Commit graph

6435 commits

Author SHA1 Message Date
BruebachL
e485c163a7
[Game] Follow base rename to createCardRequested after rebase 2026-10-16 22:41:17 +02:00
Lukas Brübach
31ce200ba0
[Game] Inject settings providers into libcockatrice_game, drop Widgets 2026-10-16 22:41:17 +02:00
Lukas Brübach
db3caf4c5d
[Refactor] Include card_state.h in player_actions.h 2026-10-16 22:41:17 +02:00
Lukas Brübach
7556f6465a
[Refactor] Move game logic into libcockatrice_game 2026-10-16 22:41:17 +02:00
BruebachL
710dfabea2
[Game] Rename signal to createCardRequested per review 2026-10-16 22:41:17 +02:00
Lukas Brübach
16caae5e5a
[Refactor] Move card item creation out of game logic 2026-10-16 22:41:17 +02:00
Lukas Brübach
e0d2f158e9
[Refactor] Retype PlayerActions onto CardState 2026-10-16 22:41:16 +02:00
Lukas Brübach
e2cbbecefe
[Refactor] Retype card containers and zone logic onto CardState 2026-10-16 22:41:16 +02:00
Lukas Brübach
6d0a2f0cc0
[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.
2026-10-16 22:41:15 +02:00
Lukas Brübach
50a5884606
[Game] Restore attach bookkeeping via CardItem and repaint on state change 2026-10-16 22:41:15 +02:00
Lukas Brübach
f321132cce
[Refactor] Retype card containers and zone logic onto CardState 2026-10-16 22:41:15 +02:00
Lukas Brübach
893aeb7bae
[Refactor] Add card name, printing id, and color to CardState 2026-10-16 22:41:15 +02:00
Lukas Brübach
9fcc6f1e88
[Refactor] Hold zone views and card view teardown outside game graphics 2026-10-16 22:41:15 +02:00
Lukas Brübach
dd04eed6d2
[Refactor] Move the attachment graph and card view teardown onto CardState 2026-10-16 22:41:14 +02:00
Lukas Brübach
cea80b0898
[Refactor] Give graphics zones a card item cache and own card placement 2026-10-16 22:41:14 +02:00
Lukas Brübach
8347258075
[Refactor] Move card selection actions to GameScene and p/t parsing to CardState 2026-10-16 22:41:13 +02:00
Lukas Brübach
680bc82dbe
[Refactor] Move card identity and card data into CardState 2026-10-16 22:41:13 +02:00
Lukas Brübach
7a894df554
[Refactor] Move LoadedDeck and DeckFileFormat data types into libcockatrice_deck_list 2026-10-16 22:41:12 +02:00
Lukas Brübach
7c4c541a81
[Refactor] Move ArrowRegistry out of game/ into game_graphics/board 2026-10-16 22:41:12 +02:00
Lukas Brübach
8029310764
[Refactor] Build arrow and attach commands in game/ instead of ArrowItem 2026-10-16 22:41:11 +02:00
Lukas Brübach
ca6f561297
[Refactor] Build deck setup commands in GameEventHandler instead of DeckViewContainer 2026-10-16 22:41:11 +02:00
Lukas Brübach
0f5b1a032a
[Refactor] Build player counter commands in game/ instead of AbstractCounter 2026-10-16 22:41:11 +02:00
Lukas Brübach
fa14179445
[Refactor] Emit phase toolbar intent instead of protobuf commands 2026-10-16 22:41:10 +02:00
BruebachL
1ab7f3666d
[Game] Move zone dump request onto ZoneViewZoneLogic per review 2026-10-16 22:41:10 +02:00
Lukas Brübach
aabec45d2b
[Refactor] Move the remaining zone commands out of game_graphics/zones/ 2026-10-16 22:41:10 +02:00
Lukas Brübach
271d40302c
[Refactor] Build Command_MoveCard in game/ instead of the zone views 2026-10-16 22:41:09 +02:00
Lukas Brübach
bb9f38a375
[Refactor] Move the active card from AbstractGame into GameScene 2026-10-16 22:41:09 +02:00
Lukas Brübach
2c80763d99
[Refactor] Pass the target card into PlayerActions instead of reading activeCard 2026-10-16 22:41:08 +02:00
Lukas Brübach
86e08db9ff
[Refactor] Move attach and arrow previews from game logic into CardMenu 2026-10-16 22:41:08 +02:00
BruebachL
e34166ae85
[Format] Match clang-format line breaking in table_zone 2026-10-16 22:41:07 +02:00
BruebachL
276cdebed4
[Game] Use TableZoneLogic::ROW_COUNT directly per review 2026-10-16 22:41:07 +02:00
Lukas Brübach
c7605a51e2
[Refactor] Move table row mapping from TableZone into TableZoneLogic 2026-10-16 22:41:07 +02:00
Lukas Brübach
c02576b827
[Refactor] Move AnnotationDialog and action data types into game/
Folds in the closed #7410 (Move AnnotationDialog from game/ logic to
game_graphics/) now that layers 1-2 are closed and this stack bottoms on
master directly:

