project_files/frontlib/net/netconn.h
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (C) 2012 Simeon Maxein <smaxein@googlemail.com>
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
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 */
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/**
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 * This file contains functions for communicating with a Hedgewars server to chat, prepare and play
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 * rounds of Hedgewars.
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 *
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 * To use this, first create a netconn object by calling flib_netconn_create. This will start the
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 * connection to the game server (which might fail right away, the function returns null then). You
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 * should also register your callback functions right at the start to ensure you don't miss any
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 * callbacks.
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 *
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 * In order to allow the netconn to run, you should regularly call flib_netconn_tick(), which
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 * performs network I/O and calls your callbacks on interesting events.
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 *
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 * When the connection is closed, you will receive the onDisconnect callback. This is the signal to
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 * destroy the netconn and stop calling tick().
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 *
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 * The connection process lasts from the time you create the netconn until you receive the
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 * onConnected callback (or onDisconnected in case something goes wrong). During that time, you
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 * might receive the onNickTaken and onPasswordRequest callbacks; see their description for more
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 * information on how to handle them. You could also receive other callbacks during connecting (e.g.
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 * about the room list), but it should be safe to ignore them.
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 *
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 * Once you are connected, you are in the lobby, and you can enter rooms and leave them again. The
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 * room and lobby states have different protocols, so many commands only work in either one or the
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 * other. If you are in a room you might also be in a game, but most of the functions behave the
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 * same ingame as in a room.
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 *
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 * The state changes from lobby to room when the server tells you that you just entered one, which
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 * will also trigger the onEnterRoom callback. This usually happens in reply to either a joinRoom,
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 * createRoom or playerFollow command.
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 *
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 * The state changes back to lobby when the room is dissolved, when you are kicked from the room, or
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 * when you actively leave the room using flib_netconn_send_leaveRoom. The first two events will
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 * trigger the onLeaveRoom callback.
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 */
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#ifndef NETCONN_H_
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#define NETCONN_H_
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#include "../model/gamesetup.h"
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#include "../model/scheme.h"
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#include "../model/room.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 NETCONN_STATE_CONNECTING 0
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#define NETCONN_STATE_LOBBY 1
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#define NETCONN_STATE_ROOM 2
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#define NETCONN_STATE_DISCONNECTED 10
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#define NETCONN_DISCONNECT_NORMAL 0             //!< The connection was closed normally
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#define NETCONN_DISCONNECT_SERVER_TOO_OLD 1     //!< The server has a lower protocol version than we do
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#define NETCONN_DISCONNECT_AUTH_FAILED 2        //!< You sent a password with flib_netconn_send_password that was not accepted
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#define NETCONN_DISCONNECT_CONNLOST 3           //!< The network connection was lost
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#define NETCONN_DISCONNECT_INTERNAL_ERROR 100   //!< Something went wrong in frontlib itself
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#define NETCONN_ROOMLEAVE_ABANDONED 0           //!< The room was closed because the chief left
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#define NETCONN_ROOMLEAVE_KICKED 1              //!< You have been kicked from the room
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#define NETCONN_MSG_TYPE_PLAYERINFO 0           //!< A response to flib_netconn_send_playerInfo
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#define NETCONN_MSG_TYPE_SERVERMESSAGE 1        //!< The welcome message when connecting to the lobby
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#define NETCONN_MSG_TYPE_WARNING 2              //!< A general warning message
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#define NETCONN_MSG_TYPE_ERROR 3                //!< A general error message
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#define NETCONN_MAPCHANGE_FULL 0
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#define NETCONN_MAPCHANGE_MAP 1
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#define NETCONN_MAPCHANGE_MAPGEN 2
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#define NETCONN_MAPCHANGE_DRAWNMAP 3
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#define NETCONN_MAPCHANGE_MAZE_SIZE 4
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#define NETCONN_MAPCHANGE_TEMPLATE 5
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#define NETCONN_MAPCHANGE_THEME 6
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#define NETCONN_MAPCHANGE_SEED 7
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typedef struct _flib_netconn flib_netconn;
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/**
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 * Create a new netplay connection with these parameters.
