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433 lines
15 KiB
433 lines
15 KiB
/*
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This file is part of the KDE games library
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Copyright (C) 2001 Martin Heni (martin@heni-online.de)
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Copyright (C) 2001 Andreas Beckermann (b_mann@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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/*
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$Id$
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*/
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#ifndef __KGAMENETWORK_H_
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#define __KGAMENETWORK_H_
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#include <tqstring.h>
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#include <tqobject.h>
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#include <kdemacros.h>
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class KGameIO;
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class KMessageClient;
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class KMessageServer;
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class KGameNetworkPrivate;
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/**
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* The KGameNetwork class is the KGame class with network
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* support. All other features are the same but they are
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* now network transparent. It is not used directly but
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* only via a KGame object. So you do not really have
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* to bother with this object.
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*
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* @short The main KDE game object
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* @author Martin Heni <martin@heni-online.de>
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* @version $Id$
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*/
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class KDE_EXPORT KGameNetwork : 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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* Create a KGameNetwork object
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*/
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KGameNetwork(int cookie=42,TQObject* parent=0);
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virtual ~KGameNetwork();
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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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/**
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* @return TRUE if this is a network game - i.e. you are either MASTER or
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* connected to a remote MASTER.
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**/
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bool isNetwork() const;
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/**
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* Is this the game MASTER (i.e. has started theKMessageServer). A
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* game has always exactly one MASTER. This is either a KGame object (i.e. a
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* Client) or an own MessageServer-process. A KGame object that has the
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* MASTER status is always admin.
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*
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* You probably don't want to use this. It is a mostly internal method which
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* will probably become protected. Better use isAdmin
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*
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* @see isAdmin
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* @return Whether this client has started the KMessageServer
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**/
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bool isMaster() const;
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/**
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* The admin of a game is the one who initializes newly connected clients
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* using negotiateNetworkGame and is allowed to configure the game.
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* E.g. only the admin is allowed to use KGame::setMaxPlayers.
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*
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* If one KGame object in the game is MASTER then this client is the admin
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* as well. isMaster and isAdmin differ only if the KMessageServer
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* is running in an own process.
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* @return Whether this client (KGame object) is the admin
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**/
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bool isAdmin() const;
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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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TQ_UINT32 gameId() const;
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/**
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* Inits a network game as network MASTER. Note that if the
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* KMessageServer is not yet started it will be started here (see
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* setMaster). Any existing connection will be disconnected.
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*
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* If you already offer connections the port is changed.
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*
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* @param port The port on which the service is offered
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* @return true if it worked
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**/
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bool offerConnections (TQ_UINT16 port);
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/**
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* Announces game MASTER on network using DNS-SD. Clients then can discover it using
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* DNSSD::ServiceBrowser (or KGameConnectWidget) instead of manually entering
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* IP address.
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* @param type service type (something like _twin4._tcp).
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* It should be unique for application.
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* @param name game name that will be displayed by clients. If not
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* set hostname will be used. In case of name conflict -2, -3 and so on will be added to name.
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* @since 3.4
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**/
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void setDiscoveryInfo(const TQString& type, const TQString& name=TQString());
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/**
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* Inits a network game as a network CLIENT
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*
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* @param host the host to which we want to connect
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* @param port the port we want to connect to
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*
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* @return true if connected
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**/
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bool connectToServer(const TQString& host, TQ_UINT16 port);
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/**
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* @since 3.2
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* @return The port we are listening to if offerConnections was called
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* or the port we are connected to if connectToServer was called.
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* Otherwise 0.
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**/
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TQ_UINT16 port() const;
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/**
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* @since 3.2
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* @return The name of the host that we are currently connected to is
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* isNetwork is TRUE and we are not the MASTER, i.e. if connectToServer
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* was called. Otherwise this will return "localhost".
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**/
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TQString hostName() const;
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/**
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* Stops offering server connections - only for game MASTER
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* @return true
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**/
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bool stopServerConnection();
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/**
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* Changes the maximal connection number of the KMessageServer to max.
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* -1 Means infinite connections are possible. Note that existing
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* connections are not affected, so even if you set this to 0 in a running
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* game no client is being disconnected. You can call this only if you are
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* the ADMIN!
