text: /*
   * Copyright (c) 2010, Anima Games, Benjamin Karaban, Laurent Schneider,
   * Jérémie Comarmond, Didier Colin.
   * All rights reserved.
   * 
   * 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 the copyright holder 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 AND CONTRIBUTORS "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.
   */
  #ifndef NETWORK_NETWORKENGINE_H_
  #define NETWORK_NETWORKENGINE_H_
  
  #include <Core/Standard.h>
  #include <Core/Map.h>
  #include <Core/RT/SyncQueue.h>
  #include <Core/RT/Mutex.h>
  
  #include "NetworkWatcher.h"
  #include "NetworkIPBlacklist.h"
  
  namespace Core
  {
  class Thread;
  class ConditionVar;
  }
  
  namespace Network
  {
  
  class NetworkMessage;
  class NetworkConnection;
  
  class LM_API NetworkEngine: public Core::Object
  {
  
  public:
      NetworkEngine(uint32 socketMaxConnections = 10000);
      /**
       * Ce constructeur du NetworkEngine permet d'être notifié
       * via la ConditionVar quand il y a un évênement à traiter.
       */
      NetworkEngine(  Ptr<Core::ConditionVar> pAsyncNotification,
                      uint32 socketMaxConnections = 10000);
      virtual ~NetworkEngine();
  
      void launch();
      inline void stop() { _isBeingStopped = true; }
  
      void open(  const String8 & localAddress,
                  const int16 localPort,
                  ENetworkConnectionPrivilege connectionPrivilege);
  
      bool connect(const String8 & remoteAddress, const int16 remotePort);
  
      Ptr<NetworkMessage> getMessage();
      void sendMessage(Ptr<NetworkMessage> pNetworkMessage);
  
  private:
      bool    _isBeingStopped;
      uint32  _socketMaxConnections;
      bool    _doAsyncNotification;
      int32   _nextSessionId;
  
      Ptr<Core::ConditionVar> _pAsyncNotification;
  
      Core::Thread * _pThread;
      NetworkIPBlacklist      _ipBlacklist;
  
      NetworkWatcher _networkWatcher;
  
      Core::Map<int32, Ptr<NetworkConnection> >   _clientSockets;
      Core::List<Ptr<NetworkConnection> >         _serverSockets;
      Core::SyncQueue<Ptr<NetworkMessage> >       _pendingNewMessages;
  
      Core::Mutex _mutex;
  
  private:
      void _run();
      void _networkStartUp();
      void _networkCleanUp();
      void _deleteClosedConnection();
      void _manageActiveClientConnection();
      void _manageActiveServerConnection();
  };
  
  } // namespace Network
  
  #endif /* NETWORK_NETWORKENGINE_H_ */
  