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/*
This file is part of the KDE games library
Copyright (C) 2001 Martin Heni (kde at heni-online.de)
Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de)
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License version 2 as published by the Free Software Foundation.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public License
along with this library; see the file COPYING.LIB. If not, write to
the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
Boston, MA 02110-1301, USA.
*/
#include "kgame.h"
#include "kgamepropertyhandler.h"
#include "kgameproperty.h"
#include "kplayer.h"
#include "kgameio.h"
#include "kgameerror.h"
#include "kgamesequence.h"
#include "kgamemessage.h"
#include <stdio.h>
#include <assert.h>
#include <QBuffer>
#include <QTimer>
#include <QFile>
#include <QQueue>
#include <KLocalizedString>
#include <KRandomSequence>
#define KGAME_LOAD_COOKIE 4210
Q_LOGGING_CATEGORY(GAMES_PRIVATE_KGAME, "org.kde.games.private.kgame", QtWarningMsg)
// try to place as much as possible here
// many things are *not* possible here as KGame has to use some inline function
class KGamePrivate
{
public:
KGamePrivate()
{
mUniquePlayerNumber = 0;
mPolicy=KGame::PolicyLocal;
mGameSequence = nullptr;
}
int mUniquePlayerNumber;
QQueue<KPlayer*> mAddPlayerList;// this is a list of to-be-added players. See addPlayer() docu
KRandomSequence* mRandom;
KGame::GamePolicy mPolicy;
KGameSequence* mGameSequence;
KGamePropertyHandler* mProperties;
// player lists
KGame::KGamePlayerList mPlayerList;
KGame::KGamePlayerList mInactivePlayerList;
//KGamePropertys
KGamePropertyInt mMaxPlayer;
KGamePropertyUInt mMinPlayer;
KGamePropertyInt mGameStatus; // Game running?
QList<int> mInactiveIdList;
};
// ------------------- GAME CLASS --------------------------
KGame::KGame(int cookie,QObject* parent)
: KGameNetwork(cookie,parent),
d( new KGamePrivate )
{
qCDebug(GAMES_PRIVATE_KGAME) << " - " << this << ", sizeof(KGame)=" << sizeof(KGame);
d->mProperties = new KGamePropertyHandler(this);
d->mProperties->registerHandler(KGameMessage::IdGameProperty,
this,SLOT(sendProperty(int,QDataStream&,bool*)),
SLOT(emitSignal(KGamePropertyBase*)));
d->mMaxPlayer.registerData(KGamePropertyBase::IdMaxPlayer, this, i18n("MaxPlayers"));
d->mMaxPlayer.setLocal(-1); // Infinite
d->mMinPlayer.registerData(KGamePropertyBase::IdMinPlayer, this, i18n("MinPlayers"));
d->mMinPlayer.setLocal(0); // Always ok
d->mGameStatus.registerData(KGamePropertyBase::IdGameStatus, this, i18n("GameStatus"));
d->mGameStatus.setLocal(Init);
// d->mUniquePlayerNumber = 0;
d->mRandom = new KRandomSequence;
d->mRandom->setSeed(0);
connect(this, &KGame::signalClientConnected, this, &KGame::slotClientConnected);
connect(this, &KGame::signalClientDisconnected, this, &KGame::slotClientDisconnected);
connect(this, &KGame::signalConnectionBroken, this, &KGame::slotServerDisconnected);
setGameSequence(new KGameSequence());
// BL: FIXME This signal does no longer exist. When we are merging
// MH: super....and how do I find out about the lost connection now?
// KGame and KGameNetwork, this could be improved!
// connect(this,SIGNAL(signalConnectionLost(KGameClient*)),
// this,SLOT(slotConnectionLost(KGameClient*)));
}
KGame::~KGame()
{
qCDebug(GAMES_PRIVATE_KGAME) ;
// Debug();
reset();
delete d->mGameSequence;
delete d->mRandom;
delete d;
qCDebug(GAMES_PRIVATE_KGAME) << "done";
}
bool KGame::reset()
{
deletePlayers();
deleteInactivePlayers();
return true;
}
void KGame::deletePlayers()
{
// qCDebug(GAMES_PRIVATE_KGAME) ;
/* Bugs 303142 and 305000. KPlayer destructor removes
* player from the list and makes iterators invalid.
* qDeleteAll crashes in that case. */
while (!d->mPlayerList.isEmpty())
{
delete d->mPlayerList.takeFirst();
}
// qDeleteAll(d->mPlayerList);
//NOTE by majewsky: An earlier implementation copied the mPlayerList before
//deleting the elements with a takeFirst loop. I therefore chose not to clear()
//the list in order not to break anything. The old code had the following
//comment: "in case of PolicyClean player=d->mPlayerList.first() is infinite"
// qCDebug(GAMES_PRIVATE_KGAME) << "done";
}
void KGame::deleteInactivePlayers()
{
qDeleteAll(d->mInactivePlayerList);
d->mInactivePlayerList.clear();
}
bool KGame::load(const QString& filename,bool reset)
{
if (filename.isNull())
{
return false;
}
QFile f(filename);
if (!f.open(QIODevice::ReadOnly))
{
return false;
}
QDataStream s( &f );
load(s,reset);
f.close();
return true;
}
bool KGame::load(QDataStream &stream,bool reset)
{ return loadgame(stream, false,reset); }
bool KGame::loadgame(QDataStream &stream, bool network,bool resetgame)
{
// Load Game Data
// internal data
qint32 c;
stream >> c; // cookie
if (c!=cookie())
{
qCWarning(GAMES_PRIVATE_KGAME) << "Trying to load different game version we="<<cookie() << "saved=" << c;
bool result=false;
Q_EMIT signalLoadError(stream,network,(int)c,result);
return result;
}
if (resetgame) reset();
uint i;
stream >> i;
// setPolicy((GamePolicy)i);
stream >> d->mUniquePlayerNumber;
if (gameSequence())
{
gameSequence()->setCurrentPlayer(nullptr); // TODO !!!
