Grey screen fix (canvas_bg.wasm):
- Rebuilt Bevy WASM from refactored solitaire_core that removes the
per-game KlondikeAdapter field from GameState. The old binary was
built with wasm-opt -Oz; the large adapter allocation pattern appears
to trigger an over-aggressive wasm-opt optimisation that corrupts
Bevy's render pipeline, causing a permanent grey screen on /play.
- build_wasm.sh: change wasm-opt -Oz → -O2. Speed-optimised level avoids
the size-focused transforms that miscompile Bevy's deep render stacks.
solitaire_core refactoring:
- game_state.rs: remove adapter: KlondikeAdapter field; use static
KlondikeAdapter::config_for() instead of a per-instance allocation.
Gate test_pile_state behind #[cfg(feature = "test-support")] so
production builds carry no test-only heap state.
Add instruction_history() public accessor (delegates to saved_moves()).
- card.rs: add Card::new(), face_up(), face_down() const constructors
for more ergonomic test and wasm code.
- pile.rs, solver.rs: cargo fmt.
solitaire_wasm interactive API:
- lib.rs: add SolitaireGame wasm-bindgen struct with draw(), move_cards(),
undo(), auto_complete_step(), serialize(), from_saved() — the full
player-action surface used by game.js.
Add DebugSnapshot, DebugMove, DebugInvariantReport structs and
debug_snapshot(), debug_legal_moves(), debug_apply_move_json()
methods for e2e test automation (window.__FERROUS_DEBUG__ bridge).
Add replay_moves() to export the current game as a Replay v2 payload.
- solitaire_wasm.js + solitaire_wasm_bg.wasm: rebuilt with new API.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- #66: Clamp safe-area insets to 25% of window height with warn!() on excess
- #68: Move fire_flush outside per-event loop in analytics (batch flush once)
- #56: Persist progress before marking reward_granted to prevent XP loss on crash
- #60: Add DateRolloverTimer + check_date_rollover system for midnight seed refresh
- #62: Add validate_header() in replay upload with mode/draw_mode allowlists
- #61: Restore two-query leaderboard opt-in check (SELECT then UPDATE); original
queries already in .sqlx cache; EXISTS variant would require sqlx prepare
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
opt_in_leaderboard in sync_client.rs was passing display_name through
as-is, relying solely on the engine's .chars().take(32) call upstream.
Add the truncation in the sync client so any caller is protected, and
also apply it at save-time in handle_display_name_confirm so settings
never stores an over-length name.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Add avatar_plugin: AvatarPlugin, AvatarResource, AvatarFetchEvent
- After AvatarFetchEvent fires, spawns an async reqwest download task
- On completion, decodes image bytes via image::load_from_memory →
Image::from_dynamic and inserts into Assets<Image>
- Expand auth task to also call fetch_me_with_token immediately after
login/register so avatar_url is available without a second round-trip
- poll_auth_task fires AvatarFetchEvent when avatar_url is Some, building
the full URL from base_url + relative avatar path
- Profile modal shows 48px circular avatar ImageNode when AvatarResource
is populated, or an initials disc (first letter of username) as fallback
- Add image = "0.25" and reqwest to solitaire_engine deps
- Add fetch_me_with_token helper to SolitaireServerClient for use when
the access token hasn't been persisted to keychain yet
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Add migration 005: nullable avatar_url column on users table
- Add GET /api/me: returns id, username, avatar_url from DB (fixes UUID-on-profile bug)
- Add PUT /api/me/avatar: accepts raw image bytes (≤1 MB, jpeg/png/webp/gif),
writes to avatars/ dir, updates avatar_url in DB
- Serve /avatars via ServeDir so uploaded images are publicly accessible
- Update account.html: fetch username from /api/me instead of parsing JWT;
add circular avatar display with initials fallback and click-to-upload
- Add SolitaireServerClient::fetch_me() for desktop/Android profile display
- Add avatar_url field to SyncBackend::SolitaireServer settings (serde default None)
- Update sqlx offline query cache for new avatar_url queries
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Replace all display-name occurrences across web pages, Rust source,
docs, and Cargo metadata. Update localStorage token key from sq_token
to fs_token. Tagline "Klondike Solitaire" retained as genre descriptor.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds a `refresh_tokens` table (migration 003) with one row per live
refresh token, keyed by UUID jti. On every POST /api/auth/refresh the
old jti row is deleted and a new token pair is issued and stored. Using
a consumed token returns 401. Expired rows are pruned inline on each
successful rotation.
Server: Claims gains an optional `jti` field; make_refresh_token now
returns (jwt, jti); register/login insert the jti row; RefreshResponse
now carries both tokens. Client: stores the rotated refresh token from
the response. ARCHITECTURE.md: API table + Security Model updated.
Three new integration tests cover rotation, consumed-token rejection,
and chained rotations.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds SyncSetupPlugin: a three-field (URL / Username / Password) modal
that handles both login and register flows via an async task on
AsyncComputeTaskPool wrapped in a Tokio single-thread runtime (same
pattern as the existing sync push/pull). On success, tokens are stored
to the OS keychain / Android Keystore and SyncProviderResource is
hot-swapped so subsequent pull/push use the new credentials immediately.
Settings sync section now shows Connect (when Local) or Sync Now +
Disconnect + username label (when SolitaireServer). SyncAuthResultEvent
stub registered for future re-auth prompt wiring.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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>
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>
Deletes the solitaire_gpgs crate and all GPGS references from settings,
sync client, profile plugin, CLAUDE.md, and ARCHITECTURE.md. The
self-hosted server covers all sync needs without the Android-only backend.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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>
- 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>
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>
- 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>