The server now derives the banner card and tags from the uploaded deck
list itself, so Command_DeckUpload only carries the client-computed color
identity. Drop the reserved banner/tag setters from the editor and storage
uploads, send the color identity on remote saves, and read tags from the
now-repeated ServerInfo_DeckStorage_TreeItem field.
Add a public-decks tab that lists decks published by other users using the
server's deck visibility feature, previewing each deck's banner card, color
identity, tags and upload time without downloading the deck list until the
user opens it.
- Add a public-decks tab with a shared-settings widget and a remote model
that fetches the target user's decks and refreshes both automatically and
on user request, with a loading indicator and a server-error message
instead of a blank tab when the fetch fails or the connection drops
- Render each deck as a focusable preview tile whose banner, color identity,
tags and upload time follow the existing Preview settings, with the deck
name announced as the tile's accessible name and Space/Enter opening the
deck, mirroring the shared-deck preview tile
- Show a message box when opening a public deck fails or arrives corrupted
- Publish and unpublish decks from the server storage toolbar and context
menu, toggling the deck's own visibility bit (what the server persists)
rather than the inherited effective state, and batch the visibility
refresh until the last in-flight change is acknowledged
- Add the Show Upload Time setting so the tile's upload stamp can be hidden
like the other preview details
- Update the retranslateUi wiring for the new public-decks tab and rename
the share action tooltip from "Deck share" to "Share link"
Second-pass review notes for the shared-deck link flow (Cockatrice#7244):
- FlowWidget arrow-key navigation is opt-in via addNavigableWidget, so
combo/spin controls on the analytics flows keep their own arrow keys
- isConnectedTo and the open-deck/join-game preconditions compare the
configured server port alongside the host, so a same-host/different-port
link cannot resolve its share token or game id on the wrong instance
- the link sign-in dialog reuses an existing server entry's saved name
instead of renaming it to the raw hostname
- skipStartupAutoConnect is cleared once the launch chain connects, so a
later mid-session declined link cannot fire the startup fallback
- the plain-launch path of SingleInstanceManager no longer blocks on the
primary's ACK
- link- and server-supplied text is html-escaped in the confirm prompts and
shared-deck preview so markup cannot spoof the shown messages
actShareDeck went through tabSupervisor->getClient(), which hands back a
LocalClient while an offline game is running. LocalClient never sets its status,
so a logged-in user could not share from the deck editor during a local game,
and got a misleading "You must be connected" message. Expose the supervisor's
stable remote client and use it for the gate and the dialog, matching the other
share tabs.
Re-add the doc block above refreshBannerCardText() that was removed as part of
the share-selection work; it documents the coupling to refreshBannerCardToolTip.
A blank deck exited the share flow silently. The menu only disables the entry
via setSaveStatus(), a different predicate, so the path is reachable (e.g. add a
card and remove it again). Mirror the not-logged-in branch with a short
information dialog.
handleConnectionChanged() dereferences shareBar->isVisible(), but the connection
was set up before shareBar was constructed and shareBar had no in-class
initializer. On any status change delivered before construction the slot read an
indeterminate pointer. Seed the connection (and the initial share availability)
after shareBar exists and give shareBar a = nullptr initializer.
exitShareMode() left shareTimeoutTimer running and did not abandon the pending
Command_DeckShareCreate, so a timer pop or a late success still reported the
share after the user cancelled. Stop the timer and ignore stale responses via a
sequence number, mirroring the tree tab.
Leaving share mode never stopped the timeout timer, and a late response still
ran shareFromTreeFinished, copying the link and announcing success for a share
the user backed out of. Stopping the timer and tracking the outstanding request
by sequence number means a stale reply (or a timed-out one) after cancel is
ignored, and cancelling + re-entering share mode can no longer confuse the two
requests.
Filtered-out previews are hidden but kept alive, so selectedFilePaths() counted
them in the share and the selection highlight. Only decks the user can see are
now shared, and a deck that stops matching the filters is deselectd as the deck
pass runs, keeping the %n count and the highlight in sync with the screen.
QPixmap("theme:icons/share") has no file extension, so ThemeManager::assetPath()
is bypassed and the pixmap is always null. Use themePixmap(QStringLiteral("icons/share"))
like every other toolbar action, so the .svg (and dark/light variants) resolves.
QTimeZone::UTC (the Initialization enum) only exists since Qt 6.7, so
Debian 12 and Ubuntu 24.04 (Qt 6.4) fail to compile the share-link expiry
handling in the share dialog and the two deck-storage tabs. Mirror the
existing games_model guard and fall back to Qt::UTC on older Qt.
Gate every share entry point on login, de-duplicate the share-link and
color-identity logic behind DeckShareUtils and an injected querier, and
replace the silent tray/status-bar notices with always-visible dialogs.
- abstract_tab_deck_editor: explain that sharing requires a connection
instead of silently doing nothing when logged out
- tab_deck_storage: disable the share action on disconnect, reject
folder/deck mixes and the root folder with clear warnings, re-enable
Create on every entry/response so a dropped connection cannot leave
the button disabled
- tab_deck_storage_visual: same login gate for the context-menu entry,
visible success/error dialogs, and a symmetric in-flight guard
- getDeckColorIdentity now takes a CardDatabaseQuerier, dropping the
CardDatabaseManager singleton access and enabling unit tests