* [Server/Client/Protocol] Add developer staff role
Introduce a Developer staff level (proto flag 32, DB admin bit 8) that
sits between admin and moderator: no kick/ban/warn/report/admin powers,
but gets server log access via a new developer command container family
(GET_SERVER_STATS, VIEWLOG_HISTORY) and an idle-timeout exemption.
- Protocol: IsDeveloper flag, developer_commands.proto envelope,
Command_GetServerStats/Command_GetLogHistory, Response_GetServerStats,
Command_AdjustMod.should_be_developer
- Servatrice: fail-closed developer dispatcher, uptime snapshot handler,
shared log history handler reuse, bit-8 DB mapping
- Client: burgundy pawn/badge/labels/sort order, prepareDeveloperCommand,
minimal Developer stats tab, log tab access, promote/demote actions
Took 24 minutes
Took 18 seconds
* [Server/Client/Protocol] Address developer role review feedback
Address ZeizaZach's review of the developer staff role:
- Nudge the developer log query to exclude private chat and sender IPs
(the ModeratorCommand path still sees everything).
- Deduplicate Command_GetLogHistory into Command_ViewLogHistory, which now
extends both ModeratorCommand (ext) and DeveloperCommand (dev_ext); the
client picks the DeveloperCommand-scoped extension by extendee, and the
server reads it via the extension number.
- Pull the uptime snapshot SQL into Servatrice_DatabaseInterface as
getLatestUptimeSnapshot() and widen the reported counters to 64-bit.
- Document the admin bitfield (1 admin, 2 moderator, 4 judge, 8 developer)
and add a server-side test for the developer command path.
* Add missing trailing newline to user_context_menu.cpp
* Remove stale includes of deleted command_get_log_history proto
The Command_GetLogHistory message was folded into Command_ViewLogHistory,
which deleted command_get_log_history.proto, but serversocketinterface
still #included its generated header. Fresh CI builds fail on the missing
file; local builds masked it by reusing a previously generated header.
* [Server] Exclude chat rows when private-chat filter is bypassable
A developer who omits log_location entirely — or sends only "chat" —
leaves chatType, gameType, roomType all false, so getMessageLogHistory
skips the target_type clause and returns every row, private messages
included. When !allowPrivateChat the server now forces game+room when
no surviving location was requested, guaranteeing the query always
carries a target_type restriction.
[Client] Demote mod+dev to moderator path in log-tab dispatch
The developer command family is strictly weaker than the moderator one
(no private chat, no sender_ip, ip filter ignored), so granting the
developer bit to an existing moderator must not silently strip their
capabilities. useDeveloperCommands is now true only when the user holds
the developer bit and not the moderator bit.
[Client] Hide the IP-address filter for developer log tab users
The developer path ignores the ip_address query field server-side.
Showing the field lets a developer type an IP and get results that are
silently unfiltered by it rather than an empty result set — reads as a
broken filter. Hide labelFindIPAddress/findIPAddress alongside the
privateChat checkbox.
* Developer pawn is silver.
* [Client] Fix indentation of merged Card Art Rules / Developer tabs
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Oracle/Client] Report card database download progress
Card database updates ran invisibly: MTGJSON parsing spun an indeterminate
bar on the UI thread and the set import blocked the window, while the
onboarding wizard spawned `oracle -b` with no progress to show at all.
- Add byte-level scan progress to `RawJson::scanSetRanges` via an optional
callback, throttled to ~100 reports per scan.
- Emit `OracleImporter::dataReadProgress` during the scan and import sets on a
worker thread, driving the wizard's progress bar per set.
- With `-b`, write machine-readable `PROGRESS <stage> <done> <total>` lines to
stdout for the download/scan/import stages; stderr keeps the log output.
- Parse the oracle stdout in `MainWindow` and forward it to the onboarding
wizard, giving the card database step a determinate bar with stage-specific
status text.
- Guard the async workers against the wizard being closed mid-run.
- Add Google Test coverage for scan progress reporting.
