Commit Graph

32 Commits

Author SHA1 Message Date
funman300 539779d78b feat(analytics): replace custom pipeline with Matomo
Removes the hand-rolled analytics endpoint and SQLite event table in favour
of Matomo — a self-hosted, full-featured analytics platform.

k8s:
- Deploy MariaDB 11 + Bitnami Matomo 5 in the solitaire namespace
- Route analytics.aleshym.co ingress to the Matomo service
- Remove Datasette sidecar and its BasicAuth middleware/secret
- Remove the analytics port from the solitaire-server Service

Rust:
- Replace AnalyticsClient (custom HTTP endpoint) with MatomoClient (Matomo
  HTTP Tracking API bulk endpoint); maps game events to Matomo categories
- Add matomo_url + matomo_site_id fields to Settings (serde default → None/1)
- Privacy toggle in Settings now activates when matomo_url is set (not tied
  to SyncBackend::SolitaireServer)
- Remove POST /api/analytics route from solitaire_server

Web:
- Add Matomo JS tracking snippet to game.html (/play page)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-13 21:10:15 -07:00
funman300 0dcb783e94 feat(analytics): opt-in usage analytics with server ingest and settings toggle
- Server: POST /api/analytics endpoint with per-IP rate limit (5/min),
  batch validation (≤50 events, event_type regex, UUID dedup, clock check),
  INSERT OR IGNORE for idempotency, and migration 004_analytics.sql
- Client (solitaire_data): AnalyticsClient with in-memory Mutex buffer,
  UUID session_id per launch, async flush via background task
- Engine: AnalyticsPlugin records game_won, game_forfeit, game_start,
  achievement_unlocked; flushes immediately on game-end, every 60 s otherwise
- Settings UI: Privacy section with ON/OFF toggle, hidden in local-only mode
- Default: analytics_enabled = false (explicit opt-in required)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-13 20:06:34 -07:00
funman300 549a817bb1 refactor(sync): remove mirror_achievement from SyncProvider trait
The method had a no-op default, was never overridden in
SolitaireServerClient, and was never called by any engine system.
Achievements are already synced via the full SyncPayload push, so
the method provided no additional value and was a dead maintenance trap.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-12 13:49:36 -07:00
funman300 f281425b45 feat(android): Android Keystore AES-GCM token storage via JNI
Replaces the four KeychainUnavailable stubs in auth_tokens.rs with a
real Android Keystore implementation:

