The emphasis levels were computed from the accent at paint time, so a
theme could not vary them: every theme got the same derived strong and
soft tones, and a semantic hue was pushed toward the accent whether the
author wanted that or not.
Give each family three authored roles instead. Icon/IconStrong/IconSoft
carry the neutral glyph ink and Positive/Negative gain the same Strong
and Soft companions. Emphasis becomes a lookup inside the family, and a
caller that names a variant pins that level at every emphasis. The paint
path returns the authored color verbatim; only the filled treatments keep
their saturation floor, because carrying a disc or a fill is a treatment
decision.
Shipped palettes author the full ladder for both schemes; the palette
editor exposes the new rows and the generator writes them. System keeps
deriving its neutral ink from the platform palette, since it ships no
palette of its own.
The preview only rendered one theme, so a reviewer could not see that the
emphasis levels behave the same way across Fabric, Fusion, Leather,
Plasma and VelvetMarble. It now writes one sheet per theme and scheme:
the neutral, positive and negative families at all three levels, three
glyphs per family, as line, sticker and badge at 16 and 24 px, on the
window and button surfaces.
Tint says which hue, style says how much shape, and nothing said how loud.
Call sites that have a hierarchy (a card hover panel's nav strip, the visual
database filter toolbar) could only pick between "the theme color" and
"another theme color", so "this is the important one" had no way to be
expressed and every glyph in a surface arrived with the same weight.
Add `IconEmphasis` as the third axis: Quiet, Secondary, Primary. It travels
inside `IconTint` instead of becoming a fourth `loadThemedIcon` parameter, so
every existing call site keeps working and its look, and emphasis reads as
part of the same "how should this glyph be inked" decision as the tint.
- Primary lifts a neutral glyph to `QPalette::Highlight`, so the surface's own
action color names the primary action instead of a second gray token, and
pushes both neutral and tinted glyphs to a 7:1 floor.
- Quiet blends toward the surface and stops at the 3:1 WCAG non-text floor,
for glyphs that label a control rather than act (the magnifier in a search
field, a section marker).
- Secondary is the previous color verbatim.
The default ink borrows enough accent to sit off the palette's pole (5.4:1 on
light, 6.4:1 on dark), so the 7:1 primary floor is measurably above it in both
schemes instead of being lost against a near-black or near-white default. The
tests pin that order where it exists, and the hue shift still separates the
levels at a glance.
Disabled glyphs and the Selected -> HighlightedText swap are unchanged at
every emphasis level.
Neutral icons resolved `currentColor` straight to `QPalette::WindowText`. A
glyph is not a word: it is a 16-24px mark drawn with a 2-unit stroke, so
antialiasing thins it until it reads lighter than the text beside it, in the
one color the palette reserves for reading. The result is that icons recede
into the chrome exactly where they should anchor it.
Add `theme_icon_ink`, one rule with one job: mix a share of the theme accent
into the neutral text color, then hold the result to a contrast floor. The
accent share gives the glyph chroma the text does not have, so it reads as an
icon rather than as leftover text, and it is derived from `QPalette::Highlight`
rather than a new token. The floor keeps a theme with a weak text color from
producing an illegible glyph.
Only the neutral label roles (`WindowText`, `Text`) are inked. Semantic tints
are hues the call site chose on purpose, disabled uses the disabled group, and
the selected-row swap to `HighlightedText` is unchanged.
The WCAG contrast math moves from `theme_icon_badge` to the new unit, so badge
ink decisions and the floor share one implementation.
Tests: the ink rule against every shipped palette, the weak-text floor, and the
palette-following render tests now ask the rule instead of restating its
output. A preview sheet sweeps the accent share at 0-35% over window and button
surfaces for both schemes.
Address review: drop the AI-cadence prose from the IconStyle/IconTint and treatment headers, use ///< for the enum member docs, and move theme_icon.cpp's anonymous namespace above the IconTint definitions. No behavior change.
clang-format 18 wraps the family label and the glyph x offset differently from
the local clang-format 23. The preview test takes the CI output so the bottom
of the stack passes the style job on its own.
The sticker sheet kept the delete glyph out of the sticker rows and explained
why: at toolbar sizes the rim closed the lid gap. The icon is used with the
sticker treatment again for destructive actions, so the sheet now shows it and
the exception note is gone.
The PR showed one theme's badge and sticker sheets, which cannot show that the
filled treatments read on every palette. Each shipped theme and scheme now
gets its own sheet: both semantic families, three glyphs, as line glyphs,
stickers and badges, at 16 and 24 px, on the window and button surfaces the
contrast is measured against, with the disabled fallback under each family.
The generator lives in its own test file so the preview work does not have to
move the branches above it.
`QPixmap("theme:file.svg")` needs Qt's SVG *image-format* plugin. Debian
builds that as the separate `qt6-svg-plugins` package, which is only a
Recommends of `qt6-svg-dev`, so a `--no-install-recommends` install (CI,
minimal user installs) does not have it. Authored theme art then loaded as
a null pixmap: the two authored-art render tests failed on Debian 13 and on
the Ubuntu sanitize leg while passing on a developer machine whose Qt
bundles the format.
Render authored SVG assets through QSvgRenderer instead, which is already
linked for the sentinel path and needs no plugin. Raster assets keep the
QPixmap loader. The test suite now hides the plugin directories, so the
dependency cannot come back unnoticed on platforms that ship the plugin.
The pre-#7595 add, remove and delete icons were filled shapes with a black
outline and no disc. A tint cannot bring that back, and the badge disc is a
different icon language, so add a third value to the existing style axis.
IconStyle::Sticker draws the sentinel glyph twice: a near-black rim at the
band width plus one rim on each side, then the tone pass clipped to the glyph
and filled with a vertical gradient. Both treatments keep the disabled
fallback to the line glyph.
The fill rule moves into theme_icon_fill: the semantic tones are tuned for
text, so a filled shape gives its tone a saturation floor, and a dark-scheme
tone is pulled down rather than up. IconTint::resolve() applies the same floor
to line glyphs, and the badge disc uses the same fill, so a line, a badge and
a sticker next to each other carry the same green or red instead of a pale
line beside a saturated glyph.
The badge's glyph ink follows the scheme: white on light-scheme tones, as in
the pre-#7595 art, and the saturated tone darkened to an outline-dark ink on
dark-scheme tones, where the shared saturated disc is light enough that white
would sit near 2.7:1. The new test pins both cases so the glyph cannot
silently flip.
resolveSvgStrokeWidth() moves the stroke-width rewrite into
libcockatrice_utility so the badge and the sticker share it; the badge's local
copy is gone.
The sticker is opted into at 17 call sites: increment, decrement and
remove_row in the deck editor, settings pages, token dialog, server dialogs
and replay/deck storage tabs. The visual database's clear-filter button keeps
its trash can (icons/delete) in the line treatment: that glyph is new in
#7595, but it is the clearer metaphor, and a sticker rim closes its lid gap
at toolbar sizes.
The preview generators also gain a semantic-tint sheet for #7775 and a
line/badge/sticker family strip, so the three PR descriptions can show the
same rendered colors.
Restore the filled-disc look the ready/not-ready icons had before the
one-glyph cutover, without bringing back palette-locked art.
IconStyle::Badge composes the existing sentinel SVG at paint time: a
gradient disc, a dark ring, and the glyph re-weighted and inked for
contrast against the tone. Line stays the default and is unchanged.
Only the two state icons opt in. The add/remove icons keep the line
treatment because their old art was a filled glyph with an outline and
no disc, so badging them would invent a look the UI never had. Disabled
badges fall back to the line glyph so an unavailable control still reads
as unavailable.
The PR showed two sheets for one theme, which cannot show that the shipped
reds and greens stay legible on every palette. Each shipped theme and scheme
now gets its own sheet: both families, three glyphs, at 16 and 24 px, on the
window and button surfaces the contrast is measured against, with the
disabled tone beside each family.
The generator lives in its own test file so the preview work does not have to
move the branches above it.
The one-glyph cutover recolored every icon from a single palette role, so a
disabled deck, a not-ready player and a remove button all lost the red or green
that carried their meaning.
Add Positive and Negative application colors beside the accents, ship
scheme-appropriate defaults for every theme, and resolve them through
ThemeManager. Icons now take an IconTint: a palette role for structural glyphs,
or a semantic role for states and add/remove actions. A disabled semantic icon
falls back to the disabled foreground; on a selected row a semantic tint keeps
its color only while it stays legible on the highlight, and a palette tint keeps
the existing WindowText -> HighlightedText swap.
The Accept header added in ef87b54b was missing asterisks in two
MIME type wildcards: "image/" and "/*" instead of "image/*" and
"*/*". Servers may reject or mishandle requests with invalid MIME
types, preventing card images from loading.
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
The "from …" fragments built by getFromStr() carried a leading space so
the sentence templates could concatenate them directly (%2%3). That blank
is invisible on Transifex and most translations dropped it, merging the
card name and the zone phrase in the log (#4943).
Drop the blank from the tr() strings and add the separator in code where
the fragment is built. The space is only prepended when the fragment is
non-empty, so messages that put the zone in the card name instead — "the
top card of their library." — keep their punctuation tight.
The templates stay at %2%3, since %3 is empty on those paths.
- Span chat and alert-word checkboxes across the full grid width
- Add right-aligned Color labels and HEX placeholders to the mention,
highlight and channel color fields
- Reword the horizontal hand option to "requires more space"
Build the card menu's related card actions from complete strings with %1
placeholders instead of appending translated fragments. This also fixes
tr(cond ? "Transform into " : "Attach to "), which lupdate cannot extract:
neither string appears in cockatrice_en@source.ts, so neither was ever
translated.
Give the EDHRec tab title a %1 placeholder so French can render
"EDHRec : %1" instead of concatenating into "EDHRec :CardName".
Keep the colon in tr("Token:") and the leading space in tr(" seconds"),
since that separator is language-specific, and attach //: translator
comments so they are no longer shown out of context on Transifex.
* Parent card menu submenus to the menu that owns them
QMenu::addMenu(QMenu *) does not take ownership of the submenu, and these
submenus were created without a parent. Since CardMenu is rebuilt from
scratch on every right-click, each rebuild leaked the MoveMenu, PtMenu,
card counters and related-cards submenus.
Pass the owning CardMenu as the QWidget parent so Qt's parent-child
mechanism frees them with it.
* Delete the replaced card menu in TabGame to fix menu rebuild leak
PlayerMenu creates a new CardMenu on every right-click and TabGame installs
it with QAction::setMenu(), which does not take ownership, so the previous
menu was never freed. TabGame now deletes the menu it replaces and reuses a
single empty placeholder menu instead of allocating one per update. The
installed menu is also released when the tab is destroyed.
The downloader wrote to a predictable /tmp/<url-basename> path, ignored the
result of write(), and leaked the previous reply when a check was retried. It
also connected no error handler to the reply and had no transfer timeout.
Create the file inside a private QTemporaryDir, write it with QSaveFile and
commit it only after every byte was accepted, report reply errors, give the
request a 30 s transfer timeout, and delete the superseded reply. Ignore a
queued finished()/errorOccurred() from a reply that has already been replaced,
and drop the manual redirect branch because Qt follows redirects by default.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
The bounds in #7667 were set below what one build configuration writes, so
ccache filled to its limit and evicted the entries the next build was about to
ask for. The probe measured what that costs: a 6G cache on one leg served 1059
of 1059 calls and the 700M bound on the same leg served 14%. The quota also
went to legs that finish under the Windows leg, which has no compiler cache.
Debug information is most of an object's size. A measured Arch Debug
configuration is 1.2 GB with the built-in flags and 660 MB at -g1; Debian 13
Release is 1.1 GB and 614 MB. CI therefore builds every non-tag leg at level 1
through a new COCKATRICE_DEBUG_INFO_LEVEL option, which stays empty by default
so local, distro and release builds are unchanged. Level 1 keeps file and line,
which is what a failing test or a sanitizer backtrace reports. Tags and the
nightly legs keep full DWARF for the Sentry symbols.
With one configuration at half the size, the quota goes to fewer legs at a size
that holds one whole configuration, and the legs that duplicate another leg's
coverage give their cache up: Servatrice, Ubuntu 26.04 behind the sanitize leg
of the same distro, macOS 15 and macOS 27 Debug behind macOS 14. Their keys
leave LIVE_CCACHE_KEYS, so prune-caches reclaims the existing entries.
The single Fedora leg built Debug for the suite and Release for the package in
one job (measured on Fedora 44: 30.8 min, the only leg above Windows), so the
package compile queued behind the debug one while one 1.6 GB cache held two
configurations. Fedora 45 now runs as two legs with one cache each, in
parallel.
The option reaches compile.sh inside the container through docker.sh, and
compile.sh turns it into the CMake flag.
Bounds: Arch 850M, Debian 13 800M, Fedora 45 debug 850M and release 800M,
Ubuntu 26.04 sanitize 1200M, macOS 14 800M. That is 5.3 GB of compiler cache
on top of roughly 4.5 GB of buildkit, vcpkg, Qt and CodeQL entries.
Windows still sets the pull-request wall clock: 29.5 min, 23.7 of it compiling
with no compiler cache, because ccache and sccache cannot store the 711 of 1054
translation units that use PCH under MSVC (#7381). That is a separate trial.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Add exclude and color identity filters to the visual database display
* [Filters] Extract the color filter mode derivation into libcockatrice_filters
The mode table and the 'which mode produced this filter set' derivation are
filter semantics, not widget code, so they belong next to CardFilter rather
than in an anonymous namespace in the client. Moving them also makes them
testable: filter_mode_test pins every mode, the Custom fallback and the
'keep the live mode when it still fits' rule.
* [Tests] Cover the negated color identity query
ci! read the camelCase colorIdentity property instead of the lowercase
coloridentity key, so it matched the empty string and rejected every card.
The new case uses a card whose colors and color identity differ, so it fails
on the old lookup and passes on the fixed one.
---------
Co-authored-by: Lukas Brübach <44814898+BruebachL@users.noreply.github.com>
* [DlgCreateGame] Heap-allocate create game dialog to prevent crash on parent deletion
* [Tests] Run the short-write cases without forking a death test
The three cases that force a write failure - CardDatabaseTest.Xml4ShortWriteKeepsInstalledFile,
OracleDatabaseWriter.ShortWriteKeepsPreviouslyInstalledDatabase and
SpoilerFileTest.ShortWriteLeavesExistingFileIntact - all forked a child, lowered
RLIMIT_FSIZE and ignored SIGXFSZ. That child is killed by SIGSEGV on the macOS
runners, so all three have been red on every macOS leg of master since they landed,
while the same cases pass on Linux.
Cap the soft limit in the test process instead: ctest already runs one case per
process, and the guard restores the limit and the SIGXFSZ handler, so a whole binary
keeps working. Same real EFBIG failure, no fork, and macOS keeps its coverage of the
writers.
* [CI] Derive DEBUG_TEST and RUN_TESTS in the nightly job
The shared steps gate on both, but build-linux-nightly never set them, so its
coverage leg skipped "Build debug and test" and then failed collecting a report
from an empty build/ directory on every nightly and tag run. continue-on-error
kept the run green, so the coverage artifact silently never existed.
Derive both exactly as the pull request job does.
---------
Co-authored-by: sentry[bot] <39604003+sentry[bot]@users.noreply.github.com>
Co-authored-by: Lukas Brübach <44814898+BruebachL@users.noreply.github.com>
The badge rendered `theme:icons/pin` through the pixmap generator, which
resolved `currentColor` once and cached the result, so the glyph stayed at its
first palette and was rasterized at DPR 1.
- Render the glyph through `loadThemedIcon`, at the label's device pixel ratio,
and re-render it on palette and theme changes.
- Compose it onto a rounded backdrop filled with `Window` and outlined with
`WindowText`. The badge floats on card art rather than on a palette surface,
so a bare outline vanishes into art of the same lightness; the backdrop keeps
it readable on every printing, and both roles still follow the palette.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Settings] Delete update channels at shutdown
SettingsCache owns the stable and beta update channels as raw pointers, and
each owns a QNetworkAccessManager, so the process leaves QtNetwork objects
alive past QApplication teardown.
Delete them from a QCoreApplication::aboutToQuit handler instead of the
destructor: SettingsCache is a Q_GLOBAL_STATIC, so ~SettingsCache() runs
during static teardown, after QApplication is gone, and destroying the
network managers at that point is the post-application window that ASan
reports. The hook is installed on the first instance() call that has an
application object, since the first access may predate it.
* [Game] Follow the palette in judge message tags
Judge tags hardcoded a black prefix and a `theme:icons/scales` image inside rich
text, where `currentColor` cannot resolve and a palette change leaves the tag
unreadable. Render the scales glyph through the themed icon engine, register it
as a document image resource, and repaint the log when the palette or theme
changes.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Icons] Add an icon asset ratchet test
The icon rules were enforced by review only, so the next Inkscape export could
reintroduce a baked fill or a physical size without anyone noticing.
Add a test that rejects non-24 viewBoxes, physical sizes, editor metadata,
hardcoded paints, missing tokens, color-coded filenames, and rasters. Keep the
legacy baseline empty so the ratchet can only tighten.
* [Tests] Drop the empty icon baseline
The legacy icon set is fully paid down, so the ratchet had nothing left to
ratchet: BaselineIsWellFormed required the baseline to be empty, which made
the baseline file, the stale-entry diff and the entry-format regex
unreachable. The rules are enforced directly now.
- AssetsFollowTheRules fails on any violation of collectViolations().
- tests/icon_assets/icon-baseline.txt is gone with its reader.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Icons] Migrate UI glyphs to palette-token SVGs
Runtime inversion is not a theming system: it rotates hue, breaks duotone art
and mishandles alpha, and a QPixmap snapshot cannot follow a palette change.
Redraw the top-level UI glyph set on a 24x24 grid with `currentColor` as the
paint token, drop Inkscape/Sodipodi cruft, and delete the icons whose metaphor
was duplicated (cogwheel/gear -> settings, scale_balanced -> scales,
update.png -> reload).
Load the glyphs through `loadThemedIcon` so the engine resolves the token from
the palette on every request, and let `themePixmap` use the same resolution for
one-shot pixmaps. `loadColorAdjustedPixmap` is gone; every caller now keeps a
QIcon, which `SettingsButtonWidget::setButtonIcon` accepts instead of a QPixmap.
Content art (mana, counters, countries) keeps its authored colors.
Add a render test covering aspect ratio, palette flips, icon modes and
high-DPI pixmaps.
* [Tests] Keep the icon render test QApplication alive until exit
Creating it as a function-local static tears it down before Qt's library statics
at exit, and libQt6Network then runs QObject destructors against freed memory —
a SEGV the sanitizer leg reports after the tests have already passed. Leak the
application instead, the usual pattern for a test binary.
* [Icons] Render lock and dropdown glyphs through the icon engine
Both generators rendered the sentinel SVG to a fixed height x height pixmap
at DPR 1. The pre-migration path rendered larger and let QIcon scale it, so
on a 2x display the games-list lock (13px) and the banner dropdown arrow
(24px) came back crisp; the new path hands the widget a DPR-1 bitmap that
gets upscaled and blurred.
- The games list asks the themed engine for `icons/lock` directly, so the
item view paints it at the device pixel ratio and the lock also follows
HighlightedText on a selected row.
- The dropdown goes through `loadThemedIcon(...).pixmap(size, dpr)`, which
keeps the glyph's aspect ratio and renders at the requested ratio.
- LockPixmapGenerator has no consumer left, so it and its cache are gone.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
A QPixmap snapshot cannot follow palette changes, so expose a QIcon whose
engine resolves the `currentColor` sentinel from the live palette on every
pixmap request. Icons stay legible across light/dark switches without
recreating actions or buttons.
- Resolve the asset, its bytes and its intrinsic size once, and drop them on
ThemeManager::themeChanged/paletteChanged. A repaint does no file I/O and
no theme.cfg parse; the palette color stays part of the render cache key.
- Centre the glyph on QRectF(rect).center(): QRect::center() floors and uses
right = left + width - 1, which shifted every 16x16 item-view glyph up and
left by a logical pixel and clipped its last row and column.
- Take a raster override's intrinsic size from QImageReader instead of the
24x24 SVG default, so a non-square override reports the box it draws.
- Set the device pixel ratio before inserting into the render cache, so a
cache hit no longer detaches the pixmap on every paint.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Qt's SVG renderer has no CSS cascade, so a `currentColor` fill has to be
substituted before the bytes reach QSvgRenderer.
- Match and replace on bytes: both the sentinel and the replacement are
ASCII, so the document never goes through a UTF-16 round trip, and files
that are not valid UTF-8 survive unchanged.
- Document that the match is a plain case-insensitive substring, so an
identifier that merely starts with the sentinel gets rewritten too.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Add the Game History dock to the left of replay tabs, wire it to the replay timeline, and register it with the View menu and layout reset.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Render the event index as a scrollable list of event boxes. Selecting an entry seeks the replay to that event and keeps the current event highlighted while playback advances.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Turn replay protocol events into short localized summaries with an actor, badge, and time so the history UI can render them without retaining the replay or duplicating the chat log.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* Preserve spoiler files and serialize update reloads
* Surface spoiler removal reload failures and allow disabled-state retry
* Address review feedback on spoiler update lifecycle
Only remove the spoiler file when the user unchecks the setting; opening
Settings no longer queues an unrequested reload for a leftover file.
Remove the spoilersUpdatedSuccessfully signal, which had no receiver.
* Fix spoiler settings state after reopen and while disabled
Reopen Settings while an application-owned update is running: the new page
now observes that updater, so the button reads Updating... and re-enables
on completion instead of offering a second update that cancels the first.
Observation does not take ownership: only updaters the page creates are
retired with deleteLater, because the launch check is stack-allocated.
When spoilers are off, the hint now describes what Reload Card Database
actually does, stays readable, and wraps instead of clipping.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* Preserve installed card databases when Oracle refresh fails
* Fix the Oracle refresh verdict and cover the parser write path
A background refresh that already installed cards.xml exited 1 when the
token save afterwards failed, so the client kept its old in-memory
database and reported the update as failed. Return the same verdict
main() already computes: a reject after the database was written is a
successful update.
Cover the writer Oracle actually uses: add a short-write death test for
CockatriceXml4Parser::saveToFile, which reverted to QFile would truncate
an installed database without any test noticing.
Route a failed background token download through reject() instead of a
modal box on a hidden wizard, which left the client waiting with no
timeout and blocked later updates. Test the first non-space byte in
place rather than copying the payload, and report an import refusal with
the importer's own message.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [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>
* update/add eol dates
* use new macOS images
* [CI] Retire the old macOS ccache keys from the live list
prune-caches deletes any ccache-* entry whose key is not in
LIVE_CCACHE_KEYS, so the three keys this PR renames would be dropped on
the next master run and every macOS leg would start cold.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [CI] Re-assert the ccache timestamp sloppiness after configure
CMakeLists.txt sets sloppiness=pch_defines,time_macros at configure
time, and ccache --set-config replaces the whole list rather than
extending it. Setting the four entries before cmake would therefore
leave the build with only two, so the entries CI needs have to be
written after the configure step and before the build.
The mtime and ctime entries cover files created during the build
itself: moc/uic/rcc output and protobuf headers are generated after
ccache starts, so without them every TU that includes one is read as
a race and never cached. Checked-out sources are older than the
compile that follows them and do not trip the check.
* [Build] Keep risky ccache sloppiness out of the global config
USE_CCACHE defaults to ON, so CMakeLists.txt runs on a developer
machine, and ccache --set-config writes the user's global ccache.conf.
The include_file_mtime/include_file_ctime entries turn off the
modified-during-compile check for every project on the machine, not
only this one, so they belong in CI (compile.sh) and not here. The two
entries PCH caching needs stay.
* [CI] Size each compiler cache against the cache quota
The 600M bound sat below what a leg writes: ccache spent each build
deleting the entries the next run asked for, with 2624-3720 cleanup
passes and about 8% of calls served in the runs inspected on
2026-11-04.
Raising it needs room first. The repository's 10 GB quota currently
holds 1.1 GB of CodeQL trap, 1.1 GB of vcpkg, 0.7 GB of Qt and 2.1 GB
of docker buildkit layers. Two of those are now cheap to reclaim:
- docker-release wrote its layer cache with mode=max, but the build
stage sits behind COPY . ., so its compile layer is invalidated by
every source change and was never read back. mode=min keeps only the
final image stage.
- the five nightly-only legs kept their own compiler caches, 600M
each, that no pull request ever reads. They now keep none, and the
prune job retires their leftover keys immediately instead of waiting
for GitHub's whole-entry LRU eviction to pick them.
That funds per-leg bounds: 700M for one configuration, 850M for the
Debian 13 release that also runs the suite, 900M for Fedora 44's
Debug and Release, 800M for the instrumented leg, 400M for the
server-only leg, and 700M for each macOS leg. 6.45G of ccache plus the
3.2G of fixed entries leaves about 350M under the quota.
The prune step also covers the buildkit entries by age now, so the
mode=max generation of layer blobs is reclaimed instead of living
forever: a layer a build needs is downloaded and its date refreshed,
and dropping one that an index still lists only costs docker-release a
rebuilt layer, which gates nothing.
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Fonts] Restore DeckList Serif default and live-update all role readers
* [Fonts] Keep the DeckList fallback on the application font
DeckList is read by the deck editor headers, the filter tree and the deck
view too, not only by the two surfaces that hardcoded Serif. Resolving the
unset role to Serif in appFont() made every user without a fonts.toml see
Serif outside the deck list.
- appFont(DeckList) falls back to the application font again.
- ThemeManager::deckListFont() resolves the role and keeps the Serif
fallback for the two historical sites: the deck view zone headers and
the printed deck list.
- DeckView no longer repaints its viewport on fontsChanged; touching the
scene items already schedules the repaint in every attached view.
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Fonts] Migrate DeckList and InterfaceDefault surfaces to theme roles
* [Fonts] Drop unused lambda captures in font-refresh handlers
* [Fonts] Fix pixel sizes and game overlay fonts from review
- Set the sizes the stylesheets carried with setPixelSize() rather than
setPointSize(): home buttons (34), banner (24), home group box (20),
the placeholder labels (14), the analytics drag handle (10), the EDHREC
navigation buttons (24), the user info popup (11/14/11/10/11) and the
game overlays (14/16/12). Points at 96 DPI were ~33% larger.
- The drag/total counters and tally columns keep the monospace family the
stylesheets set, so digit widths stop changing as counts tick and
white-space: pre stays aligned.
- applyDeckListFont() drops the cached tally rows before re-measuring, so
previewing a larger DeckList font no longer leaves the tally clipped.
- Tally labels and the constructor/fontsChanged pairs in the shared-deck
preview, quick setup, analytics panel, home box and public decks build
their font once in a local lambda instead of twice.
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Fonts] Migrate CardText surfaces to theme font role
* [Fonts] Keep CardText call sites on the app font and fix px sizes
- CardText's unset fallback is qApp->font() again: only the three counter
painters (paintNumberEllipse, GeneralCounter, PlayerCounter) were Serif
before the role existed, and they now ask for it through
ThemeManager::cardTextFont(). Card names, player names, counters, the
overlay, the Archidekt and EDHREC labels and the completer delegate keep the
app font they used before.
- Use setPixelSize for the EDHREC card name (20px) and commander name (28px)
and details (16px) sizes: the stylesheets said px, and setPointSize made
them about a third larger.
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Fonts] Migrate ChatLog surfaces to theme font role
* [Fonts] Keep ChatView on the app font and share the report log font
- ChatLog's unset fallback is qApp->font() again: ChatView never set a font
before the role existed, so an unset role must not switch chat and the game
log to monospace at the system GeneralFont size.
- Move the monospace fallback the report dialogs used before into
report_utils::reportLogFont(), which returns the theme's ChatLog role when it
is set and the old monospace otherwise. tab_report, dlg_my_reports and
dlg_report_user now share it, so they cannot drift and they honour a themed
size instead of overriding it.
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Fonts] Add per-purpose font section to palette editor
* [Fonts] Make the editor's fallback and Reset preview-independent
- Add ThemeManager::defaultAppFont(), which resolves an unset role against the
startup font instead of currentFonts, and use it in FontGridWidget::loadFonts
so the grid never shows the live preview as the theme's default.
- Reload the live theme in PaletteEditorDialog::onReset before re-reading the
grid, so Reset restores the saved fonts before loadFonts resolves fallbacks.
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>