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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/kgameproperty.h | |
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/kgameproperty.h')
-rw-r--r-- | libkdegames/kgame/kgameproperty.h | 848 |
1 files changed, 848 insertions, 0 deletions
diff --git a/libkdegames/kgame/kgameproperty.h b/libkdegames/kgame/kgameproperty.h new file mode 100644 index 00000000..c6915606 --- /dev/null +++ b/libkdegames/kgame/kgameproperty.h @@ -0,0 +1,848 @@ +/* + This file is part of the KDE games library + Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de) + Copyright (C) 2001 Martin Heni (martin@heni-online.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. +*/ + +#ifndef __KGAMEPROPERTY_H_ +#define __KGAMEPROPERTY_H_ + +#include <qdatastream.h> + +#include <kdebug.h> +#include <typeinfo> +#include <kdemacros.h> +class KGame; +class KPlayer; +class KGamePropertyHandler; +using namespace std; + +/** + * @short Base class of KGameProperty + * + * The KGamePropertyBase class is the base class of KGameProperty. See + * KGameProperty for further information. + * + * @author Andreas Beckermann <b_mann@gmx.de> + **/ +class KDE_EXPORT KGamePropertyBase +{ +public: + enum PropertyDataIds { // these belong to KPlayer/KGame! + //KPlayer + IdGroup=1, + IdUserId=2, + IdAsyncInput=3, + IdTurn=4, + IdName=5, + + //KGame + IdGameStatus=6, + IdMaxPlayer=7, + IdMinPlayer=8, + + // Input Grabbing + IdGrabInput=16, + IdReleaseInput=17, + + IdCommand, // Reserved for internal use + IdUser=256, + + IdAutomatic=0x7000 // Id's from here on are automatically given (16bit) + }; + + /** + * Commands for advanced properties (Q_INT8) + **/ + enum PropertyCommandIds + { + // General + CmdLock=1, + + // Array + CmdAt=51, + CmdResize=52, + CmdFill=53, + CmdSort=54, + // List (could be the same id's actually) + CmdInsert=61, + CmdAppend=62, + CmdRemove=63, + CmdClear=64 + }; + + /** + * The policy of the property. This can be PolicyClean (setValue uses + * send), PolicyDirty (setValue uses changeValue) or + * PolicyLocal (setValue uses setLocal). + * + * A "clean" policy means that the property is always the same on every + * client. This is achieved by calling send which actually changes + * the value only when the message from the MessageServer is received. + * + * A "dirty" policy means that as soon as setValue is called the + * property is changed immediately. And additionally sent over network. + * This can sometimes lead to bugs as the other clients do not + * immediately have the same value. For more information see + * changeValue. + * + * PolicyLocal means that a KGameProperty behaves like ever + * "normal" variable. Whenever setValue is called (e.g. using "=") + * the value of the property is changes immediately without sending it + * over network. You might want to use this if you are sure that all + * clients set the property at the same time. + **/ + enum PropertyPolicy + { + PolicyUndefined = 0, + PolicyClean = 1, + PolicyDirty = 2, + PolicyLocal = 3 + }; + + + /** + * Constructs a KGamePropertyBase object and calls registerData. + * @param id The id of this property. MUST be UNIQUE! Used to send and + * receive changes in the property of the playere automatically via + * network. + * @param owner The owner of the object. Must be a KGamePropertyHandler which manages + * the changes made to this object, i.e. which will send the new data + **/ + KGamePropertyBase(int id, KGamePropertyHandler* owner); + + KGamePropertyBase(int id, KGame* parent); + KGamePropertyBase(int id, KPlayer* parent); + + /** + * Creates a KGamePropertyBase object without an owner. Remember to call + * registerData! + **/ + KGamePropertyBase(); + + virtual ~KGamePropertyBase(); + + /** + * Changes the consistency policy of a property. The + * PropertyPolicy is one of PolicyClean (defaulz), PolicyDirty or PolicyLocal. + * + * It is up to you to decide how you want to work. + **/ + void setPolicy(PropertyPolicy p) { mFlags.bits.policy = p; } + + /** + * @return The default policy of the property + **/ + PropertyPolicy policy() const { return (PropertyPolicy)mFlags.bits.policy; } + + /** + * Sets this property to emit a signal on value changed. + * As the proerties do not inehrit QObject for optimisation + * this signal is emited via the KPlayer or KGame object + **/ + void setEmittingSignal(bool p) { mFlags.bits.emitsignal=p; } + + /** + * See also setEmittingSignal + * @return Whether this property emits a signal on value change + **/ + bool isEmittingSignal() const { return mFlags.bits.emitsignal; } + + /** + * Sets this property to try to optimize signal and network handling + * by not sending it out when the property value is not changed. + **/ + void