--- a/project_files/frontlib/net/netconn.h Mon Aug 20 17:08:52 2012 +0200
+++ b/project_files/frontlib/net/netconn.h Mon Aug 20 20:16:37 2012 +0200
@@ -18,39 +18,38 @@
*/
/**
- * This file contains functions for communicating with a Hedgewars server to chat, prepare
- * and play rounds of Hedgewars.
+ * This file contains functions for communicating with a Hedgewars server to chat, prepare and play
+ * rounds of Hedgewars.
*
- * To use this, first create a netconn object by calling flib_netconn_create. This will
- * start the connection to the game server (which might fail right away, the function
- * returns null then). You should also register your callback functions right at the start
- * to ensure you don't miss any callbacks.
+ * To use this, first create a netconn object by calling flib_netconn_create. This will start the
+ * connection to the game server (which might fail right away, the function returns null then). You
+ * should also register your callback functions right at the start to ensure you don't miss any
+ * callbacks.
*
* In order to allow the netconn to run, you should regularly call flib_netconn_tick(), which
* performs network I/O and calls your callbacks on interesting events.
*
- * When the connection is closed, you will receive the onDisconnect callback. This is the
- * signal to destroy the netconn and stop calling tick().
+ * When the connection is closed, you will receive the onDisconnect callback. This is the signal to
+ * destroy the netconn and stop calling tick().
*
* The connection process lasts from the time you create the netconn until you receive the
- * onConnected callback (or onDisconnected in case something goes wrong). During that time,
- * you might receive the onNickTaken and onPasswordRequest callbacks; see their description
- * for more information on how to handle them. You could also receive other callbacks during
- * connecting (e.g. about the room list), but it should be safe to ignore them.
+ * onConnected callback (or onDisconnected in case something goes wrong). During that time, you
+ * might receive the onNickTaken and onPasswordRequest callbacks; see their description for more
+ * information on how to handle them. You could also receive other callbacks during connecting (e.g.
+ * about the room list), but it should be safe to ignore them.
*
- * Once you are connected, you are in the lobby, and you can enter rooms and leave them again.
- * The room and lobby states have different protocols, so many commands only work in either
- * one or the other. If you are in a room you might also be in a game, but that does not
- * change the protocol. The functions below are grouped by the states in which they make
- * sense, or (for the callbacks) the states in which you would typically receive them.
+ * Once you are connected, you are in the lobby, and you can enter rooms and leave them again. The
+ * room and lobby states have different protocols, so many commands only work in either one or the
+ * other. If you are in a room you might also be in a game, but most of the functions behave the
+ * same ingame as in a room.
*
- * The state changes from lobby to room when the server tells you that you just entered one,
- * which will also trigger the onEnterRoom callback. This usually happens in reply to either
- * a joinRoom, createRoom or playerFollow command.
+ * The state changes from lobby to room when the server tells you that you just entered one, which
+ * will also trigger the onEnterRoom callback. This usually happens in reply to either a joinRoom,
+ * createRoom or playerFollow command.
*
- * The state changes back to lobby when the room is dissolved, when you are kicked from the
- * room, or when you actively leave the room using flib_netconn_send_leaveRoom. The first
- * two events will trigger the onLeaveRoom callback.
+ * The state changes back to lobby when the room is dissolved, when you are kicked from the room, or
+ * when you actively leave the room using flib_netconn_send_leaveRoom. The first two events will
+ * trigger the onLeaveRoom callback.
*/
#ifndef NETCONN_H_
@@ -92,7 +91,6 @@
#define NETCONN_MAPCHANGE_THEME 6
#define NETCONN_MAPCHANGE_SEED 7
-// TODO: Order these functions, and match the order in netconn.c
typedef struct _flib_netconn flib_netconn;
/**
@@ -115,443 +113,534 @@
bool flib_netconn_is_chief(flib_netconn *conn);
/**
- * Returns the playername. This is *probably* the one provided on creation, but
- * if that name was already taken, a different one could have been set by the
- * onNickTaken callback or its default implementation.
+ * Returns the playername. This is *probably* the one provided on creation, but if that name was
+ * already taken, a different one could have been set by the onNickTaken callback or its default
+ * implementation.
*/
const char *flib_netconn_get_playername(flib_netconn *conn);
/**
* Generate a game setup from the current room state.
- * Returns NULL if the room state does not contain enough information
- * for a complete game setup, or if an error occurs.
+ * Returns NULL if the room state does not contain enough information for a complete game setup,
+ * or if an error occurs.
*
* The new gamesetup must be destroyed with flib_gamesetup_destroy().
*/
flib_gamesetup *flib_netconn_create_gamesetup(flib_netconn *conn);
-/**
- * quitmsg may be null
- */
-int flib_netconn_send_quit(flib_netconn *conn, const char *quitmsg);
-int flib_netconn_send_chat(flib_netconn *conn, const char *chat);
+
+
+
+// Send functions needed when connecting and disconnecting
+
+ /**
+ * Request a different nickname.
+ * This function only makes sense in reaction to an onNickTaken callback, because the netconn
+ * automatically requests the nickname you provide on creation, and once the server accepts the
+ * nickname it can no longer be changed.
+ */
+ int flib_netconn_send_nick(flib_netconn *conn, const char *nick);
-/**
- * Send a teamchat message, forwarded from the engine. Only makes sense ingame.
- * The server does not send a reply. In contrast to a Chat message, the server
- * automatically converts this into an engine message and passes it on to the other
- * clients.
