Application::HandleConnectionEvent
Defined in:
Called to handle a network connection event.
C4Application.h
Prototype
virtual void HandleConnectionEvent(ConnectionEvent event, const NetworkAddress& address, const void *param);
Parameters
event |
The connection event type. See below for a list of possible types. |
address |
The network address for which the event occurred. |
param |
A pointer to parameter information for the event. |
Description
The HandleConnectionEvent
function can be overridden by an application-defined subclass of the Application
class. This function is called when an event pertaining to a particular connection occurs in a multiplayer game. The event
parameter contains one of the following constants.
kConnectionQueryReceived |
A request for server information has been received. |
kConnectionAttemptFailed |
An attempt to connect to a server has failed. |
kConnectionClientOpened |
A client machine has opened a connection to the server. |
kConnectionServerAccepted |
The server has accepted a connection request. |
kConnectionServerClosed |
The server has closed the connection. |
kConnectionClientClosed |
A client has closed the connection. |
kConnectionServerTimedOut |
The server connection has timed out. |
kConnectionClientTimedOut |
A client connection has timed out. |
If the
event
parameter is kConnectionAttemptFailed
, then the param
parameter points to a int32
value containing one of the following constants indicating the reason for the failure.
kNetworkFailTimeout |
The remote machine did not respond and the connection attempt timed out. |
kNetworkFailWrongProtocol |
The remote machine is not using the same communications protocol that the local machine is using. |
kNetworkFailNotServer |
The remote machine is using the correct protocol, but it is not a server. |
kNetworkFailServerFull |
The remote machine did not accept the connection because the maximum number of clients have already connected. |
event
parameter is kConnectionQueryReceived
, then the server has received a request for game information. In response, the event handler should send an application-defined message containing information about the server back to the machine from which the query originated. A connection with this machine will not normally exist, so the return message should be sent to the address given by the address
parameter using the MessageMgr::SendConnectionlessMessage
function.
See Also
Application::HandlePlayerEvent