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[Game] [Arrows] Use arrowData/registry and generate unique server-side ids (#6973)
* [Game] [Arrows] Track creatorId, use arrowData in arrowItem, use registry, generate unique arrow id's on server side and delete-on-exist inserts. Took 2 minutes Took 1 minute * Fix emitting slot instead of signal. Took 15 minutes * Clear arrows locally in special circumstances i.e. teardown. Took 28 minutes --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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19 changed files with 225 additions and 148 deletions
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@ -608,7 +608,7 @@ void TabGame::actRemoveLocalArrows()
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{
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auto *local = game->getPlayerManager()->getActiveLocalPlayer(game->getGameState()->getActivePlayer());
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if (local) {
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scene->requestClearArrowsForPlayer(local->getPlayerInfo()->getId());
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scene->clearArrowsForPlayer(local->getPlayerInfo()->getId());
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}
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}
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@ -895,11 +895,6 @@ void TabGame::newCardAdded(AbstractCardItem *card)
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connect(card, &AbstractCardItem::showCardInfoPopup, this, &TabGame::showCardInfoPopup);
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connect(card, SIGNAL(deleteCardInfoPopup(QString)), this, SLOT(deleteCardInfoPopup(QString)));
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connect(card, &AbstractCardItem::cardShiftClicked, this, &TabGame::linkCardToChat);
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CardItem *cardItem = qobject_cast<CardItem *>(card);
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if (cardItem) {
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connect(cardItem->getState(), &CardState::zoneChanged, scene,
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[this, cardItem]() { scene->onCardZoneChanged(cardItem, false); });
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}
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}
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QString TabGame::getTabText() const
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