multiplayer: Add status message for user joining/leaving
The room server is now able to send a new type of packet: IdStatusMessage which is parsed and displayed by the client.
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386bf5c861
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0319e51960
6 changed files with 134 additions and 7 deletions
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@ -40,6 +40,14 @@ struct ChatEntry {
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std::string message; ///< Body of the message.
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};
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/// Represents a system status message.
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struct StatusMessageEntry {
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StatusMessageTypes type; ///< Type of the message
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/// Subject of the message. i.e. the user who is joining/leaving/being banned, etc.
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std::string nickname;
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std::string username;
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};
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/**
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* This is what a client [person joining a server] would use.
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* It also has to be used if you host a game yourself (You'd create both, a Room and a
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@ -192,6 +200,16 @@ public:
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CallbackHandle<ChatEntry> BindOnChatMessageRecieved(
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std::function<void(const ChatEntry&)> callback);
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/**
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* Binds a function to an event that will be triggered every time a StatusMessage is
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* received. The function will be called every time the event is triggered. The callback
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* function must not bind or unbind a function. Doing so will cause a deadlock
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* @param callback The function to call
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* @return A handle used for removing the function from the registered list
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*/
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CallbackHandle<StatusMessageEntry> BindOnStatusMessageReceived(
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std::function<void(const StatusMessageEntry&)> callback);
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/**
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* Leaves the current room.
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*/
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