/* MMO Client/Server Framework using ASIO "Happy Birthday Mrs Javidx9!" - javidx9 Videos: Part #1: https://youtu.be/2hNdkYInj4g Part #2: https://youtu.be/UbjxGvrDrbw License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2018 - 2020 OneLoneCoder.com Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions or derivations of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions or derivative works in binary form must reproduce the above copyright notice. This list of conditions and the following disclaimer must be reproduced in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Links ~~~~~ YouTube: https://www.youtube.com/javidx9 Discord: https://discord.gg/WhwHUMV Twitter: https://www.twitter.com/javidx9 Twitch: https://www.twitch.tv/javidx9 GitHub: https://www.github.com/onelonecoder Homepage: https://www.onelonecoder.com Author ~~~~~~ David Barr, aka javidx9, ŠOneLoneCoder 2019, 2020 */ #pragma once #include "net_common.h" #include "net_connection.h" namespace net { template class ClientInterface { public: ClientInterface() {} virtual ~ClientInterface() { // If the client is destroyed, always try and disconnect from server Disconnect(); } public: // Connect to server with hostname/ip-address and port bool Connect(const std::string& host, const uint16_t port) { try { // Resolve hostname/ip-address into tangiable physical address asio::ip::tcp::resolver resolver(m_context); asio::ip::tcp::resolver::results_type endpoints = resolver.resolve(host, std::to_string(port)); // Create connection m_connection = std::make_unique>(Connection::Owner::CLIENT, m_context, asio::ip::tcp::socket(m_context), m_qMessagesIn); // Tell the connection object to connect to server m_connection->ConnectToServer(endpoints); // Start Context Thread thrContext = std::thread([this]() { m_context.run(); }); } catch (std::exception& e) { std::cerr << "Client Exception: " << e.what() << "\n"; return false; } return true; } // Disconnect from server void Disconnect() { // If connection exists, and it's connected then... if(IsConnected()) { // ...disconnect from server gracefully m_connection->Disconnect(); } // Either way, we're also done with the asio context... m_context.stop(); // ...and its thread if (thrContext.joinable()) thrContext.join(); // Destroy the connection object m_connection.release(); } // Check if client is actually connected to a server bool IsConnected() { if (m_connection) return m_connection->IsConnected(); else return false; } public: // Send message to server void Send(const Message& msg) { if (IsConnected()) m_connection->Send(msg); } // Retrieve queue of messages from server net::ts_dequeue>& Incoming() { return m_qMessagesIn; } protected: // asio context handles the data transfer... asio::io_context m_context; // ...but needs a thread of its own to execute its work commands std::thread thrContext; // The client has a single instance of a "connection" object, which handles data transfer std::unique_ptr> m_connection; private: // This is the thread safe queue of incoming messages from server net::ts_dequeue> m_qMessagesIn; }; }