chore: rename app from Solitaire Quest to Ferrous Solitaire
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Updates all in-tree references:
- Android package: com.solitairequest.app → com.ferrousapp.solitaire
- APK name: solitaire-quest → ferrous-solitaire
- Data dir: solitaire_quest → ferrous_solitaire (across all 6 data modules + engine)
- Keyring service: solitaire_quest_server → ferrous_solitaire_server
- Android Keystore key: solitaire_quest_token_key → ferrous_solitaire_token_key
- Gitea repo: Rusty_Solitare → Ferrous-Solitaire (also fixes "Solitare" typo)
- Renamed pkg/solitaire-quest* → pkg/ferrous-solitaire*
- Updated ArgoCD, docker-compose, CI workflow, build script, all docs

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-05-14 19:23:49 -07:00
parent d105fee319
commit d761a150d7
31 changed files with 109 additions and 109 deletions
+3 -3
View File
@@ -1,7 +1,7 @@
//! Win-game replay recording + storage.
//!
//! When a player wins, the engine freezes the in-memory recording into a
//! [`Replay`] and persists it to `<data_dir>/solitaire_quest/latest_replay.json`
//! [`Replay`] and persists it to `<data_dir>/ferrous_solitaire/latest_replay.json`
//! via [`save_latest_replay_to`]. The Stats screen offers a "Watch replay"
//! action that loads it via [`load_latest_replay_from`] so the player can
//! revisit (or, in a future build, watch the engine re-execute) the path
@@ -29,7 +29,7 @@ use serde::{Deserialize, Serialize};
use solitaire_core::game_state::{DrawMode, GameMode};
use solitaire_core::pile::PileType;
const APP_DIR_NAME: &str = "solitaire_quest";
const APP_DIR_NAME: &str = "ferrous_solitaire";
const LATEST_REPLAY_FILE_NAME: &str = "latest_replay.json";
const REPLAY_HISTORY_FILE_NAME: &str = "replays.json";
@@ -221,7 +221,7 @@ impl Replay {
/// Rolling history of the player's most recent winning replays.
///
/// Stored as a single JSON file at
/// `<data_dir>/solitaire_quest/replays.json` (see
/// `<data_dir>/ferrous_solitaire/replays.json` (see
/// [`replay_history_path`]). Capped at [`REPLAY_HISTORY_CAP`] entries —
/// when [`append_replay_to_history`] pushes past the cap, the oldest
/// entry is dropped so the file never grows unbounded.