tinker around the info delivery...
/*
* Hedgewars, a free turn based strategy game
* Copyright (C) 2012 Simeon Maxein <smaxein@googlemail.com>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/**
* This file contains functions for communicating with a Hedgewars server to chat, prepare and play
* rounds of Hedgewars.
*
* To use this, first create a netconn object by calling flib_netconn_create. This will start the
* connection to the game server (which might fail right away, the function returns null then). You
* should also register your callback functions right at the start to ensure you don't miss any
* callbacks.
*
* In order to allow the netconn to run, you should regularly call flib_netconn_tick(), which
* performs network I/O and calls your callbacks on interesting events.
*
* When the connection is closed, you will receive the onDisconnect callback. This is the signal to
* destroy the netconn and stop calling tick().
*
* The connection process lasts from the time you create the netconn until you receive the
* onConnected callback (or onDisconnected in case something goes wrong). During that time, you
* might receive the onNickTaken and onPasswordRequest callbacks; see their description for more
* information on how to handle them. You could also receive other callbacks during connecting (e.g.
* about the room list), but it should be safe to ignore them.
*
* Once you are connected, you are in the lobby, and you can enter rooms and leave them again. The
* room and lobby states have different protocols, so many commands only work in either one or the
* other. If you are in a room you might also be in a game, but most of the functions behave the
* same ingame as in a room.
*
* The state changes from lobby to room when the server tells you that you just entered one, which
* will also trigger the onEnterRoom callback. This usually happens in reply to either a joinRoom,
* createRoom or playerFollow command.
*
* The state changes back to lobby when the room is dissolved, when you are kicked from the room, or
* when you actively leave the room using flib_netconn_send_leaveRoom. The first two events will
* trigger the onLeaveRoom callback.
*/
#ifndef NETCONN_H_
#define NETCONN_H_
#include "../model/gamesetup.h"
#include "../model/scheme.h"
#include "../model/room.h"
#include <stddef.h>
#include <stdint.h>
#include <stdbool.h>
#define NETCONN_STATE_CONNECTING 0
#define NETCONN_STATE_LOBBY 1
#define NETCONN_STATE_ROOM 2
#define NETCONN_STATE_DISCONNECTED 10
#define NETCONN_DISCONNECT_NORMAL 0 // The connection was closed normally
#define NETCONN_DISCONNECT_SERVER_TOO_OLD 1 // The server has a lower protocol version than we do
#define NETCONN_DISCONNECT_AUTH_FAILED 2 // You sent a password with flib_netconn_send_password that was not accepted
#define NETCONN_DISCONNECT_CONNLOST 3 // The network connection was lost
#define NETCONN_DISCONNECT_INTERNAL_ERROR 100 // Something went wrong in frontlib itself
#define NETCONN_ROOMLEAVE_ABANDONED 0 // The room was closed because the chief left
#define NETCONN_ROOMLEAVE_KICKED 1 // You have been kicked from the room
#define NETCONN_MSG_TYPE_PLAYERINFO 0 // A response to flib_netconn_send_playerInfo
#define NETCONN_MSG_TYPE_SERVERMESSAGE 1 // The welcome message when connecting to the lobby
#define NETCONN_MSG_TYPE_WARNING 2 // A general warning message
#define NETCONN_MSG_TYPE_ERROR 3 // A general error message
#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
typedef struct _flib_netconn flib_netconn;
/**
* Create a new netplay connection with these parameters.
* The path to the data directory must end with a path delimiter (e.g. C:\Games\Hedgewars\Data\)
*/
flib_netconn *flib_netconn_create(const char *playerName, const char *dataDirPath, const char *host, int port);
void flib_netconn_destroy(flib_netconn *conn);
/**
* Perform I/O operations and call callbacks if something interesting happens.
* Should be called regularly.
*/
void flib_netconn_tick(flib_netconn *conn);
/**
* Are you currently the owner of this room? The return value only makes sense in
* NETCONN_STATE_ROOM and NETCONN_STATE_INGAME states.
*/
bool flib_netconn_is_chief(flib_netconn *conn);
/**
* Returns the playername. This is *probably* the one provided on creation, but if that name was
* already taken, a different one could have been set by the onNickTaken callback or its default
* implementation.
*/
const char *flib_netconn_get_playername(flib_netconn *conn);
/**
* Generate a game setup from the current room state.
* Returns NULL if the room state does not contain enough information for a complete game setup,
* or if an error occurs.
*
* The new gamesetup must be destroyed with flib_gamesetup_destroy().
*/
flib_gamesetup *flib_netconn_create_gamesetup(flib_netconn *conn);
// Send functions needed when connecting and disconnecting
/**
* 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 it can no longer be changed.
*/
int flib_netconn_send_nick(flib_netconn *conn, const char *nick);
/**
* Send the password in reply to a password request.
* If the server does not accept the password, you will be disconnected
* (NETCONN_DISCONNECT_AUTH_FAILED)
*/
int flib_netconn_send_password(flib_netconn *conn, const char *passwd);
/**
* Tell the server that you want to leave. If successful, the server will disconnect you.
*/
int flib_netconn_send_quit(flib_netconn *conn, const char *quitmsg);
// Send functions that make sense both in the lobby and in rooms
/**
* Send a chat message. This message is either sent to the lobby or the room, depending on
* whether you are in a room at the moment. The message is not echoed back to you.
*/
int flib_netconn_send_chat(flib_netconn *conn, const char *chat);
/**
* Kick a player. This has different meanings in the lobby and in a room;
* In the lobby, it will kick the player from the server, and you need to be a server admin to
* do it. In a room, it will kick the player from the room, and you need to be room chief.
*/
int flib_netconn_send_kick(flib_netconn *conn, const char *playerName);
/**
* Request information about a player (e.g. current room, version, partial IP). 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);
// Send functions that only make sense in the lobby
/**
* Request an update of the room list. Only makes sense when in lobby state.
* If the action succeeds, you will receive an onRoomlist callback containing the current room
* data.
*/
int flib_netconn_send_request_roomlist(flib_netconn *conn);
/**
* 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 followed by other
* callbacks with current room information.
*/
int flib_netconn_send_joinRoom(flib_netconn *conn, const char *room);
/**
* Follow a player. Only valid in the lobby. If the player is in a room (or in a game), this
* command is analogous to calling flib_netconn_send_joinRoom with that room.
*/
int flib_netconn_send_playerFollow(flib_netconn *conn, const char *playerName);
/**
* 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);
/**
* Ban a player. The scope of this ban depends on whether you are in a room or in the lobby.
* In a room, you need to be the room chief, and the ban will apply to the room only. In the
* lobby, you need to be server admin to ban someone, and the ban applies to the entire server.
*/
int flib_netconn_send_ban(flib_netconn *conn, const char *playerName);
/**
* Does something administrator-y. At any rate you need to be an administrator and in the lobby
* to use this command.
*/
int flib_netconn_send_clearAccountsCache(flib_netconn *conn);
/**
* Sets a server variable to the indicated value. Only makes sense if you are server admin and
* in the lobby. Known variables are MOTD_NEW, MOTD_OLD and LATEST_PROTO. MOTD_OLD is shown to
* players with older protocol versions, to inform them that they might want to update.
*/
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 and in the lobby.
* 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);
// Send functions that only make sense in a room
/**
* Leave the room for the lobby. Only makes sense in room state. msg can be NULL if you don't
* want to send a message. The server always accepts a part command, so once you send it off,
* you can just assume that you are back in the lobby.
*/
int flib_netconn_send_leaveRoom(flib_netconn *conn, const char *msg);
/**
* Change your "ready" status in the room. Only makes sense when in room state. If the action
* succeeds, you will receive an onClientFlags callback containing the change.
*/
int flib_netconn_send_toggleReady(flib_netconn *conn);
/**
* Add a team to the current room. Apart from the "fixed" team information, this also includes
* the 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.
*
* Notes: Technically, sending a color here is the only way for a non-chief to set the color of
* her own team. The server remembers this color and even generates a separate teamColor message
* to inform everyone of it. However, at the moment the frontends generally override this color
* with one they choose themselves in order to deal with unfortunate behavior of the QtFrontend,
* which always sends color index 0 when adding a team but thinks that the team has a random
* color. The chief always sends a new color in order to bring the QtFrontend back into sync.
*/
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.
* The server does not send a reply on success.
*/
int flib_netconn_send_removeTeam(flib_netconn *conn, const char *teamname);
// Send functions that only make sense in a room and if you are room chief
/**
* Rename the current room. Only makes sense in room state and if you are chief. If the action
* succeeds, you (and everyone else on the server) will receive an onRoomUpdate message
* containing the change.
*/
int flib_netconn_send_renameRoom(flib_netconn *conn, const char *roomName);
/**
* 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, int colorIndex);
/**
* 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 (regular, maze, drawn, named). 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_scheme *scheme);
/**
* Signal that you want to start the game. Only makes sense in room state and if you are chief.
