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#pragma once
#include <array>
#include <cstdint>
#include <deque>
#include <map>
#include <memory>
#include <string>
#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(uint8_t *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<event_type, SEVTHANDLER> registered_handlers;
buffer_t game_init_info;
struct message_t {
uint8_t sender;
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<turn_t> turnQueue;
int32_t lastTurnValue = {};
uint32_t roundTripLatency = {};
};
seq_t current_turn = 0;
seq_t next_turn = 0;
message_t message_last;
std::deque<message_t> message_queue;
plr_t plr_self = PLR_BROADCAST;
cookie_t cookie_self = 0;
std::unique_ptr<packet_factory> 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<PlayerState, MAX_PLRS> 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