Port the July 7 gate-extender branch onto current master (the You-hub,
touch action bar, glass tab bar, Phase L, and hint-ghost work all landed
since) and finish batch 3. cluster_app now includes the mode, replay,
input, radial, tooltip, cursor, touch-selection, and safe-area plugins on
top of batches 1-2; the 585 ambiguous pairs the expansion exposed are
annotated down to zero and the gate stays assert_eq!(count, 0).
New ordering machinery:
- ReplayPlayback: playback driver chain on the pre-mutation spine
(PointerInput < ReplayPlayback < overlay chain < GameMutation)
- ModeStart: mode-start handlers between the stats abandon-recorder and
GameMutation; ChallengeCompletion < DailyCompletion < WeeklyGoalsEval
pinned inside ProgressUpdate so `.after(ProgressUpdate)` readers see
settled progress
- PointerInput: public set wrapping the input chain; AbandonRecord on the
stats abandon-recorder; PendingHint around the async hint pipeline;
HintGhostFx for the ghost chain (after the full visual spine)
- Clubs: MoveRequestWriters, WarningToastWriters join the existing
request/toast writer clubs; UiTextFx grows the overlay/tooltip/safe-area
chrome painters; SettingsAccess grows the lag-tolerant settings readers
Gate: cargo test --workspace green (993 engine tests), clippy
--all-targets -D warnings clean, rustfmt applied.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Touch layout (USE_TOUCH_UI_LAYOUT) restructures the bottom action bar
to five buttons: an enlarged Undo / Draw / Hint trio (96x64px targets,
1.35x labels) between compact Menu and Pause. Draw is new — it fires
the same DrawRequestEvent as tapping the stock, so the most frequent
action no longer needs a reach to the top of a tall folded screen.
Help, Modes, and New Game leave the touch bar (they live in Menu ->
System, the Home grid, and Home's hero respectively). Desktop keeps
the seven-button bar unchanged (decision 5: touch-only).
Holding Undo now steps back repeatedly after a 0.45s delay (5.5/s),
each step through the normal request path so the scoring penalty
applies. New self-ambiguous DrawRequestWriters set keeps the ambiguity
gate at zero with the fourth DrawRequestEvent writer.
6 new hud_plugin tests; workspace suite + clippy green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Replays previously persisted only seed + moves and re-dealt the board
from the seed at playback time, so any change to the seed->deal mapping
(RNG bumps, upstream upgrades) silently invalidated every existing
replay. Schema v4 instead embeds a SessionRecording - the upstream
card_game Session serde ({config, initial_state, instructions}) - so
playback rebuilds the exact recorded board; seed/draw_mode/mode remain
caption metadata only.
- core: SessionRecording newtype delegating to Session<Klondike> serde;
GameState::recording() / from_recording(); from_instructions_unchecked
fixture helper; serde_json added to dev-deps (tests only)
- data: Replay v4 (recording replaces moves); v1-v3 files rejected by
the existing version gate
- engine: win-recording and sync upload freeze game.recording();
playback rebuilds from the recording; Playing carries the extracted
move list (+ Box<Replay> for clippy large_enum_variant)
- wasm: replay_export() builds the full v4 upload payload so JS never
hand-assembles it (the old game.js path hardcoded schema_version: 2
and corrupted u64 seeds via Math.round); ReplayPlayer::from_json
enforces schema_version == 4 with a descriptive error
- web: game.js/play.html use replay_export; replay.js surfaces player
construction errors in the caption instead of dying silently
- server: mode validation accepts data-carrying GameMode variants
(Difficulty uploads previously 400'd against the String field)
Both replays on prod are May-era v1 rows with empty move lists - every
shared replay was already unplayable; the viewer now says why.
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>
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>
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>