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path: root/chicken-wranglers/src/main/gameclient.cpp
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/****************************************************************************
**
** This file is a part of QtChickenWranglers.
**
** Copyright (c) 2011 Nokia Corporation and/or its subsidiary(-ies).*
** All rights reserved.
** Contact:  Nokia Corporation (qt-info@nokia.com)
**
** You may use this file under the terms of the BSD license as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in the
**     documentation and/or other materials provided with the distribution.
**
**   * Neither the name of Nokia Corporation and its Subsidiary(-ies) nor
**     the names of its contributors may be used to endorse or promote
**     products derived from this software without specific prior written
**     permission.
**
**  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
**  "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
**  LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
**  FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
**  COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
**  INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
**  BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
**  LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
**  CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
**  LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
**  ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
**  POSSIBILITY OF SUCH DAMAGE."
**
****************************************************************************/

#include <QtCore/QStringList>
#include <QtDeclarative/QDeclarativeContext>

#include "charactermodel.h"
#include "connectivitylistmodel.h"
#include "control.h"
#include "global.h"
#include "networkclient.h"
#include "sensormovement.h"
#include "settings.h"

#include "gameclient.h"

GameClient::GameClient(QObject *parent)
    : QObject(parent)
{
}

GameClient::GameClient(QDeclarativeContext *context, const QString &connectivity, QObject *parent)
    : QObject(parent), m_declarativeContext(context), m_networkClient(0),
      m_characterListModel(0), m_connectivityListModel(0), m_control(new Control(this)),
      m_status(NoStatus), m_error(NoError)
{
    m_networkClient = new NetworkClient(connectivity, Settings::lanUdpDiscoveryTimeout(),
                                        Settings::lanUdpDiscoveryClientAttempts(), this);
    m_networkClient->setLanPorts(Settings::lanUdpPort(), Settings::lanTcpPort());

    connect(m_networkClient, SIGNAL(serverDiscoveryTimeout()),
            this, SLOT(onServerDiscoveryTimeout()));
    connect(m_networkClient, SIGNAL(connected()),
            this, SLOT(onConnected()));
    connect(m_networkClient, SIGNAL(disconnected()),
            this, SLOT(onDisconnected()));
    connect(m_networkClient, SIGNAL(socketError(QAbstractSocket::SocketError)),
            this, SLOT(onSocketError(QAbstractSocket::SocketError)));
    connect(m_networkClient, SIGNAL(messageReceived(NetworkMessage)),
            this, SLOT(onMessageReceived(NetworkMessage)));

    m_connectivityListModel = new ConnectivityListModel(this);
    connect(m_networkClient, SIGNAL(bluetoothDeviceDiscovered(const BluetoothDevice &)),
            m_connectivityListModel, SLOT(addDevice(const BluetoothDevice &)));
    connect(m_connectivityListModel, SIGNAL(selectedDevice(const QString &)),
            m_networkClient, SLOT(stopDiscovery()));
    connect(m_connectivityListModel, SIGNAL(selectedDevice(const QString &)),
            m_networkClient, SLOT(connectToBluetoothServer(const QString &)));
    m_declarativeContext->setContextProperty("connectivityListModel", m_connectivityListModel);

    SensorMovement *sensorMovement = m_control->sensorMovement();
    sensorMovement->setMinimumRotation(1);
    sensorMovement->setThreshold(0.2);

    connect(m_control, SIGNAL(directionChanged(Global::Direction)),
            this, SLOT(onControlDirectionChanged(Global::Direction)));

    // TODO: This was tested only on Maemo5. There should
    // be specific implementations for Maemo6 and Symbian
    //
    // m_backlightTimer.setInterval(20000);
    // connect(&m_backlightTimer, SIGNAL(timeout()), this, SLOT(forceBackLightOn()));
}

void GameClient::setStatus(GameClient::Status status)
{
    if (m_status == status)
        return;

    m_status = status;

    emit statusChanged();
}

void GameClient::setLeader(bool isLeader)
{
    if (m_isLeader == isLeader)
        return;

    m_isLeader = isLeader;

    emit isLeaderChanged();
}

void GameClient::startConnection()
{
    m_error = NoError;
    m_status = NoStatus;

    m_connectivityListModel->loadLastHostDevice();
    m_networkClient->startDiscovery();
}

void GameClient::toggleLaserUp()
{
    notifyPlayerControlLaser(CW::PlayerControlLaserUp);
}

void GameClient::toggleLaserDown()
{
    notifyPlayerControlLaser(CW::PlayerControlLaserDown);
}

void GameClient::toggleLaserLeft()
{
    notifyPlayerControlLaser(CW::PlayerControlLaserLeft);
}

void GameClient::toggleLaserRight()
{
    notifyPlayerControlLaser(CW::PlayerControlLaserRight);
}

void GameClient::moveUp()
{
    onControlDirectionChanged(Global::DirectionUp);
}

void GameClient::moveDown()
{
    onControlDirectionChanged(Global::DirectionDown);
}

void GameClient::moveLeft()
{
    onControlDirectionChanged(Global::DirectionLeft);
}

void GameClient::moveRight()
{
    onControlDirectionChanged(Global::DirectionRight);
}

void GameClient::moveStop()
{
    onControlDirectionChanged(Global::DirectionStop);
}

void GameClient::quit()
{
    m_error = NoError;
    m_status = NoStatus;

    m_networkClient->stopDiscovery();

    emit ended();
}

void GameClient::onServerDiscoveryTimeout()
{
    m_error = ServerDiscoveryTimeoutError;

    setStatus(Error);

    quit();
}

void GameClient::onConnected()
{
    m_connectivityListModel->storeLastHostDevice();

    disconnect(m_networkClient, SIGNAL(connected()), this, SLOT(onConnected()));

    loadCharacters();

    setStatus(Joined);
}

void GameClient::onDisconnected()
{
    disconnect(m_networkClient, SIGNAL(disconnected()), this, SLOT(onDisconnected()));

    setStatus(NoStatus);
}

void GameClient::onMessageReceived(const NetworkMessage &message)
{
    switch (message.type()) {
    case CW::CharacterMessageType:
        handleCharacterMessage(message);
        break;
    case CW::MatchMessageType:
        handleMatchMessage(message);
        break;
    case CW::PlayerInfoMessageType:
        handlePlayerInfoMessage(message);
        break;
    default:
        qWarning("Invalid message type");
    }
}

void GameClient::onSocketError(QAbstractSocket::SocketError error)
{
    Q_UNUSED(error);

    m_error = SocketError;

    setStatus(Error);
}

void GameClient::loadCharacters()
{
    if (!m_characterListModel)
        m_characterListModel = new CharacterListModel(this);

    if (!m_characterListModel->load()) {}

    m_declarativeContext->setContextProperty("characterListModel", m_characterListModel);

    connect(m_characterListModel, SIGNAL(selectedIndexChanged()),
            this, SLOT(onModelSelectedIndexChanged()));
}

void GameClient::onModelSelectedIndexChanged()
{
    int selectedIndex = m_characterListModel->selectedIndex();

    if (selectedIndex != -1) {
        CharacterModel *characterModel = m_characterListModel->get(selectedIndex);
        notifyCharacterSelected(characterModel->name());
    } else {
        notifyCharacterReleased();
    }
}

void GameClient::notifyCharacterSelected(const QString &characterName)
{
    NetworkMessage message(CW::CharacterMessageType, CW::CharacterSelected);
    message.setData(characterName.toLatin1());

    m_networkClient->send(message);
}

void GameClient::notifyCharacterReleased()
{
    NetworkMessage message(CW::CharacterMessageType, CW::CharacterReleased);

    m_networkClient->send(message);
}

void GameClient::notifyPlayerControlLaser(CW::PlayerControl laserDirection)
{
    NetworkMessage message(CW::PlayerControlMessageType, laserDirection);

    m_networkClient->send(message);
}

void GameClient::handleCharacterMessage(const NetworkMessage &message)
{
    if (!m_characterListModel) {
        // XXX: Properly thrown an exception for the Game class
        qCritical("Error: CharacterListModel not initialized.");
        return;
    }

    switch (message.content()) {
    case CW::CharacterSelected: {
        QString characterName(message.data());

        CharacterModel *model;
        for (int i = 0; i < m_characterListModel->rowCount(); i++) {
            model = m_characterListModel->get(i);
            if (model->name() == characterName)
                model->setAvailable(false);
        }

        break;
    }
    case CW::CharacterAvailableList: {
        QStringList availableCharacters(QString(message.data()).split("|"));

        CharacterModel *model;
        for (int i = 0; i < m_characterListModel->rowCount(); i++) {
            model = m_characterListModel->get(i);
            if (!availableCharacters.contains(model->name()))
                model->setAvailable(false);
        }

        break;
    }
    case CW::CharacterIsAvailable: {
        QStringList messageDataList(QString(message.data()).split("|"));
        QString characterName = messageDataList.at(0);

        bool characterIsAvailable(true);
        if (messageDataList.at(1) == "0")
            characterIsAvailable = false;

        CharacterModel *model;
        for (int i = 0; i < m_characterListModel->rowCount(); i++) {
            model = m_characterListModel->get(i);

            if (model->name() == characterName)
                model->setAvailable(characterIsAvailable);
        }

        break;
    }
    }
}

void GameClient::handleMatchMessage(const NetworkMessage &message)
{
    switch (message.content()) {
    case CW::MatchReady:
        setStatus(Ready);
        m_control->start();
        forceBackLightOn();
        m_backlightTimer.start();
        break;
    case CW::MatchFinished:
        setStatus(LeftMatch);
        m_control->stop();
        m_backlightTimer.stop();
        break;
    default:
        qWarning("Invalid match message");
    }
}

void GameClient::handlePlayerInfoMessage(const NetworkMessage &message)
{
    switch (message.content()) {
    case CW::PlayerInfoLeader: {
        bool isLeader(false);
        if (message.data() == "1")
            isLeader = true;

        setLeader(isLeader);

        break;
    }
    default:
        qWarning("Invalid player info message");
    }
}

// FIXME: Move this function to a better place
static CW::PlayerControl directionToPlayerControl(Global::Direction direction)
{
    QMap<Global::Direction, CW::PlayerControl> playerControl;

    playerControl[Global::DirectionUp] = CW::PlayerControlUp;
    playerControl[Global::DirectionDown] = CW::PlayerControlDown;
    playerControl[Global::DirectionRight] = CW::PlayerControlRight;
    playerControl[Global::DirectionLeft] = CW::PlayerControlLeft;
    playerControl[Global::DirectionStop] = CW::PlayerControlStop;

    return playerControl[direction];
}

void GameClient::onControlDirectionChanged(Global::Direction direction)
{
    NetworkMessage message(CW::PlayerControlMessageType, directionToPlayerControl(direction));

    m_networkClient->send(message);
}

void GameClient::forceBackLightOn()
{
    /* TODO: Provide specific implementations for Maemo6 and Symbian

    if (!QDBusConnection::systemBus().isConnected()) {
        qWarning("Error connecting to session bus");
        return;
    }

    QDBusInterface iface("com.nokia.mce", "/com/nokia/mce/request", "com.nokia.mce.request",
                         QDBusConnection::systemBus());

    if (iface.isValid())
        iface.call("req_tklock_mode_change", QString("unlocked"));
    else
        qWarning("Error calling com.nokia.mce.request.req_tklock_mode_change");
    */
}

void GameClient::scanCanceled()
{
    m_networkClient->stopDiscovery();

    // scan is assynchronous, so wait a little bit before cleaning the model
    QTimer::singleShot(300, m_connectivityListModel, SLOT(clear()));
}