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		<id>https://en.doc.boardgamearena.com/index.php?title=Your_game_state_machine:_states.inc.php&amp;diff=1597</id>
		<title>Your game state machine: states.inc.php</title>
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		<summary type="html">&lt;p&gt;Coin-coin le canapin: /* id */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This file describes the game states machine of your game (all the game states properties, and the transitions to get from one state to another).&lt;br /&gt;
&lt;br /&gt;
Important: to understand the game state machine, the best is to read this presentation first:&lt;br /&gt;
&lt;br /&gt;
[http://www.slideshare.net/boardgamearena/bga-studio-focus-on-bga-game-state-machine Focus on BGA game state machine]&lt;br /&gt;
&lt;br /&gt;
== Overall structure ==&lt;br /&gt;
&lt;br /&gt;
The machine states is described by a PHP associative array.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$machinestates = array(&lt;br /&gt;
&lt;br /&gt;
    // The initial state. Please do not modify.&lt;br /&gt;
    1 =&amp;gt; array(&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;gameSetup&amp;quot;,&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&amp;quot;Game setup&amp;quot;),&lt;br /&gt;
        &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;manager&amp;quot;,&lt;br /&gt;
        &amp;quot;action&amp;quot; =&amp;gt; &amp;quot;stGameSetup&amp;quot;,&lt;br /&gt;
        &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;&amp;quot; =&amp;gt; 2 )&lt;br /&gt;
    ),&lt;br /&gt;
    &lt;br /&gt;
    // Note: ID=2 =&amp;gt; your first state&lt;br /&gt;
&lt;br /&gt;
    2 =&amp;gt; array(&lt;br /&gt;
    		&amp;quot;name&amp;quot; =&amp;gt; &amp;quot;playerTurn&amp;quot;,&lt;br /&gt;
    		&amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must play a card or pass&#039;),&lt;br /&gt;
    		&amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must play a card or pass&#039;),&lt;br /&gt;
    		&amp;quot;type&amp;quot; =&amp;gt; &amp;quot;activeplayer&amp;quot;,&lt;br /&gt;
    		&amp;quot;possibleactions&amp;quot; =&amp;gt; array( &amp;quot;playCard&amp;quot;, &amp;quot;pass&amp;quot; ),&lt;br /&gt;
    		&amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;playCard&amp;quot; =&amp;gt; 2, &amp;quot;pass&amp;quot; =&amp;gt; 2 )&lt;br /&gt;
    ),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
&lt;br /&gt;
=== id ===&lt;br /&gt;
&lt;br /&gt;
The keys determine game states IDs (in the example above: 1 and 2).&lt;br /&gt;
&lt;br /&gt;
IDs must be positive integers.&lt;br /&gt;
&lt;br /&gt;
ID=1 is reserved for the first game state and should not be used (and you must not modify it).&lt;br /&gt;
&lt;br /&gt;
ID=99 is reserved for the last game state of the game (end of the game) (and you must not modify it).&lt;br /&gt;
&lt;br /&gt;
Note: you may use any ID, even ID greater than 100. But you cannot use 1 and 99.&lt;br /&gt;
&lt;br /&gt;
Note²: You can&#039;t of course use the same ID twice.&lt;br /&gt;
&lt;br /&gt;
Note³: When a game is in prod and you change the ID of a state, all active games (including many turn based) will behave unpredictably.&lt;br /&gt;
&lt;br /&gt;
=== name ===&lt;br /&gt;
&lt;br /&gt;
(mandatory)&lt;br /&gt;
&lt;br /&gt;
The name of a game state is used to identify it in your game logic.&lt;br /&gt;
&lt;br /&gt;
Several game states can share the same name, however this is not recommended.&lt;br /&gt;
&lt;br /&gt;
PHP example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// Get current game state&lt;br /&gt;
$state = $this-&amp;gt;gamestate-&amp;gt;state();&lt;br /&gt;
if( $state[&#039;name&#039;] == &#039;myGameState&#039; )&lt;br /&gt;
{&lt;br /&gt;
...&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
JS example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        onEnteringState: function( stateName, args )&lt;br /&gt;
