frontlib:
- Removed metascheme-reading and made metascheme a constant instead
- Removed reference counting in favor of copying (less confusion about ownership)
/*
* Hedgewars, a free turn based strategy game
* Copyright (C) 2012 Simeon Maxein <smaxein@googlemail.com>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/**
* This file contains functions for communicating with a Hedgewars server to chat, prepare
* and play rounds of Hedgewars.
*
* To use this, first create a netconn object by calling flib_netconn_create. This will
* start the connection to the game server (which might fail right away, the function
* returns null then). You should also register your callback functions right at the start
* to ensure you don't miss any callbacks.
*
* In order to allow the netconn to run, you should regularly call flib_netconn_tick(), which
* performs network I/O and calls your callbacks on interesting events.
*
* When the connection is closed, you will receive the onDisconnect callback. This is the
* signal to destroy the netconn and stop calling tick().
*
* The connection process lasts from the time you create the netconn until you receive the
* onConnected callback (or onDisconnected in case something goes wrong). During that time,
* you might receive the onNickTaken and onPasswordRequest callbacks; see their description
* for more information on how to handle them. You could also receive other callbacks during
* connecting (e.g. about the room list), but it should be safe to ignore them.
*
* Once you are connected, you are in the lobby, and you can enter rooms and leave them again.
* The room and lobby states have different protocols, so many commands only work in either
* one or the other. If you are in a room you might also be in a game, but 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.
*
* The state changes from lobby to room when the server tells you that you just entered one,
* which will also trigger the onEnterRoom callback. This usually happens in reply to either
* a joinRoom, createRoom or playerFollow command.
*
* The state changes back to lobby when the room is dissolved, when you are kicked from the
* room, or when you actively leave the room using flib_netconn_send_leaveRoom. The first
* two events will trigger the onLeaveRoom callback.
*/
#ifndef NETCONN_H_
#define NETCONN_H_
#include "../model/gamesetup.h"
#include "../model/scheme.h"
#include "../model/room.h"
#include <stddef.h>
#include <stdint.h>
#include <stdbool.h>
#define NETCONN_STATE_CONNECTING 0
#define NETCONN_STATE_LOBBY 1
#define NETCONN_STATE_ROOM 2
#define NETCONN_STATE_DISCONNECTED 10
#define NETCONN_DISCONNECT_NORMAL 0 // The connection was closed normally
#define NETCONN_DISCONNECT_SERVER_TOO_OLD 1 // The server has a lower protocol version than we do
#define NETCONN_DISCONNECT_AUTH_FAILED 2 // You sent a password with flib_netconn_send_password that was not accepted
#define NETCONN_DISCONNECT_CONNLOST 3 // The network connection was lost
#define NETCONN_DISCONNECT_INTERNAL_ERROR 100 // Something went wrong in frontlib itself
#define NETCONN_ROOMLEAVE_ABANDONED 0 // The room was closed because the chief left
#define NETCONN_ROOMLEAVE_KICKED 1 // You have been kicked from the room
#define NETCONN_MSG_TYPE_PLAYERINFO 0 // A response to flib_netconn_send_playerInfo
#define NETCONN_MSG_TYPE_SERVERMESSAGE 1 // The welcome message when connecting to the lobby
#define NETCONN_MSG_TYPE_WARNING 2 // A general warning message
#define NETCONN_MSG_TYPE_ERROR 3 // A general error message
#define NETCONN_MAPCHANGE_FULL 0
#define NETCONN_MAPCHANGE_MAP 1
#define NETCONN_MAPCHANGE_MAPGEN 2
#define NETCONN_MAPCHANGE_DRAWNMAP 3
#define NETCONN_MAPCHANGE_MAZE_SIZE 4
#define NETCONN_MAPCHANGE_TEMPLATE 5
#define NETCONN_MAPCHANGE_THEME 6
#define NETCONN_MAPCHANGE_SEED 7
// TODO: Order these functions, and match the order in netconn.c
typedef struct _flib_netconn flib_netconn;
/**
* Create a new netplay connection with these parameters.
* The path to the data directory must end with a path delimiter (e.g. C:\Games\Hedgewars\Data\)
*/
flib_netconn *flib_netconn_create(const char *playerName, const char *dataDirPath, const char *host, int port);
void flib_netconn_destroy(flib_netconn *conn);
/**
* Perform I/O operations and call callbacks if something interesting happens.
* Should be called regularly.
*/
void flib_netconn_tick(flib_netconn *conn);
/**
* Are you currently the owner of this room? The return value only makes sense in
* NETCONN_STATE_ROOM and NETCONN_STATE_INGAME states.
*/
bool flib_netconn_is_chief(flib_netconn *conn);
/**
* Returns the playername. This is *probably* the one provided on creation, but
* if that name was already taken, a different one could have been set by the
* onNickTaken callback or its default implementation.
*/
const char *flib_netconn_get_playername(flib_netconn *conn);
/**
* Generate a game setup from the current room state.
* Returns NULL if the room state does not contain enough information
* for a complete game setup, or if an error occurs.
*
* The new gamesetup must be destroyed with flib_gamesetup_destroy().
*/
flib_gamesetup *flib_netconn_create_gamesetup(flib_netconn *conn);
/**
* 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 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);
/**
* 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);
/**
* Request an update of the room list. Only makes sense when in lobby state.
