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some server code
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@@ -4,10 +4,10 @@
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#include <QObject>
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#include <QPair>
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#include "server.h"
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#include "protocol.h"
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#include "protocol_items.h"
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class Server_Player;
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class Command;
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class ProtocolItem;
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class Server_ProtocolHandler : public QObject {
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Q_OBJECT
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@@ -23,6 +23,40 @@ private:
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AuthenticationResult authState;
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bool acceptsGameListChanges;
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bool acceptsChatChannelListChanges;
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ProtocolResponse::ResponseCode cmdPing(Command_Ping *cmd);
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ProtocolResponse::ResponseCode cmdLogin(Command_Login *cmd);
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ProtocolResponse::ResponseCode cmdChatListChannels(Command_ChatListChannels *cmd);
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ProtocolResponse::ResponseCode cmdChatJoinChannel(Command_ChatJoinChannel *cmd);
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ProtocolResponse::ResponseCode cmdChatLeaveChannel(Command_ChatLeaveChannel *cmd, Server_ChatChannel *channel);
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ProtocolResponse::ResponseCode cmdChatSay(Command_ChatSay *cmd, Server_ChatChannel *channel);
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ProtocolResponse::ResponseCode cmdListGames(Command_ListGames *cmd);
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ProtocolResponse::ResponseCode cmdCreateGame(Command_CreateGame *cmd);
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ProtocolResponse::ResponseCode cmdJoinGame(Command_JoinGame *cmd);
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ProtocolResponse::ResponseCode cmdLeaveGame(Command_LeaveGame *cmd, Server_Game *game, Server_Player *player);
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ProtocolResponse::ResponseCode cmdSay(Command_Say *cmd, Server_Game *game, Server_Player *player);
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ProtocolResponse::ResponseCode cmdShuffle(Command_Shuffle *cmd, Server_Game *game, Server_Player *player);
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ProtocolResponse::ResponseCode cmdRollDie(Command_RollDie *cmd, Server_Game *game, Server_Player *player);
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ProtocolResponse::ResponseCode cmdDrawCards(Command_DrawCards *cmd, Server_Game *game, Server_Player *player);
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ProtocolResponse::ResponseCode cmdMoveCard(Command_MoveCard *cmd, Server_Game *game, Server_Player *player);
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ProtocolResponse::ResponseCode cmdCreateToken(Command_CreateToken *cmd, Server_Game *game, Server_Player *player);
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ProtocolResponse::ResponseCode cmdCreateArrow(Command_CreateArrow *cmd, Server_Game *game, Server_Player *player);
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ProtocolResponse::ResponseCode cmdDeleteArrow(Command_DeleteArrow *cmd, Server_Game *game, Server_Player *player);
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ProtocolResponse::ResponseCode cmdSetCardAttr(Command_SetCardAttr *cmd, Server_Game *game, Server_Player *player);
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ProtocolResponse::ResponseCode cmdReadyStart(Command_ReadyStart *cmd, Server_Game *game, Server_Player *player);
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ProtocolResponse::ResponseCode cmdIncCounter(Command_IncCounter *cmd, Server_Game *game, Server_Player *player);
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ProtocolResponse::ResponseCode cmdAddCounter(Command_AddCounter *cmd, Server_Game *game, Server_Player *player);
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ProtocolResponse::ResponseCode cmdSetCounter(Command_SetCounter *cmd, Server_Game *game, Server_Player *player);
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ProtocolResponse::ResponseCode cmdDelCounter(Command_DelCounter *cmd, Server_Game *game, Server_Player *player);
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ProtocolResponse::ResponseCode cmdNextTurn(Command_NextTurn *cmd, Server_Game *game, Server_Player *player);
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ProtocolResponse::ResponseCode cmdSetActivePhase(Command_SetActivePhase *cmd, Server_Game *game, Server_Player *player);
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ProtocolResponse::ResponseCode cmdDumpZone(Command_DumpZone *cmd, Server_Game *game, Server_Player *player);
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ProtocolResponse::ResponseCode cmdStopDumpZone(Command_StopDumpZone *cmd, Server_Game *game, Server_Player *player);
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ProtocolResponse::ResponseCode cmdDumpAll(Command_DumpAll *cmd, Server_Game *game, Server_Player *player);
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ProtocolResponse::ResponseCode cmdSubmitDeck(Command_SubmitDeck *cmd, Server_Game *game, Server_Player *player);
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QList<ProtocolItem *> itemQueue;
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void enqueueProtocolItem(ProtocolItem *item);
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public:
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Server_ProtocolHandler(Server *_server, QObject *parent = 0);
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~Server_ProtocolHandler();
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