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tdegames/libtdegames/kgame/kgameproperty.h

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/*
This file is part of the TDE games library
Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de)
Copyright (C) 2001 Martin Heni (martin@heni-online.de)
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License version 2 as published by the Free Software Foundation.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public License
along with this library; see the file COPYING.LIB. If not, write to
the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
Boston, MA 02110-1301, USA.
*/
#ifndef __KGAMEPROPERTY_H_
#define __KGAMEPROPERTY_H_
#include <tqdatastream.h>
#include <kdebug.h>
#include <typeinfo>
#include <kdemacros.h>
class KGame;
class KPlayer;
class KGamePropertyHandler;
using namespace std;
/**
* @short Base class of KGameProperty
*
* The KGamePropertyBase class is the base class of KGameProperty. See
* KGameProperty for further information.
*
* @author Andreas Beckermann <b_mann@gmx.de>
**/
class TDE_EXPORT KGamePropertyBase
{
public:
enum PropertyDataIds { // these belong to KPlayer/KGame!
//KPlayer
IdGroup=1,
IdUserId=2,
IdAsyncInput=3,
IdTurn=4,
IdName=5,
//KGame
IdGameStatus=6,
IdMaxPlayer=7,
IdMinPlayer=8,
// Input Grabbing
IdGrabInput=16,
IdReleaseInput=17,
IdCommand, // Reserved for internal use
IdUser=256,
IdAutomatic=0x7000 // Id's from here on are automatically given (16bit)
};
/**
* Commands for advanced properties (TQ_INT8)
**/
enum PropertyCommandIds
{
// General
CmdLock=1,
// Array
CmdAt=51,
CmdResize=52,
CmdFill=53,
CmdSort=54,
// List (could be the same id's actually)
CmdInsert=61,
CmdAppend=62,
CmdRemove=63,
CmdClear=64
};
/**
* The policy of the property. This can be PolicyClean (setValue uses
* send), PolicyDirty (setValue uses changeValue) or
* PolicyLocal (setValue uses setLocal).
*
* A "clean" policy means that the property is always the same on every
* client. This is achieved by calling send which actually changes
* the value only when the message from the MessageServer is received.
*
* A "dirty" policy means that as soon as setValue is called the
* property is changed immediately. And additionally sent over network.
* This can sometimes lead to bugs as the other clients do not
* immediately have the same value. For more information see
* changeValue.
*
* PolicyLocal means that a KGameProperty behaves like ever
* "normal" variable. Whenever setValue is called (e.g. using "=")
* the value of the property is changes immediately without sending it
* over network. You might want to use this if you are sure that all
* clients set the property at the same time.
**/
enum PropertyPolicy
{
PolicyUndefined = 0,
PolicyClean = 1,
PolicyDirty = 2,
PolicyLocal = 3
};
/**
* Constructs a KGamePropertyBase object and calls registerData.
* @param id The id of this property. MUST be UNIQUE! Used to send and
* receive changes in the property of the playere automatically via
* network.
* @param owner The owner of the object. Must be a KGamePropertyHandler which manages
* the changes made to this object, i.e. which will send the new data
**/
KGamePropertyBase(int id, KGamePropertyHandler* owner);
KGamePropertyBase(int id, KGame* parent);
KGamePropertyBase(int id, KPlayer* parent);
/**
* Creates a KGamePropertyBase object without an owner. Remember to call
* registerData!
**/
KGamePropertyBase();
virtual ~KGamePropertyBase();
/**
* Changes the consistency policy of a property. The
* PropertyPolicy is one of PolicyClean (defaulz), PolicyDirty or PolicyLocal.
*
* It is up to you to decide how you want to work.
**/
void setPolicy(PropertyPolicy p) { mFlags.bits.policy = p; }
/**
* @return The default policy of the property
**/
PropertyPolicy policy() const { return (PropertyPolicy)mFlags.bits.policy; }
/**
* Sets this property to emit a signal on value changed.
