teeworlds_network/docs/classes/TeeworldsClient.md

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# TeeworldsClient
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### <a name="initialize"></a> #initialize(options = {})
**Parameter: Hash**
Available keys:
- `:verbose [Boolean]` enables verbose output.
- `:verbose_snap [Boolean]` enables verbose output specific to the snap message.
- `:config [String]` path to autoexec.cfg file. As of right now only those commands are supported:
+ `password [yourpassword]` will be sent on connect
+ `echo [message]` prints a message
+ `quit` quits the client
**Example:**
```ruby
client = TeeworldsClient.new(verbose: true, config: "autoexec.cfg")
client.connect('localhost', 8303, detach: false)
```
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### <a name="on_disconnect"></a> #on_disconnect(&block)
**Parameter: block [Block |[context](../classes/Context.md)|]**
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context.message is nil but there is a key `:reason` set in the context.data hash.
By default the following disconnect message is printed `puts "got disconnect. reason='#{context.data[:reason]}'"`
if you want to skip that behavior call the `context.cancel` method.
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**Example:**
```ruby
client = TeeworldsClient.new
client.on_disconnect do |context|
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# remove default disconnect message
context.cancel
# implement custom disconnect message
puts "got disconnect. reason='#{context.data[:reason]}'"
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end
client.connect('localhost', 8303, detach: false)
```
### <a name="on_connected"></a> #on_connected(&block)
**Parameter: block [Block |[context](../classes/Context.md)|]**
context.message is nil because there is no message payload.
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By default the client will respond with the startinfo message.
This is crucial to establish a healthy connection to the server.
If you know what you are doing and do not want to send this message call `context.cancel`
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**Example:**
```ruby
client = TeeworldsClient.new
client.on_connected do |context|
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puts "we got NETMSG_CON_READY from server"
# skip default behavior
context.cancel
# send start info manually
client.send_msg_start_info
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end
client.connect('localhost', 8303, detach: false)
```
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### <a name="on_rcon_line"></a> #on_rcon_line(&block)
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**Parameter: block [Block |[context](../classes/Context.md)|]**
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context.message is a [RconLine](../classes/messages/RconLine.md)
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By default the rcon line is printed to stdout in the following format `"[rcon] #{context.message.command}"`
if you want to skip that behavior call `context.cancel`
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**Example:**
```ruby
client = TeeworldsClient.new
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client.on_rcon_line do |context|
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# skip default print
context.cancel
# implement custom print
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puts "[rcon] #{context.message.command}"
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end
client.connect('localhost', 8303, detach: false)
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```
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### <a name="on_auth_off"></a> #on_auth_off(&block)
**Parameter: block [Block |[context](../classes/Context.md)|]**
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context.message is nil because there is no message payload.
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By default the client will print "rcon logged out" if you want to skip that behavior call `context.cancel`
**Example:**
```ruby
client = TeeworldsClient.new
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client.on_auth_off do |context|
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# do not print default "rcon logged out" message
context.cancel
# implement custom message
puts "rcon logged out"
end
client.connect('localhost', 8303, detach: false)
```
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### <a name="on_auth_on"></a> #on_auth_on(&block)
**Parameter: block [Block |[context](../classes/Context.md)|]**
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context.message is nil because there is no message payload.
