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							- /*
 
-  * 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
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class BinaryDeserializer;
 
- class BinarySerializer;
 
- struct CPack;
 
- class INetworkConnection;
 
- class ConnectionPackReader;
 
- class ConnectionPackWriter;
 
- class CGameState;
 
- class IGameCallback;
 
- /// Wrapper class for game connection
 
- /// Handles serialization and deserialization of data received from network
 
- class DLL_LINKAGE CConnection : boost::noncopyable
 
- {
 
- 	/// Non-owning pointer to underlying connection
 
- 	std::weak_ptr<INetworkConnection> networkConnection;
 
- 	std::unique_ptr<ConnectionPackReader> packReader;
 
- 	std::unique_ptr<ConnectionPackWriter> packWriter;
 
- 	std::unique_ptr<BinaryDeserializer> deserializer;
 
- 	std::unique_ptr<BinarySerializer> serializer;
 
- 	boost::mutex writeMutex;
 
- 	void disableStackSendingByID();
 
- 	void enableStackSendingByID();
 
- 	void disableSmartPointerSerialization();
 
- 	void enableSmartPointerSerialization();
 
- 	void disableSmartVectorMemberSerialization();
 
- 	void enableSmartVectorMemberSerializatoin(CGameState * gs);
 
- public:
 
- 	bool isMyConnection(const std::shared_ptr<INetworkConnection> & otherConnection) const;
 
- 	std::shared_ptr<INetworkConnection> getConnection();
 
- 	std::string uuid;
 
- 	int connectionID;
 
- 	explicit CConnection(std::weak_ptr<INetworkConnection> networkConnection);
 
- 	~CConnection();
 
- 	void sendPack(const CPack * pack);
 
- 	CPack * retrievePack(const std::vector<std::byte> & data);
 
- 	void enterLobbyConnectionMode();
 
- 	void setCallback(IGameCallback * cb);
 
- 	void enterGameplayConnectionMode(CGameState * gs);
 
- };
 
- VCMI_LIB_NAMESPACE_END
 
 
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