* [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.
---------
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>
* [Client] Route cockatrice:// link clicks from chat to the intent chain
A cockatrice:// link clicked in chat is currently handed to the OS (or
does nothing in-process). Clicks now emit a cockatriceLinkActivated signal
that travels ChatView -> Tab -> TabSupervisor -> MainWindow, which feeds
the URL through the same IntentUrlParser the OS activation path uses, so
the join runs entirely in-process. card/user schemes and all other links
behave as before.
* [Client] Route cockatrice:// link clicks from the in-game chat to the intent chain
* [Client] Reuse one IntentUrlParser instance for cockatrice:// links
Took 59 seconds
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Chat] Render cockatrice://joingame links in chat as clickable buttons
Words starting with cockatrice:// become button-style anchors labelled with
the game description, id and server (falling back to id + server for links
built without a description). The description is spliced via the multi-arg
arg() overloads so a title containing "%…" cannot corrupt the label.
Keyboard link access is enabled so the anchors are reachable without a mouse.
* [Chat] Fix percent-encoding and scheme gating in game-link chat labels
Game descriptions containing '%' were rendered as '%25' in the chat
button label because QUrlQuery's default decode leaves %25 untouched.
Use QUrl::FullyDecoded for the description item, and restrict the
invite-button treatment to cockatrice://joingame links; any other
cockatrice:// scheme now falls through to plain text.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Client] Keep the message draft and notify when the recipient is offline
* Don't blindly assume a user is online.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
The inline URL building in GameSelector's copy-link action moves into a
shared helper so every invite/copy site produces the same link format.
The helper embeds the game description as an extra "game" query item
(percent-encoded); links without it stay valid — the receiving parser
ignores unknown query items.
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [UserList] Unify friends/online/ignored list with section dividers and add search bar.
Took 31 minutes
Took 7 seconds
* [UserList] Add a light mode theme
Took 12 minutes
Took 11 seconds
Took 5 minutes
Took 2 minutes
* [UserList] Re-sort when a user's online state changes
setUserOnline() flipped the online flag but never re-sorted, so a buddy
who went offline kept the position they had while online and stayed at
the top of the list. Re-sort (and re-apply the filter) whenever the flag
actually changes, mirroring processUserInfo().
Took 10 minutes
* [UserList] Show users in every section they belong to
The sectioned list used one row per user with a priority rule
(ignored > buddy > online), so an online buddy only appeared under
"Buddies" and never in the "Online" list. Sections are now pure
membership views: a user gets one row per section they belong to, so an
online buddy appears under both "Online" and "Buddies".
- Track rows per (section, user) in sectionUsers instead of reparenting
a single row; the name->primary-row map is kept for external lookups.
- Rebuild, presence and buddy/ignore mutations create/drop rows per
section instead of moving a single row between sections.
- Dropping one membership no longer removes the user from the other
sections.
* [UserList] Keyboard navigation for section dividers, popup on selection
Section dividers were not selectable, so arrow-key navigation skipped
them entirely, and the user popup only appeared on hover or click. Now:
- Dividers are selectable, so Up/Down navigation lands on them; they act
as collapsible headers once focused (Enter/Space toggle, Left/Right
collapse/expand per tree convention), with a focus indicator drawn by
the existing delegate.
- The popup follows keyboard selection via currentItemChanged, exactly
like mouse hover, and closes when the selection moves to a divider or
leaves the list.
- The popup anchors on the hovered/selected row instead of a user-name
lookup, so with duplicate rows (online + buddy) it stays attached to
the row under the mouse/cursor.
- Left-arrow now actually collapses an expanded section divider: the
collapse branch hardcoded the target expansion state to 'expanded',
making the key a no-op.
- The user popup no longer flashes through a fade when hopping between
users (hover or arrow-key navigation): a content swap keeps it opaque,
and pending show/hide timers are cancelled so an armed hover timer
cannot override a keyboard-selected row or a pending hide kill the
newly shown popup.
- Bulk rebuild defers per-row divider-count updates to endBulkLoad(),
removing the quadratic recount during large online-list loads.
- handleOnlineChangeLeft/handleListRemove skip the sort+filter+repaint
when nothing actually changed.
* [UserList] Tune the role row gradient colors (dark parity, light mode)
Dark mode is byte-for-byte the pre-branch painter profile, with the
original saturated-left to navy-right fade restored verbatim. Light mode
uses the same language at high tint strength: role rows get colored
fades (0.75/0.65 left to 0.18/0.10 right), and regular users get flat
warm paper cards (AlternateBase) instead of the grey slate.
* [UserList] Deselect the list and close the popup on outside clicks
Clicking anywhere outside the tree, the popup or an open menu now clears
the selection and hides the popup, so a pinned popup does not stay open
when the list loses focus.
- The application-wide event filter watches every mouse press and treats
a press as inside the list UI only when its target is the tree, the
popup or an open menu (parent-chain walk), so a click on another list,
a tab or the window background deselects.
- A hover popup now also closes when the cursor leaves the hovered row.
The hide timer previously checked whether the cursor was over the
tree, which is always true over empty list space and section dividers,
so the popup stayed open after moving off the user.
- Deselection keeps the current item so keyboard navigation is not
disturbed, and the pinned flag is dropped before hiding so the
selection-changed handler does not hide twice.
Took 15 minutes
* [UserList] Use an enum for the list sections
The section identifiers were stringly-typed: eleven hardcoded
QStringLiteral comparisons scattered through user_list_widget.cpp, and
the display path (sectionTitle) maps every id through tr() anyway, so
the raw strings were never shown. A typo compiled fine and silently
broke a section.
- enum class Section { Buddy, Online, Ignore } replaces the section
strings across the sectioned-list API (setSectioned, getSectionIds,
setSectionExpanded, the sectionExpanded signal and all membership
helpers), giving compile-time checks at every call site.
- sectionTitle becomes a switch over the enum and the dead raw-string
fallback is gone.
- The expanded-section state persists the same stable keys via the
panel widget boundary, so existing settings files survive unchanged.
- The divider reverse lookup in handleSectionExpansion no longer relies
on an empty-string sentinel from QMap::key; it scans the three
dividers and bails when the item is not one of them.
Took 12 minutes
# Commit time for manual adjustment:
# Took 2 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Tabs] Add a setting to define startup tab on application launch.
Took 29 minutes
* Naming and sizing
Took 4 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [VDE] Add a new setting to determine initial tab (Context/Deck/Database)
Took 16 minutes
Took 4 seconds
* Adjust tooltip
Took 4 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [VDD] Defer heavy construction until after the tab paints
* Use singleshot QTimer instead of member variable.
Took 27 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* Add an arrow draw animation setting
- New arrowDrawAnimation cards-display setting, default on
- The arrow draw animation checkbox joins the animation settings group
- Visual Deck Storage selection animation checkbox moves next to the
other animation checkboxes, and the enable/disable-all buttons now
cover it and the arrow animation
Took 2 minutes
Took 21 minutes
Took 7 minutes
Took 11 minutes
Took 20 seconds
* Animate arrows drawing from start to target
- The arrow stroke reveals itself along the arc with an eased timing,
followed by a short light sheen that sweeps down the shaft
- The arrow head pops in once the reveal reaches it, then the whole
arrow fades from its initial glow
- Decay is driven by GameScene's shared animation timer through the
IAnimatedItem interface (QElapsedTimer based), respecting the
arrowDrawAnimation setting
- GameScene adds the arrow item to the scene before starting its
animation so the item is registered against a valid scene
Took 6 minutes
Took 1 minute
* Defer animation start so arrows don't start halfway materialized
Took 13 minutes
* Don't draw tip/shaft outline
Took 12 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* Add animations toggles for the life counter and battlefield
Per-effect toggles plus Enable/Disable-all buttons: a life-counter
flash on loss and a crimson battlefield shimmer on damage.
Took 24 seconds
* Animate life changes with a counter flash and battlefield shimmer
- Life loss/gain pulses the player life counter with a brief flash
- The battlefield table zone shimmers crimson on damage
- Respects the per-effect animation toggles
Both effects drive their decay from GameScene's shared animation timer
through the IAnimatedItem interface (QElapsedTimer based), instead of
owning per-item QTimers.
Took 8 minutes
* Revert unintentional cherry picks
Took 2 minutes
* Lambda to re-use path calculation.
Took 8 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* Introduce generic IAnimatedItem interface for scene animations
GameScene's shared 10ms animation timer previously only knew about
CardItems (cardsToAnimate). Generalize it so any scene item can tick on
the shared timer instead of owning its own QTimer:
- New IAnimatedItem interface with a single animationEvent() tick.
- GameScene tracks animated items in a QHash keyed by QObject and
auto-unregisters items when they are destroyed, so an item deleted
mid-animation (concede, removePlayer, deleteLater) can never leave a
dangling pointer in the set.
- GameScene::~GameScene disconnects incoming connections before the
animation timer is deleted; all timer stops are null-guarded so
destruction ordering no longer matters.
