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Author SHA1 Message Date
funman300 adbcb8f59a fix(engine): double-click moves exactly the clicked run (#158)
Test / test (pull_request) Successful in 36m48s
Double-click/tap auto-move previously tried the run's top card alone
before the full run headed by the clicked card, so a top card with a
foundation move hijacked the intended whole-stack move. Both handlers
now share auto_move_for_run: a lone top card goes foundation-first, a
multi-card run moves whole to a tableau or not at all. The double-click
key is now the clicked card, so two clicks on different cards of the
same stack no longer register as a double-click.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 12:55:43 -07:00
funman300 ede58f9666 Merge pull request 'fix(engine): restore 60 fps Android card animations + dead-code sweep' (#166) from fix/android-anim-redraw into master
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Test / test (push) Successful in 36m7s
2026-07-09 18:51:06 +00:00
funman300 ccfb9394e0 chore: remove dead code and stale doc claims found in multi-agent sweep
Test / test (pull_request) Successful in 37m58s
Compiler-verified via RUSTFLAGS=--force-warn dead_code plus workspace-wide
reference greps; three parallel audit agents covered the engine crate, the
other eight crates, and Copilot commit-message-vs-diff drift.

Removed:
- replay_overlay/input.rs: 19 orphaned twins (~950 lines) of items also
  defined in mod.rs — the glob re-export made the mod.rs copies win and
  the file-level #![allow(dead_code)] hid the corpses. The live keyboard/
  button handlers and ReplayScrubKeyHold stay; the allow is retired.
- retarget_animation (never called; doc examples were its only refs)
- ScanThemesRequestEvent (never registered/written/read; its doc claimed
  a handle_scan_themes consumer that does not exist)
- _VEC3_REFERENCED workaround const + now-unneeded Vec3 import
- solitaire_data: load_stats/save_stats/time_attack_session_with_now
  default-path wrappers (the _from/_to variants are the live API) and
  surplus re-export names (settings MIN/MAX bounds, token loaders)
- solitaire_core: Session re-export (no external consumer)
- solitaire_wasm: ReplayPlayer::is_finished (no JS caller)
- solitaire_app: build_app wrapper (real entry is run())

Doc fixes:
- audio_plugin: WAV count 5→7, add FoundationCompletedEvent table row,
  drop bogus 'placeholder' label, bevy_kira_audio→kira
- ToastVariant::Warning: variant is live (5 writer plugins); dropped the
  stale allow(dead_code) and its 'currently unused' comment

Deliberately kept: Spider module (staged forward work), WinCascadePlugin
(documented alternative cascade, pending owner decision), SyncCompleteEvent
and solitaire_sync ApiError/merge_at (§8 change-controlled, flagged to owner).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 11:48:33 -07:00
funman300 b5c1ba4867 fix(engine): emit RequestRedraw from animation systems — restores 60 fps card animation on Android
Commit 38e4c03 (shipped in v0.40.0) switched Android's focused_mode to
reactive_low_power(100 ms) on the premise that every animation tick
system writes RequestRedraw while it has active work. The writers were
never actually added — the diff only contained the WinitSettings change,
imports, and add_message registrations. Result: with no touch input,
nothing wakes the winit loop during a card slide except the 100 ms
fallback ceiling, so animations render at ~10 fps on Android. Desktop
and web keep Continuous mode, which is why only Android was affected
(reported by Rhys the day v0.40.0 shipped; confirmed absent on v0.39.1).

Adds the missing MessageWriter<RequestRedraw> to all seven systems the
original commit message named:
- advance_card_animations (CardAnimationPlugin)
- advance_card_anims (AnimationPlugin — deal/win cascade/slides)
- tick_shake_anim, tick_settle_anim, tick_foundation_flourish
  (FeedbackAnimPlugin)
- drive_toast_display (AnimationPlugin — toast countdown)
- drive_auto_complete (AutoCompletePlugin — step-interval keepalive)

Each writes one RequestRedraw per frame while active work exists
(including delay phases, which also need per-frame ticks). Regression
test asserts an active CardAnimation emits RequestRedraw and an idle
board does not.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 11:25:23 -07:00
Gitea CI d179d9d582 chore(web): regenerate wasm artifacts
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2026-07-09 05:53:00 +00:00
funman300 db1cc58f3a Merge pull request 'refactor(core): align Spider with upstream card_game idioms' (#162) from refactor/spider-upstream-idioms into master
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Test / test (push) Successful in 36m4s
2026-07-09 05:26:50 +00:00
funman300 255b781420 Merge pull request 'feat(engine): group HUD menu into Play/You/Community/System + Esc dismissal audit' (#165) from feat/menu-grouping into master
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2026-07-09 05:10:02 +00:00
funman300 5b5d587818 Merge pull request 'feat(engine): win-summary action hierarchy — Play Again, Watch, Share' (#164) from feat/win-flow into master
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Test / test (push) Successful in 36m55s
2026-07-09 05:09:35 +00:00
Gitea CI 2b2e7a7f2c chore(web): regenerate wasm artifacts
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Web E2E / web-e2e (push) Successful in 9m40s
2026-07-09 05:09:10 +00:00
funman300 5c4d440b31 Merge pull request 'feat(engine): You hub — Profile/Stats/Achievements/Replays in one tabbed modal (Phase E)' (#161) from feat/you-hub into master
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2026-07-09 05:02:07 +00:00
funman300 374858ab6d Merge pull request 'feat(engine): tabbed Settings panel — Phase A of the menu redesign' (#160) from feat/settings-tabs into master
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Web WASM Rebuild / rebuild (push) Waiting to run
Test / test (push) Successful in 37m11s
2026-07-09 04:59:11 +00:00
funman300 38b82d4858 feat(engine): win-summary action hierarchy — Play Again, Watch, Share
Test / test (pull_request) Successful in 36m24s
Phase G of docs/ui-redesign-2026-07.md. The win modal now leads with
actions and reads the stats recap quietly below them:

- Play Again: primary, full-row, Enter accelerator unchanged; still
  fires NewGameRequestEvent::default() (same mode; deal options from
  Settings) so the rematch is one tap.
- Watch Replay / Share Replay: secondary pair reusing the global
  stats_plugin markers (WatchReplayButton / CopyShareLinkButton), so
  both act on the just-won replay — SelectedReplayIndex snaps to 0 on
  every win. This also fixes the old win-modal handler picking
  replays.last(), which after the newest-first history refactor was
  the OLDEST replay, not the newest.
- Watch closes the celebration overlay (new close_overlay_on_watch_-
  replay system); Share keeps it open and relies on the existing
  copy-feedback toasts.
- Stats recap (score breakdown reveal, time, XP, achievements) moves
  below the actions; the Time line drops from headline/primary to
  body/secondary styling.

Tests: 4 new (action presence, Play Again close+request, Watch closes,
Share keeps open) on a manual-clock fixture that steps the 0.5 s
celebration delay deterministically. Workspace suite green, workspace
clippy -D warnings clean, fmt applied.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 20:37:32 -07:00
funman300 4700bd7912 fix(engine): close Settings, Help, Leaderboard, and theme store on Esc
Test / test (pull_request) Successful in 10m16s
Phase C dismissal audit: Esc / scrim-tap / Done must behave the same
on every modal. Stragglers found and fixed — none of these had any
Esc path (pause's toggle guard swallowed the key while they were
open):

- Settings: Esc clears SettingsScreen, gated on being the topmost
  modal so a stacked sync-setup / theme-store dialog owns Esc
- Help: Esc closes alongside F1/Done (the code comment already
  claimed an Esc path existed — now it does)
- Leaderboard: Esc closes when topmost; the display-name dialog
  stacked above it now Esc-cancels like sync-setup's dialog
- Theme store: Esc closes (always topmost when open)

Scrim-tap opt-ins are unchanged — ui_modal documents which modals
deliberately stay non-dismissible on outside clicks.

Tests: escape_closes_help_screen, escape_closes_settings_screen_flag.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 20:31:55 -07:00
funman300 d4448bf0cd feat(engine): group HUD menu popover into Play/You/Community/System sections
Phase C of docs/ui-redesign-2026-07.md. The Modes row is gone — Home
owns mode selection, so the popover's Play section carries a Home row
firing the new ToggleHomeRequestEvent (read by toggle_home_screen
alongside the existing M accelerator). Section headers are quiet
caption-size labels inside the existing panel widget, not a new
widget. The action-bar Modes button and its popover are untouched
(their removal is Phase B territory when Home gains hierarchy).

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 20:31:44 -07:00
Gitea CI e1d91bee73 ci(web-wasm-rebuild): keep on Docker runner (host executor incompatible with taiki-e) [skip ci] 2026-07-08 15:18:40 -07:00
Gitea CI 9dcd25b3e7 ci(web-wasm-rebuild): set RUNNER_OS/ARCH on the taiki-e step (step-level env)
Web WASM Rebuild / rebuild (push) Failing after 1m54s
2026-07-08 15:01:12 -07:00
Gitea CI 2ef0bce1ea ci(web-wasm-rebuild): set RUNNER_OS/RUNNER_ARCH for host-executor runner
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2026-07-08 14:53:42 -07:00
Gitea CI 326ef6894a ci: route web-wasm-rebuild workflow to the rust-host runner (CT 107)
Web WASM Rebuild / rebuild (push) Failing after 2m0s
2026-07-08 13:27:34 -07:00
Gitea CI caaafe34e0 ci(test): route test workflow to the rust-host runner (CT 107)
Test / test (push) Failing after 1m3s
2026-07-08 12:27:34 -07:00
Gitea CI 2254693a7a build(wasm): honor CARGO_TARGET_DIR in build_wasm.sh [skip ci] 2026-07-08 12:25:09 -07:00
Gitea CI 4ba646738c chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 6m24s
Web E2E / web-e2e (push) Successful in 5m33s
2026-07-08 03:08:06 +00:00
funman300 251d35bc28 Merge pull request 'feat: Show solution — winning_line core API + auto-playback (card_game bucket 4)' (#159) from feat/solution-line into master
Build and Deploy / build-and-push (push) Successful in 6m20s
Test / test (push) Successful in 11m24s
Web E2E / web-e2e (push) Successful in 4m46s
Web WASM Rebuild / rebuild (push) Successful in 8m10s
2026-07-08 01:08:58 +00:00
funman300 1d2b6dc5de refactor(core): align Spider with upstream card_game idioms
Test / test (pull_request) Successful in 37m4s
Addresses upstream author review of the Spider core (PR #157):

- RNG: drop the hand-rolled SplitMix64 + Fisher-Yates; deals now use
  rand::rngs::StdRng seeded via seed_from_u64 + SliceRandom::shuffle,
  exactly like klondike::with_seed. solitaire_core gains the same
  pinned rand dep klondike uses (0.10.1, std_rng only — already in the
  lock, no new transitive deps). Deals for a given seed change; Spider
  has no persisted games yet, so nothing breaks.
- Enums over integers: pile indices and card counts in the instruction
  type are now SpiderTableau (Tableau1..Tableau10, with an ALL const)
  and RunLength (Run1..Run13); out-of-range piles and zero-card moves
  are unrepresentable. Rank comparisons use Rank::checked_add instead
  of u8 arithmetic.
- Fixed-size containers: build_deck returns Stack<104> instead of
  Vec<Card>; possible_instructions is a const-iterated SpiderIter +
  validity filter (klondike's KlondikeIter pattern) instead of
  collecting into a Vec.
- Upstream naming: SpiderGame -> Spider (matches Klondike),
  tableau_face_up/_down -> tableau_face_up_cards/_down_cards,
  stock_len -> stock() accessor, with_rng added alongside with_seed.
- Solver access: SpiderGameState now exposes session(), the same
  escape hatch GameState has — the wrapper no longer pretends to hide
  solve(), which SessionConfig budgets already gate.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 17:58:57 -07:00
funman300 fe3c3aed31 fix(ci): cap cargo to two parallel jobs so concurrent test-binary links fit runner memory
Test / test (push) Successful in 36m31s
Runs 514/516/519 (incl. master itself) died on 'ld terminated with
signal 9' — the workspace now links enough large test binaries that
per-core parallel linking OOMs the runner even at line-tables-only
debuginfo. CARGO_BUILD_JOBS=2 keeps at most two links in flight.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 17:33:36 -07:00
Gitea CI d0e4ce796b chore(web): regenerate wasm artifacts
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Web E2E / web-e2e (push) Successful in 4m12s
2026-07-08 00:24:36 +00:00
funman300 9f038250d9 feat(engine): You hub — Profile/Stats/Achievements/Replays in one tabbed modal
Test / test (pull_request) Failing after 8m41s
Phase E of docs/ui-redesign-2026-07.md. New you_hub_plugin owns the
modal shell (header, shared tab chips, single Done); each tab's content
is a body builder extracted from its original plugin with every marker
component unchanged, so per-row update/scroll/selector systems keep
working. The replay selector gets its own Replays tab (Watch/Copy
buttons move into the tab body).

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

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

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:47:06 -07:00
funman300 9e4d4a6716 Merge pull request 'feat(core): Spider rules as a second card_game::Game implementation' (#157) from feat/spider-core into master
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2026-07-07 23:40:43 +00:00
funman300 ea1014285d feat(engine): Show solution — auto-play the winning line from the pause menu
Test / test (pull_request) Successful in 15m21s
New SolutionPlaybackPlugin: the pause modal's 'Show solution' button
resumes the game and requests a solve of the live position via
GameState::winning_line on AsyncComputeTaskPool (never blocks the main
thread; stale results discarded via a move_count snapshot). The line
then plays back one instruction per 0.45 s through the normal
MoveRequestEvent / DrawRequestEvent pipeline — animations, scoring,
undo history and win detection behave as if the player made the moves.
Tableau run counts are decoded against the live state at step time.

Playback cancels on Esc, pause, undo / new-game requests, and any
rejected move (the signature of the player diverging the board).
Toasts cover search start, line found, unwinnable, and budget-
exhausted outcomes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:33:49 -07:00
Gitea CI 4f849a23b8 chore(web): regenerate wasm artifacts
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2026-07-07 23:31:55 +00:00
funman300 2c2f0b592a feat(core): Spider rules as a second card_game::Game implementation
Test / test (pull_request) Successful in 7m37s
Two-deck (104-card) Spider on the upstream Stack/Pile containers,
exercising the multi-deck Card encoding for the first time:

- SpiderGame: 10-pile deal (4x6 + 6x5), build-down-any-suit,
  same-suit-run pickup, deal-10 gated on no empty pile, automatic
  K->A run removal, win at 8 runs
- SpiderSuits difficulty (1/2/4 suits over the same 104 cards);
  1- and 2-suit games contain identical Card values by construction
  (documented — engine entity mapping will need positional keys)
- Seeded deals via inline SplitMix64 + Fisher-Yates (core has no
  rand dep; Spider's seed space is deliberately self-contained)
- SpiderGameState session wrapper mirroring GameState conventions:
  Result<_, MoveError> mutations, upstream undo/score bookkeeping,
  Microsoft-style scoring (500 base, -1/move, +100/run, -1/undo)
- 17 unit tests + card-conservation/validity proptest over random
  legal walks; stacked-deal win-path test included

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:20:51 -07:00
funman300 299f6bfea7 feat(core): winning_line — full solver line via Solution::clean_solution
New GameState::winning_line(moves_budget, states_budget) returns the
complete instruction sequence to a win (Ok(None) when unwinnable or
already won, Err on budget exhaustion), compacting the raw DFS trace
with the previously unused card_game Solution::clean_solution and
stripping foundation→foundation no-ops when the stripped line still
replays to a win — an internal replay check guarantees the returned
sequence always applies cleanly via apply_instruction.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:19:12 -07:00
funman300 8c0eb3dfab Merge pull request 'fix(engine): force full board repaint when the decor-view poller fires (#130)' (#155) from fix/130-forced-repaint into master
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2026-07-07 23:14:11 +00:00
funman300 a39e04329e fix(engine): force full board repaint when the decor-view poller fires (#130)
Test / test (pull_request) Successful in 12m14s
The #152 poller fixes resolution + layout on a missed fold/unfold, but
a transient clip could survive if card sprites held stale visuals after
geometry converged. Emit StateChangedEvent alongside the synthetic
WindowResized so card_plugin re-renders every sprite from scratch —
silent self-heal, no player-facing prompt.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:01:25 -07:00
funman300 6f27e775f2 chore(deploy): mount theme store at /data/theme_store
Points THEME_STORE_DIR at the existing solitaire-db PVC so catalog
content survives pod restarts. Scan is startup-only; restart the
deployment after adding zips.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 15:47:28 -07:00
Gitea CI 358bbc7eb5 chore(web): regenerate wasm artifacts
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2026-07-07 21:17:01 +00:00
funman300 444f8d7e33 Merge pull request 'feat: in-game theme store — server catalog + verified downloads + install UI' (#154) from feat/theme-store into master
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2026-07-07 20:23:52 +00:00
funman300 a80547c514 Merge pull request 'fix: July 7 code-review remediation (M1–M3, L1–L3)' (#153) from fix/review-2026-07-07 into master
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2026-07-07 20:16:19 +00:00
funman300 d87397b382 feat: in-game theme store — server catalog + verified downloads + install UI
Test / test (pull_request) Successful in 10m15s
Phase 1+2 of the theme-store roadmap: a free catalog served by
solitaire_server and an in-app browse/install flow, making custom
themes installable on Android for the first time (the manual
drop-a-zip flow can't reach the app-private themes dir there).

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 12:25:35 -07:00
Gitea CI a4ad848c93 chore(web): regenerate wasm artifacts
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2026-07-07 18:54:30 +00:00
funman300 ff8c00d2f4 Merge pull request 'fix(engine): poll decor-view size to catch fold resizes winit misses (#130)' (#152) from fix/130-fold-stale-relayout into master
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2026-07-07 18:12:57 +00:00
funman300 abf1312cf5 fix(data): serialise token refreshes so overlapping 401s can't force a logout
Test / test (pull_request) Successful in 15m33s
Refresh tokens are single-use since the rotation change (PR #136). Two
in-flight requests hitting 401 together (replay upload racing a manual
sync) both called /api/auth/refresh; the second presented an already-
consumed token, got rejected, and surfaced as a spurious 'session
expired' re-login prompt.

refresh_token() now takes the stale access token that earned the 401
and runs behind a tokio::sync::Mutex; a loser of the lock race that
finds the stored token already rotated returns Ok and retries with it
instead of spending the new refresh token.

Untested caveat: exercising the race in a unit test needs an in-memory
auth_tokens double (the real keyring is unavailable on headless Linux
runners) — noted for a future test-support addition.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 11:04:30 -07:00
funman300 8b09c51271 docs(architecture): correct KlondikePile sketch — upstream has no Waste variant
§8 documented a Waste variant that doesn't exist in klondike 0.4; the
real convention (Stock denotes the waste pile in pile-coordinate space)
is now stated where the enum is sketched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 11:01:42 -07:00
funman300 f61573513c fix(engine): remove latent unreachable! panic in difficulty seed cursor
The Random arm was only unreachable because seeds_for(Random) returns
None in a different function — a future catalog change would turn it
into a shipped runtime panic. Returning a system-time seed is the
correct Random behaviour either way. CLAUDE.md §2.3.

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 11:00:20 -07:00
funman300 113a933170 style: cargo fmt under rustfmt 1.9 and gate formatting in CI
The repo was formatted under an older stable; rustfmt 1.9 (Rust 1.95)
wraps signatures and call sites differently, so every touched file was
picking up unrelated formatting hunks. One mechanical pass, and a
'cargo fmt --check' step in the test workflow (same pinned 1.95.0
toolchain) so drift can't accumulate again.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 10:59:20 -07:00
funman300 18bb1fa0be fix(ci): cap test-build debuginfo so the linker fits runner memory
Two runs (447, 486) died with 'ld terminated with signal 9' linking the
solitaire_engine test binary — the runner OOMs on full dev debuginfo for
the Bevy dependency graph. line-tables-only preserves file:line panic
backtraces at a fraction of the link footprint.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 10:58:43 -07:00
funman300 38b81a4004 fix(engine): poll decor-view size to catch fold resizes winit misses
Test / test (pull_request) Successful in 23m3s
winit's Android backend does not forward content-rect changes that happen
while backgrounded (open TODOs in winit 0.30 logged on every resume), so a
fold/unfold cycle can leave Bevy rendering and laying out for the previous
screen: tableau clipped off the left edge, bottom third empty (#130).

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

Closes #130

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 10:49:17 -07:00
Gitea CI ae7af9adf4 chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 7m12s
Web E2E / web-e2e (push) Successful in 5m16s
2026-07-07 09:12:14 +00:00
funman300 c0cd7c2c15 Merge pull request 'docs(changelog): cut v0.42.0 section' (#151) from docs/changelog-v0.42.0 into master
Android Release / build-apk (push) Successful in 5m20s
2026-07-07 04:37:30 +00:00
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
Build and Deploy / build-and-push (push) Successful in 2m18s
Test / test (push) Failing after 13m51s
Web WASM Rebuild / rebuild (push) Successful in 8m37s
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
Web WASM Rebuild / rebuild (push) Has been cancelled
Build and Deploy / build-and-push (push) Successful in 2m20s
Test / test (push) Successful in 25m2s
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
Web WASM Rebuild / rebuild (push) Has been cancelled
Build and Deploy / build-and-push (push) Successful in 2m17s
Test / test (push) Successful in 19m18s
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
Web WASM Rebuild / rebuild (push) Has been cancelled
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Test / test (push) Successful in 20m32s
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
funman300 19647b5209 Merge pull request 'test(engine): ratchet on Bevy system-order ambiguities' (#145) from test/schedule-ambiguity into master
Web WASM Rebuild / rebuild (push) Has been cancelled
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Test / test (push) Successful in 19m47s
2026-07-07 03:22:29 +00:00
funman300 d8a255869c test(engine): ratchet on Bevy system-order ambiguities
Test / test (pull_request) Failing after 16m20s
First measurement of schedule hygiene (issue #143): the headless
gameplay cluster (Game/Table/Card/Hud/AutoComplete/UiModal/UiFocus/
Settings) carries 302 system pairs with conflicting data access and no
ordering edge. Too many to triage in one pass and most are likely
benign event/resource writers — but unproven, and nothing stopped the
count from growing.

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

Refs #143

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:22:27 -07:00
funman300 f0336d784d Merge pull request 'fix(server): login timing pad, 409 on register race, avatar magic-byte check' (#144) from fix/server-low-findings into master
Build and Deploy / build-and-push (push) Successful in 6m5s
Test / test (push) Failing after 16m42s
Web E2E / web-e2e (push) Successful in 4m58s
2026-07-07 03:15:03 +00:00
funman300 a218999243 fix(server): login timing pad, 409 on register race, avatar magic-byte check
Test / test (pull_request) Failing after 17m26s
Closes the three actionable server Low findings from the 2026-07-06
review:

- #139: unknown-username logins now verify against a static bcrypt
  dummy hash so both failure paths pay the same cost — response timing
  no longer reveals which usernames exist.
- #140: register maps a unique-constraint violation to UsernameTaken
  (409) — the SELECT pre-check stays as the friendly fast path, the
  constraint is the arbiter for the concurrent case.
- #141: avatar uploads must start with the magic bytes of the declared
  image type; the stored extension (which decides how the file is
  re-served) is now backed by content, not the Content-Type header.

Unit tests: real/spoofed/truncated signatures for all four formats,
and the dummy hash's validity at BCRYPT_COST.

Closes #139
Closes #140
Closes #141

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:15:01 -07:00
funman300 55fa7df2bf Merge pull request 'fix(engine): bounded blocking sync push on exit' (#138) from fix/exit-push-bounded into master
Web WASM Rebuild / rebuild (push) Has been cancelled
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Test / test (push) Successful in 19m38s
2026-07-07 03:05:16 +00:00
funman300 b2341c652b Merge pull request 'refactor(core,engine,wasm): canonical FOUNDATIONS/TABLEAUS consts; adopt upstream SUITS/RANKS' (#137) from refactor/quat-enum-consts into master
Web WASM Rebuild / rebuild (push) Has been cancelled
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Test / test (push) Successful in 26m20s
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2026-07-07 03:05:11 +00:00
funman300 021c5d6ad8 Merge pull request 'fix(server): transactional sync push; single-use refresh rotation' (#136) from fix/sync-auth-races into master
Build and Deploy / build-and-push (push) Successful in 5m24s
Test / test (push) Successful in 17m41s
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2026-07-07 03:04:41 +00:00
funman300 d1264a7797 fix(engine): bounded blocking sync push on exit
Test / test (pull_request) Successful in 24m6s
The exit push spawned a detached task on AppExit, which process
teardown almost always killed before the network round-trip completed —
the final session's sync silently never happened (2026-07-06 review,
finding M3). Local persistence meant no data loss, but stats stayed
unsynced until the next launch.

push_on_exit now blocks the closing app's final frame for at most
EXIT_PUSH_TIMEOUT (2s) via tokio::time::timeout: long enough for one
healthy round-trip, short enough that quitting never feels hung when
the server is unreachable. Timeout and errors are logged and skipped —
the next launch's pull/push converges as before.

Closes review finding M3.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:03:41 -07:00
funman300 7a5f03987d refactor(core,engine,wasm): canonical FOUNDATIONS/TABLEAUS consts; adopt upstream SUITS/RANKS
Review findings 1+2 (Quat-underuse lens, 2026-07-06):

- solitaire_core gains pub const FOUNDATIONS / TABLEAUS — the canonical
  iteration source for the upstream pile enums (upstream klondike has no
  Foundation::ALL, and inherent impls cannot be added to foreign types).
  Deletes three identical private const-fn copies (radial_menu,
  table_plugin, input_plugin) and the hand-enumerated variants in
  card_plugin::sync::all_cards and solitaire_wasm.

- Hand-rolled [Suit; 4] / [Rank; 13] arrays replaced with upstream
  Suit::SUITS / Rank::RANKS. The order-sensitive CardImageSet indexing
  is re-keyed through canonical card_plugin::{suit_index, rank_index}
  helpers that match upstream order, with regression tests asserting
  the correspondence — one ordering everywhere instead of three
  divergent local ones.

Net -177 lines. No behaviour change; all consumers go through the
canonical helpers.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 19:58:33 -07:00
funman300 8eb316751d fix(server): transactional sync push; single-use refresh rotation
Two concurrency fixes from the 2026-07-06 review (findings M1, M2):

sync push (M1): the load→merge→store cycle ran as three separate DB
operations. Two devices pushing concurrently both read the same stored
payload, merged independently, and the second store overwrote the first
merge — the server visibly regressed until the losing device pushed
again. The whole cycle (including the leaderboard update) now runs in
one transaction; SQLite serialises the writers. The leaderboard
helper's stale docstring (claiming a single conditional UPDATE that was
actually two statements) is corrected — the transaction now provides
the atomicity it described.

refresh rotation (M2): SELECT-then-DELETE let two concurrent refreshes
with the same token both pass the liveness check and both mint fresh
token pairs. The SELECT is gone; rotation now gates on the DELETE's
rows_affected — whoever removes the jti row wins, everyone else gets
401. Sequential reuse was already covered by
consumed_refresh_token_is_rejected, which still passes unchanged.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 18:00:00 -07:00
funman300 d0c1db6c1d Merge pull request 'ci: add workspace clippy + test gate workflow' (#135) from ci/test-workflow into master
Test / test (push) Successful in 28m59s
2026-07-06 23:29:10 +00:00
Gitea CI 0d5204b5ec chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 6m30s
Web E2E / web-e2e (push) Successful in 4m38s
2026-07-06 23:05:53 +00:00
103 changed files with 7080 additions and 2813 deletions
+19 -2
View File
@@ -29,7 +29,21 @@ on:
jobs:
test:
runs-on: ubuntu-latest
runs-on: rust-host
# Full debuginfo made the solitaire_engine test-binary link peak past the
# runner's memory — ld was OOM-killed (signal 9) on runs 447 and 486.
# line-tables-only keeps file:line in panic backtraces while cutting the
# link's memory footprint enough to fit the runner.
#
# CARGO_BUILD_JOBS=2: with one job per core, cargo links several large
# test binaries concurrently; as the workspace grew (runs 514/516/519)
# two+ simultaneous ld processes OOM-killed the runner again even at
# line-tables-only. Two jobs keeps at most two links in flight — the
# compile-throughput cost is small next to the cache-warm build.
env:
CARGO_PROFILE_DEV_DEBUG: line-tables-only
CARGO_BUILD_JOBS: '2'
steps:
- name: Checkout
@@ -39,7 +53,7 @@ jobs:
uses: dtolnay/rust-toolchain@master
with:
toolchain: 1.95.0
components: clippy
components: clippy, rustfmt
- name: Cache cargo build
uses: Swatinem/rust-cache@v2
@@ -53,6 +67,9 @@ jobs:
libasound2-dev libudev-dev pkg-config libx11-dev libxcursor-dev \
libxrandr-dev libxi-dev libwayland-dev libxkbcommon-dev
- name: Format check
run: cargo fmt --check
# SQLX_OFFLINE uses the checked-in `.sqlx/` query cache (no live DB),
# same as the web-e2e workflow's server prebuild.
- name: Clippy (deny warnings)
+6 -2
View File
@@ -592,11 +592,15 @@ pub struct Session<G> { /* replayable instruction log + derived stats */ }
// From `klondike` (upstream — never edit):
pub enum KlondikePile {
Stock,
Waste,
Stock, // NB: no Waste variant — see below
Foundation(Foundation), // 4 slots, any suit may claim any slot
Tableau(Tableau), // 7 columns
}
// Pile-coordinate convention: upstream has no `Waste` variant. In
// pile-coordinate space `KlondikePile::Stock` denotes the face-up
// *waste* pile (the only stock-side pile cards move out of); use
// `GameState::stock_cards()` / `waste_cards()` when the face-down
// draw stack must be distinguished. Documented on `GameState::pile`.
pub enum DrawStockConfig { DrawOne, DrawThree }
pub enum KlondikeInstruction { /* RotateStock, DstFoundation, ... — the
serialized move format (schema v4+) */ }
+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
Generated
+9
View File
@@ -7331,6 +7331,7 @@ dependencies = [
"card_game",
"klondike",
"proptest",
"rand 0.10.1",
"serde",
"thiserror 2.0.18",
]
@@ -7351,13 +7352,16 @@ dependencies = [
"reqwest",
"serde",
"serde_json",
"sha2",
"solitaire_core",
"solitaire_server",
"solitaire_sync",
"sqlx",
"tempfile",
"thiserror 2.0.18",
"tokio",
"uuid",
"zip",
]
[[package]]
@@ -7402,10 +7406,13 @@ dependencies = [
"chrono",
"dotenvy",
"jsonwebtoken",
"ron",
"serde",
"serde_json",
"sha2",
"solitaire_sync",
"sqlx",
"tempfile",
"thiserror 2.0.18",
"tokio",
"tower",
@@ -7414,6 +7421,7 @@ dependencies = [
"tracing",
"tracing-subscriber",
"uuid",
"zip",
]
[[package]]
@@ -7422,6 +7430,7 @@ version = "0.1.0"
dependencies = [
"chrono",
"serde",
"serde_json",
"thiserror 2.0.18",
"uuid",
]
+1
View File
@@ -47,6 +47,7 @@ dirs = "6"
keyring = "4"
keyring-core = "1"
reqwest = { version = "0.13", features = ["json", "rustls", "rustls-native-certs"], default-features = false }
sha2 = "0.10"
arboard = { version = "3", default-features = false }
jni = { version = "0.21", default-features = false }
+20
View File
@@ -44,6 +44,26 @@ docker compose up -d
```
## Theme store
The server can offer card-art themes for in-game download. Drop theme
`.zip` archives (the same format the game's Settings → Import accepts:
a `theme.ron` manifest plus 53 SVGs) into the directory named by
`THEME_STORE_DIR` (default: `theme_store/` next to the binary), then
restart the server — the catalog is scanned once at startup. An
optional `<theme-id>.png` in the same directory becomes the theme's
store preview.
Endpoints (public, no auth):
- `GET /api/themes` — catalog JSON (id, name, author, size, sha256)
- `GET /api/themes/<id>/download` — the archive
- `GET /api/themes/<id>/preview` — the preview PNG, if present
Archives that are oversized (> 20 MiB), unreadable, or have a
malformed `theme.ron` are skipped with a warning in the server log;
they never fail startup.
## Admin — Password Reset
If a player loses access to their account, the server binary includes a
+1 -1
View File
@@ -77,7 +77,7 @@ wasm-bindgen \
--out-name canvas \
--target web \
--no-typescript \
"$REPO_ROOT/target/wasm32-unknown-unknown/wasm-release/solitaire_web.wasm"
"${CARGO_TARGET_DIR:-$REPO_ROOT/target}/wasm32-unknown-unknown/wasm-release/solitaire_web.wasm"
# Optional size optimisation — Bevy bundles are large (~5-15 MB uncompressed).
# wasm-opt passes are skipped silently when the tool is not installed.
+5
View File
@@ -34,6 +34,11 @@ spec:
key: jwt-secret
- name: SERVER_PORT
value: "8080"
# Theme-store catalog directory on the persistent volume.
# Scanned once at startup — after dropping new theme zips
# into /data/theme_store, restart the deployment.
- name: THEME_STORE_DIR
value: /data/theme_store
volumeMounts:
- name: db-data
mountPath: /data
+5
View File
@@ -6,8 +6,13 @@ services:
# Override DATABASE_URL so the DB always lands in the persistent volume,
# regardless of what .env contains.
DATABASE_URL: sqlite:///data/solitaire.db
# Theme-store catalog directory (scanned once at startup; the
# host ./theme_store folder is where the operator drops theme
# zips + preview PNGs).
THEME_STORE_DIR: /theme_store
volumes:
- ./data:/data
- ./theme_store:/theme_store:ro
restart: unless-stopped
expose:
- "${SERVER_PORT:-8080}"
+204
View File
@@ -0,0 +1,204 @@
# Menu UX Redesign — July 2026
Status: PLANNING. Visual identity (Terminal / base16-eighties) is settled and
out of scope — this is about **structure and interaction**, not colors or type.
## Diagnosis (from code survey, 2026-07-07)
| Surface | Today | Pain |
| --- | --- | --- |
| Settings | One scrolling modal, 5 section labels, ~37 control rows, single Done | Scroll-hunting for any toggle; endless on the folded (cover) screen; every new feature (theme store, import) stretches it further |
| Home | Modal launcher: stats strip, draw-mode row, difficulty rows, 6 equal mode cards, Cancel | No "Continue" primacy; deal options (draw/difficulty/winnable) crowd the mode choice; six cards weighted identically though Classic dominates play |
| HUD menu | Popover with 7 destinations (Help, Modes, Stats, Achievements, Profile, Settings, Leaderboard) | "Modes" duplicates Home's job; flat list, no grouping; each item opens another modal — modal-on-modal navigation |
| Global | Everything is a modal over the felt | No hierarchy; near-square unfolded Fold renders one narrow wasted column |
## Phase A — Settings tabs (highest pain, lowest risk)
- Replace the single scroll with **tabs**: `Audio · Gameplay · Appearance ·
Accessibility · Account`.
- *Appearance* = today's Cosmetic (card back, background, card theme,
theme store, import).
- *Accessibility* = extracted from Gameplay/Cosmetic: color-blind,
high-contrast, reduce-motion, touch input mode, tooltip delay.
- *Account* = Sync + Privacy merged.
- Narrow screens: tab chips in a row under the header. Wide (aspect > ~1.2 —
unfolded Fold, desktop): left rail, rows in two columns.
- Only the active tab's rows are spawned → each tab is ≤ 8 rows and fits the
cover screen without scrolling.
- **Implementation constraint:** pure `ui.rs` re-layout + one `SettingsTab`
resource. The `SettingsButton` enum, input handlers, and persistence are
untouched, so the 25 settings tests and the ambiguity gate stay green.
## Phase B — Home becomes a real home
- **Hierarchy, top to bottom:**
1. `Continue` card (only when a game is in progress) — mode, elapsed, score.
2. Hero `New Game` — one tap, reuses last mode + deal options.
3. Compact 2×3 mode grid (Classic, Daily, Zen, Challenge, Time Attack,
Seed) — smaller cards, glyph + name + one-line description on wide only.
4. Stats strip moves to the bottom (or right pane when unfolded).
- **Deal options** (draw 1/3, difficulty, winnable-only) move off the top
level into a disclosure on the Classic card / New Game hero — they are
Classic-mode concerns, not global ones.
- Cancel becomes `Back to table` and only renders when a game exists.
- Unfolded Fold / desktop: two panes — modes left, Continue + stats +
daily/weekly right.
## Phase C — HUD menu consolidation
- Drop `Modes` from the popover (Home owns mode selection; HUD's New-Game
path opens Home).
- Group the remaining six: **Play** (Home) · **You** (Profile, Stats,
Achievements) · **Community** (Leaderboard) · **System** (Settings, Help) —
section dividers in the existing popover, not a new widget.
- Dismissal audit: Esc / scrim-tap / Done must behave identically on every
modal (most already do via `ScrimDismissible`; sweep the stragglers).
## Phase D — Validation gates
- Optional Stitch mockups (Terminal design-system asset
`assets/0f1652274fea460585d0b331a9ddbb06`, project 593811793268308763) for
Home + Settings before implementing Phase B. Phase A is safe to build
straight in-engine.
- Per-phase gates: full test suite, clippy `-D warnings`, ambiguity gate at 0,
Android checklist (§15.3), on-device pass on the Fold 7 in BOTH postures.
## Sequencing & risk
| Phase | Size | Risk | Depends on |
| --- | --- | --- | --- |
| A — Settings tabs | ~1 session | Low (layout-only) | — |
| B — Home hierarchy | 12 sessions | Medium (touches launch flow) | D mockups if wanted |
| C — Menu grouping | small | Low | B (Modes removal) |
## Phase E — "You" hub (reuses the Phase A tab component)
Profile, Stats, Achievements, and the replay browser are four separate
modals today, reached through the HUD popover one at a time. Fold them
into ONE tabbed hub — `Profile · Stats · Achievements · Replays` — using
the same tab widget Phase A builds for Settings. Cuts the HUD popover to
four destinations and makes the tab component pay for itself twice.
Existing per-screen systems keep their markers/handlers; only the outer
shell changes (same trick as Phase A).
## Phase F — Mobile ergonomics (Fold-first)
- **Bottom action bar** on touch: Undo, Hint, Draw within thumb reach at
the bottom safe-area edge (via the existing `SafeAreaAnchoredBottom`),
score-only band stays on top. Desktop keeps the current top band.
Biggest one-handed-play win available; folded posture is tall and
top-heavy today.
- **Hold-to-repeat Undo** — press-and-hold steps back repeatedly
(respecting the existing undo scoring penalty), instead of tap-tap-tap.
- Both are additive; game stays fully playable with the top band alone
(UI-first rule §3.3 satisfied).
## Phase G — Post-win flow
Win summary today is a stats dump with a close. Give it an action
hierarchy: **Play again** (same mode/options, primary) · **Share replay**
(the upload already returns a share URL; surface it here with copy
feedback) · **Watch replay** · quiet stats below. Rematch loop drops from
4 taps to 1.
## Phase H — Feedback polish (small, bundling candidates)
- Unify queued vs. immediate toast styling (two subtly different styles
exist today) and anchor both to one position; consider a 5-item toast
history on the stats screen.
- Theme-store modal: render the preview PNGs the server already serves
(v1 is text-only rows).
- Hint: optional ghost-motion preview of the suggested move instead of a
static highlight (auto-disabled under reduce-motion).
## Phase I — Onboarding & discoverability
The first-run onboarding exists, but everything learned after it is
invisible: the radial menu (long-press/right-click), hint cycling,
tap-to-toggle HUD chrome, hotkeys. Add **contextual one-time tips** —
fired by the situation, not a tour (first stall → hint tip; first
long-press-able stack → radial tip; each shows once, stored in
Settings like `shown_achievement_onboarding` already is). Plus a
one-shot **"What's new"** card on first launch after a version bump —
ObtainX updates are silent today, so shipped features go unnoticed
(nobody will find the theme store on their own).
## Phase J — Keyboard & focus completeness (desktop + web)
`ui_focus` already gives deterministic Esc order and tab-walk
(`FocusRow`/`Focusable`), and `KeyboardDragState` exists — but full
keyboard-only play has never been audited end to end. Deliverables: every
modal reachable/dismissable without a mouse, a visible focus ring styled
to the Terminal system (current focus state is subtle), and a hotkey
cheat-sheet overlay (hold `?`) generated from the actual bindings instead
of the static Help text. Web build (Rhys) benefits most.
## Phase K — UI scale & touch-target accessibility
All type sizes flow through `TYPE_*` tokens and layout through
`compute_layout` — which makes a **UI scale setting** (90/100/115/130 %)
cheap to wire and genuinely useful on the Fold's dense cover screen.
Pair with: respect Android system font scale on first run (seed the
setting from it), and a one-time audit that every interactive element
meets the 44 px logical minimum in BOTH Fold postures (the pill buttons
and picker swatches are the suspects). Lands in the Accessibility tab
that Phase A creates.
## Phase L — Empty & loading states, standardized
Async/empty surfaces each improvise today: leaderboard with no entries,
stats with no games, replay browser with no replays, theme store
loading/error (just added), sync status text. Define ONE pattern —
glyph + one-line explanation + a single next-step action — as a
`spawn_empty_state` helper in `ui_modal`, and sweep all five surfaces
onto it. Small, mechanical, big perceived-quality win.
## Phase M — Sync transparency & data stewardship
The sync layer returns `ConflictReport`s ("data is never silently
discarded") — but no UI ever shows them; players can't tell what a merge
did. Add: a post-sync summary line ("merged, 2 conflicts kept newer
values" → tap for detail in the Account tab), a visible last-synced
timestamp (exists as `SyncStatus::LastSynced`, barely surfaced), and
local **data export/import** (zip of the JSON saves) for device
migrations without a server. Closes the trust loop the server work
opened.
## Roadmap tie-ins (already in flight elsewhere)
- **Spider mode** (feat/spider-core, PR #157): Home's mode grid gains a
7th card once engine work lands — the 2×3 grid in Phase B should be
designed as N-card flow from day one. Spider UI also needs positional
card→entity keys (documented in spider.rs module docs).
- **Show solution** (feat/solution-line, in flight): lands in the pause
menu; Phase C's grouping should leave room for it under a "Game"
cluster if the pause menu grows.
## Sequencing (updated)
| Phase | Size | Risk | Depends on |
| --- | --- | --- | --- |
| A — Settings tabs | ~1 session | Low | — (DECIDED: tabs) |
| E — "You" hub | ~1 session | Low | A's tab component |
| C — Menu grouping | small | Low | E (popover shrinks) |
| B — Home hierarchy | 12 sessions | Medium | D mockups if wanted |
| F — Bottom action bar | ~1 session | Medium (input paths) | — |
| G — Post-win flow | small | Low | — |
| H — Feedback polish | small each | Low | — |
| I — Onboarding & discoverability | ~1 session | Low | ships best after B/F land |
| J — Keyboard & focus completeness | ~1 session | Low | A/E (fewer modals to audit) |
| K — UI scale & touch targets | ~1 session | Medium (layout-wide) | A (Accessibility tab) |
| L — Empty-state standardization | small | Low | — |
| M — Sync transparency & export | ~1 session | LowMedium | A (Account tab) |
Suggested order: **A → E → C** (one arc: the tab component and the menu
slimming), then **B**, then **F/G/H** as independent follow-ups.
## Open decisions
1. ~~Settings: tabs vs. sub-pages~~**DECIDED 2026-07-07: tabs.**
2. Deal options: disclosure on Classic card (proposed) vs. keep global row?
3. Time Attack + Seed: top-level cards (proposed, grid stays symmetric) vs.
tucked under a "More" card?
4. Stitch mockups for Phase B, or iterate directly in-engine?
5. Phase F bottom bar: touch-only (proposed) or also desktop?
-5
View File
@@ -37,11 +37,6 @@ fn load_settings() -> Settings {
.unwrap_or_default()
}
/// Build the Bevy app without entering the event loop.
pub fn build_app(sync_provider: Box<dyn SyncProvider + Send + Sync>) -> App {
build_app_with_settings(load_settings(), sync_provider)
}
/// App entry point — configures runtime services, builds, and runs the app.
///
/// Called from both the desktop `bin` target's `main` shim and (on
+5
View File
@@ -16,6 +16,11 @@ serde = { workspace = true }
thiserror = { workspace = true }
klondike = { workspace = true }
card_game = { workspace = true }
# Deliberately NOT the workspace rand (0.9): this pins the exact dep the
# upstream `klondike` crate uses, so `SeedableRng`/`SliceRandom` resolve
# against the same crate version as `klondike::Rng` and Spider deals go
# through the identical shuffle stack as Klondike deals.
rand = { version = "0.10.1", default-features = false, features = ["std_rng"] }
[lints]
workspace = true
+168 -22
View File
@@ -439,10 +439,7 @@ impl GameState {
self.session.history().len()
}
fn cards_with_face(
cards: impl IntoIterator<Item = Card>,
face_up: bool,
) -> Vec<(Card, bool)> {
fn cards_with_face(cards: impl IntoIterator<Item = Card>, face_up: bool) -> Vec<(Card, bool)> {
cards.into_iter().map(|card| (card, face_up)).collect()
}
@@ -507,8 +504,10 @@ impl GameState {
Self::cards_with_face(cards.iter().cloned(), true)
}
KlondikePile::Tableau(tableau) => {
let mut cards =
Self::cards_with_face(state.tableau_face_down_cards(tableau).iter().cloned(), false);
let mut cards = Self::cards_with_face(
state.tableau_face_down_cards(tableau).iter().cloned(),
false,
);
cards.extend(Self::cards_with_face(
state.tableau_face_up_cards(tableau).iter().cloned(),
true,
@@ -823,9 +822,7 @@ impl GameState {
) -> Option<(KlondikePile, KlondikePile, usize)> {
let state = self.session.state().state().state();
match instruction {
KlondikeInstruction::RotateStock => {
Some((KlondikePile::Stock, KlondikePile::Stock, 1))
}
KlondikeInstruction::RotateStock => Some((KlondikePile::Stock, KlondikePile::Stock, 1)),
KlondikeInstruction::DstFoundation(dst_foundation) => {
if matches!(dst_foundation.src, KlondikePile::Foundation(_)) {
return None;
@@ -928,10 +925,7 @@ impl GameState {
///
/// Returns [`MoveError::RuleViolation`] if the instruction is illegal in the
/// current position, or [`MoveError::GameAlreadyWon`] once the game is over.
pub fn apply_instruction(
&mut self,
instruction: KlondikeInstruction,
) -> Result<(), MoveError> {
pub fn apply_instruction(&mut self, instruction: KlondikeInstruction) -> Result<(), MoveError> {
if self.is_won() {
return Err(MoveError::GameAlreadyWon);
}
@@ -1115,6 +1109,66 @@ impl GameState {
})
}
/// Full winning line from the current position:
///
/// * `Ok(Some(line))` — winnable; applying every instruction in order via
/// [`GameState::apply_instruction`] reaches a won game.
/// * `Ok(None)` — provably unwinnable, or already won (no moves to show).
/// * `Err(SolveError)` — inconclusive; budget exhausted before a verdict.
///
/// Delegates to upstream [`card_game::Session::solve`] on a solve-budgeted
/// copy of the board like [`GameState::solve_first_move`], but returns the
/// whole path instead of the first move, compacted with
/// [`card_game::Solution::clean_solution`] (drops move ranges that loop
/// back to an already-seen state — the raw DFS trace is full of them).
///
/// Foundation→foundation shuffles ([`KlondikeInstruction::is_useless`])
/// are additionally stripped when the remaining sequence still replays to
/// a win; if stripping one would break a later move's preconditions the
/// unstripped cleaned line is returned instead, so the replay contract
/// above always holds. `clean_solution` is quadratic-ish in line length —
/// callers should run this off the UI thread with modest budgets.
pub fn winning_line(
&self,
moves_budget: u64,
states_budget: u64,
) -> Result<Option<Vec<KlondikeInstruction>>, SolveError> {
if self.is_won() {
return Ok(None);
}
let inner = KlondikeAdapter::config_for(self.draw_mode(), self.take_from_foundation);
let config = SessionConfig {
inner: inner.clone(),
undo_penalty: 0,
solve_moves_budget: moves_budget,
solve_states_budget: states_budget,
};
let start = self.session.state().state().clone();
let session = Session::new(start.clone(), config);
let Some(solution) = session.solve()? else {
return Ok(None);
};
let cleaned: Vec<KlondikeInstruction> = solution
.clean_solution()
.iter()
.map(|snapshot| *snapshot.instruction())
.collect();
let filtered: Vec<KlondikeInstruction> = cleaned
.iter()
.copied()
.filter(|instruction| !instruction.is_useless())
.collect();
if line_replays_to_win(start, &inner, &filtered) {
Ok(Some(filtered))
} else {
Ok(Some(cleaned))
}
}
/// Solvability of a fresh Classic-mode deal from `seed` + `draw_mode`.
///
/// Fresh-deal solving models standard Klondike rules, so the non-standard
@@ -1132,6 +1186,25 @@ impl GameState {
}
}
/// `true` when applying `line` in order from `start` is legal at every step
/// and ends in a won game. Pure replay check backing
/// [`GameState::winning_line`]'s "the returned sequence always replays to a
/// win" contract.
fn line_replays_to_win(
mut state: Klondike,
config: &KlondikeConfig,
line: &[KlondikeInstruction],
) -> bool {
let mut stats = <Klondike as card_game::Game>::Stats::default();
for &instruction in line {
if !state.is_instruction_valid(config, instruction) {
return false;
}
state.process_instruction(&mut stats, config, instruction);
}
state.is_win()
}
#[cfg(test)]
mod tests {
use super::*;
@@ -1296,12 +1369,13 @@ mod tests {
game.take_from_foundation = false;
assert!(!game.can_move_cards(&from, &to, 1));
assert!(
legal_pile_moves(&game)
.iter()
.all(|(f, t, _)| !matches!(f, KlondikePile::Foundation(_))
|| !matches!(t, KlondikePile::Tableau(_)))
);
assert!(legal_pile_moves(&game).iter().all(|(f, t, _)| !matches!(
f,
KlondikePile::Foundation(_)
) || !matches!(
t,
KlondikePile::Tableau(_)
)));
assert!(game.move_cards(from, to, 1).is_err());
}
@@ -1356,13 +1430,85 @@ mod tests {
assert!(matches!(outcome, Err(SolveError::StatesBudgetExceeded)));
}
// ── Full winning line (winning_line) ──────────────────────────────────
#[test]
fn winning_line_replays_to_a_won_game() {
// Seed 0xD1FF_0000_0000_0012 / DrawOne is proven Winnable at 5k
// budgets by `budget_is_passed_through_not_clamped`. Standard rules
// (take-from-foundation off) keep the search space identical to
// that baseline. The returned line must apply cleanly through the
// normal instruction pipeline and end in a win — the whole point
// of the API contract.
let mut game = GameState::new(0xD1FF_0000_0000_0012, DrawStockConfig::DrawOne);
game.take_from_foundation = false;
let line = game
.winning_line(5_000, 5_000)
.expect("this seed must not exhaust a 5k budget")
.expect("this seed must be winnable");
assert!(!line.is_empty(), "a winnable unfinished game needs moves");
for (i, instruction) in line.iter().enumerate() {
game.apply_instruction(*instruction)
.unwrap_or_else(|e| panic!("move {i} of the line must be legal: {e}"));
}
assert!(game.is_won(), "line must end in a won game");
}
#[test]
fn winning_line_contains_no_useless_moves() {
// The foundation→foundation strip must survive the replay check on
// this seed; a line shown to the player should never shuffle
// between foundations. Same proven-winnable seed and standard
// rules as `winning_line_replays_to_a_won_game`.
let mut game = GameState::new(0xD1FF_0000_0000_0012, DrawStockConfig::DrawOne);
game.take_from_foundation = false;
let line = game
.winning_line(5_000, 5_000)
.expect("budget")
.expect("winnable");
assert!(
!line.iter().any(KlondikeInstruction::is_useless),
"filtered line must not contain foundation→foundation moves"
);
}
#[test]
fn winning_line_is_inconclusive_when_budget_exhausted() {
let game = GameState::new(7, DrawStockConfig::DrawOne);
let outcome = game.winning_line(5_000, 0);
assert!(matches!(outcome, Err(SolveError::StatesBudgetExceeded)));
}
#[test]
fn winning_line_matches_first_move_verdict() {
// The two solver entry points must agree on winnability for the
// same position and budgets (both are deterministic DFS).
let game = GameState::new(42, DrawStockConfig::DrawOne);
let first = game.solve_first_move(5_000, 5_000);
let line = game.winning_line(5_000, 5_000);
assert_eq!(
matches!(first, Ok(Some(_))),
matches!(line, Ok(Some(_))),
"solve_first_move and winning_line disagree on winnability"
);
}
#[test]
fn budget_is_passed_through_not_clamped() {
// This seed is Inconclusive at 1k states but Winnable at 5k — proving the
// budget reaches the solver unchanged.
let easy = GameState::solve_fresh_deal(0xD1FF_0000_0000_0012, DrawStockConfig::DrawOne, 1_000, 1_000);
let medium =
GameState::solve_fresh_deal(0xD1FF_0000_0000_0012, DrawStockConfig::DrawOne, 5_000, 5_000);
let easy = GameState::solve_fresh_deal(
0xD1FF_0000_0000_0012,
DrawStockConfig::DrawOne,
1_000,
1_000,
);
let medium = GameState::solve_fresh_deal(
0xD1FF_0000_0000_0012,
DrawStockConfig::DrawOne,
5_000,
5_000,
);
assert!(easy.is_err());
assert!(matches!(medium, Ok(Some(_))));
}
+40 -2
View File
@@ -3,6 +3,7 @@ pub mod error;
pub mod game_state;
pub mod klondike_adapter;
pub mod scoring;
pub mod spider;
// Re-export the upstream types that cross the solitaire_core API boundary so
// downstream crates (engine, wasm) can import from one place without a direct
@@ -12,12 +13,49 @@ pub mod scoring;
// re-exported — they are only used internally (in `klondike_adapter.rs` and
// when decoding instructions to piles in `instruction_to_piles`) and do not
// appear in any public method signature.
pub use card_game::{Card, Deck, Rank, Session, SolveError, Suit};
pub use klondike::{DrawStockConfig, Foundation, Klondike, KlondikeInstruction, KlondikePile, Tableau};
pub use card_game::{Card, Deck, Rank, SolveError, Suit};
pub use klondike::{
DrawStockConfig, Foundation, Klondike, KlondikeInstruction, KlondikePile, Tableau,
};
// Solvability check API (delegates to `card_game::Session::solve`); replaces the
// former `solitaire_data::solver` wrapper module.
pub use game_state::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, SolveOutcome};
// Spider rules (second `card_game::Game` implementation; engine UI is a
// later phase — nothing outside solitaire_core consumes these yet).
pub use spider::{
RunLength, Spider, SpiderConfig, SpiderGameState, SpiderInstruction, SpiderIter, SpiderMove,
SpiderScoring, SpiderStats, SpiderSuits, SpiderTableau,
};
/// All four foundation slots, in slot order.
///
/// Canonical iteration source for `Foundation` — upstream `klondike` has no
/// `Foundation::ALL` (unlike `Suit::SUITS` / `Rank::RANKS` in `card_game`),
/// and inherent impls cannot be added to a foreign type, so the workspace
/// const lives here. Use this instead of hand-rolling `[Foundation; 4]`
/// arrays; scattered copies can silently diverge.
pub const FOUNDATIONS: [Foundation; 4] = [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
];
/// All seven tableau columns, in column order (left to right on screen).
///
/// Canonical iteration source for `Tableau` — see [`FOUNDATIONS`] for why
/// this lives here rather than upstream.
pub const TABLEAUS: [Tableau; 7] = [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
];
#[cfg(test)]
mod proptest_tests;
+9 -2
View File
@@ -41,13 +41,20 @@ fn all_cards(game: &GameState) -> Vec<Card> {
);
}
for t in &tableaux {
cards.extend(game.pile(KlondikePile::Tableau(*t)).iter().map(|(c, _)| c.clone()));
cards.extend(
game.pile(KlondikePile::Tableau(*t))
.iter()
.map(|(c, _)| c.clone()),
);
}
cards
}
fn draw_mode_strategy() -> impl Strategy<Value = DrawStockConfig> {
prop_oneof![Just(DrawStockConfig::DrawOne), Just(DrawStockConfig::DrawThree)]
prop_oneof![
Just(DrawStockConfig::DrawOne),
Just(DrawStockConfig::DrawThree)
]
}
/// Apply a sequence of random actions to a game, silently ignoring errors.
File diff suppressed because it is too large Load Diff
+7
View File
@@ -24,6 +24,9 @@ uuid = { workspace = true }
dirs = { workspace = true }
reqwest = { workspace = true }
tokio = { workspace = true }
# Theme-store downloads are verified against the catalog's SHA-256
# before the archive is handed to the engine's theme importer.
sha2 = { workspace = true }
# `keyring-core` is the typed Entry/Error API used by
# `auth_tokens`. The crate's own dependency tree pulls in
@@ -47,6 +50,10 @@ sqlx = { workspace = true }
jsonwebtoken = { workspace = true }
uuid = { workspace = true }
chrono = { workspace = true }
# theme_store_round_trip builds a theme zip in a tempdir for the
# in-process store server.
zip = { workspace = true }
tempfile = { workspace = true }
[lints]
workspace = true
+12 -12
View File
@@ -105,10 +105,9 @@ pub use stats::{StatsExt, StatsSnapshot};
pub mod storage;
pub use storage::{
TimeAttackSession, cleanup_orphaned_tmp_files, delete_game_state_at,
delete_time_attack_session_at, game_state_file_path, load_game_state_from, load_stats,
load_stats_from, load_time_attack_session_from, load_time_attack_session_from_at,
save_game_state_to, save_stats, save_stats_to, save_time_attack_session_to, stats_file_path,
time_attack_session_path, time_attack_session_with_now,
delete_time_attack_session_at, game_state_file_path, load_game_state_from, load_stats_from,
load_time_attack_session_from, save_game_state_to, save_stats_to, save_time_attack_session_to,
stats_file_path, time_attack_session_path,
};
pub mod achievements;
@@ -136,11 +135,9 @@ pub use difficulty_seeds::{DifficultySeeds, seeds_for};
pub mod settings;
pub use settings::{
AnimSpeed, REPLAY_MOVE_INTERVAL_MAX_SECS, REPLAY_MOVE_INTERVAL_MIN_SECS,
REPLAY_MOVE_INTERVAL_STEP_SECS, SOLVER_DEAL_RETRY_CAP, Settings, SyncBackend,
TIME_BONUS_MULTIPLIER_MAX, TIME_BONUS_MULTIPLIER_MIN, TIME_BONUS_MULTIPLIER_STEP,
TOOLTIP_DELAY_MAX_SECS, TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_STEP_SECS, Theme, WindowGeometry,
load_settings_from, save_settings_to, settings_file_path,
AnimSpeed, REPLAY_MOVE_INTERVAL_STEP_SECS, SOLVER_DEAL_RETRY_CAP, Settings, SyncBackend,
TIME_BONUS_MULTIPLIER_STEP, TOOLTIP_DELAY_STEP_SECS, Theme, WindowGeometry, load_settings_from,
save_settings_to, settings_file_path,
};
#[cfg(target_os = "android")]
@@ -152,15 +149,18 @@ mod android_keystore;
#[cfg(not(target_arch = "wasm32"))]
pub mod auth_tokens;
#[cfg(not(target_arch = "wasm32"))]
pub use auth_tokens::{
TokenError, delete_tokens, load_access_token, load_refresh_token, store_tokens,
};
pub use auth_tokens::{TokenError, delete_tokens, store_tokens};
pub mod sync_client;
pub use sync_client::LocalOnlyProvider;
#[cfg(not(target_arch = "wasm32"))]
pub use sync_client::{SolitaireServerClient, provider_for_backend};
#[cfg(not(target_arch = "wasm32"))]
pub mod theme_store_client;
#[cfg(not(target_arch = "wasm32"))]
pub use theme_store_client::{ThemeStoreClient, ThemeStoreError};
pub mod replay;
pub use replay::{
REPLAY_HISTORY_CAP, REPLAY_HISTORY_SCHEMA_VERSION, REPLAY_SCHEMA_VERSION, Replay,
+4 -2
View File
@@ -161,8 +161,10 @@ pub struct Settings {
/// Identifier of the active card-art theme. Matches `meta.id` from
/// the theme's `theme.ron` manifest. `"dark"` and `"classic"` are
/// always present; user-supplied themes register under their own ids.
/// Older `settings.json` files that stored `"default"` or `"classic"`
/// are migrated to `"dark"` by [`Settings::sanitized`].
/// Older `settings.json` files that stored `"default"` (the
/// pre-rename id of the dark theme) are migrated to `"dark"` by
/// [`Settings::sanitized`]; `"classic"` is a valid player choice
/// and is never rewritten.
#[serde(default = "default_theme_id")]
pub selected_theme_id: String,
/// Set to `true` once the achievement-onboarding info-toast has been
+7 -31
View File
@@ -46,22 +46,6 @@ pub fn save_stats_to(path: &Path, stats: &StatsSnapshot) -> io::Result<()> {
Ok(())
}
/// Load stats from the platform default path. Returns default if the path
/// is unavailable or the file is missing/corrupt.
pub fn load_stats() -> StatsSnapshot {
stats_file_path()
.map(|p| load_stats_from(&p))
.unwrap_or_default()
}
/// Save stats to the platform default path. Returns an error if the platform
/// data dir is unavailable or the write fails.
pub fn save_stats(stats: &StatsSnapshot) -> io::Result<()> {
let path = stats_file_path()
.ok_or_else(|| io::Error::new(io::ErrorKind::NotFound, "platform data dir unavailable"))?;
save_stats_to(&path, stats)
}
// ---------------------------------------------------------------------------
// In-progress game state
// ---------------------------------------------------------------------------
@@ -245,18 +229,6 @@ pub fn delete_time_attack_session_at(path: &Path) -> io::Result<()> {
}
}
/// Convenience helper for callers that want to stamp a session with the
/// current wall-clock time. Equivalent to constructing the struct
/// manually and setting `saved_at_unix_secs` to `SystemTime::now()`.
pub fn time_attack_session_with_now(remaining_secs: f32, wins: u32) -> TimeAttackSession {
let now = Utc::now().timestamp().max(0) as u64;
TimeAttackSession {
remaining_secs,
wins,
saved_at_unix_secs: now,
}
}
/// Inner helper: delete `*.tmp` entries inside `dir`.
///
/// Per-file errors (already deleted, permission denied) are silently ignored.
@@ -553,8 +525,8 @@ mod tests {
"saved file must use schema version 5",
);
let loaded = load_game_state_from(&path)
.expect("a valid in-progress game must load without error");
let loaded =
load_game_state_from(&path).expect("a valid in-progress game must load without error");
// The forward instruction history round-trips, so the reconstructed board
// re-serialises to byte-identical JSON.
@@ -569,7 +541,11 @@ mod tests {
// Derived board reads match the live game (move count + recycle count are
// both rebuilt from the replayed forward history).
assert_eq!(loaded.move_count(), gs.move_count(), "move_count round-trips");
assert_eq!(
loaded.move_count(),
gs.move_count(),
"move_count round-trips"
);
assert_eq!(
loaded.recycle_count(),
gs.recycle_count(),
+35 -9
View File
@@ -77,6 +77,11 @@ pub struct SolitaireServerClient {
username: String,
/// Shared `reqwest` client (keeps connection pools alive across calls).
client: reqwest::Client,
/// Serialises token refreshes. The server rotates refresh tokens and each
/// is single-use, so two overlapping 401-retries must not both spend one:
/// the loser's (already-consumed) token would be rejected and surface as
/// a spurious "session expired" to the player. See [`Self::refresh_token`].
refresh_lock: tokio::sync::Mutex<()>,
}
#[cfg(not(target_arch = "wasm32"))]
@@ -90,6 +95,7 @@ impl SolitaireServerClient {
base_url: base_url.into().trim_end_matches('/').to_owned(),
username: username.into(),
client: reqwest::Client::new(),
refresh_lock: tokio::sync::Mutex::new(()),
}
}
@@ -172,7 +178,27 @@ impl SolitaireServerClient {
/// The server rotates refresh tokens on each call: the response includes a
/// new refresh token that replaces the old one. Both tokens are persisted
/// to the OS keychain on success.
async fn refresh_token(&self) -> Result<(), SyncError> {
///
/// `stale_access` is the access token that just earned the caller a 401.
/// Refreshes are serialised behind [`Self::refresh_lock`]: with single-use
/// rotated refresh tokens, two overlapping 401-retries (e.g. a replay
/// upload racing a manual sync) must not both call `/api/auth/refresh` —
/// the second call would present an already-consumed token, get rejected,
/// and force a re-login for no user-visible reason. Whoever loses the lock
/// race checks whether the stored access token has already moved past
/// `stale_access`; if so the refresh already happened and there is nothing
/// left to do.
async fn refresh_token(&self, stale_access: &str) -> Result<(), SyncError> {
let _guard = self.refresh_lock.lock().await;
if let Ok(current) = load_access_token(&self.username)
&& current != stale_access
{
// Another task refreshed while we waited on the lock; retry with
// the token it stored rather than spending the new refresh token.
return Ok(());
}
let old_refresh =
load_refresh_token(&self.username).map_err(|e| SyncError::Auth(e.to_string()))?;
@@ -231,7 +257,7 @@ impl SyncProvider for SolitaireServerClient {
if resp.status() == reqwest::StatusCode::UNAUTHORIZED {
// Token expired — refresh and retry once.
self.refresh_token().await?;
self.refresh_token(&token).await?;
let new_token = self.access_token()?;
let resp = self
.client
@@ -264,7 +290,7 @@ impl SyncProvider for SolitaireServerClient {
if resp.status() == reqwest::StatusCode::UNAUTHORIZED {
// Token expired — refresh and retry once.
self.refresh_token().await?;
self.refresh_token(&token).await?;
let new_token = self.access_token()?;
let resp = self
.client
@@ -331,7 +357,7 @@ impl SyncProvider for SolitaireServerClient {
.map_err(|e| SyncError::Network(e.to_string()))?;
if resp.status() == reqwest::StatusCode::UNAUTHORIZED {
self.refresh_token().await?;
self.refresh_token(&token).await?;
let new_token = self.access_token()?;
let resp = self
.client
@@ -366,7 +392,7 @@ impl SyncProvider for SolitaireServerClient {
.map_err(|e| SyncError::Network(e.to_string()))?;
if resp.status() == reqwest::StatusCode::UNAUTHORIZED {
self.refresh_token().await?;
self.refresh_token(&token).await?;
let new_token = self.access_token()?;
let resp = self
.client
@@ -406,7 +432,7 @@ impl SyncProvider for SolitaireServerClient {
.map_err(|e| SyncError::Network(e.to_string()))?;
if resp.status() == reqwest::StatusCode::UNAUTHORIZED {
self.refresh_token().await?;
self.refresh_token(&token).await?;
let new_token = self.access_token()?;
let resp = self
.client
@@ -446,7 +472,7 @@ impl SyncProvider for SolitaireServerClient {
.map_err(|e| SyncError::Network(e.to_string()))?;
if resp.status() == reqwest::StatusCode::UNAUTHORIZED {
self.refresh_token().await?;
self.refresh_token(&token).await?;
let new_token = self.access_token()?;
let resp = self
.client
@@ -480,7 +506,7 @@ impl SyncProvider for SolitaireServerClient {
.map_err(|e| SyncError::Network(e.to_string()))?;
if resp.status() == reqwest::StatusCode::UNAUTHORIZED {
self.refresh_token().await?;
self.refresh_token(&token).await?;
let new_token = self.access_token()?;
let resp = self
.client
@@ -542,7 +568,7 @@ impl SolitaireServerClient {
.map_err(|e| SyncError::Network(e.to_string()))?;
if resp.status() == reqwest::StatusCode::UNAUTHORIZED {
self.refresh_token().await?;
self.refresh_token(&token).await?;
let new_token = self.access_token()?;
let resp = self
.client
+200
View File
@@ -0,0 +1,200 @@
//! HTTP client for the server's theme-store endpoints.
//!
//! Fetches the catalog (`GET /api/themes`) and downloads theme
//! archives, verifying each download's size and SHA-256 against the
//! catalog entry before returning the bytes. The caller (the engine's
//! theme-store UI) hands verified bytes to the theme importer, which
//! independently re-validates the archive's structure — the store
//! pipeline never trusts a byte the importer hasn't checked.
//!
//! Native-only: gated out on wasm32 alongside the other `reqwest`
//! consumers in this crate.
use sha2::{Digest, Sha256};
use solitaire_sync::{ThemeCatalogEntry, ThemeCatalogResponse};
use thiserror::Error;
/// Hard cap on a theme archive download, matching the engine
/// importer's `MAX_ARCHIVE_BYTES` — anything larger can never import,
/// so downloading it is pure waste.
pub const MAX_THEME_DOWNLOAD_BYTES: u64 = 20 * 1024 * 1024;
/// Errors surfaced by [`ThemeStoreClient`].
#[derive(Debug, Error)]
pub enum ThemeStoreError {
/// The request could not be sent or the response body not read.
#[error("network error: {0}")]
Network(String),
/// The server answered with a non-success status code.
#[error("server returned HTTP {0}")]
Http(u16),
/// The catalog JSON did not parse.
#[error("malformed catalog: {0}")]
MalformedCatalog(String),
/// The archive is larger than [`MAX_THEME_DOWNLOAD_BYTES`] or its
/// catalog-declared size.
#[error("archive size {got} exceeds the expected {expected} bytes")]
Oversized { expected: u64, got: u64 },
/// The downloaded bytes do not hash to the catalog's SHA-256 —
/// the file changed on the server or was corrupted in transit.
#[error("archive checksum mismatch (expected {expected}, got {got})")]
ChecksumMismatch { expected: String, got: String },
}
/// Client for one server's theme store.
///
/// Unauthenticated: the catalog and downloads are public endpoints,
/// so unlike `SolitaireServerClient` there is no token handling.
pub struct ThemeStoreClient {
/// Base URL of the server, trailing slash stripped.
base_url: String,
client: reqwest::Client,
}
impl ThemeStoreClient {
/// Construct a client for the server at `base_url`
/// (e.g. `"https://solitaire.example.com"`).
pub fn new(base_url: impl Into<String>) -> Self {
Self {
base_url: base_url.into().trim_end_matches('/').to_owned(),
client: reqwest::Client::new(),
}
}
/// Fetch the theme catalog, sorted by display name (server-side).
pub async fn fetch_catalog(&self) -> Result<Vec<ThemeCatalogEntry>, ThemeStoreError> {
let resp = self
.client
.get(format!("{}/api/themes", self.base_url))
.send()
.await
.map_err(|e| ThemeStoreError::Network(e.to_string()))?;
if !resp.status().is_success() {
return Err(ThemeStoreError::Http(resp.status().as_u16()));
}
let catalog: ThemeCatalogResponse = resp
.json()
.await
.map_err(|e| ThemeStoreError::MalformedCatalog(e.to_string()))?;
Ok(catalog.themes)
}
/// Download `entry`'s archive and verify it against the catalog's
/// size and SHA-256. Returns the verified `.zip` bytes, ready for
/// the engine's theme importer.
pub async fn download_theme(
&self,
entry: &ThemeCatalogEntry,
) -> Result<Vec<u8>, ThemeStoreError> {
// The catalog itself could name an absurd size; refuse before
// buffering anything.
if entry.size_bytes > MAX_THEME_DOWNLOAD_BYTES {
return Err(ThemeStoreError::Oversized {
expected: MAX_THEME_DOWNLOAD_BYTES,
got: entry.size_bytes,
});
}
let resp = self
.client
.get(format!("{}{}", self.base_url, entry.download_url))
.send()
.await
.map_err(|e| ThemeStoreError::Network(e.to_string()))?;
if !resp.status().is_success() {
return Err(ThemeStoreError::Http(resp.status().as_u16()));
}
let bytes = resp
.bytes()
.await
.map_err(|e| ThemeStoreError::Network(e.to_string()))?;
verify_archive(&bytes, entry)?;
Ok(bytes.to_vec())
}
}
/// Checks downloaded `bytes` against the catalog `entry`'s declared
/// size and SHA-256. Pure so it can be unit-tested without a server.
fn verify_archive(bytes: &[u8], entry: &ThemeCatalogEntry) -> Result<(), ThemeStoreError> {
if bytes.len() as u64 != entry.size_bytes {
return Err(ThemeStoreError::Oversized {
expected: entry.size_bytes,
got: bytes.len() as u64,
});
}
let got = hex_digest(bytes);
// Case-insensitive: the server emits lowercase hex, but a
// hand-authored catalog mirror shouldn't fail on case alone.
if !got.eq_ignore_ascii_case(&entry.sha256) {
return Err(ThemeStoreError::ChecksumMismatch {
expected: entry.sha256.clone(),
got,
});
}
Ok(())
}
/// Lowercase-hex SHA-256 of `bytes`. Mirrors the server's digest
/// encoding in `solitaire_server::theme_store`.
fn hex_digest(bytes: &[u8]) -> String {
let digest = Sha256::digest(bytes);
let mut out = String::with_capacity(digest.len() * 2);
for byte in digest {
out.push_str(&format!("{byte:02x}"));
}
out
}
#[cfg(test)]
mod tests {
use super::*;
fn entry_for(bytes: &[u8]) -> ThemeCatalogEntry {
ThemeCatalogEntry {
id: "neon".into(),
name: "Neon".into(),
author: "Test".into(),
version: "1.0.0".into(),
card_aspect: (2, 3),
size_bytes: bytes.len() as u64,
sha256: hex_digest(bytes),
download_url: "/api/themes/neon/download".into(),
preview_url: None,
}
}
#[test]
fn verify_accepts_matching_bytes() {
let bytes = b"theme archive bytes";
assert!(verify_archive(bytes, &entry_for(bytes)).is_ok());
}
#[test]
fn verify_accepts_uppercase_catalog_hash() {
let bytes = b"theme archive bytes";
let mut entry = entry_for(bytes);
entry.sha256 = entry.sha256.to_uppercase();
assert!(verify_archive(bytes, &entry).is_ok());
}
#[test]
fn verify_rejects_size_mismatch() {
let bytes = b"theme archive bytes";
let mut entry = entry_for(bytes);
entry.size_bytes += 1;
assert!(matches!(
verify_archive(bytes, &entry),
Err(ThemeStoreError::Oversized { .. })
));
}
#[test]
fn verify_rejects_checksum_mismatch() {
let bytes = b"theme archive bytes";
let mut entry = entry_for(bytes);
entry.sha256 = "0".repeat(64);
assert!(matches!(
verify_archive(bytes, &entry),
Err(ThemeStoreError::ChecksumMismatch { .. })
));
}
}
@@ -0,0 +1,118 @@
//! End-to-end theme-store test: a real `solitaire_server` router
//! serving a scanned catalog over a localhost TCP socket, consumed by
//! [`solitaire_data::ThemeStoreClient`].
//!
//! Mirrors the `sync_round_trip` harness: `TcpListener` on port 0,
//! router in a background `tokio::spawn`, no explicit shutdown.
#![cfg(not(target_arch = "wasm32"))]
use std::io::Write as _;
use std::path::{Path, PathBuf};
use solitaire_data::ThemeStoreClient;
use solitaire_server::theme_store::ThemeStore;
/// Minimal theme archive: the catalog scan only reads the `meta`
/// block, so no face SVGs are needed.
fn write_store_zip(dir: &Path, file_name: &str, id: &str, name: &str) -> PathBuf {
let manifest = format!(
r#"(
meta: (
id: "{id}",
name: "{name}",
author: "Round Trip",
version: "1.0.0",
card_aspect: (2, 3),
),
faces: {{}},
back: "back.svg",
)"#
);
let path = dir.join(file_name);
let file = std::fs::File::create(&path).expect("create zip");
let mut writer = zip::ZipWriter::new(file);
let options = zip::write::SimpleFileOptions::default();
writer.start_file("theme.ron", options).expect("start_file");
writer
.write_all(manifest.as_bytes())
.expect("write manifest");
writer.finish().expect("finish zip");
path
}
/// Spawn the test server with a theme store scanned from `store_dir`
/// and return its base URL.
async fn spawn_store_server(store_dir: &Path) -> String {
let listener = tokio::net::TcpListener::bind("127.0.0.1:0")
.await
.expect("failed to bind test listener");
let addr = listener.local_addr().expect("listener has no local addr");
let pool = solitaire_server::build_test_pool().await;
let app =
solitaire_server::build_test_router_with_theme_store(pool, ThemeStore::scan(store_dir));
tokio::spawn(async move {
if let Err(e) = axum::serve(listener, app).await {
eprintln!("test server crashed: {e}");
}
});
format!("http://{addr}")
}
/// Catalog fetch → download → verified bytes match the file the
/// server scanned. This is the exact path the engine's store UI runs.
#[tokio::test]
async fn catalog_fetch_and_verified_download_round_trip() {
let dir = tempfile::tempdir().expect("tempdir");
let zip_path = write_store_zip(dir.path(), "neon.zip", "neon", "Neon");
let base_url = spawn_store_server(dir.path()).await;
let client = ThemeStoreClient::new(&base_url);
let catalog = client.fetch_catalog().await.expect("fetch catalog");
assert_eq!(catalog.len(), 1);
let entry = &catalog[0];
assert_eq!(entry.id, "neon");
let bytes = client.download_theme(entry).await.expect("download");
assert_eq!(bytes, std::fs::read(&zip_path).expect("read zip"));
}
/// A catalog entry whose hash no longer matches the served file must
/// be rejected client-side — the importer never sees unverified bytes.
#[tokio::test]
async fn download_with_stale_catalog_hash_is_rejected() {
let dir = tempfile::tempdir().expect("tempdir");
write_store_zip(dir.path(), "neon.zip", "neon", "Neon");
let base_url = spawn_store_server(dir.path()).await;
let client = ThemeStoreClient::new(&base_url);
let mut entry = client.fetch_catalog().await.expect("fetch catalog")[0].clone();
entry.sha256 = "0".repeat(64);
let err = client
.download_theme(&entry)
.await
.expect_err("mismatched hash must fail");
assert!(
matches!(
err,
solitaire_data::ThemeStoreError::ChecksumMismatch { .. }
),
"expected ChecksumMismatch, got: {err:?}"
);
}
/// An empty (or absent) store directory serves an empty catalog — the
/// client sees a store with nothing in it, not an error.
#[tokio::test]
async fn empty_store_yields_empty_catalog() {
let dir = tempfile::tempdir().expect("tempdir");
let base_url = spawn_store_server(dir.path()).await;
let client = ThemeStoreClient::new(&base_url);
let catalog = client.fetch_catalog().await.expect("fetch catalog");
assert!(catalog.is_empty());
}
+21 -71
View File
@@ -30,13 +30,9 @@ use crate::replay_playback::ReplayPlaybackState;
use crate::resources::GameStateResource;
use crate::settings_plugin::{SettingsResource, SettingsStoragePath};
use crate::stats_plugin::{StatsResource, StatsUpdate};
use crate::ui_modal::{
ButtonVariant, ModalScrim, ScrimDismissible, spawn_modal, spawn_modal_actions,
spawn_modal_button, spawn_modal_header,
};
use crate::ui_theme::{
ACCENT_PRIMARY, BORDER_SUBTLE, STATE_SUCCESS, TEXT_DISABLED, TEXT_PRIMARY, TEXT_SECONDARY,
TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_1, Z_MODAL_PANEL,
TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_1,
};
use crate::ui_tooltip::Tooltip;
@@ -137,8 +133,8 @@ impl Plugin for AchievementPlugin {
.after(GameMutation)
.after(StatsUpdate),
)
.add_systems(Update, toggle_achievements_screen)
.add_systems(Update, handle_achievements_close_button)
// Open/close/tab handling moved to `you_hub_plugin`
// (Phase E) — this plugin now owns body content + scroll.
.add_systems(Update, scroll_achievements_panel)
.add_systems(
Update,
@@ -385,47 +381,6 @@ pub fn display_name_for(id: &str) -> String {
achievement_by_id(id).map_or_else(|| id.to_string(), |d| d.name.to_string())
}
/// Marker on the "Done" button inside the Achievements modal.
#[derive(Component, Debug)]
pub struct AchievementsCloseButton;
/// Toggle the achievements overlay — `A` keyboard accelerator or
/// `ToggleAchievementsRequestEvent` from the HUD Menu popover.
fn toggle_achievements_screen(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<ToggleAchievementsRequestEvent>,
achievements: Res<AchievementsResource>,
font_res: Option<Res<FontResource>>,
screens: Query<Entity, With<AchievementsScreen>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<AchievementsScreen>)>,
) {
let button_clicked = requests.read().count() > 0;
if !keys.just_pressed(KeyCode::KeyA) && !button_clicked {
return;
}
if let Ok(entity) = screens.single() {
commands.entity(entity).despawn();
} else if other_modal_scrims.is_empty() {
spawn_achievements_screen(&mut commands, &achievements.0, font_res.as_deref());
}
}
/// Click handler for the modal's "Done" button — despawns the overlay
/// the same way the `A` accelerator does.
fn handle_achievements_close_button(
mut commands: Commands,
close_buttons: Query<&Interaction, (With<AchievementsCloseButton>, Changed<Interaction>)>,
screens: Query<Entity, With<AchievementsScreen>>,
) {
if !close_buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
for entity in &screens {
commands.entity(entity).despawn();
}
}
/// Routes mouse-wheel events into the Achievements modal's scrollable body
/// while the panel is open.
///
@@ -458,14 +413,18 @@ fn scroll_achievements_panel(
}
}
fn spawn_achievements_screen(
commands: &mut Commands,
/// Builds the Achievements tab body inside the You hub's card. The
/// unlock-count line that used to live in the standalone modal's
/// header renders as the first body line instead (the hub owns the
/// header). All markers (`AchievementRow`, `AchievementsScrollable`)
/// are unchanged.
pub(crate) fn spawn_achievements_body(
card: &mut ChildSpawnerCommands,
records: &[AchievementRecord],
font_res: Option<&FontResource>,
) {
let unlocked: Vec<_> = records.iter().filter(|r| r.unlocked).collect();
let total = ALL_ACHIEVEMENTS.len();
let header = format!("Achievements ({}/{})", unlocked.len(), total);
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_name = TextFont {
@@ -486,8 +445,13 @@ fn spawn_achievements_screen(
let any_unlocked = records.iter().any(|r| r.unlocked);
let scrim = spawn_modal(commands, AchievementsScreen, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, header, font_res);
{
// Unlock progress — formerly the standalone modal's header.
card.spawn((
Text::new(format!("Unlocked {} / {}", unlocked.len(), total)),
font_name.clone(),
TextColor(TEXT_SECONDARY),
));
// First-time hint — shown until the player has unlocked anything.
// The list itself describes individual rewards, but a top-level
@@ -594,21 +558,7 @@ fn spawn_achievements_screen(
));
}
});
spawn_modal_actions(card, |actions| {
spawn_modal_button(
actions,
AchievementsCloseButton,
"Done",
Some("A"),
ButtonVariant::Primary,
font_res,
);
});
});
// Achievements is a read-only list — clicking the scrim outside
// the card dismisses alongside the existing A / Done paths.
commands.entity(scrim).insert(ScrimDismissible);
}
}
fn format_reward(reward: Reward) -> String {
@@ -668,7 +618,8 @@ mod tests {
.add_plugins(TablePlugin)
.add_plugins(StatsPlugin::headless())
.add_plugins(crate::progress_plugin::ProgressPlugin::headless())
.add_plugins(AchievementPlugin::headless());
.add_plugins(AchievementPlugin::headless())
.add_plugins(crate::you_hub_plugin::YouHubPlugin);
// StatsPlugin's UI toggle system reads ButtonInput<KeyCode>; under
// MinimalPlugins it isn't auto-registered.
app.init_resource::<ButtonInput<KeyCode>>();
@@ -911,8 +862,7 @@ mod tests {
// Put the active game in Zen mode. evaluate_on_win reads
// GameStateResource.mode directly to populate last_win_is_zen.
app.world_mut().resource_mut::<GameStateResource>().0.mode =
GameMode::Zen;
app.world_mut().resource_mut::<GameStateResource>().0.mode = GameMode::Zen;
app.world_mut().write_message(GameWonEvent {
score: 0,
+17 -3
View File
@@ -252,10 +252,17 @@ fn advance_card_anims(
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut anims: Query<(Entity, &mut Transform, &mut CardAnim)>,
mut redraw: MessageWriter<RequestRedraw>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Keep the winit loop awake at full frame rate while slides (including
// staggered deals still in their delay phase) are in flight — required
// for Android's reactive_low_power focused_mode.
if !anims.is_empty() {
redraw.write(RequestRedraw);
}
let dt = time.delta_secs();
for (entity, mut transform, mut anim) in &mut anims {
if anim.delay > 0.0 {
@@ -558,10 +565,17 @@ fn drive_toast_display(
paused: Option<Res<PausedResource>>,
mut queue: ResMut<ToastQueue>,
mut active: ResMut<ActiveToast>,
mut redraw: MessageWriter<RequestRedraw>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Keep the loop ticking while a toast is displayed or queued so the
// countdown advances and the despawn frame isn't held hostage by
// Android's reactive_low_power wake ceiling.
if active.entity.is_some() || !queue.0.is_empty() {
redraw.write(RequestRedraw);
}
let dt = time.delta_secs();
// Tick down the active toast timer.
@@ -593,9 +607,9 @@ pub enum ToastVariant {
/// Neutral system message — teal border. Default for `InfoToastEvent`,
/// settings volume notifications, and the auto-complete announcement.
Info,
/// Caution / penalty — gold border. Currently unused by an in-engine
/// event; kept so future warning-flavoured toasts have a slot.
#[allow(dead_code)]
/// Caution / penalty — gold border. Used by [`handle_warning_toast`]
/// for `WarningToastEvent` messages (daily-challenge expiry, sync,
/// theme-store, and leaderboard warnings).
Warning,
/// Failure / rejected action — pink border. Used by
/// [`handle_move_rejected_toast`] for illegal-placement
+5 -3
View File
@@ -74,9 +74,11 @@ pub const ALL_RANKS: [Rank; 13] = [
Rank::King,
];
/// Every suit in `Clubs, Diamonds, Hearts, Spades` order — matches
/// `card_plugin::load_card_images` so the suit index used here lines
/// up with `CardImageSet.faces[suit]`.
/// Iteration order for the SVG generator and the pin test only —
/// output files are keyed by `suit_filename`, so no runtime index
/// depends on this order. Kept local (not `Suit::SUITS`) because
/// reordering would churn the pinned snapshot ordering for no
/// benefit.
pub const ALL_SUITS: [Suit; 4] = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
/// The rank component of the on-disk filename — `A`, `2`..`10`, `J`,
+27 -24
View File
@@ -53,12 +53,12 @@ pub fn set_user_theme_dir(path: PathBuf) -> Result<(), PathBuf> {
/// Returns the absolute path of the user-themes directory on the
/// current platform.
///
/// # Panics
///
/// Panics if [`solitaire_data::data_dir`] returns `None`, which on
/// desktop indicates a broken `$HOME` / `$XDG_*` configuration.
/// Android always returns `Some`. The panic message names the
/// supported workaround ([`set_user_theme_dir`]).
/// When [`solitaire_data::data_dir`] returns `None` (broken `$HOME` /
/// `$XDG_*` on desktop; always on wasm32, which has no filesystem) this
/// returns an empty path — callers treat that as "no user themes" and
/// the bundled default theme still works. A warning naming the
/// [`set_user_theme_dir`] workaround is logged once. Android always
/// resolves.
pub fn user_theme_dir() -> PathBuf {
if let Some(p) = USER_THEME_DIR_OVERRIDE.get() {
return p.clone();
@@ -76,29 +76,32 @@ fn user_theme_dir_for(data_dir: PathBuf) -> PathBuf {
/// Per-target-os resolution of the platform's data dir. Delegates
/// to [`solitaire_data::data_dir`] which encapsulates the
/// per-target shape (desktop: `dirs::data_dir()`; android: the
/// hardcoded `/data/data/<package>/files` sandbox path). Panics
/// only when the underlying resolver returns `None`, which on
/// desktop indicates a broken `$HOME` / `$XDG_*` configuration —
/// the panic message names the supported workaround.
/// hardcoded `/data/data/<package>/files` sandbox path).
///
/// When the resolver returns `None` — always on wasm32 (no
/// filesystem), or a broken `$HOME` / `$XDG_*` configuration on
/// desktop — this degrades to an empty path, which downstream theme
/// scanning treats as "no user themes"; the bundled default theme is
/// unaffected. CLAUDE.md §2.3 forbids panicking here: losing custom
/// themes must not take the whole game down with it.
fn detected_platform_data_dir() -> PathBuf {
solitaire_data::data_dir().unwrap_or_else(|| {
// On wasm32, data_dir() always returns None — there is no filesystem.
// User themes are not supported in the browser build; return an empty
// path so callers produce a benign empty dir rather than panicking.
#[cfg(target_arch = "wasm32")]
{
PathBuf::new()
}
#[cfg(not(target_arch = "wasm32"))]
{
panic!(
"user_theme_dir(): platform data directory is unavailable. \
On Linux check $XDG_DATA_HOME or $HOME; on macOS / Windows \
the OS reported no Application Support / AppData path. \
As a workaround call solitaire_engine::assets::user_dir::\
set_user_theme_dir() before App::run()."
)
use std::sync::Once;
static WARN_ONCE: Once = Once::new();
WARN_ONCE.call_once(|| {
bevy::log::warn!(
"user_theme_dir(): platform data directory is unavailable; \
user themes are disabled. On Linux check $XDG_DATA_HOME or \
$HOME; on macOS / Windows the OS reported no Application \
Support / AppData path. As a workaround call \
solitaire_engine::assets::user_dir::set_user_theme_dir() \
before App::run()."
);
});
}
PathBuf::new()
})
}
+5 -4
View File
@@ -1,7 +1,7 @@
//! Sound-effect playback via `kira`.
//!
//! Loads five embedded WAVs (`include_bytes!`) at startup and plays them in
//! response to gameplay events:
//! Loads seven embedded WAVs (`include_bytes!`) at startup — six SFX plus
//! the ambient loop — and plays them in response to gameplay events:
//!
//! | Event | Sound |
//! |---|---|
@@ -10,6 +10,7 @@
//! | `MoveRejectedEvent` | `card_invalid.wav` |
//! | `NewGameRequestEvent` | `card_deal.wav` |
//! | `GameWonEvent` | `win_fanfare.wav` |
//! | `FoundationCompletedEvent` | `foundation_complete.wav` |
//!
//! An ambient loop (`ambient_loop.wav`) is started at plugin startup at very
//! low volume (0.05 amplitude) routed through `music_track`.
@@ -38,7 +39,7 @@ use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
/// Volume amplitude for the stock-recycle draw sound (half of normal 1.0).
const RECYCLE_VOLUME: f64 = 0.5;
/// Volume amplitude for the ambient music loop placeholder.
/// Volume amplitude for the ambient music loop.
const AMBIENT_VOLUME: f64 = 0.05;
/// Converts a linear amplitude (0.01.0+) to the `Decibels` type used by
@@ -101,7 +102,7 @@ pub struct MuteState {
pub music_muted: bool,
}
/// Plays sound effects and background music via `bevy_kira_audio`. Responds to game events (card place, flip, invalid move, win fanfare) and respects volume settings from `SettingsResource`.
/// Plays sound effects and background music via `kira`. Responds to game events (card place, flip, invalid move, win fanfare) and respects volume settings from `SettingsResource`.
pub struct AudioPlugin;
impl Plugin for AudioPlugin {
+19 -3
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),
);
}
}
@@ -140,6 +147,7 @@ fn drive_auto_complete(
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut moves: MessageWriter<MoveRequestEvent>,
mut redraw: MessageWriter<RequestRedraw>,
) {
if !state.active {
return;
@@ -147,6 +155,10 @@ fn drive_auto_complete(
if paused.is_some_and(|p| p.0) {
return;
}
// Keepalive: the step-interval cooldown only advances on frames that
// actually run, so keep the winit loop awake for the whole burst under
// Android's reactive_low_power focused_mode.
redraw.write(RequestRedraw);
state.cooldown -= time.delta_secs();
if state.cooldown > 0.0 {
@@ -167,9 +179,9 @@ mod tests {
use super::*;
use crate::game_plugin::GamePlugin;
use crate::table_plugin::TablePlugin;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::{Deck, Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_core::{Foundation, KlondikePile, Tableau};
fn headless_app() -> App {
let mut app = App::new();
@@ -207,7 +219,11 @@ mod tests {
}
g.set_test_tableau_cards(
Tableau::Tableau1,
vec![solitaire_core::Card::new(Deck::Deck1, Suit::Clubs, Rank::Ace)],
vec![solitaire_core::Card::new(
Deck::Deck1,
Suit::Clubs,
Rank::Ace,
)],
);
g.set_test_auto_completable(true);
let expected = (
@@ -18,11 +18,6 @@
//! The sine term is 0 at `t = 0` and `t = 1` and peaks at `t = 0.5`, so the
//! card "floats up" in the middle of its travel and lands at its correct rest z.
//!
//! # Retargeting
//!
//! When a card is redirected mid-flight, call [`retarget_animation`]. It reads
//! the current interpolated position so the card never snaps.
//!
//! # Coexistence with `CardAnim`
//!
//! `CardAnimation` and the legacy `CardAnim` can coexist in the same world but
@@ -33,6 +28,7 @@
use std::f32::consts::PI;
use bevy::prelude::*;
use bevy::window::RequestRedraw;
use super::curves::{MotionCurve, sample_curve};
use super::timing::compute_duration;
@@ -122,8 +118,6 @@ impl CardAnimation {
}
/// Returns the current interpolated XY position without advancing time.
///
/// Used by [`retarget_animation`] to read mid-flight position cleanly.
pub fn current_xy(&self) -> Vec2 {
if self.duration <= 0.0 {
return self.end;
@@ -134,90 +128,6 @@ impl CardAnimation {
}
}
// ---------------------------------------------------------------------------
// Retarget helper
// ---------------------------------------------------------------------------
/// Redirects a card to a new destination without snapping or interrupting motion.
///
/// Reads the card's current interpolated position (from a live [`CardAnimation`]
/// if present, or from `Transform` if stationary) and starts a fresh
/// [`CardAnimation`] from that position. Duration is recalculated from the
/// remaining distance so short paths stay quick.
///
/// # Velocity continuity
///
/// When a card is mid-flight, the new animation starts with a small positive
/// `elapsed` offset (`carry`) derived from how far through the current animation
/// the card is. This preserves a sense of forward momentum: the new curve does
/// not restart from zero velocity, avoiding a visible "lurch" when the target
/// changes rapidly.
///
/// The carry is deliberately small (≤ 10 % of the new duration) so that it
/// never causes a visible position jump — the card's start position is still
/// read from the current transform.
///
/// # Example
///
/// ```ignore
/// // Inside a system that decides to move a card to a new target:
/// let (entity, transform, anim) = cards.get(card_entity)?;
/// retarget_animation(
/// &mut commands,
/// entity,
/// anim, // Option<&CardAnimation>
/// transform,
/// Vec2::new(400.0, 200.0),
/// resting_z,
/// MotionCurve::SmoothSnap,
/// );
/// ```
pub fn retarget_animation(
commands: &mut Commands,
entity: Entity,
current_anim: Option<&CardAnimation>,
transform: &Transform,
new_end: Vec2,
new_end_z: f32,
curve: MotionCurve,
) {
let (current_xy, current_z, momentum_carry) = match current_anim {
Some(anim) if anim.duration > 0.0 => {
// Estimate how far into the current animation we are and carry
// a small fraction of that progress into the new animation.
// This avoids restarting from zero velocity and makes the motion
// feel continuous when the target changes mid-flight.
let t = (anim.elapsed / anim.duration).clamp(0.0, 1.0);
// Cap at 10 % of the new animation so there's no visible jump.
let carry = (t * 0.12).min(0.10);
(anim.current_xy(), transform.translation.z, carry)
}
_ => (
transform.translation.truncate(),
transform.translation.z,
0.0,
),
};
let distance = current_xy.distance(new_end);
let duration = compute_duration(distance);
commands.entity(entity).insert(CardAnimation {
start: current_xy,
end: new_end,
// Start slightly into the new animation to carry forward momentum.
elapsed: momentum_carry * duration,
duration,
curve,
delay: 0.0,
start_z: current_z,
end_z: new_end_z,
z_lift: 8.0,
scale_start: 1.0,
scale_end: 1.0,
});
}
// ---------------------------------------------------------------------------
// System
// ---------------------------------------------------------------------------
@@ -232,10 +142,18 @@ pub(crate) fn advance_card_animations(
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut q: Query<(Entity, &mut Transform, &mut CardAnimation)>,
mut redraw: MessageWriter<RequestRedraw>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Keep the winit event loop awake while any animation (including one
// still in its delay phase) needs per-frame ticks. Without this,
// Android's reactive_low_power focused_mode only wakes at its 100 ms
// ceiling and card slides render at ~10 fps.
if !q.is_empty() {
redraw.write(RequestRedraw);
}
let dt = time.delta_secs();
for (entity, mut transform, mut anim) in &mut q {
@@ -72,9 +72,7 @@ pub struct HoverState {
/// Describes a user action that arrived while cards were still animating.
#[derive(Debug, Clone)]
pub enum BufferedInput {
Move {
from: MoveRequestEvent,
},
Move { from: MoveRequestEvent },
Draw,
Undo,
}
+44 -23
View File
@@ -31,28 +31,6 @@
//! ));
//! ```
//!
//! Retarget a card mid-flight:
//!
//! ```ignore
//! use solitaire_engine::card_animation::retarget_animation;
//!
//! fn handle_drop(
//! mut commands: Commands,
//! q: Query<(Entity, &Transform, Option<&CardAnimation>), With<CardEntity>>,
//! ) {
//! let (entity, transform, anim) = q.get(card_entity).unwrap();
//! retarget_animation(
//! &mut commands,
//! entity,
//! anim,
//! transform,
//! new_target_xy,
//! new_target_z,
//! MotionCurve::SmoothSnap,
//! );
//! }
//! ```
//!
//! # Win cascade with `Expressive` curve
//!
//! The existing `AnimationPlugin` drives the win cascade with `CardAnim`
@@ -80,7 +58,7 @@ pub mod interaction;
pub mod timing;
pub mod tuning;
pub use animation::{CardAnimation, retarget_animation, win_scatter_targets};
pub use animation::{CardAnimation, win_scatter_targets};
pub use chain::AnimationChain;
pub use curves::{MotionCurve, sample_curve};
pub use diagnostics::{FrameTimeDiagnostics, WINDOW_SIZE as DIAG_WINDOW_SIZE};
@@ -307,6 +285,49 @@ mod tests {
);
}
/// Regression test for the v0.40.0 Android animation-lag bug: commit
/// 38e4c03 switched Android to `reactive_low_power` focused_mode on the
/// premise that animation systems write `RequestRedraw` while active,
/// but the writers were never added — card slides rendered at the 100 ms
/// wake ceiling (~10 fps). Active animations MUST emit `RequestRedraw`
/// every frame; an idle board must not.
#[test]
fn active_card_animation_requests_redraw() {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(CardAnimationPlugin);
// Idle board: no redraw requests.
app.update();
assert!(
app.world().resource::<Messages<RequestRedraw>>().is_empty(),
"no RequestRedraw expected while no animation is active"
);
app.world_mut().spawn((
Transform::from_translation(Vec3::ZERO),
CardAnimation {
start: Vec2::ZERO,
end: Vec2::new(100.0, 0.0),
elapsed: 0.0,
duration: 1.0,
curve: MotionCurve::Responsive,
delay: 0.0,
start_z: 0.0,
end_z: 0.0,
z_lift: 0.0,
scale_start: 1.0,
scale_end: 1.0,
},
));
app.update();
assert!(
!app.world().resource::<Messages<RequestRedraw>>().is_empty(),
"an active CardAnimation must write RequestRedraw each frame to \
sustain the reactive render loop"
);
}
#[test]
fn card_animation_instant_snaps_on_zero_duration() {
let mut app = App::new();
+1 -4
View File
@@ -10,9 +10,7 @@ use crate::animation_plugin::EffectiveSlideDuration;
use crate::events::{CardFaceRevealedEvent, CardFlippedEvent};
use crate::layout::LayoutResource;
use crate::resources::DragState;
use crate::ui_theme::{
CARD_SHADOW_ALPHA_DRAG, CARD_SHADOW_COLOR, CARD_SHADOW_LOCAL_Z,
};
use crate::ui_theme::{CARD_SHADOW_ALPHA_DRAG, CARD_SHADOW_COLOR, CARD_SHADOW_LOCAL_Z};
/// Listens for `CardFlippedEvent` and inserts a `CardFlipAnim` on the entity.
///
@@ -197,4 +195,3 @@ pub(super) fn update_card_shadows_on_drag(
// ---------------------------------------------------------------------------
// Task #28 — Hint highlight tick system
// ---------------------------------------------------------------------------
@@ -2,7 +2,6 @@
use super::*;
use bevy::color::Color;
use solitaire_core::Card;
use solitaire_core::game_state::GameState;
@@ -272,5 +271,3 @@ pub(super) fn find_top_card_at(
// ---------------------------------------------------------------------------
// Task #28 — Stock-empty visual indicator
// ---------------------------------------------------------------------------
@@ -2,7 +2,6 @@
use super::*;
use bevy::color::Color;
use bevy::sprite::Anchor;
use solitaire_core::{Card, Rank, Suit};
@@ -205,4 +204,3 @@ pub(super) fn add_android_corner_label(
// ---------------------------------------------------------------------------
// Task #34 — Card-flip animation systems
// ---------------------------------------------------------------------------
+1 -6
View File
@@ -15,10 +15,7 @@ use crate::font_plugin::FontResource;
use crate::layout::{Layout, LayoutResource};
use crate::resources::GameStateResource;
use crate::table_plugin::PileMarker;
use crate::ui_theme::{
CARD_SHADOW_ALPHA_DRAG, CARD_SHADOW_PADDING_DRAG,
CARD_SHADOW_PADDING_IDLE,
};
use crate::ui_theme::{CARD_SHADOW_ALPHA_DRAG, CARD_SHADOW_PADDING_DRAG, CARD_SHADOW_PADDING_IDLE};
/// Coalesces every `WindowResized` event arriving this frame into the latest
/// pending size on [`ResizeThrottle`].
@@ -347,5 +344,3 @@ pub(super) fn fill_tableau_fan_on_startup(
};
crate::layout::apply_dynamic_tableau_fan(&game.0, &mut layout.0);
}
+58 -20
View File
@@ -14,8 +14,8 @@ use std::collections::HashMap;
use bevy::color::Color;
use bevy::prelude::*;
use solitaire_core::{KlondikePile, Tableau};
use solitaire_core::Card;
use solitaire_core::{KlondikePile, Tableau};
use crate::card_animation::CardAnimation;
use crate::events::{CardFaceRevealedEvent, CardFlippedEvent};
@@ -137,6 +137,23 @@ pub const RED_SUIT_COLOUR_HC: Color = Color::srgb(1.000, 0.408, 0.408);
/// high-contrast boost path.
pub const BLACK_SUIT_COLOUR: Color = Color::srgb(0.910, 0.910, 0.910);
/// Canonical outer index of `s` in [`CardImageSet::faces`].
///
/// Derived from the upstream `card_game::Suit` discriminants (0..=3 in
/// `Suit::SUITS` order), so every reader and writer of `faces` computes
/// the same layout from the same source. Three hand-rolled copies of this
/// mapping once lived in card_plugin and theme/plugin and were one
/// reorder away from drawing the wrong art.
pub(crate) const fn suit_index(s: solitaire_core::Suit) -> usize {
s as usize
}
/// Canonical inner index of `r` in [`CardImageSet::faces`] — upstream
/// `card_game::Rank` discriminants are 1..=13 in `Rank::RANKS` order.
pub(crate) const fn rank_index(r: solitaire_core::Rank) -> usize {
r as usize - 1
}
/// Pre-loaded [`Handle<Image>`]s for card face and back PNG textures.
///
/// Loaded once at startup by [`load_card_images`]. When this resource is
@@ -146,8 +163,10 @@ pub const BLACK_SUIT_COLOUR: Color = Color::srgb(0.910, 0.910, 0.910);
pub struct CardImageSet {
/// Per-card face images indexed by `[suit][rank]`.
///
/// Suit order: Clubs=0, Diamonds=1, Hearts=2, Spades=3.
/// Rank order: Ace=0, Two=1 … King=12.
/// Layout is pinned to the upstream declaration order — index with
/// [`suit_index`] / [`rank_index`], never a hand-rolled match.
/// Suit order: `Suit::SUITS` (Spades=0, Hearts=1, Clubs=2, Diamonds=3).
/// Rank order: `Rank::RANKS` (Ace=0 … King=12).
pub faces: [[Handle<Image>; 13]; 4],
/// One handle per unlockable card-back design (indices 04). These
/// correspond to the legacy `assets/cards/backs/back_N.png` art, indexed
@@ -514,6 +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
@@ -539,33 +569,41 @@ 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),
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),
),
tick_hint_highlight,
update_stock_empty_indicator,
update_stock_count_badge.run_if(resource_changed::<GameStateResource>),
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);
}
}
+1 -6
View File
@@ -2,7 +2,6 @@
use super::*;
use bevy::color::Color;
use solitaire_core::KlondikePile;
use solitaire_core::game_state::GameState;
@@ -12,10 +11,7 @@ use crate::font_plugin::FontResource;
use crate::layout::{Layout, LayoutResource};
use crate::resources::GameStateResource;
use crate::table_plugin::{PILE_MARKER_DEFAULT_COLOUR, PileMarker};
use crate::ui_theme::{
STOCK_BADGE_BG, STOCK_BADGE_FG, TEXT_PRIMARY,
TYPE_BODY, Z_STOCK_BADGE,
};
use crate::ui_theme::{STOCK_BADGE_BG, STOCK_BADGE_FG, TEXT_PRIMARY, TYPE_BODY, Z_STOCK_BADGE};
/// Sprite colour applied to the stock `PileMarker` when the stock pile is empty,
/// to signal to the player that there are no more cards to draw. Pure white
@@ -288,4 +284,3 @@ pub(super) fn update_stock_count_badge(
}
}
}
+10 -56
View File
@@ -6,9 +6,9 @@ use super::*;
use std::collections::{HashMap, HashSet};
use bevy::color::Color;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::{Card, Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_core::{Foundation, KlondikePile, Tableau};
use crate::animation_plugin::{CARD_ANIM_Z_LIFT, CardAnim, EffectiveSlideDuration};
use crate::card_animation::CardAnimation;
@@ -105,25 +105,12 @@ pub(super) fn load_card_images(asset_server: Option<Res<AssetServer>>, mut comma
return;
};
const SUITS: [Suit; 4] = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
const RANKS: [Rank; 13] = [
Rank::Ace,
Rank::Two,
Rank::Three,
Rank::Four,
Rank::Five,
Rank::Six,
Rank::Seven,
Rank::Eight,
Rank::Nine,
Rank::Ten,
Rank::Jack,
Rank::Queen,
Rank::King,
];
// faces[suit_index(s)][rank_index(r)] — see the canonical helpers in
// card_plugin::mod; building from SUITS/RANKS order matches them.
let faces: [[Handle<Image>; 13]; 4] = std::array::from_fn(|si| {
std::array::from_fn(|ri| asset_server.load(card_face_asset_path(RANKS[ri], SUITS[si])))
std::array::from_fn(|ri| {
asset_server.load(card_face_asset_path(Rank::RANKS[ri], Suit::SUITS[si]))
})
});
let backs =
std::array::from_fn(|i| asset_server.load(format!("cards/backs/classic/back_{i}.png")));
@@ -149,27 +136,8 @@ pub(super) fn card_sprite(
) -> Sprite {
if let Some(set) = card_images {
let image = if face_up {
let suit_idx = match card.suit() {
Suit::Clubs => 0,
Suit::Diamonds => 1,
Suit::Hearts => 2,
Suit::Spades => 3,
};
let rank_idx = match card.rank() {
Rank::Ace => 0,
Rank::Two => 1,
Rank::Three => 2,
Rank::Four => 3,
Rank::Five => 4,
Rank::Six => 5,
Rank::Seven => 6,
Rank::Eight => 7,
Rank::Nine => 8,
Rank::Ten => 9,
Rank::Jack => 10,
Rank::Queen => 11,
Rank::King => 12,
};
let suit_idx = suit_index(card.suit());
let rank_idx = rank_index(card.rank());
set.faces[suit_idx][rank_idx].clone()
} else if let Some(theme_back) = &set.theme_back {
// Active theme provides its own back — always wins over the
@@ -519,23 +487,10 @@ pub(super) fn all_cards(game: &GameState) -> Vec<(Card, bool)> {
let mut cards: Vec<(Card, bool)> = Vec::with_capacity(52);
cards.extend(game.stock_cards());
cards.extend(game.waste_cards());
for foundation in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
] {
for foundation in solitaire_core::FOUNDATIONS {
cards.extend(game.pile(KlondikePile::Foundation(foundation)));
}
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
] {
for tableau in solitaire_core::TABLEAUS {
cards.extend(game.pile(KlondikePile::Tableau(tableau)));
}
cards
@@ -745,4 +700,3 @@ pub(super) fn update_card_entity(
commands.entity(entity).insert(new_children_key);
}
}
+21 -34
View File
@@ -1,17 +1,16 @@
use super::*;
use crate::game_plugin::GamePlugin;
use crate::layout::TABLEAU_FAN_FRAC;
use crate::table_plugin::TablePlugin;
use solitaire_core::Deck;
use bevy::window::WindowResized;
use solitaire_core::{Card, Rank, Suit};
use std::collections::HashSet;
use crate::events::StateChangedEvent;
use crate::game_plugin::GamePlugin;
use crate::layout::LayoutResource;
use crate::layout::TABLEAU_FAN_FRAC;
use crate::resources::DragState;
use crate::table_plugin::TablePlugin;
use crate::ui_theme::TEXT_PRIMARY_HC;
use bevy::window::WindowResized;
use solitaire_core::Deck;
use solitaire_core::{Card, Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::GameState};
use std::collections::HashSet;
/// Convenience constructor — all unit tests use Deck1.
fn make_card(suit: Suit, rank: Rank) -> Card {
@@ -119,8 +118,7 @@ fn waste_draw_one_only_renders_top_card() {
for _ in 0..3 {
let _ = g.draw();
}
let waste_ids: HashSet<Card> =
g.waste_cards().iter().map(|c| c.0.clone()).collect();
let waste_ids: HashSet<Card> = g.waste_cards().iter().map(|c| c.0.clone()).collect();
assert_eq!(waste_ids.len(), 3);
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
@@ -163,8 +161,7 @@ fn waste_draw_three_renders_up_to_three_fanned_cards() {
"need at least 3 waste cards for this test"
);
let waste_ids: HashSet<Card> =
waste_pile.iter().map(|c| c.0.clone()).collect();
let waste_ids: HashSet<Card> = waste_pile.iter().map(|c| c.0.clone()).collect();
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let positions = card_positions(&g, &layout);
@@ -216,8 +213,7 @@ fn waste_draw_three_fans_correctly_when_pile_smaller_than_visible() {
let count = waste_pile.len();
assert!(count >= 2, "need at least 2 waste cards");
let waste_ids: HashSet<Card> =
waste_pile.iter().map(|c| c.0.clone()).collect();
let waste_ids: HashSet<Card> = waste_pile.iter().map(|c| c.0.clone()).collect();
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let positions = card_positions(&g, &layout);
@@ -254,8 +250,7 @@ fn waste_draw_one_buffer_card_at_same_xy_as_top() {
for _ in 0..3 {
let _ = g.draw();
}
let waste_ids: HashSet<Card> =
g.waste_cards().iter().map(|c| c.0.clone()).collect();
let waste_ids: HashSet<Card> = g.waste_cards().iter().map(|c| c.0.clone()).collect();
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let positions = card_positions(&g, &layout);
let waste_rendered: Vec<_> = positions
@@ -745,8 +740,7 @@ fn advance_past_resize_throttle(app: &mut App) {
fn fire_window_resize(app: &mut App, width: f32, height: f32) {
// Any Entity will do — the snap system reads only width/height.
let window = Entity::from_raw_u32(0)
.expect("Entity::from_raw_u32(0) is a valid placeholder");
let window = Entity::from_raw_u32(0).expect("Entity::from_raw_u32(0) is a valid placeholder");
app.world_mut().write_message(WindowResized {
window,
width,
@@ -928,8 +922,7 @@ fn resize_in_place_updates_card_label_font_size() {
// Sanity-check: the new font size matches FONT_SIZE_FRAC × the
// post-resize card width, so the in-place path is using the
// refreshed Layout.
let expected_layout =
crate::layout::compute_layout(Vec2::new(800.0, 600.0), 0.0, 0.0, true);
let expected_layout = crate::layout::compute_layout(Vec2::new(800.0, 600.0), 0.0, 0.0, true);
let expected = expected_layout.card_size.x * FONT_SIZE_FRAC;
assert!(
(after - expected).abs() < 1e-3,
@@ -1046,7 +1039,8 @@ fn shadow_offset_increases_during_drag() {
q.iter(app.world())
.next()
.expect("fixture should spawn at least one CardEntity")
.card.clone()
.card
.clone()
};
// Pick a *different* card to act as the negative control —
@@ -1101,9 +1095,7 @@ fn shadow_offset_increases_during_drag() {
fn shadow_offset_for_card(app: &mut App, card: &Card) -> Vec2 {
// Map every CardEntity to its (Entity, card).
let card_entity = {
let mut q = app
.world_mut()
.query::<(Entity, &CardEntity)>();
let mut q = app.world_mut().query::<(Entity, &CardEntity)>();
q.iter(app.world())
.find(|(_, c)| c.card == *card)
.map(|(e, _)| e)
@@ -1198,8 +1190,7 @@ fn stock_badge_updates_when_stock_count_changes() {
assert_eq!(stock_badge_text(&mut app), "24");
{
let mut game = app.world_mut().resource_mut::<GameStateResource>();
let mut stock: Vec<Card> =
game.0.stock_cards().into_iter().map(|(c, _)| c).collect();
let mut stock: Vec<Card> = game.0.stock_cards().into_iter().map(|(c, _)| c).collect();
let _ = stock.pop();
game.0.set_test_stock_cards(stock);
}
@@ -1234,8 +1225,7 @@ fn image_set_with_distinct_back_handles() -> CardImageSet {
// distinct dummy `Image`. We never render these; we only
// compare ids.
let mut images = Assets::<Image>::default();
let backs: [Handle<Image>; 5] =
std::array::from_fn(|_| images.add(Image::default()));
let backs: [Handle<Image>; 5] = std::array::from_fn(|_| images.add(Image::default()));
CardImageSet {
faces: std::array::from_fn(|_| std::array::from_fn(|_| Handle::default())),
backs,
@@ -1493,8 +1483,7 @@ fn waste_pile_cards_have_strictly_increasing_z() {
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let positions = card_positions(&g, &layout);
let waste_ids: HashSet<Card> =
g.waste_cards().iter().map(|c| c.0.clone()).collect();
let waste_ids: HashSet<Card> = g.waste_cards().iter().map(|c| c.0.clone()).collect();
let mut waste_zs: Vec<f32> = positions
.iter()
@@ -1543,8 +1532,7 @@ fn waste_cards_do_not_overlap_stock_column_on_portrait() {
let stock_x = layout.pile_positions[&KlondikePile::Stock].x;
let waste_ids: HashSet<Card> =
g.waste_cards().iter().map(|c| c.0.clone()).collect();
let waste_ids: HashSet<Card> = g.waste_cards().iter().map(|c| c.0.clone()).collect();
let mut waste_positions: Vec<_> = card_positions(&g, &layout)
.into_iter()
@@ -1573,8 +1561,7 @@ fn waste_pile_draw_one_cards_have_distinct_z() {
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let positions = card_positions(&g, &layout);
let waste_ids: HashSet<Card> =
g.waste_cards().iter().map(|c| c.0.clone()).collect();
let waste_ids: HashSet<Card> = g.waste_cards().iter().map(|c| c.0.clone()).collect();
let mut waste_zs: Vec<f32> = positions
.iter()
+8 -3
View File
@@ -18,13 +18,15 @@ use crate::{
DiagnosticsHudPlugin, DifficultyPlugin, FeedbackAnimPlugin, FontPlugin, GamePlugin, HelpPlugin,
HomePlugin, HudPlugin, InputPlugin, OnboardingPlugin, PausePlugin, PlayBySeedPlugin,
ProfilePlugin, ProgressPlugin, RadialMenuPlugin, ReplayOverlayPlugin, ReplayPlaybackPlugin,
SafeAreaInsetsPlugin, SelectionPlugin, SettingsPlugin, SplashPlugin, StatsPlugin, SyncProvider,
TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin, TouchSelectionPlugin,
UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin, WinSummaryPlugin,
SafeAreaInsetsPlugin, SelectionPlugin, SettingsPlugin, SolutionPlaybackPlugin, SplashPlugin,
StatsPlugin, SyncProvider, TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin,
TouchSelectionPlugin, UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin,
WinSummaryPlugin,
};
#[cfg(not(target_arch = "wasm32"))]
use crate::{
AnalyticsPlugin, AudioPlugin, AvatarPlugin, LeaderboardPlugin, SyncPlugin, SyncSetupPlugin,
ThemeStorePlugin,
};
/// Groups all Ferrous Solitaire gameplay plugins.
@@ -92,6 +94,7 @@ impl Plugin for CoreGamePlugin {
.add_plugins(FeedbackAnimPlugin)
.add_plugins(CardAnimationPlugin)
.add_plugins(AutoCompletePlugin)
.add_plugins(SolutionPlaybackPlugin)
.add_plugins(ReplayPlaybackPlugin)
.add_plugins(ReplayOverlayPlugin)
.add_plugins(StatsPlugin::default())
@@ -108,6 +111,7 @@ impl Plugin for CoreGamePlugin {
.add_plugins(HelpPlugin)
.add_plugins(HomePlugin::default())
.add_plugins(ProfilePlugin)
.add_plugins(crate::you_hub_plugin::YouHubPlugin)
.add_plugins(PausePlugin)
.add_plugins(SettingsPlugin::default())
.add_plugins(OnboardingPlugin)
@@ -126,6 +130,7 @@ impl Plugin for CoreGamePlugin {
.add_plugins(AudioPlugin)
.add_plugins(SyncPlugin::new(sync_provider))
.add_plugins(SyncSetupPlugin)
.add_plugins(ThemeStorePlugin)
.add_plugins(AnalyticsPlugin)
.add_plugins(LeaderboardPlugin);
}
+8 -8
View File
@@ -35,8 +35,8 @@
use bevy::prelude::*;
use bevy::window::{CursorIcon, PrimaryWindow, SystemCursorIcon};
use solitaire_core::Card;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_core::{Foundation, KlondikePile, Tableau};
use crate::card_plugin::RightClickHighlight;
use crate::layout::{Layout, LayoutResource};
@@ -437,7 +437,8 @@ fn tableau_or_stack_pos(
base.x,
base.y - layout.card_size.y * layout.tableau_fan_frac * (index as f32),
)
} else if matches!(pile, KlondikePile::Stock) && game.draw_mode() == DrawStockConfig::DrawThree {
} else if matches!(pile, KlondikePile::Stock) && game.draw_mode() == DrawStockConfig::DrawThree
{
let pile_len = game.waste_cards().len();
let visible_start = pile_len.saturating_sub(3);
let slot = index.saturating_sub(visible_start) as f32;
@@ -581,7 +582,10 @@ mod tests {
use crate::layout::compute_layout;
use solitaire_core::{Card, Deck, Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::{GameMode, GameState}};
use solitaire_core::{
DrawStockConfig,
game_state::{GameMode, GameState},
};
/// Builds an `App` with `MinimalPlugins` and the overlay system
/// registered, plus the resources the system needs. Callers
@@ -630,11 +634,7 @@ mod tests {
// — same colour family, illegal. Tableau(2) must NOT be
// highlighted.
let mut game = GameState::new_with_mode(7, DrawStockConfig::DrawOne, GameMode::Classic);
set_tableau_top(
&mut game,
2,
Card::new(Deck::Deck1, Suit::Clubs, Rank::Six),
);
set_tableau_top(&mut game, 2, Card::new(Deck::Deck1, Suit::Clubs, Rank::Six));
let dragged = Card::new(Deck::Deck1, Suit::Spades, Rank::Five);
let mut app = overlay_test_app(game);
+4 -1
View File
@@ -54,7 +54,10 @@ impl DifficultyIndexResource {
DifficultyLevel::Hard => &mut self.hard,
DifficultyLevel::Expert => &mut self.expert,
DifficultyLevel::Grandmaster => &mut self.grandmaster,
DifficultyLevel::Random => unreachable!("Random has no catalog"),
// Random has no catalog today, so seeds_for() already returned
// None above; if it ever gains one, a time seed is still the
// right answer for "Random" — never a reachable panic.
DifficultyLevel::Random => return seed_from_system_time(),
};
let seed = catalog[*cursor % catalog.len()];
*cursor = cursor.wrapping_add(1);
+18 -10
View File
@@ -2,8 +2,8 @@
use bevy::prelude::Message;
use solitaire_core::KlondikePile;
use solitaire_core::{Card, Suit};
use solitaire_core::game_state::GameMode;
use solitaire_core::{Card, Suit};
use solitaire_data::AchievementRecord;
use solitaire_sync::SyncResponse;
@@ -134,6 +134,12 @@ pub struct ManualSyncRequestEvent;
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct SyncConfigureRequestEvent;
/// Request to open the in-game theme-store modal. Fired by the
/// "Browse theme store" button in the Settings cosmetic section;
/// handled by `theme_store_plugin`.
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct ThemeStoreOpenRequestEvent;
/// Request to disconnect from the current sync backend, clear stored
/// credentials, and reset to `SyncBackend::Local`. Fired by the "Disconnect"
/// button in the Settings sync section.
@@ -153,6 +159,12 @@ pub struct DeleteAccountRequestEvent;
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct PauseRequestEvent;
/// Request to solve the current deal and auto-play the winning line.
/// Fired by the pause menu's "Show solution" button; consumed by
/// `solution_playback_plugin`.
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct ShowSolutionRequestEvent;
/// Request to toggle the help / controls overlay. Fired by the HUD "Help"
/// button alongside the existing `F1` accelerator so the overlay is
/// reachable without a keyboard. Consumed by `help_plugin::toggle_help_screen`.
@@ -231,6 +243,11 @@ pub struct ToggleSettingsRequestEvent;
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct ToggleLeaderboardRequestEvent;
/// Request to toggle the Home mode launcher. Fired by the HUD
/// Menu-popover "Home" row alongside the existing `M` accelerator.
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct ToggleHomeRequestEvent;
/// Fired by `SyncPlugin` after a pull task resolves and the merged result has
/// been persisted to disk. `Ok(SyncResponse)` carries the merged payload plus
/// any `ConflictReport`s the merge produced. `Err(String)` carries a
@@ -283,15 +300,6 @@ pub struct ForfeitEvent;
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct ForfeitRequestEvent;
/// Fired when the player clicks "Scan for new themes" in Settings.
///
/// Consumed by `handle_scan_themes` in `SettingsPlugin`, which scans
/// `user_theme_dir()` for `.zip` files, calls `import_theme()` on each
/// unrecognised archive, refreshes [`crate::theme::ThemeRegistry`], and
/// fires [`InfoToastEvent`] messages to report results.
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct ScanThemesRequestEvent;
/// Fired when the player requests a hint (H key). Carries the source card ID
/// and destination pile for visual highlighting.
///
+26 -2
View File
@@ -276,10 +276,16 @@ fn tick_shake_anim(
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut anims: Query<(Entity, &mut Transform, &mut ShakeAnim)>,
mut redraw: MessageWriter<RequestRedraw>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Sustain full-rate frames for the shake under Android's
// reactive_low_power focused_mode.
if !anims.is_empty() {
redraw.write(RequestRedraw);
}
let dt = time.delta_secs();
for (entity, mut transform, mut anim) in &mut anims {
anim.elapsed += dt;
@@ -356,10 +362,16 @@ fn tick_settle_anim(
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut anims: Query<(Entity, &mut Transform, &mut SettleAnim)>,
mut redraw: MessageWriter<RequestRedraw>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Sustain full-rate frames for the settle bounce under Android's
// reactive_low_power focused_mode.
if !anims.is_empty() {
redraw.write(RequestRedraw);
}
let dt = time.delta_secs();
for (entity, mut transform, mut anim) in &mut anims {
anim.elapsed += dt;
@@ -581,10 +593,16 @@ fn tick_foundation_flourish(
(Entity, &mut Sprite, &mut FoundationMarkerFlourish),
Without<FoundationFlourish>,
>,
mut redraw: MessageWriter<RequestRedraw>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Sustain full-rate frames for the flourish under Android's
// reactive_low_power focused_mode.
if !card_anims.is_empty() || !marker_anims.is_empty() {
redraw.write(RequestRedraw);
}
let dt = time.delta_secs();
// Advance the King's scale pulse.
@@ -852,7 +870,10 @@ mod tests {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(FeedbackAnimPlugin);
app.insert_resource(GameStateResource(GameState::new(1, DrawStockConfig::DrawOne)));
app.insert_resource(GameStateResource(GameState::new(
1,
DrawStockConfig::DrawOne,
)));
app.insert_resource(SettingsResource(Settings {
reduce_motion_mode: true,
..Settings::default()
@@ -906,7 +927,10 @@ mod tests {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(FeedbackAnimPlugin);
app.insert_resource(GameStateResource(GameState::new(1, DrawStockConfig::DrawOne)));
app.insert_resource(GameStateResource(GameState::new(
1,
DrawStockConfig::DrawOne,
)));
app.insert_resource(SettingsResource(Settings {
reduce_motion_mode: true,
..Settings::default()
+86 -15
View File
@@ -14,8 +14,13 @@ use bevy::prelude::*;
use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
use bevy::window::AppLifecycle;
use solitaire_core::KlondikePile;
use solitaire_core::{DrawStockConfig, game_state::{GameMode, GameState}};
use solitaire_core::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, KlondikeInstruction};
use solitaire_core::{
DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, KlondikeInstruction,
};
use solitaire_core::{
DrawStockConfig,
game_state::{GameMode, GameState},
};
#[allow(deprecated)]
use solitaire_data::latest_replay_path;
use solitaire_data::{
@@ -63,6 +68,29 @@ 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>);
@@ -165,7 +193,9 @@ impl Plugin for GamePlugin {
)
} else {
(
saved.unwrap_or_else(|| GameState::new(seed_from_system_time(), DrawStockConfig::DrawOne)),
saved.unwrap_or_else(|| {
GameState::new(seed_from_system_time(), DrawStockConfig::DrawOne)
}),
None,
)
};
@@ -208,28 +238,66 @@ 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);
}
}
@@ -1263,7 +1331,10 @@ fn auto_save_game_state(
// or there's a pending restore the player hasn't answered — saving
// the fresh-deal placeholder we seeded GameStateResource with at
// startup would clobber the real saved game on disk.
if paused.is_some_and(|p| p.0) || game.0.is_won() || game.0.move_count() == 0 || pending.0.is_some()
if paused.is_some_and(|p| p.0)
|| game.0.is_won()
|| game.0.move_count() == 0
|| pending.0.is_some()
{
return;
}
+15 -8
View File
@@ -372,9 +372,7 @@ fn moving_cards_off_face_up_card_does_not_fire_card_flipped_event() {
});
app.update();
let events = app
.world()
.resource::<Messages<CardFlippedEvent>>();
let events = app.world().resource::<Messages<CardFlippedEvent>>();
let mut cursor = events.get_cursor();
let fired: Vec<_> = cursor.read(events).collect();
assert!(
@@ -800,7 +798,10 @@ fn replay_recording_skips_undo() {
1,
"only the draw is recorded; the undo does not erase it nor add a new entry",
);
assert!(matches!(recording.moves[0], KlondikeInstruction::RotateStock));
assert!(matches!(
recording.moves[0],
KlondikeInstruction::RotateStock
));
}
/// Starting a new game wipes the recording so the next deal begins
@@ -872,8 +873,8 @@ fn replay_recording_freezes_into_replay_on_game_won() {
});
app.update();
let history = load_replay_history_from(&path)
.expect("a winning replay must be persisted to ReplayPath");
let history =
load_replay_history_from(&path).expect("a winning replay must be persisted to ReplayPath");
assert_eq!(
history.replays.len(),
1,
@@ -1059,7 +1060,10 @@ fn new_game_with_solver_toggle_off_random_seed_path() {
app.update();
// Game state was reseeded — move_count is 0 on the new game.
assert_eq!(app.world().resource::<GameStateResource>().0.move_count(), 0);
assert_eq!(
app.world().resource::<GameStateResource>().0.move_count(),
0
);
}
#[test]
@@ -1133,7 +1137,10 @@ fn new_game_with_solver_toggle_on_retries_until_winnable() {
// The chosen seed is non-deterministic (system time),
// but the new game must have been started cleanly:
// move_count back to 0, undo stack empty.
assert_eq!(app.world().resource::<GameStateResource>().0.move_count(), 0);
assert_eq!(
app.world().resource::<GameStateResource>().0.move_count(),
0
);
assert_eq!(
app.world()
.resource::<GameStateResource>()
+36 -2
View File
@@ -86,13 +86,18 @@ fn toggle_help_screen(
}
/// Click handler for the modal's "Done" button. F1 toggles the overlay
/// the same way; this just exposes the close action to mouse / touch.
/// the same way; Esc closes too, so dismissal matches every other
/// modal (Phase C dismissal audit). Nothing ever stacks above Help,
/// so Esc needs no topmost gate.
fn handle_help_close_button(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
close_buttons: Query<&Interaction, (With<HelpCloseButton>, Changed<Interaction>)>,
screens: Query<Entity, With<HelpScreen>>,
) {
if !close_buttons.iter().any(|i| *i == Interaction::Pressed) {
let clicked = close_buttons.iter().any(|i| *i == Interaction::Pressed);
let esc = keys.just_pressed(KeyCode::Escape) && !screens.is_empty();
if !clicked && !esc {
return;
}
for entity in &screens {
@@ -583,4 +588,33 @@ mod tests {
0
);
}
/// Esc must dismiss the Help modal like Done and F1 do (Phase C
/// dismissal audit).
#[test]
fn escape_closes_help_screen() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::F1);
app.update();
{
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release(KeyCode::F1);
input.clear();
input.press(KeyCode::Escape);
}
app.update();
app.update();
assert_eq!(
app.world_mut()
.query::<&HelpScreen>()
.iter(app.world())
.count(),
0,
"Esc must close the Help modal"
);
}
}
+47 -3
View File
@@ -24,7 +24,8 @@ use crate::daily_challenge_plugin::DailyChallengeResource;
use crate::events::{
InfoToastEvent, NewGameRequestEvent, StartChallengeRequestEvent,
StartDailyChallengeRequestEvent, StartDifficultyRequestEvent, StartPlayBySeedRequestEvent,
StartTimeAttackRequestEvent, StartZenRequestEvent, ToggleProfileRequestEvent,
StartTimeAttackRequestEvent, StartZenRequestEvent, ToggleHomeRequestEvent,
ToggleProfileRequestEvent,
};
use crate::font_plugin::FontResource;
use crate::progress_plugin::ProgressResource;
@@ -264,6 +265,7 @@ impl Plugin for HomePlugin {
.add_message::<StartPlayBySeedRequestEvent>()
.add_message::<StartDifficultyRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<ToggleHomeRequestEvent>()
.add_message::<ToggleProfileRequestEvent>()
.add_message::<SettingsChangedEvent>()
// Defensively register MouseWheel so `scroll_home_panel`
@@ -371,6 +373,7 @@ fn spawn_home_on_launch(
fn toggle_home_screen(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<ToggleHomeRequestEvent>,
progress: Option<Res<ProgressResource>>,
stats: Option<Res<StatsResource>>,
settings: Option<Res<SettingsResource>>,
@@ -380,7 +383,8 @@ fn toggle_home_screen(
other_modal_scrims: Query<(), (With<crate::ui_modal::ModalScrim>, Without<HomeScreen>)>,
diff_expanded: Res<DifficultyExpanded>,
) {
if !keys.just_pressed(KeyCode::KeyM) {
let button_clicked = requests.read().count() > 0;
if !keys.just_pressed(KeyCode::KeyM) && !button_clicked {
return;
}
if let Ok(entity) = screens.single() {
@@ -432,7 +436,9 @@ fn build_home_context<'a>(
zen_best: stats.map_or(0, |s| s.0.zen_best_score),
challenge_best: stats.map_or(0, |s| s.0.challenge_best_score),
daily_today,
draw_mode: settings.map(|s| s.0.draw_mode).unwrap_or(DrawStockConfig::DrawOne),
draw_mode: settings
.map(|s| s.0.draw_mode)
.unwrap_or(DrawStockConfig::DrawOne),
font_res,
difficulty_expanded,
last_difficulty: settings.and_then(|s| s.0.last_difficulty),
@@ -1619,6 +1625,44 @@ mod tests {
);
}
/// The HUD Menu popover's "Home" row fires
/// `ToggleHomeRequestEvent`; it must open Home exactly like the
/// `M` accelerator (Phase C: the popover's Play section replaces
/// the old Modes row).
#[test]
fn toggle_home_event_opens_home_screen() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<Messages<ToggleHomeRequestEvent>>()
.write(ToggleHomeRequestEvent);
app.update();
assert_eq!(
app.world_mut()
.query::<&HomeScreen>()
.iter(app.world())
.count(),
1,
"ToggleHomeRequestEvent must open the Home modal"
);
// A second request toggles it closed, matching the M key.
app.world_mut()
.resource_mut::<Messages<ToggleHomeRequestEvent>>()
.write(ToggleHomeRequestEvent);
app.update();
app.update();
assert_eq!(
app.world_mut()
.query::<&HomeScreen>()
.iter(app.world())
.count(),
0,
"second ToggleHomeRequestEvent must close the Home modal"
);
}
#[test]
fn pressing_m_twice_closes_home_screen() {
let mut app = headless_app();
+5 -4
View File
@@ -3,8 +3,6 @@
use super::*;
/// Auto-fade state for the action button bar. The bar fades out when
/// the cursor is in the play area (below the HUD band) and back in when
/// the cursor approaches the top of the window — same UX as a video
@@ -49,7 +47,11 @@ const ACTION_FADE_RATE_PER_SEC: f32 = 6.0;
/// `target` at a fixed rate so the visual transition is smooth across
/// variable framerates.
#[cfg(not(target_os = "android"))]
pub(super) fn update_action_fade(windows: Query<&Window>, time: Res<Time>, mut fade: ResMut<HudActionFade>) {
pub(super) fn update_action_fade(
windows: Query<&Window>,
time: Res<Time>,
mut fade: ResMut<HudActionFade>,
) {
let Ok(window) = windows.single() else {
return;
};
@@ -427,4 +429,3 @@ pub(super) fn lerp_text_color(from: Color, to: Color, t: f32) -> Color {
from.alpha + (to.alpha - from.alpha) * t,
)
}
+95 -67
View File
@@ -3,8 +3,6 @@
use super::*;
/// `Changed<Interaction>` filter ensures we only react on the frame the
/// interaction state transitions, avoiding repeat events while the button
/// is held down. Each click handler fires the corresponding request event,
@@ -313,44 +311,65 @@ pub(super) fn spawn_menu_popover(commands: &mut Commands, font_res: Option<&Font
..default()
};
// Each row carries a tooltip alongside its label so hover reveals
// a one-line description of what each overlay shows — mirroring
// the tooltips on the action-bar buttons that opened this popover.
let rows: [(MenuOption, &'static str, &'static str); 7] = [
// One popover row: destination, label, hover tooltip.
type MenuRow = (MenuOption, &'static str, &'static str);
// Destinations grouped into labelled sections (Phase C of the menu
// redesign): Play · You · Community · System. Each row carries a
// tooltip alongside its label so hover reveals a one-line
// description of what each overlay shows — mirroring the tooltips
// on the action-bar buttons that opened this popover. Mode
// selection lives on Home now, so there is no Modes row.
let sections: [(&'static str, &'static [MenuRow]); 4] = [
(
MenuOption::Help,
"Help",
"Show controls, rules, and keyboard shortcuts.",
"Play",
&[(
MenuOption::Home,
"Home",
"Pick a mode, continue, or start a new game.",
)],
),
(
MenuOption::Modes,
"Game Modes",
"Switch modes: Classic, Daily, Zen, Challenge, Time Attack.",
"You",
&[
(
MenuOption::Profile,
"Profile",
"Your level, XP progress, and sync status.",
),
(
MenuOption::Stats,
"Stats",
"Lifetime totals: wins, streaks, fastest time, best score.",
),
(
MenuOption::Achievements,
"Achievements",
"Browse unlocked achievements and the rewards still ahead.",
),
],
),
(
MenuOption::Stats,
"Stats",
"Lifetime totals: wins, streaks, fastest time, best score.",
"Community",
&[(
MenuOption::Leaderboard,
"Leaderboard",
"Top players from your sync server. Opt in from Profile.",
)],
),
(
MenuOption::Achievements,
"Achievements",
"Browse unlocked achievements and the rewards still ahead.",
),
(
MenuOption::Profile,
"Profile",
"Your level, XP progress, and sync status.",
),
(
MenuOption::Settings,
"Settings",
"Audio, animations, theme, draw mode, and sync.",
),
(
MenuOption::Leaderboard,
"Leaderboard",
"Top players from your sync server. Opt in from Profile.",
"System",
&[
(
MenuOption::Settings,
"Settings",
"Audio, animations, theme, draw mode, and sync.",
),
(
MenuOption::Help,
"Help",
"Show controls, rules, and keyboard shortcuts.",
),
],
),
];
@@ -375,27 +394,48 @@ pub(super) fn spawn_menu_popover(commands: &mut Commands, font_res: Option<&Font
ZIndex(Z_HUD_POPOVER),
))
.with_children(|panel| {
for (option, label, tooltip) in rows {
let section_font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_CAPTION,
..default()
};
for (section, rows) in sections {
// Non-interactive section header — a quiet divider
// inside the existing panel, not a new widget.
panel
.spawn((
option,
ActionButton,
PopoverRow,
Button,
Tooltip::new(tooltip),
Node {
padding: UiRect::axes(VAL_SPACE_3, Val::Px(6.0)),
justify_content: JustifyContent::FlexStart,
align_items: AlignItems::Center,
min_width: Val::Px(150.0),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(ACTION_BTN_IDLE),
))
.spawn(Node {
padding: UiRect::axes(VAL_SPACE_3, Val::Px(2.0)),
..default()
})
.with_children(|b| {
b.spawn((Text::new(label), font.clone(), TextColor(TEXT_PRIMARY)));
b.spawn((
Text::new(section),
section_font.clone(),
TextColor(TEXT_SECONDARY),
));
});
for &(option, label, tooltip) in rows {
panel
.spawn((
option,
ActionButton,
PopoverRow,
Button,
Tooltip::new(tooltip),
Node {
padding: UiRect::axes(VAL_SPACE_3, Val::Px(6.0)),
justify_content: JustifyContent::FlexStart,
align_items: AlignItems::Center,
min_width: Val::Px(150.0),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(ACTION_BTN_IDLE),
))
.with_children(|b| {
b.spawn((Text::new(label), font.clone(), TextColor(TEXT_PRIMARY)));
});
}
}
});
@@ -424,31 +464,28 @@ pub(super) fn handle_menu_option_click(
interaction_query: Query<(&Interaction, &MenuOption), Changed<Interaction>>,
popovers: Query<Entity, With<MenuPopover>>,
backdrops: Query<Entity, With<MenuPopoverBackdrop>>,
mut home: MessageWriter<ToggleHomeRequestEvent>,
mut stats: MessageWriter<ToggleStatsRequestEvent>,
mut achievements: MessageWriter<ToggleAchievementsRequestEvent>,
mut profile: MessageWriter<ToggleProfileRequestEvent>,
mut settings: MessageWriter<ToggleSettingsRequestEvent>,
mut leaderboard: MessageWriter<ToggleLeaderboardRequestEvent>,
mut help: MessageWriter<HelpRequestEvent>,
progress: Option<Res<ProgressResource>>,
daily: Option<Res<DailyChallengeResource>>,
font_res: Option<Res<FontResource>>,
mut commands: Commands,
) {
let mut clicked_any = false;
let mut open_modes = false;
for (interaction, option) in &interaction_query {
if *interaction != Interaction::Pressed {
continue;
}
clicked_any = true;
match option {
MenuOption::Home => {
home.write(ToggleHomeRequestEvent);
}
MenuOption::Help => {
help.write(HelpRequestEvent);
}
MenuOption::Modes => {
open_modes = true;
}
MenuOption::Stats => {
stats.write(ToggleStatsRequestEvent);
}
@@ -472,14 +509,6 @@ pub(super) fn handle_menu_option_click(
commands.entity(e).despawn();
}
}
if open_modes {
spawn_modes_popover(
&mut commands,
progress.as_deref(),
daily.as_deref(),
font_res.as_deref(),
);
}
}
/// Despawns the [`ModesPopover`] and its backdrop when Escape / Android back
@@ -613,4 +642,3 @@ pub(super) fn toggle_hud_on_tap(
}
}
}
+92 -29
View File
@@ -19,7 +19,6 @@ use interaction::*;
use spawn::*;
use updates::*;
// On wasm32 AvatarPlugin is gated out; define a placeholder type so the
// Option<Res<AvatarResource>> parameters below compile without changes.
// The resource is never inserted on wasm, so every call resolves to None.
@@ -31,12 +30,12 @@ use crate::daily_challenge_plugin::DailyChallengeResource;
use crate::events::{
HelpRequestEvent, InfoToastEvent, NewGameRequestEvent, PauseRequestEvent,
StartChallengeRequestEvent, StartDailyChallengeRequestEvent, StartTimeAttackRequestEvent,
StartZenRequestEvent, ToggleAchievementsRequestEvent, ToggleLeaderboardRequestEvent,
ToggleProfileRequestEvent, ToggleSettingsRequestEvent, ToggleStatsRequestEvent,
UndoRequestEvent, WinStreakMilestoneEvent,
StartZenRequestEvent, ToggleAchievementsRequestEvent, ToggleHomeRequestEvent,
ToggleLeaderboardRequestEvent, ToggleProfileRequestEvent, ToggleSettingsRequestEvent,
ToggleStatsRequestEvent, 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 +53,7 @@ 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 +153,13 @@ 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)]
@@ -379,8 +386,9 @@ pub enum ModeOption {
}
/// Marker on the "Menu" action button. Click toggles the [`MenuPopover`]
/// which exposes the Stats / Achievements / Profile / Settings /
/// Leaderboard overlays without needing the S/A/P/O/L hotkeys.
/// which exposes the Home / Profile / Stats / Achievements /
/// Leaderboard / Settings / Help overlays without needing the
/// M/P/S/A/L/O/F1 hotkeys.
#[derive(Component, Debug)]
pub struct MenuButton;
@@ -406,16 +414,18 @@ struct MenuPopoverBackdrop;
struct ModesPopoverBackdrop;
/// One row inside the [`MenuPopover`]. The variant selects which
/// `Toggle*RequestEvent` the click handler fires.
/// `Toggle*RequestEvent` the click handler fires. Rows render grouped
/// under section headers (Play · You · Community · System); mode
/// selection lives on Home, so there is no Modes row here.
#[derive(Component, Debug, Clone, Copy)]
pub enum MenuOption {
Help,
Modes,
Home,
Profile,
Stats,
Achievements,
Profile,
Settings,
Leaderboard,
Settings,
Help,
}
/// HUD Z-layer — above cards (which start at z=0) but below overlay screens.
@@ -452,6 +462,7 @@ impl Plugin for HudPlugin {
.add_message::<StartTimeAttackRequestEvent>()
.add_message::<StartDailyChallengeRequestEvent>()
.add_message::<ToggleStatsRequestEvent>()
.add_message::<ToggleHomeRequestEvent>()
.add_message::<ToggleAchievementsRequestEvent>()
.add_message::<ToggleProfileRequestEvent>()
.add_message::<ToggleSettingsRequestEvent>()
@@ -467,23 +478,56 @@ 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))
// 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,
apply_hud_visibility.before(LayoutSystem::UpdateOnResize),
(
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),
)
.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 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,
update_selection_hud.run_if(
resource_exists_and_changed::<SelectionState>
.or(resource_exists_and_changed::<GameStateResource>),
(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, update_hud_typography)
.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,
(
@@ -492,24 +536,40 @@ 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 +577,10 @@ 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.
+3 -3
View File
@@ -2,7 +2,6 @@
use super::*;
#[cfg(not(target_arch = "wasm32"))]
use crate::avatar_plugin::AvatarResource;
@@ -292,7 +291,9 @@ pub(super) fn spawn_avatar_child(
const SIZE: f32 = 32.0;
if let Some(handle) = avatar.and_then(|a| a.0.clone()) {
// Logged-in with a downloaded avatar: keep the accent disc behind it.
commands.entity(parent).insert(BackgroundColor(ACCENT_PRIMARY));
commands
.entity(parent)
.insert(BackgroundColor(ACCENT_PRIMARY));
// Image fills the circle container; border_radius clips it to a disc.
commands.entity(parent).with_children(|b| {
b.spawn((
@@ -549,4 +550,3 @@ pub(super) fn spawn_action_button<M: Component>(
}
});
}
+39 -11
View File
@@ -40,9 +40,16 @@ fn read_hud_text<M: Component>(app: &mut App) -> String {
#[test]
fn score_reflects_game_state() {
let mut app = headless_app();
let score = app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(20);
let score = app
.world_mut()
.resource_mut::<GameStateResource>()
.0
.force_test_score(20);
app.update();
assert_eq!(read_hud_text::<HudScore>(&mut app), format!("Score: {score}"));
assert_eq!(
read_hud_text::<HudScore>(&mut app),
format!("Score: {score}")
);
}
#[test]
@@ -192,7 +199,9 @@ fn challenge_time_color_zero_is_danger() {
fn challenge_hud_empty_when_no_daily_resource() {
// No DailyChallengeResource inserted → HudChallenge must be empty.
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().set_changed();
app.world_mut()
.resource_mut::<GameStateResource>()
.set_changed();
app.update();
assert_eq!(read_hud_text::<HudChallenge>(&mut app), "");
}
@@ -207,7 +216,9 @@ fn challenge_hud_shows_time_limit_when_resource_present() {
target_score: None,
max_time_secs: Some(300),
});
app.world_mut().resource_mut::<GameStateResource>().set_changed();
app.world_mut()
.resource_mut::<GameStateResource>()
.set_changed();
app.update();
assert_eq!(read_hud_text::<HudChallenge>(&mut app), "Limit: 5:00");
}
@@ -222,7 +233,9 @@ fn challenge_hud_shows_score_goal_when_resource_present() {
target_score: Some(4000),
max_time_secs: None,
});
app.world_mut().resource_mut::<GameStateResource>().set_changed();
app.world_mut()
.resource_mut::<GameStateResource>()
.set_changed();
app.update();
assert_eq!(read_hud_text::<HudChallenge>(&mut app), "Goal: 4000 pts");
}
@@ -238,7 +251,10 @@ fn challenge_hud_clears_on_win() {
max_time_secs: Some(300),
});
// Mark the game as won — HudChallenge should be empty.
app.world_mut().resource_mut::<GameStateResource>().0.set_test_won(true);
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.set_test_won(true);
app.update();
assert_eq!(read_hud_text::<HudChallenge>(&mut app), "");
}
@@ -384,7 +400,10 @@ fn score_increase_above_threshold_spawns_floater_in_accent_primary() {
set_manual_time_step(&mut app, 0.0);
// Initial state has score=0; bumping by 50 (the threshold)
// is the smallest jump that triggers the floater.
app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(50);
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.force_test_score(50);
app.update();
// One floater should now exist.
@@ -405,7 +424,10 @@ fn score_increase_above_threshold_spawns_floater_in_accent_primary() {
#[test]
fn score_floater_despawns_after_full_lifetime() {
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(50);
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.force_test_score(50);
app.update();
assert_eq!(count_with::<ScoreFloater>(&mut app), 1);
@@ -431,7 +453,10 @@ fn score_increase_below_threshold_does_not_spawn_floater() {
let mut app = headless_app();
// +5 mirrors a single tableau-to-foundation move; well below
// the 50-point threshold so the floater path stays dormant.
app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(5);
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.force_test_score(5);
app.update();
assert_eq!(
count_with::<ScoreFloater>(&mut app),
@@ -507,7 +532,10 @@ fn score_change_skips_pulse_and_floater_under_reduce_motion() {
..Settings::default()
}));
// +100 would normally create both a ScorePulse and a ScoreFloater.
app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(50);
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.force_test_score(50);
app.update();
assert_eq!(
count_with::<ScorePulse>(&mut app),
@@ -758,8 +786,8 @@ fn popover_rows_carry_tooltip_strings() {
menu_tooltips.len()
);
for expected in [
"Pick a mode, continue, or start a new game.",
"Show controls, rules, and keyboard shortcuts.",
"Switch modes: Classic, Daily, Zen, Challenge, Time Attack.",
"Lifetime totals: wins, streaks, fastest time, best score.",
"Browse unlocked achievements and the rewards still ahead.",
"Your level, XP progress, and sync status.",
+1 -2
View File
@@ -3,9 +3,9 @@
use super::*;
use bevy::window::WindowResized;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::Suit;
use solitaire_core::{DrawStockConfig, game_state::GameMode};
use solitaire_core::{Foundation, KlondikePile, Tableau};
use crate::auto_complete_plugin::AutoCompleteState;
@@ -609,4 +609,3 @@ pub(super) fn resize_action_bar_labels(
font.font_size = new_size;
}
}
+75 -121
View File
@@ -22,14 +22,15 @@ use std::collections::HashMap;
use bevy::ecs::system::SystemParam;
use bevy::input::ButtonInput;
use bevy::input::touch::{TouchInput, TouchPhase, Touches};
use bevy::math::{Vec2, Vec3};
use bevy::math::Vec2;
use bevy::prelude::*;
use bevy::window::PrimaryWindow;
#[cfg(not(target_os = "android"))]
use bevy::window::{MonitorSelection, WindowMode};
use solitaire_core::{Foundation, KlondikeInstruction, KlondikePile, Tableau};
use solitaire_core::{Card, Suit};
use solitaire_core::game_state::GameState;
use solitaire_core::{Card, Suit};
use solitaire_core::{FOUNDATIONS, TABLEAUS};
use solitaire_core::{Foundation, KlondikeInstruction, KlondikePile, Tableau};
use crate::auto_complete_plugin::AutoCompleteState;
use crate::card_animation::tuning::AnimationTuning;
@@ -393,7 +394,10 @@ pub fn emit_hint_visuals(
// Find the top face-up card in the source pile and highlight it.
let source_cards = pile_cards(game, from);
let top_card = source_cards.last().filter(|(_, face_up)| *face_up).map(|(c, _)| c.clone());
let top_card = source_cards
.last()
.filter(|(_, face_up)| *face_up)
.map(|(c, _)| c.clone());
if let Some(card) = top_card {
for (entity, card_entity, mut sprite) in card_entities.iter_mut() {
if card_entity.card == card {
@@ -830,9 +834,7 @@ fn end_drag(
let origin_cards = pile_cards(&game.0, &origin);
if !origin_cards.is_empty() {
for card in &drag.cards {
let Some(stack_index) =
origin_cards.iter().position(|(c, _)| c == card)
else {
let Some(stack_index) = origin_cards.iter().position(|(c, _)| c == card) else {
continue;
};
let target_pos = card_position(&game.0, &layout.0, &origin, stack_index);
@@ -1069,8 +1071,7 @@ fn touch_end_drag(
let origin_cards = pile_cards(&game.0, &origin);
if !origin_cards.is_empty() {
for card in &drag.cards {
let Some(stack_index) =
origin_cards.iter().position(|(c, _)| c == card)
let Some(stack_index) = origin_cards.iter().position(|(c, _)| c == card)
else {
continue;
};
@@ -1173,7 +1174,8 @@ fn card_position(
y_offset -= layout.card_size.y * step;
}
Vec2::new(base.x, base.y + y_offset)
} else if matches!(pile, KlondikePile::Stock) && game.draw_mode() == DrawStockConfig::DrawThree {
} else if matches!(pile, KlondikePile::Stock) && game.draw_mode() == DrawStockConfig::DrawThree
{
// In Draw-Three mode the top 3 waste cards are fanned in X to match
// card_plugin::card_positions(). Hit-testing uses the same `waste_fan_step`
// so clicking the visually rightmost (top) card actually registers — a
@@ -1247,7 +1249,10 @@ fn find_draggable_at(
}
(i, i + 1)
};
let cards: Vec<Card> = pile_cards[start..end].iter().map(|(c, _)| c.clone()).collect();
let cards: Vec<Card> = pile_cards[start..end]
.iter()
.map(|(c, _)| c.clone())
.collect();
return Some((pile, start, cards));
}
}
@@ -1329,13 +1334,13 @@ const DOUBLE_TAP_FLASH_SECS: f32 = 0.35;
pub fn best_destination(card: &Card, game: &GameState) -> Option<KlondikePile> {
let source = game.pile_containing_card(card.clone())?;
for foundation in foundations() {
for foundation in FOUNDATIONS {
let dest = KlondikePile::Foundation(foundation);
if game.can_move_cards(&source, &dest, 1) {
return Some(dest);
}
}
for tableau in tableaus() {
for tableau in TABLEAUS {
let dest = KlondikePile::Tableau(tableau);
if game.can_move_cards(&source, &dest, 1) {
return Some(dest);
@@ -1356,7 +1361,7 @@ pub fn best_tableau_destination_for_stack(
game: &GameState,
stack_count: usize,
) -> Option<(KlondikePile, usize)> {
for tableau in tableaus() {
for tableau in TABLEAUS {
let dest = KlondikePile::Tableau(tableau);
if game.can_move_cards(from, &dest, stack_count) {
return Some((dest, stack_count));
@@ -1365,17 +1370,37 @@ pub fn best_tableau_destination_for_stack(
None
}
/// Decide the auto-move for the face-up run headed by the clicked/tapped card.
///
/// The move covers **exactly** `run_len` cards — the run from the clicked
/// card to the top of its pile. A lone top card goes to its best foundation
/// (or tableau) destination; a multi-card run goes whole to the best tableau
/// column. Runs larger or smaller than the clicked one are never considered.
///
/// Returns `(destination, count)`, or `None` when the clicked run has no
/// legal destination.
pub fn auto_move_for_run(
clicked_card: &Card,
pile: &KlondikePile,
game: &GameState,
run_len: usize,
) -> Option<(KlondikePile, usize)> {
if run_len == 1 {
best_destination(clicked_card, game).map(|dest| (dest, 1))
} else {
best_tableau_destination_for_stack(clicked_card, pile, game, run_len)
}
}
/// System that detects double-clicks on face-up cards and fires `MoveRequestEvent`
/// to the best legal destination.
///
/// Move priority:
/// 1. Move the single **top** card to its best foundation (or tableau) destination.
/// 2. If no single-card move exists and the clicked card is the base of a
/// multi-card face-up stack, move the whole stack to the best tableau column.
/// The move covers exactly the face-up run headed by the clicked card —
/// see [`auto_move_for_run`].
///
/// When a multi-card stack double-click finds no legal destination (Priority 2
/// returns `None`), fires `MoveRejectedEvent` with `from == to == pile` so the
/// invalid-move sound plays and the source pile cards shake as feedback.
/// When the clicked run has no legal destination, fires `MoveRejectedEvent`
/// with `from == to == pile` so the invalid-move sound plays and the source
/// pile cards shake as feedback.
#[allow(clippy::too_many_arguments)]
fn handle_double_click(
buttons: Res<ButtonInput<MouseButton>>,
@@ -1406,7 +1431,11 @@ fn handle_double_click(
return;
};
// The topmost card in the draggable run — used as the double-click key.
// The clicked card heads the run and keys the double-click: two clicks
// on different cards of the same stack are not a double-click.
let Some(clicked_card) = card_ids.first() else {
return;
};
let Some(top_card) = card_ids.last() else {
return;
};
@@ -1421,31 +1450,15 @@ fn handle_double_click(
let now = time.elapsed_secs();
let prev = last_click
.get(top_card)
.get(clicked_card)
.copied()
.unwrap_or(f32::NEG_INFINITY);
if now - prev <= DOUBLE_CLICK_WINDOW {
// Double-click confirmed.
last_click.remove(top_card);
last_click.remove(clicked_card);
// Priority 1: move the single top card (foundation preferred, then tableau).
if let Some(dest) = best_destination(top_card, &game.0) {
moves.write(MoveRequestEvent {
from: pile,
to: dest,
count: 1,
});
return;
}
// Priority 2: if the player clicked the base of a multi-card face-up
// stack (card_ids.len() > 1), try moving the whole stack to another
// tableau column.
if card_ids.len() > 1
&& let Some((bottom_card, _)) = pile_cards.get(stack_index)
&& let Some((dest, count)) =
best_tableau_destination_for_stack(bottom_card, &pile, &game.0, card_ids.len())
if let Some((dest, count)) = auto_move_for_run(clicked_card, &pile, &game.0, card_ids.len())
{
moves.write(MoveRequestEvent {
from: pile,
@@ -1455,14 +1468,10 @@ fn handle_double_click(
return;
}
// Both priorities failed — play the invalid-move sound and shake
// the source pile as feedback. `MoveRejectedEvent` with
// `from == to` routes the shake to the source pile (which
// `start_shake_anim` reads from `ev.to`). Pre-fix, this branch
// only fired for multi-card stacks, so a double-click on a
// single card with no legal destination did nothing — no
// sound, no shake. Now both single-card and stack misses get
// the same feedback.
// No legal destination for the clicked run — play the invalid-move
// sound and shake the source pile as feedback. `MoveRejectedEvent`
// with `from == to` routes the shake to the source pile (which
// `start_shake_anim` reads from `ev.to`).
rejected.write(MoveRejectedEvent {
from: pile,
to: pile,
@@ -1470,7 +1479,7 @@ fn handle_double_click(
});
} else {
// Single click — record the time.
last_click.insert(top_card.clone(), now);
last_click.insert(clicked_card.clone(), now);
}
}
@@ -1486,10 +1495,9 @@ fn handle_double_click(
/// `cards`, and `origin_pile`; once `touch_end_drag` fires those fields
/// are cleared and the tap/drag distinction is permanently lost.
///
/// Move priority:
/// 1. Single top card to its best foundation (or tableau).
/// 2. Whole face-up run to best tableau column when no single-card move exists.
/// 3. `MoveRejectedEvent` for audio + shake feedback when no legal move found.
/// The move covers exactly the face-up run headed by the tapped card —
/// see [`auto_move_for_run`]. Fires `MoveRejectedEvent` for audio + shake
/// feedback when the tapped run has no legal destination.
#[allow(clippy::too_many_arguments)]
fn handle_double_tap(
mut touch_events: MessageReader<TouchInput>,
@@ -1549,9 +1557,7 @@ fn handle_double_tap(
return;
}
let Some((found_card, found_face_up)) =
pile_cards.iter().find(|(c, _)| c == top_card)
else {
let Some((_, found_face_up)) = pile_cards.iter().find(|(c, _)| c == top_card) else {
return;
};
if !*found_face_up {
@@ -1587,53 +1593,27 @@ fn handle_double_tap(
// --- One-tap auto-move (original behaviour) ---
// Priority 1: move single top card.
if let Some(dest) = best_destination(found_card, &game.0) {
// Move exactly the run headed by the tapped card.
if let Some(tapped_card) = drag.cards.first()
&& let Some((dest, count)) =
auto_move_for_run(tapped_card, tapped_pile, &game.0, drag.cards.len())
{
for (entity, ce, mut sprite) in card_sprites.iter_mut() {
if ce.card == *top_card {
if drag.cards.contains(&ce.card) {
sprite.color = STATE_SUCCESS;
commands.entity(entity).insert(HintHighlight {
remaining: DOUBLE_TAP_FLASH_SECS,
});
break;
}
}
moves.write(MoveRequestEvent {
from: *tapped_pile,
to: dest,
count: 1,
count,
});
return;
}
// Priority 2: move whole face-up stack to best tableau column.
if drag.cards.len() > 1 {
let stack_index = pile_cards.len() - drag.cards.len();
if let Some((bottom_card, _)) = pile_cards.get(stack_index)
&& let Some((dest, count)) = best_tableau_destination_for_stack(
bottom_card,
tapped_pile,
&game.0,
drag.cards.len(),
)
{
for (entity, ce, mut sprite) in card_sprites.iter_mut() {
if drag.cards.contains(&ce.card) {
sprite.color = STATE_SUCCESS;
commands.entity(entity).insert(HintHighlight {
remaining: DOUBLE_TAP_FLASH_SECS,
});
}
}
moves.write(MoveRequestEvent {
from: *tapped_pile,
to: dest,
count,
});
return;
}
}
rejected.write(MoveRejectedEvent {
from: *tapped_pile,
to: *tapped_pile,
@@ -1692,7 +1672,7 @@ pub(crate) fn hint_piles(
fn legacy_all_hints(game: &GameState) -> Vec<(KlondikePile, KlondikePile)> {
let sources: Vec<KlondikePile> = {
let mut s = vec![KlondikePile::Stock];
for tableau in tableaus() {
for tableau in TABLEAUS {
s.push(KlondikePile::Tableau(tableau));
}
s
@@ -1706,7 +1686,7 @@ fn legacy_all_hints(game: &GameState) -> Vec<(KlondikePile, KlondikePile)> {
let Some(_card) = from_pile.last().filter(|(_, face_up)| *face_up) else {
continue;
};
for foundation in foundations() {
for foundation in FOUNDATIONS {
let dest = KlondikePile::Foundation(foundation);
if game.can_move_cards(from, &dest, 1) {
hints.push((*from, dest));
@@ -1728,7 +1708,7 @@ fn legacy_all_hints(game: &GameState) -> Vec<(KlondikePile, KlondikePile)> {
if already_has_foundation_hint {
continue;
}
for tableau in tableaus() {
for tableau in TABLEAUS {
let dest = KlondikePile::Tableau(tableau);
if game.can_move_cards(from, &dest, 1) {
hints.push((*from, dest));
@@ -1742,13 +1722,13 @@ fn legacy_all_hints(game: &GameState) -> Vec<(KlondikePile, KlondikePile)> {
// should never hint Foundation→Foundation. Here we handle the return path
// separately so the guarded `take_from_foundation` rule is respected.
if game.take_from_foundation {
for foundation in foundations() {
for foundation in FOUNDATIONS {
let from = KlondikePile::Foundation(foundation);
let from_pile = pile_cards(game, &from);
let Some(_card) = from_pile.last().filter(|(_, face_up)| *face_up) else {
continue;
};
for tableau in tableaus() {
for tableau in TABLEAUS {
let dest = KlondikePile::Tableau(tableau);
if game.can_move_cards(&from, &dest, 1) {
hints.push((from, dest));
@@ -1782,27 +1762,6 @@ fn pile_cards(game: &GameState, pile: &KlondikePile) -> Vec<(Card, bool)> {
}
}
const fn foundations() -> [Foundation; 4] {
[
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
]
}
const fn tableaus() -> [Tableau; 7] {
[
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
]
}
const fn tableau_number(tableau: Tableau) -> u8 {
match tableau {
Tableau::Tableau1 => 1,
@@ -1823,10 +1782,5 @@ pub fn find_hint(game: &GameState) -> Option<(KlondikePile, KlondikePile)> {
all_hints(game).into_iter().next()
}
// `Vec3` is referenced only via the `DRAG_Z` constant; keep the import silenced
// when the compiler can't see it used.
#[allow(dead_code)]
const _VEC3_REFERENCED: Option<Vec3> = None;
#[cfg(test)]
mod tests;
+147 -35
View File
@@ -89,9 +89,11 @@ fn find_draggable_picks_waste_top_with_multiple_cards() {
let mut game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
clear_test_piles(&mut game);
let waste = vec![Card::new(Deck::Deck1, Suit::Clubs, Rank::Two),
Card::new(Deck::Deck1, Suit::Hearts, Rank::Five),
Card::new(Deck::Deck1, Suit::Spades, Rank::Nine)];
let waste = vec![
Card::new(Deck::Deck1, Suit::Clubs, Rank::Two),
Card::new(Deck::Deck1, Suit::Hearts, Rank::Five),
Card::new(Deck::Deck1, Suit::Spades, Rank::Nine),
];
game.set_test_waste_cards(waste.clone());
let top_index = waste.len() - 1; // 2 = the visible top
@@ -99,7 +101,11 @@ fn find_draggable_picks_waste_top_with_multiple_cards() {
let result = find_draggable_at(top_pos, &game, &layout).expect("waste top is draggable");
assert_eq!(result.0, KlondikePile::Stock, "origin is the waste pile");
assert_eq!(result.1, top_index, "picks the top index, not the buffer");
assert_eq!(result.2, vec![waste[top_index].clone()], "drags the top card only");
assert_eq!(
result.2,
vec![waste[top_index].clone()],
"drags the top card only"
);
}
#[test]
@@ -176,8 +182,7 @@ fn find_draggable_skips_face_down_cards() {
// face-up card, but the iterator should skip face-down cards and
// the cursor sits above the face-up card's AABB, so the result
// is None.
let face_down_pos =
card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau7), 0);
let face_down_pos = card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau7), 0);
let result = find_draggable_at(face_down_pos, &game, &layout);
assert!(result.is_none(), "face-down cards should not be draggable");
}
@@ -195,8 +200,7 @@ fn find_draggable_hits_face_up_card_with_face_down_cards_above_it() {
// Tableau 6 starts with 6 face-down + 1 face-up. The face-up card
// sits at base.y - 6 * TABLEAU_FACEDOWN_FAN_FRAC * card_h, NOT at
// base.y - 6 * TABLEAU_FAN_FRAC * card_h. Click the centre.
let face_up_pos =
card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau7), 6);
let face_up_pos = card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau7), 6);
let result = find_draggable_at(face_up_pos, &game, &layout)
.expect("clicking the face-up card's visible centre must initiate a drag");
assert_eq!(result.0, KlondikePile::Tableau(Tableau::Tableau7));
@@ -213,18 +217,14 @@ fn find_draggable_returns_run_when_picking_mid_stack() {
let king = Card::new(D::Deck1, Suit::Spades, Rank::King);
let queen = Card::new(D::Deck1, Suit::Hearts, Rank::Queen);
let jack = Card::new(D::Deck1, Suit::Clubs, Rank::Jack);
game.set_test_tableau_cards(
Tableau::Tableau1,
vec![king, queen.clone(), jack.clone()],
);
game.set_test_tableau_cards(Tableau::Tableau1, vec![king, queen.clone(), jack.clone()]);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// The Queen's geometric center (index 1) is inside the Jack's bounding box
// (Jack fans 0.5h below base; its box spans [base-h, base]). To hit the
// Queen we click in her visible strip: the 0.25h band above the Jack's top
// edge (base.y to base.y+0.25h). Midpoint = queen_center + 0.375*card_h.
let queen_center =
card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau1), 1);
let queen_center = card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau1), 1);
let pos = queen_center + Vec2::new(0.0, layout.card_size.y * 0.375);
let (pile, start, ids) = find_draggable_at(pos, &game, &layout).expect("hit");
assert_eq!(pile, KlondikePile::Tableau(Tableau::Tableau1));
@@ -322,7 +322,11 @@ fn find_draggable_draw_three_waste_top_card_hit_at_fanned_position() {
);
let (pile, _start, ids) = result.unwrap();
assert_eq!(pile, KlondikePile::Stock);
assert_eq!(ids, vec![four_clubs], "only the top card is draggable from waste");
assert_eq!(
ids,
vec![four_clubs],
"only the top card is draggable from waste"
);
}
#[test]
@@ -425,6 +429,118 @@ fn best_tableau_destination_for_stack_returns_none_when_no_legal_move() {
);
}
// -----------------------------------------------------------------------
// auto_move_for_run pure-function tests (issue #158)
// -----------------------------------------------------------------------
//
// These need real positions — `can_move_cards` validates against the live
// session, not the `set_test_*` overlays. Seeds 51 and 145 both deal an
// Ace and its Two on tableau tops plus an opposite-color Three elsewhere,
// letting two moves build a face-up [Three, Two] run whose top card is
// foundation-eligible (the bait the pre-#158 code would take).
/// Deal `seed`, send the Ace on tableau 1 to its foundation, then stack the
/// matching Two from `two_from` onto the opposite-color Three on `run_on`.
/// Returns the game with a 2-card face-up run on `run_on`.
fn deal_run_with_foundation_bait(seed: u64, two_from: Tableau, run_on: Tableau) -> GameState {
let mut game = GameState::new(seed, DrawStockConfig::DrawOne);
let (ace, _) = game
.pile(KlondikePile::Tableau(Tableau::Tableau1))
.last()
.cloned()
.expect("seed deals a card on tableau 1");
let foundation = best_destination(&ace, &game).expect("ace has a foundation home");
game.move_cards(KlondikePile::Tableau(Tableau::Tableau1), foundation, 1)
.expect("ace moves to foundation");
game.move_cards(
KlondikePile::Tableau(two_from),
KlondikePile::Tableau(run_on),
1,
)
.expect("two stacks onto three");
game
}
#[test]
fn auto_move_for_run_moves_exact_clicked_run_not_top_card() {
let game = deal_run_with_foundation_bait(51, Tableau::Tableau6, Tableau::Tableau5);
let run_pile = KlondikePile::Tableau(Tableau::Tableau5);
let cards = game.pile(run_pile);
let (top, _) = cards.last().cloned().expect("run pile has cards");
let (clicked, _) = cards[cards.len() - 2].clone();
// The bait: the lone top card has a foundation move available.
assert!(
matches!(
best_destination(&top, &game),
Some(KlondikePile::Foundation(_))
),
"precondition: run top card must be foundation-eligible"
);
// Clicking the run base must move exactly the 2-card run to a tableau.
match auto_move_for_run(&clicked, &run_pile, &game, 2) {
Some((KlondikePile::Tableau(dest), 2)) => assert_ne!(dest, Tableau::Tableau5),
other => panic!("expected a whole-run tableau move, got {other:?}"),
}
}
#[test]
fn auto_move_for_run_rejects_when_clicked_run_cannot_move() {
let game = deal_run_with_foundation_bait(145, Tableau::Tableau4, Tableau::Tableau7);
let run_pile = KlondikePile::Tableau(Tableau::Tableau7);
let cards = game.pile(run_pile);
let (top, _) = cards.last().cloned().expect("run pile has cards");
let (clicked, _) = cards[cards.len() - 2].clone();
assert!(
matches!(
best_destination(&top, &game),
Some(KlondikePile::Foundation(_))
),
"precondition: run top card must be foundation-eligible"
);
// The 2-card run has no legal home — the top card's foundation move
// must NOT be taken as a substitute.
assert_eq!(
auto_move_for_run(&clicked, &run_pile, &game, 2),
None,
"an immovable clicked run must not fall back to a top-card move"
);
}
#[test]
fn auto_move_for_run_single_card_prefers_foundation() {
// Seed 51 after the Ace reaches the foundation: the Two on tableau 6
// is a lone face-up card that could go to the foundation OR onto the
// Three on tableau 5. Foundation must win.
let mut game = GameState::new(51, DrawStockConfig::DrawOne);
let (ace, _) = game
.pile(KlondikePile::Tableau(Tableau::Tableau1))
.last()
.cloned()
.expect("seed 51 deals a card on tableau 1");
let foundation = best_destination(&ace, &game).expect("ace has a foundation home");
game.move_cards(KlondikePile::Tableau(Tableau::Tableau1), foundation, 1)
.expect("ace moves to foundation");
let two_pile = KlondikePile::Tableau(Tableau::Tableau6);
let (two, _) = game.pile(two_pile).last().cloned().expect("two on top");
assert!(
game.can_move_cards(&two_pile, &KlondikePile::Tableau(Tableau::Tableau5), 1),
"precondition: a tableau destination also exists"
);
assert!(
matches!(
auto_move_for_run(&two, &two_pile, &game, 1),
Some((KlondikePile::Foundation(_), 1))
),
"a lone top card still prefers the foundation"
);
}
// -----------------------------------------------------------------------
// Task #28 — find_hint pure-function tests
// -----------------------------------------------------------------------
@@ -558,8 +674,7 @@ fn rejected_drag_inserts_card_animation_on_each_dragged_card() {
fn rejected_drag_animation_targets_origin_resting_position() {
let drag_pos = Vec2::new(640.0, 200.0); // somewhere mid-screen
let target_pos = Vec2::new(123.5, -50.0); // origin pile slot
let anim =
build_drag_reject_animation(drag_pos, DRAG_Z, target_pos, /* stack_index */ 3);
let anim = build_drag_reject_animation(drag_pos, DRAG_Z, target_pos, /* stack_index */ 3);
assert!(
(anim.end - target_pos).length() < 1e-6,
@@ -577,8 +692,7 @@ fn rejected_drag_animation_targets_origin_resting_position() {
fn rejected_drag_animation_starts_from_drag_position() {
let drag_pos = Vec2::new(640.0, 200.0);
let target_pos = Vec2::new(80.0, -120.0);
let anim =
build_drag_reject_animation(drag_pos, DRAG_Z, target_pos, /* stack_index */ 0);
let anim = build_drag_reject_animation(drag_pos, DRAG_Z, target_pos, /* stack_index */ 0);
assert!(
(anim.start - drag_pos).length() < 1e-6,
@@ -601,12 +715,8 @@ fn rejected_drag_animation_starts_from_drag_position() {
/// the call site honest.
#[test]
fn rejected_drag_animation_uses_correct_duration() {
let anim = build_drag_reject_animation(
Vec2::new(640.0, 200.0),
DRAG_Z,
Vec2::new(80.0, -120.0),
0,
);
let anim =
build_drag_reject_animation(Vec2::new(640.0, 200.0), DRAG_Z, Vec2::new(80.0, -120.0), 0);
assert!(
(anim.duration - MOTION_DRAG_REJECT_SECS).abs() < 1e-6,
"drag-rejection tween duration must match MOTION_DRAG_REJECT_SECS \
@@ -620,12 +730,8 @@ fn rejected_drag_animation_uses_correct_duration() {
/// jittery rather than forgiving.
#[test]
fn rejected_drag_animation_uses_responsive_curve() {
let anim = build_drag_reject_animation(
Vec2::new(640.0, 200.0),
DRAG_Z,
Vec2::new(80.0, -120.0),
0,
);
let anim =
build_drag_reject_animation(Vec2::new(640.0, 200.0), DRAG_Z, Vec2::new(80.0, -120.0), 0);
assert_eq!(
anim.curve,
MotionCurve::Responsive,
@@ -683,10 +789,16 @@ fn pressing_h_spawns_pending_hint_task() {
app.init_resource::<HintSolverConfig>();
app.init_resource::<crate::pending_hint::PendingHintTask>();
app.init_resource::<ButtonInput<KeyCode>>();
app.insert_resource(LayoutResource(
compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true),
));
app.insert_resource(GameStateResource(GameState::new(42, DrawStockConfig::DrawOne)));
app.insert_resource(LayoutResource(compute_layout(
Vec2::new(1280.0, 800.0),
0.0,
0.0,
true,
)));
app.insert_resource(GameStateResource(GameState::new(
42,
DrawStockConfig::DrawOne,
)));
app.add_systems(Update, handle_keyboard_hint);
// Simulate the H key being pressed this frame.
+18 -6
View File
@@ -343,13 +343,21 @@ fn scroll_leaderboard_panel(
}
}
/// Done click or Esc dismisses the leaderboard (Phase C dismissal
/// audit). Esc only fires when the leaderboard is the topmost modal —
/// with the display-name dialog stacked on top, that dialog owns Esc.
fn handle_leaderboard_close_button(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
close_buttons: Query<&Interaction, (With<LeaderboardCloseButton>, Changed<Interaction>)>,
screens: Query<Entity, With<LeaderboardScreen>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<LeaderboardScreen>)>,
mut closed_flag: ResMut<ClosedThisFrame>,
) {
if !close_buttons.iter().any(|i| *i == Interaction::Pressed) {
let clicked = close_buttons.iter().any(|i| *i == Interaction::Pressed);
let esc =
keys.just_pressed(KeyCode::Escape) && !screens.is_empty() && other_modal_scrims.is_empty();
if !clicked && !esc {
return;
}
for entity in &screens {
@@ -862,10 +870,8 @@ fn handle_display_name_confirm(
.leaderboard_display_name
.clone()
.unwrap_or_else(|| {
if let SyncBackend::SolitaireServer {
ref username,
..
} = settings.0.sync_backend
if let SyncBackend::SolitaireServer { ref username, .. } =
settings.0.sync_backend
{
username.chars().take(32).collect()
} else {
@@ -890,12 +896,18 @@ fn handle_display_name_confirm(
}
/// Discards any typed text and closes the display-name editor modal.
/// Cancel click or Esc dismisses the display-name dialog without
/// saving (Phase C dismissal audit — same contract as the sync-setup
/// dialog's Cancel/Esc pair).
fn handle_display_name_cancel(
button_q: Query<&Interaction, (Changed<Interaction>, With<DisplayNameCancelButton>)>,
keys: Res<ButtonInput<KeyCode>>,
screens: Query<Entity, With<DisplayNameModal>>,
mut commands: Commands,
) {
if !button_q.iter().any(|i| *i == Interaction::Pressed) {
let clicked = button_q.iter().any(|i| *i == Interaction::Pressed);
let esc = keys.just_pressed(KeyCode::Escape) && !screens.is_empty();
if !clicked && !esc {
return;
}
for entity in &screens {
+11 -2
View File
@@ -43,8 +43,10 @@ pub mod replay_overlay;
pub mod replay_playback;
pub mod resources;
pub mod safe_area;
mod schedule_checks;
pub mod selection_plugin;
pub mod settings_plugin;
pub mod solution_playback_plugin;
pub mod splash_plugin;
pub mod stats_plugin;
#[cfg(not(target_arch = "wasm32"))]
@@ -53,6 +55,8 @@ pub mod sync_plugin;
pub mod sync_setup_plugin;
pub mod table_plugin;
pub mod theme;
#[cfg(not(target_arch = "wasm32"))]
pub mod theme_store_plugin;
pub mod time_attack_plugin;
pub mod touch_selection_plugin;
pub mod ui_focus;
@@ -61,6 +65,7 @@ pub mod ui_theme;
pub mod ui_tooltip;
pub mod weekly_goals_plugin;
pub mod win_summary_plugin;
pub mod you_hub_plugin;
pub use achievement_plugin::{AchievementPlugin, AchievementsResource, AchievementsScreen};
#[cfg(not(target_arch = "wasm32"))]
@@ -79,8 +84,8 @@ pub use card_animation::{
AnimationChain, AnimationTuning, BufferedInput, CardAnimation, CardAnimationPlugin,
DEAL_INTERVAL_SECS, DIAG_WINDOW_SIZE, FrameTimeDiagnostics, HoverState, InputBuffer,
InputPlatform, MAX_DURATION_SECS, MIN_DURATION_SECS, MotionCurve, WIN_CASCADE_INTERVAL_SECS,
WinCascadePlugin, cascade_delay, compute_duration, micro_vary, retarget_animation,
sample_curve, win_scatter_targets,
WinCascadePlugin, cascade_delay, compute_duration, micro_vary, sample_curve,
win_scatter_targets,
};
pub use card_plugin::{
CardEntity, CardImageSet, CardLabel, CardPlugin, HintHighlight, HintHighlightTimer,
@@ -158,6 +163,7 @@ pub use settings_plugin::{
SettingsScreen, WINDOW_GEOMETRY_DEBOUNCE_SECS,
};
pub use solitaire_data::SyncProvider;
pub use solution_playback_plugin::{SolutionPlayback, SolutionPlaybackPlugin, SolutionSolveTask};
pub use splash_plugin::{SplashAge, SplashPlugin, SplashRoot};
pub use stats_plugin::{
LatestReplayPath, ReplayHistoryResource, ReplayNextButton, ReplayPrevButton,
@@ -175,6 +181,8 @@ pub use theme::{
ActiveTheme, CardTheme, CardThemeLoader, ThemeEntry, ThemePlugin, ThemeRegistry,
ThemeRegistryPlugin, set_theme,
};
#[cfg(not(target_arch = "wasm32"))]
pub use theme_store_plugin::{ThemeStorePlugin, ThemeStoreScreen};
pub use time_attack_plugin::{
TIME_ATTACK_DURATION_SECS, TimeAttackEndedEvent, TimeAttackPlugin, TimeAttackResource,
};
@@ -190,3 +198,4 @@ pub use weekly_goals_plugin::{WeeklyGoalCompletedEvent, WeeklyGoalsPlugin};
pub use win_summary_plugin::{
ScreenShakeResource, SessionAchievements, WinSummaryPending, WinSummaryPlugin, format_win_time,
};
pub use you_hub_plugin::{ActiveYouTab, YouHubPlugin, YouHubScreen, YouTab};
+1 -1
View File
@@ -27,6 +27,7 @@ use solitaire_data::{Settings, save_settings_to};
use crate::font_plugin::FontResource;
use crate::settings_plugin::{SettingsResource, SettingsStoragePath};
use crate::splash_plugin::SplashRoot;
use crate::ui_modal::{
ButtonVariant, spawn_modal, spawn_modal_actions, spawn_modal_body_text, spawn_modal_button,
spawn_modal_header,
@@ -36,7 +37,6 @@ use crate::ui_theme::{
BORDER_SUBTLE, HighContrastBorder, RADIUS_SM, TEXT_PRIMARY, TYPE_BODY, TYPE_CAPTION,
VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3,
};
use crate::splash_plugin::SplashRoot;
use crate::ui_theme::{TEXT_SECONDARY, Z_ONBOARDING};
// ---------------------------------------------------------------------------
+36 -1
View File
@@ -71,6 +71,12 @@ struct PauseResumeButton;
#[derive(Component, Debug)]
struct PauseForfeitButton;
/// Marker on the "Show solution" secondary button on the pause modal.
/// A click resumes the game and fires `ShowSolutionRequestEvent`;
/// `solution_playback_plugin` takes it from there.
#[derive(Component, Debug)]
struct PauseSolutionButton;
/// Marker on the forfeit-confirm modal scrim.
#[derive(Component, Debug)]
pub struct ForfeitConfirmScreen;
@@ -107,6 +113,7 @@ impl Plugin for PausePlugin {
.add_message::<PauseRequestEvent>()
.add_message::<ForfeitRequestEvent>()
.add_message::<ForfeitEvent>()
.add_message::<crate::events::ShowSolutionRequestEvent>()
.add_message::<InfoToastEvent>()
.init_resource::<PausedResource>()
.add_systems(
@@ -125,6 +132,7 @@ impl Plugin for PausePlugin {
handle_pause_draw_buttons,
handle_pause_resume_button,
handle_pause_forfeit_button,
handle_pause_solution_button,
handle_forfeit_request,
handle_forfeit_confirm_buttons,
handle_forfeit_keyboard,
@@ -304,6 +312,22 @@ fn handle_pause_resume_button(
}
}
/// Translates a click on the pause modal's "Show solution" button into
/// a resume (`PauseRequestEvent` — playback can't run while paused)
/// plus a `ShowSolutionRequestEvent` for `solution_playback_plugin`.
fn handle_pause_solution_button(
interaction_query: Query<&Interaction, (Changed<Interaction>, With<PauseSolutionButton>)>,
mut pause: MessageWriter<PauseRequestEvent>,
mut solution: MessageWriter<crate::events::ShowSolutionRequestEvent>,
) {
for interaction in &interaction_query {
if *interaction == Interaction::Pressed {
pause.write(PauseRequestEvent);
solution.write(crate::events::ShowSolutionRequestEvent);
}
}
}
/// Translates a click on the pause modal's Forfeit button into a
/// `ForfeitRequestEvent` so `handle_forfeit_request` can spawn the
/// confirm modal — same code path as the `G` accelerator.
@@ -498,6 +522,14 @@ fn spawn_pause_screen(
ButtonVariant::Tertiary,
font_res,
);
spawn_modal_button(
actions,
PauseSolutionButton,
"Show solution",
None,
ButtonVariant::Secondary,
font_res,
);
spawn_modal_button(
actions,
PauseResumeButton,
@@ -969,7 +1001,10 @@ mod tests {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(PausePlugin);
app.init_resource::<ButtonInput<KeyCode>>();
app.insert_resource(GameStateResource(GameState::new(1, DrawStockConfig::DrawOne)));
app.insert_resource(GameStateResource(GameState::new(
1,
DrawStockConfig::DrawOne,
)));
app.update();
app
}
+25 -41
View File
@@ -178,9 +178,9 @@ mod tests {
use super::*;
use crate::events::HintVisualEvent;
use crate::input_plugin::HintSolverConfig;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::{Card, Deck, Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_core::{Foundation, KlondikePile, Tableau};
/// Build a minimal Bevy app exercising only the polling system
/// and the resources/messages it touches.
@@ -220,32 +220,11 @@ mod tests {
] {
game.set_test_foundation_cards(foundation, Vec::new());
}
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
] {
for tableau in solitaire_core::TABLEAUS {
game.set_test_tableau_cards(tableau, Vec::new());
}
let suits = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
let ranks_below_king = [
Rank::Ace,
Rank::Two,
Rank::Three,
Rank::Four,
Rank::Five,
Rank::Six,
Rank::Seven,
Rank::Eight,
Rank::Nine,
Rank::Ten,
Rank::Jack,
Rank::Queen,
];
let suits = Suit::SUITS;
let ranks_below_king = &Rank::RANKS[..12]; // everything below King
for (foundation, suit) in [
Foundation::Foundation1,
Foundation::Foundation2,
@@ -270,10 +249,7 @@ mod tests {
.into_iter()
.zip(suits.iter())
{
game.set_test_tableau_cards(
tableau,
vec![Card::new(Deck::Deck1, *suit, Rank::King)],
);
game.set_test_tableau_cards(tableau, vec![Card::new(Deck::Deck1, *suit, Rank::King)]);
}
game
}
@@ -288,9 +264,11 @@ mod tests {
let mut app = pending_hint_app();
app.insert_resource(GameStateResource(near_finished_state()));
let cfg = *app.world().resource::<HintSolverConfig>();
app.world_mut()
.resource_mut::<PendingHintTask>()
.spawn(near_finished_state(), cfg.moves_budget, cfg.states_budget);
app.world_mut().resource_mut::<PendingHintTask>().spawn(
near_finished_state(),
cfg.moves_budget,
cfg.states_budget,
);
let deadline = std::time::Instant::now() + std::time::Duration::from_secs(15);
while app.world().resource::<PendingHintTask>().is_pending() {
@@ -327,9 +305,11 @@ mod tests {
let mut app = pending_hint_app();
app.insert_resource(GameStateResource(near_finished_state()));
let cfg = *app.world().resource::<HintSolverConfig>();
app.world_mut()
.resource_mut::<PendingHintTask>()
.spawn(near_finished_state(), cfg.moves_budget, cfg.states_budget);
app.world_mut().resource_mut::<PendingHintTask>().spawn(
near_finished_state(),
cfg.moves_budget,
cfg.states_budget,
);
assert!(
app.world().resource::<PendingHintTask>().is_pending(),
"task is in flight after spawn",
@@ -365,18 +345,22 @@ mod tests {
let cfg = *app.world().resource::<HintSolverConfig>();
// First spawn.
app.world_mut()
.resource_mut::<PendingHintTask>()
.spawn(near_finished_state(), cfg.moves_budget, cfg.states_budget);
app.world_mut().resource_mut::<PendingHintTask>().spawn(
near_finished_state(),
cfg.moves_budget,
cfg.states_budget,
);
let first_handle_present = app.world().resource::<PendingHintTask>().is_pending();
assert!(first_handle_present);
// Second spawn. The `spawn` helper drops the prior task
// before assigning the new one — at no point are two tasks
// in flight.
app.world_mut()
.resource_mut::<PendingHintTask>()
.spawn(near_finished_state(), cfg.moves_budget, cfg.states_budget);
app.world_mut().resource_mut::<PendingHintTask>().spawn(
near_finished_state(),
cfg.moves_budget,
cfg.states_budget,
);
// Resource still pending (the second task), but the first
// is gone. We can't directly observe the first handle once
// it's been overwritten — what we *can* assert is that the
+19 -102
View File
@@ -4,7 +4,6 @@
//! summary in a single scrollable panel. Spawned on the first `P` keypress and
//! despawned on the second.
use bevy::input::ButtonInput;
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
use bevy::prelude::*;
use chrono::{Duration, Local, NaiveDate};
@@ -13,23 +12,19 @@ use solitaire_data::SyncBackend;
use crate::achievement_plugin::AchievementsResource;
#[cfg(not(target_arch = "wasm32"))]
use crate::avatar_plugin::AvatarResource;
pub(crate) use crate::avatar_plugin::AvatarResource;
#[cfg(target_arch = "wasm32")]
#[derive(bevy::prelude::Resource)]
struct AvatarResource(Option<bevy::prelude::Handle<bevy::prelude::Image>>);
pub(crate) struct AvatarResource(Option<bevy::prelude::Handle<bevy::prelude::Image>>);
use crate::events::ToggleProfileRequestEvent;
use crate::font_plugin::FontResource;
use crate::progress_plugin::ProgressResource;
use crate::resources::{SyncStatus, SyncStatusResource};
use crate::settings_plugin::SettingsResource;
use crate::stats_plugin::{StatsResource, format_fastest_win, format_win_rate};
use crate::ui_modal::{
ButtonVariant, ModalScrim, ScrimDismissible, spawn_modal, spawn_modal_actions,
spawn_modal_button, spawn_modal_header,
};
use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED, BORDER_STRONG, SPACE_1, STATE_INFO, STATE_SUCCESS, TEXT_PRIMARY,
TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_1, VAL_SPACE_2, Z_MODAL_PANEL,
TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_1, VAL_SPACE_2,
};
/// Number of days surfaced in the daily-challenge calendar row.
@@ -60,13 +55,11 @@ pub struct DailyCalendarDot {
pub is_today: bool,
}
/// Registers the `P` key toggle for the profile overlay.
/// Registers the Profile body's scroll handling. Opening/closing moved
/// to the You hub (`you_hub_plugin`), which calls
/// [`spawn_profile_body`] for this tab's content.
pub struct ProfilePlugin;
/// Marker on the "Done" button inside the Profile modal.
#[derive(Component, Debug)]
pub struct ProfileCloseButton;
/// Marker on the scrollable body Node inside the Profile modal.
///
/// The Profile panel renders sync info, progression (incl. 14-day
@@ -87,14 +80,9 @@ impl Plugin for ProfilePlugin {
// profile-scroll system also runs cleanly under
// `MinimalPlugins` in tests.
.add_message::<MouseWheel>()
.add_systems(
Update,
(
toggle_profile_screen,
handle_profile_close_button,
scroll_profile_panel,
),
);
// Open/close/tab handling moved to `you_hub_plugin`
// (Phase E) — this plugin now owns body content + scroll.
.add_systems(Update, scroll_profile_panel);
}
}
@@ -124,70 +112,12 @@ fn scroll_profile_panel(
}
}
fn handle_profile_close_button(
mut commands: Commands,
close_buttons: Query<&Interaction, (With<ProfileCloseButton>, Changed<Interaction>)>,
screens: Query<Entity, With<ProfileScreen>>,
) {
if !close_buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
for entity in &screens {
commands.entity(entity).despawn();
}
}
/// Builds the Profile tab body inside the You hub's card. All markers
/// (`ProfileScrollable`, `DailyCalendarDot`, …) are unchanged, so the
/// scroll and test queries keep working.
#[allow(clippy::too_many_arguments)]
fn toggle_profile_screen(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<ToggleProfileRequestEvent>,
settings: Option<Res<SettingsResource>>,
sync_status: Option<Res<SyncStatusResource>>,
progress: Option<Res<ProgressResource>>,
achievements: Option<Res<AchievementsResource>>,
stats: Option<Res<StatsResource>>,
font_res: Option<Res<FontResource>>,
avatar: Option<Res<AvatarResource>>,
screens: Query<Entity, With<ProfileScreen>>,
scrims: Query<(), With<ModalScrim>>,
) {
let button_clicked = requests.read().count() > 0;
let p_pressed = keys.just_pressed(KeyCode::KeyP);
let esc_pressed = keys.just_pressed(KeyCode::Escape);
let already_open = !screens.is_empty();
// P / button toggles open-or-close. Esc only ever closes — when
// Profile is layered over Home (clicking the new Home stats chip
// opens this on top), Esc must dismiss the *topmost* modal.
// Without this branch, Esc fell through to Home's cancel handler
// and closed the wrong modal.
let want_open = !already_open && (p_pressed || button_clicked);
let want_close = already_open && (p_pressed || button_clicked || esc_pressed);
if !want_open && !want_close {
return;
}
if want_open && !scrims.is_empty() {
return;
}
if let Ok(entity) = screens.single() {
commands.entity(entity).despawn();
} else {
spawn_profile_screen(
&mut commands,
settings.as_deref(),
sync_status.as_deref(),
progress.as_deref(),
achievements.as_deref(),
stats.as_deref(),
font_res.as_deref(),
avatar.as_deref(),
);
}
}
#[allow(clippy::too_many_arguments)]
fn spawn_profile_screen(
commands: &mut Commands,
pub(crate) fn spawn_profile_body(
card: &mut ChildSpawnerCommands,
settings: Option<&SettingsResource>,
sync_status: Option<&SyncStatusResource>,
progress: Option<&ProgressResource>,
@@ -208,9 +138,7 @@ fn spawn_profile_screen(
..default()
};
let scrim = spawn_modal(commands, ProfileScreen, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, "Profile", font_res);
{
// Scrollable body — the Profile panel renders sync info,
// progression (incl. a 14-day calendar), every unlocked
// achievement (up to ~18), and a stats summary, which can
@@ -472,20 +400,7 @@ fn spawn_profile_screen(
));
}
});
spawn_modal_actions(card, |actions| {
spawn_modal_button(
actions,
ProfileCloseButton,
"Done",
Some("P"),
ButtonVariant::Primary,
font_res,
);
});
});
// Profile is read-only — opt into click-outside-to-dismiss.
commands.entity(scrim).insert(ScrimDismissible);
}
}
/// Spawn a fixed-height vertical spacer node.
@@ -627,6 +542,7 @@ mod tests {
use crate::settings_plugin::SettingsPlugin;
use crate::stats_plugin::StatsPlugin;
use crate::table_plugin::TablePlugin;
use crate::ui_modal::ModalScrim;
fn headless_app() -> App {
let mut app = App::new();
@@ -637,7 +553,8 @@ mod tests {
.add_plugins(ProgressPlugin::headless())
.add_plugins(AchievementPlugin::headless())
.add_plugins(SettingsPlugin::headless())
.add_plugins(ProfilePlugin);
.add_plugins(ProfilePlugin)
.add_plugins(crate::you_hub_plugin::YouHubPlugin);
app.init_resource::<ButtonInput<KeyCode>>();
app.update();
app
+8 -27
View File
@@ -47,9 +47,10 @@ use bevy::input::touch::Touches;
use bevy::math::Vec2;
use bevy::prelude::*;
use bevy::window::PrimaryWindow;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::Card;
use solitaire_core::game_state::GameState;
use solitaire_core::{FOUNDATIONS, TABLEAUS};
use solitaire_core::{Foundation, KlondikePile, Tableau};
use crate::card_plugin::TABLEAU_FACEDOWN_FAN_FRAC;
use crate::events::{MoveRejectedEvent, MoveRequestEvent};
@@ -254,13 +255,13 @@ pub fn legal_destinations_for_card(
game: &GameState,
) -> Vec<KlondikePile> {
let mut out = Vec::new();
for foundation in foundations() {
for foundation in FOUNDATIONS {
let dest = KlondikePile::Foundation(foundation);
if game.can_move_cards(source_pile, &dest, 1) {
out.push(dest);
}
}
for tableau in tableaus() {
for tableau in TABLEAUS {
let dest = KlondikePile::Tableau(tableau);
if game.can_move_cards(source_pile, &dest, 1) {
out.push(dest);
@@ -359,28 +360,6 @@ fn pile_cards(game: &GameState, pile: &KlondikePile) -> Vec<(Card, bool)> {
}
}
const fn foundations() -> [Foundation; 4] {
[
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
]
}
const fn tableaus() -> [Tableau; 7] {
[
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
]
}
/// Builds the `(destination, anchor)` list for a fresh radial open.
///
/// `half_extents` is the window half-size in world space — icons are clamped
@@ -399,8 +378,10 @@ fn build_radial_destinations(
.map(|(i, d)| {
let raw = radial_anchor_for_index(centre, count, i, RADIAL_RADIUS_PX);
let clamped = Vec2::new(
raw.x.clamp(-half_extents.x + margin, half_extents.x - margin),
raw.y.clamp(-half_extents.y + margin, half_extents.y - margin),
raw.x
.clamp(-half_extents.x + margin, half_extents.x - margin),
raw.y
.clamp(-half_extents.y + margin, half_extents.y - margin),
);
(d, clamped)
})
@@ -246,7 +246,11 @@ pub(crate) fn format_suit_glyph(suit: Suit) -> &'static str {
/// known card, or `"--"` for an absent top card (empty pile).
pub(crate) fn format_card_short(card: Option<&(Card, bool)>) -> String {
match card {
Some((c, _)) => format!("{}{}", format_rank_short(c.rank()), format_suit_glyph(c.suit())),
Some((c, _)) => format!(
"{}{}",
format_rank_short(c.rank()),
format_suit_glyph(c.suit())
),
None => "--".to_string(),
}
}
@@ -1,5 +1,3 @@
#![allow(dead_code)]
use bevy::prelude::*;
use super::*;
@@ -27,960 +25,6 @@ pub(crate) struct ReplayScrubKeyHold {
pub(crate) right_held_secs: f32,
}
/// Marker on the keybind-hint footer row at the bottom edge of the
/// banner. Carries two `Text` children: a vim-style mode indicator
/// (`▌ NORMAL │ replay`) on the left and the keybind hint
/// (`[SPACE] pause/resume`) on the right. 1 px top border in
/// [`BORDER_SUBTLE`] separates it from the notch-label row above.
///
/// Surfaces the existing Space-key accelerator visually so the
/// UI-first contract from CLAUDE.md §3.3 (every player action has
/// a visible UI control) holds for keyboard accelerators too.
/// Future commits that wire ESC for stop or ← / → for scrub will
/// extend the right-hand text in lockstep — the footer always
/// reflects what's actually wired, never aspirational.
#[derive(Component, Debug)]
pub struct ReplayOverlayKeybindFooter;
/// Marker on the bottom-edge **Move Log** panel — a separate root
/// UI entity (not a child of the banner) that sits anchored to the
/// viewport's bottom edge. Carries a header (`▌ MOVE LOG · N/M`)
/// plus a row showing the most-recently-applied move.
///
/// Spawned by `spawn_overlay` alongside the banner and the
/// floating progress chip; despawned by `react_to_state_change`
/// on the same `Playing → Inactive` transition. Same lifecycle
/// pattern as `ReplayFloatingProgressChip` — a sibling root, not
/// a banner child, because it lives at a different screen anchor.
///
/// First slice of the move-log mockup at
/// `docs/ui-mockups/replay-overlay-mobile.html` § "Move Log Card".
/// Subsequent commits add prev/next rows and scrolling.
#[derive(Component, Debug)]
pub struct ReplayOverlayMoveLogPanel;
/// Marker on the move-log panel's header `Text`. Carries
/// `▌ MOVE LOG · N/M` while a replay is playing; the
/// `update_move_log_header` system repaints it as the cursor
/// advances.
#[derive(Component, Debug)]
pub struct ReplayOverlayMoveLogHeader;
/// Marker on the move-log panel's active-row `Text`. Carries the
/// most-recently-applied move's text (`47 │ waste → tableau 5`)
/// when `cursor > 0`; empty when no moves have been applied yet
/// (initial spawn) or in `Completed`/`Inactive` states. The
/// `update_move_log_active_row` system repaints it as the cursor
/// advances.
#[derive(Component, Debug)]
pub struct ReplayOverlayMoveLogActiveRow;
/// Marker on a "previous move" row above the active row.
/// `offset` is the 1-based distance backwards from the active
/// row: `offset = 1` is the move applied just before the active
/// one (e.g. cursor=47 → row reads "46 │ ..."), `offset = 2` is
/// the one before that, and so on. Up to [`MOVE_LOG_PREV_ROWS`]
/// rows render above the active row.
///
/// Empty text when there isn't enough history (`offset >= cursor`,
/// e.g. cursor=1 has no prev rows; cursor=2 has only the
/// `offset = 1` row populated).
#[derive(Component, Debug)]
pub struct ReplayOverlayMoveLogPrevRow {
/// Distance backwards from the active row (1-based).
pub offset: u8,
}
/// Marker on a "next move" row below the active row. `offset`
/// is the 1-based distance forward from the active row:
/// `offset = 1` is the move that will apply next
/// (`replay.moves[cursor]`, displayed as `cursor + 1`),
/// `offset = 2` is the one after that, and so on. Up to
/// [`MOVE_LOG_NEXT_ROWS`] rows render below the active row.
///
/// Empty text when there isn't enough remaining replay
/// (`cursor + offset - 1 >= moves.len()`, e.g. cursor=99 of
/// a 100-move replay shows offset 1 but offset 2 stays empty).
#[derive(Component, Debug)]
pub struct ReplayOverlayMoveLogNextRow {
/// Distance forward from the active row (1-based).
pub offset: u8,
}
/// Marker added to every top-level entity spawned by [`spawn_overlay`].
/// `react_to_state_change` uses a single `Query<Entity, With<DespawnWithReplay>>`
/// to despawn all of them, rather than keeping a separate query per
/// entity type. Future sibling overlay surfaces just need this marker
/// at spawn time — no changes to the despawn logic required.
#[derive(Component, Debug)]
pub struct DespawnWithReplay;
/// Marker on the mini-tableau preview panel root. A right-edge-anchored
/// panel that shows a compact summary of the live game state during
/// replay: the four foundation tops and the stock / waste heads.
/// Spawned as a sibling root entity (same lifecycle pattern as
/// [`ReplayOverlayMoveLogPanel`]) at `right: 0`, `top: MINI_TABLEAU_TOP_OFFSET`.
#[derive(Component, Debug)]
pub struct ReplayMiniTableauPanel;
/// Marker on the foundations row `Text` inside the mini-tableau panel.
/// Carries `F: A♠ 7♥ 5♦ K♣` (or `--` for empty slots); repainted by
/// `update_mini_tableau` whenever [`GameStateResource`] changes.
#[derive(Component, Debug)]
pub struct ReplayMiniTableauFoundations;
/// Marker on the stock/waste row `Text` inside the mini-tableau panel.
/// Carries `STK:14 WST:7♥`; repainted by `update_mini_tableau` whenever
/// [`GameStateResource`] changes.
#[derive(Component, Debug)]
pub struct ReplayMiniTableauStockWaste;
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
/// Bevy plugin that registers every system needed to drive the replay
/// overlay's lifecycle.
///
/// The plugin is independent of [`crate::replay_playback::ReplayPlaybackPlugin`]
/// — it only reads the shared `ReplayPlaybackState` resource. Tests insert
/// the resource manually and exercise the overlay in isolation.
pub struct ReplayOverlayPlugin;
impl Plugin for ReplayOverlayPlugin {
fn build(&self, app: &mut App) {
// The systems are ordered so that, on a single frame:
// 1. The state-watcher spawns or despawns the overlay if the
// `ReplayPlaybackState` resource changed.
// 2. The completion-text update swaps the banner label when the
// state is `Completed`.
// 3. The progress-text update writes the latest "Move N of M".
// 4. The Stop-button click handler reads `Interaction::Pressed`
// and calls `stop_replay_playback` (which mutates the state).
// Putting Stop last means a click in frame N is observed by
// `react_to_state_change` in frame N+1, which then despawns the
// overlay in response — a clean state-driven loop.
// Step-button handler dispatches into the same canonical move
// / draw events that the tick loop fires. Register them
// defensively here so this plugin can run under
// `MinimalPlugins` without the playback plugin attached;
// `add_message` is idempotent so the duplicate registration
// in production (alongside `replay_playback`) is harmless.
app.init_resource::<ReplayScrubKeyHold>()
.add_message::<MoveRequestEvent>()
.add_message::<DrawRequestEvent>()
.add_message::<UndoRequestEvent>()
.add_message::<StateChangedEvent>()
.add_systems(
Update,
(
react_to_state_change,
update_banner_label,
update_progress_text,
update_floating_progress_chip,
update_scrub_fill,
update_move_log_header,
update_move_log_active_row,
update_move_log_prev_rows,
update_move_log_next_rows,
update_mini_tableau_foundations,
update_mini_tableau_stock_waste,
update_pause_button_label,
handle_pause_button,
handle_step_button,
handle_pause_keyboard,
handle_stop_keyboard,
handle_arrow_keyboard,
handle_stop_button,
)
.chain(),
);
}
}
// ---------------------------------------------------------------------------
// Spawning
// ---------------------------------------------------------------------------
/// Reads [`ReplayPlaybackState`] every time the resource changes and either
/// spawns or despawns the overlay accordingly. Treats the resource as the
/// single source of truth — the spawn / despawn decision is derived from
/// `is_playing() || is_completed()` rather than tracking previous-state
/// transitions explicitly, which keeps the system stateless.
pub(crate) fn react_to_state_change(
mut commands: Commands,
state: Res<ReplayPlaybackState>,
roots: Query<Entity, With<ReplayOverlayRoot>>,
despawnable: Query<Entity, With<DespawnWithReplay>>,
font_res: Option<Res<FontResource>>,
) {
if !state.is_changed() {
return;
}
let should_be_visible = state.is_playing() || state.is_completed();
let already_spawned = roots.iter().next().is_some();
if should_be_visible && !already_spawned {
spawn_overlay(&mut commands, font_res.as_deref(), &state);
} else if !should_be_visible && already_spawned {
// Despawn all sibling root entities in one loop — every entity
// spawned by `spawn_overlay` carries `DespawnWithReplay` for
// exactly this purpose.
for entity in &despawnable {
commands.entity(entity).despawn();
}
}
// The `should_be_visible && already_spawned` branch is a no-op here —
// the per-frame text update systems below repaint the banner label
// and progress readout in place without a respawn.
}
/// Spawns the banner — a flex-row Node anchored to the top edge of the
/// window with three children: the "▌ replay" / "▌ replay complete" label,
/// the centred progress text, and the right-aligned Stop button.
pub(crate) fn spawn_overlay(
commands: &mut Commands,
font_res: Option<&FontResource>,
state: &ReplayPlaybackState,
) {
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
// Clone for the floating chip spawn that runs *after* the
// banner's `.with_children(|banner| { ... })` closure consumes
// the original `font_handle`. Cheap — Bevy's `Handle<Font>` is
// `Arc`-backed, the clone bumps a refcount.
let font_handle_for_floating = font_handle.clone();
// Second clone for the scrub-bar label row and keybind footer
// inside the outer banner closure. The inner top-row closure
// consumes the original `font_handle` for the progress-chip
// text, so by the time the outer closure reaches the
// label-row / footer spawns the original is gone.
// `font_handle_for_labels` is `.clone()`'d (never moved) inside
// the labels closure, so it's still alive for the footer
// spawn afterwards — single shared clone covers both.
let font_handle_for_labels = font_handle.clone();
// Third clone for the move-log panel — a separate root
// entity spawned after the banner closure closes. Mirrors the
// floating-chip clone reasoning.
let font_handle_for_move_log = font_handle.clone();
// Fourth clone for the mini-tableau preview panel.
let font_handle_for_mini_tableau = font_handle.clone();
let banner_label = if state.is_completed() {
"\u{258C} replay complete" // ▌ — cursor-block prefix; matches the splash boot-screen convention.
} else {
"\u{258C} replay" // ▌
};
let progress_label = format_progress(state);
// Tableau dim layer — full-screen scrim at z = Z_REPLAY_DIM (= 54).
// Spawned first so it sits behind the banner (z=55) and move-log (z=55)
// in the UI stacking context. World-space sprites (cards, badges) are
// always below any UI node, so the dim layer darkens the entire
// gameplay scene without needing to touch card_plugin. No Interaction
// component — purely visual.
commands.spawn((
ReplayTableauDimLayer,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
top: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, TABLEAU_DIM_ALPHA)),
ZIndex(Z_REPLAY_DIM),
GlobalZIndex(Z_REPLAY_DIM),
));
let banner_bg = Color::srgba(
BG_ELEVATED_HI.to_srgba().red,
BG_ELEVATED_HI.to_srgba().green,
BG_ELEVATED_HI.to_srgba().blue,
BANNER_ALPHA,
);
commands
.spawn((
ReplayOverlayRoot,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
top: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Px(BANNER_HEIGHT),
// Column outer so the content row sits above the 1px
// scrub bar at the bottom edge.
flex_direction: FlexDirection::Column,
..default()
},
BackgroundColor(banner_bg),
// Pin the banner to its z layer in both the local and the
// global stacking context — `GlobalZIndex` matters because
// the overlay is a top-level Node (no parent), and Bevy 0.18
// has historically had subtle stacking-context drift here.
ZIndex(Z_REPLAY_OVERLAY),
GlobalZIndex(Z_REPLAY_OVERLAY),
))
.with_children(|banner| {
// Top row: the existing content (label / progress / Stop).
banner
.spawn(Node {
flex_grow: 1.0,
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
justify_content: JustifyContent::SpaceBetween,
padding: UiRect::axes(VAL_SPACE_4, VAL_SPACE_2),
column_gap: VAL_SPACE_4,
..default()
})
.with_children(|row| {
// Left: column with the accent "▌ replay" headline
// above and a small `GAME #YYYY-DDD` caption below.
// The caption mirrors the mockup's right-anchored
// game identifier but stays visually grouped with
// the headline so the two pieces of "this is a
// replay of game X" read as a single unit.
row.spawn(Node {
flex_direction: FlexDirection::Column,
align_items: AlignItems::FlexStart,
row_gap: Val::Px(2.0),
..default()
})
.with_children(|left| {
left.spawn((
ReplayOverlayBannerText,
Text::new(banner_label),
TextFont {
font: font_handle.clone(),
font_size: TYPE_HEADLINE,
..default()
},
TextColor(ACCENT_PRIMARY),
));
left.spawn((
ReplayOverlayGameCaption,
Text::new(format_game_caption(state).unwrap_or_default()),
TextFont {
font: font_handle.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
));
});
// Centre: progress readout, wrapped in a 1 px
// ACCENT_PRIMARY-bordered chip so it reads as a
// discrete callout rather than free-floating
// text. No fill — the Terminal aesthetic gets
// depth from borders + tonal layering, not
// shadows. The marker stays on the inner Text so
// `update_progress_text` keeps working unchanged.
row.spawn((
Node {
border: UiRect::all(Val::Px(1.0)),
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_1),
..default()
},
BorderColor::all(ACCENT_PRIMARY),
))
.with_children(|chip| {
chip.spawn((
ReplayOverlayProgressText,
Text::new(progress_label),
TextFont {
font: font_handle,
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_PRIMARY),
));
});
// Right: Stop button. Tertiary variant — the
// action is available but not the loudest element
// in the banner; the "Replay" primary accent owns
// that slot. `spawn_modal_button` gives us hover /
// press paint and focus rings for free via the
// existing `UiModalPlugin` paint system.
row.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default()
})
.with_children(|wrap| {
// Pause / Resume label is set from the current
// state so a freshly-spawned overlay (which
// currently always starts unpaused) reads
// "Pause". `update_pause_button_label`
// repaints it whenever the state changes.
spawn_modal_button(
wrap,
ReplayPauseButton,
pause_button_label(state),
None,
ButtonVariant::Tertiary,
font_res,
);
spawn_modal_button(
wrap,
ReplayStepButton,
"Step",
None,
ButtonVariant::Tertiary,
font_res,
);
spawn_modal_button(
wrap,
ReplayStopButton,
"Stop",
None,
ButtonVariant::Tertiary,
font_res,
);
});
});
// Bottom edge: 1px-tall scrub bar. Track in `BORDER_SUBTLE`,
// fill in `ACCENT_PRIMARY`. The fill width is rewritten by
// [`update_scrub_fill`] every tick the cursor advances.
// Initial fill width matches the spawn-time progress so the
// first-frame paint already reflects state instead of
// popping from 0 → cursor on the first tick.
let initial_scrub_pct = scrub_pct(state);
let win_pct = win_move_marker_pct(state);
banner
.spawn((
Node {
width: Val::Percent(100.0),
height: Val::Px(1.0),
..default()
},
BackgroundColor(BORDER_SUBTLE),
// HC marker: bumps the 1 px track from #505050
// → #a0a0a0 under high-contrast mode. The track
// paints via BackgroundColor (it's a 1 px Node,
// not a border on a wider container) so the
// BorderColor-targeting HighContrastBorder marker
// doesn't apply — HighContrastBackground is the
// parallel primitive for this case.
HighContrastBackground::with_default(BORDER_SUBTLE),
))
.with_children(|track| {
track.spawn((
ReplayOverlayScrubFill,
Node {
width: Val::Percent(initial_scrub_pct),
height: Val::Percent(100.0),
..default()
},
BackgroundColor(ACCENT_PRIMARY),
));
// WIN MOVE marker — small green tick anchored at
// `win_move_index / total`. Spawned only when the
// active replay carries the field; older replays
// pre-dating `win_move_index` simply don't get a
// marker. Centered vertically on the 1px track via
// a 3px-tall node offset 1px above the track top so
// 1px sits above and 1px below the track line.
if let Some(pct) = win_pct {
track.spawn((
ReplayOverlayWinMoveMarker,
Node {
position_type: PositionType::Absolute,
left: Val::Percent(pct),
top: Val::Px(-1.0),
width: Val::Px(2.0),
height: Val::Px(3.0),
..default()
},
BackgroundColor(STATE_SUCCESS),
// HC bump: lime → brighter lime so the win
// marker reads clearly above the bumped
// notch ticks (BORDER_SUBTLE_HC gray) under
// high-contrast mode.
HighContrastBackground::with_hc(STATE_SUCCESS, STATE_SUCCESS_HC),
));
}
// Fixed quarter-mark notches: five 1px vertical
// ticks at 0 / 25 / 50 / 75 / 100 % that give the
// player visual anchor points without needing to
// mentally bisect the bar. Painted in
// BORDER_SUBTLE — same colour as the unfilled
// track — so visibility comes from extending past
// the 1px track height (5px tall, anchored 2px
// above the track top) rather than colour
// contrast. Spawned *after* the WIN MOVE marker
// so a notch and the marker landing on the same
// percentage paint the marker on top.
for pct in scrub_notch_positions() {
track.spawn((
ReplayOverlayScrubNotch,
Node {
position_type: PositionType::Absolute,
left: Val::Percent(pct),
top: Val::Px(-2.0),
width: Val::Px(1.0),
height: Val::Px(5.0),
..default()
},
BackgroundColor(BORDER_SUBTLE),
// Same HC-paint reasoning as the track
// above: 5 px tall × 1 px wide tick mark
// paints via BackgroundColor, so
// HighContrastBackground (not -Border) is
// the right marker.
HighContrastBackground::with_default(BORDER_SUBTLE),
));
}
});
// Third banner row: percentage labels (`0%` / `25%` /
// `50%` / `75%` / `100%`) under each scrub-bar notch.
// Sibling of (not child of) the 1px track because labels
// need their own vertical real estate (TYPE_CAPTION text
// doesn't fit inside a 1px container). Position math:
// track Node has `Val::Percent(p)` referencing the
// banner's full width; this label row also has the
// banner's full width, so labels at the same
// percentages line up vertically with their notches.
let labels = scrub_notch_labels();
let positions = scrub_notch_positions();
banner
.spawn(Node {
width: Val::Percent(100.0),
height: Val::Px(SCRUB_LABEL_ROW_HEIGHT),
position_type: PositionType::Relative,
..default()
})
.with_children(|row| {
for (i, (label, pct)) in labels.iter().zip(positions.iter()).enumerate() {
// Endpoints flush to the row's edges; middle
// three labels use the `translateX(-50%)`
// pattern for Bevy 0.18 UI: a fixed-width
// container is placed at `left: Percent(pct)`
// then shifted left by half its own width via
// `margin.left: Px(-SCRUB_LABEL_CENTER_WIDTH/2)`.
// `Justify::Center` renders the text centred
// within the container so the text's visual
// centre coincides with the notch line.
let (node, justify) = if i == 0 {
(
Node {
position_type: PositionType::Absolute,
top: Val::Px(2.0),
left: Val::Px(0.0),
..default()
},
Justify::Left,
)
} else if i == labels.len() - 1 {
(
Node {
position_type: PositionType::Absolute,
top: Val::Px(2.0),
right: Val::Px(0.0),
..default()
},
Justify::Right,
)
} else {
(
Node {
position_type: PositionType::Absolute,
top: Val::Px(2.0),
left: Val::Percent(*pct),
width: Val::Px(SCRUB_LABEL_CENTER_WIDTH),
margin: UiRect {
left: Val::Px(-SCRUB_LABEL_CENTER_WIDTH / 2.0),
..default()
},
..default()
},
Justify::Center,
)
};
row.spawn((
ReplayOverlayScrubNotchLabel,
node,
Text::new(*label),
TextLayout::new_with_justify(justify),
TextFont {
font: font_handle_for_labels.clone(),
font_size: TYPE_CAPTION,
..default()
},
// TEXT_SECONDARY keeps the subdued visual
// hierarchy (caption, not headline) while
// staying readable against BG_ELEVATED_HI.
TextColor(TEXT_SECONDARY),
));
}
});
// Fourth banner row: keybind-hint footer. Vim-style
// mode line on the left (`▌ NORMAL │ replay`), keybind
// hint on the right (`[SPACE] pause/resume`), 1px top
// border in BORDER_SUBTLE separating it from the
// labels row above. Surfaces the existing Space
// accelerator visually so CLAUDE.md §3.3's UI-first
// contract holds for keyboard accelerators too.
banner
.spawn((
ReplayOverlayKeybindFooter,
Node {
width: Val::Percent(100.0),
height: Val::Px(KEYBIND_FOOTER_HEIGHT),
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::SpaceBetween,
align_items: AlignItems::Center,
padding: UiRect::horizontal(VAL_SPACE_4),
border: UiRect::top(Val::Px(1.0)),
..default()
},
BorderColor::all(BORDER_SUBTLE),
// Marker for `apply_high_contrast_borders`: bumps
// the 1 px top border from BORDER_SUBTLE (#505050)
// to BORDER_SUBTLE_HC (#a0a0a0) when
// `Settings::high_contrast_mode` is on. Without
// this the footer reads as floating loose under
// HC because the border that visually anchors it
// to the labels row above is near-invisible.
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|footer| {
footer.spawn((
Text::new(keybind_footer_mode_text()),
TextFont {
font: font_handle_for_labels.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
));
if SHOW_KEYBOARD_ACCELERATORS {
footer.spawn((
Text::new(keybind_footer_hint_text()),
TextFont {
font: font_handle_for_labels.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
));
}
});
});
// Floating progress chip — a 2D world-space `Text2d` rendered
// above the destination pile of the most-recently-applied move.
// Sibling of (not child of) the banner overlay because it lives
// in world-space coordinates, not the UI tree. Spawned hidden;
// `update_floating_progress_chip` shows + positions it on the
// first frame the cursor advances past 0. Lifecycle matches
// the banner overlay — `react_to_state_change` despawns both
// when the replay state transitions back to `Inactive`.
commands.spawn((
ReplayFloatingProgressChip,
DespawnWithReplay,
Text2d::new(format_progress(state)),
TextFont {
font: font_handle_for_floating,
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_PRIMARY),
// High Z keeps the chip above every card stack
// (Z_DROP_OVERLAY = 50, Z_STOCK_BADGE = 30, regular cards
// stack to the low double digits at most).
Transform::from_xyz(0.0, 0.0, 100.0),
Visibility::Hidden,
));
// Move-log panel — a separate root UI entity anchored to the
// viewport's bottom edge. Carries a `▌ MOVE LOG · N/M` header
// plus a row showing the most-recently-applied move.
// Sibling-of-banner pattern (not a banner child) because the
// panel lives at a different screen anchor and has its own
// spawn/despawn lifecycle synced via `react_to_state_change`.
let banner_bg = Color::srgba(
BG_ELEVATED_HI.to_srgba().red,
BG_ELEVATED_HI.to_srgba().green,
BG_ELEVATED_HI.to_srgba().blue,
BANNER_ALPHA,
);
commands
.spawn((
ReplayOverlayMoveLogPanel,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
bottom: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Px(MOVE_LOG_PANEL_HEIGHT),
flex_direction: FlexDirection::Column,
align_items: AlignItems::FlexStart,
justify_content: JustifyContent::Center,
padding: UiRect::axes(VAL_SPACE_4, VAL_SPACE_2),
row_gap: VAL_SPACE_1,
border: UiRect::top(Val::Px(1.0)),
..default()
},
BackgroundColor(banner_bg),
BorderColor::all(BORDER_SUBTLE),
// Same z-stack rationale as the banner — above gameplay,
// below modals.
ZIndex(Z_REPLAY_OVERLAY),
GlobalZIndex(Z_REPLAY_OVERLAY),
// HC marker so the top border bumps under HC mode.
// Without it the panel reads as floating loose because
// the border that anchors it to the gameplay area above
// is near-invisible at #505050.
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|panel| {
// Header row: `▌ MOVE LOG · N/M` in ACCENT_PRIMARY for
// the cursor-block prefix consistency with the banner
// headline.
panel.spawn((
ReplayOverlayMoveLogHeader,
Text::new(format_move_log_header(state)),
TextFont {
font: font_handle_for_move_log.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(ACCENT_PRIMARY),
));
// Prev rows — render above the active row in display
// order (oldest first), so the active row sits at the
// bottom of the visible window. Spawn from
// MOVE_LOG_PREV_ROWS down to 1 (offset 2, then 1) so
// the highest-offset (oldest) row is topmost in the
// panel's flex column. Each carries
// ReplayOverlayMoveLogPrevRow { offset } — the
// per-frame system reads `offset` and recomputes the
// text on cursor advance. Painted in TEXT_SECONDARY
// so the active row stands out from context rows.
for offset in (1..=MOVE_LOG_PREV_ROWS as u8).rev() {
panel.spawn((
ReplayOverlayMoveLogPrevRow { offset },
Text::new(format_kth_recent_row(state, offset as usize + 1)),
TextFont {
font: font_handle_for_move_log.clone(),
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_SECONDARY),
));
}
// Active move row. Wrapped in a Node with an
// ACCENT_PRIMARY background so the row reads as
// "current focus" — the player can scan vertically
// and the highlighted row is the move that just
// applied. Empty text at spawn time when cursor=0;
// the per-frame update system populates it as the
// cursor advances. Text colour is TEXT_PRIMARY_HC
// (near-white) for contrast against the brick-red
// background — same trick as the modal-button
// primary-variant paint.
panel
.spawn((
Node {
width: Val::Percent(100.0),
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_1),
..default()
},
BackgroundColor(ACCENT_PRIMARY),
))
.with_children(|active| {
active.spawn((
ReplayOverlayMoveLogActiveRow,
Text::new(format_active_move_row(state)),
TextFont {
font: font_handle_for_move_log.clone(),
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_PRIMARY_HC),
));
});
// Next rows — render below the active row in display
// order (offset 1 directly below active, then offset
// 2). Same TEXT_SECONDARY de-emphasis as prev rows so
// the active row stays the focal point. Empty text
// late in the replay (when cursor + offset exceeds
// moves.len()) — the panel under-fills gracefully.
for offset in 1..=MOVE_LOG_NEXT_ROWS as u8 {
panel.spawn((
ReplayOverlayMoveLogNextRow { offset },
Text::new(format_kth_next_row(state, offset as usize)),
TextFont {
font: font_handle_for_move_log.clone(),
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_SECONDARY),
));
}
});
// Mini-tableau preview panel — right-edge anchor, just below the banner.
// Compact two-row readout: foundation tops then stock/waste head.
// Sibling-of-banner pattern (separate root entity, own spawn/despawn).
let banner_bg = Color::srgba(
BG_ELEVATED_HI.to_srgba().red,
BG_ELEVATED_HI.to_srgba().green,
BG_ELEVATED_HI.to_srgba().blue,
BANNER_ALPHA,
);
commands
.spawn((
ReplayMiniTableauPanel,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
right: Val::Px(0.0),
top: Val::Px(MINI_TABLEAU_TOP_OFFSET),
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_2),
flex_direction: FlexDirection::Column,
align_items: AlignItems::FlexStart,
row_gap: VAL_SPACE_1,
border: UiRect::left(Val::Px(1.0)),
..default()
},
BackgroundColor(banner_bg),
BorderColor::all(BORDER_SUBTLE),
ZIndex(Z_REPLAY_OVERLAY),
GlobalZIndex(Z_REPLAY_OVERLAY),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|panel| {
panel.spawn((
Text::new("\u{258C} BOARD"),
TextFont {
font: font_handle_for_mini_tableau.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(ACCENT_PRIMARY),
));
panel.spawn((
ReplayMiniTableauFoundations,
Text::new("F: -- -- -- --"),
TextFont {
font: font_handle_for_mini_tableau.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_PRIMARY),
));
panel.spawn((
ReplayMiniTableauStockWaste,
Text::new("STK:-- WST:--"),
TextFont {
font: font_handle_for_mini_tableau,
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
));
});
}
/// Pure helper — returns the scrub-fill width as a percentage of the
/// track for the given playback state. `Completed` reads as 100 %;
/// `Inactive` and `Playing` with no progress read as 0 %.
pub(crate) fn scrub_pct(state: &ReplayPlaybackState) -> f32 {
if state.is_completed() {
return 100.0;
}
match state.progress() {
Some((_, 0)) | None => 0.0,
Some((cursor, total)) => {
let frac = (cursor as f32 / total as f32).clamp(0.0, 1.0);
frac * 100.0
}
}
}
/// Pure helper — returns the fixed scrub-bar notch positions as
/// percentages along the track. Five evenly-spaced notches at the
/// quarter-marks: `[0, 25, 50, 75, 100]`. Function (rather than
/// const) so the unit-test surface is obvious and a future
/// regression — e.g. someone simplifying to three notches — fails
/// at the helper test rather than at visual review.
pub(crate) fn scrub_notch_positions() -> [f32; 5] {
[0.0, 25.0, 50.0, 75.0, 100.0]
}
/// Pure helper — returns the percentage-label text for each notch,
/// in left-to-right order. Paired with [`scrub_notch_positions`] so
/// `labels[i]` belongs at `positions[i]`. Lifted to a function for
/// the same reason as the positions helper: a clean unit-test
/// surface that fails at a regression (e.g. someone simplifying
/// `100%` → `MAX`) rather than at visual review.
pub(crate) fn scrub_notch_labels() -> [&'static str; 5] {
["0%", "25%", "50%", "75%", "100%"]
}
/// Pure helper — returns the vim-style mode indicator text shown on
/// the left side of the keybind-hint footer row. `▌ NORMAL │ replay`
/// matches the `▌replay.tsx` motif from the splash boot-screen and
/// the screen-takeover mockup. The cursor block (`▌`) matches the
/// banner-label prefix; "NORMAL" is the vim mode (mockup parity);
/// "replay" identifies the surface.
pub(crate) fn keybind_footer_mode_text() -> &'static str {
"\u{258C} NORMAL \u{2502} replay" // ▌ NORMAL │ replay
}
/// Pure helper — returns the keybind-hint text shown on the right
/// side of the keybind-hint footer row. Lists only the keys that
/// are *actually wired* today: the Space accelerator for
/// pause/resume, the ESC accelerator for stop, and the ← / →
/// accelerators for paused single-move stepping. The footer never
/// lists unimplemented keybinds (would lie to users).
pub(crate) fn keybind_footer_hint_text() -> &'static str {
if SHOW_KEYBOARD_ACCELERATORS {
"[SPACE] pause/resume \u{00B7} [ESC] stop \u{00B7} [\u{2190}\u{2192}] step" // · separator
} else {
""
}
}
/// Pure helper — returns the WIN MOVE marker's left-edge position as
/// a percentage of the scrub track, or `None` when no marker should
/// be drawn.
///
/// `None` is returned in any of these cases:
/// - The state isn't `Playing` (no replay attached).
/// - The replay's `win_move_index` is `None` (older replay loaded
/// from disk pre-dating the field).
/// - The replay's move list is empty (shouldn't happen for real wins,
/// but guards the divide-by-zero).
///
/// The percentage clamps to `[0, 100]` so a malformed
/// `win_move_index >= total` (defensive — shouldn't happen) doesn't
/// position the marker outside the track.
pub(crate) fn win_move_marker_pct(state: &ReplayPlaybackState) -> Option<f32> {
let ReplayPlaybackState::Playing { replay, .. } = state else {
return None;
};
let idx = replay.win_move_index?;
let total = replay.moves.len();
if total == 0 {
return None;
}
let frac = (idx as f32 / total as f32).clamp(0.0, 1.0);
Some(frac * 100.0)
}
// ---------------------------------------------------------------------------
// Playback-control button handlers
// ---------------------------------------------------------------------------
+1 -1
View File
@@ -6,8 +6,8 @@ use std::sync::Arc;
use bevy::math::Vec2;
use bevy::prelude::Resource;
use chrono::{DateTime, Utc};
use solitaire_core::KlondikePile;
use solitaire_core::Card;
use solitaire_core::KlondikePile;
use solitaire_core::game_state::GameState;
/// Wraps the currently active `GameState`. Single source of truth for the in-progress game.
+108 -2
View File
@@ -82,9 +82,11 @@ impl Plugin for SafeAreaInsetsPlugin {
);
#[cfg(target_os = "android")]
app.init_resource::<android::SafeAreaPollTries>()
app.add_message::<crate::events::StateChangedEvent>()
.init_resource::<android::SafeAreaPollTries>()
.add_systems(Update, android::refresh_insets)
.add_systems(Update, android::rearm_on_resumed);
.add_systems(Update, android::rearm_on_resumed)
.add_systems(Update, android::refresh_surface_size);
}
}
@@ -225,6 +227,7 @@ fn on_app_resumed(
mod android {
use super::{AppLifecycle, SafeAreaInsets};
use bevy::prelude::*;
use bevy::window::WindowResized;
/// Tracks how many frames `refresh_insets` has polled. Stored as a
/// `Resource` (not `Local`) so that `rearm_on_resumed` can reset it to 0
@@ -299,11 +302,114 @@ mod android {
) {
for event in lifecycle.read() {
if matches!(event, AppLifecycle::WillResume) {
// Evidence line for #130: winit's Android backend has open
// TODOs around forwarding resume notifications, so whether
// this ever fires on a given device is an open question.
info!("safe_area: AppLifecycle::WillResume received; re-arming inset poll");
poll.0 = 0;
}
}
}
/// Polls the decor view's size via JNI and forces a relayout when it
/// disagrees with Bevy's cached `Window` resolution (#130).
///
/// winit's Android backend does not forward content-rect changes that
/// happen while the app is backgrounded (fold/unfold on foldables), so
/// after a fold cycle Bevy can keep rendering and laying out for the
/// previous screen's dimensions. Unlike `refresh_insets` this poller
/// never settles: it cannot rely on `AppLifecycle::WillResume` to re-arm
/// it, because that event is itself delivered through the same unreliable
/// lifecycle plumbing. A JNI round-trip every `POLL_INTERVAL_FRAMES`
/// frames is cheap.
///
/// On a mismatch it:
/// 1. writes the real size into `window.resolution` so the renderer
/// reconfigures the surface and systems reading `window.width()` see
/// the truth,
/// 2. emits a synthetic `WindowResized` (logical pixels) so
/// `on_window_resized` in `table_plugin` recomputes the board layout,
/// 3. re-arms the inset poller, because a screen change almost always
/// moves the system bars too — covering the "re-poll never fires"
/// hole left open in #116,
/// 4. emits `StateChangedEvent` so `card_plugin`'s sync pipeline
/// re-renders every card sprite from scratch — belt-and-braces for
/// the transient tableau clip of #130, where geometry converged but
/// stale card visuals survived the relayout.
pub(super) fn refresh_surface_size(
mut frame: Local<u32>,
mut windows: Query<(Entity, &mut Window)>,
mut resize_events: MessageWriter<WindowResized>,
mut state_events: MessageWriter<crate::events::StateChangedEvent>,
mut poll: ResMut<SafeAreaPollTries>,
) {
const POLL_INTERVAL_FRAMES: u32 = 30; // ~0.5 s @ 60 fps
*frame += 1;
if !frame.is_multiple_of(POLL_INTERVAL_FRAMES) {
return;
}
let Some((entity, mut window)) = windows.iter_mut().next() else {
return;
};
let (decor_w, decor_h) = match query_decor_size() {
Ok(size) => size,
Err(e) => {
// One-time note; the bridge simply isn't up yet during the
// first frames of a launch.
if *frame == POLL_INTERVAL_FRAMES {
warn!("safe_area: decor size query failed (will retry): {e}");
}
return;
}
};
if decor_w == 0 || decor_h == 0 {
return; // decor view not laid out yet
}
// Reads go through `Deref` and do not trip change detection; only
// mutate `window` once a mismatch is confirmed.
let cached_w = window.resolution.physical_width();
let cached_h = window.resolution.physical_height();
if decor_w == cached_w && decor_h == cached_h {
return;
}
info!(
"safe_area: decor view is {decor_w}x{decor_h} but cached resolution is \
{cached_w}x{cached_h}; forcing relayout (fold/unfold missed by winit?)"
);
window.resolution.set_physical_resolution(decor_w, decor_h);
let scale = window.scale_factor();
resize_events.write(WindowResized {
window: entity,
width: decor_w as f32 / scale,
height: decor_h as f32 / scale,
});
state_events.write(crate::events::StateChangedEvent);
poll.0 = 0;
}
/// Physical pixel size of the activity's decor view — the ground truth
/// for the surface we are actually being displayed on, independent of
/// whatever winit last told Bevy.
fn query_decor_size() -> Result<(u32, u32), String> {
use solitaire_data::android_jni;
android_jni::with_activity_env(|env, activity| {
let window = env
.call_method(activity, "getWindow", "()Landroid/view/Window;", &[])?
.l()?;
let decor = env
.call_method(&window, "getDecorView", "()Landroid/view/View;", &[])?
.l()?;
let w = env.call_method(&decor, "getWidth", "()I", &[])?.i()?;
let h = env.call_method(&decor, "getHeight", "()I", &[])?.i()?;
Ok((w.max(0) as u32, h.max(0) as u32))
})
}
fn query_insets() -> Result<SafeAreaInsets, String> {
use solitaire_data::android_jni;
+106
View File
@@ -0,0 +1,106 @@
//! Schedule hygiene checks (issue #143).
//!
//! Bevy runs systems with conflicting data access in nondeterministic order
//! unless an ordering edge exists. Nothing enforced this historically, and
//! the headless gameplay cluster carries a large legacy backlog of such
//! pairs — most benign (event/resource writers that never observably race),
//! but unproven. Rather than a permanently red hard-error test or no test
//! at all, this is a RATCHET: the count may only go down. New conflicting
//! pairs fail CI immediately; the backlog can be triaged incrementally
//! (add `.before`/`.after` where order matters, `.ambiguous_with` where it
//! provably doesn't, then lower `AMBIGUITY_BASELINE`).
//!
//! To see the offending pair names, add the `bevy_debug` / debug feature to
//! the bevy dev-dependency (system names are stripped otherwise) and set
//! `ambiguity_detection: LogLevel::Error` manually.
//!
//! Scope note: `CoreGamePlugin` (the full composition) performs real
//! storage/platform I/O in `build` and cannot run in a unit test; the
//! cluster below is the same one the engine's headless behaviour tests use.
#[cfg(test)]
mod tests {
use bevy::ecs::schedule::{LogLevel, ScheduleBuildSettings};
use bevy::prelude::*;
use crate::auto_complete_plugin::AutoCompletePlugin;
use crate::card_plugin::CardPlugin;
use crate::game_plugin::GamePlugin;
use crate::hud_plugin::HudPlugin;
use crate::settings_plugin::SettingsPlugin;
use crate::table_plugin::TablePlugin;
use crate::ui_focus::UiFocusPlugin;
use crate::ui_modal::UiModalPlugin;
/// 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();
app.add_plugins(MinimalPlugins)
.add_plugins(GamePlugin)
.add_plugins(TablePlugin)
.add_plugins(CardPlugin)
.add_plugins(HudPlugin)
.add_plugins(AutoCompletePlugin)
.add_plugins(UiModalPlugin)
.add_plugins(UiFocusPlugin)
.add_plugins(SettingsPlugin::headless());
app.init_resource::<ButtonInput<KeyCode>>();
app
}
#[test]
fn update_schedule_ambiguities_do_not_grow() {
let mut app = cluster_app();
app.edit_schedule(Update, |s| {
s.set_build_settings(ScheduleBuildSettings {
ambiguity_detection: LogLevel::Error,
..Default::default()
});
});
// With LogLevel::Error the first schedule build panics when any
// ambiguity exists, and the panic message begins with the pair
// count. Catch it and ratchet on that count. (Parsing a panic
// message is brittle by design — if a Bevy upgrade rewords it,
// this test fails loudly and the parse below needs one-line
// maintenance, which is preferable to losing the ratchet.)
let result = std::panic::catch_unwind(std::panic::AssertUnwindSafe(|| {
app.update();
}));
let count = match result {
Ok(()) => 0,
Err(payload) => {
let msg = payload
.downcast_ref::<String>()
.cloned()
.or_else(|| payload.downcast_ref::<&str>().map(|s| (*s).to_string()))
.unwrap_or_default();
let parsed = msg
.split(" pairs of systems")
.next()
.and_then(|prefix| prefix.split_whitespace().last())
.and_then(|n| n.parse::<usize>().ok());
parsed.unwrap_or_else(|| {
panic!("ambiguity panic message no longer parseable (Bevy upgrade?): {msg}")
})
}
};
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).",
);
}
}
+11 -33
View File
@@ -37,9 +37,9 @@
use bevy::input::ButtonInput;
use bevy::prelude::*;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::Card;
use solitaire_core::game_state::GameState;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use crate::card_plugin::CardEntityIndex;
use crate::events::{InfoToastEvent, MoveRequestEvent, StateChangedEvent};
@@ -487,8 +487,10 @@ fn handle_selection_keys(
1
};
let start = source_cards.len().saturating_sub(count);
let lifted_cards: Vec<Card> =
source_cards[start..].iter().map(|(c, _)| c.clone()).collect();
let lifted_cards: Vec<Card> = source_cards[start..]
.iter()
.map(|(c, _)| c.clone())
.collect();
let Some((bottom, _)) = source_cards.get(start) else {
return;
};
@@ -597,10 +599,7 @@ fn face_up_run_len(cards: &[(Card, bool)]) -> usize {
/// This is intentionally separated from [`best_destination`] so the Enter
/// handler can attempt a foundation move first and fall through to a
/// multi-card stack move rather than accepting a single-card tableau move.
fn try_foundation_dest(
card: &Card,
game: &GameState,
) -> Option<KlondikePile> {
fn try_foundation_dest(card: &Card, game: &GameState) -> Option<KlondikePile> {
let source = game.pile_containing_card(card.clone())?;
for foundation in [
Foundation::Foundation1,
@@ -697,13 +696,7 @@ fn update_selection_highlight(
if let Some(ref pile) = source_pile
&& let Some(card) = top_face_up_card(pile, &game.0)
{
spawn_highlight_on_card(
&mut commands,
&card_index,
&card,
card_size,
source_color,
);
spawn_highlight_on_card(&mut commands, &card_index, &card, card_size, source_color);
}
// Destination highlight while lifted.
@@ -714,13 +707,7 @@ fn update_selection_highlight(
// in destination-pick mode and the focused index is observable
// via the resource.
if let Some(card) = top_face_up_card(dest, &game.0) {
spawn_highlight_on_card(
&mut commands,
&card_index,
&card,
card_size,
dest_color,
);
spawn_highlight_on_card(&mut commands, &card_index, &card, card_size, dest_color);
}
}
}
@@ -1047,10 +1034,7 @@ mod tests {
press_key(&mut app, KeyCode::Tab);
app.update();
let selected = app
.world()
.resource::<SelectionState>()
.selected_pile;
let selected = app.world().resource::<SelectionState>().selected_pile;
// The cycle order starts at Waste, but Waste is empty so the next
// available pile (Tableau(0)) is selected.
assert_eq!(selected, Some(KlondikePile::Tableau(Tableau::Tableau1)));
@@ -1216,16 +1200,10 @@ mod tests {
drag.active_touch_id = None;
}
let before = app
.world()
.resource::<SelectionState>()
.selected_pile;
let before = app.world().resource::<SelectionState>().selected_pile;
press_key(&mut app, KeyCode::Tab);
app.update();
let after = app
.world()
.resource::<SelectionState>()
.selected_pile;
let after = app.world().resource::<SelectionState>().selected_pile;
assert_eq!(
before, after,
+40 -1
View File
@@ -50,15 +50,21 @@ pub(super) fn handle_volume_keys(
}
/// Opens or closes the Settings panel — `O` keyboard accelerator or
/// `ToggleSettingsRequestEvent` from the HUD Menu popover.
/// `ToggleSettingsRequestEvent` from the HUD Menu popover. Esc closes
/// too (Phase C dismissal audit), but only when Settings is the
/// topmost modal — with sync-setup or the theme store stacked on top,
/// the stacked dialog owns Esc.
pub(super) fn toggle_settings_screen(
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<ToggleSettingsRequestEvent>,
mut screen: ResMut<SettingsScreen>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<SettingsPanel>)>,
) {
let button_clicked = requests.read().count() > 0;
if keys.just_pressed(KeyCode::KeyO) || button_clicked {
screen.0 = !screen.0;
} else if keys.just_pressed(KeyCode::Escape) && screen.0 && other_modal_scrims.is_empty() {
screen.0 = false;
}
}
@@ -407,6 +413,10 @@ pub(super) fn handle_settings_buttons(
| SettingsButton::DeleteAccount => {
// Handled by `handle_sync_buttons`.
}
#[cfg(not(target_arch = "wasm32"))]
SettingsButton::OpenThemeStore => {
// Handled by `handle_sync_buttons`.
}
SettingsButton::Done => {
screen.0 = false;
}
@@ -414,6 +424,25 @@ pub(super) fn handle_settings_buttons(
}
}
/// Switches the active Settings tab when a chip is pressed. The
/// rebuild itself happens in `rebuild_panel_on_tab_change`, driven by
/// change detection on [`ActiveSettingsTab`].
pub(super) fn handle_tab_buttons(
interactions: Query<(&Interaction, &SettingsTabButton), Changed<Interaction>>,
mut active: ResMut<ActiveSettingsTab>,
) {
for (interaction, chip) in &interactions {
if *interaction != Interaction::Pressed {
continue;
}
// Compare before writing so re-clicking the active chip doesn't
// trip change detection and rebuild the panel for nothing.
if active.0 != chip.0 {
active.0 = chip.0;
}
}
}
/// Handles sync-related settings buttons: Sync Now, Connect, Disconnect,
/// and Delete Account. Split from `handle_settings_buttons` to stay within
/// Bevy's 16-parameter system limit.
@@ -423,6 +452,9 @@ pub(super) fn handle_sync_buttons(
mut configure_sync: MessageWriter<SyncConfigureRequestEvent>,
mut logout_sync: MessageWriter<SyncLogoutRequestEvent>,
mut delete_account: MessageWriter<DeleteAccountRequestEvent>,
#[cfg(not(target_arch = "wasm32"))] mut open_theme_store: MessageWriter<
crate::events::ThemeStoreOpenRequestEvent,
>,
mut screen: ResMut<SettingsScreen>,
) {
for (interaction, button) in &interaction_query {
@@ -439,6 +471,13 @@ pub(super) fn handle_sync_buttons(
screen.0 = false;
configure_sync.write(SyncConfigureRequestEvent);
}
#[cfg(not(target_arch = "wasm32"))]
SettingsButton::OpenThemeStore => {
// Same shape as ConnectSync: close settings first so the
// store modal's own-scrim guard doesn't block.
screen.0 = false;
open_theme_store.write(crate::events::ThemeStoreOpenRequestEvent);
}
SettingsButton::DisconnectSync => {
logout_sync.write(SyncLogoutRequestEvent);
}
+94 -5
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;
@@ -162,6 +170,51 @@ struct SmartDefaultSizeText;
#[derive(Component, Debug)]
struct AnalyticsEnabledText;
/// Which tab of the Settings panel is showing. Tabs replace the old
/// single-scroll five-section layout (Phase A of
/// `docs/ui-redesign-2026-07.md`) so each group fits on screen without
/// scroll-hunting.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub(super) enum SettingsTab {
#[default]
Audio,
Gameplay,
Appearance,
Accessibility,
Account,
}
impl SettingsTab {
/// Every tab, in display order.
pub(super) const ALL: [Self; 5] = [
Self::Audio,
Self::Gameplay,
Self::Appearance,
Self::Accessibility,
Self::Account,
];
/// Chip label.
pub(super) fn label(self) -> &'static str {
match self {
Self::Audio => "Audio",
Self::Gameplay => "Gameplay",
Self::Appearance => "Appearance",
Self::Accessibility => "Access",
Self::Account => "Account",
}
}
}
/// The active Settings tab. Session-only — deliberately not persisted;
/// reopening Settings within a session returns to the last tab.
#[derive(Resource, Debug, Default)]
pub(super) struct ActiveSettingsTab(pub(super) SettingsTab);
/// Marker on each tab chip button in the Settings header row.
#[derive(Component, Debug)]
pub(super) struct SettingsTabButton(pub(super) SettingsTab);
/// Marks the scrollable inner card so the mouse-wheel system can target it.
#[derive(Component, Debug)]
struct SettingsPanelScrollable;
@@ -242,6 +295,9 @@ enum SettingsButton {
/// Scan `user_theme_dir()` for new `.zip` files and import each one.
#[cfg(not(target_arch = "wasm32"))]
ScanThemes,
/// Open the in-game theme-store modal (closes Settings first).
#[cfg(not(target_arch = "wasm32"))]
OpenThemeStore,
SyncNow,
/// Open the sync-server Connect modal (shown when backend = Local).
ConnectSync,
@@ -305,6 +361,8 @@ impl SettingsButton {
SettingsButton::SelectTheme(_) => 85,
#[cfg(not(target_arch = "wasm32"))]
SettingsButton::ScanThemes => 86,
#[cfg(not(target_arch = "wasm32"))]
SettingsButton::OpenThemeStore => 87,
// Sync section
SettingsButton::SyncNow => 90,
SettingsButton::ConnectSync => 91,
@@ -356,6 +414,7 @@ impl Plugin for SettingsPlugin {
.insert_resource(SettingsStoragePath(self.storage_path.clone()))
.init_resource::<SettingsScreen>()
.init_resource::<SettingsScrollPos>()
.init_resource::<ActiveSettingsTab>()
.init_resource::<PendingWindowGeometry>()
.add_message::<SettingsChangedEvent>()
.add_message::<ManualSyncRequestEvent>()
@@ -363,6 +422,7 @@ impl Plugin for SettingsPlugin {
.add_message::<SyncLogoutRequestEvent>()
.add_message::<DeleteAccountRequestEvent>()
.add_message::<ToggleSettingsRequestEvent>()
.add_message::<crate::events::ThemeStoreOpenRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<MouseWheel>()
.add_message::<TouchInput>()
@@ -372,23 +432,52 @@ 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 {
app.add_systems(
Update,
(
sync_settings_panel_visibility,
// Chained: a tab click must observe this frame's
// visibility state, and the rebuild must observe the
// click — total order avoids panel double-spawns.
(
sync_settings_panel_visibility,
handle_tab_buttons,
rebuild_panel_on_tab_change,
)
.chain(),
handle_settings_buttons,
handle_sync_buttons,
#[cfg(not(target_arch = "wasm32"))]
+153 -70
View File
@@ -98,6 +98,25 @@ fn volume_clamped_at_zero_does_not_emit_event() {
);
}
/// Opens the Settings panel showing `tab`, then waits out the
/// spawn / child-flush / marker-attach frames.
fn open_settings_on(app: &mut App, tab: SettingsTab) {
app.world_mut().resource_mut::<ActiveSettingsTab>().0 = tab;
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
app.update();
app.update();
}
/// Switches the already-open panel to `tab` (drives the
/// `rebuild_panel_on_tab_change` path) and waits out the rebuild frames.
fn switch_settings_tab(app: &mut App, tab: SettingsTab) {
app.world_mut().resource_mut::<ActiveSettingsTab>().0 = tab;
app.update();
app.update();
app.update();
}
#[test]
fn pressing_o_toggles_settings_screen_flag() {
let mut app = headless_app();
@@ -121,6 +140,31 @@ fn pressing_o_toggles_settings_screen_flag() {
);
}
/// Esc closes the Settings panel like O / Done do (Phase C dismissal
/// audit). Esc while the panel is closed must NOT open it.
#[test]
fn escape_closes_settings_screen_flag() {
let mut app = headless_app();
press(&mut app, KeyCode::Escape);
app.update();
assert!(
!app.world().resource::<SettingsScreen>().0,
"Esc on a closed panel stays closed"
);
press(&mut app, KeyCode::KeyO);
app.update();
assert!(app.world().resource::<SettingsScreen>().0, "O opens");
press(&mut app, KeyCode::Escape);
app.update();
assert!(
!app.world().resource::<SettingsScreen>().0,
"Esc closes settings"
);
}
// cycle_unlocked pure-function tests
#[test]
fn cycle_unlocked_wraps_at_end() {
@@ -243,40 +287,40 @@ fn headless_app_with_focus() -> App {
fn settings_buttons_get_focusable_marker() {
let mut app = headless_app_with_focus();
// Open the panel.
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
// Two more ticks: the first runs `sync_settings_panel_visibility`
// and queues the spawn commands; the second flushes them and
// runs `attach_focusable_to_settings_buttons`.
app.update();
app.update();
// Walk every tab: each rebuild must leave no bespoke
// `SettingsButton` (not `Done`, which is also a `ModalButton`)
// without a `Focusable`.
let mut total_tagged = 0usize;
for (i, tab) in SettingsTab::ALL.into_iter().enumerate() {
if i == 0 {
open_settings_on(&mut app, tab);
} else {
switch_settings_tab(&mut app, tab);
}
// Every bespoke `SettingsButton` (not `Done`, which is also a
// `ModalButton`) must carry a `Focusable`.
let untagged: Vec<&SettingsButton> = app
.world_mut()
.query_filtered::<&SettingsButton, (With<Button>, Without<Focusable>, Without<ModalButton>)>()
.iter(app.world())
.collect();
let untagged: Vec<&SettingsButton> = app
.world_mut()
.query_filtered::<&SettingsButton, (With<Button>, Without<Focusable>, Without<ModalButton>)>()
.iter(app.world())
.collect();
assert!(
untagged.is_empty(),
"every bespoke Settings button on tab {tab:?} must carry Focusable; missing: {untagged:?}"
);
total_tagged += app
.world_mut()
.query_filtered::<&SettingsButton, With<Focusable>>()
.iter(app.world())
.count();
}
// Floor across all five tabs so the assertion above isn't
// vacuously true (audio 4 + gameplay 8 + appearance ≥5 +
// accessibility 6 + account ≥1).
assert!(
untagged.is_empty(),
"every bespoke Settings button must carry Focusable; missing: {:?}",
untagged
);
// And there must be at least one tagged `SettingsButton` so the
// assertion above isn't vacuously true (the panel really did
// spawn).
let tagged_count = app
.world_mut()
.query_filtered::<&SettingsButton, With<Focusable>>()
.iter(app.world())
.count();
assert!(
tagged_count >= 6,
"expected the panel to spawn many bespoke buttons (volume up/down ×2, toggles ×4, sync, swatches…); got {tagged_count}"
total_tagged >= 20,
"expected the five tabs to spawn many bespoke buttons; got {total_tagged}"
);
}
@@ -290,41 +334,45 @@ fn settings_buttons_get_focusable_marker() {
fn settings_buttons_carry_tooltip() {
let mut app = headless_app_with_focus();
// Open the panel and let spawn + child-flush run.
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
app.update();
app.update();
// Walk every tab: no bespoke `SettingsButton` (i.e. excluding
// `Done`, which is also a `ModalButton`) may be missing a
// `Tooltip` on any of them.
let mut total_tipped = 0usize;
for (i, tab) in SettingsTab::ALL.into_iter().enumerate() {
if i == 0 {
open_settings_on(&mut app, tab);
} else {
switch_settings_tab(&mut app, tab);
}
// No bespoke `SettingsButton` (i.e. excluding `Done`, which is
// also a `ModalButton`) may be missing a `Tooltip`.
let untipped: Vec<&SettingsButton> = app
.world_mut()
.query_filtered::<&SettingsButton, (With<Button>, Without<Tooltip>, Without<ModalButton>)>()
.iter(app.world())
.collect();
let untipped: Vec<&SettingsButton> = app
.world_mut()
.query_filtered::<&SettingsButton, (With<Button>, Without<Tooltip>, Without<ModalButton>)>()
.iter(app.world())
.collect();
assert!(
untipped.is_empty(),
"every bespoke Settings button on tab {tab:?} must carry Tooltip; missing: {untipped:?}"
);
total_tipped += app
.world_mut()
.query_filtered::<&SettingsButton, With<Tooltip>>()
.iter(app.world())
.count();
}
// Floor across all five tabs so the assertion above isn't
// vacuously true.
assert!(
untipped.is_empty(),
"every bespoke Settings button must carry Tooltip; missing: {:?}",
untipped
total_tipped >= 20,
"expected the five tabs to spawn many tooltipped buttons; got {total_tipped}"
);
// And there must be at least 6 tipped buttons so the assertion
// above isn't vacuously true: SFX +/, Music +/, Draw Mode,
// Anim Speed, Theme, Color-blind, Sync Now, plus at least one
// card-back and one background swatch — well over the floor.
let tipped_count = app
.world_mut()
.query_filtered::<&SettingsButton, With<Tooltip>>()
.iter(app.world())
.count();
assert!(
tipped_count >= 6,
"expected the panel to spawn many tooltipped buttons; got {tipped_count}"
);
// The loop ends on the Account tab, where with default (Local)
// settings the Connect button spawns.
// Spot-check: with default (Local) settings the Connect button
// spawns. We verify its tooltip carries the canonical microcopy.
// We verify its tooltip carries the canonical microcopy.
let connect_tip = app
.world_mut()
.query::<(&SettingsButton, &Tooltip)>()
@@ -342,10 +390,8 @@ fn settings_buttons_carry_tooltip() {
fn settings_picker_rows_get_focus_row_marker() {
let mut app = headless_app_with_focus();
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
app.update();
app.update();
// Picker rows live on the Appearance tab.
open_settings_on(&mut app, SettingsTab::Appearance);
// Two picker rows are spawned (card-back + background); each
// must carry the FocusRow marker.
@@ -360,6 +406,45 @@ fn settings_picker_rows_get_focus_row_marker() {
);
}
/// Switching tabs despawns the old rows and spawns the new tab's —
/// exactly one panel exists afterwards (no double-spawn from the
/// visibility system racing the rebuild system).
#[test]
fn switching_tab_rebuilds_panel_with_new_rows() {
let mut app = headless_app_with_focus();
fn has_button(app: &mut App, wanted: fn(&SettingsButton) -> bool) -> bool {
app.world_mut()
.query::<&SettingsButton>()
.iter(app.world())
.any(wanted)
}
open_settings_on(&mut app, SettingsTab::Audio);
assert!(has_button(&mut app, |b| matches!(b, SettingsButton::SfxUp)));
assert!(
!has_button(&mut app, |b| matches!(b, SettingsButton::ToggleDrawMode)),
"Gameplay rows must not spawn while the Audio tab is active"
);
switch_settings_tab(&mut app, SettingsTab::Gameplay);
assert!(
!has_button(&mut app, |b| matches!(b, SettingsButton::SfxUp)),
"Audio rows must despawn when leaving the Audio tab"
);
assert!(has_button(&mut app, |b| matches!(
b,
SettingsButton::ToggleDrawMode
)));
let panel_count = app
.world_mut()
.query_filtered::<Entity, With<SettingsPanel>>()
.iter(app.world())
.count();
assert_eq!(panel_count, 1, "tab switch must not stack panels");
}
/// Test 3 of the thumbnail-picker spec: when [`ThemeRegistry`] has
/// at least one theme and the [`ThemeThumbnailCache`] holds a
/// fully-populated [`ThemeThumbnailPair`] for that theme's id, the
@@ -404,11 +489,9 @@ fn theme_picker_chip_includes_thumbnail_sprite_when_thumbnails_loaded() {
);
app.insert_resource(cache);
// Open the panel and let the spawn + child-flush systems run.
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
app.update();
app.update();
// Open the panel on the Appearance tab (the theme picker's home)
// and let the spawn + child-flush systems run.
open_settings_on(&mut app, SettingsTab::Appearance);
// Find every ImageNode tagged with ThemeThumbnailMarker — the
// theme picker chip for "test_theme" must contribute exactly
+299 -192
View File
@@ -18,6 +18,7 @@ use crate::theme::{ImportError, import_theme, refresh_registry};
use crate::ui_focus::FocusRow;
use crate::ui_modal::{
ButtonVariant, spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header,
spawn_tab_chip,
};
use crate::ui_theme::{
BG_BASE, BG_ELEVATED, BG_ELEVATED_HI, BORDER_SUBTLE, HighContrastBorder, RADIUS_SM,
@@ -45,13 +46,34 @@ pub(super) fn spawn_settings_panel(
scroll_offset: f32,
font_res: Option<&FontResource>,
theme_overrides_back: bool,
active_tab: SettingsTab,
) {
spawn_modal(commands, SettingsPanel, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, "Settings", font_res);
// Scrollable bodycontains every section so tall content stays
// reachable on short windows. The Done button below stays fixed
// outside the scroll so it's always one click away.
// Tab chips — one group of rows on screen at a time, no
// scroll-hunting (Phase A, docs/ui-redesign-2026-07.md).
card.spawn((
FocusRow,
Node {
flex_direction: FlexDirection::Row,
flex_wrap: FlexWrap::Wrap,
column_gap: VAL_SPACE_2,
row_gap: VAL_SPACE_2,
margin: UiRect::bottom(VAL_SPACE_3),
..default()
},
))
.with_children(|row| {
for tab in SettingsTab::ALL {
tab_chip(row, tab, tab == active_tab, font_res);
}
});
// Scrollable body — most tabs fit without scrolling, but the
// Appearance pickers can still overflow short windows. The Done
// button below stays fixed outside the scroll so it's always one
// click away.
card.spawn((
SettingsPanelScrollable,
SettingsScrollNode,
@@ -65,198 +87,20 @@ pub(super) fn spawn_settings_panel(
..default()
},
))
.with_children(|body| {
// --- Audio ---
section_label(body, "Audio", font_res);
volume_row(
.with_children(|body| match active_tab {
SettingsTab::Audio => spawn_audio_tab(body, settings, font_res),
SettingsTab::Gameplay => spawn_gameplay_tab(body, settings, font_res),
SettingsTab::Appearance => spawn_appearance_tab(
body,
"SFX Volume",
settings.sfx_volume,
SfxVolumeText,
SettingsButton::SfxDown,
SettingsButton::SfxUp,
"Lower sound effects volume.",
"Raise sound effects volume.",
font_res,
);
volume_row(
body,
"Music Volume",
settings.music_volume,
MusicVolumeText,
SettingsButton::MusicDown,
SettingsButton::MusicUp,
"Lower music and ambience volume.",
"Raise music and ambience volume.",
font_res,
);
// --- Gameplay ---
section_label(body, "Gameplay", font_res);
toggle_row(
body,
"Draw Mode",
DrawModeText,
draw_mode_label(&settings.draw_mode),
SettingsButton::ToggleDrawMode,
"Switch between Draw 1 and Draw 3. Takes effect next deal.",
font_res,
);
toggle_row(
body,
"Winnable deals only",
WinnableDealsOnlyText,
winnable_deals_only_label(settings.winnable_deals_only),
SettingsButton::ToggleWinnableDealsOnly,
"When on, fresh Classic deals are filtered through a solver \
(may take a moment when on).",
font_res,
);
toggle_row(
body,
"Anim Speed",
AnimSpeedText,
anim_speed_label(&settings.animation_speed),
SettingsButton::CycleAnimSpeed,
"Cycle animation speed: Normal, Fast, Instant.",
font_res,
);
tooltip_delay_row(
body,
settings.tooltip_delay_secs,
font_res,
);
time_bonus_multiplier_row(
body,
settings.time_bonus_multiplier,
font_res,
);
replay_move_interval_row(
body,
settings.replay_move_interval_secs,
font_res,
);
toggle_row(
body,
"Smart window size",
SmartDefaultSizeText,
smart_default_size_label(!settings.disable_smart_default_size),
SettingsButton::ToggleSmartDefaultSize,
"When ON, fresh launches resize the window to ~70 % of the \
monitor. OFF pins the 1280\u{00D7}800 baseline. Saved \
window size always wins.",
font_res,
);
// --- Cosmetic ---
section_label(body, "Cosmetic", font_res);
toggle_row(
body,
"Theme",
ThemeText,
theme_label(&settings.theme),
SettingsButton::ToggleTheme,
"Cycle felt color: Green, Blue, Dark.",
font_res,
);
toggle_row(
body,
"Color-blind Mode",
ColorBlindText,
color_blind_label(settings.color_blind_mode),
SettingsButton::ToggleColorBlind,
"Show shape glyphs alongside suit colors. Suit-blind friendly.",
font_res,
);
toggle_row(
body,
"High Contrast",
HighContrastText,
on_off_label(settings.high_contrast_mode),
SettingsButton::ToggleHighContrast,
"Boosts foreground + suit-red glyphs to higher-luminance variants for low-vision readers and low-quality displays.",
font_res,
);
toggle_row(
body,
"Reduce Motion",
ReduceMotionText,
on_off_label(settings.reduce_motion_mode),
SettingsButton::ToggleReduceMotion,
"Skips card-slide animations and other non-essential motion. Cards snap instantly to their target.",
font_res,
);
toggle_row(
body,
"Touch Input Mode",
TouchInputModeText,
touch_input_mode_label(&settings.touch_input_mode),
SettingsButton::ToggleTouchInputMode,
"One-tap: tap a card to auto-move it. Tap to select: first tap selects a card, second tap on a pile moves it.",
font_res,
);
if theme_overrides_back {
// The active theme provides its own back; the legacy
// picker has no visible effect, so we replace its
// swatch row with an informational caption. The
// player's `selected_card_back` value still
// round-trips through `settings.json` — the moment
// they switch to a theme without a back, the picker
// re-appears with their previous choice intact.
picker_row_overridden_by_theme(body, "Card Back", font_res);
} else {
picker_row(
body,
"Card Back",
unlocked_card_backs,
settings.selected_card_back,
SettingsButton::SelectCardBack,
"Choose your deck art. New backs unlock at higher levels.",
font_res,
);
}
picker_row(
body,
"Background",
settings,
unlocked_card_backs,
unlocked_backgrounds,
settings.selected_background,
SettingsButton::SelectBackground,
"Choose your felt art. New felts unlock at higher levels.",
themes,
theme_overrides_back,
font_res,
);
// Card-art theme picker — only renders when the registry has
// entries (production: always; tests: only when
// ThemeRegistryPlugin is installed).
if !themes.is_empty() {
theme_picker_row(
body,
"Card Theme",
themes,
&settings.selected_theme_id,
"Choose card-face artwork. Imported themes appear here.",
font_res,
);
}
#[cfg(not(target_arch = "wasm32"))]
import_themes_row(body, font_res);
// --- Privacy (only shown when a Matomo URL is configured) ---
if settings.matomo_url.is_some() {
section_label(body, "Privacy", font_res);
toggle_row(
body,
"Share usage data",
AnalyticsEnabledText,
on_off_label(settings.analytics_enabled),
SettingsButton::ToggleAnalytics,
"Sends anonymous game events to Matomo for aggregate analytics.",
font_res,
);
}
// --- Sync ---
section_label(body, "Sync", font_res);
sync_row(body, sync_status, &settings.sync_backend, font_res);
),
SettingsTab::Accessibility => spawn_accessibility_tab(body, settings, font_res),
SettingsTab::Account => spawn_account_tab(body, settings, sync_status, font_res),
});
// Done is the only action — primary so the player always knows
@@ -274,6 +118,244 @@ pub(super) fn spawn_settings_panel(
});
}
/// One Settings tab chip — thin wrapper over the shared
/// [`spawn_tab_chip`] widget so Settings and the You hub stay visually
/// identical.
fn tab_chip(
parent: &mut ChildSpawnerCommands,
tab: SettingsTab,
active: bool,
font_res: Option<&FontResource>,
) {
spawn_tab_chip(
parent,
SettingsTabButton(tab),
tab.label(),
active,
font_res,
);
}
/// Audio tab: the two volume rows.
fn spawn_audio_tab(
body: &mut ChildSpawnerCommands,
settings: &Settings,
font_res: Option<&FontResource>,
) {
volume_row(
body,
"SFX Volume",
settings.sfx_volume,
SfxVolumeText,
SettingsButton::SfxDown,
SettingsButton::SfxUp,
"Lower sound effects volume.",
"Raise sound effects volume.",
font_res,
);
volume_row(
body,
"Music Volume",
settings.music_volume,
MusicVolumeText,
SettingsButton::MusicDown,
SettingsButton::MusicUp,
"Lower music and ambience volume.",
"Raise music and ambience volume.",
font_res,
);
}
/// Gameplay tab: rules and pacing.
fn spawn_gameplay_tab(
body: &mut ChildSpawnerCommands,
settings: &Settings,
font_res: Option<&FontResource>,
) {
toggle_row(
body,
"Draw Mode",
DrawModeText,
draw_mode_label(&settings.draw_mode),
SettingsButton::ToggleDrawMode,
"Switch between Draw 1 and Draw 3. Takes effect next deal.",
font_res,
);
toggle_row(
body,
"Winnable deals only",
WinnableDealsOnlyText,
winnable_deals_only_label(settings.winnable_deals_only),
SettingsButton::ToggleWinnableDealsOnly,
"When on, fresh Classic deals are filtered through a solver \
(may take a moment when on).",
font_res,
);
toggle_row(
body,
"Anim Speed",
AnimSpeedText,
anim_speed_label(&settings.animation_speed),
SettingsButton::CycleAnimSpeed,
"Cycle animation speed: Normal, Fast, Instant.",
font_res,
);
time_bonus_multiplier_row(body, settings.time_bonus_multiplier, font_res);
replay_move_interval_row(body, settings.replay_move_interval_secs, font_res);
toggle_row(
body,
"Smart window size",
SmartDefaultSizeText,
smart_default_size_label(!settings.disable_smart_default_size),
SettingsButton::ToggleSmartDefaultSize,
"When ON, fresh launches resize the window to ~70 % of the \
monitor. OFF pins the 1280\u{00D7}800 baseline. Saved \
window size always wins.",
font_res,
);
}
/// Appearance tab: felt, deck art, backgrounds, and the theme system.
#[allow(clippy::too_many_arguments)]
fn spawn_appearance_tab(
body: &mut ChildSpawnerCommands,
settings: &Settings,
unlocked_card_backs: &[usize],
unlocked_backgrounds: &[usize],
themes: &[ThemePickerEntry],
theme_overrides_back: bool,
font_res: Option<&FontResource>,
) {
toggle_row(
body,
"Theme",
ThemeText,
theme_label(&settings.theme),
SettingsButton::ToggleTheme,
"Cycle felt color: Green, Blue, Dark.",
font_res,
);
if theme_overrides_back {
// The active theme provides its own back; the legacy
// picker has no visible effect, so we replace its
// swatch row with an informational caption. The
// player's `selected_card_back` value still
// round-trips through `settings.json` — the moment
// they switch to a theme without a back, the picker
// re-appears with their previous choice intact.
picker_row_overridden_by_theme(body, "Card Back", font_res);
} else {
picker_row(
body,
"Card Back",
unlocked_card_backs,
settings.selected_card_back,
SettingsButton::SelectCardBack,
"Choose your deck art. New backs unlock at higher levels.",
font_res,
);
}
picker_row(
body,
"Background",
unlocked_backgrounds,
settings.selected_background,
SettingsButton::SelectBackground,
"Choose your felt art. New felts unlock at higher levels.",
font_res,
);
// Card-art theme picker — only renders when the registry has
// entries (production: always; tests: only when
// ThemeRegistryPlugin is installed).
if !themes.is_empty() {
theme_picker_row(
body,
"Card Theme",
themes,
&settings.selected_theme_id,
"Choose card-face artwork. Imported themes appear here.",
font_res,
);
}
#[cfg(not(target_arch = "wasm32"))]
import_themes_row(body, font_res);
#[cfg(not(target_arch = "wasm32"))]
theme_store_row(body, font_res);
}
/// Accessibility tab: perception and input assists, gathered from the
/// old Gameplay/Cosmetic sections so they're findable in one place.
fn spawn_accessibility_tab(
body: &mut ChildSpawnerCommands,
settings: &Settings,
font_res: Option<&FontResource>,
) {
toggle_row(
body,
"Color-blind Mode",
ColorBlindText,
color_blind_label(settings.color_blind_mode),
SettingsButton::ToggleColorBlind,
"Show shape glyphs alongside suit colors. Suit-blind friendly.",
font_res,
);
toggle_row(
body,
"High Contrast",
HighContrastText,
on_off_label(settings.high_contrast_mode),
SettingsButton::ToggleHighContrast,
"Boosts foreground + suit-red glyphs to higher-luminance variants for low-vision readers and low-quality displays.",
font_res,
);
toggle_row(
body,
"Reduce Motion",
ReduceMotionText,
on_off_label(settings.reduce_motion_mode),
SettingsButton::ToggleReduceMotion,
"Skips card-slide animations and other non-essential motion. Cards snap instantly to their target.",
font_res,
);
toggle_row(
body,
"Touch Input Mode",
TouchInputModeText,
touch_input_mode_label(&settings.touch_input_mode),
SettingsButton::ToggleTouchInputMode,
"One-tap: tap a card to auto-move it. Tap to select: first tap selects a card, second tap on a pile moves it.",
font_res,
);
tooltip_delay_row(body, settings.tooltip_delay_secs, font_res);
}
/// Account tab: privacy opt-in (when analytics is configured) and the
/// sync backend controls.
fn spawn_account_tab(
body: &mut ChildSpawnerCommands,
settings: &Settings,
sync_status: &str,
font_res: Option<&FontResource>,
) {
// --- Privacy (only shown when a Matomo URL is configured) ---
if settings.matomo_url.is_some() {
section_label(body, "Privacy", font_res);
toggle_row(
body,
"Share usage data",
AnalyticsEnabledText,
on_off_label(settings.analytics_enabled),
SettingsButton::ToggleAnalytics,
"Sends anonymous game events to Matomo for aggregate analytics.",
font_res,
);
}
// --- Sync ---
section_label(body, "Sync", font_res);
sync_row(body, sync_status, &settings.sync_backend, font_res);
}
/// Section divider — small lavender label inside the scrollable body.
pub(super) fn section_label(
parent: &mut ChildSpawnerCommands,
@@ -1193,6 +1275,31 @@ pub(super) fn import_themes_row(
});
}
/// "Theme store" row: one pill button that closes Settings and opens
/// the in-game theme-store modal (`theme_store_plugin`). Sits directly
/// under the Import row so both install paths live together.
#[cfg(not(target_arch = "wasm32"))]
pub(super) fn theme_store_row(parent: &mut ChildSpawnerCommands, font_res: Option<&FontResource>) {
parent
.spawn((
FocusRow,
Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
..default()
},
))
.with_children(|row| {
pill_button(
row,
SettingsButton::OpenThemeStore,
"Browse theme store",
"Download themes from your sync server without leaving the game.",
font_res,
);
});
}
pub(super) fn icon_button(
parent: &mut ChildSpawnerCommands,
label: &str,
+119 -51
View File
@@ -17,6 +17,7 @@ use crate::ui_theme::{BORDER_SUBTLE_HC, HighContrastBackground, HighContrastBord
#[allow(clippy::too_many_arguments)]
pub(super) fn sync_settings_panel_visibility(
screen: Res<SettingsScreen>,
active_tab: Res<ActiveSettingsTab>,
panels: Query<Entity, With<SettingsPanel>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<SettingsPanel>)>,
scroll_nodes: Query<&ScrollPosition, With<SettingsScrollNode>>,
@@ -35,60 +36,17 @@ pub(super) fn sync_settings_panel_visibility(
}
if screen.0 {
if panels.is_empty() && other_modal_scrims.is_empty() {
let status_label = sync_status.map_or_else(
|| "Status: local only".to_string(),
|s| sync_status_label(&s.0),
);
let unlocked_backs = progress
.as_ref()
.map_or(&[0][..], |p| p.0.unlocked_card_backs.as_slice());
let unlocked_bgs = progress
.as_ref()
.map_or(&[0][..], |p| p.0.unlocked_backgrounds.as_slice());
// Snapshot themes by id, display_name and (optional)
// thumbnail pair so spawn_settings_panel doesn't have to
// know about the registry / cache shapes. Empty when
// ThemeRegistryPlugin isn't installed (tests under
// MinimalPlugins) — the picker row simply won't render.
// Missing thumbnails (cache not ready, or partial user
// theme) leave `thumbnails: None` so the chip renders its
// plain-text fallback instead of a broken sprite.
let themes: Vec<ThemePickerEntry> = theme_registry
.as_deref()
.map(|r| {
r.iter()
.map(|e| ThemePickerEntry {
id: e.id.clone(),
display_name: e.display_name.clone(),
thumbnails: theme_thumbs
.as_deref()
.and_then(|c| c.get(&e.id))
.filter(|p| p.is_fully_populated())
.cloned(),
})
.collect()
})
.unwrap_or_default();
// The active card-art theme can supply its own back image —
// see `card_plugin::CardImageSet::theme_back`. When that is
// populated the legacy "Card Back" picker has no visible
// effect, so we render it muted with an explanatory caption
// rather than letting the player click swatches that do
// nothing. Absent under `MinimalPlugins`; treated as
// "no override" in that case.
let theme_overrides_back = card_images
.as_ref()
.is_some_and(|cs| cs.theme_back.is_some());
spawn_settings_panel(
build_panel(
&mut commands,
&settings.0,
&status_label,
unlocked_backs,
unlocked_bgs,
&themes,
scroll_pos.0,
sync_status.as_deref(),
progress.as_deref(),
font_res.as_deref(),
theme_overrides_back,
theme_registry.as_deref(),
theme_thumbs.as_deref(),
card_images.as_deref(),
scroll_pos.0,
active_tab.0,
);
}
} else {
@@ -102,6 +60,116 @@ pub(super) fn sync_settings_panel_visibility(
}
}
/// Gathers the spawn context (sync label, unlocks, theme snapshot,
/// back-override flag) and spawns the panel showing `active_tab`.
/// Shared by [`sync_settings_panel_visibility`] (open) and
/// [`rebuild_panel_on_tab_change`] (tab switch).
#[allow(clippy::too_many_arguments)]
fn build_panel(
commands: &mut Commands,
settings: &Settings,
sync_status: Option<&SyncStatusResource>,
progress: Option<&ProgressResource>,
font_res: Option<&FontResource>,
theme_registry: Option<&crate::theme::ThemeRegistry>,
theme_thumbs: Option<&ThemeThumbnailCache>,
card_images: Option<&crate::card_plugin::CardImageSet>,
scroll_offset: f32,
active_tab: SettingsTab,
) {
let status_label = sync_status.map_or_else(
|| "Status: local only".to_string(),
|s| sync_status_label(&s.0),
);
let unlocked_backs = progress.map_or(&[0][..], |p| p.0.unlocked_card_backs.as_slice());
let unlocked_bgs = progress.map_or(&[0][..], |p| p.0.unlocked_backgrounds.as_slice());
// Snapshot themes by id, display_name and (optional)
// thumbnail pair so spawn_settings_panel doesn't have to
// know about the registry / cache shapes. Empty when
// ThemeRegistryPlugin isn't installed (tests under
// MinimalPlugins) — the picker row simply won't render.
// Missing thumbnails (cache not ready, or partial user
// theme) leave `thumbnails: None` so the chip renders its
// plain-text fallback instead of a broken sprite.
let themes: Vec<ThemePickerEntry> = theme_registry
.map(|r| {
r.iter()
.map(|e| ThemePickerEntry {
id: e.id.clone(),
display_name: e.display_name.clone(),
thumbnails: theme_thumbs
.and_then(|c| c.get(&e.id))
.filter(|p| p.is_fully_populated())
.cloned(),
})
.collect()
})
.unwrap_or_default();
// The active card-art theme can supply its own back image —
// see `card_plugin::CardImageSet::theme_back`. When that is
// populated the legacy "Card Back" picker has no visible
// effect, so we render it muted with an explanatory caption
// rather than letting the player click swatches that do
// nothing. Absent under `MinimalPlugins`; treated as
// "no override" in that case.
let theme_overrides_back = card_images.is_some_and(|cs| cs.theme_back.is_some());
spawn_settings_panel(
commands,
settings,
&status_label,
unlocked_backs,
unlocked_bgs,
&themes,
scroll_offset,
font_res,
theme_overrides_back,
active_tab,
);
}
/// Rebuilds the open panel when [`ActiveSettingsTab`] changes (tab chip
/// clicked). No-op while the panel is closed — the next open reads the
/// resource directly.
#[allow(clippy::too_many_arguments)]
pub(super) fn rebuild_panel_on_tab_change(
active_tab: Res<ActiveSettingsTab>,
panels: Query<Entity, With<SettingsPanel>>,
mut scroll_pos: ResMut<SettingsScrollPos>,
mut commands: Commands,
settings: Res<SettingsResource>,
sync_status: Option<Res<SyncStatusResource>>,
progress: Option<Res<ProgressResource>>,
font_res: Option<Res<FontResource>>,
theme_registry: Option<Res<crate::theme::ThemeRegistry>>,
theme_thumbs: Option<Res<ThemeThumbnailCache>>,
card_images: Option<Res<crate::card_plugin::CardImageSet>>,
) {
if !active_tab.is_changed() || active_tab.is_added() {
return;
}
if panels.is_empty() {
return;
}
for entity in &panels {
commands.entity(entity).despawn();
}
// A fresh tab starts at the top; per-tab scroll memory isn't worth
// the bookkeeping now that no tab needs much scrolling.
scroll_pos.0 = 0.0;
build_panel(
&mut commands,
&settings.0,
sync_status.as_deref(),
progress.as_deref(),
font_res.as_deref(),
theme_registry.as_deref(),
theme_thumbs.as_deref(),
card_images.as_deref(),
0.0,
active_tab.0,
);
}
/// Keeps the sync-status text node current while the panel is open.
pub(super) fn update_sync_status_text(
sync_status: Option<Res<SyncStatusResource>>,
@@ -0,0 +1,414 @@
//! "Show solution" — solve the current deal off-thread and auto-play
//! the winning line through the normal move pipeline.
//!
//! The pause menu's "Show solution" button fires
//! [`crate::events::ShowSolutionRequestEvent`]. This plugin snapshots
//! the live [`GameState`], runs [`GameState::winning_line`] on
//! [`AsyncComputeTaskPool`] (the solver plus `clean_solution` can take
//! seconds — §2.4 never block the main thread), then steps the returned
//! instructions on a cadence, one `MoveRequestEvent` /
//! `DrawRequestEvent` per tick — the same events player input produces,
//! so animations, scoring, undo history, and win detection all behave
//! exactly as if the player made the moves.
//!
//! Playback cancels on Esc, on pause, on undo / new-game requests, and
//! on any rejected move (which is what a player interfering mid-line
//! produces — their move diverges the state, the next scripted step
//! becomes illegal, and the rejection stops the run cleanly).
use std::collections::VecDeque;
use bevy::prelude::*;
use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
use solitaire_core::game_state::GameState;
use solitaire_core::{
DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, KlondikeInstruction,
};
use crate::events::{
DrawRequestEvent, InfoToastEvent, MoveRejectedEvent, MoveRequestEvent, NewGameRequestEvent,
ShowSolutionRequestEvent, UndoRequestEvent,
};
use crate::game_plugin::GameMutation;
use crate::pause_plugin::PausedResource;
use crate::resources::GameStateResource;
/// Seconds between scripted moves — slow enough to follow, fast enough
/// not to drag on a 100-move line.
const STEP_INTERVAL_SECS: f32 = 0.45;
/// Initial delay before the first scripted move, giving the pause modal
/// time to close and the player a beat to see what's happening.
const FIRST_STEP_DELAY_SECS: f32 = 0.9;
/// In-flight solver task plus the `move_count` snapshot used to detect
/// a stale result (player moved while the solver ran). Mirrors
/// `PendingHintTask`.
#[derive(Resource, Default)]
pub struct SolutionSolveTask {
inner: Option<(u32, Task<SolveTaskOutput>)>,
}
/// What the solver task carries back to the main thread.
enum SolveTaskOutput {
Line(Vec<KlondikeInstruction>),
Unwinnable,
Inconclusive,
}
/// Queue of instructions currently being auto-played, or empty when no
/// playback is active. HUD/UI may read `is_active` to badge the state.
#[derive(Resource, Default)]
pub struct SolutionPlayback {
queue: VecDeque<KlondikeInstruction>,
cooldown: f32,
}
impl SolutionPlayback {
/// `true` while a solution line is being auto-played.
pub fn is_active(&self) -> bool {
!self.queue.is_empty()
}
fn stop(&mut self) {
self.queue.clear();
}
}
/// Bevy plugin for the Show-solution flow. See the module docs.
pub struct SolutionPlaybackPlugin;
impl Plugin for SolutionPlaybackPlugin {
fn build(&self, app: &mut App) {
// add_message is idempotent — GamePlugin registers most of these
// too, but this plugin must also boot standalone under
// MinimalPlugins in tests.
app.init_resource::<SolutionSolveTask>()
.init_resource::<SolutionPlayback>()
.add_message::<ShowSolutionRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<MoveRequestEvent>()
.add_message::<DrawRequestEvent>()
.add_message::<MoveRejectedEvent>()
.add_message::<UndoRequestEvent>()
.add_message::<NewGameRequestEvent>()
.add_systems(
Update,
(
handle_show_solution_request,
poll_solution_task,
cancel_playback_on_interrupt,
drive_solution_playback,
)
.chain()
.before(GameMutation),
);
}
}
/// Starts a solver task from the live game state. A repeat request
/// while one is already in flight (or playback is running) is ignored
/// — the button is idempotent, not a queue.
fn handle_show_solution_request(
mut requests: MessageReader<ShowSolutionRequestEvent>,
game: Option<Res<GameStateResource>>,
mut task: ResMut<SolutionSolveTask>,
playback: Res<SolutionPlayback>,
mut toast: MessageWriter<InfoToastEvent>,
) {
if requests.is_empty() {
return;
}
requests.clear();
if task.inner.is_some() || playback.is_active() {
return;
}
let Some(game) = game else { return };
if game.0.is_won() {
return;
}
toast.write(InfoToastEvent("Searching for a solution…".to_string()));
let snapshot: GameState = game.0.clone();
let move_count = snapshot.move_count();
let handle = AsyncComputeTaskPool::get().spawn(async move {
match snapshot.winning_line(DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET) {
Ok(Some(line)) => SolveTaskOutput::Line(line),
Ok(None) => SolveTaskOutput::Unwinnable,
Err(_) => SolveTaskOutput::Inconclusive,
}
});
task.inner = Some((move_count, handle));
}
/// Polls the solver; on completion either starts playback or explains
/// why there is nothing to play. A result computed for a position the
/// player has since moved past is discarded silently.
fn poll_solution_task(
mut task: ResMut<SolutionSolveTask>,
game: Option<Res<GameStateResource>>,
mut playback: ResMut<SolutionPlayback>,
mut toast: MessageWriter<InfoToastEvent>,
) {
let Some((move_count_at_spawn, handle)) = task.inner.as_mut() else {
return;
};
let Some(output) = future::block_on(future::poll_once(handle)) else {
return;
};
let move_count_at_spawn = *move_count_at_spawn;
task.inner = None;
let Some(game) = game else { return };
if game.0.move_count() != move_count_at_spawn {
return; // Stale — the board moved while we were solving.
}
match output {
SolveTaskOutput::Line(line) if line.is_empty() => {}
SolveTaskOutput::Line(line) => {
toast.write(InfoToastEvent(format!(
"Solution found — playing {} moves. Press Esc to stop.",
line.len()
)));
playback.queue = line.into();
playback.cooldown = FIRST_STEP_DELAY_SECS;
}
SolveTaskOutput::Unwinnable => {
toast.write(InfoToastEvent(
"No winning line exists from this position.".to_string(),
));
}
SolveTaskOutput::Inconclusive => {
toast.write(InfoToastEvent(
"Couldn't find a solution within the search budget.".to_string(),
));
}
}
}
/// Stops playback on Esc, pause, undo / new-game requests, or a
/// rejected move (the signature of the player diverging the board
/// mid-line). Runs before `drive_solution_playback` so a cancel takes
/// effect without one extra scripted move slipping out.
fn cancel_playback_on_interrupt(
mut playback: ResMut<SolutionPlayback>,
keys: Option<Res<ButtonInput<KeyCode>>>,
paused: Option<Res<PausedResource>>,
mut rejected: MessageReader<MoveRejectedEvent>,
mut undos: MessageReader<UndoRequestEvent>,
mut new_games: MessageReader<NewGameRequestEvent>,
mut toast: MessageWriter<InfoToastEvent>,
) {
if !playback.is_active() {
rejected.clear();
undos.clear();
new_games.clear();
return;
}
let esc = keys.is_some_and(|k| k.just_pressed(KeyCode::Escape));
let interrupted = esc
|| paused.is_some_and(|p| p.0)
|| rejected.read().next().is_some()
|| undos.read().next().is_some()
|| new_games.read().next().is_some();
if interrupted {
playback.stop();
toast.write(InfoToastEvent("Solution playback stopped.".to_string()));
}
}
/// Emits the next scripted instruction every [`STEP_INTERVAL_SECS`]
/// while playback is active, translated to the same request events
/// player input produces. Instructions that no longer decode against
/// the live state stop the run instead of guessing.
fn drive_solution_playback(
mut playback: ResMut<SolutionPlayback>,
game: Option<Res<GameStateResource>>,
time: Res<Time>,
mut moves: MessageWriter<MoveRequestEvent>,
mut draws: MessageWriter<DrawRequestEvent>,
mut toast: MessageWriter<InfoToastEvent>,
) {
if !playback.is_active() {
return;
}
let Some(game) = game else {
playback.stop();
return;
};
if game.0.is_won() {
playback.stop();
return;
}
playback.cooldown -= time.delta_secs();
if playback.cooldown > 0.0 {
return;
}
playback.cooldown = STEP_INTERVAL_SECS;
let Some(instruction) = playback.queue.pop_front() else {
return;
};
match instruction {
KlondikeInstruction::RotateStock => {
draws.write(DrawRequestEvent);
}
other => {
// Decode against the LIVE state — tableau run lengths depend on
// the current face-up counts, so this must happen at step time,
// not at solve time.
let Some((from, to, count)) = game.0.instruction_to_piles(other) else {
playback.stop();
toast.write(InfoToastEvent("Solution playback stopped.".to_string()));
return;
};
moves.write(MoveRequestEvent { from, to, count });
}
}
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
use crate::game_plugin::GamePlugin;
use crate::table_plugin::TablePlugin;
use bevy::ecs::message::Messages;
use solitaire_core::DrawStockConfig;
/// Seed proven Winnable at 5k budgets by the core
/// `budget_is_passed_through_not_clamped` test. Solved here under
/// standard rules (no take-from-foundation) to match that baseline.
const WINNABLE_SEED: u64 = 0xD1FF_0000_0000_0012;
fn winnable_state() -> GameState {
let mut game = GameState::new(WINNABLE_SEED, DrawStockConfig::DrawOne);
game.take_from_foundation = false;
game
}
/// Full pipeline: GamePlugin consumes the Move/Draw requests the
/// playback driver emits, exactly as in production.
fn headless_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(GamePlugin)
.add_plugins(TablePlugin)
.add_plugins(SolutionPlaybackPlugin);
app.init_resource::<ButtonInput<KeyCode>>();
app.update();
app
}
fn request_solution(app: &mut App) {
app.world_mut()
.resource_mut::<Messages<ShowSolutionRequestEvent>>()
.write(ShowSolutionRequestEvent);
}
/// Pump updates until the solver task resolves (wall-clock bounded,
/// mirroring `winnable_solver_emits_hint_after_async_completes`).
fn pump_until_solved(app: &mut App) {
let deadline = std::time::Instant::now() + std::time::Duration::from_secs(30);
while app.world().resource::<SolutionSolveTask>().inner.is_some() {
app.update();
std::thread::yield_now();
if std::time::Instant::now() >= deadline {
break;
}
}
assert!(
app.world().resource::<SolutionSolveTask>().inner.is_none(),
"solver task should have completed within 30 s wall-clock",
);
}
#[test]
fn request_solves_and_arms_playback() {
let mut app = headless_app();
app.insert_resource(GameStateResource(winnable_state()));
request_solution(&mut app);
app.update();
assert!(
app.world().resource::<SolutionSolveTask>().inner.is_some(),
"request must spawn a solver task",
);
pump_until_solved(&mut app);
assert!(
app.world().resource::<SolutionPlayback>().is_active(),
"a winnable position must arm playback",
);
}
#[test]
fn playback_reaches_win_through_normal_pipeline() {
let mut app = headless_app();
app.insert_resource(GameStateResource(winnable_state()));
request_solution(&mut app);
app.update();
pump_until_solved(&mut app);
assert!(app.world().resource::<SolutionPlayback>().is_active());
// Force each step instead of waiting out the real cadence; a line
// is at most a few hundred instructions.
for _ in 0..600 {
app.world_mut().resource_mut::<SolutionPlayback>().cooldown = 0.0;
app.update();
if app.world().resource::<GameStateResource>().0.is_won() {
break;
}
}
assert!(
app.world().resource::<GameStateResource>().0.is_won(),
"auto-played line must drive the real game to a win",
);
assert!(
!app.world().resource::<SolutionPlayback>().is_active(),
"playback must deactivate once the game is won",
);
}
#[test]
fn escape_cancels_playback() {
let mut app = headless_app();
app.insert_resource(GameStateResource(winnable_state()));
app.world_mut()
.resource_mut::<SolutionPlayback>()
.queue
.push_back(KlondikeInstruction::RotateStock);
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::Escape);
app.update();
assert!(
!app.world().resource::<SolutionPlayback>().is_active(),
"Esc must stop playback",
);
}
#[test]
fn repeat_request_is_ignored_while_active() {
let mut app = headless_app();
app.insert_resource(GameStateResource(winnable_state()));
app.world_mut()
.resource_mut::<SolutionPlayback>()
.queue
.push_back(KlondikeInstruction::RotateStock);
request_solution(&mut app);
app.update();
assert!(
app.world().resource::<SolutionSolveTask>().inner.is_none(),
"a request during active playback must not spawn a solver task",
);
}
}
+92 -110
View File
@@ -8,7 +8,6 @@
use std::path::PathBuf;
use bevy::input::ButtonInput;
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
use bevy::prelude::*;
use solitaire_data::{
@@ -25,17 +24,13 @@ use crate::events::{
use crate::font_plugin::FontResource;
use crate::game_plugin::GameMutation;
use crate::platform::ClipboardBackendResource;
use crate::progress_plugin::ProgressResource;
use crate::resources::GameStateResource;
use crate::time_attack_plugin::TimeAttackResource;
use crate::ui_modal::{
ButtonVariant, ModalButton, ModalScrim, ScrimDismissible, spawn_modal, spawn_modal_actions,
spawn_modal_button, spawn_modal_header,
};
use crate::ui_modal::{ButtonVariant, ModalButton, spawn_modal_button};
use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED_HI, BORDER_SUBTLE, HighContrastBorder, RADIUS_SM, STATE_INFO,
STATE_WARNING, STREAK_MILESTONES, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG,
TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4, Z_MODAL_PANEL,
TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4,
};
/// Bevy resource wrapping the current stats.
@@ -225,8 +220,9 @@ impl Plugin for StatsPlugin {
.before(GameMutation)
.before(update_stats_on_new_game),
)
.add_systems(Update, toggle_stats_screen.after(GameMutation))
.add_systems(Update, handle_stats_close_button)
// Open/close/tab handling moved to `you_hub_plugin`
// (Phase E) — this plugin now owns body content, replay
// selector behavior, and scroll.
.add_systems(Update, refresh_replay_history_on_win.after(GameMutation))
.add_systems(Update, handle_watch_replay_button)
.add_systems(Update, handle_copy_share_link_button)
@@ -632,70 +628,17 @@ fn handle_forfeit(
}
}
/// Marker on the "Done" button inside the Stats modal. Click despawns
/// the overlay; `S` keyboard shortcut toggles it the same way.
#[derive(Component, Debug)]
pub struct StatsCloseButton;
#[allow(clippy::too_many_arguments)]
fn toggle_stats_screen(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<ToggleStatsRequestEvent>,
stats: Res<StatsResource>,
progress: Option<Res<ProgressResource>>,
time_attack: Option<Res<TimeAttackResource>>,
font_res: Option<Res<FontResource>>,
latest_replay: Res<ReplayHistoryResource>,
selected_index: Res<SelectedReplayIndex>,
screens: Query<Entity, With<StatsScreen>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<StatsScreen>)>,
) {
let button_clicked = requests.read().count() > 0;
if !keys.just_pressed(KeyCode::KeyS) && !button_clicked {
return;
}
if let Ok(entity) = screens.single() {
commands.entity(entity).despawn();
} else {
if !other_modal_scrims.is_empty() {
return;
}
spawn_stats_screen(
&mut commands,
&stats.0,
progress.as_deref().map(|p| &p.0),
time_attack.as_deref(),
font_res.as_deref(),
&latest_replay.0.replays,
selected_index.0,
);
}
}
/// Click handler for the modal's "Done" button — despawns the overlay
/// the same way the `S` accelerator does.
fn handle_stats_close_button(
mut commands: Commands,
close_buttons: Query<&Interaction, (With<StatsCloseButton>, Changed<Interaction>)>,
screens: Query<Entity, With<StatsScreen>>,
) {
if !close_buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
for entity in &screens {
commands.entity(entity).despawn();
}
}
fn spawn_stats_screen(
commands: &mut Commands,
/// Builds the Stats tab body inside the You hub's card: the 8-cell
/// grid plus per-mode bests, progression, weekly goals, unlocks, and
/// the optional Time Attack line. The replay selector lives on its own
/// hub tab now — see [`spawn_replays_body`]. All markers
/// (`StatsCell`, `PerModeBestsRow`, `StatsScrollable`) are unchanged.
pub(crate) fn spawn_stats_body(
card: &mut ChildSpawnerCommands,
stats: &StatsSnapshot,
progress: Option<&PlayerProgress>,
time_attack: Option<&TimeAttackResource>,
font_res: Option<&FontResource>,
replays: &[Replay],
selected_index: usize,
) {
// --- primary stat cells ---
// First-launch zero-state: when no games have been played yet, render
@@ -756,9 +699,7 @@ fn spawn_stats_screen(
..default()
};
let scrim = spawn_modal(commands, StatsScreen, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, "Statistics", font_res);
{
// Scrollable body — the Stats panel renders an 8-cell grid plus
// multiple sections (per-mode bests, progression, weekly goals,
// unlocks, optional Time Attack, latest replay caption) and
@@ -935,7 +876,45 @@ fn spawn_stats_screen(
TextColor(STATE_WARNING),
));
}
});
}
}
/// Builds the Replays tab body inside the You hub's card: the
/// Prev/Next selector, detail line, and the Watch / Copy-share-link
/// actions (buttons live in the body now — the hub owns the single
/// Done in the action row). All markers (`ReplayPrevButton`,
/// `ReplayNextButton`, `ReplaySelectorCaption`, `ReplaySelectorDetail`,
/// `WatchReplayButton`, `CopyShareLinkButton`) are unchanged, so the
/// selector/watch/copy systems keep working.
pub(crate) fn spawn_replays_body(
card: &mut ChildSpawnerCommands,
replays: &[Replay],
selected_index: usize,
font_res: Option<&FontResource>,
) {
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_row = TextFont {
font: font_handle,
font_size: TYPE_BODY,
..default()
};
{
// Scrollable body — mirrors the other hub tabs so short
// windows can still reach every control.
card.spawn((
StatsScrollable,
ScrollPosition::default(),
Node {
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_3,
max_height: Val::Vh(70.0),
overflow: Overflow::scroll_y(),
..default()
},
))
.with_children(|body| {
// --- Replay selector ---
// Prev / Next chips step through the full replay history;
// `repaint_replay_selector_caption` and
@@ -1019,12 +998,21 @@ fn spawn_stats_screen(
));
});
spawn_modal_actions(card, |actions| {
// The Watch Replay button is always rendered so the
// affordance is discoverable from a fresh install. When no
// replay exists, the click handler surfaces a clear
// "No replay recorded yet" toast rather than silently
// doing nothing.
// Tab-local actions. The Watch Replay button is always
// rendered so the affordance is discoverable from a fresh
// install — with no replay, its click handler surfaces a
// "No replay recorded yet" toast rather than silently doing
// nothing. Same policy for Copy share link (toast explains
// when no shareable upload exists).
card.spawn(Node {
flex_direction: FlexDirection::Row,
flex_wrap: FlexWrap::Wrap,
column_gap: VAL_SPACE_2,
row_gap: VAL_SPACE_2,
margin: UiRect::top(VAL_SPACE_2),
..default()
})
.with_children(|actions| {
spawn_modal_button(
actions,
WatchReplayButton,
@@ -1033,11 +1021,6 @@ fn spawn_stats_screen(
ButtonVariant::Secondary,
font_res,
);
// Copy share link only renders when a sharable URL is in
// hand. The button is intentionally absent (rather than
// disabled) when no upload has happened yet — keeps the
// action bar free of dead controls in the local-only and
// first-launch cases.
spawn_modal_button(
actions,
CopyShareLinkButton,
@@ -1046,18 +1029,8 @@ fn spawn_stats_screen(
ButtonVariant::Secondary,
font_res,
);
spawn_modal_button(
actions,
StatsCloseButton,
"Done",
Some("S"),
ButtonVariant::Primary,
font_res,
);
});
});
// Stats is read-only — opt into click-outside-to-dismiss.
commands.entity(scrim).insert(ScrimDismissible);
}
}
/// Spawn one row of the "Per-mode bests" section: the mode label on the
@@ -1290,6 +1263,7 @@ mod tests {
// ProgressResource is an optional dependency for the stats screen;
// include it so toggle tests exercise the progression panel.
app.add_plugins(crate::progress_plugin::ProgressPlugin::headless());
app.add_plugins(crate::you_hub_plugin::YouHubPlugin);
app.update();
app
}
@@ -1500,10 +1474,8 @@ mod tests {
#[test]
fn zen_win_event_updates_zen_best_score_only() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.mode = solitaire_core::game_state::GameMode::Zen;
app.world_mut().resource_mut::<GameStateResource>().0.mode =
solitaire_core::game_state::GameMode::Zen;
app.world_mut().write_message(GameWonEvent {
score: 1800,
@@ -1834,6 +1806,25 @@ mod tests {
// Prev/Next replay selector spawn-site tests
// -----------------------------------------------------------------------
/// Opens the You hub via `S`, then switches to the Replays tab
/// (where the selector lives since Phase E) and settles the rebuild.
fn open_replays_tab(app: &mut App) {
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyS);
app.update();
// MinimalPlugins never clears input, so the sticky `just_pressed`
// would keep re-requesting the Stats tab every frame.
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.clear();
app.world_mut()
.resource_mut::<crate::you_hub_plugin::ActiveYouTab>()
.0 = crate::you_hub_plugin::YouTab::Replays;
app.update();
app.update();
}
#[test]
fn selector_row_spawns_when_stats_screen_opens() {
let mut app = headless_app();
@@ -1842,10 +1833,7 @@ mod tests {
let mut hist = app.world_mut().resource_mut::<ReplayHistoryResource>();
hist.0.replays.push(make_test_replay(90, None));
}
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyS);
app.update();
open_replays_tab(&mut app);
let prev = app
.world_mut()
@@ -1880,10 +1868,7 @@ mod tests {
let mut hist = app.world_mut().resource_mut::<ReplayHistoryResource>();
hist.0.replays.push(make_test_replay(120, None));
}
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyS);
app.update();
open_replays_tab(&mut app);
let mut q = app
.world_mut()
@@ -1903,10 +1888,7 @@ mod tests {
let mut hist = app.world_mut().resource_mut::<ReplayHistoryResource>();
hist.0.replays.push(make_test_replay(65, None)); // 65s → "1:05"
}
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyS);
app.update();
open_replays_tab(&mut app);
let mut q = app
.world_mut()
+26 -18
View File
@@ -272,12 +272,21 @@ fn poll_pull_result(
}
}
/// Last-schedule system: starts a best-effort push of the current local state
/// on [`AppExit`] without blocking the Bevy main thread.
/// Upper bound on how long [`push_on_exit`] may block the closing app.
/// Long enough for one healthy round-trip; short enough that quitting
/// never feels hung when the server is unreachable.
const EXIT_PUSH_TIMEOUT: std::time::Duration = std::time::Duration::from_secs(2);
/// Last-schedule system: pushes the current local state on [`AppExit`],
/// blocking the main thread for at most [`EXIT_PUSH_TIMEOUT`].
///
/// The detached task may be cut short by process teardown, so local atomic
/// persistence remains the durable source of truth even if the final remote
/// push does not complete.
/// This deliberately blocks: the previous detached-task version was almost
/// always cut short by process teardown, so the final session's push
/// silently never happened (2026-07-06 review, finding M3). A bounded wait
/// during the app's final frame is invisible to the player and lets the
/// round-trip actually complete on a healthy network. On timeout or error
/// the push is skipped — local atomic persistence remains the durable
/// source of truth and the next launch's pull/push converges.
fn push_on_exit(
mut exit_events: MessageReader<AppExit>,
provider: Res<SyncProviderResource>,
@@ -292,16 +301,17 @@ fn push_on_exit(
exit_events.clear();
let payload = build_payload(&stats.0, &achievements.0, &progress.0);
let provider = provider.0.clone();
let rt = rt.0.clone();
AsyncComputeTaskPool::get()
.spawn(async move {
match rt.block_on(provider.push(&payload)) {
Ok(_) | Err(SyncError::UnsupportedPlatform) => {}
Err(e) => warn!("sync push on exit failed: {e}"),
}
})
.detach();
let result = rt.0.block_on(async {
tokio::time::timeout(EXIT_PUSH_TIMEOUT, provider.0.push(&payload)).await
});
match result {
Ok(Ok(_)) | Ok(Err(SyncError::UnsupportedPlatform)) => {}
Ok(Err(e)) => warn!("sync push on exit failed: {e}"),
Err(_) => warn!(
"sync push on exit timed out after {}s; will sync on next launch",
EXIT_PUSH_TIMEOUT.as_secs()
),
}
}
/// Update-schedule system: on each `GameWonEvent` push the just-completed
@@ -657,9 +667,7 @@ mod tests {
);
// In-memory contract: replays[0].share_url is now Some(url).
let live = app
.world()
.resource::<ReplayHistoryResource>();
let live = app.world().resource::<ReplayHistoryResource>();
assert_eq!(
live.0.replays.first().and_then(|r| r.share_url.clone()),
Some(url.clone()),
+36 -36
View File
@@ -6,10 +6,12 @@
use bevy::prelude::*;
use bevy::window::WindowResized;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::KlondikePile;
use solitaire_core::Suit;
use solitaire_core::{FOUNDATIONS, TABLEAUS};
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,
@@ -83,6 +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
@@ -99,10 +108,18 @@ impl Plugin for TablePlugin {
(
on_safe_area_changed.before(LayoutSystem::UpdateOnResize),
on_window_resized.in_set(LayoutSystem::UpdateOnResize),
apply_theme_on_settings_change,
apply_hint_pile_highlight,
tick_hint_pile_highlights,
sync_pile_marker_visibility,
// 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.after(GameMutation),
)
.chain()
.in_set(MarkerVisuals)
.after(crate::card_plugin::BoardVisuals),
),
);
}
@@ -280,10 +297,10 @@ fn spawn_pile_markers(commands: &mut Commands, layout: &Layout) {
let mut piles: Vec<KlondikePile> = Vec::with_capacity(12);
piles.push(KlondikePile::Stock);
for foundation in foundations() {
for foundation in FOUNDATIONS {
piles.push(KlondikePile::Foundation(foundation));
}
for tableau in tableaus() {
for tableau in TABLEAUS {
piles.push(KlondikePile::Tableau(tableau));
}
@@ -368,7 +385,11 @@ fn on_window_resized(
>,
mut marker_outlines: Query<
&mut Sprite,
(Without<PileMarker>, Without<TableBackground>, Without<Text2d>),
(
Without<PileMarker>,
Without<TableBackground>,
Without<Text2d>,
),
>,
mut marker_labels: Query<&mut TextFont, With<Text2d>>,
) {
@@ -420,8 +441,7 @@ fn on_window_resized(
// must be re-derived here too or a resize (fold/unfold, rotation)
// leaves them at the stale size — visible as oversized grey
// frames on empty piles.
let outline_size =
new_layout.card_size + Vec2::splat(PILE_MARKER_OUTLINE_WIDTH * 2.0);
let outline_size = new_layout.card_size + Vec2::splat(PILE_MARKER_OUTLINE_WIDTH * 2.0);
let font_size = new_layout.card_size.x * 0.28;
for child in children.into_iter().flatten() {
if let Ok(mut outline) = marker_outlines.get_mut(*child) {
@@ -576,31 +596,11 @@ fn pile_cards(
}
}
const fn foundations() -> [Foundation; 4] {
[
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
]
}
const fn tableaus() -> [Tableau; 7] {
[
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
]
}
#[cfg(test)]
mod tests {
use super::*;
use crate::game_plugin::GamePlugin;
use solitaire_core::{Foundation, Tableau};
/// Minimal headless app — omits windowing so pile markers are spawned with
/// the default 1280×800 layout and no camera is created.
@@ -704,7 +704,10 @@ mod tests {
}
}
assert_eq!(outlines, 12, "all 12 markers carry an outline child");
assert!(labels >= 11, "tableau + foundation markers carry watermarks");
assert!(
labels >= 11,
"tableau + foundation markers carry watermarks"
);
}
#[test]
@@ -940,10 +943,7 @@ mod tests {
#[test]
fn suit_symbol_all_four_are_distinct() {
let symbols: Vec<&str> = [Suit::Spades, Suit::Hearts, Suit::Diamonds, Suit::Clubs]
.iter()
.map(suit_symbol)
.collect();
let symbols: Vec<&str> = Suit::SUITS.iter().map(suit_symbol).collect();
let unique: std::collections::HashSet<&&str> = symbols.iter().collect();
assert_eq!(unique.len(), 4, "all four suit symbols must be distinct");
}
+4 -16
View File
@@ -62,22 +62,10 @@ impl CardKey {
/// Iterator over all 52 valid keys, in suit-major / rank-ascending order.
/// Used to enumerate the manifest's required entries.
pub fn all() -> impl Iterator<Item = CardKey> {
const SUITS: [Suit; 4] = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
const RANKS: [Rank; 13] = [
Rank::Ace,
Rank::Two,
Rank::Three,
Rank::Four,
Rank::Five,
Rank::Six,
Rank::Seven,
Rank::Eight,
Rank::Nine,
Rank::Ten,
Rank::Jack,
Rank::Queen,
Rank::King,
];
// Order-independent enumeration — consumers check completeness and
// round-trips, never positions.
const SUITS: [Suit; 4] = Suit::SUITS;
const RANKS: [Rank; 13] = Rank::RANKS;
SUITS
.into_iter()
.flat_map(|s| RANKS.into_iter().map(move |r| CardKey::new(s, r)))
+71 -85
View File
@@ -17,7 +17,7 @@ use solitaire_core::{Rank, Suit};
use crate::assets::{
bundled_theme_url, classic_theme_svg_bytes, dark_theme_svg_bytes, rasterize_svg, user_theme_dir,
};
use crate::card_plugin::CardImageSet;
use crate::card_plugin::{CardImageSet, rank_index, suit_index};
use crate::events::StateChangedEvent;
use super::loader::CardThemeLoader;
@@ -116,24 +116,32 @@ impl Plugin for ThemePlugin {
}
}
/// Resolves the manifest URL for `theme_id`: the bundled themes
/// (`"dark"`, `"classic"`) load from the embedded source; any other id
/// is a user theme served from the `themes://` directory source.
fn theme_manifest_url(theme_id: &str) -> String {
bundled_theme_url(theme_id)
.map(str::to_string)
.unwrap_or_else(|| format!("themes://{theme_id}/theme.ron"))
}
/// Kicks off the initial theme load — the one named by
/// `Settings::selected_theme_id` if available, falling back to the
/// embedded default. The actual rasterisation runs asynchronously on
/// the asset task pool; the sync system below picks up the
/// `LoadedWithDependencies` event when every face + back is ready.
/// fresh-install default from `solitaire_data::Settings`. The actual
/// rasterisation runs asynchronously on the asset task pool; the sync
/// system below picks up the `LoadedWithDependencies` event when every
/// face + back is ready.
fn load_initial_theme(
asset_server: Res<AssetServer>,
settings: Option<Res<crate::settings_plugin::SettingsResource>>,
mut commands: Commands,
) {
let default_id = solitaire_data::Settings::default().selected_theme_id;
let id = settings
.as_deref()
.map(|s| s.0.selected_theme_id.as_str())
.unwrap_or("classic");
let url = bundled_theme_url(id)
.map(str::to_string)
.unwrap_or_else(|| format!("themes://{id}/theme.ron"));
let handle: Handle<CardTheme> = asset_server.load(url);
.unwrap_or(&default_id);
let handle: Handle<CardTheme> = asset_server.load(theme_manifest_url(id));
commands.insert_resource(ActiveTheme(handle));
}
@@ -162,10 +170,7 @@ fn react_to_settings_theme_change(
return;
}
let url = bundled_theme_url(new_id)
.map(str::to_string)
.unwrap_or_else(|| format!("themes://{new_id}/theme.ron"));
let handle: Handle<CardTheme> = asset_server.load(url);
let handle: Handle<CardTheme> = asset_server.load(theme_manifest_url(new_id));
commands.insert_resource(ActiveTheme(handle));
}
@@ -242,22 +247,8 @@ fn sync_card_image_set_with_active_theme(
/// `theme_back` when present, so writing here is sufficient to make
/// every face-down card pick up the theme's art on the next sync.
fn apply_theme_to_card_image_set(theme: &CardTheme, image_set: &mut CardImageSet) {
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] {
for rank in [
Rank::Ace,
Rank::Two,
Rank::Three,
Rank::Four,
Rank::Five,
Rank::Six,
Rank::Seven,
Rank::Eight,
Rank::Nine,
Rank::Ten,
Rank::Jack,
Rank::Queen,
Rank::King,
] {
for suit in Suit::SUITS {
for rank in Rank::RANKS {
if let Some(handle) = theme.faces.get(&CardKey::new(suit, rank)) {
image_set.faces[suit_index(suit)][rank_index(rank)] = handle.clone();
}
@@ -266,41 +257,11 @@ fn apply_theme_to_card_image_set(theme: &CardTheme, image_set: &mut CardImageSet
image_set.theme_back = Some(theme.back.clone());
}
/// Index used by [`CardImageSet::faces`] for a given suit. Mirrors
/// the `card_plugin` doc comment: Clubs=0, Diamonds=1, Hearts=2, Spades=3.
const fn suit_index(s: Suit) -> usize {
match s {
Suit::Clubs => 0,
Suit::Diamonds => 1,
Suit::Hearts => 2,
Suit::Spades => 3,
}
}
/// Index used by [`CardImageSet::faces`] for a given rank.
/// Ace=0, Two=1 … King=12.
const fn rank_index(r: Rank) -> usize {
match r {
Rank::Ace => 0,
Rank::Two => 1,
Rank::Three => 2,
Rank::Four => 3,
Rank::Five => 4,
Rank::Six => 5,
Rank::Seven => 6,
Rank::Eight => 7,
Rank::Nine => 8,
Rank::Ten => 9,
Rank::Jack => 10,
Rank::Queen => 11,
Rank::King => 12,
}
}
/// Switches the active theme to the one served at
/// `themes://<theme_id>/theme.ron`. Returns the new `Handle<CardTheme>`
/// so callers can poll `Assets<CardTheme>` if they want to wait for
/// the load before changing UI state.
/// Switches the active theme to `theme_id` — the embedded source for
/// the bundled `"dark"` / `"classic"` themes, `themes://` for user
/// themes. Returns the new `Handle<CardTheme>` so callers can poll
/// `Assets<CardTheme>` if they want to wait for the load before
/// changing UI state.
///
/// The handle is also written to the [`ActiveTheme`] resource — the
/// per-frame sync system picks up the `LoadedWithDependencies` event
@@ -311,8 +272,7 @@ pub fn set_theme(
asset_server: &AssetServer,
theme_id: &str,
) -> Handle<CardTheme> {
let url = format!("themes://{theme_id}/theme.ron");
let handle: Handle<CardTheme> = asset_server.load(url);
let handle: Handle<CardTheme> = asset_server.load(theme_manifest_url(theme_id));
commands.insert_resource(ActiveTheme(handle.clone()));
handle
}
@@ -446,21 +406,17 @@ mod tests {
}
#[test]
fn suit_index_ranges_match_card_plugin_layout() {
assert_eq!(suit_index(Suit::Clubs), 0);
assert_eq!(suit_index(Suit::Diamonds), 1);
assert_eq!(suit_index(Suit::Hearts), 2);
assert_eq!(suit_index(Suit::Spades), 3);
fn suit_index_matches_upstream_suits_order() {
for (i, s) in Suit::SUITS.iter().enumerate() {
assert_eq!(suit_index(*s), i, "faces outer layout = Suit::SUITS order");
}
}
#[test]
fn rank_index_starts_at_ace_zero_and_ends_at_king_twelve() {
assert_eq!(rank_index(Rank::Ace), 0);
assert_eq!(rank_index(Rank::Two), 1);
assert_eq!(rank_index(Rank::Ten), 9);
assert_eq!(rank_index(Rank::Jack), 10);
assert_eq!(rank_index(Rank::Queen), 11);
assert_eq!(rank_index(Rank::King), 12);
fn rank_index_matches_upstream_ranks_order() {
for (i, r) in Rank::RANKS.iter().enumerate() {
assert_eq!(rank_index(*r), i, "faces inner layout = Rank::RANKS order");
}
}
#[test]
@@ -524,13 +480,43 @@ mod tests {
}
#[test]
fn set_theme_url_format_matches_themes_source() {
// The format string is the only behavioural surface of
// set_theme that doesn't require an App. We assert the URL
// shape so a future refactor doesn't accidentally change the
// path layout.
let url = format!("themes://{}/theme.ron", "user_uploaded");
assert_eq!(url, "themes://user_uploaded/theme.ron");
fn theme_manifest_url_routes_bundled_ids_to_embedded_source() {
// The bundled themes live in the binary, not in the user
// themes directory — resolving them to `themes://` would
// NotFound and silently leave the previous theme active.
assert_eq!(
theme_manifest_url("dark"),
crate::assets::DARK_THEME_MANIFEST_URL
);
assert_eq!(
theme_manifest_url("classic"),
crate::assets::CLASSIC_THEME_MANIFEST_URL
);
}
#[test]
fn theme_manifest_url_routes_user_ids_to_themes_source() {
// We assert the URL shape so a future refactor doesn't
// accidentally change the path layout of the user-themes
// source.
assert_eq!(
theme_manifest_url("user_uploaded"),
"themes://user_uploaded/theme.ron"
);
}
#[test]
fn initial_theme_fallback_matches_settings_default() {
// `load_initial_theme` falls back to the data-crate default
// when `SettingsResource` is absent. That default must always
// name a bundled theme, or a fresh minimal setup would resolve
// to a nonexistent user theme (see the v0.33.0 "classic"
// fallback drift in CHANGELOG.md).
let default_id = solitaire_data::Settings::default().selected_theme_id;
assert!(
bundled_theme_url(&default_id).is_some(),
"default theme id {default_id:?} must be a bundled theme"
);
}
/// Test 1: the bundled dark theme always has embedded SVG bytes
+664
View File
@@ -0,0 +1,664 @@
//! In-game theme store: browse the sync server's theme catalog and
//! install themes without leaving the app.
//!
//! Settings → Cosmetic → "Browse theme store" fires
//! [`crate::events::ThemeStoreOpenRequestEvent`]; this plugin opens a
//! modal listing the catalog (fetched on [`AsyncComputeTaskPool`]) and
//! handles per-theme Install buttons. An install downloads the archive
//! (SHA-256-verified by [`ThemeStoreClient`]), writes it atomically
//! into `user_theme_dir()`, and runs it through the same hardened
//! [`import_theme`] pipeline as a manually dropped zip — the store
//! never bypasses the importer's validation.
//!
//! Native-only: downloads need `reqwest`/Tokio and the importer is
//! filesystem-based; the plugin is gated out on wasm32 alongside
//! `SyncPlugin`.
use bevy::prelude::*;
use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
use thiserror::Error;
use solitaire_data::theme_store_client::{ThemeStoreClient, ThemeStoreError};
use solitaire_data::{Settings, SyncBackend};
use solitaire_sync::ThemeCatalogEntry;
use crate::assets::user_theme_dir;
use crate::events::{InfoToastEvent, ThemeStoreOpenRequestEvent, WarningToastEvent};
use crate::font_plugin::FontResource;
use crate::resources::TokioRuntimeResource;
use crate::settings_plugin::{SettingsPanel, SettingsResource};
use crate::theme::{ImportError, ThemeRegistry, import_theme, refresh_registry};
use crate::ui_modal::{
ButtonVariant, ModalScrim, ScrimDismissible, spawn_modal, spawn_modal_actions,
spawn_modal_button, spawn_modal_header,
};
use crate::ui_theme::{
BORDER_SUBTLE, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_CAPTION, VAL_SPACE_2, VAL_SPACE_3,
Z_MODAL_PANEL,
};
// ---------------------------------------------------------------------------
// Errors
// ---------------------------------------------------------------------------
/// Everything that can go wrong between clicking Install and the theme
/// appearing in the picker.
#[derive(Debug, Error)]
enum ThemeInstallError {
/// Catalog fetch or archive download failed (network, HTTP status,
/// size/checksum verification).
#[error(transparent)]
Download(#[from] ThemeStoreError),
/// The verified archive could not be written into the themes dir.
#[error("could not save archive: {0}")]
Io(#[from] std::io::Error),
/// The downloaded archive failed importer validation.
#[error(transparent)]
Import(#[from] ImportError),
}
// ---------------------------------------------------------------------------
// Components & resources
// ---------------------------------------------------------------------------
/// Marker on the theme-store modal's scrim root.
#[derive(Component)]
pub struct ThemeStoreScreen;
/// Marker on the modal's Close button.
#[derive(Component)]
struct ThemeStoreCloseButton;
/// Per-row Install button carrying its catalog entry.
#[derive(Component)]
struct ThemeStoreInstallButton(ThemeCatalogEntry);
/// Catalog fetch lifecycle. The modal renders directly from this state
/// and is rebuilt (despawn + respawn, mirroring the leaderboard panel)
/// whenever it changes.
#[derive(Resource, Default)]
enum CatalogState {
/// No fetch has run since the modal was last opened.
#[default]
Idle,
Loading,
Loaded(Vec<ThemeCatalogEntry>),
Error(String),
}
/// In-flight catalog fetch, polled without blocking.
#[derive(Resource, Default)]
struct CatalogTask(Option<Task<Result<Vec<ThemeCatalogEntry>, ThemeStoreError>>>);
/// Result of one download + import: `Ok(Some(id))` on a fresh install,
/// `Ok(None)` when the theme was already installed (id collision) —
/// informational, not an error.
type InstallResult = Result<Option<String>, ThemeInstallError>;
/// In-flight download + import. `String` is the theme id, for toasts.
#[derive(Resource, Default)]
struct InstallTask(Option<(String, Task<InstallResult>)>);
/// Server base URL captured when the modal opens. Catalog
/// `download_url`s are server-relative, so installs join them onto
/// this. `None` while the modal has never been opened.
#[derive(Resource, Default)]
struct StoreBaseUrl(Option<String>);
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
/// Bevy plugin for the in-game theme store. See the module docs.
pub struct ThemeStorePlugin;
impl Plugin for ThemeStorePlugin {
fn build(&self, app: &mut App) {
app.init_resource::<CatalogState>()
.init_resource::<CatalogTask>()
.init_resource::<InstallTask>()
.init_resource::<StoreBaseUrl>()
// Esc-close reads keyboard input; register defensively so
// the plugin works under MinimalPlugins in tests.
.init_resource::<ButtonInput<KeyCode>>()
.add_message::<ThemeStoreOpenRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<WarningToastEvent>()
.add_systems(
Update,
(
handle_open_request,
poll_catalog_task,
handle_install_buttons,
poll_install_task,
handle_close_button,
)
.chain(),
);
}
}
// ---------------------------------------------------------------------------
// Systems
// ---------------------------------------------------------------------------
/// Resolves the store's server base URL from the player's sync
/// backend. The store rides the same self-hosted server as sync;
/// without one configured there is nothing to browse.
fn store_base_url(settings: &Settings) -> Option<String> {
match &settings.sync_backend {
SyncBackend::SolitaireServer { url, .. } => Some(url.clone()),
_ => None,
}
}
/// Opens the store modal and kicks off the catalog fetch.
///
/// Mirrors `open_sync_setup_modal`: the Settings button closes the
/// settings panel in the same frame it fires the event, and despawns
/// are deferred, so the settings scrim is excluded from the
/// another-modal-is-open guard.
#[allow(clippy::type_complexity, clippy::too_many_arguments)]
fn handle_open_request(
mut events: MessageReader<ThemeStoreOpenRequestEvent>,
existing: Query<(), With<ThemeStoreScreen>>,
other_modal_scrims: Query<
(),
(
With<ModalScrim>,
Without<ThemeStoreScreen>,
Without<SettingsPanel>,
),
>,
settings: Option<Res<SettingsResource>>,
rt: Option<Res<TokioRuntimeResource>>,
mut catalog_state: ResMut<CatalogState>,
mut catalog_task: ResMut<CatalogTask>,
mut store_base: ResMut<StoreBaseUrl>,
mut warning_toast: MessageWriter<WarningToastEvent>,
mut commands: Commands,
font_res: Option<Res<FontResource>>,
) {
if events.is_empty() {
return;
}
events.clear();
if !existing.is_empty() || !other_modal_scrims.is_empty() {
return;
}
let Some(base_url) = settings.as_deref().and_then(|s| store_base_url(&s.0)) else {
warning_toast.write(WarningToastEvent(
"Theme store needs a server — connect one in Settings → Sync.".to_string(),
));
return;
};
let Some(rt) = rt else {
warning_toast.write(WarningToastEvent(
"Theme store unavailable — no network runtime.".to_string(),
));
return;
};
store_base.0 = Some(base_url.clone());
*catalog_state = CatalogState::Loading;
let rt = rt.0.clone();
catalog_task.0 = Some(AsyncComputeTaskPool::get().spawn(async move {
rt.block_on(async { ThemeStoreClient::new(base_url).fetch_catalog().await })
}));
spawn_store_modal(&mut commands, &catalog_state, None, font_res.as_deref());
}
/// Polls the catalog fetch; on completion updates [`CatalogState`] and
/// rebuilds the modal if it is still open.
fn poll_catalog_task(
mut catalog_task: ResMut<CatalogTask>,
mut catalog_state: ResMut<CatalogState>,
screens: Query<Entity, With<ThemeStoreScreen>>,
registry: Option<Res<ThemeRegistry>>,
mut commands: Commands,
font_res: Option<Res<FontResource>>,
) {
let Some(task) = catalog_task.0.as_mut() else {
return;
};
let Some(result) = future::block_on(future::poll_once(task)) else {
return;
};
catalog_task.0 = None;
*catalog_state = match result {
Ok(entries) => CatalogState::Loaded(entries),
Err(e) => {
warn!("theme store: catalog fetch failed: {e}");
CatalogState::Error(e.to_string())
}
};
rebuild_open_modal(
&screens,
&mut commands,
&catalog_state,
registry.as_deref(),
font_res.as_deref(),
);
}
/// Starts a download + import task when an Install button is pressed.
/// One install at a time; repeat clicks while busy are ignored.
fn handle_install_buttons(
interactions: Query<(&Interaction, &ThemeStoreInstallButton), Changed<Interaction>>,
rt: Option<Res<TokioRuntimeResource>>,
store_base: Res<StoreBaseUrl>,
mut install_task: ResMut<InstallTask>,
mut info_toast: MessageWriter<InfoToastEvent>,
) {
for (interaction, button) in &interactions {
if *interaction != Interaction::Pressed || install_task.0.is_some() {
continue;
}
let (Some(rt), Some(base_url)) = (rt.as_ref(), store_base.0.clone()) else {
continue;
};
let entry = button.0.clone();
info_toast.write(InfoToastEvent(format!("Downloading '{}'…", entry.name)));
let rt = rt.0.clone();
let task = AsyncComputeTaskPool::get().spawn(async move {
let bytes = rt
.block_on(async { ThemeStoreClient::new(base_url).download_theme(&entry).await })?;
install_verified_archive(&entry.id, &bytes)
});
install_task.0 = Some((button.0.id.clone(), task));
}
}
/// Downloads land here (already SHA-256-verified): write the archive
/// atomically into the user themes dir (`.tmp` + rename, §2.5), then
/// run the standard importer. Returns `Ok(None)` when the theme was
/// already installed.
fn install_verified_archive(id: &str, bytes: &[u8]) -> Result<Option<String>, ThemeInstallError> {
let themes_dir = user_theme_dir();
std::fs::create_dir_all(&themes_dir)?;
let final_path = themes_dir.join(format!("{id}.zip"));
let tmp_path = themes_dir.join(format!("{id}.zip.tmp"));
std::fs::write(&tmp_path, bytes)?;
std::fs::rename(&tmp_path, &final_path)?;
match import_theme(&final_path) {
Ok(theme_id) => Ok(Some(theme_id.as_str().to_string())),
Err(ImportError::IdCollision { .. }) => Ok(None),
Err(e) => {
// Don't leave a zip that fails validation lying around for
// the folder-scan flow to re-try on every scan.
let _ = std::fs::remove_file(&final_path);
Err(e.into())
}
}
}
/// Polls the install task; on completion refreshes the theme registry,
/// toasts the outcome, and rebuilds the modal so the row flips to
/// "Installed".
#[allow(clippy::too_many_arguments)]
fn poll_install_task(
mut install_task: ResMut<InstallTask>,
mut registry: Option<ResMut<ThemeRegistry>>,
catalog_state: Res<CatalogState>,
screens: Query<Entity, With<ThemeStoreScreen>>,
mut info_toast: MessageWriter<InfoToastEvent>,
mut warning_toast: MessageWriter<WarningToastEvent>,
mut commands: Commands,
font_res: Option<Res<FontResource>>,
) {
let Some((id, task)) = install_task.0.as_mut() else {
return;
};
let Some(result) = future::block_on(future::poll_once(task)) else {
return;
};
let id = id.clone();
install_task.0 = None;
match result {
Ok(Some(theme_id)) => {
if let Some(registry) = registry.as_deref_mut() {
refresh_registry(registry, &user_theme_dir());
}
info_toast.write(InfoToastEvent(format!(
"Theme '{theme_id}' installed — pick it in Settings → Cosmetic."
)));
}
Ok(None) => {
info_toast.write(InfoToastEvent(format!("Theme '{id}' already installed.")));
}
Err(e) => {
warn!("theme store: install of '{id}' failed: {e}");
warning_toast.write(WarningToastEvent(format!("Install failed: {e}")));
}
}
rebuild_open_modal(
&screens,
&mut commands,
&catalog_state,
registry.as_deref(),
font_res.as_deref(),
);
}
/// Despawns the store modal when Close is pressed or on Esc (Phase C
/// dismissal audit). The store only ever stacks over Settings and
/// nothing stacks over the store, so it owns Esc whenever it is open
/// (Settings' own Esc handler is gated on being topmost).
fn handle_close_button(
interactions: Query<&Interaction, (Changed<Interaction>, With<ThemeStoreCloseButton>)>,
keys: Res<ButtonInput<KeyCode>>,
screens: Query<Entity, With<ThemeStoreScreen>>,
mut commands: Commands,
) {
let clicked = interactions.iter().any(|i| *i == Interaction::Pressed);
let esc = keys.just_pressed(KeyCode::Escape) && !screens.is_empty();
if !clicked && !esc {
return;
}
for entity in &screens {
commands.entity(entity).despawn();
}
}
// ---------------------------------------------------------------------------
// Modal rendering
// ---------------------------------------------------------------------------
/// Despawn + respawn the modal for every open screen (Bevy despawns
/// are deferred, so this is safe within one frame).
fn rebuild_open_modal(
screens: &Query<Entity, With<ThemeStoreScreen>>,
commands: &mut Commands,
catalog_state: &CatalogState,
registry: Option<&ThemeRegistry>,
font_res: Option<&FontResource>,
) {
for entity in screens {
commands.entity(entity).despawn();
spawn_store_modal(commands, catalog_state, registry, font_res);
}
}
/// Spawns the store modal for the current catalog state.
fn spawn_store_modal(
commands: &mut Commands,
catalog_state: &CatalogState,
registry: Option<&ThemeRegistry>,
font_res: Option<&FontResource>,
) {
let body_font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_BODY,
..default()
};
let caption_font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_CAPTION,
..default()
};
let scrim = spawn_modal(commands, ThemeStoreScreen, Z_MODAL_PANEL + 1, |card| {
spawn_modal_header(card, "Theme Store", font_res);
match catalog_state {
CatalogState::Idle | CatalogState::Loading => {
card.spawn((
Text::new("Loading catalog…"),
body_font.clone(),
TextColor(TEXT_SECONDARY),
));
}
CatalogState::Error(msg) => {
card.spawn((
Text::new(format!("Could not load the catalog: {msg}")),
body_font.clone(),
TextColor(TEXT_SECONDARY),
));
}
CatalogState::Loaded(entries) if entries.is_empty() => {
card.spawn((
Text::new("The server has no themes yet."),
body_font.clone(),
TextColor(TEXT_SECONDARY),
));
}
CatalogState::Loaded(entries) => {
for entry in entries {
let installed =
registry.is_some_and(|registry| registry.find(&entry.id).is_some());
spawn_store_row(card, entry, installed, &body_font, &caption_font, font_res);
}
}
}
spawn_modal_actions(card, |actions| {
spawn_modal_button(
actions,
ThemeStoreCloseButton,
"Close",
None,
ButtonVariant::Primary,
font_res,
);
});
});
commands.entity(scrim).insert(ScrimDismissible);
}
/// One catalog row: name + author/size caption on the left, Install
/// button (or "Installed" caption) on the right.
fn spawn_store_row(
parent: &mut ChildSpawnerCommands,
entry: &ThemeCatalogEntry,
installed: bool,
body_font: &TextFont,
caption_font: &TextFont,
font_res: Option<&FontResource>,
) {
parent
.spawn((
Node {
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::SpaceBetween,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_3,
padding: UiRect::vertical(VAL_SPACE_2),
border: UiRect::bottom(Val::Px(1.0)),
..default()
},
BorderColor::all(BORDER_SUBTLE),
))
.with_children(|row| {
row.spawn(Node {
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_2,
..default()
})
.with_children(|col| {
col.spawn((
Text::new(entry.name.clone()),
body_font.clone(),
TextColor(TEXT_PRIMARY),
));
col.spawn((
Text::new(format!(
"by {} — {} KB",
entry.author,
entry.size_bytes.div_ceil(1024)
)),
caption_font.clone(),
TextColor(TEXT_SECONDARY),
));
});
if installed {
row.spawn((
Text::new("Installed"),
caption_font.clone(),
TextColor(TEXT_SECONDARY),
));
} else {
spawn_modal_button(
row,
ThemeStoreInstallButton(entry.clone()),
"Install",
None,
ButtonVariant::Secondary,
font_res,
);
}
});
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
use bevy::ecs::message::Messages;
fn headless_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(ThemeStorePlugin);
app.update();
app
}
fn settings_with_server() -> SettingsResource {
SettingsResource(Settings {
sync_backend: SyncBackend::SolitaireServer {
url: "http://127.0.0.1:1".to_string(),
username: "tester".to_string(),
avatar_url: None,
},
..Settings::default()
})
}
fn screen_count(app: &mut App) -> usize {
app.world_mut()
.query::<&ThemeStoreScreen>()
.iter(app.world())
.count()
}
#[test]
fn store_base_url_requires_server_backend() {
assert_eq!(store_base_url(&Settings::default()), None);
assert_eq!(
store_base_url(&settings_with_server().0).as_deref(),
Some("http://127.0.0.1:1")
);
}
#[test]
fn open_request_without_server_warns_and_spawns_nothing() {
let mut app = headless_app();
// Default settings → SyncBackend::Local → no store.
app.insert_resource(SettingsResource(Settings::default()));
app.world_mut()
.resource_mut::<Messages<ThemeStoreOpenRequestEvent>>()
.write(ThemeStoreOpenRequestEvent);
app.update();
assert_eq!(screen_count(&mut app), 0);
assert!(
!app.world()
.resource::<Messages<WarningToastEvent>>()
.is_empty(),
"player must be told why the store did not open"
);
}
#[test]
fn open_request_without_runtime_warns_and_spawns_nothing() {
let mut app = headless_app();
app.insert_resource(settings_with_server());
// No TokioRuntimeResource inserted.
app.world_mut()
.resource_mut::<Messages<ThemeStoreOpenRequestEvent>>()
.write(ThemeStoreOpenRequestEvent);
app.update();
assert_eq!(screen_count(&mut app), 0);
assert!(
!app.world()
.resource::<Messages<WarningToastEvent>>()
.is_empty()
);
}
#[test]
fn open_request_with_server_spawns_modal_in_loading_state() {
let mut app = headless_app();
app.insert_resource(settings_with_server());
app.insert_resource(TokioRuntimeResource::new().expect("test runtime"));
app.world_mut()
.resource_mut::<Messages<ThemeStoreOpenRequestEvent>>()
.write(ThemeStoreOpenRequestEvent);
app.update();
assert_eq!(screen_count(&mut app), 1);
assert!(matches!(
*app.world().resource::<CatalogState>(),
CatalogState::Loading | CatalogState::Error(_)
));
assert_eq!(
app.world().resource::<StoreBaseUrl>().0.as_deref(),
Some("http://127.0.0.1:1")
);
}
#[test]
fn second_open_request_does_not_stack_a_second_modal() {
let mut app = headless_app();
app.insert_resource(settings_with_server());
app.insert_resource(TokioRuntimeResource::new().expect("test runtime"));
for _ in 0..2 {
app.world_mut()
.resource_mut::<Messages<ThemeStoreOpenRequestEvent>>()
.write(ThemeStoreOpenRequestEvent);
app.update();
}
assert_eq!(screen_count(&mut app), 1);
}
#[test]
fn failed_catalog_fetch_rebuilds_modal_with_error_state() {
let mut app = headless_app();
app.insert_resource(settings_with_server());
app.insert_resource(TokioRuntimeResource::new().expect("test runtime"));
app.world_mut()
.resource_mut::<Messages<ThemeStoreOpenRequestEvent>>()
.write(ThemeStoreOpenRequestEvent);
app.update();
// 127.0.0.1:1 refuses connections; the fetch task must resolve
// to an error within a bounded number of frames and the modal
// must survive the rebuild.
for _ in 0..200 {
app.update();
if matches!(
*app.world().resource::<CatalogState>(),
CatalogState::Error(_)
) {
break;
}
std::thread::sleep(std::time::Duration::from_millis(10));
}
assert!(matches!(
*app.world().resource::<CatalogState>(),
CatalogState::Error(_)
));
assert_eq!(screen_count(&mut app), 1);
}
}
@@ -28,8 +28,8 @@
use bevy::ecs::message::MessageReader;
use bevy::prelude::*;
use solitaire_core::KlondikePile;
use solitaire_core::Card;
use solitaire_core::KlondikePile;
use crate::card_plugin::CardEntity;
use crate::events::StateChangedEvent;
+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(),
);
+49 -4
View File
@@ -60,9 +60,9 @@ use crate::settings_plugin::SettingsResource;
use crate::ui_theme::{
ACCENT_PRIMARY, ACCENT_PRIMARY_HOVER, ACCENT_SECONDARY, BG_BASE, BG_ELEVATED, BG_ELEVATED_HI,
BG_ELEVATED_PRESSED, BG_ELEVATED_TOP, BORDER_STRONG, BORDER_SUBTLE, HighContrastBorder,
MOTION_MODAL_SECS, RADIUS_LG, RADIUS_MD, SCRIM, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY_LG,
TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4, VAL_SPACE_5,
scaled_duration,
MOTION_MODAL_SECS, RADIUS_LG, RADIUS_MD, RADIUS_SM, SCRIM, STATE_SUCCESS, TEXT_PRIMARY,
TEXT_SECONDARY, TYPE_BODY_LG, TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_2, VAL_SPACE_3,
VAL_SPACE_4, VAL_SPACE_5, scaled_duration,
};
// ---------------------------------------------------------------------------
@@ -402,6 +402,46 @@ pub fn spawn_modal_button<M: Component>(
});
}
/// One tab chip for a tabbed modal (Settings, the You hub). The active
/// chip is filled + bright with a success-green border; inactive chips
/// are quiet outlines. `marker` is the plugin's click-target component
/// carrying which tab the chip selects.
pub fn spawn_tab_chip<M: Component>(
parent: &mut ChildSpawnerCommands,
marker: M,
label: &str,
active: bool,
font_res: Option<&FontResource>,
) {
let font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_CAPTION,
..default()
};
parent
.spawn((
marker,
Button,
Node {
padding: UiRect::axes(VAL_SPACE_3, VAL_SPACE_2),
justify_content: JustifyContent::Center,
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(if active { BG_ELEVATED_HI } else { BG_BASE }),
BorderColor::all(if active { STATE_SUCCESS } else { BORDER_SUBTLE }),
HighContrastBorder::with_default(if active { STATE_SUCCESS } else { BORDER_SUBTLE }),
))
.with_children(|b| {
b.spawn((
Text::new(label),
font,
TextColor(if active { TEXT_PRIMARY } else { TEXT_SECONDARY }),
));
});
}
// ---------------------------------------------------------------------------
// Generic touch-scroll helper
// ---------------------------------------------------------------------------
@@ -695,7 +735,12 @@ 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
+10 -4
View File
@@ -304,10 +304,7 @@ impl HighContrastBackground {
/// [`BORDER_SUBTLE_HC`]. Currently used by the WIN MOVE scrub-bar
/// marker which bumps `STATE_SUCCESS` → `STATE_SUCCESS_HC` rather
/// than to a neutral gray.
pub const fn with_hc(
default_color: Color,
hc_color: Color,
) -> Self {
pub const fn with_hc(default_color: Color, hc_color: Color) -> Self {
Self {
default_color,
hc_color,
@@ -698,3 +695,12 @@ 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;
+268 -107
View File
@@ -5,6 +5,13 @@
//! started), a full-screen modal is spawned showing score, time, XP, and a
//! "Play Again" button that fires `NewGameRequestEvent` and closes the modal.
//!
//! # Phase G (docs/ui-redesign-2026-07.md) — action hierarchy
//! The modal leads with actions: **Play Again** (primary, Enter
//! accelerator), then **Watch Replay** and **Share Replay** (shared
//! `stats_plugin` markers, so the global handlers there act on the
//! just-won replay), with the score/time/XP recap reading quietly
//! below.
//!
//! # Task #47 — Win fanfare screen-shake
//! When `GameWonEvent` fires, `ScreenShakeResource` is set. A system offsets
//! the `Camera2d` `Transform` each frame with a decaying oscillation until the
@@ -23,7 +30,7 @@ use crate::game_plugin::GameMutation;
use crate::progress_plugin::ProgressResource;
use crate::resources::GameStateResource;
use crate::settings_plugin::SettingsResource;
use crate::stats_plugin::{StatsResource, StatsUpdate};
use crate::stats_plugin::{CopyShareLinkButton, StatsResource, StatsUpdate, WatchReplayButton};
use crate::ui_modal::ModalScrim;
use crate::ui_theme::{
ACCENT_PRIMARY, BG_BASE, BG_ELEVATED, MOTION_SCORE_BREAKDOWN_FADE_SECS,
@@ -163,12 +170,15 @@ pub struct SessionAchievements {
#[derive(Component, Debug)]
pub struct WinSummaryOverlay;
/// Marker on the "Play Again" / "Watch Replay" buttons inside the win-summary modal.
/// Marker on the "Play Again" button inside the win-summary modal.
///
/// Watch Replay and Share Replay carry the shared
/// [`WatchReplayButton`] / [`CopyShareLinkButton`] markers from
/// `stats_plugin`, so the global handlers there drive them (both act
/// on [`crate::stats_plugin::SelectedReplayIndex`], which snaps to the
/// just-won replay on every `GameWonEvent`).
#[derive(Component, Debug)]
enum WinSummaryButton {
PlayAgain,
WatchReplay,
}
struct WinSummaryPlayAgainButton;
/// Marker for one row of the win-modal score-breakdown reveal.
///
@@ -230,6 +240,7 @@ impl Plugin for WinSummaryPlugin {
collect_session_achievements,
spawn_win_summary_after_delay,
handle_win_summary_buttons,
close_overlay_on_watch_replay,
handle_win_summary_keyboard,
apply_screen_shake,
reveal_score_breakdown,
@@ -604,50 +615,48 @@ fn spawn_win_summary_after_delay(
}
}
/// Handles "Play Again" and "Watch Replay" in the win-summary modal.
/// Handles "Play Again" and "Watch Replay" in the win-summary modal.
/// Handles "Play Again" in the win-summary modal: collapses the
/// overlay and requests a fresh deal. `NewGameRequestEvent::default()`
/// reuses the current game's `GameMode`, and `handle_new_game` reads
/// the deal options (draw mode, difficulty) from `Settings` — so the
/// rematch is "same mode + same options" in one tap.
fn handle_win_summary_buttons(
interaction_query: Query<(&Interaction, &WinSummaryButton), Changed<Interaction>>,
interaction_query: Query<&Interaction, (Changed<Interaction>, With<WinSummaryPlayAgainButton>)>,
overlays: Query<Entity, With<WinSummaryOverlay>>,
mut commands: Commands,
mut new_game: MessageWriter<NewGameRequestEvent>,
mut toast: MessageWriter<InfoToastEvent>,
history: Option<Res<crate::stats_plugin::ReplayHistoryResource>>,
mut playback: Option<ResMut<crate::replay_playback::ReplayPlaybackState>>,
) {
// Collect all pressed buttons first to avoid moving `playback` inside the loop.
let pressed: Vec<&WinSummaryButton> = interaction_query
.iter()
.filter(|(i, _)| **i == Interaction::Pressed)
.map(|(_, b)| b)
.collect();
if !interaction_query.iter().any(|i| *i == Interaction::Pressed) {
return;
}
for entity in &overlays {
commands.entity(entity).despawn();
}
new_game.write(NewGameRequestEvent::default());
}
for button in pressed {
match button {
WinSummaryButton::PlayAgain => {
for entity in &overlays {
commands.entity(entity).despawn();
}
new_game.write(NewGameRequestEvent::default());
}
WinSummaryButton::WatchReplay => {
let latest = history.as_ref().and_then(|h| h.0.replays.last()).cloned();
match (latest, playback.as_mut()) {
(Some(replay), Some(pb)) => {
for entity in &overlays {
commands.entity(entity).despawn();
}
crate::replay_playback::start_replay_playback(&mut commands, pb, replay);
}
(Some(_), None) => {
toast.write(InfoToastEvent("Replay playback not available".to_string()));
}
(None, _) => {
toast.write(InfoToastEvent("No replay saved yet".to_string()));
}
}
}
}
/// Collapses the win-summary overlay when its "Watch Replay" button is
/// pressed, so playback (started by `stats_plugin`'s global
/// [`WatchReplayButton`] handler reacting to the same press) is not
/// hidden behind the celebration scrim. No-op while the overlay is
/// closed — the Replays-tab copy of the button manages its own modal.
///
/// "Share Replay" ([`CopyShareLinkButton`]) deliberately does NOT
/// close the overlay: the player stays on the celebration while the
/// copy-feedback toast confirms the link.
fn close_overlay_on_watch_replay(
buttons: Query<&Interaction, (Changed<Interaction>, With<WatchReplayButton>)>,
overlays: Query<Entity, With<WinSummaryOverlay>>,
mut commands: Commands,
) {
if overlays.is_empty() {
return;
}
if !buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
for entity in &overlays {
commands.entity(entity).despawn();
}
}
@@ -818,18 +827,68 @@ fn spawn_overlay(
));
}
// Score breakdown reveal — replaces the previous single
// "Score:" line with a per-component multi-row layout.
// --- Action hierarchy (Phase G) ---
// Play Again is the hero action; the two replay
// actions sit under it; the stats recap reads quietly
// below all three. Rematch is one tap.
// Play Again (primary, full row)
card.spawn((
WinSummaryPlayAgainButton,
Button,
Node {
padding: UiRect::axes(Val::Px(20.0), VAL_SPACE_3),
justify_content: JustifyContent::Center,
align_self: AlignSelf::Stretch,
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
margin: UiRect::top(VAL_SPACE_2),
..default()
},
BackgroundColor(ACCENT_PRIMARY),
))
.with_children(|b| {
b.spawn((
Text::new("Play Again \u{21B5}"),
TextFont {
font_size: TYPE_BODY_LG,
..default()
},
TextColor(BG_BASE),
));
});
// Watch Replay + Share Replay (secondary, side by side).
// Both reuse the global stats_plugin handlers, which
// target the just-won replay (`SelectedReplayIndex`
// snaps to 0 on every win). Each is always rendered —
// with no replay / no share URL the handler explains
// itself in a toast instead of silently doing nothing.
card.spawn(Node {
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::Center,
column_gap: VAL_SPACE_3,
..default()
})
.with_children(|row| {
spawn_replay_action(row, WatchReplayButton, "Watch Replay");
spawn_replay_action(row, CopyShareLinkButton, "Share Replay");
});
// --- Quiet stats recap, below the actions ---
// Score breakdown reveal — per-component multi-row
// layout with the staggered fade-in.
spawn_score_breakdown(card, &breakdown, anim_speed);
// Time
// Time (demoted to body/secondary — part of the quiet
// recap, not the celebration headline)
card.spawn((
Text::new(format!("Time: {}", format_win_time(pending.time_seconds))),
TextFont {
font_size: TYPE_HEADLINE,
font_size: TYPE_BODY_LG,
..default()
},
TextColor(TEXT_PRIMARY),
TextColor(TEXT_SECONDARY),
));
// XP total
@@ -859,68 +918,40 @@ fn spawn_overlay(
if !session.names.is_empty() {
spawn_achievements_section(card, &session.names);
}
// Button row: Watch Replay + Play Again side by side.
card.spawn(Node {
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::Center,
column_gap: VAL_SPACE_3,
margin: UiRect::top(VAL_SPACE_2),
..default()
})
.with_children(|row| {
// Watch Replay (secondary style)
row.spawn((
WinSummaryButton::WatchReplay,
Button,
Node {
padding: UiRect::axes(Val::Px(20.0), VAL_SPACE_3),
justify_content: JustifyContent::Center,
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
border: UiRect::all(Val::Px(1.0)),
..default()
},
BackgroundColor(Color::NONE),
BorderColor::all(ACCENT_PRIMARY),
))
.with_children(|b| {
b.spawn((
Text::new("Watch Replay"),
TextFont {
font_size: TYPE_BODY_LG,
..default()
},
TextColor(ACCENT_PRIMARY),
));
});
// Play Again (primary style)
row.spawn((
WinSummaryButton::PlayAgain,
Button,
Node {
padding: UiRect::axes(Val::Px(20.0), VAL_SPACE_3),
justify_content: JustifyContent::Center,
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
..default()
},
BackgroundColor(ACCENT_PRIMARY),
))
.with_children(|b| {
b.spawn((
Text::new("Play Again \u{21B5}"),
TextFont {
font_size: TYPE_BODY_LG,
..default()
},
TextColor(BG_BASE),
));
});
});
});
});
}
/// Spawns one secondary (outline-style) replay action button in the
/// win modal's replay row. `marker` is the shared `stats_plugin`
/// click-target component (`WatchReplayButton` / `CopyShareLinkButton`)
/// whose global handler reacts to the press.
fn spawn_replay_action<M: Component>(row: &mut ChildSpawnerCommands, marker: M, label: &str) {
row.spawn((
marker,
Button,
Node {
padding: UiRect::axes(Val::Px(20.0), VAL_SPACE_3),
justify_content: JustifyContent::Center,
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
border: UiRect::all(Val::Px(1.0)),
..default()
},
BackgroundColor(Color::NONE),
BorderColor::all(ACCENT_PRIMARY),
))
.with_children(|b| {
b.spawn((
Text::new(label.to_string()),
TextFont {
font_size: TYPE_BODY_LG,
..default()
},
TextColor(ACCENT_PRIMARY),
));
});
}
/// Maximum number of achievement names shown explicitly in the win modal before
/// the overflow "...and N more" line is shown instead.
const MAX_ACHIEVEMENTS_SHOWN: usize = 3;
@@ -1863,4 +1894,134 @@ mod tests {
assert_eq!(stagger, 0.0);
assert_eq!(fade, 0.0);
}
// -----------------------------------------------------------------------
// Phase G — action hierarchy
// -----------------------------------------------------------------------
/// Like [`make_app`] but with `TimePlugin` disabled and a manual
/// `Time` resource, so tests can step the win-summary delay timer
/// deterministically via `Time::advance_by` (the real clock's
/// microsecond deltas would never reach the 0.5 s threshold).
fn make_app_manual_clock() -> App {
use bevy::time::TimePlugin;
let mut app = App::new();
app.add_plugins(MinimalPlugins.build().disable::<TimePlugin>())
.add_plugins(WinSummaryPlugin)
.insert_resource(StatsResource(StatsSnapshot::default()))
.insert_resource(GameStateResource(GameState::new(
0,
solitaire_core::DrawStockConfig::DrawOne,
)))
.insert_resource(ProgressResource(PlayerProgress::default()));
app.init_resource::<Time>();
app.update();
app
}
/// Drives the real spawn path: fire `GameWonEvent`, then advance
/// `Time` past the 0.5 s celebration delay so
/// `spawn_win_summary_after_delay` spawns the overlay.
fn open_win_overlay(app: &mut App) {
app.world_mut().write_message(GameWonEvent {
score: 1200,
time_seconds: 90,
});
app.update();
{
let mut time = app.world_mut().resource_mut::<Time>();
time.advance_by(std::time::Duration::from_secs_f32(
WIN_SUMMARY_DELAY_SECS + 0.1,
));
}
app.update();
// One more frame so the deferred spawn commands flush.
app.update();
}
fn overlay_count(app: &mut App) -> usize {
app.world_mut()
.query::<&WinSummaryOverlay>()
.iter(app.world())
.count()
}
fn button_entity<M: Component>(app: &mut App) -> Entity {
let entities: Vec<Entity> = app
.world_mut()
.query_filtered::<Entity, With<M>>()
.iter(app.world())
.collect();
assert_eq!(entities.len(), 1, "expected exactly one button");
entities[0]
}
/// The win modal must render all three Phase G actions: the
/// primary Play Again plus the shared Watch/Share replay buttons.
#[test]
fn win_modal_renders_play_again_watch_and_share_actions() {
let mut app = make_app_manual_clock();
open_win_overlay(&mut app);
assert_eq!(overlay_count(&mut app), 1, "overlay must spawn after delay");
button_entity::<WinSummaryPlayAgainButton>(&mut app);
button_entity::<WatchReplayButton>(&mut app);
button_entity::<CopyShareLinkButton>(&mut app);
}
/// Play Again collapses the overlay and requests a fresh deal.
#[test]
fn play_again_press_closes_overlay_and_requests_new_game() {
use bevy::ecs::message::Messages;
let mut app = make_app_manual_clock();
open_win_overlay(&mut app);
let button = button_entity::<WinSummaryPlayAgainButton>(&mut app);
app.world_mut()
.entity_mut(button)
.insert(Interaction::Pressed);
app.update();
assert_eq!(overlay_count(&mut app), 0, "Play Again must close overlay");
let events = app.world().resource::<Messages<NewGameRequestEvent>>();
assert!(
!events.is_empty(),
"Play Again must write NewGameRequestEvent"
);
}
/// Watch Replay collapses the overlay so playback (driven by the
/// global `stats_plugin` handler on the same press) is visible.
#[test]
fn watch_replay_press_closes_the_overlay() {
let mut app = make_app_manual_clock();
open_win_overlay(&mut app);
let button = button_entity::<WatchReplayButton>(&mut app);
app.world_mut()
.entity_mut(button)
.insert(Interaction::Pressed);
app.update();
assert_eq!(
overlay_count(&mut app),
0,
"Watch Replay must close the celebration overlay"
);
}
/// Share Replay leaves the overlay open — the player stays on the
/// celebration while the copy-feedback toast confirms the link.
#[test]
fn share_replay_press_keeps_the_overlay_open() {
let mut app = make_app_manual_clock();
open_win_overlay(&mut app);
let button = button_entity::<CopyShareLinkButton>(&mut app);
app.world_mut()
.entity_mut(button)
.insert(Interaction::Pressed);
app.update();
assert_eq!(
overlay_count(&mut app),
1,
"Share Replay must not close the overlay"
);
}
}
+486
View File
@@ -0,0 +1,486 @@
//! The "You" hub — Profile · Stats · Achievements · Replays folded
//! into one tabbed modal (Phase E of `docs/ui-redesign-2026-07.md`).
//!
//! The four screens were previously standalone modals reached one at a
//! time through the HUD popover. The hub owns the modal shell (header,
//! tab chips via the shared [`spawn_tab_chip`] widget, a single Done
//! button); each tab's content is a body builder that lives in its
//! original plugin (`spawn_profile_body`, `spawn_stats_body`,
//! `spawn_achievements_body`, `spawn_replays_body`) so every marker
//! component and per-row update system keeps working unchanged.
//!
//! Legacy screen markers (`ProfileScreen`, `StatsScreen`,
//! `AchievementsScreen`) are inserted on the hub scrim while their tab
//! is active, so existing queries and tests keep their meaning.
//!
//! Open paths: `ToggleProfileRequestEvent` / `ToggleStatsRequestEvent`
//! / `ToggleAchievementsRequestEvent` (HUD popover) and the P / S / A
//! accelerators — each opens the hub pre-selected to its tab, toggles
//! the hub closed when its tab is already showing, or switches tabs
//! when a different tab is showing. Esc, Done, and scrim-click close.
use bevy::ecs::system::SystemParam;
use bevy::prelude::*;
use solitaire_data::StatsSnapshot;
use crate::achievement_plugin::{AchievementsResource, AchievementsScreen};
use crate::events::{
ToggleAchievementsRequestEvent, ToggleProfileRequestEvent, ToggleStatsRequestEvent,
};
