ggzmod.h − Common functions for interfacing a game server and GGZ.
#include
<ggz.h>
#include <ggz_common.h>
Defines
#define
GGZMOD_VERSION_MAJOR 0
#define GGZMOD_VERSION_MINOR 0
#define GGZMOD_VERSION_MICRO 11
#define GGZMOD_VERSION_IFACE ’3:1:1’
Typedefs
typedef GGZMod GGZMod
A GGZmod object, used for tracking a ggz<->table
connection.
typedef void(* GGZModHandler )(GGZMod *mod,
GGZModEvent e, const void *data)
Event handler prototype.
Enumerations
enum GGZModState {
GGZMOD_STATE_CREATED, GGZMOD_STATE_CONNECTED,
GGZMOD_STATE_WAITING, GGZMOD_STATE_PLAYING,
GGZMOD_STATE_DONE }
Table states.
enum GGZModEvent { GGZMOD_EVENT_STATE,
GGZMOD_EVENT_SERVER, GGZMOD_EVENT_PLAYER,
GGZMOD_EVENT_SEAT,
GGZMOD_EVENT_SPECTATOR_SEAT,
GGZMOD_EVENT_CHAT, GGZMOD_EVENT_STATS,
GGZMOD_EVENT_ERROR }
Callback events.
enum GGZModType { GGZMOD_GGZ,
GGZMOD_GAME }
The ’type’ of ggzmod.
Functions
GGZMod *
ggzmod_new (GGZModType type)
Create a new ggzmod object.
void ggzmod_free (GGZMod *ggzmod)
Destroy a finished ggzmod object.
int ggzmod_get_fd (GGZMod *ggzmod)
Get the file descriptor for the GGZMod socket.
GGZModType ggzmod_get_type (GGZMod *ggzmod)
Get the type of the ggzmod object.
GGZModState ggzmod_get_state (GGZMod *ggzmod)
Get the current state of the table.
int ggzmod_get_server_fd (GGZMod *ggzmod)
Get the fd of the game server connection.
int ggzmod_get_num_seats (GGZMod *ggzmod)
Get the total number of seats at the table.
GGZSeat ggzmod_get_seat (GGZMod *ggzmod, int
seat)
Get all data for the specified seat.
int ggzmod_get_num_spectator_seats (GGZMod
*ggzmod)
Get the maximum number of spectators. This function returns
the maximum number of spectator seats available. A game can
use this to iterate over the spectator seats to look for
spectators occupying them. Since spectators may come and go
at any point and there is no limit on the number of
spectators, you should consider this value to be dynamic and
call this function again each time you’re looking for
spectators.
GGZSpectatorSeat ggzmod_get_spectator_seat
(GGZMod *ggzmod, int seat)
Get a spectator’s data.
const char * ggzmod_get_player (GGZMod
*ggzmod, int *is_spectator, int *seat_num)
Get data about this player.
void * ggzmod_get_gamedata (GGZMod *ggzmod)
Return gamedata pointer.
void ggzmod_set_gamedata (GGZMod *ggzmod, void
*data)
Set gamedata pointer.
void ggzmod_set_handler (GGZMod *ggzmod,
GGZModEvent e, GGZModHandler func)
Set a handler for the given event.
int ggzmod_dispatch (GGZMod *ggzmod)
Check for and handle input.
int ggzmod_set_state (GGZMod *ggzmod,
GGZModState state)
Change the table’s state.
int ggzmod_connect (GGZMod *ggzmod)
Connect to ggz.
int ggzmod_disconnect (GGZMod *ggzmod)
Disconnect from ggz.
void ggzmod_request_stand (GGZMod *ggzmod)
Stand up (move from your seat into a spectator seat).
void ggzmod_request_sit (GGZMod *ggzmod, int
seat_num)
Sit down (move from a spectator seat into a player
seat).
void ggzmod_request_boot (GGZMod *ggzmod,
const char *name)
Boot a player. Only the game host may do this.
void ggzmod_request_bot (GGZMod *ggzmod, int
seat_num)
Change the requested seat from an opean seat to a bot.
void ggzmod_request_open (GGZMod *ggzmod, int
seat_num)
Change the requested seat from a bot to an open seat.
void ggzmod_request_chat (GGZMod *ggzmod,
const char *chat_msg)
Chat! This initiates a table chat.
int ggzmod_player_get_record (GGZMod *ggzmod,
GGZSeat *seat, int *wins, int *losses, int *ties, int
*forfeits)
Get the player’s win-loss record.
int ggzmod_player_get_rating (GGZMod *ggzmod,
GGZSeat *seat, int *rating)
Get the player’s rating.
int ggzmod_player_get_ranking (GGZMod *ggzmod,
GGZSeat *seat, int *ranking)
Get the player’s ranking.
int ggzmod_player_get_highscore (GGZMod
*ggzmod, GGZSeat *seat, int *highscore)
Get the player’s highscore.
int ggzmod_spectator_get_record (GGZMod
*ggzmod, GGZSpectatorSeat *seat, int *wins, int
*losses, int *ties, int *forfeits)
Get the spectator’s win-loss record.
int ggzmod_spectator_get_rating (GGZMod
*ggzmod, GGZSpectatorSeat *seat, int *rating)
Get the spectator’s rating.
int ggzmod_spectator_get_ranking (GGZMod
*ggzmod, GGZSpectatorSeat *seat, int *ranking)
Get the spectator’s ranking.
int ggzmod_spectator_get_highscore (GGZMod
*ggzmod, GGZSpectatorSeat *seat, int *highscore)
Get the spectator’s highscore.
Common functions for interfacing a game server and GGZ.
This file contains all libggzmod functions used by game servers to interface with GGZ (and vice versa). Just include ggzmod.h and make sure your program is linked with libggzmod. Then use the functions below as appropriate.
GGZmod currently provides an event-driven interface. Data from communication sockets is read in by the library, and a handler function (registered as a callback) is invoked to handle any events. The calling program should not read/write data from/to the GGZ socket unless it really knows what it is doing.
That this does not apply to the client sockets: ggzmod provides one file desriptor for communicating (TCP) to each client. If data is ready to be read by one of these file descriptors ggzmod may invoke the appropriate handler (see below), but will never actually read any data.
For more information, see the documentation at http://ggz.sf.net/.
typedef
struct GGZMod GGZMod
A GGZmod object, used for tracking a ggz<->table
connection.
A game client should track a pointer to a GGZMod object; it contains all the state information for communicating with GGZ. The GGZ client will track one such object for every game table that is running.
typedef
void(* GGZModHandler)(GGZMod *mod, GGZModEvent e, const void
*data)
Event handler prototype.
A function of this type will be called to handle a ggzmod event.
Parameters:
mod The ggzmod state
object.
e The event that has occured.
data Pointer to additional data for the event. The
additional data will be of the following form:
• |
GGZMOD_EVENT_STATE: The old state (GGZModState*) | ||
• |
GGZMOD_EVENT_SERVER: The fd of the server connection (int*) | ||
• |
GGZMOD_EVENT_PLAYER: The old player data (int[2]) | ||
• |
GGZMOD_EVENT_SEAT: The old seat (GGZSeat*) | ||
• |
GGZMOD_EVENT_SPECTATOR_SEAT: The old seat (GGZSpectatorSeat*) | ||
• |
GGZMOD_EVENT_ERROR: An error string (char*) |
enum
GGZModEvent
Callback events.
Each of these is a possible GGZmod event. For each event, the table may register a handler with GGZmod to handle that event.
See also:
GGZModHandler
ggzmod_set_handler
Enumeration
values:
GGZMOD_EVENT_STATE
Module status changed This event occurs when the game’s status changes. The old state (a GGZModState*) is passed as the event’s data.
See also:
GGZModState
GGZMOD_EVENT_SERVER
A new server connection has been made This event occurs when a new connection to the game server has been made. The fd is passed as the event’s data.
GGZMOD_EVENT_PLAYER
The player’s seat status has changed.
This event
occurs when the player’s seat status changes; i.e. he
changes seats or starts/stops spectating. The event data is
a int[2] pair consisting of the old {is_spectator,
seat_num}.
