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b1c8f156dc
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[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> |
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6138fbd0a0
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[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> |
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c7e8422808
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[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 |
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3e2884e6e1
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[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 |
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e81ee02c24
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[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> |
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1ed7e45357
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[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> |
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078d0858a3
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[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> |
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39220a2ea9
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[Refactor] Split CreateGameFormWidget out of DlgCreateGame (#7801)
* Extract CreateGameFormWidget from DlgCreateGame * Address review findings |
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554368967d
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[Refactor] Extract GameCreationOptions from DlgCreateGame (#7800)
* Extract GameCreationOptions from DlgCreateGame * Address review findings |
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aa0c8dc7cb
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[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> |
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fb3f895cfd
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[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> |
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d9cd308a2e
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Show the library edge on the card in limited deck views (#6741) (#6741)
Limited deck views (view top/bottom N cards, scry, surveil) made it ambiguous which card was the top or bottom of the library. Label the card itself with a small in-view marker instead of placing text above or below the whole zone, which became ambiguous once the grid used several columns or the window was resized. The marker stays on the part of its card that the column leaves visible: for a top view, the right end of the exposed strip of the first card; for a bottom view, the bottom-left corner of the last, fully visible card. The view logic now answers whether it is a limited library-end view and which edge it shows. The graphics zone draws and positions a marker on the first or last displayed card, and re-translates its tooltip with the rest of the zone view. Co-authored-by: Lukas Brübach <44814898+BruebachL@users.noreply.github.com> |
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4b224f7fe5
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Translate the filter string error at display time (#5283)
Keep the parser message untranslated so FilterStringLog stays in the source language, and format the user-facing text in error() instead. That gives both consumers what they need without localizing the log. Q_DECLARE_TR_FUNCTIONS provides the tr() context without deriving from QObject, which would have deleted copy/move assignment and broken the by-value uses in PlayerActions and ViewZone. Drop the unreachable line-number branch; peglib reports 1-based lines, so every message keeps master's "position" wording. Co-authored-by: Lukas Brübach <44814898+BruebachL@users.noreply.github.com> |
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74686d1736
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[Client] Added an exclude and color identity filter for the visual database display (#7587)
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* [Client] Add exclude and color identity filters to the visual database display * [Filters] Extract the color filter mode derivation into libcockatrice_filters The mode table and the 'which mode produced this filter set' derivation are filter semantics, not widget code, so they belong next to CardFilter rather than in an anonymous namespace in the client. Moving them also makes them testable: filter_mode_test pins every mode, the Custom fallback and the 'keep the live mode when it still fits' rule. * [Tests] Cover the negated color identity query ci! read the camelCase colorIdentity property instead of the lowercase coloridentity key, so it matched the empty string and rejected every card. The new case uses a card whose colors and color identity differ, so it fails on the old lookup and passes on the fixed one. --------- Co-authored-by: Lukas Brübach <44814898+BruebachL@users.noreply.github.com> |
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64c7809332
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[DlgCreateGame] Heap-allocate create game dialog to prevent crash on parent deletion (#7777)
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* [DlgCreateGame] Heap-allocate create game dialog to prevent crash on parent deletion * [Tests] Run the short-write cases without forking a death test The three cases that force a write failure - CardDatabaseTest.Xml4ShortWriteKeepsInstalledFile, OracleDatabaseWriter.ShortWriteKeepsPreviouslyInstalledDatabase and SpoilerFileTest.ShortWriteLeavesExistingFileIntact - all forked a child, lowered RLIMIT_FSIZE and ignored SIGXFSZ. That child is killed by SIGSEGV on the macOS runners, so all three have been red on every macOS leg of master since they landed, while the same cases pass on Linux. Cap the soft limit in the test process instead: ctest already runs one case per process, and the guard restores the limit and the SIGXFSZ handler, so a whole binary keeps working. Same real EFBIG failure, no fork, and macOS keeps its coverage of the writers. * [CI] Derive DEBUG_TEST and RUN_TESTS in the nightly job The shared steps gate on both, but build-linux-nightly never set them, so its coverage leg skipped "Build debug and test" and then failed collecting a report from an empty build/ directory on every nightly and tag run. continue-on-error kept the run green, so the coverage artifact silently never existed. Derive both exactly as the pull request job does. --------- Co-authored-by: sentry[bot] <39604003+sentry[bot]@users.noreply.github.com> Co-authored-by: Lukas Brübach <44814898+BruebachL@users.noreply.github.com> |
