QTfrontend/net/newnetclient.h
author unc0rr
Fri, 24 Aug 2012 14:51:12 +0400
changeset 7593 b966e2d833f2
parent 6952 7f70f37bbf08
child 7152 f49254ddfc67
child 7683 993337e5021f
permissions -rw-r--r--
An attempt to run main rope code only every 8th tick: - A big win for inner loop which is O(n^2) and thus it takes 64 times less cpu now. - Look and feel is almost identical (well, to my non-pro view) - Yes, the speed is limited to 7 px per accounting tick which is potentially very bad to collisions - Ruin shoppa
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2006-2008 Igor Ulyanov <iulyanov@gmail.com>
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 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program 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
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 */
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#ifndef _NEW_NETCLIENT_INCLUDED
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#define _NEW_NETCLIENT_INCLUDED
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#include <QObject>
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#include <QString>
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#include <QTcpSocket>
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#include <QMap>
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#include "team.h"
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#include "game.h" // for GameState
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class GameUIConfig;
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class GameCFGWidget;
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class TeamSelWidget;
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class RoomsListModel;
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extern char delimeter;
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class HWNewNet : public QObject
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{
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        Q_OBJECT
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    public:
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        enum ClientState { Disconnected, Connecting, Connected, InLobby, InRoom, InGame };
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        HWNewNet();
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        ~HWNewNet();
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        void Connect(const QString & hostName, quint16 port, const QString & nick);
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        void Disconnect();
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        void SendPasswordHash(const QString & hash);
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        void NewNick(const QString & nick);
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        bool isRoomChief();
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        bool isInRoom();
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        ClientState clientState();
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        QString getNick();
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        QString getRoom();
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        QString getHost();
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        RoomsListModel * roomsListModel();
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    private:
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        bool isChief;
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        QString mynick;
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        QString myroom;
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        QString myhost;
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        QTcpSocket NetSocket;
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        QString seed;
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        bool m_game_connected;
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        RoomsListModel * m_roomsListModel;
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        template <typename T>
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        void SendCfgStrNet(T a)
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        {
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            QByteArray strmsg;
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            strmsg.append(a);
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            quint8 sz = strmsg.size();
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            QByteArray enginemsg = QByteArray((char *)&sz, 1) + strmsg;
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            QString _msg = delimeter + QString(enginemsg.toBase64());
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            RawSendNet(_msg);
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        }
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        template <typename T>
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        void SendCfgStrLoc(T a)
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        {
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            QByteArray strmsg;
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            strmsg.append(QString(a).toUtf8());
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            quint8 sz = strmsg.size();
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            QByteArray enginemsg = QByteArray((char *)&sz, 1) + strmsg;
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            emit FromNet(enginemsg);
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        }
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        QStringList cmdbuf;
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        void RawSendNet(const QString & buf);
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        void RawSendNet(const QByteArray & buf);
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        void ParseCmd(const QStringList & lst);
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        void handleNotice(int n);
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        int loginStep;
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        ClientState netClientState;
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    signals:
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        void AskForRunGame();
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        void connected();
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        void disconnected(const QString & reason);
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        void Error(const QString & errmsg);
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        void Warning(const QString & wrnmsg);
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        void AskForPassword(const QString & nick);
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        void NickTaken(const QString & nick);
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        void AuthFailed();
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        void EnteredGame();
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        void LeftRoom(const QString & reason);
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        void nickAdded(const QString& nick, bool notifyNick);
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        void nickRemoved(const QString& nick);
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        void nickAddedLobby(const QString& nick, bool notifyNick);
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        void nickRemovedLobby(const QString& nick);
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        void FromNet(const QByteArray & buf);
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        void adminAccess(bool);
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        void roomMaster(bool);
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        void netSchemeConfig(QStringList &);
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        void paramChanged(const QString & param, const QStringList & value);
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        void configAsked();
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        void TeamAccepted(const QString&);
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        void AddNetTeam(const HWTeam&);
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        void RemoveNetTeam(const HWTeam&);
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        void hhnumChanged(const HWTeam&);
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        void teamColorChanged(const HWTeam&);
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        void chatStringLobby(const QString&);
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        void chatStringLobby(const QString&, const QString&);
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        void chatStringFromNet(const QString&);
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        void chatStringFromMe(const QString&);
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        void chatStringFromMeLobby(const QString&);
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        void roomsList(const QStringList&);
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        void serverMessage(const QString &);
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        void serverMessageNew(const QString &);
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        void serverMessageOld(const QString &);
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        void latestProtocolVar(int);
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        void setReadyStatus(const QString & nick, bool isReady);
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        void setMyReadyStatus(bool isReady);
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    public slots:
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        void ToggleReady();
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        void chatLineToNet(const QString& str);
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        void chatLineToLobby(const QString& str);
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        void SendTeamMessage(const QString& str);
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        void SendNet(const QByteArray & buf);
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        void AddTeam(const HWTeam & team);
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        void RemoveTeam(const HWTeam& team);
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        void onHedgehogsNumChanged(const HWTeam& team);
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        void onTeamColorChanged(const HWTeam& team);
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        void onParamChanged(const QString & param, const QStringList & value);
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        void setServerMessageNew(const QString &);
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        void setServerMessageOld(const QString &);
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        void setLatestProtocolVar(int proto);
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        void askServerVars();
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        void JoinRoom(const QString & room);
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        void CreateRoom(const QString & room);
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        void updateRoomName(const QString &);
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        void askRoomsList();
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        void gameFinished(bool correcly);
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        void banPlayer(const QString &);
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        void kickPlayer(const QString &);
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        void infoPlayer(const QString &);
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        void followPlayer(const QString &);
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        void startGame();
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        void toggleRestrictJoins();
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        void toggleRestrictTeamAdds();
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        void partRoom();
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        void clearAccountsCache();
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    private slots:
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        void ClientRead();
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        void OnConnect();
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        void OnDisconnect();
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        void displayError(QAbstractSocket::SocketError socketError);
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};
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#endif // _NEW_NETCLIENT_INCLUDED