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authorTimothy Pearson <kb9vqf@pearsoncomputing.net>2011-11-06 15:56:37 -0600
committerTimothy Pearson <kb9vqf@pearsoncomputing.net>2011-11-06 15:56:37 -0600
commit14c49c4f56792a934bcdc4efceebbd429d858571 (patch)
tree2f302410d5a5d678bf3ff10edead70d348be6644 /libtdegames/kgame/kmessageserver.h
parentab0981b9689e4d3ad88e9572bfa4b4a5e36c51ae (diff)
downloadtdegames-14c49c4f56792a934bcdc4efceebbd429d858571.tar.gz
tdegames-14c49c4f56792a934bcdc4efceebbd429d858571.zip
Actually move the kde files that were renamed in the last commit
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+/*
+ 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 __KMESSAGESERVER_H__
+#define __KMESSAGESERVER_H__
+
+#include <tqobject.h>
+#include <tqserversocket.h>
+#include <tqstring.h>
+#include <tqvaluelist.h>
+
+class KMessageIO;
+class KMessageServerPrivate;
+
+/**
+ @short A server for message sending and broadcasting, using TCP/IP connections.
+
+ An object of this class listens for incoming connections via TCP/IP sockets and
+ creates KMessageSocket objects for every established connection. It receives
+ messages from the "clients", analyses them and processes an appropriate
+ reaction.
+
+ You can also use other KMessageIO objects with KMessageServer, not only
+ TCP/IP socket based ones. Use addClient to connect via an object of any
+ KMessageIO subclass. (For clients within the same process, you can e.g. use
+ KMessageDirect.) This object already has to be connected.
+
+ The messages are always packages of an arbitrary length. The format of the messages
+ is given below. All the data is stored and received with TQDataStream, to be
+ platform independant.
+
+ Setting up a KMessageServer can be done like this:
+
+ \code
+ KMessageServer *server = new KMessageServer ();
+ server->initNetwork (TCP/IP-Portnumber);
+ \endcode
+
+ Usually that is everything you will do. There are a lot of public methods to
+ administrate the object (maximum number of clients, finding clients, removing
+ clients, setting the admin client, ...), but this functionality can also
+ be done by messages from the clients. So you can administrate the object completely
+ on remote.
+
+ If you want to extend the Server for your own needs (e.g. additional message types),
+ you can either create a subclass and overwrite the method processOneMessage.
+ (But don't forget to call the method of the superclass!) Or you can connect to
+ the signal messageReceived, and analyse the messages there.
+
+ Every client has a unique ID, so that messages can be sent to another dedicated
+ client or a list of clients.
+
+ One of the clients (the admin) has a special administration right. Some of the
+ administration messages can only be used with him. The admin can give the admin
+ status to another client. You can send a message to the admin by using clientID 0.
+ This is always interpreted as the admin client, independant of its real clientID.
+
+ Here is a list of the messages the KMessageServer understands:
+ &lt;&lt; means, the value is inserted into the TQByteArray using TQDataStream. The
+ messageIDs (RETQ_BROADCAST, ...) are of type TQ_UINT32.
+
+ - TQByteArray << static_cast&lt;TQ_UINT32>( RETQ_BROADCAST ) << raw_data
+
+ When the server receives this message, it sends the following message to
+ ALL connected clients (a broadcast), where the raw_data is left unchanged:
+ TQByteArray << static_cast &lt;TQ_UINT32>( MSG_BROADCAST ) << clientID << raw_data
+ TQ_UINT32 clientID; // the ID of the client that sent the broadcast request
+
+ - TQByteArray << static_cast&lt;TQ_UINT32>( RETQ_FORWARD ) << client_list << raw_data
+ TQValueList &lt;TQ_UINT32> client_list; // list of tqreceivers
+
+ When the server receives this message, it sends the following message to
+ the clients in client_list:
+ TQByteArray << static_cast&lt;TQ_UINT32>( MSG_FORWARD ) << senderID << client_list << raw_data
+ TQ_UINT32 senderID; // the sender of the forward request
+ TQValueList &lt;TQ_UINT32> client_list; // a copy of the receiver list
+
+ Note: Every client receives the message as many times as he is in the client_list.
+ Note: Since the client_list is sent to all the clients, every client can see who else
+ got the message. If you want to prevent this, send a single RETQ_FORWARD
+ message for every receiver.
+
+ - TQByteArray << static_cast&lt;TQ_UINT32>( RETQ_CLIENT_ID )
+
+ When the server receives this message, it sends the following message to
+ the asking client:
+ TQByteArray << static_cast&lt;TQ_UINT32>( ANS_CLIENT_ID ) << clientID
+ TQ_UINT32 clientID; // The ID of the client who asked for it
+
+ Note: This answer is also automatically sent to a new connected client, so that he
+ can store his ID. The ID of a client doesn't change during his lifetime, and is
+ unique for this KMessageServer.
+
+ - TQByteArray << static_cast&lt;TQ_UINT32>( RETQ_ADMIN_ID )
+
+ When the server receives this message, it sends the following message to
+ the asking client:
+ TQByteArray << ANS_ADMIN_ID << adminID
+ TQ_UINT32 adminID; // The ID of the admin
+
+ Note: This answer is also automatically sent to a new connected client, so that he
+ can see if he is the admin or not. It will also be sent to all connected clients
+ when a new admin is set (see RETQ_ADMIN_CHANGE).
+
+ - TQByteArray << static_cast&lt;TQ_UINT32>( RETQ_ADMIN_CHANGE ) << new_admin
+ TQ_UINT32 new_admin; // the ID of the new admin, or 0 for no admin
+
+ When the server receives this message, it sets the admin to the new ID. If no client
+ with that ID exists, nothing happens. With new_admin == 0 no client is a admin.
+ ONLY THE ADMIN ITSELF CAN USE THIS MESSAGE!
+
+ Note: The server sends a ANS_ADMIN_ID message to every connected client.
+
+ - TQByteArray << static_cast&lt;TQ_UINT32>( RETQ_REMOVE_CLIENT ) << client_list
+ TQValueList &lt;TQ_UINT32> client_list; // The list of clients to be removed
+
+ When the server receives this message, it removes the clients with the ids stored in
+ client_list, disconnecting the connection to them.
+ ONLY THE ADMIN CAN USE THIS MESSAGE!
+
+ Note: If one of the clients is the admin himself, he will also be deleted.
+ Another client (if any left) will become the new admin.
+
+ - TQByteArray << static_cast&lt;TQ_UINT32>( RETQ_MAX_NUM_CLIENTS ) << maximum_clients
+ TQ_INT32 maximum_clients; // The maximum of clients connected, or infinite if -1
+
+ When the server receives this message, it limits the number of clients to the number given,
+ or sets it unlimited for maximum_clients == -1.
+ ONLY THE ADMIN CAN USE THIS MESSAGE!
+
+ Note: If there are already more clients, they are not affected. It only prevents new Clients
+ to be added. To assure this limit, remove clients afterwards (RETQ_REMOVE_CLIENT)
+
+ - TQByteArray << static_cast&lt;TQ_UINT32>( RETQ_CLIENT_LIST )
+
+ When the server receives this message, it answers by sending a list of IDs of all the clients
+ that are connected at the moment. So it sends the following message to the asking client:
+ TQByteArray << static_cast&lt;TQ_UINT32>( ANS_CLIENT_LIST ) << clientList
+ TQValueList &lt;TQ_UINT32> clientList; // The IDs of the connected clients
+
+ Note: This message is also sent to every new connected client, so that he knows the other
+ clients.
+
+ There are two more messages that are sent from the server to the every client automatically
+ when a new client connects or a connection to a client is lost:
+
+ TQByteArray << static_cast&lt;TQ_UINT32>( EVNT_CLIENT_CONNECTED ) << clientID;
+ TQ_UINT32 clientID; // the ID of the new connected client
+
+ TQByteArray << static_cast&lt;TQ_UINT32>( EVNT_CLIENT_DISCONNECTED ) << clientID;
+ TQ_UINT32 clientID; // the ID of the client that lost the connection
+ TQ_UINT8 broken; // 1 if the network connection was closed, 0 if it was disconnected
+ // on purpose
+
+
+ @author Andreas Beckermann <b_mann@gmx.de>, Burkhard Lehner <Burkhard.Lehner@gmx.de>
+ @version $Id$
+*/
+class KMessageServer : public TQObject
+{
+ Q_OBJECT
+ TQ_OBJECT
+
+public:
+ /**
+ MessageIDs for messages from a client to the message server.
+ */
+ enum {
+ RETQ_BROADCAST = 1,
+ RETQ_FORWARD,
+ RETQ_CLIENT_ID,
+ RETQ_ADMIN_ID,
+ RETQ_ADMIN_CHANGE,
+ RETQ_REMOVE_CLIENT,
+ RETQ_MAX_NUM_CLIENTS,
+ RETQ_CLIENT_LIST,
+ RETQ_MAX_REQ = 0xffff };
+
+ /**
+ * MessageIDs for messages from the message server to a client.