* As the proerties do not inehrit TQObject for optimisation
* this signal is emited via the KPlayer or KGame object
**/
void setEmittingSignal(bool p) { mFlags.bits.emitsignal=p; }
/**
* See also setEmittingSignal
* @return Whether this property emits a signal on value change
**/
bool isEmittingSignal() const { return mFlags.bits.emitsignal; }
/**
* Sets this property to try to optimize signal and network handling
* by not sending it out when the property value is not changed.
**/
void setOptimized(bool p) { mFlags.bits.optimize = p ; }
/**
* See also setOptimize
* @return Whether the property optimizes access (signals,network traffic)
**/
bool isOptimized() const { return mFlags.bits.optimize; }
/**
* @return Whether this property is "dirty". See also setDirty
**/
bool isDirty() const { return mFlags.bits.dirty; }
/**
* A locked property can only be changed by the player who has set the
* lock. See also setLocked
* @return Whether this property is currently locked.
**/
bool isLocked() const { return mFlags.bits.locked; }
/**
* A locked property can only be changed by the player who has set the
* lock.
*
* You can only call this if isLocked is false. A message is sent
* over network so that the property is locked for all players except
* you.
*
* @return returns false if the property can not be locked, i.e. it is already locked
*
**/
bool lock();
/**
* A locked property can only be changed by the player who has set the
* lock.
*
* You can only call this if isLocked is false. A message is sent
* over network so that the property is locked for all players except
* you.
*
* @return returns false if the property can not be locked, i.e. it is already locked
*
**/
bool unlock(bool force=false);
/**
* This will read the value of this property from the stream. You MUST
* overwrite this method in order to use this class
* @param s The stream to read from
**/
virtual void load(TQDataStream& s) = 0;
/**
* Write the value into a stream. MUST be overwritten
**/
virtual void save(TQDataStream& s) = 0;
/**
* send a command to advanced properties like arrays
* @param stream The stream containing the data of the comand
* @param msgid The ID of the command - see PropertyCommandIds
* @param isSender whether this client is also the sender of the command
**/
virtual void command(TQDataStream &stream, int msgid, bool isSender=false);
/**
* @return The id of this property
**/
int id() const { return mId; }
/**
* @return a type_info of the data this property contains. This is used
* e.g. by KGameDebugDialog
**/
virtual const type_info* typeinfo() { return &typeid(this); }
/**
* You have to register a KGamePropertyBase before you can use it.
*
* You MUST call this before you can use KGamePropertyBase!
*
* @param id the id of this KGamePropertyBase object. The id MUST be
* unique, i.e. you cannot have two properties with the same id for one
* player, although (currently) nothing prevents you from doing so. But
* you will get strange results!
*
* @param owner The owner of this data. This will send the data
* using KPropertyHandler::sendProperty whenever you call send
*
* @param p If not 0 you can set the policy of the property here
*
* @param name if not 0 you can assign a name to this property
*
**/
int registerData(int id, KGamePropertyHandler* owner,PropertyPolicy p, TQString name=0);
/**
* This is an overloaded member function, provided for convenience.
* It differs from the above function only in what argument(s) it accepts.
**/
int registerData(int id, KGamePropertyHandler* owner, TQString name=0);
/**
* This is an overloaded member function, provided for convenience.
* It differs from the above function only in what argument(s) it accepts.
**/
int registerData(int id, KGame* owner, TQString name=0);
/**
* This is an overloaded member function, provided for convenience.
* It differs from the above function only in what argument(s) it accepts.
**/
int registerData(int id, KPlayer* owner, TQString name=0);
/**
* This is an overloaded member function, provided for convenience.
* It differs from the above function only in what argument(s) it accepts.
* In particular you can use this function to create properties which
* will have an automatic id assigned. The new id is returned.
**/
int registerData(KGamePropertyHandler* owner,PropertyPolicy p=PolicyUndefined, TQString name=0);
void unregisterData();
protected:
/**
* A locked property can only be changed by the player who has set the
* lock.
*
* You can only call this if isLocked is false. A message is sent
* over network so that the property is locked for all players except
* you.
* Usually you use lock and unlock to access this property
*
**/
void setLock(bool l);
/**
* Sets the "dirty" flag of the property. If a property is "dirty" i.e.
* KGameProperty::setLocal has been called there is no guarantee
* that all clients share the same value. You have to ensure this
* yourself e.g. by calling KGameProperty::setLocal on every
* client. You can also ignore the dirty flag and continue working withe
* the property depending on your situation.
**/
void setDirty(bool d) { mFlags.bits.dirty = d ; }
/**
* Forward the data to the owner of this property which then sends it
* over network. save is used to store the data into a stream so
* you have to make sure that function is working properly if you
* implement your own property!
*
* Note: this sends the <em>current</em> property!
*
* Might be obsolete - KGamePropertyArray still uses it. Is this a bug
* or correct?
**/
bool sendProperty();
/**
* Forward the data to the owner of this property which then sends it
* over network. save is used to store the data into a stream so
* you have to make sure that function is working properly if you
* implement your own property!
*
* This function is used by send to send the data over network.
* This does <em>not</em> send the current value but the explicitly
* given value.
*
* @return TRUE if the message could be sent successfully, otherwise
* FALSE
**/
bool sendProperty(const TQByteArray& b);
/**
* Causes the parent object to emit a signal on value change
**/
void emitSignal();
protected:
KGamePropertyHandler* mOwner;
// Having this as a union of the bitfield and the char
// allows us to stream this quantity easily (if we need to)
// At the moment it is not yet transmitted
union Flags {
char flag;
struct {
// unsigned char dosave : 1; // do save this property
// unsigned char delaytransmit : 1; // do not send immediately on
// change but a KPlayer:TQTimer
// sends it later on - fast
// changing variables
unsigned char emitsignal : 1; // KPlayer notifies on variable change (true)
//unsigned char readonly : 1; // whether the property can be changed (false)
unsigned char optimize : 1; // whether the property tries to optimize send/emit (false)
unsigned char dirty: 1; // whether the property dirty (setLocal() was used)
unsigned char policy : 2; // whether the property is always consistent (see PropertyPolicy)
unsigned char locked: 1; // whether the property is locked (true)
} bits;
} mFlags;
private:
friend class KGamePropertyHandler;
void init();
private:
int mId;
};
/**
* @short A class for network transparent games
*
* Note: The entire API documentation is obsolete!
*
* The class KGameProperty can store any form of data and will transmit it via
* network whenver you call send. This makes network transparent games
* very easy. You first have to register the data to a KGamePropertyHandler
* using KGamePropertyBase::registerData (which is called by the
* constructor). For the KGamePropertyHandler you can use
* KGame::dataHandler or KPlayer::dataHandler but you can also create your
* own data handler.
*
* There are several concepts you can follow when writing network games. These
* concepts differ completely from the way how data is transferred so you should
* decide which one to use. You can also mix these concepts for a single
* property but we do not recommend this. The concepts:
* <ul>
* <li> Always Consistent (clean)
* <li> Not Always Consistent (dirty)
* <li> A Mixture (very dirty)
* </ul>
* I repeat: we do <em>not</em> recommend the third option ("a mixture"). Unless
* you have a good reason for this you will probably introduce some hard to find
* (and to fix) bugs.
*
* @section Always consistent (clean):
*
* This "policy" is default. Whenever you create a KGameProperty it is always
* consistent. This means that consistency is the most important thing for the
* property. This is achieved by using send to change the value of the
* property. send needs a running KMessageServer and therefore
* <em>MUST</em> be plugged into a KGamePropertyHandler using either
* registerData or the constructor. The parent of the dataHandler must be able
* to send messages (see above: the message server must be running). If you use
* send to change the value of a property you won't see the effect
* immediately: The new value is first transferred to the message server which
* queues the message. As soon as <em>all</em> messages in the message server
* which are before the changed property have been transferred the message
* server delivers the new value of the KGameProperty to all clients. A
* TQTimer::singleShot is used to queue the messages inside the
* KMessageServer.
