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#include "storm/storm_net.hpp"
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#include <cstdint>
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#include <memory>
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#ifndef NONET
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#include <mutex>
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#include <thread>
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#include <utility>
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#include "utils/sdl_mutex.h"
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#endif
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#include "dvlnet/abstract_net.h"
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#include "engine/demomode.h"
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#include "menu.h"
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#include "options.h"
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#include "utils/stubs.h"
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#include "utils/utf8.hpp"
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namespace devilution {
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namespace {
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std::unique_ptr<net::abstract_net> dvlnet_inst;
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bool GameIsPublic = {};
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thread_local uint32_t dwLastError = 0;
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#ifndef NONET
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SdlMutex storm_net_mutex;
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#endif
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} // namespace
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uint32_t SErrGetLastError()
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{
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return dwLastError;
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}
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void SErrSetLastError(uint32_t dwErrCode)
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{
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dwLastError = dwErrCode;
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}
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bool SNetReceiveMessage(uint8_t *senderplayerid, void **data, uint32_t *databytes)
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{
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#ifndef NONET
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std::lock_guard<SdlMutex> lg(storm_net_mutex);
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#endif
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if (!dvlnet_inst->SNetReceiveMessage(senderplayerid, data, databytes)) {
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SErrSetLastError(STORM_ERROR_NO_MESSAGES_WAITING);
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return false;
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}
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return true;
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}
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bool SNetSendMessage(int playerID, void *data, unsigned int databytes)
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{
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#ifndef NONET
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std::lock_guard<SdlMutex> lg(storm_net_mutex);
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#endif
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return dvlnet_inst->SNetSendMessage(playerID, data, databytes);
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}
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bool SNetReceiveTurns(int arraysize, char **arraydata, size_t *arraydatabytes, uint32_t *arrayplayerstatus)
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{
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#ifndef NONET
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std::lock_guard<SdlMutex> lg(storm_net_mutex);
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#endif
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if (arraysize != MAX_PLRS)
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UNIMPLEMENTED();
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if (!dvlnet_inst->SNetReceiveTurns(arraydata, arraydatabytes, arrayplayerstatus)) {
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SErrSetLastError(STORM_ERROR_NO_MESSAGES_WAITING);
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return false;
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}
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return true;
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}
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bool SNetSendTurn(char *data, unsigned int databytes)
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{
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#ifndef NONET
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std::lock_guard<SdlMutex> lg(storm_net_mutex);
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#endif
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return dvlnet_inst->SNetSendTurn(data, databytes);
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}
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void SNetGetProviderCaps(struct _SNETCAPS *caps)
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{
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#ifndef NONET
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std::lock_guard<SdlMutex> lg(storm_net_mutex);
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#endif
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dvlnet_inst->SNetGetProviderCaps(caps);
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}
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bool SNetUnregisterEventHandler(event_type evtype)
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{
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#ifndef NONET
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std::lock_guard<SdlMutex> lg(storm_net_mutex);
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#endif
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if (dvlnet_inst == nullptr)
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return true;
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return dvlnet_inst->SNetUnregisterEventHandler(evtype);
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}
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bool SNetRegisterEventHandler(event_type evtype, SEVTHANDLER func)
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{
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#ifndef NONET
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std::lock_guard<SdlMutex> lg(storm_net_mutex);
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#endif
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return dvlnet_inst->SNetRegisterEventHandler(evtype, func);
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}
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bool SNetDestroy()
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{
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#ifndef NONET
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std::lock_guard<SdlMutex> lg(storm_net_mutex);
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#endif
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dvlnet_inst = nullptr;
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return true;
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}
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bool SNetDropPlayer(int playerid, uint32_t flags)
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{
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#ifndef NONET
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std::lock_guard<SdlMutex> lg(storm_net_mutex);
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#endif
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return dvlnet_inst->SNetDropPlayer(playerid, flags);
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}
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bool SNetLeaveGame(int type)
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{
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#ifndef NONET
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std::lock_guard<SdlMutex> lg(storm_net_mutex);
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#endif
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if (dvlnet_inst == nullptr)
