[Networking] Doxygen

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This commit is contained in:
Lukas Brübach 2026-07-21 16:52:23 +02:00
parent f5d4d08b15
commit e3ea4ea41d
2 changed files with 36 additions and 36 deletions

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