- Add game_graphics/dialogs/dlg_annotation.{h,cpp} and move the
  QInputDialog subclass there; game/ no longer declares any widget type.
- Add game/player/token_info.h and game/player/move_top_cards_until_options.h.
- Move CardMenuActionType to game/player/card_menu_action_type.h.
- Graphics dialog headers include the new game/ headers instead of
  defining the structs themselves.

No behavior change.
2026-10-16 22:41:06 +02:00
BruebachL
6c660d6b21
[Installer][Client] Back up user data before old uninstallers can delete it (#7503)
* [Installer][Client] Back up user data before old uninstallers can delete it

* [Installer][Client] Fix stale backup resurrection, batch session backups, extend coverage

NSIS: clear stale %TEMP% backup and only arm restore when something was copied, directory-existence checks, back up loose .dec decks, drop downloaded pics but keep pics\CUSTOM.

Helper: single session dir per run (ms timestamps), same-basename disambiguation, partial copies still report their location.

* [Installer][Client] Fix review findings: throttle backups, NSIS old dir, portable messaging

* [Installer][Client] Fix review findings: backup markers, NSIS relocate, size cap

* [Installer][Client] Fix review findings: sounds, session coverage, NSIS wording

Client: back up data/sounds in portable mode and mention it in the
warning; reuse a recent session only when complete and covering the
current sources (source manifest), estimate size only for fresh copies,
normalize dedup via isInsideDir.

Helper: source manifest per session with sessionCoversSources(), clear
out-params on all failure paths.

NSIS: document defensive portable branch, merge backup over surviving
data/ to repair partial deletes, copy (not move) wording in relocate,
note .txt exclusion in deck notice.

* [Installer][Client] Fix review findings: stale backup, empty reuse, relocate, portable warning

NSIS: wipe TEMP backup once per run to avoid resurrecting deleted files,
check data dir existence in relocate so dir-only trees are moved.

Client: never reuse a recent session for an empty source set, only fall
back to a covering session on copy failure, warn fresh portable installs
instead of staying silent.

* [Installer][Client] Fix review findings: usable session reuse, loose decks, NSIS pics, symlinks

* [Installer][Client] Fix portable backup exclusions in offender merge

* [Client] Split at-risk data warning into focused helpers

Ricky's nit on the 200+ line warnAboutDataPathsInProgramDir: extract
collection (portable/installed), backup, message building and dialog
into named helpers. No behavior change, all tr() strings untouched.

* [Client] Read path settings inside isPortableBackupExcluded

* [Client] Make stateless at-risk helpers static

* [Client] Extract at-risk data warning out of MainWindow

* [Installer][Client] Fix review findings: subdir backup, portable warning, backup API

NSIS:
- Back up unknown top-level install subdirs (e.g. <installdir>\decks),
  not just loose deck files, so the 3.1.1 -> new upgrade no longer loses
  data folders the old RMDir /r deletes before the client ever runs.
  Payload dirs (plugins/translations/sounds/themes) stay in place to avoid
  restoring stale DLLs; restore + relocate handle the new backup set and
  the one-time notice covers both decks and folders.
- Restart the %TEMP% backup when the 32/64-bit passes point at different
  dirs instead of merging (which restored one dir's files into the other);
  document that only the last pass relocates and the %TEMP% copy is not
  a durable second copy.

Client:
- Drop the portable at-risk warning: portable installs never shipped an
  uninstaller and portable updates preserve data/, so every portable user
  got a spurious dialog plus daily host-machine copies.
- AtRiskDataWarning is now a plain class with Q_DECLARE_TR_FUNCTIONS
  instead of QObject+Q_OBJECT; logging category renamed to
  at_risk_data_warning; MainWindow wrapper inlined into startupConfigCheck.
- Lower the synchronous startup backup cap 500 -> 200 MB.

Utility/tests:
- Remove test-only backupAtRiskPath()/findRecentBackupSession() and the
  no-marker/no-manifest legacy paths; isBackupSessionComplete() now
  requires the complete marker; tests updated to the plural API.

* [Client] Restore collectInstalledAtRiskPaths per review

a23e02b5 removed the definition along with the portable helpers,
breaking the build (undefined reference at link time, and
isInsideAnyDir unused under -Werror on Arch/Debian 13). Restores
the 202c0d65 version (pathsInsideDir plus loose top-level deck
files) as suggested.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-16 22:05:42 +02:00
BruebachL
711386574d
[Client] Tell the user when their playmat art is blocked (#7533)
* [Client] Tell the user when their playmat art is blocked

A server DENY rule silently drops banned playmat art: SetPlaymat fails
with no handler and DeckSelect strips the mat while answering RespOk.

Surface both cases with the same critical message box the banner card
art flow uses. DeckSelect strips are detected by comparing the
requested mat, passed via PendingCommand extraData, against the
server-echoed deck. Notices dedupe per card and reset on success.

* [Client] Gate playmat blocked notice on RespFunctionNotAllowed per review

Only SetPlaymat with RespFunctionNotAllowed signals a card art DENY
rule. Older servers answer RespInvalidCommand and strip the mat from
DeckSelect, so drop the DeckSelect comparison to avoid false
blacklisted popups on pre-playmat servers.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Co-authored-by: BruebachL <bruebachl@users.noreply.github.com>
2026-10-16 19:50:57 +02:00
BruebachL
b11b096828
[Server] Apply card art rules to playmats (#7532)
* [Server] Apply card art rules to playmats

Card art DENY rules were only enforced for user card art
(SetCardArtParams) while playmats using the same art bypassed them.

Move the rule lookup to Servatrice_DatabaseInterface::isCardArtAllowed
with a default-allow base on Server_DatabaseInterface, delegate the
session check to it, reject DENY-listed Command_SetPlaymat with
RespFunctionNotAllowed, and strip DENY-listed deck playmats on
DeckSelect so banned art is never broadcast.

* [Server] Address review nits on playmat card art rules

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-16 19:50:43 +02:00
BruebachL
bbe438b09a
[Completer] Highlight popup rows without rewriting the line edit (#7502)
* [Completer] Highlight popup rows without rewriting the line edit

Selecting a popup row with ClearAndSelect emits selectionChanged, which
QCompleter turns into highlighted() and QLineEdit turns into setText().
Since be2c16eca5 (#7466) that rewrites the typed text on every completion
reset / arrow-key press (e.g. typing "A" becomes "Axe" and cannot be
edited), regressing the 514014dc00 (#7447) fix that used NoUpdate.

Add selectWithoutRewrite(), which blocks the selection-model signals while
applying ClearAndSelect so the highlight stays visible without touching
the line edit, then syncs the preview manually. Route both the
above-popup auto-select and Up/Down navigation through it, and handle
Up/Down for below-popups too instead of falling through to Qt's
rewriting default. Enter/click acceptance via activated() is unchanged.

