summaryrefslogtreecommitdiffstats
path: root/libkdegames/kgame/kgame.cpp
blob: 101dbfcc5028d66abb6bf4463e988da981f1848f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
/*
    This file is part of the KDE games library
    Copyright (C) 2001 Martin Heni (martin@heni-online.de)
    Copyright (C) 2001 Andreas Beckermann (b_mann@gmx.de)

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License version 2 as published by the Free Software Foundation.

    This library 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
    Library General Public License for more details.

    You should have received a copy of the GNU Library General Public License
    along with this library; see the file COPYING.LIB.  If not, write to
    the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
    Boston, MA 02110-1301, USA.
*/
/*
    $Id$
*/

#include "kgame.h"
#include "kgame.moc"
#include "kgamepropertyhandler.h"
#include "kgameproperty.h"
#include "kplayer.h"
#include "kgameio.h"
#include "kgameerror.h"
#include "kgamesequence.h"

#include "kgamemessage.h"

#include <unistd.h>
#include <stdio.h>
#include <assert.h>

#include <qbuffer.h>
#include <qtimer.h>
#include <qptrqueue.h>
#include <qfile.h>

#include <klocale.h>
#include <krandomsequence.h>
#include <kdebug.h>

#define KGAME_LOAD_COOKIE 4210

// try to place as much as possible here
// many things are *not* possible here as KGame has to use some inline function
class KGamePrivate
{
public:
    KGamePrivate()
    {
        mUniquePlayerNumber = 0;
        mPolicy=KGame::PolicyLocal;
        mGameSequence = 0;
    }

    int mUniquePlayerNumber;
    QPtrQueue<KPlayer> mAddPlayerList;// this is a list of to-be-added players. See addPlayer() docu
    KRandomSequence* mRandom;
    KGame::GamePolicy mPolicy;
    KGameSequence* mGameSequence;


    KGamePropertyHandler* mProperties;

    // player lists
    KGame::KGamePlayerList mPlayerList;
    KGame::KGamePlayerList mInactivePlayerList;

    //KGamePropertys
    KGamePropertyInt mMaxPlayer;
    KGamePropertyUInt mMinPlayer;
    KGamePropertyInt mGameStatus; // Game running?
    QValueList<int> mInactiveIdList;

};

// ------------------- GAME CLASS --------------------------
KGame::KGame(int cookie,QObject* parent) : KGameNetwork(cookie,parent)
{
 kdDebug(11001) << k_funcinfo << " - " << this << ", sizeof(KGame)=" << sizeof(KGame) << endl;
 d = new KGamePrivate;

 d->mProperties = new KGamePropertyHandler(this);

 d->mProperties->registerHandler(KGameMessage::IdGameProperty,
                                this,SLOT(sendProperty(int, QDataStream&, bool* )),
                                     SLOT(emitSignal(KGamePropertyBase *)));
 d->mMaxPlayer.registerData(KGamePropertyBase::IdMaxPlayer, this, i18n("MaxPlayers"));
 d->mMaxPlayer.setLocal(-1);  // Infinite
 d->mMinPlayer.registerData(KGamePropertyBase::IdMinPlayer, this, i18n("MinPlayers"));
 d->mMinPlayer.setLocal(0);   // Always ok
 d->mGameStatus.registerData(KGamePropertyBase::IdGameStatus, this, i18n("GameStatus"));
 d->mGameStatus.setLocal(Init);
 // d->mUniquePlayerNumber = 0;
 d->mRandom = new KRandomSequence;
 d->mRandom->setSeed(0);

 connect(this, SIGNAL(signalClientConnected(Q_UINT32)),
                this, SLOT(slotClientConnected(Q_UINT32)));
 connect(this, SIGNAL(signalClientDisconnected(Q_UINT32,bool)),
                this, SLOT(slotClientDisconnected(Q_UINT32,bool)));
 connect(this, SIGNAL(signalConnectionBroken()),
                this, SLOT(slotServerDisconnected()));

 setGameSequence(new KGameSequence());

 // BL: FIXME This signal does no longer exist. When we are merging
 // MH: super....and how do I find out about the lost conenction now?
 // KGame and KGameNetwork, this could be improved!
//  connect(this,SIGNAL(signalConnectionLost(KGameClient *)),
//          this,SLOT(slotConnectionLost(KGameClient *)));
}

KGame::~KGame()
{
 kdDebug(11001) << k_funcinfo << endl;
// Debug();
 reset();
 delete d->mGameSequence;
 delete d->mRandom;
 delete d;
 kdDebug(11001) << k_funcinfo << " done" << endl;
}

bool KGame::reset()
{
 deletePlayers();
 deleteInactivePlayers();
 return true;
}

void KGame::deletePlayers()
{
// kdDebug(11001) << k_funcinfo << endl;
 KGamePlayerList tmp = d->mPlayerList; // in case of PolicyClean player=d->mPlayerList.first() is infinite
 KPlayer *player;
 while((player=tmp.first()))
 {
   delete player; // delete and removes the player
   tmp.removeFirst();
 }
// kdDebug(11001) << k_funcinfo << " done" << endl;
}

void KGame::deleteInactivePlayers()
{
 KPlayer *player;
 while((player=d->mInactivePlayerList.first()))
 {
   //player->setGame(0); // prevent call backs
   d->mInactivePlayerList.remove(player);
   delete player;
 }
}

bool KGame::load(QString filename,bool reset)
{
  if (filename.isNull())
  {
    return false;
  }
  QFile f(filename);
  if (!f.open(IO_ReadOnly))
  {
    return false;
  }
  QDataStream s( &f );
  load(s,reset);
  f.close();
  return true;
}

bool KGame::load(QDataStream &stream,bool reset)
{ return loadgame(stream, false,reset); }

bool KGame::loadgame(QDataStream &stream, bool network,bool resetgame)
{
 // Load Game Data

 // internal data
 Q_INT32 c;
 stream >> c; // cookie

 if (c!=cookie())
 {
   kdWarning(11001) << "Trying to load different game version we="<<cookie() << " saved=" << c << endl;
   bool result=false;
   emit signalLoadError(stream,network,(int)c,result);
   return result;
 }
 if (resetgame) reset();

 uint i;
 stream >> i;
// setPolicy((GamePolicy)i);

 stream >> d->mUniquePlayerNumber;

 if (gameSequence())
 {
   gameSequence()->setCurrentPlayer(0);  // TODO !!!
 }
 int newseed;
 stream >> newseed;
 d->mRandom->setSeed(newseed);

 // Switch off the direct emitting of signals while
 // loading properties. This can cause inconsistencies
 // otherwise if a property emits and this emit accesses
 // a property not yet loaded
 // Note we habe to have this external locking to prevent the games unlocking
 // to access the players
 dataHandler()->lockDirectEmit();
 KPlayer *player;
 for ( player=playerList()->first(); player != 0; player=playerList()->next() )
 {
   player->dataHandler()->lockDirectEmit();
   // kdDebug(11001) << "Player "<<player->id() << " to indirect emit" <<endl;
 }

 // Properties
 dataHandler()->load(stream);

 // If there is additional data to be loaded before players are loaded then do
 // this here.
 emit signalLoadPrePlayers(stream);

 // Load Playerobjects
 uint playercount;
 stream >> playercount;
 kdDebug(11001) << "Loading KGame " << playercount << " KPlayer objects " << endl;
 for (i=0;i<playercount;i++)
 {
   KPlayer *newplayer=loadPlayer(stream,network);
   systemAddPlayer(newplayer);
 }

 Q_INT16 cookie;
 stream >> cookie;
 if (cookie==KGAME_LOAD_COOKIE) {
   kdDebug(11001) << "   Game loaded propertly"<<endl;
 } else {
   kdError(11001) << "   Game loading error. probably format error"<<endl;
 }

 // Switch back on the direct emitting of signals and emit the
 // queued signals.
 // Note we habe to have this external locking to prevent the games unlocking
 // to access the players
 dataHandler()->unlockDirectEmit();
 for ( player=playerList()->first(); player != 0; player=playerList()->next() )
 {
   player->dataHandler()->unlockDirectEmit();
   // kdDebug(11001) << "Player "<<player->id() << " to direct emit" <<endl;
 }

 emit signalLoad(stream);
 return true;
}

bool KGame::save(QString filename,bool saveplayers)
{
 if (filename.isNull())
 {
   return false;
 }
 QFile f(filename);
 if (!f.open(IO_WriteOnly))
 {
   return false;
 }
 QDataStream s( &f );
 save(s,saveplayers);
 f.close();
 return true;
}

bool KGame::save(QDataStream &stream,bool saveplayers)
{ return savegame(stream, false,saveplayers); }

bool KGame::savegame(QDataStream &stream,bool /*network*/,bool saveplayers)
{
  // Save Game Data

  // internal variables
  Q_INT32 c=cookie();
  stream << c;

  uint p=(uint)policy();
  stream << p;
  stream << d->mUniquePlayerNumber;
  int newseed=(int)d->mRandom->getLong(65535);
  stream << newseed;
  d->mRandom->setSeed(newseed);

 // Properties
 dataHandler()->save(stream);

 // Save all data that need to be saved *before* the players are saved
 emit signalSavePrePlayers(stream);

 if (saveplayers)
 {
   savePlayers(stream,playerList());
 }
 else
 {
   stream << (uint)0; // no players saved
 }

 stream << (Q_INT16)KGAME_LOAD_COOKIE;

 emit signalSave(stream);
 return true;
}

void KGame::savePlayer(QDataStream &stream,KPlayer* p)
{
// this could be in KGameMessage as well
 stream << (Q_INT32)p->rtti();
 stream << (Q_INT32)p->id();
 stream << (Q_INT32)p->calcIOValue();
 p->save(stream);
}

void KGame::savePlayers(QDataStream &stream, KGamePlayerList *list)
{
 if (!list)
 {
   list=playerList();
 }

 Q_INT32 cnt=list->count();
 kdDebug(11001) << "Saving KGame " << cnt << " KPlayer objects " << endl;
 stream << cnt;
 KPlayer *player;
 for ( player=list->first(); player != 0; player=list->next() )
 {
   savePlayer(stream,player);
 }
}

KPlayer *KGame::createPlayer(int /*rtti*/,int /*io*/,bool /*isvirtual*/)
{
  kdWarning(11001) << "   No user defined player created. Creating default KPlayer. This crashes if you have overwritten KPlayer!!!! " << endl;
  return new KPlayer;
}
KPlayer *KGame::loadPlayer(QDataStream& stream,bool isvirtual)
{
  Q_INT32 rtti,id,iovalue;
  stream >> rtti >> id >> iovalue;
  KPlayer *newplayer=findPlayer(id);
  if (!newplayer)
  {
    kdDebug(11001) << k_funcinfo << "Player "<< id << " not found...asking user to create one " << endl;
    newplayer=createPlayer(rtti,iovalue,isvirtual);
    //emit signalCreatePlayer(newplayer,rtti,iovalue,isvirtual,this);
  }
  /*
  if (!newplayer)
  {
    kdWarning(11001) << "   No user defined player created. Creating default KPlayer. This crashes if you have overwritten KPlayer!!!! " << endl;
    newplayer=new KPlayer;
  }
  else
  {
    kdDebug(11001) << "   USER Player " << newplayer << " done player->rtti=" << newplayer->rtti() << " rtti=" << rtti << endl;
  }
  */
  newplayer->load(stream);
  if (isvirtual)
  {
    newplayer->setVirtual(true);
  }
  return newplayer;
}

// ----------------- Player handling -----------------------

KPlayer * KGame::findPlayer(Q_UINT32 id) const
{
 for (QPtrListIterator<KPlayer> it(d->mPlayerList); it.current(); ++it)
 {
   if (it.current()->id() == id)
   {
     return it.current();
   }
 }
 for (QPtrListIterator<KPlayer> it(d->mInactivePlayerList); it.current(); ++it)
 {
   if (it.current()->id() == id)
   {
     return it.current();
   }
 }
 return 0;
}

// it is necessary that addPlayer and systemAddPlayer are called in the same
// order. Ie if addPlayer(foo) followed by addPlayer(bar) is called, you must
// not call systemAddPlayer(bar) followed by systemAddPlayer(foo), as the
// mAddPlayerList would get confused. Should be no problem as long as comServer
// and the clients are working correctly.
// BUT: if addPlayer(foo) does not arrive by any reason while addPlayer(bar)
// does, we would be in trouble...
void KGame::addPlayer(KPlayer* newplayer)
{
 kdDebug(11001) << k_funcinfo << ":  " << "; maxPlayers=" << maxPlayers() << " playerCount=" << playerCount() << endl;
 if (!newplayer)
 {
  kdFatal(11001) << "trying to add NULL player in KGame::addPlayer()" << endl;
  return ;
 }

 if (maxPlayers() >= 0 && (int)playerCount() >= maxPlayers())
 {
   kdWarning(11001) << "cannot add more than " << maxPlayers() << " players - deleting..." << endl;
   delete newplayer;
   return;
 }

 if (newplayer->id() == 0)
 {
   d->mUniquePlayerNumber++;
   newplayer->setId(KGameMessage::createPlayerId(d->mUniquePlayerNumber, gameId()));
   kdDebug(11001) << k_funcinfo << "NEW!!! player " << newplayer << " now has id " << newplayer->id() << endl;
 }
 else
 {
   // this could happen in games which use their own ID management by certain
   // reasons. that is NOT recommended
   kdDebug(11001) << k_funcinfo << "player " << newplayer << " already has an id: " << newplayer->id() << endl;
 }

 QByteArray buffer;
 QDataStream stream(buffer,IO_WriteOnly);
 // We distinguis here what policy we have
 if (policy()==PolicyLocal || policy()==PolicyDirty)
 {
   systemAddPlayer(newplayer);
 }
 if (policy()==PolicyClean || policy()==PolicyDirty)
 {
   savePlayer(stream,newplayer);
   // Store the player for delayed clean adding
   if (policy()==PolicyClean)
   {
     d->mAddPlayerList.enqueue(newplayer);
   }
   sendSystemMessage(stream,(int)KGameMessage::IdAddPlayer, 0);
 }
}

void KGame::systemAddPlayer(KPlayer* newplayer)
{
 if (!newplayer)
 {
   kdFatal(11001) << "trying to add NULL player in KGame::systemAddPlayer()" << endl;
   return ;
 }
 if (newplayer->id() == 0)
 {
   kdWarning(11001) << k_funcinfo << "player " << newplayer << " has no ID" << endl;
 }

 if (findPlayer(newplayer->id()))
 {
   kdError(11001) << "ERROR: Double adding player !!!!! NOT GOOD !!!!!! " << newplayer->id() << "...I delete it again" << endl;
   delete newplayer;
 }
 else
 {
   kdDebug(11001) << "Trying to add player " << newplayer <<" maxPlayers="<<maxPlayers()<<" playerCount="<<playerCount() << endl;
   // Add the player to the game
   d->mPlayerList.append(newplayer);
   newplayer->setGame(this);
   kdDebug(11001) << "Player: isVirtual=" << newplayer->isVirtual() << endl;
   kdDebug(11001) << "        id=" << newplayer->id() << "  #Players="
                  << d->mPlayerList.count() << " added " << newplayer
                  << "  (virtual=" << newplayer->isVirtual() << ")" << endl;
   emit signalPlayerJoinedGame(newplayer);
 }
}

// Called by the KPlayer destructor
void KGame::playerDeleted(KPlayer *player)
{
 kdDebug(11001) << k_funcinfo << ": id (" << player->id() << ") to be removed " << player << endl;

 if (policy()==PolicyLocal || policy()==PolicyDirty)
 {
   systemRemovePlayer(player,false);
 }
 if (policy()==PolicyClean || policy()==PolicyDirty)
 {
   if (!player->isVirtual())
   {
     kdDebug(11001) << k_funcinfo << ": sending IdRemovePlayer "<<player->id() << endl;
     sendSystemMessage(player->id(), KGameMessage::IdRemovePlayer, 0);
   }
 }
}

bool KGame::removePlayer(KPlayer * player, Q_UINT32 receiver)
{//transmit to all clients, or to receiver only
 if (!player)
 {
   kdFatal(11001) << "trying to remove NULL player in KGame::removePlayer()" << endl;
   return false;
 }
 kdDebug(11001) << k_funcinfo << ": id (" << player->id() << ") to be removed " << player << endl;

 if (policy()==PolicyLocal || policy()==PolicyDirty)
 {
   systemRemovePlayer(player,true);
 }
 if (policy()==PolicyClean || policy()==PolicyDirty)
 {
   kdDebug(11001) << k_funcinfo << ": sending IdRemovePlayer "<<player->id() << endl;
   sendSystemMessage(player->id(),KGameMessage::IdRemovePlayer, receiver);
 }
 return true;
 // we will receive the message in networkTransmission()
}

void KGame::systemRemovePlayer(KPlayer* player,bool deleteit)
{
 kdDebug(11001) << k_funcinfo << endl;
 if (!player)
 {
   kdWarning(11001) << "cannot remove NULL player" << endl;
   return;
 }
 if (!systemRemove(player,deleteit))
 {
   kdWarning(11001) << "player " << player << "(" << player->id() << ") Could not be found!" << endl;
 }

 if (gameStatus()==(int)Run && playerCount()<minPlayers())
 {
   kdWarning(11001) << k_funcinfo ": not enough players, PAUSING game\n" << endl;
   setGameStatus(Pause);
 }
}

bool KGame::systemRemove(KPlayer* p,bool deleteit)
{
 if (!p)
 {
   kdWarning(11001) << "cannot remove NULL player" << endl;
   return false;
 }
 bool result;
 kdDebug(11001) << k_funcinfo << ": Player (" << p->id() << ") to be removed " << p << endl;

 if (d->mPlayerList.count() == 0)
 {
   result = false;
 }
 else
 {
   result = d->mPlayerList.remove(p);
 }

 emit signalPlayerLeftGame(p);

 p->setGame(0);
 if (deleteit)
 {
   delete p;
 }

 return result;
}

bool KGame::inactivatePlayer(KPlayer* player)
{
 if (!player)
 {
   return false;
 }
 kdDebug(11001) << "Inactivate player " << player->id() << endl;

 if (policy()==PolicyLocal || policy()==PolicyDirty)
 {
   systemInactivatePlayer(player);
 }
 if (policy()==PolicyClean || policy()==PolicyDirty)
 {
   sendSystemMessage(player->id(), KGameMessage::IdInactivatePlayer);
 }

 return true;
}

bool KGame::systemInactivatePlayer(KPlayer* player)
{
 if (!player || !player->isActive())
 {
   return false;
 }
 kdDebug(11001) << " Inactivate player " << player->id() << endl;

 int pid=player->id();
 // Virtual players cannot be deactivated. They will be removed
 if (player->isVirtual())
 {
   systemRemovePlayer(player,true);
 }
 else
 {
   d->mPlayerList.remove(player);
   d->mInactivePlayerList.prepend(player);
   player->setActive(false);
 }
 emit signalPlayerLeftGame(player);
 if (isAdmin())
 {
   d->mInactiveIdList.prepend(pid);
 }
 return true;
}

bool KGame::activatePlayer(KPlayer * player)
{
  if (!player)
  {
    return false;
  }
  kdDebug(11001) << k_funcinfo << ": activate " << player->id() << endl;
  if (policy()==PolicyLocal || policy()==PolicyDirty)
  {
    systemActivatePlayer(player);
  }
  if (policy()==PolicyClean || policy()==PolicyDirty)
  {
    sendSystemMessage(player->id(), KGameMessage::IdActivatePlayer);
  }
 return true;
}

bool KGame::systemActivatePlayer(KPlayer* player)
{
 if (!player || player->isActive())
 {
   return false;
 }
 kdDebug(11001) << k_funcinfo << ": activate " << player->id() << endl;

 d->mInactivePlayerList.remove(player);
 player->setActive(true);
 addPlayer(player);
 if (isAdmin())
 {
   d->mInactiveIdList.remove(player->id());
 }
 return true;
}

// -------------------- Properties ---------------------------

void KGame::setMaxPlayers(uint maxnumber)
{ if (isAdmin()) { d->mMaxPlayer.changeValue(maxnumber); } }

void KGame::setMinPlayers(uint minnumber)
{ if (isAdmin()) { d->mMinPlayer.changeValue(minnumber); } }

uint KGame::minPlayers() const
{ return d->mMinPlayer.value(); }

int KGame::maxPlayers() const
{ return d->mMaxPlayer.value(); }

uint KGame::playerCount() const
{ return d->mPlayerList.count(); }

int KGame::gameStatus() const
{ return d->mGameStatus.value(); }

bool KGame::isRunning() const
{ return d->mGameStatus.value() == Run; }

KGamePropertyHandler* KGame::dataHandler() const
{ return d->mProperties; }


KGame::KGamePlayerList* KGame::inactivePlayerList()
{ return &d->mInactivePlayerList; }

const KGame::KGamePlayerList* KGame::inactivePlayerList() const
{ return &d->mInactivePlayerList; }

KGame::KGamePlayerList* KGame::playerList()
{ return &d->mPlayerList; }

const KGame::KGamePlayerList* KGame::playerList() const
{ return &d->mPlayerList; }

KRandomSequence* KGame::random() const
{ return d->mRandom; }


bool KGame::sendPlayerInput(QDataStream &msg, KPlayer *player, Q_UINT32 sender)
{
 if (!player)
 {
   kdError(11001) << k_funcinfo << ": NULL player" << endl;
   return false;
 }
 if (!isRunning())
 {
   kdError(11001) << k_funcinfo << ": game not running" << endl;
   return false;
 }

 kdDebug(11001) << k_funcinfo << ": transmitting playerInput over network" << endl;
 sendSystemMessage(msg, (int)KGameMessage::IdPlayerInput, player->id(), sender);
 return true;
}

bool KGame::systemPlayerInput(QDataStream &msg, KPlayer *player, Q_UINT32 sender)
{
 if (!player)
 {
   kdError(11001) << k_funcinfo << ": NULL player" << endl;
   return false;
 }
 if (!isRunning())
 {
   kdError(11001) << k_funcinfo << ": game not running" << endl;
   return false;
 }
 kdDebug(11001) << "KGame: Got playerInput from messageServer... sender: " << sender << endl;
 if (playerInput(msg,player))
 {
   playerInputFinished(player);
 }
 else
 {
   kdDebug(11001) << k_funcinfo<<": switching off player input"<<endl;
   // TODO: (MH 03-2003): We need an return option from playerInput so that
   // the player's is not automatically disabled here 
   if (!player->asyncInput())
   {
     player->setTurn(false); // in turn based games we have to switch off input now
   }
 }
 return true;
}


KPlayer * KGame::playerInputFinished(KPlayer *player)
{
 kdDebug(11001) << k_funcinfo<<"player input finished for "<<player->id()<<endl;
 // Check for game over and if not allow the next player to move
 int gameOver = 0;
 if (gameSequence())
 {
   gameSequence()->setCurrentPlayer(player);
 }
 // do not call gameSequence()->checkGameOver() to keep backward compatibility!
 gameOver = checkGameOver(player);
 if (gameOver!=0)
 {
   if (player)
   {
     player->setTurn(false);
   }
   setGameStatus(End);
   emit signalGameOver(gameOver,player,this);
 }
 else if (!player->asyncInput())
 {
   player->setTurn(false); // in turn based games we have to switch off input now
   if (gameSequence())
   {
     QTimer::singleShot(0,this,SLOT(prepareNext()));
   }
 }
 return player;
}

// Per default we do not do anything
int KGame::checkGameOver(KPlayer *player)
{
 if (gameSequence())
 {
   return gameSequence()->checkGameOver(player);
 }
 return 0;
}

void KGame::setGameSequence(KGameSequence* sequence)
{
 delete d->mGameSequence;
 d->mGameSequence = sequence;
 if (d->mGameSequence)
 {
   d->mGameSequence->setGame(this);
 }
}

KGameSequence* KGame::gameSequence() const
{
  return d->mGameSequence;
}

void KGame::prepareNext()
{
 if (gameSequence())
 {
   // we don't call gameSequence->nextPlayer() to keep old code working
   nextPlayer(gameSequence()->currentPlayer());
 }
}

KPlayer *KGame::nextPlayer(KPlayer *last,bool exclusive)
{
 if (gameSequence())
 {
   return gameSequence()->nextPlayer(last, exclusive);
 }
 return 0;
}

void KGame::setGameStatus(int status)
{
 kdDebug(11001) << k_funcinfo << ": GAMESTATUS CHANGED  to" << status << endl;
 if (status==(int)Run && playerCount()<minPlayers()) 
 {
   kdDebug(11001) << k_funcinfo << ": not enough players, pausing game\n" << endl;
   status=Pause;
 }
 d->mGameStatus = status;
}

void KGame::networkTransmission(QDataStream &stream, int msgid, Q_UINT32 receiver, Q_UINT32 sender, Q_UINT32 /*clientID*/)
{//clientID is unused
 // message targets a playerobject. If we find it we forward the message to the
 // player. Otherwise we proceed here and hope the best that the user processes
 // the message

//  kdDebug(11001) << k_funcinfo << ": we="<<(int)gameId()<<" id="<<msgid<<" recv=" << receiver << " sender=" << sender << endl;

 
 // *first* notice the game that something has changed - so no return prevents
 // this
 emit signalMessageUpdate(msgid, receiver, sender);
 if (KGameMessage::isPlayer(receiver))
 {
   //kdDebug(11001) << "message id " << msgid << " seems to be for a player ("<<active=p->isActive()<<" recv="<< receiver << endl;
   KPlayer *p=findPlayer(receiver);
   if (p && p->isActive())
   {
     p->networkTransmission(stream,msgid,sender);
     return;
   }
   if (p)
   {
      kdDebug(11001) << "player is here but not active" << endl;
   }
   else
   {
      kdDebug(11001) << "no player found" << endl;
   }
 }
 // If it is not for a player it is meant for us!!!! Otherwise the
 // gamenetwork would not have passed the message to us!

 // GameProperties processed
 if (d->mProperties->processMessage(stream, msgid, sender == gameId())) 
 {
//   kdDebug(11001 ) << "KGame: message taken by property - returning" << endl;
   return ;
 }

 switch(msgid)
 {
   case KGameMessage::IdSetupGame:  // Client: First step in setup game
   {
     Q_INT16 v;
     Q_INT32 c;
     stream >> v >> c;
     kdDebug(11001) << " ===================> (Client) " << k_funcinfo << ": Got IdSetupGame ================== " << endl;
     kdDebug(11001) << "our game id is " << gameId() << " Lib version=" << v << " App Cookie=" << c << endl; 
     // Verify identity of the network partners
     if (c!=cookie())
     {
       kdError(11001) << "IdGameSetup: Negotiate Game: cookie mismatch I'am="<<cookie()<<" master="<<c<<endl;
       sendError(KGameError::Cookie, KGameError::errCookie(cookie(), c));
       disconnect(); // disconnect from master
     }
     else if (v!=KGameMessage::version())
     {
       sendError(KGameError::Version, KGameError::errVersion(v));
       disconnect(); // disconnect from master
     }
     else
     {
       setupGame(sender);
     }
     kdDebug(11001) << "========== (Client) Setup game done\n";
   }
   break;
   case KGameMessage::IdSetupGameContinue:  // Master: second step in game setup
   {
     kdDebug(11001) << "=====>(Master) " << k_funcinfo << " - IdSetupGameContinue" << endl;
     setupGameContinue(stream, sender);
   }
   break;
   case KGameMessage::IdActivatePlayer:  // Activate Player
   {
     int id;
     stream >> id;
     kdDebug(11001) << "Got IdActivatePlayer id=" << id << endl;
     if (sender!=gameId()  || policy()!=PolicyDirty)
     {
       systemActivatePlayer(findPlayer(id));
     }
   }
   break;
   case KGameMessage::IdInactivatePlayer:  // Inactivate Player
   {
     int id;
     stream >> id;
     kdDebug(11001) << "Got IdInactivatePlayer id=" << id << endl;
     if (sender!=gameId()  || policy()!=PolicyDirty)
     {
       systemInactivatePlayer(findPlayer(id));
     }
   }
   break;
   case KGameMessage::IdAddPlayer:
   {
     kdDebug(11001) << k_funcinfo << ": Got IdAddPlayer" << endl;
     if (sender!=gameId()  || policy()!=PolicyDirty)
     {
       KPlayer *newplayer=0;
       // We sent the message so the player is already available
       if (sender==gameId())
       {
          kdDebug(11001) << "dequeue previously added player" << endl;
          newplayer = d->mAddPlayerList.dequeue();
       }
       else
       {
         newplayer=loadPlayer(stream,true);
       }
       systemAddPlayer(newplayer);// the final, local, adding
       //systemAddPlayer(stream);
     }
   }
   break;
   case KGameMessage::IdRemovePlayer: // Client should delete player id
   {
     int id;
     stream >> id;
     kdDebug(11001) << k_funcinfo << ": Got IdRemovePlayer " << id << endl;
     KPlayer *p=findPlayer(id);
     if (p)
     {
       // Otherwise the player is already removed
       if (sender!=gameId()  || policy()!=PolicyDirty)
       {
         systemRemovePlayer(p,true);
       }
     }
     else
     {
       kdWarning(11001) << k_funcinfo << "Cannot find player " << id << endl;
     }
   }
   break;
   case KGameMessage::IdGameLoad:
   {
     kdDebug(11001) << "====> (Client) " << k_funcinfo << ": Got IdGameLoad" << endl;
     loadgame(stream,true,false);
   }
   break;
   case KGameMessage::IdGameSetupDone:
   {
     int cid;
     stream >> cid;
     kdDebug(11001) << "====> (CLIENT) " << k_funcinfo << ": Got IdGameSetupDone for client "
             << cid << " we are =" << gameId() << endl;
     sendSystemMessage(gameId(), KGameMessage::IdGameConnected, 0);
   }
   break;
   case KGameMessage::IdGameConnected:
   {
     int cid;
     stream >> cid;
     kdDebug(11001) << "====> (ALL) " << k_funcinfo << ": Got IdGameConnected for client "<< cid << " we are =" << gameId() << endl;
     emit signalClientJoinedGame(cid,this);
   }
   break;

   case KGameMessage::IdSyncRandom:  // Master forces a new random seed on us
   {
     int newseed;
     stream >> newseed;
     kdDebug(11001) << "CLIENT: setting random seed to " << newseed << endl;
     d->mRandom->setSeed(newseed);
   }
   break;
   case KGameMessage::IdDisconnect:
   {
   // if we disconnect we *always* start a local game. 
   // this could lead into problems if we just change the message server
     if (sender != gameId())
     {
         kdDebug(11001) << "client " << sender << " leaves game" << endl;
         return;
     }
     kdDebug(11001) << "leaving the game" << endl;
     // start a new local game
     // no other client is by default connected to this so this call should be
     // enough
     setMaster();
   }
   break;
   default:
    {
     if (msgid < KGameMessage::IdUser)
     {
       kdError(11001) << "incorrect message id " << msgid << " - emit anyway"
                      << endl;
     }
     kdDebug(11001) << k_funcinfo << ": User data msgid " << msgid << endl;
     emit signalNetworkData(msgid - KGameMessage::IdUser,((QBuffer*)stream.device())->readAll(),receiver,sender);
   }
   break;
 }

}

// called by the IdSetupGameContinue Message - MASTER SIDE
// Here the master needs to decide which players can take part at the game
// and which will be deactivated
void KGame::setupGameContinue(QDataStream& stream, Q_UINT32 sender)
{
  KPlayer *player;
  Q_INT32 cnt;
  int i;
  stream >> cnt;

  QValueList<int> inactivateIds;

  KGamePlayerList newPlayerList;
  newPlayerList.setAutoDelete(true);
  for (i=0;i<cnt;i++)
  {
    player=loadPlayer(stream,true);
    kdDebug(11001) << " Master got player " << player->id() <<" rawgame=" << KGameMessage::rawGameId(player->id())  << " from sender " << sender << endl;
    if (KGameMessage::rawGameId(player->id()) != sender)
    {
      kdError(11001) << "Client tries to add player with wrong game id - cheat possible" << endl;
    }
    else
    {
      newPlayerList.append(player);
      kdDebug(11001) << " newplayerlist appended " << player->id() << endl;
    }
  }

  newPlayersJoin(playerList(),&newPlayerList,inactivateIds);


  kdDebug(11001) << " Master calculates how many players to activate client has cnt=" << cnt << endl;
  kdDebug(11001) << " The game has " << playerCount() << " active players" << endl;
  kdDebug(11001) << " The user deactivated "<< inactivateIds.count() << " player already " << endl;
  kdDebug(11001) << " MaxPlayers for this game is " << maxPlayers() << endl;

  // Do we have too many players? (After the programmer disabled some?)
  // MH: We cannot use have player here as it CHANGES in the loop
  // int havePlayers = cnt+playerCount()-inactivateIds.count();
  kdDebug(11001) << " havePlayers " << cnt+playerCount()-inactivateIds.count() << endl;
  while (maxPlayers() > 0 && maxPlayers() < (int)(cnt+playerCount() - inactivateIds.count()))
  {
    kdDebug(11001) << "  Still to deacticvate "
            << (int)(cnt+playerCount()-inactivateIds.count())-(int)maxPlayers() 
            << endl;
    KPlayer *currentPlayer=0;
    int currentPriority=0x7fff; // MAX_UINT (16bit?) to get the maximum of the list
    // find lowest network priority which is not yet in the newPlayerList
    // do this for the new players
    for ( player=newPlayerList.first(); player != 0; player=newPlayerList.next() ) 
    {
      // Already in the list
      if (inactivateIds.find(player->id())!=inactivateIds.end()) 
      {
        continue;
      }
      if (player->networkPriority()<currentPriority)
      {
        currentPriority=player->networkPriority();
        currentPlayer=player;
      }
    }

    // find lowest network priority which is not yet in the newPlayerList
    // Do this for the network players
    for ( player=d->mPlayerList.first(); player != 0; player=d->mPlayerList.next() ) 
    {
      // Already in the list
      if (inactivateIds.find(player->id())!=inactivateIds.end()) 
      {
        continue;
      }
      if (player->networkPriority()<currentPriority)
      {
        currentPriority=player->networkPriority();
        currentPlayer=player;
      }
    }

    // add it to inactivateIds
    if (currentPlayer)
    {
      kdDebug(11001) << "Marking player " << currentPlayer->id() << " for inactivation" << endl;
      inactivateIds.append(currentPlayer->id());
    }
    else
    {
      kdError(11001) << "Couldn't find a player to dectivate..That is not so good..." << endl;
      break;
    }
  }

  kdDebug(11001) << "Alltogether deactivated " << inactivateIds.count() << " players" << endl;

  QValueList<int>::Iterator it;
  for ( it = inactivateIds.begin(); it != inactivateIds.end(); ++it )
  {
    int pid=*it;
    kdDebug(11001) << " pid=" << pid << endl;
  }

