author | Medo <smaxein@googlemail.com> |
Mon, 20 Aug 2012 20:16:37 +0200 | |
changeset 7580 | c92596feac0d |
parent 7497 | 7e1d72fc03c7 |
child 7689 | 855eeee4166f |
permissions | -rw-r--r-- |
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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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#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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int flib_netconn_send_nick(flib_netconn *conn, const char *nick); |
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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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int flib_netconn_send_password(flib_netconn *conn, const char *passwd); |
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* Tell the server that you want to leave. If successful, the server will disconnect you. |
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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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* 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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int flib_netconn_send_chat(flib_netconn *conn, const char *chat); |
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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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int flib_netconn_send_kick(flib_netconn *conn, const char *playerName); |
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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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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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* 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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int flib_netconn_send_request_roomlist(flib_netconn *conn); |
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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. |
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int flib_netconn_send_joinRoom(flib_netconn *conn, const char *room); |
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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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* 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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int flib_netconn_send_createRoom(flib_netconn *conn, const char *room); |
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* Ban a player. You need to be in the lobby and a server admin for this to work. |
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int flib_netconn_send_ban(flib_netconn *conn, const char *playerName); |
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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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int flib_netconn_send_clearAccountsCache(flib_netconn *conn); |
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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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int flib_netconn_send_setServerVar(flib_netconn *conn, const char *name, const char *value); |
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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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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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* 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 message, 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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int flib_netconn_send_leaveRoom(flib_netconn *conn, const char *msg); |
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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 onReadyState callback containing the change. |
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int flib_netconn_send_toggleReady(flib_netconn *conn); |
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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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int flib_netconn_send_addTeam(flib_netconn *conn, const flib_team *team); |
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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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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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* 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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int flib_netconn_send_renameRoom(flib_netconn *conn, const char *roomName); |
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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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int flib_netconn_send_teamHogCount(flib_netconn *conn, const char *teamname, int hogcount); |
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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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int flib_netconn_send_teamColor(flib_netconn *conn, const char *teamname, int colorIndex); |
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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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int flib_netconn_send_weaponset(flib_netconn *conn, const flib_weaponset *weaponset); |
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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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int flib_netconn_send_map(flib_netconn *conn, const flib_map *map); |
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* Set the mapname. Only makes sense in room state and if you are chief. |
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int flib_netconn_send_mapName(flib_netconn *conn, const char *mapName); |
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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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int flib_netconn_send_mapGen(flib_netconn *conn, int mapGen); |
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* Set the map template for regular maps. Only makes sense in room state and if you are chief. |
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int flib_netconn_send_mapTemplate(flib_netconn *conn, int templateFilter); |
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* Set the maze template (maze size) for mazes. Only makes sense in room state and if you are |
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* chief. The server does not send a reply. |
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int flib_netconn_send_mapMazeSize(flib_netconn *conn, int mazeSize); |
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* Set the seed for the map. Only makes sense in room state and if you are chief. |
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int flib_netconn_send_mapSeed(flib_netconn *conn, const char *seed); |
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* Set the theme for the map. Only makes sense in room state and if you are chief. |
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int flib_netconn_send_mapTheme(flib_netconn *conn, const char *theme); |
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* Set the draw data for the drawn map. 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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int flib_netconn_send_mapDrawdata(flib_netconn *conn, const uint8_t *drawData, size_t size); |
