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#pragma once
#include <exception>
#include <map>
#include <memory>
#include <string>
#include <vector>
#include "dvlnet/abstract_net.h"
namespace devilution {
namespace net {
template <class T>
class cdwrap : public abstract_net {
private:
std::unique_ptr<abstract_net> dvlnet_wrap;
std::map<event_type, SEVTHANDLER> registered_handlers;
buffer_t game_init_info;
void reset();
public:
virtual int create(std::string addrstr, std::string passwd);
virtual int join(std::string addrstr, std::string passwd);
virtual bool SNetReceiveMessage(int *sender, char **data, int *size);
virtual bool SNetSendMessage(int dest, void *data,
unsigned int size);
virtual bool SNetReceiveTurns(char **data, unsigned int *size,
DWORD *status);
virtual bool SNetSendTurn(char *data, unsigned int size);
virtual int SNetGetProviderCaps(struct _SNETCAPS *caps);
virtual bool SNetRegisterEventHandler(event_type evtype,
SEVTHANDLER func);
virtual bool SNetUnregisterEventHandler(event_type evtype,
SEVTHANDLER func);
virtual bool SNetLeaveGame(int type);
virtual bool SNetDropPlayer(int playerid, DWORD flags);
virtual bool SNetGetOwnerTurnsWaiting(DWORD *turns);
virtual bool SNetGetTurnsInTransit(DWORD *turns);
virtual void setup_gameinfo(buffer_t info);
virtual std::string make_default_gamename();
cdwrap();
virtual ~cdwrap() = default;
};
template <class T>
cdwrap<T>::cdwrap()
{
reset();
}
template <class T>
void cdwrap<T>::reset()
{
dvlnet_wrap.reset(new T);
dvlnet_wrap->setup_gameinfo(game_init_info);
for (const auto &pair : registered_handlers)
dvlnet_wrap->SNetRegisterEventHandler(pair.first, pair.second);
}
template <class T>
int cdwrap<T>::create(std::string addrstr, std::string passwd)
{
reset();
return dvlnet_wrap->create(addrstr, passwd);
}
template <class T>
int cdwrap<T>::join(std::string addrstr, std::string passwd)
{
game_init_info = buffer_t();
reset();
return dvlnet_wrap->join(addrstr, passwd);
}
template <class T>
void cdwrap<T>::setup_gameinfo(buffer_t info)
{
game_init_info = std::move(info);
if (dvlnet_wrap)
dvlnet_wrap->setup_gameinfo(game_init_info);
}
template <class T>
bool cdwrap<T>::SNetReceiveMessage(int *sender, char **data, int *size)
{
return dvlnet_wrap->SNetReceiveMessage(sender, data, size);
}
template <class T>
bool cdwrap<T>::SNetSendMessage(int playerID, void *data, unsigned int size)
{
return dvlnet_wrap->SNetSendMessage(playerID, data, size);
}
template <class T>
bool cdwrap<T>::SNetReceiveTurns(char **data, unsigned int *size, DWORD *status)
{
return dvlnet_wrap->SNetReceiveTurns(data, size, status);
}
template <class T>
bool cdwrap<T>::SNetSendTurn(char *data, unsigned int size)
{
return dvlnet_wrap->SNetSendTurn(data, size);
}
template <class T>
int cdwrap<T>::SNetGetProviderCaps(struct _SNETCAPS *caps)
{
return dvlnet_wrap->SNetGetProviderCaps(caps);
}
template <class T>
bool cdwrap<T>::SNetUnregisterEventHandler(event_type evtype, SEVTHANDLER func)
{
registered_handlers.erase(evtype);
if (dvlnet_wrap)
return dvlnet_wrap->SNetUnregisterEventHandler(evtype, func);
else
return true;
}
template <class T>
bool cdwrap<T>::SNetRegisterEventHandler(event_type evtype, SEVTHANDLER func)
{
registered_handlers[evtype] = func;
if (dvlnet_wrap)
return dvlnet_wrap->SNetRegisterEventHandler(evtype, func);
else
return true;
}
template <class T>
bool cdwrap<T>::SNetLeaveGame(int type)
{
return dvlnet_wrap->SNetLeaveGame(type);
}
template <class T>
bool cdwrap<T>::SNetDropPlayer(int playerid, DWORD flags)
{
return dvlnet_wrap->SNetDropPlayer(playerid, flags);
}
template <class T>
bool cdwrap<T>::SNetGetOwnerTurnsWaiting(DWORD *turns)
{
return dvlnet_wrap->SNetGetOwnerTurnsWaiting(turns);
}
template <class T>
bool cdwrap<T>::SNetGetTurnsInTransit(DWORD *turns)
{
return dvlnet_wrap->SNetGetTurnsInTransit(turns);
}
template <class T>
std::string cdwrap<T>::make_default_gamename()
{
return dvlnet_wrap->make_default_gamename();
}
} // namespace net
} // namespace devilution