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 * The path to the data directory must end with a path delimiter (e.g. C:\Games\Hedgewars\Data\)
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 */
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flib_netconn *flib_netconn_create(const char *playerName, const char *dataDirPath, const char *host, int port);
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void flib_netconn_destroy(flib_netconn *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_netconn_tick(flib_netconn *conn);
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/**
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 * Are you currently the owner of this room? The return value only makes sense in
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 * NETCONN_STATE_ROOM and NETCONN_STATE_INGAME states.
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 */
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bool flib_netconn_is_chief(flib_netconn *conn);
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/**
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 * Returns the playername. This is *probably* the one provided on creation, but if that name was
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 * already taken, a different one could have been set by the onNickTaken callback or its default
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 * implementation.
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 */
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const char *flib_netconn_get_playername(flib_netconn *conn);
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/**
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 * Generate a game setup from the current room state.
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 * Returns NULL if the room state does not contain enough information for a complete game setup,
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 * or if an error occurs.
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 *
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 * The new gamesetup must be destroyed with flib_gamesetup_destroy().
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 */
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flib_gamesetup *flib_netconn_create_gamesetup(flib_netconn *conn);
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// Send functions needed when connecting and disconnecting
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    /**
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     * Request a different nickname.
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     * This function only makes sense in reaction to an onNickTaken callback, because the netconn
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     * automatically requests the nickname you provide on creation, and once the server accepts the
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     * nickname it can no longer be changed.
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     */
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    int flib_netconn_send_nick(flib_netconn *conn, const char *nick);
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    /**
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     * Send the password in reply to a password request.
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     * If the server does not accept the password, you will be disconnected
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     * (NETCONN_DISCONNECT_AUTH_FAILED)
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     */
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    int flib_netconn_send_password(flib_netconn *conn, const char *passwd);
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    /**
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     * Tell the server that you want to leave. If successful, the server will disconnect you.
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     */
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    int flib_netconn_send_quit(flib_netconn *conn, const char *quitmsg);
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// Send functions that make sense both in the lobby and in rooms
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    /**
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     * Send a chat message. This message is either sent to the lobby or the room, depending on
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     * whether you are in a room at the moment. The message is not echoed back to you.
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     */
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    int flib_netconn_send_chat(flib_netconn *conn, const char *chat);
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    /**
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     * Kick a player. This has different meanings in the lobby and in a room;
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     * In the lobby, it will kick the player from the server, and you need to be a server admin to
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     * do it. In a room, it will kick the player from the room, and you need to be room chief.
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     */
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    int flib_netconn_send_kick(flib_netconn *conn, const char *playerName);
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    /**
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     * Request information about a player (e.g. current room, version, partial IP). If the action
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     * succeeds, you will receive an onMessage callback with NETCONN_MSG_TYPE_PLAYERINFO containing
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     * the requested information.
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     */
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    int flib_netconn_send_playerInfo(flib_netconn *conn, const char *playerName);
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// Send functions that only make sense in the lobby
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    /**
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     * Request an update of the room list. Only makes sense when in lobby state.
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     * If the action succeeds, you will receive an onRoomlist callback containing the current room
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     * data.
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     */
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    int flib_netconn_send_request_roomlist(flib_netconn *conn);
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    /**
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     * Join a room as guest (not chief). Only makes sense when in lobby state. If the action
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     * succeeds, you will receive an onEnterRoom callback with chief=false followed by other
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     * callbacks with current room information.
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     */
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    int flib_netconn_send_joinRoom(flib_netconn *conn, const char *room);
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    /**
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     * Follow a player. Only valid in the lobby. If the player is in a room (or in a game), this
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     * command is analogous to calling flib_netconn_send_joinRoom with that room.
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     */
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    int flib_netconn_send_playerFollow(flib_netconn *conn, const char *playerName);
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    /**
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     * Create and join a new room. Only makes sense when in lobby state. If the action succeeds,
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     * you will receive an onEnterRoom callback with chief=true.
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     */
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    int flib_netconn_send_createRoom(flib_netconn *conn, const char *room);
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    /**
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     * Ban a player. The scope of this ban depends on whether you are in a room or in the lobby.
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     * In a room, you need to be the room chief, and the ban will apply to the room only. In the
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     * lobby, you need to be server admin to ban someone, and the ban applies to the entire server.
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     */
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    int flib_netconn_send_ban(flib_netconn *conn, const char *playerName);
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    /**
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     * Does something administrator-y. At any rate you need to be an administrator and in the lobby
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     * to use this command.
