Cockatrice/servatrice/src/serversocket.cpp
2009-04-21 23:17:01 +02:00

705 lines
23 KiB
C++

/***************************************************************************
* 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 <QStringList>
#include "server.h"
#include "serversocket.h"
#include "servergame.h"
#include "version.h"
#include "returnmessage.h"
#include "playerzone.h"
#include "counter.h"
#include "card.h"
#include "random.h"
ServerSocket::ServerSocket(Server *_server, QObject *parent)
: QTcpSocket(parent), server(_server), game(0), authState(PasswordWrong)
{
remsg = new ReturnMessage(this);
connect(this, SIGNAL(readyRead()), this, SLOT(readClient()));
connect(this, SIGNAL(disconnected()), this, SLOT(deleteLater()));
connect(this, SIGNAL(error(QAbstractSocket::SocketError)), this, SLOT(catchSocketError(QAbstractSocket::SocketError)));
setTextModeEnabled(true);
PlayerStatus = StatusNormal;
}
ServerSocket::~ServerSocket()
{
qDebug("ServerSocket destructor");
if (game)
game->removePlayer(this);
}
int ServerSocket::newCardId()
{
return nextCardId++;
}
void ServerSocket::setName(const QString &name)
{
emit broadcastEvent(QString("name|%1|%2").arg(PlayerName).arg(name), this);
PlayerName = name;
}
PlayerZone *ServerSocket::getZone(const QString &name)
{
QListIterator<PlayerZone *> ZoneIterator(zones);
while (ZoneIterator.hasNext()) {
PlayerZone *temp = ZoneIterator.next();
if (!temp->getName().compare(name))
return temp;
}
return NULL;
}
Counter *ServerSocket::getCounter(const QString &name)
{
QListIterator<Counter *> CounterIterator(counters);
while (CounterIterator.hasNext()) {
Counter *temp = CounterIterator.next();
if (!temp->getName().compare(name))
return temp;
}
return NULL;
}
void ServerSocket::setupZones()
{
// Delete existing zones and counters
clearZones();
// This may need to be customized according to the game rules.
// ------------------------------------------------------------------
// Create zones
PlayerZone *deck = new PlayerZone("deck", false, false, false, false);
zones << deck;
PlayerZone *sb = new PlayerZone("sb", false, false, false, false);
zones << sb;
zones << new PlayerZone("table", true, true, false, true);
zones << new PlayerZone("hand", false, false, true, true);
zones << new PlayerZone("grave", false, true, false, true);
zones << new PlayerZone("rfg", false, true, false, true);
// ------------------------------------------------------------------
// Assign card ids and create deck from decklist
QListIterator<QString> DeckIterator(DeckList);
int i = 0;
while (DeckIterator.hasNext())
deck->cards.append(new Card(DeckIterator.next(), i++, 0, 0));
deck->shuffle(game->rnd);
QListIterator<QString> SBIterator(SideboardList);
while (SBIterator.hasNext())
sb->cards.append(new Card(SBIterator.next(), i++, 0, 0));
nextCardId = i;
PlayerStatus = StatusPlaying;
broadcastEvent(QString("setup_zones|%1|%2").arg(deck->cards.size())
.arg(sb->cards.size()), this);
}
void ServerSocket::clearZones()
{
for (int i = 0; i < zones.size(); i++)
delete zones.at(i);
zones.clear();
for (int i = 0; i < counters.size(); i++)
delete counters.at(i);
counters.clear();
}
void ServerSocket::leaveGame()
{
if (!game)
return;
game->removePlayer(this);
game = 0;
PlayerStatus = StatusNormal;
clearZones();
moveToThread(server->thread());
}
void ServerSocket::readClient()
{
while (canReadLine()) {
QString line = QString(readLine()).trimmed();
if (line.isNull())
break;
qDebug(QString("<<< %1").arg(line).toLatin1());
switch (PlayerStatus) {
case StatusNormal:
case StatusReadyStart:
case StatusPlaying:
parseCommand(line);
break;
case StatusSubmitDeck:
QString card = line;
if (!card.compare(".")) {
PlayerStatus = StatusNormal;
remsg->send(ReturnMessage::ReturnOk);
} else if (card.startsWith("SB:"))
SideboardList << card.mid(3);
else
DeckList << card;
}
}
}
const ServerSocket::CommandProperties ServerSocket::commandList[ServerSocket::numberCommands] = {
{"ping", false, false, false, QList<QVariant::Type>(), &ServerSocket::cmdPing},
{"login", false, false, false, QList<QVariant::Type>() << QVariant::String
<< QVariant::String, &ServerSocket::cmdLogin},
{"list_games", true, false, false, QList<QVariant::Type>(), &ServerSocket::cmdListGames},
{"create_game", true, false, false, QList<QVariant::Type>() << QVariant::String
<< QVariant::String