* [Completer] Repaint popup highlight after silent selection change

Blocking the selection model's signals also suppresses the view's own
selectionChanged/currentChanged repaints, so force a viewport update
after restoring signals. Use EnsureVisible to match Qt's normal scroll
behaviour.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-16 19:01:38 +02:00
BruebachL
456d9d9e70
[Server] Inform client of login/registration rate limit timeout (#7468)
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* [Security] Add per-address rate limiting for auth endpoints

Introduce a thread-safe RateLimiter that tracks attempts per key
(IP address) within a sliding time window, and wire it into the
authentication endpoints:

- Login: failed login attempts from an address are counted; once the
  configured maximum is exceeded within the window, further logins
  from that address are rejected with RespTooManyRequests. A
  successful login clears the failed attempts for that address.
- Registration: implement the previously stubbed
  tooManyRegistrationAttempts, limiting how many accounts can be
  created per address per window.
- Forgot-password: throttle both the email-request and the
  email-challenge paths per address.

New [security] settings with defaults:
  max_login_attempts_per_ip=5 / login_attempt_window_seconds=900
  max_registrations_per_ip=2 / registration_window_seconds=3600
  max_forgot_password_requests_per_ip=3 / forgot_password_window_seconds=3600

Adds unit tests for the RateLimiter (window limit, over-limit
blocking, clearing, per-key independence).

Took 3 minutes

* [Server] Fix rate limiter: disable semantics, draining window, bounded keys, pre-work login gate

- recordAttempt()/isBlocked() return false when maxAttempts <= 0 or windowSeconds <= 0, so the documented 'set to 0 to disable' actually disables instead of blocking every address permanently
- Keys at their limit are rejected without recording, so repeated attempts at the attacker's pace cannot keep sliding the window and holding the lockout open; a block now clears once the recorded attempts age out of windowSeconds
- Attempts map is bounded: an opportunistic prune (every 60s) erases keys whose attempts have fully aged out
- Login is throttled before the work: isLoginRateLimited() (a new virtual on Server, backed by isBlocked()) gates loginUser(), so a locked-out address no longer burns a database round trip and password verification per attempt
- recordAttemptAt()/isBlockedAt() time seams make the sliding-window behaviour deterministically testable; tests rewritten for the real semantics (no reliance on the maxAttempts=0 bug, no sleeps)

* [Server] Inform client of login/registration rate limit timeout

- Add retryAfterSeconds/retryAfterSecondsAt to RateLimiter to compute
  seconds until oldest attempt exits the sliding window
- Expose loginRateLimitRemainingSeconds via Server/Servatrice
- Include denied_end_time (absolute epoch) in RespTooManyRequests for
  login pre-auth and when transitioning to lockout after failed attempt
- Include denied_end_time in registration rate limit response
- Client: show retry time for login RespTooManyRequests
- Client: simplify registration RespTooManyRequests message to show
  retry time when provided
- Add test for retryAfterSecondsAt

* [Client] Restore registration guidance and drop duplicated rate limit reason

The registration RespTooManyRequests case now only shows the retry-after
copy when the server actually sent a denied_end_time; the per-email account
cap path (no end time) falls back to the previous guidance about already
having an account and contacting the server operator.

Drop the canned denied_reason_str from the new login rate limit branches so
the client no longer prints the same sentence twice.

* [Server] Exempt trusted_sources from auth rate limits

Addresses in security/trusted_sources bypass per-address limits, matching
the existing max_users_per_address bypass in initSession. Without this,
Webatrice behind local nginx (all clients as 127.0.0.1) would lock out
every web user after 5 mistyped passwords, and cap the whole server at
2 registrations / 3 forgot-password requests per window.

Adds Servatrice::isRateLimitExempt helper; recordFailedLogin,
isLoginRateLimited, recordRegistrationAttempt and
recordForgotPasswordAttempt all check it.

