project_files/frontlib/ipc/gameconn.h
changeset 10017 de822cd3df3a
parent 7576 65d29988fd3d
--- a/project_files/frontlib/ipc/gameconn.h	Tue Jan 21 22:38:13 2014 +0100
+++ b/project_files/frontlib/ipc/gameconn.h	Tue Jan 21 22:43:06 2014 +0100
@@ -1,179 +1,179 @@
-/*
- * 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 starting and interacting with a game run by the engine.
- * The general usage is to first create a gameconn object by calling one of the flib_gameconn_create
- * functions. That will cause the frontlib to listen on a random port which can be queried using
- * flib_gameconn_getport(). You should also register your callback functions right at the start
- * to ensure you don't miss any callbacks.
- *
- * Next, start the engine (that part is up to you) with the appropriate command line arguments
- * for starting a game.
- *
- * In order to allow the gameconn to run, you should regularly call flib_gameconn_tick(), which
- * performs network I/O and calls your callbacks on interesting events.
- *
- * Once the engine connects, the gameconn will send it the required commands for starting the
- * game you requested in your flib_gameconn_create call.
- *
- * When the game is finished (or the connection is lost), you will receive the onDisconnect
- * message. This is the signal to destroy the gameconn and stop calling tick().
- */
-
-#ifndef GAMECONN_H_
-#define GAMECONN_H_
-
-#include "../model/gamesetup.h"
-
-#include <stddef.h>
-#include <stdint.h>
-#include <stdbool.h>
-
-/*
- * Different reasons for a disconnect. Only GAME_END_FINISHED signals a correctly completed game.
- */
-#define GAME_END_FINISHED 0
-#define GAME_END_INTERRUPTED 1
-#define GAME_END_HALTED 2
-#define GAME_END_ERROR 3
-
-typedef struct _flib_gameconn flib_gameconn;
-
-/**
- * Create a gameconn that will start a local or network game with the indicated configuration.
- */
-flib_gameconn *flib_gameconn_create(const char *playerName, const flib_gamesetup *setup, bool netgame);
-
-/**
- * Create a gameconn that will play back a demo.
- */
-flib_gameconn *flib_gameconn_create_playdemo(const uint8_t *demoFileContent, size_t size);
-
-/**
- * Create a gameconn that will continue from a saved game.
- */
-flib_gameconn *flib_gameconn_create_loadgame(const char *playerName, const uint8_t *saveFileContent, size_t size);
-
-/**
- * Create a gameconn that will start a campaign or training mission with the indicated script.
- * seed is the random seed to use as entropy source (any string).
- * script is the path and filename of a Campaign or Training script, relative to the Data directory
- * (e.g. "Missions/Training/Basic_Training_-_Bazooka.lua")
- */
-flib_gameconn *flib_gameconn_create_campaign(const char *playerName, const char *seed, const char *script);
-
-/**
- * Release all resources of this gameconn, including the network connection, and free its memory.
- * It is safe to call this function from a callback.
- */
-void flib_gameconn_destroy(flib_gameconn *conn);
-
-/**
- * Returns the port on which the gameconn is listening. Only fails if you
- * pass NULL (not allowed), in that case 0 is returned.
- */
-int flib_gameconn_getport(flib_gameconn *conn);
-
-/**
- * Perform I/O operations and call callbacks if something interesting happens.
- * Should be called regularly.
- */
-void flib_gameconn_tick(flib_gameconn *conn);
-
-/**
- * Send an engine message to the engine. Only needed in net games, where you receive engine
- * messages from the server and have to pass them here.
- */
-int flib_gameconn_send_enginemsg(flib_gameconn *conn, const uint8_t *data, size_t len);
-
-/**
- * Send an info message to the engine that will be displayed in the game's chatlog.
- * The msgtype determines the color of the message;  in the QTFrontend, info messages and
- * normal chat messages use 1, emote-messages (those starting with /me) use 2, and
- * join/leave messages use 3. You should use flib_gameconn_send_chatmsg for chat messages
- * though because it automatically formats /me messages.
- *
- * Generally only needed in net games.
- */
-int flib_gameconn_send_textmsg(flib_gameconn *conn, int msgtype, const char *msg);
-
-/**
- * Send a chat message to be displayed in the game's chatlog. Messages starting with /me are
- * automatically formatted correctly.
- *
- * Generally only needed in net games.
- */
-int flib_gameconn_send_chatmsg(flib_gameconn *conn, const char *playername, const char *msg);
-
-/**
- * Request the engine to stop the game (efinish).
- * You can use this to shut down a game early without directly killing the engine process.
