Cockatrice/libcockatrice_settings/libcockatrice/settings/game_settings.h
BruebachL 5ea16c805f
[Server/Client/Protocol] Shuffle or reorder player seats before a game starts (#7398)
* [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>
2026-11-04 15:44:50 +01:00

61 lines
2.5 KiB
C++

#ifndef GAME_SETTINGS_H
#define GAME_SETTINGS_H
#include "settings_manager.h"
#include <QString>
#include <libcockatrice/interfaces/interface_game_settings_provider.h>
#include <qtmetamacros.h>
class QObject;
class GameSettings : public SettingsManager, public IGameSettingsProvider
{
Q_OBJECT
friend class SettingsCache;
public:
[[nodiscard]] QString getGameDescription() const override;
[[nodiscard]] int getMaxPlayers() const override;
[[nodiscard]] QString getGameTypes() const override;
[[nodiscard]] bool getOnlyBuddies() const override;
[[nodiscard]] bool getOnlyRegistered() const override;
[[nodiscard]] bool getSpectatorsAllowed() const override;
[[nodiscard]] bool getSpectatorsNeedPassword() const override;
[[nodiscard]] bool getSpectatorsCanTalk() const override;
[[nodiscard]] bool getSpectatorsCanSeeEverything() const override;
[[nodiscard]] bool getCreateGameAsSpectator() const override;
[[nodiscard]] int getDefaultStartingLifeTotal() const override;
[[nodiscard]] bool getShareDecklistsOnLoad() const override;
[[nodiscard]] bool getShufflePlayers() const override;
[[nodiscard]] bool getRememberGameSettings() const override;
[[nodiscard]] bool getLocalGameRememberSettings() const override;
[[nodiscard]] int getLocalGameMaxPlayers() const override;
[[nodiscard]] int getLocalGameStartingLifeTotal() const override;
void setGameDescription(const QString &_gameDescription);
void setMaxPlayers(int _maxPlayers);
void setGameTypes(const QString &_gameTypes);
void setOnlyBuddies(bool _onlyBuddies);
void setOnlyRegistered(bool _onlyRegistered);
void setSpectatorsAllowed(bool _spectatorsAllowed);
void setSpectatorsNeedPassword(bool _spectatorsNeedPassword);
void setSpectatorsCanTalk(bool _spectatorsCanTalk);
void setSpectatorsCanSeeEverything(bool _spectatorsCanSeeEverything);
void setCreateGameAsSpectator(bool _createGameAsSpectator);
void setDefaultStartingLifeTotal(int _defaultStartingLifeTotal);
void setShareDecklistsOnLoad(bool _shareDecklistsOnLoad);
void setShufflePlayers(bool _shufflePlayers);
void setRememberGameSettings(bool _rememberGameSettings);
void setLocalGameRememberSettings(bool value);
void setLocalGameMaxPlayers(int value);
void setLocalGameStartingLifeTotal(int value);
public:
explicit GameSettings(const QString &settingPath, QObject *parent = nullptr);
private:
GameSettings(const GameSettings & /*other*/);
};
#endif // GAME_SETTINGS_H