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* [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> |
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| .. | ||
| card_zone_algorithms | ||
| carddatabase | ||
| deck_list_model | ||
| deck_list_zones | ||
| game | ||
| loading_from_clipboard | ||
| model_contract | ||
| movecard_tests | ||
| oracle | ||
| picture_loader_benchmark | ||
| settings | ||
| support | ||
| theme_migration | ||
| card_update_progress_test.cpp | ||
| clamped_arithmetic_test.cpp | ||
| client_login_status_test.cpp | ||
| CMakeLists.txt | ||
| crash_reporter_test.cpp | ||
| deck_hash_performance_test.cpp | ||
| deck_state_manager_test.cpp | ||
| expression_test.cpp | ||
| font_config_test.cpp | ||
| forwarded_address_test.cpp | ||
| holder_line_test.cpp | ||
| installer_close_server_test.cpp | ||
| lag_monitor_test.cpp | ||
| latency_tracker_test.cpp | ||
| loader_local_matching_test.cpp | ||
| local_client_lifetime_test.cpp | ||
| metrics_registry_test.cpp | ||
| moxfield_signature_spells_test.cpp | ||
| password_hash_test.cpp | ||
| payload_paths_test.cpp | ||
| playmat_resolver_test.cpp | ||
| rate_limiter_test.cpp | ||
| report_categories_test.cpp | ||
| server_card_counter_test.cpp | ||
| server_counter_test.cpp | ||
| server_developer_role_test.cpp | ||
| server_dump_zone_test.cpp | ||
| server_forced_password_change_test.cpp | ||
| server_game_join_test.cpp | ||
| server_logger_test.cpp | ||
| server_moderator_role_test.cpp | ||
| server_rate_limiter_test.cpp | ||
| server_room_channels_test.cpp | ||
| single_instance_manager_test.cpp | ||
| test_age_formatting.cpp | ||
| translation_loader_test.cpp | ||
| translation_loader_test.ts | ||
| trusted_sources_test.cpp | ||
| user_data_backup_test.cpp | ||
| user_games_model_test.cpp | ||
| warning_categories_test.cpp | ||