*
* This means that if you do the following:
* \code
* KGamePropertyInt myProperty(id, dataHandler());
* myProperty.initData(0);
* myProperty = 10;
* int value = myProperty.value();
* \endcode
* then "value" will be "0". initData is used to initialize the property
* (e.g. when the KMessageServer is not yet running or can not yet be
* reached). This is because "myProperty = 10" or "myProperty.send(10)" send a
* message to the KMessageServer which uses TQTimer::singleShot to
* queue the message. The game first has to go back into the event loop where
* the message is received. The KGamePropertyHandler receives the new value
* sets the property. So if you need the new value you need to store it in a
* different variable (see setLocal which creates one for you until the
* message is received). The KGamePropertyHandler emits a signal (unless
* you called setEmitSignal with false) when the new value is received:
* KGamePropertyHandler::signalPropertyChanged. You can use this to react
* to a changed property.
*
* This may look quite confusing but it has a <em>big</em> advantage: all
* KGameProperty objects are ensured to have the same value on all clients in
* the game at every time. This way you will save you a lot of trouble as
* debugging can be very difficult if the value of a property changes
* immediately on client A but only after one or two additianal messages
* (function calls, status changes, ...) on client B.
*
* The only disadvantage of this (clean) concept is that you cannot use a
* changed variable immediately but have to wait for the KMessageServer to
* change it. You probably want to use
* KGamePropertyHandler::signalPropertyChanged for this.
*
* @section Not Always Consistent (dirty):
*
* There are a lot of people who don't want to use the (sometimes quite complex)
* "clean" way. You can use setAlwaysConsistent to change the default
* behaviour of the KGameProperty. If a property is not always consistent
* it will use changeValue to send the property. changeValue also uses
* send to send the new value over network but it also uses
* setLocal to create a local copy of the property. This copy is created
* dynamically and is deleted again as soon as the next message from the network
* is received. To use the example above again:
* \code
* KGamePropertyInt myProperty(id, dataHandler());
* myProperty.setAlwaysConsistent(false);
* myProperty.initData(0);
* myProperty = 10;
* int value = myProperty.value();
* \endcode
* Now this example will "work" so value now is 10. Additionally the
* KMessageServer receives a message from the local client (just as explained
* above in "Always Consistent"). As soon as the message returns to the local
* client again the local value is deleted, as the "network value" has the same
* value as the local one. So you won't lose the ability to use the always
* consistent "clean" value of the property if you use the "dirty" way. Just use
* networkValue to access the value which is consistent among all clients.
*
* The advantage of this concept is clear: you can use a KGameProperty as
* every other variable as the changes value takes immediate effect.
* Additionally you can be sure that the value is transferred to all clients.
* You will usually not experience serious bugs just because you use the "dirty"
* way. Several events have to happen at once to get these "strange errors"
* which result in inconsistent properties (like "game running" on client A but
* "game ended/paused" on client B). But note that there is a very good reason
* for the existence of these different concepts of KGameProperty. I have
* myself experienced such a "strange error" and it took me several days to find
* the reason until I could fix it. So I personally recommend the "clean" way.
* On the other hand if you want to port a non-network game to a network game
* you will probably start with "dirty" properties as it is you will not have to
* change that much code...
*
* @section A Mixture (very dirty):
*
* You can also mix the concepts above. Note that we really don't recommend
* this. With a mixture I mean something like this:
* \code
* KGamePropertyInt myProperty(id, dataHandler());
* myProperty.setAlwaysConsistent(false);
* myProperty.initData(0);
* myProperty = 10;
* myProperty.setAlwaysConsistent(true);
* myProperty = 20;
* \endcode
* (totally senseless example, btw) I.e. I am speaking of mixing both concepts
* for a single property. Things like
* \code
* KGamePropertyInt myProperty1(id1, dataHandler());
* KGamePropertyInt myProperty2(id2, dataHandler());
* myProperty1.initData(0);
* myProperty2.initData(0);
* myProperty1.setAlwaysConsistent(false);
* myProperty2.setAlwaysConsistent(true);
* myProperty1 = 10;
* myProperty2 = 20;
* \endcode
* are ok. But mixing the concepts for a single property will make it nearly
* impossible to you to debug your game.
*
* So the right thing to do(tm) is to decide in the constructor whether you want
* a "clean" or "dirty" property.
