Code Search for Developers
 
 
  

kgameproperty.h from Boson at Krugle


Show kgameproperty.h syntax highlighted

/*
    This file is part of the KDE games library
    Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de)
    Copyright (C) 2001 Martin Heni (martin@heni-online.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., 59 Temple Place - Suite 330,
    Boston, MA 02111-1307, USA.
*/

#ifndef __KGAMEPROPERTY_H_
#define __KGAMEPROPERTY_H_

#include <qdatastream.h>

#include <typeinfo>

class KGame;
class KPlayer;
class KGamePropertyHandler;
using namespace std;

/**
 * @short Base class of KGameProperty
 *
 * The KGamePropertyBase class is the base class of KGameProperty. See
 * KGameProperty for further information.
 * 
 * @author Andreas Beckermann <b_mann@gmx.de>
 **/
class KGamePropertyBase
{
public:
	enum PropertyDataIds  { // these belong to KPlayer/KGame!
		//KPlayer
		IdGroup=1,
		IdUserId=2,
		IdAsyncInput=3,
		IdTurn=4,
		IdName=5,

		//KGame
		IdGameStatus=6,
		IdMaxPlayer=7,
		IdMinPlayer=8,

    // Input Grabbing
    IdGrabInput=16,
    IdReleaseInput=17,

		IdCommand, // Reserved for internal use
		IdUser=256,

		IdAutomatic=0x7000  // Id's from here on are automatically given (16bit)
	};

	/**
	 * Commands for advanced properties (Q_INT8)
	 **/
	enum PropertyCommandIds 
	{
		// General
		CmdLock=1,
		
		// Array
		CmdAt=51,
		CmdResize=52,
		CmdFill=53,
		CmdSort=54,
		// List (could be the same id's actually)
		CmdInsert=61,
		CmdAppend=62,
		CmdRemove=63,
		CmdClear=64
	};

	/**
	 * The policy of the property. This can be PolicyClean (setValue uses
	 * send), PolicyDirty (setValue uses changeValue) or
	 * PolicyLocal (setValue uses setLocal).
	 *
	 * A "clean" policy means that the property is always the same on every
	 * client. This is achieved by calling send which actually changes
	 * the value only when the message from the MessageServer is received.
	 *
	 * A "dirty" policy means that as soon as setValue is called the
	 * property is changed immediately. And additionally sent over network.
	 * This can sometimes lead to bugs as the other clients do not 
	 * immediately have the same value. For more information see 
	 * changeValue.
	 *
	 * PolicyLocal means that a KGameProperty behaves like ever
	 * "normal" variable. Whenever setValue is called (e.g. using "=")
	 * the value of the property is changes immediately without sending it
	 * over network. You might want to use this if you are sure that all
	 * clients set the property at the same time.
	 **/
	enum PropertyPolicy
	{
		PolicyUndefined = 0,
		PolicyClean = 1,
		PolicyDirty = 2,
		PolicyLocal = 3
	};


	/**
	 * Constructs a KGamePropertyBase object and calls registerData.
	 * @param id The id of this property. MUST be UNIQUE! Used to send and
	 * receive changes in the property of the playere automatically via
	 * network. 
	 * @param owner The owner of the object. Must be a KGamePropertyHandler which manages
	 * the changes made to this object, i.e. which will send the new data
	 **/
	KGamePropertyBase(int id, KGamePropertyHandler* owner);

	KGamePropertyBase(int id, KGame* parent);
	KGamePropertyBase(int id, KPlayer* parent);

	/**
	 * Creates a KGamePropertyBase object without an owner. Remember to call
	 * registerData!
	 **/
	KGamePropertyBase();

	virtual ~KGamePropertyBase();

	/**
	 * Changes the consistency policy of a property. The  
	 * PropertyPolicy is one of PolicyClean (defaulz), PolicyDirty or PolicyLocal.
	 *
	 * It is up to you to decide how you want to work. 
	 **/
	void setPolicy(PropertyPolicy p) { mFlags.bits.policy = p; } 

	/**
	 * @return The default policy of the property
	 **/
	PropertyPolicy policy() const { return (PropertyPolicy)mFlags.bits.policy; }

	/**
	 * Sets this property to emit a signal on value changed.
	 * As the proerties do not inehrit QObject for optimisation
	 * this signal is emited via the KPlayer or KGame object
	 **/
	void setEmittingSignal(bool p)	{ mFlags.bits.emitsignal=p; }

	/**
	 * See also setEmittingSignal
	 * @return Whether this property emits a signal on value change
	 **/
	bool isEmittingSignal()	const { return mFlags.bits.emitsignal; }

	/**
	 * Sets this property to try to optimize signal and network handling
	 * by not sending it out when the property value is not changed.
	 **/
	void setOptimized(bool p) { mFlags.bits.optimize = p ; }

	/**
	 * See also setOptimize
	 * @return Whether the property optimizes access (signals,network traffic)
	 **/
	bool isOptimized() const { return mFlags.bits.optimize; }

	/**
	 * @return Whether this property is "dirty". See also setDirty
	 **/
	bool isDirty() const { return mFlags.bits.dirty; }

	/**
	 * A locked property can only be changed by the player who has set the
	 * lock. See also setLocked
	 * @return Whether this property is currently locked. 
	 **/
	bool isLocked() const { return mFlags.bits.locked; }

	/**
	 * A locked property can only be changed by the player who has set the
	 * lock.
	 *
	 * You can only call this if isLocked is false. A message is sent
	 * over network so that the property is locked for all players except
	 * you.
	 *
	 * @return returns false if the property can not be locked, i.e. it is already locked
	 *
	 **/
	bool lock();

	/**
	 * A locked property can only be changed by the player who has set the
	 * lock.
	 *
	 * You can only call this if isLocked is false. A message is sent
	 * over network so that the property is locked for all players except
	 * you.
	 *
	 * @return returns false if the property can not be locked, i.e. it is already locked
	 *
	 **/
	bool unlock(bool force=false);

	/**
	 * This will read the value of this property from the stream. You MUST
	 * overwrite this method in order to use this class
	 * @param s The stream to read from
	 **/
	virtual void load(QDataStream& s) = 0;

	/**
	 * Write the value into a stream. MUST be overwritten
	 **/
	virtual void save(QDataStream& s) = 0;

	/** 
	 * send a command to advanced properties like arrays
	 * @param stream The stream containing the data of the comand
	 * @param msgid The ID of the command - see PropertyCommandIds
	 * @param isSender whether this client is also the sender of the command
	 **/
	virtual void command(QDataStream &stream, int msgid, bool isSender=false);

	/**
	 * @return The id of this property
	 **/
	int id() const { return mId; }

	/**
	 * @return a type_info of the data this property contains. This is used
	 * e.g. by KGameDebugDialog
	 **/
	virtual const type_info* typeinfo() { return &typeid(this); }

	/**
	 * You have to register a KGamePropertyBase before you can use it.
	 *
	 * You MUST call this before you can use KGamePropertyBase!
	 *
	 * @param id the id of this KGamePropertyBase object. The id MUST be
	 * unique, i.e. you cannot have two properties with the same id for one
	 * player, although (currently) nothing prevents you from doing so. But
	 * you will get strange results!
	 *
	 * @param owner The owner of this data. This will send the data
	 * using KPropertyHandler::sendProperty whenever you call send
	 *
	 * @param p If not 0 you can set the policy of the property here
	 *
	 * @param name if not 0 you can assign a name to this property
	 *
	 **/
	int registerData(int id, KGamePropertyHandler* owner,PropertyPolicy p, QString name=0);

	/** 
	 * This is an overloaded member function, provided for convenience.
	 * It differs from the above function only in what argument(s) it accepts.
	 **/
	int registerData(int id, KGamePropertyHandler* owner, QString name=0);

	/** 
	 * This is an overloaded member function, provided for convenience.
	 * It differs from the above function only in what argument(s) it accepts.
	 **/
	int registerData(int id, KGame* owner, QString name=0);

	/** 
	 * This is an overloaded member function, provided for convenience.
	 * It differs from the above function only in what argument(s) it accepts.
	 **/
	int registerData(int id, KPlayer* owner, QString name=0);

