initial commit

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Max-Wilhelm Bruker 2009-03-13 22:50:41 +01:00
commit a11f93df4d
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/***************************************************************************
* Copyright (C) 2008 by Max-Wilhelm Bruker *
* brukie@laptop *
* *
* 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; either version 2 of the License, or *
* (at your option) any later version. *
* *
* 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. *
***************************************************************************/
#include "testserver.h"
TestServer::TestServer(QObject *parent)
: QTcpServer(parent)
{
}
TestServer::~TestServer()
{
}
void TestServer::gameCreated(TestServerGame *_game, TestServerSocket *_creator)
{
games << _game;
_creator->moveToThread(_game->thread());
_game->addPlayer(_creator);
}
void TestServer::addGame(const QString name, const QString description, const QString password, const int maxPlayers, TestServerSocket *creator)
{
TestServerGameThread *newThread = new TestServerGameThread(name, description, password, maxPlayers, creator);
connect(newThread, SIGNAL(gameCreated(TestServerGame *, TestServerSocket *)), this, SLOT(gameCreated(TestServerGame *, TestServerSocket *)));
connect(newThread, SIGNAL(finished()), this, SLOT(gameClosed()));
newThread->start();
}
void TestServer::incomingConnection(int socketId)
{
TestServerSocket *socket = new TestServerSocket(this);
socket->setSocketDescriptor(socketId);
connect(socket, SIGNAL(createGame(const QString, const QString, const QString, const int, TestServerSocket *)), this, SLOT(addGame(const QString, const QString, const QString, const int, TestServerSocket *)));
connect(socket, SIGNAL(joinGame(const QString, TestServerSocket *)), this, SLOT(addClientToGame(const QString, TestServerSocket *)));
socket->initConnection();
}
TestServerGame *TestServer::getGame(const QString &name)
{
QListIterator<TestServerGame *> i(games);
while (i.hasNext()) {
TestServerGame *tmp = i.next();
if ((!tmp->name.compare(name, Qt::CaseSensitive)) && !tmp->getGameStarted())
return tmp;
}
return NULL;
}
QList<TestServerGame *> TestServer::listOpenGames()
{
QList<TestServerGame *> result;
QListIterator<TestServerGame *> i(games);
while (i.hasNext()) {
TestServerGame *tmp = i.next();
tmp->mutex->lock();
if ((!tmp->getGameStarted())
&& (tmp->getPlayerCount() < tmp->maxPlayers))
result.append(tmp);
tmp->mutex->unlock();
}
return result;
}
bool TestServer::checkGamePassword(const QString &name, const QString &password)
{
TestServerGame *tmp;
if ((tmp = getGame(name))) {
QMutexLocker locker(tmp->mutex);
if ((!tmp->getGameStarted())
&& (!tmp->password.compare(password, Qt::CaseSensitive))
&& (tmp->getPlayerCount() < tmp->maxPlayers))
return true;
}
return false;
}
void TestServer::addClientToGame(const QString name, TestServerSocket *client)
{
TestServerGame *tmp = getGame(name);
client->moveToThread(tmp->thread());
tmp->addPlayer(client);
}
void TestServer::gameClosed()
{
qDebug("TestServer::gameClosed");
TestServerGameThread *t = qobject_cast<TestServerGameThread *>(sender());
games.removeAt(games.indexOf(t->getGame()));
delete t;
}