From d5e6f8026b6b04c2c741f534b3dfa42bd9843aa3 Mon Sep 17 00:00:00 2001 From: funman300 Date: Tue, 5 May 2026 17:44:33 +0000 Subject: [PATCH] docs: SESSION_HANDOFF refresh for session 8 (Quat smoke-test round) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Captures the three bug-fix commits (move validation, deal-tween leak, softlock detection), notes that bug #3's "no end-game screen" was downstream of the softlock-detection bug and is now resolved, and records the two investigation findings (audio-stack feature trim, solver-at-deal toggle) as deferred decisions for the player. Updates HEAD/test counts (origin at 2716472, 1126 tests passing). Cleans the next-round candidates list — calendar / thumbnails / Time-Attack auto-save shipped between v0.13.0's doc commit and session 8; replay is WIP in the working tree. Resume prompt now offers six choices (A–F) covering finish-replay, smoke-test, audio-feature trim, solver toggle, other UX, packaging. Co-Authored-By: Claude Opus 4.7 (1M context) --- SESSION_HANDOFF.md | 92 ++++++++++++++++++++++++++++++---------------- 1 file changed, 61 insertions(+), 31 deletions(-) diff --git a/SESSION_HANDOFF.md b/SESSION_HANDOFF.md index 633f625..5b9798e 100644 --- a/SESSION_HANDOFF.md +++ b/SESSION_HANDOFF.md @@ -1,20 +1,20 @@ # Solitaire Quest — UX Overhaul Session Handoff -**Last updated:** 2026-05-02 (session 7, late-late) — Third UX iteration round complete on top of v0.12.0. Six post-handoff candidates shipped plus two code-review fixes. Ready to tag v0.13.0. +**Last updated:** 2026-05-02 (session 8, post-Quat smoke test) — Quat playtested and reported four bugs + two investigation tasks. Three of the four bugs are fixed and pushed; the fourth was downstream of #2 and is now resolved without new code. Replay-feature WIP is back in the working tree. ## Status at pause -- **HEAD:** doc-commit closing this round (CHANGELOG + handoff). Local master has the impending tag at this commit. -- **Working tree:** clean apart from untracked `CARD_PLAN.md` (intentional). -- **Build:** `cargo clippy --workspace --all-targets -- -D warnings` clean. -- **Tests:** **1053 passed / 0 failed** across the workspace (+22 from v0.12.0's 1031 baseline). -- **Tags on origin:** `v0.9.0`, `v0.10.0`, `v0.11.0`, `v0.12.0`. v0.13.0 is the next tag. +- **HEAD on origin:** `2716472`. Three bug-fix commits pushed (`f1aeb24`, `3eabc14`, `2716472`) on top of the v0.13.0-era HEAD `0001432`. +- **Working tree:** WIP for the replay feature is restored (`solitaire_data/{lib,settings,stats}.rs`, `solitaire_data/src/replay.rs` new, `solitaire_engine/{game_plugin,lib,settings_plugin,stats_plugin,win_summary_plugin}.rs`, `solitaire_sync/{merge,stats}.rs`). Plus untracked `CARD_PLAN.md` (intentional). +- **Build:** `cargo clippy --workspace --all-targets -- -D warnings` clean — bug fixes + WIP coexist. +- **Tests:** **1126 passed / 0 failed** across the workspace (+ Quat's softlock case as a new regression test). +- **Tags on origin:** `v0.9.0`, `v0.10.0`, `v0.11.0`, `v0.12.0`. v0.13.0 still pending — its content shipped but the tag was never pushed; consider rolling its scope into v0.14.0 along with the bug fixes + replay feature. ## Where we are -Post-v0.12.0 the handoff listed six "next-round candidates" — every one shipped today plus two code-review fixes (font handling unified to bundled-only, sccache wiring removed). v0.13.0 is the right slice. +Post-v0.12.0 the handoff listed six "next-round candidates" — every one shipped plus two code-review fixes. v0.13.0 was prepared but not pushed. Then session 8 ran a smoke-test pass with Quat that surfaced four real bugs and two investigation tasks; three of the four bugs landed today, the fourth was downstream of #2 and is now resolved. -The candidate list is exhausted again. Direction is open. +Direction is open. ### Design direction (unchanged) @@ -37,22 +37,41 @@ The candidate list is exhausted again. Direction is open. | Drag-with-keyboard | `a0fc0d2` | Tab → Enter → arrows → Enter completes a move without a mouse. New `KeyboardDragState` resource; mutual exclusion with mouse drag via `KEYBOARD_DRAG_TOUCH_ID` sentinel. Help + onboarding hotkey lists updated. | | Right-click radial | `b37f0cb` | Hold RMB on a face-up card → ring of icons at the cursor, one per legal destination; release over an icon → `MoveRequestEvent`. New `RadialMenuPlugin`. Help controls reference gains a "Mouse" section. | +## Session 8 (shipped 2026-05-02 post-Quat) + +Quat playtested current `master` and reported 4 bugs + 2 investigation items. Bug #3 turned out to be downstream of bug #2 — the `GameOverScreen` and `WinSummaryOverlay` modals already exist with new-game buttons; the softlock screen just never spawned because the old `has_legal_moves` returned `true` whenever stock had cards. With #2 fixed, the existing screen will fire for Quat's case. Smoke-test verification on the player