mirror of
https://github.com/Cockatrice/Cockatrice.git
synced 2026-11-05 01:23:24 -08:00
* [Protocol] Add shuffle players option and player order command/event Adds a 'Shuffle players at start' option to game creation plus a local player id on the game state so clients can reconcile seat changes, and a SET_PLAYER_ORDER command (1206) with a PLAYER_ORDER_CHANGED event (2023) so the game host can set or randomize the seating order. Took 6 minutes * [Server] Shuffle and reorder player seats before a game starts Auto-shuffles the seats at game start when enabled (now for games with two or more players instead of three or more) and handles the new SET_PLAYER_ORDER command so the game host or a moderator can reorder or randomize the seats before the game starts. Re-seating re-keys the player ids while keeping the per-user game/seat routing and persistent player records in sync, then broadcasts the new order to everyone. * [Client] Add shuffle players option and turn order dialog Adds the 'Shuffle players at start' checkbox to game creation and a host-only 'Set turn order...' action that opens a dialog to reorder or randomize the seats before the game starts. Seating changes are shown in the game's message log. * [Client] Move the turn order dialog strings into retranslateUi Follows the DlgInviteToGame convention so the dialog can be retranslated instead of freezing its strings at construction time. * [Server] Keep player ids stable across seat shuffles * [Client] Lay out table and turn order dialog in seat order * [Server] Send game-joined player list in seat order * [Client] Reword the shuffle option to match its behaviour * [Client] Address the seat-order review comments - Give the game setup checkboxes a row of their own so they no longer collide in the create-game dialog - Rename DlgTurnOrder::randomize() to isRandomizeRequested() - Document what the ids in GameState::seatOrder mean - Keep "Set turn order..." in sync with the game: hidden for non-hosts and once the game has started, re-shown when the game ends or hosting moves to the local player (new GameState::hostChanged signal) * [Client] Do not preview a randomized turn order Randomizing is a request to the server, not a local shuffle. Shuffling the list locally meant the dialog showed an order the server then discarded, and let the host re-open it until a favourable order appeared. The dialog now switches to a mode that says the server will randomize and toggles back to the manual list on request. * [Client] Let moderators set the turn order The server accepts SET_PLAYER_ORDER from the host or a moderator, but the client hid the action from everyone except the host, making the moderator branch unreachable. Visibility and the handler now share canSetTurnOrder(). * [Server] Rely on the player order event instead of a full state resend cmdSetPlayerOrder re-sent the whole game state after reseating, so every client reloaded its deck view mid-lobby for no reason. The new seating reaches clients through the Event_PlayerOrderChanged that reseatPlayers broadcasts. * [Client] Show random turn order in the game selector The restrictions column listed "open decklists" but not the new seating option, so a joining player had no way to see that seats will be randomized each game. Game info already shows the disabled checkbox. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
143 lines
3.8 KiB
C++
143 lines
3.8 KiB
C++
/**
|
|
* @file player_manager.h
|
|
* @ingroup GameLogicPlayers
|
|
*/
|
|
//! \todo Document this file.
|
|
|
|
#ifndef COCKATRICE_PLAYER_MANAGER_H
|
|
#define COCKATRICE_PLAYER_MANAGER_H
|
|
|
|
#include "libcockatrice/protocol/pb/serverinfo_user.pb.h"
|
|
|
|
#include <QMap>
|
|
#include <QObject>
|
|
#include <QString>
|
|
#include <libcockatrice/protocol/pb/serverinfo_playerproperties.pb.h>
|
|
#include <qtmetamacros.h>
|
|
|
|
class AbstractGame;
|
|
class ICardPreferenceProvider;
|
|
class IInterfaceSettingsProvider;
|
|
class PlayerLogic;
|
|
|
|
class PlayerManager : public QObject
|
|
{
|
|
Q_OBJECT
|
|
|
|
public:
|
|
PlayerManager(AbstractGame *_game,
|
|
int _localPlayerId,
|
|
bool _localPlayerIsJudge,
|
|
bool localPlayerIsSpectator,
|
|
IInterfaceSettingsProvider *interfaceSettings = nullptr,
|
|
ICardPreferenceProvider *cardPreferences = nullptr);
|
|
|
|
AbstractGame *game;
|
|
QMap<int, PlayerLogic *> players;
|
|
int localPlayerId;
|
|
bool localPlayerIsJudge;
|
|
bool localPlayerIsSpectator;
|
|
QMap<int, ServerInfo_User> spectators;
|
|
// Borrowed settings providers forwarded to each PlayerLogic (owned by the application).
