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108 lines
3.2 KiB

#pragma once
#include <array>
#include <cstdint>
#include <deque>
#include <memory>
#include <string>
#include <ankerl/unordered_dense.h>
#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:
bool SNetReceiveMessage(uint8_t *sender, void **data, size_t *size) override;
bool SNetSendMessage(uint8_t playerId, void *data, size_t size) override;
bool SNetReceiveTurns(char **data, size_t *size, uint32_t *status) override;
bool SNetSendTurn(char *data, size_t size) override;
void SNetGetProviderCaps(struct _SNETCAPS *caps) override;
bool SNetRegisterEventHandler(event_type evtype, SEVTHANDLER func) override;
bool SNetUnregisterEventHandler(event_type evtype) override;
bool SNetLeaveGame(int type) override;
bool SNetDropPlayer(int playerid, uint32_t flags) override;
bool SNetGetOwnerTurnsWaiting(uint32_t *turns) override;
bool SNetGetTurnsInTransit(uint32_t *turns) override;
virtual tl::expected<void, PacketError> poll() = 0;
virtual tl::expected<void, PacketError> send(packet &pkt) = 0;
virtual void DisconnectNet(plr_t plr);
void setup_gameinfo(buffer_t info) override;
void setup_password(std::string pw) override;
void clear_password() override;
~base() override = default;
protected:
ankerl::unordered_dense::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;
tl::expected<void, PacketError> Connect(plr_t player);
tl::expected<void, PacketError> RecvLocal(packet &pkt);
void RunEventHandler(_SNETEVENT &ev);
tl::expected<void, PacketError> 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();
tl::expected<void, PacketError> MakeReady(seq_t sequenceNumber);
tl::expected<void, PacketError> SendTurnIfReady(turn_t turn);
tl::expected<void, PacketError> SendFirstTurnIfReady(plr_t player);
void ClearMsg(plr_t plr);
tl::expected<void, PacketError> HandleAccept(packet &pkt);
tl::expected<void, PacketError> HandleConnect(packet &pkt);
tl::expected<void, PacketError> HandleTurn(packet &pkt);
tl::expected<void, PacketError> HandleDisconnect(packet &pkt);
tl::expected<void, PacketError> HandleEchoRequest(packet &pkt);
tl::expected<void, PacketError> HandleEchoReply(packet &pkt);
};
} // namespace net
} // namespace devilution