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38 changed files with 4510 additions and 4510 deletions
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@ -42,86 +42,86 @@ class Server_AbstractUserInterface;
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class Event_GameStateChanged;
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class Server_Game : public QObject {
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Q_OBJECT
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Q_OBJECT
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private:
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Server_Room *room;
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int nextPlayerId;
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int hostId;
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ServerInfo_User *creatorInfo;
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QMap<int, Server_Player *> players;
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QSet<QString> allPlayersEver, allSpectatorsEver;
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bool gameStarted;
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bool gameClosed;
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int gameId;
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QString description;
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QString password;
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int maxPlayers;
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QList<int> gameTypes;
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int activePlayer, activePhase;
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bool onlyBuddies, onlyRegistered;
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bool spectatorsAllowed;
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bool spectatorsNeedPassword;
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bool spectatorsCanTalk;
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bool spectatorsSeeEverything;
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int inactivityCounter;
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int startTimeOfThisGame, secondsElapsed;
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bool firstGameStarted;
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QDateTime startTime;
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QTimer *pingClock;
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QList<GameReplay *> replayList;
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GameReplay *currentReplay;
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void createGameStateChangedEvent(Event_GameStateChanged *event, Server_Player *playerWhosAsking, bool omniscient, bool withUserInfo);
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void sendGameStateToPlayers();
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void storeGameInformation();
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Server_Room *room;
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int nextPlayerId;
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int hostId;
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ServerInfo_User *creatorInfo;
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QMap<int, Server_Player *> players;
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QSet<QString> allPlayersEver, allSpectatorsEver;
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bool gameStarted;
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bool gameClosed;
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int gameId;
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QString description;
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QString password;
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int maxPlayers;
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QList<int> gameTypes;
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int activePlayer, activePhase;
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bool onlyBuddies, onlyRegistered;
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bool spectatorsAllowed;
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bool spectatorsNeedPassword;
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bool spectatorsCanTalk;
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bool spectatorsSeeEverything;
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int inactivityCounter;
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int startTimeOfThisGame, secondsElapsed;
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bool firstGameStarted;
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QDateTime startTime;
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QTimer *pingClock;
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QList<GameReplay *> replayList;
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GameReplay *currentReplay;
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void createGameStateChangedEvent(Event_GameStateChanged *event, Server_Player *playerWhosAsking, bool omniscient, bool withUserInfo);
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void sendGameStateToPlayers();
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void storeGameInformation();
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signals:
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void sigStartGameIfReady();
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void gameInfoChanged(ServerInfo_Game gameInfo);
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void sigStartGameIfReady();
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void gameInfoChanged(ServerInfo_Game gameInfo);
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private slots:
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void pingClockTimeout();
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void doStartGameIfReady();
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void pingClockTimeout();
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void doStartGameIfReady();
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public:
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mutable QMutex gameMutex;
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Server_Game(const ServerInfo_User &_creatorInfo, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, const QList<int> &_gameTypes, bool _onlyBuddies, bool _onlyRegistered, bool _spectatorsAllowed, bool _spectatorsNeedPassword, bool _spectatorsCanTalk, bool _spectatorsSeeEverything, Server_Room *parent);
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~Server_Game();
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Server_Room *getRoom() const { return room; }
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void getInfo(ServerInfo_Game &result) const;
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int getHostId() const { return hostId; }
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ServerInfo_User *getCreatorInfo() const { return creatorInfo; }
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bool getGameStarted() const { return gameStarted; }
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int getPlayerCount() const;
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int getSpectatorCount() const;
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const QMap<int, Server_Player *> &getPlayers() const { return players; }
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int getGameId() const { return gameId; }
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QString getDescription() const { return description; }
