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/*
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MMO Client/Server Framework using ASIO
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"Happy Birthday Mrs Javidx9!" - javidx9
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Videos:
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Part #1: https://youtu.be/2hNdkYInj4g
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Part #2: https://youtu.be/UbjxGvrDrbw
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018 - 2020 OneLoneCoder.com
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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1. Redistributions or derivations of source code must retain the above
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copyright notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce
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the above copyright notice. This list of conditions and the following
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disclaimer must be reproduced in the documentation and/or other
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materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its
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contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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Links
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~~~~~
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YouTube: https://www.youtube.com/javidx9
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Discord: https://discord.gg/WhwHUMV
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Twitter: https://www.twitter.com/javidx9
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Twitch: https://www.twitch.tv/javidx9
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GitHub: https://www.github.com/onelonecoder
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Homepage: https://www.onelonecoder.com
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Author
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~~~~~~
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David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2019, 2020
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*/
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#pragma once
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#include "net_common.h"
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#include "net_tsqueue.h"
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#include "net_message.h"
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namespace olc
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{
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namespace net
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{
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template<typename T>
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class connection : public std::enable_shared_from_this<connection<T>>
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{
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public:
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// A connection is "owned" by either a server or a client, and its
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// behaviour is slightly different bewteen the two.
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enum class owner
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{
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server,
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client
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};
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public:
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// Constructor: Specify Owner, connect to context, transfer the socket
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// Provide reference to incoming message queue
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connection(owner parent, asio::io_context& asioContext, asio::ip::tcp::socket socket, tsqueue<owned_message<T>>& qIn)
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: m_asioContext(asioContext), m_socket(std::move(socket)), m_qMessagesIn(qIn)
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{
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m_nOwnerType = parent;
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}
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virtual ~connection()
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{}
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// This ID is used system wide - its how clients will understand other clients
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// exist across the whole system.
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uint32_t GetID() const
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{
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return id;
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}
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public:
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void ConnectToClient(uint32_t uid = 0)
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{
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if (m_nOwnerType == owner::server)
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{
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if (m_socket.is_open())
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{
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id = uid;
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ReadHeader();
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}
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}
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}
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void ConnectToServer(const asio::ip::tcp::resolver::results_type& endpoints)
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{
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// Only clients can connect to servers
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if (m_nOwnerType == owner::client)
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{
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// Request asio attempts to connect to an endpoint
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asio::async_connect(m_socket, endpoints,
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[this](std::error_code ec, asio::ip::tcp::endpoint endpoint)
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{
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if (!ec)
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{
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ReadHeader();
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}
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});
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}
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}
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void Disconnect()
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{
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if (IsConnected())
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asio::post(m_asioContext, [this]() { m_socket.close(); });
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}
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bool IsConnected() const
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{
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return m_socket.is_open();
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}
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// Prime the connection to wait for incoming messages
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void StartListening()
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{
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}
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public:
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// ASYNC - Send a message, connections are one-to-one so no need to specifiy
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// the target, for a client, the target is the server and vice versa
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void Send(const message<T>& msg)
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{
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asio::post(m_asioContext,
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[this, msg]()
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{
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// If the queue has a message in it, then we must
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// assume that it is in the process of asynchronously being written.
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// Either way add the message to the queue to be output. If no messages
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// were available to be written, then start the process of writing the
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// message at the front of the queue.
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bool bWritingMessage = !m_qMessagesOut.empty();
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m_qMessagesOut.push_back(msg);
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if (!bWritingMessage)
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{
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WriteHeader();
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}
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});
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}
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private:
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// ASYNC - Prime context to write a message header
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void WriteHeader()
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{
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// If this function is called, we know the outgoing message queue must have
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// at least one message to send. So allocate a transmission buffer to hold
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// the message, and issue the work - asio, send these bytes
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asio::async_write(m_socket, asio::buffer(&m_qMessagesOut.front().header, sizeof(message_header<T>)),
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[this](std::error_code ec, std::size_t length)
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{
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// asio has now sent the bytes - if there was a problem
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// an error would be available...
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if (!ec)
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{
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// ... no error, so check if the message header just sent also
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// has a message body...
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if (m_qMessagesOut.front().body.size() > 0)
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{
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// ...it does, so issue the task to write the body bytes
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WriteBody();
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}
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else
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{
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// ...it didnt, so we are done with this message. Remove it from
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// the outgoing message queue
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m_qMessagesOut.pop_front();
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// If the queue is not empty, there are more messages to send, so
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// make this happen by issuing the task to send the next header.
