reworked protocol; only server code for now

This commit is contained in:
Max-Wilhelm Bruker 2009-10-24 21:20:26 +02:00
parent da6a1a0dbd
commit a8c45fda1a
13 changed files with 669 additions and 534 deletions

View file

@ -22,15 +22,16 @@
#include <QStringList>
#include <QPointer>
#include "player.h"
#include "returnmessage.h"
#include "serversocket.h"
class ServerGame : public QObject {
Q_OBJECT
private:
QPointer<ServerSocket> creator;
QList<ServerSocket *> players;
QList<ServerSocket *> spectators;
QPointer<Player> creator;
QMap<int, Player *> players;
QList<Player *> spectators;
bool gameStarted;
int gameId;
QString description;
@ -40,16 +41,14 @@ private:
bool spectatorsAllowed;
signals:
void gameClosing();
public slots:
void broadcastEvent(const QString &eventStr, ServerSocket *player);
public:
ServerGame(ServerSocket *_creator, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, bool _spectatorsAllowed, QObject *parent = 0);
ServerGame(const QString &_creator, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, bool _spectatorsAllowed, QObject *parent = 0);
~ServerGame();
ServerSocket *getCreator() const { return creator; }
Player *getCreator() const { return creator; }
bool getGameStarted() const { return gameStarted; }
int getPlayerCount() const { return players.size(); }
const QList<ServerSocket *> &getPlayers() const { return players; }
ServerSocket *getPlayer(int playerId);
QList<Player *> getPlayers() const { return players.values(); }
Player *getPlayer(int playerId) const { return players.value(playerId, 0); }
int getGameId() const { return gameId; }
QString getDescription() const { return description; }
QString getPassword() const { return password; }
@ -57,13 +56,15 @@ public:
bool getSpectatorsAllowed() const { return spectatorsAllowed; }
QString getGameListLine() const;
ReturnMessage::ReturnCode checkJoin(const QString &_password, bool spectator);
void addPlayer(ServerSocket *player, bool spectator);
void removePlayer(ServerSocket *player);
Player *addPlayer(const QString &playerName, bool spectator);
void removePlayer(Player *player);
void startGameIfReady();
int getActivePlayer() const { return activePlayer; }
int getActivePhase() const { return activePhase; }
void setActivePlayer(int _activePlayer);
void setActivePhase(int _activePhase);
void broadcastEvent(const QString &eventStr, Player *player);
};
#endif