fix(multi): resolve 26 bugs found in comprehensive codebase review
Build and Deploy / build-and-push (push) Successful in 3m40s

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>
This commit is contained in:
funman300
2026-05-19 13:14:47 -07:00
parent 6d061d23a1
commit 7840ef9eb2
24 changed files with 374 additions and 171 deletions
+32 -4
View File
@@ -28,7 +28,7 @@ use chrono::Datelike;
use crate::font_plugin::FontResource;
use crate::layout::LayoutResource;
use crate::events::{DrawRequestEvent, MoveRequestEvent, UndoRequestEvent};
use crate::events::{DrawRequestEvent, MoveRequestEvent, StateChangedEvent, UndoRequestEvent};
use crate::replay_playback::{
step_backwards_replay_playback, step_replay_playback, stop_replay_playback,
toggle_pause_replay_playback, ReplayPlaybackState,
@@ -476,6 +476,7 @@ impl Plugin for ReplayOverlayPlugin {
.add_message::<MoveRequestEvent>()
.add_message::<DrawRequestEvent>()
.add_message::<UndoRequestEvent>()
.add_message::<StateChangedEvent>()
.add_systems(
Update,
(
@@ -1884,6 +1885,7 @@ fn handle_pause_keyboard(
/// resets to 0 on key release so the next fresh press fires
/// immediately. This matches the mockup's `[← →] scrub`
/// terminology while keeping single-press = single-step semantics.
#[allow(clippy::too_many_arguments)]
fn handle_arrow_keyboard(
keys: Option<Res<ButtonInput<KeyCode>>>,
time: Res<Time>,
@@ -1892,10 +1894,22 @@ fn handle_arrow_keyboard(
mut moves_writer: MessageWriter<MoveRequestEvent>,
mut draws_writer: MessageWriter<DrawRequestEvent>,
mut undo_writer: MessageWriter<UndoRequestEvent>,
mut state_changed: MessageReader<StateChangedEvent>,
// `true` while a backward step is in-flight: cursor was decremented and
// `UndoRequestEvent` was written, but `handle_undo` hasn't applied it yet.
// Cleared when `StateChangedEvent` confirms the game state has caught up.
// Prevents rapid ← presses from accumulating multiple cursor decrements
// before any undo is applied (Bug #16).
mut back_pending: Local<bool>,
) {
let Some(keys) = keys else { return };
let dt = time.delta_secs();
// Clear the in-flight flag once the game confirms the undo landed.
if state_changed.read().count() > 0 {
*back_pending = false;
}
// Right (forward step) — initial press fires immediately;
// held repeats fire when the accumulator crosses the interval.
if keys.just_pressed(KeyCode::ArrowRight) {
@@ -1911,14 +1925,28 @@ fn handle_arrow_keyboard(
hold.right_held_secs = 0.0;
}
// Left (backwards step) — symmetric to the right path.
// Left (backwards step) — gate on `back_pending` so at most one undo
// is in-flight at a time. The cursor is only decremented inside
// `step_backwards_replay_playback`, which also writes `UndoRequestEvent`.
// `back_pending` is set after a successful step and cleared above when
// `StateChangedEvent` confirms the undo was applied.
if keys.just_pressed(KeyCode::ArrowLeft) {
step_backwards_replay_playback(&mut state, &mut undo_writer);
if !*back_pending {
let fired = step_backwards_replay_playback(&mut state, &mut undo_writer);
if fired {
*back_pending = true;
}
}
hold.left_held_secs = 0.0;
} else if keys.pressed(KeyCode::ArrowLeft) {
hold.left_held_secs += dt;
if hold.left_held_secs >= SCRUB_REPEAT_INTERVAL_SECS {
step_backwards_replay_playback(&mut state, &mut undo_writer);
if !*back_pending {
let fired = step_backwards_replay_playback(&mut state, &mut undo_writer);
if fired {
*back_pending = true;
}
}
hold.left_held_secs = 0.0;
}
} else {