Client-side Configuration

Ok. Let us look at the client-side integration next.

The client-side also expects a directory where all the EQU8 client-side components reside.

Copy the directory equ8_client from the SDK archive, and make sure that your game client can access it runtime.

Client-side Initialization

Time to initialize and deinitialize the client library.

The client initialization requires a path to the client component directory we copied in the previous step.

The second parameter is set to a non-zero value for operating mode and can be one of the following values:

  • equ8_mode_disabled - Completely disable EQU8. Use this when developing your game.

  • equ8_mode_production - Production mode. EQU8 will monitor cheats and report them to your control panel.

  • equ8_mode_integration - Only used during integration. EQU8 will not monitor for cheats, but instead just make sure everything is configured correctly.

Initialization should be done as early as possible. In the example client we do it in main().

C/C++
C#
C/C++
int main()
{
int rc = -1;
equ8_err_t equ8_rc = equ8_client_initialize("equ8_client",
equ8_mode_production);
if(!EQU8_SUCCESS(equ8_rc))
{
print_equ8_status_code(equ8_rc);
return rc;
}
C#
static void Main(string[] args)
{
//
// Initialize the EQU8 client library and exit on failure.
//
equ8.equ8_err err = equ8.client.initialize(@"equ8_client",
equ8.equ8_mode.production_mode);
if(!err.is_ok())
{
Console.WriteLine("EQU8 err {0}", err.get_full());
return;
}
…and then

…and then at the end of Main()

C/C++
C#
C/C++
equ8_client_deinitialize();
return rc;
}
C#
//
// Deinitialize the EQU8 client library.
//
equ8.client.deinitialize();
}