mirror of
https://github.com/zhenyan121/Cubed.git
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* build: add asio library * feat(dev_panel): add Asio to about table * refactor(gameplay): split Chunk into server/client variants and add networking * feat(gameplay): add Session class and UUID generation utility * feat(network): integrate protobuf for player sync and session management Add Protobuf dependency, define proto messages for player requests, positions, and chunk data. Refactor Session to use strand and async write. Implement player join/exit and position sync in ServerWorld. * refactor(proto): restructure protobuf definitions and update build system * feat(protocol): add packet serialization and login handling Introduce packet header and ID mapping for protobuf messages. Refactor session and server_world to use new packet wrapper. Fix missing semicolons in proto files. * refactor(packet): serialize directly into packet buffer with ByteSizeLong * feat(world): add player-based chunk loading and UUID support Restructure world generation to trigger chunk loading based on player movement. Replace player name with UUID for identification. Implement chunk request/response protocol. Improve thread management for gen thread. * feat(server): add block change packet handling and increase reserved threads * refactor(server): enhance thread safety and session management * fix(session): catch std::exception in read_loop and log error * fix(network-server): stop accept loop on shutdown flag * fix(gameplay): correct unknown error log condition and missing chunk pos update * feat(client): add client-side chunk, player, world and network classes * feat(client-chunk): add greedy meshing, receive_chunk, and biome field * feat(client_player): add name constructor param, remove chunk transition * feat(gameplay): integrate network client and thread-safe player pos * feat(gameplay): add block change sync and coordinate utils * refactor(server): replace Chunk with ServerChunk * refactor(gameplay): split world into client and server Remove monolithic World, Player, Chunk classes. Introduce ClientWorld, ServerWorld, ClientPlayer, and related networked components. Add Abseil dependency for logging and checks. Rename old files to pre_remove_* and update all includes and references accordingly. * feat(gameplay): add time sync and network improvements * fix: correct neighbor block indexing and add time update support * feat(gameplay): optimize chunk request with player chunk tracking Add `update_player_chunk()` method to `ClientPlayer` that triggers a chunk request when the player moves more than 2 chunks away from the last recorded chunk. Introduce an atomic `m_requesting_chunk` flag in `ClientWorld` to prevent concurrent requests. Rename `m_player_chunk_pos` to `m_last_chunk_pos` for clarity. * refactor(client_world): split pending queue into data and upload queues * feat(client): add center-based chunk loading priority * feat(app): add client/server CLI arguments and init guards * feat(multiplayer): add rendering of other players as colored cubes * feat(gameplay): add thread pool for asynchronous chunk data processing * feat(gameplay): add player logout and disconnect handling * fix(dev_panel): add protobuf to about table libraries * build: add ZLIB dependency * refactor(packet): replace zlib with zstd compression and restructure header Increase header length to 12 bytes, add CompressType and PacketHeader struct, and implement decode_packet_header. Update CMake to find zstd and link against it, adding Findzstd module. * refactor(network): extract packet header decoding into function * feat(packet): implement zstd compression and refactor packet decoding * perf(gameplay): optimize protobuf message allocation with Arena and limit thread pool size Switch to Arena allocation for protobuf messages to reduce heap allocations. Pass ChunkDataRsp by value to enable move semantics. Cap thread pool size to hardware concurrency with max 4 threads. * refactor(gameplay): use steady clock and sleep_until for tick loop timing * refactor(gameplay): rename remote player types and add interpolation * refactor(server_world): use thread pool for chunk request handling * refactor(packet): replace if-constexpr chain with explicit template specializations Refactor `get_packet_id()` by removing the if-constexpr chain and instead providing explicit specializations for each packet type. This simplifies the primary template (which now only contains a static assertion) and improves compile-time dispatch clarity. The `always_false` helper is no longer needed in the primary template. * feat(gameplay): add packet to clear all chunks on server rebuild Add new packet S2C_ClearAllChunks (ID 3005) to notify clients when the server rebuilds its world. Clients respond by clearing their chunk cache and requesting fresh chunks. Shift UPDATE_TIME packet ID to 3006 to accommodate. * feat(dev_panel): split world tab; add chunk request logging and fix flag reset * feat(tools): add RecentQueue to replace std::deque in server_world * feat(gameplay): add task ID to chunk requests to discard stale responses * refactor(block): move block source to gameplay directory * feat(toml): add shared TOML utilities and handle ip.toml * feat: add player name configuration and rename config file - Add --player command-line argument and 'player' field in Arguments struct - Rename ip.toml to server.toml and corresponding internal variable to 'server' - Fix block.cpp source path in CMakeLists.txt * build(cmake): modularize build configuration * fix: build fail on windows * refactor(renderer): rename Logger level enum value DEBUG to L_DEBUG * refactor(world): rework chunk state machine and player chunk tracking Introduce ChunkState enum and ChunkEntity struct to manage chunk lifecycle. Store chunks as shared_ptr to avoid move operations during generation. Add clear_unused_chunks to remove chunks not referenced by any player. Implement deferred chunk request queue for safe processing after generation completes. Update player chunk set during required chunk computation. Improve thread safety with mutexes on chunk and player maps. Fix m_gening flag not reset after generation and add assertions for correctness. Change need_gen to require a player UUID, removing std::optional. Add chunk_size query method for debugging. * fix(server): ensure chunk is ready before sending or setting block * refactor(server_world): separate gen and net thread pools Introduce a second thread pool for network operations and a `ThreadPoolKind` enum to distinguish between gen and net pools. Rename `pool_threads()` to `gen_pool_threads()`, add `change_pool_threads()` overload that accepts the pool kind, and update the dev panel to use the gen pool. Adjust logging and initialization to handle both pools. * feat(client_world): implement server exit acknowledgment with timeout * feat(gameplay): implement server stop and client exit handling Add server_stop flag to LogoutRsp protocol. Modify client_world to check for server stop or own logout to set exit flag. Add ServerWorld::stop() to broadcast stop and cleanly shut down. Refactor chunk ownership to unique_ptr. Remove name parameter from get_look_block_pos. * fix(app): correct port validation and remove redundant TOML helper * fix: address unused parameter warnings and missing port assignment * refactor(gameplay): remove old pre_remove chunk, player, and world files * refactor(server): replace chunk set with flat_hash_set and add ref count - Replace std::unordered_set with absl::flat_hash_set for chunk position sets. - Add ref_count field to ChunkEntity and implement update_ref_count(). - Remove clear_unused_chunks() and use ref counting for chunk lifetime. - Add get_chunk_pos_set() accessors to ServerPlayer. * fix(client-world): delay chunk request to wait for server central chunk generation * refactor(gameplay): migrate chunk storage to tbb::concurrent_hash_map * refactor(server_world): replace future-based chunk generation with queue Remove `std::future` per-chunk tracking and poll_finished_chunks(). Instead, generation tasks push completed chunks to a concurrent queue consumed during update. This eliminates wait_all_chunk_tasks() and simplifies synchronization. * refactor(client_world): use concurrent data structures for chunk management Replace std::shared_mutex and std::unordered_set with tbb::concurrent_hash_map for chunk storage, tbb::concurrent_queue for pending uploads, and absl::flat_hash_set for player chunk positions. This improves thread safety and reduces locking overhead. Refactor receive_chunk and request_chunk to work with the new concurrent model. * build(windows): add Nvidia and AMD GPU high performance exports * fix(ci): update header file pattern in clang-format check * style(clang-format): comment out AlignPPAndNotPP option * chore: enable AlignPPAndNotPP in clang-format and pin clang version in CI * ci(workflow): update format check to use LLVM 22 * ci(format-check): install clang-format-22 * perf(world): cull distant players from updates and rendering Add distance2 utility function. On client, skip rendering other players if distance squared exceeds rendering distance. On server, only send player position and block change updates to players in relevant chunks. * refactor(math_tools): convert free functions to inline in header * refactor(dev_panel): remove seed editing and server rebuild world, move client rebuild - Remove text editing for perlin seed and filter function - Remove ServerWorld::rebuild_world() method and its atomic flag - Move 'Rebuild World' button to client world tab - Remove unused perlin_noise_input_buffer * fix(server_world): floor block position coordinates in handle_block_change * refactor(gameplay): pass new_chunks vector as parameter instead of member variable * perf(client): improve chunk rendering performance with snapshots and threaded generation * feat(tools): add PriorityThreadPool with priority scheduling Implement PriorityThreadPool supporting task priorities and FIFO ordering for same priority. Update ClientWorld to use the new pool with explicit priority for chunk operations. Fix ThreadPool stop logic with atomic exchange and remove unnecessary lambda capture. * feat(networking): add priority and sequence ordering to packet send queues * feat(server-world): use priority thread pool for chunk generation Introduce PriorityThreadPool to process chunk generation tasks with priorities based on their distance from the player. Closer chunks receive higher priority, improving responsiveness. * refactor(client): extract AABB creation and add collision check on block place Make ClientPlayer::get_aabb and ClientWorld::get_block_aabb static. Change player size to static constexpr M_SIZE. Use shared_mutex for concurrent reads of other players. Check for collision with other players before placing a block. * feat(build): add build-time version system via CMake configure_file * ci(release): add release build workflow for windows
269 lines
7.7 KiB
C++
269 lines
7.7 KiB
C++
//
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// basic_socket_iostream.hpp
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// ~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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// Copyright (c) 2003-2026 Christopher M. Kohlhoff (chris at kohlhoff dot com)
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//
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// Distributed under the Boost Software License, Version 1.0. (See accompanying
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// file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
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//
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#ifndef ASIO_BASIC_SOCKET_IOSTREAM_HPP
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#define ASIO_BASIC_SOCKET_IOSTREAM_HPP
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#if defined(_MSC_VER) && (_MSC_VER >= 1200)
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# pragma once
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#endif // defined(_MSC_VER) && (_MSC_VER >= 1200)
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#include "asio/detail/config.hpp"
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#if !defined(ASIO_NO_IOSTREAM)
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#include <istream>
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#include <ostream>
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#include "asio/basic_socket_streambuf.hpp"
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#include "asio/detail/push_options.hpp"
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namespace asio {
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ASIO_INLINE_NAMESPACE_BEGIN
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namespace detail {
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// A separate base class is used to ensure that the streambuf is initialised
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// prior to the basic_socket_iostream's basic_iostream base class.
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template <typename Protocol, typename Clock, typename WaitTraits>
