Cockatrice/cockatrice/src/game/game_event_handler.cpp
BruebachL c5fde071e7
[Cleanup] Unused #includes (#6367)
* [Cleanup] Unused #includes

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* [Cleanup] More unused #includes

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* [Cleanup] Include QSet

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* [Cleanup] Include QDebug in deck_list.cpp

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* [Cleanup] Include protocol stuff in servatrice_database_interface.h

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* [Cleanup] Include QDialogButtonBox

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* [Cleanup] Include QUrl

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* [Cleanup] Include QTextOption in header.

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* [Cleanup] Include QMap in user_list_manager.h

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* [Cleanup] Adjust qjson

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* [Cleanup] include button box.

Took 3 minutes

* [Cleanup] Redo fwd declarations.

* [Cleanup] Redo last removed fwd declarations.

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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2025-11-29 18:53:11 +01:00

510 lines
20 KiB
C++

#include "game_event_handler.h"
#include "../interface/widgets/tabs/tab_game.h"
#include "abstract_game.h"
#include "log/message_log_widget.h"
#include <libcockatrice/network/client/abstract/abstract_client.h>
#include <libcockatrice/protocol/get_pb_extension.h>
#include <libcockatrice/protocol/pb/command_concede.pb.h>
#include <libcockatrice/protocol/pb/command_delete_arrow.pb.h>
#include <libcockatrice/protocol/pb/command_game_say.pb.h>
#include <libcockatrice/protocol/pb/command_leave_game.pb.h>
#include <libcockatrice/protocol/pb/command_next_turn.pb.h>
#include <libcockatrice/protocol/pb/command_reverse_turn.pb.h>
#include <libcockatrice/protocol/pb/command_set_active_phase.pb.h>
#include <libcockatrice/protocol/pb/context_connection_state_changed.pb.h>
#include <libcockatrice/protocol/pb/context_deck_select.pb.h>
#include <libcockatrice/protocol/pb/event_game_closed.pb.h>
#include <libcockatrice/protocol/pb/event_game_host_changed.pb.h>
#include <libcockatrice/protocol/pb/event_game_say.pb.h>
#include <libcockatrice/protocol/pb/event_game_state_changed.pb.h>
#include <libcockatrice/protocol/pb/event_join.pb.h>
#include <libcockatrice/protocol/pb/event_kicked.pb.h>
#include <libcockatrice/protocol/pb/event_leave.pb.h>
#include <libcockatrice/protocol/pb/event_player_properties_changed.pb.h>
#include <libcockatrice/protocol/pb/event_reverse_turn.pb.h>
#include <libcockatrice/protocol/pb/event_set_active_phase.pb.h>
#include <libcockatrice/protocol/pb/event_set_active_player.pb.h>
#include <libcockatrice/protocol/pb/game_event_container.pb.h>
#include <libcockatrice/protocol/pending_command.h>
GameEventHandler::GameEventHandler(AbstractGame *_game) : QObject(_game), game(_game)
{
}
void GameEventHandler::sendGameCommand(PendingCommand *pend, int playerId)
{
AbstractClient *client = game->getClientForPlayer(playerId);
if (!client)
return;
connect(pend, &PendingCommand::finished, this, &GameEventHandler::commandFinished);
client->sendCommand(pend);
}
void GameEventHandler::sendGameCommand(const google::protobuf::Message &command, int playerId)
{
AbstractClient *client = game->getClientForPlayer(playerId);
if (!client)
return;
