Start Mining was live regardless of which daemon the wallet was talking
to. It is a `start_mining` RPC to the connected node, so on a remote one
it is either refused — the button appearing to do nothing — or, if the
operator left the RPC open, it sets someone else's machine mining to our
address. Neither is a thing a wallet should offer.
The axe now greys out unless `Nodes::connection().isLocal()`, hovering it
explains why, and clicking anyway flashes the same notice rather than
silently doing nothing. `onStartMining` refuses too: the QML disables the
control, but a signal is not a promise.
isLocal() counts localhost, .local, 127/8 and the RFC1918 ranges, so the
embedded node and a daemon on the LAN both qualify.
Claude-Session: https://claude.ai/code/session_01VLQ5DsgKv23osGANoFT3zF
The ambient scene grows up: the hidden-tab bug that rained +1s out of an
empty sky is fixed at both ends, the wipeout is a skid rather than a
stunt, clearing a field says WIN, and each tab gets its own amount of
scene — History runs, Receive sits, Send is money going past.
Claude-Session: https://claude.ai/code/session_01VLQ5DsgKv23osGANoFT3zF
It was butted straight up against the Clear/Send row, so a band of night
sky touched a button and read as part of the form. Now there is a fixed
14px gap under the buttons and a stretch either side of the scene, which
centres it in whatever space the form leaves.
And the coins come in handfuls. One at a time reads as a metronome, so
Send now has three of them: usually one goes past, sometimes two, and
about one time in seven all three, staggered by a beat so they arrive
together rather than in a rank. Each rolls its own height, size, duration
and spin direction.
Claude-Session: https://claude.ai/code/session_01VLQ5DsgKv23osGANoFT3zF
He was filling History's empty beat as well, left over from before
Receive had a scene of its own. Two tabs showing the same sitting doge
reads as one tab's scene leaking into the other, and History is meant to
be the tab where he runs.
History's opening beat is now sky, grass, clouds and the sun — the scene
breathing before the coins come out — and the sitting doge appears on
Receive and nowhere else. The per-lap idle roll goes with him.
Claude-Session: https://claude.ai/code/session_01VLQ5DsgKv23osGANoFT3zF
Send's bills were being cut off halfway across. Money mode reused the
run's lap machinery, so every 9-14 seconds the cycle restarted and reset
every bill to the start of its flight — and a roll whose delay plus
duration ran past the cycle simply disappeared wherever it had got to.
Bills now keep their own clock: cross, re-roll, wait, cross again, with
the re-roll deciding afresh whether that bill flies at all. Nothing
resets them from outside, so nothing can cut them short, and the sky
thins and fills instead of carrying identical traffic for ever. 26
seconds of frames now contain no mid-screen disappearance.
Both quiet tabs get an ambient clock, because a form is a long time to
look at a dog breathing:
* Send: a gold coin arcs across on its own trajectory now and then,
bills tumble in proportion to their speed, and at night the odd
shooting star.
* Receive: a coin drops out of the sky, bounces, and settles in the
grass beside the doge with a small sparkle burst — a coin arriving is
the entire point of that tab — and he perks up when it lands. Birds
fly by in daylight. It lands to one side of him and clear of the sun,
which is where the first version put it.
Claude-Session: https://claude.ai/code/session_01VLQ5DsgKv23osGANoFT3zF
The crash launched him. Rotating 66 degrees about a pivot inside the
sprite, shearing him through the middle and scaling him about the same
point left him diagonal in mid-air, elongated, nowhere near the ground —
a stunt, not a trip.
It is now a face-plant and a skid: 26 degrees, a 21px drop so the snout
reaches the grass, and 26px of forward slide along the ground with the
dust coming up. The shear is gone entirely. The pivot is the snout at the
grass line rather than a point inside the body.
The other half of looking airborne was the frozen frame: stopping a run
cycle leaves whatever mid-stride pose the gif was on, legs extended. He
now lands on frame 4, the one with the legs tucked under him.
Clearing the field and getting across now says WIN, with the tally, the
way eating it says GAME OVER. Before, a won lap just ended and the next
one opened with a doge sitting down, which reads as nothing having
happened.
And the scene comes in three amounts, because a form should not have to
compete with a dog: History runs the whole thing, Receive is a doge
sitting in the field, Send is money blowing past and nothing else. One
QML file, gated by mode; the beat machine only runs where there is a run.
Claude-Session: https://claude.ai/code/session_01VLQ5DsgKv23osGANoFT3zF
The +1s raining out of an empty sky came from a scene running on a tab
that had never been shown. An unshown QQuickWidget is 0px wide, and at
0px every coin sits at x=0, so the doge "collected" the whole field in
one step; the pickup pops from that phantom lap were still mid-flight
when the tab was finally selected and the real width arrived. Their
`SequentialAnimation on opacity { running: <bound> }` was cut off by the
width change, which leaves the property wherever it stopped — so a +1
hung in the air for the rest of the lap, next to a coin nobody had
taken.
Both halves are fixed:
* SceneWidget parks its scene on hide and starts a fresh lap on show,
and the QML refuses to run at all until it has been laid out. A
background tab now costs nothing, too.
* Every one-shot flourish (+1, bark, dust, GAME OVER) is started and
reset from an explicit handler, so an interrupted lap cannot strand
one on screen.
The rest is the ambient scene earning its keep:
* The face-plant has weight. He tips over his front paws — pivoting on
the paw at the grass line, not the middle of the sprite, which used
to swing his snout through the ground — squashes at the nose, bends
through the body, throws dust off the impact, and lies there
breathing. GAME OVER now lands a beat later so the crash reads on
its own, and the lap ends shortly after instead of running out the
clock on a wreck.
* He has opinions: HRNMMROOF, BONK, SNOOT.EXE and friends on a
wipeout; MUCH COIN, AMAZE, VERY WIN when he clears the field, with a
victory hop to go with it.
* More variety per lap: zero to three bills at their own speeds and
heights, a 1-in-3 fat +5 coin with a halo, a doge sitting in the
field during the empty beat, drifting clouds, a soft corona on the
sun, blinking stars and the odd shooting star at night, birds by
day, and a run speed that is no longer always eight seconds.
Verified by rendering scene.qml headless (qml6 + xvfb, frame grabs) at
the real widget sizes, and by driving two scenes through a QTabWidget to
watch the hidden-tab case before and after.
Claude-Session: https://claude.ai/code/session_01VLQ5DsgKv23osGANoFT3zF
Compress-Archive on Windows PowerShell writes the OS path separator into entry
names, so the archives came out with "tor\tor.exe". The ZIP format mandates
forward slashes, and 5.1.0 shipped "tor/tor.exe" from `zip -X` on Linux -- this
was a regression introduced when the packaging moved to the signing host.
It is not cosmetic for this application. Extractors that take the backslash
literally produce a file named "tor\tor.exe" in the archive root rather than a
tor directory, which puts the bundled Tor somewhere wowlet does not look. The
daemon is given an exclusive --tx-proxy, so a wallet that cannot find its Tor
cannot relay a transaction at all.
Archives are now built through System.IO.Compression with entry names
normalised explicitly, and the job asserts the result: a backslash in any entry
name, or a missing tor/tor.exe, fails the build rather than shipping.
Caught by extracting the artifact and diffing it against the 5.1.0 release
before publishing.
Linux: the x86_64 AppImage now builds on the Gitea runner. Unlike the Windows
lane, which builds a static toolchain of its own through contrib/depends, it
links against the host's Qt6 -- so those dependencies are owned by such-fleet
(roles/wowlet_build_host) and the job asserts them rather than apt-installing.
A workflow that installs needs sudo on a shared runner and makes the build
host's contents a property of whichever job ran last.
Windows: the lane now publishes two archives instead of one. Authenticode
mutates the exe, so a signed binary can never byte-match a build someone
reproduces from source. Shipping only the signed one quietly costs the project
its reproducibility story; shipping only the unsigned one costs every normal
user a SmartScreen warning. Both, with both hashes in the PGP-signed
hashes.txt, costs neither -- and keeps one canonical download page rather than
splitting the project across a fork.
The AppImage lane carries the packaging knowledge that a plain linuxdeploy run
does not: qmlimportscanner does not follow a module's own qmldir dependency
chain, so the QtQuick and QtQml trees are copied wholesale and each copied
plugin's Qt libraries resolved by hand, and a guard fails the build if
mining.qml ever imports QtQuick.Controls again rather than shipping a white
mining tab.
The first Gitea run built cleanly all the way through -- depends, wowlet.exe,
staging -- and then died on the last step:
::error::@actions/artifact v2.0.0+, upload-artifact@v4+ and
download-artifact@v4+ are not currently supported on GHES.
Gitea Actions implements the older artifact protocol, so the v4 actions (which
use @actions/artifact v2) refuse to talk to it. Hash Bags' Windows lane already
uses v3 for the same reason.
Pinned with a comment so nobody upgrades it back and loses a 22 minute build to
the same error.
Gitea is master and GitHub is a mirror, but the Windows and Linux jobs still
only existed in .github/workflows, so GitHub was doing real build work. This
moves Windows.
Two jobs on two machines, which is the point rather than an accident:
build runs on `deb` (windows-latest:host — it carries the MinGW
cross-compiler) and produces an unsigned wowlet.exe.
sign runs on desktop-iim2fs2 (windows:host), the machine with the EV
code-signing token physically in it.
The signing job does not itself sign. Its runner is NT SERVICE\act_runner,
which cannot use the token: SafeNet holds the login per user and the login is
established interactively by an operator. So the job queues the binary for the
Fleet-installed broker (roles/windows_code_signing) and waits. CI never holds
the key and never holds the token password, so it cannot spend one of the
token's three password attempts.
Differences from the GitHub lane, all because this is a real fleet host rather
than a disposable hosted runner:
- No apt install and no sudo. Every dependency is already present on deb, and a
first step asserts the toolchain — including that mingw is the posix
threading variant — and fails pointing at such-fleet rather than half
building.
- No disk-freeing or fallocated swap. Those existed to survive a hosted
runner's 16G/14G budget; deb has 30G and 3.1T free.
- depends builds at -j4 and wowlet at -j6 rather than -j2 for the same reason.
The exe is staged unzipped between the jobs because the broker signs one PE at
a time; the published zip is assembled after signing, so the archive contains
the signed binary. The signature, its RFC 3161 timestamp and the expected
signer are all re-verified on the artifact that actually ships.
Dispatch-only: both runners are capacity 1 and shared with other lanes.
Every tab was running the identical eight seconds forever. Three changes:
- Each lap rolls its own timing: 3-5s of empty field, and the money now enters
on its own delay at its own pace instead of shadowing the doge every time.
- Roughly one lap in six the doge eats it partway down the field: he tips
nose-first onto the grass, GAME OVER comes up, and the coins he never reached
are still sitting there. Costs no new art — it is the running sprite pivoted
on its own feet.
- A `variant` on SceneWidget picks the sky: dusk (History, lock screen), dawn
(Receive), night (Send, with stars and a moon instead of the sun).
The cycle is now a timer-driven state machine rather than one SequentialAnimation.
That is not stylistic: a lap that rolls its own durations has to assign them
somewhere, and assigning a duration to a child of a *running* SequentialAnimation
makes the group recompute and re-enter its own ScriptAction until the JS stack
blows. Qt flags the binding form of the same mistake as a binding loop.
Verified by headless qml6 render: a forced trip lap, and a clean run with no QML
warnings.
The build stages the wownerod binary into src/assets/wownerod/ and generates
src/assets_wownerod.qrc, exactly as it does for tor and docs — but only the tor
and docs paths were ignored. A `git add -A` in a build tree therefore offered a
24MB binary and a generated qrc for commit. Ignore them the same way.
Send had a large empty region under the form doing nothing, and Receive had
nothing at all. Both get the scene back — but as real layout items, not as the
overlay that painted over the forms last time.
Send: the form only ever needed the top of the tab, so the QFormLayout is now
wrapped in a vbox and the scene takes the rest. The widget's vertical size
policy was Maximum, which made it hug the form; it owns the whole tab now. The
form itself is untouched, and nothing is drawn on top of the address or amount
fields.
Receive: a short banner under the address table.
Built and smoke-tested from the AppImage lane.
The lap ran flat out and reset the moment the doge left the frame. It now
breathes:
1. ~4s of empty field, nothing but sky and grass
2. the coins pop in one at a time (320ms apart)
3. the doge and the money cross, and the doge collects them
Both coin states stay derived from the cycle rather than tracked: a coin is out
once `coinReveal` passes its index, and collected once the doge's snout reaches
its centre. Dropping `coinReveal` to 0 and `runProgress` to 0 at the top of the
loop therefore restores the whole field with no reset bookkeeping, and parks
the doge and the money off the left edge for the empty beat at the same time.
The money now crosses with the doge instead of drifting on its own clock, a
little quicker so it leads him off screen, and it sits proportionally in the
sky so a tall scene does not pin it to the top edge.
Verified by headless qml6 render across a full cycle at 1000x200.
The metrics kept sliding out of the bottom of the node console. The cause was
free height, not margins: the top bar's RowLayout, its right-hand ColumnLayout
and the console RowLayout all defaulted to fillHeight, so any slack in the
window was absorbed by the console. The 102px bezel graphic stretched with it
(topright_middle is a 1px column tiled horizontally), the label/value rows —
two fillHeight halves — spread apart with it, and a full block height ended up
rendered below the panel. The three `Layout.preferredHeight: parent.height`
bindings, which asked a layout child for its own parent layout's height, made
the result depend on resolution order.
Now the top bar, its column and the console are pinned to their design heights
(128 / 128 / 102), the bezel images take the literal 102, and the metrics are a
plain anchored Row of two Columns at a fixed offset inside the console's dark
interior band (rows 7..94 of the bezel) with the value directly under its
label.
Verified by headless qml6 render at 1029x{500,597,650,720,800} with a full-width
block height ("369918/369918"): the pair sits in the same place at every height
and stays inside the panel.
IdleDoge scaled its movie from `currentImage()` after `jumpToFrame(0)`, but the
first frame is not decoded at that point, so the size came back null, the
scaling was skipped, and the QLabel ended up at the GIF's full 500x397. Parked
at the bottom-right of the form it painted an opaque 500x397 slab of window
background over the lower half of Send and over the Receive address table.
Send is the screen where money leaves the wallet; it does not get an overlay
sitting on top of the address and amount fields at all. Receive loses it for
the same reason. SendWidget.cpp and ReceiveWidget.cpp are back to exactly their
pre-ambient state, and the widget is removed rather than left unused.
The ambient scene keeps the places where it has its own real estate: the lock
screen, the History banner, and the mining tab.
Three things you spotted on the History banner:
- Slow first lap that restarted at speed. The dog and the money animated
`to: scene.width`, and the QQuickWidget starts at a placeholder width: the
first lap crawled across the wrong distance, then the real width arrived,
re-bound `to`, and restarted the animation. Motion is now driven by a
unitless 0..1 progress and mapped onto the current width each frame, so a
resize repositions without restarting.
- Coins sat mid-sky and clipped the top border. They now rest on the grass
with a low bob, at the doge's pickup height.
- The doge collects them. A coin is collected once the doge's snout reaches
its centre: it pops, fades, and floats a "+1". The collected state is
derived from the run position, so the coins simply come back when the lap
restarts, with nothing to reset.
Reduced motion still gets a static field: doge parked at the left, every coin
present, money parked in the sky.
Verified by headless qml6 render at banner (1000x140, 620x120) and lock-screen
(900x380) sizes, motion and reduced-motion, with no QML warnings.
- Lock screen: full ambient scene above the unlock form (the idle 'screensaver'
— wallet auto-locks here) instead of a thin banner.
- History ('home'): full scene as a top banner.
- Send/Receive: IdleDoge — a small click-through sitting doge in the corner,
the 'most quiet' idle for task screens.
- Mining keeps its own scene.
All gated by Config::reducedMotion (scenes freeze, doge shows a still frame).
Reusable SceneWidget (QQuickWidget host) loads scene.qml — dusk sky, tiled
grass, running doge, bouncing WOW coins (slowed per feedback), drifting
money — and feeds it Config::reducedMotion so it freezes to a still when
that's set. First placement: a banner atop the unlock form. Scene rendered
& verified at banner + screensaver aspects via local qml6 harness. Assets
from wow-lite-wallet (friend's). Home banner / idle screensaver / per-tab
idle to follow on the same SceneWidget.