setOptimized(bool p) { mFlags.bits.optimize = p ; } + + /** + * See also setOptimize + * @return Whether the property optimizes access (signals,network traffic) + **/ + bool isOptimized() const { return mFlags.bits.optimize; } + + /** + * @return Whether this property is "dirty". See also setDirty + **/ + bool isDirty() const { return mFlags.bits.dirty; } + + /** + * A locked property can only be changed by the player who has set the + * lock. See also setLocked + * @return Whether this property is currently locked. + **/ + bool isLocked() const { return mFlags.bits.locked; } + + /** + * A locked property can only be changed by the player who has set the + * lock. + * + * You can only call this if isLocked is false. A message is sent + * over network so that the property is locked for all players except + * you. + * + * @return returns false if the property can not be locked, i.e. it is already locked + * + **/ + bool lock(); + + /** + * A locked property can only be changed by the player who has set the + * lock. + * + * You can only call this if isLocked is false. A message is sent + * over network so that the property is locked for all players except + * you. + * + * @return returns false if the property can not be locked, i.e. it is already locked + * + **/ + bool unlock(bool force=false); + + /** + * This will read the value of this property from the stream. You MUST + * overwrite this method in order to use this class + * @param s The stream to read from + **/ + virtual void load(QDataStream& s) = 0; + + /** + * Write the value into a stream. MUST be overwritten + **/ + virtual void save(QDataStream& s) = 0; + + /** + * send a command to advanced properties like arrays + * @param stream The stream containing the data of the comand + * @param msgid The ID of the command - see PropertyCommandIds + * @param isSender whether this client is also the sender of the command + **/ + virtual void command(QDataStream &stream, int msgid, bool isSender=false); + + /** + * @return The id of this property + **/ + int id() const { return mId; } + + /** + * @return a type_info of the data this property contains. This is used + * e.g. by KGameDebugDialog + **/ + virtual const type_info* typeinfo() { return &typeid(this); } + + /** + * You have to register a KGamePropertyBase before you can use it. + * + * You MUST call this before you can use KGamePropertyBase! + * + * @param id the id of this KGamePropertyBase object. The id MUST be + * unique, i.e. you cannot have two properties with the same id for one + * player, although (currently) nothing prevents you from doing so. But + * you will get strange results! + * + * @param owner The owner of this data. This will send the data + * using KPropertyHandler::sendProperty whenever you call send + * + * @param p If not 0 you can set the policy of the property here + * + * @param name if not 0 you can assign a name to this property + * + **/ + int registerData(int id, KGamePropertyHandler* owner,PropertyPolicy p, QString name=0); + + /** + * This is an overloaded member function, provided for convenience. + * It differs from the above function only in what argument(s) it accepts. + **/ + int registerData(int id, KGamePropertyHandler* owner, QString name=0); + + /** + * This is an overloaded member function, provided for convenience. + * It differs from the above function only in what argument(s) it accepts. + **/ + int registerData(int id, KGame* owner, QString name=0); + + /** + * This is an overloaded member function, provided for convenience. + * It differs from the above function only in what argument(s) it accepts. + **/ + int registerData(int id, KPlayer* owner, QString name=0); + + /** + * This is an overloaded member function, provided for convenience. + * It differs from the above function only in what argument(s) it accepts. + * In particular you can use this function to create properties which + * will have an automatic id assigned. The new id is returned. + **/ + int registerData(KGamePropertyHandler* owner,PropertyPolicy p=PolicyUndefined, QString name=0); + + void unregisterData(); + + +protected: + /** + * A locked property can only be changed by the player who has set the + * lock. + * + * You can only call this if isLocked is false. A message is sent + * over network so that the property is locked for all players except + * you. + * Usually you use lock and unlock to access this property + * + **/ + void setLock(bool l); + + /** + * Sets the "dirty" flag of the property. If a property is "dirty" i.e. + * KGameProperty::setLocal has been called there is no guarantee + * that all clients share the same value. You have to ensure this + * yourself e.g. by calling KGameProperty::setLocal on every + * client. You can also ignore the dirty flag and continue working withe + * the property depending on your situation. + **/ + void setDirty(bool d) { mFlags.bits.dirty = d ; } + + /** + * Forward the data to the owner of this property which then sends it + * over network. save is used to store the data into a stream so + * you have to make sure that function is working properly if you + * implement your own property! + * + * Note: this sends the <em>current</em> property! + * + * Might be obsolete - KGamePropertyArray still uses it. Is this a bug + * or correct? + **/ + bool sendProperty(); + + /** + * Forward the data to the owner of this property which then sends it + * over network. save is used to store the data into a stream so + * you have to make sure that function is working properly if you + * implement your own property! + * + * This function is used by send to send the data over network. + * This does <em>not</em> send the current value but the explicitly + * given value. + * + * @return TRUE if the message could be sent successfully, otherwise + * FALSE + **/ + bool sendProperty(const QByteArray& b); + + /** + * Causes the parent object to emit a signal on value change + **/ + void emitSignal(); + +protected: + KGamePropertyHandler* mOwner; + + // Having this as a union of the bitfield and the char + // allows us to stream this quantity easily (if we need to) + // At the moment it is not yet transmitted + union Flags { + char flag; + struct { + // unsigned char dosave : 1; // do save this property + // unsigned char delaytransmit : 1; // do not send immediately on + // change but a KPlayer:QTimer + // sends it later on - fast + // changing variables + unsigned char emitsignal : 1; // KPlayer notifies on variable change (true) + //unsigned char readonly : 1; // whether the property can be changed (false) + unsigned char optimize : 1; // whether the property tries to optimize send/emit (false) + unsigned char dirty: 1; // whether the property dirty (setLocal() was used) + unsigned char policy : 2; // whether the property is always consistent (see PropertyPolicy) + unsigned char locked: 1; // whether the property is locked (true) + } bits; + } mFlags; + +private: + friend class KGamePropertyHandler; + void init(); + +private: + int mId; + +}; + +/** + * @short A class for network transparent games + * + * Note: The entire API documentation is obsolete! + * + * The class KGameProperty can store any form of data and will transmit it via + * network whenver you call send. This makes network transparent games + * very easy. You first have to register the data to a KGamePropertyHandler + * using KGamePropertyBase::registerData (which is called by the + * constructor). For the KGamePropertyHandler you can use + * KGame::dataHandler or KPlayer::dataHandler but you can also create your + * own data handler. + * + * There are several concepts you can follow when writing network games. These + * concepts differ completely from the way how data is transferred so you should + * decide which one to use. You can also mix these concepts for a single + * property but we do not recommend this. The concepts: + * <ul> + * <li> Always Consistent (clean) + * <li> Not Always Consistent (dirty) + * <li> A Mixture (very dirty) + * </ul> + * I repeat: we do <em>not</em> recommend the third option ("a mixture"). Unless + * you have a good reason for this you will probably introduce some hard to find + * (and to fix) bugs. + * + * @section Always consistent (clean): + * + * This "policy" is default. Whenever you create a KGameProperty it is always + * consistent. This means that consistency is the most important thing for the + * property. This is achieved by using send to change the value of the + * property. send needs a running KMessageServer and therefore + * <em>MUST</em> be plugged into a KGamePropertyHandler using either + * registerData or the constructor. The parent of the dataHandler must be able + * to send messages (see above: the message server must be running). If you use + * send to change the value of a property you won't see the effect + * immediately: The new value is first transferred to the message server which + * queues the message. As soon as <em>all</em> messages in the message server + * which are before the changed property have been transferred the message + * server delivers the new value of the KGameProperty to all clients. A + * QTimer::singleShot is used to queue the messages inside the + * KMessageServer. + * + * This means that if you do the following: + * \code + * KGamePropertyInt myProperty(id, dataHandler()); + * myProperty.initData(0); + * myProperty = 10; + * int value = myProperty.value(); + * \endcode + * then "value" will be "0". initData is used to initialize the property + * (e.g. when the KMessageServer is not yet running or can not yet be + * reached). This is because "myProperty = 10" or "myProperty.send(10)" send a + * message to the KMessageServer which uses QTimer::singleShot to + * queue the message. The game first has to go back into the event loop where + * the message is received. The KGamePropertyHandler receives the new value + * sets the property. So if you need the new value you need to store it in a + * different variable (see setLocal which creates one for you until the + * message is received). The KGamePropertyHandler emits a signal (unless + * you called setEmitSignal with false) when the new value is received: + * KGamePropertyHandler::signalPropertyChanged. You can use this to react + * to a changed property. + * + * This may look quite confusing but it has a <em>big</em> advantage: all + * KGameProperty objects are ensured to have the same value on all clients in + * the game at every time. This way you will save you a lot of trouble as + * debugging can be very difficult if the value of a property changes + * immediately on client A but only after one or two additianal messages + * (function calls, status changes, ...) on client B. + * + * The only disadvantage of this (clean) concept is that you cannot use a + * changed variable immediately but have to wait for the KMessageServer to + * change it. You probably want to use + * KGamePropertyHandler::signalPropertyChanged for this. + * + * @section Not Always Consistent (dirty): + * + * There are a lot of people who don't want to use the (sometimes quite complex) + * "clean" way. You can use setAlwaysConsistent to change the default + * behaviour of the KGameProperty. If a property is not always consistent + * it will use changeValue to send the property. changeValue also uses + * send to send the new value over network but it also uses + * setLocal to create a local copy of the property. This copy is created + * dynamically and is deleted again as soon as the next message from the network + * is received. To use the example above again: + * \code + * KGamePropertyInt myProperty(id, dataHandler()); + * myProperty.setAlwaysConsistent(false); + * myProperty.initData(0); + * myProperty = 10; + * int value = myProperty.value(); + * \endcode + * Now this example will "work" so value now is 10. Additionally the + * KMessageServer receives a message from the local client (just as explained + * above in "Always Consistent"). As soon as the message returns to the local + * client again the local value is deleted, as the "network value" has the same + * value as the local one. So you won't lose the ability to use the always + * consistent "clean" value of the property if you use the "dirty" way. Just use + * networkValue to access the value which is consistent among all clients. + * + * The advantage of this concept is clear: you can use a KGameProperty as + * every other variable as the changes value takes immediate effect. + * Additionally you can be sure that the value is transferred to all clients. + * You will usually not experience serious bugs just because you use the "dirty" + * way. Several events have to happen at once to get these "strange errors" + * which result in inconsistent properties (like "game running" on client A but + * "game ended/paused" on client B). But note that there is a very good reason + * for the existence of these different concepts of KGameProperty. I have + * myself experienced such a "strange error" and it took me several days to find + * the reason until I could fix it. So I personally recommend the "clean" way. + * On the other hand if you want to port a non-network game to a network game + * you will probably start with "dirty" properties as it is you will not have to + * change that much code... + * + * @section A Mixture (very dirty): + * + * You can also mix the concepts above. Note that we really don't recommend + * this. With a mixture I mean something like this: + * \code + * KGamePropertyInt myProperty(id, dataHandler()); + * myProperty.setAlwaysConsistent(false); + * myProperty.initData(0); + * myProperty = 10; + * myProperty.setAlwaysConsistent(true); + * myProperty = 20; + * \endcode + * (totally senseless example, btw) I.e. I am speaking of mixing both concepts + * for a single property. Things like + * \code + * KGamePropertyInt myProperty1(id1, dataHandler()); + * KGamePropertyInt myProperty2(id2, dataHandler()); + * myProperty1.initData(0); + * myProperty2.initData(0); + * myProperty1.setAlwaysConsistent(false); + * myProperty2.setAlwaysConsistent(true); + * myProperty1 = 10; + * myProperty2 = 20; + * \endcode + * are ok. But mixing the concepts for a single property will