}
int newseed;
stream >> newseed;
d->mRandom->setSeed(newseed);
// Switch off the direct emitting of signals while
// loading properties. This can cause inconsistencies
// otherwise if a property emits and this emit accesses
// a property not yet loaded
// Note we have to have this external locking to prevent the games unlocking
// to access the players
dataHandler()->lockDirectEmit();
for ( KGamePlayerList::iterator it = playerList()->begin(); it!=playerList()->end();++it )
{
(*it)->dataHandler()->lockDirectEmit();
// qCDebug(GAMES_PRIVATE_KGAME) << "Player "<<player->id() << "to indirect emit";
}
// Properties
dataHandler()->load(stream);
// If there is additional data to be loaded before players are loaded then do
// this here.
Q_EMIT signalLoadPrePlayers(stream);
// Switch back on the direct emitting of signals and emit the
// queued signals for properties.
// Unlocks properties before loading players in order to make game
// initializations related to properties before using them in players
// initialization
dataHandler()->unlockDirectEmit();
// Load Playerobjects
uint playercount;
stream >> playercount;
qCDebug(GAMES_PRIVATE_KGAME) << "Loading KGame" << playercount << "KPlayer objects";
for (i=0;i<playercount;++i)
{
KPlayer *newplayer=loadPlayer(stream,network);
systemAddPlayer(newplayer);
}
qint16 cookie;
stream >> cookie;
if (cookie==KGAME_LOAD_COOKIE) {
qCDebug(GAMES_PRIVATE_KGAME) << " Game loaded properly";
} else {
qCCritical(GAMES_PRIVATE_KGAME) << " Game loading error. probably format error";
}
// Switch back on the direct emitting of signals and emit the
// queued signals for players.
// Note we habe to have this external locking to prevent the games unlocking
// to access the players
for ( KGamePlayerList::iterator it = playerList()->begin(); it!=playerList()->end();++it )
{
(*it)->dataHandler()->unlockDirectEmit();
// qCDebug(GAMES_PRIVATE_KGAME) << "Player "<<player->id() << "to direct emit";
}
Q_EMIT signalLoad(stream);
return true;
}
bool KGame::save(const QString& filename,bool saveplayers)
{
if (filename.isNull())
{
return false;
}
QFile f(filename);
if (!f.open(QIODevice::WriteOnly))
{
return false;
}
QDataStream s( &f );
save(s,saveplayers);
f.close();
return true;
}
bool KGame::save(QDataStream &stream,bool saveplayers)
{ return savegame(stream, false,saveplayers); }
bool KGame::savegame(QDataStream &stream,bool /*network*/,bool saveplayers)
{
// Save Game Data
// internal variables
qint32 c=cookie();
stream << c;
uint p=(uint)policy();
stream << p;
stream << d->mUniquePlayerNumber;
int newseed=(int)d->mRandom->getLong(65535);
stream << newseed;
d->mRandom->setSeed(newseed);
// Properties
dataHandler()->save(stream);
// Save all data that need to be saved *before* the players are saved
Q_EMIT signalSavePrePlayers(stream);
if (saveplayers)
{
savePlayers(stream,playerList());
}
else
{
stream << (uint)0; // no players saved
}
stream << (qint16)KGAME_LOAD_COOKIE;
Q_EMIT signalSave(stream);
return true;
}
void KGame::savePlayer(QDataStream &stream,KPlayer* p)
{
// this could be in KGameMessage as well
stream << (qint32)p->rtti();
stream << (qint32)p->id();
stream << (qint32)p->calcIOValue();
p->save(stream);
}
void KGame::savePlayers(QDataStream &stream, KGamePlayerList *list)
{
if (!list)
{
list=playerList();
}
qint32 cnt=list->count();
qCDebug(GAMES_PRIVATE_KGAME) << "Saving KGame" << cnt << "KPlayer objects";
stream << cnt;
for ( KGamePlayerList::iterator it = playerList()->begin(); it!=playerList()->end();++it )
{
savePlayer(stream,*it);
}
}
KPlayer *KGame::createPlayer(int /*rtti*/,int /*io*/,bool /*isvirtual*/)
{
qCWarning(GAMES_PRIVATE_KGAME) << " No user defined player created. Creating default KPlayer. This crashes if you have overwritten KPlayer!!!! ";
return new KPlayer;
}
KPlayer *KGame::loadPlayer(QDataStream& stream,bool isvirtual)
{
qint32 rtti,id,iovalue;
stream >> rtti >> id >> iovalue;
KPlayer *newplayer=findPlayer(id);
if (!newplayer)
{
qCDebug(GAMES_PRIVATE_KGAME) << "Player "<< id << "not found...asking user to create one";
newplayer=createPlayer(rtti,iovalue,isvirtual);
//Q_EMIT signalCreatePlayer(newplayer,rtti,iovalue,isvirtual,this);
}
/*
if (!newplayer)
{
qCWarning(GAMES_PRIVATE_KGAME) << " No user defined player created. Creating default KPlayer. This crashes if you have overwritten KPlayer!!!! ";
newplayer=new KPlayer;
}
else
{
qCDebug(GAMES_PRIVATE_KGAME) << " USER Player" << newplayer << "done player->rtti=" << newplayer->rtti() << "rtti=" << rtti;
}
*/
newplayer->load(stream);
if (isvirtual)
{
newplayer->setVirtual(true);
}
return newplayer;
}
// ----------------- Player handling -----------------------
KPlayer * KGame::findPlayer(quint32 id) const
{
for ( KGamePlayerList::iterator it = d->mPlayerList.begin(); it!=d->mPlayerList.end();++it )
{
if ((*it)->id() == id)
{
return *it;
}
}
for ( KGamePlayerList::iterator it = d->mInactivePlayerList.begin(); it!=d->mInactivePlayerList.end();++it )
{
if ((*it)->id() == id)
{
return *it;
}
}
return nullptr;
}
// it is necessary that addPlayer and systemAddPlayer are called in the same
// order. Ie if addPlayer(foo) followed by addPlayer(bar) is called, you must
// not call systemAddPlayer(bar) followed by systemAddPlayer(foo), as the
// mAddPlayerList would get confused. Should be no problem as long as comServer
// and the clients are working correctly.
// BUT: if addPlayer(foo) does not arrive by any reason while addPlayer(bar)
// does, we would be in trouble...
bool KGame::addPlayer(KPlayer* newplayer)
{
qCDebug(GAMES_PRIVATE_KGAME) << ": " << "; maxPlayers=" << maxPlayers() << "playerCount=" << playerCount();
if (!newplayer)
{
qCWarning(GAMES_PRIVATE_KGAME) << "trying to add NULL player in KGame::addPlayer()";
return false;
}
if (maxPlayers() >= 0 && (int)playerCount() >= maxPlayers())
{
qCWarning(GAMES_PRIVATE_KGAME) << "cannot add more than" << maxPlayers() << "players - deleting...";
return false;
}
if (newplayer->id() == 0)
{
d->mUniquePlayerNumber++;
newplayer->setId(KGameMessage::createPlayerId(d->mUniquePlayerNumber, gameId()));
qCDebug(GAMES_PRIVATE_KGAME) << "NEW!!! player" << newplayer << "now has id" << newplayer->id();
}
else
{
// this could happen in games which use their own ID management by certain
// reasons. that is NOT recommended
qCDebug(GAMES_PRIVATE_KGAME) << "player" << newplayer << "already has an id:" << newplayer->id();
}
QByteArray buffer;
QDataStream stream(&buffer,QIODevice::WriteOnly);
// We distinguish here what policy we have
if (policy()==PolicyLocal || policy()==PolicyDirty)
{
if ( !systemAddPlayer(newplayer) )
return false;
}
if (policy()==PolicyClean || policy()==PolicyDirty)
{
savePlayer(stream,newplayer);
// Store the player for delayed clean adding
if (policy()==PolicyClean)
{
d->mAddPlayerList.enqueue(newplayer);
}
sendSystemMessage(stream,(int)KGameMessage::IdAddPlayer, 0);
}
return true;
}
bool KGame::systemAddPlayer(KPlayer* newplayer)
{
if (!newplayer)
{
qCWarning(GAMES_PRIVATE_KGAME) << "trying to add NULL player in KGame::systemAddPlayer()";
return false ;
}
if (newplayer->id() == 0)
{
qCWarning(GAMES_PRIVATE_KGAME) << "player" << newplayer << "has no ID";
}
if (findPlayer(newplayer->id()))
{
qCCritical(GAMES_PRIVATE_KGAME) << "ERROR: Double adding player !!!!! NOT GOOD !!!!!! " << newplayer->id() << "...I delete it again";
delete newplayer;
return false;
}
else
{
qCDebug(GAMES_PRIVATE_KGAME) << "Trying to add player" << newplayer <<" maxPlayers="<<maxPlayers()<<" playerCount="<<playerCount();
// Add the player to the game
d->mPlayerList.append(newplayer);
newplayer->setGame(this);
qCDebug(GAMES_PRIVATE_KGAME) << "Player: isVirtual=" << newplayer->isVirtual();
qCDebug(GAMES_PRIVATE_KGAME) << " id=" << newplayer->id() << " #Players="
<< d->mPlayerList.count() << "added" << newplayer
<< " (virtual=" << newplayer->isVirtual() << ")";
Q_EMIT signalPlayerJoinedGame(newplayer);
}
return true;
}
// Called by the KPlayer destructor
void KGame::playerDeleted(KPlayer *player)
{
qCDebug(GAMES_PRIVATE_KGAME) << ": id (" << player->id() << ") to be removed" << player;
if (policy()==PolicyLocal || policy()==PolicyDirty)
{
systemRemovePlayer(player,false);
}
if (policy()==PolicyClean || policy()==PolicyDirty)
{
if (!player->isVirtual())
{
qCDebug(GAMES_PRIVATE_KGAME) << ": sending IdRemovePlayer "<<player->id();
sendSystemMessage(player->id(), KGameMessage::IdRemovePlayer, 0);
}
}
}
bool KGame::removePlayer(KPlayer * player, quint32 receiver)
{//transmit to all clients, or to receiver only
if (!player)
{
qCWarning(GAMES_PRIVATE_KGAME) << "trying to remove NULL player in KGame::removePlayer( )" ;
return false;
}
qCDebug(GAMES_PRIVATE_KGAME) << ": id (" << player->id() << ") to be removed" << player;
if (policy()==PolicyLocal || policy()==PolicyDirty)
{
systemRemovePlayer(player,true);
return true; // player is gone
}
if (policy()==PolicyClean || policy()==PolicyDirty)
{
qCDebug(GAMES_PRIVATE_KGAME) << ": sending IdRemovePlayer "<<player->id();
sendSystemMessage(player->id(),KGameMessage::IdRemovePlayer, receiver);
}
return true;
// we will receive the message in networkTransmission()
}
void KGame::systemRemovePlayer(KPlayer* player,bool deleteit)
{
qCDebug(GAMES_PRIVATE_KGAME) ;
if (!player)
{
qCWarning(GAMES_PRIVATE_KGAME) << "cannot remove NULL player";
return;
}
systemRemove(player,deleteit);
if (gameStatus()==(int)Run && playerCount()<minPlayers())
{
qCWarning(GAMES_PRIVATE_KGAME) << ": not enough players, PAUSING game\n";
setGameStatus(Pause);
}
}
bool KGame::systemRemove(KPlayer* p,bool deleteit)
{
if (!p)
{
qCWarning(GAMES_PRIVATE_KGAME) << "cannot remove NULL player";
return false;
}
bool result;
qCDebug(GAMES_PRIVATE_KGAME) << ": Player (" << p->id() << ") to be removed" << p;
if (d->mPlayerList.count() == 0)
{
result = false;
}
else
{
result = d->mPlayerList.removeAll(p);
}
Q_EMIT signalPlayerLeftGame(p);
p->setGame(nullptr);
if (deleteit)
{
delete p;
}
return result;
}
bool KGame::inactivatePlayer(KPlayer* player)
{
if (!player)
{
return false;
}
qCDebug(GAMES_PRIVATE_KGAME) << "Inactivate player" << player->id();
if (policy()==PolicyLocal || policy()==PolicyDirty)
{
if ( !systemInactivatePlayer(player) )
return false;
}
if (policy()==PolicyClean || policy()==PolicyDirty)
{
sendSystemMessage(player->id(), KGameMessage::IdInactivatePlayer);
}
return true;
}
bool KGame::systemInactivatePlayer(KPlayer* player)
{
if (!player || !player->isActive())
{
return false;
}
qCDebug(GAMES_PRIVATE_KGAME) << "Inactivate player" << player->id();
int pid=player->id();
// Virtual players cannot be deactivated. They will be removed
if (player->isVirtual())
{
systemRemovePlayer(player,true);
return false; // don't touch player after this!
}
else
{
d->mPlayerList.removeAll(player);
d->mInactivePlayerList.prepend(player);
player->setActive(false);
}
Q_EMIT signalPlayerLeftGame(player);
if (isAdmin())
{
d->mInactiveIdList.prepend(pid);
}
return true;
}
bool KGame::activatePlayer(KPlayer * player)
{
if (!player)
{
return false;
}
qCDebug(GAMES_PRIVATE_KGAME) << ": activate" << player->id();
if (policy()==PolicyLocal || policy()==PolicyDirty)
{
if ( !systemActivatePlayer(player) )
return false;
}
if (policy()==PolicyClean || policy()==PolicyDirty )
{
sendSystemMessage(player->id(), KGameMessage::IdActivatePlayer);
}
return true;
}
bool KGame::systemActivatePlayer(KPlayer* player)
{
if (!player || player->isActive())
{
return false;
}
qCDebug(GAMES_PRIVATE_KGAME) << ": activate" << player->id();
d->mInactivePlayerList.removeAll(player);
player->setActive(true);
if ( !addPlayer(player) ) // player is gone
return false;
if (isAdmin())
{
d->mInactiveIdList.removeAll(player->id());
}
return true;
}
// -------------------- Properties ---------------------------
void KGame::setMaxPlayers(uint maxnumber)
{ if (isAdmin()) { d->mMaxPlayer.changeValue(maxnumber); } }
void KGame::setMinPlayers(uint minnumber)
{ if (isAdmin()) { d->mMinPlayer.changeValue(minnumber); } }
uint KGame::minPlayers() const
{ return d->mMinPlayer.value(); }
int KGame::maxPlayers() const
{ return d->mMaxPlayer.value(); }
uint KGame::playerCount() const
{ return d->mPlayerList.count(); }
int KGame::gameStatus() const
{ return d->mGameStatus.value(); }
bool KGame::isRunning() const
{ return d->mGameStatus.value() == Run; }
KGamePropertyHandler* KGame::dataHandler() const
{ return d->mProperties; }
KGame::KGamePlayerList* KGame::inactivePlayerList()
{ return &d->mInactivePlayerList; }
const KGame::KGamePlayerList* KGame::inactivePlayerList() const
{ return &d->mInactivePlayerList; }
KGame::KGamePlayerList* KGame::playerList()
{ return &d->mPlayerList; }
const KGame::KGamePlayerList* KGame::playerList() const
{ return &d->mPlayerList; }
KRandomSequence* KGame::random() const
{ return d->mRandom; }
bool KGame::sendPlayerInput(QDataStream &msg, KPlayer *player, quint32 sender)
{
if (!player)
{
qCCritical(GAMES_PRIVATE_KGAME) << ": NULL player";
return false;
}
if (!isRunning())
{
qCCritical(GAMES_PRIVATE_KGAME) << ": game not running";
return false;
}
qCDebug(GAMES_PRIVATE_KGAME) << ": transmitting playerInput over network";
sendSystemMessage(msg, (int)KGameMessage::IdPlayerInput, player->id(), sender);
return true;
}
bool KGame::systemPlayerInput(QDataStream &msg, KPlayer *player, quint32 sender)
{
if (!player)
{
qCCritical(GAMES_PRIVATE_KGAME) << ": NULL player";
return false;
}
if (!isRunning())
{
qCCritical(GAMES_PRIVATE_KGAME) << ": game not running";
return false;
}
qCDebug(GAMES_PRIVATE_KGAME) << "KGame: Got playerInput from messageServer... sender:" << sender;
if (playerInput(msg,player))
{
playerInputFinished(player);
}
else
{
qCDebug(GAMES_PRIVATE_KGAME) <<": switching off player input";
// TODO: (MH 03-2003): We need an return option from playerInput so that
// the player's is not automatically disabled here
if (!player->asyncInput())
{
player->setTurn(false); // in turn based games we have to switch off input now
}
}
return true;
}
KPlayer * KGame::playerInputFinished(KPlayer *player)
{
if ( !player )
return nullptr;
qCDebug(GAMES_PRIVATE_KGAME) <<"player input finished for "<<player->id();
// Check for game over and if not allow the next player to move
int gameOver = 0;
if (gameSequence())
{
gameSequence()->setCurrentPlayer(player);
}
// do not call gameSequence()->checkGameOver() to keep backward compatibility!
gameOver = checkGameOver(player);
if (gameOver!=0)
{
player->setTurn(false);
setGameStatus(End);
Q_EMIT signalGameOver(gameOver,player,this);
}
else if (!player->asyncInput())
{
player->setTurn(false); // in turn based games we have to switch off input now
if (gameSequence())
{
QTimer::singleShot(0,this,&KGame::prepareNext);
}
}
return player;
}
// Per default we do not do anything
int KGame::checkGameOver(KPlayer *player)
{
if (gameSequence())
{
return gameSequence()->checkGameOver(player);
}
return 0;
}
void KGame::setGameSequence(KGameSequence* sequence)
{
delete d->mGameSequence;
d->mGameSequence = sequence;
if (d->mGameSequence)
{
d->mGameSequence->setGame(this);
}
}
KGameSequence* KGame::gameSequence() const
{
return d->mGameSequence;
}
void KGame::prepareNext()
{
if (gameSequence())
{
// we don't call gameSequence->nextPlayer() to keep old code working
nextPlayer(gameSequence()->currentPlayer());
}
}
KPlayer *KGame::nextPlayer(KPlayer *last,bool exclusive)
{
if (gameSequence())
{
return gameSequence()->nextPlayer(last, exclusive);
}
return nullptr;
}
void KGame::setGameStatus(int status)
{
qCDebug(GAMES_PRIVATE_KGAME) << ": GAMESTATUS CHANGED to" << status;
if (status==(int)Run && playerCount()<minPlayers())
{
qCDebug(GAMES_PRIVATE_KGAME) << ": not enough players, pausing game\n";
status=Pause;
}
d->mGameStatus = status;
}
void KGame::networkTransmission(QDataStream &stream, int msgid, quint32 receiver, quint32 sender, quint32 /*clientID*/)
{//clientID is unused
// message targets a playerobject. If we find it we forward the message to the
// player. Otherwise we proceed here and hope the best that the user processes
// the message
// qCDebug(GAMES_PRIVATE_KGAME) << ": we="<<(int)gameId()<<" id="<<msgid<<" recv=" << receiver << "sender=" << sender;
// *first* notice the game that something has changed - so no return prevents
// this
Q_EMIT signalMessageUpdate(msgid, receiver, sender);
if (KGameMessage::isPlayer(receiver))
{
//qCDebug(GAMES_PRIVATE_KGAME) << "message id" << msgid << "seems to be for a player ("<<active=p->isActive()<<" recv="<< receiver;
KPlayer *p=findPlayer(receiver);
if (p && p->isActive())
{
p->networkTransmission(stream,msgid,sender);
return;
}
if (p)
{
qCDebug(GAMES_PRIVATE_KGAME) << "player is here but not active";
}
else
{
qCDebug(GAMES_PRIVATE_KGAME) << "no player found";
}
}
// If it is not for a player it is meant for us!!!! Otherwise the
// gamenetwork would not have passed the message to us!
// GameProperties processed
if (d->mProperties->processMessage(stream, msgid, sender == gameId()))
{
// qCDebug(GAMES_PRIVATE_KGAME) << "KGame: message taken by property - returning";
return ;
}
switch(msgid)
{
case KGameMessage::IdSetupGame: // Client: First step in setup game
{
qint16 v;
qint32 c;
stream >> v >> c;
qCDebug(GAMES_PRIVATE_KGAME) << " ===================> (Client) " << ": Got IdSetupGame ==================";
qCDebug(GAMES_PRIVATE_KGAME) << "our game id is" << gameId() << "Lib version=" << v << "App Cookie=" << c;
// Verify identity of the network partners
if (c!=cookie())
{
qCCritical(GAMES_PRIVATE_KGAME) << "IdGameSetup: Negotiate Game: cookie mismatch I'am="<<cookie()<<" master="<<c;
sendError(KGameError::Cookie, KGameError::errCookie(cookie(), c));
disconnect(); // disconnect from master
}
else if (v!=KGameMessage::version())
{
sendError(KGameError::Version, KGameError::errVersion(v));
disconnect(); // disconnect from master
}
else
{
setupGame(sender);
}
qCDebug(GAMES_PRIVATE_KGAME) << "========== (Client) Setup game done\n";
}
break;
case KGameMessage::IdSetupGameContinue: // Master: second step in game setup
{
qCDebug(GAMES_PRIVATE_KGAME) << "=====>(Master) " << " - IdSetupGameContinue";
setupGameContinue(stream, sender);
}
break;
case KGameMessage::IdActivatePlayer: // Activate Player
{
int id;
stream >> id;
qCDebug(GAMES_PRIVATE_KGAME) << "Got IdActivatePlayer id=" << id;
if (sender!=gameId() || policy()!=PolicyDirty)
{
systemActivatePlayer(findPlayer(id));
}
}
break;
case KGameMessage::IdInactivatePlayer: // Inactivate Player
{
int id;
stream >> id;
qCDebug(GAMES_PRIVATE_KGAME) << "Got IdInactivatePlayer id=" << id;
if (sender!=gameId() || policy()!=PolicyDirty)
{
systemInactivatePlayer(findPlayer(id));
}
}
break;
case KGameMessage::IdAddPlayer:
{
qCDebug(GAMES_PRIVATE_KGAME) << ": Got IdAddPlayer";
if (sender!=gameId() || policy()!=PolicyDirty)
{
KPlayer *newplayer=nullptr;
// We sent the message so the player is already available
if (sender==gameId())
{
qCDebug(GAMES_PRIVATE_KGAME) << "dequeue previously added player";
newplayer = d->mAddPlayerList.dequeue();
}
else
{
newplayer=loadPlayer(stream,true);
}
systemAddPlayer(newplayer);// the final, local, adding
//systemAddPlayer(stream);
}
}
break;
case KGameMessage::IdRemovePlayer: // Client should delete player id
{
int id;
stream >> id;
qCDebug(GAMES_PRIVATE_KGAME) << ": Got IdRemovePlayer" << id;
KPlayer *p=findPlayer(id);
if (p)
{
// Otherwise the player is already removed
if (sender!=gameId() || policy()!=PolicyDirty)
{
systemRemovePlayer(p,true);
}
}
else
{
qCWarning(GAMES_PRIVATE_KGAME) << "Cannot find player" << id;
}
}
break;
case KGameMessage::IdGameLoad:
{
qCDebug(GAMES_PRIVATE_KGAME) << "====> (Client) " << ": Got IdGameLoad";
loadgame(stream,true,false);
}
break;
case KGameMessage::IdGameSetupDone:
{
int cid;
stream >> cid;
qCDebug(GAMES_PRIVATE_KGAME) << "====> (CLIENT) " << ": Got IdGameSetupDone for client "
<< cid << "we are =" << gameId();
sendSystemMessage(gameId(), KGameMessage::IdGameConnected, 0);
}
break;
case KGameMessage::IdGameConnected:
{
int cid;
stream >> cid;
qCDebug(GAMES_PRIVATE_KGAME) << "====> (ALL) " << ": Got IdGameConnected for client "<< cid << "we are =" << gameId();
Q_EMIT signalClientJoinedGame(cid,this);
}
break;
case KGameMessage::IdSyncRandom: // Master forces a new random seed on us
{
int newseed;
stream >> newseed;
qCDebug(GAMES_PRIVATE_KGAME) << "CLIENT: setting random seed to" << newseed;
d->mRandom->setSeed(newseed);
}
break;
case KGameMessage::IdDisconnect:
{
// if we disconnect we *always* start a local game.
