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#pragma once
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#include <array>
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#include <cstdint>
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#include <deque>
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#include <memory>
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#include <string>
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#include <ankerl/unordered_dense.h>
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#include "dvlnet/abstract_net.h"
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#include "dvlnet/packet.h"
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#include "multi.h"
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#include "storm/storm_net.hpp"
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namespace devilution {
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namespace net {
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class base : public abstract_net {
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public:
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bool SNetReceiveMessage(uint8_t *sender, void **data, size_t *size) override;
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bool SNetSendMessage(uint8_t playerId, void *data, size_t size) override;
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bool SNetReceiveTurns(char **data, size_t *size, uint32_t *status) override;
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bool SNetSendTurn(char *data, size_t size) override;
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void SNetGetProviderCaps(struct _SNETCAPS *caps) override;
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bool SNetRegisterEventHandler(event_type evtype, SEVTHANDLER func) override;
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bool SNetUnregisterEventHandler(event_type evtype) override;
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bool SNetLeaveGame(net::leaveinfo_t type) override;
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bool SNetDropPlayer(int playerid, net::leaveinfo_t flags) override;
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bool SNetGetOwnerTurnsWaiting(uint32_t *turns) override;
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bool SNetGetTurnsInTransit(uint32_t *turns) override;
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virtual tl::expected<void, PacketError> poll() = 0;
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virtual tl::expected<void, PacketError> send(packet &pkt) = 0;
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virtual void DisconnectNet(plr_t plr);
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void process_network_packets() override;
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void setup_gameinfo(buffer_t info) override;
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void setup_password(std::string pw) override;
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void clear_password() override;
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DvlNetLatencies get_latencies(uint8_t playerid) override;
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~base() override = default;
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protected:
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ankerl::unordered_dense::map<event_type, SEVTHANDLER> registered_handlers;
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buffer_t game_init_info;
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struct message_t {
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uint8_t sender;
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buffer_t payload;
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message_t()
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: sender(-1)
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, payload({})
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{
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}
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message_t(int s, buffer_t p)
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: sender(s)
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, payload(p)
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{
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}
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};
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struct PlayerState {
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bool isConnected = {};
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std::deque<turn_t> turnQueue;
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int32_t lastTurnValue = {};
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uint32_t roundTripLatency = {};
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};
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seq_t current_turn = 0;
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seq_t next_turn = 0;
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message_t message_last;
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std::deque<message_t> message_queue;
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plr_t plr_self = PLR_BROADCAST;
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cookie_t cookie_self = 0;
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std::unique_ptr<packet_factory> pktfty;
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tl::expected<void, PacketError> Connect(plr_t player);
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tl::expected<void, PacketError> RecvLocal(packet &pkt);
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void RunEventHandler(_SNETEVENT &ev);
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tl::expected<void, PacketError> SendEchoRequest(plr_t player);
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[[nodiscard]] bool IsConnected(plr_t player) const;
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virtual bool IsGameHost() = 0;
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private:
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std::array<PlayerState, MAX_PLRS> playerStateTable_;
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bool awaitingSequenceNumber_ = true;
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uint32_t lastEchoTime = 0;
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plr_t GetOwner();
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bool AllTurnsArrived();
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tl::expected<void, PacketError> MakeReady(seq_t sequenceNumber);
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tl::expected<void, PacketError> SendTurnIfReady(turn_t turn);
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tl::expected<void, PacketError> SendFirstTurnIfReady(plr_t player);
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void ClearMsg(plr_t plr);
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tl::expected<void, PacketError> HandleAccept(packet &pkt);
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tl::expected<void, PacketError> HandleConnect(packet &pkt);
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tl::expected<void, PacketError> HandleTurn(packet &pkt);
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tl::expected<void, PacketError> HandleDisconnect(packet &pkt);
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tl::expected<void, PacketError> HandleEchoRequest(packet &pkt);
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tl::expected<void, PacketError> HandleEchoReply(packet &pkt);
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};
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} // namespace net
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} // namespace devilution
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