- */
-int flib_netconn_send_teamchat(flib_netconn *conn, const char *msg);
+ /**
+ * Send the password in reply to a password request.
+ * If the server does not accept the password, you will be disconnected
+ * (NETCONN_DISCONNECT_AUTH_FAILED)
+ */
+ int flib_netconn_send_password(flib_netconn *conn, const char *passwd);
-/**
- * Send the password in reply to a password request.
- * If the server does not accept the password, you will be disconnected (NETCONN_DISCONNECT_AUTH_FAILED)
- */
-int flib_netconn_send_password(flib_netconn *conn, const char *passwd);
+ /**
+ * Tell the server that you want to leave. If successful, the server will disconnect you.
+ */
+ int flib_netconn_send_quit(flib_netconn *conn, const char *quitmsg);
+
+
+// Send functions that make sense both in the lobby and in rooms
-/**
- * Request a different nickname.
- * This function only makes sense in reaction to an onNickTaken callback, because the netconn automatically
- * requests the nickname you provide on creation, and once the server accepts the nickname it can no longer
- * be changed.
- */
-int flib_netconn_send_nick(flib_netconn *conn, const char *nick);
+ /**
+ * Send a chat message. This message is either sent to the lobby or the room, depending on
+ * whether you are in a room at the moment. The message is not echoed back to you.
+ */
+ int flib_netconn_send_chat(flib_netconn *conn, const char *chat);
-/**
- * Request an update of the room list. Only makes sense when in lobby state.
- * If the action succeeds, you will receive an onRoomlist callback containing the current room data.
- */
-int flib_netconn_send_request_roomlist(flib_netconn *conn);
+ /**
+ * Kick a player. This has different meanings in the lobby and in a room;
+ * In the lobby, it will kick the player from the server, and you need to be a server admin to
+ * do it. In a room, it will kick the player from the room, and you need to be room chief.
+ */
+ int flib_netconn_send_kick(flib_netconn *conn, const char *playerName);
-/**
- * Join a room as guest (not chief). Only makes sense when in lobby state. If the action succeeds, you will
- * receive an onEnterRoom callback with chief=false.
- */
-int flib_netconn_send_joinRoom(flib_netconn *conn, const char *room);
+ /**
+ * Request information about a player (e.g. current room, version, partial IP). If the action
+ * succeeds, you will receive an onMessage callback with NETCONN_MSG_TYPE_PLAYERINFO containing
+ * the requested information.
+ */
+ int flib_netconn_send_playerInfo(flib_netconn *conn, const char *playerName);
+
+
+// Send functions that only make sense in the lobby
-/**
- * Create and join a new room. Only makes sense when in lobby state. If the action succeeds, you will
- * receive an onEnterRoom callback with chief=true.
- */
-int flib_netconn_send_createRoom(flib_netconn *conn, const char *room);
+ /**
+ * Request an update of the room list. Only makes sense when in lobby state.
+ * If the action succeeds, you will receive an onRoomlist callback containing the current room
+ * data.
+ */
+ int flib_netconn_send_request_roomlist(flib_netconn *conn);
-/**
- * Rename the current room. Only makes sense in room state and if you are chief. If the action succeeds, you will
- * receive an onRoomUpdate callback containing the change.
- */
-int flib_netconn_send_renameRoom(flib_netconn *conn, const char *roomName);
+ /**
+ * Join a room as guest (not chief). Only makes sense when in lobby state. If the action
+ * succeeds, you will receive an onEnterRoom callback with chief=false.
+ */
+ int flib_netconn_send_joinRoom(flib_netconn *conn, const char *room);
-/**
- * Leave the room for the lobby. Only makes sense in room state. msg can be NULL if you don't want to
- * send a message. The server always accepts a part message, so once you send it off, you can just
- * assume that you are back in the lobby.
- */
-int flib_netconn_send_leaveRoom(flib_netconn *conn, const char *msg);
+ /**
+ * Follow a player. Only valid in the lobby. If the player is in a room (or in a game), this
+ * command is analogous to calling flib_netconn_send_joinRoom with that room.
+ */
+ int flib_netconn_send_playerFollow(flib_netconn *conn, const char *playerName);
-/**
- * Change your "ready" status in the room. Only makes sense when in room state. If the action succeeds, you will
- * receive an onReadyState callback containing the change.
- */
-int flib_netconn_send_toggleReady(flib_netconn *conn);
+ /**
+ * Create and join a new room. Only makes sense when in lobby state. If the action succeeds,
+ * you will receive an onEnterRoom callback with chief=true.
+ */
+ int flib_netconn_send_createRoom(flib_netconn *conn, const char *room);
-/**
- * Add a team to the current room. Apart from the "fixed" team information, this also includes
- * the color, but not the number of hogs. Only makes sense when in room state. If the action
- * succeeds, you will receive an onTeamAccepted callback with the name of the team.
- */
-int flib_netconn_send_addTeam(flib_netconn *conn, const flib_team *team);
+ /**
+ * Ban a player. You need to be in the lobby and a server admin for this to work.
+ */
+ int flib_netconn_send_ban(flib_netconn *conn, const char *playerName);
-/**
- * Remove the team with the name teamname. Only makes sense when in room state.
- * The server does not send a reply on success.
- */
-int flib_netconn_send_removeTeam(flib_netconn *conn, const char *teamname);
+ /**
+ * Does something administrator-y. At any rate you need to be an administrator and in the lobby
+ * to use this command.
+ */
+ int flib_netconn_send_clearAccountsCache(flib_netconn *conn);
+
+ /**
+ * Sets a server variable to the indicated value. Only makes sense if you are server admin and
+ * in the lobby. Known variables are MOTD_NEW, MOTD_OLD and LATEST_PROTO. MOTD_OLD is shown to
+ * players with older protocol versions, to inform them that they might want to update.
+ */
+ int flib_netconn_send_setServerVar(flib_netconn *conn, const char *name, const char *value);
-/**
- * Send an engine message. Only makes sense when ingame. In a networked game, you have to
- * pass all the engine messages from the engine here, and they will be spread to all other
- * clients in the game to keep the game in sync.
- */
-int flib_netconn_send_engineMessage(flib_netconn *conn, const uint8_t *message, size_t size);
+ /**
+ * Queries all server variables. Only makes sense if you are server admin and in the lobby.
+ * If the action succeeds, you will receive several onServerVar callbacks with the
+ * current values of all server variables.
+ */
+ int flib_netconn_send_getServerVars(flib_netconn *conn);
+
-/**
- * Set the number of hogs for a team. Only makes sense in room state and if you are chief.
- * The server does not send a reply.
- */
-int flib_netconn_send_teamHogCount(flib_netconn *conn, const char *teamname, int hogcount);
+// Send functions that only make sense in a room
+
+ /**
+ * Leave the room for the lobby. Only makes sense in room state. msg can be NULL if you don't
+ * want to send a message. The server always accepts a part message, so once you send it off,
+ * you can just assume that you are back in the lobby.
+ */
+ int flib_netconn_send_leaveRoom(flib_netconn *conn, const char *msg);
-/**
- * Set the teamcolor of a team. Only makes sense in room state and if you are chief.
- * The server does not send a reply.
- */
-int flib_netconn_send_teamColor(flib_netconn *conn, const char *teamname, int colorIndex);
-
-/**
- * Set the weaponset for the room. Only makes sense in room state and if you are chief.
- * The server does not send a reply.
- */
-int flib_netconn_send_weaponset(flib_netconn *conn, const flib_weaponset *weaponset);
+ /**
+ * Change your "ready" status in the room. Only makes sense when in room state. If the action
+ * succeeds, you will receive an onReadyState callback containing the change.
+ */
+ int flib_netconn_send_toggleReady(flib_netconn *conn);
-/**
- * Set the map for the room. Only makes sense in room state and if you are chief.
- * The server does not send a reply.
- */
-int flib_netconn_send_map(flib_netconn *conn, const flib_map *map);
-
-/**
- * Set the mapname. Only makes sense in room state and if you are chief.
- * The server does not send a reply.
- */
-int flib_netconn_send_mapName(flib_netconn *conn, const char *mapName);
+ /**
+ * Add a team to the current room. Apart from the "fixed" team information, this also includes
+ * the color, but not the number of hogs. Only makes sense when in room state. If the action
+ * succeeds, you will receive an onTeamAccepted callback with the name of the team.
+ *
+ * Notes: Technically, sending a color here is the only way for a non-chief to set the color of
+ * her own team. The server remembers this color and even generates a separate teamColor message
+ * to inform everyone of it. However, at the moment the frontends generally override this color
+ * with one they choose themselves in order to deal with unfortunate behavior of the QtFrontend,
+ * which always sends color index 0 when adding a team but thinks that the team has a random
+ * color. The chief always sends a new color in order to bring the QtFrontend back into sync.
+ */
+ int flib_netconn_send_addTeam(flib_netconn *conn, const flib_team *team);
-/**
- * Set the map generator. Only makes sense in room state and if you are chief.
- * The server does not send a reply.
- */
-int flib_netconn_send_mapGen(flib_netconn *conn, int mapGen);
+ /**
+ * Remove the team with the name teamname. Only makes sense when in room state.
+ * The server does not send a reply on success.
+ */
+ int flib_netconn_send_removeTeam(flib_netconn *conn, const char *teamname);
-/**
- * Set the map template for regular maps. Only makes sense in room state and if you are chief.
- * The server does not send a reply.
- */
-int flib_netconn_send_mapTemplate(flib_netconn *conn, int templateFilter);
+
+// Send functions that only make sense in a room and if you are room chief
-/**
- * Set the maze template (maze size) for mazes. Only makes sense in room state and if you are chief.
- * The server does not send a reply.
- */
-int flib_netconn_send_mapMazeSize(flib_netconn *conn, int mazeSize);
+ /**
+ * Rename the current room. Only makes sense in room state and if you are chief. If the action
+ * succeeds, you (and everyone else on the server) will receive an onRoomUpdate message
+ * containing the change.
+ */
+ int flib_netconn_send_renameRoom(flib_netconn *conn, const char *roomName);
-/**
- * Set the seed for the map. Only makes sense in room state and if you are chief.
- * The server does not send a reply.
- */
-int flib_netconn_send_mapSeed(flib_netconn *conn, const char *seed);
+ /**
+ * Set the number of hogs for a team. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+ int flib_netconn_send_teamHogCount(flib_netconn *conn, const char *teamname, int hogcount);
+
+ /**
+ * Set the teamcolor of a team. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+ int flib_netconn_send_teamColor(flib_netconn *conn, const char *teamname, int colorIndex);
-/**
- * Set the theme for the map. Only makes sense in room state and if you are chief.
- * The server does not send a reply.
- */
-int flib_netconn_send_mapTheme(flib_netconn *conn, const char *theme);
+ /**
+ * Set the weaponset for the room. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+ int flib_netconn_send_weaponset(flib_netconn *conn, const flib_weaponset *weaponset);
-/**
- * Set the draw data for the drawn map. Only makes sense in room state and if you are chief.
- * The server does not send a reply.
- */
-int flib_netconn_send_mapDrawdata(flib_netconn *conn, const uint8_t *drawData, size_t size);
+ /**
+ * Set the map for the room. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+ int flib_netconn_send_map(flib_netconn *conn, const flib_map *map);
+
+ /**
+ * Set the mapname. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+ int flib_netconn_send_mapName(flib_netconn *conn, const char *mapName);
-/**
- * Set the script (game style). Only makes sense in room state and if you are chief.
- * The server does not send a reply.
- */
-int flib_netconn_send_script(flib_netconn *conn, const char *scriptName);
+ /**
+ * Set the map generator (regular, maze, drawn, named). Only makes sense in room state and if
+ * you are chief.
+ * The server does not send a reply.
+ */
+ int flib_netconn_send_mapGen(flib_netconn *conn, int mapGen);
-/**
- * Set the scheme. Only makes sense in room state and if you are chief.
- * The server does not send a reply.
- */
-int flib_netconn_send_scheme(flib_netconn *conn, const flib_scheme *scheme);
+ /**
+ * Set the map template for regular maps. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+ int flib_netconn_send_mapTemplate(flib_netconn *conn, int templateFilter);
-/**
- * Inform the server that the round has ended. Call this when the engine
- * has disconnected, passing 1 if the round ended normally, 0 otherwise.
- */
-int flib_netconn_send_roundfinished(flib_netconn *conn, bool withoutError);
-
-/**
- * Ban a player. You need to be in the lobby and a server admin for this to work.
- */
-int flib_netconn_send_ban(flib_netconn *conn, const char *playerName);
+ /**
+ * Set the maze template (maze size) for mazes. Only makes sense in room state and if you are
+ * chief. The server does not send a reply.
+ */
+ int flib_netconn_send_mapMazeSize(flib_netconn *conn, int mazeSize);
-/**
- * Kick a player. This has different meanings in the lobby and in a room;
- * In the lobby, it will kick the player from the server, and you need to be a server admin to do it.
- * In a room, it will kick the player from the room, and you need to be room chief.
- */
-int flib_netconn_send_kick(flib_netconn *conn, const char *playerName);
+ /**
+ * Set the seed for the map. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+ int flib_netconn_send_mapSeed(flib_netconn *conn, const char *seed);
-/**
- * Request information about a player. If the action succeeds, you will
- * receive an onMessage callback with NETCONN_MSG_TYPE_PLAYERINFO containing
- * the requested information.
- */
-int flib_netconn_send_playerInfo(flib_netconn *conn, const char *playerName);
+ /**
+ * Set the theme for the map. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+ int flib_netconn_send_mapTheme(flib_netconn *conn, const char *theme);
-/**
- * Follow a player. Only valid in the lobby. If the player is in a room (or in a game),
- * this command is analogous to calling flib_netconn_send_joinRoom with that room.
- */
-int flib_netconn_send_playerFollow(flib_netconn *conn, const char *playerName);
+ /**
+ * Set the draw data for the drawn map. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+ int flib_netconn_send_mapDrawdata(flib_netconn *conn, const uint8_t *drawData, size_t size);
-/**
- * Signal that you want to start the game. Only makes sense in room state and if you are chief.
- * The server will check whether all players are ready and whether it believes the setup makes
- * sense (e.g. more than one clan). If the server is satisfied, you will receive an onRunGame
- * callback (all other clients in the room are notified the same way). Otherwise the server
- * might answer with a warning, or might not answer at all.
- */
-int flib_netconn_send_startGame(flib_netconn *conn);
+ /**
+ * Set the script (game style). Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+ int flib_netconn_send_script(flib_netconn *conn, const char *scriptName);
+
+ /**
+ * Set the scheme. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+ int flib_netconn_send_scheme(flib_netconn *conn, const flib_scheme *scheme);
-/**
- * Allow/forbid players to join the room. Only makes sense in room state and if you are chief.
- * The server does not send a reply.
- */
-int flib_netconn_send_toggleRestrictJoins(flib_netconn *conn);
+ /**
+ * Signal that you want to start the game. Only makes sense in room state and if you are chief.
+ * The server will check whether all players are ready and whether it believes the setup makes
+ * sense (e.g. more than one clan). If the server is satisfied, you will receive an onRunGame
+ * callback (all other clients in the room are notified the same way). Otherwise the server
+ * might answer with a warning, or might not answer at all.
+ */
+ int flib_netconn_send_startGame(flib_netconn *conn);
-/**
- * Allow/forbid adding teams to the room. Only makes sense in room state and if you are chief.
- * The server does not send a reply.
- */
-int flib_netconn_send_toggleRestrictTeams(flib_netconn *conn);
+ /**
+ * Allow/forbid players to join the room. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+ int flib_netconn_send_toggleRestrictJoins(flib_netconn *conn);
+
+ /**
+ * Allow/forbid adding teams to the room. Only makes sense in room state and if you are chief.
+ * The server does not send a reply.
