Joining a session 'works' but neither the client nor the host reacts to one another, yet.
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@@ -28,7 +28,7 @@ bool game_instance_host_session(Game_Instance *instance, const Game_Session_Sett
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return false;
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}
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instance->game_session = (Game_Session *)calloc(1, sizeof(Game_Session));
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instance->game_session = (Game_Session *)calloc(1, sizeof(Game_Session)); // LEAK
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if(settings.online) {
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if(instance->game_networking.api != NULL) {
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@@ -57,7 +57,7 @@ bool game_instance_host_session(Game_Instance *instance, const Game_Session_Sett
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bool game_instance_join_session(Game_Instance *instance, const char *session_id) {
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assert(instance != NULL);
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printf("Trying to join a session ...\n");
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printf("Trying to join a session '%s' ...\n", session_id);
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if(instance->game_session != NULL) {
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printf("Failed. A session is already active.\n");
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@@ -69,7 +69,13 @@ bool game_instance_join_session(Game_Instance *instance, const char *session_id)
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return false;
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}
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return false;
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instance->game_session = (Game_Session *)calloc(1, sizeof(Game_Session)); // LEAK
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if(!networking_try_join(&instance->game_networking, instance->game_session, session_id)) {
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return false;
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}
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return true;
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}
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bool game_instance_push_local_input(Game_Instance *instance, Simulation_Game_Input input) {
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@@ -90,6 +90,14 @@ static void state_render(Presentation_State *state) {
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}
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if (GuiButton((Rectangle){ 64, 64 + (BUTTON_HEIGHT * 1), 128, BUTTON_HEIGHT }, "Join")) {
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ctx->mode = Main_Menu_Mode_Multiplayer_Join;
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memset(&ctx->session_id_input, 0, sizeof(ctx->session_id_input));
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ctx->session_id_input[0] = 'A';
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ctx->session_id_input[1] = 'B';
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ctx->session_id_input[2] = 'C';
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ctx->session_id_input[3] = 'D';
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ctx->session_id_input[4] = 'E';
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ctx->session_id_input[5] = 'F';
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}
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if (GuiButton((Rectangle){ 64, 64 + (BUTTON_HEIGHT * 2), 128, BUTTON_HEIGHT }, "Back to Main Menu")) {
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ctx->mode = Main_Menu_Mode_Home;
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@@ -126,16 +134,35 @@ static void state_render(Presentation_State *state) {
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break;
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}
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case Main_Menu_Mode_Multiplayer_Join: {
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// TODO: SS - Add text-input here so the player can specify what session to try connecting to.
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// TODO: SS - Session-browser? Shows all available sessions and you can just press it to join? Maybe be prompted with a password if it's locked?
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if (GuiButton((Rectangle){ 64, 64 + (BUTTON_HEIGHT * 1), 128, BUTTON_HEIGHT }, "Connect")) {
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printf("TODO: SS - Connect to session id.\n");
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const char *session_id = "TEMP00"; // TEMP
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game_instance_join_session(ctx->game_instance, session_id);
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}
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int pressed_button_index = GuiTextInputBox(
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(Rectangle) { 64, 64, 256, 128 }, // Bounds
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"Session-ID", // Title
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NULL, // Message
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"Join", // Buttons
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&ctx->session_id_input[0], // Text
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sizeof(ctx->session_id_input) + 1, // Text max size
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NULL // secret view active
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);
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if (GuiButton((Rectangle){ 64, 64 + (BUTTON_HEIGHT * 2), 128, BUTTON_HEIGHT }, "Cancel")) {
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ctx->mode = Main_Menu_Mode_Multiplayer;
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if(pressed_button_index >= 0) {
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if(pressed_button_index == 0) {
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ctx->mode = Main_Menu_Mode_Multiplayer;
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}
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else if(pressed_button_index == 1) {
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if(game_instance_join_session(ctx->game_instance, &ctx->session_id_input[0])) {
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// Ok!
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ctx->ingame_ctx->game_instance = ctx->game_instance;
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presentation_state_machine_go_to(&presentation_state_ingame);
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}
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else {
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printf("Failed to join session '%s'.\n", &ctx->session_id_input[0]);
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}
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}
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else {
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assert(false);
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}
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}
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break;
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@@ -24,6 +24,8 @@ typedef struct {
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bool *should_quit_game;
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Presentation_State_Ingame_Context *ingame_ctx;
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char session_id_input[6];
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} Presentation_State_Main_Menu_Context;
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void presentation_state_main_menu_init(Presentation_State_Main_Menu_Context *ctx);
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@@ -4,6 +4,19 @@
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#define ONVO_IDENTIFIER "c2438167-831b-4bf7-8bdc-abcdefabcd00"
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static void listen_callback(
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const char *event, /* "joined", "leaved", "game" */
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int64_t messageId, /* sekventiellt meddelande‑ID (från host) */
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const char *clientId, /* avsändarens klient‑ID (eller NULL) */
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json_t *data, /* JSON‑objekt med godtycklig speldata */
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void *context /* godtycklig pekare som skickas vidare */
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) {
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printf("#%li :: Event: '%s' from '%s'.\n", messageId, event, clientId);
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Game_Networking *networking = (Game_Networking *)context;
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}
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static inline bool setup_api(Game_Networking *networking) {
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assert(networking != NULL);
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@@ -22,6 +35,28 @@ static inline bool setup_api(Game_Networking *networking) {
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return true;
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}
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static bool start_listening(Game_Networking *networking) {
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assert(networking != NULL);
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assert(networking->api != NULL);
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int listener_id = mp_api_listen(networking->api, listen_callback, (void *)networking); // TODO: SS - Change context.
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if(listener_id < 0) {
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return false;
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}
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networking->listener_id = (uint32_t)listener_id;
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return true;
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}
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static bool stop_listening(Game_Networking *networking) {
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assert(networking != NULL);
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assert(networking->api != NULL);
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assert(networking->listener_id >= 0);
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mp_api_unlisten(networking->api, (int)networking->listener_id);
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}
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bool networking_try_host(Game_Networking *networking, Game_Session *session, Game_Session_Settings settings) {
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assert(networking != NULL);
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@@ -47,6 +82,7 @@ bool networking_try_host(Game_Networking *networking, Game_Session *session, Gam
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);
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if(host_result != MP_API_OK) {
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printf("Failed to host; Got result: %i.\n", host_result);
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// TODO: SS - Shutdown API.
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return false;
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}
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@@ -54,7 +90,7 @@ bool networking_try_host(Game_Networking *networking, Game_Session *session, Gam
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networking->session_id = session_id;
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networking->local_client_id = local_client_id;
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// TODO: SS - Start listening.
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assert(start_listening(networking));
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// Set up session.
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game_session_init(
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@@ -70,15 +106,60 @@ bool networking_try_host(Game_Networking *networking, Game_Session *session, Gam
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return true;
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}
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bool networking_try_join(Game_Networking *networking, const char *session_id) {
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bool networking_try_join(Game_Networking *networking, Game_Session *session, const char *session_id) {
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assert(networking != NULL);
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if(strlen(session_id) == 0) {
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return false;
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}
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if(!setup_api(networking)) {
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printf("Failed to join; API is already set up.\n");
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return false;
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}
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printf("Trying to join session with id: '%s' ...\n", session_id);
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printf("Trying to join session using code: '%s' ...\n", session_id);
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char *result_session_id;
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char *local_client_id;
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json_t *received_json;
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int join_result = mp_api_join(
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networking->api, // API.
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session_id, // Session-code.
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NULL, // JSON-data to send. // TODO: SS - Send information about you as a player (username, ..).
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&result_session_id, // Received Session-id. I assume it should be the same as 'session_id'.
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&local_client_id, // Received client-id.
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&received_json // Received JSON-data.
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);
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if(join_result != MP_API_OK) {
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// TODO: SS - Shutdown API.
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printf("Failed to join; Got result: %i.\n", join_result);
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return false;
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}
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assert(strcmp(result_session_id, session_id) == 0); // TODO: SS - Ask Robin why mp_api_join() returns a session_id. Is it to support 'abcdef' => 'ABCDEF'?
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printf("Joined session '%s', local_client_id is '%s'.\n", result_session_id, local_client_id);
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networking->session_id = result_session_id;
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networking->local_client_id = local_client_id;
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// TODO: SS - Decide how to network this..
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// Should we just receive the session's settings as well as a long list of commands of what has happened throughout the match - at least one per tick?
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// Or, should this client receive the current state of the session?
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if(received_json != NULL) {
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// TODO: SS - Read this json because it might contain valuable information.
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json_decref(received_json);
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}
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// TODO: SS - Stop listening.
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assert(start_listening(networking));
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// TODO: SS - Set up session based on what we got in the json.
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// game_session_init(
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// session,
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// settings
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// );
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return true;
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}
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@@ -89,14 +170,18 @@ bool networking_stop_hosting(Game_Networking *networking) {
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return false;
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}
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assert(stop_listening(networking));
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mp_api_destroy(networking->api);
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networking->api = NULL;
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if(networking->session_id != NULL) {
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free(networking->session_id);
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networking->session_id = NULL;
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}
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if(networking->local_client_id != NULL) {
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free(networking->local_client_id);
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networking->local_client_id = NULL;
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}
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printf("Stopped hosting.\n");
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@@ -9,10 +9,12 @@ typedef struct {
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char *session_id;
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char *local_client_id;
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uint32_t listener_id;
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} Game_Networking;
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bool networking_try_host(Game_Networking *networking, Game_Session *session, Game_Session_Settings settings);
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bool networking_try_join(Game_Networking *networking, const char *session_id);
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bool networking_try_join(Game_Networking *networking, Game_Session *session, const char *session_id);
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bool networking_stop_hosting(Game_Networking *networking);
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