[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
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
34 changed files with 1054 additions and 15 deletions

View file

@ -66,6 +66,7 @@ set(PROTO_FILES
command_set_card_attr.proto
command_set_card_counter.proto
command_set_counter.proto
command_set_player_order.proto
command_set_playmat.proto
command_set_sideboard_lock.proto
command_set_sideboard_plan.proto
@ -110,6 +111,7 @@ set(PROTO_FILES
event_list_rooms.proto
event_move_card.proto
event_notify_user.proto
event_player_order_changed.proto
event_player_properties_changed.proto
event_remove_from_list.proto
event_remove_messages.proto

View file

@ -0,0 +1,15 @@
syntax = "proto2";
import "game_commands.proto";
message Command_SetPlayerOrder {
extend GameCommand {
optional Command_SetPlayerOrder ext = 1206;
}
// The desired seating order, expressed as player names. Only used when
// randomize is false.
repeated string player_names = 1;
// When set, the server shuffles the seating order instead of using
// player_names.
optional bool randomize = 2;
}

View file

@ -24,4 +24,9 @@ message Event_GameStateChanged {
// the amount of seconds since the game started
optional uint32 seconds_elapsed = 5;
// the id of the player this event is addressed to. Used to re-identify the
// local player after seats have been shuffled. Only set for events sent to
// a specific participant, never for omniscient/replay events.
optional sint32 local_player_id = 6;
}

View file

@ -0,0 +1,13 @@
syntax = "proto2";
import "game_event.proto";
message Event_PlayerOrderChanged {
extend GameEvent {
optional Event_PlayerOrderChanged ext = 2023;
}
// The new seating order, expressed as player names.
repeated string player_names = 1;
// Whether the order was obtained by randomizing rather than set explicitly.
optional bool randomized = 2;
}

View file

@ -180,6 +180,11 @@ message GameCommand {
/// Server: Server_Player::cmdSetPlaymat
/// Client: reflected via player properties changed event
SET_PLAYMAT = 1035;
/// Set the seating (turn) order of the players.
/// Server: Server_AbstractParticipant::cmdSetPlayerOrder
/// Client: reflected via Event_PlayerOrderChanged
SET_PLAYER_ORDER = 1206;
}
extensions 100 to max;

View file

@ -34,6 +34,7 @@ message GameEvent {
CHANGE_ZONE_PROPERTIES = 2020;
REVERSE_TURN = 2021;
GAME_LOG_NOTICE = 2022;
PLAYER_ORDER_CHANGED = 2023;
}
optional sint32 player_id = 1 [default = -1];
extensions 100 to max;

View file

@ -78,6 +78,9 @@ message Command_CreateGame {
// share decklists with all players when selected
optional bool share_decklists_on_load = 14;
// shuffle the player order (seats) before each game starts
optional bool shuffle_players = 15;
}
message Command_JoinGame {

View file

@ -48,6 +48,9 @@ message ServerInfo_Game {
// decklists are sent to all players when loaded
optional bool share_decklists_on_load = 15;
// players are shuffled into new seats before each game starts
optional bool shuffle_players = 16;
// the current player count
optional uint32 player_count = 30;