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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@@ -19,7 +19,7 @@
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//! shifts that don't affect what a player sees.
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use solitaire_engine::assets::card_face_svg::{
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back_svg, face_svg, rank_filename, suit_filename, ALL_RANKS, ALL_SUITS, BACK_ACCENTS, TARGET,
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ALL_RANKS, ALL_SUITS, BACK_ACCENTS, TARGET, back_svg, face_svg, rank_filename, suit_filename,
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};
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use solitaire_engine::assets::rasterize_svg;
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@@ -145,7 +145,9 @@ fn compute_actual_hashes() -> Vec<(String, u64)> {
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fn hash_rasterised(svg: &str) -> u64 {
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let image = rasterize_svg(svg.as_bytes(), TARGET).expect("rasterise card SVG");
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let bytes = image.data.expect("rasterised image carries RGBA pixel data");
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let bytes = image
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.data
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.expect("rasterised image carries RGBA pixel data");
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fnv1a(&bytes)
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}
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