KGameProcessIO Class Reference
The KGameProcessIO class. More...
#include <kgameio.h>
Inheritance diagram for KGameProcessIO:


Signals | |
void | signalProcessQuery (QDataStream &stream, KGameProcessIO *me) |
void | signalIOAdded (KGameIO *game, QDataStream &stream, KPlayer *p, bool *send) |
Public Member Functions | |
KGameProcessIO (const QString &name) | |
virtual | ~KGameProcessIO () |
int | rtti () const |
void | sendMessage (QDataStream &stream, int msgid, Q_UINT32 receiver, Q_UINT32 sender) |
void | sendSystemMessage (QDataStream &stream, int msgid, Q_UINT32 receiver, Q_UINT32 sender) |
void | initIO (KPlayer *p) |
virtual void | notifyTurn (bool turn) |
Protected Slots | |
void | receivedMessage (const QByteArray &receiveBuffer) |
Protected Member Functions | |
void | sendAllMessages (QDataStream &stream, int msgid, Q_UINT32 receiver, Q_UINT32 sender, bool usermsg) |
Detailed Description
The KGameProcessIO class.It is used to create a computer player via a separate process and communicate transparetly with it. Its counterpart is the KGameProcess class which needs to be used by the computer player. See its documentation for the definition of the computer player.
- Author:
- Martin Heni <martin@heni-online.de>
Definition at line 323 of file kgameio.h.
Constructor & Destructor Documentation
|
Creates a computer player via a separate process. The process name is given as fully qualified filename. Example: KGameProcessIO *input; input=new KGameProcessIO(executable_file); connect(input,SIGNAL(signalPrepareTurn(QDataStream &,bool,KGameIO *,bool *)), this,SLOT(slotPrepareTurn(QDataStream &,bool,KGameIO *,bool *))); connect(input,SIGNAL(signalProcessQuery(QDataStream &,KGameProcessIO *)), this,SLOT(slotProcessQuery(QDataStream &,KGameProcessIO *)));
Definition at line 252 of file kgameio.cpp. References receivedMessage(). |
|
Deletes the process input devices.
Definition at line 278 of file kgameio.cpp. References KGameIO::player(), and KPlayer::removeGameIO(). |
Member Function Documentation
|
The idendification of the IO.
Implements KGameIO. Definition at line 294 of file kgameio.cpp. |
|
Send a message to the process. This is analogous to the sendMessage commands of KGame. It will result in a signal of the computer player on which you can react in the process player.
Definition at line 346 of file kgameio.cpp. References sendAllMessages(). |
|
Send a system message to the process. This is analogous to the sendMessage commands of KGame. It will result in a signal of the computer player on which you can react in the process player.
Definition at line 341 of file kgameio.cpp. References sendAllMessages(). Referenced by initIO(), and notifyTurn(). |
|
Init this device by setting the player and e.g. sending an init message to the device. Calling this function will emit the IOAdded signal on which you can react and initilise the computer player. This function is called automatically when adding the IO to a player. Reimplemented from KGameIO. Definition at line 299 of file kgameio.cpp. References KPlayer::id(), KGameIO::initIO(), sendSystemMessage(), signalIOAdded(), and KPlayer::userId(). |
|
Notifies the IO device that the player's setTurn had been called Called by KPlayer. You can react on the signalPrepareTurn to prepare a message for the process, i.e. either update it on the changes made to the game since the last turn or the initIO has been called or transmit your gamestatus now.
Reimplemented from KGameIO. Definition at line 321 of file kgameio.cpp. References KPlayer::id(), KGameIO::player(), sendSystemMessage(), and KGameIO::signalPrepareTurn(). |
|
Internal ~ombined function for all message handling.
Definition at line 351 of file kgameio.cpp. References KGameMessage::createHeader(). Referenced by sendMessage(), and sendSystemMessage(). |
|
Internal message handler to receive data from the process.
Definition at line 381 of file kgameio.cpp. References KGameMessage::extractHeader(), KPlayer::forwardMessage(), KPlayer::id(), KGameIO::player(), KGameIO::sendInput(), and signalProcessQuery(). Referenced by KGameProcessIO(). |
|
A computer query message is received. This is a 'dummy' message sent by the process if it needs to communicate with us. It is not forwarded over the network. Reacting to this message allows you to 'answer' questions of the process, e.g. sending addition data which the process needs to calculate a move. Example: void GameWindow::slotProcessQuery(QDataStream &stream,KGameProcessIO *reply) { int no; stream >> no; // We assume the process sends us an integer question numner if (no==1) // but YOU have to do this in the process player { QByteArray buffer; QDataStream out(buffer,IO_WriteOnly); reply->sendSystemMessage(out,4242,0,0); // lets reply something... } } Referenced by receivedMessage(). |
|
Signal generated when the computer player is added. You can use this to communicated with the process and e.g. send initialisation information to the process.
Referenced by initIO(). |
The documentation for this class was generated from the following files: