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#include "dvlnet/loopback.h"
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#include <cstdint>
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#include "multi.h"
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#include "player.h"
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#include "utils/language.h"
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#include "utils/stubs.h"
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namespace devilution::net {
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int loopback::create(std::string_view /*addrstr*/)
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{
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IsLoopback = true;
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return plr_single;
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}
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int loopback::join(std::string_view /*addrstr*/)
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{
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ABORT();
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}
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bool loopback::SNetReceiveMessage(uint8_t *sender, void **data, size_t *size)
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{
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if (message_queue.empty())
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return false;
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message_last = message_queue.front();
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message_queue.pop();
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*sender = plr_single;
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*size = message_last.size();
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*data = message_last.data();
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return true;
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}
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bool loopback::SNetSendMessage(uint8_t dest, void *data, size_t size)
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{
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if (dest == plr_single) {
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auto *rawMessage = reinterpret_cast<unsigned char *>(data);
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const buffer_t message(rawMessage, rawMessage + size);
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message_queue.push(message);
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}
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return true;
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}
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bool loopback::SNetReceiveTurns(char **data, size_t *size, uint32_t * /*status*/)
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{
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for (size_t i = 0; i < Players.size(); ++i) {
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size[i] = 0;
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data[i] = nullptr;
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}
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return true;
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}
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bool loopback::SNetSendTurn(char * /*data*/, size_t /*size*/)
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{
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return true;
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}
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void loopback::SNetGetProviderCaps(struct _SNETCAPS *caps)
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{
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caps->size = 0; // engine writes only ?!?
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caps->flags = 0; // unused
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caps->maxmessagesize = 512; // capped to 512; underflow if < 24
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caps->maxqueuesize = 0; // unused
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caps->maxplayers = MAX_PLRS; // capped to 4
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caps->bytessec = 1000000; // ?
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caps->latencyms = 0; // unused
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caps->defaultturnssec = 10; // ?
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caps->defaultturnsintransit = 1; // maximum acceptable number
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// of turns in queue?
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}
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bool loopback::SNetRegisterEventHandler(event_type /*evtype*/,
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SEVTHANDLER /*func*/)
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{
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// not called in real singleplayer mode
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// not needed in pseudo multiplayer mode (?)
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return true;
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}
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bool loopback::SNetUnregisterEventHandler(event_type /*evtype*/)
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{
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// not called in real singleplayer mode
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// not needed in pseudo multiplayer mode (?)
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return true;
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}
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bool loopback::SNetLeaveGame(net::leaveinfo_t /*type*/)
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{
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IsLoopback = false;
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return true;
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}
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bool loopback::SNetDropPlayer(int /*playerid*/, net::leaveinfo_t /*flags*/)
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{
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return true;
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}
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void loopback::setup_gameinfo(buffer_t info)
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{
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}
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bool loopback::SNetGetOwnerTurnsWaiting(uint32_t *turns)
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{
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*turns = 0;
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return true;
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}
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bool loopback::SNetGetTurnsInTransit(uint32_t *turns)
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{
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*turns = 0;
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return true;
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}
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std::string loopback::make_default_gamename()
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{
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return std::string(_("loopback"));
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}
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} // namespace devilution::net
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