# Conflicts:
#	servatrice/src/servatrice.cpp

* [Server] Key login rate limit by (address, username)

A successful login cleared the whole per-IP failure history, so 4 bad
guesses plus 1 self-login (or guest UnknownUser login) from the same
address bypassed the limiter. Failures are now bucketed per
(address, lowercase username) and a success clears only its own pair.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-16 05:47:43 +02:00
BruebachL
213ce691dd
[Completer] Minimum size popup, fall back to compact design if not possible. (#7111)
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* [Completer] Minimum size popup, fall back to compact design if not possible.

Took 15 minutes

Took 6 seconds


Took 5 minutes

* [Completer] Fix popup going offscreen by clamping in screen coordinates

The position clamping in applyPopupWidth() was comparing popup->pos()
(parent coordinates) against screen->availableGeometry() (screen
coordinates).  When the parent widget is not at the screen origin the
clamping computed a position in the wrong coordinate space, placing the
popup offscreen.  Convert to global coordinates first, clamp, then map
back to parent coordinates.

* [Completer] Clamp popup from geometry() in screen coordinates

setMinimumWidth() already widens the popup synchronously, so the old
width() < minWidth guard never ran and the popup grew past the right
screen edge. The popup is also a top-level Qt::Popup window, so move()
takes global coordinates and the mapFromGlobal round-trip moved it to
the top-left of the screen. Clamp x from geometry() after
setMinimumWidth() and move(QPoint(clampedX, popup->y())) directly.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-15 18:10:07 +02:00
BruebachL
96b0888a73
[Oracle] Don't report a cancelled card database update as successful (#7082)
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* [Oracle] Don't report a cancelled card database update as successful (#3470)

Took 3 minutes

* [Oracle] Only report cancel when nothing was saved yet

Rejecting the wizard after SaveSetsPage or a download page already
wrote the database to disk still replaced cards.xml on disk, but
wasCancelled() forced exit code 1 so Cockatrice skipped the reload.
Track successful saves with OracleWizard::markDatabaseSaved() and only
treat a cancel as a failure when nothing was saved.

* [Oracle] Restore updater stderr in card update error dialog

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-15 15:21:07 +02:00
BruebachL
bbf0425655
[Style] Confirm broken Windows styles with a dialog offering Fusion (#7507)
* [Style] Confirm broken Windows styles with a dialog offering Fusion

* [Style] Address review nits on broken style dialog

Extract Fusion index lookup into findFusionIndex helper and add all
message box buttons before choosing the default button.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-15 12:41:01 +02:00
BruebachL
fec693ca2a
[Tests] Scope loader matcher settings to the process to fix parallel-run flakes (#7504)
* [Tests] Scope loader matcher settings to the process to fix parallel-run flakes

* [Tests] Clean up per-process settings sandbox after loader matcher run

* [Tests] Skip loader matcher sandbox cleanup during gtest discovery

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-15 12:21:40 +02:00
BruebachL
677692500b
[Game] Raise rubber band above count label and collapse multi-selection on click (#7451)
* [Game] Raise rubber band above count label and collapse multi-selection on click

Raise rubber band on start and collapse multi-selection to clicked card when left-clicking an already-selected card with no modifiers.

* [Game] Collapse multi-selection on release instead of press

Collapsing at press time dropped the selection before the drag started,
which broke dragging multiple cards. Keep the selection on press and
collapse it on release when the pointer stayed within the drag
distance.

* [Game] Defer selection collapse until the double-click window passes

A release without drag collapsed the multi-selection immediately, so a
double-click that followed (playSelected acts on scene()->selectedItems())
only ever saw the single clicked card. When the card handles
double-clicks on the selection, arm the collapse on a single-shot timer
for QApplication::doubleClickInterval() instead and cancel it from the
double-click handler; a new press disarms the other cards and a
selection-count guard covers rubber-band/ctrl changes meanwhile.

* [Game] Keep sideboard multi-selection on double-click

DeckViewCard overrides doubleClickActsOnSelection to preserve the
selection, restoring master behavior where double-clicking moves all
selected cards between main and side. DeckView cancels any pending
collapse before reading the selection.

* [Game] Remove duplicated inline selection-collapse declarations

* [Game] Fix DeckView collapse call visibility and multi-selection collapse

Make cancelPendingSelectionCollapse() public so DeckView can call it on
selected DeckViewCards. Always arm the deferred collapse on release
instead of skipping cards whose double-click acts on the selection;
the double-click-interval timer plus the cancel calls in
CardItem::mouseDoubleClickEvent and DeckView::mouseDoubleClickEvent
already preserve the selection for double-clicks.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-15 11:35:03 +02:00
BruebachL
fea12a74e2
[CI] Build Windows releases with Ninja (#7380)
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The A/B run measured Ninja against the Visual Studio generator across
ten builds: Ninja medians sit at ~17 min against ~21 for MSBuild, and
more importantly Ninja already matches the Linux and macOS legs, runs
the compiler itself and parallelizes the whole graph instead of one
MSBuild node at a time. Single runs on shared 4-core hosts swing by
minutes either way (VS and Ninja legs even ran in different Azure
regions inside one matrix), so this switches on medians and
engineering coherence, not on any one timing.

The Ninja leg is now the release leg: it keeps the -Win10 suffix and
the vcpkg scope (named after the vs2026 toolchain, whose cl.exe is
unchanged, so the warm archives keep restoring), uploads PDBs from the
single-config layout and ships installers to releases. The experiment
scaffolding goes away with the generator it measured.
2026-10-14 19:13:52 +02:00
BruebachL
0c10798ef4
[CI] Build the Windows solution on more than one MSBuild node (#7379)
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cmake --build only passes a job count to MSBuild when it is asked for
one, and .ci/compile.sh never asked, so every Visual Studio generator
build ran single-node: projects were built one after another and MTT
only ever parallelized the files of whichever project happened to be
building. Ask for one node per core, overridable with
BUILD_PARALLEL_LEVEL, and fall back to a single node when the core
count is not exposed.

Alongside it set EnforceProcessCountAcrossBuilds and CL_MPCount, the
knobs Microsoft's build throughput write-up pairs with MTT: without
them the node count and MTT multiply into more cl.exe processes than
the runner has cores for.

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-14 16:15:01 +02:00
BruebachL
eefe0bd672
[CI] Collect an MSBuild performance summary and binary log on request (#7378)
The Windows job spends about 28 minutes inside one "Build project"
group, with nothing in it that says where the time goes: MSBuild runs
single-node because no --parallel is passed, so projects build one
after another and it is not visible which projects, tasks or phases are
responsible.

Add a --profile flag that makes the Windows build write
-flp:PerformanceSummary and -bl, repeat the summary in the job log so
the numbers need no download, and report the core count, which decides
how much parallelism is worth asking for. The binary log is uploaded as
an artifact only on the runs that asked for it.

The workflow drives it from a build_profile matrix key that is empty by
default, so no build changes behaviour until someone sets it.

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-14 14:27:58 +02:00
BruebachL
25c85cf0bb
[CI] Key the vcpkg binary cache per ABI and let pull requests heal it (#7377)
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* [CI] Key the vcpkg binary cache per ABI and let pull requests heal it

The cache had no prefix, and TAServers/vcpkg-cache restores every entry it
finds under the prefix rather than only the hashes vcpkg asks for. With all
legs sharing the single vcpkg/ namespace, each of the five of them downloads
all 66 archives of all five on every run. Each restore also refreshes the
entry's last access date, so a dead ABI generation stays fresh forever and
GitHub's least recently used eviction can never reach it.

Name the scope in the key after the platform, target and toolchain it belongs
to, so a leg restores only its own archives. macOS 14, 15 and 26 on the same
Xcode build identical binaries when they share the lowest deployment target,
so point all three at 14 and let them share one scope instead of three.

A pull request cannot write the shared cache either. Its entries are scoped to
refs/pull/<n>/merge, so nothing it saves is ever readable again, and letting
it write anyway only burns the repository's quota, which is what the previous
attempt at this did. Keep the build read-only and hand the archives it had to
build itself to a new workflow running in the default branch scope, which
saves them where master can restore them. Forks stay read-only, they are the
one case whose archives must not be trusted.

