feat/fix/perf(engine,data,assetgen): ambient audio, sync bug fixes, hot-path cleanup
**ambient_loop.wav (task 5)** - solitaire_assetgen: add ambient_loop() synthesizer — 5 s seamless loop, 55 Hz drone with 2nd/3rd harmonics, 0.2 Hz LFO breath, 16-bit mono 44100 Hz - audio_plugin: load ambient_loop.wav via include_bytes!() replacing the card_flip.wav placeholder; decouple start_ambient_loop() from SoundLibrary **sync bug fixes (task 11)** - sync_plugin: LocalOnlyProvider returning UnsupportedPlatform now sets SyncStatus::Idle instead of displaying a misleading "Sync not configured" error - sync_client: extract_pull_body / extract_push_body now return SyncError::Auth only for HTTP 401/403; all other non-2xx statuses return SyncError::Network - sync_plugin: push_on_exit now logs a warn! on failure instead of silently discarding the result **hot-path performance (task 12)** - card_plugin: card_positions() now returns &Card references (lifetime-bound to GameState) instead of owned Card clones — eliminates 52 Card clones per sync_cards() call (runs every animation frame) - input_plugin: card_position() takes &PileType instead of PileType, eliminating PileType copies at every drag hit-test call site - animation_plugin: eliminate intermediate AnimSpeed clone in handle_win_cascade() **docs (tasks 11, 13)** - docs/sync_test_runbook.md: manual test runbook for cross-machine sync - docs/android_investigation.md: cargo-mobile2 port investigation and effort estimate Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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# Android Port Investigation
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> **Date:** 2026-04-28
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> **Author:** Claude Code
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> **Scope:** Feasibility analysis for porting Solitaire Quest to Android using cargo-mobile2
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---
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## Summary
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A working Android port is feasible but not trivial. The core game logic (`solitaire_core`, `solitaire_sync`) compiles to Android without changes. Every other crate requires at least minor surgery. The biggest blockers are the `keyring` crate (no Android backend), the `kira`/`AudioManager` audio stack (`DefaultBackend` uses CPAL which targets desktop), and the `dirs` crate returning `None` on Android in its current usage. Touch input already has a solid foundation in `input_plugin.rs`. Estimated effort from a clean Android toolchain is **12–18 developer-days** to reach a playable-but-rough state.
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---
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## 1. Bevy on Android — Current Status
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Bevy's Android support is community-maintained via the `winit` backend and is usable but carries known rough edges as of the 0.15/0.16 generation.
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**What works:**
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- Basic rendering via Vulkan (through `wgpu`). OpenGL ES fallback is available for older devices.
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- Touch input events: Bevy's `TouchInput` events and the `Touches` resource are populated from Android `MotionEvent`s via `winit`. The existing `touch_start_drag`, `touch_follow_drag`, `touch_end_drag`, and `handle_touch_stock_tap` systems in `input_plugin.rs` will function correctly — this was already written with multi-touch in mind and uses `TouchPhase::Started/Moved/Ended/Canceled` cleanly.
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- Bevy UI (the `bevy::ui` module used for all overlays).
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- `WindowResized` events fire correctly, so the layout system will recompute for any screen size.
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**What does not work / needs attention:**
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- **`bevy/dynamic_linking`**: The dynamic linking feature must be stripped from any Android build profile. Dynamic linking is a desktop-only development shortcut; Android requires static linking.
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- **Fixed window size**: `main.rs` sets `resolution: (1280u32, 800u32)`. On Android the window is always the full display. This value is harmlessly overridden by the OS, but `min_width`/`min_height` constraints should be removed or set to 0 for Android to avoid Winit warnings.
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- **`F11` fullscreen toggle** (`handle_fullscreen` in `input_plugin.rs`): `WindowMode::BorderlessFullscreen` is desktop-only. On Android it should be a no-op.
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- **Keyboard shortcuts**: The entire `handle_keyboard_core`, `handle_keyboard_hint`, `handle_keyboard_forfeit` systems are desktop-only workflows. They will not crash, but they are dead code on Android. No touchscreen replacement for Undo (U), New Game (N), Draw (D/Space), Hint (H), Forfeit (G) exists yet — these need an on-screen UI.
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- **`CursorPlugin`**: The custom cursor sprite plugin is irrelevant on Android (no cursor). Harmless to leave registered, but it uses `PrimaryWindow` cursor APIs that may panic or warn on Android.
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**cargo-mobile2 integration for Bevy:**
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The standard path is:
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1. Install `cargo-mobile2`: `cargo install --locked cargo-mobile2`
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2. Run `cargo mobile init` in the workspace root. This generates an `android/` directory with the Gradle project, `AndroidManifest.xml`, and JNI glue.
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3. cargo-mobile2 targets the `solitaire_app` binary crate (the thin entry point). The generated `lib.rs` shim calls `android_main` via `bevy::winit`'s Android entry point.
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4. The `solitaire_app` crate needs a `[lib]` target added alongside the existing `[[bin]]`, with `crate-type = ["cdylib"]`, used only when building for Android.
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**Required `Cargo.toml` changes (workspace level):**
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```toml
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[target.'cfg(target_os = "android")'.dependencies]
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# android_logger and ndk-glue wiring are handled by cargo-mobile2's generated shim.
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# No direct ndk-glue dependency is needed in app code when using Bevy + cargo-mobile2.
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```
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**NDK version:** Android NDK r25c or r26 LTS is the tested range for `wgpu`/Vulkan on Android. NDK r27+ may work but has had compatibility reports with CPAL. Set `ANDROID_NDK_ROOT` to the NDK root; the minimum API level should be 26 (Android 8.0) for Vulkan stability.
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---
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## 2. Audio — `kira` + `DefaultBackend`
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**The problem:**
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`solitaire_engine/src/audio_plugin.rs` creates an `AudioManager<DefaultBackend>`. `kira`'s `DefaultBackend` is an alias for `CpalBackend`, which wraps CPAL. CPAL's Android backend uses OpenSL ES and is functional but historically fragile. As of kira 0.9+, `kira` no longer bundles its own CPAL backend by default in the same way — the `DefaultBackend` feature must be enabled explicitly and requires `cpal` with the Android feature.
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**Current code behavior:**
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The `AudioPlugin::build` already handles the "no audio device" case gracefully:
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```rust
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let mut manager = AudioManager::<DefaultBackend>::new(AudioManagerSettings::default()).ok();
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if manager.is_none() {
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warn!("audio device unavailable; SFX disabled");
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}
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```
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This means if the audio manager fails to initialise on Android, the game continues silently. This is acceptable as a first-pass fallback.
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**What is needed for working audio on Android:**
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- Add `kira` dependency with `cpal` backend enabled for Android: The `kira` workspace dependency currently specifies `version = "0.12"`. Verify that `kira/Cargo.toml` exposes a `cpal` feature (or that `DefaultBackend` compiles on Android targets with NDK). If not, a `CpalBackend` with `cpal = { features = ["oboe"] }` may be needed.
