* [GameSelector] Persist quick-filter toolbar edits and repair filter settings migration
- Save game-filter parameters on toolbar changes, debounced with flush on close
- Repair pre-camelCase gamefilters.ini keys in place on startup
- Map the legacy creator-name filter to hostNameFilter
- Balance begin/endFilterChange in GamesProxyModel::refresh
- Align the hideIgnoredUserGames default between model and settings
- Cover the migration with regression tests
* [Review] Address RickyRister comments on filter persistence
- Rename game-type prefix constants to SCREAMING_SNAKE to match
MIGRATION_SENTINEL_KEY and project style
- Document why GameSelector destructor flushes a pending debounced
filter save (toolbar path has no other writer)
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [DeckList] Apply include-what-you-use to libcockatrice_deck_list
* [IWYU] Apply include-what-you-use across the tree
Run one whole-tree IWYU pass over the libcockatrice_* libraries, the
Cockatrice client, Oracle, Servatrice and the test suite, so each
translation unit includes what it uses directly and forward-declares
what it does not need.
IWYU only analyses real translation units, never the moc code CMake
generates from Q_OBJECT headers, so it strips includes that moc output
silently relies on. Where a type is passed by value (or nested in a
QList/QMap) in a signal or slot signature, the generated moc code needs
the complete type; those includes are kept with an explanatory
`// IWYU pragma: keep`. The same holds for Q_DECLARE_METATYPE targets
such as QSqlDatabase.
A handful of includes are added by hand where callers brace-initialize a
const-reference parameter, which also requires the complete type.
Applied as a single commit on purpose: stripping includes from the
libcockatrice_* headers is precisely what breaks the client, test and
server translation units, and the fixes for those live in the same
translation units. Splitting by component would therefore leave
intermediate commits that do not compile.
All 426 modified Q_OBJECT/Q_GADGET headers were verified to be
moc-self-contained by compiling each generated moc_*.cpp standalone;
several built only because of moc include ordering in
mocs_compilation.cpp before the keep-includes were added.
* [Tooling] Emit public Qt headers and fix IWYU fallout CI found
Three problems the local build could not see, all because a green local
build only proves the configuration it was run under.
Private Qt headers. IWYU emitted private, lowercase Qt headers, and
qtypes.h does not exist at all before Qt 6.9, so the Debian 12 and
Ubuntu 24.04 jobs on Qt 6.4.2 failed to compile. The generator only
emitted a mapping when the capital header name mirrored the private one
(QAbstractAnimation for qabstractanimation.h), so qtypes.h, which is
wrapped by QtTypes instead, got no mapping and kept the private
spelling. Map it explicitly to <QtTypes>, which is public since Qt 5 and
provides the same typedefs either way, and rewrite the 100 affected
includes.
Do not generalize this to "prefer any Qt* wrapper". The table is
generated from whichever Qt is installed, and the wrappers are not
equally old: QtLogging only appeared in Qt 6.8 and QtMinMax in 6.5, so
that heuristic trades one breakage for another. Every other lowercase
header still in the tree has shipped publicly since Qt 5, so those are
left alone.
Platform-guarded includes. IWYU only sees the preprocessor configuration
it is handed, so it dropped an include that only the macOS branch of
main.cpp needs, and the macOS jobs failed on an undeclared
UrlSchemeEventFilter. Restore the include. Force-compiling every file
that carries a platform guard under Q_OS_MAC, Q_OS_MACOS and __APPLE__
reports nothing else, so the macOS branches are covered rather than
assumed.
shellcheck. Drop a leftover variable and stop assigning the
include-what-you-use lookup, which was only ever an existence check.
* [Tooling] Map Qt 6.5+ split headers to QtGlobal for Qt 6.4 compatibility
IWYU emitted QtTypes, QtPreprocessorSupport, QtVersionChecks, QtAssert,
QtMinMax, QtClassHelperMacros, QtEnvironmentVariables and QtTranslation.
Qt 6.5 split those declarations out of qglobal.h into separate headers, so
neither the Qt* wrapper nor the q*.h private name exists on the oldest Qt we
support (6.4.2), and Debian 12 / Ubuntu 24.04 fail with "No such file or
directory". qtypes.h is worse still: it only appeared in Qt 6.9.
QtGlobal is the one spelling that works across the whole supported range. It
has been public since Qt 5, defines these declarations itself up to Qt 6.4, and
includes the split headers from Qt 6.5 on, so redirect all eight private
headers to it and collapse the affected includes in the tree.
Curated overrides now take precedence over the name-mirroring rule, which
cannot know about Qt version floors because the mapping is generated from
whatever Qt is installed. That rule was mapping qtversionchecks.h to
<QtVersionChecks> even with an override present, because the override was only
consulted as a fallback. A curated key that matches nothing is now a hard
error rather than a silent fallback, and the redirected headers are no longer
advertised as the home of a symbol.
Verified every Qt include in the tree resolves against the real
qt6-base-dev 6.4.2 package: 15 distinct includes, 0 missing.
* [Tooling] Map QOverload to QtGlobal and drop the QMetaMethodArgument include
Two more headers IWYU emitted do not exist on Qt 6.4.2:
QOverload was split out of qglobal.h in Qt 6.5, so on 6.4.2 it is declared in
qglobal.h directly and the standalone header is a hard error. QtGlobal covers
both, so map qoverload.h to it like the other 6.5+ split headers.
QMetaMethodArgument is never referenced anywhere in the tree. It is a bare
forwarder for qobjectdefs.h that our generator advertised as a class symbol,
which is how IWYU came to add the include at all. The symbol mappings are
generated from header names, so they cannot tell a forwarder that happens to be
capitalised from a real class; removing the unused include is the fix, and the
generic case stays a known limitation of the generator.
Extending the audit to every Q* header (an earlier pass only matched headers
starting with "Qt" or lowercase q*.h, so it missed all of them) against the real
qt6-base-dev, qt6-multimedia-dev, qt6-declarative-dev, qt6-svg-dev and
qt6-websockets-dev 6.4.2 packages: 341 distinct Qt includes, 0 missing.
* [Game] Give moc the complete CardItem type in player_actions.h
player_actions.h forward declares CardItem but passes QList<CardItem *> by
value in actPlay/actPlayFacedown/actHide. moc instantiates the metatype for
those parameters, and on Qt 6.4 that expands to sizeof(CardItem), so Ubuntu
24.04 fails with "invalid application of 'sizeof' to incomplete type
'CardItem'". Newer Qt tolerates the incomplete type, which is why only the
6.4.2 jobs failed.
Include the defining header with an IWYU pragma keep, matching how the other
MOC-required includes in this area are handled.
* [Game] Give moc the complete ServerInfo_Card type
player_logic.h, game_scene.h, view_zone.h and view_zone_widget.h forward
declare ServerInfo_Card but pass QList<const ServerInfo_Card *> through signal
and slot signatures. moc instantiates the metatype for those parameters, which
Qt 6.4 expands to sizeof(ServerInfo_Card), so the connect in game_scene.cpp
fails on Debian 12 and Ubuntu 24.04 with "invalid application of 'sizeof' to
incomplete type 'const ServerInfo_Card'". Newer Qt tolerates it, so only the
6.4.2 jobs failed.
Include the generated protobuf header with an IWYU pragma keep, following the
pattern already used for ServerInfo_Player and ServerInfo_User in
game_event_handler.h.
* [Client] Complete the types Qt 6.4 needs for connect and moc
Qt 6.4 expands QMetaType::fromType on the normalised argument list of a
PMF connect and on moc-generated metatypes, which requires sizeof on every
signal and slot parameter. Newer Qt tolerates forward declarations there,
so only the Debian 12 and Ubuntu 24.04 jobs failed, with
"invalid application of 'sizeof' to incomplete type" for QMouseEvent,
QPrinter and GameReplay.
Replace the forward declarations with the real includes:
- QMouseEvent in the nine widget headers that pass it through signals
- QPrinter in abstract_tab_deck_editor.cpp, for the actPrintDeck lambda
- game_replay.pb.h in tab_replays.h. GameReplay is a protobuf message, so
the project's game/replay.h only forward declares it and cannot supply
the complete type.
Found by recompiling all 1918 project TUs against the Debian Qt 6.4.2
headers, which reproduces those two CI jobs locally in one pass.
* [Client] Complete Release and QMenu for Qt 6.4 moc and connect
Continuing the Qt 6.4 complete-type sweep:
- window_main.cpp connects ClientUpdateChecker::finishedCheck to
MainWindow::checkClientUpdatesFinished, whose Release * parameter made
moc 6.4 instantiate the metatype. GameReplay turned out to be a protobuf
message, so Release likewise needed release_channel.h in the three
headers declaring those signals: window_main.h, dlg_update.h and
client_update_checker.h.
- moc 6.4 also needs sizeof(QMenu) for the QList<QMenu *> carried by
TabSupervisor::setMenu and MainWindow::updateTabMenu.
