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vcmi/lib/serializer/GameConnection.h

60 lines
1.6 KiB
C++

/*
* GameConnection.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 "GameConnectionID.h"
enum class ESerializationVersion : int32_t;
VCMI_LIB_NAMESPACE_BEGIN
class BinaryDeserializer;
class BinarySerializer;
struct CPack;
class INetworkConnection;
class GameConnectionPackReader;
class GameConnectionPackWriter;
class CGameState;
class IGameInfoCallback;
/// Wrapper class for game connection
/// Handles serialization and deserialization of data received from network
class DLL_LINKAGE GameConnection final : boost::noncopyable
{
/// Non-owning pointer to underlying connection
std::weak_ptr<INetworkConnection> networkConnection;
std::unique_ptr<GameConnectionPackReader> packReader;
std::unique_ptr<GameConnectionPackWriter> packWriter;
std::unique_ptr<BinaryDeserializer> deserializer;
std::unique_ptr<BinarySerializer> serializer;
std::mutex writeMutex;
public:
bool isMyConnection(const std::shared_ptr<INetworkConnection> & otherConnection) const;
std::shared_ptr<INetworkConnection> getConnection();
std::string uuid;
GameConnectionID connectionID = GameConnectionID::INVALID;
explicit GameConnection(std::weak_ptr<INetworkConnection> networkConnection);
~GameConnection();
void sendPack(const CPack & pack);
std::unique_ptr<CPack> retrievePack(const std::vector<std::byte> & data);
void enterLobbyConnectionMode();
void setCallback(IGameInfoCallback & cb);
void setSerializationVersion(ESerializationVersion version);
};
VCMI_LIB_NAMESPACE_END