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[Networking] Doxygen
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2 changed files with 36 additions and 36 deletions
4
Doxyfile
4
Doxyfile
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@ -1184,7 +1184,7 @@ IMAGE_PATH = doc/doxygen/images
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# need to set EXTENSION_MAPPING for the extension otherwise the files are not
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# need to set EXTENSION_MAPPING for the extension otherwise the files are not
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# properly processed by Doxygen.
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# properly processed by Doxygen.
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INPUT_FILTER = "python doc/doxygen/filters/proto2cpp.py"
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INPUT_FILTER =
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# The FILTER_PATTERNS tag can be used to specify filters on a per file pattern
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# The FILTER_PATTERNS tag can be used to specify filters on a per file pattern
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# basis. Doxygen will compare the file name with each pattern and apply the
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# basis. Doxygen will compare the file name with each pattern and apply the
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@ -1197,7 +1197,7 @@ INPUT_FILTER = "python doc/doxygen/filters/proto2cpp.py"
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# need to set EXTENSION_MAPPING for the extension otherwise the files are not
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# need to set EXTENSION_MAPPING for the extension otherwise the files are not
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# properly processed by Doxygen.
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# properly processed by Doxygen.
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FILTER_PATTERNS =
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FILTER_PATTERNS = *.proto="python doc/doxygen/filters/proto2cpp.py"
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# If the FILTER_SOURCE_FILES tag is set to YES, the input filter (if set using
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# If the FILTER_SOURCE_FILES tag is set to YES, the input filter (if set using
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# INPUT_FILTER) will also be used to filter the input files that are used for
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# INPUT_FILTER) will also be used to filter the input files that are used for
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@ -7,172 +7,172 @@ message GameCommand {
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enum GameCommandType {
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enum GameCommandType {
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/// Kick a player from the game.
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/// Kick a player from the game.
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/// Server: Server_Game::handleKickFromGame
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/// Server: Server_AbstractParticipant::cmdKickFromGame
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/// Client: reflected via game state events
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/// Client: reflected via game state events
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KICK_FROM_GAME = 1000;
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KICK_FROM_GAME = 1000;
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/// Leave the current game voluntarily.
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/// Leave the current game voluntarily.
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/// Server: Server_Game::handleLeaveGame
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/// Server: Server_AbstractParticipant::cmdLeaveGame
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/// Client: reflected via game state events
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/// Client: reflected via game state events
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LEAVE_GAME = 1001;
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LEAVE_GAME = 1001;
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/// Send an in-game chat message.
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/// Send an in-game chat message.
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/// Server: Server_Game::handleGameSay
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/// Server: Server_AbstractParticipant::cmdGameSay
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/// Client: PlayerEventHandler::eventGameSay
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/// Client: PlayerEventHandler::eventGameSay
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GAME_SAY = 1002;
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GAME_SAY = 1002;
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/// Shuffle a zone (typically the library).
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/// Shuffle a zone (typically the library).
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/// Server: Server_Game::handleShuffle
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/// Server: Server_Player::cmdShuffle
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/// Client: PlayerEventHandler::eventShuffle
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/// Client: PlayerEventHandler::eventShuffle
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SHUFFLE = 1003;
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SHUFFLE = 1003;
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/// Take a mulligan at game start.
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/// Take a mulligan at game start.
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/// Server: Server_Game::handleMulligan
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/// Server: Server_Player::cmdMulligan
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/// Client: reflected via game state events
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/// Client: reflected via game state events
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MULLIGAN = 1004;
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MULLIGAN = 1004;
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/// Roll one or more dice.
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/// Roll one or more dice.
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/// Server: Server_Game::handleRollDie
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/// Server: Server_AbstractPlayer::cmdRollDie
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/// Client: PlayerEventHandler::eventRollDie
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/// Client: PlayerEventHandler::eventRollDie
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ROLL_DIE = 1005;
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ROLL_DIE = 1005;
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/// Draw cards from the deck.
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/// Draw cards from the deck.
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/// Server: Server_Game::handleDrawCards
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/// Server: Server_Player::cmdDrawCards
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/// Client: PlayerEventHandler::eventDrawCards
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/// Client: PlayerEventHandler::eventDrawCards
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DRAW_CARDS = 1006;
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DRAW_CARDS = 1006;
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/// Undo a previous draw action.
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/// Undo a previous draw action.
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/// Server: Server_Game::handleUndoDraw
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/// Server: Server_Player::cmdUndoDraw
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/// Client: PlayerEventHandler::eventMoveCard (Context_UndoDraw)
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/// Client: PlayerEventHandler::eventMoveCard (Context_UndoDraw)
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UNDO_DRAW = 1007;
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UNDO_DRAW = 1007;
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/// Flip a card face up or face down.
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/// Flip a card face up or face down.
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/// Server: Server_Game::handleFlipCard
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/// Server: Server_AbstractPlayer::cmdFlipCard
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/// Client: PlayerEventHandler::eventFlipCard
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/// Client: PlayerEventHandler::eventFlipCard
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FLIP_CARD = 1008;
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FLIP_CARD = 1008;
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/// Attach one card to another.
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/// Attach one card to another.
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/// Server: Server_Game::handleAttachCard
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/// Server: Server_AbstractPlayer::cmdAttachCard
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/// Client: PlayerEventHandler::eventAttachCard
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/// Client: PlayerEventHandler::eventAttachCard
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ATTACH_CARD = 1009;
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ATTACH_CARD = 1009;
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/// Create a token card.
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/// Create a token card.
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/// Server: Server_Game::handleCreateToken
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/// Server: Server_AbstractPlayer::cmdCreateToken
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/// Client: PlayerEventHandler::eventCreateToken
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/// Client: PlayerEventHandler::eventCreateToken
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CREATE_TOKEN = 1010;
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CREATE_TOKEN = 1010;
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/// Create a visual arrow between objects.
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/// Create a visual arrow between objects.
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/// Server: Server_Game::handleCreateArrow
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/// Server: Server_AbstractPlayer::cmdCreateArrow
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/// Client: PlayerEventHandler::eventCreateArrow
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/// Client: PlayerEventHandler::eventCreateArrow
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CREATE_ARROW = 1011;
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CREATE_ARROW = 1011;
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/// Delete a visual arrow.
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/// Delete a visual arrow.
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/// Server: Server_Game::handleDeleteArrow
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/// Server: Server_AbstractPlayer::cmdDeleteArrow
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/// Client: PlayerEventHandler::eventDeleteArrow
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/// Client: PlayerEventHandler::eventDeleteArrow
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DELETE_ARROW = 1012;
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DELETE_ARROW = 1012;
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/// Set a card attribute (e.g. tapped, flipped).
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/// Set a card attribute (e.g. tapped, flipped).
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/// Server: Server_Game::handleSetCardAttr
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/// Server: Server_AbstractPlayer::cmdSetCardAttr
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/// Client: PlayerEventHandler::eventSetCardAttr
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/// Client: PlayerEventHandler::eventSetCardAttr
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SET_CARD_ATTR = 1013;
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SET_CARD_ATTR = 1013;
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/// Set a counter value on a card.
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/// Set a counter value on a card.
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/// Server: Server_Game::handleSetCardCounter
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/// Server: Server_AbstractPlayer::cmdSetCardCounter
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/// Client: PlayerEventHandler::eventSetCardCounter
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/// Client: PlayerEventHandler::eventSetCardCounter
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SET_CARD_COUNTER = 1014;
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SET_CARD_COUNTER = 1014;
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/// Increment a counter on a card.
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/// Increment a counter on a card.
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/// Server: Server_Game::handleIncCardCounter
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/// Server: Server_AbstractPlayer::cmdIncCardCounter
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/// Client: PlayerEventHandler::eventSetCardCounter
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/// Client: PlayerEventHandler::eventSetCardCounter
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INC_CARD_COUNTER = 1015;
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INC_CARD_COUNTER = 1015;
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/// Mark the player as ready to start the game.
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/// Mark the player as ready to start the game.
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/// Server: Server_Game::handleReadyStart
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/// Server: Server_AbstractPlayer::cmdReadyStart
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/// Client: reflected via game state events
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/// Client: reflected via game state events
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READY_START = 1016;
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READY_START = 1016;
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/// Concede the game.
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/// Concede the game.
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/// Server: Server_Game::handleConcede
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/// Server: Server_AbstractPlayer::cmdConcede
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/// Client: reflected via game state events
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/// Client: reflected via game state events
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CONCEDE = 1017;
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CONCEDE = 1017;
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/// Increment a global (non-card) counter.
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/// Increment a global (non-card) counter.
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/// Server: Server_Game::handleIncCounter
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/// Server: Server_Player::cmdIncCounter
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/// Client: PlayerEventHandler::eventSetCounter
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/// Client: PlayerEventHandler::eventSetCounter
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INC_COUNTER = 1018;
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INC_COUNTER = 1018;
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/// Create a new global counter.
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/// Create a new global counter.
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/// Server: Server_Game::handleCreateCounter
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/// Server: Server_Player::cmdCreateCounter
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/// Client: PlayerEventHandler::eventCreateCounter
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/// Client: PlayerEventHandler::eventCreateCounter
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CREATE_COUNTER = 1019;
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CREATE_COUNTER = 1019;
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/// Set a global counter value.
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/// Set a global counter value.
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/// Server: Server_Game::handleSetCounter
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/// Server: Server_Player::cmdSetCounter
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/// Client: PlayerEventHandler::eventSetCounter
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/// Client: PlayerEventHandler::eventSetCounter
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SET_COUNTER = 1020;
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SET_COUNTER = 1020;
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/// Delete a global counter.