- */
-int flib_gameconn_send_quit(flib_gameconn *conn);
-
-/**
- * Send an arbitrary command to the engine, e.g. "eforcequit" to shut down the engine
- * quickly. Commands prefixed with "e" will be processed by the engine's ProcessCommand
- * method (with the e removed, so e.g. efinish will be parsed as finish).
- */
-int flib_gameconn_send_cmd(flib_gameconn *conn, const char *cmdString);
-
-/**
- * Expected callback signature: void handleConnect(void *context)
- * The engine has successfully connected. You don't have to react to this in any way.
- */
-void flib_gameconn_onConnect(flib_gameconn *conn, void (*callback)(void* context), void* context);
-
-/**
- * Expected callback signature: void handleDisconnect(void *context, int reason)
- * The connection to the engine was closed, either because the game has ended normally, or
- * because it was interrupted/halted, or because of an error. The reason is provided as one
- * of the GAME_END_xxx constants.
- *
- * You should destroy the gameconn and - in a netgame - notify the server that the game has ended.
- */
-void flib_gameconn_onDisconnect(flib_gameconn *conn, void (*callback)(void* context, int reason), void* context);
-
-/**
- * Expected callback signature: void handleErrorMessage(void* context, const char *msg)
- * The engine sent an error message, you should probably display it to the user or at least log it.
- */
-void flib_gameconn_onErrorMessage(flib_gameconn *conn, void (*callback)(void* context, const char *msg), void* context);
-
-/**
- * Expected callback signature: void handleChat(void* context, const char *msg, bool teamchat)
- * The player entered a chat or teamchat message. In a netgame, you should send it on to the server.
- */
-void flib_gameconn_onChat(flib_gameconn *conn, void (*callback)(void* context, const char *msg, bool teamchat), void* context);
-
-/**
- * Expected callback signature: void handleGameRecorded(void *context, const uint8_t *record, size_t size, bool isSavegame)
- * The game has stopped, and a demo or savegame is available. You can store it in a file and later pass it back
- * to the engine to either watch a replay (if it's a demo) or to continue playing (if it's a savegame).
- */
-void flib_gameconn_onGameRecorded(flib_gameconn *conn, void (*callback)(void *context, const uint8_t *record, size_t size, bool isSavegame), void* context);
-
-/**
- * Expected callback signature: void handleEngineMessage(void *context, const uint8_t *em, size_t size)
- * The engine has generated a message with player input. In a netgame, you should send it on to the server.
- */
-void flib_gameconn_onEngineMessage(flib_gameconn *conn, void (*callback)(void *context, const uint8_t *em, size_t size), void* context);
-
-#endif
+/*
+ * 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 starting and interacting with a game run by the engine.
+ * The general usage is to first create a gameconn object by calling one of the flib_gameconn_create
+ * functions. That will cause the frontlib to listen on a random port which can be queried using
+ * flib_gameconn_getport(). You should also register your callback functions right at the start
+ * to ensure you don't miss any callbacks.
+ *
+ * Next, start the engine (that part is up to you) with the appropriate command line arguments
+ * for starting a game.
+ *
+ * In order to allow the gameconn to run, you should regularly call flib_gameconn_tick(), which
+ * performs network I/O and calls your callbacks on interesting events.
+ *
+ * Once the engine connects, the gameconn will send it the required commands for starting the
+ * game you requested in your flib_gameconn_create call.
+ *
+ * When the game is finished (or the connection is lost), you will receive the onDisconnect
+ * message. This is the signal to destroy the gameconn and stop calling tick().
+ */
+
+#ifndef GAMECONN_H_
+#define GAMECONN_H_
+
+#include "../model/gamesetup.h"
+
+#include <stddef.h>
+#include <stdint.h>
+#include <stdbool.h>
+
+/*
+ * Different reasons for a disconnect. Only GAME_END_FINISHED signals a correctly completed game.
+ */
+#define GAME_END_FINISHED 0
+#define GAME_END_INTERRUPTED 1
+#define GAME_END_HALTED 2
+#define GAME_END_ERROR 3
+
+typedef struct _flib_gameconn flib_gameconn;
+
+/**
+ * Create a gameconn that will start a local or network game with the indicated configuration.
+ */
+flib_gameconn *flib_gameconn_create(const char *playerName, const flib_gamesetup *setup, bool netgame);
+
+/**
+ * Create a gameconn that will play back a demo.
+ */
+flib_gameconn *flib_gameconn_create_playdemo(const uint8_t *demoFileContent, size_t size);
+
+/**
+ * Create a gameconn that will continue from a saved game.
+ */
+flib_gameconn *flib_gameconn_create_loadgame(const char *playerName, const uint8_t *saveFileContent, size_t size);
+
+/**
+ * Create a gameconn that will start a campaign or training mission with the indicated script.
+ * seed is the random seed to use as entropy source (any string).
+ * script is the path and filename of a Campaign or Training script, relative to the Data directory
+ * (e.g. "Missions/Training/Basic_Training_-_Bazooka.lua")
+ */
+flib_gameconn *flib_gameconn_create_campaign(const char *playerName, const char *seed, const char *script);
+
+/**
+ * Release all resources of this gameconn, including the network connection, and free its memory.
+ * It is safe to call this function from a callback.
+ */
+void flib_gameconn_destroy(flib_gameconn *conn);
+
+/**
+ * Returns the port on which the gameconn is listening. Only fails if you
+ * pass NULL (not allowed), in that case 0 is returned.
+ */
+int flib_gameconn_getport(flib_gameconn *conn);
+
+/**
+ * Perform I/O operations and call callbacks if something interesting happens.
+ * Should be called regularly.
+ */
+void flib_gameconn_tick(flib_gameconn *conn);
+
+/**
+ * Send an engine message to the engine. Only needed in net games, where you receive engine
+ * messages from the server and have to pass them here.
+ */
+int flib_gameconn_send_enginemsg(flib_gameconn *conn, const uint8_t *data, size_t len);
+
+/**
+ * Send an info message to the engine that will be displayed in the game's chatlog.
+ * The msgtype determines the color of the message;  in the QTFrontend, info messages and
+ * normal chat messages use 1, emote-messages (those starting with /me) use 2, and
+ * join/leave messages use 3. You should use flib_gameconn_send_chatmsg for chat messages
+ * though because it automatically formats /me messages.
+ *
+ * Generally only needed in net games.
+ */
+int flib_gameconn_send_textmsg(flib_gameconn *conn, int msgtype, const char *msg);
+
+/**
+ * Send a chat message to be displayed in the game's chatlog. Messages starting with /me are
+ * automatically formatted correctly.
+ *
+ * Generally only needed in net games.
+ */
+int flib_gameconn_send_chatmsg(flib_gameconn *conn, const char *playername, const char *msg);
+
+/**
+ * Request the engine to stop the game (efinish).
+ * You can use this to shut down a game early without directly killing the engine process.
+ */
+int flib_gameconn_send_quit(flib_gameconn *conn);
+
+/**
+ * Send an arbitrary command to the engine, e.g. "eforcequit" to shut down the engine
+ * quickly. Commands prefixed with "e" will be processed by the engine's ProcessCommand
+ * method (with the e removed, so e.g. efinish will be parsed as finish).
+ */
+int flib_gameconn_send_cmd(flib_gameconn *conn, const char *cmdString);
+
+/**
+ * Expected callback signature: void handleConnect(void *context)
+ * The engine has successfully connected. You don't have to react to this in any way.
+ */
+void flib_gameconn_onConnect(flib_gameconn *conn, void (*callback)(void* context), void* context);
+
+/**
+ * Expected callback signature: void handleDisconnect(void *context, int reason)
+ * The connection to the engine was closed, either because the game has ended normally, or
+ * because it was interrupted/halted, or because of an error. The reason is provided as one
+ * of the GAME_END_xxx constants.
+ *
+ * You should destroy the gameconn and - in a netgame - notify the server that the game has ended.
+ */
+void flib_gameconn_onDisconnect(flib_gameconn *conn, void (*callback)(void* context, int reason), void* context);
+
+/**
+ * Expected callback signature: void handleErrorMessage(void* context, const char *msg)
+ * The engine sent an error message, you should probably display it to the user or at least log it.
+ */
+void flib_gameconn_onErrorMessage(flib_gameconn *conn, void (*callback)(void* context, const char *msg), void* context);
+
+/**
+ * Expected callback signature: void handleChat(void* context, const char *msg, bool teamchat)
+ * The player entered a chat or teamchat message. In a netgame, you should send it on to the server.
+ */
+void flib_gameconn_onChat(flib_gameconn *conn, void (*callback)(void* context, const char *msg, bool teamchat), void* context);
+
+/**
+ * Expected callback signature: void handleGameRecorded(void *context, const uint8_t *record, size_t size, bool isSavegame)
+ * The game has stopped, and a demo or savegame is available. You can store it in a file and later pass it back
+ * to the engine to either watch a replay (if it's a demo) or to continue playing (if it's a savegame).
+ */
+void flib_gameconn_onGameRecorded(flib_gameconn *conn, void (*callback)(void *context, const uint8_t *record, size_t size, bool isSavegame), void* context);
+
+/**
+ * Expected callback signature: void handleEngineMessage(void *context, const uint8_t *em, size_t size)
+ * The engine has generated a message with player input. In a netgame, you should send it on to the server.
+ */
+void flib_gameconn_onEngineMessage(flib_gameconn *conn, void (*callback)(void *context, const uint8_t *em, size_t size), void* context);
+
+#endif