* The server will check whether all players are ready and whether it believes the setup makes
* sense (e.g. more than one clan). If the server is satisfied, you will receive an onRunGame
* callback (all other clients in the room are notified the same way). Otherwise the server
* might answer with a warning, or might not answer at all.
*/
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);
// Send functions that are only needed for running a game
/**
* Send a teamchat message, forwarded from the engine. Only makes sense ingame.
* The server does not send a reply. In contrast to a Chat message, the server
* automatically converts this into an engine message and passes it on to the other
* clients.
*/
int flib_netconn_send_teamchat(flib_netconn *conn, const char *msg);
/**
* Send an engine message. Only makes sense when ingame. In a networked game, you have to pass
* all the engine messages from the engine here, and they will be spread to all other clients
* in the game to keep the game in sync.
*/
int flib_netconn_send_engineMessage(flib_netconn *conn, const uint8_t *message, size_t size);
/**
* Inform the server that the round has ended. Call this when the engine has disconnected,
* passing 1 if the round ended normally, 0 otherwise.
*/
int flib_netconn_send_roundfinished(flib_netconn *conn, bool withoutError);
// Callbacks that are important for connecting/disconnecting
/**
* onNickTaken is called when connecting to the server, if it turns out that there is already a
* player with the same nick.
* In order to proceed, a new nickname needs to be sent to the server using
* flib_netconn_send_nick() (or of course you can bail out and send a QUIT).
* If you don't set a callback, the netconn will automatically react by generating a new name.
*/
void flib_netconn_onNickTaken(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. If you don't register a callback, the default
* behavior is to just quit in a way that will cause a disconnect with
* NETCONN_DISCONNECT_AUTH_FAILED.
*
* You can't just choose a new nickname when you receive this callback, because at that point
* the server has already accepted your nick.
*/
void flib_netconn_onPasswordRequest(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context);
/**
* This is called when the server has accepted our nickname (and possibly password) and we have
* entered the lobby.
*/
void flib_netconn_onConnected(flib_netconn *conn, void (*callback)(void *context), void* context);
/**
* This is always the last callback (unless the netconn is destroyed early), and the netconn
* should be destroyed when it is received. The reason for the disconnect is passed as one of
* the NETCONN_DISCONNECT_ constants. Sometimes a message is included as well, but that
* parameter might also be NULL.
*/
void flib_netconn_onDisconnected(flib_netconn *conn, void (*callback)(void *context, int reason, const char *message), void* context);
// Callbacks that make sense in most situations
/**
* 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.
*/
void flib_netconn_onMessage(flib_netconn *conn, void (*callback)(void *context, int msgtype, const char *msg), void* context);
/**
* We received a chat message. Where this message belongs depends on the current state
* (lobby/room). If a game is running the message should be passed to the engine.
*/
void flib_netconn_onChat(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *msg), void* context);
/**
* Callbacks for incremental room list updates. They will fire whenever these events occur,
* even before you first query the actual roomlist - so be sure not to blindly reference your
* room list in these callbacks. The server currently only sends updates when a room changes
* its name, so in order to update other room information you need to query the roomlist again
* (see send_request_roomlist / onRoomlist).
*/
void flib_netconn_onRoomAdd(flib_netconn *conn, void (*callback)(void *context, const flib_room *room), void* context);
void flib_netconn_onRoomDelete(flib_netconn *conn, void (*callback)(void *context, const char *name), void* context);
void flib_netconn_onRoomUpdate(flib_netconn *conn, void (*callback)(void *context, const char *oldName, const flib_room *room), void* context);
/**
* Callbacks for players joining or leaving the lobby. In contrast to the roomlist updates, you
* will get a JOIN callback for every player already on the server when you join (and there is
* no direct way to query the current playerlist)
*
* NOTE: partMessage may be NULL.
*/
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);
/**
* This is called when the server informs us that one or more flags associated with a
* player/client have changed.
*
* nick is the name of the player, flags is a string containing one character for each modified
* flag (see below), and newFlagState signals whether the flags should be set to true or false.
*
* Some of these flags are important for protocol purposes (especially if they are set for you)
* while others are just informational. Also, some flags are only relevant for players who are
* in the same room as you, and the server will not inform you if they change for others.
*
* These are the currently known/used flags:
* a: Server admin. Always updated.
* h: Room chief. Updated when in the same room.
* r: Ready to play. Updated when in the same room.
* u: Registered user. Always updated.
*
* The server tells us the 'a' and 'u' flags for all players when we first join the lobby, and
* also tells us the 'r' and 'h' flags when we join or create a room. It assumes that all flags
* are initially false, so it will typically only tell you to set certain flags to true when
* transmitting the initial states. Reset the 'h' and 'r' flags to false when leaving a room,
* or when entering room state, to arrive at the right state for each player.
