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Signals | Public Member Functions | Protected Slots | Protected Member Functions | Protected Attributes | List of all members
KGameProcess Class Reference

#include <kgameprocess.h>

Inherits TQObject.

Signals

void signalCommand (TQDataStream &inputStream, int msgid, int receiver, int sender)
 
void signalTurn (TQDataStream &stream, bool turn)
 
void signalInit (TQDataStream &stream, int userid)
 

Public Member Functions

 KGameProcess ()
 
 ~KGameProcess ()
 
bool exec (int argc, char *argv[])
 
bool terminate () const
 
void setTerminate (bool b)
 
void sendMessage (TQDataStream &stream, int msgid, TQ_UINT32 receiver=0)
 
void sendSystemMessage (TQDataStream &stream, int msgid, TQ_UINT32 receiver=0)
 
KRandomSequence * random ()
 

Protected Slots

void receivedMessage (const TQByteArray &receiveBuffer)
 

Protected Member Functions

void processArgs (int argc, char *argv[])
 

Protected Attributes

bool mTerminate
 
KMessageFilePipe * mMessageIO
 

Detailed Description

This is the process class used on the computer player side to communicate with its counterpart TDEProcessIO class.

Using these two classes will give fully transparent communication via TQDataStreams.

Definition at line 42 of file kgameprocess.h.

Constructor & Destructor Documentation

◆ KGameProcess()

KGameProcess::KGameProcess ( )

Creates a KGameProcess class.

Done only in the computer player. To activate the communication you have to call the exec function of this class which will listen to the communication and emit signals to notify you of any incoming messages. Note: This function will only return after you set setTerminate(true) in one of the received signals. So you can not do any computer calculation after the exec function. Instead you react on the signals which are emitted after a message is received and perform the calculations there! Example:

int main(int argc ,char * argv[])
{
KGameProcess proc;
connect(&proc,TQ_SIGNAL(signalCommand(TQDataStream &,int ,int ,int )),
this,TQ_SLOT(slotCommand(TQDataStream & ,int ,int ,int )));
connect(&proc,TQ_SIGNAL(signalInit(TQDataStream &,int)),
this,TQ_SLOT(slotInit(TQDataStream & ,int )));
connect(&proc,TQ_SIGNAL(signalTurn(TQDataStream &,bool )),
this,TQ_SLOT(slotTurn(TQDataStream & ,bool )));
return proc.exec(argc,argv);
}

Definition at line 46 of file kgameprocess.cpp.

◆ ~KGameProcess()

KGameProcess::~KGameProcess ( )

Destruct the process.

Definition at line 64 of file kgameprocess.cpp.

Member Function Documentation

◆ exec()

bool KGameProcess::exec ( int  argc,
char *  argv[] 
)

Enters the event loop of the computer process.

Does only return on setTerminate(true)!

Definition at line 76 of file kgameprocess.cpp.

◆ processArgs()

void KGameProcess::processArgs ( int  argc,
char *  argv[] 
)
protected

processes the command line argumens to set up the computer player Pass the argumens exactely as given by main()

Definition at line 115 of file kgameprocess.cpp.

◆ random()

KRandomSequence* KGameProcess::random ( )
inline

Returns a pointer to a KRandomSequence.

You can generate random numbers via e.g.

random()->getLong(100);
Returns
KRandomSequence pointer

Definition at line 143 of file kgameprocess.h.

◆ receivedMessage

void KGameProcess::receivedMessage ( const TQByteArray &  receiveBuffer)
protectedslot

A message is received via the interprocess connection.

The appropriate signals are called.

Definition at line 132 of file kgameprocess.cpp.

◆ sendMessage()

void KGameProcess::sendMessage ( TQDataStream &  stream,
int  msgid,
TQ_UINT32  receiver = 0 
)

Sends a message to the corresponding KGameIO device.

Works like the sendSystemMessage but for user id's

Parameters
streamthe TQDataStream containing the message
msgidthe message id for the message
receiverunused

Definition at line 110 of file kgameprocess.cpp.

◆ sendSystemMessage()

void KGameProcess::sendSystemMessage ( TQDataStream &  stream,
int  msgid,
TQ_UINT32  receiver = 0 
)

Sends a system message to the corresonding KGameIO device.

This will normally be either a performed move or a query (IdProcessQuery). The query option is a way to communicate with the KGameIO at the other side and e.g. retrieve some game relevant data from here. Exmaple for a query:

TQByteArray buffer;
TQDataStream out(buffer,IO_WriteOnly);
int msgid=KGameMessage::IdProcessQuery;
out << (int)1;
proc.sendSystemMessage(out,msgid,0);
Parameters
streamthe TQDataStream containing the message
msgidthe message id for the message
receiverunused

Definition at line 91 of file kgameprocess.cpp.

◆ setTerminate()

void KGameProcess::setTerminate ( bool  b)
inline

Set this to true if the computer process should end, ie leave its exec function.

Parameters
btrue for exit the exec function

Definition at line 100 of file kgameprocess.h.

◆ signalCommand

void KGameProcess::signalCommand ( TQDataStream &  inputStream,
int  msgid,
int  receiver,
int  sender 
)
signal

The generic communication signal.

You have to connect to this signal to generate a valid computer response onto arbitrary messages. All signals but IdIOAdded and IdTurn end up here! Example:

void Computer::slotCommand(int &msgid,TQDataStream &in,TQDataStream &out)
{
TQ_INT32 data,move;
in >> data;
// compute move ...
move=data*2;
out << move;
}
Parameters
inputStreamthe incoming data stream
msgidthe message id of the message which got transmitted to the computer
receiverthe id of the receiver
senderthe id of the sender

◆ signalInit

void KGameProcess::signalInit ( TQDataStream &  stream,
int  userid 
)
signal

This signal is emmited when the process is initialized, i.e.

added to a KPlayer. Initial initialisation can be performed here be reacting to the TDEProcessIO signal signalIOAdded and retrieving the data here from the stream. It works just as the signalTurn() but is only send when the player is added to the game, i.e. it needs some initialization data

Parameters
streamThe datastream which contains user data
useridThe userId of the player. (Careful to rely on it yet)

◆ signalTurn

void KGameProcess::signalTurn ( TQDataStream &  stream,
bool  turn 
)
signal

This signal is emmited if the computer player should perform a turn.

Calculations can be made here and the move can then be send back with sendSystemMessage with the message id KGameMessage::IdPlayerInput. These must provide a move which complies to your other move syntax as e.g. produces by keyboard or mouse input. Additonal data which have been written into the stream from the ProcessIO's signal signalPrepareTurn can be retrieved from the stream here. Example:

void slotTurn(TQDataStream &in,bool turn)
{
int id;
int recv;
TQByteArray buffer;
TQDataStream out(buffer,IO_WriteOnly);
if (turn)
{
// Create a move - the format is yours to decide
// It arrives exactly as this in the kgame inputMove function!!
TQ_INT8 x1,y1,pl;
pl=-1;
x1=proc.random()->getLong(8);
y1=proc.random()->getLong(8);
// Stream it
out << pl << x1 << y1;
id=KGameMessage::IdPlayerInput;
proc.sendSystemMessage(out,id,0);
}
}
Parameters
streamThe datastream which contains user data
turnTrue or false whether the turn is activated or deactivated

◆ terminate()

bool KGameProcess::terminate ( ) const
inline

Should the computer process leave its exec function? Activated if you setTerminate(true);.

Returns
true/false

Definition at line 92 of file kgameprocess.h.


The documentation for this class was generated from the following files:
  • kgameprocess.h
  • kgameprocess.cpp

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