+ */
+ int flib_netconn_send_toggleRestrictTeams(flib_netconn *conn);
+
-/**
- * Does something administrator-y. At any rate you need to be an administrator and in the lobby
- * to use this command.
- */
-int flib_netconn_send_clearAccountsCache(flib_netconn *conn);
+// Send functions that are only needed for running a game
+
+ /**
+ * Send a teamchat message, forwarded from the engine. Only makes sense ingame.
+ * The server does not send a reply. In contrast to a Chat message, the server
+ * automatically converts this into an engine message and passes it on to the other
+ * clients.
+ */
+ int flib_netconn_send_teamchat(flib_netconn *conn, const char *msg);
-/**
- * Sets a server variable to the indicated value. Only makes sense if you are server admin.
- * Known variables are MOTD_NEW, MOTD_OLD and LATEST_PROTO.
- */
-int flib_netconn_send_setServerVar(flib_netconn *conn, const char *name, const char *value);
+ /**
+ * Send an engine message. Only makes sense when ingame. In a networked game, you have to pass
+ * all the engine messages from the engine here, and they will be spread to all other clients
+ * in the game to keep the game in sync.
+ */
+ int flib_netconn_send_engineMessage(flib_netconn *conn, const uint8_t *message, size_t size);
-/**
- * Queries all server variables. Only makes sense if you are server admin.
- * If the action succeeds, you will receive several onServerVar callbacks with the
- * current values of all server variables.
- */
-int flib_netconn_send_getServerVars(flib_netconn *conn);
+ /**
+ * Inform the server that the round has ended. Call this when the engine has disconnected,
+ * passing 1 if the round ended normally, 0 otherwise.
+ */
+ int flib_netconn_send_roundfinished(flib_netconn *conn, bool withoutError);
+// Callbacks that are important for connecting/disconnecting
+ /**
+ * onNickTaken is called when connecting to the server, if it turns out that there is already a
+ * player with the same nick.
+ * In order to proceed, a new nickname needs to be sent to the server using
+ * flib_netconn_send_nick() (or of course you can bail out and send a QUIT).
+ * If you don't set a callback, the netconn will automatically react by generating a new name.
+ */
+ void flib_netconn_onNickTaken(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context);
+ /**
+ * When connecting with a registered nickname, the server will ask for a password before
+ * admitting you in. This callback is called when that happens. As a reaction, you can send the
+ * password using flib_netconn_send_password. If you don't register a callback, the default
+ * behavior is to just quit in a way that will cause a disconnect with
+ * NETCONN_DISCONNECT_AUTH_FAILED.
+ *
+ * You can't just choose a new nickname when you receive this callback, because at that point
+ * the server has already accepted your nick.
+ */
+ void flib_netconn_onPasswordRequest(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context);
+ /**
+ * This is called when the server has accepted our nickname (and possibly password) and we have
+ * entered the lobby.
+ */
+ void flib_netconn_onConnected(flib_netconn *conn, void (*callback)(void *context), void* context);
+
+ /**
+ * This is always the last callback (unless the netconn is destroyed early), and the netconn
+ * should be destroyed when it is received. The reason for the disconnect is passed as one of
+ * the NETCONN_DISCONNECT_ constants. Sometimes a message is included as well, but that
+ * parameter might also be NULL.
+ */
+ void flib_netconn_onDisconnected(flib_netconn *conn, void (*callback)(void *context, int reason, const char *message), void* context);
-/**
- * Callback for several informational messages that should be displayed to the user
- * (e.g. in the chat window), but do not require a reaction. If a game is running, you might
- * want to redirect some of these messages to the engine as well so the user will see them.
- */
-void flib_netconn_onMessage(flib_netconn *conn, void (*callback)(void *context, int msgtype, const char *msg), void* context);
+// Callbacks that make sense in most situations
-/**
- * We received a chat message. Where this message belongs depends on the current state (lobby/room/game). In particular,
- * if a game is running the message should be passed to the engine.
- */
-void flib_netconn_onChat(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *msg), void* context);
+ /**
+ * Callback for several informational messages that should be displayed to the user
+ * (e.g. in the chat window), but do not require a reaction. If a game is running, you might
+ * want to redirect some of these messages to the engine as well so the user will see them.
+ */
+ void flib_netconn_onMessage(flib_netconn *conn, void (*callback)(void *context, int msgtype, const char *msg), void* context);
+
+ /**
+ * We received a chat message. Where this message belongs depends on the current state
+ * (lobby/room). If a game is running the message should be passed to the engine.
+ */
+ void flib_netconn_onChat(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *msg), void* context);
-/**
- * This is called when we receive a CONNECTED message from the server, which should be the first
- * message arriving from the server.
- */
-void flib_netconn_onConnected(flib_netconn *conn, void (*callback)(void *context), void* context);
+ /**
+ * Callbacks for incremental room list updates. They will fire whenever these events occur,
+ * even before you first query the actual roomlist - so be sure not to blindly reference your
+ * room list in these callbacks. The server currently only sends updates when a room changes
+ * its name, so in order to update other room information you need to query the roomlist again
+ * (see send_request_roomlist / onRoomlist).
+ */
+ void flib_netconn_onRoomAdd(flib_netconn *conn, void (*callback)(void *context, const flib_room *room), void* context);
+ void flib_netconn_onRoomDelete(flib_netconn *conn, void (*callback)(void *context, const char *name), void* context);
+ void flib_netconn_onRoomUpdate(flib_netconn *conn, void (*callback)(void *context, const char *oldName, const flib_room *room), void* context);
-/**
- * This is *always* the last callback (unless the netconn is destroyed early), and the netconn should be destroyed when it is received.
