Cockatrice/libcockatrice_protocol/libcockatrice/protocol/pb/serverinfo_game.proto
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

71 lines
2.1 KiB
Protocol Buffer

syntax = "proto2";
import "serverinfo_user.proto";
// Container for information about a game in the room's game list
message ServerInfo_Game {
// id of server the game is on
optional sint32 server_id = 1 [default = -1];
// id of room the game is in
optional sint32 room_id = 2 [default = -1];
// unique id of the game inside the room
optional sint32 game_id = 3 [default = -1];
// user provided game description
optional string description = 4;
// password required to join game
optional bool with_password = 5;
// players required to play
optional uint32 max_players = 6;
// mask of server defined game types
repeated sint32 game_types = 7;
// user that created the game
optional ServerInfo_User creator_info = 8;
// only buddies of the creator can join this game
optional bool only_buddies = 9;
// only registered users can join this game
optional bool only_registered = 10;
// if spectators are allowed to join
optional bool spectators_allowed = 11;
// spectators need to enter the game
optional bool spectators_need_password = 12;
// spectators can use cmdGameSay
optional bool spectators_can_chat = 13;
// spectators receive private events for all players
optional bool spectators_omniscient = 14;
// decklists are sent to all players when loaded
optional bool share_decklists_on_load = 15;
// players are shuffled into new seats before each game starts
optional bool shuffle_players = 16;
// the current player count
optional uint32 player_count = 30;
// the current spectator count
optional uint32 spectators_count = 31;
// whether the game is currently ongoing
optional bool started = 50;
// time that the game started at
optional uint32 start_time = 51;
// whether the game is closed. Closed games are finished and can't be interacted with
optional bool closed = 52;
// the current host of the game, which may differ from the creator after a host transfer
optional ServerInfo_User host_info = 53;
}