mirror of
https://github.com/Cockatrice/Cockatrice.git
synced 2026-07-28 20:00:24 -07:00
[Networking] Doxygen (#7030)
* [Networking] Doxygen * Lint cause my autolinter is broken lol * Update. * Update Doxyfile Co-authored-by: tooomm <tooomm@users.noreply.github.com> * Alphabetical ordering Co-authored-by: tooomm <tooomm@users.noreply.github.com> * Add new card art rule comment * move filter program into doxygen folder * [Networking] Doxygen Took 49 seconds * [Networking] Doxygen Took 2 hours 0 minutes Took 58 minutes Took 8 seconds Took 29 seconds Took 4 minutes Took 1 minute Took 4 minutes * [Networking] Fix Doxyfile Took 2 hours 0 minutes Took 58 minutes Took 8 seconds Took 29 seconds Took 4 minutes Took 1 minute Took 6 minutes * [Networking] Fix Doxyfile Took 2 hours 0 minutes Took 58 minutes Took 8 seconds Took 29 seconds Took 4 minutes Took 1 minute Took 3 minutes * [Networking] Fix Doxyfile again Took 2 hours 0 minutes Took 58 minutes Took 8 seconds Took 29 seconds Took 4 minutes Took 1 minute Took 2 minutes --------- Co-authored-by: Lukas Brübach <lukas.bruebach@bdosecurity.de> Co-authored-by: tooomm <tooomm@users.noreply.github.com> Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
This commit is contained in:
parent
12f0f59453
commit
61b9d7abf6
20 changed files with 2642 additions and 129 deletions
|
|
@ -8,4 +8,6 @@
|
|||
- @subpage querying_the_card_database
|
||||
|
||||
- @subpage loading_card_pictures
|
||||
- @subpage displaying_cards
|
||||
- @subpage displaying_cards
|
||||
|
||||
- @subpage developer_reference_network_overview
|
||||
|
|
@ -0,0 +1,170 @@
|
|||
@page game_event_handler GameEventHandler
|
||||
|
||||
## Overview
|
||||
|
||||
`GameEventHandler` is the central coordinator for **game-wide commands and events**.
|
||||
It acts as the bridge between the networking layer (protobuf messages received from
|
||||
the server) and the local game model and UI.
|
||||
|
||||
Unlike `PlayerEventHandler`, which is responsible for player-scoped state and zones,
|
||||
`GameEventHandler` handles:
|
||||
|
||||
- Global game flow (turns, phases, host changes)
|
||||
- Player and spectator lifecycle events
|
||||
- Chat and logging events
|
||||
- Dispatching incoming events to the appropriate subsystem
|
||||
- Sending locally initiated commands to the server
|
||||
|
||||
In short, it is the **top-level event dispatcher** for an active game.
|
||||
|
||||
---
|
||||
|
||||
## Responsibilities
|
||||
|
||||
`GameEventHandler` has four primary responsibilities:
|
||||
|
||||
### 1. Sending game-wide commands
|
||||
|
||||
UI actions that affect the game as a whole (e.g. advancing the turn, changing phases,
|
||||
sending chat messages) are translated into protobuf commands and sent to the server
|
||||
via this class.
|
||||
|
||||
Examples include:
|
||||
|
||||
- Advancing or reversing the turn order
|
||||
- Conceding or unconceding
|
||||
- Changing the active phase
|
||||
- Leaving the game
|
||||
- Sending chat messages
|
||||
|
||||
These commands are wrapped in `PendingCommand` instances so their lifecycle and
|
||||
responses can be tracked.
|
||||
|
||||
---
|
||||
|
||||
### 2. Processing incoming game events
|
||||
|
||||
Incoming server messages arrive as a `GameEventContainer`.
|
||||
`GameEventHandler` is responsible for:
|
||||
|
||||
- Emitting lifecycle signals before and after processing
|
||||
- Dispatching each event to the correct handler
|
||||
- Forwarding player-scoped events to `PlayerEventHandler` instances
|
||||
- Handling spectator-only and game-global events directly
|
||||
|
||||
This design keeps networking concerns isolated from game logic and UI code.
|
||||
|
||||
---
|
||||
|
||||
### 3. Managing global game state transitions
|
||||
|
||||
Certain events affect the entire game state and require coordinated updates across
|
||||
multiple subsystems. Examples include:
|
||||
|
||||
- Full game state synchronization
|
||||
- Active player or phase changes
|
||||
- Game host changes
|
||||
- Game closure
|
||||
- Turn reversal
|
||||
|
||||
`GameEventHandler` ensures these events are processed in a consistent order and
|
||||
that all interested systems are notified via Qt signals.
|
||||
|
||||
---
|
||||
|
||||
### 4. Emitting UI and logging signals
|
||||
|
||||
Rather than directly manipulating UI widgets, `GameEventHandler` emits
|
||||
high-level signals that are consumed by:
|
||||
|
||||
- Game widgets
|
||||
- Player and spectator lists
|
||||
- Message and event logs
|
||||
- Status indicators (ready state, deck selection, connection state)
|
||||
|
||||
This keeps the handler independent of concrete UI implementations.
|
||||
|
||||
---
|
||||
|
||||
## Relationship to PlayerEventHandler
|
||||
|
||||
`GameEventHandler` and `PlayerEventHandler` work together but have distinct roles:
|
||||
|
||||
| GameEventHandler | PlayerEventHandler |
|
||||
|------------------|--------------------|
|
||||
| Global game state | Per-player state |
|
||||
| Turn / phase flow | Zones and cards |
|
||||
| Player join/leave | Player actions |
|
||||
| Spectator events | Player-specific events |
|
||||
| Chat dispatch | Card and zone updates |
|
||||
|
||||
When a server event is associated with a specific player, `GameEventHandler`
|
||||
routes it to the corresponding `PlayerEventHandler`. Events without a player
|
||||
context are handled directly.
|
||||
|
||||
---
|
||||
|
||||
## Event Processing Flow
|
||||
|
||||
A typical incoming event flow looks like this:
|
||||
|
||||
1. `AbstractClient` receives a `GameEventContainer`
|
||||
2. `GameEventHandler::processGameEventContainer()` is called
|
||||
3. `containerProcessingStarted()` is emitted
|
||||
4. Each event is:
|
||||
- Handled directly **or**
|
||||
- Forwarded to a `PlayerEventHandler`
|
||||
5. Logging and UI signals are emitted as needed
|
||||
6. `containerProcessingDone()` is emitted
|
||||
|
||||
This structured flow makes it easy to:
|
||||
|
||||
- Suppress UI updates during replays
|
||||
- Handle reconnections cleanly
|
||||
- Detect flood protection or error states
|
||||
|
||||
---
|
||||
|
||||
## Command Lifecycle
|
||||
|
||||
Outgoing commands follow a similar structured path:
|
||||
|
||||
1. UI action triggers a `handle*()` method
|
||||
2. A protobuf command is constructed
|
||||
3. The command is wrapped in a `PendingCommand`
|
||||
4. `sendGameCommand()` sends it to the server
|
||||
5. `commandFinished()` receives the response
|
||||
6. Errors or flood conditions are handled centrally
|
||||
|
||||
This approach avoids duplicated error handling across UI code.
|
||||
|
||||
---
|
||||
|
||||
## Design Goals
|
||||
|
||||
`GameEventHandler` is designed to be:
|
||||
|
||||
- **Centralized** – one entry point for all game-wide events
|
||||
- **UI-agnostic** – communicates via signals, not widgets
|
||||
- **Predictable** – well-defined event ordering and lifecycle
|
||||
- **Composable** – works in concert with `PlayerEventHandler`
|
||||
- **Testable** – logic is separated from rendering
|
||||
|
||||
---
|
||||
|
||||
## Related Classes
|
||||
|
||||
- @ref GameEventHandler
|
||||
- @ref PlayerEventHandler
|
||||
- `GameEventContainer`
|
||||
- `PendingCommand`
|
||||
- `AbstractClient`
|
||||
- `AbstractGame`
|
||||
|
||||
---
|
||||
|
||||
## See Also
|
||||
|
||||
- @ref GameLogic
|
||||
- @ref PlayerEventHandler
|
||||
- @ref GameState
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
@page developer_reference_network_client Client Networking (Overview)
|
||||
|
||||
The clients response to various network protocol events and associated handling are described here.
|
||||
|
||||
For information about game scoped events, see:
|
||||
|
||||
- @subpage game_event_handler
|
||||
|
||||
Certain game scoped events may be forwarded to player based handlers. For more information, see:
|
||||
|
||||
- @subpage player_event_handler
|
||||
|
|
@ -0,0 +1,199 @@
|
|||
@page player_event_handler PlayerEventHandler
|
||||
|
||||
## Overview
|
||||
|
||||
`PlayerEventHandler` is responsible for applying **player-scoped game events**
|
||||
to a single `Player` instance. These events modify the player’s board state,
|
||||
zones, cards, counters, arrows, and associated UI and logging output.
|
||||
|
||||
Each `PlayerEventHandler` instance is bound **1:1 to a Player** and is invoked
|
||||
exclusively by @ref GameEventHandler after basic routing and validation of
|
||||
incoming server events.
|
||||
|
||||
This class represents the lowest-level authoritative application of game state
|
||||
changes on the client.
|
||||
|
||||
---
|
||||
|
||||
## Scope and Authority
|
||||
|
||||
`PlayerEventHandler` operates under the following guarantees:
|
||||
|
||||
- All incoming events are **authoritative** and already validated by the server
|
||||
- Events refer to valid players, zones, and card identifiers
|
||||
- Ordering is guaranteed by the server and preserved by `GameEventHandler`
|
||||
|
||||
As a result, the handler does **not** perform rule validation or permission
|
||||
checks. Its responsibility is to *apply* state, not *decide* legality.
|
||||
|
||||
---
|
||||
|
||||
## Responsibilities
|
||||
|
||||
### 1. Applying player-specific state changes
|
||||
|
||||
The primary responsibility of `PlayerEventHandler` is to mutate player-owned
|
||||
state, including:
|
||||
|
||||
- Cards (`CardItem`)
|
||||
- Zones (`CardZoneLogic`)
|
||||
- Counters (card-level and player-level)
|
||||
- Attachments and arrows
|
||||
- Zone configuration flags (reveal / peek behavior)
|
||||
|
||||
Many handlers update both **logical state** and **visual/UI state** in tandem.
|
||||
|
||||
---
|
||||
|
||||
### 2. Coordinating complex card movement
|
||||
|
||||
Some events—most notably card movement—require coordinated updates across
|
||||
multiple systems. For example, `eventMoveCard()`:
|
||||
|
||||
- Removes the card from the source zone
|
||||
- Updates ownership, visibility, and identity
|
||||
- Handles attachments and arrow cleanup
|
||||
- Emits undo-draw or move logs
|
||||
- Inserts the card into the destination zone
|
||||
- Updates menus, hover state, and graphics
|
||||
|
||||
This makes `PlayerEventHandler` intentionally stateful and tightly coupled to
|
||||
the board implementation.
|
||||
|
||||
---
|
||||
|
||||
### 3. Emitting logging signals
|
||||
|
||||
Rather than writing directly to logs or widgets, `PlayerEventHandler` emits
|
||||
structured Qt signals describing *what happened*, including:
|
||||
|
||||
- Chat messages
|
||||
- Card movement
|
||||
- Shuffles and randomization
|
||||
- Reveals and peeks
|
||||
- Counter and attribute changes
|
||||
|
||||
These signals are consumed by logging systems and UI components, keeping
|
||||
presentation concerns out of the handler.
|
||||
|
||||
Logging signals may be emitted **before or after mutation**, depending on
|
||||
whether later changes would invalidate log data (e.g. card identity).
|
||||
|
||||
---
|
||||
|
||||
### 4. Handling cross-player interactions
|
||||
|
||||
Although bound to a single player, some events necessarily affect other
|
||||
players’ state, including:
|
||||
|
||||
- Moving cards between players
|
||||
- Attaching cards to another player’s permanents
|
||||
- Creating arrows targeting other players or cards
|
||||
|
||||
In these cases, `PlayerEventHandler` performs the minimal required mutation
|
||||
while respecting ownership boundaries enforced elsewhere.
|
||||
|
||||
---
|
||||
|
||||
## Event Dispatch Model
|
||||
|
||||
`PlayerEventHandler` exposes a single public entry point:
|
||||
|
||||
- `processGameEvent()`
|
||||
|
||||
This method:
|
||||
|
||||
1. Receives a generic `GameEvent`
|
||||
2. Switches on `GameEventType`
|
||||
3. Extracts the appropriate protobuf extension
|
||||
4. Forwards the event to a typed handler
|
||||
|
||||
This keeps the event routing centralized and makes it easy to audit coverage
|
||||
when new game events are introduced.
|
||||
|
||||
Unhandled events are logged as warnings.
|
||||
|
||||
---
|
||||
|
||||
## Event Categories
|
||||
|
||||
For clarity, event handlers are grouped conceptually into:
|
||||
|
||||
- **Chat and randomization**
|
||||
- Chat messages
|
||||
- Shuffles
|
||||
- Dice rolls
|
||||
|
||||
- **Arrows and targeting**
|
||||
- Create / delete arrows
|
||||
|
||||
- **Card and token creation**
|
||||
- Token generation
|
||||
- Counter creation
|
||||
|
||||
- **Card attributes and counters**
|
||||
- Tapped state
|
||||
- Power/toughness
|
||||
- Annotations
|
||||
- Card- and player-level counters
|
||||
|
||||
- **Zone-level operations**
|
||||
- Card movement
|
||||
- Zone dumps
|
||||
- Card destruction
|
||||
- Attachments
|
||||
|
||||
- **Draw and reveal**
|
||||
- Drawing cards
|
||||
- Reveals, peeks, and reveal windows
|
||||
|
||||
- **Zone configuration**
|
||||
- Always-reveal and always-look-at-top-card flags
|
||||
|
||||
This grouping mirrors the structure of the header file and reflects the
|
||||
conceptual responsibilities of the class.
|
||||
|
||||
---
|
||||
|
||||
## Relationship to GameEventHandler
|
||||
|
||||
`PlayerEventHandler` is never instantiated or invoked directly by UI code.
|
||||
Instead:
|
||||
|
||||
1. `GameEventHandler` receives a `GameEventContainer`
|
||||
2. Player-scoped events are routed to the appropriate `PlayerEventHandler`
|
||||
3. Global or spectator events are handled elsewhere
|
||||
|
||||
This separation keeps game-wide logic decoupled from player board state and
|
||||
makes reconnection and replay handling simpler.
|
||||
|
||||
---
|
||||
|
||||
## Design Intent
|
||||
|
||||
`PlayerEventHandler` is designed to be:
|
||||
|
||||
- **Authoritative** – applies server state exactly as received
|
||||
- **Stateful** – maintains consistency across cards, zones, and UI
|
||||
- **Explicit** – one handler per event type
|
||||
- **UI-aware** – updates views and menus as part of state mutation
|
||||
- **Auditable** – easy to trace what code handles which event
|
||||
|
||||
---
|
||||
|
||||
## Related Classes
|
||||
|
||||
- @ref PlayerEventHandler
|
||||
- @ref GameEventHandler
|
||||
- `Player`
|
||||
- `CardItem`
|
||||
- `CardZoneLogic`
|
||||
- `GameEvent`
|
||||
- `GameEventContext`
|
||||
|
||||
---
|
||||
|
||||
## See Also
|
||||
|
||||
- @ref GameLogicPlayers
|
||||
- @ref GameLogic
|
||||
|
|
@ -0,0 +1,170 @@
|
|||
@page game_event_handler GameEventHandler
|
||||
|
||||
## Overview
|
||||
|
||||
`GameEventHandler` is the central coordinator for **game-wide commands and events**.
|
||||
It acts as the bridge between the networking layer (protobuf messages received from
|
||||
the server) and the local game model and UI.
|
||||
|
||||
Unlike `PlayerEventHandler`, which is responsible for player-scoped state and zones,
|
||||
`GameEventHandler` handles:
|
||||
|
||||
- Global game flow (turns, phases, host changes)
|
||||
- Player and spectator lifecycle events
|
||||
- Chat and logging events
|
||||
- Dispatching incoming events to the appropriate subsystem
|
||||
- Sending locally initiated commands to the server
|
||||
|
||||
In short, it is the **top-level event dispatcher** for an active game.
|
||||
|
||||
---
|
||||
|
||||
## Responsibilities
|
||||
|
||||
`GameEventHandler` has four primary responsibilities:
|
||||
|
||||
### 1. Sending game-wide commands
|
||||
|
||||
UI actions that affect the game as a whole (e.g. advancing the turn, changing phases,
|
||||
sending chat messages) are translated into protobuf commands and sent to the server
|
||||
via this class.
|
||||
|
||||
Examples include:
|
||||
|
||||
- Advancing or reversing the turn order
|
||||
- Conceding or unconceding
|
||||
- Changing the active phase
|
||||
- Leaving the game
|
||||
- Sending chat messages
|
||||
|
||||
These commands are wrapped in `PendingCommand` instances so their lifecycle and
|
||||
responses can be tracked.
|
||||
|
||||
---
|
||||
|
||||
### 2. Processing incoming game events
|
||||
|
||||
Incoming server messages arrive as a `GameEventContainer`.
|
||||
`GameEventHandler` is responsible for:
|
||||
|
||||
- Emitting lifecycle signals before and after processing
|
||||
- Dispatching each event to the correct handler
|
||||
- Forwarding player-scoped events to `PlayerEventHandler` instances
|
||||
- Handling spectator-only and game-global events directly
|
||||
|
||||
This design keeps networking concerns isolated from game logic and UI code.
|
||||
|
||||
---
|
||||
|
||||
### 3. Managing global game state transitions
|
||||
|
||||
Certain events affect the entire game state and require coordinated updates across
|
||||
multiple subsystems. Examples include:
|
||||
|
||||
- Full game state synchronization
|
||||
- Active player or phase changes
|
||||
- Game host changes
|
||||
- Game closure
|
||||
- Turn reversal
|
||||
|
||||
`GameEventHandler` ensures these events are processed in a consistent order and
|
||||
that all interested systems are notified via Qt signals.
|
||||
|
||||
---
|
||||
|
||||
### 4. Emitting UI and logging signals
|
||||
|
||||
Rather than directly manipulating UI widgets, `GameEventHandler` emits
|
||||
high-level signals that are consumed by:
|
||||
|
||||
- Game widgets
|
||||
- Player and spectator lists
|
||||
- Message and event logs
|
||||
- Status indicators (ready state, deck selection, connection state)
|
||||
|
||||
This keeps the handler independent of concrete UI implementations.
|
||||
|
||||
---
|
||||
|
||||
## Relationship to PlayerEventHandler
|
||||
|
||||
`GameEventHandler` and `PlayerEventHandler` work together but have distinct roles:
|
||||
|
||||
| GameEventHandler | PlayerEventHandler |
|
||||
|------------------|--------------------|
|
||||
| Global game state | Per-player state |
|
||||
| Turn / phase flow | Zones and cards |
|
||||
| Player join/leave | Player actions |
|
||||
| Spectator events | Player-specific events |
|
||||
| Chat dispatch | Card and zone updates |
|
||||
|
||||
When a server event is associated with a specific player, `GameEventHandler`
|
||||
routes it to the corresponding `PlayerEventHandler`. Events without a player
|
||||
context are handled directly.
|
||||
|
||||
---
|
||||
|
||||
## Event Processing Flow
|
||||
|
||||
A typical incoming event flow looks like this:
|
||||
|
||||
1. `AbstractClient` receives a `GameEventContainer`
|
||||
2. `GameEventHandler::processGameEventContainer()` is called
|
||||
3. `containerProcessingStarted()` is emitted
|
||||
4. Each event is:
|
||||
- Handled directly **or**
|
||||
- Forwarded to a `PlayerEventHandler`
|
||||
5. Logging and UI signals are emitted as needed
|
||||
6. `containerProcessingDone()` is emitted
|
||||
|
||||
This structured flow makes it easy to:
|
||||
|
||||
- Suppress UI updates during replays
|
||||
- Handle reconnections cleanly
|
||||
- Detect flood protection or error states
|
||||
|
||||
---
|
||||
|
||||
## Command Lifecycle
|
||||
|
||||
Outgoing commands follow a similar structured path:
|
||||
|
||||
1. UI action triggers a `handle*()` method
|
||||
2. A protobuf command is constructed
|
||||
3. The command is wrapped in a `PendingCommand`
|
||||
4. `sendGameCommand()` sends it to the server
|
||||
5. `commandFinished()` receives the response
|
||||
6. Errors or flood conditions are handled centrally
|
||||
|
||||
This approach avoids duplicated error handling across UI code.
|
||||
|
||||
---
|
||||
|
||||
## Design Goals
|
||||
|
||||
`GameEventHandler` is designed to be:
|
||||
|
||||
- **Centralized** – one entry point for all game-wide events
|
||||
- **UI-agnostic** – communicates via signals, not widgets
|
||||
- **Predictable** – well-defined event ordering and lifecycle
|
||||
- **Composable** – works in concert with `PlayerEventHandler`
|
||||
- **Testable** – logic is separated from rendering
|
||||
|
||||
---
|
||||
|
||||
## Related Classes
|
||||
|
||||
- @ref GameEventHandler
|
||||
- @ref PlayerEventHandler
|
||||
- `GameEventContainer`
|
||||
- `PendingCommand`
|
||||
- `AbstractClient`
|
||||
- `AbstractGame`
|
||||
|
||||
---
|
||||
|
||||
## See Also
|
||||
|
||||
- @ref GameLogic
|
||||
- @ref PlayerEventHandler
|
||||
- @ref GameState
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
@page developer_reference_network_overview Network (Overview)
|
||||
|
||||
This page provides information about the networking performed by the client and server.
|
||||
|
||||
For information about the protocol, see @subpage developer_reference_protocol
|
||||
|
||||
For information about the clients response to and handling of protocol messages, see @subpage developer_reference_network_client
|
||||
|
|
@ -0,0 +1,199 @@
|
|||
@page player_event_handler PlayerEventHandler
|
||||
|
||||
## Overview
|
||||
|
||||
`PlayerEventHandler` is responsible for applying **player-scoped game events**
|
||||
to a single `Player` instance. These events modify the player’s board state,
|
||||
zones, cards, counters, arrows, and associated UI and logging output.
|
||||
|
||||
Each `PlayerEventHandler` instance is bound **1:1 to a Player** and is invoked
|
||||
exclusively by @ref GameEventHandler after basic routing and validation of
|
||||
incoming server events.
|
||||
|
||||
This class represents the lowest-level authoritative application of game state
|
||||
changes on the client.
|
||||
|
||||
---
|
||||
|
||||
## Scope and Authority
|
||||
|
||||
`PlayerEventHandler` operates under the following guarantees:
|
||||
|
||||
- All incoming events are **authoritative** and already validated by the server
|
||||
- Events refer to valid players, zones, and card identifiers
|
||||
- Ordering is guaranteed by the server and preserved by `GameEventHandler`
|
||||
|
||||
As a result, the handler does **not** perform rule validation or permission
|
||||
checks. Its responsibility is to *apply* state, not *decide* legality.
|
||||
|
||||
---
|
||||
|
||||
## Responsibilities
|
||||
|
||||
### 1. Applying player-specific state changes
|
||||
|
||||
The primary responsibility of `PlayerEventHandler` is to mutate player-owned
|
||||
state, including:
|
||||
|
||||
- Cards (`CardItem`)
|
||||
- Zones (`CardZoneLogic`)
|
||||
- Counters (card-level and player-level)
|
||||
- Attachments and arrows
|
||||
- Zone configuration flags (reveal / peek behavior)
|
||||
|
||||
Many handlers update both **logical state** and **visual/UI state** in tandem.
|
||||
|
||||
---
|
||||
|
||||
### 2. Coordinating complex card movement
|
||||
|
||||
Some events—most notably card movement—require coordinated updates across
|
||||
multiple systems. For example, `eventMoveCard()`:
|
||||
|
||||
- Removes the card from the source zone
|
||||
- Updates ownership, visibility, and identity
|
||||
- Handles attachments and arrow cleanup
|
||||
- Emits undo-draw or move logs
|
||||
- Inserts the card into the destination zone
|
||||
- Updates menus, hover state, and graphics
|
||||
|
||||
This makes `PlayerEventHandler` intentionally stateful and tightly coupled to
|
||||
the board implementation.
|
||||
|
||||
---
|
||||
|
||||
### 3. Emitting logging signals
|
||||
|
||||
Rather than writing directly to logs or widgets, `PlayerEventHandler` emits
|
||||
structured Qt signals describing *what happened*, including:
|
||||
|
||||
- Chat messages
|
||||
- Card movement
|
||||
- Shuffles and randomization
|
||||
- Reveals and peeks
|
||||
- Counter and attribute changes
|
||||
|
||||
These signals are consumed by logging systems and UI components, keeping
|
||||
presentation concerns out of the handler.
|
||||
|
||||
Logging signals may be emitted **before or after mutation**, depending on
|
||||
whether later changes would invalidate log data (e.g. card identity).
|
||||
|
||||
---
|
||||
|
||||
### 4. Handling cross-player interactions
|
||||
|
||||
Although bound to a single player, some events necessarily affect other
|
||||
players’ state, including:
|
||||
|
||||
- Moving cards between players
|
||||
- Attaching cards to another player’s permanents
|
||||
- Creating arrows targeting other players or cards
|
||||
|
||||
In these cases, `PlayerEventHandler` performs the minimal required mutation
|
||||
while respecting ownership boundaries enforced elsewhere.
|
||||
|
||||
---
|
||||
|
||||
## Event Dispatch Model
|
||||
|
||||
`PlayerEventHandler` exposes a single public entry point:
|
||||
|
||||
- `processGameEvent()`
|
||||
|
||||
This method:
|
||||
|
||||
1. Receives a generic `GameEvent`
|
||||
2. Switches on `GameEventType`
|
||||
3. Extracts the appropriate protobuf extension
|
||||
4. Forwards the event to a typed handler
|
||||
|
||||
This keeps the event routing centralized and makes it easy to audit coverage
|
||||
when new game events are introduced.
|
||||
|
||||
Unhandled events are logged as warnings.
|
||||
|
||||
---
|
||||
|
||||
## Event Categories
|
||||
|
||||
For clarity, event handlers are grouped conceptually into:
|
||||
|
||||
- **Chat and randomization**
|
||||
- Chat messages
|
||||
- Shuffles
|
||||
- Dice rolls
|
||||
|
||||
- **Arrows and targeting**
|
||||
- Create / delete arrows
|
||||
|
||||
- **Card and token creation**
|
||||
- Token generation
|
||||
- Counter creation
|
||||
|
||||
- **Card attributes and counters**
|
||||
- Tapped state
|
||||
- Power/toughness
|
||||
- Annotations
|
||||
- Card- and player-level counters
|
||||
|
||||
- **Zone-level operations**
|
||||
- Card movement
|
||||
- Zone dumps
|
||||
- Card destruction
|
||||
- Attachments
|
||||
|
||||
- **Draw and reveal**
|
||||
- Drawing cards
|
||||
- Reveals, peeks, and reveal windows
|
||||
|
||||
- **Zone configuration**
|
||||
- Always-reveal and always-look-at-top-card flags
|
||||
|
||||
This grouping mirrors the structure of the header file and reflects the
|
||||
conceptual responsibilities of the class.
|
||||
|
||||
---
|
||||
|
||||
## Relationship to GameEventHandler
|
||||
|
||||
`PlayerEventHandler` is never instantiated or invoked directly by UI code.
|
||||
Instead:
|
||||
|
||||
1. `GameEventHandler` receives a `GameEventContainer`
|
||||
2. Player-scoped events are routed to the appropriate `PlayerEventHandler`
|
||||
3. Global or spectator events are handled elsewhere
|
||||
|
||||
This separation keeps game-wide logic decoupled from player board state and
|
||||
makes reconnection and replay handling simpler.
|
||||
|
||||
---
|
||||
|
||||
## Design Intent
|
||||
|
||||
`PlayerEventHandler` is designed to be:
|
||||
|
||||
- **Authoritative** – applies server state exactly as received
|
||||
- **Stateful** – maintains consistency across cards, zones, and UI
|
||||
- **Explicit** – one handler per event type
|
||||
- **UI-aware** – updates views and menus as part of state mutation
|
||||
- **Auditable** – easy to trace what code handles which event
|
||||
|
||||
---
|
||||
|
||||
## Related Classes
|
||||
|
||||
- @ref PlayerEventHandler
|
||||
- @ref GameEventHandler
|
||||
- `Player`
|
||||
- `CardItem`
|
||||
- `CardZoneLogic`
|
||||
- `GameEvent`
|
||||
- `GameEventContext`
|
||||
|
||||
---
|
||||
|
||||
## See Also
|
||||
|
||||
- @ref GameLogicPlayers
|
||||
- @ref GameLogic
|
||||
|
|
@ -0,0 +1,15 @@
|
|||
@page developer_reference_protocol Protocol (Overview)
|
||||
|
||||
For an overview of the protocol used by the Cockatrice client and server, see:
|
||||
|
||||
- @subpage developer_reference_protocol_overview
|
||||
- @subpage protocol_game_command
|
||||
|
||||
For client → server communication, see:
|
||||
|
||||
- @subpage protocol_command_container
|
||||
|
||||
For server → client communication, see:
|
||||
|
||||
- @subpage protocol_server_message
|
||||
- @subpage protocol_response
|
||||
|
|
@ -0,0 +1,114 @@
|
|||
@page protocol_command_container CommandContainer (Protocol Concept)
|
||||
|
||||
@section cc_overview Overview
|
||||
|
||||
CommandContainer is the client-to-server message envelope used for all
|
||||
client requests in the Cockatrice protocol.
|
||||
|
||||
Every client-initiated action is transmitted as a CommandContainer.
|
||||
The server never sends CommandContainer messages.
|
||||
|
||||
This is a protocol-level abstraction and should not be confused with the
|
||||
generated protobuf accessors or wire-level encoding.
|
||||
|
||||
@section cc_lifecycle Lifetime and Ownership
|
||||
|
||||
- CommandContainers are created by clients and consumed by the server.
|
||||
- Each container represents one logical request.
|
||||
- Containers are processed atomically and in order of arrival.
|
||||
|
||||
A container may generate:
|
||||
- Exactly one RESPONSE message, and
|
||||
- Zero or more EVENT messages.
|
||||
|
||||
@section cc_cmd_id Command Identification
|
||||
|
||||
The @c cmd_id field is a client-assigned identifier used to correlate
|
||||
responses with requests.
|
||||
|
||||
Rules:
|
||||
- @c cmd_id is optional but strongly recommended
|
||||
- The server echoes @c cmd_id only in RESPONSE messages
|
||||
- EVENT messages are never associated with a @c cmd_id
|
||||
|
||||
The server does not enforce uniqueness of @c cmd_id values.
|
||||
|
||||
@section cc_context Command Context
|
||||
|
||||
Certain command domains require additional context:
|
||||
|
||||
- Room commands require @c room_id
|
||||
- Game commands require @c game_id
|
||||
|
||||
Context fields are ignored for command domains that do not require them.
|
||||
|
||||
If a required context field is missing or invalid, the server responds with
|
||||
@c RespContextError.
|
||||
|
||||
@section cc_invariants Invariants
|
||||
|
||||
The following rules are enforced by the server:
|
||||
|
||||
- Exactly one command domain must be populated
|
||||
- Commands may be batched only within the same domain
|
||||
- Context fields must match the active command domain
|
||||
|
||||
Violations of these rules result in @c RespInvalidCommand.
|
||||
|
||||
@section cc_domains Command Domains
|
||||
|
||||
CommandContainer supports the following mutually exclusive command domains:
|
||||
|
||||
- Session commands
|
||||
- Authentication
|
||||
- User discovery
|
||||
- Private messaging
|
||||
|
||||
- Room commands
|
||||
- Chat
|
||||
- Game creation
|
||||
- Room membership management
|
||||
|
||||
- Game commands
|
||||
- In-game actions
|
||||
- State mutations
|
||||
|
||||
- Moderator commands
|
||||
- User moderation
|
||||
- Room moderation
|
||||
|
||||
- Admin commands
|
||||
- Server administration
|
||||
|
||||
@section cc_batching Command Batching
|
||||
|
||||
A CommandContainer may contain multiple commands of the same domain.
|
||||
|
||||
Batching guarantees:
|
||||
- Commands are processed in the order they appear in the container
|
||||
- All commands in the batch share the same context
|
||||
|
||||
Partial failure behavior is implementation-defined and may vary by domain.
|
||||
|
||||
@section cc_dispatch Dispatch
|
||||
|
||||
CommandContainers are dispatched by
|
||||
Server_ProtocolHandler::processCommandContainer().
|
||||
|
||||
Dispatch is performed by inspecting which command domain is populated.
|
||||
Only the first populated domain is considered.
|
||||
|
||||
@section cc_errors Error Handling
|
||||
|
||||
Common error responses include:
|
||||
- @c RespLoginNeeded – client is not authenticated
|
||||
- @c RespInvalidCommand – malformed container or invalid domain usage
|
||||
- @c RespContextError – missing or invalid room/game context
|
||||
|
||||
@section cc_related Related Concepts
|
||||
|
||||
- @ref protocol_server_message "ServerMessage"
|
||||
- @ref protocol_client_states "Client State Machine"
|
||||
|
||||
@see Server_ProtocolHandler::processCommandContainer
|
||||
|
||||
|
|
@ -0,0 +1,529 @@
|
|||
@page protocol_game_command GameCommand (Protocol Concept)
|
||||
|
||||
# Game Commands Reference
|
||||
|
||||
This document describes game-level commands (`GameCommandType`) and how they are
|
||||
handled across the server and client.
|
||||
|
||||
Flow overview:
|
||||
|
||||
Client
|
||||
→ GameCommand
|
||||
→ Server command handler (`Server_Player`, `Server_AbstractParticipant`, or `Server_Game`)
|
||||
→ GameEvent(s)
|
||||
→ PlayerEventHandler::event*
|
||||
|
||||
## Command Mapping
|
||||
|
||||
### `GAME_SAY` (1002)
|
||||
|
||||
**Purpose:** Send a chat message during a game.
|
||||
|
||||
**Server:**
|
||||
- `Server_AbstractParticipant::cmdGameSay`
|
||||
- Validates spectator chat permissions
|
||||
- Applies chat flood protection
|
||||
- Emits `Event_GameSay`
|
||||
- Logs the message to the server database
|
||||
|
||||
**Client:**
|
||||
- `PlayerEventHandler::eventGameSay`
|
||||
- Adds the chat message to the game log
|
||||
|
||||
---
|
||||
|
||||
### `SHUFFLE` (1003)
|
||||
|
||||
**Purpose:** Shuffle a card zone (usually library).
|
||||
|
||||
**Server:**
|
||||
- `Server_Player::cmdShuffle`
|
||||
- Only allows shuffling the deck zone
|
||||
- Rejects if the game has not started or the player has conceded
|
||||
- Supports partial-range shuffles (`start` / `end`)
|
||||
- Emits `Event_Shuffle`
|
||||
- Re-reveals the top card if the deck is being tracked
|
||||
|
||||
**Client:**
|
||||
- `PlayerEventHandler::eventShuffle`
|
||||
- Closes affected library views
|
||||
- Clears any revealed top card if necessary
|
||||
- Updates deck graphics
|
||||
- Logs the shuffle
|
||||
|
||||
---
|
||||
|
||||
### `ROLL_DIE` (1005)
|
||||
|
||||
**Purpose:** Roll one or more dice.
|
||||
|
||||
**Server:**
|
||||
- Computes random die results
|
||||
- Emits `Event_RollDie`
|
||||
|
||||
**Client:**
|
||||
- `PlayerEventHandler::eventRollDie`
|
||||
- Displays the sorted roll results in the game log
|
||||
|
||||
---
|
||||
|
||||
### `DRAW_CARDS` (1006)
|
||||
|
||||
**Purpose:** Draw cards from deck.
|
||||
|
||||
**Server:**
|
||||
- `Server_Player::cmdDrawCards`
|
||||
- Rejects if the game has not started or the player has conceded
|
||||
- Moves cards from deck to hand
|
||||
- Sends full card information privately to the drawing player
|
||||
- Sends only the draw count to all other players
|
||||
- Tracks drawn cards for undo
|
||||
- Updates revealed-top-card state when necessary
|
||||
- Emits `Event_DrawCards`
|
||||
|
||||
**Client:**
|
||||
- `PlayerEventHandler::eventDrawCards`
|
||||
- Moves cards from library to hand
|
||||
- Reveals card identities only when included in the event
|
||||
- Updates both zones
|
||||
- Logs the draw
|
||||
|
||||
---
|
||||
|
||||
### `UNDO_DRAW` (1007)
|
||||
|
||||
**Purpose:** Undo a previous draw.
|
||||
|
||||
**Server:**
|
||||
- `Server_Player::cmdUndoDraw`
|
||||
- Rejects if the game has not started or the player has conceded
|
||||
- Uses the tracked draw history (`lastDrawList`)
|
||||
- Moves the most recently drawable card from hand back to the top of the deck
|
||||
- Emits `Event_GameLogNotice` if undo is no longer possible
|
||||
|
||||
**Client:**
|
||||
- Processed as a normal `MOVE_CARD`
|
||||
- Detects `Context_UndoDraw`
|
||||
- Logs the undo draw instead of a normal move
|
||||
|
||||
---
|
||||
|
||||
### `FLIP_CARD` (1008)
|
||||
|
||||
**Purpose:** Flip a card face up or face down.
|
||||
|
||||
**Server:**
|
||||
- Updates the card's face-down state
|
||||
- Reveals identity when turning face up
|
||||
- Emits `Event_FlipCard`
|
||||
|
||||
**Client:**
|
||||
- `PlayerEventHandler::eventFlipCard`
|
||||
- Updates the card identity when revealed
|
||||
- Changes face-up / face-down state
|
||||
- Updates card menus
|
||||
- Logs the flip
|
||||
|
||||
---
|
||||
|
||||
### `ATTACH_CARD` (1009)
|
||||
|
||||
**Purpose:** Attach one card to another.
|
||||
|
||||
**Server:**
|
||||
- Updates attachment relationships
|
||||
- Emits `Event_AttachCard`
|
||||
|
||||
**Client:**
|
||||
- `PlayerEventHandler::eventAttachCard`
|
||||
- Updates parent/child attachment links
|
||||
- Reorganizes affected zones
|
||||
- Logs attach or detach operations
|
||||
- Refreshes card actions
|
||||
|
||||
---
|
||||
|
||||
### `CREATE_TOKEN` (1010)
|
||||
|
||||
**Purpose:** Create a token card.
|
||||
|
||||
**Server:**
|
||||
- Creates a new token card
|
||||
- Emits `Event_CreateToken`
|
||||
|
||||
**Client:**
|
||||
- `PlayerEventHandler::eventCreateToken`
|
||||
- Creates the token object
|
||||
- Applies token properties (PT, color, annotation, face-down state)
|
||||
- Adds it to the requested zone
|
||||
- Logs token creation
|
||||
|
||||
---
|
||||
|
||||
### `CREATE_ARROW` (1011)
|
||||
|
||||
**Purpose:** Create a visual arrow.
|
||||
|
||||
**Server:**
|
||||
- Creates a visual arrow
|
||||
- Emits `Event_CreateArrow`
|
||||
|
||||
**Client:**
|
||||
- `PlayerEventHandler::eventCreateArrow`
|
||||
- Creates the arrow graphics
|
||||
- Resolves endpoint card names
|
||||
- Logs arrow creation
|
||||
|
||||
---
|
||||
|
||||
### `DELETE_ARROW` (1012)
|
||||
|
||||
**Purpose:** Remove a visual arrow.
|
||||
|
||||
**Server:**
|
||||
- Removes an existing arrow
|
||||
- Emits `Event_DeleteArrow`
|
||||
|
||||
**Client:**
|
||||
- `PlayerEventHandler::eventDeleteArrow`
|
||||
- Removes the arrow graphics
|
||||
|
||||
---
|
||||
|
||||
### `SET_CARD_ATTR` (1013)
|
||||
|
||||
**Purpose:** Set a card attribute.
|
||||
|
||||
**Server:**
|
||||
- Updates one or more card attributes
|
||||
- Emits `Event_SetCardAttr`
|
||||
|
||||
**Client:**
|
||||
- `PlayerEventHandler::eventSetCardAttr`
|
||||
- Updates tapped state, color, annotation, power/toughness, face-down state, attacking state, and related visuals
|
||||
- Logs attribute changes where appropriate
|
||||
|
||||
---
|
||||
|
||||
### `SET_CARD_COUNTER` (1014)
|
||||
|
||||
**Purpose:** Set a card counter.
|
||||
|
||||
**Server:**
|
||||
- Updates the specified card counter
|
||||
- Emits `Event_SetCardCounter`
|
||||
|
||||
**Client:**
|
||||
- `PlayerEventHandler::eventSetCardCounter`
|
||||
- Updates the displayed counter value
|
||||
- Refreshes card actions
|
||||
- Logs the counter change
|
||||
|
||||
---
|
||||
|
||||
### `INC_CARD_COUNTER` (1015)
|
||||
|
||||
**Purpose:** Increment a card counter.
|
||||
|
||||
**Server:**
|
||||
- Normalizes to a set-counter operation
|
||||
- Emits `Event_SetCardCounter`
|
||||
|
||||
**Client:**
|
||||
- Processed identically to `SET_CARD_COUNTER`
|
||||
|
||||
---
|
||||
|
||||
### `READY_START` (1016)
|
||||
|
||||
**Purpose:** Mark player as ready.
|
||||
|
||||
**Server:**
|
||||
- Marks the player as ready
|
||||
- Starts the game once all required players are ready
|
||||
|
||||
**Client:**
|
||||
- Reflected through updated game state events
|
||||
|
||||
---
|
||||
|
||||
### `CONCEDE` (1017)
|
||||
|
||||
**Purpose:** Concede the game.
|
||||
|
||||
**Server:**
|
||||
- Marks the player as conceded
|
||||
- Returns borrowed cards where appropriate
|
||||
- Ends the game if only one player remains
|
||||
|
||||
**Client:**
|
||||
- Reflected through updated game state events
|
||||
|
||||
---
|
||||
|
||||
### `INC_COUNTER` (1018)
|
||||
|
||||
**Purpose:** Increment a player counter.
|
||||
|
||||
**Server:**
|
||||
- `Server_Player::cmdIncCounter`
|
||||
- Rejects if the game has not started or the player has conceded
|
||||
- Updates the counter value
|
||||
- Emits `Event_SetCounter` only if the value changed
|
||||
|
||||
**Client:**
|
||||
- `PlayerEventHandler::eventSetCounter`
|
||||
- Updates the displayed player counter
|
||||
- Logs the change
|
||||
|
||||
---
|
||||
|
||||
### `CREATE_COUNTER` (1019)
|
||||
|
||||
**Purpose:** Create a player counter.
|
||||
|
||||
**Server:**
|
||||
- `Server_Player::cmdCreateCounter`
|
||||
- Rejects if the game has not started or the player has conceded
|
||||
- Allocates a new counter ID
|
||||
- Creates the counter
|
||||
- Emits `Event_CreateCounter`
|
||||
|
||||
**Client:**
|
||||
- `PlayerEventHandler::eventCreateCounter`
|
||||
- Creates the local player counter
|
||||
|
||||
---
|
||||
|
||||
### `SET_COUNTER` (1020)
|
||||
|
||||
**Purpose:** Set a player counter value.
|
||||
|
||||
**Server:**
|
||||
- `Server_Player::cmdSetCounter`
|
||||
- Rejects if the game has not started or the player has conceded
|
||||
- Updates the counter value
|
||||
- Emits `Event_SetCounter` only if the value changed
|
||||
|
||||
**Client:**
|
||||
- `PlayerEventHandler::eventSetCounter`
|
||||
- Updates the counter value
|
||||
- Logs the change
|
||||
|
||||
---
|
||||
|
||||
### `DEL_COUNTER` (1021)
|
||||
|
||||
**Purpose:** Delete a player counter.
|
||||
|
||||
**Server:**
|
||||
- `Server_Player::cmdDelCounter`
|
||||
- Rejects if the game has not started or the player has conceded
|
||||
- Deletes the counter
|
||||
- Emits `Event_DelCounter`
|
||||
|
||||
**Client:**
|
||||
- `PlayerEventHandler::eventDelCounter`
|
||||
- Removes the counter
|
||||
|
||||
---
|
||||
|
||||
### `NEXT_TURN` (1022)
|
||||
|
||||
**Purpose:** Advance to the next turn.
|
||||
|
||||
**Server:**
|
||||
- `Server_Player::cmdNextTurn`
|
||||
- Rejects if the game has not started
|
||||
- Conceded players cannot advance turns unless acting as a judge
|
||||
- Calls `Server_Game::nextTurn()`
|
||||
|
||||
**Client:**
|
||||
- Reflected through subsequent active-player and active-phase events
|
||||
|
||||
---
|
||||
|
||||
### `SET_ACTIVE_PHASE` (1023)
|
||||
|
||||
**Purpose:** Set active phase.
|
||||
|
||||
**Server:**
|
||||
- `Server_Player::cmdSetActivePhase`
|
||||
- Rejects if the game has not started
|
||||
- Judges may change the phase at any time
|
||||
- Normal players may only change the phase during their own active turn
|
||||
- Calls `Server_Game::setActivePhase()`
|
||||
|
||||
**Client:**
|
||||
- Reflected through updated phase events
|
||||
|
||||
---
|
||||
|
||||
### `DUMP_ZONE` (1024)
|
||||
|
||||
**Purpose:** Dump zone contents.
|
||||
|
||||
**Server:**
|
||||
- Generates a zone summary
|
||||
- Emits `Event_DumpZone`
|
||||
|
||||
**Client:**
|
||||
- `PlayerEventHandler::eventDumpZone`
|
||||
- Logs the zone contents summary
|
||||
|
||||
---
|
||||
|
||||
### `REVEAL_CARDS` (1026)
|
||||
|
||||
**Purpose:** Reveal specific cards.
|
||||
|
||||
**Server:**
|
||||
- Reveals cards to one or more players
|
||||
- Emits `Event_RevealCards`
|
||||
|
||||
**Client:**
|
||||
- `PlayerEventHandler::eventRevealCards`
|
||||
- Reveals cards in-place or in a reveal window
|
||||
- Supports temporary peeks
|
||||
- Updates revealed top cards
|
||||
- Logs the reveal
|
||||
|
||||
---
|
||||
|
||||
### `MOVE_CARD` (1027)
|
||||
|
||||
**Purpose:** Move a card between zones.
|
||||
|
||||
**Server:**
|
||||
- Moves cards between zones
|
||||
- Updates ownership and attachments as needed
|
||||
- Emits `Event_MoveCard`
|
||||
|
||||
**Client:**
|
||||
- `PlayerEventHandler::eventMoveCard`
|
||||
- Moves the card between zones
|
||||
- Updates ownership, attachments, IDs and revealed information
|
||||
- Handles undo-draw context
|
||||
- Refreshes menus and zone layouts
|
||||
- Logs the move
|
||||
|
||||
---
|
||||
|
||||
### `SET_SIDEBOARD_PLAN` (1028)
|
||||
|
||||
**Purpose:** Set sideboard configuration.
|
||||
|
||||
**Server:**
|
||||
- `Server_Player::cmdSetSideboardPlan`
|
||||
- Allowed only before readying for the game
|
||||
- Requires a loaded deck
|
||||
- Requires sideboarding to be unlocked
|
||||
- Stores the current sideboard plan
|
||||
|
||||
**Client:**
|
||||
- No game event is generated
|
||||
|
||||
---
|
||||
|
||||
### `DECK_SELECT` (1029)
|
||||
|
||||
**Purpose:** Select a deck.
|
||||
|
||||
**Server:**
|
||||
- `Server_Player::cmdDeckSelect`
|
||||
- Allowed only before the game starts
|
||||
- Loads a deck from either the database or serialized deck data
|
||||
- Locks sideboarding
|
||||
- Updates player properties
|
||||
- Emits `Event_PlayerPropertiesChanged`
|
||||
- Attaches `Context_DeckSelect`
|
||||
- Returns the selected deck in the command response
|
||||
|
||||
**Client:**
|
||||
- Reflected through updated player properties and command response
|
||||
|
||||
---
|
||||
|
||||
### `SET_SIDEBOARD_LOCK` (1030)
|
||||
|
||||
**Purpose:** Lock or unlock sideboarding.
|
||||
|
||||
**Server:**
|
||||
- `Server_Player::cmdSetSideboardLock`
|
||||
- Allowed only before readying
|
||||
- Toggles sideboard locking
|
||||
- Clears pending sideboard plans when locking
|
||||
- Emits `Event_PlayerPropertiesChanged`
|
||||
- Attaches `Context_SetSideboardLock`
|
||||
|
||||
**Client:**
|
||||
- Reflected through updated player properties
|
||||
|
||||
---
|
||||
|
||||
### `CHANGE_ZONE_PROPERTIES` (1031)
|
||||
|
||||
**Purpose:** Change zone properties.
|
||||
|
||||
**Server:**
|
||||
- `Server_Player::cmdChangeZoneProperties`
|
||||
- Delegates to the abstract implementation
|
||||
- Updates top-card revelation if required
|
||||
- Emits `Event_ChangeZoneProperties`
|
||||
|
||||
**Client:**
|
||||
- `PlayerEventHandler::eventChangeZoneProperties`
|
||||
- Updates always-reveal-top-card and always-look-at-top-card settings
|
||||
- Logs property changes
|
||||
|
||||
---
|
||||
|
||||
### `UNCONCEDE` (1032)
|
||||
|
||||
**Purpose:** Undo a concede.
|
||||
|
||||
**Server:**
|
||||
- Restores the player's active status
|
||||
|
||||
**Client:**
|
||||
- Reflected through updated game state events
|
||||
|
||||
---
|
||||
|
||||
### `JUDGE` (1033)
|
||||
|
||||
**Purpose:** Execute commands on behalf of another player.
|
||||
|
||||
**Server:**
|
||||
- `Server_AbstractParticipant::cmdJudge`
|
||||
- Requires judge privileges
|
||||
- Executes embedded commands as the selected player
|
||||
- Marks resulting events as judge-forced
|
||||
|
||||
**Client:**
|
||||
- Transparent; resulting events are processed normally
|
||||
|
||||
---
|
||||
|
||||
### `REVERSE_TURN` (1034)
|
||||
|
||||
**Purpose:** Reverse turn order.
|
||||
|
||||
**Server:**
|
||||
- `Server_Player::cmdReverseTurn`
|
||||
- Conceded non-judge players cannot use the command
|
||||
- Delegates to `Server_AbstractParticipant::cmdReverseTurn`
|
||||
- Toggles turn order
|
||||
- Emits `Event_ReverseTurn`
|
||||
|
||||
**Client:**
|
||||
- Reflected by subsequent active-player progression
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
- Game commands are handled by `Server_Player`, `Server_AbstractParticipant`, or `Server_Game`, depending on the command.
|
||||
- Only commands that emit `GameEvent`s produce corresponding `PlayerEventHandler` callbacks.
|
||||
- Some commands modify server state without generating a dedicated client event.
|
||||
- Judge commands are transport wrappers that execute other game commands on behalf of another player.
|
||||
|
|
@ -0,0 +1,76 @@
|
|||
@page developer_reference_protocol_overview Protocol (Overview)
|
||||
|
||||
# Cockatrice Server Protocol – Overview
|
||||
|
||||
## Purpose
|
||||
|
||||
This document describes the Cockatrice client/server protocol as implemented
|
||||
by the Cockatrice server. It is intended for developers implementing clients
|
||||
or modifying the server.
|
||||
|
||||
The protocol is **stateful**, **event-driven**, and **asynchronous**.
|
||||
|
||||
---
|
||||
|
||||
## High-Level Properties
|
||||
|
||||
- Encoding: Google Protocol Buffers
|
||||
- Transport: TCP or WebSocket (transport-agnostic at protocol level)
|
||||
- Directionality:
|
||||
- Clients send `CommandContainer`
|
||||
- Server sends `ServerMessage`
|
||||
- Responses and events are interleaved
|
||||
- Clients must handle unsolicited events at any time
|
||||
|
||||
---
|
||||
|
||||
## Message Envelopes
|
||||
|
||||
### Client → Server: CommandContainer
|
||||
|
||||
A `CommandContainer` represents one logical client request.
|
||||
|
||||
Protocol invariants:
|
||||
- Exactly one command domain may be used per container
|
||||
- Multiple commands of the same domain may be batched
|
||||
- Context is provided via `room_id` or `game_id` when required
|
||||
|
||||
Command domains:
|
||||
- Session commands
|
||||
- Room commands
|
||||
- Game commands
|
||||
- Moderator commands
|
||||
- Admin commands
|
||||
|
||||
---
|
||||
|
||||
### Server → Client: ServerMessage
|
||||
|
||||
A `ServerMessage` represents either:
|
||||
- A response to a command (`RESPONSE`)
|
||||
- An unsolicited event (`*_EVENT`)
|
||||
|
||||
Protocol invariants:
|
||||
- Events may be delivered before or after responses
|
||||
- Responses reference the original command via `cmd_id`
|
||||
- Events are never correlated to a command
|
||||
|
||||
---
|
||||
|
||||
## Asynchronous Model
|
||||
|
||||
Clients MUST NOT assume request/response ordering.
|
||||
|
||||
Example valid sequence:
|
||||
|
||||
1. Client sends JOIN_ROOM
|
||||
2. Server sends room chat history events
|
||||
3. Server sends room join notifications
|
||||
4. Server sends JOIN_ROOM response
|
||||
|
||||
---
|
||||
|
||||
## Versioning
|
||||
|
||||
The server reports a protocol version during connection initialization.
|
||||
Clients MUST verify compatibility before sending commands.
|
||||
|
|
@ -0,0 +1,27 @@
|
|||
@page protocol_response Response (Protocol Concept)
|
||||
|
||||
## Overview
|
||||
|
||||
`Response` is the server-to-client message sent immediately after a command, using the same `cmd_id` to link to the originating command.
|
||||
It provides a `Response::ResponseCode` and optionally a `Response::ResponseType` to guide client handling.
|
||||
|
||||
## Fields
|
||||
|
||||
- **cmd_id** (`uint64`, required) — Command ID this response corresponds to
|
||||
- **response_code** (`Response::ResponseCode`, optional) — Outcome of the command
|
||||
|
||||
## Response Codes
|
||||
|
||||
All possible outcome codes are defined in Response::ResponseCode
|
||||
|
||||
These describe the result of the command, e.g., success, failure, or special conditions like bans or registration requirements.
|
||||
|
||||
## Response Types
|
||||
|
||||
Responses are routed according to Response::ResponseType
|
||||
|
||||
Each `ResponseType` corresponds to a high-level category, like `JOIN_ROOM` or `DECK_UPLOAD`.
|
||||
|
||||
## Extensions
|
||||
|
||||
- Protobuf extensions from 100 to max are reserved for future use
|
||||
|
|
@ -0,0 +1,171 @@
|
|||
@page protocol_server_message ServerMessage (Protocol Concept)
|
||||
|
||||
## Overview
|
||||
|
||||
`ServerMessage` is the server-to-client message envelope used for all
|
||||
communication originating from the Cockatrice server.
|
||||
|
||||
The server never sends `CommandContainer` messages, and clients never send
|
||||
`ServerMessage` messages.
|
||||
|
||||
A `ServerMessage` represents either:
|
||||
|
||||
- A direct response to a client command, or
|
||||
- An unsolicited event emitted by the server
|
||||
|
||||
This document describes `ServerMessage` as a protocol-level concept.
|
||||
It should not be confused with generated protobuf accessors or wire-level
|
||||
encoding details.
|
||||
|
||||
---
|
||||
|
||||
## Lifetime and Delivery
|
||||
|
||||
`ServerMessage` instances are emitted by the server and delivered
|
||||
asynchronously to clients.
|
||||
|
||||
Delivery guarantees:
|
||||
|
||||
- Messages are delivered in the order sent by the server
|
||||
- Messages may be delivered at any time
|
||||
- Events may be delivered before or after responses
|
||||
|
||||
Clients **must** be prepared to handle `ServerMessage` objects at all times,
|
||||
regardless of pending requests.
|
||||
|
||||
---
|
||||
|
||||
## Message Type
|
||||
|
||||
Each `ServerMessage` contains **exactly one payload**, identified by the
|
||||
`message_type` field.
|
||||
|
||||
The following message types are supported:
|
||||
|
||||
- `RESPONSE`
|
||||
- `SESSION_EVENT`
|
||||
- `ROOM_EVENT`
|
||||
- `GAME_EVENT_CONTAINER`
|
||||
|
||||
A message containing multiple payloads or an unknown type is considered
|
||||
malformed.
|
||||
|
||||
---
|
||||
|
||||
## RESPONSE
|
||||
|
||||
`RESPONSE` messages are direct replies to client-issued `CommandContainer`
|
||||
messages.
|
||||
|
||||
Characteristics:
|
||||
|
||||
- Contain a `Response` payload
|
||||
- Echo the client-assigned `cmd_id`
|
||||
- Indicate success or failure of the request
|
||||
|
||||
A single `CommandContainer` results in **at most one** `RESPONSE`.
|
||||
|
||||
`RESPONSE` messages may be preceded or followed by event messages.
|
||||
|
||||
---
|
||||
|
||||
## Events
|
||||
|
||||
Event messages are unsolicited notifications emitted by the server.
|
||||
|
||||
Event message types include:
|
||||
|
||||
- `SESSION_EVENT`
|
||||
- `ROOM_EVENT`
|
||||
- `GAME_EVENT_CONTAINER`
|
||||
|
||||
Event messages:
|
||||
|
||||
- Are not correlated to a specific client command
|
||||
- Do not include a `cmd_id`
|
||||
- May be delivered at any time
|
||||
|
||||
Clients **must** process events independently of responses.
|
||||
|
||||
---
|
||||
|
||||
## Event Scopes
|
||||
|
||||
### Session Events
|
||||
|
||||
Session events are global to the client session and may include:
|
||||
|
||||
- Server notifications
|
||||
- Private messages
|
||||
- User status updates
|
||||
|
||||
---
|
||||
|
||||
### Room Events
|
||||
|
||||
Room events are scoped to a specific room and are delivered only to clients
|
||||
currently present in that room.
|
||||
|
||||
---
|
||||
|
||||
### Game Events
|
||||
|
||||
Game events are scoped to a specific game and are delivered only to
|
||||
participating clients.
|
||||
|
||||
Game events are grouped within a `GameEventContainer` to allow batching.
|
||||
|
||||
---
|
||||
|
||||
## Event Batching
|
||||
|
||||
Some `ServerMessage` types may contain multiple logical events.
|
||||
|
||||
- `GameEventContainer` may batch multiple game events
|
||||
- Other event types represent a single logical event
|
||||
|
||||
Clients must process all contained events **in order**.
|
||||
|
||||
---
|
||||
|
||||
## Error Semantics
|
||||
|
||||
Errors are communicated **exclusively** via `RESPONSE` messages.
|
||||
|
||||
Event messages are never used to signal command failure.
|
||||
|
||||
Common error responses include:
|
||||
|
||||
- `RespInvalidCommand`
|
||||
- `RespLoginNeeded`
|
||||
- `RespContextError`
|
||||
- `RespChatFlood`
|
||||
|
||||
---
|
||||
|
||||
## Related Concepts
|
||||
|
||||
- CommandContainer
|
||||
- Client State Machine
|
||||
- Response
|
||||
|
||||
---
|
||||
|
||||
## Reference Proto Definition
|
||||
|
||||
```proto
|
||||
message ServerMessage {
|
||||
enum MessageType {
|
||||
RESPONSE = 0;
|
||||
SESSION_EVENT = 1;
|
||||
GAME_EVENT_CONTAINER = 2;
|
||||
ROOM_EVENT = 3;
|
||||
}
|
||||
|
||||
optional MessageType message_type = 1;
|
||||
optional Response response = 2;
|
||||
optional SessionEvent session_event = 3;
|
||||
optional GameEventContainer game_event_container = 4;
|
||||
optional RoomEvent room_event = 5;
|
||||
}
|
||||
```
|
||||
285
doc/doxygen/filters/proto2cpp.py
Normal file
285
doc/doxygen/filters/proto2cpp.py
Normal file
|
|
@ -0,0 +1,285 @@
|
|||
#!/usr/bin/env python
|
||||
##
|
||||
# Doxygen filter for Google Protocol Buffers .proto files.
|
||||
# This script converts .proto files into C++ style ones
|
||||
# and prints the output to standard output.
|
||||
#
|
||||
# version 0.8-beta OSI
|
||||
#
|
||||
# How to enable this filter in Doxygen:
|
||||
# 1. Generate Doxygen configuration file with command 'doxygen -g <filename>'
|
||||
# e.g. doxygen -g doxyfile
|
||||
# 2. In the Doxygen configuration file, find FILE_PATTERNS and add *.proto
|
||||
# FILE_PATTERNS = *.proto
|
||||
# 3. In the Doxygen configuration file, find EXTENSION_MAPPING and add proto=C++
|
||||
# EXTENSION_MAPPING = proto=C++
|
||||
# 4. In the Doxygen configuration file, find INPUT_FILTER and add this script
|
||||
# INPUT_FILTER = "python proto2cpp.py"
|
||||
# 5. Run Doxygen with the modified configuration
|
||||
# doxygen doxyfile
|
||||
#
|
||||
#
|
||||
# Version 0.8 2018 Bugfix regarding long comments, remove typo
|
||||
# Version 0.7 2018 Bugfix and extensions have been made by Open Simulation Interface (OSI) Carsten Kuebler https://github.com/OpenSimulationInterface,
|
||||
# Copyright (C) 2016 Regents of the University of California https://github.com/vgteam/vg
|
||||
# Copyright (C) 2012-2015 Timo Marjoniemi https://sourceforge.net/p/proto2cpp/wiki/Home/
|
||||
# All rights reserved.
|
||||
#
|
||||
# This library is free software; you can redistribute it and/or
|
||||
# modify it under the terms of the GNU Lesser General Public
|
||||
# License as published by the Free Software Foundation; either
|
||||
# version 2.1 of the License, or (at your option) any later version.
|
||||
#
|
||||
# This library is distributed in the hope that it will be useful,
|
||||
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
# Lesser General Public License for more details.
|
||||
#
|
||||
# You should have received a copy of the GNU Lesser General Public
|
||||
# License along with this library; if not, write to the Free Software
|
||||
# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
#
|
||||
##
|
||||
|
||||
import fnmatch
|
||||
import inspect
|
||||
import os
|
||||
import re
|
||||
import sys
|
||||
|
||||
|
||||
## Class for converting Google Protocol Buffers .proto files into C++ style output to enable Doxygen usage.
|
||||
##
|
||||
## The C++ style output is printed into standard output.<br />
|
||||
## There are three different logging levels for the class:
|
||||
## <ul><li>#logNone: do not log anything</li>
|
||||
## <li>#logErrors: log errors only</li>
|
||||
## <li>#logAll: log everything</li></ul>
|
||||
## Logging level is determined by \c #logLevel.<br />
|
||||
## Error logs are written to file determined by \c #errorLogFile.<br />
|
||||
## Debug logs are written to file determined by \c #logFile.
|
||||
#
|
||||
class proto2cpp:
|
||||
|
||||
## Logging level: do not log anything.
|
||||
logNone = 0
|
||||
## Logging level: log errors only.
|
||||
logErrors = 1
|
||||
## Logging level: log everything.
|
||||
logAll = 2
|
||||
|
||||
## Constructor
|
||||
#
|
||||
def __init__(self):
|
||||
## Debug log file name.
|
||||
self.logFile = "proto2cpp.log"
|
||||
## Error log file name.
|
||||
self.errorLogFile = "proto2cpp.error.log"
