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