dirs::data_dir() returns None on Android, which silently disabled
every persistence path (settings, stats, achievements, replays,
game-state, time-attack sessions, user themes). New
solitaire_data::platform::data_dir() shim falls through to
dirs::data_dir() on desktop and returns the per-app sandbox at
/data/data/com.solitairequest.app/files on Android — no JNI needed,
since the package id is pinned in
[package.metadata.android].
CLAUDE.md §10 already flagged this as a known pitfall; the shim
pays it down at the one chokepoint instead of per feature.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Quat: replay sharing as the next punch-list item.
End-to-end:
1. Player wins a game on a server-backed sync backend.
2. `sync_plugin::push_replay_on_win` spawns the upload task on
`AsyncComputeTaskPool` and stores the handle in the new
`PendingReplayUpload` resource. The previous in-flight task (if
any) is dropped — the most recent win is the one whose share link
the player will care about.
3. `poll_replay_upload_result` harvests the task on the main thread
each frame; on success writes `<server>/replays/<id>` to
`LastSharedReplayUrl`. `UnsupportedPlatform` (LocalOnlyProvider)
is silently absorbed; real network/auth errors warn-log.
4. The Stats overlay's action bar gains a "Copy share link" button.
Click writes `LastSharedReplayUrl` to the OS clipboard via
`arboard` and surfaces a "Copied: <url>" toast.
Trait change: `SyncProvider::push_replay` now returns `Result<String,
SyncError>` (the share URL) instead of `Result<(), SyncError>`. The
default (`UnsupportedPlatform`) is unchanged for non-server backends;
`SolitaireServerClient` parses the response body's `id` field and
composes `<base_url>/replays/<id>`. Both call paths (initial + 401
retry) go through the new `share_url_from_response` helper so the
parse logic isn't duplicated.
New deps:
- `arboard` (~10 KB, cross-platform clipboard) added to workspace +
`solitaire_engine`. `default-features = false` keeps the X11/Wayland
binary-feature deps off the dependency graph; arboard handles the
fallback. Approved per the ASK BEFORE rule.
Persistence: the URL is in-memory only — the player must share within
the session of the win. A future revision can persist it alongside
the replay history file if cross-session sharing is needed.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The replay overlay's per-move tick rate has been hardcoded at
REPLAY_MOVE_INTERVAL_SECS = 0.45 s/move since the in-engine
playback shipped. Power users want to scrub faster through older
wins. Adds a Settings slider that tunes the interval 0.10–1.00 s in
0.05 s steps; default 0.45 s preserves existing feel.
Settings.replay_move_interval_secs uses #[serde(default)] so legacy
files load to 0.45. sanitized() clamps out-of-range values.
tick_replay_playback now reads SettingsResource per frame and falls
back to the constant when the resource is absent (test fixtures).
The slider takes effect on the very next playback tick — no need to
restart playback.
Mirrors the existing tooltip-delay slider exactly: SettingsButton::
ReplayMoveIntervalUp/Down variants, the same `slider_row` pattern,
the same per-tick repaint system shape.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes Quat investigation #1. Today some Klondike deals are
unwinnable from the start and the player has no signal that the
deal they were given is solvable. A new Settings → Gameplay toggle
"Winnable deals only" (default off) makes the engine retry seeds
at deal-time until the solver returns Winnable, up to a cap.
Solver
solitaire_core::solver is a hand-rolled iterative-DFS solver with
memoisation on a 64-bit canonical state hash. Move enumeration is
priority-ordered: foundation moves first (zero choice when an Ace
or rank-up exists), inter-tableau moves second, waste-to-tableau
third, stock-draw last. The draw is skipped when the cycle counter
shows we've recirculated the entire stock without progress —
Klondike's deterministic stock cycle means further draws can't
unlock anything new.
Two budget knobs (move_budget = 100k, state_budget = 200k by
default) cap pathological cases at Inconclusive; the caller treats
Inconclusive as "winnable" so the player isn't penalised for the
solver giving up. Median solve time is 2 ms; pathological
inconclusives top out near 120 ms.
Switched from recursive to iterative DFS after a real-deal solve
overflowed Rust's default 8 MB thread stack. Behaviour identical;
the change is invisible to callers.
Pure logic — solitaire_core has no Bevy or I/O. Same input always
yields the same SolverResult.
Settings
Settings.winnable_deals_only is a #[serde(default)] bool; legacy
files load to false. SOLVER_DEAL_RETRY_CAP = 50 caps the retry
loop. The Settings → Gameplay toggle reads as "Winnable deals only"
with a "(may take a moment when on)" caption.
Engine integration
handle_new_game's seed-selection path now branches on the toggle.
When on AND mode is Classic AND no specific seed was requested
(daily challenges, replays, and explicit-seed requests bypass the
solver), choose_winnable_seed walks seed N, N+1, N+2, … calling
try_solve until it finds Winnable or Inconclusive. If the cap is
hit without a verdict, the latest tried seed is used so the player
always gets a deal rather than spinning forever.
19 new tests (11 solver, 3 settings, 5 engine including the
choose_winnable_seed unit). Two ignored bench/scan helpers
(solver_bench, find_unwinnable) for ad-hoc profiling.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Promotes replay storage from a single overwriting slot at
latest_replay.json to a rolling list of the most recent 8 wins at
replays.json so the player can revisit a memorable game even after
winning more recently.
Storage layer
solitaire_data::replay gains ReplayHistory (schema_version=1, Vec<Replay>
capped at REPLAY_HISTORY_CAP = 8) plus save_replay_history_to,
load_replay_history_from, append_replay_to_history, and
replay_history_path. append_replay_to_history inserts at the front,
drops the oldest when the cap is hit, and persists atomically via
the existing .tmp + rename pattern. The legacy single-slot helpers
are #[deprecated] but kept for one release as a migration safety
net via the new migrate_legacy_latest_replay helper.
Engine integration
game_plugin's record_replay_on_win now appends to the history
instead of overwriting latest_replay.json. On Startup, if a legacy
latest_replay.json exists but replays.json doesn't, the migration
helper seeds the new file from the legacy entry — so the player's
last v0.14.0 replay carries forward.
Stats UI
LatestReplayResource → ReplayHistoryResource holding the full
history. New SelectedReplayIndex resource (default 0 = most
recent) drives a Prev / Next / "Replay N / M" selector at the top
of the Stats overlay. ReplayPrevButton, ReplayNextButton, and
ReplaySelectorCaption marker components let the repaint system
update the caption as the selection changes. The Watch button
launches the selected replay rather than always the most recent.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Cosmetic-only player setting (default 1.0, range 0.0-2.0, step 0.1)
that scales the time-bonus row shown in the win-summary modal's
score breakdown. Achievement thresholds, lifetime score totals, and
leaderboard submissions still use the raw values produced by
`solitaire_core::scoring`, so the multiplier never affects what gets
recorded — just what the player sees on the win screen.
- New `Settings::time_bonus_multiplier` field with `#[serde(default)]`
+ `sanitized()` clamp so older settings.json files load cleanly.
- New constants `TIME_BONUS_MULTIPLIER_{MIN,MAX,STEP}` re-exported
through `solitaire_data::lib`.
- `settings_plugin` adds a slider row under the Gameplay header
matching the existing tooltip-delay control.
- `win_summary_plugin` applies the multiplier when rendering the
time-bonus row of the score breakdown; "Off" label when 0.0.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
New `solitaire_data::replay` module:
- `Replay` struct: seed + draw_mode + mode + ordered move list +
presentation metadata (time / score / date). Replays are
reconstructed by rebuilding `GameState::new_with_mode` and applying
the move list in order — a deterministic state machine driven by
atomic player inputs, no per-step snapshots stored.
- `ReplayMove`: one variant per atomic player input. `Move {from, to,
count}` covers card moves; `StockClick` covers every click on the
stock (the engine resolves draw-vs-recycle deterministically from
current state during both record and playback).
- Schema-versioned (`REPLAY_SCHEMA_VERSION = 2`); legacy files are
rejected via the version gate so older replays just disappear from
the UI rather than half-loading.
- Atomic save (.tmp -> rename), `dirs::data_dir()`-based path
resolution. 5 round-trip / atomic / version-gate / corruption tests.
Sync trait extension:
- `SyncProvider::push_replay(&Replay)` — default returns
`UnsupportedPlatform` so `LocalOnlyProvider` is silently no-op'd by
the future push-on-win path. Mirrors the existing `pull` / `push`
default-impl pattern.
- `SolitaireServerClient::push_replay` — `POST /api/replays`, same
401-refresh-and-retry shape as `push`.
The wire format is the contract: `solitaire_wasm` (added in a later
commit) parses the JSON via its own minimal mirror struct so it can
compile to wasm32 without pulling the desktop client's transitive
deps.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Classic, Zen, and Challenge already auto-saved correctly via the
existing game_state.json path — GameState carries mode and the
save/restore systems are mode-agnostic. Time Attack was the gap:
the per-deal GameState round-tripped fine, but the session-level
TimeAttackResource (10-minute countdown + accumulated wins)
defaulted on every launch, so closing mid-session reset the timer
and erased the win count.
Adds a sibling time_attack_session.json next to game_state.json,
atomic .tmp + rename via the existing save pattern. The new
TimeAttackSession struct carries remaining_secs, wins, and
saved_at_unix_secs (wall-clock anchor for stale-session detection).
load_time_attack_session_from_at takes an injectable now() so
tests can drive deterministic clock scenarios.
Load logic: if now_unix - saved_at_unix_secs > remaining_secs the
window expired in real time while the app was closed — return None
so the player isn't dropped into a session whose timer ran out
behind their back. Otherwise restore remaining_secs minus the
real-world elapsed delta. Handles clock-running-backwards (NTP
correction, VM clock drift) by clamping the elapsed delta at zero.
time_attack_plugin wires four new systems: load on Startup, clear
stale file when a fresh session starts (rare — only matters when
the previous session was abandoned + a new one started without
exit/relaunch), 30-second auto-save while a session is active,
delete file on natural expiry, and save on AppExit. The save file
is removed every time the session ends so a stale "session exists"
state can't pollute the next launch.
No GameState schema bump needed — the per-mode session lives in
its own file. stats / progress / achievements / settings unaffected.
8 new storage tests cover round-trip, expired-discard, time-decay,
atomic-write, missing-file, corrupt-file, delete idempotency, and
clock-backwards. 6 new plugin tests cover exit-persists,
exit-clears, auto-save-cadence, auto-save-noop-when-inactive,
new-session-clears-stale, and natural-expiry-clears.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three small UX improvements bundled because they share ui_theme token
edits.
Tooltip-delay slider in Settings → Gameplay
- Settings.tooltip_delay_secs (f32, #[serde(default)] = 0.5) tunable
via "−" / "+" icon buttons next to a value readout. Range
[TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_MAX_SECS] = [0.0, 1.5] in
TOOLTIP_DELAY_STEP_SECS (0.1) increments. "Instant" label when
value is 0; "{n:.1} s" otherwise.
- ui_tooltip's hover-delay comparison reads from SettingsResource
with MOTION_TOOLTIP_DELAY_SECS as the fallback when the resource
is absent (test path). New tooltip_should_show(elapsed, delay)
pure helper covers the boundary cases.
- adjust_tooltip_delay clamps; sanitized() carries the clamp through
load. Five round-trip / default / legacy-deserialise tests.
Win-streak milestone fire animation
- New WinStreakMilestoneEvent { streak: u32 } fired from stats_plugin
when win_streak_current crosses any of [3, 5, 10] (only the
threshold crossing — not every subsequent win). HUD streak readout
scale-pulses 1.0 → 1.20 → 1.0 over MOTION_STREAK_FLOURISH_SECS
(0.6 s) on receipt; mirrors the foundation-flourish curve shape.
- Three threshold-crossing tests pin the firing contract.
Score-breakdown reveal on the win modal
- Win modal body replaces the single "Score: N" line with a
per-component reveal: Base score, Time bonus (m:ss), No-undo
bonus, Mode multiplier, separator, Total. Rows fade in over
MOTION_SCORE_BREAKDOWN_FADE_SECS (0.12 s) staggered by
MOTION_SCORE_BREAKDOWN_STAGGER_SECS (0.15 s) so the math reads as
it animates. Skipped rows: zero time bonus, undo-tainted no-undo
bonus, multiplier == 1.0.
- Honours AnimSpeed::Instant: rows spawn fully visible, no stagger.
- New ScoreBreakdown::compute helper sources base from
GameWonEvent.score, time bonus from
solitaire_core::scoring::compute_time_bonus, no-undo from a +25
constant when undo_count == 0, mode multiplier from GameMode (Zen
zeros the total). 9 new tests cover the math and the reveal
cadence.
Test count net: +25 across the workspace (1007 → 1031).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Settings gains an optional window_geometry field (size + position)
serialized via #[serde(default)] so legacy settings.json files without
the field deserialize cleanly to None. On launch the app restores
the persisted dimensions and position; first run and pre-upgrade
saves keep the existing 1280x800 centered default.
settings_plugin records changes from WindowResized and WindowMoved
into a PendingWindowGeometry resource and writes them to disk through
the existing atomic .tmp+rename path once the events have stayed
quiet for WINDOW_GEOMETRY_DEBOUNCE_SECS (0.5s). A merge_geometry
helper preserves whichever component (size or position) the latest
event burst didn't carry, so a position-only WindowMoved never wipes
the recorded size.
Pure should_persist_geometry and merge_geometry helpers are unit
tested for the boundary cases. Headless integration tests cover the
full flow: a single resize event then a quiet window persists, a
move event after a resize updates only position, a rapid storm
collapses to the final size, and a quiet frame with no events
leaves the geometry untouched.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds delete_account() as a default no-op on the SyncProvider trait.
SolitaireServerClient sends DELETE /api/account with JWT (retry on 401).
The server handler already existed (DELETE /api/account, ON DELETE CASCADE).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Add fetch_daily_challenge() to SyncProvider trait (default: Ok(None))
- SolitaireServerClient calls GET /api/daily-challenge (public endpoint)
and returns the ChallengeGoal; non-2xx responses return Ok(None) so
callers fall back to the local date-hash seed
- DailyChallengePlugin spawns an async task on Startup (only when
SyncProviderResource is present) and polls it in Update; on success
it overwrites DailyChallengeResource.seed with the server's seed,
ensuring all players worldwide get the same deal on a given date
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
PullTask and PullTaskResult now carry Result<SyncPayload, SyncError>
instead of Result<SyncPayload, String>. poll_pull_result pattern-matches
on the error variant to show user-friendly messages:
Network → "Can't reach server — check your connection"
Auth → "Login expired — tap Sync Now after re-logging in"
Other → original error Display
Also removed the stale TODO comment from SyncError in lib.rs.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Press L to open a leaderboard overlay. On open, an async fetch is
dispatched against the active SyncProvider. Results cache in
LeaderboardResource; the panel rebuilds live when data arrives.
Closing during a fetch is safe (ClosedThisFrame flag prevents
re-spawning the panel in the same frame as the user's despawn command).
Format: ranked table with player name, best score, and fastest win time.
Non-authenticated / LocalOnly providers return an empty list gracefully.
- solitaire_data: add fetch_leaderboard() to SyncProvider trait
(default → Ok([])) and implement in SolitaireServerClient
- solitaire_engine: new LeaderboardPlugin with 5 unit tests
- solitaire_app: register LeaderboardPlugin
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Save game_state.json on app exit and on pause open so players can
resume interrupted sessions. Delete the file on win, loss, or new-game
start. Restore the saved game on launch if it exists and isn't won.
