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v0.11.0
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@@ -0,0 +1,31 @@
|
||||
# Project-wide cargo configuration.
|
||||
#
|
||||
# Routes every rustc invocation through `sccache` so cold rebuilds and
|
||||
# fresh checkouts (CI, new dev box, after a `cargo clean`) replay
|
||||
# previously-compiled crates from a local on-disk cache rather than
|
||||
# recompiling them. Warm incremental builds still go through cargo's
|
||||
# own `target/` cache, which dominates locally — sccache buys you the
|
||||
# big wins on cold paths.
|
||||
#
|
||||
# Requires sccache on PATH. Install it once per machine:
|
||||
#
|
||||
# Arch : pacman -S sccache
|
||||
# macOS : brew install sccache
|
||||
# Cargo : cargo install sccache --locked
|
||||
#
|
||||
# Without sccache the build fails with "rustc-wrapper not found". To
|
||||
# bypass this config without editing the file, prepend
|
||||
# `RUSTC_WRAPPER= ` (empty value) to your cargo command:
|
||||
#
|
||||
# RUSTC_WRAPPER= cargo build
|
||||
#
|
||||
[build]
|
||||
rustc-wrapper = "sccache"
|
||||
|
||||
# Project-local cache so the shared dev box (or a Docker volume) keeps
|
||||
# the artefacts isolated per checkout instead of mixing them in
|
||||
# `~/.cache/sccache`. Set with `force = false` so a developer-set
|
||||
# `SCCACHE_DIR` in their shell wins — important because the sccache
|
||||
# daemon, once started, sticks with whichever directory it saw first.
|
||||
[env]
|
||||
SCCACHE_DIR = { value = ".sccache-cache", relative = true, force = false }
|
||||
@@ -1,4 +1,16 @@
|
||||
DATABASE_URL=sqlite://solitaire.db
|
||||
JWT_SECRET=replace_with_64_char_hex_from_openssl_rand_hex_32
|
||||
# Copy to .env and fill in the values before running docker compose up.
|
||||
|
||||
# SQLite database path inside the container.
|
||||
# When using docker-compose, leave as-is — the volume handles persistence.
|
||||
DATABASE_URL=sqlite:///data/solitaire.db
|
||||
|
||||
# HS256 signing secret for JWT tokens.
|
||||
# Generate with: openssl rand -hex 32
|
||||
JWT_SECRET=replace_me_with_a_64_char_hex_secret
|
||||
|
||||
# TCP port the server listens on inside the container.
|
||||
SERVER_PORT=8080
|
||||
ADMIN_USERNAME=admin
|
||||
|
||||
# Public domain name used by Caddy for automatic HTTPS.
|
||||
# Example: solitaire.example.com
|
||||
SOLITAIRE_DOMAIN=solitaire.example.com
|
||||
|
||||
@@ -0,0 +1,88 @@
|
||||
name: CI
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [master]
|
||||
pull_request:
|
||||
branches: [master]
|
||||
|
||||
env:
|
||||
CARGO_TERM_COLOR: always
|
||||
RUSTFLAGS: "-D warnings"
|
||||
|
||||
jobs:
|
||||
test:
|
||||
name: Test & Lint
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Install Rust stable
|
||||
uses: dtolnay/rust-toolchain@stable
|
||||
with:
|
||||
components: clippy
|
||||
|
||||
- name: Install Linux audio/display dependencies
|
||||
run: |
|
||||
sudo apt-get update -qq
|
||||
sudo apt-get install -y --no-install-recommends \
|
||||
libasound2-dev \
|
||||
libudev-dev \
|
||||
libwayland-dev \
|
||||
libxkbcommon-dev
|
||||
|
||||
- name: Cache cargo registry and build artifacts
|
||||
uses: actions/cache@v4
|
||||
with:
|
||||
path: |
|
||||
~/.cargo/registry
|
||||
~/.cargo/git
|
||||
target
|
||||
key: ${{ runner.os }}-cargo-${{ hashFiles('**/Cargo.lock') }}
|
||||
restore-keys: |
|
||||
${{ runner.os }}-cargo-
|
||||
|
||||
- name: Clippy (all crates, zero warnings)
|
||||
run: cargo clippy --workspace -- -D warnings
|
||||
|
||||
- name: Test (headless crates only — no display required)
|
||||
run: |
|
||||
cargo test -p solitaire_core
|
||||
cargo test -p solitaire_sync
|
||||
cargo test -p solitaire_data
|
||||
cargo test -p solitaire_server
|
||||
|
||||
build:
|
||||
name: Release Build
|
||||
runs-on: ubuntu-latest
|
||||
needs: test
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Install Rust stable
|
||||
uses: dtolnay/rust-toolchain@stable
|
||||
|
||||
- name: Install Linux audio/display dependencies
|
||||
run: |
|
||||
sudo apt-get update -qq
|
||||
sudo apt-get install -y --no-install-recommends \
|
||||
libasound2-dev \
|
||||
libudev-dev \
|
||||
libwayland-dev \
|
||||
libxkbcommon-dev
|
||||
|
||||
- name: Cache cargo registry and build artifacts
|
||||
uses: actions/cache@v4
|
||||
with:
|
||||
path: |
|
||||
~/.cargo/registry
|
||||
~/.cargo/git
|
||||
target
|
||||
key: ${{ runner.os }}-cargo-release-${{ hashFiles('**/Cargo.lock') }}
|
||||
restore-keys: |
|
||||
${{ runner.os }}-cargo-release-
|
||||
|
||||
- name: Build release binaries
|
||||
run: cargo build --workspace --release
|
||||
@@ -1,6 +1,9 @@
|
||||
/target
|
||||
/.sccache-cache
|
||||
*.db
|
||||
*.db-shm
|
||||
*.db-wal
|
||||
.env
|
||||
*.tmp
|
||||
data/
|
||||
.claude/
|
||||
|
||||
@@ -0,0 +1,20 @@
|
||||
{
|
||||
"db_name": "SQLite",
|
||||
"query": "SELECT goal_json FROM daily_challenges WHERE date = ?",
|
||||
"describe": {
|
||||
"columns": [
|
||||
{
|
||||
"name": "goal_json",
|
||||
"ordinal": 0,
|
||||
"type_info": "Text"
|
||||
}
|
||||
],
|
||||
"parameters": {
|
||||
"Right": 1
|
||||
},
|
||||
"nullable": [
|
||||
false
|
||||
]
|
||||
},
|
||||
"hash": "04d8dced0cc309bc0d968ab8f542a7f6c504ce7c2f682c0bef35dfe441ffb6e8"
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
{
|
||||
"db_name": "SQLite",
|
||||
"query": "SELECT id FROM users WHERE username = ?",
|
||||
"describe": {
|
||||
"columns": [
|
||||
{
|
||||
"name": "id",
|
||||
"ordinal": 0,
|
||||
"type_info": "Text"
|
||||
}
|
||||
],
|
||||
"parameters": {
|
||||
"Right": 1
|
||||
},
|
||||
"nullable": [
|
||||
true
|
||||
]
|
||||
},
|
||||
"hash": "2e61cd30a6cd3e0937dd096b4f94493e8bcb8c10687d0f8c0592fe38ed956fa6"
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
{
|
||||
"db_name": "SQLite",
|
||||
"query": "SELECT id, password_hash FROM users WHERE username = ?",
|
||||
"describe": {
|
||||
"columns": [
|
||||
{
|
||||
"name": "id",
|
||||
"ordinal": 0,
|
||||
"type_info": "Text"
|
||||
},
|
||||
{
|
||||
"name": "password_hash",
|
||||
"ordinal": 1,
|
||||
"type_info": "Text"
|
||||
}
|
||||
],
|
||||
"parameters": {
|
||||
"Right": 1
|
||||
},
|
||||
"nullable": [
|
||||
true,
|
||||
false
|
||||
]
|
||||
},
|
||||
"hash": "2f12541a6b99acf6d9e8f7ad13438df4ab92edcbfa01f38930aae63f1554b534"
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"db_name": "SQLite",
|
||||
"query": "UPDATE users SET leaderboard_opt_in = 0 WHERE id = ?",
|
||||
"describe": {
|
||||
"columns": [],
|
||||
"parameters": {
|
||||
"Right": 1
|
||||
},
|
||||
"nullable": []
|
||||
},
|
||||
"hash": "36bab3ca8f126c66a6f4865d2699702689518bd3a796c374f932aba0434a4c94"
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
{
|
||||
"db_name": "SQLite",
|
||||
"query": "SELECT l.display_name, l.best_score, l.best_time_secs, l.recorded_at\n FROM leaderboard l\n JOIN users u ON u.id = l.user_id\n WHERE u.leaderboard_opt_in = 1\n ORDER BY\n CASE WHEN l.best_score IS NULL THEN 1 ELSE 0 END ASC,\n l.best_score DESC,\n CASE WHEN l.best_time_secs IS NULL THEN 1 ELSE 0 END ASC,\n l.best_time_secs ASC",
|
||||
"describe": {
|
||||
"columns": [
|
||||
{
|
||||
"name": "display_name",
|
||||
"ordinal": 0,
|
||||
"type_info": "Text"
|
||||
},
|
||||
{
|
||||
"name": "best_score",
|
||||
"ordinal": 1,
|
||||
"type_info": "Integer"
|
||||
},
|
||||
{
|
||||
"name": "best_time_secs",
|
||||
"ordinal": 2,
|
||||
"type_info": "Integer"
|
||||
},
|
||||
{
|
||||
"name": "recorded_at",
|
||||
"ordinal": 3,
|
||||
"type_info": "Text"
|
||||
}
|
||||
],
|
||||
"parameters": {
|
||||
"Right": 0
|
||||
},
|
||||
"nullable": [
|
||||
false,
|
||||
true,
|
||||
true,
|
||||
false
|
||||
]
|
||||
},
|
||||
"hash": "57c93a6acd7eea44d00412e62f0d3fed7ffbe4cd759353d29f38a8eb37f69112"
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"db_name": "SQLite",
|
||||
"query": "UPDATE users SET leaderboard_opt_in = 1 WHERE id = ?",
|
||||
"describe": {
|
||||
"columns": [],
|
||||
"parameters": {
|
||||
"Right": 1
|
||||
},
|
||||
"nullable": []
|
||||
},
|
||||
"hash": "5e9e61cae887a08e4224fbea43a047c093bf5a4413499bfec858e302efa91bc3"
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"db_name": "SQLite",
|
||||
"query": "INSERT INTO sync_state (user_id, stats_json, achievements_json, progress_json, last_modified)\n VALUES (?, ?, ?, ?, ?)\n ON CONFLICT(user_id) DO UPDATE SET\n stats_json = excluded.stats_json,\n achievements_json = excluded.achievements_json,\n progress_json = excluded.progress_json,\n last_modified = excluded.last_modified",
|
||||
"describe": {
|
||||
"columns": [],
|
||||
"parameters": {
|
||||
"Right": 5
|
||||
},
|
||||
"nullable": []
|
||||
},
|
||||
"hash": "720edc3b85eec90744179f2c73ed9798814b734a2f3d57405ef95772ae66a24d"
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"db_name": "SQLite",
|
||||
"query": "DELETE FROM users WHERE id = ?",
|
||||
"describe": {
|
||||
"columns": [],
|
||||
"parameters": {
|
||||
"Right": 1
|
||||
},
|
||||
"nullable": []
|
||||
},
|
||||
"hash": "73ffdf5be39aa5c4c160c2f77d6634a6970eeb4e1d3395f045ded747f0ce9d2a"
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
{
|
||||
"db_name": "SQLite",
|
||||
"query": "SELECT leaderboard_opt_in FROM users WHERE id = ?",
|
||||
"describe": {
|
||||
"columns": [
|
||||
{
|
||||
"name": "leaderboard_opt_in",
|
||||
"ordinal": 0,
|
||||
"type_info": "Integer"
|
||||
}
|
||||
],
|
||||
"parameters": {
|
||||
"Right": 1
|
||||
},
|
||||
"nullable": [
|
||||
false
|
||||
]
|
||||
},
|
||||
"hash": "765c87463905b2edbf37f7416d5bc38e639c7e4c5feb0f5a9d8d6fb724e7a0a8"
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"db_name": "SQLite",
|
||||
"query": "INSERT INTO leaderboard (user_id, display_name, recorded_at)\n VALUES (?, ?, ?)\n ON CONFLICT(user_id) DO UPDATE SET\n display_name = excluded.display_name,\n recorded_at = excluded.recorded_at",
|
||||
"describe": {
|
||||
"columns": [],
|
||||
"parameters": {
|
||||
"Right": 3
|
||||
},
|
||||
"nullable": []
|
||||
},
|
||||
"hash": "8697100790ebcdf4058812cf6debad8f9a13ac91c2d0ef20cff3bd4bb9385360"
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
{
|
||||
"db_name": "SQLite",
|
||||
"query": "SELECT stats_json, achievements_json, progress_json FROM sync_state WHERE user_id = ?",
|
||||
"describe": {
|
||||
"columns": [
|
||||
{
|
||||
"name": "stats_json",
|
||||
"ordinal": 0,
|
||||
"type_info": "Text"
|
||||
},
|
||||
{
|
||||
"name": "achievements_json",
|
||||
"ordinal": 1,
|
||||
"type_info": "Text"
|
||||
},
|
||||
{
|
||||
"name": "progress_json",
|
||||
"ordinal": 2,
|
||||
"type_info": "Text"
|
||||
}
|
||||
],
|
||||
"parameters": {
|
||||
"Right": 1
|
||||
},
|
||||
"nullable": [
|
||||
false,
|
||||
false,
|
||||
false
|
||||
]
|
||||
},
|
||||
"hash": "a908d8d19647494f2ac2f801dc9c977f7ce23b44779da1567049856eab922645"
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"db_name": "SQLite",
|
||||
"query": "UPDATE leaderboard\n SET best_score = MAX(COALESCE(best_score, 0), ?),\n best_time_secs = CASE\n WHEN ? IS NULL THEN best_time_secs\n WHEN best_time_secs IS NULL THEN ?\n ELSE MIN(best_time_secs, ?)\n END,\n recorded_at = ?\n WHERE user_id = ?",
|
||||
"describe": {
|
||||
"columns": [],
|
||||
"parameters": {
|
||||
"Right": 6
|
||||
},
|
||||
"nullable": []
|
||||
},
|
||||
"hash": "a931c228c46dc06a5657d419cd5dfa5a810bbce9501845c92c6619d29806d70c"
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"db_name": "SQLite",
|
||||
"query": "INSERT OR IGNORE INTO daily_challenges (date, seed, goal_json) VALUES (?, ?, ?)",
|
||||
"describe": {
|
||||
"columns": [],
|
||||
"parameters": {
|
||||
"Right": 3
|
||||
},
|
||||
"nullable": []
|
||||
},
|
||||
"hash": "ab537795ba39fdd28c502a8b9e615f53e7cb08f3eddd8f0574f4dc8156436de5"
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"db_name": "SQLite",
|
||||
"query": "INSERT INTO users (id, username, password_hash, created_at) VALUES (?, ?, ?, ?)",
|
||||
"describe": {
|
||||
"columns": [],
|
||||
"parameters": {
|
||||
"Right": 4
|
||||
},
|
||||
"nullable": []
|
||||
},
|
||||
"hash": "cc1e091bf5e46e6d98baf94bac6d9ac1ca1845eff7c4b8196dd2efb93fd9e0dd"
|
||||
}
|
||||
@@ -1,9 +1,9 @@
|
||||
# Solitaire Quest — Architecture Document
|
||||
|
||||
> **Version:** 1.1
|
||||
> **Language:** Rust (Edition 2021)
|
||||
> **Language:** Rust (Edition 2024)
|
||||
> **Engine:** Bevy (latest stable)
|
||||
> **Last Updated:** 2026-04-20
|
||||
> **Last Updated:** 2026-04-29
|
||||
|
||||
---
|
||||
|
||||
@@ -16,28 +16,25 @@
|
||||
5. [Game Engine Architecture](#5-game-engine-architecture)
|
||||
6. [Persistence & Sync Architecture](#6-persistence--sync-architecture)
|
||||
7. [Sync Server Architecture](#7-sync-server-architecture)
|
||||
8. [Google Play Games Services (Android Future)](#8-google-play-games-services-android-future)
|
||||
9. [Data Models](#9-data-models)
|
||||
10. [API Reference](#10-api-reference)
|
||||
11. [Merge Strategy](#11-merge-strategy)
|
||||
12. [Achievement System](#12-achievement-system)
|
||||
13. [Progression System](#13-progression-system)
|
||||
14. [Audio System](#14-audio-system)
|
||||
15. [Asset Pipeline](#15-asset-pipeline)
|
||||
16. [Platform Targets](#16-platform-targets)
|
||||
17. [Build & Development Guide](#17-build--development-guide)
|
||||
18. [Deployment Guide](#18-deployment-guide)
|
||||
19. [Security Model](#19-security-model)
|
||||
20. [Testing Strategy](#20-testing-strategy)
|
||||
21. [Decision Log](#21-decision-log)
|
||||
8. [Data Models](#8-data-models)
|
||||
9. [API Reference](#9-api-reference)
|
||||
10. [Merge Strategy](#10-merge-strategy)
|
||||
11. [Achievement System](#11-achievement-system)
|
||||
12. [Progression System](#12-progression-system)
|
||||
13. [Audio System](#13-audio-system)
|
||||
14. [Asset Pipeline](#14-asset-pipeline)
|
||||
15. [Platform Targets](#15-platform-targets)
|
||||
16. [Build & Development Guide](#16-build--development-guide)
|
||||
17. [Deployment Guide](#17-deployment-guide)
|
||||
18. [Security Model](#18-security-model)
|
||||
19. [Testing Strategy](#19-testing-strategy)
|
||||
20. [Decision Log](#20-decision-log)
|
||||
|
||||
---
|
||||
|
||||
## 1. Project Overview
|
||||
|
||||
Solitaire Quest is a cross-platform Klondike Solitaire game written in Rust, targeting macOS, Windows, and Linux desktops (iOS/Android as a stretch goal). It features a full progression system with XP, levels, achievements, daily challenges, and an optional self-hosted sync server so statistics and progress are available across all of a player's devices.
|
||||
|
||||
On Android (stretch goal), sync is enhanced with Google Play Games Services (GPGS) for native achievement popups, leaderboards, and cloud saves — sitting on top of the same underlying sync payload so data stays consistent regardless of which backend was used last.
|
||||
Solitaire Quest is a cross-platform Klondike Solitaire game written in Rust, targeting macOS, Windows, and Linux desktops. It features a full progression system with XP, levels, achievements, daily challenges, and an optional self-hosted sync server so statistics and progress are available across all of a player's devices.
|
||||
|
||||
### Sync Backend by Platform
|
||||
|
||||
@@ -46,8 +43,6 @@ On Android (stretch goal), sync is enhanced with Google Play Games Services (GPG
|
||||
| macOS | Self-hosted server | Full feature set |
|
||||
| Windows | Self-hosted server | Full feature set |
|
||||
| Linux | Self-hosted server | Full feature set |
|
||||
| Android (stretch) | Google Play Games Services | + server as fallback |
|
||||
| iOS (stretch) | Self-hosted server | GPGS not supported on iOS |
|
||||
|
||||
### Design Principles
|
||||
|
||||
@@ -56,6 +51,7 @@ On Android (stretch goal), sync is enhanced with Google Play Games Services (GPG
|
||||
- **No panics in game logic.** Every state transition returns `Result<_, MoveError>`. Panics are only acceptable in startup/configuration code.
|
||||
- **One language, one repo.** The game client, sync client, shared types, and sync server are all Rust crates in a single Cargo workspace.
|
||||
- **Plugin-based Bevy architecture.** Each major feature is a Bevy `Plugin`. Systems are small and single-purpose. Cross-system communication uses Bevy `Event`s.
|
||||
- **UI-first interaction.** Every player-triggered action — new game, undo, draw, pause, open stats / settings / help / profile / leaderboard, etc. — must be reachable from a visible UI control. Keyboard shortcuts exist only as optional accelerators for power users; they are never the sole entry point. A player using only mouse or touch must be able to perform every action. New gameplay features ship with the UI control alongside the system that backs it.
|
||||
|
||||
---
|
||||
|
||||
@@ -72,26 +68,25 @@ solitaire_quest/
|
||||
├── Dockerfile # Multi-stage server build
|
||||
├── docker-compose.yml # Server + Caddy reverse proxy
|
||||
│
|
||||
├── assets/ # All runtime assets (loaded via Bevy AssetServer)
|
||||
├── assets/ # Loaded at runtime via AssetServer (audio is embedded via include_bytes!())
|
||||
│ ├── cards/
|
||||
│ │ ├── faces/ # Card face sprites (suit + rank)
|
||||
│ │ └── backs/ # Card back designs (back_0.png … back_4.png)
|
||||
│ ├── backgrounds/ # Table backgrounds (bg_0.png … bg_4.png)
|
||||
│ ├── fonts/ # .ttf font files
|
||||
│ │ ├── faces/{RANK}{SUIT}.png # 52 card faces — rendered from hayeah/playing-cards-assets SVGs (MIT)
|
||||
│ │ └── backs/back_0.png – back_4.png # back_0 = generated default back; back_1–4 are generated patterns
|
||||
│ ├── backgrounds/bg_0.png – bg_4.png # generated textures
|
||||
│ ├── fonts/main.ttf # FiraMono-Medium (170K, OFL)
|
||||
│ └── audio/
|
||||
│ ├── card_deal.ogg
|
||||
│ ├── card_flip.ogg
|
||||
│ ├── card_place.ogg
|
||||
│ ├── card_invalid.ogg
|
||||
│ ├── win_fanfare.ogg
|
||||
│ └── ambient_loop.ogg
|
||||
│ ├── card_deal.wav
|
||||
│ ├── card_flip.wav
|
||||
│ ├── card_place.wav
|
||||
│ ├── card_invalid.wav
|
||||
│ ├── win_fanfare.wav
|
||||
│ └── ambient_loop.wav
|
||||
│
|
||||
├── solitaire_core/ # Pure Rust game logic — zero external deps beyond rand/serde
|
||||
├── solitaire_sync/ # Shared API types — used by client and server
|
||||
├── solitaire_data/ # Persistence, sync client, settings
|
||||
├── solitaire_engine/ # Bevy ECS systems, components, plugins
|
||||
├── solitaire_server/ # Self-hosted sync server (Axum + SQLite)
|
||||
├── solitaire_gpgs/ # Google Play Games Services bridge (Android only, stub until stretch goal)
|
||||
└── solitaire_app/ # Main binary entry point
|
||||
```
|
||||
|
||||
@@ -135,25 +130,10 @@ Owns:
|
||||
- `SyncBackend` enum and backend selection
|
||||
- Solitaire Server sync client (JWT auth, auto-refresh)
|
||||
- OS keychain integration (`keyring`)
|
||||
- `SyncProvider` trait — implemented by both `SolitaireServerClient` and `GpgsClient` (Android)
|
||||
|
||||
### `solitaire_gpgs` *(stub — implement when targeting Android)*
|
||||
**Dependencies:** `solitaire_sync`, `jni` (Android only), `solitaire_data` trait impls.
|
||||
|
||||
Android-only crate, compiled only when `target_os = "android"`. Bridges the Google Play Games Services Java SDK via JNI.
|
||||
|
||||
Owns:
|
||||
- `GpgsClient` implementing the `SyncProvider` trait from `solitaire_data`
|
||||
- GPGS Saved Games API calls (load/save cloud save slot)
|
||||
- GPGS Achievements API calls (unlock, reveal, increment)
|
||||
- GPGS Leaderboards API calls (submit score, load scores)
|
||||
- Google Sign-In token management (via JNI into Android SDK)
|
||||
- Conversion between GPGS cloud save blob ↔ `SyncPayload`
|
||||
|
||||
> **Note:** This crate contains only a trait stub and compile-time stub implementations until Android support is actively developed. Do not implement JNI bindings until Phase: Android.
|
||||
- `SyncProvider` trait — implemented by `SolitaireServerClient`
|
||||
|
||||
### `solitaire_engine`
|
||||
**Dependencies:** `bevy`, `bevy_egui`, `bevy_kira_audio`, `solitaire_core`, `solitaire_data`.
|
||||
**Dependencies:** `bevy`, `kira`, `solitaire_core`, `solitaire_data`.
|
||||
|
||||
All Bevy-specific code. Structured as a collection of Plugins that `solitaire_app` registers.
|
||||
|
||||
@@ -162,9 +142,10 @@ Owns:
|
||||
- Rendering systems (card sprites, table, backgrounds)
|
||||
- Drag-and-drop input handling
|
||||
- Animation systems (slide, flip, win cascade, toast)
|
||||
- All egui screens (Home, Stats, Achievements, Settings, Profile)
|
||||
- All Bevy UI screens (Home, Stats, Achievements, Settings, Profile)
|
||||
- Audio playback systems
|
||||
- Sync status display
|
||||
- Card, background, and font asset loading via Bevy `AssetServer` (audio is the lone exception — embedded via `include_bytes!()` in `audio_plugin.rs`)
|
||||
|
||||
### `solitaire_server`
|
||||
**Dependencies:** `solitaire_sync`, `axum`, `sqlx`, `jsonwebtoken`, `bcrypt`, `tower-governor`, `tracing`, `tokio`, `dotenvy`.
|
||||
@@ -209,7 +190,7 @@ RenderSystem ScoreSystem AchievementSystem
|
||||
│
|
||||
│ fires AchievementUnlockedEvent
|
||||
▼
|
||||
ToastSystem (egui popup)
|
||||
ToastSystem (Bevy UI popup)
|
||||
PersistenceSystem (write to disk)
|
||||
```
|
||||
|
||||
@@ -223,8 +204,7 @@ SyncPlugin::on_startup()
|
||||
│ spawns AsyncComputeTask
|
||||
▼
|
||||
solitaire_data::sync_pull() ← dispatches to active SyncProvider
|
||||
│ SolitaireServerClient (desktop / iOS)
|
||||
│ GpgsClient (Android, future)
|
||||
│ SolitaireServerClient
|
||||
▼
|
||||
solitaire_sync::merge(local, remote)
|
||||
│
|
||||
@@ -245,7 +225,7 @@ SyncPlugin::on_exit()
|
||||
│ blocking push (acceptable on exit, not on main loop)
|
||||
▼
|
||||
active SyncProvider::push(local)
|
||||
│ POST to server — or — GPGS Saved Games PUT (Android)
|
||||
│ POST to server
|
||||
▼
|
||||
Done
|
||||
```
|
||||
@@ -256,16 +236,38 @@ Done
|
||||
|
||||
### Bevy Plugins
|
||||
|
||||
| Plugin | Responsibility |
|
||||
|---|---|
|
||||
| `CardPlugin` | Card entity spawning, sprite management, drag-and-drop |
|
||||
| `TablePlugin` | Pile markers, background, layout calculation |
|
||||
| `AnimationPlugin` | Slide, flip, win cascade, toast animations |
|
||||
| `AudioPlugin` | Sound effect and music playback via bevy_kira_audio |
|
||||
| `UIPlugin` | All egui screens: Home, Stats, Achievements, Settings, Profile |
|
||||
| `AchievementPlugin` | Listens for game events, evaluates unlock conditions, fires toasts |
|
||||
| `SyncPlugin` | Manages sync lifecycle (pull on start, push on exit, status display) |
|
||||
| `GamePlugin` | Core game state resource, input routing, win detection |
|
||||
The "Shortcut" column lists optional keyboard accelerators. Every action in this table must also be reachable from a visible UI control (button, menu item, on-screen affordance) per the UI-first design principle in §1; the shortcut is a power-user convenience, not the sole entry point.
|
||||
|
||||
| Plugin | Shortcut | Responsibility |
|
||||
|---|---|---|
|
||||
| `CardPlugin` | — | Card entity spawning, sprite management, drag-and-drop |
|
||||
| `TablePlugin` | — | Pile markers, background, layout calculation |
|
||||
| `FontPlugin` | — | Loads FiraMono-Medium via `AssetServer` at startup; exposes `FontResource` handle |
|
||||
| `AnimationPlugin` | — | Slide, flip, win cascade, toast animations |
|
||||
| `FeedbackAnimPlugin` | — | Shake, settle, and deal-stagger animations |
|
||||
| `AutoCompletePlugin` | Enter | Executes auto-complete when the HUD badge is lit |
|
||||
| `AudioPlugin` | — | Sound effect and music playback via kira |
|
||||
| `InputPlugin` | — | Keyboard and mouse input routing |
|
||||
| `CursorPlugin` | — | Custom cursor sprite during drag |
|
||||
| `SelectionPlugin` | — | Keyboard-driven card selection |
|
||||
| `GamePlugin` | N | Core game state resource, new-game flow, win/game-over overlays |
|
||||
| `HudPlugin` | — | Score, move counter, timer, auto-complete badge, and the top-right action button bar (Undo / Pause / Help / New Game). Each button fires the same request event the corresponding hotkey does. |
|
||||
| `StatsPlugin` | S | Stats overlay and persistence |
|
||||
| `ProgressPlugin` | — | XP/level system, persistence |
|
||||
| `AchievementPlugin` | A | Unlock evaluation, toast events, persistence |
|
||||
| `DailyChallengePlugin` | — | Daily challenge resource and completion tracking |
|
||||
| `WeeklyGoalsPlugin` | — | Weekly goal progress and completion events |
|
||||
| `ChallengePlugin` | — | Challenge mode progression (seeded hard deals) |
|
||||
| `TimeAttackPlugin` | — | 10-minute time-attack mode timer |
|
||||
| `HomePlugin` | M | Main-menu overlay with keyboard shortcut reference |
|
||||
| `ProfilePlugin` | P | Player profile overlay: level, XP, achievements, sync status |
|
||||
| `SettingsPlugin` | O | Settings panel: audio, draw mode, theme, sync, cosmetics |
|
||||
| `LeaderboardPlugin` | L | Leaderboard overlay |
|
||||
| `HelpPlugin` | H | Help / controls overlay |
|
||||
| `PausePlugin` | Esc | Pause and resume |
|
||||
| `OnboardingPlugin` | — | First-run welcome screen |
|
||||
| `SyncPlugin` | — | Async sync lifecycle (pull on start, push on exit, status display) |
|
||||
| `WinSummaryPlugin` | — | Win cascade overlay and screen-shake effect |
|
||||
|
||||
### Key Bevy Resources
|
||||
|
||||
@@ -290,6 +292,20 @@ struct StatsResource(StatsSnapshot);
|
||||
struct ProgressResource(PlayerProgress);
|
||||
struct AchievementsResource(Vec<AchievementRecord>);
|
||||
struct SettingsResource(Settings);
|
||||
|
||||
// Pre-loaded card face and back PNG handles
|
||||
struct CardImageSet {
|
||||
faces: [[Handle<Image>; 13]; 4], // [suit][rank]: Clubs=0..Spades=3, Ace=0..King=12
|
||||
backs: [Handle<Image>; 5], // indexed by selected_card_back setting
|
||||
}
|
||||
|
||||
// Project-wide font handle (FiraMono-Medium loaded via AssetServer at startup)
|
||||
struct FontResource(Handle<Font>);
|
||||
|
||||
// Pre-loaded background PNG handles
|
||||
struct BackgroundImageSet {
|
||||
handles: Vec<Handle<Image>>, // indices 0–4 match selected_background setting
|
||||
}
|
||||
```
|
||||
|
||||
### Key Bevy Events
|
||||
@@ -363,7 +379,6 @@ Implementations:
|
||||
|---|---|---|
|
||||
| `LocalOnlyProvider` | No-op (default) | All |
|
||||
| `SolitaireServerClient` | Self-hosted server | All |
|
||||
| `GpgsClient` *(future)* | Google Play Games Services | Android only |
|
||||
|
||||
Sync always runs on `bevy::tasks::AsyncComputeTaskPool` — the game thread is never blocked.
|
||||
|
||||
@@ -378,9 +393,6 @@ pub enum SyncBackend {
|
||||
// JWT access + refresh tokens stored in OS keychain
|
||||
// key: "solitaire_quest_server_{username}"
|
||||
},
|
||||
GooglePlayGames,
|
||||
// No credentials stored locally — auth managed by Google Sign-In SDK via JNI
|
||||
// Android only; selecting this on non-Android falls back to Local silently
|
||||
}
|
||||
```
|
||||
|
||||
@@ -392,10 +404,6 @@ On exit: `POST /api/sync/push` with payload
|
||||
On 401: automatically attempt `POST /api/auth/refresh`, retry once, then surface error to user.
|
||||
Credentials stored in OS keychain via `keyring` — never in plaintext on disk.
|
||||
|
||||
### Google Play Games Sync *(Android — future, see Section 8)*
|
||||
|
||||
Implemented in `solitaire_gpgs` crate. Uses the GPGS Saved Games API with named slot `"solitaire_quest_sync"`. The `GpgsClient` struct implements `SyncProvider` — the `SyncPlugin` treats it identically to `SolitaireServerClient`. The same `solitaire_sync::merge()` function applies regardless of which provider returned the remote data.
|
||||
|
||||
---
|
||||
|
||||
## 7. Sync Server Architecture
|
||||
@@ -482,89 +490,7 @@ This ensures all players worldwide get the same challenge for a given date, rega
|
||||
|
||||
---
|
||||
|
||||
## 8. Google Play Games Services (Android Future)
|
||||
|
||||
> **Status: Stub only.** Do not implement JNI bindings until Android is actively targeted. The `solitaire_gpgs` crate exists in the workspace with a trait stub so the compiler enforces the interface contract from day one.
|
||||
|
||||
### Why GPGS on Android
|
||||
|
||||
Google Play Games Services provides first-class Android features that would otherwise require significant backend work:
|
||||
|
||||
| Feature | GPGS Provides | Our Alternative |
|
||||
|---|---|---|
|
||||
| Cloud saves | Saved Games API | Self-hosted server |
|
||||
| Achievements | Native popups + Play profile | In-game toasts only |
|
||||
| Leaderboards | Hosted by Google, visible in Play app | Server leaderboard |
|
||||
| Auth | Google Sign-In, no registration | Username + password |
|
||||
|
||||
On Android, GPGS is the **primary** sync provider. The self-hosted server is the **fallback** if the player is not signed in or has no server configured. Both can be active simultaneously — a win pushes to both, pull merges from whichever responded last.
|
||||
|
||||
### Compatibility Reality
|
||||
|
||||
| Platform | GPGS Support |
|
||||
|---|---|
|
||||
| Android | ✅ Full |
|
||||
| Windows | ✅ GPGS for PC (optional, separate SDK) |
|
||||
| macOS | ❌ Not supported |
|
||||
| Linux | ❌ Not supported |
|
||||
| iOS | ❌ Not supported |
|
||||
|
||||
macOS, Linux, and iOS users always use the self-hosted server. This is why the server is the primary design and GPGS is an enhancement layer.
|
||||
|
||||
### `solitaire_gpgs` Crate Design
|
||||
|
||||
The crate is compiled only on Android (`#[cfg(target_os = "android")]`). On all other platforms the crate exports only the stub.
|
||||
|
||||
```rust
|
||||
// solitaire_gpgs/src/lib.rs
|
||||
|
||||
#[cfg(target_os = "android")]
|
||||
mod android;
|
||||
|
||||
#[cfg(not(target_os = "android"))]
|
||||
mod stub;
|
||||
|
||||
pub use stub::GpgsClient; // stub on desktop
|
||||
#[cfg(target_os = "android")]
|
||||
pub use android::GpgsClient; // real impl on Android
|
||||
```
|
||||
|
||||
### JNI Bridge (Android implementation — future)
|
||||
|
||||
The real `GpgsClient` uses the `jni` crate to call into the GPGS Android SDK:
|
||||
|
||||
```
|
||||
Rust GpgsClient
|
||||
│ jni::JNIEnv
|
||||
▼
|
||||
Java: com.google.android.gms.games.PlayGames
|
||||
├── getSnapshotsClient() → Saved Games (sync payload)
|
||||
├── getAchievementsClient() → unlock / reveal
|
||||
└── getLeaderboardsClient() → submit score
|
||||
```
|
||||
|
||||
Steps required when Android work begins:
|
||||
1. Add `cargo-mobile2` to the build toolchain
|
||||
2. Implement `GpgsClient` with `jni` bindings in `solitaire_gpgs/src/android.rs`
|
||||
3. Add `GpgsClient: SyncProvider` impl — pull/push map to Saved Games load/save
|
||||
4. Mirror achievement unlocks: on `AchievementUnlockedEvent`, call GPGS unlock API alongside in-game toast
|
||||
5. Submit scores to GPGS leaderboard on `GameWonEvent`
|
||||
6. Add Google Sign-In button to the Settings screen (Android build only, `#[cfg]` gated)
|
||||
|
||||
### Dual-Sync on Android
|
||||
|
||||
When both GPGS and the self-hosted server are configured, the `SyncPlugin` runs both providers concurrently and merges all three payloads (local + GPGS + server) using the same `solitaire_sync::merge()` function applied twice:
|
||||
|
||||
```
|
||||
local ──────┐
|
||||
├── merge() ──► intermediate ──┐
|
||||
gpgs ────────┘ ├── merge() ──► final
|
||||
server ──────┘
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 9. Data Models
|
||||
## 8. Data Models
|
||||
|
||||
### Core Game Models (`solitaire_core`)
|
||||
|
||||
@@ -588,6 +514,9 @@ pub enum PileType {
|
||||
|
||||
pub enum DrawMode { DrawOne, DrawThree }
|
||||
|
||||
/// Active game mode. Classic is the default; others unlock at level 5.
|
||||
pub enum GameMode { Classic, Zen, Challenge, TimeAttack }
|
||||
|
||||
pub enum MoveError {
|
||||
InvalidSource,
|
||||
InvalidDestination,
|
||||
@@ -600,13 +529,16 @@ pub enum MoveError {
|
||||
pub struct GameState {
|
||||
pub piles: HashMap<PileType, Vec<Card>>,
|
||||
pub draw_mode: DrawMode,
|
||||
pub mode: GameMode,
|
||||
pub score: i32,
|
||||
pub move_count: u32,
|
||||
pub undo_count: u32, // number of undos used in this game
|
||||
pub recycle_count: u32, // number of stock recycles
|
||||
pub elapsed_seconds: u64,
|
||||
pub seed: u64,
|
||||
pub is_won: bool,
|
||||
pub is_auto_completable: bool,
|
||||
undo_stack: Vec<StateSnapshot>, // private, max 64
|
||||
undo_stack: VecDeque<StateSnapshot>, // private, max 64 (VecDeque for O(1) pop_front)
|
||||
}
|
||||
```
|
||||
|
||||
@@ -652,14 +584,14 @@ pub struct Settings {
|
||||
pub music_volume: f32,
|
||||
pub animation_speed: AnimSpeed,
|
||||
pub theme: Theme,
|
||||
pub sync_backend: SyncBackend, // Local | SolitaireServer | GooglePlayGames
|
||||
pub sync_backend: SyncBackend, // Local | SolitaireServer
|
||||
pub first_run_complete: bool,
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 10. API Reference
|
||||
## 9. API Reference
|
||||
|
||||
All endpoints are under the base URL configured by the user (e.g., `https://solitaire.example.com`).
|
||||
|
||||
@@ -702,9 +634,9 @@ All endpoints are under the base URL configured by the user (e.g., `https://soli
|
||||
|
||||
---
|
||||
|
||||
## 11. Merge Strategy
|
||||
## 10. Merge Strategy
|
||||
|
||||
Used identically by the `SolitaireServerClient`, `GpgsClient`, and server-side handler. Lives in `solitaire_sync` as a pure function with no I/O. Called once per provider when multiple backends are active simultaneously (e.g. GPGS + server on Android).
|
||||
Used by both `SolitaireServerClient` and the server-side handler. Lives in `solitaire_sync` as a pure function with no I/O.
|
||||
|
||||
```rust
|
||||
pub fn merge(local: &SyncPayload, remote: &SyncPayload) -> SyncPayload {
|
||||
@@ -744,7 +676,7 @@ pub fn merge(local: &SyncPayload, remote: &SyncPayload) -> SyncPayload {
|
||||
|
||||
---
|
||||
|
||||
## 12. Achievement System
|
||||
## 11. Achievement System
|
||||
|
||||
### Definition Structure
|
||||
|
||||
@@ -789,13 +721,9 @@ pub struct AchievementDef {
|
||||
|
||||
Achievement conditions are evaluated by `AchievementPlugin` on every `GameWonEvent` and `StateChangedEvent`. The plugin calls `solitaire_core::check_achievements()` which returns a `Vec<AchievementDef>` of newly unlocked achievements. The plugin then fires `AchievementUnlockedEvent` for each, which the toast and persistence systems handle independently.
|
||||
|
||||
### GPGS Mirroring *(Android, future)*
|
||||
|
||||
When the `GpgsClient` is active, every `AchievementUnlockedEvent` also triggers a GPGS `achievements.unlock()` call via JNI so the achievement appears in the player's Google Play profile. A static map in `solitaire_gpgs` maps our achievement IDs to GPGS achievement IDs (assigned in the Google Play Console). Mirroring is fire-and-forget — failures are logged but never block the in-game toast.
|
||||
|
||||
---
|
||||
|
||||
## 13. Progression System
|
||||
## 12. Progression System
|
||||
|
||||
### XP Sources
|
||||
|
||||
@@ -824,62 +752,85 @@ Levels 11+: level = 10 + floor((total_xp - 5000) / 1000)
|
||||
|
||||
---
|
||||
|
||||
## 14. Audio System
|
||||
## 13. Audio System
|
||||
|
||||
Audio uses `bevy_kira_audio`. All sound files are `.ogg` (good compression, cross-platform, royalty-free).
|
||||
Audio uses `kira`. All sound files are `.wav`.
|
||||
|
||||
| File | Trigger |
|
||||
|---|---|
|
||||
| `card_deal.ogg` | New game deal animation |
|
||||
| `card_flip.ogg` | Card flips face-up |
|
||||
| `card_place.ogg` | Valid card placement |
|
||||
| `card_invalid.ogg` | Invalid move attempt |
|
||||
| `win_fanfare.ogg` | Game won |
|
||||
| `ambient_loop.ogg` | Looping background music (restarts seamlessly) |
|
||||
| `card_deal.wav` | New game deal animation |
|
||||
| `card_flip.wav` | Card flips face-up |
|
||||
| `card_place.wav` | Valid card placement |
|
||||
| `card_invalid.wav` | Invalid move attempt |
|
||||
| `win_fanfare.wav` | Game won |
|
||||
| `ambient_loop.wav` | Looping background music |
|
||||
|
||||
Volume is controlled by two independent sliders in Settings (`sfx_volume`, `music_volume`), each stored in `Settings` and applied as `bevy_kira_audio` channel volumes.
|
||||
Volume is controlled by two independent sliders in Settings (`sfx_volume`, `music_volume`), each stored in `Settings` and applied as `kira` channel volumes.
|
||||
|
||||
Audio systems listen for Bevy events and never block the game thread.
|
||||
|
||||
---
|
||||
|
||||
## 15. Asset Pipeline
|
||||
## 14. Asset Pipeline
|
||||
|
||||
All assets are loaded through Bevy's `AssetServer`. No bytes are hardcoded in source.
|
||||
### Rendering approach
|
||||
|
||||
### Card Sprites
|
||||
Cards are Bevy `Sprite` entities with `Handle<Image>` from `CardImageSet`. Face-up cards use one of 52 individual face PNGs selected by `faces[suit][rank]` — rank and suit are baked into each image and no `Text2d` overlay is spawned. Face-down cards use `backs/back_N.png` indexed by `settings.selected_card_back`. `Text2d` labels are only used as a fallback when `CardImageSet` is absent (e.g. tests with `MinimalPlugins`). `CardImageSet` is populated at startup by `card_plugin::load_card_images` via `AssetServer::load()`.
|
||||
|
||||
Card faces can be either:
|
||||
- A texture atlas (`assets/cards/atlas.png` + `atlas.ron` layout) — faster to load, preferred
|
||||
- Individual files (`assets/cards/faces/2_of_clubs.png`, etc.) — easier to author
|
||||
Backgrounds are Bevy `Sprite` entities with `Handle<Image>` from `BackgroundImageSet`. `BackgroundImageSet` is populated at startup by `table_plugin::load_background_images` via `AssetServer::load()`.
|
||||
|
||||
Card backs: `assets/cards/backs/back_0.png` through `back_4.png`. Additional backs unlocked via achievements are in the same folder, gated by `PlayerProgress::unlocked_card_backs`.
|
||||
The font `FiraMono-Medium` is loaded via `AssetServer::load("fonts/main.ttf")` at startup by `FontPlugin` and exposed as `FontResource` for use by all UI and text systems.
|
||||
|
||||
### Backgrounds
|
||||
All three loaders take `Option<Res<AssetServer>>` so they degrade cleanly under `MinimalPlugins` in tests: when the server is absent, `CardImageSet`/`BackgroundImageSet` are inserted with empty handle slots and the plugins fall back to `Text2d` rank+suit overlays and solid-colour board backgrounds. The `assets/` directory must ship alongside the binary.
|
||||
|
||||
`assets/backgrounds/bg_0.png` through `bg_4.png`. Same unlock gating as card backs.
|
||||
The `assets/` directory layout:
|
||||
|
||||
### Fonts
|
||||
```
|
||||
assets/
|
||||
├── cards/
|
||||
│ ├── faces/{rank}_{suit}.png # 52 individual card faces (120×168, generated by solitaire_assetgen)
|
||||
│ └── backs/back_0.png – back_4.png # placeholder patterns
|
||||
├── backgrounds/bg_0.png – bg_4.png # placeholder textures
|
||||
├── fonts/main.ttf # FiraMono-Medium (170K, OFL)
|
||||
└── audio/
|
||||
├── card_deal.wav
|
||||
├── card_flip.wav
|
||||
├── card_place.wav
|
||||
├── card_invalid.wav
|
||||
├── win_fanfare.wav
|
||||
└── ambient_loop.wav
|
||||
```
|
||||
|
||||
`assets/fonts/main.ttf` — used for card rank/suit text and all egui overrides.
|
||||
### Audio
|
||||
|
||||
All sound effect WAV files are embedded at compile time via `include_bytes!()` in `audio_plugin.rs`. There is no runtime asset loading — the binary is fully self-contained.
|
||||
|
||||
| File | Trigger |
|
||||
|---|---|
|
||||
| `card_deal.wav` | New game deal animation |
|
||||
| `card_flip.wav` | Card flips face-up |
|
||||
| `card_place.wav` | Valid card placement |
|
||||
| `card_invalid.wav` | Invalid move attempt |
|
||||
| `win_fanfare.wav` | Game won |
|
||||
| `ambient_loop.wav` | Looping background music |
|
||||
|
||||
---
|
||||
|
||||
## 16. Platform Targets
|
||||
## 15. Platform Targets
|
||||
|
||||
| Platform | Status | Primary Sync | Notes |
|
||||
|---|---|---|---|
|
||||
| macOS | Primary | Self-hosted server | x86_64 + Apple Silicon (universal binary via `cargo-lipo`) |
|
||||
| Windows | Primary | Self-hosted server | x86_64, MSVC toolchain; optional GPGS for PC (future) |
|
||||
| Windows | Primary | Self-hosted server | x86_64, MSVC toolchain |
|
||||
| Linux | Primary | Self-hosted server | x86_64, tested on Ubuntu 22.04+ and Fedora 39+ |
|
||||
| Android | Stretch | Google Play Games + server | `cargo-mobile2`, touch input, GPGS via JNI |
|
||||
| iOS | Stretch | Self-hosted server | `cargo-mobile2`, touch input; GPGS unavailable on iOS |
|
||||
| Android | Stretch | Self-hosted server | `cargo-mobile2`, touch input |
|
||||
| iOS | Stretch | Self-hosted server | `cargo-mobile2`, touch input |
|
||||
|
||||
Minimum Bevy window size enforced: 800×600. Desktop windows are freely resizable; layout recomputes on `WindowResized`.
|
||||
|
||||
---
|
||||
|
||||
## 17. Build & Development Guide
|
||||
## 16. Build & Development Guide
|
||||
|
||||
### Prerequisites
|
||||
|
||||
@@ -940,7 +891,7 @@ Add `--features bevy/dynamic_linking` during development to dramatically reduce
|
||||
|
||||
---
|
||||
|
||||
## 18. Deployment Guide
|
||||
## 17. Deployment Guide
|
||||
|
||||
### Docker Compose (Recommended)
|
||||
|
||||
@@ -985,7 +936,7 @@ Migrations run automatically on startup via `sqlx::migrate!()`.
|
||||
|
||||
---
|
||||
|
||||
## 19. Security Model
|
||||
## 18. Security Model
|
||||
|
||||
| Concern | Mitigation |
|
||||
|---|---|
|
||||
@@ -1001,7 +952,7 @@ Migrations run automatically on startup via `sqlx::migrate!()`.
|
||||
|
||||
---
|
||||
|
||||
## 20. Testing Strategy
|
||||
## 19. Testing Strategy
|
||||
|
||||
### Unit Tests (`solitaire_core`)
|
||||
|
||||
@@ -1040,12 +991,10 @@ Using `axum::test` and an in-memory SQLite database:
|
||||
- [ ] Achievement toast appears and dismisses
|
||||
- [ ] Server sync: register, login, push, pull on second machine
|
||||
- [ ] Server sync: JWT refresh on 401 works transparently
|
||||
- [ ] GPGS sync (Android only): sign in, unlock achievement, verify appears in Play Games app
|
||||
- [ ] Dual sync (Android only): GPGS + server both configured, payloads merge correctly
|
||||
|
||||
---
|
||||
|
||||
## 21. Decision Log
|
||||
## 20. Decision Log
|
||||
|
||||
| Decision | Rationale | Date |
|
||||
|---|---|---|
|
||||
@@ -1057,7 +1006,10 @@ Using `axum::test` and an in-memory SQLite database:
|
||||
| bcrypt cost 12 | Balances security and registration latency (~300ms on modern hardware); higher than default 10 | 2026-04-19 |
|
||||
| No email required for server accounts | Reduces PII collected; simplifies self-hosted deployments; password reset handled by server admin if needed | 2026-04-19 |
|
||||
| Self-hosted server as primary sync (not WebDAV) | A proper Rust server gives us auth, leaderboards, and daily challenge seeding for minimal extra effort over WebDAV, and removes a redundant backend | 2026-04-20 |
|
||||
| `SyncProvider` trait, not `SyncBackend` match arms | Allows adding Google Play Games Services cleanly; `SyncPlugin` stays backend-agnostic and testable | 2026-04-20 |
|
||||
| GPGS as Android enhancement, not replacement | GPGS has no macOS/Linux support; the server must remain universal, with GPGS layered on top for Android players | 2026-04-20 |
|
||||
| `SyncProvider` trait, not `SyncBackend` match arms | `SyncPlugin` stays backend-agnostic and testable; new backends can be added without touching the plugin | 2026-04-20 |
|
||||
| Dropped WebDAV backend | Redundant once the self-hosted server exists; removing it reduces surface area and simplifies settings UI | 2026-04-20 |
|
||||
| `solitaire_gpgs` crate stubbed from day one | Enforces the `SyncProvider` interface contract at compile time even before Android work begins; avoids architectural rework later | 2026-04-20 |
|
||||
| Dropped GPGS backend | Redundant with the self-hosted server; adds JNI complexity for no user-visible benefit on the target platforms | 2026-04-28 |
|
||||
| Card, background, and font assets loaded via `AssetServer` | Reverses the earlier embed-via-`include_bytes!()` decision: PNGs and TTFs are loaded at runtime so artwork can be swapped (e.g. alternate card backs, themed backgrounds) without a recompile, and binary size stays small. Loaders take `Option<Res<AssetServer>>` and fall back gracefully under `MinimalPlugins`. The `assets/` directory must ship alongside the binary. | 2026-04-29 |
|
||||
| Audio assets remain embedded via `include_bytes!()` | Audio files are small, change rarely, and the embedded path eliminates a class of runtime-load errors during gameplay; the asset-pipeline reversal does not extend to audio | 2026-04-29 |
|
||||
| Card art swapped from xCards (LGPL-3.0) to hayeah/playing-cards-assets (MIT) | Public-release readiness. The previous xCards art carried LGPL relinking obligations that complicate a single-binary distribution; hayeah's set derives from the public-domain `vector-playing-cards` line-art and is permissively MIT-licensed. CREDITS.md license summary collapsed to MIT + OFL-1.1. The default card back is original work in this project's midnight-purple palette. | 2026-05-01 |
|
||||
| Runtime SVG card-theme system (`CARD_PLAN.md`) | User-supplied themes need to ship SVG sources so they can rasterise at any resolution on the player's hardware; baking PNGs at build time only would lock theme installation to the developer. The pipeline (usvg → resvg → tiny-skia) rasterises once per (theme, target size) at load time and caches the resulting `Image`, so the runtime cost is paid once, not per frame. The bundled default theme ships via `embedded://`; user themes via `themes://` rooted at `user_theme_dir()`. | 2026-05-01 |
|
||||
|
||||
@@ -12,7 +12,6 @@ solitaire_sync/ # Shared API types — NO Bevy, serde/uuid/chrono only
|
||||
solitaire_data/ # Persistence + SyncProvider trait + server client
|
||||
solitaire_engine/ # Bevy ECS systems, components, plugins
|
||||
solitaire_server/ # Axum sync server binary
|
||||
solitaire_gpgs/ # Google Play Games bridge — STUB ONLY until Android phase
|
||||
solitaire_app/ # Thin binary entry point
|
||||
assets/ # Source assets — embedded at compile time via include_bytes!()
|
||||
```
|
||||
@@ -48,12 +47,13 @@ cargo clippy -p solitaire_core -- -D warnings
|
||||
|
||||
- `solitaire_core` and `solitaire_sync` must never gain Bevy or network dependencies.
|
||||
- No `unwrap()` or `panic!()` in game logic. All state transitions return `Result<_, MoveError>`.
|
||||
- Assets are embedded at compile time using `include_bytes!()`. No runtime asset loading via `AssetServer`.
|
||||
- Audio assets are embedded at compile time using `include_bytes!()` in `audio_plugin.rs`.
|
||||
- Card faces (52 PNGs in `assets/cards/faces/`), card backs (`assets/cards/backs/back_N.png`), board backgrounds (`assets/backgrounds/bg_N.png`), and the UI font (`assets/fonts/main.ttf`) are loaded at runtime via `AssetServer::load()` and stored as `Handle<Image>`/`Handle<Font>` in the `CardImageSet`, `BackgroundImageSet`, and `FontResource` resources. The `assets/` directory must ship alongside the binary.
|
||||
- Asset-loading systems take `Option<Res<AssetServer>>` so they degrade cleanly under `MinimalPlugins` (tests). When `CardImageSet` is absent, `card_plugin` falls back to a `Text2d` rank+suit overlay; when `BackgroundImageSet` is absent, the board falls back to a solid colour.
|
||||
- Atomic file writes only: write to `filename.json.tmp`, then `rename()`.
|
||||
- Passwords and tokens are stored in the OS keychain via the `keyring` crate — never in plaintext files or logs.
|
||||
- Sync runs on `AsyncComputeTaskPool` — never block the Bevy main thread.
|
||||
- All sync backends implement the `SyncProvider` trait. The `SyncPlugin` is backend-agnostic — never `match` on `SyncBackend` inside a Bevy system.
|
||||
- `solitaire_gpgs` is a stub until Android work begins. Do not write JNI bindings yet; keep the compile-time stub so the trait contract is enforced from day one.
|
||||
- `cargo clippy --workspace -- -D warnings` must pass clean after every change.
|
||||
- `cargo test --workspace` must pass after every change.
|
||||
|
||||
@@ -77,6 +77,7 @@ cargo clippy -p solitaire_core -- -D warnings
|
||||
- Resources own shared state. Events communicate between systems. Components own per-entity data.
|
||||
- All UI screens are built with Bevy UI (`bevy::ui`). Never mix UI layout and game logic in the same system.
|
||||
- Layout is recomputed on `WindowResized` — never assume a fixed window size.
|
||||
- **UI-first.** Every player-triggered action (new game, undo, draw, pause, open stats / settings / help / profile / leaderboard, switch mode, etc.) must be reachable from a visible UI control. Keyboard shortcuts are optional accelerators — never the sole entry point. New gameplay features ship with the UI control alongside the system that backs it; do not merge a feature that is keyboard-only.
|
||||
|
||||
---
|
||||
|
||||
|
||||
@@ -0,0 +1,112 @@
|
||||
# Credits
|
||||
|
||||
Solitaire Quest is MIT-licensed (see [LICENSE](LICENSE)). It is built on top of
|
||||
the work of many open-source projects and a small handful of third-party
|
||||
assets. This file lists every component that ships in the binary or in the
|
||||
`assets/` directory.
|
||||
|
||||
---
|
||||
|
||||
## Code & Framework
|
||||
|
||||
| Component | License | Role |
|
||||
|---|---|---|
|
||||
| [Bevy 0.18](https://bevyengine.org/) | MIT OR Apache-2.0 | Game engine, ECS, rendering, UI |
|
||||
| [kira 0.12](https://crates.io/crates/kira) | MIT OR Apache-2.0 | Audio playback (mixer, sub-tracks, looping ambient) |
|
||||
| [serde](https://crates.io/crates/serde) / [serde_json](https://crates.io/crates/serde_json) | MIT OR Apache-2.0 | Serialization for save files and the sync API |
|
||||
| [tokio](https://crates.io/crates/tokio) | MIT | Async runtime for the sync client and server |
|
||||
| [axum 0.8](https://crates.io/crates/axum) | MIT | HTTP framework for the self-hosted sync server |
|
||||
| [sqlx 0.8](https://crates.io/crates/sqlx) | MIT OR Apache-2.0 | Compile-time-checked SQLite access on the server |
|
||||
| [reqwest 0.13](https://crates.io/crates/reqwest) | MIT OR Apache-2.0 | HTTP client for the sync provider |
|
||||
| [jsonwebtoken 10](https://crates.io/crates/jsonwebtoken) | MIT | JWT issuance and validation |
|
||||
| [bcrypt 0.19](https://crates.io/crates/bcrypt) | MIT | Password hashing on the server |
|
||||
| [keyring 4](https://crates.io/crates/keyring) | MIT OR Apache-2.0 | OS keychain integration for credential storage |
|
||||
| [tower-governor 0.8](https://crates.io/crates/tower-governor) | MIT | Rate limiting on `/api/auth/*` |
|
||||
| [chrono](https://crates.io/crates/chrono) | MIT OR Apache-2.0 | Date / time handling |
|
||||
| [uuid](https://crates.io/crates/uuid) | MIT OR Apache-2.0 | User and session identifiers |
|
||||
| [thiserror](https://crates.io/crates/thiserror) | MIT OR Apache-2.0 | Error type derive |
|
||||
| [rand 0.9](https://crates.io/crates/rand) | MIT OR Apache-2.0 | Seeded shuffler in `solitaire_core` |
|
||||
| [png 0.17](https://crates.io/crates/png) | MIT OR Apache-2.0 | PNG encoder used by `solitaire_assetgen` |
|
||||
| [ab_glyph 0.2](https://crates.io/crates/ab_glyph) | Apache-2.0 | Glyph rasterization for generated card art |
|
||||
|
||||
The full transitive dependency tree (several hundred crates) is captured in
|
||||
`Cargo.lock` and reachable via `cargo tree`. Every crate brought in is
|
||||
MIT, Apache-2.0, BSD-style, or a dual-licensed combination thereof — no
|
||||
copyleft code is statically linked into the game binary.
|
||||
|
||||
---
|
||||
|
||||
## Assets
|
||||
|
||||
### Card artwork
|
||||
|
||||
| File(s) | Source | License |
|
||||
|---|---|---|
|
||||
| `solitaire_engine/assets/themes/default/{suit}_{rank}.svg` (52 SVGs) | [hayeah/playing-cards-assets](https://github.com/hayeah/playing-cards-assets) | MIT |
|
||||
| `solitaire_engine/assets/themes/default/back.svg` | Original — Solitaire Quest | MIT (this project) |
|
||||
| `assets/cards/faces/{RANK}{SUIT}.png` (52 PNGs) | Pre-rendered from the same `playing-cards-assets` SVGs | MIT (passed through from hayeah) |
|
||||
| `assets/cards/backs/back_0.png` – `back_4.png` | Original — generated by `solitaire_assetgen::gen_art` | MIT (this project) |
|
||||
|
||||
The face SVGs come from Howard Yeh's `playing-cards-assets` repository, which
|
||||
is itself derived from the public-domain `vector-playing-cards` Google Code
|
||||
project. The art is redistributed under the MIT license — see the upstream
|
||||
repository for the full notice. The files ship unmodified in the bundled
|
||||
default theme; user-supplied themes can override them per-installation
|
||||
through the runtime SVG theming system documented in `CARD_PLAN.md`.
|
||||
|
||||
The default card back is original work by this project, midnight-purple
|
||||
themed to match the rest of the UI palette.
|
||||
|
||||
### Backgrounds
|
||||
|
||||
| File(s) | Source | License |
|
||||
|---|---|---|
|
||||
| `assets/backgrounds/bg_0.png` – `bg_4.png` | Original — generated by `solitaire_assetgen::gen_art` | MIT (this project) |
|
||||
|
||||
### Typography
|
||||
|
||||
| File | Source | License |
|
||||
|---|---|---|
|
||||
| `assets/fonts/main.ttf` (FiraMono-Medium) | [mozilla/Fira](https://github.com/mozilla/Fira) | SIL Open Font License 1.1 |
|
||||
|
||||
The OFL permits redistribution and embedding in software so long as the font
|
||||
file itself is not sold standalone. The file ships unmodified.
|
||||
|
||||
### Audio
|
||||
|
||||
All six WAV files in `assets/audio/` are **original work** — there are no
|
||||
third-party audio samples in this project. They are synthesized
|
||||
programmatically by `solitaire_assetgen/src/bin/gen_sfx.rs`, which writes
|
||||
44.1 kHz mono 16-bit PCM WAVs using a hand-rolled WAV writer (no `hound` or
|
||||
`dasp` dependency). The synthesis stack is entirely additive: sine /
|
||||
square waves, layered harmonics, deterministic LCG noise, AR envelopes,
|
||||
and a slow LFO for the ambient track.
|
||||
|
||||
| File | Synthesis approach |
|
||||
|---|---|
|
||||
| `card_deal.wav` | Filtered LCG noise with a sweeping low-pass cutoff for a "whoosh" |
|
||||
| `card_flip.wav` | High-passed LCG noise under a fast AR envelope |
|
||||
| `card_place.wav` | 120 Hz sine body + filtered noise click |
|
||||
| `card_invalid.wav` | Two dissonant square tones (196 Hz + 207.65 Hz) beating against each other |
|
||||
| `win_fanfare.wav` | C-major arpeggio (C5 / E5 / G5 / C6) with sine + 2nd harmonic |
|
||||
| `ambient_loop.wav` | 55 Hz fundamental with 2nd and 3rd harmonics, modulated by a 0.2 Hz LFO; loop length is chosen so the tone and LFO both complete an integer number of cycles for seamless looping |
|
||||
|
||||
Audio files are MIT-licensed alongside the rest of this project.
|
||||
|
||||
---
|
||||
|
||||
## License Summary
|
||||
|
||||
- **Project code:** MIT — see [LICENSE](LICENSE).
|
||||
- **Card face artwork (52 SVGs from hayeah/playing-cards-assets, plus the
|
||||
pre-rendered PNGs in `assets/cards/faces/`):** MIT, redistributed
|
||||
unmodified. The original `vector-playing-cards` line art is itself
|
||||
public domain.
|
||||
- **FiraMono-Medium font:** SIL Open Font License 1.1, redistributed unmodified.
|
||||
- **All other assets** (backgrounds, the default `back.svg`, generated card
|
||||
backs, every audio file) are original work covered by this project's MIT
|
||||
license.
|
||||
|
||||
If you redistribute Solitaire Quest, you must ship this `CREDITS.md` and the
|
||||
`LICENSE` file alongside the binary so the MIT (project + hayeah card art)
|
||||
and OFL (FiraMono) notices remain visible to end users.
|
||||
@@ -0,0 +1,3 @@
|
||||
{$SOLITAIRE_DOMAIN} {
|
||||
reverse_proxy server:{$SERVER_PORT:-8080}
|
||||
}
|
||||
@@ -5,42 +5,68 @@ members = [
|
||||
"solitaire_data",
|
||||
"solitaire_engine",
|
||||
"solitaire_server",
|
||||
"solitaire_gpgs",
|
||||
"solitaire_app",
|
||||
"solitaire_assetgen",
|
||||
]
|
||||
resolver = "2"
|
||||
|
||||
[workspace.package]
|
||||
edition = "2021"
|
||||
edition = "2024"
|
||||
version = "0.1.0"
|
||||
license = "MIT"
|
||||
rust-version = "1.95"
|
||||
|
||||
[workspace.dependencies]
|
||||
serde = { version = "1", features = ["derive"] }
|
||||
serde_json = "1"
|
||||
uuid = { version = "1", features = ["v4", "serde"] }
|
||||
chrono = { version = "0.4", features = ["serde"] }
|
||||
thiserror = "1"
|
||||
rand = "0.8"
|
||||
thiserror = "2"
|
||||
rand = "0.9"
|
||||
async-trait = "0.1"
|
||||
tokio = { version = "1", features = ["full"] }
|
||||
dirs = "5"
|
||||
keyring = "2"
|
||||
reqwest = { version = "0.12", features = ["json", "rustls-tls"], default-features = false }
|
||||
dirs = "6"
|
||||
keyring = "4"
|
||||
keyring-core = "1"
|
||||
reqwest = { version = "0.13", features = ["json", "rustls", "rustls-native-certs"], default-features = false }
|
||||
|
||||
solitaire_core = { path = "solitaire_core" }
|
||||
solitaire_sync = { path = "solitaire_sync" }
|
||||
solitaire_data = { path = "solitaire_data" }
|
||||
solitaire_engine = { path = "solitaire_engine" }
|
||||
|
||||
bevy = "0.15"
|
||||
kira = "0.9"
|
||||
bevy = "0.18"
|
||||
kira = "0.12"
|
||||
|
||||
axum = "0.7"
|
||||
# SVG rasterisation pipeline for the runtime card-theme system.
|
||||
# usvg parses + simplifies; resvg renders to a tiny-skia Pixmap;
|
||||
# tiny-skia provides the CPU rasteriser. All three are maintained
|
||||
# together by the resvg-rs project and version in lockstep.
|
||||
usvg = "0.47"
|
||||
resvg = "0.47"
|
||||
tiny-skia = "0.12"
|
||||
|
||||
# Theme manifest format. RON keeps the file human-editable while
|
||||
# preserving Rust-style structures the importer can validate.
|
||||
ron = "0.12"
|
||||
|
||||
# Importer-only: reads user-supplied theme zip archives, validates
|
||||
# their contents, and unpacks them into the user themes directory.
|
||||
# Default features are disabled to keep the dependency footprint small;
|
||||
# only `deflate` is needed because the importer rejects other
|
||||
# compression methods anyway (see Phase 7 spec).
|
||||
zip = { version = "8.6", default-features = false, features = ["deflate"] }
|
||||
|
||||
# Importer-only test dependency: tests build zip archives in a
|
||||
# scratch directory so they don't pollute the real user themes path
|
||||
# on the developer's machine.
|
||||
tempfile = "3.27"
|
||||
|
||||
axum = "0.8"
|
||||
sqlx = { version = "0.8", features = ["runtime-tokio-rustls", "sqlite", "macros", "migrate"] }
|
||||
jsonwebtoken = "9"
|
||||
bcrypt = "0.15"
|
||||
tower_governor = "0.4"
|
||||
jsonwebtoken = { version = "10", default-features = false, features = ["rust_crypto"] }
|
||||
bcrypt = "0.19"
|
||||
tower_governor = "0.8"
|
||||
tracing = "0.1"
|
||||
tracing-subscriber = { version = "0.3", features = ["env-filter"] }
|
||||
dotenvy = "0.15"
|
||||
|
||||
@@ -0,0 +1,28 @@
|
||||
# Stage 1 — builder
|
||||
# Compiles the solitaire_server binary in release mode.
|
||||
# Requires a pre-generated .sqlx/ query cache (run `cargo sqlx prepare --workspace`
|
||||
# before building the image so sqlx macros work without a live database).
|
||||
FROM rust:slim AS builder
|
||||
|
||||
WORKDIR /app
|
||||
|
||||
COPY . .
|
||||
|
||||
# Tell sqlx to use the cached query metadata instead of a live database.
|
||||
ENV SQLX_OFFLINE=true
|
||||
|
||||
RUN cargo build --release -p solitaire_server
|
||||
|
||||
# Stage 2 — runtime
|
||||
# Minimal image that only contains the compiled binary and its runtime deps.
|
||||
FROM debian:bookworm-slim
|
||||
|
||||
RUN apt-get update \
|
||||
&& apt-get install -y ca-certificates \
|
||||
&& rm -rf /var/lib/apt/lists/*
|
||||
|
||||
COPY --from=builder /app/target/release/solitaire_server /usr/local/bin/solitaire_server
|
||||
|
||||
EXPOSE ${SERVER_PORT:-8080}
|
||||
|
||||
ENTRYPOINT ["/usr/local/bin/solitaire_server"]
|
||||
@@ -0,0 +1,21 @@
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2026 funman300
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
@@ -0,0 +1,83 @@
|
||||
# Solitaire Quest
|
||||
|
||||
A cross-platform Klondike Solitaire game written in Rust, featuring a full progression system with XP, levels, achievements, daily challenges, and optional self-hosted sync so your stats follow you across machines.
|
||||
|
||||
## Features
|
||||
|
||||
- **Klondike Solitaire** — Draw One and Draw Three modes
|
||||
- **Progression** — XP, levels, unlockable card backs and backgrounds
|
||||
- **18 Achievements** — including secret ones
|
||||
- **Daily Challenge** — server-seeded so every player worldwide gets the same deal
|
||||
- **Leaderboard** — opt-in, powered by your own self-hosted server
|
||||
- **Special Modes** (unlocked at level 5): Zen, Time Attack, Challenge
|
||||
- **Sync** — pull/push stats across devices via a self-hosted server
|
||||
- **Color-blind mode** — blue tint on red-suit cards
|
||||
|
||||
## Building
|
||||
|
||||
**Prerequisites**
|
||||
|
||||
- Rust stable toolchain (`rustup install stable`)
|
||||
- Linux: `libasound2-dev libudev-dev libxkbcommon-dev`
|
||||
- macOS: Xcode Command Line Tools
|
||||
|
||||
```bash
|
||||
# Fast development build
|
||||
cargo run -p solitaire_app --features bevy/dynamic_linking
|
||||
|
||||
# Release build
|
||||
cargo build -p solitaire_app --release
|
||||
./target/release/solitaire_app
|
||||
```
|
||||
|
||||
## Controls
|
||||
|
||||
| Key | Action |
|
||||
|---|---|
|
||||
| Left click / drag | Move cards |
|
||||
| Right click | Highlight legal moves for a card |
|
||||
| Space / D | Draw from stock |
|
||||
| Z / Ctrl+Z | Undo |
|
||||
| N | New game |
|
||||
| S | Stats overlay |
|
||||
| A | Achievements overlay |
|
||||
| P | Profile overlay |
|
||||
| O | Settings |
|
||||
| L | Leaderboard |
|
||||
| H | Help / controls |
|
||||
| Enter | Auto-complete (when badge is lit) |
|
||||
| Escape | Pause / clear selection |
|
||||
| Arrow keys | Navigate card selection |
|
||||
|
||||
## Sync Server (optional)
|
||||
|
||||
To sync stats across machines, run the self-hosted server. See [README_SERVER.md](README_SERVER.md) for setup instructions.
|
||||
|
||||
Once the server is running, open **Settings → Sync Backend**, enter the server URL and your username, and register an account from within the game.
|
||||
|
||||
## Running Tests
|
||||
|
||||
```bash
|
||||
# All tests
|
||||
cargo test --workspace
|
||||
|
||||
# Just game logic (no display required)
|
||||
cargo test -p solitaire_core -p solitaire_sync -p solitaire_data -p solitaire_server
|
||||
|
||||
# Lint
|
||||
cargo clippy --workspace -- -D warnings
|
||||
```
|
||||
|
||||
## Credits
|
||||
|
||||
Built on [Bevy](https://bevyengine.org/) and the wider Rust ecosystem (Tokio,
|
||||
Axum, sqlx, Serde, kira, and many more). Card faces come from
|
||||
[hayeah/playing-cards-assets](https://github.com/hayeah/playing-cards-assets)
|
||||
(MIT, derived from the public-domain `vector-playing-cards` library); the
|
||||
default card back is original work; the UI font is FiraMono-Medium (OFL).
|
||||
All audio is synthesized programmatically by this project. See
|
||||
[CREDITS.md](CREDITS.md) for the full list and license details.
|
||||
|
||||
## License
|
||||
|
||||
MIT — see [LICENSE](LICENSE).
|
||||
@@ -0,0 +1,44 @@
|
||||
# Solitaire Quest — Self-Hosting Guide
|
||||
|
||||
## Prerequisites
|
||||
|
||||
- Docker and Docker Compose
|
||||
- `openssl` for generating a JWT secret
|
||||
|
||||
## Quick start
|
||||
|
||||
1. Clone the repo and enter it.
|
||||
2. Copy the example environment file and fill in your values:
|
||||
```bash
|
||||
cp .env.example .env
|
||||
# Edit .env: set JWT_SECRET and SOLITAIRE_DOMAIN
|
||||
```
|
||||
3. (First time only) Generate the sqlx query cache so the server builds without a live database:
|
||||
```bash
|
||||
cargo install sqlx-cli --no-default-features --features rustls,sqlite
|
||||
export DATABASE_URL=sqlite://solitaire.db
|
||||
sqlx database create
|
||||
sqlx migrate run --source solitaire_server/migrations
|
||||
cargo sqlx prepare --workspace
|
||||
rm solitaire.db # the real DB lives in ./data/ at runtime
|
||||
```
|
||||
4. Start everything:
|
||||
```bash
|
||||
docker compose up -d
|
||||
```
|
||||
5. The server is now reachable at `https://<SOLITAIRE_DOMAIN>`.
|
||||
|
||||
## Backups
|
||||
|
||||
The entire server state is one SQLite file at `./data/solitaire.db`. Back it up with:
|
||||
```bash
|
||||
sqlite3 ./data/solitaire.db ".backup backup_$(date +%Y%m%d).db"
|
||||
```
|
||||
|
||||
## Updating
|
||||
|
||||
```bash
|
||||
git pull
|
||||
docker compose build
|
||||
docker compose up -d
|
||||
```
|
||||
@@ -0,0 +1,110 @@
|
||||
# Solitaire Quest — UX Overhaul Session Handoff
|
||||
|
||||
**Last updated:** 2026-05-02 (session 7) — UX iteration round complete: every item from session 6's UX punch list has shipped, plus a font-fallback fix surfaced by a second-machine smoke test. Six commits on top of session 6's `c4970b1`. Direction now opens for the next round — release prep or another UX pass, the player's call.
|
||||
|
||||
## Status at pause
|
||||
|
||||
- **HEAD:** `655dfde`. Local master is **3 commits ahead** of `origin/master` (`f6c9166`, `f712b89`, `655dfde` unpushed; `fdb6c2e` and `95df542` already pushed).
|
||||
- **Working tree:** clean. (`CARD_PLAN.md` is untracked but intentionally so — it's a plan doc, not source.)
|
||||
- **Build:** `cargo clippy --workspace --all-targets -- -D warnings` clean.
|
||||
- **Tests:** **982 passed / 0 failed** across the workspace (+20 from session 6's 962 baseline).
|
||||
- **Tags on origin:** `v0.9.0`, `v0.10.0`. Stale local-only `v0.1.0` is still safe to `git tag -d v0.1.0`.
|
||||
|
||||
## Where we are
|
||||
|
||||
Session 6's UX punch list was four items. All four shipped today, plus an unrelated font-fallback fix from a second-machine smoke test.
|
||||
|
||||
The card-theme system, HUD restructure, modal scaffold, and the four big UX feel items (foundations, drop shadows, drop highlights, stock badge) are all in. Direction is open — the deferred release-prep items (`v0.11.0` cut, README/CHANGELOG refresh, desktop packaging) are still on the table, and a fresh round of UX iteration is also available.
|
||||
|
||||
### Design direction (unchanged)
|
||||
|
||||
- **Tone:** Balatro — chunky readable type, theatrical hierarchy, satisfying micro-interactions.
|
||||
- **Palette:** Midnight Purple base + Balatro yellow primary + warm magenta secondary.
|
||||
- See `~/.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md` (auto-memory; on a different machine, recreate this fresh from the README + ARCHITECTURE.md).
|
||||
|
||||
### Canonical remote
|
||||
|
||||
`github.com/funman300/Rusty_Solitaire` is the canonical repo. Always push there. (Earlier sessions used `Rusty_Solitare` — single-i typo — as the repo name; the rename to `Rusty_Solitaire` happened in session 7. Local clone directories may still be named `Rusty_Solitare`; that's just a directory name and works fine.)
|
||||
|
||||
## Session 7 (shipped 2026-05-02)
|
||||
|
||||
| Area | Commit | What landed |
|
||||
|---|---|---|
|
||||
| Font fallback | `fdb6c2e` | `shared_fontdb` now `include_bytes!()`s `assets/fonts/main.ttf` (FiraMono) and pins every CSS generic to `"Fira Mono"` so unmatched named families on minimal Linux installs / fresh Wayland sessions / chroots don't drop card rank/suit text. Surfaced when a second-machine pull rendered cards without glyphs. |
|
||||
| Unlock foundations | `95df542` | `PileType::Foundation(Suit)` → `Foundation(u8)` (slot 0..3). `Pile::claimed_suit()` derives the claim from the bottom card — no separate field, no claim-stuck-after-undo class of bugs. `can_place_on_foundation` drops its suit parameter. `next_auto_complete_move` prefers a slot whose claimed suit matches the candidate before falling back to the first empty slot for an Ace. Empty foundation markers render as plain placeholders (no "C/D/H/S"). HUD selection label and hint toast read `claimed_suit()` and fall through to "Foundation N" / "move to foundation" when the slot is empty. Save-format invalidation: `GameState.schema_version` bumped 1 → 2; old `game_state.json` files silently fall through to "fresh game on launch." Stats / progress / achievements / settings live in separate files and are unaffected. 9 new tests. |
|
||||
| Drop overlay | `f6c9166` | The pre-existing `update_drop_highlights` system tinted `PileMarker` sprites green for valid drops, but markers were occluded by stacked cards — invisible during real play. New `update_drop_target_overlays` spawns a soft-fill + 3 px outlined box ABOVE cards for every legal target (full fanned column for tableaux, card-sized for foundations / empty tableaux). `Z_DROP_OVERLAY = 50` sits above static cards but below `DRAG_Z = 500` so the dragged card never gets occluded. Reuses `STATE_SUCCESS` hue. The original marker-tint system is untouched. 3 new tests. |
|
||||
| Drop shadows | `f712b89` | Each `CardEntity` spawns a `CardShadow` child sprite — neutral black at 25 % alpha, sized `card_size + 4 px`, offset `(2, -3)`, local z `-0.05`. `update_card_shadows_on_drag` snaps shadows in `DragState.cards` to a lifted state (40 % alpha, `(4, -6)` offset, `(8, 8)` padding). `resize_cards_in_place` extended to keep shadows cheap on window resize. `update_card_entity`'s `despawn_related` is followed by a fresh `add_card_shadow_child` so flips / theme swaps re-attach shadows. Pure `card_shadow_params(is_dragged)` helper unit-tested. 4 new tests. |
|
||||
| Stock badge | `655dfde` | A small `·N` chip at the top-right corner of the stock pile shows the remaining count. `update_stock_count_badge` spawns a top-level world entity whose `Transform.translation` is recomputed each tick from `LayoutResource`, so window resize / theme swap don't strand it. Hides via `Visibility::Hidden` when the stock empties — the existing `↺` `StockEmptyLabel` takes over and they never co-render. `Z_STOCK_BADGE = 30` sits between cards and `Z_DROP_OVERLAY`. 4 new tests. |
|
||||
|
||||
## Open punch list — release prep (still deferred unless player chooses now)
|
||||
|
||||
1. **Cut `v0.11.0`** — meaningful slice since `v0.10.0`: full card-theme system (CARD_PLAN phases 1–7 + theme picker + hayeah art), HUD overhaul (band + fade), session 6's four bug fixes, and session 7's font fallback + four UX feel wins. (`git tag -d v0.1.0` first to clean up the stale local tag.)
|
||||
2. **README + CHANGELOG refresh** — README was last touched at `a6b8348` before the Settings picker shipped; doesn't mention card themes, the auto-fade, or any of session 7's UX work.
|
||||
3. **Desktop packaging** per `ARCHITECTURE.md §17`. The Arch PKGBUILD exists in `/home/manage/solitaire-quest-pkgbuild/` (separate repo, no remote yet). Pending: app icon, macOS `.icns` + notarisation cert, Windows `.ico` + Authenticode cert, AppImage recipe.
|
||||
|
||||
## Open punch list — UX iteration (next-round candidates)
|
||||
|
||||
The session-6 list is exhausted. Candidates for a next round, none formally requested by the player:
|
||||
|
||||
- **Animated focus ring** (currently a static overlay; could pulse on focus change).
|
||||
- **Achievement onboarding pass** — show first-time players the achievement panel after their first win.
|
||||
- **Mode-switch keyboard shortcut** from inside the Mode Launcher (today only mouse opens it).
|
||||
- **Runtime aspect-ratio fidelity** — hayeah SVGs are ~1.45 h/w; engine layout assumes 1.4. Cards render ~3 % squashed vertically. Cosmetic.
|
||||
- **Foundation completion celebration** — when a foundation reaches its King, do a small flourish (sparkle, lift, sound). The auto-complete cascade already covers the win moment, but per-foundation closure is currently silent.
|
||||
- **Drag-cancel return animation** — illegal drops snap cards back instantly. A short ease-back tween ("springs back to where it came from") would feel more forgiving.
|
||||
|
||||
## Card-theme system (CARD_PLAN.md, fully shipped)
|
||||
|
||||
Seven phases landed across `b8fb3fb` → `924a1e2`. End-to-end:
|
||||
|
||||
- **Bundled default theme** ships in the binary via `embedded://` — 52 hayeah/playing-cards-assets SVGs (MIT) + a midnight-purple `back.svg` (original work).
|
||||
- **User themes** live under `themes://` rooted at `solitaire_engine::assets::user_theme_dir()`. Drop a directory containing `theme.ron` + 53 SVG files; appears in the registry on next launch.
|
||||
- **Importer** at `solitaire_engine::theme::import_theme(zip)` validates an archive (20 MB cap, zip-slip rejection, manifest validation, every SVG round-tripped through the rasteriser) and atomically unpacks.
|
||||
- **Picker UI** in Settings → Cosmetic — one chip per registered theme; selection persists to `settings.json` as `selected_theme_id` and propagates to live sprites via `react_to_settings_theme_change` → `sync_card_image_set_with_active_theme` → `StateChangedEvent`.
|
||||
|
||||
## Resume prompt
|
||||
|
||||
```
|
||||
You are a senior Rust + Bevy developer working on Solitaire Quest.
|
||||
Working directory: <Rusty_Solitaire clone path on this machine — local
|
||||
directory may still be named Rusty_Solitare from earlier; that's fine>.
|
||||
Branch: master. Direction is OPEN — the session-6 UX punch list is
|
||||
fully shipped. The player will choose between cutting v0.11.0, doing
|
||||
release prep (README/CHANGELOG/packaging), or starting a new UX
|
||||
iteration round.
|
||||
|
||||
State: HEAD=655dfde. Local master is 3 commits ahead of origin
|
||||
(f6c9166, f712b89, 655dfde unpushed; fdb6c2e and 95df542 already
|
||||
pushed). Working tree clean apart from untracked CARD_PLAN.md
|
||||
(intentional).
|
||||
Build: cargo clippy --workspace --all-targets -- -D warnings clean.
|
||||
Tests: 982 passed / 0 failed.
|
||||
|
||||
READ FIRST (in order, before doing anything):
|
||||
1. SESSION_HANDOFF.md — full state, session 7 changelog, punch list
|
||||
2. CLAUDE.md — hard rules (UI-first, no panics, etc.)
|
||||
3. ARCHITECTURE.md — crate responsibilities + data flow
|
||||
4. ~/.claude/projects/<this-project>/memory/MEMORY.md
|
||||
— saved feedback / project context (machine-local;
|
||||
may be missing on a fresh machine)
|
||||
|
||||
DECISION TO ASK THE PLAYER FIRST:
|
||||
A. Push the 3 unpushed commits and cut v0.11.0?
|
||||
B. Skip the tag for now, refresh README + CHANGELOG, then tag?
|
||||
C. Skip release prep entirely and start a new UX iteration round?
|
||||
If C, see the session-7 next-round candidates list (animated
|
||||
focus ring, achievement onboarding, mode-switch keyboard
|
||||
shortcut, aspect-ratio fidelity, foundation completion flourish,
|
||||
drag-cancel return tween).
|
||||
|
||||
WORKFLOW NOTES:
|
||||
- Commits use:
|
||||
git -c user.name=funman300 -c user.email=root@vscode.infinity \
|
||||
commit -m "..."
|
||||
- Sub-agents stage + verify only; orchestrator commits.
|
||||
- Every commit must pass build / clippy / test before pushing.
|
||||
- Push to GitHub (origin) — that is the canonical remote.
|
||||
|
||||
OPEN AT THE START: ask which of A / B / C. Don't pick unilaterally —
|
||||
this is a directional choice, not a tactical one.
|
||||
```
|
||||
|
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@@ -0,0 +1,30 @@
|
||||
services:
|
||||
server:
|
||||
build: .
|
||||
env_file: .env
|
||||
environment:
|
||||
# Override DATABASE_URL so the DB always lands in the persistent volume,
|
||||
# regardless of what .env contains.
|
||||
DATABASE_URL: sqlite:///data/solitaire.db
|
||||
volumes:
|
||||
- ./data:/data
|
||||
restart: unless-stopped
|
||||
expose:
|
||||
- "${SERVER_PORT:-8080}"
|
||||
|
||||
caddy:
|
||||
image: caddy:2-alpine
|
||||
depends_on:
|
||||
- server
|
||||
ports:
|
||||
- "80:80"
|
||||
- "443:443"
|
||||
volumes:
|
||||
- ./Caddyfile:/etc/caddy/Caddyfile:ro
|
||||
- caddy_data:/data
|
||||
- caddy_config:/config
|
||||
restart: unless-stopped
|
||||
|
||||
volumes:
|
||||
caddy_data:
|
||||
caddy_config:
|
||||
@@ -1,7 +1,7 @@
|
||||
# Solitaire Quest — Session Handoff
|
||||
|
||||
> Last updated: 2026-04-25
|
||||
> Branch: `master` — pushed to https://git.aleshym.co/funman300/Rusty_Solitare.git
|
||||
> Branch: `master` — pushed to https://github.com/funman300/Rusty_Solitaire.git
|
||||
> Test count: **242 passing** (83 core + 60 data + 99 engine), `cargo clippy --workspace -- -D warnings` clean
|
||||
|
||||
---
|
||||
|
||||
@@ -0,0 +1,247 @@
|
||||
# Android Port Investigation
|
||||
|
||||
> **Date:** 2026-04-28
|
||||
> **Author:** Claude Code
|
||||
> **Scope:** Feasibility analysis for porting Solitaire Quest to Android using cargo-mobile2
|
||||
|
||||
---
|
||||
|
||||
## Summary
|
||||
|
||||
A working Android port is feasible but not trivial. The core game logic (`solitaire_core`, `solitaire_sync`) compiles to Android without changes. Every other crate requires at least minor surgery. The biggest blockers are the `keyring` crate (no Android backend), the `kira`/`AudioManager` audio stack (`DefaultBackend` uses CPAL which targets desktop), and the `dirs` crate returning `None` on Android in its current usage. Touch input already has a solid foundation in `input_plugin.rs`. Estimated effort from a clean Android toolchain is **12–18 developer-days** to reach a playable-but-rough state.
|
||||
|
||||
---
|
||||
|
||||
## 1. Bevy on Android — Current Status
|
||||
|
||||
Bevy's Android support is community-maintained via the `winit` backend and is usable but carries known rough edges as of the 0.15/0.16 generation.
|
||||
|
||||
**What works:**
|
||||
- Basic rendering via Vulkan (through `wgpu`). OpenGL ES fallback is available for older devices.
|
||||
- Touch input events: Bevy's `TouchInput` events and the `Touches` resource are populated from Android `MotionEvent`s via `winit`. The existing `touch_start_drag`, `touch_follow_drag`, `touch_end_drag`, and `handle_touch_stock_tap` systems in `input_plugin.rs` will function correctly — this was already written with multi-touch in mind and uses `TouchPhase::Started/Moved/Ended/Canceled` cleanly.
|
||||
- Bevy UI (the `bevy::ui` module used for all overlays).
|
||||
- `WindowResized` events fire correctly, so the layout system will recompute for any screen size.
|
||||
|
||||
**What does not work / needs attention:**
|
||||
- **`bevy/dynamic_linking`**: The dynamic linking feature must be stripped from any Android build profile. Dynamic linking is a desktop-only development shortcut; Android requires static linking.
|
||||
- **Fixed window size**: `main.rs` sets `resolution: (1280u32, 800u32)`. On Android the window is always the full display. This value is harmlessly overridden by the OS, but `min_width`/`min_height` constraints should be removed or set to 0 for Android to avoid Winit warnings.
|
||||
- **`F11` fullscreen toggle** (`handle_fullscreen` in `input_plugin.rs`): `WindowMode::BorderlessFullscreen` is desktop-only. On Android it should be a no-op.
|
||||
- **Keyboard shortcuts**: The entire `handle_keyboard_core`, `handle_keyboard_hint`, `handle_keyboard_forfeit` systems are desktop-only workflows. They will not crash, but they are dead code on Android. No touchscreen replacement for Undo (U), New Game (N), Draw (D/Space), Hint (H), Forfeit (G) exists yet — these need an on-screen UI.
|
||||
- **`CursorPlugin`**: The custom cursor sprite plugin is irrelevant on Android (no cursor). Harmless to leave registered, but it uses `PrimaryWindow` cursor APIs that may panic or warn on Android.
|
||||
|
||||
**cargo-mobile2 integration for Bevy:**
|
||||
The standard path is:
|
||||
1. Install `cargo-mobile2`: `cargo install --locked cargo-mobile2`
|
||||
2. Run `cargo mobile init` in the workspace root. This generates an `android/` directory with the Gradle project, `AndroidManifest.xml`, and JNI glue.
|
||||
3. cargo-mobile2 targets the `solitaire_app` binary crate (the thin entry point). The generated `lib.rs` shim calls `android_main` via `bevy::winit`'s Android entry point.
|
||||
4. The `solitaire_app` crate needs a `[lib]` target added alongside the existing `[[bin]]`, with `crate-type = ["cdylib"]`, used only when building for Android.
|
||||
|
||||
**Required `Cargo.toml` changes (workspace level):**
|
||||
```toml
|
||||
[target.'cfg(target_os = "android")'.dependencies]
|
||||
# android_logger and ndk-glue wiring are handled by cargo-mobile2's generated shim.
|
||||
# No direct ndk-glue dependency is needed in app code when using Bevy + cargo-mobile2.
|
||||
```
|
||||
|
||||
**NDK version:** Android NDK r25c or r26 LTS is the tested range for `wgpu`/Vulkan on Android. NDK r27+ may work but has had compatibility reports with CPAL. Set `ANDROID_NDK_ROOT` to the NDK root; the minimum API level should be 26 (Android 8.0) for Vulkan stability.
|
||||
|
||||
---
|
||||
|
||||
## 2. Audio — `kira` + `DefaultBackend`
|
||||
|
||||
**The problem:**
|
||||
`solitaire_engine/src/audio_plugin.rs` creates an `AudioManager<DefaultBackend>`. `kira`'s `DefaultBackend` is an alias for `CpalBackend`, which wraps CPAL. CPAL's Android backend uses OpenSL ES and is functional but historically fragile. As of kira 0.9+, `kira` no longer bundles its own CPAL backend by default in the same way — the `DefaultBackend` feature must be enabled explicitly and requires `cpal` with the Android feature.
|
||||
|
||||
**Current code behavior:**
|
||||
The `AudioPlugin::build` already handles the "no audio device" case gracefully:
|
||||
```rust
|
||||
let mut manager = AudioManager::<DefaultBackend>::new(AudioManagerSettings::default()).ok();
|
||||
if manager.is_none() {
|
||||
warn!("audio device unavailable; SFX disabled");
|
||||
}
|
||||
```
|
||||
This means if the audio manager fails to initialise on Android, the game continues silently. This is acceptable as a first-pass fallback.
|
||||
|
||||
**What is needed for working audio on Android:**
|
||||
- Add `kira` dependency with `cpal` backend enabled for Android: The `kira` workspace dependency currently specifies `version = "0.12"`. Verify that `kira/Cargo.toml` exposes a `cpal` feature (or that `DefaultBackend` compiles on Android targets with NDK). If not, a `CpalBackend` with `cpal = { features = ["oboe"] }` may be needed.
|
||||
- The `NonSend` resource `AudioState` should compile fine — `NonSend` is legal in Bevy Android builds.
|
||||
- `include_bytes!` for the WAV assets is compile-time and unaffected by platform.
|
||||
|
||||
**Recommendation:** Defer full audio verification to a device test. The graceful fallback means a silent-but-working first build is achievable without resolving this.
|
||||
|
||||
---
|
||||
|
||||
## 3. `keyring` Crate — No Android Backend
|
||||
|
||||
**The problem:**
|
||||
`keyring = "2"` is used in `solitaire_data/src/auth_tokens.rs` to store JWT access and refresh tokens in the OS keychain. The `keyring` crate's Android backend does not exist — as of v2.x, supported backends are: macOS Keychain, Windows Credential Manager, Linux Secret Service (D-Bus), and iOS Keychain. There is no Android KeyStore backend.
|
||||
|
||||
On Android, `Entry::new(...)` will return `keyring::Error::NoStorageAccess`, which the existing code already maps to `TokenError::KeychainUnavailable`. So the code will not crash — it will simply fail every token store/load operation.
|
||||
|
||||
**Current failure mode:**
|
||||
Every call to `store_tokens`, `load_access_token`, `load_refresh_token`, or `delete_tokens` will return `Err(TokenError::KeychainUnavailable(...))`. The sync client in `sync_client.rs` needs to be verified to handle this gracefully rather than propagating an error that disables sync entirely.
|
||||
|
||||
**Options for Android credential storage:**
|
||||
|
||||
| Option | Security | Effort | Notes |
|
||||
|---|---|---|---|
|
||||
| **In-memory only (prompt re-login each session)** | N/A | 1 day | Simplest. On `TokenError::KeychainUnavailable`, the `SyncProvider` returns `SyncError::Auth`, user is prompted to log in. Already architecturally supported. |
|
||||
| **Encrypted `SharedPreferences` equivalent via JNI** | Good | 4–6 days | Call Android's `EncryptedSharedPreferences` (Jetpack Security) via JNI. Significant JNI boilerplate. |
|
||||
| **AES-256 file encryption using Android Keystore via JNI** | Excellent | 5–8 days | Proper Android keychain equivalent. Complex JNI. |
|
||||
| **Store in app-private file, unencrypted** | Poor | 0.5 days | Only acceptable during development. Never ship. |
|
||||
|
||||
**Recommended approach (first pass):** Use the in-memory / re-login-each-session path. The existing `TokenError::KeychainUnavailable` variant already exists for exactly this reason (Linux without a running secret service). The `SyncPlugin` should detect this on startup and present a "Sync unavailable — please log in" message rather than a hard error. This requires:
|
||||
1. Conditional compilation: when `cfg(target_os = "android")`, replace the `keyring` calls with a no-op in-memory store (a simple `Mutex<HashMap<String, String>>`).
|
||||
2. A `#[cfg(not(target_os = "android"))]` guard on the `keyring` import/dependency in `solitaire_data/Cargo.toml`.
|
||||
|
||||
**Required `solitaire_data/Cargo.toml` change:**
|
||||
```toml
|
||||
[target.'cfg(not(target_os = "android"))'.dependencies]
|
||||
keyring = { workspace = true }
|
||||
|
||||
[target.'cfg(target_os = "android")'.dependencies]
|
||||
# keyring is replaced by in-memory storage; no dependency needed
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 4. `dirs` Crate — Data Directory on Android
|
||||
|
||||
**The problem:**
|
||||
`storage.rs` and other persistence modules use `dirs::data_dir()` to locate `~/.local/share/solitaire_quest/` (or platform equivalent). On Android, `dirs::data_dir()` returns `None` because there is no `XDG_DATA_HOME` and the `dirs` crate does not implement an Android-specific path.
|
||||
|
||||
**Current code behavior:**
|
||||
All persistence functions already handle `None` gracefully (returning default values or `Err`), consistent with the CLAUDE.md lesson about `dirs::data_dir()`. Stats and progress will silently not persist across sessions if `data_dir()` returns `None`.
|
||||
|
||||
**Fix required:**
|
||||
Android apps should store private data in the app's internal storage directory, obtained via JNI: `context.getFilesDir()`. This requires either:
|
||||
- A thin JNI helper (via `jni` crate) called once on startup to obtain the path and store it as a global.
|
||||
- Or passing the path in via the `android_main` entry point using `cargo-mobile2`'s `AndroidApp` handle, which exposes `internal_data_path()`.
|
||||
|
||||
The `cargo-mobile2` + Bevy path exposes an `AndroidApp` via `bevy::winit`'s Android entry point. Bevy 0.13+ passes `AndroidApp` through `WinitPlugin`, and it is accessible via a Bevy resource. A startup system can extract `app.internal_data_path()` and insert a `PlatformDataDirResource` that the storage functions read instead of calling `dirs::data_dir()`.
|
||||
|
||||
**Effort:** 1–2 days to implement the override and thread it through all `storage.rs` / `progress.rs` / `settings.rs` / `achievements.rs` call sites.
|
||||
|
||||
---
|
||||
|
||||
## 5. Touch Input — Current State and Gaps
|
||||
|
||||
**What already exists (strong foundation):**
|
||||
|
||||
The `InputPlugin` in `input_plugin.rs` has a complete parallel touch pipeline:
|
||||
|
||||
| System | Purpose | Status |
|
||||
|---|---|---|
|
||||
| `handle_touch_stock_tap` | Tap the stock pile to draw | Complete |
|
||||
| `touch_start_drag` | Begin a touch drag on a face-up card | Complete |
|
||||
| `touch_follow_drag` | Move card(s) with the active finger | Complete |
|
||||
| `touch_end_drag` | Resolve the drag (move or reject) | Complete |
|
||||
|
||||
The touch systems use `TouchInput` events and the `Touches` resource, map touch IDs to `DragState.active_touch_id` to prevent multi-finger conflicts, and share the same `DragState`, `MoveRequestEvent`, `MoveRejectedEvent`, and `StateChangedEvent` infrastructure as the mouse pipeline. The drag threshold (`tuning.drag_threshold_px`) applies identically.
|
||||
|
||||
**Gaps for a production Android experience:**
|
||||
|
||||
1. **No double-tap equivalent for auto-move**: `handle_double_click` is mouse-only. Android users need a double-tap to trigger the same "move to best destination" logic. The `handle_double_click` system checks `buttons.just_pressed(MouseButton::Left)` and will be inert on Android. Estimated: 1 day.
|
||||
|
||||
2. **No touch equivalent for keyboard actions**: Undo, New Game, Draw (when stock is visible but tapping it is awkward), Hint, and Forfeit have no on-screen buttons. These need an Android-specific UI bar or gesture (e.g. two-finger tap for undo). Estimated: 2–3 days for a minimal floating action button strip.
|
||||
|
||||
3. **Drag threshold tuning**: The threshold is in `AnimationTuning` (`tuning.drag_threshold_px`). Touch screens typically need a larger threshold than mouse (physical screens have more accidental movement during a tap). The current value should be evaluated on a real device and likely increased for touch.
|
||||
|
||||
4. **No long-press for right-click equivalent**: The right-click highlight/hint glow (`HintHighlightTimer`) is triggered via right mouse button. Long-press detection is not yet implemented. This is a missing feature but not a blocker for basic play.
|
||||
|
||||
5. **`handle_double_click` uses `LocalDateTime`-based timing via `Time`**: This will work on Android, but `DOUBLE_CLICK_WINDOW = 0.35s` may feel too tight on touch. Should be configurable.
|
||||
|
||||
---
|
||||
|
||||
## 6. Additional Issues Not in Scope of the Four Research Areas
|
||||
|
||||
**`CursorPlugin`:** Uses Bevy's cursor APIs which are desktop-only. Should be conditionally compiled out on Android with `#[cfg(not(target_os = "android"))]`.
|
||||
|
||||
**`reqwest` with `rustls-native-certs`:** The `reqwest` dependency uses `rustls` with native root certificates. On Android, `rustls-native-certs` reads system certificates differently (via the `android_system_properties` crate internally). This generally works but should be tested; Android's certificate store is in a non-standard location vs Linux.
|
||||
|
||||
**App lifecycle (suspend/resume):** Android can suspend the process at any time. Bevy handles `WindowEvent::Suspended` and `WindowEvent::Resumed` via `winit`, pausing the render loop. The `SyncPlugin`'s "push on exit" path (`AppExit` event) should also trigger on `WindowEvent::Suspended` to avoid data loss when the user backgrounds the app. This is a separate feature (1 day).
|
||||
|
||||
**No `sqlx` on Android:** `solitaire_server` is a server binary and is never built for Android. The `sqlx` dependency only exists in `solitaire_server/Cargo.toml` and will not affect Android builds of the client crates.
|
||||
|
||||
**`solitaire_assetgen`:** The asset generation tool is desktop-only and not part of the client build. Unaffected.
|
||||
|
||||
---
|
||||
|
||||
## 7. Required Changes Per Crate
|
||||
|
||||
### `solitaire_core` and `solitaire_sync`
|
||||
No changes required. Both are pure Rust with no platform dependencies.
|
||||
|
||||
### `solitaire_data`
|
||||
| Change | Effort |
|
||||
|---|---|
|
||||
| Gate `keyring` dependency on `#[cfg(not(target_os = "android"))]` | 0.5 days |
|
||||
| Implement `auth_tokens.rs` in-memory fallback for Android | 1 day |
|
||||
| Add `internal_data_path()` override for `dirs::data_dir()` on Android | 1.5 days |
|
||||
| Audit all `dirs::data_dir()` / `settings_file_path()` call sites to accept injected path | 0.5 days |
|
||||
|
||||
### `solitaire_engine`
|
||||
| Change | Effort |
|
||||
|---|---|
|
||||
| Conditionally disable `CursorPlugin` on Android | 0.5 days |
|
||||
| Disable `handle_fullscreen` on Android (or make it a no-op) | 0.25 days |
|
||||
| Implement double-tap for auto-move (touch equivalent of `handle_double_click`) | 1 day |
|
||||
| On-screen action bar for Undo, New Game, Hint (minimal floating buttons) | 2.5 days |
|
||||
| Tune drag threshold for touch; expose as a platform-specific tuning constant | 0.5 days |
|
||||
| Trigger sync push on `WindowEvent::Suspended` in `SyncPlugin` | 1 day |
|
||||
| Verify `kira` audio on Android (test `DefaultBackend` / CPAL; implement fallback if needed) | 1–2 days |
|
||||
|
||||
### `solitaire_app`
|
||||
| Change | Effort |
|
||||
|---|---|
|
||||
| Add `[lib]` target with `crate-type = ["cdylib"]` for Android builds | 0.25 days |
|
||||
| Create `src/lib.rs` (or `src/android.rs`) Android entry point calling `android_main` | 0.5 days |
|
||||
| Remove or guard fixed `resolution` / `resize_constraints` for Android | 0.25 days |
|
||||
| Pass `AndroidApp::internal_data_path()` to a startup resource | 0.5 days |
|
||||
|
||||
### Build / Toolchain
|
||||
| Change | Effort |
|
||||
|---|---|
|
||||
| Install cargo-mobile2, Android NDK r25c/r26, `aarch64-linux-android` target | 1 day |
|
||||
| Run `cargo mobile init`, configure `android/` Gradle project | 0.5 days |
|
||||
| Get a first build compiling (resolve linker / NDK issues) | 1–2 days |
|
||||
|
||||
---
|
||||
|
||||
## 8. Estimated Effort
|
||||
|
||||
| Phase | Description | Days |
|
||||
|---|---|---|
|
||||
| Toolchain setup | NDK, cargo-mobile2, first compile | 2–3 |
|
||||
| `solitaire_data` Android adaptations | keyring fallback, data dir | 3 |
|
||||
| `solitaire_app` Android entry point | cdylib, AndroidApp wiring | 1 |
|
||||
| `solitaire_engine` guards and fixes | cursor, fullscreen, audio verify | 2–3 |
|
||||
| Touch UX improvements | double-tap, action bar, threshold tuning | 4–5 |
|
||||
| Testing on real device / emulator | iteration, lifecycle edge cases | 2–3 |
|
||||
| **Total** | | **14–17 days** |
|
||||
|
||||
This produces a playable, functionally complete Android build. It does not include Play Store preparation (signing keys, metadata, icon set, permissions manifest tuning) which would add 1–2 more days.
|
||||
|
||||
---
|
||||
|
||||
## 9. Recommended First Step
|
||||
|
||||
**Get the workspace to compile for `aarch64-linux-android` without running.**
|
||||
|
||||
This surfaces all the real linker and dependency errors before writing any gameplay code:
|
||||
|
||||
```bash
|
||||
# Install toolchain
|
||||
rustup target add aarch64-linux-android
|
||||
cargo install --locked cargo-mobile2
|
||||
|
||||
# In the workspace root:
|
||||
cargo mobile init # generates android/ directory
|
||||
|
||||
# Attempt a library build targeting Android
|
||||
cargo build -p solitaire_app --target aarch64-linux-android 2>&1 | head -60
|
||||
```
|
||||
|
||||
The first build will fail on `keyring` (no Android backend) and likely on `dirs`. Fixing those two in `solitaire_data` — gate `keyring` behind `cfg(not(target_os = "android"))` and stub the data directory — will probably get the workspace to a clean compile. From there, the path to a running APK is incremental.
|
||||
|
||||
Do not attempt to resolve audio or touch UX until the build compiles cleanly. Compile errors are the only true blockers; the rest are feature gaps.
|
||||
@@ -0,0 +1,318 @@
|
||||
# Sync Subsystem Manual Test Runbook
|
||||
|
||||
**Version:** 1.0
|
||||
**Last Updated:** 2026-04-28
|
||||
**Scope:** Cross-machine sync, JWT refresh, conflict resolution, account deletion
|
||||
|
||||
---
|
||||
|
||||
## Prerequisites
|
||||
|
||||
### Infrastructure
|
||||
|
||||
- Two machines (or VMs) referred to as **Machine A** and **Machine B** throughout this runbook. Both must be able to reach the sync server over the network.
|
||||
- A running Solitaire Quest sync server reachable at a known URL, e.g. `https://solitaire.example.com`. See `README_SERVER.md` for setup.
|
||||
- Verify the server is live before starting:
|
||||
|
||||
```bash
|
||||
curl -s https://solitaire.example.com/health
|
||||
# Expected: {"status":"ok","version":"..."}
|
||||
```
|
||||
|
||||
### Accounts
|
||||
|
||||
- You will register two separate accounts (`alice` and `bob`) during the tests. You do not need to create them in advance.
|
||||
|
||||
### Tooling
|
||||
|
||||
- `curl` or a REST client (Insomnia/Postman) for manual API calls.
|
||||
- `sqlite3` CLI if you need to inspect the server database directly.
|
||||
- The game binary built in release mode on both machines:
|
||||
|
||||
```bash
|
||||
cargo build -p solitaire_app --release
|
||||
```
|
||||
|
||||
### Baseline: Clear local data on both machines
|
||||
|
||||
Before starting, delete any existing local save files to ensure a clean state:
|
||||
|
||||
```
|
||||
# Linux
|
||||
rm -rf ~/.local/share/solitaire_quest/
|
||||
|
||||
# macOS
|
||||
rm -rf ~/Library/Application\ Support/solitaire_quest/
|
||||
|
||||
# Windows
|
||||
rmdir /s %APPDATA%\solitaire_quest\
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Test 1 — Full Sync Round-Trip (register, play, push, verify on second machine)
|
||||
|
||||
**Goal:** Confirm that stats played on Machine A appear on Machine B after sync.
|
||||
|
||||
### Step 1 — Register on Machine A
|
||||
|
||||
1. Launch the game on Machine A.
|
||||
2. Open **Settings** (key: `O`) and locate the **Sync** section.
|
||||
3. Enter the server URL and choose a username: `alice`.
|
||||
4. Choose a password (at least 12 characters).
|
||||
5. Tap **Register** (or **Login** if the account already exists).
|
||||
6. The Settings screen should show **Status: syncing…** briefly, then **Status: last synced at HH:MM**.
|
||||
7. Close the game.
|
||||
|
||||
Verify the registration succeeded directly:
|
||||
|
||||
```bash
|
||||
curl -s -X POST https://solitaire.example.com/api/auth/login \
|
||||
-H "Content-Type: application/json" \
|
||||
-d '{"username":"alice","password":"<your-password>"}' | jq .
