Commit Graph

1011 Commits

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Gitea CI 2b2e7a7f2c chore(web): regenerate wasm artifacts
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2026-07-09 05:09:10 +00:00
funman300 5c4d440b31 Merge pull request 'feat(engine): You hub — Profile/Stats/Achievements/Replays in one tabbed modal (Phase E)' (#161) from feat/you-hub into master
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2026-07-09 05:02:07 +00:00
funman300 374858ab6d Merge pull request 'feat(engine): tabbed Settings panel — Phase A of the menu redesign' (#160) from feat/settings-tabs into master
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2026-07-09 04:59:11 +00:00
Gitea CI e1d91bee73 ci(web-wasm-rebuild): keep on Docker runner (host executor incompatible with taiki-e) [skip ci] 2026-07-08 15:18:40 -07:00
Gitea CI 9dcd25b3e7 ci(web-wasm-rebuild): set RUNNER_OS/ARCH on the taiki-e step (step-level env)
Web WASM Rebuild / rebuild (push) Failing after 1m54s
2026-07-08 15:01:12 -07:00
Gitea CI 2ef0bce1ea ci(web-wasm-rebuild): set RUNNER_OS/RUNNER_ARCH for host-executor runner
Web WASM Rebuild / rebuild (push) Failing after 1m54s
2026-07-08 14:53:42 -07:00
Gitea CI 326ef6894a ci: route web-wasm-rebuild workflow to the rust-host runner (CT 107)
Web WASM Rebuild / rebuild (push) Failing after 2m0s
2026-07-08 13:27:34 -07:00
Gitea CI caaafe34e0 ci(test): route test workflow to the rust-host runner (CT 107)
Test / test (push) Failing after 1m3s
2026-07-08 12:27:34 -07:00
Gitea CI 2254693a7a build(wasm): honor CARGO_TARGET_DIR in build_wasm.sh [skip ci] 2026-07-08 12:25:09 -07:00
Gitea CI 4ba646738c chore(web): regenerate wasm artifacts
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2026-07-08 03:08:06 +00:00
funman300 251d35bc28 Merge pull request 'feat: Show solution — winning_line core API + auto-playback (card_game bucket 4)' (#159) from feat/solution-line into master
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2026-07-08 01:08:58 +00:00
funman300 fe3c3aed31 fix(ci): cap cargo to two parallel jobs so concurrent test-binary links fit runner memory
Test / test (push) Successful in 36m31s
Runs 514/516/519 (incl. master itself) died on 'ld terminated with
signal 9' — the workspace now links enough large test binaries that
per-core parallel linking OOMs the runner even at line-tables-only
debuginfo. CARGO_BUILD_JOBS=2 keeps at most two links in flight.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 17:33:36 -07:00
Gitea CI d0e4ce796b chore(web): regenerate wasm artifacts
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2026-07-08 00:24:36 +00:00
funman300 9f038250d9 feat(engine): You hub — Profile/Stats/Achievements/Replays in one tabbed modal
Test / test (pull_request) Failing after 8m41s
Phase E of docs/ui-redesign-2026-07.md. New you_hub_plugin owns the
modal shell (header, shared tab chips, single Done); each tab's content
is a body builder extracted from its original plugin with every marker
component unchanged, so per-row update/scroll/selector systems keep
working. The replay selector gets its own Replays tab (Watch/Copy
buttons move into the tab body).

- Toggle*RequestEvents + P/S/A accelerators open the hub on the right
  tab, switch tabs in place, or toggle closed on a same-tab request;
  Esc/Done/scrim-click close
- Legacy ProfileScreen/StatsScreen/AchievementsScreen markers ride the
  hub scrim for the active tab — external queries and tests keep their
  meaning
- Standalone toggle/close systems and per-screen Done buttons removed
  (ProfileCloseButton, StatsCloseButton, AchievementsCloseButton)
- Tests: 2 new hub lifecycle tests; profile/stats/achievements modal
  tests adapted (fixtures add YouHubPlugin; selector tests target the
  Replays tab). Engine suite 916 green, clippy -D warnings, fmt.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 17:10:56 -07:00
funman300 0c69d6859d refactor(engine): extract shared spawn_tab_chip widget into ui_modal
Settings' tab_chip becomes a thin wrapper; the You hub (Phase E) will
reuse the same widget so tabbed modals stay visually identical.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:52:31 -07:00
funman300 50d6d41d85 feat(engine): tabbed Settings panel — Phase A of the menu redesign
Test / test (pull_request) Failing after 7m15s
Replaces the 37-row single-scroll settings modal with five tabs
(Audio, Gameplay, Appearance, Accessibility, Account); only the active
tab's rows spawn, so every tab fits without scroll-hunting.

- SettingsTab + ActiveSettingsTab (session-only) + SettingsTabButton
  chips under the modal header; rebuild-on-switch mirrors the
  leaderboard despawn/respawn pattern via a shared build_panel helper
- Accessibility tab gathers color-blind, high-contrast, reduce-motion,
  touch-input, and tooltip-delay from the old Gameplay/Cosmetic mix;
  Account = Sync + Privacy
- SettingsButton enum, input handlers, and persistence untouched
- Tests: per-tab Focusable/Tooltip sweeps, tab-switch rebuild test,
  picker/thumbnail tests pinned to the Appearance tab

Plan: docs/ui-redesign-2026-07.md (also added, phases A–M)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:47:06 -07:00
funman300 9e4d4a6716 Merge pull request 'feat(core): Spider rules as a second card_game::Game implementation' (#157) from feat/spider-core into master
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2026-07-07 23:40:43 +00:00
funman300 ea1014285d feat(engine): Show solution — auto-play the winning line from the pause menu
Test / test (pull_request) Successful in 15m21s
New SolutionPlaybackPlugin: the pause modal's 'Show solution' button
resumes the game and requests a solve of the live position via
GameState::winning_line on AsyncComputeTaskPool (never blocks the main
thread; stale results discarded via a move_count snapshot). The line
then plays back one instruction per 0.45 s through the normal
MoveRequestEvent / DrawRequestEvent pipeline — animations, scoring,
undo history and win detection behave as if the player made the moves.
Tableau run counts are decoded against the live state at step time.

Playback cancels on Esc, pause, undo / new-game requests, and any
rejected move (the signature of the player diverging the board).
Toasts cover search start, line found, unwinnable, and budget-
exhausted outcomes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:33:49 -07:00
Gitea CI 4f849a23b8 chore(web): regenerate wasm artifacts
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2026-07-07 23:31:55 +00:00
funman300 2c2f0b592a feat(core): Spider rules as a second card_game::Game implementation
Test / test (pull_request) Successful in 7m37s
Two-deck (104-card) Spider on the upstream Stack/Pile containers,
exercising the multi-deck Card encoding for the first time:

- SpiderGame: 10-pile deal (4x6 + 6x5), build-down-any-suit,
  same-suit-run pickup, deal-10 gated on no empty pile, automatic
  K->A run removal, win at 8 runs
- SpiderSuits difficulty (1/2/4 suits over the same 104 cards);
  1- and 2-suit games contain identical Card values by construction
  (documented — engine entity mapping will need positional keys)
- Seeded deals via inline SplitMix64 + Fisher-Yates (core has no
  rand dep; Spider's seed space is deliberately self-contained)
- SpiderGameState session wrapper mirroring GameState conventions:
  Result<_, MoveError> mutations, upstream undo/score bookkeeping,
  Microsoft-style scoring (500 base, -1/move, +100/run, -1/undo)
- 17 unit tests + card-conservation/validity proptest over random
  legal walks; stacked-deal win-path test included

