[Game] Move zone dump request onto ZoneViewZoneLogic per review

This commit is contained in:
BruebachL 2026-10-13 11:49:35 +02:00 • committed by GitHub
parent aabec45d2b
commit 1ab7f3666d
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
3 changed files with 28 additions and 5 deletions

View file

@ -3,6 +3,8 @@
#include "../../client/settings/cache_settings.h"
#include "../../game_graphics/board/card_item.h"
#include "../board/card_list.h"
#include "../player/player_actions.h"
#include "../player/player_logic.h"
#include <QtGlobal>
#include <libcockatrice/settings/interface_settings.h>
@ -177,4 +179,14 @@ void ZoneViewZoneLogic::setWriteableRevealZone(bool _writeableRevealZone)
emit removeFromViews();
}
writeableRevealZone = _writeableRevealZone;
}
}
PendingCommand *ZoneViewZoneLogic::requestZoneDump()
{
PlayerActions *actions = getPlayer()->getPlayerActions();
PendingCommand *pend = actions->prepareZoneDump(this, numberCards);
if (pend != nullptr) {
actions->sendGameCommand(pend);
}
return pend;
}

View file

@ -12,6 +12,7 @@
class PlayerLogic;
class QObject;
class PendingCommand;
class ZoneViewZoneLogic : public CardZoneLogic
{
@ -73,6 +74,16 @@ public:
return origZone;
}
/**
* @brief Prepares and sends the zone-dump command for this view.
* @return The pending command, or nullptr when there is no zone to dump.
*
* Keeps command construction in game/ so graphics views don't reach
* through the player into PlayerActions to set it up. The command is sent
* asynchronously, so callers connect to finished() after calling this.
*/
PendingCommand *requestZoneDump();
protected:
void addCardImpl(CardItem *card, int x, int y) override;
};

View file

@ -97,10 +97,10 @@ void ZoneViewZone::initializeCards(const QList<const ServerInfo_Card *> &cardLis
}
reorganizeCards();
} else if (!qobject_cast<ZoneViewZoneLogic *>(getLogic())->getOriginalZone()->contentsKnown()) {
auto *playerActions = getLogic()->getPlayer()->getPlayerActions();
PendingCommand *pend = playerActions->prepareZoneDump(getLogic(), numberCards);
connect(pend, &PendingCommand::finished, this, &ZoneViewZone::zoneDumpReceived);
playerActions->sendGameCommand(pend);
PendingCommand *pend = qobject_cast<ZoneViewZoneLogic *>(getLogic())->requestZoneDump();
if (pend != nullptr) {
connect(pend, &PendingCommand::finished, this, &ZoneViewZone::zoneDumpReceived);
}
} else {
const CardList &c = qobject_cast<ZoneViewZoneLogic *>(getLogic())->getOriginalZone()->getCards();
int number = numberCards == -1 ? c.size() : (numberCards < c.size() ? numberCards : c.size());