Cockatrice/servatrice/src/server.h
Max-Wilhelm Bruker 5d32bb8bc4 chat code
2009-08-23 16:25:10 +02:00

67 lines
2.7 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. *
***************************************************************************/
#ifndef SERVER_H
#define SERVER_H
#include <QTcpServer>
#include <QStringList>
class ServerGame;
class ServerSocket;
class QSqlDatabase;
class QSettings;
class AbstractRNG;
class ChatChannel;
enum AuthenticationResult { PasswordWrong = 0, PasswordRight = 1, UnknownUser = 2 };
class Server : public QTcpServer
{
Q_OBJECT
private slots:
void addGame(const QString description, const QString password, const int maxPlayers, ServerSocket *creator);
void addClientToGame(int gameId, ServerSocket *client);
void gameClosing();
void broadcastChannelUpdate();
public:
Server(QObject *parent = 0);
~Server();
QSettings *settings;
bool openDatabase();
bool checkGamePassword(int gameId, const QString &password);
AuthenticationResult checkUserPassword(const QString &user, const QString &password);
QList<ServerGame *> listOpenGames();
QList<ChatChannel *> getChatChannelList() { return chatChannelList; }
ServerGame *getGame(int gameId);
AbstractRNG *getRNG() const { return rng; }
void broadcastGameListUpdate(ServerGame *game);
void removePlayer(ServerSocket *player);
const QStringList &getLoginMessage() const { return loginMessage; }
private:
void incomingConnection(int SocketId);
QList<ServerGame *> games;
QList<ServerSocket *> players;
QList<ChatChannel *> chatChannelList;
int nextGameId;
QStringList loginMessage;
AbstractRNG *rng;
};
#endif