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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 "kgamenetwork.h"
#include "kgamemessage.h"
#include "kgameerror.h"
#include "kmessageserver.h"
#include "kmessageclient.h"
#include "kmessageio.h"
#include <dnssd/publicservice.h>
#include <QBuffer>
//Added by qt3to4:
#include <QList>
class KGameNetworkPrivate
{
public:
KGameNetworkPrivate()
{
mMessageClient = nullptr;
mMessageServer = nullptr;
mDisconnectId = 0;
mService = nullptr;
}
public:
KMessageClient* mMessageClient;
KMessageServer* mMessageServer;
quint32 mDisconnectId; // Stores gameId() over a disconnect process
KDNSSD::PublicService* mService;
QString mType;
QString mName;
int mCookie;
};
// ------------------- NETWORK GAME ------------------------
KGameNetwork::KGameNetwork(int c, QObject* parent)
: QObject(parent),
d( new KGameNetworkPrivate )
{
d->mCookie = (qint16)c;
// Init the game as a local game, i.e.
// create your own KMessageServer and a KMessageClient connected to it.
setMaster();
qCDebug(GAMES_PRIVATE_KGAME) << "this=" << this <<", cookie=" << cookie() << "sizeof(this)="<<sizeof(KGameNetwork);
}
KGameNetwork::~KGameNetwork()
{
qCDebug(GAMES_PRIVATE_KGAME) << "this=" << this;
// Debug();
delete d->mService;
delete d;
}
// ----------------------------- status methods
bool KGameNetwork::isNetwork() const
{ return isOfferingConnections() || d->mMessageClient->isNetwork();}
quint32 KGameNetwork::gameId() const
{
//return d->mMessageClient->id() ;
// Return stored id in the case of disconnect. In any other
// case the disconnect id is 0
if (d->mMessageClient->id()!=0 ) {
return d->mMessageClient->id() ;
} else {
return d->mDisconnectId;
}
}
int KGameNetwork::cookie() const
{ return d->mCookie; }
bool KGameNetwork::isMaster() const
{ return (d->mMessageServer != nullptr); }
bool KGameNetwork::isAdmin() const
{ return (d->mMessageClient->isAdmin()); }
KMessageClient* KGameNetwork::messageClient() const
{ return d->mMessageClient; }
KMessageServer* KGameNetwork::messageServer() const
{ return d->mMessageServer; }
// ----------------------- network init
void KGameNetwork::setMaster()
{
if (!d->mMessageServer) {
d->mMessageServer = new KMessageServer (cookie(), this);
} else {
qCWarning(GAMES_PRIVATE_KGAME) << "Server already running!!";
}
if (!d->mMessageClient) {
d->mMessageClient = new KMessageClient (this);
connect(d->mMessageClient, &KMessageClient::broadcastReceived, this, &KGameNetwork::receiveNetworkTransmission);
connect(d->mMessageClient, &KMessageClient::connectionBroken, this, &KGameNetwork::signalConnectionBroken);
connect(d->mMessageClient, &KMessageClient::aboutToDisconnect, this, &KGameNetwork::aboutToLoseConnection);
connect(d->mMessageClient, &KMessageClient::connectionBroken, this, &KGameNetwork::slotResetConnection);
connect(d->mMessageClient, &KMessageClient::adminStatusChanged, this, &KGameNetwork::slotAdminStatusChanged);
connect(d->mMessageClient, &KMessageClient::eventClientConnected, this, &KGameNetwork::signalClientConnected);
connect(d->mMessageClient, &KMessageClient::eventClientDisconnected, this, &KGameNetwork::signalClientDisconnected);
// broacast and direct messages are treated equally on receive.
