Commit Graph

18 Commits

Author SHA1 Message Date
funman300 f27a002c91 fix(server,core): use SmartIpKeyExtractor for rate limiter, collapse nested if
- tower_governor: switch from PeerIpKeyExtractor (socket address) to
  SmartIpKeyExtractor so x-forwarded-for headers are honoured in tests
  and behind reverse proxies. Fixes auth_rate_limit_returns_429 test
  returning 500 instead of 429.
- solitaire_core: collapse nested if/if-let per clippy::collapsible_if.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-29 00:54:53 +00:00
funman300 2407686e13 fix(engine,gpgs,core,server): export CardFaceRevealedEvent, explicit gpgs stub, enum/constant docs
- engine/lib.rs: re-export CardFaceRevealedEvent so external crates can consume flip-midpoint audio events
- gpgs/stub.rs: add explicit impls for all six defaulted SyncProvider methods; future trait changes now cause a compile error in the stub rather than silently picking up wrong defaults
- core/game_state.rs: add /// doc comments to DrawMode and GameMode variants
- server/auth.rs: replace terse BCRYPT_COST comment with full /// doc comment matching ARCHITECTURE.md §19
- server/leaderboard.rs: add /// doc comment to DISPLAY_NAME_MAX; fix misplaced comment that was prepended to the opt_in handler instead of the constant

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-28 22:30:22 +00:00
funman300 1ec2593137 fix(engine): resolve input coordination bugs in selection/pause/keyboard
- SelectionPlugin: add clear_selection_on_state_change system so undo/move/reject
  never leave a stale selection pointing at the wrong card
- SelectionPlugin: expose SelectionKeySet system set for cross-plugin ordering
- PausePlugin: skip Escape→pause when a card is keyboard-selected; toggle_pause
  now runs before SelectionKeySet so it reads SelectionState before it is cleared
- InputPlugin: guard Space→DrawRequestEvent when SelectionState has an active pile
  so Space executes a card move instead of also drawing from stock
- window: enforce 800×600 minimum via WindowResizeConstraints
- game_state: add precondition doc to next_auto_complete_move (waste exclusion)
- card_plugin: 12 unit tests for constants, face_colour, label_visibility, label_for
- pause_plugin: add paused_resource_default and draw_mode_label exhaustiveness tests

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-28 22:13:10 +00:00
funman300 ffc79447d4 fix+refactor+docs: P0–P3 todo list items
P0 fixes:
- Register WinSummaryPlugin, SelectionPlugin, CardAnimationPlugin in main.rs
  (all three were exported but never wired — features silently did nothing)
- game_state::draw(): increment move_count on waste→stock recycle, not just
  on normal draws; add move_count_increments_on_recycle regression test

P1 fixes:
- solitaire_server/Cargo.toml: remove duplicate dev-dependencies
  (solitaire_sync, uuid, chrono, jsonwebtoken were in both sections)

P2 — input_plugin refactor:
- Split 198-line handle_keyboard() into three focused systems under 110 lines each:
  handle_keyboard_core (U/N/Z/D/Space), handle_keyboard_hint (H), handle_keyboard_forfeit (G)
- Introduce KeyboardConfirmState resource to share countdown timers across systems
- Add three new unit tests: all_hints_suggests_draw_*, all_hints_is_empty_when_truly_stuck,
  new_game_confirm_window_is_positive

P2 — achievement predicate tests (solitaire_core):
- Add 10 direct unit tests for speed_demon, lightning, no_undo, high_scorer,
  on_a_roll, comeback predicates (previously only covered via check_achievements())
- 141 core tests now passing

P2 — server tests:
- solitaire_server/src/sync.rs: 4 unit tests for merge logic (no DB required)
- solitaire_server/src/leaderboard.rs: 2 unit tests for entry shape and sort order

P3 — documentation:
- Add struct-level ///  to 12 Plugin structs (ChallengePlugin, CursorPlugin,
  AnimationPlugin, HelpPlugin, PausePlugin, AudioPlugin, DailyChallengePlugin,
  HudPlugin, LeaderboardPlugin, OnboardingPlugin, TimeAttackPlugin, WeeklyGoalsPlugin)
- Add field-level /// to Card, Pile, Deck, GameState, AchievementContext, AchievementDef
- Add /// to WeeklyGoalKind, WeeklyGoalDef, WeeklyGoalContext, StatsExt::update_on_win

card_animation module (new files from previous session):
- chain.rs, diagnostics.rs, tuning.rs, updated interaction.rs/animation.rs/mod.rs/lib.rs
- Remove unused HOVER_SCALE_DEFAULT / DRAG_LIFT_SCALE_DEFAULT / HOVER_LERP_SPEED_DEFAULT constants
- Add handle_touch_stock_tap so touch users can draw from the stock pile

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-28 22:02:52 +00:00
funman300 ddd7502a06 feat(engine): playability improvements — input intelligence, audio, HUD, onboarding (#27–#30, #37, #39–#40, #44, #48–#49)
Task #27: Double-click auto-move — best_destination() finds optimal target
(foundation over tableau); handle_double_click() fires MoveRequestEvent.

Task #28: Hint system — find_hint() returns first legal from/to/count triple;
H key tints the source stack HintHighlight (yellow pulse via tick_hint_highlight).

Task #29: No-moves detection — has_legal_moves() checks stock/waste/all face-up
cards; check_no_moves system fires InfoToastEvent("No moves available") once per
stalemate (debounced so it fires only once until the state changes).

Task #30: Forfeit — G key fires ForfeitEvent; StatsPlugin records abandoned game,
persists stats, starts a new deal.

Task #37: Mute-all (M) and mute-music (Shift+M) toggles; MuteState resource
applied in apply_volume_on_change.

Task #39: Daily challenge HUD constraint label (time limit / target score).

Task #40: Undo-count HUD label; amber colour when undos > 0.

Task #44: Win-streak and level line on pause screen.

Task #48: Undo sound routes UndoRequestEvent → lib.flip audio channel.

Task #49: Onboarding banner rich-text key highlights — D and H rendered as
orange KeyHighlightSpan children so they stand out from body text.

Also registers CursorPlugin in solitaire_app (tasks #31/#32 wire-up).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 19:11:47 +00:00
funman300 721c17e9f8 test(core): add undo_count boundary tests
Three tests: undo_count starts at zero, increments on each undo call,
and saturates at u32::MAX without panicking. The undo_count field is
read by ProgressPlugin to determine the no-undo XP bonus but had no
coverage in game_state tests.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 04:52:36 +00:00
root 2a01ecdbfd test(core): add missing check_auto_complete coverage
Three test cases were missing:
- waste_not_empty guard: stock clear, waste has a card, all tableau
  face-up — must return false even with all tableau conditions satisfied
- true case: positive path confirming all-face-up + empty stock/waste
  returns true (previously untested entirely)
- The previous face_down_cards test covered only that guard, not the
  waste guard or the positive path.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 04:08:51 +00:00
root fd5d488361 test(core): add missing move_cards edge case tests
Cover four previously untested rule branches:
- Moving a face-down card in a multi-card lift → RuleViolation
- Moving two cards to foundation → RuleViolation
- Requesting more cards than the pile holds → RuleViolation
- Valid 3-card sequence tableau→tableau → succeeds and updates move_count

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 03:39:59 +00:00
root f579b96d76 feat(engine): wire AnimSpeed to animation, new achievements, leaderboard opt-in, daily goal display
- AnimSpeed setting now drives card slide duration (Normal=0.15s, Fast=0.07s, Instant=snap);
  EffectiveSlideDuration resource updated on SettingsChangedEvent; AnimSpeed row added to Settings panel
- GameState.recycle_count tracks waste recycles; perfectionist/comeback/zen_winner achievements added
  with full unit tests
- SyncProvider gains opt_in_leaderboard(); SolitaireServerClient implements POST /api/leaderboard/opt-in;
  Opt In button added to leaderboard panel
- DailyChallengeResource stores goal_description/target_score/max_time_secs from server;
  pressing C shows goal description as toast (DailyGoalAnnouncementEvent)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 01:38:25 +00:00
root f7850c0075 feat(engine): auto-complete — cards auto-deal to foundations
When is_auto_completable flips true (stock/waste empty, all cards
face-up), AutoCompletePlugin fires MoveRequestEvent every 120 ms,
driving cards to the foundation one at a time without player input.
An "Auto-completing…" toast announces the sequence.

- solitaire_core: add next_auto_complete_move() to GameState with
  3 new unit tests
- solitaire_engine: new AutoCompletePlugin with detect + drive systems
  and 4 unit tests; animation_plugin shows one-shot toast on activation
- solitaire_app: register AutoCompletePlugin

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 00:24:21 +00:00
root 00f0383867 feat(engine): in-progress game state persistence
Save game_state.json on app exit and on pause open so players can
resume interrupted sessions. Delete the file on win, loss, or new-game
start. Restore the saved game on launch if it exists and isn't won.

