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6704 commits

Author SHA1 Message Date
BruebachL
83fee420ed
Merge fa6c2d75d6 into 692f1a6890 2026-11-09 12:54:15 +01:00
BruebachL
692f1a6890
Merge e8ab52a2a3 into b182d4f6f1 2026-11-09 12:54:15 +01:00
BruebachL
b182d4f6f1
Merge d0cd13fce7 into 6a8835f136 2026-11-09 12:54:15 +01:00
BruebachL
6a8835f136
Merge 8432dae653 into dd2018a2d3 2026-11-09 12:54:15 +01:00
BruebachL
dd2018a2d3
Merge 7ab3d5dcea into ebecb4cd55 2026-11-09 12:54:14 +01:00
BruebachL
ebecb4cd55
Merge d8581d5abf into 62992e79b6 2026-11-09 12:54:14 +01:00
BruebachL
62992e79b6
Merge 46841ccb56 into 3f3aff9408 2026-11-09 12:54:14 +01:00
RickyRister
3f3aff9408
[Game] Refactor: rename hovered to restore previous semantics (#7816) 2026-11-09 12:54:10 +01:00
sentry[bot]
9793a0df4a
[Crash] Add lifecycle breadcrumbs for unattributable native crashes (#7813)
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* [Crash] Add lifecycle breadcrumbs for unattributable native crashes

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

* Restore the native split host button on non-macOS styles

The merged quick-host control composed a QPushButton and a separate autoRaise arrow QToolButton, which Fusion draws as two adjacent controls. Version one of the quick-host branch used a single QToolButton with MenuButtonPopup, which every style draws as one native split button.

Use that split button on every style that can draw one, and keep the plain primary + settings button pair as the native macOS fallback.

* Enable hover zoom and the hover panel by default

Both hover triggers now default to Hover, with the existing 400 ms zoom delay and 200 ms panel delay. The Off trigger remains available for users who want the old behavior.

---------

Co-authored-by: Lukas Brübach <44814898+BruebachL@users.noreply.github.com>
Co-authored-by: sentry[bot] <39604003+sentry[bot]@users.noreply.github.com>
2026-11-08 23:06:21 +01:00
BruebachL
40ebd22549
[Lobby] Add instant quick host to the game room (#7802)
* Add instant quick host to the game lobby

* Use a native pull-down on macOS and a split button elsewhere

- Gate on the active application style instead of the platform, so
  choosing Fusion on macOS still gets the split button: QMacStyle ignores
  autoRaise/flat and draws a QToolButton menu as a separate square.
- Rebuild the host control on QEvent::StyleChange, because the appearance
  settings switch styles while the room is open.
- Keep the review action, its arrow and the host button disabled while a
  host or join command is still in flight.
- Announce inline quick-host failures to screen readers.

* Address review findings

* Replace the macOS pull-down with a sibling settings button

QMacStyle has no split-button rendering: a menu-bearing QToolButton is drawn as a second square bezel. Keep the primary Host game button as the one-click quick host on every platform, and show a plain Game settings button as the secondary action on macOS instead; other styles keep the split arrow.

Rename the secondary action from "Review settings first..." to "Game settings..." so the label says what it opens, and update the shortcuts page label to match.
2026-11-08 22:12:29 +01:00
BruebachL
b1c8f156dc
[Game] Add hover zoom and a tabbed card panel to the board (#7700)
* [Settings] Add hover zoom/panel triggers, delays, and double-confirm

* [Game] Smooth board hover-zoom with fade helpers

* [Game] Add hover card panel with tabbed actions

* [Game] Wire hover zoom/panel triggers through the scene

* [Game] Repaint cached zones when the hover zoom moves

`TableZone` cuts the hovered card out of its own paint so zone washes,
indicators, dimming and the land divider never draw over the zoom. It is a
`DeviceCoordinateCache` item, so the card changing geometry never dirtied it
and the stale hole stayed transparent, uncovering the black viewport as soon
as the zoom crossed a zone edge.

- Emit `hoverFootprintChanged(old, new)` from `setCardScale()` and once from
  `setHovered(false)`.
- Repaint every overlapping `TableZone` on that signal.
- Clip with the card's painted outline instead of its bounding rectangle, and
  treat a zoom covering the whole zone as "paint nothing".

* [Interface] Keep the hover panel P/T controls out of the way

The P/T set/inc/dec rows were always visible and sat under the cursor, so
clicking a card to select it could mutate its P/T instead.

- Collapse the controls to a pill on the printed P/T box, anchored on the
  drawn artwork so letterboxed and sideways cards stay aligned.
- Open the rows only from the pill and grow them upward, and re-measure the
  pill on every value so three-digit P/T does not clip.
- Close the panel when another card is hovered, and repaint the area it
  covered so no patch is left behind.

* [Interface] Address hover panel review findings

* [Game] Fix include order flagged by the format gate

The card hover widget header was included before theme_manager.h, which
clang-format rejects; the branch's format CI job failed on it.

* [Interface] Load the hover panel icons through the themed icon engine

The panel still named pre-#7595 assets (arrow_*_green, arrow_right_blue,
cogwheel) and built QIcon snapshots from themePixmap(), so the deleted names
rendered blank and every other glyph froze one palette.

Load every glyph through loadThemedIcon() with the emphasis axis the adoption
plan calls for: the category tabs take the primary level as panel wayfinding,
the action grid the quiet level because its glyphs label the button text.
Semantic tints keep their family and follow the same quiet level; Clone keeps
its sticker treatment.

* [Icons] Add an Informational semantic color family

Face-down play and the exile zone are states that are neither a gain nor a
loss, and the pre-#7595 art painted them blue (arrow_right_blue). #7595 dropped
that hue, and the icon engine has had only Positive and Negative since, so both
states fall back to neutral ink.

