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Author SHA1 Message Date
funman300 48ad6b6618 docs(changelog): cut 0.44.0 — Phase B home hierarchy
Android Release / build-apk (push) Successful in 7m48s
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 15:16:27 -07:00
funman300 81ac4a5383 Merge pull request 'ci(test): host-persistent target dir; fast fmt gate; drop dead rust-cache' (#176) from ci/host-persistent-target into master
Test / fmt (push) Successful in 4s
Test / test (push) Successful in 4m27s
2026-07-13 22:14:39 +00:00
funman300 f51ee7b234 Merge pull request 'feat(engine): Phase B home hierarchy — Continue card, hero New Game, deal-options disclosure' (#175) from feat/home-hierarchy into master
Build and Deploy / build-and-push (push) Successful in 9m11s
Web E2E / web-e2e (push) Successful in 8m30s
Test / test (push) Successful in 37m46s
2026-07-13 20:55:37 +00:00
funman300 d593b61af8 ci(test): host-persistent target dir; fast fmt gate; drop dead rust-cache
Test / fmt (pull_request) Successful in 5s
Test / test (pull_request) Successful in 33m27s
The Gitea actions cache on this instance stores caches (1.85 GB saves
confirmed in run 597) but never restores them — every run back through
run 584+ logs 'No cache found' even for exact keys saved an hour
earlier, including master-to-master. Every CI run has therefore been a
full cold build (~37 min), plus ~4 min tarring a cache nobody reads.

- Point CARGO_TARGET_DIR at a persistent path on the rust-host runner
  (host executor — filesystem carries over between runs), with a 40 GiB
  prune guard. Warm runs drop to minutes without touching the broken
  cache API.
- Drop Swatinem/rust-cache (pure overhead until the server is fixed).
- Split cargo fmt --check into a seconds-long fmt job gating the heavy
  test job, so a formatting slip can't burn a 35-minute build again
  (run 600).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 13:53:34 -07:00
funman300 fc87b13e5b style: cargo fmt
Test / test (pull_request) Successful in 37m46s
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 13:11:54 -07:00
funman300 560470b86b feat(engine): Phase B home hierarchy — Continue card, hero New Game, deal-options disclosure
Test / test (pull_request) Failing after 10s
Restructures the Home overlay per docs/ui-redesign-2026-07.md Phase B:

- Continue card (mode / elapsed / score) when a game is in progress;
  clicking returns to the table
- Hero New Game replays the persisted Settings::last_mode (new field,
  serde-default Classic) with one tap; locked modes fall back to Classic
- Deal options (draw 1/3, winnable-only, difficulty tiers) move into a
  disclosure under the hero — off the Home top level (decision 2)
- Compact symmetric 2x3 mode grid; descriptions on wide viewports only
- Stats strip moves to the bottom (right pane on wide)
- Two-pane body on wide viewports (>= 1000 logical px) via new
  ui_modal::spawn_modal_sized (default card stays 720 px)
- Cancel becomes "Back to table" and only renders while a live
  (un-won) game exists

10 new home_plugin tests; all 936 engine tests + clippy green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 13:08:07 -07:00
funman300 1fded5ff16 docs(ui): record Phase B decisions 2-4 (deal-options disclosure, top-level Time Attack/Seed cards, in-engine iteration)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 12:40:17 -07:00
funman300 65585c61ad Merge pull request 'test(e2e): read v4 recording.instructions in cycle regression gate' (#174) from fix/cycle-metrics-v4-recording into master