- Device-bound AES-256/GCM/NoPadding key under alias
  'solitaire_quest_token_key'; generated on first use, survives
  restarts, destroyed on uninstall.
- Tokens serialised as JSON, encrypted to
  {data_dir}/auth_tokens.bin as [12-byte IV][ciphertext+GCM-tag];
  writes are atomic (tmp → rename).
- Key invalidation (biometric/lock change) surfaces as
  TokenError::KeychainUnavailable, matching desktop fallback semantics.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-08 21:05:20 -07:00
funman300 4b51e50203 fix(data): route data_dir() through a per-platform shim so Android persists
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>
2026-05-07 17:55:49 -07:00
funman300 540869c851 feat(engine): "Copy share link" Stats button — clipboards the replay URL
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>
2026-05-06 05:32:57 +00:00
funman300 53e3b816cf feat(settings,engine): replay-playback rate slider in Settings → Gameplay
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>
2026-05-06 04:00:59 +00:00
funman300 8a5fa8751c feat(core,engine): Klondike solver and "Winnable deals only" toggle
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>
2026-05-05 23:02:22 +00:00
funman300 13a8a012ee feat(data,engine): rolling replay history (last 8 wins)
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>
2026-05-05 22:32:37 +00:00
funman300 89c51ab712 feat(settings): time-bonus multiplier slider in Settings → Gameplay
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>
2026-05-05 18:49:07 +00:00
funman300 42535f5109 feat(data): replay storage layer with atomic StockClick input
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>
2026-05-05 18:36:25 +00:00
funman300 000143231b feat(engine): auto-save Time Attack sessions across launches
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>
2026-05-05 01:06:35 +00:00
funman300 ddc8f27c82 feat(engine): UX iteration round — tooltip slider, streak fire, score breakdown
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>
2026-05-02 18:34:53 +00:00
funman300 6e7705b256 feat(app): persist window geometry across launches
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>
2026-05-01 02:17:54 +00:00
root 314186d6f4 feat(data): SyncProvider::delete_account + SolitaireServerClient impl
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>
2026-04-27 02:10:26 +00:00
root 648c5c18d9 feat(leaderboard): opt-out support — server endpoint, client method, UI button
- Server: DELETE /api/leaderboard/opt-in sets leaderboard_opt_in=0,
  hiding the player without deleting their row (scores preserved for re-opt-in)
- SyncProvider trait: opt_out_leaderboard() default no-op method + blanket impl
- SolitaireServerClient: implements opt_out_leaderboard via DELETE request with JWT refresh
- Leaderboard UI: "Opt Out" button (dark red) alongside existing "Opt In" button
- Server integration test: opt-out hides, opt-in restores (round-trip verified)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 02:01:20 +00:00
root f579b96d76 feat(engine): wire AnimSpeed to animation, new achievements, leaderboard opt-in, daily goal display
- AnimSpeed setting now drives card slide duration (Normal=0.15s, Fast=0.07s, Instant=snap);
  EffectiveSlideDuration resource updated on SettingsChangedEvent; AnimSpeed row added to Settings panel
- GameState.recycle_count tracks waste recycles; perfectionist/comeback/zen_winner achievements added
  with full unit tests
- SyncProvider gains opt_in_leaderboard(); SolitaireServerClient implements POST /api/leaderboard/opt-in;
  Opt In button added to leaderboard panel
- DailyChallengeResource stores goal_description/target_score/max_time_secs from server;
  pressing C shows goal description as toast (DailyGoalAnnouncementEvent)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 01:38:25 +00:00
root 9a38873891 feat(engine): fetch daily-challenge seed from server on startup
- 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>
2026-04-27 01:09:24 +00:00
root 9a4071c74e refactor(engine): propagate SyncError through pull task instead of String
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>
2026-04-27 01:05:59 +00:00
root d56abcd7a9 feat(engine): leaderboard screen (press L to toggle)
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>
2026-04-27 00:38:55 +00:00
root 00f0383867 feat(engine): in-progress game state persistence
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>
2026-04-27 00:17:47 +00:00
root 34ba4dc6ed feat(workspace): full server + sync implementation, all tests green
- 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>
2026-04-26 23:32:56 +00:00
funman300 9d0f9478b2 feat(data,engine): persistent Settings + SFX volume hotkeys
- 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>
2026-04-25 23:08:20 -07:00
funman300 788ac9f65a feat(engine,core,data): add Challenge mode with seed list and level-5 gate
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>
2026-04-25 17:18:32 -07:00
funman300 b730902d76 feat(engine): add weekly goals with ISO-week rollover and +75 XP bonus
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>
2026-04-24 19:25:18 -07:00
funman300 622b35a3bf feat(engine): add daily challenge, level-up toast, and daily_devotee achievement
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>
2026-04-24 19:17:59 -07:00
funman300 cfdb3b7547 feat(data): add PlayerProgress with XP/level helpers and atomic persistence
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>
2026-04-24 19:10:28 -07:00
funman300 4589c52368 feat(data): add AchievementRecord and atomic achievements.json persistence
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-24 12:51:15 -07:00
funman300 5ced4c01ce feat(data): add atomic stats persistence (load_stats_from, save_stats_to)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-24 12:37:57 -07:00
funman300 f8cce2433d feat(data): add StatsSnapshot with update_on_win and record_abandoned
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-24 12:37:21 -07:00
Solitaire Quest f84d7c5849 fix(workspace): add derives/docs per code review, remove unused thiserror from solitaire_sync 2026-04-23 11:04:15 -07:00
Solitaire Quest 684f07746d feat(workspace): initialize all seven crates with stubs and blank Bevy window
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-23 11:00:42 -07:00