40 NotifyActionCompleted,
43 static_cast<std::int64_t
>(
88 const std::vector<std::uint8_t>&
data,
101 static_cast<std::uint32_t
>(
105 static_cast<std::uint32_t
>(
110 static_cast<std::uint32_t
>(
115 static_cast<std::uint32_t
>(
121 const std::uint64_t
total =
122 static_cast<std::uint64_t
>(
135 static_cast<std::size_t
>(
293 static_cast<std::int64_t
>(
383 static_cast<std::ptrdiff_t
>(
522 NotifyAddLocalPlayer,
607 ErrorSaveOptionsFailure,
664 NotifyAINeedParametersForSave,
723 ErrorSaveGameFailure,
770 static_cast<std::uint64_t
>(
780 static_cast<std::uint64_t
>(
std::vector< std::uint8_t > data
constexpr std::int64_t ErrorSaveGameLater
constexpr std::int64_t ErrorLoadGameFailure
constexpr std::int64_t ErrorSaveGameFailure
bool sendAction(const actions::Message &message)
bool decodeSave(std::span< const std::uint8_t > data, GameState &state, AIStateArray *aiStates)
bool encodeOptions(const GameOptions &options, std::vector< std::uint8_t > &result)
std::array< std::vector< std::uint8_t >, MaxPlayers > AIStateArray
bool encodeSave(const GameState &state, const AIStateArray &aiStates, std::vector< std::uint8_t > &result)
bool initializeForOptions(const GameOptions &options)
bool pop(GameState &state)
const PendingPhase & current(const GameState &state)
bool hasSnapshots(const GameState &state)
bool push(GameState &state, GamePhase phase, PlayerNumber fromPlayer, PlayerNumber toPlayer, std::int64_t amount)
void wrongPlayer(const GameState &state, const actions::Message &message)
void wrongPhase(const GameState &state, const actions::Message &message)
void sendAll(const GameState &state, PlayerNumber toPlayer, Cause cause, const archive::AIStateArray &aiStates)
void actionAISaveParameters(GameState &state, const actions::Message &message)
void actionSetGameState(GameState &state, const actions::Message &message)
void actionGetOptionsForSave(GameState &state, const actions::Message &message)
void actionGetGameState(GameState &state, const actions::Message &message)
bool restartSavePhase(GameState &state)
void actionResyncClient(GameState &state, const actions::Message &message)
void onIdleTick(GameState &state)
void resetTransientState()
@ CollectAIParametersForSave
constexpr PlayerNumber BankPlayer
std::uint8_t PlayerNumber
const GameState & state()
constexpr PlayerNumber MaxPlayers
constexpr PlayerNumber AllPlayers
rules::PlayerNumber fromPlayer
std::vector< std::uint8_t > binaryDataA
PlayerNumber numberOfPlayers
std::uint64_t gameDurationInSeconds
std::array< PendingPhase, MaxPendingPhases > phaseStack
std::uint8_t numberOfPendingPhases
std::array< PlayerState, MaxPlayers > players