fix(engine): correct Android waste fan overlap and resume layout desync
Android Release / build-apk (push) Successful in 4m41s
Android Release / build-apk (push) Successful in 4m41s
Bug 1 (card_plugin): waste Draw-Three fan step was a fixed 0.28×card_width, chosen for the desktop gap ratio (H_GAP_DIVISOR=4). On Android (H_GAP_DIVISOR=32) the column spacing is only 1.031×card_width, so the same fraction pushed the top fanned card's centre past the waste column's right edge. Fix: derive fan_step from column spacing × 0.224 — preserves 0.28×cw on desktop while reducing to ≈0.231×cw on Android, keeping fanned cards within their column footprint. Adds regression test on 900×2000 portrait window. Bug 2 (safe_area): refresh_insets stored its retry counter as Local<u32>, making it impossible to re-arm after a background/foreground cycle. On resume the counter was already saturated so JNI was never re-queried; layouts computed with stale (zero) insets pushed the top card row up under the HUD. Fix: convert tries to SafeAreaPollTries Resource; add android::rearm_on_resumed which resets both counter and SafeAreaInsets on AppLifecycle::WillResume so the poller re-fires; add on_app_resumed (all platforms) which emits a synthetic WindowResized on WillResume to immediately trigger layout recomputation. Adds pure-function regression test in layout.rs pinning the suspend→resume invariant. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -742,6 +742,19 @@ fn card_positions<'a>(game: &'a GameState, layout: &Layout) -> Vec<(&'a Card, Ve
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PileType::Tableau(6),
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];
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// Compute the Draw-Three waste fan step proportional to the column spacing
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// (waste_x − stock_x = card_width + h_gap) rather than a fixed fraction of
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// card_width. On desktop (H_GAP_DIVISOR=4) col_step = 1.25×cw and
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// 0.224 × 1.25 = 0.28 — identical to the previous constant. On Android
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// (H_GAP_DIVISOR=32) col_step ≈ 1.031×cw so fan_step ≈ 0.231×cw, keeping
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// the top fanned card's centre within the waste column's own horizontal
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// footprint instead of spilling into the adjacent gap.
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let waste_fan_step = {
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let s = layout.pile_positions.get(&PileType::Stock).copied().unwrap_or_default();
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let w = layout.pile_positions.get(&PileType::Waste).copied().unwrap_or_default();
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(w.x - s.x).abs() * 0.224
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};
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for pile_type in piles {
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let Some(base) = layout.pile_positions.get(&pile_type) else {
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continue;
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@@ -783,7 +796,7 @@ fn card_positions<'a>(game: &'a GameState, layout: &Layout) -> Vec<(&'a Card, Ve
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// normally — no card is hidden, so the shift is 0.
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let visible = 3_usize;
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let hidden = rendered_len.saturating_sub(visible);
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slot.saturating_sub(hidden) as f32 * layout.card_size.x * 0.28
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slot.saturating_sub(hidden) as f32 * waste_fan_step
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} else {
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0.0
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};
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@@ -3380,6 +3393,49 @@ mod tests {
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}
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}
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/// Regression: on tight layouts (e.g. Android H_GAP_DIVISOR=32) the
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/// Draw-Three waste fan must be proportional to column spacing so that no
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/// fanned card ever bleeds left into the stock column.
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///
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/// The invariant holds structurally (x_offset ≥ 0), but this test pins
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/// the formula so a future change that accidentally introduces negative
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/// offsets or flips the fan direction is caught immediately.
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#[test]
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fn waste_cards_do_not_overlap_stock_column_on_portrait() {
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use solitaire_core::game_state::DrawMode;
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let mut g = GameState::new(42, DrawMode::DrawThree);
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for _ in 0..5 {
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let _ = g.draw();
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}
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// Android-portrait window. In host tests H_GAP_DIVISOR uses the
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// desktop value (4), but the no-overlap invariant must hold on any
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// screen size and gap ratio.
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let window = Vec2::new(900.0, 2000.0);
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let layout = crate::layout::compute_layout(window, 32.0, 110.0, true);
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let stock_x = layout.pile_positions[&PileType::Stock].x;
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let stock_right_edge = stock_x + layout.card_size.x / 2.0;
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let waste_ids: std::collections::HashSet<u32> = g.piles[&PileType::Waste]
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.cards
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.iter()
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.map(|c| c.id)
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.collect();
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let positions = card_positions(&g, &layout);
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for (card, pos, _) in positions.iter().filter(|(c, _, _)| waste_ids.contains(&c.id)) {
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let left_edge = pos.x - layout.card_size.x / 2.0;
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assert!(
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left_edge >= stock_right_edge - 1e-3,
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"waste card {} left edge {:.2} overlaps stock right edge {:.2} on portrait window",
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card.id,
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left_edge,
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stock_right_edge,
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);
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}
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}
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#[test]
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fn waste_pile_draw_one_cards_have_distinct_z() {
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use solitaire_core::game_state::DrawMode;
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@@ -605,6 +605,74 @@ mod tests {
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);
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}
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/// Suspend → resume layout-consistency invariant.
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///
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/// If the resume handler resets `SafeAreaInsets` to zero and then the JNI
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/// poller re-resolves the same values, `compute_layout` must produce an
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/// identical result to the fresh-launch layout. This test also verifies
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/// that a layout computed with `safe_area_top = 0` (the brief window while
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/// insets haven't re-resolved after resume) differs visibly from the
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/// correct layout, confirming that the bug would manifest without the fix.
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#[test]
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fn suspend_resume_layout_matches_fresh_launch() {
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let window = Vec2::new(900.0, 2000.0);
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let safe_top = 27.0_f32;
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let safe_bottom = 110.0_f32;
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// Fresh-launch layout — insets known from startup.
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let fresh = compute_layout(window, safe_top, safe_bottom, true);
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// Layout computed during the brief post-resume window before insets
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// re-resolve (safe_area_top temporarily 0).
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let wrong = compute_layout(window, 0.0, safe_bottom, true);
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// Verify the "wrong" layout actually differs — the bug would push the
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// top card row upward by exactly safe_top pixels.
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let fresh_stock_y = fresh.pile_positions[&PileType::Stock].y;
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let wrong_stock_y = wrong.pile_positions[&PileType::Stock].y;
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// In Bevy's +y-is-up system, adding safe_area_top pushes the stock
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// downward (−y direction). So wrong_stock_y > fresh_stock_y by safe_top.
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assert!(
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(wrong_stock_y - fresh_stock_y - safe_top).abs() < 1e-3,
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"wrong layout must displace stock upward by safe_top ({safe_top}): \
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fresh={fresh_stock_y:.2} wrong={wrong_stock_y:.2} delta={:.2}",
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wrong_stock_y - fresh_stock_y,
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);
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// After the poller re-resolves correct insets the layout must be
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// identical to the fresh-launch layout.
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let corrected = compute_layout(window, safe_top, safe_bottom, true);
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assert_eq!(
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corrected.card_size, fresh.card_size,
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"card size must be preserved after resume",
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);
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assert!(
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(corrected.pile_positions[&PileType::Stock].y - fresh_stock_y).abs() < 1e-3,
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"stock y must match fresh launch after resume: \
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corrected={:.2} fresh={fresh_stock_y:.2}",
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corrected.pile_positions[&PileType::Stock].y,
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);
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assert!(
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(corrected.pile_positions[&PileType::Stock].x
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- fresh.pile_positions[&PileType::Stock].x)
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.abs()
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< 1e-3,
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"stock x must be unchanged after resume",
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);
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// The HUD band top clearance (distance from window top to card top)
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// must match as well — this is the quantity directly visible in Bug 2.
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let card_top = |layout: &super::Layout| {
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layout.pile_positions[&PileType::Stock].y + layout.card_size.y / 2.0
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};
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assert!(
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(card_top(&corrected) - card_top(&fresh)).abs() < 1e-3,
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"top-of-card must match fresh launch after resume: \
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corrected={:.2} fresh={:.2}",
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card_top(&corrected),
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card_top(&fresh),
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);
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}
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/// safe_area_bottom must not affect horizontal positions.
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#[test]
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fn safe_area_bottom_does_not_affect_horizontal_layout() {
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@@ -18,6 +18,7 @@
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//! changes flow through automatically.
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use bevy::prelude::*;
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use bevy::window::{AppLifecycle, WindowResized};
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use crate::ui_modal::ModalScrim;
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@@ -65,14 +66,25 @@ pub struct SafeAreaInsetsPlugin;
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impl Plugin for SafeAreaInsetsPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<SafeAreaInsets>()
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// Both message types may already be registered by GamePlugin / TablePlugin;
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// add_message is idempotent.
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app.add_message::<AppLifecycle>()
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.add_message::<WindowResized>()
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.init_resource::<SafeAreaInsets>()
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.add_systems(
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Update,
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(apply_safe_area_anchors, apply_safe_area_bottom_anchors, apply_safe_area_to_modal_scrims),
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(
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apply_safe_area_anchors,
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apply_safe_area_bottom_anchors,
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apply_safe_area_to_modal_scrims,
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on_app_resumed,
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),
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);
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#[cfg(target_os = "android")]
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app.add_systems(Update, android::refresh_insets);
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app.init_resource::<android::SafeAreaPollTries>()
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.add_systems(Update, android::refresh_insets)
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.add_systems(Update, android::rearm_on_resumed);
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}
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}
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@@ -142,33 +154,73 @@ fn apply_safe_area_to_modal_scrims(
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}
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}
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/// Emits a synthetic `WindowResized` on `AppLifecycle::WillResume` so that
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/// `on_window_resized` (in `table_plugin`) recomputes the board layout with
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/// whatever `SafeAreaInsets` are current at that moment.
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///
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/// On Android the `android::rearm_on_resumed` system runs in the same frame
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/// and resets both `SafeAreaPollTries` and `SafeAreaInsets` to zero, causing
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/// `refresh_insets` to re-poll JNI over the next few frames. When it resolves
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/// the correct values, `on_safe_area_changed` in `table_plugin` emits a second
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/// synthetic `WindowResized` and the layout converges to the right position.
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///
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/// On non-Android targets this handler still fires — it ensures that a resume
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/// event always refreshes the layout (e.g., after a minimise/restore on
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/// desktop) even though insets are always zero.
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fn on_app_resumed(
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mut lifecycle: MessageReader<AppLifecycle>,
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windows: Query<(Entity, &Window)>,
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mut resize_events: MessageWriter<WindowResized>,
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) {
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for event in lifecycle.read() {
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if !matches!(event, AppLifecycle::WillResume) {
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continue;
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}
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let Some((entity, window)) = windows.iter().next() else {
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return;
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};
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resize_events.write(WindowResized {
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window: entity,
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width: window.resolution.width(),
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height: window.resolution.height(),
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});
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}
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}
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#[cfg(target_os = "android")]
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mod android {
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use super::SafeAreaInsets;
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use super::{AppLifecycle, SafeAreaInsets};
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use bevy::prelude::*;
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/// Tracks how many frames `refresh_insets` has polled. Stored as a
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/// `Resource` (not `Local`) so that `rearm_on_resumed` can reset it to 0
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/// when `AppLifecycle::WillResume` fires, causing the poller to re-query JNI
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/// after a background/foreground cycle.
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#[derive(Resource, Default)]
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pub(super) struct SafeAreaPollTries(pub u32);
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/// Polls Android for safe-area insets until we get a non-zero
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/// reading, then stops. `getRootWindowInsets()` returns `null` (or
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/// all-zero `Insets`) until the decor view has been laid out, which
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/// is typically frame 1–3 of a fresh launch.
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pub(super) fn refresh_insets(
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mut insets: ResMut<SafeAreaInsets>,
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mut tries: Local<u32>,
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mut poll: ResMut<SafeAreaPollTries>,
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) {
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// Cap retries so we don't burn CPU forever on edge-to-edge
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// devices that genuinely report zero insets.
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const MAX_TRIES: u32 = 120; // ~2 seconds @ 60 fps
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if *tries >= MAX_TRIES || insets.is_populated() {
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if poll.0 >= MAX_TRIES || insets.is_populated() {
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return;
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}
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*tries += 1;
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poll.0 += 1;
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match query_insets() {
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Ok(v) if v.is_populated() => {
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info!(
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"safe_area: insets resolved top={} bottom={} left={} right={} (after {} frames)",
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v.top, v.bottom, v.left, v.right, *tries
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v.top, v.bottom, v.left, v.right, poll.0
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);
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*insets = v;
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}
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@@ -177,13 +229,35 @@ mod android {
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}
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Err(e) => {
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// Don't spam — log once and let polling continue silently.
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if *tries == 1 {
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if poll.0 == 1 {
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warn!("safe_area: JNI query failed (will retry): {e}");
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}
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}
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}
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}
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/// Resets the inset poller and clears cached insets on
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/// `AppLifecycle::WillResume` so that `refresh_insets` re-queries JNI in the
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/// frames immediately after the app returns to the foreground.
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///
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/// Clearing `SafeAreaInsets` to the default (all-zero) fires
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/// `on_safe_area_changed` in `table_plugin`, which emits a synthetic
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/// `WindowResized`. `on_window_resized` then recomputes the layout;
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/// once `refresh_insets` resolves the real values a second synthetic
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/// `WindowResized` fires and the layout converges to the correct position.
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pub(super) fn rearm_on_resumed(
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mut lifecycle: MessageReader<AppLifecycle>,
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mut poll: ResMut<SafeAreaPollTries>,
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mut insets: ResMut<SafeAreaInsets>,
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) {
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for event in lifecycle.read() {
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if matches!(event, AppLifecycle::WillResume) {
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poll.0 = 0;
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*insets = SafeAreaInsets::default();
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}
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}
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}
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fn query_insets() -> Result<SafeAreaInsets, String> {
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use bevy::android::ANDROID_APP;
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use jni::{objects::JObject, JavaVM};
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