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>
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>
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>
- 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>
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>
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>
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>
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>
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>
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>
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>
Two structural fixes from the #143 backlog:
- Game-state ordering spine: the three pre-mutation GameStateResource
writers (tick_elapsed_time, sync_settings_to_game,
handle_restore_prompt) are now a deterministic chain before
GameMutation, and the remaining unordered readers
(update_selection_hud, handle_hint_button, tick_hint_highlight,
handle_right_click, snap_cards_on_window_resize,
sync_pile_marker_visibility, auto_save_game_state) are ordered after
it. Readers now see the current frame's moves deterministically
instead of racing the mutators.
- NewGameRequestWriters set: every in-cluster writer of
NewGameRequestEvent (buttons, modals, mode picker, seed poller,
restore prompt) is registered in a shared set marked ambiguous with
itself — writer-vs-writer append order is meaningless since consumers
drain the whole queue. Out-of-cluster writers (home, challenge,
time-attack, win-summary, play-by-seed, difficulty, stats plugins)
can join the set when the test cluster grows.
AMBIGUITY_BASELINE ratchets 302 → 198. Remaining backlog is dominated
by the Sprite (72) / Transform (48) visual-domain cluster, which needs
per-domain set architecture — next batch.
Refs #143
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
First measurement of schedule hygiene (issue #143): the headless
gameplay cluster (Game/Table/Card/Hud/AutoComplete/UiModal/UiFocus/
Settings) carries 302 system pairs with conflicting data access and no
ordering edge. Too many to triage in one pass and most are likely
benign event/resource writers — but unproven, and nothing stopped the
count from growing.
New schedule_checks test builds the cluster with ambiguity detection
promoted to error, parses the reported pair count, and asserts it never
exceeds AMBIGUITY_BASELINE (302). New ambiguous pairs now fail CI at
the PR; the legacy backlog can be burned down incrementally by adding
.before/.after or .ambiguous_with and lowering the baseline.
Refs #143
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The exit push spawned a detached task on AppExit, which process
teardown almost always killed before the network round-trip completed —
the final session's sync silently never happened (2026-07-06 review,
finding M3). Local persistence meant no data loss, but stats stayed
unsynced until the next launch.
push_on_exit now blocks the closing app's final frame for at most
EXIT_PUSH_TIMEOUT (2s) via tokio::time::timeout: long enough for one
healthy round-trip, short enough that quitting never feels hung when
the server is unreachable. Timeout and errors are logged and skipped —
the next launch's pull/push converges as before.
Closes review finding M3.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Review findings 1+2 (Quat-underuse lens, 2026-07-06):
- solitaire_core gains pub const FOUNDATIONS / TABLEAUS — the canonical
iteration source for the upstream pile enums (upstream klondike has no
Foundation::ALL, and inherent impls cannot be added to foreign types).
Deletes three identical private const-fn copies (radial_menu,
table_plugin, input_plugin) and the hand-enumerated variants in
card_plugin::sync::all_cards and solitaire_wasm.
- Hand-rolled [Suit; 4] / [Rank; 13] arrays replaced with upstream
Suit::SUITS / Rank::RANKS. The order-sensitive CardImageSet indexing
is re-keyed through canonical card_plugin::{suit_index, rank_index}
helpers that match upstream order, with regression tests asserting
the correspondence — one ordering everywhere instead of three
divergent local ones.
Net -177 lines. No behaviour change; all consumers go through the
canonical helpers.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Found during Fold 7 on-device verification of v0.41.0: on_window_resized
resized the marker fill sprite but never its children, so after any
resize (fold/unfold, rotation) the outline frame and the A/K watermark
kept their spawn-time size — rendering as oversized grey slabs over the
empty foundation slots.
The resize handler now re-derives both children from the new layout
(outline = card_size + 2*PILE_MARKER_OUTLINE_WIDTH, watermark font =
card_size.x * 0.28 — same formulas as spawn). Adds a regression test
and an Android-gated relayout log line (width/height/insets) as the
evidence channel for the remaining foldable layout bug (#130).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Second phase of #118 for settings_plugin: the 2,857-line mod.rs becomes
four focused submodules along existing system boundaries —
mod.rs 561 types, markers, SettingsButton, plugin build, persistence
input.rs 632 button/hotkey handlers, focus attachment, scrolling
updates.rs 495 per-frame value-text updater systems + label helpers
ui.rs 1,231 spawn_settings_panel + row builders + thumbnails
Moved items are pub(super); mod.rs glob-imports the submodules so
system registration and tests keep their bare names. No behaviour
change; all 29 settings tests pass unchanged.
