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1 /* |
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2 * Hedgewars, a free turn based strategy game |
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3 * Copyright (C) 2012 Simeon Maxein <smaxein@googlemail.com> |
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4 * |
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5 * This program is free software; you can redistribute it and/or |
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6 * modify it under the terms of the GNU General Public License |
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7 * as published by the Free Software Foundation; either version 2 |
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8 * of the License, or (at your option) any later version. |
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9 * |
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10 * This program is distributed in the hope that it will be useful, |
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11 * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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13 * GNU General Public License for more details. |
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14 * |
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15 * You should have received a copy of the GNU General Public License |
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16 * along with this program; if not, write to the Free Software |
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17 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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18 */ |
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19 |
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20 /** |
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21 * This file contains functions for communicating with a Hedgewars server to chat, prepare and play |
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22 * rounds of Hedgewars. |
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23 * |
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24 * To use this, first create a netconn object by calling flib_netconn_create. This will start the |
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25 * connection to the game server (which might fail right away, the function returns null then). You |
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26 * should also register your callback functions right at the start to ensure you don't miss any |
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27 * callbacks. |
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28 * |
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29 * In order to allow the netconn to run, you should regularly call flib_netconn_tick(), which |
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30 * performs network I/O and calls your callbacks on interesting events. |
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31 * |
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32 * When the connection is closed, you will receive the onDisconnect callback. This is the signal to |
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33 * destroy the netconn and stop calling tick(). |
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34 * |
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35 * The connection process lasts from the time you create the netconn until you receive the |
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36 * onConnected callback (or onDisconnected in case something goes wrong). During that time, you |
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37 * might receive the onNickTaken and onPasswordRequest callbacks; see their description for more |
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38 * information on how to handle them. You could also receive other callbacks during connecting (e.g. |
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39 * about the room list), but it should be safe to ignore them. |
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40 * |
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41 * Once you are connected, you are in the lobby, and you can enter rooms and leave them again. The |
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42 * room and lobby states have different protocols, so many commands only work in either one or the |
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43 * other. If you are in a room you might also be in a game, but most of the functions behave the |
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44 * same ingame as in a room. |
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45 * |
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46 * The state changes from lobby to room when the server tells you that you just entered one, which |
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47 * will also trigger the onEnterRoom callback. This usually happens in reply to either a joinRoom, |
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48 * createRoom or playerFollow command. |
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49 * |
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50 * The state changes back to lobby when the room is dissolved, when you are kicked from the room, or |
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51 * when you actively leave the room using flib_netconn_send_leaveRoom. The first two events will |
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52 * trigger the onLeaveRoom callback. |
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53 */ |
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54 |
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55 #ifndef NETCONN_H_ |
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56 #define NETCONN_H_ |
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57 |
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58 #include "../model/gamesetup.h" |
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59 #include "../model/scheme.h" |
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60 #include "../model/room.h" |
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61 |
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62 #include <stddef.h> |
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63 #include <stdint.h> |
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64 #include <stdbool.h> |
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65 |
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66 #define NETCONN_STATE_CONNECTING 0 |
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67 #define NETCONN_STATE_LOBBY 1 |
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68 #define NETCONN_STATE_ROOM 2 |
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69 #define NETCONN_STATE_DISCONNECTED 10 |
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70 |
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71 #define NETCONN_DISCONNECT_NORMAL 0 // The connection was closed normally |
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72 #define NETCONN_DISCONNECT_SERVER_TOO_OLD 1 // The server has a lower protocol version than we do |
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73 #define NETCONN_DISCONNECT_AUTH_FAILED 2 // You sent a password with flib_netconn_send_password that was not accepted |
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74 #define NETCONN_DISCONNECT_CONNLOST 3 // The network connection was lost |
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75 #define NETCONN_DISCONNECT_INTERNAL_ERROR 100 // Something went wrong in frontlib itself |
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76 |
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77 #define NETCONN_ROOMLEAVE_ABANDONED 0 // The room was closed because the chief left |
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78 #define NETCONN_ROOMLEAVE_KICKED 1 // You have been kicked from the room |
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79 |
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80 #define NETCONN_MSG_TYPE_PLAYERINFO 0 // A response to flib_netconn_send_playerInfo |
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81 #define NETCONN_MSG_TYPE_SERVERMESSAGE 1 // The welcome message when connecting to the lobby |
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82 #define NETCONN_MSG_TYPE_WARNING 2 // A general warning message |
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83 #define NETCONN_MSG_TYPE_ERROR 3 // A general error message |
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84 |
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85 #define NETCONN_MAPCHANGE_FULL 0 |
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86 #define NETCONN_MAPCHANGE_MAP 1 |
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87 #define NETCONN_MAPCHANGE_MAPGEN 2 |
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88 #define NETCONN_MAPCHANGE_DRAWNMAP 3 |
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89 #define NETCONN_MAPCHANGE_MAZE_SIZE 4 |
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90 #define NETCONN_MAPCHANGE_TEMPLATE 5 |
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91 #define NETCONN_MAPCHANGE_THEME 6 |
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92 #define NETCONN_MAPCHANGE_SEED 7 |
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93 |
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94 typedef struct _flib_netconn flib_netconn; |
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95 |
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96 /** |
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97 * Create a new netplay connection with these parameters. |
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98 * The path to the data directory must end with a path delimiter (e.g. C:\Games\Hedgewars\Data\) |
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99 */ |
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100 flib_netconn *flib_netconn_create(const char *playerName, const char *dataDirPath, const char *host, int port); |
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101 void flib_netconn_destroy(flib_netconn *conn); |
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102 |
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103 /** |
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104 * Perform I/O operations and call callbacks if something interesting happens. |
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105 * Should be called regularly. |
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106 */ |
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107 void flib_netconn_tick(flib_netconn *conn); |
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108 |
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109 /** |
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110 * Are you currently the owner of this room? The return value only makes sense in |
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111 * NETCONN_STATE_ROOM and NETCONN_STATE_INGAME states. |
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112 */ |
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113 bool flib_netconn_is_chief(flib_netconn *conn); |
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114 |
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115 /** |
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116 * Returns the playername. This is *probably* the one provided on creation, but if that name was |
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117 * already taken, a different one could have been set by the onNickTaken callback or its default |
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118 * implementation. |
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119 */ |
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120 const char *flib_netconn_get_playername(flib_netconn *conn); |
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121 |
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122 /** |
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123 * Generate a game setup from the current room state. |
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124 * Returns NULL if the room state does not contain enough information for a complete game setup, |
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125 * or if an error occurs. |
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126 * |
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127 * The new gamesetup must be destroyed with flib_gamesetup_destroy(). |
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128 */ |
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129 flib_gamesetup *flib_netconn_create_gamesetup(flib_netconn *conn); |
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130 |
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131 |
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132 |
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133 |
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134 // Send functions needed when connecting and disconnecting |
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135 |
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136 /** |
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137 * Request a different nickname. |
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138 * This function only makes sense in reaction to an onNickTaken callback, because the netconn |
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139 * automatically requests the nickname you provide on creation, and once the server accepts the |
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140 * nickname it can no longer be changed. |
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141 */ |
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142 int flib_netconn_send_nick(flib_netconn *conn, const char *nick); |
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143 |
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144 /** |
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145 * Send the password in reply to a password request. |
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146 * If the server does not accept the password, you will be disconnected |
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147 * (NETCONN_DISCONNECT_AUTH_FAILED) |
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148 */ |
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149 int flib_netconn_send_password(flib_netconn *conn, const char *passwd); |
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150 |
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151 /** |
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152 * Tell the server that you want to leave. If successful, the server will disconnect you. |
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153 */ |
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154 int flib_netconn_send_quit(flib_netconn *conn, const char *quitmsg); |
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155 |
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156 |
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157 // Send functions that make sense both in the lobby and in rooms |
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158 |
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159 /** |
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160 * Send a chat message. This message is either sent to the lobby or the room, depending on |
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161 * whether you are in a room at the moment. The message is not echoed back to you. |
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162 */ |
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163 int flib_netconn_send_chat(flib_netconn *conn, const char *chat); |
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164 |
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165 /** |
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166 * Kick a player. This has different meanings in the lobby and in a room; |
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167 * In the lobby, it will kick the player from the server, and you need to be a server admin to |
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168 * do it. In a room, it will kick the player from the room, and you need to be room chief. |
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169 */ |
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170 int flib_netconn_send_kick(flib_netconn *conn, const char *playerName); |
