author | unc0rr |
Wed, 24 Dec 2014 23:26:54 +0300 | |
branch | 0.9.21 |
changeset 10719 | dd5e2427b3b2 |
parent 10701 | 3bbbb6caa1bd |
child 10721 | 9b789de8e5df |
permissions | -rw-r--r-- |
315 | 1 |
/* |
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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) 2004-2014 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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10108
c68cf030eded
update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 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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60e4af0a4375
network to local teams map, addteams from server before team config bug, fixed some segfaults
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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; |
339
7535ab6c3820
Run game message added, team and config info provided for net game
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class TeamSelWidget; |
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Start switching to rooms list model. To be continued.
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class RoomsListModel; |
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class PlayersListModel; |
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class QSortFilterProxyModel; |
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class QAbstractItemModel; |
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extern char delimiter; |
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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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RoomsListModel * roomsListModel(); |
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QAbstractItemModel * lobbyPlayersModel(); |
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QAbstractItemModel * roomPlayersModel(); |
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e691acd778f5
It is now possible to start a game even if not all players are "ready"; a confirmation prompt is shown. This commit updates the server.
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bool allPlayersReady(); |
8720
5603527f9803
this should prevent the password prompt from appearing on local games (issue 548)
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bool m_private_game; |
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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; |
8299
ef2e284255cd
Added handling of not registered nicks (no change-server side tho), clearPasswordHash() also now sets the savepassword setting to false
Ondrej Skopek <skopekondrej@gmail.com>
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bool m_nick_registered; |
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RoomsListModel * m_roomsListModel; |
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PlayersListModel * m_playersModel; |
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QSortFilterProxyModel * m_lobbyPlayersModel; |
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QSortFilterProxyModel * m_roomPlayersModel; |
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QString m_lastRoom; |
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QString m_passwordHash; |
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QString m_serverSalt; |
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QString m_clientSalt; |
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QString m_serverHash; |
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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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void maybeSendPassword(); |
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ClientState netClientState; |
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f4c54e9e1b8c
- Introduce a bit of state miachine in client code (should be more robust and verbosive now)
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signals: |
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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); |
8291
e4a0d980d1e2
Patched login dialog bugs, added retry dialogs
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void NickRegistered(const QString & nick); |
8299
ef2e284255cd
Added handling of not registered nicks (no change-server side tho), clearPasswordHash() also now sets the savepassword setting to false
Ondrej Skopek <skopekondrej@gmail.com>
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void NickNotRegistered(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 FromNet(const QByteArray & buf); |
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void adminAccess(bool); |
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void roomMaster(bool); |
8489
25cb6f4a1d1b
Implements protocol message JOINING on frontend, so client in a room always displays correct room name, even when room name changes. Fixes issue 522.
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void roomNameUpdated(const QString & name); |
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void askForRoomPassword(); |
1856
e71dbf958c87
Enable admin button when have privilege. Button does nothing yet.
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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(); |
1875 | 117 |
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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&); |
8759 | 123 |
void playerInfo( |
8762 | 124 |
const QString & nick, |
8759 | 125 |
const QString & ip, |
126 |
const QString & version, |
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const QString & roomInfo); |
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void lobbyChatMessage(const QString & nick, const QString & message); |
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void lobbyChatAction(const QString & nick, const QString & action); |
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void roomChatMessage(const QString & nick, const QString & message); |
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void roomChatAction(const QString & nick, const QString & action); |
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void chatStringFromNet(const QString&); |
1377 | 133 |
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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); |
8157 | 139 |
void bansList(const QStringList &); |
329
4c3aad46baa5
Send game parameters by net... Currently it leads to infinite loop, flooding traffic with messages about changes
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140 |
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void setMyReadyStatus(bool isReady); |
1405 | 142 |
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Workaround queued signals problem in netclient instead. Should fix everything.
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143 |
void messageProcessed(); |
92da587691c9
Workaround queued signals problem in netclient instead. Should fix everything.
unc0rr
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144 |
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public slots: |
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146 |
void ToggleReady(); |
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147 |
void chatLineToNet(const QString& str); |
8765
688062f1db59
fix/hack so that (own) messages sent in frontend are also visible in the game chat
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148 |
void chatLineToNetWithEcho(const QString&); |
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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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152 |
void AddTeam(const HWTeam & team); |
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void RemoveTeam(const HWTeam& team); |
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154 |
void onHedgehogsNumChanged(const HWTeam& team); |
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155 |
void onTeamColorChanged(const HWTeam& team); |
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void onParamChanged(const QString & param, const QStringList & value); |
2377 | 157 |
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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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162 |
|
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void JoinRoom(const QString & room, const QString & password); |
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void CreateRoom(const QString & room, const QString &password); |
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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 consoleCommand(const QString &); |
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void startGame(); |
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void toggleRestrictJoins(); |
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void toggleRestrictTeamAdds(); |
8559 | 176 |
void toggleRegisteredOnly(); |
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void partRoom(); |
8434 | 178 |
void clearAccountsCache(); |
8157 | 179 |
void getBanList(); |
180 |
void removeBan(const QString &); |
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void banIP(const QString & ip, const QString & reason, int seconds); |
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void banNick(const QString & nick, const QString & reason, int seconds); |
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9549 | 183 |
void roomPasswordEntered(const QString & password); |
315 | 184 |
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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); |
315 | 190 |
}; |
191 |
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192 |
#endif // _NEW_NETCLIENT_INCLUDED |