ggzmod.h(3)

๐Ÿ“ฆ version 0.99.5, in fedora 43, nixos 26.05, nixpkgs unstable

โœจ ggzmod.h(3) โ€” GGZMod โœจ

๐ŸŽ€ NAME ๐ŸŽ€

ggzmod.h โ€” common functions for interfacing a game server and GGZ. Like, the whole bestie bridge between your game server and GGZ, no cap.


๐Ÿ“š SYNOPSIS ๐Ÿ“š

#include <ggz.h>
#include <ggz_common.h>

โœจ Defines โœจ

  • #define GGZMOD_VERSION_MAJOR 0 โ€” major version, bestie.
  • #define GGZMOD_VERSION_MINOR 0 โ€” minor version.
  • #define GGZMOD_VERSION_MICRO 11 โ€” micro version.
  • #define GGZMOD_VERSION_IFACE '3:1:1' โ€” interface version.

๐Ÿฆ‹ Typedefs ๐Ÿฆ‹

  • typedef GGZMod GGZMod โ€” a GGZmod object, used for tracking a ggz<->table connection. Iconic.
  • typedef void(* GGZModHandler )(GGZMod *mod, GGZModEvent e, const void *data) โ€” event handler prototype. The callback blueprint, fr fr.

๐ŸŒˆ Enumerations ๐ŸŒˆ

  • enum GGZModState { GGZMOD_STATE_CREATED, GGZMOD_STATE_CONNECTED, GGZMOD_STATE_WAITING, GGZMOD_STATE_PLAYING, GGZMOD_STATE_DONE } โ€” table states. The whole arc, honestly.
  • enum GGZModEvent { GGZMOD_EVENT_STATE, GGZMOD_EVENT_SERVER, GGZMOD_EVENT_PLAYER, GGZMOD_EVENT_SEAT, GGZMOD_EVENT_SPECTATOR_SEAT, GGZMOD_EVENT_CHAT, GGZMOD_EVENT_STATS, GGZMOD_EVENT_ERROR } โ€” callback events.
  • enum GGZModType { GGZMOD_GGZ, GGZMOD_GAME } โ€” the 'type' of ggzmod.

