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The Multiplayer lobby needs some changes to avoid compartment mismatches. Instead of initializing it with a ScriptInterface and storing script values at different locations, it takes a ScriptInterface argument in the functions that really need to read or write some script values and avoids storing values as script values with an associated compartment where possible. The scripting interface of the lobby is also adjusted to use JSInterface_Lobby.h/cpp files as other components instead of adding all functions to ScriptFunctions.cpp. This makes it a bit more clearly arranged IMO. Fixes #2267 Refs #2241 Refs #1886 This was SVN commit r14199.
66 lines
No EOL
2.6 KiB
C++
66 lines
No EOL
2.6 KiB
C++
/* Copyright (C) 2013 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_JSI_LOBBY
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#define INCLUDED_JSI_LOBBY
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#include "scriptinterface/ScriptVal.h"
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#include "lib/config2.h" // for CONFIG2_LOBBY
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class ScriptInterface;
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namespace JSI_Lobby
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{
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bool HasXmppClient(void* cbdata);
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#if CONFIG2_LOBBY
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void StartXmppClient(void* cbdata, std::wstring username, std::wstring password, std::wstring room, std::wstring nick);
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void StartRegisterXmppClient(void* cbdata, std::wstring username, std::wstring password);
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void StopXmppClient(void* cbdata);
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void ConnectXmppClient(void* cbdata);
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void DisconnectXmppClient(void* cbdata);
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void RecvXmppClient(void* cbdata);
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void SendGetGameList(void* cbdata);
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void SendGetBoardList(void* cbdata);
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void SendGameReport(void* cbdata, CScriptVal data);
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void SendRegisterGame(void* cbdata, CScriptVal data);
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void SendUnregisterGame(void* cbdata);
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void SendChangeStateGame(void* cbdata, std::wstring nbp, std::wstring players);
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CScriptVal GetPlayerList(void* cbdata);
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CScriptVal GetGameList(void* cbdata);
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CScriptVal GetBoardList(void* cbdata);
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CScriptVal LobbyGuiPollMessage(void* cbdata);
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void LobbySendMessage(void* cbdata, std::wstring message);
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void LobbySetPlayerPresence(void* cbdata, std::wstring presence);
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void LobbySetNick(void* cbdata, std::wstring nick);
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std::wstring LobbyGetNick(void* cbdata);
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void LobbyKick(void* cbdata, std::wstring nick, std::wstring reason);
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void LobbyBan(void* cbdata, std::wstring nick, std::wstring reason);
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std::wstring LobbyGetPlayerPresence(void* cbdata, std::wstring nickname);
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// Non-public secure PBKDF2 hash function with salting and 1,337 iterations
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std::string EncryptPassword(const std::string& password, const std::string& username);
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// Public hash interface.
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std::wstring EncryptPassword(void* cbdata, std::wstring pass, std::wstring user);
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bool IsRankedGame(void* cbdata);
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void SetRankedGame(void* cbdata, bool isRanked);
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#endif // CONFIG2_LOBBY
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}
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#endif |