/* * Original work: Copyright (c) 2014, Oculus VR, Inc. * All rights reserved. * * This source code is licensed under the BSD-style license found in the * RakNet License.txt file in the licenses directory of this source tree. An additional grant * of patent rights can be found in the RakNet Patents.txt file in the same directory. * * * Modified work: Copyright (c) 2017, SLikeSoft UG (haftungsbeschränkt) * * This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style * license found in the license.txt file in the root directory of this source tree. */ #ifndef __SENDTO_THREAD #define __SENDTO_THREAD #include "defines.h" #ifdef USE_THREADED_SEND #include "InternalPacket.h" #include "SocketLayer.h" #include "DS_ThreadsafeAllocatingQueue.h" #include "ThreadPool.h" namespace SLNet { class SendToThread { public: SendToThread(); ~SendToThread(); struct SendToThreadBlock { SOCKET s; SystemAddress systemAddress; unsigned short remotePortRakNetWasStartedOn_PS3; unsigned int extraSocketOptions; char data[MAXIMUM_MTU_SIZE]; unsigned short dataWriteOffset; }; static SendToThreadBlock* AllocateBlock(void); static void ProcessBlock(SendToThreadBlock* threadedSend); static void AddRef(void); static void Deref(void); static DataStructures::ThreadsafeAllocatingQueue objectQueue; protected: static int refCount; static ThreadPool threadPool; }; } #endif #endif