feat(workspace): full server + sync implementation, all tests green
- solitaire_server: Axum auth, sync push/pull, leaderboard, daily challenge, account deletion, JWT middleware, rate limiting via tower_governor, SQLite migrations, health endpoint - solitaire_server: expose build_test_router (no rate limiting) so integration tests work without a peer IP in oneshot requests - solitaire_sync: SyncPayload, merge logic, shared API types - solitaire_data: SyncProvider trait, LocalOnlyProvider, SolitaireServerClient, auth_tokens keyring integration, blanket Box<dyn SyncProvider> impl - solitaire_data/settings: derive Default on SyncBackend (clippy fix) - .sqlx/: offline query cache so server compiles without a live DB - sqlx: removed non-existent "offline" feature flag - keyring v2: fixed Entry::new() returning Result<Entry> - sqlx 0.8: all SQLite TEXT columns wrapped in Option<T> - Integration tests: max_connections(1) on in-memory pool so all connections share the same schema All 191 tests pass; cargo clippy -D warnings clean. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -3,6 +3,7 @@
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use bevy::prelude::Event;
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use solitaire_core::game_state::GameMode;
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use solitaire_core::pile::PileType;
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use solitaire_data::AchievementRecord;
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/// Request to move `count` cards from `from` to `to`. Fired by input systems,
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/// consumed by `GamePlugin`.
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@@ -55,8 +56,8 @@ pub struct GameWonEvent {
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#[derive(Event, Debug, Clone, Copy)]
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pub struct CardFlippedEvent(pub u32);
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/// Achievement unlocked notification — name of the achievement.
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///
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/// Uses `String` as a placeholder; replaced with `AchievementRecord` in Phase 5.
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/// Achievement unlocked notification carrying the full `AchievementRecord` for
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/// the newly unlocked achievement. Consumed by the toast renderer and any
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/// persistence/UI systems that need unlock metadata.
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#[derive(Event, Debug, Clone)]
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pub struct AchievementUnlockedEvent(pub String);
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pub struct AchievementUnlockedEvent(pub AchievementRecord);
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