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171 |
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172 /** |
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173 * Request information about a player (e.g. current room, version, partial IP). If the action |
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174 * succeeds, you will receive an onMessage callback with NETCONN_MSG_TYPE_PLAYERINFO containing |
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175 * the requested information. |
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176 */ |
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177 int flib_netconn_send_playerInfo(flib_netconn *conn, const char *playerName); |
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178 |
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179 |
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180 // Send functions that only make sense in the lobby |
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181 |
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182 /** |
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183 * Request an update of the room list. Only makes sense when in lobby state. |
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184 * If the action succeeds, you will receive an onRoomlist callback containing the current room |
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185 * data. |
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186 */ |
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187 int flib_netconn_send_request_roomlist(flib_netconn *conn); |
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188 |
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189 /** |
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190 * Join a room as guest (not chief). Only makes sense when in lobby state. If the action |
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191 * succeeds, you will receive an onEnterRoom callback with chief=false followed by other |
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192 * callbacks with current room information. |
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193 */ |
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194 int flib_netconn_send_joinRoom(flib_netconn *conn, const char *room); |
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195 |
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196 /** |
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197 * Follow a player. Only valid in the lobby. If the player is in a room (or in a game), this |
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198 * command is analogous to calling flib_netconn_send_joinRoom with that room. |
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199 */ |
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200 int flib_netconn_send_playerFollow(flib_netconn *conn, const char *playerName); |
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201 |
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202 /** |
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203 * Create and join a new room. Only makes sense when in lobby state. If the action succeeds, |
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204 * you will receive an onEnterRoom callback with chief=true. |
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205 */ |
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206 int flib_netconn_send_createRoom(flib_netconn *conn, const char *room); |
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207 |
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208 /** |
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209 * Ban a player. The scope of this ban depends on whether you are in a room or in the lobby. |
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210 * In a room, you need to be the room chief, and the ban will apply to the room only. In the |
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211 * lobby, you need to be server admin to ban someone, and the ban applies to the entire server. |
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212 */ |
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213 int flib_netconn_send_ban(flib_netconn *conn, const char *playerName); |
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214 |
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215 /** |
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216 * Does something administrator-y. At any rate you need to be an administrator and in the lobby |
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217 * to use this command. |
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218 */ |
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219 int flib_netconn_send_clearAccountsCache(flib_netconn *conn); |
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220 |
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221 /** |
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222 * Sets a server variable to the indicated value. Only makes sense if you are server admin and |
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223 * in the lobby. Known variables are MOTD_NEW, MOTD_OLD and LATEST_PROTO. MOTD_OLD is shown to |
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224 * players with older protocol versions, to inform them that they might want to update. |
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225 */ |
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226 int flib_netconn_send_setServerVar(flib_netconn *conn, const char *name, const char *value); |
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227 |
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228 /** |
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229 * Queries all server variables. Only makes sense if you are server admin and in the lobby. |
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230 * If the action succeeds, you will receive several onServerVar callbacks with the |
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231 * current values of all server variables. |
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232 */ |
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233 int flib_netconn_send_getServerVars(flib_netconn *conn); |
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234 |
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235 |
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236 // Send functions that only make sense in a room |
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237 |
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238 /** |
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239 * Leave the room for the lobby. Only makes sense in room state. msg can be NULL if you don't |
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240 * want to send a message. The server always accepts a part command, so once you send it off, |
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241 * you can just assume that you are back in the lobby. |
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242 */ |
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243 int flib_netconn_send_leaveRoom(flib_netconn *conn, const char *msg); |
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244 |
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245 /** |
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246 * Change your "ready" status in the room. Only makes sense when in room state. If the action |
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247 * succeeds, you will receive an onClientFlags callback containing the change. |
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248 */ |
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249 int flib_netconn_send_toggleReady(flib_netconn *conn); |
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250 |
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251 /** |
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252 * Add a team to the current room. Apart from the "fixed" team information, this also includes |
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253 * the color, but not the number of hogs. Only makes sense when in room state. If the action |
