Compare commits
8 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 48ad6b6618 | |||
| 81ac4a5383 | |||
| f51ee7b234 | |||
| d593b61af8 | |||
| fc87b13e5b | |||
| 560470b86b | |||
| 1fded5ff16 | |||
| 65585c61ad |
@@ -2,6 +2,19 @@
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# locally, run on every master push and pull request. Until this workflow
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# locally, run on every master push and pull request. Until this workflow
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# existed, nothing in CI ran the test suite at all — a direct push to
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# existed, nothing in CI ran the test suite at all — a direct push to
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# master was entirely unguarded.
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# master was entirely unguarded.
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#
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# Build caching (2026-07-13): the Gitea actions cache never restored on
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# this instance — every run back through run 597 logged "No cache found"
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# even for exact keys saved successfully ("Cache saved successfully") by
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# a run an hour earlier, including master→master restores. Until the
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# cache server on the runner host is fixed, Swatinem/rust-cache is pure
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# overhead here. `rust-host` is a HOST executor (its filesystem persists
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# between runs — ~/.cargo and the rustup toolchain already carry over),
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# so we get warm builds by pointing CARGO_TARGET_DIR at a persistent
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# path on the runner instead of tarring gigabytes through a cache API
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# that never returns them. Concurrent runs are safe: cargo serialises
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# on the target-dir lock.
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name: Test
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name: Test
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on:
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on:
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@@ -28,8 +41,27 @@ on:
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workflow_dispatch:
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workflow_dispatch:
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jobs:
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jobs:
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# Seconds-long formatting gate in its own job so a rustfmt slip fails
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# here instead of after a 35-minute cold build (run 600 spent its
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# whole build budget to report an unformatted file).
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fmt:
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runs-on: rust-host
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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- name: Install Rust 1.95.0
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uses: dtolnay/rust-toolchain@master
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with:
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toolchain: 1.95.0
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components: rustfmt
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- name: Format check
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run: cargo fmt --check
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test:
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test:
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runs-on: rust-host
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runs-on: rust-host
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needs: fmt
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# Full debuginfo made the solitaire_engine test-binary link peak past the
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# Full debuginfo made the solitaire_engine test-binary link peak past the
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# runner's memory — ld was OOM-killed (signal 9) on runs 447 and 486.
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# runner's memory — ld was OOM-killed (signal 9) on runs 447 and 486.
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@@ -40,10 +72,19 @@ jobs:
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# test binaries concurrently; as the workspace grew (runs 514/516/519)
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# test binaries concurrently; as the workspace grew (runs 514/516/519)
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# two+ simultaneous ld processes OOM-killed the runner again even at
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# two+ simultaneous ld processes OOM-killed the runner again even at
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# line-tables-only. Two jobs keeps at most two links in flight — the
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# line-tables-only. Two jobs keeps at most two links in flight — the
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# compile-throughput cost is small next to the cache-warm build.
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# compile-throughput cost is small next to the warm build.
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#
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# CARGO_INCREMENTAL=0: incremental artifacts bloat the persistent
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# target dir for little benefit in CI (rust-cache used to set this
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# for the same reason).
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#
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# CARGO_TARGET_DIR: persistent on the runner host — see the header
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# comment. The prune step below keeps it from growing unbounded.
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env:
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env:
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CARGO_PROFILE_DEV_DEBUG: line-tables-only
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CARGO_PROFILE_DEV_DEBUG: line-tables-only
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CARGO_BUILD_JOBS: '2'
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CARGO_BUILD_JOBS: '2'
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CARGO_INCREMENTAL: '0'
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CARGO_TARGET_DIR: /home/runner/.cache/ferrous-solitaire/target
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steps:
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steps:
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- name: Checkout
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- name: Checkout
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@@ -53,10 +94,21 @@ jobs:
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uses: dtolnay/rust-toolchain@master
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uses: dtolnay/rust-toolchain@master
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with:
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with:
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toolchain: 1.95.0
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toolchain: 1.95.0
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components: clippy, rustfmt
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components: clippy
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- name: Cache cargo build
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# Toolchain or lockfile bumps strand stale artifacts nothing will
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uses: Swatinem/rust-cache@v2
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# ever reuse; reset the dir when it crosses 40 GiB rather than
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# curating it (a cold rebuild every few weeks is cheaper than the
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# bookkeeping).