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*
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* @see KMessageServer::setMaxClients
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* @param max The maximal number of connections possible.
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**/
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void setMaxClients(int max);
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//AB: is this now internal only? Can we make it protected (maybe with
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//friends)? sendSystemMessage AND sendMessage is very confusing to the
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//user.
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/**
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* Sends a network message msg with a given msg id msgid to all clients.
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* Use this to communicate with KGame (e.g. to add a player ot to configure
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* the game - usually not necessary).
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*
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* For your own messages use sendMessage instead! This is mostly
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* internal!
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*
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* @param buffer the message which will be send. See messages.txt for contents
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* @param msgid an id for this message. See
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* KGameMessage::GameMessageIds
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* @param receiver the KGame / KPlayer this message is for.
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* @param sender The KGame / KPlayer this message is from (i.e.
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* you). You
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* probably want to leave this 0, then KGameNetwork will create the correct
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* value for you. You might want to use this if you send a message from a
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* specific player.
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* @return true if worked
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*/
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// AB: TODO: doc on how "receiver" and "sender" should be created!
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bool sendSystemMessage(const TQByteArray& buffer, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
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/**
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* @overload
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**/
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bool sendSystemMessage(int data, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
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/**
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* @overload
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**/
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bool sendSystemMessage(const TQDataStream &msg, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
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/**
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* @overload
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**/
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bool sendSystemMessage(const TQString& msg, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
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/**
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* Sends a network message
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* @param error The error code
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* @param message The error message - use KGameError
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* @param receiver the KGame / KPlayer this message is for. 0 For
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* all
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* @param sender The KGame / KPlayer this message is from (i.e.
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* you). You probably want to leave this 0, then KGameNetwork will create
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* the correct value for you. You might want to use this if you send a
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* message from a specific player.
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**/
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void sendError(int error, const TQByteArray& message, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
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/**
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* Are we still offer offering server connections - only for game MASTER
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* @return true/false
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**/
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bool isOfferingConnections() 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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* @return the application cookie
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**/
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int cookie() const;
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/**
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* Send a network message msg with a given message ID msgid to all clients.
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* You want to use this to send a message to the clients.
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*
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* Note that a message is always sent to ALL clients! This is necessary so
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* that all clients always have the same data and can easily be changed from
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* network to non-network without restarting the game. If you want a
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* specific KGame / KPlayer to react to the message use the
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* receiver and sender parameters. See KGameMessage::calsMessageId
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*
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* SendMessage differs from sendSystemMessage only by the msgid parameter.
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* sendSystemMessage is thought as a KGame only mehtod while
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* sendMessage is for public use. The msgid parameter will be
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* +=KGameMessage::IdUser and in KGame::signalNetworkData msgid will
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* be -= KGameMessage::IdUser again, so that one can easily distinguish
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* between system and user messages.
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*
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* Use sendSystemMessage to comunicate with KGame (e.g. by adding a
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* player) and sendMessage for your own user message.
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*
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* Note: a player should send messages through a KGameIO!
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*
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* @param buffer the message which will be send. See messages.txt for contents
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* @param msgid an id for this message. See KGameMessage::GameMessageIds
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* @param receiver the KGame / KPlayer this message is for.
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* @param sender The KGame / KPlayer this message is from (i.e.
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* you). You
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* probably want to leave this 0, then KGameNetwork will create the correct
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* value for you. You might want to use this if you send a message from a
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* specific player.
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* @return true if worked
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**/
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// AB: TODO: doc on how "receiver" and "sender" should be created!
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bool sendMessage(const TQByteArray& buffer, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
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/**
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* This is an overloaded member function, provided for convenience.
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**/
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bool sendMessage(const TQDataStream &msg, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
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/**
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* This is an overloaded member function, provided for convenience.
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**/
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bool sendMessage(const TQString& msg, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
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/**
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* This is an overloaded member function, provided for convenience.
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**/
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bool sendMessage(int data, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
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/**
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* Called by ReceiveNetworkTransmission(). Will be overwritten by
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* KGame and handle the incoming message.