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class socket_iostream_base
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{
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protected:
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socket_iostream_base()
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{
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}
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socket_iostream_base(socket_iostream_base&& other)
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: streambuf_(std::move(other.streambuf_))
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{
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}
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socket_iostream_base(basic_stream_socket<Protocol> s)
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: streambuf_(std::move(s))
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{
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}
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socket_iostream_base& operator=(socket_iostream_base&& other)
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{
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streambuf_ = std::move(other.streambuf_);
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return *this;
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}
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basic_socket_streambuf<Protocol, Clock, WaitTraits> streambuf_;
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};
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} // namespace detail
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#if !defined(ASIO_BASIC_SOCKET_IOSTREAM_FWD_DECL)
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#define ASIO_BASIC_SOCKET_IOSTREAM_FWD_DECL
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// Forward declaration with defaulted arguments.
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template <typename Protocol,
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typename Clock = chrono::steady_clock,
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typename WaitTraits = wait_traits<Clock>>
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class basic_socket_iostream;
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#endif // !defined(ASIO_BASIC_SOCKET_IOSTREAM_FWD_DECL)
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/// Iostream interface for a socket.
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#if defined(GENERATING_DOCUMENTATION)
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template <typename Protocol,
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typename Clock = chrono::steady_clock,
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typename WaitTraits = wait_traits<Clock>>
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#else // defined(GENERATING_DOCUMENTATION)
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template <typename Protocol, typename Clock, typename WaitTraits>
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#endif // defined(GENERATING_DOCUMENTATION)
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class basic_socket_iostream
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: private detail::socket_iostream_base<Protocol, Clock, WaitTraits>,
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public std::basic_iostream<char>
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{
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private:
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typedef detail::chrono_time_traits<Clock, WaitTraits> traits_helper;
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public:
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/// The protocol type.
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typedef Protocol protocol_type;
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/// The endpoint type.
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typedef typename Protocol::endpoint endpoint_type;
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/// The clock type.
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typedef Clock clock_type;
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#if defined(GENERATING_DOCUMENTATION)
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/// The time type.
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typedef typename WaitTraits::time_point time_point;
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/// The duration type.
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typedef typename WaitTraits::duration duration;
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#else
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typedef typename traits_helper::time_type time_point;
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typedef typename traits_helper::duration_type duration;
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#endif
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/// Construct a basic_socket_iostream without establishing a connection.
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basic_socket_iostream()
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: std::basic_iostream<char>(
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&this->detail::socket_iostream_base<
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Protocol, Clock, WaitTraits>::streambuf_)
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{
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this->setf(std::ios_base::unitbuf);
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}
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/// Construct a basic_socket_iostream from the supplied socket.
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explicit basic_socket_iostream(basic_stream_socket<protocol_type> s)
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: detail::socket_iostream_base<
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Protocol, Clock, WaitTraits>(std::move(s)),
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std::basic_iostream<char>(
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&this->detail::socket_iostream_base<
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Protocol, Clock, WaitTraits>::streambuf_)
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{
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this->setf(std::ios_base::unitbuf);
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}
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/// Move-construct a basic_socket_iostream from another.
