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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>
62 lines
1.8 KiB
C++
62 lines
1.8 KiB
C++
/**
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* @file dlg_create_game.h
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* @ingroup RoomDialogs
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*/
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//! \todo Document this file.
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#ifndef DLG_CREATEGAME_H
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#define DLG_CREATEGAME_H
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#include <QDialog>
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#include <QMap>
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#include <QString>
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#include <libcockatrice/utility/macros.h>
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#include <qtmetamacros.h>
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class QCheckBox;
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class QDialogButtonBox;
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class QGroupBox;
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class QLabel;
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class QLineEdit;
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class QPushButton;
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class QRadioButton;
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class QSpinBox;
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class Response;
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class ServerInfo_Game;
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class TabRoom;
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class QWidget;
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class DlgCreateGame : public QDialog
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{
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Q_OBJECT
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public:
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DlgCreateGame(TabRoom *_room, const QMap<int, QString> &_gameTypes, QWidget *parent = nullptr);
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DlgCreateGame(const ServerInfo_Game &game, const QMap<int, QString> &_gameTypes, QWidget *parent = nullptr);
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private slots:
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void actOK();
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void actReset();
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void checkResponse(const Response &response);
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void spectatorsAllowedChanged(QT_STATE_CHANGED_T state);
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private:
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TabRoom *room;
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QMap<int, QString> gameTypes;
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QMap<int, QRadioButton *> gameTypeCheckBoxes;
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QGroupBox *generalGroupBox, *spectatorsGroupBox, *gameSetupOptionsGroupBox;
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QLabel *descriptionLabel, *passwordLabel, *maxPlayersLabel, *startingLifeTotalLabel, *shareDecklistsOnLoadLabel;
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QLineEdit *descriptionEdit, *passwordEdit;
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QSpinBox *maxPlayersEdit, *startingLifeTotalEdit;
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QCheckBox *onlyBuddiesCheckBox, *onlyRegisteredCheckBox;
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QCheckBox *spectatorsAllowedCheckBox, *spectatorsNeedPasswordCheckBox, *spectatorsCanTalkCheckBox,
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*spectatorsSeeEverythingCheckBox, *createGameAsJudgeCheckBox, *createGameAsSpectatorCheckBox;
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QCheckBox *shareDecklistsOnLoadCheckBox;
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QCheckBox *shufflePlayersCheckBox;
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QDialogButtonBox *buttonBox;
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QPushButton *clearButton;
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QCheckBox *rememberGameSettings;
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void sharedCtor();
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};
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#endif
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