Properly handle QUIT command. Now, we can concentrate on protocol implementation
/*
* Hedgewars, a worms-like game
* Copyright (c) 2006-2008 Ulyanov Igor <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 _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;
extern char delimeter;
class HWNewNet : public QObject
{
Q_OBJECT
public:
HWNewNet(GameUIConfig * config, GameCFGWidget* pGameCFGWidget, TeamSelWidget* pTeamSelWidget);
void Connect(const QString & hostName, quint16 port, const QString & nick);
void Disconnect();
void JoinGame(const QString & game);
void StartGame();
private:
GameUIConfig* config;
GameCFGWidget* m_pGameCFGWidget;
TeamSelWidget* m_pTeamSelWidget;
bool isChief;
QString mynick;
QTcpSocket NetSocket;
QString seed;
bool m_game_connected;
QMap<unsigned int, QString> m_networkToLocalteams; // key is netID, value is local team name
void ConfigAsked();
void RunGame();
template <typename T>
void SendCfgStrNet(T a) {
QByteArray strmsg;
strmsg.append(a);
quint8 sz = strmsg.size();
QByteArray enginemsg = QByteArray((char *)&sz, 1) + strmsg;
QString _msg = delimeter + QString(enginemsg.toBase64());
RawSendNet(_msg);
}
template <typename T>
void SendCfgStrLoc(T a) {
QByteArray strmsg;
strmsg.append(QString(a).toUtf8());
quint8 sz = strmsg.size();
QByteArray enginemsg = QByteArray((char *)&sz, 1) + strmsg;
emit FromNet(enginemsg);
}
void RawSendNet(const QString & buf);
void RawSendNet(const QByteArray & buf);
void ParseLine(const QByteArray & line);
signals:
void AskForRunGame();
void Connected();
void Disconnected();
void EnteredGame();
void nickAdded(const QString& nick);
void nickRemoved(const QString& nick);
void FromNet(const QByteArray & buf);
void AddNetTeam(const HWTeam&);
void seedChanged(const QString & seed);
void mapChanged(const QString & map);
void themeChanged(const QString & theme);
void initHealthChanged(quint32 health);
void turnTimeChanged(quint32 time);
void fortsModeChanged(bool value);
void hhnumChanged(const HWTeam&);
void teamColorChanged(const HWTeam&);
void chatStringFromNet(const QStringList&);
void ammoChanged(const QString& name, const QString& ammo);
public slots:
void chatLineToNet(const QString& str);
void SendNet(const QByteArray & buf);
void AddTeam(const HWTeam & team);
void RemoveTeam(const HWTeam& team);
void onSeedChanged(const QString & seed);
void onMapChanged(const QString & map);
void onThemeChanged(const QString & theme);
void onInitHealthChanged(quint32 health);
void onTurnTimeChanged(quint32 time);
void onFortsModeChanged(bool value);
void onHedgehogsNumChanged(const HWTeam& team);
void onTeamColorChanged(const HWTeam& team);
void onWeaponsNameChanged(const QString& name, const QString& ammo);
private slots:
void ClientRead();
void OnConnect();
void OnDisconnect();
//void Perform();
void displayError(QAbstractSocket::SocketError socketError);
//void FlushNetBuf();
};
#endif // _NEW_NETCLIENT_INCLUDED