<< QVariant::Int, &ServerSocket::cmdCreateGame},
{"join_game", true, false, false, QList<QVariant::Type>() << QVariant::Int
<< QVariant::String, &ServerSocket::cmdJoinGame},
{"leave_game", true, true, false, QList<QVariant::Type>(), &ServerSocket::cmdLeaveGame},
{"list_players", true, true, false, QList<QVariant::Type>(), &ServerSocket::cmdListPlayers},
{"say", true, true, false, QList<QVariant::Type>() << QVariant::String, &ServerSocket::cmdSay},
{"submit_deck", true, true, false, QList<QVariant::Type>(), &ServerSocket::cmdSubmitDeck},
{"ready_start", true, true, false, QList<QVariant::Type>(), &ServerSocket::cmdReadyStart},
{"shuffle", true, true, true, QList<QVariant::Type>(), &ServerSocket::cmdShuffle},
{"draw_cards", true, true, true, QList<QVariant::Type>() << QVariant::Int, &ServerSocket::cmdDrawCards},
{"move_card", true, true, true, QList<QVariant::Type>() << QVariant::Int
<< QVariant::String
<< QVariant::String
<< QVariant::Int
<< QVariant::Int
<< QVariant::Bool, &ServerSocket::cmdMoveCard},
{"create_token", true, true, true, QList<QVariant::Type>() << QVariant::String
<< QVariant::String
<< QVariant::String
<< QVariant::Int
<< QVariant::Int, &ServerSocket::cmdCreateToken},
{"set_card_attr", true, true, true, QList<QVariant::Type>() << QVariant::String
<< QVariant::Int
<< QVariant::String
<< QVariant::String, &ServerSocket::cmdSetCardAttr},
{"inc_counter", true, true, true, QList<QVariant::Type>() << QVariant::String
<< QVariant::Int, &ServerSocket::cmdIncCounter},
{"add_counter", true, true, true, QList<QVariant::Type>() << QVariant::String
<< QVariant::Int
<< QVariant::Int, &ServerSocket::cmdAddCounter},
{"set_counter", true, true, true, QList<QVariant::Type>() << QVariant::String
<< QVariant::Int, &ServerSocket::cmdSetCounter},
{"del_counter", true, true, true, QList<QVariant::Type>() << QVariant::String, &ServerSocket::cmdDelCounter},
{"list_counters", true, true, true, QList<QVariant::Type>() << QVariant::Int, &ServerSocket::cmdListCounters},
{"list_zones", true, true, true, QList<QVariant::Type>() << QVariant::Int, &ServerSocket::cmdListZones},
{"dump_zone", true, true, true, QList<QVariant::Type>() << QVariant::Int
<< QVariant::String
<< QVariant::Int, &ServerSocket::cmdDumpZone},
{"roll_dice", true, true, true, QList<QVariant::Type>() << QVariant::Int, &ServerSocket::cmdRollDice},
{"set_active_player", true, true, true, QList<QVariant::Type>() << QVariant::Int, &ServerSocket::cmdSetActivePlayer},
{"set_active_phase", true, true, true, QList<QVariant::Type>() << QVariant::Int, &ServerSocket::cmdSetActivePhase}
};
ReturnMessage::ReturnCode ServerSocket::cmdPing(const QList<QVariant> &params)
{
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdLogin(const QList<QVariant> &params)
{
authState = server->checkUserPassword(params[0].toString(), params[1].toString());
if (authState == PasswordWrong)
return ReturnMessage::ReturnPasswordWrong;
PlayerName = params[0].toString();
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdListGames(const QList<QVariant> &params)
{
Q_UNUSED(params);
QList<ServerGame *> gameList = server->listOpenGames();
QListIterator<ServerGame *> gameListIterator(gameList);
QStringList result;
while (gameListIterator.hasNext()) {
ServerGame *tmp = gameListIterator.next();
result << QString("%1|%2|%3|%4|%5|%6").arg(tmp->gameId)
.arg(tmp->description)
.arg(tmp->password == "" ? 0 : 1)
.arg(tmp->getPlayerCount())
.arg(tmp->maxPlayers)
.arg(tmp->creator->PlayerName);
}
remsg->sendList(result);
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdCreateGame(const QList<QVariant> &params)
{
QString description = params[0].toString();
QString password = params[1].toString();
int maxPlayers = params[2].toInt();
leaveGame();
emit createGame(description, password, maxPlayers, this);
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdJoinGame(const QList<QVariant> &params)
{
int gameId = params[0].toInt();
QString password = params[1].toString();
if (!server->checkGamePassword(gameId, password))
return ReturnMessage::ReturnPasswordWrong;
leaveGame();
emit joinGame(gameId, this);
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdLeaveGame(const QList<QVariant> &params)
{
Q_UNUSED(params);
leaveGame();
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdListPlayers(const QList<QVariant> &params)
{