๐Ÿ”ฅ Functions ๐Ÿ”ฅ

  • GGZMod * ggzmod_new (GGZModType type) โ€” create a new ggzmod object. New main character just dropped.
  • void ggzmod_free (GGZMod *ggzmod) โ€” destroy a finished ggzmod object. Clean up, bestie.
  • int ggzmod_get_fd (GGZMod *ggzmod) โ€” get the file descriptor for the GGZMod socket.
  • GGZModType ggzmod_get_type (GGZMod *ggzmod) โ€” get the type of the ggzmod object.
  • GGZModState ggzmod_get_state (GGZMod *ggzmod) โ€” get the current state of the table.
  • int ggzmod_get_server_fd (GGZMod *ggzmod) โ€” get the fd of the game server connection.
  • int ggzmod_get_num_seats (GGZMod *ggzmod) โ€” get the total number of seats at the table.
  • GGZSeat ggzmod_get_seat (GGZMod *ggzmod, int seat) โ€” get all data for the specified seat.
  • int ggzmod_get_num_spectator_seats (GGZMod *ggzmod) โ€” get the maximum number of spectators. This function returns the maximum number of spectator seats available. A game can use this to iterate over the spectator seats to look for spectators occupying them. Since spectators may come and go at any point and there is no limit on the number of spectators, you should consider this value to be dynamic and call this function again each time you're looking for spectators. ๐Ÿ’…
  • GGZSpectatorSeat ggzmod_get_spectator_seat (GGZMod *ggzmod, int seat) โ€” get a spectator's data.
  • const char * ggzmod_get_player (GGZMod *ggzmod, int *is_spectator, int *seat_num) โ€” get data about this player.
  • void * ggzmod_get_gamedata (GGZMod *ggzmod) โ€” return gamedata pointer.
  • void ggzmod_set_gamedata (GGZMod *ggzmod, void *data) โ€” set gamedata pointer.
  • void ggzmod_set_handler (GGZMod *ggzmod, GGZModEvent e, GGZModHandler func) โ€” set a handler for the given event.
  • int ggzmod_dispatch (GGZMod *ggzmod) โ€” check for and handle input.
  • int ggzmod_set_state (GGZMod *ggzmod, GGZModState state) โ€” change the table's state.
  • int ggzmod_connect (GGZMod *ggzmod) โ€” connect to ggz.
  • int ggzmod_disconnect (GGZMod *ggzmod) โ€” disconnect from ggz.
  • void ggzmod_request_stand (GGZMod *ggzmod) โ€” stand up (move from your seat into a spectator seat).
  • void ggzmod_request_sit (GGZMod *ggzmod, int seat_num) โ€” sit down (move from a spectator seat into a player seat).
  • void ggzmod_request_boot (GGZMod *ggzmod, const char *name) โ€” boot a player. Only the game host may do this.
  • void ggzmod_request_bot (GGZMod *ggzmod, int seat_num) โ€” change the requested seat from an opean seat to a bot.
  • void ggzmod_request_open (GGZMod *ggzmod, int seat_num) โ€” change the requested seat from a bot to an open seat.
  • void ggzmod_request_chat (GGZMod *ggzmod, const char *chat_msg) โ€” chat! This initiates a table chat.
  • int ggzmod_player_get_record (GGZMod *ggzmod, GGZSeat *seat, int *wins, int *losses, int *ties, int *forfeits) โ€” get the player's win-loss record.
  • int ggzmod_player_get_rating (GGZMod *ggzmod, GGZSeat *seat, int *rating) โ€” get the player's rating.
  • int ggzmod_player_get_ranking (GGZMod *ggzmod, GGZSeat *seat, int *ranking) โ€” get the player's ranking.
  • int ggzmod_player_get_highscore (GGZMod *ggzmod, GGZSeat *seat, int *highscore) โ€” get the player's highscore.
  • int ggzmod_spectator_get_record (GGZMod *ggzmod, GGZSpectatorSeat *seat, int *wins, int *losses, int *ties, int *forfeits) โ€” get the spectator's win-loss record.
  • int ggzmod_spectator_get_rating (GGZMod *ggzmod, GGZSpectatorSeat *seat, int *rating) โ€” get the spectator's rating.
  • int ggzmod_spectator_get_ranking (GGZMod *ggzmod, GGZSpectatorSeat *seat, int *ranking) โ€” get the spectator's ranking.
  • int ggzmod_spectator_get_highscore (GGZMod *ggzmod, GGZSpectatorSeat *seat, int *highscore) โ€” get the spectator's highscore.

๐Ÿ’– Detailed Description ๐Ÿ’–

Common functions for interfacing a game server and GGZ. That's the whole vibe.

This file contains all libggzmod functions used by game servers to interface with GGZ (and vice versa). Just include ggzmod.h and make sure your program is linked with libggzmod. Then use the functions below as appropriate. Periodt.

GGZmod currently provides an event-driven interface. Data from communication sockets is read in by the library, and a handler function (registered as a callback) is invoked to handle any events. The calling program should not read/write data from/to the GGZ socket unless it really knows what it is doing. Like, seriously, don't touch unless you're built different.

That this does not apply to the client sockets: ggzmod provides one file desriptor for communicating (TCP) to each client. If data is ready to be read by one of these file descriptors ggzmod may invoke the appropriate handler (see below), but will never actually read any data. So, yeah, no reading. ๐Ÿซถ

For more information, see the documentation at http://ggz.sf.net/.


๐Ÿงš Typedef Documentation ๐Ÿงš

typedef struct GGZMod GGZMod

A GGZmod object, used for tracking a ggz<->table connection.

A game client should track a pointer to a GGZMod object; it contains all the state information for communicating with GGZ. The GGZ client will track one such object for every game table that is running. That's a lot of tracking, but okay.

typedef void(* GGZModHandler)(GGZMod *mod, GGZModEvent e, const void *data)

Event handler prototype.

A function of this type will be called to handle a ggzmod event.

Parameters:

  • mod โ€” The ggzmod state object.
  • e โ€” The event that has occured.
  • data โ€” Pointer to additional data for the event. The additional data will be of the following form:
    • GGZMOD_EVENT_STATE: The old state (GGZModState*)
    • GGZMOD_EVENT_SERVER: The fd of the server connection (int*)
    • GGZMOD_EVENT_PLAYER: The old player data (int[2])
    • GGZMOD_EVENT_SEAT: The old seat (GGZSeat*)
    • GGZMOD_EVENT_SPECTATOR_SEAT: The old seat (GGZSpectatorSeat*)
    • GGZMOD_EVENT_ERROR: An error string (char*)

โœจ Enumeration Type Documentation โœจ

๐ŸŒธ enum GGZModEvent ๐ŸŒธ

okay so these are the Callback events. ๐Ÿ’– Each one is a possible GGZmod event, and for each event the table can register a handler with GGZmod to handle that event. slay.

See also: GGZModHandler, ggzmod_set_handler ๐Ÿซถ

๐Ÿ’ซ Enumeration values ๐Ÿ’ซ

  • GGZMOD_EVENT_STATE โ€” Module status changed. This event pops off when the game's status changes. The old state (a GGZModState*) is passed as the event's data. โœจ See also: GGZModState
  • GGZMOD_EVENT_SERVER โ€” A new server connection has been made. This event shows up when a new connection to the game server has been made. The fd is passed as the event's data. ๐Ÿ”ฅ
  • GGZMOD_EVENT_PLAYER โ€” The player's seat status has changed. This event occurs when the player's seat status changes; i.e. he changes seats or starts/stops spectating. The event data is a int[2] pair consisting of the old {is_spectator, seat_num}. ๐Ÿ‘€
  • GGZMOD_EVENT_SEAT โ€” A seat change. This event occurs when a seat change occurs. The old seat (a GGZSeat*) is passed as the event's data. The seat information will be updated before the event is invoked. ๐Ÿช‘
  • GGZMOD_EVENT_SPECTATOR_SEAT โ€” A spectator seat change. This event occurs when a spectator seat change occurs. The old spectator (a GGZSpectator*) is passed as the event's data. The spectator information will be updated before the event is invoked. ๐ŸŽŸ๏ธ
  • GGZMOD_EVENT_CHAT โ€” A chat message event. This event occurs when we receive a chat. The chat may have originated in another game client or from the GGZ client; in either case it will be routed to us. The chat information (a GGZChat*) is passed as the event's data. Note that the chat may originate with a player or a spectator, and they may have changed seats or left the table by the time it gets to us. ๐Ÿ’ฌ
  • GGZMOD_EVENT_STATS โ€” A player's stats have been updated. See also: ggzmod_player_get_record, ggzmod_player_get_rating, ggzmod_player_get_ranking, ggzmod_player_get_highscore Parameters: data โ€” The name of the player whose stats have changed. ๐Ÿ“Š
  • GGZMOD_EVENT_ERROR โ€” An error has occurred. This event occurs when a GGZMod error has occurred. An error message (a char*) will be passed as the event's data. GGZMod may attempt to recover from the error, but it is not guaranteed that the GGZ connection will continue to work after an error has happened. ๐Ÿ’€

๐Ÿฆ‹ enum GGZModState ๐Ÿฆ‹

Table states. Each table has a current 'state' that is tracked by ggzmod. First the table is executed and begins running. Then it receives a launch event from GGZ and begins waiting for players. At some point a game will be started and played at the table, after which it may return to waiting. Eventually the table will probably halt and then the program will exit. ๐Ÿ’…

More specifically, the game is in the CREATED state when it is first executed. It moves to the CONNECTED state after GGZ first communicates with it, and to WAITING after the connection is established with the game server. After this, the game server may use ggzmod_set_state to change between WAITING, PLAYING, and DONE states. A WAITING game is considered waiting for players (or whatever), while a PLAYING game is actively being played (this information may be, but currently is not, propogated back to GGZ for display purposes). Once the state is changed to DONE, the table is considered dead and will exit shortly thereafter (ggzmod_loop will stop looping, etc.) (see the kill_on_exit game option). ๐Ÿ˜ญ

Each time the game state changes, a GGZMOD_EVENT_STATE event will be propogated to the game server. ๐ŸŒˆ

