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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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ca2301bc96
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34 changed files with 1054 additions and 15 deletions
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@ -20,6 +20,7 @@
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#include "../interface/widgets/cards/card_info_frame_widget.h"
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#include "../interface/widgets/dialogs/dlg_create_game.h"
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#include "../interface/widgets/dialogs/dlg_invite_to_game.h"
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#include "../interface/widgets/dialogs/dlg_turn_order.h"
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#include "../interface/widgets/server/game_link.h"
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#include "../interface/widgets/server/user/user_list_manager.h"
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#include "../interface/widgets/utility/completer_utils.h"
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@ -195,6 +196,7 @@ void TabGame::connectToGameState()
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{
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connect(game->getGameState(), &GameState::gameStarted, this, &TabGame::startGame);
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connect(game->getGameState(), &GameState::gameStopped, this, &TabGame::stopGame);
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connect(game->getGameState(), &GameState::hostChanged, this, &TabGame::updateTurnOrderAction);
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connect(game->getGameState(), &GameState::activePhaseChanged, this, &TabGame::setActivePhase);
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connect(game->getGameState(), &GameState::activePlayerChanged, this, &TabGame::setActivePlayer);
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}
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@ -263,6 +265,8 @@ void TabGame::connectMessageLogToGameEventHandler()
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connect(game->getGameEventHandler(), &GameEventHandler::logTurnReversed, messageLog,
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&MessageLogWidget::logReverseTurn);
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connect(game->getGameEventHandler(), &GameEventHandler::logTurnOrderChanged, messageLog,
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&MessageLogWidget::logTurnOrderChanged);
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connect(game->getGameEventHandler(), &GameEventHandler::logConcede, messageLog, &MessageLogWidget::logConcede);
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connect(game->getGameEventHandler(), &GameEventHandler::logUnconcede, messageLog, &MessageLogWidget::logUnconcede);
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@ -373,6 +377,9 @@ void TabGame::retranslateUi()
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if (aReverseTurn) {
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aReverseTurn->setText(tr("Reverse turn order"));
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}
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if (aTurnOrder) {
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aTurnOrder->setText(tr("&Set turn order..."));
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}
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if (aRemoveLocalArrows) {
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aRemoveLocalArrows->setText(tr("&Remove all local arrows"));
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}
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@ -629,6 +636,73 @@ void TabGame::actConcede()
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}
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}
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void TabGame::actTurnOrder()
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{
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if (!canSetTurnOrder()) {
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return;
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}
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QStringList playerNames;
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const QList<int> seatOrder = game->getGameState()->getSeatOrder();
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const auto &players = game->getPlayerManager()->getPlayers();
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if (!seatOrder.isEmpty()) {
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for (int playerId : seatOrder) {
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if (PlayerLogic *player = players.value(playerId, nullptr)) {
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playerNames.append(player->getPlayerInfo()->getName());
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}
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}
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// Include any players missing from the tracked order rather than dropping them.
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for (auto it = players.constBegin(); it != players.constEnd(); ++it) {
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const QString name = it.value()->getPlayerInfo()->getName();
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if (!playerNames.contains(name)) {
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playerNames.append(name);
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}
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}
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} else {
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for (PlayerLogic *player : players) {
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playerNames.append(player->getPlayerInfo()->getName());
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}
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}
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DlgTurnOrder dlg(playerNames, this);
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if (dlg.exec() != QDialog::Accepted) {
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return;
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}
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game->getGameEventHandler()->handleSetPlayerOrder(dlg.order(), dlg.isRandomizeRequested());
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}
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/**
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* Whether the local user may change the seating order: only while the game has
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* not started, and only as the host or a moderator - the server allows both
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* (Server_AbstractParticipant::cmdSetPlayerOrder).
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*/
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bool TabGame::canSetTurnOrder() const
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{
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if (game->getGameMetaInfo()->started()) {
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return false;
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}
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if (game->isHost()) {
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return true;
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}
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const ServerInfo_User *userInfo = tabSupervisor->getUserInfo();
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return userInfo != nullptr && (userInfo->user_level() & ServerInfo_User::IsModerator);
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}
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/**
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* Shows the turn order action only when it can actually change anything: the
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* player must be allowed to set the order and the game must not have started.
