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v0.10.0
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@@ -51,6 +51,7 @@ Solitaire Quest is a cross-platform Klondike Solitaire game written in Rust, tar
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- **No panics in game logic.** Every state transition returns `Result<_, MoveError>`. Panics are only acceptable in startup/configuration code.
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- **One language, one repo.** The game client, sync client, shared types, and sync server are all Rust crates in a single Cargo workspace.
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- **Plugin-based Bevy architecture.** Each major feature is a Bevy `Plugin`. Systems are small and single-purpose. Cross-system communication uses Bevy `Event`s.
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- **UI-first interaction.** Every player-triggered action — new game, undo, draw, pause, open stats / settings / help / profile / leaderboard, etc. — must be reachable from a visible UI control. Keyboard shortcuts exist only as optional accelerators for power users; they are never the sole entry point. A player using only mouse or touch must be able to perform every action. New gameplay features ship with the UI control alongside the system that backs it.
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---
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@@ -67,11 +68,11 @@ solitaire_quest/
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├── Dockerfile # Multi-stage server build
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├── docker-compose.yml # Server + Caddy reverse proxy
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│
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├── assets/ # Assets embedded at compile time via include_bytes!()
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├── assets/ # Loaded at runtime via AssetServer (audio is embedded via include_bytes!())
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│ ├── cards/
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│ │ ├── faces/{rank}_{suit}.png # 52 individual card faces (120×168, generated by solitaire_assetgen)
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│ │ └── backs/back_0.png – back_4.png # placeholder patterns
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│ ├── backgrounds/bg_0.png – bg_4.png # placeholder textures
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│ │ ├── faces/{RANK}{SUIT}.png # 52 card faces — xCards @2x artwork (LGPL-3.0)
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│ │ └── backs/back_0.png – back_4.png # back_0 = xCards bicycle_blue; back_1–4 are generated patterns
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│ ├── backgrounds/bg_0.png – bg_4.png # generated textures
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│ ├── fonts/main.ttf # FiraMono-Medium (170K, OFL)
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│ └── audio/
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│ ├── card_deal.wav
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@@ -144,7 +145,7 @@ Owns:
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- All Bevy UI screens (Home, Stats, Achievements, Settings, Profile)
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- Audio playback systems
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- Sync status display
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- Card, background, and font asset loading (embedded via `include_bytes!()` — no `AssetServer` dependency)
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- Card, background, and font asset loading via Bevy `AssetServer` (audio is the lone exception — embedded via `include_bytes!()` in `audio_plugin.rs`)
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### `solitaire_server`
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**Dependencies:** `solitaire_sync`, `axum`, `sqlx`, `jsonwebtoken`, `bcrypt`, `tower-governor`, `tracing`, `tokio`, `dotenvy`.
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@@ -235,11 +236,13 @@ Done
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### Bevy Plugins
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| Plugin | Key | Responsibility |
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The "Shortcut" column lists optional keyboard accelerators. Every action in this table must also be reachable from a visible UI control (button, menu item, on-screen affordance) per the UI-first design principle in §1; the shortcut is a power-user convenience, not the sole entry point.
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| Plugin | Shortcut | Responsibility |
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|---|---|---|
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| `CardPlugin` | — | Card entity spawning, sprite management, drag-and-drop |
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| `TablePlugin` | — | Pile markers, background, layout calculation |
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| `FontPlugin` | — | Embeds FiraMono-Medium font at compile time; exposes `FontResource` handle |
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| `FontPlugin` | — | Loads FiraMono-Medium via `AssetServer` at startup; exposes `FontResource` handle |
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| `AnimationPlugin` | — | Slide, flip, win cascade, toast animations |
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| `FeedbackAnimPlugin` | — | Shake, settle, and deal-stagger animations |
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| `AutoCompletePlugin` | Enter | Executes auto-complete when the HUD badge is lit |
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@@ -296,7 +299,7 @@ struct CardImageSet {
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backs: [Handle<Image>; 5], // indexed by selected_card_back setting
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}
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// Project-wide font handle (FiraMono-Medium embedded at compile time)
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// Project-wide font handle (FiraMono-Medium loaded via AssetServer at startup)
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struct FontResource(Handle<Font>);
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// Pre-loaded background PNG handles
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@@ -772,11 +775,13 @@ Audio systems listen for Bevy events and never block the game thread.
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### Rendering approach
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Cards are Bevy `Sprite` entities with `Handle<Image>` from `CardImageSet`. Face-up cards use one of 52 individual face PNGs selected by `faces[suit][rank]` — rank and suit are baked into each image and no `Text2d` overlay is spawned. Face-down cards use `backs/back_N.png` indexed by `settings.selected_card_back`. `Text2d` labels are only used as a fallback when `CardImageSet` is absent (e.g. tests with `MinimalPlugins`). `CardImageSet` is populated at startup from `include_bytes!()` — no `AssetServer`.
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Cards are Bevy `Sprite` entities with `Handle<Image>` from `CardImageSet`. Face-up cards use one of 52 individual face PNGs selected by `faces[suit][rank]` — rank and suit are baked into each image and no `Text2d` overlay is spawned. Face-down cards use `backs/back_N.png` indexed by `settings.selected_card_back`. `Text2d` labels are only used as a fallback when `CardImageSet` is absent (e.g. tests with `MinimalPlugins`). `CardImageSet` is populated at startup by `card_plugin::load_card_images` via `AssetServer::load()`.
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Backgrounds are Bevy `Sprite` entities with `Handle<Image>` from `BackgroundImageSet`. `BackgroundImageSet` is populated at startup from `include_bytes!()`.
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Backgrounds are Bevy `Sprite` entities with `Handle<Image>` from `BackgroundImageSet`. `BackgroundImageSet` is populated at startup by `table_plugin::load_background_images` via `AssetServer::load()`.
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The font `FiraMono-Medium` is embedded via `include_bytes!()` at startup by `FontPlugin` and exposed as `FontResource` for use by all UI and text systems.
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The font `FiraMono-Medium` is loaded via `AssetServer::load("fonts/main.ttf")` at startup by `FontPlugin` and exposed as `FontResource` for use by all UI and text systems.
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All three loaders take `Option<Res<AssetServer>>` so they degrade cleanly under `MinimalPlugins` in tests: when the server is absent, `CardImageSet`/`BackgroundImageSet` are inserted with empty handle slots and the plugins fall back to `Text2d` rank+suit overlays and solid-colour board backgrounds. The `assets/` directory must ship alongside the binary.
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The `assets/` directory layout:
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@@ -1004,5 +1009,5 @@ Using `axum::test` and an in-memory SQLite database:
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| `SyncProvider` trait, not `SyncBackend` match arms | `SyncPlugin` stays backend-agnostic and testable; new backends can be added without touching the plugin | 2026-04-20 |
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| Dropped WebDAV backend | Redundant once the self-hosted server exists; removing it reduces surface area and simplifies settings UI | 2026-04-20 |
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| Dropped GPGS backend | Redundant with the self-hosted server; adds JNI complexity for no user-visible benefit on the target platforms | 2026-04-28 |
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| PNG assets embedded via `include_bytes!()` | Using `Image::from_buffer()` in startup systems rather than `AssetServer::load()` keeps the binary self-contained and eliminates runtime file-not-found errors | 2026-04-29 |
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| FiraMono-Medium font embedded via `include_bytes!()` | Exposed through `FontResource`; avoids runtime font loading errors on headless systems and ensures consistent text rendering across all platforms | 2026-04-29 |
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| Card, background, and font assets loaded via `AssetServer` | Reverses the earlier embed-via-`include_bytes!()` decision: PNGs and TTFs are loaded at runtime so artwork can be swapped (e.g. xCards @2x faces, alternate card backs, themed backgrounds) without a recompile, and binary size stays small. Loaders take `Option<Res<AssetServer>>` and fall back gracefully under `MinimalPlugins`. The `assets/` directory must ship alongside the binary. | 2026-04-29 |
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| Audio assets remain embedded via `include_bytes!()` | Audio files are small, change rarely, and the embedded path eliminates a class of runtime-load errors during gameplay; the asset-pipeline reversal does not extend to audio | 2026-04-29 |
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@@ -47,7 +47,9 @@ cargo clippy -p solitaire_core -- -D warnings
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- `solitaire_core` and `solitaire_sync` must never gain Bevy or network dependencies.
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- No `unwrap()` or `panic!()` in game logic. All state transitions return `Result<_, MoveError>`.
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- Audio assets are embedded at compile time using `include_bytes!()` in `audio_plugin.rs`. Cards and backgrounds are rendered procedurally (colored `Sprite` entities + text) — no image files are used and no `AssetServer` is needed.
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- Audio assets are embedded at compile time using `include_bytes!()` in `audio_plugin.rs`.
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- Card faces (52 PNGs in `assets/cards/faces/`), card backs (`assets/cards/backs/back_N.png`), board backgrounds (`assets/backgrounds/bg_N.png`), and the UI font (`assets/fonts/main.ttf`) are loaded at runtime via `AssetServer::load()` and stored as `Handle<Image>`/`Handle<Font>` in the `CardImageSet`, `BackgroundImageSet`, and `FontResource` resources. The `assets/` directory must ship alongside the binary.
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- Asset-loading systems take `Option<Res<AssetServer>>` so they degrade cleanly under `MinimalPlugins` (tests). When `CardImageSet` is absent, `card_plugin` falls back to a `Text2d` rank+suit overlay; when `BackgroundImageSet` is absent, the board falls back to a solid colour.
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- Atomic file writes only: write to `filename.json.tmp`, then `rename()`.
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- Passwords and tokens are stored in the OS keychain via the `keyring` crate — never in plaintext files or logs.
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- Sync runs on `AsyncComputeTaskPool` — never block the Bevy main thread.
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@@ -75,6 +77,7 @@ cargo clippy -p solitaire_core -- -D warnings
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- Resources own shared state. Events communicate between systems. Components own per-entity data.
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- All UI screens are built with Bevy UI (`bevy::ui`). Never mix UI layout and game logic in the same system.
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- Layout is recomputed on `WindowResized` — never assume a fixed window size.
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- **UI-first.** Every player-triggered action (new game, undo, draw, pause, open stats / settings / help / profile / leaderboard, switch mode, etc.) must be reachable from a visible UI control. Keyboard shortcuts are optional accelerators — never the sole entry point. New gameplay features ship with the UI control alongside the system that backs it; do not merge a feature that is keyboard-only.
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---
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