// this could lead into problems if we just change the message server
if (sender != gameId())
{
qCDebug(GAMES_PRIVATE_KGAME) << "client" << sender << "leaves game";
return;
}
qCDebug(GAMES_PRIVATE_KGAME) << "leaving the game";
// start a new local game
// no other client is by default connected to this so this call should be
// enough
setMaster();
}
break;
default:
{
if (msgid < KGameMessage::IdUser)
{
qCCritical(GAMES_PRIVATE_KGAME) << "incorrect message id" << msgid << " - emit anyway";
}
qCDebug(GAMES_PRIVATE_KGAME) << ": User data msgid" << msgid;
Q_EMIT signalNetworkData(msgid - KGameMessage::IdUser,((QBuffer*)stream.device())->readAll(),receiver,sender);
}
break;
}
}
// called by the IdSetupGameContinue Message - MASTER SIDE
// Here the master needs to decide which players can take part at the game
// and which will be deactivated
void KGame::setupGameContinue(QDataStream& stream, quint32 sender)
{
KPlayer *player;
qint32 cnt;
int i;
stream >> cnt;
QList<int> inactivateIds;
KGamePlayerList newPlayerList;
for (i=0;i<cnt;++i)
{
player=loadPlayer(stream,true);
qCDebug(GAMES_PRIVATE_KGAME) << "Master got player" << player->id() <<" rawgame=" << KGameMessage::rawGameId(player->id()) << "from sender" << sender;
if (KGameMessage::rawGameId(player->id()) != sender)
{
qCCritical(GAMES_PRIVATE_KGAME) << "Client tries to add player with wrong game id - cheat possible";
}
else
{
newPlayerList.append(player);
qCDebug(GAMES_PRIVATE_KGAME) << "newplayerlist appended" << player->id();
}
}
newPlayersJoin(playerList(),&newPlayerList,inactivateIds);
qCDebug(GAMES_PRIVATE_KGAME) << "Master calculates how many players to activate client has cnt=" << cnt;
qCDebug(GAMES_PRIVATE_KGAME) << "The game has" << playerCount() << "active players";
qCDebug(GAMES_PRIVATE_KGAME) << "The user deactivated "<< inactivateIds.count() << "player already";
qCDebug(GAMES_PRIVATE_KGAME) << "MaxPlayers for this game is" << maxPlayers();
// Do we have too many players? (After the programmer disabled some?)
// MH: We cannot use have player here as it CHANGES in the loop
// int havePlayers = cnt+playerCount()-inactivateIds.count();
qCDebug(GAMES_PRIVATE_KGAME) << "havePlayers" << cnt+playerCount()-inactivateIds.count();
while (maxPlayers() > 0 && maxPlayers() < (int)(cnt+playerCount() - inactivateIds.count()))
{
qCDebug(GAMES_PRIVATE_KGAME) << " Still to deactivate "
<< (int)(cnt+playerCount()-inactivateIds.count())-(int)maxPlayers()
;
KPlayer *currentPlayer=nullptr;
int currentPriority=0x7fff; // MAX_UINT (16bit?) to get the maximum of the list
// find lowest network priority which is not yet in the newPlayerList
// do this for the new players
for ( KGamePlayerList::iterator it = newPlayerList.begin(); it!=newPlayerList.end();++it )
{
KPlayer* player = *it;
// Already in the list
if (inactivateIds.indexOf(player->id())!=-1)
{
continue;
}
if (player->networkPriority()<currentPriority)
{
currentPriority=player->networkPriority();
currentPlayer=player;
}
}
// find lowest network priority which is not yet in the newPlayerList
// Do this for the network players
for ( KGamePlayerList::iterator it = d->mPlayerList.begin(); it!=d->mPlayerList.end();++it )
{
KPlayer* player = *it;
// Already in the list
if (inactivateIds.indexOf(player->id())!=-1)
{
continue;
}
if (player->networkPriority()<currentPriority)
{
currentPriority=player->networkPriority();
currentPlayer=player;
}
}
// add it to inactivateIds
if (currentPlayer)
{
qCDebug(GAMES_PRIVATE_KGAME) << "Marking player" << currentPlayer->id() << "for inactivation";
inactivateIds.append(currentPlayer->id());
}
else
{
qCCritical(GAMES_PRIVATE_KGAME) << "Couldn't find a player to deactivate. That is not so good...";
break;
}
}
qCDebug(GAMES_PRIVATE_KGAME) << "Altogether deactivated" << inactivateIds.count() << "players";
QList<int>::Iterator it;
for ( it = inactivateIds.begin(); it != inactivateIds.end(); ++it )
{
int pid=*it;
qCDebug(GAMES_PRIVATE_KGAME) << "pid=" << pid;
}
// Now deactivate the network players from the inactivateId list
//QValueList<int>::Iterator it;
for ( it = inactivateIds.begin(); it != inactivateIds.end(); ++it )
{
int pid=*it;
if (KGameMessage::rawGameId(pid) == sender)
{
continue; // client's player
}
qCDebug(GAMES_PRIVATE_KGAME) << " -> the network needs to deactivate" << pid;
player=findPlayer(pid);
if (player)
{
// We have to make REALLY sure that the player is gone. With any policy
if (systemInactivatePlayer(player) && policy()!=PolicyLocal)
{
sendSystemMessage(player->id(), KGameMessage::IdInactivatePlayer);
} else
player = nullptr;
}
else
{
qCCritical(GAMES_PRIVATE_KGAME) << "We should deactivate a player, but cannot find it...not good.";
}
}
// Now send out the player list which the client can activate
for ( KGamePlayerList::iterator it = newPlayerList.begin(); it!=newPlayerList.end();++it )
{
KPlayer* player = *it;
