Commit Graph

494 Commits

Author SHA1 Message Date
funman300 d4448bf0cd feat(engine): group HUD menu popover into Play/You/Community/System sections
Phase C of docs/ui-redesign-2026-07.md. The Modes row is gone — Home
owns mode selection, so the popover's Play section carries a Home row
firing the new ToggleHomeRequestEvent (read by toggle_home_screen
alongside the existing M accelerator). Section headers are quiet
caption-size labels inside the existing panel widget, not a new
widget. The action-bar Modes button and its popover are untouched
(their removal is Phase B territory when Home gains hierarchy).

- MenuOption: Modes variant replaced by Home; rows grouped Play (Home)
  · You (Profile, Stats, Achievements) · Community (Leaderboard) ·
  System (Settings, Help)
- handle_menu_option_click no longer chains into spawn_modes_popover
- Tests: tooltip sweep updated (7 rows still), new
  toggle_home_event_opens_home_screen covers the popover's open path

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 20:31:44 -07:00
funman300 9f038250d9 feat(engine): You hub — Profile/Stats/Achievements/Replays in one tabbed modal
Test / test (pull_request) Failing after 8m41s
Phase E of docs/ui-redesign-2026-07.md. New you_hub_plugin owns the
modal shell (header, shared tab chips, single Done); each tab's content
is a body builder extracted from its original plugin with every marker
component unchanged, so per-row update/scroll/selector systems keep
working. The replay selector gets its own Replays tab (Watch/Copy
buttons move into the tab body).

- Toggle*RequestEvents + P/S/A accelerators open the hub on the right
  tab, switch tabs in place, or toggle closed on a same-tab request;
  Esc/Done/scrim-click close
- Legacy ProfileScreen/StatsScreen/AchievementsScreen markers ride the
  hub scrim for the active tab — external queries and tests keep their
  meaning
- Standalone toggle/close systems and per-screen Done buttons removed
  (ProfileCloseButton, StatsCloseButton, AchievementsCloseButton)
- Tests: 2 new hub lifecycle tests; profile/stats/achievements modal
  tests adapted (fixtures add YouHubPlugin; selector tests target the
  Replays tab). Engine suite 916 green, clippy -D warnings, fmt.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 17:10:56 -07:00
funman300 0c69d6859d refactor(engine): extract shared spawn_tab_chip widget into ui_modal
Settings' tab_chip becomes a thin wrapper; the You hub (Phase E) will
reuse the same widget so tabbed modals stay visually identical.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:52:31 -07:00
funman300 50d6d41d85 feat(engine): tabbed Settings panel — Phase A of the menu redesign
Test / test (pull_request) Failing after 7m15s
Replaces the 37-row single-scroll settings modal with five tabs
(Audio, Gameplay, Appearance, Accessibility, Account); only the active
tab's rows spawn, so every tab fits without scroll-hunting.

- SettingsTab + ActiveSettingsTab (session-only) + SettingsTabButton
  chips under the modal header; rebuild-on-switch mirrors the
  leaderboard despawn/respawn pattern via a shared build_panel helper
- Accessibility tab gathers color-blind, high-contrast, reduce-motion,
  touch-input, and tooltip-delay from the old Gameplay/Cosmetic mix;
  Account = Sync + Privacy
- SettingsButton enum, input handlers, and persistence untouched
- Tests: per-tab Focusable/Tooltip sweeps, tab-switch rebuild test,
  picker/thumbnail tests pinned to the Appearance tab

Plan: docs/ui-redesign-2026-07.md (also added, phases A–M)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:47:06 -07:00
funman300 a39e04329e fix(engine): force full board repaint when the decor-view poller fires (#130)
Test / test (pull_request) Successful in 12m14s
The #152 poller fixes resolution + layout on a missed fold/unfold, but
a transient clip could survive if card sprites held stale visuals after
geometry converged. Emit StateChangedEvent alongside the synthetic
WindowResized so card_plugin re-renders every sprite from scratch —
silent self-heal, no player-facing prompt.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:01:25 -07:00
funman300 444f8d7e33 Merge pull request 'feat: in-game theme store — server catalog + verified downloads + install UI' (#154) from feat/theme-store into master
Build and Deploy / build-and-push (push) Successful in 6m2s
Test / test (push) Failing after 8m38s
Web E2E / web-e2e (push) Successful in 6m55s
Web WASM Rebuild / rebuild (push) Successful in 9m25s
2026-07-07 20:23:52 +00:00
funman300 a80547c514 Merge pull request 'fix: July 7 code-review remediation (M1–M3, L1–L3)' (#153) from fix/review-2026-07-07 into master
Web WASM Rebuild / rebuild (push) Has been cancelled
Build and Deploy / build-and-push (push) Successful in 5m56s
Test / test (push) Successful in 13m51s
Web E2E / web-e2e (push) Successful in 4m18s
2026-07-07 20:16:19 +00:00
funman300 d87397b382 feat: in-game theme store — server catalog + verified downloads + install UI
Test / test (pull_request) Successful in 10m15s
Phase 1+2 of the theme-store roadmap: a free catalog served by
solitaire_server and an in-app browse/install flow, making custom
themes installable on Android for the first time (the manual
drop-a-zip flow can't reach the app-private themes dir there).

- solitaire_sync: ThemeCatalogEntry/ThemeCatalogResponse wire types
  (additive module; SyncPayload and SyncProvider untouched)
- solitaire_server: THEME_STORE_DIR scan at startup (meta-only
  theme.ron parse, sha256, 20 MiB cap, best-effort per archive);
  public GET /api/themes, /api/themes/{id}/download, /{id}/preview;
  compose volume + README_SERVER docs
- solitaire_data: ThemeStoreClient — catalog fetch + download with
  mandatory size/sha256 verification before bytes are released
- solitaire_engine: ThemeStorePlugin — 'Browse theme store' button in
  Settings → Cosmetic, modal catalog (leaderboard-style rebuild),
  download on AsyncComputeTaskPool, atomic .tmp+rename write into
  user_theme_dir, then the existing hardened import_theme pipeline and
  an in-place registry refresh

New deps: sha2 (workspace, server+data); ron/zip reused in server;
serde_json added to solitaire_sync dev-deps for DTO round-trip tests.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 13:12:41 -07:00
funman300 018b69285d fix(engine): unify light/dark theme manifest URL resolution
Test / test (pull_request) Successful in 13m4s
- set_theme resolved every id to themes:// — the bundled dark/classic
  themes live at embedded://, so switching to them via the public API
  would NotFound and silently keep the old theme. All three load paths
  now share one theme_manifest_url resolver.
- load_initial_theme's settings-absent fallback was "classic", a
  leftover from v0.33 when classic was the default; it now derives from
  Settings::default() so it can't drift from the data crate again, with
  a test pinning the default id to a bundled theme.
- settings.rs doc no longer claims "classic" is migrated to "dark";
  only the pre-rename "default" id is rewritten.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 12:25:35 -07:00
funman300 f61573513c fix(engine): remove latent unreachable! panic in difficulty seed cursor
The Random arm was only unreachable because seeds_for(Random) returns
None in a different function — a future catalog change would turn it
into a shipped runtime panic. Returning a system-time seed is the
correct Random behaviour either way. CLAUDE.md §2.3.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 11:01:25 -07:00
funman300 757c35e4a0 fix(engine): degrade gracefully when the platform data dir is missing
user_theme_dir() panicked on desktop when dirs::data_dir() returned
None (broken $HOME / $XDG_*). Return an empty path instead — exactly
what the wasm32 branch already did — so theme discovery reports 'no
user themes' and the bundled default keeps working. Warns once with
the set_user_theme_dir() workaround. CLAUDE.md §2.3: no panic! in
runtime logic.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 11:00:20 -07:00
funman300 113a933170 style: cargo fmt under rustfmt 1.9 and gate formatting in CI
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>
2026-07-07 10:59:20 -07:00
funman300 38b81a4004 fix(engine): poll decor-view size to catch fold resizes winit misses
Test / test (pull_request) Successful in 23m3s
winit's Android backend does not forward content-rect changes that happen
while backgrounded (open TODOs in winit 0.30 logged on every resume), so a
fold/unfold cycle can leave Bevy rendering and laying out for the previous
screen: tableau clipped off the left edge, bottom third empty (#130).

Add a continuous decor-view size poller (JNI, every 30 frames) that, on
mismatch with the cached Window resolution: writes the real physical size
into window.resolution, emits a synthetic WindowResized in logical pixels,
and re-arms the safe-area inset poller — covering both the fold-size and
inset-staleness cases in one mechanism, without relying on
AppLifecycle::WillResume being delivered (it may never be; a new evidence
log in rearm_on_resumed settles that question on-device).

Closes #130

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 10:49:17 -07:00
funman300 b402c01918 refactor(engine): ambiguity burn-down batch 4 — zero ambiguities, gate enforced
Test / test (pull_request) Failing after 17m5s
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>
2026-07-06 21:13:58 -07:00
funman300 379873765d refactor(engine): ambiguity burn-down batch 3 — board paint chain, 171 → 47
Test / test (pull_request) Failing after 17m32s
The Sprite/Transform cluster (112 pairs) was every board painter
racing every other one. Two structural moves:

- BoardVisuals set (card_plugin): all card/marker painters run as ONE
  deterministic chain in data-flow order — layout refinement → card
  authority (sync_cards_on_change) → flip anims → shadows → highlights
  → stock indicators → resize snapping → corner labels — with
  LayoutSystem::UpdateOnResize ordered before the whole set and the
  table plugin's marker painters chained after it. Paint order is now
  identical every frame instead of scheduler-dependent.

- UiTextFx set (ui_theme): chrome text effects (score pulse/floater,
  streak flourish, modal enter, focus-ring pulse) animate Transform on
  UI entities only; they are declared ambiguous with BoardVisuals and
  with each other — the entity domains are disjoint by construction.

All chain members are cheap and change-gated; sequential execution is
not a measurable cost for a card game. Existing ordering constraints
(fan-frac before sync, shadows after sync, snap after collect) are
preserved inside the chain.

Baseline ratchets 171 → 47. Remaining: long tail of small subjects
(input, event writers, AutoCompleteState, HudVisibility).

Refs #143

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:57:15 -07:00
funman300 58c2dfd0a9 refactor(engine): ambiguity burn-down batch 2 — SettingsResource cleared, 198 → 171
Test / test (pull_request) Successful in 28m7s
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>
2026-07-06 20:48:08 -07:00
funman300 42a5f3bc3b refactor(engine): first ambiguity burn-down batch — 302 → 198 pairs
Test / test (pull_request) Failing after 15m16s
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>
2026-07-06 20:37:51 -07:00
funman300 d8a255869c test(engine): ratchet on Bevy system-order ambiguities
Test / test (pull_request) Failing after 16m20s
First measurement of schedule hygiene (issue #143): the headless
gameplay cluster (Game/Table/Card/Hud/AutoComplete/UiModal/UiFocus/
Settings) carries 302 system pairs with conflicting data access and no
ordering edge. Too many to triage in one pass and most are likely
benign event/resource writers — but unproven, and nothing stopped the
count from growing.

New schedule_checks test builds the cluster with ambiguity detection
promoted to error, parses the reported pair count, and asserts it never
exceeds AMBIGUITY_BASELINE (302). New ambiguous pairs now fail CI at
the PR; the legacy backlog can be burned down incrementally by adding
.before/.after or .ambiguous_with and lowering the baseline.

Refs #143

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:22:27 -07:00
funman300 55fa7df2bf Merge pull request 'fix(engine): bounded blocking sync push on exit' (#138) from fix/exit-push-bounded into master
Web WASM Rebuild / rebuild (push) Has been cancelled
Build and Deploy / build-and-push (push) Successful in 2m5s
Test / test (push) Successful in 19m38s
2026-07-07 03:05:16 +00:00
funman300 d1264a7797 fix(engine): bounded blocking sync push on exit
Test / test (pull_request) Successful in 24m6s
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>
2026-07-06 20:03:41 -07:00
funman300 7a5f03987d refactor(core,engine,wasm): canonical FOUNDATIONS/TABLEAUS consts; adopt upstream SUITS/RANKS
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>
2026-07-06 19:58:33 -07:00
funman300 c286593415 fix(engine): resize pile-marker outline and watermark children on relayout
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>
2026-07-06 14:28:09 -07:00
funman300 d1e87765af refactor(engine): split card_plugin runtime code into submodules
Final runtime split for #118: the 2,536-line mod.rs becomes seven
focused submodules along existing system boundaries —

  mod.rs      574  fan-step helpers, CardImageSet, markers, plugin build
  sync.rs     748  asset loading + card entity lifecycle (spawn/update/position)
  layout.rs   351  resize snapping, in-place resize, tableau fan spread
  stock.rs    291  empty-stock recycle hint + count badge
  highlights.rs 276 hint/right-click highlights, cursor hit-testing
  labels.rs   208  desktop text labels + Android corner labels
  anim.rs     200  flip animation, drag shadows

Moved items are pub(super); code moved verbatim apart from relocating
the two stock colour constants next to their consumers. No behaviour
change; all 70 card tests pass unchanged.

Refs #118

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 14:01:10 -07:00
funman300 ba76936aba refactor(engine): split hud_plugin runtime code into submodules
Continues #118 after settings_plugin (PR #127): the 2,725-line mod.rs
becomes five focused submodules along existing system boundaries —

  mod.rs        553  markers, resources, popover enums, plugin build
  spawn.rs      552  band / columns / avatar / action-bar construction
  interaction.rs 616 button handlers, Modes/Menu popovers, tap gesture
  fx.rs         430  action fades, score pulses/floaters, streak flourish
  updates.rs    612  HUD text / typography / visibility updaters

Moved items are pub(super) (fx re-exported pub for HudActionFade and
format_time_limit consumers). Code moved verbatim; no behaviour change;
all 44 hud tests pass unchanged.

Refs #118

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:54:04 -07:00
funman300 1ca1efb3b6 refactor(engine): split settings_plugin runtime code into submodules
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>
2026-07-06 13:45:57 -07:00
funman300 a2375d2fd9 refactor(engine): move hud/settings/game/input plugin tests into tests.rs files
Continues #118 after card_plugin (PR #124): the four remaining
oversized plugin files become module directories with their trailing
#[cfg(test)] blocks extracted verbatim into sibling tests.rs files,
following the replay_overlay/ pattern.

  hud_plugin:      3,598 -> 2,725 + 872   (44 tests)
  settings_plugin: 3,512 -> 2,857 + 654   (25 tests)
  game_plugin:     2,562 -> 1,310 + 1,251 (39 tests)
  input_plugin:    2,540 -> 1,832 + 707   (31 tests)

Pure mechanical moves via git mv — no runtime code changes; all 139
tests preserved and passing.

Refs #118

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:19:56 -07:00
funman300 0797e9a993 refactor(engine): move card_plugin tests into card_plugin/tests.rs
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>
2026-07-06 13:16:21 -07:00
funman300 1190ed3ce6 fix(engine): re-poll safe-area insets after app resume
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>
2026-07-06 12:50:01 -07:00
funman300 94a6feb5db fix(engine): raise dynamic tableau fan cap to fill tall viewports
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>
2026-06-26 13:56:31 -07:00
funman300 18af49c0f3 fix(engine): fill tableau fan to viewport on all aspect ratios
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>
2026-06-26 13:11:00 -07:00
funman300 1d5266a811 perf(engine): rebuild card children only on appearance change
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>
2026-06-26 12:02:42 -07:00
funman300 942b9c2161 fix(engine): share Draw-Three waste fan step between renderer and hit-test
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>
2026-06-25 10:10:57 -07:00
funman300 0cf5fc4293 test(engine): regression tests for waste-card draggability
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>
2026-06-25 09:56:56 -07:00
funman300 f88b6f61d0 fix(engine): clicking the waste card no longer draws from stock
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>
2026-06-24 10:31:21 -07:00
funman300 e3b8a403ef style(engine): clear latent android-only clippy warnings in hud_plugin
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>
2026-06-22 11:39:21 -07:00
funman300 9299176b2d refactor(android): forbid unsafe workspace-wide, quarantine JNI in app (#91)
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>
2026-06-22 11:32:26 -07:00
funman300 6a9352cde1 docs: correct font-embed claims in font_plugin and CLAUDE.md
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>
2026-06-22 11:04:11 -07:00
funman300 8995a8ae9c refactor(core): move compute_time_bonus into scoring module
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>
2026-06-22 11:04:11 -07:00
funman300 ceb9c950a1 chore: add pedantic workspace lints (#90)
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>
2026-06-12 13:05:28 -07:00
funman300 9bbb57134f refactor: persist replay/save moves as KlondikeInstruction, not pile coords (#89)
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>
2026-06-12 12:43:47 -07:00
funman300 e0a858d4e8 refactor: remove card.rs / card_to_id; use card_game::Card directly (#83)
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>
2026-06-11 19:33:47 -07:00
funman300 5c992cbdca refactor: replace local DrawMode with upstream klondike::DrawStockConfig (#82)
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>
2026-06-11 16:01:11 -07:00
funman300 e841a7ab4f refactor: delete solitaire_data::solver wrapper; solve via card_game directly
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>
2026-06-11 15:04:47 -07:00
funman300 424c8b2d50 perf(engine): route remaining drag card→entity lookups through CardEntityIndex
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>
2026-06-11 11:05:24 -07:00
funman300 372b6423d8 refactor(core): derive score/undo/recycle from upstream session stats
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>
2026-06-11 10:36:31 -07:00
funman300 f0832f3dfa refactor: remove leftover redundancies after card_game migration
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>
2026-06-10 20:12:03 -07:00
funman300 ef1efdc3b5 refactor(core): make KlondikeInstruction the move currency
Build and Deploy / build-and-push (push) Failing after 1m1s
Web E2E / web-e2e (push) Failing after 3m26s
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>
2026-06-10 16:58:28 -07:00
funman300 0d3f037672 refactor: consolidate card_to_id into solitaire_core
Build and Deploy / build-and-push (push) Failing after 1m21s
Web E2E / web-e2e (push) Failing after 3m27s
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>
2026-06-10 10:14:20 -07:00
funman300 cac77a54a6 refactor: slim solver to card_game-native types
Build and Deploy / build-and-push (push) Failing after 1m34s
Web E2E / web-e2e (push) Failing after 4m22s
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>
2026-06-10 10:05:47 -07:00
funman300 2d0359c2ee build(deps): switch card_game/klondike to mainline fb01881f
Build and Deploy / build-and-push (push) Failing after 1m6s
Web E2E / web-e2e (push) Failing after 3m7s
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>
2026-06-10 09:34:56 -07:00