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author | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
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committer | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
commit | c90c389a8a8d9d8661e9772ec4144c5cf2039f23 (patch) | |
tree | 6d8391395bce9eaea4ad78958617edb20c6a7573 /libkdegames/kgame/kgamenetwork.cpp | |
download | tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.tar.gz tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.zip |
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923
git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdegames@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Diffstat (limited to 'libkdegames/kgame/kgamenetwork.cpp')
-rw-r--r-- | libkdegames/kgame/kgamenetwork.cpp | 516 |
1 files changed, 516 insertions, 0 deletions
diff --git a/libkdegames/kgame/kgamenetwork.cpp b/libkdegames/kgame/kgamenetwork.cpp new file mode 100644 index 00000000..9eccb868 --- /dev/null +++ b/libkdegames/kgame/kgamenetwork.cpp @@ -0,0 +1,516 @@ +/* + This file is part of the KDE games library + Copyright (C) 2001 Martin Heni (martin@heni-online.de) + Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de) + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Library General Public + License version 2 as published by the Free Software Foundation. + + This library 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 + Library General Public License for more details. + + You should have received a copy of the GNU Library General Public License + along with this library; see the file COPYING.LIB. If not, write to + the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, + Boston, MA 02110-1301, USA. +*/ +/* + $Id$ +*/ + +#include "kgamenetwork.h" +#include "kgamenetwork.moc" +#include "kgamemessage.h" +#include "kgameerror.h" + +#include "kmessageserver.h" +#include "kmessageclient.h" +#include "kmessageio.h" +#include <dnssd/publicservice.h> + +#include <kdebug.h> + +#include <qbuffer.h> + + +class KGameNetworkPrivate +{ +public: + KGameNetworkPrivate() + { + mMessageClient = 0; + mMessageServer = 0; + mDisconnectId = 0; + mService = 0; + } + +public: + KMessageClient* mMessageClient; + KMessageServer* mMessageServer; + Q_UINT32 mDisconnectId; // Stores gameId() over a disconnect process + DNSSD::PublicService* mService; + QString mType; + QString mName; + + int mCookie; +}; + +// ------------------- NETWORK GAME ------------------------ +KGameNetwork::KGameNetwork(int c, QObject* parent) : QObject(parent, 0) +{ + d = new KGameNetworkPrivate; + d->mCookie = (Q_INT16)c; + + // Init the game as a local game, i.e. + // create your own KMessageServer and a KMessageClient connected to it. + setMaster(); + + kdDebug(11001) << k_funcinfo << "this=" << this <<", cookie=" << cookie() << " sizeof(this)="<<sizeof(KGameNetwork) << endl; +} + +KGameNetwork::~KGameNetwork() +{ + kdDebug(11001) << k_funcinfo << "this=" << this << endl; +// Debug(); + delete d->mService; + delete d; +} + +// ----------------------------- status methods +bool KGameNetwork::isNetwork() const +{ return isOfferingConnections() || d->mMessageClient->isNetwork();} + +Q_UINT32 KGameNetwork::gameId() const +{ + //return d->mMessageClient->id() ; + // Return stored id in the case of disconnect. In any other + // case the disconnect id is 0 + if (d->mMessageClient->id()!=0 ) { + return d->mMessageClient->id() ; + } else { + return d->mDisconnectId; + } +} + +int KGameNetwork::cookie() const +{ return d->mCookie; } + +bool KGameNetwork::isMaster() const +{ return (d->mMessageServer != 0); } + +bool KGameNetwork::isAdmin() const +{ return (d->mMessageClient->isAdmin()); } + +KMessageClient* KGameNetwork::messageClient() const +{ return d->mMessageClient; } + +KMessageServer* KGameNetwork::messageServer() const +{ return d->mMessageServer; } + +// ----------------------- network init +void KGameNetwork::setMaster() +{ + if (!d->mMessageServer) { + d->mMessageServer = new KMessageServer (cookie(), this); + } else { + kdWarning(11001) << k_funcinfo << "Server already running!!" << endl; + } + if (!d->mMessageClient) { + d->mMessageClient = new KMessageClient (this); + connect (d->mMessageClient, SIGNAL(broadcastReceived(const QByteArray&, Q_UINT32)), + this, SLOT(receiveNetworkTransmission(const QByteArray&, Q_UINT32))); + connect (d->mMessageClient, SIGNAL(connectionBroken()), + this, SIGNAL(signalConnectionBroken())); + connect (d->mMessageClient, SIGNAL(aboutToDisconnect(Q_UINT32)), + this, SLOT(aboutToLoseConnection(Q_UINT32))); + connect (d->mMessageClient, SIGNAL(connectionBroken()), + this, SLOT(slotResetConnection())); + + connect (d->mMessageClient, SIGNAL(adminStatusChanged(bool)), + this, SLOT(slotAdminStatusChanged(bool))); + connect (d->mMessageClient, SIGNAL(eventClientConnected(Q_UINT32)), + this, SIGNAL(signalClientConnected(Q_UINT32))); + connect (d->mMessageClient, SIGNAL(eventClientDisconnected(Q_UINT32, bool)), + this, SIGNAL(signalClientDisconnected(Q_UINT32, bool))); + + // broacast and direct messages are treated equally on receive. + connect (d->mMessageClient, SIGNAL(forwardReceived(const QByteArray&, Q_UINT32, const QValueList<Q_UINT32>&)), + d->mMessageClient, SIGNAL(broadcastReceived(const QByteArray&, Q_UINT32))); + + } else { + // should be no problem but still has to be tested + kdDebug(11001) << k_funcinfo << "Client already exists!" << endl; + } + d->mMessageClient->setServer(d->mMessageServer); +} + +void KGameNetwork::setDiscoveryInfo(const QString& type, const QString& name) +{ + kdDebug() << k_funcinfo << type << ":" << name << endl; + d->mType = type; + d->mName = name; + tryPublish(); +} + +void KGameNetwork::tryPublish() +{ + if (d->mType.isNull() || !isOfferingConnections()) return; + if (!d->mService) d->mService = new DNSSD::PublicService(d->mName,d->mType,port()); + else { + if (d->mType!=d->mService->type()) d->mService->setType(d->mType); + if (d->mName!=d->mService->serviceName()) d->mService->setServiceName(d->mName); + } + if (!d->mService->isPublished()) d->mService->publishAsync(); +} + +void KGameNetwork::tryStopPublishing() +{ + if (d->mService) d->mService->stop(); +} + +bool KGameNetwork::offerConnections(Q_UINT16 port) +{ + kdDebug (11001) << k_funcinfo << "on port " << port << endl; + if (!isMaster()) { + setMaster(); + } + + // Make sure this is 0 + d->mDisconnectId = 0; + + // FIXME: This debug message can be removed when the program is working correct. + if (d->mMessageServer && d->mMessageServer->isOfferingConnections()) { + kdDebug (11001) << k_funcinfo << "Already running as server! Changing the port now!" << endl; + } + + tryStopPublishing(); + kdDebug (11001) << k_funcinfo << "before Server->initNetwork" << endl; + if (!d->mMessageServer->initNetwork (port)) { + kdError (11001) << k_funcinfo << "Unable to bind to port " << port << "!" << endl; + // no need to delete - we just cannot listen to the port +// delete d->mMessageServer; +// d->mMessageServer = 0; +// d->mMessageClient->setServer((KMessageServer*)0); + return false; + } + kdDebug (11001) << k_funcinfo << "after Server->initNetwork" << endl; + tryPublish(); + return true; +} + +bool KGameNetwork::connectToServer (const QString& host, Q_UINT16 port) +{ + if (host.isEmpty()) { + kdError(11001) << k_funcinfo << "No hostname given" << endl; + return false; + } + + // Make sure this is 0 + d->mDisconnectId = 0; + +// if (!d->mMessageServer) { +// // FIXME: What shall we do here? Probably must stop a running game. +// kdWarning (11001) << k_funcinfo << "We are already connected to another server!" << endl; +/// } + + if (d->mMessageServer) { + // FIXME: What shall we do here? Probably must stop a running game. + kdWarning(11001) << "we are server but we are trying to connect to another server! " + << "make sure that all clients connect to that server! " + << "quitting the local server now..." << endl; + stopServerConnection(); + d->mMessageClient->setServer((KMessageIO*)0); + delete d->mMessageServer; + d->mMessageServer = 0; + } + + kdDebug(11001) << " about to set server" << endl; + d->mMessageClient->setServer(host, port); + emit signalAdminStatusChanged(false); // as we delete the connection above isAdmin() is always false now! + + // OK: We say that we already have connected, but this isn't so yet! + // If the connection cannot be established, it will look as being disconnected + // again ("slotConnectionLost" is called). + // Shall we differ between these? + kdDebug(11001) << "connected