GGZMOD_EVENT_SEAT
A seat change.
This event
occurs when a seat change occurs. The old seat (a GGZSeat*)
is passed as the event’s data. The seat information
will be updated before the event is invoked.
GGZMOD_EVENT_SPECTATOR_SEAT
A spectator seat change.
This event
occurs when a spectator seat change occurs. The old
spectator (a GGZSpectator*) is passed as the event’s
data. The spectator information will be updated before the
event is invoked.
GGZMOD_EVENT_CHAT
A chat message event.
This event
occurs when we receive a chat. The chat may have originated
in another game client or from the GGZ client; in either
case it will be routed to us. The chat information (a
GGZChat*) is passed as the event’s data. Note that the
chat may originate with a player or a spectator, and they
may have changed seats or left the table by the time it gets
to us.
GGZMOD_EVENT_STATS
A player’s stats have been updated.
See also:
ggzmod_player_get_record
ggzmod_player_get_rating
ggzmod_player_get_ranking
ggzmod_player_get_highscore
Parameters:
data The name of the player whose stats have changed.
GGZMOD_EVENT_ERROR
An error has occurred This event occurs when a GGZMod error has occurred. An error message (a char*) will be passed as the event’s data. GGZMod may attempt to recover from the error, but it is not guaranteed that the GGZ connection will continue to work after an error has happened.
enum
GGZModState
Table states.
Each table has a current ’state’ that is tracked by ggzmod. First the table is executed and begins running. Then it receives a launch event from GGZ and begins waiting for players. At some point a game will be started and played at the table, after which it may return to waiting. Eventually the table will probably halt and then the program will exit.
More specifically, the game is in the CREATED state when it is first executed. It moves to the CONNECTED state after GGZ first communicates with it, and to WAITING after the connection is established with the game server. After this, the game server may use ggzmod_set_state to change between WAITING, PLAYING, and DONE states. A WAITING game is considered waiting for players (or whatever), while a PLAYING game is actively being played (this information may be, but currently is not, propogated back to GGZ for display purposes). Once the state is changed to DONE, the table is considered dead and will exit shortly thereafter (ggzmod_loop will stop looping, etc.) (see the kill_on_exit game option).
Each time the game state changes, a GGZMOD_EVENT_STATE event will be propogated to the game server.
Enumeration
values:
GGZMOD_STATE_CREATED
Initial state. The game starts out in this state. Once the state is changed it should never be changed back.
GGZMOD_STATE_CONNECTED
Connected state. After the GGZ client and game client get connected, the game changes into this state automatically. Once this happens messages may be sent between these two. Once the game leaves this state it should never be changed back.
GGZMOD_STATE_WAITING
Waiting state. After the game client and game server are connected, the client enters the waiting state. The game client may now call ggzmod_set_state to change between WAITING, PLAYING, and DONE states.
GGZMOD_STATE_PLAYING
Playing state. This state is only entered after the game client changes state to it via ggzmod_set_state. State may be changed back and forth between WAITING and PLAYING as many times as are wanted.
GGZMOD_STATE_DONE
Done state. Once the game client is done running, ggzmod_set_state should be called to set the state to done. At this point nothing ’new’ can happen. The state cannot be changed again after this. However the game client will not be terminated by the GGZ client; GGZ just waits for it to exit of its own volition.
enum
GGZModType
The ’type’ of ggzmod.
The ’flavor’ of GGZmod object this is. Affects what operations are allowed.
Enumeration
values:
GGZMOD_GGZ
Used by the ggz client (’ggz’).
GGZMOD_GAME
Used by the game client (’table’).
int
ggzmod_connect (GGZMod * ggzmod)
Connect to ggz.
Call this function to make an initial GGZ <-> game connection.
• |
When called by the game server, this function makes the physical connection to ggz. | ||
• |
When called by ggz, it will launch a table and connect to it. |
Parameters:
ggzmod The ggzmod object.
Returns:
0 on success, -1 on failure.
int
ggzmod_disconnect (GGZMod * ggzmod)
Disconnect from ggz.
• |
When called by the game server, this function stops the connection to GGZ. It should only be called when the table is ready to exit. |
•
When called by the GGZ server, this function will kill and clean up after the table. |
Parameters:
ggzmod The ggzmod object.
Returns:
0 on success, -1 on failure.
int
ggzmod_dispatch (GGZMod * ggzmod)
Check for and handle input.
This function handles input from the communications sockets:
• |
It will check for input, but will not block. | ||
• |
It will monitor input from the GGZmod socket. | ||
• |
It will monitor input from player sockets only if a handler is registered for the PLAYER_DATA event. | ||
• |
It will call an event handler as necessary. |
Parameters:
ggzmod The ggzmod object.
Returns:
-1 on error, the number of events handled (0-1) on success.
void
ggzmod_free (GGZMod * ggzmod)
Destroy a finished ggzmod object.
After the connection is through, the object may be freed.
Parameters:
ggzmod The GGZMod object.
int
ggzmod_get_fd (GGZMod * ggzmod)
Get the file descriptor for the GGZMod socket.
Parameters:
ggzmod The GGZMod object.
Returns:
GGZMod’s main ggz <-> table socket FD.
void*
ggzmod_get_gamedata (GGZMod * ggzmod)
Return gamedata pointer.
Each GGZMod object can be given a ’gamedata’ pointer that is returned by this function. This is useful for when a single process serves multiple GGZmod’s.
Parameters:
ggzmod The GGZMod object.
Returns:
A pointer to the gamedata block (or NULL if none).
See also:
ggzmod_set_gamedata
int
ggzmod_get_num_seats (GGZMod * ggzmod)
Get the total number of seats at the table.
Returns:
The number of seats, or -1 on error.
Note:
If no connection is present, -1 will be returned.
While in GGZMOD_STATE_CREATED, we don’t know the number of seats.
int
ggzmod_get_num_spectator_seats (GGZMod * ggzmod)
Get the maximum number of spectators. This function returns
the maximum number of spectator seats available. A game can
use this to iterate over the spectator seats to look for
spectators occupying them. Since spectators may come and go
at any point and there is no limit on the number of
spectators, you should consider this value to be dynamic and
call this function again each time you’re looking for
spectators.
Returns:
The number of available spectator seats, or -1 on error.
const char*
ggzmod_get_player (GGZMod * ggzmod, int * is_spectator, int
* seat_num)
Get data about this player.
Call this function to find out where at the table this player is sitting.
Parameters:
ggzmod The GGZMod
object.
is_spectator Will be set to TRUE iff player is
spectating.
seat_num Will be set to the number of our (spectator)
seat.
Returns:
The name of the player (or NULL on error).
GGZSeat
ggzmod_get_seat (GGZMod * ggzmod, int seat)
Get all data for the specified seat.
Parameters:
ggzmod The GGZMod
object.
seat The seat number (0..(number of seats - 1)).
Returns:
A valid GGZSeat structure, if seat is a valid seat.
int
ggzmod_get_server_fd (GGZMod * ggzmod)
Get the fd of the game server connection.
Parameters:
ggzmod The GGZMod object.
Returns:
The server connection fd
GGZSpectatorSeat
ggzmod_get_spectator_seat (GGZMod * ggzmod, int seat)
Get a spectator’s data.
Parameters:
ggzmod The GGZMod
object.
seat The number, between 0 and (number of spectators -
1).
Returns:
A valid GGZSpectator structure, if given a valid seat.
GGZModState
ggzmod_get_state (GGZMod * ggzmod)
Get the current state of the table.
Parameters:
ggzmod The GGZMod object.
Returns:
The state of the table.
GGZModType
ggzmod_get_type (GGZMod * ggzmod)
Get the type of the ggzmod object.
Parameters:
ggzmod The GGZMod object.
Returns:
The type of the GGZMod object (GGZ or GAME).
GGZMod*
ggzmod_new (GGZModType type)
Create a new ggzmod object.
Before connecting through ggzmod, a new ggzmod object is needed.
Parameters:
type The type of ggzmod. Should be GGZMOD_GAME for game servers.
See also:
GGZModType
int
ggzmod_player_get_highscore (GGZMod * ggzmod, GGZSeat *
seat, int * highscore)
Get the player’s highscore.
Returns:
TRUE if there is a highscore; FALSE if not or on error.
int
ggzmod_player_get_ranking (GGZMod * ggzmod, GGZSeat * seat,
int * ranking)
Get the player’s ranking.
Returns:
TRUE if there is a ranking; FALSE if not or on error.
int
ggzmod_player_get_rating (GGZMod * ggzmod, GGZSeat * seat,
int * rating)
Get the player’s rating.
Returns:
TRUE if there is a rating; FALSE if not or on error.
int
ggzmod_player_get_record (GGZMod * ggzmod, GGZSeat * seat,
int * wins, int * losses, int * ties, int * forfeits)
Get the player’s win-loss record.
Returns:
TRUE if there is a record; FALSE if not or on error.
void
ggzmod_request_boot (GGZMod * ggzmod, const char * name)
Boot a player. Only the game host may do this.
Parameters:
ggzmod The ggzmod
object.
name The name of the player to boot.
void
ggzmod_request_bot (GGZMod * ggzmod, int seat_num)
Change the requested seat from an opean seat to a bot.
Parameters:
ggzmod The ggzmod
object.
seat_num The number of the seat to toggle.
void
ggzmod_request_chat (GGZMod * ggzmod, const char *
chat_msg)
Chat! This initiates a table chat.
Parameters:
ggzmod The ggzmod
object.
chat_msg The chat message.
Note:
The chat message should be in UTF-8.
void
ggzmod_request_open (GGZMod * ggzmod, int seat_num)
Change the requested seat from a bot to an open seat.
Parameters:
ggzmod The ggzmod
object.
seat_num The number of the seat to toggle.
void
ggzmod_request_sit (GGZMod * ggzmod, int seat_num)
Sit down (move from a spectator seat into a player
seat).
Parameters:
ggzmod The ggzmod
object.
seat_num The seat to sit in.
void
ggzmod_request_stand (GGZMod * ggzmod)
Stand up (move from your seat into a spectator seat).
Parameters:
ggzmod The ggzmod object.
void
ggzmod_set_gamedata (GGZMod * ggzmod, void * data)
Set gamedata pointer.
Parameters:
ggzmod The GGZMod
object.
data The gamedata block (or NULL for none).
See also:
ggzmod_get_gamedata
void
ggzmod_set_handler (GGZMod * ggzmod, GGZModEvent e,
GGZModHandler func)
Set a handler for the given event.
As described above, GGZmod uses an event-driven structure. Each time an event is called, the event handler (there can be only one) for that event will be called. This function registers such an event handler.
Parameters:
ggzmod The GGZmod
object.
e The GGZmod event.
func The handler function being registered.
See also:
ggzmod_get_gamedata
int
ggzmod_set_state (GGZMod * ggzmod, GGZModState state)
Change the table’s state.
This function should be called to change the state of a table. A game can use this function to change state between WAITING and PLAYING, or to set it to DONE.
Parameters:
ggzmod The ggzmod
object.
state The new state.
Returns:
0 on success, -1 on failure/error.
int
ggzmod_spectator_get_highscore (GGZMod * ggzmod,
GGZSpectatorSeat * seat, int * highscore)
Get the spectator’s highscore.
Returns:
TRUE if there is a highscore; FALSE if not or on error.
int
ggzmod_spectator_get_ranking (GGZMod * ggzmod,
GGZSpectatorSeat * seat, int * ranking)
Get the spectator’s ranking.
Returns:
TRUE if there is a ranking; FALSE if not or on error.
int
ggzmod_spectator_get_rating (GGZMod * ggzmod,
GGZSpectatorSeat * seat, int * rating)
Get the spectator’s rating.
Returns:
TRUE if there is a rating; FALSE if not or on error.
int
ggzmod_spectator_get_record (GGZMod * ggzmod,
GGZSpectatorSeat * seat, int * wins, int * losses, int *
ties, int * forfeits)
Get the spectator’s win-loss record.
Returns:
TRUE if there is a record; FALSE if not or on error.
Generated automatically by Doxygen for GGZMod from the source code.
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