docs: cut v0.18.0 — launch-experience round + async winnable seeds

CHANGELOG.md gains a [0.18.0] section synthesising the 24 commits
since v0.17.0: the Restore prompt + auto-show Home picker launch
flow, MSSC-style picker (header chips, draw-mode chips, picture
tiles with FiraMono-covered glyphs, Today's Event callout), the
last solver hot path moving onto AsyncComputeTaskPool with
cancel-on-replace, "Won before" HUD chip, "Copy share link" Stats
button via arboard, the N-key flow finally routing through the
real Confirm/Cancel modal, Esc-on-modal layering fixes, and the
unified-3.0 Claude rule set adoption.

SESSION_HANDOFF.md (root) refreshed to reflect HEAD at
v0.17.0-24-gc497c31, the carryover punch list trimmed (items B
and C shipped, A partially shipped, D unchanged), and a new
Process notes section describing the test-discipline prune and
the smaller-port template the async hint work should follow.

Build: cargo clippy --workspace --all-targets -- -D warnings clean.
Tests: 1166 passing / 0 failing (one flake on
auto_save_writes_after_30_seconds reproduced clean on re-run;
passes in isolation).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-05-06 17:20:10 -07:00
parent c497c3193c
commit 27c0488cb6
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@@ -8,6 +8,198 @@ project follows [Semantic Versioning](https://semver.org/).
_Nothing yet._
## [0.18.0] — 2026-05-06
The launch-experience round. The engine used to drop the player on a
silent default Classic deal whether they had unfinished work or not;
v0.18.0 replaces that with two stacked decision points — a Restore
prompt for in-progress saves, then an MSSC-style Home / mode picker
that surfaces Daily / Zen / Challenge / Time Attack as picture tiles
with live stats. The same round closes the last solver-on-main-thread
hot path (winnable-only seed selection moves to
`AsyncComputeTaskPool`), wires "Copy share link" into Stats, lights a
"Won before" HUD chip on re-deals of beaten seeds, and tidies the
unified-3.0 rule set across CLAUDE.md / CLAUDE_SPEC.md /
CLAUDE_WORKFLOW.md / CLAUDE_PROMPT_PACK.md.
### Added
- **Restore prompt on launch** (`3c7a0eb`). When `game_state.json`
holds an in-progress game (`move_count > 0`, not won), the engine
now seeds `GameStateResource` with a fresh deal and holds the saved
game in a new `PendingRestoredGame` resource. After the splash
clears, a "Welcome back" modal offers **Continue** (Enter / C /
click) or **New game** (N / click). Fresh-deal saves
(`move_count == 0`) skip the prompt and load directly.
- **Save preservation while the prompt is unanswered** (`f863d85`).
Both `save_game_state_on_exit` and `auto_save_game_state` consult
`PendingRestoredGame` first: if it still holds a pending saved
game, that's what gets persisted (or the auto-save is skipped),
so exiting before answering the prompt no longer overwrites the
meaningful save with the placeholder fresh deal.
- **Home / mode picker auto-shows on launch** (`dd63261`). The mode
picker was only reachable via **M** during gameplay; players who
hadn't discovered the hotkey never saw the Daily / Zen / Challenge
/ Time Attack entry points after the splash cleared. `HomePlugin`
gains an `auto_show_on_launch` flag (default true) and a
one-shot `LaunchHomeShown` gate. Skips when the Restore prompt is
on screen so Welcome-back still takes precedence.
- **MSSC-style Home picker — header / chips / score chips / draw
mode** (`ae40a1d`). Player-stats header strip (Level / XP /
Lifetime Score, compact-formatted as `1.2M` / `12.3K` / `1,234`)
acts as a clickable shortcut to Profile. Draw-mode chip row above
the mode cards lets the player flip Draw 1 / Draw 3 from the
picker itself; persists `settings.json` and respawns the modal so
the active state repaints cleanly. Per-mode best-score / streak
chips on each card; hidden on a 0 best so a fresh profile doesn't
read "Best 0" everywhere.
- **Today's Event callout on the Daily card** (`b73d246`). "Today,
May 6" date line plus the server-fetched goal (when SyncPlugin is
wired). Once today's daily is recorded as completed, the date
flips to `Today, May 6 • Done` in `ACCENT_PRIMARY` so the picker
reads as a reward state rather than a TODO.
- **Picture-tile mode cards** (`9fe650f` + glyph-picking follow-ups
`40d6e0a`, `c30b04e`, `d065d49`). Mode cards become a wrapping
2-up grid (`FlexWrap::Wrap`, tiles 48 % wide, `min_height: 180px`)
with a centred Unicode-glyph centrepiece per tile. Final glyph set
picked from FiraMono-Medium's actual coverage: ♣ Classic, ◆ Daily,
○ Zen, ▲ Challenge, → TimeAttack. `ACCENT_PRIMARY` when the mode is
unlocked, `TEXT_DISABLED` when locked. Centrepiece is a `Text` node
for now — when real per-mode artwork lands, swap to `Image` without
touching tile layout, focus order, or chip rendering.
- **Solver-vetted seed selection on `AsyncComputeTaskPool`**
(`d489e7a`). Closes the worst-case 6 s UI stall on a New Game
click with "Winnable deals only" enabled. New `PendingNewGameSeed`
resource holds the in-flight `Task<u64>` plus the original
request's `mode` / `confirmed` flags. `poll_pending_new_game_seed`
runs `.before(GameMutation)` and replays a synthetic
`NewGameRequestEvent` once the task resolves — the player sees no
extra-frame visual lag. Cancel-on-replace: a fresh
`NewGameRequestEvent` while a task is in flight drops the old
task, letting Bevy's `Task` Drop cancel cooperatively at the next
await point.
- **"Won before" HUD indicator** (`bdac754`). When the current
deal's `(seed, draw_mode, mode)` triple matches an entry in the
rolling `ReplayHistory`, the HUD's tier-2 context row shows
**✓ Won before** in `STATE_SUCCESS`. Cleared on win (the on-screen
victory cue is enough) and on first-time deals. New
`HudWonPreviously` marker driven by a separate
`update_won_previously` system; gracefully no-ops in headless
tests that don't load `StatsPlugin`.
- **"Copy share link" Stats button** (`540869c`). End-to-end replay
sharing on a server-backed sync backend:
`sync_plugin::push_replay_on_win` spawns the upload on
`AsyncComputeTaskPool` and stores the handle in
`PendingReplayUpload` (drops any in-flight predecessor — the most
recent win is what the player wants the link for);
`poll_replay_upload_result` writes `<server>/replays/<id>` to
`LastSharedReplayUrl` on success; the Stats overlay's action bar
gains a button that writes the URL to the OS clipboard via
`arboard` and surfaces a "Copied: \<url\>" toast. URL is in-memory
only — sharing must happen within the session of the win.
- **Empty-state copy + onboarding hints** (`56e2e6f`). Leaderboard
empty state: two-tier "Be the first on the leaderboard." headline
+ body invite. Achievements panel: first-launch hint above the
grid until the first unlock. Volume hotkeys (`[` / `]`) now emit
an `InfoToastEvent` with the new percentage so off-panel
adjustments give visible feedback (previously silent).
- **Enter dismisses the Win Summary and starts a fresh deal**
(`17e0737`). The post-win modal's "Play Again" was click-only;
keyboard-only players had to reach for the mouse to leave the
celebration screen. The button label gains a trailing return-key
glyph so the keyboard path is discoverable on first sight.
- **`N` opens the real Confirm/Cancel modal** (`93660c2`). The old
"Press N again" double-tap pattern was a UI-first violation (only
continuation was another keystroke). `N` now fires
`NewGameRequestEvent::default()` directly; `handle_new_game`'s
active-game check spawns the existing `ConfirmNewGameScreen`. The
HUD button already routed through the same modal — keyboard and
mouse paths are unified. `Shift+N` keeps the keyboard power-user
bypass (`confirmed: true`).
### Changed
- **Settings row layout** (`a4bc063`). All five
slider/toggle row helpers (volume × 2, tooltip delay, time-bonus
multiplier, replay-move interval, generic toggle) restructured to
a label-spacer-cluster layout (`width: 100%`, label gets
`flex-grow: 1`, controls cluster sits flush right). Stable across
varying value-text widths ("0.80" → "1.00", "Instant" vs "1.5 s")
and narrow windows.
