<?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" lang="en_US" xml:lang="en_US"> <head> <title>libkdegames: kgamenetwork.cpp Source File (libkdegames)</title> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <meta http-equiv="Content-Style-Type" content="text/css" /> <meta http-equiv="pics-label" content='(pics-1.1 "http://www.icra.org/ratingsv02.html" comment "ICRAonline DE v2.0" l gen true for "http://www.kde.org" r (nz 1 vz 1 lz 1 oz 1 cb 1) "http://www.rsac.org/ratingsv01.html" l gen true for "http://www.kde.org" r (n 0 s 0 v 0 l 0))' /> <meta name="trademark" content="KDE e.V." /> <meta name="description" content="K Desktop Environment Homepage, KDE.org" /> <meta name="MSSmartTagsPreventParsing" content="true" /> <meta name="robots" content="all" /> <link rel="shortcut icon" href="../../favicon.ico" /> <link rel="stylesheet" media="screen" type="text/css" title="APIDOX" href="doxygen.css" /> </head> <body> <div id="nav_header_top" align="right"> <a href="#content" class="doNotDisplay" accesskey="2">Skip to main content ::</a> <a href="../.."><img id="nav_header_logo" alt="Home" align="left" src="../../kde_gear_64.png" border="0" /></a> <span class="doNotDisplay">::</span> <div id="nav_header_title" align="left">KDE API Reference</div> </div> <div id="nav_header_bottom" align="right"> <span class="doNotDisplay">:: <a href="#navigation" accesskey="5">Skip to Link Menu</a><br/></span> <div id="nav_header_bottom_right" style="text-align: left;"> / <a href="../..">API Reference</a> / <a href=".">libkdegames</a> </div> </div> <table id="main" border="0" cellpadding="0" cellspacing="0" width="100%"> <tr> <td valign="top" class="menuheader" height="0"></td> <td id="contentcolumn" valign="top" rowspan="2" > <div id="content" style="padding-top: 0px;"><div style="width:100%; margin: 0px; padding: 0px;"> <a name="content"></a> <!-- Generated by Doxygen 1.5.5 --> <h1>kgamenetwork.cpp</h1><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">/*</span> <a name="l00002"></a>00002 <span class="comment"> This file is part of the KDE games library</span> <a name="l00003"></a>00003 <span class="comment"> Copyright (C) 2001 Martin Heni (martin@heni-online.de)</span> <a name="l00004"></a>00004 <span class="comment"> Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de)</span> <a name="l00005"></a>00005 <span class="comment"></span> <a name="l00006"></a>00006 <span class="comment"> This library is free software; you can redistribute it and/or</span> <a name="l00007"></a>00007 <span class="comment"> modify it under the terms of the GNU Library General Public</span> <a name="l00008"></a>00008 <span class="comment"> License version 2 as published by the Free Software Foundation.</span> <a name="l00009"></a>00009 <span class="comment"></span> <a name="l00010"></a>00010 <span class="comment"> This library is distributed in the hope that it will be useful,</span> <a name="l00011"></a>00011 <span class="comment"> but WITHOUT ANY WARRANTY; without even the implied warranty of</span> <a name="l00012"></a>00012 <span class="comment"> MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</span> <a name="l00013"></a>00013 <span class="comment"> Library General Public License for more details.</span> <a name="l00014"></a>00014 <span class="comment"></span> <a name="l00015"></a>00015 <span class="comment"> You should have received a copy of the GNU Library General Public License</span> <a name="l00016"></a>00016 <span class="comment"> along with this library; see the file COPYING.LIB. If not, write to</span> <a name="l00017"></a>00017 <span class="comment"> the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,</span> <a name="l00018"></a>00018 <span class="comment"> Boston, MA 02110-1301, USA.</span> <a name="l00019"></a>00019 <span class="comment">*/</span> <a name="l00020"></a>00020 <span class="comment">/*</span> <a name="l00021"></a>00021 <span class="comment"> $Id: kgamenetwork.cpp 465369 2005-09-29 14:33:08Z mueller $</span> <a name="l00022"></a>00022 <span class="comment">*/</span> <a name="l00023"></a>00023 <a name="l00024"></a>00024 <span class="preprocessor">#include "kgamenetwork.h"</span> <a name="l00025"></a>00025 <span class="preprocessor">#include "kgamenetwork.moc"</span> <a name="l00026"></a>00026 <span class="preprocessor">#include "kgamemessage.h"</span> <a name="l00027"></a>00027 <span class="preprocessor">#include "kgameerror.h"</span> <a name="l00028"></a>00028 <a name="l00029"></a>00029 <span class="preprocessor">#include "kmessageserver.h"</span> <a name="l00030"></a>00030 <span class="preprocessor">#include "kmessageclient.h"</span> <a name="l00031"></a>00031 <span class="preprocessor">#include "kmessageio.h"</span> <a name="l00032"></a>00032 <span class="preprocessor">#include <dnssd/publicservice.h></span> <a name="l00033"></a>00033 <a name="l00034"></a>00034 <span class="preprocessor">#include <kdebug.h></span> <a name="l00035"></a>00035 <a name="l00036"></a>00036 <span class="preprocessor">#include <qbuffer.h></span> <a name="l00037"></a>00037 <a name="l00038"></a>00038 <a name="l00039"></a>00039 <span class="keyword">class </span>KGameNetworkPrivate <a name="l00040"></a>00040 { <a name="l00041"></a>00041 <span class="keyword">public</span>: <a name="l00042"></a>00042 KGameNetworkPrivate() <a name="l00043"></a>00043 { <a name="l00044"></a>00044 mMessageClient = 0; <a name="l00045"></a>00045 mMessageServer = 0; <a name="l00046"></a>00046 mDisconnectId = 0; <a name="l00047"></a>00047 mService = 0; <a name="l00048"></a>00048 } <a name="l00049"></a>00049 <a name="l00050"></a>00050 <span class="keyword">public</span>: <a name="l00051"></a>00051 <a class="code" href="classKMessageClient.html" title="A client to connect to a KMessageServer.">KMessageClient</a>* mMessageClient; <a name="l00052"></a>00052 <a class="code" href="classKMessageServer.html" title="A server for message sending and broadcasting, using TCP/IP connections.">KMessageServer</a>* mMessageServer; <a name="l00053"></a>00053 Q_UINT32 mDisconnectId; <span class="comment">// Stores gameId() over a disconnect process</span> <a name="l00054"></a>00054 DNSSD::PublicService* mService; <a name="l00055"></a>00055 QString mType; <a name="l00056"></a>00056 QString mName; <a name="l00057"></a>00057 <a name="l00058"></a>00058 <span class="keywordtype">int</span> mCookie; <a name="l00059"></a>00059 }; <a name="l00060"></a>00060 <a name="l00061"></a>00061 <span class="comment">// ------------------- NETWORK GAME ------------------------</span> <a name="l00062"></a><a class="code" href="classKGameNetwork.html#a2dbfcc9734525d2274d2d1363915199">00062</a> <a class="code" href="classKGameNetwork.html#a2dbfcc9734525d2274d2d1363915199" title="Create a KGameNetwork object.">KGameNetwork::KGameNetwork</a>(<span class="keywordtype">int</span> c, QObject* parent) : QObject(parent, 0) <a name="l00063"></a>00063 { <a name="l00064"></a>00064 d = <span class="keyword">new</span> KGameNetworkPrivate; <a name="l00065"></a>00065 d->mCookie = (Q_INT16)c; <a name="l00066"></a>00066 <a name="l00067"></a>00067 <span class="comment">// Init the game as a local game, i.e.</span> <a name="l00068"></a>00068 <span class="comment">// create your own KMessageServer and a KMessageClient connected to it.</span> <a name="l00069"></a>00069 setMaster(); <a name="l00070"></a>00070 <a name="l00071"></a>00071 kdDebug(11001) << k_funcinfo << <span class="stringliteral">"this="</span> << <span class="keyword">this</span> <<<span class="stringliteral">", cookie="</span> << <a class="code" href="classKGameNetwork.html#c8ce6494e748f19cc8984cdef1c5d496" title="Application cookie.">cookie</a>() << <span class="stringliteral">" sizeof(this)="</span><<<span class="keyword">sizeof</span>(<a class="code" href="classKGameNetwork.html" title="The KGameNetwork class is the KGame class with network support.">KGameNetwork</a>) << endl; <a name="l00072"></a>00072 } <a name="l00073"></a>00073 <a name="l00074"></a>00074 KGameNetwork::~KGameNetwork() <a name="l00075"></a>00075 { <a name="l00076"></a>00076 kdDebug(11001) << k_funcinfo << <span class="stringliteral">"this="</span> << <span class="keyword">this</span> << endl; <a name="l00077"></a>00077 <span class="comment">// Debug();</span> <a name="l00078"></a>00078 <span class="keyword">delete</span> d->mService; <a name="l00079"></a>00079 <span class="keyword">delete</span> d; <a name="l00080"></a>00080 } <a name="l00081"></a>00081 <a name="l00082"></a>00082 <span class="comment">// ----------------------------- status methods</span> <a name="l00083"></a><a class="code" href="classKGameNetwork.html#68506cf204dfcfa55688c73217868189">00083</a> <span class="keywordtype">bool</span> <a class="code" href="classKGameNetwork.html#68506cf204dfcfa55688c73217868189">KGameNetwork::isNetwork</a>()<span class="keyword"> const</span> <a name="l00084"></a>00084 <span class="keyword"></span>{ <span class="keywordflow">return</span> <a class="code" href="classKGameNetwork.html#e8b939345db0d94504b8dd563aaa7b56" title="Are we still offer offering server connections - only for game MASTER.">isOfferingConnections</a>() || d->mMessageClient->isNetwork();} <a name="l00085"></a>00085 <a name="l00086"></a><a class="code" href="classKGameNetwork.html#505a8e205c26c166ad7903663e17b48a">00086</a> Q_UINT32 <a class="code" href="classKGameNetwork.html#505a8e205c26c166ad7903663e17b48a" title="The unique ID of this game.">KGameNetwork::gameId</a>()<span class="keyword"> const</span> <a name="l00087"></a>00087 <span class="keyword"></span>{ <a name="l00088"></a>00088 <span class="comment">//return d->mMessageClient->id() ;</span> <a name="l00089"></a>00089 <span class="comment">// Return stored id in the case of disconnect. In any other</span> <a name="l00090"></a>00090 <span class="comment">// case the disconnect id is 0</span> <a name="l00091"></a>00091 <span class="keywordflow">if</span> (d->mMessageClient->id()!=0 ) { <a name="l00092"></a>00092 <span class="keywordflow">return</span> d->mMessageClient->id() ; <a name="l00093"></a>00093 } <span class="keywordflow">else</span> { <a name="l00094"></a>00094 <span class="keywordflow">return</span> d->mDisconnectId; <a name="l00095"></a>00095 } <a name="l00096"></a>00096 } <a name="l00097"></a>00097 <a name="l00098"></a><a class="code" href="classKGameNetwork.html#c8ce6494e748f19cc8984cdef1c5d496">00098</a> <span class="keywordtype">int</span> <a class="code" href="classKGameNetwork.html#c8ce6494e748f19cc8984cdef1c5d496" title="Application cookie.">KGameNetwork::cookie</a>()<span class="keyword"> const</span> <a name="l00099"></a>00099 <span class="keyword"></span>{ <span class="keywordflow">return</span> d->mCookie; } <a name="l00100"></a>00100 <a name="l00101"></a><a class="code" href="classKGameNetwork.html#a184b41c13f9e30253fa108d4db18464">00101</a> <span class="keywordtype">bool</span> <a class="code" href="classKGameNetwork.html#a184b41c13f9e30253fa108d4db18464" title="Is this the game MASTER (i.e.">KGameNetwork::isMaster</a>()<span class="keyword"> const</span> <a name="l00102"></a>00102 <span class="keyword"></span>{ <span class="keywordflow">return</span> (d->mMessageServer != 0); } <a name="l00103"></a>00103 <a name="l00104"></a><a class="code" href="classKGameNetwork.html#0f16986a20e83e14711858be9b525348">00104</a> <span class="keywordtype">bool</span> <a class="code" href="classKGameNetwork.html#0f16986a20e83e14711858be9b525348" title="The admin of a game is the one who initializes newly connected clients using negotiateNetworkGame...">KGameNetwork::isAdmin</a>()<span class="keyword"> const</span> <a name="l00105"></a>00105 <span class="keyword"></span>{ <span class="keywordflow">return</span> (d->mMessageClient->isAdmin()); } <a name="l00106"></a>00106 <a name="l00107"></a><a class="code" href="classKGameNetwork.html#49fc77fd0c4f4fc89d4c69c5a141e562">00107</a> <a class="code" href="classKMessageClient.html" title="A client to connect to a KMessageServer.">KMessageClient</a>* <a class="code" href="classKGameNetwork.html#49fc77fd0c4f4fc89d4c69c5a141e562" title="Don&#39;t use this unless you really know what youre doing! You might experience...">KGameNetwork::messageClient</a>()<span class="keyword"> const</span> <a name="l00108"></a>00108 <span class="keyword"></span>{ <span class="keywordflow">return</span> d->mMessageClient; } <a name="l00109"></a>00109 <a name="l00110"></a><a class="code" href="classKGameNetwork.html#3754699bdb6c33c7768aed9f8912fd01">00110</a> <a class="code" href="classKMessageServer.html" title="A server for message sending and broadcasting, using TCP/IP connections.">KMessageServer</a>* <a class="code" href="classKGameNetwork.html#3754699bdb6c33c7768aed9f8912fd01" title="Don&#39;t use this unless you really know what you are doing! You might experience...">KGameNetwork::messageServer</a>()<span class="keyword"> const</span> <a name="l00111"></a>00111 <span class="keyword"></span>{ <span class="keywordflow">return</span> d->mMessageServer; } <a name="l00112"></a>00112 <a name="l00113"></a>00113 <span class="comment">// ----------------------- network init</span> <a name="l00114"></a>00114 <span class="keywordtype">void</span> KGameNetwork::setMaster() <a name="l00115"></a>00115 { <a name="l00116"></a>00116 <span class="keywordflow">if</span> (!d->mMessageServer) { <a name="l00117"></a>00117 d->mMessageServer = <span class="keyword">new</span> <a class="code" href="classKMessageServer.html" title="A server for message sending and broadcasting, using TCP/IP connections.">KMessageServer</a> (<a class="code" href="classKGameNetwork.html#c8ce6494e748f19cc8984cdef1c5d496" title="Application cookie.">cookie</a>(), <span class="keyword">this</span>); <a name="l00118"></a>00118 } <span class="keywordflow">else</span> { <a name="l00119"></a>00119 kdWarning(11001) << k_funcinfo << <span class="stringliteral">"Server already running!!"</span> << endl; <a name="l00120"></a>00120 } <a name="l00121"></a>00121 <span class="keywordflow">if</span> (!d->mMessageClient) { <a name="l00122"></a>00122 d->mMessageClient = <span class="keyword">new</span> <a class="code" href="classKMessageClient.html" title="A client to connect to a KMessageServer.">KMessageClient</a> (<span class="keyword">this</span>); <a name="l00123"></a>00123 connect (d->mMessageClient, SIGNAL(broadcastReceived(<span class="keyword">const</span> QByteArray&, Q_UINT32)), <a name="l00124"></a>00124 <span class="keyword">this</span>, SLOT(<a class="code" href="classKGameNetwork.html#32b056f4f11f5bf7fcb0f6dc5e4c47f5" title="Called by KMessageClient::broadcastReceived() and will check if the message format...">receiveNetworkTransmission</a>(<span class="keyword">const</span> QByteArray&, Q_UINT32))); <a name="l00125"></a>00125 connect (d->mMessageClient, SIGNAL(connectionBroken()), <a name="l00126"></a>00126 <span class="keyword">this</span>, SIGNAL(<a class="code" href="classKGameNetwork.html#9ea60ddd6eb853a15967fd1476156ee4" title="Our connection to the KMessageServer has broken.">signalConnectionBroken</a>())); <a name="l00127"></a>00127 connect (d->mMessageClient, SIGNAL(aboutToDisconnect(Q_UINT32)), <a name="l00128"></a>00128 <span class="keyword">this</span>, SLOT(<a class="code" href="classKGameNetwork.html#8974b4c76195321fa8a9720707004cec" title="Called when the network connection is about to terminate.">aboutToLoseConnection</a>(Q_UINT32))); <a name="l00129"></a>00129 connect (d->mMessageClient, SIGNAL(connectionBroken()), <a name="l00130"></a>00130 <span class="keyword">this</span>, SLOT(<a class="code" href="classKGameNetwork.html#40264c2574aae8f374476b1ce87a38b3" title="Called when the network connection is terminated.">slotResetConnection</a>())); <a name="l00131"></a>00131 <a name="l00132"></a>00132 connect (d->mMessageClient, SIGNAL(adminStatusChanged(<span class="keywordtype">bool</span>)), <a name="l00133"></a>00133 <span class="keyword">this</span>, SLOT(<a class="code" href="classKGameNetwork.html#9010f464e0f4a48cdcad1e88831db3a2" title="This KGame object receives or loses the admin status.">slotAdminStatusChanged</a>(<span class="keywordtype">bool</span>))); <a name="l00134"></a>00134 connect (d->mMessageClient, SIGNAL(eventClientConnected(Q_UINT32)), <a name="l00135"></a>00135 <span class="keyword">this</span>, SIGNAL(<a class="code" href="classKGameNetwork.html#d6a8fce932193c7a11538060b9ef7a10" title="This signal is emitted whenever the KMessageServer sends us a message that a new...">signalClientConnected</a>(Q_UINT32))); <a name="l00136"></a>00136 connect (d->mMessageClient, SIGNAL(eventClientDisconnected(Q_UINT32, <span class="keywordtype">bool</span>)), <a name="l00137"></a>00137 <span class="keyword">this</span>, SIGNAL(<a class="code" href="classKGameNetwork.html#3593718156238347096e3e666f80b9b9" title="This signal is emitted whenever the KMessageServer sends us a message that a connection...">signalClientDisconnected</a>(Q_UINT32, <span class="keywordtype">bool</span>))); <a name="l00138"></a>00138 <a name="l00139"></a>00139 <span class="comment">// broacast and direct messages are treated equally on receive.</span> <a name="l00140"></a>00140 connect (d->mMessageClient, SIGNAL(forwardReceived(<span class="keyword">const</span> QByteArray&, Q_UINT32, <span class="keyword">const</span> QValueList<Q_UINT32>&)), <a name="l00141"></a>00141 d->mMessageClient, SIGNAL(broadcastReceived(<span class="keyword">const</span> QByteArray&, Q_UINT32))); <a name="l00142"></a>00142 <a name="l00143"></a>00143 } <span class="keywordflow">else</span> { <a name="l00144"></a>00144 <span class="comment">// should be no problem but still has to be tested</span> <a name="l00145"></a>00145 kdDebug(11001) << k_funcinfo << <span class="stringliteral">"Client already exists!"</span> << endl; <a name="l00146"></a>00146 } <a name="l00147"></a>00147 d->mMessageClient->setServer(d->mMessageServer); <a name="l00148"></a>00148 } <a name="l00149"></a>00149 <a name="l00150"></a><a class="code" href="classKGameNetwork.html#91ff1e4cf003a77220d8e506e70ce83b">00150</a> <span class="keywordtype">void</span> <a class="code" href="classKGameNetwork.html#91ff1e4cf003a77220d8e506e70ce83b" title="Announces game MASTER on network using DNS-SD.">KGameNetwork::setDiscoveryInfo</a>(<span class="keyword">const</span> QString& type, <span class="keyword">const</span> QString& name) <a name="l00151"></a>00151 { <a name="l00152"></a>00152 kdDebug() << k_funcinfo << type << <span class="stringliteral">":"</span> << name << endl; <a name="l00153"></a>00153 d->mType = type; <a name="l00154"></a>00154 d->mName = name; <a name="l00155"></a>00155 tryPublish(); <a name="l00156"></a>00156 } <a name="l00157"></a>00157 <a name="l00158"></a>00158 <span class="keywordtype">void</span> KGameNetwork::tryPublish() <a name="l00159"></a>00159 { <a name="l00160"></a>00160 <span class="keywordflow">if</span> (d->mType.isNull() || !<a class="code" href="classKGameNetwork.html#e8b939345db0d94504b8dd563aaa7b56" title="Are we still offer offering server connections - only for game MASTER.">isOfferingConnections</a>()) <span class="keywordflow">return</span>; <a name="l00161"></a>00161 <span class="keywordflow">if</span> (!d->mService) d->mService = <span class="keyword">new</span> DNSSD::PublicService(d->mName,d->mType,<a class="code" href="classKGameNetwork.html#0b671c923a67c4713cbceb8ed4f87d0c">port</a>()); <a name="l00162"></a>00162 <span class="keywordflow">else</span> { <a name="l00163"></a>00163 <span class="keywordflow">if</span> (d->mType!=d->mService->type()) d->mService->setType(d->mType); <a name="l00164"></a>00164 <span class="keywordflow">if</span> (d->mName!=d->mService->serviceName()) d->mService->setServiceName(d->mName); <a name="l00165"></a>00165 } <a name="l00166"></a>00166 <span class="keywordflow">if</span> (!d->mService->isPublished()) d->mService->publishAsync(); <a name="l00167"></a>00167 } <a name="l00168"></a>00168 <a name="l00169"></a>00169 <span class="keywordtype">void</span> KGameNetwork::tryStopPublishing() <a name="l00170"></a>00170 { <a name="l00171"></a>00171 <span class="keywordflow">if</span> (d->mService) d->mService->stop(); <a name="l00172"></a>00172 } <a name="l00173"></a>00173 <a name="l00174"></a><a class="code" href="classKGameNetwork.html#dc453ef4b200a1fc347d5c01f33e3770">00174</a> <span class="keywordtype">bool</span> <a class="code" href="classKGameNetwork.html#dc453ef4b200a1fc347d5c01f33e3770" title="Inits a network game as network MASTER.">KGameNetwork::offerConnections</a>(Q_UINT16 <a class="code" href="classKGameNetwork.html#0b671c923a67c4713cbceb8ed4f87d0c">port</a>) <a name="l00175"></a>00175 { <a name="l00176"></a>00176 kdDebug (11001) << k_funcinfo << <span class="stringliteral">"on port "</span> << port << endl; <a name="l00177"></a>00177 <span class="keywordflow">if</span> (!<a class="code" href="classKGameNetwork.html#a184b41c13f9e30253fa108d4db18464" title="Is this the game MASTER (i.e.">isMaster</a>()) { <a name="l00178"></a>00178 setMaster(); <a name="l00179"></a>00179 } <a name="l00180"></a>00180 <a name="l00181"></a>00181 <span class="comment">// Make sure this is 0</span> <a name="l00182"></a>00182 d->mDisconnectId = 0; <a name="l00183"></a>00183 <a name="l00184"></a>00184 <span class="comment">// FIXME: This debug message can be removed when the program is working correct.</span> <a name="l00185"></a>00185 <span class="keywordflow">if</span> (d->mMessageServer && d->mMessageServer->isOfferingConnections()) { <a name="l00186"></a>00186 kdDebug (11001) << k_funcinfo << <span class="stringliteral">"Already running as server! Changing the port now!"</span> << endl; <a name="l00187"></a>00187 } <a name="l00188"></a>00188 <a name="l00189"></a>00189 tryStopPublishing(); <a name="l00190"></a>00190 kdDebug (11001) << k_funcinfo << <span class="stringliteral">"before Server->initNetwork"</span> << endl; <a name="l00191"></a>00191 <span class="keywordflow">if</span> (!d->mMessageServer->initNetwork (port)) { <a name="l00192"></a>00192 kdError (11001) << k_funcinfo << <span class="stringliteral">"Unable to bind to port "</span> << port << <span class="stringliteral">"!"</span> << endl; <a name="l00193"></a>00193 <span class="comment">// no need to delete - we just cannot listen to the port</span> <a name="l00194"></a>00194 <span class="comment">// delete d->mMessageServer;</span> <a name="l00195"></a>00195 <span class="comment">// d->mMessageServer = 0;</span> <a name="l00196"></a>00196 <span class="comment">// d->mMessageClient->setServer((KMessageServer*)0);</span> <a name="l00197"></a>00197 <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l00198"></a>00198 } <a name="l00199"></a>00199 kdDebug (11001) << k_funcinfo << <span class="stringliteral">"after Server->initNetwork"</span> << endl; <a name="l00200"></a>00200 tryPublish(); <a name="l00201"></a>00201 <span class="keywordflow">return</span> <span class="keyword">true</span>; <a name="l00202"></a>00202 } <a name="l00203"></a>00203 <a name="l00204"></a><a class="code" href="classKGameNetwork.html#570a19645ffd855161ff62036a979de7">00204</a> <span class="keywordtype">bool</span> <a class="code" href="classKGameNetwork.html#570a19645ffd855161ff62036a979de7" title="Inits a network game as a network CLIENT.">KGameNetwork::connectToServer</a> (<span class="keyword">const</span> QString& host, Q_UINT16 <a class="code" href="classKGameNetwork.html#0b671c923a67c4713cbceb8ed4f87d0c">port</a>) <a name="l00205"></a>00205 { <a name="l00206"></a>00206 <span class="keywordflow">if</span> (host.isEmpty()) { <a name="l00207"></a>00207 kdError(11001) << k_funcinfo << <span class="stringliteral">"No hostname given"</span> << endl; <a name="l00208"></a>00208 <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l00209"></a>00209 } <a name="l00210"></a>00210 <a name="l00211"></a>00211 <span class="comment">// Make sure this is 0</span> <a name="l00212"></a>00212 d->mDisconnectId = 0; <a name="l00213"></a>00213 <a name="l00214"></a>00214 <span class="comment">// if (!d->mMessageServer) {</span> <a name="l00215"></a>00215 <span class="comment">// // FIXME: What shall we do here? Probably must stop a running game.</span> <a name="l00216"></a>00216 <span class="comment">// kdWarning (11001) << k_funcinfo << "We are already connected to another server!" << endl;</span> <a name="l00218"></a>00218 <span class="comment"></span> <a name="l00219"></a>00219 <span class="keywordflow">if</span> (d->mMessageServer) { <a name="l00220"></a>00220 <span class="comment">// FIXME: What shall we do here? Probably must stop a running game.</span> <a name="l00221"></a>00221 kdWarning(11001) << <span class="stringliteral">"we are server but we are trying to connect to another server! "</span> <a name="l00222"></a>00222 << <span class="stringliteral">"make sure that all clients connect to that server! "</span> <a name="l00223"></a>00223 << <span class="stringliteral">"quitting the local server now..."</span> << endl; <a name="l00224"></a>00224 <a class="code" href="classKGameNetwork.html#df433636c2b0a6548c079a373db801c6" title="Stops offering server connections - only for game MASTER.">stopServerConnection</a>(); <a name="l00225"></a>00225 d->mMessageClient->setServer((<a class="code" href="classKMessageIO.html" title="This abstract base class represents one end of a message connections between two...">KMessageIO</a>*)0); <a name="l00226"></a>00226 <span class="keyword">delete</span> d->mMessageServer; <a name="l00227"></a>00227 d->mMessageServer = 0; <a name="l00228"></a>00228 } <a name="l00229"></a>00229 <a name="l00230"></a>00230 kdDebug(11001) << <span class="stringliteral">" about to set server"</span> << endl; <a name="l00231"></a>00231 d->mMessageClient->setServer(host, port); <a name="l00232"></a>00232 emit <a class="code" href="classKGameNetwork.html#ece362f75847b00151dce8e05ac63658" title="This client gets or loses the admin status.">signalAdminStatusChanged</a>(<span class="keyword">false</span>); <span class="comment">// as we delete the connection above isAdmin() is always false now!</span> <a name="l00233"></a>00233 <a name="l00234"></a>00234 <span class="comment">// OK: We say that we already have connected, but this isn't so yet!</span> <a name="l00235"></a>00235 <span class="comment">// If the connection cannot be established, it will look as being disconnected</span> <a name="l00236"></a>00236 <span class="comment">// again ("slotConnectionLost" is called).</span> <a name="l00237"></a>00237 <span class="comment">// Shall we differ between these?</span> <a name="l00238"></a>00238 kdDebug(11001) << <span class="stringliteral">"connected to "</span> << host << <span class="stringliteral">":"</span> << port << endl; <a name="l00239"></a>00239 <span class="keywordflow">return</span> <span class="keyword">true</span>; <a name="l00240"></a>00240 } <a name="l00241"></a>00241 <a name="l00242"></a><a class="code" href="classKGameNetwork.html#0b671c923a67c4713cbceb8ed4f87d0c">00242</a> Q_UINT16 <a class="code" href="classKGameNetwork.html#0b671c923a67c4713cbceb8ed4f87d0c">KGameNetwork::port</a>()<span class="keyword"> const</span> <a name="l00243"></a>00243 <span class="keyword"></span>{ <a name="l00244"></a>00244 <span class="keywordflow">if</span> (<a class="code" href="classKGameNetwork.html#68506cf204dfcfa55688c73217868189">isNetwork</a>()) { <a name="l00245"></a>00245 <span class="keywordflow">if</span> (<a class="code" href="classKGameNetwork.html#e8b939345db0d94504b8dd563aaa7b56" title="Are we still offer offering server connections - only for game MASTER.">isOfferingConnections</a>()) { <a name="l00246"></a>00246 <span class="keywordflow">return</span> d->mMessageServer->serverPort(); <a name="l00247"></a>00247 } <span class="keywordflow">else</span> { <a name="l00248"></a>00248 <span class="keywordflow">return</span> d->mMessageClient->peerPort(); <a name="l00249"></a>00249 } <a name="l00250"></a>00250 } <a name="l00251"></a>00251 <span class="keywordflow">return</span> 0; <a name="l00252"></a>00252 } <a name="l00253"></a>00253 <a name="l00254"></a><a class="code" href="classKGameNetwork.html#3c4584fbcf7ba8d46936c183458507c7">00254</a> QString <a class="code" href="classKGameNetwork.html#3c4584fbcf7ba8d46936c183458507c7">KGameNetwork::hostName</a>()<span class="keyword"> const</span> <a name="l00255"></a>00255 <span class="keyword"></span>{ <a name="l00256"></a>00256 <span class="keywordflow">return</span> d->mMessageClient->peerName(); <a name="l00257"></a>00257 } <a name="l00258"></a>00258 <a name="l00259"></a><a class="code" href="classKGameNetwork.html#df433636c2b0a6548c079a373db801c6">00259</a> <span class="keywordtype">bool</span> <a class="code" href="classKGameNetwork.html#df433636c2b0a6548c079a373db801c6" title="Stops offering server connections - only for game MASTER.">KGameNetwork::stopServerConnection</a>() <a name="l00260"></a>00260 { <a name="l00261"></a>00261 <span class="comment">// We still are the Master, we just don't accept further connections!</span> <a name="l00262"></a>00262 tryStopPublishing(); <a name="l00263"></a>00263 <span class="keywordflow">if</span> (d->mMessageServer) { <a name="l00264"></a>00264 d->mMessageServer->stopNetwork(); <a name="l00265"></a>00265 <span class="keywordflow">return</span> <span class="keyword">true</span>; <a name="l00266"></a>00266 } <a name="l00267"></a>00267 <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l00268"></a>00268 } <a name="l00269"></a>00269 <a name="l00270"></a><a class="code" href="classKGameNetwork.html#e8b939345db0d94504b8dd563aaa7b56">00270</a> <span class="keywordtype">bool</span> <a class="code" href="classKGameNetwork.html#e8b939345db0d94504b8dd563aaa7b56" title="Are we still offer offering server connections - only for game MASTER.">KGameNetwork::isOfferingConnections</a>()<span class="keyword"> const</span> <a name="l00271"></a>00271 <span class="keyword"></span>{ <span class="keywordflow">return</span> (d->mMessageServer && d->mMessageServer->isOfferingConnections()); } <a name="l00272"></a>00272 <a name="l00273"></a><a class="code" href="classKGameNetwork.html#406fcd84519c9c5adb259b662dbfb677">00273</a> <span class="keywordtype">void</span> <a class="code" href="classKGameNetwork.html#406fcd84519c9c5adb259b662dbfb677" title="Disconnect the current connection and establish a new local one.">KGameNetwork::disconnect</a>() <a name="l00274"></a>00274 { <a name="l00275"></a>00275 <span class="comment">// TODO MH</span> <a name="l00276"></a>00276 kdDebug(11001) << k_funcinfo << endl; <a name="l00277"></a>00277 <a class="code" href="classKGameNetwork.html#df433636c2b0a6548c079a373db801c6" title="Stops offering server connections - only for game MASTER.">stopServerConnection</a>(); <a name="l00278"></a>00278 <span class="keywordflow">if</span> (d->mMessageServer) { <a name="l00279"></a>00279 QValueList <Q_UINT32> list=d->mMessageServer->clientIDs(); <a name="l00280"></a>00280 QValueList<Q_UINT32>::Iterator it; <a name="l00281"></a>00281 <span class="keywordflow">for</span>( it = list.begin(); it != list.end(); ++it ) <a name="l00282"></a>00282 { <a name="l00283"></a>00283 kdDebug(11001) << <span class="stringliteral">"Client id="</span> << (*it) << endl; <a name="l00284"></a>00284 <a class="code" href="classKMessageIO.html" title="This abstract base class represents one end of a message connections between two...">KMessageIO</a> *client=d->mMessageServer->findClient(*it); <a name="l00285"></a>00285 <span class="keywordflow">if</span> (!client) <a name="l00286"></a>00286 { <a name="l00287"></a>00287 <span class="keywordflow">continue</span>; <a name="l00288"></a>00288 } <a name="l00289"></a>00289 kdDebug(11001) << <span class="stringliteral">" rtti="</span> << client-><a class="code" href="classKMessageIO.html#389aadce959970213823a2728d00c255" title="The runtime idendifcation.">rtti</a>() << endl; <a name="l00290"></a>00290 <span class="keywordflow">if</span> (client-><a class="code" href="classKMessageIO.html#389aadce959970213823a2728d00c255" title="The runtime idendifcation.">rtti</a>()==2) <a name="l00291"></a>00291 { <a name="l00292"></a>00292 kdDebug(11001) << <span class="stringliteral">"DIRECT IO "</span> << endl; <a name="l00293"></a>00293 } <a name="l00294"></a>00294 <span class="keywordflow">else</span> <a name="l00295"></a>00295 { <a name="l00296"></a>00296 d->mMessageServer->removeClient(client,<span class="keyword">false</span>); <a name="l00297"></a>00297 } <a name="l00298"></a>00298 } <a name="l00299"></a>00299 } <a name="l00300"></a>00300 <span class="keywordflow">else</span> <a name="l00301"></a>00301 { <a name="l00302"></a>00302 kdDebug(11001) << k_funcinfo << <span class="stringliteral">"before client->disconnect() id="</span><<<a class="code" href="classKGameNetwork.html#505a8e205c26c166ad7903663e17b48a" title="The unique ID of this game.">gameId</a>()<< endl; <a name="l00303"></a>00303 <span class="comment">//d->mMessageClient->setServer((KMessageIO*)0);</span> <a name="l00304"></a>00304 kdDebug(11001) << <span class="stringliteral">"+++++++++++++++++++++++++++++++++++++++++++++++++++++++"</span><<endl; <a name="l00305"></a>00305 d->mMessageClient->disconnect(); <a name="l00306"></a>00306 <a name="l00307"></a>00307 kdDebug(11001) << <span class="stringliteral">"++++++--------------------------------------------+++++"</span><<endl; <a name="l00308"></a>00308 } <a name="l00309"></a>00309 <span class="comment">//setMaster();</span> <a name="l00310"></a>00310 <span class="comment">/*</span> <a name="l00311"></a>00311 <span class="comment"> if (d->mMessageServer) {</span> <a name="l00312"></a>00312 <span class="comment"> //delete d->mMessageServer;</span> <a name="l00313"></a>00313 <span class="comment"> //d->mMessageServer=0;</span> <a name="l00314"></a>00314 <span class="comment"> server=true;</span> <a name="l00315"></a>00315 <span class="comment"> kdDebug(11001) << " server true" << endl;</span> <a name="l00316"></a>00316 <span class="comment"> d->mMessageServer->deleteClients();</span> <a name="l00317"></a>00317 <span class="comment"> kdDebug(11001) << " server deleteClients" << endl;</span> <a name="l00318"></a>00318 <span class="comment"> }</span> <a name="l00319"></a>00319 <span class="comment"> */</span> <a name="l00320"></a>00320 kdDebug(11001) << k_funcinfo << <span class="stringliteral">"DONE"</span> << endl; <a name="l00321"></a>00321 } <a name="l00322"></a>00322 <a name="l00323"></a><a class="code" href="classKGameNetwork.html#8974b4c76195321fa8a9720707004cec">00323</a> <span class="keywordtype">void</span> <a class="code" href="classKGameNetwork.html#8974b4c76195321fa8a9720707004cec" title="Called when the network connection is about to terminate.">KGameNetwork::aboutToLoseConnection</a>(Q_UINT32 clientID) <a name="l00324"></a>00324 { <a name="l00325"></a>00325 kdDebug(11001) << <span class="stringliteral">"Storing client id of connection "</span><<clientID<<endl; <a name="l00326"></a>00326 d->mDisconnectId = clientID; <a name="l00327"></a>00327 } <a name="l00328"></a>00328 <a name="l00329"></a><a class="code" href="classKGameNetwork.html#40264c2574aae8f374476b1ce87a38b3">00329</a> <span class="keywordtype">void</span> <a class="code" href="classKGameNetwork.html#40264c2574aae8f374476b1ce87a38b3" title="Called when the network connection is terminated.">KGameNetwork::slotResetConnection</a>() <a name="l00330"></a>00330 { <a name="l00331"></a>00331 kdDebug(11001) << <span class="stringliteral">"Resseting client disconnect id"</span><<endl; <a name="l00332"></a>00332 d->mDisconnectId = 0; <a name="l00333"></a>00333 } <a name="l00334"></a>00334 <a name="l00335"></a><a class="code" href="classKGameNetwork.html#a9cd3f84eba25e617d8b47a0a947ff63">00335</a> <span class="keywordtype">void</span> <a class="code" href="classKGameNetwork.html#a9cd3f84eba25e617d8b47a0a947ff63" title="If you are the ADMIN of the game you can give the ADMIN status away to another client...">KGameNetwork::electAdmin</a>(Q_UINT32 clientID) <a name="l00336"></a>00336 { <a name="l00337"></a>00337 <span class="keywordflow">if</span> (!<a class="code" href="classKGameNetwork.html#0f16986a20e83e14711858be9b525348" title="The admin of a game is the one who initializes newly connected clients using negotiateNetworkGame...">isAdmin</a>()) { <a name="l00338"></a>00338 kdWarning(11001) << k_funcinfo << <span class="stringliteral">"only ADMIN is allowed to call this!"</span> << endl; <a name="l00339"></a>00339 <span class="keywordflow">return</span>; <a name="l00340"></a>00340 } <a name="l00341"></a>00341 QByteArray buffer; <a name="l00342"></a>00342 QDataStream stream(buffer,IO_WriteOnly); <a name="l00343"></a>00343 stream << static_cast<Q_UINT32>( KMessageServer::REQ_ADMIN_CHANGE ); <a name="l00344"></a>00344 stream << clientID; <a name="l00345"></a>00345 d->mMessageClient->sendServerMessage(buffer); <a name="l00346"></a>00346 } <a name="l00347"></a>00347 <a name="l00348"></a><a class="code" href="classKGameNetwork.html#88f9cea951067256a2aff069869ca1e5">00348</a> <span class="keywordtype">void</span> <a class="code" href="classKGameNetwork.html#88f9cea951067256a2aff069869ca1e5" title="Changes the maximal connection number of the KMessageServer to max.">KGameNetwork::setMaxClients</a>(<span class="keywordtype">int</span> max) <a name="l00349"></a>00349 { <a name="l00350"></a>00350 <span class="keywordflow">if</span> (!<a class="code" href="classKGameNetwork.html#0f16986a20e83e14711858be9b525348" title="The admin of a game is the one who initializes newly connected clients using negotiateNetworkGame...">isAdmin</a>()) { <a name="l00351"></a>00351 kdWarning(11001) << k_funcinfo << <span class="stringliteral">"only ADMIN is allowed to call this!"</span> << endl; <a name="l00352"></a>00352 <span class="keywordflow">return</span>; <a name="l00353"></a>00353 } <a name="l00354"></a>00354 QByteArray buffer; <a name="l00355"></a>00355 QDataStream stream(buffer,IO_WriteOnly); <a name="l00356"></a>00356 stream << static_cast<Q_UINT32>( KMessageServer::REQ_MAX_NUM_CLIENTS ); <a name="l00357"></a>00357 stream << (Q_INT32)max; <a name="l00358"></a>00358 d->mMessageClient->sendServerMessage(buffer); <a name="l00359"></a>00359 } <a name="l00360"></a>00360 <a name="l00361"></a><a class="code" href="classKGameNetwork.html#31e355285ef753237d66902723564445">00361</a> <span class="keywordtype">void</span> <a class="code" href="classKGameNetwork.html#31e355285ef753237d66902723564445" title="You should call this before doing thigs like, e.g.">KGameNetwork::lock</a>() <a name="l00362"></a>00362 { <a name="l00363"></a>00363 <span class="keywordflow">if</span> (<a class="code" href="classKGameNetwork.html#49fc77fd0c4f4fc89d4c69c5a141e562" title="Don&#39;t use this unless you really know what youre doing! You might experience...">messageClient</a>()) { <a name="l00364"></a>00364 <a class="code" href="classKGameNetwork.html#49fc77fd0c4f4fc89d4c69c5a141e562" title="Don&#39;t use this unless you really know what youre doing! You might experience...">messageClient</a>()-><a class="code" href="classKMessageClient.html#2e36bd5e629d414f1b6b990329c8facd" title="Once this function is called no message will be received anymore.">lock</a>(); <a name="l00365"></a>00365 } <a name="l00366"></a>00366 } <a name="l00367"></a>00367 <a name="l00368"></a><a class="code" href="classKGameNetwork.html#aa902923395538829ba6493278d73b0e">00368</a> <span class="keywordtype">void</span> <a class="code" href="classKGameNetwork.html#aa902923395538829ba6493278d73b0e">KGameNetwork::unlock</a>() <a name="l00369"></a>00369 { <a name="l00370"></a>00370 <span class="keywordflow">if</span> (<a class="code" href="classKGameNetwork.html#49fc77fd0c4f4fc89d4c69c5a141e562" title="Don&#39;t use this unless you really know what youre doing! You might experience...">messageClient</a>()) { <a name="l00371"></a>00371 <a class="code" href="classKGameNetwork.html#49fc77fd0c4f4fc89d4c69c5a141e562" title="Don&#39;t use this unless you really know what youre doing! You might experience...">messageClient</a>()-><a class="code" href="classKMessageClient.html#c2e273a837eb798c97588b2554b0f7b5" title="Deliver every message that was delayed by lock() and actually deliver all messages...">unlock</a>(); <a name="l00372"></a>00372 } <a name="l00373"></a>00373 } <a name="l00374"></a>00374 <a name="l00375"></a>00375 <span class="comment">// --------------------- send messages ---------------------------</span> <a name="l00376"></a>00376 <a name="l00377"></a><a class="code" href="classKGameNetwork.html#e7d4110d930e2ab0b9ac47ad1ee2ed62">00377</a> <span class="keywordtype">bool</span> <a class="code" href="classKGameNetwork.html#47378d52be82b84762a27dff42f54295" title="Sends a network message msg with a given msg id msgid to all clients.">KGameNetwork::sendSystemMessage</a>(<span class="keywordtype">int</span> data, <span class="keywordtype">int</span> msgid, Q_UINT32 receiver, Q_UINT32 sender) <a name="l00378"></a>00378 { <a name="l00379"></a>00379 QByteArray buffer; <a name="l00380"></a>00380 QDataStream stream(buffer,IO_WriteOnly); <a name="l00381"></a>00381 stream << data; <a name="l00382"></a>00382 <span class="keywordflow">return</span> <a class="code" href="classKGameNetwork.html#47378d52be82b84762a27dff42f54295" title="Sends a network message msg with a given msg id msgid to all clients.">sendSystemMessage</a>(buffer,msgid,receiver,sender); <a name="l00383"></a>00383 } <a name="l00384"></a>00384 <a name="l00385"></a><a class="code" href="classKGameNetwork.html#2518bebbef5315dd31ec7deb6f0fa894">00385</a> <span class="keywordtype">bool</span> <a class="code" href="classKGameNetwork.html#47378d52be82b84762a27dff42f54295" title="Sends a network message msg with a given msg id msgid to all clients.">KGameNetwork::sendSystemMessage</a>(<span class="keyword">const</span> QString &msg, <span class="keywordtype">int</span> msgid, Q_UINT32 receiver, Q_UINT32 sender) <a name="l00386"></a>00386 { <a name="l00387"></a>00387 QByteArray buffer; <a name="l00388"></a>00388 QDataStream stream(buffer, IO_WriteOnly); <a name="l00389"></a>00389 stream << msg; <a name="l00390"></a>00390 <span class="keywordflow">return</span> <a class="code" href="classKGameNetwork.html#47378d52be82b84762a27dff42f54295" title="Sends a network message msg with a given msg id msgid to all clients.">sendSystemMessage</a>(buffer, msgid, receiver, sender); <a name="l00391"></a>00391 } <a name="l00392"></a>00392 <a name="l00393"></a><a class="code" href="classKGameNetwork.html#c1c58e31dd6dcbcdf52c5ba514eee1ff">00393</a> <span class="keywordtype">bool</span> <a class="code" href="classKGameNetwork.html#47378d52be82b84762a27dff42f54295" title="Sends a network message msg with a given msg id msgid to all clients.">KGameNetwork::sendSystemMessage</a>(<span class="keyword">const</span> QDataStream &msg, <span class="keywordtype">int</span> msgid, Q_UINT32 receiver, Q_UINT32 sender) <a name="l00394"></a>00394 { <span class="keywordflow">return</span> <a class="code" href="classKGameNetwork.html#47378d52be82b84762a27dff42f54295" title="Sends a network message msg with a given msg id msgid to all clients.">sendSystemMessage</a>(((QBuffer*)msg.device())->buffer(), msgid, receiver, sender); } <a name="l00395"></a>00395 <a name="l00396"></a><a class="code" href="classKGameNetwork.html#47378d52be82b84762a27dff42f54295">00396</a> <span class="keywordtype">bool</span> <a class="code" href="classKGameNetwork.html#47378d52be82b84762a27dff42f54295" title="Sends a network message msg with a given msg id msgid to all clients.">KGameNetwork::sendSystemMessage</a>(<span class="keyword">const</span> QByteArray& data, <span class="keywordtype">int</span> msgid, Q_UINT32 receiver, Q_UINT32 sender) <a name="l00397"></a>00397 { <a name="l00398"></a>00398 QByteArray buffer; <a name="l00399"></a>00399 QDataStream stream(buffer,IO_WriteOnly); <a name="l00400"></a>00400 <span class="keywordflow">if</span> (!sender) { <a name="l00401"></a>00401 sender = <a class="code" href="classKGameNetwork.html#505a8e205c26c166ad7903663e17b48a" title="The unique ID of this game.">gameId</a>(); <a name="l00402"></a>00402 } <a name="l00403"></a>00403 <a name="l00404"></a>00404 Q_UINT32 receiverClient = KGameMessage::rawGameId(receiver); <span class="comment">// KGame::gameId()</span> <a name="l00405"></a>00405 <span class="keywordtype">int</span> receiverPlayer = KGameMessage::rawPlayerId(receiver); <span class="comment">// KPlayer::id()</span> <a name="l00406"></a>00406 <a name="l00407"></a>00407 KGameMessage::createHeader(stream, sender, receiver, msgid); <a name="l00408"></a>00408 stream.writeRawBytes(data.data(), data.size()); <a name="l00409"></a>00409 <a name="l00410"></a>00410 <span class="comment">/*</span> <a name="l00411"></a>00411 <span class="comment"> kdDebug(11001) << "transmitGameClientMessage msgid=" << msgid << " recv="</span> <a name="l00412"></a>00412 <span class="comment"> << receiver << " sender=" << sender << " Buffersize="</span> <a name="l00413"></a>00413 <span class="comment"> << buffer.size() << endl;</span> <a name="l00414"></a>00414 <span class="comment"> */</span> <a name="l00415"></a>00415 <a name="l00416"></a>00416 <span class="keywordflow">if</span> (!d->mMessageClient) { <a name="l00417"></a>00417 <span class="comment">// No client created, this should never happen!</span> <a name="l00418"></a>00418 <span class="comment">// Having a local game means we have our own</span> <a name="l00419"></a>00419 <span class="comment">// KMessageServer and we are the only client.</span> <a name="l00420"></a>00420 kdWarning (11001) << k_funcinfo << <span class="stringliteral">"We don't have a client! Should never happen!"</span> << endl; <a name="l00421"></a>00421 <span class="keywordflow">return</span> <span class="keyword">false</span>; <a name="l00422"></a>00422 } <a name="l00423"></a>00423 <a name="l00424"></a>00424 <span class="keywordflow">if</span> (receiverClient == 0 || receiverPlayer != 0) <a name="l00425"></a>00425 { <a name="l00426"></a>00426 <span class="comment">// if receiverClient == 0 this is a broadcast message. if it is != 0 but</span> <a name="l00427"></a>00427 <span class="comment">// receiverPlayer is also != 0 we have to send broadcast anyway, because the</span> <a name="l00428"></a>00428 <span class="comment">// KPlayer object on all clients needs to receive the message.</span> <a name="l00429"></a>00429 d->mMessageClient->sendBroadcast(buffer); <a name="l00430"></a>00430 } <a name="l00431"></a>00431 <span class="keywordflow">else</span> <a name="l00432"></a>00432 { <a name="l00433"></a>00433 d->mMessageClient->sendForward(buffer, receiverClient); <a name="l00434"></a>00434 } <a name="l00435"></a>00435 <span class="keywordflow">return</span> <span class="keyword">true</span>; <a name="l00436"></a>00436 } <a name="l00437"></a>00437 <a name="l00438"></a><a class="code" href="classKGameNetwork.html#b80db254505f88c5c433bf639b4c92f5">00438</a> <span class="keywordtype">bool</span> <a class="code" href="classKGameNetwork.html#27afbe51a7837e653b5513c4fd3e0af4" title="Send a network message msg with a given message ID msgid to all clients.">KGameNetwork::sendMessage</a>(<span class="keywordtype">int</span> data, <span class="keywordtype">int</span> msgid, Q_UINT32 receiver, Q_UINT32 sender) <a name="l00439"></a>00439 { <span class="keywordflow">return</span> <a class="code" href="classKGameNetwork.html#47378d52be82b84762a27dff42f54295" title="Sends a network message msg with a given msg id msgid to all clients.">sendSystemMessage</a>(data,msgid+KGameMessage::IdUser,receiver,sender); } <a name="l00440"></a>00440 <a name="l00441"></a><a class="code" href="classKGameNetwork.html#14678e1f6b5d9e093aae00b4fd27d0a7">00441</a> <span class="keywordtype">bool</span> <a class="code" href="classKGameNetwork.html#27afbe51a7837e653b5513c4fd3e0af4" title="Send a network message msg with a given message ID msgid to all clients.">KGameNetwork::sendMessage</a>(<span class="keyword">const</span> QString &msg, <span class="keywordtype">int</span> msgid, Q_UINT32 receiver, Q_UINT32 sender) <a name="l00442"></a>00442 { <span class="keywordflow">return</span> <a class="code" href="classKGameNetwork.html#47378d52be82b84762a27dff42f54295" title="Sends a network message msg with a given msg id msgid to all clients.">sendSystemMessage</a>(msg,msgid+KGameMessage::IdUser,receiver,sender); } <a name="l00443"></a>00443 <a name="l00444"></a><a class="code" href="classKGameNetwork.html#ff7a5e89174be7e1aaa0d67059a5c7b3">00444</a> <span class="keywordtype">bool</span> <a class="code" href="classKGameNetwork.html#27afbe51a7837e653b5513c4fd3e0af4" title="Send a network message msg with a given message ID msgid to all clients.">KGameNetwork::sendMessage</a>(<span class="keyword">const</span> QDataStream &msg, <span class="keywordtype">int</span> msgid, Q_UINT32 receiver, Q_UINT32 sender) <a name="l00445"></a>00445 { <span class="keywordflow">return</span> <a class="code" href="classKGameNetwork.html#47378d52be82b84762a27dff42f54295" title="Sends a network message msg with a given msg id msgid to all clients.">sendSystemMessage</a>(msg, msgid+KGameMessage::IdUser, receiver, sender); } <a name="l00446"></a>00446 <a name="l00447"></a><a class="code" href="classKGameNetwork.html#27afbe51a7837e653b5513c4fd3e0af4">00447</a> <span class="keywordtype">bool</span> <a class="code" href="classKGameNetwork.html#27afbe51a7837e653b5513c4fd3e0af4" title="Send a network message msg with a given message ID msgid to all clients.">KGameNetwork::sendMessage</a>(<span class="keyword">const</span> QByteArray &msg, <span class="keywordtype">int</span> msgid, Q_UINT32 receiver, Q_UINT32 sender) <a name="l00448"></a>00448 { <span class="keywordflow">return</span> <a class="code" href="classKGameNetwork.html#47378d52be82b84762a27dff42f54295" title="Sends a network message msg with a given msg id msgid to all clients.">sendSystemMessage</a>(msg, msgid+KGameMessage::IdUser, receiver, sender); } <a name="l00449"></a>00449 <a name="l00450"></a><a class="code" href="classKGameNetwork.html#e80a1a5379d908ca6e0bdf4edef675fb">00450</a> <span class="keywordtype">void</span> <a class="code" href="classKGameNetwork.html#e80a1a5379d908ca6e0bdf4edef675fb" title="Sends a network message.">KGameNetwork::sendError</a>(<span class="keywordtype">int</span> error,<span class="keyword">const</span> QByteArray& message, Q_UINT32 receiver, Q_UINT32 sender) <a name="l00451"></a>00451 { <a name="l00452"></a>00452 QByteArray buffer; <a name="l00453"></a>00453 QDataStream stream(buffer,IO_WriteOnly); <a name="l00454"></a>00454 stream << (Q_INT32) error; <a name="l00455"></a>00455 stream.writeRawBytes(message.data(), message.size()); <a name="l00456"></a>00456 <a class="code" href="classKGameNetwork.html#47378d52be82b84762a27dff42f54295" title="Sends a network message msg with a given msg id msgid to all clients.">sendSystemMessage</a>(stream,KGameMessage::IdError,receiver,sender); <a name="l00457"></a>00457 } <a name="l00458"></a>00458 <a name="l00459"></a>00459 <a name="l00460"></a>00460 <span class="comment">// ----------------- receive messages from the network</span> <a name="l00461"></a><a class="code" href="classKGameNetwork.html#32b056f4f11f5bf7fcb0f6dc5e4c47f5">00461</a> <span class="keywordtype">void</span> <a class="code" href="classKGameNetwork.html#32b056f4f11f5bf7fcb0f6dc5e4c47f5" title="Called by KMessageClient::broadcastReceived() and will check if the message format...">KGameNetwork::receiveNetworkTransmission</a>(<span class="keyword">const</span> QByteArray& receiveBuffer, Q_UINT32 clientID) <a name="l00462"></a>00462 { <a name="l00463"></a>00463 QDataStream stream(receiveBuffer, IO_ReadOnly); <a name="l00464"></a>00464 <span class="keywordtype">int</span> msgid; <a name="l00465"></a>00465 Q_UINT32 sender; <span class="comment">// the id of the KGame/KPlayer who sent the message</span> <a name="l00466"></a>00466 Q_UINT32 receiver; <span class="comment">// the id of the KGame/KPlayer the message is for </span> <a name="l00467"></a>00467 KGameMessage::extractHeader(stream, sender, receiver, msgid); <a name="l00468"></a>00468 <span class="comment">// kdDebug(11001) << k_funcinfo << "id=" << msgid << " sender=" << sender << " recv=" << receiver << endl;</span> <a name="l00469"></a>00469 <a name="l00470"></a>00470 <span class="comment">// No broadcast : receiver==0</span> <a name="l00471"></a>00471 <span class="comment">// No player isPlayer(receiver)</span> <a name="l00472"></a>00472 <span class="comment">// Different game gameId()!=receiver</span> <a name="l00473"></a>00473 <span class="keywordflow">if</span> (receiver && receiver!=<a class="code" href="classKGameNetwork.html#505a8e205c26c166ad7903663e17b48a" title="The unique ID of this game.">gameId</a>() && !KGameMessage::isPlayer(receiver) ) <a name="l00474"></a>00474 { <a name="l00475"></a>00475 <span class="comment">// receiver=0 is broadcast or player message</span> <a name="l00476"></a>00476 kdDebug(11001) << k_funcinfo << <span class="stringliteral">"Message not meant for us "</span> <a name="l00477"></a>00477 << <a class="code" href="classKGameNetwork.html#505a8e205c26c166ad7903663e17b48a" title="The unique ID of this game.">gameId</a>() << <span class="stringliteral">"!="</span> << receiver << <span class="stringliteral">" rawid="</span> <a name="l00478"></a>00478 << KGameMessage::rawGameId(receiver) << endl; <a name="l00479"></a>00479 <span class="keywordflow">return</span>; <a name="l00480"></a>00480 } <a name="l00481"></a>00481 <span class="keywordflow">else</span> <span class="keywordflow">if</span> (msgid==KGameMessage::IdError) <a name="l00482"></a>00482 { <a name="l00483"></a>00483 QString text; <a name="l00484"></a>00484 Q_INT32 error; <a name="l00485"></a>00485 stream >> error; <a name="l00486"></a>00486 kdDebug(11001) << k_funcinfo << <span class="stringliteral">"Got IdError "</span> << error << endl; <a name="l00487"></a>00487 text = KGameError::errorText(error, stream); <a name="l00488"></a>00488 kdDebug(11001) << <span class="stringliteral">"Error text: "</span> << text.latin1() << endl; <a name="l00489"></a>00489 emit <a class="code" href="classKGameNetwork.html#9587ff88997a5d45f1c11096644f2e3e" title="A network error occurred.">signalNetworkErrorMessage</a>((<span class="keywordtype">int</span>)error,text); <a name="l00490"></a>00490 } <a name="l00491"></a>00491 <span class="keywordflow">else</span> <a name="l00492"></a>00492 { <a name="l00493"></a>00493 <a class="code" href="classKGameNetwork.html#23375902743b1c4108b47c31db220566" title="Called by ReceiveNetworkTransmission().">networkTransmission</a>(stream, msgid, receiver, sender, clientID); <a name="l00494"></a>00494 } <a name="l00495"></a>00495 } <a name="l00496"></a>00496 <a name="l00497"></a>00497 <span class="comment">// -------------- slots for the signals of the client</span> <a name="l00498"></a><a class="code" href="classKGameNetwork.html#9010f464e0f4a48cdcad1e88831db3a2">00498</a> <span class="keywordtype">void</span> <a class="code" href="classKGameNetwork.html#9010f464e0f4a48cdcad1e88831db3a2" title="This KGame object receives or loses the admin status.">KGameNetwork::slotAdminStatusChanged</a>(<span class="keywordtype">bool</span> <a class="code" href="classKGameNetwork.html#0f16986a20e83e14711858be9b525348" title="The admin of a game is the one who initializes newly connected clients using negotiateNetworkGame...">isAdmin</a>) <a name="l00499"></a>00499 { <a name="l00500"></a>00500 emit <a class="code" href="classKGameNetwork.html#ece362f75847b00151dce8e05ac63658" title="This client gets or loses the admin status.">signalAdminStatusChanged</a>(isAdmin); <a name="l00501"></a>00501 <a name="l00502"></a>00502 <span class="comment">// TODO: I'm pretty sure there are a lot of things that should be done here...</span> <a name="l00503"></a>00503 } <a name="l00504"></a>00504 <a name="l00505"></a><a class="code" href="classKGameNetwork.html#3f6b781bc342dd3c7e9b3ecf7ee0b636">00505</a> <span class="keywordtype">void</span> <a class="code" href="classKGameNetwork.html#3f6b781bc342dd3c7e9b3ecf7ee0b636" title="Gives debug output of the game status.">KGameNetwork::Debug</a>() <a name="l00506"></a>00506 { <a name="l00507"></a>00507 kdDebug(11001) << <span class="stringliteral">"------------------- KNETWORKGAME -------------------------"</span> << endl; <a name="l00508"></a>00508 kdDebug(11001) << <span class="stringliteral">"gameId "</span> << <a class="code" href="classKGameNetwork.html#505a8e205c26c166ad7903663e17b48a" title="The unique ID of this game.">gameId</a>() << endl; <a name="l00509"></a>00509 kdDebug(11001) << <span class="stringliteral">"gameMaster "</span> << <a class="code" href="classKGameNetwork.html#a184b41c13f9e30253fa108d4db18464" title="Is this the game MASTER (i.e.">isMaster</a>() << endl; <a name="l00510"></a>00510 kdDebug(11001) << <span class="stringliteral">"gameAdmin "</span> << <a class="code" href="classKGameNetwork.html#0f16986a20e83e14711858be9b525348" title="The admin of a game is the one who initializes newly connected clients using negotiateNetworkGame...">isAdmin</a>() << endl; <a name="l00511"></a>00511 kdDebug(11001) << <span class="stringliteral">"---------------------------------------------------"</span> << endl; <a name="l00512"></a>00512 } <a name="l00513"></a>00513 <a name="l00514"></a>00514 <span class="comment">/*</span> <a name="l00515"></a>00515 <span class="comment"> * vim: et sw=2</span> <a name="l00516"></a>00516 <span class="comment"> */</span> </pre></div></div> </div></div> </td> </tr> <tr> <td valign="top" id="leftmenu" width="25%"> <a name="navigation"></a> <div class="menu_box"><h2>libkdegames</h2> <div class="nav_list"> <ul><li><a href="index.html">Main Page</a></li><li><a href="hierarchy.html">Class Hierarchy</a></li><li><a href="classes.html">Alphabetical List</a></li><li><a href="annotated.html">Class List</a></li><li><a href="files.html">File List</a></li><li><a href="functions.html">Class Members</a></li><li><a href="pages.html">Related Pages</a></li></ul> <!-- <h2>Class Picker</h2> <div style="text-align: center;"> <form name="guideform"> <select name="guidelinks" style="width:100%;" onChange="window.location=document.guideform.guidelinks.options[document.guideform.guidelinks.selectedIndex].value"> <option value="annotated.html">-- Choose --</option> <option value="classKCanvasRootPixmap.html">kcanvasrootpixmap</option>, <option 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