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254 * succeeds, you will receive an onTeamAccepted callback with the name of the team. |
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255 * |
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256 * Notes: Technically, sending a color here is the only way for a non-chief to set the color of |
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257 * her own team. The server remembers this color and even generates a separate teamColor message |
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258 * to inform everyone of it. However, at the moment the frontends generally override this color |
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259 * with one they choose themselves in order to deal with unfortunate behavior of the QtFrontend, |
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260 * which always sends color index 0 when adding a team but thinks that the team has a random |
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261 * color. The chief always sends a new color in order to bring the QtFrontend back into sync. |
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262 */ |
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263 int flib_netconn_send_addTeam(flib_netconn *conn, const flib_team *team); |
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264 |
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265 /** |
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266 * Remove the team with the name teamname. Only makes sense when in room state. |
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267 * The server does not send a reply on success. |
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268 */ |
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269 int flib_netconn_send_removeTeam(flib_netconn *conn, const char *teamname); |
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270 |
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271 |
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272 // Send functions that only make sense in a room and if you are room chief |
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273 |
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274 /** |
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275 * Rename the current room. Only makes sense in room state and if you are chief. If the action |
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276 * succeeds, you (and everyone else on the server) will receive an onRoomUpdate message |
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277 * containing the change. |
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278 */ |
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279 int flib_netconn_send_renameRoom(flib_netconn *conn, const char *roomName); |
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280 |
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281 /** |
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282 * Set the number of hogs for a team. Only makes sense in room state and if you are chief. |
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283 * The server does not send a reply. |
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284 */ |
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285 int flib_netconn_send_teamHogCount(flib_netconn *conn, const char *teamname, int hogcount); |
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286 |
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287 /** |
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288 * Set the teamcolor of a team. Only makes sense in room state and if you are chief. |
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289 * The server does not send a reply. |
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290 */ |
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291 int flib_netconn_send_teamColor(flib_netconn *conn, const char *teamname, int colorIndex); |
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292 |
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293 /** |
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294 * Set the weaponset for the room. Only makes sense in room state and if you are chief. |
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295 * The server does not send a reply. |
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296 */ |
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297 int flib_netconn_send_weaponset(flib_netconn *conn, const flib_weaponset *weaponset); |
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298 |
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299 /** |
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300 * Set the map for the room. Only makes sense in room state and if you are chief. |
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301 * The server does not send a reply. |
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302 */ |
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303 int flib_netconn_send_map(flib_netconn *conn, const flib_map *map); |
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304 |
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305 /** |
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306 * Set the mapname. Only makes sense in room state and if you are chief. |
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307 * The server does not send a reply. |
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308 */ |
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309 int flib_netconn_send_mapName(flib_netconn *conn, const char *mapName); |
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310 |
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311 /** |
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312 * Set the map generator (regular, maze, drawn, named). Only makes sense in room state and if |
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313 * you are chief. |
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314 * The server does not send a reply. |
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315 */ |
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316 int flib_netconn_send_mapGen(flib_netconn *conn, int mapGen); |
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317 |
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318 /** |
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319 * Set the map template for regular maps. Only makes sense in room state and if you are chief. |
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320 * The server does not send a reply. |
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321 */ |
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322 int flib_netconn_send_mapTemplate(flib_netconn *conn, int templateFilter); |
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323 |
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324 /** |
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325 * Set the maze template (maze size) for mazes. Only makes sense in room state and if you are |
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326 * chief. The server does not send a reply. |
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327 */ |
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328 int flib_netconn_send_mapMazeSize(flib_netconn *conn, int mazeSize); |
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329 |
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330 /** |
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331 * Set the seed for the map. Only makes sense in room state and if you are chief. |
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332 * The server does not send a reply. |
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333 */ |
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334 int flib_netconn_send_mapSeed(flib_netconn *conn, const char *seed); |
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335 |
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336 /** |
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337 * Set the theme for the map. Only makes sense in room state and if you are chief. |
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338 * The server does not send a reply. |
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339 */ |