  // Now deactivate the network players from the inactivateId list
  //QValueList<int>::Iterator it;
  for ( it = inactivateIds.begin(); it != inactivateIds.end(); ++it )
  {
    int pid=*it;
    if (KGameMessage::rawGameId(pid) == sender)
    {
      continue; // client's player
    }
    kdDebug(11001) << " -> the network needs to deactivate " << pid <<endl;
    player=findPlayer(pid);
    if (player)
    {
      // We have to make REALLY sure that the player is gone. With any policy
      systemInactivatePlayer(player);
      if (policy()!=PolicyLocal)
      {
        sendSystemMessage(player->id(), KGameMessage::IdInactivatePlayer);
      }
    }
    else
    {
      kdError(11001) << " We should deactivate a player, but cannot find it...not good." << endl;
    }
  }

  // Now send out the player list which the client can activate
  for ( player=newPlayerList.first(); player != 0; player=newPlayerList.next() )
  {
    kdDebug(11001) << " newplayerlist contains " << player->id() << endl;
    // Only activate what is not in the list
    if (inactivateIds.find(player->id())!=inactivateIds.end())
    {
      continue;
    }
    kdDebug(11001) << " -> the client can ******** reactivate ********  " << player->id() << endl;
    sendSystemMessage(player->id(), KGameMessage::IdActivatePlayer, sender);
  }

  // Save the game over the network
  QByteArray bufferS;
  QDataStream streamS(bufferS,IO_WriteOnly);
  // Save game over netowrk and save players
  savegame(streamS,true,true);
  sendSystemMessage(streamS,KGameMessage::IdGameLoad,sender);


  // Only to the client first , as the client will add players
  sendSystemMessage(sender, KGameMessage::IdGameSetupDone, sender);
}

// called by the IdSetupGame Message - CLIENT SIDE
// Client needs to prepare for network transfer
void KGame::setupGame(Q_UINT32 sender)
{
  QByteArray bufferS;
  QDataStream streamS(bufferS,IO_WriteOnly);

  // Deactivate all players
  KGamePlayerList mTmpList(d->mPlayerList); // we need copy otherwise the removal crashes
  Q_INT32 cnt=mTmpList.count();
  kdDebug(11001) << "Client: playerlistcount=" << d->mPlayerList.count() << " tmplistcout=" << cnt << endl;

  streamS << cnt;

  QPtrListIterator<KPlayer> it(mTmpList);
  KPlayer *player;
  while (it.current())
  {
    player=it.current();
    systemInactivatePlayer(player);
    // Give the new game id to all players (which are inactivated now)
    player->setId(KGameMessage::createPlayerId(player->id(),gameId()));

    // Save it for the master to decide what to do
    savePlayer(streamS,player);

    ++it;
    --cnt;
  }
  if (d->mPlayerList.count() > 0 || cnt!=0)
  {
    kdFatal(11001) << "KGame::setupGame(): Player list is not empty! or cnt!=0=" <<cnt << endl;
  }

  sendSystemMessage(streamS,KGameMessage::IdSetupGameContinue,sender);
}

// unused by KGame
void KGame::syncRandom()
{
 int newseed=(int)d->mRandom->getLong(65535);
 sendSystemMessage(newseed,KGameMessage::IdSyncRandom); // Broadcast
 d->mRandom->setSeed(newseed);
}

void KGame::Debug()
{
 KGameNetwork::Debug();
 kdDebug(11001) << "------------------- KGAME -------------------------" << endl;
 kdDebug(11001) << "this:          " << this << endl;
 kdDebug(11001) << "uniquePlayer   " << d->mUniquePlayerNumber << endl;
 kdDebug(11001) << "gameStatus     " << gameStatus() << endl;
 kdDebug(11001) << "MaxPlayers :   " << maxPlayers() << endl;
 kdDebug(11001) << "NoOfPlayers :  " << playerCount() << endl;
 kdDebug(11001) << "NoOfInactive:  " << d->mInactivePlayerList.count() << endl;
 kdDebug(11001) << "---------------------------------------------------" << endl;
}

void KGame::slotClientConnected(Q_UINT32 clientID)
{
 if (isAdmin())
 {
   negotiateNetworkGame(clientID);
 }
}

void KGame::slotServerDisconnected() // Client side
{
  kdDebug(11001) << "======= SERVER DISCONNECT ======="<<endl;
  kdDebug(11001) << "+++ (CLIENT)++++++++" << k_funcinfo << ": our GameID="<<gameId() << endl;

  int oldgamestatus=gameStatus();

  KPlayer *player;
  KGamePlayerList removeList;
  kdDebug(11001) << "Playerlist of client=" << d->mPlayerList.count() << " count" << endl;
  kdDebug(11001) << "Inactive Playerlist of client=" << d->mInactivePlayerList.count() << " count" << endl;
  for ( player=d->mPlayerList.first(); player != 0; player=d->mPlayerList.next() ) 
  {
    // TODO: CHECK: id=0, could not connect to server in the first place??
    if (KGameMessage::rawGameId(player->id()) != gameId() && gameId()!=0)
    {
      kdDebug(11001) << "Player " << player->id() << " belongs to a removed game" << endl;
      removeList.append(player);
    }
  }

  for ( player=removeList.first(); player != 0; player=removeList.next() )
  {
    bool remove = true;
    emit signalReplacePlayerIO(player, &remove);
    if (remove)
    {
      kdDebug(11001) << " ---> Removing player " << player->id() <<  endl;
      systemRemovePlayer(player,true); // no network necessary
    }
  }

  setMaster();
  kdDebug(11001) << " our game id is after setMaster " << gameId() << endl;

