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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>
169 lines
3.3 KiB
C++
169 lines
3.3 KiB
C++
/**
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* @file game_state.h
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* @ingroup GameLogic
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*/
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//! \todo Document this file.
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#ifndef COCKATRICE_GAME_STATE_H
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#define COCKATRICE_GAME_STATE_H
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#include <QList>
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#include <QObject>
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#include <QString>
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#include <qtmetamacros.h>
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class AbstractGame;
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class AbstractClient;
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class QTimer;
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class GameState : public QObject
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{
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Q_OBJECT
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public:
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explicit GameState(AbstractGame *parent,
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int secondsElapsed,
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int hostId,
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bool isLocalGame,
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QList<AbstractClient *> clients,
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bool gameStateKnown,
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bool resuming,
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int currentPhase,
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bool gameClosed);
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void setHostId(int _hostId)
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{
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if (hostId == _hostId) {
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return;
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}
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hostId = _hostId;
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emit hostChanged(hostId);
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}
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QList<AbstractClient *> getClients() const
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{
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return clients;
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}
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bool getIsLocalGame() const
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{
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return isLocalGame;
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}
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bool isResuming() const
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{
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return resuming;
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}
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void setResuming(bool _resuming)
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{
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resuming = _resuming;
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}
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bool isGameStateKnown() const
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{
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return gameStateKnown;
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}
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int getCurrentPhase() const
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{
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return currentPhase;
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}
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void setCurrentPhase(int phase)
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{
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currentPhase = phase;
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emit activePhaseChanged(phase);
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}
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void setActivePlayer(int activePlayerId)
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{
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activePlayer = activePlayerId;
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emit activePlayerChanged(activePlayer);
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}
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int getActivePlayer() const
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{
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return activePlayer;
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}
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void setGameClosed(bool closed)
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{
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gameClosed = closed;
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}
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bool isGameClosed() const
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{
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return gameClosed;
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}
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void onStartedChanged(bool _started)
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{
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if (_started) {
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emit gameStarted(_started);
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} else {
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emit gameStopped();
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}
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}
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void setGameStateKnown(bool known)
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{
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gameStateKnown = known;
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}
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int getHostId() const
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{
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return hostId;
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}
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void setSeatOrder(const QList<int> &order)
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{
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if (seatOrder != order) {
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seatOrder = order;
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emit seatOrderChanged(seatOrder);
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}
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}
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QList<int> getSeatOrder() const
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{
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return seatOrder;
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}
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int getSecondsElapsed() const
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{
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return secondsElapsed;
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}
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signals:
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void updateTimeElapsedLabel(QString newTime);
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void gameStarted(bool resuming);
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void gameStopped();
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void activePhaseChanged(int activePhase);
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void activePlayerChanged(int playerId);
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void hostChanged(int hostId);
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void seatOrderChanged(const QList<int> &seatOrder);
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public slots:
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void incrementGameTime();
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void setGameTime(int _secondsElapsed);
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public:
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static QString formatElapsedTime(int _secondsElapsed);
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private:
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QTimer *gameTimer;
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int secondsElapsed;
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int hostId;
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const bool isLocalGame;
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QList<AbstractClient *> clients;
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bool gameStateKnown;
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bool resuming;
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int currentPhase;
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int activePlayer;
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bool gameClosed;
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//! Player ids in seating (turn) order, first to play first. Empty until the
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//! server sends an order, in which case players are laid out in id order.
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QList<int> seatOrder;
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};
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#endif // COCKATRICE_GAME_STATE_H
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