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[Refactor] Build deck setup commands in GameEventHandler instead of DeckViewContainer (#7421)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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parent
674a607960
commit
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3 changed files with 143 additions and 37 deletions
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@ -34,11 +34,6 @@
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#include <QVBoxLayout>
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#include <libcockatrice/card/database/card_database_manager.h>
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#include <libcockatrice/deck_list/playmat_resolver.h>
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#include <libcockatrice/protocol/pb/command_deck_select.pb.h>
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#include <libcockatrice/protocol/pb/command_ready_start.pb.h>
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#include <libcockatrice/protocol/pb/command_set_playmat.pb.h>
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#include <libcockatrice/protocol/pb/command_set_sideboard_lock.pb.h>
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#include <libcockatrice/protocol/pb/command_set_sideboard_plan.pb.h>
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#include <libcockatrice/protocol/pb/response_deck_download.pb.h>
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#include <libcockatrice/protocol/pending_command.h>
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#include <libcockatrice/settings/interface_settings.h>
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@ -314,9 +309,7 @@ void DeckViewContainer::loadDeckFromDeckList(const DeckList &deck)
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return;
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}
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Command_DeckSelect cmd;
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cmd.set_deck(deckString.toStdString());
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PendingCommand *pend = parentGame->getGame()->getGameEventHandler()->prepareGameCommand(cmd);
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PendingCommand *pend = parentGame->getGame()->getGameEventHandler()->prepareDeckSelect(deckString);
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connect(pend, &PendingCommand::finished, this, &DeckViewContainer::deckSelectFinished);
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parentGame->getGame()->getGameEventHandler()->sendGameCommand(pend, playerId);
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@ -345,15 +338,7 @@ void DeckViewContainer::resolveAndSendPlaymat()
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lastResolvedPlaymat = resolved;
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Command_SetPlaymat playmatCmd;
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auto *pp = playmatCmd.mutable_playmat_params();
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pp->set_card_name(resolved.card.name.toStdString());
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pp->set_card_provider_id(resolved.card.providerId.toStdString());
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pp->set_margin_pct_l(resolved.params.marginPctL);
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pp->set_margin_pct_r(resolved.params.marginPctR);
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pp->set_vertical_offset(resolved.params.verticalOffset);
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pp->set_zoom(resolved.params.zoom);
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PendingCommand *playmatPend = parentGame->getGame()->getGameEventHandler()->prepareGameCommand(playmatCmd);
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PendingCommand *playmatPend = parentGame->getGame()->getGameEventHandler()->prepareSetPlaymat(resolved);
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const QString sentName = resolved.card.name;
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connect(playmatPend, &PendingCommand::finished, this, [this, sentName](const Response &r) {
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// Only RespFunctionNotAllowed signals a card art DENY rule. Older servers that predate
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@ -384,9 +369,7 @@ void DeckViewContainer::loadRemoteDeck()
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{
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DlgLoadRemoteDeck dlg(parentGame->getGame()->getClientForPlayer(playerId), this);
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if (dlg.exec()) {
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Command_DeckSelect cmd;
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cmd.set_deck_id(dlg.getDeckId());
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PendingCommand *pend = parentGame->getGame()->getGameEventHandler()->prepareGameCommand(cmd);
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PendingCommand *pend = parentGame->getGame()->getGameEventHandler()->prepareDeckSelectId(dlg.getDeckId());
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connect(pend, &PendingCommand::finished, this, &DeckViewContainer::deckSelectFinished);
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parentGame->getGame()->getGameEventHandler()->sendGameCommand(pend, playerId);
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}
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@ -446,28 +429,17 @@ void DeckViewContainer::forceStart()
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return;
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}
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Command_ReadyStart cmd;
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cmd.set_force_start(true);
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cmd.set_ready(true);
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parentGame->getGame()->getGameEventHandler()->sendGameCommand(cmd, playerId);
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parentGame->getGame()->getGameEventHandler()->sendForceStart(playerId);
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}
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void DeckViewContainer::sideboardLockButtonClicked()
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{
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Command_SetSideboardLock cmd;
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cmd.set_locked(sideboardLockButton->getState());
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parentGame->getGame()->getGameEventHandler()->sendGameCommand(cmd, playerId);
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parentGame->getGame()->getGameEventHandler()->sendSetSideboardLock(sideboardLockButton->getState(), playerId);
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}
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void DeckViewContainer::sideboardPlanChanged()
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{
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Command_SetSideboardPlan cmd;
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const QList<MoveCard_ToZone> &newPlan = deckView->getSideboardPlan();
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for (const auto &i : newPlan) {
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cmd.add_move_list()->CopyFrom(i);
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}
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parentGame->getGame()->getGameEventHandler()->sendGameCommand(cmd, playerId);
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parentGame->getGame()->getGameEventHandler()->sendSetSideboardPlan(deckView->getSideboardPlan(), playerId);
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}
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/**
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@ -479,9 +451,7 @@ void DeckViewContainer::sendReadyStartCommand(bool ready)
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resolveAndSendPlaymat();
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}
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Command_ReadyStart cmd;
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cmd.set_ready(ready);
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parentGame->getGame()->getGameEventHandler()->sendGameCommand(cmd, playerId);
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parentGame->getGame()->getGameEventHandler()->sendReadyStart(ready, playerId);
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}
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/**
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