mirror of
https://github.com/Cockatrice/Cockatrice.git
synced 2026-07-06 05:23:56 -07:00
[Networking] Doxygen
This commit is contained in:
parent
05ae6f47a6
commit
98cb71ab29
17 changed files with 2179 additions and 122 deletions
8
Doxyfile
8
Doxyfile
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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 Player’s
|
||||
* 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,
|
||||
|
|
|
|||
|
|
@ -9,3 +9,5 @@
|
|||
|
||||
- @subpage loading_card_pictures
|
||||
- @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 +1,7 @@
|
|||
@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 +1,15 @@
|
|||
@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 +1,440 @@
|
|||
@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
|
||||
|
|
@ -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;
|
||||
}
|
||||
```
|
||||
|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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; // User’s 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
285
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