/************************************************************************ $Id: iofactory.h,v 1.2 2005/01/06 17:59:28 jonico Exp $ RTB - Team Framework: Framework for RealTime Battle robots to communicate efficiently in a team Copyright (C) 2004 The RTB- Team Framework Group: http://rtb-team.sourceforge.net 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA $Log: iofactory.h,v $ Revision 1.2 2005/01/06 17:59:28 jonico Now all files in the repository have their new header format. **************************************************************************/ #ifndef IOFACTORY_H #define IOFACTORY_H #include "ionamespace.h" #include "../gamecontrol/gamecontrolnamespace.h" #include "../exceptions/ioexception.h" #include "../exceptions/serverispresentexception.h" #include /** * Namespace */ namespace IO { using std::auto_ptr; using std::bad_exception; using Exceptions::ServerIsPresentException; using Exceptions::IOException; /** * Class IOFactory */ class IOFactory { /* * Public stuff */ public: /** * Destructor, does nothing. */ virtual ~IOFactory () {} /* * Operations */ /** * Tries to create a ServerCommunicator if no MasterServer is already present * Otherwise, throws a ServerIsPresentException */ virtual auto_ptr createServerCommunicator () const throw(IOException, ServerIsPresentException, bad_exception) = 0; /** * Since the RealTime Battle Server will restart our program (and therefore cause ugly problems) * if we tell it, that we want to use a blocking communication mode, we do not say so (but stating the opposite), but manage * the blocking with manipulating standard in and standard out by ourselves with this method. * This method should be called before any read or write access to the RTBConnection object was made. */ virtual void switch2BlockingMode() const throw (IOException, bad_exception) = 0; /** * This method create an ClientCommunicator and should be call after createServerCommunicator * throws an ServerIsPresentException. */ virtual auto_ptr createClientCommunicator () const throw(IOException, bad_exception) = 0; /** * Important: RTBConnection should be initialized only once!!! * NOTE: The concrete factory is in to delete the rtbconnection object!!! */ virtual RTBConnection* getRTBConnection () const throw(IOException, bad_exception) = 0; }; } #endif //IOFACTORY_H