Commit graph

326 commits

Author SHA1 Message Date
Lukas Brübach
709233d977
[Security] Add challenge-response auth with scrypt verifiers and stop storing plaintext passwords
Challenge-response authentication: the client derives a scrypt verifier
(RFC 7914, EVP_PBE_scrypt, N=32768, r=8, p=1) and authenticates with
HMAC-SHA256(key, nonce), so neither the password nor its hash is
transmitted. The stored format becomes
"$scrypt$<n>$<r>$<p>$<salt>$<verifier>" and Response_PasswordSalt
now carries the cost parameters. Strict servers only accept scrypt
verifiers; legacy accounts are migrated after a successful login.

Fix #344 for challenge-response servers: a saved profile stores the
derived verifier under the password key instead of the plaintext password.
The connect dialog loads it without revealing it, autoconnect passes it
through, the change-password dialog no longer prefills the old password
field with it, and the client only persists the verifier when
"Save password" is checked.

Took 3 minutes

Took 1 minute

Took 10 seconds

Took 7 minutes
2026-09-06 16:16:22 +02:00
BruebachL
b0e566ed54
[Client] Show custom zones in the card display widgets (#7206)
* [Client] Show custom zones in the card display widgets

Card group displays and deck zone displays learn to render custom
zones alongside the standard boards.

- Group display widgets treat custom-zone nodes like other group
  headers, keeping counts and layout consistent.
- Zone display widgets resolve their title through visibleNameFromName
  so custom zones show their user-chosen names localized like the
  standard zones.

* [DeckEditor] Apply sort criteria inside custom zones and align display order with the model

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-05 22:00:21 +02:00
BruebachL
0d09e633e3
[Client] Expose custom zone management in the deck editor (#7205)
* [Client] Expose custom zone management in the deck editor

Wires the state layer into every editor surface that shows deck zones.

- Deck dock: context menu on zones gains New/Rename/Delete/Change
  board actions, with per-zone submenus for adding cards.
- Card database dock and visual database display gain an add-to-zone
  submenu listing custom zones per board plus a create-zone entry.
- All prompt call sites pass validateNewZoneName so duplicates and
  reserved names are rejected inline before Ok unlocks.
- Rename reuses the same dialog in name-only mode, keeping one
  validation contract for every zone-name entry point.
- Change board marks the current board instead of offering a no-op,
  and the state layer refuses moves onto boards holding a same-named
  zone from imported decks.

* [DeckEditor] Address custom-zone menu and export review feedback

* [DeckLoader] Keep the sideboard marker and block ordering when exporting nested zones

- saveToStream_DeckZone threads the owning board zone name down to the card
  writer, so cards in a custom zone under the sideboard keep their SB:
  prefix instead of being re-imported into the maindeck
- nested sub-zones are collected during the loop and written after the
  parent zone's own header and cards, so they no longer read as part of the
  zone printed before them

* [DeckEditor] Fix move-to-zone menu use-after-free and per-zone enabled state

- resolve the card name/provider/collector number before createNewCustomZone
  rebuilds the model tree, then re-find the refreshed index via findCard and
  move it (mirrors the decrementCard re-find pattern)
- the enabled test now compares the card's own zone (nearest custom-zone
  ancestor, else its board), matching moveCardToZone's lookup, so moving a
  card out of a custom zone back to the board root is offered and the card's
  own zone is disabled

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-05 22:00:21 +02:00
BruebachL
9677fad342
[Client] Add zone management to the deck state manager (#7204)
* [Client] Add zone management to the deck state manager

State-layer operations for custom deck zones, plus the shared prompt
dialog that later editor menus will call into.

- moveCardToZone relocates every copy of a card row into any zone,
  refusing non-card rows and tokens so miswired selections can never
  shred a group or turn tokens into deck cards. The current zone is
  found by walking ancestors, which also handles legacy top-level
  zones.
- createCustomZone, renameCustomZone, moveCustomZone and
  removeCustomZone wrap the tree API with memento history, model
  rebuilds and deck hash refreshes via modifyTree.
- Same-board zone moves return success without minting a history
  entry, keeping the undo log honest.
- promptForNewZone asks for a name and the parent zone, keeps Ok
  disabled until the trimmed name passes a caller-supplied validator
  (shown inline as an error), and reports its own translation context.

Took 14 minutes

# Commit time for manual adjustment:
# Took 6 minutes

# Commit time for manual adjustment:
# Took 33 seconds

* [DeckEditor] Address zone-management review feedback

- Expose DecklistNodeTree::hasZoneName and use it in validateNewZoneName
  so the uniqueness scan covers custom zones on every board, not just the
  standard ones.
- Hide the board selector in the rename dialog path where it is not used.
- Emit deckHashChanged after refreshDeckHash so the deck hash label stays
  current after zone create/rename/move/remove.

* [DeckEditor] Notify card set changes after zone edits and drop the board scan

- modifyTree emits cardNodesChanged alongside deckHashChanged so the
  banner-card combo and printing in-deck counts refresh after removing a
  zone that still holds cards
- DecklistNodeTree::findCustomZoneByName is public and moveCustomZone uses
  it, locating zones under non-standard boards (e.g. tokens) instead of
  scanning only main/side/maybeboard

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-05 22:00:21 +02:00
BruebachL
4e9d148163
[TabSupervisor] Initialize all tabs (#7231)
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-01 16:11:02 +02:00
BruebachL
45c7ff6f87
[Mods] Properly close card art rules tab on disconnect (#7227)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-01 11:31:49 +02:00
RickyRister
03de1af678
[VDS] Fix search filter not being applied on refresh (#7229)
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2026-08-31 10:28:50 +02:00
RickyRister
3dc9dba67a
[SettingsPage] Refactor: Clean up order of variables (#7184)
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* [SettingsPage] Refactor: Clean up order of variables

* fixes
2026-08-30 14:43:23 -07:00
BruebachL
68e4fa054d
[UserList] Add invite button to hover popup (#7144)
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* [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>
2026-08-29 21:35:28 +02:00
BruebachL
6f86c45ea8
[Refactor] Extract shared deck conversion prompt helper (#7107)
Move the deck-to-.cod conversion prompt logic (format check, saved
preference handling, overwrite confirmation, dialog) out of
DeckPreviewWidget into dlg_convert_deck_to_cod_format so the deck
editor can reuse it without duplicating it.

Took 4 minutes

Took 4 minutes

Took 1 minute

# Commit time for manual adjustment:
# Took 3 minutes

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-29 21:12:11 +02:00
RickyRister
83833f4684
[UserList] Refactor: split dialog code to separate file (#7189)
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2026-08-28 22:50:06 -07:00
RickyRister
dba7cc73a4
[HomeTab] Introduce button color source setting (#7181)
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2026-08-25 19:27:07 +02:00
BruebachL
b3e126f904
[VDS] Drive folder and preview widgets from the model (#7106)
* [VDS] Drive folder and preview widgets from the model (MVC views)

Took 16 minutes

Took 8 minutes

Took 3 minutes


Took 11 minutes

* Rebase whoopsie

Took 4 minutes

* Hide widgets instead of destroying, go back to signals, rename for consistency.

Took 13 minutes

Took 4 seconds

Took 26 minutes

Took 5 seconds

# Commit time for manual adjustment:
# Took 9 minutes

* Make VDS startup smooth: batch deck loads, guard preview resizes

- Move color identity computation into the background load task and apply
  finished deck loads in bounded batches per event loop turn, so finishing
  hundreds of loads at once cannot stall the UI thread
- Skip redundant resize work in DeckPreviewWidget when the banner width did
  not change, and collect the clamped children once instead of searching the
  widget tree on every layout pass

Took 19 minutes

# Commit time for manual adjustment:
# Took 3 minutes

* [VDS] Expose filter matches as a proxy role instead of dropping rows

The folder display scanned source-model rows and probed acceptance with
mapFromSource(...).isValid(), reaching into both models for one answer.

The proxy now keeps every row and exposes each row's search/tag/color
filter result through FilterMatchRole. The folder display and the tag
filter read everything off proxy indexes, and hidden previews keep their
sorted position in the flow layout instead of being appended at the end.

Took 11 minutes

* [VDS] Bound pending-load drain by time and make row lookups O(1)

The fixed DECK_LOADS_PER_TURN = 24 cap had no measured basis. It was guessed and existed
because every applied load emitted dataChanged into each DeckPreviewWidget,
whose handler resolved its own row with an O(n) linear scan per widget.

The model now maintains a file path -> row hash kept in sync across scans,
renames and deletions, so rowForFilePath is O(1) and the fan-out cost is
gone at its source. The drain applies finished loads until a small time
budget per event loop turn runs out, so throughput self-tunes instead of
relying on an arbitrary count.

* Actual minimal fix for resize squishing

Took 20 minutes

* Fix color widget sizing

Took 16 minutes

* [BannerWidget] Also set a max height

Took 4 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-25 19:23:16 +02:00
BruebachL
e589429bd9
[Client] Pin user list header length to the viewport width (#7158)
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* [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>
2026-08-25 06:33:57 +02:00
BruebachL
2b7b4e8168
[App] Add onboarding wizard (#7064)
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* [App] Add onboarding wizard

Took 10 minutes

Took 3 minutes

Took 7 minutes

Took 9 minutes

Took 2 minutes

Took 1 minute


Took 7 minutes

* Adjust CI

Took 14 minutes

Took 56 seconds

Took 2 seconds

Took 3 seconds

* Adjust CI again

Took 14 minutes

Took 2 seconds

* Comments and fixes

Took 9 seconds


Took 1 minute

* Rebase.