qCDebug(GAMES_PRIVATE_KGAME) << "newplayerlist contains" << player->id();
// Only activate what is not in the list
if (inactivateIds.indexOf(player->id())!=-1)
{
continue;
}
qCDebug(GAMES_PRIVATE_KGAME) << " -> the client can ******** reactivate ******** " << player->id();
sendSystemMessage(player->id(), KGameMessage::IdActivatePlayer, sender);
}
// Save the game over the network
QByteArray bufferS;
QDataStream streamS(&bufferS,QIODevice::WriteOnly);
// Save game over netowrk and save players
savegame(streamS,true,true);
sendSystemMessage(streamS,KGameMessage::IdGameLoad,sender);
// Only to the client first , as the client will add players
sendSystemMessage(sender, KGameMessage::IdGameSetupDone, sender);
//Finally delete content of the newPlayerList
qDeleteAll(newPlayerList);
newPlayerList.clear();
}
// called by the IdSetupGame Message - CLIENT SIDE
// Client needs to prepare for network transfer
void KGame::setupGame(quint32 sender)
{
QByteArray bufferS;
QDataStream streamS(&bufferS,QIODevice::WriteOnly);
// Deactivate all players
KGamePlayerList mTmpList(d->mPlayerList); // we need copy otherwise the removal crashes
qint32 cnt=mTmpList.count();
qCDebug(GAMES_PRIVATE_KGAME) << "Client: playerlistcount=" << d->mPlayerList.count() << "tmplistcout=" << cnt;
streamS << cnt;
KGamePlayerList::iterator it = mTmpList.begin();
KPlayer *player;
while (it!=mTmpList.end())
{
player=*it;
++it;
--cnt;
if (!systemInactivatePlayer(player))
continue; // player is gone
// Give the new game id to all players (which are inactivated now)
player->setId(KGameMessage::createPlayerId(player->id(),gameId()));
// Save it for the master to decide what to do
savePlayer(streamS,player);
}
if (d->mPlayerList.count() > 0 || cnt!=0)
{
qCWarning(GAMES_PRIVATE_KGAME) << "KGame::setupGame(): Player list is not empty! or cnt!=0=" <<cnt;
abort();
}
sendSystemMessage(streamS,KGameMessage::IdSetupGameContinue,sender);
}
// unused by KGame
void KGame::syncRandom()
{
int newseed=(int)d->mRandom->getLong(65535);
sendSystemMessage(newseed,KGameMessage::IdSyncRandom); // Broadcast
d->mRandom->setSeed(newseed);
}
void KGame::Debug()
{
KGameNetwork::Debug();
qCDebug(GAMES_PRIVATE_KGAME) << "------------------- KGAME -------------------------";
qCDebug(GAMES_PRIVATE_KGAME) << "this: " << this;
qCDebug(GAMES_PRIVATE_KGAME) << "uniquePlayer " << d->mUniquePlayerNumber;
qCDebug(GAMES_PRIVATE_KGAME) << "gameStatus " << gameStatus();
qCDebug(GAMES_PRIVATE_KGAME) << "MaxPlayers : " << maxPlayers();
qCDebug(GAMES_PRIVATE_KGAME) << "NoOfPlayers : " << playerCount();
qCDebug(GAMES_PRIVATE_KGAME) << "NoOfInactive: " << d->mInactivePlayerList.count();
qCDebug(GAMES_PRIVATE_KGAME) << "---------------------------------------------------";
}
void KGame::slotClientConnected(quint32 clientID)
{
if (isAdmin())
{
negotiateNetworkGame(clientID);
}
}
void KGame::slotServerDisconnected() // Client side
{
qCDebug(GAMES_PRIVATE_KGAME) << "======= SERVER DISCONNECT =======";
qCDebug(GAMES_PRIVATE_KGAME) << "+++ (CLIENT)++++++++" << ": our GameID="<<gameId();
int oldgamestatus=gameStatus();
KGamePlayerList removeList;
qCDebug(GAMES_PRIVATE_KGAME) << "Playerlist of client=" << d->mPlayerList.count() << "count";
qCDebug(GAMES_PRIVATE_KGAME) << "Inactive Playerlist of client=" << d->mInactivePlayerList.count() << "count";
for ( KGamePlayerList::iterator it = d->mPlayerList.begin(); it!=d->mPlayerList.end();++it )
{
KPlayer* player = *it;
// TODO: CHECK: id=0, could not connect to server in the first place??
if (KGameMessage::rawGameId(player->id()) != gameId() && gameId()!=0)
{
qCDebug(GAMES_PRIVATE_KGAME) << "Player" << player->id() << "belongs to a removed game";
removeList.append(player);
}
}
for ( KGamePlayerList::iterator it = removeList.begin(); it!=removeList.end();++it )
{
KPlayer* player = *it;
bool remove = true;
Q_EMIT signalReplacePlayerIO(player, &remove);
if (remove)
{
qCDebug(GAMES_PRIVATE_KGAME) << " ---> Removing player" << player->id();
systemRemovePlayer(player,true); // no network necessary
}
}
setMaster();
qCDebug(GAMES_PRIVATE_KGAME) << "our game id is after setMaster" << gameId();
KGamePlayerList mReList(d->mInactivePlayerList);
for ( KGamePlayerList::iterator it = mReList.begin(); it!=mReList.end();++it )
{
KPlayer* player = *it;
// TODO ?check for priority? Sequence should be ok
if ((int)playerCount()<maxPlayers() || maxPlayers()<0)
{
systemActivatePlayer(player);
}
}
qCDebug(GAMES_PRIVATE_KGAME) << "Players activated player-cnt=" << playerCount();
for ( KGamePlayerList::iterator it = d->mPlayerList.begin(); it!=d->mPlayerList.end();++it )
{
KPlayer* player = *it;
int oldid=player->id();
d->mUniquePlayerNumber++;
player->setId(KGameMessage::createPlayerId(d->mUniquePlayerNumber,gameId()));
qCDebug(GAMES_PRIVATE_KGAME) << "Player id" << oldid <<" changed to" << player->id() << "as we are now local";
}
// TODO clear inactive lists ?
