Cockatrice/libcockatrice_game/libcockatrice/game/player/player_manager.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

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