Refs #118
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
First increment of the module-split plan: card_plugin.rs becomes
card_plugin/{mod.rs, tests.rs} (2,536 + 1,592 lines), following the
replay_overlay/ pattern. Pure mechanical move via git mv — no runtime
code changes; all 70 tests preserved and passing.
Refs #118
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
refresh_insets gated its loop on insets.is_populated(), so once insets
resolved at first launch, rearm_on_resumed's poll-counter reset was a
no-op and JNI was never queried again. Insets that changed while the
app was backgrounded (fold/unfold, rotation, gesture/3-button nav
switch) stayed stale until process restart.
Gate the loop on the poll counter alone and settle a cycle by
exhausting it once a populated reading arrives. The cached resource is
rewritten only when the value actually differs, so resumes where
nothing moved trigger no change detection and no relayout — preserving
the no-flash resume behaviour. Also correct the stale on_app_resumed
doc that still described the old inset-zeroing approach.
Closes#116
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
MAX_DYNAMIC_FAN_FRAC 0.6 -> 0.9 so the dynamic tableau fill spreads
further on very tall / narrow viewports (e.g. a foldable cover screen),
which were left ~40% empty at the cap. Fills the unfolded near-square
screen to ~100% and lets the cover screen fill further (and the rest fills
as columns deepen during play). Normal phones are unaffected — their fill
fraction is already below the cap. apply_dynamic_tableau_fan still floors
at TABLEAU_FAN_FRAC and deeper columns drive the fraction down, so nothing
overflows and hit-testing stays in sync.
Vertical centring of the residual was investigated but dropped: a 21:9
phone is aspect-identical to the cover screen, so centring can't be
targeted to foldables without also disconnecting the board from the HUD on
tall phones.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
On a near-square viewport (e.g. an unfolded Galaxy Fold) a fresh deal left
the bottom ~40% of the screen empty: the dynamic fan (update_tableau_fan_frac)
measured only face-up column depth and returned early at a fresh deal (face-up
depth 1), so it never spread the tableau, and the deep face-down stacks were
ignored. The cold-start deal also never fired StateChangedEvent, and on Android
the safe-area-inset resize (frames 1-3) reset the fan to compute_layout's
sparse worst-case value, so even the post-move fill was wiped.
Move the fill into layout::apply_dynamic_tableau_fan, driven by each column's
TOTAL weighted depth (face-down cards count, scaled by the face-down/face-up
step ratio) so the deepest column fills the available height. Run it in three
places so every path stays filled: PostStartup (cold-start deal), on
StateChangedEvent (moves), and inside on_window_resized after compute_layout
(safe-area resize + fold/unfold). MAX_DYNAMIC_FAN_FRAC caps the spread so a
near-empty column keeps readable overlap; TABLEAU_FAN_FRAC floors it. Deeper
columns drive the fraction down so everything still fits — no overflow.
card_position/card_positions read the same fractions, so hit-testing stays
in sync.
Adds regression tests: cold-start deal fills the fan, and a resize re-fills it.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Every move fired StateChangedEvent -> sync_cards, which rebuilt the full
visual for all 52 cards: despawning and respawning every child entity
(drop-shadow, border frame, and on Android a Text2d corner label needing
a glyph re-layout) even for the ~50 cards that did not move. That ~250
entity despawn/spawns plus 52 text re-layouts in a single frame spiked
the StateChangedEvent frame and stuttered the slide animation on
high-resolution devices (reported on a Galaxy Fold 7).
Add a CardChildrenKey component capturing the only inputs the child
entities depend on (face_up, card_size, color_blind, high_contrast).
update_card_entity now rebuilds children only when that key changes (a
flip, resize/fold, or accessibility toggle); a position-only move just
updates the Transform. The Sprite is still refreshed every sync (a cheap
handle swap), so theme/card-back image changes need no child rebuild.
Adds a regression test asserting an appearance-neutral StateChangedEvent
no longer despawns/respawns card label children.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The waste fan x-offset was computed two ways: the renderer used
tableau_col_step * 0.224 while the hit-test hard-coded card_size.x * 0.28.
These coincide on desktop (col_step = 1.25*cw) but drift on Android, where
tighter column spacing (H_GAP_DIVISOR=32, col_step ~= 1.03*cw) makes the
renderer fan at ~0.231*cw. The top fanned waste card's sprite then sits
~14px left of its click target, so dragging the visible top card grabs
the card beneath it.
Extract waste_fan_step() and tableau_col_step() as the single source for
both the renderer (card_plugin::card_positions) and the hit-test
(input_plugin::card_position) so they can no longer diverge. Add a
regression test that simulates Android-tight spacing and asserts the hit
target tracks the renderer.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds two find_draggable_at tests covering the reported stock/waste
drag bug: clicking the visible top of a multi-card waste must pick the
top index (not the buffer card beneath), and a lone waste card must
still be draggable. Both pass against current logic, pinning the
correct behaviour.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
handle_stock_click (and handle_touch_stock_tap) hit-tested both the face-down
deck AND the waste slot, so a click/tap on the drawn waste card fired
DrawRequestEvent — drawing the next card instead of playing the waste card, and
swallowing the first click of a double-click so auto-move never triggered.
Only the deck draws now. The waste card is left free to play: double-click /
double-tap to auto-move, or drag it.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
These six warnings only surfaced on an `aarch64-linux-android` clippy build;
the host workspace gate never compiles the `cfg(target_os = "android")` HUD
tap-toggle code, so they had accumulated unseen.
- unqualify `Vec2` / `TouchInput` (reachable via the bevy prelude) in the
android tap tracker, plugin wiring, and `toggle_hud_on_tap` signature
- make the `PausedResource` import unconditional and unqualify its use in
`handle_hint_button` (host-compiled, so the import had been android-gated
purely to satisfy `toggle_hud_on_tap`)
- allow `clippy::too_many_arguments` on the `toggle_hud_on_tap` Bevy system
- collapse a nested `if let` / `if` into a let-chain
Verified clean on both host `clippy -p solitaire_engine --all-targets
-- -D warnings` and `aarch64-linux-android` clippy.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Addresses #91: the #90 posture (`deny(unsafe_code)` + three scattered
`#![allow(unsafe_code)]` across solitaire_data and solitaire_engine) punched
unsafe holes into otherwise-pure logic crates. Replace it by *reducing* the
unsafe rather than relocating it, then forbidding it everywhere it can be
forbidden.
Changes:
- solitaire_data: new safe `android_jni` bridge owning the cached `JavaVM`
and activity `GlobalRef`; exposes `with_env` / `with_activity_env` so
keystore/clipboard/safe-area never touch a raw handle.
- keystore: drop the `JavaVM::from_raw` init path (now in the app) and
replace the three `unsafe { JByteArray::from_raw(x.into_raw()) }` casts
with the safe `JByteArray::from(JObject)` conversion jni 0.21 provides.
- engine clipboard + safe_area: route through the bridge; remove their
`#![allow(unsafe_code)]` and all `from_raw` calls.
- solitaire_app: becomes the single owner of FFI unsafe. `android_main`
reconstructs the raw `JavaVM` / activity once (it must, as the cdylib that
exports `#[unsafe(no_mangle)]`) and registers the safe wrappers. It opts to
its own `deny`-level lints with two scoped `#[allow(unsafe_code)]`.
- workspace: `unsafe_code` is now `forbid`. Every crate except the app entry
point is fully unsafe-free.
Net: 7 unsafe sites across three crates collapse to 3 at the OS boundary in
one crate. Verified with host `clippy --workspace -- -D warnings` and an
`aarch64-linux-android` clippy build of solitaire_app (transitively engine +
data); also fixed two latent android-only `collapsible_if` warnings surfaced
in the keystore by the cross-target check.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
font_plugin's module doc claimed a parse failure aborts the program, but
the code warns and continues with glyph-less UI; fix the doc to match.
CLAUDE.md §4.2 listed only audio and the card theme as embedded while
saying "do not embed user fonts"; document that the bundled FiraMono face
is legitimately embedded via include_bytes! as the canonical UI font.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The win-time bonus is Ferrous house-rule scoring policy, not a bridge to
the upstream klondike crate, so it does not belong in klondike_adapter.