* [Oracle/Client] Harden oracle progress workers and quit prompt
Address review feedback on the download-progress change: decompress and read
sets files off the UI thread, cancel the load/import workers before the
wizard can tear down the importer, and show an 'Extracting file...' status
plus a clean 100% tail so the poll never looks stuck. Quitting Cockatrice
while a card database update runs now asks for confirmation.
* Show 100% for 500ms on complete.
* Disable buttons on set import until done.
* Clean up progress bar.
* Drop wrapper around lambda
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Nothing in the UI confirmed that a user had been added to the ignore
list, so the action felt ambiguous and could be repeated by accident.
Show an information dialog when the server acknowledges the
add-to-ignore command.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Prevent contacting users on the ignore list (#1249)
The ignore list silences incoming messages, but a user on it was still
reachable: the context menu's chat item stayed enabled, private messages
could be sent, and a chat tab could be opened for an ignored user.
Make ignored users uncontactable: disable the chat item for them, refuse
to deliver messages typed in an open PM tab with one, and refuse to open
a new private chat tab with an ignored user (with a hint on how to undo
the ignore).
* Update cockatrice/src/interface/widgets/tabs/tab_message.cpp
Co-authored-by: RickyRister <42636155+RickyRister@users.noreply.github.com>
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Co-authored-by: RickyRister <42636155+RickyRister@users.noreply.github.com>
Use the landscape orientation flag to rotate sideways-layout card art
upright before cropping, so planes/sieges show their horizontal art as
the server profile banner card instead of a rotated full card.
- Curve cropCardArt around the card's landscapeOrientation flag with
landscape-specific art margins (mirrors CardInfoPictureWidget)
- Add shared CardArtUtils::rotateSidewaysLayoutArt helper and apply it
to the playmat (game render and settings preview) and card info widget,
replacing three duplicate 90-degree rotation blocks
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Game] Prevent spectator duplication when replaying joined events
The spectator branch of eventJoin emitted spectatorJoined unconditionally
even when the spectator was already present (e.g. replayed during a rewind).
Guard it like the player branch and eventGameStateChanged, and make
PlayerListWidget::addPlayer idempotent as defense in depth.
* In resetChatAndPhase() (the rewound() handler), also clear all spectators from both PlayerManager and PlayerListWidget before the replay rebuilds from event 0. The forward replay then re-adds exactly the spectators whose join events fall within the new time range via eventGameStateChanged/eventJoin.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Show custom zones in the card display widgets
Card group displays and deck zone displays learn to render custom
zones alongside the standard boards.
- Group display widgets treat custom-zone nodes like other group
headers, keeping counts and layout consistent.
- Zone display widgets resolve their title through visibleNameFromName
so custom zones show their user-chosen names localized like the
standard zones.
* [DeckEditor] Apply sort criteria inside custom zones and align display order with the model
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Expose custom zone management in the deck editor
Wires the state layer into every editor surface that shows deck zones.
- Deck dock: context menu on zones gains New/Rename/Delete/Change
board actions, with per-zone submenus for adding cards.
- Card database dock and visual database display gain an add-to-zone
submenu listing custom zones per board plus a create-zone entry.
- All prompt call sites pass validateNewZoneName so duplicates and
reserved names are rejected inline before Ok unlocks.
- Rename reuses the same dialog in name-only mode, keeping one
validation contract for every zone-name entry point.
- Change board marks the current board instead of offering a no-op,
and the state layer refuses moves onto boards holding a same-named
zone from imported decks.
* [DeckEditor] Address custom-zone menu and export review feedback
* [DeckLoader] Keep the sideboard marker and block ordering when exporting nested zones
- saveToStream_DeckZone threads the owning board zone name down to the card
writer, so cards in a custom zone under the sideboard keep their SB:
prefix instead of being re-imported into the maindeck
- nested sub-zones are collected during the loop and written after the
parent zone's own header and cards, so they no longer read as part of the
zone printed before them
* [DeckEditor] Fix move-to-zone menu use-after-free and per-zone enabled state
- resolve the card name/provider/collector number before createNewCustomZone
rebuilds the model tree, then re-find the refreshed index via findCard and
move it (mirrors the decrementCard re-find pattern)
- the enabled test now compares the card's own zone (nearest custom-zone
ancestor, else its board), matching moveCardToZone's lookup, so moving a
card out of a custom zone back to the board root is offered and the card's
own zone is disabled
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Add zone management to the deck state manager
State-layer operations for custom deck zones, plus the shared prompt
dialog that later editor menus will call into.