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340 int flib_netconn_send_mapTheme(flib_netconn *conn, const char *theme); |
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341 |
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342 /** |
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343 * Set the draw data for the drawn map. Only makes sense in room state and if you are chief. |
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344 * The server does not send a reply. |
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345 */ |
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346 int flib_netconn_send_mapDrawdata(flib_netconn *conn, const uint8_t *drawData, size_t size); |
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347 |
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348 /** |
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349 * Set the script (game style). Only makes sense in room state and if you are chief. |
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350 * The server does not send a reply. |
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351 */ |
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352 int flib_netconn_send_script(flib_netconn *conn, const char *scriptName); |
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353 |
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354 /** |
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355 * Set the scheme. Only makes sense in room state and if you are chief. |
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356 * The server does not send a reply. |
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357 */ |
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358 int flib_netconn_send_scheme(flib_netconn *conn, const flib_scheme *scheme); |
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359 |
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360 /** |
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361 * Signal that you want to start the game. Only makes sense in room state and if you are chief. |
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362 * The server will check whether all players are ready and whether it believes the setup makes |
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363 * sense (e.g. more than one clan). If the server is satisfied, you will receive an onRunGame |
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364 * callback (all other clients in the room are notified the same way). Otherwise the server |
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365 * might answer with a warning, or might not answer at all. |
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366 */ |
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367 int flib_netconn_send_startGame(flib_netconn *conn); |
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368 |
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369 /** |
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370 * Allow/forbid players to join the room. Only makes sense in room state and if you are chief. |
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371 * The server does not send a reply. |
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372 */ |
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373 int flib_netconn_send_toggleRestrictJoins(flib_netconn *conn); |
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374 |
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375 /** |
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376 * Allow/forbid adding teams to the room. Only makes sense in room state and if you are chief. |
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377 * The server does not send a reply. |
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378 */ |
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379 int flib_netconn_send_toggleRestrictTeams(flib_netconn *conn); |
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380 |
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381 |
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382 // Send functions that are only needed for running a game |
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383 |
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384 /** |
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385 * Send a teamchat message, forwarded from the engine. Only makes sense ingame. |
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386 * The server does not send a reply. In contrast to a Chat message, the server |
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387 * automatically converts this into an engine message and passes it on to the other |
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388 * clients. |
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389 */ |
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390 int flib_netconn_send_teamchat(flib_netconn *conn, const char *msg); |
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391 |
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392 /** |
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393 * Send an engine message. Only makes sense when ingame. In a networked game, you have to pass |
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394 * all the engine messages from the engine here, and they will be spread to all other clients |
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395 * in the game to keep the game in sync. |
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396 */ |
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397 int flib_netconn_send_engineMessage(flib_netconn *conn, const uint8_t *message, size_t size); |
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398 |
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399 /** |
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400 * Inform the server that the round has ended. Call this when the engine has disconnected, |
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401 * passing 1 if the round ended normally, 0 otherwise. |
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402 */ |
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403 int flib_netconn_send_roundfinished(flib_netconn *conn, bool withoutError); |
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404 |
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405 |
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406 |
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407 |
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408 |
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409 // Callbacks that are important for connecting/disconnecting |
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410 |
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411 /** |
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412 * onNickTaken is called when connecting to the server, if it turns out that there is already a |
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413 * player with the same nick. |
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414 * In order to proceed, a new nickname needs to be sent to the server using |
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415 * flib_netconn_send_nick() (or of course you can bail out and send a QUIT). |
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416 * If you don't set a callback, the netconn will automatically react by generating a new name. |
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417 */ |
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418 void flib_netconn_onNickTaken(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context); |
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419 |
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420 /** |
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421 * When connecting with a registered nickname, the server will ask for a password before |
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422 * admitting you in. This callback is called when that happens. As a reaction, you can send the |
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423 * password using flib_netconn_send_password. If you don't register a callback, the default |
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424 * behavior is to just quit in a way that will cause a disconnect with |
