- Changed `uno-game-lib` dependencies to `PUBLIC` visibility for `ftxui` components, `nlohmann_json`, and `asio`.
- Modified `uno-game-test` to use `PRIVATE` visibility for `uno-game-lib`.
- Added `UnoServer` class to handle player actions, game state, and networking.
- Supported message handling for joining, starting, drawing, and playing cards.
- Integrated `ServerGameState` with `NetworkServer` for multiplayer game logic.
- Created `main.cpp` to initialize and run the Uno server.
- Updated `InitGamePayload` to use `std::multiset<Card>` for `handCard`.
- Removed `serializeHandCard` method and replaced its usage with `serializeCards`.
- Adjusted `deserializeHandCard` to return `std::multiset<Card>` and simplified insertion logic.
- Cleaned up unused declarations in `MessageSerializer`.
- Updated `updateStateByDraw` to return a `std::vector<Card>` instead of `void`.
- Adjusted `ServerGameState`, `GameState`, and `ClientGameState` implementations to reflect the change.
- Removed `GameStatus` dependency from `GameState` constructors.
- Adjusted `ClientGameState` and `ServerGameState` constructors accordingly.
- Simplified `ServerGameState::init()` to handle card initialization and player actions.
- Updated tests to reflect these changes.
- Introduced comprehensive test cases for `NetworkClient` and `NetworkServer` functionality.
- Added tests for constructor, `connect`, `send`, `read`, and round-trip scenarios in `NetworkClientTest`.
- Added tests for player management, message sending, and concurrent access in `NetworkServerTest`.
- Updated `CMakeLists.txt` to include `NetworkClientTest` and `NetworkServerTest` in the build configuration.
- Added `disconnect` method to gracefully close existing connections before establishing a new one.
- Updated `connect` to call `disconnect` to prevent resource conflicts.
- Implemented `stop` method in `NetworkServer` to close the acceptor and stop the IO context.
- Updated `NetworkServer.h` with corresponding method declaration and documentation.
- Introduced `NetworkClient` class for client-side TCP communication.
- Implemented `connect`, `send`, and `read` methods for message handling.
- Updated `CMakeLists.txt` to include `NetworkClient.cpp` in the build configuration.
- Implemented `NetworkServer` and `Session` classes for handling TCP communication with players.
- Added `NetworkServer.cpp` and `NetworkServer.h` to the project.
- Integrated `asio` library into the build configuration in `CMakeLists.txt`.
- Added `status_code` expectations in serialization and deserialization tests.
- Introduced tests for invalid `status_code` handling in `MessageSerializer`.
- Updated test cases to include `MessageStatus::OK` for payload validation and round-trip scenarios.
- Added reusable `serializeCards` function for card list serialization.
- Enhanced `DrawCardPayload` with a `cards` field.
- Introduced `serializeMessageStatus` and `deserializeMessageStatus` for message status handling.
- Updated deserialization logic to validate and include `status_code` field.
- Improved error messaging and validation for payload deserialization methods.
- Introduced `MessageStatus` for message validation and tracking.
- Added `EMPTY` payload type to `MessagePayloadType` for invalid or empty messages.
- Updated `Message` constructor to validate payload type and status.
- Implemented `getMessageStatus` to retrieve the message status.
- Disallow short `if` statements on a single line by setting `AllowShortIfStatementsOnASingleLine` to `Never`.
- Enable insertion of braces for control statements with `InsertBraces`.
- Added comprehensive unit tests for `MessageSerializer` in `MessageSerializerTest.cpp`.
- Included `MessageSerializerTest.cpp` in `test/CMakeLists.txt`.
- Implemented `MessageSerializer` class to handle JSON serialization and deserialization of game messages and payloads.
- Added `MessageSerializer.cpp` and `MessageSerializer.h` to `CMakeLists.txt`.
- Linked `nlohmann_json` library to the project.
- Introduced `Message` class in `src/network` for handling game-related message payloads (e.g., `JOIN_GAME`, `START_GAME`, etc.).
- Added `Message.cpp` and `Message.h` to `CMakeLists.txt`.
- Replaced public `Player::handCard` pointer with private `HandCard` member.
- Introduced `draw`, `play`, and `getCards` methods in `Player` and `ClientGameState`.
- Modified `ClientGameState` constructor to accept player name instead of `Player` object.
- Updated tests to reflect new `Player` and `ClientGameState` structure.
- Adjusted while-loop conditions to streamline test execution.
- Enhanced `canBePlayedOn` validation by passing `drawCount`.
- Added assertion to validate card count consistency during gameplay.
- Modified `canBePlayedOn` method to consider `drawCount` for additional play restrictions.
- Updated `GameState::updateStateByCard` to pass `drawCount` when validating playable cards.
- Added new unit tests in `GameStateTest.cpp` to validate `ClientGameState` and `ServerGameState` behavior.
- Updated `CMakeLists.txt` to include the new test file.
- Replaced `setRemainingCardCount` with `draw` and `play` methods.
- Added virtual overrides for player-specific behaviors in `ClientPlayerState` and `ServerPlayerState`.
- Refactored `ServerGameState::init` to centralize deck and discard pile setup.
- Updated `updateStateByDraw` to leverage `PlayerState::draw` for consistency.
- Replaced `handCard_` with `handCard` in `ServerPlayerState`.
- Updated `updateStateByCard` in `ServerGameState` to handle card validation and player actions.
- Made `updateStateByCard` virtual in `GameState`.