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<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 &lt;dnssd/publicservice.h&gt;</span>
<a name="l00033"></a>00033 
<a name="l00034"></a>00034 <span class="preprocessor">#include &lt;kdebug.h&gt;</span>
<a name="l00035"></a>00035 
<a name="l00036"></a>00036 <span class="preprocessor">#include &lt;qbuffer.h&gt;</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-&gt;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) &lt;&lt; k_funcinfo &lt;&lt; <span class="stringliteral">"this="</span> &lt;&lt; <span class="keyword">this</span> &lt;&lt;<span class="stringliteral">", cookie="</span> &lt;&lt; <a class="code" href="classKGameNetwork.html#c8ce6494e748f19cc8984cdef1c5d496" title="Application cookie.">cookie</a>() &lt;&lt; <span class="stringliteral">" sizeof(this)="</span>&lt;&lt;<span class="keyword">sizeof</span>(<a class="code" href="classKGameNetwork.html" title="The KGameNetwork class is the KGame class with network support.">KGameNetwork</a>) &lt;&lt; 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) &lt;&lt; k_funcinfo &lt;&lt; <span class="stringliteral">"this="</span> &lt;&lt; <span class="keyword">this</span> &lt;&lt; endl;
<a name="l00077"></a>00077 <span class="comment">// Debug();</span>
<a name="l00078"></a>00078  <span class="keyword">delete</span> d-&gt;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-&gt;mMessageClient-&gt;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-&gt;mMessageClient-&gt;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-&gt;mMessageClient-&gt;id()!=0 ) {
<a name="l00092"></a>00092     <span class="keywordflow">return</span> d-&gt;mMessageClient-&gt;id() ;
<a name="l00093"></a>00093   } <span class="keywordflow">else</span> {
<a name="l00094"></a>00094     <span class="keywordflow">return</span> d-&gt;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-&gt;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-&gt;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-&gt;mMessageClient-&gt;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&amp;#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-&gt;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&amp;#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-&gt;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-&gt;mMessageServer) {
<a name="l00117"></a>00117    d-&gt;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) &lt;&lt; k_funcinfo &lt;&lt; <span class="stringliteral">"Server already running!!"</span> &lt;&lt; endl;
<a name="l00120"></a>00120  }
<a name="l00121"></a>00121  <span class="keywordflow">if</span> (!d-&gt;mMessageClient) {
<a name="l00122"></a>00122    d-&gt;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-&gt;mMessageClient, SIGNAL(broadcastReceived(<span class="keyword">const</span> QByteArray&amp;, 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&amp;, Q_UINT32)));
<a name="l00125"></a>00125    connect (d-&gt;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-&gt;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-&gt;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-&gt;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-&gt;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-&gt;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-&gt;mMessageClient, SIGNAL(forwardReceived(<span class="keyword">const</span> QByteArray&amp;, Q_UINT32, <span class="keyword">const</span> QValueList&lt;Q_UINT32&gt;&amp;)),
<a name="l00141"></a>00141             d-&gt;mMessageClient, SIGNAL(broadcastReceived(<span class="keyword">const</span> QByteArray&amp;, 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) &lt;&lt; k_funcinfo &lt;&lt; <span class="stringliteral">"Client already exists!"</span> &lt;&lt; endl;
<a name="l00146"></a>00146  }
<a name="l00147"></a>00147  d-&gt;mMessageClient-&gt;setServer(d-&gt;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&amp; type, <span class="keyword">const</span> QString&amp; name)
<a name="l00151"></a>00151 {
<a name="l00152"></a>00152  kdDebug() &lt;&lt; k_funcinfo &lt;&lt; type &lt;&lt; <span class="stringliteral">":"</span> &lt;&lt; name &lt;&lt; endl;
<a name="l00153"></a>00153  d-&gt;mType = type;