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e22a75974a
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[Icons] Add an icon asset ratchet test (#7596)
* [Icons] Add an icon asset ratchet test The icon rules were enforced by review only, so the next Inkscape export could reintroduce a baked fill or a physical size without anyone noticing. Add a test that rejects non-24 viewBoxes, physical sizes, editor metadata, hardcoded paints, missing tokens, color-coded filenames, and rasters. Keep the legacy baseline empty so the ratchet can only tighten. * [Tests] Drop the empty icon baseline The legacy icon set is fully paid down, so the ratchet had nothing left to ratchet: BaselineIsWellFormed required the baseline to be empty, which made the baseline file, the stale-entry diff and the entry-format regex unreachable. The rules are enforced directly now. - AssetsFollowTheRules fails on any violation of collectViolations(). - tests/icon_assets/icon-baseline.txt is gone with its reader. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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627c7a83aa
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[Icons] Migrate UI glyphs to palette-token SVGs (#7595)
* [Icons] Migrate UI glyphs to palette-token SVGs Runtime inversion is not a theming system: it rotates hue, breaks duotone art and mishandles alpha, and a QPixmap snapshot cannot follow a palette change. Redraw the top-level UI glyph set on a 24x24 grid with `currentColor` as the paint token, drop Inkscape/Sodipodi cruft, and delete the icons whose metaphor was duplicated (cogwheel/gear -> settings, scale_balanced -> scales, update.png -> reload). Load the glyphs through `loadThemedIcon` so the engine resolves the token from the palette on every request, and let `themePixmap` use the same resolution for one-shot pixmaps. `loadColorAdjustedPixmap` is gone; every caller now keeps a QIcon, which `SettingsButtonWidget::setButtonIcon` accepts instead of a QPixmap. Content art (mana, counters, countries) keeps its authored colors. Add a render test covering aspect ratio, palette flips, icon modes and high-DPI pixmaps. * [Tests] Keep the icon render test QApplication alive until exit Creating it as a function-local static tears it down before Qt's library statics at exit, and libQt6Network then runs QObject destructors against freed memory — a SEGV the sanitizer leg reports after the tests have already passed. Leak the application instead, the usual pattern for a test binary. * [Icons] Render lock and dropdown glyphs through the icon engine Both generators rendered the sentinel SVG to a fixed height x height pixmap at DPR 1. The pre-migration path rendered larger and let QIcon scale it, so on a 2x display the games-list lock (13px) and the banner dropdown arrow (24px) came back crisp; the new path hands the widget a DPR-1 bitmap that gets upscaled and blurred. - The games list asks the themed engine for `icons/lock` directly, so the item view paints it at the device pixel ratio and the lock also follows HighlightedText on a selected row. - The dropdown goes through `loadThemedIcon(...).pixmap(size, dpr)`, which keeps the glyph's aspect ratio and renders at the requested ratio. - LockPixmapGenerator has no consumer left, so it and its cache are gone. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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b04d8b88ac
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[Icons] Add SVG currentColor sentinel resolver (#7593)
Qt's SVG renderer has no CSS cascade, so a `currentColor` fill has to be substituted before the bytes reach QSvgRenderer. - Match and replace on bytes: both the sentinel and the replacement are ASCII, so the document never goes through a UTF-16 round trip, and files that are not valid UTF-8 survive unchanged. - Document that the match is a plain case-insensitive substring, so an identifier that merely starts with the sentinel gets rewritten too. Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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0de92c06f8
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[Spoilers] Preserve spoiler files through update and reload failures (#7707)
* Preserve spoiler files and serialize update reloads * Surface spoiler removal reload failures and allow disabled-state retry * Address review feedback on spoiler update lifecycle Only remove the spoiler file when the user unchecks the setting; opening Settings no longer queues an unrequested reload for a leftover file. Remove the spoilersUpdatedSuccessfully signal, which had no receiver. * Fix spoiler settings state after reopen and while disabled Reopen Settings while an application-owned update is running: the new page now observes that updater, so the button reads Updating... and re-enables on completion instead of offering a second update that cancels the first. Observation does not take ownership: only updaters the page creates are retired with deleteLater, because the launch check is stack-allocated. When spoilers are off, the hint now describes what Reload Card Database actually does, stays readable, and wraps instead of clipping. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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3a656c9c4a
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Preserve installed card databases when Oracle refresh fails (#7739)
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* Preserve installed card databases when Oracle refresh fails * Fix the Oracle refresh verdict and cover the parser write path A background refresh that already installed cards.xml exited 1 when the token save afterwards failed, so the client kept its old in-memory database and reported the update as failed. Return the same verdict main() already computes: a reject after the database was written is a successful update. Cover the writer Oracle actually uses: add a short-write death test for CockatriceXml4Parser::saveToFile, which reverted to QFile would truncate an installed database without any test noticing. Route a failed background token download through reject() instead of a modal box on a hidden wizard, which left the client waiting with no timeout and blocked later updates. Test the first non-space byte in place rather than copying the payload, and report an import refusal with the importer's own message. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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e558c0dffa
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[Banner] Keep horizontal user banner crops inside the artwork (#7742) | ||
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5ea16c805f
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[Server/Client/Protocol] Shuffle or reorder player seats before a game starts (#7398)
* [Protocol] Add shuffle players option and player order command/event Adds a 'Shuffle players at start' option to game creation plus a local player id on the game state so clients can reconcile seat changes, and a SET_PLAYER_ORDER command (1206) with a PLAYER_ORDER_CHANGED event (2023) so the game host can set or randomize the seating order. Took 6 minutes * [Server] Shuffle and reorder player seats before a game starts Auto-shuffles the seats at game start when enabled (now for games with two or more players instead of three or more) and handles the new SET_PLAYER_ORDER command so the game host or a moderator can reorder or randomize the seats before the game starts. Re-seating re-keys the player ids while keeping the per-user game/seat routing and persistent player records in sync, then broadcasts the new order to everyone. * [Client] Add shuffle players option and turn order dialog Adds the 'Shuffle players at start' checkbox to game creation and a host-only 'Set turn order...' action that opens a dialog to reorder or randomize the seats before the game starts. Seating changes are shown in the game's message log. * [Client] Move the turn order dialog strings into retranslateUi Follows the DlgInviteToGame convention so the dialog can be retranslated instead of freezing its strings at construction time. * [Server] Keep player ids stable across seat shuffles * [Client] Lay out table and turn order dialog in seat order * [Server] Send game-joined player list in seat order * [Client] Reword the shuffle option to match its behaviour * [Client] Address the seat-order review comments - Give the game setup checkboxes a row of their own so they no longer collide in the create-game dialog - Rename DlgTurnOrder::randomize() to isRandomizeRequested() - Document what the ids in GameState::seatOrder mean - Keep "Set turn order..." in sync with the game: hidden for non-hosts and once the game has started, re-shown when the game ends or hosting moves to the local player (new GameState::hostChanged signal) * [Client] Do not preview a randomized turn order Randomizing is a request to the server, not a local shuffle. Shuffling the list locally meant the dialog showed an order the server then discarded, and let the host re-open it until a favourable order appeared. The dialog now switches to a mode that says the server will randomize and toggles back to the manual list on request. * [Client] Let moderators set the turn order The server accepts SET_PLAYER_ORDER from the host or a moderator, but the client hid the action from everyone except the host, making the moderator branch unreachable. Visibility and the handler now share canSetTurnOrder(). * [Server] Rely on the player order event instead of a full state resend cmdSetPlayerOrder re-sent the whole game state after reseating, so every client reloaded its deck view mid-lobby for no reason. The new seating reaches clients through the Event_PlayerOrderChanged that reseatPlayers broadcasts. * [Client] Show random turn order in the game selector The restrictions column listed "open decklists" but not the new seating option, so a joining player had no way to see that seats will be randomized each game. Game info already shows the disabled checkbox. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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ca2301bc96
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Fix deck export and mana group ordering (#7729) | ||
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d8700b2947
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[Fonts] Add AppFont roles and FontConfig fonts.toml round-trip (#7534)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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94f7de42f2
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Fix user card games for offline users and stale requests (#7738) | ||
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dc4aa19d23
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Import Moxfield signature spells into the deck [skip ci] (#7751)
Co-authored-by: Codex <codex@openai.com> |
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bc09ec6afe
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[Client] Make DeckStateManager::decrementCard remove tokens from the token zone if the token is not in the given zone (#7588)
* Fixed decrementCard for tokens not using the token zone
* Removed dead function actDecrementCard
Updated documentation
* Fixed no-op, added documentation
* Removed stray blank line
* Allow finding card nodes even if no database entry exists for the given card
* Added DeckStateManager tests
* Added tokens on mainboard test
* Added if checks and sorted sources
Added if checks
* Library include fix
* Renamed zone to targetZone
* Revert "Allow finding card nodes even if no database entry exists for the given card"
This reverts commit
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9f30892dff
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[Client] Fix crash when local game commands are sent after shutdown (#7714)
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* [Client] Fix crash when local game commands are sent after shutdown * [Network] Fix formatting in local client debug log * [CI] Keep the vcpkg submodule pointer on the manifest baseline vcpkg.json asks for builtin-baseline 9eec002 (vcpkg 2026.10.16), but the submodule gitlink was still at 9e593bb. The runners check submodules out shallowly, so vcpkg-tool cannot read versions/baseline.json out of the baseline commit and every vcpkg leg (Windows and all macOS) fails in CMake configure with: failed to `git show` versions/baseline.json git phrases that as "path ... exists on disk, but not in <sha>" even when the commit is simply absent from the shallow clone, so it reads like a tooling or network failure rather than a mismatched pointer. Point the submodule back at 9eec002, and add a cheap job that fails when the gitlink and builtin-baseline disagree, before the five build legs pay for it. --------- Co-authored-by: sentry[bot] <39604003+sentry[bot]@users.noreply.github.com> Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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62e590d300
