From 14c49c4f56792a934bcdc4efceebbd429d858571 Mon Sep 17 00:00:00 2001 From: Timothy Pearson Date: Sun, 6 Nov 2011 15:56:37 -0600 Subject: Actually move the kde files that were renamed in the last commit --- libtdegames/kgame/kmessageclient.h | 423 +++++++++++++++++++++++++++++++++++++ 1 file changed, 423 insertions(+) create mode 100644 libtdegames/kgame/kmessageclient.h (limited to 'libtdegames/kgame/kmessageclient.h') diff --git a/libtdegames/kgame/kmessageclient.h b/libtdegames/kgame/kmessageclient.h new file mode 100644 index 00000000..8a35234d --- /dev/null +++ b/libtdegames/kgame/kmessageclient.h @@ -0,0 +1,423 @@ +/* + This file is part of the KDE games library + Copyright (C) 2001 Burkhard Lehner (Burkhard.Lehner@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. +*/ + +#ifndef __KMESSAGECLIENT_H__ +#define __KMESSAGECLIENT_H__ + +#include +#include +#include + +class KMessageIO; +class KMessageServer; +class KMessageClientPrivate; + +/** + @short A client to connect to a KMessageServer + + This class implements a client that can connect to a KMessageServer object. + It can be used to exchange messages between clients. + + Usually you will connect the signals broadcastReceived and forwardReceived to + some specific slots. In these slot methods you can analyse the messages that are + sent to you from other clients. + + To send messages to other clients, use the methods sendBroadcast() (to send to all + clients) or sendForward() (to send to a list of selected clients). + + If you want to communicate with the KMessageServer object directly (on a more low + level base), use the method sendServerMessage to send a command to the server and + connect to the signal serverMessageReceived to see all the incoming messages. + In that case the messages must be of the format specified in KMessageServer. + @author Burkhard Lehner +*/ +class KMessageClient : public TQObject +{ + Q_OBJECT + TQ_OBJECT + +public: + + /** + Constructor. + Creates an unconnected KMessageClient object. Use setServer() later to connect to a + KMessageServer object. + */ + KMessageClient (TQObject *parent = 0, const char *name = 0); + + /** + Destructor. + Disconnects from the server, if any connection was established. + */ + ~KMessageClient (); + + /** + @return The client ID of this client. Every client that is connected to a KMessageServer + has a unique ID number. + + NOTE: As long as the object is not yet connected to the server, and as long as the server + hasn't sent the client ID, this method returns 0. + */ + TQ_UINT32 id () const; + + /** + @return Whether or not this client is the server admin. + One of the clients connected to the server is the admin and can administrate the server + (set maximum number of clients, remove clients, ...). + + If you use admin commands without being the admin, these commands are simply ignored by + the server. + + NOTE: As long as you are not connected to a server, this method returns false. + */ + bool isAdmin () const; + + /** + @return The ID of the admin client on the message server. + */ + TQ_UINT32 adminId() const; + + /** + @return The list of the IDs of all the message clients connected to the message server. + */ + const TQValueList &clientList() const; + + /** + Connects the client to (another) server. + + Tries to connect via a TCP/IP socket to a KMessageServer object + on the given host, listening on the specified port. + + If we were already connected, the old connection is closed. + @param host The name of the host to connect to. Must be either a hostname which can + be resolved to an IP or just an IP + @param port The port to connect to + */ + void setServer (const TQString &host, TQ_UINT16 port); + + /** + Connects the client to (another) server. + + Connects to the given server, using KMessageDirect. + (The server object has to be in the same process.) + + If we were already connected, the old connection is closed. + @param server The KMessageServer to connect to + */ + void setServer (KMessageServer *server); + + /** + * Corresponds to setServer(0); but also emits the connectionBroken signal + **/ + void disconnect(); + + /** + Connects the client to (another) server. + + To use this method, you have to create a KMessageIO object with new (indeed you must + create an instance of a subclass of KMessageIO, e.g. KMessageSocket or KMessageDirect). + This object must already be connected to the new server. + + Calling this method disconnects any earlier connection, and uses the new KMessageIO + object instead. This object gets owned by the KMessageClient object, so don't delete + or manipulate it afterwards. + + With this method it is possible to change the server on the fly. But be careful that + there are no important messages from the old server not yet delivered. + + NOTE: It is very likely that we will have another client ID on the new server. The + value returned by clientID may be a little outdated until the new server tells us + our new ID. + + NOTE: The two other setServer methods are for convenience. If you use them, you don't + have to create a KMessageIO object yourself. + */ + virtual void setServer (KMessageIO *connection); + + /** + @return True, if a connection to a KMessageServer has been started, and if the + connection is ready for transferring data. (It will return false e.g. as long as + a socket connection hasn't been established, and it will also return false after + a socket connection is broken.) + */ + bool isConnected () const; + + /** + @return TRUE if isConnected() is true AND this is not a local (like + KMessageDirect) connection. + */ + bool isNetwork () const; + + /** + @return 0 if isConnected() is FALSE, otherwise the port number this client is + connected to. See also KMessageIO::peerPort and TQSocket::peerPort. + @since 3.2 + */ + TQ_UINT16 peerPort () const; + + /** + @since 3.2 + @return "localhost" if isConnected() is FALSE, otherwise the hostname this client is + connected to. See also KMessageIO::peerName() and TQSocket::peerName(). + */ + TQString peerName() const; + + /** + Sends a message to the KMessageServer. If we are not yet connected to one, nothing + happens. + + Use this method to send a low level command to the server. It has to be in the + format specified in KMessageServer. + + If you want to send messages to other clients, you should use sendBroadcast() + and sendForward(). + @param msg The message to be sent to the server. Must be in the format specified in KMessageServer. + */ + void sendServerMessage (const TQByteArray &msg); + + /** + Sends a message to all the clients connected to the server, including ourself. + The message consists of an arbitrary block of data with arbitrary length. + + All the clients will receive an exact copy of this block of data, which will be + processed in their processBroadcast() method. + @param msg The message to be sent to the clients + */ + //AB: processBroadcast doesn't exist!! is processIncomingMessage meant? + void sendBroadcast (const TQByteArray &msg); + + /** + Sends a message to all the clients in a list. + The message consists of an arbitrary block of data with arbitrary length. + + All clients will receive an exact copy of this block of data, which will be + processed in their processForward() method. + + If the list contains client IDs that are not defined, they are ignored. If + it contains an ID several times, that client will receive the message several + times. + + To send a message to the admin of the KMessageServer, you can use 0 as clientID, + instead of using the real client ID. + @param msg The message to be sent to the clients + @param clients A list of clients the message should be sent to + */ + //AB: processForward doesn't exist!! is processIncomingMessage meant? + void sendForward (const TQByteArray &msg, const TQValueList &clients); + + /** + Sends a message to a single client. This is a convenieance method. It calls + sendForward (const TQByteArray &msg, const TQValueList <TQ_UINT32> &clients) + with a list containing only one client ID. + + To send a message to the admin of the KMessageServer, you can use 0 as clientID, + instead of using the real client ID. + @param msg The message to be sent to the client + @param client The id of the client the message shall be sent to + */ + void sendForward (const TQByteArray &msg, TQ_UINT32 client); + + /** + Once this function is called no message will be received anymore. + processIncomingMessage() gets delayed until unlock() is called. + + Note that all messages are still received, but their delivery (like + broadcastReceived()) get delayed only. + */ + void lock(); + + /** + Deliver every message that was delayed by lock() and actually deliver + all messages that get received from now on. + */ + void unlock(); + + /** + @return The number of messages that got delayed since lock() was called + */ + unsigned int delayedMessageCount() const; + +signals: + /** + This signal is emitted when the client receives a broadcast message from the + KMessageServer, sent by another client. Connect to this signal to analyse the + received message and do the right reaction. + + senderID contains the ID of the client that sent the broadcast message. You can + use this e.g. to send a reply message to only that client. Or you can use it + to ignore broadcast messages that were sent by yourself: + + \code + void myObject::myBroadcastSlot (const TQByteArray &msg, TQ_UINT32 senderID) + { + if (senderID == ((KMessageClient *)sender())->id()) + return; + ... + } + \endcode + @param msg The message that has been sent to us + @param senderID The ID of the client which sent the message + */ + void broadcastReceived (const TQByteArray &msg, TQ_UINT32 senderID); + + /** + This signal is emitted when the client receives a forward message from the + KMessageServer, sent by another client. Connect to this signal to analyse the + received message and do the right reaction. + + senderID contains the ID of the client that sent the broadcast message. You can + use this e.g. to send a reply message to only that client. + + tqreceivers contains the list of the clients that got the message. (If this list + only contains one number, this will be your client ID, and it was exclusivly + sent to you.) + + If you don't want to distinguish between broadcast and forward messages and + treat them the same, you can connect forwardReceived signal to the + broadcastReceived signal. (Yes, that's