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frdi_server.h File Reference

function headers and defines for the server package More...

#include "../shared/frdi.h"

Go to the source code of this file.

Compounds

struct  frdi__server_app
struct  frdi__server_host
struct  frdi__server_client
struct  frdi__server_user
struct  frdi__server_game

Functions

frdi_server_app * frdiServerAppNew (frdi_app *app)
int frdiServerAppRun (frdi_server_app *self)
void frdiServerAppFree (frdi_server_app *self)
char * frdiServerAppDisplay (frdi_server_app *self)
void frdiServerPV (frdi_server_app *self, char *str)
void frdiServerPVF (frdi_server_app *self, char *format, void *arg)
void * frdiServerClientListenerSpawner (void *arg)
void * frdiServerHostListenerSpawner (void *arg)
void frdiServerClientListenerWaitStop (frdi_server_app *self)
void frdiServerHostListenerWaitStop (frdi_server_app *self)
void frdiServerClientListenerTellStop (frdi_server_app *self)
void frdiServerHostListenerTellStop (frdi_server_app *self)
void frdiServerClientListenerTellStart (frdi_server_app *self)
void frdiServerHostListenerTellStart (frdi_server_app *self)
frdi_server_client * frdiServerClientInitialise (frdi_server_app *self, frdi_connection *connection)
frdi_server_host * frdiServerHostInitialise (frdi_server_app *self, frdi_connection *connection)
void frdiServerClientFinalise (frdi_server_app *self, frdi_server_client *client)
void frdiServerHostFinalise (frdi_server_app *self, frdi_server_host *host)
void frdiServerClientRecieve (frdi_server_app *self, frdi_connection *connection, frdi_message *message)
void frdiServerHostRecieve (frdi_server_app *self, frdi_connection *connection, frdi_message *message)
void frdiServerClientMessageSend (frdi_server_app *self, frdi_server_client *client, frdi_message *message)
void frdiServerHostMessageSend (frdi_server_app *self, frdi_server_host *host, frdi_message *message)
char * frdiServerClientDisplay (frdi_server_app *self, frdi_server_client *client)
char * frdiServerHostDisplay (frdi_server_app *self, frdi_server_host *host)
void frdiServerClientMessageRecieve (frdi_server_app *self, frdi_server_host *host, frdi_server_client *client, frdi_message *message)
void * frdiServerHostMessageRecieve (frdi_server_app *self, frdi_server_host *host, frdi_message *message)
void frdiServerHostMsU (frdi_server_app *self, frdi_server_host *host, frdi_message *old_message)
void frdiServerClientMsU (frdi_server_app *self, frdi_server_client *client, frdi_message *old_message)
void frdiServerTellClientStop (frdi_server_app *self, frdi_server_client *client)
void frdiServerTellHostStop (frdi_server_app *self, frdi_server_host *host)
void frdiServerTellAllStop (frdi_server_app *self)
void frdiServerTellAllStopped (frdi_server_app *self)
void frdiServerGameSendClient (frdi_server_app *self, frdi_server_game *game, frdi_server_client *client, char *str)
void frdiServerGameSendClients (frdi_server_app *self, frdi_server_game *game, char *str)
void frdiServerClientMrD (frdi_server_app *self, frdi_server_host *host, frdi_server_client *client, frdi_message *message)
void frdiServerClientMrG (frdi_server_app *self, frdi_server_host *host, frdi_server_client *client, frdi_message *message)
void frdiServerClientMrK (frdi_server_app *self, frdi_server_host *host, frdi_server_client *client, frdi_message *message)
void frdiServerClientMrL (frdi_server_app *self, frdi_server_host *host, frdi_server_client *client, frdi_message *message)
void frdiServerClientMrM (frdi_server_app *self, frdi_server_host *host, frdi_server_client *client, frdi_message *message)
void frdiServerClientMrR (frdi_server_app *self, frdi_server_host *host, frdi_server_client *client, frdi_message *message)
void frdiServerClientMrU (frdi_server_app *self, frdi_server_host *host, frdi_server_client *client, frdi_message *message)