side is the last step. + +| Area | Commit | What landed | +|---|---|---| +| Move validation (#1) | `f1aeb24` | `solitaire_core::rules::is_valid_tableau_sequence(&[Card]) -> bool` checks every adjacent pair in a moved stack descends one rank with alternating colour. Wired into `move_cards`'s tableau-destination branch. Closes the bug where a player could lift an arbitrary multi-card selection and drop it as long as the bottom landed legally. One focused test (single-card / valid-run / same-colour / rank-gap). | +| Deal-tween leak (#4) | `3eabc14` | `handle_new_game` now snaps every existing card sprite to the stock pile's position before writing `StateChangedEvent`. The downstream slide tween in `card_plugin` reads the stock position as its source, so all 52 cards animate from a single point — reads as "dealing from the deck" with no information leak. Gated on `Option>` for headless tests. | +| Softlock detection (#2) | `2716472` | `has_legal_moves` rewritten: replaces the early-return-on-non-empty-stock heuristic with a single pass over every card that could ever become a move source (every stock card, every waste card, the face-up top of every tableau column). Each is checked against every foundation and every tableau. Returns `true` only if some card anywhere can land somewhere — otherwise the player is genuinely stuck no matter how many recycles. Fresh-game test renamed; new test reproduces Quat's exact case (foundation 0 at 10, stock holds Hearts 2–5, no legal landing). | +| End-game screen (#3) | — | Resolved as downstream of #2. Verified `GameOverScreen` (game_plugin.rs:636) shows "No more moves available" + final score + Undo + New Game buttons; `WinSummaryOverlay` (win_summary_plugin.rs) shows the breakdown + Play Again. Both pre-existed; the softlock path just wasn't being reached. | + +### Investigation findings + +**Solver / unwinnable-deals decision (Quat report):** still open — needs your call. Three options Quat outlined: (a) accept some deals are unwinnable, (b) run a solver at deal-time and only ship winnable layouts, (c) offer a "winnable deals only" mode. (b) is the modern-Solitaire standard but adds a dependency or hand-rolled solver (~500–1500 LOC). (c) is the lightest middle ground — keep classic deals available, add a Settings toggle. Recommendation: defer until other UX work settles; doesn't block any release. + +**Dependency duplicates (Quat report — 1014 deps):** the biggest single bloat is the audio stack split. Bevy's default features pull `bevy_audio → rodio → cpal 0.15 + alsa 0.9 + symphonia ⨯N codecs`, while the project actually uses **kira** for sound (`cpal 0.17 + alsa 0.10`). Disabling Bevy's default `bevy_audio` feature would eliminate 20+ transitive crates including the rodio + symphonia chain. Other duplicates are minor (bitflags 1.x via `png` is build-tooling only; multiple hashbrown majors are common in the Bevy/wgpu ecosystem and not actionable). Recommendation: a one-line `default-features = false` swap on the workspace `bevy =` line, then re-enable explicitly the features the engine uses (`render`, `bevy_winit`, `2d`, `bevy_window`, `png`, `bevy_text`, `bevy_ui`, `bevy_log`, `bevy_asset`, `default_font`, `bevy_state`, `webgpu`/`webgl2` if targeting wasm). Worth ~50 fewer crates compiled. Defer until the active feature work settles so churn doesn't conflict. + ## Open punch list — release prep -1. **Push** the unpushed commits to origin (5 commits now: 17f9b51, 13dd44b, ddc8f27, 7ed4f2c, a0fc0d2, b37f0cb, plus the impending doc commit). -2. **Tag v0.13.0** at the doc-commit HEAD. +1. **Push** the unpushed feature commits to origin (5 still unpushed: `b37f0cb`, `a0fc0d2`, `7ed4f2c`, `ddc8f27`, `13dd44b`/`17f9b51` — those last two were on the v0.13.0 round, never pushed; verify with `git log --oneline origin/master..HEAD` after committing replay). +2. **Roll v0.13.0 + replay + bug fixes into v0.14.0** rather than tagging two close releases. The bug fixes alone aren't a feature release; bundle them with the replay feature when it lands. 3. **Desktop packaging** per `ARCHITECTURE.md §17`. The Arch PKGBUILD exists in `/home/manage/solitaire-quest-pkgbuild/` (separate repo). Pending: app icon, macOS `.icns` + notarisation cert, Windows `.ico` + Authenticode cert, AppImage recipe. +4. **Smoke-test the bug fixes** on the alex machine after pulling: confirm (a) tableau-to-tableau invalid-stack moves are now rejected, (b) the new-game deal animates from a single deck position with no per-card origin leak, (c) softlock with unplayable stock now spawns the GameOverScreen. ## Open punch list — UX iteration (next-round candidates) -The v0.13.0 list is exhausted. Fresh candidates for a future round: +Several v0.13.0-era candidates have already shipped to master since the v0.13.0 doc commit: **daily-challenge calendar** (`1a10476`), **card-art thumbnails in the theme picker** (`ba527de`), **auto-save