|
||||
## Logging level.
|
||||
self.logLevel = self.logNone
|
||||
|
||||
## Handles a file.
|
||||
##
|
||||
## If @p fileName has .proto suffix, it is processed through parseFile().
|
||||
## Otherwise it is printed to stdout as is except for file \c proto2cpp.py without
|
||||
## path since it's the script given to python for processing.
|
||||
##
|
||||
## @param fileName Name of the file to be handled.
|
||||
#
|
||||
def handleFile(self, fileName):
|
||||
if fnmatch.fnmatch(filename, '*.proto'):
|
||||
self.log('\nXXXXXXXXXX\nXX ' + filename + '\nXXXXXXXXXX\n\n')
|
||||
# Open the file. Use try to detect whether or not we have an actual file.
|
||||
if (sys.version_info >= (3, 0)):
|
||||
try:
|
||||
with open(filename, 'r', encoding='utf8') as inputFile:
|
||||
self.parseFile(inputFile)
|
||||
pass
|
||||
except IOError as e:
|
||||
self.logError('the file ' + filename + ' could not be opened for reading')
|
||||
else:
|
||||
# Python 2 code in this block
|
||||
try:
|
||||
with open(filename, 'r') as inputFile:
|
||||
self.parseFile(inputFile)
|
||||
pass
|
||||
except IOError as e:
|
||||
self.logError('the file ' + filename + ' could not be opened for reading')
|
||||
|
||||
elif not fnmatch.fnmatch(filename, os.path.basename(inspect.getfile(inspect.currentframe()))):
|
||||
self.log('\nXXXXXXXXXX\nXX ' + filename + '\nXXXXXXXXXX\n\n')
|
||||
if (sys.version_info > (3, 0)):
|
||||
try:
|
||||
with open(filename, 'r', encoding='utf8') as theFile:
|
||||
output = ''
|
||||
for theLine in theFile:
|
||||
output += theLine
|
||||
print(output)
|
||||
self.log(output)
|
||||
pass
|
||||
except IOError as e:
|
||||
self.logError('the file ' + filename + ' could not be opened for reading')
|
||||
else:
|
||||
# Python 2 code in this block
|
||||
try:
|
||||
with open(filename, 'r') as theFile:
|
||||
output = ''
|
||||
for theLine in theFile:
|
||||
output += theLine
|
||||
print(output)
|
||||
self.log(output)
|
||||
pass
|
||||
except IOError as e:
|
||||
self.logError('the file ' + filename + ' could not be opened for reading')
|
||||
|
||||
else:
|
||||
self.log('\nXXXXXXXXXX\nXX ' + filename + ' --skipped--\nXXXXXXXXXX\n\n')
|
||||
|
||||
## Parser function.
|
||||
##
|
||||
## The function takes a .proto file object as input
|
||||
## parameter and modifies the contents into C++ style.
|
||||
## The modified data is printed into standard output.
|
||||
##
|
||||
## @param inputFile Input file object
|
||||
#
|
||||
def parseFile(self, inputFile):
|
||||
# Go through the input file line by line.
|
||||
isEnum = False
|
||||
isPackage = False
|
||||
isMultilineComment = False
|
||||
# This variable is here as a workaround for not getting extra line breaks (each line
|
||||
# ends with a line separator and print() method will add another one).
|
||||
# We will be adding lines into this var and then print the var out at the end.
|
||||
theOutput = ''
|
||||
for line in inputFile:
|
||||
# Search for comment ("//") and add one more slash character ("/") to the comment
|
||||
# block to make Doxygen detect it.
|
||||
matchComment = re.search("//", line)
|
||||
# Search for semicolon and if one is found before comment, add a third slash character
|
||||
# ("/") and a smaller than ("<") character to the comment to make Doxygen detect it.
|
||||
matchSemicolon = re.search(";", line)
|
||||
if matchSemicolon is not None and (matchComment is not None and matchSemicolon.start() < matchComment.start()):
|
||||
comment = "///<" + line[matchComment.end():]
|
||||
# Replace '.' in nested message references with '::'
|
||||
# don't work for multi-nested references and generates problems with URLs and acronyms
|
||||
#comment = re.sub(r'\s(\w+)\.(\w+)\s', r' \1::\2 ', comment)
|
||||
line = line[:matchComment.start()]
|
||||
elif matchComment is not None:
|
||||
if isMultilineComment:
|
||||
comment = " * " + line[matchComment.end():]
|
||||
else:
|
||||
comment = "/** " + line[matchComment.end():]
|
||||
isMultilineComment = True
|
||||
# replace '.' in nested message references with '::'
|
||||
# don't work for multi-nested references and generates problems with URLs and acronyms
|
||||
#comment = re.sub(r'\s(\w+)\.(\w+)\s', r' \1::\2 ', comment)
|
||||
line = line[:matchComment.start()]
|
||||
else:
|
||||
comment = ""
|
||||
|
||||
# End multiline comment, if there is no comment or if there are some chars before the comment.
|
||||
if (matchComment is None or len(line.strip())>0) and isMultilineComment:
|
||||
theOutput += " */\n"
|
||||
isMultilineComment = False
|
||||
|
||||
# line = line.replace(".", "::") but not in quoted strings (Necessary for import statement)
|
||||
line = re.sub(r'\.(?=(?:[^"]*"[^"]*")*[^"]*$)',r'::',line)
|
||||
|
||||
# Search for " option ...;", remove it
|
||||
line = re.sub(r'\boption\b[^;]+;', r'', line)
|
||||
|
||||
# Search for " package ", make a namespace
|
||||
matchPackage = re.search(r"\bpackage\b", line)
|
||||
if matchPackage is not None:
|
||||
isPackage = True
|
||||
# Convert to C++-style separator and block instead of statement
|
||||
line = "namespace" + line[:matchPackage.start()] + line[matchPackage.end():].replace(";", " {")
|
||||
|
||||
# Search for " repeated " fields and make them ...
|
||||
#matchRepeated = re.search(r"\brepeated\b", line)
|
||||
#if matchRepeated is not None:
|
||||
# # Convert
|
||||
# line = re.sub(r'\brepeated\s+(\S+)', r' repeated \1', line)
|
||||
|
||||
# Search for "enum", start changing all semicolons (";") to commas (",").
|
||||
matchEnum = re.search(r"\benum\b", line)
|
||||
if matchEnum is not None:
|
||||
isEnum = True
|
||||
|
||||
# Search semicolon if we have detected an enum, and replace semicolon with comma.
|
||||
if isEnum is True and matchSemicolon is not None:
|
||||
line = line.replace(";", ",")
|
||||
|
||||
# Search for a closing brace.
|
||||
matchClosingBrace = re.search("}", line)
|
||||
if isEnum is True and matchClosingBrace is not None:
|
||||
line = line[:matchClosingBrace.start()] + "};" + line[matchClosingBrace.end():]
|
||||
isEnum = False
|
||||
elif isEnum is False and matchClosingBrace is not None:
|
||||
# Message (to be struct) ends => add semicolon so that it'll
|
||||
# be a proper C(++) struct and Doxygen will handle it correctly.
|
||||
line = line[:matchClosingBrace.start()] + "};" + line[matchClosingBrace.end():]
|
||||
|
||||
# Replacements change start of comment...
|
||||
matchMsg = re.search(r"\bmessage\b", line)
|
||||
if matchMsg is not None:
|
||||
line = line[:matchMsg.start()] + "struct" + line[matchMsg.end():]
|
||||
|
||||
# Replacements change start of comment...
|
||||
matchExt = re.search(r"\bextend\b", line)
|
||||
if matchExt is not None:
|
||||
a_extend = line[matchExt.end():]
|
||||
matchName = re.search(r"\b\w[\S:]*\b", a_extend)
|
||||
if matchName is not None:
|
||||
name = a_extend[matchName.start():matchName.end()]
|
||||
name = re.sub(r'\w+::',r'',name)
|
||||
a_extend = a_extend[:matchName.start()] + name + ": public " + a_extend[matchName.start():]
|
||||
else:
|
||||
a_extend = "_Dummy: public " + a_extend;
|
||||
line = line[:matchExt.start()] + "struct " + a_extend
|
||||
|
||||
theOutput += (line.strip() + ' ' + comment.strip()).strip() + '\n'
|
||||
|
||||
if isPackage:
|
||||
# Close the package namespace
|
||||
theOutput += "}"
|
||||
isPackage = False
|
||||
|
||||
# Now that we've got all lines in the string let's split the lines and print out
|
||||
# one by one.
|
||||
# This is a workaround to get rid of extra empty line at the end which print() method adds.
|
||||
lines = theOutput.splitlines()
|
||||
for line in lines:
|
||||
if len(line) > 0:
|
||||
print(line) # Add linebreak to generate documentation correct.
|
||||
self.log(line + '\n')
|
||||
|
||||
## Writes @p string to log file.
|
||||
##
|
||||
## #logLevel must be #logAll or otherwise the logging is skipped.
|
||||
##
|
||||
## @param string String to be written to log file.
|
||||
#
|
||||
def log(self, string):
|
||||
if self.logLevel >= self.logAll:
|
||||
with open(self.logFile, 'a') as theFile:
|
||||
theFile.write(string)
|
||||
|
||||
## Writes @p string to error log file.
|
||||
##
|
||||
## #logLevel must be #logError or #logAll or otherwise the logging is skipped.
|
||||
##
|
||||
## @param string String to be written to error log file.
|
||||
#
|
||||
def logError(self, string):
|
||||
if self.logLevel >= self.logError:
|
||||
with open(self.errorLogFile, 'a') as theFile:
|
||||
theFile.write(string)
|
||||
|
||||
converter = proto2cpp()
|
||||
# Doxygen will give us the file names
|
||||
for filename in sys.argv[1:]:
|
||||
converter.handleFile(filename)
|
||||
|
||||
# end of file
|
||||
Loading…
Add table
Add a link
Reference in a new issue