chore: add pedantic workspace lints (#90)
Add [workspace.lints.rust] and wire each member crate up with [lints] workspace = true: unsafe_code = "deny" (forbid would break the Android JNI build) single_use_lifetimes = "warn" trivial_casts = "warn" unused_lifetimes = "warn" unused_qualifications = "warn" variant_size_differences = "warn" unexpected_cfgs = "warn" unsafe_code is "deny" rather than the issue's "forbid" so the three Android JNI FFI modules (android_keystore, android_clipboard, safe_area) can opt back in with a scoped #![allow(unsafe_code)] — forbid cannot be locally overridden. Pure crates carry no unsafe and stay clean. Clean up the warnings the new lints surface: - 150ish unused_qualifications removed via `cargo fix` (purely syntactic redundant-path-prefix removals). - table_plugin: the TABLE_COLOUR import was #[cfg(test)]-gated while the camera clear-colour used the fully-qualified path; unqualifying it left a non-test build with no import. Made the import unconditional instead. - assets/sources: the `as &[u8]` casts in embed_*_svg! coerce each fixed-size &[u8; N] to a uniform slice so the tuples fit the &[(&str, &[u8])] arrays — load-bearing, so scoped #[allow(trivial_casts)]. Workspace clippy -D warnings and the full test suite pass. Android build not compiled here (needs the NDK; built separately per CLAUDE.md §15) — the deny + scoped-allow keeps the JNI unsafe blocks legal. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -116,7 +116,7 @@ impl Plugin for AchievementPlugin {
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// achievements-scroll system also runs cleanly under
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// `MinimalPlugins` in tests.
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.add_message::<MouseWheel>()
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.add_message::<bevy::input::touch::TouchInput>()
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.add_message::<TouchInput>()
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// Run after GameMutation (so GameWonEvent is available), after
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// StatsUpdate (so stats reflect this win), and after ProgressUpdate
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// (so daily_challenge_streak is up to date for daily_devotee).
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@@ -671,7 +671,7 @@ mod tests {
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.add_plugins(AchievementPlugin::headless());
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// StatsPlugin's UI toggle system reads ButtonInput<KeyCode>; under
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// MinimalPlugins it isn't auto-registered.
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app.init_resource::<bevy::input::ButtonInput<KeyCode>>();
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app.init_resource::<ButtonInput<KeyCode>>();
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app.update();
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app
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}
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@@ -819,7 +819,7 @@ mod tests {
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app.world_mut()
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.resource_mut::<GameStateResource>()
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.0
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.set_test_draw_mode(solitaire_core::DrawStockConfig::DrawThree);
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.set_test_draw_mode(DrawStockConfig::DrawThree);
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app.world_mut().write_message(GameWonEvent {
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score: 500,
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@@ -868,7 +868,7 @@ mod tests {
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app.world_mut()
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.resource_mut::<GameStateResource>()
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.0
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.set_test_draw_mode(solitaire_core::DrawStockConfig::DrawThree);
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.set_test_draw_mode(DrawStockConfig::DrawThree);
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app.world_mut().write_message(GameWonEvent {
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score: 500,
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@@ -912,7 +912,7 @@ mod tests {
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// Put the active game in Zen mode. evaluate_on_win reads
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// GameStateResource.mode directly to populate last_win_is_zen.
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app.world_mut().resource_mut::<GameStateResource>().0.mode =
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solitaire_core::game_state::GameMode::Zen;
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GameMode::Zen;
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app.world_mut().write_message(GameWonEvent {
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score: 0,
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@@ -946,7 +946,7 @@ mod tests {
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// Default GameMode is Classic; assert and rely on it.
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assert_eq!(
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app.world().resource::<GameStateResource>().0.mode,
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solitaire_core::game_state::GameMode::Classic
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GameMode::Classic
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);
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app.world_mut().write_message(GameWonEvent {
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@@ -1250,7 +1250,7 @@ mod tests {
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.add_plugins(crate::progress_plugin::ProgressPlugin::headless())
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.add_plugins(crate::settings_plugin::SettingsPlugin::headless())
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.add_plugins(AchievementPlugin::headless());
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app.init_resource::<bevy::input::ButtonInput<KeyCode>>();
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app.init_resource::<ButtonInput<KeyCode>>();
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app.update();
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app
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}
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