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**/
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virtual void networkTransmission(TQDataStream&, int, TQ_UINT32, TQ_UINT32, TQ_UINT32 clientID) = 0;
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/**
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* Disconnect the current connection and establish a new local one.
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**/
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void disconnect();
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/**
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* If you are the ADMIN of the game you can give the ADMIN status away to
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* another client. Use this e.g. if you want to quit the game or if you want
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* another client to administrate the game (note that disconnect calls
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* this automatically).
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* @param clientID the ID of the new ADMIN (note: this is the _client_ID
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* which has nothing to do with the player IDs. See KMessageServer)
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**/
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void electAdmin(TQ_UINT32 clientID);
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/**
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* Don't use this unless you really know what youre doing! You might
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* experience some strange behaviour if you send your messages directly
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* through the KMessageClient!
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*
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* @return a pointer to the KMessageClient used internally to send the
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* messages. You should rather use one of the send functions!
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**/
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KMessageClient* messageClient() const;
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/**
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* Don't use this unless you really know what you are doing! You might
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* experience some strange behaviour if you use the message server directly!
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*
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* @return a pointer to the message server if this is the MASTER KGame
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* object. Note that it might be possible that no KGame object contains
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* the KMessageServer at all! It might even run stand alone!
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**/
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KMessageServer* messageServer() const;
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/**
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* You should call this before doing thigs like, e.g. tqApp->processEvents().
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* Don't forget to call unlock once you are done!
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*
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* @see KMessageClient::lock
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**/
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virtual void lock();
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/**
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* @see KMessageClient::unlock
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**/
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virtual void unlock();
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signals:
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/**
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* A network error occurred
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* @param error the error code
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* @param text the error text
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*/
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void signalNetworkErrorMessage(int error, TQString text);
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/**
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* Our connection to the KMessageServer has broken.
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* See KMessageClient::connectionBroken
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**/
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void signalConnectionBroken();
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/**
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* This signal is emitted whenever the KMessageServer sends us a message that a
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* new client connected. KGame uses this to call KGame::negotiateNetworkGame
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* for the newly connected client if we are admin (see isAdmin)
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*
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* @see KMessageClient::eventClientConnected
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*
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* @param clientID the ID of the newly connected client
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**/
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void signalClientConnected(TQ_UINT32 clientID);
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/**
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* This signal is emitted whenever the KMessageServer sends us a message
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* that a connection to a client was detached. The second parameter can be used
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* to distinguish between network errors or removing on purpose.
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*
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* @see KMessageClient::eventClientDisconnected
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*
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* @param clientID the client that has disconnected
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* @param broken true if the connection was lost because of a network error, false
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* if the connection was closed by the message server admin.
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*/
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void signalClientDisconnected(TQ_UINT32 clientID, bool broken);
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/**
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* This client gets or loses the admin status.
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* @see KMessageClient::adminStatusChanged
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* @param isAdmin True if this client gets the ADMIN status otherwise FALSE
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**/
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void signalAdminStatusChanged(bool isAdmin);
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protected:
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/**
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* @internal
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* Start a KMessageServer object and use it as the MASTER of the game.
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* Note that you must not call this if there is already another master
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* running!
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**/
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void setMaster();
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protected slots:
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/**
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* Called by KMessageClient::broadcastReceived() and will check if the
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* message format is valid. If it is not, it will generate an error (see
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* signalNetworkVersionError and signalNetworkErorrMessage).
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* If it is valid, the pure virtual method networkTransmission() is called.
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* (This one is overwritten in KGame.)
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**/
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void receiveNetworkTransmission(const TQByteArray& a, TQ_UINT32 clientID);
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/**
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* This KGame object receives or loses the admin status.
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* @param isAdmin Whether we are admin or not
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**/
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void slotAdminStatusChanged(bool isAdmin);
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/**
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* Called when the network connection is about to terminate. Is used
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* to store the network parameter like the game id
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*/
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void aboutToLoseConnection(TQ_UINT32 id);
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/**
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* Called when the network connection is terminated. Used to clean
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* up the disconnect parameter
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*/
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void slotResetConnection();
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private:
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void tryPublish();
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void tryStopPublishing();
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KGameNetworkPrivate* d;
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};
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#endif
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