bool RestListAvailReply::_isFieldSet(const mgen::Field& field, const mgen::FieldSetDepth depth) const { switch(field.id()) { case (_field_messageTypes_id): return _isMessageTypesSet(depth); default: return false; } }
bool PlayerJoined::_isFieldSet(const mgen::Field& field, const mgen::FieldSetDepth depth) const { switch(field.id()) { case (_field_playerId_id): return _isPlayerIdSet(depth); default: return false; } }
bool Checkin::_isFieldSet(const mgen::Field& field, const mgen::FieldSetDepth depth) const { switch(field.id()) { case (_field_username_id): return _isUsernameSet(depth); case (_field_password_id): return _isPasswordSet(depth); default: return false; } }
bool Player::_isFieldSet(const mgen::Field& field, const mgen::FieldSetDepth depth) const { switch(field.id()) { case (_field_name_id): return _isNameSet(depth); case (_field_team_id): return _isTeamSet(depth); default: return false; } }
bool ShipPlacementReply::_isFieldSet(const mgen::Field& field, const mgen::FieldSetDepth depth) const { switch(field.id()) { case (_field_result_id): return _isResultSet(depth); case (_field_failReason_id): return _isFailReasonSet(depth); default: return false; } }
bool Segment::_isFieldSet(const mgen::Field& field, const mgen::FieldSetDepth depth) const { switch(field.id()) { case (_field_alive_id): return _isAliveSet(depth); case (_field_pos_id): return _isPosSet(depth); default: return false; } }
bool GameState::_isFieldSet(const mgen::Field& field, const mgen::FieldSetDepth depth) const { switch(field.id()) { case (_field_redPlayer_id): return _isRedPlayerSet(depth); case (_field_bluePlayer_id): return _isBluePlayerSet(depth); case (_field_phase_id): return _isPhaseSet(depth); default: return false; } }
bool MoveResult::_isFieldSet(const mgen::Field& field, const mgen::FieldSetDepth depth) const { switch(field.id()) { case (_field_player_id): return _isPlayerSet(depth); case (_field_point_id): return _isPointSet(depth); case (_field_removed_id): return _isRemovedSet(depth); default: return false; } }
bool Player::_isFieldSet(const mgen::Field& field, const mgen::FieldSetDepth depth) const { switch(field.id()) { case (_field_name_id): return _isNameSet(depth); case (_field_shotsFired_id): return _isShotsFiredSet(depth); case (_field_shotsReceived_id): return _isShotsReceivedSet(depth); case (_field_ships_id): return _isShipsSet(depth); default: return false; } }
bool GameOver::_isFieldSet(const mgen::Field& field, const mgen::FieldSetDepth depth) const { switch(field.id()) { case (_field_reason_id): return _isReasonSet(depth); case (_field_winner_id): return _isWinnerSet(depth); case (_field_loser_id): return _isLoserSet(depth); case (_field_endState_id): return _isEndStateSet(depth); default: return false; } }