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- name: Prune persistent target dir when oversized
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run: |
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limit_kb=$((40 * 1024 * 1024))
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used_kb=$(du -sk "$CARGO_TARGET_DIR" 2>/dev/null | cut -f1 || echo 0)
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echo "persistent target dir: $((used_kb / 1024)) MiB (limit $((limit_kb / 1024)) MiB)"
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if [ "${used_kb:-0}" -gt "$limit_kb" ]; then
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echo "over limit — clearing for a fresh cold build"
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rm -rf "$CARGO_TARGET_DIR"
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fi
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# Native link deps for the Bevy crates (engine/app/web) on a bare
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# Native link deps for the Bevy crates (engine/app/web) on a bare
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# ubuntu runner: ALSA + udev for input/audio, X11 + Wayland for winit.
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# ubuntu runner: ALSA + udev for input/audio, X11 + Wayland for winit.
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@@ -67,9 +119,6 @@ jobs:
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libasound2-dev libudev-dev pkg-config libx11-dev libxcursor-dev \
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libasound2-dev libudev-dev pkg-config libx11-dev libxcursor-dev \
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libxrandr-dev libxi-dev libwayland-dev libxkbcommon-dev
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libxrandr-dev libxi-dev libwayland-dev libxkbcommon-dev
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- name: Format check
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run: cargo fmt --check
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# SQLX_OFFLINE uses the checked-in `.sqlx/` query cache (no live DB),
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# SQLX_OFFLINE uses the checked-in `.sqlx/` query cache (no live DB),
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# same as the web-e2e workflow's server prebuild.
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# same as the web-e2e workflow's server prebuild.
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- name: Clippy (deny warnings)
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- name: Clippy (deny warnings)
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@@ -6,6 +6,36 @@ project follows [Semantic Versioning](https://semver.org/).
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## [Unreleased]
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## [Unreleased]
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## [0.44.0] — 2026-07-13
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### Added
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- **Home is now a real home (menu redesign Phase B).** The mode picker became
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a hierarchy: a **Continue** card (mode · elapsed · score) appears while a
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game is in progress and returns to the table; a hero **New Game** button
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replays your last mode with the current deal options in one tap; deal
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options (draw 1/3, a new **winnable-only** toggle, difficulty tiers) moved
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into a disclosure under the hero; the six modes sit in a compact symmetric
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2×3 grid with descriptions on wide screens; and the stats strip moved to
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the bottom. Wide viewports (desktop, unfolded foldables) get a two-pane
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layout — launch surfaces left, Continue/daily/stats right. Cancel is now
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**Back to table** and only appears while a live game exists. (#175)
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### Fixed
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- **Save files are self-contained (schema v6).** Like replays in 0.43.3, a
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saved game now stores the dealt board via the upstream session serializers
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instead of re-dealing from the seed on load; v4/v5 saves still load through
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the legacy path and rewrite as v6 on next save. (#171)
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### Internal
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- **CI is ~9× faster.** Root-caused why the actions cache never restored on
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the host-executor runner (per-run workdir paths poisoned the cache version
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hash); the test workflow now uses a persistent on-runner target dir, and a
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seconds-long `fmt` gate fails formatting mistakes before the build. Warm
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full-gate runs: 4m29s, down from ~40 min. (#176)
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## [0.43.3] — 2026-07-10
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## [0.43.3] — 2026-07-10
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### Fixed
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### Fixed
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@@ -1,7 +1,9 @@
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# Menu UX Redesign — July 2026
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# Menu UX Redesign — July 2026
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Status: PLANNING. Visual identity (Terminal / base16-eighties) is settled and
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Status: IN PROGRESS. A / E / C / G shipped in v0.43.0; B implemented on
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out of scope — this is about **structure and interaction**, not colors or type.
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`feat/home-hierarchy` (2026-07-13); F / H and the I–M backlog remain open.
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Visual identity (Terminal / base16-eighties) is settled and out of
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scope — this is about **structure and interaction**, not colors or type.
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## Diagnosis (from code survey, 2026-07-07)
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## Diagnosis (from code survey, 2026-07-07)
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@@ -197,8 +199,10 @@ slimming), then **B**, then **F/G/H** as independent follow-ups.
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## Open decisions
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## Open decisions
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1. ~~Settings: tabs vs. sub-pages~~ — **DECIDED 2026-07-07: tabs.**
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1. ~~Settings: tabs vs. sub-pages~~ — **DECIDED 2026-07-07: tabs.**
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2. Deal options: disclosure on Classic card (proposed) vs. keep global row?
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2. ~~Deal options: disclosure on Classic card vs. keep global row~~ —
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3. Time Attack + Seed: top-level cards (proposed, grid stays symmetric) vs.
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**DECIDED 2026-07-09: disclosure on the Classic card / New Game hero.**
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tucked under a "More" card?
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3. ~~Time Attack + Seed: top-level cards vs. "More" card~~ —
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4. Stitch mockups for Phase B, or iterate directly in-engine?
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**DECIDED 2026-07-09: top-level cards, symmetric 2×3 grid.**
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4. ~~Stitch mockups for Phase B, or iterate directly in-engine~~ —
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**DECIDED 2026-07-09: directly in-engine.**
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5. Phase F bottom bar: touch-only (proposed) or also desktop?
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5. Phase F bottom bar: touch-only (proposed) or also desktop?
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@@ -9,7 +9,10 @@ use std::io;
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use std::path::{Path, PathBuf};
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use std::path::{Path, PathBuf};
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use serde::{Deserialize, Serialize};
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use serde::{Deserialize, Serialize};
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use solitaire_core::{DrawStockConfig, game_state::DifficultyLevel};
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use solitaire_core::{
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DrawStockConfig,
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game_state::{DifficultyLevel, GameMode},
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};
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const SETTINGS_FILE_NAME: &str = "settings.json";
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const SETTINGS_FILE_NAME: &str = "settings.json";
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@@ -248,6 +251,12 @@ pub struct Settings {
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/// cleanly to `None` via `#[serde(default)]`.
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/// cleanly to `None` via `#[serde(default)]`.
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#[serde(default)]
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#[serde(default)]
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pub last_difficulty: Option<DifficultyLevel>,
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pub last_difficulty: Option<DifficultyLevel>,
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/// Mode of the last game the player launched from the home overlay.
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/// The home hero "New Game" button replays this mode with one tap.
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/// Older `settings.json` files written before this field existed
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/// deserialize cleanly to `GameMode::Classic` via `#[serde(default)]`.
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#[serde(default)]
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pub last_mode: GameMode,
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/// Custom public name displayed on the leaderboard. When `None`, the
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/// Custom public name displayed on the leaderboard. When `None`, the
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/// player's server `username` is used instead. Trimmed to 32 characters
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/// player's server `username` is used instead. Trimmed to 32 characters
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/// before submission. Older `settings.json` files written before this
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/// before submission. Older `settings.json` files written before this
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@@ -415,6 +424,7 @@ impl Default for Settings {
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disable_smart_default_size: false,
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disable_smart_default_size: false,
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replay_move_interval_secs: default_replay_move_interval_secs(),
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replay_move_interval_secs: default_replay_move_interval_secs(),
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last_difficulty: None,
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last_difficulty: None,
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last_mode: GameMode::Classic,
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leaderboard_display_name: None,
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leaderboard_display_name: None,
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leaderboard_opted_in: false,
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leaderboard_opted_in: false,
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take_from_foundation: true,
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take_from_foundation: true,
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+1119
-307
File diff suppressed because it is too large
Load Diff
@@ -178,6 +178,32 @@ pub fn spawn_modal<M: Component, F>(
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z_panel: i32,
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z_panel: i32,
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build_card: F,
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build_card: F,
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) -> Entity
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) -> Entity
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where
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F: FnOnce(&mut ChildSpawnerCommands),
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{
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spawn_modal_sized(
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commands,
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plugin_marker,
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z_panel,
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MODAL_CARD_MAX_WIDTH,
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build_card,
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)
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}
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/// Default maximum card width in logical pixels — every [`spawn_modal`]
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/// caller gets this. Surfaces that lay out side-by-side panes (e.g. the
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/// two-pane Home on wide viewports) can raise it via [`spawn_modal_sized`].
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pub const MODAL_CARD_MAX_WIDTH: f32 = 720.0;
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/// [`spawn_modal`] with an explicit card `max_width`. Behaviour is
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/// otherwise identical — same scrim, enter animation, and card chrome.
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pub fn spawn_modal_sized<M: Component, F>(
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commands: &mut Commands,
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plugin_marker: M,
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z_panel: i32,
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max_width: f32,
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build_card: F,
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) -> Entity
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where
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where
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F: FnOnce(&mut ChildSpawnerCommands),
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F: FnOnce(&mut ChildSpawnerCommands),
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{
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{
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@@ -235,7 +261,7 @@ where
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padding: UiRect::all(VAL_SPACE_5),
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padding: UiRect::all(VAL_SPACE_5),
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border: UiRect::all(Val::Px(1.0)),
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border: UiRect::all(Val::Px(1.0)),
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border_radius: BorderRadius::all(Val::Px(RADIUS_LG)),
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border_radius: BorderRadius::all(Val::Px(RADIUS_LG)),
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max_width: Val::Px(720.0),
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max_width: Val::Px(max_width),
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align_items: AlignItems::Stretch,
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align_items: AlignItems::Stretch,
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..default()
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..default()
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},
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},
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Reference in New Issue
Block a user