connect (d->mMessageClient, &KMessageClient::forwardReceived,
d->mMessageClient, &KMessageClient::broadcastReceived);
} else {
// should be no problem but still has to be tested
qCDebug(GAMES_PRIVATE_KGAME) << "Client already exists!";
}
d->mMessageClient->setServer(d->mMessageServer);
}
void KGameNetwork::setDiscoveryInfo(const QString& type, const QString& name)
{
qCDebug(GAMES_PRIVATE_KGAME) << type << ":" << name;
d->mType = type;
d->mName = name;
tryPublish();
}
void KGameNetwork::tryPublish()
{
if (d->mType.isNull() || !isOfferingConnections()) return;
if (!d->mService) d->mService = new KDNSSD::PublicService(d->mName,d->mType,port());
else {
if (d->mType!=d->mService->type()) d->mService->setType(d->mType);
if (d->mName!=d->mService->serviceName()) d->mService->setServiceName(d->mName);
}
if (!d->mService->isPublished()) d->mService->publishAsync();
}
void KGameNetwork::tryStopPublishing()
{
if (d->mService) d->mService->stop();
}
bool KGameNetwork::offerConnections(quint16 port)
{
qCDebug(GAMES_PRIVATE_KGAME) << "on port" << port;
if (!isMaster()) {
setMaster();
}
// Make sure this is 0
d->mDisconnectId = 0;
// FIXME: This debug message can be removed when the program is working correct.
if (d->mMessageServer && d->mMessageServer->isOfferingConnections()) {
qCDebug(GAMES_PRIVATE_KGAME) << "Already running as server! Changing the port now!";
}
tryStopPublishing();
qCDebug(GAMES_PRIVATE_KGAME) << "before Server->initNetwork";
if (!d->mMessageServer->initNetwork (port)) {
qCCritical(GAMES_PRIVATE_KGAME) << "Unable to bind to port" << port << "!";
// no need to delete - we just cannot listen to the port
// delete d->mMessageServer;
// d->mMessageServer = 0;
// d->mMessageClient->setServer((KMessageServer*)0);
return false;
}
qCDebug(GAMES_PRIVATE_KGAME) << "after Server->initNetwork";
tryPublish();
return true;
}
bool KGameNetwork::connectToServer (const QString& host, quint16 port)
{
if (host.isEmpty()) {
qCCritical(GAMES_PRIVATE_KGAME) << "No hostname given";
return false;
}
if (connectToServer(new KMessageSocket (host, port)))
{
qCDebug(GAMES_PRIVATE_KGAME) << "connected to" << host << ":" << port;
return true;
}
else
{
return false;
}
}
bool KGameNetwork::connectToServer (KMessageIO *connection)
{
// Make sure this is 0
d->mDisconnectId = 0;
// if (!d->mMessageServer) {
// // FIXME: What shall we do here? Probably must stop a running game.
// qCWarning(GAMES_PRIVATE_KGAME) << "We are already connected to another server!";
/// }
if (d->mMessageServer) {
// FIXME: What shall we do here? Probably must stop a running game.
qCWarning(GAMES_PRIVATE_KGAME) << "we are server but we are trying to connect to another server! "
<< "make sure that all clients connect to that server! "
<< "quitting the local server now...";
stopServerConnection();
d->mMessageClient->setServer((KMessageIO*)nullptr);
delete d->mMessageServer;
d->mMessageServer = nullptr;
}
qCDebug(GAMES_PRIVATE_KGAME) << " about to set server";
d->mMessageClient->setServer(connection);
Q_EMIT signalAdminStatusChanged(false); // as we delete the connection above isAdmin() is always false now!
// OK: We say that we already have connected, but this isn't so yet!
// If the connection cannot be established, it will look as being disconnected
// again ("slotConnectionLost" is called).
// Shall we differ between these?
qCDebug(GAMES_PRIVATE_KGAME) << "connected";
return true;
}
quint16 KGameNetwork::port() const
{
if (isNetwork()) {
if (isOfferingConnections()) {
return d->mMessageServer->serverPort();
} else {
return d->mMessageClient->peerPort();
}
}
return 0;
}
QString KGameNetwork::hostName() const
{
return d->mMessageClient->peerName();
}
bool KGameNetwork::stopServerConnection()
{
// We still are the Master, we just don't accept further connections!
tryStopPublishing();
if (d->mMessageServer) {
d->mMessageServer->stopNetwork();
return true;
}
return false;
}
bool KGameNetwork::isOfferingConnections() const
{ return (d->mMessageServer && d->mMessageServer->isOfferingConnections()); }
void KGameNetwork::disconnect()
{
// TODO MH
qCDebug(GAMES_PRIVATE_KGAME) ;
stopServerConnection();
if (d->mMessageServer) {
QList <quint32> list=d->mMessageServer->clientIDs();
QList<quint32>::Iterator it;
for( it = list.begin(); it != list.end(); ++it )
{
qCDebug(GAMES_PRIVATE_KGAME) << "Client id=" << (*it);
KMessageIO *client=d->mMessageServer->findClient(*it);
if (!client)
{
continue;
}
qCDebug(GAMES_PRIVATE_KGAME) << " rtti=" << client->rtti();
if (client->rtti()==2)
{
qCDebug(GAMES_PRIVATE_KGAME) << "DIRECT IO";
}
else
{
d->mMessageServer->removeClient(client,false);
}
}
}
else
{
qCDebug(GAMES_PRIVATE_KGAME) << "before client->disconnect() id="<<gameId();
//d->mMessageClient->setServer((KMessageIO*)0);
qCDebug(GAMES_PRIVATE_KGAME) << "+++++++++++++++++++++++++++++++++++++++++++++++++++++++";
d->mMessageClient->disconnect();
qCDebug(GAMES_PRIVATE_KGAME) << "++++++--------------------------------------------+++++";
}
//setMaster();
/*
if (d->mMessageServer) {
//delete d->mMessageServer;
//d->mMessageServer=0;
server=true;
qCDebug(GAMES_PRIVATE_KGAME) << " server true";
d->mMessageServer->deleteClients();
qCDebug(GAMES_PRIVATE_KGAME) << " server deleteClients";
}
*/
qCDebug(GAMES_PRIVATE_KGAME) << "DONE";
}
void KGameNetwork::aboutToLoseConnection(quint32 clientID)
{
qCDebug(GAMES_PRIVATE_KGAME) << "Storing client id of connection "<<clientID;
d->mDisconnectId = clientID;
}
void KGameNetwork::slotResetConnection()
{
qCDebug(GAMES_PRIVATE_KGAME) << "Resseting client disconnect id";
d->mDisconnectId = 0;
}
void KGameNetwork::electAdmin(quint32 clientID)
{
if (!isAdmin()) {
qCWarning(GAMES_PRIVATE_KGAME) << "only ADMIN is allowed to call this!";
return;
}
QByteArray buffer;
QDataStream stream(&buffer,QIODevice::WriteOnly);
stream << static_cast<quint32>( KMessageServer::REQ_ADMIN_CHANGE );
stream << clientID;
d->mMessageClient->sendServerMessage(buffer);
}
void KGameNetwork::setMaxClients(int max)
{
if (!isAdmin()) {
qCWarning(GAMES_PRIVATE_KGAME) << "only ADMIN is allowed to call this!";
return;
}
QByteArray buffer;
QDataStream stream(&buffer,QIODevice::WriteOnly);
stream << static_cast<quint32>( KMessageServer::REQ_MAX_NUM_CLIENTS );
stream << (qint32)max;
d->mMessageClient->sendServerMessage(buffer);
}
void KGameNetwork::lock()
{
if (messageClient()) {
messageClient()->lock();
}
}
void KGameNetwork::unlock()
{
if (messageClient()) {
messageClient()->unlock();
}
}
// --------------------- send messages ---------------------------
bool KGameNetwork::sendSystemMessage(int data, int msgid, quint32 receiver, quint32 sender)
{
QByteArray buffer;
QDataStream stream(&buffer,QIODevice::WriteOnly);
stream << data;
return sendSystemMessage(buffer,msgid,receiver,sender);
}
bool KGameNetwork::sendSystemMessage(const QString &msg, int msgid, quint32 receiver, quint32 sender)
{
QByteArray buffer;
QDataStream stream(&buffer, QIODevice::WriteOnly);
stream << msg;
return sendSystemMessage(buffer, msgid, receiver, sender);
}
bool KGameNetwork::sendSystemMessage(const QDataStream &msg, int msgid, quint32 receiver, quint32 sender)
{ return sendSystemMessage(((QBuffer*)msg.device())->buffer(), msgid, receiver, sender); }
bool KGameNetwork::sendSystemMessage(const QByteArray& data, int msgid, quint32 receiver, quint32 sender)
{
QByteArray buffer;
QDataStream stream(&buffer,QIODevice::WriteOnly);
if (!sender) {
sender = gameId();
}
quint32 receiverClient = KGameMessage::rawGameId(receiver); // KGame::gameId()
int receiverPlayer = KGameMessage::rawPlayerId(receiver); // KPlayer::id()
KGameMessage::createHeader(stream, sender, receiver, msgid);
stream.writeRawData(data.data(), data.size());
/*
qCDebug(GAMES_PRIVATE_KGAME) << "transmitGameClientMessage msgid=" << msgid << "recv="
<< receiver << "sender=" << sender << "Buffersize="
<< buffer.size();
*/
if (!d->mMessageClient) {
// No client created, this should never happen!
