Workaround bug (each time losing room master status, even when joining mutliple rooms, new instance of NetAmmoSchemeModel created, receiving schemeConfig and modifying its 43rd member, thus the last model which accepts this signal has the string cut down several times, workaround creates copy of qstringlist to avoid modifying shared message instance. Proper fix would delete unneeded instances of NetAmmoSchemeModel, but who cares)
/*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2006-2008 Igor Ulyanov <iulyanov@gmail.com>
* Copyright (c) 2004-2014 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef _NEW_NETCLIENT_INCLUDED
#define _NEW_NETCLIENT_INCLUDED
#include <QObject>
#include <QString>
#include <QTcpSocket>
#include <QMap>
#include "team.h"
#include "game.h" // for GameState
class GameUIConfig;
class GameCFGWidget;
class TeamSelWidget;
class RoomsListModel;
class PlayersListModel;
class QSortFilterProxyModel;
class QAbstractItemModel;
extern char delimiter;
class HWNewNet : public QObject
{
Q_OBJECT
public:
enum ClientState { Disconnected, Connecting, Connected, InLobby, InRoom, InGame };
HWNewNet();
~HWNewNet();
void Connect(const QString & hostName, quint16 port, const QString & nick);
void Disconnect();
void SendPasswordHash(const QString & hash);
void NewNick(const QString & nick);
bool isRoomChief();
bool isInRoom();
ClientState clientState();
QString getNick();
QString getRoom();
QString getHost();
RoomsListModel * roomsListModel();
QAbstractItemModel * lobbyPlayersModel();
QAbstractItemModel * roomPlayersModel();
bool allPlayersReady();
bool m_private_game;
private:
bool isChief;
QString mynick;
QString myroom;
QString myhost;
QTcpSocket NetSocket;
QString seed;
bool m_game_connected;
bool m_nick_registered;
RoomsListModel * m_roomsListModel;
PlayersListModel * m_playersModel;
QSortFilterProxyModel * m_lobbyPlayersModel;
QSortFilterProxyModel * m_roomPlayersModel;
QString m_lastRoom;
QString m_passwordHash;
QString m_serverSalt;
QString m_clientSalt;
QString m_serverHash;
QStringList cmdbuf;
void RawSendNet(const QString & buf);
void RawSendNet(const QByteArray & buf);
void ParseCmd(const QStringList & lst);
void handleNotice(int n);
void maybeSendPassword();
ClientState netClientState;
signals:
void AskForRunGame();
void connected();
void disconnected(const QString & reason);
void Error(const QString & errmsg);
void Warning(const QString & wrnmsg);
void NickRegistered(const QString & nick);
void NickNotRegistered(const QString & nick);
void NickTaken(const QString & nick);
void AuthFailed();
void EnteredGame();
void LeftRoom(const QString & reason);
void FromNet(const QByteArray & buf);
void adminAccess(bool);
void roomMaster(bool);
void roomNameUpdated(const QString & name);
void askForRoomPassword();
void netSchemeConfig(QStringList);
void paramChanged(const QString & param, const QStringList & value);
void configAsked();
void TeamAccepted(const QString&);
void AddNetTeam(const HWTeam&);
void RemoveNetTeam(const HWTeam&);
void hhnumChanged(const HWTeam&);
void teamColorChanged(const HWTeam&);
void playerInfo(
const QString & nick,
const QString & ip,
const QString & version,
const QString & roomInfo);
void lobbyChatMessage(const QString & nick, const QString & message);
void lobbyChatAction(const QString & nick, const QString & action);
void roomChatMessage(const QString & nick, const QString & message);
void roomChatAction(const QString & nick, const QString & action);
void chatStringFromNet(const QString&);
void roomsList(const QStringList&);
void serverMessage(const QString &);
void serverMessageNew(const QString &);
void serverMessageOld(const QString &);
void latestProtocolVar(int);
void bansList(const QStringList &);
void setMyReadyStatus(bool isReady);
void messageProcessed();
public slots:
void ToggleReady();
void chatLineToNet(const QString& str);
void chatLineToNetWithEcho(const QString&);
void chatLineToLobby(const QString& str);
void SendTeamMessage(const QString& str);
void SendNet(const QByteArray & buf);
void AddTeam(const HWTeam & team);
void RemoveTeam(const HWTeam& team);
void onHedgehogsNumChanged(const HWTeam& team);
void onTeamColorChanged(const HWTeam& team);
void onParamChanged(const QString & param, const QStringList & value);
void setServerMessageNew(const QString &);
void setServerMessageOld(const QString &);
void setLatestProtocolVar(int proto);
void askServerVars();
void JoinRoom(const QString & room, const QString & password);
void CreateRoom(const QString & room, const QString &password);
void updateRoomName(const QString &);
void askRoomsList();
void gameFinished(bool correcly);
void banPlayer(const QString &);
void kickPlayer(const QString &);
void infoPlayer(const QString &);
void followPlayer(const QString &);
void consoleCommand(const QString &);
void startGame();
void toggleRestrictJoins();
void toggleRestrictTeamAdds();
void toggleRegisteredOnly();
void partRoom();
void clearAccountsCache();
void getBanList();
void removeBan(const QString &);
void banIP(const QString & ip, const QString & reason, int seconds);
void banNick(const QString & nick, const QString & reason, int seconds);
void roomPasswordEntered(const QString & password);
private slots:
void ClientRead();
void OnConnect();
void OnDisconnect();
void displayError(QAbstractSocket::SocketError socketError);
};
#endif // _NEW_NETCLIENT_INCLUDED