Commit Graph

134 Commits

Author SHA1 Message Date
funman300 021c5d6ad8 Merge pull request 'fix(server): transactional sync push; single-use refresh rotation' (#136) from fix/sync-auth-races into master
Build and Deploy / build-and-push (push) Successful in 5m24s
Test / test (push) Successful in 17m41s
Web E2E / web-e2e (push) Successful in 4m41s
2026-07-07 03:04:41 +00:00
funman300 8eb316751d fix(server): transactional sync push; single-use refresh rotation
Two concurrency fixes from the 2026-07-06 review (findings M1, M2):

sync push (M1): the load→merge→store cycle ran as three separate DB
operations. Two devices pushing concurrently both read the same stored
payload, merged independently, and the second store overwrote the first
merge — the server visibly regressed until the losing device pushed
again. The whole cycle (including the leaderboard update) now runs in
one transaction; SQLite serialises the writers. The leaderboard
helper's stale docstring (claiming a single conditional UPDATE that was
actually two statements) is corrected — the transaction now provides
the atomicity it described.

refresh rotation (M2): SELECT-then-DELETE let two concurrent refreshes
with the same token both pass the liveness check and both mint fresh
token pairs. The SELECT is gone; rotation now gates on the DELETE's
rows_affected — whoever removes the jti row wins, everyone else gets
401. Sequential reuse was already covered by
consumed_refresh_token_is_rejected, which still passes unchanged.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 18:00:00 -07:00
Gitea CI 0d5204b5ec chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 6m30s
Web E2E / web-e2e (push) Successful in 4m38s
2026-07-06 23:05:53 +00:00
Gitea CI 3c6b6e8c22 chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 6m59s
Web E2E / web-e2e (push) Successful in 4m7s
2026-07-06 21:38:35 +00:00
Gitea CI ddba5c0b26 chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 6m52s
Web E2E / web-e2e (push) Successful in 4m41s
2026-07-06 21:14:34 +00:00
Gitea CI c5ad487256 chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 6m2s
Web E2E / web-e2e (push) Successful in 5m16s
2026-07-06 20:41:54 +00:00
Gitea CI 716e5f04cf chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 6m40s
Web E2E / web-e2e (push) Successful in 6m17s
2026-07-06 20:03:54 +00:00
Gitea CI 2869e1c34e chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 5m50s
Web E2E / web-e2e (push) Successful in 4m55s
2026-06-26 21:25:24 +00:00
Gitea CI 3daaf47689 chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 6m3s
Web E2E / web-e2e (push) Successful in 4m47s
2026-06-26 20:20:59 +00:00
Gitea CI e208245036 chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 6m48s
Web E2E / web-e2e (push) Successful in 4m47s
2026-06-26 19:11:53 +00:00
Gitea CI 2fc190ee42 chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 6m22s
Web E2E / web-e2e (push) Successful in 4m39s
2026-06-25 17:20:48 +00:00
Gitea CI 79ddfbc034 chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 6m3s
Web E2E / web-e2e (push) Successful in 4m1s
2026-06-24 17:40:04 +00:00
funman300 a32d666751 fix(e2e): reset cycle-gate games in place instead of 240 page reloads
The cycle regression gate did a fresh page.goto() for each of 240 games in one
browser context. Around game ~100 the accumulated resources made
page.waitForFunction time out (30s), failing the gate on ~88% of runs — a
long-standing flaky-CI issue, not a product regression (the 18 e2e tests always
pass).

Load the page once and reset each game via a new __FERROUS_DEBUG__.newGame(seed,
drawThree) bridge method (added to game.js — it was already in play.html).
cycle_metrics.js now navigates once, then loops newGame() + runAutoplay with no
per-game reload, so the run stays fast and stable.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 10:07:31 -07:00
funman300 a5902ac0af Merge pull request 'fix(server): scope no-cache to HTML pages (fix web-e2e cycle gate)' (#102) from fix/cache-scope-html-only into master
Build and Deploy / build-and-push (push) Successful in 6m24s
Web E2E / web-e2e (push) Failing after 5m28s
2026-06-24 16:46:36 +00:00
funman300 c3b83f30d1 fix(server): scope Cache-Control no-cache to HTML pages, not static assets
The blanket `no-cache` from the earlier fix (#99) regressed the web-e2e cycle
regression gate: it reloads /play-classic 240 times, and with no-cache the
browser re-validated and recompiled the wasm on every load, blowing past the
30s bridge-ready timeout (green at #98, red from #99 onward).

Scope no-cache to just the `include_str!` HTML routes (which change on every
deploy and have no validators — the actual staleness source). The `/web` +
`/assets` ServeDir keep their default Last-Modified caching, so repeated page
loads reuse the downloaded/compiled wasm and the cycle gate is fast again. HTML
freshness — the fix Rhys needed — is unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 09:46:23 -07:00
Gitea CI a46505fe45 chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 5m59s
Web E2E / web-e2e (push) Failing after 4m7s
2026-06-24 16:37:55 +00:00
funman300 1602f1952d Merge pull request 'fix(web): use adapter limits so /play renders at native res (no 2048 cap)' (#101) from test/web-adapter-limits into master
Build and Deploy / build-and-push (push) Successful in 5m38s
Web E2E / web-e2e (push) Failing after 5m44s
Web WASM Rebuild / rebuild (push) Successful in 6m33s
2026-06-24 16:20:07 +00:00
funman300 81893788c1 fix(web): use adapter limits (Functionality) so /play renders at native res
The 2048 surface limit was never wgpu's or the GPU's — it's
downlevel_webgl2_defaults().max_texture_dimension_2d (2048), which
WgpuSettingsPriority::WebGL2 forces. Switch to Functionality: on the WebGL2
(Gl) backend Bevy then adopts the adapter's real limits, which are still
WebGL2-constrained for features/buffers (shaders stay GLES-compatible) but
report the GPU's true max texture dimension (e.g. 16384). The device is
requested with exactly what the adapter offers, so creation can't fail, the
surface is no longer capped, and large viewports (4K) render with no letterbox
and no hardcoded cap.

Removes the resize_constraints cap and the play.html max-width/height caps.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 09:18:07 -07:00
Gitea CI c232444ef0 chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 5m41s
Web E2E / web-e2e (push) Failing after 4m58s
2026-06-24 02:16:19 +00:00
funman300 090b5e789e fix(web): cap canvas via Window resize_constraints (the actual fix)
The previous attempts (#97/#98) capped a wrapper element's max-width and
relied on the canvas's width:100% resolving against it — but winit observes
and sizes the *canvas element itself* (via ResizeObserver on its content box),
so the wrapper cap never reached the surface and /play still panicked at
2560x1440 on a 4K@150% viewport.

Use the canonical mechanism instead: set the primary Window's
`resize_constraints { max_width: 2048, max_height: 2048 }`. On web, Bevy maps
this to winit `set_max_inner_size` → the canvas's own `max-width`/`max-height`
style, so the wgpu surface can never exceed wgpu's downlevel_webgl2
max_texture_dimension_2d (2048). play.html mirrors the same `max-*` directly on
#bevy-canvas (belt-and-suspenders) and centres the letterbox with margin:auto;
the obsolete wrapper + clamp script are removed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 18:59:26 -07:00
funman300 1b5dfa3e27 fix(server): send Cache-Control: no-cache for web assets
Returning players kept getting stale builds: after the /play canvas fix
deployed, the origin served the new play.html (verified — 8/8 cache-busted
requests) but browsers still rendered the old one even after a hard reload.

Cause: the server sets no Cache-Control on the web router. The HTML pages are
include_str!'d into the binary and the wasm-bindgen output (canvas.js,
canvas_bg.wasm, solitaire_wasm.*) uses fixed filenames that change in place on
every deploy, so browsers heuristically cache them indefinitely.

Add `Cache-Control: no-cache` in the security_headers middleware (which wraps
the web router). Browsers now revalidate before using a cached copy; ServeDir
supplies Last-Modified/ETag so unchanged assets still return a cheap 304, while
changed ones (a new deploy) are re-fetched. Stops the stale-build problem for
everyone going forward.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 18:44:59 -07:00
funman300 8a2a22ff1b fix(web): cap /play canvas at the real 2048 wgpu limit, not gl.MAX_TEXTURE_SIZE
Correction to the previous canvas clamp (#97), which would NOT have fixed the
crash. It capped the wrapper to the device's gl.MAX_TEXTURE_SIZE, but that's
the hardware limit — on a 4K/integrated GPU it reports 8192+, so the wrapper
was never actually capped and the 2560-wide surface still exceeded the limit.

The real ceiling is wgpu's, not the hardware's: on wasm Bevy creates the device
with Limits::downlevel_webgl2_defaults() (forced by WgpuSettingsPriority::WebGL2
in solitaire_web/src/lib.rs; see bevy_render-0.18.1 settings.rs), whose
max_texture_dimension_2d is a fixed 2048 regardless of GPU. So the cap must be
the constant 2048.

(For the record: the reporter's display is 3840x2160 at 150% scale → a 2560x1440
logical viewport, which is the 2560 in the panic — nothing hardcodes 1440p.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 18:14:20 -07:00
funman300 7b5d69e164 fix(web): clamp /play canvas to GPU MAX_TEXTURE_SIZE to stop wgpu panic
Rhys hit a fatal wgpu validation panic loading /play on a 1440p display:

    Surface::configure ... Requested was (2560, 1440), maximum extent for
    either dimension is 2048

The earlier scale_factor_override(1.0) fix only neutralised HiDPI (CSS×DPR);
it didn't help when the *logical* viewport itself exceeds 2048. `fit_canvas_to_
parent` sizes the wgpu surface to the canvas's parent, so a 2560-wide viewport
configures a 2560-wide surface — past WebGL2's 2048 per-dimension limit on
laptop/integrated GPUs, and the panic kills the WASM thread on the first frame.

Wrap the canvas in #bevy-wrap and, before init, clamp that element's max-
width/height to the device's actual gl.MAX_TEXTURE_SIZE (falling back to the
2048 WebGL2 floor). fit_canvas_to_parent then never produces a surface larger
than the GPU allows. Only devices at the 2048 floor letterbox (centered); GPUs
that report 4096/8192 still fill the viewport.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 17:44:46 -07:00
funman300 d4ad184324 fix(web): make classic timer idempotent to stop 2x double-counting
The /play-classic timer ran at double speed. startTimer() always created a new
setInterval and overwrote timerInterval without clearing the old one, so any
extra call leaked a second interval that also incremented elapsedSecs. The
visibilitychange handler calls startTimer() on "visible", and a load-time
visibilitychange (while startGame's timer is already running) stacks a second
interval — after which stopTimer() only clears one, so the leak persists and
the clock counts ~2x forever.

Guard startTimer() to no-op when an interval is already running. This fixes the
two e2e timer tests that surfaced it once the suite actually ran (they were
asserting 0:03 / 0:04 but seeing 0:06 / 0:13), and the user-visible 2x timer.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 17:18:10 -07:00
Gitea CI 0b7a24a75b chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 6m10s
Web E2E / web-e2e (push) Failing after 5m16s
2026-06-23 17:20:10 +00:00
funman300 5b2b234c54 fix(web-e2e): expose serialize() on classic bridge; use real clock API
Web WASM Freshness / freshness (pull_request) Failing after 7m8s
Two latent test bugs surfaced once the e2e suite actually ran (it had been
red on the webServer startup timeout, so these never executed): 14 passed,
4 failed.

- game.js `__FERROUS_DEBUG__` was missing `serialize()` — play.html's bridge
  has it but the /play-classic bridge (which the resume/move-history tests
  use) drifted. Added it (the wasm SolitaireGame already exposes serialize()).
- game_behaviors.spec.js called `page.clock.tick()`, which is the sinon name;
  Playwright's Clock API method is `page.clock.runFor()`. Replaced all 6 calls.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 12:46:12 -07:00
funman300 9c473d6a51 fix(web): make wasm builds reproducible so the freshness gate passes
The web-wasm-freshness gate (#93) false-failed because the Bevy wasm build
baked in machine-specific absolute source paths — the cargo registry
(/home/<user>/.cargo/registry/...), the rustup std sources (~/.rustup/...),
and this checkout — so CI's rebuild (under /workspace, /root) never matched the
committed bytes even with identical pinned tool versions.

build_wasm.sh now exports CARGO_ENCODED_RUSTFLAGS with three --remap-path-prefix
rules (cargo home -> /cargo, rustup home -> /rustup, repo -> /build) so the
embedded paths are identical on any machine. It re-states the
getrandom_backend cfg because a *_RUSTFLAGS env var replaces (not merges with)
.cargo/config.toml's target rustflags.

Regenerated all four artifacts with the remap applied — verified zero
machine-specific paths remain (only canonical /cargo + /rustup prefixes), which
is the precondition for the gate's byte-for-byte rebuild-and-diff to match
across machines.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 12:46:12 -07:00
funman300 5091d1b397 ci(web-e2e): prebuild server so Playwright webServer stops timing out
The web-e2e job has been failing on every run with:

    Error: Timed out waiting 120000ms from config.webServer.

Playwright's `webServer` runs `cargo run -p solitaire_server --quiet` and
waits 120s for /health. The workflow cached only npm — no Rust cache — so each
run cold-compiled the entire server graph (axum/sqlx/reqwest/aws-lc-sys) inside
that 120s window and never came up. The browser tests never executed; the
failure was infra, not a web regression.

Fix the harness so the tests actually run:
- add `Swatinem/rust-cache@v2` to warm the cargo cache across runs
- add a `Prebuild server` step (`SQLX_OFFLINE=true cargo build -p
  solitaire_server`) before Playwright, so `webServer`'s `cargo run` reuses the
  compiled binary and starts in seconds (.sqlx offline cache is committed)
- raise `webServer.timeout` 120s -> 300s as a safety margin for a cold cargo
  cache (e.g. first run after a deps bump)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 12:09:47 -07:00
funman300 6c9259beff fix(web): regenerate stale WASM artifacts against current master
The committed `solitaire_server/web/pkg/` artifacts (canvas.* and
solitaire_wasm.*) were last built 2026-06-02 (8b262af) and predate the entire
card_game/klondike migration (#82–#90) plus the v4→v5 save-schema change. The
deployed WASM therefore no longer matched the current source, the JS API glue,
or the HTML (play.html changed in 2cf7282) — which is why the web build was
broken even though the wasm crates compile cleanly on `wasm32-unknown-unknown`.

