File indexing completed on 2024-05-12 05:39:52
0001 /************************************************************************* 0002 * Copyright (C) 2007 by Romain Campioni * 0003 * Copyright (C) 2009 by Renaud Guezennec * 0004 * Copyrigth (C) 2010 by Joseph Boudou * 0005 * * 0006 * https://rolisteam.org/ * 0007 * * 0008 * rolisteam is free software; you can redistribute it and/or modify * 0009 * it under the terms of the GNU General Public License as published * 0010 * by the Free Software Foundation; either version 2 of the License, * 0011 * or (at your option) any later version. * 0012 * * 0013 * This program is distributed in the hope that it will be useful, * 0014 * but WITHOUT ANY WARRANTY; without even the implied warranty of * 0015 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * 0016 * GNU General Public License for more details. * 0017 * * 0018 * You should have received a copy of the GNU General Public License * 0019 * along with this program; if not, write to the * 0020 * Free Software Foundation, Inc., * 0021 * 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * 0022 *************************************************************************/ 0023 0024 #ifndef NETWORKMANAGER_H 0025 #define NETWORKMANAGER_H 0026 0027 #include <QList> 0028 #include <QTcpServer> 0029 0030 #include <QState> 0031 #include <QStateMachine> 0032 #include <QTimer> 0033 0034 #include "heartbeatsender.h" 0035 #include "network/clientconnection.h" 0036 #include "network/networkmessage.h" 0037 #include "network/networkmessagewriter.h" 0038 #include "network_global.h" 0039 0040 /** 0041 * @brief ClientManager manages the state of current client: connected, authentified… 0042 * and send networkmessage to the server, or notify from new received messages. 0043 * 0044 */ 0045 class NETWORK_EXPORT ClientManager : public QObject 0046 { 0047 Q_OBJECT 0048 Q_PROPERTY(bool ready READ ready NOTIFY readyChanged) 0049 Q_PROPERTY(ConnectionState connectionStateChanged READ connectionState NOTIFY connectionStateChanged) 0050 public: 0051 enum ConnectionState 0052 { 0053 UNREADY, 0054 DISCONNECTED, 0055 CONNECTING, 0056 CONNECTED, 0057 AUTHENTIFIED 0058 }; 0059 Q_ENUM(ConnectionState) 0060 0061 ClientManager(QObject* parent= nullptr); 0062 virtual ~ClientManager(); 0063 ConnectionState connectionState() const; 0064 0065 bool ready() const; 0066 public slots: 0067 // void processPlayerMessage(NetworkMessageReader* msg); 0068 // void processSetupMessage(NetworkMessageReader* msg); 0069 0070 void connectTo(const QString& host, int port); 0071 void disconnectAndClose(); 0072 void reset(); 0073 void setAuthentificationStatus(bool status); 0074 0075 signals: 0076 void messageReceived(QByteArray); 0077 void dataReceived(quint64, quint64); 0078 0079 void connectionStateChanged(ClientManager::ConnectionState); 0080 void notifyUser(QString); 0081 void gameMasterStatusChanged(bool status); 0082 0083 // State signal 0084 void connecting(); 0085 void stopConnecting(); 0086 void connectedToServer(); 0087 void authentificationSuccessed(); 0088 void authentificationFailed(); 0089 0090 void readyChanged(); 0091 void clearData(); 0092 void moveToAnotherChannel(); 0093 0094 private slots: 0095 void setConnectionState(ClientManager::ConnectionState); 0096 void setReady(bool ready); 0097 0098 private: 0099 std::unique_ptr<ClientConnection> m_networkLinkToServer; 0100 ConnectionState m_connectionState= UNREADY; 0101 bool m_ready= false; 0102 bool m_isAdmin= false; 0103 0104 QState* m_connecting= nullptr; 0105 QState* m_connected= nullptr; 0106 QState* m_waitingData= nullptr; 0107 QState* m_authentified= nullptr; 0108 QState* m_error= nullptr; 0109 QState* m_disconnected= nullptr; 0110 QStateMachine m_states; 0111 }; 0112 0113 #endif