QTfrontend/net/newnetclient.h
author nemo
Thu, 24 Nov 2011 16:40:17 -0500
changeset 6419 6a464d0a5c13
parent 6060 fdfc01419815
child 6616 f77bb02b669f
permissions -rw-r--r--
Tidy up flake land generation, to avoid ragged holes in landbacktex. Remove of one odd Land[] change forces a PROTO bump. Well, had to happen eventually.
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2006-2008 Igor Ulyanov <iulyanov@gmail.com>
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 * Copyright (c) 2008-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program 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
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 */
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#ifndef _NEW_NETCLIENT_INCLUDED
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#define _NEW_NETCLIENT_INCLUDED
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#include <QObject>
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#include <QString>
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#include <QTcpSocket>
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#include <QMap>
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#include "team.h"
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#include "game.h" // for GameState
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class GameUIConfig;
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class GameCFGWidget;
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class TeamSelWidget;
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extern char delimeter;
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class HWNewNet : public QObject
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{
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  Q_OBJECT
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 public:
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  enum ClientState { Disconnected, Connecting, Connected, InLobby, InRoom, InGame };
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  HWNewNet();
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  ~HWNewNet();
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  void Connect(const QString & hostName, quint16 port, const QString & nick);
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  void Disconnect();
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  void SendPasswordHash(const QString & hash);
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  void NewNick(const QString & nick);
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  bool isRoomChief();
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  bool isInRoom();
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  ClientState clientState();
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  QString getNick();
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  QString getRoom();
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  QString getHost();
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 private:
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  bool isChief;
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  QString mynick;
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  QString myroom;
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  QString myhost;
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  QTcpSocket NetSocket;
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  QString seed;
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  bool m_game_connected;
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  template <typename T>
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  void SendCfgStrNet(T a) {
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    QByteArray strmsg;
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    strmsg.append(a);
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    quint8 sz = strmsg.size();
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    QByteArray enginemsg = QByteArray((char *)&sz, 1) + strmsg;
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    QString _msg = delimeter + QString(enginemsg.toBase64());
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    RawSendNet(_msg);
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  }
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  template <typename T>
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  void SendCfgStrLoc(T a) {
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    QByteArray strmsg;
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    strmsg.append(QString(a).toUtf8());
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    quint8 sz = strmsg.size();
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    QByteArray enginemsg = QByteArray((char *)&sz, 1) + strmsg;
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    emit FromNet(enginemsg);
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  }
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  QStringList cmdbuf;
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  void RawSendNet(const QString & buf);
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  void RawSendNet(const QByteArray & buf);
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  void ParseCmd(const QStringList & lst);
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  void handleNotice(int n);
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  int loginStep;
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  ClientState netClientState;
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  void AskForRunGame();
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  void connected();
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  void disconnected(const QString & reason);
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  void Error(const QString & errmsg);
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  void Warning(const QString & wrnmsg);
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  void AskForPassword(const QString & nick);
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  void NickTaken(const QString & nick);
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  void AuthFailed();
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  void EnteredGame();
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  void LeftRoom(const QString & reason);
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  void nickAdded(const QString& nick, bool notifyNick);
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  void nickRemoved(const QString& nick);
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  void nickAddedLobby(const QString& nick, bool notifyNick);
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  void nickRemovedLobby(const QString& nick);
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  void FromNet(const QByteArray & buf);
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  void adminAccess(bool);
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  void roomMaster(bool);
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  void netSchemeConfig(QStringList &);
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  void paramChanged(const QString & param, const QStringList & value);
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  void configAsked();
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  void TeamAccepted(const QString&);
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  void AddNetTeam(const HWTeam&);
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  void RemoveNetTeam(const HWTeam&);
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  void hhnumChanged(const HWTeam&);
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  void teamColorChanged(const HWTeam&);
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  void chatStringLobby(const QString&);
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  void chatStringLobby(const QString&, const QString&);
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  void chatStringFromNet(const QString&);
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  void chatStringFromMe(const QString&);
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  void chatStringFromMeLobby(const QString&);
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  void roomsList(const QStringList&);
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  void serverMessage(const QString &);
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  void serverMessageNew(const QString &);
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  void serverMessageOld(const QString &);
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  void latestProtocolVar(int);
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  void setReadyStatus(const QString & nick, bool isReady);
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  void setMyReadyStatus(bool isReady);
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 public slots:
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  void ToggleReady();
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  void chatLineToNet(const QString& str);
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  void chatLineToLobby(const QString& str);
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  void SendTeamMessage(const QString& str);
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  void SendNet(const QByteArray & buf);
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  void AddTeam(const HWTeam & team);
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  void RemoveTeam(const HWTeam& team);
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  void onHedgehogsNumChanged(const HWTeam& team);
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  void onTeamColorChanged(const HWTeam& team);
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  void onParamChanged(const QString & param, const QStringList & value);
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  void setServerMessageNew(const QString &);
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  void setServerMessageOld(const QString &);
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  void setLatestProtocolVar(int proto);
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  void askServerVars();
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  void JoinRoom(const QString & room);
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  void CreateRoom(const QString & room);
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  void updateRoomName(const QString &);
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  void askRoomsList();
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  void gameFinished(bool correcly);
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  void banPlayer(const QString &);
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  void kickPlayer(const QString &);
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  void infoPlayer(const QString &);
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  void followPlayer(const QString &);
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  void startGame();
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  void toggleRestrictJoins();
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  void toggleRestrictTeamAdds();
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  void partRoom();
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  void clearAccountsCache();
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 private slots:
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  void ClientRead();
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  void OnConnect();
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  void OnDisconnect();
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  void displayError(QAbstractSocket::SocketError socketError); 
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};
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#endif // _NEW_NETCLIENT_INCLUDED