#ifndef SERVER_PROTOCOLHANDLER_H #define SERVER_PROTOCOLHANDLER_H #include #include #include "server.h" #include "protocol.h" #include "protocol_items.h" class Server_Player; class Server_ProtocolHandler : public QObject { Q_OBJECT protected: Server *server; QMap > games; QMap chatChannels; QString playerName; Server *getServer() const { return server; } QPair getGame(int gameId) const; AuthenticationResult authState; bool acceptsGameListChanges; bool acceptsChatChannelListChanges; private: QList itemQueue; virtual DeckList *getDeckFromDatabase(int deckId) = 0; ResponseCode cmdPing(Command_Ping *cmd); ResponseCode cmdLogin(Command_Login *cmd); virtual ResponseCode cmdDeckList(Command_DeckList *cmd) = 0; virtual ResponseCode cmdDeckNewDir(Command_DeckNewDir *cmd) = 0; virtual ResponseCode cmdDeckDelDir(Command_DeckDelDir *cmd) = 0; virtual ResponseCode cmdDeckDel(Command_DeckDel *cmd) = 0; virtual ResponseCode cmdDeckUpload(Command_DeckUpload *cmd) = 0; virtual ResponseCode cmdDeckDownload(Command_DeckDownload *cmd) = 0; ResponseCode cmdListChatChannels(Command_ListChatChannels *cmd); ResponseCode cmdChatJoinChannel(Command_ChatJoinChannel *cmd); ResponseCode cmdChatLeaveChannel(Command_ChatLeaveChannel *cmd, Server_ChatChannel *channel); ResponseCode cmdChatSay(Command_ChatSay *cmd, Server_ChatChannel *channel); ResponseCode cmdListGames(Command_ListGames *cmd); ResponseCode cmdCreateGame(Command_CreateGame *cmd); ResponseCode cmdJoinGame(Command_JoinGame *cmd); ResponseCode cmdLeaveGame(Command_LeaveGame *cmd, Server_Game *game, Server_Player *player); ResponseCode cmdDeckSelect(Command_DeckSelect *cmd, Server_Game *game, Server_Player *player); ResponseCode cmdSay(Command_Say *cmd, Server_Game *game, Server_Player *player); ResponseCode cmdShuffle(Command_Shuffle *cmd, Server_Game *game, Server_Player *player); ResponseCode cmdRollDie(Command_RollDie *cmd, Server_Game *game, Server_Player *player); ResponseCode cmdDrawCards(Command_DrawCards *cmd, Server_Game *game, Server_Player *player); ResponseCode cmdMoveCard(Command_MoveCard *cmd, Server_Game *game, Server_Player *player); ResponseCode cmdCreateToken(Command_CreateToken *cmd, Server_Game *game, Server_Player *player); ResponseCode cmdCreateArrow(Command_CreateArrow *cmd, Server_Game *game, Server_Player *player); ResponseCode cmdDeleteArrow(Command_DeleteArrow *cmd, Server_Game *game, Server_Player *player); ResponseCode cmdSetCardAttr(Command_SetCardAttr *cmd, Server_Game *game, Server_Player *player); ResponseCode cmdReadyStart(Command_ReadyStart *cmd, Server_Game *game, Server_Player *player); ResponseCode cmdIncCounter(Command_IncCounter *cmd, Server_Game *game, Server_Player *player); ResponseCode cmdCreateCounter(Command_CreateCounter *cmd, Server_Game *game, Server_Player *player); ResponseCode cmdSetCounter(Command_SetCounter *cmd, Server_Game *game, Server_Player *player); ResponseCode cmdDelCounter(Command_DelCounter *cmd, Server_Game *game, Server_Player *player); ResponseCode cmdNextTurn(Command_NextTurn *cmd, Server_Game *game, Server_Player *player); ResponseCode cmdSetActivePhase(Command_SetActivePhase *cmd, Server_Game *game, Server_Player *player); ResponseCode cmdDumpZone(Command_DumpZone *cmd, Server_Game *game, Server_Player *player); ResponseCode cmdStopDumpZone(Command_StopDumpZone *cmd, Server_Game *game, Server_Player *player); public: Server_ProtocolHandler(Server *_server, QObject *parent = 0); ~Server_ProtocolHandler(); bool getAcceptsGameListChanges() const { return acceptsGameListChanges; } bool getAcceptsChatChannelListChanges() const { return acceptsChatChannelListChanges; } const QString &getPlayerName() const { return playerName; } void processCommand(Command *command); virtual void sendProtocolItem(ProtocolItem *item, bool deleteItem = true) = 0; void enqueueProtocolItem(ProtocolItem *item); }; #endif