	/** 
	 * This is an overloaded member function, provided for convenience.
	 * It differs from the above function only in what argument(s) it accepts.
	 * In particular you can use this function to create properties which
	 * will have an automatic id assigned. The new id is returned.
	 **/
	int registerData(KGamePropertyHandler* owner,PropertyPolicy p=PolicyUndefined, QString name=0);

	void unregisterData();

 
protected:
	/**
	 * A locked property can only be changed by the player who has set the
	 * lock.
	 *
	 * You can only call this if isLocked is false. A message is sent
	 * over network so that the property is locked for all players except
	 * you. 
	 * Usually you use lock and unlock to access this property
	 *
	 **/
	void setLock(bool l);

	/**
	 * Sets the "dirty" flag of the property. If a property is "dirty" i.e.
	 * KGameProperty::setLocal has been called there is no guarantee
	 * that all clients share the same value. You have to ensure this
	 * yourself e.g. by calling KGameProperty::setLocal on every
	 * client. You can also ignore the dirty flag and continue working withe
	 * the property depending on your situation.
	 **/
	void setDirty(bool d) { mFlags.bits.dirty = d ; }

	/**
	 * Forward the data to the owner of this property which then sends it
	 * over network. save is used to store the data into a stream so
	 * you have to make sure that function is working properly if you
	 * implement your own property!
	 *
	 * Note: this sends the <em>current</em> property!
	 *
	 * Might be obsolete - KGamePropertyArray still uses it. Is this a bug
	 * or correct?
	 **/
	bool sendProperty();
	
	/**
	 * Forward the data to the owner of this property which then sends it
	 * over network. save is used to store the data into a stream so
	 * you have to make sure that function is working properly if you
	 * implement your own property!
	 *
	 * This function is used by send to send the data over network.
	 * This does <em>not</em> send the current value but the explicitly
	 * given value. 
	 *
	 * @return TRUE if the message could be sent successfully, otherwise
	 * FALSE
	 **/
	bool sendProperty(const QByteArray& b);
	
	/**
	 * Causes the parent object to emit a signal on value change
	 **/
	void emitSignal();

protected:
	KGamePropertyHandler* mOwner;
	
	// Having this as a union of the bitfield and the char
	// allows us to stream this quantity easily (if we need to)
	// At the moment it is not yet transmitted
	union Flags {
		char flag;
		struct {
			// unsigned char dosave : 1;   // do save this property
			// unsigned char delaytransmit : 1;   // do not send immediately on
                                             // change but a KPlayer:QTimer
                                             // sends it later on - fast
                                             // changing variables
			unsigned char emitsignal : 1; // KPlayer notifies on variable change (true)
			//unsigned char readonly : 1; // whether the property can be changed (false)
			unsigned char optimize : 1; // whether the property tries to optimize send/emit (false)
			unsigned char dirty: 1; // whether the property dirty (setLocal() was used)
			unsigned char policy : 2; // whether the property is always consistent (see PropertyPolicy)
			unsigned char locked: 1; // whether the property is locked (true)
		} bits;
	} mFlags;
	
private:
	friend class KGamePropertyHandler;
	void init();
	
private:
	int mId;

};

/**
 * @short A class for network transparent games
 *
 * Note: The entire API documentation is obsolete!
 * 
 * The class KGameProperty can store any form of data and will transmit it via
 * network whenver you call send. This makes network transparent games
 * very easy. You first have to register the data to a KGamePropertyHandler
 * using KGamePropertyBase::registerData (which is called by the
 * constructor). For the KGamePropertyHandler you can use
 * KGame::dataHandler or KPlayer::dataHandler but you can also create your
 * own data handler.
 *
 * There are several concepts you can follow when writing network games. These
 * concepts differ completely from the way how data is transferred so you should
 * decide which one to use. You can also mix these concepts for a single
 * property but we do not recommend this. The concepts:
 * <ul>
 * <li> Always Consistent (clean)
 * <li> Not Always Consistent (dirty)
 * <li> A Mixture (very dirty)
 * </ul>
 * I repeat: we do <em>not</em> recommend the third option ("a mixture"). Unless
 * you have a good reason for this you will probably introduce some hard to find
 * (and to fix) bugs.
 *
 * @section Always consistent (clean):
 * 
 * This "policy" is default. Whenever you create a KGameProperty it is always
 * consistent. This means that consistency is the most important thing for the
 * property. This is achieved by using send to change the value of the
 * property. send needs a running KMessageServer and therefore
 * <em>MUST</em> be plugged into a KGamePropertyHandler using either
 * registerData or the constructor. The parent of the dataHandler must be able
 * to send messages (see above: the message server must be running). If you use
 * send to change the value of a property you won't see the effect
 * immediately: The new value is first transferred to the message server which
 * queues the message. As soon as <em>all</em> messages in the message server
 * which are before the changed property have been transferred the message
 * server delivers the new value of the KGameProperty to all clients. A
 * QTimer::singleShot is used to queue the messages inside the
 * KMessageServer. 
 *
 * This means that if you do the following:
 * \code
 * KGamePropertyInt myProperty(id, dataHandler());
 * myProperty.initData(0);
 * myProperty = 10;
 * int value = myProperty.value();
 * \endcode
 * then "value" will be "0". initData is used to initialize the property
 * (e.g. when the KMessageServer is not yet running or can not yet be
 * reached). This is because "myProperty = 10" or "myProperty.send(10)" send a
 * message to the KMessageServer which uses QTimer::singleShot to
 * queue the message. The game first has to go back into the event loop where
 * the message is received. The KGamePropertyHandler receives the new value
 * sets the property. So if you need the new value you need to store it in a
 * different variable (see setLocal which creates one for you until the
 * message is received). The KGamePropertyHandler emits a signal (unless
 * you called setEmitSignal with false) when the new value is received:
 * KGamePropertyHandler::signalPropertyChanged. You can use this to react
 * to a changed property.
 *
 * This may look quite confusing but it has a <em>big</em> advantage: all
 * KGameProperty objects are ensured to have the same value on all clients in
 * the game at every time. This way you will save you a lot of trouble as
 * debugging can be very difficult if the value of a property changes
 * immediately on client A but only after one or two additianal messages
 * (function calls, status changes, ...) on client B.
 *
 * The only disadvantage of this (clean) concept is that you cannot use a
 * changed variable immediately but have to wait for the KMessageServer to
 * change it. You probably want to use
 * KGamePropertyHandler::signalPropertyChanged for this.
 *
 * @section Not Always Consistent (dirty):
 * 
 * There are a lot of people who don't want to use the (sometimes quite complex)
 * "clean" way. You can use setAlwaysConsistent to change the default
 * behaviour of the KGameProperty. If a property is not always consistent
 * it will use changeValue to send the property.  changeValue also uses
 * send to send the new value over network but it also uses
 * setLocal to create a local copy of the property. This copy is created
 * dynamically and is deleted again as soon as the next message from the network
 * is received. To use the example above again:
 * \code
 * KGamePropertyInt myProperty(id, dataHandler());
 * myProperty.setAlwaysConsistent(false);
 * myProperty.initData(0);
 * myProperty = 10;
 * int value = myProperty.value();
 * \endcode
 * Now this example will "work" so value now is 10. Additionally the
 * KMessageServer receives a message from the local client (just as explained
 * above in "Always Consistent"). As soon as the message returns to the local
