raspberry_games_server_game_logic 1.8.420 → 1.8.422

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@@ -550,7 +550,8 @@ export declare namespace com.logic.data.models.player {
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  get isDisconnecting(): boolean;
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  get isNotAlive(): boolean;
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  get isVisibleDisconnectedReason(): boolean;
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- get isClientDisconnectReason(): boolean;
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+ get isShouldBeDisconnectedFromSockets(): boolean;
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+ get isShouldBeUnsubscribedFromSockets(): boolean;
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  get isServerDisconnectReason(): boolean;
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  get canReconnect(): boolean;
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  get canUpdateRating(): boolean;
@@ -2855,18 +2856,20 @@ export declare namespace games.jass.logic.redux.actions.mechanic {
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  const constructor: abstract new () => TeamsDataMechanicAction;
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  }
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  class PlayerConnectionChangedMechanicAction extends games.jass.logic.redux.actions.mechanic.MechanicAction.$metadata$.constructor implements com.logic.redux.actions.validation.NotValidateIfGameFinished {
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- constructor(playerId: string, state: com.logic.data.models.player.PlayerConnectionState, causeState?: Nullable<com.logic.data.models.player.PlayerConnectionState>, isNoneActivePlayers?: boolean, reconnectUntilTime?: Nullable<string>, aid?: Nullable<string>);
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+ constructor(playerId: string, state: com.logic.data.models.player.PlayerConnectionState, previousState: com.logic.data.models.player.PlayerConnectionState, causeState?: Nullable<com.logic.data.models.player.PlayerConnectionState>, isNoneActivePlayers?: boolean, reconnectUntilTime?: Nullable<string>, aid?: 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 previousState(): com.logic.data.models.player.PlayerConnectionState;
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  get causeState(): Nullable<com.logic.data.models.player.PlayerConnectionState>;
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  get isNoneActivePlayers(): boolean;
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  get reconnectUntilTime(): Nullable<string>;
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  get aid(): Nullable<string>;
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  get isShouldBeDisconnectedFromSockets(): boolean;
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+ get isShouldBeUnsubscribedFromSockets(): boolean;
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  get originState(): com.logic.data.models.player.PlayerConnectionState;
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  get isDeleted(): boolean;
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  toString(): string;
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- copy(playerId?: string, state?: com.logic.data.models.player.PlayerConnectionState, causeState?: Nullable<com.logic.data.models.player.PlayerConnectionState>, isNoneActivePlayers?: boolean, reconnectUntilTime?: Nullable<string>, aid?: Nullable<string>): games.jass.logic.redux.actions.mechanic.PlayerConnectionChangedMechanicAction;
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+ copy(playerId?: string, state?: com.logic.data.models.player.PlayerConnectionState, previousState?: com.logic.data.models.player.PlayerConnectionState, causeState?: Nullable<com.logic.data.models.player.PlayerConnectionState>, isNoneActivePlayers?: boolean, reconnectUntilTime?: Nullable<string>, aid?: Nullable<string>): games.jass.logic.redux.actions.mechanic.PlayerConnectionChangedMechanicAction;
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  hashCode(): number;
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  equals(other: Nullable<any>): boolean;
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  get actionTag(): string;
@@ -3117,7 +3120,7 @@ export declare namespace games.jass.logic.server.domain {
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  playerLeft(playerId: string, permanently?: boolean): games.jass.logic.data.models.player.state.PlayerLeftResult;
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  fromClientEvent(action: games.jass.logic.redux.actions.client.from.FromClientAction): void;
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  roomRefreshPlayerState(playerId: string): void;
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- getToClientFinishActionBeforeDisconnect(playerId: string, originState: com.logic.data.models.player.PlayerConnectionState): Nullable<games.jass.logic.redux.actions.client.to.ToClientAction>;
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+ getToClientFinishActionBeforeDisconnect(playerId: string, previousState: com.logic.data.models.player.PlayerConnectionState, originState: com.logic.data.models.player.PlayerConnectionState): Nullable<games.jass.logic.redux.actions.client.to.ToClientAction>;
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  addSpectatorsToRoom(spectators: Array<com.logic.data.models.player.GameUserInfo>): void;
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  removeSpectatorsFromRoom(spectators: Array<com.logic.data.models.player.GameUserInfo>): void;
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  subscribeToClientAction(subscriber: (p0: games.jass.logic.redux.actions.client.to.ToClientAction) => void): void;