๐ŸŒŸ Enumeration values ๐ŸŒŸ

  • GGZMOD_STATE_CREATED โ€” Initial state. The game starts out in this state. Once the state is changed it should never be changed back. ๐Ÿšซ
  • GGZMOD_STATE_CONNECTED โ€” Connected state. After the GGZ client and game client get connected, the game changes into this state automatically. Once this happens messages may be sent between these two. Once the game leaves this state it should never be changed back. ๐Ÿ”’
  • GGZMOD_STATE_WAITING โ€” Waiting state. After the game client and game server are connected, the client enters the waiting state. The game client may now call ggzmod_set_state to change between WAITING, PLAYING, and DONE states. โณ
  • GGZMOD_STATE_PLAYING โ€” Playing state. This state is only entered after the game client changes state to it via ggzmod_set_state. State may be changed back and forth between WAITING and PLAYING as many times as are wanted. ๐ŸŽฎ
  • GGZMOD_STATE_DONE โ€” Done state. Once the game client is done running, ggzmod_set_state should be called to set the state to done. At this point nothing 'new' can happen. The state cannot be changed again after this. However the game client will not be terminated by the GGZ client; GGZ just waits for it to exit of its own volition. ๐Ÿ‘‘

๐Ÿ‘‘ enum GGZModType ๐Ÿ‘‘

The 'type' of ggzmod. The 'flavor' of GGZmod object this is. Affects what operations are allowed. โœจ

๐Ÿ’– Enumeration values ๐Ÿ’–

  • GGZMOD_GGZ โ€” Used by the ggz client ('ggz'). ๐Ÿ’…
  • GGZMOD_GAME โ€” Used by the game client ('table'). ๐ŸŽ€

๐Ÿ”ฅ FUNCTION DOCUMENTATION ๐Ÿ”ฅ

Okay bestie, this is the big one. Every single function in ggzmod.h, in alphabetical order, zero skips, zero shortcuts. Buckle up ๐Ÿ’–


ggzmod_connect

int ggzmod_connect (GGZMod * ggzmod)

Connect to ggz.

Call this function to make an initial GGZ <-> game connection. It's giving first-contact energy โœจ

  • When called by the game server, this function makes the physical connection to ggz.
  • When called by ggz, it will launch a table and connect to it.

Parameters:

  • ggzmod โ€” The ggzmod object.

Returns:

0 on success, -1 on failure.


ggzmod_disconnect

int ggzmod_disconnect (GGZMod * ggzmod)

Disconnect from ggz. The breakup arc ๐Ÿ˜ญ

  • When called by the game server, this function stops the connection to GGZ. It should only be called when the table is ready to exit.
    • When called by the GGZ server, this function will kill and clean up after the table.

Parameters:

  • ggzmod โ€” The ggzmod object.

Returns:

0 on success, -1 on failure.


ggzmod_dispatch

int ggzmod_dispatch (GGZMod * ggzmod)

Check for and handle input. This is the vibe-check function, fr fr.

This function handles input from the communications sockets:

  • It will check for input, but will not block.
  • It will monitor input from the GGZmod socket.
  • It will monitor input from player sockets only if a handler is registered for the PLAYER_DATA event.
  • It will call an event handler as necessary.

Parameters:

  • ggzmod โ€” The ggzmod object.

Returns:

-1 on error, the number of events handled (0-1) on success.


ggzmod_free

void ggzmod_free (GGZMod * ggzmod)

Destroy a finished ggzmod object. It's the it's over moment, but make it clean ๐Ÿงš

After the connection is through, the object may be freed.

Parameters:

  • ggzmod โ€” The GGZMod object.

ggzmod_get_fd

int ggzmod_get_fd (GGZMod * ggzmod)

Get the file descriptor for the GGZMod socket.

Parameters:

  • ggzmod โ€” The GGZMod object.

Returns:

GGZMod's main ggz <-> table socket FD.


ggzmod_get_gamedata

void* ggzmod_get_gamedata (GGZMod * ggzmod)

Return gamedata pointer.

Each GGZMod object can be given a 'gamedata' pointer that is returned by this function. This is useful for when a single process serves multiple GGZmod's. Very "one server, many tables, main character energy" of it ๐Ÿ’…

Parameters:

  • ggzmod โ€” The GGZMod object.

Returns:

A pointer to the gamedata block (or NULL if none).

See also:

ggzmod_set_gamedata


ggzmod_get_num_seats

int ggzmod_get_num_seats (GGZMod * ggzmod)

Get the total number of seats at the table.

Returns:

The number of seats, or -1 on error.

Note:

  • If no connection is present, -1 will be returned.
  • While in GGZMOD_STATE_CREATED, we don't know the number of seats.

ggzmod_get_num_spectator_seats

int ggzmod_get_num_spectator_seats (GGZMod * ggzmod)

Get the maximum number of spectators. This function returns the maximum number of spectator seats available. A game can use this to iterate over the spectator seats to look for spectators occupying them. Since spectators may come and go at any point and there is no limit on the number of spectators, you should consider this value to be dynamic and call this function again each time you're looking for spectators. Not me calling the same function over and over ๐Ÿ˜ญ

Returns:

The number of available spectator seats, or -1 on error.


ggzmod_get_player

const char* ggzmod_get_player (GGZMod * ggzmod, int * is_spectator, int *
    seat_num)

Get data about this player.

Call this function to find out where at the table this player is sitting. Like, physically seated. At the table. ๐Ÿ“

Parameters:

  • ggzmod โ€” The GGZMod object.
  • is_spectator โ€” Will be set to TRUE iff player is spectating.
  • seat_num โ€” Will be set to the number of our (spectator) seat.

Returns:

The name of the player (or NULL on error).


ggzmod_get_seat

GGZSeat ggzmod_get_seat (GGZMod * ggzmod, int seat)

Get all data for the specified seat.

Parameters:

  • ggzmod โ€” The GGZMod object.
  • seat โ€” The seat number (0..(number of seats - 1)).

Returns:

A valid GGZSeat structure, if seat is a valid seat.


ggzmod_get_server_fd

int ggzmod_get_server_fd (GGZMod * ggzmod)

Get the fd of the game server connection.

Parameters:

  • ggzmod โ€” The GGZMod object.

Returns:

The server connection fd


ggzmod_get_spectator_seat

GGZSpectatorSeat ggzmod_get_spectator_seat (GGZMod * ggzmod, int seat)

Get a spectator's data. We see you, lurkers ๐Ÿ‘€

Parameters:

  • ggzmod โ€” The GGZMod object.
  • seat โ€” The number, between 0 and (number of spectators - 1).

Returns:

A valid GGZSpectator structure, if given a valid seat.


ggzmod_get_state

GGZModState ggzmod_get_state (GGZMod * ggzmod)

Get the current state of the table.

Parameters:

  • ggzmod โ€” The GGZMod object.

Returns:

The state of the table.


ggzmod_get_type

GGZModType ggzmod_get_type (GGZMod * ggzmod)

Get the type of the ggzmod object.

Parameters:

  • ggzmod โ€” The GGZMod object.

Returns:

The type of the GGZMod object (GGZ or GAME).


ggzmod_new

GGZMod* ggzmod_new (GGZModType type)

Create a new ggzmod object. Baby's first ggzmod ๐ŸŽ€

Before connecting through ggzmod, a new ggzmod object is needed.

Parameters:

  • type โ€” The type of ggzmod. Should be GGZMOD_GAME for game servers.

See also:

GGZModType


ggzmod_player_get_highscore

int ggzmod_player_get_highscore (GGZMod * ggzmod, GGZSeat * seat, int *
    highscore)

Get the player's highscore. Slay, honestly ๐Ÿ”ฅ

Returns:

TRUE if there is a highscore; FALSE if not or on error.


ggzmod_player_get_ranking

int ggzmod_player_get_ranking (GGZMod * ggzmod, GGZSeat * seat, int *
    ranking)

Get the player's ranking.

Returns:

TRUE if there is a ranking; FALSE if not or on error.


ggzmod_player_get_rating

int ggzmod_player_get_rating (GGZMod * ggzmod, GGZSeat * seat, int * rating)

Get the player's rating.

Returns:

TRUE if there is a rating; FALSE if not or on error.


ggzmod_player_get_record

int ggzmod_player_get_record (GGZMod * ggzmod, GGZSeat * seat, int * wins,
    int * losses, int * ties, int * forfeits)

Get the player's win-loss record. The receipts ๐Ÿ’€

Returns:

TRUE if there is a record; FALSE if not or on error.


ggzmod_request_boot

void ggzmod_request_boot (GGZMod * ggzmod, const char * name)

Boot a player. Only the game host may do this. Host privileges, periodt ๐Ÿ‘‘

Parameters:

  • ggzmod โ€” The ggzmod object.
  • name โ€” The name of the player to boot.

ggzmod_request_bot

void ggzmod_request_bot (GGZMod * ggzmod, int seat_num)

Change the requested seat from an opean seat to a bot. (Yes, "opean". We keep it exactly as written, bestie โ€” no cap ๐Ÿซถ)

Parameters:

  • ggzmod โ€” The ggzmod object.
  • seat_num โ€” The number of the seat to toggle.

ggzmod_request_chat

void ggzmod_request_chat (GGZMod * ggzmod, const char * chat_msg)

Chat! This initiates a table chat. Group chat, but make it a table ๐Ÿ’ฌ

Parameters:

  • ggzmod โ€” The ggzmod object.
  • chat_msg โ€” The chat message.