- **Docs adopt the unified-3.0 rule set** (`f2f30c8`). `CLAUDE.md`
grows from a 114-line pointer doc to a 571-line rulebook (hard
global constraints §2, engine rules §3, asset rules §4, code
standards §5, build + verification §6, git workflow §7, the ASK
BEFORE list §8, Context Injection System §14). New companions:
`CLAUDE_SPEC.md` (formal architecture spec — crate dependency
graph, data ownership, state-machine invariants, sync merge /
server contracts, validation checklist),
`CLAUDE_WORKFLOW.md` (two-agent Builder/Guardian pipeline with
hard-fail patterns), `CLAUDE_PROMPT_PACK.md` (task-type
templates). Three duplicate rule passages removed across
`CLAUDE_SPEC.md` and `ARCHITECTURE.md`.
- **Test discipline pruning** (`a49a340`). Removed 43 low-value
tests across `solitaire_data` and `solitaire_core` (default-value
tests, serde-derive round-trips on plain structs, single-field
clamp tests, near-duplicates, constant-equals-itself tests). None
pinned a behaviour contract or a regression on a real bug. Future
agent briefs request tests for behaviour contracts or real-bug
regressions, not a count of N.
### Fixed
- **Esc on a modal no longer opens Pause underneath** (`08b006f`).
A single Esc press on Confirm New Game / Restore / Home /
Onboarding / Settings used to both close the modal and spawn the
Pause overlay on top in the same frame. `toggle_pause` now skips
when any non-Pause `ModalScrim` is in the world; the HUD-button
path is gated too. The four modal queries are bundled into a
`PauseModalQueries` `SystemParam` to stay under Bevy's
16-parameter cap.
- **Esc dismisses Home / accepts the Restore-prompt default**
(`d48b948`). Both screens previously ignored Esc, leaving the
player no keyboard-only escape after the previous fix. Home: Esc
behaves like Cancel (despawns the modal, keeps the underlying
default deal). Restore: Esc maps to Continue (preserves the saved
game, matching how the primary action already advertises Enter).
- **Esc dismisses the topmost modal when Profile stacks on Home**
(`9aa0dd2`). Clicking the Home header chip opens Profile on top
of Home; Esc used to close Home (because
`handle_home_cancel_button` fired with no awareness of layered
modals) and leave Profile orphaned over the game.
`profile_plugin` now splits P/button (toggle) from Esc
(close-only); `handle_home_cancel_button` skips its Esc branch
when any other `ModalScrim` exists.
- **Restore-prompt resolution suppresses Home auto-show**
(`b7c3a49`). Resolving the Welcome-back prompt cleared
`PendingRestoredGame` and despawned the modal, but the
launch-time Home auto-show then fired the next frame and stacked
itself over the player's chosen path. `LaunchHomeShown` becomes
`pub` so `handle_restore_prompt` flips it to `true` after either
resolution; **M** still re-opens the picker on demand.
- **Game timers freeze while the Home picker is up** (`c497c31`).
The HUD's elapsed-time counter ticked from the moment the default
Classic deal landed at startup, even though the auto-show Home
picker was still up — the player saw "0:11" before they had
chosen a mode. `tick_elapsed_time` and `advance_time_attack` now
also gate on the absence of `HomeScreen`, mirroring their
existing `PausedResource` check.
- **Popover rows stay visible regardless of action-bar fade**
(`cc63532`). Opening Modes / Menu showed a solid dark-purple
block in the top-right with no readable content — the action-bar
auto-fade was matching the popover rows by their shared
`ActionButton` marker and dropping their alpha to the
cursor-position-based fade value (typically 0). New `PopoverRow`
marker on rows in `spawn_modes_popover` / `spawn_menu_popover`;
`apply_action_fade` excludes them via `Without<PopoverRow>`.
### Stats
- 1166 passing tests (was 1208 at v0.17.0 close — 43 net removals
from the test-discipline prune plus 1 net-new test from the
async-seed work, no behaviour regressions).
- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.
