/* Copyright (C) 2026 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef NETSESSION_H #define NETSESSION_H #include "lib/code_annotation.h" #include "lib/external_libraries/enet.h" #include "lib/types.h" #include "network/NetFileTransfer.h" #include "network/NetHost.h" #include #include class CNetClient; class CNetMessage; class CNetStatsTable; class CStr; typedef struct _ENetHost ENetHost; /** * @file * Network client/server sessions. * * Each session has two classes: CNetClientSession runs on the client, * and CNetServerSession runs on the server. * A client runs one session at once; a server typically runs many. */ /** * The client end of a network session. * Provides an abstraction of the network interface, allowing communication with the server. * The NetClientSession is threaded, so all calls to the public interface must be thread-safe. */ class CNetClientSession { NONCOPYABLE(CNetClientSession); public: CNetClientSession(CNetClient& client); ~CNetClientSession(); bool Connect(const CStr& server, const u16 port, ENetHost* enetClient); /** * The client NetSession is threaded to avoid getting timeouts if the main thread hangs. * Call Connect() before starting this loop. */ static void RunNetLoop(CNetClientSession* session); /** * Shut down the net session. */ void Shutdown(); /** * Processes pending messages. */ void ProcessPolledMessages(); /** * Queue up a message to send to the server on the next Loop() call. */ bool SendMessage(const CNetMessage* message); /** * Number of milliseconds since the most recent packet of the server was received. */ u32 GetLastReceivedTime() const; /** * Average round trip time to the server. */ u32 GetMeanRTT() const; CNetFileTransferer& GetFileTransferer() { return m_FileTransferer; } private: /** * Process queued incoming messages. */ void Poll(); /** * Flush queued outgoing network messages. */ void Flush(); CNetClient& m_Client; CNetFileTransferer m_FileTransferer; // Net messages received and waiting for fetching. boost::lockfree::queue m_IncomingMessages{16}; // Net messages to send on the next flush() call. boost::lockfree::queue m_OutgoingMessages{16}; // Last known state. If false, flushing errors are silenced. bool m_Connected{false}; // Whether this session was ever connected to the server. bool m_WasConnected{false}; // Wrapper around enet stats - those are atomic as the code is lock-free. std::atomic m_LastReceivedTime{0}; std::atomic m_MeanRTT{0}; // If this is true, calling Connect() or deleting the session is an error. std::atomic m_LoopRunning{false}; std::atomic m_ShouldShutdown{false}; ENetHost* m_Host{nullptr}; ENetPeer* m_Server{nullptr}; CNetStatsTable* m_Stats{nullptr}; }; #endif // NETSESSION_H