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#pragma once
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#include <string>
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#include <memory>
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#include <array>
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#include <asio/ts/buffer.hpp>
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#include <asio/ts/internet.hpp>
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#include <asio/ts/io_context.hpp>
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#include <asio/ts/net.hpp>
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#include "dvlnet/packet.h"
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#include "dvlnet/abstract_net.h"
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#include "dvlnet/frame_queue.h"
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namespace dvl {
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namespace net {
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class server_exception : public dvlnet_exception {
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};
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class tcp_server {
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public:
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tcp_server(asio::io_context &ioc, std::string bindaddr,
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unsigned short port, std::string pw);
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std::string localhost_self();
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private:
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static constexpr int timeout_connect = 30;
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static constexpr int timeout_active = 60;
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struct client_connection {
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frame_queue recv_queue;
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buffer_t recv_buffer = buffer_t(frame_queue::max_frame_size);
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plr_t plr = PLR_BROADCAST;
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asio::ip::tcp::socket socket;
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asio::steady_timer timer;
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int timeout;
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client_connection(asio::io_context &ioc)
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: socket(ioc)
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, timer(ioc)
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{
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}
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};
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typedef std::shared_ptr<client_connection> scc;
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asio::io_context &ioc;
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packet_factory pktfty;
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std::unique_ptr<asio::ip::tcp::acceptor> acceptor;
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std::array<scc, MAX_PLRS> connections;
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buffer_t game_init_info;
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scc make_connection();
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plr_t next_free();
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bool empty();
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void start_accept();
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void handle_accept(scc con, const asio::error_code &ec);
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void start_recv(scc con);
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void handle_recv(scc con, const asio::error_code &ec, size_t bytes_read);
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void handle_recv_newplr(scc con, packet &pkt);
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void handle_recv_packet(packet &pkt);
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void send_connect(scc con);
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void send_packet(packet &pkt);
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void start_send(scc con, packet &pkt);
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void handle_send(scc con, const asio::error_code &ec, size_t bytes_sent);
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void start_timeout(scc con);
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void handle_timeout(scc con, const asio::error_code &ec);
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void drop_connection(scc con);
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};
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} //namespace net
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} //namespace dvl
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