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server.h
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79 lines (54 loc) · 1.74 KB
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#ifndef SERVER_H
#define SERVER_H
#include <QTcpServer>
#include <QtNetwork>
#include <QJson/Parser>
#include <QJson/Serializer>
#include "player.h"
#include "gameengine.h"
#include "logger.h"
#include "gamedirector.h"
class GameEngine;
class GameDirector;
class Player;
class Server : public QTcpServer
{
Q_OBJECT
public:
static Server * getServer();
static void initServer(QObject *parent = 0, int port = 9001);
void init();
QList<Player*> getPlayers();
void sendUpdateToPlayers();
void sendInitToAllPlayers();
GameEngine & getGameEngine();
GameDirector & getGameDirector();
void addObjectToClear(int id);
signals:
public slots:
private:
static Server * server;
explicit Server(QObject *parent = 0, int port = 9001);
int port;
GameDirector *gd;
QHash<QString, Player*> players;
QList<int> toClear;
void sendToAllPlayers(QByteArray & packet);
void sendToPlayer(Player & p, QByteArray & packet);
void sendInitToPlayer(Player & p);
void processRequest(Player &p, QString req);
QByteArray forgeInit();
QByteArray forgeUpdate();
void forgePlayersInfo(QVariantMap & packet, bool force = false);
void forgeProjectilesInfo(QVariantMap & packet, bool force = false);
void forgeFieldInfo(QVariantMap & packet, bool force = false);
void forgeToClearInfo(QVariantMap & packet);
void forgeGameInfo(QVariantMap & packet);
void forgeTeamsInfo(QVariantMap & packet, bool force = false);
void forgeFlagsInfo(QVariantMap & packet, bool force = false);
private slots:
void playerConnected();
void dataReceived();
void playerDisconnected();
};
#endif // SERVER_H