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* [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>
95 lines
2.6 KiB
Protocol Buffer
95 lines
2.6 KiB
Protocol Buffer
syntax = "proto2";
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message RoomCommand {
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enum RoomCommandType {
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LEAVE_ROOM = 1000;
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ROOM_SAY = 1001;
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CREATE_GAME = 1002;
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JOIN_GAME = 1003;
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ROOM_CHANNEL_SAY = 1004;
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}
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extensions 100 to max;
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}
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message Command_LeaveRoom {
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extend RoomCommand {
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optional Command_LeaveRoom ext = 1000;
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}
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}
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message Command_RoomSay {
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extend RoomCommand {
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optional Command_RoomSay ext = 1001;
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}
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optional string message = 1;
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}
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message Command_RoomChannelSay {
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extend RoomCommand {
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optional Command_RoomChannelSay ext = 1004;
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}
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optional string channel_id = 1;
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optional string message = 2;
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}
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// Create a new game in the room
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message Command_CreateGame {
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extend RoomCommand {
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optional Command_CreateGame ext = 1002;
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}
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// game description shown in game list
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optional string description = 1;
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// password users will have to provide to join the game
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optional string password = 2;
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// amount of players needed to play
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optional uint32 max_players = 3;
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// limits the game to only allowing users on the creator's buddy list to join
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optional bool only_buddies = 4;
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// limits the game to only allowing registered users
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optional bool only_registered = 5;
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// allows non players to view the game as spectator
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optional bool spectators_allowed = 6;
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// allows spectators to join without password if false
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optional bool spectators_need_password = 7;
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// allows spectators to use game say commands
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optional bool spectators_can_talk = 8;
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// allows spectators to see hands and hidden information
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optional bool spectators_see_everything = 9;
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// selection of game types as presented in the server's room configuration
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repeated uint32 game_type_ids = 10;
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// the creator of the game will join it as a judge
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optional bool join_as_judge = 11;
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// the creator of the game will join it as a spectator
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optional bool join_as_spectator = 12;
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// set the starting life total
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optional uint32 starting_life_total = 13;
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// share decklists with all players when selected
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optional bool share_decklists_on_load = 14;
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// shuffle the player order (seats) before each game starts
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optional bool shuffle_players = 15;
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}
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message Command_JoinGame {
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extend RoomCommand {
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optional Command_JoinGame ext = 1003;
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}
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optional sint32 game_id = 1 [default = -1];
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optional string password = 2;
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optional bool spectator = 3;
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optional bool override_restrictions = 4;
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optional bool join_as_judge = 5;
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}
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