NAME
s2sDestroy
- close server to server connection.
SYNOPSIS
#include <game-carrier/server.h>
typedef void (GC_CORE_API *S2SDestroy)(
GCT_INTPTR s2s_handle);
typedef struct s2sDestroy {
/* ... Some fields ... */
S2SDestroy s2sDestroy;
/* ... Some fields ... */
}
Parameters:
s2s_handle
GCT_INTPTR
The client connection handle.
RETURN VALUE
None.
DESCRIPTION
The gc_client_stop
function closes a specific active connection
established with another Game Carrier server application.
It must be called only after successful receiving on_client_connect
event.
The s2s_handle
parameter represents the client connection handle, which is used to identify a specific connection that must be closed.
The handle is returned after the successful connection establishing in on_client_connect
event.
After calling s2sDestroy
function all messages, added by the s2sAddMessage
function, will be sent.
At the same time, it will not process any new messages.
There is a possibility of receiving on_client_message
events after the successful gc_client_stop
call.
It happens when a message is received and queued up to be processed by the application,
but at that moment the application hasn’t had a chance to handle it yet.
In that case, the message will still be processed and the on_client_message
event will be triggered,
even if gc_client_stop
has been called and the connection is being closed.
In case of client library the analogeous function is gc_client_stop
.
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.");
}
}