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