author | Medo <smaxein@googlemail.com> |
Sun, 12 Aug 2012 22:37:57 +0200 | |
changeset 7482 | d70a5b0d1190 |
parent 7338 | 1ed603a54ebd |
child 7497 | 7e1d72fc03c7 |
permissions | -rw-r--r-- |
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/* |
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* Hedgewars, a free turn based strategy game |
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* Copyright (C) 2012 Simeon Maxein <smaxein@googlemail.com> |
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* |
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* This program is free software; you can redistribute it and/or |
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* modify it under the terms of the GNU General Public License |
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* as published by the Free Software Foundation; either version 2 |
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* of the License, or (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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*/ |
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/** |
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* This file contains functions for communicating with a Hedgewars server to chat, prepare |
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* and play rounds of Hedgewars. |
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* |
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* To use this, first create a netconn object by calling flib_netconn_create. This will |
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* start the connection to the game server (which might fail right away, the function |
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* returns null then). You should also register your callback functions right at the start |
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* to ensure you don't miss any callbacks. |
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* |
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* In order to allow the netconn to run, you should regularly call flib_netconn_tick(), which |
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* performs network I/O and calls your callbacks on interesting events. |
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* |
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* When the connection is closed, you will receive the onDisconnect callback. This is the |
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* signal to destroy the netconn and stop calling tick(). |
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* |
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* The connection process lasts from the time you create the netconn until you receive the |
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* onConnected callback (or onDisconnected in case something goes wrong). During that time, |
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* you might receive the onNickTaken and onPasswordRequest callbacks; see their description |
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* for more information on how to handle them. You could also receive other callbacks during |
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* connecting (e.g. about the room list), but it should be safe to ignore them. |
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* |
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* Once you are connected, you are in the lobby, and you can enter rooms and leave them again. |
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* The room and lobby states have different protocols, so many commands only work in either |
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* one or the other. If you are in a room you might also be in a game, but that does not |
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* change the protocol. The functions below are grouped by the states in which they make |
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* sense, or (for the callbacks) the states in which you would typically receive them. |
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* |
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* The state changes from lobby to room when the server tells you that you just entered one, |
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* which will also trigger the onEnterRoom callback. This usually happens in reply to either |
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* a joinRoom, createRoom or playerFollow command. |
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* |
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* The state changes back to lobby when the room is dissolved, when you are kicked from the |
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* room, or when you actively leave the room using flib_netconn_send_leaveRoom. The first |
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* two events will trigger the onLeaveRoom callback. |
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*/ |
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#ifndef NETCONN_H_ |
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#define NETCONN_H_ |
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#include "../model/gamesetup.h" |
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#include "../model/scheme.h" |
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#include "../model/room.h" |
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#include <stddef.h> |
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#include <stdint.h> |
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#include <stdbool.h> |
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#define NETCONN_STATE_CONNECTING 0 |
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#define NETCONN_STATE_LOBBY 1 |
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#define NETCONN_STATE_ROOM 2 |
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#define NETCONN_STATE_DISCONNECTED 10 |
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#define NETCONN_DISCONNECT_NORMAL 0 // The connection was closed normally |
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#define NETCONN_DISCONNECT_SERVER_TOO_OLD 1 // The server has a lower protocol version than we do |
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#define NETCONN_DISCONNECT_AUTH_FAILED 2 // You sent a password with flib_netconn_send_password that was not accepted |
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#define NETCONN_DISCONNECT_CONNLOST 3 // The network connection was lost |
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#define NETCONN_DISCONNECT_INTERNAL_ERROR 100 // Something went wrong in frontlib itself |
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#define NETCONN_ROOMLEAVE_ABANDONED 0 // The room was closed because the chief left |
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#define NETCONN_ROOMLEAVE_KICKED 1 // You have been kicked from the room |
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#define NETCONN_MSG_TYPE_PLAYERINFO 0 // A response to flib_netconn_send_playerInfo |
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#define NETCONN_MSG_TYPE_SERVERMESSAGE 1 // The welcome message when connecting to the lobby |
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#define NETCONN_MSG_TYPE_WARNING 2 // A general warning message |
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#define NETCONN_MSG_TYPE_ERROR 3 // A general error message |
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#define NETCONN_MAPCHANGE_FULL 0 |
