docs: cut v0.18.0 — launch-experience round + async winnable seeds
CHANGELOG.md gains a [0.18.0] section synthesising the 24 commits since v0.17.0: the Restore prompt + auto-show Home picker launch flow, MSSC-style picker (header chips, draw-mode chips, picture tiles with FiraMono-covered glyphs, Today's Event callout), the last solver hot path moving onto AsyncComputeTaskPool with cancel-on-replace, "Won before" HUD chip, "Copy share link" Stats button via arboard, the N-key flow finally routing through the real Confirm/Cancel modal, Esc-on-modal layering fixes, and the unified-3.0 Claude rule set adoption. SESSION_HANDOFF.md (root) refreshed to reflect HEAD at v0.17.0-24-gc497c31, the carryover punch list trimmed (items B and C shipped, A partially shipped, D unchanged), and a new Process notes section describing the test-discipline prune and the smaller-port template the async hint work should follow. Build: cargo clippy --workspace --all-targets -- -D warnings clean. Tests: 1166 passing / 0 failing (one flake on auto_save_writes_after_30_seconds reproduced clean on re-run; passes in isolation). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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# Solitaire Quest — Session Handoff
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**Last updated:** 2026-05-06 (post-v0.17.0) — v0.17.0 cut on top of v0.16.0 bundling the solver-driven hints (`87275bf`) and the replay-rate slider (`53e3b81`). An async-solver attempt earlier in the session was rolled back when an agent left 3 failing tests during interruption — flagged as carryover. Test-to-work ratio noted as a quality signal: future agent briefs scale back to behaviour-level tests only, not stdlib/serde-derive coverage.
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**Last updated:** 2026-05-06 (post-v0.18.0 draft) — 24 commits since
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the v0.17.0 tag bundle the launch-experience round (Restore prompt +
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auto-show Home / mode picker), the MSSC-style Home picker rework
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(header chips, draw-mode chips, picture-tile mode cards, Today's
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Event callout, glyph fixes), the last solver hot path moving onto
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`AsyncComputeTaskPool`, "Won before" HUD chip, "Copy share link"
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Stats button, the `N` keybinding finally routing through the real
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Confirm/Cancel modal, Esc-on-modal layering fixes, and the
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unified-3.0 Claude rule set (CLAUDE.md / CLAUDE_SPEC.md /
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CLAUDE_WORKFLOW.md / CLAUDE_PROMPT_PACK.md). Test-discipline prune
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removed 43 low-value tests in the same window.
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## Status at pause
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- **HEAD on origin:** v0.17.0's tag commit.
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- **Working tree:** clean apart from untracked `CARD_PLAN.md` (intentional).
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- **Build:** `cargo clippy --workspace --all-targets -- -D warnings` clean.
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- **Tests:** **1208 passed / 0 failed** across the workspace.
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- **HEAD on origin:** `v0.17.0-24-gc497c31` (24 ahead of v0.17.0,
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not yet tagged).
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- **Working tree:** clean.
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- **Build:** `cargo clippy --workspace --all-targets -- -D warnings`
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clean (verified this session).
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- **Tests:** **1166 passing / 0 failing** across the workspace
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(verified this session). The first run flaked once on
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`solitaire_engine::game_plugin::tests::auto_save_writes_after_30_seconds`
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— a one-frame `app.update()` test that depends on `time.delta_secs()`
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on an otherwise-fresh `App`. Reproduced clean on the second run;
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passes in isolation. Worth tightening if it flakes again, but
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not blocking the v0.18.0 cut.
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- **Tags on origin:** `v0.9.0` through `v0.17.0`.
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- **CHANGELOG:** v0.18.0 entry drafted in `[Unreleased]`'s slot —
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ready for tag once build + tests are reverified.
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## Where we are
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v0.16.0 is the smallest meaningful release in a while — a focused round on how modals feel rather than what they contain. The originating bug was "I can't scroll on the Achievements list"; the sweep that followed found four other modals with the same problem plus three smaller modal-feel gaps (no pointer cursor on buttons, focus arriving a frame late, no click-outside-to-dismiss).
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v0.17.0's punch list had four candidates (A–D); two of the three
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non-packaging items shipped in this round:
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Every overlay screen now: scrolls if its content can overflow at 800×600, shows a hand cursor when you hover any button, has its primary auto-focused the moment the modal appears so the very first Tab/Enter is meaningful, and (for read-only screens) dismisses when you click outside the card.
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- **B — "Won previously" HUD indicator:** shipped in `bdac754`.
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- **C — Replay sharing:** shipped in `540869c` ("Copy share link"
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Stats button + clipboard via `arboard`, in-memory `LastSharedReplayUrl`).