Verified by regenerating moc output with the Debian moc 6.4.2 for all 434
Q_OBJECT/Q_GADGET classes and compiling it, plus recompiling all 1612
source TUs, against the Qt 6.4.2 headers: no remaining failures.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
The game log translates its sentences, zone names and counter names, but every
card name was rendered as the raw canonical name straight from the server.
The card board and the card info text already went through
CardLocalization::displayName(), so the log was the odd one out.
cardLink() used one string for both the card:// href and the visible label,
which left no room for a localized label. Split the two: the href keeps the
canonical name because ChatView::mousePressEvent feeds it straight to
showCardInfoPopup for lookup, while the label goes through the display
language. Same split for [card] chat tags in ChatView::appendCardTag.
Sanitize the name while building the link. logUndoDraw already did this by
hand and had drifted into its own non-italic copy of cardLink(); route it back
through the helper.
Add CardLocalization::displayNameFor() for callers that only hold a canonical
name and need no CardInfoPtr of their own.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
The games list in the profile hover card offered "Join game" and
"Spectate", but UserInfoPopup::joinGameRequested was only forwarded to an
identical UserListWidget::joinGameRequested signal that nothing connected
to. Clicking either entry sent no command, opened no tab and showed no
error.
Route the request to TabSupervisor, which owns the join flow. The popup's
games list spans every room the user is in, so the target room may not be
open yet; IntentJoinServerGame already joins the room first and retries,
which is why this goes through the intent rather than straight to
GameSelector.
Extract the intent construction that joinReportGame already had into a
shared joinGameByIntent helper instead of duplicating it.
Also stop disabling "Join game" for games that are full or already
running. GameSelector::joinGame() offers to join as a spectator in that
case, so a greyed-out entry read as a dead button; GameSelector's own
context menu never disables it either.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Add option to use game time in game log timestamps (#2202)
Game log timestamps showed the local clock time, which is meaningless in
a replay or in a log read after the fact — nobody can tell when a play
happened relative to the game.
Add a "Use game time instead of local time in game logs" setting. When
enabled, the message log stamps entries with the elapsed game time
(HH:MM:SS since the game started); regular chat views keep the local
clock.
* [Game] Move formatElapsedTime helper out of public slots (#2202)
The message log needs the HH:MM:SS formatter used by the game timer, but
it lives in GameState's public slots, tying a pure formatting helper to
the signal-slot machinery.
Move formatElapsedTime into a public section of GameState so the log can
call it directly, and add the missing trailing newline to game_state.cpp.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* Render room chat history usernames as live user tags (#1595)
Room chat history carries no user-level data, so history usernames were
rendered as fixed, zero-level tags: the moderation context menu was missing the
buddy/ignore and promote/demote entries and the stored name casing was never
corrected.
Resolve each history author against the online user list and, when found, build
the user tag with the real user level and name so the entry behaves exactly like
a live chat tag. Offline users keep the plain fallback.
- chat_view: look up history authors via getOnlineUser for the real level/name
* Fix offline history usernames getting a leading underscore
The offline fallback used "_" as the level placeholder, producing an
href of user://__NAME. The hover handler splits at the first underscore,
so interactions targeted a nonexistent "_NAME" user. Use level 0 so
offline history entries render as zero-level tags like before.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [DeckShare] Browse and open public decks with loading, error and accessibility states
Add a public-decks tab that lists decks published by other users using the
server's deck visibility feature, previewing each deck's banner card, color
identity, tags and upload time without downloading the deck list until the
user opens it.
- Add a public-decks tab with a shared-settings widget and a remote model
that fetches the target user's decks and refreshes both automatically and
on user request, with a loading indicator and a server-error message
instead of a blank tab when the fetch fails or the connection drops
- Render each deck as a focusable preview tile whose banner, color identity,
tags and upload time follow the existing Preview settings, with the deck
name announced as the tile's accessible name and Space/Enter opening the
deck, mirroring the shared-deck preview tile
- Show a message box when opening a public deck fails or arrives corrupted
- Publish and unpublish decks from the server storage toolbar and context
menu, toggling the deck's own visibility bit (what the server persists)
rather than the inherited effective state, and batch the visibility
refresh until the last in-flight change is acknowledged
- Add the Show Upload Time setting so the tile's upload stamp can be hidden
like the other preview details
- Update the retranslateUi wiring for the new public-decks tab and rename
the share action tooltip from "Deck share" to "Share link"
* [DeckShare] Adapt deck upload to the server-derived banner and tag protocol
The server now derives the banner card and tags from the uploaded deck
list itself, so Command_DeckUpload only carries the client-computed color
identity. Drop the reserved banner/tag setters from the editor and storage
uploads, send the color identity on remote saves, and read tags from the
now-repeated ServerInfo_DeckStorage_TreeItem field.
* [DeckStorage] Refresh the visibility column with a guarded timer instead of a latch counter
A dropped visibility reply used to leave the pendingVisibilityChanges
counter permanently positive, so the Public/Private column never refreshed
again and nothing reset it on disconnect. A restartable single-shot timer
with a boolean guard re-reads the tree whenever publishes quiet down and is
stopped on disconnect, so a lost reply costs one stale refresh instead of
killing the column for the session.
* [DeckStorage] Summarize batch publish failures when the batch drains
Each rejected node stacked its own modal dialog, so publishing a ten-deck
selection against a rejecting server made the user dismiss ten dialogs one
at a time. Failures are now collected while the batch is in flight and shown
as a single summary when the visibility refresh timer fires; a reply that
lands outside an active batch still reports right away.
* [PublicDecks] Time out the loading state so a dropped reply cannot wedge the tab
loading only cleared in decksReceived, but the ping sweep can drop a pending
command without ever emitting finished, leaving the tab stuck on 'Loading
public decks...' and the refresh button permanently inert. A single-shot
timer started per refresh clears the latch and reports a timeout; the latch
also clears when the client disconnects.
* [PublicDecks] Escape remote-crafted text in tooltips and the tab title
Deck names and usernames come from other users' records and Qt renders
QLabel tooltips as AutoText, so a name like '<h1><table>...' parsed as
markup. Escape and bound the deck-name tooltip and escape the username
interpolated into the title label.
* [DeckStorage] Distinguish an inherited public state in the visibility column
The column reported the effective state while publishing toggles the node's
own bit, so a private deck inside a public folder already read 'Public' and
toggling appeared to do nothing (and toggling again silently unpublished
it). The cell now shows 'Public (inherited)' for that case and the tooltip
explains why.
* [PublicDecks] Run retranslateUi at construction and name the refresh button
retranslateUi was never called from the constructor, so the tooltips set
there were absent until a language change. Call it before the first refresh,
and give the icon-only refresh button an accessible name for screen readers.
* [PublicDecks] Keep the empty and status variants correct across language changes
retranslateUi unconditionally rewrote the empty label to the 'nothing
published' variant, stomping the 'no decks match your filters' choice
rebuildGrid had made, and a visible loading message stayed in the old
language. Let retranslateUi pick the same variant rebuildGrid does and
re-show the status so it retranslates.
* [VDS] Share one color-identity match rule between the two deck grids
The remote public decks model verbatim-copied updateColorMatches' switch,
down to the ExactMatch normalization and the fact that Includes/Excludes do
not normalize case. Extract colorIdentityMatches() next to the FilterMode
enum and call it from both so the subtle rule cannot drift.
* [DeckStorage] Drop the unused tree widget model accessor
The accessor handed the model out past the wrapper methods that exist to
keep it encapsulated, and nothing in the stack called it.
* [DeckShare] End the public-decks files with a trailing newline
keeps the final line's diff clean and stops clang-format CI from flagging
the files.
* [VDS] Reuse the shared quick settings widget for the public decks tab
PublicDecksQuickSettingsWidget was VisualDeckStorageQuickSettingsWidget
minus the folders, banner and tooltip controls, with identical wiring for
the shared keys and a version of the near-identical file to keep in sync by
hand. Fold the Show Upload Time checkbox into the shared widget, give it a
setPublicDecksMode() that hides the controls that do not apply, and delete
the duplicate.
* [PublicDecks] Drop stale deck-list replies after the loading timeout
A reply that lands after its own loading timeout (the reverse of the ping
sweep dropping the command) could stop the newer request's timeout timer
and repaint the grid with out-of-date data. Each refresh now captures a
monotonically increasing request id, and only the newest request's reply
updates the grid.
* [PublicDecks] Re-show a displayed failure message on language changes
The status label carries both the loading and the failure message, and
retranslateUi hid it whenever the model was not loading, so a language
change while a server-error or timeout message was on screen swapped it
for the (empty) grid. The tab now keeps the last failure text and
re-shows it when not loading, clearing it once a new refresh starts.
* [DeckStorage] Keep the visibility refresh armed until replies land
The single-shot drain was armed with the 500 ms delay at send time, so a
round trip slower than that drained before the server applied the change,
re-read the old state and never re-armed, leaving the column stale until
a manual refresh. The timer is now armed with the full network timeout at
send time (a lost reply still costs one stale refresh) and re-armed with
the short delay every time a reply lands.
