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vcmi/lib/serializer/Connection.h

109 lines
2.9 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
#include "BinaryDeserializer.h"
#include "BinarySerializer.h"
struct CPack;
namespace boost
{
namespace asio
{
namespace ip
{
class tcp;
}
class io_service;
template <typename Protocol> class stream_socket_service;
template <typename Protocol,typename StreamSocketService>
class basic_stream_socket;
template <typename Protocol> class socket_acceptor_service;
template <typename Protocol,typename SocketAcceptorService>
class basic_socket_acceptor;
}
class mutex;
}
typedef boost::asio::basic_stream_socket < boost::asio::ip::tcp , boost::asio::stream_socket_service<boost::asio::ip::tcp> > TSocket;
typedef boost::asio::basic_socket_acceptor<boost::asio::ip::tcp, boost::asio::socket_acceptor_service<boost::asio::ip::tcp> > TAcceptor;
/// Main class for network communication
/// Allows establishing connection and bidirectional read-write
class DLL_LINKAGE CConnection
: public IBinaryReader, public IBinaryWriter
{
CConnection();
void init();
void reportState(vstd::CLoggerBase * out) override;
int write(const void * data, unsigned size) override;
int read(void * data, unsigned size) override;
public:
BinaryDeserializer iser;
BinarySerializer oser;
boost::mutex *rmx, *wmx; // read/write mutexes
TSocket * socket;
bool connected;
bool myEndianess, contactEndianess; //true if little endian, if endianness is different we'll have to revert received multi-byte vars
boost::asio::io_service *io_service;
std::string name; //who uses this connection
int connectionID;
boost::thread *handler;
bool receivedStop, sendStop;
CConnection(std::string host, ui16 port, std::string Name);
CConnection(TAcceptor * acceptor, boost::asio::io_service *Io_service, std::string Name);
CConnection(TSocket * Socket, std::string Name); //use immediately after accepting connection into socket
void close();
bool isOpen() const;
bool isHost() const;
template<class T>
CConnection &operator&(const T&);
virtual ~CConnection();
CPack * retrievePack(); //gets from server next pack (allocates it with new)
void sendPackToServer(const CPack &pack, PlayerColor player, ui32 requestID);
void disableStackSendingByID();
void enableStackSendingByID();
void disableSmartPointerSerialization();
void enableSmartPointerSerialization();
void disableSmartVectorMemberSerialization();
void enableSmartVectorMemberSerializatoin();
void prepareForSendingHeroes(); //disables sending vectorized, enables smart pointer serialization, clears saved/loaded ptr cache
void enterPregameConnectionMode();
std::string toString() const;
template<class T>
CConnection & operator>>(T &t)
{
iser & t;
return * this;
}
template<class T>
CConnection & operator<<(const T &t)
{
oser & t;
return * this;
}
};