/* * NetworkLagCompensator.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 "../../lib/network/NetworkInterface.h" #include "../../server/IGameServer.h" VCMI_LIB_NAMESPACE_BEGIN struct CPackForServer; class CGameState; class GameConnection; VCMI_LIB_NAMESPACE_END class NetworkLagReplyPrediction; /// Fake server that is used by client to make a quick prediction on what real server would reply without waiting for network latency class NetworkLagCompensator final : public IGameServer, public INetworkConnectionListener, boost::noncopyable { std::vector predictedReplies; std::shared_ptr antilagNetConnection; std::shared_ptr antilagGameConnection; std::shared_ptr gameState; static constexpr uint32_t invalidPackageID = std::numeric_limits::max(); uint32_t currentPackageID = invalidPackageID; // IGameServer impl void setState(EServerState value) override; EServerState getState() const override; bool isPlayerHost(const PlayerColor & color) const override; bool hasPlayerAt(PlayerColor player, GameConnectionID connection) const override; bool hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const override; void applyPack(CPackForClient & pack) override; void sendPack(CPackForClient & pack, GameConnectionID connectionID) override; void onDisconnected(const std::shared_ptr & connection, const std::string & errorMessage) override; void onPacketReceived(const std::shared_ptr & connection, const std::vector & message) override; public: NetworkLagCompensator(INetworkHandler & network, const std::shared_ptr & gs); ~NetworkLagCompensator(); void tryPredictReply(const CPackForServer & request); bool verifyReply(const CPackForClient & reply); };