void frdiServerClientMrV (frdi_server_app *self, frdi_server_host *host, frdi_server_client *client, frdi_message *message)
void frdiServerClientMrE (frdi_server_app *self, frdi_server_host *host, frdi_server_client *client, frdi_message *message, char c)
void frdiServerGameSendUsers (frdi_server_app *self, frdi_server_game *game, frdi_list *user_list, char *str)
frdi_server_host * frdiServerHostFromGameId (frdi_server_app *self, frdi_server_client *client, char *game_id)
void frdiServerGameSendHost (frdi_server_app *self, frdi_server_game *game, char *str)
void frdiServerHostMrD (frdi_server_app *self, frdi_server_host *host, frdi_message *message)
void frdiServerHostMrF (frdi_server_app *self, frdi_server_host *host, frdi_message *message)
void frdiServerHostMrG (frdi_server_app *self, frdi_server_host *host, frdi_message *message)
void frdiServerHostMrK (frdi_server_app *self, frdi_server_host *host, frdi_message *message)
void frdiServerHostMrL (frdi_server_app *self, frdi_server_host *host, frdi_message *message)
void frdiServerHostMrR (frdi_server_app *self, frdi_server_host *host, frdi_message *message)
void frdiServerHostMrU (frdi_server_app *self, frdi_server_host *host, frdi_message *message)
void frdiServerHostMrE (frdi_server_app *self, frdi_server_host *host, frdi_message *message, char c)
char * frdiServerGameReport (frdi_server_app *self, frdi_server_game *game)
void frdiServerGameInitialiseSeed (frdi_server_app *self, frdi_server_game *game)
void frdiServerGameInitialiseInput (frdi_server_app *self, frdi_server_game *game)
void frdiServerGameReceiveClient (frdi_server_app *self, frdi_server_game *game, frdi_server_client *client, char *str)
void frdiServerGameReceiveHost (frdi_server_app *self, frdi_server_game *game, char *str)
frdi_server_game * frdiServerGameNew (frdi_server_app *self, char *game_id)
void frdiServerGameLog (frdi_server_app *self, frdi_server_game *game, char *str)
void frdiServerGameFinish (frdi_server_app *self, frdi_server_game *game)
char * frdiServerGameDescribe (frdi_server_app *self, frdi_server_game *game)
void frdiServerGameRegisterDigest (frdi_server_app *self, frdi_server_game *game, char *user_id, char *digest)
int frdiServerGameIsAllowed (frdi_server_app *self, frdi_server_game *game, char *prefix)
void frdiServerGameSetGameStage (frdi_server_app *self, frdi_server_game *game, int stage)
void frdiServerGameSetUserStatus (frdi_server_app *self, frdi_server_game *game, frdi_server_client *client, int status)
frdi_server_client * frdiServerGameClientFromName (frdi_server_app *self, frdi_server_game *game, char *name)
void frdiServerGameCheckReadyForOutcome (frdi_server_app *self, frdi_server_game *game)
char * frdiServerGameUseridFromClient (frdi_server_app *self, frdi_server_game *game, frdi_server_client *client)
void frdiGameAnnounceOutcomeToHost (frdi_server_app *self, frdi_server_game *game)
frdi_server_user * frdiServerUserNew (frdi_server_app *self)
frdi_server_user * frdiServerUserGetFromId (frdi_server_game *game, char *user_id)
frdi_server_user * frdiServerUserGetFromClient (frdi_server_game *game, frdi_server_client *client)
frdi_list * frdiServerUserListMatchStatus (frdi_server_game *game, int status)
char * frdiServerUserDescribe (frdi_server_app *self, frdi_server_user *user)
void frdiServerEncryptionMode (frdi_server_app *self, frdi_server_host *host, frdi_server_client *client, char *str)
void frdiServerAuthenticationMode (frdi_server_app *self, frdi_server_host *host, frdi_server_client *client, char *str)
void frdiServerAuthenticationTypePass (frdi_server_app *self, frdi_server_host *host, frdi_server_client *client, char *str)
void frdiServerAuthenticationType (frdi_server_app *self, frdi_server_host *host, frdi_server_client *client, char *str)
void frdiServerEncodingMode (frdi_server_app *self, frdi_server_host *host, frdi_server_client *client, char *str)


Detailed Description

function headers and defines for the server package

Author:
Douglas Reay <douglas-legal@reay.org>
Warning:

Function Documentation

frdi_server_app* frdiServerAppNew (  frdi_app *    app ) 
 

somewhere to put globals

int frdiServerAppRun (  frdi_server_app *    self ) 
 

doesn't exist until app ready to close

void frdiServerAppFree (  frdi_server_app *    self ) 
 

release the object

char* frdiServerAppDisplay (  frdi_server_app *    self ) 
 

return information about this application as a string

void frdiServerPV (  frdi_server_app *    self,
char *    str
) 
 

print if verbose

void frdiServerPVF (  frdi_server_app *    self,
char *    format,
void *    arg
) 
 

print if verbose using format

void* frdiServerClientListenerSpawner (  void *    arg ) 
 

called in its own thread when the Client listener receives a connection

void* frdiServerHostListenerSpawner (  void *    arg ) 
 

called in its own thread when the Host listener receives a connection

void frdiServerClientListenerWaitStop (  frdi_server_app *    self ) 
 

wait for the client listener thread to stop

void frdiServerHostListenerWaitStop (  frdi_server_app *    self ) 
 

wait for the host listener thread to stop

void frdiServerClientListenerTellStop (  frdi_server_app *    self ) 
 

send a message to the client listener thread to stop

void frdiServerHostListenerTellStop (  frdi_server_app *    self ) 
 

send a message to the host listener thread to stop

void frdiServerClientListenerTellStart (  frdi_server_app *    self ) 
 

launch the thread for the client listener

void frdiServerHostListenerTellStart (  frdi_server_app *    self ) 
 

launch the thread for the host listener

frdi_server_client* frdiServerClientInitialise (  frdi_server_app *    self,
frdi_connection *    connection
) 
 

register a client-server connection

frdi_server_host* frdiServerHostInitialise (  frdi_server_app *    self,
frdi_connection *    connection
) 
 

register a host-server connection

void frdiServerClientFinalise (  frdi_server_app *    self,
frdi_server_client *    client
) 
 

de-register a client-server connection

void frdiServerHostFinalise (  frdi_server_app *    self,
frdi_server_host *    host
) 
 

de-register a host-server connection

void frdiServerClientRecieve (  frdi_server_app *    self,
frdi_connection *    connection,
frdi_message *    message
) 
 

recieve a message from a client-server connection

void frdiServerHostRecieve (  frdi_server_app *    self,
frdi_connection *    connection,
frdi_message *    message
) 
 

recieve a message from a host-server connection

void frdiServerClientMessageSend (  frdi_server_app *    self,
frdi_server_client *    client,
frdi_message *    message
) 
 

send a message along a client-server connection

void frdiServerHostMessageSend (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_message *    message
) 
 

send a message along a host-server connection

char* frdiServerClientDisplay (  frdi_server_app *    self,
frdi_server_client *    client
) 
 

return a description of this client-server connection

char* frdiServerHostDisplay (  frdi_server_app *    self,
frdi_server_host *    host
) 
 

return a description of this host-server connection

void frdiServerClientMessageRecieve (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_server_client *    client,
frdi_message *    message
) 
 

recieve a message from a server-client connection

void* frdiServerHostMessageRecieve (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_message *    message
) 
 

recieve a message from a server-host connection D Description F Find G Game K Keepalive L Link R Remote U Unknown

void frdiServerHostMsU (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_message *    old_message
) 
 

send a U type message along a host-server connection

void frdiServerClientMsU (  frdi_server_app *    self,
frdi_server_client *    client,
frdi_message *    old_message
) 
 

send a U type message along a client-server connection

void frdiServerTellClientStop (  frdi_server_app *    self,
frdi_server_client *    client
) 
 

tell a client connection that they are closing (inform the host connection if one is relevant)

void frdiServerTellHostStop (  frdi_server_app *    self,
frdi_server_host *    host
) 
 

tell a host connection (and any related client connections) that they are closing

void frdiServerTellAllStop (  frdi_server_app *    self ) 
 

tell all connections (client and host) that they are closing

void frdiServerTellAllStopped (  frdi_server_app *    self ) 
 

tell any connections (client and host) that still need telling that they have closed

Note: relies on a particular undocumented behaviour of frdiDictValues that removing one item from the dict does not change the order the rest of the values will be returned when it is next called

void frdiServerGameSendClient (  frdi_server_app *    self,
frdi_server_game *    game,
frdi_server_client *    client,
char *    str
) 
 

Send str back to a client as a game message

void frdiServerGameSendClients (  frdi_server_app *    self,
frdi_server_game *    game,
char *    str
) 
 

Send str back to all client as a game message

void frdiServerClientMrD (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_server_client *    client,
frdi_message *    message
) 
 

Fairdice Client-Server connection message receive : Description CHALLENGE : D is <description> RESPONSE : none ACTION : set description of client

CHALLENGE : D request RESPONSE : D is <description> or RESPONSE : D null ACTION : none

void frdiServerClientMrG (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_server_client *    client,
frdi_message *    message
) 
 

Fairdice Client-Server connection message receive : Game

CHALLENGE : G <gamestr> <seperator> <data> RESPONSE : varies ACTION : parse <gamestr> into a frdi_server_game object. pass on to further method

void frdiServerClientMrK (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_server_client *    client,
frdi_message *    message
) 
 

Fairdice Client-Server connection message receive : Keepalive

CHALLENGE : K null RESPONSE : none ACTION : none

CHALLENGE : K ping request <integer> RESPONSE : K ping response <integer> ACTION : none

CHALLENGE : K ping response <integer> RESPONSE : none ACTION : record ping delay

CHALLENGE : K time request RESPONSE : K time response <timestamp> ACTION : none

CHALLENGE : K time response <timestamp> RESPONSE : none ACTION : synch time

void frdiServerClientMrL (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_server_client *    client,
frdi_message *    message
) 
 

Fairdice Client-Server connection message receive : Link

CHALLENGE : L opening RESPONSE : L opened ACTION : none

CHALLENGE : L opened RESPONSE : none ACTION : none

CHALLENGE : L closing RESPONSE : L closed ACTION : close this end of link

CHALLENGE : L closed RESPONSE : none ACTION : close this end of link

void frdiServerClientMrM (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_server_client *    client,
frdi_message *    message
) 
 

Fairdice Client-Server connection message receive : Mode

CHALLENGE : M auth <data> RESPONSE : varies ACTION : pass on to authentication negotiation method

CHALLENGE : M encrypt <data> RESPONSE : varies ACTION : pass on to encryption negotiation method

CHALLENGE : M encode <data> RESPONSE : varies ACTION : pass on to data encoding negotiation method

void frdiServerClientMrR (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_server_client *    client,
frdi_message *    message
) 
 

Fairdice Client-Server connection message receive : Remote

CHALLENGE : R <data> RESPONSE : none ACTION : pass on verbatim along the host (keeping the R prefix)

void frdiServerClientMrU (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_server_client *    client,
frdi_message *    message
) 
 

Fairdice Client-Server connection message receive : Unknown

CHALLENGE : U null RESPONSE : none ACTION : report the error

CHALLENGE : U <verbatim copy of message client got from us> RESPONSE : none ACTION : report the error

void frdiServerClientMrV (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_server_client *    client,
frdi_message *    message
) 
 

Fairdice Client-Server connection message receive : Version

CHALLENGE : V request RESPONSE : V offer <number selection> ACTION : none

CHALLENGE : V offer <number selection> RESPONSE : V select <number> or RESPONSE : V unsupported ACTION : none

CHALLENGE : V select <number> RESPONSE : none or RESPONSE : V unsupported ACTION : none

where <number> is a positive integer identifying a specific version of the server-client link protocol.

where <number range> is "<number>-<number>"

where <number selection> is a comma seperated list of <number> and or <number range>

for example 1,3-5,7

note: implementation incomplete.

void frdiServerClientMrE (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_server_client *    client,
frdi_message *    message,
char    c
) 
 

Fairdice Client-Server connection message receive : A Mystery

CHALLENGE : <unparsable> RESPONSE : U <unparsable> ACTION : report the error

void frdiServerGameSendUsers (  frdi_server_app *    self,
frdi_server_game *    game,
frdi_list *    user_list,
char *    str
) 
 

Send str back to all listed users

frdi_server_host* frdiServerHostFromGameId (  frdi_server_app *    self,
frdi_server_client *    client,
char *    game_id
) 
 

find a host with a game whose id matches

void frdiServerGameSendHost (  frdi_server_app *    self,
frdi_server_game *    game,
char *    str
) 
 

Send str back to the host as a game message

void frdiServerHostMrD (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_message *    message
) 
 

Fairdice Host-Server connection message receive : Description CHALLENGE : D is <description> RESPONSE : none ACTION : set description of host

CHALLENGE : D request RESPONSE : D is <description> or RESPONSE : D null ACTION : none

void frdiServerHostMrF (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_message *    message
) 
 

Fairdice Host-Server connection message receive : Find CHALLENGE : F set host <hoststr> CHALLENGE : F set secret <secret> RESPONSE : none ACTION : register the strings

void frdiServerHostMrG (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_message *    message
) 
 

Fairdice Host-Server connection message receive : Game

CHALLENGE : G <gamestr> <seperator> <data> RESPONSE : varies ACTION : parse <gamestr> into a frdi_server_game object. pass on to further method

void frdiServerHostMrK (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_message *    message
) 
 

Fairdice Host-Server connection message receive : Keepalive

CHALLENGE : K null RESPONSE : none ACTION : none

CHALLENGE : K ping request <integer> RESPONSE : K ping response <integer> ACTION : none

CHALLENGE : K ping response <integer> RESPONSE : none ACTION : record ping delay

CHALLENGE : K time request RESPONSE : K time response <timestamp> ACTION : none

CHALLENGE : K time response <timestamp> RESPONSE : none ACTION : synch time

void frdiServerHostMrL (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_message *    message
) 
 

Fairdice Host-Server connection message receive : Link

CHALLENGE : L opening RESPONSE : L opened ACTION : none

CHALLENGE : L opened RESPONSE : none ACTION : none

CHALLENGE : L closing RESPONSE : L closed ACTION : close this end of link

CHALLENGE : L closed RESPONSE : none ACTION : close this end of link

void frdiServerHostMrR (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_message *    message
) 
 

Fairdice Host-Server connection message receive : Remote

CHALLENGE : R <data> RESPONSE : none ACTION : pass on verbatim along to the server (keeping the R prefix)

void frdiServerHostMrU (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_message *    message
) 
 

Fairdice Host-Server connection message receive : Unknown

CHALLENGE : U null RESPONSE : none ACTION : report the error

CHALLENGE : U <verbatim copy of message server got from us> RESPONSE : none ACTION : report the error

void frdiServerHostMrE (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_message *    message,
char    c
) 
 

Fairdice Host-Server connection message receive : A Mystery

CHALLENGE : <unparsable> RESPONSE : U <unparsable> ACTION : report the error

char* frdiServerGameReport (  frdi_server_app *    self,
frdi_server_game *    game
) 
 

report the outcome of a game to the server in complete terms

void frdiServerGameInitialiseSeed (  frdi_server_app *    self,
frdi_server_game *    game
) 
 

sets up properties

void frdiServerGameInitialiseInput (  frdi_server_app *    self,
frdi_server_game *    game
) 
 

sets up the host's input

void frdiServerGameReceiveClient (  frdi_server_app *    self,
frdi_server_game *    game,
frdi_server_client *    client,
char *    str
) 
 

deal with a game str from the client (Note: of all the GameReceive method, this has an extra argument, because of the two directions on each of the three links, this is the only many:one link

  • Similarly, frdiServerGameSendClient also has an extra argument)

void frdiServerGameReceiveHost (  frdi_server_app *    self,
frdi_server_game *    game,
char *    str
) 
 

deal with a game str from the host

frdi_server_game* frdiServerGameNew (  frdi_server_app *    self,
char *    game_id
) 
 

create a game object (values get filled in by the create object)

void frdiServerGameLog (  frdi_server_app *    self,
frdi_server_game *    game,
char *    str
) 
 

log it

void frdiServerGameFinish (  frdi_server_app *    self,
frdi_server_game *    game
) 
 

de-register and destroy a game object

char* frdiServerGameDescribe (  frdi_server_app *    self,
frdi_server_game *    game
) 
 

describe it

void frdiServerGameRegisterDigest (  frdi_server_app *    self,
frdi_server_game *    game,
char *    user_id,
char *    digest
) 
 

register a digest

int frdiServerGameIsAllowed (  frdi_server_app *    self,
frdi_server_game *    game,
char *    prefix
) 
 

check whether a response is allowed at a particular stage

void frdiServerGameSetGameStage (  frdi_server_app *    self,
frdi_server_game *    game,
int    stage
) 
 

set the games's stage to one of: define FRDI_SERVER_GAME_STAGE_UNSET -1 define FRDI_SERVER_GAME_STAGE_OPENING 1 define FRDI_SERVER_GAME_STAGE_INIT 2 define FRDI_SERVER_GAME_STAGE_RAND 3 define FRDI_SERVER_GAME_STAGE_GENR 4 define FRDI_SERVER_GAME_STAGE_VERI 5 define FRDI_SERVER_GAME_STAGE_CLOSING 6

void frdiServerGameSetUserStatus (  frdi_server_app *    self,
frdi_server_game *    game,
frdi_server_client *    client,
int    status
) 
 

set the user's status to one of: not connected define FRDI_SERVER_GAME_USER_UNSET -1 connected but not yet accepted by the host define FRDI_SERVER_GAME_USER_CLIENT 1 accepted by the host, but no user_num yet define FRDI_SERVER_GAME_USER_HOST 2 has a user_num allocated by the server define FRDI_SERVER_GAME_USER_SERVER 3 has revealed their usertext define FRDI_SERVER_GAME_USER_USER 4 has finished their verification define FRDI_SERVER_GAME_USER_CONTENT 5

frdi_server_client* frdiServerGameClientFromName (  frdi_server_app *    self,
frdi_server_game *    game,
char *    name
) 
 

return a client object, given the name passed to the host

void frdiServerGameCheckReadyForOutcome (  frdi_server_app *    self,
frdi_server_game *    game
) 
 

if all the plaintexts are in, calculate the outcome and tell the host

char* frdiServerGameUseridFromClient (  frdi_server_app *    self,
frdi_server_game *    game,
frdi_server_client *    client
) 
 

find the char* user_id from the frdi_server_client *client

void frdiGameAnnounceOutcomeToHost (  frdi_server_app *    self,
frdi_server_game *    game
) 
 

let the host know what the result is

frdi_server_user* frdiServerUserNew (  frdi_server_app *    self ) 
 

create fake user object

frdi_server_user* frdiServerUserGetFromId (  frdi_server_game *    game,
char *    user_id
) 
 

return a user obj

frdi_server_user* frdiServerUserGetFromClient (  frdi_server_game *    game,
frdi_server_client *    client
) 
 

return a user obj

frdi_list* frdiServerUserListMatchStatus (  frdi_server_game *    game,
int    status
) 
 

return a list of all user_objs that have status X

char* frdiServerUserDescribe (  frdi_server_app *    self,
frdi_server_user *    user
) 
 

return a string describing an frdi_server_user object

void frdiServerEncryptionMode (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_server_client *    client,
char *    str
) 
 

negotiate which encryption mode to use

void frdiServerAuthenticationMode (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_server_client *    client,
char *    str
) 
 

negotiate which authentication mode to use

void frdiServerAuthenticationTypePass (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_server_client *    client,
char *    str
) 
 

messages specific to the authentication mode "pass"

void frdiServerAuthenticationType (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_server_client *    client,
char *    str
) 
 

messages specific to a particular authentication mode

void frdiServerEncodingMode (  frdi_server_app *    self,
frdi_server_host *    host,
frdi_server_client *    client,
char *    str
) 
 

negotiate which encoding mode to use


Generated on Wed Aug 18 13:24:04 2004 for Project Fairdice by doxygen1.2.18