* [Client] Hand off single-instance payloads outside the readyRead signal Opening a cockatrice:// link from outside a running client showed the "Join game ...?" confirmation and then crashed on both answers. The join reached the server first, so the other players saw the user join and immediately disconnect. SingleInstanceManager::handleNewConnection() emitted filesReceived from inside the forwarding socket's readyRead lambda and only disconnected afterwards. A joingame link makes the handler show a modal QMessageBox, which runs a nested event loop. The sending instance exits as soon as it has the acknowledgment, so the socket was disconnected and deleteLater'd inside that loop: it died in the middle of its own readyRead signal, and both this lambda and Qt's signal dispatch kept using the freed memory. Disconnect right after the acknowledgment and emit filesReceived through a queued call, so no handler and no nested event loop ever runs inside the socket's signal. Guarding the disconnect call alone is not enough, since Qt still touches the socket after the lambda returns. Add a regression test that reproduces the nested-event-loop hand-off. * [Tests] Apply cmake-format to the single-instance test wiring * [Client] Defer the single-instance socket teardown past the readyRead frame The forwarded payload is emitted synchronously from inside the forwarding socket's readyRead, which is what lets the modal "Join game?" confirmation appear. A handler can spin a nested event loop, and the sending instance exits as soon as it has the ACK, so the socket is disconnected and deleteLater'd while that loop runs. Control then returns to this frame with the socket already destroyed, and the inline disconnectFromServer() touched freed memory. Queue the teardown instead and guard it with a QPointer taken before the handlers run -- building the guard afterwards is itself a use-after-free, since QPointer dereferences the pointer it is constructed from. The payload still reaches the handlers synchronously, so the confirmation is unchanged. The regression test covers both halves: the handlers must run while the socket is still connected, and the socket must not be torn down until the readyRead frame has returned. * Lint. * [Client] Only delete the single-instance socket outside the readyRead frame The auto-delete on `disconnected` was the remaining use-after-free. A handler may spin a nested event loop (the modal "Join game?" box), the sending instance exits as soon as it has the ACK, and so the peer closes while that loop runs. deleteLater() issued from inside such a loop is not deferred to the outer loop: Qt frees the object as soon as the nested loop unwinds, which is still inside this readyRead emission, so Qt's own signal dispatch and the handler lambda both keep using a freed socket. When the notification happens to arrive late the bug hides, which is why this only reproduced on some platforms. Drop the auto-delete and let the queued teardown own the socket's lifetime: it disconnects and then deletes, once the frame has unwound. The QPointer guard was necessary but not sufficient -- it stopped us dereferencing a dead pointer, not the socket being freed underneath the frame. The test waits on the socket's destroyed signal instead of polling, so the teardown assertion does not depend on platform event timing. * [Client] Do not queue the single-instance socket teardown The previous commit moved the deleteLater() off the disconnected signal and into a queued invocation, believing that "queued" meant "after the readyRead frame returns". It does not. A queued call is delivered by whichever event loop is running, and the modal "Join game?" box runs a nested one -- so the teardown was still executed inside the readyRead emission, which is exactly the use-after-free it claimed to prevent. Queueing was never necessary. Because nothing connects deleted/close to the socket's disconnected signal any more, no nested loop can free it while the handlers run, and emit filesReceived() is synchronous: once it returns, the frame has unwound and the socket can be closed and deleted inline. The QPointer stays, covering the one case that remains -- the primary shutting down while the confirmation box is open, since QLocalServer destroys its pending connections. --------- Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
Cockatrice | Download | Related | Community | Contribute | Build | Run
To get started with Cockatrice ⇢ view our webpage
To get support, or suggest changes to the app ⇢ file an issue (How?) To help with development ⇢ learn how to contribute
Cockatrice
Cockatrice is an open-source, multiplatform application for playing tabletop card games over a network. The program's server design prevents users from manipulating the game for unfair advantage. The client also provides a single-player mode, which allows users to brew while offline.
This project uses C++ and the Qt libraries.
Download 
Downloads are available for stable releases and the current beta version in development.
There is no strict release schedule for either of them.
Latest stable release:![]()
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Latest beta version:![]()
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While incorporating the latest fixes and features, beta builds may not be stable or contain new bugs! Please report any findings and open new issues when testing them!
Related Repositories
- Magic-Token: File with MtG token data for use in Cockatrice
- Magic-Spoiler: Code to generate MtG spoiler data from MTGJSON for use in Cockatrice
- cockatrice.github.io: Code of the official Cockatrice webpage
- io.github.Cockatrice.cockatrice: Configuration of our Linux
flatpakpackage hosted at Flathub - Webatrice: Web client for Cockatrice servers (TypeScript / React)
Community Resources 
Join our Discord community to connect with other project contributors (#dev channel) or fellow users of the app. Come here to talk about the application, features, or just to hang out.
Important
For support regarding specific servers, please contact that server's admin/mods and use their dedicated communication channels rather than contacting the team building the software.
Contribute
Code | Documentation | Translation
Repository Activity
Code
To contribute code to the project, please review our guidelines first.
We maintain two tags for contributors to easier find issues to potentially work on:
Issues tagged in this way provide a simple way to get started. They don't require much experience to be worked on.
This tag is used for issues that we are looking for somebody to pick up. Often this is for feature suggestions we support, but don't have the time to work on ourselves.
For both tags, we're willing to provide help to contributors in showing them where and how they can make changes, as well as code reviews for submitted changes.
We'll happily advice on how best to implement a feature, or we can show you where the codebase is doing something similar before you get too far along - put a note on an issue you want to discuss more on!
You can also have a look at our Todo List in our Code Documentation or search the repo for \todo comments.
Documentation 
There are various places where useful information for different needs are maintained:
- Official Code Documentation
- Official Wiki
Community supported - Official Webpage
- Official README
This file
Cockatrice tries to use the Google Developer Documentation Style Guide to ensure consistent documentation. We encourage you to improve the documentation by suggesting edits based on this guide.
Translation 
Cockatrice uses Transifex to manage translations. You can help us bring Cockatrice and Oracle to your language and just adjust single wordings right from within your browser by visiting our Transifex project page. The Webatrice web client manages its own translations in its repo.
Check out our Translator FAQ for more information about getting involved, and join a group of hundreds of others!
Build

Dependencies: (for minimum versions search our CMake file)
Oracle can optionally use some packages to load compressed card files:
Basic compilation steps:
mkdir build
cd build
cmake ..
make
You can then
- Create a Cockatrice installation inside the
releasefolder:make install - Or make an installation package specific to your system:
make package
Note
Detailed compiling instructions can be found in the Cockatrice wiki at Compiling Cockatrice
The following flags (with their non-default values) can be passed to cmake:
| Flag | Description |
|---|---|
-DWITH_SERVER=1 |
Build Servatrice server |
-DWITH_CLIENT=0 |
Don't build Cockatrice client |
-DWITH_ORACLE=0 |
Don't build Oracle card database tool |
-DCMAKE_BUILD_TYPE=Debug |
Compile in debug mode Enables extra logging output, debug symbols, and much more verbose compiler warnings |
-DWARNING_AS_ERROR=0 |
Don't treat compilation warnings as errors in debug mode |
-DUPDATE_TRANSLATIONS=1 |
Configure make to update the translation .ts files for new strings in the source codeNote: make clean will remove the .ts files |
-DTEST=1 |
Enable regression tests Note: make test to run tests, googletest will be downloaded if not available |
Run
Cockatrice is the game client
Oracle fetches card data
Servatrice is the server
Docker
You can build an image & deploy a Servatrice (Cockatrice server) container using Docker and our Dockerfile yourself.
For more details, look into our wiki section on Setting up Servatrice.
You'll also find more hints on our pre-build image there, or the docker-compose file which will configure and run both a MySQL server and Servatrice.
License 
Cockatrice is free software, licensed under the GPLv2.