- * The reason is one of the NETCONN_DISCONNECT_ constants. Sometime a message is included as well, but that parameter might
- * also be NULL.
- */
-void flib_netconn_onDisconnected(flib_netconn *conn, void (*callback)(void *context, int reason, const char *message), void* context);
+ /**
+ * Callbacks for players joining or leaving the lobby. In contrast to the roomlist updates, you
+ * will get a JOIN callback for every player already on the server when you join (and there is
+ * no direct way to query the current playerlist)
+ *
+ * NOTE: partMessage may be NULL.
+ */
+ void flib_netconn_onLobbyJoin(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context);
+ void flib_netconn_onLobbyLeave(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *partMessage), void* context);
-/**
- * Callbacks for room list updates. The roomlist can be queried with flib_netconn_send_request_roomlist(), which will
- * trigger flib_netconn_onRoomlist once the server replies. Additionally, the roomAdd/delete/update callbacks will fire
- * whenever the server informs about these events, which can happen *before* the roomlist is first received - so be sure
- * not to blindly reference your room list in these callbacks. The server currently only sends updates when a room changes
- * its name, so in order to update other room information you need to query the roomlist again.
- */
-void flib_netconn_onRoomlist(flib_netconn *conn, void (*callback)(void *context, const flib_room **rooms, int roomCount), void* context);
-void flib_netconn_onRoomAdd(flib_netconn *conn, void (*callback)(void *context, const flib_room *room), void* context);
-void flib_netconn_onRoomDelete(flib_netconn *conn, void (*callback)(void *context, const char *name), void* context);
-void flib_netconn_onRoomUpdate(flib_netconn *conn, void (*callback)(void *context, const char *oldName, const flib_room *room), void* context);
+
+// Callbacks that happen only in response to specific requests
-/**
- * Callbacks for players joining or leaving the lobby. If join is true it's a join, otherwise a leave.
- * NOTE: partMessage is null if no parting message was given.
- */
-void flib_netconn_onLobbyJoin(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context);
-void flib_netconn_onLobbyLeave(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *partMessage), void* context);
+ /**
+ * Response to flib_netconn_send_request_roomlist().
+ * The rooms array contains the current state of all rooms on the server.
+ */
+ void flib_netconn_onRoomlist(flib_netconn *conn, void (*callback)(void *context, const flib_room **rooms, int roomCount), void* context);
-/**
- * onNickTaken is called on connecting to the server, if it turns out that there is already a player with the same nick.
- * In order to proceed, a new nickname needs to be sent to the server using flib_netconn_send_nick() (or of course you can
- * bail out and send a QUIT). If you don't set a callback, the netconn will automatically react by generating a new name.
- * Once the server accepts a name, you will be informed with an onNickAccept callback.
- */
-void flib_netconn_onNickTaken(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context);
+ /**
+ * Response to flib_netconn_send_joinRoom, flib_netconn_send_playerFollow or
+ * flib_netconn_send_createRoom.
+ *
+ * You just left the lobby and entered a room.
+ * If chief is true, you can and should send a full configuration for the room now. This
+ * consists of ammo, scheme, script and map, where map apparently has to come last.
+ */
+ void flib_netconn_onEnterRoom(flib_netconn *conn, void (*callback)(void *context, bool chief), void *context);
-/**
- * When connecting with a registered nickname, the server will ask for a password before admitting you in.
- * This callback is called when that happens. As a reaction, you can send the password using
- * flib_netconn_send_password or choose a different nick. If you don't register a callback,
- * the default behavior is to just quit in a way that will cause a disconnect with NETCONN_DISCONNECT_AUTH_FAILED.
- */
-void flib_netconn_onPasswordRequest(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context);
+ /**
+ * Response to flib_netconn_send_addTeam.
+ * The server might reject your team for several reasons, e.g. because it has the same name as
+ * an existing team, or because the room chief restricted adding new teams. If the team is
+ * accepted by the server, this callback is fired.
+ *
+ * If you are the room chief, you are expected to provide the hog count for your own team now
+ * using flib_netconn_send_teamHogCount. The color of the team is already set to the one you
+ * provided in addTeam.
+ */
+ void flib_netconn_onTeamAccepted(flib_netconn *conn, void (*callback)(void *context, const char *team), void *context);
-/**
- * You just left the lobby and entered a room.
- * If chief is true, you can and should send a full configuration for the room now.
- * This consists of ammo, scheme, script and map, where map apparently has to come last.
- */
-void flib_netconn_onEnterRoom(flib_netconn *conn, void (*callback)(void *context, bool chief), void *context);
+ /**
+ * When you query the server vars with flib_netconn_send_getServerVars (only works as admin),
+ * the server replies with a list of them. This callback is called for each entry in that list.
+ */
+ void flib_netconn_onServerVar(flib_netconn *conn, void (*callback)(void *context, const char *name, const char *value), void *context);
-/**
- * The following callbacks are only relevant in room state.
- */
+// Callbacks that are only relevant in a room
-/**
- * This callback informs about changes to your room chief status, i.e. whether you are allowed to
- * modify the current room. Generally when you create a room you start out being room chief, and
- * when you join an existing room you are not. However, in some situations room ownership can change,
- * and if that happens this callback is called with the new status.
