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49
Plugins/slua_unreal/External/luasocket/buffer.h
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49
Plugins/slua_unreal/External/luasocket/buffer.h
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#ifndef BUF_H
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#define BUF_H
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/*=========================================================================*\
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* Input/Output interface for Lua programs
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* LuaSocket toolkit
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*
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* Line patterns require buffering. Reading one character at a time involves
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* too many system calls and is very slow. This module implements the
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* LuaSocket interface for input/output on connected objects, as seen by
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* Lua programs.
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*
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* Input is buffered. Output is *not* buffered because there was no simple
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* way of making sure the buffered output data would ever be sent.
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*
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* The module is built on top of the I/O abstraction defined in io.h and the
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* timeout management is done with the timeout.h interface.
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\*=========================================================================*/
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#include "lua.h"
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#include "io.h"
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#include "timeout.h"
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/* buffer size in bytes */
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#define BUF_SIZE 8192
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namespace NS_SLUA {
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/* buffer control structure */
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typedef struct t_buffer_ {
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double birthday; /* throttle support info: creation time, */
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size_t sent, received; /* bytes sent, and bytes received */
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p_io io; /* IO driver used for this buffer */
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p_timeout tm; /* timeout management for this buffer */
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size_t first, last; /* index of first and last bytes of stored data */
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char data[BUF_SIZE]; /* storage space for buffer data */
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} t_buffer;
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typedef t_buffer *p_buffer;
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int buffer_open(lua_State *L);
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void buffer_init(p_buffer buf, p_io io, p_timeout tm);
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int buffer_meth_send(lua_State *L, p_buffer buf);
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int buffer_meth_receive(lua_State *L, p_buffer buf);
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int buffer_meth_getstats(lua_State *L, p_buffer buf);
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int buffer_meth_setstats(lua_State *L, p_buffer buf);
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int buffer_isempty(p_buffer buf);
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} // end NS_SLUA
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#endif /* BUF_H */
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