KGameNetwork

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#include <KGame/KGameNetwork>

Inheritance diagram for KGameNetwork:

Signals

void signalAdminStatusChanged (bool isAdmin)
 
void signalClientConnected (quint32 clientID)
 
void signalClientDisconnected (quint32 clientID, bool broken)
 
void signalConnectionBroken ()
 
void signalNetworkErrorMessage (int error, const QString &text)
 

Public Member Functions

 KGameNetwork (int cookie=42, QObject *parent=nullptr)
 
bool connectToServer (const QString &host, quint16 port)
 
bool connectToServer (KMessageIO *connection)
 
int cookie () const
 
virtual void Debug ()
 
void disconnect ()
 
void electAdmin (quint32 clientID)
 
quint32 gameId () const
 
QString hostName () const
 
bool isAdmin () const
 
bool isMaster () const
 
bool isNetwork () const
 
bool isOfferingConnections () const
 
virtual void lock ()
 
KMessageClientmessageClient () const
 
KMessageServermessageServer () const
 
virtual void networkTransmission (QDataStream &, int, quint32, quint32, quint32 clientID)=0
 
bool offerConnections (quint16 port)
 
quint16 port () const
 
void sendError (int error, const QByteArray &message, quint32 receiver=0, quint32 sender=0)
 
bool sendMessage (const QByteArray &buffer, int msgid, quint32 receiver=0, quint32 sender=0)
 
bool sendMessage (const QDataStream &msg, int msgid, quint32 receiver=0, quint32 sender=0)
 
bool sendMessage (const QString &msg, int msgid, quint32 receiver=0, quint32 sender=0)
 
bool sendMessage (int data, int msgid, quint32 receiver=0, quint32 sender=0)
 
bool sendSystemMessage (const QByteArray &buffer, int msgid, quint32 receiver=0, quint32 sender=0)
 
bool sendSystemMessage (const QDataStream &msg, int msgid, quint32 receiver=0, quint32 sender=0)
 
bool sendSystemMessage (const QString &msg, int msgid, quint32 receiver=0, quint32 sender=0)
 
bool sendSystemMessage (int data, int msgid, quint32 receiver=0, quint32 sender=0)
 
void setDiscoveryInfo (const QString &type, const QString &name=QString())
 
void setMaxClients (int max)
 
bool stopServerConnection ()
 
virtual void unlock ()
 
- Public Member Functions inherited from QObject
 QObject (QObject *parent)
 
QBindable< QStringbindableObjectName ()
 
bool blockSignals (bool block)
 
const QObjectListchildren () const const
 
QMetaObject::Connection connect (const QObject *sender, const char *signal, const char *method, Qt::ConnectionType type) const const
 
void deleteLater ()
 
void destroyed (QObject *obj)
 
bool disconnect (const char *signal, const QObject *receiver, const char *method) const const
 
bool disconnect (const QObject *receiver, const char *method) const const
 
void dumpObjectInfo () const const
 
void dumpObjectTree () const const
 
QList< QByteArraydynamicPropertyNames () const const
 
virtual bool event (QEvent *e)
 
virtual bool eventFilter (QObject *watched, QEvent *event)
 
findChild (const QString &name, Qt::FindChildOptions options) const const
 
QList< T > findChildren (const QRegularExpression &re, Qt::FindChildOptions options) const const
 
QList< T > findChildren (const QString &name, Qt::FindChildOptions options) const const
 
QList< T > findChildren (Qt::FindChildOptions options) const const
 
bool inherits (const char *className) const const
 
void installEventFilter (QObject *filterObj)
 
bool isQuickItemType () const const
 
bool isWidgetType () const const
 
bool isWindowType () const const
 
void killTimer (int id)
 
virtual const QMetaObjectmetaObject () const const
 
void moveToThread (QThread *targetThread)
 
QString objectName () const const
 
void objectNameChanged (const QString &objectName)
 
QObjectparent () const const
 
QVariant property (const char *name) const const
 
 Q_CLASSINFO (Name, Value)
 
 Q_EMIT Q_EMIT
 
 Q_ENUM (...)
 
 Q_ENUM_NS (...)
 
 Q_ENUMS (...)
 
 Q_FLAG (...)
 
 Q_FLAG_NS (...)
 
 Q_FLAGS (...)
 
 Q_GADGET Q_GADGET
 
 Q_GADGET_EXPORT (EXPORT_MACRO)
 
 Q_INTERFACES (...)
 