Rebuilt all four artifacts via build_wasm.sh (wasm-pack 0.14.0,
wasm-bindgen CLI 0.2.120 matching the crate). The regenerated solitaire_wasm.js
and canvas.js glue confirm the API drift (the replay move currency became
KlondikeInstruction in #89).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 11:53:56 -07:00
funman300 ceb9c950a1 chore: add pedantic workspace lints (#90)
Add [workspace.lints.rust] and wire each member crate up with
[lints] workspace = true:

  unsafe_code = "deny"        (forbid would break the Android JNI build)
  single_use_lifetimes = "warn"
  trivial_casts = "warn"
  unused_lifetimes = "warn"
  unused_qualifications = "warn"
  variant_size_differences = "warn"
  unexpected_cfgs = "warn"

unsafe_code is "deny" rather than the issue's "forbid" so the three
Android JNI FFI modules (android_keystore, android_clipboard, safe_area)
can opt back in with a scoped #![allow(unsafe_code)] — forbid cannot be
locally overridden. Pure crates carry no unsafe and stay clean.

Clean up the warnings the new lints surface:
- 150ish unused_qualifications removed via `cargo fix` (purely syntactic
  redundant-path-prefix removals).
- table_plugin: the TABLE_COLOUR import was #[cfg(test)]-gated while the
  camera clear-colour used the fully-qualified path; unqualifying it left
  a non-test build with no import. Made the import unconditional instead.
- assets/sources: the `as &[u8]` casts in embed_*_svg! coerce each
  fixed-size &[u8; N] to a uniform slice so the tuples fit the
  &[(&str, &[u8])] arrays — load-bearing, so scoped #[allow(trivial_casts)].

Workspace clippy -D warnings and the full test suite pass. Android build
not compiled here (needs the NDK; built separately per CLAUDE.md §15) —
the deny + scoped-allow keeps the JNI unsafe blocks legal.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 13:05:28 -07:00
funman300 7dbf34c163 fix(server): move bcrypt to spawn_blocking, async file I/O, validate JWT_SECRET
Build and Deploy / build-and-push (push) Successful in 5m20s
Web E2E / web-e2e (push) Failing after 3m23s
Three independent hardening changes:

1. bcrypt on a blocking thread: hash() and verify() are CPU-bound
   (~300 ms at cost 12). Running them directly on an async task starved
   the Tokio runtime under concurrent load. Wrapped in spawn_blocking.

2. Async avatar file I/O: std::fs::write/rename/remove_file in an async
   handler blocks the executor. Replaced with tokio::fs equivalents.

3. JWT_SECRET minimum length: a secret shorter than 32 bytes is fatally
   weak. validate_jwt_secret() now rejects it at startup with a clear
   message rather than silently accepting it.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-08 11:05:45 -07:00
funman300 8bd2fb89eb test: expand WASM unit tests and add web behavior e2e specs
solitaire_wasm/src/lib.rs — 5 new unit tests (9 total, was 4):
- serialize_from_saved_round_trip: board key matches after JSON round-trip
- undo_reverts_to_prior_state: state + history length restored after undo
- draw_one_advances_waste_by_one: DrawOne takes exactly 1 card from stock
- draw_three_advances_waste_by_three: DrawThree takes up to 3 cards
- debug_apply_move_json_stock_click: JSON DebugMove path via native method

solitaire_server/e2e/tests/game_behaviors.spec.js — 5 new Playwright tests:
- resume overlay shows when localStorage save exists; seed() returns null
  until user interacts (before bootstrap completes a game)
- clicking New Game on overlay clears history and starts fresh (0 moves)
- clicking Resume restores saved move history length exactly
- HUD new-game button resets history to 0 and score to 0
- tab-visibility timer: timer freezes during hidden, resumes when visible
  (tests the visibilitychange fix from the 500-game UX audit); uses
  page.clock.install() to control setInterval without real-time delay

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-02 14:12:42 -07:00
funman300 2b1ad2161a test(e2e): add Playwright spec for /play Bevy canvas route
play_canvas.spec.js covers the window.__FERROUS_DEBUG__ bridge on the
/play route (five tests): bridge availability + seed param, draw3 URL
param, applyLegalMove/undo round-trip, failureReport schema, and
autonomous autoplay invariant batch across 7 seeds.

All tests drive exclusively through the debug bridge — no DOM selectors,
because the Bevy canvas is a single <canvas> element with no HTML
controls.

Also update SESSION_HANDOFF.md to reflect post-v0.35.1 work (10 commits
since 2026-05-18 handoff), new e2e architecture notes, and HiDPI fix doc.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-02 14:03:25 -07:00
funman300 2cf728210e feat(e2e): add window.__FERROUS_DEBUG__ bridge to /play for automation
Build and Deploy / build-and-push (push) Successful in 4m42s
Web E2E / web-e2e (push) Successful in 4m10s
play.html now loads solitaire_wasm.js alongside the Bevy canvas and
exposes the same window.__FERROUS_DEBUG__ object as /play-classic.
The bridge runs an independent SolitaireGame (WASM logic layer) seeded
from ?seed= / ?draw3= URL params; Bevy renders the visual game in
parallel without coupling.

Methods exposed: seed, state, legalMoves, moveHistory, snapshot,
applyLegalMove, applyMove, draw, undo, serialize, fromSaved, newGame,
failureReport, replayPayload, runAutoplay — matching the /play-classic
contract so the shared Playwright harness targets either route without
modification.

cycle_metrics.js: add --route play-classic|play flag (default
play-classic). Routes to /${route}?seed=N. The resume-overlay clear
step is skipped for /play since the Bevy build uses localStorage-backed
WasmStorage, not a #resume-overlay element.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-02 13:41:07 -07:00
funman300 8b262afcd2 fix(web): clamp wgpu surface to CSS pixels on HiDPI to prevent wasm panic
Build and Deploy / build-and-push (push) Successful in 4m52s
Web E2E / web-e2e (push) Successful in 4m12s
Root cause: fit_canvas_to_parent requests a wgpu surface sized in
physical pixels (CSS pixels × devicePixelRatio). On HiDPI displays
(DPR ≈ 2) the physical size (e.g. 2612×1469) exceeds WebGL2's per-
dimension texture limit of 2048, triggering a wgpu validation panic
that kills the WASM thread immediately on the first window resize.

Fix: add `resolution: WindowResolution::default().with_scale_factor_override(1.0)`
to the primary window so Bevy uses CSS/logical pixels as the surface
dimensions. For a 1306×734 CSS viewport this keeps the framebuffer well
within 2048 regardless of devicePixelRatio.

Also remove the temporary [drag] console logging added in the previous
commit — the panic was causing drag to never run, not a hit-test bug.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-02 13:28:25 -07:00
funman300 8b736cae3c debug(input): log drag failures to browser console for diagnosis
Build and Deploy / build-and-push (push) Successful in 5m12s
Web E2E / web-e2e (push) Successful in 3m40s
Add warn!/info! calls to start_drag so every click that doesn't produce
a drag emits a console line with the cursor world position, stock/waste
sizes, and per-tableau pile lengths. This lets us see in browser DevTools
whether find_draggable_at is returning None (wrong hit position) or
something earlier in the pipeline is blocking.

Remove once root cause is identified.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-02 13:22:42 -07:00
funman300 de7ae16830 fix(onboarding): delay first-run modal until splash screen despawns
Build and Deploy / build-and-push (push) Successful in 4m35s
Web E2E / web-e2e (push) Successful in 4m25s
OnboardingPlugin previously used PostStartup which fires before the
first Update tick — guaranteeing the onboarding modal and the launch
splash (MOTION_SPLASH_TOTAL_SECS = 1.6 s) overlap for the entire
splash duration. The splash sits at Z_SPLASH (the highest UI z-index),
so the two screens fought visually and the user saw a confusing frozen
composite before the splash faded out.

Fix: move spawn_if_first_run to Update and gate it on
`splashes.is_empty()` (no SplashRoot entity alive). A Local<bool>
ensures the spawn fires at most once per session. Cost: ~one frame of
latency after the splash clears, which is imperceptible.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-02 12:59:58 -07:00
funman300 d45b7cb82b feat(e2e): add Playwright browser test suite for web routes
Build and Deploy / build-and-push (push) Successful in 1m6s
Web E2E / web-e2e (push) Successful in 4m40s
solitaire_server/e2e/:
- smoke.spec.js: verifies /play-classic loads, exposes window.__FERROUS_DEBUG__
  bridge, keyboard parity (Space=draw, U=undo), debug failure report, and
  replay payload builder exports schema-v2 moves.
- gameplay_review.spec.js: HUD/controls render check, stock-click + undo
  player flow, draw-mode toggle, autonomous play invariant batch, and
  cycle-detection regression guard.
- cycle_metrics.js: headless cycle-rate analysis tool; run via
  `npm run review:cycles` with configurable policy, game count, and
  thresholds. Regression gate baked into package.json scripts.
- playwright.config.js: targets the local server at http://localhost:8080.
- package.json / package-lock.json: @playwright/test 1.60.0.

.gitea/workflows/web-e2e.yml:
- Runs on pushes to solitaire_server/, solitaire_wasm/, solitaire_core/,
  or Cargo changes. Starts the server binary, waits for /health, runs
  the full Playwright suite, uploads test-results/ on failure.

docs/testing-architecture.md: documents the three-tier test strategy
  (unit → Playwright smoke → cycle regression) and the __FERROUS_DEBUG__
  bridge contract.

scripts/update_quaternions_deps.sh: helper to bump the Quaternions
  registry deps (klondike, card_game) by version and run the full
  safety gate including deterministic replay checks.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-02 12:40:30 -07:00
funman300 763fdb486f fix(input): hit-test deck at correct position; accept waste click too
Build and Deploy / build-and-push (push) Successful in 4m36s
pile_positions[KlondikePile::Stock] stores the waste column position
(col_x(1)).  card_plugin renders the face-down deck one column to the
left (col_x(0) = Tableau1 x) via `base.x -= tableau_col_step`.

handle_stock_click and handle_touch_stock_tap were using pile_positions
[Stock] directly, so the click hotspot was on the waste card (right
column) instead of the deck (left column).  Result: clicking the
visible face-down deck did nothing, while clicking the waste pile
triggered draw.

Fix: compute deck_pos = Vec2::new(tableau1.x, waste_pos.y) and hit-test
both the deck column AND the waste slot.  Accepting waste clicks matches
standard Klondike UX where either card acts as the draw trigger.

Touch tap handler receives the same fix.

Also rebuild canvas_bg.wasm with the corrected engine source and
-O2 optimisation (replacing the previous -Oz that caused grey screen).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-02 12:39:01 -07:00
funman300 1cdb78caf2 chore: cargo fmt across workspace; add analytics domain to CSP
Build and Deploy / build-and-push (push) Successful in 4m46s
- Apply cargo fmt to solitaire_engine, solitaire_server formatting.
- solitaire_server/src/lib.rs: add https://analytics.aleshym.co to
  script-src, img-src, and connect-src so the analytics beacon loads
  without a CSP violation.
- docs and README updates.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-02 12:21:32 -07:00
funman300 baf524ec75 fix(web): rebuild Bevy canvas WASM; add SolitaireGame interactive API
Grey screen fix (canvas_bg.wasm):
- Rebuilt Bevy WASM from refactored solitaire_core that removes the
  per-game KlondikeAdapter field from GameState. The old binary was
  built with wasm-opt -Oz; the large adapter allocation pattern appears
  to trigger an over-aggressive wasm-opt optimisation that corrupts
  Bevy's render pipeline, causing a permanent grey screen on /play.
- build_wasm.sh: change wasm-opt -Oz → -O2. Speed-optimised level avoids
  the size-focused transforms that miscompile Bevy's deep render stacks.

solitaire_core refactoring:
- game_state.rs: remove adapter: KlondikeAdapter field; use static
  KlondikeAdapter::config_for() instead of a per-instance allocation.
  Gate test_pile_state behind #[cfg(feature = "test-support")] so
  production builds carry no test-only heap state.
  Add instruction_history() public accessor (delegates to saved_moves()).
- card.rs: add Card::new(), face_up(), face_down() const constructors
  for more ergonomic test and wasm code.
- pile.rs, solver.rs: cargo fmt.

solitaire_wasm interactive API:
- lib.rs: add SolitaireGame wasm-bindgen struct with draw(), move_cards(),
  undo(), auto_complete_step(), serialize(), from_saved() — the full
  player-action surface used by game.js.
  Add DebugSnapshot, DebugMove, DebugInvariantReport structs and
  debug_snapshot(), debug_legal_moves(), debug_apply_move_json()
  methods for e2e test automation (window.__FERROUS_DEBUG__ bridge).
  Add replay_moves() to export the current game as a Replay v2 payload.
- solitaire_wasm.js + solitaire_wasm_bg.wasm: rebuilt with new API.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-02 12:21:20 -07:00
funman300 9ff0585454 fix(ci): remove Quaternions registry auth; add canvas WASM drift guard
Dockerfile:
- Drop --mount=type=secret,id=cargo_token: the Quaternions private
  registry has been migrated to the public Cargo.io path so the build
  secret is no longer needed. Removes the requirement for CI_TOKEN to
  carry registry credentials.

CI workflow (docker-build.yml):
- Add solitaire_wasm/** and solitaire_web/** to the push-trigger paths
  so changes to either WASM crate actually fire the build job.
- Add wasm drift check for solitaire_wasm artifacts (solitaire_wasm.js,
  solitaire_wasm_bg.wasm) — exits 1 if solitaire_wasm/ or solitaire_core/
  changed without updating the committed pkg files.
- Add hard canvas drift check: solitaire_web/ changes MUST update
  canvas_bg.wasm or the deploy gets a stale Bevy binary.
- Add advisory notice for solitaire_engine/ / solitaire_core/ changes
  that omit a canvas_bg.wasm rebuild (non-blocking; formatting commits
  should not fail CI).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-02 12:20:56 -07:00
funman300 64f975ed6d fix(ux): 14 cross-platform UX/UI fixes from 500-game audit
Web client (game.js):
- Restart game timer after undo exits auto-complete sequence
- Pause timer while browser tab is hidden (visibilitychange)
- Validate URL seed — NaN / negative falls back to randomSeed()
- Guard onBoardClick/onBoardDblClick during win (snap.is_won)
- Delay win overlay 320 ms so last card CSS transition finishes
- Force reflow in flashIllegal() to restart shake on rapid re-trigger

Android (safe_area.rs):
- Preserve last-known insets on app resume instead of zeroing them;
  eliminates double layout flash on every foreground cycle

All clients — Bevy engine:
- Radial menu: clamp icon anchors to viewport bounds so icons are
  never placed off-screen on narrow phones
- Auto-complete: deactivate state.active when is_auto_completable
  goes false (undo mid-sequence) to stop perpetual background retry
- Touch selection: gate highlight rebuild on is_changed() — was
  despawning/respawning entities every frame unnecessarily
- Input: fire "Tap a pile to move" InfoToast on first tap in
  TapToSelect mode; document cursor_world 1:1 viewport invariant
- Drag threshold: raise desktop from 4 → 6 px to prevent accidental
  drags from cursor jitter on HiDPI displays

Desktop / Android (solitaire_app):
- Call cleanup_orphaned_tmp_files() at startup to remove .tmp files
  left by crashes between atomic write and rename

Design clarification (klondike_adapter.rs):
- Doc comment: Draw-1 recycling is penalty-only by design (never
  blocked) to avoid creating unwinnable positions

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 21:23:52 -07:00
funman300 20e5222148 fix(engine): send confirmed:true from game-over screen New Game handlers
Build and Deploy / build-and-push (push) Successful in 4m51s
The 'No Moves Available' dialog's New Game button and keyboard shortcut
were firing NewGameRequestEvent::default() (confirmed: false). When the
player has made moves, handle_new_game sees needs_confirm = true, then
hits the scrims.is_empty() guard — which is false because the GameOver-
Screen itself is a ModalScrim — and silently returns without starting a
new game or showing the confirm dialog.

Fix: set confirmed: true in both handle_game_over_input (N/Escape key)
and handle_game_over_button_input (click). The game is already stuck so
the abandon-confirmation guard does not apply, as the doc comment on the
button handler has always said.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 15:26:07 -07:00
funman300 44e90ff582 fix(ci): pass Quaternions registry token as Docker build secret
Build and Deploy / build-and-push (push) Successful in 4m39s
cargo fetch --locked was failing with "failed to parse manifest" because
.cargo/config.toml (which registers the Quaternions sparse index) was
never copied into the build image, and the registry's auth token was
never supplied.

Changes:
- COPY .cargo/config.toml into the builder stage so Cargo knows the
  Quaternions registry URL.
- Replace bare `cargo fetch` and `cargo build` with
  `--mount=type=secret,id=cargo_token` variants that set
  CARGO_REGISTRIES_QUATERNIONS_TOKEN from the mounted secret — token
  never appears in image layers or docker history.
- Workflow: pass CI_TOKEN as the `cargo_token` build secret.
- Add solitaire_engine/** and solitaire_server/Dockerfile to trigger
  paths so engine changes and Dockerfile edits kick off rebuilds.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 14:58:25 -07:00
funman300 0bae839e3b fix(wasm): gate wasm32-only imports behind cfg, add binaryen wasm-opt pass
Build and Deploy / build-and-push (push) Failing after 1m12s
- Gate `Startup` and `user_theme_dir` imports in theme/registry.rs
  behind `#[cfg(not(target_arch = "wasm32"))]` — they are only used
  in the non-wasm code path, eliminating two unused-import warnings
  in the WASM release build.
- Rebuild canvas_bg.wasm and solitaire_wasm_bg.wasm with wasm-opt -Oz
  (binaryen v129); canvas_bg.wasm drops from 57 MB → 30 MB.
- Add solitaire_web/Cargo.toml stub to server Dockerfile so
  `cargo fetch --locked` resolves all workspace members.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 14:53:36 -07:00
funman300 c68cf96488 fix(web): add WgpuSettingsPriority::WebGL2 for Chromium shader compatibility
Build and Deploy / build-and-push (push) Failing after 43s
Without this setting, wgpu's naga SPIR-V→GLSL translator uses features
unsupported by ANGLE (Chromium's WebGL2 implementation): storage buffers,
tight inter-stage component limits, etc. ANGLE rejects these shaders with
a fatal "Shader translation error" and a context-lost event.

