fix(multi): resolve 14 bugs from second comprehensive review
Build and Deploy / build-and-push (push) Successful in 4m2s
Build and Deploy / build-and-push (push) Successful in 4m2s
Core (solitaire_core): - fix(scoring): apply -15 penalty for Foundation→Tableau moves when take_from_foundation is enabled; update test - fix(solver): is_won() validates full Ace→King suit sequence, not just card count — prevents hint system from emitting invalid paths Engine — animation / layout: - fix(animation): guard CardAnim advance against duration=0 to prevent NaN-poisoned Transform (analogous to CardAnimation's instant-snap path) - fix(card_plugin): align TABLEAU_FAN_FRAC (0.25→0.18) and TABLEAU_FACEDOWN_FAN_FRAC (0.20→0.14) with layout.rs so the initial layout and first dynamic update produce identical fan spacing - fix(layout): update tableau_fan_frac doc comment from 0.25→0.18 Engine — ECS / modal guards: - fix(auto_complete): drive_auto_complete now checks PausedResource so cooldown does not tick while paused (prevents instant-move on unpause) - fix(play_by_seed): handle_open_dialog checks global ModalScrim guard to prevent stacking over an existing modal - fix(win_summary): spawn_win_summary_after_delay checks global ModalScrim guard; collect_session_achievements uses .next() not .last() to avoid draining the new_games stream Engine — message registration: - fix(leaderboard): register InfoToastEvent in LeaderboardPlugin::build so opt-in/opt-out toasts work under MinimalPlugins - fix(replay_playback): register StateChangedEvent in ReplayPlaybackPlugin::build to prevent panic when used standalone Security: - fix(sync_setup): zero password SyncFieldBuffer immediately after spawning auth task — credential must not linger in ECS components Server: - fix(auth): replace MIME contains-chain with exact match for avatar upload; removes illusory starts_with guard and dead ALLOWED_IMAGE_TYPES Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -508,7 +508,7 @@ fn collect_session_achievements(
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) {
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// Reset on any new-game request (including mode switches via Z/X/C/T) so
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// achievements from the previous session are not carried into the next one.
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if new_games.read().last().is_some() {
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if new_games.read().next().is_some() {
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session.names.clear();
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}
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for ev in unlocks.read() {
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@@ -539,6 +539,7 @@ fn spawn_win_summary_after_delay(
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settings: Option<Res<SettingsResource>>,
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time: Res<Time>,
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overlays: Query<Entity, With<WinSummaryOverlay>>,
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other_scrims: Query<(), (With<ModalScrim>, Without<WinSummaryOverlay>)>,
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mut delay: Local<Option<f32>>,
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) {
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// Process new win events.
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@@ -569,8 +570,8 @@ fn spawn_win_summary_after_delay(
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*remaining -= time.delta_secs();
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if *remaining <= 0.0 {
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*delay = None;
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// Only spawn if there is no overlay already.
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if overlays.is_empty() {
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// Only spawn if no overlay of any kind is already visible.
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if overlays.is_empty() && other_scrims.is_empty() {
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// Drain any XpAwardedEvents that arrived this frame but were
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// not yet consumed by `cache_win_data` (which may run later in
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// the same schedule). Accumulating here ensures the modal
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