 * client again the local value is deleted, as the "network value" has the same
 * value as the local one. So you won't lose the ability to use the always
 * consistent "clean" value of the property if you use the "dirty" way. Just use
 * networkValue to access the value which is consistent among all clients. 
 *
 * The advantage of this concept is clear: you can use a KGameProperty as
 * every other variable as the changes value takes immediate effect.
 * Additionally you can be sure that the value is transferred to all clients.
 * You will usually not experience serious bugs just because you use the "dirty"
 * way. Several events have to happen at once to get these "strange errors"
 * which result in inconsistent properties (like "game running" on client A but
 * "game ended/paused" on client B).  But note that there is a very good reason
 * for the existence of these different concepts of KGameProperty. I have
 * myself experienced such a "strange error" and it took me several days to find
 * the reason until I could fix it. So I personally recommend the "clean" way.
 * On the other hand if you want to port a non-network game to a network game
 * you will probably start with "dirty" properties as it is you will not have to
 * change that much code...
 *
 * @section A Mixture (very dirty):
 * 
 * You can also mix the concepts above. Note that we really don't recommend
 * this. With a mixture I mean something like this:
 * \code
 * KGamePropertyInt myProperty(id, dataHandler());
 * myProperty.setAlwaysConsistent(false);
 * myProperty.initData(0);
 * myProperty = 10;
 * myProperty.setAlwaysConsistent(true);
 * myProperty = 20;
 * \endcode
 * (totally senseless example, btw) I.e. I am speaking of mixing both concepts
 * for a single property. Things like
 * \code
 * KGamePropertyInt myProperty1(id1, dataHandler());
 * KGamePropertyInt myProperty2(id2, dataHandler());
 * myProperty1.initData(0);
 * myProperty2.initData(0);
 * myProperty1.setAlwaysConsistent(false);
 * myProperty2.setAlwaysConsistent(true);
 * myProperty1 = 10;
 * myProperty2 = 20;
 * \endcode
 * are ok. But mixing the concepts for a single property will make it nearly
 * impossible to you to debug your game. 
 *
 * So the right thing to do(tm) is to decide in the constructor whether you want
 * a "clean" or "dirty" property. 
 *
 * Even if you have decided for one of the concepts you still can manually
 * follow another concept than the "policy" of your property. So if you use an
 * always consistent KGameProperty you still can manually call
 * changeValue as if it was not always consistent. Note that although this is
 * also kind of a "mixture" as described above this is very useful sometimes. In
 * contrast to the "mixture" above you don't have the problem that you don't
 * exactly know which concept you are currently following because you used the
 * function of the other concept only once. 
 *
 * @section Custom classes:
 *
 * If you want to use a custum class with KGameProperty you have to implement the
 * operators << and >> for QDataStream:
 * \code
 * class Card
 * {
 * public:
 * int type;
 * int suite;
 * };
 * QDataStream& operator<<(QDataStream& stream, Card& card)
 * {
 * Q_INT16 type = card.type;
 * Q_INT16 suite = card.suite;
 * s << type;
 * s << suite;
 * return s;
 * }
 * QDataStream& operator>>(QDataStream& stream, Card& card)
 * {
 * Q_INT16 type;
 * Q_INT16 suite;
 * s >> type;
 * s >> suite;
 * card.type = (int)type;
 * card.suite = (int)suite;
 * return s;
 * }
 *
 * class Player : KPlayer
 * {
 * [...]
 * KGameProperty<Card> mCards;
 * };
 * \endcode
 *
 * Note: unlike most QT classes KGameProperty objects are *not* deleted
 * automatically! So if you create an object using e.g. KGameProperty<int>* data =
 * new KGameProperty(id, dataHandler()) you have to put a delete data into your
 * destructor!
 *
 * @author Andreas Beckermann <b_mann@gmx.de>
 **/
template<class type>
class KGameProperty  : public KGamePropertyBase
{
public:
	/**
	 * Constructs a KGameProperty object. A KGameProperty object will transmit
	 * any changes to the KMessageServer and then to all clients in the
	 * game (including the one that has sent the new value)
	 * @param id The id of this property. <em>MUST be UNIQUE</em>! Used to send and
	 * receive changes in the property of the playere automatically via
	 * network. 
	 * @param owner The parent of the object. Must be a KGame which manages
	 * the changes made to this object, i.e. which will send the new data.
	 * Note that in contrast to most KDE/QT classes KGameProperty objects
	 * are <em>not</em> deleted automatically!
	 **/
// TODO: ID: Very ugly - better use something like parent()->propertyId() or so which assigns a free id automatically.
	KGameProperty(int id, KGamePropertyHandler* owner) : KGamePropertyBase(id, owner) { init(); }

	/**
	 * This constructor does nothing. You have to call 
	 * KGamePropertyBase::registerData
	 * yourself before using the KGameProperty object.
	 **/
	KGameProperty() : KGamePropertyBase() { init(); }

	virtual ~KGameProperty() {}

	/**
	 * Set the value depending on the current policy (see 
	 * setConsistent). By default KGameProperty just uses send to set
	 * the value of a property. This behaviour can be changed by using
	 * setConsistent.
	 * @param v The new value of the property
	 **/
	void setValue(type v)
	{
		switch (policy()) {
			case PolicyClean:
				send(v);
				break;
			case PolicyDirty:
				changeValue(v);
				break;
			case PolicyLocal:
				setLocal(v);
				break;
			default: // NEVER!
				return;
		}
	}


	/**
	 * This function sends a new value over network.
	 *
	 * Note that the value DOES NOT change when you call this function. This
	 * function saves the value into a QDataStream and calls
	 * sendProperty where it gets forwarded to the owner and finally the
	 * value is sent over network. The KMessageServer now sends the
	 * value to ALL clients - even the one who called this function. As soon
	 * as the value from the message server is received load is called
	 * and _then_ the value of the KGameProperty has been set.
	 *
	 * This ensures that a KGameProperty has _always_ the same value on
	 * _every_ client in the network. Note that this means you can NOT do
	 * something like
	 * \code
	 * myProperty.send(1);
	 * doSomething(myProperty);
	 * \endcode
	 * as myProperty has not yet been set when doSomething is being called.
	 *
	 * You are informed about a value change by a singal from the parent of
	 * the property which can be deactivated by setEmittingSignal because of
	 * performance (you probably don't have to deactivate it - except you
	 * want to write a real-time game like Command&Conquer with a lot of
	 * acitvity). See emitSignal
	 *
	 * Note that if there is no KMessageServer accessible - before
	 * the property has been registered to the KGamePropertyHandler (as
	 * it is the case e.g. before a KPlayer has been plugged into the
	 * KGame object) the property is *not* sent but set *locally* (see
	 * setLocal)!
	 * 
	 * @param v The new value of the property
	 * @return whether the property could be sent successfully
	 * @see setValue setLocal changeValue value
	 **/
	bool send(type v)
	{
		if (isOptimized() && mData == v) {
			return true;
		}
		if (isLocked()) {
			return false;
		}
		QByteArray b;
		QDataStream stream(b, IO_WriteOnly);
		stream << v;
		if (!sendProperty(b)) {
			setLocal(v);
			return false;
		}
		return true;
	}

	/**
	 * This function sets the value of the property directly, i.e. it
	 * doesn't send it to the network. 
	 *
	 * Int contrast to @see you change _only_ the local value when using
	 * this function. You do _not_ change the value of any other client. You
	 * probably don't want to use this if you are using a dedicated server
	 * (which is the only "client" which is allowed to change a value) but
	 * rather want to use send(). 
	 *
	 * But if you use your clients as servers (i.e. all clients receive a
	 * players turn and then calculate the reaction of the game theirselves)
	 * then you probably want to use setLocal as you can do things like
	 * \code
	 * myProperty.setLocal(1);
	 * doSomething(myProperty);
	 * \endcode
	 * on every client.
	 *
	 * If you want to set the value locally AND send it over network you
	 * want to call changeValue!
	 *
	 * You can also use setPolicy to set the default policy to
	 * PolicyLocal.
	 *
	 * @see setValue send changeValue value
	 **/
	bool setLocal(type v) 
	{
		if (isOptimized() && mData == v) {
			return false;
		}
		if (isLocked()) {
			return false;
		}
		mData = v;
		setDirty(true);
		if (isEmittingSignal()) {
			emitSignal();
		}
		return true;
	}

	/**
	 * This function does both, change the local value and change the
	 * network value. The value is sent over network first, then changed
	 * locally.
	 *
	 * This function is a convenience function and just calls send
	 * followed by setLocal
	 *
	 * Note that emitSignal is also called twice: once after
	 * setLocal and once when the value from send is received
	 *
	 * @see send setLocal setValue value 
	 **/
	void changeValue(type v)
	{
		send(v);
		setLocal(v);
	}

	/**
	 * Saves the object to a stream.
	 * @param stream The stream to save to
	 **/
	virtual void save(QDataStream &stream)
	{
		stream << mData;
	}

	/**
	 * @return The local value (see setLocal) if it is existing,
	 * otherwise the network value which is always consistent on every
	 * client.
	 **/
	const type& value() const
	{
		return mData;
	}

	/**
	 * Reads from a stream and assigns the read value to this object.
	 *
	 * This function is called automatically when a new value is received
	 * over network (i.e. it has been sent using send on this or any
	 * other client) or when a game is loaded (and maybe on some other
	 * events).
	 *
	 * Also calls emitSignal if isEmittingSignal is TRUE.
	 * @param s The stream to read from
	 **/
	virtual void load(QDataStream& s)
	{
		s >> mData;
		setDirty(false);
		if (isEmittingSignal()) {
			emitSignal();
		}
	}

	/**
	 * This calls setValue to change the value of the property. Note
	 * that depending on the policy (see setAlwaysConsistent) the
	 * returned value might be different from the assigned value!!
	 *
	 * So if you use setPolicy(PolicyClean):
	 * \code
	 * int a, b = 10;
	 * myProperty = b;
	 * a = myProperty.value();
	 * \endcode
	 * Here a and b would differ!
	 * The value is actually set as soon as it is received from the
	 * KMessageServer which forwards it to ALL clients in the network.
	 *
	 * If you use a clean policy (see setPolicy) then
	 * the returned value is the assigned value
	 **/
	const type& operator=(const type& t) 
	{ 
		setValue(t); 
		return value();
	}

	/**
	 * This copies the data of property to the KGameProperty object.
	 *
	 * Equivalent to setValue(property.value());
	 **/
	const type& operator=(const KGameProperty& property)
	{
		setValue(property.value());
		return value();
	}

	/**
	 * Yeah, you can do it!
	 * \code
	 * 	int a = myGamePropertyInt;
	 * \endcode
	 * If you don't see it: you don't have to use integerData.value()
	 **/
	operator type() const { return value(); }

	virtual const type_info* typeinfo() { return &typeid(type); }

private:
	void init() { }

private:
	type mData;
};


typedef KGameProperty<int>   KGamePropertyInt;
typedef KGameProperty<unsigned int>   KGamePropertyUInt;
typedef KGameProperty<QString>   KGamePropertyQString;
typedef KGameProperty<Q_INT8>   KGamePropertyBool;

#endif




See more files for this project here

Boson

Boson is an OpenGL real-time strategy game. It is designed to run on Unix (Linux) computers, and is built on top of the KDE, Qt and kdegames libraries.

Project homepage: http://sourceforge.net/projects/boson
Programming language(s): C,C++
License: other

  CMakeLists.txt
  DESIGN
  kchatbase.cpp
  kchatbase.h
  kgame.cpp
  kgame.h
  kgamechat.cpp
  kgamechat.h
  kgamedebugdialog.cpp
  kgamedebugdialog.h
  kgameerror.cpp
  kgameerror.h
  kgameio.cpp
  kgameio.h
  kgamemessage.cpp
  kgamemessage.h
  kgamenetwork.cpp
  kgamenetwork.h
  kgameprocess.cpp
  kgameprocess.h
  kgameprogress.cpp
  kgameprogress.h
  kgameproperty.cpp
  kgameproperty.h
  kgamepropertyarray.h
  kgamepropertyhandler.cpp
  kgamepropertyhandler.h
  kgamepropertylist.h
  kgamesequence.cpp
  kgamesequence.h
  kgameversion.h
  kmessageclient.cpp
  kmessageclient.h
  kmessageio.cpp
  kmessageio.h
  kmessageserver.cpp
  kmessageserver.h
  kmessageserver.png
  kplayer.cpp
  kplayer.h
  kstdgameaction.cpp
  kstdgameaction.h
  libkdegames.html
  messages.txt
  scenario0.png
  scenario1.png
  scenario2.png