game_client_logic_deb 1.4.22 → 1.4.24
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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@@ -648,11 +648,11 @@ export namespace com.debertz.logic.redux.actions.mechanic {
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648
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} & com.logic.domain.engine.definitions.Action["__doNotUseOrImplementIt"];
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}
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class PlayerConnectionChangedMechanicAction extends com.debertz.logic.redux.actions.mechanic.MechanicAction implements com.logic.redux.actions.validation.NotValidateIfGameFinishing, com.logic.redux.actions.validation.NotValidateIfGameFinished {
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651
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constructor(playerId: string, state: com.logic.data.models.player.PlayerConnectionState, isNoneActivePlayers?: boolean,
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constructor(playerId: string, state: com.logic.data.models.player.PlayerConnectionState, isNoneActivePlayers?: boolean, reconnectUntilTime?: Nullable<string>);
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get playerId(): string;
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get state(): com.logic.data.models.player.PlayerConnectionState;
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get isNoneActivePlayers(): boolean;
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get
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get reconnectUntilTime(): Nullable<string>;
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get isLive(): boolean;
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get isTimeOut(): boolean;
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get isLostConnection(): boolean;
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@@ -663,7 +663,7 @@ export namespace com.debertz.logic.redux.actions.mechanic {
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component2(): com.logic.data.models.player.PlayerConnectionState;
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component3(): boolean;
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component4(): Nullable<string>;
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copy(playerId?: string, state?: com.logic.data.models.player.PlayerConnectionState, isNoneActivePlayers?: boolean,
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copy(playerId?: string, state?: com.logic.data.models.player.PlayerConnectionState, isNoneActivePlayers?: boolean, reconnectUntilTime?: Nullable<string>): com.debertz.logic.redux.actions.mechanic.PlayerConnectionChangedMechanicAction;
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toString(): string;
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hashCode(): number;
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equals(other: Nullable<any>): boolean;
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@@ -4441,7 +4441,7 @@
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}
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Companion_0.prototype.n4j = function (_this__u8e3s4, message) {
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{
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_this__u8e3s4.
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+
_this__u8e3s4.p2l('Buffer', message, null, 4, null);
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}
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};
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var Companion_instance_0;
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@@ -12996,7 +12996,7 @@
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}
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var turnModel = tmp_1;
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var tmp_2 = 'clientResetPlayerTurnAfterExpectantCreatedReducer: ' + turnModel;
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this.g5m_1.
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this.g5m_1.p2l('PlayerTurn', tmp_2, null, 4, null);
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var tmp_3 = this.h5m_1.s47(state.s2n(), turnModel);
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tmp$ret$0 = state.d3w(tmp_3, null, null, null, null, 30, null);
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}
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@@ -13065,7 +13065,7 @@
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}
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var turnModel = tmp_3;
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var tmp_4 = 'clientResetPlayerTurnAfterAnswerReducer: ' + turnModel;
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this.k5m_1.
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this.k5m_1.p2l('PlayerTurn', tmp_4, null, 4, null);
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var tmp_5 = this.l5m_1.s47(state.s2n(), turnModel);
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tmp$ret$0 = state.d3w(tmp_5, null, null, null, null, 30, null);
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}
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@@ -13681,7 +13681,7 @@
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return this.y5m_1;
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};
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GameClientEngineControllerImpl.prototype.setEnableLogger = function (enabled) {
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Logger_getInstance().
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Logger_getInstance().y2k_1 = enabled;
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};
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GameClientEngineControllerImpl.prototype.createOnlineGameEngine = function (currentPlayerId) {
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return this.v5m(currentPlayerId, null, null, false, null, 30, null);
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