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clientnetwork.cpp
59 lines (49 loc) · 1.42 KB
/
clientnetwork.cpp
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#include "clientnetwork.h"
#include "networkmsgdef.h"
#include <QDebug>
#include <QByteArray>
#include <QString>
#include <QHostAddress>
#include <QMessageBox>
ClientNetwork::ClientNetwork(QObject *parent) : QObject(parent)
{
}
ClientNetwork::~ClientNetwork()
{
}
void ClientNetwork::initClient(QString serverIP, int port)
{
clientSocket = new QTcpSocket();
connect(clientSocket, SIGNAL(connected()), this, SLOT(connected()));
connect(clientSocket, SIGNAL(disconnected()),this, SLOT(disconnected()));
connect(clientSocket, SIGNAL(disconnected()), clientSocket, SLOT(deleteLater()));
connect(clientSocket, SIGNAL(readyRead()), this, SLOT(readData()));
connect(clientSocket, SIGNAL(error(QAbstractSocket::SocketError)), this, SLOT(displayError(QAbstractSocket::SocketError)));
QHostAddress addr(serverIP);
clientSocket->connectToHost(addr, port);
}
int ClientNetwork::sendMsg(char *msg, int len)
{
return clientSocket->write(msg, len);
}
void ClientNetwork::connected()
{
emit connStateChanged(true);
MsgReqGameInfo msg;
clientSocket->write((char *)&msg, sizeof(msg));
}
void ClientNetwork::disconnected()
{
emit connStateChanged(false);
}
void ClientNetwork::readData()
{
char msg[1024];
memset(msg, 0, 1024);
int len = clientSocket->read(msg, 1024);
emit processMessage(msg, len);
}
void ClientNetwork::displayError(QAbstractSocket::SocketError err)
{
qDebug() << err;
}