- moveCardToZone relocates every copy of a card row into any zone,
refusing non-card rows and tokens so miswired selections can never
shred a group or turn tokens into deck cards. The current zone is
found by walking ancestors, which also handles legacy top-level
zones.
- createCustomZone, renameCustomZone, moveCustomZone and
removeCustomZone wrap the tree API with memento history, model
rebuilds and deck hash refreshes via modifyTree.
- Same-board zone moves return success without minting a history
entry, keeping the undo log honest.
- promptForNewZone asks for a name and the parent zone, keeps Ok
disabled until the trimmed name passes a caller-supplied validator
(shown inline as an error), and reports its own translation context.
Took 14 minutes
# Commit time for manual adjustment:
# Took 6 minutes
# Commit time for manual adjustment:
# Took 33 seconds
* [DeckEditor] Address zone-management review feedback
- Expose DecklistNodeTree::hasZoneName and use it in validateNewZoneName
so the uniqueness scan covers custom zones on every board, not just the
standard ones.
- Hide the board selector in the rename dialog path where it is not used.
- Emit deckHashChanged after refreshDeckHash so the deck hash label stays
current after zone create/rename/move/remove.
* [DeckEditor] Notify card set changes after zone edits and drop the board scan
- modifyTree emits cardNodesChanged alongside deckHashChanged so the
banner-card combo and printing in-deck counts refresh after removing a
zone that still holds cards
- DecklistNodeTree::findCustomZoneByName is public and moveCustomZone uses
it, locating zones under non-standard boards (e.g. tokens) instead of
scanning only main/side/maybeboard
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Send game invites from the user context menu via a private message
The user context menu gains an "Invite to Game" submenu listing the
inviteable games in the room (the inviter's own games, honoring the
buddy-only setting). Picking one opens a private message to the target
user with a cockatrice://joingame link naming the game, so the target
gets a clickable invite instead of a raw URL. Multi-game rooms offer a
picker; a single inviteable game sends directly. Sending a message to
an offline user no longer swallows the draft — it reports that the
user is offline and keeps the typed text.
Took 30 seconds
Took 1 minute
* [Client] Open the invite dialog taller by default without enforcing a minimum size
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Move the deck-to-.cod conversion prompt logic (format check, saved
preference handling, overwrite confirmation, dialog) out of
DeckPreviewWidget into dlg_convert_deck_to_cod_format so the deck
editor can reuse it without duplicating it.
Took 4 minutes
Took 4 minutes
Took 1 minute
# Commit time for manual adjustment:
# Took 3 minutes
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [VDS] Drive folder and preview widgets from the model (MVC views)
Took 16 minutes
Took 8 minutes
Took 3 minutes
Took 11 minutes
* Rebase whoopsie
Took 4 minutes
* Hide widgets instead of destroying, go back to signals, rename for consistency.
Took 13 minutes
Took 4 seconds
Took 26 minutes
Took 5 seconds
# Commit time for manual adjustment:
# Took 9 minutes
* Make VDS startup smooth: batch deck loads, guard preview resizes
- Move color identity computation into the background load task and apply
finished deck loads in bounded batches per event loop turn, so finishing
hundreds of loads at once cannot stall the UI thread
- Skip redundant resize work in DeckPreviewWidget when the banner width did
not change, and collect the clamped children once instead of searching the
widget tree on every layout pass
Took 19 minutes
# Commit time for manual adjustment:
# Took 3 minutes
* [VDS] Expose filter matches as a proxy role instead of dropping rows
The folder display scanned source-model rows and probed acceptance with
mapFromSource(...).isValid(), reaching into both models for one answer.
The proxy now keeps every row and exposes each row's search/tag/color
filter result through FilterMatchRole. The folder display and the tag
filter read everything off proxy indexes, and hidden previews keep their
sorted position in the flow layout instead of being appended at the end.
Took 11 minutes
* [VDS] Bound pending-load drain by time and make row lookups O(1)
The fixed DECK_LOADS_PER_TURN = 24 cap had no measured basis. It was guessed and existed
because every applied load emitted dataChanged into each DeckPreviewWidget,
whose handler resolved its own row with an O(n) linear scan per widget.
The model now maintains a file path -> row hash kept in sync across scans,
renames and deletions, so rowForFilePath is O(1) and the fan-out cost is
gone at its source. The drain applies finished loads until a small time
budget per event loop turn runs out, so throughput self-tunes instead of
relying on an arbitrary count.
* Actual minimal fix for resize squishing
Took 20 minutes
* Fix color widget sizing
Took 16 minutes
* [BannerWidget] Also set a max height
Took 4 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Pin user list header length to the viewport width
The header stretch mode kept a resize section property, so after any
column grew past the viewport the list carried an invisible horizontal
pan range that scrolled rows sideways without visual feedback
Drop the leftover property so displayed length always equals viewport
width and horizontal panning is impossible
* Show columns 1 and 2
Took 12 minutes
Took 2 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [App] Add onboarding wizard
Took 10 minutes
Took 3 minutes
Took 7 minutes
Took 9 minutes
Took 2 minutes
Took 1 minute
Took 7 minutes
* Adjust CI
Took 14 minutes
Took 56 seconds
Took 2 seconds
Took 3 seconds
* Adjust CI again
Took 14 minutes
Took 2 seconds
* Comments and fixes
Took 9 seconds
Took 1 minute
* Rebase.
Took 5 minutes
Took 50 seconds
Took 15 seconds
* Comments.
Took 7 minutes
* CI lol
Took 3 minutes
* CI again lol
Took 4 minutes
* Drop some settings, add some new ones.
Took 19 minutes
* Resize when expanding section
Took 4 minutes
Took 3 minutes
Took 7 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [VDS] Cache mana symbol renders and skip redundant resizes
- Render each mana symbol once at a bounded master size and derive every
requested size from the cached master, avoiding repeated full-size SVG
rasterization on the GUI thread
- Share scaled results through a process-wide cache keyed by symbol and
size, so repeated widget creation and rescales don't redo the work
- Skip redundant resize work in ColorIdentityWidget and ManaSymbolWidget
when sizes did not change
Took 8 minutes
Took 50 seconds
* Move to pixmap generator
Took 8 minutes
Took 4 seconds
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [DeckList] Make deck tree card traversal recursive
getCardNodes and forEachCard now descend into nested zones instead of
assuming a flat main/side/token layout. For today's flat trees this is
behavior-preserving; it also removes two latent crashes (unchecked
dynamic_cast dereference, null card nodes passed to forEachCard
callers). Nested zones are introduced by later custom-zones units.
Took 3 minutes
Took 7 seconds
Took 9 seconds
* Fix rebase mistake.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Replace playmat crop spinboxes with a direct manipulation preview
The numeric fields exposed raw parameters with no relation to what the
game draws, accepted values the renderer clamps away, and no way to see
the result before committing
The preview now renders through the exact game pipeline into a viewport
shaped like a fresh board stack plus table area, with dimmed strips
marking where a developed table crops further. Drag pans, wheel zooms,
arrow keys nudge, plus and minus zoom, Backspace or Esc restores the
crop as of focus gain and lets Esc close the dialog when unchanged.
Focus ring and accessible name and description cover keyboard and screen
reader users, new paints use palette roles so themes recolor them
Took 25 minutes
Took 3 minutes
Took 54 seconds
* Remove stale constant
Took 3 minutes
Took 26 seconds
* Rebase
Took 2 minutes
Took 3 seconds
* Add editor spinboxes again
Took 4 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
The offset and zoom fields exposed raw numbers with no relation to the
strip, and the stored printing reset to the first local printing on
every open
The preview now paints through UserListPainter::drawCardArt itself, so
what you see is exactly what the user list renders. Drag pans the art
vertically at output scale, wheel zooms, arrow keys nudge, plus and
minus zoom, Backspace or Esc restores the crop as of focus gain and lets
Esc close the dialog when unchanged. Margins stay explicit spinboxes
since they trim the strip sides with no natural drag mapping. Legacy
stored zoom below the gesture floor is normalized once on open, focus
ring and accessible name and description cover keyboard and screen
reader users, all strings set in retranslateUi
Took 7 minutes
# Commit time for manual adjustment:
# Took 55 seconds
Took 41 seconds
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
cn.svg and ss.svg defined their star polygons with coordinates around
plus/minus 5e5 compensated by tiny scale transforms. Qt drops shapes whose
device space bounds exceed its rasterizer coordinate limit, so both flags
silently lost their stars when rendered wider than roughly 76px. That
threshold was always exceeded because loadSvg with expandOnly renders at
the declared 640x480 native size before scaling down to the icon size.
Fold the scale transforms into the polygon coordinates so the geometry is
unchanged while bounds stay small at every render size.
Also cap expandOnly and usericon render canvases at four times the
requested size to bound memory use and keep pathological theme svgs away
from the rasterizer limit.
Took 8 minutes
Took 57 seconds
Took 3 minutes
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Two gaps made opening and confirming the banner dialog silently switch
the banner to the default art of the first local printing. The caller
dropped the card provider id when constructing the initial params, and
the constructor left the printing combo wherever onCardNameChanged put
it, which is always the first printing
Pass the provider id through, restore it in the combo when it resolves
locally, and keep it verbatim when it does not
Took 2 minutes
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Game] Derive playmat sampling window from shared clamped helpers
The crop formula computed the sampled window inline with an unclamped
zoom floor, so stored vertical offsets below half of travel were dead
and extreme zooms could sample outside the art
Remap verticalOffset to place the window top edge within its travel,
floor zoom at visible width over min card side with a 4.0 ceiling,
clamp pan along the margin sum constant segment, and expose
playmatClampedZoom, playmatWindowSide and aspectFitRect so the game
renderer and any editor share one geometry model
Zoom 1 rendering is bit identical to before
Took 7 seconds
* Comments.
Took 29 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Cached card art pixmaps carry the screen device pixel ratio, so both
banner painters did their crop math on scaled pixels and blitted the
result at raw over logical size, clipping art into its top left quadrant
on any display above 100 percent
Normalize a local copy to DPR 1 before crop math in UserListPainter and
the popup header, clamp srcX and srcY bounds against stored zoom below 1,
keep shared cache entries untouched
Took 15 minutes
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Show live connection latency in the status bar
Add a permanent status-bar label fed by ConnectionController's
pingStatsUpdated: shows the latest round-trip time, hides while
disconnected or without samples, and carries a tooltip with
Last/Median/95th percentile/Maximum over the rolling sample window
(mirrored into the accessible description). The server tab gets the
same stats as its tooltip.
Took 2 minutes
Took 2 minutes
Took 1 minute
Took 48 seconds
Took 25 seconds
Took 4 minutes
* [Client] Graph connection latency history in the status bar
Add LatencyGraphWidget, a size-agnostic bar sparkline over the rolling
sample window: heights scale to the window's own range while colors map
onto an absolute quality ramp, so a steady good ping stays green. Embed
it in the new LatencyStatusWidget together with the textual ping
readout and feed both through ConnectionController's forwarded signals;
the whole area hides while disconnected or without samples.
Took 9 minutes
Took 14 seconds
* [Client] Show latency details when clicking the ping display
Clicking the status bar ping area opens a popup with a larger instance
of the latency graph plus the numeric statistics, selectable and
mirrored into the accessible name. Qt::Popup closes it on any outside
click; contents refresh live while open.
