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>
apply_safe_area_to_modal_scrims now sets both padding.top (status-bar
height) and padding.bottom (gesture-bar height) on every ModalScrim.
With align_items/justify_content: Center on the scrim, the modal card
lands at the visual midpoint of the visible area between the two system
bars, fixing the slight upward shift that occurred when only the bottom
inset was applied.
Also: mark all rewrite-plan phases (0–3) complete; drop obsolete stash
whose 20 files are already incorporated into master; update CLAUDE.md
§14.3 to document both edges.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
All downstream crates now import Foundation, KlondikePile, Tableau,
Klondike, Session, Suit, Rank exclusively from solitaire_core.
solitaire_core is the single version-pin point for the upstream crates.
- solitaire_engine: 19 files updated, klondike direct dep removed
- solitaire_wasm: use statement updated, klondike direct dep removed
- solitaire_data: unused klondike dep removed
- Cargo.lock: klondike no longer a direct dep of engine/wasm/data
- Full workspace clippy clean, all tests pass
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Root cause: fit_canvas_to_parent requests a wgpu surface sized in
physical pixels (CSS pixels × devicePixelRatio). On HiDPI displays
(DPR ≈ 2) the physical size (e.g. 2612×1469) exceeds WebGL2's per-
dimension texture limit of 2048, triggering a wgpu validation panic
that kills the WASM thread immediately on the first window resize.
Fix: add `resolution: WindowResolution::default().with_scale_factor_override(1.0)`
to the primary window so Bevy uses CSS/logical pixels as the surface
dimensions. For a 1306×734 CSS viewport this keeps the framebuffer well
within 2048 regardless of devicePixelRatio.
Also remove the temporary [drag] console logging added in the previous
commit — the panic was causing drag to never run, not a hit-test bug.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Add warn!/info! calls to start_drag so every click that doesn't produce
a drag emits a console line with the cursor world position, stock/waste
sizes, and per-tableau pile lengths. This lets us see in browser DevTools
whether find_draggable_at is returning None (wrong hit position) or
something earlier in the pipeline is blocking.
Remove once root cause is identified.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
OnboardingPlugin previously used PostStartup which fires before the
first Update tick — guaranteeing the onboarding modal and the launch
splash (MOTION_SPLASH_TOTAL_SECS = 1.6 s) overlap for the entire
splash duration. The splash sits at Z_SPLASH (the highest UI z-index),
so the two screens fought visually and the user saw a confusing frozen
composite before the splash faded out.
Fix: move spawn_if_first_run to Update and gate it on
`splashes.is_empty()` (no SplashRoot entity alive). A Local<bool>
ensures the spawn fires at most once per session. Cost: ~one frame of
latency after the splash clears, which is imperceptible.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
pile_positions[KlondikePile::Stock] stores the waste column position
(col_x(1)). card_plugin renders the face-down deck one column to the
left (col_x(0) = Tableau1 x) via `base.x -= tableau_col_step`.
handle_stock_click and handle_touch_stock_tap were using pile_positions
[Stock] directly, so the click hotspot was on the waste card (right
column) instead of the deck (left column). Result: clicking the
visible face-down deck did nothing, while clicking the waste pile
triggered draw.
Fix: compute deck_pos = Vec2::new(tableau1.x, waste_pos.y) and hit-test
both the deck column AND the waste slot. Accepting waste clicks matches
standard Klondike UX where either card acts as the draw trigger.
Touch tap handler receives the same fix.
Also rebuild canvas_bg.wasm with the corrected engine source and
-O2 optimisation (replacing the previous -Oz that caused grey screen).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Apply cargo fmt to solitaire_engine, solitaire_server formatting.
- solitaire_server/src/lib.rs: add https://analytics.aleshym.co to
script-src, img-src, and connect-src so the analytics beacon loads
without a CSP violation.
- docs and README updates.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Web client (game.js):
- Restart game timer after undo exits auto-complete sequence
- Pause timer while browser tab is hidden (visibilitychange)
- Validate URL seed — NaN / negative falls back to randomSeed()
- Guard onBoardClick/onBoardDblClick during win (snap.is_won)
- Delay win overlay 320 ms so last card CSS transition finishes
- Force reflow in flashIllegal() to restart shake on rapid re-trigger
Android (safe_area.rs):
- Preserve last-known insets on app resume instead of zeroing them;
eliminates double layout flash on every foreground cycle
All clients — Bevy engine:
- Radial menu: clamp icon anchors to viewport bounds so icons are
never placed off-screen on narrow phones
- Auto-complete: deactivate state.active when is_auto_completable
goes false (undo mid-sequence) to stop perpetual background retry
- Touch selection: gate highlight rebuild on is_changed() — was
despawning/respawning entities every frame unnecessarily
- Input: fire "Tap a pile to move" InfoToast on first tap in
TapToSelect mode; document cursor_world 1:1 viewport invariant
- Drag threshold: raise desktop from 4 → 6 px to prevent accidental
drags from cursor jitter on HiDPI displays
Desktop / Android (solitaire_app):
- Call cleanup_orphaned_tmp_files() at startup to remove .tmp files
left by crashes between atomic write and rename
Design clarification (klondike_adapter.rs):
- Doc comment: Draw-1 recycling is penalty-only by design (never
blocked) to avoid creating unwinnable positions
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The 'No Moves Available' dialog's New Game button and keyboard shortcut
were firing NewGameRequestEvent::default() (confirmed: false). When the
player has made moves, handle_new_game sees needs_confirm = true, then
hits the scrims.is_empty() guard — which is false because the GameOver-
Screen itself is a ModalScrim — and silently returns without starting a
new game or showing the confirm dialog.
Fix: set confirmed: true in both handle_game_over_input (N/Escape key)
and handle_game_over_button_input (click). The game is already stuck so
the abandon-confirmation guard does not apply, as the doc comment on the
button handler has always said.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Gate `Startup` and `user_theme_dir` imports in theme/registry.rs
behind `#[cfg(not(target_arch = "wasm32"))]` — they are only used
in the non-wasm code path, eliminating two unused-import warnings
in the WASM release build.
- Rebuild canvas_bg.wasm and solitaire_wasm_bg.wasm with wasm-opt -Oz
(binaryen v129); canvas_bg.wasm drops from 57 MB → 30 MB.
- Add solitaire_web/Cargo.toml stub to server Dockerfile so
`cargo fetch --locked` resolves all workspace members.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Fixes found while testing the Bevy WASM build in a real browser:
1. chrono wasmbind: add `wasmbind` feature to workspace chrono dep so
Local::now()/Utc::now() use js-sys::Date on wasm32 (previously
fell through to std::time::SystemTime which panics on wasm32).
2. std::time::SystemTime: replace all remaining direct SystemTime::now()
calls (4 sites across game_plugin, difficulty_plugin, time_attack_plugin,
solitaire_data/storage) with chrono::Utc::now() which is wasm32-safe.
3. user_dir: return empty PathBuf (instead of panicking) when data_dir()
is None on wasm32; there is no filesystem in the browser so user themes
are unsupported and a benign empty path is correct.
4. ThemeRegistryPlugin: gate build_registry_on_startup to non-wasm32
(the filesystem scan for user themes has nothing to scan in the browser;
only the bundled embedded themes are available).
5. AssetMetaCheck::Never: configure AssetPlugin in solitaire_web to skip
`.meta` sidecar fetches — we don't ship .meta files, so the default
AssetMetaCheck::Always produced a 404 flood on every card/background asset.
Result: `http://localhost:<port>/play` boots in Firefox with zero errors
and renders the full Bevy game — home screen, onboarding modal, HUD all
visible. Assets load correctly from /assets/. Chromium has a separate
wgpu-27/ANGLE/GLES shader translation bug (not in our code); Firefox works.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>