Relocate it to a dedicated solitaire_core::scoring module and update the
sole caller (win_summary_plugin) and the adapter/settings doc references.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
Pile-position types (Tableau, Foundation, KlondikePile, KlondikePileStack)
are runtime-only and have no serde upstream. Per Rhys's guidance, the
persistence layer now stores the moves (KlondikeInstruction) rather than
board coordinates, decoding back to runtime pile positions on demand.
Core / data:
- game_state: instruction_history() -> Vec<KlondikeInstruction>; add
instruction_to_piles() and apply_instruction(); drop AnyInstruction.
- klondike_adapter: delete the entire Saved* serde mirror section
(SavedTableau/Foundation/SkipCards/KlondikePile/TableauStack/
KlondikePileStack/DstFoundation/DstTableau/SavedInstruction).
- replay: drop the bespoke ReplayMove serde mirror; Replay.moves is now
Vec<KlondikeInstruction>; REPLAY_SCHEMA_VERSION 2 -> 3.
- storage: game_state save format v3 rejected (v4/v5 only).
Engine / wasm consumers:
- record via KlondikeInstruction (stock click = RotateStock).
- playback decodes each instruction to (from, to, count) against the
live state via instruction_to_piles, then fires the canonical event;
undecodable instructions are skipped with a warning, never panic.
- remove all use solitaire_data::ReplayMove and Saved* imports.
Workspace check, clippy -D warnings, and the full test suite all pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
card_to_id was a frankenstein 0..=51 id shim. Replace it with card_game::Card:
- feedback_anim deal jitter now seeds off a hash of the Card itself
- radial_menu RightClickRadialState.cards: Vec<u32> -> Vec<Card>
- wasm CardSnapshot.id: u32 -> Card (serialises transparently as a plain JS
number, the same opaque key the renderer already used; new test asserts the
JSON id field is a number)
- wasm DebugInvariantReport deck-completeness check reworked from a [bool;52]
index into a HashSet<Card> + Card::new reference deck; the out-of-range check
is dropped since a Card is always valid
Delete card.rs entirely: the Card/Deck/Rank/Suit re-exports move to the crate
root and the 69 `solitaire_core::card::` import paths flatten to `solitaire_core::`.
The JS card.id is purely an opaque identity key (Map key / dataset.cardId, no
arithmetic, card faces render from rank+suit), so the value change is safe.
cargo test --workspace and clippy --workspace --all-targets -- -D warnings green.
Closes#83
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
DrawMode was a 1:1 mirror of klondike::DrawStockConfig (DrawOne/DrawThree).
Delete it and use the upstream type everywhere; re-export DrawStockConfig from
solitaire_core. config_for assigns draw_stock directly and draw_mode() returns
session.config().inner.draw_stock.
Serde is unchanged — DrawStockConfig serialises to the same "DrawOne"/"DrawThree"
named variants, so persisted game_state.json / replay JSON stay byte-compatible
(no migration). Field/method/variable names containing draw_mode are unchanged.
35 files, mechanical type swap across all crates. Implemented via a multi-agent
workflow (core → per-crate consumers → verify). cargo test --workspace and
clippy --workspace --all-targets -- -D warnings green.
Closes#82
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Remove the standalone solver wrapper module. Its thin shaping — build a
solve-budgeted Session, run card_game::Session::solve(), extract the first
useful move — moves onto the domain type in solitaire_core as
GameState::solve_first_move() / GameState::solve_fresh_deal(), with the budget
consts and the SolveOutcome alias re-exported from solitaire_core.
Solving is deterministic, IO-free game logic, so core (which already owns
GameState and exposes session().solve()) is its correct home; solitaire_data is
the persistence/sync layer and never should have owned it.
Consumers now call the core API directly:
- engine: pending_hint (solve_first_move), game_plugin + play_by_seed_plugin
(solve_fresh_deal), input_plugin (budget consts)
- assetgen: gen_seeds + gen_difficulty_seeds (solve_fresh_deal)
The solver tests move to solitaire_core. cargo test --workspace and
clippy --workspace --all-targets -- -D warnings both green.
Resolves the "delete the solver" directive — card_game provides the solver.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replace O(n) `Query::iter().find()` card scans with O(1) `CardEntityIndex`
lookups in the mouse and touch drag pipelines (`follow_drag`, `end_drag`,
`touch_follow_drag`, `touch_end_drag`) and `update_drag_shadow` — 7 sites
across 5 systems. Each ran per dragged card per frame during a drag.
