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📄 gestureserver.h

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// GestureServer.h: TCP/IP and UDP server//#include "HandVu.hpp"  // for HVState only#include "OSCpacket.h"#include <string>#include <list>using namespace std;#ifdef WIN32#include <winsock2.h>#elsetypedef int SOCKET;#endif#define GESTUREEVENT_VERSION_STRING "1.2"typedef list<SOCKET> SocketList;class GestureServer { public:  GestureServer& operator=(const GestureServer& from)    ;  virtual void Start() = 0;  virtual void Stop() = 0;  virtual void Send(const HVState& state) = 0;  bool IsStarted() const {return m_started;} protected:  GestureServer();  void SetNonBlocking(SOCKET sd); protected:  bool                           m_started;};class GestureServerStream : public GestureServer { public:  GestureServerStream(int port, int max_num_clients=10);  GestureServerStream(const GestureServerStream& from);  ~GestureServerStream();  GestureServerStream& operator=(const GestureServerStream& from);  virtual void Start();  virtual void Stop();  virtual void Send(const HVState& state); protected:  void InitSockets();  void CheckForNewClients(); protected:  int                            m_port;  int                            m_max_num_clients;  SOCKET                         m_server_sd;  SocketList                     m_client_sds;};class GestureServerOSC : public GestureServer { public:  GestureServerOSC(string dest_ip, int dest_port=57120);  GestureServerOSC(const GestureServerOSC& from);  ~GestureServerOSC();  GestureServerOSC& operator=(const GestureServerOSC& from);  virtual void Start();  virtual void Stop();  virtual void Send(const HVState& state); protected:  string                         m_dest_ip;  int                            m_dest_port;  SOCKET                         m_server_sd;  mutable OSCpacket              m_packet;};

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