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Author SHA1 Message Date
funman300 56b37fc653 fix(app): point AssetPlugin at workspace assets dir
CI / Test & Lint (push) Failing after 30s
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Bevy resolves AssetPlugin::file_path relative to the binary's
CARGO_MANIFEST_DIR (solitaire_app/), but the assets/ directory lives at
the workspace root. After the switch to AssetServer in fbe984c, every
card face, back, background, and font load failed with "Path not found:
.../solitaire_app/assets/..." and the renderer fell back to Text2d
rank+suit placeholders.

Override file_path to "../assets" so cargo run -p solitaire_app from
anywhere finds the real artwork at <workspace>/assets/. Shipping a
release binary will need to either set the override differently or copy
assets/ next to the binary; that is left for whoever ships first.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 21:40:13 +00:00
funman300 3ffde038c5 docs: switch asset pipeline notes to AssetServer model
CI / Test & Lint (push) Failing after 23s
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Card faces, card backs, board backgrounds, and the UI font are loaded
via Bevy's AssetServer at startup (see commit fbe984c). The CLAUDE.md
hard rule still claimed cards/backgrounds were rendered procedurally
with no AssetServer, and ARCHITECTURE.md §14 / §20 still described
PNGs and TTFs as embedded via include_bytes!(). Update both docs:

- CLAUDE.md hard rule lists which assets ship in assets/ and notes the
  Option<Res<AssetServer>> fallback used under MinimalPlugins (tests).
- ARCHITECTURE.md §2/§3/§5/§14 rewritten to describe the AssetServer
  loaders for CardImageSet, BackgroundImageSet, and FontResource, and
  the Text2d / solid-colour fallbacks.
- ARCHITECTURE.md §20 decision log replaces the two reversed
  embed-via-include_bytes!() entries with a single entry covering the
  switch to AssetServer plus a note that audio remains embedded.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 21:14:48 +00:00
funman300 ece2a55ffb chore(engine): re-export BackgroundImageSet from engine lib
The resource is defined in table_plugin and used by the rest of the
engine, but it was the only one of the prominent table_plugin types not
re-exported from lib.rs. Add it next to PileMarker / TableBackground so
downstream binaries can reference it without reaching into the module
path.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 21:14:34 +00:00
funman300 abda354562 feat(engine): emit SyncCompleteEvent on pull resolve
ARCHITECTURE.md §5 lists SyncCompleteEvent(Result<SyncResponse, String>) as
a cross-system event, but it was never declared or fired. Add the message
to events.rs, register it in SyncPlugin, and emit it from poll_pull_result
on both the success path (carrying the merged payload + conflicts as
SyncResponse) and the failure path (carrying the user-facing error
message). UI/persistence systems can now react to sync completion without
polling SyncStatusResource.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 21:14:21 +00:00
funman300 fbe984cf64 feat(engine): switch asset loading to AssetServer with xCards artwork
CI / Test & Lint (push) Failing after 19s
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Replace compile-time include_bytes!() embedding for card faces, backgrounds,
and font with runtime AssetServer::load() calls. Swap in 52 xCards @2x PNGs
(LGPL-3.0) as card face assets and xCards bicycle_blue as back_0.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-29 20:06:02 +00:00
funman300 efec6f22d5 fix(engine): resolve StatsUpdate system-set scheduling cycle
CI / Test & Lint (push) Failing after 16s
CI / Release Build (push) Has been skipped
update_stats_on_new_game and handle_forfeit ran .before(GameMutation)
while being inside StatsUpdate.  win_summary_plugin constrains
cache_win_data.before(StatsUpdate), which forces the entire StatsUpdate
set to run after GameMutation — creating an unsolvable cycle that panicked
Bevy 0.18's schedule solver at startup.

Only update_stats_on_win (post-GameMutation) belongs in StatsUpdate.
The pre-GameMutation systems still run before GameMutation but outside
the set, so external .before(StatsUpdate)/.after(StatsUpdate) constraints
remain consistent.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-29 04:05:26 +00:00
115 changed files with 119 additions and 182 deletions
+14 -12
View File
@@ -67,11 +67,11 @@ solitaire_quest/
├── Dockerfile # Multi-stage server build ├── Dockerfile # Multi-stage server build
├── docker-compose.yml # Server + Caddy reverse proxy ├── docker-compose.yml # Server + Caddy reverse proxy
├── assets/ # Assets embedded at compile time via include_bytes!() ├── assets/ # Loaded at runtime via AssetServer (audio is embedded via include_bytes!())
│ ├── cards/ │ ├── cards/
│ │ ├── faces/{rank}_{suit}.png # 52 individual card faces (120×168, generated by solitaire_assetgen) │ │ ├── faces/{RANK}{SUIT}.png # 52 card faces — xCards @2x artwork (LGPL-3.0)
│ │ └── backs/back_0.png back_4.png # placeholder patterns │ │ └── backs/back_0.png back_4.png # back_0 = xCards bicycle_blue; back_14 are generated patterns
│ ├── backgrounds/bg_0.png bg_4.png # placeholder textures │ ├── backgrounds/bg_0.png bg_4.png # generated textures
│ ├── fonts/main.ttf # FiraMono-Medium (170K, OFL) │ ├── fonts/main.ttf # FiraMono-Medium (170K, OFL)
│ └── audio/ │ └── audio/
│ ├── card_deal.wav │ ├── card_deal.wav
@@ -144,7 +144,7 @@ Owns:
- All Bevy UI screens (Home, Stats, Achievements, Settings, Profile) - All Bevy UI screens (Home, Stats, Achievements, Settings, Profile)
- Audio playback systems - Audio playback systems
- Sync status display - Sync status display
- Card, background, and font asset loading (embedded via `include_bytes!()` — no `AssetServer` dependency) - Card, background, and font asset loading via Bevy `AssetServer` (audio is the lone exception — embedded via `include_bytes!()` in `audio_plugin.rs`)
### `solitaire_server` ### `solitaire_server`
**Dependencies:** `solitaire_sync`, `axum`, `sqlx`, `jsonwebtoken`, `bcrypt`, `tower-governor`, `tracing`, `tokio`, `dotenvy`. **Dependencies:** `solitaire_sync`, `axum`, `sqlx`, `jsonwebtoken`, `bcrypt`, `tower-governor`, `tracing`, `tokio`, `dotenvy`.
@@ -239,7 +239,7 @@ Done
|---|---|---| |---|---|---|
| `CardPlugin` | — | Card entity spawning, sprite management, drag-and-drop | | `CardPlugin` | — | Card entity spawning, sprite management, drag-and-drop |
| `TablePlugin` | — | Pile markers, background, layout calculation | | `TablePlugin` | — | Pile markers, background, layout calculation |
| `FontPlugin` | — | Embeds FiraMono-Medium font at compile time; exposes `FontResource` handle | | `FontPlugin` | — | Loads FiraMono-Medium via `AssetServer` at startup; exposes `FontResource` handle |
| `AnimationPlugin` | — | Slide, flip, win cascade, toast animations | | `AnimationPlugin` | — | Slide, flip, win cascade, toast animations |
| `FeedbackAnimPlugin` | — | Shake, settle, and deal-stagger animations | | `FeedbackAnimPlugin` | — | Shake, settle, and deal-stagger animations |
| `AutoCompletePlugin` | Enter | Executes auto-complete when the HUD badge is lit | | `AutoCompletePlugin` | Enter | Executes auto-complete when the HUD badge is lit |
@@ -296,7 +296,7 @@ struct CardImageSet {
backs: [Handle<Image>; 5], // indexed by selected_card_back setting backs: [Handle<Image>; 5], // indexed by selected_card_back setting
} }
// Project-wide font handle (FiraMono-Medium embedded at compile time) // Project-wide font handle (FiraMono-Medium loaded via AssetServer at startup)
struct FontResource(Handle<Font>); struct FontResource(Handle<Font>);
// Pre-loaded background PNG handles // Pre-loaded background PNG handles
@@ -772,11 +772,13 @@ Audio systems listen for Bevy events and never block the game thread.
### Rendering approach ### Rendering approach
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`. 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()`.
Backgrounds are Bevy `Sprite` entities with `Handle<Image>` from `BackgroundImageSet`. `BackgroundImageSet` is populated at startup from `include_bytes!()`. Backgrounds are Bevy `Sprite` entities with `Handle<Image>` from `BackgroundImageSet`. `BackgroundImageSet` is populated at startup by `table_plugin::load_background_images` via `AssetServer::load()`.
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. 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.
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.
The `assets/` directory layout: The `assets/` directory layout:
@@ -1004,5 +1006,5 @@ Using `axum::test` and an in-memory SQLite database:
| `SyncProvider` trait, not `SyncBackend` match arms | `SyncPlugin` stays backend-agnostic and testable; new backends can be added without touching the plugin | 2026-04-20 | | `SyncProvider` trait, not `SyncBackend` match arms | `SyncPlugin` stays backend-agnostic and testable; new backends can be added without touching the plugin | 2026-04-20 |
| Dropped WebDAV backend | Redundant once the self-hosted server exists; removing it reduces surface area and simplifies settings UI | 2026-04-20 | | Dropped WebDAV backend | Redundant once the self-hosted server exists; removing it reduces surface area and simplifies settings UI | 2026-04-20 |
| Dropped GPGS backend | Redundant with the self-hosted server; adds JNI complexity for no user-visible benefit on the target platforms | 2026-04-28 | | Dropped GPGS backend | Redundant with the self-hosted server; adds JNI complexity for no user-visible benefit on the target platforms | 2026-04-28 |
| 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 | | 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 |
| 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 | | 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 |
+3 -1
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@@ -47,7 +47,9 @@ cargo clippy -p solitaire_core -- -D warnings
- `solitaire_core` and `solitaire_sync` must never gain Bevy or network dependencies. - `solitaire_core` and `solitaire_sync` must never gain Bevy or network dependencies.
- No `unwrap()` or `panic!()` in game logic. All state transitions return `Result<_, MoveError>`. - No `unwrap()` or `panic!()` in game logic. All state transitions return `Result<_, MoveError>`.
- 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. - Audio assets are embedded at compile time using `include_bytes!()` in `audio_plugin.rs`.
- 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.
- 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.
- Atomic file writes only: write to `filename.json.tmp`, then `rename()`. - Atomic file writes only: write to `filename.json.tmp`, then `rename()`.
- Passwords and tokens are stored in the OS keychain via the `keyring` crate — never in plaintext files or logs. - Passwords and tokens are stored in the OS keychain via the `keyring` crate — never in plaintext files or logs.
- Sync runs on `AsyncComputeTaskPool` — never block the Bevy main thread. - Sync runs on `AsyncComputeTaskPool` — never block the Bevy main thread.
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