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>
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>
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.
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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
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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.
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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
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Game] Derive playmat sampling window from shared clamped helpers
The crop formula computed the sampled window inline with an unclamped
zoom floor, so stored vertical offsets below half of travel were dead
and extreme zooms could sample outside the art
Remap verticalOffset to place the window top edge within its travel,
floor zoom at visible width over min card side with a 4.0 ceiling,
clamp pan along the margin sum constant segment, and expose
playmatClampedZoom, playmatWindowSide and aspectFitRect so the game
renderer and any editor share one geometry model
Zoom 1 rendering is bit identical to before
Took 7 seconds
* Comments.
Took 29 minutes
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Game] Playmats
Took 19 seconds
Took 1 minute
* [Playmats] Add fixed override and configurable fallbacks to settings.
Took 29 minutes
Took 43 seconds
* Add main to test.
Took 1 minute
Took 29 seconds
* Move settings to own group
Took 11 minutes
* Some attempts to refresh macOS compositor
Took 2 minutes
* Try something else
Took 17 minutes
* Don't manipulate live list
Took 11 minutes
* Change things about resolution, address comments.
Took 45 minutes
Took 12 minutes
* Comments.
Took 14 minutes
Took 8 seconds
* Re-order settings menu location
Took 2 minutes
* Rename PlaymatResolution to Info and add enums
Took 8 minutes
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* Add an arrow draw animation setting
- New arrowDrawAnimation cards-display setting, default on
- The arrow draw animation checkbox joins the animation settings group
- Visual Deck Storage selection animation checkbox moves next to the
other animation checkboxes, and the enable/disable-all buttons now
cover it and the arrow animation
Took 2 minutes
Took 21 minutes
Took 7 minutes
Took 11 minutes
Took 20 seconds
* Animate arrows drawing from start to target
- The arrow stroke reveals itself along the arc with an eased timing,
followed by a short light sheen that sweeps down the shaft
- The arrow head pops in once the reveal reaches it, then the whole
arrow fades from its initial glow
- Decay is driven by GameScene's shared animation timer through the
IAnimatedItem interface (QElapsedTimer based), respecting the
arrowDrawAnimation setting
- GameScene adds the arrow item to the scene before starting its
animation so the item is registered against a valid scene
Took 6 minutes
Took 1 minute
* Defer animation start so arrows don't start halfway materialized
Took 13 minutes
* Don't draw tip/shaft outline
Took 12 minutes
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* Add animations toggles for the life counter and battlefield
Per-effect toggles plus Enable/Disable-all buttons: a life-counter
flash on loss and a crimson battlefield shimmer on damage.
Took 24 seconds
* Animate life changes with a counter flash and battlefield shimmer
- Life loss/gain pulses the player life counter with a brief flash
- The battlefield table zone shimmers crimson on damage
- Respects the per-effect animation toggles
Both effects drive their decay from GameScene's shared animation timer
through the IAnimatedItem interface (QElapsedTimer based), instead of
owning per-item QTimers.
Took 8 minutes
* Revert unintentional cherry picks
Took 2 minutes
* Lambda to re-use path calculation.
Took 8 minutes
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* Introduce generic IAnimatedItem interface for scene animations
GameScene's shared 10ms animation timer previously only knew about
CardItems (cardsToAnimate). Generalize it so any scene item can tick on
the shared timer instead of owning its own QTimer:
- New IAnimatedItem interface with a single animationEvent() tick.
- GameScene tracks animated items in a QHash keyed by QObject and
auto-unregisters items when they are destroyed, so an item deleted
mid-animation (concede, removePlayer, deleteLater) can never leave a
dangling pointer in the set.
- GameScene::~GameScene disconnects incoming connections before the
animation timer is deleted; all timer stops are null-guarded so
destruction ordering no longer matters.
- AbstractCardItem implements IAnimatedItem with a no-op tick so the
existing tap-animation registration path keeps working; CardItem
overrides it with the real rotate animation.
Took 5 minutes
* Add Enable/Disable all animations buttons to settings
The animation settings group gets two push buttons that toggle every
per-effect animation checkbox at once. The base branch carries the
buttons and the shared slots; per-effect toggles (life counter,
battlefield, arrow draw) are added by the feature branches on top.
---------
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
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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>
* [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
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Co-authored-by: Lukas Brübach <lukas.bruebach@bdosecurity.de>
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Game] Refactor subtype tally code to be more generic
* remove default case
* consolidate empty check
* fix include guard
* backwards compatibility with qt5
* Add subtype breakdown counter for card selection
Display a categorized count of creature subtypes (and other card type
subtypes) when multiple cards are selected. The breakdown appears above
the total selection counter in the bottom-right corner.
Subtypes are grouped by main card type and sorted by frequency, with
the most common subtypes positioned adjacent to the total count for
quick reference. The feature can be toggled via a new checkbox in
Settings > User Interface.
* Alignment fix
* Computation logic moved to helper funtction in separate file
* Rename SubtypeCounter to SubtypeTally
* Fix subtype tally alignment by using grid layout instead of character padding
* Rename count to tally in the subtype breakdown feature
* partial rename
* list position fixed
* Clean up code and documentation
* Rename subtypeCountLabelStyle to subtypeTallyLabelStyle and fix include ordering
* Fix include path for selection_subtype_tally.h after file relocation
* fixed count to tally rename inconsistencies
* [Game][Player] Pull out graphics_items out of player_logic
Took 25 seconds
Took 9 minutes
* [Game] Move graphics files into game_graphics
Took 1 minute
Took 2 minutes
Took 23 seconds
Took 1 minute
Took 2 seconds
* Include.
Took 4 minutes
Took 3 minutes
Took 4 minutes
Took 1 minute
Took 3 minutes
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Game][Player] Split Player into PlayerLogic/PlayerGraphicsItem
Took 4 minutes
Took 48 seconds
* Drop early return.
Took 1 hour 13 minutes
Took 2 minutes
Took 1 minute
* Delete player view.
Took 37 seconds
* Restore card counter color in menu.
Took 5 minutes
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Previously, minOffset (10px) was enforced unconditionally, causing card
tops to overflow zone bounds when many cards were stacked. For example,
50 cards in a 200px zone would place the last card's top at y=490.
Now offsets compress below minOffset when necessary to keep all card
tops visible. The constraint is guarded by !allowBottomOverflow to
preserve future clipping zone semantics.
* [Game/Zones] Simple move refactor to differentiate between logic and graphics for zones
Took 21 minutes
* Clean up game/zones/logic folder.
Took 6 minutes
* Adjust tests.
Took 3 minutes
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* style: Add braces to all control flow statements
Standardize code style by adding explicit braces to all single-statement
control flow blocks (if, else, for, while) across the entire codebase.
Also documents the InsertBraces clang-format option (requires v15+) for
future automated enforcement.
* InsertBraces-check-enabled
* [Refactor] Move AbstractGraphicsItem and GraphicsItemType to game_graphics/board folder.
Took 3 minutes
* Update CMakeLists.txt
Took 12 minutes
* Update CMakeLists.txt
Took 12 minutes
Took 2 minutes
Took 16 seconds
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>