in Time Attack** (`0001432`). Replay is **WIP in the working tree** — `solitaire_data/src/replay.rs` plus modifications across stats/settings/win-summary plugins. Not yet committed. + +Fresh candidates not yet started: -- **In-game daily-challenge calendar** — currently the daily challenge fires once on launch; a Settings or Profile-side calendar showing past days' completion / streak status would make the progression visible. -- **Card-art preview in the theme picker** — Settings → Cosmetic shows theme name only; rendering the theme's Ace-of-Spades + back side-by-side as a thumbnail would make picking faster. - **Per-mode high-score readout** in the Stats screen. Currently lifetime stats roll all modes together. -- **Auto-save in-progress games** in Zen / Time Attack so players who close the window mid-session don't lose their state. -- **Configurable scoring weights** for the curious — Settings → Gameplay slider for time-bonus magnitude. Cosmetic but power-user appealing. -- **Replay a winning game** — record the seed + move list at win time and offer "watch replay" from the Stats screen. +- **Auto-save Zen mode** alongside Time Attack so close-mid-session resumes work in both. +- **Configurable scoring weights** — Settings → Gameplay slider for time-bonus magnitude. Cosmetic but power-user appealing. +- **Solver-at-deal toggle** (Quat's investigation #1, deferred): per the recommendation in the session-8 findings, add a Settings toggle "Winnable deals only" rather than baking solver-only into all deals. Lightest middle ground. +- **Disable Bevy's default audio feature** (Quat's investigation #2, deferred) to drop ~50 transitive crates. One-line workspace edit then re-enable engine features explicitly. Defer until active feature work settles. ## Card-theme system (CARD_PLAN.md, fully shipped) @@ -69,17 +88,22 @@ Seven phases landed across `b8fb3fb` → `924a1e2` in v0.11.0; v0.13.0's `7ed4f2 You are a senior Rust + Bevy developer working on Solitaire Quest. Working directory: . -Branch: master. Direction is OPEN — three UX iteration rounds shipped -and v0.13.0 is ready to tag. +Branch: master. Direction is OPEN — Quat's smoke-test bug round +landed (3 fixes pushed, 1 resolved as downstream); replay feature is +WIP in the working tree. -State: HEAD at the doc-commit closing session 7 round 3. Local master -is several commits ahead of origin and unpushed. Working tree clean -apart from untracked CARD_PLAN.md (intentional). +State: origin/master at 2716472 (Quat's softlock fix). Working tree +has uncommitted replay-feature WIP across solitaire_data, +solitaire_engine, solitaire_sync — `solitaire_data/src/replay.rs` is +new. Plus untracked CARD_PLAN.md (intentional). Five feature commits +from v0.13.0 round are unpushed (b37f0cb, a0fc0d2, 7ed4f2c, ddc8f27, +plus the v0.13.0 doc commits) — verify with +`git log --oneline origin/master..HEAD`. Build: cargo clippy --workspace --all-targets -- -D warnings clean. -Tests: 1053 passed / 0 failed. +Tests: 1126 passed / 0 failed (includes Quat's softlock regression). READ FIRST (in order, before doing anything): - 1. SESSION_HANDOFF.md — full state, session 7 changelog, punch list + 1. SESSION_HANDOFF.md — session 8 changelog + punch list 2. CHANGELOG.md — release-by-release record 3. CLAUDE.md — hard rules (UI-first, no panics, etc.) 4. ARCHITECTURE.md — crate responsibilities + data flow @@ -88,22 +112,28 @@ READ FIRST (in order, before doing anything): may be missing on a fresh machine) DECISION TO ASK THE PLAYER FIRST: - A. Push and cut v0.13.0 now. - B. Smoke-test the new feel layer first (theme-aware backs, keyboard - drag, right-click radial, score-breakdown reveal, streak fire, - tooltip-delay slider), then tag. - C. Skip the tag for another iteration round — see "next-round - candidates" in SESSION_HANDOFF for fresh ideas. - D. Take the deferred desktop-packaging item (needs artwork + + A. Finish the replay-feature WIP, commit, then bundle everything + (replay + v0.13.0 round + Quat fixes) into v0.14.0. + B. Smoke-test the bug fixes on alex first to confirm Quat's three + issues are resolved in real gameplay. + C. Take the deferred Bevy-audio-feature trim (Quat investigation + #2): drop default-features and re-enable explicitly. Worth ~50 + fewer crates. + D. Take the deferred solver toggle (Quat investigation #1): add + "Winnable deals only" Settings toggle. + E. Pick from the remaining "next-round candidates" in this doc. + F. Take the deferred desktop-packaging item (needs artwork + signing certs from the user). WORKFLOW NOTES: - Commits use: git -c user.name=funman300 -c user.email=root@vscode.infinity \ commit -m "..." + - 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) — that is the canonical remote. -OPEN AT THE START: ask which of A / B / C / D. Don't pick unilaterally. +OPEN AT THE START: ask which of A–F. Don't pick unilaterally. ```