You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
495 lines
18 KiB
495 lines
18 KiB
/*
|
|
This file is part of the TDE 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:
|
|
<< means, the value is inserted into the TQByteArray using TQDataStream. The
|
|
messageIDs (REQ_BROADCAST, ...) are of type TQ_UINT32.
|
|
|
|
- TQByteArray << static_cast<TQ_UINT32>( REQ_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 <TQ_UINT32>( MSG_BROADCAST ) << clientID << raw_data
|
|
TQ_UINT32 clientID; // the ID of the client that sent the broadcast request
|
|
|
|
- TQByteArray << static_cast<TQ_UINT32>( REQ_FORWARD ) << client_list << raw_data
|
|
TQValueList <TQ_UINT32> client_list; // list of receivers
|
|
|
|
When the server receives this message, it sends the following message to
|
|
the clients in client_list:
|
|
TQByteArray << static_cast<TQ_UINT32>( MSG_FORWARD ) << senderID << client_list << raw_data
|
|
TQ_UINT32 senderID; // the sender of the forward request
|
|
TQValueList <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 REQ_FORWARD
|
|
message for every receiver.
|
|
|
|
- TQByteArray << static_cast<TQ_UINT32>( REQ_CLIENT_ID )
|
|
|
|
When the server receives this message, it sends the following message to
|
|
the asking client:
|
|
TQByteArray << static_cast<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<TQ_UINT32>( REQ_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 REQ_ADMIN_CHANGE).
|
|
|
|
- TQByteArray << static_cast<TQ_UINT32>( REQ_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<TQ_UINT32>( REQ_REMOVE_CLIENT ) << client_list
|
|
TQValueList <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<TQ_UINT32>( REQ_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 (REQ_REMOVE_CLIENT)
|
|
|
|
- TQByteArray << static_cast<TQ_UINT32>( REQ_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<TQ_UINT32>( ANS_CLIENT_LIST ) << clientList
|
|
TQValueList <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<TQ_UINT32>( EVNT_CLIENT_CONNECTED ) << clientID;
|
|
TQ_UINT32 clientID; // the ID of the new connected client
|
|
|
|
TQByteArray << static_cast<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
|
|
{
|
|
TQ_OBJECT
|
|
|
|
|
|
public:
|
|
/**
|
|
MessageIDs for messages from a client to the message server.
|
|
*/
|
|
enum {
|
|
REQ_BROADCAST = 1,
|
|
REQ_FORWARD,
|
|
REQ_CLIENT_ID,
|
|
REQ_ADMIN_ID,
|
|
REQ_ADMIN_CHANGE,
|
|
REQ_REMOVE_CLIENT,
|
|
REQ_MAX_NUM_CLIENTS,
|
|
REQ_CLIENT_LIST,
|
|
REQ_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 moc.
|
|
|
|
@short An internal class for TDEServerSocket
|
|
@author Burkhard Lehner <Burkhard.Lehner@gmx.de>
|
|
*/
|
|
class KMessageServerSocket : public TQServerSocket
|
|
{
|
|
TQ_OBJECT
|
|
|
|
|
|
public:
|
|
KMessageServerSocket (TQ_UINT16 port, TQObject *parent = 0);
|
|
~KMessageServerSocket ();
|
|
|
|
void newConnection (int socket);
|
|
|
|
signals:
|
|
void newClientConnected (KMessageIO *client);
|
|
};
|
|
|
|
|
|
|
|
#endif
|