Because the prefix changes every key, add a job that deletes the entries of
retired scopes, which is the one-time clean up of the current flat namespace,
and the per-run ones pull requests leave behind, which age based eviction
also never reaches.

Also pin the Linux ccache cache to its own subdirectory, since the directory
is shared with the docker build context, and drop the clang-format install
from the build images, which format nothing at runtime.

* [CI] Create the vcpkg cache directory when a scope is still empty

* [CI] Let a pull request write the vcpkg archives it builds

* [CI] Upload the vcpkg handover as one archive instead of loose files

* [CI] Hand the vcpkg cache over from one leg per scope

* [CI] Gate vcpkg cache writes to master pushes

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-14 08:14:16 +02:00
BruebachL
cce606764c
[Server] Resolve a zone dump request to an in-range index span (#7401)
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Command_DumpZone.number_cards is an unbounded sint32 supplied by the client, and
cmdDumpZone used it as an index without ever putting it in range.

    for (int i = 0; (i < cards.size()) && (i < numberCards || numberCards == -1); ++i) {
        const auto &findId = cmd.is_reversed() ? cards.size() - numberCards + i : i;
        Server_Card *card = cards[findId];

A forward request happened to be safe, because the loop stopped at the zone's own size.
A reversed one was not. number_cards is documented by the client as -1 for "the whole
zone", and cards.size() - numberCards is therefore cardCount + 1, one past the last card.
A request larger than the zone puts the offset at a negative index instead. Both read
out of bounds, then dereference the result as a Server_Card, so either adjacent heap
memory or a crash.

Any player can reach it: the zone only has to be a public one, or the requester's own,
and both number_cards and is_reversed come straight off the wire. A reversed dump of -1
is enough on any public zone with cards in it.

Resolve the request to a half-open span up front. -1 and any positive count are clamped
to what the zone actually holds, any other negative count resolves to nothing, and a
reversed request takes the span from the end rather than computing an offset from a value
that may not be in range. cards.at() then carries the bound as a second line of defence,
and qsizetype keeps the loop and the list's own indexing type aligned.

Also report card_count as the zone's real size. It was
numberCards < cards.size() ? cards.size() : numberCards, which agrees with the zone size
for every request that was in range and reported the client's own oversized number
otherwise. The client uses card_count to draw placeholders when a zone lists no cards, so
overstating it invents cards that were never there.

Put the resolution in its own translation unit. server_abstract_player.cpp refers to the
RNG global that only servatrice's main.cpp defines, so anything linking that object needs
the whole server binary behind it, which is why no test could reach this code before.

server_dump_zone_test covers each request shape and then asserts the span is contained in
[0, cardCount) across the edges of the request domain, INT_MIN and INT_MAX included.
Reverting the arithmetic makes three of them fail, the two out-of-bounds shapes and the
containment sweep.

The client's own copy of this convention at view_zone.cpp:93 already clamps the way this
now does. Leaving that duplication for a follow-up, since the client reaching the same
answer by a different route is not a defect.

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-13 11:23:13 +02:00
BruebachL
24874b10cf
[GameSelector] Persist quick-filter toolbar edits and repair filter settings migration (#7500)
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* [GameSelector] Persist quick-filter toolbar edits and repair filter settings migration

- Save game-filter parameters on toolbar changes, debounced with flush on close
- Repair pre-camelCase gamefilters.ini keys in place on startup
- Map the legacy creator-name filter to hostNameFilter
- Balance begin/endFilterChange in GamesProxyModel::refresh
- Align the hideIgnoredUserGames default between model and settings
- Cover the migration with regression tests

* [Review] Address RickyRister comments on filter persistence

- Rename game-type prefix constants to SCREAMING_SNAKE to match
  MIGRATION_SENTINEL_KEY and project style
- Document why GameSelector destructor flushes a pending debounced
  filter save (toolbar path has no other writer)

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-13 07:45:08 +02:00
BruebachL
a712553c81
[CardDB] Reload after the first run enables all sets without freezing startup (#7470)
* [CardDB] Reload when the first run enables all sets

checkUnknownSets() enabled every set when none was enabled, but the
database had already been parsed under that empty enablement, so the
parsers had stripped every printing. It only notified the models and never
reloaded, leaving the deck editor's card database display empty until the
next launch.

Route the all-sets-enabled case through the same reload the new-sets path
uses, and skip caching a snapshot whose sets are all disabled.

* [CardDB] Own checkUnknownSets after startup and fix the cache skip

The loader's initialLoadComplete guard skipped checkUnknownSets() on the
first successful load of the session, so a download that landed after
startupConfigCheck() and the onboarding wizard had already run (e.g.
skipping the wizard download and fetching later from the menu) left every
set disabled and the deck editor blank until the next launch. The guard
also let the check run on the worker before the queued snapshot swap, and
alongside reloadCardDatabasesAndNotify()'s own check, double-emitting
cardDatabaseNewSetsFound on manual reloads.

Move the check to the callers that load after startup: the post-update,
custom-import, and spoiler paths run it via a QFutureWatcher once the
finished snapshot has been swapped in, and the loader's synchronous
path-change reload runs it directly.

Judge the cache skip by the parsed sets' own enablement, what the parsers
actually saw, instead of getEnabledSetNames(), which reports empty for the
noop controller even though it enables every set. Wait for the first-run
reparse before opening Manage Sets so the dialog cannot bind to the
pre-reload set instances.

* [CardDB] Queue post-reload check and unblock first-run Manage Sets

reloadCardDatabasesAndNotify() no longer emits cardDatabaseEnabledSetsChanged after the swap's Reset already rebuilt the models (second 36k rebuild froze startup), and its follow-up checkUnknownSets() is queued to the GUI thread so it sees swapped-in data. cardDatabaseAllNewSetsEnabled() chains Welcome/Manage Sets off a QFutureWatcher instead of waitForFinished() blocking the event loop during the reparse.

* [CardDB] Batch the first-run enable-all into a single settings flush

checkUnknownSets() enabled every set with ~3 QSettings rewrite cycles per set (sort key, known, enabled), and each setValue re-opens and re-syncs the whole cardDatabase.ini. With a full database (874 sets) that froze the GUI thread for ~9s after the database download (LagMonitor: event loop stalled for 9129 ms, measured offscreen with a real 59MB cards.xml), reading as a total application hang that recovers on its own.

Persist the enable-all through the controller's batched saveSets() in a single flush instead, mirroring what SetsModel::save() already does: CardSetList::enableAllBatched() assigns fresh sort keys and marks every set known+enabled in memory, then writes all records at once. SetSaveData gains the isKnown flag so the batch covers all three options, and SetsModel::save() passes the sets' known state through (unchanged behavior there).

Also drop the cardDatabaseEnabledSetsChanged emission from the all-sets-enabled branch: the reload chained off cardDatabaseAllNewSetsEnabled rebuilds the models from the re-parsed snapshot via cardDatabaseReset, so emitting both rebuilt the 36k-card models twice on the GUI thread.

Adds a cache-invalidation test driving the real checkUnknownSets() first-run path.

* [CardDB] Batch the new-sets-found enable-all the same way

The first-run batching fixed the 874-set case, but the new-sets-found dialog path (enableAllUnknownSets/markAllSetsAsKnown) still wrote per set and per option, each setValue re-opening and re-syncing the whole cardDatabase.ini. Users with hundreds of custom sets hit the same multi-second GUI stall when answering the dialog.

Persist both through the controller's batched saveSets() in a single flush, writing only changed sets (so the common no-op check skips the flush entirely). Removes the now-unused write-through CardSetList methods (enableAll, enableAllUnknown, markAllAsKnown, guessSortKeys) so the batched flush is the only way to persist bulk set changes.

Extends the test controller mock with per-write/batched-flush counters and adds tests asserting both dialog paths persist with exactly one flush and zero individual writes.

---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-10-13 06:29:16 +02:00