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-rw-r--r--src/net/server.c24
1 files changed, 19 insertions, 5 deletions
diff --git a/src/net/server.c b/src/net/server.c
index 7e9a111..54601ed 100644
--- a/src/net/server.c
+++ b/src/net/server.c
@@ -10,7 +10,7 @@
#include "../data_store.h"
/**
- * Server side function; start server on specified port
+ * Starts the server. The server will listen on a specified port.
* @param[in] port Port on which server should listen
* @return Listening socket
*/
@@ -74,7 +74,7 @@ int server_start(const char* port)
}
/**
- * Server side function; accepts connections from clients
+ * Waits for and accepts connections from clients. Each client connection is represented by a socket that will be stored in a list for further communication.
* @param[in] serversock Socket on which server is listening
* @param[out] client_socks Socket list in which to store open client connections
* @param[in] count Number of clients that should connect
@@ -103,9 +103,9 @@ void server_get_players(int serversock, socket_list_t* client_socks, const uint8
}
/**
- * Server side function; receive hello message from client and read username
- * @param[in] sock Socket to use
- * @return Username of client
+ * Parses hello message from client and store username in the global data store.
+ * @param[in] msg The message to parse
+ * @return true
*/
bool server_parse_hello(const msg_t *m)
{
@@ -126,6 +126,11 @@ bool server_parse_hello(const msg_t *m)
return true;
}
+/**
+ * Parses open card message from client and stores the selected card in the global data store.
+ * @param[in] msg The message to parse
+ * @return true
+ */
bool server_parse_selected_card(const msg_t *m)
{
assert(m != NULL);
@@ -137,6 +142,11 @@ bool server_parse_selected_card(const msg_t *m)
return true;
}
+/**
+ * Parses selected stack message from client and stores the stack index in the global data store.
+ * @param[in] msg The message to parse
+ * @return true
+ */
bool server_parse_selected_stack(const msg_t *m)
{
assert(m != NULL);
@@ -150,6 +160,10 @@ bool server_parse_selected_stack(const msg_t *m)
return true;
}
+/**
+ * Prepares start game message. All player IDs, player names and name lengths will be saved in the message payload.
+ * @param[out] msg A preallocated message object to store header and payload information
+ */
void server_prep_start_game(msg_t *m)
{
uint16_t pos = 0;