Took 5 minutes

Took 50 seconds

Took 15 seconds

* Comments.

Took 7 minutes

* CI lol

Took 3 minutes

* CI again lol

Took 4 minutes

* Drop some settings, add some new ones.

Took 19 minutes

* Resize when expanding section

Took 4 minutes

Took 3 minutes

Took 7 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-24 23:05:58 +02:00
BruebachL
24d8d8be3b
[VDS] Cache mana symbol renders and skip redundant resizes (#7167)
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* [VDS] Cache mana symbol renders and skip redundant resizes

- Render each mana symbol once at a bounded master size and derive every
  requested size from the cached master, avoiding repeated full-size SVG
  rasterization on the GUI thread
- Share scaled results through a process-wide cache keyed by symbol and
  size, so repeated widget creation and rescales don't redo the work
- Skip redundant resize work in ColorIdentityWidget and ManaSymbolWidget
  when sizes did not change

Took 8 minutes


Took 50 seconds

* Move to pixmap generator

Took 8 minutes

Took 4 seconds

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-24 19:26:41 +02:00
BruebachL
b13c682a7a
[DeckList] Make deck tree card traversal recursive (#7175)
* [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>
2026-08-24 18:44:05 +02:00
BruebachL
22b0f69706
[UserList] Request banner card art for visible rows and hovered popup (#7172)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-24 18:25:14 +02:00
BruebachL
fecbbab983
[Client] Replace playmat crop spinboxes with a direct manipulation preview (#7161)
* [Client] Replace playmat crop spinboxes with a direct manipulation preview

The numeric fields exposed raw parameters with no relation to what the
game draws, accepted values the renderer clamps away, and no way to see
the result before committing

The preview now renders through the exact game pipeline into a viewport
shaped like a fresh board stack plus table area, with dimmed strips
marking where a developed table crops further. Drag pans, wheel zooms,
arrow keys nudge, plus and minus zoom, Backspace or Esc restores the
crop as of focus gain and lets Esc close the dialog when unchanged.
Focus ring and accessible name and description cover keyboard and screen
reader users, new paints use palette roles so themes recolor them

Took 25 minutes

Took 3 minutes


Took 54 seconds

* Remove stale constant

Took 3 minutes


Took 26 seconds

* Rebase

Took 2 minutes


Took 3 seconds

* Add editor spinboxes again

Took 4 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-24 18:22:48 +02:00
BruebachL
0d0488cb5b
[Client] Edit banner crop by direct manipulation in the card art dialog (#7162)
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>
2026-08-24 18:01:59 +02:00
RickyRister
c3599be89b
[HomeTab] Fix incorrect handling of invalid backgroundSource setting (#7180)
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2026-08-23 23:58:43 -07:00
BruebachL
a571a9aa04
[UserList] Restore accent-tinted rows for regular users in light mode (#7171)
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-23 23:00:08 +02:00
BruebachL
648b472bfb
[UserList] Prevent failed loads from poisoning the banner card art cache (#7170)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-23 22:46:07 +02:00
BruebachL
daa0dcb2ea
[UserList] Keep banner art when a params-less user copy arrives (#7173)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-23 22:45:49 +02:00
BruebachL
21633eb0ec
[UserList] Raise banner card art cache to 1024 entries (#7169)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-23 22:33:26 +02:00
BruebachL
25a9e37ff8
[Client] Restore stored banner printing when the art dialog opens (#7157)
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>
2026-08-23 17:28:37 +02:00
BruebachL
bb0a96984d
[Game] Derive playmat sampling window from shared clamped helpers (#7159)
* [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

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-23 17:26:15 +02:00
BruebachL
c42fb6691d
[Client] Fix user list banner art rendering under display scaling (#7160)
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>
2026-08-23 11:44:59 +02:00
BruebachL
8a5723c0b5
[Client] Show latency in status bar and server tab indicator (#7154)
* [Client] Show live connection latency in the status bar

Add a permanent status-bar label fed by ConnectionController's
pingStatsUpdated: shows the latest round-trip time, hides while
disconnected or without samples, and carries a tooltip with
Last/Median/95th percentile/Maximum over the rolling sample window
(mirrored into the accessible description). The server tab gets the
same stats as its tooltip.

Took 2 minutes

Took 2 minutes

Took 1 minute

Took 48 seconds

Took 25 seconds

Took 4 minutes

* [Client] Graph connection latency history in the status bar

Add LatencyGraphWidget, a size-agnostic bar sparkline over the rolling
sample window: heights scale to the window's own range while colors map
onto an absolute quality ramp, so a steady good ping stays green. Embed
it in the new LatencyStatusWidget together with the textual ping
readout and feed both through ConnectionController's forwarded signals;
the whole area hides while disconnected or without samples.

Took 9 minutes

Took 14 seconds

* [Client] Show latency details when clicking the ping display

Clicking the status bar ping area opens a popup with a larger instance
of the latency graph plus the numeric statistics, selectable and
mirrored into the accessible name. Qt::Popup closes it on any outside
click; contents refresh live while open.


Took 33 seconds

* Fixup from core commit

Took 6 minutes

Took 5 seconds

Took 5 minutes

* Lint.

Took 12 minutes

* Consolidate.

Took 6 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-23 02:25:04 +02:00
BruebachL
fc0199d3db
[GamesModel] Clear games types before merging (#7156)
Took 7 minutes

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-23 01:47:48 +02:00
BruebachL
ed4eb1cb31
[Server/Client/Protocol] Reporting users + moderation queue functionality (#7091)
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* [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>
2026-08-21 15:00:13 +02:00
BruebachL
9eafd90a91
[Game] Playmats (#7101)
* [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

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-21 10:40:49 +02:00
BruebachL
74a454552a
[Cards] Artist attribution (#7092)
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* [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>
2026-08-21 02:54:36 +02:00
BruebachL
7c550ee505
[Game] Add an invite button to non-started and not full games (#7143)
* [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>
2026-08-17 21:37:15 +02:00
BruebachL
a8bacc5296
[VDS] Add async-scanned model and sort/filter proxy (#7105)
* [VDS] Add async-scanned model and sort/filter proxy (model layer)


Took 1 minute

Took 27 seconds

* Address comments

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-17 11:20:26 +02:00
BruebachL
765ebf8fb1
[UserList] Context menu invite (#7138)
* [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>
2026-08-17 10:49:19 +02:00
BruebachL
b2cdf44bbd
[UserList] Show amount of online buddies (#7126)
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* [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>
2026-08-17 03:58:41 +02:00
BruebachL
60ee81cfbe
[Client] Route cockatrice:// link clicks from chat to the intent chain (#7136)
* [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>
2026-08-17 01:03:37 +02:00
BruebachL
3de7882f0c
[UserList] Fix context menu crash by correctly parenting (#7145)
Took 5 minutes

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-17 00:53:43 +02:00
BruebachL
fe53f9c3eb
[Chat] Render game link buttons (#7135)
* [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>
2026-08-17 00:26:33 +02:00
BruebachL
f466a25893
[Client] Keep the message draft and notify when the recipient is offline (#7142)
* [Client] Keep the message draft and notify when the recipient is offline

* Don't blindly assume a user is online.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-17 00:16:55 +02:00
BruebachL
6c8fcf7d19
[Client] Confirm before joining a full game as a spectator (#7140)
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-16 23:20:47 +02:00
BruebachL
94943f7ff3
[Client] Add copy-game-link action to the game menu (#7139)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-16 23:20:36 +02:00
BruebachL
078e67c56f
[Client] Name the game in the join-game password prompt (#7141)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-16 23:03:29 +02:00
BruebachL
d36865518e
[Game] Extract makeGameJoinLink helper for cockatrice://joingame links (#7133)
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>
2026-08-16 22:14:49 +02:00
BruebachL
d99798111e
[UserList] Unify friends/online/ignored list with section dividers and add search bar. (#7119)
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* [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>
2026-08-15 22:53:13 +02:00
BruebachL
16b6132701
[Tabs] Add a setting to define startup tab on application launch (#7121)
* [Tabs] Add a setting to define startup tab on application launch.

Took 29 minutes

* Naming and sizing

Took 4 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-15 22:16:37 +02:00
BruebachL
fbe5c4ade0
[VDE] Add a new setting to determine initial tab (Context/Deck/Database) (#7122)
* [VDE] Add a new setting to determine initial tab (Context/Deck/Database)

Took 16 minutes

Took 4 seconds

* Adjust tooltip

Took 4 minutes

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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-15 21:55:39 +02:00
BruebachL
daa896866f
[VDD] Defer heavy construction until after the tab paints (#7115)
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* [VDD] Defer heavy construction until after the tab paints

* Use singleshot QTimer instead of member variable.

Took 27 minutes

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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-14 11:39:10 +02:00
BruebachL
404b0cdf28
[Game] Animate Arrows (#7099)
* 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>
2026-08-14 10:44:17 +02:00