|
||||
# Expected: {"access_token":"...","refresh_token":"..."}
|
||||
```
|
||||
|
||||
### Step 2 — Play games on Machine A
|
||||
|
||||
1. Launch the game on Machine A.
|
||||
2. Win at least **three games** (Draw One or Draw Three — note which mode).
|
||||
3. Check the Stats overlay (key: `S`) and note:
|
||||
- `games_played`
|
||||
- `games_won`
|
||||
- `win_streak_current`
|
||||
- `fastest_win_seconds`
|
||||
4. Close the game normally (this triggers the push-on-exit path).
|
||||
|
||||
### Step 3 — Verify the push reached the server
|
||||
|
||||
```bash
|
||||
# Log in to get a fresh token
|
||||
TOKEN=$(curl -s -X POST https://solitaire.example.com/api/auth/login \
|
||||
-H "Content-Type: application/json" \
|
||||
-d '{"username":"alice","password":"<your-password>"}' | jq -r .access_token)
|
||||
|
||||
# Pull the server's stored state
|
||||
curl -s -H "Authorization: Bearer $TOKEN" \
|
||||
https://solitaire.example.com/api/sync/pull | jq .merged.stats
|
||||
```
|
||||
|
||||
Confirm `games_won` matches what you recorded in Step 2.
|
||||
|
||||
### Step 4 — Pull on Machine B
|
||||
|
||||
1. Launch the game on **Machine B** (clean local data).
|
||||
2. Open **Settings**, enter the same server URL, and log in as `alice` with the same password.
|
||||
3. The plugin will pull on startup. Wait for **Status: last synced at HH:MM**.
|
||||
4. Open the Stats overlay (key: `S`) and confirm the numbers from Step 2 are present.
|
||||
|
||||
**Pass criterion:** `games_won`, `games_played`, and `fastest_win_seconds` on Machine B match Machine A.
|
||||
|
||||
---
|
||||
|
||||
## Test 2 — JWT Refresh on 401
|
||||
|
||||
**Goal:** Confirm that an expired access token is refreshed transparently without user interaction.
|
||||
|
||||
### Step 1 — Shorten the access token TTL on the server (test environment only)
|
||||
|
||||
Edit the server `.env` and set a short expiry, then restart:
|
||||
|
||||
```
|
||||
JWT_ACCESS_EXPIRY_SECS=5
|
||||
```
|
||||
|
||||
> If you cannot modify the server config, skip to the manual token corruption method in Step 1b.
|
||||
|
||||
### Step 1b (alternative) — Corrupt the stored access token directly
|
||||
|
||||
On the machine where you want to test (Linux example):
|
||||
|
||||
```bash
|
||||
# List keychain entries (uses secret-tool on GNOME)
|
||||
secret-tool search service solitaire_quest_server
|
||||
|
||||
# Overwrite alice's access token with a deliberately invalid value
|
||||
secret-tool store --label="alice_access" service solitaire_quest_server account alice_access <<< "invalid.token.value"
|
||||
```
|
||||
|
||||
### Step 2 — Trigger a sync with the expired/invalid token
|
||||
|
||||
1. Launch the game.
|
||||
2. Either wait for the startup pull (for the short-TTL method), or open **Settings** and tap **Sync Now**.
|
||||
3. Observe the **Status** field.
|
||||
|
||||
**Pass criterion (transparent refresh):** Status briefly shows "syncing…" and then shows "last synced at HH:MM" — no auth error is displayed. The access token in the keychain has been silently replaced.
|
||||
|
||||
**Verify the new token is valid:**
|
||||
|
||||
```bash
|
||||
# Extract the new token from the keychain
|
||||
secret-tool lookup service solitaire_quest_server account alice_access | head -c 50
|
||||
# Should look like a valid JWT (three base64 segments separated by dots)
|
||||
```
|
||||
|
||||
### Step 3 — Test failed refresh (both tokens expired)
|
||||
|
||||
1. Corrupt both the access token and the refresh token in the keychain:
|
||||
|
||||
```bash
|
||||
secret-tool store --label="alice_access" service solitaire_quest_server account alice_access <<< "bad"
|
||||
secret-tool store --label="alice_refresh" service solitaire_quest_server account alice_refresh <<< "bad"
|
||||
```
|
||||
|
||||
2. Launch the game and trigger a sync.
|
||||
|
||||
**Pass criterion:** The Settings screen shows an error message matching: "Login expired — tap Sync Now after re-logging in". The game must not crash. No data must be lost (local files are untouched).
|
||||
|
||||
3. Restore: log in again via Settings to get fresh tokens.
|
||||
|
||||
---
|
||||
|
||||
## Test 3 — Conflict Scenario (offline play on both machines, then sync)
|
||||
|
||||
**Goal:** Confirm that progress made on both devices offline is merged correctly, with no data silently discarded.
|
||||
|
||||
### Step 1 — Take both machines offline
|
||||
|
||||
Disable network on both Machine A and Machine B (e.g. airplane mode, or block the server URL in `/etc/hosts`).
|
||||
|
||||
### Step 2 — Play on Machine A (offline)
|
||||
|
||||
1. Win 5 games. Note the resulting streak and `games_won`.
|
||||
2. Close the game.
|
||||
|
||||
### Step 3 — Play on Machine B (offline)
|
||||
|
||||
1. Win 3 different games. Note the resulting streak and `games_won`.
|
||||
2. Close the game.
|
||||
|
||||
At this point Machine A and Machine B have divergent state.
|
||||
|
||||
### Step 4 — Re-enable network, sync Machine A first
|
||||
|
||||
1. Restore network.
|
||||
2. Launch the game on Machine A. The push-on-exit from Step 2 did not reach the server, so:
|
||||
- Open Settings, tap **Sync Now** to force a pull.
|
||||
- Close the game (triggers push-on-exit).
|
||||
3. Verify the server has Machine A's state:
|
||||
|
||||
```bash
|
||||
curl -s -H "Authorization: Bearer $TOKEN" \
|
||||
https://solitaire.example.com/api/sync/pull | jq '.merged.stats.games_won'
|
||||
```
|
||||
|
||||
### Step 5 — Sync Machine B
|
||||
|
||||
1. Launch the game on Machine B.
|
||||
2. The startup pull fetches the server's merged state (which now contains Machine A's wins).
|
||||
3. Open Settings — wait for **Status: last synced at HH:MM**.
|
||||
4. Open the Stats overlay.
|
||||
|
||||
**Pass criteria:**
|
||||
- `games_won` = max(Machine A wins, Machine B wins) — at minimum the higher of the two counts.
|
||||
- No games are lost — both machines' win counts contribute.
|
||||
- If the two machines had different `win_streak_current` values, a conflict should be recorded (visible if you inspect the server response directly):
|
||||
|
||||
```bash
|
||||
curl -s -H "Authorization: Bearer $TOKEN" \
|
||||
https://solitaire.example.com/api/sync/pull | jq '.conflicts'
|
||||
```
|
||||
|
||||
- The `win_streak_current` conflict entry will show `local_value` and `remote_value`. The higher value is used as the best-effort resolution.
|
||||
|
||||
---
|
||||
|
||||
## Test 4 — Account Deletion
|
||||
|
||||
**Goal:** Confirm that `DELETE /api/account` removes all server-side data and that a subsequent authenticated request is rejected.
|
||||
|
||||
### Step 1 — Confirm data exists before deletion
|
||||
|
||||
```bash
|
||||
curl -s -H "Authorization: Bearer $TOKEN" \
|
||||
https://solitaire.example.com/api/sync/pull | jq '.merged.stats.games_played'
|
||||
# Expected: a non-zero number
|
||||
```
|
||||
|
||||
### Step 2 — Delete the account via the API
|
||||
|
||||
```bash
|
||||
curl -s -X DELETE \
|
||||
-H "Authorization: Bearer $TOKEN" \
|
||||
https://solitaire.example.com/api/account | jq .
|
||||
# Expected: {"ok":true}
|
||||
```
|
||||
|
||||
### Step 3 — Verify all data is gone from the server
|
||||
|
||||
```bash
|
||||
# Try to pull with the (now-invalid) token
|
||||
curl -s -H "Authorization: Bearer $TOKEN" \
|
||||
https://solitaire.example.com/api/sync/pull
|
||||
# Expected: HTTP 401 Unauthorized
|
||||
|
||||
# Try to log in again with the same credentials
|
||||
curl -s -X POST https://solitaire.example.com/api/auth/login \
|
||||
-H "Content-Type: application/json" \
|
||||
-d '{"username":"alice","password":"<your-password>"}' | jq .
|
||||
# Expected: HTTP 401 or error body indicating invalid credentials
|
||||
```
|
||||
|
||||
### Step 4 — Verify local data is NOT deleted
|
||||
|
||||
1. Open the game. The local files (`stats.json`, `progress.json`, etc.) must still be present and intact — account deletion only affects the server.
|
||||
2. Check the Stats overlay and confirm local game history is visible.
|
||||
3. The Settings screen may show an auth error on next sync attempt, which is expected.
|
||||
|
||||
### Step 5 — Re-register with the same username (optional)
|
||||
|
||||
```bash
|
||||
curl -s -X POST https://solitaire.example.com/api/auth/register \
|
||||
-H "Content-Type: application/json" \
|
||||
-d '{"username":"alice","password":"<new-password>"}' | jq .
|
||||
# Expected: {"access_token":"...","refresh_token":"..."} — fresh empty account
|
||||
```
|
||||
|
||||
**Pass criterion:** Re-registration succeeds, and a subsequent pull returns a payload with all-zero stats (completely fresh account, no residual data from the deleted account).
|
||||
|
||||
---
|
||||
|
||||
## Test 5 — Server Errors Do Not Show "Login Expired"
|
||||
|
||||
**Goal:** Verify that a 500 Internal Server Error or 429 Too Many Requests shows a network error, not an auth error, to the user.
|
||||
|
||||
### Step 1 — Simulate a 500 with a reverse proxy rule
|
||||
|
||||
Add a temporary nginx/Caddy rule to return 500 for `/api/sync/*`:
|
||||
|
||||
```nginx
|
||||
location /api/sync/ {
|
||||
return 500;
|
||||
}
|
||||
```
|
||||
|
||||
Or use a local proxy like `mitmproxy` to intercept and rewrite responses.
|
||||
|
||||
### Step 2 — Trigger a sync
|
||||
|
||||
Open Settings and tap **Sync Now**.
|
||||
|
||||
**Pass criterion:** The Status field shows "Can't reach server — check your connection" (network error message), NOT "Login expired — tap Sync Now after re-logging in" (auth error message).
|
||||
|
||||
Remove the nginx rule after this test.
|
||||
|
||||
---
|
||||
|
||||
## Regression Checklist
|
||||
|
||||
After running all tests above, confirm:
|
||||
|
||||
- [ ] No crash occurred during any test on either machine.
|
||||
- [ ] Local save files (`stats.json`, `progress.json`, `achievements.json`) are present and valid JSON after all tests.
|
||||
- [ ] The game launches and plays normally after all sync operations (sync is additive — never blocks gameplay).
|
||||
- [ ] The Stats overlay shows correct numbers on both machines after a successful sync round-trip.
|
||||
- [ ] An expired token is refreshed transparently without the user having to log in again.
|
||||
- [ ] A doubly-expired token surfaces a clear error message to the user.
|
||||
- [ ] Account deletion removes all server data; local data is preserved.
|
||||
- [ ] HTTP 5xx and 429 responses show a network error, not an auth error.
|
||||
@@ -0,0 +1,63 @@
|
||||
# Maintainer: funman300 <funman300@gmail.com>
|
||||
|
||||
pkgname=solitaire-quest-server
|
||||
pkgver=0.1.0
|
||||
pkgrel=1
|
||||
pkgdesc='Self-hosted sync server for Solitaire Quest (stats, achievements, leaderboards)'
|
||||
url='https://github.com/funman300/solitaire-quest'
|
||||
license=('MIT')
|
||||
arch=('x86_64')
|
||||
makedepends=('cargo' 'rust')
|
||||
depends=(
|
||||
'gcc-libs'
|
||||
'glibc'
|
||||
)
|
||||
backup=('etc/solitaire-quest-server/server.env')
|
||||
|
||||
# Build from the local workspace (two levels above this PKGBUILD).
|
||||
_srcdir="$startdir/../.."
|
||||
source=(
|
||||
'solitaire-quest-server.service'
|
||||
'server.env'
|
||||
)
|
||||
b2sums=('SKIP'
|
||||
'SKIP')
|
||||
|
||||
prepare() {
|
||||
export RUSTUP_TOOLCHAIN=stable
|
||||
cd "$_srcdir"
|
||||
cargo fetch --locked --target "$(rustc -Vv | grep host | cut -d' ' -f2)"
|
||||
}
|
||||
|
||||
build() {
|
||||
export RUSTUP_TOOLCHAIN=stable
|
||||
export CARGO_TARGET_DIR=target
|
||||
cd "$_srcdir"
|
||||
cargo build --frozen --release -p solitaire_server
|
||||
}
|
||||
|
||||
check() {
|
||||
export RUSTUP_TOOLCHAIN=stable
|
||||
cd "$_srcdir"
|
||||
cargo test --frozen -p solitaire_server -p solitaire_sync
|
||||
}
|
||||
|
||||
package() {
|
||||
cd "$_srcdir"
|
||||
|
||||
# Binary
|
||||
install -Dm0755 -t "$pkgdir/usr/bin/" "target/release/solitaire_server"
|
||||
|
||||
# systemd service
|
||||
install -Dm0644 "$srcdir/solitaire-quest-server.service" \
|
||||
"$pkgdir/usr/lib/systemd/system/solitaire-quest-server.service"
|
||||
|
||||
# Environment file (contains JWT_SECRET, DATABASE_URL, SERVER_PORT)
|
||||
install -Dm0640 "$srcdir/server.env" \
|
||||
"$pkgdir/etc/solitaire-quest-server/server.env"
|
||||
|
||||
# License and docs
|
||||
install -Dm0644 LICENSE "$pkgdir/usr/share/licenses/$pkgname/LICENSE"
|
||||
install -Dm0644 README_SERVER.md \
|
||||
"$pkgdir/usr/share/doc/$pkgname/README_SERVER.md"
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
# Solitaire Quest Server — environment configuration
|
||||
# This file is installed to /etc/solitaire-quest-server/server.env (mode 0640).
|
||||
# Edit these values before starting the service.
|
||||
|
||||
# Path to the SQLite database file.
|
||||
# The directory must be writable by the solitaire-quest service user.
|
||||
DATABASE_URL=sqlite:///var/lib/solitaire-quest-server/solitaire.db
|
||||
|
||||
# HS256 signing secret for JWT tokens.
|
||||
# Generate a strong secret with: openssl rand -hex 32
|
||||
# REQUIRED — server will refuse to start if unset.
|
||||
JWT_SECRET=changeme_generate_with_openssl_rand_hex_32
|
||||
|
||||
# TCP port the server listens on.
|
||||
SERVER_PORT=8080
|
||||
@@ -0,0 +1,23 @@
|
||||
[Unit]
|
||||
Description=Solitaire Quest Sync Server
|
||||
Documentation=https://github.com/funman300/solitaire-quest/blob/main/README_SERVER.md
|
||||
After=network.target
|
||||
|
||||
[Service]
|
||||
Type=simple
|
||||
User=solitaire-quest
|
||||
Group=solitaire-quest
|
||||
EnvironmentFile=/etc/solitaire-quest-server/server.env
|
||||
ExecStart=/usr/bin/solitaire_server
|
||||
Restart=on-failure
|
||||
RestartSec=5s
|
||||
|
||||
# Harden the service
|
||||
NoNewPrivileges=true
|
||||
PrivateTmp=true
|
||||
ProtectSystem=strict
|
||||
ProtectHome=true
|
||||
ReadWritePaths=/var/lib/solitaire-quest-server
|
||||
|
||||
[Install]
|
||||
WantedBy=multi-user.target
|
||||