/* 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