make it nearly + * impossible to you to debug your game. + * + * So the right thing to do(tm) is to decide in the constructor whether you want + * a "clean" or "dirty" property. + * + * Even if you have decided for one of the concepts you still can manually + * follow another concept than the "policy" of your property. So if you use an + * always consistent KGameProperty you still can manually call + * changeValue as if it was not always consistent. Note that although this is + * also kind of a "mixture" as described above this is very useful sometimes. In + * contrast to the "mixture" above you don't have the problem that you don't + * exactly know which concept you are currently following because you used the + * function of the other concept only once. + * + * @section Custom classes: + * + * If you want to use a custum class with KGameProperty you have to implement the + * operators << and >> for QDataStream: + * \code + * class Card + * { + * public: + * int type; + * int suite; + * }; + * QDataStream& operator<<(QDataStream& stream, Card& card) + * { + * Q_INT16 type = card.type; + * Q_INT16 suite = card.suite; + * s << type; + * s << suite; + * return s; + * } + * QDataStream& operator>>(QDataStream& stream, Card& card) + * { + * Q_INT16 type; + * Q_INT16 suite; + * s >> type; + * s >> suite; + * card.type = (int)type; + * card.suite = (int)suite; + * return s; + * } + * + * class Player : KPlayer + * { + * [...] + * KGameProperty<Card> mCards; + * }; + * \endcode + * + * Note: unlike most QT classes KGameProperty objects are *not* deleted + * automatically! So if you create an object using e.g. KGameProperty<int>* data = + * new KGameProperty(id, dataHandler()) you have to put a delete data into your + * destructor! + * + * @author Andreas Beckermann <b_mann@gmx.de> + **/ +template<class type> +class KGameProperty : public KGamePropertyBase +{ +public: + /** + * Constructs a KGameProperty object. A KGameProperty object will transmit + * any changes to the KMessageServer and then to all clients in the + * game (including the one that has sent the new value) + * @param id The id of this property. <em>MUST be UNIQUE</em>! Used to send and + * receive changes in the property of the playere automatically via + * network. + * @param owner The parent of the object. Must be a KGame which manages + * the changes made to this object, i.e. which will send the new data. + * Note that in contrast to most KDE/QT classes KGameProperty objects + * are <em>not</em> deleted automatically! + **/ +// TODO: ID: Very ugly - better use something like parent()->propertyId() or so which assigns a free id automatically. + KGameProperty(int id, KGamePropertyHandler* owner) : KGamePropertyBase(id, owner) { init(); } + + /** + * This constructor does nothing. You have to call + * KGamePropertyBase::registerData + * yourself before using the KGameProperty object. + **/ + KGameProperty() : KGamePropertyBase() { init(); } + + virtual ~KGameProperty() {} + + /** + * Set the value depending on the current policy (see + * setConsistent). By default KGameProperty just uses send to set + * the value of a property. This behaviour can be changed by using + * setConsistent. + * @param v The new value of the property + **/ + void setValue(type v) + { + switch (policy()) { + case PolicyClean: + send(v); + break; + case PolicyDirty: + changeValue(v); + break; + case PolicyLocal: + setLocal(v); + break; + default: // NEVER! + kdError(11001) << "Undefined Policy in property " << id() << endl; + return; + } + } + + + /** + * This function sends a new value over network. + * + * Note that the value DOES NOT change when you call this function. This + * function saves the value into a QDataStream and calls + * sendProperty where it gets forwarded to the owner and finally the + * value is sent over network. The KMessageServer now sends the + * value to ALL clients - even the one who called this function. As soon + * as the value from the message server is received load is called + * and _then_ the value of the KGameProperty has been set. + * + * This ensures that a KGameProperty has _always_ the same value on + * _every_ client in the network. Note that this means you can NOT do + * something like + * \code + * myProperty.send(1); + * doSomething(myProperty); + * \endcode + * as myProperty has not yet been set when doSomething is being called. + * + * You are informed about a value change by a singal from the parent of + * the property which can be deactivated by setEmittingSignal because of + * performance (you probably don't have to deactivate it - except you + * want to write a real-time game like Command&Conquer with a lot of + * acitvity). See emitSignal + * + * Note that if there is no