Add the family with the same three-level ladder the other semantic roles use:
authored roles per theme, scheme defaults otherwise, an emphasis mapping, the
palette-editor rows and the generator seed. The defaults clear the 4.5:1 label
floor on both schemes and the ladder's saturation ordering; the existing
emphasis, hue and preview tests now cover the new family. Preview sheets that
name roles resolve an unauthored one through the same default the client
paints.

* [Interface] Split the hover panel icons by emphasis and semantics

Category tabs only navigate between pages, so they take the quiet level; the
action grid is the surface the player works in and takes the primary level. Both
stay line glyphs: a filled treatment reads as a second state on every cell.

Hue marks an outcome where the glyph cannot. Play, clone and to hand are
Positive; reduce life and graveyard Negative; play face down and exile
Informational. Direction-only moves (top and bottom of library) stay neutral
because the arrow already carries the meaning.

* [Icons] Add Hidden and Marked semantic color families

Two game concepts had no hue of their own. Hidden information (a face-down
play, peeking at a card face) now has violet, and the marks a player leaves on a
card (annotation, draw arrow) now share amber instead of splitting blue and red
for the same job.

Both families follow the existing three-level ladder: authored roles per theme,
scheme defaults otherwise, an emphasis mapping, palette-editor rows and generator
seeding. The defaults clear the 4.5:1 floor on the representative platform
surfaces and keep the saturation ordering the emphasis tests assert; the hue
tests pin violet's blue-red-green dominance and amber's red-green-blue one, and
every preview sheet now renders the two families.

The hover panel grid preview is added alongside: it renders the real pages
(section headers, two-column cells, glyph over label) so the whole map can be
judged at once instead of glyph by glyph.

* [Icons] Add a Movement semantic color family

A card changing position inside the library is neither a gain, a loss nor
information, so it had no hue. Movement names it with teal and covers the three
library placements (top, bottom, X from top).

It follows the existing ladder: authored roles per theme, scheme defaults
otherwise, an emphasis mapping, palette-editor rows and generator seeding. The
defaults clear the 4.5:1 floor on the representative platform surfaces, keep
strong > base > soft saturation, and keep green > blue > red so teal cannot be
mistaken for the green gain family.

* [Interface] Give every hover panel action a semantic color

The quick actions are the panel's whole point, so a neutral glyph made the
most-used buttons the hardest to scan. Every action now names a game fact with
its hue: gain, loss, information, hidden information, a mark on the card or a
move. The line glyph stays identical, so the colour is the only difference
between neighbours.

The grid is also ordered by family so a row reads as one idea: the two state
toggles, the two gains, the two marks, the two hidden-information actions and
the two losses each share a row. Conditional actions (Peek, Unattach) sit at the
end of their pair, so a missing one leaves a hole at the section edge instead of
splitting a row. In a zone, Play and Play Face Down stay adjacent on purpose:
the same action, one of them hiding information. The move tab leads with the
three library placements (Movement), then the destinations.

actionGridIcon is removed; semanticActionIcon is now the only grid ink. The
preview renders the real pages so the whole map can be judged at once.

* [Icons] Use quiet emphasis for glyphs that label rather than act

The search and info glyphs inside the search fields, and the combo-box
chevron, label or afford an action rather than performing one. At the
default secondary weight they compete with the actual controls next to
them. Paint them at quiet emphasis so they stay legible without claiming
attention.

Sites: deck editor, visual database display, visual deck storage, set
manager, settings search, in-game zone view, and the dropdown chevron.

* [Icons] Restore sticker treatment to the add, remove and delete actions

The pre-#7595 add and delete glyphs were filled shapes with an outline.
After the line migration they read as ordinary toolbar glyphs, losing the
weight their verbs had. Give the add and delete family the sticker
treatment again.

- Deck editor Add card: primary positive sticker. It is the one action
  the database panel exists for.
- Visual database Clear filters: negative sticker, matching the delete
  family.
- Filter dock Clear all: negative sticker, matching Clear one.

* [Icons] Give sharing and pinning their semantic families

Sharing is an informational act: the app already tints reveal and
make-public with the informational family, so the deck storage share
action, the replay share-code action and the visual deck storage share
button follow it.

The printing-selector pin badge marks a card as pinned. Paint it with the
marked family, the same one used for a mark left on a card, instead of
leaving it neutral.

* [Game] Dismiss the hover panel before opening a modal dialog

The hover panel is a Qt::ToolTip window, i.e. a popup: it is always on
top and holds the input grab. Actions on the panel that open a modal
dialog (Set power/toughness, Set annotation, Set counter value, token
creation) therefore opened the dialog behind the panel, where it could
not be seen or activated.

Hide the panel synchronously and defer the action to the next event-loop
turn, so the popup grab is released before the dialog's event loop
starts. The panel asks the scene to dismiss it through a new
dismissRequested signal, keeping hover timers and the covered-card fade
on the scene's side.

Reported from the P/T overlay SET button; the same path covers the
counter tab and the token tab.

* [Icons] Refine VDE and VDD emphasis and semantics

The visual database filter section and the syntax help are information
aids, so paint them with the informational family at the default
emphasis: the filter section glyph and the search field's help glyph.
The help glyph leaves quiet emphasis because it is a clickable action,
not a field label.

The visual deck editor's display-type toggle is the one control that
changes the whole view, so it takes primary emphasis.

The search glyphs stay quiet; only the help action changes.

* [Icons] Raise the visual database filter controls to primary

The six quick-filter buttons are the controls the filter section exists
for, so paint them at primary emphasis instead of the default weight.

The sort glyph carries the same informational family as the filter
glyph, in both the visual database toolbar label and the visual deck
editor's sort-criteria button.

* [Icons] Keep the display options sort glyph neutral

The sort button beside the display-mode toggle is not part of the
informational family. Only the visual database toolbar's sort glyph
carries informational; the display options button returns to the
default neutral weight.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-08 21:51:31 +01:00
BruebachL
6138fbd0a0
[Card] Add Scryfall Tagger tag search and filtering (#7337)
* [Card] Import Scryfall Tagger tags from MTGJson

* [Card] Search cards by Scryfall Tagger tag

* [Card] Add a Tag attribute to the card filter tree

* [Card] Add a Tags filter to the visual card database

* [Oracle] Add a script to inject Scryfall tags into AllPrintings

* [Card] Elide long tag lists in the card info and drop the Scryfall label from the tag filter tooltip

* [Oracle] Load card tags from a tag database during import

Add a TagDatabase loader that understands Scryfall's Oracle Tags bulk data and user-supplied tag files (tag objects, flat oracle-id or name maps, optional manifest, JSON or JSONL, gzip/xz/zip). The importer joins the slugs on identifiers.scryfallOracleId while the identifiers are still available, falls back to the card name, and unions them with any tags the source already provides. Split-card faces merge through the existing tag union path.

This replaces oracle/scripts/inject_scryfall_tags.py, which patched AllPrintings.json before import. Loading during import keeps tags on by default for every source and lets users pair Oracle with any tag database.

* [Oracle] Add a tag data step to the import wizard

Insert a Tags page between set selection and the import. It downloads Scryfall's Oracle Tags by default (or a user-supplied file/URL), can include parent tags, and persists tagsenabled, tagssource and tagsparents in oracle.ini. The page loads asynchronously and soft-fails in background mode, so a tag download or parse error never aborts the card database import.

* [Help] Describe tag search without naming Scryfall

Tags can come from Scryfall's Oracle Tags or any user-supplied tag database, so the search help should not claim a single source.

* [Oracle] Fix Scryfall tag requests and the retry loop

api.scryfall.com rejects requests that lack an Accept header with HTTP 400, and QNetworkAccessManager does not add one. Send application/json for the bulk metadata request and */* for the tag file, and surface the URL plus Scryfall's JSON error body when a request fails.

A failed tag load used to call next(), which re-ran validatePage() and started the same failing download again, trapping the user in an error loop. Stay on the page instead, drop the unusable database, and tell the user they can retry, change the source, or untick the option to import without tags. Also explain parent tags inline with a real Scryfall hierarchy example.

* [Oracle] Give the parent-tag explainer room to breathe

The wrapped explainer sat flush under the checkbox with no separation from the status label, which made the paragraph look cramped. Indent it under the checkbox and add a little vertical margin.

* [Oracle] Stop the parent-tag explainer from being clipped

A word-wrapped QLabel reports a one-line sizeHint, so the wizard page reserved too little height and the explanation lost its top and bottom lines. Pin the vertical size policy to Minimum on the explainer and on the status label, so the wrapped height becomes part of the page minimum. Verified with a layout probe: the label went from 28 px tall (needed 56) to its full height.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-08 20:57:45 +01:00
Lukas Brübach
fa6c2d75d6 [DeckSync] Keep the sync baseline when a server change is skipped
The check's server_time became the new baseline even when the run could
not apply a server change (a failed download, or a mirrored delete whose
local copy could not be removed), and manual Sync now goes through the
same fast path, so the change never came back. Track those skips and
keep the previous baseline so the next check reports them again.

Also disable Sync now while any run is in progress, drop the redundant
baseline assignment in onCheckFinished, and tell the user that only
two-way sync checks for changes automatically.
2026-11-08 19:49:39 +01:00
Lukas Brübach
2992bfdac1 Address review findings 2026-11-08 19:49:39 +01:00
Lukas Brübach
80ca738541 [DeckSync] Move the client signal handlers out of the constructor lambdas 2026-11-08 19:49:39 +01:00
Lukas Brübach
d1d4c70999 [DeckSync] Drop ineffective UniqueConnection flags on lambda connects 2026-11-08 19:49:39 +01:00
Lukas Brübach
068c388a80 [DeckSync] Address auto-sync review: disconnect, backfill and modal conflicts
- Fail the run when the connection drops while a sync is running, and clear
  the active conflict, so the queue is not sent on a dead client and a
  re-login as another account never receives this profile's uploads.
- Backfill last_modified from upload_time in the 37 -> 38 migration and drop
  the "last_modified is null" arm from the sync-check query, so rows that
  predate the column stop reporting as changed on every poll.
- Skip conflicts during auto runs and report how many were skipped, instead
  of opening the modal conflict dialog from a timer or a file-watcher event.
2026-11-08 19:49:39 +01:00
Lukas Brübach
5a550a57ba Fix ZeldaZach review for PR 7496: deck path in ctor, server-time baseline, single-query sync check 2026-11-08 19:49:39 +01:00
Lukas Brübach
ff695d265d [Client+Server] Auto deck sync with change polling 2026-11-08 19:49:39 +01:00
Lukas Brübach
e8ab52a2a3 [DeckSync] Say the onboarding choice persists and let the user reset it
The first-sync verdict is stored in the sidecar, so "Upload mine" and
"Download server" apply to every later sync, not just the first one.
Say so in the dialog, label the one-way options as one-way, and add a
"Reset sync direction" action to the deck storage tab that writes the
linked (two-way) mode back to the sidecar.
2026-11-08 19:49:32 +01:00
BruebachL
b10abad3a3 Apply suggestion from @ZeldaZach
Co-authored-by: Zach H <zahalpern+github@gmail.com>
2026-11-08 19:49:32 +01:00
BruebachL
b611e8ea6f Apply suggestion from @ZeldaZach
Co-authored-by: Zach H <zahalpern+github@gmail.com>
2026-11-08 19:49:32 +01:00
Lukas Brübach
26ffd1cfae Address review findings 2026-11-08 19:49:32 +01:00
Lukas Brübach
f8c2e1105a [DeckSync] Address conflict review nits: enum class and designated initializers 2026-11-08 19:49:32 +01:00
Lukas Brübach
9d93a39980 Fix remaining review threads on the conflict classification
- Remove the duplicated download loop and the stray '<' plus extra brace
  that left the head unbuildable.
- Skip the fallback upload under DownloadMode so a local-only deck is not
  pushed when the user asked for downloads only.
- Treat a server row without a hash as unknown rather than changed, so
  pre-migration decks are not re-downloaded on every sync.
2026-11-08 19:49:32 +01:00
Lukas Brübach
1dc6b81f8b Fix ZeldaZach review for PR 7495: three-way baseHash check before conflict 2026-11-08 19:49:32 +01:00
Lukas Brübach
dae947aeeb [Client] Sync conflict dialog, onboarding and conflict default 2026-11-08 19:49:32 +01:00
Lukas Brübach
d0cd13fce7 [DeckSync] Drop the queued download when a local delete wins
The unmatched-server-rows pass queued a download for every row with no
local file, including rows whose sidecar record is being deleted in the
same run. The delete ran first, so the download then failed with
NameNotFound and the summary reported a clean delete as removed plus
skipped. Cancel the pending download for the deleted row id instead; a
failed delete keeps it, which preserves the restore-the-file fallback.
2026-11-08 19:49:22 +01:00
Lukas Brübach
885b7f82ae Address review findings 2026-11-08 19:49:22 +01:00
Lukas Brübach
34e28dfa22 [DeckSync] Address tombstone review nits: log category and designated initializer 2026-11-08 19:49:22 +01:00
Lukas Brübach
70b75018be [DeckSync] Address tombstone review: remote deletes, revival and purge clock
- Treat a record whose server row is gone as a remote delete only when the
  local file still matches the sidecar's base hash. An edit made after the
  remote delete is newer than the delete, so it uploads and revives the row
  instead of being removed.
- Revive a tombstone with the same user and guid in cmdDeckUpload instead of
  inserting a second row next to it, so the deck keeps its id and version
  history and the promise in servatrice.ini.example holds.
- Run tombstone purging on its own clock, driven by the new
  [deck_sync] purge_interval option, so disabling share cleanup no longer
  disables purging silently.
- Write the base snapshot through QSaveFile and log a failed commit, so a
  crash or a full disk cannot leave a truncated base for DeckDiff::merge().
2026-11-08 19:49:22 +01:00
Lukas Brübach
4f715b0800 Fix ZeldaZach review for PR 7494: match by remoteId/guid before remote-delete, only tombstone when file truly missing 2026-11-08 19:49:22 +01:00
Lukas Brübach
674547fca0 [Server+Client] Tombstone deck deletes with purge and base snapshots 2026-11-08 19:49:22 +01:00
BruebachL
8432dae653
Apply suggestion from @ZeldaZach
Co-authored-by: Zach H <zahalpern+github@gmail.com>
2026-11-08 19:11:30 +01:00
BruebachL
c7e8422808
[Icons] Author icon emphasis colors as palette roles (#7789)
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* [Icons] Author icon emphasis colors as palette roles

The emphasis levels were computed from the accent at paint time, so a
theme could not vary them: every theme got the same derived strong and
soft tones, and a semantic hue was pushed toward the accent whether the
author wanted that or not.

Give each family three authored roles instead. Icon/IconStrong/IconSoft
carry the neutral glyph ink and Positive/Negative gain the same Strong
and Soft companions. Emphasis becomes a lookup inside the family, and a
caller that names a variant pins that level at every emphasis. The paint
path returns the authored color verbatim; only the filled treatments keep
their saturation floor, because carrying a disc or a fill is a treatment
decision.

Shipped palettes author the full ladder for both schemes; the palette
editor exposes the new rows and the generator writes them. System keeps
deriving its neutral ink from the platform palette, since it ships no
palette of its own.

* [Icons] Keep the authored emphasis in filled treatments

The saturation floor was added while the emphasis levels were still
computed: it rescued the pale dark-scheme tones once a whole shape
carried them. With the levels authored, the floor overrides the author
instead: a quiet level jumped to the secondary saturation as soon as a
sticker or a badge painted it, so the ladder only existed for line
glyphs.

The authored tone is now the top of the fill gradient and the treatment
only darkens the bottom for depth, so every treatment renders exactly the
level the palette stores. The badge glyph ink no longer guesses the
scheme from the tone's value: an authored quiet level is a dark color on
the dark scheme too, so the scheme is passed in from the surface palette.
The preview sheet renders every shipped palette theme, three glyphs per
family, and each row prints the authored tone and the darker bottom.

* [Icons] Order the emphasis ladder by chroma, not contrast

Contrast cannot order the ladder. On a dark surface the highest-contrast
tone is the palest one, so a 7:1 primary came out near-white while the
secondary kept the family's color; the ladder read inverted, and for the
shipped semantic greens and reds the primary level was already satisfied
by the secondary, so the two levels resolved to the same hex.

Emphasis is chromatic intensity now. Quiet recedes toward the surface at
the 3:1 non-text floor, secondary keeps the family color at the 4.5:1
text floor, and primary is the most chromatic tone the same floor allows.
Every level stays legible on the window and the button surface, and the
primary is a strictly more saturated member of its family on both
schemes. The reformatted palettes move the two upper levels onto the
shared floor and leave the quiet level alone.

* [Icons] Make the emphasis ladder structural on every theme

The chroma ladder landed with four P1s from review: reachContrast picked
its pole by background lightness instead of by what each pole can reach,
the generated neutral ink was solved on the window surface only, Fusion's
neutral family was still the green accent, and quiet sat below the text
floor while disabled reused the palette gray.

Pick the pole by achievable contrast, solve fallback and preview inks on
the harder of the window and button surfaces, re-author Fusion's neutral
trio in slate blue, and keep quiet on the shared text floor by muting its
saturation to 45% instead of blending it into the surface. Disabled is now
derived from the quiet ink, so it is structurally dimmer than every
enabled level on every theme.

Re-author all soft roles at a 4.60 target with a rounding margin, rebuild
the per-theme preview generator the rebase dropped, and add a Disabled row
to every treatment sheet.

* [Icons] Render preview glyphs at the sheet's device pixel ratio

The preview sheets paint on a 2x painter but rasterized each glyph at its
logical size, so every icon was upscaled on the way into the file and the
sheets read as blurry. Render each glyph at device size and tag the pixmap
with the ratio, so one source pixel lands on one file pixel.

* [Icons] Keep the System semantic ladder on the text floor

System authors no palette of its own, so its semantic family is fixed data
measured against whatever surfaces the platform provides. The ladder that
landed with the authored roles reused the old contrast-ordered values:
PositiveSoft and NegativeSoft sat at 2.76–3.90:1 on common light and dark
platform surfaces, and the strong level was less saturated than the
secondary, which is the inversion the chroma rule removes.

Re-author the six default semantic colors per scheme at the same 4.60
target the shipped themes use, against representative platform surfaces,
and mirror them in System's palette files. The new
DefaultSemanticFamilyMeetsTheLadderOnPlatformSurfaces test holds the floor
and the saturation order there, and shippedPalette's early return now says
why System is outside the authored-palette assertions.

* [Icons] Apply the CI clang-format output to the new tests

* [Icons] Adapt the treatment preview to the authored roles

The preview file is inherited from the treatment PR. Here the palette already
authors the fill tone and the badge takes an explicit scheme, so the generator
stops re-saturating the role and passes the scheme the sheet renders.

* [Icons] Author neutral System icon ink

The System theme derived icon ink from the platform palette, which rendered blue under the default palette. Author Icon/IconStrong/IconSoft explicitly: a black ladder in light mode, a white ladder in dark mode. Pin authorship, achromaticity and ordering in the render test.

* Address review findings
2026-11-08 19:09:02 +01:00
BruebachL
3e2884e6e1
[Icons] Paint neutral glyphs with icon ink and add an emphasis axis (#7788)
* [Icons] Paint neutral glyphs with icon ink instead of body-text ink

Neutral icons resolved `currentColor` straight to `QPalette::WindowText`. A
glyph is not a word: it is a 16-24px mark drawn with a 2-unit stroke, so
antialiasing thins it until it reads lighter than the text beside it, in the
one color the palette reserves for reading. The result is that icons recede
into the chrome exactly where they should anchor it.

Add `theme_icon_ink`, one rule with one job: mix a share of the theme accent
into the neutral text color, then hold the result to a contrast floor. The
accent share gives the glyph chroma the text does not have, so it reads as an
icon rather than as leftover text, and it is derived from `QPalette::Highlight`
rather than a new token. The floor keeps a theme with a weak text color from
producing an illegible glyph.

Only the neutral label roles (`WindowText`, `Text`) are inked. Semantic tints
are hues the call site chose on purpose, disabled uses the disabled group, and
the selected-row swap to `HighlightedText` is unchanged.

The WCAG contrast math moves from `theme_icon_badge` to the new unit, so badge
ink decisions and the floor share one implementation.

Tests: the ink rule against every shipped palette, the weak-text floor, and the
palette-following render tests now ask the rule instead of restating its
output. A preview sheet sweeps the accent share at 0-35% over window and button
surfaces for both schemes.

* [Icons] Add an emphasis axis for icon ink

Tint says which hue, style says how much shape, and nothing said how loud.
Call sites that have a hierarchy (a card hover panel's nav strip, the visual
database filter toolbar) could only pick between "the theme color" and
"another theme color", so "this is the important one" had no way to be
expressed and every glyph in a surface arrived with the same weight.

Add `IconEmphasis` as the third axis: Quiet, Secondary, Primary. It travels
inside `IconTint` instead of becoming a fourth `loadThemedIcon` parameter, so
every existing call site keeps working and its look, and emphasis reads as
part of the same "how should this glyph be inked" decision as the tint.

- Primary lifts a neutral glyph to `QPalette::Highlight`, so the surface's own
  action color names the primary action instead of a second gray token, and
  pushes both neutral and tinted glyphs to a 7:1 floor.
- Quiet blends toward the surface and stops at the 3:1 WCAG non-text floor,
  for glyphs that label a control rather than act (the magnifier in a search
  field, a section marker).
- Secondary is the previous color verbatim.

The default ink borrows enough accent to sit off the palette's pole (5.4:1 on
light, 6.4:1 on dark), so the 7:1 primary floor is measurably above it in both
schemes instead of being lost against a near-black or near-white default. The
tests pin that order where it exists, and the hue shift still separates the
levels at a glance.

Disabled glyphs and the Selected -> HighlightedText swap are unchanged at
every emphasis level.

* [Icons] Render the emphasis sheet for every shipped theme

The preview only rendered one theme, so a reviewer could not see that the
emphasis levels behave the same way across Fabric, Fusion, Leather,
Plasma and VelvetMarble. It now writes one sheet per theme and scheme:
the neutral, positive and negative families at all three levels, three
glyphs per family, as line, sticker and badge at 16 and 24 px, on the
window and button surfaces.

* Address review findings
2026-11-08 19:09:01 +01:00
BruebachL
e81ee02c24
[Icons] Tint semantic glyphs and add badge and sticker treatments (#7775)
* [Icons] Keep semantic red and green on themed glyphs

The one-glyph cutover recolored every icon from a single palette role, so a
disabled deck, a not-ready player and a remove button all lost the red or green
that carried their meaning.

Add Positive and Negative application colors beside the accents, ship
scheme-appropriate defaults for every theme, and resolve them through
ThemeManager. Icons now take an IconTint: a palette role for structural glyphs,
or a semantic role for states and add/remove actions. A disabled semantic icon
falls back to the disabled foreground; on a selected row a semantic tint keeps
its color only while it stays legible on the highlight, and a palette tint keeps
the existing WindowText -> HighlightedText swap.

* [Icons] Render a semantic-tint sheet for every shipped theme

The PR showed two sheets for one theme, which cannot show that the shipped
reds and greens stay legible on every palette. Each shipped theme and scheme
now gets its own sheet: both families, three glyphs, at 16 and 24 px, on the
window and button surfaces the contrast is measured against, with the
disabled tone beside each family.

The generator lives in its own test file so the preview work does not have to
move the branches above it.

* [Icons] Add a badge icon treatment

Restore the filled-disc look the ready/not-ready icons had before the
one-glyph cutover, without bringing back palette-locked art.

IconStyle::Badge composes the existing sentinel SVG at paint time: a
gradient disc, a dark ring, and the glyph re-weighted and inked for
contrast against the tone. Line stays the default and is unchanged.

Only the two state icons opt in. The add/remove icons keep the line
treatment because their old art was a filled glyph with an outline and
no disc, so badging them would invent a look the UI never had. Disabled
badges fall back to the line glyph so an unavailable control still reads
as unavailable.

* [Icons] Add a sticker icon treatment

The pre-#7595 add, remove and delete icons were filled shapes with a black
outline and no disc. A tint cannot bring that back, and the badge disc is a
different icon language, so add a third value to the existing style axis.

IconStyle::Sticker draws the sentinel glyph twice: a near-black rim at the
band width plus one rim on each side, then the tone pass clipped to the glyph
and filled with a vertical gradient. Both treatments keep the disabled
fallback to the line glyph.

The fill rule moves into theme_icon_fill: the semantic tones are tuned for
text, so a filled shape gives its tone a saturation floor, and a dark-scheme
tone is pulled down rather than up. IconTint::resolve() applies the same floor
to line glyphs, and the badge disc uses the same fill, so a line, a badge and
a sticker next to each other carry the same green or red instead of a pale
line beside a saturated glyph.

The badge's glyph ink follows the scheme: white on light-scheme tones, as in
the pre-#7595 art, and the saturated tone darkened to an outline-dark ink on
dark-scheme tones, where the shared saturated disc is light enough that white
would sit near 2.7:1. The new test pins both cases so the glyph cannot
silently flip.

resolveSvgStrokeWidth() moves the stroke-width rewrite into
libcockatrice_utility so the badge and the sticker share it; the badge's local
copy is gone.

The sticker is opted into at 17 call sites: increment, decrement and
remove_row in the deck editor, settings pages, token dialog, server dialogs
and replay/deck storage tabs. The visual database's clear-filter button keeps
its trash can (icons/delete) in the line treatment: that glyph is new in
#7595, but it is the clearer metaphor, and a sticker rim closes its lid gap
at toolbar sizes.

The preview generators also gain a semantic-tint sheet for #7775 and a
line/badge/sticker family strip, so the three PR descriptions can show the
same rendered colors.

* [Icons] Render authored theme SVG art without the SVG image plugin

`QPixmap("theme:file.svg")` needs Qt's SVG *image-format* plugin. Debian
builds that as the separate `qt6-svg-plugins` package, which is only a
Recommends of `qt6-svg-dev`, so a `--no-install-recommends` install (CI,
minimal user installs) does not have it. Authored theme art then loaded as
a null pixmap: the two authored-art render tests failed on Debian 13 and on
the Ubuntu sanitize leg while passing on a developer machine whose Qt
bundles the format.

Render authored SVG assets through QSvgRenderer instead, which is already
linked for the sentinel path and needs no plugin. Raster assets keep the
QPixmap loader. The test suite now hides the plugin directories, so the
dependency cannot come back unnoticed on platforms that ship the plugin.

* [Icons] Render a badge/sticker sheet for every shipped theme

The PR showed one theme's badge and sticker sheets, which cannot show that the
filled treatments read on every palette. Each shipped theme and scheme now
gets its own sheet: both semantic families, three glyphs, as line glyphs,
stickers and badges, at 16 and 24 px, on the window and button surfaces the
contrast is measured against, with the disabled fallback under each family.

The generator lives in its own test file so the preview work does not have to
move the branches above it.

* [Icons] Show the trash can with the sticker treatment again

The sticker sheet kept the delete glyph out of the sticker rows and explained
why: at toolbar sizes the rim closed the lid gap. The icon is used with the
sticker treatment again for destructive actions, so the sheet now shows it and
the exception note is gone.

* [Icons] Apply the CI clang-format output to the treatment preview

clang-format 18 wraps the family label and the glyph x offset differently from
the local clang-format 23. The preview test takes the CI output so the bottom
of the stack passes the style job on its own.

* [Icons] Rewrite the icon role docs in plain language

Address review: drop the AI-cadence prose from the IconStyle/IconTint and treatment headers, use ///< for the enum member docs, and move theme_icon.cpp's anonymous namespace above the IconTint definitions. No behavior change.

* Address review findings

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-08 19:09:01 +01:00
Bryce!
1ed7e45357
[PictureLoader] Improve image negotiation, cache recovery and redirects (#7703)
* Fix picture-loader cache formats, redirects and offline queue handling

* Format picture-loader changes using project style

* Address review: name decoded image fields, test cancelled requests

Use designated initializers for DecodedImage so a field reorder cannot
silently swap the image and its error string.

Extract the cancelled-request sweep shared by the dispatcher and the
single-request path into takeCancelledRequests(), and cover it: one status
retirement per vanished work item, in queue order, with live entries kept.

---------

Co-authored-by: Lukas Brübach <44814898+BruebachL@users.noreply.github.com>
2026-11-08 19:02:07 +01:00
Bryce!
078d0858a3
[Game] Reveal multiple distinct random hand cards to a recipient (#7753)
* Add distinct random hand reveals with private recipient delivery

* Route random hand reveals through PlayerActions

Keep command creation, dispatch and response handling in the game action
layer. HandMenu requests the typed operation and presents the count and
failure dialogs. Show the chosen recipient, distinguish the count action
from the immediate single-card reveal, and use the game window as parent.

* Apply project formatting to random-reveal warning construction

* Simplify random reveal to follow existing command patterns

Forward server dispatch through cmdRevealRandomCards and use ordinary PlayerActions command sending. Remove the bespoke server-version error UI and long-lived-object guards.

Reduce the test from 246 to 150 lines with two focused cases using the current RoleInfo player API, preserving distinct-card, private-event and rejected-count coverage.

* Extract the shared reveal helper and name the test's CardRef fields

RickyRister asked for cmdRevealCards and cmdRevealRandomCards to share a
helper instead of threading a randomCount parameter through the reveal
virtual. Restore the three-argument cmdRevealCards signature, resolve the
reveal preconditions and zone in resolveRevealZone, and let both commands
build their card list and hand it to revealCards, which owns the private and
public Event_RevealCards construction and the enqueue. The random command no
longer fabricates a Command_RevealCards with the -2 sentinel to re-enter the
legacy path; its behaviour is unchanged.

Name the CardRef fields in random_reveal_test instead of relying on
declaration order, and state in the user documentation that a rejected
reveal is not reported in the client, matching what the client does.

---------

Co-authored-by: Lukas Brübach <44814898+BruebachL@users.noreply.github.com>
2026-11-08 16:41:14 +01:00
BruebachL
39220a2ea9
[Refactor] Split CreateGameFormWidget out of DlgCreateGame (#7801)
* Extract CreateGameFormWidget from DlgCreateGame

* Address review findings
2026-11-08 16:22:31 +01:00
BruebachL
554368967d
[Refactor] Extract GameCreationOptions from DlgCreateGame (#7800)
* Extract GameCreationOptions from DlgCreateGame

* Address review findings
2026-11-08 16:22:30 +01:00
dependabot[bot]
870e4be310
Bump docker/login-action from 4.7.0 to 4.8.0 (#7812)
Bumps [docker/login-action](https://github.com/docker/login-action) from 4.7.0 to 4.8.0.
- [Release notes](https://github.com/docker/login-action/releases)
- [Commits](81c6f93d4b...8aa5831fb8)

---
updated-dependencies:
- dependency-name: docker/login-action
  dependency-version: 4.8.0
  dependency-type: direct:production
  update-type: version-update:semver-minor
...

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2026-11-08 16:21:03 +01:00
Lukas Brübach
6eef7a6849 Address review findings 2026-11-08 16:18:10 +01:00
tooomm
aa0c8dc7cb
[CI] Pin used GH Actions (#7716)
* pin used actions

plus some reordering and harmonization across files

* [CI] Link the version string and RNG stub into the test targets

The distribution libgtest.a now used by the Linux images makes the linker
pull more translation units out of libcockatrice_network than the fetched
googletest did. Those units reference VERSION_STRING and the global rng,
which several test targets never defined, so the instrumented Ubuntu 26.04
legs failed at link:

  undefined reference to `VERSION_STRING'
  undefined reference to `rng'

Add the generated version string source wherever a test links the network
umbrella, and define the rng stub in the tests that pull the server game
classes without declaring it. This matches what the neighbouring server
tests already do.

A full Debug build and ctest suite in the ci-ubuntu2604 image (system
libgtest.a) is green: 841 tests pass.

Fixes the nightly failures introduced by #6894.

---------

Co-authored-by: Lukas Brübach <44814898+BruebachL@users.noreply.github.com>
2026-11-08 15:45:54 +01:00
tooomm
1ca67ebb0f
[CI] Fill in empty draft releases, never rewrite published ones (#7360)
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 / 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 sanitize (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
* Check if release tag exists before blindly creating/overriding

* cleanup diff

* [CI] Fill in empty draft releases without touching published ones

The existence check skipped release creation for any existing release, which left a draft saved from the GitHub UI empty and silently reused a published release. Inspect the release instead: create it when missing, fill in the title, notes and prerelease flag of an empty draft, and leave a draft that already has a body or a published release untouched.

---------

Co-authored-by: Lukas Brübach <44814898+BruebachL@users.noreply.github.com>
2026-11-08 09:05:51 +01:00
tooomm
fb3f895cfd
[CI] Update Linux Dockerfiles (#6894)
- Install the distribution's gtest (libgtest-dev / gtest-devel) in the
  Debian, Ubuntu and Fedora images, so configuring the test suite no
  longer downloads googletest; Arch already had it.
- Drop the toolchain meta packages. g++, Ninja and cmake are all that is
  used, and make is not: Ninja is the generator on every Linux leg. The
  DEB legs keep dpkg-dev, which CPack needs for dpkg-shlibdeps when
  CPACK_DEBIAN_PACKAGE_SHLIBDEPS is on.
- Use the slim Debian bases and install Fedora packages with --nodocs.
- Define the global rng in the tests that pull the server game classes
  out of server_remote, as the other server tests already do. Debian's
  libgtest.a leaves a std::string reference undefined, so the linker
  drags server_protocolhandler.cpp and the classes behind it into any
  test that links the library, and those need the symbol.

git, ca-certificates, libcurl and OpenSSL stay: sentry-native is cloned
over git at configure time on every packaging leg, and OpenSSL also backs
CryptoUtil. mariadb-devel stays on Fedora for the same reason it is
installed elsewhere: without it Servatrice configures successfully but
silently loses its MySQL connector.

Co-authored-by: Lukas Brübach <44814898+BruebachL@users.noreply.github.com>
2026-11-08 09:01:56 +01:00
BruebachL
2b4019ccaf
[Client] Active pill for alts table, dismissed pill for report queue (#7519)
* [Client] Active pill for alts table, dismissed pill for report queue

* Apply suggestion from @ZeldaZach

Co-authored-by: Zach H <zahalpern+github@gmail.com>

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Co-authored-by: Zach H <zahalpern+github@gmail.com>
2026-11-08 09:01:11 +01:00
BruebachL
53f69c9216
[Alts] Server-side search controls, IP counts, adjustable window (#7517)
* [Alts] Server-side search controls, IP counts, adjustable window

Plumbs the match-type chips through to the server: include_email/include_clientid/include_ip skip disabled identifier types in both matching and frontier expansion, so excluded types (e.g. throwaway domains) never enter the graph at any depth. Session lookback becomes adjustable (session_months, clamped 1-24, default 6). Each alt row carries ip_count, the distinct recent session IP count shown in a new IPs column. All proto additions are optional with old defaults, so old clients/servers interoperate.

* Fix remaining review threads on the alts search controls

- Disable keyboard tracking on the depth and window spin boxes so typing a
  two-digit value sends one search, not one per digit.
- Reload the user under investigation on a filter change instead of reading
  the search box, which could switch to a name never submitted.
- Keep a chip's last match count while it is unchecked; the server omits
  unchecked match types, so the label used to drop to "(0)".

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-08 08:59:51 +01:00
BruebachL
2fba13753b
[Client] Alt badges, breadcrumb trail, investigate button (#7516)
* [Client] Alt badges, breadcrumb trail, investigate button

AltTableDelegate paints palette-tinted match badges with paint-through selection, style warning/critical icons on nonzero counts, and font/elision handling. TabAlts gains a clickable breadcrumb trail, an Investigate-this-user button, and bold usernames. Async alts responses are guarded against stale investigations.

* [Client] Fix alt badge and trail review findings

- Drop the dead VPN warning branch: rowVisible() already hides IP rows
  above the threshold, so setVpnThreshold(), its member and the spin-box
  connect never took effect.
- Dim IP rows at shared_count > 2 instead of > 1: the count already
  includes the investigated account, so every IP row was dimmed.
- Truncate backStack when a breadcrumb is clicked instead of pushing the
  current user again, so the trail keeps a single path and Back works.
- Word-wrap the trail label so a long chain cannot widen the tab.
- Extract the status/match pill painting into widgets/utility/pill_painter
  and use it from both delegates instead of duplicating it.

* [Client] Route investigate() through the trail helper

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-08 08:59:50 +01:00
BruebachL
18f9b26a3d
[Client] Report queue dashboard and status pills (#7515)
* [Client] Moderation and alts dashboards

Turn the two staff tables into dashboards without behavior changes: TabModeration gets an identity header (display-size name, status, registered/last-login subline), Reports/Warnings/Bans/Alts count cards with an Open-graph deep link, full-width admin notes, and Alts/Sessions/Staff tabbed sections with tab memory. TabAlts gets toggle chips with match counts, bold usernames, palette-token dimming of shared-IP rows, and a resizable side card for the selected-user timeline with selection restore. Row activation works via Enter as well as double-click; async responses are guarded against stale investigations and retranslation re-applies cached dashboard data.

* [Client] Report queue dashboard and status pills

TabReport becomes a dashboard: selected-report identity header (display-size user, bold status, category/time/room subline), Description/Chat/Comments/Reported-user tabbed sections with tab memory, always-visible user context with empty cues, and bold reported users. ReportStatusDelegate paints palette-tinted status pills with paint-through selection, translated status strings, and font/elision handling. report_utils gains formatReportStatus plus an opt-out status-color flag so the delegate owns color in the mod queue while the user dialog keeps its colors. Async responses stay guarded; retranslation re-applies header and comment states.

* Fix remaining review threads on the report queue dashboard

- Read the raw report status from Qt::UserRole in DlgMyReports, so regular
  users can comment on their own open reports again.
- Exclude the server's depth-0 seed row from the related-alt count.
- Dim only IP matches shared by more than the pair, not every IP match.
- Activate alts rows on double-click or Enter instead of `activated`, which
  fires on a single click on single-click platforms.
- Fold the reported-user bolding pass into the fill loop.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-08 08:59:50 +01:00