From kde-games-devel Wed Apr 11 21:59:44 2001 From: Andreas Beckermann Date: Wed, 11 Apr 2001 21:59:44 +0000 To: kde-games-devel Subject: [Kde-games-devel] Client-Master X-MARC-Message: https://marc.info/?l=kde-games-devel&m=98702658913061 Hi all Ok here are some results afer our discussion: I ported KGame to a client-master conecpt as originally proposed by Burkhard. All communication is done via the new KGameCommunicationServer which does nothing but forwarding the messages to all clients. For a lot of information please read my CVS log message - I don't want to type it again here ;) http://lists.kde.org/?l=kde-cvs&m=98702550910319&w=2 Note: you don't have to care about KGameCommunicationServer. It is started automatically by KGameNetwork::setGameMaster(true) and deleted by KGameNetwork::connectToServer(...). The current computer(process) player is broken now :-( I will rewrite KGameProcessIO::writeBuffers() which should fix it but is still some work. The KGameClient*s in general are a little bit redesigned. You can create one of KGameClient[Local,Socket,Process] and send messages through KGameClient::sendMessage - messages are received by signalReceiveMessage. There are still a lot of bugs as the desing change is quite enormous. You have to send the message only once now (before: send via netowork and calculate locally). But you have to react to the message in your receiveMessage() function. The ComServer forwards messages to all clients, even the sender. Burkhard: Do you still want to port libkdegames to QSocket instead of KSocket? If so then KGameClientSocket is the place for you :-) You won't break anything except network games now - ie you don't have to care about the process player anymore. The port should be a lot easier now :-) Comments and flames are welcome. CU Andi _______________________________________________ Kde-games-devel mailing list Kde-games-devel@master.kde.org http://master.kde.org/mailman/listinfo/kde-games-devel