Cockatrice/cockatrice/src/game/game_event_handler.h
BruebachL d603a2bb6a
[Tooling] Apply include-what-you-use across the tree (#7396)
* [DeckList] Apply include-what-you-use to libcockatrice_deck_list

* [IWYU] Apply include-what-you-use across the tree

Run one whole-tree IWYU pass over the libcockatrice_* libraries, the
Cockatrice client, Oracle, Servatrice and the test suite, so each
translation unit includes what it uses directly and forward-declares
what it does not need.

IWYU only analyses real translation units, never the moc code CMake
generates from Q_OBJECT headers, so it strips includes that moc output
silently relies on. Where a type is passed by value (or nested in a
QList/QMap) in a signal or slot signature, the generated moc code needs
the complete type; those includes are kept with an explanatory
`// IWYU pragma: keep`. The same holds for Q_DECLARE_METATYPE targets
such as QSqlDatabase.

A handful of includes are added by hand where callers brace-initialize a
const-reference parameter, which also requires the complete type.

Applied as a single commit on purpose: stripping includes from the
libcockatrice_* headers is precisely what breaks the client, test and
server translation units, and the fixes for those live in the same
translation units. Splitting by component would therefore leave
intermediate commits that do not compile.

All 426 modified Q_OBJECT/Q_GADGET headers were verified to be
moc-self-contained by compiling each generated moc_*.cpp standalone;
several built only because of moc include ordering in
mocs_compilation.cpp before the keep-includes were added.

* [Tooling] Emit public Qt headers and fix IWYU fallout CI found

Three problems the local build could not see, all because a green local
build only proves the configuration it was run under.

Private Qt headers. IWYU emitted private, lowercase Qt headers, and
qtypes.h does not exist at all before Qt 6.9, so the Debian 12 and
Ubuntu 24.04 jobs on Qt 6.4.2 failed to compile. The generator only
emitted a mapping when the capital header name mirrored the private one
(QAbstractAnimation for qabstractanimation.h), so qtypes.h, which is
wrapped by QtTypes instead, got no mapping and kept the private
spelling. Map it explicitly to <QtTypes>, which is public since Qt 5 and
provides the same typedefs either way, and rewrite the 100 affected
includes.

Do not generalize this to "prefer any Qt* wrapper". The table is
generated from whichever Qt is installed, and the wrappers are not
equally old: QtLogging only appeared in Qt 6.8 and QtMinMax in 6.5, so
that heuristic trades one breakage for another. Every other lowercase
header still in the tree has shipped publicly since Qt 5, so those are
left alone.

Platform-guarded includes. IWYU only sees the preprocessor configuration
it is handed, so it dropped an include that only the macOS branch of
main.cpp needs, and the macOS jobs failed on an undeclared
UrlSchemeEventFilter. Restore the include. Force-compiling every file
that carries a platform guard under Q_OS_MAC, Q_OS_MACOS and __APPLE__
reports nothing else, so the macOS branches are covered rather than
assumed.

shellcheck. Drop a leftover variable and stop assigning the
include-what-you-use lookup, which was only ever an existence check.

* [Tooling] Map Qt 6.5+ split headers to QtGlobal for Qt 6.4 compatibility

IWYU emitted QtTypes, QtPreprocessorSupport, QtVersionChecks, QtAssert,
QtMinMax, QtClassHelperMacros, QtEnvironmentVariables and QtTranslation.
Qt 6.5 split those declarations out of qglobal.h into separate headers, so
neither the Qt* wrapper nor the q*.h private name exists on the oldest Qt we
support (6.4.2), and Debian 12 / Ubuntu 24.04 fail with "No such file or
directory". qtypes.h is worse still: it only appeared in Qt 6.9.

QtGlobal is the one spelling that works across the whole supported range. It
has been public since Qt 5, defines these declarations itself up to Qt 6.4, and
includes the split headers from Qt 6.5 on, so redirect all eight private
headers to it and collapse the affected includes in the tree.

