Commit graph

6305 commits

Author SHA1 Message Date
tooomm
fb482f037e
550 MB --> 600 MB (#7257) 2026-09-06 23:13:34 +02:00
tooomm
0f0e46a177
[Oracle] Have space between size value and unit (#7254) 2026-09-06 22:19:13 +02:00
tooomm
2fe59d6326
fix table formatting (#7256) 2026-09-06 22:18:36 +02:00
tooomm
048fe247f4
Add ccache eviction to debug builds as well (#7247)
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2026-09-06 14:05:47 +02:00
RickyRister
0f003eabf9
[Game] Implement total toughness tally (#7252) 2026-09-06 01:46:37 -07:00
BruebachL
ada774f5cc
[Game] Render custom deck zones in the deck view (#7207)
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* [Game] Render custom deck zones in the deck view

The in-game deck view now walks custom zones like the standard
boards, so cards filed under a user-created zone show up in their
zone's card pile instead of disappearing from the view.

* [Game] Collect deck-view cards via DeckList::getCardNodes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-05 22:00:22 +02:00
BruebachL
b0e566ed54
[Client] Show custom zones in the card display widgets (#7206)
* [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>
2026-09-05 22:00:21 +02:00
BruebachL
0d09e633e3
[Client] Expose custom zone management in the deck editor (#7205)
* [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>
2026-09-05 22:00:21 +02:00
BruebachL
9677fad342
[Client] Add zone management to the deck state manager (#7204)
* [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>
2026-09-05 22:00:21 +02:00
BruebachL
e8ec28572f
[Models] Mirror custom deck zones in the deck list model (#7203)
* [Models] Mirror custom deck zones in the deck list model

DeckListModel now surfaces the custom zones from the deck tree so
views can render and edit them alongside criteria groups.

The custom-zone bookkeeping that made the model unwieldy is extracted
into DeckListModelCustomZones (deck_list_model_custom_zones.h/.cpp), a
single self-contained unit owning every "what is / where is a custom
zone" decision for the model's shadow tree:

- rebuildTree mirrors each custom zone as a DecklistModelSubZoneNode
  under its board zone, cards flat inside (no further grouping).
- The freshly built shadow tree is sorted while the model reset is
  still open, so views never observe unsorted intermediate order and
  proxies cannot desync.
- Custom zones always sort after criteria groups within a board,
  regardless of their names. One shared sortWithCustomZonesLast backs
  both the live sortHelper (which remaps persistent indexes from the
  movement mapping) and the silent reset-time sortShadowTree.
- addCard inserts flat into a custom zone by name and keeps grouping
  by active criteria for board zones. findCardNode resolves cards in
  both layouts, legacy top-level zones unchanged.
- New IsCustomZoneRole lets views tell zones apart from groups.
- Empty custom zones survive row removal. Zone rows themselves are
  only mutable through the deck tree API.

A new deck_list_model_custom_zones_test suite locks the extracted
shadow-tree logic (type testing, mirroring, name lookup, and the
sort-with-custom-zones-last mapping).

No behavior change.

* [Models] Route group lookups around mirrored custom zones

Group lookups (createNodeIfNeeded, findCardNode) must not resolve a
mirrored custom zone that shares the group name. Introduce
findGroupChild to search only non-custom children, and make addCard
consult the deck tree before falling back to creating a top-level zone
so cards added to an un-mirrored custom zone land inside it.

mirrorCustomZones now flattens cards nested at any depth into the
mirrored zone so no card is left without a model row.

Add model behaviour tests (addCard routing, same-name group/zone
collision, removeRows guard, empty-zone survival, findCard inside a
custom zone) and fix the missing main() in the unit test binaries.

* [Models] Fix addCard routing for card-named zones and nested custom zones

- hasDeckZone no longer matches board cards that merely share the zone
  name, which previously caused infinite addCard/rebuildTree recursion
- Adding to a custom zone whose deck side holds nested sub-zones appends
  to the deck tree instead of writing past its direct children

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-05 22:00:20 +02:00
Magnus Groß
0c725f9a03
Allow to filter sets by release date (#7239)
This compares the release dates of sets, which enables users to filter
for sets in a certain range, for example to filter for all commanders
with an old card frame, `t:legendary set<8ED` can be used, which will
only include cards appearing before 8th edition.

This acts as a more powerful superset of the "Filter to X most recent
sets" feature.

Fixes #7238
2026-09-05 11:58:37 -07:00
BruebachL
c011ea7ceb
[Oracle] Parse sets lazily to slash importer peak memory (#7217)
* [Oracle] Parse sets lazily to slash importer peak memory

- Add a raw JSON scanner that splits the document into per-set byte ranges
  without materializing the JSON tree
- Keep only the raw document bytes and parse one set at a time in startImport
- Take readSetsFromByteArray by value so the wizard's buffer is moved, not copied
- Clear the retained raw data in releaseSetData()/clear()
- Cover the scanner and lazy parsing with tests

Took 2 minutes

* [Oracle] Fix nesting-depth cap, tolerate unescaped control chars, lazy-parse review fixes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-05 20:35:28 +02:00
BruebachL
1dc54617ba
[Oracle] Add RAM usage benchmarks for the oracle importer (#7216)
* [Oracle] Add RAM usage benchmarks for the oracle importer

- Measure process peak/current RSS via procfs (Linux) or getrusage (macOS)
- Add a synthetic-scale RAM benchmark and an opt-in real AllPrintings
  run gated by COCKATRICE_ORACLE_RAM_BENCHMARK=1
- Mirror the wizard's magic-byte handling to decompress .xz/.zip payloads
- Wire optional ZLIB/LibLZMA into the benchmark target and raise its timeout

Took 2 minutes

* [Oracle/Tests] Measure parse against post-fixture baseline; assert release empties sets

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-05 20:35:27 +02:00
BruebachL
aa96d81e4b
[Build] Enable ccache by default when it is installed (#7236)
* [Build] Enable ccache by default when it is installed

ccache is a near free win for both clean and incremental rebuilds and
has no effect on systems where it is not installed (find_program
guards the whole block). Aligns the CMake default with the documented
behavior; users can still arch with -DUSE_CCACHE=OFF.

* [Build] Disable ccache auto-engage on Windows (MSVC)

* [Build] Report ccache skip on Windows explicitly

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-05 19:40:37 +02:00
BruebachL
14ecfff700
[Build] Add precompiled headers for Qt-backed executables (#7235)
* [Build] Add precompiled headers for Qt-backed executables

Reparsing QtCore/QtGui/QtWidgets/QtNetwork in ~460 client translation
units is the dominant compilation cost. Precompile the two common layers:
- qtcore_pch.h (Qt Core only; safe even for headless Servatrice)
- qtwidgets_pch.h (adds Gui/Widgets/Network; used by Cockatrice and Oracle)

target_precompile_headers() requires CMake 3.16, now the project minimum.
Estimated 30-50% faster client rebuilds.

* [Build] Format qtwidgets precompiled header

clang-format include regrouping and a missing trailing newline.

* [Build] Add PCH-aware ccache sloppiness config; format cmake/pch headers

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-05 19:40:36 +02:00
BruebachL
61e6a9913e
[Oracle] Add oracle importer tests and fix set parsing details (#7215)
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* [Oracle] Add oracle importer tests and fix set parsing details

- Add oracle_importer_test and oracle_importer_benchmark_test targets
- Preserve the first printing's legalities when an existing card is reused
- Concatenate split-card coloridentity and sort/dedupe card colors
- Use a raw string for the Basic Land format regex
- Pre-allocate the card hash and micro-optimize string handling

Took 2 minutes

* [Oracle/Tests] Pin cmc coercion in CI run; scope the reserve pass

The #7214 coercion assertion lived only in oracle_importer_benchmark_test,
which gets no add_test and so never runs under ctest. Add NumericManaValueCoercedToCmc
and LegacyConvertedManaCostCoercedToCmc to oracle_importer_test (a CI-ran
binary): manaValue/convertedManaCost are JSON numbers in AllPrintings, and
QJsonValue::toString() would drop them to an empty cmc without the
#7214 coercion fix.

Wrap the distinct-name reserve pass in a bare block so the ~35k name
QStrings are handed back before the memory-heavy import loop starts.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-04 22:14:16 +02:00
BruebachL
4d4ddd4278
[Oracle] Replace vendored qt-json with native QJson for set import (#7214)
* [Oracle] Replace vendored QtJson with native QJson for set import

- Drop the vendored oracle/src/qt-json/json.{h,cpp} implementation
- Switch SetToDownload and importCardsFromSet from QList<QVariant> to
  native QJsonArray/QJsonObject
- Release set JSON data after import in the save sets page

Took 20 minutes

* [Oracle] Restore property coercion and legality merge in native JSON import

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-04 22:14:16 +02:00
BruebachL
d6fbfb32a1
[Security] Use a CSPRNG for salts, tokens, and RNG seeding (#7192)
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* [Security] Use a CSPRNG for salts, tokens, and RNG seeding

Password salts and activation tokens were generated with the global SFMT
RNG, which was seeded from a 32-bit timestamp, making registration
salts and activation tokens predictable. The game RNG used the same
timestamp seed across restarts.

Add CryptoUtil backed by OpenSSL RAND_bytes and use it for salt/token
generation and to seed RNG_SFMT with a 64-bit CSPRNG value in both the
client and server. Link libcockatrice_utility against OpenSSL::Crypto.

Took 30 seconds

Took 25 minutes

* Lint.

Took 4 minutes

Took 36 seconds

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-04 13:49:18 +02:00
BruebachL
3ec62df3e7
[Protocol] Remove duplicate event_game_state_changed.proto entry (#7234)
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The .proto file appeared twice in the PROTO_FILES list, causing protoc to
process it twice on every build. Keep a single entry.

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-04 05:20:53 +02:00
BruebachL
fcfb14cf56
[Build] Use pipes for GCC/Clang compilation (#7233)
Pass -pipe so GCC/Clang transfer intermediate representation between
compiler stages over pipes instead of temporary files, reducing build I/O.

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-04 05:20:53 +02:00
BruebachL
35ebae8d7f
[Build] Bump cmake_minimum_required from 3.10 to 3.16 (#7232)
3.16 is already required by Qt6 (and enforced at find_package time).
This unlocks native target_precompile_headers(), better AUTOMOC/AUTORCC
handling, and qt6_finalize_project() without a version guard.

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-04 05:20:52 +02:00
BruebachL
4e9d148163
[TabSupervisor] Initialize all tabs (#7231)
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Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-01 16:11:02 +02:00
RickyRister
425b16ea0d
[Game] Allow dropping cards at bottom of stack zone (#7230)
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2026-09-01 12:11:31 +02:00
BruebachL
45c7ff6f87
[Mods] Properly close card art rules tab on disconnect (#7227)
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-01 11:31:49 +02:00
BruebachL
d974501277
[GameScene] Sever connections properly. (#7191)
* [GameScene] Sever connections properly.

Took 2 minutes


Took 54 minutes

* [GameScene] Sever animated item destroy connections at teardown

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

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

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

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-09-01 11:31:11 +02:00
RickyRister
9bf2202739
[Game] Fix dragged card always placed on bottom of stack (#7228)
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2026-08-31 07:31:02 -07:00
tooomm
49170d1af4 clenaup 2026-08-31 12:28:39 +02:00
tooomm
aa330f6a59 format 2026-08-31 12:12:48 +02:00
RickyRister
03de1af678
[VDS] Fix search filter not being applied on refresh (#7229)
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2026-08-31 10:28:50 +02:00
tooomm
5d2fff5a54
adjust compiler flags + comment them 2026-08-30 23:48:35 +02:00
RickyRister
3dc9dba67a
[SettingsPage] Refactor: Clean up order of variables (#7184)
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* [SettingsPage] Refactor: Clean up order of variables