  KGamePlayerList mReList(d->mInactivePlayerList);
  for ( player=mReList.first(); player != 0; player=mReList.next() )
  {
    // TODO ?check for priority? Sequence should be ok
    if ((int)playerCount()<maxPlayers() || maxPlayers()<0)
    {
      systemActivatePlayer(player);
    }
  }
  kdDebug(11001) << " Players activated player-cnt=" << playerCount() << endl;

  for ( player=d->mPlayerList.first(); player != 0; player=d->mPlayerList.next() ) 
  {
    int oldid=player->id();
    d->mUniquePlayerNumber++;
    player->setId(KGameMessage::createPlayerId(d->mUniquePlayerNumber,gameId()));
    kdDebug(11001) << "Player id " << oldid <<" changed to " << player->id() << " as we are now local" << endl;
  }
  // TODO clear inactive lists ?
  Debug();
  for ( player=d->mPlayerList.first(); player != 0; player=d->mPlayerList.next() ) 
  {
    player->Debug();
  }
  kdDebug(11001) << "+++++++++++" << k_funcinfo << " DONE=" << endl;
  emit signalClientLeftGame(0,oldgamestatus,this);
}

void KGame::slotClientDisconnected(Q_UINT32 clientID,bool /*broken*/) // server side
{
 kdDebug(11001) << "++++(SERVER)+++++++" << k_funcinfo << " clientId=" << clientID << endl;

 int oldgamestatus=gameStatus();

 KPlayer *player;
 KGamePlayerList removeList;
 kdDebug(11001) << "Playerlist of client=" << d->mPlayerList.count() << " count" << endl;
 for ( player=d->mPlayerList.first(); player != 0; player=d->mPlayerList.next() )
 {
   if (KGameMessage::rawGameId(player->id())==clientID)
   {
     kdDebug(11001) << "Player " << player->id() << " belongs to the removed game" << endl;
     removeList.append(player);
   }
 }

 for ( player=removeList.first(); player != 0; player=removeList.next() )
 {
   // try to replace the KGameIO first
   bool remove = true;
   emit signalReplacePlayerIO(player, &remove);
   if (remove) {
     // otherwise (no new KGameIO) remove the player
     kdDebug(11001) << " ---> Removing player " << player->id() <<  endl;
     removePlayer(player,0);
   }
 }

 // Now add inactive players - sequence should be ok
 // TODO remove players from removed game
 for (unsigned int idx=0;idx<d->mInactiveIdList.count();idx++)
 {
   QValueList<int>::Iterator it1 = d->mInactiveIdList.at(idx);
   player = findPlayer(*it1);
   if (((int)playerCount() < maxPlayers() || maxPlayers() < 0) && player && KGameMessage::rawGameId(*it1) != clientID)
   {
     activatePlayer(player);
   }
 }
  emit signalClientLeftGame(clientID,oldgamestatus,this);
}


// -------------------- Synchronisation -----------------------

// this initializes a newly connected client.
// we send the number of players (including type) as well as game status and
// properties to the client. After the initialization has been completed both
// clients should have the same status (ie players, properties, etc)
void KGame::negotiateNetworkGame(Q_UINT32 clientID)
{
 kdDebug(11001) << "===========================" << k_funcinfo << ": clientID=" << clientID << " =========================== "<< endl;
 if (!isAdmin())
 {
   kdError(11001) << k_funcinfo << ": Serious WARNING..only gameAdmin should call this" << endl;
   return ;
 }

 QByteArray buffer;
 QDataStream streamGS(buffer,IO_WriteOnly);

 // write Game setup specific data
 //streamGS << (Q_INT32)maxPlayers();
 //streamGS << (Q_INT32)minPlayers();

 // send to the newly connected client *only*
 Q_INT16 v=KGameMessage::version();
 Q_INT32 c=cookie();
 streamGS << v << c;
 sendSystemMessage(streamGS, KGameMessage::IdSetupGame, clientID);
}

bool KGame::sendGroupMessage(const QByteArray &msg, int msgid, Q_UINT32 sender, const QString& group)
{
// AB: group must not be i18n'ed!! we should better use an id for group and use
// a groupName() for the name // FIXME
 KPlayer *player;
 for ( player=d->mPlayerList.first(); player != 0; player=d->mPlayerList.next() )
 {
   if (player && player->group()==group)
   {
     sendMessage(msg,msgid,player->id(), sender);
   }
 }
 return true;
}

bool KGame::sendGroupMessage(const QDataStream &msg, int msgid, Q_UINT32 sender, const QString& group)
{ return sendGroupMessage(((QBuffer*)msg.device())->buffer(), msgid, sender, group); }

bool KGame::sendGroupMessage(const QString& msg, int msgid, Q_UINT32 sender, const QString& group)
{
 QByteArray buffer;
 QDataStream stream(buffer, IO_WriteOnly);
 stream << msg;
 return sendGroupMessage(stream, msgid, sender, group);
}

bool KGame::addProperty(KGamePropertyBase* data)
{ return dataHandler()->addProperty(data); }

bool KGame::sendPlayerProperty(int msgid, QDataStream& s, Q_UINT32 playerId)
{ return sendSystemMessage(s, msgid, playerId); }

void KGame::sendProperty(int msgid, QDataStream& stream, bool* sent)
{
  bool s = sendSystemMessage(stream, msgid);
  if (s)
  {
    *sent = true;
  }
}

void KGame::emitSignal(KGamePropertyBase *me)
{
 emit signalPropertyChanged(me,this);
}

KGamePropertyBase* KGame::findProperty(int id) const
{ return d->mProperties->find(id); }

KGame::GamePolicy KGame::policy() const
{
 return d->mPolicy;
}
void KGame::setPolicy(GamePolicy p,bool recursive)
{
 // Set KGame policy
 d->mPolicy=p;
 if (recursive)
 {
   // Set all KGame property policy
   dataHandler()->setPolicy((KGamePropertyBase::PropertyPolicy)p,false);

   // Set all KPLayer (active or inactive) property policy
   for (QPtrListIterator<KPlayer> it(d->mPlayerList); it.current(); ++it)
   {
     it.current()->dataHandler()->setPolicy((KGamePropertyBase::PropertyPolicy)p,false);
   }
   for (QPtrListIterator<KPlayer> it(d->mInactivePlayerList); it.current(); ++it)
   {
     it.current()->dataHandler()->setPolicy((KGamePropertyBase::PropertyPolicy)p,false);
   }
 }
}

/*
 * vim: et sw=2
 */