Kaim::VisualDebugClient Class Reference
#include <visualdebugclient.h>
The VisualDebugClient class manages the retrieval of data from a VisualDebugServer running in the game engine.
This class is used internally by the NavigationLab. It can be used to integrate the visualization of debug data into your level editing or debugging tools. It has 4 exclusive modes:
- Listening for available servers (broadcast)
- Connected to a server
- Writing to file
- Reading from file If KY_BUILD_SHIPPING is defined this class is empty.
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Net::AMP::ThreadMgr * | GetThreadMgr () |
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const Net::AMP::ThreadMgr * | GetThreadMgr () const |
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MemoryHeap * | GetHeap () |
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void | WaitForEmptiedSendQueue () |
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RunMode | GetRunMode () const |
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File * | GetFile () |
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Enumerated the running mode of the VisualDebugClient.
Enumerator |
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RunSynchronously |
Operations are done in the main thread.
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RunAsynchronously |
Operations are made in separate threads.
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void Kaim::VisualDebugClient::CloseConnection |
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Closes the current network socket connection, if any.
Initiates a new connection to the VisualDebugServer listening on the specified host and port.
- Parameters
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ipAddress | The IP address or network name of the host running the VisualDebugServer. |
port | The network port configured for use by the VisualDebugServer. |
runMode | one theRunMode enumeration. |
- Returns
- A KyResult that indicates the success or failure of the request.
static KyUInt32 Kaim::VisualDebugClient::GetInfiniteWaitDelay |
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inlinestatic |
Defines a special value that can be passed to WaitWhileEstablishingConnection to block execution in the calling thread until the connection is established.
bool Kaim::VisualDebugClient::IsConnected |
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const |
Indicates whether the VisualDebugClient is connected and SendEndOfSynchronization was called.
bool Kaim::VisualDebugClient::IsConnectionEstablished |
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const |
Indicates whether ThreadMgr has established a connection.
bool Kaim::VisualDebugClient::IsReceptionPipelineEmpty |
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inline |
Check if everything was received.
KyResult Kaim::VisualDebugClient::SendEndOfSynchronization |
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Must be send after having sent or received data for synchronization.
Otherwise, the server will be in syncing state for ever, never being seen has fully connected
Sends a flat blob (with no Array inside).
The blob must be in the local platform endianness. (swap will be done internally when writing data to the socket).
KyResult Kaim::VisualDebugClient::SetupReceiverRegistry |
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MessageReceiverRegistry & |
receiverRegistry | ) |
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Setup the internal receiver registry.
RunAsynchronously is highly recommended to run this in a seperated thread because listening for Wii U servers is slow since it is not made via a real broadcasting.
KyResult Kaim::VisualDebugClient::Update |
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Receives all messages since the last call to Update(), and processes them by calling the receivers set up for the MessageReceiverRegistry.
bool Kaim::VisualDebugClient::WaitWhileEstablishingConnection |
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KyUInt32 |
maxDelayMilliseconds | ) |
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The documentation for this class was generated from the following file: