The CI bot was committing image-tag bumps back to master after every
Docker build, which forced a `git pull --rebase` before every developer
push. Moving the kustomization commit to a dedicated `deploy` branch
keeps master clean — the build bot no longer diverges it.
Argo CD / Flux should now watch the `deploy` branch (targetRevision:
deploy) instead of master.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Engine: replace broken has_legal_moves loop (which checked buried
mid-column cards without sequence validation) with a delegation to
possible_instructions(), mirroring the hint system's logic exactly.
WASM: add has_moves: bool to GameSnapshot, computed in snap() using the
same stock/waste/possible_instructions check so the web client gets the
flag in every state update at no extra round-trip cost.
Web: show a non-blocking no-moves banner (slide-up toast) with Undo and
New Game actions when has_moves is false and the game is not won. Banner
hides automatically once a move restores legal play (e.g. after undo).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The flag was modelled as an opt-in non-standard rule but moving a card
off a foundation is in fact standard Klondike — disabling it is the
non-standard variant.
Changing the core default to true means every client (desktop, Android,
web) gets correct behaviour without each having to independently patch
the value after construction. Clients that expose a settings toggle
(desktop/Android) can still disable it through SettingsResource.
- game_state.rs: flip default from false → true in new_with_mode
- game_state.rs: rename/update take_from_foundation_disabled_by_default
test to reflect the new intended default
- solitaire_wasm/lib.rs: remove now-redundant override in new()
(from_saved keeps its override to fix old saves that serialised false)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
GameState::new_with_mode defaults take_from_foundation=false (non-
standard; the flag exists so the desktop can offer it as a setting).
The WASM web client has no settings layer, so this flag was never
flipped on — every drag or double-click from a foundation pile was
silently rejected by the rules engine.
Set take_from_foundation=true in both SolitaireGame::new (fresh games)
and SolitaireGame::from_saved (restored games, which may have the old
default serialised).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- solitaire_wasm: add SolitaireGame::serialize() and from_saved() so JS
can round-trip the full GameState through localStorage as JSON
- game.js: save {gameState, elapsedSecs, drawThree} to localStorage
(key: fs_game_save) on every render(); clear the save on win
- game.js: on bootstrap, check for a saved game and show a resume
dialog if one exists; Resume restores state + timer, New Game discards
the save and starts fresh with a random seed
- game.html: add #resume-overlay markup (same pattern as win-overlay)
- game.css: add styles for the resume dialog and its secondary button
localStorage failures (private-browsing quota) are silently ignored so
they never block gameplay.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The sync-setup modal was silently blocked by its own guard:
other_modal_scrims checks for any ModalScrim without SyncSetupScreen,
but the Settings panel IS a ModalScrim, so clicking Connect from within
Settings always hit the guard and returned early.
Two fixes:
- handle_sync_buttons: set SettingsScreen.0 = false when ConnectSync
is pressed so settings closes as the event is fired
- open_sync_setup_modal: exclude SettingsPanel from other_modal_scrims
to handle the deferred-despawn timing window (settings scrim entity
still exists in the world until command buffers flush at frame end)
- Make SettingsPanel pub so sync_setup_plugin can reference it
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
GameState serializes take_from_foundation=false (the core default),
so saved games on disk and direct-loaded states never had the setting
applied from SettingsResource — only freshly dealt games did.
Two fixes:
- sync_settings_to_game: new system that reads SettingsChangedEvent
and patches game.0.take_from_foundation on every settings change
(covers initial settings load at startup and in-session toggles)
- handle_restore_prompt: apply settings immediately after game.0 =
restored so the Continue path also respects the current setting
- Register SettingsChangedEvent in GamePlugin::build (idempotent with
SettingsPlugin) so the message is available in headless test apps
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- radial_menu: replace active_id.unwrap() with let Some guard — no
runtime panic possible even if DragState races (§2.3)
- card_plugin: add bottom-right AndroidCornerBg overlay to mask the
rotated baked-in text on classic PNG cards (mirrors top-left treatment)
- hud_plugin: bump Android action button min_width 44→52 px to give
~22px glyphs adequate padding after dynamic font-size increase
- layout: fix doc-lazy-continuation clippy lint in BOTTOM_BAR_HEIGHT comment
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
compute_layout only subtracted safe_area_bottom (OS gesture/nav bar) from
the vertical budget, but the app's own action bar (≡ ← || ? ! M +) sits
*above* that zone — invisible to safe_area_bottom. On Android the bar is
60 px tall (44 px min-height buttons + 8 px top + 8 px bottom bar padding),
so deep tableau columns scrolled 60 px behind the button row.
Fix: add BOTTOM_BAR_HEIGHT (60 px Android, 0 desktop) to safe_area_bottom
before both affected calculations:
• card_width_height_based — height-based card sizing
• avail — budget fed to update_tableau_fan_frac for adaptive fan spacing
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The bottom bar's 7 icon buttons (≡ ← || ? ! M +) used TYPE_BODY = 14 px,
a fixed size that is too small on phone screens.
New behaviour:
- `action_bar_font_size(window_width)` returns `(window_width / 40).clamp(16, 30)`,
giving ~22 px on a 900 logical-px phone and ~16 px on narrow viewports.
- `ActionButtonLabel` marker added to each button's text node (Android only).
- `spawn_action_buttons` reads `Query<&Window>` at startup to apply the
correct initial size before the first frame renders.
- `resize_action_bar_labels` system re-runs whenever `LayoutResource`
changes (window resize / orientation change) to keep glyphs in sync.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
card_plugin: AndroidCornerLabel used CARD_FACE_COLOUR (dark ~#1a1a1a) as
the background and BLACK_SUIT_COLOUR (near-white) for clubs/spades text —
both designed for the Terminal theme. On classic PNG cards (white face),
this produced an ugly dark box with invisible black-suit text. Switch the
corner-label background to Color::WHITE and black-suit text to
CARD_FACE_COLOUR (dark ink on white), matching traditional card printing.
layout: HUD_BAND_HEIGHT on Android raised 80 → 112 px. The HUD column has
4 flex tiers plus 3 inter-tier gaps (4 px each) and a SPACE_2 = 8 px top
offset. With empty tiers still occupying gap height in Bevy's flex layout,
the actual rendered HUD could reach ~80 px, overlapping the top card row
by up to one text line. 112 px provides ~28 px clearance in the common
case (Tiers 1 + 3 visible) and remains workable even when Tier 1 wraps.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Android corner label children sit at local z=0.02; with STACK_FAN_FRAC=0.003
the card below's label (world z=1.02) rendered above the card on top's sprite
(world z=1.003), causing overlapping rank/suit text on foundation piles.
Raising STACK_FAN_FRAC to 0.025 ensures every card sprite covers all children
of the card below it.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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>
Tag-push events are not reliably processed by the self-hosted Gitea
runner. workflow_dispatch with a tag input allows manual triggering
via the Gitea UI or API as a fallback.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Issue #7 — new game during win cascade:
sync_cards now stores each in-flight CardAnimation's end position instead of
a plain bool. Before calling update_card_entity, the end position is compared
against the game-state target. If they differ by more than 2 px (stale cascade
scatter vs. new-game dealt position) the CardAnimation is removed immediately
so the card slides to its correct dealt position. Drag-rejection tweens are
unaffected because their end equals the card's current game-state position.
Issue #6 — Android stale corner label text:
AndroidCornerLabel now carries the label string as AndroidCornerLabel(String).
resize_android_corner_labels refreshes Text2d content from the stored value
alongside the existing font-size and transform updates, closing the narrow
race where a layout change could display a previous card's rank/suit.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The four tests polled the async task pool with a fixed budget of five
app.update() calls. Under cargo test --workspace the pool's background
threads are starved by other tests, so even an instantly-resolving future
can take more than five frames to be polled. Replace the fixed loop with a
deadline-bounded loop (5 s timeout) that exits early once the expected
side-effect is observable — the same pattern used in sync_plugin.rs tests.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
When a card slides to a foundation slot already occupied, both card entities
share the same x,y for the duration of the tween. With STACK_FAN_FRAC only
0.003 apart, the incoming card partially occludes the stationary one, making
the two exposed corners look like a single mismatched card.