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QString getPassword() const { return password; }
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int getMaxPlayers() const { return maxPlayers; }
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bool getSpectatorsAllowed() const { return spectatorsAllowed; }
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bool getSpectatorsNeedPassword() const { return spectatorsNeedPassword; }
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bool getSpectatorsCanTalk() const { return spectatorsCanTalk; }
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bool getSpectatorsSeeEverything() const { return spectatorsSeeEverything; }
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Response::ResponseCode checkJoin(ServerInfo_User *user, const QString &_password, bool spectator, bool overrideRestrictions);
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bool containsUser(const QString &userName) const;
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void addPlayer(Server_AbstractUserInterface *userInterface, ResponseContainer &rc, bool spectator, bool broadcastUpdate = true);
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void removePlayer(Server_Player *player);
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void removeArrowsRelatedToPlayer(GameEventStorage &ges, Server_Player *player);
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void unattachCards(GameEventStorage &ges, Server_Player *player);
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bool kickPlayer(int playerId);
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void startGameIfReady();
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void stopGameIfFinished();
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int getActivePlayer() const { return activePlayer; }
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int getActivePhase() const { return activePhase; }
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void setActivePlayer(int _activePlayer);
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void setActivePhase(int _activePhase);
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void nextTurn();
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int getSecondsElapsed() const { return secondsElapsed; }
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mutable QMutex gameMutex;
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Server_Game(const ServerInfo_User &_creatorInfo, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, const QList<int> &_gameTypes, bool _onlyBuddies, bool _onlyRegistered, bool _spectatorsAllowed, bool _spectatorsNeedPassword, bool _spectatorsCanTalk, bool _spectatorsSeeEverything, Server_Room *parent);
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~Server_Game();
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Server_Room *getRoom() const { return room; }
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void getInfo(ServerInfo_Game &result) const;
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int getHostId() const { return hostId; }
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ServerInfo_User *getCreatorInfo() const { return creatorInfo; }
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bool getGameStarted() const { return gameStarted; }
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int getPlayerCount() const;
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int getSpectatorCount() const;
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const QMap<int, Server_Player *> &getPlayers() const { return players; }
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int getGameId() const { return gameId; }
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QString getDescription() const { return description; }
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QString getPassword() const { return password; }
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int getMaxPlayers() const { return maxPlayers; }
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bool getSpectatorsAllowed() const { return spectatorsAllowed; }
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bool getSpectatorsNeedPassword() const { return spectatorsNeedPassword; }
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bool getSpectatorsCanTalk() const { return spectatorsCanTalk; }
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bool getSpectatorsSeeEverything() const { return spectatorsSeeEverything; }
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Response::ResponseCode checkJoin(ServerInfo_User *user, const QString &_password, bool spectator, bool overrideRestrictions);
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bool containsUser(const QString &userName) const;
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void addPlayer(Server_AbstractUserInterface *userInterface, ResponseContainer &rc, bool spectator, bool broadcastUpdate = true);
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void removePlayer(Server_Player *player);
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void removeArrowsRelatedToPlayer(GameEventStorage &ges, Server_Player *player);
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void unattachCards(GameEventStorage &ges, Server_Player *player);
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bool kickPlayer(int playerId);
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void startGameIfReady();
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void stopGameIfFinished();
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int getActivePlayer() const { return activePlayer; }
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int getActivePhase() const { return activePhase; }
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void setActivePlayer(int _activePlayer);
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void setActivePhase(int _activePhase);
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void nextTurn();
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int getSecondsElapsed() const { return secondsElapsed; }
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void createGameJoinedEvent(Server_Player *player, ResponseContainer &rc, bool resuming);
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GameEventContainer *prepareGameEvent(const ::google::protobuf::Message &gameEvent, int playerId, GameEventContext *context = 0);
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GameEventContext prepareGameEventContext(const ::google::protobuf::Message &gameEventContext);
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void sendGameEventContainer(GameEventContainer *cont, GameEventStorageItem::EventRecipients recipients = GameEventStorageItem::SendToPrivate | GameEventStorageItem::SendToOthers, int privatePlayerId = -1);
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void createGameJoinedEvent(Server_Player *player, ResponseContainer &rc, bool resuming);
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GameEventContainer *prepareGameEvent(const ::google::protobuf::Message &gameEvent, int playerId, GameEventContext *context = 0);
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GameEventContext prepareGameEventContext(const ::google::protobuf::Message &gameEventContext);
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void sendGameEventContainer(GameEventContainer *cont, GameEventStorageItem::EventRecipients recipients = GameEventStorageItem::SendToPrivate | GameEventStorageItem::SendToOthers, int privatePlayerId = -1);
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};
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#endif
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