## [0.17.0] — 2026-05-06
A short follow-up round on top of v0.16.0: the H-key hint is no
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# Solitaire Quest — Session Handoff
**Last updated:** 2026-05-06 (post-v0.17.0) — v0.17.0 cut on top of v0.16.0 bundling the solver-driven hints (`87275bf`) and the replay-rate slider (`53e3b81`). An async-solver attempt earlier in the session was rolled back when an agent left 3 failing tests during interruption — flagged as carryover. Test-to-work ratio noted as a quality signal: future agent briefs scale back to behaviour-level tests only, not stdlib/serde-derive coverage.
**Last updated:** 2026-05-06 (post-v0.18.0 draft) — 24 commits since
the v0.17.0 tag bundle the launch-experience round (Restore prompt +
auto-show Home / mode picker), the MSSC-style Home picker rework
(header chips, draw-mode chips, picture-tile mode cards, Today's
Event callout, glyph fixes), the last solver hot path moving onto
`AsyncComputeTaskPool`, "Won before" HUD chip, "Copy share link"
Stats button, the `N` keybinding finally routing through the real
Confirm/Cancel modal, Esc-on-modal layering fixes, and the
unified-3.0 Claude rule set (CLAUDE.md / CLAUDE_SPEC.md /
CLAUDE_WORKFLOW.md / CLAUDE_PROMPT_PACK.md). Test-discipline prune
removed 43 low-value tests in the same window.
## Status at pause
- **HEAD on origin:** v0.17.0's tag commit.
- **Working tree:** clean apart from untracked `CARD_PLAN.md` (intentional).
- **Build:** `cargo clippy --workspace --all-targets -- -D warnings` clean.
- **Tests:** **1208 passed / 0 failed** across the workspace.
- **HEAD on origin:** `v0.17.0-24-gc497c31` (24 ahead of v0.17.0,
not yet tagged).
- **Working tree:** clean.
- **Build:** `cargo clippy --workspace --all-targets -- -D warnings`
clean (verified this session).
- **Tests:** **1166 passing / 0 failing** across the workspace
(verified this session). The first run flaked once on
`solitaire_engine::game_plugin::tests::auto_save_writes_after_30_seconds`
— a one-frame `app.update()` test that depends on `time.delta_secs()`
on an otherwise-fresh `App`. Reproduced clean on the second run;
passes in isolation. Worth tightening if it flakes again, but
not blocking the v0.18.0 cut.
- **Tags on origin:** `v0.9.0` through `v0.17.0`.
- **CHANGELOG:** v0.18.0 entry drafted in `[Unreleased]`'s slot —
ready for tag once build + tests are reverified.
## Where we are
v0.16.0 is the smallest meaningful release in a while — a focused round on how modals feel rather than what they contain. The originating bug was "I can't scroll on the Achievements list"; the sweep that followed found four other modals with the same problem plus three smaller modal-feel gaps (no pointer cursor on buttons, focus arriving a frame late, no click-outside-to-dismiss).
v0.17.0's punch list had four candidates (AD); two of the three
non-packaging items shipped in this round:
Every overlay screen now: scrolls if its content can overflow at 800×600, shows a hand cursor when you hover any button, has its primary auto-focused the moment the modal appears so the very first Tab/Enter is meaningful, and (for read-only screens) dismisses when you click outside the card.
- **B — "Won previously" HUD indicator:** shipped in `bdac754`.
- **C — Replay sharing:** shipped in `540869c` ("Copy share link"
Stats button + clipboard via `arboard`, in-memory `LastSharedReplayUrl`).
The post-v0.15.0 next-round candidates are still mostly open — solver-driven hints, replay-rate slider, solver progress overlay, async solver, "won previously" indicator, replay sharing. Direction is open.
Item **A** (solver-on-`AsyncComputeTaskPool`) shipped *partially* in
`d489e7a` — the winnable-only seed-selection path is now async with
cancel-on-replace. The hint path (`H` key,
`try_solve_with_first_move` / `try_solve_from_state`) is still
synchronous. The proven `PendingNewGameSeed` template is the
template for the hint port.
Item **D** (desktop packaging) is unchanged — still gated on
artwork + signing certs from the player.
The launch experience is also substantially different from v0.17.0:
on first launch with a saved game the player now sees the Restore
prompt; on every launch (after splash + restore resolution) they see
the auto-show Home / mode picker.
### Design direction (unchanged)
- **Tone:** Balatro — chunky readable type, theatrical hierarchy, satisfying micro-interactions.
- **Palette:** Midnight Purple base + Balatro yellow primary + warm magenta secondary.
- See `~/.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md` (machine-local).
- **Tone:** Balatro — chunky readable type, theatrical hierarchy,
satisfying micro-interactions.
- **Palette:** Midnight Purple base + Balatro yellow primary + warm
magenta secondary.
- See `~/.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md`
(machine-local).
### Canonical remote
`github.com/funman300/Rusty_Solitaire` is the canonical repo. Always push there.
`github.com/funman300/Rusty_Solitaire` is the canonical repo.
Always push there.
## v0.17.0 (shipped 2026-05-06)
## v0.18.0 (drafted 2026-05-06, not yet tagged)
| Area | Commit | What landed |
|---|---|---|
| Solver-driven hints | `87275bf` | The H-key hint asks the solver for the actual best first move via `try_solve_with_first_move` / `try_solve_from_state`. Heuristic stays as fallback. Median 2 ms per H press. |
| Replay-rate slider | `53e3b81` | Settings → Gameplay slider tunes `replay_move_interval_secs` 0.101.00 s in 0.05 s steps; default 0.45 s. Read per frame from `SettingsResource`. |
## v0.16.0 (shipped 2026-05-06)
| Area | Commit | What landed |
|---|---|---|
| Modal scroll | `7a3032b` | Achievements / Help / Stats / Profile / Leaderboard bodies now carry `Overflow::scroll_y()` + a `max_height` constraint + a per-plugin `*Scrollable` marker. Sibling `scroll_*_panel` systems route `MouseWheel` into the body's `ScrollPosition`. Mirrors the existing `SettingsPanelScrollable` pattern. Home modal not scrolled — five mode cards + Cancel are sized to fit by design. |
| Pointer cursor | `cd54ce1` | `update_cursor_icon` gains a fourth branch: `SystemCursorIcon::Pointer` whenever any `Interaction::Hovered`/`Pressed` button is detected and no card drag is active. Branch order Grabbing → Pointer → Grab → Default. Pure `pick_cursor_icon(is_dragging, any_button_hovered, any_card_hovered)` helper unit-tests the priority. |
| Same-frame focus | `48e4121` | `attach_focusable_to_modal_buttons` and `auto_focus_on_modal_open` moved from `Update` to `PostUpdate`. The schedule boundary supplies the sync point so a click-handler in `Update` that spawns a modal has its `Commands` materialised before attach runs. `FocusedButton` is populated before `app.update()` returns; the very first Tab/Enter after open lands on a populated resource. |
| Scrim dismiss core | `a54201e` | New `ScrimDismissible` marker on `ModalScrim` opts a modal into click-outside-to-close. `dismiss_modal_on_scrim_click` system in `ui_modal` despawns the topmost dismissible scrim on a left-mouse press whose cursor lands on the scrim and outside every `ModalCard`. Stats / Achievements / Help opted in. |
| Scrim dismiss tail | `cbf2483` | One-line opt-in (capture scrim + insert marker) for Profile / Leaderboard / Home, completing all six read-only modals. |
| Restore prompt | `3c7a0eb` + `f863d85` | Welcome-back modal on launch when an in-progress save exists; save preserved across exits while the prompt is unanswered. |
| Async winnable-only seeds | `d489e7a` | `PendingNewGameSeed` resource + `poll_pending_new_game_seed` running `.before(GameMutation)`. Fixes the worst-case 6 s UI stall on a New Game click. Cancel-on-replace contract covered by tests. |
| Won-before HUD chip | `bdac754` | Reads `ReplayHistoryResource`; lights `✓ Won before` on tier-2 row when current `(seed, draw_mode, mode)` is in history. |
| Copy share link | `540869c` | `arboard` clipboard + new Stats button + `SyncProvider::push_replay` returning the share URL. In-memory only; per-session sharing. |
| MSSC Home picker | `ae40a1d`, `b73d246`, `9fe650f`, `40d6e0a`, `c30b04e`, `d065d49` | Header stats strip (clickable → Profile), draw-mode chips, per-mode score/streak chips, Today's Event callout on Daily, picture-tile 2-up grid with FiraMono-covered glyphs (♣ ◆ ○ ▲ →). |
