Introduce a Developer staff level (proto flag 32, DB admin bit 8) that
sits between admin and moderator: no kick/ban/warn/report/admin powers,
but gets server log access via a new developer command container family
(GET_SERVER_STATS, VIEWLOG_HISTORY) and an idle-timeout exemption.
- Protocol: IsDeveloper flag, developer_commands.proto envelope,
Command_GetServerStats/Command_GetLogHistory, Response_GetServerStats,
Command_AdjustMod.should_be_developer
- Servatrice: fail-closed developer dispatcher, uptime snapshot handler,
shared log history handler reuse, bit-8 DB mapping
- Client: burgundy pawn/badge/labels/sort order, prepareDeveloperCommand,
minimal Developer stats tab, log tab access, promote/demote actions
Took 24 minutes
Took 18 seconds
* [Oracle/Client] Report card database download progress
Card database updates ran invisibly: MTGJSON parsing spun an indeterminate
bar on the UI thread and the set import blocked the window, while the
onboarding wizard spawned `oracle -b` with no progress to show at all.
- Add byte-level scan progress to `RawJson::scanSetRanges` via an optional
callback, throttled to ~100 reports per scan.
- Emit `OracleImporter::dataReadProgress` during the scan and import sets on a
worker thread, driving the wizard's progress bar per set.
- With `-b`, write machine-readable `PROGRESS <stage> <done> <total>` lines to
stdout for the download/scan/import stages; stderr keeps the log output.
- Parse the oracle stdout in `MainWindow` and forward it to the onboarding
wizard, giving the card database step a determinate bar with stage-specific
status text.
- Guard the async workers against the wizard being closed mid-run.
- Add Google Test coverage for scan progress reporting.
* [Oracle/Client] Harden oracle progress workers and quit prompt
Address review feedback on the download-progress change: decompress and read
sets files off the UI thread, cancel the load/import workers before the
wizard can tear down the importer, and show an 'Extracting file...' status
plus a clean 100% tail so the poll never looks stuck. Quitting Cockatrice
while a card database update runs now asks for confirmation.
* Show 100% for 500ms on complete.
* Disable buttons on set import until done.
* Clean up progress bar.
* Drop wrapper around lambda
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Fix duplicate attach messages in the game log caused by a redundant
child arrow in CardItem::drawAttachArrow.
Unlike the sibling drawArrow, drawAttachArrow omitted the ``card ==
this`` guard when iterating selectedItems(). Because right-clicking a
card to open the attach menu selects that card, it was always present
in selectedItems(), producing a second arrow for the same source card.
On release both arrows sent an identical Command_AttachCard, so the
server broadcast two Event_AttachCard messages and the log rendered
"attaches to" twice. Mirror the drawArrow skip condition so the active
card is excluded and only one attach command is sent.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
When a player restores connection to a game, the client rebuilds each
zone from the cards the server sends in the game state. Non-coordinate
zones (hand, piles, stack) report x == 0 on every card, so inserting
each rebuilt card at that coordinate reversed the received order one
card at a time.
Append rebuilt cards in the order they arrive for zones without
coordinates; coordinate-based zones (table) keep using x/y.
Fixes#2759
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Player pawns are looked up in QPixmapCache under a key built from the
rendered size, user level, and the avatar pixmap's cacheKey(). A null
pixmap reports cacheKey() 0, so all players without a custom avatar
collided: the first pawn rendered for a given size and user level was
reused for the next one, showing the wrong player's pawn.
Extend the key with the rendered height, the lowercased privlevel
(matching UserLevelPixmapGenerator), and both pawn colors so that every
visually distinct pawn gets its own cache entry.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Nothing in the UI confirmed that a user had been added to the ignore
list, so the action felt ambiguous and could be repeated by accident.
Show an information dialog when the server acknowledges the
add-to-ignore command.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Prevent contacting users on the ignore list (#1249)
The ignore list silences incoming messages, but a user on it was still
reachable: the context menu's chat item stayed enabled, private messages
could be sent, and a chat tab could be opened for an ignored user.
Make ignored users uncontactable: disable the chat item for them, refuse
to deliver messages typed in an open PM tab with one, and refuse to open
a new private chat tab with an ignored user (with a hint on how to undo
the ignore).
* Update cockatrice/src/interface/widgets/tabs/tab_message.cpp
Co-authored-by: RickyRister <42636155+RickyRister@users.noreply.github.com>
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Co-authored-by: RickyRister <42636155+RickyRister@users.noreply.github.com>
When a player left, GameScene::removePlayer iterated zoneViews while close()
synchronously removed the current view from that list. A judge with several open
views of the departing player (e.g. library and hand) only had the first one
closed; the remaining views were skipped and left pointing at a player that was
about to be deleted, crashing the client on the next access.
- GameScene::removePlayer: iterate over a copy of zoneViews
- GameScene::toggleZoneView: same fix for the identical iteration bug
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Use the landscape orientation flag to rotate sideways-layout card art
upright before cropping, so planes/sieges show their horizontal art as
the server profile banner card instead of a rotated full card.
- Curve cropCardArt around the card's landscapeOrientation flag with
landscape-specific art margins (mirrors CardInfoPictureWidget)
- Add shared CardArtUtils::rotateSidewaysLayoutArt helper and apply it
to the playmat (game render and settings preview) and card info widget,
replacing three duplicate 90-degree rotation blocks
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Game] Prevent spectator duplication when replaying joined events
The spectator branch of eventJoin emitted spectatorJoined unconditionally
even when the spectator was already present (e.g. replayed during a rewind).
Guard it like the player branch and eventGameStateChanged, and make
PlayerListWidget::addPlayer idempotent as defense in depth.
* In resetChatAndPhase() (the rewound() handler), also clear all spectators from both PlayerManager and PlayerListWidget before the replay rebuilds from event 0. The forward replay then re-adds exactly the spectators whose join events fall within the new time range via eventGameStateChanged/eventJoin.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Game] Render custom deck zones in the deck view
The in-game deck view now walks custom zones like the standard
boards, so cards filed under a user-created zone show up in their
zone's card pile instead of disappearing from the view.
* [Game] Collect deck-view cards via DeckList::getCardNodes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Show custom zones in the card display widgets
Card group displays and deck zone displays learn to render custom
zones alongside the standard boards.
- Group display widgets treat custom-zone nodes like other group
headers, keeping counts and layout consistent.
- Zone display widgets resolve their title through visibleNameFromName
so custom zones show their user-chosen names localized like the
standard zones.
* [DeckEditor] Apply sort criteria inside custom zones and align display order with the model
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Expose custom zone management in the deck editor
Wires the state layer into every editor surface that shows deck zones.
- Deck dock: context menu on zones gains New/Rename/Delete/Change
board actions, with per-zone submenus for adding cards.
- Card database dock and visual database display gain an add-to-zone
submenu listing custom zones per board plus a create-zone entry.
- All prompt call sites pass validateNewZoneName so duplicates and
reserved names are rejected inline before Ok unlocks.
- Rename reuses the same dialog in name-only mode, keeping one
validation contract for every zone-name entry point.
- Change board marks the current board instead of offering a no-op,
and the state layer refuses moves onto boards holding a same-named
zone from imported decks.
* [DeckEditor] Address custom-zone menu and export review feedback
* [DeckLoader] Keep the sideboard marker and block ordering when exporting nested zones
- saveToStream_DeckZone threads the owning board zone name down to the card
writer, so cards in a custom zone under the sideboard keep their SB:
prefix instead of being re-imported into the maindeck
- nested sub-zones are collected during the loop and written after the
parent zone's own header and cards, so they no longer read as part of the
zone printed before them
* [DeckEditor] Fix move-to-zone menu use-after-free and per-zone enabled state
- resolve the card name/provider/collector number before createNewCustomZone
rebuilds the model tree, then re-find the refreshed index via findCard and
move it (mirrors the decrementCard re-find pattern)
- the enabled test now compares the card's own zone (nearest custom-zone
ancestor, else its board), matching moveCardToZone's lookup, so moving a
card out of a custom zone back to the board root is offered and the card's
own zone is disabled
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Add zone management to the deck state manager
State-layer operations for custom deck zones, plus the shared prompt
dialog that later editor menus will call into.
- moveCardToZone relocates every copy of a card row into any zone,
refusing non-card rows and tokens so miswired selections can never
shred a group or turn tokens into deck cards. The current zone is
found by walking ancestors, which also handles legacy top-level
zones.
- createCustomZone, renameCustomZone, moveCustomZone and
removeCustomZone wrap the tree API with memento history, model
rebuilds and deck hash refreshes via modifyTree.
- Same-board zone moves return success without minting a history
entry, keeping the undo log honest.
- promptForNewZone asks for a name and the parent zone, keeps Ok
disabled until the trimmed name passes a caller-supplied validator
(shown inline as an error), and reports its own translation context.
Took 14 minutes
# Commit time for manual adjustment:
# Took 6 minutes
# Commit time for manual adjustment:
# Took 33 seconds
* [DeckEditor] Address zone-management review feedback
- Expose DecklistNodeTree::hasZoneName and use it in validateNewZoneName
so the uniqueness scan covers custom zones on every board, not just the
standard ones.
- Hide the board selector in the rename dialog path where it is not used.
- Emit deckHashChanged after refreshDeckHash so the deck hash label stays
current after zone create/rename/move/remove.
* [DeckEditor] Notify card set changes after zone edits and drop the board scan
- modifyTree emits cardNodesChanged alongside deckHashChanged so the
banner-card combo and printing in-deck counts refresh after removing a
zone that still holds cards
- DecklistNodeTree::findCustomZoneByName is public and moveCustomZone uses
it, locating zones under non-standard boards (e.g. tokens) instead of
scanning only main/side/maybeboard
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
This compares the release dates of sets, which enables users to filter
for sets in a certain range, for example to filter for all commanders
with an old card frame, `t:legendary set<8ED` can be used, which will
only include cards appearing before 8th edition.
This acts as a more powerful superset of the "Filter to X most recent
sets" feature.
Fixes#7238
* [Build] Add precompiled headers for Qt-backed executables
Reparsing QtCore/QtGui/QtWidgets/QtNetwork in ~460 client translation
units is the dominant compilation cost. Precompile the two common layers:
- qtcore_pch.h (Qt Core only; safe even for headless Servatrice)
- qtwidgets_pch.h (adds Gui/Widgets/Network; used by Cockatrice and Oracle)
target_precompile_headers() requires CMake 3.16, now the project minimum.
Estimated 30-50% faster client rebuilds.
* [Build] Format qtwidgets precompiled header
clang-format include regrouping and a missing trailing newline.
* [Build] Add PCH-aware ccache sloppiness config; format cmake/pch headers
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Security] Use a CSPRNG for salts, tokens, and RNG seeding
Password salts and activation tokens were generated with the global SFMT
RNG, which was seeded from a 32-bit timestamp, making registration
salts and activation tokens predictable. The game RNG used the same
timestamp seed across restarts.
Add CryptoUtil backed by OpenSSL RAND_bytes and use it for salt/token
generation and to seed RNG_SFMT with a 64-bit CSPRNG value in both the
client and server. Link libcockatrice_utility against OpenSSL::Crypto.
Took 30 seconds
Took 25 minutes
* Lint.
Took 4 minutes
Took 36 seconds
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [GameScene] Sever connections properly.
Took 2 minutes
Took 54 minutes
* [GameScene] Sever animated item destroy connections at teardown
Fix crash when a replay's board is closed (GameScene teardown abort).
The old QObject::disconnect(nullptr, nullptr, this, nullptr) is invalid per
Qt docs (the sender must never be nullptr), so it never severed the PMF
destroyed -> GameScene::removeAnimatedItem connections that fire when
QGraphicsScene::~QGraphicsScene -> clear() destroys the remaining items.
Store the QMetaObject::Connection handle for each animated item and
disconnect them all in ~GameScene via the connection-handle overload.
Dedup connections on the connection map rather than animatedItems, since
the animation timer clears animatedItems on completion, which let a
re-registered item (e.g. a life counter flashed repeatedly) accumulate
orphaned duplicate destroyed connections that survived teardown.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Send game invites from the user context menu via a private message
The user context menu gains an "Invite to Game" submenu listing the
inviteable games in the room (the inviter's own games, honoring the
buddy-only setting). Picking one opens a private message to the target
user with a cockatrice://joingame link naming the game, so the target
gets a clickable invite instead of a raw URL. Multi-game rooms offer a
picker; a single inviteable game sends directly. Sending a message to
an offline user no longer swallows the draft — it reports that the
user is offline and keeps the typed text.
Took 30 seconds
Took 1 minute
* [Client] Open the invite dialog taller by default without enforcing a minimum size
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Move the deck-to-.cod conversion prompt logic (format check, saved
preference handling, overwrite confirmation, dialog) out of
DeckPreviewWidget into dlg_convert_deck_to_cod_format so the deck
editor can reuse it without duplicating it.
Took 4 minutes
Took 4 minutes
Took 1 minute
# Commit time for manual adjustment:
# Took 3 minutes
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [VDS] Drive folder and preview widgets from the model (MVC views)
Took 16 minutes
Took 8 minutes
Took 3 minutes
Took 11 minutes
* Rebase whoopsie
Took 4 minutes
* Hide widgets instead of destroying, go back to signals, rename for consistency.
Took 13 minutes
Took 4 seconds
Took 26 minutes
Took 5 seconds
# Commit time for manual adjustment:
# Took 9 minutes
* Make VDS startup smooth: batch deck loads, guard preview resizes
- Move color identity computation into the background load task and apply
finished deck loads in bounded batches per event loop turn, so finishing
hundreds of loads at once cannot stall the UI thread
- Skip redundant resize work in DeckPreviewWidget when the banner width did
not change, and collect the clamped children once instead of searching the
widget tree on every layout pass
Took 19 minutes
# Commit time for manual adjustment:
# Took 3 minutes
* [VDS] Expose filter matches as a proxy role instead of dropping rows
The folder display scanned source-model rows and probed acceptance with
mapFromSource(...).isValid(), reaching into both models for one answer.
The proxy now keeps every row and exposes each row's search/tag/color
filter result through FilterMatchRole. The folder display and the tag
filter read everything off proxy indexes, and hidden previews keep their
sorted position in the flow layout instead of being appended at the end.
Took 11 minutes
* [VDS] Bound pending-load drain by time and make row lookups O(1)
The fixed DECK_LOADS_PER_TURN = 24 cap had no measured basis. It was guessed and existed
because every applied load emitted dataChanged into each DeckPreviewWidget,
whose handler resolved its own row with an O(n) linear scan per widget.
The model now maintains a file path -> row hash kept in sync across scans,
renames and deletions, so rowForFilePath is O(1) and the fan-out cost is
gone at its source. The drain applies finished loads until a small time
budget per event loop turn runs out, so throughput self-tunes instead of
relying on an arbitrary count.
* Actual minimal fix for resize squishing
Took 20 minutes
* Fix color widget sizing
Took 16 minutes
* [BannerWidget] Also set a max height
Took 4 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Pin user list header length to the viewport width
The header stretch mode kept a resize section property, so after any
column grew past the viewport the list carried an invisible horizontal
pan range that scrolled rows sideways without visual feedback
Drop the leftover property so displayed length always equals viewport
width and horizontal panning is impossible
* Show columns 1 and 2
Took 12 minutes
Took 2 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [App] Add onboarding wizard
Took 10 minutes
Took 3 minutes
Took 7 minutes
Took 9 minutes
Took 2 minutes
Took 1 minute
Took 7 minutes
* Adjust CI
Took 14 minutes
Took 56 seconds
Took 2 seconds
Took 3 seconds
* Adjust CI again
Took 14 minutes
Took 2 seconds
* Comments and fixes
Took 9 seconds
Took 1 minute
* Rebase.
Took 5 minutes
Took 50 seconds
Took 15 seconds
* Comments.
Took 7 minutes
* CI lol
Took 3 minutes
* CI again lol
Took 4 minutes
* Drop some settings, add some new ones.
Took 19 minutes
* Resize when expanding section
Took 4 minutes
Took 3 minutes
Took 7 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [VDS] Cache mana symbol renders and skip redundant resizes
- Render each mana symbol once at a bounded master size and derive every
requested size from the cached master, avoiding repeated full-size SVG
rasterization on the GUI thread
- Share scaled results through a process-wide cache keyed by symbol and
size, so repeated widget creation and rescales don't redo the work
- Skip redundant resize work in ColorIdentityWidget and ManaSymbolWidget
when sizes did not change
Took 8 minutes
Took 50 seconds
* Move to pixmap generator
Took 8 minutes
Took 4 seconds
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [DeckList] Make deck tree card traversal recursive
getCardNodes and forEachCard now descend into nested zones instead of
assuming a flat main/side/token layout. For today's flat trees this is
behavior-preserving; it also removes two latent crashes (unchecked
dynamic_cast dereference, null card nodes passed to forEachCard
callers). Nested zones are introduced by later custom-zones units.
Took 3 minutes
Took 7 seconds
Took 9 seconds
* Fix rebase mistake.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Replace playmat crop spinboxes with a direct manipulation preview
The numeric fields exposed raw parameters with no relation to what the
game draws, accepted values the renderer clamps away, and no way to see
the result before committing
The preview now renders through the exact game pipeline into a viewport
shaped like a fresh board stack plus table area, with dimmed strips
marking where a developed table crops further. Drag pans, wheel zooms,
arrow keys nudge, plus and minus zoom, Backspace or Esc restores the
crop as of focus gain and lets Esc close the dialog when unchanged.
Focus ring and accessible name and description cover keyboard and screen
reader users, new paints use palette roles so themes recolor them
Took 25 minutes
Took 3 minutes
Took 54 seconds
* Remove stale constant
Took 3 minutes
Took 26 seconds
* Rebase
Took 2 minutes
Took 3 seconds
* Add editor spinboxes again
Took 4 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Introduce DECK_ZONE_MAYBEBOARD and its visible name, and treat the
maybeboard as editor-only scratch space: plain-text export, DeckStats
and TappedOut uploads now skip cards living there. Zones of this name
are created by later custom-zones units; until then the skips are inert.
Took 20 minutes
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
The offset and zoom fields exposed raw numbers with no relation to the
strip, and the stored printing reset to the first local printing on
every open
The preview now paints through UserListPainter::drawCardArt itself, so
what you see is exactly what the user list renders. Drag pans the art
vertically at output scale, wheel zooms, arrow keys nudge, plus and
minus zoom, Backspace or Esc restores the crop as of focus gain and lets
Esc close the dialog when unchanged. Margins stay explicit spinboxes
since they trim the strip sides with no natural drag mapping. Legacy
stored zoom below the gesture floor is normalized once on open, focus
ring and accessible name and description cover keyboard and screen
reader users, all strings set in retranslateUi
Took 7 minutes
# Commit time for manual adjustment:
# Took 55 seconds
Took 41 seconds
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
cn.svg and ss.svg defined their star polygons with coordinates around
plus/minus 5e5 compensated by tiny scale transforms. Qt drops shapes whose
device space bounds exceed its rasterizer coordinate limit, so both flags
silently lost their stars when rendered wider than roughly 76px. That
threshold was always exceeded because loadSvg with expandOnly renders at
the declared 640x480 native size before scaling down to the icon size.
Fold the scale transforms into the polygon coordinates so the geometry is
unchanged while bounds stay small at every render size.
Also cap expandOnly and usericon render canvases at four times the
requested size to bound memory use and keep pathological theme svgs away
from the rasterizer limit.
Took 8 minutes
Took 57 seconds
Took 3 minutes
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>