Move noexecstack flags to Freepascal module and refactor.
/* * 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 starting and interacting with a game run by the engine. * The general usage is to first create a gameconn object by calling one of the flib_gameconn_create * functions. That will cause the frontlib to listen on a random port which can be queried using * flib_gameconn_getport(). You should also register your callback functions right at the start * to ensure you don't miss any callbacks. * * Next, start the engine (that part is up to you) with the appropriate command line arguments * for starting a game. * * In order to allow the gameconn to run, you should regularly call flib_gameconn_tick(), which * performs network I/O and calls your callbacks on interesting events. * * Once the engine connects, the gameconn will send it the required commands for starting the * game you requested in your flib_gameconn_create call. * * When the game is finished (or the connection is lost), you will receive the onDisconnect * message. This is the signal to destroy the gameconn and stop calling tick(). */#ifndef GAMECONN_H_#define GAMECONN_H_#include "../model/gamesetup.h"#include <stddef.h>#include <stdint.h>#include <stdbool.h>/* * Different reasons for a disconnect. Only GAME_END_FINISHED signals a correctly completed game. */#define GAME_END_FINISHED 0#define GAME_END_INTERRUPTED 1#define GAME_END_HALTED 2#define GAME_END_ERROR 3typedef struct _flib_gameconn flib_gameconn;/** * Create a gameconn that will start a local or network game with the indicated configuration. */flib_gameconn *flib_gameconn_create(const char *playerName, const flib_gamesetup *setup, bool netgame);/** * Create a gameconn that will play back a demo. */flib_gameconn *flib_gameconn_create_playdemo(const uint8_t *demoFileContent, size_t size);/** * Create a gameconn that will continue from a saved game. */flib_gameconn *flib_gameconn_create_loadgame(const char *playerName, const uint8_t *saveFileContent, size_t size);/** * Create a gameconn that will start a campaign or training mission with the indicated script. * seed is the random seed to use as entropy source (any string). * script is the path and filename of a Campaign or Training script, relative to the Data directory * (e.g. "Missions/Training/Basic_Training_-_Bazooka.lua") */flib_gameconn *flib_gameconn_create_campaign(const char *playerName, const char *seed, const char *script);/** * Release all resources of this gameconn, including the network connection, and free its memory. * It is safe to call this function from a callback. */void flib_gameconn_destroy(flib_gameconn *conn);/** * Returns the port on which the gameconn is listening. Only fails if you * pass NULL (not allowed), in that case 0 is returned. */int flib_gameconn_getport(flib_gameconn *conn);/** * Perform I/O operations and call callbacks if something interesting happens. * Should be called regularly. */void flib_gameconn_tick(flib_gameconn *conn);/** * Send an engine message to the engine. Only needed in net games, where you receive engine * messages from the server and have to pass them here. */int flib_gameconn_send_enginemsg(flib_gameconn *conn, const uint8_t *data, size_t len);/** * Send an info message to the engine that will be displayed in the game's chatlog. * The msgtype determines the color of the message; in the QTFrontend, info messages and * normal chat messages use 1, emote-messages (those starting with /me) use 2, and * join/leave messages use 3. You should use flib_gameconn_send_chatmsg for chat messages * though because it automatically formats /me messages. * * Generally only needed in net games. */int flib_gameconn_send_textmsg(flib_gameconn *conn, int msgtype, const char *msg);/** * Send a chat message to be displayed in the game's chatlog. Messages starting with /me are * automatically formatted correctly. * * Generally only needed in net games. */int flib_gameconn_send_chatmsg(flib_gameconn *conn, const char *playername, const char *msg);/** * Request the engine to stop the game (efinish). * You can use this to shut down a game early without directly killing the engine process. */int flib_gameconn_send_quit(flib_gameconn *conn);/** * Send an arbitrary command to the engine, e.g. "eforcequit" to shut down the engine * quickly. Commands prefixed with "e" will be processed by the engine's ProcessCommand * method (with the e removed, so e.g. efinish will be parsed as finish). */int flib_gameconn_send_cmd(flib_gameconn *conn, const char *cmdString);/** * Expected callback signature: void handleConnect(void *context) * The engine has successfully connected. You don't have to react to this in any way. */void flib_gameconn_onConnect(flib_gameconn *conn, void (*callback)(void* context), void* context);/** * Expected callback signature: void handleDisconnect(void *context, int reason) * The connection to the engine was closed, either because the game has ended normally, or * because it was interrupted/halted, or because of an error. The reason is provided as one * of the GAME_END_xxx constants. * * You should destroy the gameconn and - in a netgame - notify the server that the game has ended. */void flib_gameconn_onDisconnect(flib_gameconn *conn, void (*callback)(void* context, int reason), void* context);/** * Expected callback signature: void handleErrorMessage(void* context, const char *msg) * The engine sent an error message, you should probably display it to the user or at least log it. */void flib_gameconn_onErrorMessage(flib_gameconn *conn, void (*callback)(void* context, const char *msg), void* context);/** * Expected callback signature: void handleChat(void* context, const char *msg, bool teamchat) * The player entered a chat or teamchat message. In a netgame, you should send it on to the server. */void flib_gameconn_onChat(flib_gameconn *conn, void (*callback)(void* context, const char *msg, bool teamchat), void* context);/** * Expected callback signature: void handleGameRecorded(void *context, const uint8_t *record, size_t size, bool isSavegame) * The game has stopped, and a demo or savegame is available. You can store it in a file and later pass it back * to the engine to either watch a replay (if it's a demo) or to continue playing (if it's a savegame). */void flib_gameconn_onGameRecorded(flib_gameconn *conn, void (*callback)(void *context, const uint8_t *record, size_t size, bool isSavegame), void* context);/** * Expected callback signature: void handleEngineMessage(void *context, const uint8_t *em, size_t size) * The engine has generated a message with player input. In a netgame, you should send it on to the server. */void flib_gameconn_onEngineMessage(flib_gameconn *conn, void (*callback)(void *context, const uint8_t *em, size_t size), void* context);#endif