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if (!m_qMessagesOut.empty())
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{
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WriteHeader();
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}
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}
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}
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else
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{
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// ...asio failed to write the message, we could analyse why but
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// for now simply assume the connection has died by closing the
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// socket. When a future attempt to write to this client fails due
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// to the closed socket, it will be tidied up.
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std::cout << "[" << id << "] Write Header Fail.\n";
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m_socket.close();
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}
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});
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}
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// ASYNC - Prime context to write a message body
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void WriteBody()
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{
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// If this function is called, a header has just been sent, and that header
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// indicated a body existed for this message. Fill a transmission buffer
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// with the body data, and send it!
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asio::async_write(m_socket, asio::buffer(m_qMessagesOut.front().body.data(), m_qMessagesOut.front().body.size()),
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[this](std::error_code ec, std::size_t length)
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{
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if (!ec)
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{
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// Sending was successful, so we are done with the message
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// and remove it from the queue
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m_qMessagesOut.pop_front();
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// If the queue still has messages in it, then issue the task to
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// send the next messages' header.
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if (!m_qMessagesOut.empty())
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{
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WriteHeader();
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}
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}
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else
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{
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// Sending failed, see WriteHeader() equivalent for description :P
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std::cout << "[" << id << "] Write Body Fail.\n";
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m_socket.close();
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}
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});
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}
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// ASYNC - Prime context ready to read a message header
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void ReadHeader()
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{
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// If this function is called, we are expecting asio to wait until it receives
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// enough bytes to form a header of a message. We know the headers are a fixed
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// size, so allocate a transmission buffer large enough to store it. In fact,
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// we will construct the message in a "temporary" message object as it's
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// convenient to work with.
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asio::async_read(m_socket, asio::buffer(&m_msgTemporaryIn.header, sizeof(message_header<T>)),
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[this](std::error_code ec, std::size_t length)
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{
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if (!ec)
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{
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// A complete message header has been read, check if this message
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// has a body to follow...
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if (m_msgTemporaryIn.header.size > 0)
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{
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// ...it does, so allocate enough space in the messages' body
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// vector, and issue asio with the task to read the body.
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m_msgTemporaryIn.body.resize(m_msgTemporaryIn.header.size);
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ReadBody();
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}
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else
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{
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// it doesn't, so add this bodyless message to the connections
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// incoming message queue
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AddToIncomingMessageQueue();
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}
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}
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else
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{
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// Reading form the client went wrong, most likely a disconnect
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// has occurred. Close the socket and let the system tidy it up later.
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std::cout << "[" << id << "] Read Header Fail.\n";
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m_socket.close();
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}
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});
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}
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// ASYNC - Prime context ready to read a message body
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void ReadBody()
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{
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// If this function is called, a header has already been read, and that header
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// request we read a body, The space for that body has already been allocated
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// in the temporary message object, so just wait for the bytes to arrive...
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asio::async_read(m_socket, asio::buffer(m_msgTemporaryIn.body.data(), m_msgTemporaryIn.body.size()),
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[this](std::error_code ec, std::size_t length)
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{
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if (!ec)
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{
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// ...and they have! The message is now complete, so add
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// the whole message to incoming queue
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AddToIncomingMessageQueue();
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}
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else
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{
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// As above!
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std::cout << "[" << id << "] Read Body Fail.\n";
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m_socket.close();
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}
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});
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}
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// Once a full message is received, add it to the incoming queue
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void AddToIncomingMessageQueue()
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{
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// Shove it in queue, converting it to an "owned message", by initialising
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// with the a shared pointer from this connection object
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if(m_nOwnerType == owner::server)
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m_qMessagesIn.push_back({ this->shared_from_this(), m_msgTemporaryIn });
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else
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m_qMessagesIn.push_back({ nullptr, m_msgTemporaryIn });
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// We must now prime the asio context to receive the next message. It
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// wil just sit and wait for bytes to arrive, and the message construction
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// process repeats itself. Clever huh?
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ReadHeader();
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}
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|
protected:
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|
// Each connection has a unique socket to a remote
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|
asio::ip::tcp::socket m_socket;
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// This context is shared with the whole asio instance
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asio::io_context& m_asioContext;
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// This queue holds all messages to be sent to the remote side
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// of this connection
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tsqueue<message<T>> m_qMessagesOut;
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// This references the incoming queue of the parent object
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tsqueue<owned_message<T>>& m_qMessagesIn;
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// Incoming messages are constructed asynchronously, so we will
|
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|
// store the part assembled message here, until it is ready
|
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|
|
message<T> m_msgTemporaryIn;
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|
// The "owner" decides how some of the connection behaves
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|
owner m_nOwnerType = owner::server;
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|
uint32_t id = 0;
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|
|
};
|
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|
|
}
|
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|
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}
|