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#pragma once
#include <memory>
#include <string>
// 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 <fmt/core.h>
#include <asio/ts/buffer.hpp>
#include <asio/ts/internet.hpp>
#include <asio/ts/io_context.hpp>
#include <asio/ts/net.hpp>
#include <asio_handle_exception.hpp>
#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<void, PacketError> 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<tcp_server> local_server; // must be declared *after* ioc
std::optional<PacketError> 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