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#pragma once
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#include <exception>
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#include <map>
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#include <memory>
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#include <string>
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#include <vector>
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#include "dvlnet/abstract_net.h"
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namespace devilution {
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namespace net {
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template <class T>
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class cdwrap : public abstract_net {
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private:
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std::unique_ptr<abstract_net> dvlnet_wrap;
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std::map<event_type, SEVTHANDLER> registered_handlers;
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buffer_t game_init_info;
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void reset();
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public:
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virtual int create(std::string addrstr, std::string passwd);
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virtual int join(std::string addrstr, std::string passwd);
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virtual bool SNetReceiveMessage(int *sender, char **data, int *size);
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virtual bool SNetSendMessage(int dest, void *data,
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unsigned int size);
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virtual bool SNetReceiveTurns(char **data, unsigned int *size,
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DWORD *status);
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virtual bool SNetSendTurn(char *data, unsigned int size);
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virtual int SNetGetProviderCaps(struct _SNETCAPS *caps);
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virtual bool SNetRegisterEventHandler(event_type evtype,
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SEVTHANDLER func);
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virtual bool SNetUnregisterEventHandler(event_type evtype,
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SEVTHANDLER func);
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virtual bool SNetLeaveGame(int type);
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virtual bool SNetDropPlayer(int playerid, DWORD flags);
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virtual bool SNetGetOwnerTurnsWaiting(DWORD *turns);
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virtual bool SNetGetTurnsInTransit(DWORD *turns);
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virtual void setup_gameinfo(buffer_t info);
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virtual std::string make_default_gamename();
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cdwrap();
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virtual ~cdwrap() = default;
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};
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template <class T>
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cdwrap<T>::cdwrap()
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{
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reset();
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}
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template <class T>
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void cdwrap<T>::reset()
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{
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dvlnet_wrap.reset(new T);
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dvlnet_wrap->setup_gameinfo(game_init_info);
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for (const auto &pair : registered_handlers)
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dvlnet_wrap->SNetRegisterEventHandler(pair.first, pair.second);
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}
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template <class T>
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int cdwrap<T>::create(std::string addrstr, std::string passwd)
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{
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reset();
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return dvlnet_wrap->create(addrstr, passwd);
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}
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template <class T>
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int cdwrap<T>::join(std::string addrstr, std::string passwd)
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{
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game_init_info = buffer_t();
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reset();
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return dvlnet_wrap->join(addrstr, passwd);
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}
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template <class T>
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void cdwrap<T>::setup_gameinfo(buffer_t info)
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{
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game_init_info = std::move(info);
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if (dvlnet_wrap)
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dvlnet_wrap->setup_gameinfo(game_init_info);
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}
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template <class T>
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bool cdwrap<T>::SNetReceiveMessage(int *sender, char **data, int *size)
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{
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return dvlnet_wrap->SNetReceiveMessage(sender, data, size);
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}
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template <class T>
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bool cdwrap<T>::SNetSendMessage(int playerID, void *data, unsigned int size)
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{
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return dvlnet_wrap->SNetSendMessage(playerID, data, size);
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}
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template <class T>
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bool cdwrap<T>::SNetReceiveTurns(char **data, unsigned int *size, DWORD *status)
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{
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return dvlnet_wrap->SNetReceiveTurns(data, size, status);
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}
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template <class T>
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bool cdwrap<T>::SNetSendTurn(char *data, unsigned int size)
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{
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return dvlnet_wrap->SNetSendTurn(data, size);
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}
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template <class T>
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int cdwrap<T>::SNetGetProviderCaps(struct _SNETCAPS *caps)
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{
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return dvlnet_wrap->SNetGetProviderCaps(caps);
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}
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template <class T>
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bool cdwrap<T>::SNetUnregisterEventHandler(event_type evtype, SEVTHANDLER func)
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{
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registered_handlers.erase(evtype);
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if (dvlnet_wrap)
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return dvlnet_wrap->SNetUnregisterEventHandler(evtype, func);
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else
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return true;
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}
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template <class T>
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bool cdwrap<T>::SNetRegisterEventHandler(event_type evtype, SEVTHANDLER func)
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{
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registered_handlers[evtype] = func;
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if (dvlnet_wrap)
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return dvlnet_wrap->SNetRegisterEventHandler(evtype, func);
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else
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return true;
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}
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template <class T>
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bool cdwrap<T>::SNetLeaveGame(int type)
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{
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return dvlnet_wrap->SNetLeaveGame(type);
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}
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template <class T>
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bool cdwrap<T>::SNetDropPlayer(int playerid, DWORD flags)
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{
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return dvlnet_wrap->SNetDropPlayer(playerid, flags);
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}
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template <class T>
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bool cdwrap<T>::SNetGetOwnerTurnsWaiting(DWORD *turns)
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{
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return dvlnet_wrap->SNetGetOwnerTurnsWaiting(turns);
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}
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template <class T>
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bool cdwrap<T>::SNetGetTurnsInTransit(DWORD *turns)
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{
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return dvlnet_wrap->SNetGetTurnsInTransit(turns);
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}
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template <class T>
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std::string cdwrap<T>::make_default_gamename()
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{
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return dvlnet_wrap->make_default_gamename();
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}
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} // namespace net
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} // namespace devilution
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