fix(multi): resolve 26 bugs found in comprehensive codebase review
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Core fixes (issues #12, #13, #22): - #12: undo now preserves score delta instead of restoring snapshot score - #13: take_from_foundation defaults to false (non-standard house rule) - #22: check_win validates full suit sequence, not just card count Engine fixes: - #8: replay keyboard input guard against non-replay state - #9: help modal scrims.is_empty() guard added - #10: settings modal scrims.is_empty() guard added - #11: sync_plugin builds payload at poll time (not task-spawn time) - #14: server replay mode case-sensitivity fix ("Classic") - #15: play_by_seed_plugin confirmed flag set to true on launch - #16: replay back-step debounce via Local<bool> + StateChangedEvent; register StateChangedEvent in ReplayOverlayPlugin (fixes 52 tests) - #17: time-attack timer ignores win-summary overlay - #18: HUD dropdown glyphs U+25BE → U+2193 (FiraMono-safe arrow) - #19: theme plugin applies immediate visual update on A→B→A switch - #20: SyncAuthError / SyncBusyOverlay split into separate entities so auth errors are visible after busy overlay is hidden - #21: handle_forfeit ordered before update_stats_on_new_game - #23: server merge uses correct avg_time_seconds and games_lost math - #24: win_summary migrated to ModalScrim pattern - #25: card_animation apply_deferred between animation systems - #26: cursor_plugin HashMap access uses .get() with fallback - #27: auto_complete mid-sequence deactivation guard - #28: feedback_anim SettleAnim ordered before FoundationFlourish - #29: achievement_plugin iterates all win events; adds scrims guard - #30: leaderboard modal scrims.is_empty() guard added - #31: server auth tmp file cleanup on rename failure - #32: sync_setup modal scrims.is_empty() guard added - #33: font_plugin uses match fallback; TokioRuntimeResource graceful current-thread fallback on runtime init failure Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -47,6 +47,7 @@ use crate::game_plugin::{ConfirmNewGameScreen, GameMutation, RestorePromptScreen
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use crate::pause_plugin::PausedResource;
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use crate::progress_plugin::ProgressResource;
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use crate::layout::{Layout, LayoutResource};
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use crate::replay_playback::ReplayPlaybackState;
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use crate::resources::{DragState, GameInputConsumedResource, GameStateResource, HintCycleIndex};
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use crate::selection_plugin::SelectionState;
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use crate::time_attack_plugin::TimeAttackResource;
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@@ -175,11 +176,20 @@ fn handle_keyboard_core(
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mut zen_requests: MessageReader<StartZenRequestEvent>,
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confirm_screens: Query<(), With<ConfirmNewGameScreen>>,
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restore_prompts: Query<(), With<RestorePromptScreen>>,
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replay_state: Option<Res<ReplayPlaybackState>>,
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) {
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if paused.is_some_and(|p| p.0) {
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return;
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}
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// During replay playback (Playing or Completed) all game-input shortcuts
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// are suppressed. The replay overlay owns Space (pause/resume) and the
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// arrow keys (step). Letting game input through would mutate
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// `GameStateResource` and corrupt replay determinism.
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if replay_state.is_some_and(|r| !matches!(*r, ReplayPlaybackState::Inactive)) {
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return;
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}
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if keys.just_pressed(KeyCode::KeyU) {
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ev.undo.write(UndoRequestEvent);
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}
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