author | Medo <smaxein@googlemail.com> |
Wed, 27 Jun 2012 18:02:45 +0200 | |
changeset 7275 | 15f722e0b96f |
parent 7271 | 5608ac657362 |
child 7314 | 6171f0bad318 |
permissions | -rw-r--r-- |
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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/cfg.h" |
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#include "../model/roomlist.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_INGAME 3 |
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#define NETCONN_STATE_DISCONNECTED 10 |
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#define NETCONN_DISCONNECT_NORMAL 0 |
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#define NETCONN_DISCONNECT_SERVER_TOO_OLD 1 |
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#define NETCONN_DISCONNECT_AUTH_FAILED 2 |
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#define NETCONN_DISCONNECT_INTERNAL_ERROR 100 |
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#define NETCONN_ROOMLEAVE_ABANDONED 0 |
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#define NETCONN_ROOMLEAVE_KICKED 1 |
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#define NETCONN_MSG_TYPE_PLAYERINFO 0 |
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#define NETCONN_MSG_TYPE_SERVERMESSAGE 1 |
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#define NETCONN_MSG_TYPE_WARNING 2 |
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#define NETCONN_MSG_TYPE_ERROR 3 |
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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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// TODO: Order of functions, and match the order in netconn.c |
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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, flib_cfg_meta *metacfg, const char *dataDirPath, const char *host, uint16_t 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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* Return the current roomlist. Don't free or modify. |
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*/ |
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const flib_roomlist *flib_netconn_get_roomlist(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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* Are you in the context of a room, i.e. either in room or ingame state? |
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*/ |
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bool flib_netconn_is_in_room_context(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 |
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* for a complete game setup, or if an error occurs. |
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* |
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* The new gamesetup must be destroyed TODO function for that... |
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*/ |
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flib_gamesetup *flib_netconn_create_gameSetup(flib_netconn *conn); |
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/** |
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* quitmsg may be null |
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*/ |
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int flib_netconn_send_quit(flib_netconn *conn, const char *quitmsg); |
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int flib_netconn_send_chat(flib_netconn *conn, const char *chat); |
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/** |
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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. TODO figure out details |
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*/ |
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int flib_netconn_send_teamchat(flib_netconn *conn, const char *msg); |
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/** |
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* Note: Most other functions in this lib accept UTF-8, but the password needs to be |
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* sent as latin1 |
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*/ |
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int flib_netconn_send_password(flib_netconn *conn, const char *latin1Passwd); |
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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 automatically |
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* requests the nickname you provide on creation, and once the server accepts the nickname it can no longer |
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* be changed. |
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*/ |
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int flib_netconn_send_nick(flib_netconn *conn, const char *nick); |
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/** |
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* Join a room as guest (not chief). Only makes sense when in lobby state. If the action succeeds, you will |
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* 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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* Create and join a new room. Only makes sense when in lobby state. If the action succeeds, you will |
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* 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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* Rename the current room. Only makes sense in room state and if you are chief. |
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* TODO: reply |
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int flib_netconn_send_renameRoom(flib_netconn *conn, const char *roomName); |
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* Leave the room for the lobby. Only makes sense in room state. |
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* TODO: reply, TODO can you send a message? |
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int flib_netconn_send_leaveRoom(flib_netconn *conn); |
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* Change your "ready" status in the room. Only makes sense when in room state. |
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* TODO: reply |
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int flib_netconn_send_toggleReady(flib_netconn *conn); |
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* Add a team to the current room. The message includes the team color, but not |
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* the number of hogs. Only makes sense when in room state. If the action succeeds, you will |
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* receive an onTeamAccepted callback with the name of the team. |
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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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* TODO: reply |
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int flib_netconn_send_removeTeam(flib_netconn *conn, const char *teamname); |
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* Send an engine message. Only makes sense when ingame. |
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* TODO: reply |
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int flib_netconn_send_engineMessage(flib_netconn *conn, const uint8_t *message, size_t size); |
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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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* The server does not send a reply. |
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int flib_netconn_send_mapName(flib_netconn *conn, const char *mapName); |
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* Set the map generator. 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_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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* The server does not send a reply. |
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int flib_netconn_send_mapTemplate(flib_netconn *conn, int templateFilter); |
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* 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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int flib_netconn_send_mapSeed(flib_netconn *conn, const char *seed); |
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int flib_netconn_send_mapTheme(flib_netconn *conn, const char *theme); |
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int flib_netconn_send_mapDrawdata(flib_netconn *conn, const uint8_t *drawData, size_t size); |
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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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int flib_netconn_send_scheme(flib_netconn *conn, const flib_cfg *scheme); |
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* Inform the server that the round has ended. TODO: Figure out details |
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int flib_netconn_send_roundfinished(flib_netconn *conn, bool withoutError); |