*
* The room chief state of yourself is particularly important because it determines whether you
* can modify settings of 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, if the original
* chief leaves a room, the server can choose a new chief, and if that happens the chief flag
* will be transferred to someone else.
*/
void flib_netconn_onClientFlags(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *flags, bool newFlagState), void *context);
// Callbacks that happen only in response to specific requests
/**
* Response to flib_netconn_send_request_roomlist().
* The rooms array contains the current state of all rooms on the server.
*/
void flib_netconn_onRoomlist(flib_netconn *conn, void (*callback)(void *context, const flib_room **rooms, int roomCount), void* context);
/**
* Response to flib_netconn_send_joinRoom, flib_netconn_send_playerFollow or
* flib_netconn_send_createRoom.
*
* 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 ammo, scheme, script and map, where map apparently has to come last.
*/
void flib_netconn_onEnterRoom(flib_netconn *conn, void (*callback)(void *context, bool chief), void *context);
/**
* Response to flib_netconn_send_addTeam.
* The server might reject your team 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.
*
* If you are the room chief, you are expected to provide the hog count for your own team now
* using flib_netconn_send_teamHogCount. The color of the team is already set to the one you
* provided in addTeam.
*/
void flib_netconn_onTeamAccepted(flib_netconn *conn, void (*callback)(void *context, const char *team), void *context);
/**
* When you query the server vars with flib_netconn_send_getServerVars (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);
// Callbacks that are only relevant in a room
/**
* You just left a room and entered the lobby again.
* reason is one of the NETCONN_ROOMLEAVE_ constants (usually a kick).
* This will not be called when you actively leave a room using PART.
* Don't confuse with onRoomLeave, which indicates that *someone else* left the room.
*/
void flib_netconn_onLeaveRoom(flib_netconn *conn, void (*callback)(void *context, int reason, const char *message), void *context);
/**
* Someone joined or left the room you are currently in.
* Analogous to onLobbyJoin/leave, you will receive the join callback for all players that are
* already in the room when you join, including for yourself (this is actually how it is
* determined that you joined a room).
*
* However, you will *not* receive onRoomLeave messages for everyone when you leave the room.
*/
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);
/**
* 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 (but it is
* assumed to be the default of 4).
*
* If you receive this message and you are the room chief, you may want to send a color and hog
* count for this team using flib_netconn_send_teamHogCount / teamColor for QtFrontend
* compatibility.
*
* The server currently sends another message with the color of the team to the same recipients
* as this teamAdd message, which will trigger an onTeamColorChanged callback. See the
* description of flib_netconn_send_addTeam for more information.
*/
void flib_netconn_onTeamAdd(flib_netconn *conn, void (*callback)(void *context, const flib_team *team), void *context);
/**
* A team was removed from the room. The person who removed the team will not receive this
* callback.
*/
void flib_netconn_onTeamDelete(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);
/**
* The color of a team has been set or changed. The client who set or changed the color will
* not receive this callback.
*
* Normally, only the chief can change the color of a team. However, this message is also
* generated when a team is added, so you can receive it even as chief.
*/
void flib_netconn_onTeamColorChanged(flib_netconn *conn, void (*callback)(void *context, const char *teamName, int colorIndex), void *context);
/**
* The room chief has changed the game scheme (or you just joined a room).
* You will not receive this callback if you changed the scheme yourself.
*/
void flib_netconn_onSchemeChanged(flib_netconn *conn, void (*callback)(void *context, const flib_scheme *scheme), void *context);
/**
* The room chief has changed the map (or you just joined a room). 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).
*
* 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 room chief has changed the game style (or you just joined a room). If you are the chief
* and change the style yourself, you will not receive this callback.
*/
void flib_netconn_onScriptChanged(flib_netconn *conn, void (*callback)(void *context, const char *script), void *context);
/**
* The room chief has changed the weaponset (or you just joined a room). 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, const flib_weaponset *weaponset), void *context);
/**
* The game is starting. Fire up the engine and join in!
* You can let the netconn generate the right game setup using flib_netconn_create_gamesetup
*/
void flib_netconn_onRunGame(flib_netconn *conn, void (*callback)(void *context), void *context);
/**
* You are in a room, a game is in progress, and the server is sending you the new input for the
* engine to keep up to date with the current happenings. Pass it on to the engine using
* flib_gameconn_send_enginemsg.
*/
void flib_netconn_onEngineMessage(flib_netconn *conn, void (*callback)(void *context, const uint8_t *message, size_t size), void *context);
#endif