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basic_socket_iostream(basic_socket_iostream&& other)
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: detail::socket_iostream_base<
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Protocol, Clock, WaitTraits>(std::move(other)),
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std::basic_iostream<char>(std::move(other))
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{
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this->set_rdbuf(&this->detail::socket_iostream_base<
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Protocol, Clock, WaitTraits>::streambuf_);
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}
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/// Move-assign a basic_socket_iostream from another.
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basic_socket_iostream& operator=(basic_socket_iostream&& other)
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{
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std::basic_iostream<char>::operator=(std::move(other));
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detail::socket_iostream_base<
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Protocol, Clock, WaitTraits>::operator=(std::move(other));
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return *this;
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}
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/// Establish a connection to an endpoint corresponding to a resolver query.
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/**
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* This constructor automatically establishes a connection based on the
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* supplied resolver query parameters. The arguments are used to construct
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* a resolver query object.
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*/
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template <typename... T>
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explicit basic_socket_iostream(T... x)
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: std::basic_iostream<char>(
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&this->detail::socket_iostream_base<
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Protocol, Clock, WaitTraits>::streambuf_)
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{
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this->setf(std::ios_base::unitbuf);
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if (rdbuf()->connect(x...) == 0)
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this->setstate(std::ios_base::failbit);
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}
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/// Establish a connection to an endpoint corresponding to a resolver query.
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/**
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* This function automatically establishes a connection based on the supplied
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* resolver query parameters. The arguments are used to construct a resolver
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* query object.
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*/
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template <typename... T>
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void connect(T... x)
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{
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if (rdbuf()->connect(x...) == 0)
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this->setstate(std::ios_base::failbit);
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}
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/// Close the connection.
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void close()
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{
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if (rdbuf()->close() == 0)
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this->setstate(std::ios_base::failbit);
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}
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/// Return a pointer to the underlying streambuf.
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basic_socket_streambuf<Protocol, Clock, WaitTraits>* rdbuf() const
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{
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return const_cast<basic_socket_streambuf<Protocol, Clock, WaitTraits>*>(
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&this->detail::socket_iostream_base<
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Protocol, Clock, WaitTraits>::streambuf_);
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}
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/// Get a reference to the underlying socket.
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basic_socket<Protocol>& socket()
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{
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return rdbuf()->socket();
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}
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/// Get the last error associated with the stream.
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/**
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* @return An \c error_code corresponding to the last error from the stream.
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*
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* @par Example
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* To print the error associated with a failure to establish a connection:
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* @code tcp::iostream s("www.boost.org", "http");
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* if (!s)
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* {
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* std::cout << "Error: " << s.error().message() << std::endl;
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* } @endcode
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*/
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const asio::error_code& error() const
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{
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return rdbuf()->error();
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}
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/// Get the stream's expiry time as an absolute time.
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/**
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* @return An absolute time value representing the stream's expiry time.
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*/
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time_point expiry() const
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{
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return rdbuf()->expiry();
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}
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/// Set the stream's expiry time as an absolute time.
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/**
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* This function sets the expiry time associated with the stream. Stream
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* operations performed after this time (where the operations cannot be
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* completed using the internal buffers) will fail with the error
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* asio::error::operation_aborted.
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*
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* @param expiry_time The expiry time to be used for the stream.
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*/
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void expires_at(const time_point& expiry_time)
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{
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rdbuf()->expires_at(expiry_time);
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}
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/// Set the stream's expiry time relative to now.
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/**
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* This function sets the expiry time associated with the stream. Stream
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* operations performed after this time (where the operations cannot be
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* completed using the internal buffers) will fail with the error
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* asio::error::operation_aborted.
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*
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* @param expiry_time The expiry time to be used for the timer.
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*/
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void expires_after(const duration& expiry_time)
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{
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rdbuf()->expires_after(expiry_time);
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}
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private:
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// Disallow copying and assignment.
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basic_socket_iostream(const basic_socket_iostream&) = delete;
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basic_socket_iostream& operator=(
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const basic_socket_iostream&) = delete;
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};
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ASIO_INLINE_NAMESPACE_END
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} // namespace asio
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#include "asio/detail/pop_options.hpp"
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#endif // !defined(ASIO_NO_IOSTREAM)
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#endif // ASIO_BASIC_SOCKET_IOSTREAM_HPP
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