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By default the client will print "rcon logged in" if you want to skip that behavior call `context.cancel`
**Example:**
```ruby
client = TeeworldsClient.new
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client.on_auth_on do |context|
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# do not print default "rcon logged in" message
context.cancel
# implement custom message
puts "rcon logged in"
end
client.connect('localhost', 8303, detach: false)
```
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### <a name="on_input_timing"></a> #on_input_timing(&block)
**Parameter: block [Block |[context](../classes/Context.md)|]**
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context.message is a [InputTiming](../classes/messages/InputTiming.md)
**Example:**
```ruby
client = TeeworldsClient.new
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client.on_input_timing do |context|
puts "intended_tick: #{context.message.intended_tick}"
puts "time_left: #{context.message.time_left}"
end
client.connect('localhost', 8303, detach: false)
```
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### <a name="on_maplist_entry_rem"></a> #on_maplist_entry_rem(&block)
**Parameter: block [Block |[context](../classes/Context.md)|]**
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context.message is a [MaplistEntryRem](../classes/messages/MaplistEntryRem.md)
**Example:**
```ruby
client = TeeworldsClient.new
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client.on_maplist_entry_rem do |context|
# print all map names the server
# sends to the client
puts context.message.name
end
client.connect('localhost', 8303, detach: false)
```
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### <a name="on_maplist_entry_add"></a> #on_maplist_entry_add(&block)
**Parameter: block [Block |[context](../classes/Context.md)|]**
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context.message is a [MaplistEntryAdd](../classes/messages/MaplistEntryAdd.md)
**Example:**
```ruby
client = TeeworldsClient.new
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client.on_maplist_entry_add do |context|
# print all map names the server
# sends to the client
puts context.message.name
end
client.connect('localhost', 8303, detach: false)
```
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### <a name="on_rcon_cmd_rem"></a> #on_rcon_cmd_rem(&block)
**Parameter: block [Block |[context](../classes/Context.md)|]**
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context.message is a [RconCmdRem](../classes/messages/RconCmdRem.md)
**Example:**
```ruby
client = TeeworldsClient.new
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client.on_rcon_cmd_rem do |context|
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puts "[rcon] command '#{context.message.name}' was removed"
end
client.connect('localhost', 8303, detach: false)
```
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### <a name="on_rcon_cmd_add"></a> #on_rcon_cmd_add(&block)
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**Parameter: block [Block |[context](../classes/Context.md)|]**
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context.message is a [RconCmdAdd](../classes/messages/RconCmdAdd.md)
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**Example:**
```ruby
client = TeeworldsClient.new
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client.on_rcon_cmd_add do |context|
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puts "[rcon] command '#{context.message.name}' was added"
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end
client.connect('localhost', 8303, detach: false)
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```
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### <a name="on_snapshot"></a> #on_snapshot(&block)
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**Parameter: block [Block |[context](../classes/Context.md), [Snapshot](../classes/Snapshot.md)|]**
context.message is nil but the block takes a second argument of type [Snapshot](../classes/Snapshot.md)
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By default when a snapshot is received the `GameClient::ack_game_tick` and `GameClient::pred_game_tick`
variables are updated. Those are crucial for a healthy connection to the server. So only call `context.cancel`
if you know what you are doing
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**Example:**
```ruby
client = TeeworldsClient.new
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client.on_snapshot do |_, snapshot|
snapshot.items.each do |item|
next unless item.instance_of?(NetObj::Character)
p item.to_h
# => {:id=>0, :tick=>372118, :x=>1584, :y=>369, :vel_x=>0, :vel_y=>0, :angle=>0, :direction=>0, :jumped=>0, :hooked_player=>-1, :hook_state=>0, :hook_tick=>0, :hook_x=>1584, :hook_y=>369, :hook_dx=>0, :hook_dy=>0, :health=>0, :armor=>0, :ammo_count=>0, :weapon=>1, :emote=>0, :attack_tick=>0, :triggered_events=>0}
end
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end
client.connect('localhost', 8303, detach: false)
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```
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### <a name="on_client_info"></a> #on_client_info(&block)
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**Parameter: block [Block |[context](../classes/Context.md)|]**
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**WARNING THIS API IS PLANNED TO CHANGE!**
context.message is nil but there is `context.data[:player]`
By default this prints the message `Our client id is <id>` if you want to skip that behavior
call `context.cancel`
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**Example:**
```ruby
client = TeeworldsClient.new
client.on_client_info do |context|
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# print new player info
p context.data[:player]
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end
client.connect('localhost', 8303, detach: false)
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```
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### <a name="on_chat"></a> #on_chat(&block)
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**Parameter: block [Block |[context](../classes/Context.md), [ChatMessage](../classes/ChatMessage.md)|]**
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Takes a block that will be called when the client receives a chat message.
The block takes two parameters:
[context](../classes/Context.md) - pretty much useless as of right now
[ChatMessage](../classes/ChatMessage.md) - holds all the information of the chat message
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**Example:**
```ruby
client = TeeworldsClient.new
client.on_chat do |context, msg|
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puts "[chat] #{msg}"
end
client.connect('localhost', 8303, detach: false)
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```
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### <a name="on_map_change"></a> #on_map_change(&block)
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**Parameter: block [Block |[context](../classes/Context.md)|]**
Takes a block that will be called when the client receives a map change packet.
**Example:**
```ruby
client = TeeworldsClient.new
client.on_map_change do |context|
puts "Got new map!"
# skip default behavior
# in this case do not send the ready packet
context.cancel
end
client.connect('localhost', 8303, detach: false)
```
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### <a name="on_client_drop"></a> #on_client_drop(&block)
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**Parameter: block [Block |[context](../classes/Context.md)|]**
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Takes a block that will be called when the client receives a client drop packet.
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Context.data:
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```ruby
[
player: player_object,
chunk: raw_packet_data,
client_id: 0,
reason: '',
silent: false
]
```
**Example:**
```ruby
client.on_client_drop do |ctx|
unless ctx.data[:silent]
reason = ctx.data[:reason] ? " (#{ctx.data[:reason]})" : ''
puts "'#{ctx.data[:player].name}' left the game#{reason}"
end
end
```
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### <a name="connect"></a> #connect(ip, port, options = {})
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**Parameter: ip [String]**
**Parameter: port [Integer]**
**Parameter: options [Hash] (default: {detach: false})**
Connect to given server. The option ``:detach`` decides wether the connection should run in a background thread or not.
By default no thread will be spawned. And the ``connect()`` method blocks your main thread. Meaning no line below that will be run as long as the connection is up.
If you decide to provide the option ``detach: true`` it will spawn a thread and run the connection in there. Meaning it will jump to the next line after ``connect()`` is called. So it is your responsibility to keep the program running.
If the connection happens in the last line of your program it will just quit. So you have to keep it up using a loop for example.
**Example:**
```ruby
client = TeeworldsClient.new(verbose: true)
# this will spawn a background thread
client.connect('localhost', 8303, detach: true)
# this line will be run directly after the connection
# this line will be running as long as the connection is up
client.connect('localhost', 8303, detach: false)
# this line will only be run if the connection broke
```
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### <a name="send_chat"></a> #send_chat(str)
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**Parameter: str [String]**
Send a chat message. Takes the chat message as String.
**Example:**
```ruby
client = TeeworldsClient.new(verbose: true)
client.connect('localhost', 8303, detach: false)
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client.send_chat('hello world!')
```
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### <a name="rcon_authed"></a> #rcon_authed? -> Boolean
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Returns true if the client is currently rcon authenticated.
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**Example:**
```ruby
client = TeeworldsClient.new
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client.connect('localhost', 8303, detach: true)
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# give the client time to connect
sleep(4)
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loop do
if client.rcon_authed?
puts "we are authenticated"
else
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client.rcon_auth(password: "rcon")
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end
sleep(1)
end
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```
### <a name="send_ctrl_close"></a> #send_ctrl_close
**Parameter: TODO**
**Example:**
```ruby
client = TeeworldsClient.new
# TODO: generated documentation
client.send_ctrl_close
client.connect('localhost', 8303, detach: false)
```
### <a name="disconnect"></a> #disconnect
**Parameter: TODO**
**Example:**
```ruby
client = TeeworldsClient.new
# TODO: generated documentation
client.disconnect
client.connect('localhost', 8303, detach: false)
```
### <a name="set_startinfo"></a> #set_startinfo(info)
**Parameter: TODO**
**Example:**
```ruby
client = TeeworldsClient.new
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# all keys are optional
# if not provided they will fall back to the default value
client.set_startinfo(
name: 'ruby gamer',
clan: '',
country: -1,
body: 'spiky',
marking: 'duodonny',
decoration: '',
hands: 'standard',
feet: 'standard',
eyes: 'standard',
custom_color_body: 0,
custom_color_marking: 0,
custom_color_decoration: 0,
custom_color_hands: 0,
custom_color_feet: 0,
custom_color_eyes: 0,
color_body: 0,
color_marking: 0,
color_decoration: 0,
color_hands: 0,
color_feet: 0,
color_eyes: 0
)
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client.connect('localhost', 8303, detach: false)
```
### <a name="send_msg"></a> #send_msg(data)
**Parameter: TODO**
**Example:**
```ruby
client = TeeworldsClient.new
# TODO: generated documentation
client.send_msg(data)
client.connect('localhost', 8303, detach: false)
```
### <a name="send_ctrl_keepalive"></a> #send_ctrl_keepalive
**Parameter: TODO**
**Example:**
```ruby
client = TeeworldsClient.new
# TODO: generated documentation
client.send_ctrl_keepalive
client.connect('localhost', 8303, detach: false)
```
### <a name="send_msg_connect"></a> #send_msg_connect
**Parameter: TODO**
**Example:**
```ruby
client = TeeworldsClient.new
# TODO: generated documentation
client.send_msg_connect
client.connect('localhost', 8303, detach: false)
```
### <a name="send_ctrl_with_token"></a> #send_ctrl_with_token
**Parameter: TODO**
**Example:**
```ruby
client = TeeworldsClient.new
# TODO: generated documentation
client.send_ctrl_with_token
client.connect('localhost', 8303, detach: false)
```
### <a name="send_info"></a> #send_info
**Parameter: TODO**
**Example:**
```ruby
client = TeeworldsClient.new
# TODO: generated documentation
client.send_info
client.connect('localhost', 8303, detach: false)
```
### <a name="rcon_auth"></a> #rcon_auth(name, password = nil)
**Parameter: TODO**
**Example:**
```ruby
client = TeeworldsClient.new
# TODO: generated documentation
client.rcon_auth(name, password = nil)
client.connect('localhost', 8303, detach: false)
```
### <a name="rcon"></a> #rcon(command)
**Parameter: TODO**
**Example:**
```ruby
client = TeeworldsClient.new
# TODO: generated documentation
client.rcon(command)
client.connect('localhost', 8303, detach: false)
```
### <a name="send_msg_start_info"></a> #send_msg_start_info
**Parameter: TODO**
**Example:**
```ruby
client = TeeworldsClient.new
# TODO: generated documentation
client.send_msg_start_info
client.connect('localhost', 8303, detach: false)
```
### <a name="send_msg_ready"></a> #send_msg_ready
**Parameter: TODO**
**Example:**
```ruby
client = TeeworldsClient.new
# TODO: generated documentation
client.send_msg_ready
client.connect('localhost', 8303, detach: false)
```
### <a name="send_enter_game"></a> #send_enter_game
**Parameter: TODO**
**Example:**
```ruby
client = TeeworldsClient.new
# TODO: generated documentation
client.send_enter_game
client.connect('localhost', 8303, detach: false)
```
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### <a name="send_input"></a> #send_input(input = {})
**Parameter: Hash**
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**Example:**
```ruby
client = TeeworldsClient.new
client.connect('localhost', 8303, detach: false)
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loop do
client.send_input(
direction: -1,
target_x: 10,
target_y: 10,
jump: rand(0..1),
fire: 0,
hook: 0,
player_flags: 0,
wanted_weapon: 0,
next_weapon: 0,
prev_weapon: 0)
end
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```
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### <a name="on_tick"></a> #on_tick(&block)
**Parameter: TODO**
**Example:**
```ruby
client = TeeworldsClient.new
# TODO: generated documentation
client.on_tick(&block)
client.connect('localhost', 8303, detach: false)
```