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