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