Took 33 seconds
* Fixup from core commit
Took 6 minutes
Took 5 seconds
Took 5 minutes
* Lint.
Took 12 minutes
* Consolidate.
Took 6 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Detect main-thread event loop stalls
LagMonitor ticks the GUI event loop every 500 ms and records gaps
beyond 2 s as stalls, warning with their duration and keeping a
bounded ring of recent records for diagnostics. Measurement uses a
monotonic QElapsedTimer so wall-clock steps and suspend do not
fabricate stalls. Recorded timestamps stay in wall time for
correlating with user reports.
Took 1 minute
Took 13 minutes
Took 2 minutes
* [Client] Rename LagMonitor constants to SCREAMING_SNAKE_CASE
Took 15 minutes
* [Client] Discard suspend-spanning gaps in LagMonitor
Windows counts sleep time in its monotonic clock, so a suspend would
fabricate one bogus stall per resume. Reset the clock on application
state changes and drop implausibly huge gaps; extract recordGap() for
testability.
Took 3 minutes
* [Client] Unit test LagMonitor stall recording
Drives recordGap() directly to cover the threshold, plausibility cap,
trim, and clear behavior without timing-dependent waits.
Took 36 seconds
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Server/Client/Protocol] Reporting users + moderation queue functionality
Took 6 minutes
Took 3 minutes
Took 8 seconds
Took 11 minutes
Took 12 minutes
Took 7 minutes
Took 15 seconds
Took 2 minutes
Took 1 minute
Took 30 seconds
Took 16 seconds
* CI Fix
Took 6 minutes
* CI Fix
Took 6 minutes
* [Protocol] Add moderation investigation commands
Adds the protocol layer for the moderation investigation suite:
- Command_GetUserSessions/GetUserAlts/GetModeratorLastLogins/ResetUserPassword/RemoveUserAvatar (1013-1017)
- Response extensions 1215-1219 with ServerInfo messages for sessions, alts, and staff logins
- last_login on Response_ReportUserInfo and warning_il on Response_WarnList
Took 2 minutes
* [Utility] Add warning categories parser with infraction levels
Parses the server's 'officialwarnings' setting (comma-separated, optional
'|IL' suffix) into WarningCategory structs so the client can display the
infraction level of each warning category. Includes GTest coverage.
* [Server] Add moderation investigation tools
Implements the server side of the moderation suite:
- getUserSessions/getUserAlts/getModeratorLastLogins/removeUserAvatar DB methods
- Handlers for all five new commands with audit records (PASSWORD_RESET,
REMOVE_USER_AVATAR); password resets return a generated temporary password
- cmdGetWarnList now reports per-category infraction levels from the
officialwarnings setting; cmdReportUserInfo reports last_login
- Update servatrice.ini.example with the warning taxonomy
- Password/avatar mutations report RespNameNotFound when the user does not exist
* [Client] Add moderation tab with investigate, password reset, and avatar removal
- New Moderation tab: search a user to show account info, alternate
accounts, login sessions, and staff last logins; actions to reset the
user's password (shows the generated temporary password) and remove the
user's avatar
- 'Investigate user' entry in the user context menu opens the tab pre-loaded
for that user
- Warning dialog shows the infraction level of each warning category
- Tab wired into TabSupervisor with a moderator-gated menu action, shortcut,
and tabs.ini persistence (default closed)
* [Server/Client/Protocol] Address PR #7091 review: security, bug, and perf fixes
Security:
- Promote RESET_USER_PASSWORD to admin-only dispatch (was moderator-accessible)
- Reject password reset on users with equal/higher privilege than caller
- Notify affected user via Event_NotifyUser::CUSTOM when password is reset
- Add server-side category whitelist for reports
- Drop reporter name fallback in comment/details authorization (ID-only)
- Force password change: new DB column + login enforcement + client disconnect
Bugs:
- XSS via QTextEdit::append() → insertPlainText() in report tab and utils
- allNotified initialized to true even with empty recipients list
- Warning combo box: use currentData() instead of baked-in display text
- Report resolution now records who resolved (resolved_by column + audit)
Performance:
- IP-correlation subquery: add 6-month window + LIMIT 200
- getUserSessions: clamp limit to 500
Non-blocking:
- Palette-aware colors in report_utils.cpp (dark/light mode)
- Report list pagination: offset/limit fields + total_count in response
- SessionCommand enum gap comment for reserved values 1201-1203
Schema: 36→37 (force_password_change), 37→38 (resolved_by)
Took 12 minutes
Took 16 seconds
* Fix macOs pedantry
Took 5 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Game] Playmats
Took 19 seconds
Took 1 minute
* [Playmats] Add fixed override and configurable fallbacks to settings.
Took 29 minutes
Took 43 seconds
* Add main to test.
Took 1 minute
Took 29 seconds
* Move settings to own group
Took 11 minutes
* Some attempts to refresh macOS compositor
Took 2 minutes
* Try something else
Took 17 minutes
* Don't manipulate live list
Took 11 minutes
* Change things about resolution, address comments.
Took 45 minutes
Took 12 minutes
* Comments.
Took 14 minutes
Took 8 seconds
* Re-order settings menu location
Took 2 minutes
* Rename PlaymatResolution to Info and add enums
Took 8 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Cards] Artist attribution
Took 7 minutes
Took 4 minutes
* Nudge attribution pill on home screen to align
Took 3 minutes
Took 28 seconds
Took 38 seconds
* Lint.
Took 3 minutes
* Lint.
Took 2 minutes
* Fix rebase whoopsie
Took 5 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Send game invites from the user context menu via a private message
The user context menu gains an "Invite to Game" submenu listing the
inviteable games in the room (the inviter's own games, honoring the
buddy-only setting). Picking one opens a private message to the target
user with a cockatrice://joingame link naming the game, so the target
gets a clickable invite instead of a raw URL. Multi-game rooms offer a
picker; a single inviteable game sends directly. Sending a message to
an offline user no longer swallows the draft — it reports that the
user is offline and keeps the typed text.
Took 1 minute
* [Client] Add invite-to-game dialog to the game window
Took 15 seconds
* [Client] Open the invite dialog taller by default without enforcing a minimum size
* Move button to bottom
Took 3 minutes
* Address comments.
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Send game invites from the user context menu via a private message
The user context menu gains an "Invite to Game" submenu listing the
inviteable games in the room (the inviter's own games, honoring the
buddy-only setting). Picking one opens a private message to the target
user with a cockatrice://joingame link naming the game, so the target
gets a clickable invite instead of a raw URL. Multi-game rooms offer a
picker; a single inviteable game sends directly. Sending a message to
an offline user no longer swallows the draft — it reports that the
user is offline and keeps the typed text.
Took 50 seconds
Took 3 minutes
* [Client] Extract sendPrivateMessage() to fix invite message draft overwrite
sendInviteMessage() was calling sayEdit->setText(text) then sendMessage(),
which overwrites any text the user had typed. Extract the command-building
and sending logic into a new sendPrivateMessage(const QString &text) method
that takes the text directly. sendMessage() now calls it after its guards
and clears sayEdit; sendInviteMessage() calls it directly without touching
the input field at all.
Took 33 minutes
* Rename method, address comments.
Took 5 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Confirm before joining a game opened from a game link
Joining a game from a cockatrice://joingame link is a navigation
decision, so restate what will be joined and ask before acting:
the confirm names the game description when the link carries one
(falling back to the room name and numeric id for older links), and
reports the host:port so links that point at a different server are
obvious. The intent chain is only started after confirmation.
Took 3 minutes
* [Client] Extract the join-game confirm message into a helper
Took 3 minutes
# Commit time for manual adjustment:
# Took 6 seconds
* Proper fwd declare.
Took 3 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [UserList] Show amount of online buddies
Took 11 minutes
* [UserList] Replace early return with if-else in updateSectionDivider
RickyRister nit: the code is easier to follow with a standard if-else
branch instead of an early return for the Buddy section.
Took 1 minute
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>