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https://github.com/Cockatrice/Cockatrice.git
synced 2026-04-27 07:48:01 -07:00
Move game state and event handling out of tab_game and into separate classes (#6090)
* Move game state and event handling out of tab_game and into separate classes. Took 6 hours 38 minutes Took 23 seconds * Meta Info Took 14 hours 36 minutes * Properly respond to game started again. Took 49 minutes * Hook up the message log widgets to game events again. Took 33 minutes Took 7 seconds * Lint. Took 4 minutes * Hook up playerListWidget. Took 1 hour 2 minutes Took 10 seconds * Hook up playerListWidget properly. Took 1 hour 17 minutes * Fix regressions. Took 17 minutes Took 9 seconds * Log the local player joining too. Took 2 minutes * Connect some player signals unrelated to this refactor again. Took 5 minutes --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
This commit is contained in:
parent
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commit
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18 changed files with 1482 additions and 788 deletions
517
cockatrice/src/game/game_event_handler.cpp
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517
cockatrice/src/game/game_event_handler.cpp
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#include "game_event_handler.h"
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#include "../client/tabs/tab_game.h"
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#include "../server/abstract_client.h"
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#include "../server/message_log_widget.h"
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#include "../server/pending_command.h"
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#include "get_pb_extension.h"
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#include "pb/command_concede.pb.h"
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#include "pb/command_delete_arrow.pb.h"
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#include "pb/command_game_say.pb.h"
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#include "pb/command_leave_game.pb.h"
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#include "pb/command_next_turn.pb.h"
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#include "pb/command_reverse_turn.pb.h"
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#include "pb/command_set_active_phase.pb.h"
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#include "pb/context_connection_state_changed.pb.h"
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#include "pb/context_deck_select.pb.h"
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#include "pb/context_ping_changed.pb.h"
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#include "pb/event_game_closed.pb.h"
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#include "pb/event_game_host_changed.pb.h"
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#include "pb/event_game_say.pb.h"
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#include "pb/event_game_state_changed.pb.h"
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#include "pb/event_join.pb.h"
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#include "pb/event_kicked.pb.h"
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#include "pb/event_leave.pb.h"
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#include "pb/event_player_properties_changed.pb.h"
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#include "pb/event_reverse_turn.pb.h"
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#include "pb/event_set_active_phase.pb.h"
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#include "pb/event_set_active_player.pb.h"
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#include "pb/game_event_container.pb.h"
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GameEventHandler::GameEventHandler(TabGame *_game) : game(_game), gameState(_game->getGameState())
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{
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}
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void GameEventHandler::sendGameCommand(PendingCommand *pend, int playerId)
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{
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AbstractClient *client = game->getClientForPlayer(playerId);
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if (!client)
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return;
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connect(pend, &PendingCommand::finished, this, &GameEventHandler::commandFinished);
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client->sendCommand(pend);
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}
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void GameEventHandler::sendGameCommand(const google::protobuf::Message &command, int playerId)
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{
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AbstractClient *client = game->getClientForPlayer(playerId);
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if (!client)
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return;
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PendingCommand *pend = prepareGameCommand(command);
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connect(pend, &PendingCommand::finished, this, &GameEventHandler::commandFinished);
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client->sendCommand(pend);
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}
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void GameEventHandler::commandFinished(const Response &response)
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{
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if (response.response_code() == Response::RespChatFlood)
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emit gameFlooded();
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}
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PendingCommand *GameEventHandler::prepareGameCommand(const ::google::protobuf::Message &cmd)
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{
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CommandContainer cont;
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cont.set_game_id(static_cast<google::protobuf::uint32>(game->getGameMetaInfo()->gameId()));
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GameCommand *c = cont.add_game_command();
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c->GetReflection()->MutableMessage(c, cmd.GetDescriptor()->FindExtensionByName("ext"))->CopyFrom(cmd);
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return new PendingCommand(cont);
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}
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PendingCommand *GameEventHandler::prepareGameCommand(const QList<const ::google::protobuf::Message *> &cmdList)
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{
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CommandContainer cont;
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cont.set_game_id(static_cast<google::protobuf::uint32>(game->getGameMetaInfo()->gameId()));
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for (auto i : cmdList) {
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GameCommand *c = cont.add_game_command();
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c->GetReflection()->MutableMessage(c, i->GetDescriptor()->FindExtensionByName("ext"))->CopyFrom(*i);
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delete i;