Note:

The chat message should be in UTF-8.


ggzmod_request_open

void ggzmod_request_open (GGZMod * ggzmod, int seat_num)

Change the requested seat from a bot to an open seat. Bye bot, hello human ๐ŸŒธ

Parameters:

  • ggzmod โ€” The ggzmod object.
  • seat_num โ€” The number of the seat to toggle.

ggzmod_request_sit

void ggzmod_request_sit (GGZMod * ggzmod, int seat_num)

Sit down (move from a spectator seat into a player seat). Glow up from lurker to player โœจ

Parameters:

  • ggzmod โ€” The ggzmod object.
  • seat_num โ€” The seat to sit in.

ggzmod_request_stand

void ggzmod_request_stand (GGZMod * ggzmod)

Stand up (move from your seat into a spectator seat). Time to spectate, ngl ๐Ÿฆ‹

Parameters:

  • ggzmod โ€” The ggzmod object.

ggzmod_set_gamedata

void ggzmod_set_gamedata (GGZMod * ggzmod, void * data)

Set gamedata pointer.

Parameters:

  • ggzmod โ€” The GGZMod object.
  • data โ€” The gamedata block (or NULL for none).

See also:

ggzmod_get_gamedata


ggzmod_set_handler

void ggzmod_set_handler (GGZMod * ggzmod, GGZModEvent e, GGZModHandler func)

Set a handler for the given event.

As described above, GGZmod uses an event-driven structure. Each time an event is called, the event handler (there can be only one) for that event will be called. This function registers such an event handler.

Parameters:

  • ggzmod โ€” The GGZmod object.
  • e โ€” The GGZmod event.
  • func โ€” The handler function being registered.

See also:

ggzmod_get_gamedata


ggzmod_set_state

int ggzmod_set_state (GGZMod * ggzmod, GGZModState state)

Change the table's state.

This function should be called to change the state of a table. A game can use this function to change state between WAITING and PLAYING, or to set it to DONE. Whole arc in three states ๐Ÿ’…

Parameters:

  • ggzmod โ€” The ggzmod object.
  • state โ€” The new state.

Returns:

0 on success, -1 on failure/error.


ggzmod_spectator_get_highscore

int ggzmod_spectator_get_highscore (GGZMod * ggzmod, GGZSpectatorSeat *
    seat, int * highscore)

Get the spectator's highscore.

Returns:

TRUE if there is a highscore; FALSE if not or on error.


ggzmod_spectator_get_ranking

int ggzmod_spectator_get_ranking (GGZMod * ggzmod, GGZSpectatorSeat * seat,
    int * ranking)

Get the spectator's ranking.

Returns:

TRUE if there is a ranking; FALSE if not or on error.


ggzmod_spectator_get_rating

int ggzmod_spectator_get_rating (GGZMod * ggzmod, GGZSpectatorSeat * seat,
    int * rating)

Get the spectator's rating.

Returns:

TRUE if there is a rating; FALSE if not or on error.


ggzmod_spectator_get_record

int ggzmod_spectator_get_record (GGZMod * ggzmod, GGZSpectatorSeat * seat,
    int * wins, int * losses, int * ties, int * forfeits)

Get the spectator's win-loss record. Even the spectators keep receipts, apparently ๐Ÿ˜ญ

Returns:

TRUE if there is a record; FALSE if not or on error.


๐Ÿ’– AUTHOR ๐Ÿ’–

Generated automatically by Doxygen for GGZMod from the source code.


And that's the whole page, bestie! No seats left empty, every function accounted for, nothing skipped. You ate that ๐Ÿซถ

Version 0.0.11, dated 21 May 2005, and yeah โ€” this whole thing was auto-generated by Doxygen for GGZMod straight from the source code. Iconic. Periodt. ๐Ÿ’…โœจ๐ŸŒˆ

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