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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@@ -11,7 +11,8 @@ use std::path::PathBuf;
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use bevy::input::ButtonInput;
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use bevy::prelude::*;
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use solitaire_data::{
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load_stats_from, save_stats_to, stats_file_path, PlayerProgress, StatsSnapshot, WEEKLY_GOALS,
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load_stats_from, save_stats_to, stats_file_path, PlayerProgress, StatsExt, StatsSnapshot,
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WEEKLY_GOALS,
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};
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use crate::events::{GameWonEvent, NewGameRequestEvent};
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