KGame Member List

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

Abort enum valueKGame
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 valueKGame
findPlayer(Q_UINT32 id) constKGame
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 valueKGame
Intro enum valueKGame
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 valueKGame
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 valueKGame
PolicyDirty enum valueKGame
PolicyLocal enum valueKGame
PolicyUndefined enum valueKGame
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 valueKGame
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 valueKGame
systemPlayerInput(QDataStream &msg, KPlayer *player, Q_UINT32 sender=0)KGame [virtual]
systemRemovePlayer(KPlayer *player, bool deleteit)KGame [protected]
unlock()KGameNetwork [virtual]
UserStatus enum valueKGame
~KGame()KGame [virtual]
~KGameNetwork()KGameNetwork [virtual]
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