Build and Deploy / build-and-push (push) Successful in 2m42s
Web E2E / web-e2e (push) Successful in 9m33s
2026-07-10 21:56:13 +00:00
6 changed files with 1253 additions and 322 deletions
+56 -7
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@@ -2,6 +2,19 @@
# locally, run on every master push and pull request. Until this workflow
# existed, nothing in CI ran the test suite at all — a direct push to
# master was entirely unguarded.
#
# Build caching (2026-07-13): the Gitea actions cache never restored on
# this instance — every run back through run 597 logged "No cache found"
# even for exact keys saved successfully ("Cache saved successfully") by
# a run an hour earlier, including master→master restores. Until the
# cache server on the runner host is fixed, Swatinem/rust-cache is pure
# overhead here. `rust-host` is a HOST executor (its filesystem persists
# between runs — ~/.cargo and the rustup toolchain already carry over),
# so we get warm builds by pointing CARGO_TARGET_DIR at a persistent
# path on the runner instead of tarring gigabytes through a cache API
# that never returns them. Concurrent runs are safe: cargo serialises
# on the target-dir lock.
name: Test
on:
@@ -28,8 +41,27 @@ on:
workflow_dispatch:
jobs:
# Seconds-long formatting gate in its own job so a rustfmt slip fails
# here instead of after a 35-minute cold build (run 600 spent its
# whole build budget to report an unformatted file).
fmt:
runs-on: rust-host
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Install Rust 1.95.0
uses: dtolnay/rust-toolchain@master
with:
toolchain: 1.95.0
components: rustfmt
- name: Format check
run: cargo fmt --check
test:
runs-on: rust-host
needs: fmt
# 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.
@@ -40,10 +72,19 @@ jobs:
# 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.
# compile-throughput cost is small next to the warm build.
#
# CARGO_INCREMENTAL=0: incremental artifacts bloat the persistent
# target dir for little benefit in CI (rust-cache used to set this
# for the same reason).
#
# CARGO_TARGET_DIR: persistent on the runner host — see the header
# comment. The prune step below keeps it from growing unbounded.
env:
CARGO_PROFILE_DEV_DEBUG: line-tables-only
CARGO_BUILD_JOBS: '2'
CARGO_INCREMENTAL: '0'
CARGO_TARGET_DIR: /home/runner/.cache/ferrous-solitaire/target
steps:
- name: Checkout
@@ -53,10 +94,21 @@ jobs:
uses: dtolnay/rust-toolchain@master
with:
toolchain: 1.95.0
components: clippy, rustfmt
components: clippy
- name: Cache cargo build
uses: Swatinem/rust-cache@v2
# Toolchain or lockfile bumps strand stale artifacts nothing will
# ever reuse; reset the dir when it crosses 40 GiB rather than
# curating it (a cold rebuild every few weeks is cheaper than the
# bookkeeping).
- name: Prune persistent target dir when oversized
run: |
limit_kb=$((40 * 1024 * 1024))
used_kb=$(du -sk "$CARGO_TARGET_DIR" 2>/dev/null | cut -f1 || echo 0)
echo "persistent target dir: $((used_kb / 1024)) MiB (limit $((limit_kb / 1024)) MiB)"
if [ "${used_kb:-0}" -gt "$limit_kb" ]; then
echo "over limit — clearing for a fresh cold build"
rm -rf "$CARGO_TARGET_DIR"
fi
# Native link deps for the Bevy crates (engine/app/web) on a bare
# ubuntu runner: ALSA + udev for input/audio, X11 + Wayland for winit.
@@ -67,9 +119,6 @@ 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)
+30
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@@ -6,6 +6,36 @@ project follows [Semantic Versioning](https://semver.org/).
## [Unreleased]
## [0.44.0] — 2026-07-13
### Added
- **Home is now a real home (menu redesign Phase B).** The mode picker became
a hierarchy: a **Continue** card (mode · elapsed · score) appears while a
game is in progress and returns to the table; a hero **New Game** button
replays your last mode with the current deal options in one tap; deal
options (draw 1/3, a new **winnable-only** toggle, difficulty tiers) moved
into a disclosure under the hero; the six modes sit in a compact symmetric
2×3 grid with descriptions on wide screens; and the stats strip moved to
the bottom. Wide viewports (desktop, unfolded foldables) get a two-pane
layout — launch surfaces left, Continue/daily/stats right. Cancel is now
**Back to table** and only appears while a live game exists. (#175)
### Fixed
- **Save files are self-contained (schema v6).** Like replays in 0.43.3, a
saved game now stores the dealt board via the upstream session serializers
instead of re-dealing from the seed on load; v4/v5 saves still load through
the legacy path and rewrite as v6 on next save. (#171)
### Internal
- **CI is ~9× faster.** Root-caused why the actions cache never restored on
the host-executor runner (per-run workdir paths poisoned the cache version
hash); the test workflow now uses a persistent on-runner target dir, and a
seconds-long `fmt` gate fails formatting mistakes before the build. Warm
full-gate runs: 4m29s, down from ~40 min. (#176)
