#ifndef BLANK_NET_CONNECTIONHANDLER_HPP_
#define BLANK_NET_CONNECTIONHANDLER_HPP_
+#include "CongestionControl.hpp"
#include "Packet.hpp"
#include <SDL_net.h>
class ConnectionHandler {
public:
+ ConnectionHandler();
+
+ const CongestionControl &NetStat() const noexcept { return cc; }
+
+ void PacketSent(std::uint16_t) noexcept;
+ void PacketLost(std::uint16_t);
+ void PacketReceived(std::uint16_t);
+
+ void PacketIn(const UDPpacket &) noexcept;
+ void PacketOut(const UDPpacket &) noexcept;
+
void Handle(const UDPpacket &);
+ virtual void OnTimeout() { }
+
+private:
// called as soon as the remote end ack'd given packet
virtual void OnPacketReceived(std::uint16_t) { }
// called if the remote end probably didn't get given packet
virtual void OnPacketLost(std::uint16_t) { }
- virtual void OnTimeout() { }
-
-private:
virtual void On(const Packet::Ping &) { }
virtual void On(const Packet::Login &) { }
virtual void On(const Packet::Join &) { }
virtual void On(const Packet::SpawnEntity &) { }
virtual void On(const Packet::DespawnEntity &) { }
virtual void On(const Packet::EntityUpdate &) { }
+ virtual void On(const Packet::PlayerCorrection &) { }
+ virtual void On(const Packet::ChunkBegin &) { }
+ virtual void On(const Packet::ChunkData &) { }
+ virtual void On(const Packet::BlockUpdate &) { }
+ virtual void On(const Packet::Message &) { }
+
+private:
+ CongestionControl cc;
};