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10 commits

Author SHA1 Message Date
BruebachL
9b0d62c152
Close all zone views of a leaving player to avoid crashing (#4298) (#7270)
When a player left, GameScene::removePlayer iterated zoneViews while close()
synchronously removed the current view from that list. A judge with several open
views of the departing player (e.g. library and hand) only had the first one
closed; the remaining views were skipped and left pointing at a player that was
about to be deleted, crashing the client on the next access.

- GameScene::removePlayer: iterate over a copy of zoneViews
- GameScene::toggleZoneView: same fix for the identical iteration bug

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-07 02:51:38 +02:00
BruebachL
d974501277
[GameScene] Sever connections properly. (#7191)
* [GameScene] Sever connections properly.

Took 2 minutes


Took 54 minutes

* [GameScene] Sever animated item destroy connections at teardown

Fix crash when a replay's board is closed (GameScene teardown abort).

The old QObject::disconnect(nullptr, nullptr, this, nullptr) is invalid per
Qt docs (the sender must never be nullptr), so it never severed the PMF
destroyed -> GameScene::removeAnimatedItem connections that fire when
QGraphicsScene::~QGraphicsScene -> clear() destroys the remaining items.

Store the QMetaObject::Connection handle for each animated item and
disconnect them all in ~GameScene via the connection-handle overload.
Dedup connections on the connection map rather than animatedItems, since
the animation timer clears animatedItems on completion, which let a
re-registered item (e.g. a life counter flashed repeatedly) accumulate
orphaned duplicate destroyed connections that survived teardown.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-01 11:31:11 +02:00
BruebachL
e12293bb28
[GameScene] Don't just sever self connections, sever them all. (#7188)
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Took 21 minutes

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-26 02:22:57 +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
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

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-14 10:44:17 +02:00
BruebachL
48776cfeba
[Game] Generic Animation Interface (#7098)
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* Introduce generic IAnimatedItem interface for scene animations

GameScene's shared 10ms animation timer previously only knew about
CardItems (cardsToAnimate). Generalize it so any scene item can tick on
the shared timer instead of owning its own QTimer:

- New IAnimatedItem interface with a single animationEvent() tick.
- GameScene tracks animated items in a QHash keyed by QObject and
  auto-unregisters items when they are destroyed, so an item deleted
  mid-animation (concede, removePlayer, deleteLater) can never leave a
  dangling pointer in the set.
- GameScene::~GameScene disconnects incoming connections before the
  animation timer is deleted; all timer stops are null-guarded so
  destruction ordering no longer matters.
- AbstractCardItem implements IAnimatedItem with a no-op tick so the
  existing tap-animation registration path keeps working; CardItem
  overrides it with the real rotate animation.

Took 5 minutes

* Add Enable/Disable all animations buttons to settings

The animation settings group gets two push buttons that toggle every
per-effect animation checkbox at once. The base branch carries the
buttons and the shared slots; per-effect toggles (life counter,
battlefield, arrow draw) are added by the feature branches on top.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-12 20:36:33 +02:00
BruebachL
adf574e038
[Settings] Shuffle some settings around (#7084)
* [Settings] Shuffle some settings around

Took 21 minutes


Took 1 hour 25 minutes

* [Settings] Camel case everything

* Revert debug schema change

* Add new classes

* Fix card counters writing to global

* Fix CI tests

* Fix Windows CI

* interface() is a protected keyword for MSVC

Took 5 minutes

Took 5 seconds

* [Settings] Keep menu settings on the appearance settings page

Leave the 'Menu settings' group box on the appearance settings page for
now; relocating it to the user interface settings page will be done in a
separate PR.

Took 6 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-08 22:27:41 +02:00
BruebachL
6260bd1ed1
[GameScene] Arrow Graphics destruction safety (#7062)
Took 13 minutes

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-07-28 02:47:23 +02:00
BruebachL
12f0f59453
[Settings] Split cache_settings monolith into multiple SettingsManager sub-classes (#7050)
* [Settings] Split cache_settings into multiple files

Took 9 minutes

Took 4 minutes

* [Settings] Fwd declare settings classes in cache_settings

Took 15 minutes

* Fix oracle includes.

Took 8 minutes

* Address comments, fix windows CI

Took 8 minutes

* fix copy constructor visibility

Took 3 minutes

* lint

Took 2 minutes

* Fix native format tests.

Took 5 minutes

* Remove test header guard

Took 4 seconds

* Remove tests invalid in CI environ

Took 24 seconds

* Adjust to rebase.

Took 11 minutes

* Change settings file name.

Took 8 minutes

---------

Co-authored-by: Lukas Brübach <lukas.bruebach@bdosecurity.de>
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-07-27 11:25:39 +02:00
BruebachL
da4ba222c0
[Game] Move graphics out of game and into game_graphics (#6928)
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* [Game][Player] Pull out graphics_items out of player_logic

Took 25 seconds


Took 9 minutes

* [Game] Move graphics files into game_graphics

Took 1 minute

Took 2 minutes

Took 23 seconds

Took 1 minute

Took 2 seconds

* Include.

Took 4 minutes

Took 3 minutes

Took 4 minutes

Took 1 minute

Took 3 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-06-09 09:51:13 +02:00
Renamed from cockatrice/src/game/game_scene.cpp (Browse further)