#pragma once #include #include // This header must be included before any 3DS code // because 3DS SDK defines a macro with the same name // as an fmt template parameter in some versions of fmt. // See https://github.com/fmtlib/fmt/issues/3632 // // 3DS uses some custom ASIO code that transitively includes // the 3DS SDK. #include #include #include #include #include #include #include "dvlnet/base.h" #include "dvlnet/frame_queue.h" #include "dvlnet/packet.h" #include "dvlnet/tcp_server.h" namespace devilution::net { class tcp_client : public base { public: int create(std::string addrstr) override; int join(std::string addrstr) override; tl::expected poll() override; void send(packet &pkt) override; bool SNetLeaveGame(int type) override; ~tcp_client() override; std::string make_default_gamename() override; protected: bool IsGameHost() override; private: frame_queue recv_queue; buffer_t recv_buffer = buffer_t(frame_queue::max_frame_size); asio::io_context ioc; asio::ip::tcp::resolver resolver = asio::ip::tcp::resolver(ioc); asio::ip::tcp::socket sock = asio::ip::tcp::socket(ioc); std::unique_ptr local_server; // must be declared *after* ioc std::optional ioHandlerResult; void HandleReceive(const asio::error_code &error, size_t bytesRead); void StartReceive(); void HandleSend(const asio::error_code &error, size_t bytesSent); void RaiseIoHandlerError(const PacketError &error); }; } // namespace devilution::net