<a name="l00154"></a>00154  d-&gt;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-&gt;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-&gt;mService) d-&gt;mService = <span class="keyword">new</span> DNSSD::PublicService(d-&gt;mName,d-&gt;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-&gt;mType!=d-&gt;mService-&gt;type()) d-&gt;mService-&gt;setType(d-&gt;mType);
<a name="l00164"></a>00164    <span class="keywordflow">if</span> (d-&gt;mName!=d-&gt;mService-&gt;serviceName()) d-&gt;mService-&gt;setServiceName(d-&gt;mName);
<a name="l00165"></a>00165    }
<a name="l00166"></a>00166  <span class="keywordflow">if</span> (!d-&gt;mService-&gt;isPublished()) d-&gt;mService-&gt;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-&gt;mService) d-&gt;mService-&gt;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) &lt;&lt; k_funcinfo &lt;&lt; <span class="stringliteral">"on port "</span> &lt;&lt; port &lt;&lt; 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-&gt;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-&gt;mMessageServer &amp;&amp; d-&gt;mMessageServer-&gt;isOfferingConnections()) {
<a name="l00186"></a>00186    kdDebug (11001) &lt;&lt; k_funcinfo &lt;&lt; <span class="stringliteral">"Already running as server! Changing the port now!"</span> &lt;&lt; endl;
<a name="l00187"></a>00187  }
<a name="l00188"></a>00188 
<a name="l00189"></a>00189  tryStopPublishing();
<a name="l00190"></a>00190  kdDebug (11001) &lt;&lt; k_funcinfo &lt;&lt; <span class="stringliteral">"before Server-&gt;initNetwork"</span> &lt;&lt; endl;
<a name="l00191"></a>00191  <span class="keywordflow">if</span> (!d-&gt;mMessageServer-&gt;initNetwork (port)) {
<a name="l00192"></a>00192    kdError (11001) &lt;&lt; k_funcinfo &lt;&lt; <span class="stringliteral">"Unable to bind to port "</span> &lt;&lt; port &lt;&lt; <span class="stringliteral">"!"</span> &lt;&lt; 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-&gt;mMessageServer;</span>
<a name="l00195"></a>00195 <span class="comment">//   d-&gt;mMessageServer = 0;</span>
<a name="l00196"></a>00196 <span class="comment">//   d-&gt;mMessageClient-&gt;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) &lt;&lt; k_funcinfo &lt;&lt; <span class="stringliteral">"after Server-&gt;initNetwork"</span> &lt;&lt; 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&amp; 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) &lt;&lt; k_funcinfo &lt;&lt; <span class="stringliteral">"No hostname given"</span> &lt;&lt; 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-&gt;mDisconnectId = 0;
<a name="l00213"></a>00213 
<a name="l00214"></a>00214 <span class="comment">// if (!d-&gt;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) &lt;&lt; k_funcinfo &lt;&lt; "We are already connected to another server!" &lt;&lt; endl;</span>
<a name="l00218"></a>00218 <span class="comment"></span>
<a name="l00219"></a>00219  <span class="keywordflow">if</span> (d-&gt;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) &lt;&lt; <span class="stringliteral">"we are server but we are trying to connect to another server! "</span>
<a name="l00222"></a>00222                     &lt;&lt; <span class="stringliteral">"make sure that all clients connect to that server! "</span>
<a name="l00223"></a>00223                     &lt;&lt; <span class="stringliteral">"quitting the local server now..."</span> &lt;&lt; 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-&gt;mMessageClient-&gt;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-&gt;mMessageServer;
<a name="l00227"></a>00227    d-&gt;mMessageServer = 0;
<a name="l00228"></a>00228  }
<a name="l00229"></a>00229 
<a name="l00230"></a>00230  kdDebug(11001) &lt;&lt; <span class="stringliteral">"    about to set server"</span> &lt;&lt; endl;
<a name="l00231"></a>00231  d-&gt;mMessageClient-&gt;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) &lt;&lt; <span class="stringliteral">"connected to "</span> &lt;&lt; host &lt;&lt; <span class="stringliteral">":"</span> &lt;&lt; port &lt;&lt; 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-&gt;mMessageServer-&gt;serverPort();
<a name="l00247"></a>00247    } <span class="keywordflow">else</span> {
<a name="l00248"></a>00248      <span class="keywordflow">return</span> d-&gt;mMessageClient-&gt;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-&gt;mMessageClient-&gt;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-&gt;mMessageServer) {
<a name="l00264"></a>00264    d-&gt;mMessageServer-&gt;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-&gt;mMessageServer &amp;&amp; d-&gt;mMessageServer-&gt;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) &lt;&lt; k_funcinfo &lt;&lt; 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-&gt;mMessageServer) {
<a name="l00279"></a>00279     QValueList &lt;Q_UINT32&gt; list=d-&gt;mMessageServer-&gt;clientIDs();
<a name="l00280"></a>00280     QValueList&lt;Q_UINT32&gt;::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) &lt;&lt; <span class="stringliteral">"Client id="</span> &lt;&lt; (*it) &lt;&lt;  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-&gt;mMessageServer-&gt;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) &lt;&lt; <span class="stringliteral">"   rtti="</span> &lt;&lt; client-&gt;<a class="code" href="classKMessageIO.html#389aadce959970213823a2728d00c255" title="The runtime idendifcation.">rtti</a>() &lt;&lt;  endl;
<a name="l00290"></a>00290       <span class="keywordflow">if</span> (client-&gt;<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) &lt;&lt; <span class="stringliteral">"DIRECT IO "</span> &lt;&lt; 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-&gt;mMessageServer-&gt;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) &lt;&lt; k_funcinfo &lt;&lt; <span class="stringliteral">"before client-&gt;disconnect() id="</span>&lt;&lt;<a class="code" href="classKGameNetwork.html#505a8e205c26c166ad7903663e17b48a" title="The unique ID of this game.">gameId</a>()&lt;&lt; endl;
<a name="l00303"></a>00303    <span class="comment">//d-&gt;mMessageClient-&gt;setServer((KMessageIO*)0);</span>
<a name="l00304"></a>00304    kdDebug(11001) &lt;&lt; <span class="stringliteral">"+++++++++++++++++++++++++++++++++++++++++++++++++++++++"</span>&lt;&lt;endl;
<a name="l00305"></a>00305    d-&gt;mMessageClient-&gt;disconnect();
<a name="l00306"></a>00306 
<a name="l00307"></a>00307    kdDebug(11001) &lt;&lt; <span class="stringliteral">"++++++--------------------------------------------+++++"</span>&lt;&lt;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-&gt;mMessageServer) {</span>
<a name="l00312"></a>00312 <span class="comment">  //delete d-&gt;mMessageServer;</span>
<a name="l00313"></a>00313 <span class="comment">  //d-&gt;mMessageServer=0;</span>
<a name="l00314"></a>00314 <span class="comment">  server=true;</span>
<a name="l00315"></a>00315 <span class="comment">  kdDebug(11001) &lt;&lt; "  server true" &lt;&lt; endl;</span>
<a name="l00316"></a>00316 <span class="comment">  d-&gt;mMessageServer-&gt;deleteClients();</span>
<a name="l00317"></a>00317 <span class="comment">  kdDebug(11001) &lt;&lt; "  server deleteClients" &lt;&lt; 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) &lt;&lt; k_funcinfo &lt;&lt; <span class="stringliteral">"DONE"</span> &lt;&lt; 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) &lt;&lt; <span class="stringliteral">"Storing client id of connection "</span>&lt;&lt;clientID&lt;&lt;endl;
<a name="l00326"></a>00326   d-&gt;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) &lt;&lt; <span class="stringliteral">"Resseting client disconnect id"</span>&lt;&lt;endl;
<a name="l00332"></a>00332   d-&gt;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) &lt;&lt; k_funcinfo &lt;&lt; <span class="stringliteral">"only ADMIN is allowed to call this!"</span> &lt;&lt; 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 &lt;&lt; static_cast&lt;Q_UINT32&gt;( KMessageServer::REQ_ADMIN_CHANGE );
<a name="l00344"></a>00344  stream &lt;&lt; clientID;
<a name="l00345"></a>00345  d-&gt;mMessageClient-&gt;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) &lt;&lt; k_funcinfo &lt;&lt; <span class="stringliteral">"only ADMIN is allowed to call this!"</span> &lt;&lt; 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 &lt;&lt; static_cast&lt;Q_UINT32&gt;( KMessageServer::REQ_MAX_NUM_CLIENTS );
<a name="l00357"></a>00357  stream &lt;&lt; (Q_INT32)max;
<a name="l00358"></a>00358  d-&gt;mMessageClient-&gt;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&amp;#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&amp;#39;t use this unless you really know what youre doing! You might experience...">messageClient</a>()-&gt;<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&amp;#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&amp;#39;t use this unless you really know what youre doing! You might experience...">messageClient</a>()-&gt;<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 &lt;&lt; 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 &amp;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 &lt;&lt; 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 &amp;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())-&gt;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&amp; 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) &lt;&lt; "transmitGameClientMessage msgid=" &lt;&lt; msgid &lt;&lt; " recv="</span>
<a name="l00412"></a>00412 <span class="comment">                &lt;&lt; receiver &lt;&lt; " sender=" &lt;&lt; sender &lt;&lt; " Buffersize="</span>
<a name="l00413"></a>00413 <span class="comment">                &lt;&lt; buffer.size() &lt;&lt; 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-&gt;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) &lt;&lt; k_funcinfo &lt;&lt; <span class="stringliteral">"We don't have a client! Should never happen!"</span> &lt;&lt; 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-&gt;mMessageClient-&gt;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-&gt;mMessageClient-&gt;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 &amp;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 &amp;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 &amp;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&amp; 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 &lt;&lt; (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&amp; 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) &lt;&lt; k_funcinfo &lt;&lt; "id=" &lt;&lt; msgid &lt;&lt; " sender=" &lt;&lt; sender &lt;&lt; " recv=" &lt;&lt; receiver &lt;&lt; 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 &amp;&amp;  receiver!=<a class="code" href="classKGameNetwork.html#505a8e205c26c166ad7903663e17b48a" title="The unique ID of this game.">gameId</a>() &amp;&amp; !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) &lt;&lt; k_funcinfo &lt;&lt; <span class="stringliteral">"Message not meant for us "</span>
<a name="l00477"></a>00477             &lt;&lt; <a class="code" href="classKGameNetwork.html#505a8e205c26c166ad7903663e17b48a" title="The unique ID of this game.">gameId</a>() &lt;&lt; <span class="stringliteral">"!="</span> &lt;&lt; receiver &lt;&lt; <span class="stringliteral">" rawid="</span>
<a name="l00478"></a>00478             &lt;&lt; KGameMessage::rawGameId(receiver) &lt;&lt; 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 &gt;&gt; error;
<a name="l00486"></a>00486    kdDebug(11001) &lt;&lt; k_funcinfo &lt;&lt; <span class="stringliteral">"Got IdError "</span> &lt;&lt; error &lt;&lt; endl;
<a name="l00487"></a>00487    text = KGameError::errorText(error, stream);
<a name="l00488"></a>00488    kdDebug(11001) &lt;&lt; <span class="stringliteral">"Error text: "</span> &lt;&lt; text.latin1() &lt;&lt; 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) &lt;&lt; <span class="stringliteral">"------------------- KNETWORKGAME -------------------------"</span> &lt;&lt; endl;
<a name="l00508"></a>00508  kdDebug(11001) &lt;&lt; <span class="stringliteral">"gameId         "</span> &lt;&lt; <a class="code" href="classKGameNetwork.html#505a8e205c26c166ad7903663e17b48a" title="The unique ID of this game.">gameId</a>() &lt;&lt; endl;
<a name="l00509"></a>00509  kdDebug(11001) &lt;&lt; <span class="stringliteral">"gameMaster     "</span> &lt;&lt; <a class="code" href="classKGameNetwork.html#a184b41c13f9e30253fa108d4db18464" title="Is this the game MASTER (i.e.">isMaster</a>() &lt;&lt; endl;
<a name="l00510"></a>00510  kdDebug(11001) &lt;&lt; <span class="stringliteral">"gameAdmin      "</span> &lt;&lt; <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>() &lt;&lt; endl;
<a name="l00511"></a>00511  kdDebug(11001) &lt;&lt; <span class="stringliteral">"---------------------------------------------------"</span> &lt;&lt; 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>
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