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- The `NonSend` resource `AudioState` should compile fine — `NonSend` is legal in Bevy Android builds.
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- `include_bytes!` for the WAV assets is compile-time and unaffected by platform.
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**Recommendation:** Defer full audio verification to a device test. The graceful fallback means a silent-but-working first build is achievable without resolving this.
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---
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## 3. `keyring` Crate — No Android Backend
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**The problem:**
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`keyring = "2"` is used in `solitaire_data/src/auth_tokens.rs` to store JWT access and refresh tokens in the OS keychain. The `keyring` crate's Android backend does not exist — as of v2.x, supported backends are: macOS Keychain, Windows Credential Manager, Linux Secret Service (D-Bus), and iOS Keychain. There is no Android KeyStore backend.
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On Android, `Entry::new(...)` will return `keyring::Error::NoStorageAccess`, which the existing code already maps to `TokenError::KeychainUnavailable`. So the code will not crash — it will simply fail every token store/load operation.
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**Current failure mode:**
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Every call to `store_tokens`, `load_access_token`, `load_refresh_token`, or `delete_tokens` will return `Err(TokenError::KeychainUnavailable(...))`. The sync client in `sync_client.rs` needs to be verified to handle this gracefully rather than propagating an error that disables sync entirely.
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**Options for Android credential storage:**
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| Option | Security | Effort | Notes |
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|---|---|---|---|
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| **In-memory only (prompt re-login each session)** | N/A | 1 day | Simplest. On `TokenError::KeychainUnavailable`, the `SyncProvider` returns `SyncError::Auth`, user is prompted to log in. Already architecturally supported. |
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| **Encrypted `SharedPreferences` equivalent via JNI** | Good | 4–6 days | Call Android's `EncryptedSharedPreferences` (Jetpack Security) via JNI. Significant JNI boilerplate. |
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| **AES-256 file encryption using Android Keystore via JNI** | Excellent | 5–8 days | Proper Android keychain equivalent. Complex JNI. |
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| **Store in app-private file, unencrypted** | Poor | 0.5 days | Only acceptable during development. Never ship. |
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**Recommended approach (first pass):** Use the in-memory / re-login-each-session path. The existing `TokenError::KeychainUnavailable` variant already exists for exactly this reason (Linux without a running secret service). The `SyncPlugin` should detect this on startup and present a "Sync unavailable — please log in" message rather than a hard error. This requires:
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1. Conditional compilation: when `cfg(target_os = "android")`, replace the `keyring` calls with a no-op in-memory store (a simple `Mutex<HashMap<String, String>>`).
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2. A `#[cfg(not(target_os = "android"))]` guard on the `keyring` import/dependency in `solitaire_data/Cargo.toml`.
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**Required `solitaire_data/Cargo.toml` change:**
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```toml
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[target.'cfg(not(target_os = "android"))'.dependencies]
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keyring = { workspace = true }
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[target.'cfg(target_os = "android")'.dependencies]
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# keyring is replaced by in-memory storage; no dependency needed
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```
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---
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## 4. `dirs` Crate — Data Directory on Android
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**The problem:**
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`storage.rs` and other persistence modules use `dirs::data_dir()` to locate `~/.local/share/solitaire_quest/` (or platform equivalent). On Android, `dirs::data_dir()` returns `None` because there is no `XDG_DATA_HOME` and the `dirs` crate does not implement an Android-specific path.
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**Current code behavior:**
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All persistence functions already handle `None` gracefully (returning default values or `Err`), consistent with the CLAUDE.md lesson about `dirs::data_dir()`. Stats and progress will silently not persist across sessions if `data_dir()` returns `None`.
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**Fix required:**
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Android apps should store private data in the app's internal storage directory, obtained via JNI: `context.getFilesDir()`. This requires either:
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- A thin JNI helper (via `jni` crate) called once on startup to obtain the path and store it as a global.
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- Or passing the path in via the `android_main` entry point using `cargo-mobile2`'s `AndroidApp` handle, which exposes `internal_data_path()`.
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The `cargo-mobile2` + Bevy path exposes an `AndroidApp` via `bevy::winit`'s Android entry point. Bevy 0.13+ passes `AndroidApp` through `WinitPlugin`, and it is accessible via a Bevy resource. A startup system can extract `app.internal_data_path()` and insert a `PlatformDataDirResource` that the storage functions read instead of calling `dirs::data_dir()`.
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**Effort:** 1–2 days to implement the override and thread it through all `storage.rs` / `progress.rs` / `settings.rs` / `achievements.rs` call sites.
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---
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## 5. Touch Input — Current State and Gaps
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**What already exists (strong foundation):**
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The `InputPlugin` in `input_plugin.rs` has a complete parallel touch pipeline:
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| System | Purpose | Status |
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|---|---|---|
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| `handle_touch_stock_tap` | Tap the stock pile to draw | Complete |
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| `touch_start_drag` | Begin a touch drag on a face-up card | Complete |
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| `touch_follow_drag` | Move card(s) with the active finger | Complete |
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| `touch_end_drag` | Resolve the drag (move or reject) | Complete |
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The touch systems use `TouchInput` events and the `Touches` resource, map touch IDs to `DragState.active_touch_id` to prevent multi-finger conflicts, and share the same `DragState`, `MoveRequestEvent`, `MoveRejectedEvent`, and `StateChangedEvent` infrastructure as the mouse pipeline. The drag threshold (`tuning.drag_threshold_px`) applies identically.
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**Gaps for a production Android experience:**
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1. **No double-tap equivalent for auto-move**: `handle_double_click` is mouse-only. Android users need a double-tap to trigger the same "move to best destination" logic. The `handle_double_click` system checks `buttons.just_pressed(MouseButton::Left)` and will be inert on Android. Estimated: 1 day.
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2. **No touch equivalent for keyboard actions**: Undo, New Game, Draw (when stock is visible but tapping it is awkward), Hint, and Forfeit have no on-screen buttons. These need an Android-specific UI bar or gesture (e.g. two-finger tap for undo). Estimated: 2–3 days for a minimal floating action button strip.
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3. **Drag threshold tuning**: The threshold is in `AnimationTuning` (`tuning.drag_threshold_px`). Touch screens typically need a larger threshold than mouse (physical screens have more accidental movement during a tap). The current value should be evaluated on a real device and likely increased for touch.
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4. **No long-press for right-click equivalent**: The right-click highlight/hint glow (`HintHighlightTimer`) is triggered via right mouse button. Long-press detection is not yet implemented. This is a missing feature but not a blocker for basic play.
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5. **`handle_double_click` uses `LocalDateTime`-based timing via `Time`**: This will work on Android, but `DOUBLE_CLICK_WINDOW = 0.35s` may feel too tight on touch. Should be configurable.
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---
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## 6. Additional Issues Not in Scope of the Four Research Areas
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**`CursorPlugin`:** Uses Bevy's cursor APIs which are desktop-only. Should be conditionally compiled out on Android with `#[cfg(not(target_os = "android"))]`.
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**`reqwest` with `rustls-native-certs`:** The `reqwest` dependency uses `rustls` with native root certificates. On Android, `rustls-native-certs` reads system certificates differently (via the `android_system_properties` crate internally). This generally works but should be tested; Android's certificate store is in a non-standard location vs Linux.
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**App lifecycle (suspend/resume):** Android can suspend the process at any time. Bevy handles `WindowEvent::Suspended` and `WindowEvent::Resumed` via `winit`, pausing the render loop. The `SyncPlugin`'s "push on exit" path (`AppExit` event) should also trigger on `WindowEvent::Suspended` to avoid data loss when the user backgrounds the app. This is a separate feature (1 day).
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**No `sqlx` on Android:** `solitaire_server` is a server binary and is never built for Android. The `sqlx` dependency only exists in `solitaire_server/Cargo.toml` and will not affect Android builds of the client crates.
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**`solitaire_assetgen`:** The asset generation tool is desktop-only and not part of the client build. Unaffected.
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---
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## 7. Required Changes Per Crate
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### `solitaire_core` and `solitaire_sync`
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No changes required. Both are pure Rust with no platform dependencies.
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### `solitaire_data`
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| Change | Effort |
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|---|---|
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| Gate `keyring` dependency on `#[cfg(not(target_os = "android"))]` | 0.5 days |
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| Implement `auth_tokens.rs` in-memory fallback for Android | 1 day |
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| Add `internal_data_path()` override for `dirs::data_dir()` on Android | 1.5 days |
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| Audit all `dirs::data_dir()` / `settings_file_path()` call sites to accept injected path | 0.5 days |
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### `solitaire_engine`
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| Change | Effort |
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|---|---|
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| Conditionally disable `CursorPlugin` on Android | 0.5 days |
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| Disable `handle_fullscreen` on Android (or make it a no-op) | 0.25 days |
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| Implement double-tap for auto-move (touch equivalent of `handle_double_click`) | 1 day |
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| On-screen action bar for Undo, New Game, Hint (minimal floating buttons) | 2.5 days |
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| Tune drag threshold for touch; expose as a platform-specific tuning constant | 0.5 days |
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| Trigger sync push on `WindowEvent::Suspended` in `SyncPlugin` | 1 day |
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| Verify `kira` audio on Android (test `DefaultBackend` / CPAL; implement fallback if needed) | 1–2 days |
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### `solitaire_app`
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| Change | Effort |
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|---|---|
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| Add `[lib]` target with `crate-type = ["cdylib"]` for Android builds | 0.25 days |
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| Create `src/lib.rs` (or `src/android.rs`) Android entry point calling `android_main` | 0.5 days |
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| Remove or guard fixed `resolution` / `resize_constraints` for Android | 0.25 days |
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| Pass `AndroidApp::internal_data_path()` to a startup resource | 0.5 days |
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### Build / Toolchain
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| Change | Effort |
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|---|---|
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| Install cargo-mobile2, Android NDK r25c/r26, `aarch64-linux-android` target | 1 day |
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| Run `cargo mobile init`, configure `android/` Gradle project | 0.5 days |
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| Get a first build compiling (resolve linker / NDK issues) | 1–2 days |
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---
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## 8. Estimated Effort
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| Phase | Description | Days |
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|---|---|---|
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| Toolchain setup | NDK, cargo-mobile2, first compile | 2–3 |
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| `solitaire_data` Android adaptations | keyring fallback, data dir | 3 |
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| `solitaire_app` Android entry point | cdylib, AndroidApp wiring | 1 |
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| `solitaire_engine` guards and fixes | cursor, fullscreen, audio verify | 2–3 |
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| Touch UX improvements | double-tap, action bar, threshold tuning | 4–5 |
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| Testing on real device / emulator | iteration, lifecycle edge cases | 2–3 |
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| **Total** | | **14–17 days** |
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This produces a playable, functionally complete Android build. It does not include Play Store preparation (signing keys, metadata, icon set, permissions manifest tuning) which would add 1–2 more days.
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---
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## 9. Recommended First Step
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**Get the workspace to compile for `aarch64-linux-android` without running.**
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This surfaces all the real linker and dependency errors before writing any gameplay code:
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```bash
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# Install toolchain
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rustup target add aarch64-linux-android
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cargo install --locked cargo-mobile2
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# In the workspace root:
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cargo mobile init # generates android/ directory
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# Attempt a library build targeting Android
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cargo build -p solitaire_app --target aarch64-linux-android 2>&1 | head -60
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```
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The first build will fail on `keyring` (no Android backend) and likely on `dirs`. Fixing those two in `solitaire_data` — gate `keyring` behind `cfg(not(target_os = "android"))` and stub the data directory — will probably get the workspace to a clean compile. From there, the path to a running APK is incremental.
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Do not attempt to resolve audio or touch UX until the build compiles cleanly. Compile errors are the only true blockers; the rest are feature gaps.
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@@ -0,0 +1,318 @@
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# Sync Subsystem Manual Test Runbook
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|
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**Version:** 1.0
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**Last Updated:** 2026-04-28
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**Scope:** Cross-machine sync, JWT refresh, conflict resolution, account deletion
|
||||
|
||||
---
|
||||
|
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## Prerequisites
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||||
|
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### Infrastructure
|
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|
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- Two machines (or VMs) referred to as **Machine A** and **Machine B** throughout this runbook. Both must be able to reach the sync server over the network.
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- A running Solitaire Quest sync server reachable at a known URL, e.g. `https://solitaire.example.com`. See `README_SERVER.md` for setup.
|
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- Verify the server is live before starting:
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|
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```bash
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curl -s https://solitaire.example.com/health
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# Expected: {"status":"ok","version":"..."}
|
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```
|
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|
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### Accounts
|
||||
|
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- You will register two separate accounts (`alice` and `bob`) during the tests. You do not need to create them in advance.
|
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|
||||
### Tooling
|
||||
|
||||
- `curl` or a REST client (Insomnia/Postman) for manual API calls.
|
||||
- `sqlite3` CLI if you need to inspect the server database directly.
|
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- The game binary built in release mode on both machines:
|
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|
||||
```bash
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cargo build -p solitaire_app --release
|
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```
|
||||
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||||
### Baseline: Clear local data on both machines
|
||||
|
||||
Before starting, delete any existing local save files to ensure a clean state:
|
||||
|
||||
```
|
||||
# Linux
|
||||
rm -rf ~/.local/share/solitaire_quest/
|
||||
|
||||
# macOS
|
||||
rm -rf ~/Library/Application\ Support/solitaire_quest/
|
||||
|
||||
# Windows
|
||||
rmdir /s %APPDATA%\solitaire_quest\
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Test 1 — Full Sync Round-Trip (register, play, push, verify on second machine)
|
||||
|
||||
**Goal:** Confirm that stats played on Machine A appear on Machine B after sync.
|
||||
|
||||
### Step 1 — Register on Machine A
|
||||
|
||||
1. Launch the game on Machine A.
|
||||
2. Open **Settings** (key: `O`) and locate the **Sync** section.
|
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3. Enter the server URL and choose a username: `alice`.
|
||||
4. Choose a password (at least 12 characters).
|
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5. Tap **Register** (or **Login** if the account already exists).
|
||||
6. The Settings screen should show **Status: syncing…** briefly, then **Status: last synced at HH:MM**.
|
||||
7. Close the game.
|
||||
|
||||
Verify the registration succeeded directly:
|
||||
|
||||
```bash
|
||||
curl -s -X POST https://solitaire.example.com/api/auth/login \
|
||||
-H "Content-Type: application/json" \
|
||||
-d '{"username":"alice","password":"<your-password>"}' | jq .
|
||||
# Expected: {"access_token":"...","refresh_token":"..."}
|
||||
```
|
||||
|
||||
### Step 2 — Play games on Machine A
|
||||
|
||||
1. Launch the game on Machine A.
|
||||
2. Win at least **three games** (Draw One or Draw Three — note which mode).
|
||||
3. Check the Stats overlay (key: `S`) and note:
|
||||
- `games_played`
|
||||
- `games_won`
|
||||
- `win_streak_current`
|
||||
- `fastest_win_seconds`
|
||||
4. Close the game normally (this triggers the push-on-exit path).
|
||||
|
||||
### Step 3 — Verify the push reached the server
|
||||
|
||||
```bash
|
||||
# Log in to get a fresh token
|
||||
TOKEN=$(curl -s -X POST https://solitaire.example.com/api/auth/login \
|
||||
-H "Content-Type: application/json" \
|
||||
-d '{"username":"alice","password":"<your-password>"}' | jq -r .access_token)
|
||||
|
||||
# Pull the server's stored state
|
||||
curl -s -H "Authorization: Bearer $TOKEN" \
|
||||
https://solitaire.example.com/api/sync/pull | jq .merged.stats
|
||||
```
|
||||
|
||||
Confirm `games_won` matches what you recorded in Step 2.
|
||||
|
||||
### Step 4 — Pull on Machine B
|
||||
|
||||
1. Launch the game on **Machine B** (clean local data).
|
||||
2. Open **Settings**, enter the same server URL, and log in as `alice` with the same password.
|
||||
3. The plugin will pull on startup. Wait for **Status: last synced at HH:MM**.
|
||||
4. Open the Stats overlay (key: `S`) and confirm the numbers from Step 2 are present.
|
||||
|
||||
**Pass criterion:** `games_won`, `games_played`, and `fastest_win_seconds` on Machine B match Machine A.
|
||||
|
||||
---
|
||||
|
||||
## Test 2 — JWT Refresh on 401
|
||||
|
||||
**Goal:** Confirm that an expired access token is refreshed transparently without user interaction.
|
||||
|
||||
### Step 1 — Shorten the access token TTL on the server (test environment only)
|
||||
|
||||
Edit the server `.env` and set a short expiry, then restart:
|
||||
|
||||
```
|
||||
JWT_ACCESS_EXPIRY_SECS=5
|
||||
```
|
||||
|
||||
> If you cannot modify the server config, skip to the manual token corruption method in Step 1b.
|
||||
|
||||
### Step 1b (alternative) — Corrupt the stored access token directly
|
||||
|
||||
On the machine where you want to test (Linux example):
|
||||
|
||||
```bash
|
||||
# List keychain entries (uses secret-tool on GNOME)
|
||||
secret-tool search service solitaire_quest_server
|
||||
|
||||
# Overwrite alice's access token with a deliberately invalid value
|
||||
secret-tool store --label="alice_access" service solitaire_quest_server account alice_access <<< "invalid.token.value"
|
||||
```
|
||||
|
||||
### Step 2 — Trigger a sync with the expired/invalid token
|
||||
|
||||
1. Launch the game.
|
||||
2. Either wait for the startup pull (for the short-TTL method), or open **Settings** and tap **Sync Now**.
|
||||
3. Observe the **Status** field.
|
||||
|
||||
**Pass criterion (transparent refresh):** Status briefly shows "syncing…" and then shows "last synced at HH:MM" — no auth error is displayed. The access token in the keychain has been silently replaced.
|
||||
|
||||
**Verify the new token is valid:**
|
||||
|
||||
```bash
|
||||
# Extract the new token from the keychain
|
||||
secret-tool lookup service solitaire_quest_server account alice_access | head -c 50
|
||||
# Should look like a valid JWT (three base64 segments separated by dots)
|
||||
```
|
||||
|
||||
### Step 3 — Test failed refresh (both tokens expired)
|
||||
|
||||
1. Corrupt both the access token and the refresh token in the keychain:
|
||||
|
||||
```bash
|
||||
secret-tool store --label="alice_access" service solitaire_quest_server account alice_access <<< "bad"
|
||||
secret-tool store --label="alice_refresh" service solitaire_quest_server account alice_refresh <<< "bad"
|
||||
```
|
||||
|
||||
2. Launch the game and trigger a sync.
|
||||
|
||||
**Pass criterion:** The Settings screen shows an error message matching: "Login expired — tap Sync Now after re-logging in". The game must not crash. No data must be lost (local files are untouched).
|
||||
|
||||
3. Restore: log in again via Settings to get fresh tokens.
|
||||
|
||||
---
|
||||
|
||||
## Test 3 — Conflict Scenario (offline play on both machines, then sync)
|
||||
|
||||
**Goal:** Confirm that progress made on both devices offline is merged correctly, with no data silently discarded.
|
||||
|
||||
### Step 1 — Take both machines offline
|
||||
|
||||
Disable network on both Machine A and Machine B (e.g. airplane mode, or block the server URL in `/etc/hosts`).
|
||||
|
||||
### Step 2 — Play on Machine A (offline)
|
||||
|
||||
1. Win 5 games. Note the resulting streak and `games_won`.
|
||||
2. Close the game.
|
||||
|
||||
### Step 3 — Play on Machine B (offline)
|
||||
|
||||
1. Win 3 different games. Note the resulting streak and `games_won`.
|
||||
2. Close the game.
|
||||
|
||||
At this point Machine A and Machine B have divergent state.
|
||||
|
||||
### Step 4 — Re-enable network, sync Machine A first
|
||||
|
||||
1. Restore network.
|
||||
2. Launch the game on Machine A. The push-on-exit from Step 2 did not reach the server, so:
|
||||
- Open Settings, tap **Sync Now** to force a pull.
|
||||
- Close the game (triggers push-on-exit).
|
||||
3. Verify the server has Machine A's state:
|
||||
|
||||
```bash
|
||||
curl -s -H "Authorization: Bearer $TOKEN" \
|
||||
https://solitaire.example.com/api/sync/pull | jq '.merged.stats.games_won'
|
||||
```
|
||||
|
||||
### Step 5 — Sync Machine B
|
||||
|
||||
1. Launch the game on Machine B.
|
||||
2. The startup pull fetches the server's merged state (which now contains Machine A's wins).
|
||||
3. Open Settings — wait for **Status: last synced at HH:MM**.
|
||||
4. Open the Stats overlay.
|
||||
|
||||
**Pass criteria:**
|
||||
- `games_won` = max(Machine A wins, Machine B wins) — at minimum the higher of the two counts.
|
||||
- No games are lost — both machines' win counts contribute.
|
||||
- If the two machines had different `win_streak_current` values, a conflict should be recorded (visible if you inspect the server response directly):
|
||||
|
||||
```bash
|
||||
curl -s -H "Authorization: Bearer $TOKEN" \
|
||||
https://solitaire.example.com/api/sync/pull | jq '.conflicts'
|
||||
```
|
||||
|
||||
- The `win_streak_current` conflict entry will show `local_value` and `remote_value`. The higher value is used as the best-effort resolution.
|
||||
|
||||
---
|
||||
|
||||
## Test 4 — Account Deletion
|
||||
|
||||
**Goal:** Confirm that `DELETE /api/account` removes all server-side data and that a subsequent authenticated request is rejected.
|
||||
|
||||
### Step 1 — Confirm data exists before deletion
|
||||
|
||||
```bash
|
||||
curl -s -H "Authorization: Bearer $TOKEN" \
|
||||
https://solitaire.example.com/api/sync/pull | jq '.merged.stats.games_played'
|
||||
# Expected: a non-zero number
|
||||
```
|
||||
|
||||
### Step 2 — Delete the account via the API
|
||||
|
||||
```bash
|
||||
curl -s -X DELETE \
|
||||
-H "Authorization: Bearer $TOKEN" \
|
||||
https://solitaire.example.com/api/account | jq .
|
||||
# Expected: {"ok":true}
|
||||
```
|
||||
|
||||
### Step 3 — Verify all data is gone from the server
|
||||
|
||||
```bash
|
||||
# Try to pull with the (now-invalid) token
|
||||
curl -s -H "Authorization: Bearer $TOKEN" \
|
||||
https://solitaire.example.com/api/sync/pull
|
||||
# Expected: HTTP 401 Unauthorized
|
||||
|
||||
# Try to log in again with the same credentials
|
||||
curl -s -X POST https://solitaire.example.com/api/auth/login \
|
||||
-H "Content-Type: application/json" \
|
||||
-d '{"username":"alice","password":"<your-password>"}' | jq .
|
||||
# Expected: HTTP 401 or error body indicating invalid credentials
|
||||
```
|
||||
|
||||
### Step 4 — Verify local data is NOT deleted
|
||||
|
||||
1. Open the game. The local files (`stats.json`, `progress.json`, etc.) must still be present and intact — account deletion only affects the server.
|
||||
2. Check the Stats overlay and confirm local game history is visible.
|
||||
3. The Settings screen may show an auth error on next sync attempt, which is expected.
|
||||
|
||||
### Step 5 — Re-register with the same username (optional)
|
||||
|
||||
```bash
|
||||
curl -s -X POST https://solitaire.example.com/api/auth/register \
|
||||
-H "Content-Type: application/json" \
|
||||
-d '{"username":"alice","password":"<new-password>"}' | jq .
|
||||
# Expected: {"access_token":"...","refresh_token":"..."} — fresh empty account
|
||||
```
|
||||
|
||||
**Pass criterion:** Re-registration succeeds, and a subsequent pull returns a payload with all-zero stats (completely fresh account, no residual data from the deleted account).
|
||||
|
||||
---
|
||||
|
||||
## Test 5 — Server Errors Do Not Show "Login Expired"
|
||||
|
||||
**Goal:** Verify that a 500 Internal Server Error or 429 Too Many Requests shows a network error, not an auth error, to the user.
|
||||
|
||||
### Step 1 — Simulate a 500 with a reverse proxy rule
|
||||
|
||||
Add a temporary nginx/Caddy rule to return 500 for `/api/sync/*`:
|
||||
|
||||
```nginx
|
||||
location /api/sync/ {
|
||||
return 500;
|
||||
}
|
||||
```
|
||||
|
||||
Or use a local proxy like `mitmproxy` to intercept and rewrite responses.
|
||||
|
||||
### Step 2 — Trigger a sync
|
||||
|
||||
Open Settings and tap **Sync Now**.
|
||||
|
||||
**Pass criterion:** The Status field shows "Can't reach server — check your connection" (network error message), NOT "Login expired — tap Sync Now after re-logging in" (auth error message).
|
||||
|
||||
Remove the nginx rule after this test.
|
||||
|
||||
---
|
||||
|
||||
## Regression Checklist
|
||||
|
||||
After running all tests above, confirm:
|
||||
|
||||
- [ ] No crash occurred during any test on either machine.
|
||||
- [ ] Local save files (`stats.json`, `progress.json`, `achievements.json`) are present and valid JSON after all tests.
|
||||
- [ ] The game launches and plays normally after all sync operations (sync is additive — never blocks gameplay).
|
||||
- [ ] The Stats overlay shows correct numbers on both machines after a successful sync round-trip.
|
||||
- [ ] An expired token is refreshed transparently without the user having to log in again.
|
||||
- [ ] A doubly-expired token surfaces a clear error message to the user.
|
||||
- [ ] Account deletion removes all server data; local data is preserved.
|
||||
- [ ] HTTP 5xx and 429 responses show a network error, not an auth error.
|
||||
@@ -16,12 +16,13 @@ fn main() -> io::Result<()> {
|
||||
let out_dir = workspace_root().join("assets").join("audio");
|
||||
fs::create_dir_all(&out_dir)?;
|
||||
|
||||
let effects: [(&str, Generator); 5] = [
|
||||
let effects: [(&str, Generator); 6] = [
|
||||
("card_flip.wav", card_flip),
|
||||
("card_place.wav", card_place),
|
||||
("card_deal.wav", card_deal),
|
||||
("card_invalid.wav", card_invalid),
|
||||
("win_fanfare.wav", win_fanfare),
|
||||
("ambient_loop.wav", ambient_loop),
|
||||
];
|
||||
|
||||
for (name, gen) in &effects {
|
||||
@@ -169,6 +170,64 @@ fn win_fanfare() -> Vec<i16> {
|
||||
out
|
||||
}
|
||||
|
||||
/// Generates a seamlessly looping ambient drone track (~6 seconds, 44100 Hz
|
||||
/// mono 16-bit PCM).
|
||||
///
|
||||
/// Design:
|
||||
/// - Fundamental: 55 Hz (low A) sine wave.
|
||||
/// - Harmonics: 110 Hz at 40% and 165 Hz at 20% for warmth.
|
||||
/// - Amplitude LFO at 0.1 Hz creates a slow breath / pad swell.
|
||||
/// - The loop length is chosen so both the fundamental and LFO complete an
|
||||
/// integer number of cycles — guaranteeing a phase-continuous seamless loop.
|
||||
/// - Peak amplitude is kept low (0.18) so it sits quietly under SFX.
|
||||
fn ambient_loop() -> Vec<i16> {
|
||||
use std::f32::consts::PI;
|
||||
|
||||
// LFO period = 10 s; fundamental period ≈ 18.18 ms.
|
||||
// We want a loop that is an exact integer multiple of both, so both
|
||||
// complete a whole number of cycles with no phase discontinuity.
|
||||
//
|
||||
// LCM approach: fundamental @ 55 Hz repeats every 1/55 s. The LFO @ 0.1 Hz
|
||||
// repeats every 10 s. 10 s is already a multiple of 1/55 s (10 * 55 = 550
|
||||
// cycles), so a 10-second buffer loops perfectly. We halve it to 5 s for
|
||||
// a smaller file — 5 * 55 = 275 (integer), 5 * 0.1 = 0.5 (half-cycle of
|
||||
// LFO). To keep a full LFO cycle we use 10 s but write only the first 5 s
|
||||
// of the waveform, which is within the 4–8 s budget and still a seamless
|
||||
// loop because the LFO amplitude is symmetric about its midpoint at t=5 s.
|
||||
//
|
||||
// Simpler explanation: at exactly 5 s, both the 55 Hz tone and a slow
|
||||
// 0.2 Hz (period=5 s) breath LFO complete an integer number of cycles.
|
||||
// We use 0.2 Hz for the LFO instead of 0.1 Hz so the full envelope fits
|
||||
// in one loop period.
|
||||
let lfo_freq = 0.2_f32; // 1 full LFO cycle per 5-second loop
|
||||
let loop_seconds = 1.0 / lfo_freq; // = 5.0 s
|
||||
let n = (loop_seconds * SAMPLE_RATE as f32) as usize;
|
||||
|
||||
let f0 = 55.0_f32; // fundamental (Hz)
|
||||
let f1 = 110.0_f32; // 2nd harmonic
|
||||
let f2 = 165.0_f32; // 3rd harmonic
|
||||
|
||||
let mut out = Vec::with_capacity(n);
|
||||
for i in 0..n {
|
||||
let t = i as f32 / SAMPLE_RATE as f32;
|
||||
|
||||
// LFO: smoothly oscillates between 0.4 and 1.0 amplitude.
|
||||
// Using (1 - cos) / 2 instead of sin so the loop starts and ends at
|
||||
// the same LFO phase (0.0 → both sin and cos are fully periodic).
|
||||
let lfo = 0.7 + 0.3 * (2.0 * PI * lfo_freq * t).cos();
|
||||
|
||||
// Layered harmonics
|
||||
let tone = (2.0 * PI * f0 * t).sin()
|
||||
+ 0.4 * (2.0 * PI * f1 * t).sin()
|
||||
+ 0.2 * (2.0 * PI * f2 * t).sin();
|
||||
|
||||
// Normalise the layered sum: max raw peak ≈ 1.6; keep final peak ≤ 0.18
|
||||
let sample = tone / 1.6 * lfo * 0.18;
|
||||
out.push(quantize(sample));
|
||||
}
|
||||
out
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Minimal WAV writer (mono 16-bit PCM)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
@@ -364,6 +364,10 @@ impl SyncProvider for SolitaireServerClient {
|
||||
|
||||
/// Deserialize a pull response body as [`SyncResponse`] and return its
|
||||
/// `merged` field, or map non-200 statuses to the appropriate [`SyncError`].
|
||||
///
|
||||
/// Only HTTP 401 (Unauthorized) and 403 (Forbidden) are treated as
|
||||
/// authentication errors. All other non-2xx statuses (5xx, 429, etc.) are
|
||||
/// classified as network/transport errors so the UI shows the right message.
|
||||
async fn extract_pull_body(resp: reqwest::Response) -> Result<SyncPayload, SyncError> {
|
||||
let status = resp.status();
|
||||
if status.is_success() {
|
||||
@@ -372,8 +376,12 @@ async fn extract_pull_body(resp: reqwest::Response) -> Result<SyncPayload, SyncE
|
||||
.await
|
||||
.map_err(|e| SyncError::Serialization(e.to_string()))?;
|
||||
Ok(sync_resp.merged)
|
||||
} else {
|
||||
} else if status == reqwest::StatusCode::UNAUTHORIZED
|
||||
|| status == reqwest::StatusCode::FORBIDDEN
|
||||
{
|
||||
Err(SyncError::Auth(format!("server returned {status}")))
|
||||
} else {
|
||||
Err(SyncError::Network(format!("server returned {status}")))
|
||||
}
|
||||
}
|
||||
|
||||
@@ -391,14 +399,22 @@ async fn extract_leaderboard_body(resp: reqwest::Response) -> Result<Vec<Leaderb
|
||||
|
||||
/// Deserialize a push response body as [`SyncResponse`], or map non-200
|
||||
/// statuses to the appropriate [`SyncError`].
|
||||
///
|
||||
/// Only HTTP 401 (Unauthorized) and 403 (Forbidden) are treated as
|
||||
/// authentication errors. All other non-2xx statuses (5xx, 429, etc.) are
|
||||
/// classified as network/transport errors so the UI shows the right message.
|
||||
async fn extract_push_body(resp: reqwest::Response) -> Result<SyncResponse, SyncError> {
|
||||
let status = resp.status();
|
||||
if status.is_success() {
|
||||
resp.json()
|
||||
.await
|
||||
.map_err(|e| SyncError::Serialization(e.to_string()))
|
||||
} else {
|
||||
} else if status == reqwest::StatusCode::UNAUTHORIZED
|
||||
|| status == reqwest::StatusCode::FORBIDDEN
|
||||
{
|
||||
Err(SyncError::Auth(format!("server returned {status}")))
|
||||
} else {
|
||||
Err(SyncError::Network(format!("server returned {status}")))
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -274,9 +274,8 @@ fn handle_win_cascade(
|
||||
let win_msg = format!("You Win! Score: {} Time: {m}:{s:02}", ev.score);
|
||||
spawn_toast(&mut commands, win_msg, WIN_TOAST_SECS);
|
||||
|
||||
let speed = settings.as_ref().map(|s| s.0.animation_speed.clone());
|
||||
let step = speed.clone().map(cascade_step_secs).unwrap_or(CASCADE_STAGGER_NORMAL);
|
||||
let duration = speed.map(cascade_duration_secs).unwrap_or(CASCADE_DURATION_NORMAL);
|
||||
let step = settings.as_ref().map_or(CASCADE_STAGGER_NORMAL, |s| cascade_step_secs(s.0.animation_speed.clone()));
|
||||
let duration = settings.as_ref().map_or(CASCADE_DURATION_NORMAL, |s| cascade_duration_secs(s.0.animation_speed.clone()));
|
||||
|
||||
for (i, (entity, transform)) in cards.iter().enumerate() {
|
||||
commands.entity(entity).insert(CardAnim {
|
||||
|
||||
@@ -11,9 +11,8 @@
|
||||
//! | `NewGameRequestEvent` | `card_deal.wav` |
|
||||
//! | `GameWonEvent` | `win_fanfare.wav` |
|
||||
//!
|
||||
//! An ambient loop is started at plugin startup using `card_flip.wav` at very
|
||||
//! low volume (0.05 amplitude) routed through `music_track` as a placeholder
|
||||
//! until a dedicated ambient track is available.
|
||||
//! An ambient loop (`ambient_loop.wav`) is started at plugin startup at very
|
||||
//! low volume (0.05 amplitude) routed through `music_track`.
|
||||
//!
|
||||
//! If the audio device cannot be opened (e.g. a headless CI machine or a
|
||||
//! Linux box without a running PulseAudio/Pipewire session), the plugin
|
||||
@@ -121,8 +120,8 @@ impl Plugin for AudioPlugin {
|
||||
None => (None, None),
|
||||
};
|
||||
|
||||
// Start the ambient loop placeholder (card_flip.wav looped at very low
|
||||
// volume through music_track).
|
||||
// Start the ambient loop (ambient_loop.wav looped at very low volume
|
||||
// through music_track).
|
||||
let ambient_handle =
|
||||
start_ambient_loop(manager.as_mut(), library.as_ref(), &mut music_track);
|
||||
|
||||
@@ -190,20 +189,27 @@ fn decode(bytes: &'static [u8]) -> Option<StaticSoundData> {
|
||||
}
|
||||
}
|
||||
|
||||
/// Starts the ambient music loop placeholder (`card_flip.wav` looped at very
|
||||
/// low volume) routed through `music_track`. Returns the handle so it can be
|
||||
/// stored in `AudioState` for future pause/stop control.
|
||||
/// Decodes the embedded `ambient_loop.wav` and starts it as a seamlessly
|
||||
/// looping ambient track routed through `music_track`. Returns the handle so
|
||||
/// it can be stored in `AudioState` for future pause/stop control.
|
||||
///
|
||||
/// Returns `None` when audio is unavailable or the library failed to load.
|
||||
/// Returns `None` when audio is unavailable or the WAV fails to decode.
|
||||
fn start_ambient_loop(
|
||||
manager: Option<&mut AudioManager<DefaultBackend>>,
|
||||
library: Option<&SoundLibrary>,
|
||||
_library: Option<&SoundLibrary>,
|
||||
music_track: &mut Option<TrackHandle>,
|
||||
) -> Option<StaticSoundHandle> {
|
||||
let manager = manager?;
|
||||
let lib = library?;
|
||||
|
||||
let mut data = lib.flip.clone();
|
||||
let ambient_bytes: &'static [u8] =
|
||||
include_bytes!("../../assets/audio/ambient_loop.wav");
|
||||
let mut data = match StaticSoundData::from_cursor(Cursor::new(ambient_bytes.to_vec())) {
|
||||
Ok(d) => d,
|
||||
Err(e) => {
|
||||
warn!("failed to decode ambient_loop.wav: {e}");
|
||||
return None;
|
||||
}
|
||||
};
|
||||
data.settings.loop_region = Some(Region::default());
|
||||
data.settings.volume = Value::Fixed(amplitude_to_decibels(AMBIENT_VOLUME as f32));
|
||||
|
||||
|
||||
@@ -265,18 +265,18 @@ fn sync_cards(
|
||||
match existing.get(&card.id) {
|
||||
Some(&(entity, cur)) => {
|
||||
update_card_entity(
|
||||
&mut commands, entity, &card, position, z, layout,
|
||||
&mut commands, entity, card, position, z, layout,
|
||||
slide_secs, back_colour, color_blind, cur,
|
||||
)
|
||||
}
|
||||
None => spawn_card_entity(&mut commands, &card, position, z, layout, back_colour, color_blind),
|
||||
None => spawn_card_entity(&mut commands, card, position, z, layout, back_colour, color_blind),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns an ordered vec of (card, position, z) for every card in the game.
|
||||
fn card_positions(game: &GameState, layout: &Layout) -> Vec<(Card, Vec2, f32)> {
|
||||
let mut out: Vec<(Card, Vec2, f32)> = Vec::with_capacity(52);
|
||||
fn card_positions<'a>(game: &'a GameState, layout: &Layout) -> Vec<(&'a Card, Vec2, f32)> {
|
||||
let mut out: Vec<(&'a Card, Vec2, f32)> = Vec::with_capacity(52);
|
||||
let piles = [
|
||||
PileType::Stock,
|
||||
PileType::Waste,
|
||||
@@ -331,7 +331,7 @@ fn card_positions(game: &GameState, layout: &Layout) -> Vec<(Card, Vec2, f32)> {
|
||||
};
|
||||
let pos = Vec2::new(base.x + x_offset, base.y + y_offset);
|
||||
let z = 1.0 + (slot as f32) * STACK_FAN_FRAC;
|
||||
out.push((card.clone(), pos, z));
|
||||
out.push((card, pos, z));
|
||||
if is_tableau {
|
||||
let step = if card.face_up {
|
||||
TABLEAU_FAN_FRAC
|
||||
|
||||
@@ -531,7 +531,7 @@ fn start_drag(
|
||||
return;
|
||||
};
|
||||
|
||||
let bottom_pos = card_position(&game.0, &layout.0, pile.clone(), stack_index);
|
||||
let bottom_pos = card_position(&game.0, &layout.0, &pile, stack_index);
|
||||
|
||||
// Store as a pending drag. We do NOT elevate the cards yet — the visual
|
||||
// lift happens in follow_drag once the threshold is crossed.
|
||||
@@ -760,7 +760,7 @@ fn touch_start_drag(
|
||||
continue;
|
||||
};
|
||||
|
||||
let bottom_pos = card_position(&game.0, &layout.0, pile.clone(), stack_index);
|
||||
let bottom_pos = card_position(&game.0, &layout.0, &pile, stack_index);
|
||||
|
||||
drag.cards = card_ids;
|
||||
drag.origin_pile = Some(pile);
|
||||
@@ -971,8 +971,8 @@ fn point_in_rect(point: Vec2, center: Vec2, size: Vec2) -> bool {
|
||||
}
|
||||
|
||||
/// Where a card at `stack_index` in pile `pile` would be rendered.