KMessageServer accessible - before + * the property has been registered to the KGamePropertyHandler (as + * it is the case e.g. before a KPlayer has been plugged into the + * KGame object) the property is *not* sent but set *locally* (see + * setLocal)! + * + * @param v The new value of the property + * @return whether the property could be sent successfully + * @see setValue setLocal changeValue value + **/ + bool send(type v) + { + if (isOptimized() && mData == v) { + return true; + } + if (isLocked()) { + return false; + } + QByteArray b; + QDataStream stream(b, IO_WriteOnly); + stream << v; + if (!sendProperty(b)) { + setLocal(v); + return false; + } + return true; + } + + /** + * This function sets the value of the property directly, i.e. it + * doesn't send it to the network. + * + * Int contrast to @see you change _only_ the local value when using + * this function. You do _not_ change the value of any other client. You + * probably don't want to use this if you are using a dedicated server + * (which is the only "client" which is allowed to change a value) but + * rather want to use send(). + * + * But if you use your clients as servers (i.e. all clients receive a + * players turn and then calculate the reaction of the game theirselves) + * then you probably want to use setLocal as you can do things like + * \code + * myProperty.setLocal(1); + * doSomething(myProperty); + * \endcode + * on every client. + * + * If you want to set the value locally AND send it over network you + * want to call changeValue! + * + * You can also use setPolicy to set the default policy to + * PolicyLocal. + * + * @see setValue send changeValue value + **/ + bool setLocal(type v) + { + if (isOptimized() && mData == v) { + return false; + } + if (isLocked()) { + return false; + } + mData = v; + setDirty(true); + if (isEmittingSignal()) { + emitSignal(); + } + return true; + } + + /** + * This function does both, change the local value and change the + * network value. The value is sent over network first, then changed + * locally. + * + * This function is a convenience function and just calls send + * followed by setLocal + * + * Note that emitSignal is also called twice: once after + * setLocal and once when the value from send is received + * + * @see send setLocal setValue value + **/ + void changeValue(type v) + { + send(v); + setLocal(v); + } + + /** + * Saves the object to a stream. + * @param stream The stream to save to + **/ + virtual void save(QDataStream &stream) + { + stream << mData; + } + + /** + * @return The local value (see setLocal) if it is existing, + * otherwise the network value which is always consistent on every + * client. + **/ + const type& value() const + { + return mData; + } + + /** + * Reads from a stream and assigns the read value to this object. + * + * This function is called automatically when a new value is received + * over network (i.e. it has been sent using send on this or any + * other client) or when a game is loaded (and maybe on some other + * events). + * + * Also calls emitSignal if isEmittingSignal is TRUE. + * @param s The stream to read from + **/ + virtual void load(QDataStream& s) + { + s >> mData; + setDirty(false); + if (isEmittingSignal()) { + emitSignal(); + } + } + + /** + * This calls setValue to change the value of the property. Note + * that depending on the policy (see setAlwaysConsistent) the + * returned value might be different from the assigned value!! + * + * So if you use setPolicy(PolicyClean): + * \code + * int a, b = 10; + * myProperty = b; + * a = myProperty.value(); + * \endcode + * Here a and b would differ! + * The value is actually set as soon as it is received from the + * KMessageServer which forwards it to ALL clients in the network. + * + * If you use a clean policy (see setPolicy) then + * the returned value is the assigned value + **/ + const type& operator=(const type& t) + { + setValue(t); + return value(); + } + + /** + * This copies the data of property to the KGameProperty object. + * + * Equivalent to setValue(property.value()); + **/ + const type& operator=(const KGameProperty& property) + { + setValue(property.value()); + return value(); + } + + /** + * Yeah, you can do it! + * \code + * int a = myGamePropertyInt; + * \endcode + * If you don't see it: you don't have to use integerData.value() + **/ + operator type() const { return value(); } + + virtual const type_info* typeinfo() { return &typeid(type); } + +private: + void init() { } + +private: + type mData; +}; + + +typedef KGameProperty<int> KGamePropertyInt; +typedef KGameProperty<unsigned int> KGamePropertyUInt; +typedef KGameProperty<QString> KGamePropertyQString; +typedef KGameProperty<Q_INT8> KGamePropertyBool; + +#endif |