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/// Delete a global counter.
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/// Server: Server_Game::handleDelCounter
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/// Server: Server_Player::cmdDelCounter
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/// Client: PlayerEventHandler::eventDelCounter
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/// Client: PlayerEventHandler::eventDelCounter
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DEL_COUNTER = 1021;
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DEL_COUNTER = 1021;
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/// Advance to the next turn.
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/// Advance to the next turn.
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/// Server: Server_Game::handleNextTurn
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/// Server: Server_Player::cmdNextTurn
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/// Client: reflected via active player / phase events
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/// Client: reflected via active player / phase events
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NEXT_TURN = 1022;
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NEXT_TURN = 1022;
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/// Set the active phase of the turn.
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/// Set the active phase of the turn.
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/// Server: Server_Game::handleSetActivePhase
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/// Server: Server_Player::cmdSetActivePhase
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/// Client: reflected via game state events
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/// Client: reflected via game state events
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SET_ACTIVE_PHASE = 1023;
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SET_ACTIVE_PHASE = 1023;
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/// Dump the contents of a zone.
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/// Dump the contents of a zone.
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/// Server: Server_Game::handleDumpZone
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/// Server: Server_AbstractPlayer::cmdDumpZone
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/// Client: PlayerEventHandler::eventDumpZone
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/// Client: PlayerEventHandler::eventDumpZone
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DUMP_ZONE = 1024;
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DUMP_ZONE = 1024;
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/// Reveal specific cards to players.
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/// Reveal specific cards to players.
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/// Server: Server_Game::handleRevealCards
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/// Server: Server_AbstractPlayer::cmdRevealCards
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/// Client: PlayerEventHandler::eventRevealCards
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/// Client: PlayerEventHandler::eventRevealCards
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REVEAL_CARDS = 1026;
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REVEAL_CARDS = 1026;
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/// Move a card between zones.
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/// Move a card between zones.
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/// Server: Server_Game::handleMoveCard
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/// Server: Server_AbstractPlayer::cmdMoveCard
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/// Client: PlayerEventHandler::eventMoveCard
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/// Client: PlayerEventHandler::eventMoveCard
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MOVE_CARD = 1027;
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MOVE_CARD = 1027;
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/// Set the sideboard plan for the game.
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/// Set the sideboard plan for the game.
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/// Server: Server_Game::handleSetSideboardPlan
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/// Server: Server_Player::cmdSetSideboardPlan
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/// Client: not forwarded as a game event
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/// Client: not forwarded as a game event
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SET_SIDEBOARD_PLAN = 1028;
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SET_SIDEBOARD_PLAN = 1028;
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/// Select a deck for the game.
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/// Select a deck for the game.
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/// Server: Server_Game::handleDeckSelect
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/// Server: Server_Player::cmdDeckSelect
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/// Client: reflected via lobby / game state
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/// Client: reflected via lobby / game state
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DECK_SELECT = 1029;
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DECK_SELECT = 1029;
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/// Lock or unlock sideboarding.
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/// Lock or unlock sideboarding.
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/// Server: Server_Game::handleSetSideboardLock
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/// Server: Server_Player::cmdSetSideboardLock
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/// Client: reflected via game state
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/// Client: reflected via game state
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SET_SIDEBOARD_LOCK = 1030;
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SET_SIDEBOARD_LOCK = 1030;
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/// Change zone properties (visibility, reveal-top, etc.).
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/// Change zone properties (visibility, reveal-top, etc.).
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/// Server: Server_Game::handleChangeZoneProperties
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/// Server: Server_Player::cmdChangeZoneProperties
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/// Client: PlayerEventHandler::eventChangeZoneProperties
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/// Client: PlayerEventHandler::eventChangeZoneProperties
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CHANGE_ZONE_PROPERTIES = 1031;
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CHANGE_ZONE_PROPERTIES = 1031;
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/// Undo a previous concede.
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/// Undo a previous concede.
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/// Server: Server_Game::handleUnconcede
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/// Server: Server_AbstractPlayer::cmdUnconcede
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/// Client: reflected via game state
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/// Client: reflected via game state
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UNCONCEDE = 1032;
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UNCONCEDE = 1032;
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/// Execute a command on behalf of another player.
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/// Execute a command on behalf of another player.
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/// Server: Server_Game::handleJudge
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/// Server: Server_AbstractParticipant::cmdJudge
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/// Client: transparent (wrapped commands handled normally)
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/// Client: transparent (wrapped commands handled normally)
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JUDGE = 1033;
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JUDGE = 1033;
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/// Reverse the current turn order.
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/// Reverse the current turn order.
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/// Server: Server_Game::handleReverseTurn
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/// Server: Server_Player::cmdReverseTurn
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/// Client: reflected via subsequent turn events
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/// Client: reflected via subsequent turn events
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REVERSE_TURN = 1034;
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REVERSE_TURN = 1034;
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}
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}
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