fix(engine,server): safe area clamp, analytics batch, achievement save order, daily rollover, replay validation, leaderboard opt-in (#56, #60, #61, #62, #66, #68)
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- #66: Clamp safe-area insets to 25% of window height with warn!() on excess - #68: Move fire_flush outside per-event loop in analytics (batch flush once) - #56: Persist progress before marking reward_granted to prevent XP loss on crash - #60: Add DateRolloverTimer + check_date_rollover system for midnight seed refresh - #62: Add validate_header() in replay upload with mode/draw_mode allowlists - #61: Restore two-query leaderboard opt-in check (SELECT then UPDATE); original queries already in .sqlx cache; EXISTS variant would require sqlx prepare Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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@@ -58,12 +58,15 @@ fn advance_on_challenge_win(
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let prev = progress.0.challenge_index;
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progress.0.challenge_index = prev.saturating_add(1);
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if let Some(target) = &path.0
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&& let Err(e) = save_progress_to(target, &progress.0) {
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warn!("failed to save progress after challenge advance: {e}");
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}
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&& let Err(e) = save_progress_to(target, &progress.0)
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{
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warn!("failed to save progress after challenge advance: {e}");
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}
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// Human-readable level is 1-based (index 0 → "Challenge 1").
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let level_number = prev.saturating_add(1);
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toast.write(InfoToastEvent(format!("Challenge {level_number} complete!")));
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toast.write(InfoToastEvent(format!(
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"Challenge {level_number} complete!"
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)));
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advanced.write(ChallengeAdvancedEvent {
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previous_index: prev,
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new_index: progress.0.challenge_index,
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@@ -184,8 +187,7 @@ mod tests {
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#[test]
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fn pressing_x_at_unlock_level_fires_new_game_with_challenge_seed() {
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let mut app = headless_app();
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app.world_mut().resource_mut::<ProgressResource>().0.level =
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CHALLENGE_UNLOCK_LEVEL;
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app.world_mut().resource_mut::<ProgressResource>().0.level = CHALLENGE_UNLOCK_LEVEL;
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app.world_mut()
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.resource_mut::<ProgressResource>()
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.0
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@@ -215,7 +217,10 @@ mod tests {
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fn challenge_win_fires_complete_toast_with_level_number() {
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let mut app = headless_app();
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// Set challenge_index to 2 so the completed level is "Challenge 3".
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app.world_mut().resource_mut::<ProgressResource>().0.challenge_index = 2;
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app.world_mut()
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.resource_mut::<ProgressResource>()
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.0
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.challenge_index = 2;
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app.world_mut().resource_mut::<GameStateResource>().0 =
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GameState::new_with_mode(1, DrawMode::DrawOne, GameMode::Challenge);
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@@ -228,7 +233,11 @@ mod tests {
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let events = app.world().resource::<Messages<InfoToastEvent>>();
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let mut cursor = events.get_cursor();
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let fired: Vec<_> = cursor.read(events).collect();
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assert_eq!(fired.len(), 1, "exactly one toast must fire on challenge win");
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assert_eq!(
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fired.len(),
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1,
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"exactly one toast must fire on challenge win"
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);
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assert!(
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fired[0].0.contains("Challenge 3"),
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"toast must name the 1-based level that was just completed"
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