* [DeckShare] Close public decks tabs when the client disconnects
TabSupervisor::stop() built tabsToDelete from the room and game tabs
only, so a public decks tab survived a disconnect, sitting with stale
contents and a refresh button that kept hitting the dead client. Its
values are now folded into the same cleanup.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Replace remaining QPixmap("theme:...") call sites with themePixmap() so icons, replay controls, card backs, and other images resolve to -dark/-light variants under theme schemes. Stem-exact 1:1 migration; behavior unchanged for non-variant themes.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Server/Client/Protocol] Add developer staff role
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
* [Server/Client/Protocol] Address developer role review feedback
Address ZeizaZach's review of the developer staff role:
- Nudge the developer log query to exclude private chat and sender IPs
(the ModeratorCommand path still sees everything).
- Deduplicate Command_GetLogHistory into Command_ViewLogHistory, which now
extends both ModeratorCommand (ext) and DeveloperCommand (dev_ext); the
client picks the DeveloperCommand-scoped extension by extendee, and the
server reads it via the extension number.
- Pull the uptime snapshot SQL into Servatrice_DatabaseInterface as
getLatestUptimeSnapshot() and widen the reported counters to 64-bit.
- Document the admin bitfield (1 admin, 2 moderator, 4 judge, 8 developer)
and add a server-side test for the developer command path.
* Add missing trailing newline to user_context_menu.cpp
* Remove stale includes of deleted command_get_log_history proto
The Command_GetLogHistory message was folded into Command_ViewLogHistory,
which deleted command_get_log_history.proto, but serversocketinterface
still #included its generated header. Fresh CI builds fail on the missing
file; local builds masked it by reusing a previously generated header.
* [Server] Exclude chat rows when private-chat filter is bypassable
A developer who omits log_location entirely — or sends only "chat" —
leaves chatType, gameType, roomType all false, so getMessageLogHistory
skips the target_type clause and returns every row, private messages
included. When !allowPrivateChat the server now forces game+room when
no surviving location was requested, guaranteeing the query always
carries a target_type restriction.
[Client] Demote mod+dev to moderator path in log-tab dispatch
The developer command family is strictly weaker than the moderator one
(no private chat, no sender_ip, ip filter ignored), so granting the
developer bit to an existing moderator must not silently strip their
capabilities. useDeveloperCommands is now true only when the user holds
the developer bit and not the moderator bit.
[Client] Hide the IP-address filter for developer log tab users
The developer path ignores the ip_address query field server-side.
Showing the field lets a developer type an IP and get results that are
silently unfiltered by it rather than an empty result set — reads as a
broken filter. Hide labelFindIPAddress/findIPAddress alongside the
privateChat checkbox.
* Developer pawn is silver.
* [Client] Fix indentation of merged Card Art Rules / Developer tabs
---------
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>
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>
* [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>
* [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>
* [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>
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>
Two gaps made opening and confirming the banner dialog silently switch
the banner to the default art of the first local printing. The caller
dropped the card provider id when constructing the initial params, and
the constructor left the printing combo wherever onCardNameChanged put
it, which is always the first printing
Pass the provider id through, restore it in the combo when it resolves
locally, and keep it verbatim when it does not
Took 2 minutes
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Cached card art pixmaps carry the screen device pixel ratio, so both
banner painters did their crop math on scaled pixels and blitted the
result at raw over logical size, clipping art into its top left quadrant
on any display above 100 percent
Normalize a local copy to DPR 1 before crop math in UserListPainter and
the popup header, clamp srcX and srcY bounds against stored zoom below 1,
keep shared cache entries untouched
Took 15 minutes
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Server/Client/Protocol] Reporting users + moderation queue functionality
Took 6 minutes
Took 3 minutes
Took 8 seconds
Took 11 minutes
Took 12 minutes
Took 7 minutes
Took 15 seconds
Took 2 minutes
Took 1 minute
Took 30 seconds
Took 16 seconds
* CI Fix
Took 6 minutes
* CI Fix
Took 6 minutes
* [Protocol] Add moderation investigation commands
Adds the protocol layer for the moderation investigation suite:
- Command_GetUserSessions/GetUserAlts/GetModeratorLastLogins/ResetUserPassword/RemoveUserAvatar (1013-1017)
- Response extensions 1215-1219 with ServerInfo messages for sessions, alts, and staff logins
- last_login on Response_ReportUserInfo and warning_il on Response_WarnList
Took 2 minutes
* [Utility] Add warning categories parser with infraction levels
Parses the server's 'officialwarnings' setting (comma-separated, optional
'|IL' suffix) into WarningCategory structs so the client can display the
infraction level of each warning category. Includes GTest coverage.
* [Server] Add moderation investigation tools
Implements the server side of the moderation suite:
- getUserSessions/getUserAlts/getModeratorLastLogins/removeUserAvatar DB methods
- Handlers for all five new commands with audit records (PASSWORD_RESET,
REMOVE_USER_AVATAR); password resets return a generated temporary password
- cmdGetWarnList now reports per-category infraction levels from the
officialwarnings setting; cmdReportUserInfo reports last_login
- Update servatrice.ini.example with the warning taxonomy
- Password/avatar mutations report RespNameNotFound when the user does not exist
* [Client] Add moderation tab with investigate, password reset, and avatar removal
- New Moderation tab: search a user to show account info, alternate
accounts, login sessions, and staff last logins; actions to reset the
user's password (shows the generated temporary password) and remove the
user's avatar
- 'Investigate user' entry in the user context menu opens the tab pre-loaded
for that user
- Warning dialog shows the infraction level of each warning category
- Tab wired into TabSupervisor with a moderator-gated menu action, shortcut,
and tabs.ini persistence (default closed)
* [Server/Client/Protocol] Address PR #7091 review: security, bug, and perf fixes
Security:
- Promote RESET_USER_PASSWORD to admin-only dispatch (was moderator-accessible)
- Reject password reset on users with equal/higher privilege than caller
- Notify affected user via Event_NotifyUser::CUSTOM when password is reset
- Add server-side category whitelist for reports
- Drop reporter name fallback in comment/details authorization (ID-only)
- Force password change: new DB column + login enforcement + client disconnect
Bugs:
- XSS via QTextEdit::append() → insertPlainText() in report tab and utils
- allNotified initialized to true even with empty recipients list
- Warning combo box: use currentData() instead of baked-in display text
- Report resolution now records who resolved (resolved_by column + audit)
Performance:
- IP-correlation subquery: add 6-month window + LIMIT 200
- getUserSessions: clamp limit to 500
Non-blocking:
- Palette-aware colors in report_utils.cpp (dark/light mode)
- Report list pagination: offset/limit fields + total_count in response
- SessionCommand enum gap comment for reserved values 1201-1203
Schema: 36→37 (force_password_change), 37→38 (resolved_by)
Took 12 minutes
Took 16 seconds
* Fix macOs pedantry
Took 5 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Cards] Artist attribution
Took 7 minutes
Took 4 minutes
* Nudge attribution pill on home screen to align
Took 3 minutes
Took 28 seconds
Took 38 seconds
* Lint.
Took 3 minutes
* Lint.
Took 2 minutes
* Fix rebase whoopsie
Took 5 minutes
---------
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 1 minute
* [Client] Add invite-to-game dialog to the game window
Took 15 seconds
* [Client] Open the invite dialog taller by default without enforcing a minimum size
* Move button to bottom
Took 3 minutes
* Address comments.
---------
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 50 seconds
Took 3 minutes
* [Client] Extract sendPrivateMessage() to fix invite message draft overwrite
sendInviteMessage() was calling sayEdit->setText(text) then sendMessage(),
which overwrites any text the user had typed. Extract the command-building
and sending logic into a new sendPrivateMessage(const QString &text) method
that takes the text directly. sendMessage() now calls it after its guards
and clears sayEdit; sendInviteMessage() calls it directly without touching
the input field at all.
Took 33 minutes
* Rename method, address comments.
Took 5 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [UserList] Show amount of online buddies
Took 11 minutes
* [UserList] Replace early return with if-else in updateSectionDivider
RickyRister nit: the code is easier to follow with a standard if-else
branch instead of an early return for the Buddy section.
Took 1 minute
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Route cockatrice:// link clicks from chat to the intent chain
A cockatrice:// link clicked in chat is currently handed to the OS (or
does nothing in-process). Clicks now emit a cockatriceLinkActivated signal
that travels ChatView -> Tab -> TabSupervisor -> MainWindow, which feeds
the URL through the same IntentUrlParser the OS activation path uses, so
the join runs entirely in-process. card/user schemes and all other links
behave as before.
* [Client] Route cockatrice:// link clicks from the in-game chat to the intent chain
* [Client] Reuse one IntentUrlParser instance for cockatrice:// links
Took 59 seconds
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Chat] Render cockatrice://joingame links in chat as clickable buttons
Words starting with cockatrice:// become button-style anchors labelled with
the game description, id and server (falling back to id + server for links
built without a description). The description is spliced via the multi-arg
arg() overloads so a title containing "%…" cannot corrupt the label.
Keyboard link access is enabled so the anchors are reachable without a mouse.
* [Chat] Fix percent-encoding and scheme gating in game-link chat labels
Game descriptions containing '%' were rendered as '%25' in the chat
button label because QUrlQuery's default decode leaves %25 untouched.
Use QUrl::FullyDecoded for the description item, and restrict the
invite-button treatment to cockatrice://joingame links; any other
cockatrice:// scheme now falls through to plain text.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
The inline URL building in GameSelector's copy-link action moves into a
shared helper so every invite/copy site produces the same link format.
The helper embeds the game description as an extra "game" query item
(percent-encoded); links without it stay valid — the receiving parser
ignores unknown query items.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [UserList] Unify friends/online/ignored list with section dividers and add search bar.
Took 31 minutes
Took 7 seconds
* [UserList] Add a light mode theme
Took 12 minutes
Took 11 seconds
Took 5 minutes
Took 2 minutes
* [UserList] Re-sort when a user's online state changes
setUserOnline() flipped the online flag but never re-sorted, so a buddy
who went offline kept the position they had while online and stayed at
the top of the list. Re-sort (and re-apply the filter) whenever the flag
actually changes, mirroring processUserInfo().
Took 10 minutes
* [UserList] Show users in every section they belong to
The sectioned list used one row per user with a priority rule
(ignored > buddy > online), so an online buddy only appeared under
"Buddies" and never in the "Online" list. Sections are now pure
membership views: a user gets one row per section they belong to, so an
online buddy appears under both "Online" and "Buddies".
- Track rows per (section, user) in sectionUsers instead of reparenting
a single row; the name->primary-row map is kept for external lookups.
- Rebuild, presence and buddy/ignore mutations create/drop rows per
section instead of moving a single row between sections.
- Dropping one membership no longer removes the user from the other
sections.
* [UserList] Keyboard navigation for section dividers, popup on selection
Section dividers were not selectable, so arrow-key navigation skipped
them entirely, and the user popup only appeared on hover or click. Now:
- Dividers are selectable, so Up/Down navigation lands on them; they act
as collapsible headers once focused (Enter/Space toggle, Left/Right
collapse/expand per tree convention), with a focus indicator drawn by
the existing delegate.
- The popup follows keyboard selection via currentItemChanged, exactly
like mouse hover, and closes when the selection moves to a divider or
leaves the list.
- The popup anchors on the hovered/selected row instead of a user-name
lookup, so with duplicate rows (online + buddy) it stays attached to
the row under the mouse/cursor.
- Left-arrow now actually collapses an expanded section divider: the
collapse branch hardcoded the target expansion state to 'expanded',
making the key a no-op.
- The user popup no longer flashes through a fade when hopping between
users (hover or arrow-key navigation): a content swap keeps it opaque,
and pending show/hide timers are cancelled so an armed hover timer
cannot override a keyboard-selected row or a pending hide kill the
newly shown popup.
- Bulk rebuild defers per-row divider-count updates to endBulkLoad(),
removing the quadratic recount during large online-list loads.
- handleOnlineChangeLeft/handleListRemove skip the sort+filter+repaint
when nothing actually changed.
* [UserList] Tune the role row gradient colors (dark parity, light mode)
Dark mode is byte-for-byte the pre-branch painter profile, with the
original saturated-left to navy-right fade restored verbatim. Light mode
uses the same language at high tint strength: role rows get colored
fades (0.75/0.65 left to 0.18/0.10 right), and regular users get flat
warm paper cards (AlternateBase) instead of the grey slate.
* [UserList] Deselect the list and close the popup on outside clicks
Clicking anywhere outside the tree, the popup or an open menu now clears
the selection and hides the popup, so a pinned popup does not stay open
when the list loses focus.
- The application-wide event filter watches every mouse press and treats
a press as inside the list UI only when its target is the tree, the
popup or an open menu (parent-chain walk), so a click on another list,
a tab or the window background deselects.
- A hover popup now also closes when the cursor leaves the hovered row.
The hide timer previously checked whether the cursor was over the
tree, which is always true over empty list space and section dividers,
so the popup stayed open after moving off the user.
- Deselection keeps the current item so keyboard navigation is not
disturbed, and the pinned flag is dropped before hiding so the
selection-changed handler does not hide twice.
Took 15 minutes
* [UserList] Use an enum for the list sections
The section identifiers were stringly-typed: eleven hardcoded
QStringLiteral comparisons scattered through user_list_widget.cpp, and
the display path (sectionTitle) maps every id through tr() anyway, so
the raw strings were never shown. A typo compiled fine and silently
broke a section.
- enum class Section { Buddy, Online, Ignore } replaces the section
strings across the sectioned-list API (setSectioned, getSectionIds,
setSectionExpanded, the sectionExpanded signal and all membership
helpers), giving compile-time checks at every call site.
- sectionTitle becomes a switch over the enum and the dead raw-string
fallback is gone.
- The expanded-section state persists the same stable keys via the
panel widget boundary, so existing settings files survive unchanged.
- The divider reverse lookup in handleSectionExpansion no longer relies
on an empty-string sentinel from QMap::key; it scans the three
dividers and bails when the item is not one of them.
Took 12 minutes
# Commit time for manual adjustment:
# Took 2 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Chat] Scroll chat view to bottom when loading chat history (#2725)
Took 4 minutes
Took 38 seconds
* Harden scrolling to bottom
Took 11 minutes
* Implement stick-to-bottom flag
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* Add card completion popups to chats and search fields
Completes @mention and [[card]] in chat, and card names in the deck
editor, EDHREC, Archidekt, card art rules, and user card settings
searches. Pops up a styled list with mana pips and a card image
preview, flipping the list order when the popup opens above the text
field.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [UserList] Bulk load to prevent hang on connect, fix multi-monitor positioning
Took 48 minutes
* Extract slot to method
Took 10 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Settings] Shuffle some settings around
Took 21 minutes
Took 1 hour 25 minutes
* [Settings] Camel case everything
* Revert debug schema change
* Add new classes
* Fix card counters writing to global
* Fix CI tests
* Fix Windows CI
* interface() is a protected keyword for MSVC
Took 5 minutes
Took 5 seconds
* [Settings] Keep menu settings on the appearance settings page
Leave the 'Menu settings' group box on the appearance settings page for
now; relocating it to the user interface settings page will be done in a
separate PR.
Took 6 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Chat] Don't tag cards that have no match in the database (#2217)
Took 6 minutes
Took 4 minutes
* Highlight not found but attempted tag
Took 6 minutes
* Change color to not be server message color
Took 3 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [CI] Remove Qt5
Took 10 minutes
Took 9 minutes
* Revert CI failure and fix up comments
Took 4 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Application] Add single instance guard and mime types.
Took 2 hours 39 minutes
Took 18 minutes
Took 5 minutes
Took 12 seconds
Took 11 seconds
* Rework
Took 30 minutes
Took 50 seconds
* Only enforce single instance if launched with arguments.
Took 5 minutes
* Prototype intents
Took 53 minutes
Took 6 seconds
* Connect/disconnect and join game/room intents.
Took 3 hours 14 minutes
Took 2 seconds
Took 15 seconds
* Fix include.
Took 1 minute
Took 23 seconds
Took 2 seconds
* Mac handling.
Took 10 minutes
Took 12 seconds
Took 3 minutes
* Lint.
Took 3 minutes
* Rebase.
Took 3 minutes
Took 17 seconds
* Implement UrlSchemeEventFilter
Took 10 minutes
Took 7 seconds
* Qt Moc
Took 3 minutes
* Modern PList.
Took 21 minutes
Took 1 minute
* Debug output.
Took 6 minutes
Took 19 minutes
* Watch file:// prefix.
Took 15 minutes
Took 7 seconds
* Better handler.
Took 6 minutes
* Don't store reference in member
Took 5 minutes
* Move impl to cpp, fix lifetime issues.
Took 11 minutes
Took 2 minutes
* Better single-instance handoff, url intent harded
copy game link context-menu
Polish for installers
Took 35 minutes
Took 8 seconds
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Settings] Split cache_settings into multiple files
Took 9 minutes
Took 4 minutes
* [Settings] Fwd declare settings classes in cache_settings
Took 15 minutes
* Fix oracle includes.
Took 8 minutes
* Address comments, fix windows CI
Took 8 minutes
* fix copy constructor visibility
Took 3 minutes
* lint
Took 2 minutes
* Fix native format tests.
Took 5 minutes
* Remove test header guard
Took 4 seconds
* Remove tests invalid in CI environ
Took 24 seconds
* Adjust to rebase.
Took 11 minutes
* Change settings file name.
Took 8 minutes
---------
Co-authored-by: Lukas Brübach <lukas.bruebach@bdosecurity.de>
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>