fix(web): clean up wasm32 build warnings and wire /play route to Bevy canvas
Build and Deploy / build-and-push (push) Failing after 44s
Build and Deploy / build-and-push (push) Failing after 44s
- solitaire_data/sync_client.rs: fix SyncPayload/SyncResponse import split (SyncResponse is needed by LocalOnlyProvider which compiles on wasm32) - solitaire_engine/assets/sources.rs: cfg-gate AssetApp/AssetSourceBuilder imports (only used in the non-wasm FileAssetReader block) - solitaire_engine/auto_complete_plugin.rs: cfg-gate AUTO_COMPLETE_CHIME_VOLUME - solitaire_engine/daily_challenge_plugin.rs: cfg-gate Task/AsyncComputeTaskPool imports and DailyChallengeTask struct (server fetch systems are non-wasm only) - solitaire_engine/resources.rs: cfg-gate std::sync::Arc (TokioRuntimeResource is non-wasm only) - solitaire_engine/settings_plugin.rs: cfg-gate ScanThemes variant, pill_button, and their match arms; fix refresh_registry import placement - solitaire_server/src/lib.rs: point /play route at play.html (Bevy canvas); keep /play-classic serving game.html during transition period - build_wasm.sh: add --no-typescript to wasm-bindgen call for canvas build - solitaire_server/web/pkg: add canvas.js + canvas_bg.wasm build artifacts wasm32 build and native clippy --workspace -D warnings both clean. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -12,7 +12,9 @@
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//! without matching on [`SyncBackend`] anywhere else in the codebase.
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use async_trait::async_trait;
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use solitaire_sync::{ChallengeGoal, LeaderboardEntry, SyncPayload, SyncResponse};
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use solitaire_sync::{SyncPayload, SyncResponse};
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#[cfg(not(target_arch = "wasm32"))]
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use solitaire_sync::{ChallengeGoal, LeaderboardEntry};
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use crate::{SyncError, SyncProvider};
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