PendingCommand *pend = prepareGameCommand(command);
connect(pend, &PendingCommand::finished, this, &GameEventHandler::commandFinished);
client->sendCommand(pend);
}
void GameEventHandler::commandFinished(const Response &response)
{
if (response.response_code() == Response::RespChatFlood)
emit gameFlooded();
}
PendingCommand *GameEventHandler::prepareGameCommand(const ::google::protobuf::Message &cmd)
{
CommandContainer cont;
cont.set_game_id(static_cast<google::protobuf::uint32>(game->getGameMetaInfo()->gameId()));
GameCommand *c = cont.add_game_command();
c->GetReflection()->MutableMessage(c, cmd.GetDescriptor()->FindExtensionByName("ext"))->CopyFrom(cmd);
return new PendingCommand(cont);
}
PendingCommand *GameEventHandler::prepareGameCommand(const QList<const ::google::protobuf::Message *> &cmdList)
{
CommandContainer cont;
cont.set_game_id(static_cast<google::protobuf::uint32>(game->getGameMetaInfo()->gameId()));
for (auto i : cmdList) {
GameCommand *c = cont.add_game_command();
c->GetReflection()->MutableMessage(c, i->GetDescriptor()->FindExtensionByName("ext"))->CopyFrom(*i);
delete i;
}
return new PendingCommand(cont);
}
void GameEventHandler::processGameEventContainer(const GameEventContainer &cont,
AbstractClient *client,
EventProcessingOptions options)
{
const GameEventContext &context = cont.context();
emit containerProcessingStarted(context);
const int eventListSize = cont.event_list_size();
for (int i = 0; i < eventListSize; ++i) {
const GameEvent &event = cont.event_list(i);
const int playerId = event.player_id();
const auto eventType = static_cast<GameEvent::GameEventType>(getPbExtension(event));
if (cont.has_forced_by_judge()) {
auto id = cont.forced_by_judge();
Player *judgep = game->getPlayerManager()->getPlayers().value(id, nullptr);
if (judgep) {
emit setContextJudgeName(judgep->getPlayerInfo()->getName());
} else if (game->getPlayerManager()->getSpectators().contains(id)) {
emit setContextJudgeName(
QString::fromStdString(game->getPlayerManager()->getSpectators().value(id).name()));
}
}
if (game->getPlayerManager()->getSpectators().contains(playerId)) {
switch (eventType) {
case GameEvent::GAME_SAY:
eventSpectatorSay(event.GetExtension(Event_GameSay::ext), playerId, context);
break;
case GameEvent::LEAVE:
eventSpectatorLeave(event.GetExtension(Event_Leave::ext), playerId, context);
break;
default:
break;
}
} else {
if ((game->getGameState()->getClients().size() > 1) && (playerId != -1))
if (game->getGameState()->getClients().at(playerId) != client)
continue;
switch (eventType) {
case GameEvent::GAME_STATE_CHANGED:
eventGameStateChanged(event.GetExtension(Event_GameStateChanged::ext), playerId, context);
break;
case GameEvent::PLAYER_PROPERTIES_CHANGED:
eventPlayerPropertiesChanged(event.GetExtension(Event_PlayerPropertiesChanged::ext), playerId,
context);
break;
case GameEvent::JOIN:
eventJoin(event.GetExtension(Event_Join::ext), playerId, context);
break;
case GameEvent::LEAVE:
eventLeave(event.GetExtension(Event_Leave::ext), playerId, context);
break;
case GameEvent::KICKED:
eventKicked(event.GetExtension(Event_Kicked::ext), playerId, context);
break;
case GameEvent::GAME_HOST_CHANGED:
eventGameHostChanged(event.GetExtension(Event_GameHostChanged::ext), playerId, context);
break;
case GameEvent::GAME_CLOSED:
eventGameClosed(event.GetExtension(Event_GameClosed::ext), playerId, context);
break;
case GameEvent::SET_ACTIVE_PLAYER:
eventSetActivePlayer(event.GetExtension(Event_SetActivePlayer::ext), playerId, context);
break;
case GameEvent::SET_ACTIVE_PHASE:
eventSetActivePhase(event.GetExtension(Event_SetActivePhase::ext), playerId, context);
break;
case GameEvent::REVERSE_TURN:
eventReverseTurn(event.GetExtension(Event_ReverseTurn::ext), playerId, context);
break;
default: {
Player *player = game->getPlayerManager()->getPlayers().value(playerId, 0);
if (!player) {
qCWarning(GameEventHandlerLog) << "unhandled game event: invalid player id";
break;
}
player->getPlayerEventHandler()->processGameEvent(eventType, event, context, options);
emitUserEvent();
}
}
}
}
emit containerProcessingDone();
}
void GameEventHandler::handleNextTurn()
{
sendGameCommand(Command_NextTurn());
}
void GameEventHandler::handleReverseTurn()
{
sendGameCommand(Command_ReverseTurn());
}
void GameEventHandler::handleActiveLocalPlayerConceded()
{
sendGameCommand(Command_Concede());
}
void GameEventHandler::handleActiveLocalPlayerUnconceded()
{
sendGameCommand(Command_Unconcede());
}
void GameEventHandler::handleActivePhaseChanged(int phase)
{
Command_SetActivePhase cmd;
cmd.set_phase(static_cast<google::protobuf::uint32>(phase));
sendGameCommand(cmd);
}
void GameEventHandler::handleGameLeft()
{
sendGameCommand(Command_LeaveGame());
}
void GameEventHandler::handleChatMessageSent(const QString &chatMessage)
{
Command_GameSay cmd;
cmd.set_message(chatMessage.toStdString());
sendGameCommand(cmd);
}
void GameEventHandler::handleArrowDeletion(int arrowId)
{
Command_DeleteArrow cmd;
cmd.set_arrow_id(arrowId);
sendGameCommand(cmd);
}
void GameEventHandler::eventSpectatorSay(const Event_GameSay &event,
int eventPlayerId,
const GameEventContext & /*context*/)
{
const ServerInfo_User &userInfo = game->getPlayerManager()->getSpectators().value(eventPlayerId);
emit logSpectatorSay(userInfo, QString::fromStdString(event.message()));
}
void GameEventHandler::eventSpectatorLeave(const Event_Leave &event,
int eventPlayerId,
const GameEventContext & /*context*/)
{
emit logSpectatorLeave(game->getPlayerManager()->getSpectatorName(eventPlayerId), getLeaveReason(event.reason()));
emit spectatorLeft(eventPlayerId);
game->getPlayerManager()->removeSpectator(eventPlayerId);
emitUserEvent();
}
void GameEventHandler::eventGameStateChanged(const Event_GameStateChanged &event,
int /*eventPlayerId*/,
const GameEventContext & /*context*/)
{
const int playerListSize = event.player_list_size();
QVector<QPair<int, QPair<QString, QString>>> opponentDecksToDisplay;
for (int i = 0; i < playerListSize; ++i) {
const ServerInfo_Player &playerInfo = event.player_list(i);
const ServerInfo_PlayerProperties &prop = playerInfo.properties();
const int playerId = prop.player_id();
QString playerName = QString::fromStdString(prop.user_info().name());
emit addPlayerToAutoCompleteList("@" + playerName);
if (prop.spectator()) {
if (!game->getPlayerManager()->getSpectators().contains(playerId)) {
game->getPlayerManager()->addSpectator(playerId, prop);
emit spectatorJoined(prop);
}
} else {
Player *player = game->getPlayerManager()->getPlayers().value(playerId, 0);
if (!player) {
player = game->getPlayerManager()->addPlayer(playerId, prop.user_info());
emit playerJoined(prop);
}
player->processPlayerInfo(playerInfo);
if (player->getPlayerInfo()->getLocal()) {
emit localPlayerDeckSelected(player, playerId, playerInfo);
} else {
if (!game->getGameMetaInfo()->proto().share_decklists_on_load()) {
continue;
}
opponentDecksToDisplay.append(
qMakePair(playerId, qMakePair(playerName, QString::fromStdString(playerInfo.deck_list()))));
}
}
}
processCardAttachmentsForPlayers(event);
