Compiler-verified via RUSTFLAGS=--force-warn dead_code plus workspace-wide
reference greps; three parallel audit agents covered the engine crate, the
other eight crates, and Copilot commit-message-vs-diff drift.
Removed:
- replay_overlay/input.rs: 19 orphaned twins (~950 lines) of items also
defined in mod.rs — the glob re-export made the mod.rs copies win and
the file-level #![allow(dead_code)] hid the corpses. The live keyboard/
button handlers and ReplayScrubKeyHold stay; the allow is retired.
- retarget_animation (never called; doc examples were its only refs)
- ScanThemesRequestEvent (never registered/written/read; its doc claimed
a handle_scan_themes consumer that does not exist)
- _VEC3_REFERENCED workaround const + now-unneeded Vec3 import
- solitaire_data: load_stats/save_stats/time_attack_session_with_now
default-path wrappers (the _from/_to variants are the live API) and
surplus re-export names (settings MIN/MAX bounds, token loaders)
- solitaire_core: Session re-export (no external consumer)
- solitaire_wasm: ReplayPlayer::is_finished (no JS caller)
- solitaire_app: build_app wrapper (real entry is run())
Doc fixes:
- audio_plugin: WAV count 5→7, add FoundationCompletedEvent table row,
drop bogus 'placeholder' label, bevy_kira_audio→kira
- ToastVariant::Warning: variant is live (5 writer plugins); dropped the
stale allow(dead_code) and its 'currently unused' comment
Deliberately kept: Spider module (staged forward work), WinCascadePlugin
(documented alternative cascade, pending owner decision), SyncCompleteEvent
and solitaire_sync ApiError/merge_at (§8 change-controlled, flagged to owner).
Co-Authored-By: Claude Fable 5 <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>
- Replace PileType with typed KlondikePile (Foundation/Tableau variants)
throughout solitaire_core, solitaire_wasm, and solitaire_engine;
ReplayMove now uses SavedKlondikePile for serialisation stability
- Split replay_overlay.rs into replay_overlay/ module (mod, format,
input, update, tests) for maintainability
- Add klondike dep to solitaire_engine and solitaire_data Cargo.toml
- Add TestPileState infrastructure to game_state.rs for engine unit tests
- Rebuild solitaire_wasm pkg (js + wasm artefacts updated)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>