possible! You can connect a TQt signal to + a TQt signal, and the second one can have less parameters.) + + \code + KMessageClient *client = new KMessageClient (); + connect (client, TQT_SIGNAL (forwardReceived (const TQByteArray &, TQ_UINT32, const TQValueList &)), + client, TQT_SIGNAL (broadcastReceived (const TQByteArray &, TQ_UINT32))); + \endcode + + Then connect the broadcast signal to your slot that analyzes the message. + @param msg The message that has been sent to us + @param senderID The ID of the client which sent the message + @param tqreceivers All clients which receive this message + */ + void forwardReceived (const TQByteArray &msg, TQ_UINT32 senderID, const TQValueList &tqreceivers); + + /** + This signal is emitted when the connection to the KMessageServer is broken. + Reasons for this can be: a network error, a server breakdown, or you were just kicked + from the server. + + When this signal is sent, the connection is already lost and the client is unconnected. + You can connect to another server by calling setServer() afterwards. But keep in mind that + some important messages might have vanished. + */ + void connectionBroken (); + + /** + This signal is emitted right before the client disconnects. It can be used + to this store the id of the client which is about to be lost. + */ + void aboutToDisconnect(TQ_UINT32 id); + + /** + This signal is emitted when this client becomes the admin client or when it loses + the admin client status. Connect to this signal if you have to do any initialization + or cleanup. + @param isAdmin Whether we are now admin or not + */ + void adminStatusChanged (bool isAdmin); + + /** + This signal is emitted when another client has connected + to the server. Connect to this method if that clients needs initialization. + This should usually only be done in one client, e.g. the admin client. + @param clientID The ID of the client that has newly connectd. + */ + void eventClientConnected (TQ_UINT32 clientID); + + /** + This signal is emitted when the server has lost the + connection to one of the clients (This could be because of a bad internet connection + or because the client disconnected on purpose). + @param clientID The ID of the client that has disconnected + @param broken true if it was disconnected because of a network error + */ + void eventClientDisconnected (TQ_UINT32 clientID, bool broken); + + /** + This signal is emitted on every message that came from the server. You can connect to this + signal to see the messages directly. They are in the format specified in KMessageServer. + + @param msg The message that has been sent to us + @param unknown True when KMessageClient didn't recognize the message, i.e. it contained an unknown + message ID. If you want to add additional message types to the client, connect to this signal, + and if unknown is true, analyse the message by yourself. If you recognized the message, + set unknown to false (Otherwise a debug message will be printed). + */ + //AB: maybe add a setNoEmit() so that the other signals can be deactivated? + //Could be a performance benefit (note: KMessageClient is a time critical + //class!!!) + void serverMessageReceived (const TQByteArray &msg, bool &unknown); + +protected: + /** + This slot is called from processIncomingMessage or + processFirstMessage, depending on whether the client is locked or a delayed + message is still here (see lock) + + It processes the message and analyses it. If it is a broadcast or a forward message from + another client, it emits the signal processBroadcast or processForward accordingly. + + If you want to treat additional server messages, you can overwrite this method. Don't + forget to call processIncomingMessage of your superclass! + + At the moment, the following server messages are interpreted: + + MSG_BROADCAST, MSG_FORWARD, ANS_CLIENT_ID, ANS_ADMIN_ID, ANS_CLIENT_LIST + @param msg The incoming message + */ + + virtual void processMessage (const TQByteArray& msg); + +protected slots: + /** + This slot is called from the signal KMessageIO::received whenever a message from the + KMessageServer arrives. + + It processes the message and analyses it. If it is a broadcast or a forward message from + another client, it emits the signal processBroadcast or processForward accordingly. + + If you want to treat additional server messages, you can overwrite this method. Don't + forget to call processIncomingMessage() of your superclass! + + At the moment, the following server messages are interpreted: + + MSG_BROADCAST, MSG_FORWARD, ANS_CLIENT_ID, ANS_ADMIN_ID, ANS_CLIENT_LIST + @param msg The incoming message + */ + virtual void processIncomingMessage (const TQByteArray &msg); + + /** + Called from unlock() (using TQTimer::singleShot) until all delayed + messages are delivered. + */ + void processFirstMessage(); + + /** + This slot is called from the signal KMessageIO::connectionBroken. + + It deletes the internal KMessageIO object, and resets the client to default + values. To connect again to another server, use setServer. + */ + virtual void removeBrokenConnection (); + void removeBrokenConnection2 (); + +private: + KMessageClientPrivate *d; +}; + +#endif -- cgit v1.2.1