Debug();
for ( KGamePlayerList::iterator it = d->mPlayerList.begin(); it!=d->mPlayerList.end();++it )
{
KPlayer* player = *it;
player->Debug();
}
qCDebug(GAMES_PRIVATE_KGAME) << "+++++++++++" << "DONE=";
Q_EMIT signalClientLeftGame(0,oldgamestatus,this);
}
void KGame::slotClientDisconnected(quint32 clientID,bool /*broken*/) // server side
{
qCDebug(GAMES_PRIVATE_KGAME) << "++++(SERVER)+++++++" << "clientId=" << clientID;
int oldgamestatus=gameStatus();
KPlayer *player;
KGamePlayerList removeList;
qCDebug(GAMES_PRIVATE_KGAME) << "Playerlist of client=" << d->mPlayerList.count() << "count";
for ( KGamePlayerList::iterator it = d->mPlayerList.begin(); it!=d->mPlayerList.end();++it )
{
KPlayer* player = *it;
if (KGameMessage::rawGameId(player->id())==clientID)
{
qCDebug(GAMES_PRIVATE_KGAME) << "Player" << player->id() << "belongs to the removed game";
removeList.append(player);
}
}
for ( KGamePlayerList::iterator it = removeList.begin(); it!=removeList.end();++it )
{
KPlayer* player = *it;
// try to replace the KGameIO first
bool remove = true;
Q_EMIT signalReplacePlayerIO(player, &remove);
if (remove) {
// otherwise (no new KGameIO) remove the player
qCDebug(GAMES_PRIVATE_KGAME) << " ---> Removing player" << player->id();
removePlayer(player,0);
}
}
// Now add inactive players - sequence should be ok
// TODO remove players from removed game
for (int idx=0;idx<d->mInactiveIdList.count();idx++)
{
int it1 = d->mInactiveIdList.at(idx);
player = findPlayer(it1);
if (((int)playerCount() < maxPlayers() || maxPlayers() < 0) && player && KGameMessage::rawGameId(it1) != clientID)
{
activatePlayer(player);
}
}
Q_EMIT signalClientLeftGame(clientID,oldgamestatus,this);
}
// -------------------- Synchronization -----------------------
// this initializes a newly connected client.
// we send the number of players (including type) as well as game status and
// properties to the client. After the initialization has been completed both
// clients should have the same status (ie players, properties, etc)
void KGame::negotiateNetworkGame(quint32 clientID)
{
qCDebug(GAMES_PRIVATE_KGAME) << "===========================" << ": clientID=" << clientID << " =========================== ";
if (!isAdmin())
{
qCCritical(GAMES_PRIVATE_KGAME) << ": Serious WARNING..only gameAdmin should call this";
return ;
}
QByteArray buffer;
QDataStream streamGS(&buffer,QIODevice::WriteOnly);
// write Game setup specific data
//streamGS << (qint32)maxPlayers();
//streamGS << (qint32)minPlayers();
// send to the newly connected client *only*
qint16 v=KGameMessage::version();
qint32 c=cookie();
streamGS << v << c;
sendSystemMessage(streamGS, KGameMessage::IdSetupGame, clientID);
}
bool KGame::sendGroupMessage(const QByteArray &msg, int msgid, quint32 sender, const QString& group)
{
// AB: group must not be i18n'ed!! we should better use an id for group and use
// a groupName() for the name // FIXME
for ( KGamePlayerList::iterator it = d->mPlayerList.begin(); it!=d->mPlayerList.end();++it )
{
KPlayer* player = *it;
if (player && player->group()==group)
{
sendMessage(msg,msgid,player->id(), sender);
}
}
return true;
}
bool KGame::sendGroupMessage(const QDataStream &msg, int msgid, quint32 sender, const QString& group)
{ return sendGroupMessage(((QBuffer*)msg.device())->buffer(), msgid, sender, group); }
bool KGame::sendGroupMessage(const QString& msg, int msgid, quint32 sender, const QString& group)
{
QByteArray buffer;
QDataStream stream(&buffer, QIODevice::WriteOnly);
stream << msg;
return sendGroupMessage(stream, msgid, sender, group);
}
bool KGame::addProperty(KGamePropertyBase* data)
{ return dataHandler()->addProperty(data); }
bool KGame::sendPlayerProperty(int msgid, QDataStream& s, quint32 playerId)
{ return sendSystemMessage(s, msgid, playerId); }
void KGame::sendProperty(int msgid, QDataStream& stream, bool* sent)
{
bool s = sendSystemMessage(stream, msgid);
if (s)
{
*sent = true;
}
}
void KGame::emitSignal(KGamePropertyBase *me)
{
Q_EMIT signalPropertyChanged(me,this);
}
KGamePropertyBase* KGame::findProperty(int id) const
{ return d->mProperties->find(id); }
KGame::GamePolicy KGame::policy() const
{
return d->mPolicy;
}
void KGame::setPolicy(GamePolicy p,bool recursive)
{
// Set KGame policy
d->mPolicy=p;
if (recursive)
{
// Set all KGame property policy
dataHandler()->setPolicy((KGamePropertyBase::PropertyPolicy)p,false);
// Set all KPLayer (active or inactive) property policy
for ( KGamePlayerList::iterator it = d->mPlayerList.begin(); it!=d->mPlayerList.end();++it )
{
(*it)->dataHandler()->setPolicy((KGamePropertyBase::PropertyPolicy)p,false);
}
for ( KGamePlayerList::iterator it = d->mInactivePlayerList.begin(); it!=d->mInactivePlayerList.end();++it )
{
(*it)->dataHandler()->setPolicy((KGamePropertyBase::PropertyPolicy)p,false);
}
}
}
/*
* vim: et sw=2
*/
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