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Unconcede #3515
Unconcede #3515
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Testing this would require a test server, did you test this already? |
Yeah I tested it. I also have some patches to test it in offline mode by adding the buttons to the player menu. |
It works, but it's not that different from actually quitting the game and re-joining, since your deck and zones contents will be reset to the initial state.
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True, this is nicer, but wasn't sure it was worth managing the state, especially since tab_game doesn't know much about the state of the player that happens to be localPlayer. At one point I had an extra menu item for Unconcede, but it seemed like a waste of space.
This matches more or less what happens now. You get a concede button, and you can click it.. get the prompt.. and nothing happens. I guess ideally you'd remove the entire game menu minus "Leave Game" and "Game Information" during side-boarding. |
void MessageLogWidget::logUnconcede(Player *player) | ||
{ | ||
soundEngine->playSound("player_concede"); | ||
appendHtmlServerMessage(tr("%1 has unconceded the game.").arg(sanitizeHtml(player->getName())), true); |
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Not a big fan of the term "unconceded" maybe "rejoined"?
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I thought about rejoin, but that has some overlap with rejoining the room. I hate the term unconceded so Im down to change everything including the proto command names if you think rejoin is clear.
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I'm good with merging this.
Some existing problem with the menu have been noticed when testing this PR, but being unrelated they can be fixed in a following PR.
Short roundup of the initial problem
What will change with this Pull Request?