mirror of
https://github.com/vcmi/vcmi.git
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6642816b1e
Now we only pass port as ui16 instead of std::string
111 lines
3.0 KiB
C++
111 lines
3.0 KiB
C++
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/*
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* Connection.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 "BinaryDeserializer.h"
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#include "BinarySerializer.h"
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struct CPack;
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namespace boost
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{
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namespace asio
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{
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namespace ip
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{
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class tcp;
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}
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class io_service;
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template <typename Protocol> class stream_socket_service;
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template <typename Protocol,typename StreamSocketService>
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class basic_stream_socket;
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template <typename Protocol> class socket_acceptor_service;
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template <typename Protocol,typename SocketAcceptorService>
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class basic_socket_acceptor;
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}
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class mutex;
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}
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typedef boost::asio::basic_stream_socket < boost::asio::ip::tcp , boost::asio::stream_socket_service<boost::asio::ip::tcp> > TSocket;
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typedef boost::asio::basic_socket_acceptor<boost::asio::ip::tcp, boost::asio::socket_acceptor_service<boost::asio::ip::tcp> > TAcceptor;
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/// Main class for network communication
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/// Allows establishing connection and bidirectional read-write
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class DLL_LINKAGE CConnection
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: public IBinaryReader, public IBinaryWriter
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{
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CConnection(void);
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void init();
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void reportState(CLogger * out) override;
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int write(const void * data, unsigned size) override;
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int read(void * data, unsigned size) override;
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public:
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BinaryDeserializer iser;
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BinarySerializer oser;
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boost::mutex *rmx, *wmx; // read/write mutexes
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TSocket * socket;
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bool connected;
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bool myEndianess, contactEndianess; //true if little endian, if endianness is different we'll have to revert received multi-byte vars
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boost::asio::io_service *io_service;
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std::string name; //who uses this connection
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int connectionID;
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boost::thread *handler;
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bool receivedStop, sendStop;
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CConnection(std::string host, ui16 port, std::string Name);
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CConnection(TAcceptor * acceptor, boost::asio::io_service *Io_service, std::string Name);
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CConnection(TSocket * Socket, std::string Name); //use immediately after accepting connection into socket
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void close();
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bool isOpen() const;
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bool isHost() const;
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template<class T>
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CConnection &operator&(const T&);
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virtual ~CConnection(void);
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CPack *retreivePack(); //gets from server next pack (allocates it with new)
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void sendPackToServer(const CPack &pack, PlayerColor player, ui32 requestID);
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void disableStackSendingByID();
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void enableStackSendingByID();
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void disableSmartPointerSerialization();
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void enableSmartPointerSerialization();
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void disableSmartVectorMemberSerialization();
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void enableSmartVectorMemberSerializatoin();
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void prepareForSendingHeroes(); //disables sending vectorized, enables smart pointer serialization, clears saved/loaded ptr cache
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void enterPregameConnectionMode();
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template<class T>
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CConnection & operator>>(T &t)
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{
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iser & t;
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return * this;
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}
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template<class T>
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CConnection & operator<<(const T &t)
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{
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oser & t;
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return * this;
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}
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};
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DLL_LINKAGE std::ostream &operator<<(std::ostream &str, const CConnection &cpc);
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