Commit graph

537 commits

Author SHA1 Message Date
Lukas Brübach
6eef7a6849 Address review findings 2026-11-08 16:18:10 +01:00
Lukas Brübach
997eee835e [DeckSync] Match server rows by identity and hash the whole deck
Sync keyed local files to server rows by path, but the server names a row
after the deck, not after the file, so any deck whose file name and deck name
differ uploaded again on every run. A second pass then brought the server copy
back as an extra local file.

- Match by the sidecar's row id, then guid, then content, and only then by the
  server path, so renaming either side no longer duplicates a deck.
- Key the server tree by row id: the server allows several rows with the same
  name in one folder, and keying by path silently dropped all but one.
- Stop discarding rows whose name contains '/' ("U/W Control"). They stay
  matchable, and only the download file name is sanitised.
- Build the download path from the folder plus a sanitised row name, including
  every folder segment, so a hostile server name cannot escape the deck folder.
- Download a colliding server row under a unique name and count it, instead of
  skipping it without a trace.
- Hash the whole deck instead of the card hash: SHA-1 over the native deck
  string covers name, printings, banner, tokens and sideboard plans. The client
  and the server hash the exact bytes they exchange, so both agree.

Adds deck_content_hash_test for the client/server hashing invariant and for the
name-only change the card hash cannot see.
2026-11-07 23:49:18 +01:00
Lukas Brübach
cc89c32191 [DeckSync] Pass the sync summary through the signal and tidy the manager API
- Emit SyncSummary from syncFinished() instead of four positional ints, and
  build it from a single currentSummary() helper, so the counts cannot drift
  between the status message and the signal.
- Use a designated initializer for LocalFile, like the other records.
- Drop setClient() and setColorIdentityProvider(): both fields are already
  constructor parameters and the setters had no callers. setProfile() and
  setDeckPath() stay, since the tab re-reads them before every run.
- Fix the include paths in tab_deck_storage.h and the narrowing conversion of
  the tree item id, so the branch builds again.
2026-11-07 23:49:18 +01:00
BruebachL
78ed356ba8 [Format] Fix include order in tab_deck_storage.h 2026-11-07 23:49:18 +01:00
BruebachL
c2a1508a2e [DeckSync] Use designated initializer for ServerFile per review 2026-11-07 23:48:56 +01:00
BruebachL
2db9760170 [DeckSync] Prefer ctor params for set-once client/provider per review 2026-11-07 23:48:56 +01:00
BruebachL
f597e9bd9f [DeckSync] Move SyncSummary into DeckSyncManager per review 2026-11-07 23:24:52 +01:00
Lukas Brübach
1cac2ae7b2 Fix ZeldaZach review for PR 7493: match uploads by sidecar remoteId/guid, validate server paths 2026-11-07 23:24:52 +01:00
Lukas Brübach
53c15b1298 [Client] Manual deck collection sync with Sync Now action 2026-11-07 23:24:52 +01:00
Lukas Brübach
4f25fed063 Fix ZeldaZach review for PR 7492: preserve printing in DeckDiff::merge, atomic sidecar save with QSaveFile 2026-11-07 23:24:36 +01:00
Lukas Brübach
248f5f165c [Client] DeckSyncProfile + sidecar + DeckDiff with tests 2026-11-07 23:24:36 +01:00
Bryce!
4e05aa0c54
Refresh the Printing Selector after hidden card and deck changes (#7748) 2026-11-07 22:08:45 +01:00
sentry[bot]
01572bfce2
[VisualDeckStorage] Replace QFutureWatcher tracking with QFuture continuations (#7691)
* [VisualDeckStorage] Cancel in-flight deck loads and enforce teardown order on destruction

* [VisualDeckStorage] Reformat activeWatchers comment

* [VisualDeckStorage] Use QFuture continuations instead of QFutureWatcher tracking

Co-authored-by: sentry[bot] <39604003+sentry[bot]@users.noreply.github.com>

---------

Co-authored-by: sentry[bot] <39604003+sentry[bot]@users.noreply.github.com>
Co-authored-by: rickyrister <42636155+rickyrister@users.noreply.github.com>
2026-11-07 16:51:27 +01:00
RickyRister
eab217d1bf
[DlgCreateGame] Revert dlg to use exec instead of open (#7795) 2026-11-07 13:44:40 +01:00
tuckerandrew21
9fdbe45ffb
[PictureLoader] Fix malformed MIME wildcards in Accept header (#6609)
Some checks are pending
CodeQL / Analyze (cpp) (push) Waiting to run
CodeQL / Analyze (actions) (push) Waiting to run
Build Desktop / Configure (push) Waiting to run
Build Desktop / vcpkg baseline (push) Waiting to run
Build Desktop / Ubuntu 26.04 sanitize (push) Blocked by required conditions
Build Desktop / Debian 13 (push) Blocked by required conditions
Build Desktop / Fedora 45 release (push) Blocked by required conditions
Build Desktop / Fedora 45 debug (push) Blocked by required conditions
Build Desktop / Servatrice_Debian 12 (push) Blocked by required conditions
Build Desktop / Ubuntu 26.04 (push) Blocked by required conditions
Build Desktop / Arch (push) Blocked by required conditions
Build Desktop / Debian 12 (push) Blocked by required conditions
Build Desktop / Fedora 44 (push) Blocked by required conditions
Build Desktop / Ubuntu 24.04 (push) Blocked by required conditions
Build Desktop / Ubuntu 26.04 cover (push) Blocked by required conditions
Build Desktop / macOS 14 (push) Blocked by required conditions
Build Desktop / macOS 15 (push) Blocked by required conditions
Build Desktop / macOS 27 Debug (push) Blocked by required conditions
Build Desktop / Windows 10 (push) Blocked by required conditions
Build Desktop / macOS 13 Intel (push) Blocked by required conditions
Build Desktop / Prune caches (push) Waiting to run
Build Docker / Servatrice (arm) (push) Waiting to run
Build Docker / Servatrice (x86) (push) Waiting to run
Build Docker / Publish multi-platform Servatrice image (push) Blocked by required conditions
The Accept header added in ef87b54b was missing asterisks in two
MIME type wildcards: "image/" and "/*" instead of "image/*" and
"*/*". Servers may reject or mishandle requests with invalid MIME
types, preventing card images from loading.

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-11-06 23:19:02 +01:00
tooomm
0798d28dc9
UI: Settings dialog layout fixes (#4531)
- Span chat and alert-word checkboxes across the full grid width
- Add right-aligned Color labels and HEX placeholders to the mention,
  highlight and channel color fields
- Reword the horizontal hand option to "requires more space"
2026-11-06 21:38:47 +01:00
tooomm
2d625575f6
[Translations] Give translators context for separator-bearing tr() strings (#6487)
Build the card menu's related card actions from complete strings with %1
placeholders instead of appending translated fragments. This also fixes
tr(cond ? "Transform into " : "Attach to "), which lupdate cannot extract:
neither string appears in cockatrice_en@source.ts, so neither was ever
translated.

Give the EDHRec tab title a %1 placeholder so French can render
"EDHRec : %1" instead of concatenating into "EDHRec :CardName".

Keep the colon in tr("Token:") and the leading space in tr(" seconds"),
since that separator is language-specific, and attach //: translator
comments so they are no longer shown out of context on Transifex.
2026-11-06 21:12:07 +01:00
DawnFire42
17f583013b
[CardMenu] Free the card menus and submenus rebuilt on each right-click (#7093)
* Parent card menu submenus to the menu that owns them

QMenu::addMenu(QMenu *) does not take ownership of the submenu, and these
submenus were created without a parent. Since CardMenu is rebuilt from
scratch on every right-click, each rebuild leaked the MoveMenu, PtMenu,
card counters and related-cards submenus.

Pass the owning CardMenu as the QWidget parent so Qt's parent-child
mechanism frees them with it.

* Delete the replaced card menu in TabGame to fix menu rebuild leak

PlayerMenu creates a new CardMenu on every right-click and TabGame installs
it with QAction::setMenu(), which does not take ownership, so the previous
menu was never freed. TabGame now deletes the menu it replaces and reuses a
single empty placeholder menu instead of allocating one per update. The
installed menu is also released when the tab is destroyed.
2026-11-06 20:51:00 +01:00
Jurriaan
74686d1736
[Client] Added an exclude and color identity filter for the visual database display (#7587)
Some checks are pending
CodeQL / Analyze (cpp) (push) Waiting to run
CodeQL / Analyze (actions) (push) Waiting to run
Build Desktop / Configure (push) Waiting to run
Build Desktop / vcpkg baseline (push) Waiting to run
Build Desktop / Servatrice_Debian 12 (push) Blocked by required conditions
Build Desktop / Ubuntu 26.04 sanitize (push) Blocked by required conditions
Build Desktop / Debian 13 (push) Blocked by required conditions
Build Desktop / Fedora 44 (push) Blocked by required conditions
Build Desktop / Ubuntu 26.04 (push) Blocked by required conditions
Build Desktop / Arch (push) Blocked by required conditions
Build Desktop / Debian 12 (push) Blocked by required conditions
Build Desktop / Fedora 43 (push) Blocked by required conditions
Build Desktop / Ubuntu 24.04 (push) Blocked by required conditions
Build Desktop / Ubuntu 26.04 cover (push) Blocked by required conditions
Build Desktop / macOS 14 (push) Blocked by required conditions
Build Desktop / macOS 15 (push) Blocked by required conditions
Build Desktop / macOS 27 Debug (push) Blocked by required conditions
Build Desktop / Windows 10 (push) Blocked by required conditions
Build Desktop / macOS 13 Intel (push) Blocked by required conditions
Build Desktop / Prune caches (push) Waiting to run
Build Docker / Servatrice (arm) (push) Waiting to run
Build Docker / Servatrice (x86) (push) Waiting to run
Build Docker / Publish multi-platform Servatrice image (push) Blocked by required conditions
* [Client] Add exclude and color identity filters to the visual database display

