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>
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>
- 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>
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>
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>