Cockatrice 2025-11-30-Development-2.11.0-beta.38
A cross-platform virtual tabletop for multiplayer card games
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Server_Game Member List

This is the complete list of members for Server_Game, including all inherited members.

activePhaseServer_Gameprivate
activePlayerServer_Gameprivate
addPlayer(Server_AbstractUserInterface *userInterface, ResponseContainer &rc, bool spectator, bool judge, bool broadcastUpdate=true)Server_Game
allPlayersEverServer_Gameprivate
allSpectatorsEverServer_Gameprivate
checkJoin(ServerInfo_User *user, const QString &_password, bool spectator, bool overrideRestrictions, bool asJudge)Server_Game
containsUser(const QString &userName) constServer_Game
createGameJoinedEvent(Server_AbstractParticipant *participant, ResponseContainer &rc, bool resuming)Server_Game
createGameStateChangedEvent(Event_GameStateChanged *event, Server_AbstractParticipant *recipient, bool omniscient, bool withUserInfo)Server_Gameprivate
creatorInfoServer_Gameprivate
currentReplayServer_Gameprivate
descriptionServer_Gameprivate
doStartGameIfReady(bool forceStartGame=false)Server_Gameprivateslot
firstGameStartedServer_Gameprivate
gameClosedServer_Gameprivate
gameIdServer_Gameprivate
gameInfoChanged(ServerInfo_Game gameInfo)Server_Gamesignal
gameMutexServer_Gamemutable
gameStartedServer_Gameprivate
gameTypesServer_Gameprivate
getActivePhase() constServer_Gameinline
getActivePlayer() constServer_Gameinline
getCreatorInfo() constServer_Gameinline
getDescription() constServer_Gameinline
getGameId() constServer_Gameinline
getGameStarted() constServer_Gameinline
getHostId() constServer_Gameinline
getInfo(ServerInfo_Game &result) constServer_Game
getMaxPlayers() constServer_Gameinline
getParticipants() constServer_Gameinline
getPassword() constServer_Gameinline
getPlayer(int id) constServer_Game
getPlayerCount() constServer_Game
getPlayers() constServer_Game
getRoom() constServer_Gameinline
getSecondsElapsed() constServer_Gameinline
getShareDecklistsOnLoad() constServer_Gameinline
getSpectatorCount() constServer_Game
getSpectatorsAllowed() constServer_Gameinline
getSpectatorsCanTalk() constServer_Gameinline
getSpectatorsNeedPassword() constServer_Gameinline
getSpectatorsSeeEverything() constServer_Gameinline
getStartingLifeTotal() constServer_Gameinline
hostIdServer_Gameprivate
inactivityCounterServer_Gameprivate
kickParticipant(int playerId)Server_Game
maxPlayersServer_Gameprivate
nextPlayerIdServer_Gameprivate
nextTurn()Server_Game
onlyBuddiesServer_Gameprivate
onlyRegisteredServer_Gameprivate
participantsServer_Gameprivate
passwordServer_Gameprivate
pingClockServer_Gameprivate
pingClockTimeout()Server_Gameprivateslot
prepareGameEvent(const ::google::protobuf::Message &gameEvent, int playerId, GameEventContext *context=0)Server_Game
prepareGameEventContext(const ::google::protobuf::Message &gameEventContext)Server_Game
removeArrows(int newPhase, bool force=false)Server_Game
removeArrowsRelatedToPlayer(GameEventStorage &ges, Server_AbstractPlayer *player)Server_Game
removeParticipant(Server_AbstractParticipant *participant, Event_Leave::LeaveReason reason)Server_Game
replayListServer_Gameprivate
reverseTurnOrder()Server_Gameinline
roomServer_Gameprivate
secondsElapsedServer_Gameprivate
sendGameEventContainer(GameEventContainer *cont, GameEventStorageItem::EventRecipients recipients=GameEventStorageItem::SendToPrivate|GameEventStorageItem::SendToOthers, int privatePlayerId=-1)Server_Game
sendGameStateToPlayers()Server_Game
Server_Game(const ServerInfo_User &_creatorInfo, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, const QList< int > &_gameTypes, bool _onlyBuddies, bool _onlyRegistered, bool _spectatorsAllowed, bool _spectatorsNeedPassword, bool _spectatorsCanTalk, bool _spectatorsSeeEverything, int _startingLifeTotal, bool _shareDecklistsOnLoad, Server_Room *parent)Server_Game
setActivePhase(int newPhase)Server_Game
setActivePlayer(int newPlayer)Server_Game
shareDecklistsOnLoadServer_Gameprivate
sigStartGameIfReady(bool override)Server_Gamesignal
spectatorsAllowedServer_Gameprivate
spectatorsCanTalkServer_Gameprivate
spectatorsNeedPasswordServer_Gameprivate
spectatorsSeeEverythingServer_Gameprivate
startGameIfReady(bool forceStartGame)Server_Game
startingLifeTotalServer_Gameprivate
startTimeServer_Gameprivate
startTimeOfThisGameServer_Gameprivate
stopGameIfFinished()Server_Game
storeGameInformation()Server_Gameprivate
turnOrderReversedServer_Gameprivate
unattachCards(GameEventStorage &ges, Server_AbstractPlayer *player)Server_Game
~Server_Game() overrideServer_Game