docs(architecture): update to v1.3 — all Phase 8 gaps closed

Adds solitaire_wasm crate (§2/§3), replay API endpoints (§9), web
replay player routes, SyncProvider 7 optional methods, ThemePlugin +
SyncSetupPlugin in plugin table (§5), Settings new fields (§8), and
DB migration 002 replays table (§7). Also fixes missing [0.23.0]
section header in CHANGELOG.md.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-05-12 13:25:58 -07:00
parent bd388fef26
commit 7d7c83ab28
3 changed files with 211 additions and 308 deletions
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@@ -1,9 +1,9 @@
# Solitaire Quest — Architecture Document # Solitaire Quest — Architecture Document
> **Version:** 1.1 > **Version:** 1.3
> **Language:** Rust (Edition 2024) > **Language:** Rust (Edition 2024)
> **Engine:** Bevy (latest stable) > **Engine:** Bevy (latest stable)
> **Last Updated:** 2026-04-29 > **Last Updated:** 2026-05-12
--- ---
@@ -86,6 +86,7 @@ solitaire_quest/
├── solitaire_data/ # Persistence, sync client, settings ├── solitaire_data/ # Persistence, sync client, settings
├── solitaire_engine/ # Bevy ECS systems, components, plugins ├── solitaire_engine/ # Bevy ECS systems, components, plugins
├── solitaire_server/ # Self-hosted sync server (Axum + SQLite) ├── solitaire_server/ # Self-hosted sync server (Axum + SQLite)
├── solitaire_wasm/ # WebAssembly bindings — browser-side replay player
└── solitaire_app/ # Main binary entry point └── solitaire_app/ # Main binary entry point
``` ```
@@ -160,6 +161,20 @@ Owns:
- Daily challenge seed generation - Daily challenge seed generation
- Leaderboard management - Leaderboard management
### `solitaire_wasm`
**Dependencies:** `solitaire_core`, `serde`, `serde_json`, `chrono`, `wasm-bindgen`, `serde-wasm-bindgen`.
WebAssembly bindings for browser-side replay playback. Compiled to `cdylib` via `wasm-pack build`; the output lives in `solitaire_server/web/pkg/` and is served statically by the server.
Intentionally **does not** depend on `solitaire_data` (which pulls in `dirs`, `keyring`, `reqwest`, and other non-WASM crates). Instead it defines a minimal `Replay` mirror with the same serde shape as `solitaire_data::Replay` — the JSON wire format is the compatibility contract.
Owns:
- `ReplayPlayer` — WASM-exported state machine; steps through a replay's `Vec<ReplayMove>` against a live `GameState`
- `StateSnapshot` — JS-facing pile snapshot returned by each `step()` call
- `ReplayMove` / `Replay` mirrors — same serde shape as `solitaire_data` v2 equivalents
Because `ReplayPlayer` uses the same `solitaire_core::GameState` as the desktop client, the two implementations cannot drift: the same seed + move list produces identical pile state at every step on both platforms.
### `solitaire_app` ### `solitaire_app`
**Dependencies:** `bevy`, `solitaire_engine`. **Dependencies:** `bevy`, `solitaire_engine`.
@@ -261,6 +276,8 @@ The "Shortcut" column lists optional keyboard accelerators. Every action in this
| `HomePlugin` | M | Main-menu overlay with keyboard shortcut reference | | `HomePlugin` | M | Main-menu overlay with keyboard shortcut reference |
| `ProfilePlugin` | P | Player profile overlay: level, XP, achievements, sync status | | `ProfilePlugin` | P | Player profile overlay: level, XP, achievements, sync status |
| `SettingsPlugin` | O | Settings panel: audio, draw mode, theme, sync, cosmetics | | `SettingsPlugin` | O | Settings panel: audio, draw mode, theme, sync, cosmetics |
| `ThemePlugin` | — | Owns `ActiveTheme` resource; registers the `CardTheme` SVG asset loader; rasterises themes once per (theme, target size) at load time and caches the resulting `Image`; handles the embedded default theme and user themes from `user_theme_dir()` |
| `SyncSetupPlugin` | — | Sync setup modal (URL / username / password fields, "Log In" / "Register" buttons); account deletion confirm modal; re-auth trigger when `SyncError::Auth` is returned by a pull |
| `LeaderboardPlugin` | L | Leaderboard overlay | | `LeaderboardPlugin` | L | Leaderboard overlay |
| `HelpPlugin` | H | Help / controls overlay | | `HelpPlugin` | H | Help / controls overlay |
| `PausePlugin` | Esc | Pause and resume | | `PausePlugin` | Esc | Pause and resume |
@@ -365,10 +382,22 @@ All sync backends implement a single trait in `solitaire_data`. The `SyncPlugin`
```rust ```rust
#[async_trait] #[async_trait]
pub trait SyncProvider: Send + Sync { pub trait SyncProvider: Send + Sync {
// Required — must be implemented by every backend:
async fn pull(&self) -> Result<SyncPayload, SyncError>; async fn pull(&self) -> Result<SyncPayload, SyncError>;
async fn push(&self, payload: &SyncPayload) -> Result<SyncResponse, SyncError>; async fn push(&self, payload: &SyncPayload) -> Result<SyncResponse, SyncError>;
fn backend_name(&self) -> &'static str; fn backend_name(&self) -> &'static str;
fn is_authenticated(&self) -> bool; fn is_authenticated(&self) -> bool;
// Optional — all have default no-op / empty implementations:
async fn mirror_achievement(&self, _id: &str) -> Result<(), SyncError>;
async fn fetch_leaderboard(&self) -> Result<Vec<LeaderboardEntry>, SyncError>;
async fn fetch_daily_challenge(&self) -> Result<Option<ChallengeGoal>, SyncError>;
async fn opt_in_leaderboard(&self, _display_name: &str) -> Result<(), SyncError>;
async fn opt_out_leaderboard(&self) -> Result<(), SyncError>;
async fn delete_account(&self) -> Result<(), SyncError>;
// Returns the shareable web URL on success; defaults to Err(UnsupportedPlatform)
// so LocalOnlyProvider silently no-ops the push-on-win path.
async fn push_replay(&self, _replay: &Replay) -> Result<String, SyncError>;
} }
``` ```
@@ -454,6 +483,24 @@ CREATE TABLE leaderboard (
recorded_at TEXT NOT NULL, recorded_at TEXT NOT NULL,
PRIMARY KEY (user_id) PRIMARY KEY (user_id)
); );
-- migrations/002_replays.sql
CREATE TABLE IF NOT EXISTS replays (
id TEXT PRIMARY KEY, -- UUID v4 minted server-side
user_id TEXT NOT NULL REFERENCES users(id) ON DELETE CASCADE,
seed INTEGER NOT NULL,
draw_mode TEXT NOT NULL, -- "DrawOne" | "DrawThree"
mode TEXT NOT NULL, -- "Classic" | "Zen" | "Challenge" | "TimeAttack"
time_seconds INTEGER NOT NULL,
final_score INTEGER NOT NULL,
recorded_at TEXT NOT NULL, -- replay-side date (YYYY-MM-DD)
received_at TEXT NOT NULL, -- server insert timestamp (ISO 8601)
replay_json TEXT NOT NULL -- full Replay serialisation
);
CREATE INDEX IF NOT EXISTS replays_received_at_idx ON replays(received_at DESC);
CREATE INDEX IF NOT EXISTS replays_user_id_idx ON replays(user_id);
``` ```
### Request Lifecycle ### Request Lifecycle
@@ -579,12 +626,25 @@ pub struct AchievementRecord {
pub struct Settings { pub struct Settings {
pub draw_mode: DrawMode, pub draw_mode: DrawMode,
pub sfx_volume: f32, // 0.01.0 pub sfx_volume: f32, // 0.01.0
pub music_volume: f32, pub music_volume: f32,
pub animation_speed: AnimSpeed, pub animation_speed: AnimSpeed,
pub theme: Theme, pub theme: Theme,
pub sync_backend: SyncBackend, // Local | SolitaireServer pub sync_backend: SyncBackend, // Local | SolitaireServer
pub selected_card_back: usize, // index into PlayerProgress::unlocked_card_backs
pub selected_background: usize, // index into PlayerProgress::unlocked_backgrounds
pub first_run_complete: bool, pub first_run_complete: bool,
pub color_blind_mode: bool, // blue tint on red suits
pub high_contrast_mode: bool, // boosted luminance for low-vision users
pub reduce_motion_mode: bool, // WCAG reduce-motion — snaps instead of slides
pub window_geometry: Option<WindowGeometry>, // persisted size + position; None on first run
}
pub struct WindowGeometry {
pub width: u32, // logical pixels
pub height: u32,
pub x: i32, // physical pixels, top-left corner
pub y: i32,
} }
``` ```
@@ -617,6 +677,21 @@ All endpoints are under the base URL configured by the user (e.g., `https://soli
| GET | `/api/leaderboard` | Bearer JWT | — | `Vec<LeaderboardEntry>` | | GET | `/api/leaderboard` | Bearer JWT | — | `Vec<LeaderboardEntry>` |
