KGameProcess Class Reference
This is the process class used on the computer player side to communicate with its counterpart KProcessIO class. More...
#include <kgameprocess.h>
Inheritance diagram for KGameProcess:

Signals | |
void | signalCommand (QDataStream &inputStream, int msgid, int receiver, int sender) |
void | signalTurn (QDataStream &stream, bool turn) |
void | signalInit (QDataStream &stream, int userid) |
Public Member Functions | |
KGameProcess () | |
~KGameProcess () | |
bool | exec (int argc, char *argv[]) |
bool | terminate () const |
void | setTerminate (bool b) |
void | sendMessage (QDataStream &stream, int msgid, Q_UINT32 receiver=0) |
void | sendSystemMessage (QDataStream &stream, int msgid, Q_UINT32 receiver=0) |
KRandomSequence * | random () |
Protected Slots | |
void | receivedMessage (const QByteArray &receiveBuffer) |
Protected Member Functions | |
void | processArgs (int argc, char *argv[]) |
Protected Attributes | |
bool | mTerminate |
KMessageFilePipe * | mMessageIO |
Detailed Description
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.
Definition at line 42 of file kgameprocess.h.
Constructor & Destructor Documentation
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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: 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); } References receivedMessage(). |
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Destruct the process. Definition at line 64 of file kgameprocess.cpp. |
Member Function Documentation
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Enters the event loop of the computer process. Does only return on setTerminate(true)! Definition at line 76 of file kgameprocess.cpp. References processArgs(). |
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Should the computer process leave its exec function? Activated if you setTerminate(true);.
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Set this to true if the computer process should end, ie leave its exec function.
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Sends a message to the corresponding KGameIO device. Works like the sendSystemMessage but for user id's
References sendSystemMessage(). |
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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. Exmaple for a query: QByteArray buffer; QDataStream out(buffer,IO_WriteOnly); int msgid=KGameMessage::IdProcessQuery; out << (int)1; proc.sendSystemMessage(out,msgid,0);
Referenced by sendMessage(). |
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Returns a pointer to a KRandomSequence. You can generate random numbers via e.g. random()->getLong(100);
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processes the command line argumens to set up the computer player Pass the argumens exactely as given by main() Definition at line 115 of file kgameprocess.cpp. Referenced by exec(). |
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A message is received via the interprocess connection. The appropriate signals are called. Definition at line 132 of file kgameprocess.cpp. References signalCommand(), signalInit(), and signalTurn(). Referenced by KGameProcess(). |
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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: void Computer::slotCommand(int &msgid,QDataStream &in,QDataStream &out) { Q_INT32 data,move; in >> data; // compute move ... move=data*2; out << move; }
Referenced by receivedMessage(). |
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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. Additonal data which have been written into the stream from the ProcessIO's signal signalPrepareTurn can be retrieved from the stream here. Example: void slotTurn(QDataStream &in,bool turn) { int id; int recv; QByteArray buffer; QDataStream out(buffer,IO_WriteOnly); if (turn) { // Create a move - the format is yours to decide // It arrives exactly as this in the kgame inputMove function!! Q_INT8 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); } }
Referenced by receivedMessage(). |
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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
Referenced by receivedMessage(). |
The documentation for this class was generated from the following files: