mirror of
https://github.com/Cockatrice/Cockatrice.git
synced 2026-11-07 10:33:24 -08:00
[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:
parent
ca2301bc96
commit
5ea16c805f
34 changed files with 1054 additions and 15 deletions
|
|
@ -605,6 +605,20 @@ void MessageLogWidget::logReverseTurn(PlayerLogic *player, bool reversed)
|
|||
.arg(reversed ? tr("reversed") : tr("normal")));
|
||||
}
|
||||
|
||||
void MessageLogWidget::logTurnOrderChanged(QStringList playerNames, bool randomized)
|
||||
{
|
||||
QStringList sanitizedNames;
|
||||
for (const QString &name : playerNames) {
|
||||
sanitizedNames.append(sanitizeHtml(name));
|
||||
}
|
||||
const QString order = sanitizedNames.join(" -> ");
|
||||
if (randomized) {
|
||||
appendHtmlServerMessage(tr("Randomized turn order: %1.").arg(order));
|
||||
} else {
|
||||
appendHtmlServerMessage(tr("New turn order set: %1.").arg(order));
|
||||
}
|
||||
}
|
||||
|
||||
void MessageLogWidget::logRollDie(PlayerLogic *player, int sides, const QList<uint> &rolls)
|
||||
{
|
||||
if (rolls.length() == 1) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue