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List: kde-games-devel
Subject: Re: [Kde-games-devel] Network operations class?
From: Burkhard Lehner <Burkhard.Lehner () gmx ! de>
Date: 2001-04-19 12:06:36
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> You just have to take care of two things:
> 1. Andi already mentioned it: The message has of course a
> header which will be received on the other side. If you really evaluate
> raw data you have to analyse this header by your self (or ignore it).
> You have to look at kgamemessage.h to or the readme file to see
> its structure (it is a few integer values)
I'm working on a replacement for the underlying messageing system, so don't
rely on the header format too much, it is likely to change in the near future.
> 2. You of course cannot stream QStrings etc into the messages as
> your programm does not understand it. You can use stream.writeRawBytes
> though to get raw data into the stream (see QT doc for details). I have
> not tested it but I could imagine that you will get the raw data out on
> the other side, so e.g.
> char *s="Hello"; stream.writeRawData(s,strlenm(s)); or so...
If you only want to store simple C type string (character array, ending in a
\0), you can do it a lot easier:
QCString msg = ".gl";
game_sock->sendMessage (msg);
Reason for this: QCString is a subclass of QByteArray, especially used for
strings in old C fashion. This way you don't need a QDataStream at all.
But if you want to contact a server that is not a KGameCommunicationServer or
a KMessageServer (its future replacement), you should indeed use QSocket or
KSocket directly.
Bye,
Burkhard
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