Q_UNUSED(params);
remsg->sendList(game->getPlayerNames());
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdSay(const QList<QVariant> &params)
{
emit broadcastEvent(QString("say|%1").arg(params[0].toString()), this);
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdSubmitDeck(const QList<QVariant> &params)
{
Q_UNUSED(params);
PlayerStatus = StatusSubmitDeck;
DeckList.clear();
SideboardList.clear();
return ReturnMessage::ReturnNothing;
}
ReturnMessage::ReturnCode ServerSocket::cmdReadyStart(const QList<QVariant> &params)
{
Q_UNUSED(params);
PlayerStatus = StatusReadyStart;
emit broadcastEvent(QString("ready_start"), this);
game->startGameIfReady();
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdShuffle(const QList<QVariant> &params)
{
Q_UNUSED(params);
getZone("deck")->shuffle(game->rnd);
emit broadcastEvent("shuffle", this);
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdDrawCards(const QList<QVariant> &params)
{
int number = params[0].toInt();
PlayerZone *deck = getZone("deck");
PlayerZone *hand = getZone("hand");
if (deck->cards.size() < number)
return ReturnMessage::ReturnContextError;
for (int i = 0; i < number; ++i) {
Card *card = deck->cards.first();
deck->cards.removeFirst();
hand->cards.append(card);
msg(QString("private|||draw|%1|%2").arg(card->getId()).arg(card->getName()));
}
emit broadcastEvent(QString("draw|%1").arg(number), this);
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdMoveCard(const QList<QVariant> &params)
{
// ID Karte, Startzone, Zielzone, Koordinaten X, Y, Facedown
int cardid = params[0].toInt();
PlayerZone *startzone = getZone(params[1].toString());
PlayerZone *targetzone = getZone(params[2].toString());
if ((!startzone) || (!targetzone))
return ReturnMessage::ReturnContextError;
int position = -1;
Card *card = startzone->getCard(cardid, true, &position);
if (!card)
return ReturnMessage::ReturnContextError;
int x = params[3].toInt();
int y = 0;
if (targetzone->hasCoords())
y = params[4].toInt();
bool facedown = params[5].toBool();
targetzone->insertCard(card, x, y);
QString privateCardName, publicCardName;
if (facedown)
card->setId(newCardId());
if ((!facedown && !card->getFaceDown())
|| (card->getFaceDown() && !facedown && startzone->isPublic() && targetzone->isPublic()))
publicCardName = card->getName();
if ((!facedown && !card->getFaceDown())
|| (card->getFaceDown() && !facedown && startzone->isPublic() && targetzone->isPublic())
|| (!facedown && targetzone->isPrivate()))
privateCardName = card->getName();
card->setFaceDown(facedown);
msg(QString("private|||move_card|%1|%2|%3|%4|%5|%6|%7|%8").arg(card->getId())
.arg(privateCardName)
.arg(startzone->getName())
.arg(position)
.arg(targetzone->getName())
.arg(x)
.arg(y)
.arg(facedown ? 1 : 0));
if ((startzone->isPublic()) || (targetzone->isPublic()))
emit broadcastEvent(QString("move_card|%1|%2|%3|%4|%5|%6|%7|%8").arg(card->getId())
.arg(publicCardName)
.arg(startzone->getName())
.arg(position)
.arg(targetzone->getName())
.arg(x)
.arg(y)
.arg(facedown ? 1 : 0), this);
else
emit broadcastEvent(QString("move_card|||%1|%2|%3|%4|%5|0").arg(startzone->getName())
.arg(position)
.arg(targetzone->getName())
.arg(x)
.arg(y), this);
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdCreateToken(const QList<QVariant> &params)
{
// zone, cardname, powtough, x, y
// powtough wird erst mal ignoriert
PlayerZone *zone = getZone(params[0].toString());
if (!zone)
return ReturnMessage::ReturnContextError;
QString cardname = params[1].toString();
QString powtough = params[2].toString();
int x = params[3].toInt();
int y = params[4].toInt();
int cardid = newCardId();
Card *card = new Card(cardname, cardid, x, y);
zone->insertCard(card, x, y);
emit broadcastEvent(QString("create_token|%1|%2|%3|%4|%5|%6").arg(zone->getName())
.arg(cardid)
.arg(cardname)
.arg(powtough)
.arg(x)
.arg(y), this);
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdSetCardAttr(const QList<QVariant> &params)
{
// zone, card id, attr name, attr value
// card id = -1 => affects all cards in the specified zone
PlayerZone *zone = getZone(params[0].toString());
if (!zone)
return ReturnMessage::ReturnContextError;
int cardid = params[1].toInt();
QString aname = params[2].toString();
QString avalue = params[3].toString();
if (cardid == -1) {
QListIterator<Card *> CardIterator(zone->cards);
