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//-----------------------------------------------------------------------------
// Name: online_connection_states.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Online/state_machine.h>
#include <Online/online_datastructures.h>
struct PendingConnection {
NetConnectionID net_connection_id;
// Request replies
int build_id = 0;
bool received_version = false;
bool received_client_params = false;
std::string player_name;
std::string active_mods_string;
PlayerID player_id;
bool finished_loading = false;
bool finished_sending_persistent_queue = false;
PendingConnection(NetConnectionID net_connection_id) : net_connection_id(net_connection_id) {}
PendingConnection() {}
};
class StateSuspended : public BaseState<PendingConnection> {
BaseState<PendingConnection>* OnUpdate() override;
};
class StateVersionCheck : public BaseState<PendingConnection> {
void OnEnter() override;
BaseState<PendingConnection>* OnUpdate() override;
};
class StateSync : public BaseState<PendingConnection> {
void OnEnter() override;
BaseState<PendingConnection>* OnUpdate() override;
};
class StateHandshake : public BaseState<PendingConnection> {
void OnEnter() override;
BaseState<PendingConnection>* OnUpdate() override;
};
class StateWaiting : public BaseState<PendingConnection> {
void OnEnter() override;
BaseState<PendingConnection>* OnUpdate() override;
};
class StateEstablished : public BaseState<PendingConnection> {
void OnEnter() override;
BaseState<PendingConnection>* OnUpdate() override;
};
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