[Player] Rename player to player logic (#6913)

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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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BruebachL 2026-05-19 12:36:31 +02:00 committed by GitHub
parent 71790d8e10
commit 5219cffa6b
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GPG key ID: B5690EEEBB952194
79 changed files with 397 additions and 386 deletions

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@ -38,7 +38,7 @@ class Event_Kicked;
class Event_ReverseTurn;
class AbstractGame;
class PendingCommand;
class Player;
class PlayerLogic;
inline Q_LOGGING_CATEGORY(GameEventHandlerLog, "game_event_handler");
@ -95,7 +95,7 @@ public slots:
signals:
void emitUserEvent();
void addPlayerToAutoCompleteList(QString playerName);
void localPlayerDeckSelected(Player *localPlayer, int playerId, ServerInfo_Player playerInfo);
void localPlayerDeckSelected(PlayerLogic *localPlayer, int playerId, ServerInfo_Player playerInfo);
void remotePlayerDeckSelected(QString deckList, int playerId, QString playerName);
void remotePlayersDecksSelected(QVector<QPair<int, QPair<QString, QString>>> opponentDecks);
void localPlayerSideboardLocked(int playerId, bool sideboardLocked);
@ -115,18 +115,18 @@ signals:
void logSpectatorSay(ServerInfo_User userInfo, QString message);
void logSpectatorLeave(QString name, QString reason);
void logGameStart();
void logReadyStart(Player *player);
void logNotReadyStart(Player *player);
void logDeckSelect(Player *player, QString deckHash, int sideboardSize);
void logSideboardLockSet(Player *player, bool sideboardLocked);
void logConnectionStateChanged(Player *player, bool connected);
void logReadyStart(PlayerLogic *player);
void logNotReadyStart(PlayerLogic *player);
void logDeckSelect(PlayerLogic *player, QString deckHash, int sideboardSize);
void logSideboardLockSet(PlayerLogic *player, bool sideboardLocked);
void logConnectionStateChanged(PlayerLogic *player, bool connected);
void logJoinSpectator(QString spectatorName);
void logJoinPlayer(Player *player);
void logLeave(Player *player, QString reason);
void logJoinPlayer(PlayerLogic *player);
void logLeave(PlayerLogic *player, QString reason);
void logKicked();
void logTurnReversed(Player *player, bool reversed);
void logTurnReversed(PlayerLogic *player, bool reversed);
void logGameClosed();
void logActivePlayer(Player *activePlayer);
void logActivePlayer(PlayerLogic *activePlayer);
void logActivePhaseChanged(int activePhase);
void logConcede(int playerId);
void logUnconcede(int playerId);