- 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`.