emit remotePlayersDecksSelected(opponentDecksToDisplay);
game->getGameState()->setGameTime(event.seconds_elapsed());
if (event.game_started() && !game->getGameMetaInfo()->started()) {
game->getGameState()->setResuming(!game->getGameState()->isGameStateKnown());
game->getGameMetaInfo()->setStarted(event.game_started());
if (game->getGameState()->isGameStateKnown())
emit logGameStart();
game->getGameState()->setActivePlayer(event.active_player_id());
game->getGameState()->setCurrentPhase(event.active_phase());
} else if (!event.game_started() && game->getGameMetaInfo()->started()) {
game->getGameState()->setCurrentPhase(-1);
game->getGameState()->setActivePlayer(-1);
game->getGameMetaInfo()->setStarted(false);
emit gameStopped();
}
game->getGameState()->setGameStateKnown(true);
emitUserEvent();
}
void GameEventHandler::processCardAttachmentsForPlayers(const Event_GameStateChanged &event)
{
for (int i = 0; i < event.player_list_size(); ++i) {
const ServerInfo_Player &playerInfo = event.player_list(i);
const ServerInfo_PlayerProperties &prop = playerInfo.properties();
if (!prop.spectator()) {
Player *player = game->getPlayerManager()->getPlayers().value(prop.player_id(), 0);
if (!player)
continue;
player->processCardAttachment(playerInfo);
}
}
}
void GameEventHandler::eventPlayerPropertiesChanged(const Event_PlayerPropertiesChanged &event,
int eventPlayerId,
const GameEventContext &context)
{
Player *player = game->getPlayerManager()->getPlayers().value(eventPlayerId, 0);
if (!player)
return;
const ServerInfo_PlayerProperties &prop = event.player_properties();
emit playerPropertiesChanged(prop, eventPlayerId);
const auto contextType = static_cast<GameEventContext::ContextType>(getPbExtension(context));
switch (contextType) {
case GameEventContext::READY_START: {
bool ready = prop.ready_start();
if (player->getPlayerInfo()->getLocal())
emit localPlayerReadyStateChanged(player->getPlayerInfo()->getId(), ready);
if (ready) {
emit logReadyStart(player);
} else {
emit logNotReadyStart(player);
}
break;
}
case GameEventContext::CONCEDE: {
player->setConceded(true);
QMapIterator<int, Player *> playerIterator(game->getPlayerManager()->getPlayers());
while (playerIterator.hasNext())
playerIterator.next().value()->updateZones();
emit logConcede(eventPlayerId);
break;
}
case GameEventContext::UNCONCEDE: {
player->setConceded(false);
QMapIterator<int, Player *> playerIterator(game->getPlayerManager()->getPlayers());
while (playerIterator.hasNext())
playerIterator.next().value()->updateZones();
emit logUnconcede(eventPlayerId);
break;
}
case GameEventContext::DECK_SELECT: {
Context_DeckSelect deckSelect = context.GetExtension(Context_DeckSelect::ext);
emit logDeckSelect(player, QString::fromStdString(deckSelect.deck_hash()), deckSelect.sideboard_size());
if (game->getGameMetaInfo()->proto().share_decklists_on_load() && deckSelect.has_deck_list() &&
eventPlayerId != game->getPlayerManager()->getLocalPlayerId()) {
emit remotePlayerDeckSelected(QString::fromStdString(deckSelect.deck_list()), eventPlayerId,
player->getPlayerInfo()->getName());
}
break;
}
case GameEventContext::SET_SIDEBOARD_LOCK: {
if (player->getPlayerInfo()->getLocal()) {
emit localPlayerSideboardLocked(player->getPlayerInfo()->getId(), prop.sideboard_locked());
}
emit logSideboardLockSet(player, prop.sideboard_locked());
break;
}
case GameEventContext::CONNECTION_STATE_CHANGED: {
emit logConnectionStateChanged(player, prop.ping_seconds() != -1);
break;
}
default:;
}
}
void GameEventHandler::eventJoin(const Event_Join &event, int /*eventPlayerId*/, const GameEventContext & /*context*/)
{
const ServerInfo_PlayerProperties &playerInfo = event.player_properties();
const int playerId = playerInfo.player_id();
QString playerName = QString::fromStdString(playerInfo.user_info().name());
emit addPlayerToAutoCompleteList(playerName);
if (game->getPlayerManager()->getPlayers().contains(playerId))
return;
if (playerInfo.spectator()) {
game->getPlayerManager()->addSpectator(playerId, playerInfo);
emit logJoinSpectator(playerName);
emit spectatorJoined(playerInfo);
} else {
Player *newPlayer = game->getPlayerManager()->addPlayer(playerId, playerInfo.user_info());
emit logJoinPlayer(newPlayer);
emit playerJoined(playerInfo);
}
emitUserEvent();
}
QString GameEventHandler::getLeaveReason(Event_Leave::LeaveReason reason)
{
switch (reason) {
case Event_Leave::USER_KICKED:
return tr("kicked by game host or moderator");
break;
case Event_Leave::USER_LEFT:
return tr("player left the game");
break;
case Event_Leave::USER_DISCONNECTED:
return tr("player disconnected from server");
break;
case Event_Leave::OTHER:
default:
return tr("reason unknown");
break;
}
}
void GameEventHandler::eventLeave(const Event_Leave &event, int eventPlayerId, const GameEventContext & /*context*/)
{
Player *player = game->getPlayerManager()->getPlayers().value(eventPlayerId, 0);
if (!player)
return;
emit playerLeft(eventPlayerId);
emit logLeave(player, getLeaveReason(event.reason()));
game->getPlayerManager()->removePlayer(eventPlayerId);
player->clear();
player->deleteLater();
// Rearrange all remaining zones so that attachment relationship updates take place
QMapIterator<int, Player *> playerIterator(game->getPlayerManager()->getPlayers());
while (playerIterator.hasNext())
playerIterator.next().value()->updateZones();
emitUserEvent();
}
void GameEventHandler::eventKicked(const Event_Kicked & /*event*/,
int /*eventPlayerId*/,
const GameEventContext & /*context*/)
{
emit gameClosed();
emit logKicked();
emit playerKicked();
emitUserEvent();
}
void GameEventHandler::eventReverseTurn(const Event_ReverseTurn &event,
int eventPlayerId,
const GameEventContext & /*context*/)
{
Player *player = game->getPlayerManager()->getPlayers().value(eventPlayerId, 0);
if (!player)
return;
emit logTurnReversed(player, event.reversed());
}
void GameEventHandler::eventGameHostChanged(const Event_GameHostChanged & /*event*/,
int eventPlayerId,
const GameEventContext & /*context*/)
{
game->getGameState()->setHostId(eventPlayerId);
}
void GameEventHandler::eventGameClosed(const Event_GameClosed & /*event*/,
int /*eventPlayerId*/,
const GameEventContext & /*context*/)
{
game->getGameMetaInfo()->setStarted(false);
game->getGameState()->setGameClosed(true);
emit gameClosed();
emit logGameClosed();
emitUserEvent();
}
void GameEventHandler::eventSetActivePlayer(const Event_SetActivePlayer &event,
int /*eventPlayerId*/,
const GameEventContext & /*context*/)
{
game->getGameState()->setActivePlayer(event.active_player_id());
Player *player = game->getPlayerManager()->getPlayer(event.active_player_id());
if (!player)
return;
emit logActivePlayer(player);
emitUserEvent();
}
void GameEventHandler::eventSetActivePhase(const Event_SetActivePhase &event,
int /*eventPlayerId*/,
const GameEventContext & /*context*/)
{
const int phase = event.phase();
if (game->getGameState()->getCurrentPhase() != phase) {
emit logActivePhaseChanged(phase);
}
game->getGameState()->setCurrentPhase(phase);
emitUserEvent();
}