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* Set the script (game style). 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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int flib_netconn_send_script(flib_netconn *conn, const char *scriptName); |
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* Set the scheme. 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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int flib_netconn_send_scheme(flib_netconn *conn, const flib_scheme *scheme); |
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* Signal that you want to start the game. Only makes sense in room state and if you are chief. |
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* The server will check whether all players are ready and whether it believes the setup makes |
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* sense (e.g. more than one clan). If the server is satisfied, you will receive an onRunGame |
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* callback (all other clients in the room are notified the same way). Otherwise the server |
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* might answer with a warning, or might not answer at all. |
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int flib_netconn_send_startGame(flib_netconn *conn); |
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* Allow/forbid players to join the room. Only makes sense in room state and if you are chief. |
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int flib_netconn_send_toggleRestrictJoins(flib_netconn *conn); |
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* Allow/forbid adding teams to 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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int flib_netconn_send_toggleRestrictTeams(flib_netconn *conn); |
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// Send functions that are only needed for running a game |
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* Send a teamchat message, forwarded from the engine. Only makes sense ingame. |
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* The server does not send a reply. In contrast to a Chat message, the server |
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* automatically converts this into an engine message and passes it on to the other |
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* clients. |
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int flib_netconn_send_teamchat(flib_netconn *conn, const char *msg); |
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* Send an engine message. Only makes sense when ingame. In a networked game, you have to pass |
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* all the engine messages from the engine here, and they will be spread to all other clients |
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* in the game to keep the game in sync. |
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int flib_netconn_send_engineMessage(flib_netconn *conn, const uint8_t *message, size_t size); |
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* Inform the server that the round has ended. Call this when the engine has disconnected, |
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* passing 1 if the round ended normally, 0 otherwise. |
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int flib_netconn_send_roundfinished(flib_netconn *conn, bool withoutError); |
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// Callbacks that are important for connecting/disconnecting |
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* onNickTaken is called when connecting to the server, if it turns out that there is already a |
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* player with the same nick. |
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* In order to proceed, a new nickname needs to be sent to the server using |
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* flib_netconn_send_nick() (or of course you can bail out and send a QUIT). |
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* If you don't set a callback, the netconn will automatically react by generating a new name. |
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void flib_netconn_onNickTaken(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context); |
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* When connecting with a registered nickname, the server will ask for a password before |
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* admitting you in. This callback is called when that happens. As a reaction, you can send the |
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* password using flib_netconn_send_password. If you don't register a callback, the default |
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* behavior is to just quit in a way that will cause a disconnect with |
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* NETCONN_DISCONNECT_AUTH_FAILED. |
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* |
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* You can't just choose a new nickname when you receive this callback, because at that point |
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* the server has already accepted your nick. |
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void flib_netconn_onPasswordRequest(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context); |
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* This is called when the server has accepted our nickname (and possibly password) and we have |
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* entered the lobby. |
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void flib_netconn_onConnected(flib_netconn *conn, void (*callback)(void *context), void* context); |
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* This is always the last callback (unless the netconn is destroyed early), and the netconn |
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* should be destroyed when it is received. The reason for the disconnect is passed as one of |
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* the NETCONN_DISCONNECT_ constants. Sometimes a message is included as well, but that |
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* parameter might also be NULL. |
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void flib_netconn_onDisconnected(flib_netconn *conn, void (*callback)(void *context, int reason, const char *message), void* context); |
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444 |
// Callbacks that make sense in most situations |
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|
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|
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|
446 |
/** |
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|
447 |
* Callback for several informational messages that should be displayed to the user |
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|
448 |
* (e.g. in the chat window), but do not require a reaction. If a game is running, you might |
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|
449 |
* want to redirect some of these messages to the engine as well so the user will see them. |
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|
450 |
*/ |
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|
451 |
void flib_netconn_onMessage(flib_netconn *conn, void (*callback)(void *context, int msgtype, const char *msg), void* context); |
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|
452 |
|
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|
453 |
/** |
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|
454 |
* We received a chat message. Where this message belongs depends on the current state |
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|
455 |
* (lobby/room). If a game is running the message should be passed to the engine. |
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|
456 |
*/ |
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|
457 |
void flib_netconn_onChat(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *msg), void* context); |
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|
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|
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|
459 |
/** |
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|
460 |
* Callbacks for incremental room list updates. They will fire whenever these events occur, |
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|
461 |
* even before you first query the actual roomlist - so be sure not to blindly reference your |
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|
462 |
* room list in these callbacks. The server currently only sends updates when a room changes |
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|
463 |
* its name, so in order to update other room information you need to query the roomlist again |
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|
464 |
* (see send_request_roomlist / onRoomlist). |
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|
465 |
*/ |
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|
466 |
void flib_netconn_onRoomAdd(flib_netconn *conn, void (*callback)(void *context, const flib_room *room), void* context); |
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|
467 |
void flib_netconn_onRoomDelete(flib_netconn *conn, void (*callback)(void *context, const char *name), void* context); |
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|
468 |
void flib_netconn_onRoomUpdate(flib_netconn *conn, void (*callback)(void *context, const char *oldName, const flib_room *room), void* context); |
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|
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|
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|
470 |
/** |
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|
471 |
* Callbacks for players joining or leaving the lobby. In contrast to the roomlist updates, you |
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|
472 |
* will get a JOIN callback for every player already on the server when you join (and there is |
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|
473 |
* no direct way to query the current playerlist) |
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|
474 |
* |
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|
475 |
* NOTE: partMessage may be NULL. |
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|
476 |
*/ |
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|
477 |
void flib_netconn_onLobbyJoin(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context); |
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|
478 |
void flib_netconn_onLobbyLeave(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *partMessage), void* context); |
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|
479 |
|
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changeset
|
480 |
|
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|
481 |
// Callbacks that happen only in response to specific requests |
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|
482 |
|
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|
483 |
/** |
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|
484 |
* Response to flib_netconn_send_request_roomlist(). |
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|
485 |
* The rooms array contains the current state of all rooms on the server. |
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|
486 |
*/ |
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|
487 |
void flib_netconn_onRoomlist(flib_netconn *conn, void (*callback)(void *context, const flib_room **rooms, int roomCount), void* context); |
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|
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|
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|
489 |
/** |
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|
490 |
* Response to flib_netconn_send_joinRoom, flib_netconn_send_playerFollow or |
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|
491 |
* flib_netconn_send_createRoom. |
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|
492 |
* |
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|
493 |
* You just left the lobby and entered a room. |
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|
494 |
* If chief is true, you can and should send a full configuration for the room now. This |
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|
495 |
* consists of ammo, scheme, script and map, where map apparently has to come last. |
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|
496 |
*/ |
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|
497 |
void flib_netconn_onEnterRoom(flib_netconn *conn, void (*callback)(void *context, bool chief), void *context); |
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|
498 |
|
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|
499 |
/** |
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|
500 |
* Response to flib_netconn_send_addTeam. |
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|
501 |
* The server might reject your team for several reasons, e.g. because it has the same name as |
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|
502 |
* an existing team, or because the room chief restricted adding new teams. If the team is |
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|
503 |
* accepted by the server, this callback is fired. |
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|
504 |
* |
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|
505 |
* If you are the room chief, you are expected to provide the hog count for your own team now |
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|
506 |
* using flib_netconn_send_teamHogCount. The color of the team is already set to the one you |
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|
507 |
* provided in addTeam. |
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|
508 |
*/ |
c92596feac0d
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|
509 |
void flib_netconn_onTeamAccepted(flib_netconn *conn, void (*callback)(void *context, const char *team), void *context); |
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|
510 |
|
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|
511 |
/** |
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|
512 |
* When you query the server vars with flib_netconn_send_getServerVars (only works as admin), |
c92596feac0d
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|
513 |
* the server replies with a list of them. This callback is called for each entry in that list. |
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|
514 |
*/ |
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|
515 |
void flib_netconn_onServerVar(flib_netconn *conn, void (*callback)(void *context, const char *name, const char *value), void *context); |
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|
516 |
|
5608ac657362
frontlib: Intermittent commit. Things are still in flux but we're getting there :)
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|
517 |
|
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|
518 |
// Callbacks that are only relevant in a room |
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|
519 |
|
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|
520 |
/** |
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|
521 |
* This callback informs about changes to your room chief status, i.e. whether you are allowed |
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|
522 |
* to modify the current room. Generally when you create a room you start out being room chief, |
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|
523 |
* and when you join an existing room you are not. However, if the original chief leaves a room, |
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|
524 |
* the server can choose a new chief, and if that happens this callback is called with the new |
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|
525 |
* status. |
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|
526 |
* |
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|
527 |
* Note: This callback does not automatically fire when joining a room. You can always query the |
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|
528 |
* current chief status using flib_netconn_is_chief(). |
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|
529 |
*/ |
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|
530 |
void flib_netconn_onRoomChiefStatus(flib_netconn *conn, void (*callback)(void *context, bool chief), void* context); |
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|
531 |
|
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|
532 |
/** |
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|
533 |
* One of the players in the room (possibly you) changed their ready state. |
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|
534 |
*/ |
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|
535 |
void flib_netconn_onReadyState(flib_netconn *conn, void (*callback)(void *context, const char *nick, bool ready), void* context); |
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|
536 |
|
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|
537 |
/** |
c92596feac0d
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|
538 |
* You just left a room and entered the lobby again. |
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|
539 |
* reason is one of the NETCONN_ROOMLEAVE_ constants (usually a kick). |
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|
540 |
* This will not be called when you actively leave a room using PART. |
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|
541 |
* Don't confuse with onRoomLeave, which indicates that *someone else* left the room. |
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|
542 |
*/ |
c92596feac0d
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|
543 |
void flib_netconn_onLeaveRoom(flib_netconn *conn, void (*callback)(void *context, int reason, const char *message), void *context); |
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|
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|
545 |
/** |
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* Someone joined or left the room you are currently in. |
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|
547 |
* Analogous to onLobbyJoin/leave, you will receive the join callback for all players that are |
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|
548 |
* already in the room when you join, including for yourself (this is actually how it is |
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|
549 |
* determined that you joined a room). |
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|
550 |
* |
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|
551 |
* However, you will *not* receive onRoomLeave messages for everyone when you leave the room. |
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|
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*/ |
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|
553 |
void flib_netconn_onRoomJoin(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context); |
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|
554 |
void flib_netconn_onRoomLeave(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *partMessage), void* context); |
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|
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|
556 |
/** |
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|
557 |
* A new team was added to the room. The person who adds a team does NOT receive this callback |
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|
558 |
* (he gets onTeamAccepted instead). |
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|
559 |
* |
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|
560 |
* The team does not contain bindings, stats, weaponset, color or the number of hogs (but it is |
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|
561 |
* assumed to be the default of 4). |
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|
562 |
* |
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|
563 |
* If you receive this message and you are the room chief, you may want to send a color and hog |
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|
564 |
* count for this team using flib_netconn_send_teamHogCount / teamColor for QtFrontend |
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|
565 |
* compatibility. |
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|
566 |
* |
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|
567 |
* The server currently sends another message with the color of the team to the same recipients |
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|
568 |
* as this teamAdd message, which will trigger an onTeamColorChanged callback. See the |
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|
569 |
* description of flib_netconn_send_addTeam for more information. |
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|
570 |
*/ |
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|
571 |
void flib_netconn_onTeamAdd(flib_netconn *conn, void (*callback)(void *context, const flib_team *team), void *context); |
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|
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|
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|
573 |
/** |
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|
574 |
* A team was removed from the room. The person who removed the team will not receive this |
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|
575 |
* callback. |
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|
576 |
*/ |
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|
577 |
void flib_netconn_onTeamDelete(flib_netconn *conn, void (*callback)(void *context, const char *teamname), void *context); |
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|
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|
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|
579 |
/** |
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|
580 |
* The number of hogs in a team has been changed by the room chief. If you are the chief and |
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|
581 |
* change the number of hogs yourself, you will not receive this callback. |
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|
582 |
*/ |
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|
583 |
void flib_netconn_onHogCountChanged(flib_netconn *conn, void (*callback)(void *context, const char *teamName, int hogs), void *context); |
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|
584 |
|
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|
585 |
/** |
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|
586 |
* The color of a team has been set or changed. The client who set or changed the color will |
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|
587 |
* not receive this callback. |
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|
588 |
* |
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|
589 |
* Normally, only the chief can change the color of a team. However, this message is also |
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|
590 |
* generated when a team is added, so you can receive it even as chief. |
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|
591 |
*/ |
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|
592 |
void flib_netconn_onTeamColorChanged(flib_netconn *conn, void (*callback)(void *context, const char *teamName, int colorIndex), void *context); |
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|
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|
594 |
/** |
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|
595 |
* The room chief has changed the game scheme (or you just joined a room). |
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|
596 |
* You will not receive this callback if you changed the scheme yourself. |
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|
597 |
*/ |
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|
598 |
void flib_netconn_onSchemeChanged(flib_netconn *conn, void (*callback)(void *context, const flib_scheme *scheme), void *context); |
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|
599 |
|
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|
600 |
/** |
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|
601 |
* The room chief has changed the map (or you just joined a room). Only non-chiefs receive these |
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|
602 |
* messages. |
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changeset
|
603 |
* |
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|
604 |
* To reduce the number of callback functions, the netconn keeps track of the current map |
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|
605 |
* settings and always passes the entire current map config, but informs the callee about what |
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|
606 |
* has changed (see the NETCONN_MAPCHANGE_ constants). |
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|
607 |
* |
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|
608 |
* Caution: Due to the way the protocol works, the map might not be complete at this point if it |
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|
609 |
* is a hand-drawn map, because the "full" map config does not include the drawn map data. |
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|
610 |
*/ |
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|
611 |
void flib_netconn_onMapChanged(flib_netconn *conn, void (*callback)(void *context, const flib_map *map, int changetype), void *context); |
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changeset
|
612 |
|
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|
613 |
/** |
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|
614 |
* The room chief has changed the game style (or you just joined a room). If you are the chief |
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changeset
|
615 |
* and change the style yourself, you will not receive this callback. |
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|
616 |
*/ |
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|
617 |
void flib_netconn_onScriptChanged(flib_netconn *conn, void (*callback)(void *context, const char *script), void *context); |
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|
618 |
|
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|
619 |
/** |
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|
620 |
* The room chief has changed the weaponset (or you just joined a room). If you are the chief |
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|
621 |
* and change the weaponset yourself, you will not receive this callback. |
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|
622 |
*/ |
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|
623 |
void flib_netconn_onWeaponsetChanged(flib_netconn *conn, void (*callback)(void *context, const flib_weaponset *weaponset), void *context); |
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|
624 |
|
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|
625 |
/** |
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changeset
|
626 |
* The game is starting. Fire up the engine and join in! |
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|
627 |
* You can let the netconn generate the right game setup using flib_netconn_create_gamesetup |
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|
628 |
*/ |
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|
629 |
void flib_netconn_onRunGame(flib_netconn *conn, void (*callback)(void *context), void *context); |
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|
630 |
|
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|
631 |
/** |
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|
632 |
* You are in a room, a game is in progress, and the server is sending you the new input for the |
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|
633 |
* engine to keep up to date with the current happenings. Pass it on to the engine using |
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|
634 |
* flib_gameconn_send_enginemsg. |
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|
635 |
*/ |
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|
636 |
void flib_netconn_onEngineMessage(flib_netconn *conn, void (*callback)(void *context, const uint8_t *message, size_t size), void *context); |
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|
637 |
|
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|
638 |
|
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|
639 |
// Callbacks only needed for admin stuffs |
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|
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|
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|
641 |
/** |
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|
642 |
* This callback is called if the server informs us that we have admin rights. |
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|
643 |
*/ |
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|
644 |
void flib_netconn_onAdminAccess(flib_netconn *conn, void (*callback)(void *context), void *context); |
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|
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|
646 |
#endif |