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/*
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* GlobalLobbyClient.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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2024-01-21 16:48:36 +02:00
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#include "GlobalLobbyDefines.h"
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#include "../../lib/network/NetworkInterface.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class JsonNode;
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VCMI_LIB_NAMESPACE_END
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class GlobalLobbyLoginWindow;
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class GlobalLobbyWindow;
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class GlobalLobbyClient final : public INetworkClientListener, boost::noncopyable
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{
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std::vector<GlobalLobbyAccount> activeAccounts;
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std::vector<GlobalLobbyRoom> activeRooms;
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std::shared_ptr<INetworkConnection> networkConnection;
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std::weak_ptr<GlobalLobbyLoginWindow> loginWindow;
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std::weak_ptr<GlobalLobbyWindow> lobbyWindow;
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std::shared_ptr<GlobalLobbyWindow> lobbyWindowLock; // helper strong reference to prevent window destruction on closing
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void onPacketReceived(const std::shared_ptr<INetworkConnection> &, const std::vector<uint8_t> & message) override;
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void onConnectionFailed(const std::string & errorMessage) override;
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void onConnectionEstablished(const std::shared_ptr<INetworkConnection> &) override;
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void onDisconnected(const std::shared_ptr<INetworkConnection> &) override;
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2024-01-08 20:50:43 +02:00
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void sendClientRegister();
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void sendClientLogin();
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void receiveAccountCreated(const JsonNode & json);
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void receiveLoginFailed(const JsonNode & json);
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void receiveLoginSuccess(const JsonNode & json);
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void receiveChatHistory(const JsonNode & json);
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void receiveChatMessage(const JsonNode & json);
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void receiveActiveAccounts(const JsonNode & json);
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void receiveActiveGameRooms(const JsonNode & json);
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void receiveJoinRoomSuccess(const JsonNode & json);
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std::shared_ptr<GlobalLobbyLoginWindow> createLoginWindow();
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std::shared_ptr<GlobalLobbyWindow> createLobbyWindow();
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public:
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explicit GlobalLobbyClient();
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~GlobalLobbyClient();
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const std::vector<GlobalLobbyAccount> & getActiveAccounts() const;
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const std::vector<GlobalLobbyRoom> & getActiveRooms() const;
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/// Activate interface and pushes lobby UI as top window
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void activateInterface();
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void sendMessage(const JsonNode & data);
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void sendOpenPublicRoom();
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void sendOpenPrivateRoom();
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void connect();
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bool isConnected();
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};
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