libkdegames Library API Documentation

KGamePropertyBase Class Reference

Base class of KGameProperty. More...

#include <kgameproperty.h>

Inheritance diagram for KGamePropertyBase:

KGameProperty< type > List of all members.

Public Types

enum  PropertyDataIds {
  IdGroup = 1, IdUserId = 2, IdAsyncInput = 3, IdTurn = 4,
  IdName = 5, IdGameStatus = 6, IdMaxPlayer = 7, IdMinPlayer = 8,
  IdGrabInput = 16, IdReleaseInput = 17, IdCommand, IdUser = 256,
  IdAutomatic = 0x7000
}
enum  PropertyCommandIds {
  CmdLock = 1, CmdAt = 51, CmdResize = 52, CmdFill = 53,
  CmdSort = 54, CmdInsert = 61, CmdAppend = 62, CmdRemove = 63,
  CmdClear = 64
}
enum  PropertyPolicy { PolicyUndefined = 0, PolicyClean = 1, PolicyDirty = 2, PolicyLocal = 3 }

Public Methods

 KGamePropertyBase (int id, KGamePropertyHandler *owner)
 KGamePropertyBase (int id, KGame *parent)
 KGamePropertyBase (int id, KPlayer *parent)
 KGamePropertyBase ()
virtual ~KGamePropertyBase ()
void setPolicy (PropertyPolicy p)
PropertyPolicy policy () const
void setEmittingSignal (bool p)
bool isEmittingSignal () const
void setOptimized (bool p)
bool isOptimized () const
bool isDirty () const
bool isLocked () const
bool lock ()
bool unlock (bool force=false)
virtual void load (QDataStream &s)=0
virtual void save (QDataStream &s)=0
virtual void command (QDataStream &stream, int msgid, bool isSender=false)
int id () const
virtual const type_info * typeinfo ()
int registerData (int id, KGamePropertyHandler *owner, PropertyPolicy p, QString name=0)
int registerData (int id, KGamePropertyHandler *owner, QString name=0)
int registerData (int id, KGame *owner, QString name=0)
int registerData (int id, KPlayer *owner, QString name=0)
int registerData (KGamePropertyHandler *owner, PropertyPolicy p=PolicyUndefined, QString name=0)
void unregisterData ()

Protected Methods

void setLock (bool l)
void setDirty (bool d)
bool sendProperty ()
bool sendProperty (const QByteArray &b)
void emitSignal ()

Protected Attributes

KGamePropertyHandlermOwner
KGamePropertyBase::Flags mFlags

Friends

class KGamePropertyHandler

Detailed Description

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>

Definition at line 42 of file kgameproperty.h.


Member Enumeration Documentation

enum KGamePropertyBase::PropertyCommandIds
 

Commands for advanced properties (Q_INT8).

Definition at line 71 of file kgameproperty.h.

enum KGamePropertyBase::PropertyPolicy
 

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.

Definition at line 109 of file kgameproperty.h.

Referenced by KGamePropertyHandler::policy(), policy(), KGamePropertyHandler::setPolicy(), setPolicy(), and KGame::setPolicy().


Constructor & Destructor Documentation

KGamePropertyBase::KGamePropertyBase int    id,
KGamePropertyHandler   owner
 

Constructs a KGamePropertyBase object and calls registerData.

Parameters:
id  The id of this property. MUST be UNIQUE! Used to send and receive changes in the property of the playere automatically via network.
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

Definition at line 44 of file kgameproperty.cpp.

References id(), and registerData().

KGamePropertyBase::KGamePropertyBase  
 

Creates a KGamePropertyBase object without an owner.

Remember to call registerData!

Definition at line 50 of file kgameproperty.cpp.


Member Function Documentation

void KGamePropertyBase::setPolicy PropertyPolicy    p [inline]
 

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.

Definition at line 145 of file kgameproperty.h.

References PropertyPolicy.

Referenced by registerData().

PropertyPolicy KGamePropertyBase::policy   const [inline]
 

Returns:
The default policy of the property

Definition at line 150 of file kgameproperty.h.

References PropertyPolicy.

Referenced by KGamePropertyHandler::Debug(), KGamePropertyHandler::processMessage(), and KGameProperty< unsigned int >::setValue().

void KGamePropertyBase::setEmittingSignal bool    p [inline]
 

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

Definition at line 157 of file kgameproperty.h.

bool KGamePropertyBase::isEmittingSignal   const [inline]
 

See also setEmittingSignal.

Returns:
Whether this property emits a signal on value change

Definition at line 163 of file kgameproperty.h.

Referenced by KGamePropertyHandler::Debug(), KGameProperty< unsigned int >::load(), and KGameProperty< unsigned int >::setLocal().

void KGamePropertyBase::setOptimized bool    p [inline]
 

Sets this property to try to optimize signal and network handling by not sending it out when the property value is not changed.

Definition at line 169 of file kgameproperty.h.

bool KGamePropertyBase::isOptimized   const [inline]
 

See also setOptimize.

Returns:
Whether the property optimizes access (signals,network traffic)

Definition at line 175 of file kgameproperty.h.

Referenced by KGamePropertyHandler::Debug(), KGameProperty< unsigned int >::send(), and KGameProperty< unsigned int >::setLocal().

bool KGamePropertyBase::isDirty   const [inline]
 

Returns:
Whether this property is "dirty". See also setDirty

Definition at line 180 of file kgameproperty.h.

Referenced by KGamePropertyHandler::Debug().

bool KGamePropertyBase::isLocked   const [inline]
 

A locked property can only be changed by the player who has set the lock.

See also setLocked

Returns:
Whether this property is currently locked.

Definition at line 187 of file kgameproperty.h.

Referenced by KGamePropertyHandler::Debug(), lock(), KGameProperty< unsigned int >::send(), KGameProperty< unsigned int >::setLocal(), and unlock().

bool KGamePropertyBase::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.

Returns:
returns false if the property can not be locked, i.e. it is already locked

Definition at line 152 of file kgameproperty.cpp.

References isLocked(), and setLock().

bool KGamePropertyBase::unlock bool    force = false
 

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.

Returns:
returns false if the property can not be locked, i.e. it is already locked

Definition at line 161 of file kgameproperty.cpp.

References isLocked(), and setLock().

virtual void KGamePropertyBase::load QDataStream   s [pure virtual]
 

This will read the value of this property from the stream.

You MUST overwrite this method in order to use this class

Parameters:
s  The stream to read from

Implemented in KGameProperty< type >, KGameProperty< QString >, KGameProperty< int >, KGameProperty< Q_INT8 >, and KGameProperty< unsigned int >.

Referenced by KGamePropertyHandler::processMessage().

virtual void KGamePropertyBase::save QDataStream   s [pure virtual]
 

Write the value into a stream.

MUST be overwritten

Implemented in KGameProperty< type >, KGameProperty< QString >, KGameProperty< int >, KGameProperty< Q_INT8 >, and KGameProperty< unsigned int >.

Referenced by KGamePropertyHandler::save(), and sendProperty().

void KGamePropertyBase::command QDataStream   stream,
int    msgid,
bool    isSender = false
[virtual]
 

send a command to advanced properties like arrays.

Parameters:
stream  The stream containing the data of the comand
msgid  The ID of the command - see PropertyCommandIds
isSender  whether this client is also the sender of the command

Definition at line 195 of file kgameproperty.cpp.

Referenced by KGamePropertyHandler::processMessage().

int KGamePropertyBase::id   const [inline]
 

Returns:
The id of this property

Definition at line 238 of file kgameproperty.h.

Referenced by KGamePropertyHandler::addProperty(), KGamePropertyHandler::clear(), KGamePropertyHandler::Debug(), KPlayer::emitSignal(), emitSignal(), KGameProperty< unsigned int >::KGameProperty(), KGamePropertyBase(), KGamePropertyHandler::propertyValue(), registerData(), KGamePropertyHandler::removeProperty(), KGamePropertyHandler::save(), sendProperty(), setLock(), and KGameProperty< unsigned int >::setValue().

virtual const type_info* KGamePropertyBase::typeinfo   [inline, virtual]
 

Returns:
a type_info of the data this property contains. This is used e.g. by KGameDebugDialog

Reimplemented in KGameProperty< type >, KGameProperty< QString >, KGameProperty< int >, KGameProperty< Q_INT8 >, and KGameProperty< unsigned int >.

Definition at line 244 of file kgameproperty.h.

Referenced by KGamePropertyHandler::propertyValue().

int KGamePropertyBase::registerData int    id,
KGamePropertyHandler   owner,
PropertyPolicy    p,
QString    name = 0
 

You have to register a KGamePropertyBase before you can use it.

You MUST call this before you can use KGamePropertyBase!

Parameters:
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!
owner  The owner of this data. This will send the data using KPropertyHandler::sendProperty whenever you call send
p  If not 0 you can set the policy of the property here
name  if not 0 you can assign a name to this property

Definition at line 91 of file kgameproperty.cpp.

References KGamePropertyHandler::addProperty(), id(), KGamePropertyHandler::policy(), setPolicy(), and KGamePropertyHandler::uniquePropertyId().

Referenced by KGamePropertyBase(), and registerData().

int KGamePropertyBase::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.

Definition at line 88 of file kgameproperty.cpp.

References id(), and registerData().

int KGamePropertyBase::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.

Definition at line 79 of file kgameproperty.cpp.

References KGame::dataHandler(), id(), and registerData().

int KGamePropertyBase::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.

Definition at line 82 of file kgameproperty.cpp.

References KPlayer::dataHandler(), id(), and registerData().

int KGamePropertyBase::registerData KGamePropertyHandler   owner,
PropertyPolicy    p = PolicyUndefined,
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.

Definition at line 85 of file kgameproperty.cpp.

References registerData().

void KGamePropertyBase::setLock bool    l [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

Definition at line 170 of file kgameproperty.cpp.

References id(), and KGamePropertyHandler::sendProperty().

Referenced by lock(), and unlock().

void KGamePropertyBase::setDirty bool    d [inline, protected]
 

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.

Definition at line 316 of file kgameproperty.h.

Referenced by KGameProperty< unsigned int >::load(), and KGameProperty< unsigned int >::setLocal().

bool KGamePropertyBase::sendProperty   [protected]
 

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 current property!

Might be obsolete - KGamePropertyArray still uses it. Is this a bug or correct?

Definition at line 124 of file kgameproperty.cpp.

References id(), save(), and KGamePropertyHandler::sendProperty().

Referenced by KGameProperty< unsigned int >::send().

bool KGamePropertyBase::sendProperty const QByteArray   b [protected]
 

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 not send the current value but the explicitly given value.

Returns:
TRUE if the message could be sent successfully, otherwise FALSE

Definition at line 138 of file kgameproperty.cpp.

References id(), KGamePropertyHandler::sendProperty(), and QDataStream::writeRawBytes().

void KGamePropertyBase::emitSignal   [protected]
 

Causes the parent object to emit a signal on value change.

Definition at line 185 of file kgameproperty.cpp.

References KGamePropertyHandler::emitSignal(), and id().

Referenced by KGameProperty< unsigned int >::load(), and KGameProperty< unsigned int >::setLocal().


The documentation for this class was generated from the following files:
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This file is part of the documentation for libkdegames Library Version 3.2.2.
Documentation copyright © 1996-2004 the KDE developers.
Generated on Sat May 1 10:06:39 2004 by doxygen 1.2.15 written by Dimitri van Heesch, © 1997-2003