fix(multi): resolve 16 bugs from comprehensive rules and code review
Build and Deploy / build-and-push (push) Successful in 4m12s
Build and Deploy / build-and-push (push) Successful in 4m12s
Core (solitaire_core): - fix(core): auto-complete now requires waste empty to prevent deadlock - fix(core): reject multi-card moves from waste pile (Klondike rule) - fix(core): reject foundation-to-foundation moves (score farming exploit) - fix(core): undo restores score from snapshot baseline, not live score - feat(scoring): add +5 flip bonus when face-down tableau card is exposed - feat(scoring): add recycle penalty (Draw-1: -100/pass, Draw-3: -20/pass) Engine (solitaire_engine): - fix(engine): remove TokioRuntimeResource::default() panic; degrade gracefully - fix(engine): add ModalScrim guard to handle_new_game spawn site - fix(engine): add ModalScrim guard to spawn_restore_prompt spawn site - fix(engine): add ModalScrim guard to check_no_moves spawn site Server / Web (solitaire_server): - fix(web): correct draw_mode casing in replay submission (DrawOne/DrawThree) - fix(web): correct mode casing in replay submission (Classic) for leaderboard - fix(web): trim recorded_at to YYYY-MM-DD for NaiveDate deserialization - fix(server): move /avatars route outside auth middleware (was always 401) Data / Sync (solitaire_data, solitaire_sync): - fix(data): namespace Android token file under APP_DIR_NAME with migration - fix(data): Android token store now multi-user (HashMap); no silent overwrite - fix(sync): draw_one_wins + draw_three_wins invariant preserved after merge Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -45,19 +45,29 @@ pub struct AnalyticsPlugin;
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impl Plugin for AnalyticsPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<AnalyticsResource>()
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.init_resource::<TokioRuntimeResource>()
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.add_systems(Startup, init_analytics)
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.add_systems(
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Update,
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(
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react_to_settings_change,
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on_game_won,
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on_forfeit,
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on_new_game,
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on_achievement_unlocked,
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tick_flush_timer,
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),
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);
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// Build the shared Tokio runtime; skip network flush systems if the OS
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// refuses to create threads (resource-limited / sandboxed environments).
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match TokioRuntimeResource::new() {
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Ok(rt) => {
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app.insert_resource(rt).add_systems(
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Update,
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(on_game_won, on_forfeit, tick_flush_timer),
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);
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}
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Err(e) => {
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bevy::log::warn!("analytics_plugin: Tokio runtime unavailable — analytics flush disabled: {e}");
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}
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}
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}
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}
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@@ -48,10 +48,21 @@ pub struct AvatarPlugin;
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impl Plugin for AvatarPlugin {
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fn build(&self, app: &mut App) {
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app.add_message::<AvatarFetchEvent>()
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.init_resource::<TokioRuntimeResource>()
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.init_resource::<AvatarResource>()
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.init_resource::<PendingAvatarTask>()
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.add_systems(Update, (handle_avatar_fetch, poll_avatar_task));
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.add_systems(Update, poll_avatar_task);
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// Build the shared Tokio runtime; skip avatar download if the OS
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// refuses to create threads (resource-limited / sandboxed environments).
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match TokioRuntimeResource::new() {
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Ok(rt) => {
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app.insert_resource(rt)
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.add_systems(Update, handle_avatar_fetch);
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}
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Err(e) => {
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bevy::log::warn!("avatar_plugin: Tokio runtime unavailable — avatar fetch disabled: {e}");
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}
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}
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}
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}
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@@ -32,7 +32,7 @@ use crate::font_plugin::FontResource;
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use crate::resources::{DragState, GameStateResource, SyncStatusResource};
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use crate::ui_modal::{
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spawn_modal, spawn_modal_actions, spawn_modal_body_text, spawn_modal_button,
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spawn_modal_header, ButtonVariant,
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spawn_modal_header, ButtonVariant, ModalScrim,
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};
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use crate::ui_theme;
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@@ -431,6 +431,7 @@ fn handle_new_game(
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game_over_screens: Query<Entity, With<GameOverScreen>>,
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layout: Option<Res<crate::layout::LayoutResource>>,
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mut card_transforms: Query<&mut Transform, With<crate::card_plugin::CardEntity>>,
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scrims: Query<(), With<ModalScrim>>,
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) {
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for ev in new_game.read() {
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// If an active game is in progress, intercept and show a confirm dialog.
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@@ -440,8 +441,12 @@ fn handle_new_game(
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// duplicates) or if the event itself was already confirmed by the
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// player pressing Y on the modal — without the `confirmed` check the
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// modal would be respawned the frame after the despawn flushes.
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// Also skip if any other modal scrim is currently open (global guard).
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let confirm_already_open = !confirm_screens.is_empty();
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if needs_confirm && !confirm_already_open && !ev.confirmed {
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if !scrims.is_empty() {
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return;
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}
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// Despawn any stale game-over overlay before showing confirm dialog.
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for entity in &game_over_screens {
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commands.entity(entity).despawn();
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@@ -576,10 +581,14 @@ fn spawn_restore_prompt_if_pending(
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splash: Query<(), With<crate::splash_plugin::SplashRoot>>,
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existing: Query<(), With<RestorePromptScreen>>,
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font_res: Option<Res<FontResource>>,
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scrims: Query<(), With<ModalScrim>>,
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) {
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if pending.0.is_none() || !splash.is_empty() || !existing.is_empty() {
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return;
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}
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if !scrims.is_empty() {
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return;
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}
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spawn_modal(
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&mut commands,
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RestorePromptScreen,
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@@ -1100,6 +1109,7 @@ fn check_no_moves(
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mut already_fired: Local<bool>,
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game_over_screens: Query<Entity, With<GameOverScreen>>,
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font_res: Option<Res<FontResource>>,
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scrims: Query<(), With<ModalScrim>>,
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) {
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// Reset the debounce flag on every state change so if something changes
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// we re-evaluate on the next state change.
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@@ -1131,8 +1141,9 @@ fn check_no_moves(
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let no_moves_msg = "No moves available \u{2014} press D to draw or N for a new game";
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toast.write(InfoToastEvent(no_moves_msg.to_string()));
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*already_fired = true;
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// Only spawn the overlay if one does not already exist.
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if game_over_screens.is_empty() {
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// Only spawn the overlay if one does not already exist, and no other
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// modal scrim is currently open (global ModalScrim guard).
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if game_over_screens.is_empty() && scrims.is_empty() {
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spawn_game_over_screen(&mut commands, game.0.score, font_res.as_deref());
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}
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}
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@@ -3,7 +3,7 @@
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use std::sync::Arc;
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use bevy::math::Vec2;
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use bevy::prelude::{warn, Resource};
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use bevy::prelude::Resource;
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use chrono::{DateTime, Utc};
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use solitaire_core::game_state::GameState;
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use solitaire_core::pile::PileType;
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@@ -146,33 +146,3 @@ impl TokioRuntimeResource {
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}
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}
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impl Default for TokioRuntimeResource {
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fn default() -> Self {
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// Try multi-threaded first; fall back to current-thread (single
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// worker) if the OS refuses to create additional threads. Neither
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// path uses `.expect()` so this never panics at startup.
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match tokio::runtime::Builder::new_multi_thread()
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.worker_threads(2)
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.enable_all()
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.build()
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{
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Ok(rt) => Self(Arc::new(rt)),
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Err(e) => {
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warn!(
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"sync: failed to build multi-thread Tokio runtime ({e}); \
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falling back to current-thread runtime"
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);
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// current_thread runtime never spawns OS threads, so it
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// succeeds even under tight sandboxing.
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let rt = tokio::runtime::Builder::new_current_thread()
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.enable_all()
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.build()
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.expect(
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"current-thread Tokio runtime failed — \
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the process cannot do any async I/O",
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);
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Self(Arc::new(rt))
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}
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}
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}
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}
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