- *
- * Note: This callback does not automatically fire when joining a room. You can always query the
- * current chief status using flib_netconn_is_chief().
- */
-void flib_netconn_onRoomChiefStatus(flib_netconn *conn, void (*callback)(void *context, bool chief), void* context);
+ /**
+ * This callback informs about changes to your room chief status, i.e. whether you are allowed
+ * to modify the current room. Generally when you create a room you start out being room chief,
+ * and when you join an existing room you are not. However, if the original chief leaves a room,
+ * the server can choose a new chief, and if that happens this callback is called with the new
+ * status.
+ *
+ * Note: This callback does not automatically fire when joining a room. You can always query the
+ * current chief status using flib_netconn_is_chief().
+ */
+ void flib_netconn_onRoomChiefStatus(flib_netconn *conn, void (*callback)(void *context, bool chief), void* context);
-/**
- * One of the players in the room (possibly you!) changed their ready state.
- */
-void flib_netconn_onReadyState(flib_netconn *conn, void (*callback)(void *context, const char *nick, bool ready), void* context);
+ /**
+ * One of the players in the room (possibly you) changed their ready state.
+ */
+ void flib_netconn_onReadyState(flib_netconn *conn, void (*callback)(void *context, const char *nick, bool ready), void* context);
+
+ /**
+ * You just left a room and entered the lobby again.
+ * reason is one of the NETCONN_ROOMLEAVE_ constants (usually a kick).
+ * This will not be called when you actively leave a room using PART.
+ * Don't confuse with onRoomLeave, which indicates that *someone else* left the room.
+ */
+ void flib_netconn_onLeaveRoom(flib_netconn *conn, void (*callback)(void *context, int reason, const char *message), void *context);
-/**
- * You just left a room and entered the lobby again.
- * reason is one of the NETCONN_ROOMLEAVE_ constants.
- * This will not be called when you actively leave a room using PART.
- */
-void flib_netconn_onLeaveRoom(flib_netconn *conn, void (*callback)(void *context, int reason, const char *message), void *context);
+ /**
+ * Someone joined or left the room you are currently in.
+ * Analogous to onLobbyJoin/leave, you will receive the join callback for all players that are
+ * already in the room when you join, including for yourself (this is actually how it is
+ * determined that you joined a room).
+ *
+ * However, you will *not* receive onRoomLeave messages for everyone when you leave the room.
+ */
+ void flib_netconn_onRoomJoin(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context);
+ void flib_netconn_onRoomLeave(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *partMessage), void* context);
-/**
- * A new team was added to the room. The person who adds a team does NOT receive this callback (he gets onTeamAccepted instead).
- * The team does not contain bindings, stats, weaponset, color or the number of hogs.
- *
- * 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
- * flib_netconn_send_teamHogCount / teamColor.
- */
-void flib_netconn_onTeamAdd(flib_netconn *conn, void (*callback)(void *context, const flib_team *team), void *context);
+ /**
+ * A new team was added to the room. The person who adds a team does NOT receive this callback
+ * (he gets onTeamAccepted instead).
+ *
+ * The team does not contain bindings, stats, weaponset, color or the number of hogs (but it is
+ * assumed to be the default of 4).
+ *
+ * If you receive this message and you are the room chief, you may want to send a color and hog
+ * count for this team using flib_netconn_send_teamHogCount / teamColor for QtFrontend
+ * compatibility.
+ *
+ * The server currently sends another message with the color of the team to the same recipients
+ * as this teamAdd message, which will trigger an onTeamColorChanged callback. See the
+ * description of flib_netconn_send_addTeam for more information.
+ */
+ void flib_netconn_onTeamAdd(flib_netconn *conn, void (*callback)(void *context, const flib_team *team), void *context);
-/**
- * A team was removed from the room.
- */
-void flib_netconn_onTeamDelete(flib_netconn *conn, void (*callback)(void *context, const char *teamname), void *context);
-
-void flib_netconn_onRoomJoin(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context);
-void flib_netconn_onRoomLeave(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *partMessage), void* context);
-
-/**
- * The game is starting. Fire up the engine and join in!
- * You can let the netconn generate the right game setup using flib_netconn_create_gamesetup
- */
-void flib_netconn_onRunGame(flib_netconn *conn, void (*callback)(void *context), void *context);
+ /**
+ * A team was removed from the room. The person who removed the team will not receive this
+ * callback.
+ */
+ void flib_netconn_onTeamDelete(flib_netconn *conn, void (*callback)(void *context, const char *teamname), void *context);
-/**
- * When you ask for a team to be added, the server might reject it for several reasons, e.g. because it has the same name
- * as an existing team, or because the room chief restricted adding new teams. If the team is accepted by the server,
- * this callback is fired.
- *
- * If you are the room chief, you are expected to provide the hog count for your own team now using flib_netconn_send_teamHogCount.
- * The color of the team is already set to the one you provided in addTeam, but the QtFrontend apparently always uses 0 there and
- * instead sets the color after the team is accepted.
- */
-void flib_netconn_onTeamAccepted(flib_netconn *conn, void (*callback)(void *context, const char *team), void *context);
+ /**
+ * The number of hogs in a team has been changed by the room chief. If you are the chief and
+ * change the number of hogs yourself, you will not receive this callback.