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* Called whenever either condition may have changed (game start/stop, host
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* change).
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*/
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void TabGame::updateTurnOrderAction()
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{
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if (aTurnOrder == nullptr) {
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return;
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}
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aTurnOrder->setVisible(canSetTurnOrder());
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}
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/**
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* Confirms the leave game and sends the leave game command, if applicable.
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*
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@ -840,6 +914,15 @@ void TabGame::processPlayerLeave(PlayerLogic *leavingPlayer)
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}
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}
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// A shuffled local player has their seat changed, so the deck view container
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// keyed by their previous id must be cleaned up alongside the leaving player.
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int leavingPlayerId = leavingPlayer->getPlayerInfo()->getId();
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if (deckViewContainers.contains(leavingPlayerId)) {
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TabbedDeckViewContainer *deckView = deckViewContainers.take(leavingPlayerId);
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deckViewContainerLayout->removeWidget(deckView);
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deckView->deleteLater();
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}
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scene->removePlayer(leavingPlayer);
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}
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@ -948,6 +1031,7 @@ void TabGame::startGame(bool _resuming)
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aConcede->setText(tr("&Concede"));
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aConcede->setEnabled(true);
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}
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updateTurnOrderAction();
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}
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void TabGame::stopGame()
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@ -970,6 +1054,7 @@ void TabGame::stopGame()
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aConcede->setText(tr("&Concede"));
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aConcede->setEnabled(false);
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}
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updateTurnOrderAction();
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}
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void TabGame::closeGame()
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@ -1094,6 +1179,9 @@ void TabGame::createMenuItems()
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connect(aNextTurn, &QAction::triggered, game->getGameEventHandler(), &GameEventHandler::handleNextTurn);
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aReverseTurn = new QAction(this);
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connect(aReverseTurn, &QAction::triggered, game->getGameEventHandler(), &GameEventHandler::handleReverseTurn);
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aTurnOrder = new QAction(this);
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connect(aTurnOrder, &QAction::triggered, this, &TabGame::actTurnOrder);
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updateTurnOrderAction();
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aRemoveLocalArrows = new QAction(this);
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connect(aRemoveLocalArrows, &QAction::triggered, this, &TabGame::actRemoveLocalArrows);
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aRotateViewCW = new QAction(this);
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@ -1144,6 +1232,7 @@ void TabGame::createMenuItems()
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gameMenu->addAction(aNextTurn);
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aNextTurn->setObjectName("aNextTurn");
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gameMenu->addAction(aReverseTurn);
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gameMenu->addAction(aTurnOrder);
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gameMenu->addSeparator();
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gameMenu->addAction(aRemoveLocalArrows);
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gameMenu->addAction(aRotateViewCW);
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@ -1172,6 +1261,7 @@ void TabGame::createReplayMenuItems()
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aNextPhaseAction = nullptr;
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aNextTurn = nullptr;
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aReverseTurn = nullptr;
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aTurnOrder = nullptr;
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aRemoveLocalArrows = nullptr;
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aRotateViewCW = nullptr;
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aRotateViewCCW = nullptr;
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@ -1302,6 +1392,7 @@ void TabGame::createPlayAreaWidget(bool bReplay)
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scene = new GameScene(phasesToolbar, this);
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connect(game->getPlayerManager(), &PlayerManager::playerConceded, scene, &GameScene::rearrange);
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connect(game->getPlayerManager(), &PlayerManager::playerCountChanged, scene, &GameScene::rearrange);
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connect(game->getGameState(), &GameState::seatOrderChanged, scene, &GameScene::rearrange);
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connect(scene, &GameScene::arrowDeletionRequested, game->getGameEventHandler(),
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&GameEventHandler::handleArrowDeletion);
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connect(game->getGameEventHandler(), &GameEventHandler::arrowDeleted, scene, &GameScene::deleteArrow);
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