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vcmi/client/netlag/NetworkLagCompensator.h

53 lines
2.0 KiB
C++

/*
* NetworkLagCompensator.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../../lib/network/NetworkInterface.h"
#include "../../server/IGameServer.h"
VCMI_LIB_NAMESPACE_BEGIN
struct CPackForServer;
class CGameState;
class GameConnection;
VCMI_LIB_NAMESPACE_END
class NetworkLagReplyPrediction;
/// Fake server that is used by client to make a quick prediction on what real server would reply without waiting for network latency
class NetworkLagCompensator final : public IGameServer, public INetworkConnectionListener, boost::noncopyable
{
std::vector<NetworkLagReplyPrediction> predictedReplies;
std::shared_ptr<INetworkConnection> antilagNetConnection;
std::shared_ptr<GameConnection> antilagGameConnection;
std::shared_ptr<CGameState> gameState;
static constexpr uint32_t invalidPackageID = std::numeric_limits<uint32_t>::max();
uint32_t currentPackageID = invalidPackageID;
// IGameServer impl
void setState(EServerState value) override;
EServerState getState() const override;
bool isPlayerHost(const PlayerColor & color) const override;
bool hasPlayerAt(PlayerColor player, GameConnectionID connection) const override;
bool hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const override;
void applyPack(CPackForClient & pack) override;
void sendPack(CPackForClient & pack, GameConnectionID connectionID) override;
void onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage) override;
void onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message) override;
public:
NetworkLagCompensator(INetworkHandler & network, const std::shared_ptr<CGameState> & gs);
~NetworkLagCompensator();
void tryPredictReply(const CPackForServer & request);
bool verifyReply(const CPackForClient & reply);
};