KGameNetwork Class Reference

The KGameNetwork class is the KGame class with network support.The main KDE game object. More...

#include <kgamenetwork.h>

Inheritance diagram for KGameNetwork:

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Collaboration diagram for KGameNetwork:

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List of all members.

Signals

void signalNetworkErrorMessage (int error, QString text)
 A network error occurred.
void signalConnectionBroken ()
 Our connection to the KMessageServer has broken.
void signalClientConnected (Q_UINT32 clientID)
 This signal is emitted whenever the KMessageServer sends us a message that a new client connected.
void signalClientDisconnected (Q_UINT32 clientID, bool broken)
 This signal is emitted whenever the KMessageServer sends us a message that a connection to a client was detached.
void signalAdminStatusChanged (bool isAdmin)
 This client gets or loses the admin status.

Public Member Functions

 KGameNetwork (int cookie=42, QObject *parent=0)
 Create a KGameNetwork object.
virtual ~KGameNetwork ()
virtual void Debug ()
 Gives debug output of the game status.
bool isNetwork () const
bool isMaster () const
 Is this the game MASTER (i.e.
bool isAdmin () const
 The admin of a game is the one who initializes newly connected clients using negotiateNetworkGame and is allowed to configure the game.
Q_UINT32 gameId () const
 The unique ID of this game.
bool offerConnections (Q_UINT16 port)
 Inits a network game as network MASTER.
void setDiscoveryInfo (const QString &type, const QString &name=QString::null)
 Announces game MASTER on network using DNS-SD.
bool connectToServer (const QString &host, Q_UINT16 port)
 Inits a network game as a network CLIENT.
Q_UINT16 port () const
QString hostName () const
bool stopServerConnection ()
 Stops offering server connections - only for game MASTER.
void setMaxClients (int max)
 Changes the maximal connection number of the KMessageServer to max.
bool sendSystemMessage (const QByteArray &buffer, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)
 Sends a network message msg with a given msg id msgid to all clients.
bool sendSystemMessage (int data, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
bool sendSystemMessage (const QDataStream &msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
bool sendSystemMessage (const QString &msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.
void sendError (int error, const QByteArray &message, Q_UINT32 receiver=0, Q_UINT32 sender=0)
 Sends a network message.
bool isOfferingConnections () const
 Are we still offer offering server connections - only for game MASTER.
int cookie () const
 Application cookie.
bool sendMessage (const QByteArray &buffer, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)
 Send a network message msg with a given message ID msgid to all clients.
bool sendMessage (const QDataStream &msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)
 This is an overloaded member function, provided for convenience.
bool sendMessage (const QString &msg, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)
 This is an overloaded member function, provided for convenience.
bool sendMessage (int data, int msgid, Q_UINT32 receiver=0, Q_UINT32 sender=0)
 This is an overloaded member function, provided for convenience.
virtual void networkTransmission (QDataStream &, int, Q_UINT32, Q_UINT32, Q_UINT32 clientID)=0
 Called by ReceiveNetworkTransmission().
void disconnect ()
 Disconnect the current connection and establish a new local one.
void electAdmin (Q_UINT32 clientID)
 If you are the ADMIN of the game you can give the ADMIN status away to another client.
KMessageClientmessageClient () const
 Don't use this unless you really know what youre doing! You might experience some strange behaviour if you send your messages directly through the KMessageClient!
KMessageServermessageServer () const
 Don't use this unless you really know what you are doing! You might experience some strange behaviour if you use the message server directly!
virtual void lock ()
 You should call this before doing thigs like, e.g.
virtual void unlock ()

Protected Slots

void receiveNetworkTransmission (const QByteArray &a, Q_UINT32 clientID)
 Called by KMessageClient::broadcastReceived() and will check if the message format is valid.
void slotAdminStatusChanged (bool isAdmin)
 This KGame object receives or loses the admin status.
void aboutToLoseConnection (Q_UINT32 id)
 Called when the network connection is about to terminate.
void slotResetConnection ()
 Called when the network connection is terminated.

Protected Member Functions

void setMaster ()

Detailed Description

The KGameNetwork class is the KGame class with network support.The main KDE game object.

All other features are the same but they are now network transparent. It is not used directly but only via a KGame object. So you do not really have to bother with this object.

Author:
Martin Heni <martin@heni-online.de>
Version:
Id
kgamenetwork.h 465369 2005-09-29 14:33:08Z mueller

Definition at line 46 of file kgamenetwork.h.


Constructor & Destructor Documentation

KGameNetwork::KGameNetwork int  cookie = 42,
QObject *  parent = 0
 

Create a KGameNetwork object.

Definition at line 62 of file kgamenetwork.cpp.

References cookie(), KGameNetworkPrivate::mCookie, and setMaster().

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KGameNetwork::~KGameNetwork  )  [virtual]
 

Definition at line 74 of file kgamenetwork.cpp.

References KGameNetworkPrivate::mService.


Member Function Documentation

void KGameNetwork::aboutToLoseConnection Q_UINT32  id  )  [protected, slot]
 

Called when the network connection is about to terminate.

Is used to store the network parameter like the game id

Definition at line 323 of file kgamenetwork.cpp.

References KGameNetworkPrivate::mDisconnectId.

Referenced by setMaster().

bool KGameNetwork::connectToServer const QString &  host,
Q_UINT16  port
 

Inits a network game as a network CLIENT.

Parameters:
host the host to which we want to connect
port the port we want to connect to
Returns:
true if connected

Definition at line 204 of file kgamenetwork.cpp.

int KGameNetwork::cookie  )  const
 

Application cookie.

this idendifies the game application. It help to distinguish between e.g. KPoker and KWin4

Returns:
the application cookie

Definition at line 98 of file kgamenetwork.cpp.

References KGameNetworkPrivate::mCookie.

Referenced by KGameNetwork(), KGame::loadgame(), KGame::negotiateNetworkGame(), KGame::savegame(), setMaster(), and KGameDebugDialog::slotUpdateGameData().

void KGameNetwork::Debug  )  [virtual]
 

Gives debug output of the game status.

Reimplemented in KGame.

Definition at line 505 of file kgamenetwork.cpp.

References gameId(), isAdmin(), and isMaster().

Referenced by KGame::Debug().

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void KGameNetwork::disconnect  ) 
 

Disconnect the current connection and establish a new local one.

Definition at line 273 of file kgamenetwork.cpp.

References KMessageServer::clientIDs(), KMessageServer::findClient(), KGameNetworkPrivate::mMessageServer, KMessageServer::removeClient(), KMessageIO::rtti(), and stopServerConnection().

Referenced by KGameDialogNetworkConfig::slotExitConnection().

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void KGameNetwork::electAdmin Q_UINT32  clientID  ) 
 

If you are the ADMIN of the game you can give the ADMIN status away to another client.

Use this e.g. if you want to quit the game or if you want another client to administrate the game (note that disconnect calls this automatically).

Parameters:
clientID the ID of the new ADMIN (note: this is the _client_ID which has nothing to do with the player IDs. See KMessageServer)

Definition at line 335 of file kgamenetwork.cpp.

References isAdmin(), KGameNetworkPrivate::mMessageClient, KMessageServer::REQ_ADMIN_CHANGE, and KMessageClient::sendServerMessage().

Referenced by KGameDialogMsgServerConfig::slotChangeAdmin().

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Q_UINT32 KGameNetwork::gameId  )  const
 

The unique ID of this game.

Returns:
int id

Definition at line 86 of file kgamenetwork.cpp.

References KMessageClient::id(), and KGameNetworkPrivate::mMessageClient.

Referenced by KGame::addPlayer(), Debug(), KPlayer::networkTransmission(), receiveNetworkTransmission(), sendSystemMessage(), KGame::slotServerDisconnected(), and KGameDebugDialog::slotUpdateGameData().

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QString KGameNetwork::hostName  )  const
 

Since:
3.2
Returns:
The name of the host that we are currently connected to is isNetwork is TRUE and we are not the MASTER, i.e. if connectToServer was called. Otherwise this will return "localhost".

Definition at line 254 of file kgamenetwork.cpp.

References KGameNetworkPrivate::mMessageClient, and KMessageClient::peerName().

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bool KGameNetwork::isAdmin  )  const
 

The admin of a game is the one who initializes newly connected clients using negotiateNetworkGame and is allowed to configure the game.

E.g. only the admin is allowed to use KGame::setMaxPlayers.

If one KGame object in the game is MASTER then this client is the admin as well. isMaster and isAdmin differ only if the KMessageServer is running in an own process.

Returns:
Whether this client (KGame object) is the admin

Definition at line 104 of file kgamenetwork.cpp.

References KMessageClient::isAdmin(), and KGameNetworkPrivate::mMessageClient.

Referenced by KGameDialog::addConfigWidget(), Debug(), electAdmin(), KGame::negotiateNetworkGame(), setMaxClients(), KGame::setMaxPlayers(), KGame::setMinPlayers(), KGame::slotClientConnected(), and KGameDebugDialog::slotUpdateGameData().

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bool KGameNetwork::isMaster  )  const
 

Is this the game MASTER (i.e.

has started theKMessageServer). A game has always exactly one MASTER. This is either a KGame object (i.e. a Client) or an own MessageServer-process. A KGame object that has the MASTER status is always admin.

You probably don't want to use this. It is a mostly internal method which will probably become protected. Better use isAdmin

See also:
isAdmin
Returns:
Whether this client has started the KMessageServer

Definition at line 101 of file kgamenetwork.cpp.

References KGameNetworkPrivate::mMessageServer.

Referenced by Debug(), offerConnections(), and KGameDebugDialog::slotUpdateGameData().

bool KGameNetwork::isNetwork  )  const
 

Returns:
TRUE if this is a network game - i.e. you are either MASTER or connected to a remote MASTER.

Definition at line 83 of file kgamenetwork.cpp.

References KMessageClient::isNetwork(), isOfferingConnections(), and KGameNetworkPrivate::mMessageClient.

Referenced by port().

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bool KGameNetwork::isOfferingConnections  )  const
 

Are we still offer offering server connections - only for game MASTER.

Returns:
true/false

Definition at line 270 of file kgamenetwork.cpp.

References KMessageServer::isOfferingConnections(), and KGameNetworkPrivate::mMessageServer.

Referenced by isNetwork(), port(), and KGameDebugDialog::slotUpdateGameData().

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void KGameNetwork::lock  )  [virtual]
 

You should call this before doing thigs like, e.g.

qApp->processEvents(). Don't forget to call unlock once you are done!

See also:
KMessageClient::lock

Definition at line 361 of file kgamenetwork.cpp.

References KMessageClient::lock(), and messageClient().

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KMessageClient * KGameNetwork::messageClient  )  const
 

Don't use this unless you really know what youre doing! You might experience some strange behaviour if you send your messages directly through the KMessageClient!

Returns:
a pointer to the KMessageClient used internally to send the messages. You should rather use one of the send functions!

Definition at line 107 of file kgamenetwork.cpp.

References KGameNetworkPrivate::mMessageClient.

Referenced by lock(), and unlock().

KMessageServer * KGameNetwork::messageServer  )  const
 

Don't use this unless you really know what you are doing! You might experience some strange behaviour if you use the message server directly!

Returns:
a pointer to the message server if this is the MASTER KGame object. Note that it might be possible that no KGame object contains the KMessageServer at all! It might even run stand alone!

Definition at line 110 of file kgamenetwork.cpp.

References KGameNetworkPrivate::mMessageServer.

virtual void KGameNetwork::networkTransmission QDataStream &  ,
int  ,
Q_UINT32  ,
Q_UINT32  ,
Q_UINT32  clientID
[pure virtual]
 

Called by ReceiveNetworkTransmission().

Will be overwritten by KGame and handle the incoming message.

Implemented in KGame.

Referenced by receiveNetworkTransmission().

bool KGameNetwork::offerConnections Q_UINT16  port  ) 
 

Inits a network game as network MASTER.

Note that if the KMessageServer is not yet started it will be started here (see setMaster). Any existing connection will be disconnected.

If you already offer connections the port is changed.

Parameters:
port The port on which the service is offered
Returns:
true if it worked

Definition at line 174 of file kgamenetwork.cpp.

References isMaster(), KMessageServer::isOfferingConnections(), KGameNetworkPrivate::mDisconnectId, KGameNetworkPrivate::mMessageServer, and setMaster().

Referenced by KGameDialogNetworkConfig::slotInitConnection().

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Q_UINT16 KGameNetwork::port  )  const
 

Since:
3.2
Returns:
The port we are listening to if offerConnections was called or the port we are connected to if connectToServer was called. Otherwise 0.

Definition at line 242 of file kgamenetwork.cpp.

References isNetwork(), isOfferingConnections(), KGameNetworkPrivate::mMessageClient, KGameNetworkPrivate::mMessageServer, KMessageClient::peerPort(), and KMessageServer::serverPort().

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void KGameNetwork::receiveNetworkTransmission const QByteArray &  a,
Q_UINT32  clientID
[protected, slot]
 

Called by KMessageClient::broadcastReceived() and will check if the message format is valid.

If it is not, it will generate an error (see signalNetworkVersionError and signalNetworkErorrMessage). If it is valid, the pure virtual method networkTransmission() is called. (This one is overwritten in KGame.)

Definition at line 461 of file kgamenetwork.cpp.

References KGameError::errorText(), KGameMessage::extractHeader(), gameId(), KGameMessage::IdError, KGameMessage::isPlayer(), networkTransmission(), KGameMessage::rawGameId(), and signalNetworkErrorMessage().

Referenced by setMaster().

void KGameNetwork::sendError int  error,
const QByteArray &  message,
Q_UINT32  receiver = 0,
Q_UINT32  sender = 0
 

Sends a network message.

Parameters:
error The error code
message The error message - use KGameError
receiver the KGame / KPlayer this message is for. 0 For all
sender The KGame / KPlayer this message is from (i.e. you). You probably want to leave this 0, then KGameNetwork will create the correct value for you. You might want to use this if you send a message from a specific player.

Definition at line 450 of file kgamenetwork.cpp.

References KGameMessage::IdError, and sendSystemMessage().

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bool KGameNetwork::sendMessage int  data,
int  msgid,
Q_UINT32  receiver = 0,
Q_UINT32  sender = 0
 

This is an overloaded member function, provided for convenience.

Definition at line 438 of file kgamenetwork.cpp.

References KGameMessage::IdUser, and sendSystemMessage().

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bool KGameNetwork::sendMessage const QString &  msg,
int  msgid,
Q_UINT32  receiver = 0,
Q_UINT32  sender = 0
 

This is an overloaded member function, provided for convenience.

Definition at line 441 of file kgamenetwork.cpp.

References KGameMessage::IdUser, and sendSystemMessage().

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bool KGameNetwork::sendMessage const QDataStream &  msg,
int  msgid,
Q_UINT32  receiver = 0,
Q_UINT32  sender = 0
 

This is an overloaded member function, provided for convenience.

Definition at line 444 of file kgamenetwork.cpp.

References KGameMessage::IdUser, and sendSystemMessage().

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bool KGameNetwork::sendMessage const QByteArray &  buffer,
int  msgid,
Q_UINT32  receiver = 0,
Q_UINT32  sender = 0
 

Send a network message msg with a given message ID msgid to all clients.

You want to use this to send a message to the clients.

Note that a message is always sent to ALL clients! This is necessary so that all clients always have the same data and can easily be changed from network to non-network without restarting the game. If you want a specific KGame / KPlayer to react to the message use the receiver and sender parameters. See KGameMessage::calsMessageId

SendMessage differs from sendSystemMessage only by the msgid parameter. sendSystemMessage is thought as a KGame only mehtod while sendMessage is for public use. The msgid parameter will be +=KGameMessageIdUser and in KGame::signalNetworkData msgid will be -= KGameMessage::IdUser again, so that one can easily distinguish between system and user messages.

Use sendSystemMessage to comunicate with KGame (e.g. by adding a player) and sendMessage for your own user message.

Note: a player should send messages through a KGameIO!

Parameters:
buffer the message which will be send. See messages.txt for contents
msgid an id for this message. See KGameMessage::GameMessageIds
receiver the KGame / KPlayer this message is for.
sender The KGame / KPlayer this message is from (i.e. you). You probably want to leave this 0, then KGameNetwork will create the correct value for you. You might want to use this if you send a message from a specific player.
Returns:
true if worked

Definition at line 447 of file kgamenetwork.cpp.

References KGameMessage::IdUser, and sendSystemMessage().

Referenced by KGameChat::returnPressed(), and KGame::sendGroupMessage().

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bool KGameNetwork::sendSystemMessage const QString &  msg,
int  msgid,
Q_UINT32  receiver = 0,
Q_UINT32  sender = 0
 

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

Definition at line 385 of file kgamenetwork.cpp.

References sendSystemMessage().

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bool KGameNetwork::sendSystemMessage const QDataStream &  msg,
int  msgid,
Q_UINT32  receiver = 0,
Q_UINT32  sender = 0
 

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

Definition at line 393 of file kgamenetwork.cpp.

References sendSystemMessage().

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bool KGameNetwork::sendSystemMessage int  data,
int  msgid,
Q_UINT32  receiver = 0,
Q_UINT32  sender = 0
 

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

Definition at line 377 of file kgamenetwork.cpp.

References sendSystemMessage().

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bool KGameNetwork::sendSystemMessage const QByteArray &  buffer,
int  msgid,
Q_UINT32  receiver = 0,
Q_UINT32  sender = 0
 

Sends a network message msg with a given msg id msgid to all clients.

Use this to communicate with KGame (e.g. to add a player ot to configure the game - usually not necessary).

For your own messages use sendMessage instead! This is mostly internal!

Parameters:
buffer the message which will be send. See messages.txt for contents
msgid an id for this message. See KGameMessage::GameMessageIds
receiver the KGame / KPlayer this message is for.
sender The KGame / KPlayer this message is from (i.e. you). You probably want to leave this 0, then KGameNetwork will create the correct value for you. You might want to use this if you send a message from a specific player.
Returns:
true if worked

Definition at line 396 of file kgamenetwork.cpp.

References KGameMessage::createHeader(), gameId(), KGameNetworkPrivate::mMessageClient, KGameMessage::rawGameId(), KGameMessage::rawPlayerId(), KMessageClient::sendBroadcast(), and KMessageClient::sendForward().

Referenced by KGame::activatePlayer(), KPlayer::forwardMessage(), KGame::inactivatePlayer(), KGame::negotiateNetworkGame(), KGame::playerDeleted(), sendError(), sendMessage(), KGame::sendPlayerInput(), KGame::sendPlayerProperty(), KGame::sendProperty(), sendSystemMessage(), and KGame::syncRandom().

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void KGameNetwork::setDiscoveryInfo const QString &  type,
const QString &  name = QString::null
 

Announces game MASTER on network using DNS-SD.

Clients then can discover it using DNSSD::ServiceBrowser (or KGameConnectWidget) instead of manually entering IP address.

Parameters:
type service type (something like _kwin4._tcp). It should be unique for application.
name game name that will be displayed by clients. If not set hostname will be used. In case of name conflict -2, -3 and so on will be added to name.
Since:
3.4

Definition at line 150 of file kgamenetwork.cpp.

References KGameNetworkPrivate::mName, and KGameNetworkPrivate::mType.

Referenced by KGameDialogNetworkConfig::slotInitConnection().

void KGameNetwork::setMaster  )  [protected]
 

Definition at line 114 of file kgamenetwork.cpp.

References aboutToLoseConnection(), cookie(), KGameNetworkPrivate::mMessageClient, KGameNetworkPrivate::mMessageServer, receiveNetworkTransmission(), KMessageClient::setServer(), signalClientConnected(), signalClientDisconnected(), signalConnectionBroken(), slotAdminStatusChanged(), and slotResetConnection().

Referenced by KGameNetwork(), and offerConnections().

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void KGameNetwork::setMaxClients int  max  ) 
 

Changes the maximal connection number of the KMessageServer to max.

-1 Means infinite connections are possible. Note that existing connections are not affected, so even if you set this to 0 in a running game no client is being disconnected. You can call this only if you are the ADMIN!

See also:
KMessageServer::setMaxClients
Parameters:
max The maximal number of connections possible.

Definition at line 348 of file kgamenetwork.cpp.

References isAdmin(), KGameNetworkPrivate::mMessageClient, KMessageServer::REQ_MAX_NUM_CLIENTS, and KMessageClient::sendServerMessage().

Referenced by KGameDialogMsgServerConfig::slotChangeMaxClients().

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void KGameNetwork::signalAdminStatusChanged bool  isAdmin  )  [signal]
 

This client gets or loses the admin status.

See also:
KMessageClient::adminStatusChanged
Parameters:
isAdmin True if this client gets the ADMIN status otherwise FALSE

Referenced by slotAdminStatusChanged().

void KGameNetwork::signalClientConnected Q_UINT32  clientID  )  [signal]
 

This signal is emitted whenever the KMessageServer sends us a message that a new client connected.

KGame uses this to call KGame::negotiateNetworkGame for the newly connected client if we are admin (see isAdmin)

See also:
KMessageClient::eventClientConnected
Parameters:
clientID the ID of the newly connected client

Referenced by KGame::KGame(), and setMaster().

void KGameNetwork::signalClientDisconnected Q_UINT32  clientID,
bool  broken
[signal]
 

This signal is emitted whenever the KMessageServer sends us a message that a connection to a client was detached.

The second parameter can be used to distinguish between network errors or removing on purpose.

See also:
KMessageClient::eventClientDisconnected
Parameters:
clientID the client that has disconnected
broken true if the connection was lost because of a network error, false if the connection was closed by the message server admin.

Referenced by KGame::KGame(), and setMaster().

void KGameNetwork::signalConnectionBroken  )  [signal]
 

Our connection to the KMessageServer has broken.

See KMessageClient::connectionBroken

Referenced by KGame::KGame(), and setMaster().

void KGameNetwork::signalNetworkErrorMessage int  error,
QString  text
[signal]
 

A network error occurred.

Parameters:
error the error code
text the error text

Referenced by receiveNetworkTransmission().

void KGameNetwork::slotAdminStatusChanged bool  isAdmin  )  [protected, slot]
 

This KGame object receives or loses the admin status.

Parameters:
isAdmin Whether we are admin or not

Definition at line 498 of file kgamenetwork.cpp.

References signalAdminStatusChanged().

Referenced by setMaster().

void KGameNetwork::slotResetConnection  )  [protected, slot]
 

Called when the network connection is terminated.

Used to clean up the disconnect parameter

Definition at line 329 of file kgamenetwork.cpp.

References KGameNetworkPrivate::mDisconnectId.

Referenced by setMaster().

bool KGameNetwork::stopServerConnection  ) 
 

Stops offering server connections - only for game MASTER.

Returns:
true

Definition at line 259 of file kgamenetwork.cpp.

References KGameNetworkPrivate::mMessageServer, and KMessageServer::stopNetwork().

Referenced by disconnect().

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void KGameNetwork::unlock  )  [virtual]
 

See also:
KMessageClient::unlock

Definition at line 368 of file kgamenetwork.cpp.

References messageClient(), and KMessageClient::unlock().

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The documentation for this class was generated from the following files:
Generated on Wed Aug 23 18:05:35 2006 for libkdegames by  doxygen 1.4.6