`InputPlugin` now defensively `init_resource::<CardEntityIndex>()` (idempotent;
`CardPlugin` still owns and rebuilds it) so the plugin is self-sufficient in
tests. The lone remaining card-keyed `.find` is a `#[cfg(test)]` world-query
helper, which is the correct pattern there.
Completes the CardEntityIndex migration started in ef1efdc.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replace the bespoke WXP scoring engine with the upstream
card_game/klondike session stats, eliminating duplicated state that
could drift from the single source of truth.
score()/undo_count()/recycle_count() now read session.stats(); the -15
undo penalty is configured as SessionConfig::undo_penalty and applied by
the upstream score formula. Save schema bumped v4 -> v5 (the three
counters are no longer persisted -- they are rebuilt by replaying the
forward instruction history on load).
- Remove GameState fields score, undo_count, recycle_count (#87)
- Remove score_history / is_recycle_history undo journal (#86)
- Remove KlondikeAdapter::apply_undo_score and the score_for_* helpers,
plus pre_instruction_score_delta / will_flip_tableau_source (#84)
These three issues are a single atomic change: each removed field/helper
is consumed by the same draw/apply_instruction/undo/serde/PartialEq
paths, so they cannot compile or pass tests in isolation.
Behaviour changes (intentional): the escalating recycle penalty and
per-step score floor are gone (upstream linear scoring, floored once at
0); recycle_count is now cumulative; undo_count resets across save/load.
Refs #84, #86, #87
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Post-migration audit found the card_game/klondike migration essentially
complete; these are the four small redundancies that remained:
- core: delete dead GameState::compute_time_bonus (zero callers; engine
uses the klondike_adapter free fn directly)
- data: drop dead public re-exports load_latest_replay_from /
save_latest_replay_to (no callers outside replay.rs); keep
latest_replay_path (engine legacy migration still uses it)
- data+engine: lift win-XP scoring into a shared XpBreakdown so the
win-summary modal breakdown and xp_for_win share one source of truth
instead of duplicating the speed/no-undo constants
- engine: replace feedback_anim_plugin's private foundation_from_slot
copy with the canonical klondike_adapter::foundation_from_slot
cargo test --workspace + clippy -D warnings green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Remove the (from, to, count) tuple as an internal move-passing wrapper.
Game logic now stays in KlondikeInstruction space end to end:
- Add GameState::apply_instruction, the native apply path. move_cards
becomes a thin pile-coordinate adapter that converts to an instruction
and delegates, so move bookkeeping (validation, score/recycle history,
undo snapshot) lives in one place instead of being duplicated.
- next_auto_complete_move matches DstFoundation directly instead of
projecting every candidate to pile coordinates.
- proptests and the storage round-trip test apply instructions directly
rather than round-tripping instruction -> tuple -> move_cards.
The single instruction -> pile decode is renamed instruction_to_highlight
-> instruction_to_piles and kept in core: decoding a tableau run length
needs upstream pile-stack types core does not re-export, so relocating it
would duplicate the logic across engine and wasm. The two rendering edges
(engine hint highlight, wasm debug move list) call this one decoder; the
engine's hint_piles is a thin delegation to it.
Also includes the CardEntityIndex render-side index and a SelectionPlugin
init_resource fix so update_selection_highlight no longer panics in test
harnesses that omit CardPlugin.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Three byte-identical copies of the stable 0..=51 card-id helper
(suit_index*13 + rank-1) lived in feedback_anim_plugin, radial_menu, and
solitaire_wasm. The WASM copy's own comment notes it MUST match the engine
for cross-platform replay parity — exactly the kind of invariant a single
source of truth should enforce.
Add `solitaire_core::card::card_to_id(&Card) -> u32` and have all three
call sites import it. No behaviour change (same formula).
cargo test --workspace and cargo clippy --workspace --all-targets -- -D warnings pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Per Rhys: card_game's solver is the real engine, so drop the redundant
adapter types in solitaire_data::solver rather than maintain a parallel
verdict/config/move vocabulary.
- Delete SolverResult, SolverConfig, SolverMove, and snapshot_to_solver_move.
The verdict now reads straight off card_game's return:
Ok(Some(instr)) = winnable (first move on the path)
Ok(None) = provably unwinnable
Err(_) = inconclusive (budget exceeded)
- SolveOutcome is now Result<Option<KlondikeInstruction>, SolveError>.
- try_solve / try_solve_from_state take plain (moves_budget, states_budget)
u64s; add DEFAULT_SOLVE_{MOVES,STATES}_BUDGET consts.
- snapshot_to_solver_move duplicated core's GameState::instruction_to_move,
so make that pub and have the hint convert the first-move instruction to
highlighted (from, to) piles through it. Re-export KlondikeInstruction
from solitaire_core.
- HintSolverConfig now holds { moves_budget, states_budget } instead of
wrapping the deleted SolverConfig.
- Update consumers: pending_hint, play_by_seed (verdict badge), game_plugin
(choose_winnable_seed), input_plugin, hud_plugin, and the gen_seeds /
gen_difficulty_seeds asset tools.
solver.rs drops 274 -> 140 lines. cargo test --workspace and
cargo clippy --workspace --all-targets -- -D warnings pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Move both crates off the damaged "hacked" rev 99b49e62 onto mainline
master (card_game 0.4.0->0.4.1, klondike 0.3.0->0.4.0) to pick up the new
serialize implementation.
Mainline drops the serde derives from Deck/Suit/Rank (only Card is serde
now, as a compact transparent NonZeroU8) and gives KlondikeInstruction a
hand-written serde impl. Adapt the repo:
- Rank::value() was removed; the enum discriminant is the 1..=13 value, so
use `rank as u32/u8` in the three card_to_id helpers (wasm, radial_menu,
feedback_anim).
- Drop the vestigial Serialize/Deserialize derive on theme::CardKey; theme
manifests address faces by manifest_name strings, never by serialising
CardKey, and Suit/Rank no longer implement serde.
GameState's own instruction-mirror serde (schema v3/v4) is insulated from
the klondike serde change, so the on-disk save format is unchanged.
cargo test --workspace and cargo clippy --workspace -- -D warnings pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Remove the draw_mode, move_count, is_won, and is_auto_completable fields
from GameState; they are now &self methods deriving from the underlying
card_game session (draw_mode from session config, move_count from history
length, is_won/is_auto_completable from check_win/check_auto_complete).
Tests previously fabricated these via direct field writes, which is no
longer possible. Add gated test-support overrides on TestPileState
(won/auto_completable/move_count) plus setters set_test_won,
set_test_auto_completable, set_test_move_count, and set_test_draw_mode
(re-deals the seed). All compiled out in production builds.
Fix the field->method ripple across solitaire_data, solitaire_wasm, and
solitaire_engine. Add a test-support dev-dependency to solitaire_data for
the won-game storage test.
cargo test --workspace and cargo clippy --workspace -- -D warnings pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Finish the half-applied Card refactor. solitaire_core::card::Card is now an
alias for the opaque card_game::Card: suit()/rank() are methods, there is no
id or face_up field, and it is Clone+Eq+Hash but not Copy. Pile accessors
return Vec<(Card, bool)> where the bool is face-up.
Card identity is now the Card value itself (via Eq/Hash), not a numeric u32:
- CardEntity stores `card: Card` (was `card_id: u32`); lookups compare cards.
- Drag/selection collections and the touch/keyboard selection setters use
Vec<Card>; CardFlippedEvent/CardFaceRevealedEvent/HintVisualEvent carry Card.
- replay_overlay and feedback/settle/deal animations updated accordingly.
solitaire_wasm: CardSnapshot derives its JSON id from suit+rank (matching the
desktop engine), and consumes the (Card, bool) pile tuples.
test-support: TestPileState tableau overrides now carry a per-card face-up flag
so tests can place face-down tableau cards. set_test_tableau_cards keeps its
Vec<Card> signature (defaulting to face-up); new set_test_tableau_cards_with_face
takes Vec<(Card, bool)>.
cargo test --workspace passes (engine lib 897 ok, 0 failed); cargo clippy
--workspace --all-targets -- -D warnings is clean. Save/serde format unchanged.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Delete solitaire_core::solver — moved wholesale to solitaire_data::solver (re-exported at crate root)
- Delete solitaire_core::pile — no external users
- Move DrawMode from game_state to klondike_adapter; re-export as solitaire_core::DrawMode
- Remove schema_version field from GameState (redundant — deserializer stamps it from the constant)
- Update all callers across solitaire_data, solitaire_engine, solitaire_assetgen, solitaire_wasm
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>