NAME
on_client_connect
- event gets triggered when a connection is established with the server application.
SYNOPSIS
#include <game-carrier/common.h>
typedef void (*OnClientConnect)(GCT_INTPTR conn_user, GCT_INTPTR handle);
typedef struct on_client_connect {
/* ... Some fields ... */
OnClientConnect on_client_connect;
/* ... Some fields ... */
}
Parameters:
conn_user
GCT_INTPTR
User data associated with a connection.handle
GCT_INTPTR
Connection handler to use in API.
RETURN VALUE
None.
DESCRIPTION
The on_client_connect
event is a member of client_events
struct.
It is triggered upon establishing a connection to the Game Carrier application, following a successful call of the gc_client_start
function.
The conn_user
parameter represents the user-defined data that is associated with a connection.
This data is passed to all event handlers that are defined in the client_events
struct.
This parameter allows the user to find their own connection-related data.
It could be a pointer to a structure allocated before creation a connection, or an index in some container.
If the user has created multiple connections, they could use different conn_user
values for each connection and then use that value in the event handlers to determine which connection the event is associated with.
The handle
parameter represents a server-to-server connection handle.
This value can be passed to all API functions, such as s2sAddMessage
.
The on_client_connect
event serves as the initial event for a specific connection,
guaranteeing that only one of the events on_client_connect
or on_client_connection_error
will be triggered
when a connection attempt is made.
Subsequently, the established connection can generate events such as
on_client_message
, on_client_message_sent
, on_client_timer
, and on_client_disconnect
.
Only when the connection is established, you can utilize such functions as
s2sAddMessage
, s2sSetTimer
, s2sDestroy
.
During normal execution, it is guaranteed that the on_client_disconnect
event will be always called after the on_client_connect
event,
providing a reliable sequence of events.
EXAMPLE
#include <game-carrier/server.h>
#include <stdio.h>
static struct core_api api;
#define STAT_SERVER 1
#define CACHE_SERVER 2
GCT_INT adapter_id;
GCT_INTPTR s2s_stat_handle, s2s_cache_handle;
GC_ADAPTER_EVENT
GCT_INT adapter_initialize(
GCT_INT id,
struct core_api * core_api,
GCT_CPTR load_path)
{
adapter_id = id;
api = *core_api;
}
void on_client_connect(GCT_INTPTR conn_user, GCT_INTPTR handle)
{
if (conn_user == STAT_SERVER) {
api.logMessage(GCL_NOTICE, "Connected to the stat server");
s2s_stat_handle = handle;
api.s2sDestroy(s2s_stat_handle);
return;
}
if (conn_user == CACHE_SERVER) {
api.logMessage(GCL_NOTICE, "Connected to the cache server");
s2s_cache_handle = handle;
api.s2sDestroy(s2s_cache_handle);
return;
}
api.logMessage(GCL_ERR, "??? Connected to an unknown server");
}
void on_client_connection_error(GCT_INTPTR conn_user, GCT_CSTR reason)
{
char buf[256];
if (conn_user == STAT_SERVER) {
snprintf(buf, sizeof(buf), "Failed to connect to the stat server: %s.", reason);
api.logMessage(GCL_ERR, buf);
return;
}
if (conn_user == CACHE_SERVER) {
snprintf(buf, sizeof(buf), "Failed to connect to the cache server: %s", reason);
api.logMessage(GCL_ERR, buf);
return;
}
snprintf(buf, sizeof(buf), "??? Failed to connect to an unknown server: %s", reason);
api.logMessage(GCL_ERR, buf);
}
void on_client_disconnect(GCT_INTPTR conn_user)
{
if (conn_user == STAT_SERVER) {
api.logMessage(GCL_NOTICE, "Disconect from stat server");
return;
}
if (conn_user == CACHE_SERVER) {
api.logMessage(GCL_NOTICE, "Disconect from cache server");
return;
}
api.logMessage(GCL_ERR, "??? Disconect from unknown server");
}
GC_ADAPTER_EVENT
void application_start(GCT_INT app_id)
{
int status;
ClientEvents events;
events.on_client_connect = on_client_connect;
events.on_client_connection_error = on_client_connection_error;
events.on_client_disconnect = on_client_disconnect;
status = api.s2sCreate(adapter_id, STAT_SERVER, GC_PROTOCOL_WSS, "stat.example.com", 7681, "stat", &events);
if (status != 0) {
api.logMessage(GCL_ERR, "Failed to connect to the game server.");
}
status = api.s2sCreate(adapter_id, CACHE_SERVER, GC_PROTOCOL_WSS, "cache.example.com", 7681, "cache", &events);
if (status != 0) {
api.logMessage(GCL_ERR, "Failed to connect to the lobby server.");
}
}