servatrice/cockatrice/src/client.h

417 lines
14 KiB
C++

#ifndef CLIENT_H
#define CLIENT_H
#include <QTcpSocket>
#include <QColor>
#include <QStringList>
#include <QHash>
class QTimer;
// Connection state.
// The protocol handler itself is stateless once the connection
// has been established.
enum ProtocolStatus { StatusDisconnected,
StatusConnecting,
StatusAwaitingWelcome,
StatusLoggingIn,
StatusIdle,
StatusPlaying };
enum ServerResponse {
RespOk,
RespNameNotFound,
RespLoginNeeded,
RespSyntaxError,
RespContextError,
RespPasswordWrong,
RespSpectatorsNotAllowed,
RespInvalid
};
enum ServerEventType {
eventInvalid,
eventPlayerId,
eventSay,
eventJoin,
eventLeave,
eventGameClosed,
eventReadyStart,
eventSetupZones,
eventGameStart,
eventShuffle,
eventRollDie,
eventDraw,
eventMoveCard,
eventCreateToken,
eventCreateArrow,
eventDeleteArrow,
eventSetCardAttr,
eventAddCounter,
eventSetCounter,
eventDelCounter,
eventSetActivePlayer,
eventSetActivePhase,
eventDumpZone,
eventStopDumpZone
};
class ServerEventData {
private:
static QHash<QString, ServerEventType> eventHash;
bool IsPublic;
int PlayerId;
QString PlayerName;
ServerEventType EventType;
QStringList EventData;
public:
ServerEventData(const QString &line);
bool getPublic() const { return IsPublic; }
int getPlayerId() const { return PlayerId; }
const QString &getPlayerName() const { return PlayerName; }
ServerEventType getEventType() const { return EventType; }
const QStringList &getEventData() const { return EventData; }
};
enum ChatEventType {
eventChatInvalid,
eventChatListChannels,
eventChatJoinChannel,
eventChatListPlayers,
eventChatLeaveChannel,
eventChatSay,
eventChatServerMessage
};
class ChatEventData {
private:
static QHash<QString, ChatEventType> eventHash;
ChatEventType eventType;
QStringList eventData;
public:
ChatEventData(const QString &line);
ChatEventType getEventType() const { return eventType; }
const QStringList &getEventData() const { return eventData; }
};
class ServerGame {
private:
int gameId;
QString creator;
QString description;
bool hasPassword;
unsigned char playerCount;
unsigned char maxPlayers;
bool spectatorsAllowed;
unsigned int spectatorsCount;
public:
ServerGame(int _gameId = -1, const QString &_creator = QString(), const QString &_description = QString(), bool _hasPassword = false, unsigned char _playerCount = 0, unsigned char _maxPlayers = 0, bool _spectatorsAllowed = false, unsigned int _spectatorsCount = 0)
: gameId(_gameId), creator(_creator), description(_description), hasPassword(_hasPassword), playerCount(_playerCount), maxPlayers(_maxPlayers), spectatorsAllowed(_spectatorsAllowed), spectatorsCount(_spectatorsCount) { }
int getGameId() const { return gameId; }
QString getCreator() const { return creator; }
QString getDescription() const { return description; }
bool getHasPassword() const { return hasPassword; }
unsigned char getPlayerCount() const { return playerCount; }
unsigned char getMaxPlayers() const { return maxPlayers; }
bool getSpectatorsAllowed() const { return spectatorsAllowed; }
unsigned int getSpectatorsCount() const { return spectatorsCount; }
};
class ServerPlayer {
private:
int PlayerId;
QString name;
bool local;
public:
ServerPlayer(int _PlayerId, const QString &_name, bool _local)
: PlayerId(_PlayerId), name(_name), local(_local) { }
int getPlayerId() const { return PlayerId; }
QString getName() const { return name; }
bool getLocal() const { return local; }
};
class ServerZoneCard {
private:
int playerId;
QString zoneName;
int id;
QString name;
int x, y;
int counters;
bool tapped;
bool attacking;
QString annotation;
public:
ServerZoneCard(int _playerId, const QString &_zoneName, int _id, const QString &_name, int _x, int _y, int _counters, bool _tapped, bool _attacking, const QString &_annotation)
: playerId(_playerId), zoneName(_zoneName), id(_id), name(_name), x(_x), y(_y), counters(_counters), tapped(_tapped), attacking(_attacking), annotation(_annotation) { }
int getPlayerId() const { return playerId; }
QString getZoneName() const { return zoneName; }
int getId() const { return id; }
QString getName() const { return name; }
int getX() const { return x; }
int getY() const { return y; }
int getCounters() const { return counters; }
bool getTapped() const { return tapped; }
bool getAttacking() const { return attacking; }
QString getAnnotation() const { return annotation; }
};
class ServerZone {
public:
enum ZoneType { PrivateZone, PublicZone, HiddenZone };
private:
int playerId;
QString name;
ZoneType type;
bool hasCoords;
int cardCount;
public:
ServerZone(int _playerId, const QString &_name, ZoneType _type, bool _hasCoords, int _cardCount)
: playerId(_playerId), name(_name), type(_type), hasCoords(_hasCoords), cardCount(_cardCount) { }
int getPlayerId() const { return playerId; }
QString getName() const { return name; }
ZoneType getType() const { return type; }
bool getHasCoords() const { return hasCoords; }
int getCardCount() const { return cardCount; }
};
class ServerCounter {
private:
int playerId;
int id;
QString name;
QColor color;
int radius;
int count;
public:
ServerCounter(int _playerId, int _id, const QString &_name, QColor _color, int _radius, int _count)
: playerId(_playerId), id(_id), name(_name), color(_color), radius(_radius), count(_count) { }
int getPlayerId() const { return playerId; }
int getId() const { return id; }
QString getName() const { return name; }
QColor getColor() const { return color; }
int getRadius() const { return radius; }
int getCount() const { return count; }
};
class ServerArrow {
private:
int id;
int playerId;
int startPlayerId;
QString startZone;
int startCardId;
int targetPlayerId;
QString targetZone;
int targetCardId;
QColor color;
public:
ServerArrow(int _playerId, int _id, int _startPlayerId, const QString &_startZone, int _startCardId, int _targetPlayerId, const QString &_targetZone, int _targetCardId, const QColor &_color)
: id(_id), playerId(_playerId), startPlayerId(_startPlayerId), startZone(_startZone), startCardId(_startCardId), targetPlayerId(_targetPlayerId), targetZone(_targetZone), targetCardId(_targetCardId), color(_color) { }
int getId() const { return id; }
int getPlayerId() const { return playerId; }
int getStartPlayerId() const { return startPlayerId; }
QString getStartZone() const { return startZone; }
int getStartCardId() const { return startCardId; }
int getTargetPlayerId() const { return targetPlayerId; }
QString getTargetZone() const { return targetZone; }
int getTargetCardId() const { return targetCardId; }
QColor getColor() const { return color; }
};
class PendingCommand : public QObject {
Q_OBJECT
private:
int msgid;
int time;
signals:
void finished(ServerResponse resp);
public slots:
virtual void responseReceived(ServerResponse resp);
public:
PendingCommand(int _msgid = -1);
int tick() { return ++time; }
int getMsgId() const { return msgid; }
void setMsgId(int _msgId) { msgid = _msgId; }
};
class PendingCommand_ChatJoinChannel : public PendingCommand {
Q_OBJECT
private:
QString channelName;
public:
PendingCommand_ChatJoinChannel(const QString &_channelName)
: channelName(_channelName) { }
const QString &getChannelName() const { return channelName; }
};
class PendingCommand_ListPlayers : public PendingCommand {
Q_OBJECT
private:
QList<ServerPlayer> playerList;
signals:
void playerListReceived(QList<ServerPlayer> _playerList);
public:
void responseReceived(ServerResponse resp);
void addPlayer(const ServerPlayer &player) { playerList.append(player); }
};
class PendingCommand_ListZones : public PendingCommand {
Q_OBJECT
private:
QList<ServerZone> zoneList;
int playerId;
signals:
void zoneListReceived(QList<ServerZone> _zoneList);
public:
PendingCommand_ListZones(int _playerId)
: playerId(_playerId) { }
void responseReceived(ServerResponse resp);
void addZone(const ServerZone &zone) { zoneList.append(zone); }
int getPlayerId() const { return playerId; }
};
class PendingCommand_DumpZone : public PendingCommand {
Q_OBJECT
private:
QList<ServerZoneCard> cardList;
int playerId;
QString zoneName;
int numberCards;
signals:
void cardListReceived(QList<ServerZoneCard> _cardList);
public:
PendingCommand_DumpZone(int _playerId, const QString &_zoneName, int _numberCards)
: playerId(_playerId), zoneName(_zoneName), numberCards(_numberCards) { }
void responseReceived(ServerResponse resp);
void addCard(const ServerZoneCard &card) { cardList.append(card); }
int getPlayerId() const { return playerId; }
QString getZoneName() const { return zoneName; }
int getNumberCards() const { return numberCards; }
};
class PendingCommand_ListCounters : public PendingCommand {
Q_OBJECT
private:
QList<ServerCounter> counterList;
int playerId;
signals:
void counterListReceived(QList<ServerCounter> _counterList);
public:
PendingCommand_ListCounters(int _playerId)
: playerId(_playerId) { }
void responseReceived(ServerResponse resp);
void addCounter(const ServerCounter &counter) { counterList.append(counter); }
int getPlayerId() const { return playerId; }
};
class PendingCommand_DumpAll : public PendingCommand {
Q_OBJECT
private:
QList<ServerPlayer> playerList;
QList<ServerZone> zoneList;
QList<ServerZoneCard> cardList;
QList<ServerCounter> counterList;
QList<ServerArrow> arrowList;
signals:
void playerListReceived(QList<ServerPlayer> _playerList);
void zoneListReceived(QList<ServerZone> _zoneList);
void cardListReceived(QList<ServerZoneCard> _cardList);
void counterListReceived(QList<ServerCounter> _counterList);
void arrowListReceived(QList<ServerArrow> _arrowList);
public:
void responseReceived(ServerResponse resp);
void addPlayer(const ServerPlayer &player) { playerList.append(player); }
void addZone(const ServerZone &zone) { zoneList.append(zone); }
void addCard(const ServerZoneCard &card) { cardList.append(card); }
void addCounter(const ServerCounter &counter) { counterList.append(counter); }
void addArrow(const ServerArrow &arrow) { arrowList.append(arrow); }
};
class Client : public QObject {
Q_OBJECT
signals:
void statusChanged(ProtocolStatus _status);
void welcomeMsgReceived(QString welcomeMsg);
void gameListEvent(const ServerGame &game);
void playerIdReceived(int id, QString name);
void gameEvent(const ServerEventData &msg);
void chatEvent(const ChatEventData &msg);
void maxPingTime(int seconds, int maxSeconds);
void serverTimeout();
void logSocketError(const QString &errorString);
void serverError(ServerResponse resp);
void protocolVersionMismatch();
void protocolError();
private slots:
void slotConnected();
void readLine();
void slotSocketError(QAbstractSocket::SocketError error);
void ping();
void removePendingCommand();
void loginResponse(ServerResponse response);
void enterGameResponse(ServerResponse response);
void leaveGameResponse(ServerResponse response);
private:
static const int protocolVersion = 2;
static const int maxTimeout = 10;
QTimer *timer;
QMap<int, PendingCommand *> pendingCommands;
QTcpSocket *socket;
ProtocolStatus status;
QString playerName, password;
unsigned int MsgId;
void msg(const QString &s);
PendingCommand *cmd(const QString &s, PendingCommand *_pc = 0);
void setStatus(const ProtocolStatus _status);
public:
Client(QObject *parent = 0);
~Client();
ProtocolStatus getStatus() const { return status; }
QString peerName() const { return socket->peerName(); }
void connectToServer(const QString &hostname, unsigned int port, const QString &_playerName, const QString &_password);
void disconnectFromServer();
QColor numberToColor(int colorValue) const;
int colorToNumber(const QColor &color) const;
public slots:
PendingCommand *chatListChannels();
PendingCommand_ChatJoinChannel *chatJoinChannel(const QString &name);
PendingCommand *chatLeaveChannel(const QString &name);
PendingCommand *chatSay(const QString &name, const QString &s);
PendingCommand *listGames();
PendingCommand_ListPlayers *listPlayers();
PendingCommand *createGame(const QString &description, const QString &password, unsigned int maxPlayers, bool spectatorsAllowed);
PendingCommand *joinGame(int gameId, const QString &password, bool spectator);
PendingCommand *leaveGame();
PendingCommand *login(const QString &name, const QString &pass);
PendingCommand *say(const QString &s);
PendingCommand *shuffle();
PendingCommand *rollDie(unsigned int sides);
PendingCommand *drawCard() { return drawCards(1); }
PendingCommand *drawCards(unsigned int number);
PendingCommand *moveCard(int cardid, const QString &startzone, const QString &targetzone, int x, int y = 0, bool faceDown = false);
PendingCommand *createToken(const QString &zone, const QString &name, const QString &powtough, int x, int y);
PendingCommand *createArrow(int startPlayerId, const QString &startZone, int startCardId, int targetPlayerId, const QString &targetPlayerZone, int targetCardId, const QColor &color);
PendingCommand *deleteArrow(int arrowId);
PendingCommand *setCardAttr(const QString &zone, int cardid, const QString &aname, const QString &avalue);
PendingCommand *readyStart();
PendingCommand *incCounter(int counterId, int delta);
PendingCommand *addCounter(const QString &counterName, QColor color, int radius, int value);
PendingCommand *setCounter(int counterId, int value);
PendingCommand *delCounter(int counterId);
PendingCommand_ListCounters *listCounters(int playerId);
PendingCommand *nextTurn();
PendingCommand *setActivePhase(int phase);
PendingCommand_ListZones *listZones(int playerId);
PendingCommand_DumpZone *dumpZone(int player, const QString &zone, int numberCards);
PendingCommand *stopDumpZone(int player, const QString &zone);
PendingCommand_DumpAll *dumpAll();
void submitDeck(const QStringList &deck);
};
#endif