Commit graph

3616 commits

Author SHA1 Message Date
BruebachL
2be1caf457
Merge 178d392361 into d944273335 2026-11-04 17:07:10 +01:00
Bryce!
d944273335
[Home] Keep actions bounded and reachable at every window height (#7747) 2026-11-04 17:06:58 +01:00
BruebachL
5ea16c805f
[Server/Client/Protocol] Shuffle or reorder player seats before a game starts (#7398)
* [Protocol] Add shuffle players option and player order command/event

Adds a 'Shuffle players at start' option to game creation plus a local
player id on the game state so clients can reconcile seat changes, and a
SET_PLAYER_ORDER command (1206) with a PLAYER_ORDER_CHANGED event (2023)
so the game host can set or randomize the seating order.

Took 6 minutes

* [Server] Shuffle and reorder player seats before a game starts

Auto-shuffles the seats at game start when enabled (now for games with
two or more players instead of three or more) and handles the new
SET_PLAYER_ORDER command so the game host or a moderator can reorder or
randomize the seats before the game starts. Re-seating re-keys the
player ids while keeping the per-user game/seat routing and persistent
player records in sync, then broadcasts the new order to everyone.

* [Client] Add shuffle players option and turn order dialog

Adds the 'Shuffle players at start' checkbox to game creation and a
host-only 'Set turn order...' action that opens a dialog to reorder or
randomize the seats before the game starts. Seating changes are shown in
the game's message log.

* [Client] Move the turn order dialog strings into retranslateUi

Follows the DlgInviteToGame convention so the dialog can be retranslated
instead of freezing its strings at construction time.

* [Server] Keep player ids stable across seat shuffles

* [Client] Lay out table and turn order dialog in seat order

* [Server] Send game-joined player list in seat order

* [Client] Reword the shuffle option to match its behaviour

* [Client] Address the seat-order review comments

- Give the game setup checkboxes a row of their own so they no longer
  collide in the create-game dialog
- Rename DlgTurnOrder::randomize() to isRandomizeRequested()
- Document what the ids in GameState::seatOrder mean
- Keep "Set turn order..." in sync with the game: hidden for non-hosts
  and once the game has started, re-shown when the game ends or hosting
  moves to the local player (new GameState::hostChanged signal)

* [Client] Do not preview a randomized turn order

Randomizing is a request to the server, not a local shuffle. Shuffling the
list locally meant the dialog showed an order the server then discarded, and
let the host re-open it until a favourable order appeared. The dialog now
switches to a mode that says the server will randomize and toggles back to the
manual list on request.

* [Client] Let moderators set the turn order

The server accepts SET_PLAYER_ORDER from the host or a moderator, but the
client hid the action from everyone except the host, making the moderator
branch unreachable. Visibility and the handler now share canSetTurnOrder().

* [Server] Rely on the player order event instead of a full state resend

cmdSetPlayerOrder re-sent the whole game state after reseating, so every
client reloaded its deck view mid-lobby for no reason. The new seating reaches
clients through the Event_PlayerOrderChanged that reseatPlayers broadcasts.

* [Client] Show random turn order in the game selector

The restrictions column listed "open decklists" but not the new seating
option, so a joining player had no way to see that seats will be randomized
each game. Game info already shows the disabled checkbox.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 15:44:50 +01:00
Bryce!
ca2301bc96
Fix deck export and mana group ordering (#7729) 2026-11-04 15:43:38 +01:00
BruebachL
ed119cc940
[Fonts] Polish font editor accessibility and note text (#7542)
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 07:57:55 +01:00
BruebachL
a791389c6a
[Fonts] Restore DeckList Serif default and live-update all role readers (#7541)
* [Fonts] Restore DeckList Serif default and live-update all role readers

* [Fonts] Keep the DeckList fallback on the application font

DeckList is read by the deck editor headers, the filter tree and the deck
view too, not only by the two surfaces that hardcoded Serif. Resolving the
unset role to Serif in appFont() made every user without a fonts.toml see
Serif outside the deck list.

- appFont(DeckList) falls back to the application font again.
- ThemeManager::deckListFont() resolves the role and keeps the Serif
  fallback for the two historical sites: the deck view zone headers and
  the printed deck list.
- DeckView no longer repaints its viewport on fontsChanged; touching the
  scene items already schedules the repaint in every attached view.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 07:57:55 +01:00
BruebachL
13e7a3baaf
[Fonts] Fix font preview leaks and reuse default-font loader (#7540)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 07:57:55 +01:00
BruebachL
3bcdfc3793
[Fonts] Migrate DeckList and InterfaceDefault surfaces to theme roles (#7539)
* [Fonts] Migrate DeckList and InterfaceDefault surfaces to theme roles

* [Fonts] Drop unused lambda captures in font-refresh handlers

* [Fonts] Fix pixel sizes and game overlay fonts from review

- Set the sizes the stylesheets carried with setPixelSize() rather than
  setPointSize(): home buttons (34), banner (24), home group box (20),
  the placeholder labels (14), the analytics drag handle (10), the EDHREC
  navigation buttons (24), the user info popup (11/14/11/10/11) and the
  game overlays (14/16/12). Points at 96 DPI were ~33% larger.
- The drag/total counters and tally columns keep the monospace family the
  stylesheets set, so digit widths stop changing as counts tick and
  white-space: pre stays aligned.
- applyDeckListFont() drops the cached tally rows before re-measuring, so
  previewing a larger DeckList font no longer leaves the tally clipped.
- Tally labels and the constructor/fontsChanged pairs in the shared-deck
  preview, quick setup, analytics panel, home box and public decks build
  their font once in a local lambda instead of twice.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 07:57:54 +01:00
BruebachL
396196b762
[Fonts] Migrate CardText surfaces to theme font role (#7538)
* [Fonts] Migrate CardText surfaces to theme font role

* [Fonts] Keep CardText call sites on the app font and fix px sizes

- CardText's unset fallback is qApp->font() again: only the three counter
  painters (paintNumberEllipse, GeneralCounter, PlayerCounter) were Serif
  before the role existed, and they now ask for it through
  ThemeManager::cardTextFont(). Card names, player names, counters, the
  overlay, the Archidekt and EDHREC labels and the completer delegate keep the
  app font they used before.
- Use setPixelSize for the EDHREC card name (20px) and commander name (28px)
  and details (16px) sizes: the stylesheets said px, and setPointSize made
  them about a third larger.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 07:57:54 +01:00
BruebachL
7a40ed9079
[Fonts] Migrate ChatLog surfaces to theme font role (#7537)
* [Fonts] Migrate ChatLog surfaces to theme font role

* [Fonts] Keep ChatView on the app font and share the report log font

- ChatLog's unset fallback is qApp->font() again: ChatView never set a font
  before the role existed, so an unset role must not switch chat and the game
  log to monospace at the system GeneralFont size.
- Move the monospace fallback the report dialogs used before into
  report_utils::reportLogFont(), which returns the theme's ChatLog role when it
  is set and the old monospace otherwise. tab_report, dlg_my_reports and
  dlg_report_user now share it, so they cannot drift and they honour a themed
  size instead of overriding it.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 07:57:53 +01:00
BruebachL
634f8115a5
[Fonts] Add per-purpose font section to palette editor (#7536)
* [Fonts] Add per-purpose font section to palette editor

* [Fonts] Make the editor's fallback and Reset preview-independent

- Add ThemeManager::defaultAppFont(), which resolves an unset role against the
  startup font instead of currentFonts, and use it in FontGridWidget::loadFonts
  so the grid never shows the live preview as the theme's default.
- Reload the live theme in PaletteEditorDialog::onReset before re-reading the
  grid, so Reset restores the saved fonts before loadFonts resolves fallbacks.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 07:57:53 +01:00
BruebachL
54797452da
[Fonts] Wire FontConfig into ThemeManager with appFont and preview (#7535)
* [Fonts] Wire FontConfig into ThemeManager with appFont and preview

* [Fonts] Restore the startup font when a config has no InterfaceDefault

- Capture the untouched application font next to the default palette and use
  it in previewFonts' else branch, so a config without InterfaceDefault
  restores the startup font instead of leaving the last preview applied.
- Drop the unpolish/polish loop from previewFonts: QApplication::setFont
  already notifies every widget, and the loop ran on every editor auto-apply.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 07:57:52 +01:00
BruebachL
d8700b2947
[Fonts] Add AppFont roles and FontConfig fonts.toml round-trip (#7534)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 07:57:52 +01:00
BruebachL
99422c2bf0
[Client] Stop sending the saved login when its checkbox is unticked (#7713)
Unticking 'Save password' only disabled auto-connect: the dialog still handed
the stored verifier to the connection, so a password typed at the same time was
ignored, and a server that still has the legacy hash refused the login before it
could upgrade the account.

Clear the verifier in effect on untick, restore it on re-tick unless a password
has been typed, and drop the stale 'Password saved' hint. The downgrade abort
can now point at unticking the box and logging in with the password, without the
extra reconnect round-trip.

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 07:06:35 +01:00
BruebachL
96f8c3a423
[Tests] Assert settings navigation through the event player (#7698)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 06:23:45 +01:00
BruebachL
3fa8d78786
[Tests] Play card interactions through a Cockatrice event player (#7697)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 06:23:45 +01:00
BruebachL
34201122ec
[Tests] Name the tab, home and settings widgets the GUI tests address (#7696)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 06:23:44 +01:00
BruebachL
d2abd645e8
[Tests] Name the menus and dialogs the shell GUI tests drive (#7695)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 06:23:44 +01:00
BruebachL
ee57d740c2
[Tests] Replay XML test files through a headless runner (#7694)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 06:23:43 +01:00
Bryce!
28597ef716
Fix Deckstats and TappedOut request lifetime and result handling (#7705)
* Fix deck analysis request lifetime, result URLs and form encoding [skip ci]

* Preserve unknown cards in deck analysis exports

* Share deck analysis URL validation and drop the unused request latch

Both analysis interfaces carried a copy of normalizeAnalysisUrl; move it to one
header next to them. They are constructed per analysis and analyzeDeck is called
once, so the analysisStarted latch was unreachable; remove it from both.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 06:22:29 +01:00
Bryce!
75d7764643
[Client] Keep Archidekt navigation tied to its active request (#7723)
* [Client] Keep Archidekt navigation tied to its active request [skip ci]

* [Client] Keep Archidekt listing pagination after a failed navigation

Only update list mode and the next-page link when a listing or deck
response is accepted, so a failed deck navigation leaves the existing
listing scrollable. Retry still re-issues the failed request.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 05:59:17 +01:00
BruebachL
81a0b97240
[Replay] Seek to the exact time of an event (#7610)
Timeline seeks only expose whole timer intervals, so jumping to an event could leave that event unprocessed until the next tick. Add an event-time seek that also applies events at the target timestamp.

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 05:56:32 +01:00
Bryce!
624163916f
[Client] Keep Commander Spellbook requests bound to the active deck (#7722)
* [Client] Keep Commander Spellbook requests bound to the active deck [skip ci]

* [Client] Restore the bracket info tooltip when idle

retranslateUi() used to install the static "Why this bracket?" tooltip, but it now calls displayEstimate(), which returned early while no estimate existed. That left the info button without its idle tooltip.

Set the fallback where displayEstimate() owns the button's tooltip. An existing estimate still wins, and a language change refreshes the text.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 05:49:31 +01:00
Bryce!
94f7de42f2
Fix user card games for offline users and stale requests (#7738) 2026-11-04 05:29:51 +01:00
Bryce!
7768416091
Place current deck-editor docks before restoring saved layouts [skip ci] (#7734) 2026-11-04 04:37:25 +01:00
Bryce!
9588e1960d
Preserve saved deck formats through database reload and view refresh (#7745) 2026-11-03 11:10:50 +01:00
Bryce!
dc4aa19d23
Import Moxfield signature spells into the deck [skip ci] (#7751)
Co-authored-by: Codex <codex@openai.com>
2026-11-03 10:40:28 +01:00
Jurriaan
bc09ec6afe
[Client] Make DeckStateManager::decrementCard remove tokens from the token zone if the token is not in the given zone (#7588)
* Fixed decrementCard for tokens not using the token zone

* Removed dead function actDecrementCard

Updated documentation

* Fixed no-op, added documentation

* Removed stray blank line

* Allow finding card nodes even if no database entry exists for the given card

* Added DeckStateManager tests

* Added tokens on mainboard test

* Added if checks and sorted sources

Added if checks

* Library include fix

* Renamed zone to targetZone

* Revert "Allow finding card nodes even if no database entry exists for the given card"

This reverts commit 88578cd0d9.

* Combined loader_local_matching_test and deck_state_manager_test settings sources

* Added settings sandbox, refactor

* Format

* Renamed return variable

* Flattened if statement

* Style fix
2026-11-03 10:37:17 +01:00
Jurriaan
bfb53c5def
[Client] Visual Deck Editor: Added more mouse click modifiers to add/decrement cards to specific zones (#7589)
* Make visual database mouse click modifiers properly add/decrement different card zones

* Use event->modifiers(), refactor

* Removed QApplication include

* Added visual database display documentation page

* Minor fixes

* Added documentation for the mouse interaction of the table view
2026-11-03 10:35:58 +01:00
PILIX123
381dd21e8c
[Client] Add option to load decks from ManaBox (#7642)
* [Client] Add option to load decks from ManaBox