## [0.43.3] — 2026-07-10
### Fixed
+10 -6
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@@ -1,7 +1,9 @@
# 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.
Status: IN PROGRESS. A / E / C / G shipped in v0.43.0; B implemented on
`feat/home-hierarchy` (2026-07-13); F / H and the IM backlog remain open.
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)
@@ -197,8 +199,10 @@ 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?
2. ~~Deal options: disclosure on Classic card vs. keep global row~~
**DECIDED 2026-07-09: disclosure on the Classic card / New Game hero.**
3. ~~Time Attack + Seed: top-level cards vs. "More" card~~
**DECIDED 2026-07-09: top-level cards, symmetric 2×3 grid.**
4. ~~Stitch mockups for Phase B, or iterate directly in-engine~~
**DECIDED 2026-07-09: directly in-engine.**
5. Phase F bottom bar: touch-only (proposed) or also desktop?
+11 -1
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@@ -9,7 +9,10 @@ use std::io;
use std::path::{Path, PathBuf};
use serde::{Deserialize, Serialize};
use solitaire_core::{DrawStockConfig, game_state::DifficultyLevel};
use solitaire_core::{
DrawStockConfig,
game_state::{DifficultyLevel, GameMode},
};
const SETTINGS_FILE_NAME: &str = "settings.json";
@@ -248,6 +251,12 @@ pub struct Settings {
/// cleanly to `None` via `#[serde(default)]`.
#[serde(default)]
pub last_difficulty: Option<DifficultyLevel>,
/// Mode of the last game the player launched from the home overlay.
/// The home hero "New Game" button replays this mode with one tap.
/// Older `settings.json` files written before this field existed
/// deserialize cleanly to `GameMode::Classic` via `#[serde(default)]`.
#[serde(default)]
pub last_mode: GameMode,
/// Custom public name displayed on the leaderboard. When `None`, the
/// player's server `username` is used instead. Trimmed to 32 characters
/// before submission. Older `settings.json` files written before this
@@ -415,6 +424,7 @@ impl Default for Settings {
disable_smart_default_size: false,
replay_move_interval_secs: default_replay_move_interval_secs(),
last_difficulty: None,
last_mode: GameMode::Classic,
leaderboard_display_name: None,
leaderboard_opted_in: false,
take_from_foundation: true,
File diff suppressed because it is too large Load Diff
+27 -1
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@@ -178,6 +178,32 @@ pub fn spawn_modal<M: Component, F>(
z_panel: i32,
build_card: F,
) -> Entity
where
F: FnOnce(&mut ChildSpawnerCommands),
{
spawn_modal_sized(
commands,
plugin_marker,
z_panel,
MODAL_CARD_MAX_WIDTH,
build_card,
)
}
/// Default maximum card width in logical pixels — every [`spawn_modal`]
/// caller gets this. Surfaces that lay out side-by-side panes (e.g. the
/// two-pane Home on wide viewports) can raise it via [`spawn_modal_sized`].
pub const MODAL_CARD_MAX_WIDTH: f32 = 720.0;
/// [`spawn_modal`] with an explicit card `max_width`. Behaviour is
/// otherwise identical — same scrim, enter animation, and card chrome.
pub fn spawn_modal_sized<M: Component, F>(
commands: &mut Commands,
plugin_marker: M,
z_panel: i32,
max_width: f32,
build_card: F,
) -> Entity
where
F: FnOnce(&mut ChildSpawnerCommands),
{
@@ -235,7 +261,7 @@ where
padding: UiRect::all(VAL_SPACE_5),
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_LG)),
max_width: Val::Px(720.0),
max_width: Val::Px(max_width),
align_items: AlignItems::Stretch,
..default()
},