*
* Even if you have decided for one of the concepts you still can manually
* follow another concept than the "policy" of your property. So if you use an
* always consistent KGameProperty you still can manually call
* changeValue as if it was not always consistent. Note that although this is
* also kind of a "mixture" as described above this is very useful sometimes. In
* contrast to the "mixture" above you don't have the problem that you don't
* exactly know which concept you are currently following because you used the
* function of the other concept only once.
*
* @section Custom classes:
*
* If you want to use a custum class with KGameProperty you have to implement the
* operators << and >> for TQDataStream:
* \code
* class Card
* {
* public:
* int type;
* int suite;
* };
* TQDataStream& operator<<(TQDataStream& stream, Card& card)
* {
* TQ_INT16 type = card.type;
* TQ_INT16 suite = card.suite;
* s << type;
* s << suite;
* return s;
* }
* TQDataStream& operator>>(TQDataStream& stream, Card& card)
* {
* TQ_INT16 type;
* TQ_INT16 suite;
* s >> type;
* s >> suite;
* card.type = (int)type;
* card.suite = (int)suite;
* return s;
* }
*
* class Player : KPlayer
* {
* [...]
* KGameProperty<Card> mCards;
* };
* \endcode
*
* Note: unlike most QT classes KGameProperty objects are *not* deleted
* automatically! So if you create an object using e.g. KGameProperty<int>* data =
* new KGameProperty(id, dataHandler()) you have to put a delete data into your
* destructor!
*
* @author Andreas Beckermann <b_mann@gmx.de>
**/
template<class type>
class KGameProperty : public KGamePropertyBase
{
public:
/**
* Constructs a KGameProperty object. A KGameProperty object will transmit
* any changes to the KMessageServer and then to all clients in the
* game (including the one that has sent the new value)
* @param id The id of this property. <em>MUST be UNIQUE</em>! Used to send and
* receive changes in the property of the playere automatically via
* network.
* @param owner The parent of the object. Must be a KGame which manages
* the changes made to this object, i.e. which will send the new data.
* Note that in contrast to most KDE/QT classes KGameProperty objects
* are <em>not</em> deleted automatically!
**/
// TODO: ID: Very ugly - better use something like parent()->propertyId() or so which assigns a free id automatically.
KGameProperty(int id, KGamePropertyHandler* owner) : KGamePropertyBase(id, owner) { init(); }
/**
* This constructor does nothing. You have to call
* KGamePropertyBase::registerData
* yourself before using the KGameProperty object.
**/
KGameProperty() : KGamePropertyBase() { init(); }
virtual ~KGameProperty() {}
/**
* Set the value depending on the current policy (see
* setConsistent). By default KGameProperty just uses send to set
* the value of a property. This behaviour can be changed by using
* setConsistent.
* @param v The new value of the property
**/
void setValue(type v)
{
switch (policy()) {
case PolicyClean:
send(v);
break;
case PolicyDirty:
changeValue(v);
break;
case PolicyLocal:
setLocal(v);
break;
default: // NEVER!
kdError(11001) << "Undefined Policy in property " << id() << endl;
return;
}
}
/**
* This function sends a new value over network.
*
* Note that the value DOES NOT change when you call this function. This
* function saves the value into a TQDataStream and calls
* sendProperty where it gets forwarded to the owner and finally the
* value is sent over network. The KMessageServer now sends the
* value to ALL clients - even the one who called this function. As soon
* as the value from the message server is received load is called
* and _then_ the value of the KGameProperty has been set.
*
* This ensures that a KGameProperty has _always_ the same value on
* _every_ client in the network. Note that this means you can NOT do
* something like
* \code
* myProperty.send(1);
* doSomething(myProperty);
* \endcode
* as myProperty has not yet been set when doSomething is being called.
*
* You are informed about a value change by a singal from the parent of
* the property which can be deactivated by setEmittingSignal because of
* performance (you probably don't have to deactivate it - except you
* want to write a real-time game like Command&Conquer with a lot of
* acitvity). See emitSignal
*
* Note that if there is no KMessageServer accessible - before
* the property has been registered to the KGamePropertyHandler (as
* it is the case e.g. before a KPlayer has been plugged into the
* KGame object) the property is *not* sent but set *locally* (see
* setLocal)!
*
* @param v The new value of the property
* @return whether the property could be sent successfully
* @see setValue setLocal changeValue value
**/
bool send(type v)
{
if (isOptimized() && mData == v) {
return true;
}
if (isLocked()) {
return false;
}
TQByteArray b;
TQDataStream stream(b, IO_WriteOnly);
stream << v;
if (!sendProperty(b)) {
setLocal(v);
return false;
}
return true;
}
/**
* This function sets the value of the property directly, i.e. it
* doesn't send it to the network.
*
* Int contrast to @see you change _only_ the local value when using
* this function. You do _not_ change the value of any other client. You
* probably don't want to use this if you are using a dedicated server
* (which is the only "client" which is allowed to change a value) but
* rather want to use send().
*
* But if you use your clients as servers (i.e. all clients receive a
* players turn and then calculate the reaction of the game theirselves)
* then you probably want to use setLocal as you can do things like
* \code
* myProperty.setLocal(1);
* doSomething(myProperty);
* \endcode
* on every client.
*
* If you want to set the value locally AND send it over network you
* want to call changeValue!
*
* You can also use setPolicy to set the default policy to
* PolicyLocal.
*
* @see setValue send changeValue value
**/
bool setLocal(type v)
{
if (isOptimized() && mData == v) {
return false;
}
if (isLocked()) {
return false;
}
mData = v;
setDirty(true);
if (isEmittingSignal()) {
emitSignal();
}
return true;
}
/**
* This function does both, change the local value and change the
* network value. The value is sent over network first, then changed
* locally.
*
* This function is a convenience function and just calls send
* followed by setLocal
*
* Note that emitSignal is also called twice: once after
* setLocal and once when the value from send is received
*
* @see send setLocal setValue value
**/
void changeValue(type v)
{
send(v);
setLocal(v);
}
/**
* Saves the object to a stream.
* @param stream The stream to save to
**/
virtual void save(TQDataStream &stream)
{
stream << mData;
}
/**
* @return The local value (see setLocal) if it is existing,
* otherwise the network value which is always consistent on every
* client.
**/
const type& value() const
{
return mData;
}
/**
* Reads from a stream and assigns the read value to this object.
*
* This function is called automatically when a new value is received
* over network (i.e. it has been sent using send on this or any
* other client) or when a game is loaded (and maybe on some other
* events).
*
* Also calls emitSignal if isEmittingSignal is TRUE.
* @param s The stream to read from
**/
virtual void load(TQDataStream& s)
{
s >> mData;
setDirty(false);
if (isEmittingSignal()) {
emitSignal();
}
}
/**
* This calls setValue to change the value of the property. Note
* that depending on the policy (see setAlwaysConsistent) the
* returned value might be different from the assigned value!!
*
* So if you use setPolicy(PolicyClean):
* \code
* int a, b = 10;
* myProperty = b;
* a = myProperty.value();
* \endcode
* Here a and b would differ!
* The value is actually set as soon as it is received from the
* KMessageServer which forwards it to ALL clients in the network.
*
* If you use a clean policy (see setPolicy) then
* the returned value is the assigned value
**/
const type& operator=(const type& t)
{
setValue(t);
return value();
}
/**
* This copies the data of property to the KGameProperty object.
*
* Equivalent to setValue(property.value());
**/
const type& operator=(const KGameProperty& property)
{
setValue(property.value());
return value();
}
/**
* Yeah, you can do it!
* \code
* int a = myGamePropertyInt;
* \endcode
* If you don't see it: you don't have to use integerData.value()
**/
operator type() const { return value(); }
virtual const type_info* typeinfo() { return &typeid(type); }
private:
void init() { }
private:
type mData;
};
typedef KGameProperty<int> KGamePropertyInt;
typedef KGameProperty<unsigned int> KGamePropertyUInt;
typedef KGameProperty<TQString> KGamePropertyTQString;
typedef KGameProperty<TQ_INT8> KGamePropertyBool;
#endif