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@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