kgamenetwork.h
193 bool sendSystemMessage(const TQByteArray& buffer, 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);
269 bool sendMessage(const TQByteArray& buffer, int msgid, TQ_UINT32 receiver=0, TQ_UINT32 sender=0);
291 virtual void networkTransmission(TQDataStream&, int, TQ_UINT32, TQ_UINT32, TQ_UINT32 clientID) = 0;
The KGameNetwork class is the KGame class with network support.
Definition: kgamenetwork.h:47
void signalClientDisconnected(TQ_UINT32 clientID, bool broken)
This signal is emitted whenever the KMessageServer sends us a message that a connection to a client w...
void signalClientConnected(TQ_UINT32 clientID)
This signal is emitted whenever the KMessageServer sends us a message that a new client connected.
void signalConnectionBroken()
Our connection to the KMessageServer has broken.
void signalNetworkErrorMessage(int error, TQString text)
A network error occurred.
virtual void networkTransmission(TQDataStream &, int, TQ_UINT32, TQ_UINT32, TQ_UINT32 clientID)=0
Called by ReceiveNetworkTransmission().
void signalAdminStatusChanged(bool isAdmin)
This client gets or loses the admin status.
A server for message sending and broadcasting, using TCP/IP connections.
Definition: kmessageserver.h:176