        {&lt;br /&gt;
            console.log( &#039;Entering state: &#039;+stateName );&lt;br /&gt;
            &lt;br /&gt;
            switch( stateName )&lt;br /&gt;
            case &#039;myGameState&#039;:&lt;br /&gt;
            &lt;br /&gt;
                // Do some stuff at the beginning at this game state&lt;br /&gt;
                ....&lt;br /&gt;
                &lt;br /&gt;
                break;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== type ===&lt;br /&gt;
&lt;br /&gt;
(mandatory)&lt;br /&gt;
&lt;br /&gt;
You can use 3 types of game states:&lt;br /&gt;
* activeplayer (1 player is active and must play)&lt;br /&gt;
* multipleactiveplayer (1..N players can be active and must play)&lt;br /&gt;
* game (no player is active. This is a transitional state to do something automatic specified by game rules)&lt;br /&gt;
&lt;br /&gt;
=== description ===&lt;br /&gt;
&lt;br /&gt;
(mandatory)&lt;br /&gt;
&lt;br /&gt;
The description is the string that is displayed in the main action bar (top of the screen) when the state is active.&lt;br /&gt;
&lt;br /&gt;
When a string is specified as a description, you must use &amp;quot;clienttranslate&amp;quot; in order the string can be translate on the client side:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 		&amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must play a card or pass&#039;),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the description string, you can use ${actplayer} to refer to the active player.&lt;br /&gt;
&lt;br /&gt;
You can also use custom arguments in your description. These custom arguments correspond to values returned by your &amp;quot;args&amp;quot; PHP method (see below &amp;quot;args&amp;quot; field).&lt;br /&gt;
&lt;br /&gt;
Example of custom field:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In states.inc.php:&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must choose ${nbr} identical energies&#039;),&lt;br /&gt;
        &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;argMyArgumentMethod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
    function argMyArgumentMethod()&lt;br /&gt;
    {&lt;br /&gt;
        return array(&lt;br /&gt;
            &#039;nbr&#039; =&amp;gt; 2  // In this case ${nbr} in the description will be replaced by &amp;quot;2&amp;quot;&lt;br /&gt;
        );    &lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: You may specify an empty string (&amp;quot;&amp;quot;) here if it never happens that the game remains in this state (ie: if this state immediately jump to another state when activated).&lt;br /&gt;
&lt;br /&gt;
Note²: Usually, you specify a string for &amp;quot;activeplayer&amp;quot; and &amp;quot;multipleactiveplayer&amp;quot; game states, and you specify an empty string for &amp;quot;game&amp;quot; game states. BUT, if you are using synchronous notifications, the client can remains few seconds on a &amp;quot;game&amp;quot; type game state, and in this case this may be useful to display a description in the status bar during this state.&lt;br /&gt;
&lt;br /&gt;
=== descriptionmyturn ===&lt;br /&gt;
&lt;br /&gt;
(mandatory for &amp;quot;activeplayer&amp;quot; and &amp;quot;multipleactiveplayer&amp;quot; game states type)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;descriptionmyturn&amp;quot; has exactly the same role and properties than &amp;quot;description&amp;quot;, except that this value is displayed to the current active player - or to all active players in case of a multipleactiveplayer game state.&lt;br /&gt;
&lt;br /&gt;
In general, we have this situation:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} can take some actions&#039;),&lt;br /&gt;
        &amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} can take some actions&#039;),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: you can use ${you} in description my turn in order the description can display &amp;quot;You&amp;quot; instead of the name of the player.&lt;br /&gt;
&lt;br /&gt;
=== action ===&lt;br /&gt;
&lt;br /&gt;
(mandatory for &amp;quot;game&amp;quot; game state type)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;action&amp;quot; specify a PHP method to call when entering into this game state.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In states.inc.php:&lt;br /&gt;
    28 =&amp;gt; array(&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;startPlayerTurn&amp;quot;,&lt;br /&gt;
        &amp;quot;description&amp;quot; =&amp;gt; &#039;&#039;,&lt;br /&gt;
        &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;game&amp;quot;,&lt;br /&gt;
        &amp;quot;action&amp;quot; =&amp;gt; &amp;quot;stStartPlayerTurn&amp;quot;,&lt;br /&gt;
&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
    function stStartPlayerTurn()&lt;br /&gt;
    {   &lt;br /&gt;
        // ... do something at the beginning of this game state&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Usually, for &amp;quot;game&amp;quot; game state type, the action method is used to do some automatic stuff specified by the rules (ex: check victory conditions, deal cards for a new round, go to the next player...) and then jump to another game state.&lt;br /&gt;
&lt;br /&gt;
Note: a BGA convention specify that PHP method called with &amp;quot;action&amp;quot; are prefixed by &amp;quot;st&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== transitions ===&lt;br /&gt;
&lt;br /&gt;
(mandatory)&lt;br /&gt;
&lt;br /&gt;
With &amp;quot;transition&amp;quot; you specify in which game state you can jump from a given game state.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    25 =&amp;gt; array(&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;myGameState&amp;quot;,&lt;br /&gt;
        &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;nextPlayer&amp;quot; =&amp;gt; 27, &amp;quot;endRound&amp;quot; =&amp;gt; 39 ),&lt;br /&gt;
        ....&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, if &amp;quot;myGameState&amp;quot; is the current active game state, I can jump to game state with ID 27, or game state with ID 39.&lt;br /&gt;
&lt;br /&gt;
Example to jump to ID 27:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
    $this-&amp;gt;gamestate-&amp;gt;nextState( &amp;quot;nextPlayer&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important: &amp;quot;nextPlayer&amp;quot; is the name of the transition, and NOT the name of the target game state. Several transitions can lead to the same game state.&lt;br /&gt;
&lt;br /&gt;
Note: if you have only 1 transition, you may give it an empty name.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In states.inc.php:&lt;br /&gt;
    &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;&amp;quot; =&amp;gt; 27 ),&lt;br /&gt;
&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
    $this-&amp;gt;gamestate-&amp;gt;nextState(  );     // We don&#039;t need to specify a transition as there is only one here&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== possibleactions ===&lt;br /&gt;
&lt;br /&gt;
(mandatory for &amp;quot;activeplayer&amp;quot; and &amp;quot;multipleactiveplayer&amp;quot; game states)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;possibleactions&amp;quot; defines the actions possible by the players at this game state.&lt;br /&gt;
&lt;br /&gt;
By defining &amp;quot;possibleactions&amp;quot;, you make sure players can&#039;t do actions that they are not allowed to do at this game states.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In states.game.php:&lt;br /&gt;
       	&amp;quot;possibleactions&amp;quot; =&amp;gt; array( &amp;quot;playCard&amp;quot;, &amp;quot;pass&amp;quot; ),&lt;br /&gt;
&lt;br /&gt;
In mygame.game.php:&lt;br /&gt;
        function playCard( ...)&lt;br /&gt;
        {&lt;br /&gt;