- solitaire_core: add pile_map_serde module so HashMap<PileType,Pile>
  round-trips through JSON (serialized as Vec of pairs)
- solitaire_data: add game_state_file_path, load_game_state_from,
  save_game_state_to, delete_game_state_at with 8 new unit tests
- solitaire_engine/GamePlugin: restore saved game on startup, expose
  GameStatePath resource, save on AppExit, delete on new-game and win
- solitaire_engine/PausePlugin: save on pause open (guards against
  OS-level kills while the overlay is showing)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 00:17:47 +00:00
root 34ba4dc6ed feat(workspace): full server + sync implementation, all tests green
- solitaire_server: Axum auth, sync push/pull, leaderboard, daily
  challenge, account deletion, JWT middleware, rate limiting via
  tower_governor, SQLite migrations, health endpoint
- solitaire_server: expose build_test_router (no rate limiting) so
  integration tests work without a peer IP in oneshot requests
- solitaire_sync: SyncPayload, merge logic, shared API types
- solitaire_data: SyncProvider trait, LocalOnlyProvider,
  SolitaireServerClient, auth_tokens keyring integration, blanket
  Box<dyn SyncProvider> impl
- solitaire_data/settings: derive Default on SyncBackend (clippy fix)
- .sqlx/: offline query cache so server compiles without a live DB
- sqlx: removed non-existent "offline" feature flag
- keyring v2: fixed Entry::new() returning Result<Entry>
- sqlx 0.8: all SQLite TEXT columns wrapped in Option<T>
- Integration tests: max_connections(1) on in-memory pool so all
  connections share the same schema

All 191 tests pass; cargo clippy -D warnings clean.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-26 23:32:56 +00:00
funman300 193410200e feat(engine,core): add Time Attack mode + unlocks panel
- Core: GameMode::TimeAttack variant (no scoring/undo changes — session marker only)
- Engine: TimeAttackPlugin with TimeAttackResource, TimeAttackEndedEvent,
  T hotkey (gated to level >= 5), auto-deal on win, summary toast
- Engine: Stats overlay (S) gains an Unlocks subsection (card backs /
  backgrounds, sorted/deduped) and a live Time Attack panel while active

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-25 17:27:53 -07:00
funman300 788ac9f65a feat(engine,core,data): add Challenge mode with seed list and level-5 gate
Phase 6 part 4b (partial):
- GameMode::Challenge variant in solitaire_core. undo() returns
  RuleViolation when mode is Challenge so the player commits to each
  decision.
- solitaire_data::challenge defines a stable CHALLENGE_SEEDS list with
  challenge_seed_for(index) wrapping modulo length.
- PlayerProgress.challenge_index (serde-default for older saves) tracks
  how far the player has progressed.
- ChallengePlugin advances the cursor on Challenge-mode wins, persists,
  and emits ChallengeAdvancedEvent. Pressing X starts a Challenge-mode
  game with the current seed; gated to level >= CHALLENGE_UNLOCK_LEVEL (5).
- InputPlugin's Z key (Zen mode) is now also gated to level >= 5.

Time Attack and unlock UI still deferred.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-25 17:18:32 -07:00
funman300 8afb1f3fe5 feat(engine,core): add elapsed-time tick system and Zen GameMode
Phase 6 part 4 (partial):
- GameState now tracks elapsed_seconds via tick_elapsed_time in GamePlugin
  (per-second increment while not won). Pure helper advance_elapsed makes
  the tick logic directly testable without mocking Bevy Time.
- New GameMode enum (Classic / Zen) on GameState. Zen mode suppresses
  scoring in move_cards and undo. GameState::new_with_mode allows callers
  to construct non-Classic games; the existing GameState::new still
  defaults to Classic. mode is serde(default) for backwards-compatible
  persistence.
- NewGameRequestEvent gains an optional mode field; handle_new_game
  honours it (falling back to the current game's mode when None).
- InputPlugin: pressing Z starts a fresh Zen-mode game.

Time Attack, Challenge mode, level-5 unlock gating, and unlock UI are
still deferred.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-25 14:14:57 -07:00
funman300 82fa584cbb feat(core): add achievement module with 14 unlock conditions
Introduces AchievementContext (stats + last-win snapshot), AchievementDef,
ALL_ACHIEVEMENTS, and check_achievements. Adds undo_count to GameState
so the no_undo and speed_and_skill conditions are evaluable.

Skipped achievements that depend on features not yet built:
daily_devotee (progress), comeback (recycle counter), zen_winner (modes),
perfectionist (max-score calc). They land in later phases.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-24 12:50:46 -07:00
Solitaire Quest b8dc7cb21c fix(core): remove stock_recycled limit, replace unwrap, snapshot on recycle, fix derives
- Remove stock_recycled field: recycling is now unlimited; StockEmpty only when both stock and waste are empty
- Replace all .unwrap() in draw() and move_cards() with .ok_or(MoveError::...)? propagation
- Push snapshot before recycling waste→stock so undo can reverse it
- Make StateSnapshot private (struct, not pub struct) and undo_stack private (not pub(crate))
- Add PartialEq, Eq to derives on both StateSnapshot and GameState
- Update draw_from_empty_stock_and_waste_returns_error test to use direct pile clearing since unlimited recycling means the old loop-based approach never reached both-empty

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-23 11:17:25 -07:00
Solitaire Quest 58f1465927 feat(core): add GameState with draw, move_cards, undo, win/auto-complete detection
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-23 11:13:49 -07:00