|
||||
fn card_position(game: &GameState, layout: &Layout, pile: PileType, stack_index: usize) -> Vec2 {
|
||||
let base = layout.pile_positions[&pile];
|
||||
fn card_position(game: &GameState, layout: &Layout, pile: &PileType, stack_index: usize) -> Vec2 {
|
||||
let base = layout.pile_positions[pile];
|
||||
if matches!(pile, PileType::Tableau(_)) {
|
||||
let fan = -layout.card_size.y * TABLEAU_FAN_FRAC;
|
||||
Vec2::new(base.x, base.y + fan * (stack_index as f32))
|
||||
@@ -980,7 +980,7 @@ fn card_position(game: &GameState, layout: &Layout, pile: PileType, stack_index:
|
||||
// In Draw-Three mode the top 3 waste cards are fanned in X to match
|
||||
// card_plugin::card_positions(). Hit-testing must use the same offsets
|
||||
// so clicking the visually rightmost (top) card actually registers.
|
||||
let pile_len = game.piles.get(&pile).map_or(0, |p| p.cards.len());
|
||||
let pile_len = game.piles.get(pile).map_or(0, |p| p.cards.len());
|
||||
let visible_start = pile_len.saturating_sub(3);
|
||||
let slot = stack_index.saturating_sub(visible_start) as f32;
|
||||
Vec2::new(base.x + slot * layout.card_size.x * 0.28, base.y)
|
||||
@@ -1039,7 +1039,7 @@ fn find_draggable_at(
|
||||
if !card.face_up {
|
||||
continue;
|
||||
}
|
||||
let pos = card_position(game, layout, pile.clone(), i);
|
||||
let pos = card_position(game, layout, &pile, i);
|
||||
if !point_in_rect(cursor, pos, layout.card_size) {
|
||||
continue;
|
||||
}
|
||||
@@ -1423,7 +1423,7 @@ mod tests {
|
||||
|
||||
// In tableau 6, the visually topmost card is the last (face-up) one.
|
||||
// Its position: base.y + fan * 6.
|
||||
let top_pos = card_position(&game, &layout, PileType::Tableau(6), 6);
|
||||
let top_pos = card_position(&game, &layout, &PileType::Tableau(6), 6);
|
||||
let result = find_draggable_at(top_pos, &game, &layout).expect("hit");
|
||||
assert_eq!(result.0, PileType::Tableau(6));
|
||||
assert_eq!(result.1, 6);
|
||||
@@ -1439,7 +1439,7 @@ mod tests {
|
||||
// position of the bottom face-down card (index 0) should miss —
|
||||
// that card is face-down and the topmost face-up card overlaps at
|
||||
// a different fanned position.
|
||||
let bottom_pos = card_position(&game, &layout, PileType::Tableau(6), 0);
|
||||
let bottom_pos = card_position(&game, &layout, &PileType::Tableau(6), 0);
|
||||
// Shift to avoid accidental overlap with the face-up card above it.
|
||||
let below_bottom = bottom_pos - Vec2::new(0.0, layout.card_size.y * 0.4);
|
||||
let result = find_draggable_at(below_bottom, &game, &layout);
|
||||
@@ -1477,7 +1477,7 @@ mod tests {
|
||||
// (Jack fans 0.5h below base; its box spans [base-h, base]). To hit the
|
||||
// Queen we click in her visible strip: the 0.25h band above the Jack's top
|
||||
// edge (base.y to base.y+0.25h). Midpoint = queen_center + 0.375*card_h.
|
||||
let queen_center = card_position(&game, &layout, PileType::Tableau(0), 1);
|
||||
let queen_center = card_position(&game, &layout, &PileType::Tableau(0), 1);
|
||||
let pos = queen_center + Vec2::new(0.0, layout.card_size.y * 0.375);
|
||||
let (pile, start, ids) = find_draggable_at(pos, &game, &layout).expect("hit");
|
||||
assert_eq!(pile, PileType::Tableau(0));
|
||||
@@ -1507,7 +1507,7 @@ mod tests {
|
||||
let layout = compute_layout(Vec2::new(1280.0, 800.0));
|
||||
// Both cards in waste sit at the same (x, y). Clicking should pick
|
||||
// the visually top card (id 201), with count = 1.
|
||||
let pos = card_position(&game, &layout, PileType::Waste, 0);
|
||||
let pos = card_position(&game, &layout, &PileType::Waste, 0);
|
||||
let (pile, start, ids) = find_draggable_at(pos, &game, &layout).expect("hit");
|
||||
assert_eq!(pile, PileType::Waste);
|
||||
assert_eq!(start, 1);
|
||||
|
||||
@@ -198,13 +198,17 @@ fn poll_pull_result(
|
||||
progress.0 = merged.progress;
|
||||
status.0 = SyncStatus::LastSynced(Utc::now());
|
||||
}
|
||||
Err(SyncError::UnsupportedPlatform) => {
|
||||
// No backend configured — not an error, just leave status as Idle.
|
||||
status.0 = SyncStatus::Idle;
|
||||
}
|
||||
Err(e) => {
|
||||
warn!("sync pull failed: {e}");
|
||||
let msg = match &e {
|
||||
SyncError::Network(_) => "Can't reach server — check your connection".to_string(),
|
||||
SyncError::Auth(_) => "Login expired — tap Sync Now after re-logging in".to_string(),
|
||||
SyncError::Serialization(_) => format!("Unexpected server response: {e}"),
|
||||
SyncError::UnsupportedPlatform => "Sync not configured".to_string(),
|
||||
SyncError::UnsupportedPlatform => unreachable!("handled above"),
|
||||
};
|
||||
status.0 = SyncStatus::Error(msg);
|
||||
}
|
||||
@@ -233,13 +237,14 @@ fn push_on_exit(
|
||||
|
||||
// Prefer an existing tokio runtime; fall back to futures_lite block_on
|
||||
// for environments (e.g. tests) that don't have one.
|
||||
match tokio::runtime::Handle::try_current() {
|
||||
Ok(handle) => {
|
||||
let _ = handle.block_on(provider.push(&payload));
|
||||
}
|
||||
Err(_) => {
|
||||
let _ = future::block_on(provider.push(&payload));
|
||||
}
|
||||
let result = match tokio::runtime::Handle::try_current() {
|
||||
Ok(handle) => handle.block_on(provider.push(&payload)),
|
||||
Err(_) => future::block_on(provider.push(&payload)),
|
||||
};
|
||||
if let Err(e) = result {
|
||||
// Log push failures on exit so they appear in crash/log reports.
|
||||
// We cannot surface them to the UI at this point (game loop is done).
|
||||
warn!("sync push on exit failed: {e}");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user