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     */
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    int flib_netconn_send_clearAccountsCache(flib_netconn *conn);
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    /**
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     * Sets a server variable to the indicated value. Only makes sense if you are server admin and
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     * in the lobby. Known variables are MOTD_NEW, MOTD_OLD and LATEST_PROTO. MOTD_OLD is shown to
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     * players with older protocol versions, to inform them that they might want to update.
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     */
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    int flib_netconn_send_setServerVar(flib_netconn *conn, const char *name, const char *value);
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    /**
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     * Queries all server variables. Only makes sense if you are server admin and in the lobby.
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     * If the action succeeds, you will receive several onServerVar callbacks with the
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     * current values of all server variables.
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     */
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    int flib_netconn_send_getServerVars(flib_netconn *conn);
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// Send functions that only make sense in a room
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    /**
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     * Leave the room for the lobby. Only makes sense in room state. msg can be NULL if you don't
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     * want to send a message. The server always accepts a part command, so once you send it off,
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     * you can just assume that you are back in the lobby.
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     */
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    int flib_netconn_send_leaveRoom(flib_netconn *conn, const char *msg);
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    /**
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     * Change your "ready" status in the room. Only makes sense when in room state. If the action
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     * succeeds, you will receive an onClientFlags callback containing the change.
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     */
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    int flib_netconn_send_toggleReady(flib_netconn *conn);
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    /**
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     * Add a team to the current room. Apart from the "fixed" team information, this also includes
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     * the color, but not the number of hogs. Only makes sense when in room state. If the action
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     * succeeds, you will receive an onTeamAccepted callback with the name of the team.
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     *
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     * Notes: Technically, sending a color here is the only way for a non-chief to set the color of
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     * her own team. The server remembers this color and even generates a separate teamColor message
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     * to inform everyone of it. However, at the moment the frontends generally override this color
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     * with one they choose themselves in order to deal with unfortunate behavior of the QtFrontend,
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     * which always sends color index 0 when adding a team but thinks that the team has a random
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     * color. The chief always sends a new color in order to bring the QtFrontend back into sync.
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     */
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    int flib_netconn_send_addTeam(flib_netconn *conn, const flib_team *team);
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    /**
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     * Remove the team with the name teamname. Only makes sense when in room state.
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     * The server does not send a reply on success.
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     */
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    int flib_netconn_send_removeTeam(flib_netconn *conn, const char *teamname);
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// Send functions that only make sense in a room and if you are room chief
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    /**
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     * Rename the current room. Only makes sense in room state and if you are chief. If the action
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     * succeeds, you (and everyone else on the server) will receive an onRoomUpdate message
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     * containing the change.
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     */
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    int flib_netconn_send_renameRoom(flib_netconn *conn, const char *roomName);
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    /**
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     * Set the number of hogs for a team. Only makes sense in room state and if you are chief.
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     * The server does not send a reply.
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     */
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    int flib_netconn_send_teamHogCount(flib_netconn *conn, const char *teamname, int hogcount);
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    /**
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     * Set the teamcolor of a team. Only makes sense in room state and if you are chief.
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     * The server does not send a reply.
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     */
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    int flib_netconn_send_teamColor(flib_netconn *conn, const char *teamname, int colorIndex);
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    /**
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     * Set the weaponset for the room. Only makes sense in room state and if you are chief.
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     * The server does not send a reply.
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     */
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    int flib_netconn_send_weaponset(flib_netconn *conn, const flib_weaponset *weaponset);
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    /**
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     * Set the map for the room. Only makes sense in room state and if you are chief.
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     * The server does not send a reply.
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     */
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    int flib_netconn_send_map(flib_netconn *conn, const flib_map *map);
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    /**
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     * Set the mapname. Only makes sense in room state and if you are chief.
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     * The server does not send a reply.
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     */
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    int flib_netconn_send_mapName(flib_netconn *conn, const char *mapName);
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    /**
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     * Set the map generator (regular, maze, drawn, named). Only makes sense in room state and if
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     * you are chief.
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     * The server does not send a reply.
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     */
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    int flib_netconn_send_mapGen(flib_netconn *conn, int mapGen);
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    /**
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   319
     * Set the map template for regular maps. Only makes sense in room state and if you are chief.