             self::checkAction( &amp;quot;playCard&amp;quot; );    // Will failed if &amp;quot;playCard&amp;quot; is not specified in &amp;quot;possibleactions&amp;quot; in current game state.&lt;br /&gt;
&lt;br /&gt;
            ....&lt;br /&gt;
&lt;br /&gt;
In mygame.js:&lt;br /&gt;
        playCard: function( ... )&lt;br /&gt;
        {&lt;br /&gt;
            if( this.checkAction( &amp;quot;playCard&amp;quot; ) ) // Will failed if &amp;quot;playCard&amp;quot; is not specified in &amp;quot;possibleactions&amp;quot; in current game state.&lt;br /&gt;
            {  return ;   }&lt;br /&gt;
&lt;br /&gt;
            ....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== args ===&lt;br /&gt;
&lt;br /&gt;
(optional)&lt;br /&gt;
&lt;br /&gt;
From time to time, it happens that you need some information on the client side (ie : for your game interface) only for a specific game state.&lt;br /&gt;
&lt;br /&gt;
Example 1 : for Reversi, the list of possible moves during playerTurn state.&lt;br /&gt;
Example 2 : in Caylus, the number of remaining king&#039;s favor to choose in the state where the player is choosing a favor.&lt;br /&gt;
Example 3 : in Can&#039;t stop, the list of possible die combination to be displayed to the active player in order he can choose among them.&lt;br /&gt;
&lt;br /&gt;
In such a situation, you can specify a method name as the « args » argument for your game state. This method must get some piece of information about the game (ex : for Reversi, the possible moves) and return them.&lt;br /&gt;
&lt;br /&gt;
Thus, this data can be transmitted to the clients and used by the clients to display it. It should always be an associative array.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s see a complete example using args with « Reversi » game :&lt;br /&gt;
&lt;br /&gt;
In states.inc.php, we specify some « args » argument for gamestate « playerTurn » :&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    10 =&amp;gt; array(&lt;br /&gt;
        &amp;quot;name&amp;quot; =&amp;gt; &amp;quot;playerTurn&amp;quot;,&lt;br /&gt;
		&amp;quot;description&amp;quot; =&amp;gt; clienttranslate(&#039;${actplayer} must play a disc&#039;),&lt;br /&gt;
		&amp;quot;descriptionmyturn&amp;quot; =&amp;gt; clienttranslate(&#039;${you} must play a disc&#039;),&lt;br /&gt;
        &amp;quot;type&amp;quot; =&amp;gt; &amp;quot;activeplayer&amp;quot;,&lt;br /&gt;
        &amp;quot;args&amp;quot; =&amp;gt; &amp;quot;argPlayerTurn&amp;quot;,    &amp;lt;================================== HERE&lt;br /&gt;
        &amp;quot;possibleactions&amp;quot; =&amp;gt; array( &#039;playDisc&#039; ),&lt;br /&gt;
        &amp;quot;transitions&amp;quot; =&amp;gt; array( &amp;quot;playDisc&amp;quot; =&amp;gt; 11, &amp;quot;zombiePass&amp;quot; =&amp;gt; 11 )&lt;br /&gt;
    ),&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It corresponds to a « argPlayerTurn » method in our PHP code (reversi.game.php):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function argPlayerTurn()&lt;br /&gt;
    {&lt;br /&gt;
        return array(&lt;br /&gt;
            &#039;possibleMoves&#039; =&amp;gt; self::getPossibleMoves()&lt;br /&gt;
        );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, when we enter into « playerTurn » game state on the client side, we can highlight the possible moves on the board using information returned by argPlayerTurn :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        onEnteringState: function( stateName, args )&lt;br /&gt;
        {&lt;br /&gt;
           console.log( &#039;Entering state: &#039;+stateName );&lt;br /&gt;
            &lt;br /&gt;
            switch( stateName )&lt;br /&gt;
            {&lt;br /&gt;
            case &#039;playerTurn&#039;:&lt;br /&gt;
                this.updatePossibleMoves( args.args.possibleMoves );&lt;br /&gt;
                break;&lt;br /&gt;
            }&lt;br /&gt;
        },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: you can also use values returned by your &amp;quot;args&amp;quot; method to have some custom values in your &amp;quot;description&amp;quot;/&amp;quot;descriptionmyturn&amp;quot; (see above).&lt;br /&gt;
&lt;br /&gt;
Note: as a BGA convention, PHP methods called with &amp;quot;args&amp;quot; are prefixed by &amp;quot;arg&amp;quot; (ex: argPlayerTurn).&lt;br /&gt;
&lt;br /&gt;
Warning: the &amp;quot;args&amp;quot; method can be called before the &amp;quot;action&amp;quot; method so don&#039;t expect data modifications by the &amp;quot;action&amp;quot; method to be available in the &amp;quot;args&amp;quot; method!&lt;br /&gt;
&lt;br /&gt;
==== Private infos in args ====&lt;br /&gt;
&lt;br /&gt;
By default, all data provided through this method are PUBLIC TO ALL PLAYERS. Please do not send any private data with this method, as a cheater could see it even it is not used explicitly by the game interface logic.&lt;br /&gt;
&lt;br /&gt;
This is although possible to specify that some data should be sent to some specific players only:&lt;br /&gt;
&lt;br /&gt;
Example 1: send an information to active player(s) only:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function argPlayerTurn()&lt;br /&gt;
    {&lt;br /&gt;
        return array(&lt;br /&gt;
            &#039;_private&#039; =&amp;gt; array(          // Using &amp;quot;_private&amp;quot; keyword, all data inside this array will be made private&lt;br /&gt;
&lt;br /&gt;
                &#039;active&#039; =&amp;gt; array(       // Using &amp;quot;active&amp;quot; keyword inside &amp;quot;_private&amp;quot;, you select active player(s)&lt;br /&gt;
                    &#039;somePrivateData&#039; =&amp;gt; self::getSomePrivateData()   // will be send only to active player(s)&lt;br /&gt;
                )&lt;br /&gt;
            ),&lt;br /&gt;
&lt;br /&gt;
            &#039;possibleMoves&#039; =&amp;gt; self::getPossibleMoves()          // will be send to all players&lt;br /&gt;
        );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inside the js file, these variables will be available through `args._private`. (e.g. `args._private.somePrivateData` -- it is not `args._private.active.somePrivateData` nor is it `args.somePrivateData`)&lt;br /&gt;
&lt;br /&gt;
Example 2: send an information to a specific player (&amp;lt;specific_player_id&amp;gt;) only:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    function argPlayerTurn()&lt;br /&gt;
    {&lt;br /&gt;
        return array(&lt;br /&gt;
            &#039;_private&#039; =&amp;gt; array(          // Using &amp;quot;_private&amp;quot; keyword, all data inside this array will be made private&lt;br /&gt;
&lt;br /&gt;
                &amp;lt;specific_player_id&amp;gt; =&amp;gt; array(       // you select one specific player with its id&lt;br /&gt;
                    &#039;somePrivateData&#039; =&amp;gt; self::getSomePrivateData()   // will be send only to &amp;lt;specific_player_id&amp;gt;&lt;br /&gt;
                )&lt;br /&gt;
            ),&lt;br /&gt;
&lt;br /&gt;
            &#039;possibleMoves&#039; =&amp;gt; self::getPossibleMoves()          // will be send to all players&lt;br /&gt;
        );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: in certain situation (ex: multipleactiveplayer game state) these &amp;quot;private data&amp;quot; features can have a big performance impact. Please do not use if not needed.&lt;br /&gt;
&lt;br /&gt;
=== updateGameProgression ===&lt;br /&gt;
&lt;br /&gt;
(optional)&lt;br /&gt;
&lt;br /&gt;
IF you specify &amp;quot;updateGameProgression =&amp;gt; true&amp;quot; in a game state, your &amp;quot;getGameProgression&amp;quot; PHP method will be called at the beginning of this game state - and thus the game progression of the game will be updated.&lt;br /&gt;
&lt;br /&gt;
At least one of your game state (any of them) must specify updateGameProgression=&amp;gt;true.&lt;/div&gt;</summary>
		<author><name>Coin-coin le canapin</name></author>
	</entry>
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