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48c92711f2
Was broken in my previous PR, since pointer graph serialization was enabled by default, leading to deserializationFix triggering on netpack apply. Cleaned up / clarified code
64 lines
1.7 KiB
C++
64 lines
1.7 KiB
C++
/*
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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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enum class ESerializationVersion : int32_t;
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VCMI_LIB_NAMESPACE_BEGIN
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class BinaryDeserializer;
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class BinarySerializer;
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struct CPack;
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class INetworkConnection;
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class ConnectionPackReader;
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class ConnectionPackWriter;
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class CGameState;
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class IGameCallback;
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/// Wrapper class for game connection
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/// Handles serialization and deserialization of data received from network
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class DLL_LINKAGE CConnection : boost::noncopyable
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{
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/// Non-owning pointer to underlying connection
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std::weak_ptr<INetworkConnection> networkConnection;
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std::unique_ptr<ConnectionPackReader> packReader;
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std::unique_ptr<ConnectionPackWriter> packWriter;
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std::unique_ptr<BinaryDeserializer> deserializer;
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std::unique_ptr<BinarySerializer> serializer;
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boost::mutex writeMutex;
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void disableStackSendingByID();
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void enableStackSendingByID();
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void disableSmartVectorMemberSerialization();
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void enableSmartVectorMemberSerializatoin(CGameState * gs);
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public:
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bool isMyConnection(const std::shared_ptr<INetworkConnection> & otherConnection) const;
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std::shared_ptr<INetworkConnection> getConnection();
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std::string uuid;
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int connectionID;
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explicit CConnection(std::weak_ptr<INetworkConnection> networkConnection);
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~CConnection();
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void sendPack(const CPack * pack);
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CPack * retrievePack(const std::vector<std::byte> & data);
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void enterLobbyConnectionMode();
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void setCallback(IGameCallback * cb);
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void enterGameplayConnectionMode(CGameState * gs);
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void setSerializationVersion(ESerializationVersion version);
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};
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VCMI_LIB_NAMESPACE_END
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