|
|
IInterfaceSettingsProvider *interfaceSettings;
|
|
ICardPreferenceProvider *cardPreferences;
|
|
|
|
[[nodiscard]] bool isSpectator() const
|
|
{
|
|
return localPlayerIsSpectator;
|
|
}
|
|
|
|
[[nodiscard]] bool isJudge() const
|
|
{
|
|
return localPlayerIsJudge;
|
|
}
|
|
|
|
[[nodiscard]] int getLocalPlayerId() const
|
|
{
|
|
return localPlayerId;
|
|
}
|
|
|
|
void setLocalPlayerId(int _localPlayerId)
|
|
{
|
|
localPlayerId = _localPlayerId;
|
|
}
|
|
|
|
[[nodiscard]] const QMap<int, PlayerLogic *> &getPlayers() const
|
|
{
|
|
return players;
|
|
}
|
|
|
|
[[nodiscard]] int getPlayerCount() const
|
|
{
|
|
return players.size();
|
|
}
|
|
|
|
[[nodiscard]] PlayerLogic *getActiveLocalPlayer(int activePlayer) const;
|
|
bool isLocalPlayer(int playerId);
|
|
|
|
PlayerLogic *addPlayer(int playerId, const ServerInfo_User &info);
|
|
|
|
void removePlayer(int playerId);
|
|
|
|
[[nodiscard]] PlayerLogic *getPlayer(int playerId) const;
|
|
|
|
void onPlayerConceded(int playerId, bool conceded);
|
|
|
|
[[nodiscard]] bool isMainPlayerConceded() const;
|
|
|
|
[[nodiscard]] bool isLocalPlayer(int playerId) const
|
|
{
|
|
return playerId == getLocalPlayerId();
|
|
}
|
|
|
|
[[nodiscard]] const QMap<int, ServerInfo_User> &getSpectators() const
|
|
{
|
|
return spectators;
|
|
}
|
|
|
|
[[nodiscard]] ServerInfo_User getSpectator(int playerId) const
|
|
{
|
|
return spectators.value(playerId);
|
|
}
|
|
|
|
[[nodiscard]] QString getSpectatorName(int spectatorId) const
|
|
{
|
|
return QString::fromStdString(spectators.value(spectatorId).name());
|
|
}
|
|
|
|
void addSpectator(int spectatorId, const ServerInfo_PlayerProperties &prop)
|
|
{
|
|
if (!spectators.contains(spectatorId)) {
|
|
spectators.insert(spectatorId, prop.user_info());
|
|
emit spectatorAdded(prop);
|
|
}
|
|
}
|
|
|
|
void removeSpectator(int spectatorId)
|
|
{
|
|
ServerInfo_User spectatorInfo = spectators.value(spectatorId);
|
|
spectators.remove(spectatorId);
|
|
emit spectatorRemoved(spectatorId, spectatorInfo);
|
|
}
|
|
|
|
/** @brief Remove all spectators, emitting the removal signal for each. */
|
|
void clearSpectators();
|
|
|
|
[[nodiscard]] AbstractGame *getGame() const
|
|
{
|
|
return game;
|
|
}
|
|
|
|
signals:
|
|
void playerAdded(PlayerLogic *player);
|
|
void playerRemoved(PlayerLogic *player);
|
|
void activeLocalPlayerConceded();
|
|
void activeLocalPlayerUnconceded();
|
|
void playerConceded(int playerId);
|
|
void playerUnconceded(int playerId);
|
|
void playerCountChanged();
|
|
void spectatorAdded(ServerInfo_PlayerProperties spectator);
|
|
void spectatorRemoved(int spectatorId, ServerInfo_User spectator);
|
|
};
|
|
|
|
#endif // COCKATRICE_PLAYER_MANAGER_H
|