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/*
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This file is part of the TDE games library
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Copyright (C) 2001 Burkhard Lehner (Burkhard.Lehner@gmx.de)
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Library General Public
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License version 2 as published by the Free Software Foundation.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Library General Public License for more details.
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You should have received a copy of the GNU Library General Public License
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along with this library; see the file COPYING.LIB. If not, write to
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the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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Boston, MA 02110-1301, USA.
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*/
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#ifndef __KMESSAGESERVER_H__
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#define __KMESSAGESERVER_H__
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#include <tqobject.h>
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#include <tqserversocket.h>
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#include <tqstring.h>
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#include <tqvaluelist.h>
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class KMessageIO;
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class KMessageServerPrivate;
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/**
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@short A server for message sending and broadcasting, using TCP/IP connections.
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An object of this class listens for incoming connections via TCP/IP sockets and
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creates KMessageSocket objects for every established connection. It receives
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messages from the "clients", analyses them and processes an appropriate
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reaction.
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You can also use other KMessageIO objects with KMessageServer, not only
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TCP/IP socket based ones. Use addClient to connect via an object of any
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KMessageIO subclass. (For clients within the same process, you can e.g. use
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KMessageDirect.) This object already has to be connected.
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The messages are always packages of an arbitrary length. The format of the messages
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is given below. All the data is stored and received with TQDataStream, to be
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platform independant.
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Setting up a KMessageServer can be done like this:
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\code
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KMessageServer *server = new KMessageServer ();
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server->initNetwork (TCP/IP-Portnumber);
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\endcode
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Usually that is everything you will do. There are a lot of public methods to
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administrate the object (maximum number of clients, finding clients, removing
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clients, setting the admin client, ...), but this functionality can also
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be done by messages from the clients. So you can administrate the object completely
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on remote.
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If you want to extend the Server for your own needs (e.g. additional message types),
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you can either create a subclass and overwrite the method processOneMessage.
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(But don't forget to call the method of the superclass!) Or you can connect to
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the signal messageReceived, and analyse the messages there.
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Every client has a unique ID, so that messages can be sent to another dedicated
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client or a list of clients.
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One of the clients (the admin) has a special administration right. Some of the
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administration messages can only be used with him. The admin can give the admin
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status to another client. You can send a message to the admin by using clientID 0.
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This is always interpreted as the admin client, independant of its real clientID.
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Here is a list of the messages the KMessageServer understands:
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<< means, the value is inserted into the TQByteArray using TQDataStream. The
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messageIDs (REQ_BROADCAST, ...) are of type TQ_UINT32.
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- TQByteArray << static_cast<TQ_UINT32>( REQ_BROADCAST ) << raw_data
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When the server receives this message, it sends the following message to
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ALL connected clients (a broadcast), where the raw_data is left unchanged:
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TQByteArray << static_cast <TQ_UINT32>( MSG_BROADCAST ) << clientID << raw_data
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TQ_UINT32 clientID; // the ID of the client that sent the broadcast request
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- TQByteArray << static_cast<TQ_UINT32>( REQ_FORWARD ) << client_list << raw_data
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TQValueList <TQ_UINT32> client_list; // list of receivers
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When the server receives this message, it sends the following message to
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the clients in client_list:
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TQByteArray << static_cast<TQ_UINT32>( MSG_FORWARD ) << senderID << client_list << raw_data
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TQ_UINT32 senderID; // the sender of the forward request
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TQValueList <TQ_UINT32> client_list; // a copy of the receiver list
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Note: Every client receives the message as many times as he is in the client_list.
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Note: Since the client_list is sent to all the clients, every client can see who else
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got the message. If you want to prevent this, send a single REQ_FORWARD
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message for every receiver.
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- TQByteArray << static_cast<TQ_UINT32>( REQ_CLIENT_ID )
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When the server receives this message, it sends the following message to
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the asking client:
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TQByteArray << static_cast<TQ_UINT32>( ANS_CLIENT_ID ) << clientID
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TQ_UINT32 clientID; // The ID of the client who asked for it
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Note: This answer is also automatically sent to a new connected client, so that he
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can store his ID. The ID of a client doesn't change during his lifetime, and is
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unique for this KMessageServer.
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- TQByteArray << static_cast<TQ_UINT32>( REQ_ADMIN_ID )
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When the server receives this message, it sends the following message to
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the asking client:
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TQByteArray << ANS_ADMIN_ID << adminID
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TQ_UINT32 adminID; // The ID of the admin
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Note: This answer is also automatically sent to a new connected client, so that he
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can see if he is the admin or not. It will also be sent to all connected clients
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when a new admin is set (see REQ_ADMIN_CHANGE).
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- TQByteArray << static_cast<TQ_UINT32>( REQ_ADMIN_CHANGE ) << new_admin
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TQ_UINT32 new_admin; // the ID of the new admin, or 0 for no admin
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When the server receives this message, it sets the admin to the new ID. If no client
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with that ID exists, nothing happens. With new_admin == 0 no client is a admin.
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ONLY THE ADMIN ITSELF CAN USE THIS MESSAGE!
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Note: The server sends a ANS_ADMIN_ID message to every connected client.
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- TQByteArray << static_cast<TQ_UINT32>( REQ_REMOVE_CLIENT ) << client_list
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TQValueList <TQ_UINT32> client_list; // The list of clients to be removed
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When the server receives this message, it removes the clients with the ids stored in
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client_list, disconnecting the connection to them.
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ONLY THE ADMIN CAN USE THIS MESSAGE!
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Note: If one of the clients is the admin himself, he will also be deleted.
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Another client (if any left) will become the new admin.
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- TQByteArray << static_cast<TQ_UINT32>( REQ_MAX_NUM_CLIENTS ) << maximum_clients
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TQ_INT32 maximum_clients; // The maximum of clients connected, or infinite if -1
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When the server receives this message, it limits the number of clients to the number given,
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or sets it unlimited for maximum_clients == -1.
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ONLY THE ADMIN CAN USE THIS MESSAGE!
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Note: If there are already more clients, they are not affected. It only prevents new Clients
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to be added. To assure this limit, remove clients afterwards (REQ_REMOVE_CLIENT)
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- TQByteArray << static_cast<TQ_UINT32>( REQ_CLIENT_LIST )
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When the server receives this message, it answers by sending a list of IDs of all the clients
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that are connected at the moment. So it sends the following message to the asking client:
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TQByteArray << static_cast<TQ_UINT32>( ANS_CLIENT_LIST ) << clientList
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TQValueList <TQ_UINT32> clientList; // The IDs of the connected clients
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Note: This message is also sent to every new connected client, so that he knows the other
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clients.
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There are two more messages that are sent from the server to the every client automatically
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when a new client connects or a connection to a client is lost:
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TQByteArray << static_cast<TQ_UINT32>( EVNT_CLIENT_CONNECTED ) << clientID;
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TQ_UINT32 clientID; // the ID of the new connected client
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TQByteArray << static_cast<TQ_UINT32>( EVNT_CLIENT_DISCONNECTED ) << clientID;
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TQ_UINT32 clientID; // the ID of the client that lost the connection
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TQ_UINT8 broken; // 1 if the network connection was closed, 0 if it was disconnected
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// on purpose
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@author Andreas Beckermann <b_mann@gmx.de>, Burkhard Lehner <Burkhard.Lehner@gmx.de>
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@version $Id$
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*/
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class KMessageServer : public TQObject
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{
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Q_OBJECT
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public:
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/**
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MessageIDs for messages from a client to the message server.
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*/
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enum {
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REQ_BROADCAST = 1,
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REQ_FORWARD,
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REQ_CLIENT_ID,
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REQ_ADMIN_ID,
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REQ_ADMIN_CHANGE,
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REQ_REMOVE_CLIENT,
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REQ_MAX_NUM_CLIENTS,
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REQ_CLIENT_LIST,
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REQ_MAX_REQ = 0xffff };
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/**
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* MessageIDs for messages from the message server to a client.
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**/
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enum {
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MSG_BROADCAST = 101,
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MSG_FORWARD,
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ANS_CLIENT_ID,
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ANS_ADMIN_ID,
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ANS_CLIENT_LIST,
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EVNT_CLIENT_CONNECTED,
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EVNT_CLIENT_DISCONNECTED,
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EVNT_MAX_EVNT = 0xffff
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};
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/**
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* Create a KGameNetwork object
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**/
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KMessageServer(TQ_UINT16 cookie = 42, TQObject* parent = 0);
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~KMessageServer();
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/**
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* Gives debug output of the game status
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**/
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virtual void Debug();
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//---------------------------------- TCP/IP server stuff
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/**
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* Starts the Communication server to listen for incoming TCP/IP connections.
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*
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* @param port The port on which the service is offered, or 0 to let the
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* system pick a free port
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* @return true if it worked
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*/
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bool initNetwork (TQ_UINT16 port = 0);
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/**
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* Returns the TCP/IP port number we are listening to for incoming connections.
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* (This has to be known by other clients so that they can connect to us. It's
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* especially necessary if you used 0 as port number in initNetwork().
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* @return the port number
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**/
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TQ_UINT16 serverPort () const;
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/**
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* Stops listening for connections. The already running connections are
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* not affected.
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* To listen for connections again call initNetwork again.
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**/
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void stopNetwork();
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/**
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* Are we still offer offering server connections?
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* @return true, if we are still listening to connections requests
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**/
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bool isOfferingConnections() const;
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//---------------------------------- adding / removing clients
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public slots:
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/**
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* Adds a new @ref KMessageIO object to the communication server. This "client"
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* gets a unique ID.
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*
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* This slot method is automatically called for any incoming TCP/IP
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* connection. You can use it to add other types of connections, e.g.
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* local connections (KMessageDirect) to the server manually.
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*
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* NOTE: The @ref KMessageIO object gets owned by the KMessageServer,
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* so don't delete or manipulate it afterwards. It is automatically deleted
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* when the connection is broken or the communication server is deleted.
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* So, add a @ref KMessageIO object to just ONE KMessageServer.
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**/
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void addClient (KMessageIO *);
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/**
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* Removes the KMessageIO object from the client list and deletes it.
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* This destroys the connection, if it already was up.
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* Does NOT emit connectionLost.
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* Sends an info message to the other clients, that contains the ID of
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* the removed client and the value of the parameter broken.
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*
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* @param io the object to delete and to remove from the client list
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* @param broken true if the client has lost connection
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* Mostly used internally. You will probably not need this.
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**/
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void removeClient (KMessageIO *io, bool broken);
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/**
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Deletes all connections to the clients.
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*/
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void deleteClients();
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private slots:
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/**
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* Removes the sender object of the signal that called this slot. It is
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* automatically connected to @ref KMessageIO::connectionBroken.
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* Emits @ref connectionLost (KMessageIO*), and deletes the @ref KMessageIO object.
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* Don't call it directly!
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**/
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void removeBrokenClient ();
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public:
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/**
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* sets the maximum number of clients which can connect.
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* If this number is reached, no more clients can be added.
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* Setting this number to -1 means unlimited number of clients.
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*
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* NOTE: Existing connections are not affected.
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* So, clientCount > maxClients is possible, if there were already
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* more clients than allowed before reducing this value.
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*
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* @param maxnumber the number of clients
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**/
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void setMaxClients(int maxnumber);
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/**
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* returns the maximum number of clients
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*
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* @return the number of clients
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**/
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int maxClients() const;
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/**
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* returns the current number of connected clients.
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*
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* @return the number of clients
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**/
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int clientCount() const;
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/**
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* returns a list of the unique IDs of all clients.
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**/
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TQValueList <TQ_UINT32> clientIDs() const;
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/**
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* Find the @ref KMessageIO object to the given client number.
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* @param no the client number to look for, or 0 to look for the admin
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* @return address of the client, or 0 if no client with that number exists
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**/
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KMessageIO *findClient (TQ_UINT32 no) const;
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/**
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* Returns the clientID of the admin, if there is a admin, 0 otherwise.
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*
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* NOTE: Most often you don't need to know that id, since you can
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* use clientID 0 to specify the admin.
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**/
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TQ_UINT32 adminID() const;
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/**
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* Sets the admin to a new client with the given ID.
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* The old admin (if existed) and the new admin will get the ANS_ADMIN message.
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* If you use 0 as new adminID, no client will be admin.
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**/
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void setAdmin (TQ_UINT32 adminID);
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//------------------------------ ID stuff
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/*
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* The unique ID of this game
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*
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* @return int id
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**/
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// int gameId() const;
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/*
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* Application cookie. this idendifies the game application. It
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* help to distinguish between e.g. KPoker and KWin4
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*
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* @return the application cookie
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**/
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// int cookie() const;
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//------------------------------ Message stuff
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public:
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/**
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* Sends a message to all connected clients.
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* The message is NOT translated in any way. This method calls
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* @ref KMessageIO::send for every client added.
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**/
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virtual void broadcastMessage (const TQByteArray &msg);
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/**
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* Sends a message to a single client with the given ID.
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* The message is NOT translated in any way.
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* If no client with the given id exists, nothing is done.
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* This is just a convenience method. You could also call
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* @ref findClient (id)->send(msg) manually, but this method checks for
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* errors.
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**/
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virtual void sendMessage (TQ_UINT32 id, const TQByteArray &msg);
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/**
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* Sends a message to a list of clients. Their ID is given in ids. If
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* a client id is given more than once in the list, the message is also
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* sent several times to that client.
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* This is just a convenience method. You could also iterate over the
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* list of IDs.
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**/
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virtual void sendMessage (const TQValueList <TQ_UINT32> &ids, const TQByteArray &msg);
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protected slots:
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/**
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* This slot receives all the messages from the @ref KMessageIO::received signals.
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* It stores the messages in a queue. The messages are later taken out of the queue
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* by @ref getReceivedMessage.
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*
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* NOTE: It is important that this slot may only be called from the signal
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* @ref KMessageIO::received, since the sender() object is used to find out
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* the client that sent the message!
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**/
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virtual void getReceivedMessage (const TQByteArray &msg);
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/**
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* This slot is called whenever there are elements in the message queue. This queue
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* is filled by @ref getReceivedMessage.
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* This slot takes one message out of the queue and analyses processes it,
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* if it recognizes it. (See message types in the description of the class.)
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* After that, the signal @ref messageReceived is emitted. Connect to that signal if
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* you want to process other types of messages.
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**/
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virtual void processOneMessage ();
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//---------------------------- Signals
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signals:
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/**
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* A new client connected to the game
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* @param client the client object that connected
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**/
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void clientConnected (KMessageIO *client);
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/**
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* A network connection got broken. Note that the client will automatically get deleted
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* after this signal is emitted. The signal is not emitted when the client was removed
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* regularly.
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*
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* @param client the client which left the game
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**/
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void connectionLost (KMessageIO *client);
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/**
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* This signal is always emitted when a message from a client is received.
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*
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* You can use this signal to extend the communication server without subclassing.
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* Just connect to this signal and analyse the message, if unknown is true.
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* If you recognize a message and process it, set unknown to false, otherwise
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* a warning message is printed.
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*
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* @param data the message data
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* @param clientID the ID of the KMessageIO object that received the message
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* @param unknown true, if the message type is not known by the KMessageServer
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**/
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void messageReceived (const TQByteArray &data, TQ_UINT32 clientID, bool &unknown);
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protected:
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/**
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* @return A unique number which can be used as the id of a @ref KMessageIO. It is
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* incremented after every call so if you need the id twice you have to save
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* it anywhere. It's currently used to initialize newly connected clints only.
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**/
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|
TQ_UINT32 uniqueClientNumber() const;
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private:
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|
KMessageServerPrivate* d;
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|
};
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/**
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|
Internal class of KMessageServer. Creates a server socket and waits for
|
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connections.
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|
NOTE: This has to be here in the header file, because it is a subclass from
|
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TQObject and has to go through the moc.
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@short An internal class for TDEServerSocket
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|
|
@author Burkhard Lehner <Burkhard.Lehner@gmx.de>
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|
|
*/
|
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|
|
class KMessageServerSocket : public TQServerSocket
|
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|
|
{
|
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|
|
Q_OBJECT
|
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|
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|
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|
|
|
|
public:
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|
|
KMessageServerSocket (TQ_UINT16 port, TQObject *parent = 0);
|
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|
|
~KMessageServerSocket ();
|
|
|
|
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|
|
void newConnection (int socket);
|
|
|
|
|
|
|
|
signals:
|
|
|
|
void newClientConnected (KMessageIO *client);
|
|
|
|
};
|
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#endif
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