KDEGames
kgame.h
432 void networkTransmission(QDataStream &stream, int msgid, quint32 receiver, quint32 sender, quint32 clientID) override;
712 virtual void newPlayersJoin(KGamePlayerList *oldplayer, KGamePlayerList *newplayer, QList<int> &inactivate)
The KGameNetwork class is the KGame class with network support.
Definition kgamenetwork.h:39
virtual void networkTransmission(QDataStream &, int, quint32, quint32, quint32 clientID)=0
Called by ReceiveNetworkTransmission().
A collection class for KGameProperty objects.
Definition kgamepropertyhandler.h:64
This class takes care of round or move management as well of the gameover condition.
Definition kgamesequence.h:36
void signalSavePrePlayers(QDataStream &stream)
The game will be saved to the given stream.
virtual void newPlayersJoin(KGamePlayerList *oldplayer, KGamePlayerList *newplayer, QList< int > &inactivate)
This virtual function can be overwritten for your own player management.
Definition kgame.h:712
void signalMessageUpdate(int msgid, quint32 receiver, quint32 sender)
We got an network message.
bool removePlayer(KPlayer *player)
Sends a message over the network, msgid=IdRemovePlayer.
Definition kgame.h:197
void signalPropertyChanged(KGamePropertyBase *property, KGame *me)
This signal is emitted if a player property changes its value and the property is set to notify this ...
void signalReplacePlayerIO(KPlayer *player, bool *remove)
When a client disconnects from the game usually all players from that client are removed.
void signalNetworkData(int msgid, const QByteArray &buffer, quint32 receiver, quint32 sender)
We got an user defined update message.
void signalGameOver(int status, KPlayer *current, KGame *me)
Is emitted after a call to gameOver() returns a non zero return code.
void signalLoadError(QDataStream &stream, bool network, int cookie, bool &result)
Is emitted if a game with a different version cookie is loaded.
void signalPlayerLeftGame(KPlayer *player)
a player left the game because of a broken connection or so!
void signalClientLeftGame(int clientID, int oldgamestatus, KGame *me)
This signal is emitted after a network partner left the game (either by a broken connection or volunt...
void signalLoadPrePlayers(QDataStream &stream)
The game will be loaded from the given stream.
void signalClientJoinedGame(quint32 clientid, KGame *me)
Is emitted after a client is successfully connected to the game.
virtual bool playerInput(QDataStream &msg, KPlayer *player)=0
A player input occurred.
Q_SCRIPTABLE CaptureState status()
Q_SIGNALSQ_SIGNALS
Q_SLOTSQ_SLOTS
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Documentation copyright © 1996-2024 The KDE developers.
Generated on Sat Dec 21 2024 16:59:04 by doxygen 1.12.0 written by Dimitri van Heesch, © 1997-2006
Documentation copyright © 1996-2024 The KDE developers.
Generated on Sat Dec 21 2024 16:59:04 by doxygen 1.12.0 written by Dimitri van Heesch, © 1997-2006
KDE's Doxygen guidelines are available online.