/usr/include/libkdegamesprivate/kgame/kgamemessage.h is in libkdegames-dev 4:4.13.0-0ubuntu1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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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 __KGAMEMESSAGE_H_
#define __KGAMEMESSAGE_H_
#include <QtCore/QDataStream>
#include "../libkdegamesprivate_export.h"
/**
* \class KGameMessage kgamemessage.h <KGame/KGameMessage>
*/
class KDEGAMESPRIVATE_EXPORT KGameMessage
{
public:
/**
* Creates a fully qualified player ID which contains the original
* player id in the lower bits and the game number in the higher bits.
* Do not rely on the exact bit positions as they are internal.
*
* See also @ref rawPlayerId and @ref rawGameId which are the inverse
* operations
*
* @param player The player id - can include a gameid (will get removed)
* @param game The game id (<64). 0 For broadcast.
* @return The new player id
*/
static quint32 createPlayerId(int player, quint32 game);
/**
* Returns the raw playerid, that is, a id which does not
* contain the game number encoded in it. See also @ref createPlayerId which
* is the inverse operation.
*
* @param playerid The player id
* @return The raw player id
**/
static int rawPlayerId(quint32 playerid);
/**
* Returns the raw game id, that is, the game id the player
* belongs to. Se also @ref createPlayerId which is the inverse operation.
*
* @param playerid The player id
* @return The raw game id
**/
static quint32 rawGameId(quint32 playerid);
/**
* Checks whether a message receiver/sender is a player
*
* @param id The ID of the sender/receiver
* @return true/false
*/
static bool isPlayer(quint32 id);
/**
* Checks whether the sender/receiver of a message is a game
*
* @param id The ID of the sender/receiver
* @return true/false
*/
static bool isGame(quint32 id);
/**
* Creates a message header given cookie,sender,receiver,...
*
* Also puts "hidden" header into the stream which are used by KGameClient
* (message length and magic cookie). If you don't need them remove them
* with dropExternalHeader
*/
static void createHeader(QDataStream &msg, quint32 sender, quint32 receiver, int msgid);
/**
* Retrieves the information like cookie,sender,receiver,... from a message header
*
* Note that it could be necessary to call dropExternalHeader first
*/
static void extractHeader(QDataStream &msg,quint32 &sender, quint32 &receiver, int &msgid);
/**
* Creates a property header given the property id
*/
static void createPropertyHeader(QDataStream &msg, int id);
/**
* Retrieves the property id from a property message header
*/
static void extractPropertyHeader(QDataStream &msg, int &id);
/**
* Creates a property header given the property id
*/
static void createPropertyCommand(QDataStream &msg, int cmdid, int pid, int cmd);
/**
* Retrieves the property id from a property message header
*/
static void extractPropertyCommand(QDataStream &msg, int &pid, int &cmd);
/**
* @return Version of the network library
*/
static int version();
/**
* This function takes a @ref GameMessageIds as argument and returns a
* suitable string for it. This string can't be used to identify a message
* (as it is i18n'ed) but it can make debugging more easy.
* @return Either a i18n'ed string (the name of the id) or QString() if
* the msgid is unknown
**/
static QString messageId2Text(int msgid);
/**
* Message Ids used inside @ref KGame.
*
* You can use your own custom message Id by adding @p IdUser to it.
**/
// please document every new id with a short comment
enum GameMessageIds {
// game init, game load, disconnect, ...
IdSetupGame=1, // sent to a newly connected player
IdSetupGameContinue=2, // continue the setup
IdGameLoad=3, // load/save the game to the client
IdGameConnected=4, // Client successfully connected to master
IdSyncRandom=5, // new random seed set - sync games
IdDisconnect=6, // KGame object disconnects from game
IdGameSetupDone=7, // New game client is now operational
// properties
IdPlayerProperty=20, // a player property changed
IdGameProperty=21, // a game property changed
// player management
IdAddPlayer=30, // add a player
IdRemovePlayer=31, // the player will be removed
IdActivatePlayer=32, // Activate a player
IdInactivatePlayer=33, // Inactivate a player
IdTurn=34, // Turn to be prepared
// to-be-categorized
IdError=100, // an error occurred
IdPlayerInput=101, // a player input occurred
IdIOAdded=102, // KGameIO got added to a player...init this IO
// special ids for computer player
IdProcessQuery=220, // Process queries data (process only)
IdPlayerId=221, // PlayerId got changed (process only)
IdUser=256 // a user specified message
};
};
#endif
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