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[Player] Rename player to player logic (#6913)
Took 13 minutes Took 6 seconds Took 2 minutes Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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parent
71790d8e10
commit
5219cffa6b
79 changed files with 397 additions and 386 deletions
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@ -99,7 +99,7 @@ void GameEventHandler::processGameEventContainer(const GameEventContainer &cont,
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if (cont.has_forced_by_judge()) {
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auto id = cont.forced_by_judge();
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Player *judgep = game->getPlayerManager()->getPlayers().value(id, nullptr);
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PlayerLogic *judgep = game->getPlayerManager()->getPlayers().value(id, nullptr);
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if (judgep) {
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emit setContextJudgeName(judgep->getPlayerInfo()->getName());
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} else if (game->getPlayerManager()->getSpectators().contains(id)) {
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@ -160,7 +160,7 @@ void GameEventHandler::processGameEventContainer(const GameEventContainer &cont,
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break;
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default: {
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Player *player = game->getPlayerManager()->getPlayers().value(playerId, 0);
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PlayerLogic *player = game->getPlayerManager()->getPlayers().value(playerId, 0);
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if (!player) {
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qCWarning(GameEventHandlerLog) << "unhandled game event: invalid player id";
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break;
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@ -261,7 +261,7 @@ void GameEventHandler::eventGameStateChanged(const Event_GameStateChanged &event
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emit spectatorJoined(prop);
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}
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} else {
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Player *player = game->getPlayerManager()->getPlayers().value(playerId, 0);
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PlayerLogic *player = game->getPlayerManager()->getPlayers().value(playerId, 0);
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if (!player) {
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player = game->getPlayerManager()->addPlayer(playerId, prop.user_info());
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emit playerJoined(prop);
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@ -310,7 +310,7 @@ void GameEventHandler::processCardAttachmentsForPlayers(const Event_GameStateCha
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const ServerInfo_Player &playerInfo = event.player_list(i);
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const ServerInfo_PlayerProperties &prop = playerInfo.properties();
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if (!prop.spectator()) {
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Player *player = game->getPlayerManager()->getPlayers().value(prop.player_id(), 0);
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PlayerLogic *player = game->getPlayerManager()->getPlayers().value(prop.player_id(), 0);
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if (!player) {
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continue;
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}
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@ -323,7 +323,7 @@ void GameEventHandler::eventPlayerPropertiesChanged(const Event_PlayerProperties
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int eventPlayerId,
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const GameEventContext &context)
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{
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Player *player = game->getPlayerManager()->getPlayers().value(eventPlayerId, 0);
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PlayerLogic *player = game->getPlayerManager()->getPlayers().value(eventPlayerId, 0);
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if (!player) {
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return;
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}
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@ -347,7 +347,7 @@ void GameEventHandler::eventPlayerPropertiesChanged(const Event_PlayerProperties
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case GameEventContext::CONCEDE: {
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player->setConceded(true);
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QMapIterator<int, Player *> playerIterator(game->getPlayerManager()->getPlayers());
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QMapIterator<int, PlayerLogic *> playerIterator(game->getPlayerManager()->getPlayers());
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while (playerIterator.hasNext()) {
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playerIterator.next().value()->updateZones();
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}
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@ -359,7 +359,7 @@ void GameEventHandler::eventPlayerPropertiesChanged(const Event_PlayerProperties
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case GameEventContext::UNCONCEDE: {
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player->setConceded(false);
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QMapIterator<int, Player *> playerIterator(game->getPlayerManager()->getPlayers());
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QMapIterator<int, PlayerLogic *> playerIterator(game->getPlayerManager()->getPlayers());
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while (playerIterator.hasNext()) {
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playerIterator.next().value()->updateZones();
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}
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@ -409,7 +409,7 @@ void GameEventHandler::eventJoin(const Event_Join &event, int /*eventPlayerId*/,
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emit logJoinSpectator(playerName);
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emit spectatorJoined(playerInfo);
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} else {
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Player *newPlayer = game->getPlayerManager()->addPlayer(playerId, playerInfo.user_info());
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PlayerLogic *newPlayer = game->getPlayerManager()->addPlayer(playerId, playerInfo.user_info());
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emit logJoinPlayer(newPlayer);
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emit playerJoined(playerInfo);
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}
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@ -437,7 +437,7 @@ QString GameEventHandler::getLeaveReason(Event_Leave::LeaveReason reason)
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}
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void GameEventHandler::eventLeave(const Event_Leave &event, int eventPlayerId, const GameEventContext & /*context*/)
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{
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Player *player = game->getPlayerManager()->getPlayers().value(eventPlayerId, 0);
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PlayerLogic *player = game->getPlayerManager()->getPlayers().value(eventPlayerId, 0);
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if (!player) {
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return;
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}
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@ -452,7 +452,7 @@ void GameEventHandler::eventLeave(const Event_Leave &event, int eventPlayerId, c
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player->deleteLater();
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// Rearrange all remaining zones so that attachment relationship updates take place
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QMapIterator<int, Player *> playerIterator(game->getPlayerManager()->getPlayers());
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QMapIterator<int, PlayerLogic *> playerIterator(game->getPlayerManager()->getPlayers());
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while (playerIterator.hasNext()) {
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playerIterator.next().value()->updateZones();
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}
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@ -474,7 +474,7 @@ void GameEventHandler::eventReverseTurn(const Event_ReverseTurn &event,
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int eventPlayerId,
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const GameEventContext & /*context*/)
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{
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Player *player = game->getPlayerManager()->getPlayers().value(eventPlayerId, 0);
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PlayerLogic *player = game->getPlayerManager()->getPlayers().value(eventPlayerId, 0);
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if (!player) {
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return;
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}
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@ -505,7 +505,7 @@ void GameEventHandler::eventSetActivePlayer(const Event_SetActivePlayer &event,
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const GameEventContext & /*context*/)
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{
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game->getGameState()->setActivePlayer(event.active_player_id());
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Player *player = game->getPlayerManager()->getPlayer(event.active_player_id());
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PlayerLogic *player = game->getPlayerManager()->getPlayer(event.active_player_id());
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if (!player) {
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return;
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}
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