WgpuSettingsPriority::WebGL2 constrains naga to emit GLES 300es-compatible
GLSL (same limits as WebGL2 spec: no storage buffers, max 31 inter-stage
components, max 255-byte vertex stride). Firefox was already permissive
enough to work without this; Chromium required it.

Result: game renders correctly in both Chromium (ANGLE/SwiftShader) and
Firefox (native WebGL2), with zero JS errors in both environments.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 14:24:27 -07:00
funman300 a92ac066a6 fix(web): resolve wasm32 runtime panics; game boots and renders in Firefox
Build and Deploy / build-and-push (push) Failing after 1m6s
Fixes found while testing the Bevy WASM build in a real browser:

1. chrono wasmbind: add `wasmbind` feature to workspace chrono dep so
   Local::now()/Utc::now() use js-sys::Date on wasm32 (previously
   fell through to std::time::SystemTime which panics on wasm32).

2. std::time::SystemTime: replace all remaining direct SystemTime::now()
   calls (4 sites across game_plugin, difficulty_plugin, time_attack_plugin,
   solitaire_data/storage) with chrono::Utc::now() which is wasm32-safe.

3. user_dir: return empty PathBuf (instead of panicking) when data_dir()
   is None on wasm32; there is no filesystem in the browser so user themes
   are unsupported and a benign empty path is correct.

4. ThemeRegistryPlugin: gate build_registry_on_startup to non-wasm32
   (the filesystem scan for user themes has nothing to scan in the browser;
   only the bundled embedded themes are available).

5. AssetMetaCheck::Never: configure AssetPlugin in solitaire_web to skip
   `.meta` sidecar fetches — we don't ship .meta files, so the default
   AssetMetaCheck::Always produced a 404 flood on every card/background asset.

Result: `http://localhost:<port>/play` boots in Firefox with zero errors
and renders the full Bevy game — home screen, onboarding modal, HUD all
visible. Assets load correctly from /assets/. Chromium has a separate
wgpu-27/ANGLE/GLES shader translation bug (not in our code); Firefox works.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 14:16:19 -07:00
funman300 f464aab543 fix(web): clean up wasm32 build warnings and wire /play route to Bevy canvas
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>
2026-06-01 13:55:39 -07:00
funman300 835a48fe9d feat(web): add solitaire_web Bevy WASM build targeting play.html canvas
Build and Deploy / build-and-push (push) Failing after 58s
Adds a new `solitaire_web` crate that compiles the full `solitaire_engine`
to `wasm32-unknown-unknown` and renders to a `<canvas id="bevy-canvas">`
element in `play.html` — the same ECS code path as desktop and Android.

Changes to enable the WASM target:
- .cargo/config.toml: add wasm32-unknown-unknown rustflags for getrandom
- Workspace Cargo.toml: add solitaire_web member
- solitaire_data/Cargo.toml: gate tokio/reqwest/dirs/keyring to non-wasm
- solitaire_data/src: add wasm32 branch to data_dir() (returns None);
  cfg-gate sync_client network types, auth_tokens, matomo_client
- solitaire_engine/Cargo.toml: gate tokio/reqwest/kira/arboard/dirs/zip
  to non-wasm (mio/cpal/arboard don't compile for wasm32-unknown-unknown)
- solitaire_engine/src/lib.rs: cfg-gate module declarations and re-exports
  for analytics, audio, sync, sync_setup, avatar, leaderboard plugins
- solitaire_engine/src/core_game_plugin.rs: cfg-gate plugin registrations
  that require TokioRuntime (audio, sync, analytics, leaderboard, avatar)
- solitaire_engine/src/resources.rs: cfg-gate TokioRuntimeResource
- solitaire_engine/src/game_plugin.rs: cfg-gate std::fs::remove_file (x10)
- solitaire_engine/src/theme/mod.rs: cfg-gate importer module (uses dirs+zip)
- solitaire_engine/src/settings_plugin.rs: cfg-gate theme ZIP import UI
- solitaire_engine/src/assets/sources.rs: cfg-gate FileAssetReader/user_theme_dir
- solitaire_engine/src/auto_complete_plugin.rs: cfg-gate audio system
- solitaire_engine/src/daily_challenge_plugin.rs: cfg-gate server fetch
- solitaire_engine/src/hud_plugin.rs: cfg-gate AvatarResource import
- solitaire_engine/src/profile_plugin.rs: cfg-gate AvatarResource import
- solitaire_server/web/play.html: minimal HTML canvas shell
- solitaire_web/: new crate (Cargo.toml + src/lib.rs)
- build_wasm.sh: add Bevy WASM build step (cargo + wasm-bindgen + wasm-opt)

All tests pass; clippy --workspace -- -D warnings clean; native build
(solitaire_engine, solitaire_app) unaffected.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 13:46:45 -07:00