtogroup nn_rdt_api 32 @{ 33 */ 34 35 class ReceiverImpl; 36 37 /*! 38 @brief Structure that contains all configuration information passed to <tt>@ref Receiver::Initialize</tt>. 39 */ 40 struct ReceiverConfig{ 41 void *pWorkBuf; //!< Pointer to the work memory region used by the <tt>Receiver</tt> instance. It must be 8-byte aligned. Allocate a working memory buffer of at least <tt>Receiver::RECEIVER_WORKBUF_SIZE</tt> bytes. 42 void *pRecvBuf; //!< Takes the starting address of the receive buffer. 43 u16 recvBufSize; //!< Size (in bytes) of the receive buffer (<span class="argument">pRecvBuf</span>). 44 u16 nodeId; //!< Node ID of the UDS communication partner. 45 u8 port; //!< Port number used during UDS communication. 46 u8 padding[3]; //!< Padding. 47 #ifdef _WIN32 48 SOCKET sock; 49 #endif 50 }; 51 52 53 /*! 54 @brief Class representing a device receiving data. 55 56 The following description shows how to use the <tt>Receiver</tt> class. Detailed instructions on calling <tt>@ref Process</tt> have been left out of the following description. In actual practice, <tt>@ref Process</tt> must be called periodically at a frequency of about once per game frame or less. 57 58 1. Create an instance of the <tt>Receiver</tt> class. 59 60 2. Call <tt>@ref Initialize</tt> to initialize the instance. 61 (The receive buffer memory and the work memory for use by the <tt>Receiver</tt> instance are allocated at this time.) 62 63 64 3. Call <tt>@ref Wait</tt> and wait for connection from a <tt>Sender</tt> instance. 65 66 4. When the state changes to <tt>RECEIVER_STATE_OPENED</tt>, periodically call <tt>@ref Receive</tt> to write received data (to the memory buffer provided by the application). 67 68 69 5. When the state changes to <tt>RECEIVER_STATE_FINISHED</tt> and you have confirmed that the size of data that can be read using <tt>@ref Receive</tt> has reached <tt>0</tt>, call <tt>@ref Close</tt>. 70 71 72 6. When the state changes to <tt>RECEIVER_STATE_CLOSED</tt>, call <tt>@ref Finalize</tt> to clean up the <tt>Sender</tt> class. 73 74 75 76 */ 77 class Receiver{ 78 public: 79 static const size_t RECEIVER_WORKBUF_SIZE = 128; //!< Size of the working memory required by the <tt>Receiver</tt> instance. 80 81 /*! 82 @brief Instantiates the object. 83 84 You must call <tt>@ref Initialize</tt> after calling this function to enable use of the <tt>Receiver</tt> instance. 85 86 */ 87 Receiver(void); 88 89 90 /*! 91 @brief Destroys the object. 92 93 If <tt>@ref Finalize</tt> has not been called yet, the destructor calls it. 94 95 */ 96 ~Receiver(void); 97 98 99 /*! 100 @brief Initializes the instance. 101 102 If initialization succeeds, this function implicitly consumes two <tt>nn::uds::EndpointDescriptor</tt> objects. 103 If initialization fails, the function returns without consuming any <tt>nn::uds::EndpointDescriptor</tt> objects. 104 Memory passed to the instance by this call must be allocated before calling <tt>@ref Finalize</tt>. 105 106 107 The <tt>@ref nn::uds::Cafe::Attach "nn::uds::Attach"</tt> function is called implicitly with <tt>@ref nn::uds::Cafe::ATTACH_BUFFER_SIZE_DEFAULT "nn::uds::ATTACH_BUFFER_SIZE_DEFAULT"</tt> specified as the receive buffer size. 108 109 If the application does not supply a large enough buffer to <tt>@ref nn::uds::Cafe::Initialize "nn::uds::Initialize"</tt>, initialization fails, returning <tt>@ref nn::uds::Cafe::ResultOutOfResource "nn::uds::ResultOutOfResource"</tt>, because the <tt>@ref nn::uds::Cafe::Attach "nn::uds::Attach"</tt> function uses the buffer passed to <tt>@ref nn::uds::Cafe::Initialize "nn::uds::Initialize"</tt>. 110 111 112 @param[in] config Data structure storing initialization parameters. For more information, see <tt>ReceiverConfig</tt>. 113 114 @return Returns the result of initialization. Specifically, this function may return the following: a value for which the <tt>@ref nn::Result::IsSuccess</tt> function returns <tt>true</tt> or a result code returned by the UDS library (such as <tt>@ref ResultAlreadyInitialized</tt>, <tt>@ref ResultNullPointer</tt>, or <tt>@ref ResultInvalidSize</tt>). 115 116 117 118 119 */ 120 nn::Result Initialize(const ReceiverConfig &config); 121 122 123 /*! 124 @brief Frees resources that were used by a <tt>Receiver</tt> instance, including the receive buffer and the endpoint descriptors. 125 126 @return None. Calls to <tt>@ref Finalize</tt> always succeed. 127 If <tt>@ref Finalize</tt> is called when the instance is not initialized, the function does nothing and returns. 128 129 */ 130 void Finalize(void); 131 132 133 /*! 134 @brief Issues a request to wait for a connection. 135 136 Issues a request to wait for a remote <tt>Sender</tt> instance to issue a connection request. 137 If the call to this function succeeds, the state changes to <tt>RECEIVER_STATE_WAITING</tt>. 138 The actual wait operation is performed by the <tt>@ref Process</tt> function. 139 140 @return Returns success if the request was accepted. 141 The function returns failure if it is called when the state of the instance is anything other than <tt>RECEIVER_STATE_CLOSED</tt>. 142 Specifically, this function may return the following: a value for which the <tt>@ref nn::Result::IsSuccess</tt> function returns <tt>true</tt>; or <tt>@ref ResultNotInitialized</tt> or <tt>@ref ResultUntimelyFunctionCall</tt>. 143 144 145 */ 146 nn::Result Wait(void); 147 148 149 /*! 