- AbstractCardItem implements IAnimatedItem with a no-op tick so the
existing tap-animation registration path keeps working; CardItem
overrides it with the real rotate animation.
Took 5 minutes
* Add Enable/Disable all animations buttons to settings
The animation settings group gets two push buttons that toggle every
per-effect animation checkbox at once. The base branch carries the
buttons and the shared slots; per-effect toggles (life counter,
battlefield, arrow draw) are added by the feature branches on top.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Chat] Scroll chat view to bottom when loading chat history (#2725)
Took 4 minutes
Took 38 seconds
* Harden scrolling to bottom
Took 11 minutes
* Implement stick-to-bottom flag
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* Add card completion popups to chats and search fields
Completes @mention and [[card]] in chat, and card names in the deck
editor, EDHREC, Archidekt, card art rules, and user card settings
searches. Pops up a styled list with mana pips and a card image
preview, flipping the list order when the popup opens above the text
field.
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [UserList] Bulk load to prevent hang on connect, fix multi-monitor positioning
Took 48 minutes
* Extract slot to method
Took 10 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [DeckEditor] Use CommanderSpellbook.com to estimate bracket if format is 'commander'
Took 2 minutes
Took 16 minutes
* Convert json data holder to structs, rename variables, extract widget
- Extract bracket estimation UI from DeckEditorDeckDockWidget into a
new CommanderBracketWidget
- Move CommanderSpellbook integration settings from CardsDisplaySettings
to DeckEditorSettings (matching the settings refactor on master)
- Rename CommanderSpellbook integration variables to drop the redundant
'DeckEditor' prefix
Took 4 minutes
# Commit time for manual adjustment:
# Took 6 minutes
# Commit time for manual adjustment:
# Took 8 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Settings] Shuffle some settings around
Took 21 minutes
Took 1 hour 25 minutes
* [Settings] Camel case everything
* Revert debug schema change
* Add new classes
* Fix card counters writing to global
* Fix CI tests
* Fix Windows CI
* interface() is a protected keyword for MSVC
Took 5 minutes
Took 5 seconds
* [Settings] Keep menu settings on the appearance settings page
Leave the 'Menu settings' group box on the appearance settings page for
now; relocating it to the user interface settings page will be done in a
separate PR.
Took 6 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Settings] Implement search
Took 38 minutes
Took 8 seconds
Took 9 minutes
Took 5 seconds
Took 44 seconds
Took 25 seconds
* Comments
Took 23 minutes
Took 15 seconds
* Comments
Took 1 hour 14 minutes
* Minor fixes to search
Took 13 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Chat] Don't tag cards that have no match in the database (#2217)
Took 6 minutes
Took 4 minutes
* Highlight not found but attempted tag
Took 6 minutes
* Change color to not be server message color
Took 3 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [CI] Remove Qt5
Took 10 minutes
Took 9 minutes
* Revert CI failure and fix up comments
Took 4 minutes
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [Application] Add single instance guard and mime types.
Took 2 hours 39 minutes
Took 18 minutes
Took 5 minutes
Took 12 seconds
Took 11 seconds
* Rework
Took 30 minutes
Took 50 seconds
* Only enforce single instance if launched with arguments.
Took 5 minutes
* Prototype intents
Took 53 minutes
Took 6 seconds
* Connect/disconnect and join game/room intents.
Took 3 hours 14 minutes
Took 2 seconds
Took 15 seconds
* Fix include.
Took 1 minute
Took 23 seconds
Took 2 seconds
* Mac handling.
Took 10 minutes
Took 12 seconds
Took 3 minutes
* Lint.
Took 3 minutes
* Rebase.
Took 3 minutes
Took 17 seconds
* Implement UrlSchemeEventFilter
Took 10 minutes
Took 7 seconds
* Qt Moc
Took 3 minutes
* Modern PList.
Took 21 minutes
Took 1 minute
* Debug output.
Took 6 minutes
Took 19 minutes
* Watch file:// prefix.
Took 15 minutes
Took 7 seconds
* Better handler.
Took 6 minutes
* Don't store reference in member
Took 5 minutes
* Move impl to cpp, fix lifetime issues.
Took 11 minutes
Took 2 minutes
* Better single-instance handoff, url intent harded
copy game link context-menu
Polish for installers
Took 35 minutes
Took 8 seconds
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
* [ConnectDialog] Focus login field after selecting a server (#3346)
Took 12 minutes
* [UpdateDialog] Center update message boxes over the main window (#3538)
---------
Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>