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}
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return new PendingCommand(cont);
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}
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void GameEventHandler::processGameEventContainer(const GameEventContainer &cont,
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AbstractClient *client,
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Player::EventProcessingOptions options)
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{
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const GameEventContext &context = cont.context();
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emit containerProcessingStarted(context);
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const int eventListSize = cont.event_list_size();
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for (int i = 0; i < eventListSize; ++i) {
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const GameEvent &event = cont.event_list(i);
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const int playerId = event.player_id();
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const auto eventType = static_cast<GameEvent::GameEventType>(getPbExtension(event));
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if (cont.has_forced_by_judge()) {
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auto id = cont.forced_by_judge();
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Player *judgep = gameState->getPlayers().value(id, nullptr);
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if (judgep) {
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emit setContextJudgeName(judgep->getName());
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} else if (gameState->getSpectators().contains(id)) {
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emit setContextJudgeName(QString::fromStdString(gameState->getSpectators().value(id).name()));
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}
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}
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if (gameState->getSpectators().contains(playerId)) {
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switch (eventType) {
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case GameEvent::GAME_SAY:
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eventSpectatorSay(event.GetExtension(Event_GameSay::ext), playerId, context);
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break;
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case GameEvent::LEAVE:
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eventSpectatorLeave(event.GetExtension(Event_Leave::ext), playerId, context);
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break;
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default:
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break;
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}
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} else {
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if ((gameState->getClients().size() > 1) && (playerId != -1))
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if (gameState->getClients().at(playerId) != client)
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continue;
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switch (eventType) {
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case GameEvent::GAME_STATE_CHANGED:
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qInfo() << "Game state changed event";
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eventGameStateChanged(event.GetExtension(Event_GameStateChanged::ext), playerId, context);
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break;
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case GameEvent::PLAYER_PROPERTIES_CHANGED:
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qInfo() << "player prop event";
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eventPlayerPropertiesChanged(event.GetExtension(Event_PlayerPropertiesChanged::ext), playerId,
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context);
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break;
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case GameEvent::JOIN:
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qInfo() << "join event";
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eventJoin(event.GetExtension(Event_Join::ext), playerId, context);
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break;
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case GameEvent::LEAVE:
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qInfo() << "leave event";
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eventLeave(event.GetExtension(Event_Leave::ext), playerId, context);
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break;
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case GameEvent::KICKED:
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qInfo() << "kicked event";
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eventKicked(event.GetExtension(Event_Kicked::ext), playerId, context);
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break;
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case GameEvent::GAME_HOST_CHANGED:
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qInfo() << "host changed event";
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eventGameHostChanged(event.GetExtension(Event_GameHostChanged::ext), playerId, context);
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break;
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case GameEvent::GAME_CLOSED:
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qInfo() << "game closed event";
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eventGameClosed(event.GetExtension(Event_GameClosed::ext), playerId, context);
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break;
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case GameEvent::SET_ACTIVE_PLAYER:
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qInfo() << "set active player event";
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eventSetActivePlayer(event.GetExtension(Event_SetActivePlayer::ext), playerId, context);
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break;
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case GameEvent::SET_ACTIVE_PHASE:
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qInfo() << "set active phase";
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eventSetActivePhase(event.GetExtension(Event_SetActivePhase::ext), playerId, context);
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break;
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case GameEvent::REVERSE_TURN:
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qInfo() << "reverse turn event";
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eventReverseTurn(event.GetExtension(Event_ReverseTurn::ext), playerId, context);
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break;
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default: {
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Player *player = gameState->getPlayers().value(playerId, 0);
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if (!player) {
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// qCWarning(GameEventHandlerLog) << "unhandled game event: invalid player id";
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break;
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}
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player->processGameEvent(eventType, event, context, options);
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game->emitUserEvent();
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}
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}
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}
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}
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emit containerProcessingDone();
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}
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void GameEventHandler::handleNextTurn()
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{
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sendGameCommand(Command_NextTurn());
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}
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void GameEventHandler::handleReverseTurn()
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{
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sendGameCommand(Command_ReverseTurn());
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}
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void GameEventHandler::handlePlayerConceded()
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{
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sendGameCommand(Command_Concede());
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}
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void GameEventHandler::handlePlayerUnconceded()
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{
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sendGameCommand(Command_Unconcede());
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}
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void GameEventHandler::handleActivePhaseChanged(int phase)
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{
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Command_SetActivePhase cmd;
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cmd.set_phase(static_cast<google::protobuf::uint32>(phase));
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sendGameCommand(cmd);
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}
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void GameEventHandler::handleGameLeft()
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{
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sendGameCommand(Command_LeaveGame());
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}
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void GameEventHandler::handleChatMessageSent(const QString &chatMessage)
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{
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Command_GameSay cmd;
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cmd.set_message(chatMessage.toStdString());
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sendGameCommand(cmd);
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}
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void GameEventHandler::handleArrowDeletion(int arrowId)
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{
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Command_DeleteArrow cmd;
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cmd.set_arrow_id(arrowId);
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sendGameCommand(cmd);
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}
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void GameEventHandler::eventSpectatorSay(const Event_GameSay &event,
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int eventPlayerId,
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const GameEventContext & /*context*/)
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{
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const ServerInfo_User &userInfo = gameState->getSpectators().value(eventPlayerId);
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emit logSpectatorSay(userInfo, QString::fromStdString(event.message()));
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}
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void GameEventHandler::eventSpectatorLeave(const Event_Leave &event,
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int eventPlayerId,
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const GameEventContext & /*context*/)
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{
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emit logSpectatorLeave(gameState->getSpectatorName(eventPlayerId), getLeaveReason(event.reason()));
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emit spectatorLeft(eventPlayerId);
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gameState->removeSpectator(eventPlayerId);
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game->emitUserEvent();
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}
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void GameEventHandler::eventGameStateChanged(const Event_GameStateChanged &event,
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int /*eventPlayerId*/,
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const GameEventContext & /*context*/)
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{
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const int playerListSize = event.player_list_size();
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QVector<QPair<int, QPair<QString, QString>>> opponentDecksToDisplay;
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for (int i = 0; i < playerListSize; ++i) {
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const ServerInfo_Player &playerInfo = event.player_list(i);
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const ServerInfo_PlayerProperties &prop = playerInfo.properties();
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const int playerId = prop.player_id();
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QString playerName = "@" + QString::fromStdString(prop.user_info().name());
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game->addPlayerToAutoCompleteList(playerName);
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if (prop.spectator()) {
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gameState->addSpectator(playerId, prop);
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} else {
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Player *player = gameState->getPlayers().value(playerId, 0);
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if (!player) {
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player = gameState->addPlayer(playerId, prop.user_info(), game);
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emit playerJoined(prop);
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emit logJoinPlayer(player);
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}
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player->processPlayerInfo(playerInfo);
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if (player->getLocal()) {
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emit localPlayerDeckSelected(player, playerId, playerInfo);
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} else {
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if (!game->getGameMetaInfo()->proto().share_decklists_on_load()) {
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continue;
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}
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opponentDecksToDisplay.append(
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qMakePair(playerId, qMakePair(playerName, QString::fromStdString(playerInfo.deck_list()))));
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}
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}
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}
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processCardAttachmentsForPlayers(event);
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emit remotePlayersDecksSelected(opponentDecksToDisplay);
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gameState->setGameTime(event.seconds_elapsed());
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if (event.game_started() && !game->getGameMetaInfo()->started()) {
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gameState->setResuming(!gameState->isGameStateKnown());
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game->getGameMetaInfo()->setStarted(event.game_started());
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if (gameState->isGameStateKnown())
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emit logGameStart();
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gameState->setActivePlayer(event.active_player_id());
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gameState->setCurrentPhase(event.active_phase());
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} else if (!event.game_started() && game->getGameMetaInfo()->started()) {
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gameState->setCurrentPhase(-1);
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gameState->setActivePlayer(-1);
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game->getGameMetaInfo()->setStarted(false);
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emit gameStopped();
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}
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gameState->setGameStateKnown(true);
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game->emitUserEvent();
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}
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void GameEventHandler::processCardAttachmentsForPlayers(const Event_GameStateChanged &event)
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{
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for (int i = 0; i < event.player_list_size(); ++i) {
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const ServerInfo_Player &playerInfo = event.player_list(i);
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const ServerInfo_PlayerProperties &prop = playerInfo.properties();
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if (!prop.spectator()) {
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Player *player = gameState->getPlayers().value(prop.player_id(), 0);
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if (!player)
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continue;
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player->processCardAttachment(playerInfo);
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}
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}
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}
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void GameEventHandler::eventPlayerPropertiesChanged(const Event_PlayerPropertiesChanged &event,
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int eventPlayerId,
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const GameEventContext &context)
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{
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Player *player = gameState->getPlayers().value(eventPlayerId, 0);
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if (!player)
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return;
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const ServerInfo_PlayerProperties &prop = event.player_properties();
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emit playerPropertiesChanged(prop, eventPlayerId);
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const auto contextType = static_cast<GameEventContext::ContextType>(getPbExtension(context));
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switch (contextType) {
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case GameEventContext::READY_START: {
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bool ready = prop.ready_start();
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if (player->getLocal())
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emit localPlayerReadyStateChanged(player->getId(), ready);
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if (ready) {
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emit logReadyStart(player);
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} else {
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emit logNotReadyStart(player);
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}
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break;
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}
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case GameEventContext::CONCEDE: {
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emit playerConceded(player);
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player->setConceded(true);
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QMapIterator<int, Player *> playerIterator(gameState->getPlayers());
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while (playerIterator.hasNext())
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playerIterator.next().value()->updateZones();
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break;
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}
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case GameEventContext::UNCONCEDE: {
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emit playerUnconceded(player);
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player->setConceded(false);
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QMapIterator<int, Player *> playerIterator(gameState->getPlayers());
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while (playerIterator.hasNext())
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playerIterator.next().value()->updateZones();
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break;
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}
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case GameEventContext::DECK_SELECT: {
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Context_DeckSelect deckSelect = context.GetExtension(Context_DeckSelect::ext);
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emit logDeckSelect(player, QString::fromStdString(deckSelect.deck_hash()), deckSelect.sideboard_size());
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if (game->getGameMetaInfo()->proto().share_decklists_on_load() && deckSelect.has_deck_list() &&
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eventPlayerId != gameState->getLocalPlayerId()) {
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emit remotePlayerDeckSelected(QString::fromStdString(deckSelect.deck_list()), eventPlayerId,
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player->getName());
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}
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break;
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}
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case GameEventContext::SET_SIDEBOARD_LOCK: {
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if (player->getLocal()) {
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emit localPlayerSideboardLocked(player->getId(), prop.sideboard_locked());
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}
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emit logSideboardLockSet(player, prop.sideboard_locked());
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break;
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}
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case GameEventContext::CONNECTION_STATE_CHANGED: {
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emit logConnectionStateChanged(player, prop.ping_seconds() != -1);
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break;
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}
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default:;
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}
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}
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void GameEventHandler::eventJoin(const Event_Join &event, int /*eventPlayerId*/, const GameEventContext & /*context*/)
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{
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const ServerInfo_PlayerProperties &playerInfo = event.player_properties();
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const int playerId = playerInfo.player_id();
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QString playerName = QString::fromStdString(playerInfo.user_info().name());
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game->addPlayerToAutoCompleteList(playerName);
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if (gameState->getPlayers().contains(playerId))
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return;
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if (playerInfo.spectator()) {
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gameState->addSpectator(playerId, playerInfo);
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emit logJoinSpectator(playerName);
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emit spectatorJoined(playerInfo);
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} else {
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Player *newPlayer = gameState->addPlayer(playerId, playerInfo.user_info(), game);
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emit logJoinPlayer(newPlayer);
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emit playerJoined(playerInfo);
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}
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game->emitUserEvent();
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}
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QString GameEventHandler::getLeaveReason(Event_Leave::LeaveReason reason)
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{
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switch (reason) {
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case Event_Leave::USER_KICKED:
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return tr("kicked by game host or moderator");
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break;
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case Event_Leave::USER_LEFT:
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return tr("player left the game");
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break;
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case Event_Leave::USER_DISCONNECTED:
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return tr("player disconnected from server");
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break;
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case Event_Leave::OTHER:
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default:
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return tr("reason unknown");
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break;
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}
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}
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void GameEventHandler::eventLeave(const Event_Leave &event, int eventPlayerId, const GameEventContext & /*context*/)
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{
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Player *player = gameState->getPlayers().value(eventPlayerId, 0);
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if (!player)
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return;
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emit playerLeft(eventPlayerId);
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emit logLeave(player, getLeaveReason(event.reason()));
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gameState->removePlayer(eventPlayerId);
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player->clear();
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player->deleteLater();
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// Rearrange all remaining zones so that attachment relationship updates take place
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QMapIterator<int, Player *> playerIterator(gameState->getPlayers());
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while (playerIterator.hasNext())
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playerIterator.next().value()->updateZones();
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game->emitUserEvent();
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}
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void GameEventHandler::eventKicked(const Event_Kicked & /*event*/,
|
||||
int /*eventPlayerId*/,
|
||||
const GameEventContext & /*context*/)
|
||||
{
|
||||
emit gameClosed();
|
||||
|
||||
emit logKicked();
|
||||
|
||||
emit playerKicked();
|
||||
|
||||
game->emitUserEvent();
|
||||
}
|
||||
|
||||
void GameEventHandler::eventReverseTurn(const Event_ReverseTurn &event,
|
||||
int eventPlayerId,
|
||||
const GameEventContext & /*context*/)
|
||||
{
|
||||
Player *player = gameState->getPlayers().value(eventPlayerId, 0);
|
||||
if (!player)
|
||||
return;
|
||||
|
||||
emit logTurnReversed(player, event.reversed());
|
||||
}
|
||||
|
||||
void GameEventHandler::eventGameHostChanged(const Event_GameHostChanged & /*event*/,
|
||||
int eventPlayerId,
|
||||
const GameEventContext & /*context*/)
|
||||
{
|
||||
gameState->setHostId(eventPlayerId);
|
||||
}
|
||||
|
||||
void GameEventHandler::eventGameClosed(const Event_GameClosed & /*event*/,
|
||||
int /*eventPlayerId*/,
|
||||
const GameEventContext & /*context*/)
|
||||
{
|
||||
game->getGameMetaInfo()->setStarted(false);
|
||||
gameState->setGameClosed(true);
|
||||
emit gameClosed();
|
||||
emit logGameClosed();
|
||||
game->emitUserEvent();
|
||||
}
|
||||
|
||||
void GameEventHandler::eventSetActivePlayer(const Event_SetActivePlayer &event,
|
||||
int /*eventPlayerId*/,
|
||||
const GameEventContext & /*context*/)
|
||||
{
|
||||
gameState->setActivePlayer(event.active_player_id());
|
||||
Player *player = gameState->getPlayer(event.active_player_id());
|
||||
if (!player)
|
||||
return;
|
||||
emit logActivePlayer(player);
|
||||
game->emitUserEvent();
|
||||
}
|
||||
|
||||
void GameEventHandler::eventSetActivePhase(const Event_SetActivePhase &event,
|
||||
int /*eventPlayerId*/,
|
||||
const GameEventContext & /*context*/)
|
||||
{
|
||||
const int phase = event.phase();
|
||||
if (gameState->getCurrentPhase() != phase) {
|
||||
emit logActivePhaseChanged(phase);
|
||||
}
|
||||
gameState->setCurrentPhase(phase);
|
||||
game->emitUserEvent();
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue