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424 lines
16 KiB
424 lines
16 KiB
/*
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This file is part of the TDE games library
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Copyright (C) 2001 Burkhard Lehner (Burkhard.Lehner@gmx.de)
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Library General Public
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License version 2 as published by the Free Software Foundation.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Library General Public License for more details.
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You should have received a copy of the GNU Library General Public License
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along with this library; see the file COPYING.LIB. If not, write to
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the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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Boston, MA 02110-1301, USA.
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*/
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#ifndef __KMESSAGECLIENT_H__
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#define __KMESSAGECLIENT_H__
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#include <tqobject.h>
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#include <tqstring.h>
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#include <tqvaluelist.h>
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class KMessageIO;
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class KMessageServer;
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class KMessageClientPrivate;
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/**
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@short A client to connect to a KMessageServer
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This class implements a client that can connect to a KMessageServer object.
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It can be used to exchange messages between clients.
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Usually you will connect the signals broadcastReceived and forwardReceived to
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some specific slots. In these slot methods you can analyse the messages that are
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sent to you from other clients.
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To send messages to other clients, use the methods sendBroadcast() (to send to all
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clients) or sendForward() (to send to a list of selected clients).
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If you want to communicate with the KMessageServer object directly (on a more low
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level base), use the method sendServerMessage to send a command to the server and
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connect to the signal serverMessageReceived to see all the incoming messages.
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In that case the messages must be of the format specified in KMessageServer.
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@author Burkhard Lehner <Burkhard.Lehner@gmx.de>
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*/
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class KMessageClient : public TQObject
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{
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Q_OBJECT
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public:
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/**
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Constructor.
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Creates an unconnected KMessageClient object. Use setServer() later to connect to a
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KMessageServer object.
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*/
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KMessageClient (TQObject *parent = 0, const char *name = 0);
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/**
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Destructor.
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Disconnects from the server, if any connection was established.
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*/
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~KMessageClient ();
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/**
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@return The client ID of this client. Every client that is connected to a KMessageServer
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has a unique ID number.
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NOTE: As long as the object is not yet connected to the server, and as long as the server
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hasn't sent the client ID, this method returns 0.
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*/
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TQ_UINT32 id () const;
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/**
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@return Whether or not this client is the server admin.
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One of the clients connected to the server is the admin and can administrate the server
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(set maximum number of clients, remove clients, ...).
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If you use admin commands without being the admin, these commands are simply ignored by
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the server.
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NOTE: As long as you are not connected to a server, this method returns false.
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*/
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bool isAdmin () const;
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/**
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@return The ID of the admin client on the message server.
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*/
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TQ_UINT32 adminId() const;
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/**
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@return The list of the IDs of all the message clients connected to the message server.
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*/
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const TQValueList <TQ_UINT32> &clientList() const;
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/**
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Connects the client to (another) server.
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Tries to connect via a TCP/IP socket to a KMessageServer object
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on the given host, listening on the specified port.
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If we were already connected, the old connection is closed.
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@param host The name of the host to connect to. Must be either a hostname which can
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be resolved to an IP or just an IP
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@param port The port to connect to
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*/
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void setServer (const TQString &host, TQ_UINT16 port);
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/**
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Connects the client to (another) server.
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Connects to the given server, using KMessageDirect.
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(The server object has to be in the same process.)
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If we were already connected, the old connection is closed.
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@param server The KMessageServer to connect to
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*/
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void setServer (KMessageServer *server);
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/**
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* Corresponds to setServer(0); but also emits the connectionBroken signal
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**/
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void disconnect();
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/**
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Connects the client to (another) server.
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To use this method, you have to create a KMessageIO object with new (indeed you must
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create an instance of a subclass of KMessageIO, e.g. KMessageSocket or KMessageDirect).
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This object must already be connected to the new server.
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Calling this method disconnects any earlier connection, and uses the new KMessageIO
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object instead. This object gets owned by the KMessageClient object, so don't delete
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or manipulate it afterwards.
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With this method it is possible to change the server on the fly. But be careful that
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there are no important messages from the old server not yet delivered.
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NOTE: It is very likely that we will have another client ID on the new server. The
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value returned by clientID may be a little outdated until the new server tells us
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our new ID.
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NOTE: The two other setServer methods are for convenience. If you use them, you don't
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have to create a KMessageIO object yourself.
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*/
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virtual void setServer (KMessageIO *connection);
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/**
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@return True, if a connection to a KMessageServer has been started, and if the
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connection is ready for transferring data. (It will return false e.g. as long as
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a socket connection hasn't been established, and it will also return false after
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a socket connection is broken.)
