2019-06-17 18:09:06 +03:00

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#ifndef CLIENT_CP_H
#define CLIENT_CP_H
#include "clientprotocol_global.h"
#include "clientprotocol.h"
#include <QObject>
class QTcpSocket;
class Player;
class BaseItem;
class testSankeServer;
namespace ClientProtocol {
class CLIENTPROTOCOLSHARED_EXPORT Client: public QObject
{
Q_OBJECT
private:
QTcpSocket *_destination;
Package _downloadPackage;
bool _online = false;
bool _logined = false;
QByteArray _token;
QByteArray _rsaKey;
int currentIndex = 0;
QHash<unsigned char, QVariantMap> _requestsMap;
bool receiveData(const QByteArray &obj, Header hdr);
bool setRSAKey(const QByteArray &key);
void setLoginStatus(bool newStatus);
bool sendPackage(Package &pkg);
inline unsigned char nextIndex();
bool ping();
private slots:
void incommingData();
public:
explicit Client(const QString& addrress = LOCAL_SNAKE_SERVER,
unsigned short port = DEFAULT_SNAKE_PORT,
QObject * ptr = nullptr);
/**
* @brief login - register or login a user
* @param gmail - gmail of user
* @param pass - hash of pass of user
* @param error - error ( if all good this variable is empty)
* @return
*/
bool login(const QString& gmail, const QByteArray &pass);
void loginOut();
/**
* @brief updateData
* @return true if refresh seсcessfully completed
*/
bool updateData();
/**
* @brief savedata
* @param gameData - data of lvl
* @return true if all good
*/
bool savaData(const QList<int> &gameData);
/**
* @brief getItem
* @param id of item
* @return item data
*/
bool getItem(int id);
/**
* @brief isOnline
* @return true if client is connected to server and get rsapub key
*/
const bool &isOnline() const;
/**
* @brief isLogin
* @return true if player is online
*/
const bool &isLogin() const;
friend class ::testSankeServer;
signals:
void sigIncommingData(Command cmd, const QByteArray& obj);
void onlineChanged(bool);
void loginChanged(bool);
};
}
#endif // CLIENT_CP_H