+ **/
+ enum {
+ MSG_BROADCAST = 101,
+ MSG_FORWARD,
+ ANS_CLIENT_ID,
+ ANS_ADMIN_ID,
+ ANS_CLIENT_LIST,
+ EVNT_CLIENT_CONNECTED,
+ EVNT_CLIENT_DISCONNECTED,
+ EVNT_MAX_EVNT = 0xffff
+ };
+
+ /**
+ * Create a KGameNetwork object
+ **/
+ KMessageServer(TQ_UINT16 cookie = 42, TQObject* parent = 0);
+
+ ~KMessageServer();
+
+ /**
+ * Gives debug output of the game status
+ **/
+ virtual void Debug();
+
+//---------------------------------- TCP/IP server stuff
+
+ /**
+ * Starts the Communication server to listen for incoming TCP/IP connections.
+ *
+ * @param port The port on which the service is offered, or 0 to let the
+ * system pick a free port
+ * @return true if it worked
+ */
+ bool initNetwork (TQ_UINT16 port = 0);
+
+ /**
+ * Returns the TCP/IP port number we are listening to for incoming connections.
+ * (This has to be known by other clients so that they can connect to us. It's
+ * especially necessary if you used 0 as port number in initNetwork().
+ * @return the port number
+ **/
+ TQ_UINT16 serverPort () const;
+
+ /**
+ * Stops listening for connections. The already running connections are
+ * not affected.
+ * To listen for connections again call initNetwork again.
+ **/
+ void stopNetwork();
+
+ /**
+ * Are we still offer offering server connections?
+ * @return true, if we are still listening to connections requests
+ **/
+ bool isOfferingConnections() const;
+
+//---------------------------------- adding / removing clients
+
+public slots:
+ /**
+ * Adds a new @ref KMessageIO object to the communication server. This "client"
+ * gets a unique ID.
+ *
+ * This slot method is automatically called for any incoming TCP/IP
+ * connection. You can use it to add other types of connections, e.g.
+ * local connections (KMessageDirect) to the server manually.
+ *
+ * NOTE: The @ref KMessageIO object gets owned by the KMessageServer,
+ * so don't delete or manipulate it afterwards. It is automatically deleted
+ * when the connection is broken or the communication server is deleted.
+ * So, add a @ref KMessageIO object to just ONE KMessageServer.
+ **/
+ void addClient (KMessageIO *);
+
+ /**
+ * Removes the KMessageIO object from the client list and deletes it.
+ * This destroys the connection, if it already was up.
+ * Does NOT emit connectionLost.
+ * Sends an info message to the other clients, that contains the ID of
+ * the removed client and the value of the parameter broken.
+ *
+ * @param io the object to delete and to remove from the client list
+ * @param broken true if the client has lost connection
+ * Mostly used internally. You will probably not need this.
+ **/
+ void removeClient (KMessageIO *io, bool broken);
+
+ /**
+ Deletes all connections to the clients.
+ */
+ void deleteClients();
+
+private slots:
+ /**
+ * Removes the sender object of the signal that called this slot. It is
+ * automatically connected to @ref KMessageIO::connectionBroken.
+ * Emits @ref connectionLost (KMessageIO*), and deletes the @ref KMessageIO object.
+ * Don't call it directly!
+ **/
+ void removeBrokenClient ();
+
+public:
+ /**
+ * sets the maximum number of clients which can connect.
+ * If this number is reached, no more clients can be added.
+ * Setting this number to -1 means unlimited number of clients.
+ *
+ * NOTE: Existing connections are not affected.
+ * So, clientCount > maxClients is possible, if there were already
+ * more clients than allowed before reducing this value.
+ *
+ * @param maxnumber the number of clients
+ **/
+ void setMaxClients(int maxnumber);
+
+ /**
+ * returns the maximum number of clients
+ *
+ * @return the number of clients
+ **/
+ int maxClients() const;
+
+ /**
+ * returns the current number of connected clients.
+ *
+ * @return the number of clients
+ **/
+ int clientCount() const;
+
+ /**
+ * returns a list of the unique IDs of all clients.
+ **/
+ TQValueList <TQ_UINT32> clientIDs() const;
+
+ /**
+ * Find the @ref KMessageIO object to the given client number.
+ * @param no the client number to look for, or 0 to look for the admin
+ * @return address of the client, or 0 if no client with that number exists
+ **/
+ KMessageIO *findClient (TQ_UINT32 no) const;
+
+ /**
+ * Returns the clientID of the admin, if there is a admin, 0 otherwise.
+ *
+ * NOTE: Most often you don't need to know that id, since you can
+ * use clientID 0 to specify the admin.
+ **/
+ TQ_UINT32 adminID() const;
+
+ /**
+ * Sets the admin to a new client with the given ID.
