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53 lines
2.0 KiB
C++
53 lines
2.0 KiB
C++
/*
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* NetworkLagCompensator.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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#include "../../lib/network/NetworkInterface.h"
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#include "../../server/IGameServer.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct CPackForServer;
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class CGameState;
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class GameConnection;
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VCMI_LIB_NAMESPACE_END
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class NetworkLagReplyPrediction;
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/// Fake server that is used by client to make a quick prediction on what real server would reply without waiting for network latency
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class NetworkLagCompensator final : public IGameServer, public INetworkConnectionListener, boost::noncopyable
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{
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std::vector<NetworkLagReplyPrediction> predictedReplies;
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std::shared_ptr<INetworkConnection> antilagNetConnection;
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std::shared_ptr<GameConnection> antilagGameConnection;
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std::shared_ptr<CGameState> gameState;
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static constexpr uint32_t invalidPackageID = std::numeric_limits<uint32_t>::max();
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uint32_t currentPackageID = invalidPackageID;
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// IGameServer impl
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void setState(EServerState value) override;
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EServerState getState() const override;
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bool isPlayerHost(const PlayerColor & color) const override;
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bool hasPlayerAt(PlayerColor player, GameConnectionID connection) const override;
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bool hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const override;
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void applyPack(CPackForClient & pack) override;
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void sendPack(CPackForClient & pack, GameConnectionID connectionID) override;
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void onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage) override;
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void onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message) override;
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public:
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NetworkLagCompensator(INetworkHandler & network, const std::shared_ptr<CGameState> & gs);
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~NetworkLagCompensator();
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void tryPredictReply(const CPackForServer & request);
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bool verifyReply(const CPackForClient & reply);
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};
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