* [Filters] Extract the color filter mode derivation into libcockatrice_filters

The mode table and the 'which mode produced this filter set' derivation are
filter semantics, not widget code, so they belong next to CardFilter rather
than in an anonymous namespace in the client. Moving them also makes them
testable: filter_mode_test pins every mode, the Custom fallback and the
'keep the live mode when it still fits' rule.

* [Tests] Cover the negated color identity query

ci! read the camelCase colorIdentity property instead of the lowercase
coloridentity key, so it matched the empty string and rejected every card.
The new case uses a card whose colors and color identity differ, so it fails
on the old lookup and passes on the fixed one.

---------

Co-authored-by: Lukas Brübach <44814898+BruebachL@users.noreply.github.com>
2026-11-05 12:40:32 +01:00
sentry[bot]
64c7809332
[DlgCreateGame] Heap-allocate create game dialog to prevent crash on parent deletion (#7777)
Some checks are pending
CodeQL / Analyze (cpp) (push) Waiting to run
CodeQL / Analyze (actions) (push) Waiting to run
Build Desktop / Configure (push) Waiting to run
Build Desktop / vcpkg baseline (push) Waiting to run
Build Desktop / Servatrice_Debian 12 (push) Blocked by required conditions
Build Desktop / Ubuntu 26.04 sanitize (push) Blocked by required conditions
Build Desktop / Debian 13 (push) Blocked by required conditions
Build Desktop / Fedora 44 (push) Blocked by required conditions
Build Desktop / Ubuntu 26.04 (push) Blocked by required conditions
Build Desktop / Arch (push) Blocked by required conditions
Build Desktop / Debian 12 (push) Blocked by required conditions
Build Desktop / Fedora 43 (push) Blocked by required conditions
Build Desktop / Ubuntu 24.04 (push) Blocked by required conditions
Build Desktop / Ubuntu 26.04 cover (push) Blocked by required conditions
Build Desktop / macOS 14 (push) Blocked by required conditions
Build Desktop / macOS 15 (push) Blocked by required conditions
Build Desktop / macOS 27 Debug (push) Blocked by required conditions
Build Desktop / Windows 10 (push) Blocked by required conditions
Build Desktop / macOS 13 Intel (push) Blocked by required conditions
Build Desktop / Prune caches (push) Waiting to run
Build Docker / Servatrice (arm) (push) Waiting to run
Build Docker / Servatrice (x86) (push) Waiting to run
Build Docker / Publish multi-platform Servatrice image (push) Blocked by required conditions
* [DlgCreateGame] Heap-allocate create game dialog to prevent crash on parent deletion

* [Tests] Run the short-write cases without forking a death test

The three cases that force a write failure - CardDatabaseTest.Xml4ShortWriteKeepsInstalledFile,
OracleDatabaseWriter.ShortWriteKeepsPreviouslyInstalledDatabase and
SpoilerFileTest.ShortWriteLeavesExistingFileIntact - all forked a child, lowered
RLIMIT_FSIZE and ignored SIGXFSZ. That child is killed by SIGSEGV on the macOS
runners, so all three have been red on every macOS leg of master since they landed,
while the same cases pass on Linux.

Cap the soft limit in the test process instead: ctest already runs one case per
process, and the guard restores the limit and the SIGXFSZ handler, so a whole binary
keeps working. Same real EFBIG failure, no fork, and macOS keeps its coverage of the
writers.

* [CI] Derive DEBUG_TEST and RUN_TESTS in the nightly job

The shared steps gate on both, but build-linux-nightly never set them, so its
coverage leg skipped "Build debug and test" and then failed collecting a report
from an empty build/ directory on every nightly and tag run. continue-on-error
kept the run green, so the coverage artifact silently never existed.

Derive both exactly as the pull request job does.

---------

Co-authored-by: sentry[bot] <39604003+sentry[bot]@users.noreply.github.com>
Co-authored-by: Lukas Brübach <44814898+BruebachL@users.noreply.github.com>
2026-11-05 07:49:20 +01:00
BruebachL
df74917cb0
[PrintingSelector] Load the pin badge through the themed icon engine (#7598)
Some checks are pending
CodeQL / Analyze (cpp) (push) Waiting to run
CodeQL / Analyze (actions) (push) Waiting to run
Build Desktop / Configure (push) Waiting to run
Build Desktop / vcpkg baseline (push) Waiting to run
Build Desktop / Servatrice_Debian 12 (push) Blocked by required conditions
Build Desktop / Ubuntu 26.04 sanitize (push) Blocked by required conditions
Build Desktop / Debian 13 (push) Blocked by required conditions
Build Desktop / Fedora 44 (push) Blocked by required conditions
Build Desktop / Ubuntu 26.04 (push) Blocked by required conditions
Build Desktop / Arch (push) Blocked by required conditions
Build Desktop / Debian 12 (push) Blocked by required conditions
Build Desktop / Fedora 43 (push) Blocked by required conditions
Build Desktop / Ubuntu 24.04 (push) Blocked by required conditions
Build Desktop / Ubuntu 26.04 cover (push) Blocked by required conditions
Build Desktop / macOS 14 (push) Blocked by required conditions
Build Desktop / macOS 15 (push) Blocked by required conditions
Build Desktop / macOS 27 Debug (push) Blocked by required conditions
Build Desktop / Windows 10 (push) Blocked by required conditions
Build Desktop / macOS 13 Intel (push) Blocked by required conditions
Build Desktop / Prune caches (push) Waiting to run
Build Docker / Servatrice (arm) (push) Waiting to run
Build Docker / Servatrice (x86) (push) Waiting to run
Build Docker / Publish multi-platform Servatrice image (push) Blocked by required conditions
The badge rendered `theme:icons/pin` through the pixmap generator, which
resolved `currentColor` once and cached the result, so the glyph stayed at its
first palette and was rasterized at DPR 1.

- Render the glyph through `loadThemedIcon`, at the label's device pixel ratio,
  and re-render it on palette and theme changes.
- Compose it onto a rounded backdrop filled with `Window` and outlined with
  `WindowText`. The badge floats on card art rather than on a palette surface,
  so a bare outline vanishes into art of the same lightness; the backdrop keeps
  it readable on every printing, and both roles still follow the palette.

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 18:39:43 +01:00
BruebachL
627c7a83aa
[Icons] Migrate UI glyphs to palette-token SVGs (#7595)
* [Icons] Migrate UI glyphs to palette-token SVGs

Runtime inversion is not a theming system: it rotates hue, breaks duotone art
and mishandles alpha, and a QPixmap snapshot cannot follow a palette change.
Redraw the top-level UI glyph set on a 24x24 grid with `currentColor` as the
paint token, drop Inkscape/Sodipodi cruft, and delete the icons whose metaphor
was duplicated (cogwheel/gear -> settings, scale_balanced -> scales,
update.png -> reload).

Load the glyphs through `loadThemedIcon` so the engine resolves the token from
the palette on every request, and let `themePixmap` use the same resolution for
one-shot pixmaps. `loadColorAdjustedPixmap` is gone; every caller now keeps a
QIcon, which `SettingsButtonWidget::setButtonIcon` accepts instead of a QPixmap.

Content art (mana, counters, countries) keeps its authored colors.

Add a render test covering aspect ratio, palette flips, icon modes and
high-DPI pixmaps.

* [Tests] Keep the icon render test QApplication alive until exit

Creating it as a function-local static tears it down before Qt's library statics
at exit, and libQt6Network then runs QObject destructors against freed memory —
a SEGV the sanitizer leg reports after the tests have already passed. Leak the
application instead, the usual pattern for a test binary.

* [Icons] Render lock and dropdown glyphs through the icon engine

Both generators rendered the sentinel SVG to a fixed height x height pixmap
at DPR 1. The pre-migration path rendered larger and let QIcon scale it, so
on a 2x display the games-list lock (13px) and the banner dropdown arrow
(24px) came back crisp; the new path hands the widget a DPR-1 bitmap that
gets upscaled and blurred.

