23 #ifndef __KGAMENETWORK_H_ 24 #define __KGAMENETWORK_H_ 28 #include <tdemacros.h> 33 class KGameNetworkPrivate;
67 bool isNetwork()
const;
81 bool isMaster()
const;
100 TQ_UINT32 gameId()
const;
112 bool offerConnections (TQ_UINT16 port);
124 void setDiscoveryInfo(
const TQString& type,
const TQString& name=TQString());
134 bool connectToServer(
const TQString& host, TQ_UINT16 port);
142 TQ_UINT16 port()
const;
150 TQString hostName()
const;
156 bool stopServerConnection();
168 void setMaxClients(
int max);
193 bool sendSystemMessage(
const TQByteArray& buffer,
int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
198 bool sendSystemMessage(
int data,
int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
203 bool sendSystemMessage(
const TQDataStream &msg,
int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
208 bool sendSystemMessage(
const TQString& msg,
int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
221 void sendError(
int error,
const TQByteArray& message, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
227 bool isOfferingConnections()
const;
269 bool sendMessage(
const TQByteArray& buffer,
int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
274 bool sendMessage(
const TQDataStream &msg,
int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
279 bool sendMessage(
const TQString& msg,
int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
284 bool sendMessage(
int data,
int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
291 virtual void networkTransmission(TQDataStream&,
int, TQ_UINT32, TQ_UINT32, TQ_UINT32 clientID) = 0;
308 void electAdmin(TQ_UINT32 clientID);
341 virtual void unlock();
349 void signalNetworkErrorMessage(
int error, TQString text);
355 void signalConnectionBroken();
366 void signalClientConnected(TQ_UINT32 clientID);
379 void signalClientDisconnected(TQ_UINT32 clientID,
bool broken);
386 void signalAdminStatusChanged(
bool isAdmin);
405 void receiveNetworkTransmission(
const TQByteArray& a, TQ_UINT32 clientID);
411 void slotAdminStatusChanged(
bool isAdmin);
417 void aboutToLoseConnection(TQ_UINT32
id);
423 void slotResetConnection();
428 void tryStopPublishing();
429 KGameNetworkPrivate* d;
A client to connect to a KMessageServer.
A server for message sending and broadcasting, using TCP/IP connections.
The KGameNetwork class is the KGame class with network support.
Base class for IO devices for games.