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cleanups, games work with ISL, now we just need to clean up better when the ISL connection dies
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parent
c9a8429044
commit
5db0fcd6ae
28 changed files with 570 additions and 245 deletions
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@ -21,6 +21,7 @@ class Event_JoinRoom;
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class Event_LeaveRoom;
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class Event_RoomSay;
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class Event_ListGames;
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class Command_JoinGame;
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class IslInterface : public QObject {
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Q_OBJECT
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@ -37,6 +38,10 @@ signals:
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void externalRoomUserLeft(int roomId, QString userName);
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void externalRoomSay(int roomId, QString userName, QString message);
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void externalRoomGameListChanged(int roomId, ServerInfo_Game gameInfo);
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void joinGameCommandReceived(const Command_JoinGame &cmd, int cmdId, int roomId, int serverId, qint64 sessionId);
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void gameCommandContainerReceived(const CommandContainer &cont, int playerId, int serverId, qint64 sessionId);
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void responseReceived(const Response &resp, qint64 sessionId);
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void gameEventContainerReceived(const GameEventContainer &cont, qint64 sessionId);
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private:
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int serverId;
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int socketDescriptor;
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@ -53,7 +58,6 @@ private:
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int messageLength;
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void sessionEvent_ServerCompleteList(const Event_ServerCompleteList &event);
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void sessionEvent_UserMessage(const SessionEvent &sessionEvent, const Event_UserMessage &event);
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void sessionEvent_UserJoined(const Event_UserJoined &event);
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void sessionEvent_UserLeft(const Event_UserLeft &event);
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@ -62,8 +66,11 @@ private:
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void roomEvent_Say(int roomId, const Event_RoomSay &event);
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void roomEvent_ListGames(int roomId, const Event_ListGames &event);
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void processSessionEvent(const SessionEvent &event);
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void roomCommand_JoinGame(const Command_JoinGame &cmd, int cmdId, int roomId, qint64 sessionId);
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void processSessionEvent(const SessionEvent &event, qint64 sessionId);
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void processRoomEvent(const RoomEvent &event);
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void processRoomCommand(const CommandContainer &cont, qint64 sessionId);
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void processMessage(const IslMessage &item);
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void sharedCtor(const QSslCertificate &cert, const QSslKey &privateKey);
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