QTfrontend/net/newnetclient.h
author Wolfgang Steffens <WolfgangSteff@gmail.com>
Tue, 05 Jun 2012 22:37:36 +0200
changeset 7188 580cd247511e
parent 6952 7f70f37bbf08
child 7152 f49254ddfc67
child 7683 993337e5021f
permissions -rw-r--r--
Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible. Added a seperate shader for the gradient used for water drawing. Disabled 3D mode for GL2 codepath as this still has some FFP left.

/*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2006-2008 Igor Ulyanov <iulyanov@gmail.com>
 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program 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 General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 */

#ifndef _NEW_NETCLIENT_INCLUDED
#define _NEW_NETCLIENT_INCLUDED

#include <QObject>
#include <QString>
#include <QTcpSocket>
#include <QMap>

#include "team.h"
#include "game.h" // for GameState

class GameUIConfig;
class GameCFGWidget;
class TeamSelWidget;
class RoomsListModel;

extern char delimeter;

class HWNewNet : public QObject
{
        Q_OBJECT

    public:
        enum ClientState { Disconnected, Connecting, Connected, InLobby, InRoom, InGame };

        HWNewNet();
        ~HWNewNet();
        void Connect(const QString & hostName, quint16 port, const QString & nick);
        void Disconnect();
        void SendPasswordHash(const QString & hash);
        void NewNick(const QString & nick);
        bool isRoomChief();
        bool isInRoom();
        ClientState clientState();
        QString getNick();
        QString getRoom();
        QString getHost();
        RoomsListModel * roomsListModel();

    private:
        bool isChief;
        QString mynick;
        QString myroom;
        QString myhost;
        QTcpSocket NetSocket;
        QString seed;
        bool m_game_connected;
        RoomsListModel * m_roomsListModel;

        template <typename T>
        void SendCfgStrNet(T a)
        {
            QByteArray strmsg;
            strmsg.append(a);
            quint8 sz = strmsg.size();
            QByteArray enginemsg = QByteArray((char *)&sz, 1) + strmsg;
            QString _msg = delimeter + QString(enginemsg.toBase64());
            RawSendNet(_msg);
        }

        template <typename T>
        void SendCfgStrLoc(T a)
        {
            QByteArray strmsg;
            strmsg.append(QString(a).toUtf8());
            quint8 sz = strmsg.size();
            QByteArray enginemsg = QByteArray((char *)&sz, 1) + strmsg;
            emit FromNet(enginemsg);
        }

        QStringList cmdbuf;

        void RawSendNet(const QString & buf);
        void RawSendNet(const QByteArray & buf);
        void ParseCmd(const QStringList & lst);
        void handleNotice(int n);

        int loginStep;
        ClientState netClientState;

    signals:
        void AskForRunGame();
        void connected();
        void disconnected(const QString & reason);
        void Error(const QString & errmsg);
        void Warning(const QString & wrnmsg);
        void AskForPassword(const QString & nick);
        void NickTaken(const QString & nick);
        void AuthFailed();
        void EnteredGame();
        void LeftRoom(const QString & reason);
        void nickAdded(const QString& nick, bool notifyNick);
        void nickRemoved(const QString& nick);
        void nickAddedLobby(const QString& nick, bool notifyNick);
        void nickRemovedLobby(const QString& nick);
        void FromNet(const QByteArray & buf);
        void adminAccess(bool);
        void roomMaster(bool);

        void netSchemeConfig(QStringList &);
        void paramChanged(const QString & param, const QStringList & value);
        void configAsked();

        void TeamAccepted(const QString&);
        void AddNetTeam(const HWTeam&);
        void RemoveNetTeam(const HWTeam&);
        void hhnumChanged(const HWTeam&);
        void teamColorChanged(const HWTeam&);
        void chatStringLobby(const QString&);
        void chatStringLobby(const QString&, const QString&);
        void chatStringFromNet(const QString&);
        void chatStringFromMe(const QString&);
        void chatStringFromMeLobby(const QString&);

        void roomsList(const QStringList&);
        void serverMessage(const QString &);
        void serverMessageNew(const QString &);
        void serverMessageOld(const QString &);
        void latestProtocolVar(int);

        void setReadyStatus(const QString & nick, bool isReady);
        void setMyReadyStatus(bool isReady);

    public slots:
        void ToggleReady();
        void chatLineToNet(const QString& str);
        void chatLineToLobby(const QString& str);
        void SendTeamMessage(const QString& str);
        void SendNet(const QByteArray & buf);
        void AddTeam(const HWTeam & team);
        void RemoveTeam(const HWTeam& team);
        void onHedgehogsNumChanged(const HWTeam& team);
        void onTeamColorChanged(const HWTeam& team);
        void onParamChanged(const QString & param, const QStringList & value);

        void setServerMessageNew(const QString &);
        void setServerMessageOld(const QString &);
        void setLatestProtocolVar(int proto);
        void askServerVars();

        void JoinRoom(const QString & room);
        void CreateRoom(const QString & room);
        void updateRoomName(const QString &);
        void askRoomsList();
        void gameFinished(bool correcly);
        void banPlayer(const QString &);
        void kickPlayer(const QString &);
        void infoPlayer(const QString &);
        void followPlayer(const QString &);
        void startGame();
        void toggleRestrictJoins();
        void toggleRestrictTeamAdds();
        void partRoom();
        void clearAccountsCache();

    private slots:
        void ClientRead();
        void OnConnect();
        void OnDisconnect();
        void displayError(QAbstractSocket::SocketError socketError);
};

#endif // _NEW_NETCLIENT_INCLUDED