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*/
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bool isConnected () const;
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/**
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@return TRUE if isConnected() is true AND this is not a local (like
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KMessageDirect) connection.
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*/
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bool isNetwork () const;
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/**
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@return 0 if isConnected() is FALSE, otherwise the port number this client is
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connected to. See also KMessageIO::peerPort and TQSocket::peerPort.
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@since 3.2
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*/
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TQ_UINT16 peerPort () const;
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/**
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@since 3.2
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@return "localhost" if isConnected() is FALSE, otherwise the hostname this client is
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connected to. See also KMessageIO::peerName() and TQSocket::peerName().
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*/
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TQString peerName() const;
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/**
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Sends a message to the KMessageServer. If we are not yet connected to one, nothing
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happens.
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Use this method to send a low level command to the server. It has to be in the
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format specified in KMessageServer.
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If you want to send messages to other clients, you should use sendBroadcast()
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and sendForward().
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@param msg The message to be sent to the server. Must be in the format specified in KMessageServer.
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*/
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void sendServerMessage (const TQByteArray &msg);
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/**
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Sends a message to all the clients connected to the server, including ourself.
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The message consists of an arbitrary block of data with arbitrary length.
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All the clients will receive an exact copy of this block of data, which will be
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processed in their processBroadcast() method.
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@param msg The message to be sent to the clients
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*/
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//AB: processBroadcast doesn't exist!! is processIncomingMessage meant?
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void sendBroadcast (const TQByteArray &msg);
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/**
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Sends a message to all the clients in a list.
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The message consists of an arbitrary block of data with arbitrary length.
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All clients will receive an exact copy of this block of data, which will be
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processed in their processForward() method.
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If the list contains client IDs that are not defined, they are ignored. If
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it contains an ID several times, that client will receive the message several
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times.
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To send a message to the admin of the KMessageServer, you can use 0 as clientID,
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instead of using the real client ID.
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@param msg The message to be sent to the clients
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@param clients A list of clients the message should be sent to
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*/
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//AB: processForward doesn't exist!! is processIncomingMessage meant?
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void sendForward (const TQByteArray &msg, const TQValueList <TQ_UINT32> &clients);
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/**
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Sends a message to a single client. This is a convenieance method. It calls
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sendForward (const TQByteArray &msg, const TQValueList <TQ_UINT32> &clients)
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with a list containing only one client ID.
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To send a message to the admin of the KMessageServer, you can use 0 as clientID,
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instead of using the real client ID.
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@param msg The message to be sent to the client
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@param client The id of the client the message shall be sent to
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*/
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void sendForward (const TQByteArray &msg, TQ_UINT32 client);
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/**
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Once this function is called no message will be received anymore.
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processIncomingMessage() gets delayed until unlock() is called.
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Note that all messages are still received, but their delivery (like
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broadcastReceived()) get delayed only.
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*/
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void lock();
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/**
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Deliver every message that was delayed by lock() and actually deliver
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all messages that get received from now on.
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*/
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void unlock();
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/**
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@return The number of messages that got delayed since lock() was called
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*/
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unsigned int delayedMessageCount() const;
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signals:
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/**
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This signal is emitted when the client receives a broadcast message from the
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KMessageServer, sent by another client. Connect to this signal to analyse the
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received message and do the right reaction.
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senderID contains the ID of the client that sent the broadcast message. You can
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use this e.g. to send a reply message to only that client. Or you can use it
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to ignore broadcast messages that were sent by yourself:
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\code
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void myObject::myBroadcastSlot (const TQByteArray &msg, TQ_UINT32 senderID)
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{
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if (senderID == ((KMessageClient *)sender())->id())
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return;
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...
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}
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\endcode
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@param msg The message that has been sent to us
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@param senderID The ID of the client which sent the message
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*/
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void broadcastReceived (const TQByteArray &msg, TQ_UINT32 senderID);
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/**
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This signal is emitted when the client receives a forward message from the
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KMessageServer, sent by another client. Connect to this signal to analyse the
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received message and do the right reaction.
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senderID contains the ID of the client that sent the broadcast message. You can
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use this e.g. to send a reply message to only that client.
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receivers contains the list of the clients that got the message. (If this list
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only contains one number, this will be your client ID, and it was exclusivly
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sent to you.)
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If you don't want to distinguish between broadcast and forward messages and
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treat them the same, you can connect forwardReceived signal to the
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broadcastReceived signal. (Yes, that's possible! You can connect a TQt signal to
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a TQt signal, and the second one can have less parameters.)