Curated overrides now take precedence over the name-mirroring rule, which
cannot know about Qt version floors because the mapping is generated from
whatever Qt is installed. That rule was mapping qtversionchecks.h to
<QtVersionChecks> even with an override present, because the override was only
consulted as a fallback. A curated key that matches nothing is now a hard
error rather than a silent fallback, and the redirected headers are no longer
advertised as the home of a symbol.

Verified every Qt include in the tree resolves against the real
qt6-base-dev 6.4.2 package: 15 distinct includes, 0 missing.

* [Tooling] Map QOverload to QtGlobal and drop the QMetaMethodArgument include

Two more headers IWYU emitted do not exist on Qt 6.4.2:

QOverload was split out of qglobal.h in Qt 6.5, so on 6.4.2 it is declared in
qglobal.h directly and the standalone header is a hard error. QtGlobal covers
both, so map qoverload.h to it like the other 6.5+ split headers.

QMetaMethodArgument is never referenced anywhere in the tree. It is a bare
forwarder for qobjectdefs.h that our generator advertised as a class symbol,
which is how IWYU came to add the include at all. The symbol mappings are
generated from header names, so they cannot tell a forwarder that happens to be
capitalised from a real class; removing the unused include is the fix, and the
generic case stays a known limitation of the generator.

Extending the audit to every Q* header (an earlier pass only matched headers
starting with "Qt" or lowercase q*.h, so it missed all of them) against the real
qt6-base-dev, qt6-multimedia-dev, qt6-declarative-dev, qt6-svg-dev and
qt6-websockets-dev 6.4.2 packages: 341 distinct Qt includes, 0 missing.

* [Game] Give moc the complete CardItem type in player_actions.h

player_actions.h forward declares CardItem but passes QList<CardItem *> by
value in actPlay/actPlayFacedown/actHide. moc instantiates the metatype for
those parameters, and on Qt 6.4 that expands to sizeof(CardItem), so Ubuntu
24.04 fails with "invalid application of 'sizeof' to incomplete type
'CardItem'". Newer Qt tolerates the incomplete type, which is why only the
6.4.2 jobs failed.

Include the defining header with an IWYU pragma keep, matching how the other
MOC-required includes in this area are handled.

* [Game] Give moc the complete ServerInfo_Card type

player_logic.h, game_scene.h, view_zone.h and view_zone_widget.h forward
declare ServerInfo_Card but pass QList<const ServerInfo_Card *> through signal
and slot signatures. moc instantiates the metatype for those parameters, which
Qt 6.4 expands to sizeof(ServerInfo_Card), so the connect in game_scene.cpp
fails on Debian 12 and Ubuntu 24.04 with "invalid application of 'sizeof' to
incomplete type 'const ServerInfo_Card'". Newer Qt tolerates it, so only the
6.4.2 jobs failed.

Include the generated protobuf header with an IWYU pragma keep, following the
pattern already used for ServerInfo_Player and ServerInfo_User in
game_event_handler.h.

* [Client] Complete the types Qt 6.4 needs for connect and moc

Qt 6.4 expands QMetaType::fromType on the normalised argument list of a
PMF connect and on moc-generated metatypes, which requires sizeof on every
signal and slot parameter. Newer Qt tolerates forward declarations there,
so only the Debian 12 and Ubuntu 24.04 jobs failed, with
"invalid application of 'sizeof' to incomplete type" for QMouseEvent,
QPrinter and GameReplay.

Replace the forward declarations with the real includes:

- QMouseEvent in the nine widget headers that pass it through signals
- QPrinter in abstract_tab_deck_editor.cpp, for the actPrintDeck lambda
- game_replay.pb.h in tab_replays.h. GameReplay is a protobuf message, so
  the project's game/replay.h only forward declares it and cannot supply
  the complete type.

Found by recompiling all 1918 project TUs against the Debian Qt 6.4.2
headers, which reproduces those two CI jobs locally in one pass.

* [Client] Complete Release and QMenu for Qt 6.4 moc and connect

Continuing the Qt 6.4 complete-type sweep:

- window_main.cpp connects ClientUpdateChecker::finishedCheck to
  MainWindow::checkClientUpdatesFinished, whose Release * parameter made
  moc 6.4 instantiate the metatype. GameReplay turned out to be a protobuf
  message, so Release likewise needed release_channel.h in the three
  headers declaring those signals: window_main.h, dlg_update.h and
  client_update_checker.h.
- moc 6.4 also needs sizeof(QMenu) for the QList<QMenu *> carried by
  TabSupervisor::setMenu and MainWindow::updateTabMenu.

Verified by regenerating moc output with the Debian moc 6.4.2 for all 434
Q_OBJECT/Q_GADGET classes and compiling it, plus recompiling all 1612
source TUs, against the Qt 6.4.2 headers: no remaining failures.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-08 11:13:50 +02:00

384 lines
12 KiB
C++

/**
* @file game_event_handler.h
* @ingroup GameLogic
* @brief Game-level command sender and event dispatcher.
*
* GameEventHandler sends commands initiated by the local client to the server
* and processes incoming game-wide events. It bridges the networking layer
* (protobuf events received via AbstractClient) with the game model and UI
* (GameState, PlayerManager, logging, widgets).
*
* Player-scoped events are forwarded to PlayerEventHandler instances, while
* spectator and global game events are handled directly here.
*/
#ifndef COCKATRICE_GAME_EVENT_HANDLER_H
#define COCKATRICE_GAME_EVENT_HANDLER_H
#include "player/event_processing_options.h"
#include <QLoggingCategory>
#include <QObject>
#include <QPair>
#include <QString>
#include <QVector>
#include <libcockatrice/protocol/pb/event_leave.pb.h>
#include <qtmetamacros.h>
// IWYU pragma: keep
// GameEventContext, ServerInfo_Player and ServerInfo_User are passed by value
// to signals and slots, so the moc-generated code needs the complete types.
#include <libcockatrice/protocol/pb/game_event_context.pb.h>
#include <libcockatrice/protocol/pb/serverinfo_player.pb.h>
#include <libcockatrice/protocol/pb/serverinfo_user.pb.h>
class AbstractClient;
class AbstractGame;
class GameEventContainer;
class GameEventContext;
class PendingCommand;
class PlayerLogic;
class Response;
class Event_GameStateChanged;
class Event_PlayerPropertiesChanged;
class Event_Join;
class Event_GameHostChanged;
class Event_GameClosed;
class Event_SetActivePlayer;
class Event_SetActivePhase;
class Event_GameSay;
class Event_Kicked;
class Event_ReverseTurn;
class Event_Ping;
class ServerInfo_PlayerProperties;
namespace google
{
namespace protobuf
{
class Message;
} // namespace protobuf
} // namespace google
template <typename T> class QList;
inline Q_LOGGING_CATEGORY(GameEventHandlerLog, "game_event_handler");
/**
* @class GameEventHandler
* @brief Central dispatcher for game-wide commands and events.
*
* This class owns no game state itself. Instead, it:
* - Sends commands to the server on behalf of local players
* - Receives and dispatches server-side game events
* - Updates the game model indirectly via Player, GameState, and PlayerManager
* - Emits high-level signals for UI updates and logging
*/
class GameEventHandler : public QObject
{
Q_OBJECT
private:
/** Pointer to the owning game instance. */
AbstractGame *game;
public:
/** @name Construction
* Lifecycle and ownership.
* @{
*/
/**
* @brief Construct a GameEventHandler.
*
* The handler is owned by the AbstractGame instance and uses it to
* access the game state, players, and network clients.
*
* @param _game Owning game instance (also used as QObject parent).
*/
explicit GameEventHandler(AbstractGame *_game);
/** @} */
/** @name Outgoing game commands
* Commands initiated locally and sent to the server.
*
* These methods construct and send protobuf commands corresponding
* to user actions in the UI.
* @{
*/
/** @brief Request advancing the game to the next turn. */
void handleNextTurn();
/** @brief Request reversing the current turn order. */
void handleReverseTurn();
/** @brief Concede the game for the currently active local player. */
void handleActiveLocalPlayerConceded();
/** @brief Undo a previous concede for the active local player. */
void handleActiveLocalPlayerUnconceded();
/**
* @brief Set the active phase of the game.
*
* Typically triggered by the active player selecting a new phase.
*
* @param phase Phase identifier.
*/
void handleActivePhaseChanged(int phase);
/** @brief Leave the current game session. */
void handleGameLeft();
/**
* @brief Send a chat message to all players and spectators.
*
* @param chatMessage Message text.
*/
void handleChatMessageSent(const QString &chatMessage);
/**
* @brief Delete an existing arrow.
*
* @param arrowId Unique identifier of the arrow to delete.
*/
void handleArrowDeletion(int creatorId, int arrowId);
void handleArrowDeletionFinished(const Response &response, int creatorId, int arrowId);
/** @} */
/** @name Incoming event processing
* Entry points for server-sent events.
* @{
*/
/**
* @brief Process a container of game events received from the server.
*
* This is the main dispatch function for incoming game events.
* Events are routed to spectator handlers, game-level handlers,
* or forwarded to PlayerEventHandler instances as appropriate.
*
* @param cont Game event container from the server.
* @param client Client that received the container.
* @param options Processing flags (e.g. silent, replay).
*/
void
processGameEventContainer(const GameEventContainer &cont, AbstractClient *client, EventProcessingOptions options);
/** @} */
/** @name Command preparation helpers
* Internal helpers for building command containers.
* @{
*/
/**
* @brief Wrap a single protobuf command in a PendingCommand.
*
* @param cmd Protobuf command message.
* @return Newly allocated PendingCommand (caller takes ownership).
*/
PendingCommand *prepareGameCommand(const ::google::protobuf::Message &cmd);
/**
* @brief Wrap multiple protobuf commands in a single PendingCommand.
*
* Ownership of the messages in cmdList is transferred to the handler.
*
* @param cmdList List of protobuf command messages.
* @return Newly allocated PendingCommand.
*/
PendingCommand *prepareGameCommand(const QList<const ::google::protobuf::Message *> &cmdList);
/** @} */
/** @name Spectator event handlers
* Events originating from spectators.
* @{
*/
/**
* @brief Handle a spectator chat message.
*/
void eventSpectatorSay(const Event_GameSay &event, int eventPlayerId, const GameEventContext &context);
/**
* @brief Handle a spectator leaving the game.
*/
void eventSpectatorLeave(const Event_Leave &event, int eventPlayerId, const GameEventContext &context);
/** @} */
/** @name Game state event handlers
* Events that affect global game state.
* @{
*/
/**
* @brief Handle a full game state update from the server.
*
* Used during game startup, reconnection, and resynchronization.
*/
void eventGameStateChanged(const Event_GameStateChanged &event, int eventPlayerId, const GameEventContext &context);
/**
* @brief Update card attachment relationships for all players.
*
* Called after a game state update to ensure attachments are resolved
* consistently across all zones.
*/
void processCardAttachmentsForPlayers(const Event_GameStateChanged &event);
/** @brief Handle a change in game host. */
void eventGameHostChanged(const Event_GameHostChanged &event, int eventPlayerId, const GameEventContext &context);
/** @brief Handle the game being closed by the server. */
void eventGameClosed(const Event_GameClosed &event, int eventPlayerId, const GameEventContext &context);
/** @brief Handle a change of the active player. */
void eventSetActivePlayer(const Event_SetActivePlayer &event, int eventPlayerId, const GameEventContext &context);
/** @brief Handle a change of the active phase. */
void eventSetActivePhase(const Event_SetActivePhase &event, int eventPlayerId, const GameEventContext &context);
/** @brief Handle a turn reversal event. */
void eventReverseTurn(const Event_ReverseTurn &event, int eventPlayerId, const GameEventContext &context);
/** @brief Handle ping / latency updates. */
void eventPing(const Event_Ping &event, int eventPlayerId, const GameEventContext &context);
/** @} */
/** @name Player lifecycle and property handlers
* Events related to players joining, leaving, or changing state.
* @{
*/
/**
* @brief Handle updates to a player's properties.
*
* Includes readiness, concede state, deck selection, sideboard lock,
* and connection state changes.
*/
void eventPlayerPropertiesChanged(const Event_PlayerPropertiesChanged &event,
int eventPlayerId,
const GameEventContext &context);
/** @brief Handle a player or spectator joining the game. */
void eventJoin(const Event_Join &event, int eventPlayerId, const GameEventContext &context);
/** @brief Handle a player leaving the game. */
void eventLeave(const Event_Leave &event, int eventPlayerId, const GameEventContext &context);
/** @brief Handle the local player being kicked from the game. */
void eventKicked(const Event_Kicked &event, int eventPlayerId, const GameEventContext &context);
/**
* @brief Convert a leave reason enum to a human-readable string.
*/
QString getLeaveReason(Event_Leave::LeaveReason reason);
/** @} */
public slots:
/** @name Command dispatch slots
* Low-level command transmission.
* @{
*/
/**
* @brief Send a prepared PendingCommand.
*
* @param pend Pending command to send.
* @param playerId Player whose client should send the command.
*/
void sendGameCommand(PendingCommand *pend, int playerId = -1);
/**
* @brief Send a single protobuf command.
*
* @param command Protobuf command message.
* @param playerId Player whose client should send the command.
*/
void sendGameCommand(const ::google::protobuf::Message &command, int playerId = -1);
/**
* @brief Called when a PendingCommand finishes execution.
*
* Used to detect server-side errors such as chat flood protection.
*/
void commandFinished(const Response &response);
/** @} */
signals:
/** @name Core state signals
* @{
*/
void emitUserEvent();
void containerProcessingStarted(GameEventContext context);
void containerProcessingDone();
void gameFlooded();
void setContextJudgeName(QString judgeName);
/** @} */
/** @name Player and spectator signals
* @{
*/
void addPlayerToAutoCompleteList(QString playerName);
void localPlayerDeckSelected(PlayerLogic *localPlayer, int playerId, ServerInfo_Player playerInfo);
void remotePlayerDeckSelected(QString deckList, int playerId, QString playerName);
void remotePlayersDecksSelected(QVector<QPair<int, QPair<QString, QString>>> opponentDecks);
void localPlayerSideboardLocked(int playerId, bool sideboardLocked);
void localPlayerReadyStateChanged(int playerId, bool ready);
/** @} */
/** @name Game flow signals
* @{
*/
void gameStopped();
void gameClosed();
void playerPropertiesChanged(const ServerInfo_PlayerProperties &prop, int playerId);
void playerJoined(const ServerInfo_PlayerProperties &playerInfo);
void playerLeft(int leavingPlayerId);
void playerKicked();
void spectatorJoined(const ServerInfo_PlayerProperties &spectatorInfo);
void spectatorLeft(int leavingSpectatorId);
void arrowDeleted(int creatorId, int arrowId);
/** @} */
/** @name Logging signals
* Signals consumed by MessageLogWidget.
* @{
*/
void logSpectatorSay(ServerInfo_User userInfo, QString message);
void logSpectatorLeave(QString name, QString reason);
void logGameStart();
void logReadyStart(PlayerLogic *player);
void logNotReadyStart(PlayerLogic *player);
void logDeckSelect(PlayerLogic *player, QString deckHash, int sideboardSize);
void logSideboardLockSet(PlayerLogic *player, bool sideboardLocked);
void logConnectionStateChanged(PlayerLogic *player, bool connected);
void logJoinSpectator(QString spectatorName);
void logJoinPlayer(PlayerLogic *player);
void logLeave(PlayerLogic *player, QString reason);
void logKicked();
void logTurnReversed(PlayerLogic *player, bool reversed);
void logGameClosed();
void logActivePlayer(PlayerLogic *activePlayer);
void logActivePhaseChanged(int activePhase);
void logConcede(int playerId);
void logUnconcede(int playerId);
/** @} */
};
#endif // COCKATRICE_GAME_EVENT_HANDLER_H