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   320
     * The server does not send a reply.
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diff changeset
   321
     */
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diff changeset
   322
    int flib_netconn_send_mapTemplate(flib_netconn *conn, int templateFilter);
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diff changeset
   323
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   324
    /**
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   325
     * Set the maze template (maze size) for mazes. Only makes sense in room state and if you are
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diff changeset
   326
     * chief. The server does not send a reply.
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   327
     */
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   328
    int flib_netconn_send_mapMazeSize(flib_netconn *conn, int mazeSize);
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diff changeset
   329
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   330
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   331
     * Set the seed for the map. Only makes sense in room state and if you are chief.
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diff changeset
   332
     * The server does not send a reply.
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   333
     */
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   334
    int flib_netconn_send_mapSeed(flib_netconn *conn, const char *seed);
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diff changeset
   335
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   336
    /**
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   337
     * Set the theme for the map. Only makes sense in room state and if you are chief.
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diff changeset
   338
     * The server does not send a reply.
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   339
     */
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   340
    int flib_netconn_send_mapTheme(flib_netconn *conn, const char *theme);
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diff changeset
   341
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   342
    /**
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   343
     * Set the draw data for the drawn map. Only makes sense in room state and if you are chief.
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diff changeset
   344
     * The server does not send a reply.
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   345
     */
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   346
    int flib_netconn_send_mapDrawdata(flib_netconn *conn, const uint8_t *drawData, size_t size);
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diff changeset
   347
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   348
    /**
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   349
     * Set the script (game style). Only makes sense in room state and if you are chief.
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   350
     * The server does not send a reply.
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   351
     */
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   352
    int flib_netconn_send_script(flib_netconn *conn, const char *scriptName);
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diff changeset
   353
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   354
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   355
     * Set the scheme. Only makes sense in room state and if you are chief.
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   356
     * The server does not send a reply.
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   357
     */
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   358
    int flib_netconn_send_scheme(flib_netconn *conn, const flib_scheme *scheme);
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diff changeset
   359
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   360
    /**
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   361
     * Signal that you want to start the game. Only makes sense in room state and if you are chief.
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   362
     * The server will check whether all players are ready and whether it believes the setup makes
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   363
     * sense (e.g. more than one clan). If the server is satisfied, you will receive an onRunGame
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   364
     * callback (all other clients in the room are notified the same way). Otherwise the server
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   365
     * might answer with a warning, or might not answer at all.
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   366
     */
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   367
    int flib_netconn_send_startGame(flib_netconn *conn);
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   368
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   369
    /**
de822cd3df3a fixwhitespace and dos2unix
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diff changeset
   370
     * Allow/forbid players to join the room. Only makes sense in room state and if you are chief.
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   371
     * The server does not send a reply.
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   372
     */
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   373
    int flib_netconn_send_toggleRestrictJoins(flib_netconn *conn);
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   374
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   375
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   376
     * Allow/forbid adding teams to the room. Only makes sense in room state and if you are chief.
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   377
     * The server does not send a reply.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   378
     */
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   379
    int flib_netconn_send_toggleRestrictTeams(flib_netconn *conn);
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   380
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   381
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   382
// Send functions that are only needed for running a game
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   383
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   384
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   385
     * Send a teamchat message, forwarded from the engine. Only makes sense ingame.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   386
     * The server does not send a reply. In contrast to a Chat message, the server
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   387
     * automatically converts this into an engine message and passes it on to the other
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   388
     * clients.
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   389
     */
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   390
    int flib_netconn_send_teamchat(flib_netconn *conn, const char *msg);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   391
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   392
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   393
     * Send an engine message. Only makes sense when ingame. In a networked game, you have to pass
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   394
     * all the engine messages from the engine here, and they will be spread to all other clients
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   395
     * in the game to keep the game in sync.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   396
     */
de822cd3df3a fixwhitespace and dos2unix
koda
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diff changeset
   397
    int flib_netconn_send_engineMessage(flib_netconn *conn, const uint8_t *message, size_t size);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   398
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   399
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   400
     * Inform the server that the round has ended. Call this when the engine has disconnected,
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   401
     * passing 1 if the round ended normally, 0 otherwise.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   402
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   403
    int flib_netconn_send_roundfinished(flib_netconn *conn, bool withoutError);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   404
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   405
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   406
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   407
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   408
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   409
// Callbacks that are important for connecting/disconnecting
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   410
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   411
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   412
     * onNickTaken is called when connecting to the server, if it turns out that there is already a
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   413
     * player with the same nick.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   414
     * In order to proceed, a new nickname needs to be sent to the server using
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   415
     * flib_netconn_send_nick() (or of course you can bail out and send a QUIT).
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   416
     * If you don't set a callback, the netconn will automatically react by generating a new name.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   417
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   418
    void flib_netconn_onNickTaken(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   419
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   420
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   421
     * When connecting with a registered nickname, the server will ask for a password before
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   422
     * admitting you in. This callback is called when that happens. As a reaction, you can send the
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   423
     * password using flib_netconn_send_password. If you don't register a callback, the default
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   424
     * behavior is to just quit in a way that will cause a disconnect with
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   425
     * NETCONN_DISCONNECT_AUTH_FAILED.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   426
     *
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   427
     * You can't just choose a new nickname when you receive this callback, because at that point
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   428
     * the server has already accepted your nick.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   429
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   430
    void flib_netconn_onPasswordRequest(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   431
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   432
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   433
     * This is called when the server has accepted our nickname (and possibly password) and we have
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   434
     * entered the lobby.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   435
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   436
    void flib_netconn_onConnected(flib_netconn *conn, void (*callback)(void *context), void* context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   437
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   438
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   439
     * This is always the last callback (unless the netconn is destroyed early), and the netconn
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   440
     * should be destroyed when it is received. The reason for the disconnect is passed as one of
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   441
     * the NETCONN_DISCONNECT_ constants. Sometimes a message is included as well, but that
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   442
     * parameter might also be NULL.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   443
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   444
    void flib_netconn_onDisconnected(flib_netconn *conn, void (*callback)(void *context, int reason, const char *message), void* context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   445
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   446
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   447
// Callbacks that make sense in most situations
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   448
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   449
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   450
     * Callback for several informational messages that should be displayed to the user
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   451
     * (e.g. in the chat window), but do not require a reaction. If a game is running, you might
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   452
     * want to redirect some of these messages to the engine as well so the user will see them.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   453
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   454
    void flib_netconn_onMessage(flib_netconn *conn, void (*callback)(void *context, int msgtype, const char *msg), void* context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   455
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   456
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   457
     * We received a chat message. Where this message belongs depends on the current state
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   458
     * (lobby/room). If a game is running the message should be passed to the engine.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   459
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   460
    void flib_netconn_onChat(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *msg), void* context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   461
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   462
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   463
     * Callbacks for incremental room list updates. They will fire whenever these events occur,
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   464
     * even before you first query the actual roomlist - so be sure not to blindly reference your
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   465
     * room list in these callbacks. The server currently only sends updates when a room changes
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   466
     * its name, so in order to update other room information you need to query the roomlist again
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   467
     * (see send_request_roomlist / onRoomlist).
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   468
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   469
    void flib_netconn_onRoomAdd(flib_netconn *conn, void (*callback)(void *context, const flib_room *room), void* context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   470
    void flib_netconn_onRoomDelete(flib_netconn *conn, void (*callback)(void *context, const char *name), void* context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   471
    void flib_netconn_onRoomUpdate(flib_netconn *conn, void (*callback)(void *context, const char *oldName, const flib_room *room), void* context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   472
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   473
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   474
     * Callbacks for players joining or leaving the lobby. In contrast to the roomlist updates, you
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   475
     * will get a JOIN callback for every player already on the server when you join (and there is
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   476
     * no direct way to query the current playerlist)
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   477
     *
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   478
     * NOTE: partMessage may be NULL.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   479
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   480
    void flib_netconn_onLobbyJoin(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   481
    void flib_netconn_onLobbyLeave(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *partMessage), void* context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   482
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   483
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   484
     * This is called when the server informs us that one or more flags associated with a
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   485
     * player/client have changed.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   486
     *
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   487
     * nick is the name of the player, flags is a string containing one character for each modified
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   488
     * flag (see below), and newFlagState signals whether the flags should be set to true or false.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   489
     *
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   490
     * Some of these flags are important for protocol purposes (especially if they are set for you)
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   491
     * while others are just informational. Also, some flags are only relevant for players who are
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   492
     * in the same room as you, and the server will not inform you if they change for others.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   493
     *
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   494
     * These are the currently known/used flags:
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   495
     * a: Server admin. Always updated.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   496
     * h: Room chief. Updated when in the same room.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   497
     * r: Ready to play. Updated when in the same room.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   498
     * u: Registered user. Always updated.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   499
     *
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   500
     * The server tells us the 'a' and 'u' flags for all players when we first join the lobby, and
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   501
     * also tells us the 'r' and 'h' flags when we join or create a room. It assumes that all flags
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   502
     * are initially false, so it will typically only tell you to set certain flags to true when
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   503
     * transmitting the initial states. Reset the 'h' and 'r' flags to false when leaving a room,
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   504
     * or when entering room state, to arrive at the right state for each player.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   505
     *
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   506
     * The room chief state of yourself is particularly important because it determines whether you
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   507
     * can modify settings of the current room. Generally, when you create a room you start out
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   508
     * being room chief, and when you join an existing room you are not. However, if the original
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   509
     * chief leaves a room, the server can choose a new chief, and if that happens the chief flag
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   510
     * will be transferred to someone else.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   511
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   512
    void flib_netconn_onClientFlags(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *flags, bool newFlagState), void *context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   513
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   514
// Callbacks that happen only in response to specific requests
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   515
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   516
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   517
     * Response to flib_netconn_send_request_roomlist().
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   518
     * The rooms array contains the current state of all rooms on the server.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   519
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   520
    void flib_netconn_onRoomlist(flib_netconn *conn, void (*callback)(void *context, const flib_room **rooms, int roomCount), void* context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   521
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   522
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   523
     * Response to flib_netconn_send_joinRoom, flib_netconn_send_playerFollow or
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   524
     * flib_netconn_send_createRoom.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   525
     *
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   526
     * You just left the lobby and entered a room.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   527
     * If chief is true, you can and should send a full configuration for the room now. This
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   528
     * consists of ammo, scheme, script and map, where map apparently has to come last.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   529
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   530
    void flib_netconn_onEnterRoom(flib_netconn *conn, void (*callback)(void *context, bool chief), void *context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   531
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   532
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   533
     * Response to flib_netconn_send_addTeam.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   534
     * The server might reject your team for several reasons, e.g. because it has the same name as
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   535
     * an existing team, or because the room chief restricted adding new teams. If the team is
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   536
     * accepted by the server, this callback is fired.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   537
     *
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   538
     * If you are the room chief, you are expected to provide the hog count for your own team now
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   539
     * using flib_netconn_send_teamHogCount. The color of the team is already set to the one you
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   540
     * provided in addTeam.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   541
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   542
    void flib_netconn_onTeamAccepted(flib_netconn *conn, void (*callback)(void *context, const char *team), void *context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   543
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   544
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   545
     * When you query the server vars with flib_netconn_send_getServerVars (only works as admin),
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   546
     * the server replies with a list of them. This callback is called for each entry in that list.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   547
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   548
    void flib_netconn_onServerVar(flib_netconn *conn, void (*callback)(void *context, const char *name, const char *value), void *context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   549
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   550
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   551
// Callbacks that are only relevant in a room
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   552
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   553
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   554
     * You just left a room and entered the lobby again.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   555
     * reason is one of the NETCONN_ROOMLEAVE_ constants (usually a kick).
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   556
     * This will not be called when you actively leave a room using PART.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   557
     * Don't confuse with onRoomLeave, which indicates that *someone else* left the room.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   558
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   559
    void flib_netconn_onLeaveRoom(flib_netconn *conn, void (*callback)(void *context, int reason, const char *message), void *context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   560
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   561
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   562
     * Someone joined or left the room you are currently in.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   563
     * Analogous to onLobbyJoin/leave, you will receive the join callback for all players that are
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   564
     * already in the room when you join, including for yourself (this is actually how it is
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   565
     * determined that you joined a room).
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   566
     *
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   567
     * However, you will *not* receive onRoomLeave messages for everyone when you leave the room.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   568
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   569
    void flib_netconn_onRoomJoin(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   570
    void flib_netconn_onRoomLeave(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *partMessage), void* context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   571
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   572
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   573
     * A new team was added to the room. The person who adds a team does NOT receive this callback
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   574
     * (he gets onTeamAccepted instead).
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   575
     *
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   576
     * The team does not contain bindings, stats, weaponset, color or the number of hogs (but it is
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   577
     * assumed to be the default of 4).
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   578
     *
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   579
     * If you receive this message and you are the room chief, you may want to send a color and hog
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   580
     * count for this team using flib_netconn_send_teamHogCount / teamColor for QtFrontend
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   581
     * compatibility.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   582
     *
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   583
     * The server currently sends another message with the color of the team to the same recipients
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   584
     * as this teamAdd message, which will trigger an onTeamColorChanged callback. See the
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   585
     * description of flib_netconn_send_addTeam for more information.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   586
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   587
    void flib_netconn_onTeamAdd(flib_netconn *conn, void (*callback)(void *context, const flib_team *team), void *context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   588
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   589
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   590
     * A team was removed from the room. The person who removed the team will not receive this
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   591
     * callback.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   592
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   593
    void flib_netconn_onTeamDelete(flib_netconn *conn, void (*callback)(void *context, const char *teamname), void *context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   594
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   595
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   596
     * The number of hogs in a team has been changed by the room chief. If you are the chief and
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   597
     * change the number of hogs yourself, you will not receive this callback.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   598
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   599
    void flib_netconn_onHogCountChanged(flib_netconn *conn, void (*callback)(void *context, const char *teamName, int hogs), void *context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   600
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   601
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   602
     * The color of a team has been set or changed. The client who set or changed the color will
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   603
     * not receive this callback.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   604
     *
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   605
     * Normally, only the chief can change the color of a team. However, this message is also
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   606
     * generated when a team is added, so you can receive it even as chief.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   607
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   608
    void flib_netconn_onTeamColorChanged(flib_netconn *conn, void (*callback)(void *context, const char *teamName, int colorIndex), void *context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   609
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   610
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   611
     * The room chief has changed the game scheme (or you just joined a room).
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   612
     * You will not receive this callback if you changed the scheme yourself.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   613
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   614
    void flib_netconn_onSchemeChanged(flib_netconn *conn, void (*callback)(void *context, const flib_scheme *scheme), void *context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   615
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   616
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   617
     * The room chief has changed the map (or you just joined a room). Only non-chiefs receive these
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   618
     * messages.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   619
     *
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   620
     * To reduce the number of callback functions, the netconn keeps track of the current map
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   621
     * settings and always passes the entire current map config, but informs the callee about what
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   622
     * has changed (see the NETCONN_MAPCHANGE_ constants).
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   623
     *
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   624
     * Caution: Due to the way the protocol works, the map might not be complete at this point if it
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   625
     * is a hand-drawn map, because the "full" map config does not include the drawn map data.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   626
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   627
    void flib_netconn_onMapChanged(flib_netconn *conn, void (*callback)(void *context, const flib_map *map, int changetype), void *context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   628
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   629
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   630
     * The room chief has changed the game style (or you just joined a room). If you are the chief
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   631
     * and change the style yourself, you will not receive this callback.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   632
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   633
    void flib_netconn_onScriptChanged(flib_netconn *conn, void (*callback)(void *context, const char *script), void *context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   634
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   635
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   636
     * The room chief has changed the weaponset (or you just joined a room). If you are the chief
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   637
     * and change the weaponset yourself, you will not receive this callback.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   638
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   639
    void flib_netconn_onWeaponsetChanged(flib_netconn *conn, void (*callback)(void *context, const flib_weaponset *weaponset), void *context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   640
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   641
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   642
     * The game is starting. Fire up the engine and join in!
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   643
     * You can let the netconn generate the right game setup using flib_netconn_create_gamesetup
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   644
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   645
    void flib_netconn_onRunGame(flib_netconn *conn, void (*callback)(void *context), void *context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   646
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   647
    /**
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   648
     * You are in a room, a game is in progress, and the server is sending you the new input for the
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   649
     * engine to keep up to date with the current happenings. Pass it on to the engine using
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   650
     * flib_gameconn_send_enginemsg.
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   651
     */
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   652
    void flib_netconn_onEngineMessage(flib_netconn *conn, void (*callback)(void *context, const uint8_t *message, size_t size), void *context);
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   653
de822cd3df3a fixwhitespace and dos2unix
koda
parents: 10015
diff changeset
   654
#endif