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#define NETCONN_MAPCHANGE_MAP 1 |
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#define NETCONN_MAPCHANGE_MAPGEN 2 |
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#define NETCONN_MAPCHANGE_DRAWNMAP 3 |
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#define NETCONN_MAPCHANGE_MAZE_SIZE 4 |
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#define NETCONN_MAPCHANGE_TEMPLATE 5 |
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#define NETCONN_MAPCHANGE_THEME 6 |
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#define NETCONN_MAPCHANGE_SEED 7 |
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// 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_metascheme *metacfg, const char *dataDirPath, const char *host, int port); |
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void flib_netconn_destroy(flib_netconn *conn); |
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/** |
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* Perform I/O operations and call callbacks if something interesting happens. |
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* Should be called regularly. |
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*/ |
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void flib_netconn_tick(flib_netconn *conn); |
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/** |
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* Are you currently the owner of this room? The return value only makes sense in |
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* NETCONN_STATE_ROOM and NETCONN_STATE_INGAME states. |
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*/ |
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bool flib_netconn_is_chief(flib_netconn *conn); |
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* Returns the playername. This is *probably* the one provided on creation, but |
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* if that name was already taken, a different one could have been set by the |
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* onNickTaken callback or its default implementation. |
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const char *flib_netconn_get_playername(flib_netconn *conn); |
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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 with flib_gamesetup_destroy(). |
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*/ |
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flib_gamesetup *flib_netconn_create_gamesetup(flib_netconn *conn); |
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/** |
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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. In contrast to a Chat message, the server |
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* automatically converts this into an engine message and passes it on to the other |
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* clients. |
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*/ |
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int flib_netconn_send_teamchat(flib_netconn *conn, const char *msg); |
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/** |
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* Send the password in reply to a password request. |
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* If the server does not accept the password, you will be disconnected (NETCONN_DISCONNECT_AUTH_FAILED) |
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int flib_netconn_send_password(flib_netconn *conn, const char *passwd); |
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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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int flib_netconn_send_nick(flib_netconn *conn, const char *nick); |
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/** |
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* Request an update of the room list. Only makes sense when in lobby state. |
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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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*/ |
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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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*/ |
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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. If the action succeeds, you will |
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* receive an onRoomUpdate callback containing the change. |
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*/ |
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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. msg can be NULL if you don't want to |
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* send a message. The server always accepts a part message, so once you send it off, you can just |
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* assume that you are back in the lobby. |
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*/ |
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int flib_netconn_send_leaveRoom(flib_netconn *conn, const char *msg); |
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* Change your "ready" status in the room. Only makes sense when in room state. If the action succeeds, you will |
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* receive an onReadyState callback containing the change. |
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*/ |
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int flib_netconn_send_toggleReady(flib_netconn *conn); |
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/** |
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* Add a team to the current room. Apart from the "fixed" team information, this also includes |
200 |
* the color, but not the number of hogs. Only makes sense when in room state. If the action |
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* succeeds, you will receive an onTeamAccepted callback with the name of the team. |
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*/ |
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int flib_netconn_send_addTeam(flib_netconn *conn, const flib_team *team); |
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/** |
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* Remove the team with the name teamname. Only makes sense when in room state. |
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* The server does not send a reply on success. |
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*/ |
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int flib_netconn_send_removeTeam(flib_netconn *conn, const char *teamname); |
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/** |
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* Send an engine message. Only makes sense when ingame. In a networked game, you have to |
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* pass all the engine messages from the engine here, and they will be spread to all other |
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* clients in the game to keep the game in sync. |
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*/ |
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int flib_netconn_send_engineMessage(flib_netconn *conn, const uint8_t *message, size_t size); |
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/** |
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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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*/ |
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int flib_netconn_send_teamHogCount(flib_netconn *conn, const char *teamname, int hogcount); |
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* Set the teamcolor of a team. Only makes sense in room state and if you are chief. |
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* The server does not send a reply. |
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int flib_netconn_send_teamColor(flib_netconn *conn, const char *teamname, int colorIndex); |
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* Set the weaponset for the room. Only makes sense in room state and if you are chief. |
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* The server does not send a reply. |
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int flib_netconn_send_weaponset(flib_netconn *conn, const flib_weaponset *weaponset); |
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* Set the map for the room. Only makes sense in room state and if you are chief. |
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* The server does not send a reply. |
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int flib_netconn_send_map(flib_netconn *conn, const flib_map *map); |
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* Set the mapname. Only makes sense in room state and if you are chief. |
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int flib_netconn_send_mapName(flib_netconn *conn, const char *mapName); |
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* Set the map generator. Only makes sense in room state and if you are chief. |
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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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* Set the maze template (maze size) for mazes. 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_mapMazeSize(flib_netconn *conn, int mazeSize); |
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* Set the seed for the map. Only makes sense in room state and if you are chief. |
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* The server does not send a reply. |
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int flib_netconn_send_mapSeed(flib_netconn *conn, const char *seed); |
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* Set the theme for the map. Only makes sense in room state and if you are chief. |
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int flib_netconn_send_mapTheme(flib_netconn *conn, const char *theme); |
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* Set the draw data for the drawn map. Only makes sense in room state and if you are chief. |
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* The server does not send a reply. |
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int flib_netconn_send_mapDrawdata(flib_netconn *conn, const uint8_t *drawData, size_t size); |
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* Set the script (game style). Only makes sense in room state and if you are chief. |
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* The server does not send a reply. |
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int flib_netconn_send_script(flib_netconn *conn, const char *scriptName); |
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* Set the scheme. Only makes sense in room state and if you are chief. |
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int flib_netconn_send_scheme(flib_netconn *conn, const flib_scheme *scheme); |
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* Inform the server that the round has ended. Call this when the engine |
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* has disconnected, passing 1 if the round ended normally, 0 otherwise. |
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int flib_netconn_send_roundfinished(flib_netconn *conn, bool withoutError); |
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* Ban a player. You need to be in the lobby and a server admin for this to work. |
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int flib_netconn_send_ban(flib_netconn *conn, const char *playerName); |
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* Kick a player. This has different meanings in the lobby and in a room; |
309 |
* In the lobby, it will kick the player from the server, and you need to be a server admin to do it. |
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* In a room, it will kick the player from the room, and you need to be room chief. |
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int flib_netconn_send_kick(flib_netconn *conn, const char *playerName); |
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* Request information about a player. 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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*/ |
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int flib_netconn_send_playerInfo(flib_netconn *conn, const char *playerName); |
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* Follow a player. Only valid in the lobby. If the player is in a room (or in a game), |
323 |
* this command is analogous to calling flib_netconn_send_joinRoom with that room. |
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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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* The server will check whether all players are ready and whether it believes the setup makes |
330 |
* sense (e.g. more than one clan). If the server is satisfied, you will receive an onRunGame |
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* callback (all other clients in the room are notified the same way). Otherwise the server |
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* might answer with a warning, or might not answer at all. |
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int flib_netconn_send_startGame(flib_netconn *conn); |
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* Allow/forbid players to join the room. Only makes sense in room state and if you are chief. |
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* 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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* Does something administrator-y. At any rate you need to be an administrator and in the lobby |
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* to use this command. |
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int flib_netconn_send_clearAccountsCache(flib_netconn *conn); |
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* Sets a server variable to the indicated value. Only makes sense if you are server admin. |
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* Known variables are MOTD_NEW, MOTD_OLD and LATEST_PROTO. |
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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. |
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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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*/ |
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int flib_netconn_send_getServerVars(flib_netconn *conn); |
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/** |
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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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*/ |
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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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/** |
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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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*/ |
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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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390 |
* 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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/** |
7338 | 403 |
* Callbacks for room list updates. The roomlist can be queried with flib_netconn_send_request_roomlist(), which will |
404 |
* trigger flib_netconn_onRoomlist once the server replies. Additionally, the roomAdd/delete/update callbacks will fire |
|
405 |
* whenever the server informs about these events, which can happen *before* the roomlist is first received - so be sure |
|
406 |
* not to blindly reference your room list in these callbacks. The server currently only sends updates when a room changes |
|
407 |
* its name, so in order to update other room information you need to query the roomlist again. |
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*/ |
7338 | 409 |
void flib_netconn_onRoomlist(flib_netconn *conn, void (*callback)(void *context, const flib_room **rooms, int roomCount), void* context); |
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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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415 |
* 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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418 |
void flib_netconn_onLobbyJoin(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context); |
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419 |
void flib_netconn_onLobbyLeave(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *partMessage), void* context); |
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|
420 |
|
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|
421 |
/** |
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|
422 |
* 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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423 |
* 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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424 |
* 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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425 |
* Once the server accepts a name, you will be informed with an onNickAccept callback. |
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426 |
*/ |
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427 |
void flib_netconn_onNickTaken(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context); |
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|
428 |
|
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|
429 |
/** |
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430 |
* When connecting with a registered nickname, the server will ask for a password before admitting you in. |
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|
431 |
* This callback is called when that happens. As a reaction, you can send the password using |
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432 |
* flib_netconn_send_password or choose a different nick. If you don't register a callback, |
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433 |
* the default behavior is to just quit in a way that will cause a disconnect with NETCONN_DISCONNECT_AUTH_FAILED. |
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434 |
*/ |
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|
435 |
void flib_netconn_onPasswordRequest(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context); |
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|
436 |
|
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|
437 |
/** |
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|
438 |
* You just left the lobby and entered a room. |
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|
439 |
* If chief is true, you can and should send a full configuration for the room now. |
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440 |
* This consists of ammo, scheme, script and map, where map apparently has to come last. |
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441 |
*/ |
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442 |
void flib_netconn_onEnterRoom(flib_netconn *conn, void (*callback)(void *context, bool chief), void *context); |
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|
443 |
|
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|
444 |
|
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445 |
/** |
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|
446 |
* The following callbacks are only relevant in room state. |
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447 |
*/ |
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|
448 |
|
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449 |
/** |
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|
450 |
* This callback informs about changes to your room chief status, i.e. whether you are allowed to |
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|
451 |
* modify the current room. Generally when you create a room you start out being room chief, and |
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|
452 |
* when you join an existing room you are not. However, in some situations room ownership can change, |
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|
453 |
* and if that happens this callback is called with the new status. |
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|
454 |
* |
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|
455 |
* Note: This callback does not automatically fire when joining a room. You can always query the |
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|
456 |
* current chief status using flib_netconn_is_chief(). |
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457 |
*/ |
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|
458 |
void flib_netconn_onRoomChiefStatus(flib_netconn *conn, void (*callback)(void *context, bool chief), void* context); |
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|
459 |
|
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|
460 |
/** |
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|
461 |
* One of the players in the room (possibly you!) changed their ready state. |
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|
462 |
*/ |
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|
463 |
void flib_netconn_onReadyState(flib_netconn *conn, void (*callback)(void *context, const char *nick, bool ready), void* context); |
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|
464 |
|
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|
465 |
/** |
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|
466 |
* You just left a room and entered the lobby again. |
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|
467 |
* reason is one of the NETCONN_ROOMLEAVE_ constants. |
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|
468 |
* This will not be called when you actively leave a room using PART. |
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469 |
*/ |
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|
470 |
void flib_netconn_onLeaveRoom(flib_netconn *conn, void (*callback)(void *context, int reason, const char *message), void *context); |
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|
471 |
|
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|
472 |
/** |
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* 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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* The team does not contain bindings, stats, weaponset, color or the number of hogs. |
7482 | 475 |
* |
476 |
* If you receive this message and you are the room chief, you are expected to provide a color and hog count for this team using |
|
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* flib_netconn_send_teamHogCount / teamColor. |
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*/ |
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void flib_netconn_onTeamAdd(flib_netconn *conn, void (*callback)(void *context, const flib_team *team), void *context); |
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/** |
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* A team was removed from the room. |
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*/ |
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void flib_netconn_onTeamDelete(flib_netconn *conn, void (*callback)(void *context, const char *teamname), void *context); |
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485 |
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486 |
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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488 |
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489 |
/** |
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490 |
* The game is starting. Fire up the engine and join in! |
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* You can let the netconn generate the right game setup using flib_netconn_create_gamesetup |
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*/ |
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void flib_netconn_onRunGame(flib_netconn *conn, void (*callback)(void *context), void *context); |
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494 |
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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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498 |
* this callback is fired. |
7482 | 499 |
* |
500 |
* If you are the room chief, you are expected to provide the hog count for your own team now using flib_netconn_send_teamHogCount. |
|
501 |
* The color of the team is already set to the one you provided in addTeam, but the QtFrontend apparently always uses 0 there and |
|
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* instead sets the color after the team is accepted. |
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*/ |
7482 | 504 |
void flib_netconn_onTeamAccepted(flib_netconn *conn, void (*callback)(void *context, const char *team), void *context); |
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506 |
/** |
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507 |
* 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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508 |
* you will not receive this callback! |
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509 |
*/ |
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510 |
void flib_netconn_onHogCountChanged(flib_netconn *conn, void (*callback)(void *context, const char *teamName, int hogs), void *context); |
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511 |
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512 |
/** |
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513 |
* 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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514 |
* 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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517 |
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518 |
void flib_netconn_onEngineMessage(flib_netconn *conn, void (*callback)(void *context, const uint8_t *message, size_t size), void *context); |
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519 |
|
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void flib_netconn_onCfgScheme(flib_netconn *conn, void (*callback)(void *context, const flib_scheme *scheme), void *context); |
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521 |
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522 |
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523 |
* 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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524 |
* 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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525 |
* current map config, but informs the callee about what has changed (see the NETCONN_MAPCHANGE_ constants). |
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526 |
* 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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527 |
* or it may or may not change while you are not looking. |
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528 |
* |
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529 |
* 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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530 |
* the "full" map config does not include the drawn map data. |
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531 |
*/ |
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532 |
void flib_netconn_onMapChanged(flib_netconn *conn, void (*callback)(void *context, const flib_map *map, int changetype), void *context); |
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533 |
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534 |
/** |
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535 |
* 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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536 |
* you will not receive this callback! |
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537 |
*/ |
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538 |
void flib_netconn_onScriptChanged(flib_netconn *conn, void (*callback)(void *context, const char *script), void *context); |
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|
539 |
|
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540 |
/** |
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541 |
* The weaponset has been changed by the room chief. If you are the chief and change the weaponset yourself, |
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542 |
* you will not receive this callback! |
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543 |
*/ |
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544 |
void flib_netconn_onWeaponsetChanged(flib_netconn *conn, void (*callback)(void *context, const flib_weaponset *weaponset), void *context); |
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545 |
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546 |
/** |
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547 |
* This callback is called if the server informs us that we have admin rights. |
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548 |
*/ |
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549 |
void flib_netconn_onAdminAccess(flib_netconn *conn, void (*callback)(void *context), void *context); |
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550 |
|
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551 |
/** |
7482 | 552 |
* When you query the server vars with flib_netconn_send_getServerVars (only works as admin), the server |
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553 |
* replies with a list of them. This callback is called for each entry in that list. |
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554 |
*/ |
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555 |
void flib_netconn_onServerVar(flib_netconn *conn, void (*callback)(void *context, const char *name, const char *value), void *context); |
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557 |
#endif |