* If the action succeeds, you will receive an onRoomlist callback containing the current room data.
*/
int flib_netconn_send_request_roomlist(flib_netconn *conn);
/**
* Join a room as guest (not chief). Only makes sense when in lobby state. If the action succeeds, you will
* receive an onEnterRoom callback with chief=false.
*/
int flib_netconn_send_joinRoom(flib_netconn *conn, const char *room);
/**
* 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);
/**
* 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);
/**
* 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);
/**
* 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);
/**
* 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);
/**
* Remove the team with the name teamname. Only makes sense when in room state.
* The server does not send a reply on success.
*/
int flib_netconn_send_removeTeam(flib_netconn *conn, const char *teamname);
/**
* Send 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);
/**
* Set the number of hogs for a team. Only makes sense in room state and if you are chief.
* The server does not send a reply.
*/
int flib_netconn_send_teamHogCount(flib_netconn *conn, const char *teamname, int hogcount);
/**
* Set the teamcolor of a team. Only makes sense in room state and if you are chief.
* The server does not send a reply.
*/
int flib_netconn_send_teamColor(flib_netconn *conn, const char *teamname, int colorIndex);
/**
* Set the weaponset for the room. Only makes sense in room state and if you are chief.
* The server does not send a reply.
*/
int flib_netconn_send_weaponset(flib_netconn *conn, const flib_weaponset *weaponset);
/**
* Set the map for the room. Only makes sense in room state and if you are chief.
* The server does not send a reply.
*/
int flib_netconn_send_map(flib_netconn *conn, const flib_map *map);
/**
* Set the mapname. Only makes sense in room state and if you are chief.
* The server does not send a reply.
*/
int flib_netconn_send_mapName(flib_netconn *conn, const char *mapName);
/**
* Set the map generator. Only makes sense in room state and if you are chief.
* The server does not send a reply.
*/
int flib_netconn_send_mapGen(flib_netconn *conn, int mapGen);
/**
* Set the map template for regular maps. Only makes sense in room state and if you are chief.
* The server does not send a reply.
*/
int flib_netconn_send_mapTemplate(flib_netconn *conn, int templateFilter);
/**
* Set the maze template (maze size) for mazes. Only makes sense in room state and if you are chief.
* The server does not send a reply.
*/
int flib_netconn_send_mapMazeSize(flib_netconn *conn, int mazeSize);
/**
* Set the seed for the map. Only makes sense in room state and if you are chief.
* The server does not send a reply.
*/
int flib_netconn_send_mapSeed(flib_netconn *conn, const char *seed);
/**
* Set the theme for the map. Only makes sense in room state and if you are chief.
* The server does not send a reply.
*/
int flib_netconn_send_mapTheme(flib_netconn *conn, const char *theme);
/**
* Set the draw data for the drawn map. Only makes sense in room state and if you are chief.
* The server does not send a reply.
*/
int flib_netconn_send_mapDrawdata(flib_netconn *conn, const uint8_t *drawData, size_t size);
/**
* Set the script (game style). Only makes sense in room state and if you are chief.
* The server does not send a reply.
*/
int flib_netconn_send_script(flib_netconn *conn, const char *scriptName);
/**
* Set the scheme. Only makes sense in room state and if you are chief.
* The server does not send a reply.
*/
int flib_netconn_send_scheme(flib_netconn *conn, const flib_scheme *scheme);
/**
* 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);
/**
* Kick a player. This has different meanings in the lobby and in a room;
* In the lobby, it will kick the player from the server, and you need to be a server admin to do it.
* In a room, it will kick the player from the room, and you need to be room chief.
*/
int flib_netconn_send_kick(flib_netconn *conn, const char *playerName);
/**
* Request information about a player. 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);
/**
* 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);
/**
* Signal that you want to start the game. Only makes sense in room state and if you are chief.
* The server will check whether all players are ready and whether it believes the setup makes
* sense (e.g. more than one clan). If the server is satisfied, you will receive an onRunGame
* callback (all other clients in the room are notified the same way). Otherwise the server
* might answer with a warning, or might not answer at all.
*/
int flib_netconn_send_startGame(flib_netconn *conn);
/**
* Allow/forbid players to join the room. Only makes sense in room state and if you are chief.
* The server does not send a reply.
*/
int flib_netconn_send_toggleRestrictJoins(flib_netconn *conn);
/**
* Allow/forbid adding teams to the room. Only makes sense in room state and if you are chief.
* The server does not send a reply.
*/
int flib_netconn_send_toggleRestrictTeams(flib_netconn *conn);
/**
* 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.
* Known variables are MOTD_NEW, MOTD_OLD and LATEST_PROTO.
*/
int flib_netconn_send_setServerVar(flib_netconn *conn, const char *name, const char *value);
/**
* Queries all server variables. Only makes sense if you are server admin.
* 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);
/**
* 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/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);
/**
* 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);
/**
* 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 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 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);
/**
* 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);
/**
* 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);
/**
* 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);
/**
* The following callbacks are only relevant in room state.
*/
/**
* 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);
/**
* 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.
* 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);
/**
* 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 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);
/**
* 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 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);
/**
* 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 "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 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);
/**
* 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);
/**
* 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);
#endif