refactor(engine): ambiguity gate covers the full cluster — batches 1-3, 585 pairs burned to zero
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Port the July 7 gate-extender branch onto current master (the You-hub,
touch action bar, glass tab bar, Phase L, and hint-ghost work all landed
since) and finish batch 3. cluster_app now includes the mode, replay,
input, radial, tooltip, cursor, touch-selection, and safe-area plugins on
top of batches 1-2; the 585 ambiguous pairs the expansion exposed are
annotated down to zero and the gate stays assert_eq!(count, 0).

New ordering machinery:
- ReplayPlayback: playback driver chain on the pre-mutation spine
  (PointerInput < ReplayPlayback < overlay chain < GameMutation)
- ModeStart: mode-start handlers between the stats abandon-recorder and
  GameMutation; ChallengeCompletion < DailyCompletion < WeeklyGoalsEval
  pinned inside ProgressUpdate so `.after(ProgressUpdate)` readers see
  settled progress
- PointerInput: public set wrapping the input chain; AbandonRecord on the
  stats abandon-recorder; PendingHint around the async hint pipeline;
  HintGhostFx for the ghost chain (after the full visual spine)
- Clubs: MoveRequestWriters, WarningToastWriters join the existing
  request/toast writer clubs; UiTextFx grows the overlay/tooltip/safe-area
  chrome painters; SettingsAccess grows the lag-tolerant settings readers

Gate: cargo test --workspace green (993 engine tests), clippy
--all-targets -D warnings clean, rustfmt applied.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-07-16 17:42:46 -07:00
parent 099b7a263f
commit 838342649c
37 changed files with 1155 additions and 174 deletions
+54 -8
View File
@@ -58,6 +58,14 @@ use crate::touch_selection_plugin::TouchSelectionState;
use crate::ui_theme::{MOTION_DRAG_REJECT_SECS, STATE_SUCCESS, STATE_WARNING};
use solitaire_core::DrawStockConfig;
/// Set wrapping the core pointer/keyboard input chain (clicks, drags, touch,
/// hotkeys). Runs between [`crate::game_plugin::PreMutation`] (it reads the
/// ticked game state) and [`crate::selection_plugin::SelectionKeySet`] (the
/// selection keys check `DragState::is_idle`); request events it emits are
/// consumed at `GameMutation` in the same frame (#143).
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct PointerInput;
/// System-set labels used to anchor external systems relative to the touch
/// drag pipeline without duplicating the internal chain ordering.
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
@@ -143,7 +151,13 @@ impl Plugin for InputPlugin {
// `.chain()` still orders them relative to each other.
handle_keyboard_core
.in_set(crate::game_plugin::DrawRequestWriters)
.ambiguous_with(crate::game_plugin::DrawRequestWriters),
.ambiguous_with(crate::game_plugin::DrawRequestWriters)
// N/Z/X/… and U also feed the shared new-game and
// undo request streams (#143).
.in_set(crate::game_plugin::NewGameRequestWriters)
.ambiguous_with(crate::game_plugin::NewGameRequestWriters)
.in_set(crate::game_plugin::UndoRequestWriters)
.ambiguous_with(crate::game_plugin::UndoRequestWriters),
handle_keyboard_hint,
handle_keyboard_forfeit,
handle_stock_click
@@ -159,29 +173,61 @@ impl Plugin for InputPlugin {
end_drag.before(GameMutation),
// Touch drag pipeline (parallel path through DragState).
touch_start_drag.in_set(TouchDragSet::AfterStartDrag),
touch_follow_drag,
// Moves the dragged card's Transform; UiTextFx members
// animate chrome entities only — disjoint domains Bevy
// can't prove (#143).
touch_follow_drag.ambiguous_with(crate::ui_theme::UiTextFx),
handle_double_tap, // before touch_end_drag: reads drag state pre-clear
touch_end_drag
.after(TouchDragSet::BeforeEndDrag)
.before(GameMutation),
// Reads StateChangedEvent via cursor — a reset one frame
// after the mutation is invisible (the cycle index only
// matters on the next H press), so it rides at the end
// of the input chain instead of chasing every
// StateChanged writer (#143).
// It also drains the new-game request stream via its own
// cursor, so it joins the writer club the same way
// enqueue_toasts does (#143).
reset_hint_cycle_on_state_change
.in_set(crate::game_plugin::NewGameRequestWriters)
.ambiguous_with(crate::game_plugin::NewGameRequestWriters),
)
.chain(),
.chain()
.in_set(PointerInput),
)
.add_systems(Update, reset_hint_cycle_on_state_change);
.configure_sets(
Update,
PointerInput
.after(crate::game_plugin::PreMutation)
.before(crate::selection_plugin::SelectionKeySet)
.before(crate::ui_focus::FocusKeys),
);
// F11 fullscreen toggle is desktop-only; Android windows are always full-screen.
// It writes only `Window.mode`; no system reads the mode, and the
// geometry change it triggers arrives via WindowResized events on a
// later frame — order against Window readers is provably irrelevant
// (#143).
#[cfg(not(target_os = "android"))]
app.add_systems(Update, handle_fullscreen);
app.add_systems(Update, handle_fullscreen.ambiguous_with_all());
app
// Async hint pipeline: state-change drop runs before the
// poll system so a move applied this frame cancels any
// in-flight task before its result can be surfaced.
// in-flight task before its result can be surfaced. The poll
// emits the hint toast and the pile-highlight event the board
// painters consume this frame (#143).
.add_systems(
Update,
(
crate::pending_hint::drop_pending_hint_on_state_change,
crate::pending_hint::poll_pending_hint_task,
crate::pending_hint::poll_pending_hint_task
.in_set(crate::game_plugin::InfoToastWriters)
.ambiguous_with(crate::game_plugin::InfoToastWriters),
)
.chain(),
.chain()
.in_set(crate::pending_hint::PendingHint)
.after(GameMutation)
.before(crate::auto_complete_plugin::AutoComplete),
);
}
}