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The post-v0.15.0 next-round candidates are still mostly open — solver-driven hints, replay-rate slider, solver progress overlay, async solver, "won previously" indicator, replay sharing. Direction is open.
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Item **A** (solver-on-`AsyncComputeTaskPool`) shipped *partially* in
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`d489e7a` — the winnable-only seed-selection path is now async with
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cancel-on-replace. The hint path (`H` key,
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`try_solve_with_first_move` / `try_solve_from_state`) is still
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synchronous. The proven `PendingNewGameSeed` template is the
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template for the hint port.
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Item **D** (desktop packaging) is unchanged — still gated on
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artwork + signing certs from the player.
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The launch experience is also substantially different from v0.17.0:
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on first launch with a saved game the player now sees the Restore
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prompt; on every launch (after splash + restore resolution) they see
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the auto-show Home / mode picker.
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### Design direction (unchanged)
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- **Tone:** Balatro — chunky readable type, theatrical hierarchy, satisfying micro-interactions.
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- **Palette:** Midnight Purple base + Balatro yellow primary + warm magenta secondary.
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- See `~/.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md` (machine-local).
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- **Tone:** Balatro — chunky readable type, theatrical hierarchy,
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satisfying micro-interactions.
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- **Palette:** Midnight Purple base + Balatro yellow primary + warm
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magenta secondary.
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- See `~/.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md`
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(machine-local).
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### Canonical remote
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`github.com/funman300/Rusty_Solitaire` is the canonical repo. Always push there.
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`github.com/funman300/Rusty_Solitaire` is the canonical repo.
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Always push there.
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## v0.17.0 (shipped 2026-05-06)
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## v0.18.0 (drafted 2026-05-06, not yet tagged)
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| Area | Commit | What landed |
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|---|---|---|
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| Solver-driven hints | `87275bf` | The H-key hint asks the solver for the actual best first move via `try_solve_with_first_move` / `try_solve_from_state`. Heuristic stays as fallback. Median 2 ms per H press. |
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| Replay-rate slider | `53e3b81` | Settings → Gameplay slider tunes `replay_move_interval_secs` 0.10–1.00 s in 0.05 s steps; default 0.45 s. Read per frame from `SettingsResource`. |
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## v0.16.0 (shipped 2026-05-06)
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| Area | Commit | What landed |
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|---|---|---|
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| Modal scroll | `7a3032b` | Achievements / Help / Stats / Profile / Leaderboard bodies now carry `Overflow::scroll_y()` + a `max_height` constraint + a per-plugin `*Scrollable` marker. Sibling `scroll_*_panel` systems route `MouseWheel` into the body's `ScrollPosition`. Mirrors the existing `SettingsPanelScrollable` pattern. Home modal not scrolled — five mode cards + Cancel are sized to fit by design. |
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| Pointer cursor | `cd54ce1` | `update_cursor_icon` gains a fourth branch: `SystemCursorIcon::Pointer` whenever any `Interaction::Hovered`/`Pressed` button is detected and no card drag is active. Branch order Grabbing → Pointer → Grab → Default. Pure `pick_cursor_icon(is_dragging, any_button_hovered, any_card_hovered)` helper unit-tests the priority. |
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| Same-frame focus | `48e4121` | `attach_focusable_to_modal_buttons` and `auto_focus_on_modal_open` moved from `Update` to `PostUpdate`. The schedule boundary supplies the sync point so a click-handler in `Update` that spawns a modal has its `Commands` materialised before attach runs. `FocusedButton` is populated before `app.update()` returns; the very first Tab/Enter after open lands on a populated resource. |
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| Scrim dismiss core | `a54201e` | New `ScrimDismissible` marker on `ModalScrim` opts a modal into click-outside-to-close. `dismiss_modal_on_scrim_click` system in `ui_modal` despawns the topmost dismissible scrim on a left-mouse press whose cursor lands on the scrim and outside every `ModalCard`. Stats / Achievements / Help opted in. |
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| Scrim dismiss tail | `cbf2483` | One-line opt-in (capture scrim + insert marker) for Profile / Leaderboard / Home, completing all six read-only modals. |
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| Restore prompt | `3c7a0eb` + `f863d85` | Welcome-back modal on launch when an in-progress save exists; save preserved across exits while the prompt is unanswered. |
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| Async winnable-only seeds | `d489e7a` | `PendingNewGameSeed` resource + `poll_pending_new_game_seed` running `.before(GameMutation)`. Fixes the worst-case 6 s UI stall on a New Game click. Cancel-on-replace contract covered by tests. |
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| Won-before HUD chip | `bdac754` | Reads `ReplayHistoryResource`; lights `✓ Won before` on tier-2 row when current `(seed, draw_mode, mode)` is in history. |
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| Copy share link | `540869c` | `arboard` clipboard + new Stats button + `SyncProvider::push_replay` returning the share URL. In-memory only; per-session sharing. |
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| MSSC Home picker | `ae40a1d`, `b73d246`, `9fe650f`, `40d6e0a`, `c30b04e`, `d065d49` | Header stats strip (clickable → Profile), draw-mode chips, per-mode score/streak chips, Today's Event callout on Daily, picture-tile 2-up grid with FiraMono-covered glyphs (♣ ◆ ○ ▲ →). |
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| Auto-show Home | `dd63261`, `b7c3a49`, `c497c31` | Auto-shows after splash; gated on Restore prompt; freezes timers (elapsed + Time Attack) while up. |
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| `N` opens real modal | `93660c2` | Removes the "Press N again" double-tap; routes through `ConfirmNewGameScreen`. `Shift+N` retains the bypass. |
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| Win Summary keyboard | `17e0737` | Enter dismisses + starts a fresh deal. |
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| Esc-on-modal fixes | `08b006f`, `d48b948`, `9aa0dd2` | Esc no longer opens Pause underneath the modal it just closed; Home maps Esc to Cancel; Restore maps Esc to Continue; topmost-modal-wins when Profile stacks on Home. |
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| Layout fixes | `a4bc063`, `cc63532` | Settings rows full-width with label-spacer-cluster; popover rows excluded from action-bar auto-fade. |
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| Empty-state copy | `56e2e6f` | Leaderboard / Achievements onboarding hints; volume hotkeys emit toast feedback. |
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| Test prune | `a49a340` | −43 low-value tests; future briefs request behaviour contracts only. |
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| Docs unified-3.0 | `f2f30c8` | Adopts CLAUDE.md / CLAUDE_SPEC.md / CLAUDE_WORKFLOW.md / CLAUDE_PROMPT_PACK.md; trims duplicated rule passages. |
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## Open punch list
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### Release prep
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### Carried forward from v0.17.0
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1. **Desktop packaging** per `ARCHITECTURE.md §17`. Arch PKGBUILD exists in `/home/manage/solitaire-quest-pkgbuild/` (separate repo). Pending: app icon, macOS `.icns` + notarisation cert, Windows `.ico` + Authenticode cert, AppImage recipe.
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- **Solver-on-`AsyncComputeTaskPool` for the H-key hint** —
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remaining synchronous solver hot path. The seed-selection port
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in `d489e7a` is the template: `PendingHintTask` resource, polling
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system running `.before(GameMutation)`, cancel-on-replace, fall
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back to the heuristic on inconclusive. Diff should stay scoped
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to `input_plugin.rs` plus a small `pending_hint.rs`.
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- **Desktop packaging** per `ARCHITECTURE.md §17`. Arch PKGBUILD
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exists in `/home/manage/solitaire-quest-pkgbuild/` (separate
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repo). Pending: app icon, macOS `.icns` + notarisation cert,
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Windows `.ico` + Authenticode cert, AppImage recipe.
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### Process note (raised this session)
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### New this round
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Recent agent briefs reflexively asked for ≥3 tests per feature, which produced low-value coverage on trivial settings fields (default-value tests, serde-derive round-trips, clamp tests that just exercise stdlib `clamp`). Future agent briefs should ask only for tests that pin **behaviour contracts or regressions on real bugs** — not coverage of language/library mechanics.
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- **Persistent share link.** `LastSharedReplayUrl` is in-memory only
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— the player must share within the session of the win. If
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cross-session sharing turns into a real ask, persist alongside
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the rolling replay history.
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- **Per-mode artwork.** Picture tiles use Unicode glyphs as
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placeholders chosen from FiraMono's actual coverage. When real
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artwork lands, swap each tile's `Text` node for an `Image` node
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— tile layout, focus order, click handling, and chip rendering
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are unchanged.
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### Carryover candidates — still open
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### Process notes (from this round)
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- **Solver-on-AsyncComputeTaskPool** — current solver runs synchronously on the main thread. Worst-case 50 attempts × 120 ms = 6 s of UI stall on pathological seeds. **An attempt this session was rolled back** when an agent was interrupted leaving 3 failing tests; redoing this needs more careful scoping (smaller pieces, real cancel-and-test flow, NOT a parallel agent split). Worth taking next.
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- **Per-deal "won previously" indicator** — the rolling replay history's seeds make this easy: when a new game starts on a seed the player has already won, surface a tiny indicator on the HUD.
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- **Replay sharing** — `replays.json` is per-machine. Allow a player to copy a replay's URL (already wired via `solitaire_server`) and post it elsewhere. The web-viewer already exists.
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- **Test inflation pattern (resolved this round):** older agent
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briefs reflexively asked for ≥3 tests per feature, producing 43
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low-value coverage entries on stdlib/serde-derive mechanics. Going
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forward, ask for tests that pin behaviour contracts or
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regressions on real bugs only. See
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`feedback_test_discipline.md` in auto-memory.
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- **Solver async refactor sequencing (worked this round):** rather
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than porting the whole solver-on-main-thread surface in one PR
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(the rollback case from before v0.17.0), the
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`PendingNewGameSeed` work shipped one well-bounded path with two
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tests covering the happy path and cancel-on-replace. The hint
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port should follow the same shape.
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## Resume prompt
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```
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You are a senior Rust + Bevy developer working on Solitaire Quest.
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Working directory: <Rusty_Solitaire clone path on this machine — local
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directory may still be named Rusty_Solitare from earlier; that's fine>.
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Branch: master. Direction is OPEN — v0.16.0 just shipped covering
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modal scroll fixes, pointer cursor, same-frame focus, and scrim-click
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dismiss across all six read-only modals.
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Working directory: <Rusty_Solitaire clone path on this machine>.
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Branch: master. Direction is OPEN — v0.18.0 has been drafted but
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not tagged: 24 commits past v0.17.0 cover the launch-experience
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round, MSSC Home picker, async winnable-only seeds, Won-before
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HUD, Copy share link, N-key flow rework, Esc-layering fixes, and
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the unified-3.0 Claude rule set.
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State: HEAD at v0.17.0 (solver hints + replay-rate slider on top
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of v0.16.0). Working tree clean apart from untracked CARD_PLAN.md
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(intentional).
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Build: cargo clippy --workspace --all-targets -- -D warnings clean.
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Tests: 1208 passed / 0 failed.
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State: HEAD at v0.17.0-24-gc497c31. Working tree clean.
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CHANGELOG.md has the v0.18.0 entry slotted under [Unreleased].
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READ FIRST (in order, before doing anything):
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1. SESSION_HANDOFF.md — v0.16.0 changelog + open punch list
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2. CHANGELOG.md — release-by-release record
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3. CLAUDE.md — hard rules (UI-first, no panics, etc.)
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4. ARCHITECTURE.md — crate responsibilities + data flow
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5. ~/.claude/projects/<this-project>/memory/MEMORY.md
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— saved feedback / project context (machine-local;
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may be missing on a fresh machine)
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1. SESSION_HANDOFF.md — this file
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2. CHANGELOG.md — v0.18.0 draft entry
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3. CLAUDE.md — unified-3.0 rule set
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4. CLAUDE_SPEC.md — formal architecture spec
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5. ARCHITECTURE.md — crate responsibilities + data flow
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6. ~/.claude/projects/<this-project>/memory/MEMORY.md
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— saved feedback / project context
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(machine-local; may be missing on a
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fresh machine)
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DECISION TO ASK THE PLAYER FIRST:
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A. Solver-on-AsyncComputeTaskPool with progress toast + cancel.
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A previous attempt was rolled back when an agent left 3
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failing tests; redoing it needs smaller pieces. Eliminates the
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worst-case 6 s UI stall — highest gameplay impact left.
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B. Per-deal "won previously" HUD indicator using the rolling
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replay history's seeds.
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C. Replay sharing — copyable URL via the existing web viewer.
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D. Take the deferred desktop-packaging item (needs artwork +
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signing certs from the user).
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A. Tag v0.18.0 — promote `[Unreleased]` to `[0.18.0]` (already
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done in this session's draft), reverify build + clippy +
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tests, tag, push. Mechanical close-out.
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B. Solver-on-AsyncComputeTaskPool for the H-key hint, using the
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`d489e7a` seed-selection port as template. Last synchronous
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solver hot path. Smallest delta on the open punch list.
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C. Desktop packaging — needs artwork + signing certs from the
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player; can't be driven by the agent alone.
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D. Persistent share link — store the URL alongside replay
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history so cross-session sharing works.
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WORKFLOW NOTES:
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- Commits use:
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git -c user.name=funman300 -c user.email=root@vscode.infinity \
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commit -m "..."
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- When attributing playtester feedback in commits/docs, use "Quat"
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not "Rhys" (saved feedback memory).
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- When attributing playtester feedback in commits/docs, use
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"Quat" not "Rhys" (saved feedback memory).
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- Sub-agents stage + verify only; orchestrator commits.
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- Every commit must pass build / clippy / test before pushing.
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- Push to GitHub (origin) — that is the canonical remote.
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Block a user