KGame Member List

This is the complete list of members for KGame, including all inherited members.

Abort enum value (defined in KGame)KGame
aboutToLoseConnection(Q_UINT32 id)KGameNetwork [protected, slot]
activatePlayer(KPlayer *player)KGame
addPlayer(KPlayer *newplayer)KGame
addProperty(KGamePropertyBase *data)KGame
checkGameOver(KPlayer *player)KGame [protected, virtual]
connectToServer(const QString &host, Q_UINT16 port)KGameNetwork
cookie() constKGameNetwork
createPlayer(int rtti, int io, bool isvirtual)KGame [virtual]
dataHandler() constKGame
Debug()KGame [virtual]
deleteInactivePlayers()KGame [protected]
deletePlayers()KGame [protected]
disconnect()KGameNetwork
electAdmin(Q_UINT32 clientID)KGameNetwork
emitSignal(KGamePropertyBase *me)KGame [protected, slot]
End enum value (defined in KGame)KGame
findPlayer(Q_UINT32 id) const KGame
findProperty(int id) constKGame
gameId() constKGameNetwork
GamePolicy enum nameKGame
gameSequence() constKGame
GameStatus enum nameKGame
gameStatus() constKGame
hostName() constKGameNetwork
inactivatePlayer(KPlayer *player)KGame
inactivePlayerList()KGame
inactivePlayerList() constKGame
Init enum value (defined in KGame)KGame
Intro enum value (defined in KGame)KGame
isAdmin() constKGameNetwork
isMaster() constKGameNetwork
isNetwork() constKGameNetwork
isOfferingConnections() constKGameNetwork
isRunning() constKGame
KGame(int cookie=42, QObject *parent=0)KGame
KGameNetwork(int cookie=42, QObject *parent=0)KGameNetwork
KGamePlayerList typedefKGame
load(QDataStream &stream, bool reset=true)KGame [virtual]
load(QString filename, bool reset=true)KGame [virtual]
loadgame(QDataStream &stream, bool network, bool reset)KGame [protected, virtual]
loadPlayer(QDataStream &stream, bool isvirtual =false)KGame [protected]
lock()KGameNetwork [virtual]
maxPlayers() constKGame
messageClient() constKGameNetwork
messageServer() constKGameNetwork
minPlayers() constKGame
negotiateNetworkGame(Q_UINT32 clientID)KGame [protected, virtual]
networkTransmission(QDataStream &stream, int msgid, Q_UINT32 receiver, Q_UINT32 sender, Q_UINT32 clientID)KGame [virtual]
newPlayersJoin(KGamePlayerList *oldplayer, KGamePlayerList *newplayer, QValueList< int > &inactivate)KGame [inline, protected, virtual]
nextPlayer(KPlayer *last, bool exclusive=true)KGame [virtual]
offerConnections(Q_UINT16 port)KGameNetwork
Pause enum value (defined in KGame)KGame
playerCount() constKGame
playerDeleted(KPlayer *player)KGame
playerInput(QDataStream &msg, KPlayer *player)=0KGame [protected, pure virtual]
playerInputFinished(KPlayer *player)KGame [protected]
playerList()KGame
playerList() constKGame
policy() constKGame
PolicyClean enum value (defined in KGame)KGame
PolicyDirty enum value (defined in KGame)KGame
PolicyLocal enum value (defined in KGame)KGame
PolicyUndefined enum value (defined in KGame)KGame
port() constKGameNetwork
prepareNext()KGame [protected, virtual, slot]
random() constKGame
receiveNetworkTransmission(const QByteArray &a, Q_UINT32 clientID)KGameNetwork [protected, slot]
removePlayer(KPlayer *player)KGame [inline]
reset()KGame [virtual]
Run enum value (defined in KGame)KGame
save(QDataStream &stream, bool saveplayers=true)KGame [virtual]
save(QString filename, bool saveplayers=true)KGame [virtual]
savegame(QDataStream &stream, bool network, bool saveplayers)KGame [protected, virtual]
savePlayer(QDataStream &stream, KPlayer *player)KGame [protected]
savePlayers(QDataStream &stream, KGamePlayerList *list=0)KGame [protected]
sendError(int error, const QByteArray &message, Q_UINT32 receiver=0, Q_UINT32 sender=0)KGameNetwork
sendGroupMessage(const QByteArray &msg, int msgid, Q_UINT32 sender, const QString &group)KGame
sendGroupMessage(const QDataStream &msg, int msgid, Q_UINT32 sender, const QString &group)KGame
sendGroupMessage(int msg, int msgid, Q_UINT32 sender, const QString &group) (defined in KGame)KGame
sendGroupMessage(const QString &msg, int msgid, Q_UINT32 sender, const QString &group)KGame
sendMessage(const QByteArray &buffer, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)KGameNetwork
sendMessage(const QDataStream &msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)KGameNetwork
sendMessage(const QString &msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)KGameNetwork
sendMessage(int data, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)KGameNetwork
sendPlayerInput(QDataStream &msg, KPlayer *player, Q_UINT32 sender=0)KGame [virtual]
sendPlayerProperty(int msgid, QDataStream &s, Q_UINT32 playerId)KGame
sendProperty(int msgid, QDataStream &stream, bool *sent)KGame [protected, slot]
sendSystemMessage(const QByteArray &buffer, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)KGameNetwork
sendSystemMessage(int data, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)KGameNetwork
sendSystemMessage(const QDataStream &msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)KGameNetwork
sendSystemMessage(const QString &msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)KGameNetwork
setDiscoveryInfo(const QString &type, const QString &name=QString::null)KGameNetwork
setGameSequence(KGameSequence *sequence)KGame
setGameStatus(int status)KGame
setMaster()KGameNetwork [protected]
setMaxClients(int max)KGameNetwork
setMaxPlayers(uint maxnumber)KGame
setMinPlayers(uint minnumber)KGame
setPolicy(GamePolicy p, bool recursive=true)KGame
signalAdminStatusChanged(bool isAdmin)KGameNetwork [signal]
signalClientConnected(Q_UINT32 clientID)KGameNetwork [signal]
signalClientDisconnected(Q_UINT32 clientID, bool broken)KGameNetwork [signal]
signalClientJoinedGame(Q_UINT32 clientid, KGame *me)KGame [signal]
signalClientLeftGame(int clientID, int oldgamestatus, KGame *me)KGame [signal]
signalConnectionBroken()KGameNetwork [signal]
signalGameOver(int status, KPlayer *current, KGame *me)KGame [signal]
signalLoad(QDataStream &stream)KGame [signal]
signalLoadError(QDataStream &stream, bool network, int cookie, bool &result)KGame [signal]
signalLoadPrePlayers(QDataStream &stream)KGame [signal]
signalMessageUpdate(int msgid, Q_UINT32 receiver, Q_UINT32 sender)KGame [signal]
signalNetworkData(int msgid, const QByteArray &buffer, Q_UINT32 receiver, Q_UINT32 sender)KGame [signal]
signalNetworkErrorMessage(int error, QString text)KGameNetwork [signal]
signalPlayerJoinedGame(KPlayer *player)KGame [signal]
signalPlayerLeftGame(KPlayer *player)KGame [signal]
signalPropertyChanged(KGamePropertyBase *property, KGame *me)KGame [signal]
signalReplacePlayerIO(KPlayer *player, bool *remove)KGame [signal]
signalSave(QDataStream &stream)KGame [signal]
signalSavePrePlayers(QDataStream &stream)KGame [signal]
slotAdminStatusChanged(bool isAdmin)KGameNetwork [protected, slot]
slotClientConnected(Q_UINT32 clientId)KGame [protected, slot]
slotClientDisconnected(Q_UINT32 clientId, bool broken)KGame [protected, slot]
slotResetConnection()KGameNetwork [protected, slot]
slotServerDisconnected()KGame [protected, slot]
stopServerConnection()KGameNetwork
syncRandom()KGame [protected]
systemActivatePlayer(KPlayer *player)KGame [protected]
systemAddPlayer(KPlayer *newplayer)KGame [protected]
systemInactivatePlayer(KPlayer *player)KGame [protected]
SystemPause enum value (defined in KGame)KGame
systemPlayerInput(QDataStream &msg, KPlayer *player, Q_UINT32 sender=0)KGame [virtual]
systemRemovePlayer(KPlayer *player, bool deleteit)KGame [protected]
unlock()KGameNetwork [virtual]
UserStatus enum value (defined in KGame)KGame
~KGame()KGame [virtual]
~KGameNetwork()KGameNetwork [virtual]
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