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425 * NETCONN_DISCONNECT_AUTH_FAILED. |
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426 * |
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427 * You can't just choose a new nickname when you receive this callback, because at that point |
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428 * the server has already accepted your nick. |
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429 */ |
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430 void flib_netconn_onPasswordRequest(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context); |
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431 |
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432 /** |
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433 * This is called when the server has accepted our nickname (and possibly password) and we have |
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434 * entered the lobby. |
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435 */ |
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436 void flib_netconn_onConnected(flib_netconn *conn, void (*callback)(void *context), void* context); |
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437 |
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438 /** |
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439 * This is always the last callback (unless the netconn is destroyed early), and the netconn |
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440 * should be destroyed when it is received. The reason for the disconnect is passed as one of |
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441 * the NETCONN_DISCONNECT_ constants. Sometimes a message is included as well, but that |
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442 * parameter might also be NULL. |
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443 */ |
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444 void flib_netconn_onDisconnected(flib_netconn *conn, void (*callback)(void *context, int reason, const char *message), void* context); |
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445 |
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446 |
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447 // Callbacks that make sense in most situations |
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448 |
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449 /** |
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450 * Callback for several informational messages that should be displayed to the user |
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451 * (e.g. in the chat window), but do not require a reaction. If a game is running, you might |
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452 * want to redirect some of these messages to the engine as well so the user will see them. |
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453 */ |
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454 void flib_netconn_onMessage(flib_netconn *conn, void (*callback)(void *context, int msgtype, const char *msg), void* context); |
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455 |
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456 /** |
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457 * We received a chat message. Where this message belongs depends on the current state |
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458 * (lobby/room). If a game is running the message should be passed to the engine. |
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459 */ |
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460 void flib_netconn_onChat(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *msg), void* context); |
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461 |
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462 /** |
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463 * Callbacks for incremental room list updates. They will fire whenever these events occur, |
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464 * even before you first query the actual roomlist - so be sure not to blindly reference your |
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465 * room list in these callbacks. The server currently only sends updates when a room changes |
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466 * its name, so in order to update other room information you need to query the roomlist again |
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467 * (see send_request_roomlist / onRoomlist). |
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468 */ |
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469 void flib_netconn_onRoomAdd(flib_netconn *conn, void (*callback)(void *context, const flib_room *room), void* context); |
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470 void flib_netconn_onRoomDelete(flib_netconn *conn, void (*callback)(void *context, const char *name), void* context); |
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471 void flib_netconn_onRoomUpdate(flib_netconn *conn, void (*callback)(void *context, const char *oldName, const flib_room *room), void* context); |
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472 |
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473 /** |
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474 * Callbacks for players joining or leaving the lobby. In contrast to the roomlist updates, you |
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475 * will get a JOIN callback for every player already on the server when you join (and there is |
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476 * no direct way to query the current playerlist) |
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477 * |
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478 * NOTE: partMessage may be NULL. |
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479 */ |
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480 void flib_netconn_onLobbyJoin(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context); |
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481 void flib_netconn_onLobbyLeave(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *partMessage), void* context); |
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482 |
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483 /** |
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484 * This is called when the server informs us that one or more flags associated with a |
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485 * player/client have changed. |
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486 * |
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487 * nick is the name of the player, flags is a string containing one character for each modified |
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488 * flag (see below), and newFlagState signals whether the flags should be set to true or false. |
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489 * |
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490 * Some of these flags are important for protocol purposes (especially if they are set for you) |
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491 * while others are just informational. Also, some flags are only relevant for players who are |
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492 * in the same room as you, and the server will not inform you if they change for others. |
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493 * |
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494 * These are the currently known/used flags: |
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495 * a: Server admin. Always updated. |
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496 * h: Room chief. Updated when in the same room. |
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497 * r: Ready to play. Updated when in the same room. |
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498 * u: Registered user. Always updated. |
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499 * |
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500 * The server tells us the 'a' and 'u' flags for all players when we first join the lobby, and |
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501 * also tells us the 'r' and 'h' flags when we join or create a room. It assumes that all flags |
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502 * are initially false, so it will typically only tell you to set certain flags to true when |
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503 * transmitting the initial states. Reset the 'h' and 'r' flags to false when leaving a room, |
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504 * or when entering room state, to arrive at the right state for each player. |
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505 * |
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506 * The room chief state of yourself is particularly important because it determines whether you |
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507 * can modify settings of the current room. Generally, when you create a room you start out |
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508 * being room chief, and when you join an existing room you are not. However, if the original |
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509 * chief leaves a room, the server can choose a new chief, and if that happens the chief flag |
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510 * will be transferred to someone else. |
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511 */ |
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512 void flib_netconn_onClientFlags(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *flags, bool newFlagState), void *context); |
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513 |
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514 // Callbacks that happen only in response to specific requests |
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515 |
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516 /** |
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517 * Response to flib_netconn_send_request_roomlist(). |
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518 * The rooms array contains the current state of all rooms on the server. |
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519 */ |
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520 void flib_netconn_onRoomlist(flib_netconn *conn, void (*callback)(void *context, const flib_room **rooms, int roomCount), void* context); |
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521 |
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522 /** |
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523 * Response to flib_netconn_send_joinRoom, flib_netconn_send_playerFollow or |
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524 * flib_netconn_send_createRoom. |
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525 * |
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526 * You just left the lobby and entered a room. |
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527 * If chief is true, you can and should send a full configuration for the room now. This |
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528 * consists of ammo, scheme, script and map, where map apparently has to come last. |
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529 */ |
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530 void flib_netconn_onEnterRoom(flib_netconn *conn, void (*callback)(void *context, bool chief), void *context); |
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531 |
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532 /** |
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533 * Response to flib_netconn_send_addTeam. |
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534 * The server might reject your team for several reasons, e.g. because it has the same name as |
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535 * an existing team, or because the room chief restricted adding new teams. If the team is |
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536 * accepted by the server, this callback is fired. |
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537 * |
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538 * If you are the room chief, you are expected to provide the hog count for your own team now |
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539 * using flib_netconn_send_teamHogCount. The color of the team is already set to the one you |
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540 * provided in addTeam. |
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541 */ |
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542 void flib_netconn_onTeamAccepted(flib_netconn *conn, void (*callback)(void *context, const char *team), void *context); |
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543 |
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544 /** |
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545 * When you query the server vars with flib_netconn_send_getServerVars (only works as admin), |
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546 * the server replies with a list of them. This callback is called for each entry in that list. |
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547 */ |
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548 void flib_netconn_onServerVar(flib_netconn *conn, void (*callback)(void *context, const char *name, const char *value), void *context); |
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549 |
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550 |
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551 // Callbacks that are only relevant in a room |
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552 |
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553 /** |
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554 * You just left a room and entered the lobby again. |
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555 * reason is one of the NETCONN_ROOMLEAVE_ constants (usually a kick). |
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556 * This will not be called when you actively leave a room using PART. |
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557 * Don't confuse with onRoomLeave, which indicates that *someone else* left the room. |
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558 */ |
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559 void flib_netconn_onLeaveRoom(flib_netconn *conn, void (*callback)(void *context, int reason, const char *message), void *context); |
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560 |
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561 /** |
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562 * Someone joined or left the room you are currently in. |
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563 * Analogous to onLobbyJoin/leave, you will receive the join callback for all players that are |
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564 * already in the room when you join, including for yourself (this is actually how it is |
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565 * determined that you joined a room). |
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566 * |
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567 * However, you will *not* receive onRoomLeave messages for everyone when you leave the room. |
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568 */ |
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569 void flib_netconn_onRoomJoin(flib_netconn *conn, void (*callback)(void *context, const char *nick), void* context); |
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570 void flib_netconn_onRoomLeave(flib_netconn *conn, void (*callback)(void *context, const char *nick, const char *partMessage), void* context); |
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571 |
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572 /** |
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573 * A new team was added to the room. The person who adds a team does NOT receive this callback |
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574 * (he gets onTeamAccepted instead). |
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575 * |
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576 * The team does not contain bindings, stats, weaponset, color or the number of hogs (but it is |
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577 * assumed to be the default of 4). |
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578 * |
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579 * If you receive this message and you are the room chief, you may want to send a color and hog |
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580 * count for this team using flib_netconn_send_teamHogCount / teamColor for QtFrontend |
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581 * compatibility. |
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582 * |
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583 * The server currently sends another message with the color of the team to the same recipients |
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584 * as this teamAdd message, which will trigger an onTeamColorChanged callback. See the |
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585 * description of flib_netconn_send_addTeam for more information. |
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586 */ |
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587 void flib_netconn_onTeamAdd(flib_netconn *conn, void (*callback)(void *context, const flib_team *team), void *context); |
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588 |
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589 /** |
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590 * A team was removed from the room. The person who removed the team will not receive this |
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591 * callback. |
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592 */ |
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593 void flib_netconn_onTeamDelete(flib_netconn *conn, void (*callback)(void *context, const char *teamname), void *context); |
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594 |
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595 /** |
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596 * The number of hogs in a team has been changed by the room chief. If you are the chief and |
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597 * change the number of hogs yourself, you will not receive this callback. |
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598 */ |
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599 void flib_netconn_onHogCountChanged(flib_netconn *conn, void (*callback)(void *context, const char *teamName, int hogs), void *context); |
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600 |
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601 /** |
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602 * The color of a team has been set or changed. The client who set or changed the color will |
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603 * not receive this callback. |
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604 * |
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605 * Normally, only the chief can change the color of a team. However, this message is also |
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606 * generated when a team is added, so you can receive it even as chief. |
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607 */ |
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608 void flib_netconn_onTeamColorChanged(flib_netconn *conn, void (*callback)(void *context, const char *teamName, int colorIndex), void *context); |
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609 |
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610 /** |
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611 * The room chief has changed the game scheme (or you just joined a room). |
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612 * You will not receive this callback if you changed the scheme yourself. |
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613 */ |
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614 void flib_netconn_onSchemeChanged(flib_netconn *conn, void (*callback)(void *context, const flib_scheme *scheme), void *context); |
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615 |
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616 /** |
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617 * The room chief has changed the map (or you just joined a room). Only non-chiefs receive these |
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618 * messages. |
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619 * |
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620 * To reduce the number of callback functions, the netconn keeps track of the current map |
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621 * settings and always passes the entire current map config, but informs the callee about what |
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622 * has changed (see the NETCONN_MAPCHANGE_ constants). |
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623 * |
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624 * Caution: Due to the way the protocol works, the map might not be complete at this point if it |
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625 * is a hand-drawn map, because the "full" map config does not include the drawn map data. |
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626 */ |
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627 void flib_netconn_onMapChanged(flib_netconn *conn, void (*callback)(void *context, const flib_map *map, int changetype), void *context); |
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628 |
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629 /** |
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630 * The room chief has changed the game style (or you just joined a room). If you are the chief |
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631 * and change the style yourself, you will not receive this callback. |
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632 */ |
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633 void flib_netconn_onScriptChanged(flib_netconn *conn, void (*callback)(void *context, const char *script), void *context); |
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634 |
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635 /** |
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636 * The room chief has changed the weaponset (or you just joined a room). If you are the chief |
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637 * and change the weaponset yourself, you will not receive this callback. |
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638 */ |
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639 void flib_netconn_onWeaponsetChanged(flib_netconn *conn, void (*callback)(void *context, const flib_weaponset *weaponset), void *context); |
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640 |
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641 /** |
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642 * The game is starting. Fire up the engine and join in! |
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643 * You can let the netconn generate the right game setup using flib_netconn_create_gamesetup |
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644 */ |
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645 void flib_netconn_onRunGame(flib_netconn *conn, void (*callback)(void *context), void *context); |
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646 |
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647 /** |
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648 * You are in a room, a game is in progress, and the server is sending you the new input for the |
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649 * engine to keep up to date with the current happenings. Pass it on to the engine using |
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650 * flib_gameconn_send_enginemsg. |
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651 */ |
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652 void flib_netconn_onEngineMessage(flib_netconn *conn, void (*callback)(void *context, const uint8_t *message, size_t size), void *context); |
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653 |
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654 #endif |