Elevate every CardAnim-driven card to target.z + 50 during transit so it
fully occludes any card resting at the destination. On completion the card
snaps to the correct resting z. The value sits below DRAG_Z (500) so dragged
cards still render above animated ones.
Closes #implicitly-related-to-corner-mismatch-investigation
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The game timer kept counting during the auto-complete animation even
though the player had already made their last decision. stopTimer() is
now called the moment is_auto_completable fires so elapsed_seconds
reflects only real play time, not the animation delay.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The pre-built pkg predated fix c35c045 (enable take-from-foundation by
default) so the WASM game always had take_from_foundation=false, silently
rejecting every drag from a foundation pile to a tableau column.
Rebuilt with wasm-pack --release against current solitaire_core.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Initialised ruflo v3 via `npx @claude-flow/cli@latest init --wizard --force`.
Registers the ruflo MCP server in .mcp.json (hierarchical-mesh topology,
max 15 agents). Includes .claude-flow/ runtime config and capability manifest.
.claude/ remains gitignored (local agents/commands/settings stay per-developer).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Every draw-from-stock tap was also firing the HUD auto-hide toggle
because the stock pile is not an ActionButton and toggle_hud_on_tap
had no way to know the tap was consumed by game logic.
Add GameInputConsumedResource(bool): handle_touch_stock_tap sets it
on TouchPhase::Started when a draw fires; toggle_hud_on_tap checks
and clears it on TouchPhase::Ended, treating it as equivalent to
started_on_button so the HUD stays put.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Add Rank=1..13 explicit discriminants so `rank as u8 == rank.value()`; collapse 13-arm value() match to `self as u8`
- Add Rank::RANKS and Suit::SUITS iteration constants
- Add Rank::checked_add / checked_sub (const fn, type-safe boundary enforcement); update rules.rs to use them
- Add GameState::possible_instructions() enumerating all valid move_cards triples (foundation for hints/solver)
- Fix waste buffer card peeking through during draw-slide animation by setting Visibility::Hidden on the buffer entity in sync_cards
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- poll_opt_in_task / poll_opt_out_task: error branches now fire WarningToastEvent instead of InfoToastEvent
- Settings gains leaderboard_opted_in: bool (serde-defaulted to false); set true/false when opt-in/out tasks succeed
- handle_display_name_confirm: when already opted in and a remote provider is active, spawns an opt_in_leaderboard task to push the new name (server endpoint is an upsert)
- LeaderboardPublicNameText marker component added; update_leaderboard_public_name_label system rewrites the label each frame the panel is open, so it reflects SettingsResource immediately after the display-name modal saves
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
ScorePulse, ScoreFloater, StreakFlourish (hud_plugin) and ShakeAnim,
FoundationFlourish, FoundationMarkerFlourish (feedback_anim_plugin) are
now all suppressed when Settings::reduce_motion_mode is on. Events are
still drained so no messages accumulate. Closes the remaining gap from
the v0.21.1 "future scope" footnote for the reduce-motion flag.
Three new tests pin the gates:
- score_change_skips_pulse_and_floater_under_reduce_motion
- shake_anim_skipped_under_reduce_motion
- foundation_flourish_skipped_under_reduce_motion
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Sync errors were silently swallowed — the player had no feedback when a
pull failed due to network issues or an expired session. Now `poll_pull_result`
emits a `WarningToastEvent` with a human-readable message for every error
variant, and reopens the Connect modal on auth failure so the player can
re-enter credentials without navigating through Settings.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
ModalCard carries Transform (for its 0.96→1.0 scale entrance animation),
which auto-inserts GlobalTransform. Bevy 0.18's on_insert hook on
GlobalTransform fires B0004 when the child has GlobalTransform but the
parent does not. ModalScrim had only Node (which gives InheritedVisibility
via UiTransform but not GlobalTransform), so every modal spawn triggered
the warning.
Adding Transform::default() to ModalScrim gives it GlobalTransform and
satisfies the hook. UI layout is unaffected because Bevy's layout pipeline
reads UiTransform, not Transform.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
ZIndex(Z_HUD + 4) and ZIndex(Z_HUD + 5) across four sites in
hud_plugin.rs were magic-number expressions. Define named constants in
ui_theme:
Z_HUD_POPOVER_BACKDROP = Z_HUD + 4 (fullscreen dismiss backdrop)
Z_HUD_POPOVER = Z_HUD + 5 (popover panel)
The score-delta floater (Z_HUD + 10) now uses the existing Z_HUD_TOP
constant, whose doc is updated to mention transient annotations.
Both new constants are added to the monotonic z-hierarchy test.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The FOCUS_RING constant was updated to match ACCENT_PRIMARY (brick-red,
srgb 0.647/0.259/0.259) during the Terminal palette swap but the doc
comment still described the old cyan value (rgba 111/194/239). Update
the colour name and rgba sample to match the actual constant.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
opt_in_leaderboard in sync_client.rs was passing display_name through
as-is, relying solely on the engine's .chars().take(32) call upstream.
Add the truncation in the sync client so any caller is protected, and
also apply it at save-time in handle_display_name_confirm so settings
never stores an over-length name.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The keystore atomic write used path.with_extension("tmp") producing
auth_tokens.tmp, while cleanup_orphaned_tmp_files only matched *.json.tmp.
A crash after the write but before the rename left an orphaned file
invisible to cleanup.
Fix: use path.with_extension("bin.tmp") to produce auth_tokens.bin.tmp,
and broaden the cleanup glob from ends_with(".json.tmp") to
ends_with(".tmp") so both JSON and binary temp files are caught.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Add PartialEq, Eq, Serialize, Deserialize to AchievementContext per
CLAUDE.md §5.3 derive order. The struct holds only primitive types
(u32, u64, i32, bool, Option<u32>) so all four derives apply without
complications.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
recycle_count already used saturating_add(1); move_count was
inconsistently using += 1 at all three call sites. No real-world
overflow risk (u32 at ~4 billion moves), but the inconsistency was
a code smell flagged by the review.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
DrawMode is a fieldless two-variant enum — it is trivially bitwise-
copyable. Adding Copy + updating choose_winnable_seed to take the value
directly eliminates 13 superfluous .clone() calls across solitaire_core,
solitaire_engine, solitaire_assetgen, and solitaire_wasm.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The HUD buttons section in the Android controls reference showed "→"
(right-arrow) for the Hint action, but the actual on-screen button is
labelled "!" (ASCII exclamation). Extract ANDROID_HINT_LABEL from
hud_plugin so both the spawn path and the help text share a single
source of truth. Add a cfg(android) regression test that asserts the
hint row's key string matches the const.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Replace per-call new_current_thread() runtimes with a single
TokioRuntimeResource(Arc<Runtime>) built once at startup using
new_multi_thread(worker_threads(2)). The Arc is cloned cheaply into
each AsyncComputeTaskPool closure, eliminating repeated OS thread
allocation on every sync pull/push, auth, avatar fetch, and analytics
flush. Using a multi-threaded runtime ensures concurrent block_on calls
from different worker threads are safe.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Previously both ReplayPlayer::state() and ::step() returned JsValue::NULL for
both the expected "replay exhausted" case and the unexpected "serialisation
failed" case. JavaScript callers could not distinguish the two.
Now both methods return Result<JsValue, JsValue>:
- step() returns Ok(null) when the replay is finished (expected sentinel)
- step() and state() Err(string) when serde_wasm_bindgen fails (throws JS exception)
Same fix applied to SolitaireGame::state().
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>