author | koda |
Sat, 31 Jul 2010 11:24:53 +0200 | |
changeset 3697 | d5b30d6373fc |
parent 3283 | 18ee933a5864 |
child 4879 | 55f939e2c19c |
permissions | -rw-r--r-- |
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/* |
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* Hedgewars, a free turn based strategy game |
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* Copyright (c) 2006-2008 Ulyanov Igor <iulyanov@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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network to local teams map, addteams from server before team config bug, fixed some segfaults
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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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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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HWNewNet(GameUIConfig * config, GameCFGWidget* pGameCFGWidget, TeamSelWidget* pTeamSelWidget); |
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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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bool isRoomChief(); |
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bool isInRoom(); |
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int getClientState(); |
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QString getNick(); |
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QString getRoom(); |
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QString getHost(); |
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private: |
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GameUIConfig* config; |
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GameCFGWidget* m_pGameCFGWidget; |
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TeamSelWidget* m_pTeamSelWidget; |
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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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template <typename T> |
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void SendCfgStrNet(T a) { |
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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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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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int loginStep; |
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int netClientState; |
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signals: |
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void AskForRunGame(); |
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void Connected(); |
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void Disconnected(); |
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void EnteredGame(); |
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void LeftRoom(); |
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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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Enable admin button when have privilege. Button does nothing yet.
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void adminAccess(bool); |
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void roomMaster(bool); |
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Enable admin button when have privilege. Button does nothing yet.
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Sync schemes config over net should work now (untested)
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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 AddNetTeam(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 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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Send game parameters by net... Currently it leads to infinite loop, flooding traffic with messages about changes
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void setReadyStatus(const QString & nick, bool isReady); |
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void setMyReadyStatus(bool isReady); |
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- Don't send 'Bad param' msg, as the only reason of it is just some lag
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void showMessage(const QString &); |
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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 askRoomsList(); |
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void gameFinished(); |
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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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sheepluva's patch to add a "follow" command to server and frontend, in order to stalk people and join them in their rooms
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void followPlayer(const QString &); |
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Send appropriate messages to server on control menu actions
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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 |