libkdegames Library API Documentation

KGameNetwork Class Reference

The KGameNetwork class is the KGame class with network support.The main KDE game object. More...

#include <kgamenetwork.h>

Inheritance diagram for KGameNetwork:

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Collaboration diagram for KGameNetwork:

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List of all members.

Signals

void signalNetworkErrorMessage (int error, QString text)
void signalConnectionBroken ()
void signalClientConnected (Q_UINT32 clientID)
void signalClientDisconnected (Q_UINT32 clientID, bool broken)
void signalAdminStatusChanged (bool isAdmin)

Public Member Functions

 KGameNetwork (int cookie=42, QObject *parent=0)
virtual ~KGameNetwork ()
virtual void Debug ()
bool isNetwork () const
bool isMaster () const
bool isAdmin () const
Q_UINT32 gameId () const
bool offerConnections (Q_UINT16 port)
void setDiscoveryInfo (const QString &type, const QString &name=QString::null)
bool connectToServer (const QString &host, Q_UINT16 port)
Q_UINT16 port () const
QString hostName () const
bool stopServerConnection ()
void setMaxClients (int max)
bool sendSystemMessage (const QByteArray &buffer, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)
bool sendSystemMessage (int data, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)
bool sendSystemMessage (const QDataStream &msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)
bool sendSystemMessage (const QString &msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)
void sendError (int error, const QByteArray &message, Q_UINT32 receiver=0, Q_UINT32 sender=0)
bool isOfferingConnections () const
int cookie () const
bool sendMessage (const QByteArray &buffer, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)
bool sendMessage (const QDataStream &msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)
bool sendMessage (const QString &msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)
bool sendMessage (int data, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)
virtual void networkTransmission (QDataStream &, int, Q_UINT32, Q_UINT32, Q_UINT32 clientID)=0
void disconnect ()
void electAdmin (Q_UINT32 clientID)
KMessageClientmessageClient () const
KMessageServermessageServer () const
virtual void lock ()
virtual void unlock ()

Protected Slots

void receiveNetworkTransmission (const QByteArray &a, Q_UINT32 clientID)
void slotAdminStatusChanged (bool isAdmin)
void aboutToLoseConnection (Q_UINT32 id)
void slotResetConnection ()

Protected Member Functions

void setMaster ()

Detailed Description

The KGameNetwork class is the KGame class with network support.The main KDE game object.

All other features are the same but they are now network transparent. It is not used directly but only via a KGame object. So you do not really have to bother with this object.

Author:
Martin Heni <martin@heni-online.de>
Version:
Id
kgamenetwork.h 377450 2005-01-11 12:51:23Z mlaurent

Definition at line 46 of file kgamenetwork.h.


Constructor & Destructor Documentation

KGameNetwork::KGameNetwork int  cookie = 42,
QObject parent = 0
 

Create a KGameNetwork object.

Definition at line 62 of file kgamenetwork.cpp.

References cookie(), and setMaster().


Member Function Documentation

void KGameNetwork::Debug  )  [virtual]
 

Gives debug output of the game status.

Reimplemented in KGame.

Definition at line 505 of file kgamenetwork.cpp.

References gameId(), isAdmin(), and isMaster().

Referenced by KGame::Debug().

bool KGameNetwork::isNetwork  )  const
 

Returns:
TRUE if this is a network game - i.e. you are either MASTER or connected to a remote MASTER.

Definition at line 83 of file kgamenetwork.cpp.

References isOfferingConnections().

Referenced by port().

bool KGameNetwork::isMaster  )  const
 

Is this the game MASTER (i.e.

has started theKMessageServer). A game has always exactly one MASTER. This is either a KGame object (i.e. a Client) or an own MessageServer-process. A KGame object that has the MASTER status is always admin.

You probably don't want to use this. It is a mostly internal method which will probably become protected. Better use isAdmin

See also:
isAdmin
Returns:
Whether this client has started the KMessageServer

Definition at line 101 of file kgamenetwork.cpp.

Referenced by Debug(), and offerConnections().

bool KGameNetwork::isAdmin  )  const
 

The admin of a game is the one who initializes newly connected clients using negotiateNetworkGame and is allowed to configure the game.

E.g. only the admin is allowed to use KGame::setMaxPlayers.

If one KGame object in the game is MASTER then this client is the admin as well. isMaster and isAdmin differ only if the KMessageServer is running in an own process.

Returns:
Whether this client (KGame object) is the admin

Definition at line 104 of file kgamenetwork.cpp.

Referenced by Debug(), electAdmin(), KGame::negotiateNetworkGame(), setMaxClients(), KGame::setMaxPlayers(), KGame::setMinPlayers(), KGame::slotClientConnected(), KGame::systemActivatePlayer(), and KGame::systemInactivatePlayer().

Q_UINT32 KGameNetwork::gameId  )  const
 

The unique ID of this game.

Returns:
int id

Definition at line 86 of file kgamenetwork.cpp.

Referenced by KGame::addPlayer(), Debug(), disconnect(), KPlayer::networkTransmission(), KGame::networkTransmission(), receiveNetworkTransmission(), sendSystemMessage(), and KGame::slotServerDisconnected().

bool KGameNetwork::offerConnections Q_UINT16  port  ) 
 

Inits a network game as network MASTER.

Note that if the KMessageServer is not yet started it will be started here (see setMaster). Any existing connection will be disconnected.

If you already offer connections the port is changed.

Parameters:
port The port on which the service is offered
Returns:
true if it worked

Definition at line 174 of file kgamenetwork.cpp.

References isMaster(), and setMaster().

Referenced by KGameDialogNetworkConfig::slotInitConnection().

bool KGameNetwork::connectToServer const QString host,
Q_UINT16  port
 

Inits a network game as a network CLIENT.

Parameters:
host the host to which we want to connect
port the port we want to connect to
Returns:
true if connected

Definition at line 204 of file kgamenetwork.cpp.

References QString::isEmpty(), signalAdminStatusChanged(), and stopServerConnection().

Referenced by KGameDialogNetworkConfig::slotInitConnection().

Q_UINT16 KGameNetwork::port  )  const
 

Since:
3.2
Returns:
The port we are listening to if offerConnections was called or the port we are connected to if connectToServer was called. Otherwise 0.

Definition at line 242 of file kgamenetwork.cpp.

References isNetwork(), and isOfferingConnections().

QString KGameNetwork::hostName  )  const
 

Since:
3.2
Returns:
The name of the host that we are currently connected to is isNetwork is TRUE and we are not the MASTER, i.e. if connectToServer was called. Otherwise this will return "localhost".

Definition at line 254 of file kgamenetwork.cpp.

bool KGameNetwork::stopServerConnection  ) 
 

Stops offering server connections - only for game MASTER.

Returns:
true

Definition at line 259 of file kgamenetwork.cpp.

Referenced by connectToServer(), and disconnect().

void KGameNetwork::setMaxClients int  max  ) 
 

Changes the maximal connection number of the KMessageServer to max.

-1 Means infinite connections are possible. Note that existing connections are not affected, so even if you set this to 0 in a running game no client is being disconnected. You can call this only if you are the ADMIN!

See also:
KMessageServer::setMaxClients
Parameters:
max The maximal number of connections possible.

Definition at line 348 of file kgamenetwork.cpp.

References isAdmin().

Referenced by KGameDialogMsgServerConfig::slotChangeMaxClients().

bool KGameNetwork::sendSystemMessage const QByteArray buffer,
int  msgid,
Q_UINT32  receiver = 0,
Q_UINT32  sender = 0
 

Sends a network message msg with a given msg id msgid to all clients.

Use this to communicate with KGame (e.g. to add a player ot to configure the game - usually not necessary).

For your own messages use sendMessage instead! This is mostly internal!

Parameters:
buffer the message which will be send. See messages.txt for contents
msgid an id for this message. See KGameMessage::GameMessageIds
receiver the KGame / KPlayer this message is for.
sender The KGame / KPlayer this message is from (i.e. you). You probably want to leave this 0, then KGameNetwork will create the correct value for you. You might want to use this if you send a message from a specific player.
Returns:
true if worked

Definition at line 396 of file kgamenetwork.cpp.

References KGameMessage::createHeader(), gameId(), KGameMessage::rawGameId(), KGameMessage::rawPlayerId(), and QDataStream::writeRawBytes().

Referenced by KGame::activatePlayer(), KGame::addPlayer(), KPlayer::forwardMessage(), KGame::inactivatePlayer(), KGame::negotiateNetworkGame(), KGame::networkTransmission(), KGame::playerDeleted(), sendError(), sendMessage(), KGame::sendPlayerInput(), KGame::sendPlayerProperty(), KGame::sendProperty(), sendSystemMessage(), and KGame::syncRandom().

bool KGameNetwork::sendSystemMessage int  data,
int  msgid,
Q_UINT32  receiver = 0,
Q_UINT32  sender = 0
 

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

Definition at line 377 of file kgamenetwork.cpp.

References sendSystemMessage().

bool KGameNetwork::sendSystemMessage const QDataStream msg,
int  msgid,
Q_UINT32  receiver = 0,
Q_UINT32  sender = 0
 

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

Definition at line 393 of file kgamenetwork.cpp.

References QDataStream::device(), and sendSystemMessage().

bool KGameNetwork::sendSystemMessage const QString msg,
int  msgid,
Q_UINT32  receiver = 0,
Q_UINT32  sender = 0
 

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

Definition at line 385 of file kgamenetwork.cpp.

References sendSystemMessage().

void KGameNetwork::sendError int  error,
const QByteArray message,
Q_UINT32  receiver = 0,
Q_UINT32  sender = 0
 

Sends a network message.

Parameters:
error The error code
message The error message - use KGameError
receiver the KGame / KPlayer this message is for. 0 For all
sender The KGame / KPlayer this message is from (i.e. you). You probably want to leave this 0, then KGameNetwork will create the correct value for you. You might want to use this if you send a message from a specific player.

Definition at line 450 of file kgamenetwork.cpp.

References sendSystemMessage(), and QDataStream::writeRawBytes().

Referenced by KGame::networkTransmission().

bool KGameNetwork::isOfferingConnections  )  const
 

Are we still offer offering server connections - only for game MASTER.

Returns:
true/false

Definition at line 270 of file kgamenetwork.cpp.

Referenced by isNetwork(), and port().

int KGameNetwork::cookie  )  const
 

Application cookie.

this idendifies the game application. It help to distinguish between e.g. KPoker and KWin4

Returns:
the application cookie

Definition at line 98 of file kgamenetwork.cpp.

Referenced by KGameNetwork(), KGame::loadgame(), KGame::negotiateNetworkGame(), KGame::networkTransmission(), KGame::savegame(), and setMaster().

bool KGameNetwork::sendMessage const QByteArray buffer,
int  msgid,
Q_UINT32  receiver = 0,
Q_UINT32  sender = 0
 

Send a network message msg with a given message ID msgid to all clients.

You want to use this to send a message to the clients.

Note that a message is always sent to ALL clients! This is necessary so that all clients always have the same data and can easily be changed from network to non-network without restarting the game. If you want a specific KGame / KPlayer to react to the message use the receiver and sender parameters. See KGameMessage::calsMessageId

SendMessage differs from sendSystemMessage only by the msgid parameter. sendSystemMessage is thought as a KGame only mehtod while sendMessage is for public use. The msgid parameter will be +=KGameMessageIdUser and in KGame::signalNetworkData msgid will be -= KGameMessage::IdUser again, so that one can easily distinguish between system and user messages.

Use sendSystemMessage to comunicate with KGame (e.g. by adding a player) and sendMessage for your own user message.

Note: a player should send messages through a KGameIO!

Parameters:
buffer the message which will be send. See messages.txt for contents
msgid an id for this message. See KGameMessage::GameMessageIds
receiver the KGame / KPlayer this message is for.
sender The KGame / KPlayer this message is from (i.e. you). You probably want to leave this 0, then KGameNetwork will create the correct value for you. You might want to use this if you send a message from a specific player.
Returns:
true if worked

Definition at line 447 of file kgamenetwork.cpp.

References sendSystemMessage().

Referenced by KGame::sendGroupMessage().

bool KGameNetwork::sendMessage const QDataStream msg,
int  msgid,
Q_UINT32  receiver = 0,
Q_UINT32  sender = 0
 

This is an overloaded member function, provided for convenience.

Definition at line 444 of file kgamenetwork.cpp.

References sendSystemMessage().

bool KGameNetwork::sendMessage const QString msg,
int  msgid,
Q_UINT32  receiver = 0,
Q_UINT32  sender = 0
 

This is an overloaded member function, provided for convenience.

Definition at line 441 of file kgamenetwork.cpp.

References sendSystemMessage().

bool KGameNetwork::sendMessage int  data,
int  msgid,
Q_UINT32  receiver = 0,
Q_UINT32  sender = 0
 

This is an overloaded member function, provided for convenience.

Definition at line 438 of file kgamenetwork.cpp.

References sendSystemMessage().

virtual void KGameNetwork::networkTransmission QDataStream ,
int  ,
Q_UINT32  ,
Q_UINT32  ,
Q_UINT32  clientID
[pure virtual]
 

Called by ReceiveNetworkTransmission().

Will be overwritten by KGame and handle the incoming message.

Implemented in KGame.

Referenced by receiveNetworkTransmission().

void KGameNetwork::disconnect  ) 
 

Disconnect the current connection and establish a new local one.

Definition at line 273 of file kgamenetwork.cpp.

References QValueList::begin(), QValueList::end(), gameId(), KMessageIO::rtti(), and stopServerConnection().

Referenced by KGame::networkTransmission(), and KGameDialogNetworkConfig::slotExitConnection().

void KGameNetwork::electAdmin Q_UINT32  clientID  ) 
 

If you are the ADMIN of the game you can give the ADMIN status away to another client.

Use this e.g. if you want to quit the game or if you want another client to administrate the game (note that disconnect calls this automatically).

Parameters:
clientID the ID of the new ADMIN (note: this is the _client_ID which has nothing to do with the player IDs. See KMessageServer)

Definition at line 335 of file kgamenetwork.cpp.

References isAdmin().

Referenced by KGameDialogMsgServerConfig::slotChangeAdmin().

KMessageClient * KGameNetwork::messageClient  )  const
 

Don't use this unless you really know what youre doing! You might experience some strange behaviour if you send your messages directly through the KMessageClient!

Returns:
a pointer to the KMessageClient used internally to send the messages. You should rather use one of the send functions!

Definition at line 107 of file kgamenetwork.cpp.

Referenced by lock(), and unlock().

KMessageServer * KGameNetwork::messageServer  )  const
 

Don't use this unless you really know what you are doing! You might experience some strange behaviour if you use the message server directly!

Returns:
a pointer to the message server if this is the MASTER KGame object. Note that it might be possible that no KGame object contains the KMessageServer at all! It might even run stand alone!

Definition at line 110 of file kgamenetwork.cpp.

void KGameNetwork::lock  )  [virtual]
 

You should call this before doing thigs like, e.g.

qApp->processEvents(). Don't forget to call unlock once you are done!

See also:
KMessageClient::lock

Definition at line 361 of file kgamenetwork.cpp.

References KMessageClient::lock(), and messageClient().

void KGameNetwork::unlock  )  [virtual]
 

See also:
KMessageClient::unlock

Definition at line 368 of file kgamenetwork.cpp.

References messageClient(), and KMessageClient::unlock().

void KGameNetwork::signalNetworkErrorMessage int  error,
QString  text
[signal]
 

A network error occurred.

Parameters:
error the error code
text the error text

Referenced by receiveNetworkTransmission().

void KGameNetwork::signalConnectionBroken  )  [signal]
 

Our connection to the KMessageServer has broken.

See KMessageClient::connectionBroken

Referenced by KGame::KGame(), and setMaster().

void KGameNetwork::signalClientConnected Q_UINT32  clientID  )  [signal]
 

This signal is emitted whenever the KMessageServer sends us a message that a new client connected.

KGame uses this to call KGame::negotiateNetworkGame for the newly connected client if we are admin (see isAdmin)

See also:
KMessageClient::eventClientConnected
Parameters:
clientID the ID of the newly connected client

Referenced by KGame::KGame(), and setMaster().

void KGameNetwork::signalClientDisconnected Q_UINT32  clientID,
bool  broken
[signal]
 

This signal is emitted whenever the KMessageServer sends us a message that a connection to a client was detached.

The second parameter can be used to distinguish between network errors or removing on purpose.

See also:
KMessageClient::eventClientDisconnected
Parameters:
clientID the client that has disconnected
broken true if the connection was lost because of a network error, false if the connection was closed by the message server admin.

Referenced by KGame::KGame(), and setMaster().

void KGameNetwork::signalAdminStatusChanged bool  isAdmin  )  [signal]
 

This client gets or loses the admin status.

See also:
KMessageClient::adminStatusChanged
Parameters:
isAdmin True if this client gets the ADMIN status otherwise FALSE

Referenced by connectToServer(), and slotAdminStatusChanged().

void KGameNetwork::receiveNetworkTransmission const QByteArray a,
Q_UINT32  clientID
[protected, slot]
 

Called by KMessageClient::broadcastReceived() and will check if the message format is valid.

If it is not, it will generate an error (see signalNetworkVersionError and signalNetworkErorrMessage). If it is valid, the pure virtual method networkTransmission() is called. (This one is overwritten in KGame.)

Definition at line 461 of file kgamenetwork.cpp.

References KGameError::errorText(), KGameMessage::extractHeader(), gameId(), KGameMessage::isPlayer(), QString::latin1(), networkTransmission(), KGameMessage::rawGameId(), QObject::sender(), and signalNetworkErrorMessage().

Referenced by setMaster().

void KGameNetwork::slotAdminStatusChanged bool  isAdmin  )  [protected, slot]
 

This KGame object receives or loses the admin status.

Parameters:
isAdmin Whether we are admin or not

Definition at line 498 of file kgamenetwork.cpp.

References signalAdminStatusChanged().

Referenced by setMaster().

void KGameNetwork::aboutToLoseConnection Q_UINT32  id  )  [protected, slot]
 

Called when the network connection is about to terminate.

Is used to store the network parameter like the game id

Definition at line 323 of file kgamenetwork.cpp.

Referenced by setMaster().

void KGameNetwork::slotResetConnection  )  [protected, slot]
 

Called when the network connection is terminated.

Used to clean up the disconnect parameter

Definition at line 329 of file kgamenetwork.cpp.

Referenced by setMaster().


The documentation for this class was generated from the following files:
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This file is part of the documentation for libkdegames Library Version 3.4.3.
Documentation copyright © 1996-2004 the KDE developers.
Generated on Sun Oct 9 09:38:23 2005 by doxygen 1.4.4 written by Dimitri van Heesch, © 1997-2003