mirror of
https://github.com/Cockatrice/Cockatrice.git
synced 2026-06-30 02:23:55 -07:00
everything compiles again; enough for today
This commit is contained in:
parent
dd5ae4d74d
commit
cb0e4d07e4
29 changed files with 340 additions and 766 deletions
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@ -7,410 +7,97 @@
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#include <QHash>
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class QTimer;
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class Command;
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class QXmlStreamReader;
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class QXmlStreamWriter;
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class ProtocolItem;
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// Connection state.
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// The protocol handler itself is stateless once the connection
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// has been established.
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enum ProtocolStatus { StatusDisconnected,
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StatusConnecting,
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StatusAwaitingWelcome,
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StatusLoggingIn,
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StatusIdle,
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StatusPlaying };
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enum ServerResponse {
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RespOk,
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RespNameNotFound,
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RespLoginNeeded,
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RespSyntaxError,
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RespContextError,
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RespPasswordWrong,
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RespSpectatorsNotAllowed,
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RespInvalid
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};
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enum ServerEventType {
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eventInvalid,
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eventSay,
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eventJoin,
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eventLeave,
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eventGameClosed,
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eventReadyStart,
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eventSetupZones,
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eventGameStart,
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eventShuffle,
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eventRollDie,
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eventDraw,
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eventMoveCard,
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eventCreateToken,
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eventCreateArrow,
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eventDeleteArrow,
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eventSetCardAttr,
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eventAddCounter,
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eventSetCounter,
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eventDelCounter,
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eventSetActivePlayer,
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eventSetActivePhase,
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eventDumpZone,
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eventStopDumpZone
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};
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class ServerEventData {
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private:
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static QHash<QString, ServerEventType> eventHash;
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bool IsPublic;
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int PlayerId;
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QString PlayerName;
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ServerEventType EventType;
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QStringList EventData;
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public:
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ServerEventData(const QString &line);
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bool getPublic() const { return IsPublic; }
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int getPlayerId() const { return PlayerId; }
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const QString &getPlayerName() const { return PlayerName; }
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ServerEventType getEventType() const { return EventType; }
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const QStringList &getEventData() const { return EventData; }
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};
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enum ChatEventType {
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eventChatInvalid,
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eventChatListChannels,
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eventChatJoinChannel,
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eventChatListPlayers,
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eventChatLeaveChannel,
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eventChatSay,
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eventChatServerMessage
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};
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class ChatEventData {
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private:
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static QHash<QString, ChatEventType> eventHash;
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ChatEventType eventType;
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QStringList eventData;
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public:
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ChatEventData(const QString &line);
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ChatEventType getEventType() const { return eventType; }
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const QStringList &getEventData() const { return eventData; }
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};
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class ServerGame {
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private:
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int gameId;
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QString creator;
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QString description;
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bool hasPassword;
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unsigned char playerCount;
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unsigned char maxPlayers;
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bool spectatorsAllowed;
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unsigned int spectatorsCount;
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public:
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ServerGame(int _gameId = -1, const QString &_creator = QString(), const QString &_description = QString(), bool _hasPassword = false, unsigned char _playerCount = 0, unsigned char _maxPlayers = 0, bool _spectatorsAllowed = false, unsigned int _spectatorsCount = 0)
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: gameId(_gameId), creator(_creator), description(_description), hasPassword(_hasPassword), playerCount(_playerCount), maxPlayers(_maxPlayers), spectatorsAllowed(_spectatorsAllowed), spectatorsCount(_spectatorsCount) { }
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int getGameId() const { return gameId; }
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QString getCreator() const { return creator; }
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QString getDescription() const { return description; }
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bool getHasPassword() const { return hasPassword; }
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unsigned char getPlayerCount() const { return playerCount; }
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unsigned char getMaxPlayers() const { return maxPlayers; }
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bool getSpectatorsAllowed() const { return spectatorsAllowed; }
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unsigned int getSpectatorsCount() const { return spectatorsCount; }
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};
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class ServerPlayer {
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private:
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int PlayerId;
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QString name;
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bool local;
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public:
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ServerPlayer(int _PlayerId, const QString &_name, bool _local)
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: PlayerId(_PlayerId), name(_name), local(_local) { }
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int getPlayerId() const { return PlayerId; }
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QString getName() const { return name; }
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bool getLocal() const { return local; }
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};
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class ServerZoneCard {
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private:
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int playerId;
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QString zoneName;
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int id;
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QString name;
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int x, y;
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int counters;
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bool tapped;
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bool attacking;
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QString annotation;
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public:
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ServerZoneCard(int _playerId, const QString &_zoneName, int _id, const QString &_name, int _x, int _y, int _counters, bool _tapped, bool _attacking, const QString &_annotation)
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: playerId(_playerId), zoneName(_zoneName), id(_id), name(_name), x(_x), y(_y), counters(_counters), tapped(_tapped), attacking(_attacking), annotation(_annotation) { }
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int getPlayerId() const { return playerId; }
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QString getZoneName() const { return zoneName; }
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int getId() const { return id; }
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QString getName() const { return name; }
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int getX() const { return x; }
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int getY() const { return y; }
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int getCounters() const { return counters; }
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bool getTapped() const { return tapped; }
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bool getAttacking() const { return attacking; }
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QString getAnnotation() const { return annotation; }
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};
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class ServerZone {
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public:
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enum ZoneType { PrivateZone, PublicZone, HiddenZone };
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private:
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int playerId;
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QString name;
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ZoneType type;
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bool hasCoords;
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int cardCount;
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public:
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ServerZone(int _playerId, const QString &_name, ZoneType _type, bool _hasCoords, int _cardCount)
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: playerId(_playerId), name(_name), type(_type), hasCoords(_hasCoords), cardCount(_cardCount) { }
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int getPlayerId() const { return playerId; }
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QString getName() const { return name; }
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ZoneType getType() const { return type; }
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bool getHasCoords() const { return hasCoords; }
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int getCardCount() const { return cardCount; }
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};
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class ServerCounter {
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private:
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int playerId;
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int id;
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QString name;
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QColor color;
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int radius;
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int count;
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public:
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ServerCounter(int _playerId, int _id, const QString &_name, QColor _color, int _radius, int _count)
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: playerId(_playerId), id(_id), name(_name), color(_color), radius(_radius), count(_count) { }
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int getPlayerId() const { return playerId; }
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int getId() const { return id; }
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QString getName() const { return name; }
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QColor getColor() const { return color; }
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int getRadius() const { return radius; }
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int getCount() const { return count; }
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};
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class ServerArrow {
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private:
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int id;
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int playerId;
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int startPlayerId;
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QString startZone;
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int startCardId;
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int targetPlayerId;
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QString targetZone;
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int targetCardId;
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QColor color;
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public:
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ServerArrow(int _playerId, int _id, int _startPlayerId, const QString &_startZone, int _startCardId, int _targetPlayerId, const QString &_targetZone, int _targetCardId, const QColor &_color)
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: id(_id), playerId(_playerId), startPlayerId(_startPlayerId), startZone(_startZone), startCardId(_startCardId), targetPlayerId(_targetPlayerId), targetZone(_targetZone), targetCardId(_targetCardId), color(_color) { }
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int getId() const { return id; }
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int getPlayerId() const { return playerId; }
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int getStartPlayerId() const { return startPlayerId; }
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QString getStartZone() const { return startZone; }
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int getStartCardId() const { return startCardId; }
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int getTargetPlayerId() const { return targetPlayerId; }
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QString getTargetZone() const { return targetZone; }
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int getTargetCardId() const { return targetCardId; }
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QColor getColor() const { return color; }
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};
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class PendingCommand : public QObject {
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Q_OBJECT
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private:
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int msgid;
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int time;
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signals:
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void finished(ServerResponse resp);
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public slots:
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virtual void responseReceived(ServerResponse resp);
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public:
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PendingCommand(int _msgid = -1);
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int tick() { return ++time; }
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int getMsgId() const { return msgid; }
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void setMsgId(int _msgId) { msgid = _msgId; }
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};
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class PendingCommand_ChatJoinChannel : public PendingCommand {
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Q_OBJECT
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private:
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QString channelName;
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public:
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PendingCommand_ChatJoinChannel(const QString &_channelName)
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: channelName(_channelName) { }
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const QString &getChannelName() const { return channelName; }
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};
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class PendingCommand_ListPlayers : public PendingCommand {
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Q_OBJECT
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private:
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QList<ServerPlayer> playerList;
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signals:
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void playerListReceived(QList<ServerPlayer> _playerList);
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public:
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void responseReceived(ServerResponse resp);
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void addPlayer(const ServerPlayer &player) { playerList.append(player); }
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};
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class PendingCommand_ListZones : public PendingCommand {
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Q_OBJECT
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private:
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QList<ServerZone> zoneList;
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int playerId;
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signals:
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void zoneListReceived(QList<ServerZone> _zoneList);
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public:
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PendingCommand_ListZones(int _playerId)
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: playerId(_playerId) { }
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void responseReceived(ServerResponse resp);
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void addZone(const ServerZone &zone) { zoneList.append(zone); }
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int getPlayerId() const { return playerId; }
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};
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class PendingCommand_DumpZone : public PendingCommand {
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Q_OBJECT
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private:
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QList<ServerZoneCard> cardList;
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int playerId;
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QString zoneName;
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int numberCards;
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signals:
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void cardListReceived(QList<ServerZoneCard> _cardList);
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public:
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PendingCommand_DumpZone(int _playerId, const QString &_zoneName, int _numberCards)
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: playerId(_playerId), zoneName(_zoneName), numberCards(_numberCards) { }
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void responseReceived(ServerResponse resp);
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void addCard(const ServerZoneCard &card) { cardList.append(card); }
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int getPlayerId() const { return playerId; }
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QString getZoneName() const { return zoneName; }
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int getNumberCards() const { return numberCards; }
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};
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class PendingCommand_ListCounters : public PendingCommand {
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Q_OBJECT
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private:
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QList<ServerCounter> counterList;
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int playerId;
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signals:
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void counterListReceived(QList<ServerCounter> _counterList);
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public:
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PendingCommand_ListCounters(int _playerId)
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: playerId(_playerId) { }
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void responseReceived(ServerResponse resp);
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void addCounter(const ServerCounter &counter) { counterList.append(counter); }
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int getPlayerId() const { return playerId; }
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};
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class PendingCommand_DumpAll : public PendingCommand {
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Q_OBJECT
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private:
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QList<ServerPlayer> playerList;
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QList<ServerZone> zoneList;
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QList<ServerZoneCard> cardList;
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QList<ServerCounter> counterList;
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QList<ServerArrow> arrowList;
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signals:
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void playerListReceived(QList<ServerPlayer> _playerList);
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void zoneListReceived(QList<ServerZone> _zoneList);
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void cardListReceived(QList<ServerZoneCard> _cardList);
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void counterListReceived(QList<ServerCounter> _counterList);
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void arrowListReceived(QList<ServerArrow> _arrowList);
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public:
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void responseReceived(ServerResponse resp);
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void addPlayer(const ServerPlayer &player) { playerList.append(player); }
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void addZone(const ServerZone &zone) { zoneList.append(zone); }
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void addCard(const ServerZoneCard &card) { cardList.append(card); }
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void addCounter(const ServerCounter &counter) { counterList.append(counter); }
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void addArrow(const ServerArrow &arrow) { arrowList.append(arrow); }
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enum ClientStatus {
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StatusDisconnected,
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StatusConnecting,
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StatusAwaitingWelcome,
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StatusLoggingIn,
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StatusLoggedIn,
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};
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class Client : public QObject {
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Q_OBJECT
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signals:
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void statusChanged(ProtocolStatus _status);
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void statusChanged(ClientStatus _status);
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void welcomeMsgReceived(QString welcomeMsg);
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void gameListEvent(const ServerGame &game);
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// void gameListEvent(const ServerGame &game);
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void playerIdReceived(int id, QString name);
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void gameEvent(const ServerEventData &msg);
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void chatEvent(const ChatEventData &msg);
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// void gameEvent(const ServerEventData &msg);
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// void chatEvent(const ChatEventData &msg);
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void maxPingTime(int seconds, int maxSeconds);
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void serverTimeout();
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void logSocketError(const QString &errorString);
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void serverError(ServerResponse resp);
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// void serverError(ServerResponse resp);
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void protocolVersionMismatch();
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void protocolError();
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private slots:
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void slotConnected();
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void readLine();
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void readData();
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void slotSocketError(QAbstractSocket::SocketError error);
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void ping();
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void removePendingCommand();
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void loginResponse(ServerResponse response);
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void enterGameResponse(ServerResponse response);
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void leaveGameResponse(ServerResponse response);
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// void loginResponse(ServerResponse response);
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// void enterGameResponse(ServerResponse response);
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// void leaveGameResponse(ServerResponse response);
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private:
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static const int protocolVersion = 2;
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static const int maxTimeout = 10;
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QTimer *timer;
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QMap<int, PendingCommand *> pendingCommands;
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QMap<int, Command *> pendingCommands;
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QTcpSocket *socket;
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ProtocolStatus status;
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QXmlStreamReader *xmlReader;
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QXmlStreamWriter *xmlWriter;
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ProtocolItem *currentItem;
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ClientStatus status;
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QString playerName, password;
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unsigned int MsgId;
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void msg(const QString &s);
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PendingCommand *cmd(const QString &s, PendingCommand *_pc = 0);
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void setStatus(const ProtocolStatus _status);
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void setStatus(ClientStatus _status);
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public:
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Client(QObject *parent = 0);
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~Client();
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ProtocolStatus getStatus() const { return status; }
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ClientStatus getStatus() const { return status; }
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QString peerName() const { return socket->peerName(); }
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void connectToServer(const QString &hostname, unsigned int port, const QString &_playerName, const QString &_password);
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void disconnectFromServer();
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QColor numberToColor(int colorValue) const;
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int colorToNumber(const QColor &color) const;
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public slots:
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PendingCommand *chatListChannels();
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PendingCommand_ChatJoinChannel *chatJoinChannel(const QString &name);
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PendingCommand *chatLeaveChannel(const QString &name);
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PendingCommand *chatSay(const QString &name, const QString &s);
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PendingCommand *listGames();
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PendingCommand_ListPlayers *listPlayers();
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PendingCommand *createGame(const QString &description, const QString &password, unsigned int maxPlayers, bool spectatorsAllowed);
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PendingCommand *joinGame(int gameId, const QString &password, bool spectator);
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PendingCommand *leaveGame();
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PendingCommand *login(const QString &name, const QString &pass);
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PendingCommand *say(const QString &s);
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PendingCommand *shuffle();
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PendingCommand *rollDie(unsigned int sides);
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PendingCommand *drawCard() { return drawCards(1); }
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PendingCommand *drawCards(unsigned int number);
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PendingCommand *moveCard(int cardid, const QString &startzone, const QString &targetzone, int x, int y = 0, bool faceDown = false);
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PendingCommand *createToken(const QString &zone, const QString &name, const QString &powtough, int x, int y);
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PendingCommand *createArrow(int startPlayerId, const QString &startZone, int startCardId, int targetPlayerId, const QString &targetPlayerZone, int targetCardId, const QColor &color);
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PendingCommand *deleteArrow(int arrowId);
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PendingCommand *setCardAttr(const QString &zone, int cardid, const QString &aname, const QString &avalue);
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PendingCommand *readyStart();
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PendingCommand *incCounter(int counterId, int delta);
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PendingCommand *addCounter(const QString &counterName, QColor color, int radius, int value);
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PendingCommand *setCounter(int counterId, int value);
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PendingCommand *delCounter(int counterId);
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PendingCommand_ListCounters *listCounters(int playerId);
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PendingCommand *nextTurn();
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PendingCommand *setActivePhase(int phase);
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PendingCommand_ListZones *listZones(int playerId);
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PendingCommand_DumpZone *dumpZone(int player, const QString &zone, int numberCards);
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PendingCommand *stopDumpZone(int player, const QString &zone);
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PendingCommand_DumpAll *dumpAll();
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void submitDeck(const QStringList &deck);
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|
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void chatListChannels() { }
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void chatJoinChannel(const QString &name) { }
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void chatLeaveChannel(const QString &name) { }
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void chatSay(const QString &name, const QString &s) { }
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void listGames() { }
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void listPlayers() { }
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void createGame(const QString &description, const QString &password, unsigned int maxPlayers, bool spectatorsAllowed) { }
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void joinGame(int gameId, const QString &password, bool spectator) { }
|
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void leaveGame() { }
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void login(const QString &name, const QString &pass) { }
|
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void say(const QString &s) { }
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void shuffle() { }
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void rollDie(unsigned int sides) { }
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void drawCard() { return drawCards(1); }
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||||
void drawCards(unsigned int number) { }
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void moveCard(int cardid, const QString &startzone, const QString &targetzone, int x, int y = 0, bool faceDown = false) { }
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void createToken(const QString &zone, const QString &name, const QString &powtough, int x, int y) { }
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void createArrow(int startPlayerId, const QString &startZone, int startCardId, int targetPlayerId, const QString &targetPlayerZone, int targetCardId, const QColor &color) { }
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void deleteArrow(int arrowId) { }
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void setCardAttr(const QString &zone, int cardid, const QString &aname, const QString &avalue) { }
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void readyStart() { }
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void incCounter(int counterId, int delta) { }
|
||||
void addCounter(const QString &counterName, QColor color, int radius, int value) { }
|
||||
void setCounter(int counterId, int value) { }
|
||||
void delCounter(int counterId) { }
|
||||
void nextTurn() { }
|
||||
void setActivePhase(int phase) { }
|
||||
void dumpZone(int player, const QString &zone, int numberCards) { }
|
||||
void stopDumpZone(int player, const QString &zone) { }
|
||||
void dumpAll() { }
|
||||
void submitDeck(const QStringList &deck) { }
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue