[Networking] Doxygen

This commit is contained in:
Lukas Brübach 2026-07-01 09:21:59 -04:00
parent 05ae6f47a6
commit 98cb71ab29
17 changed files with 2179 additions and 122 deletions

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@ -349,7 +349,7 @@ OPTIMIZE_OUTPUT_SLICE = NO
#
# Note see also the list of default file extension mappings.
EXTENSION_MAPPING =
EXTENSION_MAPPING = proto=C++
# If the MARKDOWN_SUPPORT tag is enabled then Doxygen pre-processes all comments
# according to the Markdown format, which allows for more readable
@ -1086,7 +1086,8 @@ FILE_PATTERNS = *.cc \
*.h++ \
*.markdown \
*.md \
*.dox
*.dox \
*.proto
# The RECURSIVE tag can be used to specify whether or not subdirectories should
# be searched for input files as well.
@ -1102,6 +1103,7 @@ RECURSIVE = YES
# run.
EXCLUDE = build/ \
cmake-build-debug/ \
cmake/ \
doc/doxygen/theme/docs/ \
doc/doxygen/theme/include/ \
@ -1182,7 +1184,7 @@ IMAGE_PATH = doc/doxygen/images
# need to set EXTENSION_MAPPING for the extension otherwise the files are not
# properly processed by Doxygen.
INPUT_FILTER =
INPUT_FILTER = "python proto2cpp.py"
# The FILTER_PATTERNS tag can be used to specify filters on a per file pattern
# basis. Doxygen will compare the file name with each pattern and apply the

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@ -1,8 +1,16 @@
/**
* @file game_event_handler.h
* @ingroup GameLogic
* @brief Game-level command sender and event dispatcher.
*
* GameEventHandler sends commands initiated by the local client to the server
* and processes incoming game-wide events. It bridges the networking layer
* (protobuf events received via AbstractClient) with the game model and UI
* (GameState, PlayerManager, logging, widgets).
*
* Player-scoped events are forwarded to PlayerEventHandler instances, while
* spectator and global game events are handled directly here.
*/
//! \todo Document this file.
#ifndef COCKATRICE_GAME_EVENT_HANDLER_H
#define COCKATRICE_GAME_EVENT_HANDLER_H
@ -15,92 +23,310 @@
#include <libcockatrice/protocol/pb/serverinfo_player.pb.h>
class AbstractClient;
class Response;
class AbstractGame;
class CommandContainer;
class GameCommand;
class GameEventContainer;
class GameEventContext;
class GameCommand;
class GameState;
class MessageLogWidget;
class CommandContainer;
class Event_GameJoined;
class PendingCommand;
class PlayerLogic;
class Response;
class Event_GameStateChanged;
class Event_PlayerPropertiesChanged;
class Event_Join;
class Event_Leave;
class Event_GameHostChanged;
class Event_GameClosed;
class Event_GameStart;
class Event_SetActivePlayer;
class Event_SetActivePhase;
class Event_Ping;
class Event_GameSay;
class Event_Kicked;
class Event_ReverseTurn;
class AbstractGame;
class PendingCommand;
class PlayerLogic;
class Event_Ping;
inline Q_LOGGING_CATEGORY(GameEventHandlerLog, "game_event_handler");
/**
* @class GameEventHandler
* @brief Central dispatcher for game-wide commands and events.
*
* This class owns no game state itself. Instead, it:
* - Sends commands to the server on behalf of local players
* - Receives and dispatches server-side game events
* - Updates the game model indirectly via Player, GameState, and PlayerManager
* - Emits high-level signals for UI updates and logging
*/
class GameEventHandler : public QObject
{
Q_OBJECT
private:
/** Pointer to the owning game instance. */
AbstractGame *game;
public:
/** @name Construction
* Lifecycle and ownership.
* @{
*/
/**
* @brief Construct a GameEventHandler.
*
* The handler is owned by the AbstractGame instance and uses it to
* access the game state, players, and network clients.
*
* @param _game Owning game instance (also used as QObject parent).
*/
explicit GameEventHandler(AbstractGame *_game);
/** @} */
/** @name Outgoing game commands
* Commands initiated locally and sent to the server.
*
* These methods construct and send protobuf commands corresponding
* to user actions in the UI.
* @{
*/
/** @brief Request advancing the game to the next turn. */
void handleNextTurn();
/** @brief Request reversing the current turn order. */
void handleReverseTurn();
/** @brief Concede the game for the currently active local player. */
void handleActiveLocalPlayerConceded();
/** @brief Undo a previous concede for the active local player. */
void handleActiveLocalPlayerUnconceded();
/**
* @brief Set the active phase of the game.
*
* Typically triggered by the active player selecting a new phase.
*
* @param phase Phase identifier.
*/
void handleActivePhaseChanged(int phase);
/** @brief Leave the current game session. */
void handleGameLeft();
/**
* @brief Send a chat message to all players and spectators.
*
* @param chatMessage Message text.
*/
void handleChatMessageSent(const QString &chatMessage);
/**
* @brief Delete an existing arrow.
*
* @param arrowId Unique identifier of the arrow to delete.
*/
void handleArrowDeletion(int creatorId, int arrowId);
void handleArrowDeletionFinished(const Response &response, int creatorId, int arrowId);
/** @} */
/** @name Incoming event processing
* Entry points for server-sent events.
* @{
*/
/**
* @brief Process a container of game events received from the server.
*
* This is the main dispatch function for incoming game events.
* Events are routed to spectator handlers, game-level handlers,
* or forwarded to PlayerEventHandler instances as appropriate.
*
* @param cont Game event container from the server.
* @param client Client that received the container.
* @param options Processing flags (e.g. silent, replay).
*/
void
processGameEventContainer(const GameEventContainer &cont, AbstractClient *client, EventProcessingOptions options);
/** @} */
/** @name Command preparation helpers
* Internal helpers for building command containers.
* @{
*/
/**
* @brief Wrap a single protobuf command in a PendingCommand.
*
* @param cmd Protobuf command message.
* @return Newly allocated PendingCommand (caller takes ownership).
*/
PendingCommand *prepareGameCommand(const ::google::protobuf::Message &cmd);
/**
* @brief Wrap multiple protobuf commands in a single PendingCommand.
*
* Ownership of the messages in cmdList is transferred to the handler.
*
* @param cmdList List of protobuf command messages.
* @return Newly allocated PendingCommand.
*/
PendingCommand *prepareGameCommand(const QList<const ::google::protobuf::Message *> &cmdList);
/** @} */
/** @name Spectator event handlers
* Events originating from spectators.
* @{
*/
/**
* @brief Handle a spectator chat message.
*/
void eventSpectatorSay(const Event_GameSay &event, int eventPlayerId, const GameEventContext &context);
/**
* @brief Handle a spectator leaving the game.
*/
void eventSpectatorLeave(const Event_Leave &event, int eventPlayerId, const GameEventContext &context);
/** @} */
/** @name Game state event handlers
* Events that affect global game state.
* @{
*/
/**
* @brief Handle a full game state update from the server.
*
* Used during game startup, reconnection, and resynchronization.
*/
void eventGameStateChanged(const Event_GameStateChanged &event, int eventPlayerId, const GameEventContext &context);
/**
* @brief Update card attachment relationships for all players.
*
* Called after a game state update to ensure attachments are resolved
* consistently across all zones.
*/
void processCardAttachmentsForPlayers(const Event_GameStateChanged &event);
/** @brief Handle a change in game host. */
void eventGameHostChanged(const Event_GameHostChanged &event, int eventPlayerId, const GameEventContext &context);
/** @brief Handle the game being closed by the server. */
void eventGameClosed(const Event_GameClosed &event, int eventPlayerId, const GameEventContext &context);
/** @brief Handle a change of the active player. */
void eventSetActivePlayer(const Event_SetActivePlayer &event, int eventPlayerId, const GameEventContext &context);
/** @brief Handle a change of the active phase. */
void eventSetActivePhase(const Event_SetActivePhase &event, int eventPlayerId, const GameEventContext &context);
/** @brief Handle a turn reversal event. */
void eventReverseTurn(const Event_ReverseTurn &event, int eventPlayerId, const GameEventContext &context);
/** @brief Handle ping / latency updates. */
void eventPing(const Event_Ping &event, int eventPlayerId, const GameEventContext &context);
/** @} */
/** @name Player lifecycle and property handlers
* Events related to players joining, leaving, or changing state.
* @{
*/
/**
* @brief Handle updates to a player's properties.
*
* Includes readiness, concede state, deck selection, sideboard lock,
* and connection state changes.
*/
void eventPlayerPropertiesChanged(const Event_PlayerPropertiesChanged &event,
int eventPlayerId,
const GameEventContext &context);
/** @brief Handle a player or spectator joining the game. */
void eventJoin(const Event_Join &event, int eventPlayerId, const GameEventContext &context);
/** @brief Handle a player leaving the game. */
void eventLeave(const Event_Leave &event, int eventPlayerId, const GameEventContext &context);
QString getLeaveReason(Event_Leave::LeaveReason reason);
/** @brief Handle the local player being kicked from the game. */
void eventKicked(const Event_Kicked &event, int eventPlayerId, const GameEventContext &context);
void eventGameHostChanged(const Event_GameHostChanged &event, int eventPlayerId, const GameEventContext &context);
void eventGameClosed(const Event_GameClosed &event, int eventPlayerId, const GameEventContext &context);
void eventSetActivePlayer(const Event_SetActivePlayer &event, int eventPlayerId, const GameEventContext &context);
void eventSetActivePhase(const Event_SetActivePhase &event, int eventPlayerId, const GameEventContext &context);
void eventPing(const Event_Ping &event, int eventPlayerId, const GameEventContext &context);
void eventReverseTurn(const Event_ReverseTurn &event, int eventPlayerId, const GameEventContext & /*context*/);
/**
* @brief Convert a leave reason enum to a human-readable string.
*/
QString getLeaveReason(Event_Leave::LeaveReason reason);
void commandFinished(const Response &response);
/** @} */
void
processGameEventContainer(const GameEventContainer &cont, AbstractClient *client, EventProcessingOptions options);
PendingCommand *prepareGameCommand(const ::google::protobuf::Message &cmd);
PendingCommand *prepareGameCommand(const QList<const ::google::protobuf::Message *> &cmdList);
public slots:
/** @name Command dispatch slots
* Low-level command transmission.
* @{
*/
/**
* @brief Send a prepared PendingCommand.
*
* @param pend Pending command to send.
* @param playerId Player whose client should send the command.
*/
void sendGameCommand(PendingCommand *pend, int playerId = -1);
/**
* @brief Send a single protobuf command.
*
* @param command Protobuf command message.
* @param playerId Player whose client should send the command.
*/
void sendGameCommand(const ::google::protobuf::Message &command, int playerId = -1);
/**
* @brief Called when a PendingCommand finishes execution.
*
* Used to detect server-side errors such as chat flood protection.
*/
void commandFinished(const Response &response);
/** @} */
signals:
/** @name Core state signals
* @{
*/
void emitUserEvent();
void containerProcessingStarted(GameEventContext context);
void containerProcessingDone();
void gameFlooded();
void setContextJudgeName(QString judgeName);
/** @} */
/** @name Player and spectator signals
* @{
*/
void addPlayerToAutoCompleteList(QString playerName);
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);
void localPlayerReadyStateChanged(int playerId, bool ready);
/** @} */
/** @name Game flow signals
* @{
*/
void gameStopped();
void gameClosed();
void playerPropertiesChanged(const ServerInfo_PlayerProperties &prop, int playerId);
@ -109,11 +335,15 @@ signals:
void playerKicked();
void spectatorJoined(const ServerInfo_PlayerProperties &spectatorInfo);
void spectatorLeft(int leavingSpectatorId);
void gameFlooded();
void containerProcessingStarted(GameEventContext context);
void setContextJudgeName(QString judgeName);
void containerProcessingDone();
void arrowDeleted(int creatorId, int arrowId);
/** @} */
/** @name Logging signals
* Signals consumed by MessageLogWidget.
* @{
*/
void logSpectatorSay(ServerInfo_User userInfo, QString message);
void logSpectatorLeave(QString name, QString reason);
void logGameStart();
@ -132,6 +362,8 @@ signals:
void logActivePhaseChanged(int activePhase);
void logConcede(int playerId);
void logUnconcede(int playerId);
/** @} */
};
#endif // COCKATRICE_GAME_EVENT_HANDLER_H

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@ -1,11 +1,24 @@
/**
* @file player_event_handler.h
* @ingroup GameLogicPlayers
* @brief Player-scoped game event handler.
*
* PlayerEventHandler applies game events that affect a single Players
* board state, zones, cards, counters, arrows, and related UI/log output.
*
* It is invoked by GameEventHandler after basic routing and validation.
* Each instance is bound 1:1 to a Player and must never mutate state
* belonging to other players except where explicitly required by events
* (e.g. moving cards between players, attaching cards, arrows).
*
* This class is intentionally stateful and tightly coupled to Player,
* PlayerActions, and the board/zones implementation. It performs both
* model mutation and UI-side bookkeeping (zone views, arrows, menus).
*/
//! \todo Document this file.
#ifndef COCKATRICE_PLAYER_EVENT_HANDLER_H
#define COCKATRICE_PLAYER_EVENT_HANDLER_H
#include "event_processing_options.h"
#include <QObject>
@ -16,6 +29,7 @@
class CardItem;
class CardZoneLogic;
class PlayerLogic;
class Event_AttachCard;
class Event_ChangeZoneProperties;
class Event_CreateArrow;
@ -37,11 +51,177 @@ class Event_SetCounter;
class Event_Shuffle;
class Event_GameLogNotice;
/**
* @class PlayerEventHandler
* @brief Applies player-specific game events and emits corresponding log signals.
*
* Design notes:
* - All event handlers assume events are authoritative and already validated
* by the server.
* - Most handlers mutate both logical state (CardItem, CardZoneLogic, counters)
* and visual/UI state (views, arrows, menus).
* - Logging signals are emitted *after* or *during* state mutation, depending
* on whether later mutations would invalidate log data.
*/
class PlayerEventHandler : public QObject
{
Q_OBJECT
public:
/**
* @brief Construct a PlayerEventHandler bound to a Player.
* @param player Owning player instance.
*/
explicit PlayerEventHandler(PlayerLogic *player);
/** @name Event dispatch
* @{
*/
/**
* @brief Dispatch a generic GameEvent to the appropriate handler.
*
* This is the single entry point used by GameEventHandler. It extracts
* the correct protobuf extension and forwards the event to a typed
* handler method.
*
* @param type Game event type enum.
* @param event Generic protobuf container.
* @param context Additional context (undo, judge, etc.).
* @param options Processing options (UI suppression, reveal behavior).
*/
void processGameEvent(GameEvent::GameEventType type,
const GameEvent &event,
const GameEventContext &context,
EventProcessingOptions options);
/** @} */
/** @name Chat and randomization events
* @{
*/
/// Handle in-game chat messages from this player.
void eventGameSay(const Event_GameSay &event);
/// Handle zone shuffle events (typically libraries).
void eventShuffle(const Event_Shuffle &event);
/// Handle die roll events.
void eventRollDie(const Event_RollDie &event);
/** @} */
/** @name Arrow and targeting events
* @{
*/
/// Create a visual arrow between cards or players.
void eventCreateArrow(const Event_CreateArrow &event);
/// Delete an existing arrow.
void eventDeleteArrow(const Event_DeleteArrow &event);
/** @} */
/** @name Token and card creation
* @{
*/
/// Create a token card in a target zone.
void eventCreateToken(const Event_CreateToken &event);
/** @} */
/** @name Card attribute and counter updates
* @{
*/
/**
* @brief Set a card attribute (tapped, PT, annotation, etc.).
*
* May apply to a single card or all cards in a zone if no card ID
* is provided by the event.
*/
void
eventSetCardAttr(const Event_SetCardAttr &event, const GameEventContext &context, EventProcessingOptions options);
/// Update a counter attached to a card.
void eventSetCardCounter(const Event_SetCardCounter &event);
/// Create a player-level counter.
void eventCreateCounter(const Event_CreateCounter &event);
/// Set a player-level counter value.
void eventSetCounter(const Event_SetCounter &event);
/// Delete a player-level counter.
void eventDelCounter(const Event_DelCounter &event);
/** @} */
/** @name Zone-level operations
* @{
*/
/// Log a zone dump (e.g. reveal graveyard/library contents).
void eventDumpZone(const Event_DumpZone &event);
/**
* @brief Move a card between zones and/or players.
*
* This is one of the most complex handlers:
* - Removes the card from the start zone
* - Updates card identity and ownership if needed
* - Handles attachments and arrows
* - Emits appropriate move or undo-draw logs
* - Inserts the card into the target zone
*/
void eventMoveCard(const Event_MoveCard &event, const GameEventContext &context);
/// Flip a card face up or face down.
void eventFlipCard(const Event_FlipCard &event);
/// Destroy a card and clean up attachments.
void eventDestroyCard(const Event_DestroyCard &event);
/// Attach or detach a card to/from another card.
void eventAttachCard(const Event_AttachCard &event);
/** @} */
/** @name Draw and reveal operations
* @{
*/
/// Draw one or more cards from the deck.
void eventDrawCards(const Event_DrawCards &event);
/**
* @brief Reveal cards from a zone.
*
* Handles peeking, in-place top-card reveals, full reveal windows,
* and write-access granting.
*/
void eventRevealCards(const Event_RevealCards &event, EventProcessingOptions options);
/** @} */
/** @name Zone configuration
* @{
*/
/// Update zone visibility and reveal behavior.
void eventChangeZoneProperties(const Event_ChangeZoneProperties &event);
/** @} */
void eventGameLogNotice(const Event_GameLogNotice &event);
signals:
/** @name Logging signals
* @{
*/
void logSay(PlayerLogic *player, QString message);
void logShuffle(PlayerLogic *player, CardZoneLogic *zone, int start, int end);
void logRollDie(PlayerLogic *player, int sides, const QList<uint> &rolls);
@ -82,40 +262,13 @@ signals:
bool isLentToAnotherPlayer = false);
void logAlwaysRevealTopCard(PlayerLogic *player, CardZoneLogic *zone, bool reveal);
void logAlwaysLookAtTopCard(PlayerLogic *player, CardZoneLogic *zone, bool reveal);
/** @} */
void cardZoneChanged(CardItem *card, bool sameZone);
void requestCardMenuUpdate(const CardItem *card);
public:
PlayerEventHandler(PlayerLogic *player);
void processGameEvent(GameEvent::GameEventType type,
const GameEvent &event,
const GameEventContext &context,
EventProcessingOptions options);
void eventGameSay(const Event_GameSay &event);
void eventShuffle(const Event_Shuffle &event);
void eventRollDie(const Event_RollDie &event);
void eventCreateArrow(const Event_CreateArrow &event);
void eventDeleteArrow(const Event_DeleteArrow &event);
void eventCreateToken(const Event_CreateToken &event);
void
eventSetCardAttr(const Event_SetCardAttr &event, const GameEventContext &context, EventProcessingOptions options);
void eventSetCardCounter(const Event_SetCardCounter &event);
void eventCreateCounter(const Event_CreateCounter &event);
void eventSetCounter(const Event_SetCounter &event);
void eventDelCounter(const Event_DelCounter &event);
void eventDumpZone(const Event_DumpZone &event);
void eventMoveCard(const Event_MoveCard &event, const GameEventContext &context);
void eventFlipCard(const Event_FlipCard &event);
void eventDestroyCard(const Event_DestroyCard &event);
void eventAttachCard(const Event_AttachCard &event);
void eventDrawCards(const Event_DrawCards &event);
void eventRevealCards(const Event_RevealCards &event, EventProcessingOptions options);
void eventChangeZoneProperties(const Event_ChangeZoneProperties &event);
void eventGameLogNotice(const Event_GameLogNotice &event);
private:
/** Owning player instance. */
PlayerLogic *player;
void setCardAttrHelper(const GameEventContext &context,

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@ -9,3 +9,5 @@
- @subpage loading_card_pictures
- @subpage displaying_cards
- @subpage developer_reference_network_overview

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@ -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

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@ -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

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@ -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 players 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 players 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

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@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

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@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

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@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

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@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_Game::handle*
→ GameEvent(s)
→ PlayerEventHandler::event*
## Command Mapping
### `GAME_SAY` (1002)
**Purpose:** Send a chat message during a game.
**Server:**
- `Server_Game::handleGameSay`
- Emits `Event_GameSay`
**Client:**
- `PlayerEventHandler::eventGameSay`
---
### `SHUFFLE` (1003)
**Purpose:** Shuffle a card zone (usually library).
**Server:**
- `Server_Game::handleShuffle`
- Reorders cards in zone
- Emits `Event_Shuffle`
**Client:**
- `PlayerEventHandler::eventShuffle`
- Clears revealed top cards
- Closes affected zone views
---
### `ROLL_DIE` (1005)
**Purpose:** Roll one or more dice.
**Server:**
- `Server_Game::handleRollDie`
- Computes random values
- Emits `Event_RollDie`
**Client:**
- `PlayerEventHandler::eventRollDie`
---
### `DRAW_CARDS` (1006)
**Purpose:** Draw cards from deck.
**Server:**
- `Server_Game::handleDrawCards`
- Moves cards from deck → hand
- Emits `Event_DrawCards`
**Client:**
- `PlayerEventHandler::eventDrawCards`
---
### `UNDO_DRAW` (1007)
**Purpose:** Undo a previous draw.
**Server:**
- `Server_Game::handleUndoDraw`
- Uses `Context_UndoDraw`
- Moves card(s) back to deck
**Client:**
- Handled via `PlayerEventHandler::eventMoveCard`
- Logged as undo-draw context
---
### `FLIP_CARD` (1008)
**Purpose:** Flip a card face up or face down.
**Server:**
- `Server_Game::handleFlipCard`
- Updates card visibility
- Emits `Event_FlipCard`
**Client:**
- `PlayerEventHandler::eventFlipCard`
---
### `ATTACH_CARD` (1009)
**Purpose:** Attach one card to another.
**Server:**
- `Server_Game::handleAttachCard`
- Updates attachment graph
- Emits `Event_AttachCard`
**Client:**
- `PlayerEventHandler::eventAttachCard`
---
### `CREATE_TOKEN` (1010)
**Purpose:** Create a token card.
**Server:**
- `Server_Game::handleCreateToken`
- Allocates new card instance
- Emits `Event_CreateToken`
**Client:**
- `PlayerEventHandler::eventCreateToken`
---
### `CREATE_ARROW` (1011)
**Purpose:** Create a visual arrow.
**Server:**
- `Server_Game::handleCreateArrow`
- Registers arrow ownership
- Emits `Event_CreateArrow`
**Client:**
- `PlayerEventHandler::eventCreateArrow`
---
### `DELETE_ARROW` (1012)
**Purpose:** Remove a visual arrow.
**Server:**
- `Server_Game::handleDeleteArrow`
- Removes arrow
- Emits `Event_DeleteArrow`
**Client:**
- `PlayerEventHandler::eventDeleteArrow`
---
### `SET_CARD_ATTR` (1013)
**Purpose:** Set a card attribute.
**Server:**
- `Server_Game::handleSetCardAttr`
- Emits `Event_SetCardAttr`
**Client:**
- `PlayerEventHandler::eventSetCardAttr`
---
### `SET_CARD_COUNTER` (1014)
**Purpose:** Set a card counter.
**Server:**
- `Server_Game::handleSetCardCounter`
- Emits `Event_SetCardCounter`
**Client:**
- `PlayerEventHandler::eventSetCardCounter`
---
### `INC_CARD_COUNTER` (1015)
**Purpose:** Increment a card counter.
**Server:**
- `Server_Game::handleIncCardCounter`
- Normalized to set-counter
- Emits `Event_SetCardCounter`
**Client:**
- `PlayerEventHandler::eventSetCardCounter`
---
### `READY_START` (1016)
**Purpose:** Mark player as ready.
**Server:**
- `Server_Game::handleReadyStart`
- May call `doStartGameIfReady`
**Client:**
- Reflected via `Event_GameStateChanged`
---
### `CONCEDE` (1017)
**Purpose:** Concede the game.
**Server:**
- `Server_Game::handleConcede`
- Updates player state
- May end game
**Client:**
- Reflected via game state events
---
### `INC_COUNTER` (1018)
**Purpose:** Increment a global counter.
**Server:**
- `Server_Game::handleIncCounter`
- Emits `Event_SetCounter`
**Client:**
- `PlayerEventHandler::eventSetCounter`
---
### `CREATE_COUNTER` (1019)
**Purpose:** Create a global counter.
**Server:**
- `Server_Game::handleCreateCounter`
- Emits `Event_CreateCounter`
**Client:**
- `PlayerEventHandler::eventCreateCounter`
---
### `SET_COUNTER` (1020)
**Purpose:** Set a global counter value.
**Server:**
- `Server_Game::handleSetCounter`
- Emits `Event_SetCounter`
**Client:**
- `PlayerEventHandler::eventSetCounter`
---
### `DEL_COUNTER` (1021)
**Purpose:** Delete a global counter.
**Server:**
- `Server_Game::handleDelCounter`
- Emits `Event_DelCounter`
**Client:**
- `PlayerEventHandler::eventDelCounter`
---
### `NEXT_TURN` (1022)
**Purpose:** Advance to the next turn.
**Server:**
- `Server_Game::handleNextTurn`
- Emits:
- `Event_SetActivePlayer`
- `Event_SetActivePhase`
**Client:**
- Reflected via game state events
---
### `SET_ACTIVE_PHASE` (1023)
**Purpose:** Set active phase.
**Server:**
- `Server_Game::handleSetActivePhase`
- Emits `Event_SetActivePhase`
**Client:**
- Reflected via game state events
---
### `DUMP_ZONE` (1024)
**Purpose:** Dump zone contents.
**Server:**
- `Server_Game::handleDumpZone`
- Emits `Event_DumpZone`
**Client:**
- `PlayerEventHandler::eventDumpZone`
---
### `REVEAL_CARDS` (1026)
**Purpose:** Reveal specific cards.
**Server:**
- `Server_Game::handleRevealCards`
- Emits `Event_RevealCards`
**Client:**
- `PlayerEventHandler::eventRevealCards`
---
### `MOVE_CARD` (1027)
**Purpose:** Move a card between zones.
**Server:**
- `Server_Game::handleMoveCard`
- Emits `Event_MoveCard`
- May emit arrow cleanup events
**Client:**
- `PlayerEventHandler::eventMoveCard`
---
### `SET_SIDEBOARD_PLAN` (1028)
**Purpose:** Set sideboard configuration.
**Server:**
- `Server_Game::handleSetSideboardPlan`
- Stored server-side only
**Client:**
- Not forwarded as a game event
---
### `DECK_SELECT` (1029)
**Purpose:** Select a deck.
**Server:**
- `Server_Game::handleDeckSelect`
**Client:**
- Reflected via lobby / game state
---
### `SET_SIDEBOARD_LOCK` (1030)
**Purpose:** Lock or unlock sideboarding.
**Server:**
- `Server_Game::handleSetSideboardLock`
**Client:**
- Reflected via game state
---
### `CHANGE_ZONE_PROPERTIES` (1031)
**Purpose:** Change zone properties.
**Server:**
- `Server_Game::handleChangeZoneProperties`
- Emits `Event_ChangeZoneProperties`
**Client:**
- `PlayerEventHandler::eventChangeZoneProperties`
---
### `UNCONCEDE` (1032)
**Purpose:** Undo a concede.
**Server:**
- `Server_Game::handleUnconcede`
**Client:**
- Reflected via game state
---
### `JUDGE` (1033)
**Purpose:** Execute a command on behalf of another player.
**Server:**
- `Server_Game::handleJudge`
- Unwraps `Command_Judge`
- Dispatches embedded `GameCommand`
**Client:**
- Transparent; handled as normal commands
---
### `REVERSE_TURN` (1034)
**Purpose:** Reverse turn order.
**Server:**
- `Server_Game::handleReverseTurn`
- Toggles turn order flag
**Client:**
- Reflected via subsequent turn events
---
## Notes
- Only commands emitting `GameEvent`s appear in `PlayerEventHandler`
- Some commands affect game state without direct client events
- Judge commands are transport-level wrappers, not gameplay primitives

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@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.

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@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

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@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;
}
```

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@ -1,56 +1,197 @@
syntax = "proto2";
// Commands that are sent during a game to change the game state
/// Commands that are sent during a game to change the game state
message GameCommand {
/// Identifies the concrete game command to execute
enum GameCommandType {
/// Kick a player from the game.
/// Server: Server_Game::handleKickFromGame
/// Client: reflected via game state events
KICK_FROM_GAME = 1000;
/// Leave the current game voluntarily.
/// Server: Server_Game::handleLeaveGame
/// Client: reflected via game state events
LEAVE_GAME = 1001;
/// Send an in-game chat message.
/// Server: Server_Game::handleGameSay
/// Client: PlayerEventHandler::eventGameSay
GAME_SAY = 1002;
/// Shuffle a zone (typically the library).
/// Server: Server_Game::handleShuffle
/// Client: PlayerEventHandler::eventShuffle
SHUFFLE = 1003;
/// Take a mulligan at game start.
/// Server: Server_Game::handleMulligan
/// Client: reflected via game state events
MULLIGAN = 1004;
/// Roll one or more dice.
/// Server: Server_Game::handleRollDie
/// Client: PlayerEventHandler::eventRollDie
ROLL_DIE = 1005;
/// Draw cards from the deck.
/// Server: Server_Game::handleDrawCards
/// Client: PlayerEventHandler::eventDrawCards
DRAW_CARDS = 1006;
/// Undo a previous draw action.
/// Server: Server_Game::handleUndoDraw
/// Client: PlayerEventHandler::eventMoveCard (Context_UndoDraw)
UNDO_DRAW = 1007;
/// Flip a card face up or face down.
/// Server: Server_Game::handleFlipCard
/// Client: PlayerEventHandler::eventFlipCard
FLIP_CARD = 1008;
/// Attach one card to another.
/// Server: Server_Game::handleAttachCard
/// Client: PlayerEventHandler::eventAttachCard
ATTACH_CARD = 1009;
/// Create a token card.
/// Server: Server_Game::handleCreateToken
/// Client: PlayerEventHandler::eventCreateToken
CREATE_TOKEN = 1010;
/// Create a visual arrow between objects.
/// Server: Server_Game::handleCreateArrow
/// Client: PlayerEventHandler::eventCreateArrow
CREATE_ARROW = 1011;
/// Delete a visual arrow.
/// Server: Server_Game::handleDeleteArrow
/// Client: PlayerEventHandler::eventDeleteArrow
DELETE_ARROW = 1012;
/// Set a card attribute (e.g. tapped, flipped).
/// Server: Server_Game::handleSetCardAttr
/// Client: PlayerEventHandler::eventSetCardAttr
SET_CARD_ATTR = 1013;
/// Set a counter value on a card.
/// Server: Server_Game::handleSetCardCounter
/// Client: PlayerEventHandler::eventSetCardCounter
SET_CARD_COUNTER = 1014;
/// Increment a counter on a card.
/// Server: Server_Game::handleIncCardCounter
/// Client: PlayerEventHandler::eventSetCardCounter
INC_CARD_COUNTER = 1015;
/// Mark the player as ready to start the game.
/// Server: Server_Game::handleReadyStart
/// Client: reflected via game state events
READY_START = 1016;
/// Concede the game.
/// Server: Server_Game::handleConcede
/// Client: reflected via game state events
CONCEDE = 1017;
/// Increment a global (non-card) counter.
/// Server: Server_Game::handleIncCounter
/// Client: PlayerEventHandler::eventSetCounter
INC_COUNTER = 1018;
/// Create a new global counter.
/// Server: Server_Game::handleCreateCounter
/// Client: PlayerEventHandler::eventCreateCounter
CREATE_COUNTER = 1019;
/// Set a global counter value.
/// Server: Server_Game::handleSetCounter
/// Client: PlayerEventHandler::eventSetCounter
SET_COUNTER = 1020;
/// Delete a global counter.
/// Server: Server_Game::handleDelCounter
/// Client: PlayerEventHandler::eventDelCounter
DEL_COUNTER = 1021;
/// Advance to the next turn.
/// Server: Server_Game::handleNextTurn
/// Client: reflected via active player / phase events
NEXT_TURN = 1022;
/// Set the active phase of the turn.
/// Server: Server_Game::handleSetActivePhase
/// Client: reflected via game state events
SET_ACTIVE_PHASE = 1023;
/// Dump the contents of a zone.
/// Server: Server_Game::handleDumpZone
/// Client: PlayerEventHandler::eventDumpZone
DUMP_ZONE = 1024;
// STOP_DUMP_ZONE = 1025; // obsolete
/// Reveal specific cards to players.
/// Server: Server_Game::handleRevealCards
/// Client: PlayerEventHandler::eventRevealCards
REVEAL_CARDS = 1026;
/// Move a card between zones.
/// Server: Server_Game::handleMoveCard
/// Client: PlayerEventHandler::eventMoveCard
MOVE_CARD = 1027;
/// Set the sideboard plan for the game.
/// Server: Server_Game::handleSetSideboardPlan
/// Client: not forwarded as a game event
SET_SIDEBOARD_PLAN = 1028;
/// Select a deck for the game.
/// Server: Server_Game::handleDeckSelect
/// Client: reflected via lobby / game state
DECK_SELECT = 1029;
/// Lock or unlock sideboarding.
/// Server: Server_Game::handleSetSideboardLock
/// Client: reflected via game state
SET_SIDEBOARD_LOCK = 1030;
/// Change zone properties (visibility, reveal-top, etc.).
/// Server: Server_Game::handleChangeZoneProperties
/// Client: PlayerEventHandler::eventChangeZoneProperties
CHANGE_ZONE_PROPERTIES = 1031;
/// Undo a previous concede.
/// Server: Server_Game::handleUnconcede
/// Client: reflected via game state
UNCONCEDE = 1032;
/// Execute a command on behalf of another player.
/// Server: Server_Game::handleJudge
/// Client: transparent (wrapped commands handled normally)
JUDGE = 1033;
/// Reverse the current turn order.
/// Server: Server_Game::handleReverseTurn
/// Client: reflected via subsequent turn events
REVERSE_TURN = 1034;
}
extensions 100 to max;
}
// A wrapper around a normal game command that allows a privileged user to send a command on behalf of another player
/// A wrapper around a normal game command that allows a privileged user
/// to send a command on behalf of another player.
message Command_Judge {
extend GameCommand {
/// Judge command extension payload
optional Command_Judge ext = 1033;
}
// The player on whose behalf this command is sent
/// The player on whose behalf this command is sent.
optional sint32 target_id = 1 [default = -1];
// The wrapped game command
/// One or more wrapped game commands to execute.
repeated GameCommand game_command = 2;
}

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@ -1,35 +1,44 @@
syntax = "proto2";
// Sent immediately after a command with the same cmd_id, connecting it to the command sent to the server
/// Server response envelope linking to a command
/**
* This message is sent immediately after a client command, using the same `cmd_id`
* to connect the response to the command.
*
* Responses may contain standard outcome codes (`ResponseCode`) and indicate
* what type of response the server is sending (`ResponseType`).
*/
message Response {
// Outcome of the command sent by the client
enum ResponseCode {
RespNotConnected = -1;
RespNothing = 0;
RespOk = 1;
RespNotInRoom = 2;
RespInternalError = 3;
RespInvalidCommand = 4;
RespInvalidData = 5;
RespNameNotFound = 6;
RespLoginNeeded = 7;
RespFunctionNotAllowed = 8;
RespGameNotStarted = 9;
RespGameFull = 10;
RespContextError = 11;
RespWrongPassword = 12;
RespSpectatorsNotAllowed = 13;
RespOnlyBuddies = 14;
RespUserLevelTooLow = 15;
RespInIgnoreList = 16;
RespWouldOverwriteOldSession = 17;
RespChatFlood = 18;
RespUserIsBanned = 19;
RespAccessDenied = 20;
RespUsernameInvalid = 21;
RespRegistrationRequired = 22;
RespRegistrationAccepted = 23; // Server agrees to process client's registration request
RespUserAlreadyExists = 24; // Client attempted to register a name which is already registered
RespEmailRequiredToRegister = 25; // Server requires email to register accounts but client did not provide one
RespNotConnected = -1; // Client is not connected or session expired
RespNothing = 0; // No response required
RespOk = 1; // Command succeeded
RespNotInRoom = 2; // Client is not in the room for this command
RespInternalError = 3; // Server encountered an unexpected error
RespInvalidCommand = 4; // Command was invalid or unrecognized
RespInvalidData = 5; // Command data was invalid or malformed
RespNameNotFound = 6; // Target user not found
RespLoginNeeded = 7; // Client must log in first
RespFunctionNotAllowed = 8; // Client tried to perform a restricted action
RespGameNotStarted = 9; // Game has not started yet
RespGameFull = 10; // Game is full
RespContextError = 11; // Context (room/game) mismatch
RespWrongPassword = 12; // Password for this room or game is incorrect
RespSpectatorsNotAllowed = 13; // Spectators are not allowed in this room/game
RespOnlyBuddies = 14; // Only buddies can perform this action
RespUserLevelTooLow = 15; // Users permission level is insufficient
RespInIgnoreList = 16; // Target user has ignored the client
RespWouldOverwriteOldSession = 17; // Would overwrite an existing session
RespChatFlood = 18; // Too many messages sent in short time
RespUserIsBanned = 19; // Client is banned
RespAccessDenied = 20; // Access to this action is denied
RespUsernameInvalid = 21; // Username is invalid
RespRegistrationRequired = 22; // Registration is required
RespRegistrationAccepted = 23; // Server agrees to process client's registration request
RespUserAlreadyExists = 24; // Client attempted to register a name which is already registered
RespEmailRequiredToRegister = 25; // Server requires email to register accounts but client did not provide one
RespTooManyRequests = 26; // Server refused to complete command because client has sent too many too quickly
RespPasswordTooShort = 27; // Server requires a decent password
RespAccountNotActivated =
@ -45,33 +54,36 @@ message Response {
RespServerFull = 36; // Server user limit reached
RespEmailBlackListed = 37; // Server has blocked the email address provided for registration for some reason
}
// Type of response, used to route handling on the client
enum ResponseType {
JOIN_ROOM = 1000;
LIST_USERS = 1001;
GET_GAMES_OF_USER = 1002;
GET_USER_INFO = 1003;
DUMP_ZONE = 1004;
LOGIN = 1005;
DECK_LIST = 1006;
DECK_DOWNLOAD = 1007;
DECK_UPLOAD = 1008;
REGISTER = 1009;
ACTIVATE = 1010;
ADJUST_MOD = 1011;
BAN_HISTORY = 1012;
WARN_HISTORY = 1013;
WARN_LIST = 1014;
VIEW_LOG = 1015;
FORGOT_PASSWORD_REQUEST = 1016;
PASSWORD_SALT = 1017;
GET_ADMIN_NOTES = 1018;
REPLAY_LIST = 1100;
REPLAY_DOWNLOAD = 1101;
REPLAY_GET_CODE = 1102;
JOIN_ROOM = 1000; // Response for joining a room
LIST_USERS = 1001; // Response listing users
GET_GAMES_OF_USER = 1002; // Response with user's games
GET_USER_INFO = 1003; // Response with user info
DUMP_ZONE = 1004; // Response with zone dump
LOGIN = 1005; // Response to login attempt
DECK_LIST = 1006; // Response with deck list
DECK_DOWNLOAD = 1007; // Response for deck download
DECK_UPLOAD = 1008; // Response for deck upload
REGISTER = 1009; // Response to registration
ACTIVATE = 1010; // Response to activation
ADJUST_MOD = 1011; // Response to mod adjustments
BAN_HISTORY = 1012; // Response with ban history
WARN_HISTORY = 1013; // Response with warn history
WARN_LIST = 1014; // Response with current warnings
VIEW_LOG = 1015; // Response with logs
FORGOT_PASSWORD_REQUEST = 1016; // Response to password reset request
PASSWORD_SALT = 1017; // Response containing password salt
GET_ADMIN_NOTES = 1018; // Response with admin notes
REPLAY_LIST = 1100; // Response listing replays
REPLAY_DOWNLOAD = 1101; // Response for replay download
REPLAY_GET_CODE = 1102; // Response containing replay code
CARD_ART_RULE_LIST = 1200;
}
required uint64 cmd_id = 1;
optional ResponseCode response_code = 2;
extensions 100 to max;
required uint64 cmd_id = 1; // Command ID that this response corresponds to
optional ResponseCode response_code = 2; // Outcome code of the command
extensions 100 to max; // Protobuf extensions reserved for future use
}

285
proto2cpp.py Normal file
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@ -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