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Wires the client game layer for tournament state without touching existing behavior: - GameEventHandler dispatches Event_TournamentState (2027) to a new tournamentStateChanged signal - GameMetaInfo exposes isTournament and parentGameId over the new ServerInfo_Game field - PlayerEventHandler::processGameEvent is virtual and player is protected; PlayerLogic gains a protected constructor accepting a custom handler, so mode-specific subclasses can intercept events |
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| .. | ||
| card_menu_action_type.h | ||
| card_move_request.h | ||
| event_processing_options.h | ||
| move_top_cards_until_options.h | ||
| player_actions.cpp | ||
| player_actions.h | ||
| player_event_handler.cpp | ||
| player_event_handler.h | ||
| player_info.cpp | ||
| player_info.h | ||
| player_logic.cpp | ||
| player_logic.h | ||
| player_manager.cpp | ||
| player_manager.h | ||
| token_info.h | ||