use crate::font_plugin::FontResource;
use crate::profile_plugin::{AvatarResource, ProfileScreen};
use crate::progress_plugin::ProgressResource;
use crate::resources::SyncStatusResource;
use crate::settings_plugin::SettingsResource;
use crate::stats_plugin::{ReplayHistoryResource, SelectedReplayIndex, StatsResource, StatsScreen};
use crate::time_attack_plugin::TimeAttackResource;
use crate::ui_focus::FocusRow;
use crate::ui_modal::{
ButtonVariant, ModalScrim, ScrimDismissible, spawn_modal, spawn_modal_actions,
spawn_modal_button, spawn_modal_header, spawn_tab_chip,
};
use crate::ui_theme::{VAL_SPACE_2, VAL_SPACE_3, Z_MODAL_PANEL};
/// Which tab of the You hub is showing.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub enum YouTab {
#[default]
Profile,
Stats,
Achievements,
Replays,
}
impl YouTab {
/// Every tab, in display order.
pub const ALL: [Self; 4] = [
Self::Profile,
Self::Stats,
Self::Achievements,
Self::Replays,
];
/// Chip label.
pub fn label(self) -> &'static str {
match self {
Self::Profile => "Profile",
Self::Stats => "Stats",
Self::Achievements => "Awards",
Self::Replays => "Replays",
}
}
}
/// The active hub tab. Session-only; reopening returns to the last tab
/// unless an open request names a different one.
#[derive(Resource, Debug, Default)]
pub struct ActiveYouTab(pub YouTab);
/// Marker on the hub modal's scrim root.
#[derive(Component)]
pub struct YouHubScreen;
/// Per-chip tab selector button.
#[derive(Component, Debug)]
struct YouHubTabButton(YouTab);
/// Marker on the hub's Done button.
#[derive(Component)]
struct YouHubCloseButton;
/// Read-only bundle of everything the tab bodies render from. Split
/// out as a [`SystemParam`] because the open + rebuild systems both
/// need the full set and Bevy caps systems at 16 parameters.
#[derive(SystemParam)]
struct YouHubContext<'w> {
settings: Option<Res<'w, SettingsResource>>,
sync_status: Option<Res<'w, SyncStatusResource>>,
progress: Option<Res<'w, ProgressResource>>,
achievements: Option<Res<'w, AchievementsResource>>,
stats: Option<Res<'w, StatsResource>>,
avatar: Option<Res<'w, AvatarResource>>,
time_attack: Option<Res<'w, TimeAttackResource>>,
replay_history: Option<Res<'w, ReplayHistoryResource>>,
selected_replay: Option<Res<'w, SelectedReplayIndex>>,
font_res: Option<Res<'w, FontResource>>,
}
/// Bevy plugin owning the You hub lifecycle. Requires the profile,
/// stats, and achievement plugins for live data; degrades to empty tab
/// bodies without them (headless tests).
pub struct YouHubPlugin;
impl Plugin for YouHubPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<ActiveYouTab>()
.add_message::<ToggleProfileRequestEvent>()
.add_message::<ToggleStatsRequestEvent>()
.add_message::<ToggleAchievementsRequestEvent>()
.add_systems(
Update,
// Chained: a toggle/chip press must be observed before
// the rebuild, and the rebuild before close — total
// order prevents double-spawns within one frame.
(
open_or_toggle_you_hub,
handle_tab_buttons,
rebuild_on_tab_change,
handle_close_button,
)
.chain(),
);
}
}
/// Maps this frame's toggle events + accelerator keys to a requested
/// tab, mirroring the semantics the three standalone screens had.
fn requested_tab(
profile_events: &mut MessageReader<ToggleProfileRequestEvent>,
stats_events: &mut MessageReader<ToggleStatsRequestEvent>,
achievements_events: &mut MessageReader<ToggleAchievementsRequestEvent>,
keys: &ButtonInput<KeyCode>,
) -> Option<YouTab> {
let profile = profile_events.read().count() > 0 || keys.just_pressed(KeyCode::KeyP);
let stats = stats_events.read().count() > 0 || keys.just_pressed(KeyCode::KeyS);
let achievements = achievements_events.read().count() > 0 || keys.just_pressed(KeyCode::KeyA);
if profile {
Some(YouTab::Profile)
} else if stats {
Some(YouTab::Stats)
} else if achievements {
Some(YouTab::Achievements)
} else {
None
}
}
/// Opens the hub on the requested tab, switches tabs when it's already
/// open on a different one, toggles it closed on a same-tab request or
/// Esc.
#[allow(clippy::too_many_arguments)]
fn open_or_toggle_you_hub(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
mut profile_events: MessageReader<ToggleProfileRequestEvent>,
mut stats_events: MessageReader<ToggleStatsRequestEvent>,
mut achievements_events: MessageReader<ToggleAchievementsRequestEvent>,
screens: Query<Entity, With<YouHubScreen>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<YouHubScreen>)>,
mut active: ResMut<ActiveYouTab>,
ctx: YouHubContext,
) {
let requested = requested_tab(
&mut profile_events,
&mut stats_events,
&mut achievements_events,
&keys,
);
let open = !screens.is_empty();
if open {
// Esc closes the topmost modal — the hub, when it's showing.
if keys.just_pressed(KeyCode::Escape) {
for entity in &screens {
commands.entity(entity).despawn();
}
return;
}
match requested {
Some(tab) if tab == active.0 => {
// Same-tab request toggles closed (P opens Profile,
// P again closes — parity with the old screens).
for entity in &screens {
commands.entity(entity).despawn();
}
}
Some(tab) => {
// Different tab: switch in place. The rebuild system
// (next in the chain) observes the change.
active.0 = tab;
}
None => {}
}
return;
}
let Some(tab) = requested else { return };
if !other_modal_scrims.is_empty() {
return; // Another modal is already visible (§14.2).
}
if active.0 != tab {
// Written before the spawn; the rebuild system also runs this
// frame but sees no live hub (the spawn below is deferred), so
// no double-spawn.
active.0 = tab;
}
spawn_you_hub(&mut commands, tab, &ctx);
}
/// Switches the active tab when a chip is pressed.
fn handle_tab_buttons(
interactions: Query<(&Interaction, &YouHubTabButton), Changed<Interaction>>,
mut active: ResMut<ActiveYouTab>,
) {
for (interaction, chip) in &interactions {
if *interaction != Interaction::Pressed {
continue;
}
if active.0 != chip.0 {
active.0 = chip.0;
}
}
}
/// Rebuilds the open hub when [`ActiveYouTab`] changes.
fn rebuild_on_tab_change(
active: Res<ActiveYouTab>,
screens: Query<Entity, With<YouHubScreen>>,
mut commands: Commands,
ctx: YouHubContext,
) {
if !active.is_changed() || active.is_added() {
return;
}
if screens.is_empty() {
return;
}
for entity in &screens {
commands.entity(entity).despawn();
}
spawn_you_hub(&mut commands, active.0, &ctx);
}
/// Despawns the hub when Done is pressed.
fn handle_close_button(
interactions: Query<&Interaction, (Changed<Interaction>, With<YouHubCloseButton>)>,
screens: Query<Entity, With<YouHubScreen>>,
mut commands: Commands,
) {
for interaction in &interactions {
if *interaction != Interaction::Pressed {
continue;
}
for entity in &screens {
commands.entity(entity).despawn();
}
}
}
/// Spawns the hub modal showing `tab`, and stamps the scrim with the
/// tab's legacy screen marker so pre-hub queries keep working.
fn spawn_you_hub(commands: &mut Commands, tab: YouTab, ctx: &YouHubContext) {
let font_res = ctx.font_res.as_deref();
let scrim = spawn_modal(commands, YouHubScreen, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, "You", font_res);
// Tab chips — shared widget with the Settings panel.
card.spawn((
FocusRow,
Node {
flex_direction: FlexDirection::Row,
flex_wrap: FlexWrap::Wrap,
column_gap: VAL_SPACE_2,
row_gap: VAL_SPACE_2,
margin: UiRect::bottom(VAL_SPACE_3),
..default()
},
))
.with_children(|row| {
for chip_tab in YouTab::ALL {
spawn_tab_chip(
row,
YouHubTabButton(chip_tab),
chip_tab.label(),
chip_tab == tab,
font_res,
);
}
});
match tab {
YouTab::Profile => crate::profile_plugin::spawn_profile_body(
card,
ctx.settings.as_deref(),
ctx.sync_status.as_deref(),
ctx.progress.as_deref(),
ctx.achievements.as_deref(),
ctx.stats.as_deref(),
font_res,
ctx.avatar.as_deref(),
),
YouTab::Stats => {
let default_stats = StatsSnapshot::default();
crate::stats_plugin::spawn_stats_body(
card,
ctx.stats.as_deref().map_or(&default_stats, |s| &s.0),
ctx.progress.as_deref().map(|p| &p.0),
ctx.time_attack.as_deref(),
font_res,
);
}
YouTab::Achievements => crate::achievement_plugin::spawn_achievements_body(
card,
ctx.achievements
.as_deref()
.map_or(&[][..], |a| a.0.as_slice()),
font_res,
),
YouTab::Replays => crate::stats_plugin::spawn_replays_body(
card,
ctx.replay_history
.as_deref()
.map_or(&[][..], |h| h.0.replays.as_slice()),
ctx.selected_replay.as_deref().map_or(0, |s| s.0),
font_res,
),
}
spawn_modal_actions(card, |actions| {
spawn_modal_button(
actions,
YouHubCloseButton,
"Done",
None,
ButtonVariant::Primary,
font_res,
);
});
});
let mut scrim_commands = commands.entity(scrim);
scrim_commands.insert(ScrimDismissible);
// Legacy markers: pre-hub code and tests query these.
match tab {
YouTab::Profile => {
scrim_commands.insert(ProfileScreen);
}
YouTab::Stats | YouTab::Replays => {
scrim_commands.insert(StatsScreen);
}
YouTab::Achievements => {
scrim_commands.insert(AchievementsScreen);
}
}
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
fn headless_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(YouHubPlugin);
app.init_resource::<ButtonInput<KeyCode>>();
app.update();
app
}
fn hub_count(app: &mut App) -> usize {
app.world_mut()
.query::<&YouHubScreen>()
.iter(app.world())
.count()
}
/// Each Toggle*RequestEvent opens the hub pre-selected to its tab,
/// stamped with the tab's legacy screen marker.
#[test]
fn toggle_events_open_hub_on_their_tab() {
use bevy::ecs::message::Messages;
let mut app = headless_app();
app.world_mut()
.resource_mut::<Messages<ToggleStatsRequestEvent>>()
.write(ToggleStatsRequestEvent);
app.update();
app.update();
assert_eq!(hub_count(&mut app), 1, "stats request must open the hub");
assert_eq!(app.world().resource::<ActiveYouTab>().0, YouTab::Stats);
assert_eq!(
app.world_mut()
.query::<&StatsScreen>()
.iter(app.world())
.count(),
1,
"legacy StatsScreen marker must ride the hub scrim"
);
// A different tab's request switches in place — still one hub.
app.world_mut()
.resource_mut::<Messages<ToggleAchievementsRequestEvent>>()
.write(ToggleAchievementsRequestEvent);
app.update();
app.update();
assert_eq!(hub_count(&mut app), 1, "tab switch must not stack hubs");
assert_eq!(
app.world().resource::<ActiveYouTab>().0,
YouTab::Achievements
);
assert_eq!(
app.world_mut()
.query::<&AchievementsScreen>()
.iter(app.world())
.count(),
1
);
// Same-tab request toggles the hub closed.
app.world_mut()
.resource_mut::<Messages<ToggleAchievementsRequestEvent>>()
.write(ToggleAchievementsRequestEvent);
app.update();
app.update();
assert_eq!(hub_count(&mut app), 0, "same-tab request must close");
}
/// Chip-driven tab switches rebuild the single hub with the new
/// tab's body (Profile scrollable swaps for the Stats one).
#[test]
fn tab_switch_swaps_bodies_without_stacking() {
use crate::profile_plugin::ProfileScrollable;
use crate::stats_plugin::StatsScrollable;
use bevy::ecs::message::Messages;
let mut app = headless_app();
app.world_mut()
.resource_mut::<Messages<ToggleProfileRequestEvent>>()
.write(ToggleProfileRequestEvent);
app.update();
app.update();
assert_eq!(
app.world_mut()
.query::<&ProfileScrollable>()
.iter(app.world())
.count(),
1,
"profile body must spawn on the Profile tab"
);
app.world_mut().resource_mut::<ActiveYouTab>().0 = YouTab::Stats;
app.update();
app.update();
assert_eq!(hub_count(&mut app), 1, "rebuild must not stack scrims");
assert_eq!(
app.world_mut()
.query::<&ProfileScrollable>()
.iter(app.world())
.count(),
0,
"profile body must despawn when leaving the tab"
);
assert_eq!(
app.world_mut()
.query::<&StatsScrollable>()
.iter(app.world())
.count(),
1,
"stats body must spawn on the Stats tab"
);
}
}
+7 -1
View File
@@ -29,9 +29,15 @@ tower-http = { version = "0.6", features = ["fs"] }
tracing = { workspace = true }
tracing-subscriber = { workspace = true }
dotenvy = { workspace = true }
# Theme store: scans a directory of theme .zip archives at startup,
# reading each archive's theme.ron manifest and hashing the bytes.
ron = { workspace = true }
zip = { workspace = true }
sha2 = { workspace = true }
[dev-dependencies]
tower = { version = "0.5", features = ["util"] }
tower = { version = "0.5", features = ["util"] }
tempfile = { workspace = true }
[lints]
workspace = true
+104 -17
View File
@@ -74,6 +74,15 @@ struct UserRow {
/// bcrypt work factor. Cost 12 ≈ 300 ms on modern hardware — balances security against registration latency.
pub const BCRYPT_COST: u32 = 12;
/// Static bcrypt hash used to equalise login timing when the username does
/// not exist (issue #139: user-enumeration timing oracle). Both login paths
/// must pay the same bcrypt cost; this hash is verified against when there
/// is no real one. Computed once at first use with the same [`BCRYPT_COST`]
/// as real hashes. `None` only if bcrypt itself fails on a constant input —
/// in that case the dummy verify is skipped rather than panicking.
static DUMMY_PASSWORD_HASH: std::sync::LazyLock<Option<String>> =
std::sync::LazyLock::new(|| hash("ferrous-dummy-timing-pad", BCRYPT_COST).ok());
async fn hash_password(password: String) -> Result<String, AppError> {
tokio::task::spawn_blocking(move || hash(password, BCRYPT_COST))
.await
@@ -208,6 +217,10 @@ pub async fn register(
let password_hash = hash_password(body.password).await?;
let now = Utc::now().to_rfc3339();
// The SELECT above is a friendly fast path; the UNIQUE constraint is the
// real arbiter. A concurrent registration that slips between the two
// surfaces as a unique violation here — map it to the same 409 the
// fast path produces instead of a raw 500 (issue #140).
sqlx::query!(
"INSERT INTO users (id, username, password_hash, created_at) VALUES (?, ?, ?, ?)",
user_id,
@@ -216,7 +229,11 @@ pub async fn register(
now
)
.execute(&state.pool)
.await?;
.await
.map_err(|e| match &e {
sqlx::Error::Database(db) if db.is_unique_violation() => AppError::UsernameTaken,
_ => AppError::from(e),
})?;
let access_token = make_access_token(&user_id, &state.jwt_secret)?;
let (refresh_token, refresh_jti) = make_refresh_token(&user_id, &state.jwt_secret)?;
@@ -242,7 +259,16 @@ pub async fn login(
.fetch_optional(&state.pool)
.await?;
let row = row.ok_or(AppError::InvalidCredentials)?;
let Some(row) = row else {
// Unknown username: burn a bcrypt verify against a static dummy hash
// so this path costs the same as a wrong-password attempt. Returning
// immediately here would let response timing reveal which usernames
// exist (issue #139).
if let Some(dummy) = DUMMY_PASSWORD_HASH.as_ref() {
let _ = verify_password(body.password, dummy.clone()).await;
}
return Err(AppError::InvalidCredentials);
};
let row_id = row
.id
.ok_or_else(|| AppError::Internal("user id missing".into()))?;
@@ -283,23 +309,20 @@ pub async fn refresh(
// Tokens without jti predate rotation — require re-login.
let jti = claims.jti.ok_or(AppError::Unauthorized)?;
// Verify this jti is still live (not yet consumed or from a deleted account).
// SQLite TEXT columns are always nullable in sqlx; flatten the double-Option.
let exists: Option<String> =
sqlx::query_scalar!("SELECT jti FROM refresh_tokens WHERE jti = ?", jti)
.fetch_optional(&state.pool)
.await?
.flatten();
if exists.is_none() {
return Err(AppError::Unauthorized);
}
// Consume the old token before issuing new ones. If the insert below
// fails, the user loses this session (must re-login) — safe by design.
sqlx::query!("DELETE FROM refresh_tokens WHERE jti = ?", jti)
// Consume the old token before issuing new ones, gating on the DELETE
// actually removing a row. rows_affected == 0 covers both "jti never
// existed / account deleted" and "a concurrent refresh already consumed
// it" — the previous SELECT-then-DELETE let two concurrent refreshes
// both pass the check and both mint fresh token pairs. The DELETE is
// the mutex: whoever removes the row wins; everyone else gets 401.
// If the insert below fails, the user loses this session (must
// re-login) — safe by design.
let deleted = sqlx::query!("DELETE FROM refresh_tokens WHERE jti = ?", jti)
.execute(&state.pool)
.await?;
if deleted.rows_affected() != 1 {
return Err(AppError::Unauthorized);
}
let new_access = make_access_token(&claims.sub, &state.jwt_secret)?;
let (new_refresh, new_jti) = make_refresh_token(&claims.sub, &state.jwt_secret)?;
@@ -365,6 +388,22 @@ const AVATAR_MAX_BYTES: usize = 1024 * 1024;
///
/// The `Content-Type` header must be one of `image/jpeg`, `image/png`,
/// `image/webp`, or `image/gif`. The previous avatar file is replaced in-place.
/// Returns `true` when `body` begins with the magic bytes of the image type
/// implied by `ext` (the extension derived from the declared Content-Type).
///
/// Avatars are re-served under the stored extension, so the extension must be
/// derived from the content itself — a client header is not evidence of what
/// the bytes are (issue #141).
fn magic_bytes_match(ext: &str, body: &[u8]) -> bool {
match ext {
"png" => body.starts_with(&[0x89, b'P', b'N', b'G', 0x0D, 0x0A, 0x1A, 0x0A]),
"jpg" => body.starts_with(&[0xFF, 0xD8, 0xFF]),
"gif" => body.starts_with(b"GIF87a") || body.starts_with(b"GIF89a"),
"webp" => body.len() >= 12 && body.starts_with(b"RIFF") && &body[8..12] == b"WEBP",
_ => false,
}
}
pub async fn upload_avatar(
State(state): State<AppState>,
user: AuthenticatedUser,
@@ -390,6 +429,14 @@ pub async fn upload_avatar(
if body.len() > AVATAR_MAX_BYTES {
return Err(AppError::BadRequest("avatar must be ≤ 1 MB".into()));
}
// The stored extension decides how the file is re-served, so it must be
// backed by the bytes, not just the client's Content-Type header
// (issue #141).
if !magic_bytes_match(ext, &body) {
return Err(AppError::BadRequest(
"avatar bytes do not match the declared image type".into(),
));
}
// Write to avatars/ directory, replacing any previous file for this user.
tokio::fs::create_dir_all("avatars")
@@ -590,6 +637,46 @@ mod tests {
assert!(username_chars_ok(""));
}
#[test]
fn magic_bytes_match_accepts_real_signatures() {
assert!(magic_bytes_match(
"png",
&[0x89, b'P', b'N', b'G', 0x0D, 0x0A, 0x1A, 0x0A, 0x00]
));
assert!(magic_bytes_match("jpg", &[0xFF, 0xD8, 0xFF, 0xE0, 0x00]));
assert!(magic_bytes_match("gif", b"GIF89a\x00\x00"));
assert!(magic_bytes_match("gif", b"GIF87a\x00\x00"));
assert!(magic_bytes_match("webp", b"RIFF\x00\x00\x00\x00WEBPVP8 "));
}
#[test]
fn magic_bytes_match_rejects_mismatched_or_bogus_content() {
// HTML declared as PNG — the exact spoof the check exists to stop.
assert!(!magic_bytes_match("png", b"<html><script>"));
// Real PNG bytes declared as JPEG: extension must match the bytes.
assert!(!magic_bytes_match(
"jpg",
&[0x89, b'P', b'N', b'G', 0x0D, 0x0A, 0x1A, 0x0A]
));
// Truncated / empty bodies never match.
assert!(!magic_bytes_match("png", &[0x89, b'P']));
assert!(!magic_bytes_match("webp", b"RIFF1234WEB"));
assert!(!magic_bytes_match("gif", b""));
// Unknown extensions are never accepted.
assert!(!magic_bytes_match("svg", b"<svg xmlns="));
}
#[test]
fn dummy_password_hash_is_available_and_verifiable() {
// The login timing pad (issue #139) must be a real bcrypt hash so the
// unknown-user path pays a genuine verify at BCRYPT_COST.
let dummy = DUMMY_PASSWORD_HASH
.as_ref()
.expect("bcrypt of a constant input must succeed");
assert!(verify("ferrous-dummy-timing-pad", dummy).unwrap_or(false));
assert!(!verify("wrong-password", dummy).unwrap_or(true));
}
#[test]
fn username_chars_ok_rejects_unicode_letters() {
// Non-ASCII characters must be rejected even if they look like letters.
+19
View File
@@ -11,6 +11,7 @@ pub mod leaderboard;
pub mod middleware;
pub mod replays;
pub mod sync;
pub mod theme_store;
pub use auth::reset_password;
@@ -86,6 +87,10 @@ pub struct AppState {
pub pool: SqlitePool,
/// HS256 signing secret for JWT access and refresh tokens.
pub jwt_secret: String,
/// Theme-store catalog scanned once at startup.
/// [`theme_store::ThemeStore::empty`] when the server runs without
/// a store directory.
pub theme_store: Arc<theme_store::ThemeStore>,
}
/// Construct the full Axum [`Router`].
@@ -125,9 +130,20 @@ pub async fn build_test_pool() -> SqlitePool {
/// integration tests do not need to set `JWT_SECRET` in the environment.
#[doc(hidden)]
pub fn build_test_router(pool: SqlitePool) -> Router {
build_test_router_with_theme_store(pool, theme_store::ThemeStore::empty())
}
/// [`build_test_router`] with a caller-supplied theme store, for
/// integration tests exercising the theme endpoints.
#[doc(hidden)]
pub fn build_test_router_with_theme_store(
pool: SqlitePool,
theme_store: theme_store::ThemeStore,
) -> Router {
let state = AppState {
pool,
jwt_secret: "test_secret_32_chars_minimum_ok!".to_string(),
theme_store: Arc::new(theme_store),
};
build_router_inner(state, false)
}
@@ -195,6 +211,9 @@ fn build_router_inner(state: AppState, rate_limit: bool) -> Router {
.route("/api/daily-challenge", get(challenge::daily_challenge))
.route("/api/replays/recent", get(replays::recent))
.route("/api/replays/{id}", get(replays::get_by_id))
.route("/api/themes", get(theme_store::list))
.route("/api/themes/{id}/download", get(theme_store::download))
.route("/api/themes/{id}/preview", get(theme_store::preview))
.route("/health", get(health))
.nest_service("/avatars", ServeDir::new("avatars"));
+15 -2
View File
@@ -31,12 +31,13 @@
//! echo "new_password" | ./solitaire_server --reset-password alice
//! ```
use solitaire_server::{AppState, build_router};
use solitaire_server::{AppState, build_router, theme_store};
use sqlx::{SqlitePool, sqlite::SqliteConnectOptions};
use std::{
io::{self, BufRead},
net::SocketAddr,
str::FromStr,
sync::Arc,
};
const JWT_SECRET_MIN_BYTES: usize = 32;
@@ -142,7 +143,19 @@ async fn run_server() {
tracing::info!("database ready at {db_url}");
let state = AppState { pool, jwt_secret };
// Theme store: optional; a missing directory just means an empty
// catalog. Scanned once — add themes, then restart to publish.
let theme_store_dir = std::env::var(theme_store::THEME_STORE_DIR_ENV)
.unwrap_or_else(|_| theme_store::DEFAULT_THEME_STORE_DIR.into());
let theme_store = Arc::new(theme_store::ThemeStore::scan(std::path::Path::new(
&theme_store_dir,
)));
let state = AppState {
pool,
jwt_secret,
theme_store,
};
let app = build_router(state);
let addr = SocketAddr::from(([0, 0, 0, 0], port));
+32 -16
View File
@@ -5,7 +5,6 @@
use axum::{Json, extract::State};
use chrono::Utc;
use sqlx::SqlitePool;
use uuid::Uuid;
use solitaire_sync::{
@@ -26,13 +25,19 @@ struct SyncRow {
/// Load the stored `SyncPayload` for `user_id` from the database.
/// Returns `None` if this user has not pushed any data yet.
async fn load_sync_row(pool: &SqlitePool, user_id: &str) -> Result<Option<SyncRow>, AppError> {
///
/// Executor-generic so `push` can run it inside its transaction while
/// `pull` keeps passing the pool directly.
async fn load_sync_row(
exec: impl sqlx::Executor<'_, Database = sqlx::Sqlite>,
user_id: &str,
) -> Result<Option<SyncRow>, AppError> {
let row = sqlx::query_as!(
SyncRow,
"SELECT stats_json, achievements_json, progress_json FROM sync_state WHERE user_id = ?",
user_id
)
.fetch_optional(pool)
.fetch_optional(exec)
.await?;
Ok(row)
}
@@ -69,7 +74,7 @@ fn row_to_payload(row: &SyncRow, user_id: &str) -> Result<SyncPayload, AppError>
/// Persist a `SyncPayload` for `user_id` using an upsert.
async fn store_payload(
pool: &SqlitePool,
exec: impl sqlx::Executor<'_, Database = sqlx::Sqlite>,
user_id: &str,
payload: &SyncPayload,
) -> Result<(), AppError> {
@@ -92,7 +97,7 @@ async fn store_payload(
progress_json,
now
)
.execute(pool)
.execute(exec)
.await?;
Ok(())
@@ -159,12 +164,20 @@ pub async fn push(
return Err(AppError::BadRequest("user_id mismatch".into()));
}
let server_payload = match load_sync_row(&state.pool, &user.user_id).await? {
// The whole read-merge-write cycle runs in ONE transaction. Without it,
// two devices pushing concurrently both read the same stored payload,
// merge independently, and the second store overwrites the first merge —
// the server visibly regresses until the losing device pushes again.
// SQLite serialises writers, so the second transaction simply waits.
let mut tx = state.pool.begin().await?;
let server_payload = match load_sync_row(&mut *tx, &user.user_id).await? {
Some(row) => row_to_payload(&row, &user.user_id)?,
None => {
// First push — nothing to merge against; store directly.
store_payload(&state.pool, &user.user_id, &client_payload).await?;
update_leaderboard_if_opted_in(&state.pool, &user.user_id, &client_payload).await?;
store_payload(&mut *tx, &user.user_id, &client_payload).await?;
update_leaderboard_if_opted_in(&mut tx, &user.user_id, &client_payload).await?;
tx.commit().await?;
return Ok(Json(SyncResponse {
merged: client_payload,
server_time: Utc::now(),
@@ -175,8 +188,9 @@ pub async fn push(
let (merged, conflicts) = merge(&client_payload, &server_payload);
store_payload(&state.pool, &user.user_id, &merged).await?;
update_leaderboard_if_opted_in(&state.pool, &user.user_id, &merged).await?;
store_payload(&mut *tx, &user.user_id, &merged).await?;
update_leaderboard_if_opted_in(&mut tx, &user.user_id, &merged).await?;
tx.commit().await?;
Ok(Json(SyncResponse {
merged,
@@ -188,16 +202,18 @@ pub async fn push(
/// If the user is opted in to the leaderboard, update their row with the
/// better of the stored and incoming `best_single_score` / `fastest_win_seconds`.
///
/// The opt-in check and the update are performed atomically in a single
/// conditional UPDATE (WHERE EXISTS subquery) to avoid a TOCTOU race where
/// the user opts out between the check and the write.
/// Runs on the caller's transaction connection, so the opt-in check and the
/// update are atomic with the surrounding push — an opt-out between the check
/// and the write can no longer interleave. (An earlier doc comment claimed
/// this was a single conditional UPDATE; it has always been two statements —
/// the enclosing transaction is what actually provides the atomicity.)
async fn update_leaderboard_if_opted_in(
pool: &SqlitePool,
conn: &mut sqlx::SqliteConnection,
user_id: &str,
payload: &SyncPayload,
) -> Result<(), AppError> {
let opted_in = sqlx::query!("SELECT leaderboard_opt_in FROM users WHERE id = ?", user_id)
.fetch_optional(pool)
.fetch_optional(&mut *conn)
.await?
.map(|r| r.leaderboard_opt_in)
.unwrap_or(0);
@@ -231,7 +247,7 @@ async fn update_leaderboard_if_opted_in(
now,
user_id
)
.execute(pool)
.execute(&mut *conn)
.await?;
Ok(())
+366
View File
@@ -0,0 +1,366 @@
//! Theme-store catalog and file-serving endpoints.
//!
//! The store is filesystem-driven: the operator drops theme `.zip`
//! archives (the same format the engine's theme importer consumes)
//! into the directory named by the `THEME_STORE_DIR` environment
//! variable (default `theme_store/`), plus an optional `<id>.png`
//! preview per theme. [`ThemeStore::scan`] runs once at startup —
//! adding a theme means dropping the files and restarting the server.
//!
//! Endpoints (all public, no auth — the catalog is free):
//!
//! - `GET /api/themes` — [`ThemeCatalogResponse`] JSON
//! - `GET /api/themes/{id}/download` — the theme `.zip`
//! - `GET /api/themes/{id}/preview` — the preview PNG (404 when absent)
use std::collections::HashMap;
use std::io::{Cursor, Read};
use std::path::{Path, PathBuf};
use axum::Json;
use axum::extract::{Path as UrlPath, State};
use axum::http::header;
use axum::response::{IntoResponse, Response};
use serde::Deserialize;
use sha2::{Digest, Sha256};
use solitaire_sync::{ThemeCatalogEntry, ThemeCatalogResponse};
use tracing::{info, warn};
use crate::AppState;
use crate::error::AppError;
/// Environment variable naming the theme-store directory.
pub const THEME_STORE_DIR_ENV: &str = "THEME_STORE_DIR";
/// Default theme-store directory, relative to the server working dir —
/// same convention as the `avatars/` upload directory.
pub const DEFAULT_THEME_STORE_DIR: &str = "theme_store";
/// Archives larger than this are skipped at scan time with a warning.
/// Mirrors the engine importer's `MAX_ARCHIVE_BYTES` (20 MiB) — a zip
/// whose *compressed* size already exceeds the client's uncompressed
/// limit can never import, so serving it only wastes bandwidth.
pub const MAX_STORE_ARCHIVE_BYTES: u64 = 20 * 1024 * 1024;
/// Upper bound on the bytes read out of an archive's `theme.ron`
/// entry at scan time, guarding the catalog scan against a
/// zip-bombed manifest. Real manifests are a few KB.
const MAX_MANIFEST_BYTES: u64 = 1024 * 1024;
/// `theme.ron`'s outer shape, `meta` block only — the 53 face entries
/// are irrelevant to the catalog and are validated client-side by the
/// importer at install time.
#[derive(Debug, Deserialize)]
struct ManifestMetaOnly {
meta: StoreThemeMeta,
}
/// Mirror of the `meta` block of a theme manifest. The canonical
/// definition is `solitaire_engine::theme::ThemeMeta`; the server
/// cannot depend on the engine crate (it links Bevy), so the shape is
/// re-declared here. Keep the two in lockstep.
#[derive(Debug, Deserialize)]
struct StoreThemeMeta {
id: String,
name: String,
author: String,
version: String,
card_aspect: (u32, u32),
}
/// In-memory catalog built by scanning the theme-store directory once
/// at startup. Shared via [`AppState`].
#[derive(Debug, Default)]
pub struct ThemeStore {
entries: Vec<ThemeCatalogEntry>,
zip_paths: HashMap<String, PathBuf>,
preview_paths: HashMap<String, PathBuf>,
}
impl ThemeStore {
/// An empty store — used by tests and when the store directory is
/// absent (the server runs fine without a theme store).
pub fn empty() -> Self {
Self::default()
}
/// Scans `dir` for `*.zip` theme archives and builds the catalog.
///
/// Best-effort per archive: unreadable files, oversized archives,
/// missing/malformed manifests, and duplicate ids are skipped with
/// a warning rather than failing startup — one bad upload must not
/// take the store (or the server) down.
pub fn scan(dir: &Path) -> Self {
let mut store = Self::default();
let read_dir = match std::fs::read_dir(dir) {
Ok(read_dir) => read_dir,
Err(e) => {
info!(
"theme store: directory {} not readable ({e}); serving an empty catalog",
dir.display()
);
return store;
}
};
let mut zips: Vec<PathBuf> = read_dir
.flatten()
.map(|entry| entry.path())
.filter(|path| path.extension().is_some_and(|ext| ext == "zip"))
.collect();
// Deterministic catalog regardless of directory iteration order.
zips.sort();
for zip_path in zips {
match scan_archive(&zip_path) {
Ok((meta, size_bytes, sha256)) => {
if store.zip_paths.contains_key(&meta.id) {
warn!(
"theme store: skipping {} — duplicate theme id {:?}",
zip_path.display(),
meta.id
);
continue;
}
let preview_path = dir.join(format!("{}.png", meta.id));
let preview_url = if preview_path.is_file() {
store.preview_paths.insert(meta.id.clone(), preview_path);
Some(format!("/api/themes/{}/preview", meta.id))
} else {
None
};
store.entries.push(ThemeCatalogEntry {
download_url: format!("/api/themes/{}/download", meta.id),
preview_url,
id: meta.id.clone(),
name: meta.name,
author: meta.author,
version: meta.version,
card_aspect: meta.card_aspect,
size_bytes,
sha256,
});
store.zip_paths.insert(meta.id, zip_path);
}
Err(reason) => {
warn!("theme store: skipping {} — {reason}", zip_path.display());
}
}
}
store.entries.sort_by(|a, b| a.name.cmp(&b.name));
info!("theme store: serving {} theme(s)", store.entries.len());
store
}
/// Catalog entries, sorted by display name.
pub fn entries(&self) -> &[ThemeCatalogEntry] {
&self.entries
}
}
/// Reads one archive: enforces the size cap, hashes the bytes, and
/// extracts + validates the manifest's `meta` block.
fn scan_archive(zip_path: &Path) -> Result<(StoreThemeMeta, u64, String), String> {
let size_bytes = std::fs::metadata(zip_path)
.map_err(|e| format!("cannot stat: {e}"))?
.len();
if size_bytes > MAX_STORE_ARCHIVE_BYTES {
return Err(format!(
"{size_bytes} bytes exceeds the {MAX_STORE_ARCHIVE_BYTES}-byte store limit"
));
}
let bytes = std::fs::read(zip_path).map_err(|e| format!("cannot read: {e}"))?;
let sha256 = hex_digest(&bytes);
let mut archive =
zip::ZipArchive::new(Cursor::new(bytes)).map_err(|e| format!("not a zip archive: {e}"))?;
let manifest_bytes = {
let entry = archive
.by_name("theme.ron")
.map_err(|e| format!("no theme.ron in archive: {e}"))?;
let mut buf = Vec::new();
entry
.take(MAX_MANIFEST_BYTES)
.read_to_end(&mut buf)
.map_err(|e| format!("cannot read theme.ron: {e}"))?;
buf
};
let parsed: ManifestMetaOnly =
ron::de::from_bytes(&manifest_bytes).map_err(|e| format!("malformed theme.ron: {e}"))?;
let meta = parsed.meta;
if meta.id.is_empty() {
return Err("theme id is empty".to_string());
}
if meta.id.contains('/') || meta.id.contains('\\') || meta.id.contains("..") {
return Err(format!("theme id {:?} is not filesystem-safe", meta.id));
}
if meta.card_aspect.0 == 0 || meta.card_aspect.1 == 0 {
return Err("card_aspect contains a zero".to_string());
}
Ok((meta, size_bytes, sha256))
}
/// Lowercase-hex SHA-256 of `bytes`.
fn hex_digest(bytes: &[u8]) -> String {
let digest = Sha256::digest(bytes);
let mut out = String::with_capacity(digest.len() * 2);
for byte in digest {
out.push_str(&format!("{byte:02x}"));
}
out
}
/// `GET /api/themes` — the full catalog.
pub async fn list(State(state): State<AppState>) -> Json<ThemeCatalogResponse> {
Json(ThemeCatalogResponse {
themes: state.theme_store.entries().to_vec(),
})
}
/// `GET /api/themes/{id}/download` — the theme archive bytes.
pub async fn download(
State(state): State<AppState>,
UrlPath(id): UrlPath<String>,
) -> Result<Response, AppError> {
let path = state
.theme_store
.zip_paths
.get(&id)
.ok_or_else(|| AppError::NotFound("theme not found".into()))?;
let bytes = tokio::fs::read(path)
.await
.map_err(|e| AppError::Internal(format!("theme archive unreadable: {e}")))?;
Ok((
[
(header::CONTENT_TYPE, "application/zip".to_string()),
(
header::CONTENT_DISPOSITION,
format!("attachment; filename=\"{id}.zip\""),
),
],
bytes,
)
.into_response())
}
/// `GET /api/themes/{id}/preview` — the preview PNG, when the store
/// ships one for this theme.
pub async fn preview(
State(state): State<AppState>,
UrlPath(id): UrlPath<String>,
) -> Result<Response, AppError> {
let path = state
.theme_store
.preview_paths
.get(&id)
.ok_or_else(|| AppError::NotFound("theme preview not found".into()))?;
let bytes = tokio::fs::read(path)
.await
.map_err(|e| AppError::Internal(format!("theme preview unreadable: {e}")))?;
Ok(([(header::CONTENT_TYPE, "image/png".to_string())], bytes).into_response())
}
#[cfg(test)]
mod tests {
use super::*;
use std::io::Write;
/// Minimal valid manifest for id/name pairs — the scan only reads
/// the `meta` block, so no face entries are needed.
fn manifest(id: &str, name: &str) -> String {
format!(
r#"(
meta: (
id: "{id}",
name: "{name}",
author: "Test Author",
version: "1.0.0",
card_aspect: (2, 3),
),
faces: {{}},
back: "back.svg",
)"#
)
}
fn write_zip(dir: &Path, file_name: &str, manifest: &str) -> PathBuf {
let path = dir.join(file_name);
let file = std::fs::File::create(&path).expect("create zip");
let mut writer = zip::ZipWriter::new(file);
let options = zip::write::SimpleFileOptions::default();
writer.start_file("theme.ron", options).expect("start");
writer.write_all(manifest.as_bytes()).expect("write");
writer.finish().expect("finish");
path
}
#[test]
fn scan_of_missing_dir_yields_empty_catalog() {
let store = ThemeStore::scan(Path::new("/nonexistent/theme/store"));
assert!(store.entries().is_empty());
}
#[test]
fn scan_builds_sorted_catalog_with_hashes() {
let dir = tempfile::tempdir().expect("tempdir");
let zebra = write_zip(dir.path(), "b.zip", &manifest("zebra", "Zebra"));
write_zip(dir.path(), "a.zip", &manifest("aurora", "Aurora"));
let store = ThemeStore::scan(dir.path());
let entries = store.entries();
assert_eq!(entries.len(), 2);
// Sorted by display name, not filename.
assert_eq!(entries[0].id, "aurora");
assert_eq!(entries[1].id, "zebra");
assert_eq!(entries[1].download_url, "/api/themes/zebra/download");
assert_eq!(entries[1].preview_url, None);
let zebra_bytes = std::fs::read(&zebra).expect("read zip");
assert_eq!(entries[1].sha256, hex_digest(&zebra_bytes));
assert_eq!(entries[1].size_bytes, zebra_bytes.len() as u64);
}
#[test]
fn scan_picks_up_preview_png_keyed_by_theme_id() {
let dir = tempfile::tempdir().expect("tempdir");
write_zip(dir.path(), "neon.zip", &manifest("neon", "Neon"));
std::fs::write(dir.path().join("neon.png"), b"png-bytes").expect("write png");
let store = ThemeStore::scan(dir.path());
assert_eq!(
store.entries()[0].preview_url.as_deref(),
Some("/api/themes/neon/preview")
);
assert!(store.preview_paths.contains_key("neon"));
}
#[test]
fn scan_skips_duplicate_ids_and_keeps_first() {
let dir = tempfile::tempdir().expect("tempdir");
write_zip(dir.path(), "1_first.zip", &manifest("dupe", "First"));
write_zip(dir.path(), "2_second.zip", &manifest("dupe", "Second"));
let store = ThemeStore::scan(dir.path());
assert_eq!(store.entries().len(), 1);
assert_eq!(store.entries()[0].name, "First");
}
#[test]
fn scan_skips_malformed_and_unsafe_manifests() {
let dir = tempfile::tempdir().expect("tempdir");
// Not a zip at all.
std::fs::write(dir.path().join("junk.zip"), b"not a zip").expect("write");
// Path-separator id must be rejected — it would become a URL
// path segment and a client install directory name.
write_zip(dir.path(), "evil.zip", &manifest("../evil", "Evil"));
// Valid one to prove the scan carries on past failures.
write_zip(dir.path(), "ok.zip", &manifest("ok", "Ok"));
let store = ThemeStore::scan(dir.path());
assert_eq!(store.entries().len(), 1);
assert_eq!(store.entries()[0].id, "ok");
}
}
+124
View File
@@ -1614,6 +1614,7 @@ async fn auth_rate_limit_returns_429_on_11th_request() {
let state = solitaire_server::AppState {
pool: test_pool().await,
jwt_secret: TEST_SECRET.to_string(),
theme_store: std::sync::Arc::new(solitaire_server::theme_store::ThemeStore::empty()),
};
let app = solitaire_server::build_router(state);
@@ -1675,6 +1676,7 @@ async fn sync_push_rate_limit_returns_429_on_11th_request() {
let state = solitaire_server::AppState {
pool: test_pool().await,
jwt_secret: TEST_SECRET.to_string(),
theme_store: std::sync::Arc::new(solitaire_server::theme_store::ThemeStore::empty()),
};
let app = solitaire_server::build_router(state);
@@ -1879,3 +1881,125 @@ async fn replay_upload_malformed_body_returns_400() {
let resp = post_authed(app, "/api/replays", &token, bad).await;
assert_eq!(resp.status(), StatusCode::BAD_REQUEST);
}
// ---------------------------------------------------------------------------
// Theme store
// ---------------------------------------------------------------------------
/// Writes a minimal theme zip (manifest only — the catalog scan reads
/// just the `meta` block) into `dir` and returns its path.
fn write_store_zip(
dir: &std::path::Path,
file_name: &str,
id: &str,
name: &str,
) -> std::path::PathBuf {
use std::io::Write as _;
let manifest = format!(
r#"(
meta: (
id: "{id}",
name: "{name}",
author: "Test Author",
version: "1.0.0",
card_aspect: (2, 3),
),
faces: {{}},
back: "back.svg",
)"#
);
let path = dir.join(file_name);
let file = std::fs::File::create(&path).expect("create zip");
let mut writer = zip::ZipWriter::new(file);
let options = zip::write::SimpleFileOptions::default();
writer.start_file("theme.ron", options).expect("start_file");
writer
.write_all(manifest.as_bytes())
.expect("write manifest");
writer.finish().expect("finish zip");
path
}
/// `GET /api/themes` returns the scanned catalog as JSON, no auth needed.
#[tokio::test]
async fn theme_catalog_lists_scanned_themes() {
let dir = tempfile::tempdir().expect("tempdir");
let zip_path = write_store_zip(dir.path(), "neon.zip", "neon", "Neon");
let store = solitaire_server::theme_store::ThemeStore::scan(dir.path());
let app = solitaire_server::build_test_router_with_theme_store(test_pool().await, store);
let req = Request::builder()
.uri("/api/themes")
.body(Body::empty())
.expect("build request");
let resp = app.oneshot(req).await.expect("oneshot");
assert_eq!(resp.status(), StatusCode::OK);
let body = axum::body::to_bytes(resp.into_body(), usize::MAX)
.await
.expect("read body");
let catalog: solitaire_sync::ThemeCatalogResponse =
serde_json::from_slice(&body).expect("parse catalog");
assert_eq!(catalog.themes.len(), 1);
let entry = &catalog.themes[0];
assert_eq!(entry.id, "neon");
assert_eq!(entry.name, "Neon");
assert_eq!(entry.download_url, "/api/themes/neon/download");
assert_eq!(entry.preview_url, None);
let zip_bytes = std::fs::read(&zip_path).expect("read zip");
assert_eq!(entry.size_bytes, zip_bytes.len() as u64);
}
/// The download endpoint streams back exactly the bytes on disk, so a
/// client hashing the response gets the catalog's sha256.
#[tokio::test]
async fn theme_download_returns_archive_bytes() {
let dir = tempfile::tempdir().expect("tempdir");
let zip_path = write_store_zip(dir.path(), "neon.zip", "neon", "Neon");
let store = solitaire_server::theme_store::ThemeStore::scan(dir.path());
let app = solitaire_server::build_test_router_with_theme_store(test_pool().await, store);
let req = Request::builder()
.uri("/api/themes/neon/download")
.body(Body::empty())
.expect("build request");
let resp = app.oneshot(req).await.expect("oneshot");
assert_eq!(resp.status(), StatusCode::OK);
assert_eq!(
resp.headers()
.get("content-type")
.and_then(|v| v.to_str().ok()),
Some("application/zip")
);
let body = axum::body::to_bytes(resp.into_body(), usize::MAX)
.await
.expect("read body");
assert_eq!(&body[..], &std::fs::read(&zip_path).expect("read zip")[..]);
}
/// Unknown ids 404 on both file endpoints; a theme without preview art
/// 404s on `/preview` while still serving its download.
#[tokio::test]
async fn theme_unknown_id_and_missing_preview_return_404() {
let dir = tempfile::tempdir().expect("tempdir");
write_store_zip(dir.path(), "neon.zip", "neon", "Neon");
let store = solitaire_server::theme_store::ThemeStore::scan(dir.path());
let app = solitaire_server::build_test_router_with_theme_store(test_pool().await, store);
for uri in [
"/api/themes/nope/download",
"/api/themes/nope/preview",
"/api/themes/neon/preview",
] {
let req = Request::builder()
.uri(uri)
.body(Body::empty())
.expect("build request");
let resp = app.clone().oneshot(req).await.expect("oneshot");
assert_eq!(
resp.status(),
StatusCode::NOT_FOUND,
"expected 404 for {uri}"
);
}
}
+48 -48
View File
@@ -1649,63 +1649,63 @@ function __wbg_get_imports() {
return ret;
},
__wbindgen_cast_0000000000000001: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Externref], shim_idx: 114880, ret: Result(Unit), inner_ret: Some(Result(Unit)) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__hfb2e9a2f0bbd9ecc);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Externref], shim_idx: 62031, ret: Result(Unit), inner_ret: Some(Result(Unit)) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__hd94d76233321402f);
return ret;
},
__wbindgen_cast_0000000000000002: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Externref], shim_idx: 9853, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Externref], shim_idx: 7474, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354);
return ret;
},
__wbindgen_cast_0000000000000003: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Array<any>"), NamedExternref("ResizeObserver")], shim_idx: 9866, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h876550298b312ff8);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Array<any>"), NamedExternref("ResizeObserver")], shim_idx: 7477, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__hfc779804ccb0943e);
return ret;
},
__wbindgen_cast_0000000000000004: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Array<any>")], shim_idx: 9853, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_3);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Array<any>")], shim_idx: 7474, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_3);
return ret;
},
__wbindgen_cast_0000000000000005: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Event")], shim_idx: 9853, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_4);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Event")], shim_idx: 7474, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_4);
return ret;
},
__wbindgen_cast_0000000000000006: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("FocusEvent")], shim_idx: 9853, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_5);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("FocusEvent")], shim_idx: 7474, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_5);
return ret;
},
__wbindgen_cast_0000000000000007: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("KeyboardEvent")], shim_idx: 9853, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_6);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("KeyboardEvent")], shim_idx: 7474, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_6);
return ret;
},
__wbindgen_cast_0000000000000008: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("PageTransitionEvent")], shim_idx: 9853, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_7);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("PageTransitionEvent")], shim_idx: 7474, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_7);
return ret;
},
__wbindgen_cast_0000000000000009: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("PointerEvent")], shim_idx: 9853, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_8);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("PointerEvent")], shim_idx: 7474, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_8);
return ret;
},
__wbindgen_cast_000000000000000a: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("WheelEvent")], shim_idx: 9853, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_9);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("WheelEvent")], shim_idx: 7474, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_9);
return ret;
},
__wbindgen_cast_000000000000000b: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Option(NamedExternref("Blob"))], shim_idx: 9863, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h657f46feffff6fe4);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Option(NamedExternref("Blob"))], shim_idx: 7475, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__hfd77696cd35180b1);
return ret;
},
__wbindgen_cast_000000000000000c: function(arg0, arg1) {
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [], shim_idx: 9857, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h545edb23183e448a);
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [], shim_idx: 7476, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__hebcd362fbbe0fc8c);
return ret;
},
__wbindgen_cast_000000000000000d: function(arg0) {
@@ -1769,55 +1769,55 @@ function __wbg_get_imports() {
};
}
function wasm_bindgen__convert__closures_____invoke__h545edb23183e448a(arg0, arg1) {
wasm.wasm_bindgen__convert__closures_____invoke__h545edb23183e448a(arg0, arg1);
function wasm_bindgen__convert__closures_____invoke__hebcd362fbbe0fc8c(arg0, arg1) {
wasm.wasm_bindgen__convert__closures_____invoke__hebcd362fbbe0fc8c(arg0, arg1);
}
function wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a(arg0, arg1, arg2);
function wasm_bindgen__convert__closures_____invoke__h26ff63c654218354(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h26ff63c654218354(arg0, arg1, arg2);
}
function wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_3(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_3(arg0, arg1, arg2);
function wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_3(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_3(arg0, arg1, arg2);
}
function wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_4(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_4(arg0, arg1, arg2);
function wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_4(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_4(arg0, arg1, arg2);
}
function wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_5(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_5(arg0, arg1, arg2);
function wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_5(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_5(arg0, arg1, arg2);
}
function wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_6(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_6(arg0, arg1, arg2);
function wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_6(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_6(arg0, arg1, arg2);
}
function wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_7(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_7(arg0, arg1, arg2);
function wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_7(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_7(arg0, arg1, arg2);
}
function wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_8(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_8(arg0, arg1, arg2);
function wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_8(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_8(arg0, arg1, arg2);
}
function wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_9(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h15aa57dbc666225a_9(arg0, arg1, arg2);
function wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_9(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_9(arg0, arg1, arg2);
}
function wasm_bindgen__convert__closures_____invoke__hfb2e9a2f0bbd9ecc(arg0, arg1, arg2) {
const ret = wasm.wasm_bindgen__convert__closures_____invoke__hfb2e9a2f0bbd9ecc(arg0, arg1, arg2);
function wasm_bindgen__convert__closures_____invoke__hd94d76233321402f(arg0, arg1, arg2) {
const ret = wasm.wasm_bindgen__convert__closures_____invoke__hd94d76233321402f(arg0, arg1, arg2);
if (ret[1]) {
throw takeFromExternrefTable0(ret[0]);
}
}
function wasm_bindgen__convert__closures_____invoke__h876550298b312ff8(arg0, arg1, arg2, arg3) {
wasm.wasm_bindgen__convert__closures_____invoke__h876550298b312ff8(arg0, arg1, arg2, arg3);
function wasm_bindgen__convert__closures_____invoke__hfc779804ccb0943e(arg0, arg1, arg2, arg3) {
wasm.wasm_bindgen__convert__closures_____invoke__hfc779804ccb0943e(arg0, arg1, arg2, arg3);
}
function wasm_bindgen__convert__closures_____invoke__h657f46feffff6fe4(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__h657f46feffff6fe4(arg0, arg1, isLikeNone(arg2) ? 0 : addToExternrefTable0(arg2));
function wasm_bindgen__convert__closures_____invoke__hfd77696cd35180b1(arg0, arg1, arg2) {
wasm.wasm_bindgen__convert__closures_____invoke__hfd77696cd35180b1(arg0, arg1, isLikeNone(arg2) ? 0 : addToExternrefTable0(arg2));
}
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+3
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@@ -10,5 +10,8 @@ uuid = { workspace = true }
chrono = { workspace = true }
thiserror = { workspace = true }
[dev-dependencies]
serde_json = { workspace = true }
[lints]
workspace = true
+2
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@@ -10,11 +10,13 @@ pub mod achievements;
pub mod merge;
pub mod progress;
pub mod stats;
pub mod theme_store;
pub use achievements::AchievementRecord;
pub use merge::{merge, merge_at};
pub use progress::{PlayerProgress, level_for_xp};
pub use stats::StatsSnapshot;
pub use theme_store::{ThemeCatalogEntry, ThemeCatalogResponse};
use chrono::{DateTime, Utc};
use serde::{Deserialize, Serialize};

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