+ * The old admin (if existed) and the new admin will get the ANS_ADMIN message.
+ * If you use 0 as new adminID, no client will be admin.
+ **/
+ void setAdmin (TQ_UINT32 adminID);
+
+
+//------------------------------ ID stuff
+
+ /*
+ * The unique ID of this game
+ *
+ * @return int id
+ **/
+// int gameId() const;
+
+ /*
+ * Application cookie. this idendifies the game application. It
+ * help to distinguish between e.g. KPoker and KWin4
+ *
+ * @return the application cookie
+ **/
+// int cookie() const;
+
+//------------------------------ Message stuff
+
+public:
+ /**
+ * Sends a message to all connected clients.
+ * The message is NOT translated in any way. This method calls
+ * @ref KMessageIO::send for every client added.
+ **/
+ virtual void broadcastMessage (const TQByteArray &msg);
+
+ /**
+ * Sends a message to a single client with the given ID.
+ * The message is NOT translated in any way.
+ * If no client with the given id exists, nothing is done.
+ * This is just a convenience method. You could also call
+ * @ref findClient (id)->send(msg) manually, but this method checks for
+ * errors.
+ **/
+ virtual void sendMessage (TQ_UINT32 id, const TQByteArray &msg);
+
+ /**
+ * Sends a message to a list of clients. Their ID is given in ids. If
+ * a client id is given more than once in the list, the message is also
+ * sent several times to that client.
+ * This is just a convenience method. You could also iterate over the
+ * list of IDs.
+ **/
+ virtual void sendMessage (const TQValueList <TQ_UINT32> &ids, const TQByteArray &msg);
+
+protected slots:
+ /**
+ * This slot receives all the messages from the @ref KMessageIO::received signals.
+ * It stores the messages in a queue. The messages are later taken out of the queue
+ * by @ref getReceivedMessage.
+ *
+ * NOTE: It is important that this slot may only be called from the signal
+ * @ref KMessageIO::received, since the sender() object is used to find out
+ * the client that sent the message!
+ **/
+ virtual void getReceivedMessage (const TQByteArray &msg);
+
+ /**
+ * This slot is called whenever there are elements in the message queue. This queue
+ * is filled by @ref getReceivedMessage.
+ * This slot takes one message out of the queue and analyses processes it,
+ * if it recognizes it. (See message types in the description of the class.)
+ * After that, the signal @ref messageReceived is emitted. Connect to that signal if
+ * you want to process other types of messages.
+ **/
+ virtual void processOneMessage ();
+
+//---------------------------- Signals
+
+signals:
+ /**
+ * A new client connected to the game
+ * @param client the client object that connected
+ **/
+ void clientConnected (KMessageIO *client);
+
+ /**
+ * A network connection got broken. Note that the client will automatically get deleted
+ * after this signal is emitted. The signal is not emitted when the client was removed
+ * regularly.
+ *
+ * @param client the client which left the game
+ **/
+ void connectionLost (KMessageIO *client);
+
+ /**
+ * This signal is always emitted when a message from a client is received.
+ *
+ * You can use this signal to extend the communication server without subclassing.
+ * Just connect to this signal and analyse the message, if unknown is true.
+ * If you recognize a message and process it, set unknown to false, otherwise
+ * a warning message is printed.
+ *
+ * @param data the message data
+ * @param clientID the ID of the KMessageIO object that received the message
+ * @param unknown true, if the message type is not known by the KMessageServer
+ **/
+ void messageReceived (const TQByteArray &data, TQ_UINT32 clientID, bool &unknown);
+
+protected:
+ /**
+ * @return A unique number which can be used as the id of a @ref KMessageIO. It is
+ * incremented after every call so if you need the id twice you have to save
+ * it anywhere. It's currently used to initialize newly connected clints only.
+ **/
+ TQ_UINT32 uniqueClientNumber() const;
+
+private:
+ KMessageServerPrivate* d;
+};
+
+
+/**
+ Internal class of KMessageServer. Creates a server socket and waits for
+ connections.
+
+ NOTE: This has to be here in the header file, because it is a subclass from
+ TQObject and has to go through the tqmoc.
+
+ @short An internal class for KServerSocket
+ @author Burkhard Lehner <Burkhard.Lehner@gmx.de>
+*/
+class KMessageServerSocket : public TQServerSocket
+{
+ Q_OBJECT
+ TQ_OBJECT
+
+public:
+ KMessageServerSocket (TQ_UINT16 port, TQObject *parent = 0);
+ ~KMessageServerSocket ();
+
+ void newConnection (int socket);
+
+signals:
+ void newClientConnected (KMessageIO *client);
+};
+
+
+
+#endif