Commit graph

6555 commits

Author SHA1 Message Date
Lukas Brübach
c7ba541156 [Client] Fix tournament UI includes after the game logic move
The game logic now lives in libcockatrice_game, so the tab's relative
includes into cockatrice/src/game no longer resolve. Include the library
headers instead and pull in the complete types the tab dereferences.
2026-11-03 00:33:11 +01:00
Lukas Brübach
cf76d42791 [Client] Skip decided pairings when resolving live tournament game 2026-11-03 00:29:38 +01:00
Lukas Brübach
c433b165e5 [Tournament] Fold tournament settings hint into the spinbox tooltip
The standalone hint label sat in the form layout's field column with an
empty label cell, which misaligned it against the row above. Per review,
drop the label and carry its text in the spinbox tooltip instead.
2026-11-03 00:29:38 +01:00
Lukas Brübach
a700f8d00d [Client] Address tournament UI review feedback
- Drop the in-game tournament-settings button: Command_TournamentSettingsSelect
  has no server handler (RespContextError), the host-ness decision was evaluated
  once at tab construction, and the button never received a label on first show.
  The dialog can be re-added together with a working Server_Player override.
- Pass PlayerManager::isSpectator() to TournamentWidget instead of relying on
  localPlayerId == -1, which never holds for spectators.
- Report games per match as the total series length (Best of %1) to match the
  DlgTournamentSettings hint and the server's use of the value; the previous
  gamesPerMatch * 2 - 1 mislabeled Bo3 as Best of 5.
- Block signals around read-only tournamentCheckBox setChecked so the disabled
  settings button is not re-enabled, and seed Command_CreateGame through
  mutable_tournament_settings() (field 15 became the settings message).
- return after closing a sub-game that routed to its parent tab.
2026-11-03 00:29:38 +01:00
Lukas Brübach
de983ed01b [Client] Add tournament UI for creating and following lobby tournaments
Wires the tournament protocol into the client:
- DlgCreateGame gains a tournament checkbox with a games-per-match
  settings sub-dialog; both values are sent with Command_CreateGame and
  mirrored in the join-info variant of the dialog
- TournamentWidget renders live standings (with deck-submission state)
  and pairings for the local player's perspective, and asks to open the
  current match game via openMatchGameRequested()
- TournamentTabGameExtension attaches an overview page to TabGame's
  stacked views, mirrors phase and submission progress onto a deck-view
  status strip, and provides round-trip navigation between game view and
  standings; hosts get an in-game settings dialog during deck building
- Open-match falls back to joining as spectator through TabSupervisor;
  sub-games now return to their parent tab on close, falling back to
  the normal leave-game flow when the parent is gone
2026-11-03 00:29:38 +01:00
Lukas Brübach
dfa0edfcdb [Client] Drop dead player event handler extension points
The second PlayerLogic constructor taking a custom PlayerEventHandler was UB
(converting this to PlayerLogic* in the base initializer, and connecting a
freshly-built handler against a not-yet-constructed object), and its abstract
extension surface — virtual initializeZones, virtual getPlayerEventHandler,
virtual processGameEvent, protected player member — has no subclass consumer in
the stack. Revert to the single primary constructor.

Also:
- Drop the unused GameMetaInfo::setIsTournament setter. Tournament status is
  authoritative from Event_GameJoined's ServerInfo_Game; the redundant
  is_tournament field on Event_GameStateChanged is removed in [Protocol].
- Gate the parent-game routing on has_parent_game_id() instead of comparing the
  proto default, so a future drop of the default keeps working.
2026-11-03 00:25:34 +01:00
Lukas Brübach
36e7f533bc [Client] Add tournament event plumbing and player extension points
Wires the client game layer for tournament state without touching
existing behavior:
- GameEventHandler dispatches Event_TournamentState (2027) to a new
  tournamentStateChanged signal
- GameMetaInfo exposes isTournament and parentGameId over the new
  ServerInfo_Game field
- PlayerEventHandler::processGameEvent is virtual and player is
  protected; PlayerLogic gains a protected constructor accepting a
  custom handler, so mode-specific subclasses can intercept events
2026-11-03 00:25:34 +01:00
Lukas Brübach
d2c93aee7b [Server] Fix tournament stuck-round and sub-game start paths
Gate the host-only start on the hub object so match sub-games can
start, advance the round when a drop decides the last pairing (and on
late results), settle disconnected pairings instead of stalling, and
decide exhausted series by game wins.
2026-11-03 00:25:20 +01:00
Lukas Brübach
84a8b751d3 [Tournament] Fix GameConfig forward declaration and annotate command handlers
Forward-declare GameConfig as struct to match its definition in
game_config.h; the class/struct mismatch trips -Werror
-Wmismatched-tags on macOS.

Also add the missing /// Server: annotations on the tournament
GameCommandType entries now that the Server_AbstractParticipant
handlers they point at exist in the tree.
2026-11-03 00:25:20 +01:00
Lukas Brübach
1c6af5eaba [Server] Stop mirroring is_tournament on the game-state event
The client learns tournament status from Event_GameJoined's ServerInfo_Game;
mirroring it on every Event_GameStateChanged was dead wire data. The field was
removed from the proto in [Protocol]; drop the now-invalidated setter.
2026-11-03 00:25:20 +01:00
Lukas Brübach
5c25f33ca8 [Server] Replay tournament state to late joiners
The bracket, phase and standings live in Event_TournamentState, which only
flows on mutation. Without a copy a player or spectator joining after round
one would sit on an empty bracket until the next advance, so the current
state is now enqueued as part of the join snapshot.

Extracts Event_TournamentState building into buildStateEvent() so both the
broadcast path and the join path share one source of truth.
2026-11-03 00:25:20 +01:00
Lukas Brübach
f25990ff03 [Server] Adapt tournament engine to the shared settings message
- read games per match from Command_CreateGame.tournament_settings after the
  proto rework replaced the standalone games_per_match field
- use qWarning to match the surrounding file
2026-11-03 00:25:20 +01:00
Lukas Brübach
e44ddc1138 [Server] Harden Swiss tournament engine against drops and stalls
- link match sub-games to the hub through QPointer so a finished match can
  never dereference a torn-down parent game
- a player who leaves the hub is dropped: no longer paired, current
  undecided match awarded to the opponent, absent from the bracket
- refuse to spawn a match game when either participant is disconnected, and
  set disconnectRemovesPlayer on match games so a mid-match disconnect ends
  it instead of leaving a half-present participant
- match winner is a strict majority (gamesPerMatch/2+1); an exhausted
  series with no majority is recorded as a draw so the round always advances
- match games are started without force-start: a missing deck no longer
  kicks the player; the game stays open for deck selection
- buyes are handed to every leftover player, worst-ranked first, at most one
  per player over the tournament
- tournament hubs cannot start on mere 'everyone ready': host force-start is
  required and fewer than two players never starts
- sub-game creator copies the real player user info instead of fabricating
  IsAdmin
2026-11-03 00:25:20 +01:00
Lukas Brübach
fe6d4e9e5f [Server] Implement Swiss tournament engine for lobby games
Adds the server-side tournament mode driven through the strategy and
factory interfaces from #7132:
- Server_Tournament runs greedy Swiss pairing with rematch avoidance,
  byes, ceil(log2(n)) rounds, and best-of-N series via gamesPerMatch;
  match sub-games are spawned through the parent game's
  Server_MatchGameFactory implementation with players auto-joined and
  their submitted decks installed
- Tournament lifecycle strategy gates the hub game start until all
  decks are submitted; match result strategy reports sub-game outcomes
  back to the parent tournament
- Server_Game gains tournament state (isTournament flag, settings,
  parent link), protocol fields in getInfo/game state events, a
  full-lobby bypass for tournament hubs, and disconnectRemovesPlayer
  plumbing for upcoming draft modes
- Match-game creation is deferred to the owning thread's event loop so
  room registration never nests lock orders; shared state is guarded by
  the tournament mutex
2026-11-03 00:25:20 +01:00
BruebachL
a506420f33 [Tournament] Return RespInvalidCommand from unhandled tournament stubs 2026-11-01 22:05:32 +01:00
Lukas Brübach
752a8a3c64 [Server] Add extension points for tournament game commands
Adds the server-side seams the tournament engine will plug into:
- Dispatch ReportMatchResult / AdvanceTournament /
  TournamentSettingsSelect in processGameCommand; base implementations
  return RespContextError so regular games reject them safely
- Server_AbstractPlayer::setDeck lets a backend install a deck into a
  player slot directly
- Server_Room::getUserInterfaceByName resolves a room user by name for
  automated game setup

Took 24 minutes
2026-11-01 22:05:32 +01:00
Lukas Brübach
e9d2b74873 [Protocol] Drop redundant is_tournament from the game-state event
The client already learns a game is a tournament from Event_GameJoined's
ServerInfo_Game.is_tournament, so mirroring it on every Event_GameStateChanged
is dead wire data — nothing on the client reads it. Removed.
2026-11-01 22:05:04 +01:00
Lukas Brübach
2eab01f6fe [Protocol] Share tournament messages and report draws explicitly
- TournamentPlayer/TournamentPairing/TournamentSettings move into
  serverinfo_tournament.proto, imported by both the tournament event and
  the tournament game commands, so Command_CreateGame reaches them without
  crossing the command/event boundary
- Command_CreateGame carries the full TournamentSettings instead of a
  duplicate games_per_match field, keeping game creation and mid-game
  changes on one wire representation
- draw results are explicit: Command_ReportMatchResult and
  TournamentPairing gain is_draw, so a report stays distinguishable from
  an unset -1 winner
- pairing match-wins are uint32 like the other game counts
2026-11-01 22:05:04 +01:00
Lukas Brübach
af42dda50f [Protocol] Add tournament state event and tournament game commands
Adds the protocol layer for the tournament game mode:
- Event_TournamentState (2027) carrying phase, round counters, player
  standings, pairings, and settings (games_per_match)
- Command_ReportMatchResult / Command_AdvanceTournament /
  Command_TournamentSettingsSelect game command extensions (1037-1039)
- is_tournament flag on Command_CreateGame and ServerInfo_Game;
  is_tournament and parent_game_id on Event_GameStateChanged


Took 13 minutes
2026-11-01 22:04:57 +01:00
tooomm
e08402ac94
bump vcpkg submodule (#7690)
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2026-11-01 16:22:51 +01:00
BruebachL
ff393b8990
[Game] Connect zone dump response before sending the request (#7711)
ZoneViewZone::initializeCards() connected PendingCommand::finished only after ZoneViewZoneLogic::requestZoneDump() had already sent the command. Local games process the dump synchronously, so finished was emitted before the view connected and the library/sideboard view stayed empty.

Split requestZoneDump() into prepareZoneDump() and sendZoneDump(), and connect before sending, matching the TabRoom prepare/send convention.

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-11-01 12:49:35 +01:00
BruebachL
00151380e3
[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>
2026-10-31 19:37:15 +01:00
BruebachL
344dbd2caa
[Servatrice] Fix silently broken socket error connections (#7626)
* [Servatrice] Fix silently broken socket error connections

QAbstractSocket::error() was removed in Qt 6 in favour of errorOccurred(). The ISL interface connected to the old name through SIGNAL(), which compiles but fails at runtime, so catchSocketError never ran. The WebSocket interface used the same name on QWebSocket, where it still exists but is deprecated since 6.5.

Use errorOccurred for both. The WebSocket connect needs a lambda because catchSocketError is a protected base-class slot and a base pointer-to-member is not accessible from the derived class.

* [Servatrice] Guard the WebSocket error connect against Qt 6.4

QWebSocket gained errorOccurred in 6.5 and dropped the error signal with it, so
the typed connect cannot compile against the 6.4 floor that Debian 12 and
Ubuntu 24.04 still use. Keep the typed connect on 6.5+ and fall back to the
old-style connect below it, which is what the code did before.

Verified both branches compile: forcing the guard to the else path and
rebuilding serversocketinterface.cpp succeeds, so the 6.4 spelling is intact.

* [Servatrice] Initialize ISL serverId before authentication

catchSocketError() removes islInterfaces[serverId], but the incoming
connection constructor left serverId uninitialized until initServer()
set it after the SSL handshake and certificate check. A socket error
during waitForEncrypted() therefore read an indeterminate key.

* [Servatrice] Correct the QWebSocket error signal note

error() was deprecated in 6.5, not removed; errorOccurred() was added in
6.5.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 19:02:55 +01:00
BruebachL
825aba953a
[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>
2026-10-31 19:02:49 +01:00
BruebachL
ae43659b91
[Build] Use versionless Qt CMake commands (#7639)
* [Build] Use versionless Qt CMake commands

Replace the versioned qt6_add_executable, qt6_add_resources, qt6_add_shaders,\nqt6_add_translations and qt6_wrap_cpp calls with their unversioned forms.\nAll five are documented as available at the project's 6.4 minimum and accept\nthe same arguments.\n\nVerification: full client, Oracle, server and test build passed.

* versionless qt_finalize_target and _project

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Co-authored-by: tooomm <tooomm@users.noreply.github.com>
2026-10-31 18:53:00 +01:00
BruebachL
d4002dc52b
[Build] Reject APIs deprecated before Qt 6.4 (#7632)
Add the deprecation cutoff after FindQtRuntime so the compiler rejects any
API deprecated before the project's minimum Qt version. Qt 6.5 renamed the
switch, so the fallback name is used on 6.4.

The full client, Oracle, server and test build passes with the cutoff
enabled.

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:52:11 +01:00
BruebachL
f2c359ba9f
[CI] Keep the vcpkg cache directory guard unconditional (#7527)
The cache action creates its directory only when a prefix matches an entry, and it reads that directory unguarded when it saves, so a scope nobody has written to yet fails the job. Create it up front on every outcome, and fall back to the workspace path when the cache step was skipped and set no path output.

Co-authored-by: opencode <opencode@local>
2026-10-31 18:49:45 +01:00
BruebachL
52d3978f84
[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>
2026-10-31 18:49:05 +01:00
BruebachL
345b0e8ba9
[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>
2026-10-31 18:44:15 +01:00
BruebachL
78964779c6
[Refactor] Move card item creation out of game logic (#7436)
* [Refactor] Move card item creation out of game logic

* [Game] Rename signal to createCardRequested per review

* [Game] Move attachment bookkeeping onto CardState

CardState::setAttachedTo now maintains the attachedCards graph, resets the
grid point and emits the zone events itself, so game logic no longer needs
to reach into the CardItem graphics item. CardItem::setAttachedTo delegates
to the state and keeps only the view teardown (deleteLater).

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:15 +01:00
BruebachL
7ca23430cd
[Refactor] Retype PlayerActions onto CardState (#7435)
* [Refactor] Retype card containers and zone logic onto CardState

* [Refactor] Retype PlayerActions onto CardState

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:14 +01:00
BruebachL
65e9f1b370
[Refactor] Retype card containers and zone logic onto CardState (#7434)
* [Refactor] Retype card containers and zone logic onto CardState

* [Game] Restore attach bookkeeping via CardItem and repaint on state change

* [Refactor] Give custom zones a hidden graphics owner

Custom PileZoneLogic zones had no CardZone, so moving a card into one
left the CardItem drawn at its old spot. Create a hidden PileZone in
onCustomZoneAdded so cards are reparented and hidden.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:14 +01:00
BruebachL
5d0d466930
[Refactor] Add card name, printing id, and color to CardState (#7433)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:13 +01:00
BruebachL
edb5caec8a
[Refactor] Hold zone views and card view teardown outside game graphics (#7429)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:13 +01:00
BruebachL
2335e064ac
[Refactor] Move the attachment graph and card view teardown onto CardState (#7428)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:13 +01:00
BruebachL
47c90cda10
[Refactor] Give graphics zones a card item cache and own card placement (#7427)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:12 +01:00
BruebachL
4879ddbd0f
[Refactor] Move card selection actions to GameScene and p/t parsing to CardState (#7426)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:12 +01:00
BruebachL
c9853734ad
[Refactor] Move card identity and card data into CardState (#7425)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:12 +01:00
BruebachL
6f0c5dca12
[Refactor] Move LoadedDeck and DeckFileFormat data types into libcockatrice_deck_list (#7424)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:11 +01:00
BruebachL
85fd052fdb
[Refactor] Move ArrowRegistry out of game/ into game_graphics/board (#7423)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:11 +01:00
BruebachL
3ccd44155d
[Refactor] Build arrow and attach commands in game/ instead of ArrowItem (#7422)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:11 +01:00
BruebachL
77f882ca37
[Refactor] Build deck setup commands in GameEventHandler instead of DeckViewContainer (#7421)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:10 +01:00
BruebachL
674a607960
[Refactor] Build player counter commands in game/ instead of AbstractCounter (#7420)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:10 +01:00
BruebachL
73d5a2a0ab
[Refactor] Emit phase toolbar intent instead of protobuf commands (#7419)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:10 +01:00
BruebachL
095b135640
[Refactor] Move the remaining zone commands out of game_graphics/zones/ (#7418)
* [Refactor] Move the remaining zone commands out of game_graphics/zones/

* [Game] Move zone dump request onto ZoneViewZoneLogic per review

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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:09 +01:00
BruebachL
563833a88a
[Refactor] Build Command_MoveCard in game/ instead of the zone views (#7417)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:09 +01:00
BruebachL
4972ebcb97
[Refactor] Move the active card from AbstractGame into GameScene (#7416)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:08 +01:00
BruebachL
94b91be5a2
[Refactor] Pass the target card into PlayerActions instead of reading activeCard (#7415)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:08 +01:00
BruebachL
93c5d85996
[Refactor] Move attach and arrow previews from game logic into CardMenu (#7414)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:08 +01:00
BruebachL
52c5bd2ea3
[Refactor] Move table row mapping from TableZone into TableZoneLogic (#7413)
* [Refactor] Move table row mapping from TableZone into TableZoneLogic

* [Game] Use TableZoneLogic::ROW_COUNT directly per review

* [Format] Match clang-format line breaking in table_zone

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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-31 18:44:07 +01:00