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[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>
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34 changed files with 1054 additions and 15 deletions
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@ -36,6 +36,7 @@
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#include <functional>
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#include <libcockatrice/game/abstract_game.h>
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#include <libcockatrice/game/board/arrow_data.h>
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#include <libcockatrice/game/game_state.h>
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#include <libcockatrice/game/player/player_actions.h>
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#include <libcockatrice/game/player/player_event_handler.h>
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#include <libcockatrice/game/player/player_info.h>
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@ -441,6 +442,37 @@ QList<PlayerLogic *> GameScene::collectActivePlayers(int &firstPlayerIndex) cons
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}
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}
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}
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// Lay out the table in seat order rather than id order. Players missing
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// from the tracked order keep id order at the end.
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QList<int> seatOrder;
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for (auto *pgItem : playerViews.values()) {
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if (PlayerLogic *p = pgItem->getLogic()) {
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seatOrder = p->getGame()->getGameState()->getSeatOrder();
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break;
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}
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}
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if (!seatOrder.isEmpty()) {
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std::sort(activePlayers.begin(), activePlayers.end(), [&](PlayerLogic *a, PlayerLogic *b) {
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int indexA = seatOrder.indexOf(a->getPlayerInfo()->getId());
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int indexB = seatOrder.indexOf(b->getPlayerInfo()->getId());
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if (indexA == -1) {
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indexA = seatOrder.size() + a->getPlayerInfo()->getId();
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}
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if (indexB == -1) {
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indexB = seatOrder.size() + b->getPlayerInfo()->getId();
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}
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return indexA < indexB;
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});
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// Recompute the local-player index after sorting.
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firstPlayerIndex = 0;
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for (int i = 0; i < activePlayers.size(); ++i) {
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if (activePlayers[i]->getPlayerInfo()->getLocal()) {
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firstPlayerIndex = i;
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break;
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}
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}
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}
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return activePlayers;
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}
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