Files
GoldenCheetah/deprecated/SimpleNetworkController.h
Mark Liversedge 1b55780d51 Reorg tidy src directory
.. move the fluff that has collected into the src directory
   to somewhere more appropriate.
2016-02-26 09:28:28 +00:00

111 lines
3.7 KiB
C++

/*
* Copyright (c) 2009 Steve Gribble (gribble [at] cs.washington.edu) and
* Mark Liversedge (liversedge@gmail.com)
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program 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 General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc., 51
* Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef _GC_SimpleNetworkController_h
#define _GC_SimpleNetworkController_h 1
#include "GoldenCheetah.h"
#include <QString>
#include <QDebug>
#include "RealtimeController.h"
#include "RealtimeData.h"
#include "SimpleNetworkClient.h"
#include "DeviceTypes.h"
#include "DeviceConfiguration.h"
// This class serves as our first simple cut as a realtime
// network device controller. This class opens up a TCP connection
// to a server, and then starts pulling telemetry updates from a single
// peer via the server.
// This class currently uses a pull model. As well, GC should push
// realtime data drawn from a local bike into this class, causing that
// data to be relayed to the server (and from there to the peer).
class SimpleNetworkController : public RealtimeController
{
public:
TrainTool *parent;
// hostname and port are the hostname/port of the server to which
// this SimpleNetworkControlller should connect.
SimpleNetworkController(TrainTool *parent,
DeviceConfiguration *dc);
~SimpleNetworkController() { }
// Connect to the server; blocks until connection finishes or fails.
//
// Returns 0 on success, non-zero on failure.
int start();
// Disconnect from the server; blocks until disconnect finishes or
// fails.
//
// Returns 0 on successful disconnection, non-zero if the controller
// wasn't disconnected to begin with.
int stop();
// If the controller is connected to the server and running, this
// method causes the controller to "pause", i.e., to ignore updates
// flowing from the server locally.
//
// Returns 0 if the pause took effect, non-zero if the pause isn't
// meaningful (i.e., the controller isn't connected, or it's already
// paused).
int pause();
// If the controller is connected and paused, this method causes the
// controller to unpause and resume processing updates from the server.
//
// Returns 0 if the restart succeeds, non-zero otherwise.
int restart();
// XXX -- NOT SURE WHAT THIS METHOD IS FOR. I'VE CURRENTLY STUBBED
// IT OUT TO RETURN TRUE.
bool discover(char *) { return true; }
// The SimpleNetworkController is currently a pull mode controller.
bool doesPush() { return false; }
bool doesPull() { return true; }
bool doesLoad() { return false; }
void setLoad(double) { return; }
// When called, this method will fill in rtData with the latest
// realtime data from the remote peer.
//
// XXX -- should probably have a return value so that the caller
// can learn when the data source has unexpectedly disconnected.
void getRealtimeData(RealtimeData &rtData);
// When called, this method will push the realtime data in
// rtData to the server.
void pushRealtimeData(RealtimeData &rtData);
private:
SimpleNetworkClient client;
enum {DISCONNECTED, RUNNING, PAUSED} state;
RealtimeData data_cache;
};
#endif // _GC_SimpleNetworkController_h