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funman300 ac002d8255 docs(changelog): cut v0.42.0 section
Test / test (pull_request) Successful in 24m8s
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 21:37:29 -07:00
funman300 0fc1fa139e Merge pull request 'docs(changelog): record the July 6 evening arc' (#150) from docs/changelog-evening-arc into master 2026-07-07 04:14:51 +00:00
funman300 4f0c5bb808 docs(changelog): record the July 6 evening arc
Test / test (pull_request) Failing after 15m12s
CI gate, ambiguity gate + same-day 302-to-zero burn-down, 36% smaller
browser canvas, Quaternions API adoption, sync/auth concurrency fixes,
bounded exit push, server auth hardening.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 21:14:50 -07:00
funman300 a6b22df666 Merge pull request 'refactor(engine): ambiguity burn-down batch 4 — ZERO ambiguities, gate enforced' (#149) from refactor/ambiguity-tail into master
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2026-07-07 04:14:00 +00:00
funman300 b402c01918 refactor(engine): ambiguity burn-down batch 4 — zero ambiguities, gate enforced
Test / test (pull_request) Failing after 17m5s
Clears the final 47 pairs and turns the ratchet into a hard gate
(AMBIGUITY_BASELINE = 0, assert_eq):

- HudButtons: the 14 HUD button/popover handlers run as one chain,
  before ui_focus::FocusKeys — Esc/keyboard consumption order is now
  defined (restore prompt → buttons/popovers → focus navigation →
  settings toggle) instead of scheduler-dependent.
- HUD text updaters (update_hud, update_selection_hud,
  update_won_previously) chained, in UiTextFx, after the new
  AutoComplete set (update_hud reads AutoCompleteState).
- restore_hud_on_modal → apply_hud_visibility chained before
  UpdateOnResize: HudVisibility writes, application, and the layout
  read happen in a fixed order.
- New writer sets UndoRequestWriters / InfoToastWriters (same
  self-ambiguous pattern as NewGameRequestWriters).
- Logic-before-paint: check_no_moves and the AutoComplete chain order
  before BoardVisuals; SettingsMutation after UpdateOnResize.
- MarkerVisuals set wraps the table painter chain; chrome fx declare
  disjointness from it.
- update_hud_typography after BoardVisuals; avatar/settings-toggle
  interaction handlers declared disjoint from HudButtons.

302 → 198 → 171 → 47 → 0 in four batches, one day. New systems now
fail CI unless they declare their ordering or their disjointness.

Closes #143

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 21:13:58 -07:00
funman300 be478acde7 Merge pull request 'refactor(engine): ambiguity burn-down batch 3 — board paint chain (171 → 47)' (#148) from refactor/ambiguity-board-visuals into master
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2026-07-07 03:57:20 +00:00
funman300 379873765d refactor(engine): ambiguity burn-down batch 3 — board paint chain, 171 → 47
Test / test (pull_request) Failing after 17m32s
The Sprite/Transform cluster (112 pairs) was every board painter
racing every other one. Two structural moves:

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

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

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

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

Refs #143

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:57:15 -07:00
funman300 713a292057 Merge pull request 'refactor(engine): ambiguity burn-down batch 2 — SettingsResource cleared (198 → 171)' (#147) from refactor/ambiguity-settings into master
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2026-07-07 03:48:11 +00:00
funman300 58c2dfd0a9 refactor(engine): ambiguity burn-down batch 2 — SettingsResource cleared, 198 → 171
Test / test (pull_request) Successful in 28m7s
New SettingsMutation set: the per-frame settings mutators
(handle_volume_keys → record_window_geometry_changes →
persist_window_geometry_after_debounce) run as a deterministic chain
ordered before GameMutation, so every reader already after GameMutation
observes the current frame's settings transitively. The four readers
outside that ordering (modal enter-speed chain, focus-ring pulse, HUD
avatar, and the game plugin's pre-mutation chain) are ordered after the
set explicitly.

SettingsResource ambiguities: 21 → 0. Baseline ratchets 198 → 171.

Refs #143

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:48:08 -07:00
funman300 710555bd7e Merge pull request 'refactor(engine): first ambiguity burn-down batch — 302 → 198 pairs' (#146) from refactor/ambiguity-burndown into master
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2026-07-07 03:37:53 +00:00
funman300 42a5f3bc3b refactor(engine): first ambiguity burn-down batch — 302 → 198 pairs
Test / test (pull_request) Failing after 15m16s
Two structural fixes from the #143 backlog:

- Game-state ordering spine: the three pre-mutation GameStateResource
  writers (tick_elapsed_time, sync_settings_to_game,
  handle_restore_prompt) are now a deterministic chain before
  GameMutation, and the remaining unordered readers
  (update_selection_hud, handle_hint_button, tick_hint_highlight,
  handle_right_click, snap_cards_on_window_resize,
  sync_pile_marker_visibility, auto_save_game_state) are ordered after
  it. Readers now see the current frame's moves deterministically
  instead of racing the mutators.

- NewGameRequestWriters set: every in-cluster writer of
  NewGameRequestEvent (buttons, modals, mode picker, seed poller,
  restore prompt) is registered in a shared set marked ambiguous with
  itself — writer-vs-writer append order is meaningless since consumers
  drain the whole queue. Out-of-cluster writers (home, challenge,
  time-attack, win-summary, play-by-seed, difficulty, stats plugins)
  can join the set when the test cluster grows.

AMBIGUITY_BASELINE ratchets 302 → 198. Remaining backlog is dominated
by the Sprite (72) / Transform (48) visual-domain cluster, which needs
per-domain set architecture — next batch.

Refs #143

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:37:51 -07:00
11 changed files with 339 additions and 68 deletions
+41
View File
@@ -6,6 +6,47 @@ project follows [Semantic Versioning](https://semver.org/).
## [Unreleased]
## [0.42.0] — 2026-07-06
### Added
- **CI workspace gate.** New `test.yml` workflow runs clippy (deny warnings)
and the full test suite on every master push and PR — previously no CI ran
tests at all. Caught its own first bug (missing Bevy native deps) on its
own PR. (#135)
- **Schedule ambiguity gate.** A headless test builds the gameplay plugin
cluster with Bevy ambiguity detection promoted to error. The initial
measurement found 302 system pairs with conflicting data access and no
ordering; four burn-down batches (PRs #146#149) took it to ZERO the same
day, and the gate now enforces 0. Keyboard consumption, board painting,
and HUD updates all have deterministic order for the first time.
### Changed
- **Browser canvas 36% smaller.** `canvas_bg.wasm` shrank 36.2 MB → 23.2 MB
via a size-focused `wasm-release` profile (fat LTO, single codegen unit,
opt-level "s"); verified visually identical in production. (#134)
- **Quaternions API adoption.** Canonical `FOUNDATIONS`/`TABLEAUS` consts in
`solitaire_core` replace five scattered enum lists; upstream
`Suit::SUITS`/`Rank::RANKS` replace nine hand-rolled arrays, with the
texture-atlas indexing re-keyed through tested canonical helpers. Net
177 lines. (#137)
### Fixed
- **Sync push race.** The server's load→merge→store cycle now runs in one
transaction; concurrent pushes from two devices can no longer overwrite
each other's merge. (#136)
- **Refresh-token rotation is single-use under concurrency** — rotation
gates on the DELETE's row count, so a stolen-then-replayed refresh token
loses the race and gets 401. (#136)
- **Exit sync push actually completes.** Was a detached task killed by
process teardown; now a bounded 2-second blocking wait on the app's final
frame. (#138)
- **Server auth hardening.** Login timing no longer reveals whether a
username exists; concurrent duplicate registration returns 409 instead of
500; avatar uploads are magic-byte checked. (#144, issues #139#141)
## [0.41.1] — 2026-07-06
### Fixed
+8 -1
View File
@@ -46,6 +46,11 @@ pub struct AutoCompleteState {
/// Plugin that drives the auto-complete sequence.
pub struct AutoCompletePlugin;
/// Set wrapping the auto-complete detect/drive chain; HUD readers of
/// [`AutoCompleteState`] order themselves after it (#143).
#[derive(bevy::ecs::schedule::SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct AutoComplete;
impl Plugin for AutoCompletePlugin {
fn build(&self, app: &mut App) {
app.init_resource::<AutoCompleteState>()
@@ -58,7 +63,9 @@ impl Plugin for AutoCompletePlugin {
drive_auto_complete,
)
.chain()
.after(GameMutation),
.in_set(AutoComplete)
.after(GameMutation)
.before(crate::card_plugin::BoardVisuals),
);
}
}
+38 -15
View File
@@ -533,6 +533,17 @@ fn should_apply_resize(now_secs: f32, last_applied_secs: f32) -> bool {
/// Renders cards by reading `GameStateResource` on `StateChangedEvent`.
pub struct CardPlugin;
/// System set for everything that paints the board: card sprites, pile
/// markers, shadows, highlights, badges. Members mutate `Sprite` /
/// `Transform` on board entities and run as a deterministic chain (see the
/// registration in [`CardPlugin`]'s `build`); table-plugin marker painters
/// order themselves after this set. UI-domain systems that touch `Sprite`/
/// `Transform` on non-board entities (HUD text pulses, modal cards) declare
/// `.ambiguous_with(BoardVisuals)` instead — the entity domains are
/// disjoint by design (#143).
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct BoardVisuals;
impl Plugin for CardPlugin {
fn build(&self, app: &mut App) {
// PostStartup ensures TablePlugin's Startup system has inserted
@@ -558,33 +569,45 @@ impl Plugin for CardPlugin {
update_stock_empty_indicator_startup,
),
)
// Layout recompute (UpdateOnResize) always precedes board
// painting, and the painters run as ONE deterministic chain in
// data-flow order: layout refinement → card authority → anims →
// shadows → highlights → indicators → resize snapping → labels.
// Every painter mutates card/marker Sprite+Transform, so without
// the chain each pair is a scheduler ambiguity (#143). All
// members are cheap and mostly change-gated; sequential
// execution is not a cost that matters here.
.configure_sets(
Update,
LayoutSystem::UpdateOnResize.before(BoardVisuals),
)
.add_systems(
Update,
(
update_tableau_fan_frac
.after(GameMutation)
.before(sync_cards_on_change),
sync_cards_on_change.after(GameMutation),
resync_cards_on_settings_change.before(sync_cards_on_change),
start_flip_anim.after(GameMutation),
update_tableau_fan_frac,
resync_cards_on_settings_change,
sync_cards_on_change,
start_flip_anim,
tick_flip_anim,
update_drag_shadow,
update_card_shadows_on_drag.after(sync_cards_on_change),
tick_hint_highlight,
update_card_shadows_on_drag,
handle_right_click,
tick_right_click_highlights,
clear_right_click_highlights_on_state_change.after(GameMutation),
clear_right_click_highlights_on_state_change,
clear_right_click_highlights_on_pause,
update_stock_empty_indicator.after(GameMutation),
tick_hint_highlight,
update_stock_empty_indicator,
update_stock_count_badge
.after(GameMutation)
.run_if(resource_changed::<GameStateResource>),
collect_resize_events.after(LayoutSystem::UpdateOnResize),
snap_cards_on_window_resize.after(collect_resize_events),
),
collect_resize_events,
snap_cards_on_window_resize,
resize_android_corner_labels,
)
.chain()
.in_set(BoardVisuals)
.after(GameMutation),
);
app.add_systems(Update, resize_android_corner_labels);
app.add_systems(PostUpdate, rebuild_card_entity_index);
}
}
+72 -11
View File
@@ -63,6 +63,29 @@ pub struct GameOverScreen;
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct GameMutation;
/// System set for every writer of [`crate::events::NewGameRequestEvent`].
///
/// Many UI entry points fire this trigger (buttons, keyboard, modals,
/// mode pickers). Their relative append order within a frame is
/// meaningless — consumers drain the whole queue — so members are
/// registered `.in_set(NewGameRequestWriters).ambiguous_with(NewGameRequestWriters)`
/// to declare writer-vs-writer order irrelevant instead of leaving it as an
/// ambiguity (#143). Only ever combine with `.ambiguous_with` on the same
/// set; do NOT hang ordering edges off this set.
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct NewGameRequestWriters;
/// Self-ambiguous set for writers of `UndoRequestEvent` — same rationale as
/// [`NewGameRequestWriters`]: consumers drain the queue, append order is
/// meaningless (#143).
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct UndoRequestWriters;
/// Self-ambiguous set for writers of `InfoToastEvent` — toasts queue in
/// arrival order and any same-frame order is fine (#143).
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct InfoToastWriters;
/// Persistence path for the in-progress game state file. `None` disables I/O.
#[derive(Resource, Debug, Clone)]
pub struct GameStatePath(pub Option<PathBuf>);
@@ -208,28 +231,66 @@ impl Plugin for GamePlugin {
.add_message::<AppLifecycle>()
// add_message is idempotent; SettingsPlugin also registers this.
.add_message::<crate::settings_plugin::SettingsChangedEvent>()
.add_systems(Update, poll_pending_new_game_seed.before(GameMutation))
.add_systems(
Update,
poll_pending_new_game_seed
.before(GameMutation)
.in_set(NewGameRequestWriters)
.ambiguous_with(NewGameRequestWriters),
)
.add_systems(
Update,
(handle_new_game, handle_draw, handle_move, handle_undo)
.chain()
.in_set(GameMutation),
)
.add_systems(Update, check_no_moves.after(GameMutation))
.add_systems(
Update,
check_no_moves
.after(GameMutation)
.before(crate::card_plugin::BoardVisuals)
.in_set(InfoToastWriters)
.ambiguous_with(InfoToastWriters),
)
.add_systems(Update, record_replay_on_win.after(GameMutation))
.add_systems(Update, handle_confirm_input.after(GameMutation))
.add_systems(Update, handle_confirm_button_input.after(GameMutation))
.add_systems(Update, handle_game_over_input.after(GameMutation))
.add_systems(Update, handle_game_over_button_input.after(GameMutation))
.add_systems(
Update,
(
handle_confirm_input,
handle_confirm_button_input,
handle_game_over_input,
handle_game_over_button_input,
)
.after(GameMutation)
.before(crate::ui_focus::FocusKeys)
.in_set(NewGameRequestWriters)
.ambiguous_with(NewGameRequestWriters)
.in_set(UndoRequestWriters)
.ambiguous_with(UndoRequestWriters),
)
// Restore prompt: spawn the modal once the splash is gone,
// route Continue / New Game intents back into the existing
// GameMutation flow.
.add_systems(Update, spawn_restore_prompt_if_pending)
.add_systems(Update, handle_restore_prompt.before(GameMutation))
.add_systems(Update, sync_settings_to_game.before(GameMutation))
// All pre-mutation game-state writers are chained: elapsed
// time ticks first, settings sync next, then the restore prompt —
// a deterministic spine instead of three unordered ResMut holders
// (ambiguity burn-down, #143).
.add_systems(
Update,
(
tick_elapsed_time,
sync_settings_to_game,
spawn_restore_prompt_if_pending,
handle_restore_prompt
.in_set(NewGameRequestWriters)
.ambiguous_with(NewGameRequestWriters),
)
.chain()
.after(crate::settings_plugin::SettingsMutation)
.before(GameMutation),
)
.init_resource::<AutoSaveTimer>()
.add_systems(Update, tick_elapsed_time)
.add_systems(Update, auto_save_game_state)
.add_systems(Update, auto_save_game_state.after(GameMutation))
.add_systems(Last, save_game_state_on_exit);
}
}
+78 -18
View File
@@ -36,7 +36,7 @@ use crate::events::{
UndoRequestEvent, WinStreakMilestoneEvent,
};
use crate::font_plugin::FontResource;
use crate::game_plugin::GameMutation;
use crate::game_plugin::{GameMutation, NewGameRequestWriters};
#[cfg(target_os = "android")]
use crate::input_plugin::TouchDragSet;
use crate::layout::HUD_BAND_HEIGHT;
@@ -54,6 +54,7 @@ use crate::time_attack_plugin::TimeAttackResource;
use crate::ui_focus::{FocusGroup, Focusable};
use crate::ui_modal::ModalScrim;
use crate::ui_theme::SPACE_2;
use crate::ui_theme::UiTextFx;
use crate::ui_theme::{
ACCENT_PRIMARY, ACCENT_SECONDARY, BG_ELEVATED, BG_ELEVATED_HI, BG_ELEVATED_PRESSED,
BG_HUD_BAND, BORDER_SUBTLE, HighContrastBorder, MOTION_SCORE_PULSE_SECS,
@@ -153,6 +154,13 @@ pub struct HudColumn;
#[derive(Component, Debug)]
pub struct HudActionBar;
/// Set wrapping the chained HUD button/popover interaction systems. Other
/// keyboard consumers order themselves around it (e.g.
/// [`crate::ui_focus::FocusKeys`] runs after) so input-consumption order is
/// deterministic (#143).
#[derive(bevy::ecs::schedule::SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct HudButtons;
/// Marker on the text node inside each touch-layout action-bar button.
/// Used by `resize_action_bar_labels` to update font size on window resize.
#[derive(Component, Debug)]
@@ -467,23 +475,56 @@ impl Plugin for HudPlugin {
// defensively so the HUD plugin works standalone in tests.
.add_message::<WindowResized>()
.add_systems(Startup, (spawn_hud_band, spawn_hud, spawn_action_buttons, spawn_hud_avatar))
.add_systems(Update, update_hud.after(GameMutation))
.add_systems(
Update,
apply_hud_visibility.before(LayoutSystem::UpdateOnResize),
)
.add_systems(Update, restore_hud_on_modal)
.add_systems(Update, (update_hud_avatar, handle_avatar_button))
.add_systems(Update, update_won_previously.after(GameMutation))
.add_systems(Update, announce_auto_complete.after(GameMutation))
// HUD text updaters run as one deterministic chain (they write
// disjoint Text nodes, but Bevy can't prove it); update_hud also
// reads AutoCompleteState, so the chain sits after the
// auto-complete detect/drive chain (#143).
.add_systems(
Update,
(
update_hud,
update_selection_hud.run_if(
resource_exists_and_changed::<SelectionState>
.or(resource_exists_and_changed::<GameStateResource>),
),
update_won_previously,
)
.chain()
.after(GameMutation)
.after(crate::auto_complete_plugin::AutoComplete)
.in_set(UiTextFx)
.ambiguous_with(UiTextFx),
)
// HUD chrome visibility: modal-restore writes HudVisibility, the
// applier consumes it, and the layout recompute reads it — a
// fixed chain instead of three racing systems (#143).
.add_systems(
Update,
(restore_hud_on_modal, apply_hud_visibility)
.chain()
.before(LayoutSystem::UpdateOnResize),
)
.add_systems(
Update,
(
update_hud_avatar.after(crate::settings_plugin::SettingsMutation),
handle_avatar_button.ambiguous_with(HudButtons),
),
)
.add_systems(
Update,
announce_auto_complete
.after(GameMutation)
.after(crate::auto_complete_plugin::AutoComplete)
.in_set(crate::game_plugin::InfoToastWriters)
.ambiguous_with(crate::game_plugin::InfoToastWriters),
)
// Typography rescale touches HUD TextFont only, but orders after
// the board painters that resize card/label text (#143).
.add_systems(
Update,
update_hud_typography.after(crate::card_plugin::BoardVisuals),
)
.add_systems(Update, update_hud_typography)
.add_systems(
Update,
(
@@ -492,24 +533,40 @@ impl Plugin for HudPlugin {
advance_score_floater,
)
.chain()
.after(GameMutation),
.after(GameMutation)
.in_set(UiTextFx)
.ambiguous_with(UiTextFx)
.ambiguous_with(crate::card_plugin::BoardVisuals),
)
.add_systems(
Update,
(start_streak_flourish, advance_streak_flourish)
.chain()
.after(GameMutation),
.after(GameMutation)
.in_set(UiTextFx)
.ambiguous_with(UiTextFx)
.ambiguous_with(crate::card_plugin::BoardVisuals),
)
.add_systems(
Update,
(
handle_new_game_button,
handle_undo_button,
handle_new_game_button
.in_set(NewGameRequestWriters)
.ambiguous_with(NewGameRequestWriters),
handle_undo_button
.in_set(crate::game_plugin::UndoRequestWriters)
.ambiguous_with(crate::game_plugin::UndoRequestWriters)
.before(GameMutation),
handle_pause_button,
handle_help_button,
handle_hint_button,
handle_hint_button
.after(GameMutation)
.in_set(crate::game_plugin::InfoToastWriters)
.ambiguous_with(crate::game_plugin::InfoToastWriters),
handle_modes_button,
handle_mode_option_click,
handle_mode_option_click
.in_set(NewGameRequestWriters)
.ambiguous_with(NewGameRequestWriters),
handle_modes_backdrop_click,
close_modes_popover_on_escape,
handle_menu_button,
@@ -517,7 +574,10 @@ impl Plugin for HudPlugin {
handle_menu_backdrop_click,
close_menu_popover_on_escape,
paint_action_buttons,
),
)
.chain()
.in_set(HudButtons)
.before(crate::ui_focus::FocusKeys),
)
// Fade lives in `Last` so it always overrides whatever the
// hover/paint pass set on `BackgroundColor` this frame.
+14 -11
View File
@@ -32,13 +32,14 @@ mod tests {
use crate::ui_focus::UiFocusPlugin;
use crate::ui_modal::UiModalPlugin;
/// Legacy ambiguity backlog measured 2026-07-06 (issue #143). This
/// number may only decrease. If your change trips this assertion you
/// have added a pair of systems with conflicting data access and no
/// ordering edge add `.before`/`.after` (order matters) or
/// `.ambiguous_with` (provably order-independent) at the registration
/// site. When triage lowers the real count, lower this constant too.
const AMBIGUITY_BASELINE: usize = 302;
/// The backlog (302 pairs on 2026-07-06) was burned down to ZERO the
/// same day (#143, PRs #146#149) — this is now a hard gate. If your
/// change trips this assertion you have added a pair of systems with
/// conflicting data access and no ordering edge: add `.before`/`.after`
/// where order matters, or `.ambiguous_with` the relevant domain set
/// (BoardVisuals, MarkerVisuals, UiTextFx, HudButtons, writer sets)
/// where it provably does not. Do not raise this constant.
const AMBIGUITY_BASELINE: usize = 0;
fn cluster_app() -> App {
let mut app = App::new();
@@ -96,10 +97,12 @@ mod tests {
}
};
assert!(
count <= AMBIGUITY_BASELINE,
"system-order ambiguities grew: {count} > baseline {AMBIGUITY_BASELINE}. \
Add .before/.after or .ambiguous_with at the new registration site.",
assert_eq!(
count, AMBIGUITY_BASELINE,
"system-order ambiguities changed from the enforced baseline. \
Add .before/.after or .ambiguous_with at the new registration site \
(or, if the count legitimately dropped below a nonzero baseline, \
lower AMBIGUITY_BASELINE).",
);
}
}
+33 -4
View File
@@ -79,6 +79,14 @@ pub struct PendingWindowGeometry {
#[derive(Message, Debug, Clone)]
pub struct SettingsChangedEvent(pub Settings);
/// System set for the systems that mutate [`SettingsResource`] every frame
/// (hotkeys and window-geometry persistence). Ordered before
/// [`crate::game_plugin::GameMutation`]; readers of settings should sit
/// after this set (directly, or transitively via `.after(GameMutation)`)
/// so they observe the current frame's settings deterministically (#143).
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct SettingsMutation;
/// Marker on the root Settings panel entity.
#[derive(Component, Debug)]
pub struct SettingsPanel;
@@ -372,16 +380,37 @@ impl Plugin for SettingsPlugin {
// also runs cleanly under `MinimalPlugins` (tests).
.add_message::<WindowResized>()
.add_message::<WindowMoved>()
// Settings changes land before game logic runs: the mutator
// chain (volume keys → geometry record → geometry persist) is a
// deterministic spine, and the whole set precedes GameMutation so
// every reader already ordered after GameMutation sees this
// frame's settings transitively (ambiguity burn-down, #143).
.configure_sets(
Update,
SettingsMutation
.after(crate::layout::LayoutSystem::UpdateOnResize)
.before(crate::game_plugin::GameMutation),
)
.add_systems(
Update,
(
handle_volume_keys,
toggle_settings_screen,
scroll_settings_panel,
crate::ui_modal::touch_scroll_panel::<SettingsPanelScrollable>,
record_window_geometry_changes,
persist_window_geometry_after_debounce,
),
)
.chain()
.in_set(SettingsMutation),
)
.add_systems(
Update,
(
toggle_settings_screen
.before(crate::ui_focus::FocusKeys)
.ambiguous_with(crate::hud_plugin::HudButtons),
scroll_settings_panel,
crate::ui_modal::touch_scroll_panel::<SettingsPanelScrollable>,
)
.chain(),
);
if self.ui_enabled {
+17 -1
View File
@@ -11,6 +11,7 @@ use solitaire_core::{FOUNDATIONS, TABLEAUS};
use solitaire_core::Suit;
use crate::events::{HintVisualEvent, StateChangedEvent};
use crate::game_plugin::GameMutation;
use crate::hud_plugin::HudVisibility;
use crate::layout::{
Layout, LayoutResource, LayoutSystem, TABLE_COLOUR, apply_dynamic_tableau_fan, compute_layout,
@@ -84,6 +85,13 @@ pub struct HintPileHighlight {
/// Registers the table background and pile-marker rendering.
pub struct TablePlugin;
/// Set wrapping the pile-marker painter chain (theme, hint highlights,
/// visibility). Runs after [`crate::card_plugin::BoardVisuals`]; chrome-fx
/// systems that touch `Visibility` on UI entities declare themselves
/// ambiguous with it (#143).
#[derive(bevy::ecs::schedule::SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct MarkerVisuals;
impl Plugin for TablePlugin {
fn build(&self, app: &mut App) {
// Register WindowResized so the plugin works under MinimalPlugins in
@@ -100,10 +108,18 @@ impl Plugin for TablePlugin {
(
on_safe_area_changed.before(LayoutSystem::UpdateOnResize),
on_window_resized.in_set(LayoutSystem::UpdateOnResize),
// Marker painters: deterministic chain after the card
// paint pipeline — markers and cards share Sprite/
// Transform access (#143).
(
apply_theme_on_settings_change,
apply_hint_pile_highlight,
tick_hint_pile_highlights,
sync_pile_marker_visibility,
sync_pile_marker_visibility.after(GameMutation),
)
.chain()
.in_set(MarkerVisuals)
.after(crate::card_plugin::BoardVisuals),
),
);
}
+20 -3
View File
@@ -117,6 +117,13 @@ pub struct FocusedButton(pub Option<Entity>);
/// gains keyboard navigation without per-plugin wiring.
pub struct UiFocusPlugin;
/// Set on [`handle_focus_keys`], the focus-ring keyboard navigator. It runs
/// AFTER every app-level keyboard consumer (HUD buttons/popovers, restore
/// prompt, settings toggle) so Esc/Tab consumption order is defined instead
/// of scheduler-dependent (#143).
#[derive(bevy::ecs::schedule::SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct FocusKeys;
impl Plugin for UiFocusPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<FocusedButton>()
@@ -147,9 +154,19 @@ impl Plugin for UiFocusPlugin {
(
sync_focus_on_mouse_click,
clear_hud_focus_on_unhover,
handle_focus_keys,
update_focus_overlay,
pulse_focus_overlay,
handle_focus_keys
.in_set(FocusKeys)
.after(crate::game_plugin::GameMutation),
update_focus_overlay
.in_set(crate::ui_theme::UiTextFx)
.ambiguous_with(crate::ui_theme::UiTextFx)
.ambiguous_with(crate::card_plugin::BoardVisuals)
.ambiguous_with(crate::table_plugin::MarkerVisuals),
pulse_focus_overlay
.after(crate::settings_plugin::SettingsMutation)
.in_set(crate::ui_theme::UiTextFx)
.ambiguous_with(crate::ui_theme::UiTextFx)
.ambiguous_with(crate::card_plugin::BoardVisuals),
)
.chain(),
);
+6 -1
View File
@@ -695,7 +695,12 @@ impl Plugin for UiModalPlugin {
advance_modal_enter,
paint_modal_buttons,
)
.chain(),
.chain()
.after(crate::settings_plugin::SettingsMutation)
.in_set(crate::ui_theme::UiTextFx)
.ambiguous_with(crate::ui_theme::UiTextFx)
.ambiguous_with(crate::card_plugin::BoardVisuals)
.ambiguous_with(crate::hud_plugin::HudButtons),
);
// Click-outside-to-dismiss is independent of the open
// animation chain — it reads `just_pressed(Left)` and runs
+9
View File
@@ -698,3 +698,12 @@ mod tests {
assert_eq!(scaled_duration(0.18, AnimSpeed::Instant), 0.0);
}
}
/// System set for text/UI visual effects that animate `Transform`/`Sprite`
/// on chrome entities (HUD score pulse, streak flourish, modal enter, focus
/// ring). These never touch board entities, so members are declared
/// `.ambiguous_with(BoardVisuals)` and `.ambiguous_with(UiTextFx)` — the
/// entity domains are disjoint by construction and relative order within a
/// frame is invisible (#143).
#[derive(bevy::ecs::schedule::SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct UiTextFx;