// Having a local game means we have our own
// KMessageServer and we are the only client.
qCWarning(GAMES_PRIVATE_KGAME) << "We don't have a client! Should never happen!";
return false;
}
if (receiverClient == 0 || receiverPlayer != 0)
{
// if receiverClient == 0 this is a broadcast message. if it is != 0 but
// receiverPlayer is also != 0 we have to send broadcast anyway, because the
// KPlayer object on all clients needs to receive the message.
d->mMessageClient->sendBroadcast(buffer);
}
else
{
d->mMessageClient->sendForward(buffer, receiverClient);
}
return true;
}
bool KGameNetwork::sendMessage(int data, int msgid, quint32 receiver, quint32 sender)
{ return sendSystemMessage(data,msgid+KGameMessage::IdUser,receiver,sender); }
bool KGameNetwork::sendMessage(const QString &msg, int msgid, quint32 receiver, quint32 sender)
{ return sendSystemMessage(msg,msgid+KGameMessage::IdUser,receiver,sender); }
bool KGameNetwork::sendMessage(const QDataStream &msg, int msgid, quint32 receiver, quint32 sender)
{ return sendSystemMessage(msg, msgid+KGameMessage::IdUser, receiver, sender); }
bool KGameNetwork::sendMessage(const QByteArray &msg, int msgid, quint32 receiver, quint32 sender)
{ return sendSystemMessage(msg, msgid+KGameMessage::IdUser, receiver, sender); }
void KGameNetwork::sendError(int error,const QByteArray& message, quint32 receiver, quint32 sender)
{
QByteArray buffer;
QDataStream stream(&buffer,QIODevice::WriteOnly);
stream << (qint32) error;
stream.writeRawData(message.data(), message.size());
sendSystemMessage(stream,KGameMessage::IdError,receiver,sender);
}
// ----------------- receive messages from the network
void KGameNetwork::receiveNetworkTransmission(const QByteArray& receiveBuffer, quint32 clientID)
{
QDataStream stream(receiveBuffer);
int msgid;
quint32 sender; // the id of the KGame/KPlayer who sent the message
quint32 receiver; // the id of the KGame/KPlayer the message is for
KGameMessage::extractHeader(stream, sender, receiver, msgid);
// qCDebug(GAMES_PRIVATE_KGAME) << "id=" << msgid << "sender=" << sender << "recv=" << receiver;
// No broadcast : receiver==0
// No player isPlayer(receiver)
// Different game gameId()!=receiver
if (receiver && receiver!=gameId() && !KGameMessage::isPlayer(receiver) )
{
// receiver=0 is broadcast or player message
qCDebug(GAMES_PRIVATE_KGAME) << "Message not meant for us "
<< gameId() << "!=" << receiver << "rawid="
<< KGameMessage::rawGameId(receiver);
return;
}
else if (msgid==KGameMessage::IdError)
{
QString text;
qint32 error;
stream >> error;
qCDebug(GAMES_PRIVATE_KGAME) << "Got IdError" << error;
text = KGameError::errorText(error, stream);
qCDebug(GAMES_PRIVATE_KGAME) << "Error text:" << text.toLatin1();
Q_EMIT signalNetworkErrorMessage((int)error,text);
}
else
{
networkTransmission(stream, msgid, receiver, sender, clientID);
}
}
// -------------- slots for the signals of the client
void KGameNetwork::slotAdminStatusChanged(bool isAdmin)
{
Q_EMIT signalAdminStatusChanged(isAdmin);
// TODO: I'm pretty sure there are a lot of things that should be done here...
}
void KGameNetwork::Debug()
{
qCDebug(GAMES_PRIVATE_KGAME) << "------------------- KNETWORKGAME -------------------------";
qCDebug(GAMES_PRIVATE_KGAME) << "gameId " << gameId();
qCDebug(GAMES_PRIVATE_KGAME) << "gameMaster " << isMaster();
qCDebug(GAMES_PRIVATE_KGAME) << "gameAdmin " << isAdmin();
qCDebug(GAMES_PRIVATE_KGAME) << "---------------------------------------------------";
}
/*
* vim: et sw=2
*/
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