NetworkLagCompensator.h 2.0 KB

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  1. /*
  2. * NetworkLagCompensator.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "../../lib/network/NetworkInterface.h"
  12. #include "../../server/IGameServer.h"
  13. VCMI_LIB_NAMESPACE_BEGIN
  14. struct CPackForServer;
  15. class CGameState;
  16. class GameConnection;
  17. VCMI_LIB_NAMESPACE_END
  18. class NetworkLagReplyPrediction;
  19. /// Fake server that is used by client to make a quick prediction on what real server would reply without waiting for network latency
  20. class NetworkLagCompensator final : public IGameServer, public INetworkConnectionListener, boost::noncopyable
  21. {
  22. std::vector<NetworkLagReplyPrediction> predictedReplies;
  23. std::shared_ptr<INetworkConnection> antilagNetConnection;
  24. std::shared_ptr<GameConnection> antilagGameConnection;
  25. std::shared_ptr<CGameState> gameState;
  26. static constexpr uint32_t invalidPackageID = std::numeric_limits<uint32_t>::max();
  27. uint32_t currentPackageID = invalidPackageID;
  28. // IGameServer impl
  29. void setState(EServerState value) override;
  30. EServerState getState() const override;
  31. bool isPlayerHost(const PlayerColor & color) const override;
  32. bool hasPlayerAt(PlayerColor player, GameConnectionID connection) const override;
  33. bool hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const override;
  34. void applyPack(CPackForClient & pack) override;
  35. void sendPack(CPackForClient & pack, GameConnectionID connectionID) override;
  36. void onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage) override;
  37. void onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message) override;
  38. public:
  39. NetworkLagCompensator(INetworkHandler & network, const std::shared_ptr<CGameState> & gs);
  40. ~NetworkLagCompensator();
  41. void tryPredictReply(const CPackForServer & request);
  42. bool verifyReply(const CPackForClient & reply);
  43. };