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Forward playerActions signals to playerEventHandler (#6126)
Took 54 minutes Took 7 seconds Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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@@ -123,44 +123,34 @@ void GameEventHandler::processGameEventContainer(const GameEventContainer &cont,
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switch (eventType) {
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case GameEvent::GAME_STATE_CHANGED:
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qInfo() << "Game state changed event";
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eventGameStateChanged(event.GetExtension(Event_GameStateChanged::ext), playerId, context);
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break;
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case GameEvent::PLAYER_PROPERTIES_CHANGED:
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qInfo() << "player prop event";
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eventPlayerPropertiesChanged(event.GetExtension(Event_PlayerPropertiesChanged::ext), playerId,
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context);
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break;
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case GameEvent::JOIN:
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qInfo() << "join event";
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eventJoin(event.GetExtension(Event_Join::ext), playerId, context);
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break;
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case GameEvent::LEAVE:
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qInfo() << "leave event";
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eventLeave(event.GetExtension(Event_Leave::ext), playerId, context);
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break;
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case GameEvent::KICKED:
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qInfo() << "kicked event";
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eventKicked(event.GetExtension(Event_Kicked::ext), playerId, context);
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break;
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case GameEvent::GAME_HOST_CHANGED:
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qInfo() << "host changed event";
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eventGameHostChanged(event.GetExtension(Event_GameHostChanged::ext), playerId, context);
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break;
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case GameEvent::GAME_CLOSED:
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qInfo() << "game closed event";
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eventGameClosed(event.GetExtension(Event_GameClosed::ext), playerId, context);
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break;
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case GameEvent::SET_ACTIVE_PLAYER:
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qInfo() << "set active player event";
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eventSetActivePlayer(event.GetExtension(Event_SetActivePlayer::ext), playerId, context);
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break;
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case GameEvent::SET_ACTIVE_PHASE:
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qInfo() << "set active phase";
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eventSetActivePhase(event.GetExtension(Event_SetActivePhase::ext), playerId, context);
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break;
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case GameEvent::REVERSE_TURN:
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qInfo() << "reverse turn event";
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eventReverseTurn(event.GetExtension(Event_ReverseTurn::ext), playerId, context);
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break;
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@@ -43,6 +43,20 @@ Player::Player(const ServerInfo_User &info, int _id, bool _local, bool _judge, A
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connect(this, &Player::activeChanged, graphicsItem, &PlayerGraphicsItem::onPlayerActiveChanged);
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connect(this, &Player::openDeckEditor, game->getTab(), &TabGame::openDeckEditor);
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forwardActionSignalsToEventHandler();
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}
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// Event Handler is the controller i.e. everything hooks up to this to know about player state
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// Player should forward (private) signals to the event handler
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void Player::forwardActionSignalsToEventHandler()
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{
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connect(playerActions, &PlayerActions::logSetTapped, playerEventHandler, &PlayerEventHandler::logSetTapped);
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connect(playerActions, &PlayerActions::logSetDoesntUntap, playerEventHandler,
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&PlayerEventHandler::logSetDoesntUntap);
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connect(playerActions, &PlayerActions::logSetAnnotation, playerEventHandler, &PlayerEventHandler::logSetAnnotation);
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connect(playerActions, &PlayerActions::logSetPT, playerEventHandler, &PlayerEventHandler::logSetPT);
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}
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void Player::initializeZones()
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@@ -75,6 +75,7 @@ public slots:
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public:
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Player(const ServerInfo_User &info, int _id, bool _local, bool _judge, AbstractGame *_parent);
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void forwardActionSignalsToEventHandler();
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~Player() override;
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void initializeZones();
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