[Game] Preserve hand card order when restoring connection (#7266)

When a player restores connection to a game, the client rebuilds each
zone from the cards the server sends in the game state. Non-coordinate
zones (hand, piles, stack) report x == 0 on every card, so inserting
each rebuilt card at that coordinate reversed the received order one
card at a time.

Append rebuilt cards in the order they arrive for zones without
coordinates; coordinate-based zones (table) keep using x/y.

Fixes #2759

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
This commit is contained in:
BruebachL 2026-09-07 08:21:44 +02:00 committed by GitHub
parent 36f998e466
commit ebeae48652
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2 changed files with 38 additions and 1 deletions

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@ -175,7 +175,15 @@ void PlayerLogic::processPlayerInfo(const ServerInfo_Player &info)
const ServerInfo_Card &cardInfo = zoneInfo.card_list(j);
auto *card = new CardItem(this);
card->processCardInfo(cardInfo);
zone->addCard(card, false, cardInfo.x(), cardInfo.y());
// Zones without coordinates (hand, piles, stack) preserve the order
// they arrive in on the server in the positions of their cards list.
// The x coordinate of such cards is always 0, so inserting at it
// would reverse the list on reconnect. Append instead.
if (zoneInfo.with_coords()) {
zone->addCard(card, false, cardInfo.x(), cardInfo.y());
} else {
zone->addCard(card, false, -1);
}
}
}
if (zoneInfo.has_always_reveal_top_card()) {