* fixes
2026-08-30 14:43:23 -07:00
tooomm
8990b6103f Remove dedicated macOS gnu++20 flag 2026-08-30 02:17:42 +02:00
tooomm
fa0d954afa Enable verbose compilation logging 2026-08-29 23:15:59 +02:00
tooomm
7b452b923f Update desktop-build.yml 2026-08-29 23:15:59 +02:00
tooomm
88b1d753c6 Update tests/CMakeLists.txt 2026-08-29 21:48:22 +02:00
tooomm
efe7a8234b Update CMakeLists.txt 2026-08-29 21:48:21 +02:00
tooomm
722e8effa2 Update check_schema_version.sh 2026-08-29 21:35:30 +02:00
tooomm
6fe8ba59b7 Update compile.sh 2026-08-29 21:35:29 +02:00
BruebachL
68e4fa054d
[UserList] Add invite button to hover popup (#7144)
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* [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>
2026-08-29 21:35:28 +02:00
BruebachL
6f86c45ea8
[Refactor] Extract shared deck conversion prompt helper (#7107)
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>
2026-08-29 21:12:11 +02:00
dependabot[bot]
dade7ae78a
Bump actions/checkout from 6 to 7 (#7210)
Bumps [actions/checkout](https://github.com/actions/checkout) from 6 to 7.
- [Release notes](https://github.com/actions/checkout/releases)
- [Changelog](https://github.com/actions/checkout/blob/main/CHANGELOG.md)
- [Commits](https://github.com/actions/checkout/compare/v6...v7)

---
updated-dependencies:
- dependency-name: actions/checkout
  dependency-version: '7'
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2026-08-29 18:23:45 +02:00
dependabot[bot]
8f52223322
Bump actions/download-artifact from 7 to 8 (#7209)
Bumps [actions/download-artifact](https://github.com/actions/download-artifact) from 7 to 8.
- [Release notes](https://github.com/actions/download-artifact/releases)
- [Commits](https://github.com/actions/download-artifact/compare/v7...v8)

---
updated-dependencies:
- dependency-name: actions/download-artifact
  dependency-version: '8'
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2026-08-29 18:11:11 +02:00
tooomm
704611fc1f
Correct ccache default setting (#7190)
* gate ccache correctly

* Revert "gate ccache correctly"

This reverts commit 0af93629de.

* Do not enable ccache by default
2026-08-29 15:21:38 +02:00
ebbit1q
4b7b785452
add a limit to the size of deckfiles cockatrice can load (#7163)
* add a limit to the size of deckfiles cockatrice can load

the limit is 99999 or 100k -1 right now, which is kind of the limit of
what looks acceptable in the player

* format

* up limit to 100k because that's what the tests do
2026-08-29 15:21:04 +02:00
ebbit1q
cf8e5858ab
increase the timeout for the hashing performance test (#7166)
it seems like there is too much variance across platforms for how long this test takes
probably fixes #7152
2026-08-29 15:20:49 +02:00
RickyRister
83833f4684
[UserList] Refactor: split dialog code to separate file (#7189)
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2026-08-28 22:50:06 -07:00
BruebachL
0a09884c78
[DeckList] Add custom deck zones to the deck tree (#7176)
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* [DeckList] Add custom deck zones to the deck tree

Introduce user-definable zones nested under a board zone (main, side
or maybeboard) so players can organize cards inside a board without
changing board semantics.

- addCustomZone, renameCustomZone, moveCustomZone and removeCustomZone
  manage zones. Names are unique across the whole deck and the standard
  zone names (main/side/maybeboard/tokens) stay reserved.
- Board zones are created lazily on first use.
- getZoneObjFromName resolves custom names to their nested node so
  addCard and XML loading route cards into them. Unknown names keep
  creating legacy top-level zones.
- deleteNode keeps empty custom zones alive and only prunes empty
  board zones.
- New deck_list_zones test suite locks hash parity with flat decks,
  sideboard size accounting, maybeboard exclusion from plain export
  and native-format round-trips.

Took 17 minutes


Took 11 minutes

* Extract to function

Took 4 minutes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-26 23:15:16 +02:00
BruebachL
e12293bb28
[GameScene] Don't just sever self connections, sever them all. (#7188)
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Took 21 minutes

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-26 02:22:57 +02:00
RickyRister
dba7cc73a4
[HomeTab] Introduce button color source setting (#7181)
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2026-08-25 19:27:07 +02:00
BruebachL
b3e126f904
[VDS] Drive folder and preview widgets from the model (#7106)
* [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>
2026-08-25 19:23:16 +02:00