| POST | `/api/leaderboard/opt-in` | Bearer JWT | — | `{ok: true}` | | POST | `/api/leaderboard/opt-in` | Bearer JWT | — | `{ok: true}` |
### Replays
| Method | Path | Auth | Body | Response |
|---|---|---|---|---|
| POST | `/api/replays` | Bearer JWT | Replay JSON | `{id, share_url}` |
| GET | `/api/replays/recent` | None | — (`?limit=N`) | `Vec<ReplaySummary>` |
| GET | `/api/replays/:id` | None | — | Full Replay JSON |
### Web Replay Player
| Method | Path | Auth | Notes |
|---|---|---|---|
| GET | `/replays/:id` | None | Serves `web/index.html`; JS fetches `/api/replays/:id` and steps through via the `solitaire_wasm` WASM module |
| GET | `/web/*` | None | Static assets served via `ServeDir` from `solitaire_server/web/` (includes `web/pkg/` with wasm-bindgen output) |
### Account Management ### Account Management
| Method | Path | Auth | Body | Response | | Method | Path | Auth | Body | Response |
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@@ -6,6 +6,10 @@ project follows [Semantic Versioning](https://semver.org/).
## [Unreleased] ## [Unreleased]
---
## [0.23.0] — 2026-05-12
Phase 8 sync UI: the self-hosted-server connection flow is now fully Phase 8 sync UI: the self-hosted-server connection flow is now fully
playable end-to-end. Players can open a Connect modal from Settings, playable end-to-end. Players can open a Connect modal from Settings,
enter a server URL + credentials, log in or register, and see the enter a server URL + credentials, log in or register, and see the
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@@ -1,338 +1,162 @@
# Solitaire Quest — Session Handoff # Solitaire Quest — Session Handoff
**Last updated:** 2026-05-08**v0.21.8 tagged at `c50eaf8`**; **Last updated:** 2026-05-12ARCHITECTURE.md updated to v1.3 (all 8 Phase 8 gaps closed);
nine post-cut commits on master. Push pending. `SESSION_HANDOFF.md` updated. Push pending.
v0.21.8 closes the last optional polish items in the B-2 Phase 8 closes the self-hosted-server connection arc end-to-end: login/register
replay screen-takeover arc: **notch-label centering** (middle modal, re-auth on token expiry, account deletion flow, server deployment
three scrub-bar labels now centred on their notch ticks via the artifacts (Dockerfile + docker-compose), replay upload on win, web replay
CSS `translateX(-50%)` pattern for Bevy 0.18 UI) and **WIN player (WASM + HTML/CSS/JS served by the server), leaderboard opt-in/out,
MOVE HC legibility** (lime stays lime under HC mode via the and full server integration tests.
extended `HighContrastBackground::with_hc` constructor and a
new `STATE_SUCCESS_HC` brighter-lime constant). The replay
overlay arc is now fully closed with no known open items.
Full v0.21.8 detail lives in `CHANGELOG.md` § [0.21.8]. This ---
file from here on focuses on what's *open* post-cut and how to
resume.
## Status at pause ## Current state
- **HEAD locally:** `f281425` (Android Keystore JNI). - **HEAD locally:** `bd388fe` (docs: CHANGELOG Phase 8 entry).
Docs ride on top; push pending. - **HEAD on origin:** `272d31f` (feat: account deletion — last pushed commit).
- **HEAD on origin:** `395a322` (double-tap commit — last pushed). - **Working tree:** `ARCHITECTURE.md` + `SESSION_HANDOFF.md` modified, uncommitted.
- **Working tree:** clean (docs uncommitted). No WIP outstanding. - **Build:** `cargo clippy --workspace --all-targets -- -D warnings` clean.
- **`artwork/` directory:** still untracked. Intentional. - **Tests:** **1300+ passing / 0 failing** across the workspace.
- **Build:** `cargo clippy --workspace --all-targets -- -D warnings` - **Tags on origin:** `v0.9.0` through `v0.22.0`.
clean.
- **Tests:** **1292 passing / 0 failing** across the workspace.
- **Tags on origin:** `v0.9.0` through `v0.21.8`.
- **Android:** APK verified booting on Pixel_7 AVD (Android 14,
x86_64). All desktop-only systems (handle_fullscreen) now gated.
See Phase Android punch list for remaining work.
## Since the v0.21.8 cut ---
Seven commits since the v0.21.8 tag: ## What shipped in Phase 8 (432061c bd388fe)
- `a449f60` — Stats Prev/Next selector spawn site
- `202a64d` — Android launch fixes (android_main, resize_constraints,
apply_smart_default_window_size) — **closes APK launch verification**
- `16242e6` — Ignore .idea/ IDE files
- `395a322` — double-tap auto-move for touch input
- `0cb1587` — Play-by-Seed dialog + HomeMode card
- `2062bd0` — 75 new challenge seeds + gen_seeds binary
- `45436d0` — gate handle_fullscreen to non-Android
- `2c822ba` — JNI clipboard bridge for Android Stats share-link
- `f281425` — Android Keystore AES-GCM token storage via JNI
CHANGELOG + SESSION_HANDOFF docs ride on top; push pending. | Commit | Summary |
|--------|---------|
| `432061c` | Sync setup modal (login/register/connect/disconnect) |
| `6ce5564` | Re-auth on expired session + server deployment artifacts |
| `272d31f` | Account deletion flow + `handle_sync_buttons` refactor |
| `bd388fe` | CHANGELOG v0.23.0 documentation |
Open next-step menu: Also shipped (pre-Phase 8 but post-v0.22.0, already in CHANGELOG):
1. **Phase 8 (sync)** — the biggest open arc. Local storage - `solitaire_wasm` crate: WASM ReplayPlayer bindings for browser-side replay playback
scaffolding, self-hosted Axum server, GPGS stub. - Server replay API: `POST /api/replays`, `GET /api/replays/recent`, `GET /api/replays/:id`
2. **Android follow-ups** — JNI ClipboardManager, Android Keystore, - Server web UI: `/replays/:id` HTML route + `ServeDir /web` static assets
GPGS. Launch verification and double-tap both closed; these - DB migration 002: `replays` table + two indexes
are the remaining Phase Android items. - Full server integration tests for replay endpoints
3. **Move Log auto-scroll** — only relevant if the panel - `push_replay` in `sync_plugin` (uploads on win, writes share URL into replay history)
row count grows beyond the current 5-row fixed window. - Stats panel "Copy Share Link" button reads `share_url` from replay history
## Open punch list ---
### Phase Android (build + persistence shipped; runtime gaps remain) ## Open punch list (ordered by priority)
- *APK launch verification — closed 2026-05-08 by `202a64d`.* ### 1. Documentation debt (no code)
Three fixes shipped: `android_main` export (missing NativeActivity - [x] CHANGELOG [Unreleased] → v0.23.0 — done this session
entry point), `resize_constraints` gated to non-Android (max=0 - [x] ARCHITECTURE.md update — all 8 gaps closed, bumped to v1.3
panic), `apply_smart_default_window_size` gated to non-Android - [x] SESSION_HANDOFF.md update — this file
(clamp panic on zero-dimension window event). Verified booting on
Pixel_7 AVD (Android 14, x86_64, SwiftShader Vulkan), 2+ min ### 2. Leaderboard wiring gaps
runtime without crash. B0004 ECS hierarchy warnings remain - **Best-score auto-post missing.** `POST /api/sync/push` merges stats/achievements/
(non-fatal; entity parent/child component mismatch); investigate progress but never touches the `leaderboard` table. Players who opt in never
if they surface gameplay bugs. have their `best_time_secs` / `best_score` updated automatically. Fix: update
- *Double-tap auto-move — closed 2026-05-08 by `395a322`.* the leaderboard row inside the server's sync push handler (or on `GameWonEvent`
`handle_double_tap` fires `MoveRequestEvent` on two rapid via a new async task in `sync_plugin`).
`TouchPhase::Ended` events within 0.5 s. Prefers foundation; - **Display name = username.** `handle_opt_in_button` uses the `SyncBackend`
falls back to tableau stack move. Fires `MoveRejectedEvent` when username as the leaderboard display name. Consider adding
no legal destination exists. System runs before `touch_end_drag` `leaderboard_display_name: Option<String>` to `Settings` for players who
in the chain so drag state is readable. want a different public identity.
- *F11 fullscreen gate — closed 2026-05-08 by `45436d0`.*
`handle_fullscreen` and its `MonitorSelection`/`WindowMode` ### 3. Security hardening
imports are `#[cfg(not(target_os = "android"))]`-gated. The - **Refresh token rotation.** `POST /api/auth/refresh` returns only a new
`add_systems` call is a separate statement (not mid-chain). access token; the refresh token never rotates. Standard mitigation: issue a
- *JNI ClipboardManager bridge — closed 2026-05-08 by `2c822ba`.* new refresh token on each call and invalidate the old one (needs a
`android_clipboard::set_text(url)` calls `ClipboardManager` via `last_refresh_token` column or a separate table).
