[Game] Prevent spectator duplication when replaying joined events (#7248)

* [Game] Prevent spectator duplication when replaying joined events

The spectator branch of eventJoin emitted spectatorJoined unconditionally
even when the spectator was already present (e.g. replayed during a rewind).
Guard it like the player branch and eventGameStateChanged, and make
PlayerListWidget::addPlayer idempotent as defense in depth.

* In resetChatAndPhase() (the rewound() handler), also clear all spectators from both PlayerManager and PlayerListWidget before the replay rebuilds from event 0. The forward replay then re-adds exactly the spectators whose join events fall within the new time range via eventGameStateChanged/eventJoin.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
This commit is contained in:
BruebachL 2026-09-07 01:57:35 +02:00 committed by GitHub
parent fb482f037e
commit 8d30ac54f0
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GPG key ID: B5690EEEBB952194
6 changed files with 35 additions and 2 deletions

View file

@ -430,12 +430,13 @@ void GameEventHandler::eventJoin(const Event_Join &event, int /*eventPlayerId*/,
QString playerName = QString::fromStdString(playerInfo.user_info().name());
emit addPlayerToAutoCompleteList(playerName);
if (game->getPlayerManager()->getPlayers().contains(playerId)) {
PlayerManager *playerManager = game->getPlayerManager();
if (playerManager->getPlayers().contains(playerId) || playerManager->getSpectators().contains(playerId)) {
return;
}
if (playerInfo.spectator()) {
game->getPlayerManager()->addSpectator(playerId, playerInfo);
playerManager->addSpectator(playerId, playerInfo);
emit logJoinSpectator(playerName);
emit spectatorJoined(playerInfo);
} else {

View file

@ -75,6 +75,14 @@ PlayerLogic *PlayerManager::getPlayer(int playerId) const
return player;
}
void PlayerManager::clearSpectators()
{
const QList<int> spectatorIds = spectators.keys();
for (int spectatorId : spectatorIds) {
removeSpectator(spectatorId);
}
}
void PlayerManager::onPlayerConceded(int playerId, bool conceded)
{
// Everything else cares about this

View file

@ -100,6 +100,9 @@ public:
emit spectatorRemoved(spectatorId, spectatorInfo);
}
/** @brief Remove all spectators, emitting the removal signal for each. */
void clearSpectators();
[[nodiscard]] AbstractGame *getGame() const
{
return game;

View file

@ -92,6 +92,11 @@ void PlayerListWidget::retranslateUi()
void PlayerListWidget::addPlayer(const ServerInfo_PlayerProperties &player)
{
if (players.contains(player.player_id())) {
updatePlayerProperties(player);
return;
}
QTreeWidgetItem *newPlayer = new PlayerListTWI;
players.insert(player.player_id(), newPlayer);
updatePlayerProperties(player);
@ -176,6 +181,17 @@ void PlayerListWidget::removePlayer(int playerId)
delete takeTopLevelItem(indexOfTopLevelItem(player));
}
void PlayerListWidget::clearSpectators()
{
const QList<int> playerIds = players.keys();
for (int playerId : playerIds) {
QTreeWidgetItem *player = players.value(playerId, 0);
if (player && !player->data(1, Qt::UserRole).toBool()) {
removePlayer(playerId);
}
}
}
void PlayerListWidget::setActivePlayer(int playerId)
{
QMapIterator<int, QTreeWidgetItem *> i(players);

View file

@ -66,6 +66,7 @@ public slots:
void addPlayer(const ServerInfo_PlayerProperties &player);
void removePlayer(int playerId);
void updatePlayerProperties(const ServerInfo_PlayerProperties &prop, int playerId = -1);
void clearSpectators();
};
#endif

View file

@ -266,6 +266,10 @@ void TabGame::resetChatAndPhase()
// reset phase markers
game->getGameState()->setCurrentPhase(-1);
// reset spectator state so the replay can rebuild it from the start
game->getPlayerManager()->clearSpectators();
playerListWidget->clearSpectators();
}
void TabGame::emitUserEvent()