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\code
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KMessageClient *client = new KMessageClient ();
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connect (client, TQT_SIGNAL (forwardReceived (const TQByteArray &, TQ_UINT32, const TQValueList <TQ_UINT32>&)),
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client, TQT_SIGNAL (broadcastReceived (const TQByteArray &, TQ_UINT32)));
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\endcode
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Then connect the broadcast signal to your slot that analyzes the message.
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@param msg The message that has been sent to us
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@param senderID The ID of the client which sent the message
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@param receivers All clients which receive this message
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*/
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void forwardReceived (const TQByteArray &msg, TQ_UINT32 senderID, const TQValueList <TQ_UINT32> &receivers);
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/**
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This signal is emitted when the connection to the KMessageServer is broken.
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Reasons for this can be: a network error, a server breakdown, or you were just kicked
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from the server.
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When this signal is sent, the connection is already lost and the client is unconnected.
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You can connect to another server by calling setServer() afterwards. But keep in mind that
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some important messages might have vanished.
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*/
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void connectionBroken ();
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/**
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This signal is emitted right before the client disconnects. It can be used
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to this store the id of the client which is about to be lost.
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*/
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void aboutToDisconnect(TQ_UINT32 id);
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/**
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This signal is emitted when this client becomes the admin client or when it loses
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the admin client status. Connect to this signal if you have to do any initialization
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or cleanup.
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@param isAdmin Whether we are now admin or not
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*/
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void adminStatusChanged (bool isAdmin);
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/**
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This signal is emitted when another client has connected
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to the server. Connect to this method if that clients needs initialization.
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This should usually only be done in one client, e.g. the admin client.
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@param clientID The ID of the client that has newly connectd.
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*/
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void eventClientConnected (TQ_UINT32 clientID);
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/**
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This signal is emitted when the server has lost the
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connection to one of the clients (This could be because of a bad internet connection
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or because the client disconnected on purpose).
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@param clientID The ID of the client that has disconnected
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@param broken true if it was disconnected because of a network error
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*/
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void eventClientDisconnected (TQ_UINT32 clientID, bool broken);
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/**
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This signal is emitted on every message that came from the server. You can connect to this
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signal to see the messages directly. They are in the format specified in KMessageServer.
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@param msg The message that has been sent to us
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@param unknown True when KMessageClient didn't recognize the message, i.e. it contained an unknown
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message ID. If you want to add additional message types to the client, connect to this signal,
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and if unknown is true, analyse the message by yourself. If you recognized the message,
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set unknown to false (Otherwise a debug message will be printed).
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*/
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//AB: maybe add a setNoEmit() so that the other signals can be deactivated?
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//Could be a performance benefit (note: KMessageClient is a time critical
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//class!!!)
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void serverMessageReceived (const TQByteArray &msg, bool &unknown);
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protected:
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/**
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This slot is called from processIncomingMessage or
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processFirstMessage, depending on whether the client is locked or a delayed
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message is still here (see lock)
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It processes the message and analyses it. If it is a broadcast or a forward message from
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another client, it emits the signal processBroadcast or processForward accordingly.
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If you want to treat additional server messages, you can overwrite this method. Don't
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forget to call processIncomingMessage of your superclass!
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At the moment, the following server messages are interpreted:
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MSG_BROADCAST, MSG_FORWARD, ANS_CLIENT_ID, ANS_ADMIN_ID, ANS_CLIENT_LIST
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@param msg The incoming message
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*/
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virtual void processMessage (const TQByteArray& msg);
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protected slots:
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/**
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This slot is called from the signal KMessageIO::received whenever a message from the
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KMessageServer arrives.
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It processes the message and analyses it. If it is a broadcast or a forward message from
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another client, it emits the signal processBroadcast or processForward accordingly.
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If you want to treat additional server messages, you can overwrite this method. Don't
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forget to call processIncomingMessage() of your superclass!
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At the moment, the following server messages are interpreted:
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MSG_BROADCAST, MSG_FORWARD, ANS_CLIENT_ID, ANS_ADMIN_ID, ANS_CLIENT_LIST
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@param msg The incoming message
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*/
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virtual void processIncomingMessage (const TQByteArray &msg);
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/**
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Called from unlock() (using TQTimer::singleShot) until all delayed
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messages are delivered.
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*/
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void processFirstMessage();
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/**
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This slot is called from the signal KMessageIO::connectionBroken.
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It deletes the internal KMessageIO object, and resets the client to default
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values. To connect again to another server, use setServer.
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*/
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virtual void removeBrokenConnection ();
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void removeBrokenConnection2 ();
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private:
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KMessageClientPrivate *d;
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};
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#endif
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