JNI. Stats share-link button now writes to the clipboard with a - **Sync endpoint rate limiting.** Only `/api/auth/*` has `tower-governor`;
"Copied: {url}" toast; falls back to "Share link: {url}" on JNI `/api/sync/push` (1 MB body) has no per-user throttle.
error. Requires AVD functional test (see verification steps in
the approved plan). ### 4. Android validation
- *Android Keystore for credentials — closed 2026-05-08 by `f281425`.* - **Android Keystore functional test** — JNI AES-GCM code ships (`f281425`) but
`android_keystore` module: AES-256/GCM/NoPadding device-bound key, no AVD round-trip test has been run. Required before Phase 8 sync goes live on
tokens serialised to JSON and stored atomically at
`{data_dir}/auth_tokens.bin` as `[12-byte IV][ciphertext+tag]`.
`auth_tokens.rs` Android stubs now delegate to it. Key
invalidation (biometric reset) → `TokenError::KeychainUnavailable`.
Requires AVD functional test before Phase 8 sync goes live on
Android. Android.
- **Cosmetic `cargo apk build --lib` workaround.** Post-sign - **JNI clipboard functional test** — same status (`2c822ba`). Note: `adb tap`
panic doesn't affect the APK on disk but produces noisy stderr. doesn't work in headless AVD (see memory); requires a touch-gesture path.
Either upstream a cargo-apk fix or document `--lib` as - **`cargo apk build --lib` noisy stderr** — post-sign panic doesn't affect the
canonical in the runbook. APK but pollutes CI output. Document `--lib` as canonical or upstream a fix.
### Visual-identity follow-ups (post-v0.21.0) ### 5. Feature completeness
- **Theme importer UI.** `import_theme()` (Phase 7, `theme/importer.rs`) is
complete but has no Settings button trigger. Players must copy theme files
manually.
- **`mirror_achievement` decision.** `SyncProvider` has this method with a
no-op default; `SolitaireServerClient` never overrides it, no server endpoint
exists. Either implement (`POST /api/achievements/mirror` + client call on
`AchievementUnlockedEvent`) or delete from the trait.
- **WASM build script.** `web/pkg/` contains compiled WASM committed to git.
Need a `build_wasm.sh` or Makefile target documenting the `wasm-pack build`
invocation to regenerate it.
- **Server password reset.** No admin endpoint or CLI tool for resetting a
user's password. Self-hosters have no recovery path short of direct SQLite
edits.
The visual-identity arc is effectively complete: token system, ### 6. Testing gaps
chrome migration, splash boot screen, replay-overlay banner, - **Server 401 → refresh → retry path** — the `pull`/`push` retry logic in
card-face artwork (both rendering paths), and the `ACCENT_PRIMARY` `SolitaireServerClient` has no integration test.
palette refresh all shipped in v0.20.0 + v0.21.0. What stays open: - **WASM winning-replay step-through** — current tests cover 2 stock clicks;
a test stepping through a full winning sequence would catch
`GameState`/`ReplayMove` compatibility regressions.
- *Replay-overlay screen-takeover redesign — closed 2026-05-08 ---
across 13 commits (v0.21.4v0.21.7).* The full mockup
(`docs/ui-mockups/replay-overlay-mobile.html`) has shipped:
banner chrome (v0.21.0), floating MOVE chip (v0.21.2), WIN
MOVE scrub-bar marker (post-v0.21.3), playback controls /
Space accelerator (post-v0.21.3), scrub notches + labels +
keybind footer + ESC / ← / → accelerators + HC border
(v0.21.5), Move Log panel + HC scrub track + continuous
scrub (v0.21.6), and full-screen 50 % opacity dim layer
(v0.21.7). Every major B-2 sub-piece is now closed. The
only remaining items are minor polish: notch-label centering
and WIN MOVE HC contrast bump (see Open next-step menu).*
- *Floating `MOVE N/M` chip above the focused card during
playback — closed 2026-05-08 by `2fb2d63`.* World-space
`Text2d` entity sibling to the banner overlay; uses the same
`LayoutResource` pile coordinates so it survives window
resizes without UI/camera math.
- *Toast Warning variant wiring — closed 2026-05-08 by `279e23d`.*
Daily-challenge-expiry toast fires once per `daily.date` when
within 30 min of UTC midnight reset and today is incomplete.
`ToastVariant` is now fully load-bearing (every variant has at
least one real driver). Future Warning drivers can either reuse
the generic `WarningToastEvent(String)` carrier or add their
own domain message + `animation_plugin` handler.
- *Toast Error variant wiring — closed 2026-05-08 by `68d50b5`.*
`MoveRejectedEvent` now fires a 2-second pink-bordered
"Invalid move" toast as the third leg of the
audio + visual + text rejection-feedback stool.
- *High-contrast accessibility mode — closed 2026-05-08 by
`c5787c6` + `07e0357` (engine + UI) + v0.21.2's HC chrome
rollout (`c9af1ea` + `d87761d` + `ec804d5`) + post-cut
dynamic-paint rollout (`c153363`).* Card text rendering plus
8 static-border chrome surfaces (modal scaffold, tooltip,
onboarding key chips, help panel key chips, stats panel
cells, home Level/XP/Score row, home mode buttons, home
mode-hotkey chips, 4 settings panel surfaces) all boost
borders to `BORDER_SUBTLE_HC` under HC via the
`HighContrastBorder` marker. The previously-carved-out
dynamic-paint sites are now also covered: HUD action buttons
and modal buttons take the same marker (their paint cycles
only mutate `BackgroundColor`, so no race); the radial menu
rim folds HC into its per-frame spawn via
`radial_rim_outline` so the focused rim boosts to
`BORDER_SUBTLE_HC` under HC (preserving focused-vs-resting
hierarchy that naive marker substitution would invert).
- *Reduced-motion mode — closed 2026-05-08 by `c5787c6` +
v0.21.2's `ed152e2`.* `effective_slide_secs` forces 0 on
card animations; `pulse_splash_cursor` skips the per-frame
pulse multiplier; `spawn_splash` skips the scanline overlay
entirely. Future scope: gate any future card-lift z-bump
animation, warning-chip pulse (when one materialises).
### Carried forward from v0.19.0 ## ARCHITECTURE.md gaps (for the update pass)
- *App icon round — closed 2026-05-08 by `3eb3a26` + `716a025`.* Items missing from the doc:
Runtime `Window::icon` wired (Linux/macOS/Windows); 9-size 1. `solitaire_wasm` crate (§2 workspace + §3 responsibilities)
PNG hierarchy at `assets/icon/icon_<size>.png` covers Linux 2. Replay API endpoints (§9 API Reference — 3 new routes)
hicolor + downstream `.icns`/`.ico` packaging needs. The 3. Web replay player route (`/replays/:id` + `ServeDir /web`)
`.ico` and `.icns` bundle-format files themselves are *not* 4. `SyncProvider` trait: 6 added methods
generated — both would need new crate deps (`ico` and 5. Theme system in Bevy plugin table (§5)
`icns` respectively) and only matter at app-bundle time 6. `Settings` new fields: `color_blind_mode`, `high_contrast_mode`,
(cargo-bundle / packaging), not at `cargo run`. Open if the `reduce_motion_mode`, `window_geometry`, `selected_card_back`,
project later ships as a packaged macOS / Windows app. `selected_background`
7. DB migration 002 (§7)
8. Update "Last Updated" date
### Other small candidates ---
- *Play-by-Seed dialog — closed 2026-05-08 by `0cb1587`.* ## Process notes
`PlayBySeedPlugin` adds a numeric-input modal with async solver
preview (debounced 500 ms). `HomeMode::PlayBySeed` card fires
`StartPlayBySeedRequestEvent`. 5 unit tests. 75 new verified-win
seeds (`2062bd0`) expand `CHALLENGE_SEEDS` via the new
`solitaire_assetgen::gen_seeds` binary.
- *Prev/Next selector chips spawn site — closed 2026-05-08 by
`a449f60`.* `ReplayPrevButton` / `ReplayNextButton` /
`ReplaySelectorCaption` / `ReplaySelectorDetail` now spawn in
`spawn_stats_screen` as a compact chip row above the Watch
Replay action. The Shareable badge is in the detail line.
The click handler and repaint systems were already live since
v0.19.0; this was purely the missing spawn site.
- **Toast queue / immediate unification.** The two toast paths
(`spawn_queued_toast` for `InfoToastEvent` queue; `spawn_toast`
for fire-and-forget) now share visual treatment but remain
separate functions because they serve different temporal
needs (sequential vs. parallel). If overlap becomes a UX
issue, merge into one queue with priority lanes.
### Process notes - **Commit attribution:** use `funman300` as git user. Co-author line:
`Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>`.
- **Commit format:** `type(scope): description` per CLAUDE.md §7.
- **Never commit without:** `cargo test --workspace` passing + clippy clean.
- **Sub-agents** stage/verify only; orchestrator commits.
- **`CARD_PLAN.md`** referenced in `theme/` module comments but not present in
repo. Clean up references or commit the file.
- **Token-port pattern** (v0.20.0): when migrating tokens, walk every concrete
artifact downstream — PNGs, SVGs, literals, comments. Three "walked past this"
follow-ups in v0.21.0 all had this shape.
- **The desktop-adaptation spec is the canonical reference for ---
geometry decisions** when porting any future plugin. Read
`docs/ui-mockups/desktop-adaptation.md` first; apply the
universal rules to every surface; consult the per-screen
table for the priority surfaces. The 9 missing-plugin screens
(splash now ported; eight remaining) inherit the universal
rules without dedicated guidance.
- **Stitch `generate_variants` is unreliable for layout-only
adaptation prompts** as of 2026-05-07. The first call timed
out and no variant ever landed in `list_screens`. If a future
session wants visual desktop mockups, prefer
`generate_screen_from_text` with a fresh narrow prompt per
screen rather than `generate_variants` against existing
mobile screens.
- **Token-port pattern.** v0.20.0's chrome-migration commits
set a reusable shape for "centralised design system applied
across N plugins":
1. Constants module (`ui_theme.rs`) is the source of truth.
2. Const sites that can't call `Alpha::with_alpha` (not yet
`const` on stable) use a literal RGB matching the token,
with a unit test pinning the RGB to the token (e.g.
`MARKER_VALID`, `HINT_PILE_HIGHLIGHT_COLOUR`,
`RIGHT_CLICK_HIGHLIGHT_COLOUR`).
3. Cross-plugin duplication (e.g. `MARKER_DEFAULT`
`PILE_MARKER_DEFAULT_COLOUR`) collapses to a single
promoted const re-exported from one plugin and imported
by the other — replaces "kept in sync" doc comments with a
compile-time invariant.
4. Domain colours (suit pips, card faces, lerp helpers) stay
as literals with a comment naming the rationale; only UI
chrome routes through tokens.
- **`SplashFadable` scaffolding pattern** (introduced in
`cacb19c`). Any future overlay that needs to fade `N >> 3`
elements together should follow the same shape: one tiny
marker carrying the full-alpha base colour, one global query
that lerps every marker's alpha each frame, no per-element
query plumbing. Cleanly outscales the `Without<X>, Without<Y>`
query exclusion pattern that the old splash was hitting at
three siblings.
### Canonical remote
`github.com/funman300/Rusty_Solitaire` is the canonical repo.
Always push there. As of v0.21.0 origin matches local; the next
push happens when post-cut work accumulates and is ready to roll
into a v0.21.1 / v0.22.0 cut.
### Design direction (Terminal — base16-eighties)
- **Tone:** retro-terminal / synthwave — flat depth (no box-shadows),
monospaced-forward typography (JetBrains Mono / FiraMono), tight
16 px edge margins, 8 px card radius.
- **Palette:** near-black surface ramp (`#151515` / `#202020` /
`#2a2a2a` / `#353535`), brick-red primary CTA (`#a54242`
swapped from cyan `#6fc2ef` in v0.21.0 commit `a292a7e`), lime
success (`#acc267`), gold warning (`#ddb26f`), pink error /
suit-red (`#fb9fb1`), lavender celebration (`#e1a3ee`), teal
info (`#12cfc0`).
- **Two-color suits.** Red = `#fb9fb1`, black = `#d0d0d0`.
Outlined glyphs for diamonds & clubs are *always on*; the
Settings "color-blind mode" toggle swaps red → lime `#acc267`
(was red → cyan pre-v0.21.0; lime is the next-best non-red
base16-eighties accent now that the primary itself is red).
- **Card glyphs render upright in both corners** — no 180°
inverted-corner-indicator rotation. Single-orientation
digital play doesn't benefit from the traditional flip-
readback convention. `design-system.md` § Game Cards
documents this deliberate deviation.
## Resume prompt ## Resume prompt
``` ```
You are a senior Rust + Bevy developer working on Solitaire Quest. You are a senior Rust + Bevy developer working on Solitaire Quest.
Working directory: <Rusty_Solitaire clone path on this machine>. Working directory: <Rusty_Solitaire clone path>.
Branch: master. v0.21.8 is tagged at c50eaf8 (cut 2026-05-08, Branch: master. v0.23.0 is the current version (HEAD locally: bd388fe).
replay-overlay polish). Seven post-cut commits are on master (see Phase 8 sync is fully shipped. ARCHITECTURE.md is now v1.3 (all Phase 8 gaps closed).
"Since the v0.21.8 cut" above); push of the last four pending. Push to origin pending (bd388fe + ARCHITECTURE.md + SESSION_HANDOFF.md commits).
v0.21.7 stays at da3e542, v0.21.6 at f63db76, v0.21.5 at a2432df,
v0.21.4 at 23ff62c, v0.21.3 at 3d92a91, v0.21.2 at f23df3b,
v0.21.1 at daa655a, v0.21.0 at 04f9bf9.
Working tree: uncommitted CHANGELOG + SESSION_HANDOFF docs; push
pending. See CHANGELOG.md § [0.21.9] for full detail.
State: HEAD locally — see `git rev-parse HEAD`. Workspace READ FIRST (in order):
tests: 1292 passing / 0 failing. Clippy clean.
READ FIRST (in order, before doing anything):
1. SESSION_HANDOFF.md — this file 1. SESSION_HANDOFF.md — this file
2. CHANGELOG.md — [0.21.9] section has the pending-cut items 2. CHANGELOG.md — [0.23.0] section has the full Phase 8 detail
3. CLAUDE.md — unified-3.0 rule set 3. CLAUDE.md — unified-3.0 rule set
4. CLAUDE_SPEC.md — formal architecture spec 4. ARCHITECTURE.md — v1.3, fully up to date
5. ARCHITECTURE.md — crate responsibilities + data flow 5. docs/ui-mockups/ — design system + mockup library
6. docs/ui-mockups/ — design system + 24-mockup library + 6. docs/android/ — Android setup + build runbook
desktop-adaptation.md (the rules-based 7. ~/.claude/projects/<this-project>/memory/MEMORY.md
companion to the mockups; read this
before any plugin port)
7. docs/android/* — Android setup + build runbook
8. ~/.claude/projects/<this-project>/memory/MEMORY.md
— saved feedback / project context
(machine-local; may be missing on a
fresh machine)
DECISION TO ASK THE PLAYER FIRST: OPEN WORK (in priority order):
A. Android follow-ups — JNI ClipboardManager bridge (arboard B. Leaderboard best-score auto-post (server sync handler + optional
has no Android backend), Android Keystore (blocked on Phase 8). GameWonEvent path in sync_plugin)
Launch verification + double-tap are closed. C. Refresh token rotation (server auth handler + new column/table)
B. Phase 8 (sync) — local storage scaffolding, self-hosted D. Android AVD functional tests (Keystore + clipboard)
Axum server, `SolitaireServerClient` impl. The biggest open E. Theme importer UI button in Settings
arc by scope; rolls up Android dependencies (Keystore, F. mirror_achievement: decide + implement or remove from trait
ClipboardManager).
C. Play-by-Seed polish — the dialog is functional but has no
visual preview of the solver verdict in the UI yet; the
HomeMode card is wired but the dialog spawn site and verdict
display could use a second pass.
WORKFLOW NOTES: Ask which to start. All are independent; any is a valid next arc.
- Use the system git config (already correct).
- When attributing playtester feedback in commits/docs, use
"Quat" not "Rhys" (saved feedback memory).
- Sub-agents stage + verify only; orchestrator commits.
- Every commit must pass build / clippy / test before pushing.
- Push to GitHub (origin) — gh auth setup-git wired on
primary dev box; verify on laptop before first push.
- Token-port pattern: when migrating tokens, walk every
concrete artifact downstream of the token (PNG textures,
embedded SVGs, hardcoded literals, comment color names),
not just the token name. v0.21.0 surfaced three "the
migration walked past this" follow-ups that all matched
this shape — codified here so future similar work can
pattern-match instead of rediscovering.
- Doc-vs-implementation drift pattern: v0.21.1's pile-marker
visibility fix (`4d48cad`) implemented an invariant that
had been declared in a module doc comment but was never
enforced in code. When future work touches a module with
a "this does X" doc comment, verify the code actually does
X and add a test if not. Two layers, two checks.
OPEN AT THE START: ask which of AC. Don't pick unilaterally.
Note: every remaining option is multi-session by nature (A is
gated on Android tooling; B and C are explicitly multi-session
arcs). A fresh session is a better fit for any of them than the
tail of a long working stretch.
``` ```