[Server/Client/Protocol] Shuffle or reorder player seats before a game starts (#7398)

* [Protocol] Add shuffle players option and player order command/event

Adds a 'Shuffle players at start' option to game creation plus a local
player id on the game state so clients can reconcile seat changes, and a
SET_PLAYER_ORDER command (1206) with a PLAYER_ORDER_CHANGED event (2023)
so the game host can set or randomize the seating order.

Took 6 minutes

* [Server] Shuffle and reorder player seats before a game starts

Auto-shuffles the seats at game start when enabled (now for games with
two or more players instead of three or more) and handles the new
SET_PLAYER_ORDER command so the game host or a moderator can reorder or
randomize the seats before the game starts. Re-seating re-keys the
player ids while keeping the per-user game/seat routing and persistent
player records in sync, then broadcasts the new order to everyone.

* [Client] Add shuffle players option and turn order dialog

Adds the 'Shuffle players at start' checkbox to game creation and a
host-only 'Set turn order...' action that opens a dialog to reorder or
randomize the seats before the game starts. Seating changes are shown in
the game's message log.

* [Client] Move the turn order dialog strings into retranslateUi

Follows the DlgInviteToGame convention so the dialog can be retranslated
instead of freezing its strings at construction time.

* [Server] Keep player ids stable across seat shuffles

* [Client] Lay out table and turn order dialog in seat order

* [Server] Send game-joined player list in seat order

* [Client] Reword the shuffle option to match its behaviour

* [Client] Address the seat-order review comments

- Give the game setup checkboxes a row of their own so they no longer
  collide in the create-game dialog
- Rename DlgTurnOrder::randomize() to isRandomizeRequested()
- Document what the ids in GameState::seatOrder mean
- Keep "Set turn order..." in sync with the game: hidden for non-hosts
  and once the game has started, re-shown when the game ends or hosting
  moves to the local player (new GameState::hostChanged signal)

* [Client] Do not preview a randomized turn order

Randomizing is a request to the server, not a local shuffle. Shuffling the
list locally meant the dialog showed an order the server then discarded, and
let the host re-open it until a favourable order appeared. The dialog now
switches to a mode that says the server will randomize and toggles back to the
manual list on request.

* [Client] Let moderators set the turn order

The server accepts SET_PLAYER_ORDER from the host or a moderator, but the
client hid the action from everyone except the host, making the moderator
branch unreachable. Visibility and the handler now share canSetTurnOrder().

* [Server] Rely on the player order event instead of a full state resend

cmdSetPlayerOrder re-sent the whole game state after reseating, so every
client reloaded its deck view mid-lobby for no reason. The new seating reaches
clients through the Event_PlayerOrderChanged that reseatPlayers broadcasts.

* [Client] Show random turn order in the game selector

The restrictions column listed "open decklists" but not the new seating
option, so a joining player had no way to see that seats will be randomized
each game. Game info already shows the disabled checkbox.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
This commit is contained in:
BruebachL 2026-11-04 15:44:50 +01:00 • committed by GitHub
parent ca2301bc96
commit 5ea16c805f
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34 changed files with 1054 additions and 15 deletions

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@ -36,6 +36,7 @@
#include <functional>
#include <libcockatrice/game/abstract_game.h>
#include <libcockatrice/game/board/arrow_data.h>
#include <libcockatrice/game/game_state.h>
#include <libcockatrice/game/player/player_actions.h>
#include <libcockatrice/game/player/player_event_handler.h>
#include <libcockatrice/game/player/player_info.h>
@ -441,6 +442,37 @@ QList<PlayerLogic *> GameScene::collectActivePlayers(int &firstPlayerIndex) cons
}
}
}
// Lay out the table in seat order rather than id order. Players missing
// from the tracked order keep id order at the end.
QList<int> seatOrder;
for (auto *pgItem : playerViews.values()) {
if (PlayerLogic *p = pgItem->getLogic()) {
seatOrder = p->getGame()->getGameState()->getSeatOrder();
break;
}
}
if (!seatOrder.isEmpty()) {
std::sort(activePlayers.begin(), activePlayers.end(), [&](PlayerLogic *a, PlayerLogic *b) {
int indexA = seatOrder.indexOf(a->getPlayerInfo()->getId());
int indexB = seatOrder.indexOf(b->getPlayerInfo()->getId());
if (indexA == -1) {
indexA = seatOrder.size() + a->getPlayerInfo()->getId();
}
if (indexB == -1) {
indexB = seatOrder.size() + b->getPlayerInfo()->getId();
}
return indexA < indexB;
});
// Recompute the local-player index after sorting.
firstPlayerIndex = 0;
for (int i = 0; i < activePlayers.size(); ++i) {
if (activePlayers[i]->getPlayerInfo()->getLocal()) {
firstPlayerIndex = i;
break;
}
}
}
return activePlayers;
}