Allow Judges to see all information, regardless of room settings (#5053)

This commit is contained in:
Zach H
2024-06-16 19:12:37 -04:00
committed by GitHub
parent e2ab8db958
commit b7fbc12ac0
6 changed files with 42 additions and 23 deletions

View File

@@ -276,7 +276,7 @@ void Server_Game::sendGameStateToPlayers()
{
// game state information for replay and omniscient spectators
Event_GameStateChanged omniscientEvent;
createGameStateChangedEvent(&omniscientEvent, 0, true, false);
createGameStateChangedEvent(&omniscientEvent, nullptr, true, false);
GameEventContainer *replayCont = prepareGameEvent(omniscientEvent, -1);
replayCont->set_seconds_elapsed(secondsElapsed - startTimeOfThisGame);
@@ -287,18 +287,19 @@ void Server_Game::sendGameStateToPlayers()
// If spectators are not omniscient, we need an additional createGameStateChangedEvent call, otherwise we can use
// the data we used for the replay. All spectators are equal, so we don't need to make a createGameStateChangedEvent
// call for each one.
Event_GameStateChanged spectatorEvent;
if (spectatorsSeeEverything)
spectatorEvent = omniscientEvent;
else
createGameStateChangedEvent(&spectatorEvent, 0, false, false);
Event_GameStateChanged spectatorNormalEvent;
createGameStateChangedEvent(&spectatorNormalEvent, nullptr, false, false);
// send game state info to clients according to their role in the game
for (Server_Player *player : players.values()) {
GameEventContainer *gec;
if (player->getSpectator())
gec = prepareGameEvent(spectatorEvent, -1);
else {
if (player->getSpectator()) {
if (spectatorsSeeEverything || player->getJudge()) {
gec = prepareGameEvent(omniscientEvent, -1);
} else {
gec = prepareGameEvent(spectatorNormalEvent, -1);
}
} else {
Event_GameStateChanged event;
createGameStateChangedEvent(&event, player, false, false);
@@ -341,7 +342,7 @@ void Server_Game::doStartGameIfReady()
gameInfo->set_started(false);
Event_GameStateChanged omniscientEvent;
createGameStateChangedEvent(&omniscientEvent, 0, true, true);
createGameStateChangedEvent(&omniscientEvent, nullptr, true, true);
GameEventContainer *replayCont = prepareGameEvent(omniscientEvent, -1);
replayCont->set_seconds_elapsed(0);
@@ -711,7 +712,8 @@ void Server_Game::createGameJoinedEvent(Server_Player *player, ResponseContainer
event2.set_active_phase(activePhase);
for (auto *_player : players.values()) {
_player->getInfo(event2.add_player_list(), _player, _player->getSpectator() && spectatorsSeeEverything, true);
_player->getInfo(event2.add_player_list(), _player,
(_player->getSpectator() && (spectatorsSeeEverything || _player->getJudge())), true);
}
rc.enqueuePostResponseItem(ServerMessage::GAME_EVENT_CONTAINER, prepareGameEvent(event2, -1));
@@ -725,8 +727,8 @@ void Server_Game::sendGameEventContainer(GameEventContainer *cont,
cont->set_game_id(gameId);
for (Server_Player *player : players.values()) {
const bool playerPrivate =
(player->getPlayerId() == privatePlayerId) || (player->getSpectator() && spectatorsSeeEverything);
const bool playerPrivate = (player->getPlayerId() == privatePlayerId) ||
(player->getSpectator() && (spectatorsSeeEverything || player->getJudge()));
if ((recipients.testFlag(GameEventStorageItem::SendToPrivate) && playerPrivate) ||
(recipients.testFlag(GameEventStorageItem::SendToOthers) && !playerPrivate))
player->sendGameEvent(*cont);