 Q_INVOKABLE Q_INVOKABLE
 
 Q_MOC_INCLUDE Q_MOC_INCLUDE
 
 Q_NAMESPACE Q_NAMESPACE
 
 Q_NAMESPACE_EXPORT (EXPORT_MACRO)
 
 Q_OBJECT Q_OBJECT
 
 Q_PROPERTY (...)
 
 Q_REVISION Q_REVISION
 
 Q_SET_OBJECT_NAME (Object)
 
 Q_SIGNAL Q_SIGNAL
 
 Q_SIGNALS Q_SIGNALS
 
 Q_SLOT Q_SLOT
 
 Q_SLOTS Q_SLOTS
 
qobject_cast (const QObject *object)
 
qobject_cast (QObject *object)
 
 QT_NO_NARROWING_CONVERSIONS_IN_CONNECT QT_NO_NARROWING_CONVERSIONS_IN_CONNECT
 
void removeEventFilter (QObject *obj)
 
void setObjectName (const QString &name)
 
void setObjectName (QAnyStringView name)
 
void setParent (QObject *parent)
 
bool setProperty (const char *name, const QVariant &value)
 
bool setProperty (const char *name, QVariant &&value)
 
bool signalsBlocked () const const
 
int startTimer (int interval, Qt::TimerType timerType)
 
int startTimer (std::chrono::milliseconds interval, Qt::TimerType timerType)
 
QThreadthread () const const
 

Protected Slots

void aboutToLoseConnection (quint32 id)
 
void receiveNetworkTransmission (const QByteArray &a, quint32 clientID)
 
void slotAdminStatusChanged (bool isAdmin)
 
void slotResetConnection ()
 

Protected Member Functions

void setMaster ()
 
- Protected Member Functions inherited from QObject
virtual void childEvent (QChildEvent *event)
 
virtual void connectNotify (const QMetaMethod &signal)
 
virtual void customEvent (QEvent *event)
 
virtual void disconnectNotify (const QMetaMethod &signal)
 
bool isSignalConnected (const QMetaMethod &signal) const const
 
int receivers (const char *signal) const const
 
QObjectsender () const const
 
int senderSignalIndex () const const
 
virtual void timerEvent (QTimerEvent *event)
 

Additional Inherited Members

- Public Types inherited from QObject
typedef  QObjectList
 
- Properties inherited from QObject
 objectName
 
- Static Public Member Functions inherited from QObject
QMetaObject::Connection connect (const QObject *sender, const char *signal, const QObject *receiver, const char *method, Qt::ConnectionType type)
 
QMetaObject::Connection connect (const QObject *sender, const QMetaMethod &signal, const QObject *receiver, const QMetaMethod &method, Qt::ConnectionType type)
 
QMetaObject::Connection connect (const QObject *sender, PointerToMemberFunction signal, const QObject *context, Functor functor, Qt::ConnectionType type)
 
QMetaObject::Connection connect (const QObject *sender, PointerToMemberFunction signal, const QObject *receiver, PointerToMemberFunction method, Qt::ConnectionType type)
 
QMetaObject::Connection connect (const QObject *sender, PointerToMemberFunction signal, Functor functor)
 
bool disconnect (const QMetaObject::Connection &connection)
 
bool disconnect (const QObject *sender, const char *signal, const QObject *receiver, const char *method)
 
bool disconnect (const QObject *sender, const QMetaMethod &signal, const QObject *receiver, const QMetaMethod &method)
 
bool disconnect (const QObject *sender, PointerToMemberFunction signal, const QObject *receiver, PointerToMemberFunction method)
 
QString tr (const char *sourceText, const char *disambiguation, int n)
 

Detailed Description

The KGameNetwork class is the KGame class with network support.

All other features are the same but they are now network transparent. It is not used directly but only via a KGame object. So you do not really have to bother with this object.

The main KDE game object

Definition at line 38 of file kgamenetwork.h.

Constructor & Destructor Documentation

◆ KGameNetwork()

KGameNetwork::KGameNetwork ( int cookie = 42,
QObject * parent = nullptr )
explicit

Create a KGameNetwork object.

Definition at line 41 of file kgamenetwork.cpp.

◆ ~KGameNetwork()

KGameNetwork::~KGameNetwork ( )
override

Definition at line 54 of file kgamenetwork.cpp.

Member Function Documentation

◆ aboutToLoseConnection

void KGameNetwork::aboutToLoseConnection ( quint32 id)
protectedslot

Called when the network connection is about to terminate.

Is used to store the network parameter like the game id

Definition at line 315 of file kgamenetwork.cpp.

◆ connectToServer() [1/2]

bool KGameNetwork::connectToServer ( const QString & host,
quint16 port )

Inits a network game as a network CLIENT.

Parameters
hostthe host to which we want to connect
portthe port we want to connect to
Returns
true if connected

Definition at line 193 of file kgamenetwork.cpp.

◆ connectToServer() [2/2]

bool KGameNetwork::connectToServer ( KMessageIO * connection)

}

Definition at line 207 of file kgamenetwork.cpp.

◆ cookie()

int KGameNetwork::cookie ( ) const

Application cookie.

this identifies the game application. It help to distinguish between e.g. KPoker and KWin4

Returns
the application cookie

Definition at line 79 of file kgamenetwork.cpp.

◆ Debug()

void KGameNetwork::Debug ( )
virtual

Gives debug output of the game status.

Reimplemented in KGame.

Definition at line 496 of file kgamenetwork.cpp.

◆ disconnect()

void KGameNetwork::disconnect ( )

Disconnect the current connection and establish a new local one.

Definition at line 273 of file kgamenetwork.cpp.

◆ electAdmin()

void KGameNetwork::electAdmin ( quint32 clientID)

If you are the ADMIN of the game you can give the ADMIN status away to another client.

Use this e.g. if you want to quit the game or if you want another client to administrate the game (note that disconnect calls this automatically).

Parameters
clientIDthe ID of the new ADMIN (note: this is the _client_ID which has nothing to do with the player IDs. See KMessageServer)

Definition at line 327 of file kgamenetwork.cpp.

◆ gameId()

quint32 KGameNetwork::gameId ( ) const

The unique ID of this game.

Returns
int id

Definition at line 67 of file kgamenetwork.cpp.

◆ hostName()

QString KGameNetwork::hostName ( ) const
Returns
The name of the host that we are currently connected to is isNetwork is TRUE and we are not the MASTER, i.e. if connectToServer was called. Otherwise this will return "localhost".

Definition at line 252 of file kgamenetwork.cpp.

◆ isAdmin()

bool KGameNetwork::isAdmin ( ) const

The admin of a game is the one who initializes newly connected clients using negotiateNetworkGame and is allowed to configure the game.

E.g. only the admin is allowed to use KGame::setMaxPlayers.

If one KGame object in the game is MASTER then this client is the admin as well. isMaster and isAdmin differ only if the KMessageServer is running in an own process.

Returns
Whether this client (KGame object) is the admin

Definition at line 89 of file kgamenetwork.cpp.

◆ isMaster()

bool KGameNetwork::isMaster ( ) const

Is this the game MASTER (i.e.

has started theKMessageServer). A game has always exactly one MASTER. This is either a KGame object (i.e. a Client) or an own MessageServer-process. A KGame object that has the MASTER status is always admin.

You probably don't want to use this. It is a mostly internal method which will probably become protected. Better use isAdmin

See also
isAdmin
Returns
Whether this client has started the KMessageServer

Definition at line 84 of file kgamenetwork.cpp.

◆ isNetwork()

bool KGameNetwork::isNetwork ( ) const
Returns
TRUE if this is a network game - i.e. you are either MASTER or connected to a remote MASTER.

Definition at line 62 of file kgamenetwork.cpp.

◆ isOfferingConnections()

bool KGameNetwork::isOfferingConnections ( ) const

Are we still offer offering server connections - only for game MASTER.

Returns
true/false

Definition at line 268 of file kgamenetwork.cpp.

◆ lock()

void KGameNetwork::lock ( )
virtual

You should call this before doing thigs like, e.g.

qApp->processEvents(). Don't forget to call unlock once you are done!

See also
KMessageClient::lock

Definition at line 353 of file kgamenetwork.cpp.

◆ messageClient()

KMessageClient * KGameNetwork::messageClient ( ) const

Don't use this unless you really know what you're doing! You might experience some strange behaviour if you send your messages directly through the KMessageClient!

Returns
a pointer to the KMessageClient used internally to send the messages. You should rather use one of the send functions!

Definition at line 94 of file kgamenetwork.cpp.

◆ messageServer()

KMessageServer * KGameNetwork::messageServer ( ) const

Don't use this unless you really know what you are doing! You might experience some strange behaviour if you use the message server directly!

Returns
a pointer to the message server if this is the MASTER KGame object. Note that it might be possible that no KGame object contains the KMessageServer at all! It might even run stand alone!

Definition at line 99 of file kgamenetwork.cpp.

◆ networkTransmission()

virtual void KGameNetwork::networkTransmission ( QDataStream & ,
int ,
quint32 ,
quint32 ,
quint32 clientID )
pure virtual

Called by ReceiveNetworkTransmission().

