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vcmi/lib/serializer/Connection.h

63 lines
1.7 KiB
C++

/*
* Connection.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
VCMI_LIB_NAMESPACE_BEGIN
class BinaryDeserializer;
class BinarySerializer;
struct CPack;
class INetworkConnection;
class ConnectionPackReader;
class ConnectionPackWriter;
class CGameState;
class IGameCallback;
/// Wrapper class for game connection
/// Handles serialization and deserialization of data received from network
class DLL_LINKAGE CConnection : boost::noncopyable
{
/// Non-owning pointer to underlying connection
std::weak_ptr<INetworkConnection> networkConnection;
std::unique_ptr<ConnectionPackReader> packReader;
std::unique_ptr<ConnectionPackWriter> packWriter;
std::unique_ptr<BinaryDeserializer> deserializer;
std::unique_ptr<BinarySerializer> serializer;
boost::mutex writeMutex;
void disableStackSendingByID();
void enableStackSendingByID();
void disableSmartPointerSerialization();
void enableSmartPointerSerialization();
void disableSmartVectorMemberSerialization();
void enableSmartVectorMemberSerializatoin(CGameState * gs);
public:
bool isMyConnection(const std::shared_ptr<INetworkConnection> & otherConnection) const;
std::shared_ptr<INetworkConnection> getConnection();
std::string uuid;
int connectionID;
explicit CConnection(std::weak_ptr<INetworkConnection> networkConnection);
~CConnection();
void sendPack(const CPack * pack);
CPack * retrievePack(const std::vector<std::byte> & data);
void enterLobbyConnectionMode();
void setCallback(IGameCallback * cb);
void enterGameplayConnectionMode(CGameState * gs);
};
VCMI_LIB_NAMESPACE_END