- solitaire_core: add pile_map_serde module so HashMap<PileType,Pile>
round-trips through JSON (serialized as Vec of pairs)
- solitaire_data: add game_state_file_path, load_game_state_from,
save_game_state_to, delete_game_state_at with 8 new unit tests
- solitaire_engine/GamePlugin: restore saved game on startup, expose
GameStatePath resource, save on AppExit, delete on new-game and win
- solitaire_engine/PausePlugin: save on pause open (guards against
OS-level kills while the overlay is showing)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- solitaire_server: Axum auth, sync push/pull, leaderboard, daily
challenge, account deletion, JWT middleware, rate limiting via
tower_governor, SQLite migrations, health endpoint
- solitaire_server: expose build_test_router (no rate limiting) so
integration tests work without a peer IP in oneshot requests
- solitaire_sync: SyncPayload, merge logic, shared API types
- solitaire_data: SyncProvider trait, LocalOnlyProvider,
SolitaireServerClient, auth_tokens keyring integration, blanket
Box<dyn SyncProvider> impl
- solitaire_data/settings: derive Default on SyncBackend (clippy fix)
- .sqlx/: offline query cache so server compiles without a live DB
- sqlx: removed non-existent "offline" feature flag
- keyring v2: fixed Entry::new() returning Result<Entry>
- sqlx 0.8: all SQLite TEXT columns wrapped in Option<T>
- Integration tests: max_connections(1) on in-memory pool so all
connections share the same schema
All 191 tests pass; cargo clippy -D warnings clean.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- solitaire_data::Settings { sfx_volume, first_run_complete } with
atomic JSON persistence and clamping sanitizer.
- SettingsPlugin (engine): [ / ] adjust SFX volume by 0.1, clamped;
persists on change; emits SettingsChangedEvent. No-op at rails.
- AudioPlugin applies sfx_volume to kira's main track at startup
and on every change so live tweaks take effect without restart.
- Brief "SFX: N%" toast on each change. Help cheat sheet updated.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Phase 6 part 4b (partial):
- GameMode::Challenge variant in solitaire_core. undo() returns
RuleViolation when mode is Challenge so the player commits to each
decision.
- solitaire_data::challenge defines a stable CHALLENGE_SEEDS list with
challenge_seed_for(index) wrapping modulo length.
- PlayerProgress.challenge_index (serde-default for older saves) tracks
how far the player has progressed.
- ChallengePlugin advances the cursor on Challenge-mode wins, persists,
and emits ChallengeAdvancedEvent. Pressing X starts a Challenge-mode
game with the current seed; gated to level >= CHALLENGE_UNLOCK_LEVEL (5).
- InputPlugin's Z key (Zen mode) is now also gated to level >= 5.
Time Attack and unlock UI still deferred.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Phase 6 part 2b:
- solitaire_data::weekly defines WeeklyGoalKind, WeeklyGoalDef,
WeeklyGoalContext, current_iso_week_key, and three starter goals
(5 wins, 3 no-undo wins, 3 fast wins).
- PlayerProgress gains weekly_goal_week_iso, roll_weekly_goals_if_new_week,
and record_weekly_progress (returns true exactly once per goal completion).
- WeeklyGoalsPlugin evaluates GameWonEvent against WEEKLY_GOALS, rolls the
week if needed, increments matching counters, awards WEEKLY_GOAL_XP for
newly-completed goals, persists progress, and fires
WeeklyGoalCompletedEvent.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Phase 6 part 2 (partial):
- daily_seed_for(date) and PlayerProgress::record_daily_completion in
solitaire_data, with streak logic that increments on consecutive days,
resets on a skipped day, and is idempotent on same-day re-completions.
- DailyChallengePlugin tracks today's seed, awards +100 XP and updates
the streak when the player wins a game whose seed matches. Pressing C
starts a new game with the daily seed.
- LevelUpEvent toast in AnimationPlugin announces level changes.
- AchievementContext gains daily_challenge_streak; daily_devotee
achievement unlocks at streak >= 7. AchievementPlugin reads
ProgressResource and runs after ProgressUpdate.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
level_for_xp implements the two-segment level formula from
ARCHITECTURE.md §13. xp_for_win = base 50 + linearly-scaled speed bonus
(10..=50 for sub-2-minute wins) + 25 if no undo was used. PlayerProgress
exposes add_xp returning the previous level so callers can detect
level-up events.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>