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25 setProperty(
tipProperty, tr(
"Display all random maps."));
28 virtual QString
displayName()
const override {
return tr(
"Random maps"); }
36 if (!
map->randomMaps().empty()) {
virtual AssetWrapper * child(int child) override
static const char * tipProperty
virtual QString displayName() const override
virtual int childrenCount() const override
virtual int childIndex(AssetWrapper *child) override
RandomMaps(AssetWrapper *parent, CREMapInformationManager *maps)
this information may not reflect the current implementation This brief document is meant to describe the operation of the crossfire as well as the form of the data The metaserver listens on port for tcp and on port for udp packets The server sends updates to the metaserver via udp The metaserver only does basic checking on the data that server sends It trusts the server for the ip name it provides The metaserver does add the ip address and also tracks the idle time(time since last packet received). The client gets its information from the metaserver through connecting by means of tcp. The client should retrieve http the body s content type is text plain The current metaserver implementation is in Perl But the metaserver could be in any language perl is fast enough for the amount of data that is being exchanged The response includes zero or more server entries Each entry begins with the line START_SERVER_DATA and ends with the line END_SERVER_DATA Between these lines key value pairs("key=value") may be present. The entries are sent in arbitrary order. A client should apply some ordering when displaying the entries to the user. TODO b additional information outside BEGIN_SERVER_DATA END_SERVER_DATA maps
QList< RandomMap * > myCache
CREMapInformationManager * myMaps
void mapAdded(CREMapInformation *map)