+ */
+ void flib_netconn_onHogCountChanged(flib_netconn *conn, void (*callback)(void *context, const char *teamName, int hogs), void *context);
-/**
- * The number of hogs in a team has been changed by the room chief. If you are the chief and change the number of hogs yourself,
- * you will not receive this callback!
- */
-void flib_netconn_onHogCountChanged(flib_netconn *conn, void (*callback)(void *context, const char *teamName, int hogs), void *context);
+ /**
+ * The color of a team has been set or changed. The client who set or changed the color will
+ * not receive this callback.
+ *
+ * Normally, only the chief can change the color of a team. However, this message is also
+ * generated when a team is added, so you can receive it even as chief.
+ */
+ void flib_netconn_onTeamColorChanged(flib_netconn *conn, void (*callback)(void *context, const char *teamName, int colorIndex), void *context);
-/**
- * The color of a team has been changed by the room chief. If you are the chief and change the color yourself,
- * you will not receive this callback!
- */
-void flib_netconn_onTeamColorChanged(flib_netconn *conn, void (*callback)(void *context, const char *teamName, int colorIndex), void *context);
-
-void flib_netconn_onEngineMessage(flib_netconn *conn, void (*callback)(void *context, const uint8_t *message, size_t size), void *context);
-
-void flib_netconn_onCfgScheme(flib_netconn *conn, void (*callback)(void *context, const flib_scheme *scheme), void *context);
+ /**
+ * The room chief has changed the game scheme (or you just joined a room).
+ * You will not receive this callback if you changed the scheme yourself.
+ */
+ void flib_netconn_onSchemeChanged(flib_netconn *conn, void (*callback)(void *context, const flib_scheme *scheme), void *context);
-/**
- * This is called when the map configuration in a room is changed (or first received). Only non-chiefs receive these messages.
- * To reduce the number of callback functions, the netconn keeps track of the current map settings and always passes the entire
- * current map config, but informs the callee about what has changed (see the NETCONN_MAPCHANGE_ constants).
- * The map parameter passed to the callback is an internally held map config. If you want to keep it around, best make a copy
- * or it may or may not change while you are not looking.
- *
- * Caution: Due to the way the protocol works, the map might not be complete at this point if it is a hand-drawn map, because
- * the "full" map config does not include the drawn map data.
- */
-void flib_netconn_onMapChanged(flib_netconn *conn, void (*callback)(void *context, const flib_map *map, int changetype), void *context);
+ /**
+ * The room chief has changed the map (or you just joined a room). Only non-chiefs receive these
+ * messages.
+ *
+ * To reduce the number of callback functions, the netconn keeps track of the current map
+ * settings and always passes the entire current map config, but informs the callee about what
+ * has changed (see the NETCONN_MAPCHANGE_ constants).
+ *
+ * Caution: Due to the way the protocol works, the map might not be complete at this point if it
+ * is a hand-drawn map, because the "full" map config does not include the drawn map data.
+ */
+ void flib_netconn_onMapChanged(flib_netconn *conn, void (*callback)(void *context, const flib_map *map, int changetype), void *context);
+
+ /**
+ * The room chief has changed the game style (or you just joined a room). If you are the chief
+ * and change the style yourself, you will not receive this callback.
+ */
+ void flib_netconn_onScriptChanged(flib_netconn *conn, void (*callback)(void *context, const char *script), void *context);
-/**
- * The "game style" script has been changed by the room chief. If you are the chief and change the script yourself,
- * you will not receive this callback!
- */
-void flib_netconn_onScriptChanged(flib_netconn *conn, void (*callback)(void *context, const char *script), void *context);
+ /**
+ * The room chief has changed the weaponset (or you just joined a room). If you are the chief
+ * and change the weaponset yourself, you will not receive this callback.
+ */
+ void flib_netconn_onWeaponsetChanged(flib_netconn *conn, void (*callback)(void *context, const flib_weaponset *weaponset), void *context);
+
+ /**
+ * The game is starting. Fire up the engine and join in!
+ * You can let the netconn generate the right game setup using flib_netconn_create_gamesetup
+ */
+ void flib_netconn_onRunGame(flib_netconn *conn, void (*callback)(void *context), void *context);
-/**
- * The weaponset has been changed by the room chief. If you are the chief and change the weaponset yourself,
- * you will not receive this callback!
- */
-void flib_netconn_onWeaponsetChanged(flib_netconn *conn, void (*callback)(void *context, const flib_weaponset *weaponset), void *context);
+ /**
+ * You are in a room, a game is in progress, and the server is sending you the new input for the
+ * engine to keep up to date with the current happenings. Pass it on to the engine using
+ * flib_gameconn_send_enginemsg.
+ */
+ void flib_netconn_onEngineMessage(flib_netconn *conn, void (*callback)(void *context, const uint8_t *message, size_t size), void *context);
-/**
- * This callback is called if the server informs us that we have admin rights.
- */
-void flib_netconn_onAdminAccess(flib_netconn *conn, void (*callback)(void *context), void *context);
+
+// Callbacks only needed for admin stuffs
-/**
- * When you query the server vars with flib_netconn_send_getServerVars (only works as admin), the server
- * replies with a list of them. This callback is called for each entry in that list.
- */
-void flib_netconn_onServerVar(flib_netconn *conn, void (*callback)(void *context, const char *name, const char *value), void *context);
+ /**
+ * This callback is called if the server informs us that we have admin rights.
+ */
+ void flib_netconn_onAdminAccess(flib_netconn *conn, void (*callback)(void *context), void *context);
#endif