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Refactor files in common to new Qt Slot/Signal syntax (#5872)
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parent
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commit
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4 changed files with 11 additions and 10 deletions
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@ -51,8 +51,7 @@ Server::Server(QObject *parent) : QObject(parent), nextLocalGameId(0), tcpUserCo
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qRegisterMetaType<IslMessage>("IslMessage");
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qRegisterMetaType<IslMessage>("IslMessage");
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qRegisterMetaType<Command_JoinGame>("Command_JoinGame");
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qRegisterMetaType<Command_JoinGame>("Command_JoinGame");
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connect(this, SIGNAL(sigSendIslMessage(IslMessage, int)), this, SLOT(doSendIslMessage(IslMessage, int)),
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connect(this, &Server::sigSendIslMessage, this, &Server::doSendIslMessage, Qt::QueuedConnection);
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Qt::QueuedConnection);
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}
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}
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void Server::prepareDestroy()
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void Server::prepareDestroy()
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@ -67,7 +66,7 @@ void Server::prepareDestroy()
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void Server::setDatabaseInterface(Server_DatabaseInterface *_databaseInterface)
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void Server::setDatabaseInterface(Server_DatabaseInterface *_databaseInterface)
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{
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{
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connect(this, SIGNAL(endSession(qint64)), _databaseInterface, SLOT(endSession(qint64)));
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connect(this, &Server::endSession, _databaseInterface, &Server_DatabaseInterface::endSession);
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databaseInterfaces.insert(QThread::currentThread(), _databaseInterface);
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databaseInterfaces.insert(QThread::currentThread(), _databaseInterface);
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}
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}
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@ -568,8 +567,9 @@ void Server::addRoom(Server_Room *newRoom)
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QWriteLocker locker(&roomsLock);
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QWriteLocker locker(&roomsLock);
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qDebug() << "Adding room: ID=" << newRoom->getId() << "name=" << newRoom->getName();
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qDebug() << "Adding room: ID=" << newRoom->getId() << "name=" << newRoom->getName();
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rooms.insert(newRoom->getId(), newRoom);
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rooms.insert(newRoom->getId(), newRoom);
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connect(newRoom, SIGNAL(roomInfoChanged(ServerInfo_Room)), this, SLOT(broadcastRoomUpdate(const ServerInfo_Room &)),
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connect(
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Qt::QueuedConnection);
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newRoom, &Server_Room::roomInfoChanged, this, [this](auto roomInfo) { broadcastRoomUpdate(roomInfo); },
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Qt::QueuedConnection);
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}
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}
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int Server::getUsersCount() const
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int Server::getUsersCount() const
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@ -87,7 +87,7 @@ Server_Game::Server_Game(const ServerInfo_User &_creatorInfo,
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if (room->getServer()->getGameShouldPing()) {
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if (room->getServer()->getGameShouldPing()) {
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pingClock = new QTimer(this);
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pingClock = new QTimer(this);
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connect(pingClock, SIGNAL(timeout()), this, SLOT(pingClockTimeout()));
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connect(pingClock, &QTimer::timeout, this, &Server_Game::pingClockTimeout);
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pingClock->start(1000);
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pingClock->start(1000);
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}
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}
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}
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}
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@ -36,7 +36,7 @@ Server_ProtocolHandler::Server_ProtocolHandler(Server *_server,
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idleClientWarningSent(false), timeRunning(0), lastDataReceived(0), lastActionReceived(0)
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idleClientWarningSent(false), timeRunning(0), lastDataReceived(0), lastActionReceived(0)
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{
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{
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connect(server, SIGNAL(pingClockTimeout()), this, SLOT(pingClockTimeout()));
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connect(server, &Server::pingClockTimeout, this, &Server_ProtocolHandler::pingClockTimeout);
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}
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}
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Server_ProtocolHandler::~Server_ProtocolHandler()
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Server_ProtocolHandler::~Server_ProtocolHandler()
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@ -31,8 +31,9 @@ Server_Room::Server_Room(int _id,
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permissionLevel(_permissionLevel), privilegeLevel(_privilegeLevel), autoJoin(_autoJoin),
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permissionLevel(_permissionLevel), privilegeLevel(_privilegeLevel), autoJoin(_autoJoin),
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joinMessage(_joinMessage), gameTypes(_gameTypes), gamesLock(QReadWriteLock::Recursive)
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joinMessage(_joinMessage), gameTypes(_gameTypes), gamesLock(QReadWriteLock::Recursive)
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{
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{
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connect(this, SIGNAL(gameListChanged(ServerInfo_Game)), this, SLOT(broadcastGameListUpdate(ServerInfo_Game)),
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connect(
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Qt::QueuedConnection);
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this, &Server_Room::gameListChanged, this, [this](auto gameInfo) { broadcastGameListUpdate(gameInfo); },
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Qt::QueuedConnection);
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}
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}
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Server_Room::~Server_Room()
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Server_Room::~Server_Room()
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@ -352,7 +353,7 @@ void Server_Room::addGame(Server_Game *game)
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roomInfo.set_room_id(id);
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roomInfo.set_room_id(id);
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gamesLock.lockForWrite();
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gamesLock.lockForWrite();
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connect(game, SIGNAL(gameInfoChanged(ServerInfo_Game)), this, SLOT(broadcastGameListUpdate(ServerInfo_Game)));
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connect(game, &Server_Game::gameInfoChanged, this, [this](auto gameInfo) { broadcastGameListUpdate(gameInfo); });
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game->gameMutex.lock();
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game->gameMutex.lock();
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games.insert(game->getGameId(), game);
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games.insert(game->getGameId(), game);
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