Files
Cockatrice/servatrice/src/serversocket.h
Max-Wilhelm Bruker 1d400e195d phases
2009-08-18 16:16:27 +02:00

126 lines
5.4 KiB
C++

/***************************************************************************
* Copyright (C) 2008 by Max-Wilhelm Bruker *
* brukie@laptop *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program 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 General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#ifndef SERVERSOCKET_H
#define SERVERSOCKET_H
#include <QTcpSocket>
#include <QList>
#include <QVariant>
#include "server.h"
#include "returnmessage.h"
class Server;
class ServerGame;
class PlayerZone;
class Counter;
enum PlayerStatusEnum { StatusNormal, StatusSubmitDeck, StatusReadyStart, StatusPlaying };
class ServerSocket : public QTcpSocket
{
Q_OBJECT
private slots:
void readClient();
void catchSocketError(QAbstractSocket::SocketError socketError);
signals:
void createGame(const QString description, const QString password, const int maxPlayers, ServerSocket *creator);
void joinGame(int gameId, ServerSocket *player);
void commandReceived(QString cmd, ServerSocket *player);
void broadcastEvent(const QString &event, ServerSocket *player);
void startGameIfReady();
private:
typedef ReturnMessage::ReturnCode (ServerSocket::*CommandHandler)(const QList<QVariant> &);
struct CommandProperties {
QString name;
bool needsLogin;
bool needsGame;
bool needsStartedGame;
QList<QVariant::Type> paramTypes;
CommandHandler handler;
};
static const int numberCommands = 27;
static const CommandProperties commandList[numberCommands];
ReturnMessage::ReturnCode cmdPing(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdLogin(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdListGames(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdCreateGame(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdJoinGame(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdLeaveGame(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdListPlayers(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdSay(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdSubmitDeck(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdReadyStart(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdShuffle(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdDrawCards(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdRevealCard(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdMoveCard(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdCreateToken(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdSetCardAttr(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdIncCounter(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdAddCounter(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdSetCounter(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdDelCounter(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdListCounters(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdListZones(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdDumpZone(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdStopDumpZone(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdRollDice(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdNextTurn(const QList<QVariant> &params);
ReturnMessage::ReturnCode cmdSetActivePhase(const QList<QVariant> &params);
Server *server;
ServerGame *game;
QList<QString> DeckList;
QList<QString> SideboardList;
QList<PlayerZone *> zones;
QList<Counter *> counters;
int playerId;
QString playerName;
int nextCardId;
int newCardId();
PlayerZone *getZone(const QString &name) const;
Counter *getCounter(const QString &name) const;
void clearZones();
void leaveGame();
bool parseCommand(QString line);
PlayerStatusEnum PlayerStatus;
ReturnMessage *remsg;
AuthenticationResult authState;
bool acceptsGameListChanges;
public:
ServerSocket(Server *_server, QObject *parent = 0);
~ServerSocket();
void msg(const QString &s);
void setGame(ServerGame *g);
PlayerStatusEnum getStatus();
void setStatus(PlayerStatusEnum status);
void initConnection();
int getPlayerId() const { return playerId; }
void setPlayerId(int _id) { playerId = _id; }
QString getPlayerName() const { return playerName; }
bool getAcceptsGameListChanges() const { return acceptsGameListChanges; }
QStringList listCounters() const;
QStringList listZones() const;
void setupZones();
};
#endif