Will be overwritten by KGame and handle the incoming message.

Implemented in KGame.

◆ offerConnections()

bool KGameNetwork::offerConnections ( quint16 port)

Inits a network game as network MASTER.

Note that if the KMessageServer is not yet started it will be started here (see setMaster). Any existing connection will be disconnected.

If you already offer connections the port is changed.

Parameters
portThe port on which the service is offered
Returns
true if it worked

Definition at line 163 of file kgamenetwork.cpp.

◆ port()

quint16 KGameNetwork::port ( ) const
Returns
The port we are listening to if offerConnections was called or the port we are connected to if connectToServer was called. Otherwise 0.

Definition at line 240 of file kgamenetwork.cpp.

◆ receiveNetworkTransmission

void KGameNetwork::receiveNetworkTransmission ( const QByteArray & a,
quint32 clientID )
protectedslot

Called by KMessageClient::broadcastReceived() and will check if the message format is valid.

If it is not, it will generate an error (see signalNetworkVersionError and signalNetworkErorrMessage). If it is valid, the pure virtual method networkTransmission() is called. (This one is overwritten in KGame.)

Definition at line 459 of file kgamenetwork.cpp.

◆ sendError()

void KGameNetwork::sendError ( int error,
const QByteArray & message,
quint32 receiver = 0,
quint32 sender = 0 )

Sends a network message.

Parameters
errorThe error code
messageThe error message - use KGameError
receiverthe KGame / KPlayer this message is for. 0 For all
senderThe KGame / KPlayer this message is from (i.e. you). You probably want to leave this 0, then KGameNetwork will create the correct value for you. You might want to use this if you send a message from a specific player.

Definition at line 449 of file kgamenetwork.cpp.

◆ sendMessage() [1/4]

bool KGameNetwork::sendMessage ( const QByteArray & buffer,
int msgid,
quint32 receiver = 0,
quint32 sender = 0 )

Send a network message msg with a given message ID msgid to all clients.

You want to use this to send a message to the clients.

Note that a message is always sent to ALL clients! This is necessary so that all clients always have the same data and can easily be changed from network to non-network without restarting the game. If you want a specific KGame / KPlayer to react to the message use the receiver and sender parameters. See KGameMessage::calsMessageId

SendMessage differs from sendSystemMessage only by the msgid parameter. sendSystemMessage is thought as a KGame only method while sendMessage is for public use. The msgid parameter will be +=KGameMessage::IdUser and in KGame::signalNetworkData msgid will be -= KGameMessage::IdUser again, so that one can easily distinguish between system and user messages.

Use sendSystemMessage to communicate with KGame (e.g. by adding a player) and sendMessage for your own user message.

Note: a player should send messages through a KGameIO!

Parameters
bufferthe message which will be send. See messages.txt for contents
msgidan id for this message. See KGameMessage::GameMessageIds
receiverthe KGame / KPlayer this message is for.
senderThe KGame / KPlayer this message is from (i.e. you). You probably want to leave this 0, then KGameNetwork will create the correct value for you. You might want to use this if you send a message from a specific player.
Returns
true if worked

Definition at line 444 of file kgamenetwork.cpp.

◆ sendMessage() [2/4]

bool KGameNetwork::sendMessage ( const QDataStream & msg,
int msgid,
quint32 receiver = 0,
quint32 sender = 0 )

This is an overloaded member function, provided for convenience.

Definition at line 439 of file kgamenetwork.cpp.

◆ sendMessage() [3/4]

bool KGameNetwork::sendMessage ( const QString & msg,
int msgid,
quint32 receiver = 0,
quint32 sender = 0 )

This is an overloaded member function, provided for convenience.

Definition at line 434 of file kgamenetwork.cpp.

◆ sendMessage() [4/4]

bool KGameNetwork::sendMessage ( int data,
int msgid,
quint32 receiver = 0,
quint32 sender = 0 )

This is an overloaded member function, provided for convenience.

Definition at line 429 of file kgamenetwork.cpp.

◆ sendSystemMessage() [1/4]

bool KGameNetwork::sendSystemMessage ( const QByteArray & buffer,
int msgid,
quint32 receiver = 0,
quint32 sender = 0 )

Sends a network message msg with a given msg id msgid to all clients.

Use this to communicate with KGame (e.g. to add a player ot to configure the game - usually not necessary).

For your own messages use sendMessage instead! This is mostly internal!

Parameters
bufferthe message which will be send. See messages.txt for contents
msgidan id for this message. See KGameMessage::GameMessageIds
receiverthe KGame / KPlayer this message is for.
senderThe KGame / KPlayer this message is from (i.e. you). You probably want to leave this 0, then KGameNetwork will create the correct value for you. You might want to use this if you send a message from a specific player.
Returns
true if worked

Definition at line 390 of file kgamenetwork.cpp.

◆ sendSystemMessage() [2/4]

bool KGameNetwork::sendSystemMessage ( const QDataStream & msg,
int msgid,
quint32 receiver = 0,
quint32 sender = 0 )

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

Definition at line 385 of file kgamenetwork.cpp.

◆ sendSystemMessage() [3/4]

bool KGameNetwork::sendSystemMessage ( const QString & msg,
int msgid,
quint32 receiver = 0,
quint32 sender = 0 )

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

Definition at line 377 of file kgamenetwork.cpp.

◆ sendSystemMessage() [4/4]

bool KGameNetwork::sendSystemMessage ( int data,
int msgid,
quint32 receiver = 0,
quint32 sender = 0 )

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

Definition at line 369 of file kgamenetwork.cpp.

◆ setDiscoveryInfo()

void KGameNetwork::setDiscoveryInfo ( const QString & type,
const QString & name = QString() )

Definition at line 133 of file kgamenetwork.cpp.

◆ setMaster()

void KGameNetwork::setMaster ( )
protected

Start a KMessageServer object and use it as the MASTER of the game. Note that you must not call this if there is already another master running!

Definition at line 105 of file kgamenetwork.cpp.

◆ setMaxClients()

void KGameNetwork::setMaxClients ( int max)

Changes the maximal connection number of the KMessageServer to max.

-1 Means infinite connections are possible. Note that existing connections are not affected, so even if you set this to 0 in a running game no client is being disconnected. You can call this only if you are the ADMIN!

See also
KMessageServer::setMaxClients
Parameters
maxThe maximal number of connections possible.

Definition at line 340 of file kgamenetwork.cpp.

◆ signalAdminStatusChanged

void KGameNetwork::signalAdminStatusChanged ( bool isAdmin)
signal

This client gets or loses the admin status.

See also
KMessageClient::adminStatusChanged
Parameters
isAdminTrue if this client gets the ADMIN status otherwise FALSE

◆ signalClientConnected

void KGameNetwork::signalClientConnected ( quint32 clientID)
signal

This signal is emitted whenever the KMessageServer sends us a message that a new client connected.

KGame uses this to call KGame::negotiateNetworkGame for the newly connected client if we are admin (see isAdmin)

See also
KMessageClient::eventClientConnected
Parameters
clientIDthe ID of the newly connected client

◆ signalClientDisconnected

void KGameNetwork::signalClientDisconnected ( quint32 clientID,
bool broken )
signal

This signal is emitted whenever the KMessageServer sends us a message that a connection to a client was detached.

The second parameter can be used to distinguish between network errors or removing on purpose.

See also
KMessageClient::eventClientDisconnected
Parameters
clientIDthe client that has disconnected
brokentrue if the connection was lost because of a network error, false if the connection was closed by the message server admin.

◆ signalConnectionBroken

void KGameNetwork::signalConnectionBroken ( )
signal

Our connection to the KMessageServer has broken.

See KMessageClient::connectionBroken

◆ signalNetworkErrorMessage

void KGameNetwork::signalNetworkErrorMessage ( int error,
const QString & text )
signal

A network error occurred.

Parameters
errorthe error code
textthe error text

◆ slotAdminStatusChanged

void KGameNetwork::slotAdminStatusChanged ( bool isAdmin)
protectedslot

This KGame object receives or loses the admin status.

Parameters
isAdminWhether we are admin or not

Definition at line 489 of file kgamenetwork.cpp.

◆ slotResetConnection

void KGameNetwork::slotResetConnection ( )
protectedslot

Called when the network connection is terminated.

Used to clean up the disconnect parameter

Definition at line 321 of file kgamenetwork.cpp.

◆ stopServerConnection()

bool KGameNetwork::stopServerConnection ( )

Stops offering server connections - only for game MASTER.

Returns
true

Definition at line 257 of file kgamenetwork.cpp.

◆ unlock()

void KGameNetwork::unlock ( )
virtual
See also
KMessageClient::unlock

Definition at line 360 of file kgamenetwork.cpp.


The documentation for this class was generated from the following files:
This file is part of the KDE documentation.
Documentation copyright © 1996-2024 The KDE developers.
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