| Auto-show Home | `dd63261`, `b7c3a49`, `c497c31` | Auto-shows after splash; gated on Restore prompt; freezes timers (elapsed + Time Attack) while up. |
| `N` opens real modal | `93660c2` | Removes the "Press N again" double-tap; routes through `ConfirmNewGameScreen`. `Shift+N` retains the bypass. |
| Win Summary keyboard | `17e0737` | Enter dismisses + starts a fresh deal. |
| Esc-on-modal fixes | `08b006f`, `d48b948`, `9aa0dd2` | Esc no longer opens Pause underneath the modal it just closed; Home maps Esc to Cancel; Restore maps Esc to Continue; topmost-modal-wins when Profile stacks on Home. |
| Layout fixes | `a4bc063`, `cc63532` | Settings rows full-width with label-spacer-cluster; popover rows excluded from action-bar auto-fade. |
| Empty-state copy | `56e2e6f` | Leaderboard / Achievements onboarding hints; volume hotkeys emit toast feedback. |
| Test prune | `a49a340` | 43 low-value tests; future briefs request behaviour contracts only. |
| Docs unified-3.0 | `f2f30c8` | Adopts CLAUDE.md / CLAUDE_SPEC.md / CLAUDE_WORKFLOW.md / CLAUDE_PROMPT_PACK.md; trims duplicated rule passages. |
## Open punch list
### Release prep
### Carried forward from v0.17.0
1. **Desktop packaging** per `ARCHITECTURE.md §17`. Arch PKGBUILD exists in `/home/manage/solitaire-quest-pkgbuild/` (separate repo). Pending: app icon, macOS `.icns` + notarisation cert, Windows `.ico` + Authenticode cert, AppImage recipe.
- **Solver-on-`AsyncComputeTaskPool` for the H-key hint** —
remaining synchronous solver hot path. The seed-selection port
in `d489e7a` is the template: `PendingHintTask` resource, polling
system running `.before(GameMutation)`, cancel-on-replace, fall
back to the heuristic on inconclusive. Diff should stay scoped
to `input_plugin.rs` plus a small `pending_hint.rs`.
- **Desktop packaging** per `ARCHITECTURE.md §17`. Arch PKGBUILD
exists in `/home/manage/solitaire-quest-pkgbuild/` (separate
repo). Pending: app icon, macOS `.icns` + notarisation cert,
Windows `.ico` + Authenticode cert, AppImage recipe.
### Process note (raised this session)
### New this round
Recent agent briefs reflexively asked for ≥3 tests per feature, which produced low-value coverage on trivial settings fields (default-value tests, serde-derive round-trips, clamp tests that just exercise stdlib `clamp`). Future agent briefs should ask only for tests that pin **behaviour contracts or regressions on real bugs** — not coverage of language/library mechanics.
- **Persistent share link.** `LastSharedReplayUrl` is in-memory only
— the player must share within the session of the win. If
cross-session sharing turns into a real ask, persist alongside
the rolling replay history.
- **Per-mode artwork.** Picture tiles use Unicode glyphs as
placeholders chosen from FiraMono's actual coverage. When real
artwork lands, swap each tile's `Text` node for an `Image` node
— tile layout, focus order, click handling, and chip rendering
are unchanged.
### Carryover candidates — still open
### Process notes (from this round)
- **Solver-on-AsyncComputeTaskPool** — current solver runs synchronously on the main thread. Worst-case 50 attempts × 120 ms = 6 s of UI stall on pathological seeds. **An attempt this session was rolled back** when an agent was interrupted leaving 3 failing tests; redoing this needs more careful scoping (smaller pieces, real cancel-and-test flow, NOT a parallel agent split). Worth taking next.
- **Per-deal "won previously" indicator** — the rolling replay history's seeds make this easy: when a new game starts on a seed the player has already won, surface a tiny indicator on the HUD.
- **Replay sharing** — `replays.json` is per-machine. Allow a player to copy a replay's URL (already wired via `solitaire_server`) and post it elsewhere. The web-viewer already exists.
- **Test inflation pattern (resolved this round):** older agent
briefs reflexively asked for ≥3 tests per feature, producing 43
low-value coverage entries on stdlib/serde-derive mechanics. Going
forward, ask for tests that pin behaviour contracts or
regressions on real bugs only. See
`feedback_test_discipline.md` in auto-memory.
- **Solver async refactor sequencing (worked this round):** rather
than porting the whole solver-on-main-thread surface in one PR
(the rollback case from before v0.17.0), the
`PendingNewGameSeed` work shipped one well-bounded path with two
tests covering the happy path and cancel-on-replace. The hint
port should follow the same shape.
## Resume prompt
```
You are a senior Rust + Bevy developer working on Solitaire Quest.
Working directory: <Rusty_Solitaire clone path on this machine — local
directory may still be named Rusty_Solitare from earlier; that's fine>.
Branch: master. Direction is OPEN — v0.16.0 just shipped covering
modal scroll fixes, pointer cursor, same-frame focus, and scrim-click
dismiss across all six read-only modals.
Working directory: <Rusty_Solitaire clone path on this machine>.
Branch: master. Direction is OPEN — v0.18.0 has been drafted but
not tagged: 24 commits past v0.17.0 cover the launch-experience
round, MSSC Home picker, async winnable-only seeds, Won-before
HUD, Copy share link, N-key flow rework, Esc-layering fixes, and
the unified-3.0 Claude rule set.
State: HEAD at v0.17.0 (solver hints + replay-rate slider on top
of v0.16.0). Working tree clean apart from untracked CARD_PLAN.md
(intentional).
Build: cargo clippy --workspace --all-targets -- -D warnings clean.
Tests: 1208 passed / 0 failed.
State: HEAD at v0.17.0-24-gc497c31. Working tree clean.
CHANGELOG.md has the v0.18.0 entry slotted under [Unreleased].
READ FIRST (in order, before doing anything):
1. SESSION_HANDOFF.md — v0.16.0 changelog + open punch list
2. CHANGELOG.md — release-by-release record
3. CLAUDE.md — hard rules (UI-first, no panics, etc.)
4. ARCHITECTURE.md — crate responsibilities + data flow
5. ~/.claude/projects/<this-project>/memory/MEMORY.md
— saved feedback / project context (machine-local;
may be missing on a fresh machine)
1. SESSION_HANDOFF.md — this file
2. CHANGELOG.md — v0.18.0 draft entry
3. CLAUDE.md — unified-3.0 rule set
4. CLAUDE_SPEC.md formal architecture spec
5. ARCHITECTURE.md — crate responsibilities + data flow
6. ~/.claude/projects/<this-project>/memory/MEMORY.md
— saved feedback / project context
(machine-local; may be missing on a
fresh machine)
DECISION TO ASK THE PLAYER FIRST:
A. Solver-on-AsyncComputeTaskPool with progress toast + cancel.
A previous attempt was rolled back when an agent left 3
failing tests; redoing it needs smaller pieces. Eliminates the
worst-case 6 s UI stall — highest gameplay impact left.
B. Per-deal "won previously" HUD indicator using the rolling
replay history's seeds.
C. Replay sharing — copyable URL via the existing web viewer.
D. Take the deferred desktop-packaging item (needs artwork +
signing certs from the user).
A. Tag v0.18.0 — promote `[Unreleased]` to `[0.18.0]` (already
done in this session's draft), reverify build + clippy +
tests, tag, push. Mechanical close-out.
B. Solver-on-AsyncComputeTaskPool for the H-key hint, using the
`d489e7a` seed-selection port as template. Last synchronous
solver hot path. Smallest delta on the open punch list.
C. Desktop packaging — needs artwork + signing certs from the
player; can't be driven by the agent alone.
D. Persistent share link — store the URL alongside replay
history so cross-session sharing works.
WORKFLOW NOTES:
- Commits use:
git -c user.name=funman300 -c user.email=root@vscode.infinity \
commit -m "..."
- When attributing playtester feedback in commits/docs, use "Quat"
not "Rhys" (saved feedback memory).
- When attributing playtester feedback in commits/docs, use
"Quat" not "Rhys" (saved feedback memory).
- Sub-agents stage + verify only; orchestrator commits.
- Every commit must pass build / clippy / test before pushing.
- Push to GitHub (origin) — that is the canonical remote.