mirror of
https://github.com/vcmi/vcmi.git
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ac66fc7f42
New features for players: * Loading for multiplayer. Any save could be used for multiplayer. * Restart for multiplayer. All clients will restart together. * Loading from single save. * Hotseat mixed with network game. Multiple players per client. * Now connection to server could be cancelled. * Return to menu on disconnections instead of crashes. * Restoring of last selected map, save or campaign on next run. TLDR on important changes in engine code: * UI: work with server separated from UI * UI: all explitic blitting replaced with IntObject's * UI: all new code use smart pointers instead of DISPOSE * Gameplay always start through lobby controlled by server. * Threads receiving netpacks now shared for lobby and gameplay. * Campaigns: heroes for crossover now serialized as JsonNode.
115 lines
3.1 KiB
C++
115 lines
3.1 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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#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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#if BOOST_VERSION >= 106600 // Boost version >= 1.66
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class io_context;
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typedef io_context io_service;
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#else
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class io_service;
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#endif
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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, public std::enable_shared_from_this<CConnection>
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{
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CConnection();
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void init();
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void reportState(vstd::CLoggerBase * 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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std::shared_ptr<boost::mutex> mutexRead;
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std::shared_ptr<boost::mutex> mutexWrite;
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std::shared_ptr<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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std::string contactUuid;
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std::shared_ptr<boost::asio::io_service> io_service;
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std::string name; //who uses this connection
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std::string uuid;
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int connectionID;
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std::shared_ptr<boost::thread> handler;
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CConnection(std::string host, ui16 port, std::string Name, std::string UUID);
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CConnection(std::shared_ptr<TAcceptor> acceptor, std::shared_ptr<boost::asio::io_service> Io_service, std::string Name, std::string UUID);
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CConnection(std::shared_ptr<TSocket> Socket, std::string Name, std::string UUID); //use immediately after accepting connection into socket
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void close();
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bool isOpen() const;
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template<class T>
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CConnection &operator&(const T&);
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virtual ~CConnection();
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CPack * retrievePack();
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void sendPack(const CPack * pack);
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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 enterLobbyConnectionMode();
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void enterGameplayConnectionMode(CGameState * gs);
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std::string toString() const;
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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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