150 @brief Issues a request to revert an instance to the <tt>CLOSED</tt> state. 151 152 Call this function after you verify that all data has been received. 153 If the call to this function succeeds, the state transitions to <tt>RECEIVER_STATE_CLOSED</tt>. 154 155 @return Returns success if the request was accepted. 156 The function returns failure if it is called when the state of the instance is anything other than <tt>RECEIVER_STATE_FINISHED</tt>. 157 Specifically, this function may return the following: a value for which the <tt>@ref nn::Result::IsSuccess</tt> function returns <tt>true</tt>; or <tt>@ref ResultNotInitialized</tt> or <tt>@ref ResultUntimelyFunctionCall</tt>. 158 159 160 */ 161 nn::Result Close(void); 162 163 164 /*! 165 @brief Reads the data that has accumulated in the receive buffer. 166 167 Reads the byte string that was sent from the <tt>Sender</tt> instance and has accumulated in the receive buffer. 168 This byte string is guaranteed to be obtainable in a form that maintains the byte sequence sent by <tt>nn::rdt::Sender::Send</tt>. 169 170 171 We recommend calling this function every game frame to improve throughput. 172 173 174 @param[out] pBuf Specifies the starting address of the buffer where the received data is written. 175 @param[out] pRecvSize Stores the number of bytes that were read from the receive buffer. 176 If no data was readable, this parameter is set to <tt>0</tt>. 177 @param[in] bufSize Holds the size, in bytes, of the buffer where the received data is written. 178 If this parameter is set to <tt>0</tt>, the function does nothing and returns a non-error value. 179 180 @return Returns the result of the function. 181 Specifically, this function may return the following: a value for which the <tt>@ref nn::Result::IsSuccess</tt> function returns <tt>true</tt>, or the <tt>@ref ResultDoNothing</tt>, <tt>@ref ResultNotInitialized</tt>, <tt>@ref ResultNullPointer</tt>, or <tt>@ref ResultUntimelyFunctionCall</tt> result code. 182 183 184 185 */ 186 nn::Result Receive(void *pBuf, size_t *pRecvSize, size_t bufSize); 187 188 189 /*! 190 @brief Proceeds with communication. The actual communication occurs within this function. 191 192 Applications must always call this function at least every game frame (every 50 ms or less) until the <tt>@ref Finalize</tt> function is called, even when running in background mode. 193 194 When sending and receiving real data, you can sometimes improve the transmission performance by calling this function several times in a row. 195 196 This function results in transfer of up to 1400 bytes per call, but even more data can be received by calling this function multiple times. 197 198 For more information about specific settings, see the <tt>ServerClient</tt> sample demo. 199 Do not call other member functions (such as <tt>@ref Receive</tt>) while this function is running. 200 This results in undefined operations. 201 State transitions of <tt>Receiver</tt> instances are also handled within this function. 202 203 @return Returns the result of a series of communication operations. 204 Specifically, this function may return the following: a value for which the <tt>@ref nn::Result::IsSuccess</tt> function returns <tt>true</tt> or a result code returned by the UDS library, such as <tt>@ref ResultNotInitialized</tt> or <tt>@ref ResultResetReceived</tt>. 205 206 207 */ 208 nn::Result Process(void); 209 210 211 /*! 212 @brief Cancels the operation. 213 214 Call this function when you want to forcibly stop communication based on a command by the player. 215 216 Calling this function makes the <tt>Receiver</tt> instance transition to the <tt>RECEIVER_STATE_CLOSED</tt> state. 217 This function is an exception in that it runs its operation right away, without waiting for the <tt>@ref Process</tt> function to run it. 218 219 @return None. Calls to the <tt>@ref Cancel</tt> function always succeed. 220 */ 221 void Cancel(void); 222 223 224 /*! 225 @brief Gets the state of a <tt>Receiver</tt> instance. 226 227 @return Returns the state of the instance at the time this function was called. 228 */ 229 enum ReceiverState GetStatus(void) const; 230 231 232 /*! 233 @brief Sets up a simulated packet loss ratio (for debugging). This function may be removed in a future release without notice. 234 235 If a value other than zero is set for the packet loss ratio, the <tt>rdt</tt> library calls <tt>std::rand</tt> to determine whether to simulate packet loss. 236 Set an appropriate random seed by calling <tt>std::srand</tt> before using this function. 237 238 239 @param[in] per Provide a value so that <tt>0 <=</tt> <span class="argument">per</span> <tt><= 100</tt>. 240 241 @return None. 242 */ 243 void SetPacketLossRatio(int per); 244 245 246 /*! 247 @brief Prints detailed information about the internal state of a <tt>Receiver</tt> instance (for debugging). This function may be removed in a future release without notice. 248 249 @return None. 250 */ 251 void PrintDebugInfo(void) const; 252 253 254 private: 255 /*! 256 @brief The copy constructor is private. 257 */ 258 Receiver (const Receiver&); 259 260 261 /*! 262 @brief The assignment operator is private. 263 */ 264 Receiver& operator=(const Receiver&); 265 266 267 /*! 268 @brief Private member variables. 269 */ 270 ReceiverImpl *m_pImpl; 271 }; 272 273 //! @} 274 275 }} // namespace nn::rdt 276 277 #endif // end of NN_RDT_RECEIVER_H_ 278