project_files/frontlib/ipc/gameconn.h
author Medo <smaxein@googlemail.com>
Wed, 27 Jun 2012 18:02:45 +0200
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frontlib: Getting there :) Added commandline client for testing
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#ifndef GAMECONN_H_
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#define GAMECONN_H_
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#include "../model/gamesetup.h"
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#include <stddef.h>
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#include <stdint.h>
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#include <stdbool.h>
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#define GAME_END_FINISHED 0
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#define GAME_END_INTERRUPTED 1
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#define GAME_END_HALTED 2
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#define GAME_END_ERROR 3
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struct _flib_gameconn;
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typedef struct _flib_gameconn flib_gameconn;
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flib_gameconn *flib_gameconn_create(const char *playerName, const flib_gamesetup *setup, bool netgame);
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flib_gameconn *flib_gameconn_create_playdemo(const uint8_t *demo, int size);
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flib_gameconn *flib_gameconn_create_loadgame(const char *playerName, const uint8_t *save, int size);
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flib_gameconn *flib_gameconn_create_campaign(const char *playerName, const char *seed, const char *script);
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void flib_gameconn_destroy(flib_gameconn *conn);
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/**
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 * Returns the port on which the gameconn is listening. Only fails if you
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 * pass NULL (not allowed), in that case 0 is returned.
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 */
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int flib_gameconn_getport(flib_gameconn *conn);
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/**
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 * Perform I/O operations and call callbacks if something interesting happens.
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 * Should be called regularly.
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 */
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void flib_gameconn_tick(flib_gameconn *conn);
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int flib_gameconn_send_enginemsg(flib_gameconn *conn, const uint8_t *data, size_t len);
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int flib_gameconn_send_textmsg(flib_gameconn *conn, int msgtype, const char *msg);
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int flib_gameconn_send_chatmsg(flib_gameconn *conn, const char *playername, const char *msg);
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/**
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 * handleConnect(void *context)
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 */
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void flib_gameconn_onConnect(flib_gameconn *conn, void (*callback)(void* context), void* context);
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/**
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 * handleDisconnect(void *context, int reason)
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 */
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void flib_gameconn_onDisconnect(flib_gameconn *conn, void (*callback)(void* context, int reason), void* context);
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/**
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 * Receives error messages sent by the engine
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 * handleErrorMessage(void* context, const char *msg)
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 */
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void flib_gameconn_onErrorMessage(flib_gameconn *conn, void (*callback)(void* context, const char *msg), void* context);
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/**
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 * handleChat(void* context, const char *msg, bool teamchat)
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 */
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void flib_gameconn_onChat(flib_gameconn *conn, void (*callback)(void* context, const char *msg, bool teamchat), void* context);
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/**
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 * Called when the game ends
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 * handleGameRecorded(void *context, const uint8_t *record, int size, bool isSavegame)
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 */
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void flib_gameconn_onGameRecorded(flib_gameconn *conn, void (*callback)(void *context, const uint8_t *record, int size, bool isSavegame), void* context);
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/**
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 * Called when the game ends
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 * TODO handleStats(???)
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 */
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/**
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 * ...needs to be passed on to the server in a net game
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 * handleEngineMessage(void *context, const uint8_t *em, size_t size)
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 */
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void flib_gameconn_onEngineMessage(flib_gameconn *conn, void (*callback)(void *context, const uint8_t *em, size_t size), void* context);
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// TODO efinish
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#endif