[Game] Connect zone dump response before sending the request (#7711)

ZoneViewZone::initializeCards() connected PendingCommand::finished only after ZoneViewZoneLogic::requestZoneDump() had already sent the command. Local games process the dump synchronously, so finished was emitted before the view connected and the library/sideboard view stayed empty.

Split requestZoneDump() into prepareZoneDump() and sendZoneDump(), and connect before sending, matching the TabRoom prepare/send convention.

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
This commit is contained in:
BruebachL 2026-11-01 12:49:35 +01:00 • committed by GitHub
parent 00151380e3
commit ff393b8990
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
3 changed files with 25 additions and 12 deletions

View file

@ -99,9 +99,13 @@ void ZoneViewZone::initializeCards(const QList<const ServerInfo_Card *> &cardLis
}
reorganizeCards();
} else if (!qobject_cast<ZoneViewZoneLogic *>(getLogic())->getOriginalZone()->contentsKnown()) {
PendingCommand *pend = qobject_cast<ZoneViewZoneLogic *>(getLogic())->requestZoneDump();
auto *viewLogic = qobject_cast<ZoneViewZoneLogic *>(getLogic());
PendingCommand *pend = viewLogic->prepareZoneDump();
if (pend != nullptr) {
// A local game answers synchronously, so the handler has to be connected before the
// command is sent or the response would be delivered to nobody.
connect(pend, &PendingCommand::finished, this, &ZoneViewZone::zoneDumpReceived);
viewLogic->sendZoneDump(pend);
}
} else {
const CardList &c = qobject_cast<ZoneViewZoneLogic *>(getLogic())->getOriginalZone()->getCards();

View file

@ -192,12 +192,14 @@ void ZoneViewZoneLogic::setWriteableRevealZone(bool _writeableRevealZone)
writeableRevealZone = _writeableRevealZone;
}
PendingCommand *ZoneViewZoneLogic::requestZoneDump()
PendingCommand *ZoneViewZoneLogic::prepareZoneDump()
{
PlayerActions *actions = getPlayer()->getPlayerActions();
PendingCommand *pend = actions->prepareZoneDump(this, numberCards);
if (pend != nullptr) {
actions->sendGameCommand(pend);
}
return pend;
return getPlayer()->getPlayerActions()->prepareZoneDump(this, numberCards);
}
void ZoneViewZoneLogic::sendZoneDump(PendingCommand *pendingCommand)
{
if (pendingCommand != nullptr) {
getPlayer()->getPlayerActions()->sendGameCommand(pendingCommand);
}
}

View file

@ -88,14 +88,21 @@ public:
}
/**
* @brief Prepares and sends the zone-dump command for this view.
* @brief Builds the zone-dump command for this view without sending it.
* @return The pending command, or nullptr when there is no zone to dump.
*
* Keeps command construction in game/ so graphics views don't reach
* through the player into PlayerActions to set it up. The command is sent
* asynchronously, so callers connect to finished() after calling this.
* through the player into PlayerActions to set it up. The response can
* arrive synchronously (local games), so callers must connect to
* PendingCommand::finished before calling sendZoneDump().
*/
PendingCommand *requestZoneDump();
PendingCommand *prepareZoneDump();
/**
* @brief Sends a command returned by prepareZoneDump().
* @param pendingCommand The prepared command; nullptr is ignored.
*/
void sendZoneDump(PendingCommand *pendingCommand);
protected:
void addCardImpl(CardState *card, int x, int y) override;