- Fix not debug build
- Allow multiple debug engines running simultaneously (there were problems with debug.txt)
/*
* Hedgewars, a worms-like game
* Copyright (c) 2006 Igor Ulyanov <iulyanov@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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*/
#ifndef _NETSERVER_INCLUDED
#define _NETSERVER_INCLUDED
#include <QObject>
#include <QList>
#include <QMap>
#include "team.h"
class HWNetServer;
class QTcpSocket;
class QTcpServer;
class HWConnectedClient : public QObject
{
Q_OBJECT
friend class HWNetServer;
private:
HWConnectedClient(HWNetServer* hwserver, QTcpSocket* client);
~HWConnectedClient();
QString getClientNick() const;
class NoTeamNameException{};
QString getTeamName() const;
void teamChangedNotify();
bool isReady() const;
QString getHedgehogsDescription() const;
bool readyToStart;
QMap<QString, QString> m_gameCfg;
class ShouldDisconnectException {};
QString client_nick;
void ParseLine(const QByteArray & line);
HWNetServer* m_hwserver;
QTcpSocket* m_client;
HWTeam* pclent_team;
void RawSendNet(const QString & buf);
void RawSendNet(const QByteArray & buf);
//QByteArray readbuffer;
signals:
void HWClientDisconnected(HWConnectedClient* client);
private slots:
void ClientRead();
void ClientDisconnect();
};
class HWNetServer : public QObject
{
Q_OBJECT
public:
void StartServer();
void StopServer();
bool isChiefClient(HWConnectedClient* cl) const;
QMap<QString, QString> getGameCfg() const;
void sendAll(QString gameCfg);
void sendOthers(HWConnectedClient* this_cl, QString gameCfg);
bool haveNick(const QString& nick) const;
QString getRunningHostName() const;
quint16 getRunningPort() const;
QStringList getTeams() const;
void teamChanged();
bool shouldStart(HWConnectedClient* client);
QString prepareConfig(QStringList lst);
private:
HWConnectedClient* getChiefClient() const;
static const quint16 ds_port;
QTcpServer* IPCServer;
QList<HWConnectedClient*> connclients;
private slots:
void NewConnection();
void ClientDisconnect(HWConnectedClient* client);
};
#endif // _NETSERVER_INCLUDED