/* -*- c++ -*- * * donkeysocket.h * * Copyright (C) 2003 Petter E. Stokke * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * */ #ifndef __libkmldonkey_donkeysocket_h__ #define __libkmldonkey_donkeysocket_h__ #include #include #include "donkeymessage.h" //! A socket object with a DonkeyMessage queue. /*! * This object is the low-level communications layer that deals * directly with the core protocol. It works like a QSocket, except * it sends and receives DonkeyMessage objects. It has an internal * queue of received messages, and emits the readyMessage() signal * when there are messages in the queue. */ class DonkeySocket : public QSocket { Q_OBJECT public: //! Constructor. /*! \param parent The parent object. * \param name The object name. */ DonkeySocket( QObject *parent = 0, const char *name = 0 ); //! Destructor. ~DonkeySocket(); //! Send a message to the core. /*! \param msg The DonkeyMessage object containing the message to be sent. * \return True if the message was successfully dispatched. */ int sendMessage(const DonkeyMessage& msg); //! Return the size of the message queue. /*! \return The number of messages waiting in the queue. */ uint queueSize(); //! Pop a message off the top of the queue. /*! \return Pointer to a message, or NULL. Once you have popped a message * off the queue, it is your responsibility. You should delete it when * you are done with it. */ DonkeyMessage* popMessage(); public slots: //! Reconnect to the core. /*! * Initiate a connection to the core, using the address previously set. * \sa connectDonkey(const QString&, Q_UINT16) */ void connectDonkey(); //! Connect to the core. /*! * Initiate a connection to the core at the provided address. * \param host The host address. * \param port The number of the core's GUI port. */ void connectDonkey(const QString& host, Q_UINT16 port); protected slots: //! Construct messages from the socket and put them on the queue. void readMessage(); signals: //! Emitted when messages are ready on the queue. /*! When this signal is received, you should process all messages on * the queue (call popMessage() until it returns NULL). It is not * necessarily emitted for every message that arrives. * \sa popMessage() */ void readyMessage(); private: QString mlHost; Q_UINT16 mlPort; int rstate; int ct, sz; DonkeyMessage* cur; QPtrQueue fifo; }; #endif