#include "gameserver.h" GameServer::GameServer() : TcpEquipment() { } void GameServer::sendValue(int value) { QString tempBuffer=QString::number(value); tempBuffer+="|"; send2All(tempBuffer); } bool GameServer::IsReady() { return isReady; } void GameServer::sendLevel(GameLevel level) { switch (level) { case GameLevel::GAME_LEVEL_EASY: send2All(gameLevelEasy); break; case GameLevel::GAME_LEVEL_NORMAL: send2All(gameLevelMiddle); break; case GameLevel::GAME_LEVEL_HARD: send2All(gameLevelHard); break; default: send2All(gameLevelEasy); break; } } void GameServer::sendLevel(int level) { sendLevel(static_cast(level)); } void GameServer::sendStart() { sendStatus(GameStatus::GAME_STATUS_START); } void GameServer::sendPause() { sendStatus(GameStatus::GAME_STATUS_PAUSE); } void GameServer::sendContinue() { sendStatus(GameStatus::GAME_STATUS_RESUME); } void GameServer::sendStop() { sendStatus(GameStatus::GAME_STATUS_STOP); } void GameServer::dealRev(QString strIP, int iPort, QByteArray buffer) { Q_UNUSED(iPort); QString tempBufferString=QString(buffer); if(tempBufferString==readyCheckString){ send2One(readyCheckString,strIP); } else if(tempBufferString==gameStartString){ emit gameStartReceived(strIP,iPort); } else if(tempBufferString==gameStopString){ emit gameStopReceived(strIP,iPort); } else if(tempBufferString==gameLevelEasy){ emit gameLevelSet(0); } else if(tempBufferString==gameLevelMiddle){ emit gameLevelSet(1); } else if(tempBufferString==gameLevelHard){ emit gameLevelSet(2); } else if(tempBufferString.contains(gameScore)){ QStringList tempList = tempBufferString.split('|'); if(tempList.count()==2){ emit gameScoreReceived(tempList.at(1).toInt()); } } } void GameServer::sendStatus(GameStatus status) { switch (status) { case GameStatus::GAME_STATUS_STOP: send2All(gameStopString); break; case GameStatus::GAME_STATUS_PAUSE: send2All(gamePauseString); break; case GameStatus::GAME_STATUS_START: send2All(gameStartString); break; case GameStatus::GAME_STATUS_RESUME: send2All(gameContinueString); break; } }