Files
ReSkate/Extension/Multiplayer/Session/session.h
T
AyeZeeBB 9b81c821e4 Kicks: a popup for the player who was put out, and vote kicks last 5 minutes
A player kicked or banned only found out why from the status line of the
multiplayer menu, if they opened it.
- What the host or server says as it puts a player out ("You were
  kicked...", "You are banned...", away too long, a mod or cheat it does
  not allow) is now shown in the middle of the screen with an OK button,
  under YOU WERE KICKED, BANNED or REMOVED. The same when they are refused
  on trying to join again early. A link that is simply lost shows nothing
  new.
- Answered with A or B on a controller, Enter or Esc, or a click on OK. The
  game's input is held while it is up, as for the vote for the next map, so
  the button that answers is not also a press in the game.
- Console: "popup test" shows it with a sample message, to try it without
  being kicked.
Server: a kick by a vote has a time of its own, votes.kick_minutes, 5 by
default (1-1440, or 0 for until the server restarts); it no longer goes by
players.kick_minutes, which is now an admin's kick only and is still until
the restart by default. Console: votes kick-minutes <minutes>|restart, and
"votes" shows it. A config without the key takes the 5 minutes.
2026-10-13 15:38:36 -05:00

70 lines
4.3 KiB
C++

#pragma once
#include "Engine/Game/Multiplayer/session_model.h"
#include <cstdint>
#include <optional>
#include <string>
#include <vector>
namespace dingosdk::multiplayer {
// Commands and tick execute on the game's client thread. model() is thread-safe.
std::string command(std::string_view action, std::string_view argument = {}, std::string_view password = {});
// A dedicated server's vote is running and this player may answer it (queue_command "vote" yes|no).
bool server_vote_open() noexcept;
// A dedicated server's poll is running and this player may answer it: how many answers it has
// (queue_command "vote" 1 to that many). 0: no poll.
unsigned server_poll_answers() noexcept;
// Private menu queue: passwords never pass through console history/logging.
bool queue_command(std::string_view action, std::string_view argument, std::string_view password);
// Called just before the host's validated native load is submitted, on the client thread.
void host_map_change(std::string_view destination);
enum class MapLoadResult { waiting, queued, failed, missing }; // missing: the map is not installed
// Runs on the client thread; only catalog-registered destinations may be queued.
using MapLoader = MapLoadResult (*)(std::string_view map, bool submitted, std::string &detail);
void tick(std::uintptr_t base, std::uintptr_t client, bool gameplay_ready, std::string_view map,
MapLoader loader = nullptr);
MultiplayerModel model();
std::string take_leave_notice(); // why the session just ended over a missing map, once; client thread
// What the host or server said as it put the player out of the session (kicked, banned, away too
// long, a mod or a cheat it does not allow), or refused to let them in for it; once. Client thread.
std::string take_removed_notice();
// The same map when the host said which Thunderstore package it is from, so it can be offered
// for download instead (Extension/Assets/map_download.h): the session does not end. It tells
// the host the map is being fetched, which is given much longer than a load, and goes on
// trying the map, so it loads as soon as it is installed. Once per map; client thread.
// The downloader ends the session (queue_command "stop") when the player says no or the map
// cannot be had. Should the session end meanwhile for another reason,
// queue_command("rejoin", "", "") goes back to it, with the password it was joined with.
struct MapNeed {
std::string package; // protocol.h: valid_map_package, never empty
std::string map; // its name for people
bool server{}; // a dedicated server's map, not a player's lobby
bool moved{}; // the session changed to this map with the player in it (else: joining)
// The version of it installed here, when that is another than the host's: the host's is
// fetched in its place. Empty: the map is not installed.
std::string have;
};
std::optional<MapNeed> take_map_need();
// Whether a session is waiting on a map being fetched right now. Thread-safe.
bool fetching_map() noexcept;
// Held while a map is being downloaded, installed or applied: the session does not load the
// host's map meanwhile, and waits as it does for one that is missing. A map that is being
// replaced by another version is one the game already knows, so without this it would load as
// soon as the new files are in place, before the mods are applied again. Thread-safe.
void hold_map_load(bool hold) noexcept;
// How a host learns the package of the map it is on, to tell its guests: the level's asset in,
// the package (or nothing) out. Called on the client thread, often; it should be quick.
using MapPackageLookup = std::string (*)(std::string_view asset);
// The maps a dedicated server's vote for the next map will offer, as it said about a minute
// before the vote (protocol.h: next_maps): each one's name in the vote and its Thunderstore
// package (may be empty). None outside such a server, and after the map changed. Thread-safe;
// the serial changes whenever the list does.
struct NextMapWanted {
std::string name, package;
};
std::vector<NextMapWanted> next_maps();
unsigned next_maps_serial() noexcept;
void set_map_package_lookup(MapPackageLookup lookup) noexcept;
// The session's chat lines for the overlay. Thread-safe and cheap: callable every frame.
MultiplayerChat chat();
} // namespace dingosdk::multiplayer