non/Engine/Timeline_Server.C

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/*******************************************************************************/
/* Copyright (C) 2008 Jonathan Moore Liles */
/* */
/* 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; see the file COPYING. If not,write to the Free Software */
/* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */
/*******************************************************************************/
// #include "objects.H"
/* #include <sys/socket.h> */
/* #include <sys/types.h> */
/* #include <sys/select.h> */
#include "Timeline_Server.H"
#include <stdio.h>
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#include <string.h>
#include <sys/socket.h>
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/* Timeline Server.
The timeline server runs in its own thread and manages communication
between the engine and any connected timeline editors.
Its duties are as follows:
* Listen for connections from Timeline Editors on a TCP port.
* Accept 'do' messages from each connection, echoing the change to
all others.
* Keep global engine state in sync with recieved messages (in a
lock-free manner)
* Write do+undo messages to journal.
* Translate "undo" command into the appropriate 'do' messages.
*/
#define TIMELINE_PORT 6100
void
Timeline_Server::handle_new ( int s )
{
printf( "new connection\n" );
}
void
Timeline_Server::handle_hang_up ( int s )
{
printf( "hangup\n" );
}
void
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Timeline_Server::handle_request ( int s, const char *buf, int l )
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{
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printf( "request: %s", buf );
send( s, "fuckoff\n", strlen( "fuckoff\n" ), 0 );
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}