Cockatrice 2026-03-05-Development-2.11.0-beta.54
A virtual tabletop for multiplayer card games
Loading...
Searching...
No Matches
GameEventHandler Member List

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

addPlayerToAutoCompleteList(QString playerName)GameEventHandlersignal
commandFinished(const Response &response)GameEventHandler
containerProcessingDone()GameEventHandlersignal
containerProcessingStarted(GameEventContext context)GameEventHandlersignal
emitUserEvent()GameEventHandlersignal
eventGameClosed(const Event_GameClosed &event, int eventPlayerId, const GameEventContext &context)GameEventHandler
eventGameHostChanged(const Event_GameHostChanged &event, int eventPlayerId, const GameEventContext &context)GameEventHandler
eventGameStateChanged(const Event_GameStateChanged &event, int eventPlayerId, const GameEventContext &context)GameEventHandler
eventJoin(const Event_Join &event, int eventPlayerId, const GameEventContext &context)GameEventHandler
eventKicked(const Event_Kicked &event, int eventPlayerId, const GameEventContext &context)GameEventHandler
eventLeave(const Event_Leave &event, int eventPlayerId, const GameEventContext &context)GameEventHandler
eventPing(const Event_Ping &event, int eventPlayerId, const GameEventContext &context)GameEventHandler
eventPlayerPropertiesChanged(const Event_PlayerPropertiesChanged &event, int eventPlayerId, const GameEventContext &context)GameEventHandler
eventReverseTurn(const Event_ReverseTurn &event, int eventPlayerId, const GameEventContext &)GameEventHandler
eventSetActivePhase(const Event_SetActivePhase &event, int eventPlayerId, const GameEventContext &context)GameEventHandler
eventSetActivePlayer(const Event_SetActivePlayer &event, int eventPlayerId, const GameEventContext &context)GameEventHandler
eventSpectatorLeave(const Event_Leave &event, int eventPlayerId, const GameEventContext &context)GameEventHandler
eventSpectatorSay(const Event_GameSay &event, int eventPlayerId, const GameEventContext &context)GameEventHandler
gameGameEventHandlerprivate
gameClosed()GameEventHandlersignal
GameEventHandler(AbstractGame *_game)GameEventHandlerexplicit
gameFlooded()GameEventHandlersignal
gameStopped()GameEventHandlersignal
getLeaveReason(Event_Leave::LeaveReason reason)GameEventHandler
handleActiveLocalPlayerConceded()GameEventHandler
handleActiveLocalPlayerUnconceded()GameEventHandler
handleActivePhaseChanged(int phase)GameEventHandler
handleArrowDeletion(int arrowId)GameEventHandler
handleChatMessageSent(const QString &chatMessage)GameEventHandler
handleGameLeft()GameEventHandler
handleNextTurn()GameEventHandler
handleReverseTurn()GameEventHandler
localPlayerDeckSelected(Player *localPlayer, int playerId, ServerInfo_Player playerInfo)GameEventHandlersignal
localPlayerReadyStateChanged(int playerId, bool ready)GameEventHandlersignal
localPlayerSideboardLocked(int playerId, bool sideboardLocked)GameEventHandlersignal
logActivePhaseChanged(int activePhase)GameEventHandlersignal
logActivePlayer(Player *activePlayer)GameEventHandlersignal
logConcede(int playerId)GameEventHandlersignal
logConnectionStateChanged(Player *player, bool connected)GameEventHandlersignal
logDeckSelect(Player *player, QString deckHash, int sideboardSize)GameEventHandlersignal
logGameClosed()GameEventHandlersignal
logGameStart()GameEventHandlersignal
logJoinPlayer(Player *player)GameEventHandlersignal
logJoinSpectator(QString spectatorName)GameEventHandlersignal
logKicked()GameEventHandlersignal
logLeave(Player *player, QString reason)GameEventHandlersignal
logNotReadyStart(Player *player)GameEventHandlersignal
logReadyStart(Player *player)GameEventHandlersignal
logSideboardLockSet(Player *player, bool sideboardLocked)GameEventHandlersignal
logSpectatorLeave(QString name, QString reason)GameEventHandlersignal
logSpectatorSay(ServerInfo_User userInfo, QString message)GameEventHandlersignal
logTurnReversed(Player *player, bool reversed)GameEventHandlersignal
logUnconcede(int playerId)GameEventHandlersignal
playerJoined(const ServerInfo_PlayerProperties &playerInfo)GameEventHandlersignal
playerKicked()GameEventHandlersignal
playerLeft(int leavingPlayerId)GameEventHandlersignal
playerPropertiesChanged(const ServerInfo_PlayerProperties &prop, int playerId)GameEventHandlersignal
prepareGameCommand(const ::google::protobuf::Message &cmd)GameEventHandler
prepareGameCommand(const QList< const ::google::protobuf::Message * > &cmdList)GameEventHandler
processCardAttachmentsForPlayers(const Event_GameStateChanged &event)GameEventHandler
processGameEventContainer(const GameEventContainer &cont, AbstractClient *client, EventProcessingOptions options)GameEventHandler
remotePlayerDeckSelected(QString deckList, int playerId, QString playerName)GameEventHandlersignal
remotePlayersDecksSelected(QVector< QPair< int, QPair< QString, QString > > > opponentDecks)GameEventHandlersignal
sendGameCommand(PendingCommand *pend, int playerId=-1)GameEventHandlerslot
sendGameCommand(const ::google::protobuf::Message &command, int playerId=-1)GameEventHandlerslot
setContextJudgeName(QString judgeName)GameEventHandlersignal
spectatorJoined(const ServerInfo_PlayerProperties &spectatorInfo)GameEventHandlersignal
spectatorLeft(int leavingSpectatorId)GameEventHandlersignal