22 struct packet_server_join_req;
31 struct packet_server_join_req *req);
35 void send_conn_info(
struct conn_list *src,
struct conn_list *dest);
48 const QString &reason);
void send_conn_info(struct conn_list *src, struct conn_list *dest)
Send conn_info packets to tell 'dest' connections all about 'src' connections.
bool connection_attach(struct connection *pconn, struct player *pplayer, bool observing)
Setup pconn as a client connected to pplayer or observer.
void reject_new_connection(const char *msg, struct connection *pconn)
send the rejection packet to the client.
bool handle_login_request(struct connection *pconn, struct packet_server_join_req *req)
Returns FALSE if the clients gets rejected and the connection should be closed.
void lost_connection_to_client(struct connection *pconn)
High-level server stuff when connection to client is closed or lost.
struct player * find_uncontrolled_player()
Search for first uncontrolled player.
void connection_close_server(struct connection *pconn, const QString &reason)
Close a connection.
bool connection_delegate_take(struct connection *pconn, struct player *pplayer)
Use a delegation to get control over another player.
void connection_detach(struct connection *pconn, bool remove_unused_player)
Remove pconn as a client connected to pplayer: Updates pconn->playing, pconn->playing->connections,...
void conn_set_access(struct connection *pconn, enum cmdlevel new_level, bool granted)
Set the access level of a connection, and re-send some needed info.
bool connection_delegate_restore(struct connection *pconn)
Restore the original status of a delegate connection pconn after potentially using a delegation.
void send_conn_info_remove(struct conn_list *src, struct conn_list *dest)
Like send_conn_info(), but turn off the 'used' bits to tell clients to remove info about these connec...
void establish_new_connection(struct connection *pconn)
This is used when a new player joins a server, before the game has started.