while (CardIterator.hasNext())
if (!CardIterator.next()->setAttribute(aname, avalue, true))
return ReturnMessage::ReturnSyntaxError;
} else {
Card *card = zone->getCard(cardid, false);
if (!card)
return ReturnMessage::ReturnContextError;
if (!card->setAttribute(aname, avalue, false))
return ReturnMessage::ReturnSyntaxError;
}
emit broadcastEvent(QString("set_card_attr|%1|%2|%3|%4").arg(zone->getName()).arg(cardid).arg(aname).arg(avalue), this);
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdIncCounter(const QList<QVariant> &params)
{
Counter *c = getCounter(params[0].toString());
if (!c)
return ReturnMessage::ReturnContextError;
int delta = params[1].toInt();
c->setCount(c->getCount() + delta);
emit broadcastEvent(QString("set_counter|%1|%2").arg(c->getName()).arg(c->getCount()), this);
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdAddCounter(const QList<QVariant> &params)
{
QString name = params[0].toString();
if (getCounter(name))
return ReturnMessage::ReturnContextError;
int color = params[1].toInt();
int count = params[2].toInt();
Counter *c = new Counter(name, color, count);
counters << c;
emit broadcastEvent(QString("add_counter|%1|%2|%3").arg(c->getName()).arg(color).arg(count), this);
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdSetCounter(const QList<QVariant> &params)
{
Counter *c = getCounter(params[0].toString());
if (!c)
return ReturnMessage::ReturnContextError;
int count = params[1].toInt();
c->setCount(count);
emit broadcastEvent(QString("set_counter|%1|%2").arg(c->getName()).arg(count), this);
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdDelCounter(const QList<QVariant> &params)
{
Counter *c = getCounter(params[0].toString());
if (!c)
return ReturnMessage::ReturnContextError;
delete c;
counters.removeAt(counters.indexOf(c));
emit broadcastEvent(QString("del_counter|%1").arg(params[0].toString()), this);
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdListCounters(const QList<QVariant> &params)
{
int player_id = params[0].toInt();
ServerSocket *player = game->getPlayer(player_id);
if (!player)
return ReturnMessage::ReturnContextError;
remsg->sendList(player->listCounters());
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdListZones(const QList<QVariant> &params)
{
int player_id = params[0].toInt();
ServerSocket *player = game->getPlayer(player_id);
if (!player)
return ReturnMessage::ReturnContextError;
remsg->sendList(player->listZones());
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdDumpZone(const QList<QVariant> &params)
{
int player_id = params[0].toInt();
int number_cards = params[2].toInt();
ServerSocket *player = game->getPlayer(player_id);
if (!player)
return ReturnMessage::ReturnContextError;
PlayerZone *zone = player->getZone(params[1].toString());
if (!zone)
return ReturnMessage::ReturnContextError;
if (!(zone->isPublic() || (player_id == PlayerId)))
return ReturnMessage::ReturnContextError;
QListIterator<Card *> card_iterator(zone->cards);
QStringList result;
for (int i = 0; card_iterator.hasNext() && (i < number_cards || number_cards == 0); i++) {
Card *tmp = card_iterator.next();
// XXX Face down cards
if (zone->hasIdAccess())
result << QString("%1|%2|%3|%4|%5|%6|%7|%8").arg(tmp->getId())
.arg(tmp->getName())
.arg(tmp->getX())
.arg(tmp->getY())
.arg(tmp->getCounters())
.arg(tmp->getTapped())
.arg(tmp->getAttacking())
.arg(tmp->getAnnotation());
else
result << QString("%1|%2||||||").arg(i).arg(tmp->getName());
}
remsg->sendList(result);
emit broadcastEvent(QString("dump_zone|%1|%2|%3").arg(player_id).arg(zone->getName()).arg(number_cards), this);
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdRollDice(const QList<QVariant> &params)
{
int sides = params[0].toInt();
emit broadcastEvent(QString("roll_dice|%1|%2").arg(sides).arg(game->rnd->getNumber(1, sides)), this);
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdSetActivePlayer(const QList<QVariant> &params)
{
int active_player = params[0].toInt();
if (!game->getPlayer(active_player))
return ReturnMessage::ReturnContextError;
game->setActivePlayer(active_player);
return ReturnMessage::ReturnOk;
}
ReturnMessage::ReturnCode ServerSocket::cmdSetActivePhase(const QList<QVariant> &params)
{
int active_phase = params[0].toInt();
// XXX Überprüfung, ob die Phase existiert...