* [Client] Fix PR comments

* [Client] Fix UI and transaltion requests

* [Client] Fix for UI and parser not doing what expected when loading maybe board

* Add ManaBox support to docs

As pointed out in review comments

* [Client] Fix final PR comments

---------

Co-authored-by: tooomm <tooomm@users.noreply.github.com>
2026-11-03 10:33:21 +01:00
BruebachL
dd7ee3541c
[PictureLoader] Keep the download log from going quadratic (#7766)
* [PictureLoader] Keep the download log from going quadratic

A fast scrollbar sweep over the visual card database requests a picture for
every cell it paints, so one gesture can ask for thousands of downloads. The
status bar built a seven-widget log entry for each of them and answered every
completion with findChildren() over the whole, unbounded log, rebuilding
url.toString() per child: O(n) per completion, O(n^2) per burst.

Profiling a sweep on master put 47% of all cycles on the GUI thread, with
qt_qFindChildren_helper at 12.4% of the process (a quarter of that thread) and
QWidgetPrivate::reparentFocusChildren at 4.1%. LagMonitor reported stalls of
3-18 s, growing with the backlog.

Keep at most MAX_LOG_ENTRIES entries and index them by URL, so a completion
and the 1 Hz cleanup only visit the matching entries. The progress bar follows
the entries that remain: dropping a finished entry moves both counters back,
dropping a pending one only its maximum. The log is a diagnostic view, not a
queue - the downloads themselves are unaffected.

* fixup! [PictureLoader] Keep the download log from going quadratic

Make the URL index a QMultiHash and say why: a deferred retry re-queues the same URL while its first log entry is still pending, so one URL can back several live entries.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-03 10:17:53 +01:00
Lukas Brübach
178d392361 [Tutorial] Ignore macOS global prefs when detecting existing installs
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.
2026-11-02 21:52:40 +01:00
Lukas Brübach
e4c67f5ea5 [Tutorial] Seed tutorialCompleted for existing installs at startup 2026-11-02 21:52:40 +01:00
Lukas Brübach
338f38b2da [Tutorial] Fix includes broken by upstream IWYU refactor
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.
2026-11-02 21:52:40 +01:00
Lukas Brübach
86f6098d43 [Tutorial] Fix review blockers: null VDS guard, overlay QPointer, bounded fill, upgrade seeding 2026-11-02 21:52:40 +01:00
Lukas Brübach
5c024c6338 Make HomeWidget buttons private 2026-11-02 21:52:40 +01:00
Lukas Brübach
203265fa4f Extract tutorial sequence setup from TabDeckEditorVisual constructor 2026-11-02 21:52:40 +01:00
Lukas Brübach
7d64bef0f0 Append display options tutorial steps via reference 2026-11-02 21:52:40 +01:00
Lukas Brübach
d03b04a211 Append VDS tutorial steps via reference instead of copy 2026-11-02 21:52:40 +01:00
Lukas Brübach
aa1225dab3 Add TutorialSequence::addSteps for composability 2026-11-02 21:52:40 +01:00
Lukas Brübach
673058a7da Guard tutorial step target widgets with QPointer 2026-11-02 21:52:40 +01:00
Lukas Brübach
b47f4b3d0a Use pointer-to-member signal connections for tutorial validation
Took 10 minutes
2026-11-02 21:52:40 +01:00
Lukas Brübach
0909d356e0 Various fixes
Took 14 minutes
2026-11-02 21:52:40 +01:00
Lukas Brübach
4fca8e2a3a braced again
Took 3 minutes
2026-11-02 21:52:40 +01:00
Lukas Brübach
9bdca9b8ac Use aggregate and QList
Took 8 minutes

Took 6 seconds


Took 1 second
2026-11-02 21:52:40 +01:00
Lukas Brübach
94bce55a23 Fix compile errors.
Took 54 minutes

Took 14 seconds
2026-11-02 21:52:40 +01:00
Lukas Brübach
2502733908 Delete on finish
Took 16 minutes

Took 21 seconds
2026-11-02 21:52:40 +01:00
Lukas Brübach
fe215096ff Follow parent window properly.
Took 19 seconds


Took 15 seconds
2026-11-02 21:52:40 +01:00
Lukas Brübach
3f5dd77457 [App] First-run tutorial
Took 5 minutes

Took 3 minutes

Took 2 minutes
2026-11-02 21:52:38 +01:00
BruebachL
44d5138181
[VisualDatabase] Keep the card grid scrolling on macOS (#7764)
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* [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>
2026-11-02 18:18:19 +01:00