project_files/frontlib/net/netconn.h
changeset 7271 5608ac657362
parent 7269 5b0aeef8ba2a
child 7275 15f722e0b96f
--- a/project_files/frontlib/net/netconn.h	Thu Jun 21 21:32:12 2012 +0200
+++ b/project_files/frontlib/net/netconn.h	Mon Jun 25 00:42:07 2012 +0200
@@ -28,8 +28,16 @@
 #define NETCONN_MSG_TYPE_WARNING 2
 #define NETCONN_MSG_TYPE_ERROR 3
 
+#define NETCONN_MAPCHANGE_FULL 0
+#define NETCONN_MAPCHANGE_MAP 1
+#define NETCONN_MAPCHANGE_MAPGEN 2
+#define NETCONN_MAPCHANGE_DRAWNMAP 3
+#define NETCONN_MAPCHANGE_MAZE_SIZE 4
+#define NETCONN_MAPCHANGE_TEMPLATE 5
+#define NETCONN_MAPCHANGE_THEME 6
+#define NETCONN_MAPCHANGE_SEED 7
 
-struct _flib_netconn;
+// TODO: Order of functions, and match the order in netconn.c
 typedef struct _flib_netconn flib_netconn;
 
 flib_netconn *flib_netconn_create(const char *playerName, flib_cfg_meta *metacfg, const char *host, uint16_t port);
@@ -60,6 +68,12 @@
 int flib_netconn_send_chat(flib_netconn *conn, const char *chat);
 
 /**
+ * Send a teamchat message, forwarded from the engine. Only makes sense ingame.
+ * The server does not send a reply. TODO figure out details
+ */
+int flib_netconn_send_teamchat(flib_netconn *conn, const char *msg);
+
+/**
  * Note: Most other functions in this lib accept UTF-8, but the password needs to be
  * sent as latin1
  */
@@ -68,16 +82,212 @@
 /**
  * Request a different nickname.
  * This function only makes sense in reaction to an onNickTaken callback, because the netconn automatically
- * requests the nickname you provide on creation, and once the server accepts the nickname (onNickAccept)
- * it can no longer be changed.
- *
- * As a response to the nick change request, the server will either reply with a confirmation (onNickAccept)
- * or a rejection (onNickTaken). Note that the server confirms a nick even if it is password protected, the
- * password request happens afterwards.
+ * requests the nickname you provide on creation, and once the server accepts the nickname it can no longer
+ * be changed.
  */
 int flib_netconn_send_nick(flib_netconn *conn, const char *nick);
 
 /**
+ * Join a room as guest (not chief). Only makes sense when in lobby state. If the action succeeds, you will
+ * receive an onEnterRoom callback with chief=false.
+ */
+int flib_netconn_send_joinRoom(flib_netconn *conn, const char *room);
+
+/**
+ * Create and join a new room. Only makes sense when in lobby state. If the action succeeds, you will
+ * receive an onEnterRoom callback with chief=true.
+ */
+int flib_netconn_send_createRoom(flib_netconn *conn, const char *room);
+
+/**
+ * Rename the current room. Only makes sense in room state and if you are chief.
+ * TODO: reply
+ */
+int flib_netconn_send_renameRoom(flib_netconn *conn, const char *roomName);
+
+/**
+ * Leave the room for the lobby. Only makes sense in room state.
+ * TODO: reply, TODO can you send a message?
+ */
+int flib_netconn_send_leaveRoom(flib_netconn *conn);
+
+/**
+ * Change your "ready" status in the room. Only makes sense when in room state.
+ * TODO: reply
+ */
+int flib_netconn_send_toggleReady(flib_netconn *conn);
+
+/**
+ * Add a team to the current room. The message includes the team color, but not
+ * the number of hogs. Only makes sense when in room state. If the action succeeds, you will
+ * receive an onTeamAccepted callback with the name of the team.
+ */
+int flib_netconn_send_addTeam(flib_netconn *conn, const flib_team *team);
+
+/**
+ * Remove the team with the name teamname. Only makes sense when in room state.
+ * TODO: reply
+ */
+int flib_netconn_send_removeTeam(flib_netconn *conn, const char *teamname);
+
+/**
+ * Send an engine message. Only makes sense when ingame.
+ * TODO: reply
+ */
+int flib_netconn_send_engineMessage(flib_netconn *conn, const uint8_t *message, size_t size);
+
+/**
+ * Set the number of hogs for a team. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+int flib_netconn_send_teamHogCount(flib_netconn *conn, const char *teamname, int hogcount);
+
+/**
+ * Set the teamcolor of a team. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+int flib_netconn_send_teamColor(flib_netconn *conn, const char *teamname, uint32_t colorRGB);
+
+/**
+ * Set the weaponset for the room. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+int flib_netconn_send_weaponset(flib_netconn *conn, const flib_weaponset *weaponset);
+
+/**
+ * Set the map for the room. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+int flib_netconn_send_map(flib_netconn *conn, const flib_map *map);
+
+/**
+ * Set the mapname. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+int flib_netconn_send_mapName(flib_netconn *conn, const char *mapName);
+
+/**
+ * Set the map generator. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+int flib_netconn_send_mapGen(flib_netconn *conn, int mapGen);
+
+/**
+ * Set the map template for regular maps. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+int flib_netconn_send_mapTemplate(flib_netconn *conn, int templateFilter);
+
+/**
+ * Set the maze template (maze size) for mazes. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+int flib_netconn_send_mapMazeSize(flib_netconn *conn, int mazeSize);
+
+/**
+ * Set the seed for the map. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+int flib_netconn_send_mapSeed(flib_netconn *conn, const char *seed);
+
+/**
+ * Set the theme for the map. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+int flib_netconn_send_mapTheme(flib_netconn *conn, const char *theme);
+
+/**
+ * Set the draw data for the drawn map. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+int flib_netconn_send_mapDrawdata(flib_netconn *conn, const uint8_t *drawData, size_t size);
+
+/**
+ * Set the script (game style). Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+int flib_netconn_send_script(flib_netconn *conn, const char *scriptName);
+
+/**
+ * Set the scheme. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+int flib_netconn_send_scheme(flib_netconn *conn, const flib_cfg *scheme);
+
+/**
+ * Inform the server that the round has ended. TODO: Figure out details
+ */
+int flib_netconn_send_roundfinished(flib_netconn *conn, bool withoutError);
+
+/**
+ * Ban a player. TODO: Figure out details
+ */
+int flib_netconn_send_ban(flib_netconn *conn, const char *playerName);
+
+/**
+ * Kick a player. TODO: Figure out details
+ */
+int flib_netconn_send_kick(flib_netconn *conn, const char *playerName);
+
+/**
+ * Request information about a player. If the action succeeds, you will
+ * receive an onMessage callback with NETCONN_MSG_TYPE_PLAYERINFO containing
+ * the requested information.
+ */
+int flib_netconn_send_playerInfo(flib_netconn *conn, const char *playerName);
+
+/**
+ * Follow a player. TODO figure out details
+ */
+int flib_netconn_send_playerFollow(flib_netconn *conn, const char *playerName);
+
+/**
+ * Signal that you want to start the game. Only makes sense in room state and if you are chief.
+ * TODO figure out details
+ */
+int flib_netconn_send_startGame(flib_netconn *conn);
+
+/**
+ * Allow/forbid players to join the room. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+int flib_netconn_send_toggleRestrictJoins(flib_netconn *conn);
+
+/**
+ * Allow/forbid adding teams to the room. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+int flib_netconn_send_toggleRestrictTeams(flib_netconn *conn);
+
+/**
+ * Probably does something administrator-y.
+ */
+int flib_netconn_send_clearAccountsCache(flib_netconn *conn);
+
+/**
+ * Sets a server variable to the indicated value. Only makes sense if you are server admin.
+ * Known variables are MOTD_NEW, MOTD_OLD and LATEST_PROTO.
+ * TODO reply?
+ */
+int flib_netconn_send_setServerVar(flib_netconn *conn, const char *name, const char *value);
+
+/**
+ * Queries all server variables. Only makes sense if you are server admin. (TODO: try)
+ * If the action succeeds, you will receive several onServerVar callbacks with the
+ * current values of all server variables.
+ */
+int flib_netconn_send_getServerVars(flib_netconn *conn);
+
+
+
+
+
+
+
+
+
+
+/**
  * Callback for several informational messages that should be displayed to the user
  * (e.g. in the chat window), but do not require a reaction. If a game is running, you might
  * want to redirect some of these messages to the engine as well so the user will see them.
@@ -113,13 +323,11 @@
 void flib_netconn_onRoomUpdate(flib_netconn *conn, void (*callback)(void *context, const char *oldName, const flib_roomlist_room *room), void* context);
 
 /**
- * Callbacks for players joining or leaving a room or the lobby. If join is true it's a join, otherwise a leave.
+ * Callbacks for players joining or leaving the lobby. If join is true it's a join, otherwise a leave.
  * NOTE: partMessage is null if no parting message was given.
  */
 void flib_netconn_onLobbyJoin(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context);
 void flib_netconn_onLobbyLeave(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *partMessage), void* context);
-void flib_netconn_onRoomJoin(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context);
-void flib_netconn_onRoomLeave(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *partMessage), void* context);
 
 /**
  * onNickTaken is called on connecting to the server, if it turns out that there is already a player with the same nick.
@@ -130,14 +338,6 @@
 void flib_netconn_onNickTaken(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context);
 
 /**
- * onNickAccept informs that your nickname has been accepted by the server, i.e. there was nobody with that nick already
- * on the server.
- * Note that a nick request is sent automatically by the netconn when you join the server, so you should receive this
- * callback shortly after connecting.
- */
-void flib_netconn_onNickAccept(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context);
-
-/**
  * When connecting with a registered nickname, the server will ask for a password before admitting you in.
  * This callback is called when that happens. As a reaction, you can send the password using
  * flib_netconn_send_password or choose a different nick. If you don't register a callback,
@@ -146,6 +346,18 @@
 void flib_netconn_onPasswordRequest(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context);
 
 /**
+ * You just left the lobby and entered a room.
+ * If chief is true, you can and should send a full configuration for the room now.
+ * This consists of TODO
+ */
+void flib_netconn_onEnterRoom(flib_netconn *conn, void (*callback)(void *context, bool chief), void *context);
+
+
+/**
+ * The following callbacks are only relevant in room state.
+ */
+
+/**
  * This callback informs about changes to your room chief status, i.e. whether you are allowed to
  * modify the current room. Generally when you create a room you start out being room chief, and
  * when you join an existing room you are not. However, in some situations room ownership can change,
@@ -159,21 +371,91 @@
 /**
  * One of the players in the room (possibly you!) changed their ready state.
  */
-void flib_netconn_onReadyStateCb(flib_netconn *conn, void (*callback)(void *context, const char *nick, bool ready), void* context);
-
-/**
- * You just left the lobby and entered a room.
- * If chief is true, you can and should send a full configuration for the room now.
- */
-void flib_netconn_onEnterRoomCb(flib_netconn *conn, void (*callback)(void *context, bool chief), void *context);
+void flib_netconn_onReadyState(flib_netconn *conn, void (*callback)(void *context, const char *nick, bool ready), void* context);
 
 /**
  * You just left a room and entered the lobby again.
  * reason is one of the NETCONN_ROOMLEAVE_ constants.
  * This will not be called when you actively leave a room using PART.
  */
-void flib_netconn_onLeaveRoomCb(flib_netconn *conn, void (*callback)(void *context, int reason, const char *message), void *context);
+void flib_netconn_onLeaveRoom(flib_netconn *conn, void (*callback)(void *context, int reason, const char *message), void *context);
+
+/**
+ * A new team was added to the room. The person who adds a team does NOT receive this callback (he gets onTeamAccepted instead).
+ * The team does not contain bindings, stats, weaponset, color or the number of hogs.
+ */
+void flib_netconn_onTeamAdd(flib_netconn *conn, void (*callback)(void *context, flib_team *team), void *context);
+
+/**
+ * A team was removed from the room.
+ */
+void flib_netconn_onTeamDelete(flib_netconn *conn, void (*callback)(void *context, const char *teamname), void *context);
+
+void flib_netconn_onRoomJoin(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context);
+void flib_netconn_onRoomLeave(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *partMessage), void* context);
+
+/**
+ * The game is starting. Fire up the engine and join in!
+ * TODO: How?
+ */
+void flib_netconn_onRunGame(flib_netconn *conn, void (*callback)(void *context), void *context);
+
+/**
+ * When you ask for a team to be added, the server might reject it for several reasons, e.g. because it has the same name
+ * as an existing team, or because the room chief restricted adding new teams. If the team is accepted by the server,
+ * this callback is fired.
+ */
+void flib_netconn_onTeamAccepted(flib_netconn *conn, void (*callback)(void *context, const char *teamName), void *context);
+
+/**
+ * The number of hogs in a team has been changed by the room chief. If you are the chief and change the number of hogs yourself,
+ * you will not receive this callback!
+ */
+void flib_netconn_onHogCountChanged(flib_netconn *conn, void (*callback)(void *context, const char *teamName, int hogs), void *context);
 
-void flib_netconn_onTeamAddCb(flib_netconn *conn, void (*callback)(void *context, flib_team *team), void *context);
+/**
+ * The color of a team has been changed by the room chief. If you are the chief and change the color yourself,
+ * you will not receive this callback!
+ */
+void flib_netconn_onTeamColorChanged(flib_netconn *conn, void (*callback)(void *context, const char *teamName, uint32_t colorARGB), void *context);
+
+void flib_netconn_onEngineMessage(flib_netconn *conn, void (*callback)(void *context, const char *message, int size), void *context);
+
+void flib_netconn_onCfgScheme(flib_netconn *conn, void (*callback)(void *context, flib_cfg *scheme), void *context);
+
+/**
+ * This is called when the map configuration in a room is changed (or first received). Only non-chiefs receive these messages.
+ * To reduce the number of callback functions, the netconn keeps track of the current map settings and always passes the entire
+ * current map config, but informs the callee about what has changed (see the NETCONN_MAPCHANGE_ constants).
+ * The map parameter passed to the callback is an internally held map config. If you want to keep it around, best make a copy
+ * or it may or may not change while you are not looking.
+ *
+ * Caution: Due to the way the protocol works, the map might not be complete at this point if it is a hand-drawn map, because
+ * the "full" map config does not include the drawn map data.
+ */
+void flib_netconn_onMapChanged(flib_netconn *conn, void (*callback)(void *context, const flib_map *map, int changetype), void *context);
+
+/**
+ * The "game style" script has been changed by the room chief. If you are the chief and change the script yourself,
+ * you will not receive this callback!
+ */
+void flib_netconn_onScriptChanged(flib_netconn *conn, void (*callback)(void *context, const char *script), void *context);
+
+/**
+ * The weaponset has been changed by the room chief. If you are the chief and change the weaponset yourself,
+ * you will not receive this callback!
+ */
+void flib_netconn_onWeaponsetChanged(flib_netconn *conn, void (*callback)(void *context, flib_weaponset *weaponset), void *context);
+
+/**
+ * This callback is called if the server informs us that we have admin rights.
+ */
+void flib_netconn_onAdminAccess(flib_netconn *conn, void (*callback)(void *context), void *context);
+
+/**
+ * When you query the server vars with GET_SERVER_VAR (TODO probably only works as admin), the server
+ * replies with a list of them. This callback is called for each entry in that list.
+ */
+void flib_netconn_onServerVar(flib_netconn *conn, void (*callback)(void *context, const char *name, const char *value), void *context);
 
 #endif