game->setActivePhase(active_phase);
return ReturnMessage::ReturnOk;
}
bool ServerSocket::parseCommand(QString line)
{
QStringList params = line.split("|");
// Extract message id
bool conv_ok;
int msgId = params.takeFirst().toInt(&conv_ok);
if (!conv_ok) {
remsg->setMsgId(0);
return remsg->send(ReturnMessage::ReturnSyntaxError);
}
remsg->setMsgId(msgId);
if (params.empty()) {
remsg->setMsgId(0);
return remsg->send(ReturnMessage::ReturnSyntaxError);
}
// Extract command
QString cmd = params.takeFirst();
remsg->setCmd(cmd);
for (int i = 0; i < numberCommands; i++)
if (commandList[i].name == cmd) {
// Check login
if (commandList[i].needsLogin && (authState == PasswordWrong))
return remsg->send(ReturnMessage::ReturnLoginNeeded);
// Check context
if (commandList[i].needsGame && !game)
return remsg->send(ReturnMessage::ReturnContextError);
if (commandList[i].needsStartedGame && !game->getGameStarted())
return remsg->send(ReturnMessage::ReturnContextError);
// Validate parameters
if (commandList[i].paramTypes.size() != params.size())
return remsg->send(ReturnMessage::ReturnSyntaxError);
QList<QVariant> paramList;
for (int j = 0; j < commandList[i].paramTypes.size(); j++)
switch (commandList[i].paramTypes[j]) {
case QVariant::String: {
paramList << QVariant(params[j]);
break;
}
case QVariant::Int: {
bool ok;
int temp = params[j].toInt(&ok);
if (!ok)
return remsg->send(ReturnMessage::ReturnSyntaxError);
paramList << QVariant(temp);
break;
}
case QVariant::Bool: {
if (params[j] == "1")
paramList << QVariant(true);
else if (params[j] == "0")
paramList << QVariant(false);
else
return remsg->send(ReturnMessage::ReturnSyntaxError);
break;
}
default:
paramList << QVariant(params[j]);
}
// Call handler function
CommandHandler handler = commandList[i].handler;
return remsg->send((this->*handler)(paramList));
}
return remsg->send(ReturnMessage::ReturnSyntaxError);
}
PlayerStatusEnum ServerSocket::getStatus()
{
return PlayerStatus;
}
void ServerSocket::setStatus(PlayerStatusEnum status)
{
PlayerStatus = status;
}
void ServerSocket::setGame(ServerGame *g)
{
game = g;
}
QStringList ServerSocket::listCounters()
{
QStringList counter_list;
QListIterator<Counter *> i(counters);
while (i.hasNext()) {
Counter *tmp = i.next();
counter_list << QString("%1|%2").arg(tmp->getName()).arg(tmp->getCount());
}
return counter_list;
}
QStringList ServerSocket::listZones()
{
QStringList zone_list;
QListIterator<PlayerZone *> i(zones);
while (i.hasNext()) {
PlayerZone *tmp = i.next();
zone_list << QString("%1|%2|%3|%4").arg(tmp->getName()).arg(tmp->isPublic()).arg(tmp->hasCoords()).arg(tmp->cards.size());
}
return zone_list;
}
void ServerSocket::msg(const QString &s)
{
qDebug(QString(">>> %1").arg(s).toLatin1());
QTextStream stream(this);
stream.setCodec("UTF-8");
stream << s << endl;
stream.flush();
flush();
}
void ServerSocket::initConnection()
{
msg(QString("welcome||%1").arg(VERSION_STRING));
msg("welcome||.");
}
void ServerSocket::catchSocketError(QAbstractSocket::SocketError socketError)
{
qDebug(QString("socket error: %1").arg(socketError).toLatin1());
deleteLater();
}