Config::reducedMotion (default false = playful animations ON). Surfaced as a
checkbox on first run (wizard PageMenu) and in Settings → Appearance —
unchecked by default, matching the OS 'Reduce Motion' convention. The mining
tab's AnimatedImages now freeze when it's set (MiningBackend exposes it to
mining.qml). Foundation for gating the ambient silliness to come.
The value sat ~30px below its label (label centered in top cell, value
centered in bottom cell), so long values like the block height floated low
in the console. Anchor labels to the bottom of their cell and values to the
top of theirs so each metric reads as a tight pair. Verified via local
qml6 render.
The wallet-open splash now shows a random loader from a bundled set (13
curated GIFs from wownero/wow-lite-wallet, ~2.2MB) instead of the static
key icon — auto-discovered from :/silly, aspect-scaled to 56px, falls back
to the key pixmap if none present. Assets by a friend (same Wownero family).
- macOS: first native signed + notarized build (new platform → minor bump)
- fix: stuck-tx detection + rebroadcast + re-relay on daemon sync
(resolves the 'unconfirmed for days' field report)
- mining tab: top text layout fixes
macdeployqt bundles Qt frameworks but not the plain @rpath/*.dylib brew
deps of its image plugins, so a no-Homebrew Mac couldn't load webp. Add a
Qt-safe pass that resolves @rpath/*.dylib (never @rpath/*.framework) from
brew, copies them in, rewrites load paths, and fails the build if any
remain. Sign step now re-signs by Mach-O type (not exec bit) so the
install_name_tool-modified plugins get valid signatures.
The 100%-linked app dynamically referenced brew's libboost_*.dylib, which
macdeployqt failed to bundle — the app would fail to launch on any Mac
without Homebrew (notarization doesn't check runtime dylib resolution).
Static boost matches how guix/depends release builds work and removes the
runtime dependency entirely.
monero's static libs built fine, but the feather target includes monero
headers pulling boost/variant.hpp, and clang doesn't search
/opt/homebrew/include by default (modern BoostConfig leaves
Boost_INCLUDE_DIRS empty).
brew's protobuf pulls Abseil headers that require C++17, breaking the
feather compile (DEVICE_TREZOR_READY gates the protobuf link). Trezor
hardware does not support Wownero, so this removes a useless dependency
rather than working around it — the Linux lane only tolerates it because
its depends system pins an old protobuf.
- Sync Progress value had both left and horizontalCenter anchors (drifted center)
- 20pt labels in 30px rows collided; now 14pt matching the top-left monitors
- hashrate/uptime/height values auto-fit their pixel-art frames (HorizontalFit)
- 'uptime' -> 'Uptime'
Dispatch-only workflow in .gitea/workflows (GitHub ignores the
directory): brew dependencies, native cmake build with the embedded
wownerod fetched per-arch, unsigned app bundle artifact. Runs on the
mac runner whose work dir lives on DataSSD and is outside every backup
path. Signing/notarization follows once a Developer ID Application
certificate is provisioned as repo secrets.
Field report: a send sat 'in mempool' for two days while the network had
never seen it (Tor down at send time defeats both the multi-broadcast and
the embedded daemon's exclusive --tx-proxy relay), locking the change.
Three additive changes, all strictly local (no txid is ever queried
against an external service):
- onMultiBroadcast now counts relay responses; if no node accepted the
broadcast within 45s the user is told immediately and offered the
existing rebroadcast path, instead of silence.
- A periodic local history scan warns once per outgoing tx that has been
pending for more than 25 minutes, again offering rebroadcast (which
already reconnects to a fresh node first).
- On DaemonManager::synced, still-pending outgoing txs are re-announced
from the wallet's own tx cache; a restarted embedded node's pool has
forgotten them.
On top of Lucas's #119 (--db-sync-mode safe):
- DaemonManager: age out the crash-retry budget (m_restarts) so legit node
toggles/restarts don't trip "maximum retries exceeded" after ~4 spawns over a
session; the cap now only bites a genuine rapid crash-loop.
- DaemonManager: clear the m_stopping latch on start(), so the crash auto-restart
keeps working after the node has been toggled off then on (it was a one-shot
before).
- bump version 5.0.2 -> 5.0.3.