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* Ban a player. TODO: Figure out details |
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int flib_netconn_send_ban(flib_netconn *conn, const char *playerName); |
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int flib_netconn_send_kick(flib_netconn *conn, const char *playerName); |
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* Request information about a player. If the action succeeds, you will |
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* 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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* Follow a player. TODO figure out details |
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int flib_netconn_send_playerFollow(flib_netconn *conn, const char *playerName); |
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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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* TODO figure out details |
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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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* The server does not send a reply. |
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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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int flib_netconn_send_toggleRestrictTeams(flib_netconn *conn); |
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* Probably does something administrator-y. |
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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. |
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* Known variables are MOTD_NEW, MOTD_OLD and LATEST_PROTO. |
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* TODO reply? |
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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. (TODO: try) |
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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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* Callback for several informational messages that should be displayed to the user |
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* (e.g. in the chat window), but do not require a reaction. If a game is running, you might |
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* want to redirect some of these messages to the engine as well so the user will see them. |
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void flib_netconn_onMessage(flib_netconn *conn, void (*callback)(void *context, int msgtype, const char *msg), void* context); |
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* We received a chat message. Where this message belongs depends on the current state (lobby/room/game). In particular, |
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* if a game is running the message should be passed to the engine. |
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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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* This is called when we receive a CONNECTED message from the server, which should be the first |
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* message arriving from the server. |
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*/ |
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void flib_netconn_onConnected(flib_netconn *conn, void (*callback)(void *context), void* context); |
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/** |
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* This is *always* the last callback (unless the netconn is destroyed early), and the netconn should be destroyed when it is received. |
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* The reason is one of the NETCONN_DISCONNECT_ constants. Sometime a message is included as well, but that parameter might |
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* also be NULL. |
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*/ |
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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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/** |
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* Callbacks for room list updates. The room list is managed automatically and can be queried with |
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* flib_netconn_get_roomlist() as soon as the onConnected callback is fired. These callbacks |
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* provide notification about changes. |
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*/ |
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void flib_netconn_onRoomAdd(flib_netconn *conn, void (*callback)(void *context, const flib_room *room), void* context); |
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void flib_netconn_onRoomDelete(flib_netconn *conn, void (*callback)(void *context, const char *name), void* context); |
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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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* Callbacks for players joining or leaving the lobby. If join is true it's a join, otherwise a leave. |
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* NOTE: partMessage is null if no parting message was given. |
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*/ |
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void flib_netconn_onLobbyJoin(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context); |
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void flib_netconn_onLobbyLeave(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *partMessage), void* context); |
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* onNickTaken is called on connecting to the server, if it turns out that there is already a player with the same nick. |
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* In order to proceed, a new nickname needs to be sent to the server using flib_netconn_send_nick() (or of course you can |
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* bail out and send a QUIT). If you don't set a callback, the netconn will automatically react by generating a new name. |
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* Once the server accepts a name, you will be informed with an onNickAccept callback. |
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*/ |
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void flib_netconn_onNickTaken(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context); |
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358 |
/** |
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359 |
* When connecting with a registered nickname, the server will ask for a password before admitting you in. |
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360 |
* This callback is called when that happens. As a reaction, you can send the password using |
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* flib_netconn_send_password or choose a different nick. If you don't register a callback, |
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* the default behavior is to just quit in a way that will cause a disconnect with NETCONN_DISCONNECT_AUTH_FAILED. |
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*/ |
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364 |
void flib_netconn_onPasswordRequest(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context); |
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365 |
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367 |
* You just left the lobby and entered a room. |
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368 |
* If chief is true, you can and should send a full configuration for the room now. |
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369 |
* This consists of TODO |
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*/ |
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void flib_netconn_onEnterRoom(flib_netconn *conn, void (*callback)(void *context, bool chief), void *context); |
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/** |
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* The following callbacks are only relevant in room state. |
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*/ |
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377 |
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378 |
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379 |
* This callback informs about changes to your room chief status, i.e. whether you are allowed to |
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380 |
* modify the current room. Generally when you create a room you start out being room chief, and |
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381 |
* when you join an existing room you are not. However, in some situations room ownership can change, |
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382 |
* and if that happens this callback is called with the new status. |
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383 |
* |
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384 |
* Note: This callback does not automatically fire when joining a room. You can always query the |
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385 |
* current chief status using flib_netconn_is_chief(). |
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386 |
*/ |
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387 |
void flib_netconn_onRoomChiefStatus(flib_netconn *conn, void (*callback)(void *context, bool chief), void* context); |
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388 |
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389 |
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390 |
* One of the players in the room (possibly you!) changed their ready state. |
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391 |
*/ |
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392 |
void flib_netconn_onReadyState(flib_netconn *conn, void (*callback)(void *context, const char *nick, bool ready), void* context); |
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394 |
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395 |
* You just left a room and entered the lobby again. |
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396 |
* reason is one of the NETCONN_ROOMLEAVE_ constants. |
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397 |
* This will not be called when you actively leave a room using PART. |
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398 |
*/ |
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399 |
void flib_netconn_onLeaveRoom(flib_netconn *conn, void (*callback)(void *context, int reason, const char *message), void *context); |
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400 |
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401 |
/** |
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402 |
* A new team was added to the room. The person who adds a team does NOT receive this callback (he gets onTeamAccepted instead). |
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403 |
* The team does not contain bindings, stats, weaponset, color or the number of hogs. |
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404 |
*/ |
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405 |
void flib_netconn_onTeamAdd(flib_netconn *conn, void (*callback)(void *context, flib_team *team), void *context); |
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406 |
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407 |
/** |
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408 |
* A team was removed from the room. |
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409 |
*/ |
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410 |
void flib_netconn_onTeamDelete(flib_netconn *conn, void (*callback)(void *context, const char *teamname), void *context); |
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411 |
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412 |
void flib_netconn_onRoomJoin(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context); |
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void flib_netconn_onRoomLeave(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *partMessage), void* context); |
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414 |
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415 |
/** |
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416 |
* The game is starting. Fire up the engine and join in! |
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417 |
* TODO: How? |
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*/ |
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419 |
void flib_netconn_onRunGame(flib_netconn *conn, void (*callback)(void *context), void *context); |
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/** |
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* 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 |
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* as an existing team, or because the room chief restricted adding new teams. If the team is accepted by the server, |
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* this callback is fired. |
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*/ |
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void flib_netconn_onTeamAccepted(flib_netconn *conn, void (*callback)(void *context, const char *teamName), void *context); |
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/** |
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* 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, |
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* you will not receive this callback! |
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*/ |
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void flib_netconn_onHogCountChanged(flib_netconn *conn, void (*callback)(void *context, const char *teamName, int hogs), void *context); |
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/** |
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* The color of a team has been changed by the room chief. If you are the chief and change the color yourself, |
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* you will not receive this callback! |
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*/ |
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void flib_netconn_onTeamColorChanged(flib_netconn *conn, void (*callback)(void *context, const char *teamName, int colorIndex), void *context); |
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void flib_netconn_onEngineMessage(flib_netconn *conn, void (*callback)(void *context, const uint8_t *message, size_t size), void *context); |
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void flib_netconn_onCfgScheme(flib_netconn *conn, void (*callback)(void *context, flib_cfg *scheme), void *context); |
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* This is called when the map configuration in a room is changed (or first received). Only non-chiefs receive these messages. |
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* To reduce the number of callback functions, the netconn keeps track of the current map settings and always passes the entire |
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* current map config, but informs the callee about what has changed (see the NETCONN_MAPCHANGE_ constants). |
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* The map parameter passed to the callback is an internally held map config. If you want to keep it around, best make a copy |
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* or it may or may not change while you are not looking. |
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* |
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* 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 |
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* the "full" map config does not include the drawn map data. |
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*/ |
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void flib_netconn_onMapChanged(flib_netconn *conn, void (*callback)(void *context, const flib_map *map, int changetype), void *context); |
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* The "game style" script has been changed by the room chief. If you are the chief and change the script yourself, |
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* you will not receive this callback! |
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*/ |
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void flib_netconn_onScriptChanged(flib_netconn *conn, void (*callback)(void *context, const char *script), void *context); |
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/** |
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* The weaponset has been changed by the room chief. If you are the chief and change the weaponset yourself, |
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* you will not receive this callback! |
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*/ |
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void flib_netconn_onWeaponsetChanged(flib_netconn *conn, void (*callback)(void *context, flib_weaponset *weaponset), void *context); |
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* This callback is called if the server informs us that we have admin rights. |
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*/ |
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void flib_netconn_onAdminAccess(flib_netconn *conn, void (*callback)(void *context), void *context); |
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* When you query the server vars with GET_SERVER_VAR (TODO probably only works as admin), the server |
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* replies with a list of them. This callback is called for each entry in that list. |
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*/ |
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void flib_netconn_onServerVar(flib_netconn *conn, void (*callback)(void *context, const char *name, const char *value), void *context); |
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#endif |