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return true;
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return dvlnet_inst->SNetLeaveGame(type);
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}
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/**
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* @brief Called by engine for single, called by ui for multi
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* @param provider BNET, IPXN, MODM, SCBL or UDPN
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* @param gameData The game data
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*/
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bool SNetInitializeProvider(uint32_t provider, struct GameData *gameData)
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{
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#ifndef NONET
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std::lock_guard<SdlMutex> lg(storm_net_mutex);
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#endif
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dvlnet_inst = net::abstract_net::MakeNet(provider);
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return (HeadlessMode && !demo::IsRunning()) || mainmenu_select_hero_dialog(gameData);
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}
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/**
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* @brief Called by engine for single, called by ui for multi
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*/
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bool SNetCreateGame(const char *pszGameName, const char *pszGamePassword, char *gameTemplateData, int gameTemplateSize, int *playerID)
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{
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#ifndef NONET
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std::lock_guard<SdlMutex> lg(storm_net_mutex);
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#endif
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if (gameTemplateSize != sizeof(GameData))
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ABORT();
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net::buffer_t gameInitInfo(gameTemplateData, gameTemplateData + gameTemplateSize);
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dvlnet_inst->setup_gameinfo(std::move(gameInitInfo));
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std::string defaultName;
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if (pszGameName == nullptr) {
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defaultName = dvlnet_inst->make_default_gamename();
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pszGameName = defaultName.c_str();
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}
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GameName = pszGameName;
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if (pszGamePassword != nullptr)
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DvlNet_SetPassword(pszGamePassword);
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else
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DvlNet_ClearPassword();
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*playerID = dvlnet_inst->create(pszGameName);
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return *playerID != -1;
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}
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bool SNetJoinGame(char *pszGameName, char *pszGamePassword, int *playerID)
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{
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#ifndef NONET
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std::lock_guard<SdlMutex> lg(storm_net_mutex);
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#endif
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if (pszGameName != nullptr)
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GameName = pszGameName;
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if (pszGamePassword != nullptr)
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DvlNet_SetPassword(pszGamePassword);
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else
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DvlNet_ClearPassword();
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*playerID = dvlnet_inst->join(pszGameName);
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return *playerID != -1;
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}
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/**
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* @brief Is this the mirror image of SNetGetTurnsInTransit?
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*/
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bool SNetGetOwnerTurnsWaiting(uint32_t *turns)
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{
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#ifndef NONET
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std::lock_guard<SdlMutex> lg(storm_net_mutex);
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#endif
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return dvlnet_inst->SNetGetOwnerTurnsWaiting(turns);
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}
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bool SNetGetTurnsInTransit(uint32_t *turns)
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{
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#ifndef NONET
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std::lock_guard<SdlMutex> lg(storm_net_mutex);
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#endif
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return dvlnet_inst->SNetGetTurnsInTransit(turns);
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}
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/**
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* @brief engine calls this only once with argument 1
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*/
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bool SNetSetBasePlayer(int /*unused*/)
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{
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#ifndef NONET
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std::lock_guard<SdlMutex> lg(storm_net_mutex);
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#endif
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return true;
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}
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bool DvlNet_SendInfoRequest()
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{
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return dvlnet_inst->send_info_request();
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}
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void DvlNet_ClearGamelist()
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{
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return dvlnet_inst->clear_gamelist();
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}
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std::vector<GameInfo> DvlNet_GetGamelist()
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{
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return dvlnet_inst->get_gamelist();
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}
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void DvlNet_SetPassword(std::string pw)
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{
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GameIsPublic = false;
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GamePassword = pw;
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dvlnet_inst->setup_password(std::move(pw));
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}
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void DvlNet_ClearPassword()
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{
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GameIsPublic = true;
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GamePassword.clear();
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dvlnet_inst->clear_password();
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}
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bool DvlNet_IsPublicGame()
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{
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return GameIsPublic;
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}
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} // namespace devilution
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