/usr/include/kgame/kgameprocess.h is in libkdegames-dev 4:4.8.2-0ubuntu1.
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This file is part of the KDE games library
Copyright (C) 2001 Martin Heni (kde at heni-online.de)
Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de)
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License version 2 as published by the Free Software Foundation.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public License
along with this library; see the file COPYING.LIB. If not, write to
the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
Boston, MA 02110-1301, USA.
*/
#ifndef __KGAMEPROCESS_H_
#define __KGAMEPROCESS_H_
#include <QtCore/QObject>
#include "kgameproperty.h"
#include <libkdegames_export.h>
class KRandomSequence;
class KPlayer;
class KMessageFilePipe;
class KGameProcessPrivate;
/**
* \class KGameProcess kgameprocess.h <KGame/KGameProcess>
*
* This is the process class used on the computer player
* side to communicate with its counterpart KProcessIO class.
* Using these two classes will give fully transparent communication
* via QDataStreams.
*/
class KDEGAMES_EXPORT KGameProcess: public QObject
{
Q_OBJECT
public:
/**
* Creates a KGameProcess class. Done only in the computer
* player. To activate the communication you have to call
* the exec function of this class which will listen
* to the communication and emit signals to notify you of
* any incoming messages.
* Note: This function will only return after you set
* setTerminate(true) in one of the received signals.
* So you can not do any computer calculation after the exec function.
* Instead you react on the signals which are emitted after a
* message is received and perform the calculations there!
* Example:
* \code
* int main(int argc ,char * argv[])
* {
* KGameProcess proc;
* connect(&proc,SIGNAL(signalCommand(QDataStream &,int ,int ,int )),
* this,SLOT(slotCommand(QDataStream & ,int ,int ,int )));
* connect(&proc,SIGNAL(signalInit(QDataStream &,int)),
* this,SLOT(slotInit(QDataStream & ,int )));
* connect(&proc,SIGNAL(signalTurn(QDataStream &,bool )),
* this,SLOT(slotTurn(QDataStream & ,bool )));
* return proc.exec(argc,argv);
* }
* \endcode
*/
KGameProcess();
/**
* Destruct the process
*/
~KGameProcess();
/**
* Enters the event loop of the computer process. Does only
* return on setTerminate(true)!
*/
bool exec(int argc, char *argv[]);
/**
* Should the computer process leave its exec function?
* Activated if you setTerminate(true);
*
* @return true/false
*/
bool terminate() const {return mTerminate;}
/**
* Set this to true if the computer process should end, ie
* leave its exec function.
*
* @param b true for exit the exec function
*/
void setTerminate(bool b) {mTerminate=b;}
/**
* Sends a message to the corresponding KGameIO
* device. Works like the sendSystemMessage but
* for user id's
*
* @param stream the QDataStream containing the message
* @param msgid the message id for the message
* @param receiver unused
*/
void sendMessage(QDataStream &stream,int msgid,quint32 receiver=0);
/**
* Sends a system message to the corresonding KGameIO device.
* This will normally be either a performed move or a query
* (IdProcessQuery). The query option is a way to communicate
* with the KGameIO at the other side and e.g. retrieve some
* game relevant data from here.
* Example for a query:
* \code
* QByteArray buffer;
* QDataStream out(buffer,QIODevice::WriteOnly);
* int msgid=KGameMessage::IdProcessQuery;
* out << (int)1;
* proc.sendSystemMessage(out,msgid,0);
* \endcode
*
* @param stream the QDataStream containing the message
* @param msgid the message id for the message
* @param receiver unused
*/
void sendSystemMessage(QDataStream &stream,int msgid,quint32 receiver=0);
/**
* Returns a pointer to a KRandomSequence. You can generate
* random numbers via e.g.
* \code
* random()->getLong(100);
* \endcode
*
* @return KRandomSequence pointer
*/
KRandomSequence *random();
protected:
/**
* processes the command line argumens to set up the computer player
* Pass the argumens exactely as given by main()
*/
void processArgs(int argc, char *argv[]);
protected Q_SLOTS:
/**
* A message is received via the interprocess connection. The
* appropriate signals are called.
*/
void receivedMessage(const QByteArray& receiveBuffer);
Q_SIGNALS:
/**
* The generic communication signal. You have to connect to this
* signal to generate a valid computer response onto arbitrary messages.
* All signals but IdIOAdded and IdTurn end up here!
* Example:
* \code
* void Computer::slotCommand(int &msgid,QDataStream &in,QDataStream &out)
* {
* qint32 data,move;
* in >> data;
* // compute move ...
* move=data*2;
* out << move;
* }
* \endcode
*
* @param inputStream the incoming data stream
* @param msgid the message id of the message which got transmitted to the computer
* @param receiver the id of the receiver
* @param sender the id of the sender
*/
void signalCommand(QDataStream &inputStream,int msgid,int receiver,int sender);
/**
* This signal is emmited if the computer player should perform a turn.
* Calculations can be made here and the move can then be send back with
* sendSystemMessage with the message id KGameMessage::IdPlayerInput.
* These must provide a move which complies to your other move syntax as
* e.g. produces by keyboard or mouse input.
* Additional data which have been written into the stream from the
* ProcessIO's signal signalPrepareTurn can be retrieved from the
* stream here.
* Example:
* \code
* void slotTurn(QDataStream &in,bool turn)
* {
* int id;
* int recv;
* QByteArray buffer;
* QDataStream out(buffer,QIODevice::WriteOnly);
* if (turn)
* {
* // Create a move - the format is yours to decide
* // It arrives exactly as this in the kgame inputMove function!!
* qint8 x1,y1,pl;
* pl=-1;
* x1=proc.random()->getLong(8);
* y1=proc.random()->getLong(8);
* // Stream it
* out << pl << x1 << y1;
* id=KGameMessage::IdPlayerInput;
* proc.sendSystemMessage(out,id,0);
* }
* }
* \endcode
*
* @param stream The datastream which contains user data
* @param turn True or false whether the turn is activated or deactivated
*
*/
void signalTurn(QDataStream &stream,bool turn);
/**
* This signal is emmited when the process is initialized, i.e. added
* to a KPlayer. Initial initialisation can be performed here be reacting
* to the KProcessIO signal signalIOAdded and retrieving the data here
* from the stream.
* It works just as the signalTurn() but is only send when the player is
* added to the game, i.e. it needs some initialization data
*
* @param stream The datastream which contains user data
* @param userid The userId of the player. (Careful to rely on it yet)
*/
void signalInit(QDataStream &stream,int userid);
protected:
bool mTerminate;
KMessageFilePipe *mMessageIO;
private:
friend class KGameProcessPrivate;
KGameProcessPrivate *const d;
Q_DISABLE_COPY(KGameProcess)
};
#endif
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