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:20:51 -07:00
funman300 299f6bfea7 feat(core): winning_line — full solver line via Solution::clean_solution
New GameState::winning_line(moves_budget, states_budget) returns the
complete instruction sequence to a win (Ok(None) when unwinnable or
already won, Err on budget exhaustion), compacting the raw DFS trace
with the previously unused card_game Solution::clean_solution and
stripping foundation→foundation no-ops when the stripped line still
replays to a win — an internal replay check guarantees the returned
sequence always applies cleanly via apply_instruction.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:19:12 -07:00
funman300 8c0eb3dfab Merge pull request 'fix(engine): force full board repaint when the decor-view poller fires (#130)' (#155) from fix/130-forced-repaint into master
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2026-07-07 23:14:11 +00:00
funman300 a39e04329e fix(engine): force full board repaint when the decor-view poller fires (#130)
Test / test (pull_request) Successful in 12m14s
The #152 poller fixes resolution + layout on a missed fold/unfold, but
a transient clip could survive if card sprites held stale visuals after
geometry converged. Emit StateChangedEvent alongside the synthetic
WindowResized so card_plugin re-renders every sprite from scratch —
silent self-heal, no player-facing prompt.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:01:25 -07:00
funman300 6f27e775f2 chore(deploy): mount theme store at /data/theme_store
Points THEME_STORE_DIR at the existing solitaire-db PVC so catalog
content survives pod restarts. Scan is startup-only; restart the
deployment after adding zips.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 15:47:28 -07:00
Gitea CI 358bbc7eb5 chore(web): regenerate wasm artifacts
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2026-07-07 21:17:01 +00:00
funman300 444f8d7e33 Merge pull request 'feat: in-game theme store — server catalog + verified downloads + install UI' (#154) from feat/theme-store into master
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2026-07-07 20:23:52 +00:00
funman300 a80547c514 Merge pull request 'fix: July 7 code-review remediation (M1–M3, L1–L3)' (#153) from fix/review-2026-07-07 into master
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2026-07-07 20:16:19 +00:00
funman300 d87397b382 feat: in-game theme store — server catalog + verified downloads + install UI
Test / test (pull_request) Successful in 10m15s
Phase 1+2 of the theme-store roadmap: a free catalog served by
solitaire_server and an in-app browse/install flow, making custom
themes installable on Android for the first time (the manual
drop-a-zip flow can't reach the app-private themes dir there).

- solitaire_sync: ThemeCatalogEntry/ThemeCatalogResponse wire types
  (additive module; SyncPayload and SyncProvider untouched)
- solitaire_server: THEME_STORE_DIR scan at startup (meta-only
  theme.ron parse, sha256, 20 MiB cap, best-effort per archive);
  public GET /api/themes, /api/themes/{id}/download, /{id}/preview;
  compose volume + README_SERVER docs
- solitaire_data: ThemeStoreClient — catalog fetch + download with
  mandatory size/sha256 verification before bytes are released
- solitaire_engine: ThemeStorePlugin — 'Browse theme store' button in
  Settings → Cosmetic, modal catalog (leaderboard-style rebuild),
  download on AsyncComputeTaskPool, atomic .tmp+rename write into
  user_theme_dir, then the existing hardened import_theme pipeline and
  an in-place registry refresh

New deps: sha2 (workspace, server+data); ron/zip reused in server;
serde_json added to solitaire_sync dev-deps for DTO round-trip tests.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 13:12:41 -07:00
funman300 018b69285d fix(engine): unify light/dark theme manifest URL resolution
Test / test (pull_request) Successful in 13m4s
- set_theme resolved every id to themes:// — the bundled dark/classic
  themes live at embedded://, so switching to them via the public API
  would NotFound and silently keep the old theme. All three load paths
  now share one theme_manifest_url resolver.
- load_initial_theme's settings-absent fallback was "classic", a
  leftover from v0.33 when classic was the default; it now derives from
  Settings::default() so it can't drift from the data crate again, with
  a test pinning the default id to a bundled theme.
- settings.rs doc no longer claims "classic" is migrated to "dark";
  only the pre-rename "default" id is rewritten.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 12:25:35 -07:00
Gitea CI a4ad848c93 chore(web): regenerate wasm artifacts
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2026-07-07 18:54:30 +00:00
funman300 ff8c00d2f4 Merge pull request 'fix(engine): poll decor-view size to catch fold resizes winit misses (#130)' (#152) from fix/130-fold-stale-relayout into master
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Test / test (push) Failing after 16m17s
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Android Release / build-apk (push) Successful in 4m19s
v0.42.1
2026-07-07 18:12:57 +00:00
funman300 abf1312cf5 fix(data): serialise token refreshes so overlapping 401s can't force a logout
Test / test (pull_request) Successful in 15m33s
Refresh tokens are single-use since the rotation change (PR #136). Two
in-flight requests hitting 401 together (replay upload racing a manual
sync) both called /api/auth/refresh; the second presented an already-
consumed token, got rejected, and surfaced as a spurious 'session
expired' re-login prompt.

refresh_token() now takes the stale access token that earned the 401
and runs behind a tokio::sync::Mutex; a loser of the lock race that
finds the stored token already rotated returns Ok and retries with it
instead of spending the new refresh token.

Untested caveat: exercising the race in a unit test needs an in-memory
auth_tokens double (the real keyring is unavailable on headless Linux
runners) — noted for a future test-support addition.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 11:04:30 -07:00
funman300 8b09c51271 docs(architecture): correct KlondikePile sketch — upstream has no Waste variant
§8 documented a Waste variant that doesn't exist in klondike 0.4; the
real convention (Stock denotes the waste pile in pile-coordinate space)
is now stated where the enum is sketched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 11:01:42 -07:00
funman300 f61573513c fix(engine): remove latent unreachable! panic in difficulty seed cursor
The Random arm was only unreachable because seeds_for(Random) returns
None in a different function — a future catalog change would turn it
into a shipped runtime panic. Returning a system-time seed is the
correct Random behaviour either way. CLAUDE.md §2.3.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 11:01:25 -07:00
funman300 757c35e4a0 fix(engine): degrade gracefully when the platform data dir is missing
user_theme_dir() panicked on desktop when dirs::data_dir() returned
None (broken $HOME / $XDG_*). Return an empty path instead — exactly
what the wasm32 branch already did — so theme discovery reports 'no
user themes' and the bundled default keeps working. Warns once with
the set_user_theme_dir() workaround. CLAUDE.md §2.3: no panic! in
runtime logic.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 11:00:20 -07:00
funman300 113a933170 style: cargo fmt under rustfmt 1.9 and gate formatting in CI
The repo was formatted under an older stable; rustfmt 1.9 (Rust 1.95)
wraps signatures and call sites differently, so every touched file was
picking up unrelated formatting hunks. One mechanical pass, and a
'cargo fmt --check' step in the test workflow (same pinned 1.95.0
toolchain) so drift can't accumulate again.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 10:59:20 -07:00
funman300 18bb1fa0be fix(ci): cap test-build debuginfo so the linker fits runner memory
Two runs (447, 486) died with 'ld terminated with signal 9' linking the
solitaire_engine test binary — the runner OOMs on full dev debuginfo for
the Bevy dependency graph. line-tables-only preserves file:line panic
backtraces at a fraction of the link footprint.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 10:58:43 -07:00
funman300 38b81a4004 fix(engine): poll decor-view size to catch fold resizes winit misses
Test / test (pull_request) Successful in 23m3s
winit's Android backend does not forward content-rect changes that happen
while backgrounded (open TODOs in winit 0.30 logged on every resume), so a
fold/unfold cycle can leave Bevy rendering and laying out for the previous
screen: tableau clipped off the left edge, bottom third empty (#130).

Add a continuous decor-view size poller (JNI, every 30 frames) that, on
mismatch with the cached Window resolution: writes the real physical size
into window.resolution, emits a synthetic WindowResized in logical pixels,
and re-arms the safe-area inset poller — covering both the fold-size and
inset-staleness cases in one mechanism, without relying on
AppLifecycle::WillResume being delivered (it may never be; a new evidence
log in rearm_on_resumed settles that question on-device).

Closes #130

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 10:49:17 -07:00
Gitea CI ae7af9adf4 chore(web): regenerate wasm artifacts
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2026-07-07 09:12:14 +00:00
funman300 c0cd7c2c15 Merge pull request 'docs(changelog): cut v0.42.0 section' (#151) from docs/changelog-v0.42.0 into master
Android Release / build-apk (push) Successful in 5m20s
v0.42.0
2026-07-07 04:37:30 +00:00
funman300 ac002d8255 docs(changelog): cut v0.42.0 section
Test / test (pull_request) Successful in 24m8s
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 21:37:29 -07:00
funman300 0fc1fa139e Merge pull request 'docs(changelog): record the July 6 evening arc' (#150) from docs/changelog-evening-arc into master 2026-07-07 04:14:51 +00:00
funman300 4f0c5bb808 docs(changelog): record the July 6 evening arc
Test / test (pull_request) Failing after 15m12s
CI gate, ambiguity gate + same-day 302-to-zero burn-down, 36% smaller
browser canvas, Quaternions API adoption, sync/auth concurrency fixes,
bounded exit push, server auth hardening.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 21:14:50 -07:00
funman300 a6b22df666 Merge pull request 'refactor(engine): ambiguity burn-down batch 4 — ZERO ambiguities, gate enforced' (#149) from refactor/ambiguity-tail into master
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Test / test (push) Failing after 13m51s
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2026-07-07 04:14:00 +00:00
funman300 b402c01918 refactor(engine): ambiguity burn-down batch 4 — zero ambiguities, gate enforced
Test / test (pull_request) Failing after 17m5s
Clears the final 47 pairs and turns the ratchet into a hard gate
(AMBIGUITY_BASELINE = 0, assert_eq):

- HudButtons: the 14 HUD button/popover handlers run as one chain,
  before ui_focus::FocusKeys — Esc/keyboard consumption order is now
  defined (restore prompt → buttons/popovers → focus navigation →
  settings toggle) instead of scheduler-dependent.
- HUD text updaters (update_hud, update_selection_hud,
  update_won_previously) chained, in UiTextFx, after the new
  AutoComplete set (update_hud reads AutoCompleteState).
- restore_hud_on_modal → apply_hud_visibility chained before
  UpdateOnResize: HudVisibility writes, application, and the layout
  read happen in a fixed order.
- New writer sets UndoRequestWriters / InfoToastWriters (same
  self-ambiguous pattern as NewGameRequestWriters).
- Logic-before-paint: check_no_moves and the AutoComplete chain order
  before BoardVisuals; SettingsMutation after UpdateOnResize.
- MarkerVisuals set wraps the table painter chain; chrome fx declare
  disjointness from it.
- update_hud_typography after BoardVisuals; avatar/settings-toggle
  interaction handlers declared disjoint from HudButtons.

302 → 198 → 171 → 47 → 0 in four batches, one day. New systems now
fail CI unless they declare their ordering or their disjointness.

Closes #143

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 21:13:58 -07:00
funman300 be478acde7 Merge pull request 'refactor(engine): ambiguity burn-down batch 3 — board paint chain (171 → 47)' (#148) from refactor/ambiguity-board-visuals into master
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2026-07-07 03:57:20 +00:00
funman300 379873765d refactor(engine): ambiguity burn-down batch 3 — board paint chain, 171 → 47
Test / test (pull_request) Failing after 17m32s
The Sprite/Transform cluster (112 pairs) was every board painter
racing every other one. Two structural moves:

- BoardVisuals set (card_plugin): all card/marker painters run as ONE
  deterministic chain in data-flow order — layout refinement → card
  authority (sync_cards_on_change) → flip anims → shadows → highlights
  → stock indicators → resize snapping → corner labels — with
  LayoutSystem::UpdateOnResize ordered before the whole set and the
  table plugin's marker painters chained after it. Paint order is now
  identical every frame instead of scheduler-dependent.

- UiTextFx set (ui_theme): chrome text effects (score pulse/floater,
  streak flourish, modal enter, focus-ring pulse) animate Transform on
  UI entities only; they are declared ambiguous with BoardVisuals and
  with each other — the entity domains are disjoint by construction.

All chain members are cheap and change-gated; sequential execution is
not a measurable cost for a card game. Existing ordering constraints
(fan-frac before sync, shadows after sync, snap after collect) are
preserved inside the chain.

Baseline ratchets 171 → 47. Remaining: long tail of small subjects
(input, event writers, AutoCompleteState, HudVisibility).

Refs #143

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:57:15 -07:00
funman300 713a292057 Merge pull request 'refactor(engine): ambiguity burn-down batch 2 — SettingsResource cleared (198 → 171)' (#147) from refactor/ambiguity-settings into master
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2026-07-07 03:48:11 +00:00
funman300 58c2dfd0a9 refactor(engine): ambiguity burn-down batch 2 — SettingsResource cleared, 198 → 171
Test / test (pull_request) Successful in 28m7s
New SettingsMutation set: the per-frame settings mutators
(handle_volume_keys → record_window_geometry_changes →
persist_window_geometry_after_debounce) run as a deterministic chain
ordered before GameMutation, so every reader already after GameMutation
observes the current frame's settings transitively. The four readers
outside that ordering (modal enter-speed chain, focus-ring pulse, HUD
avatar, and the game plugin's pre-mutation chain) are ordered after the
set explicitly.

SettingsResource ambiguities: 21 → 0. Baseline ratchets 198 → 171.

Refs #143

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:48:08 -07:00
funman300 710555bd7e Merge pull request 'refactor(engine): first ambiguity burn-down batch — 302 → 198 pairs' (#146) from refactor/ambiguity-burndown into master
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2026-07-07 03:37:53 +00:00