QTfrontend/newnetclient.h
author nemo
Thu, 01 Jul 2010 23:41:10 -0400
changeset 3608 c509bbc779e7
parent 3283 18ee933a5864
child 3697 d5b30d6373fc
permissions -rw-r--r--
Revert prior attempted optimisation. Gridding the land pays in some situations, but not all. Restricting to an upper bound might help, but overall, seems too fuzzy to be worth it. On one side is increased cost of Add/Delete + extra test on collision check, on the other is skipping the list iteration. Perhaps for large lists.

/*
 * Hedgewars, a free turn based strategy 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);
  ~HWNewNet();
  void Connect(const QString & hostName, quint16 port, const QString & nick);
  void Disconnect();
  bool isRoomChief();
  bool isInRoom();
  int getClientState();
  QString getNick();
  QString getRoom();
  QString getHost();
  
 private:
  GameUIConfig* config;
  GameCFGWidget* m_pGameCFGWidget;
  TeamSelWidget* m_pTeamSelWidget;

  bool isChief;
  QString mynick;
  QString myroom;
  QString myhost;
  QTcpSocket NetSocket;
  QString seed;
  bool m_game_connected;

  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);
  }

  QStringList cmdbuf;

  void RawSendNet(const QString & buf);
  void RawSendNet(const QByteArray & buf);
  void ParseCmd(const QStringList & lst);

  int loginStep;
  int netClientState;

 signals:
  void AskForRunGame();
  void Connected();
  void Disconnected();
  void EnteredGame();
  void LeftRoom();
  void nickAdded(const QString& nick, bool notifyNick);
  void nickRemoved(const QString& nick);
  void nickAddedLobby(const QString& nick, bool notifyNick);
  void nickRemovedLobby(const QString& nick);
  void FromNet(const QByteArray & buf);
  void adminAccess(bool);
  void roomMaster(bool);

  void netSchemeConfig(QStringList &);
  void paramChanged(const QString & param, const QStringList & value);
  void configAsked();

  void AddNetTeam(const HWTeam&);
  void hhnumChanged(const HWTeam&);
  void teamColorChanged(const HWTeam&);
  void chatStringLobby(const QString&);
  void chatStringFromNet(const QString&);
  void chatStringFromMe(const QString&);
  void chatStringFromMeLobby(const QString&);

  void roomsList(const QStringList&);
  void serverMessage(const QString &);
  void serverMessageNew(const QString &);
  void serverMessageOld(const QString &);
  void latestProtocolVar(int);

  void setReadyStatus(const QString & nick, bool isReady);
  void setMyReadyStatus(bool isReady);
  void showMessage(const QString &);

 public slots:
  void ToggleReady();
  void chatLineToNet(const QString& str);
  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);
  void CreateRoom(const QString & room);
  void askRoomsList();
  void gameFinished();
  void banPlayer(const QString &);
  void kickPlayer(const QString &);
  void infoPlayer(const QString &);
  void followPlayer(const QString &);
  void startGame();
  void toggleRestrictJoins();
  void toggleRestrictTeamAdds();
  void partRoom();
  void clearAccountsCache();

 private slots:
  void ClientRead();
  void OnConnect();
  void OnDisconnect();
  void displayError(QAbstractSocket::SocketError socketError);
};

#endif // _NEW_NETCLIENT_INCLUDED