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[ServerGame] Refactor out spectator/judge bools into RoleInfo (#7761) | ||
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a1a8a59f4a
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[VisualDatabase] Draw the card grid with a model/view (#7701)
* [VisualDatabase] Draw the card grid with a model/view instead of a widget per card The visual card database built one CardInfoPictureWithTextOverlayWidget per card, 100 per page, and tore them down on every search, resize and scroll page. It also looked each card up again by name from the model row, kept a shadow QList<ExactCard>, and carried paging state plus a 5 s timer that only existed to defer the first page. Replace that with a real view on a flattened model: - CardDatabaseDisplayModel gains CardInfoRole and cardInfoAt(), so a view can get the CardInfoPtr behind a proxy row without a name round trip. - New CardDatabaseVisualDisplayModel (libcockatrice_models) flattens the filtered and sorted proxy into one entry per displayed card picture: the preferred printing normally, every printing of the selected sets while set filters are active. Proxy changes rebuild it on a 30 ms coalescing timer. - New CardDatabaseVisualView (QListView IconMode) paints only visible rows through the new CardPictureDelegate, keeps the old interaction contract (left/right/middle press -> cardClicked, hover -> cardHovered, Ctrl+wheel resize, no selection, no focus stealing, scroll to top on a new result) and repaints when CardPictureLoader reports an async image. - CardSizeWidget::enableCtrlScrollResize() also watches scroll-area viewports, which is what makes Ctrl+wheel work over a QListView. - VisualDatabaseDisplayWidget drops the paging, the shadow list, the dead members and the 5 s timer. Behaviour-preserving: no gameplay change, no new user-facing strings. * [VisualDatabase] Fix the card grid wheel step QListView hands the delegate's item height to the scroll bar as its single step under ScrollPerPixel, so QAbstractSlider moved wheelScrollLines() whole card rows per notch. Handle the wheel in the view instead: one line is an eighth of the grid cell, so a notch moves about a third of a card row at any card size and still follows the OS line count. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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3cf8bdb00e
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[Tests] Add a headless game logic regression suite (#7702)
* [Tests] Add headless game logic regression suite Cover CardState, CardZoneLogic and the Command_MoveCard protobufs PlayerActions emits, against libcockatrice_game with a recording AbstractClient and no graphics. The old game_smoke_test cases are migrated into the new suite. * [Tests] Cover game event application through GameEventHandler Feeds GameEventContainers through the real dispatcher and asserts the resulting zone and card state: move (including face down), the set-card-attr attributes plus the all-cards and does-not-untap branches, card counters, attach/detach, zone reveal properties, and drawing named cards from the deck. * [Tests] Replay a synthetic game state through the dispatcher Builds a GameReplay in code, feeds its containers through the same GameEventHandler path the client uses, and asserts the materialized players, zones, cards and attachments plus event ordering for move, attributes and counters. A small headless zone view stands in for the graphics side where processPlayerInfo asks for card items. * [Tests] Cover card flip, destroy, token and turn events Adds the remaining state-mutating event handlers: flip (face down keeps the ref, face up adopts the printing), destroy (removes the card and un-attaches its attached cards), create token (database P/T unless provided or face down) and player properties changed under the concede/unconcede contexts, plus active player and phase. * [Tests] Cover player lifecycle and counter events Adds the player-level events that mutate session state: leave removes the player from the manager, kicked emits gameClosed, game closed flips the closed flag and clears the started flag, host changed moves the host role to another player, and create/set/delete update the player counters with unknown ids ignored. * [Tests] Drive the zone view request through addCard The test emitted createCardRequested itself and then asserted it was emitted. Registering a ZoneViewZoneLogic on the zone and adding a card exercises the real prepareAddCard -> signal path, so the assertion now fails if addCard stops asking the graphics side to build the card. * [Tests] Skip the card database when listing tests gtest_discover_tests runs the binary with --gtest_list_tests during the build. That process built the card database and replaced its default path provider, leaving allocations that the sanitizer leg's default LeakSanitizer check reports at exit, so discovery failed on Ubuntu 26.04. No test runs in list mode, so return before the database setup. * [Tests] Fix fixture comment nit Wraps the RecordingClient::sent member name in backticks in the comment. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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5134e72eb4
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[Settings] Store server profiles with QSettings arrays (#7629)
The server list used hand-numbered saveName%1/server%1 keys and an O(n) shift loop to delete entries. Store the profiles with beginReadArray and beginWriteArray instead, and migrate the legacy keys once in the constructor so existing profiles and saved passwords survive. SettingsManager::batchWrite no longer disables atomic sync, so a batch is still written through QSettings' atomic save. Add tests for add, update, remove, password updates and the legacy migration. Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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b37c8b828f
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[Utility] Budget scrypt's XY array in the derivation memory limit (#7712)
deriveKey passes maxmem = 128nr + 128rp + 4096 to EVP_PBE_scrypt, but scrypt also allocates XY at 256r bytes. costParamsAreSane accepts r up to 32, so any server asking for r >= 17 made derivation fail and the client report a login abort it could never recover from. Cover the XY array and add a regression test at the accepted-range boundary. Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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ce543896f5
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[Tests] Use QtTest for model contracts and signal spies (#7630)
Qt6::Test was linked into every test but never used. Add a small RAII QAbstractItemModelTester helper and apply it to the deck list model, the card database model and display proxy, and the sets model. Add QSignalSpy coverage for the card-added and download-settings signals, and assert explicitly that a card row is a leaf with no child columns (the tester does not check that). The contract checker immediately found four model bugs, fixed here: - DeckListModel allowed children below non-zero columns. - CardDatabaseModel reported every card as a child of every card row. - CardDatabaseModel reported six columns for a valid (leaf) card index. - CardDatabaseDisplayModel claimed more rows were fetchable while rowCount already exposed them all, so fetchMore() inserted duplicates. Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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50a2ae9cc8
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[Server/Client] Enforce and complete the forced password change at login (#7680)
checkUserPassword ignored force_password_change on the challenge-response path, so a reset password stayed valid. Returning PasswordChangeRequired was not enough on its own: the session was dropped and the client told the user to ask the administrator for the temporary password they had just used. The pending session now keeps its identity without registering a user session or announcing a join, may only ping and change its password, and the client completes the change in-session before reconnecting. Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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00151380e3
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[CardDB] Break the CardInfo <-> CardSet cycle on reload (#7645)
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* [CardDB] Drop the CardInfo self pointer The weak self pointer had to be assigned right after every construction, and a missed assignment silently stopped change notifications. CardInfo is always owned by a QSharedPointer, so it now derives from QEnableSharedFromThis<CardInfo> and asks for sharedFromThis() instead: nothing to initialize, and the CardSet cycle stays broken. CardSet::newInstance() also loses the commented-out self-pointer assignment left over from the same design. * [CardDB] Pin the cardInfoChanged contract without the self pointer Dropping CardInfo's self pointer moved change notifications onto QEnableSharedFromThis, so the signal now rests on the card being owned by a QSharedPointer. Two tests pin that down: - A property change on a card owned by a CardDatabase still emits cardInfoChanged() carrying that card, which is what the card database views and models listen to. - clone() starts out unowned, so a change to the clone is reported as the clone's and must not reach the original's observers. * [CardDB] Treat an unowned CardInfo as a bug, not a no-op Every CardInfo is built inside a QSharedPointer (both factory overloads and clone()), and no constructor notifies anyone, so sharedFromThis() is always available by the time addToSet() or a setter runs. Assert that and warn in a released build, instead of silently skipping the notification or the set append. The copy constructor keeps its explicit QEnableSharedFromThis initializer: GCC's -Wextra warns about the uninitialized base in every translation unit that copies a CardInfo otherwise. A comment there records that the clone deliberately starts unowned. * [CardDB] Break the CardInfo <-> CardSet cycle on reload CardSet is a QList<CardInfoPtr> and CardInfo::addToSet() appends the card to its sets, while a card keeps a CardSetPtr per printing in setsToPrintings. The sets therefore hold strong references back to the cards, and the previous database snapshot stayed alive after a reload, so RSS grew by roughly a second database on every reload. Empty the sets before the cards are dropped: CardDatabase::clear() and swapInDatabaseData() clear the sets before replacing the containers, and removeCard() detaches the card from its sets, so nothing keeps a card alive on behalf of a set once the database lets go of it. Two tests pin the behaviour: a reload and a clear() must drop the last strong reference to a card from the previous snapshot. * [CardDB] Keep the set detach in one place clear() and swapInDatabaseData() both emptied every set before dropping the cards, so share that as detachSetMembership() instead of two copies that have to stay in sync. removeCard() now detaches through the first printing of each set directly, the same way CardInfo::newInstance() appends, instead of an inner loop that always breaks after the first item. Because clear() empties the sets up front, its per-card detach was walking every card's printings to remove it from sets that were already empty. Split removeCard() into the per-card detach and unindexCard(), and let clear() call only the latter. * [CardDB] Test that removeCard detaches the card from its set removeCard() is the one teardown path a caller can trigger for a single card (the token editor uses it), and it now detaches the card from its sets as well. Without that detach the set's strong CardInfoPtr keeps the removed card alive forever, which is exactly what the reload and clear tests pin for the whole-snapshot paths. The test loads the fixture, removes Cat, and requires the card to be gone from the CAT set and to be destroyed once the test drops its own reference. * [Servatrice] Drop the settings cache from the logger #7602 removed #include "settingscache.h" from server_logger.cpp but left isLoggingEnabled() reading settingsCache, so master no longer compiles: the servatrice target fails on the undeclared global and server_logger_test, which compiles the same file without main.cpp, fails to link it. The same commit made reloadConfig() the single place that stores writelog and the log filters, precisely so logging threads stop reading the global QSettings. isLoggingEnabled() now mirrors logMessage() and reads those members instead: the console is a sink of its own, and the logfile needs an open file plus writelog. The mutex is mutable so the const query can take it. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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825aba953a
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[Servatrice] Fail loudly when startup initialization fails (#7602)
* [Servatrice] Exit non-zero when server initialization fails initServer() reported every startup failure through a zero exit code: the database could not be opened, the server printed nothing of its own, and the process looked like a clean shutdown. Log the two refusal reasons at critical level and return 1 so supervisors and the Docker exit status can tell the difference. * [Servatrice] Keep console logging independent of the logfile logMessage() returned before the console echo unless a logfile was open and server/writelog was true, so --log-to-console produced nothing when server/logfile was empty or could not be opened. That is how a refused database connection could end in a silent exit. Print to the console before the logfile gates, drop the duplicate echo from flushBuffer(), and read writelog/logfilters once in main instead of calling the non-thread-safe global QSettings from every logging thread. * [Servatrice] Uninstall the log handler before tearing down globals The handler reaches into the global logger and settingsCache. Leaving it installed while main deletes those objects turns any Qt warning emitted during QCoreApplication/QFactoryLoader teardown into a use-after-free; with QT_DEBUG_PLUGINS=1 that warning exists, and Servatrice died with SIGSEGV in QSettings::value() on the way out. * [Servatrice] Buffer console logs on the logger thread Address review feedback on the startup failure change: - Append console lines to a buffer drained by the logger thread, so a stalled stdout reader cannot block game threads. - Report islServer->errorString() instead of the literal call text. - Let the constructor reuse reloadConfig() instead of parsing the filter list twice. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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52d3978f84
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[Build] Let AUTOMOC process library headers (#7638)
The 13 libraries using qt6_wrap_cpp(MOC_SOURCES ${HEADERS}) listed their\nheaders twice and depended on a generated source list. Add the headers to the\ntarget sources directly and delete the qt6_wrap_cpp call; AUTOMOC scans them\nand generates the same moc output.\n\nThe change exposed that server_card_counter_test never defined the rng global\nthat the server remote library references; every sibling server test does.\nGive the test the same definition so the target links.\n\nVerification: full client, Oracle, server and test build passed.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
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345b0e8ba9
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[Refactor] Move game logic into libcockatrice_game (#7437)
* [Refactor] Move game logic into libcockatrice_game * [Refactor] Include card_state.h in player_actions.h * [Game] Inject settings providers into libcockatrice_game, drop Widgets * [Game] Follow base rename to createCardRequested after rebase * [Game] Drop unused CardItem forward declaration * [Game] Fix includes after moving game logic into libcockatrice_game --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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47c90cda10
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[Refactor] Give graphics zones a card item cache and own card placement (#7427)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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bbc7e462ff
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[Installer] Graceful close and a way out of a stuck update (#7687)
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* [Installer] Stop calling the payload free while an executable is locked The guard answered "nothing is holding the payload" from two lookups that can both miss a running instance: Restart Manager does not reliably report a program's own image or the modules it mapped, and the image path of a process running under another account cannot be read from the probe at all. A user log showed exactly that: the first guard passed while cockatrice.exe was running from the directory, the old uninstaller silently skipped the file it could not delete, and the update aborted half an uninstall later with "cancelled by user" after a close attempt the running window ignored. Ask the file itself. A running image is opened without write sharing, so the write open replacing it needs is refused with ERROR_SHARING_VIOLATION for as long as the program runs, while a file that is merely being read still accepts it. When neither lookup named anybody and a payload executable refuses that open, the probe answers that the file is in use and that the program holding it could not be identified - the guard's "could not confirm" dialog, whose Retry works once the user has closed it - instead of passing the payload as free. Only the payload executables are tested, not every file the purge removes: a locked executable proves a program is running and a mapped DLL belongs to a running executable, while a locked DLL or qt.conf can be the asking process itself, which is the loop the guard already had. The open is retried once after 300 ms, and only for the files that refused, so a scanner holding a file for a moment cannot stop an install for nothing. The Windows probe check now covers that answer: a payload executable held by the asking process, so that it cannot be named, has to come back as in use rather than as free. Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> * [Installer] Close running clients over a local socket The installer could only ask a running client to close with WM_CLOSE, which an instance hidden in the notification area or sitting on its own confirmation cannot answer usefully. Give every client a per-process local socket and have the holder probe ask it there first, falling back to WM_CLOSE for clients from before the socket. * [Installer] Offer to check again or update by hand when files stay locked Replace the two-answer guard prompt with force close, close by hand and check again, or cancel. Retry the automatic close while the set of holders changes, and point a cancelled run at the latest release so a user who does not want anything killed has a way forward that is not cancelling the update again. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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0369aaffa9
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[Installer] Name only the payload programs installed in the directory (#7684)
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The running-instance lookup named every process whose image path began with the install directory, subfolders included. Installing into a folder that holds another application in a subfolder therefore reported that application as holding the previous version, and nothing the guard offers could clear it: the close asks cockatrice.exe only, and the end answer refuses anything that is not a payload program. Both answers were no-ops, so the update could only abort and tell the user to close a program that was never touching the files. Name only the programs the payload installs, and only when the image lies in the install directory itself. A program below the directory that really does hold a payload file is still named by the Restart Manager lookup, which is the lookup for that question. The Windows probe check now covers a payload-named program in a subfolder and a program the payload does not install; both have to come back as nothing. Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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675e1f7447
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[Translation] Name languages without reading the translation files (#7662)
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* [Translation] Name languages without reading the translation files The language selector derived every label from the language's own .qm file: it loaded the file and translated the literal "English" in the "i18n" context. lupdate could never extract that literal from the callers, which pass the DEFAULT_LANG_NAME macro, so a dummy QT_TRANSLATE_NOOP in cache_settings.cpp existed to give it something to extract. #7050 deleted that dummy, the next lupdate push dropped the string from Transifex, and the following pull rewrote the .ts files without it. lrelease only emits translated messages, so 22 of 25 .qm files returned an empty name. The names are data, not translations: a selector has to be readable before any translation is loaded, and a label must not depend on the translation of the language it names. TranslationLoader::languageDisplayName now holds them next to availableLanguages, falling back to Qt's native language name and then to the code, so a language added later still gets a label. Also select the configured language by item data instead of by matching the translated "English" string, which pointed at the wrong row whenever the lookup came back empty, and restore that English entry's own name: en_US is "English (United States)" so it can no longer be confused with the untranslated default. Oracle shared the code path, so its wizard language page is fixed too. * [Translation] Name the default language selection once Review follow-up: log the unresolvable language through the page's own category, and move the en_US entry both selectors fall back to for an unset setting into TranslationLoader::defaultLanguageCode. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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5fbc636f93
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[Models] Use QCollator for natural, cached sorting (#7633)
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* [Models] Use QCollator for natural, cached sorting QString::localeAwareCompare rebuilds its collation data for every comparison, and it compares numbers as text. Keep one QCollator per model, enable numeric mode, and use it for the card name, set and user name sorts. Add a test that sorts "Forest 1", "Forest 2", "Forest 10" through DeckListSortFilterProxyModel and checks the natural order. * [Models] Sort naturally under the C locale too Numeric mode only takes effect through a real locale: under the C locale, which headless CI processes run in, QCollator silently falls back to string order and sorts "Forest 10" before "Forest 2". That made collator_sort_test fail on every Linux leg while passing locally. Add makeNaturalSortCollator(), which enables numeric mode and pins English only when the process locale is the degenerate one, and build the models' collators through it. Users with a real locale keep their own collation. * [Models] Fix compile of natural sorting (QStringView mismatch) * nit: initialize collators in member initializer lists * nit: namespace makeNaturalSortCollator under NaturalSort --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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518c7e6125
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[Network] Add a configured QNetworkAccessManager factory (#7628)
* [Network] Add a configured QNetworkAccessManager factory Every HTTP caller built its own QNetworkAccessManager, so the system proxy and a transfer timeout were easy to omit. Add NetworkManagerFactory::create() as the single place that applies the process-wide proxy configuration and a transfer timeout, and use it at all 14 construction sites. Per-site settings such as disk caches and manual redirect policies stay with their callers. * [Tests] Link libcockatrice_network into the tests that compile its headers release_channel.cpp and card_picture_loader_worker.cpp now include libcockatrice/network/network_manager.h, but the test targets that compile them only linked libcockatrice_settings, so the include directory never reached them and every platform failed with "file not found": loader_local_matching_test and picture_loader_benchmark_test. libcockatrice_network is an INTERFACE library, so linking it costs these targets nothing but hands over the include path. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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4028606bd9
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[CardDB] Clear CardInfo relations before deferred deletion (#7615)
removeCard() and swapInDatabaseData() schedule CardRelation deletion with deleteLater(), but the owning CardInfo could outlive them through an external shared pointer and kept returning the freed pointers from getAllRelatedCards(). Add CardInfo::clearDirectRelations() and call it after scheduling deletion so the UI can no longer dereference dangling relations. Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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bbc6003f0a
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[CrashReporting] Name the files and processes behind a failed installer purge (#7590)
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* [CrashReporting] Log which files and processes blocked the installer purge A purge that fails aborts the upgrade with a message that can only guess at the cause, and the log only listed which DLLs survived. Record what Windows reports for each survivor and which processes still have the install directory mapped, then repeat the holder list in the abort message. The diagnostics are additive and run only on the abort path: they open each survivor for DELETE access and close it again without deleting, so a failed upgrade can never end up half-removed. The purge itself is unchanged. * [CrashReporting] Name the holders of a failed purge with Restart Manager The process-and-module scan could only name a holder whose image lives in the install directory or that loaded one of its DLLs, so the case this diagnostic exists for - an antivirus scanner holding a plain handle - was reported as "no holder named, only a code". Reaching the Restart Manager from the NSIS script would have meant marshalling RM_PROCESS_INFO through System::Call as a table of hand-computed offsets, which cannot be checked without a Windows toolchain, and that is why it was dropped when this diagnostics was written. Move the call into tools/installer-holder-probe: a small executable the same Windows build compiles, linking nothing from this project so it still starts when the installed runtime is what the purge could not replace. It rides inside the installer and is extracted to $PLUGINSDIR only when the purge has already failed, so the successful path is unchanged and nothing new is installed. .ci/compile.sh runs it against a file held with FileShare.None on the Windows runners, so the lookup is exercised on real Windows instead of only compiled. * [CrashReporting] Fix the holder probe check and cap the holder line The probe block ran after the package steps, where the working directory is already the build dir, so its $BUILD_DIR-prefixed paths named build/build and the PowerShell file could not be written. Move it ahead of install/package, where the build dir is still the cwd, and name both files relative to it. Guard it on MAKE_NO_CLIENT, since the probe is only built with the client. Cap the rendered holder line at HOLDER_LINE_CHAR_MAX: the count limit alone does not keep long service names inside the NSIS string that also carries the abort text and the log path. Whole entries are kept and the rest counted, with the first holder always shown. Also run cmake-format on the probe's CMakeLists so the lint job accepts it. * [CrashReporting] Report a read-only purge survivor and bound the probe check --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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ad4320cd7b
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[CardDB] Stream card properties from blobs (#7608)
* [CardDB] Stream card properties from blobs Parsed and cached cards used to keep a materialized QHash<QString, QString> for their properties: LazyPropertiesHash only deferred building that hash until the first query, and the cache writer re-serialized it on save. - LazyPropertiesHash answers value(), contains(), size(), isEmpty() and keys() straight out of the serialized blob, so a property query no longer builds a hash. - serialize() is public, and the cache writer passes the stored blob through instead of serializing a hash it just rebuilt. - CardInfo and PrintingInfo expose getPropertiesBlob() and getPropertyCount(); PrintingInfo::operator== compares key by key without materializing either side. - The XML parsers build cards via newInstanceFromPropertiesBlob(), which derives the simple name and the alternate names that the parser used to keep next to the hash. The reload cycle fix stays out of this change; it depends on changing the CardInfo self pointer and is reviewed separately. * [CardDB] Address review comments on streaming properties * [CardDB] Address final review nits on property streaming Move BlobReader and the blob accessors into LazyPropertiesHash as private members so the parsing helper is declared with the class instead of hiding in the translation unit. Add LazyPropertiesHash::serializedFrom() and use it where a PrintingInfo is built from a fresh property hash, replacing the nested LazyPropertiesHash(LazyPropertiesHash::serialize(props)) construction. The pre-materialized QHash constructor stays: CardInfo's non-blob factory still uses it for the oracle import path, and the tests cover it directly. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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0fe4fd0d8c
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[CardDB] Guard guessCard and findPrintingWithId against missing cards (#7592)
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* [CardDB] Guard guessCard and findPrintingWithId against missing cards guessCard() dereferenced a null CardInfoPtr through findPrintingWithId() when the name was unknown and a providerId was given. Return an empty ExactCard instead, and make findPrintingWithId() null-safe for every caller. Add regression tests covering both paths. * [CardDB] Rely on PrintingInfo's default null set in findPrintingWithId The explicit nullptr was redundant: the constructor already defaults the set to null. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |
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9980c90cea
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[Filter] Allow spaces around the colon in search queries (#7529)
* [Filter] Allow spaces around the colon in search queries * [Filter] Keep whitespace out of the color-identity operator Allowing `ws?` between `color` and the identity marker made `c i: g` parse as identity green, changing the meaning of text that previously read as a generic `c` plus a field query on `i`. Whitespace belongs around the separator, not inside an operator token: `ci : g` and `ci: g` stay valid, `c i: g` keeps its old parse. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de> |