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Handle concession properly.
Took 57 minutes Took 38 seconds Took 18 seconds Took 21 seconds
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2 changed files with 5 additions and 9 deletions
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@ -72,14 +72,6 @@ Player *PlayerManager::getPlayer(int playerId) const
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void PlayerManager::onPlayerConceded(int playerId, bool conceded)
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{
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// GameEventHandler cares about this for sending the concede/unconcede commands
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if (isLocalPlayer(playerId)) {
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if (conceded) {
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emit activeLocalPlayerConceded();
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} else {
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emit activeLocalPlayerUnconceded();
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}
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}
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// Everything else cares about this
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if (conceded) {
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emit playerConceded(playerId);
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@ -152,6 +152,7 @@ void TabGame::connectToPlayerManager()
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connect(game->getPlayerManager(), &PlayerManager::playerRemoved, this, &TabGame::processPlayerLeave);
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// update menu text when player concedes so that "concede" gets updated to "unconcede"
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connect(game->getPlayerManager(), &PlayerManager::playerConceded, this, &TabGame::retranslateUi);
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connect(game->getPlayerManager(), &PlayerManager::playerUnconceded, this, &TabGame::retranslateUi);
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}
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void TabGame::connectToGameEventHandler()
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@ -497,13 +498,14 @@ void TabGame::actConcede()
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if (QMessageBox::question(this, tr("Concede"), tr("Are you sure you want to concede this game?"),
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QMessageBox::Yes | QMessageBox::No, QMessageBox::No) != QMessageBox::Yes)
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return;
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emit game->getPlayerManager()->activeLocalPlayerConceded();
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player->setConceded(true);
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} else {
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if (QMessageBox::question(this, tr("Unconcede"),
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tr("You have already conceded. Do you want to return to this game?"),
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QMessageBox::Yes | QMessageBox::No, QMessageBox::No) != QMessageBox::Yes)
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return;
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emit game->getPlayerManager()->activeLocalPlayerUnconceded();
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player->setConceded(false);
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}
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}
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@ -821,6 +823,8 @@ void TabGame::stopGame()
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playerListWidget->setGameStarted(false, false);
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scene->clearViews();
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retranslateUi();
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}
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void TabGame::closeGame()
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