Cockatrice/tests/movecard_tests/player_order_test.cpp
Lukas Brübach d2d65836ab [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.
2026-11-02 21:22:37 +01:00

269 lines
9 KiB
C++

#include "game/game_config.h"
#include "game/server_abstract_participant.h"
#include "game/server_game.h"
#include "server_abstractuserinterface.h"
#include "server_response_containers.h"
#include "server_room.h"
#include "server_test_helpers.h"
#include <gtest/gtest.h>
#include <libcockatrice/protocol/pb/game_event_container.pb.h>
#include <libcockatrice/protocol/pb/response.pb.h>
#include <libcockatrice/protocol/pb/room_event.pb.h>
#include <libcockatrice/protocol/pb/serverinfo_user.pb.h>
#include <libcockatrice/protocol/pb/session_event.pb.h>
#include <libcockatrice/rng/rng_abstract.h>
RNG_Abstract *rng = nullptr; // this needs to be defined due to other functions in server
class ScriptedRng : public RNG_Abstract
{
public:
QList<unsigned int> values;
unsigned int rand(int min, int max) override
{
const unsigned int value = values.takeFirst();
EXPECT_GE(value, static_cast<unsigned int>(min));
EXPECT_LE(value, static_cast<unsigned int>(max));
return value;
}
};
class FakeUserInterface : public Server_AbstractUserInterface
{
public:
FakeUserInterface(Server *_server, const ServerInfo_User &_userInfo) : Server_AbstractUserInterface(_server)
{
setUserInfo(_userInfo);
}
int getLastCommandTime() const override
{
return 0;
}
bool addSaidMessageSize(int) override
{
return true;
}
void sendProtocolItem(const Response &) override
{
}
void sendProtocolItem(const SessionEvent &) override
{
}
void sendProtocolItem(const GameEventContainer &) override
{
}
void sendProtocolItem(const RoomEvent &) override
{
}
};
namespace
{
QStringList participantNamesInOrder(const Server_Game &game)
{
QStringList names;
for (const auto *participant : game.getParticipants()) {
names.append(QString::fromStdString(participant->getUserInfo()->name()));
}
return names;
}
QList<int> participantIdsInOrder(const Server_Game &game)
{
QList<int> ids;
for (int id : game.getParticipants().keys()) {
ids.append(id);
}
return ids;
}
} // namespace
class PlayerOrderTest : public ::testing::Test
{
protected:
ServerInfo_User creator;
ServerInfo_User userB;
ServerInfo_User userC;
PlayerOrderTest()
{
creator.set_name("A");
creator.set_user_level(ServerInfo_User::IsRegistered);
userB.set_name("B");
userB.set_user_level(ServerInfo_User::IsRegistered);
userC.set_name("C");
userC.set_user_level(ServerInfo_User::IsRegistered);
}
};
TEST_F(PlayerOrderTest, JoinOrderIsSeatOrder)
{
FakeServer server;
Server_Room room(0, 0, "", "", "", "", false, "", {}, &server);
FakeUserInterface uiA(&server, creator);
FakeUserInterface uiB(&server, userB);
FakeUserInterface uiC(&server, userC);
GameConfig config{.creatorInfo = creator,
.gameId = 1,
.description = QString(),
.password = QString(),
.maxPlayers = 3,
.gameTypes = QList<int>(),
.onlyBuddies = false,
.onlyRegistered = false,
.spectatorsAllowed = false,
.spectatorsNeedPassword = false,
.spectatorsCanTalk = false,
.spectatorsSeeEverything = false,
.startingLifeTotal = 20,
.shareDecklistsOnLoad = false,
.shufflePlayers = false};
Server_Game game(config, &room);
ResponseContainer rc(0);
game.addPlayer(&uiA, rc, false, false);
game.addPlayer(&uiB, rc, false, false);
game.addPlayer(&uiC, rc, false, false);
EXPECT_EQ(participantNamesInOrder(game), QStringList({"A", "B", "C"}));
EXPECT_EQ(participantIdsInOrder(game), QList<int>({0, 1, 2}));
EXPECT_EQ(game.getHostId(), 0);
EXPECT_EQ(game.getPlayerCount(), 3);
}
TEST_F(PlayerOrderTest, ReorderPlayerSeats)
{
FakeServer server;
Server_Room room(0, 0, "", "", "", "", false, "", {}, &server);
FakeUserInterface uiA(&server, creator);
FakeUserInterface uiB(&server, userB);
FakeUserInterface uiC(&server, userC);
GameConfig config{.creatorInfo = creator,
.gameId = 1,
.description = QString(),
.password = QString(),
.maxPlayers = 3,
.gameTypes = QList<int>(),
.onlyBuddies = false,
.onlyRegistered = false,
.spectatorsAllowed = false,
.spectatorsNeedPassword = false,
.spectatorsCanTalk = false,
.spectatorsSeeEverything = false,
.startingLifeTotal = 20,
.shareDecklistsOnLoad = false,
.shufflePlayers = false};
Server_Game game(config, &room);
ResponseContainer rc(0);
game.addPlayer(&uiA, rc, false, false);
game.addPlayer(&uiB, rc, false, false);
game.addPlayer(&uiC, rc, false, false);
game.reorderPlayerSeats({"C", "A", "B"});
const QList<int> ids = participantIdsInOrder(game);
EXPECT_EQ(participantNamesInOrder(game), QStringList({"C", "A", "B"}));
EXPECT_EQ(ids.size(), 3);
EXPECT_GE(ids.at(0), 3); // re-seated players get fresh ids
EXPECT_LT(ids.at(0), ids.at(1));
EXPECT_LT(ids.at(1), ids.at(2));
// the host seat follows the creator
EXPECT_EQ(game.getHostId(), ids.at(1));
// every user interface's game list is updated to the new player id
const int gameId = game.getGameId();
EXPECT_EQ(uiA.getGames().value(gameId).second, ids.at(1));
EXPECT_EQ(uiB.getGames().value(gameId).second, ids.at(2));
EXPECT_EQ(uiC.getGames().value(gameId).second, ids.at(0));
}
TEST_F(PlayerOrderTest, ReorderPlayerSeatsKeepsPlayerCount)
{
FakeServer server;
Server_Room room(0, 0, "", "", "", "", false, "", {}, &server);
FakeUserInterface uiA(&server, creator);
FakeUserInterface uiB(&server, userB);
FakeUserInterface uiC(&server, userC);
GameConfig config{.creatorInfo = creator,
.gameId = 1,
.description = QString(),
.password = QString(),
.maxPlayers = 3,
.gameTypes = QList<int>(),
.onlyBuddies = false,
.onlyRegistered = false,
.spectatorsAllowed = false,
.spectatorsNeedPassword = false,
.spectatorsCanTalk = false,
.spectatorsSeeEverything = false,
.startingLifeTotal = 20,
.shareDecklistsOnLoad = false,
.shufflePlayers = false};
Server_Game game(config, &room);
ResponseContainer rc(0);
game.addPlayer(&uiA, rc, false, false);
game.addPlayer(&uiB, rc, false, false);
game.addPlayer(&uiC, rc, false, false);
// listing only a subset appends the remaining players in their current order
game.reorderPlayerSeats({"C"});
EXPECT_EQ(participantNamesInOrder(game), QStringList({"C", "A", "B"}));
EXPECT_EQ(game.getPlayerCount(), 3);
EXPECT_EQ(game.getHostId(), participantIdsInOrder(game).at(1));
}
TEST_F(PlayerOrderTest, ShufflePlayerSeatsIsAPermutation)
{
FakeServer server;
Server_Room room(0, 0, "", "", "", "", false, "", {}, &server);
FakeUserInterface uiA(&server, creator);
FakeUserInterface uiB(&server, userB);
FakeUserInterface uiC(&server, userC);
GameConfig config{.creatorInfo = creator,
.gameId = 1,
.description = QString(),
.password = QString(),
.maxPlayers = 3,
.gameTypes = QList<int>(),
.onlyBuddies = false,
.onlyRegistered = false,
.spectatorsAllowed = false,
.spectatorsNeedPassword = false,
.spectatorsCanTalk = false,
.spectatorsSeeEverything = false,
.startingLifeTotal = 20,
.shareDecklistsOnLoad = false,
.shufflePlayers = false};
Server_Game game(config, &room);
ResponseContainer rc(0);
game.addPlayer(&uiA, rc, false, false);
game.addPlayer(&uiB, rc, false, false);
game.addPlayer(&uiC, rc, false, false);
// fisher-yates on [A, B, C]: rand(0, 2) -> 1 (take B), rand(0, 1) -> 0 (take A), rand(0, 0) -> 0 (take C)
auto *scriptedRng = new ScriptedRng;
scriptedRng->values = {1, 0, 0};
rng = scriptedRng;
game.shufflePlayerSeats();
EXPECT_EQ(participantNamesInOrder(game), QStringList({"B", "A", "C"}));
const QList<int> ids = participantIdsInOrder(game);
EXPECT_EQ(ids.size(), 3);
QSet<int> idSet(ids.cbegin(), ids.cend());
EXPECT_EQ(idSet.size(), 3); // ids are unique
EXPECT_EQ(game.getHostId(), ids.at(1));
}