- The games list asks the themed engine for `icons/lock` directly, so the
  item view paints it at the device pixel ratio and the lock also follows
  HighlightedText on a selected row.
- The dropdown goes through `loadThemedIcon(...).pixmap(size, dpr)`, which
  keeps the glyph's aspect ratio and renders at the requested ratio.
- LockPixmapGenerator has no consumer left, so it and its cache are gone.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 18:39:41 +01:00
BruebachL
020d9e8dcb
[Icons] Add palette-aware themed icon engine (#7594)
A QPixmap snapshot cannot follow palette changes, so expose a QIcon whose
engine resolves the `currentColor` sentinel from the live palette on every
pixmap request. Icons stay legible across light/dark switches without
recreating actions or buttons.

- Resolve the asset, its bytes and its intrinsic size once, and drop them on
  ThemeManager::themeChanged/paletteChanged. A repaint does no file I/O and
  no theme.cfg parse; the palette color stays part of the render cache key.
- Centre the glyph on QRectF(rect).center(): QRect::center() floors and uses
  right = left + width - 1, which shifted every 16x16 item-view glyph up and
  left by a logical pixel and clipped its last row and column.
- Take a raster override's intrinsic size from QImageReader instead of the
  24x24 SVG default, so a non-square override reports the box it draws.
- Set the device pixel ratio before inserting into the render cache, so a
  cache hit no longer detaches the pixmap on every paint.

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 18:39:41 +01:00
BruebachL
7b4827dadd
[Replay] Show the history sidebar in replay tabs (#7613)
Add the Game History dock to the left of replay tabs, wire it to the replay timeline, and register it with the View menu and layout reset.

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 18:26:51 +01:00
BruebachL
fc27cb7a59
[Replay] Add a clickable replay history sidebar (#7612)
Render the event index as a scrollable list of event boxes. Selecting an entry seeks the replay to that event and keeps the current event highlighted while playback advances.

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 18:26:50 +01:00
BruebachL
a23f0b43a6
[Replay] Build a compact event history index (#7611)
Turn replay protocol events into short localized summaries with an actor, badge, and time so the history UI can render them without retaining the replay or duplicating the chat log.

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 18:26:50 +01:00
Bryce!
0de92c06f8
[Spoilers] Preserve spoiler files through update and reload failures (#7707)
* Preserve spoiler files and serialize update reloads

* Surface spoiler removal reload failures and allow disabled-state retry

* Address review feedback on spoiler update lifecycle

Only remove the spoiler file when the user unchecks the setting; opening
Settings no longer queues an unrequested reload for a leftover file.
Remove the spoilersUpdatedSuccessfully signal, which had no receiver.

* Fix spoiler settings state after reopen and while disabled

Reopen Settings while an application-owned update is running: the new page
now observes that updater, so the button reads Updating... and re-enables
on completion instead of offering a second update that cancels the first.
Observation does not take ownership: only updaters the page creates are
retired with deleteLater, because the launch check is stack-allocated.

When spoilers are off, the hint now describes what Reload Card Database
actually does, stays readable, and wraps instead of clipping.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-04 18:24:19 +01:00
Bryce!
e558c0dffa
[Banner] Keep horizontal user banner crops inside the artwork (#7742) 2026-11-04 17:08:54 +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)
Some checks are pending
CodeQL / Analyze (cpp) (push) Waiting to run
CodeQL / Analyze (actions) (push) Waiting to run
Build Desktop / Configure (push) Waiting to run
Build Desktop / vcpkg baseline (push) Waiting to run
Build Desktop / Debian 13 (push) Blocked by required conditions
Build Desktop / Servatrice_Debian 12 (push) Blocked by required conditions
Build Desktop / Ubuntu 26.04 (push) Blocked by required conditions
Build Desktop / Ubuntu 26.04 sanitize (push) Blocked by required conditions
Build Desktop / Fedora 44 (push) Blocked by required conditions
Build Desktop / Arch (push) Blocked by required conditions
Build Desktop / Debian 12 (push) Blocked by required conditions
Build Desktop / Fedora 43 (push) Blocked by required conditions
Build Desktop / Ubuntu 24.04 (push) Blocked by required conditions
Build Desktop / Ubuntu 26.04 cover (push) Blocked by required conditions
Build Desktop / macOS 14 (push) Blocked by required conditions
Build Desktop / macOS 15 (push) Blocked by required conditions
Build Desktop / macOS 26 Debug (push) Blocked by required conditions
Build Desktop / Windows 10 (push) Blocked by required conditions
Build Desktop / macOS 13 Intel (push) Blocked by required conditions
Build Desktop / Prune caches (push) Waiting to run
Build Docker / Servatrice (arm) (push) Waiting to run
Build Docker / Servatrice (x86) (push) Waiting to run
Build Docker / Publish multi-platform Servatrice image (push) Blocked by required conditions
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!
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