to " << host << ":" << port << endl; + return true; +} + +Q_UINT16 KGameNetwork::port() const +{ + if (isNetwork()) { + if (isOfferingConnections()) { + return d->mMessageServer->serverPort(); + } else { + return d->mMessageClient->peerPort(); + } + } + return 0; +} + +QString KGameNetwork::hostName() const +{ + return d->mMessageClient->peerName(); +} + +bool KGameNetwork::stopServerConnection() +{ + // We still are the Master, we just don't accept further connections! + tryStopPublishing(); + if (d->mMessageServer) { + d->mMessageServer->stopNetwork(); + return true; + } + return false; +} + +bool KGameNetwork::isOfferingConnections() const +{ return (d->mMessageServer && d->mMessageServer->isOfferingConnections()); } + +void KGameNetwork::disconnect() +{ + // TODO MH + kdDebug(11001) << k_funcinfo << endl; + stopServerConnection(); + if (d->mMessageServer) { + QValueList <Q_UINT32> list=d->mMessageServer->clientIDs(); + QValueList<Q_UINT32>::Iterator it; + for( it = list.begin(); it != list.end(); ++it ) + { + kdDebug(11001) << "Client id=" << (*it) << endl; + KMessageIO *client=d->mMessageServer->findClient(*it); + if (!client) + { + continue; + } + kdDebug(11001) << " rtti=" << client->rtti() << endl; + if (client->rtti()==2) + { + kdDebug(11001) << "DIRECT IO " << endl; + } + else + { + d->mMessageServer->removeClient(client,false); + } + } + } + else + { + kdDebug(11001) << k_funcinfo << "before client->disconnect() id="<<gameId()<< endl; + //d->mMessageClient->setServer((KMessageIO*)0); + kdDebug(11001) << "+++++++++++++++++++++++++++++++++++++++++++++++++++++++"<<endl; + d->mMessageClient->disconnect(); + + kdDebug(11001) << "++++++--------------------------------------------+++++"<<endl; + } + //setMaster(); + /* + if (d->mMessageServer) { + //delete d->mMessageServer; + //d->mMessageServer=0; + server=true; + kdDebug(11001) << " server true" << endl; + d->mMessageServer->deleteClients(); + kdDebug(11001) << " server deleteClients" << endl; + } + */ + kdDebug(11001) << k_funcinfo << "DONE" << endl; +} + +void KGameNetwork::aboutToLoseConnection(Q_UINT32 clientID) +{ + kdDebug(11001) << "Storing client id of connection "<<clientID<<endl; + d->mDisconnectId = clientID; +} + +void KGameNetwork::slotResetConnection() +{ + kdDebug(11001) << "Resseting client disconnect id"<<endl; + d->mDisconnectId = 0; +} + +void KGameNetwork::electAdmin(Q_UINT32 clientID) +{ + if (!isAdmin()) { + kdWarning(11001) << k_funcinfo << "only ADMIN is allowed to call this!" << endl; + return; + } + QByteArray buffer; + QDataStream stream(buffer,IO_WriteOnly); + stream << static_cast<Q_UINT32>( KMessageServer::REQ_ADMIN_CHANGE ); + stream << clientID; + d->mMessageClient->sendServerMessage(buffer); +} + +void KGameNetwork::setMaxClients(int max) +{ + if (!isAdmin()) { + kdWarning(11001) << k_funcinfo << "only ADMIN is allowed to call this!" << endl; + return; + } + QByteArray buffer; + QDataStream stream(buffer,IO_WriteOnly); + stream << static_cast<Q_UINT32>( KMessageServer::REQ_MAX_NUM_CLIENTS ); + stream << (Q_INT32)max; + d->mMessageClient->sendServerMessage(buffer); +} + +void KGameNetwork::lock() +{ + if (messageClient()) { + messageClient()->lock(); + } +} + +void KGameNetwork::unlock() +{ + if (messageClient()) { + messageClient()->unlock(); + } +} + +// --------------------- send messages --------------------------- + +bool KGameNetwork::sendSystemMessage(int data, int msgid, Q_UINT32 receiver, Q_UINT32 sender) +{ + QByteArray buffer; + QDataStream stream(buffer,IO_WriteOnly); + stream << data; + return sendSystemMessage(buffer,msgid,receiver,sender); +} + +bool KGameNetwork::sendSystemMessage(const QString &msg, int msgid, Q_UINT32 receiver, Q_UINT32 sender) +{ + QByteArray buffer; + QDataStream stream(buffer, IO_WriteOnly); + stream << msg; + return sendSystemMessage(buffer, msgid, receiver, sender); +} + +bool KGameNetwork::sendSystemMessage(const QDataStream &msg, int msgid, Q_UINT32 receiver, Q_UINT32 sender) +{ return sendSystemMessage(((QBuffer*)msg.device())->buffer(), msgid, receiver, sender); } + +bool KGameNetwork::sendSystemMessage(const QByteArray& data, int msgid, Q_UINT32 receiver, Q_UINT32 sender) +{ + QByteArray buffer; + QDataStream stream(buffer,IO_WriteOnly); + if (!sender) { + sender = gameId(); + } + + Q_UINT32 receiverClient = KGameMessage::rawGameId(receiver); // KGame::gameId() + int receiverPlayer = KGameMessage::rawPlayerId(receiver); // KPlayer::id() + + KGameMessage::createHeader(stream, sender, receiver, msgid); + stream.writeRawBytes(data.data(), data.size()); + + /* + kdDebug(11001) << "transmitGameClientMessage msgid=" << msgid << " recv=" + << receiver << " sender=" << sender << " Buffersize=" + << buffer.size() << endl; + */ + + if (!d->mMessageClient) { + // No client created, this should never happen! + // Having a local game means we have our own + // KMessageServer and we are the only client. + kdWarning (11001) << k_funcinfo << "We don't have a client! Should never happen!" << endl; + return false; + } + + if (receiverClient == 0 || receiverPlayer != 0) + { + // if receiverClient == 0 this is a broadcast message. if it is != 0 but + // receiverPlayer is also != 0 we have to send broadcast anyway, because the + // KPlayer object on all clients needs to receive the message. + d->mMessageClient->sendBroadcast(buffer); + } + else + { + d->mMessageClient->sendForward(buffer, receiverClient); + } + return true; +} + +bool KGameNetwork::sendMessage(int data, int msgid, Q_UINT32 receiver, Q_UINT32 sender) +{ return sendSystemMessage(data,msgid+KGameMessage::IdUser,receiver,sender); } + +bool KGameNetwork::sendMessage(const QString &msg, int msgid, Q_UINT32 receiver, Q_UINT32 sender) +{ return sendSystemMessage(msg,msgid+KGameMessage::IdUser,receiver,sender); } + +bool KGameNetwork::sendMessage(const QDataStream &msg, int msgid, Q_UINT32 receiver, Q_UINT32 sender) +{ return sendSystemMessage(msg, msgid+KGameMessage::IdUser, receiver, sender); } + +bool KGameNetwork::sendMessage(const QByteArray &msg, int msgid, Q_UINT32 receiver, Q_UINT32 sender) +{ return sendSystemMessage(msg, msgid+KGameMessage::IdUser, receiver, sender); } + +void KGameNetwork::sendError(int error,const QByteArray& message, Q_UINT32 receiver, Q_UINT32 sender) +{ + QByteArray buffer; + QDataStream stream(buffer,IO_WriteOnly); + stream << (Q_INT32) error; + stream.writeRawBytes(message.data(), message.size()); + sendSystemMessage(stream,KGameMessage::IdError,receiver,sender); +} + + +// ----------------- receive messages from the network +void KGameNetwork::receiveNetworkTransmission(const QByteArray& receiveBuffer, Q_UINT32 clientID) +{ + QDataStream stream(receiveBuffer, IO_ReadOnly); + int msgid; + Q_UINT32 sender; // the id of the KGame/KPlayer who sent the message + Q_UINT32 receiver; // the id of the KGame/KPlayer the message is for + KGameMessage::extractHeader(stream, sender, receiver, msgid); +// kdDebug(11001) << k_funcinfo << "id=" << msgid << " sender=" << sender << " recv=" << receiver << endl; + + // No broadcast : receiver==0 + // No player isPlayer(receiver) + // Different game gameId()!=receiver + if (receiver && receiver!=gameId() && !KGameMessage::isPlayer(receiver) ) + { + // receiver=0 is broadcast or player message + kdDebug(11001) << k_funcinfo << "Message not meant for us " + << gameId() << "!=" << receiver << " rawid=" + << KGameMessage::rawGameId(receiver) << endl; + return; + } + else if (msgid==KGameMessage::IdError) + { + QString text; + Q_INT32 error; + stream >> error; + kdDebug(11001) << k_funcinfo << "Got IdError " << error << endl; + text = KGameError::errorText(error, stream); + kdDebug(11001) << "Error text: " << text.latin1() << endl; + emit signalNetworkErrorMessage((int)error,text); + } + else + { + networkTransmission(stream, msgid, receiver, sender, clientID); + } +} + +// -------------- slots for the signals of the client +void KGameNetwork::slotAdminStatusChanged(bool isAdmin) +{ + emit signalAdminStatusChanged(isAdmin); + +// TODO: I'm pretty sure there are a lot of things that should be done here... +} + +void KGameNetwork::Debug() +{ + kdDebug(11001) << "------------------- KNETWORKGAME -------------------------" << endl; + kdDebug(11001) << "gameId " << gameId() << endl; + kdDebug(11001) << "gameMaster " << isMaster() << endl; + kdDebug(11001) << "gameAdmin " << isAdmin() << endl; + kdDebug(11001) << "---------------------------------------------------" << endl; +} + +/* + * vim: et sw=2 + */ |