QSettings with fallbacks enabled reads the global preferences domain on
macOS, so allKeys() returns system keys (AppleLanguages etc.) even on a
fresh install and the tutorial never shows for new Mac users.
The master merge replaced several transitive includes with forward
declarations; add back the complete types the tutorial code needs:
CounterState and PlayerEventHandler in tab_game.cpp, DeckList in
visual_deck_editor_widget.cpp, TabDeckEditorVisualTabWidget and
VisualDeckEditorWidget in visual_database_display_widget.cpp.
* [VisualDatabase] Keep the card grid scrolling on macOS
The view ignored the wheel whenever the vertical scroll bar was not
visible. On macOS, scroll bars are transient: once the fade-out finishes,
QScrollbarStyleAnimation hides the scroll bar widget, so isVisible() then
reports false even though the grid has more rows to scroll. Scrolling was
dead until something else brought the bar back.
Gate on the scroll bar's range instead: it says whether there is anything
to scroll, while visibility is only about presentation. An event with no
range to scroll is still ignored, so an enclosing scroll area can take it.
* Update card_database_visual_view.cpp
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Fix crash when local game commands are sent after shutdown
* [Network] Fix formatting in local client debug log
* [CI] Keep the vcpkg submodule pointer on the manifest baseline
vcpkg.json asks for builtin-baseline 9eec002 (vcpkg 2026.10.16), but the
submodule gitlink was still at 9e593bb. The runners check submodules out
shallowly, so vcpkg-tool cannot read versions/baseline.json out of the baseline
commit and every vcpkg leg (Windows and all macOS) fails in CMake configure
with:
failed to `git show` versions/baseline.json
git phrases that as "path ... exists on disk, but not in <sha>" even when the
commit is simply absent from the shallow clone, so it reads like a tooling or
network failure rather than a mismatched pointer. Point the submodule back at
9eec002, and add a cheap job that fails when the gitlink and builtin-baseline
disagree, before the five build legs pay for it.
---------
Co-authored-by: sentry[bot] <39604003+sentry[bot]@users.noreply.github.com>
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [VisualDatabase] Draw the card grid with a model/view instead of a widget per card
The visual card database built one CardInfoPictureWithTextOverlayWidget per
card, 100 per page, and tore them down on every search, resize and scroll
page. It also looked each card up again by name from the model row, kept a
shadow QList<ExactCard>, and carried paging state plus a 5 s timer that only
existed to defer the first page.
Replace that with a real view on a flattened model:
- CardDatabaseDisplayModel gains CardInfoRole and cardInfoAt(), so a view can
get the CardInfoPtr behind a proxy row without a name round trip.
- New CardDatabaseVisualDisplayModel (libcockatrice_models) flattens the
filtered and sorted proxy into one entry per displayed card picture: the
preferred printing normally, every printing of the selected sets while set
filters are active. Proxy changes rebuild it on a 30 ms coalescing timer.
- New CardDatabaseVisualView (QListView IconMode) paints only visible rows
through the new CardPictureDelegate, keeps the old interaction contract
(left/right/middle press -> cardClicked, hover -> cardHovered, Ctrl+wheel
resize, no selection, no focus stealing, scroll to top on a new result) and
repaints when CardPictureLoader reports an async image.
- CardSizeWidget::enableCtrlScrollResize() also watches scroll-area viewports,
which is what makes Ctrl+wheel work over a QListView.
- VisualDatabaseDisplayWidget drops the paging, the shadow list, the dead
members and the 5 s timer.
Behaviour-preserving: no gameplay change, no new user-facing strings.
* [VisualDatabase] Fix the card grid wheel step
QListView hands the delegate's item height to the scroll bar as its single step under ScrollPerPixel, so QAbstractSlider moved wheelScrollLines() whole card rows per notch. Handle the wheel in the view instead: one line is an eighth of the grid cell, so a notch moves about a third of a card row at any card size and still follows the OS line count.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
The server list used hand-numbered saveName%1/server%1 keys and an O(n)
shift loop to delete entries. Store the profiles with beginReadArray and
beginWriteArray instead, and migrate the legacy keys once in the
constructor so existing profiles and saved passwords survive.
SettingsManager::batchWrite no longer disables atomic sync, so a batch is
still written through QSettings' atomic save. Add tests for add, update,
remove, password updates and the legacy migration.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Qt6::Test was linked into every test but never used. Add a small RAII
QAbstractItemModelTester helper and apply it to the deck list model, the card
database model and display proxy, and the sets model. Add QSignalSpy coverage
for the card-added and download-settings signals, and assert explicitly that a
card row is a leaf with no child columns (the tester does not check that).
The contract checker immediately found four model bugs, fixed here:
- DeckListModel allowed children below non-zero columns.
- CardDatabaseModel reported every card as a child of every card row.
- CardDatabaseModel reported six columns for a valid (leaf) card index.
- CardDatabaseDisplayModel claimed more rows were fetchable while rowCount
already exposed them all, so fetchMore() inserted duplicates.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
checkUserPassword ignored force_password_change on the challenge-response
path, so a reset password stayed valid. Returning PasswordChangeRequired
was not enough on its own: the session was dropped and the client told the
user to ask the administrator for the temporary password they had just used.
The pending session now keeps its identity without registering a user
session or announcing a join, may only ping and change its password, and
the client completes the change in-session before reconnecting.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
ZoneViewZone::initializeCards() connected PendingCommand::finished only after ZoneViewZoneLogic::requestZoneDump() had already sent the command. Local games process the dump synchronously, so finished was emitted before the view connected and the library/sideboard view stayed empty.
Split requestZoneDump() into prepareZoneDump() and sendZoneDump(), and connect before sending, matching the TabRoom prepare/send convention.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Build] Use versionless Qt CMake commands
Replace the versioned qt6_add_executable, qt6_add_resources, qt6_add_shaders,\nqt6_add_translations and qt6_wrap_cpp calls with their unversioned forms.\nAll five are documented as available at the project's 6.4 minimum and accept\nthe same arguments.\n\nVerification: full client, Oracle, server and test build passed.
* versionless qt_finalize_target and _project
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Co-authored-by: tooomm <tooomm@users.noreply.github.com>
* [Refactor] Move game logic into libcockatrice_game
* [Refactor] Include card_state.h in player_actions.h
* [Game] Inject settings providers into libcockatrice_game, drop Widgets
* [Game] Follow base rename to createCardRequested after rebase
* [Game] Drop unused CardItem forward declaration
* [Game] Fix includes after moving game logic into libcockatrice_game
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Refactor] Move card item creation out of game logic
* [Game] Rename signal to createCardRequested per review
* [Game] Move attachment bookkeeping onto CardState
CardState::setAttachedTo now maintains the attachedCards graph, resets the
grid point and emits the zone events itself, so game logic no longer needs
to reach into the CardItem graphics item. CardItem::setAttachedTo delegates
to the state and keeps only the view teardown (deleteLater).
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Refactor] Retype card containers and zone logic onto CardState
* [Game] Restore attach bookkeeping via CardItem and repaint on state change
* [Refactor] Give custom zones a hidden graphics owner
Custom PileZoneLogic zones had no CardZone, so moving a card into one
left the CardItem drawn at its old spot. Create a hidden PileZone in
onCustomZoneAdded so cards are reparented and hidden.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Refactor] Move the remaining zone commands out of game_graphics/zones/
* [Game] Move zone dump request onto ZoneViewZoneLogic per review
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Refactor] Move table row mapping from TableZone into TableZoneLogic
* [Game] Use TableZoneLogic::ROW_COUNT directly per review
* [Format] Match clang-format line breaking in table_zone
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>