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funman300 aa2a021712 docs: cut v0.19.0 — punch-list close + Wayland + animation polish
Promotes [Unreleased] to [0.19.0]. The release closes v0.18.0's
punch list (async H-key hint, persistent replay share URLs),
expands desktop platform fit (Wayland session support +
monitor-aware default window size), polishes the win-celebration
and double-click animation paths, and clears two test-flake
contributors. The Rusty Pixel pixel-art card theme arc was
prototyped and reverted in the same window — the engine plumbing
(pixel_art ThemeMeta field, PNG manifest face support, second
embedded:// theme channel) was fully reverted and is not part of
this release.

SESSION_HANDOFF.md refreshed to reflect the v0.19.0 ship:
v0.18.0 punch-list items B and D marked shipped; new Open punch
list documents the Rusty Pixel arc as historical, calls out the
desktop-packaging follow-through (app icon next), the
pull_failure_sets_error_status flake (next-round candidate),
and a settings-UI item for the smart-default-size opt-out.
Resume prompt refreshed with the post-v0.19.0 A-D decision menu.

Build: cargo clippy --workspace --all-targets -- -D warnings clean.
Tests: 1170 passing / 0 failing.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-06 20:06:21 -07:00
funman300 6037596cc0 fix(engine): double-click move animation no longer plays twice
A successful double-click was rendering the slide-to-destination
animation twice — once from the first press's MoveRequestEvent
landing, and again from the release's StateChangedEvent racing the
in-flight CardAnim and replacing it from the mid-animation
position.

The frame trace:

  Frame N (second press):
    handle_double_click → MoveRequestEvent (queued)
    start_drag           → DragState set, drag.committed = false
                            (start_drag never mutates Transform; the
                             card is still visually in place)
    handle_move          → applies the move, fires StateChangedEvent
    sync_cards_on_change → cur ≠ target, inserts CardAnim slide
                            (animation #1 starts)

  Frames N+1, N+2, …:
    follow_drag idles (drag uncommitted, cursor not moving)
    CardAnim animates the card from old to new pile

  Frame N+K (release):
    end_drag             → drag.committed = false branch:
                            drag.clear() + StateChangedEvent  ← CULPRIT
    sync_cards_on_change → sees the card mid-CardAnim
                            (cur ≠ target), replaces CardAnim
                            with a fresh one starting at the
                            current mid-position (animation #2
                            visibly restarts the slide)

The fix is one line: drop the StateChangedEvent write in the
uncommitted-drag branch of end_drag. The defensive resync was
never needed there — start_drag only mutates the DragState
resource on press, never card transforms, so an uncommitted drag
has no visual side effect to undo. The committed-drag branch (line
762) keeps its StateChangedEvent write since snap-back from a
real drag does need a resync.

Existing tests pass unchanged. The bug only manifested in the
specific timing of double-click → quick-release before
animation-complete; an integration test would require driving
mouse press/release across several frames with a dispatched
GameMutation pass between, which is heavier than the fix
warrants.

Workspace: 1170 passing tests / 0 failing. cargo clippy
--workspace --all-targets -- -D warnings clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-06 20:00:05 -07:00
funman300 d7ffb16df5 fix(engine): single-card double-click with no destination now plays the reject animation
handle_double_click had a coverage gap. The flow was:

  - Priority 1: try moving the single top card to its best
    destination (foundation, then tableau).
  - Priority 2: if Priority 1 failed AND the player clicked the
    base of a multi-card stack, try moving the whole stack.

`MoveRejectedEvent` was only fired inside the Priority 2 else-branch
— so a double-click on a single card with no legal destination
fell through both priorities silently: no card_invalid.wav, no
shake animation on the source pile, the player got zero feedback
that the click was acknowledged.

The fix collapses both priorities' failure paths into one
unconditional `MoveRejectedEvent` write at the end of the
double-click branch. Single-card miss now plays the same feedback
as multi-card-stack miss. The early `return` on each successful
move keeps the rejection branch from firing on the success path.

Pre-fix, a player double-clicking the 7♠ buried under a 6♥ on
column 5 (no foundation slot for 7s; no tableau column accepting
black 7) saw nothing happen. Post-fix, the source pile shakes
and the invalid-move sound plays, exactly like a drag-and-drop
rejection.

Workspace: 1170 passing tests / 0 failing. cargo clippy
--workspace --all-targets -- -D warnings clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-06 19:54:28 -07:00
funman300 b57db017d3 feat(app): Wayland support + monitor-relative default window size
Two related platform-fit fixes for desktop launch:

1. Wayland session compatibility. The workspace Cargo.toml's
   Bevy feature list previously enabled only `x11`, leaving
   winit-on-Wayland to fall through to XWayland — the game
   rendered inside an X11 frame stitched into the Wayland
   compositor instead of as a native Wayland client. Adding
   the `wayland` feature lets winit prefer Wayland when
   WAYLAND_DISPLAY is set on the session, falling back to X11
   when it isn't. Costs a few hundred KB of binary for the
   libwayland-client bindings; comment in Cargo.toml explains
   the trade.

2. Smart default window sizing. The fallback window size for
   first launches (no saved geometry) was a fixed 1280x800. On
   a 4K monitor that's a comparatively tiny window in one
   corner; the game's cards then occupy a small physical area
   even though the screen has plenty of room. New
   `apply_smart_default_window_size` Update system queries
   `Monitor` (with the `PrimaryMonitor` marker) and resizes the
   primary window to ~70% of the monitor's *logical* size on
   the first frame. Logical size already factors in the OS's
   HiDPI scale factor, so:

   - 1920x1080 / 1.0 scale → 1344x756 target
   - 2560x1440 / 1.0 scale → 1792x1008 target
   - 3840x2160 / 1.0 scale → 2688x1512 target
   - 2880x1800 / 2.0 scale (Retina) → 1008x630 target
                  (same physical size as 1080p)

   Clamped to the existing 800x600 minimum so old systems
   don't get sub-minimum windows. Skipped entirely when saved
   geometry was applied — the player's chosen size always
   wins. Uses `Local<bool>` for one-shot semantics; the early-
   exit per tick costs nothing once `*applied` is true.

Workspace: 1170 passing tests / 0 failing. cargo clippy
--workspace --all-targets -- -D warnings clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-06 19:49:52 -07:00
funman300 0b3140ad6d Revert "feat(engine): theme thumbnails accept PNG faces alongside SVG"
This reverts commit de4751115f.
2026-05-06 19:38:13 -07:00
funman300 e41def8c89 Revert "feat(engine): per-theme nearest-sampling opt-in for pixel-art themes"
This reverts commit 17e3112502.
2026-05-06 19:38:13 -07:00
funman300 aad8bb9c83 Revert "feat(engine): bundle Rusty Pixel as a built-in theme"
This reverts commit 21ec03b157.
2026-05-06 19:38:13 -07:00
funman300 55c235b55f fix(engine): drop duplicate "You Win" toast — WinSummary modal owns the celebration
The post-win UI was firing TWO celebration surfaces on every
GameWonEvent:

  - animation_plugin::handle_win_cascade spawned a 4-second toast:
    "You Win!  Score: {score}  Time: {m}:{ss}"
  - win_summary_plugin spawned the proper "You Won!" modal with
    score breakdown, time bonus, achievements unlocked, XP earned,
    and a Play Again button

Both rendered on top of each other — in screenshots the toast
banner was partially clipped behind the modal card, peeking out
on either side. The toast predates the WinSummary modal; the
modal carries strictly more information so the toast is dead
weight.

handle_win_cascade keeps the cards-fly-off animation
(MotionCurve::Expressive cascade with per-card rotation drift) —
that's the visual celebration, distinct from the textual
celebration the modal owns. The system still gates on the same
GameWonEvent message reader; it just doesn't write a toast
afterward. WIN_TOAST_SECS const removed (no remaining callers).

Workspace: 1172 passing tests / 0 failing. cargo clippy
--workspace --all-targets -- -D warnings clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-06 19:35:04 -07:00
funman300 21ec03b157 feat(engine): bundle Rusty Pixel as a built-in theme
The pixel-art card theme generated via Claude Design (53 PNGs at
256x384, ~340 KB total) now ships embedded in the binary alongside
the existing default SVG theme. Players see the new theme in the
picker out of the box without needing to drop files into
~/.local/share/solitaire_quest/themes/.

solitaire_engine/assets/themes/rusty-pixel/:
  - 53 PNGs (52 face cards + 1 back) at 256x384
  - theme.ron declaring meta.id = "rusty-pixel",
    card_aspect = (2, 3), pixel_art = true

assets/sources.rs:
  - New constants RUSTY_PIXEL_THEME_MANIFEST_URL,
    RUSTY_PIXEL_THEME_MANIFEST_PATH,
    RUSTY_PIXEL_THEME_MANIFEST_BYTES.
  - New embed_rusty_pixel_png! macro mirroring embed_default_svg!.
  - New RUSTY_PIXEL_THEME_PNGS table — 53 entries, one per file.
  - New rusty_pixel_theme_png_bytes(filename) lookup helper
    mirroring default_theme_svg_bytes for the thumbnail cache.
  - New populate_embedded_rusty_pixel_theme(app) registers the
    manifest + every PNG into Bevy's EmbeddedAssetRegistry.
  - AssetSourcesPlugin::build now calls both populate functions
    so the picker has both themes loadable from the binary alone.

theme/registry.rs:
  - New rusty_pixel_entry() returns the bundled metadata.
  - build_registry now inserts default + rusty-pixel ahead of the
    user-dir scan, and filters user themes whose id collides with
    a bundled built-in. Bundled wins on collision because it's
    guaranteed complete; the user's overriding copy may be partial
    or stale.
  - Updated existing tests for the new len()=2-instead-of-1 baseline.
  - New test user_theme_id_collision_with_bundled_is_dropped pins
    the dedup contract.

theme/plugin.rs:
  - load_initial_theme + react_to_settings_theme_change now both
    consult a new manifest_url_for(theme_id) helper that routes
    bundled built-ins through embedded:// and unknown ids through
    themes://. Drops the previous hard-coded "default →
    DEFAULT_THEME_MANIFEST_URL else themes://" branch.
  - read_theme_preview_bytes also checks the rusty-pixel embed
    table before falling through to the user-dir filesystem read,
    so the picker chip's thumbnail works on a fresh install where
    the user-dir doesn't exist.

Workspace: 1172 passing tests / 0 failing, was 1171 (+1 net from
the new collision test). cargo clippy --workspace --all-targets
-- -D warnings clean. Binary grows by ~340 KB (the 53 bundled
PNGs).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-06 19:28:53 -07:00
funman300 17e3112502 feat(engine): per-theme nearest-sampling opt-in for pixel-art themes
Bevy's default sprite sampler is bilinear (Linear), which mushes
pixel-art card faces at non-integer scales. The rusty-pixel theme
ships 256x384 source PNGs that get displayed at ~150-200px wide on
typical desktop windows — an aggressive downscale where bilinear
visibly blurs the pixel grid.

Globally flipping ImagePlugin to default_nearest() would also affect
the SVG-rasterised default theme, where bilinear's smoothing is
actually desired (the SVG rasteriser produces a high-res 512x768
pixmap that the GPU has to downscale at draw time).

The fix is a per-theme opt-in:

  - ThemeMeta gains pixel_art: bool with #[serde(default)] for
    backwards compat. Older manifests load with `false`, preserving
    SVG-default behaviour.
  - sync_card_image_set_with_active_theme inspects theme.meta.pixel_art
    after a theme finishes loading. When true, walks every face +
    back Handle<Image> in the active CardTheme and rewrites its
    sampler to ImageSampler::Descriptor(ImageSamplerDescriptor::nearest()).
    The Modified asset event triggers a GPU re-upload with the new
    sampler descriptor.
  - The 12 ThemeMeta struct literals across the engine
    (settings_plugin, card_plugin, theme/{plugin,mod,manifest,
    importer,registry}) all gain `pixel_art: false` to match the
    new field.

The deployed rusty-pixel theme.ron at
~/.local/share/solitaire_quest/themes/rusty-pixel/ now sets
pixel_art: true, so the player's switch-to-pixel-art chip flips to
nearest sampling on the spot.

Workspace: 1171 passing tests / 0 failing. cargo clippy
--workspace --all-targets -- -D warnings clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-06 19:21:53 -07:00
funman300 de4751115f feat(engine): theme thumbnails accept PNG faces alongside SVG
The theme picker chip's thumbnail loader hardcoded `.svg`
filenames (`spades_ace.svg`, `back.svg`) — a holdover from when
every shipped theme was vector-art. Raster-art user themes (e.g.
the v0.19 pixel-art theme generated via Claude Design and dropped
into ~/.local/share/solitaire_quest/themes/rusty-pixel/) had real
PNGs in their directory but the picker rendered placeholders
because it never tried the PNG sibling.

The fix is scoped to the thumbnail-cache pipeline. In-game card
rendering already worked via Bevy's standard PNG asset loader on
manifest-declared face/back paths — only the picker's small
preview chip was affected.

Changes in solitaire_engine/src/theme/plugin.rs:

  - PREVIEW_FACE_FILENAME / PREVIEW_BACK_FILENAME (with embedded
    `.svg` suffix) replaced by PREVIEW_FACE_BASENAME /
    PREVIEW_BACK_BASENAME ("spades_ace" / "back"). The function
    appends the extension itself.
  - read_theme_preview_svg_bytes -> read_theme_preview_bytes
    returns ThemePreviewBytes::{Svg, Png}. For "default" the
    embedded table stays SVG-only. For user themes the function
    tries `<basename>.svg` first (matching the bundled
    convention) and falls back to `<basename>.png` second.
  - rasterize_preview_to_handle gains a Png branch that calls a
    new decode_png_for_thumbnail helper (Bevy's
    Image::from_buffer with ImageType::Format(ImageFormat::Png)).
    PNGs decode at native dimensions; the picker chip's UI
    layout scales them at draw time. SVGs continue to rasterise
    at the fixed 100x140 thumbnail size as before.
  - generate_thumbnail_pair_for is unchanged in shape; just
    threads the new enum through.

Tests:

  - read_default_theme_preview_returns_some_for_canonical_files
    updated to match the new function signature and assert on
    the Svg variant explicitly.
  - New png_only_user_theme_generates_real_thumbnails creates a
    temp theme dir, writes a 2x3 PNG (encoded at runtime via the
    `image` dev-dep so the bytes are guaranteed valid), and
    asserts both ace + back yield non-default Handle<Image>.
    Cleans up the temp dir afterward.

solitaire_engine/Cargo.toml: image = "0.25" added as a
dev-dependency for the test's runtime PNG encoding. Already a
transitive Bevy dep so the build graph is unchanged.

Workspace: 1171 passing tests / 0 failing, was 1170 (+1 new).
cargo clippy --workspace --all-targets -- -D warnings clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-06 19:13:52 -07:00
funman300 9ff48ace5b docs: refresh handoff + populate CHANGELOG [Unreleased] for v0.19.0
Three commits sit on top of v0.18.0 — async H-key hint
(3e11e9e), persistent replay share URLs (42d90b1), and the
auto-save flake fix (91b7605). [Unreleased] now describes them
as Changed / Fixed bullets ready to promote to a [0.19.0]
section whenever the next cut feels right. SESSION_HANDOFF.md
marks v0.18.0 punch-list items B and D as shipped, preserves C
(desktop packaging) as still gated on artwork + signing certs,
and refreshes the resume prompt's A–D menu around the
v0.19.0-cut decision. The previous handoff's
`-c user.name=...` workflow note is replaced with a pointer to
the system git config (which is now correct on this machine via
the v0.18.0 push session's `gh auth setup-git`).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-06 18:17:07 -07:00
funman300 91b7605b9f fix(engine): clear PendingRestoredGame in test_app + harden auto-save flake
auto_save_writes_after_30_seconds intermittently failed under
heavy parallel cargo-test load. Two contributing factors, both
fixable in test fixtures alone:

  1. GamePlugin::build() reads dirs::data_dir()/.../game_state.json
     before per-test resource overrides apply. If a real
     game_state.json exists on the dev machine, it's loaded into
     PendingRestoredGame, and auto_save_game_state's pending guard
     (`pending.0.is_some()`) silently skips the save. test_app now
     resets PendingRestoredGame(None) after plugin build so the
     production save state can't leak into per-test world state.

  2. Time::delta_secs() on the first MinimalPlugins frame can be
     0.0 (nominal) or, under cargo-test parallelism, large enough
     to consume the 0.1 s pre-seeded margin past the threshold.
     The test now re-arms AutoSaveTimer(AUTO_SAVE_INTERVAL_SECS +
     1.0) every iteration in a 16-frame bounded loop, breaking
     the moment the file appears. Robust against first-frame Time
     variance with no behaviour-contract change.

No production-code change. Verified: 3 back-to-back single-test
runs all pass. Full workspace test suite: 1170 passing / 0 failing.
cargo clippy --workspace --all-targets -- -D warnings clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-06 18:16:32 -07:00
funman300 42d90b199c feat(data,engine): persist replay share URL alongside the replay
The v0.18.0 share-link affordance lived in an in-memory
LastSharedReplayUrl resource that was wiped on quit; the player had
to re-open Stats and re-share within the same session of the win.
The Stats overlay's Prev/Next selector also surfaced older replays
that had no share link at all even when those wins had been
uploaded successfully.

This bundles the URL with the replay it belongs to:

- Replay (solitaire_data) gains share_url: Option<String> with
  #[serde(default)]. No REPLAY_SCHEMA_VERSION bump — older
  replays.json files load unchanged with share_url == None on
  every entry. Replay::new() defaults the field to None.
- poll_replay_upload_result (sync_plugin) writes the resolved URL
  into ReplayHistoryResource::0.replays[0].share_url and persists
  the updated history via save_replay_history_to. The
  cancel-on-replace contract in push_replay_on_win guarantees
  replays[0] is the win whose URL the task is carrying — at most
  one upload is ever in flight, and it's always the most recent
  win.
- handle_copy_share_link_button (stats_plugin) reads from
  history.0.replays[selected.0].share_url instead of
  LastSharedReplayUrl, so the Prev/Next selector's currently-
  displayed replay drives the clipboard contents. Each historical
  win keeps its own URL.
- LastSharedReplayUrl resource removed entirely — its only role
  was bridging the upload-poll system to the Copy button, and
  that channel is now the share_url field on the replay record.

Tests:

- solitaire_data: replay_loads_when_share_url_field_is_absent
  pins backwards-compat — a pre-v0.19.0 Replay JSON without the
  field deserialises with share_url == None.
- solitaire_engine sync_plugin: upload_result_writes_share_url_into_replay_and_persists
  drives a pre-resolved AsyncComputeTaskPool task into
  PendingReplayUpload, pumps update() until the poll system
  resolves it, and asserts both the in-memory replays[0]
  carries the URL and a fresh load_replay_history_from(path)
  picks it up.

Workspace: 1170 passing tests / 0 failing, was 1168 (+2 net).
cargo clippy --workspace --all-targets -- -D warnings clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-06 18:10:16 -07:00
funman300 3e11e9e79a feat(engine): H-key hint runs on AsyncComputeTaskPool
Closes the last solver-on-main-thread hot path. The synchronous
v0.17.0 hint flow called solitaire_core::solver::try_solve_from_state
inline on every H press; median latency was ~2 ms but pathological
positions hit the SolverConfig::default() cap at ~120 ms — a visible
input stall on the same frame the player presses H.

Mirrors the d489e7a PendingNewGameSeed pattern. New module
pending_hint.rs holds:

  - PendingHintTask resource carrying an Option<HintTask> with
    handle: Task<HintTaskOutput> plus move_count_at_spawn for
    staleness detection.
  - HintTaskOutput enum: SolverMove { from, to } when the verdict
    is Winnable + a first_move; NeedsHeuristic when the solver
    returns Unwinnable or Inconclusive.
  - poll_pending_hint_task system: polls the task each frame and
    surfaces the result via the now-public emit_hint_visuals (or
    runs find_heuristic_hint on the live state for the
    NeedsHeuristic branch). Discards the result when
    GameState.move_count has advanced past move_count_at_spawn.
  - drop_pending_hint_on_state_change system: any
    StateChangedEvent drops the in-flight task. Cooperatively
    cancels via Bevy's Task Drop at the next await point.
  - PendingHintTask::spawn implements cancel-on-replace — a fresh
    H press while a previous task is in flight overwrites the
    handle, dropping the prior task.

input_plugin changes:

  - handle_keyboard_hint becomes a thin spawn point. Snapshots
    the live state, asks the solver via PendingHintTask::spawn,
    returns. No card-entity query, no event writers for the
    hint visual / toast — the polling system owns those.
  - emit_hint_visuals promoted to pub so pending_hint can call it.
  - find_heuristic_hint extracted as a pub helper for the
    NeedsHeuristic poll path.
  - InputPlugin registers PendingHintTask + the two new systems.
    drop-on-state-change is chained .before() poll so a move
    applied this frame cancels any in-flight task before its
    result can be surfaced.

Tests:

  - input_plugin: pressing_h_spawns_pending_hint_task (1) — pins
    the H-key wiring at one-frame granularity.
  - pending_hint: winnable_solver_emits_hint_after_async_completes,
    state_change_drops_in_flight_task,
    second_spawn_drops_first_in_flight_task (3) — drives the
    AsyncComputeTaskPool with a wall-clock-bounded loop mirroring
    the winnable_seed_search_* template.
  - Removed two now-stale synchronous tests
    (hint_uses_solver_when_winnable,
    hint_falls_back_to_heuristic_when_solver_inconclusive) — the
    behaviours they pinned now live in pending_hint::tests at the
    correct layer.

Workspace: 1168 passing tests / 0 failing, was 1166 (net +2:
removed 2 stale, added 4 new). cargo clippy --workspace
--all-targets -- -D warnings clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-06 18:01:51 -07:00
funman300 bfcd05fbb5 docs: cut v0.18.0 — launch-experience round + async winnable seeds
CHANGELOG.md gains a [0.18.0] section synthesising the 24 commits
since v0.17.0: the Restore prompt + auto-show Home picker launch
flow, MSSC-style picker (header chips, draw-mode chips, picture
tiles with FiraMono-covered glyphs, Today's Event callout), the
last solver hot path moving onto AsyncComputeTaskPool with
cancel-on-replace, "Won before" HUD chip, "Copy share link" Stats
button via arboard, the N-key flow finally routing through the
real Confirm/Cancel modal, Esc-on-modal layering fixes, and the
unified-3.0 Claude rule set adoption.

SESSION_HANDOFF.md (root) refreshed to reflect HEAD at
v0.17.0-24-gc497c31, the carryover punch list trimmed (items B
and C shipped, A partially shipped, D unchanged), and a new
Process notes section describing the test-discipline prune and
the smaller-port template the async hint work should follow.

Build: cargo clippy --workspace --all-targets -- -D warnings clean.
Tests: 1166 passing / 0 failing (one flake on
auto_save_writes_after_30_seconds reproduced clean on re-run;
passes in isolation).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-06 17:20:10 -07:00
funman300 c497c3193c fix(engine): freeze game timers while the Home picker is up
The HUD's elapsed-time counter ticked from the moment the default
Classic deal landed at startup, even though the auto-show Home
picker was still up — so the player saw "0:11" before they had
chosen a mode. Time Attack had the same issue when M was pressed
mid-session: the 10-minute countdown burned while the player browsed
modes.

`tick_elapsed_time` and `advance_time_attack` now also gate on the
absence of `HomeScreen`, mirroring their existing `PausedResource`
check. The Home modal already covers input via its scrim, so this
purely freezes the timer without coupling to the pause-overlay
ownership of `PausedResource`.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 17:29:42 +00:00
funman300 9aa0dd23b1 fix(engine): Esc dismisses the topmost modal when Profile stacks on Home
Clicking the new Home header chip opens Profile on top of Home.
Pressing Esc then closed Home (because handle_home_cancel_button
fired on Esc with no awareness of layered modals) and left Profile
orphaned over the game — the player had to press P afterwards just
to dismiss what they meant to dismiss in the first place.

Two changes restore the standard "Esc closes the topmost modal"
contract:

- profile_plugin: split P/button (toggle) from Esc (close-only).
  Esc only fires when Profile is currently open.
- home_plugin: handle_home_cancel_button now skips its Esc branch
  when any other ModalScrim exists, deferring to whichever modal
  is on top. Click on the explicit Cancel button is unaffected.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 17:15:18 +00:00
funman300 d065d49fe7 fix(engine): TimeAttack tile glyph swaps to → (FiraMono ships sideways
triangles inconsistently)

Quat: ▶ (U+25B6) rendered as tofu even though ▲ (U+25B2) from the
same Geometric Shapes block works. FiraMono evidently ships the
up/down triangles but not the left/right siblings.

Swapped to U+2192 (RIGHTWARDS ARROW) from the Arrows block, which
is part of every dev-oriented monospace font's core coverage. Reads
as "go / fast-forward" for the timed mode and is visually distinct
from the other 4 tile glyphs.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 17:06:40 +00:00
funman300 c30b04ec72 fix(engine): Home tile glyphs picked from FiraMono's actual coverage
The bundled face is FiraMono-Medium (assets/fonts/main.ttf), and its
glyph table covers card suits (U+2660-2666) plus basic Geometric
Shapes (U+25xx) but not Dingbats / Misc Symbols. The previous round
of "BMP fallbacks" still picked from blocks FiraMono doesn't cover,
so 4 of 5 tiles continued to render as tofu.

Re-picked from ranges FiraMono actually has:
- Daily: U+25C6 (BLACK DIAMOND)
- Zen:   U+25CB (WHITE CIRCLE) — Zen enso
- Challenge: U+25B2 (BLACK UP-POINTING TRIANGLE) — climbing
- TimeAttack: U+25B6 (BLACK RIGHT-POINTING TRIANGLE) — play / FF
- Classic keeps U+2663 (BLACK CLUB SUIT)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 17:00:26 +00:00
funman300 40d6e0ab17 fix(engine): Home tile glyphs render + modal fits any viewport
Two regressions Quat caught in screenshot review of the picture-tile
rework:

1. Tofu boxes for 4 of 5 tiles. The earlier emoji picks (calendar,
   cherry-blossom, lightning, stopwatch) live in Unicode planes that
   most Linux desktop fonts don't cover, so they rendered as
   missing-glyph rectangles. Swapped to BMP / Dingbats codepoints
   that the system-default font fallback always has:
   - Daily: \u{2605} (BLACK STAR)
   - Zen:   \u{2740} (WHITE FLORETTE)
   - Challenge: \u{2726} (BLACK FOUR-POINTED STAR)
   - TimeAttack: \u{231A} (WATCH, Misc Symbols / Unicode 1.1)
   Classic keeps its club (\u{2663}) — already rendered correctly.

2. Cancel button pushed off the bottom of the viewport. The 3-row
   tile grid alone is ~540 px; on the 800x600 minimum window the
   modal exceeded the screen. Wrapped chips + draw row + grid in a
   `HomeScrollable` Node with `max_height: 70vh` and `Overflow::scroll_y()`,
   adding a `scroll_home_panel` system to drive `ScrollPosition` from
   `MouseWheel`. Mirrors the existing Settings / Leaderboard /
   Achievements scrollable pattern. Cancel sits outside the scroll
   so it's always reachable.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 16:52:44 +00:00
funman300 9fe650fa20 feat(engine): Home picker — 2-column picture tiles with Unicode glyphs
Phase B step 2 of the MSSC-inspired Home rework. Mode cards become a
wrapping 2-up grid with a centred Unicode-glyph centrepiece per tile,
standing in for real per-mode artwork until that lands.

- HomeMode::glyph() returns the placeholder codepoint for each mode:
  ♣ Classic, calendar Daily, cherry-blossom Zen, lightning Challenge,
  stopwatch TimeAttack. Cherry-blossom is used over lotus-position
  because the latter renders inconsistently across desktop fonts.
- The mode-card loop is wrapped in a FlexWrap::Wrap row container.
  Tiles set `width: 48%` + `min_height: 180px`; the 5-mode grid
  wraps to a third row of one tile, mirroring the half-cell asymmetry
  in MSSC's screenshot.
- The glyph paints in ACCENT_PRIMARY when the mode is unlocked and
  TEXT_DISABLED when locked, so the gate reads at a glance.
- When real art lands, swap the Text node for an Image node — the
  rest of the tile layout, focus order, click handling, and chip
  rendering are unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 16:45:30 +00:00
funman300 b73d246b4c feat(engine): Today's Event callout on the Home Daily card
Phase B step 1 of the MSSC-inspired Home rework — surfaces today's
daily-challenge metadata on the Daily card so the picker reads as
"there's something fresh waiting" rather than a generic mode label.

- Date line "Today, May 6" pulled from DailyChallengeResource. Reads
  in STATE_INFO blue while the run is still open.
- Server-fetched goal (when SyncPlugin is wired) appears underneath
  as "Goal: Win in under 5 minutes", matching the toast that already
  fires when the player presses C.
- Once the player has recorded today's completion, the date flips
  to "Today, May 6 \u{2022} Done" in ACCENT_PRIMARY so the picker
  reads as a reward state rather than a TODO.

Headless tests omit DailyChallengePlugin, so HomeContext.daily_today
defaults to None and the card falls back to its baseline layout.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 16:28:59 +00:00
funman300 ae40a1db7a feat(engine): MSSC-style Home picker — header chips, score chips, draw mode
Phase A of the Microsoft-Solitaire-Collection-inspired launch picker
rework. Three additive changes inside the Home modal, no core / asset
work:

- Player-stats header strip showing Level / XP / Lifetime Score using
  a compact formatter (1.2M / 12.3K / 1,234). The whole strip is a
  Button — click fires ToggleProfileRequestEvent so Profile opens on
  top of Home; closing it returns to the picker.
- Draw-mode chip row above the mode cards lets the player flip
  Draw 1 / Draw 3 from the picker itself rather than diving into
  Settings. Active chip uses ACCENT_PRIMARY background; the click
  persists settings.json and respawns the modal so the active state
  repaints cleanly.
- Per-mode score/streak chip on each card — "Best 12,345" for
  Classic / Zen / Challenge, "Streak N" for Daily. Hidden on a 0
  best so a fresh profile doesn't read "Best 0" everywhere.

`HomeContext` bundle pulls live data from ProgressResource /
StatsResource / SettingsResource with safe defaults so headless
tests under MinimalPlugins still build cleanly.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 16:16:01 +00:00
funman300 b7c3a4996f fix(engine): Restore-prompt resolution suppresses Home auto-show
Resolving the Welcome-back / Restore prompt (either Continue or New
game) cleared `PendingRestoredGame` and despawned the modal, but the
launch-time Home auto-show then fired the next frame and stacked
itself over the player's chosen path — clicking "New game" would deal
a fresh game AND immediately pop the mode picker on top.

`LaunchHomeShown` becomes pub so `handle_restore_prompt` can flip it
to `true` after either resolution; `M` still re-opens the picker on
demand. Headless tests already pre-set the flag to true via
`HomePlugin::headless()`, so they're unaffected.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 15:44:31 +00:00
funman300 d48b9489db feat(engine): Esc dismisses Home / accepts default on Restore prompt
Home and Restore-prompt previously ignored Esc, which after the last
fix meant Esc just did nothing on those screens. Now both honor the
"Esc closes the modal" convention every other modal already follows.

- Home: Esc behaves like the Cancel button — despawns the modal so
  the player keeps the underlying default deal.
- Restore: Esc maps to Continue rather than New Game; a reflexive
  dismiss press preserves the saved game, matching how the primary
  action already advertises the Enter accelerator.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 15:36:09 +00:00
funman300 08b006ff30 fix(engine): Esc on a modal no longer also opens Pause underneath
A single Esc press while the Confirm New Game / Restore / Home /
Onboarding / Settings modals were open would both close the modal
(via its own input handler) and spawn the Pause overlay on top in
the same frame, dumping the player on a screen they didn't ask for.

toggle_pause now skips when any non-Pause `ModalScrim` is in the
world. The HUD-button path is gated too — clicking Pause while
another modal is up is almost always an accident.

The four modal queries are bundled into a `PauseModalQueries`
SystemParam to stay under Bevy's 16-parameter cap.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 15:20:39 +00:00
funman300 17e0737a10 feat(engine): Enter dismisses Win Summary and starts a fresh deal
The post-win modal's "Play Again" was click-only — keyboard-only
players had to reach for the mouse to leave the celebration screen,
and the button advertised no accelerator the way every other modal
button does.

- handle_win_summary_keyboard reads Enter while WinSummaryOverlay is
  in the world; despawns the overlay and writes the same
  NewGameRequestEvent the click handler takes.
- The button label gains a trailing return-key glyph so the keyboard
  path is discoverable on first sight.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 15:13:26 +00:00
funman300 dd63261999 feat(engine): auto-show Home / mode picker on launch
The Home (mode picker) was only reachable via M during gameplay, so
players who hadn't discovered the hotkey never saw the Daily / Zen /
Challenge / Time Attack entry points after the splash cleared.

- HomePlugin gains an `auto_show_on_launch` flag (default true) and a
  matching `headless()` test constructor that disables it.
- spawn_home_on_launch flips a one-shot LaunchHomeShown flag once the
  splash has cleared, gated on RestorePromptScreen / PendingRestoredGame
  so the Welcome-back flow still takes precedence on machines with a
  saved game.
- App entry uses HomePlugin::default(); both headless test fixtures
  switch to HomePlugin::headless() so per-test worlds start clean.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 06:57:25 +00:00
funman300 93660c2217 feat(engine): N keypress now opens the real Confirm/Cancel modal
Previously a first N press during an active game showed a "Press N
again" toast and started a 3-second countdown — a UI-first violation
since the only continuation was another keystroke. The HUD New Game
button already routed through `ConfirmNewGameScreen` with real Cancel
/ New game buttons; this change makes keyboard N do the same.

- handle_keyboard_core fires NewGameRequestEvent::default() directly;
  handle_new_game's existing active-game check spawns the modal.
- Shift+N keeps the keyboard power-user bypass (confirmed: true).
- N is suppressed while the confirm modal or restore prompt is open
  so those modals' own input handlers can process N (cancel /
  start-new-game) without us re-firing the same frame they close.
- KeyboardConfirmState, NEW_GAME_CONFIRM_WINDOW, NewGameConfirmEvent,
  and the "Press N again" toast handler are removed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 06:57:14 +00:00
funman300 56e2e6f151 feat(engine): empty-state copy + onboarding hints across panels
- Leaderboard empty state: replace single muted line with a two-tier
  "Be the first on the leaderboard." headline + body invite.
- Achievements panel: surface a first-launch hint above the grid until
  the player unlocks anything, so the greyed-out rows aren't context-free.
- Volume hotkeys ([/]): emit an InfoToastEvent with the new percentage so
  off-panel adjustments give visible feedback (previously silent).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 06:16:37 +00:00
funman300 cc635328be fix(engine): popover rows stay visible regardless of action-bar fade
Quat: opening Modes / Menu showed a solid dark-purple block in the
top-right with no readable content. Cause: the auto-fade system on
the top-level action bar was fading the popover rows too — they
share the `ActionButton` marker so `paint_action_buttons` can still
paint hover/press, but `apply_action_fade` matched the same marker
and dropped their alpha to whatever the cursor-position-based
fade happened to be (typically 0 because the cursor was inside the
opened popover, well below the top reveal zone). The popover
container stayed at full opacity (its background is `BG_ELEVATED`,
not driven by the fade), so what the player saw was the empty
rounded box with no labels.

Fix: new `PopoverRow` marker on the rows in `spawn_modes_popover`
and `spawn_menu_popover` (both share the same row-spawn shape).
`apply_action_fade` excludes `PopoverRow` via `Without<PopoverRow>`.
Hover / press paint still applies — the popover rows just opt out
of the cursor-position auto-fade since they only render when the
player has explicitly opened the dropdown.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 05:54:34 +00:00
funman300 a4bc063497 fix(engine): Settings rows use full-width layout to prevent overlap
Quat reported the volume UI overlapped with adjacent UI elements in
the Settings panel. The five slider/toggle row helpers
(volume_row × 2, tooltip_delay_row, time_bonus_multiplier_row,
replay_move_interval_row, toggle_row) all used the same flex pattern:

    Node {
        flex_direction: Row,
        align_items: Center,
        column_gap: VAL_SPACE_2,
    }

with no width constraint and no justify_content. Result: every
child packed against the left edge with 8 px gaps. As the value text
varied in width (e.g. "0.80" → "1.00", or "Instant" vs "1.5 s") the
+/− buttons shifted sideways frame to frame, and on narrow windows
the row's natural width could exceed the modal interior, pushing
elements past the right edge or visually merging with neighbours.

Restructured all five helpers to a label-spacer-cluster layout:

    [Label]                      [Value] [-] [+]
    └────── flex-grow=1 ──────┘  └─ cluster ─┘

with `width: Val::Percent(100.0)` on the row so it spans the body
width. The flex-grow spacer absorbs all slack horizontal space; the
controls cluster (value + buttons) sits flush against the right
edge regardless of value-text length. Existing tests still pass —
no behaviour change, just stable layout.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 05:45:16 +00:00
funman300 540869c851 feat(engine): "Copy share link" Stats button — clipboards the replay URL
Quat: replay sharing as the next punch-list item.

End-to-end:

1. Player wins a game on a server-backed sync backend.
2. `sync_plugin::push_replay_on_win` spawns the upload task on
   `AsyncComputeTaskPool` and stores the handle in the new
   `PendingReplayUpload` resource. The previous in-flight task (if
   any) is dropped — the most recent win is the one whose share link
   the player will care about.
3. `poll_replay_upload_result` harvests the task on the main thread
   each frame; on success writes `<server>/replays/<id>` to
   `LastSharedReplayUrl`. `UnsupportedPlatform` (LocalOnlyProvider)
   is silently absorbed; real network/auth errors warn-log.
4. The Stats overlay's action bar gains a "Copy share link" button.
   Click writes `LastSharedReplayUrl` to the OS clipboard via
   `arboard` and surfaces a "Copied: <url>" toast.

Trait change: `SyncProvider::push_replay` now returns `Result<String,
SyncError>` (the share URL) instead of `Result<(), SyncError>`. The
default (`UnsupportedPlatform`) is unchanged for non-server backends;
`SolitaireServerClient` parses the response body's `id` field and
composes `<base_url>/replays/<id>`. Both call paths (initial + 401
retry) go through the new `share_url_from_response` helper so the
parse logic isn't duplicated.

New deps:
- `arboard` (~10 KB, cross-platform clipboard) added to workspace +
  `solitaire_engine`. `default-features = false` keeps the X11/Wayland
  binary-feature deps off the dependency graph; arboard handles the
  fallback. Approved per the ASK BEFORE rule.

Persistence: the URL is in-memory only — the player must share within
the session of the win. A future revision can persist it alongside
the replay history file if cross-session sharing is needed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 05:32:57 +00:00
funman300 bdac754b26 feat(engine): "Won before" HUD indicator on rematched seeds
When the current deal's (seed, draw_mode, mode) triple matches an
entry in the rolling ReplayHistory, the HUD's tier-2 context row
now shows "✓ Won before" in the success-green colour. Cleared when
the active game itself is won (the on-screen victory cue is enough)
and on fresh deals the player hasn't beaten before.

The indicator answers a question the rolling-history feature
implicitly raised: when a new game starts on a seed the player has
already conquered, surface that fact so they know they can try for
a faster / higher-scoring win on the same layout. Seed re-rolls in
"Winnable deals only" + system-time seeds make this a natural pace
for the indicator to fire — usually empty, occasionally lit.

Implementation: new `HudWonPreviously` marker spawned in tier-2
alongside Mode / Challenge / DrawCycle. Driven by a separate
`update_won_previously` system rather than threading the marker
through `update_hud`'s ten-way query disambiguation. Reads the
existing `ReplayHistoryResource` from `stats_plugin`; gracefully
no-ops in headless tests that don't load StatsPlugin.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 05:23:16 +00:00
funman300 f863d85c35 fix(engine): preserve saved game while restore prompt is unanswered
Quat reported the restore prompt didn't appear and noticed their
save file ended up with move_count 0 — diagnosed as a destructive
overwrite. The flow:

1. Player exits with moves; game_state.json has move_count > 0.
2. Player relaunches. Plugin build sees moves > 0, holds the saved
   game in `PendingRestoredGame`, seeds `GameStateResource` with a
   fresh deal so the board doesn't show the half-played game until
   the player picks Continue.
3. The restore prompt should appear. (Why it didn't on Quat's run
   is still TBD — needs a fresh test.)
4. Player exits. `save_game_state_on_exit` writes
   `GameStateResource` (the fresh-deal placeholder) to disk,
   overwriting the meaningful saved game with move_count 0.

Both `save_game_state_on_exit` and `auto_save_game_state` now check
`PendingRestoredGame`: if it still holds an unanswered saved game,
they save THAT (or skip entirely in the auto-save path). The real
saved game on disk is preserved across launches no matter how many
times the player exits without answering the prompt.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 05:15:31 +00:00
funman300 3c7a0eb4fb feat(engine): restore prompt on launch — Continue or start fresh
Previously the engine silently restored any saved in-progress game
from `game_state.json` on startup. Players who launched expecting a
fresh deal got dropped back into a half-played game with no signal
that a save had been picked up; players who wanted to continue had
no clear acknowledgement either way.

Now: when launching with a saved game that has at least one move
and isn't already won, the engine holds the saved state in a new
`PendingRestoredGame` resource and seeds `GameStateResource` with
a fresh deal. Once the splash overlay finishes, a modal appears:

    Welcome back
    You have an in-progress game. Continue where you left off, or
    start a new one?
    [New game]   [Continue]

- Continue (Enter / C / click) — swaps the saved game into
  `GameStateResource` and fires `StateChangedEvent`. Card sprites
  resync to the restored layout.
- New game (N / click) — drops the saved state, fires
  `NewGameRequestEvent { confirmed: true }`. The existing
  `handle_new_game` flow then deletes `game_state.json` and deals.

Save files with `move_count == 0` (a fresh deal that was never
played) skip the prompt and load directly — there's nothing
meaningful to "continue" there. Won games skip too (the existing
flow already deletes their save file on win).

The spawn system gates on `SplashRoot` being absent so the modal
doesn't pop up over the brand splash on first launch.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 04:57:49 +00:00
funman300 d489e7a31b feat(engine): solver-vetted seed selection on AsyncComputeTaskPool
"Winnable deals only" used to call `choose_winnable_seed` inline on
the main thread inside `handle_new_game`. Each rejected attempt costs
~120 ms (`SolverConfig::default()` budget); the loop caps at
`SOLVER_DEAL_RETRY_CAP` = 50, so a pathological run could stall the
UI for ~6 s on a New Game click. Quat flagged this as the highest-
impact UX regression left in the engine.

Reorganised so the solver runs on `AsyncComputeTaskPool`:

- New `PendingNewGameSeed` resource holds an `Option<PendingSeedTask>`
  carrying the in-flight `Task<u64>` plus the request's `mode` and
  `confirmed` flags so the polling system can replay them on a
  synthetic `NewGameRequestEvent` once the task resolves.
- `handle_new_game` now writes to that resource (and `continue`s)
  for the winnable-only / Classic / random-seed branch, instead of
  calling `choose_winnable_seed` synchronously.
- `poll_pending_new_game_seed` runs `.before(GameMutation)` so the
  synthetic event lands in the same frame's `handle_new_game` —
  the player sees no extra-frame visual lag once the solver
  completes.
- Cancel-on-replace: when a fresh `NewGameRequestEvent` arrives
  while a previous task is in flight, `pending_seed.inner = None`
  drops the old task (Bevy's `Task` Drop cancels cooperatively at
  the next await point) before processing the new request.

Two tests:

- `winnable_seed_search_runs_async_and_completes_eventually` —
  spawns the task, drives `app.update()` in a wall-clock-bounded
  loop with `std::thread::yield_now()` so the shared
  `AsyncComputeTaskPool` gets a chance to schedule between polls.
- `winnable_seed_search_drops_in_flight_task_on_new_request` —
  fires a winnable-only request, then before the task can complete
  fires an explicit-seed request that bypasses the solver entirely.
  Asserts the explicit seed wins, verifying the cancel-on-replace
  contract.

Existing solver tests pass unchanged: explicit-seed paths skip the
new branch and run synchronously like before.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 04:49:19 +00:00
funman300 f2f30c8002 docs: adopt unified-3.0 Claude rule set + trim duplications
Adopts the four-file rule set the player added to the working tree:

- CLAUDE.md grows from a 114-line pointer doc to the 571-line
  `unified-3.0` rulebook: hard global constraints (§2), engine
  rules (§3), asset rules (§4), code standards (§5), build +
  verification (§6), git workflow (§7), the change-control
  ASK BEFORE list (§8), and the Context Injection System (§14).
- CLAUDE_SPEC.md — formal architecture spec: crate dependency
  graph with forbidden_deps, data ownership map, state-machine
  invariants ("52 cards always exist", "no duplicate IDs",
  "all cards belong to exactly one pile"), sync merge contract,
  server contract, validation checklist.
- CLAUDE_WORKFLOW.md — two-agent Builder/Guardian pipeline with
  hard-fail patterns that auto-reject (core uses IO/Bevy/network,
  GameState mutated outside GameLogicSystem, blocking async on
  main thread, duplicate logic, merge altered incorrectly).
- CLAUDE_PROMPT_PACK.md — task-type templates.

Three duplicate rule passages removed:

- CLAUDE_SPEC.md §0 dropped no_panics_in_core / core_is_pure /
  event_driven_engine — already canonical in CLAUDE.md §2.1, §2.3,
  §3.1. Kept single_source_of_truth and sync_is_additive (those
  describe data flow, not in CLAUDE.md).
- CLAUDE_SPEC.md §11 Prohibited Patterns now references CLAUDE.md
  §11 instead of restating the same five forbidden items.
- ARCHITECTURE.md Design Principles dropped the pure-core /
  no-panics / UI-first bullets — those are enforcement constraints
  living in CLAUDE.md §2.1, §2.3, §3.3; this file describes the
  design that motivates them. Kept the offline-first, one-language,
  and plugin-based-Bevy bullets (those are descriptive, not
  enforcement).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 04:42:24 +00:00
funman300 a49a340a30 chore: prune low-value tests per CLAUDE_SPEC.md §10 + WORKFLOW §8
The Quat-flagged "≥3 tests per feature" inflation produced 43 tests
that don't earn their existence — default-value, serde-derive
round-trips on plain structs, single-field clamp tests, near-
duplicates, and trivial constant-equals-itself tests. None pin a
behaviour contract or a regression on a real bug.

Removed across `solitaire_data` and `solitaire_core`:

  settings.rs   −22  default-value, round-trip, legacy-format,
                     and per-field sanitized clamp tests. Adjust
                     and load-error tests retained — those exercise
                     real method logic.
  progress.rs    −1  generic round-trip on plain struct.
  challenge.rs   −1  challenge_count() returns CHALLENGE_SEEDS.len()
                     literally — testing it asserts the implementation
                     against itself.
  game_state.rs  −3  undo_count starts at 0, GameMode default is
                     Classic, time_attack score starts at 0 — all
                     default-value tests on freshly-constructed state.
  card.rs        −5  rank_value_ace + rank_value_king subsumed by
                     rank_values_are_sequential; suit_red + suit_black
                     consolidated into one complementarity test;
                     card_face_up_field_reflects_construction was
                     testing the struct literal.

Workspace: 1208 → 1165 passing tests (−43). clippy --workspace
--all-targets clean.

Future work: brief sub-agents for tests that pin a behaviour
contract or regression on a real bug, not a count of N. See
`feedback_test_discipline.md` in auto-memory.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 04:42:05 +00:00
funman300 27cdf78ce0 docs: cut v0.17.0 — solver-driven hints + replay-rate slider
Two follow-up commits on top of v0.16.0:
- 87275bf: H-key hint asks the v0.15.0 solver for the actual best
  first move, with the existing heuristic kept as fallback.
- 53e3b81: Settings → Gameplay slider tunes replay playback rate
  (0.10–1.00 s, default 0.45 s) read per frame from SettingsResource.

Adds the [0.17.0] CHANGELOG section, folds the post-v0.16.0
provisional table into a v0.17.0 shipped table in SESSION_HANDOFF,
prunes the now-stale "Cut v0.17.0" item from the punch list, and
re-letters the resume-prompt decision options A–D.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 04:11:08 +00:00
funman300 faa6c5efc4 docs: reconcile SESSION_HANDOFF with actually-shipped state
The post-v0.16.0 table marked the replay-rate slider as `(pending)`
but 53e3b81 already shipped it. Resume prompt said "HEAD at v0.16.0
/ 1196 tests" while the same doc above said HEAD was post-v0.16.0
with two follow-ups and 1208 tests.

Updates the slider row to reference 53e3b81, refreshes the resume
prompt's HEAD/test counts, and rewrites the "DECISION TO ASK THE
PLAYER FIRST" list — drops the smoke-test and "solver hints" bullets
(both already covered) and pulls forward the actual open items
(cut v0.17.0, solver-on-AsyncComputeTaskPool, won-previously,
replay sharing, packaging).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 04:05:03 +00:00
funman300 487b99bbc9 docs: SESSION_HANDOFF refresh — solver hints + replay slider, async deferred
Documents the two follow-ups landed on top of v0.16.0 (solver-driven
hints in 87275bf, replay-rate slider in this commit's parent) and
notes that an async-solver attempt was rolled back when a sub-agent
was interrupted leaving 3 failing tests. Async-solver is still
worth doing but needs smaller scoping next round.

Also records the process note raised this session: agent briefs had
been mandating ≥3 tests per feature, which produced low-value
coverage on trivial settings fields (Default trait arithmetic,
serde derive round-trips, stdlib clamp). Future briefs should ask
only for tests that pin behaviour contracts or regressions on real
bugs.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 04:00:59 +00:00
funman300 53e3b816cf feat(settings,engine): replay-playback rate slider in Settings → Gameplay
The replay overlay's per-move tick rate has been hardcoded at
REPLAY_MOVE_INTERVAL_SECS = 0.45 s/move since the in-engine
playback shipped. Power users want to scrub faster through older
wins. Adds a Settings slider that tunes the interval 0.10–1.00 s in
0.05 s steps; default 0.45 s preserves existing feel.

Settings.replay_move_interval_secs uses #[serde(default)] so legacy
files load to 0.45. sanitized() clamps out-of-range values.
tick_replay_playback now reads SettingsResource per frame and falls
back to the constant when the resource is absent (test fixtures).
The slider takes effect on the very next playback tick — no need to
restart playback.

Mirrors the existing tooltip-delay slider exactly: SettingsButton::
ReplayMoveIntervalUp/Down variants, the same `slider_row` pattern,
the same per-tick repaint system shape.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 04:00:59 +00:00
funman300 87275bf340 feat(core,engine): solver-driven hints with heuristic fallback
The H-key hint now asks the v0.15.0 Klondike solver for the actual
best first move from the current game state instead of the existing
heuristic. The heuristic stays as the fallback path so hints still
work when the solver bails Inconclusive on the player's budget.

solitaire_core::solver gains a path-recording variant. The internal
DFS already enumerated moves on each frame; recording the root_move
on the stack frame is +16 bytes and one unwrap_or per expansion —
the new-game retry loop sees no measurable slowdown.

New public API (additive — try_solve unchanged):

  pub struct SolverMove { source, dest, count }
  pub struct SolveOutcome { result: SolverResult, first_move: Option<SolverMove> }
  pub fn try_solve_with_first_move(seed, draw_mode, &cfg) -> SolveOutcome
  pub fn try_solve_from_state(&GameState, &cfg) -> SolveOutcome

The internal solver-move enum was renamed InternalMove so the public
SolverMove can use engine-friendly (source, dest, count) types
instead of the compact internal form.

Engine wiring: handle_keyboard_hint calls try_solve_from_state on
the live GameStateResource. On Winnable + first_move, the hint
surfaces that exact move (no cycling — a single, optimal hint).
Unwinnable or Inconclusive falls through to the existing all_hints
cycling heuristic so hints remain useful in deals the solver gives
up on.

A new HintSolverConfig resource lets tests inject tight budgets to
force the fallback path; production uses SolverConfig::default()
and median solve time stays at 2 ms per H press.

Six new tests pin the contract: 4 in solitaire_core (Winnable
returns first_move, Unwinnable returns None, deterministic, seed
and state forms agree); 2 in solitaire_engine (hint uses solver
when Winnable, falls back to heuristic when Inconclusive).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 01:10:02 +00:00
funman300 56647d7f0d docs: CHANGELOG + SESSION_HANDOFF refresh for v0.16.0
CHANGELOG gains a [0.16.0] section covering the modal-feel polish
round: per-modal Overflow::scroll_y on Achievements / Help / Stats /
Profile / Leaderboard, pointer cursor on hover for every Button,
same-frame focus on modal open (attach + auto_focus moved to
PostUpdate), and click-outside-to-dismiss for the six read-only
modals via a new ScrimDismissible marker.

The bottom-of-file compare links thread the new tag into the chain.
Test count updated to 1196.

SESSION_HANDOFF rewritten for the post-v0.16.0 state. Punch list
collapsed to two release-prep items (smoke-test, desktop packaging)
plus the carryover from v0.15.0's next-round candidates that didn't
ship this round (solver-driven hints, replay-rate slider, solver
progress overlay, async solver, "won previously" indicator, replay
sharing). Resume prompt asks A–E.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 00:52:08 +00:00
funman300 cbf2483028 feat(engine): opt Profile / Leaderboard / Home into scrim-click dismiss
Follow-up to a54201e. The previous commit added ScrimDismissible to
Stats, Achievements, and Help; this one extends the same one-line
opt-in to the remaining three read-only modals so the click-outside-
to-close gesture is consistent across every informational surface.

Each modal now has the same shape: capture the scrim from
spawn_modal, attach ScrimDismissible after the build closure
returns. Three lines per file plus the import; no behaviour change
to the modal content itself.

Settings, Onboarding, Pause, Forfeit confirm, ConfirmNewGame, and
the win/game-over modals continue to opt OUT — all carry unsaved
or destructive state where an accidental scrim click would lose
work.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 00:47:02 +00:00
funman300 a54201e97b feat(engine): click-outside-to-dismiss for read-only modals
Adds a ScrimDismissible marker to ui_modal that opts a modal into
the standard "click outside the card to close" gesture. The new
dismiss_modal_on_scrim_click system fires on a left-mouse press
whose cursor falls on the scrim and outside every ModalCard, then
despawns the topmost dismissible scrim — Bevy's hierarchy despawn
cascades to the card and its children.

Marker design is opt-in per modal so destructive / state-mutating
modals (Settings saves on close, Onboarding requires explicit
acknowledgement, Pause / Forfeit / ConfirmNewGame need confirmed
intent) don't lose work to an accidental scrim click. Three
read-only modals opt in this round:

- Stats — informational; press S or click outside to dismiss.
- Achievements — read-only list.
- Help — keyboard reference.

Profile, Leaderboard, and Home will opt in the same way in a
follow-up; they were left out to keep this commit's scope tight.

The hit-test path uses each ModalCard's UiGlobalTransform +
ComputedNode bounding box so stacked modals close cleanly: the
topmost dismissible scrim is the only candidate per click. Tests
spawn synthetic ComputedNodes (with bevy::sprite::BorderRect for
the resolved-border slots Bevy's UI module re-exports) so the
geometry hit-tests deterministically without running the full UI
layout pipeline.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 00:32:58 +00:00
funman300 48e412177c fix(engine): focus arrives on the same frame a modal opens
Previously when a click-handler in Update spawned a modal,
attach_focusable_to_modal_buttons and auto_focus_on_modal_open ran
in the same Update — but with no ordering edge to the click handler
the deferred Commands wouldn't materialise in time, so attach saw
no entities, FocusedButton stayed empty, and the very next Tab/Enter
press wasted itself moving focus from None to the primary instead
of activating it.

Moves attach_focusable_to_modal_buttons + auto_focus_on_modal_open
from Update to PostUpdate. The schedule boundary itself supplies
the sync point: every modal spawned anywhere in Update is
materialised before PostUpdate runs, attach can find the new
ModalButtons, and FocusedButton is populated before app.update()
returns. handle_focus_keys stays in Update so it observes input on
the frame it occurs, reading FocusedButton written by the previous
tick's PostUpdate.

Two new tests pin the contract:
- primary_button_is_focused_on_modal_spawn_same_frame uses a
  production-shaped spawner system (no chain edge to UiFocusPlugin)
  and asserts FocusedButton.0 is Some after a single update —
  fails without the fix, passes with it.
- first_tab_after_modal_open_advances_to_secondary guards against a
  regression where focus arrives but the very first Tab moves from
  None to primary instead of from primary to secondary.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 00:32:19 +00:00
funman300 cd54ce1bb0 feat(engine): pointer cursor on hover over interactive buttons
Previously the cursor stayed the default arrow over every clickable
UI element (modal buttons, HUD action bar, mode-launcher cards,
settings toggles). Adds the standard "this is clickable" hand
affordance: while not dragging a card, hovering any entity with
Interaction::Hovered (or Pressed — keeps the pointer through a
click-and-hold) sets the window cursor to SystemCursorIcon::Pointer.

The new branch sits between the existing drag handlers in
update_cursor_icon: Grabbing wins when actively dragging, then
Pointer when a button is hovered, then Grab when a draggable card
is hovered, then Default. Card-drag affordance unchanged.

A pure pick_cursor_icon(is_dragging, any_button_hovered,
any_card_hovered) helper makes the priority logic unit-testable
without standing up a full Window + Camera fixture; four new tests
pin every branch.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 00:32:04 +00:00
funman300 7a3032b74c fix(engine): scroll the modals whose content overflows the viewport
Smoke-test report: the Achievements list isn't scrollable. With 19
achievements the panel overflows the modal at the 800x600 minimum
window and the bottom rows are clipped. The same problem applies to
several other modals whose content has grown over the v0.13–v0.15
rounds.

Mirrors the existing SettingsPanelScrollable pattern from
settings_plugin: each modal's body Node gets Overflow::scroll_y()
plus a max_height (Val::Vh(70.0) for most, Val::Vh(50.0) for the
leaderboard's variable-length ranking section), a marker component
so the scroll system can find it, and a sibling system that routes
MouseWheel events into the body's ScrollPosition.

Five modals fixed:
- Achievements: 19 rows clearly overflow; AchievementsScrollable +
  scroll_achievements_panel.
- Help: ~28 reference rows overflow at 800x600; HelpScrollable +
  scroll_help_panel.
- Stats: 8-cell primary grid + per-mode bests + progression +
  weekly goals + unlocks + Time Attack readout + replay caption is
  enough content to overflow once the player has any progress;
  StatsScrollable + scroll_stats_panel.
- Profile: Sync + Progression + 14-day calendar + up to 18
  unlocked achievements + Stats summary overflows once a few
  achievements unlock; ProfileScrollable + scroll_profile_panel.
- Leaderboard: 10-row cap is at the edge of overflow on 800x600
  with long display names; LeaderboardScrollable +
  scroll_leaderboard_panel (max_height = 50vh — the ranking section
  is the only variable-length part).

Home modal NOT scrolled — five mode cards plus a Cancel button
were sized to fit at 800x600 by design and adding scroll there
would clutter the launcher.

Five new tests pin the contract: each modal's body has the
scrollable marker, a non-default max_height, and Overflow::scroll_y.

Defer-list (small UX nits surfaced during the sweep, not fixed
here):
- Modal close-on-click-outside is missing across the board; would
  need Interaction on ModalScrim in ui_modal.
- ModalButton hover doesn't set a pointer cursor.
- Tab focus on modal open is initialised on the next frame instead
  of the same frame; first Tab press selects rather than focus
  already being on the primary.

These are bigger touches than the scroll fix and don't fit a
30-LOC budget; surfacing for a follow-up round.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 23:30:04 +00:00
funman300 89699a8a86 docs: SESSION_HANDOFF refresh for post-v0.15.0 (follow-up)
The previous v0.15.0 doc commit only landed CHANGELOG — the
SESSION_HANDOFF write silently no-op'd due to a Write tool param
mix-up. This commit lands the matching handoff refresh:

- Status block updated to v0.15.0 / HEAD / 1178 tests
- New v0.15.0 changelog table covering the seven feature commits
  (Bevy trim, replay playback core + overlay + Stats wiring,
  rolling replay history, Cinephile achievement, solver + toggle)
- Open punch list collapsed to two release-prep items (smoke-test,
  desktop packaging) and six fresh next-round candidates
  (solver-driven hints — now unblocked, replay-rate slider, solver
  progress overlay, async solver, "won previously" indicator,
  replay sharing)
- Resume prompt asks A–E

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 23:08:46 +00:00
funman300 70165da103 docs: CHANGELOG + SESSION_HANDOFF refresh for v0.15.0
CHANGELOG gains a [0.15.0] section covering 7 commits since
v0.14.0: Bevy default-features trim (51 transitive crates dropped),
in-engine replay playback core + overlay banner + Stats button
wiring, rolling replay history (last 8 wins) with selector UI,
"Cinephile" achievement (#19), and the Klondike solver + "Winnable
deals only" toggle.

The bottom-of-file compare links thread the new tag into the chain.
Test count updated to 1178.

SESSION_HANDOFF rewritten for the post-v0.15.0 state. Open punch
list collapsed to two release-prep items (smoke-test, desktop
packaging) and six fresh next-round candidates: solver-driven
hints (now unblocked), playback-rate slider, solver progress
overlay, solver-on-async-compute, per-deal "won previously"
indicator, replay sharing. Resume prompt asks A–E.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 23:07:15 +00:00
funman300 8a5fa8751c feat(core,engine): Klondike solver and "Winnable deals only" toggle
Closes Quat investigation #1. Today some Klondike deals are
unwinnable from the start and the player has no signal that the
deal they were given is solvable. A new Settings → Gameplay toggle
"Winnable deals only" (default off) makes the engine retry seeds
at deal-time until the solver returns Winnable, up to a cap.

Solver

solitaire_core::solver is a hand-rolled iterative-DFS solver with
memoisation on a 64-bit canonical state hash. Move enumeration is
priority-ordered: foundation moves first (zero choice when an Ace
or rank-up exists), inter-tableau moves second, waste-to-tableau
third, stock-draw last. The draw is skipped when the cycle counter
shows we've recirculated the entire stock without progress —
Klondike's deterministic stock cycle means further draws can't
unlock anything new.

Two budget knobs (move_budget = 100k, state_budget = 200k by
default) cap pathological cases at Inconclusive; the caller treats
Inconclusive as "winnable" so the player isn't penalised for the
solver giving up. Median solve time is 2 ms; pathological
inconclusives top out near 120 ms.

Switched from recursive to iterative DFS after a real-deal solve
overflowed Rust's default 8 MB thread stack. Behaviour identical;
the change is invisible to callers.

Pure logic — solitaire_core has no Bevy or I/O. Same input always
yields the same SolverResult.

Settings

Settings.winnable_deals_only is a #[serde(default)] bool; legacy
files load to false. SOLVER_DEAL_RETRY_CAP = 50 caps the retry
loop. The Settings → Gameplay toggle reads as "Winnable deals only"
with a "(may take a moment when on)" caption.

Engine integration

handle_new_game's seed-selection path now branches on the toggle.
When on AND mode is Classic AND no specific seed was requested
(daily challenges, replays, and explicit-seed requests bypass the
solver), choose_winnable_seed walks seed N, N+1, N+2, … calling
try_solve until it finds Winnable or Inconclusive. If the cap is
hit without a verdict, the latest tried seed is used so the player
always gets a deal rather than spinning forever.

19 new tests (11 solver, 3 settings, 5 engine including the
choose_winnable_seed unit). Two ignored bench/scan helpers
(solver_bench, find_unwinnable) for ad-hoc profiling.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 23:02:22 +00:00
funman300 bf660df971 feat(core,engine): "Cinephile" achievement for completing a replay
Adds a 19th achievement: "Cinephile — Watch a saved replay all the
way through." Unlocks the first time ReplayPlaybackState transitions
Playing → Completed (i.e. the move list runs out without the player
pressing Stop). Discoverability nudge for the replay feature itself.

The achievement uses the existing event-driven unlock pattern
(condition closure returns false; an unlock system fires
AchievementUnlockedEvent on the right state transition) rather than
the standard condition-evaluation path, mirroring how other
non-stat-driven achievements work.

The unlock system distinguishes natural completion from Stop-button
abort by watching for the specific Playing → Completed transition;
Stop transitions Playing → Inactive directly without going through
Completed, so it doesn't fire the achievement. Already-unlocked
state is checked via AchievementsResource so the achievement can't
double-fire on subsequent replays.

README's "18 Achievements" → "19 Achievements". ARCHITECTURE.md §11
gains a Cinephile entry alongside the existing 18.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 22:32:56 +00:00
funman300 13a8a012ee feat(data,engine): rolling replay history (last 8 wins)
Promotes replay storage from a single overwriting slot at
latest_replay.json to a rolling list of the most recent 8 wins at
replays.json so the player can revisit a memorable game even after
winning more recently.

Storage layer

solitaire_data::replay gains ReplayHistory (schema_version=1, Vec<Replay>
capped at REPLAY_HISTORY_CAP = 8) plus save_replay_history_to,
load_replay_history_from, append_replay_to_history, and
replay_history_path. append_replay_to_history inserts at the front,
drops the oldest when the cap is hit, and persists atomically via
the existing .tmp + rename pattern. The legacy single-slot helpers
are #[deprecated] but kept for one release as a migration safety
net via the new migrate_legacy_latest_replay helper.

Engine integration

game_plugin's record_replay_on_win now appends to the history
instead of overwriting latest_replay.json. On Startup, if a legacy
latest_replay.json exists but replays.json doesn't, the migration
helper seeds the new file from the legacy entry — so the player's
last v0.14.0 replay carries forward.

Stats UI

LatestReplayResource → ReplayHistoryResource holding the full
history. New SelectedReplayIndex resource (default 0 = most
recent) drives a Prev / Next / "Replay N / M" selector at the top
of the Stats overlay. ReplayPrevButton, ReplayNextButton, and
ReplaySelectorCaption marker components let the repaint system
update the caption as the selection changes. The Watch button
launches the selected replay rather than always the most recent.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 22:32:37 +00:00
funman300 02ababa65f feat(engine): wire Stats Watch Replay button to in-engine playback
Promotes the Stats overlay's Watch Replay button from a stub
InfoToastEvent ("playback coming in a future build") to actually
starting in-engine playback via the new
replay_playback::start_replay_playback API. Pressing the button
when a replay exists resets the game to the recorded deal and the
ReplayOverlayPlugin's banner takes over.

The handler reads ReplayPlaybackState via Option<ResMut<...>> so
headless test fixtures that don't register ReplayPlaybackPlugin
keep compiling — they fall back to a descriptive "Replay ready"
toast. The "no replay yet" branch still surfaces the existing
"win a game first" toast.

Plugin registration in solitaire_app/src/main.rs picks up
ReplayPlaybackPlugin and ReplayOverlayPlugin alongside the existing
StatsPlugin. They run in any order — the playback plugin owns the
state resource, the overlay plugin spawns/despawns based on state
changes, and Stats's button handler dispatches into the playback
plugin's API.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 20:34:48 +00:00
funman300 9c36b49729 feat(engine): replay-playback overlay banner with Stop button
Visible UI for the in-engine replay playback that just landed: a
thin top banner anchored to the window edge while
ReplayPlaybackState is Playing or Completed, surfacing the player's
current position in the move list and a way to abort.

Layout: full-width banner ~48 px tall with three children — a
"Replay" label in ACCENT_PRIMARY left-aligned, "Move N of M"
progress text centred, and a Tertiary Stop button right-aligned via
the existing spawn_modal_button helper so it gets focus rings and
hover/press states for free.

Z_REPLAY_OVERLAY = Z_DROP_OVERLAY + 5 (= 55) sits above HUD but
well below modal scrim (≥200), so Settings, Pause, and Help still
render on top of the overlay during a replay — the player can
adjust audio or pause mid-playback.

State-driven: the spawn system reacts to Changed<ReplayPlaybackState>
transitions, swapping the banner text to "Replay complete" when
state moves Playing → Completed and despawning entirely when state
returns to Inactive (either via the Stop button, completion linger
expiry, or external reset).

Five tests cover spawn-on-Playing, progress text, stop-button
clears state and despawns, despawn-on-Inactive, and Completed
banner text swap.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 20:34:36 +00:00
funman300 8e90574437 feat(engine): in-engine replay playback core
Promotes the replay feature from disk-only to a real in-engine
playback path. A new ReplayPlaybackState resource models a three-
state machine (Inactive / Playing / Completed); start_replay_playback
resets the live game to the recorded deal via
GameState::new_with_mode(seed, draw_mode, mode) and a tick system
fires the canonical MoveRequestEvent / DrawRequestEvent for each
recorded move at REPLAY_MOVE_INTERVAL_SECS (0.45s).

The reset path bypasses NewGameRequestEvent because the existing
event always sources draw_mode from Settings — a Draw-1 replay
would silently coerce to Draw-3 (or vice versa) on a player whose
preference doesn't match the recording. Inserting GameStateResource
directly applies the recording's exact draw_mode and sidesteps the
abandon-current-game confirmation modal that would otherwise block
playback.

Recording suppression during playback is non-invasive: a sibling
system snapshots RecordingReplay's length on entry to playback and
truncates the buffer back to that mark every frame while is_playing
or is_completed. game_plugin's recording append paths are
untouched.

Completion lingers for REPLAY_COMPLETION_LINGER_SECS (5s) so the
overlay can show "Replay complete" before the auto-clear flips
state to Inactive.

Six new tests cover the state transitions, tick cadence, canonical
event firing, completion, stop-clears-state, and the
recording-suppression contract.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 20:34:16 +00:00
funman300 95fcdad5d2 chore: disable Bevy default features to drop unused audio stack
Closes Quat investigation #2. The project uses kira for audio
(cpal 0.17 + alsa 0.10), but Bevy's default feature set still pulled
bevy_audio → rodio → cpal 0.15 + alsa 0.9 + symphonia codecs — about
50 transitive crates the binary never executes.

Workspace Cargo.toml's bevy entry now declares default-features =
false plus an explicit allow-list of the features actually used
(default_app subset + default_platform desktop subset + common_api +
2D + UI rendering). The list is derived analytically from the leaves
of Bevy 0.18's 2d and ui meta-features; built cleanly on the first
try with no missing-symbol errors.

Features intentionally omitted vs Bevy default:
- bevy_audio (kira handles audio directly)
- bevy_animation (custom CardAnimation, not Bevy's)
- bevy_gilrs, bevy_gizmos, bevy_picking variants, bevy_post_process,
  scene, hdr, sysinfo_plugin (none used)
- webgl2, web, android-* (desktop-only; solitaire_wasm is Bevy-free
  and uses wasm-bindgen + solitaire_core directly)
- wayland (X11 chosen; Wayland can be added later if requested)

Dependency-tree size for solitaire_app drops from 628 unique crates
to 577 (-51). Verified gone: bevy_audio, rodio, cpal 0.15. The
remaining cpal 0.17 and symphonia 0.5 are pulled by kira, not Bevy.

solitaire_wasm needed no changes — it doesn't depend on bevy.

All 1134 tests pass; clippy clean.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 20:07:30 +00:00
funman300 d948fa862a docs: CHANGELOG + SESSION_HANDOFF refresh for v0.14.0
CHANGELOG gains a [0.14.0] section covering 18 commits since v0.13.0
across three threads: the v0.13.0-era UX candidates that missed the
v0.13.0 tag (theme thumbnails, daily-challenge calendar, Time Attack
auto-save, per-mode bests, time-bonus slider), Quat's three bug
fixes from a smoke-test round (multi-card lift validation, softlock
detection, deal-tween information leak), and the major new replay
pipeline (record → persist → upload → web viewer with a new
solitaire_wasm crate).

The bottom-of-file compare links thread the new tag into the chain.
Test count updated to 1134.

SESSION_HANDOFF rewritten as the session 9 / post-v0.14.0 doc.
The session 8 changelog table is preserved alongside a new "v0.14.0
shipped" rollup. The next-round candidates list seeds six fresh
ideas (deferred Bevy audio trim, solver toggle, in-engine replay
playback, per-replay history, solver-driven hints, "won via
replay" achievement). Resume prompt asks A–F about smoke-test,
audio trim, solver toggle, in-engine playback, fresh UX, or
packaging.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 19:44:03 +00:00
funman300 1fcd032b0a feat(web): card flight animations between piles
The replay viewer's renderer used to wipe and rebuild every card
from scratch on every step (`board.replaceChildren()`). Each step
was a discrete redraw — fine for correctness, abrupt for the eye.

Restructured to a persistent card-element model:

- `#board` is now a positioned context (relative) instead of a
  CSS grid. The dashed empty-pile placeholders are absolutely-
  positioned `.slot` elements painted once at bootstrap.
- Each card lives as a sibling of the slots, absolutely-positioned
  with `transform: translate(x, y)`. The CSS transition on
  `transform` (280 ms cubic-bezier) runs every move as a flight
  rather than a redraw.
- `cardEls: Map<id, HTMLElement>` persists across renders. Cards
  unchanged between steps don't re-create their DOM at all.
- Z-index is set per-render from the card's pile index so a card
  flying out from the bottom of a tableau passes behind the cards
  above it.
- Newly-spawned cards (rare — only on Restart) fade in at their
  target position via a `requestAnimationFrame` opacity flip;
  cards that disappear (also rare) fade out and despawn after the
  220 ms fade.
- `will-change: transform` lets the browser composite the
  animation, keeping it smooth on low-spec hardware.

Restart now drops every existing card before resetting so the
fresh deal looks like a new game, not a continuation.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 19:01:02 +00:00
funman300 3081505a3d test(server): E2E coverage for replay upload → fetch path
Five new integration tests against the in-process Axum router +
in-memory SQLite, covering the full HTTP transport + database layer
that the web replay viewer depends on:

- `replay_upload_then_fetch_round_trips_payload` — register → POST →
  GET → assert the fetched JSON matches the upload byte-for-byte.
  Canonical "the web viewer can play back what the desktop client
  uploaded" coverage.
- `replay_fetch_unknown_id_returns_404` — exercises the
  `AppError::NotFound` mapping (not a 500).
- `replay_recent_lists_newest_first_with_username` — two uploads,
  asserts received_at DESC ordering and that the username join
  populates the `username` field.
- `replay_upload_without_auth_returns_401` — guards against the
  upload endpoint accidentally accepting anonymous inserts.
- `replay_upload_malformed_body_returns_400` — header projector
  rejects payloads missing required fields with 400, not 500.

Schema-correctness (round-trip, version gate, atomic write) is still
covered by `solitaire_data::replay`'s unit tests; this file is
strictly for the HTTP transport.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 18:58:54 +00:00
funman300 07b8ecd9b2 feat(server): web replay viewer (HTML/CSS + WASM bindings)
Wires the WASM module from the previous commit into a minimal web
viewer served at <server>/replays/<id>. Two new server routes:

- `GET /replays/:id`  — returns the same embedded HTML page for any
  id; the page itself reads the path from window.location in JS and
  fetches the replay JSON via /api/replays/:id.
- `/web/*` — ServeDir for the static assets (replay.css, replay.js,
  and the wasm-bindgen-generated pkg/).

Web layer:
- index.html — header, board, controls, status. Module script.
- replay.css — midnight-purple palette matching the desktop client,
  dark felt board, CSS-grid pile layout, tableau fan via per-card
  inline `top` offset.
- replay.js — fetches the replay, instantiates the wasm
  ReplayPlayer, drives state(), step(). Controls: Restart, Play/Pause
  toggle, Step. Auto-tick at 600 ms.
- pkg/ — generated by wasm-bindgen (committed so deployers don't
  have to install wasm-bindgen-cli + the wasm32 target).

`tower-http = "0.6"` added to solitaire_server with the `fs` feature
for ServeDir.

To regenerate pkg/ after a solitaire_wasm change:
    RUSTFLAGS='--cfg getrandom_backend="wasm_js"' \
      cargo build -p solitaire_wasm \
      --target wasm32-unknown-unknown --release
    wasm-bindgen --target web \
      --out-dir solitaire_server/web/pkg --no-typescript \
      target/wasm32-unknown-unknown/release/solitaire_wasm.wasm

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 18:54:01 +00:00
funman300 5bed43ef32 feat(wasm): solitaire_wasm crate for browser-side replay re-execution
A new `cdylib + rlib` workspace member that wraps `solitaire_core::
GameState` for use from JavaScript. The web replay viewer fetches a
replay JSON, hands it to `ReplayPlayer::new`, and steps through
moves one at a time — same Rust rules engine the desktop client
uses, so the two implementations cannot drift.

The crate intentionally does NOT depend on `solitaire_data` (which
pulls dirs/keyring/reqwest, none wasm-friendly). Instead it defines
a minimal `Replay` mirror with the same serde shape; the JSON wire
format is the contract.

Public surface (#[wasm_bindgen]):
- `ReplayPlayer::new(json)` — parse + rebuild deal from seed/mode
- `state()` / `step()` — return JS-friendly StateSnapshot
- `total_steps()` / `step_idx()` / `is_finished()` — progress helpers

Native-callable mirror (`from_json`, `step_native`) lets unit tests
exercise the state machine without going through `serde_wasm_bindgen`,
which panics off-target. 3 tests cover construction, step advance,
and invalid-JSON handling.

`getrandom` needs the `wasm_js` feature on the wasm32 target;
configured via the cfg target dep table so non-wasm builds aren't
affected.

Build pipeline (executed from the repo root):
    rustup target add wasm32-unknown-unknown
    RUSTFLAGS='--cfg getrandom_backend="wasm_js"' \
      cargo build -p solitaire_wasm \
      --target wasm32-unknown-unknown --release
    wasm-bindgen --target web \
      --out-dir solitaire_server/web/pkg --no-typescript \
      target/wasm32-unknown-unknown/release/solitaire_wasm.wasm

The generated bindings land in solitaire_server/web/pkg/ and are
committed alongside the web UI (next commit).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 18:53:19 +00:00
funman300 23c9704887 feat(engine): upload winning replays to the sync server
`push_replay_on_win` listens for `GameWonEvent` and spawns a
fire-and-forget `AsyncComputeTaskPool` task that calls
`SyncProvider::push_replay`. The game loop never blocks on the
network round-trip; failures log a warning but never abort the win
flow because the replay is already persisted locally by
`game_plugin::record_replay_on_win`.

`UnsupportedPlatform` (LocalOnlyProvider) is silently absorbed in
the same way the existing `push_on_exit` path handles it — local
players don't see a server error every time they win.

Empty-recording guard mirrors `record_replay_on_win`: synthesised
win events from XP / streak / weekly-goal tests must not trigger an
upload.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 18:52:36 +00:00
funman300 93182fa251 feat(server): replay upload + fetch endpoints
API surface for the web replay viewer to come:

- `POST /api/replays`        — auth required; persists the JSON body
  verbatim, mints a server-side UUID, returns `{id}`. Three columns
  (final_score, time_seconds, recorded_at) are projected out of the
  payload at insert time so list endpoints don't have to scan blobs.
- `GET  /api/replays/recent` — public; returns the N most-recent
  replays across users (limit defaults to 20, capped at 50). Joins
  the username so the feed reads as "AliceWon · 2:14 win".
- `GET  /api/replays/:id`    — public; returns the full replay JSON
  the desktop client uploaded.

Migration `002_replays.sql` adds the `replays` table with indexes
on `received_at DESC` (recent feed) and `user_id` (per-user views).

Schema-version compatibility is the playback side's responsibility,
matching the desktop's existing `schema_version` gate — the server
just stores and serves whatever JSON came in.

`AppError::NotFound` added so `GET /api/replays/:id` can return a
proper 404 instead of an internal-server-error.

`.sqlx` cache regenerated for the new `query!` invocations.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 18:50:25 +00:00
funman300 89c51ab712 feat(settings): time-bonus multiplier slider in Settings → Gameplay
Cosmetic-only player setting (default 1.0, range 0.0-2.0, step 0.1)
that scales the time-bonus row shown in the win-summary modal's
score breakdown. Achievement thresholds, lifetime score totals, and
leaderboard submissions still use the raw values produced by
`solitaire_core::scoring`, so the multiplier never affects what gets
recorded — just what the player sees on the win screen.

- New `Settings::time_bonus_multiplier` field with `#[serde(default)]`
  + `sanitized()` clamp so older settings.json files load cleanly.
- New constants `TIME_BONUS_MULTIPLIER_{MIN,MAX,STEP}` re-exported
  through `solitaire_data::lib`.
- `settings_plugin` adds a slider row under the Gameplay header
  matching the existing tooltip-delay control.
- `win_summary_plugin` applies the multiplier when rendering the
  time-bonus row of the score breakdown; "Off" label when 0.0.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 18:49:07 +00:00
funman300 3984231c9b feat(data,sync,engine): per-mode best score and fastest win
Lifetime stats now also track best score and fastest win per game
mode (Classic, Zen, Challenge), additive on top of the existing
all-modes-combined `best_single_score` and `fastest_win_seconds`.
Time Attack is intentionally excluded — its scoring model is
session-level (count of wins inside a 10-minute window) so a
per-game best wouldn't compose. Daily Challenge inherits Classic
scoring and contributes through the Classic row.

- `solitaire_sync::StatsSnapshot` gains six fields (`{mode}_best_score`,
  `{mode}_fastest_win_seconds` × {Classic, Zen, Challenge}). All are
  `#[serde(default)]` so older save files load cleanly to zeros.
- `solitaire_sync::merge` propagates the per-mode bests through the
  same max/min logic as the global counterparts.
- `solitaire_data::StatsExt::update_per_mode_bests` is the engine's
  entry point — called from `update_stats_on_win` alongside the
  existing `update_on_win`.
- Stats overlay grows a "Per-mode bests" section with three rows
  (Classic / Zen / Challenge) tagged with `PerModeBestsRow`. Empty
  rows render an em-dash, matching the first-launch zero-state
  treatment used by the primary cells.
- 3 new tests cover the rendering, the Classic-mode update path,
  and the Zen-mode update path.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 18:46:32 +00:00
funman300 d9f36bf34a feat(engine): "Watch replay" affordance in Stats overlay
The Stats screen now shows the most recent winning replay's caption
("M:SS win on YYYY-MM-DD") and a Watch Replay button. Until the web
viewer is fully wired the click fires a toast pointing the player at
the upcoming `<server>/replays/<id>` URL; once the upload + page
ship the toast is replaced with an actual link.

- New resources `LatestReplayResource(Option<Replay>)` and
  `LatestReplayPath(Option<PathBuf>)` populated at plugin build time
  from the platform-default `latest_replay.json`. Headless mode
  disables I/O the same way `StatsResource` does.
- `refresh_latest_replay_on_win` re-loads from disk after every
  `GameWonEvent` so opening the modal a second time reflects the
  most recent victory rather than a stale snapshot.
- `format_replay_caption` is a pure helper exposed for both the
  Stats button label and (later) toast messaging.
- `WatchReplayButton` marker added to `solitaire_engine`'s public
  re-exports so the future web-side click integrations can match.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 18:41:55 +00:00
funman300 57d1c58fdf feat(engine): record + persist winning replays on disk
- New `RecordingReplay` resource (in `game_plugin`): in-memory move
  buffer that accumulates atomic player inputs as they're applied to
  `GameState`. Cleared on every `NewGameRequestEvent` so a fresh deal
  starts from an empty list.
- `handle_move` and `handle_draw` push the corresponding `ReplayMove`
  on success only — invalid / rejected events never enter the buffer.
  `Undo` is intentionally not recorded; the replay represents the
  canonical path to victory, not the missteps that were rolled back.
- `record_replay_on_win` listens for `GameWonEvent`, freezes the
  buffer into a `Replay` (seed + draw_mode + mode + score + duration
  + today's date + the move list), and persists atomically to
  `<data_dir>/solitaire_quest/latest_replay.json` via the new
  `ReplayPath` resource.
- Empty-recording guard: synthesised win events from XP / streak /
  weekly-goal tests must not clobber the developer's real replay
  file. A real win always has at least one recorded move.
- 5 dedicated tests cover ordering, rejected-move skipping, undo
  skipping, new-game clearing, and the freeze→save round-trip.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 18:38:49 +00:00
funman300 42535f5109 feat(data): replay storage layer with atomic StockClick input
New `solitaire_data::replay` module:
- `Replay` struct: seed + draw_mode + mode + ordered move list +
  presentation metadata (time / score / date). Replays are
  reconstructed by rebuilding `GameState::new_with_mode` and applying
  the move list in order — a deterministic state machine driven by
  atomic player inputs, no per-step snapshots stored.
- `ReplayMove`: one variant per atomic player input. `Move {from, to,
  count}` covers card moves; `StockClick` covers every click on the
  stock (the engine resolves draw-vs-recycle deterministically from
  current state during both record and playback).
- Schema-versioned (`REPLAY_SCHEMA_VERSION = 2`); legacy files are
  rejected via the version gate so older replays just disappear from
  the UI rather than half-loading.
- Atomic save (.tmp -> rename), `dirs::data_dir()`-based path
  resolution. 5 round-trip / atomic / version-gate / corruption tests.

Sync trait extension:
- `SyncProvider::push_replay(&Replay)` — default returns
  `UnsupportedPlatform` so `LocalOnlyProvider` is silently no-op'd by
  the future push-on-win path. Mirrors the existing `pull` / `push`
  default-impl pattern.
- `SolitaireServerClient::push_replay` — `POST /api/replays`, same
  401-refresh-and-retry shape as `push`.

The wire format is the contract: `solitaire_wasm` (added in a later
commit) parses the JSON via its own minimal mirror struct so it can
compile to wasm32 without pulling the desktop client's transitive
deps.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 18:36:25 +00:00
funman300 d5e6f8026b docs: SESSION_HANDOFF refresh for session 8 (Quat smoke-test round)
Captures the three bug-fix commits (move validation, deal-tween leak,
softlock detection), notes that bug #3's "no end-game screen" was
downstream of the softlock-detection bug and is now resolved, and
records the two investigation findings (audio-stack feature trim,
solver-at-deal toggle) as deferred decisions for the player.

Updates HEAD/test counts (origin at 2716472, 1126 tests passing).
Cleans the next-round candidates list — calendar / thumbnails /
Time-Attack auto-save shipped between v0.13.0's doc commit and
session 8; replay is WIP in the working tree.

Resume prompt now offers six choices (A–F) covering finish-replay,
smoke-test, audio-feature trim, solver toggle, other UX, packaging.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 17:44:33 +00:00
funman300 271647265c fix(engine): treat unplayable stock as softlock in has_legal_moves
Previous heuristic returned true whenever stock or waste held any
cards. Quat hit a state with 4 cards remaining and the stock kept
cycling but nothing was ever playable — the existing detection
counted "draw is available" as a legal move and the game just sat
there.

Replace the early return with a single pass over every card that
could ever be a move source: every Stock card, every Waste card, and
the face-up top of every Tableau column. For each, check whether it
can currently land on any Foundation or Tableau. Return true only if
*some* card anywhere can land *somewhere* — otherwise the player is
genuinely stuck no matter how many times they recycle the deck.

Tightened the existing fresh-game test name to reflect what it
actually proves (a fresh deal has playable moves, not "stock is
non-empty"). Added one new test reproducing Quat's exact case.

Reported by Quat.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 17:35:55 +00:00
funman300 3eabc149a8 fix(engine): hide previous-game positions during new-game deal
Reported leak: when a new game starts, every card sprite tweens from
its previous-game Transform to its new dealt position. A careful
observer can track those origin points and deduce face-down cards in
the new layout — the tween's start frame literally renders the prior
game's geometry.

Fix: in handle_new_game, after replacing the GameState, snap every
existing card Transform to the stock pile's position before writing
StateChangedEvent. The downstream slide tween in card_plugin then
reads the stock position as its source, so all 52 cards animate out
from a single point — reads as "dealing from the deck" with no
information leak.

No layout reach in headless test contexts so the snap is gated on
Option<Res<LayoutResource>>.

Reported by Quat.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 17:26:14 +00:00
funman300 f1aeb24157 fix(core): validate moved tableau stack forms a legal run
move_cards only checked that the *bottom* card of a moved stack landed
legally on the destination — the cards above the bottom went through
unverified. A player could lift an arbitrary selection from one column
and drop it on another whenever the bottom happened to match, even if
the upper cards didn't form a descending alternating-colour sequence.

Adds is_valid_tableau_sequence(&[Card]) -> bool to rules.rs (4 lines)
and one call site in move_cards's tableau-destination branch. One
focused test covering single-card / valid-run / same-colour /
rank-gap cases.

Reported by Quat: "stack 4 onto stack 2" was accepted when illegal.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 17:26:14 +00:00
funman300 000143231b feat(engine): auto-save Time Attack sessions across launches
Classic, Zen, and Challenge already auto-saved correctly via the
existing game_state.json path — GameState carries mode and the
save/restore systems are mode-agnostic. Time Attack was the gap:
the per-deal GameState round-tripped fine, but the session-level
TimeAttackResource (10-minute countdown + accumulated wins)
defaulted on every launch, so closing mid-session reset the timer
and erased the win count.

Adds a sibling time_attack_session.json next to game_state.json,
atomic .tmp + rename via the existing save pattern. The new
TimeAttackSession struct carries remaining_secs, wins, and
saved_at_unix_secs (wall-clock anchor for stale-session detection).
load_time_attack_session_from_at takes an injectable now() so
tests can drive deterministic clock scenarios.

Load logic: if now_unix - saved_at_unix_secs > remaining_secs the
window expired in real time while the app was closed — return None
so the player isn't dropped into a session whose timer ran out
behind their back. Otherwise restore remaining_secs minus the
real-world elapsed delta. Handles clock-running-backwards (NTP
correction, VM clock drift) by clamping the elapsed delta at zero.

time_attack_plugin wires four new systems: load on Startup, clear
stale file when a fresh session starts (rare — only matters when
the previous session was abandoned + a new one started without
exit/relaunch), 30-second auto-save while a session is active,
delete file on natural expiry, and save on AppExit. The save file
is removed every time the session ends so a stale "session exists"
state can't pollute the next launch.

No GameState schema bump needed — the per-mode session lives in
its own file. stats / progress / achievements / settings unaffected.

8 new storage tests cover round-trip, expired-discard, time-decay,
atomic-write, missing-file, corrupt-file, delete idempotency, and
clock-backwards. 6 new plugin tests cover exit-persists,
exit-clears, auto-save-cadence, auto-save-noop-when-inactive,
new-session-clears-stale, and natural-expiry-clears.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 01:06:35 +00:00
funman300 1a1047664b feat(engine): 14-day daily-challenge calendar in the Profile modal
The daily challenge already updated streak counters, but past
completions were invisible — the player had no in-game surface to
see streak length or the actual day-by-day record. Adds a 14-dot
horizontal calendar above the Profile modal's achievements section
with a "Current streak: N · Longest: M" caption.

Each dot represents a day in the trailing 14-day window ending
today. Today's dot gets a 2-px Balatro-yellow ring; completed days
fill STATE_SUCCESS; missed days fill BG_ELEVATED. Geometry: 14 ×
12 px + 13 × 6 px gap ≈ 246 px — fits comfortably inside the
modal's 360 px min_width even on the 800 px window minimum.

PlayerProgress gains two #[serde(default)] fields:
- daily_challenge_history: Vec<NaiveDate> capped at 365 entries
  (one year of history; older entries pushed off when the cap is
  hit). Sorted ascending, deduped on insert so same-day re-runs
  don't bloat the list.
- daily_challenge_longest_streak: u32, updated whenever streak
  exceeds the previous max.

Legacy progress.json files load to empty/0 via #[serde(default)].

solitaire_sync::merge unions histories from local + remote (sorted,
capped) and takes max(longest_streak), with a clamp to ensure
longest is never below the merged current streak — guards against
legacy payloads where longest=0 but current is mid-streak.

13 new tests across solitaire_sync (record_daily history append,
chronological order, dedupe, cap, longest update, merge union,
merge cap, max longest, clamp), solitaire_data (history append,
longest update, legacy deserialise), and solitaire_engine
(modal renders 14 dots, today marker on rightmost only).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 01:05:54 +00:00
funman300 ba527de351 feat(engine): card-art thumbnails in the theme picker
Settings → Cosmetic's theme picker showed only the theme name. Now
each chip carries a small Ace-of-Spades + back preview pair so the
player can see what each theme looks like before switching.

A new ThemeThumbnailCache resource keys per-theme by id and stores
two Handle<Image>s (ace + back) rasterised at thumbnail resolution
via the existing rasterize_svg path. Generation runs once per
theme registration in theme_plugin; subsequent picker re-spawns
just look up the cached handles. Themes that lack one of the
preview SVGs (broken user theme) get a Handle::default() placeholder
rather than crashing — the placeholder renders as a transparent
rectangle the same size as the missing thumbnail.

The picker chip spawn loop in settings_plugin reads the cache and
renders the pair as two child sprites above the chip text. The
selected-theme chip's existing STATE_SUCCESS tint sits behind the
thumbnails; contrast stays readable.

Asset-source plumbing in assets/sources.rs and assets/mod.rs picks
up the new bytes-loading helper that the thumbnail generator uses
for embedded:// theme assets at startup time (before AssetServer is
fully initialised).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 00:41:20 +00:00
73 changed files with 15832 additions and 2204 deletions
@@ -0,0 +1,68 @@
{
"db_name": "SQLite",
"query": "SELECT\n r.id AS \"id!: String\",\n u.username AS \"username!: String\",\n r.seed AS \"seed!: i64\",\n r.draw_mode AS \"draw_mode!: String\",\n r.mode AS \"mode!: String\",\n r.time_seconds AS \"time_seconds!: i64\",\n r.final_score AS \"final_score!: i64\",\n r.recorded_at AS \"recorded_at!: String\",\n r.received_at AS \"received_at!: String\"\n FROM replays r\n JOIN users u ON u.id = r.user_id\n ORDER BY r.received_at DESC\n LIMIT ?",
"describe": {
"columns": [
{
"name": "id!: String",
"ordinal": 0,
"type_info": "Text"
},
{
"name": "username!: String",
"ordinal": 1,
"type_info": "Text"
},
{
"name": "seed!: i64",
"ordinal": 2,
"type_info": "Integer"
},
{
"name": "draw_mode!: String",
"ordinal": 3,
"type_info": "Text"
},
{
"name": "mode!: String",
"ordinal": 4,
"type_info": "Text"
},
{
"name": "time_seconds!: i64",
"ordinal": 5,
"type_info": "Integer"
},
{
"name": "final_score!: i64",
"ordinal": 6,
"type_info": "Integer"
},
{
"name": "recorded_at!: String",
"ordinal": 7,
"type_info": "Text"
},
{
"name": "received_at!: String",
"ordinal": 8,
"type_info": "Text"
}
],
"parameters": {
"Right": 1
},
"nullable": [
true,
false,
false,
false,
false,
false,
false,
false,
false
]
},
"hash": "3a9bd2e51b2389da5b7e85f26806fcffa896748e0b589d216cf60827fc3857a9"
}
@@ -0,0 +1,20 @@
{
"db_name": "SQLite",
"query": "SELECT replay_json FROM replays WHERE id = ?",
"describe": {
"columns": [
{
"name": "replay_json",
"ordinal": 0,
"type_info": "Text"
}
],
"parameters": {
"Right": 1
},
"nullable": [
false
]
},
"hash": "5bc1984044bc792c2e9577a159ca22789469df14cb25144451f37e8cdad8165c"
}
@@ -0,0 +1,12 @@
{
"db_name": "SQLite",
"query": "INSERT INTO replays (\n id, user_id, seed, draw_mode, mode, time_seconds, final_score,\n recorded_at, received_at, replay_json\n ) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?)",
"describe": {
"columns": [],
"parameters": {
"Right": 10
},
"nullable": []
},
"hash": "6a36a96faa9d9b423aae3b72b0c049a1489b67ca2361581b2300bb4ee0bc9e2f"
}
+5 -3
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@@ -47,11 +47,10 @@ Solitaire Quest is a cross-platform Klondike Solitaire game written in Rust, tar
### Design Principles
- **Offline first.** The local file is always the source of truth. Sync is additive, never destructive.
- **Pure core.** All game logic lives in a dependency-free Rust crate with no Bevy, no network, and no I/O. This keeps it fully unit-testable and portable.
- **No panics in game logic.** Every state transition returns `Result<_, MoveError>`. Panics are only acceptable in startup/configuration code.
- **One language, one repo.** The game client, sync client, shared types, and sync server are all Rust crates in a single Cargo workspace.
- **Plugin-based Bevy architecture.** Each major feature is a Bevy `Plugin`. Systems are small and single-purpose. Cross-system communication uses Bevy `Event`s.
- **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.
Pure-core, no-panics-in-game-logic, and UI-first-interaction constraints are enforced by CLAUDE.md §2.1, §2.3, and §3.3 respectively — those are the canonical statements; this file describes the design that motivates them.
---
@@ -716,11 +715,14 @@ pub struct AchievementDef {
| `speed_and_skill` | ??? | Win < 90s without undo | Yes | Card back #4 |
| `comeback` | ??? | Win after 3+ stock recycles | Yes | Background #4 |
| `zen_winner` | ??? | Win in Zen Mode | Yes | Badge |
| `cinephile` | Cinephile | Watch a saved replay all the way through | No | — |
### Evaluation Timing
Achievement conditions are evaluated by `AchievementPlugin` on every `GameWonEvent` and `StateChangedEvent`. The plugin calls `solitaire_core::check_achievements()` which returns a `Vec<AchievementDef>` of newly unlocked achievements. The plugin then fires `AchievementUnlockedEvent` for each, which the toast and persistence systems handle independently.
A small number of achievements are *event-driven* rather than condition-driven: their `AchievementDef::condition` always returns `false` and their unlock is written from a dedicated observer system instead. `cinephile` is the canonical example — it unlocks when `ReplayPlaybackState` transitions from `Playing` to `Completed` (a saved replay watched to its natural end). The Stop button transitions `Playing → Inactive` directly without entering `Completed`, so manual aborts do not unlock the achievement.
---
## 12. Progression System
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@@ -8,6 +8,566 @@ project follows [Semantic Versioning](https://semver.org/).
_Nothing yet._
## [0.19.0] — 2026-05-06
Closes the v0.18.0 punch list (items B and D — async hint and
persistent replay share URLs), expands desktop platform fit
(Wayland session support + monitor-aware default window size for
HiDPI / 4K displays), polishes the win-celebration and
double-click animation paths, and clears two test-flake
contributors. A short-lived "Rusty Pixel" pixel-art card theme
was prototyped and reverted in the same window — the engine
plumbing it touched (`pixel_art` field on `ThemeMeta`, PNG
manifest face support, second `embedded://` theme channel) was
fully reverted and is not part of this release.
### Changed
- **H-key hint runs on `AsyncComputeTaskPool`** (`3e11e9e`). The
synchronous `try_solve_from_state` call on every H press is gone;
`handle_keyboard_hint` now spawns a task whose result the new
`pending_hint::poll_pending_hint_task` system surfaces one frame
later. New `PendingHintTask` resource carries the in-flight handle
plus `move_count_at_spawn` for staleness detection;
`drop_pending_hint_on_state_change` cancels the task whenever the
game state shifts; `PendingHintTask::spawn` implements
cancel-on-replace so two quick H presses keep at most one task in
flight. Mirrors the v0.18.0 `PendingNewGameSeed` template.
`emit_hint_visuals` and `find_heuristic_hint` are extracted as
`pub` helpers so the polling system can call them.
- **Persistent replay share URLs** (`42d90b1`). v0.18.0's
`LastSharedReplayUrl` was an in-memory resource wiped on quit —
the player had to share within the session of the win.
`solitaire_data::Replay` now carries a `share_url: Option<String>`
field with `#[serde(default)]` (no `REPLAY_SCHEMA_VERSION` bump
needed; older `replays.json` files load unchanged with `share_url
== None` on every entry). `poll_replay_upload_result` writes the
resolved URL into `replays[0].share_url` and persists the updated
history via `save_replay_history_to`. The Stats overlay's
"Copy share link" button reads from
`history.0.replays[selected.0].share_url`, so the Prev/Next
selector's currently-displayed replay drives the clipboard
contents — each historical win keeps its own URL.
`LastSharedReplayUrl` removed (its role is now subsumed by the
`share_url` field on the replay record).
### Added
- **Wayland session support** (`b57db01`). The workspace
`Cargo.toml` Bevy feature list now enables `wayland` alongside
`x11`. winit prefers Wayland when `WAYLAND_DISPLAY` is set on the
session, falling back to X11 when it isn't. Pre-fix, a Wayland
desktop environment fell through to XWayland, rendering the
game inside an X11 frame stitched into the Wayland compositor.
Post-fix, the game opens as a native Wayland surface. Costs a
few hundred KB of binary for the libwayland-client bindings;
cross-distro friendly because winit dlopen-probes the libraries
rather than hard-linking them.
- **Monitor-relative default window size** (`b57db01`). On launches
with no saved geometry, the new
`apply_smart_default_window_size` Update system queries
`Monitor` (with the `PrimaryMonitor` marker) and resizes the
primary window to ~70 % of the monitor's *logical* size on the
first frame. Before, every fresh launch opened at 1280×800
regardless of monitor; on a 4K monitor that's a comparatively
tiny window in one corner. Logical size already accounts for
the OS's HiDPI scale factor, so a Retina display reporting
scale_factor 2.0 yields the same physical inches as a 1080p
display reporting 1.0. Skipped entirely when saved geometry was
applied — the player's chosen size always wins.
### Fixed
- **Duplicate "You Win" toast on game-won** (`55c235b`). The
post-win UI was firing two celebration surfaces: a 4-second
toast banner ("You Win! Score: X Time: Y") on top of the
`win_summary_plugin`'s "You Won!" modal. In screenshots the
toast banner was partially clipped behind the modal card,
peeking out on either side. The toast predated the modal and is
strictly subsumed by it; removed. The cards-fly-off cascade
animation (`MotionCurve::Expressive` per-card rotation drift)
is unchanged — that's the visual celebration, distinct from
the textual celebration the modal owns. `WIN_TOAST_SECS` const
removed.
- **Double-click on a single card with no destination now plays
the reject animation** (`d7ffb16`). `handle_double_click` only
fired `MoveRejectedEvent` for multi-card stacks with no
destination; a double-click on a single card whose top didn't
fit any foundation or tableau slot produced zero feedback —
no `card_invalid.wav`, no source-pile shake. Both priorities'
failure paths now converge on a single rejection at the end of
the double-click branch, so single-card and stack misses get
the same feedback shape as drag-and-drop rejections.
- **Double-click move animation no longer plays twice**
(`6037596`). On a successful double-click, the slide-to-
destination animation rendered twice — once from the move's
`StateChangedEvent` landing, then again from the release's
`end_drag` firing a redundant `StateChangedEvent` mid-slide.
`sync_cards_on_change` saw the card mid-CardAnim (`cur ≠
target`) and replaced the in-flight tween with a fresh one
starting at the mid-position, visibly restarting the slide. The
defensive `StateChangedEvent` write in `end_drag`'s
uncommitted-drag branch is removed; `start_drag` only mutates
`DragState` (never card transforms), so an uncommitted drag
has no visual side effect to undo. The committed-drag branch
keeps its `StateChangedEvent` since real drag snap-backs do
need a resync.
- **`auto_save_writes_after_30_seconds` test flake** (`91b7605`).
The test's single-frame `app.update()` was sensitive to
first-frame `Time::delta_secs()` variance under heavy parallel
cargo-test load, and to production-disk
`~/.local/share/solitaire_quest/game_state.json` state leaking
into the test world via `GamePlugin::build`'s load path.
`test_app` now resets `PendingRestoredGame(None)` after plugin
build (preventing the dev machine's saved-game state from
tripping the auto-save guard) and the test re-arms the timer in
a small bounded loop until the file appears (robust against
first-frame Time variance). No production-code change.
### Stats
- 1170 passing tests (was 1166 at v0.18.0 close — net +4 from
the persistent share URL backwards-compat test, the three
async-hint tests, minus the dropped synchronous hint tests).
- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.
## [0.18.0] — 2026-05-06
The launch-experience round. The engine used to drop the player on a
silent default Classic deal whether they had unfinished work or not;
v0.18.0 replaces that with two stacked decision points — a Restore
prompt for in-progress saves, then an MSSC-style Home / mode picker
that surfaces Daily / Zen / Challenge / Time Attack as picture tiles
with live stats. The same round closes the last solver-on-main-thread
hot path (winnable-only seed selection moves to
`AsyncComputeTaskPool`), wires "Copy share link" into Stats, lights a
"Won before" HUD chip on re-deals of beaten seeds, and tidies the
unified-3.0 rule set across CLAUDE.md / CLAUDE_SPEC.md /
CLAUDE_WORKFLOW.md / CLAUDE_PROMPT_PACK.md.
### Added
- **Restore prompt on launch** (`3c7a0eb`). When `game_state.json`
holds an in-progress game (`move_count > 0`, not won), the engine
now seeds `GameStateResource` with a fresh deal and holds the saved
game in a new `PendingRestoredGame` resource. After the splash
clears, a "Welcome back" modal offers **Continue** (Enter / C /
click) or **New game** (N / click). Fresh-deal saves
(`move_count == 0`) skip the prompt and load directly.
- **Save preservation while the prompt is unanswered** (`f863d85`).
Both `save_game_state_on_exit` and `auto_save_game_state` consult
`PendingRestoredGame` first: if it still holds a pending saved
game, that's what gets persisted (or the auto-save is skipped),
so exiting before answering the prompt no longer overwrites the
meaningful save with the placeholder fresh deal.
- **Home / mode picker auto-shows on launch** (`dd63261`). The mode
picker was only reachable via **M** during gameplay; players who
hadn't discovered the hotkey never saw the Daily / Zen / Challenge
/ Time Attack entry points after the splash cleared. `HomePlugin`
gains an `auto_show_on_launch` flag (default true) and a
one-shot `LaunchHomeShown` gate. Skips when the Restore prompt is
on screen so Welcome-back still takes precedence.
- **MSSC-style Home picker — header / chips / score chips / draw
mode** (`ae40a1d`). Player-stats header strip (Level / XP /
Lifetime Score, compact-formatted as `1.2M` / `12.3K` / `1,234`)
acts as a clickable shortcut to Profile. Draw-mode chip row above
the mode cards lets the player flip Draw 1 / Draw 3 from the
picker itself; persists `settings.json` and respawns the modal so
the active state repaints cleanly. Per-mode best-score / streak
chips on each card; hidden on a 0 best so a fresh profile doesn't
read "Best 0" everywhere.
- **Today's Event callout on the Daily card** (`b73d246`). "Today,
May 6" date line plus the server-fetched goal (when SyncPlugin is
wired). Once today's daily is recorded as completed, the date
flips to `Today, May 6 • Done` in `ACCENT_PRIMARY` so the picker
reads as a reward state rather than a TODO.
- **Picture-tile mode cards** (`9fe650f` + glyph-picking follow-ups
`40d6e0a`, `c30b04e`, `d065d49`). Mode cards become a wrapping
2-up grid (`FlexWrap::Wrap`, tiles 48 % wide, `min_height: 180px`)
with a centred Unicode-glyph centrepiece per tile. Final glyph set
picked from FiraMono-Medium's actual coverage: ♣ Classic, ◆ Daily,
○ Zen, ▲ Challenge, → TimeAttack. `ACCENT_PRIMARY` when the mode is
unlocked, `TEXT_DISABLED` when locked. Centrepiece is a `Text` node
for now — when real per-mode artwork lands, swap to `Image` without
touching tile layout, focus order, or chip rendering.
- **Solver-vetted seed selection on `AsyncComputeTaskPool`**
(`d489e7a`). Closes the worst-case 6 s UI stall on a New Game
click with "Winnable deals only" enabled. New `PendingNewGameSeed`
resource holds the in-flight `Task<u64>` plus the original
request's `mode` / `confirmed` flags. `poll_pending_new_game_seed`
runs `.before(GameMutation)` and replays a synthetic
`NewGameRequestEvent` once the task resolves — the player sees no
extra-frame visual lag. Cancel-on-replace: a fresh
`NewGameRequestEvent` while a task is in flight drops the old
task, letting Bevy's `Task` Drop cancel cooperatively at the next
await point.
- **"Won before" HUD indicator** (`bdac754`). When the current
deal's `(seed, draw_mode, mode)` triple matches an entry in the
rolling `ReplayHistory`, the HUD's tier-2 context row shows
**✓ Won before** in `STATE_SUCCESS`. Cleared on win (the on-screen
victory cue is enough) and on first-time deals. New
`HudWonPreviously` marker driven by a separate
`update_won_previously` system; gracefully no-ops in headless
tests that don't load `StatsPlugin`.
- **"Copy share link" Stats button** (`540869c`). End-to-end replay
sharing on a server-backed sync backend:
`sync_plugin::push_replay_on_win` spawns the upload on
`AsyncComputeTaskPool` and stores the handle in
`PendingReplayUpload` (drops any in-flight predecessor — the most
recent win is what the player wants the link for);
`poll_replay_upload_result` writes `<server>/replays/<id>` to
`LastSharedReplayUrl` on success; the Stats overlay's action bar
gains a button that writes the URL to the OS clipboard via
`arboard` and surfaces a "Copied: \<url\>" toast. URL is in-memory
only — sharing must happen within the session of the win.
- **Empty-state copy + onboarding hints** (`56e2e6f`). Leaderboard
empty state: two-tier "Be the first on the leaderboard." headline
+ body invite. Achievements panel: first-launch hint above the
grid until the first unlock. Volume hotkeys (`[` / `]`) now emit
an `InfoToastEvent` with the new percentage so off-panel
adjustments give visible feedback (previously silent).
- **Enter dismisses the Win Summary and starts a fresh deal**
(`17e0737`). The post-win modal's "Play Again" was click-only;
keyboard-only players had to reach for the mouse to leave the
celebration screen. The button label gains a trailing return-key
glyph so the keyboard path is discoverable on first sight.
- **`N` opens the real Confirm/Cancel modal** (`93660c2`). The old
"Press N again" double-tap pattern was a UI-first violation (only
continuation was another keystroke). `N` now fires
`NewGameRequestEvent::default()` directly; `handle_new_game`'s
active-game check spawns the existing `ConfirmNewGameScreen`. The
HUD button already routed through the same modal — keyboard and
mouse paths are unified. `Shift+N` keeps the keyboard power-user
bypass (`confirmed: true`).
### Changed
- **Settings row layout** (`a4bc063`). All five
slider/toggle row helpers (volume × 2, tooltip delay, time-bonus
multiplier, replay-move interval, generic toggle) restructured to
a label-spacer-cluster layout (`width: 100%`, label gets
`flex-grow: 1`, controls cluster sits flush right). Stable across
varying value-text widths ("0.80" → "1.00", "Instant" vs "1.5 s")
and narrow windows.
- **Docs adopt the unified-3.0 rule set** (`f2f30c8`). `CLAUDE.md`
grows from a 114-line pointer doc to a 571-line rulebook (hard
global constraints §2, engine rules §3, asset rules §4, code
standards §5, build + verification §6, git workflow §7, the ASK
BEFORE list §8, Context Injection System §14). New companions:
`CLAUDE_SPEC.md` (formal architecture spec — crate dependency
graph, data ownership, state-machine invariants, sync merge /
server contracts, validation checklist),
`CLAUDE_WORKFLOW.md` (two-agent Builder/Guardian pipeline with
hard-fail patterns), `CLAUDE_PROMPT_PACK.md` (task-type
templates). Three duplicate rule passages removed across
`CLAUDE_SPEC.md` and `ARCHITECTURE.md`.
- **Test discipline pruning** (`a49a340`). Removed 43 low-value
tests across `solitaire_data` and `solitaire_core` (default-value
tests, serde-derive round-trips on plain structs, single-field
clamp tests, near-duplicates, constant-equals-itself tests). None
pinned a behaviour contract or a regression on a real bug. Future
agent briefs request tests for behaviour contracts or real-bug
regressions, not a count of N.
### Fixed
- **Esc on a modal no longer opens Pause underneath** (`08b006f`).
A single Esc press on Confirm New Game / Restore / Home /
Onboarding / Settings used to both close the modal and spawn the
Pause overlay on top in the same frame. `toggle_pause` now skips
when any non-Pause `ModalScrim` is in the world; the HUD-button
path is gated too. The four modal queries are bundled into a
`PauseModalQueries` `SystemParam` to stay under Bevy's
16-parameter cap.
- **Esc dismisses Home / accepts the Restore-prompt default**
(`d48b948`). Both screens previously ignored Esc, leaving the
player no keyboard-only escape after the previous fix. Home: Esc
behaves like Cancel (despawns the modal, keeps the underlying
default deal). Restore: Esc maps to Continue (preserves the saved
game, matching how the primary action already advertises Enter).
- **Esc dismisses the topmost modal when Profile stacks on Home**
(`9aa0dd2`). Clicking the Home header chip opens Profile on top
of Home; Esc used to close Home (because
`handle_home_cancel_button` fired with no awareness of layered
modals) and leave Profile orphaned over the game.
`profile_plugin` now splits P/button (toggle) from Esc
(close-only); `handle_home_cancel_button` skips its Esc branch
when any other `ModalScrim` exists.
- **Restore-prompt resolution suppresses Home auto-show**
(`b7c3a49`). Resolving the Welcome-back prompt cleared
`PendingRestoredGame` and despawned the modal, but the
launch-time Home auto-show then fired the next frame and stacked
itself over the player's chosen path. `LaunchHomeShown` becomes
`pub` so `handle_restore_prompt` flips it to `true` after either
resolution; **M** still re-opens the picker on demand.
- **Game timers freeze while the Home picker is up** (`c497c31`).
The HUD's elapsed-time counter ticked from the moment the default
Classic deal landed at startup, even though the auto-show Home
picker was still up — the player saw "0:11" before they had
chosen a mode. `tick_elapsed_time` and `advance_time_attack` now
also gate on the absence of `HomeScreen`, mirroring their
existing `PausedResource` check.
- **Popover rows stay visible regardless of action-bar fade**
(`cc63532`). Opening Modes / Menu showed a solid dark-purple
block in the top-right with no readable content — the action-bar
auto-fade was matching the popover rows by their shared
`ActionButton` marker and dropping their alpha to the
cursor-position-based fade value (typically 0). New `PopoverRow`
marker on rows in `spawn_modes_popover` / `spawn_menu_popover`;
`apply_action_fade` excludes them via `Without<PopoverRow>`.
### Stats
- 1166 passing tests (was 1208 at v0.17.0 close — 43 net removals
from the test-discipline prune plus 1 net-new test from the
async-seed work, no behaviour regressions).
- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.
## [0.17.0] — 2026-05-06
A short follow-up round on top of v0.16.0: the H-key hint is no
longer a heuristic guess but the actual best first move suggested by
the v0.15.0 solver, and the in-engine replay player now has a
player-tunable playback rate.
### Added
- **Replay-rate slider** in Settings → Gameplay. Tunes
`replay_move_interval_secs` from 0.10 s to 1.00 s in 0.05 s steps;
default 0.45 s. `tick_replay_playback` reads the value from
`SettingsResource` per frame so the slider takes effect on the
next playback tick — no restart required.
### Changed
- **Solver-driven hints.** Pressing **H** used to surface a
heuristic-best move (foundation moves preferred, then
tableau-to-tableau by depth-of-flip-revealed). It now asks the
v0.15.0 solver for the actual provably-best first move via the
new `solitaire_core::solver::try_solve_with_first_move` /
`try_solve_from_state` APIs. When the solver returns inconclusive
(rare deals where the bound runs out before a result), the old
heuristic remains the fallback. Median 2 ms per H press.
### Stats
- 1208 passing tests (was 1196 at v0.16.0 close).
- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.
## [0.16.0] — 2026-05-06
A modal-feel polish round. Every overlay screen now scrolls when its
content overflows the 800×600 minimum window, every clickable button
shows a hand cursor on hover, keyboard focus lands on the primary
button on the same frame the modal opens, and read-only modals
dismiss when the player clicks the scrim outside the card.
### Added
- **Pointer cursor on hover** for every interactive `Button` entity
(modal buttons, HUD action bar, mode-launcher cards, settings
toggles, Stats selectors). `update_cursor_icon` gains a fourth
branch sitting between Grabbing (active drag) and Grab
(draggable card hover): when no drag is active and any
`Interaction::Hovered`/`Pressed` button is detected, the window
cursor swaps to `SystemCursorIcon::Pointer`. A pure
`pick_cursor_icon` helper makes the priority logic
unit-testable.
- **Click-outside-to-dismiss** for the six read-only modals: Stats,
Achievements, Help, Profile, Leaderboard, Home. New
`ScrimDismissible` marker on `ModalScrim` opts a modal in;
`dismiss_modal_on_scrim_click` runs in `Update`, despawns the
topmost dismissible scrim on a left-mouse press whose cursor
lands on the scrim and outside every `ModalCard`. Bevy's
hierarchy despawn cascades to the card and children.
Settings, Onboarding, Pause, Forfeit confirm, and Confirm New
Game intentionally don't opt in — they carry unsaved or
destructive state.
### Fixed
- **Modal content scrolls when it overflows** (Achievements, Help,
Stats, Profile, Leaderboard). Each modal's body Node now
carries `Overflow::scroll_y()` plus a `max_height` constraint
(`Val::Vh(70.0)` for most, `Val::Vh(50.0)` for the
leaderboard's variable-length ranking section) and a marker
component (`AchievementsScrollable`, `HelpScrollable`,
`StatsScrollable`, `ProfileScrollable`,
`LeaderboardScrollable`). A sibling `scroll_*_panel` system
per modal routes `MouseWheel` events into the body's
`ScrollPosition`. Mirrors the existing `SettingsPanelScrollable`
pattern. Home modal intentionally not scrolled — its five
mode cards + Cancel are sized to fit at 800×600 by design.
- **Modal focus arrives on the same frame the modal opens.**
Previously `attach_focusable_to_modal_buttons` and
`auto_focus_on_modal_open` ran in `Update` alongside arbitrary
click-handlers that spawn modals; with no ordering edge,
Bevy's deferred `Commands` queued the new entities but the
attach system couldn't see them on the same tick. Both systems
moved to `PostUpdate` so the schedule boundary itself supplies
the sync point — `FocusedButton` is always populated before
`app.update()` returns. The very next Tab/Enter press lands on
a populated resource instead of wasting itself moving focus
from None to the primary.
### Stats
- 1196 passing tests (was 1178 at v0.15.0 close).
- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.
## [0.15.0] — 2026-05-02
In-engine replay playback, the Klondike solver + "Winnable deals
only" toggle, a 19th achievement, rolling replay history, and a
significant build-time / binary-size win from disabling Bevy's
default audio stack.
### Added
- **In-engine replay playback** for the Stats overlay's Watch Replay
button. New `ReplayPlaybackPlugin` runs a state machine
(Inactive / Playing / Completed) that resets the live game to the
recorded deal and ticks through `replay.moves` at
`REPLAY_MOVE_INTERVAL_SECS` (0.45 s) firing the canonical
`MoveRequestEvent` / `DrawRequestEvent` per recorded move.
Recording is suppressed during playback so replays don't re-record
themselves.
- **Replay overlay banner** (`ReplayOverlayPlugin`) anchored to the
top of the window during playback. Shows "Replay" label, "Move N
of M" progress, and a Stop button. Z-order leaves modals
(Settings, Pause, Help) free to render on top so the player can
adjust audio mid-replay.
- **Rolling replay history** at `<data_dir>/replays.json` capped at
8 entries. Replaces the single-slot `latest_replay.json` (legacy
file is migrated forward on first launch via
`migrate_legacy_latest_replay`). Stats overlay gains a Prev / Next
selector and a "Replay N / M" caption so the player can revisit
older wins.
- **"Cinephile" achievement** (#19). Unlocks the first time
`ReplayPlaybackState` transitions Playing → Completed (i.e. the
replay played out to its end without the player pressing Stop).
Stop transitions Playing → Inactive directly so it doesn't count.
- **Klondike solver** in `solitaire_core::solver`. Iterative-DFS
with memoisation on a 64-bit canonical state hash, two budget
knobs (move_budget + state_budget) for pathological cases, and a
three-state `SolverResult` (Winnable / Unwinnable / Inconclusive).
Median solve time 2 ms; pathological inconclusives cap near
120 ms. Pure logic — `solitaire_core` keeps no Bevy or I/O.
- **"Winnable deals only" toggle** in Settings → Gameplay (default
off). When on, `handle_new_game` walks seed N, N+1, N+2, …
through `try_solve` until it finds Winnable or Inconclusive,
capped at `SOLVER_DEAL_RETRY_CAP` (50) attempts. Daily
challenges, replays, and explicit-seed requests bypass the
solver — only random Classic deals are gated.
### Changed
- **Bevy default-feature trim** (`bevy = { default-features = false,
features = [...] }` in workspace Cargo.toml) drops 51 transitive
crates including the `bevy_audio` → rodio → cpal 0.15 + symphonia
chain that the project doesn't use (kira handles audio directly).
The retained feature list is curated to exactly what the engine
uses; `solitaire_wasm` is unaffected because it doesn't depend on
bevy.
### Stats
- 1178 passing tests (was 1134 at v0.14.0 close).
- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.
## [0.14.0] — 2026-05-02
Two threads land in v0.14.0: the second half of the post-v0.12.0 UX
candidate list (theme thumbnails, daily-challenge calendar, Time Attack
auto-save, per-mode bests, time-bonus multiplier) plus a **major new
feature** — the replay pipeline (record → upload → web viewer). Three
Quat-reported bugs from a smoke-test round shipped alongside.
### Added
- **Theme-picker thumbnails** in Settings → Cosmetic. Each theme chip
renders a small Ace-of-Spades + back preview pair via the existing
`rasterize_svg` path. Cached per theme in a new
`ThemeThumbnailCache`. Themes that lack a preview SVG fall back to
a transparent placeholder rather than crashing.
- **14-day daily-challenge calendar** in the Profile modal. Horizontal
row of dots showing the trailing two weeks; today's dot is ringed
in `ACCENT_PRIMARY`, completed days fill `STATE_SUCCESS`, missed
days fill `BG_ELEVATED`. Caption above the row reads "Current
streak: N · Longest: M".
- **Time Attack session auto-save** to `<data_dir>/time_attack_session.json`,
atomic .tmp + rename. 30-second auto-save while a session is active,
plus on `AppExit`. Sessions whose 10-minute window expired in real
time while the app was closed are discarded on load. Classic, Zen,
and Challenge already auto-saved correctly via `game_state.json` —
Time Attack was the only mode missing session-level persistence.
- **Per-mode best-score and fastest-win readouts** in the Stats screen.
`StatsSnapshot` gains six `#[serde(default)]` fields (Classic / Zen
/ Challenge × best_score + fastest_win_seconds). Stats screen renders
a "Per-mode bests" section between the primary cell grid and
progression. Lifetime totals continue to roll all modes together.
- **Time-bonus multiplier slider** in Settings → Gameplay (0.02.0,
0.1 steps, default 1.0, "Off" label at zero). Cosmetic only —
multiplies the time-bonus shown in the win modal but does NOT
affect achievement unlock thresholds (those still use the raw
unmultiplied score).
- **Win-replay recording + storage.** Every move during a successful
game appends to a `RecordingReplay` resource; on `GameWonEvent`
the recording freezes into a `Replay` (seed + draw_mode + mode +
score + time + ordered move list) and persists to
`<data_dir>/latest_replay.json` atomically. Single-slot — overwrites
on every win.
- **"Watch replay" button** in the Stats overlay. Shows the latest
win's caption and surfaces a button that loads the replay (button
fires an `InfoToastEvent` describing the replay; full in-engine
playback is deferred to a future build).
- **Replay upload + fetch endpoints** on the server. `POST /api/replays`
accepts a `Replay` JSON; `GET /api/replays/:id` returns it. JWT-gated
with the existing auth middleware. Engine uploads winning replays
automatically when the player has cloud sync configured.
- **`solitaire_wasm` crate** — new workspace member compiling
replay-relevant `solitaire_core` types to WebAssembly so a
browser can re-execute a replay client-side. No-std-friendly
surface; `wasm-bindgen` glue.
- **Web replay viewer** served from the Solitaire server.
`GET /replays/:id` returns HTML + CSS + the wasm bundle that
fetches the replay JSON, rasterises a deal from the seed, and
animates the recorded moves.
- **Card flight animations on the web side** so the browser viewer
reads as a real game replay rather than a static dump.
### Fixed
- **Multi-card lift validation.** `solitaire_core::rules::is_valid_tableau_sequence`
rejects a moved stack whose adjacent cards don't form a descending
alternating-colour run. Previously a player could lift any
multi-card selection and drop it as long as the bottom landed
legally. Wired into `move_cards`'s tableau-destination branch.
- **Softlock detection.** `has_legal_moves` rewritten to walk every
potential move source (every stock card, every waste card, the
face-up top of every tableau column) and check it against every
foundation and every tableau. Previously the heuristic
early-returned `true` whenever stock had cards — players got
stuck in unwinnable end-states with no end-game screen.
`GameOverScreen` now actually fires for true softlocks. Quat's
exact reproduction case is pinned by a new test.
- **Deal-tween information leak.** New-game now snaps every card
sprite to the stock pile position before writing
`StateChangedEvent`, so all 52 cards animate from a single point
during the deal. Previously the sprites started from their
previous-game positions, briefly revealing the prior deal.
### Documentation
- `SESSION_HANDOFF.md` refreshed for the Quat smoke-test round
including investigation findings on solver decisions and
dependency duplicates.
### Stats
- 1134 passing tests (was 1053 at v0.13.0 close).
- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.
## [0.13.0] — 2026-05-02
Third UX iteration round on top of v0.12.0. Six handoff candidates
@@ -312,7 +872,10 @@ with no PNG artwork yet.
CREDITS.md, persistent window geometry, mode-launcher Home repurpose,
client-side sync round-trip integration tests.
[Unreleased]: https://github.com/funman300/Rusty_Solitaire/compare/v0.13.0...HEAD
[Unreleased]: https://github.com/funman300/Rusty_Solitaire/compare/v0.16.0...HEAD
[0.16.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.15.0...v0.16.0
[0.15.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.14.0...v0.15.0
[0.14.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.13.0...v0.14.0
[0.13.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.12.0...v0.13.0
[0.12.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.11.0...v0.12.0
[0.11.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.10.0...v0.11.0
+531 -74
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@@ -1,114 +1,571 @@
# Solitaire Quest — Claude Code Instructions
# CLAUDE.md
See @ARCHITECTURE.md for full project design, crate responsibilities, data models, and API reference.
version: unified-3.0
---
## Project Layout
# 0. Role of This File
```text
solitaire_core/ # Pure Rust game logic — NO Bevy, NO network, NO I/O
solitaire_sync/ # Shared API types — NO Bevy, serde/uuid/chrono only
solitaire_data/ # Persistence + SyncProvider trait + server client
solitaire_engine/ # Bevy ECS systems, components, plugins
solitaire_server/ # Axum sync server binary
solitaire_app/ # Thin binary entry point
assets/ # Source assets — embedded at compile time via include_bytes!()
This document defines:
* **Execution rules (what Claude must do)**
* **System constraints (what Claude must never violate)**
* **Operational architecture (how code is structured)**
For full system design details:
`ARCHITECTURE.md` (authoritative source of truth)
This file overrides all conversational assumptions.
---
# 1. System Architecture (Authoritative Mapping)
## 1.1 Crates
```text id="crate_map"
solitaire_core/ # PURE logic (no IO, no Bevy, deterministic)
solitaire_sync/ # Shared API + merge logic
solitaire_data/ # Persistence + sync client
solitaire_engine/ # Bevy ECS + UI + gameplay orchestration
solitaire_server/ # Axum backend (optional sync layer)
solitaire_app/ # Entry binary
assets/ # Runtime assets (except audio)
```
---
## Build & Test Commands
## 1.2 Architecture Source of Truth
```bash
# Dev run (fast compile via dynamic linking)
cargo run -p solitaire_app --features bevy/dynamic_linking
* Full system design: `ARCHITECTURE.md`
* This file NEVER redefines system design
* This file ONLY enforces behavior
# Release build
cargo build --workspace --release
---
# All tests — MUST pass before any commit
# 2. Hard Global Constraints (NON-NEGOTIABLE)
These override all other instructions.
## 2.1 Core Determinism
* `solitaire_core` MUST:
* be deterministic
* be side-effect free
* never depend on Bevy / IO / async
---
## 2.2 Sync Isolation
* `solitaire_sync`:
* no Bevy
* no IO
* no engine dependencies
* merge logic must be pure functions only
---
## 2.3 Error Policy
* NO `unwrap()`
* NO `panic!()` in runtime/game logic
* All state transitions:
```rust id="err_model"
Result<T, MoveError>
```
---
## 2.4 Threading Rules
* Sync must run on `AsyncComputeTaskPool`
* NEVER block Bevy main thread
---
## 2.5 Persistence Rules
* atomic writes only:
* write `.tmp`
* rename atomically
* no partial state writes allowed
---
## 2.6 Security Rules
* credentials ONLY via `keyring`
* NEVER store secrets in:
* files
* logs
* source code
---
## 2.7 Sync System Rules
* All sync backends implement:
```rust id="sync_trait"
trait SyncProvider
```
* `SyncPlugin` MUST be backend-agnostic
* NEVER match on backend inside ECS systems
---
# 3. Engine Rules (Bevy Layer)
## 3.1 ECS Design
* systems = single responsibility
* communication = Events only
* shared state = Resources only
* per-entity state = Components only
---
## 3.2 Game State Authority
* ONLY `GameStateResource` can mutate game state
* UI systems MUST NOT directly modify core logic
---
## 3.3 UI-First Constraint (CRITICAL)
Every player action MUST:
* have a visible UI control
* NOT rely solely on keyboard shortcuts
Keyboard shortcuts are:
→ optional accelerators only
---
## 3.4 Layout System
* recompute on `WindowResized`
* no fixed resolution assumptions
---
# 4. Asset System Rules
## 4.1 Runtime Assets (AssetServer)
Loaded via:
* `CardImageSet`
* `BackgroundImageSet`
* `FontResource`
Includes:
* cards
* backgrounds
* fonts
---
## 4.2 Embedded Assets
Only audio:
```text id="audio_rule"
include_bytes!()
```
---
## 4.3 Test Compatibility Rule
All asset loaders MUST accept:
```rust id="asset_fallback"
Option<Res<AssetServer>>
```
Must degrade gracefully under `MinimalPlugins`.
---
# 5. Code Standards
## 5.1 Error Handling
* use `thiserror`
* no `Box<dyn Error>` in libraries
---
## 5.2 Public API Rules
* prefer `Into<T>` over concrete types
* all public items require doc comments
---
## 5.3 Derive Order
```rust id="derive_order"
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
```
---
## 5.4 Performance Rules
* NO `clone()` in hot paths
* profile before optimizing
---
## 5.5 SQL Rules
* ONLY `sqlx::query!`
* NO raw SQL strings
---
# 6. Build & Verification Rules
These are mandatory before ANY commit.
```bash id="build_rules"
cargo test --workspace
# Lint — MUST pass clean (zero warnings)
cargo clippy --workspace -- -D warnings
# Run sync server locally
cargo run -p solitaire_server
# Check a single crate
cargo test -p solitaire_core
cargo clippy -p solitaire_core -- -D warnings
```
---
## Hard Rules
# 7. Git Workflow Rules
- `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>`.
- 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()`.
- 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.
- All sync backends implement the `SyncProvider` trait. The `SyncPlugin` is backend-agnostic — never `match` on `SyncBackend` inside a Bevy system.
- `cargo clippy --workspace -- -D warnings` must pass clean after every change.
- `cargo test --workspace` must pass after every change.
## Commit format
```text id="commit_fmt"
type(scope): description
```
Examples:
* feat(core): add draw-three rules
* fix(engine): correct drag z-order
* test(core): undo boundary cases
---
## Code Style
## Commit conditions
- Use `thiserror` for error types. Never `Box<dyn Error>` in library crates.
- Prefer `Into<T>` over concrete types in public API function parameters.
- All public items must have doc comments (`///`). Private items: comment only when non-obvious.
- Derive order convention: `#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]`
- Bevy systems: one responsibility per system. Use `Events` for cross-system communication, never shared mutable state.
- SQL queries: use `sqlx::query!` macros (compile-time checked), not raw string queries.
- No `clone()` calls in hot paths (game loop systems). Profile before optimising elsewhere.
* tests must pass
* clippy must be clean
NEVER commit otherwise
---
## Bevy Conventions
# 8. Change Control (ASK BEFORE DOING)
- One `Plugin` per major feature: `CardPlugin`, `AudioPlugin`, `AchievementPlugin`, `UIPlugin`, `SyncPlugin`.
- Resources own shared state. Events communicate between systems. Components own per-entity data.
- All UI screens are built with Bevy UI (`bevy::ui`). Never mix UI layout and game logic in the same system.
- Layout is recomputed on `WindowResized` — never assume a fixed window size.
- **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.
Claude must request confirmation before:
* adding dependencies
* modifying `solitaire_sync`
* changing DB schema
* introducing `unsafe`
* changing merge strategy
---
## Git Workflow
# 9. System Mental Model (IMPORTANT)
- Commit after each passing phase, not after every file change.
- Commit message format: `type(scope): description`
- `feat(core): add draw-three mode validation`
- `fix(engine): card z-order during drag`
- `test(core): undo stack boundary conditions`
- `chore(server): add sqlx migration 002`
- Never commit with failing tests or clippy warnings.
- Never commit secrets, `.env` files, or `*.db` files.
```text id="mental_model"
Core (rules + deterministic logic)
Engine (Bevy orchestration)
Data layer (persistence + sync)
Server (optional external system)
```
Core is always the source of truth.
---
## Ask Before Doing
# 10. Known Platform Pitfalls
- Adding a new crate dependency (discuss alternatives first).
- Changing a type in `solitaire_sync` (breaking change on both client and server).
- Altering the database schema (requires a new sqlx migration).
- Introducing `unsafe` code anywhere.
- Changing the merge strategy in `solitaire_sync::merge()`.
Must always be handled explicitly:
* Bevy `Time` uses `f32`
* `sqlx::migrate!()` path is crate-relative
* `dirs::data_dir()` may return `None`
* Linux may lack keyring backend
---
## Lessons Learned
# 11. Forbidden Patterns
> Add entries here when Claude makes a mistake so it isn't repeated.
* game logic inside Bevy systems
* duplication across crates
* blocking async calls in ECS
* insecure credential storage
* bypassing core logic layer
- Bevy's `Time` resource uses `f32` seconds; convert to `u64` only when writing to `StatsSnapshot`.
- `sqlx::migrate!()` macro path is relative to the crate root, not the workspace root.
- `keyring` on Linux requires a running secret service (e.g. GNOME Keyring or KWallet) — handle `Error::NoStorageAccess` gracefully and fall back to prompting the user.
- `dirs::data_dir()` returns `None` on some minimal Linux environments — always handle the `None` case explicitly, do not unwrap.
---
# 12. Execution Rules for Claude
When generating code:
1. respect crate boundaries
2. minimize diff size
3. do not expand scope
4. follow existing patterns
5. preserve invariants
If unclear:
→ ask before acting
---
# 13. Relationship to ARCHITECTURE.md
| File | Role |
| --------------- | ------------------------- |
| CLAUDE.md | execution + constraints |
| ARCHITECTURE.md | system design truth |
| Both combined | full system understanding |
---
# 14. Context Injection System (AUTOMATIC SCOPE FILTER)
## 14.1 Purpose
Before generating any response, Claude MUST construct a **minimal relevant context set**.
This prevents:
* architectural drift
* irrelevant spec loading
* over-engineering
* cross-crate confusion
---
## 14.2 Input Classification Step (MANDATORY)
Every request MUST be classified into exactly one task type:
```text id="task_types"
feature
bugfix
refactor
system_design
bevy_system
core_logic
sync
optimization
test
debug
```
If uncertain → ask clarification.
---
## 14.3 Context Selection Engine
After classification, Claude MUST include ONLY the relevant sections below.
---
## 14.4 Context Map (CORE RULESET)
### feature
Include:
* §2 Hard Global Constraints
* §3 Engine Rules
* ARCHITECTURE.md (crate of target feature only)
* relevant data models (GameState, SyncPayload if needed)
---
### bugfix
Include:
* §2 Hard Global Constraints
* §5 Code Standards
* affected crate boundaries
* relevant system (engine/core/sync only)
---
### refactor
Include:
* §3 Engine Rules
* §5 Code Standards
* §11 Forbidden Patterns
* target crate boundaries
---
### system_design
Include:
* ARCHITECTURE.md (FULL)
* §9 Mental Model
* §1 System Architecture Mapping
---
### core_logic
Include:
* solitaire_core rules only
* GameState model
* MoveError model
* §2.12.3 constraints
---
### bevy_system
Include:
* §3 Engine Rules
* ECS rules (Events/Resources/Components)
* UI-first constraint
* relevant plugin system only
---
### sync
Include:
* SyncProvider trait
* merge strategy rules
* solitaire_sync models
* §2.6 Sync Rules
---
### optimization
Include:
* target crate only
* §5.4 Performance Rules
* hot path constraints
---
### test
Include:
* §6 Build Rules
* relevant module
* expected invariants
---
### debug
Include:
* target file/module only
* §2.3 Error Policy
* runtime assumptions relevant to failure
---
## 14.5 Context Compression Rules
Claude MUST obey:
* never include full ARCHITECTURE.md unless system_design
* max 2 crates per response unless explicitly required
* prefer function-level context over file-level context
* exclude unrelated plugins/systems
---
## 14.6 Context Priority Order
When space is limited:
1. Hard Constraints (§2)
2. Target crate rules
3. Data models
4. Only then: architecture snippets
---
## 14.7 “No Context Pollution” Rule
Claude must NOT include:
* unrelated crates
* unrelated plugins
* unused data models
* full architecture dumps
* speculative systems
---
## 14.8 Self-Check Before Execution
Before writing code, Claude MUST verify:
* [ ] Is only relevant context included?
* [ ] Is at least one hard constraint present?
* [ ] Am I touching more than one crate unnecessarily?
* [ ] Am I duplicating ARCHITECTURE.md content?
If any fail → revise context selection.
---
## 14.9 Injection Output Format (Internal Model)
Claude should behave as if it constructed:
```text id="ctx_format"
[SELECTED TASK TYPE]
[MINIMAL REQUIRED RULES]
[MINIMAL ARCHITECTURE SLICES]
[RELEVANT MODELS]
[REQUEST]
```
---
## 14.10 Relationship to ARCHITECTURE.md
* ARCHITECTURE.md = source of truth
* CLAUDE.md = execution constraints
* THIS SECTION = filtering layer between them
---
# END CONTEXT INJECTION SYSTEM
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@@ -0,0 +1,497 @@
# CLAUDE_PROMPT_PACK.md
version: 1.0
---
# 0. GLOBAL INSTRUCTION (prepend to every prompt)
```
You must follow CLAUDE_SPEC.md strictly.
Rules:
- Do not expand scope beyond what is defined
- Do not refactor unrelated code
- Do not introduce new dependencies
- Prefer minimal, surgical changes
- Use existing patterns in the codebase
- Return minimal diffs or changed functions only
Before writing code:
1. List relevant constraints from CLAUDE_SPEC.md
2. Identify risks
3. Then implement
```
---
# 1. FEATURE IMPLEMENTATION
```
# TASK: Feature Implementation
feature: "<name>"
goal:
"<clear outcome>"
scope:
crates: []
systems: []
files: []
non_goals:
- ""
constraints:
- must follow CLAUDE_SPEC.md
- event-driven architecture required
- no blocking operations
- no cross-crate leakage
acceptance_criteria:
- ""
- ""
edge_cases:
- ""
---
## Required Patterns
Use this pattern for systems:
<PASTE EXISTING SYSTEM SNIPPET HERE>
---
## Output Format
intent:
plan:
constraints_used:
risks:
code_changes:
(minimal diffs only)
notes:
```
---
# 2. BUGFIX
```
# TASK: Bug Fix
bug_description:
"<what is broken>"
expected_behavior:
"<correct behavior>"
root_cause_hint (optional):
""
scope:
crates: []
files: []
constraints:
- minimal fix only
- no refactors unless required
- must add regression protection if applicable
---
## Requirements
1. Identify root cause
2. Fix it minimally
3. Preserve all invariants
4. Do not change unrelated logic
---
## Output Format
analysis:
root_cause:
fix_strategy:
code_changes:
(minimal diff)
regression_test (only if high-value):
notes:
```
---
# 3. REFACTOR
```
# TASK: Refactor
target:
"<what is being improved>"
goal:
"<what improves>"
scope:
crates: []
files: []
non_goals:
- no behavior changes
- no new features
constraints:
- must preserve behavior exactly
- must respect crate boundaries
- must not duplicate logic
---
## Refactor Type
- [ ] simplify logic
- [ ] reduce duplication
- [ ] improve readability
- [ ] performance (non-invasive)
---
## Output Format
analysis:
issues_found:
refactor_plan:
code_changes:
(diff only)
verification:
- behavior unchanged: yes/no
- invariants preserved: yes/no
notes:
```
---
# 4. SYSTEM DESIGN (NEW FEATURE)
```
# TASK: System Design
feature:
"<name>"
goal:
"<what problem it solves>"
constraints:
- must fit existing architecture
- must follow plugin + event model
- must not violate crate boundaries
---
## Required Output
design:
components:
- plugins:
- systems:
- events:
- resources:
data_flow:
(step-by-step)
integration_points:
- where it connects to existing systems
risks:
- ""
tradeoffs:
- ""
---
## DO NOT
- write full implementation
- modify unrelated systems
```
---
# 5. NEW BEVY SYSTEM
```
# TASK: Add Bevy System
system_name:
""
trigger:
(event or condition)
reads:
[Resources]
writes:
[Resources]
emits:
[Events]
constraints:
- must be event-driven
- must not directly mutate unrelated state
- must be single responsibility
---
## Output Format
system_signature:
implementation:
(code only)
notes:
```
---
# 6. CORE LOGIC FUNCTION (solitaire_core)
```
# TASK: Core Logic Implementation
function:
"<name>"
goal:
"<what it does>"
rules:
- no IO
- no async
- no Bevy
- deterministic
invariants:
- ""
- ""
errors:
- ""
---
## Output Format
constraints_checked:
implementation:
(code only)
edge_case_handling:
notes:
```
---
# 7. SYNC / MERGE LOGIC
```
# TASK: Sync Logic
goal:
"<what is being merged or synced>"
constraints:
- must be deterministic
- must be idempotent
- must be lossless
- must not delete data
rules:
- counters → max
- times → min
- collections → union
---
## Output Format
analysis:
merge_logic:
code_changes:
invariants_verified:
- deterministic
- idempotent
- lossless
notes:
```
---
# 8. PERFORMANCE OPTIMIZATION
```
# TASK: Optimization
target:
"<what is slow>"
constraints:CLAUDE_WORKFLOW.md
- no behavior change
- no architecture change
- minimal code changes
---
## Output Format
analysis:
bottleneck:
optimization_strategy:
code_changes:
impact_estimate:
notes:
```
---
# 9. TEST GENERATION (STRICT MODE)
```
# TASK: Test Generation
target:
"<function/system>"
reason:
- bugfix | complex logic | invariant protection
constraints:
- no redundant tests
- must test real behavior
- must fail if logic breaks
---
## Output Format
test_cases:
- ""
test_code:
notes:
```
---
# 10. DEBUGGING / INVESTIGATION
```
# TASK: Debug
problem:
"<symptom>"
context:
"<relevant code or system>"
---
## Required Steps
1. List possible causes
2. Narrow down most likely
3. Suggest verification steps
4. Provide minimal fix
---
## Output Format
hypotheses:
most_likely:
verification_steps:
fix:
notes:
```
---
# 11. HARD CONSTRAINT OVERRIDE (RARE)
```
# TASK: Exception Handling
reason:
"<why constraints must be bent>"
requested_exception:
"<rule being broken>"
justification:
"<why unavoidable>"
---
## Output Format
analysis:
alternatives_considered:
final_decision:
risk:
```
---
# 12. STOP CONDITIONS (always append)
```
Stop when:
- acceptance criteria are met
- code is minimal and correct
Do NOT:
- expand scope
- refactor unrelated code
- optimize prematurely
```
---
# END
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# CLAUDE_SPEC.md
version: 1.0
---
## 0. Global Rules
(Core determinism, panic policy, and event-driven engine constraints live in CLAUDE.md §2.1, §2.3, §3.1. Listed here only when they add information CLAUDE.md doesn't carry.)
rules:
* id: single_source_of_truth
description: "GameStateResource is the only mutable game state in runtime"
* id: sync_is_additive
description: "Remote data must never destructively overwrite local data"
---
## 1. Crate Graph
crates:
solitaire_core:
depends_on: [rand, serde, chrono]
forbidden_deps: [bevy, reqwest, tokio, std::fs]
solitaire_sync:
depends_on: [serde, serde_json, uuid, chrono]
role: "shared_types"
solitaire_data:
depends_on: [solitaire_core, solitaire_sync, reqwest, tokio, keyring]
role: "persistence_and_sync"
solitaire_engine:
depends_on: [bevy, kira, solitaire_core, solitaire_data]
role: "runtime_engine"
solitaire_server:
depends_on: [solitaire_sync, axum, sqlx, jsonwebtoken]
role: "backend"
solitaire_app:
depends_on: [solitaire_engine]
role: "entrypoint"
---
## 2. Data Ownership
ownership:
GameState:
owner: solitaire_core
mutable_in: solitaire_engine
access_pattern: "via GameStateResource only"
StatsSnapshot:
owner: solitaire_data
PlayerProgress:
owner: solitaire_data
AchievementRecord:
owner: solitaire_data
SyncPayload:
owner: solitaire_sync
---
## 3. State Transitions
state_machine:
GameState:
transitions:
- action: move_cards
returns: Result<GameState, MoveError>
```
- action: draw
returns: Result<GameState, MoveError>
- action: undo
returns: Result<GameState, MoveError>
invariants:
- "52 cards always exist"
- "no duplicate card IDs"
- "all cards belong to exactly one pile"
```
---
## 4. Event System
events:
input:
- MoveRequestEvent
- DrawRequestEvent
- UndoRequestEvent
- NewGameRequestEvent
state:
- StateChangedEvent
- GameWonEvent
meta:
- AchievementUnlockedEvent
- SyncCompleteEvent
rules:
* "Input events trigger core logic"
* "Core logic emits state events"
* "UI reacts to state events only"
---
## 5. Sync Contract
sync:
provider_trait:
methods:
- pull() -> SyncPayload
- push(payload) -> SyncResponse
guarantees:
- "non-blocking during gameplay"
- "blocking allowed on exit only"
merge:
rules:
counters: "max"
best_times: "min"
collections: "union"
achievements: "never removed"
```
properties:
- deterministic
- idempotent
- lossless
```
---
## 6. Persistence
storage:
format: json
files:
- stats.json
- progress.json
- achievements.json
- settings.json
- game_state.json
guarantees:
- atomic_write: true
- crash_safe: true
---
## 7. Engine Rules
engine:
mutation_rules:
- "Only GameLogicSystem mutates GameState"
- "UI systems are read-only"
threading:
- "sync runs on AsyncComputeTaskPool"
- "main thread must never block"
plugins:
pattern: "feature_isolation"
communication: "events"
---
## 8. Server Contract
server:
auth:
method: jwt
access_expiry: 24h
refresh_expiry: 30d
endpoints:
- POST /api/auth/register
- POST /api/auth/login
- GET /api/sync/pull
- POST /api/sync/push
limits:
payload_max: 1MB
rate_limit: "10 req/min auth routes"
---
## 9. Achievement System
achievements:
definition_location: solitaire_core
state_location: solitaire_data
types:
- condition_based
- event_driven
rule:
- "achievements cannot be revoked"
---
## 10. Testing Rules
testing:
philosophy:
- "test real failures"
- "avoid redundant tests"
required_coverage:
solitaire_core:
- move_validation
- undo_integrity
- win_detection
```
solitaire_sync:
- merge_correctness
- idempotency
```
---
## 11. Prohibited Patterns
(See CLAUDE.md §11 for the canonical forbidden-patterns list.)
---
## 12. Extension Points
extensibility:
sync_backends:
pattern: "implement SyncProvider"
game_modes:
location: solitaire_core::GameMode
plugins:
rule: "new feature = new plugin"
---
## 13. Validation Checklist (for Claude)
validation:
* check: "crate dependency rules respected"
* check: "no panics in core"
* check: "events used for cross-system communication"
* check: "GameState mutations centralized"
* check: "merge function properties preserved"
* check: "no blocking operations in main loop"
---
## 14. Mental Model
model:
layers:
- core
- engine
- data
- server
flow:
- input -> engine -> core -> engine -> ui
- data <-> sync <-> server
+335
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@@ -0,0 +1,335 @@
# CLAUDE_WORKFLOW.md
version: 1.0
---
## 0. Overview
This workflow defines a **two-agent system**:
* **Builder Agent** → writes and modifies code
* **Guardian Agent** → enforces architecture + rejects invalid changes
No code is considered valid unless it passes Guardian validation.
---
## 1. Agent Roles
### 1.1 Builder Agent
role: "code_generation"
responsibilities:
* implement features
* refactor code
* generate tests (only when justified)
* follow CLAUDE_SPEC.md
constraints:
* cannot bypass validation
* must declare intent before writing code
output_contract:
must_produce:
- change_summary
- files_modified
- reasoning (short)
- code_diff
---
### 1.2 Guardian Agent
role: "architecture_enforcement"
responsibilities:
* validate against CLAUDE_SPEC.md
* detect violations
* reject or approve changes
* suggest minimal fixes (not full rewrites)
constraints:
* no feature implementation
* no large rewrites
* must be deterministic
output_contract:
must_produce:
- status: APPROVED | REJECTED
- violations[]
- required_fixes[]
- optional_improvements[]
---
## 2. Workflow Pipeline
```text
User Request
Builder Agent (proposal + code)
Guardian Agent (validation)
IF approved → commit
IF rejected → feedback → Builder retry
```
---
## 3. Builder Protocol
### Step 1 — Intent Declaration
Builder MUST start with:
```yaml
intent:
feature: "<name>"
crates_touched: []
systems_affected: []
risk_level: low|medium|high
```
---
### Step 2 — Plan
```yaml
plan:
- step: "..."
- step: "..."
```
---
### Step 3 — Implementation
* Only modify declared crates
* Follow ownership rules
* Use events for cross-system communication
---
### Step 4 — Output
```yaml
change_summary: "..."
files_modified:
- path: ...
change: "..."
violations_self_check:
- none | list
notes: "short reasoning"
```
---
## 4. Guardian Protocol
### Step 1 — Spec Validation
Check against:
* crate boundaries
* mutation rules
* event system usage
* sync guarantees
* forbidden patterns
---
### Step 2 — Invariant Validation
Must verify:
* GameState invariants preserved
* no new panic paths
* no blocking calls in engine
* merge properties unchanged
---
### Step 3 — Output Decision
#### APPROVED
```yaml
status: APPROVED
notes:
- "no violations"
```
---
#### REJECTED
```yaml
status: REJECTED
violations:
- id: core_purity_violation
file: "solitaire_core/src/..."
reason: "uses std::fs"
required_fixes:
- "move IO to solitaire_data"
optional_improvements:
- "simplify event naming"
```
---
## 5. Enforcement Rules
### Hard Fail (automatic rejection)
* core crate uses IO / Bevy / network
* GameState mutated outside GameLogicSystem
* blocking async on main thread
* duplicate logic across crates
* merge function altered incorrectly
---
### Soft Fail (allowed but flagged)
* unnecessary complexity
* redundant tests
* minor architectural drift
---
## 6. Iteration Loop
Max attempts per task: **3**
```text
Attempt 1 → Reject → Fix
Attempt 2 → Reject → Fix
Attempt 3 → Final decision
```
If still failing:
→ escalate to user
---
## 7. Diff Strategy
Builder MUST produce:
* minimal diffs
* no unrelated refactors
* no formatting-only changes
---
## 8. Test Strategy Integration
Builder rules:
* only add tests if:
* fixing a bug
* protecting complex logic
* validating invariants
Guardian rejects:
* redundant tests
* no-op tests
---
## 9. Optional Extensions
### 9.1 Third Agent (Optimizer)
role: performance + cleanup
runs AFTER approval:
* reduce allocations
* simplify logic
* improve ECS scheduling
---
### 9.2 CI Integration
Pipeline:
```text
Builder → Guardian → cargo check → clippy → tests
```
Guardian runs BEFORE compilation to catch structural issues early.
---
## 10. Example Interaction
### Builder
```yaml
intent:
feature: "undo stack limit fix"
crates_touched: [solitaire_core]
risk_level: low
```
```yaml
change_summary: "limit undo stack to 64 entries"
files_modified:
- solitaire_core/src/game_state.rs
notes: "prevents unbounded memory growth"
```
---
### Guardian
```yaml
status: APPROVED
notes:
- "respects core constraints"
- "no invariant violations"
```
---
## 11. Mental Model
* Builder = **creative**
* Guardian = **strict**
Builder explores
Guardian enforces
Neither replaces the other.
---
## 12. Success Criteria
System is working if:
* architectural violations go to ~0
* code stays consistent across features
* refactors become safe
* complexity grows sub-linearly
Generated
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+47 -1
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@@ -7,6 +7,7 @@ members = [
"solitaire_server",
"solitaire_app",
"solitaire_assetgen",
"solitaire_wasm",
]
resolver = "2"
@@ -29,13 +30,58 @@ dirs = "6"
keyring = "4"
keyring-core = "1"
reqwest = { version = "0.13", features = ["json", "rustls", "rustls-native-certs"], default-features = false }
arboard = { version = "3", default-features = false }
solitaire_core = { path = "solitaire_core" }
solitaire_sync = { path = "solitaire_sync" }
solitaire_data = { path = "solitaire_data" }
solitaire_engine = { path = "solitaire_engine" }
bevy = "0.18"
# Bevy with `default-features = false` to avoid the unused
# `bevy_audio → rodio + symphonia + cpal 0.15 + alsa 0.9` chain.
# Audio is handled directly by `kira` in `audio_plugin.rs`, so the
# `bevy_audio` feature is intentionally omitted. The features below
# enumerate every leaf of the standard `2d` + `ui` meta-features that
# we actually use; new features should only be added with a
# corresponding use site.
bevy = { version = "0.18", default-features = false, features = [
# default_app
"async_executor",
"bevy_asset",
"bevy_input_focus",
"bevy_log",
"bevy_state",
"bevy_window",
"custom_cursor",
"reflect_auto_register",
# default_platform (desktop subset; no android/webgl/gilrs/sysinfo)
"std",
"bevy_winit",
"default_font",
"multi_threaded",
# winit prefers Wayland when WAYLAND_DISPLAY is set on the
# session and falls through to X11 otherwise. Without `wayland`,
# winit-on-Wayland-session falls back to XWayland which renders
# the game in an X11 frame inside the Wayland compositor.
"wayland",
"x11",
# common_api
"bevy_color",
"bevy_image",
"bevy_mesh",
"bevy_shader",
"bevy_text",
"png",
# 2d rendering
"bevy_camera",
"bevy_render",
"bevy_core_pipeline",
"bevy_sprite",
"bevy_sprite_render",
# UI rendering
"bevy_ui",
"bevy_ui_render",
] }
kira = "0.12"
# SVG rasterisation pipeline for the runtime card-theme system.
+1 -1
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@@ -22,7 +22,7 @@ optional self-hosted sync so your stats follow you across machines.
move within picker rows, Enter activates; works across every modal and
the HUD action bar
- **Progression** — XP, levels, unlockable card backs and backgrounds
- **18 Achievements** — including secret ones
- **19 Achievements** — including secret ones
- **Daily Challenge** — server-seeded so every player worldwide gets the
same deal
- **Leaderboard** — opt-in, powered by your own self-hosted server
+140 -69
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@@ -1,109 +1,180 @@
# Solitaire Quest — UX Overhaul Session Handoff
# Solitaire Quest — Session Handoff
**Last updated:** 2026-05-02 (session 7, late-late) — Third UX iteration round complete on top of v0.12.0. Six post-handoff candidates shipped plus two code-review fixes. Ready to tag v0.13.0.
**Last updated:** 2026-05-06 (post-v0.19.0) — Tagged + pushed at
`6037596`. v0.19.0 closes the v0.18.0 punch list (async H-key hint,
persistent replay share URLs), expands desktop platform fit (Wayland
session support + monitor-aware default window size), polishes the
win-celebration and double-click animation paths, and clears two
test-flake contributors. A short-lived "Rusty Pixel" pixel-art card
theme was prototyped and reverted in the same window.
## Status at pause
- **HEAD:** doc-commit closing this round (CHANGELOG + handoff). Local master has the impending tag at this commit.
- **Working tree:** clean apart from untracked `CARD_PLAN.md` (intentional).
- **Build:** `cargo clippy --workspace --all-targets -- -D warnings` clean.
- **Tests:** **1053 passed / 0 failed** across the workspace (+22 from v0.12.0's 1031 baseline).
- **Tags on origin:** `v0.9.0`, `v0.10.0`, `v0.11.0`, `v0.12.0`. v0.13.0 is the next tag.
- **HEAD on origin:** `6037596` (post-tag commit; the tag itself
points at this commit).
- **Working tree:** modified — `CHANGELOG.md` and
`SESSION_HANDOFF.md` carry the v0.19.0 promotion + this refresh,
ready to commit.
- **Build:** `cargo clippy --workspace --all-targets -- -D warnings`
clean (verified this session).
- **Tests:** **1170 passing / 0 failing** across the workspace
(verified this session). One known flake remains:
`solitaire_engine::sync_plugin::tests::pull_failure_sets_error_status`
occasionally fails when cargo-test parallelism starves the
`AsyncComputeTaskPool` within the test's 5-update budget. Same
shape as the auto-save flake before v0.19.0's hardening; could be
fixed similarly with a wall-clock-bounded loop.
- **Tags on origin:** `v0.9.0` through `v0.18.0` (v0.19.0 ready to
push once committed).
## Where we are
Post-v0.12.0 the handoff listed six "next-round candidates" — every one shipped today plus two code-review fixes (font handling unified to bundled-only, sccache wiring removed). v0.13.0 is the right slice.
v0.18.0's resume-prompt menu (AD) is closed:
The candidate list is exhausted again. Direction is open.
- ~~**A — Tag v0.18.0:**~~ shipped at `bfcd05f`.
- ~~**B — Solver-on-`AsyncComputeTaskPool` for the H-key hint:**~~
shipped at `3e11e9e`.
- **C — Desktop packaging:** still gated on artwork + signing
certs. Icon export PNGs (11 sizes, 161024 px) sit in
`artwork/` from the v0.18-era export; not yet wired into the
Bevy window or assembled into `.icns` / `.ico`. App icon is
the first natural step.
- ~~**D — Persistent share link:**~~ shipped at `42d90b1`.
The Rusty Pixel theme arc is documented as a sub-history but
not part of v0.19.0's content:
| Commit | Status |
|---|---|
| `de47511` PNG-format thumbnail support | reverted |
| `17e3112` `pixel_art: bool` field + nearest-sampling opt-in | reverted |
| `21ec03b` bundle Rusty Pixel as `embedded://` theme | reverted |
| `aad8bb9` / `e41def8` / `0b3140a` reverts | landed |
The arc remains in commit history for archaeology but the
codebase reaches v0.19.0's HEAD identical to where it would be if
the arc had never landed.
### Design direction (unchanged)
- **Tone:** Balatro — chunky readable type, theatrical hierarchy, satisfying micro-interactions.
- **Palette:** Midnight Purple base + Balatro yellow primary + warm magenta secondary.
- See `~/.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md` (machine-local).
- **Tone:** Balatro — chunky readable type, theatrical hierarchy,
satisfying micro-interactions.
- **Palette:** Midnight Purple base + Balatro yellow primary + warm
magenta secondary.
### Canonical remote
`github.com/funman300/Rusty_Solitaire` is the canonical repo. Always push there.
`github.com/funman300/Rusty_Solitaire` is the canonical repo.
Always push there.
## Session 7 round 3 (shipped 2026-05-02 late-late) — v0.13.0
## v0.19.0 (2026-05-06)
| Area | Commit | What landed |
| Area | Commits | What landed |
|---|---|---|
| Font fix | `17f9b51` | Code-review fix: bundle FiraMono via `include_bytes!()` in both `font_plugin` and `svg_loader`; drop `load_system_fonts`, drop the lenient resolver, drop the CSS-generic fallbacks. New `bundled_font_resolver` always returns the single bundled face. Parse failure aborts with a clear error. |
| sccache removal | `13dd44b` | Code-review fix: deleted `.cargo/config.toml` and the `.cargo` directory. Plain `cargo build` works without per-project setup. |
| Wave 1 bundle | `ddc8f27` | **Tooltip-delay slider** in Settings → Gameplay (0.01.5 s, 0.1 s steps, "Instant" label at zero). **Win-streak fire animation** at thresholds [3, 5, 10] via new `WinStreakMilestoneEvent`. **Score-breakdown reveal on win modal** with per-row stagger (Base / Time bonus / No-undo / Multiplier / Total), respects `AnimSpeed::Instant`. |
| Card-back theming | `7ed4f2c` | The active theme's `back.svg` now actually drives the face-down sprite. Legacy `back_N.png` picker remains as a fallback for themes without a back; Settings caption surfaces when the override is in effect. |
| Drag-with-keyboard | `a0fc0d2` | Tab → Enter → arrows → Enter completes a move without a mouse. New `KeyboardDragState` resource; mutual exclusion with mouse drag via `KEYBOARD_DRAG_TOUCH_ID` sentinel. Help + onboarding hotkey lists updated. |
| Right-click radial | `b37f0cb` | Hold RMB on a face-up card → ring of icons at the cursor, one per legal destination; release over an icon → `MoveRequestEvent`. New `RadialMenuPlugin`. Help controls reference gains a "Mouse" section. |
| Async H-key hint | `3e11e9e` | New `pending_hint.rs` module: `PendingHintTask` resource, `poll_pending_hint_task` + `drop_pending_hint_on_state_change` systems, cancel-on-replace, stale-state guard via `move_count_at_spawn`. Removes the last synchronous solver hot path. |
| Persistent share URLs | `42d90b1` | `Replay.share_url: Option<String>` with `#[serde(default)]`. `poll_replay_upload_result` writes into `replays[0].share_url` + persists. Stats Copy button reads from selected replay. `LastSharedReplayUrl` deleted. |
| Auto-save flake fix | `91b7605` | `test_app` clears `PendingRestoredGame(None)` after plugin build; test re-arms the timer in a bounded loop. No production-code change. |
| Wayland support | `b57db01` | Adds `wayland` to Bevy features. winit prefers Wayland when `WAYLAND_DISPLAY` is set, falls back to X11. Native Wayland surface instead of XWayland frame. |
| Smart default window size | `b57db01` | New `apply_smart_default_window_size` Update system queries `PrimaryMonitor` and resizes the window to ~70 % of monitor's logical size on the first frame. Skipped when saved geometry was applied. |
| Win-celebration cleanup | `55c235b` | Drops the duplicate "You Win" toast that rendered behind the WinSummary modal. Cards-fly-off cascade kept; toast removed. |
| Double-click reject animation | `d7ffb16` | Single-card double-clicks with no destination now play the same shake + sound as multi-card stack misses. Both priorities' failure paths converge on one `MoveRejectedEvent` write. |
| Double-click animation dedup | `6037596` | Drops the redundant `StateChangedEvent` write in `end_drag`'s uncommitted-drag branch; previously raced an in-flight CardAnim and restarted the slide visibly. |
## Open punch list — release prep
## Open punch list
1. **Push** the unpushed commits to origin (5 commits now: 17f9b51, 13dd44b, ddc8f27, 7ed4f2c, a0fc0d2, b37f0cb, plus the impending doc commit).
2. **Tag v0.13.0** at the doc-commit HEAD.
3. **Desktop packaging** per `ARCHITECTURE.md §17`. The Arch PKGBUILD exists in `/home/manage/solitaire-quest-pkgbuild/` (separate repo). Pending: app icon, macOS `.icns` + notarisation cert, Windows `.ico` + Authenticode cert, AppImage recipe.
### Carried forward
## Open punch list — UX iteration (next-round candidates)
- **Desktop packaging** per `ARCHITECTURE.md §17`. Eleven icon
PNG sizes (16, 24, 32, 48, 64, 96, 128, 192, 256, 512, 1024)
exported via `artwork/Icon Export.html` sit in `artwork/`
pending wiring. Pending: actual Bevy window-icon hookup,
macOS `.icns` assembly via `iconutil`, Windows `.ico` via
`magick convert`, Linux hicolor PNG hierarchy install,
AppImage recipe, macOS notarisation cert, Windows
Authenticode cert.
The v0.13.0 list is exhausted. Fresh candidates for a future round:
### Possible next-round candidates
- **In-game daily-challenge calendar** — currently the daily challenge fires once on launch; a Settings or Profile-side calendar showing past days' completion / streak status would make the progression visible.
- **Card-art preview in the theme picker** — Settings → Cosmetic shows theme name only; rendering the theme's Ace-of-Spades + back side-by-side as a thumbnail would make picking faster.
- **Per-mode high-score readout** in the Stats screen. Currently lifetime stats roll all modes together.
- **Auto-save in-progress games** in Zen / Time Attack so players who close the window mid-session don't lose their state.
- **Configurable scoring weights** for the curious — Settings → Gameplay slider for time-bonus magnitude. Cosmetic but power-user appealing.
- **Replay a winning game** — record the seed + move list at win time and offer "watch replay" from the Stats screen.
- **App icon round** — wire the icon into the Bevy window via
`Window::icon`, generate `.icns` and `.ico` from the existing
PNGs. Half-day task; doesn't depend on signing certs.
- **`pull_failure_sets_error_status` flake fix** — same pattern
as the auto-save flake. Wall-clock-bounded loop instead of
fixed 5-update budget. ~10 lines.
- **Settings UI for "open at this size on launch"** — once the
smart-default-size system is shipping, expose a checkbox to
*disable* it (player who specifically wants 1280×800 every
time). Trivial.
- **Persistent share link URL on selector caption** — surface
whether the currently-selected replay has a `share_url`
populated (e.g. "Replay 3 / 8 \u{2022} Shareable") so players
know which entries the Copy button can copy.
## Card-theme system (CARD_PLAN.md, fully shipped)
### Process notes (from this round)
Seven phases landed across `b8fb3fb``924a1e2` in v0.11.0; v0.13.0's `7ed4f2c` finally consumes the per-theme `back.svg`. End-to-end:
- **Bundled default theme** ships in the binary via `embedded://` — 52 hayeah/playing-cards-assets SVGs + a midnight-purple `back.svg`.
- **User themes** under `themes://`. Drop a directory containing `theme.ron` + 53 SVGs.
- **Importer** at `solitaire_engine::theme::import_theme(zip)` validates archives and atomically unpacks.
- **Picker UI** in Settings → Cosmetic; the active theme's `back` overrides the legacy `back_N.png` picker when present.
- **Async port template (worked again):** the H-key port
followed `d489e7a`'s `PendingNewGameSeed` shape one-to-one
and the second async port required no new infrastructure.
Future async ports (e.g. moving `try_solve_with_first_move`'s
full-search variant, if it ever surfaces in the picker UI)
should follow the same shape.
- **Rusty Pixel reverted cleanly:** `git revert` of three
contiguous feature commits produced a clean three-revert
sequence with no manual conflict resolution. Bisect remains
fast over the full v0.19.0 history because the reverts are
individual commits, not a squash.
- **Defensive event writes pattern:** the
`auto_save_writes_after_30_seconds` flake AND the
`end_drag` double-animation bug shared a root cause:
defensive `MessageWriter` writes that originally covered an
edge case which no longer holds, but became load-bearing
once another system started paying attention to the event.
Worth a periodic pass: any event write that doesn't
correspond to a real state change is a candidate for
removal.
## Resume prompt
```
You are a senior Rust + Bevy developer working on Solitaire Quest.
Working directory: <Rusty_Solitaire clone path on this machine — local
directory may still be named Rusty_Solitare from earlier; that's fine>.
Branch: master. Direction is OPEN — three UX iteration rounds shipped
and v0.13.0 is ready to tag.
Working directory: <Rusty_Solitaire clone path on this machine>.
Branch: master. v0.19.0 just shipped. The next natural item is
desktop-packaging follow-through, starting with the app icon.
State: HEAD at the doc-commit closing session 7 round 3. Local master
is several commits ahead of origin and unpushed. Working tree clean
apart from untracked CARD_PLAN.md (intentional).
Build: cargo clippy --workspace --all-targets -- -D warnings clean.
Tests: 1053 passed / 0 failed.
State: HEAD at 6037596 + the v0.19.0 docs commit on top (this
session). Tag v0.19.0 points at the docs commit.
READ FIRST (in order, before doing anything):
1. SESSION_HANDOFF.md — full state, session 7 changelog, punch list
2. CHANGELOG.md — release-by-release record
3. CLAUDE.md — hard rules (UI-first, no panics, etc.)
4. ARCHITECTURE.md — crate responsibilities + data flow
5. ~/.claude/projects/<this-project>/memory/MEMORY.md
— saved feedback / project context (machine-local;
may be missing on a fresh machine)
1. SESSION_HANDOFF.md — this file
2. CHANGELOG.md — [Unreleased] is empty; [0.19.0] just landed
3. CLAUDE.md — unified-3.0 rule set
4. CLAUDE_SPEC.md formal architecture spec
5. ARCHITECTURE.md — crate responsibilities + data flow
6. ~/.claude/projects/<this-project>/memory/MEMORY.md
— saved feedback / project context
(machine-local; may be missing on a
fresh machine)
DECISION TO ASK THE PLAYER FIRST:
A. Push and cut v0.13.0 now.
B. Smoke-test the new feel layer first (theme-aware backs, keyboard
drag, right-click radial, score-breakdown reveal, streak fire,
tooltip-delay slider), then tag.
C. Skip the tag for another iteration round — see "next-round
candidates" in SESSION_HANDOFF for fresh ideas.
D. Take the deferred desktop-packaging item (needs artwork +
signing certs from the user).
A. App icon — wire artwork/icon-{size}.png into Bevy's
Window::icon, generate .icns + .ico, drop into Linux
hicolor hierarchy. Half-day task. No cert dependency.
B. Desktop packaging continued — AppImage recipe, .desktop
file, install scripts. Larger task; unlocks distro
packaging. No cert dependency.
C. macOS / Windows signing cert acquisition — needs user
action; agent can't drive.
D. `pull_failure_sets_error_status` flake fix — small, well-
scoped. Same pattern as the v0.19.0 auto-save flake fix.
WORKFLOW NOTES:
- Commits use:
git -c user.name=funman300 -c user.email=root@vscode.infinity \
commit -m "..."
- Use the system git config (already correct).
- When attributing playtester feedback in commits/docs, use
"Quat" not "Rhys" (saved feedback memory).
- Sub-agents stage + verify only; orchestrator commits.
- Every commit must pass build / clippy / test before pushing.
- Push to GitHub (origin) — that is the canonical remote.
- Push to GitHub (origin) — gh auth setup-git is already
wired on this machine.
OPEN AT THE START: ask which of A / B / C / D. Don't pick unilaterally.
OPEN AT THE START: ask which of AD. Don't pick unilaterally.
```
+84 -7
View File
@@ -3,14 +3,17 @@ use std::io::Write;
use std::time::{SystemTime, UNIX_EPOCH};
use bevy::prelude::*;
use bevy::window::{MonitorSelection, PresentMode, WindowPosition};
use bevy::window::{
Monitor, MonitorSelection, PresentMode, PrimaryMonitor, PrimaryWindow, WindowPosition,
};
use solitaire_data::{load_settings_from, provider_for_backend, settings_file_path, Settings};
use solitaire_engine::{
register_theme_asset_sources, AchievementPlugin, AnimationPlugin, AssetSourcesPlugin,
AudioPlugin, AutoCompletePlugin, CardAnimationPlugin, CardPlugin, ChallengePlugin,
CursorPlugin, DailyChallengePlugin, FeedbackAnimPlugin, FontPlugin, GamePlugin, HelpPlugin,
HomePlugin, HudPlugin, InputPlugin, LeaderboardPlugin, OnboardingPlugin, PausePlugin,
ProfilePlugin, ProgressPlugin, RadialMenuPlugin, SelectionPlugin, SettingsPlugin, SplashPlugin,
ProfilePlugin, ProgressPlugin, RadialMenuPlugin, ReplayOverlayPlugin, ReplayPlaybackPlugin,
SelectionPlugin, SettingsPlugin, SplashPlugin,
StatsPlugin, SyncPlugin, TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin,
UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin, WinSummaryPlugin,
};
@@ -42,8 +45,10 @@ fn main() {
// Restore the previous window geometry if the player has one saved.
// Otherwise open at the platform default (1280×800, centred on the
// primary monitor). The window_geometry field is None on first run
// and after upgrading from a build that didn't persist geometry.
// primary monitor) — `apply_smart_default_window_size` will resize
// up to a monitor-relative target on the first frame so HiDPI / 4K
// sessions don't end up with a comparatively tiny window.
let had_saved_geometry = settings.window_geometry.is_some();
let (window_resolution, window_position) = match settings.window_geometry {
Some(geom) => (
(geom.width, geom.height).into(),
@@ -117,6 +122,8 @@ fn main() {
.add_plugins(FeedbackAnimPlugin)
.add_plugins(CardAnimationPlugin)
.add_plugins(AutoCompletePlugin)
.add_plugins(ReplayPlaybackPlugin)
.add_plugins(ReplayOverlayPlugin)
.add_plugins(StatsPlugin::default())
.add_plugins(ProgressPlugin::default())
.add_plugins(AchievementPlugin::default())
@@ -126,7 +133,7 @@ fn main() {
.add_plugins(TimeAttackPlugin)
.add_plugins(HudPlugin)
.add_plugins(HelpPlugin)
.add_plugins(HomePlugin)
.add_plugins(HomePlugin::default())
.add_plugins(ProfilePlugin)
.add_plugins(PausePlugin)
.add_plugins(SettingsPlugin::default())
@@ -138,8 +145,78 @@ fn main() {
.add_plugins(UiModalPlugin)
.add_plugins(UiFocusPlugin)
.add_plugins(UiTooltipPlugin)
.add_plugins(SplashPlugin)
.run();
.add_plugins(SplashPlugin);
// Smart default window sizing: when no saved geometry was loaded,
// resize the freshly-opened 1280×800 window to ~70 % of the primary
// monitor's logical size on the first frame. Without this, a 4K
// monitor opens the same 1280×800 window that a 1080p monitor
// does — visually tiny relative to screen. Skipped entirely when
// saved geometry was applied; the player's preference always wins.
if !had_saved_geometry {
app.add_systems(Update, apply_smart_default_window_size);
}
app.run();
}
/// One-shot Update system that runs only on launches without saved
/// window geometry. Resizes the primary window to a fraction of the
/// primary monitor's *logical* size — bigger monitors get bigger
/// windows automatically. Logical size already accounts for the OS's
/// HiDPI scale factor, so a 2880×1800 Retina display reporting
/// scale_factor 2.0 yields a 1440×900 logical size and a 1008×630
/// target window — same physical inches as a 1920×1080 monitor with
/// scale_factor 1.0 yielding 1344×756.
///
/// Uses `Local<bool>` to make itself one-shot rather than introducing
/// a dedicated resource. The Update tick is necessary because Bevy
/// populates the `Monitor` entities asynchronously after winit's
/// Resumed event fires; they may not exist on the first Startup pass.
fn apply_smart_default_window_size(
mut applied: Local<bool>,
monitors: Query<&Monitor, With<PrimaryMonitor>>,
mut windows: Query<&mut Window, With<PrimaryWindow>>,
) {
if *applied {
return;
}
let Ok(monitor) = monitors.single() else {
// Primary monitor not yet spawned by bevy_winit. Try again
// next frame; the cost is one early-exit per tick until
// monitors arrive (typically frame 1 or 2).
return;
};
let Ok(mut window) = windows.single_mut() else {
return;
};
let scale = monitor.scale_factor as f32;
if scale <= 0.0 {
// Defensive: a zero or negative scale factor would NaN the
// arithmetic below. Bail and accept the default size.
*applied = true;
return;
}
let logical_w = monitor.physical_width as f32 / scale;
let logical_h = monitor.physical_height as f32 / scale;
// Target 70 % of monitor in each dimension, clamped to the
// existing 800×600 minimum and the monitor's own logical size
// (so we never request a window larger than the screen).
let target_w = (logical_w * 0.7).clamp(800.0, logical_w);
let target_h = (logical_h * 0.7).clamp(600.0, logical_h);
// Resize only when the change is meaningful — at exactly 1280×800
// on a 1920×1080 monitor the new target is 1344×756 (only ~5 %
// wider), worth the resize; at the same default on an 800×600
// monitor the clamp pins us at 800×600 and we shouldn't resize.
let curr_w = window.resolution.width();
let curr_h = window.resolution.height();
if (curr_w - target_w).abs() > 8.0 || (curr_h - target_h).abs() > 8.0 {
window.resolution.set(target_w, target_h);
}
*applied = true;
}
/// Wraps the default panic hook with one that also appends a crash log
+47
View File
@@ -140,6 +140,16 @@ fn comeback(c: &AchievementContext) -> bool {
fn zen_winner(c: &AchievementContext) -> bool {
c.last_win_is_zen
}
/// Cinephile is event-driven: it unlocks when the engine observes a
/// `ReplayPlaybackState` transition from `Playing` to `Completed`, not on
/// any field of [`AchievementContext`]. The condition predicate therefore
/// always returns false so [`check_achievements`] never unlocks it from a
/// `GameWonEvent` / `StateChangedEvent` cycle — the unlock is driven by
/// `AchievementUnlockedEvent` written directly from the engine's
/// replay-playback observer.
fn cinephile_never(_c: &AchievementContext) -> bool {
false
}
/// All currently-evaluable achievements. Order is stable so persistence files
/// remain readable across versions (new achievements append).
@@ -288,6 +298,18 @@ pub const ALL_ACHIEVEMENTS: &[AchievementDef] = &[
reward: Some(Reward::Badge),
condition: zen_winner,
},
AchievementDef {
id: "cinephile",
name: "Cinephile",
description: "Watch a saved replay all the way through",
secret: false,
reward: None,
// Event-driven unlock: the engine's replay-playback observer fires
// `AchievementUnlockedEvent("cinephile")` directly on a Playing →
// Completed transition. `cinephile_never` keeps the condition path
// a no-op so a `GameWonEvent` evaluation cycle cannot unlock it.
condition: cinephile_never,
},
];
/// Return every `AchievementDef` whose condition is satisfied by `ctx`.
@@ -721,6 +743,31 @@ mod tests {
assert!(ids.contains(&"no_undo"), "no_undo must also unlock when perfectionist does");
}
#[test]
fn cinephile_achievement_in_canonical_list() {
let def = achievement_by_id("cinephile").expect("cinephile must be registered");
assert_eq!(def.id, "cinephile");
assert_eq!(def.name, "Cinephile");
assert!(!def.secret, "cinephile is not a secret achievement");
// Event-driven: the predicate is a sentinel that always returns
// false. `check_achievements` must never unlock cinephile from a
// GameWonEvent context, even one that satisfies every other gate.
let mut c = ctx();
c.games_won = 1;
c.win_streak_current = 999;
c.last_win_time_seconds = 1;
c.last_win_used_undo = false;
c.best_single_score = 99_999;
c.lifetime_score = u64::MAX;
c.last_win_is_zen = true;
c.last_win_recycle_count = 99;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(
!ids.contains(&"cinephile"),
"cinephile must never unlock via condition evaluation; got {ids:?}",
);
}
#[test]
fn perfectionist_score_well_above_threshold_still_passes() {
let mut c = ctx();
+6 -31
View File
@@ -77,16 +77,6 @@ pub struct Card {
mod tests {
use super::*;
#[test]
fn rank_value_ace_is_one() {
assert_eq!(Rank::Ace.value(), 1);
}
#[test]
fn rank_value_king_is_thirteen() {
assert_eq!(Rank::King.value(), 13);
}
#[test]
fn rank_values_are_sequential() {
let ranks = [
@@ -100,26 +90,11 @@ mod tests {
}
#[test]
fn suit_red_is_diamonds_and_hearts() {
assert!(Suit::Diamonds.is_red());
assert!(Suit::Hearts.is_red());
assert!(!Suit::Clubs.is_red());
assert!(!Suit::Spades.is_red());
}
#[test]
fn suit_black_is_clubs_and_spades() {
assert!(Suit::Clubs.is_black());
assert!(Suit::Spades.is_black());
assert!(!Suit::Diamonds.is_black());
assert!(!Suit::Hearts.is_black());
}
#[test]
fn card_face_up_field_reflects_construction() {
let card = Card { id: 0, suit: Suit::Hearts, rank: Rank::Ace, face_up: false };
assert!(!card.face_up);
let card2 = Card { id: 1, suit: Suit::Spades, rank: Rank::King, face_up: true };
assert!(card2.face_up);
fn suit_red_and_black_are_complementary() {
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] {
assert_ne!(suit.is_red(), suit.is_black(), "{suit:?} must be exactly one of red/black");
}
assert!(Suit::Diamonds.is_red() && Suit::Hearts.is_red());
assert!(Suit::Clubs.is_black() && Suit::Spades.is_black());
}
}
+13 -17
View File
@@ -4,7 +4,7 @@ use crate::card::Card;
use crate::deck::{deal_klondike, Deck};
use crate::error::MoveError;
use crate::pile::{Pile, PileType};
use crate::rules::{can_place_on_foundation, can_place_on_tableau};
use crate::rules::{can_place_on_foundation, can_place_on_tableau, is_valid_tableau_sequence};
use crate::scoring::{compute_time_bonus as scoring_time_bonus, score_move, score_undo as scoring_undo};
const MAX_UNDO_STACK: usize = 64;
@@ -283,6 +283,18 @@ impl GameState {
if !can_place_on_tableau(&bottom_card, dest) {
return Err(MoveError::RuleViolation("invalid tableau placement".into()));
}
// The previous check only validates that the *bottom* of the
// moved stack lands on the destination's top card. Without
// this guard, a player could lift an arbitrary multi-card
// selection from one column and drop it onto another whenever
// the bottom card happens to match — even if the cards
// above the bottom don't form a legal descending
// alternating-colour run.
if !is_valid_tableau_sequence(&from_pile.cards[start..]) {
return Err(MoveError::RuleViolation(
"moved cards must form a valid tableau run".into(),
));
}
}
_ => return Err(MoveError::InvalidDestination),
}
@@ -803,11 +815,6 @@ mod tests {
assert!(g.undo_stack_len() <= 64);
}
#[test]
fn undo_count_starts_at_zero() {
assert_eq!(new_game().undo_count, 0);
}
#[test]
fn undo_count_increments_on_each_undo() {
let mut g = new_game();
@@ -888,11 +895,6 @@ mod tests {
assert_eq!(g.score, 0);
}
#[test]
fn zen_mode_default_is_classic_via_default_trait() {
assert_eq!(GameMode::default(), GameMode::Classic);
}
#[test]
fn zen_mode_field_persists_through_construction() {
let g = GameState::new_with_mode(1, DrawMode::DrawThree, GameMode::Zen);
@@ -944,12 +946,6 @@ mod tests {
assert!(g.undo().is_ok(), "undo must be permitted in TimeAttack mode");
}
#[test]
fn time_attack_score_starts_at_zero() {
let g = GameState::new_with_mode(42, DrawMode::DrawOne, GameMode::TimeAttack);
assert_eq!(g.score, 0);
}
#[test]
fn time_attack_draw_three_combination() {
// TimeAttack + DrawThree is a valid combination; verify construction.
+1
View File
@@ -6,3 +6,4 @@ pub mod game_state;
pub mod pile;
pub mod rules;
pub mod scoring;
pub mod solver;
+34
View File
@@ -30,6 +30,18 @@ pub fn can_place_on_tableau(card: &Card, pile: &Pile) -> bool {
}
}
/// Returns `true` if `cards` is a legal tableau run on its own — every
/// adjacent pair descends by one rank and alternates colour. A single
/// card is trivially valid. The destination check is separate; this
/// only validates the sequence's *internal* structure, which the tableau
/// move path must enforce so a player can't smuggle an arbitrary stack
/// onto another column when the bottom card happens to land legally.
pub fn is_valid_tableau_sequence(cards: &[Card]) -> bool {
cards.windows(2).all(|w| {
w[0].rank.value() == w[1].rank.value() + 1 && w[0].suit.is_red() != w[1].suit.is_red()
})
}
#[cfg(test)]
mod tests {
use super::*;
@@ -174,4 +186,26 @@ mod tests {
let p = pile_with(PileType::Tableau(0), vec![top]);
assert!(!can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_sequence_validation() {
// Single card is trivially a valid sequence.
assert!(is_valid_tableau_sequence(&[card(Suit::Hearts, Rank::Five)]));
// Valid descending alternating-colour run K♠ Q♥ J♣.
assert!(is_valid_tableau_sequence(&[
card(Suit::Spades, Rank::King),
card(Suit::Hearts, Rank::Queen),
card(Suit::Clubs, Rank::Jack),
]));
// Same colour twice (Q♠ on K♠) — invalid.
assert!(!is_valid_tableau_sequence(&[
card(Suit::Spades, Rank::King),
card(Suit::Spades, Rank::Queen),
]));
// Rank gap (K♠ → J♥) — invalid.
assert!(!is_valid_tableau_sequence(&[
card(Suit::Spades, Rank::King),
card(Suit::Hearts, Rank::Jack),
]));
}
}
File diff suppressed because it is too large Load Diff
-5
View File
@@ -90,9 +90,4 @@ mod tests {
seeds.dedup();
assert_eq!(seeds.len(), len_before);
}
#[test]
fn challenge_count_matches_seed_list_length() {
assert_eq!(challenge_count() as usize, CHALLENGE_SEEDS.len());
}
}
+30 -3
View File
@@ -56,6 +56,15 @@ pub trait SyncProvider: Send + Sync {
async fn delete_account(&self) -> Result<(), SyncError> {
Ok(())
}
/// Upload a winning replay to the backend. On success, returns the
/// shareable web URL the player can copy to their clipboard
/// (`<server>/replays/<id>`). Default returns `UnsupportedPlatform`
/// so backends without a server (e.g. `LocalOnlyProvider`) are
/// silently no-op'd by the engine's push-on-win system, matching
/// the same pattern `pull` / `push` follow.
async fn push_replay(&self, _replay: &crate::replay::Replay) -> Result<String, SyncError> {
Err(SyncError::UnsupportedPlatform)
}
}
/// Blanket impl so `Box<dyn SyncProvider + Send + Sync>` (returned by
@@ -92,6 +101,9 @@ impl SyncProvider for Box<dyn SyncProvider + Send + Sync> {
async fn delete_account(&self) -> Result<(), SyncError> {
(**self).delete_account().await
}
async fn push_replay(&self, replay: &crate::replay::Replay) -> Result<String, SyncError> {
(**self).push_replay(replay).await
}
}
pub mod stats;
@@ -99,8 +111,11 @@ pub use stats::{StatsExt, StatsSnapshot};
pub mod storage;
pub use storage::{
cleanup_orphaned_tmp_files, delete_game_state_at, game_state_file_path, load_game_state_from,
load_stats, load_stats_from, save_game_state_to, save_stats, save_stats_to, stats_file_path,
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, TimeAttackSession,
};
pub mod achievements;
@@ -126,7 +141,10 @@ pub use challenge::{challenge_count, challenge_seed_for, CHALLENGE_SEEDS};
pub mod settings;
pub use settings::{
load_settings_from, save_settings_to, settings_file_path, AnimSpeed, Settings, SyncBackend,
Theme, WindowGeometry, TOOLTIP_DELAY_MAX_SECS, TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_STEP_SECS,
Theme, WindowGeometry, REPLAY_MOVE_INTERVAL_MAX_SECS, REPLAY_MOVE_INTERVAL_MIN_SECS,
REPLAY_MOVE_INTERVAL_STEP_SECS, SOLVER_DEAL_RETRY_CAP, TIME_BONUS_MULTIPLIER_MAX,
TIME_BONUS_MULTIPLIER_MIN, TIME_BONUS_MULTIPLIER_STEP, TOOLTIP_DELAY_MAX_SECS,
TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_STEP_SECS,
};
pub mod auth_tokens;
@@ -136,3 +154,12 @@ pub use auth_tokens::{
pub mod sync_client;
pub use sync_client::{provider_for_backend, LocalOnlyProvider, SolitaireServerClient};
pub mod replay;
#[allow(deprecated)]
pub use replay::{latest_replay_path, load_latest_replay_from, save_latest_replay_to};
pub use replay::{
append_replay_to_history, load_replay_history_from, migrate_legacy_latest_replay,
replay_history_path, save_replay_history_to, Replay, ReplayHistory, ReplayMove,
REPLAY_HISTORY_CAP, REPLAY_HISTORY_SCHEMA_VERSION, REPLAY_SCHEMA_VERSION,
};
+66 -15
View File
@@ -162,21 +162,6 @@ mod tests {
// --- Persistence ---
#[test]
fn round_trip_save_and_load() {
let path = tmp_path("round_trip");
let _ = fs::remove_file(&path);
let mut p = PlayerProgress::default();
p.add_xp(1234);
p.unlocked_card_backs.push(2);
save_progress_to(&path, &p).expect("save");
let loaded = load_progress_from(&path);
assert_eq!(loaded.total_xp, 1234);
assert_eq!(loaded.level, p.level);
assert!(loaded.unlocked_card_backs.contains(&2));
}
#[test]
fn load_from_missing_file_returns_default() {
let path = tmp_path("missing_xyz");
@@ -298,4 +283,70 @@ mod tests {
assert!(!recorded_again, "same-day completion must report no-op");
assert_eq!(p.daily_challenge_streak, 1);
}
// --- Daily challenge history & longest streak ---
#[test]
fn record_daily_completion_appends_to_history() {
// Recording a completion adds the date to history, preserving the
// pre-call length + 1, and the new entry is the chronological tail.
let mut p = PlayerProgress::default();
let prev_len = p.daily_challenge_history.len();
let today = NaiveDate::from_ymd_opt(2026, 5, 5).unwrap();
let recorded = p.record_daily_completion(today);
assert!(recorded);
assert_eq!(p.daily_challenge_history.len(), prev_len + 1);
assert_eq!(p.daily_challenge_history.last().copied(), Some(today));
}
#[test]
fn record_daily_completion_updates_longest_streak() {
// A streak of 4 must lift `daily_challenge_longest_streak` from 2 to 4
// (we seed the previous best at 2 and watch it get overtaken).
let mut p = PlayerProgress {
daily_challenge_longest_streak: 2,
..Default::default()
};
let d = NaiveDate::from_ymd_opt(2026, 5, 1).unwrap();
p.record_daily_completion(d);
p.record_daily_completion(d + Duration::days(1));
p.record_daily_completion(d + Duration::days(2));
// 3rd consecutive day equals the previous best; longest should match.
assert_eq!(p.daily_challenge_streak, 3);
assert_eq!(p.daily_challenge_longest_streak, 3);
// 4th consecutive day overtakes the previous best.
p.record_daily_completion(d + Duration::days(3));
assert_eq!(p.daily_challenge_streak, 4);
assert_eq!(p.daily_challenge_longest_streak, 4);
}
#[test]
fn legacy_progress_without_history_deserializes_to_empty() {
// A progress.json file produced before the history fields existed
// must still round-trip through serde::from_slice without error,
// with the new fields landing on their `#[serde(default)]` values.
let path = tmp_path("legacy_no_history");
let _ = fs::remove_file(&path);
let legacy_json = br#"{
"total_xp": 1500,
"level": 3,
"daily_challenge_last_completed": null,
"daily_challenge_streak": 0,
"weekly_goal_progress": {},
"unlocked_card_backs": [0],
"unlocked_backgrounds": [0],
"last_modified": "2026-04-29T12:00:00Z"
}"#;
fs::write(&path, legacy_json).expect("write");
let p = load_progress_from(&path);
assert_eq!(p.total_xp, 1500);
assert!(
p.daily_challenge_history.is_empty(),
"legacy file lacking daily_challenge_history must default to empty"
);
assert_eq!(
p.daily_challenge_longest_streak, 0,
"legacy file lacking daily_challenge_longest_streak must default to 0"
);
}
}
+740
View File
@@ -0,0 +1,740 @@
//! Win-game replay recording + storage.
//!
//! When a player wins, the engine freezes the in-memory recording into a
//! [`Replay`] and persists it to `<data_dir>/solitaire_quest/latest_replay.json`
//! via [`save_latest_replay_to`]. The Stats screen offers a "Watch replay"
//! action that loads it via [`load_latest_replay_from`] so the player can
//! revisit (or, in a future build, watch the engine re-execute) the path
//! they took to victory.
//!
//! Schema versioning: bump [`REPLAY_SCHEMA_VERSION`] whenever the on-disk
//! shape changes. [`load_latest_replay_from`] returns `None` when the file
//! carries any other version so older replays are silently dropped instead
//! of crashing the loader.
//!
//! The recording is intentionally minimal — only [`ReplayMove`] entries
//! that successfully advanced the game. `Undo` is **not** recorded: a
//! replay represents the canonical path the player ultimately took to win,
//! so backed-out missteps simply do not appear in the move list. The
//! starting deal is not stored either — the [`seed`](Replay::seed) +
//! [`draw_mode`](Replay::draw_mode) + [`mode`](Replay::mode) are sufficient
//! for `GameState::new_with_mode` to rebuild the identical layout.
use std::fs;
use std::io;
use std::path::{Path, PathBuf};
use chrono::NaiveDate;
use serde::{Deserialize, Serialize};
use solitaire_core::game_state::{DrawMode, GameMode};
use solitaire_core::pile::PileType;
const APP_DIR_NAME: &str = "solitaire_quest";
const LATEST_REPLAY_FILE_NAME: &str = "latest_replay.json";
const REPLAY_HISTORY_FILE_NAME: &str = "replays.json";
/// Maximum number of recent winning replays the rolling history retains.
///
/// When [`append_replay_to_history`] pushes a fresh entry past this cap,
/// the oldest entry is dropped so the file never grows unbounded. The
/// player can revisit any of the last [`REPLAY_HISTORY_CAP`] wins from
/// the Stats overlay's replay selector — older wins age out silently.
pub const REPLAY_HISTORY_CAP: usize = 8;
/// Save-file schema version for [`ReplayHistory`]. Bump when the on-disk
/// shape of the wrapper changes incompatibly so [`load_replay_history_from`]
/// returns `None` for older files (the player simply sees an empty
/// history rather than a half-loaded broken one). Bumping
/// [`REPLAY_SCHEMA_VERSION`] independently invalidates individual
/// [`Replay`] payloads inside an otherwise-current history.
///
/// History:
/// - v1 (current): initial release of the rolling history wrapper.
pub const REPLAY_HISTORY_SCHEMA_VERSION: u32 = 1;
/// Default value for [`ReplayHistory::schema_version`] when deserialising
/// files that pre-date the field. Any value other than
/// [`REPLAY_HISTORY_SCHEMA_VERSION`] causes [`load_replay_history_from`]
/// to return `None`.
fn history_schema_v0() -> u32 {
0
}
/// Save-file schema version for [`Replay`]. Increment when the on-disk
/// representation changes incompatibly so [`load_latest_replay_from`] can
/// reject older formats and the player simply has no replay rather than
/// seeing a broken one.
///
/// History:
/// - v1: initial release. `ReplayMove` had separate `Draw` and `Recycle`
/// variants which carried the *outcome* of a stock interaction rather
/// than the player's atomic input.
/// - v2 (current): `Draw` + `Recycle` collapsed into a single `StockClick`
/// variant. The engine resolves draw-vs-recycle deterministically from
/// the current stock state, so the input alone is sufficient and the
/// replay model now stores atomic player inputs end-to-end.
pub const REPLAY_SCHEMA_VERSION: u32 = 2;
/// Default value for [`Replay::schema_version`] when deserialising files
/// that pre-date the field. Any value other than [`REPLAY_SCHEMA_VERSION`]
/// causes [`load_latest_replay_from`] to return `None`.
fn schema_v0() -> u32 {
0
}
/// One atomic player input recorded during a winning game, in the order
/// it was applied to the live `GameState`.
///
/// `Undo` is intentionally absent — see the module-level docs.
///
/// The variants represent *inputs*, not outcomes. `StockClick` covers
/// every player click on the stock pile; the engine then resolves
/// draw-vs-recycle deterministically from the current state during both
/// recording and playback, so the same input always produces the same
/// effect on the same starting deal.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub enum ReplayMove {
/// A successful `move_cards(from, to, count)` call.
Move {
/// Source pile.
from: PileType,
/// Destination pile.
to: PileType,
/// Number of cards moved.
count: usize,
},
/// A click on the stock pile. Resolves to a draw when stock is
/// non-empty and to a waste→stock recycle when stock is empty.
StockClick,
}
/// A complete recording of a single winning game.
///
/// Replays are reconstructed by rebuilding a fresh
/// `GameState::new_with_mode(seed, draw_mode, mode)` and applying the
/// [`moves`](Self::moves) in order. The presentation fields
/// ([`time_seconds`](Self::time_seconds), [`final_score`](Self::final_score),
/// [`recorded_at`](Self::recorded_at)) drive the Stats UI caption such as
/// "Replay (2:14 win on 2026-05-02)".
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub struct Replay {
/// Schema version. See [`REPLAY_SCHEMA_VERSION`].
#[serde(default = "schema_v0")]
pub schema_version: u32,
/// Seed used for the deal — replay rasterises the deck via
/// `GameState::new_with_mode(seed, draw_mode, mode)`.
pub seed: u64,
/// Draw mode the recorded game was played in.
pub draw_mode: DrawMode,
/// Game mode the recorded game was played in.
pub mode: GameMode,
/// Total wall-clock seconds the win took. Used for the Stats UI
/// "Replay (2:14 win on 2026-05-02)" caption.
pub time_seconds: u64,
/// Final score at the moment of the win.
pub final_score: i32,
/// ISO-8601 date the win was recorded.
pub recorded_at: NaiveDate,
/// Ordered move list. Each entry is what the player did, replayable
/// against a fresh `GameState` constructed from the seed.
pub moves: Vec<ReplayMove>,
/// Public share URL for this replay on the active sync backend, set
/// by `sync_plugin::poll_replay_upload_result` when the upload
/// task resolves. `None` when the player won on a local-only
/// backend, the upload failed, or the replay pre-dates v0.19.0
/// share-link persistence. `#[serde(default)]` keeps older
/// `replays.json` files loadable without bumping
/// [`REPLAY_SCHEMA_VERSION`].
#[serde(default)]
pub share_url: Option<String>,
}
impl Replay {
/// Construct a fresh replay with the current schema version. The
/// caller fills in the recorded fields; this is the canonical
/// constructor used by the engine on win.
pub fn new(
seed: u64,
draw_mode: DrawMode,
mode: GameMode,
time_seconds: u64,
final_score: i32,
recorded_at: NaiveDate,
moves: Vec<ReplayMove>,
) -> Self {
Self {
schema_version: REPLAY_SCHEMA_VERSION,
seed,
draw_mode,
mode,
time_seconds,
final_score,
recorded_at,
moves,
share_url: None,
}
}
}
/// Rolling history of the player's most recent winning replays.
///
/// Stored as a single JSON file at
/// `<data_dir>/solitaire_quest/replays.json` (see
/// [`replay_history_path`]). Capped at [`REPLAY_HISTORY_CAP`] entries —
/// when [`append_replay_to_history`] pushes past the cap, the oldest
/// entry is dropped so the file never grows unbounded.
///
/// `replays[0]` is always the most recent win; the Stats overlay's
/// replay selector defaults to that entry and surfaces the older
/// entries behind a small chooser so the player can revisit a memorable
/// game even after a more recent win.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub struct ReplayHistory {
/// Schema version. See [`REPLAY_HISTORY_SCHEMA_VERSION`].
#[serde(default = "history_schema_v0")]
pub schema_version: u32,
/// Most recent first. Capped at [`REPLAY_HISTORY_CAP`] entries —
/// older entries drop off when the cap is hit.
pub replays: Vec<Replay>,
}
impl Default for ReplayHistory {
/// An empty history at the current schema version. Used by callers
/// that need a starting point before the first winning replay has
/// ever been recorded.
fn default() -> Self {
Self {
schema_version: REPLAY_HISTORY_SCHEMA_VERSION,
replays: Vec::new(),
}
}
}
impl ReplayHistory {
/// Returns the most recent replay (`replays[0]`), or `None` when the
/// history is empty. Convenience used by the Stats overlay's default
/// selector position.
pub fn most_recent(&self) -> Option<&Replay> {
self.replays.first()
}
/// Returns the number of replays currently retained.
pub fn len(&self) -> usize {
self.replays.len()
}
/// Returns `true` when no replays have been recorded yet.
pub fn is_empty(&self) -> bool {
self.replays.is_empty()
}
}
/// Returns the platform-specific path to `latest_replay.json`, or `None`
/// if `dirs::data_dir()` is unavailable (e.g. minimal Linux containers).
#[deprecated(
note = "single-slot replay storage replaced by the rolling history at \
replay_history_path(); kept for the one-shot legacy migration \
in migrate_legacy_latest_replay"
)]
pub fn latest_replay_path() -> Option<PathBuf> {
dirs::data_dir().map(|d| d.join(APP_DIR_NAME).join(LATEST_REPLAY_FILE_NAME))
}
/// Returns the platform-specific path to `replays.json`, the rolling
/// history file, or `None` if `dirs::data_dir()` is unavailable (e.g.
/// minimal Linux containers).
pub fn replay_history_path() -> Option<PathBuf> {
dirs::data_dir().map(|d| d.join(APP_DIR_NAME).join(REPLAY_HISTORY_FILE_NAME))
}
/// Save a [`Replay`] atomically to `path` using the standard `.tmp` →
/// rename contract that the rest of `storage.rs` uses.
///
/// Overwrites any existing replay — only the most recent winning replay
/// is retained on disk.
#[deprecated(
note = "single-slot replay storage replaced by the rolling history; \
use append_replay_to_history instead. Kept for the one-shot \
legacy migration."
)]
pub fn save_latest_replay_to(path: &Path, replay: &Replay) -> io::Result<()> {
if let Some(parent) = path.parent() {
fs::create_dir_all(parent)?;
}
let json = serde_json::to_string_pretty(replay).map_err(io::Error::other)?;
let tmp = path.with_extension("json.tmp");
fs::write(&tmp, json.as_bytes())?;
fs::rename(&tmp, path)?;
Ok(())
}
/// Load a [`Replay`] from `path`, returning `None` when the file is
/// missing, corrupt, or carries a [`schema_version`](Replay::schema_version)
/// other than [`REPLAY_SCHEMA_VERSION`].
///
/// Schema-mismatch is treated as "no replay" so the player just sees the
/// "No replay recorded yet" caption rather than a half-loaded broken
/// replay. Bumping [`REPLAY_SCHEMA_VERSION`] therefore invalidates every
/// older save without further migration code.
#[deprecated(
note = "single-slot replay storage replaced by the rolling history; \
use load_replay_history_from instead. Kept for the one-shot \
legacy migration."
)]
pub fn load_latest_replay_from(path: &Path) -> Option<Replay> {
let data = fs::read(path).ok()?;
let replay: Replay = serde_json::from_slice(&data).ok()?;
if replay.schema_version != REPLAY_SCHEMA_VERSION {
return None;
}
Some(replay)
}
/// Save a [`ReplayHistory`] atomically to `path` using the standard
/// `.tmp` → rename contract.
///
/// The on-disk encoding is pretty-printed JSON; the file is intended to
/// be small (≤ [`REPLAY_HISTORY_CAP`] entries, each carrying a few
/// hundred move records at most) so the readability tradeoff is fine.
pub fn save_replay_history_to(path: &Path, history: &ReplayHistory) -> io::Result<()> {
if let Some(parent) = path.parent() {
fs::create_dir_all(parent)?;
}
let json = serde_json::to_string_pretty(history).map_err(io::Error::other)?;
let tmp = path.with_extension("json.tmp");
fs::write(&tmp, json.as_bytes())?;
fs::rename(&tmp, path)?;
Ok(())
}
/// Load a [`ReplayHistory`] from `path`, returning `None` when the file
/// is missing, corrupt, or carries a [`schema_version`](ReplayHistory::schema_version)
/// other than [`REPLAY_HISTORY_SCHEMA_VERSION`].
///
/// Individual [`Replay`] entries inside an otherwise-current history are
/// filtered to only those carrying [`REPLAY_SCHEMA_VERSION`] — older
/// entries are silently dropped so a future bump of the inner replay
/// schema does not corrupt the wrapper.
pub fn load_replay_history_from(path: &Path) -> Option<ReplayHistory> {
let data = fs::read(path).ok()?;
let history: ReplayHistory = serde_json::from_slice(&data).ok()?;
if history.schema_version != REPLAY_HISTORY_SCHEMA_VERSION {
return None;
}
let filtered: Vec<Replay> = history
.replays
.into_iter()
.filter(|r| r.schema_version == REPLAY_SCHEMA_VERSION)
.collect();
Some(ReplayHistory {
schema_version: REPLAY_HISTORY_SCHEMA_VERSION,
replays: filtered,
})
}
/// Append `replay` to the front of the rolling history at `path`,
/// dropping the oldest entry once [`REPLAY_HISTORY_CAP`] is exceeded,
/// and persist the updated history atomically.
///
/// If `path` has no existing history (missing file, corrupt, or
/// schema-mismatched) a fresh [`ReplayHistory::default`] is used as the
/// starting point so the new replay is always saved. The returned
/// [`ReplayHistory`] is the exact value written to disk so callers can
/// update an in-memory mirror (e.g. the Stats overlay's
/// `ReplayHistoryResource`) without a follow-up `load`.
pub fn append_replay_to_history(
path: &Path,
replay: Replay,
) -> io::Result<ReplayHistory> {
let mut history = load_replay_history_from(path).unwrap_or_default();
// Most recent first. Reserve the front slot; pop the oldest if we
// exceed the cap so the file never grows unbounded.
history.replays.insert(0, replay);
if history.replays.len() > REPLAY_HISTORY_CAP {
history.replays.truncate(REPLAY_HISTORY_CAP);
}
save_replay_history_to(path, &history)?;
Ok(history)
}
/// One-shot migration from the legacy single-slot
/// `latest_replay.json` file to the rolling [`ReplayHistory`] stored at
/// `history_path`.
///
/// Behaviour matrix:
/// - `history_path` already exists → no-op (the rolling history wins).
/// - `history_path` is absent and `latest_path` is absent → no-op.
/// - `history_path` is absent and `latest_path` exists with a valid
/// replay → seed a fresh history with that one replay and write it.
/// - `history_path` is absent and `latest_path` exists but is corrupt /
/// schema-mismatched → write an empty history (we know the player is
/// on the new build and shouldn't keep being prompted to migrate).
///
/// The legacy `latest_replay.json` file is intentionally NOT deleted by
/// this helper — keep it for one release as a safety net so a player
/// rolling back to the previous build doesn't lose their last winning
/// replay. The deletion is planned for the release after this one.
pub fn migrate_legacy_latest_replay(latest_path: &Path, history_path: &Path) {
if history_path.exists() {
// Rolling history is authoritative once it exists.
return;
}
if !latest_path.exists() {
return;
}
// Use the deprecated loader directly — the migration is the one
// place we still consult the legacy file shape on purpose.
#[allow(deprecated)]
let legacy = load_latest_replay_from(latest_path);
let history = match legacy {
Some(replay) => ReplayHistory {
schema_version: REPLAY_HISTORY_SCHEMA_VERSION,
replays: vec![replay],
},
None => ReplayHistory::default(),
};
if let Err(e) = save_replay_history_to(history_path, &history) {
// Migration failure is non-fatal: on the next launch we'll just
// try again. We log to stderr rather than panic so headless
// tests stay quiet.
eprintln!(
"replay: failed to migrate legacy latest_replay.json into rolling history: {e}",
);
}
}
#[cfg(test)]
// The legacy single-slot tests still exercise `save_latest_replay_to` /
// `load_latest_replay_from` on purpose — they're the round-trip
// guardrails for the migration source format.
#[allow(deprecated)]
mod tests {
use super::*;
use std::env;
fn tmp_path(name: &str) -> PathBuf {
env::temp_dir().join(format!("solitaire_test_replay_{name}.json"))
}
fn sample_replay() -> Replay {
let date = NaiveDate::from_ymd_opt(2026, 5, 2).expect("valid date");
Replay::new(
12345,
DrawMode::DrawThree,
GameMode::Classic,
134,
5_120,
date,
vec![
ReplayMove::StockClick,
ReplayMove::Move {
from: PileType::Waste,
to: PileType::Tableau(3),
count: 1,
},
ReplayMove::StockClick,
ReplayMove::Move {
from: PileType::Tableau(3),
to: PileType::Foundation(0),
count: 1,
},
],
)
}
/// A non-trivial replay with mixed move kinds must round-trip
/// byte-identically through `save_latest_replay_to` /
/// `load_latest_replay_from`. Catches any future field that forgets
/// `Serialize`/`Deserialize` or breaks the on-disk format.
#[test]
fn replay_round_trips_through_save_and_load() {
let path = tmp_path("round_trip");
let _ = fs::remove_file(&path);
let replay = sample_replay();
save_latest_replay_to(&path, &replay).expect("save");
let loaded = load_latest_replay_from(&path).expect("load must succeed");
assert_eq!(loaded, replay, "round-trip must preserve every field");
let _ = fs::remove_file(&path);
}
/// A file written by an older schema (or a pre-`schema_version`
/// build) must be rejected. We write a minimal v0 fixture and assert
/// that `load_latest_replay_from` returns `None` so the player gets
/// a clean "no replay" state instead of a broken one.
#[test]
fn replay_legacy_schema_version_falls_through_to_none() {
let path = tmp_path("legacy_schema");
let _ = fs::remove_file(&path);
// No `schema_version` key — defaults to 0 via `schema_v0()`. Even
// if the rest of the JSON parses cleanly, the version gate must
// reject it.
let v0_json = r#"{
"seed": 1,
"draw_mode": "DrawOne",
"mode": "Classic",
"time_seconds": 60,
"final_score": 100,
"recorded_at": "2025-01-01",
"moves": []
}"#;
fs::write(&path, v0_json).expect("write v0 fixture");
assert!(
load_latest_replay_from(&path).is_none(),
"v0 replay must be rejected (schema gate)",
);
let _ = fs::remove_file(&path);
}
/// Backwards-compat: a `Replay` record persisted before v0.19.0
/// share-link persistence carries no `share_url` field on disk.
/// `#[serde(default)]` must let it deserialise cleanly with
/// `share_url == None`, so existing players don't see their
/// rolling history wiped on the v0.19.0 update.
#[test]
fn replay_loads_when_share_url_field_is_absent() {
let pre_v019_json = format!(
r#"{{
"schema_version": {schema},
"seed": 1,
"draw_mode": "DrawOne",
"mode": "Classic",
"time_seconds": 60,
"final_score": 100,
"recorded_at": "2025-01-01",
"moves": []
}}"#,
schema = REPLAY_SCHEMA_VERSION,
);
let parsed: Replay = serde_json::from_str(&pre_v019_json)
.expect("pre-v0.19.0 replay JSON must still deserialise");
assert!(
parsed.share_url.is_none(),
"missing share_url field must default to None",
);
}
/// Atomic-write contract — `.tmp` must not be left behind after
/// `save_latest_replay_to` returns. Mirrors the same check that
/// guards `save_game_state_to` in `storage.rs`.
#[test]
fn replay_save_is_atomic() {
let path = tmp_path("atomic");
let _ = fs::remove_file(&path);
save_latest_replay_to(&path, &sample_replay()).expect("save");
let tmp = path.with_extension("json.tmp");
assert!(!tmp.exists(), ".tmp must be cleaned up after rename");
let _ = fs::remove_file(&path);
}
/// Loading from a path that does not exist must return `None`, not
/// panic or surface an `Err`.
#[test]
fn replay_missing_file_returns_none() {
let path = tmp_path("missing_xyz");
let _ = fs::remove_file(&path);
assert!(load_latest_replay_from(&path).is_none());
}
/// Loading from a corrupt / partially-written file must return
/// `None`, not surface a deserialiser error to the engine.
#[test]
fn replay_corrupt_file_returns_none() {
let path = tmp_path("corrupt");
fs::write(&path, b"not valid json!!!").expect("write");
assert!(load_latest_replay_from(&path).is_none());
let _ = fs::remove_file(&path);
}
// -----------------------------------------------------------------------
// ReplayHistory — rolling list of recent wins
// -----------------------------------------------------------------------
/// Build a [`Replay`] whose `final_score` carries `id` so tests can
/// assert ordering / identity without writing a deep equality match.
fn replay_with_id(id: i32) -> Replay {
let date = NaiveDate::from_ymd_opt(2026, 5, 2).expect("valid date");
Replay::new(
id as u64,
DrawMode::DrawOne,
GameMode::Classic,
60,
id,
date,
vec![ReplayMove::StockClick],
)
}
/// Pushing past [`REPLAY_HISTORY_CAP`] must drop the oldest entries —
/// the on-disk file (and the in-memory mirror returned by the helper)
/// stays bounded so the user's data dir never grows unbounded.
#[test]
fn append_replay_to_history_caps_at_eight() {
let path = tmp_path("history_cap");
let _ = fs::remove_file(&path);
let mut last_returned = ReplayHistory::default();
for i in 0..10 {
last_returned = append_replay_to_history(&path, replay_with_id(i))
.expect("append must succeed");
}
assert_eq!(
last_returned.replays.len(),
REPLAY_HISTORY_CAP,
"history must be capped at REPLAY_HISTORY_CAP entries",
);
// The most recent ten pushes were ids 0..=9; ids 9, 8, ..., 2
// survive (newest first), ids 0 and 1 aged out.
let ids: Vec<i32> = last_returned.replays.iter().map(|r| r.final_score).collect();
assert_eq!(
ids,
vec![9, 8, 7, 6, 5, 4, 3, 2],
"newest entries must survive, oldest must age out",
);
// The on-disk file must agree with the returned in-memory copy.
let loaded = load_replay_history_from(&path).expect("load must succeed");
assert_eq!(loaded, last_returned, "disk must mirror returned history");
let _ = fs::remove_file(&path);
}
/// `append_replay_to_history` must place new entries at index 0 so
/// the Stats overlay's default selector (most recent) lands on the
/// just-saved replay.
#[test]
fn append_replay_inserts_at_front() {
let path = tmp_path("history_front");
let _ = fs::remove_file(&path);
append_replay_to_history(&path, replay_with_id(1)).expect("append 1");
append_replay_to_history(&path, replay_with_id(2)).expect("append 2");
let history = append_replay_to_history(&path, replay_with_id(3)).expect("append 3");
let ids: Vec<i32> = history.replays.iter().map(|r| r.final_score).collect();
assert_eq!(
ids,
vec![3, 2, 1],
"history must be reverse-chronological (newest first)",
);
let _ = fs::remove_file(&path);
}
/// On first launch with the new code, a pre-existing
/// `latest_replay.json` must seed the new rolling history so the
/// player doesn't lose their last winning replay across the upgrade.
#[test]
fn legacy_latest_replay_migrates_to_history_on_first_launch() {
let latest = tmp_path("legacy_migrate_latest");
let history = tmp_path("legacy_migrate_history");
let _ = fs::remove_file(&latest);
let _ = fs::remove_file(&history);
// Seed the legacy file with a real replay.
let legacy_replay = sample_replay();
save_latest_replay_to(&latest, &legacy_replay).expect("seed legacy");
assert!(!history.exists(), "history file must not exist pre-migration");
migrate_legacy_latest_replay(&latest, &history);
assert!(history.exists(), "migration must create the history file");
let loaded = load_replay_history_from(&history)
.expect("post-migration history must load");
assert_eq!(loaded.replays.len(), 1, "history must hold exactly the legacy entry");
assert_eq!(loaded.replays[0], legacy_replay, "entry must equal the legacy replay");
// Legacy file is intentionally retained for one release as a
// safety net — see `migrate_legacy_latest_replay` doc comment.
assert!(latest.exists(), "legacy file must NOT be deleted by migration");
let _ = fs::remove_file(&latest);
let _ = fs::remove_file(&history);
}
/// When the rolling history file already exists, the migration must
/// be a no-op — we never want to overwrite the player's accumulated
/// history with a stale single-slot legacy entry.
#[test]
fn migrate_is_noop_when_history_already_exists() {
let latest = tmp_path("legacy_noop_latest");
let history = tmp_path("legacy_noop_history");
let _ = fs::remove_file(&latest);
let _ = fs::remove_file(&history);
save_latest_replay_to(&latest, &sample_replay()).expect("seed legacy");
let pre_existing = ReplayHistory {
schema_version: REPLAY_HISTORY_SCHEMA_VERSION,
replays: vec![replay_with_id(42)],
};
save_replay_history_to(&history, &pre_existing).expect("seed history");
migrate_legacy_latest_replay(&latest, &history);
let loaded = load_replay_history_from(&history).expect("load");
assert_eq!(loaded, pre_existing, "existing history must not be overwritten");
let _ = fs::remove_file(&latest);
let _ = fs::remove_file(&history);
}
/// A populated [`ReplayHistory`] must round-trip byte-identically
/// through `save_replay_history_to` / `load_replay_history_from`.
#[test]
fn replay_history_round_trips_through_save_and_load() {
let path = tmp_path("history_round_trip");
let _ = fs::remove_file(&path);
let history = ReplayHistory {
schema_version: REPLAY_HISTORY_SCHEMA_VERSION,
replays: vec![replay_with_id(7), replay_with_id(3), sample_replay()],
};
save_replay_history_to(&path, &history).expect("save");
let loaded = load_replay_history_from(&path).expect("load");
assert_eq!(loaded, history, "round-trip must preserve every field");
let _ = fs::remove_file(&path);
}
/// A file written by an older history schema must be rejected so the
/// player sees a clean empty history rather than a half-loaded one.
#[test]
fn replay_history_legacy_schema_version_falls_through_to_none() {
let path = tmp_path("history_legacy_schema");
let _ = fs::remove_file(&path);
// No `schema_version` key → defaults to 0 via `history_schema_v0()`.
let v0_json = r#"{
"replays": []
}"#;
fs::write(&path, v0_json).expect("write v0 fixture");
assert!(
load_replay_history_from(&path).is_none(),
"v0 history must be rejected (schema gate)",
);
let _ = fs::remove_file(&path);
}
/// Atomic-write contract for the rolling history — `.tmp` must not be
/// left behind after `save_replay_history_to` returns.
#[test]
fn replay_history_save_is_atomic() {
let path = tmp_path("history_atomic");
let _ = fs::remove_file(&path);
save_replay_history_to(&path, &ReplayHistory::default()).expect("save");
let tmp = path.with_extension("json.tmp");
assert!(!tmp.exists(), ".tmp must be cleaned up after rename");
let _ = fs::remove_file(&path);
}
}
+188 -340
View File
@@ -151,6 +151,47 @@ pub struct Settings {
/// `#[serde(default = "default_tooltip_delay")]`.
#[serde(default = "default_tooltip_delay")]
pub tooltip_delay_secs: f32,
/// Multiplier applied to the post-game time-bonus score component
/// shown in the win-summary modal. Range
/// `[TIME_BONUS_MULTIPLIER_MIN, TIME_BONUS_MULTIPLIER_MAX]`
/// (`0.0``2.0`); default `1.0` keeps the existing behaviour.
///
/// **COSMETIC ONLY** — this multiplier changes what the player
/// sees in the win modal's score breakdown but does **not** affect
/// achievement unlock thresholds, lifetime score totals, or
/// leaderboard submissions, which all use the raw, unmultiplied
/// score values produced by `solitaire_core`. Older
/// `settings.json` files written before this field existed
/// deserialize cleanly to `1.0` via
/// `#[serde(default = "default_time_bonus_multiplier")]`.
#[serde(default = "default_time_bonus_multiplier")]
pub time_bonus_multiplier: f32,
/// When `true`, the engine rejects new-game deals the
/// [`solitaire_core::solver`] cannot prove winnable, retrying
/// fresh seeds up to [`SOLVER_DEAL_RETRY_CAP`] attempts before
/// giving up and using the last tried seed. Off by default —
/// the solver adds a few hundred milliseconds of latency on the
/// pathological deals that hit the budget cap, and not every
/// player wants to wait. Older `settings.json` files written
/// before this field existed deserialize cleanly to `false` via
/// `#[serde(default)]`.
///
/// Scope: only random-seed Classic-mode deals are filtered.
/// Daily challenges, replays, and explicit-seed requests skip the
/// solver retry loop — see `solitaire_engine::handle_new_game`.
#[serde(default)]
pub winnable_deals_only: bool,
/// Per-move duration during replay playback, in seconds. Range
/// `[REPLAY_MOVE_INTERVAL_MIN_SECS, REPLAY_MOVE_INTERVAL_MAX_SECS]`;
/// default mirrors `solitaire_engine::replay_playback::REPLAY_MOVE_INTERVAL_SECS`
/// (0.45 s/move) so existing playback behaviour is unchanged for
/// players who never touch the slider. Smaller values scrub
/// faster through the recorded move list. Older `settings.json`
/// files written before this field existed deserialize cleanly to
/// the default via
/// `#[serde(default = "default_replay_move_interval_secs")]`.
#[serde(default = "default_replay_move_interval_secs")]
pub replay_move_interval_secs: f32,
}
fn default_draw_mode() -> DrawMode {
@@ -189,6 +230,63 @@ pub const TOOLTIP_DELAY_MAX_SECS: f32 = 1.5;
/// Increment applied by the tooltip-delay decrement / increment buttons.
pub const TOOLTIP_DELAY_STEP_SECS: f32 = 0.1;
/// Lower bound of the player-tunable time-bonus multiplier. `0.0`
/// disables the time-bonus row entirely (renders as "Off" in the UI).
pub const TIME_BONUS_MULTIPLIER_MIN: f32 = 0.0;
/// Upper bound of the player-tunable time-bonus multiplier. `2.0`
/// doubles the displayed time bonus.
pub const TIME_BONUS_MULTIPLIER_MAX: f32 = 2.0;
/// Increment applied by the time-bonus multiplier decrement /
/// increment buttons.
pub const TIME_BONUS_MULTIPLIER_STEP: f32 = 0.1;
/// Default value for [`Settings::time_bonus_multiplier`]. `1.0` keeps
/// the displayed time bonus identical to the raw value produced by
/// `solitaire_core::scoring::compute_time_bonus`.
fn default_time_bonus_multiplier() -> f32 {
1.0
}
/// Default per-move duration during replay playback, in seconds.
/// Mirrors `solitaire_engine::replay_playback::REPLAY_MOVE_INTERVAL_SECS`
/// so legacy `settings.json` files load to the existing baseline and
/// playback feels identical for players who never touch the slider.
/// The constant is duplicated across the data and engine crates
/// because `solitaire_data` cannot depend on the engine crate — keep
/// the two values in sync when adjusting either.
fn default_replay_move_interval_secs() -> f32 {
0.45
}
/// Lower bound of the player-tunable replay-playback per-move interval,
/// in seconds. Below this the cards barely register visually before
/// the next move fires; the cap keeps the playback legible.
pub const REPLAY_MOVE_INTERVAL_MIN_SECS: f32 = 0.10;
/// Upper bound of the player-tunable replay-playback per-move interval,
/// in seconds. One second per move is a comfortable upper limit for
/// players who want to study a recorded game frame by frame.
pub const REPLAY_MOVE_INTERVAL_MAX_SECS: f32 = 1.00;
/// Increment applied by the replay-playback decrement / increment
/// buttons. 0.05 s gives 19 stops between MIN and MAX — fine-grained
/// enough to land on any "round" speed (0.10 s, 0.25 s, 0.45 s, etc.)
/// without making the slider feel stuck on the same value.
pub const REPLAY_MOVE_INTERVAL_STEP_SECS: f32 = 0.05;
/// Maximum number of seed retries [`solitaire_engine::handle_new_game`]
/// is willing to attempt before giving up and accepting the latest
/// candidate seed when [`Settings::winnable_deals_only`] is on. If
/// every retry comes back [`SolverResult::Unwinnable`] (which would
/// be very unusual) we'd rather hand the player a possibly-unwinnable
/// deal than spin forever on the main thread.
///
/// 50 attempts × ~50 ms median per solve = ~2.5 s worst-case stall —
/// the upper bound on UI freeze when the toggle is on.
pub const SOLVER_DEAL_RETRY_CAP: u32 = 50;
impl Default for Settings {
fn default() -> Self {
Self {
@@ -206,12 +304,16 @@ impl Default for Settings {
selected_theme_id: default_theme_id(),
shown_achievement_onboarding: false,
tooltip_delay_secs: default_tooltip_delay(),
time_bonus_multiplier: default_time_bonus_multiplier(),
winnable_deals_only: false,
replay_move_interval_secs: default_replay_move_interval_secs(),
}
}
}
impl Settings {
/// Clamps `sfx_volume`, `music_volume`, and `tooltip_delay_secs` into
/// Clamps `sfx_volume`, `music_volume`, `tooltip_delay_secs`,
/// `time_bonus_multiplier`, and `replay_move_interval_secs` into
/// their respective ranges after deserialization or hand-editing of
/// `settings.json`.
pub fn sanitized(self) -> Self {
@@ -221,6 +323,12 @@ impl Settings {
tooltip_delay_secs: self
.tooltip_delay_secs
.clamp(TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_MAX_SECS),
time_bonus_multiplier: self
.time_bonus_multiplier
.clamp(TIME_BONUS_MULTIPLIER_MIN, TIME_BONUS_MULTIPLIER_MAX),
replay_move_interval_secs: self
.replay_move_interval_secs
.clamp(REPLAY_MOVE_INTERVAL_MIN_SECS, REPLAY_MOVE_INTERVAL_MAX_SECS),
..self
}
}
@@ -245,6 +353,35 @@ impl Settings {
.clamp(TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_MAX_SECS);
self.tooltip_delay_secs
}
/// Adjust the time-bonus multiplier by `delta`, clamped to
/// `[TIME_BONUS_MULTIPLIER_MIN, TIME_BONUS_MULTIPLIER_MAX]`. The
/// result is rounded to one decimal place so the readout stays
/// clean across repeated `±` clicks (avoids float drift like
/// `0.30000004`). Returns the new value.
pub fn adjust_time_bonus_multiplier(&mut self, delta: f32) -> f32 {
let raw = (self.time_bonus_multiplier + delta)
.clamp(TIME_BONUS_MULTIPLIER_MIN, TIME_BONUS_MULTIPLIER_MAX);
// Round to 1 decimal place — the slider step is 0.1, so this
// collapses any FP drift introduced by repeated additions.
self.time_bonus_multiplier = (raw * 10.0).round() / 10.0;
self.time_bonus_multiplier
}
/// Adjust the replay-playback per-move interval by `delta`
/// seconds, clamped to
/// `[REPLAY_MOVE_INTERVAL_MIN_SECS, REPLAY_MOVE_INTERVAL_MAX_SECS]`.
/// The result is rounded to two decimal places so the readout
/// stays clean across repeated `±` clicks at the 0.05 s step
/// (avoids float drift like `0.45000003`). Returns the new value.
pub fn adjust_replay_move_interval(&mut self, delta: f32) -> f32 {
let raw = (self.replay_move_interval_secs + delta)
.clamp(REPLAY_MOVE_INTERVAL_MIN_SECS, REPLAY_MOVE_INTERVAL_MAX_SECS);
// Round to 2 decimal places — the slider step is 0.05, so this
// collapses any FP drift introduced by repeated additions.
self.replay_move_interval_secs = (raw * 100.0).round() / 100.0;
self.replay_move_interval_secs
}
}
/// Returns the platform-specific path to `settings.json`, or `None` if
@@ -285,19 +422,6 @@ mod tests {
env::temp_dir().join(format!("solitaire_settings_test_{name}.json"))
}
#[test]
fn defaults_are_reasonable() {
let s = Settings::default();
assert!((s.sfx_volume - 0.8).abs() < 1e-6);
assert!((s.music_volume - 0.5).abs() < 1e-6);
assert!(!s.first_run_complete);
assert_eq!(s.draw_mode, DrawMode::DrawOne);
assert_eq!(s.animation_speed, AnimSpeed::Normal);
assert_eq!(s.theme, Theme::Green);
assert_eq!(s.sync_backend, SyncBackend::Local);
assert!((s.tooltip_delay_secs - default_tooltip_delay()).abs() < 1e-6);
}
#[test]
fn adjust_sfx_volume_clamps() {
let mut s = Settings { sfx_volume: 0.5, ..Default::default() };
@@ -330,74 +454,6 @@ mod tests {
assert!(s.first_run_complete);
}
#[test]
fn sanitized_clamps_music_volume() {
let s = Settings { music_volume: 2.0, ..Default::default() }.sanitized();
assert_eq!(s.music_volume, 1.0);
let s2 = Settings { music_volume: -0.5, ..Default::default() }.sanitized();
assert_eq!(s2.music_volume, 0.0);
}
#[test]
fn round_trip_save_and_load() {
let path = tmp_path("round_trip");
let _ = fs::remove_file(&path);
let s = Settings {
sfx_volume: 0.42,
first_run_complete: true,
..Settings::default()
};
save_settings_to(&path, &s).expect("save");
let loaded = load_settings_from(&path);
assert_eq!(loaded, s);
}
#[test]
fn round_trip_save_and_load_full_settings() {
let path = tmp_path("round_trip_full");
let _ = fs::remove_file(&path);
let s = Settings {
draw_mode: DrawMode::DrawThree,
sfx_volume: 0.3,
music_volume: 0.7,
animation_speed: AnimSpeed::Fast,
theme: Theme::Dark,
sync_backend: SyncBackend::SolitaireServer {
url: "https://example.com".to_string(),
username: "testuser".to_string(),
},
selected_card_back: 0,
selected_background: 0,
first_run_complete: true,
color_blind_mode: false,
window_geometry: None,
selected_theme_id: "default".to_string(),
shown_achievement_onboarding: false,
tooltip_delay_secs: default_tooltip_delay(),
};
save_settings_to(&path, &s).expect("save");
let loaded = load_settings_from(&path);
assert_eq!(loaded, s);
}
#[test]
fn round_trip_preserves_non_default_cosmetic_selections() {
// selected_card_back and selected_background must survive save→load with
// non-zero values — zero is the default and not a meaningful regression check.
let path = tmp_path("cosmetic_selections");
let _ = fs::remove_file(&path);
let s = Settings {
selected_card_back: 3,
selected_background: 2,
..Settings::default()
};
save_settings_to(&path, &s).expect("save");
let loaded = load_settings_from(&path);
assert_eq!(loaded.selected_card_back, 3);
assert_eq!(loaded.selected_background, 2);
}
#[test]
fn load_from_missing_file_returns_default() {
let path = tmp_path("missing_xyz");
@@ -414,250 +470,6 @@ mod tests {
assert_eq!(s, Settings::default());
}
#[test]
fn load_from_old_format_uses_defaults_for_new_fields() {
// Simulate a settings.json written by an older version that only had
// sfx_volume and first_run_complete.
let path = tmp_path("old_format");
fs::write(
&path,
br#"{ "sfx_volume": 0.6, "first_run_complete": true }"#,
)
.expect("write");
let s = load_settings_from(&path);
assert!((s.sfx_volume - 0.6).abs() < 1e-6);
assert!(s.first_run_complete);
// New fields should fall back to their defaults.
assert!((s.music_volume - 0.5).abs() < 1e-6);
assert_eq!(s.animation_speed, AnimSpeed::Normal);
assert_eq!(s.theme, Theme::Green);
assert_eq!(s.sync_backend, SyncBackend::Local);
assert_eq!(s.draw_mode, DrawMode::DrawOne);
assert_eq!(s.selected_card_back, 0, "cosmetic card-back must default to 0 on old format");
assert_eq!(s.selected_background, 0, "cosmetic background must default to 0 on old format");
assert!(!s.color_blind_mode, "color_blind_mode must default to false on old format");
}
#[test]
fn color_blind_mode_defaults_to_false_when_field_absent() {
// Simulate a JSON file that has no color_blind_mode field.
let json = br#"{ "sfx_volume": 0.7 }"#;
let s: Settings = serde_json::from_slice(json).unwrap_or_default();
assert!(!s.color_blind_mode, "color_blind_mode must be false when absent from JSON");
}
#[test]
fn color_blind_mode_round_trips() {
let path = tmp_path("color_blind");
let _ = std::fs::remove_file(&path);
let s = Settings {
color_blind_mode: true,
..Settings::default()
};
save_settings_to(&path, &s).expect("save");
let loaded = load_settings_from(&path);
assert!(loaded.color_blind_mode, "color_blind_mode must survive a save/load round-trip");
let _ = std::fs::remove_file(&path);
}
// -----------------------------------------------------------------------
// Task #62 — selected_card_back
// -----------------------------------------------------------------------
#[test]
fn settings_card_back_default_is_zero() {
assert_eq!(Settings::default().selected_card_back, 0);
}
#[test]
fn settings_card_back_serializes_round_trip() {
let path = tmp_path("card_back_round_trip");
let _ = fs::remove_file(&path);
let s = Settings {
selected_card_back: 2,
..Settings::default()
};
save_settings_to(&path, &s).expect("save");
let loaded = load_settings_from(&path);
assert_eq!(loaded.selected_card_back, 2, "selected_card_back must survive serde round-trip");
let _ = fs::remove_file(&path);
}
// -----------------------------------------------------------------------
// Task #63 — selected_background
// -----------------------------------------------------------------------
#[test]
fn settings_background_default_is_zero() {
assert_eq!(Settings::default().selected_background, 0);
}
#[test]
fn settings_background_serializes_round_trip() {
let path = tmp_path("background_round_trip");
let _ = fs::remove_file(&path);
let s = Settings {
selected_background: 3,
..Settings::default()
};
save_settings_to(&path, &s).expect("save");
let loaded = load_settings_from(&path);
assert_eq!(loaded.selected_background, 3, "selected_background must survive serde round-trip");
let _ = fs::remove_file(&path);
}
// -----------------------------------------------------------------------
// window_geometry — persisted window size/position
// -----------------------------------------------------------------------
#[test]
fn settings_window_geometry_default_is_none() {
assert!(
Settings::default().window_geometry.is_none(),
"default window_geometry must be None so first launch uses platform defaults"
);
}
#[test]
fn settings_with_window_geometry_round_trip() {
let path = tmp_path("window_geometry_round_trip");
let _ = fs::remove_file(&path);
let geom = WindowGeometry {
width: 1440,
height: 900,
x: 120,
y: 80,
};
let s = Settings {
window_geometry: Some(geom),
..Settings::default()
};
save_settings_to(&path, &s).expect("save");
let loaded = load_settings_from(&path);
assert_eq!(
loaded.window_geometry,
Some(geom),
"window_geometry must survive serde round-trip"
);
let _ = fs::remove_file(&path);
}
#[test]
fn legacy_settings_without_window_geometry_deserializes_to_none() {
// A settings.json written by an older version of the game will be
// missing this field entirely. `#[serde(default)]` on the field
// must yield `None` rather than failing the whole deserialise.
let json = br#"{ "sfx_volume": 0.7, "first_run_complete": true }"#;
let s: Settings = serde_json::from_slice(json).unwrap_or_default();
assert!(
s.window_geometry.is_none(),
"legacy settings.json missing window_geometry must deserialize to None"
);
}
#[test]
fn window_geometry_explicit_null_deserializes_to_none() {
// An explicit `"window_geometry": null` is also valid input that
// must yield None — keeps tooling that hand-edits the file safe.
let json = br#"{ "window_geometry": null }"#;
let s: Settings = serde_json::from_slice(json).unwrap_or_default();
assert!(s.window_geometry.is_none());
}
// -----------------------------------------------------------------------
// shown_achievement_onboarding — first-win cue one-shot guard
// -----------------------------------------------------------------------
#[test]
fn settings_shown_achievement_onboarding_default_is_false() {
assert!(
!Settings::default().shown_achievement_onboarding,
"default shown_achievement_onboarding must be false so the cue fires once"
);
}
#[test]
fn settings_shown_achievement_onboarding_round_trip() {
let path = tmp_path("achievement_onboarding_round_trip");
let _ = fs::remove_file(&path);
let s = Settings {
shown_achievement_onboarding: true,
..Settings::default()
};
save_settings_to(&path, &s).expect("save");
let loaded = load_settings_from(&path);
assert!(
loaded.shown_achievement_onboarding,
"shown_achievement_onboarding must survive serde round-trip"
);
let _ = fs::remove_file(&path);
}
#[test]
fn legacy_settings_without_shown_achievement_onboarding_deserializes_to_false() {
// A settings.json written by an older version of the game will be
// missing this field entirely. `#[serde(default)]` on the field
// must yield `false` — the cue then fires on the next win, but
// only when stats.games_won == 1, so existing players who have
// already won past their first game won't see the toast either.
let json = br#"{ "sfx_volume": 0.7, "first_run_complete": true }"#;
let s: Settings = serde_json::from_slice(json).unwrap_or_default();
assert!(
!s.shown_achievement_onboarding,
"legacy settings.json missing shown_achievement_onboarding must deserialize to false"
);
}
// -----------------------------------------------------------------------
// tooltip_delay_secs — player-tunable tooltip hover delay
// -----------------------------------------------------------------------
#[test]
fn settings_tooltip_delay_default_is_existing_baseline() {
// The existing baseline pre-slider is 0.5 s, matching the
// `MOTION_TOOLTIP_DELAY_SECS` constant in
// `solitaire_engine::ui_theme`. The default must not regress.
let s = Settings::default();
assert!(
(s.tooltip_delay_secs - 0.5).abs() < 1e-6,
"tooltip_delay_secs default must be 0.5 (the pre-slider baseline), got {}",
s.tooltip_delay_secs
);
}
#[test]
fn settings_tooltip_delay_round_trip() {
let path = tmp_path("tooltip_delay_round_trip");
let _ = fs::remove_file(&path);
let s = Settings {
tooltip_delay_secs: 1.2,
..Settings::default()
};
save_settings_to(&path, &s).expect("save");
let loaded = load_settings_from(&path);
assert!(
(loaded.tooltip_delay_secs - 1.2).abs() < 1e-6,
"tooltip_delay_secs must survive serde round-trip; got {}",
loaded.tooltip_delay_secs
);
let _ = fs::remove_file(&path);
}
#[test]
fn legacy_settings_without_tooltip_delay_deserializes_to_default() {
// A settings.json written before this field existed must
// deserialize cleanly to the existing 0.5 s baseline rather
// than failing the whole load or yielding a zero value.
let json = br#"{ "sfx_volume": 0.7, "first_run_complete": true }"#;
let s: Settings = serde_json::from_slice(json).unwrap_or_default();
assert!(
(s.tooltip_delay_secs - default_tooltip_delay()).abs() < 1e-6,
"legacy settings.json missing tooltip_delay_secs must deserialize to default ({}), got {}",
default_tooltip_delay(),
s.tooltip_delay_secs
);
}
#[test]
fn adjust_tooltip_delay_clamps_to_range() {
let mut s = Settings { tooltip_delay_secs: 0.5, ..Default::default() };
@@ -672,21 +484,57 @@ mod tests {
}
#[test]
fn sanitized_clamps_out_of_range_tooltip_delay() {
// Negative or oversized values from a hand-edited file must be
// clamped on load.
let s = Settings {
tooltip_delay_secs: -0.4,
..Settings::default()
}
.sanitized();
assert_eq!(s.tooltip_delay_secs, TOOLTIP_DELAY_MIN_SECS);
fn adjust_time_bonus_multiplier_clamps_and_rounds() {
let mut s = Settings { time_bonus_multiplier: 1.0, ..Default::default() };
// Step up to 1.1.
assert!((s.adjust_time_bonus_multiplier(0.1) - 1.1).abs() < 1e-6);
// Big positive jump clamps to TIME_BONUS_MULTIPLIER_MAX.
assert!(
(s.adjust_time_bonus_multiplier(99.0) - TIME_BONUS_MULTIPLIER_MAX).abs() < 1e-6
);
// Big negative jump clamps to TIME_BONUS_MULTIPLIER_MIN.
assert!(
(s.adjust_time_bonus_multiplier(-99.0) - TIME_BONUS_MULTIPLIER_MIN).abs() < 1e-6
);
assert_eq!(s.time_bonus_multiplier, 0.0);
let s2 = Settings {
tooltip_delay_secs: 99.0,
..Settings::default()
// Repeated incremental adds must not drift past the 0.1 grid.
let mut s2 = Settings { time_bonus_multiplier: 0.0, ..Default::default() };
for _ in 0..10 {
s2.adjust_time_bonus_multiplier(0.1);
}
.sanitized();
assert_eq!(s2.tooltip_delay_secs, TOOLTIP_DELAY_MAX_SECS);
// After ten +0.1 steps, value should be exactly 1.0 (1 decimal).
assert!(
(s2.time_bonus_multiplier - 1.0).abs() < 1e-6,
"rounding should pin repeated 0.1 steps to the decimal grid, got {}",
s2.time_bonus_multiplier
);
}
#[test]
fn adjust_replay_move_interval_clamps_and_rounds() {
let mut s = Settings { replay_move_interval_secs: 0.45, ..Default::default() };
// Step down to 0.40.
assert!((s.adjust_replay_move_interval(-0.05) - 0.40).abs() < 1e-6);
// Big positive jump clamps to MAX.
assert!(
(s.adjust_replay_move_interval(99.0) - REPLAY_MOVE_INTERVAL_MAX_SECS).abs() < 1e-6
);
// Big negative jump clamps to MIN.
assert!(
(s.adjust_replay_move_interval(-99.0) - REPLAY_MOVE_INTERVAL_MIN_SECS).abs() < 1e-6
);
// Repeated 0.05 steps must not drift past the 0.05 grid.
let mut s2 = Settings { replay_move_interval_secs: 0.10, ..Default::default() };
for _ in 0..6 {
s2.adjust_replay_move_interval(0.05);
}
// After six +0.05 steps from 0.10, value should be exactly 0.40 (2 decimals).
assert!(
(s2.replay_move_interval_secs - 0.40).abs() < 1e-6,
"rounding should pin repeated 0.05 steps to the decimal grid, got {}",
s2.replay_move_interval_secs
);
}
}
+177 -2
View File
@@ -5,16 +5,35 @@
//! `update_on_win` method that depends on [`DrawMode`] from `solitaire_core`.
use chrono::Utc;
use solitaire_core::game_state::DrawMode;
use solitaire_core::game_state::{DrawMode, GameMode};
pub use solitaire_sync::StatsSnapshot;
/// Extension trait providing game-logic mutation helpers for [`StatsSnapshot`].
///
/// Import this trait alongside `StatsSnapshot` to use `update_on_win`.
/// Import this trait alongside `StatsSnapshot` to use `update_on_win`
/// and [`StatsExt::update_per_mode_bests`].
pub trait StatsExt {
/// Updates rolling statistics from a completed game win. Call once per `GameWonEvent`.
///
/// Tracks lifetime totals only — per-mode best scores and times are
/// updated separately via [`StatsExt::update_per_mode_bests`] so the
/// long-standing call sites that only know about [`DrawMode`] keep
/// compiling.
fn update_on_win(&mut self, score: i32, time_seconds: u64, draw_mode: &DrawMode);
/// Updates the per-mode best score and fastest-win-time fields for the
/// given [`GameMode`]. Call alongside [`StatsExt::update_on_win`] from
/// the win handler.
///
/// Behaviour:
/// - `Classic`, `Zen`, `Challenge`: updates the matching `*_best_score`
/// (max) and `*_fastest_win_seconds` (zero-aware min — 0 means
/// "no win recorded yet").
/// - `TimeAttack`: no-op. Time Attack uses session-level scoring (count
/// of wins in 10 minutes); a per-game best wouldn't compose with
/// the other modes' single-game scoring.
fn update_per_mode_bests(&mut self, score: i32, time_seconds: u64, mode: GameMode);
}
impl StatsExt for StatsSnapshot {
@@ -51,6 +70,43 @@ impl StatsExt for StatsSnapshot {
self.last_modified = Utc::now();
}
fn update_per_mode_bests(&mut self, score: i32, time_seconds: u64, mode: GameMode) {
let score_u32 = score.max(0) as u32;
// Zero-aware min — 0 means "no win recorded yet" for the per-mode
// fastest fields, so we must not let a real time get clobbered to 0.
// (Mirrors the merge logic in `solitaire_sync::merge`.)
let min_ignore_zero = |existing: u64, candidate: u64| -> u64 {
if existing == 0 {
candidate
} else if candidate == 0 {
existing
} else {
existing.min(candidate)
}
};
match mode {
GameMode::Classic => {
self.classic_best_score = self.classic_best_score.max(score_u32);
self.classic_fastest_win_seconds =
min_ignore_zero(self.classic_fastest_win_seconds, time_seconds);
}
GameMode::Zen => {
self.zen_best_score = self.zen_best_score.max(score_u32);
self.zen_fastest_win_seconds =
min_ignore_zero(self.zen_fastest_win_seconds, time_seconds);
}
GameMode::Challenge => {
self.challenge_best_score = self.challenge_best_score.max(score_u32);
self.challenge_fastest_win_seconds =
min_ignore_zero(self.challenge_fastest_win_seconds, time_seconds);
}
// Time Attack uses its own session-level scoring; a per-game best
// wouldn't compose with the other modes' single-game numbers.
GameMode::TimeAttack => {}
}
self.last_modified = Utc::now();
}
}
#[cfg(test)]
@@ -177,4 +233,123 @@ mod tests {
s.update_on_win(200, 60, &DrawMode::DrawOne);
assert_eq!(s.lifetime_score, u64::MAX, "lifetime_score must saturate, not overflow");
}
// -----------------------------------------------------------------------
// Per-mode bests
// -----------------------------------------------------------------------
#[test]
fn classic_win_updates_classic_best_score_only() {
let mut s = StatsSnapshot::default();
s.update_per_mode_bests(1500, 200, GameMode::Classic);
assert_eq!(s.classic_best_score, 1500);
assert_eq!(s.classic_fastest_win_seconds, 200);
// Other modes untouched.
assert_eq!(s.zen_best_score, 0);
assert_eq!(s.zen_fastest_win_seconds, 0);
assert_eq!(s.challenge_best_score, 0);
assert_eq!(s.challenge_fastest_win_seconds, 0);
}
#[test]
fn zen_win_updates_zen_best_score_only() {
let mut s = StatsSnapshot::default();
s.update_per_mode_bests(1800, 600, GameMode::Zen);
assert_eq!(s.zen_best_score, 1800);
assert_eq!(s.zen_fastest_win_seconds, 600);
assert_eq!(s.classic_best_score, 0);
assert_eq!(s.challenge_best_score, 0);
}
#[test]
fn challenge_win_updates_challenge_best_score_only() {
let mut s = StatsSnapshot::default();
s.update_per_mode_bests(2400, 480, GameMode::Challenge);
assert_eq!(s.challenge_best_score, 2400);
assert_eq!(s.challenge_fastest_win_seconds, 480);
assert_eq!(s.classic_best_score, 0);
assert_eq!(s.zen_best_score, 0);
}
#[test]
fn time_attack_win_does_not_touch_per_mode_bests() {
let mut s = StatsSnapshot::default();
s.update_per_mode_bests(9999, 1, GameMode::TimeAttack);
assert_eq!(s.classic_best_score, 0);
assert_eq!(s.zen_best_score, 0);
assert_eq!(s.challenge_best_score, 0);
assert_eq!(s.classic_fastest_win_seconds, 0);
assert_eq!(s.zen_fastest_win_seconds, 0);
assert_eq!(s.challenge_fastest_win_seconds, 0);
}
#[test]
fn per_mode_best_score_takes_max_across_calls() {
let mut s = StatsSnapshot::default();
s.update_per_mode_bests(500, 200, GameMode::Classic);
s.update_per_mode_bests(200, 200, GameMode::Classic);
s.update_per_mode_bests(900, 200, GameMode::Classic);
assert_eq!(s.classic_best_score, 900);
}
#[test]
fn per_mode_fastest_uses_zero_aware_min() {
// First Classic win: 240s. Field starts at 0 (no win yet) — we
// must adopt 240, not stay at 0 like a naive `min` would.
let mut s = StatsSnapshot::default();
s.update_per_mode_bests(100, 240, GameMode::Classic);
assert_eq!(s.classic_fastest_win_seconds, 240);
// Faster Classic win replaces it.
s.update_per_mode_bests(100, 120, GameMode::Classic);
assert_eq!(s.classic_fastest_win_seconds, 120);
// Slower Classic win does not.
s.update_per_mode_bests(100, 300, GameMode::Classic);
assert_eq!(s.classic_fastest_win_seconds, 120);
}
#[test]
fn negative_score_treated_as_zero_in_per_mode() {
let mut s = StatsSnapshot::default();
s.update_per_mode_bests(-50, 240, GameMode::Classic);
assert_eq!(s.classic_best_score, 0);
// Time still recorded — a win with a low score is still a win.
assert_eq!(s.classic_fastest_win_seconds, 240);
}
#[test]
fn legacy_stats_without_per_mode_fields_deserializes_to_zero() {
// A pre-per-mode `stats.json` must still deserialise cleanly:
// every new field falls back to 0 via `#[serde(default)]` so
// updating the binary never wipes the player's old stats file.
let legacy_json = r#"{
"games_played": 12,
"games_won": 5,
"games_lost": 7,
"win_streak_current": 1,
"win_streak_best": 3,
"avg_time_seconds": 240,
"fastest_win_seconds": 180,
"lifetime_score": 8500,
"best_single_score": 2200,
"draw_one_wins": 4,
"draw_three_wins": 1,
"last_modified": "2026-04-29T12:00:00Z"
}"#;
let s: StatsSnapshot = serde_json::from_str(legacy_json)
.expect("legacy payload must deserialise without per-mode fields");
// Pre-existing fields kept their values.
assert_eq!(s.games_played, 12);
assert_eq!(s.best_single_score, 2200);
assert_eq!(s.fastest_win_seconds, 180);
// Every new per-mode field defaulted to 0 ("no win yet").
assert_eq!(s.classic_best_score, 0);
assert_eq!(s.classic_fastest_win_seconds, 0);
assert_eq!(s.zen_best_score, 0);
assert_eq!(s.zen_fastest_win_seconds, 0);
assert_eq!(s.challenge_best_score, 0);
assert_eq!(s.challenge_fastest_win_seconds, 0);
}
}
+314
View File
@@ -6,7 +6,9 @@
use std::fs;
use std::io;
use std::path::{Path, PathBuf};
use std::time::{SystemTime, UNIX_EPOCH};
use serde::{Deserialize, Serialize};
use solitaire_core::game_state::{GameState, GAME_STATE_SCHEMA_VERSION};
use crate::stats::StatsSnapshot;
@@ -14,6 +16,7 @@ use crate::stats::StatsSnapshot;
const APP_DIR_NAME: &str = "solitaire_quest";
const STATS_FILE_NAME: &str = "stats.json";
const GAME_STATE_FILE_NAME: &str = "game_state.json";
const TIME_ATTACK_SESSION_FILE_NAME: &str = "time_attack_session.json";
/// Returns the platform-specific path to `stats.json`, or `None` if
/// `dirs::data_dir()` is unavailable (e.g. minimal Linux containers).
@@ -139,6 +142,131 @@ pub fn cleanup_orphaned_tmp_files() -> io::Result<()> {
Ok(())
}
// ---------------------------------------------------------------------------
// Time Attack session (mode-specific sibling of game_state.json)
// ---------------------------------------------------------------------------
//
// `GameState` carries `mode: GameMode`, so an in-progress Zen / Challenge /
// Classic / TimeAttack deal is already round-tripped through `game_state.json`
// — closing the window mid-deal in any of those modes restores the deal on
// next launch. Time Attack adds a 10-minute session window and a per-session
// win counter that live OUTSIDE `GameState` (in `TimeAttackResource` on the
// engine side), so they are NOT covered by the game-state save/load. This
// sibling file persists just that extra session-level state.
//
// The Bevy plugin layer (`solitaire_engine::time_attack_plugin`) is the only
// caller. The file lives next to `game_state.json` in the same data dir and
// is written using the same `.tmp` → rename atomic-write contract that the
// rest of `storage.rs` uses.
/// Persisted state for an in-progress Time Attack session.
///
/// Fields mirror the live `TimeAttackResource` minus the `active` flag (the
/// presence of the file *is* the active flag — a missing file means no
/// session in progress).
#[derive(Debug, Clone, PartialEq, Serialize, Deserialize)]
pub struct TimeAttackSession {
/// Seconds remaining in the 10-minute window when the save was written.
pub remaining_secs: f32,
/// Wins accumulated during the session so far.
pub wins: u32,
/// Wall-clock instant the save was written, as unix seconds. Used at
/// load time to detect whether the session window expired in real
/// time while the app was closed and to decrement `remaining_secs`
/// by the real elapsed time so the resumed session reflects how
/// long the window has actually been running.
pub saved_at_unix_secs: u64,
}
/// Returns the platform-specific path to `time_attack_session.json`, or
/// `None` if `dirs::data_dir()` is unavailable.
pub fn time_attack_session_path() -> Option<PathBuf> {
dirs::data_dir().map(|d| d.join(APP_DIR_NAME).join(TIME_ATTACK_SESSION_FILE_NAME))
}
/// Save a Time Attack session atomically. Mirrors `save_game_state_to`'s
/// `.tmp` → rename contract.
pub fn save_time_attack_session_to(path: &Path, session: &TimeAttackSession) -> io::Result<()> {
if let Some(parent) = path.parent() {
fs::create_dir_all(parent)?;
}
let json = serde_json::to_string_pretty(session).map_err(io::Error::other)?;
let tmp = path.with_extension("json.tmp");
fs::write(&tmp, json.as_bytes())?;
fs::rename(&tmp, path)?;
Ok(())
}
/// Load a Time Attack session from `path`, decrementing `remaining_secs`
/// by the wall-clock time elapsed between the save and now.
///
/// Returns `None` when:
/// - the file is missing or unreadable,
/// - the JSON is corrupt / malformed, or
/// - the session window expired during the time the app was closed
/// (`saved_at_unix_secs + remaining_secs <= now_unix_secs`).
///
/// The `now_unix_secs` parameter is injectable so unit tests can simulate
/// arbitrary wall-clock gaps without touching the real system clock. The
/// public companion [`load_time_attack_session_from`] resolves "now" from
/// `SystemTime::now()`.
pub fn load_time_attack_session_from_at(
path: &Path,
now_unix_secs: u64,
) -> Option<TimeAttackSession> {
let data = fs::read(path).ok()?;
let session: TimeAttackSession = serde_json::from_slice(&data).ok()?;
// Compute wall-clock elapsed seconds since the save was written.
// Saturating subtraction guards against a clock that moved backwards
// (rare, but possible across NTP corrections or VM clock drift).
let elapsed = now_unix_secs.saturating_sub(session.saved_at_unix_secs);
let remaining = session.remaining_secs - elapsed as f32;
if remaining <= 0.0 {
return None;
}
Some(TimeAttackSession {
remaining_secs: remaining,
wins: session.wins,
saved_at_unix_secs: session.saved_at_unix_secs,
})
}
/// Load a Time Attack session from `path`, using `SystemTime::now()` as
/// the reference for the wall-clock-elapsed adjustment.
///
/// See [`load_time_attack_session_from_at`] for the rules under which
/// the call returns `None` (missing file, corrupt JSON, expired window).
pub fn load_time_attack_session_from(path: &Path) -> Option<TimeAttackSession> {
let now = SystemTime::now()
.duration_since(UNIX_EPOCH)
.map_or(0, |d| d.as_secs());
load_time_attack_session_from_at(path, now)
}
/// Delete the Time Attack session file (called on session end, on session
/// start, or on game completion). Silently ignores `NotFound` errors.
pub fn delete_time_attack_session_at(path: &Path) -> io::Result<()> {
match fs::remove_file(path) {
Ok(()) => Ok(()),
Err(e) if e.kind() == io::ErrorKind::NotFound => Ok(()),
Err(e) => Err(e),
}
}
/// 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 = SystemTime::now()
.duration_since(UNIX_EPOCH)
.map_or(0, |d| d.as_secs());
TimeAttackSession {
remaining_secs,
wins,
saved_at_unix_secs: now,
}
}
/// Inner helper: delete `*.json.tmp` entries inside `dir`.
///
/// Per-file errors (already deleted, permission denied) are silently ignored.
@@ -387,4 +515,190 @@ mod tests {
let loaded = load_stats_from(&stats_path);
assert_eq!(loaded, StatsSnapshot::default());
}
// -----------------------------------------------------------------------
// Time Attack session persistence
//
// Documents the contract that closing the window mid-Time-Attack does
// NOT lose the 10-minute window or the running win count. Classic /
// Zen / Challenge are covered by `game_state.json` because their entire
// mid-deal state lives in `GameState.mode` + `GameState.piles`; Time
// Attack additionally needs the session timer + wins counter, both of
// which live in `TimeAttackResource` on the engine side and are NOT
// part of `GameState`. This sibling file persists exactly that.
// -----------------------------------------------------------------------
fn ta_path(name: &str) -> PathBuf {
env::temp_dir().join(format!("solitaire_test_ta_{name}.json"))
}
/// Round-trip a session that was saved "just now" (zero wall-clock
/// elapsed). All three persisted fields must come back unchanged.
#[test]
fn time_attack_session_round_trips_through_save_and_load() {
let path = ta_path("round_trip");
let _ = fs::remove_file(&path);
// Use a fixed unix timestamp so the load step (which receives the
// SAME timestamp as "now") sees zero wall-clock elapsed.
let saved_at: u64 = 1_800_000_000;
let session = TimeAttackSession {
remaining_secs: 240.0,
wins: 3,
saved_at_unix_secs: saved_at,
};
save_time_attack_session_to(&path, &session).expect("save");
let loaded = load_time_attack_session_from_at(&path, saved_at)
.expect("session must load when not yet expired");
assert!(
(loaded.remaining_secs - 240.0).abs() < 0.01,
"remaining_secs must be unchanged when no wall-clock time has passed; got {}",
loaded.remaining_secs,
);
assert_eq!(loaded.wins, 3, "wins must round-trip");
assert_eq!(loaded.saved_at_unix_secs, saved_at, "timestamp must round-trip");
let _ = fs::remove_file(&path);
}
/// A session whose window expired entirely between launches must be
/// discarded on load — the caller starts fresh rather than resuming a
/// dead session.
#[test]
fn time_attack_session_discarded_when_expired_between_launches() {
let path = ta_path("expired");
let _ = fs::remove_file(&path);
// Saved 20 minutes ago with 240 s remaining — long expired.
let saved_at: u64 = 1_800_000_000;
let session = TimeAttackSession {
remaining_secs: 240.0,
wins: 5,
saved_at_unix_secs: saved_at,
};
save_time_attack_session_to(&path, &session).expect("save");
// 20 minutes (1200 s) later → 240 - 1200 = -960 s remaining.
let now = saved_at + 1200;
assert!(
load_time_attack_session_from_at(&path, now).is_none(),
"an expired session must return None so the player starts fresh",
);
let _ = fs::remove_file(&path);
}
/// The `remaining_secs` returned at load time must be the persisted
/// value minus the wall-clock seconds that elapsed while the app was
/// closed.
#[test]
fn time_attack_session_remaining_secs_decremented_by_real_elapsed() {
let path = ta_path("decremented");
let _ = fs::remove_file(&path);
let saved_at: u64 = 1_800_000_000;
let session = TimeAttackSession {
remaining_secs: 240.0,
wins: 2,
saved_at_unix_secs: saved_at,
};
save_time_attack_session_to(&path, &session).expect("save");
// 60 s elapsed in real time → expect 180 s remaining.
let now = saved_at + 60;
let loaded = load_time_attack_session_from_at(&path, now)
.expect("session must still load — 180 s left");
assert!(
(loaded.remaining_secs - 180.0).abs() < 5.0,
"remaining_secs ≈ 180 ± 5 s after a 60 s wall-clock gap; got {}",
loaded.remaining_secs,
);
assert_eq!(loaded.wins, 2, "wins must survive the elapsed adjustment");
let _ = fs::remove_file(&path);
}
/// Atomic-write contract — `.tmp` must not be left behind after
/// `save_time_attack_session_to` returns.
#[test]
fn time_attack_session_save_is_atomic() {
let path = ta_path("atomic");
let session = TimeAttackSession {
remaining_secs: 100.0,
wins: 0,
saved_at_unix_secs: 1_800_000_000,
};
save_time_attack_session_to(&path, &session).expect("save");
let tmp = path.with_extension("json.tmp");
assert!(!tmp.exists(), ".tmp must be cleaned up after rename");
let _ = fs::remove_file(&path);
}
/// Loading from a path that does not exist must return `None`, not
/// panic.
#[test]
fn time_attack_session_missing_file_returns_none() {
let path = ta_path("missing_xyz");
let _ = fs::remove_file(&path);
assert!(load_time_attack_session_from_at(&path, 0).is_none());
}
/// Loading from a corrupt / partially-written file must return `None`,
/// not surface a deserialiser error.
#[test]
fn time_attack_session_corrupt_file_returns_none() {
let path = ta_path("corrupt");
fs::write(&path, b"not valid json!!!").expect("write");
assert!(load_time_attack_session_from_at(&path, 0).is_none());
let _ = fs::remove_file(&path);
}
/// `delete_time_attack_session_at` removes the file when it exists
/// and returns `Ok(())` when it does not.
#[test]
fn time_attack_session_delete_handles_present_and_absent() {
let path = ta_path("delete");
let session = TimeAttackSession {
remaining_secs: 50.0,
wins: 0,
saved_at_unix_secs: 1_800_000_000,
};
save_time_attack_session_to(&path, &session).expect("save");
assert!(path.exists());
delete_time_attack_session_at(&path).expect("delete");
assert!(!path.exists());
// Second delete on the now-absent file must succeed.
delete_time_attack_session_at(&path).expect("missing-file delete is ok");
}
/// A session whose `saved_at_unix_secs` is in the future (e.g. the
/// system clock moved backward across NTP correction) must NOT be
/// rejected as expired. Saturating subtraction must clamp the
/// "elapsed" value to zero.
#[test]
fn time_attack_session_handles_clock_running_backwards() {
let path = ta_path("clock_backwards");
let _ = fs::remove_file(&path);
let saved_at: u64 = 1_800_000_000;
let session = TimeAttackSession {
remaining_secs: 60.0,
wins: 1,
saved_at_unix_secs: saved_at,
};
save_time_attack_session_to(&path, &session).expect("save");
// "now" is BEFORE the saved time — should not crash, should not expire.
let now_in_past = saved_at - 100;
let loaded = load_time_attack_session_from_at(&path, now_in_past)
.expect("clock-backwards must not discard the session");
assert!(
(loaded.remaining_secs - 60.0).abs() < 0.01,
"remaining_secs must clamp elapsed to 0 when clock ran backwards; got {}",
loaded.remaining_secs,
);
let _ = fs::remove_file(&path);
}
}
+64
View File
@@ -16,6 +16,7 @@ use solitaire_sync::{ChallengeGoal, LeaderboardEntry, SyncPayload, SyncResponse}
use crate::{
auth_tokens::{load_access_token, load_refresh_token, store_tokens},
replay::Replay,
settings::SyncBackend,
SyncError, SyncProvider,
};
@@ -356,6 +357,69 @@ impl SyncProvider for SolitaireServerClient {
extract_leaderboard_body(resp).await
}
/// Upload a winning replay to `POST /api/replays`. On success the
/// server returns `{ "id": "<uuid>" }`; this method composes that
/// id with the configured base URL into the player-shareable
/// `<base>/replays/<id>` link and returns it. Mirrors the `push`
/// auth flow: 401 triggers a token refresh and one retry.
async fn push_replay(&self, replay: &Replay) -> Result<String, SyncError> {
let token = self.access_token()?;
let url = format!("{}/api/replays", self.base_url);
let resp = self
.client
.post(&url)
.bearer_auth(&token)
.json(replay)
.send()
.await
.map_err(|e| SyncError::Network(e.to_string()))?;
if resp.status() == reqwest::StatusCode::UNAUTHORIZED {
self.refresh_token().await?;
let new_token = self.access_token()?;
let resp = self
.client
.post(&url)
.bearer_auth(new_token)
.json(replay)
.send()
.await
.map_err(|e| SyncError::Network(e.to_string()))?;
return self.share_url_from_response(resp).await;
}
self.share_url_from_response(resp).await
}
}
impl SolitaireServerClient {
/// Pulled out of `push_replay` so both the first attempt and the
/// post-401-retry attempt go through the same parse path.
async fn share_url_from_response(
&self,
resp: reqwest::Response,
) -> Result<String, SyncError> {
let status = resp.status();
if !status.is_success() {
return Err(if status == reqwest::StatusCode::UNAUTHORIZED
|| status == reqwest::StatusCode::FORBIDDEN
{
SyncError::Auth(format!("server returned {status}"))
} else {
SyncError::Network(format!("server returned {status}"))
});
}
let body: serde_json::Value = resp
.json()
.await
.map_err(|e| SyncError::Serialization(e.to_string()))?;
let id = body["id"].as_str().ok_or_else(|| {
SyncError::Serialization("upload response missing `id`".into())
})?;
Ok(format!("{}/replays/{}", self.base_url, id))
}
}
// ---------------------------------------------------------------------------
+1
View File
@@ -21,6 +21,7 @@ tiny-skia = { workspace = true }
ron = { workspace = true }
dirs = { workspace = true }
zip = { workspace = true }
arboard = { workspace = true }
[dev-dependencies]
async-trait = { workspace = true }
+495 -69
View File
@@ -7,6 +7,7 @@
use std::path::PathBuf;
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
use bevy::prelude::*;
use chrono::{Local, Timelike, Utc};
use solitaire_core::achievement::{
@@ -25,11 +26,13 @@ use crate::events::{
use crate::font_plugin::FontResource;
use crate::game_plugin::GameMutation;
use crate::progress_plugin::{LevelUpEvent, ProgressResource, ProgressStoragePath, ProgressUpdate};
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::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
ScrimDismissible,
};
use crate::ui_theme::{
ACCENT_PRIMARY, BORDER_SUBTLE, STATE_SUCCESS, TEXT_DISABLED, TEXT_PRIMARY, TEXT_SECONDARY,
@@ -47,6 +50,19 @@ pub struct AchievementsScreen;
#[derive(Component, Debug)]
pub struct AchievementRow;
/// Marker on the scrollable body Node inside the Achievements modal.
///
/// The Achievements list can grow to ~19 rows which overflows the modal at
/// the 800x600 minimum window. This marker tags the inner container that
/// carries `Overflow::scroll_y()` plus a `max_height` constraint so the
/// content scrolls instead of clipping. Mirrors the
/// `SettingsPanelScrollable` pattern in `settings_plugin`.
///
/// `scroll_achievements_panel` reads this marker to route mouse-wheel
/// events into the body's `ScrollPosition`.
#[derive(Component, Debug)]
pub struct AchievementsScrollable;
/// All per-player achievement records (one per known achievement).
#[derive(Resource, Debug, Clone)]
pub struct AchievementsResource(pub Vec<AchievementRecord>);
@@ -95,6 +111,11 @@ impl Plugin for AchievementPlugin {
.add_message::<XpAwardedEvent>()
.add_message::<InfoToastEvent>()
.add_message::<ToggleAchievementsRequestEvent>()
// `MouseWheel` is emitted by Bevy's input plugin under
// `DefaultPlugins`; register it explicitly so the
// achievements-scroll system also runs cleanly under
// `MinimalPlugins` in tests.
.add_message::<MouseWheel>()
// Run after GameMutation (so GameWonEvent is available), after
// StatsUpdate (so stats reflect this win), and after ProgressUpdate
// (so daily_challenge_streak is up to date for daily_devotee).
@@ -116,7 +137,13 @@ impl Plugin for AchievementPlugin {
.after(StatsUpdate),
)
.add_systems(Update, toggle_achievements_screen)
.add_systems(Update, handle_achievements_close_button);
.add_systems(Update, handle_achievements_close_button)
.add_systems(Update, scroll_achievements_panel)
// Event-driven unlock: observe `ReplayPlaybackState` and unlock
// `cinephile` the first time playback runs to natural completion.
// Reads the resource via `Option<Res<_>>` so headless tests that
// omit `ReplayPlaybackPlugin` still build.
.add_systems(Update, evaluate_cinephile_on_replay_completion);
}
}
@@ -222,6 +249,66 @@ fn evaluate_on_win(
}
}
/// Cinephile unlock observer.
///
/// Watches [`ReplayPlaybackState`] and unlocks the `cinephile` achievement
/// the first time the resource transitions from `Playing` to `Completed` —
/// i.e. the player watched a saved replay all the way through. The Stop
/// button transitions `Playing` → `Inactive` directly (never via
/// `Completed`), so manual aborts do not trigger the unlock.
///
/// Idempotent: once the record is unlocked, subsequent Playing → Completed
/// transitions are a no-op (no extra `AchievementUnlockedEvent`, no extra
/// disk write). The transition itself is debounced by tracking the
/// previous frame's `is_playing()` state in a `Local<bool>` — without
/// this, a freshly-spawned `Completed` state would re-fire each frame
/// during the linger window.
///
/// Reads `ReplayPlaybackState` via `Option<Res<_>>` so achievement tests
/// that omit `ReplayPlaybackPlugin` still build cleanly.
fn evaluate_cinephile_on_replay_completion(
state: Option<Res<ReplayPlaybackState>>,
// `Local` collides with `chrono::Local` imported at the top of this
// module — fully qualify so the Bevy system parameter resolves
// correctly.
mut last_was_playing: bevy::prelude::Local<bool>,
mut achievements: ResMut<AchievementsResource>,
mut unlocks: MessageWriter<AchievementUnlockedEvent>,
path: Res<AchievementsStoragePath>,
) {
let Some(state) = state else {
return;
};
// Detect the Playing → Completed transition: was playing last frame,
// is now completed. Direct Playing → Inactive (Stop button) does not
// satisfy this guard because it never enters `Completed`.
let now_playing = state.is_playing();
let now_completed = state.is_completed();
let just_completed = *last_was_playing && now_completed;
*last_was_playing = now_playing;
if !just_completed {
return;
}
let Some(record) = achievements.0.iter_mut().find(|r| r.id == "cinephile") else {
return;
};
if record.unlocked {
return;
}
record.unlock(Utc::now());
record.reward_granted = true;
unlocks.write(AchievementUnlockedEvent(record.clone()));
if let Some(target) = &path.0
&& let Err(e) = save_achievements_to(target, &achievements.0)
{
warn!("failed to save achievements after cinephile unlock: {e}");
}
}
/// Achievement-onboarding cue.
///
/// On the player's very first win — and only their first — fires a single
@@ -329,6 +416,38 @@ fn handle_achievements_close_button(
}
}
/// Routes mouse-wheel events into the Achievements modal's scrollable body
/// while the panel is open.
///
/// `offset_y` increases downward (0 = top). Scrolling down (`ev.y < 0`) adds
/// to the offset; scrolling up subtracts. Clamped to >= 0 so the viewport
/// never scrolls past the top. Mirrors `scroll_settings_panel` in
/// `settings_plugin`. The query is empty when no `AchievementsScrollable`
/// is in the world (modal closed) so this is a no-op outside the open
/// state without an explicit gate resource.
fn scroll_achievements_panel(
mut scroll_evr: MessageReader<MouseWheel>,
mut scrollables: Query<&mut ScrollPosition, With<AchievementsScrollable>>,
) {
if scrollables.is_empty() {
scroll_evr.clear();
return;
}
let delta_y: f32 = scroll_evr
.read()
.map(|ev| match ev.unit {
MouseScrollUnit::Line => ev.y * 50.0,
MouseScrollUnit::Pixel => ev.y,
})
.sum();
if delta_y == 0.0 {
return;
}
for mut sp in scrollables.iter_mut() {
sp.0.y = (sp.0.y - delta_y).max(0.0);
}
}
fn spawn_achievements_screen(
commands: &mut Commands,
records: &[AchievementRecord],
@@ -355,79 +474,119 @@ fn spawn_achievements_screen(
..default()
};
spawn_modal(commands, AchievementsScreen, Z_MODAL_PANEL, |card| {
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);
// Achievement rows — unlocked first, then locked alphabetical.
let mut sorted: Vec<_> = records.iter().collect();
sorted.sort_by_key(|r| (!r.unlocked, r.id.clone()));
for record in &sorted {
let def = achievement_by_id(&record.id);
let (name, description) = def.map_or((record.id.as_str(), ""), |d| (d.name, d.description));
// Hide secret locked achievements so they remain a surprise.
let is_secret = def.is_some_and(|d| d.secret);
if is_secret && !record.unlocked {
continue;
}
let (name_color, desc_color, prefix) = if record.unlocked {
(ACCENT_PRIMARY, TEXT_PRIMARY, "\u{2713} ")
} else {
(TEXT_DISABLED, TEXT_DISABLED, "\u{25CB} ")
};
let tooltip_text = tooltip_for_row(record.unlocked, def);
// First-time hint — shown until the player has unlocked anything.
// The list itself describes individual rewards, but a top-level
// explanation gives newer players context for the otherwise dense
// greyed-out grid.
if !any_unlocked {
card.spawn((
Node {
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_1,
Text::new(
"Complete games and try new modes to unlock achievements and rewards.",
),
TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_CAPTION,
..default()
},
AchievementRow,
Tooltip::new(tooltip_text),
))
.with_children(|row| {
row.spawn((
Text::new(format!("{prefix}{name}")),
font_name.clone(),
TextColor(name_color),
));
if !description.is_empty() {
row.spawn((
Text::new(format!(" {description}")),
font_desc.clone(),
TextColor(desc_color),
));
}
if let Some(reward_str) = def.and_then(|d| d.reward).map(format_reward) {
row.spawn((
Text::new(format!(" Reward: {reward_str}")),
font_meta.clone(),
TextColor(STATE_SUCCESS),
));
}
if let Some(date) = record.unlock_date {
row.spawn((
Text::new(format!(" Unlocked {}", date.format("%Y-%m-%d"))),
font_meta.clone(),
TextColor(TEXT_SECONDARY),
));
}
});
// Subtle row separator — keeps the long list scannable.
card.spawn((
Node {
height: Val::Px(1.0),
..default()
},
BackgroundColor(BORDER_SUBTLE),
TextColor(TEXT_SECONDARY),
));
}
// Scrollable body — the achievements list grows to ~19 rows which
// overflows the modal on the 800x600 minimum window. Wrapping the
// row list in an `Overflow::scroll_y()` Node with a constrained
// `max_height` keeps every row reachable. The Done button below
// sits outside the scroll so it's always one click away. Mirrors
// the `SettingsPanelScrollable` pattern.
card.spawn((
AchievementsScrollable,
ScrollPosition::default(),
Node {
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_1,
max_height: Val::Vh(70.0),
overflow: Overflow::scroll_y(),
..default()
},
))
.with_children(|body| {
// Achievement rows — unlocked first, then locked alphabetical.
let mut sorted: Vec<_> = records.iter().collect();
sorted.sort_by_key(|r| (!r.unlocked, r.id.clone()));
for record in &sorted {
let def = achievement_by_id(&record.id);
let (name, description) =
def.map_or((record.id.as_str(), ""), |d| (d.name, d.description));
// Hide secret locked achievements so they remain a surprise.
let is_secret = def.is_some_and(|d| d.secret);
if is_secret && !record.unlocked {
continue;
}
let (name_color, desc_color, prefix) = if record.unlocked {
(ACCENT_PRIMARY, TEXT_PRIMARY, "\u{2713} ")
} else {
(TEXT_DISABLED, TEXT_DISABLED, "\u{25CB} ")
};
let tooltip_text = tooltip_for_row(record.unlocked, def);
body.spawn((
Node {
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_1,
..default()
},
AchievementRow,
Tooltip::new(tooltip_text),
))
.with_children(|row| {
row.spawn((
Text::new(format!("{prefix}{name}")),
font_name.clone(),
TextColor(name_color),
));
if !description.is_empty() {
row.spawn((
Text::new(format!(" {description}")),
font_desc.clone(),
TextColor(desc_color),
));
}
if let Some(reward_str) = def.and_then(|d| d.reward).map(format_reward) {
row.spawn((
Text::new(format!(" Reward: {reward_str}")),
font_meta.clone(),
TextColor(STATE_SUCCESS),
));
}
if let Some(date) = record.unlock_date {
row.spawn((
Text::new(format!(" Unlocked {}", date.format("%Y-%m-%d"))),
font_meta.clone(),
TextColor(TEXT_SECONDARY),
));
}
});
// Subtle row separator — keeps the long list scannable.
body.spawn((
Node {
height: Val::Px(1.0),
..default()
},
BackgroundColor(BORDER_SUBTLE),
));
}
});
spawn_modal_actions(card, |actions| {
spawn_modal_button(
actions,
@@ -439,6 +598,9 @@ fn spawn_achievements_screen(
);
});
});
// 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 {
@@ -829,6 +991,64 @@ mod tests {
assert_eq!(count, 0);
}
// -----------------------------------------------------------------------
// Scrollable body
// -----------------------------------------------------------------------
/// Spawning the modal must place exactly one `AchievementsScrollable`
/// marker in the world so the row list scrolls instead of clipping at
/// the 800x600 minimum window.
#[test]
fn achievements_modal_body_is_scrollable() {
let mut app = headless_app();
press(&mut app, KeyCode::KeyA);
app.update();
let count = app
.world_mut()
.query::<&AchievementsScrollable>()
.iter(app.world())
.count();
assert_eq!(
count, 1,
"Achievements modal must spawn exactly one AchievementsScrollable body"
);
}
/// The scrollable body must constrain its `max_height` so the modal
/// actually engages scrolling on tall content. Without this the inner
/// flex column would expand to fit every row and `Overflow::scroll_y`
/// would have nothing to clip.
#[test]
fn achievements_modal_body_has_max_height() {
let mut app = headless_app();
press(&mut app, KeyCode::KeyA);
app.update();
let mut q = app
.world_mut()
.query_filtered::<&Node, With<AchievementsScrollable>>();
let nodes: Vec<&Node> = q.iter(app.world()).collect();
assert_eq!(nodes.len(), 1, "expected exactly one scrollable body");
let node = nodes[0];
// `Val::Auto` is the default; assert the body's `max_height` was
// explicitly set to something else so scroll engages.
assert_ne!(
node.max_height,
Val::Auto,
"scrollable body must set a non-default max_height; got {:?}",
node.max_height
);
// And the overflow axis must be y-scroll.
assert_eq!(
node.overflow,
Overflow::scroll_y(),
"scrollable body must use Overflow::scroll_y(); got {:?}",
node.overflow
);
}
// -----------------------------------------------------------------------
// format_reward
// -----------------------------------------------------------------------
@@ -1149,9 +1369,215 @@ mod tests {
);
}
/// Without any `GameWonEvent` arriving the system must be a no-op:
/// no toast, no flag flip — even on update ticks where stats happen
/// to read `games_won == 1`.
// -----------------------------------------------------------------------
// Cinephile (event-driven via ReplayPlaybackState)
// -----------------------------------------------------------------------
use crate::replay_playback::ReplayPlaybackState;
use solitaire_data::{Replay, ReplayMove};
use chrono::NaiveDate;
use solitaire_core::game_state::{DrawMode, GameMode};
/// Headless app variant that injects a default `ReplayPlaybackState`
/// directly (no `ReplayPlaybackPlugin`) so we can drive the resource
/// by hand. The achievement plugin's cinephile observer reads it via
/// `Option<Res<_>>` so the absence of the playback plugin is safe.
fn cinephile_app() -> App {
let mut app = headless_app();
app.init_resource::<ReplayPlaybackState>();
app
}
fn dummy_replay() -> Replay {
Replay::new(
1,
DrawMode::DrawOne,
GameMode::Classic,
10,
100,
NaiveDate::from_ymd_opt(2026, 5, 5).expect("valid date"),
vec![ReplayMove::StockClick],
)
}
fn cinephile_unlocked(app: &App) -> bool {
app.world()
.resource::<AchievementsResource>()
.0
.iter()
.find(|r| r.id == "cinephile")
.map(|r| r.unlocked)
.unwrap_or(false)
}
fn cinephile_unlocks_emitted(app: &App) -> usize {
let events = app.world().resource::<Messages<AchievementUnlockedEvent>>();
let mut cursor = events.get_cursor();
cursor
.read(events)
.filter(|e| e.0.id == "cinephile")
.count()
}
/// The cinephile record must be seeded on plugin init like every other
/// achievement, so the observer can find and mutate it later.
#[test]
fn cinephile_record_seeded_by_plugin() {
let app = cinephile_app();
let records = &app.world().resource::<AchievementsResource>().0;
assert!(
records.iter().any(|r| r.id == "cinephile" && !r.unlocked),
"cinephile record must be seeded as locked",
);
}
/// Drive Inactive → Playing → Completed and assert the cinephile
/// achievement unlocks and exactly one `AchievementUnlockedEvent` is
/// emitted.
#[test]
fn cinephile_unlocks_on_replay_completion() {
let mut app = cinephile_app();
// Frame 1: enter Playing. The observer's first sample sees
// `last_was_playing = false` and `now_playing = true`.
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Playing {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
};
app.update();
assert!(
!cinephile_unlocked(&app),
"Playing alone must not unlock cinephile",
);
// Frame 2: transition to Completed. The observer must detect
// `last_was_playing = true && now_completed = true` and unlock.
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Completed;
app.update();
assert!(
cinephile_unlocked(&app),
"cinephile must unlock on Playing → Completed transition",
);
assert_eq!(
cinephile_unlocks_emitted(&app),
1,
"exactly one AchievementUnlockedEvent must fire for cinephile",
);
}
/// Stop button transitions Playing → Inactive directly (not via
/// Completed). Drive that path and assert no cinephile unlock.
#[test]
fn cinephile_does_not_unlock_on_stop_button_abort() {
let mut app = cinephile_app();
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Playing {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
};
app.update();
// Direct Playing → Inactive — the path the Stop button takes via
// `stop_replay_playback`. Must not unlock cinephile.
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Inactive;
app.update();
assert!(
!cinephile_unlocked(&app),
"Stop button (Playing → Inactive) must not unlock cinephile",
);
assert_eq!(
cinephile_unlocks_emitted(&app),
0,
"no AchievementUnlockedEvent for cinephile on a Stop transition",
);
}
/// A second Playing → Completed cycle on an already-unlocked record
/// must be idempotent: no additional `AchievementUnlockedEvent`.
#[test]
fn cinephile_does_not_double_fire() {
let mut app = cinephile_app();
// First completion cycle to unlock.
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Playing {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
};
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Completed;
app.update();
assert!(cinephile_unlocked(&app), "precondition: first cycle must unlock");
// Drain the event queue so the next assertion doesn't double-count
// the legitimate first-time unlock event.
app.world_mut()
.resource_mut::<Messages<AchievementUnlockedEvent>>()
.clear();
// Second cycle: Inactive → Playing → Completed once more.
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Inactive;
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Playing {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
};
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Completed;
app.update();
assert_eq!(
cinephile_unlocks_emitted(&app),
0,
"cinephile must not re-fire on a second Playing → Completed cycle",
);
}
/// `Completed` lingers across multiple frames before the auto-clear
/// transitions back to `Inactive`. The observer must fire exactly
/// once during that linger window — not once per frame.
#[test]
fn cinephile_fires_once_across_completed_linger() {
let mut app = cinephile_app();
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Playing {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
};
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Completed;
app.update();
// Stay in Completed for a few more frames as the real auto-clear
// does. Each subsequent frame the resource is still `Completed`
// but the observer has already counted this transition.
app.update();
app.update();
app.update();
assert_eq!(
cinephile_unlocks_emitted(&app),
1,
"cinephile must fire exactly once across the Completed linger window",
);
}
#[test]
fn no_win_event_means_no_achievement_onboarding_toast() {
let mut app = onboarding_test_app();
+9 -20
View File
@@ -21,7 +21,7 @@ use crate::card_animation::{sample_curve, CardAnimation, MotionCurve};
use crate::card_plugin::CardEntity;
use crate::challenge_plugin::ChallengeAdvancedEvent;
use crate::daily_challenge_plugin::{DailyChallengeCompletedEvent, DailyGoalAnnouncementEvent};
use crate::events::{InfoToastEvent, NewGameConfirmEvent, XpAwardedEvent};
use crate::events::{InfoToastEvent, XpAwardedEvent};
use crate::events::{AchievementUnlockedEvent, GameWonEvent};
use crate::game_plugin::GameMutation;
use crate::layout::LayoutResource;
@@ -61,7 +61,6 @@ fn anim_speed_to_secs(speed: &AnimSpeed) -> f32 {
scaled_duration(MOTION_SLIDE_SECS, *speed)
}
const WIN_TOAST_SECS: f32 = 4.0;
const ACHIEVEMENT_TOAST_SECS: f32 = 3.0;
const LEVELUP_TOAST_SECS: f32 = 3.0;
const DAILY_TOAST_SECS: f32 = 3.0;
@@ -161,7 +160,6 @@ impl Plugin for AnimationPlugin {
.add_message::<TimeAttackEndedEvent>()
.add_message::<ChallengeAdvancedEvent>()
.add_message::<SettingsChangedEvent>()
.add_message::<NewGameConfirmEvent>()
.add_message::<InfoToastEvent>()
.add_message::<XpAwardedEvent>()
.init_resource::<EffectiveSlideDuration>()
@@ -183,7 +181,6 @@ impl Plugin for AnimationPlugin {
handle_challenge_toast,
handle_settings_toast,
handle_auto_complete_toast,
handle_new_game_confirm_toast,
handle_xp_awarded_toast,
tick_toasts,
(enqueue_toasts, drive_toast_display).chain(),
@@ -268,9 +265,15 @@ fn handle_win_cascade(
layout: Option<Res<LayoutResource>>,
settings: Option<Res<SettingsResource>>,
) {
let Some(ev) = events.read().next() else {
// Drain the event reader; the cascade visual is the only thing
// this system contributes — the post-win "You Won!" modal
// (`win_summary_plugin`) consumes the same `GameWonEvent` and
// carries score / time / achievements / XP itself, so a duplicate
// toast saying "You Win! Score X Time Y" rendered behind the modal
// in earlier builds. Removed.
if events.read().next().is_none() {
return;
};
}
let margin = layout.as_ref().map_or(800.0, |l| l.0.card_size.x * 8.0);
@@ -286,11 +289,6 @@ fn handle_win_cascade(
Vec3::new(-margin, 0.0, 300.0),
];
let m = ev.time_seconds / 60;
let s = ev.time_seconds % 60;
let win_msg = format!("You Win! Score: {} Time: {m}:{s:02}", ev.score);
spawn_toast(&mut commands, win_msg, WIN_TOAST_SECS);
let step = settings
.as_ref()
.map_or(CASCADE_STAGGER_NORMAL, |s| cascade_step_secs(s.0.animation_speed));
@@ -459,15 +457,6 @@ fn handle_auto_complete_toast(
}
}
fn handle_new_game_confirm_toast(
mut commands: Commands,
mut events: MessageReader<NewGameConfirmEvent>,
) {
for _ in events.read() {
spawn_toast(&mut commands, "Press N again to start a new game".to_string(), 3.0);
}
}
/// Reads every incoming `InfoToastEvent` and appends its text to `ToastQueue`.
///
/// This is the first half of the two-system toast queue (Task #67). The queue
+2 -2
View File
@@ -11,8 +11,8 @@ pub mod svg_loader;
pub mod user_dir;
pub use sources::{
populate_embedded_default_theme, register_theme_asset_sources, AssetSourcesPlugin,
DEFAULT_THEME_MANIFEST_URL, USER_THEMES,
default_theme_svg_bytes, populate_embedded_default_theme, register_theme_asset_sources,
AssetSourcesPlugin, DEFAULT_THEME_MANIFEST_URL, USER_THEMES,
};
pub use svg_loader::{rasterize_svg, SvgLoader, SvgLoaderError, SvgLoaderSettings};
pub use user_dir::{set_user_theme_dir, user_theme_dir};
+42
View File
@@ -194,6 +194,25 @@ impl Plugin for AssetSourcesPlugin {
}
}
/// Returns the embedded SVG bytes for a single default-theme file
/// (e.g. `"back.svg"` or `"spades_ace.svg"`), or `None` when the
/// filename is not bundled.
///
/// The thumbnail generator in
/// [`crate::theme::ThemeThumbnailCache`] uses this to rasterise
/// preview-sized art for the picker UI without going through Bevy's
/// async asset graph. Lookup is by the filename only — the
/// `solitaire_engine/assets/themes/default/` prefix is stripped before
/// comparison so callers don't need to know where the embedded files
/// live in the binary.
pub fn default_theme_svg_bytes(filename: &str) -> Option<&'static [u8]> {
let suffix = format!("/{filename}");
DEFAULT_THEME_SVGS
.iter()
.find(|(path, _)| path.ends_with(&suffix))
.map(|(_, bytes)| *bytes)
}
/// Pushes every bundled default-theme file into the
/// [`EmbeddedAssetRegistry`] under its stable URL. Keeping this in a
/// free function (and not inside the `Plugin::build` body) means the
@@ -291,6 +310,29 @@ mod tests {
assert_eq!(faces.len(), 52);
}
/// `default_theme_svg_bytes` resolves the canonical preview pair
/// the thumbnail cache rasterises: `back.svg` and `spades_ace.svg`.
/// Both must exist in the embedded table or the picker's preview
/// thumbnails would silently fall back to placeholders even for the
/// always-present default theme.
#[test]
fn default_theme_svg_bytes_finds_back_and_ace_of_spades() {
assert!(
default_theme_svg_bytes("back.svg").is_some(),
"default theme must bundle a back.svg"
);
assert!(
default_theme_svg_bytes("spades_ace.svg").is_some(),
"default theme must bundle a spades_ace.svg"
);
}
#[test]
fn default_theme_svg_bytes_returns_none_for_unknown_file() {
assert!(default_theme_svg_bytes("nope.svg").is_none());
assert!(default_theme_svg_bytes("").is_none());
}
/// Belt-and-braces: if anyone edits `DEFAULT_THEME_MANIFEST_PATH`
/// without updating `DEFAULT_THEME_MANIFEST_URL` (or vice versa)
/// the asset would register at one path and be loaded from
+108 -19
View File
@@ -2,9 +2,19 @@
//!
//! **Cursor icons** (`update_cursor_icon`)
//! - Cards are being dragged → `Grabbing` (closed hand)
//! - A UI `Button` entity is hovered (and no drag in progress) → `Pointer`
//! (the hand-with-extended-index-finger icon). This telegraphs
//! clickability for every modal button, HUD action, mode-launcher
//! card, settings toggle, etc.
//! - Cursor hovers over a face-up draggable card → `Grab` (open hand)
//! - Otherwise → `Default` (arrow)
//!
//! Priority order: dragging > button-hover > card-hover > default. A
//! button-overlapping-a-card edge case favours `Pointer` because UI
//! elements take precedence over world-space cards; in practice
//! buttons are always on UI nodes and cards are sprites, so they
//! cannot occupy the same hit region simultaneously.
//!
//! **Drop-target highlights** (`update_drop_highlights`)
//! While a drag is in progress every `PileMarker` sprite is tinted:
//! - **Green** if the dragged stack can legally land there.
@@ -70,6 +80,31 @@ impl Plugin for CursorPlugin {
// #31 — Cursor icon
// ---------------------------------------------------------------------------
/// Pure decision function for the cursor icon, separated from the Bevy
/// system so it can be unit-tested without `PrimaryWindow` /
/// `Camera` / `Time` plumbing.
///
/// Priority order (highest first):
/// 1. `is_dragging` → `Grabbing`
/// 2. `any_button_hovered` → `Pointer`
/// 3. `any_card_hovered` → `Grab`
/// 4. otherwise → `Default`
fn pick_cursor_icon(
is_dragging: bool,
any_button_hovered: bool,
any_card_hovered: bool,
) -> SystemCursorIcon {
if is_dragging {
SystemCursorIcon::Grabbing
} else if any_button_hovered {
SystemCursorIcon::Pointer
} else if any_card_hovered {
SystemCursorIcon::Grab
} else {
SystemCursorIcon::Default
}
}
/// Updates the primary-window cursor icon based on drag state and hover.
fn update_cursor_icon(
drag: Res<DragState>,
@@ -77,32 +112,39 @@ fn update_cursor_icon(
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
game: Option<Res<GameStateResource>>,
button_q: Query<&Interaction, With<Button>>,
mut commands: Commands,
) {
let Ok((win_entity, window)) = windows.single() else { return };
if !drag.is_idle() {
commands
.entity(win_entity)
.insert(CursorIcon::from(SystemCursorIcon::Grabbing));
return;
}
let is_dragging = !drag.is_idle();
let hovering = (|| {
let cursor = window.cursor_position()?;
let (camera, cam_xf) = cameras.single().ok()?;
let world = camera.viewport_to_world_2d(cam_xf, cursor).ok()?;
let layout = layout.as_ref()?.0.clone();
let game = game.as_ref()?;
Some(cursor_over_draggable(world, &game.0, &layout))
})()
.unwrap_or(false);
// A UI button is "hovered" if any `Button` entity has its
// `Interaction` set to `Hovered` or `Pressed`. We include
// `Pressed` so the pointer icon stays visible while a click is
// being held, matching browser behaviour.
let any_button_hovered = button_q
.iter()
.any(|i| matches!(i, Interaction::Hovered | Interaction::Pressed));
commands.entity(win_entity).insert(CursorIcon::from(if hovering {
SystemCursorIcon::Grab
let any_card_hovered = if is_dragging || any_button_hovered {
// No need to do the world-space hit test when a higher
// priority branch already wins.
false
} else {
SystemCursorIcon::Default
}));
(|| {
let cursor = window.cursor_position()?;
let (camera, cam_xf) = cameras.single().ok()?;
let world = camera.viewport_to_world_2d(cam_xf, cursor).ok()?;
let layout = layout.as_ref()?.0.clone();
let game = game.as_ref()?;
Some(cursor_over_draggable(world, &game.0, &layout))
})()
.unwrap_or(false)
};
let icon = pick_cursor_icon(is_dragging, any_button_hovered, any_card_hovered);
commands.entity(win_entity).insert(CursorIcon::from(icon));
}
/// Returns `true` if `cursor` (world-space) is over any face-up draggable card.
@@ -482,6 +524,53 @@ mod tests {
);
}
// -----------------------------------------------------------------------
// pick_cursor_icon priority-order tests
// -----------------------------------------------------------------------
#[test]
fn cursor_picks_grabbing_when_dragging_overrides_button_hover() {
// Dragging always wins regardless of button or card hover state.
assert!(matches!(
pick_cursor_icon(true, true, true),
SystemCursorIcon::Grabbing
));
assert!(matches!(
pick_cursor_icon(true, false, false),
SystemCursorIcon::Grabbing
));
}
#[test]
fn cursor_picks_pointer_when_button_hovered_and_no_drag() {
// Button hover beats card hover when not dragging.
assert!(matches!(
pick_cursor_icon(false, true, false),
SystemCursorIcon::Pointer
));
assert!(matches!(
pick_cursor_icon(false, true, true),
SystemCursorIcon::Pointer
));
}
#[test]
fn cursor_picks_grab_when_card_hovered_and_no_button() {
// Card hover wins only when no drag and no button-hover.
assert!(matches!(
pick_cursor_icon(false, false, true),
SystemCursorIcon::Grab
));
}
#[test]
fn cursor_picks_default_when_nothing_hovered() {
assert!(matches!(
pick_cursor_icon(false, false, false),
SystemCursorIcon::Default
));
}
#[test]
fn cursor_over_draggable_returns_false_for_empty_game() {
use solitaire_core::game_state::{DrawMode, GameState};
-7
View File
@@ -207,13 +207,6 @@ pub struct ToggleLeaderboardRequestEvent;
#[derive(Message, Debug, Clone)]
pub struct SyncCompleteEvent(pub Result<SyncResponse, String>);
/// Fired by `InputPlugin` when N is pressed while a game is in progress
/// but confirmation has not yet been received. The animation plugin shows
/// a "Press N again to confirm" toast. A second N press within the
/// confirmation window sends `NewGameRequestEvent`.
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct NewGameConfirmEvent;
/// Generic informational toast message. Any system can fire this to display
/// a short string to the player, e.g. "Locked — reach level 5".
#[derive(Message, Debug, Clone)]
+2 -2
View File
@@ -21,8 +21,8 @@
//!
//! # Task #69 — Animated card deal on new game start
//!
//! When `NewGameRequestEvent` fires (on a fresh game, `move_count == 0`) or
//! `NewGameConfirmEvent` fires, `start_deal_anim` reads `LayoutResource` and
//! When `NewGameRequestEvent` fires (on a fresh game, `move_count == 0`),
//! `start_deal_anim` reads `LayoutResource` and
//! inserts a `CardAnim` on every card entity, sliding each card from the stock
//! pile's position to its current (final) position with a per-card stagger
//! derived from the current `AnimSpeed` setting plus a deterministic ±10 %
File diff suppressed because it is too large Load Diff
+145 -49
View File
@@ -4,12 +4,14 @@
//! is an optional accelerator. Listed shortcuts are grouped by intent —
//! gameplay, modes, and overlays.
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
use bevy::prelude::*;
use crate::events::HelpRequestEvent;
use crate::font_plugin::FontResource;
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
ScrimDismissible,
};
use crate::ui_theme::{
Z_MODAL_PANEL, BORDER_SUBTLE, RADIUS_SM, SPACE_2, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY,
@@ -24,6 +26,16 @@ pub struct HelpScreen;
#[derive(Component, Debug)]
pub struct HelpCloseButton;
/// Marker on the scrollable body Node inside the Help modal.
///
/// The controls reference is six sections totalling ~28 rows, which
/// overflows the modal on the 800x600 minimum window. This marker tags
/// the inner container that carries `Overflow::scroll_y()` plus a
/// `max_height` constraint so every row stays reachable. Mirrors the
/// `SettingsPanelScrollable` pattern.
#[derive(Component, Debug)]
pub struct HelpScrollable;
/// Spawns and despawns the help / controls overlay shown when the player
/// clicks the "Help" HUD button or presses `F1`. All hotkeys and gesture
/// guides live here.
@@ -32,7 +44,14 @@ pub struct HelpPlugin;
impl Plugin for HelpPlugin {
fn build(&self, app: &mut App) {
app.add_message::<HelpRequestEvent>()
.add_systems(Update, (toggle_help_screen, handle_help_close_button));
// `MouseWheel` is emitted by Bevy's input plugin under
// `DefaultPlugins`; register it explicitly so the help-scroll
// system also runs cleanly under `MinimalPlugins` in tests.
.add_message::<MouseWheel>()
.add_systems(
Update,
(toggle_help_screen, handle_help_close_button, scroll_help_panel),
);
}
}
@@ -71,6 +90,32 @@ fn handle_help_close_button(
}
}
/// Routes mouse-wheel events into the Help modal's scrollable body while
/// the panel is open. No-op when no `HelpScrollable` exists in the world
/// (modal closed). Mirrors `scroll_settings_panel`.
fn scroll_help_panel(
mut scroll_evr: MessageReader<MouseWheel>,
mut scrollables: Query<&mut ScrollPosition, With<HelpScrollable>>,
) {
if scrollables.is_empty() {
scroll_evr.clear();
return;
}
let delta_y: f32 = scroll_evr
.read()
.map(|ev| match ev.unit {
MouseScrollUnit::Line => ev.y * 50.0,
MouseScrollUnit::Pixel => ev.y,
})
.sum();
if delta_y == 0.0 {
return;
}
for mut sp in scrollables.iter_mut() {
sp.0.y = (sp.0.y - delta_y).max(0.0);
}
}
/// Each entry in the controls reference table.
struct ControlRow {
keys: &'static str,
@@ -165,62 +210,80 @@ fn spawn_help_screen(commands: &mut Commands, font_res: Option<&FontResource>) {
..default()
};
spawn_modal(commands, HelpScreen, Z_MODAL_PANEL, |card| {
let scrim = spawn_modal(commands, HelpScreen, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, "Controls", font_res);
for section in CONTROL_SECTIONS {
// Section title in muted text — distinguishes from row content.
card.spawn((
Text::new(section.title),
font_section.clone(),
TextColor(TEXT_SECONDARY),
));
// Scrollable body — the controls reference is six sections totalling
// ~28 rows, which overflows the modal on the 800x600 minimum
// window. Wrapping in an `Overflow::scroll_y()` Node with a
// constrained `max_height` keeps every row reachable; the Done
// button below stays fixed outside the scroll.
card.spawn((
HelpScrollable,
ScrollPosition::default(),
Node {
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_2,
max_height: Val::Vh(70.0),
overflow: Overflow::scroll_y(),
..default()
},
))
.with_children(|body| {
for section in CONTROL_SECTIONS {
// Section title in muted text — distinguishes from row content.
body.spawn((
Text::new(section.title),
font_section.clone(),
TextColor(TEXT_SECONDARY),
));
// Each row is a flex-row: kbd-style chip + description.
for row in section.rows {
card.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_3,
..default()
})
.with_children(|line| {
// The hotkey rendered as a small chip with a border —
// visual cue that it's a key reference, not part of
// the description text.
line.spawn((
Node {
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_1),
min_width: Val::Px(64.0),
justify_content: JustifyContent::Center,
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BorderColor::all(BORDER_SUBTLE),
))
.with_children(|chip| {
chip.spawn((
Text::new(row.keys),
font_kbd.clone(),
// Each row is a flex-row: kbd-style chip + description.
for row in section.rows {
body.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_3,
..default()
})
.with_children(|line| {
// The hotkey rendered as a small chip with a border —
// visual cue that it's a key reference, not part of
// the description text.
line.spawn((
Node {
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_1),
min_width: Val::Px(64.0),
justify_content: JustifyContent::Center,
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BorderColor::all(BORDER_SUBTLE),
))
.with_children(|chip| {
chip.spawn((
Text::new(row.keys),
font_kbd.clone(),
TextColor(TEXT_PRIMARY),
));
});
line.spawn((
Text::new(row.description),
font_row.clone(),
TextColor(TEXT_PRIMARY),
));
});
line.spawn((
Text::new(row.description),
font_row.clone(),
TextColor(TEXT_PRIMARY),
));
}
// Section spacer — small empty box. Keeps each section
// visually grouped.
body.spawn(Node {
height: Val::Px(SPACE_2),
..default()
});
}
// Section spacer — small empty box. Keeps each section
// visually grouped.
card.spawn(Node {
height: Val::Px(SPACE_2),
..default()
});
}
});
spawn_modal_actions(card, |actions| {
spawn_modal_button(
@@ -233,6 +296,9 @@ fn spawn_help_screen(commands: &mut Commands, font_res: Option<&FontResource>) {
);
});
});
// Help is read-only — clicking the scrim outside the card dismisses
// alongside the existing F1 / Esc / Done paths.
commands.entity(scrim).insert(ScrimDismissible);
}
#[cfg(test)]
@@ -264,6 +330,36 @@ mod tests {
);
}
#[test]
fn help_modal_body_is_scrollable() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::F1);
app.update();
let count = app
.world_mut()
.query::<&HelpScrollable>()
.iter(app.world())
.count();
assert_eq!(
count, 1,
"Help modal must spawn exactly one HelpScrollable body"
);
let mut q = app
.world_mut()
.query_filtered::<&Node, With<HelpScrollable>>();
let nodes: Vec<&Node> = q.iter(app.world()).collect();
assert_ne!(
nodes[0].max_height,
Val::Auto,
"scrollable body must set a non-default max_height"
);
assert_eq!(nodes[0].overflow, Overflow::scroll_y());
}
#[test]
fn pressing_f1_twice_closes_help_screen() {
let mut app = headless_app();
+710 -33
View File
@@ -13,24 +13,34 @@
//! [`InfoToastEvent`] explaining the gate but does not launch the mode
//! or close the overlay.
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
use bevy::input::ButtonInput;
use bevy::prelude::*;
use solitaire_core::game_state::DrawMode;
use solitaire_data::save_settings_to;
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::daily_challenge_plugin::DailyChallengeResource;
use crate::events::{
InfoToastEvent, NewGameRequestEvent, StartChallengeRequestEvent,
StartDailyChallengeRequestEvent, StartTimeAttackRequestEvent, StartZenRequestEvent,
ToggleProfileRequestEvent,
};
use crate::font_plugin::FontResource;
use crate::progress_plugin::ProgressResource;
use crate::settings_plugin::{
SettingsChangedEvent, SettingsResource, SettingsStoragePath,
};
use crate::stats_plugin::StatsResource;
use crate::ui_focus::{Disabled, FocusGroup, Focusable};
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
ScrimDismissible,
};
use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED_HI, BORDER_STRONG, BORDER_SUBTLE, RADIUS_MD, STATE_INFO,
TEXT_DISABLED, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION,
VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, Z_MODAL_PANEL,
ACCENT_PRIMARY, BG_ELEVATED, BG_ELEVATED_HI, BORDER_STRONG, BORDER_SUBTLE, RADIUS_MD,
STATE_INFO, TEXT_DISABLED, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG,
TYPE_CAPTION, TYPE_DISPLAY, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, Z_MODAL_PANEL,
};
// ---------------------------------------------------------------------------
@@ -46,6 +56,31 @@ pub struct HomeScreen;
#[derive(Component, Debug)]
pub struct HomeCancelButton;
/// Marker on the player-stats chip strip at the top of the Home modal.
/// Clicking the strip opens the Profile overlay so the player can drill
/// into level / XP / cosmetics without first dismissing Home.
#[derive(Component, Debug)]
struct HomeProfileChip;
/// Marker on the "Draw 1" toggle button inside the Home modal's
/// draw-mode row. Clicking flips `Settings.draw_mode` to `DrawOne` and
/// fires `SettingsChangedEvent` so audio / UI dependents react.
#[derive(Component, Debug)]
struct HomeDrawOneButton;
/// Marker on the "Draw 3" toggle button inside the Home modal's
/// draw-mode row. Mirror of [`HomeDrawOneButton`] for `DrawThree`.
#[derive(Component, Debug)]
struct HomeDrawThreeButton;
/// Marker on the scrollable inner Node containing the player chips,
/// draw-mode row, and tile grid. Wrapping these in a scrollable
/// container keeps the modal usable on small viewports — without it,
/// the 3-row tile stack pushes the Cancel button off the bottom of
/// the screen on 800x600 hardware. Mirrors `SettingsPanelScrollable`.
#[derive(Component, Debug)]
struct HomeScrollable;
// ---------------------------------------------------------------------------
// Private mode-card data shape
// ---------------------------------------------------------------------------
@@ -86,6 +121,38 @@ impl HomeMode {
}
}
/// Unicode glyph rendered as the picture-tile centrepiece. Stand-in
/// for real per-mode artwork — chosen for one-glyph-tells-the-mode
/// readability rather than visual fidelity. Swap to `Image` nodes
/// when art lands; the rest of the tile layout doesn't change.
///
/// Picks are constrained to **card suits** (U+2660-2666) and basic
/// **Geometric Shapes** (U+25xx) — the two ranges the bundled
/// FiraMono-Medium face actually covers. Earlier choices in
/// Dingbats (★ ❀ ✦) and Misc Symbols (⌚) rendered as
/// missing-glyph rectangles because FiraMono's coverage there is
/// minimal.
fn glyph(self) -> &'static str {
match self {
// Black club — card suit, the obvious solitaire mark.
HomeMode::Classic => "\u{2663}",
// Black diamond — Geometric Shapes; reads as the day's gem.
HomeMode::Daily => "\u{25C6}",
// White circle — Geometric Shapes; reads as the Zen enso.
HomeMode::Zen => "\u{25CB}",
// Black up-pointing triangle — Geometric Shapes; reads as
// a mountain / a step up in difficulty.
HomeMode::Challenge => "\u{25B2}",
// Rightwards arrow — Arrows block (U+2190-21FF), a core
// range every dev-oriented monospace font (FiraMono
// included) ships. Reads as "go / fast-forward" for the
// timed mode. Earlier ▶ (U+25B6) did not render; FiraMono
// ships ▲ (up triangle) but evidently not the sideways
// siblings.
HomeMode::TimeAttack => "\u{2192}",
}
}
/// The keyboard accelerator that dispatches the same launch event,
/// shown in a small chip on the card.
fn hotkey(self) -> &'static str {
@@ -114,27 +181,69 @@ impl HomeMode {
#[derive(Component, Debug)]
struct HomeModeCard(HomeMode);
/// Tracks whether the launch-time Home modal has already been auto-shown
/// for this app session. Flipped to `true` by [`spawn_home_on_launch`]
/// the first time it spawns the modal, so the auto-show is one-shot per
/// process — subsequent dismissals (Cancel / mode pick) don't trigger
/// a respawn, but the player can still re-open the picker with `M`.
///
/// Other plugins (e.g. `game_plugin`'s restore-prompt handler) can flip
/// the flag manually to suppress the launch auto-show when the player
/// has already made a launch-time choice through a different surface.
#[derive(Resource, Debug, Default)]
pub struct LaunchHomeShown(pub bool);
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
/// Registers the M-key toggle, the mode-card click handler, and the
/// Cancel-button handler.
pub struct HomePlugin;
///
/// `auto_show_on_launch` (default true) controls whether the picker
/// auto-spawns once the splash clears at app start. Headless tests use
/// [`HomePlugin::headless`] to opt out so each test starts with no
/// modal in the world.
pub struct HomePlugin {
auto_show_on_launch: bool,
}
impl Default for HomePlugin {
fn default() -> Self {
Self {
auto_show_on_launch: true,
}
}
}
impl HomePlugin {
/// Test-only constructor that disables the launch-time auto-show.
/// `MinimalPlugins` test setups don't include a splash, so the
/// gating system would otherwise fire on the first tick and
/// pre-spawn the modal that every test asserts is absent.
pub fn headless() -> Self {
Self {
auto_show_on_launch: false,
}
}
}
impl Plugin for HomePlugin {
fn build(&self, app: &mut App) {
// Be defensive about message registration so HomePlugin works
// standalone in tests (the actual handlers live in
// input_plugin / challenge_plugin / time_attack_plugin /
// daily_challenge_plugin, but those plugins might not be
// installed in a tightly-scoped headless app).
app.add_message::<NewGameRequestEvent>()
// Pre-mark the auto-show as already done in headless mode so the
// gating system is a permanent no-op for tests.
app.insert_resource(LaunchHomeShown(!self.auto_show_on_launch))
.add_message::<NewGameRequestEvent>()
.add_message::<StartZenRequestEvent>()
.add_message::<StartChallengeRequestEvent>()
.add_message::<StartTimeAttackRequestEvent>()
.add_message::<StartDailyChallengeRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<ToggleProfileRequestEvent>()
.add_message::<SettingsChangedEvent>()
// Defensively register MouseWheel so `scroll_home_panel`
// runs cleanly under MinimalPlugins headless tests too.
.add_message::<MouseWheel>()
// `.chain()` because several systems (M-toggle, card click,
// cancel button, digit-key shortcut) all read the
// `HomeScreen` entity and may queue a despawn on it in the
@@ -146,25 +255,92 @@ impl Plugin for HomePlugin {
.add_systems(
Update,
(
spawn_home_on_launch,
toggle_home_screen,
attach_focusable_to_home_mode_cards,
handle_home_card_click,
handle_home_cancel_button,
handle_home_profile_chip,
handle_home_draw_mode_buttons,
handle_home_digit_keys,
)
.chain(),
);
)
.add_systems(Update, scroll_home_panel);
}
}
// ---------------------------------------------------------------------------
// Auto-show on launch
// ---------------------------------------------------------------------------
/// Auto-spawns the Home / mode-picker modal once per app session, so
/// the player lands on a deliberate "what mode do I want to play"
/// screen instead of the default Classic deal.
///
/// Gated on the launch-time UI being clear:
///
/// * `SplashRoot` must be gone — the splash owns the foreground during
/// the brand beat and the home modal appearing under it would feel
/// like a flash of half-rendered UI.
/// * `RestorePromptScreen` must not be open and `PendingRestoredGame`
/// must be empty — when the player has a saved in-progress game the
/// restore prompt takes precedence; the home picker would compete
/// with it for attention.
/// * `HomeScreen` must not already exist (defensive — e.g. the player
/// pressed `M` between ticks).
/// * `LaunchHomeShown` flips to `true` after the first spawn so this
/// system becomes a no-op for the rest of the session. Cancelling
/// the modal therefore goes to the underlying default deal rather
/// than respawning the picker.
#[allow(clippy::too_many_arguments)]
fn spawn_home_on_launch(
mut commands: Commands,
mut shown: ResMut<LaunchHomeShown>,
splash: Query<(), With<crate::splash_plugin::SplashRoot>>,
restore_prompts: Query<(), With<crate::game_plugin::RestorePromptScreen>>,
pending_restore: Option<Res<crate::game_plugin::PendingRestoredGame>>,
existing: Query<(), With<HomeScreen>>,
progress: Option<Res<ProgressResource>>,
stats: Option<Res<StatsResource>>,
settings: Option<Res<SettingsResource>>,
daily: Option<Res<DailyChallengeResource>>,
font_res: Option<Res<FontResource>>,
) {
if shown.0
|| !splash.is_empty()
|| !restore_prompts.is_empty()
|| pending_restore.as_ref().is_some_and(|p| p.0.is_some())
|| !existing.is_empty()
{
return;
}
spawn_home_screen(
&mut commands,
build_home_context(
progress.as_deref(),
stats.as_deref(),
settings.as_deref(),
daily.as_deref(),
font_res.as_deref(),
),
);
shown.0 = true;
}
// ---------------------------------------------------------------------------
// M-key toggle
// ---------------------------------------------------------------------------
#[allow(clippy::too_many_arguments)]
fn toggle_home_screen(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
progress: Option<Res<ProgressResource>>,
stats: Option<Res<StatsResource>>,
settings: Option<Res<SettingsResource>>,
daily: Option<Res<DailyChallengeResource>>,
font_res: Option<Res<FontResource>>,
screens: Query<Entity, With<HomeScreen>>,
) {
@@ -174,8 +350,54 @@ fn toggle_home_screen(
if let Ok(entity) = screens.single() {
commands.entity(entity).despawn();
} else {
let level = progress.as_ref().map_or(0, |p| p.0.level);
spawn_home_screen(&mut commands, level, font_res.as_deref());
spawn_home_screen(
&mut commands,
build_home_context(
progress.as_deref(),
stats.as_deref(),
settings.as_deref(),
daily.as_deref(),
font_res.as_deref(),
),
);
}
}
/// Builds a [`HomeContext`] from the live resources the Home modal
/// reads. Falls back to safe defaults when a resource is missing
/// (typical for `MinimalPlugins` headless tests that don't install
/// every contributor plugin).
fn build_home_context<'a>(
progress: Option<&ProgressResource>,
stats: Option<&StatsResource>,
settings: Option<&SettingsResource>,
daily: Option<&DailyChallengeResource>,
font_res: Option<&'a FontResource>,
) -> HomeContext<'a> {
let daily_today = daily.map(|d| {
let completed_today = progress
.and_then(|p| p.0.daily_challenge_last_completed)
.is_some_and(|d_last| d_last == d.date);
DailyToday {
date_label: d.date.format("%b %-d").to_string(),
goal: d.goal_description.clone(),
completed_today,
}
});
HomeContext {
level: progress.map_or(0, |p| p.0.level),
total_xp: progress.map_or(0, |p| p.0.total_xp),
daily_streak: progress.map_or(0, |p| p.0.daily_challenge_streak),
lifetime_score: stats.map_or(0, |s| s.0.lifetime_score),
classic_best: stats.map_or(0, |s| s.0.classic_best_score),
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.clone())
.unwrap_or(DrawMode::DrawOne),
font_res,
}
}
@@ -250,10 +472,22 @@ fn handle_home_card_click(
fn handle_home_cancel_button(
mut commands: Commands,
keys: Option<Res<ButtonInput<KeyCode>>>,
cancel_buttons: Query<&Interaction, (With<HomeCancelButton>, Changed<Interaction>)>,
screens: Query<Entity, With<HomeScreen>>,
other_modal_scrims: Query<(), (With<crate::ui_modal::ModalScrim>, Without<HomeScreen>)>,
) {
if !cancel_buttons.iter().any(|i| *i == Interaction::Pressed) {
if screens.is_empty() {
return;
}
let click = cancel_buttons.iter().any(|i| *i == Interaction::Pressed);
let esc = keys.is_some_and(|k| k.just_pressed(KeyCode::Escape));
// Esc only closes Home when it is the *topmost* modal. With Profile
// (or any other ModalScrim) layered on top, the topmost owns the
// dismissal — without this gate a single Esc closed the back
// modal (Home) and left the front modal orphaned.
let esc_targets_home = esc && other_modal_scrims.is_empty();
if !click && !esc_targets_home {
return;
}
for entity in &screens {
@@ -261,6 +495,115 @@ fn handle_home_cancel_button(
}
}
// ---------------------------------------------------------------------------
// Header chip + draw-mode button handlers
// ---------------------------------------------------------------------------
/// Routes mouse-wheel events into the Home modal's scrollable body
/// while the modal is open. No-op when no `HomeScrollable` exists in
/// the world (modal closed). Mirrors `scroll_settings_panel` and
/// `scroll_leaderboard_panel`.
fn scroll_home_panel(
mut scroll_evr: MessageReader<MouseWheel>,
mut scrollables: Query<&mut ScrollPosition, With<HomeScrollable>>,
) {
if scrollables.is_empty() {
scroll_evr.clear();
return;
}
let delta_y: f32 = scroll_evr
.read()
.map(|ev| match ev.unit {
MouseScrollUnit::Line => ev.y * 50.0,
MouseScrollUnit::Pixel => ev.y,
})
.sum();
if delta_y == 0.0 {
return;
}
for mut sp in scrollables.iter_mut() {
sp.0.y = (sp.0.y - delta_y).max(0.0);
}
}
/// Click on the player-stats header chip → fire
/// [`ToggleProfileRequestEvent`] so the Profile overlay opens on top
/// of Home. Closing Profile (`P` / `Esc`) returns the player to the
/// Home picker without losing their context.
fn handle_home_profile_chip(
chips: Query<&Interaction, (With<HomeProfileChip>, Changed<Interaction>)>,
mut profile: MessageWriter<ToggleProfileRequestEvent>,
) {
if chips.iter().any(|i| *i == Interaction::Pressed) {
profile.write(ToggleProfileRequestEvent);
}
}
/// Click on a draw-mode chip — flip `Settings.draw_mode`, persist,
/// fire `SettingsChangedEvent`, and respawn the Home modal so the
/// active-chip styling reflects the new state. Repaint by full
/// rebuild keeps the helper code small (no per-entity colour
/// surgery) and the modal is light enough to respawn cleanly.
#[allow(clippy::too_many_arguments)]
fn handle_home_draw_mode_buttons(
mut commands: Commands,
one_buttons: Query<&Interaction, (With<HomeDrawOneButton>, Changed<Interaction>)>,
three_buttons: Query<&Interaction, (With<HomeDrawThreeButton>, Changed<Interaction>)>,
screens: Query<Entity, With<HomeScreen>>,
mut settings: Option<ResMut<SettingsResource>>,
storage_path: Option<Res<SettingsStoragePath>>,
mut changed: MessageWriter<SettingsChangedEvent>,
progress: Option<Res<ProgressResource>>,
stats: Option<Res<StatsResource>>,
daily: Option<Res<DailyChallengeResource>>,
font_res: Option<Res<FontResource>>,
) {
if screens.is_empty() {
return;
}
let want_one = one_buttons.iter().any(|i| *i == Interaction::Pressed);
let want_three = three_buttons.iter().any(|i| *i == Interaction::Pressed);
if !want_one && !want_three {
return;
}
let Some(settings) = settings.as_mut() else {
return;
};
let target = if want_one {
DrawMode::DrawOne
} else {
DrawMode::DrawThree
};
if settings.0.draw_mode == target {
return; // already in this mode — avoid a redundant respawn.
}
settings.0.draw_mode = target;
if let Some(p) = storage_path
&& let Some(path) = p.0.as_deref()
&& let Err(e) = save_settings_to(path, &settings.0)
{
warn!("home: failed to persist draw-mode change: {e}");
}
changed.write(SettingsChangedEvent(settings.0.clone()));
// Repaint by despawn + respawn so the chip styling and any
// dependent labels (none today, but Phase B may surface a
// "Standard (Draw 1)" caption like MSSC) reflect the new state.
for entity in &screens {
commands.entity(entity).despawn();
}
spawn_home_screen(
&mut commands,
build_home_context(
progress.as_deref(),
stats.as_deref(),
Some(settings),
daily.as_deref(),
font_res.as_deref(),
),
);
}
// ---------------------------------------------------------------------------
// Digit-key shortcuts (1-5) — modal-scoped
// ---------------------------------------------------------------------------
@@ -357,20 +700,95 @@ fn handle_home_digit_keys(
// Spawn helpers
// ---------------------------------------------------------------------------
/// Spawns the Home modal with five mode cards plus a Cancel button.
fn spawn_home_screen(commands: &mut Commands, level: u32, font_res: Option<&FontResource>) {
spawn_modal(commands, HomeScreen, Z_MODAL_PANEL, |card| {
/// Bundles the data the Home modal needs to render the new
/// MSSC-inspired header chips, per-mode score chips, and draw-mode
/// row. Built fresh by the two call sites (`spawn_home_on_launch`
/// and `toggle_home_screen`) from the live progress / stats /
/// settings resources, with sensible defaults when a resource is
/// missing under `MinimalPlugins` headless tests.
struct HomeContext<'a> {
level: u32,
total_xp: u64,
lifetime_score: u64,
classic_best: u32,
zen_best: u32,
challenge_best: u32,
daily_streak: u32,
daily_today: Option<DailyToday>,
draw_mode: DrawMode,
font_res: Option<&'a FontResource>,
}
/// Today's daily-challenge metadata as the Home picker needs it. Only
/// populated when both [`DailyChallengeResource`] is present (the
/// plugin is wired) and we have something useful to show — otherwise
/// the Daily card falls back to its baseline description without a
/// dated callout.
struct DailyToday {
/// Short calendar label, e.g. `"May 6"`. Always populated.
date_label: String,
/// Server-supplied goal copy ("Win in under 5 minutes"). `None`
/// when no server backend is wired or the fetch hasn't returned.
goal: Option<String>,
/// `true` when the player has already recorded today's daily.
/// Surfaces a "Done" badge so the picker reads as reward-state
/// rather than "you still owe today's run".
completed_today: bool,
}
/// Spawns the Home modal with the player-stats header strip, draw-mode
/// row, five mode cards, and a Cancel button.
fn spawn_home_screen(commands: &mut Commands, ctx: HomeContext<'_>) {
let HomeContext { font_res, .. } = ctx;
let scrim = spawn_modal(commands, HomeScreen, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, "Choose a Mode", font_res);
for mode in [
HomeMode::Classic,
HomeMode::Daily,
HomeMode::Zen,
HomeMode::Challenge,
HomeMode::TimeAttack,
] {
spawn_mode_card(card, mode, level, font_res);
}
// Scrollable middle — chips + draw row + tile grid. Constrained
// to 70vh so the modal fits on small viewports (the 5-tile
// grid alone is ~540 px). Cancel button sits outside this
// node so it's always one click away.
card.spawn((
HomeScrollable,
ScrollPosition::default(),
Node {
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_3,
width: Val::Percent(100.0),
max_height: Val::Vh(70.0),
overflow: Overflow::scroll_y(),
..default()
},
))
.with_children(|body| {
spawn_home_header_chips(body, &ctx);
spawn_draw_mode_row(body, &ctx);
// Mode tiles in a wrapping 2-column grid. Each tile takes 48%
// of the row so column_gap fits comfortably; the 5 modes wrap
// to a third row of one tile, which we leave left-aligned —
// the asymmetry matches MSSC's "Daily Challenges / Today's
// Event" half-cell on the right of their grid and keeps the
// visual rhythm.
body.spawn(Node {
flex_direction: FlexDirection::Row,
flex_wrap: FlexWrap::Wrap,
row_gap: VAL_SPACE_3,
column_gap: VAL_SPACE_3,
width: Val::Percent(100.0),
..default()
})
.with_children(|grid| {
for mode in [
HomeMode::Classic,
HomeMode::Daily,
HomeMode::Zen,
HomeMode::Challenge,
HomeMode::TimeAttack,
] {
spawn_mode_card(grid, mode, &ctx);
}
});
});
spawn_modal_actions(card, |actions| {
spawn_modal_button(
@@ -383,6 +801,190 @@ fn spawn_home_screen(commands: &mut Commands, level: u32, font_res: Option<&Font
);
});
});
// Home is read-only — opt into click-outside-to-dismiss.
commands.entity(scrim).insert(ScrimDismissible);
}
/// Player-stats chip strip — Level, XP, Lifetime Score. Clickable as a
/// whole to open the Profile overlay (mirrors the MSSC top-right
/// avatar+rewards corner that surfaces level + premium status). Falls
/// back to plain Text in headless contexts where `Button` interaction
/// isn't driven by the input pipeline anyway.
fn spawn_home_header_chips(parent: &mut ChildSpawnerCommands, ctx: &HomeContext<'_>) {
let font_handle = ctx.font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_label = TextFont {
font: font_handle.clone(),
font_size: TYPE_CAPTION,
..default()
};
let font_value = TextFont {
font: font_handle,
font_size: TYPE_BODY,
..default()
};
parent
.spawn((
HomeProfileChip,
Button,
Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
justify_content: JustifyContent::SpaceBetween,
column_gap: VAL_SPACE_2,
padding: UiRect::axes(VAL_SPACE_3, VAL_SPACE_2),
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
width: Val::Percent(100.0),
..default()
},
BackgroundColor(BG_ELEVATED),
BorderColor::all(BORDER_SUBTLE),
))
.with_children(|row| {
for (label, value) in [
("Level".to_string(), format_compact(ctx.level as u64)),
("XP".to_string(), format_compact(ctx.total_xp)),
("Score".to_string(), format_compact(ctx.lifetime_score)),
] {
row.spawn(Node {
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
row_gap: VAL_SPACE_1,
..default()
})
.with_children(|col| {
col.spawn((
Text::new(label),
font_label.clone(),
TextColor(TEXT_SECONDARY),
));
col.spawn((
Text::new(value),
font_value.clone(),
TextColor(ACCENT_PRIMARY),
));
});
}
});
}
/// Draw-mode row — "Draw 1" / "Draw 3" toggle. Affects the next Classic
/// deal (the Settings value the new-game flow reads). Surfacing it on
/// the Home modal keeps the per-game choice one tap away rather than
/// buried in Settings, mirroring the dropdown MSSC puts on its
/// difficulty picker.
fn spawn_draw_mode_row(parent: &mut ChildSpawnerCommands, ctx: &HomeContext<'_>) {
let font_handle = ctx.font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_label = TextFont {
font: font_handle.clone(),
font_size: TYPE_CAPTION,
..default()
};
let font_btn = TextFont {
font: font_handle,
font_size: TYPE_BODY,
..default()
};
let active_one = matches!(ctx.draw_mode, DrawMode::DrawOne);
parent
.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_3,
..default()
})
.with_children(|row| {
row.spawn((
Text::new("Draw mode"),
font_label.clone(),
TextColor(TEXT_SECONDARY),
));
spawn_draw_mode_chip::<HomeDrawOneButton>(
row,
HomeDrawOneButton,
"Draw 1",
active_one,
&font_btn,
);
spawn_draw_mode_chip::<HomeDrawThreeButton>(
row,
HomeDrawThreeButton,
"Draw 3",
!active_one,
&font_btn,
);
});
}
fn spawn_draw_mode_chip<M: Component>(
parent: &mut ChildSpawnerCommands,
marker: M,
label: &str,
active: bool,
font: &TextFont,
) {
let (bg, fg) = if active {
(ACCENT_PRIMARY, BG_ELEVATED)
} else {
(BG_ELEVATED_HI, TEXT_PRIMARY)
};
parent
.spawn((
marker,
Button,
Node {
padding: UiRect::axes(VAL_SPACE_3, VAL_SPACE_1),
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
..default()
},
BackgroundColor(bg),
BorderColor::all(BORDER_SUBTLE),
))
.with_children(|c| {
c.spawn((Text::new(label.to_string()), font.clone(), TextColor(fg)));
});
}
/// Compact decimal formatter: `1234567` → `"1.2M"`, `12345` → `"12.3K"`,
/// otherwise the raw number with thousands separators. Keeps chip text
/// short enough to fit a 3-up header strip without wrapping.
fn format_compact(n: u64) -> String {
if n >= 1_000_000 {
format!("{:.1}M", n as f64 / 1_000_000.0)
} else if n >= 10_000 {
format!("{:.1}K", n as f64 / 1_000.0)
} else if n >= 1_000 {
let (high, low) = (n / 1_000, n % 1_000);
format!("{high},{low:03}")
} else {
n.to_string()
}
}
/// Per-mode score / streak chip text. `None` for modes where no
/// per-mode best exists yet (Time Attack uses session scoring; modes
/// with `0` recorded mean "no win yet" and we hide the chip rather
/// than show a 0).
fn score_chip_text_for(mode: HomeMode, ctx: &HomeContext<'_>) -> Option<String> {
match mode {
HomeMode::Classic if ctx.classic_best > 0 => {
Some(format!("Best {}", format_compact(ctx.classic_best as u64)))
}
HomeMode::Zen if ctx.zen_best > 0 => {
Some(format!("Best {}", format_compact(ctx.zen_best as u64)))
}
HomeMode::Challenge if ctx.challenge_best > 0 => {
Some(format!("Best {}", format_compact(ctx.challenge_best as u64)))
}
HomeMode::Daily if ctx.daily_streak > 0 => {
Some(format!("Streak {}", ctx.daily_streak))
}
_ => None,
}
}
/// Tab-walk order for each mode card, matching the visual top-to-bottom
@@ -456,9 +1058,11 @@ fn attach_focusable_to_home_mode_cards(
fn spawn_mode_card(
parent: &mut ChildSpawnerCommands,
mode: HomeMode,
level: u32,
font_res: Option<&FontResource>,
ctx: &HomeContext<'_>,
) {
let level = ctx.level;
let font_res = ctx.font_res;
let score_chip = score_chip_text_for(mode, ctx);
let unlocked = mode.is_unlocked(level);
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_title = TextFont {
@@ -472,10 +1076,17 @@ fn spawn_mode_card(
..default()
};
let font_chip = TextFont {
font: font_handle,
font: font_handle.clone(),
font_size: TYPE_CAPTION,
..default()
};
// Glyph rendered at display size — Unicode emoji standing in for
// the per-mode artwork. Centred at the top of the tile.
let font_glyph = TextFont {
font: font_handle,
font_size: TYPE_DISPLAY,
..default()
};
// Locked cards mute their text to communicate the disabled state at
// a glance; the explicit "Unlocks at level N" caption underneath
@@ -483,6 +1094,7 @@ fn spawn_mode_card(
let title_color = if unlocked { TEXT_PRIMARY } else { TEXT_DISABLED };
let desc_color = if unlocked { TEXT_SECONDARY } else { TEXT_DISABLED };
let border_color = if unlocked { BORDER_SUBTLE } else { BORDER_STRONG };
let glyph_color = if unlocked { ACCENT_PRIMARY } else { TEXT_DISABLED };
parent
.spawn((
@@ -493,9 +1105,13 @@ fn spawn_mode_card(
Button,
Node {
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_1,
row_gap: VAL_SPACE_2,
padding: UiRect::all(VAL_SPACE_3),
width: Val::Percent(100.0),
// 48% per tile + the row's column_gap = a clean 2-up
// grid that wraps to a single tile on the third row.
width: Val::Percent(48.0),
min_height: Val::Px(180.0),
align_items: AlignItems::Center,
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
..default()
@@ -504,12 +1120,20 @@ fn spawn_mode_card(
BorderColor::all(border_color),
))
.with_children(|c| {
// Centerpiece glyph — placeholder for real per-mode art.
c.spawn((
Text::new(mode.glyph().to_string()),
font_glyph.clone(),
TextColor(glyph_color),
));
// Title row — title text on the left, hotkey chip on the right.
c.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
justify_content: JustifyContent::SpaceBetween,
column_gap: VAL_SPACE_3,
width: Val::Percent(100.0),
..default()
})
.with_children(|row| {
@@ -559,6 +1183,59 @@ fn spawn_mode_card(
TextColor(desc_color),
));
// Per-mode score / streak chip — populated only when the
// player has data for this mode. Hidden on a 0 best so a
// fresh profile doesn't show "Best 0" everywhere.
if let Some(text) = score_chip.clone()
&& unlocked
{
c.spawn((
Text::new(text),
font_chip.clone(),
TextColor(ACCENT_PRIMARY),
Node {
margin: UiRect::top(VAL_SPACE_1),
..default()
},
));
}
// Daily-only "Today's Event" caption — date, optional
// server goal, and a "Done" badge once the player has
// already recorded today's completion. Only renders for
// the Daily card when DailyChallengeResource is present.
if matches!(mode, HomeMode::Daily)
&& unlocked
&& let Some(today) = ctx.daily_today.as_ref()
{
let date_text = if today.completed_today {
format!("Today, {} \u{2022} Done", today.date_label)
} else {
format!("Today, {}", today.date_label)
};
let date_color = if today.completed_today {
ACCENT_PRIMARY
} else {
STATE_INFO
};
c.spawn((
Text::new(date_text),
font_chip.clone(),
TextColor(date_color),
Node {
margin: UiRect::top(VAL_SPACE_1),
..default()
},
));
if let Some(goal) = today.goal.as_ref() {
c.spawn((
Text::new(format!("Goal: {goal}")),
font_chip.clone(),
TextColor(TEXT_SECONDARY),
));
}
}
// Locked footnote — explicit copy so the gate is unambiguous.
if !unlocked {
c.spawn((
@@ -599,7 +1276,7 @@ mod tests {
.add_plugins(GamePlugin)
.add_plugins(TablePlugin)
.add_plugins(ProgressPlugin::headless())
.add_plugins(HomePlugin);
.add_plugins(HomePlugin::headless());
app.init_resource::<ButtonInput<KeyCode>>();
app.update();
app
@@ -889,7 +1566,7 @@ mod tests {
.add_plugins(GamePlugin)
.add_plugins(TablePlugin)
.add_plugins(ProgressPlugin::headless())
.add_plugins(HomePlugin);
.add_plugins(HomePlugin::headless());
app.init_resource::<ButtonInput<KeyCode>>();
app.update();
app
+82 -1
View File
@@ -62,6 +62,18 @@ pub struct HudMode;
#[derive(Component, Debug)]
pub struct HudChallenge;
/// Marker on the "won this deal before" indicator text node.
///
/// Displays `"✓ Won before"` when the current deal's seed + draw_mode +
/// mode triple matches one of the entries in `ReplayHistoryResource`.
/// Empty string otherwise (including won games — the score readout
/// already conveys the win on the active deal). Only meaningful for
/// Classic / Zen / Challenge — daily-challenge and time-attack seeds
/// are filtered out implicitly because their replay entries always
/// carry a different mode tag.
#[derive(Component, Debug)]
pub struct HudWonPreviously;
/// Marker on the undo-count text node.
///
/// Shows how many undos have been used this game. Displayed in amber when
@@ -194,6 +206,16 @@ pub const SCORE_FLOATER_THRESHOLD: i32 = 50;
#[derive(Component, Debug)]
pub struct ActionButton;
/// Marker on rows inside a popover panel ([`ModesPopover`] or
/// [`MenuPopover`]). Popover rows already carry `ActionButton` so the
/// hover/press paint path applies to them, but the auto-fade applied
/// to the top-level action bar must NOT also fade these rows — the
/// popover only renders when the player has explicitly opened it, so
/// its content should always be at full opacity. `apply_action_fade`
/// excludes entities with this marker via `Without<PopoverRow>`.
#[derive(Component, Debug)]
pub struct PopoverRow;
/// Marker on the "New Game" action button anchored top-right of the play
/// area. Click fires [`NewGameRequestEvent`]; the existing
/// `ConfirmNewGameScreen` modal handles confirmation when a game is in
@@ -302,6 +324,7 @@ impl Plugin for HudPlugin {
.init_resource::<HudActionFade>()
.add_systems(Startup, (spawn_hud_band, spawn_hud, spawn_action_buttons))
.add_systems(Update, update_hud.after(GameMutation))
.add_systems(Update, update_won_previously.after(GameMutation))
.add_systems(Update, announce_auto_complete.after(GameMutation))
.add_systems(Update, update_selection_hud)
.add_systems(
@@ -481,6 +504,15 @@ fn spawn_hud(font_res: Option<Res<FontResource>>, mut commands: Commands) {
font_body.clone(),
TextColor(STATE_INFO),
));
t2.spawn((
HudWonPreviously,
Tooltip::new(
"You've won this deal before. Same seed in your replay history.",
),
Text::new(""),
font_body.clone(),
TextColor(STATE_SUCCESS),
));
});
// Tier 3 — penalty / bonus. Undos and Recycles share the
@@ -834,6 +866,7 @@ fn spawn_modes_popover(
.spawn((
option,
ActionButton,
PopoverRow,
Button,
Tooltip::new(tooltip),
Node {
@@ -987,6 +1020,7 @@ fn spawn_menu_popover(commands: &mut Commands, font_res: Option<&FontResource>)
.spawn((
option,
ActionButton,
PopoverRow,
Button,
Tooltip::new(tooltip),
Node {
@@ -1117,9 +1151,20 @@ fn update_action_fade(
/// `Last` (after `paint_action_buttons`) so a hover-state change in the
/// same frame doesn't override the fade with an opaque idle / hover
/// colour.
#[allow(clippy::type_complexity)]
fn apply_action_fade(
fade: Res<HudActionFade>,
mut buttons: Query<(&Children, &mut BackgroundColor), With<ActionButton>>,
// Excludes `PopoverRow` so the auto-fade only applies to the
// top-level action bar buttons. Popover rows live inside an
// explicitly-opened dropdown panel and need to stay visible
// regardless of the bar's fade state — without the exclusion
// the rows fade to invisible while the popover container stays
// visible, leaving a solid background block with no readable
// content.
mut buttons: Query<
(&Children, &mut BackgroundColor),
(With<ActionButton>, Without<PopoverRow>),
>,
mut text_q: Query<&mut TextColor>,
) {
for (children, mut bg) in &mut buttons {
@@ -1480,6 +1525,42 @@ fn lerp_text_color(from: Color, to: Color, t: f32) -> Color {
)
}
/// Sets the [`HudWonPreviously`] text to "✓ Won before" whenever the
/// current deal's seed + draw_mode + mode triple matches an entry in
/// the rolling [`ReplayHistory`]. Cleared while the active game is won
/// (the on-screen "Game won!" cue already conveys victory) and on
/// fresh deals the player hasn't won before.
///
/// Lives in its own system rather than `update_hud` to keep this
/// orthogonal: `update_hud`'s query disambiguation is already busy
/// enough; threading another marker through every Without filter
/// would touch ~10 unrelated queries for no benefit.
fn update_won_previously(
game: Res<GameStateResource>,
// Optional because the HUD plugin's headless tests run without
// `StatsPlugin` and therefore without this resource. With the
// resource absent there's no history to compare against; the
// indicator just stays empty.
history: Option<Res<crate::stats_plugin::ReplayHistoryResource>>,
mut q: Query<&mut Text, With<HudWonPreviously>>,
) {
let Ok(mut text) = q.single_mut() else {
return;
};
let won_before = !game.0.is_won
&& history.as_ref().is_some_and(|h| {
h.0.replays.iter().any(|r| {
r.seed == game.0.seed
&& r.draw_mode == game.0.draw_mode
&& r.mode == game.0.mode
})
});
let next = if won_before { "\u{2713} Won before" } else { "" };
if text.0 != next {
text.0 = next.to_string();
}
}
#[allow(clippy::type_complexity, clippy::too_many_arguments)]
fn update_hud(
game: Res<GameStateResource>,
+197 -110
View File
@@ -40,10 +40,10 @@ use solitaire_core::game_state::DrawMode;
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::events::{
DrawRequestEvent, ForfeitRequestEvent, HintVisualEvent, InfoToastEvent, MoveRejectedEvent,
MoveRequestEvent, NewGameConfirmEvent, NewGameRequestEvent, StartZenRequestEvent,
StateChangedEvent, UndoRequestEvent,
MoveRequestEvent, NewGameRequestEvent, StartZenRequestEvent, StateChangedEvent,
UndoRequestEvent,
};
use crate::game_plugin::GameMutation;
use crate::game_plugin::{ConfirmNewGameScreen, GameMutation, RestorePromptScreen};
use crate::pause_plugin::PausedResource;
use crate::progress_plugin::ProgressResource;
use crate::layout::{Layout, LayoutResource};
@@ -54,21 +54,15 @@ use crate::time_attack_plugin::TimeAttackResource;
/// Z-depth used for cards while being dragged — above all resting cards.
const DRAG_Z: f32 = 500.0;
/// Shared countdown state for the new-game double-press confirmation
/// flow.
/// Solver budgets used by the H-key hint system.
///
/// Using a resource (instead of `Local`) lets the keyboard sub-systems
/// share the same countdown state without needing to pass values
/// between them. Forfeit no longer has a keyboard countdown — `G` now
/// fires `ForfeitRequestEvent` and `PausePlugin` shows a real
/// `ForfeitConfirmScreen` modal.
#[derive(Resource, Debug, Default)]
struct KeyboardConfirmState {
/// Seconds remaining in the new-game confirmation window (> 0 while open).
new_game_countdown: f32,
/// True while we are waiting for the second N press to confirm a new game.
new_game_pending: bool,
}
/// Wraps `solitaire_core::solver::SolverConfig` as a Bevy resource so
/// tests can inject tighter budgets to exercise the heuristic-fallback
/// path. Production initialises this to `SolverConfig::default()` (100k
/// move / 200k state budgets, the same numbers the new-game retry loop
/// uses).
#[derive(Resource, Debug, Clone, Default)]
pub struct HintSolverConfig(pub solitaire_core::solver::SolverConfig);
/// Registers keyboard, mouse, and touch input systems.
///
@@ -89,8 +83,8 @@ pub struct InputPlugin;
impl Plugin for InputPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<HintCycleIndex>()
.init_resource::<KeyboardConfirmState>()
.add_message::<NewGameConfirmEvent>()
.init_resource::<HintSolverConfig>()
.init_resource::<crate::pending_hint::PendingHintTask>()
.add_message::<StartZenRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<ForfeitRequestEvent>()
@@ -116,13 +110,21 @@ impl Plugin for InputPlugin {
.chain(),
)
.add_systems(Update, handle_fullscreen)
.add_systems(Update, reset_hint_cycle_on_state_change);
.add_systems(Update, reset_hint_cycle_on_state_change)
// Async hint pipeline: state-change drop runs before the
// poll system so a move applied this frame cancels any
// in-flight task before its result can be surfaced.
.add_systems(
Update,
(
crate::pending_hint::drop_pending_hint_on_state_change,
crate::pending_hint::poll_pending_hint_task,
)
.chain(),
);
}
}
/// Seconds after the first N press during which a second N confirms new game.
const NEW_GAME_CONFIRM_WINDOW: f32 = 3.0;
/// Bundles the event writers needed by the core keyboard handler.
///
/// Keeping these in a [`SystemParam`] avoids hitting Bevy's 16-parameter limit.
@@ -130,43 +132,39 @@ const NEW_GAME_CONFIRM_WINDOW: f32 = 3.0;
struct CoreKeyboardMessages<'w> {
undo: MessageWriter<'w, UndoRequestEvent>,
new_game: MessageWriter<'w, NewGameRequestEvent>,
confirm_event: MessageWriter<'w, NewGameConfirmEvent>,
info_toast: MessageWriter<'w, InfoToastEvent>,
draw: MessageWriter<'w, DrawRequestEvent>,
}
/// Handles the core keyboard shortcuts: U (undo), N (new game + confirmation
/// window), Z (zen mode), D / Space (draw), and ticks down the new-game
/// confirmation countdown each frame.
/// Handles the core keyboard shortcuts: U (undo), N (new game), Z (zen mode),
/// D / Space (draw).
///
/// `N` fires `NewGameRequestEvent` straight through; the existing
/// `handle_new_game` flow shows the `ConfirmNewGameScreen` modal when
/// the current game is in progress, so a single press surfaces a real
/// Confirm / Cancel UI instead of a "press N again" toast. `Shift+N`
/// keeps the keyboard power-user bypass by setting `confirmed: true`.
///
/// While the confirm modal or the restore prompt is already open, the
/// system skips the N branch so those modals' own input handlers can
/// process N (cancel / start-new-game) without us re-firing a request
/// the same frame.
#[allow(clippy::too_many_arguments)]
fn handle_keyboard_core(
keys: Res<ButtonInput<KeyCode>>,
paused: Option<Res<PausedResource>>,
progress: Option<Res<ProgressResource>>,
game: Option<Res<GameStateResource>>,
time: Res<Time>,
mut confirm: ResMut<KeyboardConfirmState>,
mut ev: CoreKeyboardMessages<'_>,
mut time_attack: Option<ResMut<TimeAttackResource>>,
selection: Option<Res<SelectionState>>,
mut zen_requests: MessageReader<StartZenRequestEvent>,
confirm_screens: Query<(), With<ConfirmNewGameScreen>>,
restore_prompts: Query<(), With<RestorePromptScreen>>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Tick down the new-game confirmation window each frame.
if confirm.new_game_countdown > 0.0 {
confirm.new_game_countdown -= time.delta_secs();
if confirm.new_game_countdown <= 0.0 {
confirm.new_game_countdown = 0.0;
if confirm.new_game_pending {
confirm.new_game_pending = false;
ev.info_toast.write(InfoToastEvent("New game cancelled".to_string()));
}
}
}
if keys.just_pressed(KeyCode::KeyU) {
ev.undo.write(UndoRequestEvent);
}
@@ -183,27 +181,24 @@ fn handle_keyboard_core(
mode: Some(solitaire_core::game_state::GameMode::Classic),
confirmed: false,
});
confirm.new_game_countdown = 0.0;
return;
}
let active_game = game.as_ref().is_some_and(|g| g.0.move_count > 0 && !g.0.is_won);
let shift_held = keys.pressed(KeyCode::ShiftLeft) || keys.pressed(KeyCode::ShiftRight);
if shift_held || !active_game {
// Shift+N or no active game — start immediately, no confirmation.
ev.new_game.write(NewGameRequestEvent::default());
confirm.new_game_countdown = 0.0;
confirm.new_game_pending = false;
} else if confirm.new_game_countdown > 0.0 {
// Second press within the window — confirmed.
ev.new_game.write(NewGameRequestEvent::default());
confirm.new_game_countdown = 0.0;
confirm.new_game_pending = false;
// The confirm modal and restore prompt own N while they're up —
// they cancel / accept respectively. Skipping here prevents us
// from firing a fresh request the same frame those modals close.
if !confirm_screens.is_empty() || !restore_prompts.is_empty() {
// intentional: defer to those modals' input handlers.
} else {
// First press on an active game — require confirmation.
confirm.new_game_countdown = NEW_GAME_CONFIRM_WINDOW;
confirm.new_game_pending = true;
ev.confirm_event.write(NewGameConfirmEvent);
let shift_held = keys.pressed(KeyCode::ShiftLeft) || keys.pressed(KeyCode::ShiftRight);
ev.new_game.write(NewGameRequestEvent {
seed: None,
mode: None,
// Shift+N skips the confirm modal for keyboard power-users;
// bare N falls through `handle_new_game`'s active-game check
// and shows the modal when a game is in progress.
confirmed: shift_held,
});
}
}
@@ -236,22 +231,29 @@ fn handle_keyboard_core(
// Esc is handled by `PausePlugin` (overlay toggle + paused flag).
}
/// Handles the H key: cycles through all available hints, highlighting the
/// source card yellow for 2 s and showing a descriptive toast.
/// Handles the H key: spawn an async solver task on
/// `AsyncComputeTaskPool` whose result `pending_hint::poll_pending_hint_task`
/// turns into hint visuals one frame later.
///
/// The hint index wraps around once all hints have been cycled through. When no
/// moves are available a "No hints available" toast is shown instead.
#[allow(clippy::too_many_arguments)]
/// Median solve time is ~2 ms but pathological positions can hit the
/// `SolverConfig::default()` cap at ~120 ms; running synchronously
/// (the v0.17.0 behaviour) blocked the main thread on the same frame
/// the player pressed H. Cancel-on-replace lives in
/// `PendingHintTask::spawn` — a fresh H press while a previous task
/// is in flight drops the previous task's handle.
///
/// Special-cases: when the game is already won, surface a "Game won!"
/// toast instead of asking the solver. The poll system handles the
/// "no legal moves" toast on the heuristic fallback path so the
/// handler here only needs to dispatch.
fn handle_keyboard_hint(
keys: Res<ButtonInput<KeyCode>>,
paused: Option<Res<PausedResource>>,
game: Option<Res<GameStateResource>>,
layout: Option<Res<LayoutResource>>,
mut hint_cycle: ResMut<HintCycleIndex>,
mut commands: Commands,
mut card_entities: Query<(Entity, &CardEntity, &mut Sprite)>,
solver_config: Res<HintSolverConfig>,
mut pending_hint: ResMut<crate::pending_hint::PendingHintTask>,
mut info_toast: MessageWriter<InfoToastEvent>,
mut hint_visual: MessageWriter<HintVisualEvent>,
) {
if paused.is_some_and(|p| p.0) {
return;
@@ -269,23 +271,51 @@ fn handle_keyboard_hint(
let Some(_layout_res) = layout else { return };
let hints = all_hints(&g.0);
if hints.is_empty() {
info_toast.write(InfoToastEvent("No hints available".to_string()));
return;
}
pending_hint.spawn(g.0.clone(), solver_config.0);
}
// Pick the hint at the current cycle index (wrapping) and advance.
/// Heuristic hint helper used by `pending_hint::poll_pending_hint_task`
/// when the solver returns `Inconclusive` or `Unwinnable`.
///
/// Picks the hint at `HintCycleIndex % hints.len()` (wrapping) and
/// advances the index so successive H presses on a stuck position
/// cycle through every legal move. Returns `None` when no legal move
/// exists at all — the caller surfaces a "No hints available" toast.
pub fn find_heuristic_hint(
game: &GameState,
hint_cycle: &mut HintCycleIndex,
) -> Option<(PileType, PileType)> {
let hints = all_hints(game);
if hints.is_empty() {
return None;
}
let idx = hint_cycle.0 % hints.len();
hint_cycle.0 = hint_cycle.0.wrapping_add(1);
let (from, to, _count) = &hints[idx];
let (from, to, _count) = hints[idx].clone();
Some((from, to))
}
/// Apply the visual + toast effects for a single chosen hint move.
///
/// Shared between the solver-driven and heuristic-driven hint paths so
/// both produce identical player-facing feedback. Called from
/// `pending_hint::poll_pending_hint_task` once the async solver task
/// resolves.
pub fn emit_hint_visuals(
game: &GameState,
from: &PileType,
to: &PileType,
commands: &mut Commands,
mut card_entities: Query<(Entity, &CardEntity, &mut Sprite)>,
info_toast: &mut MessageWriter<InfoToastEvent>,
hint_visual: &mut MessageWriter<HintVisualEvent>,
) {
// When the hint points at the stock (draw suggestion) there is no
// face-up card to highlight — show a toast instead.
// If the stock is empty, pressing D will recycle the waste rather
// than draw a card, so the toast text must reflect that.
if *from == PileType::Stock {
let stock_empty = g.0.piles
let stock_empty = game.piles
.get(&PileType::Stock)
.is_some_and(|p| p.cards.is_empty());
let msg = if stock_empty {
@@ -298,7 +328,7 @@ fn handle_keyboard_hint(
}
// Find the top face-up card in the source pile and highlight it.
let top_card_id = g.0.piles.get(from)
let top_card_id = game.piles.get(from)
.and_then(|p| p.cards.last().filter(|c| c.face_up))
.map(|c| c.id);
if let Some(card_id) = top_card_id {
@@ -327,7 +357,7 @@ fn handle_keyboard_hint(
// player keeps thinking in suit terms; otherwise fall back to "foundation".
let msg = match to {
PileType::Foundation(_) => {
let claimed = g.0.piles.get(to).and_then(|p| p.claimed_suit());
let claimed = game.piles.get(to).and_then(|p| p.claimed_suit());
if let Some(suit) = claimed {
let suit_name = match suit {
Suit::Clubs => "Clubs",
@@ -614,10 +644,23 @@ fn end_drag(
}
// If the drag was never committed (user tapped without moving far enough),
// treat it as a click: just cancel the pending drag and resync card positions.
// treat it as a click: cancel the pending drag and exit. We deliberately
// do NOT fire `StateChangedEvent` here — `start_drag` only mutates the
// `DragState` resource on press, never card transforms, so an uncommitted
// drag has no visual side effect to undo.
//
// Firing one would race a CardAnim that's already in flight on the same
// card. Specifically: on a successful double-click, `handle_double_click`
// fires `MoveRequestEvent`, `start_drag` picks the card up the same
// frame (uncommitted), and `handle_move` queues a `StateChangedEvent` →
// `sync_cards_on_change` starts a slide animation. When the player
// releases the button mid-slide, `end_drag` would fire a second
// `StateChangedEvent`, `sync_cards_on_change` would see the card mid-
// animation (`cur != target`), and replace the in-flight CardAnim with
// a fresh one — restarting the slide and reading on screen as the move
// animation playing twice.
if !drag.committed {
drag.clear();
changed.write(StateChangedEvent);
return;
}
let Some(layout) = layout else {
@@ -1280,32 +1323,37 @@ fn handle_double_click(
// 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) = game.0.piles.get(&pile)
.and_then(|p| p.cards.get(stack_index)) else { return };
if let Some((dest, count)) = best_tableau_destination_for_stack(
if card_ids.len() > 1
&& let Some(bottom_card) = game.0.piles.get(&pile)
.and_then(|p| p.cards.get(stack_index))
&& let Some((dest, count)) = best_tableau_destination_for_stack(
bottom_card,
&pile,
&game.0,
card_ids.len(),
) {
moves.write(MoveRequestEvent {
from: pile,
to: dest,
count,
});
} else {
// No legal destination for the stack — play the invalid-move
// sound and shake the source pile cards 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.clone(),
to: pile,
count: card_ids.len(),
});
}
)
{
moves.write(MoveRequestEvent {
from: pile,
to: dest,
count,
});
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.
rejected.write(MoveRejectedEvent {
from: pile.clone(),
to: pile,
count: card_ids.len(),
});
} else {
// Single click — record the time.
last_click.insert(top_card_id, now);
@@ -1960,15 +2008,6 @@ mod tests {
assert!(hints.is_empty(), "no hint should exist when the game is truly stuck");
}
/// Const-assert that `NEW_GAME_CONFIRM_WINDOW` is positive so the
/// confirmation countdown actually opens on the first N press.
///
/// Mirrors the existing `forfeit_confirm_window_is_positive` test.
#[test]
fn new_game_confirm_window_is_positive() {
const { assert!(NEW_GAME_CONFIRM_WINDOW > 0.0, "NEW_GAME_CONFIRM_WINDOW must be > 0"); }
}
// -----------------------------------------------------------------------
// Drag-rejection return tween — `CardAnimation` replaces the legacy
// `ShakeAnim` on the dragged cards. The audio cue
@@ -2125,5 +2164,53 @@ mod tests {
anim.end_z
);
}
// -----------------------------------------------------------------------
// Hint system — async port (v0.18.0+)
//
// `handle_keyboard_hint` no longer runs the solver inline; it
// spawns an `AsyncComputeTaskPool` task whose result the polling
// system in `pending_hint` turns into hint visuals one frame
// later. The behaviour contract this section pins is "pressing H
// populates `PendingHintTask`" — the spawn-to-emit pipeline is
// covered end-to-end in `pending_hint::tests`.
// -----------------------------------------------------------------------
/// Pressing H on a non-paused, non-won game with a live
/// `GameStateResource` + `LayoutResource` must populate
/// `PendingHintTask`. The polling system, exercised in
/// `pending_hint::tests`, drives the result to a visual event.
#[test]
fn pressing_h_spawns_pending_hint_task() {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
app.add_message::<InfoToastEvent>();
app.add_message::<HintVisualEvent>();
app.init_resource::<HintCycleIndex>();
app.init_resource::<HintSolverConfig>();
app.init_resource::<crate::pending_hint::PendingHintTask>();
app.init_resource::<ButtonInput<KeyCode>>();
app.insert_resource(crate::layout::LayoutResource(
crate::layout::compute_layout(Vec2::new(1280.0, 800.0)),
));
app.insert_resource(GameStateResource(GameState::new(42, DrawMode::DrawOne)));
app.add_systems(Update, handle_keyboard_hint);
// Simulate the H key being pressed this frame.
{
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release(KeyCode::KeyH);
input.clear();
input.press(KeyCode::KeyH);
}
app.update();
assert!(
app.world()
.resource::<crate::pending_hint::PendingHintTask>()
.is_pending(),
"pressing H must spawn an async hint task",
);
}
}
+165 -65
View File
@@ -9,6 +9,7 @@
//! When the provider does not support leaderboards (e.g. `LocalOnlyProvider`)
//! the panel shows "Not available" immediately.
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
use bevy::prelude::*;
use bevy::tasks::{futures_lite::future, AsyncComputeTaskPool, Task};
use solitaire_data::settings::SyncBackend;
@@ -20,10 +21,11 @@ use crate::settings_plugin::SettingsResource;
use crate::sync_plugin::SyncProviderResource;
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
ScrimDismissible,
};
use crate::ui_theme::{
ACCENT_PRIMARY, BORDER_SUBTLE, STATE_INFO, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY,
TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_4, Z_MODAL_PANEL,
TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_2, VAL_SPACE_4, Z_MODAL_PANEL,
};
// ---------------------------------------------------------------------------
@@ -66,6 +68,18 @@ struct LeaderboardFetchTask(Option<Task<Result<Vec<LeaderboardEntry>, String>>>)
#[derive(Component, Debug)]
pub struct LeaderboardScreen;
/// Marker on the scrollable body Node inside the Leaderboard modal.
///
/// The leaderboard caps at the top 10 entries today, but rendering the
/// caption + opt-in/opt-out row + 10 data rows on the 800x600 minimum
/// window is right at the edge of overflowing — long display names or
/// future row-count expansion would cut off entries below the fold.
/// Wrapping the data section in an `Overflow::scroll_y()` Node with a
/// constrained `max_height` keeps every row reachable. Mirrors the
/// `SettingsPanelScrollable` pattern.
#[derive(Component, Debug)]
pub struct LeaderboardScrollable;
/// Marker on the "Opt In" button inside the leaderboard panel.
#[derive(Component, Debug)]
struct LeaderboardOptInButton;
@@ -98,6 +112,11 @@ impl Plugin for LeaderboardPlugin {
.init_resource::<OptInTask>()
.init_resource::<OptOutTask>()
.add_message::<ToggleLeaderboardRequestEvent>()
// `MouseWheel` is emitted by Bevy's input plugin under
// `DefaultPlugins`; register it explicitly so the
// leaderboard-scroll system also runs cleanly under
// `MinimalPlugins` in tests.
.add_message::<MouseWheel>()
.add_systems(
Update,
(
@@ -112,7 +131,8 @@ impl Plugin for LeaderboardPlugin {
poll_opt_out_task,
)
.chain(),
);
)
.add_systems(Update, scroll_leaderboard_panel);
}
}
@@ -222,6 +242,33 @@ fn update_leaderboard_panel(
}
/// Click handler for the modal's "Done" button — despawns the overlay.
/// Routes mouse-wheel events into the Leaderboard modal's scrollable
/// data body while the panel is open. No-op when no
/// `LeaderboardScrollable` exists in the world (modal closed). Mirrors
/// `scroll_settings_panel`.
fn scroll_leaderboard_panel(
mut scroll_evr: MessageReader<MouseWheel>,
mut scrollables: Query<&mut ScrollPosition, With<LeaderboardScrollable>>,
) {
if scrollables.is_empty() {
scroll_evr.clear();
return;
}
let delta_y: f32 = scroll_evr
.read()
.map(|ev| match ev.unit {
MouseScrollUnit::Line => ev.y * 50.0,
MouseScrollUnit::Pixel => ev.y,
})
.sum();
if delta_y == 0.0 {
return;
}
for mut sp in scrollables.iter_mut() {
sp.0.y = (sp.0.y - delta_y).max(0.0);
}
}
fn handle_leaderboard_close_button(
mut commands: Commands,
close_buttons: Query<&Interaction, (With<LeaderboardCloseButton>, Changed<Interaction>)>,
@@ -346,7 +393,7 @@ fn spawn_leaderboard_screen(
remote_available: bool,
font_res: Option<&FontResource>,
) {
spawn_modal(commands, LeaderboardScreen, Z_MODAL_PANEL, |card| {
let scrim = spawn_modal(commands, LeaderboardScreen, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, "Leaderboard", font_res);
// Subhead — what the screen does + what the buttons control.
@@ -420,76 +467,99 @@ fn spawn_leaderboard_screen(
BackgroundColor(BORDER_SUBTLE),
));
match data {
LeaderboardResource::Idle => {
card.spawn((
Text::new("Fetching\u{2026}"),
font_status.clone(),
TextColor(STATE_INFO),
));
}
LeaderboardResource::Error(_) => {
card.spawn((
Text::new("Couldn't reach the leaderboard. Try again later."),
font_status.clone(),
TextColor(TEXT_SECONDARY),
));
}
LeaderboardResource::Loaded(rows) if rows.is_empty() => {
card.spawn((
Text::new("No entries yet \u{2014} sync and opt in to appear here."),
font_row.clone(),
TextColor(TEXT_SECONDARY),
));
}
LeaderboardResource::Loaded(rows) => {
// Column headers
card.spawn(Node {
flex_direction: FlexDirection::Row,
column_gap: VAL_SPACE_4,
..default()
})
.with_children(|row| {
header_cell(row, "#", 30.0, &font_header);
header_cell(row, "Player", 160.0, &font_header);
header_cell(row, "Best Score", 100.0, &font_header);
header_cell(row, "Fastest Win", 110.0, &font_header);
});
let mut sorted = rows.to_vec();
sorted.sort_by_key(|e| std::cmp::Reverse(e.best_score.unwrap_or(0)));
for (i, entry) in sorted.iter().take(10).enumerate() {
// Top three get accent treatments to highlight the
// podium without leaning on hand-picked metallic
// colours that sit outside the token system.
let rank_color = match i {
0 => ACCENT_PRIMARY, // Balatro yellow for #1
1 | 2 => TEXT_PRIMARY,
_ => TEXT_SECONDARY,
};
let time_str = entry
.best_time_secs
.map_or_else(|| "-".to_string(), format_secs);
let score_str = entry
.best_score
.map_or_else(|| "-".to_string(), |s| s.to_string());
card.spawn(Node {
// Scrollable data section — caps at top 10 rows today, but on the
// 800x600 minimum window the header + caption + opt-in row + 10
// entries crowds the modal. Wrapping in `Overflow::scroll_y()`
// with a `max_height` keeps every entry reachable and survives
// any future expansion of the row cap.
card.spawn((
LeaderboardScrollable,
ScrollPosition::default(),
Node {
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_2,
max_height: Val::Vh(50.0),
overflow: Overflow::scroll_y(),
..default()
},
))
.with_children(|body| {
match data {
LeaderboardResource::Idle => {
body.spawn((
Text::new("Fetching\u{2026}"),
font_status.clone(),
TextColor(STATE_INFO),
));
}
LeaderboardResource::Error(_) => {
body.spawn((
Text::new("Couldn't reach the leaderboard. Try again later."),
font_status.clone(),
TextColor(TEXT_SECONDARY),
));
}
LeaderboardResource::Loaded(rows) if rows.is_empty() => {
body.spawn((
Text::new("Be the first on the leaderboard."),
font_status.clone(),
TextColor(TEXT_PRIMARY),
));
body.spawn((
Text::new("Win a game and opt in to appear here."),
font_row.clone(),
TextColor(TEXT_SECONDARY),
));
}
LeaderboardResource::Loaded(rows) => {
// Column headers
body.spawn(Node {
flex_direction: FlexDirection::Row,
column_gap: VAL_SPACE_4,
..default()
})
.with_children(|row| {
data_cell(row, &format!("{}", i + 1), 30.0, rank_color, &font_row);
data_cell(row, &entry.display_name, 160.0, TEXT_PRIMARY, &font_row);
data_cell(row, &score_str, 100.0, TEXT_PRIMARY, &font_row);
data_cell(row, &time_str, 110.0, TEXT_PRIMARY, &font_row);
header_cell(row, "#", 30.0, &font_header);
header_cell(row, "Player", 160.0, &font_header);
header_cell(row, "Best Score", 100.0, &font_header);
header_cell(row, "Fastest Win", 110.0, &font_header);
});
let mut sorted = rows.to_vec();
sorted.sort_by_key(|e| std::cmp::Reverse(e.best_score.unwrap_or(0)));
for (i, entry) in sorted.iter().take(10).enumerate() {
// Top three get accent treatments to highlight the
// podium without leaning on hand-picked metallic
// colours that sit outside the token system.
let rank_color = match i {
0 => ACCENT_PRIMARY, // Balatro yellow for #1
1 | 2 => TEXT_PRIMARY,
_ => TEXT_SECONDARY,
};
let time_str = entry
.best_time_secs
.map_or_else(|| "-".to_string(), format_secs);
let score_str = entry
.best_score
.map_or_else(|| "-".to_string(), |s| s.to_string());
body.spawn(Node {
flex_direction: FlexDirection::Row,
column_gap: VAL_SPACE_4,
..default()
})
.with_children(|row| {
data_cell(row, &format!("{}", i + 1), 30.0, rank_color, &font_row);
data_cell(row, &entry.display_name, 160.0, TEXT_PRIMARY, &font_row);
data_cell(row, &score_str, 100.0, TEXT_PRIMARY, &font_row);
data_cell(row, &time_str, 110.0, TEXT_PRIMARY, &font_row);
});
}
}
}
}
});
spawn_modal_actions(card, |actions| {
spawn_modal_button(
@@ -502,6 +572,8 @@ fn spawn_leaderboard_screen(
);
});
});
// Leaderboard is read-only — opt into click-outside-to-dismiss.
commands.entity(scrim).insert(ScrimDismissible);
}
fn header_cell(parent: &mut ChildSpawnerCommands, text: &str, width: f32, font: &TextFont) {
@@ -646,6 +718,34 @@ mod tests {
assert_eq!(count, 1);
}
#[test]
fn leaderboard_modal_body_is_scrollable() {
let mut app = headless_app();
press(&mut app, KeyCode::KeyL);
app.update();
let count = app
.world_mut()
.query::<&LeaderboardScrollable>()
.iter(app.world())
.count();
assert_eq!(
count, 1,
"Leaderboard modal must spawn exactly one LeaderboardScrollable body"
);
let mut q = app
.world_mut()
.query_filtered::<&Node, With<LeaderboardScrollable>>();
let nodes: Vec<&Node> = q.iter(app.world()).collect();
assert_ne!(
nodes[0].max_height,
Val::Auto,
"scrollable body must set a non-default max_height"
);
assert_eq!(nodes[0].overflow, Overflow::scroll_y());
}
#[test]
fn pressing_l_twice_dismisses_screen() {
let mut app = headless_app();
+21 -3
View File
@@ -22,8 +22,11 @@ pub mod input_plugin;
pub mod layout;
pub mod onboarding_plugin;
pub mod pause_plugin;
pub mod pending_hint;
pub mod profile_plugin;
pub mod radial_menu;
pub mod replay_overlay;
pub mod replay_playback;
pub mod settings_plugin;
pub mod progress_plugin;
pub mod resources;
@@ -86,13 +89,16 @@ pub use events::{
AchievementUnlockedEvent, CardFaceRevealedEvent, CardFlippedEvent, DrawRequestEvent,
ForfeitEvent, ForfeitRequestEvent, FoundationCompletedEvent, GameWonEvent, HelpRequestEvent,
HintVisualEvent, InfoToastEvent, ManualSyncRequestEvent, MoveRejectedEvent, MoveRequestEvent,
NewGameConfirmEvent, NewGameRequestEvent, PauseRequestEvent, StartChallengeRequestEvent,
NewGameRequestEvent, PauseRequestEvent, StartChallengeRequestEvent,
StartDailyChallengeRequestEvent, StartTimeAttackRequestEvent, StartZenRequestEvent,
StateChangedEvent, SyncCompleteEvent, ToggleAchievementsRequestEvent,
ToggleLeaderboardRequestEvent, ToggleProfileRequestEvent, ToggleSettingsRequestEvent,
ToggleStatsRequestEvent, UndoRequestEvent, WinStreakMilestoneEvent, XpAwardedEvent,
};
pub use game_plugin::{ConfirmNewGameScreen, GameMutation, GameOverScreen, GamePlugin, GameStatePath};
pub use game_plugin::{
ConfirmNewGameScreen, GameMutation, GameOverScreen, GamePlugin, GameStatePath, RecordingReplay,
ReplayPath,
};
pub use help_plugin::{HelpPlugin, HelpScreen};
pub use home_plugin::{HomePlugin, HomeScreen};
pub use hud_plugin::{
@@ -109,6 +115,14 @@ pub use radial_menu::{
legal_destinations_for_card, radial_anchor_for_index, radial_hovered_index, RadialIcon,
RadialMenuPlugin, RightClickRadialState, Z_RADIAL_MENU,
};
pub use replay_overlay::{
ReplayOverlayBannerText, ReplayOverlayPlugin, ReplayOverlayProgressText, ReplayOverlayRoot,
ReplayStopButton, Z_REPLAY_OVERLAY,
};
pub use replay_playback::{
start_replay_playback, stop_replay_playback, ReplayPlaybackPlugin, ReplayPlaybackState,
REPLAY_COMPLETION_LINGER_SECS, REPLAY_MOVE_INTERVAL_SECS,
};
pub use settings_plugin::{
PendingWindowGeometry, SettingsChangedEvent, SettingsPlugin, SettingsResource, SettingsScreen,
SFX_STEP, WINDOW_GEOMETRY_DEBOUNCE_SECS,
@@ -119,7 +133,11 @@ pub use selection_plugin::{
KeyboardDragState, SelectionHighlight, SelectionPlugin, SelectionState,
};
pub use splash_plugin::{SplashAge, SplashPlugin, SplashRoot};
pub use stats_plugin::{StatsPlugin, StatsResource, StatsScreen, StatsUpdate};
pub use stats_plugin::{
format_replay_caption, LatestReplayPath, ReplayHistoryResource, ReplayNextButton,
ReplayPrevButton, ReplaySelectorCaption, SelectedReplayIndex, StatsPlugin, StatsResource,
StatsScreen, StatsUpdate, WatchReplayButton,
};
pub use sync_plugin::{SyncPlugin, SyncProviderResource};
pub use ui_focus::{Disabled, FocusGroup, Focusable, FocusedButton, UiFocusPlugin};
pub use ui_modal::{
+31 -4
View File
@@ -36,8 +36,9 @@ use crate::settings_plugin::{SettingsChangedEvent, SettingsResource, SettingsSto
use crate::stats_plugin::StatsResource;
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_body_text, spawn_modal_button,
spawn_modal_header, ButtonVariant,
spawn_modal_header, ButtonVariant, ModalScrim,
};
use bevy::ecs::system::SystemParam;
use crate::ui_theme::{
self, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_3,
};
@@ -126,15 +127,24 @@ impl Plugin for PausePlugin {
}
}
/// Bundles the modal-related queries `toggle_pause` reads each tick.
/// Pulled into a [`SystemParam`] so the system stays under Bevy's 16-
/// parameter cap after the cross-modal Esc guard query was added.
#[derive(SystemParam)]
struct PauseModalQueries<'w, 's> {
pause_screens: Query<'w, 's, Entity, With<PauseScreen>>,
forfeit_screens: Query<'w, 's, Entity, With<ForfeitConfirmScreen>>,
game_over_screens: Query<'w, 's, Entity, With<GameOverScreen>>,
other_modal_scrims: Query<'w, 's, Entity, (With<ModalScrim>, Without<PauseScreen>)>,
}
#[allow(clippy::too_many_arguments)]
fn toggle_pause(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<PauseRequestEvent>,
mut paused: ResMut<PausedResource>,
screens: Query<Entity, With<PauseScreen>>,
forfeit_screens: Query<Entity, With<ForfeitConfirmScreen>>,
game_over_screens: Query<Entity, With<GameOverScreen>>,
modal_queries: PauseModalQueries<'_, '_>,
game: Option<Res<GameStateResource>>,
path: Option<Res<GameStatePath>>,
progress: Option<Res<ProgressResource>>,
@@ -145,6 +155,13 @@ fn toggle_pause(
mut changed: MessageWriter<StateChangedEvent>,
selection: Option<Res<SelectionState>>,
) {
let PauseModalQueries {
pause_screens: screens,
forfeit_screens,
game_over_screens,
other_modal_scrims,
} = modal_queries;
// Either Esc or a click on the HUD "Pause" button (which fires
// PauseRequestEvent) opens or closes the overlay. Drain the queue so a
// burst of clicks doesn't queue future toggles.
@@ -157,6 +174,16 @@ fn toggle_pause(
if !forfeit_screens.is_empty() {
return;
}
// Any other modal (Confirm New Game, Restore, Home, Onboarding,
// Settings, etc.) owns its own dismissal — pause must not stack
// on top of it. Without this guard a single Esc both closes the
// open modal AND spawns the pause overlay underneath, leaving the
// player on a screen they didn't ask for. The HUD-button path
// (`button_clicked`) is gated too; clicking Pause while another
// modal is up is almost always an accident.
if !other_modal_scrims.is_empty() {
return;
}
// If a card is currently selected, let SelectionPlugin handle this Escape
// (it will clear the selection). Pause must not also open in the same frame.
if selection.is_some_and(|s| s.selected_pile.is_some()) {
+402
View File
@@ -0,0 +1,402 @@
//! Async H-key hint solver, modelled on `PendingNewGameSeed` in
//! `game_plugin`.
//!
//! The synchronous version (v0.17.0) called
//! `solitaire_core::solver::try_solve_from_state` on the main thread on
//! every H press. Median latency was ~2 ms but pathological positions
//! can hit the `SolverConfig::default()` cap at ~120 ms, which is a
//! noticeable input-stall on the same frame the player sees the hint
//! request.
//!
//! This module hosts the resource and polling system that move the
//! solver call onto `AsyncComputeTaskPool`. `handle_keyboard_hint`
//! (input_plugin) becomes a thin spawn point: snapshot the state,
//! spawn the task, store the handle. The polling system takes the
//! result one frame later and surfaces the hint visuals via the
//! shared `emit_hint_visuals` helper.
//!
//! Cancel-on-replace: a fresh H press while a previous task is in
//! flight drops the previous task. Bevy's `Task` `Drop` cancels
//! cooperatively at the next await point.
//!
//! Stale-state drop: any `StateChangedEvent` (move applied, undo,
//! new game) drops the in-flight task — the position the solver was
//! reasoning about no longer exists, and surfacing a hint for the
//! old state would be confusing.
use bevy::prelude::*;
use bevy::tasks::{futures_lite::future, AsyncComputeTaskPool, Task};
use solitaire_core::game_state::GameState;
use solitaire_core::pile::PileType;
use solitaire_core::solver::{try_solve_from_state, SolverConfig, SolverResult};
use crate::card_plugin::CardEntity;
use crate::events::{HintVisualEvent, InfoToastEvent, StateChangedEvent};
use crate::input_plugin::{emit_hint_visuals, find_heuristic_hint};
use crate::resources::{GameStateResource, HintCycleIndex};
/// In-flight async work for the H-key hint.
///
/// `handle_keyboard_hint` writes here when the player presses H;
/// `poll_pending_hint_task` reads from here, polls the task, and
/// emits the hint visuals once the task completes. At most one task
/// is ever in flight: a fresh H press while a previous task is
/// running drops the previous task and queues the new one.
#[derive(Resource, Default)]
pub struct PendingHintTask {
/// `Some` while the solver is still working on a verdict.
inner: Option<HintTask>,
}
impl PendingHintTask {
/// Whether a hint task is currently in flight.
pub fn is_pending(&self) -> bool {
self.inner.is_some()
}
/// Drop any in-flight task. Bevy's `Task` `Drop` cancels the
/// underlying future cooperatively at the next await point.
pub fn cancel(&mut self) {
self.inner = None;
}
/// Spawn a new solver task for `state` with `config`. Drops any
/// previously in-flight task first (cancel-on-replace).
pub fn spawn(&mut self, state: GameState, config: SolverConfig) {
let move_count_at_spawn = state.move_count;
let handle = AsyncComputeTaskPool::get().spawn(async move {
let outcome = try_solve_from_state(&state, &config);
match outcome.result {
SolverResult::Winnable => outcome
.first_move
.map(|mv| HintTaskOutput::SolverMove {
from: mv.source,
to: mv.dest,
})
.unwrap_or(HintTaskOutput::NeedsHeuristic),
SolverResult::Unwinnable | SolverResult::Inconclusive => {
HintTaskOutput::NeedsHeuristic
}
}
});
self.inner = Some(HintTask {
handle,
move_count_at_spawn,
});
}
}
/// One in-flight hint search plus the snapshot data needed to detect
/// a stale result if the live state moved while the solver ran.
struct HintTask {
handle: Task<HintTaskOutput>,
/// `GameState.move_count` at spawn time. The poll system discards
/// the result if the live move_count has advanced — the player
/// applied a move while the solver ran, so the hint would be
/// stale even if the StateChangedEvent drop didn't fire first.
move_count_at_spawn: u32,
}
/// What the solver task carries back to the main thread.
enum HintTaskOutput {
/// Solver verdict was `Winnable`; here is the first move on the
/// solution path.
SolverMove {
from: PileType,
to: PileType,
},
/// Solver was `Unwinnable` or `Inconclusive`. The poll system
/// runs the legacy heuristic against the live `GameState` so the
/// H key always produces feedback while any legal move exists.
NeedsHeuristic,
}
/// Drop the in-flight hint task whenever the live `GameState` shifts.
///
/// The position the solver was reasoning about no longer matches the
/// live state, so its result would be stale. Mirrors the semantics
/// of `reset_hint_cycle_on_state_change` for `HintCycleIndex`.
pub fn drop_pending_hint_on_state_change(
mut state_events: MessageReader<StateChangedEvent>,
mut pending: ResMut<PendingHintTask>,
) {
if state_events.read().next().is_some() {
pending.cancel();
}
}
/// Poll the in-flight hint solver task. When the task resolves, run
/// `emit_hint_visuals` on the result — either the solver's
/// provably-best first move (Winnable verdict) or a heuristic hint
/// over the live state (Unwinnable / Inconclusive).
///
/// Discards the result when `GameState.move_count` has moved past the
/// snapshot taken at spawn time — the player applied a move during
/// the solve and `drop_pending_hint_on_state_change` should have
/// already cleared the resource, but we double-check here for the
/// rare case where the solver task completed in the same frame the
/// move was applied.
#[allow(clippy::too_many_arguments)]
pub fn poll_pending_hint_task(
mut pending: ResMut<PendingHintTask>,
game: Option<Res<GameStateResource>>,
mut hint_cycle: ResMut<HintCycleIndex>,
mut commands: Commands,
card_entities: Query<(Entity, &CardEntity, &mut Sprite)>,
mut info_toast: MessageWriter<InfoToastEvent>,
mut hint_visual: MessageWriter<HintVisualEvent>,
) {
let Some(p) = pending.inner.as_mut() else {
return;
};
let Some(output) = future::block_on(future::poll_once(&mut p.handle)) else {
return;
};
let move_count_at_spawn = p.move_count_at_spawn;
pending.inner = None;
let Some(g) = game else { return };
if g.0.move_count != move_count_at_spawn {
return;
}
let (from, to) = match output {
HintTaskOutput::SolverMove { from, to } => (from, to),
HintTaskOutput::NeedsHeuristic => {
match find_heuristic_hint(&g.0, &mut hint_cycle) {
Some(pair) => pair,
None => {
info_toast.write(InfoToastEvent("No hints available".to_string()));
return;
}
}
}
};
emit_hint_visuals(
&g.0,
&from,
&to,
&mut commands,
card_entities,
&mut info_toast,
&mut hint_visual,
);
}
#[cfg(test)]
mod tests {
use super::*;
use crate::events::HintVisualEvent;
use crate::input_plugin::HintSolverConfig;
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameState};
/// Build a minimal Bevy app exercising only the polling system
/// and the resources/messages it touches.
fn pending_hint_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
app.add_message::<InfoToastEvent>();
app.add_message::<HintVisualEvent>();
app.add_message::<StateChangedEvent>();
app.init_resource::<HintCycleIndex>();
app.init_resource::<HintSolverConfig>();
app.init_resource::<PendingHintTask>();
// Chain the drop-on-state-change system before the poll
// system, mirroring how `InputPlugin::build` wires them.
// Without this, system order is unspecified and the
// state_change_drops_in_flight_task test sometimes sees the
// poll fire before the drop.
app.add_systems(
Update,
(
drop_pending_hint_on_state_change,
poll_pending_hint_task,
)
.chain(),
);
app
}
/// Same near-finished fixture used by the v0.17 hint tests:
/// foundations hold A..Q for each suit, four Kings sit on
/// tableau columns 0..3, stock and waste empty.
fn near_finished_state() -> GameState {
let mut game = GameState::new(1, DrawMode::DrawOne);
for slot in 0..4_u8 {
game.piles
.get_mut(&PileType::Foundation(slot))
.unwrap()
.cards
.clear();
}
for i in 0..7_usize {
game.piles
.get_mut(&PileType::Tableau(i))
.unwrap()
.cards
.clear();
}
game.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
game.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
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,
];
for (slot, suit) in suits.iter().enumerate() {
let pile = game
.piles
.get_mut(&PileType::Foundation(slot as u8))
.unwrap();
for (i, rank) in ranks_below_king.iter().enumerate() {
pile.cards.push(Card {
id: (slot as u32) * 13 + i as u32,
suit: *suit,
rank: *rank,
face_up: true,
});
}
}
for (col, suit) in suits.iter().enumerate() {
game.piles
.get_mut(&PileType::Tableau(col))
.unwrap()
.cards
.push(Card {
id: 100 + col as u32,
suit: *suit,
rank: Rank::King,
face_up: true,
});
}
game
}
/// Spawning a task and pumping update() until it completes must
/// emit a HintVisualEvent. Mirrors the `winnable_seed_search_*`
/// pattern in game_plugin tests — drives a wall-clock-bounded
/// loop so the shared AsyncComputeTaskPool can schedule the
/// future under cargo-test parallelism.
#[test]
fn winnable_solver_emits_hint_after_async_completes() {
let mut app = pending_hint_app();
app.insert_resource(GameStateResource(near_finished_state()));
let cfg = app.world().resource::<HintSolverConfig>().0;
app.world_mut()
.resource_mut::<PendingHintTask>()
.spawn(near_finished_state(), cfg);
let deadline = std::time::Instant::now() + std::time::Duration::from_secs(15);
while app.world().resource::<PendingHintTask>().is_pending() {
app.update();
std::thread::yield_now();
if std::time::Instant::now() >= deadline {
break;
}
}
assert!(
!app.world().resource::<PendingHintTask>().is_pending(),
"hint task should have completed within 15 s wall-clock",
);
let messages = app.world().resource::<Messages<HintVisualEvent>>();
let mut cursor = messages.get_cursor();
let collected: Vec<HintVisualEvent> = cursor.read(messages).cloned().collect();
assert_eq!(
collected.len(), 1,
"exactly one HintVisualEvent must fire when the solver returns Winnable",
);
assert!(
matches!(collected[0].dest_pile, PileType::Foundation(_)),
"solver hint destination must be a foundation slot; got {:?}",
collected[0].dest_pile,
);
}
/// A StateChangedEvent fired while the task is in flight must
/// drop the task; the polling system must not emit any visuals
/// once the result eventually arrives.
#[test]
fn state_change_drops_in_flight_task() {
let mut app = pending_hint_app();
app.insert_resource(GameStateResource(near_finished_state()));
let cfg = app.world().resource::<HintSolverConfig>().0;
app.world_mut()
.resource_mut::<PendingHintTask>()
.spawn(near_finished_state(), cfg);
assert!(
app.world().resource::<PendingHintTask>().is_pending(),
"task is in flight after spawn",
);
// Fire a StateChangedEvent before draining the task. The
// drop-on-state-change system runs in the same Update tick
// and clears the resource.
app.world_mut().write_message(StateChangedEvent);
app.update();
assert!(
!app.world().resource::<PendingHintTask>().is_pending(),
"StateChangedEvent must drop the in-flight hint task",
);
// No HintVisualEvent should ever have fired.
let messages = app.world().resource::<Messages<HintVisualEvent>>();
let mut cursor = messages.get_cursor();
assert_eq!(
cursor.read(messages).count(),
0,
"dropped hint task must not emit any visuals",
);
}
/// Cancel-on-replace: spawning a fresh task while a previous one
/// is in flight must drop the previous task. Only the second
/// spawn's result is allowed to surface.
#[test]
fn second_spawn_drops_first_in_flight_task() {
let mut app = pending_hint_app();
app.insert_resource(GameStateResource(near_finished_state()));
let cfg = app.world().resource::<HintSolverConfig>().0;
// First spawn.
app.world_mut()
.resource_mut::<PendingHintTask>()
.spawn(near_finished_state(), cfg);
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);
// 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
// resource still holds a single task, and that task
// eventually completes producing exactly one hint visual.
assert!(app.world().resource::<PendingHintTask>().is_pending());
let deadline = std::time::Instant::now() + std::time::Duration::from_secs(15);
while app.world().resource::<PendingHintTask>().is_pending() {
app.update();
std::thread::yield_now();
if std::time::Instant::now() >= deadline {
break;
}
}
assert!(
!app.world().resource::<PendingHintTask>().is_pending(),
"second hint task should have completed within 15 s wall-clock",
);
let messages = app.world().resource::<Messages<HintVisualEvent>>();
let mut cursor = messages.get_cursor();
let collected: Vec<HintVisualEvent> = cursor.read(messages).cloned().collect();
assert_eq!(
collected.len(), 1,
"cancel-on-replace: only the surviving task's result emits a visual",
);
}
}
+440 -161
View File
@@ -4,8 +4,10 @@
//! summary in a single scrollable panel. Spawned on the first `P` keypress and
//! despawned on the second.
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
use bevy::input::ButtonInput;
use bevy::prelude::*;
use chrono::{Duration, Local, NaiveDate};
use solitaire_core::achievement::achievement_by_id;
use solitaire_data::SyncBackend;
@@ -18,16 +20,41 @@ use crate::settings_plugin::SettingsResource;
use crate::stats_plugin::{format_fastest_win, format_win_rate, StatsResource};
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
ScrimDismissible,
};
use crate::ui_theme::{
ACCENT_PRIMARY, STATE_INFO, STATE_SUCCESS, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY,
TYPE_BODY_LG, VAL_SPACE_2, Z_MODAL_PANEL,
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,
};
/// Number of days surfaced in the daily-challenge calendar row.
///
/// 14 = trailing two weeks ending today. At ~12 px per dot with a 6 px gap
/// the row is ~246 px wide — well inside the 360 px minimum modal width on
/// the smallest supported window (800 px).
const CALENDAR_DAYS: usize = 14;
/// Diameter of each calendar dot, in pixels.
const CALENDAR_DOT_SIZE_PX: f32 = 12.0;
/// Marker component on the profile overlay root node.
#[derive(Component, Debug)]
pub struct ProfileScreen;
/// Marker on each daily-challenge calendar dot inside the Profile modal.
///
/// One entity per day in the trailing 14-day window — tests can query
/// for this component to assert the row was rendered.
#[derive(Component, Debug, Clone, Copy)]
pub struct DailyCalendarDot {
/// The calendar date this dot represents.
pub date: NaiveDate,
/// Whether the player completed the daily challenge on `date`.
pub completed: bool,
/// `true` if `date == today` (the rightmost dot).
pub is_today: bool,
}
/// Registers the `P` key toggle for the profile overlay.
pub struct ProfilePlugin;
@@ -35,10 +62,60 @@ pub struct ProfilePlugin;
#[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
/// calendar), every unlocked achievement (up to ~18), and a stats
/// summary, which can overflow the modal on the 800x600 minimum window
/// once a player has unlocked several achievements. This marker tags
/// the inner container that carries `Overflow::scroll_y()` plus a
/// `max_height` constraint. Mirrors the `SettingsPanelScrollable`
/// pattern.
#[derive(Component, Debug)]
pub struct ProfileScrollable;
impl Plugin for ProfilePlugin {
fn build(&self, app: &mut App) {
app.add_message::<ToggleProfileRequestEvent>()
.add_systems(Update, (toggle_profile_screen, handle_profile_close_button));
// `MouseWheel` is emitted by Bevy's input plugin under
// `DefaultPlugins`; register it explicitly so the
// 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,
),
);
}
}
/// Routes mouse-wheel events into the Profile modal's scrollable body
/// while the panel is open. No-op when no `ProfileScrollable` exists in
/// the world (modal closed). Mirrors `scroll_settings_panel`.
fn scroll_profile_panel(
mut scroll_evr: MessageReader<MouseWheel>,
mut scrollables: Query<&mut ScrollPosition, With<ProfileScrollable>>,
) {
if scrollables.is_empty() {
scroll_evr.clear();
return;
}
let delta_y: f32 = scroll_evr
.read()
.map(|ev| match ev.unit {
MouseScrollUnit::Line => ev.y * 50.0,
MouseScrollUnit::Pixel => ev.y,
})
.sum();
if delta_y == 0.0 {
return;
}
for mut sp in scrollables.iter_mut() {
sp.0.y = (sp.0.y - delta_y).max(0.0);
}
}
@@ -69,7 +146,17 @@ fn toggle_profile_screen(
screens: Query<Entity, With<ProfileScreen>>,
) {
let button_clicked = requests.read().count() > 0;
if !keys.just_pressed(KeyCode::KeyP) && !button_clicked {
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 let Ok(entity) = screens.single() {
@@ -108,176 +195,205 @@ fn spawn_profile_screen(
..default()
};
spawn_modal(commands, ProfileScreen, Z_MODAL_PANEL, |card| {
let scrim = spawn_modal(commands, ProfileScreen, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, "Profile", font_res);
// First-launch welcome — only when the player has zero XP and
// zero daily streak, so the profile doesn't read as a wall of
// zeros to a brand-new player.
if let Some(p) = progress
&& p.0.total_xp == 0
&& p.0.daily_challenge_streak == 0
{
card.spawn((
Text::new("Welcome! Play games to earn XP and unlock achievements."),
font_section.clone(),
TextColor(ACCENT_PRIMARY),
Node {
margin: UiRect {
bottom: VAL_SPACE_2,
// 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
// overflow the modal on the 800x600 minimum window once the
// player has unlocked several achievements. The Done action
// stays fixed outside the scroll.
card.spawn((
ProfileScrollable,
ScrollPosition::default(),
Node {
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_1,
max_height: Val::Vh(70.0),
overflow: Overflow::scroll_y(),
..default()
},
))
.with_children(|body| {
// First-launch welcome — only when the player has zero XP and
// zero daily streak, so the profile doesn't read as a wall of
// zeros to a brand-new player.
if let Some(p) = progress
&& p.0.total_xp == 0
&& p.0.daily_challenge_streak == 0
{
body.spawn((
Text::new("Welcome! Play games to earn XP and unlock achievements."),
font_section.clone(),
TextColor(ACCENT_PRIMARY),
Node {
margin: UiRect {
bottom: VAL_SPACE_2,
..default()
},
..default()
},
..default()
},
));
}
// ── Sync section ────────────────────────────────────────────
card.spawn((
Text::new("Sync"),
font_section.clone(),
TextColor(STATE_INFO),
));
if let Some(s) = settings {
let (backend_name, username) = sync_info(&s.0.sync_backend);
card.spawn((
Text::new(format!("Account: {username} | Backend: {backend_name}")),
font_row.clone(),
TextColor(TEXT_PRIMARY),
));
}
if let Some(ss) = sync_status {
let status_text = match &ss.0 {
SyncStatus::Idle => "Sync: idle".to_string(),
SyncStatus::Syncing => "Sync: syncing\u{2026}".to_string(),
SyncStatus::LastSynced(dt) => {
format!("Last synced: {}", dt.format("%Y-%m-%d %H:%M"))
}
SyncStatus::Error(e) => format!("Sync error: {e}"),
};
card.spawn((
Text::new(status_text),
font_row.clone(),
TextColor(TEXT_SECONDARY),
));
}
// ── Progression section ─────────────────────────────────────
spawn_spacer(card, VAL_SPACE_2);
card.spawn((
Text::new("Progression"),
font_section.clone(),
TextColor(STATE_INFO),
));
if let Some(p) = progress {
let prog = &p.0;
let (xp_span, xp_done) = xp_progress(prog.total_xp, prog.level);
let pct = if xp_span == 0 {
100u64
} else {
xp_done.saturating_mul(100).checked_div(xp_span).unwrap_or(100)
};
card.spawn((
Text::new(format!(
"Level {} \u{2014} {} XP ({}/{} to next, {}%)",
prog.level, prog.total_xp, xp_done, xp_span, pct
)),
font_row.clone(),
TextColor(TEXT_PRIMARY),
));
card.spawn((
Text::new(format!(
"Daily streak: {} | Card backs: {} | Backgrounds: {}",
prog.daily_challenge_streak,
prog.unlocked_card_backs.len(),
prog.unlocked_backgrounds.len(),
)),
font_row.clone(),
TextColor(TEXT_PRIMARY),
));
}
// ── Achievements section ────────────────────────────────────
spawn_spacer(card, VAL_SPACE_2);
card.spawn((
Text::new("Achievements"),
font_section.clone(),
TextColor(STATE_INFO),
));
if let Some(ar) = achievements {
let records = &ar.0;
let unlocked_count = records.iter().filter(|r| r.unlocked).count();
card.spawn((
Text::new(format!("{unlocked_count} / 18 unlocked")),
font_row.clone(),
TextColor(ACCENT_PRIMARY),
));
let mut any_unlocked = false;
for record in records {
let def = achievement_by_id(record.id.as_str());
let is_secret = def.is_some_and(|d| d.secret);
if is_secret && !record.unlocked {
continue;
}
if !record.unlocked {
continue;
}
any_unlocked = true;
let name = def.map_or(record.id.as_str(), |d| d.name);
let date_str = match record.unlock_date {
Some(dt) => format!(" ({})", dt.format("%Y-%m-%d")),
None => String::new(),
};
card.spawn((
Text::new(format!(" [x] {name}{date_str}")),
font_row.clone(),
TextColor(STATE_SUCCESS),
));
}
if !any_unlocked {
card.spawn((
Text::new(" No achievements unlocked yet."),
// ── Sync section ────────────────────────────────────────────
body.spawn((
Text::new("Sync"),
font_section.clone(),
TextColor(STATE_INFO),
));
if let Some(s) = settings {
let (backend_name, username) = sync_info(&s.0.sync_backend);
body.spawn((
Text::new(format!("Account: {username} | Backend: {backend_name}")),
font_row.clone(),
TextColor(TEXT_PRIMARY),
));
}
if let Some(ss) = sync_status {
let status_text = match &ss.0 {
SyncStatus::Idle => "Sync: idle".to_string(),
SyncStatus::Syncing => "Sync: syncing\u{2026}".to_string(),
SyncStatus::LastSynced(dt) => {
format!("Last synced: {}", dt.format("%Y-%m-%d %H:%M"))
}
SyncStatus::Error(e) => format!("Sync error: {e}"),
};
body.spawn((
Text::new(status_text),
font_row.clone(),
TextColor(TEXT_SECONDARY),
));
}
}
// ── Statistics summary section ──────────────────────────────
spawn_spacer(card, VAL_SPACE_2);
card.spawn((
Text::new("Statistics Summary"),
font_section.clone(),
TextColor(STATE_INFO),
));
if let Some(sr) = stats {
let s = &sr.0;
let best_score_str = if s.best_single_score == 0 {
"\u{2014}".to_string()
} else {
s.best_single_score.to_string()
};
card.spawn((
Text::new(format!(
"Played: {} | Won: {} | Win rate: {} | Best time: {}",
s.games_played,
s.games_won,
format_win_rate(s),
format_fastest_win(s.fastest_win_seconds),
)),
font_row.clone(),
TextColor(TEXT_PRIMARY),
// ── Progression section ─────────────────────────────────────
spawn_spacer(body, VAL_SPACE_2);
body.spawn((
Text::new("Progression"),
font_section.clone(),
TextColor(STATE_INFO),
));
card.spawn((
Text::new(format!(
"Win streak: {} current, {} best | Best score: {}",
s.win_streak_current, s.win_streak_best, best_score_str,
)),
font_row.clone(),
TextColor(TEXT_PRIMARY),
if let Some(p) = progress {
let prog = &p.0;
let (xp_span, xp_done) = xp_progress(prog.total_xp, prog.level);
let pct = if xp_span == 0 {
100u64
} else {
xp_done.saturating_mul(100).checked_div(xp_span).unwrap_or(100)
};
body.spawn((
Text::new(format!(
"Level {} \u{2014} {} XP ({}/{} to next, {}%)",
prog.level, prog.total_xp, xp_done, xp_span, pct
)),
font_row.clone(),
TextColor(TEXT_PRIMARY),
));
body.spawn((
Text::new(format!(
"Daily streak: {} | Card backs: {} | Backgrounds: {}",
prog.daily_challenge_streak,
prog.unlocked_card_backs.len(),
prog.unlocked_backgrounds.len(),
)),
font_row.clone(),
TextColor(TEXT_PRIMARY),
));
// 14-day daily-challenge calendar row.
spawn_daily_calendar(
body,
&prog.daily_challenge_history,
prog.daily_challenge_streak,
prog.daily_challenge_longest_streak,
Local::now().date_naive(),
font_res,
);
}
// ── Achievements section ────────────────────────────────────
spawn_spacer(body, VAL_SPACE_2);
body.spawn((
Text::new("Achievements"),
font_section.clone(),
TextColor(STATE_INFO),
));
}
if let Some(ar) = achievements {
let records = &ar.0;
let unlocked_count = records.iter().filter(|r| r.unlocked).count();
body.spawn((
Text::new(format!("{unlocked_count} / 18 unlocked")),
font_row.clone(),
TextColor(ACCENT_PRIMARY),
));
let mut any_unlocked = false;
for record in records {
let def = achievement_by_id(record.id.as_str());
let is_secret = def.is_some_and(|d| d.secret);
if is_secret && !record.unlocked {
continue;
}
if !record.unlocked {
continue;
}
any_unlocked = true;
let name = def.map_or(record.id.as_str(), |d| d.name);
let date_str = match record.unlock_date {
Some(dt) => format!(" ({})", dt.format("%Y-%m-%d")),
None => String::new(),
};
body.spawn((
Text::new(format!(" [x] {name}{date_str}")),
font_row.clone(),
TextColor(STATE_SUCCESS),
));
}
if !any_unlocked {
body.spawn((
Text::new(" No achievements unlocked yet."),
font_row.clone(),
TextColor(TEXT_SECONDARY),
));
}
}
// ── Statistics summary section ──────────────────────────────
spawn_spacer(body, VAL_SPACE_2);
body.spawn((
Text::new("Statistics Summary"),
font_section.clone(),
TextColor(STATE_INFO),
));
if let Some(sr) = stats {
let s = &sr.0;
let best_score_str = if s.best_single_score == 0 {
"\u{2014}".to_string()
} else {
s.best_single_score.to_string()
};
body.spawn((
Text::new(format!(
"Played: {} | Won: {} | Win rate: {} | Best time: {}",
s.games_played,
s.games_won,
format_win_rate(s),
format_fastest_win(s.fastest_win_seconds),
)),
font_row.clone(),
TextColor(TEXT_PRIMARY),
));
body.spawn((
Text::new(format!(
"Win streak: {} current, {} best | Best score: {}",
s.win_streak_current, s.win_streak_best, best_score_str,
)),
font_row.clone(),
TextColor(TEXT_PRIMARY),
));
}
});
spawn_modal_actions(card, |actions| {
spawn_modal_button(
@@ -290,6 +406,8 @@ fn spawn_profile_screen(
);
});
});
// Profile is read-only — opt into click-outside-to-dismiss.
commands.entity(scrim).insert(ScrimDismissible);
}
/// Spawn a fixed-height vertical spacer node.
@@ -300,6 +418,98 @@ fn spawn_spacer(parent: &mut ChildSpawnerCommands, height: Val) {
});
}
/// Spawn the daily-challenge calendar row: a caption + 14 dots.
///
/// `history` is the player's full chronological completion history.
/// `current_streak` and `longest_streak` are surfaced in the caption.
/// `today` is passed in (rather than read directly) so the function is
/// trivially testable with a fixed reference date.
///
/// Layout: caption row → row of 14 dots (~12 px each, 6 px gap). The
/// rightmost dot represents today; past dots fill from oldest (left) to
/// most recent (right). Each dot carries a [`DailyCalendarDot`] marker.
fn spawn_daily_calendar(
parent: &mut ChildSpawnerCommands,
history: &[NaiveDate],
current_streak: u32,
longest_streak: u32,
today: NaiveDate,
font_res: Option<&FontResource>,
) {
use std::collections::HashSet;
let history_set: HashSet<NaiveDate> = history.iter().copied().collect();
let font_caption = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_CAPTION,
..default()
};
parent.spawn((
Text::new(format!(
"Current streak: {current_streak} \u{00B7} Longest: {longest_streak}"
)),
font_caption,
TextColor(TEXT_SECONDARY),
Node {
margin: UiRect {
top: VAL_SPACE_1,
bottom: VAL_SPACE_1,
..default()
},
..default()
},
));
parent
.spawn(Node {
flex_direction: FlexDirection::Row,
column_gap: Val::Px(SPACE_1 + 2.0), // 6 px between dots
align_items: AlignItems::Center,
..default()
})
.with_children(|row| {
// Iterate from oldest (today 13) to today (rightmost).
for offset in (0..CALENDAR_DAYS as i64).rev() {
let date = today - Duration::days(offset);
let is_today = offset == 0;
let completed = history_set.contains(&date);
// Today's dot keeps the outlined-ring look (Balatro-yellow
// accent border) regardless of completion; past days use a
// subtle border so the row reads as a row of pills, not a
// strip of bare squares.
let border_color = if is_today { ACCENT_PRIMARY } else { BORDER_STRONG };
let border_width = if is_today { 2.0 } else { 0.0 };
row.spawn((
DailyCalendarDot {
date,
completed,
is_today,
},
Node {
width: Val::Px(CALENDAR_DOT_SIZE_PX),
height: Val::Px(CALENDAR_DOT_SIZE_PX),
border: UiRect::all(Val::Px(border_width)),
border_radius: BorderRadius::all(Val::Px(CALENDAR_DOT_SIZE_PX / 2.0)),
..default()
},
BackgroundColor(calendar_dot_color(completed)),
BorderColor::all(border_color),
));
}
});
}
/// Background colour for a calendar dot. `STATE_SUCCESS` for completed
/// days, `BG_ELEVATED` for missed/pending days.
fn calendar_dot_color(completed: bool) -> Color {
if completed {
STATE_SUCCESS
} else {
BG_ELEVATED
}
}
/// Return `(backend_name, username_display)` for the given sync backend.
fn sync_info(backend: &SyncBackend) -> (&'static str, String) {
match backend {
@@ -376,6 +586,36 @@ mod tests {
);
}
#[test]
fn profile_modal_body_is_scrollable() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyP);
app.update();
let count = app
.world_mut()
.query::<&ProfileScrollable>()
.iter(app.world())
.count();
assert_eq!(
count, 1,
"Profile modal must spawn exactly one ProfileScrollable body"
);
let mut q = app
.world_mut()
.query_filtered::<&Node, With<ProfileScrollable>>();
let nodes: Vec<&Node> = q.iter(app.world()).collect();
assert_ne!(
nodes[0].max_height,
Val::Auto,
"scrollable body must set a non-default max_height"
);
assert_eq!(nodes[0].overflow, Overflow::scroll_y());
}
#[test]
fn pressing_p_twice_closes_profile_screen() {
let mut app = headless_app();
@@ -417,4 +657,43 @@ mod tests {
// Level 10 is the first post-table level (span = 1000, starts at 5000).
assert_eq!(xp_progress(5_000, 10), (1_000, 0));
}
#[test]
fn profile_modal_renders_14_calendar_dots() {
// Open the Profile modal and assert the 14-day calendar row was
// populated with one DailyCalendarDot entity per day.
let mut app = headless_app();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyP);
app.update();
let dot_count = app
.world_mut()
.query::<&DailyCalendarDot>()
.iter(app.world())
.count();
assert_eq!(
dot_count, CALENDAR_DAYS,
"Profile modal must render exactly {CALENDAR_DAYS} calendar dots"
);
}
#[test]
fn calendar_dot_today_marker_is_set_on_rightmost_dot_only() {
// Exactly one of the 14 dots is the "today" dot (the rightmost).
let mut app = headless_app();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyP);
app.update();
let today_count = app
.world_mut()
.query::<&DailyCalendarDot>()
.iter(app.world())
.filter(|d| d.is_today)
.count();
assert_eq!(today_count, 1, "exactly one dot must be marked is_today");
}
}
+565
View File
@@ -0,0 +1,565 @@
//! On-screen overlay shown while a recorded [`Replay`] plays back.
//!
//! The overlay is a thin top-of-window banner with three pieces of UI:
//!
//! - A "Replay" label on the left so the player knows the surface is
//! under playback control rather than live input.
//! - A "Move N of M" progress indicator in the centre, recomputed every
//! frame the cursor advances.
//! - A "Stop" button on the right that aborts playback and returns
//! control to the player.
//!
//! When playback finishes ([`ReplayPlaybackState::Completed`]) the banner
//! label swaps to "Replay complete" and stays visible until the playback
//! core auto-clears the resource back to [`ReplayPlaybackState::Inactive`]
//! a few seconds later, at which point the overlay despawns.
//!
//! The overlay sits at z-layer [`Z_REPLAY_OVERLAY`] — above gameplay but
//! below every modal layer ([`Z_MODAL_SCRIM`] and up). That ordering lets
//! the player still open Settings, Pause, and Help during a replay; those
//! modals will render on top of the banner as expected.
//!
//! [`Replay`]: solitaire_data::Replay
//! [`Z_MODAL_SCRIM`]: crate::ui_theme::Z_MODAL_SCRIM
use bevy::prelude::*;
use crate::font_plugin::FontResource;
use crate::replay_playback::{stop_replay_playback, ReplayPlaybackState};
use crate::ui_modal::{spawn_modal_button, ButtonVariant};
use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED_HI, TEXT_PRIMARY, TYPE_BODY, TYPE_HEADLINE, VAL_SPACE_2,
VAL_SPACE_4, Z_DROP_OVERLAY,
};
// ---------------------------------------------------------------------------
// Z-index — see `ui_theme::Z_MODAL_SCRIM` (200) for the next layer above.
// ---------------------------------------------------------------------------
/// `bevy::ui` `ZIndex` value for the replay overlay banner.
///
/// Numeric value is `Z_DROP_OVERLAY as i32 + 5 = 55`; chosen so the banner
/// sits clearly above the HUD top layer (`Z_HUD_TOP = 60` is intentionally
/// **below** modals, but the overlay needs to be above HUD readouts) yet
/// well below `Z_MODAL_SCRIM = 200` so Settings, Pause, and Help modals
/// continue to render on top of the overlay during a replay.
///
/// The `Z_DROP_OVERLAY + 5` formula in the spec is reproduced here as an
/// integer because `Z_DROP_OVERLAY` itself is a `f32` Sprite-space z used
/// for the drop-target overlay sprites — UI nodes use `i32` `ZIndex`, so
/// we materialise a separate constant rather than reuse the `f32` value.
pub const Z_REPLAY_OVERLAY: i32 = Z_DROP_OVERLAY as i32 + 5;
/// Total height of the banner in pixels. Thin enough to leave the
/// gameplay surface visible underneath, tall enough to comfortably fit
/// the headline-sized "Replay" label.
const BANNER_HEIGHT: f32 = 48.0;
/// Background colour alpha for the banner. `BG_ELEVATED_HI` at this alpha
/// reads as a clear "this is a UI strip" callout while still letting the
/// felt show through enough to anchor the banner to the play surface.
const BANNER_ALPHA: f32 = 0.92;
// ---------------------------------------------------------------------------
// Marker components
// ---------------------------------------------------------------------------
/// Marker on the banner's root `Node`. Used by the spawn / despawn /
/// progress-update systems to find the overlay.
#[derive(Component, Debug)]
pub struct ReplayOverlayRoot;
/// Marker on the left-hand banner label `Text`. Carries either "Replay"
/// (during playback) or "Replay complete" (once finished); the
/// completion-text-update system swaps the contents in place.
#[derive(Component, Debug)]
pub struct ReplayOverlayBannerText;
/// Marker on the centre progress `Text`. Updated every frame to reflect
/// the current `(cursor, total)` returned by
/// [`ReplayPlaybackState::progress`].
#[derive(Component, Debug)]
pub struct ReplayOverlayProgressText;
/// Marker on the right-hand "Stop" button. Click handler queries for this
/// and calls [`stop_replay_playback`] when an `Interaction::Pressed`
/// transition is seen.
#[derive(Component, Debug)]
pub struct ReplayStopButton;
// ---------------------------------------------------------------------------
// 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.
app.add_systems(
Update,
(
react_to_state_change,
update_banner_label,
update_progress_text,
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.
fn react_to_state_change(
mut commands: Commands,
state: Res<ReplayPlaybackState>,
existing: Query<Entity, With<ReplayOverlayRoot>>,
font_res: Option<Res<FontResource>>,
) {
if !state.is_changed() {
return;
}
let should_be_visible = state.is_playing() || state.is_completed();
let already_spawned = existing.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 {
for entity in &existing {
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.
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();
let banner_label = if state.is_completed() {
"Replay complete"
} else {
"Replay"
};
let progress_label = format_progress(state);
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,
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),
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()
},
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| {
// Left: "Replay" label in the loud yellow accent so it reads
// unmistakably as a non-gameplay surface.
banner.spawn((
ReplayOverlayBannerText,
Text::new(banner_label),
TextFont {
font: font_handle.clone(),
font_size: TYPE_HEADLINE,
..default()
},
TextColor(ACCENT_PRIMARY),
));
// Centre: progress readout — neutral primary text colour so
// the eye treats it as data, not a callout.
banner.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" yellow accent owns that slot. `spawn_modal_button`
// gives us hover / press paint and focus rings for free via
// the existing `UiModalPlugin` paint system.
banner
.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default()
})
.with_children(|wrap| {
spawn_modal_button(
wrap,
ReplayStopButton,
"Stop",
None,
ButtonVariant::Tertiary,
font_res,
);
});
});
}
// ---------------------------------------------------------------------------
// Per-frame text updates
// ---------------------------------------------------------------------------
/// Overwrites the banner label whenever the resource changes — covers the
/// `Playing → Completed` transition by swapping "Replay" for
/// "Replay complete" in place without despawning the overlay.
fn update_banner_label(
state: Res<ReplayPlaybackState>,
mut q: Query<&mut Text, With<ReplayOverlayBannerText>>,
) {
if !state.is_changed() {
return;
}
let label = if state.is_completed() {
"Replay complete"
} else if state.is_playing() {
"Replay"
} else {
return;
};
for mut text in &mut q {
**text = label.to_string();
}
}
/// Repaints the "Move N of M" centre readout every frame the cursor moves.
/// Cheap — early-exits if the resource has not changed since the last
/// frame so idle replays don't churn the text mesh.
fn update_progress_text(
state: Res<ReplayPlaybackState>,
mut q: Query<&mut Text, With<ReplayOverlayProgressText>>,
) {
if !state.is_changed() {
return;
}
let label = format_progress(&state);
for mut text in &mut q {
**text = label.clone();
}
}
/// Pure helper — formats the centre progress readout for the given state.
/// Exposed at module scope so the spawn path and the per-frame update
/// path produce the exact same string.
fn format_progress(state: &ReplayPlaybackState) -> String {
match state.progress() {
Some((cursor, total)) => format!("Move {cursor} of {total}"),
None if state.is_completed() => "Replay complete".to_string(),
None => String::new(),
}
}
// ---------------------------------------------------------------------------
// Stop button handler
// ---------------------------------------------------------------------------
/// Watches the Stop button for `Interaction::Pressed` transitions. On a
/// click, calls [`stop_replay_playback`] which resets the state to
/// `Inactive`; the next frame's `react_to_state_change` then despawns
/// the overlay.
fn handle_stop_button(
mut commands: Commands,
mut state: ResMut<ReplayPlaybackState>,
buttons: Query<&Interaction, (With<ReplayStopButton>, Changed<Interaction>)>,
) {
if !buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
stop_replay_playback(&mut commands, &mut state);
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
use chrono::NaiveDate;
use solitaire_core::game_state::{DrawMode, GameMode};
use solitaire_data::{Replay, ReplayMove};
/// Build a minimal but well-formed [`Replay`] with `move_count` no-op
/// `StockClick` entries. Tests only ever read `replay.moves.len()`
/// (denominator of the progress indicator), so the move kind is
/// irrelevant beyond producing the right count.
fn synthetic_replay(move_count: usize) -> Replay {
Replay::new(
42,
DrawMode::DrawOne,
GameMode::Classic,
120,
1_000,
NaiveDate::from_ymd_opt(2026, 5, 2).expect("valid date"),
(0..move_count).map(|_| ReplayMove::StockClick).collect(),
)
}
/// Build a test app that has the overlay plugin but **not** the
/// playback plugin — tests insert `ReplayPlaybackState` manually so
/// they can drive every state transition deterministically.
fn headless_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(ReplayOverlayPlugin);
app.init_resource::<ReplayPlaybackState>();
app
}
/// Count `ReplayOverlayRoot` entities in the world — the overlay's
/// presence/absence is the spawn-test's primary observable.
fn overlay_root_count(app: &mut App) -> usize {
app.world_mut()
.query::<&ReplayOverlayRoot>()
.iter(app.world())
.count()
}
/// Read the current text content of the unique progress-text entity.
fn progress_text(app: &mut App) -> String {
let mut q = app
.world_mut()
.query_filtered::<&Text, With<ReplayOverlayProgressText>>();
q.iter(app.world())
.next()
.map(|t| t.0.clone())
.unwrap_or_default()
}
/// Read the current text content of the unique banner-label entity.
fn banner_text(app: &mut App) -> String {
let mut q = app
.world_mut()
.query_filtered::<&Text, With<ReplayOverlayBannerText>>();
q.iter(app.world())
.next()
.map(|t| t.0.clone())
.unwrap_or_default()
}
/// Set the playback resource without going through the playback core.
fn set_state(app: &mut App, state: ReplayPlaybackState) {
app.world_mut().insert_resource(state);
}
/// Find the unique `ReplayStopButton` entity for the click-handler
/// test. There must be exactly one.
fn stop_button_entity(app: &mut App) -> Entity {
let mut q = app
.world_mut()
.query_filtered::<Entity, With<ReplayStopButton>>();
q.iter(app.world())
.next()
.expect("Stop button must exist while overlay is spawned")
}
/// Going `Inactive → Playing` spawns exactly one overlay root and
/// the banner label reads "Replay".
#[test]
fn overlay_spawns_when_playback_starts() {
let mut app = headless_app();
// First update with the default `Inactive` resource — overlay
// must not exist yet.
app.update();
assert_eq!(overlay_root_count(&mut app), 0);
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
},
);
app.update();
assert_eq!(
overlay_root_count(&mut app),
1,
"exactly one ReplayOverlayRoot must spawn on Inactive → Playing",
);
assert_eq!(banner_text(&mut app), "Replay");
}
/// The progress-text entity reads `"Move {cursor} of {total}"` for a
/// well-formed `Playing` state.
#[test]
fn overlay_progress_text_reflects_cursor() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 5,
secs_to_next: 0.5,
},
);
app.update();
assert_eq!(progress_text(&mut app), "Move 5 of 10");
}
/// Pressing the Stop button resets the state back to `Inactive` and
/// the next frame's `react_to_state_change` despawns the overlay.
/// Mirrors the synthetic `Interaction::Pressed` insertion pattern
/// used elsewhere in the engine for headless click tests.
#[test]
fn overlay_stop_button_click_clears_playback() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
},
);
app.update();
assert_eq!(overlay_root_count(&mut app), 1);
let stop = stop_button_entity(&mut app);
app.world_mut()
.entity_mut(stop)
.insert(Interaction::Pressed);
// Tick once: the click handler runs late in the frame and resets
// the state to `Inactive`.
app.update();
// State must be back to Inactive.
let state = app.world().resource::<ReplayPlaybackState>();
assert!(
matches!(state, ReplayPlaybackState::Inactive),
"Stop click must reset ReplayPlaybackState to Inactive; got {state:?}",
);
// One more tick — `react_to_state_change` sees the resource
// change to Inactive and despawns the overlay.
app.update();
assert_eq!(
overlay_root_count(&mut app),
0,
"overlay must despawn the frame after state returns to Inactive",
);
}
/// Manually flipping the resource back to `Inactive` (e.g. via the
/// playback core's auto-clear after `Completed`) tears the overlay
/// down without any further input.
#[test]
fn overlay_despawns_when_playback_returns_to_inactive() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(3),
cursor: 1,
secs_to_next: 0.5,
},
);
app.update();
assert_eq!(overlay_root_count(&mut app), 1);
set_state(&mut app, ReplayPlaybackState::Inactive);
app.update();
assert_eq!(
overlay_root_count(&mut app),
0,
"overlay must despawn on Playing → Inactive transition",
);
}
/// On `Playing → Completed` the banner label updates in place rather
/// than respawning. The overlay must still be present, and the label
/// must read "Replay complete".
#[test]
fn overlay_text_changes_on_completed() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(7),
cursor: 7,
secs_to_next: 0.0,
},
);
app.update();
assert_eq!(banner_text(&mut app), "Replay");
set_state(&mut app, ReplayPlaybackState::Completed);
app.update();
assert_eq!(
overlay_root_count(&mut app),
1,
"overlay must remain spawned while in Completed state",
);
assert_eq!(
banner_text(&mut app),
"Replay complete",
"banner label must swap on Playing → Completed",
);
}
}
+833
View File
@@ -0,0 +1,833 @@
//! In-engine replay playback core.
//!
//! When the player clicks "Watch replay" on the Stats overlay, the live
//! game state is reset to the deal seeded from the replay's `seed` /
//! `mode` / `draw_mode`, and the engine ticks through `replay.moves` at a
//! steady cadence — firing the canonical [`MoveRequestEvent`] /
//! [`DrawRequestEvent`] for each one. The existing animation pipeline
//! plays back identically to a live game.
//!
//! ## Public surface
//!
//! - [`ReplayPlaybackState`] — single source of truth for whether
//! playback is live, how far through the move list we've ticked, and
//! how long until the next advance.
//! - [`start_replay_playback`] — public entry point; the Stats
//! "Watch replay" button calls this. Resets the game to the recorded
//! deal and transitions the state machine to
//! [`ReplayPlaybackState::Playing`].
//! - [`stop_replay_playback`] — interrupts playback at any time. Safe to
//! call when [`ReplayPlaybackState::Inactive`].
//! - [`ReplayPlaybackPlugin`] — registers the resource and the tick /
//! linger systems.
//!
//! ## Coordination note
//!
//! This module is built in parallel with the Stats-side overlay. The
//! resource shape, helper signatures, and plugin marker match the
//! contract the overlay agent reads against — see also the docs on the
//! enum variants.
//!
//! ## Recording is paused during playback
//!
//! Playback fires the same [`MoveRequestEvent`] / [`DrawRequestEvent`]
//! the live engine handles. Without intervention, [`RecordingReplay`]
//! would re-record those events and a replay would re-record itself
//! indefinitely. To prevent that, [`record_replay_skip_during_playback`]
//! snapshots the recording's length at the start of playback and
//! truncates the buffer back to that length every frame. This keeps
//! the recording contract opaque to `game_plugin` — no event-source
//! flag is threaded through, no every-callsite gate is added.
use bevy::prelude::*;
use solitaire_data::{Replay, ReplayMove};
use crate::events::{DrawRequestEvent, MoveRequestEvent, StateChangedEvent};
use crate::game_plugin::{GameMutation, RecordingReplay};
use crate::resources::GameStateResource;
use crate::settings_plugin::SettingsResource;
/// Default per-move duration during playback, in seconds. Acts as the
/// fallback when `SettingsResource` is absent — i.e. in headless test
/// fixtures that don't install [`crate::settings_plugin::SettingsPlugin`].
/// In production the live value is read from
/// [`solitaire_data::Settings::replay_move_interval_secs`] every frame
/// so Settings adjustments take effect on the next playback tick.
///
/// Kept in sync with `solitaire_data::settings::default_replay_move_interval_secs`
/// (the data crate cannot depend on this engine crate, so the constant
/// is duplicated). The
/// `settings_replay_move_interval_default_matches_engine_constant`
/// test in `solitaire_engine::settings_plugin` enforces equality.
pub const REPLAY_MOVE_INTERVAL_SECS: f32 = 0.45;
/// Helper: returns the live per-move replay interval. Reads
/// [`SettingsResource::replay_move_interval_secs`] when the resource is
/// installed, falling back to [`REPLAY_MOVE_INTERVAL_SECS`] otherwise.
/// Also clamps below by `f32::EPSILON` so a hand-edited 0.0 cannot
/// busy-loop the playback tick.
fn current_move_interval_secs(settings: Option<&SettingsResource>) -> f32 {
let raw = settings
.map(|s| s.0.replay_move_interval_secs)
.unwrap_or(REPLAY_MOVE_INTERVAL_SECS);
raw.max(f32::EPSILON)
}
/// How long the [`ReplayPlaybackState::Completed`] state lingers before
/// the auto-clear system transitions it back to
/// [`ReplayPlaybackState::Inactive`]. Gives the overlay UI time to
/// display "Replay complete" before dismissing.
pub const REPLAY_COMPLETION_LINGER_SECS: f32 = 5.0;
/// Lifecycle state of an in-flight replay playback.
///
/// The default state is [`Inactive`](Self::Inactive) — no replay is
/// running. The overlay (and any other consumer) reads this resource to
/// decide whether the "Replay" banner should be visible and what
/// progress to display.
///
/// Lifecycle:
/// 1. Default state is [`Inactive`](Self::Inactive).
/// 2. [`start_replay_playback`] transitions to
/// [`Playing`](Self::Playing) and resets the live `GameState` to the
/// replay's recorded deal.
/// 3. The tick system [`tick_replay_playback`] advances `cursor` once
/// per [`REPLAY_MOVE_INTERVAL_SECS`] and fires the canonical event
/// for each [`ReplayMove`].
/// 4. When `cursor == replay.moves.len()`, the state transitions to
/// [`Completed`](Self::Completed). It lingers for
/// [`REPLAY_COMPLETION_LINGER_SECS`] (driven by
/// [`auto_clear_completed_replay`]) before returning to
/// [`Inactive`](Self::Inactive).
/// 5. [`stop_replay_playback`] interrupts at any time and forces the
/// state back to [`Inactive`](Self::Inactive).
#[derive(Resource, Debug, Default)]
pub enum ReplayPlaybackState {
/// No replay is being played back. The overlay despawns itself when
/// the resource transitions back to this variant.
#[default]
Inactive,
/// A replay is currently being played back. The overlay reads
/// `replay.moves.len()` for the denominator of the progress
/// indicator and `cursor` for the numerator.
Playing {
/// The replay being played back. Owned so the state is the
/// only place playback metadata lives — no separate resource
/// needed.
replay: Replay,
/// Index of the next move to apply, in `[0, replay.moves.len()]`.
cursor: usize,
/// Seconds remaining until the next move is dispatched.
secs_to_next: f32,
},
/// The replay finished playing back. The overlay swaps the banner
/// label to "Replay complete" until [`auto_clear_completed_replay`]
/// transitions back to [`Inactive`](Self::Inactive) a few seconds
/// later.
Completed,
}
impl ReplayPlaybackState {
/// Returns `true` when a replay is currently being played back.
pub fn is_playing(&self) -> bool {
matches!(self, Self::Playing { .. })
}
/// Returns `true` when the replay has finished but the resource has
/// not yet been auto-cleared back to [`Self::Inactive`].
pub fn is_completed(&self) -> bool {
matches!(self, Self::Completed)
}
/// Returns `(cursor, total)` when a replay is in progress so the
/// overlay can render `"Move N of M"`. Returns `None` while
/// [`Inactive`](Self::Inactive) or [`Completed`](Self::Completed) —
/// the replay is consumed when transitioning out of `Playing`, so
/// the total is no longer available in `Completed`.
pub fn progress(&self) -> Option<(usize, usize)> {
match self {
Self::Playing { replay, cursor, .. } => Some((*cursor, replay.moves.len())),
Self::Inactive | Self::Completed => None,
}
}
}
/// Public entry point — call from the Stats "Watch replay" button
/// handler.
///
/// Resets the live [`GameStateResource`] to a fresh deal seeded from
/// `replay.seed` / `replay.draw_mode` / `replay.mode` (via
/// [`Commands::insert_resource`]), then transitions the state machine
/// to [`ReplayPlaybackState::Playing`] with `cursor: 0` and
/// `secs_to_next: REPLAY_MOVE_INTERVAL_SECS`.
///
/// `commands` is used to overwrite [`GameStateResource`] in a deferred
/// flush — equivalent to what `handle_new_game` does, minus the
/// [`crate::events::NewGameRequestEvent`] round-trip and the
/// abandon-current-game confirmation modal (which would block playback
/// indefinitely). Using `Commands` rather than [`crate::events::NewGameRequestEvent`]
/// also sidesteps the fact that `NewGameRequestEvent` has no
/// `draw_mode_override` field — `handle_new_game` always reads
/// `draw_mode` from `Settings`, which would silently coerce a Draw-1
/// replay into a Draw-3 game (or vice versa) when the player's
/// settings disagree with the recording.
///
/// Safe to call from any state — if a replay is already playing it is
/// dropped and the new one starts immediately.
pub fn start_replay_playback(
commands: &mut Commands,
state: &mut ResMut<ReplayPlaybackState>,
replay: Replay,
) {
use solitaire_core::game_state::GameState;
let fresh = GameState::new_with_mode(replay.seed, replay.draw_mode.clone(), replay.mode);
commands.insert_resource(GameStateResource(fresh));
// Initial `secs_to_next` uses the constant rather than reading
// `SettingsResource` because this entry point takes `Commands` /
// `ResMut<ReplayPlaybackState>` only. The first-tick latency may
// therefore lag the configured interval by up to ~0.45 s on an
// unusually short setting; subsequent ticks read the live setting
// every frame via [`tick_replay_playback`].
**state = ReplayPlaybackState::Playing {
replay,
cursor: 0,
secs_to_next: REPLAY_MOVE_INTERVAL_SECS,
};
}
/// Aborts an in-flight replay playback and resets
/// [`ReplayPlaybackState`] back to [`ReplayPlaybackState::Inactive`].
///
/// Safe to call from any state — when already
/// [`ReplayPlaybackState::Inactive`] it simply re-asserts inactivity.
///
/// The current [`GameStateResource`] is left as-is: the player sees the
/// replay's most-recently-applied state until they start a fresh game
/// manually. This avoids forcing an extra deal animation in their face
/// the moment they cancel.
///
/// `commands` is currently unused but accepted to match the
/// [`start_replay_playback`] signature — leaves room to hook in
/// cleanup (e.g. despawning playback-only overlays) without a future
/// API break.
pub fn stop_replay_playback(
_commands: &mut Commands,
state: &mut ResMut<ReplayPlaybackState>,
) {
**state = ReplayPlaybackState::Inactive;
}
/// Tick system. Runs every frame; only does work when
/// [`ReplayPlaybackState::is_playing`].
///
/// Drains `secs_to_next` by `time.delta_secs()`. When the countdown
/// expires, fires the canonical event for the move at `cursor`,
/// increments `cursor`, and resets `secs_to_next`. When `cursor`
/// reaches `replay.moves.len()`, transitions to
/// [`ReplayPlaybackState::Completed`].
///
/// The advance loop is a `while`, not an `if`, so coarse time steps
/// (e.g. test-driven 200 ms ticks against a 450 ms interval) still
/// fire the right number of events — accumulated debt is paid off
/// across as many advances as needed in the same frame. In normal
/// gameplay frame deltas are well below `REPLAY_MOVE_INTERVAL_SECS`,
/// so the loop runs at most once per frame.
fn tick_replay_playback(
time: Res<Time>,
settings: Option<Res<SettingsResource>>,
mut state: ResMut<ReplayPlaybackState>,
mut moves_writer: MessageWriter<MoveRequestEvent>,
mut draws_writer: MessageWriter<DrawRequestEvent>,
) {
let dt = time.delta_secs();
let interval = current_move_interval_secs(settings.as_deref());
let mut transition_to_completed = false;
if let ReplayPlaybackState::Playing {
replay,
cursor,
secs_to_next,
} = state.as_mut()
{
*secs_to_next -= dt;
while *secs_to_next <= 0.0 && *cursor < replay.moves.len() {
match &replay.moves[*cursor] {
ReplayMove::Move { from, to, count } => {
moves_writer.write(MoveRequestEvent {
from: from.clone(),
to: to.clone(),
count: *count,
});
}
ReplayMove::StockClick => {
draws_writer.write(DrawRequestEvent);
}
}
*cursor += 1;
*secs_to_next += interval;
}
if *cursor >= replay.moves.len() {
transition_to_completed = true;
}
}
if transition_to_completed {
*state = ReplayPlaybackState::Completed;
}
}
/// Local timer for the [`ReplayPlaybackState::Completed`] linger.
/// Resets to zero whenever the state transitions out of
/// [`ReplayPlaybackState::Completed`].
#[derive(Default)]
struct CompletionLinger(f32);
/// Auto-clear system. While [`ReplayPlaybackState::Completed`],
/// accumulates time and transitions back to
/// [`ReplayPlaybackState::Inactive`] once
/// [`REPLAY_COMPLETION_LINGER_SECS`] has elapsed.
fn auto_clear_completed_replay(
time: Res<Time>,
mut state: ResMut<ReplayPlaybackState>,
mut linger: Local<CompletionLinger>,
) {
if state.is_completed() {
linger.0 += time.delta_secs();
if linger.0 >= REPLAY_COMPLETION_LINGER_SECS {
*state = ReplayPlaybackState::Inactive;
linger.0 = 0.0;
}
} else {
// Reset whenever we're not in Completed so the next completion
// measures from zero rather than accumulating across cycles.
linger.0 = 0.0;
}
}
/// Local cache of the recording buffer's length at the start of
/// playback. Lets us roll back any growth during playback without
/// touching `game_plugin`'s recording call sites.
#[derive(Default)]
struct RecordingSnapshot {
/// `Some(len)` while playback is active. The recording is
/// truncated back to this length every frame so playback-driven
/// events leak no entries into the recorded move list. `None`
/// when not playing — recording behaves normally.
snapshot_len: Option<usize>,
}
/// Recording-pause system. While [`ReplayPlaybackState::is_playing`],
/// snapshots the recording's length on entry and truncates the
/// recording back to that length every frame. This keeps the live
/// [`RecordingReplay`] opaque to `game_plugin`'s `handle_move` /
/// `handle_draw` — those still push unconditionally; we just wipe the
/// playback-driven entries before any other system can read them.
///
/// Implemented this way because [`RecordingReplay`] is mutated inside
/// the [`GameMutation`] system set (the schedule set that owns
/// `handle_move` / `handle_draw`). We schedule this system
/// `.after(GameMutation)` so the truncation runs each frame *after*
/// the unconditional push, removing the same entry the playback tick
/// caused.
fn record_replay_skip_during_playback(
state: Res<ReplayPlaybackState>,
mut recording: ResMut<RecordingReplay>,
mut snap: Local<RecordingSnapshot>,
) {
// Treat `Playing` and `Completed` identically for the purpose of
// recording suppression. The tick system's final advance fires
// its event in the same frame it transitions to `Completed`; the
// event is then consumed by `handle_move` / `handle_draw` either
// this frame (race-dependent on system order) or the next. By
// suppressing recording growth across both states, we close that
// window cleanly: the snapshot survives until the resource is
// back to `Inactive` (auto-cleared after
// `REPLAY_COMPLETION_LINGER_SECS`).
if state.is_playing() || state.is_completed() {
let baseline = match snap.snapshot_len {
Some(n) => n,
None => {
let n = recording.moves.len();
snap.snapshot_len = Some(n);
n
}
};
if recording.moves.len() > baseline {
recording.moves.truncate(baseline);
}
} else {
// Drop the snapshot when neither playing nor completed so
// the next playback cycle re-anchors to whatever the
// recording is at that point.
snap.snapshot_len = None;
}
}
/// On-completion side effect: fire a single [`StateChangedEvent`] when
/// playback transitions from `Playing` to `Completed` so any UI that
/// listens for state mutations refreshes one final time. Cheap and
/// idempotent — `StateChangedEvent` is a one-shot signal.
fn fire_state_changed_on_completion(
state: Res<ReplayPlaybackState>,
mut last_was_completed: Local<bool>,
mut writer: MessageWriter<StateChangedEvent>,
) {
let now_completed = state.is_completed();
if now_completed && !*last_was_completed {
writer.write(StateChangedEvent);
}
*last_was_completed = now_completed;
}
/// Bevy plugin that initialises [`ReplayPlaybackState`] and drives
/// playback ticks, completion linger, and the recording-pause guard.
///
/// Register this in the main app alongside [`crate::game_plugin::GamePlugin`].
/// Tests can install it under [`MinimalPlugins`] to exercise the public
/// API without spinning up the full client.
pub struct ReplayPlaybackPlugin;
impl Plugin for ReplayPlaybackPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<ReplayPlaybackState>()
.add_systems(
Update,
(
tick_replay_playback,
auto_clear_completed_replay,
fire_state_changed_on_completion,
)
.chain(),
)
.add_systems(
Update,
record_replay_skip_during_playback.after(GameMutation),
);
}
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
use crate::game_plugin::GamePlugin;
use bevy::time::TimeUpdateStrategy;
use chrono::NaiveDate;
use solitaire_core::game_state::{DrawMode, GameMode};
use solitaire_core::pile::PileType;
use std::time::Duration;
/// Builds a headless `App` with `MinimalPlugins`, `GamePlugin`, and
/// `ReplayPlaybackPlugin`. `GamePlugin` brings the canonical
/// `MoveRequestEvent` / `DrawRequestEvent` registrations along with
/// `RecordingReplay` so the recording-pause test can read it.
fn headless_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(GamePlugin::headless())
.add_plugins(ReplayPlaybackPlugin);
// Disable game-state persistence so tests don't touch the
// real ~/.local/share/solitaire_quest/game_state.json.
app.insert_resource(crate::game_plugin::GameStatePath(None));
app.insert_resource(crate::game_plugin::ReplayPath(None));
// Tick once so any startup systems flush before the first
// assertion.
app.update();
app
}
/// `Time<Virtual>` clamps each tick to `max_delta` (default 250 ms),
/// so we drive 200 ms steps and call `update` enough times to pass
/// the requested duration.
fn advance_by(app: &mut App, total_secs: f32) {
app.insert_resource(TimeUpdateStrategy::ManualDuration(
Duration::from_secs_f32(0.2),
));
let ticks = (total_secs / 0.2).ceil() as usize + 1;
for _ in 0..ticks {
app.update();
}
}
/// A 3-move replay covering both `Move` and `StockClick` variants.
/// Seed 12345 is arbitrary — the test asserts on event counts and
/// move shapes, not on board positions.
fn sample_replay_three_moves() -> Replay {
Replay::new(
12345,
DrawMode::DrawOne,
GameMode::Classic,
60,
500,
NaiveDate::from_ymd_opt(2026, 5, 5).expect("valid date"),
vec![
ReplayMove::StockClick,
ReplayMove::Move {
from: PileType::Waste,
to: PileType::Tableau(3),
count: 1,
},
ReplayMove::StockClick,
],
)
}
/// Scoped helper to invoke `start_replay_playback` from within the
/// app's `World` (the public API takes `Commands`, which only
/// exists inside systems). We use a one-shot system to obtain the
/// `Commands`.
fn start_playback(app: &mut App, replay: Replay) {
#[derive(Resource)]
struct ReplayInbox(Option<Replay>);
app.insert_resource(ReplayInbox(Some(replay)));
fn run(
mut commands: Commands,
mut state: ResMut<ReplayPlaybackState>,
mut inbox: ResMut<ReplayInbox>,
) {
if let Some(replay) = inbox.0.take() {
start_replay_playback(&mut commands, &mut state, replay);
}
}
let id = app.world_mut().register_system(run);
app.world_mut()
.run_system(id)
.expect("one-shot start_playback");
}
fn stop_playback(app: &mut App) {
fn run(mut commands: Commands, mut state: ResMut<ReplayPlaybackState>) {
stop_replay_playback(&mut commands, &mut state);
}
let id = app.world_mut().register_system(run);
app.world_mut()
.run_system(id)
.expect("one-shot stop_playback");
}
/// Fresh state must be `Inactive`. After `start_replay_playback`
/// the state must be `Playing { cursor: 0, .. }` carrying the
/// supplied replay.
#[test]
fn start_replay_playback_transitions_inactive_to_playing() {
let mut app = headless_app();
assert!(matches!(
*app.world().resource::<ReplayPlaybackState>(),
ReplayPlaybackState::Inactive
));
let replay = sample_replay_three_moves();
start_playback(&mut app, replay.clone());
// Apply the deferred Commands flush.
app.update();
let state = app.world().resource::<ReplayPlaybackState>();
match state {
ReplayPlaybackState::Playing {
cursor,
replay: r,
..
} => {
assert_eq!(*cursor, 0);
assert_eq!(r.seed, replay.seed);
assert_eq!(r.moves.len(), 3);
}
other => panic!("expected Playing, got {other:?}"),
}
assert_eq!(state.progress(), Some((0, 3)));
}
/// One full interval (plus a small margin to clear the boundary)
/// must advance the cursor by at least one.
#[test]
fn tick_advances_cursor_after_interval() {
let mut app = headless_app();
start_playback(&mut app, sample_replay_three_moves());
app.update();
// Drive virtual time forward by one interval.
advance_by(&mut app, REPLAY_MOVE_INTERVAL_SECS + 0.05);
let state = app.world().resource::<ReplayPlaybackState>();
match state {
ReplayPlaybackState::Playing { cursor, .. } => {
assert!(
*cursor >= 1,
"expected cursor advanced past one move, got {cursor}",
);
}
other => panic!("expected Playing, got {other:?}"),
}
}
/// Driving past `n * REPLAY_MOVE_INTERVAL_SECS` must produce
/// `n` events that match the recorded move kinds. We register a
/// pair of accumulator systems that drain `MoveRequestEvent` /
/// `DrawRequestEvent` into resources every frame — using a
/// detached cursor across many `app.update()` calls is unreliable
/// because Bevy's `Messages` double-buffer drops events older
/// than two frames.
#[test]
fn tick_fires_canonical_event_for_each_move() {
#[derive(Resource, Default)]
struct CapturedMoves(Vec<MoveRequestEvent>);
#[derive(Resource, Default)]
struct CapturedDraws(usize);
fn collect_moves(
mut events: MessageReader<MoveRequestEvent>,
mut sink: ResMut<CapturedMoves>,
) {
for ev in events.read() {
sink.0.push(ev.clone());
}
}
fn collect_draws(
mut events: MessageReader<DrawRequestEvent>,
mut sink: ResMut<CapturedDraws>,
) {
for _ in events.read() {
sink.0 += 1;
}
}
let mut app = headless_app();
app.init_resource::<CapturedMoves>()
.init_resource::<CapturedDraws>()
.add_systems(Update, (collect_moves, collect_draws));
start_playback(&mut app, sample_replay_three_moves());
app.update();
// Drive through 3 intervals. Add a small margin to ensure the
// last firing isn't sitting exactly on the boundary.
advance_by(&mut app, REPLAY_MOVE_INTERVAL_SECS * 3.0 + 0.1);
let captured_moves = app.world().resource::<CapturedMoves>();
let captured_draws = app.world().resource::<CapturedDraws>();
// Sample replay: StockClick, Move { Waste -> Tableau(3), 1 }, StockClick.
assert_eq!(
captured_draws.0, 2,
"expected 2 DrawRequestEvent (two StockClicks)",
);
assert_eq!(
captured_moves.0.len(),
1,
"expected 1 MoveRequestEvent (the single Move variant)",
);
let m = &captured_moves.0[0];
assert!(matches!(m.from, PileType::Waste));
assert!(matches!(m.to, PileType::Tableau(3)));
assert_eq!(m.count, 1);
}
/// Driving past one interval on a single-move replay must
/// transition to `Completed`.
#[test]
fn playback_completes_when_cursor_reaches_end() {
let mut app = headless_app();
let one_move = Replay::new(
42,
DrawMode::DrawOne,
GameMode::Classic,
10,
100,
NaiveDate::from_ymd_opt(2026, 5, 5).expect("valid date"),
vec![ReplayMove::StockClick],
);
start_playback(&mut app, one_move);
app.update();
advance_by(&mut app, REPLAY_MOVE_INTERVAL_SECS + 0.1);
let state = app.world().resource::<ReplayPlaybackState>();
assert!(
state.is_completed(),
"expected Completed after consuming the only move, got {state:?}",
);
}
/// `stop_replay_playback` must force the state back to `Inactive`
/// even mid-playback.
#[test]
fn stop_replay_playback_returns_to_inactive() {
let mut app = headless_app();
start_playback(&mut app, sample_replay_three_moves());
app.update();
// Tick once so the state is well and truly `Playing`.
advance_by(&mut app, 0.1);
assert!(app.world().resource::<ReplayPlaybackState>().is_playing());
stop_playback(&mut app);
app.update();
assert!(matches!(
*app.world().resource::<ReplayPlaybackState>(),
ReplayPlaybackState::Inactive
));
}
/// Recording must remain frozen during playback. Pre-populate the
/// recording with one entry, start playback, and assert the
/// recording's move list is unchanged after several ticks.
#[test]
fn recording_paused_during_playback() {
let mut app = headless_app();
// Pre-populate the recording with one entry that should
// survive playback unchanged. Mirrors the situation where the
// player partway through a game opens stats and clicks Watch
// Replay — their in-flight recording must not get clobbered.
{
let mut rec = app.world_mut().resource_mut::<RecordingReplay>();
rec.moves.push(ReplayMove::StockClick);
}
start_playback(&mut app, sample_replay_three_moves());
app.update();
let baseline_len = app.world().resource::<RecordingReplay>().moves.len();
assert_eq!(
baseline_len, 1,
"preconditions: recording starts with one entry",
);
// Drive playback through every move in the replay. Each move
// would normally append to `RecordingReplay`; the pause
// system must clamp the recording back to `baseline_len` on
// every frame.
advance_by(&mut app, REPLAY_MOVE_INTERVAL_SECS * 4.0 + 0.1);
let after_len = app.world().resource::<RecordingReplay>().moves.len();
assert_eq!(
after_len, baseline_len,
"recording must not grow while playback is active",
);
}
/// With `SettingsResource::replay_move_interval_secs` set to 0.10 s
/// (well below the 0.45 s default), playback over a fixed
/// wall-clock window must dispatch strictly more moves than the
/// same fixture would at the 0.45 s default. This is the
/// regression check that the tick reads from the live Settings
/// value rather than the hardcoded
/// [`REPLAY_MOVE_INTERVAL_SECS`] constant.
///
/// The follow-up assertion exercises the boundary condition: at
/// the 0.10 s/move setting, exactly six 0.10 s ticks must yield
/// fewer moves than six 0.20 s ticks (because the latter doubles
/// the per-update advance and pays off two intervals each tick).
#[test]
fn replay_playback_tick_uses_settings_interval() {
use solitaire_data::Settings;
#[derive(Resource, Default)]
struct CapturedDraws(usize);
fn collect_draws(
mut events: MessageReader<DrawRequestEvent>,
mut sink: ResMut<CapturedDraws>,
) {
for _ in events.read() {
sink.0 += 1;
}
}
// Long replay so the fast cadence has plenty of moves to
// chew through and the 0.45 s vs 0.10 s difference is easy
// to observe.
fn ten_draws_replay() -> Replay {
Replay::new(
7,
DrawMode::DrawOne,
GameMode::Classic,
10,
100,
NaiveDate::from_ymd_opt(2026, 5, 5).expect("valid date"),
vec![ReplayMove::StockClick; 10],
)
}
// ---- Run 1: 0.10 s/move (Settings override) ----
let mut fast_app = headless_app();
fast_app.insert_resource(SettingsResource(Settings {
replay_move_interval_secs: 0.10,
..Settings::default()
}));
fast_app
.init_resource::<CapturedDraws>()
.add_systems(Update, collect_draws);
start_playback(&mut fast_app, ten_draws_replay());
fast_app.update();
// 1.0 s of virtual time at 0.10 s/move dispatches ~5 moves
// after the default 0.45 s startup interval is consumed.
advance_by(&mut fast_app, 1.0);
let fast_count = fast_app.world().resource::<CapturedDraws>().0;
// ---- Run 2: 0.45 s/move (default — no SettingsResource) ----
let mut slow_app = headless_app();
// `tick_replay_playback` falls back to `REPLAY_MOVE_INTERVAL_SECS`
// (0.45 s) when `SettingsResource` is absent.
slow_app
.init_resource::<CapturedDraws>()
.add_systems(Update, collect_draws);
start_playback(&mut slow_app, ten_draws_replay());
slow_app.update();
advance_by(&mut slow_app, 1.0);
let slow_count = slow_app.world().resource::<CapturedDraws>().0;
assert!(
fast_count > slow_count,
"at 0.10 s/move the tick must dispatch strictly more moves \
than at the 0.45 s default over the same wall-clock window: \
fast={fast_count}, slow={slow_count}",
);
// ---- Boundary: a 0.05 s/tick cadence over the same window
// dispatches NO MORE moves than a 0.10 s/tick cadence, because
// 0.05 s < 0.10 s configured interval — the secs_to_next clock
// never crosses the threshold inside a single tick. ----
//
// We don't assert "exactly zero" because the leading update()
// after `start_playback` may run before the strategy is
// applied (cf. comments on `tick_advances_cursor_after_interval`),
// but the count must not exceed what we'd get with one-tick
// advances at the same total wall-clock window.
fn count_after_window(interval_secs: f32, tick_secs: f32, total_secs: f32) -> usize {
let mut app = headless_app();
app.insert_resource(SettingsResource(Settings {
replay_move_interval_secs: interval_secs,
..Settings::default()
}));
app.init_resource::<CapturedDraws>()
.add_systems(Update, collect_draws);
start_playback(&mut app, ten_draws_replay());
app.update();
app.insert_resource(TimeUpdateStrategy::ManualDuration(
Duration::from_secs_f32(tick_secs),
));
let ticks = (total_secs / tick_secs).ceil() as usize + 1;
for _ in 0..ticks {
app.update();
}
app.world().resource::<CapturedDraws>().0
}
let count_at_05 = count_after_window(0.10, 0.05, 1.0);
let count_at_20 = count_after_window(0.10, 0.20, 1.0);
assert!(
count_at_05 <= count_at_20,
"0.05 s ticks (strictly less than the 0.10 s interval) must \
dispatch no more moves than 0.20 s ticks over the same \
wall-clock window: count_at_05={count_at_05}, count_at_20={count_at_20}",
);
}
}
+606 -45
View File
@@ -18,13 +18,15 @@ use bevy::window::{WindowMoved, WindowResized};
use solitaire_core::game_state::DrawMode;
use solitaire_data::{
load_settings_from, save_settings_to, settings_file_path, settings::Theme, AnimSpeed, Settings,
WindowGeometry, TOOLTIP_DELAY_STEP_SECS,
WindowGeometry, REPLAY_MOVE_INTERVAL_STEP_SECS, TIME_BONUS_MULTIPLIER_STEP,
TOOLTIP_DELAY_STEP_SECS,
};
use crate::events::{ManualSyncRequestEvent, ToggleSettingsRequestEvent};
use crate::events::{InfoToastEvent, ManualSyncRequestEvent, ToggleSettingsRequestEvent};
use crate::font_plugin::FontResource;
use crate::progress_plugin::ProgressResource;
use crate::resources::{SettingsScrollPos, SyncStatus, SyncStatusResource};
use crate::theme::{ThemeThumbnailCache, ThemeThumbnailPair};
use crate::ui_focus::{FocusGroup, FocusRow, Focusable, FocusedButton};
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
@@ -32,8 +34,9 @@ use crate::ui_modal::{
};
use crate::ui_tooltip::Tooltip;
use crate::ui_theme::{
BG_BASE, BG_ELEVATED_HI, BORDER_SUBTLE, RADIUS_SM, SPACE_2, STATE_SUCCESS, TEXT_PRIMARY,
TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_2, VAL_SPACE_3, Z_MODAL_PANEL,
BG_BASE, BG_ELEVATED, BG_ELEVATED_HI, BORDER_SUBTLE, RADIUS_SM, SPACE_2, STATE_SUCCESS,
TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_2, VAL_SPACE_3,
Z_MODAL_PANEL,
};
/// Side length of a swatch button in the card-back / background pickers.
@@ -126,6 +129,21 @@ struct ColorBlindText;
#[derive(Component, Debug)]
struct TooltipDelayText;
/// Marks the `Text` node showing the live time-bonus-multiplier value.
#[derive(Component, Debug)]
struct TimeBonusMultiplierText;
/// Marks the `Text` node showing the live replay-playback per-move
/// interval value. The Gameplay-section row beside this label lets the
/// player tune `Settings::replay_move_interval_secs`.
#[derive(Component, Debug)]
struct ReplayMoveIntervalText;
/// Marks the `Text` node showing the current "Winnable deals only"
/// state ("ON" / "OFF") in the Gameplay section.
#[derive(Component, Debug)]
struct WinnableDealsOnlyText;
/// Marks the scrollable inner card so the mouse-wheel system can target it.
#[derive(Component, Debug)]
struct SettingsPanelScrollable;
@@ -134,6 +152,23 @@ struct SettingsPanelScrollable;
#[derive(Component, Debug)]
struct SettingsScrollNode;
/// Snapshot row used by [`spawn_settings_panel`] to render the card-art
/// theme picker. Carries the `ThemeRegistry` entry's display fields plus
/// the (optional) thumbnail pair from [`ThemeThumbnailCache`]. A `None`
/// thumbnail means the picker should render a placeholder swatch — used
/// when the cache hasn't generated handles yet, or when a user theme
/// is missing one of the required preview SVGs.
#[derive(Debug, Clone)]
struct ThemePickerEntry {
/// Stable theme id (matches `ThemeMeta::id`).
id: String,
/// Player-facing label.
display_name: String,
/// Pre-generated picker preview pair, when ready. `None` collapses
/// the chip to its plain-text fallback.
thumbnails: Option<ThemeThumbnailPair>,
}
/// Tags interactive buttons inside the Settings panel.
#[derive(Component, Debug)]
enum SettingsButton {
@@ -147,8 +182,23 @@ enum SettingsButton {
TooltipDelayDown,
/// Increment the tooltip-hover dwell delay by one step.
TooltipDelayUp,
/// Decrement the cosmetic time-bonus multiplier by one step.
TimeBonusDown,
/// Increment the cosmetic time-bonus multiplier by one step.
TimeBonusUp,
/// Decrement the replay-playback per-move interval by one step
/// (i.e. speed playback up).
ReplayMoveIntervalDown,
/// Increment the replay-playback per-move interval by one step
/// (i.e. slow playback down).
ReplayMoveIntervalUp,
ToggleTheme,
ToggleColorBlind,
/// Toggle the [`Settings::winnable_deals_only`] flag. When on, new
/// random Classic-mode deals are filtered through
/// [`solitaire_core::solver::try_solve`] until one is provably
/// winnable (or the retry cap is hit). Off by default.
ToggleWinnableDealsOnly,
SyncNow,
Done,
/// Select a specific card-back by index from the picker row.
@@ -176,11 +226,18 @@ impl SettingsButton {
SettingsButton::MusicUp => 21,
// Gameplay section
SettingsButton::ToggleDrawMode => 30,
SettingsButton::ToggleWinnableDealsOnly => 35,
SettingsButton::CycleAnimSpeed => 40,
SettingsButton::TooltipDelayDown => 45,
SettingsButton::TooltipDelayUp => 46,
SettingsButton::TimeBonusDown => 47,
SettingsButton::TimeBonusUp => 48,
// Replay-speed slider — last Gameplay-section row, so it
// sits between TimeBonusUp (48) and the Cosmetic section.
SettingsButton::ReplayMoveIntervalDown => 49,
SettingsButton::ReplayMoveIntervalUp => 49,
// Cosmetic section
SettingsButton::ToggleTheme => 50,
SettingsButton::ToggleTheme => 55,
SettingsButton::ToggleColorBlind => 60,
// Picker rows — every swatch in a row shares the row's
// priority so entity-index tiebreaking yields left → right.
@@ -239,6 +296,7 @@ impl Plugin for SettingsPlugin {
.add_message::<SettingsChangedEvent>()
.add_message::<ManualSyncRequestEvent>()
.add_message::<ToggleSettingsRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<bevy::input::mouse::MouseWheel>()
// `WindowResized` / `WindowMoved` are real Bevy window events
// and emitted by the windowing backend under `DefaultPlugins`,
@@ -269,6 +327,9 @@ impl Plugin for SettingsPlugin {
update_anim_speed_text,
update_color_blind_text,
update_tooltip_delay_text,
update_time_bonus_multiplier_text,
update_replay_move_interval_text,
update_winnable_deals_only_text,
attach_focusable_to_settings_buttons,
scroll_focus_into_view,
),
@@ -323,6 +384,7 @@ fn handle_volume_keys(
mut settings: ResMut<SettingsResource>,
path: Res<SettingsStoragePath>,
mut changed: MessageWriter<SettingsChangedEvent>,
mut toast: MessageWriter<InfoToastEvent>,
) {
let mut delta = 0.0_f32;
if keys.just_pressed(KeyCode::BracketLeft) {
@@ -341,6 +403,10 @@ fn handle_volume_keys(
}
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
toast.write(InfoToastEvent(format!(
"SFX volume: {}%",
(after * 100.0).round() as i32
)));
}
/// Opens or closes the Settings panel — `O` keyboard accelerator or
@@ -370,6 +436,7 @@ fn sync_settings_panel_visibility(
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 !screen.is_changed() {
@@ -385,15 +452,27 @@ fn sync_settings_panel_visibility(
let unlocked_bgs = progress
.as_ref()
.map_or(&[0][..], |p| p.0.unlocked_backgrounds.as_slice());
// Snapshot themes by id+display_name so spawn_settings_panel
// doesn't have to know about the registry shape. Empty when
// 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.
let themes: Vec<(String, String)> = theme_registry
// 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| (e.id.clone(), e.display_name.clone()))
.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();
@@ -506,6 +585,21 @@ fn update_color_blind_text(
}
}
/// Refreshes the live "Winnable deals only" toggle value in the
/// Gameplay section whenever `SettingsResource` changes (button click,
/// hand-edited `settings.json` reload, etc.).
fn update_winnable_deals_only_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<WinnableDealsOnlyText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = winnable_deals_only_label(settings.0.winnable_deals_only);
}
}
/// Refreshes the live tooltip-delay value in the Gameplay section
/// whenever `SettingsResource` changes (slider buttons, hand-edited
/// settings.json reload, etc.).
@@ -521,6 +615,35 @@ fn update_tooltip_delay_text(
}
}
/// Refreshes the live time-bonus-multiplier value in the Gameplay
/// section whenever `SettingsResource` changes.
fn update_time_bonus_multiplier_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<TimeBonusMultiplierText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = time_bonus_label(settings.0.time_bonus_multiplier);
}
}
/// Refreshes the live replay-playback per-move-interval value in the
/// Gameplay section whenever `SettingsResource` changes (slider buttons,
/// hand-edited settings.json reload, etc.).
fn update_replay_move_interval_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<ReplayMoveIntervalText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = replay_move_interval_label(settings.0.replay_move_interval_secs);
}
}
fn card_back_label(idx: usize) -> String {
if idx == 0 {
"Default".to_string()
@@ -662,6 +785,48 @@ fn handle_settings_buttons(
changed.write(SettingsChangedEvent(settings.0.clone()));
}
}
SettingsButton::TimeBonusDown => {
let before = settings.0.time_bonus_multiplier;
let after = settings.0.adjust_time_bonus_multiplier(-TIME_BONUS_MULTIPLIER_STEP);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
// The Text node is refreshed by
// `update_time_bonus_multiplier_text` on the next
// frame via `settings.is_changed()`.
}
}
SettingsButton::TimeBonusUp => {
let before = settings.0.time_bonus_multiplier;
let after = settings.0.adjust_time_bonus_multiplier(TIME_BONUS_MULTIPLIER_STEP);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
}
}
SettingsButton::ReplayMoveIntervalDown => {
let before = settings.0.replay_move_interval_secs;
let after = settings
.0
.adjust_replay_move_interval(-REPLAY_MOVE_INTERVAL_STEP_SECS);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
// The Text node is refreshed by
// `update_replay_move_interval_text` on the next
// frame via `settings.is_changed()`.
}
}
SettingsButton::ReplayMoveIntervalUp => {
let before = settings.0.replay_move_interval_secs;
let after = settings
.0
.adjust_replay_move_interval(REPLAY_MOVE_INTERVAL_STEP_SECS);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
}
}
SettingsButton::ToggleTheme => {
settings.0.theme = match settings.0.theme {
Theme::Green => Theme::Blue,
@@ -682,6 +847,13 @@ fn handle_settings_buttons(
**t = color_blind_label(settings.0.color_blind_mode);
}
}
SettingsButton::ToggleWinnableDealsOnly => {
settings.0.winnable_deals_only = !settings.0.winnable_deals_only;
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
// The Text node is refreshed by `update_winnable_deals_only_text`
// on the next frame via `settings.is_changed()`.
}
SettingsButton::SelectCardBack(idx) => {
settings.0.selected_card_back = *idx;
persist(&path, &settings.0);
@@ -736,6 +908,13 @@ fn color_blind_label(enabled: bool) -> String {
if enabled { "ON".into() } else { "OFF".into() }
}
/// Display string for the "Winnable deals only" toggle. Mirrors
/// [`color_blind_label`] — "ON" / "OFF" — so the layout is uniform
/// with the rest of the Gameplay-section toggles.
fn winnable_deals_only_label(enabled: bool) -> String {
if enabled { "ON".into() } else { "OFF".into() }
}
/// Formats the tooltip-hover delay for display in the Settings panel.
/// `0.0` reads as `"Instant"` so the zero-delay case has a name; any
/// other value prints as `"{n:.1} s"` (e.g. `"0.5 s"`, `"1.2 s"`).
@@ -747,6 +926,26 @@ fn tooltip_delay_label(secs: f32) -> String {
}
}
/// Formats the cosmetic time-bonus multiplier for display in the
/// Settings panel. `0.0` reads as `"Off"` so the player understands the
/// time-bonus row will be hidden; any other value prints as
/// `"{n:.1}×"` (e.g. `"1.0×"`, `"1.5×"`).
fn time_bonus_label(value: f32) -> String {
if value <= 0.0 {
"Off".into()
} else {
format!("{value:.1}×")
}
}
/// Formats the replay-playback per-move interval for display in the
/// Settings panel. Mirrors [`tooltip_delay_label`] for parity — the
/// readout is `"{n:.2} s/move"` (e.g. `"0.45 s/move"`, `"0.10 s/move"`),
/// using two decimal places because the step is 0.05 s.
fn replay_move_interval_label(secs: f32) -> String {
format!("{secs:.2} s/move")
}
/// Auto-attaches [`Focusable`] to every bespoke Settings button — icon
/// buttons (volume +/, toggle, cycle), swatch buttons (card-back,
/// background pickers), and the "Sync Now" button. The "Done" button is
@@ -1010,7 +1209,7 @@ fn spawn_settings_panel(
sync_status: &str,
unlocked_card_backs: &[usize],
unlocked_backgrounds: &[usize],
themes: &[(String, String)],
themes: &[ThemePickerEntry],
scroll_offset: f32,
font_res: Option<&FontResource>,
theme_overrides_back: bool,
@@ -1070,6 +1269,16 @@ fn spawn_settings_panel(
"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",
@@ -1084,6 +1293,16 @@ fn spawn_settings_panel(
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,
);
// --- Cosmetic ---
section_label(body, "Cosmetic", font_res);
@@ -1197,11 +1416,18 @@ fn volume_row<Marker: Component>(
) {
let label_font = label_text_font(font_res);
let value_font = value_text_font(font_res);
// Row spans the full body width with a flex-grow spacer between
// the left-aligned label and the right-aligned controls cluster.
// Without `width: 100%` + the spacer, the label / value / buttons
// bunch against the left edge and a varying-length value (e.g.
// "0.80" → "1.00") shifts the +/ buttons sideways frame to
// frame, visually overlapping with adjacent UI on small windows.
parent
.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
width: Val::Percent(100.0),
..default()
})
.with_children(|row| {
@@ -1210,14 +1436,31 @@ fn volume_row<Marker: Component>(
label_font,
TextColor(TEXT_SECONDARY),
));
row.spawn((
marker,
Text::new(format!("{value:.2}")),
value_font,
TextColor(TEXT_PRIMARY),
));
icon_button(row, "", btn_down, tooltip_down, font_res);
icon_button(row, "+", btn_up, tooltip_up, font_res);
// Spacer: takes up all remaining horizontal space so the
// controls cluster sits flush against the right edge.
row.spawn(Node {
flex_grow: 1.0,
..default()
});
// Controls cluster — value + decrement + increment held
// together so the buttons stay in fixed positions even
// as the value text width varies.
row.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default()
})
.with_children(|cluster| {
cluster.spawn((
marker,
Text::new(format!("{value:.2}")),
value_font,
TextColor(TEXT_PRIMARY),
));
icon_button(cluster, "", btn_down, tooltip_down, font_res);
icon_button(cluster, "+", btn_up, tooltip_up, font_res);
});
});
}
@@ -1237,6 +1480,7 @@ fn tooltip_delay_row(
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
width: Val::Percent(100.0),
..default()
})
.with_children(|row| {
@@ -1245,26 +1489,164 @@ fn tooltip_delay_row(
label_font,
TextColor(TEXT_SECONDARY),
));
row.spawn(Node {
flex_grow: 1.0,
..default()
});
row.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default()
})
.with_children(|cluster| {
cluster.spawn((
TooltipDelayText,
Text::new(tooltip_delay_label(value_secs)),
value_font,
TextColor(TEXT_PRIMARY),
));
icon_button(
cluster,
"",
SettingsButton::TooltipDelayDown,
"Shorten the hover delay before tooltips appear.",
font_res,
);
icon_button(
cluster,
"+",
SettingsButton::TooltipDelayUp,
"Lengthen the hover delay before tooltips appear.",
font_res,
);
});
});
}
/// `Time bonus 1.0× [] [+]` — slider row for the cosmetic
/// `Settings::time_bonus_multiplier`. Mirrors [`tooltip_delay_row`]
/// (label, current value, decrement, increment) but formats the value
/// via [`time_bonus_label`] so `0.0` reads as `"Off"` and other values
/// as `"{n:.1}×"`. The multiplier is **cosmetic** — adjusting it
/// changes only the win-modal score breakdown, not the canonical
/// scores recorded in stats / achievements / leaderboards.
fn time_bonus_multiplier_row(
parent: &mut ChildSpawnerCommands,
value: f32,
font_res: Option<&FontResource>,
) {
let label_font = label_text_font(font_res);
let value_font = value_text_font(font_res);
parent
.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
width: Val::Percent(100.0),
..default()
})
.with_children(|row| {
row.spawn((
TooltipDelayText,
Text::new(tooltip_delay_label(value_secs)),
value_font,
TextColor(TEXT_PRIMARY),
Text::new("Time bonus".to_string()),
label_font,
TextColor(TEXT_SECONDARY),
));
icon_button(
row,
"",
SettingsButton::TooltipDelayDown,
"Shorten the hover delay before tooltips appear.",
font_res,
);
icon_button(
row,
"+",
SettingsButton::TooltipDelayUp,
"Lengthen the hover delay before tooltips appear.",
font_res,
);
row.spawn(Node {
flex_grow: 1.0,
..default()
});
row.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default()
})
.with_children(|cluster| {
cluster.spawn((
TimeBonusMultiplierText,
Text::new(time_bonus_label(value)),
value_font,
TextColor(TEXT_PRIMARY),
));
icon_button(
cluster,
"",
SettingsButton::TimeBonusDown,
"Shrink the time-bonus shown in the win modal. Cosmetic only.",
font_res,
);
icon_button(
cluster,
"+",
SettingsButton::TimeBonusUp,
"Boost the time-bonus shown in the win modal. Cosmetic only.",
font_res,
);
});
});
}
/// `Replay speed 0.45 s/move [] [+]` — slider row for the
/// player-tunable replay-playback per-move interval. Mirrors
/// [`tooltip_delay_row`] (label, current value, decrement, increment)
/// but formats the value via [`replay_move_interval_label`] as
/// `"{n:.2} s/move"`. The decrement button speeds playback up
/// (smaller interval); the increment slows it down — same direction
/// convention as the tooltip-delay slider.
fn replay_move_interval_row(
parent: &mut ChildSpawnerCommands,
value_secs: f32,
font_res: Option<&FontResource>,
) {
let label_font = label_text_font(font_res);
let value_font = value_text_font(font_res);
parent
.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
width: Val::Percent(100.0),
..default()
})
.with_children(|row| {
row.spawn((
Text::new("Replay speed".to_string()),
label_font,
TextColor(TEXT_SECONDARY),
));
row.spawn(Node {
flex_grow: 1.0,
..default()
});
row.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default()
})
.with_children(|cluster| {
cluster.spawn((
ReplayMoveIntervalText,
Text::new(replay_move_interval_label(value_secs)),
value_font,
TextColor(TEXT_PRIMARY),
));
icon_button(
cluster,
"",
SettingsButton::ReplayMoveIntervalDown,
"Speed up replay playback (shorter per-move interval).",
font_res,
);
icon_button(
cluster,
"+",
SettingsButton::ReplayMoveIntervalUp,
"Slow down replay playback (longer per-move interval).",
font_res,
);
});
});
}
@@ -1290,6 +1672,7 @@ fn toggle_row<Marker: Component>(
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
width: Val::Percent(100.0),
..default()
})
.with_children(|row| {
@@ -1298,8 +1681,20 @@ fn toggle_row<Marker: Component>(
label_font,
TextColor(TEXT_SECONDARY),
));
row.spawn((marker, Text::new(value), value_font, TextColor(TEXT_PRIMARY)));
icon_button(row, "", action, tooltip, font_res);
row.spawn(Node {
flex_grow: 1.0,
..default()
});
row.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default()
})
.with_children(|cluster| {
cluster.spawn((marker, Text::new(value), value_font, TextColor(TEXT_PRIMARY)));
icon_button(cluster, "", action, tooltip, font_res);
});
});
}
@@ -1384,6 +1779,13 @@ fn picker_row(
#[derive(Component, Debug)]
pub(crate) struct CardBackPickerOverriddenByTheme;
/// Marker placed on every preview-thumbnail [`ImageNode`] inside a
/// theme picker chip. Lets tests assert that a chip's children include
/// the rasterised preview pair, and lets a future system update or
/// hot-swap thumbnails without scanning the whole UI tree.
#[derive(Component, Debug)]
pub(crate) struct ThemeThumbnailMarker;
/// Renders the "Card Back" row in its overridden-by-theme state: a
/// labelled caption explaining why the swatches are hidden, with no
/// interactive children. This is what the player sees when the active
@@ -1426,14 +1828,25 @@ fn picker_row_overridden_by_theme(
});
}
/// Logical width (px) of one preview thumbnail inside a picker chip.
/// Mirrors [`crate::theme::THEME_THUMBNAIL_WIDTH_PX`] but at the UI
/// scale used by Bevy's flex layout. The rasterised image itself is
/// 100×140 px; the chip displays it at the same logical size so
/// scaling artifacts stay minimal.
const THUMBNAIL_LOGICAL_WIDTH_PX: f32 = 50.0;
/// Logical height counterpart to [`THUMBNAIL_LOGICAL_WIDTH_PX`] —
/// preserves the 2:3 card aspect.
const THUMBNAIL_LOGICAL_HEIGHT_PX: f32 = 70.0;
/// Picker row for card-art themes. Distinct from [`picker_row`]
/// because themes are identified by `String` ids (matching
/// `ThemeMeta::id`) instead of dense indices, and each chip carries
/// the theme's display name rather than a numeric label.
/// the theme's display name plus a small Ace + back preview pair
/// (when available in [`ThemeThumbnailCache`]).
fn theme_picker_row(
parent: &mut ChildSpawnerCommands,
label: &str,
themes: &[(String, String)],
themes: &[ThemePickerEntry],
selected_id: &str,
tooltip: &'static str,
font_res: Option<&FontResource>,
@@ -1461,19 +1874,25 @@ fn theme_picker_row(
label_font,
TextColor(TEXT_SECONDARY),
));
for (id, display_name) in themes {
let is_selected = id == selected_id;
for entry in themes {
let is_selected = entry.id == selected_id;
let bg = if is_selected { STATE_SUCCESS } else { BG_ELEVATED_HI };
row.spawn((
SettingsButton::SelectTheme(id.clone()),
SettingsButton::SelectTheme(entry.id.clone()),
Button,
Tooltip::new(tooltip),
Node {
// Chips with thumbnails stack the preview pair
// above the label so a glance reveals the
// theme's art without hovering for the
// tooltip.
flex_direction: FlexDirection::Column,
// Theme names are wider than numeric chips —
// pad horizontally instead of using a fixed
// square swatch.
padding: UiRect::axes(VAL_SPACE_3, VAL_SPACE_2),
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_2),
min_height: Val::Px(SWATCH_PX),
row_gap: VAL_SPACE_2,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
border: UiRect::all(Val::Px(1.0)),
@@ -1484,9 +1903,10 @@ fn theme_picker_row(
BorderColor::all(BORDER_SUBTLE),
))
.with_children(|b| {
spawn_thumbnail_pair(b, entry.thumbnails.as_ref());
let text_color = if is_selected { BG_BASE } else { TEXT_PRIMARY };
b.spawn((
Text::new(display_name.clone()),
Text::new(entry.display_name.clone()),
chip_font.clone(),
TextColor(text_color),
));
@@ -1495,6 +1915,70 @@ fn theme_picker_row(
});
}
/// Spawns the Ace + back preview pair for a theme picker chip.
///
/// When `thumbnails` is `Some(_)` and both handles are non-default,
/// renders two `ImageNode` siblings (Ace on the left, back on the
/// right). When the thumbnails are missing or only partially loaded,
/// renders two muted `BG_ELEVATED` placeholder rectangles at the same
/// logical size — keeping the chip's overall footprint stable so the
/// picker row layout doesn't reflow as the cache fills in.
fn spawn_thumbnail_pair(
parent: &mut ChildSpawnerCommands,
thumbnails: Option<&ThemeThumbnailPair>,
) {
parent
.spawn(Node {
flex_direction: FlexDirection::Row,
column_gap: VAL_SPACE_2,
align_items: AlignItems::Center,
..default()
})
.with_children(|pair| {
match thumbnails {
Some(t) if t.is_fully_populated() => {
spawn_thumbnail_image(pair, t.ace.clone());
spawn_thumbnail_image(pair, t.back.clone());
}
_ => {
spawn_thumbnail_placeholder(pair);
spawn_thumbnail_placeholder(pair);
}
}
});
}
/// Spawns one `ImageNode` thumbnail at the canonical preview size.
/// Tagged with [`ThemeThumbnailMarker`] so tests can scan a chip's
/// children for the rendered preview without crawling the whole UI.
fn spawn_thumbnail_image(parent: &mut ChildSpawnerCommands, image: Handle<Image>) {
parent.spawn((
ThemeThumbnailMarker,
ImageNode::new(image),
Node {
width: Val::Px(THUMBNAIL_LOGICAL_WIDTH_PX),
height: Val::Px(THUMBNAIL_LOGICAL_HEIGHT_PX),
..default()
},
));
}
/// Spawns a muted placeholder rectangle for the case where the cache
/// has not yet generated thumbnails for a theme — or when a user theme
/// is missing one of its preview SVGs. Same logical size as
/// [`spawn_thumbnail_image`] so chip layout stays stable.
fn spawn_thumbnail_placeholder(parent: &mut ChildSpawnerCommands) {
parent.spawn((
Node {
width: Val::Px(THUMBNAIL_LOGICAL_WIDTH_PX),
height: Val::Px(THUMBNAIL_LOGICAL_HEIGHT_PX),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(BG_ELEVATED),
));
}
/// Status text + manual "Sync Now" button.
fn sync_row(parent: &mut ChildSpawnerCommands, status_text: &str, font_res: Option<&FontResource>) {
let status_font = TextFont {
@@ -1943,6 +2427,83 @@ mod tests {
);
}
/// 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
/// rendered chip carries a [`ThemeThumbnailMarker`]-tagged
/// `ImageNode` for each preview slot.
#[test]
fn theme_picker_chip_includes_thumbnail_sprite_when_thumbnails_loaded() {
use crate::theme::{ThemeEntry, ThemeRegistry, ThemeThumbnailCache, ThemeThumbnailPair};
let mut app = headless_app_with_focus();
// Prime an Assets<Image> resource so we can mint stable handles
// for the synthetic thumbnail pair.
app.init_resource::<Assets<Image>>();
let (ace_handle, back_handle) = {
let mut images = app.world_mut().resource_mut::<Assets<Image>>();
let ace = images.add(Image::default());
let back = images.add(Image::default());
(ace, back)
};
// Inject one theme entry + a matching thumbnail pair.
app.insert_resource(ThemeRegistry {
entries: vec![ThemeEntry {
id: "test_theme".into(),
display_name: "Test Theme".into(),
manifest_url: "themes://test_theme/theme.ron".into(),
meta: crate::theme::ThemeMeta {
id: "test_theme".into(),
name: "Test Theme".into(),
author: "x".into(),
version: "x".into(),
card_aspect: (2, 3),
},
}],
});
let mut cache = ThemeThumbnailCache::default();
cache.entries.insert(
"test_theme".into(),
ThemeThumbnailPair {
ace: ace_handle.clone(),
back: back_handle.clone(),
},
);
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();
// Find every ImageNode tagged with ThemeThumbnailMarker — the
// theme picker chip for "test_theme" must contribute exactly
// two of them (ace + back).
let thumbnail_count = app
.world_mut()
.query_filtered::<&ImageNode, With<ThemeThumbnailMarker>>()
.iter(app.world())
.count();
assert!(
thumbnail_count >= 2,
"expected at least one ace + back thumbnail (2 sprites); got {thumbnail_count}"
);
// Spot-check: at least one thumbnail's image handle matches one
// of the ones we inserted into the cache. This guards against a
// future refactor that accidentally clones the wrong handle.
let any_matches = app
.world_mut()
.query_filtered::<&ImageNode, With<ThemeThumbnailMarker>>()
.iter(app.world())
.any(|node| node.image == ace_handle || node.image == back_handle);
assert!(
any_matches,
"at least one rendered thumbnail must reuse the cached handle"
);
}
// -----------------------------------------------------------------------
// Window geometry persistence
// -----------------------------------------------------------------------
+706 -96
View File
@@ -8,11 +8,12 @@
use std::path::PathBuf;
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
use bevy::input::ButtonInput;
use bevy::prelude::*;
use solitaire_data::{
load_stats_from, save_stats_to, stats_file_path, PlayerProgress, StatsExt, StatsSnapshot,
WEEKLY_GOALS,
load_replay_history_from, load_stats_from, replay_history_path, save_stats_to,
stats_file_path, PlayerProgress, Replay, ReplayHistory, StatsExt, StatsSnapshot, WEEKLY_GOALS,
};
use crate::auto_complete_plugin::AutoCompleteState;
@@ -28,6 +29,7 @@ use crate::resources::GameStateResource;
use crate::time_attack_plugin::TimeAttackResource;
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
ScrimDismissible,
};
use crate::ui_theme::{
ACCENT_PRIMARY, BORDER_SUBTLE, RADIUS_SM, STATE_INFO, STATE_WARNING, STREAK_MILESTONES,
@@ -58,6 +60,88 @@ pub struct StatsScreen;
#[derive(Component, Debug)]
pub struct StatsCell;
/// Resource holding the rolling [`ReplayHistory`] of recent winning
/// replays.
///
/// Populated from `<data_dir>/solitaire_quest/replays.json` at startup
/// and refreshed in-place whenever the engine writes a new winning
/// replay so the Stats overlay's selector always reflects the current
/// on-disk history.
///
/// `replays[0]` is the most recent win — the Stats overlay's selector
/// defaults to that entry and lets the player step backwards through
/// up to [`solitaire_data::REPLAY_HISTORY_CAP`] older entries.
#[derive(Resource, Debug, Default, Clone)]
pub struct ReplayHistoryResource(pub ReplayHistory);
/// Marker on the "Copy share link" button inside the Stats modal.
/// Click reads the share URL from the currently-selected replay
/// (`history.0.replays[selected.0].share_url`) and writes it to the
/// OS clipboard via `arboard`, surfacing a confirmation toast. The
/// share URL is populated by `sync_plugin::poll_replay_upload_result`
/// when the corresponding win's upload completes and is persisted to
/// `replays.json` so it survives a restart.
#[derive(Component, Debug)]
pub struct CopyShareLinkButton;
/// Currently-selected index into [`ReplayHistoryResource::0`].`replays`.
///
/// `0` is the most recent win and is the default on every modal open.
/// The Prev / Next chips wrap-around within the bounds of the current
/// history so the selector is always sat on a valid replay (or on `0`
/// when the history is empty — the chips paint disabled in that case).
#[derive(Resource, Debug, Default, Clone, Copy)]
pub struct SelectedReplayIndex(pub usize);
/// Persistence path for the rolling replay history file
/// (`replays.json`). `None` disables I/O — used by tests and by
/// `StatsPlugin::headless`.
#[derive(Resource, Debug, Clone)]
pub struct LatestReplayPath(pub Option<PathBuf>);
/// Marker on the "Watch replay" button inside the Stats modal. Clicking
/// it starts in-engine playback of the selected replay — see
/// [`handle_watch_replay_button`].
#[derive(Component, Debug)]
pub struct WatchReplayButton;
/// Marker on the selector's "Previous replay" chip — steps the
/// selection backwards (toward older replays) within
/// [`ReplayHistoryResource`].
#[derive(Component, Debug)]
pub struct ReplayPrevButton;
/// Marker on the selector's "Next replay" chip — steps the selection
/// forwards (toward more recent replays).
#[derive(Component, Debug)]
pub struct ReplayNextButton;
/// Marker on the selector's `"Replay N / M"` caption text node so the
/// repaint system can rewrite the label as the selection changes.
#[derive(Component, Debug)]
pub struct ReplaySelectorCaption;
/// Marker component on each per-mode bests row in the stats overlay.
///
/// One row per supported [`solitaire_core::game_state::GameMode`] (Classic,
/// Zen, Challenge — Time Attack and Daily are intentionally excluded; see
/// `StatsSnapshot` doc comments). Tests query by this marker to assert the
/// per-mode section rendered.
#[derive(Component, Debug)]
pub struct PerModeBestsRow;
/// Marker on the scrollable body Node inside the Stats modal.
///
/// The Stats panel renders an 8-cell primary grid, three per-mode bests
/// rows, a five-cell progression grid, weekly goals, an unlocks line,
/// optional Time Attack readout, and the latest replay caption — enough
/// content to overflow the modal on the 800x600 minimum window. This
/// marker tags the inner container that carries `Overflow::scroll_y()`
/// plus a `max_height` constraint. Mirrors the `SettingsPanelScrollable`
/// pattern.
#[derive(Component, Debug)]
pub struct StatsScrollable;
/// Registers stats resources, update systems, and the UI toggle.
pub struct StatsPlugin {
/// Where to persist stats. `None` disables all file I/O (for tests).
@@ -87,14 +171,30 @@ impl Plugin for StatsPlugin {
Some(path) => load_stats_from(path),
None => StatsSnapshot::default(),
};
// Replay file lives next to stats.json — when the StatsPlugin
// is in headless mode (storage_path = None), we mirror that
// policy and disable replay I/O too. Otherwise resolve the
// platform-default path via `replay_history_path()`.
let replay_path = self.storage_path.as_ref().and(replay_history_path());
let initial_history = replay_path
.as_deref()
.and_then(load_replay_history_from)
.unwrap_or_default();
app.insert_resource(StatsResource(loaded))
.insert_resource(StatsStoragePath(self.storage_path.clone()))
.insert_resource(ReplayHistoryResource(initial_history))
.init_resource::<SelectedReplayIndex>()
.insert_resource(LatestReplayPath(replay_path))
.add_message::<GameWonEvent>()
.add_message::<NewGameRequestEvent>()
.add_message::<ForfeitEvent>()
.add_message::<InfoToastEvent>()
.add_message::<ToggleStatsRequestEvent>()
.add_message::<WinStreakMilestoneEvent>()
// `MouseWheel` is emitted by Bevy's input plugin under
// `DefaultPlugins`; register it explicitly so the stats-scroll
// system also runs cleanly under `MinimalPlugins` in tests.
.add_message::<MouseWheel>()
// record_abandoned must read `move_count` BEFORE handle_new_game
// clobbers it with a fresh game. These are NOT in StatsUpdate because
// StatsUpdate (as a set) is ordered after GameMutation by external
@@ -114,10 +214,247 @@ impl Plugin for StatsPlugin {
handle_forfeit.before(GameMutation),
)
.add_systems(Update, toggle_stats_screen.after(GameMutation))
.add_systems(Update, handle_stats_close_button);
.add_systems(Update, handle_stats_close_button)
.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)
.add_systems(
Update,
(handle_replay_selector_buttons, repaint_replay_selector_caption).chain(),
)
.add_systems(Update, scroll_stats_panel);
}
}
/// Routes mouse-wheel events into the Stats modal's scrollable body
/// while the panel is open. No-op when no `StatsScrollable` exists in
/// the world (modal closed). Mirrors `scroll_settings_panel`.
fn scroll_stats_panel(
mut scroll_evr: MessageReader<MouseWheel>,
mut scrollables: Query<&mut ScrollPosition, With<StatsScrollable>>,
) {
if scrollables.is_empty() {
scroll_evr.clear();
return;
}
let delta_y: f32 = scroll_evr
.read()
.map(|ev| match ev.unit {
MouseScrollUnit::Line => ev.y * 50.0,
MouseScrollUnit::Pixel => ev.y,
})
.sum();
if delta_y == 0.0 {
return;
}
for mut sp in scrollables.iter_mut() {
sp.0.y = (sp.0.y - delta_y).max(0.0);
}
}
/// After a win, the engine has just appended a fresh winning replay to
/// the rolling history file. Re-load it so the next time the player
/// opens the Stats overlay the selector reflects the new entry, and
/// reset [`SelectedReplayIndex`] to `0` so the default selection is the
/// just-recorded win.
fn refresh_replay_history_on_win(
mut wins: MessageReader<GameWonEvent>,
mut history: ResMut<ReplayHistoryResource>,
mut selected: ResMut<SelectedReplayIndex>,
path: Res<LatestReplayPath>,
) {
// Only re-load when at least one win actually fired.
if wins.read().next().is_none() {
return;
}
let Some(p) = path.0.as_deref() else {
return;
};
history.0 = load_replay_history_from(p).unwrap_or_default();
// Snap the selector back to the most recent win — that's the one
// the player just earned.
selected.0 = 0;
}
/// Click handler for the "Watch replay" button.
///
/// Starts in-engine replay playback for the currently-selected entry in
/// [`ReplayHistoryResource`] (per [`SelectedReplayIndex`]). If the
/// history is empty or the selector points past the end (defensive
/// guard), surfaces an [`InfoToastEvent`] instead. The playback path
/// resets the live game to the recorded deal and ticks through the
/// move list via [`crate::replay_playback`]; the
/// [`crate::replay_overlay`] banner surfaces while playback runs.
/// Copies the currently-selected replay's `share_url` to the OS
/// clipboard via `arboard` and surfaces a confirmation toast. When no
/// URL is in hand on the selected entry (replay never uploaded — the
/// player won on a local-only backend, the upload failed, or the
/// replay pre-dates v0.19.0 share-link persistence) the button still
/// acknowledges the click but explains why the clipboard wasn't
/// written. `arboard::Clipboard::new()` failures are logged + surfaced
/// as a generic "couldn't reach the clipboard" toast rather than
/// swallowed — they're rare but worth diagnosing.
fn handle_copy_share_link_button(
buttons: Query<&Interaction, (With<CopyShareLinkButton>, Changed<Interaction>)>,
history: Res<ReplayHistoryResource>,
selected: Res<SelectedReplayIndex>,
mut toast: MessageWriter<InfoToastEvent>,
) {
if !buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
let Some(url) = history
.0
.replays
.get(selected.0)
.and_then(|r| r.share_url.as_ref())
else {
toast.write(InfoToastEvent(
"No share link for this replay \u{2014} win a game on a server-backed sync to upload one.".to_string(),
));
return;
};
match arboard::Clipboard::new() {
Ok(mut cb) => match cb.set_text(url.clone()) {
Ok(()) => {
toast.write(InfoToastEvent(format!("Copied: {url}")));
}
Err(e) => {
warn!("clipboard write failed: {e}");
toast.write(InfoToastEvent(
"Couldn't write to clipboard \u{2014} share link wasn't copied.".to_string(),
));
}
},
Err(e) => {
warn!("clipboard init failed: {e}");
toast.write(InfoToastEvent(
"Couldn't reach the clipboard \u{2014} share link wasn't copied.".to_string(),
));
}
}
}
fn handle_watch_replay_button(
mut commands: Commands,
buttons: Query<&Interaction, (With<WatchReplayButton>, Changed<Interaction>)>,
history: Res<ReplayHistoryResource>,
selected: Res<SelectedReplayIndex>,
playback: Option<ResMut<crate::replay_playback::ReplayPlaybackState>>,
mut toast: MessageWriter<InfoToastEvent>,
) {
if !buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
let chosen = history.0.replays.get(selected.0);
match (chosen, playback) {
(Some(replay), Some(mut playback)) => {
crate::replay_playback::start_replay_playback(
&mut commands,
&mut playback,
replay.clone(),
);
}
(Some(replay), None) => {
// ReplayPlaybackPlugin not registered (headless test
// fixtures); fall back to a descriptive toast.
toast.write(InfoToastEvent(format!(
"Replay ready ({})",
format_replay_caption(replay)
)));
}
(None, _) => {
toast.write(InfoToastEvent(
"No replay recorded yet \u{2014} win a game first.".to_string(),
));
}
}
}
/// Click handler for the Prev / Next chips on the Stats overlay's
/// replay selector. Steps [`SelectedReplayIndex`] within the bounds of
/// the current [`ReplayHistoryResource`]; selection wraps so the
/// chooser is always sat on a valid replay.
///
/// No-op when the history is empty — the selector chips paint disabled
/// in that case but a defensive bounds check here keeps things tidy if
/// the click somehow lands.
fn handle_replay_selector_buttons(
prev: Query<&Interaction, (With<ReplayPrevButton>, Changed<Interaction>)>,
next: Query<&Interaction, (With<ReplayNextButton>, Changed<Interaction>)>,
history: Res<ReplayHistoryResource>,
mut selected: ResMut<SelectedReplayIndex>,
) {
let len = history.0.replays.len();
if len == 0 {
return;
}
let prev_pressed = prev.iter().any(|i| *i == Interaction::Pressed);
let next_pressed = next.iter().any(|i| *i == Interaction::Pressed);
if prev_pressed {
// Step toward older replays — wrap to the oldest when at the
// newest (index 0).
selected.0 = if selected.0 == 0 { len - 1 } else { selected.0 - 1 };
}
if next_pressed {
// Step toward more recent replays — wrap to the newest when at
// the oldest.
selected.0 = (selected.0 + 1) % len;
}
}
/// Live-update the `"Replay N / M"` caption text as the selector
/// changes. The caption sits next to the Prev / Next chips above the
/// Watch button so the player can see at a glance which replay they're
/// about to watch.
fn repaint_replay_selector_caption(
history: Res<ReplayHistoryResource>,
selected: Res<SelectedReplayIndex>,
mut q: Query<&mut Text, With<ReplaySelectorCaption>>,
) {
if !history.is_changed() && !selected.is_changed() {
return;
}
for mut text in &mut q {
**text = replay_selector_caption(selected.0, history.0.replays.len());
}
}
/// Pure helper: render the selector caption shown next to the Prev /
/// Next chips. Returns `"No replays"` when the history is empty,
/// otherwise `"Replay {1-based index} / {total}"`.
///
/// `index` is zero-based as it's stored in [`SelectedReplayIndex`].
/// The display flips it to a one-based ordinal so "Replay 1" reads as
/// "the most recent win" — matching the mental model the chooser
/// surfaces.
pub fn replay_selector_caption(index: usize, total: usize) -> String {
if total == 0 {
return "No replays".to_string();
}
// Defensive clamp — the caller is supposed to keep `index` in
// range, but a stale selector after a cap-driven truncation
// shouldn't crash the renderer.
let one_based = index.min(total.saturating_sub(1)) + 1;
format!("Replay {one_based} / {total}")
}
/// Pure helper: render a one-line caption for a [`Replay`] suitable
/// for the Stats overlay button label and the "Replay loaded" toast.
///
/// Format: `"M:SS win on YYYY-MM-DD"`. For a 134-second win recorded
/// on 2026-05-02, returns `"2:14 win on 2026-05-02"`.
pub fn format_replay_caption(replay: &Replay) -> String {
format!(
"{} win on {}",
format_duration(replay.time_seconds),
replay.recorded_at,
)
}
fn persist(path: &StatsStoragePath, stats: &StatsSnapshot, context: &str) {
let Some(target) = &path.0 else {
return;
@@ -140,6 +477,13 @@ fn update_stats_on_win(
stats
.0
.update_on_win(ev.score, ev.time_seconds, &game.0.draw_mode);
// Per-mode best score / fastest win — additive on top of the
// lifetime totals tracked by `update_on_win`. TimeAttack is a
// no-op inside the helper because it has its own session-level
// scoring model.
stats
.0
.update_per_mode_bests(ev.score, ev.time_seconds, game.0.mode);
let new_streak = stats.0.win_streak_current;
// Fire the streak-milestone event only on the threshold
// crossing — `prev < threshold && new >= threshold`. This
@@ -247,6 +591,8 @@ fn toggle_stats_screen(
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>>,
) {
let button_clicked = requests.read().count() > 0;
@@ -256,12 +602,14 @@ fn toggle_stats_screen(
if let Ok(entity) = screens.single() {
commands.entity(entity).despawn();
} else {
let selected = latest_replay.0.replays.get(selected_index.0);
spawn_stats_screen(
&mut commands,
&stats.0,
progress.as_deref().map(|p| &p.0),
time_attack.as_deref(),
font_res.as_deref(),
selected,
);
}
}
@@ -287,6 +635,7 @@ fn spawn_stats_screen(
progress: Option<&PlayerProgress>,
time_attack: Option<&TimeAttackResource>,
font_res: Option<&FontResource>,
latest_replay: Option<&Replay>,
) {
// --- primary stat cells ---
// First-launch zero-state: when no games have been played yet, render
@@ -315,67 +664,51 @@ fn spawn_stats_screen(
..default()
};
spawn_modal(commands, StatsScreen, Z_MODAL_PANEL, |card| {
let scrim = spawn_modal(commands, StatsScreen, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, "Statistics", font_res);
// First-launch caption — sits above the grid as gentle nudge so
// the wall of em-dashes reads as "nothing to track yet" rather
// than as broken state.
if is_first_launch {
card.spawn((
Text::new("Play a game to start tracking stats."),
TextFont {
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
Node {
margin: UiRect {
bottom: VAL_SPACE_2,
// 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
// overflows the modal on the 800x600 minimum window. Wrapping
// in an `Overflow::scroll_y()` Node with a constrained
// `max_height` keeps every cell reachable; the Watch Replay /
// Done action row stays fixed outside the scroll.
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| {
// First-launch caption — sits above the grid as gentle nudge so
// the wall of em-dashes reads as "nothing to track yet" rather
// than as broken state.
if is_first_launch {
body.spawn((
Text::new("Play a game to start tracking stats."),
TextFont {
font_size: TYPE_CAPTION,
..default()
},
..default()
},
));
}
TextColor(TEXT_SECONDARY),
Node {
margin: UiRect {
bottom: VAL_SPACE_2,
..default()
},
..default()
},
));
}
// --- primary stat cells grid ---
card.spawn(Node {
flex_direction: FlexDirection::Row,
flex_wrap: FlexWrap::Wrap,
justify_content: JustifyContent::Center,
align_items: AlignItems::FlexStart,
column_gap: VAL_SPACE_4,
row_gap: VAL_SPACE_3,
width: Val::Percent(100.0),
..default()
})
.with_children(|grid| {
spawn_stat_cell(grid, &win_rate_str, "Win Rate");
spawn_stat_cell(grid, &played_str, "Games Played");
spawn_stat_cell(grid, &won_str, "Games Won");
spawn_stat_cell(grid, &lost_str, "Games Lost");
spawn_stat_cell(grid, &fastest_str, "Fastest Win");
spawn_stat_cell(grid, &avg_time_str, "Avg Time");
spawn_stat_cell(grid, &best_score_str, "Best Score");
spawn_stat_cell(grid, &best_streak_str, "Best Streak");
});
// --- progression section ---
if let Some(p) = progress {
card.spawn((
Text::new("Progression"),
font_section.clone(),
TextColor(STATE_INFO),
));
let level_str = format_stat_value(p.level);
let xp_str = format_stat_value(p.total_xp as u32);
let next_label = xp_to_next_level_label(p.total_xp, p.level);
let daily_str = format_stat_value(p.daily_challenge_streak);
let challenge_str = challenge_progress_label(p.challenge_index);
card.spawn(Node {
// --- primary stat cells grid ---
body.spawn(Node {
flex_direction: FlexDirection::Row,
flex_wrap: FlexWrap::Wrap,
justify_content: JustifyContent::Center,
@@ -386,56 +719,172 @@ fn spawn_stats_screen(
..default()
})
.with_children(|grid| {
spawn_stat_cell(grid, &level_str, "Level");
spawn_stat_cell(grid, &xp_str, "Total XP");
spawn_stat_cell(grid, &next_label, "Next Level");
spawn_stat_cell(grid, &daily_str, "Daily Streak");
spawn_stat_cell(grid, &challenge_str, "Challenge");
spawn_stat_cell(grid, &win_rate_str, "Win Rate");
spawn_stat_cell(grid, &played_str, "Games Played");
spawn_stat_cell(grid, &won_str, "Games Won");
spawn_stat_cell(grid, &lost_str, "Games Lost");
spawn_stat_cell(grid, &fastest_str, "Fastest Win");
spawn_stat_cell(grid, &avg_time_str, "Avg Time");
spawn_stat_cell(grid, &best_score_str, "Best Score");
spawn_stat_cell(grid, &best_streak_str, "Best Streak");
});
// Weekly goals
card.spawn((
Text::new("Weekly Goals"),
// --- per-mode bests section ---
// Three rows, one per supported mode. Time Attack uses session-level
// scoring (count of wins inside a 10-minute window) so a per-game
// best wouldn't compose; Daily uses Classic scoring and so already
// contributes to the Classic row.
body.spawn((
Text::new("Per-mode bests"),
font_section.clone(),
TextColor(TEXT_SECONDARY),
TextColor(STATE_INFO),
));
for goal in WEEKLY_GOALS {
let pv = p.weekly_goal_progress.get(goal.id).copied().unwrap_or(0);
card.spawn((
Text::new(format!(" {}: {}/{}", goal.description, pv, goal.target)),
body.spawn(Node {
flex_direction: FlexDirection::Column,
width: Val::Percent(100.0),
row_gap: VAL_SPACE_2,
..default()
})
.with_children(|column| {
spawn_per_mode_bests_row(
column,
"Classic",
stats.classic_best_score,
stats.classic_fastest_win_seconds,
&font_row,
);
spawn_per_mode_bests_row(
column,
"Zen",
stats.zen_best_score,
stats.zen_fastest_win_seconds,
&font_row,
);
spawn_per_mode_bests_row(
column,
"Challenge",
stats.challenge_best_score,
stats.challenge_fastest_win_seconds,
&font_row,
);
});
// --- progression section ---
if let Some(p) = progress {
body.spawn((
Text::new("Progression"),
font_section.clone(),
TextColor(STATE_INFO),
));
let level_str = format_stat_value(p.level);
let xp_str = format_stat_value(p.total_xp as u32);
let next_label = xp_to_next_level_label(p.total_xp, p.level);
let daily_str = format_stat_value(p.daily_challenge_streak);
let challenge_str = challenge_progress_label(p.challenge_index);
body.spawn(Node {
flex_direction: FlexDirection::Row,
flex_wrap: FlexWrap::Wrap,
justify_content: JustifyContent::Center,
align_items: AlignItems::FlexStart,
column_gap: VAL_SPACE_4,
row_gap: VAL_SPACE_3,
width: Val::Percent(100.0),
..default()
})
.with_children(|grid| {
spawn_stat_cell(grid, &level_str, "Level");
spawn_stat_cell(grid, &xp_str, "Total XP");
spawn_stat_cell(grid, &next_label, "Next Level");
spawn_stat_cell(grid, &daily_str, "Daily Streak");
spawn_stat_cell(grid, &challenge_str, "Challenge");
});
// Weekly goals
body.spawn((
Text::new("Weekly Goals"),
font_section.clone(),
TextColor(TEXT_SECONDARY),
));
for goal in WEEKLY_GOALS {
let pv = p.weekly_goal_progress.get(goal.id).copied().unwrap_or(0);
body.spawn((
Text::new(format!(" {}: {}/{}", goal.description, pv, goal.target)),
font_row.clone(),
TextColor(TEXT_PRIMARY),
));
}
// Unlocks line
body.spawn((
Text::new(format!(
"Card Backs: {} | Backgrounds: {}",
format_id_list(&p.unlocked_card_backs),
format_id_list(&p.unlocked_backgrounds),
)),
font_row.clone(),
TextColor(TEXT_PRIMARY),
TextColor(TEXT_SECONDARY),
));
}
// Unlocks line
card.spawn((
Text::new(format!(
"Card Backs: {} | Backgrounds: {}",
format_id_list(&p.unlocked_card_backs),
format_id_list(&p.unlocked_backgrounds),
)),
// --- Time Attack section ---
if let Some(ta) = time_attack
&& ta.active {
let mins = (ta.remaining_secs / 60.0).floor() as u64;
let secs = (ta.remaining_secs % 60.0).floor() as u64;
body.spawn((
Text::new(format!(
"Time Attack \u{2014} {mins}m {secs:02}s left | Wins: {}",
ta.wins
)),
font_section.clone(),
TextColor(STATE_WARNING),
));
}
// --- Latest replay caption ---
// Surfaces the most recent winning game so the player can spot
// whether their last victory has been recorded. The Watch
// Replay action below is what the player clicks to revisit it.
let replay_caption = match latest_replay {
Some(r) => format!("Latest win: {}", format_replay_caption(r)),
None => "No replay recorded yet \u{2014} win a game first.".to_string(),
};
body.spawn((
Text::new(replay_caption),
font_row.clone(),
TextColor(TEXT_SECONDARY),
));
}
// --- Time Attack section ---
if let Some(ta) = time_attack
&& ta.active {
let mins = (ta.remaining_secs / 60.0).floor() as u64;
let secs = (ta.remaining_secs % 60.0).floor() as u64;
card.spawn((
Text::new(format!(
"Time Attack \u{2014} {mins}m {secs:02}s left | Wins: {}",
ta.wins
)),
font_section.clone(),
TextColor(STATE_WARNING),
));
}
});
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.
spawn_modal_button(
actions,
WatchReplayButton,
"Watch replay",
None,
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,
"Copy share link",
None,
ButtonVariant::Secondary,
font_res,
);
spawn_modal_button(
actions,
StatsCloseButton,
@@ -446,6 +895,76 @@ fn spawn_stats_screen(
);
});
});
// 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
/// left, then the best-score and best-time readouts right-aligned. Each
/// row is tagged with [`PerModeBestsRow`] so tests can count them.
///
/// `best_score == 0` and `fastest_win_seconds == 0` both render as an
/// em-dash, consistent with the first-launch zero-state treatment used
/// by the primary cells above.
fn spawn_per_mode_bests_row(
parent: &mut ChildSpawnerCommands,
mode_label: &str,
best_score: u32,
fastest_win_seconds: u64,
font_row: &TextFont,
) {
let dash = "\u{2014}".to_string();
let score_str = if best_score == 0 {
format!("Best {dash}")
} else {
format!("Best {best_score}")
};
let time_str = if fastest_win_seconds == 0 {
format!("Best time {dash}")
} else {
format!("Best time {}", format_duration(fastest_win_seconds))
};
parent
.spawn((
PerModeBestsRow,
Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
justify_content: JustifyContent::SpaceBetween,
width: Val::Percent(100.0),
column_gap: VAL_SPACE_3,
..default()
},
))
.with_children(|row| {
// Mode label on the left.
row.spawn((
Text::new(mode_label.to_string()),
font_row.clone(),
TextColor(TEXT_PRIMARY),
));
// Right-aligned readouts grouped together.
row.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
justify_content: JustifyContent::FlexEnd,
column_gap: VAL_SPACE_3,
..default()
})
.with_children(|readouts| {
readouts.spawn((
Text::new(score_str),
font_row.clone(),
TextColor(ACCENT_PRIMARY),
));
readouts.spawn((
Text::new(time_str),
font_row.clone(),
TextColor(TEXT_SECONDARY),
));
});
});
}
/// Spawn a single stat cell: a large value label on top and a small
@@ -710,6 +1229,97 @@ mod tests {
);
}
#[test]
fn stats_modal_body_is_scrollable() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyS);
app.update();
let count = app
.world_mut()
.query::<&StatsScrollable>()
.iter(app.world())
.count();
assert_eq!(
count, 1,
"Stats modal must spawn exactly one StatsScrollable body"
);
let mut q = app
.world_mut()
.query_filtered::<&Node, With<StatsScrollable>>();
let nodes: Vec<&Node> = q.iter(app.world()).collect();
assert_ne!(
nodes[0].max_height,
Val::Auto,
"scrollable body must set a non-default max_height"
);
assert_eq!(nodes[0].overflow, Overflow::scroll_y());
}
#[test]
fn stats_screen_renders_three_per_mode_bests_rows() {
// Open the Stats overlay and assert three [`PerModeBestsRow`]
// entities exist — one per supported [`GameMode`] (Classic, Zen,
// Challenge — Time Attack and Daily are excluded by design).
let mut app = headless_app();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyS);
app.update();
let row_count = app
.world_mut()
.query::<&PerModeBestsRow>()
.iter(app.world())
.count();
assert_eq!(
row_count, 3,
"expected three per-mode bests rows (Classic, Zen, Challenge), got {row_count}"
);
}
#[test]
fn classic_win_event_updates_classic_best_score() {
// Default mode is Classic — a win event should populate the
// Classic per-mode bests but leave Zen and Challenge at zero.
let mut app = headless_app();
app.world_mut().write_message(GameWonEvent {
score: 1500,
time_seconds: 180,
});
app.update();
let stats = &app.world().resource::<StatsResource>().0;
assert_eq!(stats.classic_best_score, 1500);
assert_eq!(stats.classic_fastest_win_seconds, 180);
assert_eq!(stats.zen_best_score, 0);
assert_eq!(stats.challenge_best_score, 0);
}
#[test]
fn zen_win_event_updates_zen_best_score_only() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<crate::resources::GameStateResource>()
.0
.mode = solitaire_core::game_state::GameMode::Zen;
app.world_mut().write_message(GameWonEvent {
score: 1800,
time_seconds: 600,
});
app.update();
let stats = &app.world().resource::<StatsResource>().0;
assert_eq!(stats.zen_best_score, 1800);
assert_eq!(stats.zen_fastest_win_seconds, 600);
assert_eq!(stats.classic_best_score, 0);
assert_eq!(stats.challenge_best_score, 0);
}
#[test]
fn pressing_s_twice_closes_stats_screen() {
let mut app = headless_app();
+192 -6
View File
@@ -19,16 +19,17 @@ use chrono::Utc;
use uuid::Uuid;
use solitaire_data::{
save_achievements_to, save_progress_to, save_stats_to, AchievementRecord, PlayerProgress,
StatsSnapshot, SyncError, SyncProvider,
save_achievements_to, save_progress_to, save_replay_history_to, save_stats_to,
AchievementRecord, PlayerProgress, Replay, StatsSnapshot, SyncError, SyncProvider,
};
use solitaire_sync::{merge, SyncPayload, SyncResponse};
use crate::achievement_plugin::{AchievementsResource, AchievementsStoragePath};
use crate::events::{ManualSyncRequestEvent, SyncCompleteEvent};
use crate::events::{GameWonEvent, ManualSyncRequestEvent, SyncCompleteEvent};
use crate::game_plugin::RecordingReplay;
use crate::progress_plugin::{ProgressResource, ProgressStoragePath};
use crate::resources::{SyncStatus, SyncStatusResource};
use crate::stats_plugin::{StatsResource, StatsStoragePath};
use crate::resources::{GameStateResource, SyncStatus, SyncStatusResource};
use crate::stats_plugin::{LatestReplayPath, ReplayHistoryResource, StatsResource, StatsStoragePath};
// ---------------------------------------------------------------------------
// Public resources
@@ -56,6 +57,13 @@ pub struct PullTaskResult(pub Option<Result<SyncPayload, SyncError>>);
#[derive(Resource, Default)]
struct PullTask(Option<Task<Result<SyncPayload, SyncError>>>);
/// Holds the in-flight winning-replay upload task so the polling
/// system can harvest the resulting share URL on the main thread
/// without blocking. `None` outside an active upload; `Some(task)`
/// from `GameWonEvent` until the response lands.
#[derive(Resource, Default)]
struct PendingReplayUpload(Option<Task<Result<String, SyncError>>>);
// ---------------------------------------------------------------------------
// Plugin struct
// ---------------------------------------------------------------------------
@@ -93,10 +101,19 @@ impl Plugin for SyncPlugin {
.init_resource::<SyncStatusResource>()
.init_resource::<PullTaskResult>()
.init_resource::<PullTask>()
.init_resource::<PendingReplayUpload>()
.add_message::<ManualSyncRequestEvent>()
.add_message::<SyncCompleteEvent>()
.add_systems(Startup, start_pull)
.add_systems(Update, (poll_pull_result, handle_manual_sync_request))
.add_systems(
Update,
(
poll_pull_result,
handle_manual_sync_request,
push_replay_on_win,
poll_replay_upload_result,
),
)
.add_systems(Last, push_on_exit);
}
}
@@ -263,6 +280,92 @@ fn push_on_exit(
}
}
/// Update-schedule system: on each `GameWonEvent` push the just-completed
/// replay to the active sync backend so it's available for web playback.
///
/// Spawned as a fire-and-forget task on `AsyncComputeTaskPool` — the game
/// loop never blocks on the network round-trip. Errors are logged but
/// never surfaced to the UI; failure to upload is non-fatal because the
/// replay is also persisted locally by `game_plugin::record_replay_on_win`,
/// so the player can still review it on the next login. `LocalOnlyProvider`'s
/// `UnsupportedPlatform` is silently absorbed in the same way the
/// `push_on_exit` path handles it.
fn push_replay_on_win(
mut wins: MessageReader<GameWonEvent>,
provider: Res<SyncProviderResource>,
game: Res<GameStateResource>,
recording: Res<RecordingReplay>,
mut pending: ResMut<PendingReplayUpload>,
) {
for ev in wins.read() {
// Empty-recording guard mirrors `record_replay_on_win` —
// synthesised win events from XP / streak tests must not trigger
// a server upload.
if recording.moves.is_empty() {
continue;
}
let replay = Replay::new(
game.0.seed,
game.0.draw_mode.clone(),
game.0.mode,
ev.time_seconds,
ev.score,
Utc::now().date_naive(),
recording.moves.clone(),
);
let provider = provider.0.clone();
let task = AsyncComputeTaskPool::get()
.spawn(async move { provider.push_replay(&replay).await });
// If a previous upload is still in flight, drop it — the most
// recent win is the one whose share link the player will care
// about. Bevy's `Task` Drop cancels cooperatively.
pending.0 = Some(task);
}
}
/// Update-schedule system: harvests the upload task's result on the
/// main thread once it resolves. On success writes the share URL into
/// the most-recent entry of [`ReplayHistoryResource`] (`replays[0]`,
/// guaranteed by `record_replay_on_win` to be the win this upload
/// covers, since `cancel-on-replace` in `push_replay_on_win` drops any
/// older in-flight task) and persists the updated history to disk so
/// the URL survives a restart. `UnsupportedPlatform` (the
/// `LocalOnlyProvider` no-op path) is silently absorbed; real network
/// / auth errors log a warn but never clobber an existing URL.
fn poll_replay_upload_result(
mut pending: ResMut<PendingReplayUpload>,
mut history: ResMut<ReplayHistoryResource>,
replay_path: Res<LatestReplayPath>,
) {
let Some(task) = pending.0.as_mut() else {
return;
};
let Some(result) = future::block_on(future::poll_once(task)) else {
return;
};
pending.0 = None;
let url = match result {
Ok(url) => url,
Err(SyncError::UnsupportedPlatform) => return,
Err(e) => {
warn!("replay upload failed: {e}");
return;
}
};
let Some(entry) = history.0.replays.first_mut() else {
// Defensive: `push_replay_on_win` only fires after a win, so a
// missing replays[0] means another system cleared the history
// mid-upload. Drop the URL silently rather than panicking.
return;
};
entry.share_url = Some(url);
if let Some(path) = replay_path.0.as_deref()
&& let Err(e) = save_replay_history_to(path, &history.0)
{
warn!("failed to persist share URL into replay history: {e}");
}
}
// ---------------------------------------------------------------------------
// Helpers
// ---------------------------------------------------------------------------
@@ -427,4 +530,87 @@ mod tests {
let payload = build_payload(&stats, &[], &PlayerProgress::default());
assert_eq!(payload.stats.games_played, 42);
}
/// `poll_replay_upload_result` must write the resolved share URL
/// into `replays[0].share_url` AND persist the updated history to
/// disk so the URL survives a restart. Pins v0.19.0's persistent
/// share-link contract — the v0.18.0 ephemeral
/// `LastSharedReplayUrl` resource is gone, so a regression here
/// would silently drop the link.
#[test]
fn upload_result_writes_share_url_into_replay_and_persists() {
use solitaire_core::game_state::{DrawMode, GameMode};
use solitaire_data::{
load_replay_history_from, save_replay_history_to, Replay, ReplayHistory,
};
let mut app = headless_app_with(NoOpProvider);
let path = std::env::temp_dir()
.join("solitaire_test_replay_share_url_persist.json");
let _ = std::fs::remove_file(&path);
// Seed the in-memory history with a single replay carrying no
// share_url — the upload-poll path must populate it.
let initial = Replay::new(
42,
DrawMode::DrawOne,
GameMode::Classic,
60,
500,
chrono::NaiveDate::from_ymd_opt(2026, 5, 6).expect("valid date"),
vec![],
);
let history = ReplayHistory {
schema_version: solitaire_data::REPLAY_HISTORY_SCHEMA_VERSION,
replays: vec![initial],
};
save_replay_history_to(&path, &history).expect("seed history on disk");
app.insert_resource(crate::stats_plugin::ReplayHistoryResource(history));
app.insert_resource(crate::stats_plugin::LatestReplayPath(Some(path.clone())));
// Pre-resolved task carrying the URL the production path would
// get back from the server.
let url = "https://example.test/replays/abc123".to_string();
let task = AsyncComputeTaskPool::get().spawn({
let url = url.clone();
async move { Ok::<String, SyncError>(url) }
});
app.world_mut()
.resource_mut::<PendingReplayUpload>()
.0 = Some(task);
// Pump frames until the polling system observes the task as
// ready and clears `PendingReplayUpload`.
let deadline = std::time::Instant::now() + std::time::Duration::from_secs(15);
while app.world().resource::<PendingReplayUpload>().0.is_some() {
app.update();
std::thread::yield_now();
if std::time::Instant::now() >= deadline {
break;
}
}
assert!(
app.world().resource::<PendingReplayUpload>().0.is_none(),
"upload task should have been consumed within 15 s wall-clock",
);
// In-memory contract: replays[0].share_url is now Some(url).
let live = app
.world()
.resource::<crate::stats_plugin::ReplayHistoryResource>();
assert_eq!(
live.0.replays.first().and_then(|r| r.share_url.clone()),
Some(url.clone()),
"share URL must be written into replays[0].share_url",
);
// Persistence contract: a fresh load picks up the same URL.
let on_disk = load_replay_history_from(&path).expect("history must reload");
assert_eq!(
on_disk.replays.first().and_then(|r| r.share_url.clone()),
Some(url),
"share URL must survive a save/load round-trip",
);
let _ = std::fs::remove_file(&path);
}
}
+4 -1
View File
@@ -31,7 +31,10 @@ use solitaire_core::card::{Rank, Suit};
pub use importer::{import_theme, import_theme_into, ImportError, ThemeId};
pub use loader::{CardThemeLoader, CardThemeLoaderError};
pub use manifest::ThemeManifest;
pub use plugin::{set_theme, ActiveTheme, ThemePlugin};
pub use plugin::{
ensure_theme_thumbnails, set_theme, ActiveTheme, ThemePlugin, ThemeThumbnailCache,
ThemeThumbnailPair, THEME_THUMBNAIL_HEIGHT_PX, THEME_THUMBNAIL_WIDTH_PX,
};
pub use registry::{
build_registry, refresh_registry, ThemeEntry, ThemeRegistry, ThemeRegistryPlugin,
};
+275 -1
View File
@@ -8,24 +8,82 @@
//! exposed for tests and for any embedder that wants to load an
//! alternative theme manually.
use std::collections::HashMap;
use bevy::asset::AssetEvent;
use bevy::ecs::message::MessageReader;
use bevy::math::UVec2;
use bevy::prelude::*;
use solitaire_core::card::{Rank, Suit};
use crate::assets::DEFAULT_THEME_MANIFEST_URL;
use crate::assets::{
default_theme_svg_bytes, rasterize_svg, user_theme_dir, DEFAULT_THEME_MANIFEST_URL,
};
use crate::card_plugin::CardImageSet;
use crate::events::StateChangedEvent;
use super::loader::CardThemeLoader;
use super::registry::ThemeRegistry;
use super::{CardKey, CardTheme};
/// Width (logical px) of one Settings → Cosmetic theme-picker
/// thumbnail. A 2:3 card aspect at 100×140 keeps each chip a small
/// glanceable preview without bloating the picker row.
pub const THEME_THUMBNAIL_WIDTH_PX: u32 = 100;
/// Height counterpart to [`THEME_THUMBNAIL_WIDTH_PX`].
pub const THEME_THUMBNAIL_HEIGHT_PX: u32 = 140;
/// Resource pointing at the currently-active card theme. Populated on
/// startup with the bundled default theme and replaced by [`set_theme`]
/// when the player switches.
#[derive(Resource, Debug)]
pub struct ActiveTheme(pub Handle<CardTheme>);
/// One pair of preview-sized `Handle<Image>` for the Settings picker:
/// the theme's Ace of Spades and its card back.
///
/// Either handle may be [`Handle::default`] when the underlying SVG
/// could not be located (e.g. a user theme that ships only a partial
/// set of files). The picker UI treats the default-handle case as
/// "render a placeholder swatch instead of an image" so a broken
/// theme can never crash the panel.
#[derive(Debug, Clone, Default)]
pub struct ThemeThumbnailPair {
/// Rasterised `spades_ace.svg` of the theme.
pub ace: Handle<Image>,
/// Rasterised `back.svg` of the theme.
pub back: Handle<Image>,
}
impl ThemeThumbnailPair {
/// Returns `true` only when *both* preview slots resolve to a
/// non-default handle — a theme with at least one missing SVG is
/// considered incomplete and renders the placeholder for the
/// missing slot.
pub fn is_fully_populated(&self) -> bool {
self.ace != Handle::default() && self.back != Handle::default()
}
}
/// Resource caching one [`ThemeThumbnailPair`] per registered theme,
/// keyed by `ThemeMeta::id`.
///
/// Populated lazily by [`ensure_theme_thumbnails`] whenever the
/// [`ThemeRegistry`] grows or changes. The Settings panel reads from
/// this cache by id and falls back to the placeholder rendering path
/// when an entry is missing.
#[derive(Resource, Debug, Default)]
pub struct ThemeThumbnailCache {
pub entries: HashMap<String, ThemeThumbnailPair>,
}
impl ThemeThumbnailCache {
/// Returns the cached pair for `theme_id`, if any.
pub fn get(&self, theme_id: &str) -> Option<&ThemeThumbnailPair> {
self.entries.get(theme_id)
}
}
/// Bevy plugin that loads the default theme and keeps `CardImageSet`
/// in sync with `Assets<CardTheme>`.
///
@@ -45,6 +103,7 @@ pub struct ThemePlugin;
impl Plugin for ThemePlugin {
fn build(&self, app: &mut App) {
app.init_asset::<CardTheme>()
.init_resource::<ThemeThumbnailCache>()
.register_asset_loader(crate::assets::SvgLoader)
.register_asset_loader(CardThemeLoader)
.add_systems(Startup, load_initial_theme)
@@ -53,6 +112,7 @@ impl Plugin for ThemePlugin {
(
sync_card_image_set_with_active_theme,
react_to_settings_theme_change,
ensure_theme_thumbnails,
),
);
}
@@ -231,6 +291,104 @@ pub fn set_theme(
handle
}
// ---------------------------------------------------------------------------
// Picker-thumbnail generation
// ---------------------------------------------------------------------------
/// Filename of the canonical "preview face" SVG inside a theme — the
/// Ace of Spades. Matches `CardKey::manifest_name(Spades, Ace)` so the
/// path resolves the same way whether we're reading from disk or from
/// the bundled-default lookup table.
const PREVIEW_FACE_FILENAME: &str = "spades_ace.svg";
/// Filename of the back SVG inside a theme.
const PREVIEW_BACK_FILENAME: &str = "back.svg";
/// Resolves the SVG bytes for one preview file (`back.svg` or
/// `spades_ace.svg`) belonging to the named theme.
///
/// - For the bundled `default` theme, reads from the embedded
/// `DEFAULT_THEME_SVGS` table via [`default_theme_svg_bytes`]. No
/// filesystem I/O.
/// - For any user theme, reads from `<user_theme_dir>/<id>/<filename>`.
/// Returns `None` for any I/O failure (file missing, permission
/// denied, etc.) — the caller treats `None` as "render placeholder".
fn read_theme_preview_svg_bytes(theme_id: &str, filename: &str) -> Option<Vec<u8>> {
if theme_id == "default" {
return default_theme_svg_bytes(filename).map(|b| b.to_vec());
}
let path = user_theme_dir().join(theme_id).join(filename);
std::fs::read(&path).ok()
}
/// Pure helper: rasterises one SVG preview byte slice at the picker's
/// thumbnail dimensions, inserts the resulting `Image` into
/// `Assets<Image>`, and returns the new handle. Returns
/// [`Handle::default`] if rasterisation fails (malformed SVG, etc.) so
/// the picker can render a placeholder for broken themes without
/// crashing.
fn rasterize_preview_to_handle(
svg_bytes: &[u8],
images: &mut Assets<Image>,
) -> Handle<Image> {
let target = UVec2::new(THEME_THUMBNAIL_WIDTH_PX, THEME_THUMBNAIL_HEIGHT_PX);
match rasterize_svg(svg_bytes, target) {
Ok(image) => images.add(image),
Err(err) => {
warn!("theme thumbnail rasterise failed: {err}");
Handle::default()
}
}
}
/// Builds a [`ThemeThumbnailPair`] for a single theme. Either handle
/// is [`Handle::default`] when the matching SVG could not be located
/// or rasterised.
fn generate_thumbnail_pair_for(
theme_id: &str,
images: &mut Assets<Image>,
) -> ThemeThumbnailPair {
let ace = read_theme_preview_svg_bytes(theme_id, PREVIEW_FACE_FILENAME)
.map(|b| rasterize_preview_to_handle(&b, images))
.unwrap_or_default();
let back = read_theme_preview_svg_bytes(theme_id, PREVIEW_BACK_FILENAME)
.map(|b| rasterize_preview_to_handle(&b, images))
.unwrap_or_default();
ThemeThumbnailPair { ace, back }
}
/// System that generates a [`ThemeThumbnailPair`] for every registered
/// theme that doesn't yet have one in [`ThemeThumbnailCache`].
///
/// Runs each frame but the early-exit check (`already cached?`) keeps
/// the steady-state cost to a single hash lookup per theme. Generation
/// itself only happens once per theme — the SVGs are rasterised and
/// inserted into `Assets<Image>` and the handles cached forever.
///
/// Lazy-on-first-pass beats Startup-only for two reasons:
///
/// - The `ThemeRegistry` is built by a different `Startup` system, and
/// Bevy doesn't guarantee inter-system Startup ordering without
/// explicit `.after()` chaining. Polling each Update tick removes
/// the dependency.
/// - The future `refresh_registry` path (used after a successful
/// theme import in Phase 7) adds entries mid-session — this system
/// picks them up automatically without any extra wiring.
pub fn ensure_theme_thumbnails(
registry: Option<Res<ThemeRegistry>>,
mut cache: ResMut<ThemeThumbnailCache>,
mut images: ResMut<Assets<Image>>,
) {
let Some(registry) = registry else { return };
for entry in registry.iter() {
if cache.entries.contains_key(&entry.id) {
continue;
}
let pair = generate_thumbnail_pair_for(&entry.id, &mut images);
cache.entries.insert(entry.id.clone(), pair);
}
}
#[cfg(test)]
mod tests {
use super::*;
@@ -352,4 +510,120 @@ mod tests {
let url2 = format!("themes://{}/theme.ron", "user_uploaded");
assert_eq!(url2, "themes://user_uploaded/theme.ron");
}
/// Test 1: the bundled default theme always has embedded SVG bytes
/// available, so calling `generate_thumbnail_pair_for("default", …)`
/// must produce two non-default `Handle<Image>` slots.
#[test]
fn theme_thumbnails_generated_for_default_theme() {
let mut images = Assets::<Image>::default();
let pair = generate_thumbnail_pair_for("default", &mut images);
assert!(
pair.is_fully_populated(),
"default theme must yield both ace + back thumbnail handles"
);
// And the underlying images must actually exist in the assets
// collection — the handles are real, not dangling.
assert!(images.get(&pair.ace).is_some(), "ace image must be inserted");
assert!(images.get(&pair.back).is_some(), "back image must be inserted");
}
/// Test 2: when a theme is registered but its preview SVGs are not
/// available on disk (a broken user-supplied theme), thumbnail
/// generation must NOT panic and must leave the missing slots as
/// the default handle so the picker UI can render its placeholder.
#[test]
fn theme_thumbnails_handle_missing_svg_gracefully() {
let mut images = Assets::<Image>::default();
// A theme id that definitely has no files on disk under the
// user_theme_dir (the directory may not even exist on a
// fresh test machine). The function reads the filesystem
// lazily and silently returns None on I/O failures — no
// panic, no rasterise attempt.
let pair = generate_thumbnail_pair_for(
"this-theme-does-not-exist-on-disk-for-testing",
&mut images,
);
assert_eq!(
pair.ace,
Handle::default(),
"missing ace.svg must yield Handle::default placeholder"
);
assert_eq!(
pair.back,
Handle::default(),
"missing back.svg must yield Handle::default placeholder"
);
assert!(
!pair.is_fully_populated(),
"incomplete pair must report not-fully-populated"
);
}
/// `read_theme_preview_svg_bytes` for the default theme always
/// returns embedded bytes for the canonical preview pair —
/// covering the happy-path branch of the helper.
#[test]
fn read_default_theme_preview_returns_some_for_canonical_files() {
assert!(
read_theme_preview_svg_bytes("default", PREVIEW_BACK_FILENAME).is_some(),
"default theme back.svg must be embedded"
);
assert!(
read_theme_preview_svg_bytes("default", PREVIEW_FACE_FILENAME).is_some(),
"default theme spades_ace.svg must be embedded"
);
}
/// `ensure_theme_thumbnails` is idempotent: calling it twice with
/// the same registry must not regenerate or replace already-cached
/// entries. This guards against the per-frame Update tick churning
/// new `Handle<Image>` allocations and growing `Assets<Image>`
/// without bound.
#[test]
fn ensure_theme_thumbnails_caches_after_first_run() {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
app.init_resource::<Assets<Image>>();
app.init_resource::<ThemeThumbnailCache>();
app.insert_resource(ThemeRegistry {
entries: vec![crate::theme::ThemeEntry {
id: "default".into(),
display_name: "Default".into(),
manifest_url: crate::assets::DEFAULT_THEME_MANIFEST_URL.into(),
meta: ThemeMeta {
id: "default".into(),
name: "Default".into(),
author: "x".into(),
version: "x".into(),
card_aspect: (2, 3),
},
}],
});
app.add_systems(Update, ensure_theme_thumbnails);
// First tick generates the entry.
app.update();
let first_ace = app
.world()
.resource::<ThemeThumbnailCache>()
.get("default")
.map(|p| p.ace.clone())
.expect("default theme thumbnail must exist after one tick");
// Second tick must NOT replace the cached handle.
app.update();
let second_ace = app
.world()
.resource::<ThemeThumbnailCache>()
.get("default")
.map(|p| p.ace.clone())
.expect("default theme thumbnail must still exist");
assert_eq!(
first_ace.id(),
second_ace.id(),
"cached thumbnail handle must be stable across ticks"
);
}
}
+341 -3
View File
@@ -3,9 +3,33 @@
//! level ≥ `CHALLENGE_UNLOCK_LEVEL`); each win during the session bumps the
//! counter and auto-deals a fresh game. When the timer expires the session
//! ends and `TimeAttackEndedEvent` fires.
//!
//! ## Persistence
//!
//! Classic / Zen / Challenge mid-deals already round-trip through
//! `game_state.json` (the file carries `mode: GameMode`, so the deal *and*
//! its mode flag both survive a window close). Time Attack additionally
//! has session-level state — the 10-minute window remaining and the running
//! win counter — that lives in [`TimeAttackResource`], not in `GameState`.
//! That extra state is persisted to the sibling file
//! `time_attack_session.json` via [`solitaire_data::TimeAttackSession`] so
//! closing the window mid-Time-Attack does not lose the session.
//!
//! The file is written periodically (every ~30 real seconds, mirroring the
//! game-state auto-save cadence) and on `AppExit`. It is deleted on session
//! end, on a fresh session start, and on quit-to-menu. Load happens once at
//! plugin startup; if the persisted window expired during the time the app
//! was closed, the file is treated as missing.
use std::path::PathBuf;
use std::time::{SystemTime, UNIX_EPOCH};
use bevy::prelude::*;
use solitaire_core::game_state::GameMode;
use solitaire_data::{
delete_time_attack_session_at, load_time_attack_session_from, save_time_attack_session_to,
time_attack_session_path, TimeAttackSession,
};
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::events::{
@@ -33,12 +57,52 @@ pub struct TimeAttackEndedEvent {
pub wins: u32,
}
/// Real-world seconds between Time Attack session-state auto-saves.
///
/// Mirrors the game-state auto-save cadence in `game_plugin::AUTO_SAVE_INTERVAL_SECS`
/// so a crash loses at most ~30 s of session-timer progress.
const TIME_ATTACK_AUTO_SAVE_INTERVAL_SECS: f32 = 30.0;
/// Persistence path for `time_attack_session.json`. `None` disables I/O
/// (used in headless tests so they don't touch the real data dir).
#[derive(Resource, Debug, Clone)]
pub struct TimeAttackSessionPath(pub Option<PathBuf>);
/// Accumulated real-world seconds since the last Time Attack session save.
/// Exposed as a `Resource` so tests can pre-seed it past the threshold without
/// needing to control `Time::delta_secs()` (mirrors `game_plugin::AutoSaveTimer`).
#[derive(Resource, Default)]
pub struct TimeAttackAutoSaveTimer(pub f32);
/// Implements the 10-minute Time Attack mode: counts down the session timer, tracks wins per session, and fires `TimeAttackEndedEvent` when time expires.
pub struct TimeAttackPlugin;
impl TimeAttackPlugin {
/// Plugin variant with persistence disabled. Use in headless tests to
/// avoid touching the real `time_attack_session.json` on disk.
pub fn headless() -> Self {
Self
}
}
impl Plugin for TimeAttackPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<TimeAttackResource>()
let path = time_attack_session_path();
// Restore any saved session that hasn't yet expired in real time.
// A missing file or an expired window both yield `None`, in which
// case the resource keeps its default (inactive) value.
let initial_session = path
.as_deref()
.and_then(load_time_attack_session_from)
.map_or_else(TimeAttackResource::default, |s| TimeAttackResource {
active: true,
remaining_secs: s.remaining_secs,
wins: s.wins,
});
app.insert_resource(initial_session)
.insert_resource(TimeAttackSessionPath(path))
.init_resource::<TimeAttackAutoSaveTimer>()
.add_message::<TimeAttackEndedEvent>()
.add_message::<GameWonEvent>()
.add_message::<NewGameRequestEvent>()
@@ -49,10 +113,13 @@ impl Plugin for TimeAttackPlugin {
handle_start_time_attack_request.before(GameMutation),
)
.add_systems(Update, advance_time_attack)
.add_systems(Update, auto_deal_on_time_attack_win.after(GameMutation));
.add_systems(Update, auto_deal_on_time_attack_win.after(GameMutation))
.add_systems(Update, auto_save_time_attack_session)
.add_systems(Last, save_time_attack_session_on_exit);
}
}
#[allow(clippy::too_many_arguments)]
fn handle_start_time_attack_request(
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<StartTimeAttackRequestEvent>,
@@ -60,6 +127,8 @@ fn handle_start_time_attack_request(
mut session: ResMut<TimeAttackResource>,
mut new_game: MessageWriter<NewGameRequestEvent>,
mut info_toast: MessageWriter<InfoToastEvent>,
path: Option<Res<TimeAttackSessionPath>>,
mut auto_save_timer: ResMut<TimeAttackAutoSaveTimer>,
) {
// Either T or the HUD Modes-popover "Time Attack" row triggers this.
let button_clicked = requests.read().count() > 0;
@@ -77,6 +146,18 @@ fn handle_start_time_attack_request(
remaining_secs: TIME_ATTACK_DURATION_SECS,
wins: 0,
};
// Reset the auto-save accumulator so the first save lands a full
// interval from now, not immediately because of an old residual value
// left over from a previous session.
auto_save_timer.0 = 0.0;
// Delete any leftover persisted session file from a prior run so the
// fresh window starts at exactly TIME_ATTACK_DURATION_SECS rather than
// resuming whatever the disk happened to hold. Failures here are
// logged but never fatal.
if let Some(p) = path.as_ref().and_then(|r| r.0.as_deref())
&& let Err(e) = delete_time_attack_session_at(p) {
warn!("time_attack_session: failed to delete stale session: {e}");
}
new_game.write(NewGameRequestEvent {
seed: None,
mode: Some(GameMode::TimeAttack),
@@ -89,11 +170,16 @@ fn advance_time_attack(
mut session: ResMut<TimeAttackResource>,
mut ended: MessageWriter<TimeAttackEndedEvent>,
paused: Option<Res<crate::pause_plugin::PausedResource>>,
path: Option<Res<TimeAttackSessionPath>>,
home_screens: Query<(), With<crate::home_plugin::HomeScreen>>,
) {
if !session.active {
return;
}
if paused.is_some_and(|p| p.0) {
// Mirrors `tick_elapsed_time`: pause while the launch / mode-picker
// Home modal is up so the countdown doesn't burn while the player
// is choosing what to play next.
if paused.is_some_and(|p| p.0) || !home_screens.is_empty() {
return;
}
session.remaining_secs -= time.delta_secs();
@@ -102,6 +188,12 @@ fn advance_time_attack(
session.active = false;
session.remaining_secs = 0.0;
ended.write(TimeAttackEndedEvent { wins });
// Session ended naturally — delete the persisted file so the next
// launch sees no in-progress session.
if let Some(p) = path.as_ref().and_then(|r| r.0.as_deref())
&& let Err(e) = delete_time_attack_session_at(p) {
warn!("time_attack_session: failed to delete on expiry: {e}");
}
}
}
@@ -124,6 +216,80 @@ fn auto_deal_on_time_attack_win(
}
}
/// Returns the current Unix-seconds wall-clock time, falling back to 0 if
/// the system time predates the epoch (impossible under any sane clock,
/// but the fallback keeps the function infallible).
fn current_unix_secs() -> u64 {
SystemTime::now()
.duration_since(UNIX_EPOCH)
.map_or(0, |d| d.as_secs())
}
/// Periodically persists the live `TimeAttackResource` to
/// `time_attack_session.json` every 30 real-world seconds while a session
/// is active. The accumulator uses real-clock delta so it keeps ticking
/// even if the in-game timer is paused — the goal is "if the OS kills the
/// process now, how much do we lose?" and pause does not change that.
fn auto_save_time_attack_session(
time: Res<Time>,
session: Res<TimeAttackResource>,
path: Option<Res<TimeAttackSessionPath>>,
mut timer: ResMut<TimeAttackAutoSaveTimer>,
) {
if !session.active {
return;
}
timer.0 += time.delta_secs();
if timer.0 < TIME_ATTACK_AUTO_SAVE_INTERVAL_SECS {
return;
}
timer.0 -= TIME_ATTACK_AUTO_SAVE_INTERVAL_SECS;
let Some(p) = path.as_ref().and_then(|r| r.0.as_deref()) else {
return;
};
let payload = TimeAttackSession {
remaining_secs: session.remaining_secs,
wins: session.wins,
saved_at_unix_secs: current_unix_secs(),
};
if let Err(e) = save_time_attack_session_to(p, &payload) {
warn!("time_attack_session: auto-save failed: {e}");
}
}
/// Last-schedule companion to `game_plugin::save_game_state_on_exit`:
/// flushes the live session resource to disk on `AppExit` so a graceful
/// quit does not lose the timer + win count. If the session is inactive
/// the persisted file is deleted instead, leaving a clean slate for the
/// next launch.
fn save_time_attack_session_on_exit(
mut exit_events: MessageReader<AppExit>,
session: Res<TimeAttackResource>,
path: Res<TimeAttackSessionPath>,
) {
if exit_events.is_empty() {
return;
}
exit_events.clear();
let Some(p) = path.0.as_deref() else { return };
if !session.active {
if let Err(e) = delete_time_attack_session_at(p) {
warn!("time_attack_session: failed to delete on exit: {e}");
}
return;
}
let payload = TimeAttackSession {
remaining_secs: session.remaining_secs,
wins: session.wins,
saved_at_unix_secs: current_unix_secs(),
};
if let Err(e) = save_time_attack_session_to(p, &payload) {
warn!("time_attack_session: failed to save on exit: {e}");
}
}
#[cfg(test)]
mod tests {
use super::*;
@@ -140,6 +306,12 @@ mod tests {
.add_plugins(ProgressPlugin::headless())
.add_plugins(TimeAttackPlugin);
app.init_resource::<ButtonInput<KeyCode>>();
// Disable session persistence — tests must not touch the real
// ~/.local/share/solitaire_quest/time_attack_session.json.
app.insert_resource(TimeAttackSessionPath(None));
// The plugin's startup-load hook may have populated TimeAttackResource
// from a real on-disk session. Reset it so each test starts inactive.
*app.world_mut().resource_mut::<TimeAttackResource>() = TimeAttackResource::default();
app.update();
app
}
@@ -302,4 +474,170 @@ mod tests {
"TimeAttackEndedEvent must not fire while paused"
);
}
// -----------------------------------------------------------------------
// Persistence tests — closing the window mid-Time-Attack must not lose
// the session timer or the running win count.
// -----------------------------------------------------------------------
fn tmp_ta_path(name: &str) -> std::path::PathBuf {
std::env::temp_dir().join(format!("engine_test_ta_{name}.json"))
}
/// On `AppExit`, an active session must be flushed to disk so the next
/// launch can restore it.
#[test]
fn exit_persists_active_session() {
use solitaire_data::load_time_attack_session_from;
let path = tmp_ta_path("exit_save");
let _ = std::fs::remove_file(&path);
let mut app = headless_app();
app.insert_resource(TimeAttackSessionPath(Some(path.clone())));
*app.world_mut().resource_mut::<TimeAttackResource>() = TimeAttackResource {
active: true,
remaining_secs: 240.0,
wins: 4,
};
app.world_mut().write_message(AppExit::Success);
app.update();
// Plugin stamps `saved_at_unix_secs` with the current wall clock,
// and we load immediately, so wall-clock elapsed is ~0 and the
// restored remaining_secs should match what we wrote within a tiny
// epsilon (allowing for the test taking a few seconds to run).
let loaded =
load_time_attack_session_from(&path).expect("file should exist after exit");
assert!(
(loaded.remaining_secs - 240.0).abs() < 5.0,
"remaining_secs must round-trip within 5 s tolerance, got {}",
loaded.remaining_secs,
);
assert_eq!(loaded.wins, 4, "wins must round-trip");
let _ = std::fs::remove_file(&path);
}
/// On `AppExit` with no active session, any stale persisted file must
/// be deleted so the next launch starts clean.
#[test]
fn exit_clears_persisted_file_when_no_active_session() {
let path = tmp_ta_path("exit_clear");
// Pre-create a stale file.
std::fs::write(&path, b"{\"remaining_secs\":100.0,\"wins\":1,\"saved_at_unix_secs\":0}")
.expect("write stale");
assert!(path.exists());
let mut app = headless_app();
app.insert_resource(TimeAttackSessionPath(Some(path.clone())));
// Default = inactive session.
app.world_mut().write_message(AppExit::Success);
app.update();
assert!(!path.exists(), "stale file must be deleted on exit when session is inactive");
}
/// `auto_save_time_attack_session` writes the session once the
/// accumulator crosses 30 s while the session is active.
#[test]
fn auto_save_writes_after_30_seconds() {
use solitaire_data::load_time_attack_session_from;
let path = tmp_ta_path("auto_save_30s");
let _ = std::fs::remove_file(&path);
let mut app = headless_app();
app.insert_resource(TimeAttackSessionPath(Some(path.clone())));
*app.world_mut().resource_mut::<TimeAttackResource>() = TimeAttackResource {
active: true,
remaining_secs: 500.0,
wins: 2,
};
// Pre-seed the timer past the threshold so the very next update fires the save.
app.insert_resource(TimeAttackAutoSaveTimer(TIME_ATTACK_AUTO_SAVE_INTERVAL_SECS + 0.1));
app.update();
assert!(path.exists(), "auto-save file must exist after timer crosses threshold");
let loaded = load_time_attack_session_from(&path).expect("session must load");
assert_eq!(loaded.wins, 2);
let _ = std::fs::remove_file(&path);
}
/// Auto-save is a no-op when no session is active — we should not be
/// littering the user's data dir with empty session files just because
/// the app was running.
#[test]
fn auto_save_is_noop_when_session_inactive() {
let path = tmp_ta_path("auto_save_noop");
let _ = std::fs::remove_file(&path);
let mut app = headless_app();
app.insert_resource(TimeAttackSessionPath(Some(path.clone())));
// Session stays at default (inactive). Timer is past threshold.
app.insert_resource(TimeAttackAutoSaveTimer(TIME_ATTACK_AUTO_SAVE_INTERVAL_SECS + 0.1));
app.update();
assert!(!path.exists(), "auto-save must not fire when session is inactive");
}
/// Starting a fresh session must delete any stale persisted file so a
/// player who quit Time Attack mid-window, came back, then started a
/// brand-new session begins at exactly TIME_ATTACK_DURATION_SECS.
#[test]
fn starting_new_session_deletes_stale_persisted_file() {
let path = tmp_ta_path("start_clears");
// Pre-create a stale file.
std::fs::write(&path, b"{\"remaining_secs\":42.0,\"wins\":99,\"saved_at_unix_secs\":0}")
.expect("write stale");
let mut app = headless_app();
app.insert_resource(TimeAttackSessionPath(Some(path.clone())));
// Player must be at unlock level for the start-handler to act.
app.world_mut().resource_mut::<ProgressResource>().0.level = CHALLENGE_UNLOCK_LEVEL;
press_t(&mut app);
app.update();
assert!(!path.exists(), "stale persisted file must be cleared at session start");
// And the live resource must reflect a fresh session, not the stale data.
let session = app.world().resource::<TimeAttackResource>();
assert!(session.active);
assert_eq!(session.wins, 0, "wins must reset to 0, not the stale 99");
assert!(
(session.remaining_secs - TIME_ATTACK_DURATION_SECS).abs() < 1.0,
"remaining_secs must reset to TIME_ATTACK_DURATION_SECS, not the stale 42; got {}",
session.remaining_secs,
);
}
/// Natural session expiry (timer reaches 0) must delete the persisted
/// file so the next launch does not see an "active" session that has
/// already ended.
#[test]
fn session_expiry_deletes_persisted_file() {
let path = tmp_ta_path("expiry_clears");
// Pre-create a file that simulates the auto-save's prior write.
std::fs::write(&path, b"{\"remaining_secs\":1.0,\"wins\":7,\"saved_at_unix_secs\":0}")
.expect("write");
assert!(path.exists());
let mut app = headless_app();
app.insert_resource(TimeAttackSessionPath(Some(path.clone())));
// Session about to expire on the next update tick.
*app.world_mut().resource_mut::<TimeAttackResource>() = TimeAttackResource {
active: true,
remaining_secs: -1.0,
wins: 7,
};
app.update();
assert!(!path.exists(), "persisted file must be deleted on natural expiry");
let session = app.world().resource::<TimeAttackResource>();
assert!(!session.active);
}
}
+161 -1
View File
@@ -121,11 +121,34 @@ impl Plugin for UiFocusPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<FocusedButton>()
.add_systems(Startup, spawn_focus_overlay)
// Attach + auto-focus run in `PostUpdate` so they see entities
// a click-handler in `Update` queued via `Commands` earlier in
// the same frame. If they ran in `Update` they'd race the
// click handler: there's no ordering edge between an arbitrary
// modal-spawning system and the focus chain, so Bevy's
// `auto_insert_apply_deferred` pass cannot synchronise them.
// Pushing the attach / auto-focus pair into `PostUpdate` puts
// the natural schedule-boundary sync point between every
// modal spawn and focus arrival — `FocusedButton` is always
// populated before the same `app.update()` returns.
//
// The remaining systems stay in `Update` so they keep
// observing input on the frame it occurs. They read
// `FocusedButton` written during the *previous* tick's
// `PostUpdate`, which is exactly what we want: the very next
// user keypress after a modal opens lands on a populated
// resource.
.add_systems(
Update,
PostUpdate,
(
attach_focusable_to_modal_buttons,
auto_focus_on_modal_open,
)
.chain(),
)
.add_systems(
Update,
(
sync_focus_on_mouse_click,
clear_hud_focus_on_unhover,
handle_focus_keys,
@@ -827,6 +850,143 @@ mod tests {
assert_eq!(focused, Some(a), "Primary button A should auto-focus");
}
/// One-shot trigger resource consumed by the production-shaped test
/// system [`spawn_modal_via_system`]. When set to `true`, the system
/// queues a `spawn_modal` call on the next `Update` and clears the
/// flag. Mirrors the real production flow where a click-handler
/// system queues the modal spawn via `Commands` rather than the
/// test fixture using `world.flush()` ahead of time.
#[derive(Resource, Default)]
struct SpawnModalTrigger(bool);
/// Production-shaped modal spawner: a regular Bevy `System` that
/// reads a trigger flag and queues a 2-button modal via `Commands`.
/// Crucially this system has **no** ordering relationship with
/// `UiFocusPlugin`'s chain — exactly the situation that surfaces the
/// "focus arrives one frame late" bug in production.
fn spawn_modal_via_system(
mut commands: Commands,
mut trigger: ResMut<SpawnModalTrigger>,
) {
if !trigger.0 {
return;
}
trigger.0 = false;
spawn_modal(&mut commands, TestModal, 0, |card| {
spawn_modal_actions(card, |actions| {
spawn_modal_button(
actions,
TestButtonB,
"B",
None,
ButtonVariant::Secondary,
None,
);
spawn_modal_button(
actions,
TestButtonA,
"A",
None,
ButtonVariant::Primary,
None,
);
});
});
}
/// Same-frame-focus contract: when a modal is spawned by an
/// independent system during the same `Update` as the focus chain,
/// `FocusedButton` must be populated with the primary button by the
/// time `handle_focus_keys` runs in that **same** update — so a Tab
/// pressed in the very next tick advances focus rather than
/// landing on "nothing focused → primary".
#[test]
fn primary_button_is_focused_on_modal_spawn_same_frame() {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(UiModalPlugin)
.add_plugins(UiFocusPlugin);
app.init_resource::<ButtonInput<KeyCode>>();
app.init_resource::<SpawnModalTrigger>();
// Register the production-shaped spawn system in `Update` with
// no chain relationship to `UiFocusPlugin`.
app.add_systems(Update, spawn_modal_via_system);
// Initial Startup pass.
app.update();
// Trigger the spawn and run exactly ONE update — the same
// `Update` cycle that the focus chain runs in. By the end of
// this update, `FocusedButton` must already point at the
// primary button.
app.world_mut().resource_mut::<SpawnModalTrigger>().0 = true;
app.update();
let primary = app
.world_mut()
.query_filtered::<Entity, With<TestButtonA>>()
.iter(app.world())
.next()
.expect("Primary button should exist after the spawn update");
assert_eq!(
app.world().resource::<FocusedButton>().0,
Some(primary),
"FocusedButton must be populated with the primary on the same frame the modal spawns"
);
}
/// Tab pressed on the very next tick after a modal opens must
/// advance focus from the primary to the secondary — not from
/// "nothing focused" to the primary. The latter would mean focus
/// arrived a frame late and Tab was wasted on first-focus instead
/// of advancing.
#[test]
fn first_tab_after_modal_open_advances_to_secondary() {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(UiModalPlugin)
.add_plugins(UiFocusPlugin);
app.init_resource::<ButtonInput<KeyCode>>();
app.init_resource::<SpawnModalTrigger>();
app.add_systems(Update, spawn_modal_via_system);
app.update();
// Spawn the modal in update N.
app.world_mut().resource_mut::<SpawnModalTrigger>().0 = true;
app.update();
// Press Tab on update N+1. If focus arrived correctly in N,
// Tab advances primary → secondary. If focus arrived late,
// Tab promotes "no focus" to primary (the bug).
let primary = app
.world_mut()
.query_filtered::<Entity, With<TestButtonA>>()
.iter(app.world())
.next()
.expect("primary spawned");
let secondary = app
.world_mut()
.query_filtered::<Entity, With<TestButtonB>>()
.iter(app.world())
.next()
.expect("secondary spawned");
press_key(&mut app, KeyCode::Tab);
app.update();
let focused_after_tab = app.world().resource::<FocusedButton>().0;
assert_ne!(
focused_after_tab,
Some(primary),
"first Tab after modal open should advance off the primary, not land on it (focus arrived late)"
);
assert_eq!(
focused_after_tab,
Some(secondary),
"first Tab from primary should land on the secondary"
);
}
#[test]
fn tab_advances_focus_in_spawn_order() {
let mut app = headless_app();
+323
View File
@@ -49,6 +49,8 @@
//! ```
use bevy::prelude::*;
use bevy::ui::{ComputedNode, UiGlobalTransform};
use bevy::window::PrimaryWindow;
use solitaire_data::AnimSpeed;
use crate::font_plugin::FontResource;
@@ -74,6 +76,19 @@ pub struct ModalScrim;
#[derive(Component, Debug)]
pub struct ModalCard;
/// Marker on a [`ModalScrim`] entity opting that modal into the
/// click-outside-to-dismiss behaviour.
///
/// When attached, [`dismiss_modal_on_scrim_click`] despawns the scrim
/// (and its hierarchy) on a left mouse press whose cursor falls on the
/// scrim and outside every [`ModalCard`]. Modals with destructive
/// actions or unsaved state (Settings, Onboarding, Pause, Forfeit
/// confirmation, Confirm New Game, etc.) intentionally do not opt in
/// — those require an explicit Cancel / Done / Confirm so an
/// accidental scrim click cannot lose work.
#[derive(Component, Debug, Clone, Copy)]
pub struct ScrimDismissible;
/// Marker on a header `Text` (`TYPE_HEADLINE` + `TEXT_PRIMARY`).
#[derive(Component, Debug)]
pub struct ModalHeader;
@@ -474,6 +489,89 @@ pub fn advance_modal_enter(
}
}
// ---------------------------------------------------------------------------
// Click-outside-to-dismiss
// ---------------------------------------------------------------------------
/// Returns `true` when the cursor at `cursor_logical` falls inside the
/// axis-aligned rectangle described by `centre_logical` (rectangle
/// centre, logical pixels) and `size_logical` (full width × height,
/// logical pixels).
///
/// Pure helper extracted from [`dismiss_modal_on_scrim_click`] so the
/// hit-test decision can be tested without a real `Window` /
/// rendered UI tree.
#[inline]
fn cursor_is_inside_rect(cursor_logical: Vec2, centre_logical: Vec2, size_logical: Vec2) -> bool {
let half = size_logical * 0.5;
cursor_logical.x >= centre_logical.x - half.x
&& cursor_logical.x <= centre_logical.x + half.x
&& cursor_logical.y >= centre_logical.y - half.y
&& cursor_logical.y <= centre_logical.y + half.y
}
/// Despawns the topmost [`ScrimDismissible`] modal when the player
/// presses the left mouse button while the cursor is over the scrim
/// AND outside every [`ModalCard`]. Modals without the marker are
/// untouched, and existing dismiss paths (Cancel / Done / Esc /
/// dedicated buttons) keep working unchanged.
///
/// **Topmost-only.** Stacked dismissible modals would otherwise all
/// dismiss together on a single click. The system processes at most
/// one entity per frame: the first match in the query is taken,
/// matching the click-handler convention used elsewhere in the engine.
/// Spawn order is the practical tiebreaker — dismissible modals are
/// rarely stacked, so picking any one is acceptable.
///
/// **No same-frame dismissal.** `just_pressed` is true only on the
/// frame the button transitions to pressed. The press that *opens* a
/// modal happens on one frame; this system fires on a subsequent
/// press, so a modal can never be opened and dismissed in a single
/// click.
///
/// `cards`/`scrims` queries read [`UiGlobalTransform`] (window-space
/// physical pixels) and [`ComputedNode`] (size in physical pixels);
/// both are converted to logical pixels via
/// `ComputedNode::inverse_scale_factor` so they can be compared with
/// the cursor position from `Window::cursor_position` (logical px).
#[allow(clippy::type_complexity)]
pub fn dismiss_modal_on_scrim_click(
mut commands: Commands,
mouse: Option<Res<ButtonInput<MouseButton>>>,
windows: Query<&Window, With<PrimaryWindow>>,
scrims: Query<Entity, (With<ModalScrim>, With<ScrimDismissible>)>,
cards: Query<(&UiGlobalTransform, &ComputedNode), With<ModalCard>>,
) {
let Some(mouse) = mouse else { return };
if !mouse.just_pressed(MouseButton::Left) {
return;
}
let Ok(window) = windows.single() else {
return;
};
let Some(cursor) = window.cursor_position() else {
return;
};
// Topmost-only: bail after the first dismissible scrim. Stacked
// dismissible modals are not currently a real case, but this guard
// keeps the behaviour predictable if they ever arise.
let Some(scrim_entity) = scrims.iter().next() else {
return;
};
let cursor_over_card = cards.iter().any(|(transform, computed)| {
let inv = computed.inverse_scale_factor;
let size_logical = computed.size() * inv;
let centre_logical = transform.translation * inv;
cursor_is_inside_rect(cursor, centre_logical, size_logical)
});
if !cursor_over_card {
commands.entity(scrim_entity).despawn();
}
}
/// Repaints every `ModalButton` on `Changed<Interaction>` so hover and
/// press states are visible without each overlay registering its own
/// paint system.
@@ -515,6 +613,12 @@ impl Plugin for UiModalPlugin {
Update,
(apply_modal_enter_speed, advance_modal_enter, paint_modal_buttons).chain(),
);
// Click-outside-to-dismiss is independent of the open
// animation chain — it reads `just_pressed(Left)` and runs
// every tick. `just_pressed` is true only on the frame the
// button transitions to pressed, so the press that *opens* a
// modal cannot dismiss the same modal on the next frame.
app.add_systems(Update, dismiss_modal_on_scrim_click);
}
}
@@ -668,5 +772,224 @@ mod tests {
Duration::from_secs_f32(secs),
));
}
// -----------------------------------------------------------------------
// Click-outside-to-dismiss
// -----------------------------------------------------------------------
/// Pure-helper hit-test: cursor inside the rectangle returns true.
#[test]
fn cursor_is_inside_rect_inside_returns_true() {
// 100×60 rectangle centred at (200, 150).
let centre = Vec2::new(200.0, 150.0);
let size = Vec2::new(100.0, 60.0);
// Centre + a few corners just inside.
assert!(cursor_is_inside_rect(centre, centre, size));
assert!(cursor_is_inside_rect(Vec2::new(151.0, 121.0), centre, size));
assert!(cursor_is_inside_rect(Vec2::new(249.0, 179.0), centre, size));
}
/// Pure-helper hit-test: cursor outside the rectangle returns false
/// on every side.
#[test]
fn cursor_is_inside_rect_outside_returns_false() {
let centre = Vec2::new(200.0, 150.0);
let size = Vec2::new(100.0, 60.0);
assert!(!cursor_is_inside_rect(Vec2::new(149.0, 150.0), centre, size)); // left
assert!(!cursor_is_inside_rect(Vec2::new(251.0, 150.0), centre, size)); // right
assert!(!cursor_is_inside_rect(Vec2::new(200.0, 119.0), centre, size)); // above
assert!(!cursor_is_inside_rect(Vec2::new(200.0, 181.0), centre, size)); // below
}
/// Builds a headless app capable of running
/// `dismiss_modal_on_scrim_click`: registers the plugin, primes the
/// `ButtonInput<MouseButton>` resource that `MinimalPlugins`
/// doesn't provide, and spawns a synthetic `PrimaryWindow`.
fn dismiss_test_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(UiModalPlugin);
app.init_resource::<ButtonInput<MouseButton>>();
// Synthetic primary window. `MinimalPlugins` doesn't ship
// `WindowPlugin`, so spawning the entity by hand is fine —
// `dismiss_modal_on_scrim_click` only reads `cursor_position`
// off it, not any platform-backed state.
app.world_mut().spawn((
Window {
resolution: bevy::window::WindowResolution::new(800, 600),
..default()
},
PrimaryWindow,
));
app
}
/// Marker for synthetic-modal tests below.
#[derive(Component, Debug)]
struct DismissTestModal;
/// Spawns a synthetic scrim + card pair pre-populated with
/// `ComputedNode` + `UiGlobalTransform` so the dismiss system has
/// real geometry to hit-test against without running the full UI
/// layout pipeline. `card_centre` and `card_size` are in physical
/// pixels (matching `ComputedNode.size`); the synthetic
/// `inverse_scale_factor` is 1.0 so logical == physical.
fn spawn_synthetic_modal(
app: &mut App,
dismissible: bool,
card_centre: Vec2,
card_size: Vec2,
) -> Entity {
let world = app.world_mut();
let mut scrim = world.spawn((DismissTestModal, ModalScrim));
if dismissible {
scrim.insert(ScrimDismissible);
}
let scrim_entity = scrim.id();
let card_entity = world
.spawn((
ModalCard,
{
let mut node = ComputedNode {
stack_index: 0,
size: card_size,
content_size: card_size,
scrollbar_size: Vec2::ZERO,
scroll_position: Vec2::ZERO,
outline_width: 0.0,
outline_offset: 0.0,
unrounded_size: card_size,
border: bevy::sprite::BorderRect::default(),
border_radius: bevy::ui::ResolvedBorderRadius::default(),
padding: bevy::sprite::BorderRect::default(),
inverse_scale_factor: 1.0,
};
// `is_empty` guard inside Bevy treats zero-size
// nodes as inert; we always pass a non-zero size.
node.size = card_size;
node
},
UiGlobalTransform::from_translation(card_centre),
))
.id();
// Parent the card to the scrim so a `commands.entity(scrim).despawn()`
// also takes the card down — matching the real `spawn_modal` hierarchy.
world.entity_mut(scrim_entity).add_child(card_entity);
scrim_entity
}
/// Sets the synthetic primary window's cursor position (logical px,
/// since we use `inverse_scale_factor = 1.0` everywhere in tests).
fn set_cursor(app: &mut App, position: Option<Vec2>) {
let world = app.world_mut();
let mut q = world.query_filtered::<&mut Window, With<PrimaryWindow>>();
let mut window = q.single_mut(world).expect("primary window");
window.set_cursor_position(position);
}
/// Drives a fresh `just_pressed(Left)` for the next `app.update()`.
/// `MinimalPlugins` doesn't run the input clear pass, so we mark
/// the clear by hand on the resource between presses.
fn press_left_mouse(app: &mut App) {
let mut input = app
.world_mut()
.resource_mut::<ButtonInput<MouseButton>>();
input.clear();
input.press(MouseButton::Left);
}
/// Click outside the card on a dismissible modal despawns it.
#[test]
fn dismissible_scrim_despawns_on_scrim_click_outside_card() {
let mut app = dismiss_test_app();
let scrim = spawn_synthetic_modal(
&mut app,
/* dismissible: */ true,
Vec2::new(400.0, 300.0),
Vec2::new(200.0, 100.0),
);
// Cursor far outside the card — top-left corner of the window.
set_cursor(&mut app, Some(Vec2::new(50.0, 50.0)));
press_left_mouse(&mut app);
app.update();
assert!(
app.world().get_entity(scrim).is_err(),
"dismissible scrim should be despawned on a scrim-area click"
);
}
/// Click *inside* the card area must NOT dismiss the modal — the
/// player intends to interact with the card content.
#[test]
fn dismissible_scrim_does_not_despawn_on_card_click() {
let mut app = dismiss_test_app();
let scrim = spawn_synthetic_modal(
&mut app,
/* dismissible: */ true,
Vec2::new(400.0, 300.0),
Vec2::new(200.0, 100.0),
);
// Cursor at the card centre — definitely inside.
set_cursor(&mut app, Some(Vec2::new(400.0, 300.0)));
press_left_mouse(&mut app);
app.update();
assert!(
app.world().get_entity(scrim).is_ok(),
"click inside the card must not dismiss the modal"
);
}
/// Modals without `ScrimDismissible` ignore scrim clicks entirely.
/// Settings, Onboarding, Pause, etc. rely on this opt-out.
#[test]
fn non_dismissible_scrim_does_not_despawn_on_scrim_click() {
let mut app = dismiss_test_app();
let scrim = spawn_synthetic_modal(
&mut app,
/* dismissible: */ false,
Vec2::new(400.0, 300.0),
Vec2::new(200.0, 100.0),
);
set_cursor(&mut app, Some(Vec2::new(50.0, 50.0)));
press_left_mouse(&mut app);
app.update();
assert!(
app.world().get_entity(scrim).is_ok(),
"non-dismissible scrim must survive a scrim-area click"
);
}
/// Stacked dismissible modals: one click despawns at most one
/// modal per frame (the one the query yields first). The other
/// stays put until the next press.
#[test]
fn stacked_modals_dismiss_at_most_one_per_click() {
let mut app = dismiss_test_app();
let a = spawn_synthetic_modal(
&mut app,
/* dismissible: */ true,
Vec2::new(400.0, 300.0),
Vec2::new(200.0, 100.0),
);
let b = spawn_synthetic_modal(
&mut app,
/* dismissible: */ true,
Vec2::new(400.0, 300.0),
Vec2::new(200.0, 100.0),
);
// Cursor outside both cards.
set_cursor(&mut app, Some(Vec2::new(50.0, 50.0)));
press_left_mouse(&mut app);
app.update();
let a_alive = app.world().get_entity(a).is_ok();
let b_alive = app.world().get_entity(b).is_ok();
assert!(
a_alive ^ b_alive,
"exactly one of the two stacked dismissible modals should remain"
);
}
}
+138 -16
View File
@@ -235,6 +235,7 @@ impl Plugin for WinSummaryPlugin {
collect_session_achievements,
spawn_win_summary_after_delay,
handle_win_summary_buttons,
handle_win_summary_keyboard,
apply_screen_shake,
reveal_score_breakdown,
)
@@ -314,14 +315,40 @@ pub struct ScoreBreakdown {
}
impl ScoreBreakdown {
/// Builds a breakdown for the given win.
/// Builds a breakdown for the given win, applying the player's
/// **cosmetic** time-bonus multiplier (`Settings::time_bonus_multiplier`)
/// to the raw `compute_time_bonus` result before storing it on the
/// breakdown.
///
/// `base` is the running game score (`pending.score`); `time_seconds`,
/// `undo_count`, and `mode` come from the captured `WinSummaryPending`.
/// All score arithmetic is saturating to keep the breakdown safe even
/// for pathologically high scores.
pub fn compute(base: i32, time_seconds: u64, undo_count: u32, mode: GameMode) -> Self {
let time_bonus = compute_time_bonus(time_seconds);
/// `undo_count`, and `mode` come from the captured `WinSummaryPending`;
/// `time_bonus_multiplier` comes from `SettingsResource`. All score
/// arithmetic is saturating to keep the breakdown safe even for
/// pathologically high scores.
///
/// The multiplier is **purely visual** — it changes what the player
/// sees in the win modal but does **not** affect achievement
/// thresholds, leaderboard submissions, or `StatsSnapshot` totals,
/// which all use the raw, unmultiplied scoring values.
pub fn compute(
base: i32,
time_seconds: u64,
undo_count: u32,
mode: GameMode,
time_bonus_multiplier: f32,
) -> Self {
let raw_bonus = compute_time_bonus(time_seconds);
// Apply the cosmetic multiplier and round back to an integer so
// the breakdown total stays a whole-number score.
let scaled = (raw_bonus as f32 * time_bonus_multiplier).round();
// Clamp into i32 range defensively — `raw_bonus` is already
// bounded by `compute_time_bonus`, but a multiplier of 2.0 on
// an i32::MAX-adjacent bonus could still overflow the cast.
let time_bonus = if scaled.is_nan() {
0
} else {
scaled.clamp(i32::MIN as f32, i32::MAX as f32) as i32
};
let no_undo_bonus = if undo_count == 0 { SCORE_NO_UNDO_BONUS } else { 0 };
let multiplier = match mode {
GameMode::Zen => 0.0,
@@ -554,7 +581,21 @@ fn spawn_win_summary_after_delay(
let anim_speed = settings
.as_ref()
.map_or(AnimSpeed::Normal, |s| s.0.animation_speed);
spawn_overlay(&mut commands, &pending, &session, challenge_level, anim_speed);
// The cosmetic time-bonus multiplier is also pulled
// here — defaults to 1.0 (no change) when settings are
// absent (tests under MinimalPlugins without
// SettingsPlugin).
let time_bonus_multiplier = settings
.as_ref()
.map_or(1.0_f32, |s| s.0.time_bonus_multiplier);
spawn_overlay(
&mut commands,
&pending,
&session,
challenge_level,
anim_speed,
time_bonus_multiplier,
);
}
}
}
@@ -584,6 +625,31 @@ fn handle_win_summary_buttons(
}
}
/// Keyboard accelerator for the win summary's "Play Again" button.
/// Enter / Return collapses the win modal and starts a fresh deal —
/// the same path the click handler takes — so a keyboard-only player
/// can dismiss the post-win celebration without reaching for the mouse.
fn handle_win_summary_keyboard(
keys: Option<Res<ButtonInput<KeyCode>>>,
overlays: Query<Entity, With<WinSummaryOverlay>>,
mut commands: Commands,
mut new_game: MessageWriter<NewGameRequestEvent>,
) {
if overlays.is_empty() {
return;
}
let Some(keys) = keys else {
return;
};
if !keys.just_pressed(KeyCode::Enter) {
return;
}
for entity in &overlays {
commands.entity(entity).despawn();
}
new_game.write(NewGameRequestEvent::default());
}
/// Applies a decaying sinusoidal offset to the main `Camera2d` each frame
/// while `ScreenShakeResource::remaining > 0`.
///
@@ -634,18 +700,25 @@ fn apply_screen_shake(
/// full opacity (no stagger, no fade); otherwise rows are spawned
/// hidden and the [`reveal_score_breakdown`] system fades them in over
/// roughly one second.
///
/// `time_bonus_multiplier` is the player's cosmetic
/// `Settings::time_bonus_multiplier` and is folded into the time-bonus
/// row of the score breakdown only — it does **not** alter any stored
/// score or achievement-unlock evaluation.
fn spawn_overlay(
commands: &mut Commands,
pending: &WinSummaryPending,
session: &SessionAchievements,
challenge_level: Option<u32>,
anim_speed: AnimSpeed,
time_bonus_multiplier: f32,
) {
let breakdown = ScoreBreakdown::compute(
pending.score,
pending.time_seconds,
pending.undo_count,
pending.mode,
time_bonus_multiplier,
);
commands
.spawn((
@@ -751,8 +824,11 @@ fn spawn_overlay(
BackgroundColor(ACCENT_PRIMARY),
))
.with_children(|b| {
// Append the Enter / Return glyph so keyboard players see
// the accelerator on the button itself — mirrors the
// chip-style hints on every modal button helper.
b.spawn((
Text::new("Play Again"),
Text::new("Play Again \u{21B5}"),
TextFont { font_size: TYPE_BODY_LG, ..default() },
TextColor(BG_BASE),
));
@@ -1392,7 +1468,7 @@ mod tests {
/// the no-undo bonus fires because `undo_count == 0`.
#[test]
fn score_breakdown_compute_produces_expected_components() {
let bd = ScoreBreakdown::compute(3200, 120, 0, GameMode::Classic);
let bd = ScoreBreakdown::compute(3200, 120, 0, GameMode::Classic, 1.0);
assert_eq!(bd.base, 3200);
assert_eq!(bd.time_bonus, 5833); // 700_000 / 120
assert_eq!(bd.no_undo_bonus, SCORE_NO_UNDO_BONUS);
@@ -1408,7 +1484,7 @@ mod tests {
/// of the other components.
#[test]
fn score_breakdown_zen_mode_zeros_total() {
let bd = ScoreBreakdown::compute(500, 60, 0, GameMode::Zen);
let bd = ScoreBreakdown::compute(500, 60, 0, GameMode::Zen, 1.0);
assert!((bd.multiplier - 0.0).abs() < f32::EPSILON);
assert!(bd.shows_multiplier_row(), "Zen ×0 must display the multiplier row");
assert_eq!(bd.total(), 0);
@@ -1418,7 +1494,7 @@ mod tests {
/// row is suppressed.
#[test]
fn score_breakdown_skips_no_undo_row_when_undo_was_used() {
let bd = ScoreBreakdown::compute(100, 60, 1, GameMode::Classic);
let bd = ScoreBreakdown::compute(100, 60, 1, GameMode::Classic, 1.0);
assert_eq!(bd.no_undo_bonus, 0);
assert!(!bd.shows_no_undo_row());
}
@@ -1427,7 +1503,7 @@ mod tests {
/// is suppressed.
#[test]
fn score_breakdown_skips_time_bonus_row_when_zero() {
let bd = ScoreBreakdown::compute(100, 0, 0, GameMode::Classic);
let bd = ScoreBreakdown::compute(100, 0, 0, GameMode::Classic, 1.0);
assert_eq!(bd.time_bonus, 0);
assert!(!bd.shows_time_bonus_row());
}
@@ -1438,7 +1514,7 @@ mod tests {
/// multiplier row, ×1.0 is suppressed).
#[test]
fn win_modal_score_breakdown_spawns_one_row_per_component() {
let bd = ScoreBreakdown::compute(3200, 120, 0, GameMode::Classic);
let bd = ScoreBreakdown::compute(3200, 120, 0, GameMode::Classic, 1.0);
assert_eq!(
bd.row_count(),
5,
@@ -1446,7 +1522,7 @@ mod tests {
);
// Zen with both bonuses ALSO shows the multiplier row.
let zen = ScoreBreakdown::compute(3200, 120, 0, GameMode::Zen);
let zen = ScoreBreakdown::compute(3200, 120, 0, GameMode::Zen, 1.0);
assert_eq!(
zen.row_count(),
6,
@@ -1457,8 +1533,8 @@ mod tests {
/// When `no_undo_bonus == 0`, the row count drops by one.
#[test]
fn win_modal_score_breakdown_skips_zero_bonus_rows() {
let bd_with = ScoreBreakdown::compute(3200, 120, 0, GameMode::Classic);
let bd_without = ScoreBreakdown::compute(3200, 120, 1, GameMode::Classic);
let bd_with = ScoreBreakdown::compute(3200, 120, 0, GameMode::Classic, 1.0);
let bd_without = ScoreBreakdown::compute(3200, 120, 1, GameMode::Classic, 1.0);
assert_eq!(
bd_with.row_count() - 1,
bd_without.row_count(),
@@ -1466,6 +1542,52 @@ mod tests {
);
}
/// Cosmetic time-bonus multiplier from `Settings::time_bonus_multiplier`
/// scales the displayed `time_bonus` row by the factor, rounded to
/// the nearest integer. A `0.5` multiplier halves the canonical
/// `compute_time_bonus(120) = 5833` to `2917` (5833 × 0.5 = 2916.5,
/// round-half-to-even via `.round()` lands on 2917 in IEEE-754).
#[test]
fn score_breakdown_applies_time_bonus_multiplier() {
let raw = compute_time_bonus(120);
assert_eq!(raw, 5833, "sanity-check raw bonus before testing the multiplier");
let bd = ScoreBreakdown::compute(0, 120, 0, GameMode::Classic, 0.5);
let expected = ((raw as f32) * 0.5).round() as i32;
assert_eq!(
bd.time_bonus, expected,
"time_bonus row must reflect raw_bonus × multiplier (rounded)"
);
// The row is still shown — value is 2917, not zero.
assert!(bd.shows_time_bonus_row());
}
/// At `multiplier == 0.0` ("Off"), the time-bonus row collapses to
/// zero and is suppressed by the renderer (same path as a zero
/// elapsed time).
#[test]
fn score_breakdown_off_multiplier_zeros_time_bonus() {
let bd = ScoreBreakdown::compute(100, 120, 0, GameMode::Classic, 0.0);
assert_eq!(
bd.time_bonus, 0,
"0.0 multiplier must zero out the displayed time bonus"
);
assert!(
!bd.shows_time_bonus_row(),
"with time_bonus = 0 the row must be suppressed by the renderer"
);
}
/// A `2.0` multiplier doubles the displayed bonus — exercises the
/// upper end of the slider range.
#[test]
fn score_breakdown_double_multiplier_doubles_time_bonus() {
let raw = compute_time_bonus(120);
let bd = ScoreBreakdown::compute(0, 120, 0, GameMode::Classic, 2.0);
let expected = ((raw as f32) * 2.0).round() as i32;
assert_eq!(bd.time_bonus, expected);
}
/// Pure helper test: the reveal logic uses delta-time to count
/// down `delay_secs`; at `t = 0` only the first row is "revealed",
/// and after one stagger interval the second row reveals as well.
+1
View File
@@ -25,6 +25,7 @@ sqlx = { workspace = true }
jsonwebtoken = { workspace = true }
bcrypt = { workspace = true }
tower_governor = { workspace = true }
tower-http = { version = "0.6", features = ["fs"] }
tracing = { workspace = true }
tracing-subscriber = { workspace = true }
dotenvy = { workspace = true }
@@ -0,0 +1,33 @@
-- Migration 002: winning-replay storage
--
-- One row per winning replay uploaded via POST /api/replays. The replay
-- itself is stored as the canonical JSON the desktop client wrote — it
-- already carries a schema_version field, so the server doesn't need to
-- shape-validate the payload beyond ensuring it parses as JSON.
--
-- The handful of denormalised columns (final_score, time_seconds,
-- recorded_at) are projected out of the JSON at insert time so list
-- endpoints (e.g. recent / per-user / leaderboard-style sorts) can be
-- served via a covering query without touching every row's blob.
CREATE TABLE IF NOT EXISTS replays (
id TEXT PRIMARY KEY, -- UUID v4 minted server-side
user_id TEXT NOT NULL REFERENCES users(id) ON DELETE CASCADE,
seed INTEGER NOT NULL, -- replay's deal seed
draw_mode TEXT NOT NULL, -- "DrawOne" | "DrawThree"
mode TEXT NOT NULL, -- "Classic" | "Zen" | "Challenge" | "TimeAttack"
time_seconds INTEGER NOT NULL, -- duration of the win
final_score INTEGER NOT NULL, -- final score at the win
recorded_at TEXT NOT NULL, -- replay-side date (YYYY-MM-DD)
received_at TEXT NOT NULL, -- server insert timestamp (ISO 8601)
replay_json TEXT NOT NULL -- full Replay serialisation
);
-- Recent-replays list endpoint sorts by received_at DESC; the index
-- keeps that scan cheap on a populated table.
CREATE INDEX IF NOT EXISTS replays_received_at_idx
ON replays(received_at DESC);
-- Lookups by user (e.g. "my replays" view) are common too.
CREATE INDEX IF NOT EXISTS replays_user_id_idx
ON replays(user_id);
+5
View File
@@ -31,6 +31,10 @@ pub enum AppError {
#[error("bad request: {0}")]
BadRequest(String),
/// The requested resource does not exist.
#[error("not found: {0}")]
NotFound(String),
/// A database error occurred.
#[error("database error: {0}")]
Database(#[from] sqlx::Error),
@@ -56,6 +60,7 @@ impl IntoResponse for AppError {
}
AppError::UsernameTaken => (StatusCode::CONFLICT, self.to_string()),
AppError::BadRequest(msg) => (StatusCode::BAD_REQUEST, msg.clone()),
AppError::NotFound(msg) => (StatusCode::NOT_FOUND, msg.clone()),
AppError::Database(e) => {
tracing::error!("database error: {e}");
(StatusCode::INTERNAL_SERVER_ERROR, "internal server error".to_string())
+19
View File
@@ -9,11 +9,13 @@ pub mod challenge;
pub mod error;
pub mod leaderboard;
pub mod middleware;
pub mod replays;
pub mod sync;
use axum::{
extract::DefaultBodyLimit,
middleware as axum_middleware,
response::Html,
routing::{delete, get, post},
Router,
};
@@ -24,6 +26,7 @@ use tower_governor::{
key_extractor::SmartIpKeyExtractor,
GovernorLayer,
};
use tower_http::services::ServeDir;
/// Shared application state injected into every Axum handler via [`axum::extract::State`].
///
@@ -64,6 +67,7 @@ fn build_router_inner(state: AppState, rate_limit: bool) -> Router {
let protected = Router::new()
.route("/api/sync/pull", get(sync::pull))
.route("/api/sync/push", post(sync::push))
.route("/api/replays", post(replays::upload))
.route("/api/leaderboard", get(leaderboard::get_leaderboard))
.route("/api/leaderboard/opt-in", post(leaderboard::opt_in))
.route("/api/leaderboard/opt-in", delete(leaderboard::opt_out))
@@ -98,12 +102,27 @@ fn build_router_inner(state: AppState, rate_limit: bool) -> Router {
// Public endpoints (no auth, no rate limit beyond defaults).
let public = Router::new()
.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("/health", get(health));
// Replay web UI: a single HTML page served at `/replays/:id` plus a
// ServeDir for the static assets (`web/index.html`, `web/replay.css`,
// and the wasm-bindgen-generated `web/pkg/`). The HTML page is the
// same regardless of `:id` — it reads the path from `location` in JS
// and fetches the replay JSON from `/api/replays/:id`.
let web = Router::new()
.route(
"/replays/{id}",
get(|| async { Html(include_str!("../web/index.html")) }),
)
.nest_service("/web", ServeDir::new("solitaire_server/web"));
Router::new()
.merge(protected)
.merge(auth_routes)
.merge(public)
.merge(web)
// Reject request bodies larger than 1 MB.
.layer(DefaultBodyLimit::max(1024 * 1024))
.with_state(state)
+191
View File
@@ -0,0 +1,191 @@
//! Winning-replay storage and retrieval.
//!
//! `POST /api/replays` — upload a winning replay (auth required).
//! `GET /api/replays/recent` — list the N most-recent replays across users.
//! `GET /api/replays/:id` — fetch a single replay's full JSON.
//!
//! The replay payload itself is opaque to the server — the desktop client
//! generates a `solitaire_data::Replay` and the web playback re-executes
//! the same atomic input list against a fresh `GameState`. The server
//! just persists, indexes, and serves the JSON; it does not validate the
//! semantics of the move list.
//!
//! Three columns are projected out of the replay JSON at insert time
//! (`final_score`, `time_seconds`, `recorded_at`) so list endpoints can
//! be served without scanning every blob.
use axum::{
extract::{Path, Query, State},
Json,
};
use chrono::Utc;
use serde::{Deserialize, Serialize};
use uuid::Uuid;
use crate::{error::AppError, middleware::AuthenticatedUser, AppState};
// ---------------------------------------------------------------------------
// Wire types
// ---------------------------------------------------------------------------
/// Subset of `Replay` fields the server needs to project out of the
/// uploaded JSON to populate the denormalised columns. Mirrors the
/// fields on `solitaire_data::Replay`; we don't depend on
/// `solitaire_data` here because the server crate must not pull in
/// the desktop client's transitive dependencies.
#[derive(Debug, Deserialize)]
struct ReplayHeader {
seed: i64,
draw_mode: String,
mode: String,
time_seconds: i64,
final_score: i64,
recorded_at: String,
}
/// Successful upload acknowledgement. The server-minted `id` is what
/// the client / web UI uses to link to `/replays/<id>`.
#[derive(Debug, Serialize)]
pub struct ReplayUploadResponse {
/// UUID v4 minted server-side at insert time.
pub id: String,
}
/// One row in the recent-replays list. Just the projection columns —
/// the full move list lives behind `GET /api/replays/:id`.
#[derive(Debug, Serialize)]
pub struct ReplaySummary {
pub id: String,
pub username: String,
pub seed: i64,
pub draw_mode: String,
pub mode: String,
pub time_seconds: i64,
pub final_score: i64,
pub recorded_at: String,
pub received_at: String,
}
/// `GET /api/replays/recent?limit=N` — bound the result set so a
/// long-tail history doesn't ship megabytes per request.
#[derive(Debug, Deserialize)]
pub struct RecentQuery {
pub limit: Option<u32>,
}
// ---------------------------------------------------------------------------
// Handlers
// ---------------------------------------------------------------------------
/// `POST /api/replays` — accept a winning replay JSON, persist it,
/// return the server-minted `id`. Auth required (the upload is
/// attributed to the authenticated user).
pub async fn upload(
State(state): State<AppState>,
user: AuthenticatedUser,
Json(payload): Json<serde_json::Value>,
) -> Result<Json<ReplayUploadResponse>, AppError> {
// Project the header fields the SQL columns need. The full payload
// is stored verbatim — schema_version sits inside it and the
// playback path is what enforces compatibility.
let header: ReplayHeader = serde_json::from_value(payload.clone())
.map_err(|e| AppError::BadRequest(format!("replay JSON missing fields: {e}")))?;
let id = Uuid::new_v4().to_string();
let received_at = Utc::now().to_rfc3339();
let replay_json = serde_json::to_string(&payload)?;
sqlx::query!(
r#"INSERT INTO replays (
id, user_id, seed, draw_mode, mode, time_seconds, final_score,
recorded_at, received_at, replay_json
) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?)"#,
id,
user.user_id,
header.seed,
header.draw_mode,
header.mode,
header.time_seconds,
header.final_score,
header.recorded_at,
received_at,
replay_json,
)
.execute(&state.pool)
.await?;
Ok(Json(ReplayUploadResponse { id }))
}
/// `GET /api/replays/recent` — list the N most-recent replays across
/// every user, newest first. Auth not required so the web UI can show
/// a public "latest wins" feed without a logged-in client.
pub async fn recent(
State(state): State<AppState>,
Query(q): Query<RecentQuery>,
) -> Result<Json<Vec<ReplaySummary>>, AppError> {
// 50 is a sane upper bound so a `?limit=999999` request can't make
// the server allocate megabytes. 20 is the default for a quick feed.
let limit = q.limit.unwrap_or(20).min(50) as i64;
let rows = sqlx::query!(
r#"SELECT
r.id AS "id!: String",
u.username AS "username!: String",
r.seed AS "seed!: i64",
r.draw_mode AS "draw_mode!: String",
r.mode AS "mode!: String",
r.time_seconds AS "time_seconds!: i64",
r.final_score AS "final_score!: i64",
r.recorded_at AS "recorded_at!: String",
r.received_at AS "received_at!: String"
FROM replays r
JOIN users u ON u.id = r.user_id
ORDER BY r.received_at DESC
LIMIT ?"#,
limit,
)
.fetch_all(&state.pool)
.await?;
Ok(Json(
rows.into_iter()
.map(|r| ReplaySummary {
id: r.id,
username: r.username,
seed: r.seed,
draw_mode: r.draw_mode,
mode: r.mode,
time_seconds: r.time_seconds,
final_score: r.final_score,
recorded_at: r.recorded_at,
received_at: r.received_at,
})
.collect(),
))
}
/// `GET /api/replays/:id` — return the full replay JSON the desktop
/// client uploaded. Public; the web UI fetches this directly.
///
/// The server does not validate or transform the payload — what was
/// stored is what's returned. Schema-version compatibility is the
/// responsibility of the playback side (web UI), matching the
/// `schema_version` gate the desktop loader uses.
pub async fn get_by_id(
State(state): State<AppState>,
Path(id): Path<String>,
) -> Result<Json<serde_json::Value>, AppError> {
let row = sqlx::query!(
"SELECT replay_json FROM replays WHERE id = ?",
id,
)
.fetch_optional(&state.pool)
.await?;
let replay_json = row
.ok_or_else(|| AppError::NotFound("replay not found".into()))?
.replay_json;
let value: serde_json::Value = serde_json::from_str(&replay_json)?;
Ok(Json(value))
}
+147
View File
@@ -1447,3 +1447,150 @@ async fn auth_rate_limit_returns_429_on_11th_request() {
"11th request must be rate-limited with 429"
);
}
// ---------------------------------------------------------------------------
// Replay endpoints
//
// End-to-end coverage for the upload → fetch → render path that powers
// the web replay viewer. Each test boots the full router against an
// in-memory SQLite, registers a user, and exercises one of the three
// replay endpoints. The schema-correctness tests (storage round-trip,
// version gate, atomic write) live in `solitaire_data::replay`; here we
// only verify the HTTP transport + database layer.
// ---------------------------------------------------------------------------
/// Build a minimal v2 replay JSON the upload endpoint will accept.
///
/// Uses the same field shape `solitaire_data::Replay` produces — kept
/// in sync by hand because the server crate intentionally does not
/// depend on `solitaire_data` (which carries dirs/keyring/reqwest).
fn sample_replay_payload(seed: u64, score: i32) -> Value {
serde_json::json!({
"schema_version": 2,
"seed": seed,
"draw_mode": "DrawOne",
"mode": "Classic",
"time_seconds": 134,
"final_score": score,
"recorded_at": "2026-05-02",
"moves": [
"StockClick",
{ "Move": { "from": "Waste", "to": { "Tableau": 3 }, "count": 1 } }
]
})
}
/// Round-trip: register → upload → fetch → assert the payload returned
/// by `GET /api/replays/:id` matches what was uploaded byte-for-byte.
/// This is the canonical "the web viewer can play back what the
/// desktop client uploaded" test.
#[tokio::test]
async fn replay_upload_then_fetch_round_trips_payload() {
let pool = test_pool().await;
let app = build_test_router(pool);
let (token, _) = register_user(app.clone(), "replay_round_trip_user", "p4ssword!").await;
let payload = sample_replay_payload(7654, 4321);
let resp = post_authed(app.clone(), "/api/replays", &token, payload.clone()).await;
assert_eq!(resp.status(), StatusCode::OK, "upload must return 200");
let id = body_json(resp).await["id"]
.as_str()
.expect("upload response missing `id`")
.to_string();
assert!(uuid::Uuid::parse_str(&id).is_ok(), "id must be a UUID");
// Fetch is public — no auth required, exercising the path the
// logged-out web viewer takes.
let req = Request::builder()
.method("GET")
.uri(format!("/api/replays/{id}"))
.header("x-forwarded-for", TEST_CLIENT_IP)
.body(Body::empty())
.expect("fetch request");
let resp = app.clone().oneshot(req).await.expect("oneshot");
assert_eq!(resp.status(), StatusCode::OK, "fetch must return 200");
let fetched = body_json(resp).await;
assert_eq!(
fetched, payload,
"fetched payload must match what was uploaded byte-for-byte",
);
}
/// `GET /api/replays/:id` for an id that was never uploaded must
/// return 404 (not 500). Exercises the `AppError::NotFound` mapping
/// added in the server commit.
#[tokio::test]
async fn replay_fetch_unknown_id_returns_404() {
let pool = test_pool().await;
let app = build_test_router(pool);
let req = Request::builder()
.method("GET")
.uri("/api/replays/nonexistent-id-1234")
.header("x-forwarded-for", TEST_CLIENT_IP)
.body(Body::empty())
.expect("fetch request");
let resp = app.oneshot(req).await.expect("oneshot");
assert_eq!(resp.status(), StatusCode::NOT_FOUND);
}
/// Two uploads, then `GET /api/replays/recent` — the more recent
/// upload must come first and the response must include the
/// uploader's username (joined from the `users` table).
#[tokio::test]
async fn replay_recent_lists_newest_first_with_username() {
let pool = test_pool().await;
let app = build_test_router(pool);
let (token, _) = register_user(app.clone(), "replay_recent_user", "p4ssword!").await;
let _ = post_authed(app.clone(), "/api/replays", &token, sample_replay_payload(1, 100)).await;
let _ = post_authed(app.clone(), "/api/replays", &token, sample_replay_payload(2, 200)).await;
let req = Request::builder()
.method("GET")
.uri("/api/replays/recent")
.header("x-forwarded-for", TEST_CLIENT_IP)
.body(Body::empty())
.expect("recent request");
let resp = app.oneshot(req).await.expect("oneshot");
assert_eq!(resp.status(), StatusCode::OK);
let entries = body_json(resp).await;
let array = entries.as_array().expect("recent should return an array");
assert!(array.len() >= 2, "two uploads should yield two list entries");
// Newer upload (seed = 2) must appear before older one (seed = 1).
let seeds: Vec<i64> = array
.iter()
.map(|e| e["seed"].as_i64().expect("seed should be an integer"))
.collect();
assert_eq!(
seeds, [2, 1],
"received_at DESC: most recent upload first",
);
assert_eq!(
array[0]["username"].as_str(),
Some("replay_recent_user"),
"username must be joined into the response",
);
}
/// `POST /api/replays` without an `Authorization` header must return
/// 401, not silently insert as an anonymous user.
#[tokio::test]
async fn replay_upload_without_auth_returns_401() {
let pool = test_pool().await;
let app = build_test_router(pool);
let resp = post_json(app, "/api/replays", sample_replay_payload(99, 50)).await;
assert_eq!(resp.status(), StatusCode::UNAUTHORIZED);
}
/// `POST /api/replays` with a malformed body (missing fields the
/// header projector needs) must return 400, not 500.
#[tokio::test]
async fn replay_upload_malformed_body_returns_400() {
let pool = test_pool().await;
let app = build_test_router(pool);
let (token, _) = register_user(app.clone(), "replay_bad_body_user", "p4ssword!").await;
let bad = serde_json::json!({ "schema_version": 2, "missing_required_fields": true });
let resp = post_authed(app, "/api/replays", &token, bad).await;
assert_eq!(resp.status(), StatusCode::BAD_REQUEST);
}
+34
View File
@@ -0,0 +1,34 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Solitaire Quest — Replay</title>
<link rel="stylesheet" href="/web/replay.css">
</head>
<body>
<header>
<h1>Solitaire Quest <span class="muted">— Replay</span></h1>
<div id="caption" class="muted">Loading…</div>
</header>
<main>
<section id="board"></section>
<section id="controls">
<button id="btn-prev" disabled>⏮ Restart</button>
<button id="btn-play">▶ Play</button>
<button id="btn-step">⏭ Step</button>
<span id="progress" class="muted">step 0 / 0</span>
</section>
<section id="status" class="muted">
<span id="score">Score 0</span>
<span id="moves">Moves 0</span>
<span id="result"></span>
</section>
</main>
<script type="module" src="/web/replay.js"></script>
</body>
</html>
+339
View File
@@ -0,0 +1,339 @@
/**
* Browser-side replay state machine. Owns a live `GameState` and the
* replay's move list; each `step()` applies the next move.
*/
export class ReplayPlayer {
__destroy_into_raw() {
const ptr = this.__wbg_ptr;
this.__wbg_ptr = 0;
ReplayPlayerFinalization.unregister(this);
return ptr;
}
free() {
const ptr = this.__destroy_into_raw();
wasm.__wbg_replayplayer_free(ptr, 0);
}
/**
* Returns `true` once every move has been applied.
* @returns {boolean}
*/
is_finished() {
const ret = wasm.replayplayer_is_finished(this.__wbg_ptr);
return ret !== 0;
}
/**
* Construct from a raw replay JSON string.
* @param {string} replay_json
*/
constructor(replay_json) {
const ptr0 = passStringToWasm0(replay_json, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
const len0 = WASM_VECTOR_LEN;
const ret = wasm.replayplayer_new(ptr0, len0);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
this.__wbg_ptr = ret[0];
ReplayPlayerFinalization.register(this, this.__wbg_ptr, this);
return this;
}
/**
* Snapshot the current `GameState` as a JS object (see `StateSnapshot`).
* @returns {any}
*/
state() {
const ret = wasm.replayplayer_state(this.__wbg_ptr);
return ret;
}
/**
* Apply the next move; returns the post-step snapshot, or `null`
* once the move list is exhausted.
* @returns {any}
*/
step() {
const ret = wasm.replayplayer_step(this.__wbg_ptr);
return ret;
}
/**
* 0-indexed position of the next move to apply.
* @returns {number}
*/
step_idx() {
const ret = wasm.replayplayer_step_idx(this.__wbg_ptr);
return ret >>> 0;
}
/**
* Total number of moves the replay contains.
* @returns {number}
*/
total_steps() {
const ret = wasm.replayplayer_total_steps(this.__wbg_ptr);
return ret >>> 0;
}
}
if (Symbol.dispose) ReplayPlayer.prototype[Symbol.dispose] = ReplayPlayer.prototype.free;
function __wbg_get_imports() {
const import0 = {
__proto__: null,
__wbg_Error_3639a60ed15f87e7: function(arg0, arg1) {
const ret = Error(getStringFromWasm0(arg0, arg1));
return ret;
},
__wbg___wbindgen_throw_9c75d47bf9e7731e: function(arg0, arg1) {
throw new Error(getStringFromWasm0(arg0, arg1));
},
__wbg_error_a6fa202b58aa1cd3: function(arg0, arg1) {
let deferred0_0;
let deferred0_1;
try {
deferred0_0 = arg0;
deferred0_1 = arg1;
console.error(getStringFromWasm0(arg0, arg1));
} finally {
wasm.__wbindgen_free(deferred0_0, deferred0_1, 1);
}
},
__wbg_new_227d7c05414eb861: function() {
const ret = new Error();
return ret;
},
__wbg_new_2fad8ca02fd00684: function() {
const ret = new Object();
return ret;
},
__wbg_new_3baa8d9866155c79: function() {
const ret = new Array();
return ret;
},
__wbg_set_6be42768c690e380: function(arg0, arg1, arg2) {
arg0[arg1] = arg2;
},
__wbg_set_f614f6a0608d1d1d: function(arg0, arg1, arg2) {
arg0[arg1 >>> 0] = arg2;
},
__wbg_stack_3b0d974bbf31e44f: function(arg0, arg1) {
const ret = arg1.stack;
const ptr1 = passStringToWasm0(ret, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
const len1 = WASM_VECTOR_LEN;
getDataViewMemory0().setInt32(arg0 + 4 * 1, len1, true);
getDataViewMemory0().setInt32(arg0 + 4 * 0, ptr1, true);
},
__wbindgen_cast_0000000000000001: function(arg0) {
// Cast intrinsic for `F64 -> Externref`.
const ret = arg0;
return ret;
},
__wbindgen_cast_0000000000000002: function(arg0, arg1) {
// Cast intrinsic for `Ref(String) -> Externref`.
const ret = getStringFromWasm0(arg0, arg1);
return ret;
},
__wbindgen_cast_0000000000000003: function(arg0) {
// Cast intrinsic for `U64 -> Externref`.
const ret = BigInt.asUintN(64, arg0);
return ret;
},
__wbindgen_init_externref_table: function() {
const table = wasm.__wbindgen_externrefs;
const offset = table.grow(4);
table.set(0, undefined);
table.set(offset + 0, undefined);
table.set(offset + 1, null);
table.set(offset + 2, true);
table.set(offset + 3, false);
},
};
return {
__proto__: null,
"./solitaire_wasm_bg.js": import0,
};
}
const ReplayPlayerFinalization = (typeof FinalizationRegistry === 'undefined')
? { register: () => {}, unregister: () => {} }
: new FinalizationRegistry(ptr => wasm.__wbg_replayplayer_free(ptr, 1));
let cachedDataViewMemory0 = null;
function getDataViewMemory0() {
if (cachedDataViewMemory0 === null || cachedDataViewMemory0.buffer.detached === true || (cachedDataViewMemory0.buffer.detached === undefined && cachedDataViewMemory0.buffer !== wasm.memory.buffer)) {
cachedDataViewMemory0 = new DataView(wasm.memory.buffer);
}
return cachedDataViewMemory0;
}
function getStringFromWasm0(ptr, len) {
return decodeText(ptr >>> 0, len);
}
let cachedUint8ArrayMemory0 = null;
function getUint8ArrayMemory0() {
if (cachedUint8ArrayMemory0 === null || cachedUint8ArrayMemory0.byteLength === 0) {
cachedUint8ArrayMemory0 = new Uint8Array(wasm.memory.buffer);
}
return cachedUint8ArrayMemory0;
}
function passStringToWasm0(arg, malloc, realloc) {
if (realloc === undefined) {
const buf = cachedTextEncoder.encode(arg);
const ptr = malloc(buf.length, 1) >>> 0;
getUint8ArrayMemory0().subarray(ptr, ptr + buf.length).set(buf);
WASM_VECTOR_LEN = buf.length;
return ptr;
}
let len = arg.length;
let ptr = malloc(len, 1) >>> 0;
const mem = getUint8ArrayMemory0();
let offset = 0;
for (; offset < len; offset++) {
const code = arg.charCodeAt(offset);
if (code > 0x7F) break;
mem[ptr + offset] = code;
}
if (offset !== len) {
if (offset !== 0) {
arg = arg.slice(offset);
}
ptr = realloc(ptr, len, len = offset + arg.length * 3, 1) >>> 0;
const view = getUint8ArrayMemory0().subarray(ptr + offset, ptr + len);
const ret = cachedTextEncoder.encodeInto(arg, view);
offset += ret.written;
ptr = realloc(ptr, len, offset, 1) >>> 0;
}
WASM_VECTOR_LEN = offset;
return ptr;
}
function takeFromExternrefTable0(idx) {
const value = wasm.__wbindgen_externrefs.get(idx);
wasm.__externref_table_dealloc(idx);
return value;
}
let cachedTextDecoder = new TextDecoder('utf-8', { ignoreBOM: true, fatal: true });
cachedTextDecoder.decode();
const MAX_SAFARI_DECODE_BYTES = 2146435072;
let numBytesDecoded = 0;
function decodeText(ptr, len) {
numBytesDecoded += len;
if (numBytesDecoded >= MAX_SAFARI_DECODE_BYTES) {
cachedTextDecoder = new TextDecoder('utf-8', { ignoreBOM: true, fatal: true });
cachedTextDecoder.decode();
numBytesDecoded = len;
}
return cachedTextDecoder.decode(getUint8ArrayMemory0().subarray(ptr, ptr + len));
}
const cachedTextEncoder = new TextEncoder();
if (!('encodeInto' in cachedTextEncoder)) {
cachedTextEncoder.encodeInto = function (arg, view) {
const buf = cachedTextEncoder.encode(arg);
view.set(buf);
return {
read: arg.length,
written: buf.length
};
};
}
let WASM_VECTOR_LEN = 0;
let wasmModule, wasmInstance, wasm;
function __wbg_finalize_init(instance, module) {
wasmInstance = instance;
wasm = instance.exports;
wasmModule = module;
cachedDataViewMemory0 = null;
cachedUint8ArrayMemory0 = null;
wasm.__wbindgen_start();
return wasm;
}
async function __wbg_load(module, imports) {
if (typeof Response === 'function' && module instanceof Response) {
if (typeof WebAssembly.instantiateStreaming === 'function') {
try {
return await WebAssembly.instantiateStreaming(module, imports);
} catch (e) {
const validResponse = module.ok && expectedResponseType(module.type);
if (validResponse && module.headers.get('Content-Type') !== 'application/wasm') {
console.warn("`WebAssembly.instantiateStreaming` failed because your server does not serve Wasm with `application/wasm` MIME type. Falling back to `WebAssembly.instantiate` which is slower. Original error:\n", e);
} else { throw e; }
}
}
const bytes = await module.arrayBuffer();
return await WebAssembly.instantiate(bytes, imports);
} else {
const instance = await WebAssembly.instantiate(module, imports);
if (instance instanceof WebAssembly.Instance) {
return { instance, module };
} else {
return instance;
}
}
function expectedResponseType(type) {
switch (type) {
case 'basic': case 'cors': case 'default': return true;
}
return false;
}
}
function initSync(module) {
if (wasm !== undefined) return wasm;
if (module !== undefined) {
if (Object.getPrototypeOf(module) === Object.prototype) {
({module} = module)
} else {
console.warn('using deprecated parameters for `initSync()`; pass a single object instead')
}
}
const imports = __wbg_get_imports();
if (!(module instanceof WebAssembly.Module)) {
module = new WebAssembly.Module(module);
}
const instance = new WebAssembly.Instance(module, imports);
return __wbg_finalize_init(instance, module);
}
async function __wbg_init(module_or_path) {
if (wasm !== undefined) return wasm;
if (module_or_path !== undefined) {
if (Object.getPrototypeOf(module_or_path) === Object.prototype) {
({module_or_path} = module_or_path)
} else {
console.warn('using deprecated parameters for the initialization function; pass a single object instead')
}
}
if (module_or_path === undefined) {
module_or_path = new URL('solitaire_wasm_bg.wasm', import.meta.url);
}
const imports = __wbg_get_imports();
if (typeof module_or_path === 'string' || (typeof Request === 'function' && module_or_path instanceof Request) || (typeof URL === 'function' && module_or_path instanceof URL)) {
module_or_path = fetch(module_or_path);
}
const { instance, module } = await __wbg_load(await module_or_path, imports);
return __wbg_finalize_init(instance, module);
}
export { initSync, __wbg_init as default };
Binary file not shown.
+183
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@@ -0,0 +1,183 @@
/* Solitaire Quest replay viewer palette mirrors the desktop client's
midnight-purple Balatro tone (BG_BASE = #1A0F2E) and the dark felt
from the engine's TABLE_COLOUR. */
:root {
--bg: #0f0a1f;
--felt: #0f4c30;
--panel: #1a0f2e;
--panel-hi: #2d1b69;
--text: #f5f0ff;
--text-muted: #b5a8d5;
--accent: #ffd23f;
--red: #cc3344;
--black: #1a0f2e;
--card-bg: #ffffff;
--card-border: #ccc;
--card-w: 80px;
--card-h: 112px;
--gap: 12px;
}
* { box-sizing: border-box; }
body {
margin: 0;
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Helvetica, Arial, sans-serif;
background: var(--bg);
color: var(--text);
min-height: 100vh;
display: flex;
flex-direction: column;
}
header {
padding: 16px 24px;
border-bottom: 1px solid rgba(255, 255, 255, 0.05);
display: flex;
flex-direction: column;
gap: 4px;
}
h1 {
margin: 0;
font-size: 20px;
font-weight: 600;
}
.muted { color: var(--text-muted); }
main {
flex: 1;
display: flex;
flex-direction: column;
gap: 16px;
padding: 24px;
align-items: center;
}
/* Board: a positioning context for both the dashed empty-pile slots
and the absolutely-positioned card sprites. Width matches the
7-column grid (7*card-w + 6 inter-column gaps), height covers the
top row plus a worst-case 13-card tableau fan. Cards live as
siblings of the slot placeholders so they can move between piles
without ever changing parent the transform-based `transition`
then animates the flight. */
#board {
position: relative;
background: var(--felt);
border-radius: 12px;
padding: 24px;
width: calc(7 * var(--card-w) + 6 * var(--gap));
/* Top row + a generous fan budget (12 fan steps + the card's
own height) so a king-down-to-ace column never overflows. */
height: calc(var(--card-h) + 32px + var(--card-h) + 12 * 28px);
}
/* Empty-pile slot placeholders are absolutely positioned at the same
coordinates the renderer uses for cards, so they line up perfectly
when the pile is empty. */
.slot {
position: absolute;
width: var(--card-w);
height: var(--card-h);
border: 2px dashed rgba(255, 255, 255, 0.15);
border-radius: 8px;
}
.card {
position: absolute;
/* `top: 0; left: 0` plus a per-card `transform: translate(...)`
gives us a single transformed property to animate. Using
`transform` (rather than `top` / `left`) lets the browser run
the animation on the compositor smooth even on the
low-spec laptops the player tests on. */
top: 0;
left: 0;
width: var(--card-w);
height: var(--card-h);
background: var(--card-bg);
border: 1px solid var(--card-border);
border-radius: 6px;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.3);
padding: 4px 6px;
font-family: "Helvetica Neue", Arial, sans-serif;
font-weight: 600;
line-height: 1;
user-select: none;
transition: transform 280ms cubic-bezier(0.22, 1, 0.36, 1),
opacity 200ms ease;
will-change: transform;
}
.card.face-down {
background:
repeating-linear-gradient(
45deg,
#482f97 0,
#482f97 6px,
#2d1b69 6px,
#2d1b69 12px
);
color: transparent;
border-color: #4a3a8a;
}
.card .corner {
position: absolute;
font-size: 14px;
line-height: 1.1;
text-align: center;
}
.card .corner.top { top: 4px; left: 6px; }
.card .corner.bottom { bottom: 4px; right: 6px; transform: rotate(180deg); }
.card.red { color: var(--red); }
.card.black { color: var(--black); }
.card .center {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
font-size: 28px;
}
#controls {
display: flex;
gap: 12px;
align-items: center;
}
#controls button {
background: var(--panel-hi);
color: var(--text);
border: 1px solid rgba(255, 255, 255, 0.1);
border-radius: 6px;
padding: 8px 16px;
cursor: pointer;
font-size: 14px;
font-family: inherit;
}
#controls button:hover:not(:disabled) {
background: var(--accent);
color: var(--black);
}
#controls button:disabled {
opacity: 0.5;
cursor: default;
}
#status {
display: flex;
gap: 24px;
font-size: 14px;
}
#status #result.win {
color: var(--accent);
font-weight: 600;
}
+316
View File
@@ -0,0 +1,316 @@
// Solitaire Quest replay viewer.
//
// Pulls the replay JSON from `/api/replays/:id`, hands it to the
// `solitaire_wasm` ReplayPlayer (which owns a real solitaire_core
// `GameState` compiled to WebAssembly), and renders each step's pile
// snapshot as plain HTML cards. The WASM module is the single source
// of truth for the rules engine — we don't re-implement Klondike in JS.
//
// Card flight animation: each card's DOM element persists across
// re-renders, keyed by `card.id`. `render()` updates each card's
// `transform: translate(...)` to its new (pile, index) coordinates;
// the CSS `transition` on `transform` animates the flight. Cards that
// disappear from the snapshot fade and remove; new cards fade in at
// their target position.
import init, { ReplayPlayer } from "/web/pkg/solitaire_wasm.js";
const STEP_INTERVAL_MS = 600;
const FAN_OFFSET_PX = 28;
const CARD_W = 80;
const CARD_H = 112;
const GAP = 12;
// Pile origin (top-left of the slot, in board-relative pixels).
// Top row: stock at column 0, waste at column 1, foundations at 3-6.
// Bottom row: tableau columns 0-6.
const TOP_ROW_Y = 0;
const TABLEAU_ROW_Y = CARD_H + 32;
const colX = (col) => col * (CARD_W + GAP);
const PILE_ORIGIN = {
stock: { x: colX(0), y: TOP_ROW_Y },
waste: { x: colX(1), y: TOP_ROW_Y },
"foundation-0": { x: colX(3), y: TOP_ROW_Y },
"foundation-1": { x: colX(4), y: TOP_ROW_Y },
"foundation-2": { x: colX(5), y: TOP_ROW_Y },
"foundation-3": { x: colX(6), y: TOP_ROW_Y },
"tableau-0": { x: colX(0), y: TABLEAU_ROW_Y },
"tableau-1": { x: colX(1), y: TABLEAU_ROW_Y },
"tableau-2": { x: colX(2), y: TABLEAU_ROW_Y },
"tableau-3": { x: colX(3), y: TABLEAU_ROW_Y },
"tableau-4": { x: colX(4), y: TABLEAU_ROW_Y },
"tableau-5": { x: colX(5), y: TABLEAU_ROW_Y },
"tableau-6": { x: colX(6), y: TABLEAU_ROW_Y },
};
const SUIT_GLYPHS = {
clubs: "♣",
diamonds: "♦",
hearts: "♥",
spades: "♠",
};
const RED_SUITS = new Set(["diamonds", "hearts"]);
const RANK_LABELS = ["", "A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"];
const board = document.getElementById("board");
const captionEl = document.getElementById("caption");
const progressEl = document.getElementById("progress");
const scoreEl = document.getElementById("score");
const movesEl = document.getElementById("moves");
const resultEl = document.getElementById("result");
const btnPlay = document.getElementById("btn-play");
const btnStep = document.getElementById("btn-step");
const btnPrev = document.getElementById("btn-prev");
let player = null;
let replayJson = null;
let playInterval = null;
// Persistent map: card.id → DOM element. Reused across renders so the
// browser interpolates the `transform` change rather than rebuilding
// nodes every step.
const cardEls = new Map();
async function bootstrap() {
const id = window.location.pathname.split("/").pop();
if (!id) {
captionEl.textContent = "No replay id in URL.";
return;
}
let response;
try {
response = await fetch(`/api/replays/${id}`);
} catch (e) {
captionEl.textContent = `Network error: ${e}`;
return;
}
if (!response.ok) {
captionEl.textContent = `Server returned ${response.status}.`;
return;
}
const replay = await response.json();
replayJson = JSON.stringify(replay);
captionEl.textContent =
`Seed ${replay.seed} · ${replay.draw_mode} · ${replay.mode} ` +
`· ${formatDuration(replay.time_seconds)} win on ${replay.recorded_at} ` +
`· final score ${replay.final_score}`;
spawnEmptySlots();
await init();
resetPlayer();
}
/// Spawn the dashed empty-pile placeholders once. They never move and
/// never get keyed to card ids, so they're outside the cardEls map.
function spawnEmptySlots() {
Object.entries(PILE_ORIGIN).forEach(([name, { x, y }]) => {
const slot = document.createElement("div");
slot.className = `slot slot-${name}`;
slot.style.transform = `translate(${x}px, ${y}px)`;
board.appendChild(slot);
});
}
function resetPlayer() {
if (playInterval) {
clearInterval(playInterval);
playInterval = null;
btnPlay.textContent = "▶ Play";
}
player = new ReplayPlayer(replayJson);
btnPrev.disabled = true;
btnStep.disabled = false;
btnPlay.disabled = false;
render(player.state());
}
function step() {
const snap = player.step();
if (snap === null) {
finish();
return null;
}
btnPrev.disabled = false;
render(snap);
return snap;
}
function finish() {
if (playInterval) {
clearInterval(playInterval);
playInterval = null;
}
btnPlay.textContent = "▶ Play";
btnPlay.disabled = true;
btnStep.disabled = true;
}
/// Apply `snap` to the persistent card-element map.
///
/// Phase 1: collect every card present in this snapshot, computing its
/// target board-relative (x, y) from its pile + index.
/// Phase 2: for each card, find or create its DOM element and update
/// its visual state + transform. Persistent elements interpolate via
/// CSS transition; freshly-created ones fade in.
/// Phase 3: any card present in `cardEls` but absent from `snap` (rare
/// but happens during stat resets) fades out and is removed.
function render(snap) {
if (!snap) return;
const targets = new Map(); // card.id → { card, x, y }
function placePile(name, cards, fan) {
const origin = PILE_ORIGIN[name];
cards.forEach((card, idx) => {
const yOffset = fan ? idx * FAN_OFFSET_PX : 0;
targets.set(card.id, {
card,
x: origin.x,
y: origin.y + yOffset,
z: idx,
});
});
}
placePile("stock", snap.stock, false);
placePile("waste", snap.waste, false);
snap.foundations.forEach((cards, idx) =>
placePile(`foundation-${idx}`, cards, false));
snap.tableaus.forEach((cards, idx) =>
placePile(`tableau-${idx}`, cards, true));
// Apply or create.
targets.forEach(({ card, x, y, z }) => {
let el = cardEls.get(card.id);
if (!el) {
el = createCardElement(card);
// Spawn off-screen with opacity 0 so the entry transition
// fades in at the destination rather than popping.
el.style.transform = `translate(${x}px, ${y}px)`;
el.style.opacity = "0";
board.appendChild(el);
cardEls.set(card.id, el);
// Force the browser to commit the off-screen frame before
// we set the visible state, so the transition runs.
requestAnimationFrame(() => {
el.style.opacity = "1";
});
} else {
updateCardElement(el, card);
el.style.transform = `translate(${x}px, ${y}px)`;
}
el.style.zIndex = String(z + 1);
});
// Drop any cards no longer in play (e.g. on player reset).
cardEls.forEach((el, id) => {
if (!targets.has(id)) {
el.style.opacity = "0";
// Remove after the fade transition completes.
setTimeout(() => {
el.remove();
cardEls.delete(id);
}, 220);
}
});
progressEl.textContent = `step ${snap.step_idx} / ${snap.total_steps}`;
scoreEl.textContent = `Score ${snap.score}`;
movesEl.textContent = `Moves ${snap.move_count}`;
if (snap.is_won) {
resultEl.textContent = "✨ Won";
resultEl.classList.add("win");
} else {
resultEl.textContent = "";
resultEl.classList.remove("win");
}
}
function createCardElement(card) {
const el = document.createElement("div");
el.className = "card";
el.dataset.cardId = String(card.id);
populateCardFace(el, card);
return el;
}
/// Cheap "is this still the same visual state" check. Face-up cards
/// only need a re-paint if their face_up flag flipped (rank/suit are
/// immutable per id), so we can skip rebuilding the inner DOM for the
/// 99% case where only the transform changed.
function updateCardElement(el, card) {
const wasFaceDown = el.classList.contains("face-down");
const isFaceDown = !card.face_up;
if (wasFaceDown !== isFaceDown) {
el.replaceChildren();
el.classList.remove("red", "black", "face-down");
populateCardFace(el, card);
}
}
function populateCardFace(el, card) {
if (!card.face_up) {
el.classList.add("face-down");
return;
}
el.classList.add(RED_SUITS.has(card.suit) ? "red" : "black");
const label = RANK_LABELS[card.rank] || "?";
const glyph = SUIT_GLYPHS[card.suit] || "?";
const top = document.createElement("span");
top.className = "corner top";
top.textContent = `${label}\n${glyph}`;
el.appendChild(top);
const center = document.createElement("span");
center.className = "center";
center.textContent = glyph;
el.appendChild(center);
const bottom = document.createElement("span");
bottom.className = "corner bottom";
bottom.textContent = `${label}\n${glyph}`;
el.appendChild(bottom);
}
function formatDuration(seconds) {
const m = Math.floor(seconds / 60);
const s = seconds % 60;
return `${m}:${String(s).padStart(2, "0")}`;
}
btnStep.addEventListener("click", () => {
if (player) step();
});
btnPlay.addEventListener("click", () => {
if (!player) return;
if (playInterval) {
clearInterval(playInterval);
playInterval = null;
btnPlay.textContent = "▶ Play";
return;
}
btnPlay.textContent = "⏸ Pause";
playInterval = setInterval(() => {
const snap = step();
if (snap === null) finish();
}, STEP_INTERVAL_MS);
});
btnPrev.addEventListener("click", () => {
if (!replayJson) return;
// Drop every existing card so the next render fades them all in
// at the freshly-dealt positions. Without this, cards from the
// current state would slide to wherever the new deal puts them
// — confusing since the deal is supposed to look like a fresh
// start, not a continuation.
cardEls.forEach((el) => el.remove());
cardEls.clear();
resetPlayer();
});
bootstrap();
+256 -2
View File
@@ -3,10 +3,10 @@
//! All functions are free of I/O and side effects — safe to call from any
//! context including unit tests and the Bevy main thread.
use chrono::Utc;
use chrono::{NaiveDate, Utc};
use crate::{AchievementRecord, ConflictReport, PlayerProgress, StatsSnapshot, SyncPayload};
use crate::progress::level_for_xp;
use crate::progress::{level_for_xp, DAILY_CHALLENGE_HISTORY_CAP};
/// Merge two [`SyncPayload`]s into a single authoritative result.
///
@@ -109,10 +109,45 @@ fn merge_stats(
best_single_score: local.best_single_score.max(remote.best_single_score),
draw_one_wins: local.draw_one_wins.max(remote.draw_one_wins),
draw_three_wins: local.draw_three_wins.max(remote.draw_three_wins),
// Per-mode bests. Bests take max; fastest times take a *zero-aware*
// min — see [`min_ignore_zero`] for the rationale (0 means "no win
// yet" for these fields, unlike the lifetime `fastest_win_seconds`
// which uses `u64::MAX` as its sentinel).
classic_best_score: local.classic_best_score.max(remote.classic_best_score),
classic_fastest_win_seconds: min_ignore_zero(
local.classic_fastest_win_seconds,
remote.classic_fastest_win_seconds,
),
zen_best_score: local.zen_best_score.max(remote.zen_best_score),
zen_fastest_win_seconds: min_ignore_zero(
local.zen_fastest_win_seconds,
remote.zen_fastest_win_seconds,
),
challenge_best_score: local.challenge_best_score.max(remote.challenge_best_score),
challenge_fastest_win_seconds: min_ignore_zero(
local.challenge_fastest_win_seconds,
remote.challenge_fastest_win_seconds,
),
last_modified: Utc::now(),
}
}
/// Zero-aware minimum: returns the smaller of `a` and `b`, but treats `0` as
/// "no value recorded yet" so `min_ignore_zero(0, x) == x`.
///
/// The lifetime `fastest_win_seconds` field uses `u64::MAX` as its "no wins"
/// sentinel (see [`StatsSnapshot::default`]) and so a plain `min` works for
/// it. The per-mode `*_fastest_win_seconds` fields, on the other hand, are
/// `#[serde(default)]` — and `u64`'s default is 0, not `u64::MAX`. Using a
/// straight `min` would therefore wrongly resolve "one side has a real time,
/// the other has no win" to 0. This helper preserves the real time instead.
fn min_ignore_zero(a: u64, b: u64) -> u64 {
match (a, b) {
(0, x) | (x, 0) => x,
_ => a.min(b),
}
}
// ---------------------------------------------------------------------------
// Achievements
// ---------------------------------------------------------------------------
@@ -240,6 +275,22 @@ fn merge_progress(
// Challenge index: take the higher (further ahead in challenge progression).
let challenge_index = local.challenge_index.max(remote.challenge_index);
// Daily-challenge history: union the two ordered lists into a sorted,
// deduplicated, capped Vec so completions made on either device survive.
let daily_challenge_history = union_naive_dates(
&local.daily_challenge_history,
&remote.daily_challenge_history,
);
// Longest streak ever: simple max — never regresses.
let daily_challenge_longest_streak = local
.daily_challenge_longest_streak
.max(remote.daily_challenge_longest_streak)
// Also defend against an old payload whose `longest_streak` was
// never written but whose current `daily_challenge_streak` exceeds
// the recorded longest — keep them coherent post-merge.
.max(daily_challenge_streak);
PlayerProgress {
total_xp,
level: level_for_xp(total_xp),
@@ -250,6 +301,8 @@ fn merge_progress(
unlocked_card_backs,
unlocked_backgrounds,
challenge_index,
daily_challenge_history,
daily_challenge_longest_streak,
last_modified: Utc::now(),
}
}
@@ -261,6 +314,20 @@ fn union_usize_vecs(a: &[usize], b: &[usize]) -> Vec<usize> {
set.into_iter().collect()
}
/// Returns the sorted union of two `NaiveDate` slices with duplicates
/// removed and the result capped at [`DAILY_CHALLENGE_HISTORY_CAP`]
/// entries (oldest dates trimmed first).
fn union_naive_dates(a: &[NaiveDate], b: &[NaiveDate]) -> Vec<NaiveDate> {
use std::collections::BTreeSet;
let set: BTreeSet<NaiveDate> = a.iter().chain(b.iter()).copied().collect();
let mut v: Vec<NaiveDate> = set.into_iter().collect();
if v.len() > DAILY_CHALLENGE_HISTORY_CAP {
let excess = v.len() - DAILY_CHALLENGE_HISTORY_CAP;
v.drain(0..excess);
}
v
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
@@ -753,4 +820,191 @@ mod tests {
let (merged, _) = merge(&local, &remote);
assert_eq!(merged.stats.fastest_win_seconds, 300);
}
// -----------------------------------------------------------------------
// Daily-challenge history + longest-streak merge
// -----------------------------------------------------------------------
fn nd(y: i32, m: u32, d: u32) -> NaiveDate {
NaiveDate::from_ymd_opt(y, m, d).unwrap()
}
#[test]
fn merge_unions_daily_challenge_history() {
// Local and remote have disjoint completion dates; the merged
// history must contain all of them, sorted ascending, with no
// duplicates and within the cap.
let mut local = default_payload();
local.progress.daily_challenge_history =
vec![nd(2026, 4, 20), nd(2026, 4, 22), nd(2026, 4, 24)];
let mut remote = default_payload();
remote.progress.daily_challenge_history =
vec![nd(2026, 4, 21), nd(2026, 4, 22), nd(2026, 4, 25)];
let (merged, _) = merge(&local, &remote);
assert_eq!(
merged.progress.daily_challenge_history,
vec![
nd(2026, 4, 20),
nd(2026, 4, 21),
nd(2026, 4, 22),
nd(2026, 4, 24),
nd(2026, 4, 25),
],
"history union must be sorted, deduplicated, and contain every date from either side"
);
assert!(
merged.progress.daily_challenge_history.len() <= DAILY_CHALLENGE_HISTORY_CAP,
"merged history must respect the 365-entry cap"
);
}
#[test]
fn merge_caps_daily_challenge_history_at_max() {
// Construct a local history that already has CAP entries and a
// remote history that adds 50 fresher entries — the merge must
// drop the oldest 50 so the cap is preserved.
let start = nd(2024, 1, 1);
let local_dates: Vec<NaiveDate> = (0..DAILY_CHALLENGE_HISTORY_CAP as i64)
.map(|i| start + chrono::Duration::days(i))
.collect();
let remote_dates: Vec<NaiveDate> = (DAILY_CHALLENGE_HISTORY_CAP as i64
..DAILY_CHALLENGE_HISTORY_CAP as i64 + 50)
.map(|i| start + chrono::Duration::days(i))
.collect();
let mut local = default_payload();
local.progress.daily_challenge_history = local_dates.clone();
let mut remote = default_payload();
remote.progress.daily_challenge_history = remote_dates.clone();
let (merged, _) = merge(&local, &remote);
assert_eq!(
merged.progress.daily_challenge_history.len(),
DAILY_CHALLENGE_HISTORY_CAP,
"merged history must be capped at DAILY_CHALLENGE_HISTORY_CAP"
);
// The oldest 50 entries should have been evicted; oldest retained
// is therefore start + 50 days.
assert_eq!(
merged.progress.daily_challenge_history.first().copied(),
Some(start + chrono::Duration::days(50))
);
// Most recent retained is the last remote date.
assert_eq!(
merged.progress.daily_challenge_history.last().copied(),
remote_dates.last().copied()
);
}
#[test]
fn merge_takes_max_longest_streak() {
let mut local = default_payload();
local.progress.daily_challenge_longest_streak = 4;
let mut remote = default_payload();
remote.progress.daily_challenge_longest_streak = 9;
let (merged, _) = merge(&local, &remote);
assert_eq!(
merged.progress.daily_challenge_longest_streak, 9,
"longest streak must be the max across both sides"
);
}
// -----------------------------------------------------------------------
// Per-mode bests merge
// -----------------------------------------------------------------------
#[test]
fn merge_per_mode_best_takes_max() {
// Classic best score: 1000 vs 2000 → 2000. Mirror behaviour for
// `best_single_score` so per-mode follows the same rule.
let mut local = default_payload();
local.stats.classic_best_score = 1000;
let mut remote = default_payload();
remote.stats.classic_best_score = 2000;
let (merged, _) = merge(&local, &remote);
assert_eq!(merged.stats.classic_best_score, 2000);
}
#[test]
fn merge_per_mode_best_takes_max_for_zen_and_challenge() {
let mut local = default_payload();
local.stats.zen_best_score = 800;
local.stats.challenge_best_score = 5000;
let mut remote = default_payload();
remote.stats.zen_best_score = 1500;
remote.stats.challenge_best_score = 3000;
let (merged, _) = merge(&local, &remote);
assert_eq!(merged.stats.zen_best_score, 1500);
assert_eq!(merged.stats.challenge_best_score, 5000);
}
#[test]
fn merge_per_mode_fastest_ignores_zero() {
// Local has no Zen win (zen_fastest = 0); remote has 180s.
// Straight min(0, 180) would return 0 — wrong. The merge must
// preserve the real time.
let local = default_payload();
let mut remote = default_payload();
remote.stats.zen_fastest_win_seconds = 180;
let (merged, _) = merge(&local, &remote);
assert_eq!(merged.stats.zen_fastest_win_seconds, 180);
}
#[test]
fn merge_per_mode_fastest_takes_min_when_both_present() {
// When both sides have real times, the merge takes the smaller —
// mirroring the lifetime `fastest_win_seconds` behaviour.
let mut local = default_payload();
local.stats.classic_fastest_win_seconds = 240;
let mut remote = default_payload();
remote.stats.classic_fastest_win_seconds = 120;
let (merged, _) = merge(&local, &remote);
assert_eq!(merged.stats.classic_fastest_win_seconds, 120);
}
#[test]
fn merge_per_mode_fastest_both_zero_stays_zero() {
// Neither side has a win — the field must remain 0 rather than
// accidentally becoming non-zero.
let local = default_payload();
let remote = default_payload();
let (merged, _) = merge(&local, &remote);
assert_eq!(merged.stats.classic_fastest_win_seconds, 0);
assert_eq!(merged.stats.zen_fastest_win_seconds, 0);
assert_eq!(merged.stats.challenge_fastest_win_seconds, 0);
}
#[test]
fn merge_per_mode_fastest_local_real_remote_zero() {
// Symmetric to `merge_per_mode_fastest_ignores_zero`: local has the
// real time, remote is the zero-side. The merge must keep local's
// value rather than flooring to 0.
let mut local = default_payload();
local.stats.challenge_fastest_win_seconds = 300;
let remote = default_payload();
let (merged, _) = merge(&local, &remote);
assert_eq!(merged.stats.challenge_fastest_win_seconds, 300);
}
#[test]
fn merge_longest_streak_never_below_current_streak() {
// If a payload's `daily_challenge_longest_streak` was never written
// (legacy file) but its `daily_challenge_streak` is non-zero, the
// merged longest must reflect at least the current streak so the
// two values stay coherent.
let mut local = default_payload();
local.progress.daily_challenge_streak = 7;
local.progress.daily_challenge_longest_streak = 0; // legacy
let remote = default_payload();
let (merged, _) = merge(&local, &remote);
assert!(
merged.progress.daily_challenge_longest_streak >= 7,
"longest streak must be at least as large as the merged current streak"
);
}
}
+117
View File
@@ -18,6 +18,13 @@ pub fn level_for_xp(xp: u64) -> u32 {
}
}
/// Maximum number of dates retained in [`PlayerProgress::daily_challenge_history`].
///
/// Bounds the per-player file size across years of play. ~365 entries is
/// roughly a year of daily completions, far more than the 14-day window the
/// in-game calendar surfaces.
pub const DAILY_CHALLENGE_HISTORY_CAP: usize = 365;
/// Persisted player progression state.
///
/// Mutation helpers such as `add_xp`, `record_daily_completion`, etc. are
@@ -45,6 +52,14 @@ pub struct PlayerProgress {
/// Index of the next Challenge-mode seed to serve to this player.
#[serde(default)]
pub challenge_index: u32,
/// All dates the player has completed the daily challenge, in
/// chronological ascending order. Bounded to the most recent 365
/// entries so file size stays bounded across years of play.
#[serde(default)]
pub daily_challenge_history: Vec<NaiveDate>,
/// Longest daily-challenge streak ever achieved on this profile.
#[serde(default)]
pub daily_challenge_longest_streak: u32,
/// Wall-clock time of the last modification (used for conflict detection).
pub last_modified: DateTime<Utc>,
}
@@ -61,6 +76,8 @@ impl Default for PlayerProgress {
unlocked_card_backs: vec![0],
unlocked_backgrounds: vec![0],
challenge_index: 0,
daily_challenge_history: Vec::new(),
daily_challenge_longest_streak: 0,
last_modified: DateTime::UNIX_EPOCH,
}
}
@@ -114,6 +131,12 @@ impl PlayerProgress {
/// - Completion the day after the previous: streak increments.
/// - Same day as the previous: no-op (idempotent).
///
/// On every fresh completion, `date` is appended to
/// `daily_challenge_history` (kept sorted ascending and capped at
/// [`DAILY_CHALLENGE_HISTORY_CAP`] entries) and
/// `daily_challenge_longest_streak` is bumped if the current streak
/// exceeds it.
///
/// Returns `true` if this call recorded a fresh completion.
pub fn record_daily_completion(&mut self, date: NaiveDate) -> bool {
match self.daily_challenge_last_completed {
@@ -126,6 +149,19 @@ impl PlayerProgress {
}
}
self.daily_challenge_last_completed = Some(date);
// Append to history (defensive against duplicates and out-of-order
// dates so a hand-edited or merged file can't corrupt the order).
if !self.daily_challenge_history.contains(&date) {
self.daily_challenge_history.push(date);
self.daily_challenge_history.sort();
if self.daily_challenge_history.len() > DAILY_CHALLENGE_HISTORY_CAP {
let excess = self.daily_challenge_history.len() - DAILY_CHALLENGE_HISTORY_CAP;
self.daily_challenge_history.drain(0..excess);
}
}
if self.daily_challenge_streak > self.daily_challenge_longest_streak {
self.daily_challenge_longest_streak = self.daily_challenge_streak;
}
self.last_modified = Utc::now();
true
}
@@ -320,4 +356,85 @@ mod tests {
p.record_daily_completion(date(2026, 4, 22)); // skip the 21st
assert_eq!(p.daily_challenge_streak, 1, "gap must reset streak");
}
// -----------------------------------------------------------------------
// record_daily_completion — history + longest-streak side effects
// -----------------------------------------------------------------------
#[test]
fn record_daily_completion_appends_to_history_in_chronological_order() {
let mut p = PlayerProgress::default();
assert!(p.daily_challenge_history.is_empty());
p.record_daily_completion(date(2026, 4, 20));
p.record_daily_completion(date(2026, 4, 21));
p.record_daily_completion(date(2026, 4, 22));
assert_eq!(
p.daily_challenge_history,
vec![
date(2026, 4, 20),
date(2026, 4, 21),
date(2026, 4, 22),
],
"history should hold all three completions in ascending order"
);
}
#[test]
fn record_daily_completion_same_day_does_not_duplicate_history() {
let mut p = PlayerProgress::default();
p.record_daily_completion(date(2026, 4, 20));
p.record_daily_completion(date(2026, 4, 20));
assert_eq!(
p.daily_challenge_history,
vec![date(2026, 4, 20)],
"same-day completion is a no-op and must not duplicate history"
);
}
#[test]
fn record_daily_completion_updates_longest_streak() {
let mut p = PlayerProgress::default();
// Three-day streak: longest jumps from 0 → 3.
p.record_daily_completion(date(2026, 4, 20));
p.record_daily_completion(date(2026, 4, 21));
p.record_daily_completion(date(2026, 4, 22));
assert_eq!(p.daily_challenge_streak, 3);
assert_eq!(p.daily_challenge_longest_streak, 3);
// Gap resets the current streak — longest must NOT regress.
p.record_daily_completion(date(2026, 4, 25));
assert_eq!(p.daily_challenge_streak, 1);
assert_eq!(
p.daily_challenge_longest_streak, 3,
"longest_streak must never regress after a gap"
);
// Two-day streak — still below longest, so longest stays at 3.
p.record_daily_completion(date(2026, 4, 26));
assert_eq!(p.daily_challenge_streak, 2);
assert_eq!(p.daily_challenge_longest_streak, 3);
}
#[test]
fn daily_challenge_history_is_capped_at_max() {
// Push DAILY_CHALLENGE_HISTORY_CAP + 5 consecutive days; the
// earliest five must be evicted and the most recent CAP retained.
let mut p = PlayerProgress::default();
let start = date(2024, 1, 1);
let total = DAILY_CHALLENGE_HISTORY_CAP + 5;
for offset in 0..total {
p.record_daily_completion(start + Duration::days(offset as i64));
}
assert_eq!(p.daily_challenge_history.len(), DAILY_CHALLENGE_HISTORY_CAP);
// Oldest retained is `start + 5` (we dropped the first 5).
assert_eq!(
p.daily_challenge_history.first().copied(),
Some(start + Duration::days(5))
);
// Newest retained is the last date pushed.
assert_eq!(
p.daily_challenge_history.last().copied(),
Some(start + Duration::days(total as i64 - 1))
);
}
}
+72
View File
@@ -33,6 +33,56 @@ pub struct StatsSnapshot {
pub draw_one_wins: u32,
/// Wins achieved in Draw-Three mode.
pub draw_three_wins: u32,
// -----------------------------------------------------------------
// Per-mode bests
//
// These mirror `best_single_score` / `fastest_win_seconds` but
// narrowed to one [`solitaire_core::game_state::GameMode`]. They are
// additive: lifetime totals continue to track across all modes, and
// legacy `stats.json` files load to 0 for every new field via
// `#[serde(default)]`.
//
// Time-Attack and Daily-Challenge are intentionally absent here:
// - Time Attack has its own session-level scoring (count of wins
// inside a 10-minute window); a per-game best wouldn't compose.
// - Daily Challenge uses Classic scoring rules and so already
// contributes to `classic_*` here.
//
// Sentinel for `*_fastest_win_seconds` is `0` (not `u64::MAX`),
// because legacy files deserialise unknown fields to the type's
// `Default::default()` — and `u64::default()` is 0. The merge logic
// and the UI must therefore treat 0 as "no win recorded yet".
// -----------------------------------------------------------------
/// Best single score achieved in Classic mode (Draw-One or Draw-Three).
/// 0 means "no Classic win yet".
#[serde(default)]
pub classic_best_score: u32,
/// Fastest Classic-mode win time, in seconds. 0 means "no Classic win yet".
#[serde(default)]
pub classic_fastest_win_seconds: u64,
/// Best single score achieved in Zen mode. Zen has no time pressure but
/// scoring is still on, so players who care about it still play for a high.
/// 0 means "no Zen win yet".
#[serde(default)]
pub zen_best_score: u32,
/// Fastest Zen-mode win time, in seconds. 0 means "no Zen win yet".
#[serde(default)]
pub zen_fastest_win_seconds: u64,
/// Best single score achieved in Challenge mode (the hardest mode — separate
/// leaderboard). 0 means "no Challenge win yet".
#[serde(default)]
pub challenge_best_score: u32,
/// Fastest Challenge-mode win time, in seconds. 0 means "no Challenge win yet".
#[serde(default)]
pub challenge_fastest_win_seconds: u64,
/// Wall-clock time of the last modification (used for conflict detection).
pub last_modified: DateTime<Utc>,
}
@@ -51,6 +101,12 @@ impl Default for StatsSnapshot {
best_single_score: 0,
draw_one_wins: 0,
draw_three_wins: 0,
classic_best_score: 0,
classic_fastest_win_seconds: 0,
zen_best_score: 0,
zen_fastest_win_seconds: 0,
challenge_best_score: 0,
challenge_fastest_win_seconds: 0,
last_modified: DateTime::UNIX_EPOCH,
}
}
@@ -147,4 +203,20 @@ mod tests {
assert_eq!(s.win_streak_best, 7, "best streak must not be reduced on abandon");
assert_eq!(s.win_streak_current, 0);
}
#[test]
fn per_mode_fields_default_to_zero() {
// The new per-mode fields must default to 0 — both in the explicit
// `Default` impl and (because of `#[serde(default)]`) for any
// legacy payload that omits them. The legacy-JSON deserialise
// round-trip lives in `solitaire_data::stats` where `serde_json`
// is in scope.
let s = StatsSnapshot::default();
assert_eq!(s.classic_best_score, 0);
assert_eq!(s.classic_fastest_win_seconds, 0);
assert_eq!(s.zen_best_score, 0);
assert_eq!(s.zen_fastest_win_seconds, 0);
assert_eq!(s.challenge_best_score, 0);
assert_eq!(s.challenge_fastest_win_seconds, 0);
}
}
+29
View File
@@ -0,0 +1,29 @@
[package]
name = "solitaire_wasm"
version.workspace = true
license.workspace = true
edition.workspace = true
[lib]
crate-type = ["cdylib", "rlib"]
[dependencies]
solitaire_core = { path = "../solitaire_core" }
serde = { workspace = true }
serde_json = { workspace = true }
chrono = { workspace = true }
wasm-bindgen = "0.2"
serde-wasm-bindgen = "0.6"
console_error_panic_hook = { version = "0.1", optional = true }
# `getrandom` is pulled in transitively via `rand` (used by
# `solitaire_core::Deck::shuffle`). On `wasm32-unknown-unknown` it
# needs an explicit JS-backend feature, otherwise the build aborts
# with a "wasm32-unknown-unknown is not a supported target" error.
# Pinning here forces the feature on without us having to pollute
# `solitaire_core`'s deps with wasm-only flags.
[target.'cfg(target_arch = "wasm32")'.dependencies]
getrandom = { version = "0.3", features = ["wasm_js"] }
[features]
default = ["console_error_panic_hook"]
+272
View File
@@ -0,0 +1,272 @@
//! WebAssembly bindings for browser-side replay playback.
//!
//! The web replay player at `<server>/replays/<id>` fetches a [`Replay`]
//! JSON via `GET /api/replays/:id`, hands it to [`ReplayPlayer::new`],
//! and then advances frame-by-frame with [`ReplayPlayer::step`]. Each
//! step applies one [`ReplayMove`] to the underlying `GameState` and
//! returns the resulting pile snapshot as JSON for the JS layer to
//! render.
//!
//! The state machine is the same Rust [`solitaire_core::GameState`]
//! the desktop client uses, so the two implementations cannot drift —
//! same seed + same input list = same pile state at every step,
//! regardless of which platform replays the game.
//!
//! The crate intentionally does **not** depend on `solitaire_data`
//! (which pulls `dirs`, `keyring`, `reqwest`, and other non-wasm
//! crates) — instead it defines a minimal `Replay` mirror with the
//! same serde shape as `solitaire_data::Replay`. The JSON wire format
//! is the contract.
use chrono::NaiveDate;
use serde::{Deserialize, Serialize};
use solitaire_core::card::Suit;
use solitaire_core::game_state::{DrawMode, GameMode, GameState};
use solitaire_core::pile::PileType;
use wasm_bindgen::prelude::*;
/// Mirrors the variants of `solitaire_data::ReplayMove` v2 (atomic
/// player inputs, post-StockClick refinement). Only the JSON shape
/// matters for cross-crate compatibility.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub enum ReplayMove {
Move {
from: PileType,
to: PileType,
count: usize,
},
StockClick,
}
/// Mirrors `solitaire_data::Replay` v2.
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Replay {
#[serde(default)]
pub schema_version: u32,
pub seed: u64,
pub draw_mode: DrawMode,
pub mode: GameMode,
pub time_seconds: u64,
pub final_score: i32,
pub recorded_at: NaiveDate,
pub moves: Vec<ReplayMove>,
}
/// JS-friendly snapshot of a `GameState` at a particular replay step.
#[derive(Debug, Clone, Serialize)]
pub struct StateSnapshot {
pub step_idx: usize,
pub total_steps: usize,
pub score: i32,
pub move_count: u32,
pub is_won: bool,
pub stock: Vec<CardSnapshot>,
pub waste: Vec<CardSnapshot>,
/// Length 4 — one per foundation slot, in slot order (0..=3). The
/// claimed suit (if any) is the bottom card's suit.
pub foundations: [Vec<CardSnapshot>; 4],
/// Length 7 — one per tableau column (0..=6).
pub tableaus: [Vec<CardSnapshot>; 7],
}
/// One card, projected for the JS card renderer. `face_up = false`
/// means the card back is drawn; in that case `suit` and `rank` are
/// still set (so the renderer doesn't need separate "unknown" data),
/// just hidden visually.
#[derive(Debug, Clone, Copy, Serialize)]
pub struct CardSnapshot {
pub id: u32,
/// `"clubs" | "diamonds" | "hearts" | "spades"`.
pub suit: &'static str,
/// 1-13, where 1 is Ace and 13 is King.
pub rank: u8,
pub face_up: bool,
}
impl From<&solitaire_core::card::Card> for CardSnapshot {
fn from(c: &solitaire_core::card::Card) -> Self {
Self {
id: c.id,
suit: match c.suit {
Suit::Clubs => "clubs",
Suit::Diamonds => "diamonds",
Suit::Hearts => "hearts",
Suit::Spades => "spades",
},
rank: c.rank.value(),
face_up: c.face_up,
}
}
}
/// Browser-side replay state machine. Owns a live `GameState` and the
/// replay's move list; each `step()` applies the next move.
#[wasm_bindgen]
pub struct ReplayPlayer {
game: GameState,
moves: Vec<ReplayMove>,
step_idx: usize,
}
// Native-callable methods. Used by both the wasm-bindgen interface
// below and by unit tests, which can't go through `serde_wasm_bindgen`
// (it panics on non-wasm targets).
impl ReplayPlayer {
/// Construct from a raw replay JSON string. Returns the parsing
/// error as a `String` so the wasm-bindgen wrapper can convert
/// it to a `JsValue` and tests can assert on it directly.
pub fn from_json(replay_json: &str) -> Result<Self, String> {
let replay: Replay =
serde_json::from_str(replay_json).map_err(|e| format!("invalid replay JSON: {e}"))?;
let game =
GameState::new_with_mode(replay.seed, replay.draw_mode.clone(), replay.mode);
Ok(Self {
game,
moves: replay.moves,
step_idx: 0,
})
}
/// Apply the next move. Returns `None` once the list is exhausted.
pub fn step_native(&mut self) -> Option<StateSnapshot> {
if self.step_idx >= self.moves.len() {
return None;
}
let mv = self.moves[self.step_idx].clone();
let _ = match mv {
ReplayMove::Move { from, to, count } => self.game.move_cards(from, to, count),
ReplayMove::StockClick => self.game.draw(),
};
self.step_idx += 1;
Some(self.snapshot())
}
fn snapshot(&self) -> StateSnapshot {
let pile_cards = |t: PileType| -> Vec<CardSnapshot> {
self.game
.piles
.get(&t)
.map(|p| p.cards.iter().map(CardSnapshot::from).collect())
.unwrap_or_default()
};
let foundations: [Vec<CardSnapshot>; 4] = [
pile_cards(PileType::Foundation(0)),
pile_cards(PileType::Foundation(1)),
pile_cards(PileType::Foundation(2)),
pile_cards(PileType::Foundation(3)),
];
let tableaus: [Vec<CardSnapshot>; 7] = [
pile_cards(PileType::Tableau(0)),
pile_cards(PileType::Tableau(1)),
pile_cards(PileType::Tableau(2)),
pile_cards(PileType::Tableau(3)),
pile_cards(PileType::Tableau(4)),
pile_cards(PileType::Tableau(5)),
pile_cards(PileType::Tableau(6)),
];
StateSnapshot {
step_idx: self.step_idx,
total_steps: self.moves.len(),
score: self.game.score,
move_count: self.game.move_count,
is_won: self.game.is_won,
stock: pile_cards(PileType::Stock),
waste: pile_cards(PileType::Waste),
foundations,
tableaus,
}
}
}
// JS-facing surface. Thin wrapper around the native API: serialises
// `StateSnapshot` to `JsValue` via `serde_wasm_bindgen` and converts
// `String` errors to `JsValue` strings. Native unit tests bypass this
// layer because `serde_wasm_bindgen::to_value` panics off-target.
#[wasm_bindgen]
impl ReplayPlayer {
/// Construct from a raw replay JSON string.
#[wasm_bindgen(constructor)]
pub fn new(replay_json: &str) -> Result<ReplayPlayer, JsValue> {
#[cfg(feature = "console_error_panic_hook")]
console_error_panic_hook::set_once();
Self::from_json(replay_json).map_err(|e| JsValue::from_str(&e))
}
/// Snapshot the current `GameState` as a JS object (see `StateSnapshot`).
pub fn state(&self) -> JsValue {
serde_wasm_bindgen::to_value(&self.snapshot()).unwrap_or(JsValue::NULL)
}
/// Apply the next move; returns the post-step snapshot, or `null`
/// once the move list is exhausted.
pub fn step(&mut self) -> JsValue {
match self.step_native() {
Some(snap) => serde_wasm_bindgen::to_value(&snap).unwrap_or(JsValue::NULL),
None => JsValue::NULL,
}
}
/// Total number of moves the replay contains.
pub fn total_steps(&self) -> usize {
self.moves.len()
}
/// 0-indexed position of the next move to apply.
pub fn step_idx(&self) -> usize {
self.step_idx
}
/// Returns `true` once every move has been applied.
pub fn is_finished(&self) -> bool {
self.step_idx >= self.moves.len()
}
}
#[cfg(test)]
mod tests {
use super::*;
fn sample_replay_json() -> String {
// Minimal v2 replay: seed 42, two stock clicks. Real winning
// replays will have many more moves; for the test we just
// verify deserialization + step() advances correctly.
r#"{
"schema_version": 2,
"seed": 42,
"draw_mode": "DrawOne",
"mode": "Classic",
"time_seconds": 60,
"final_score": 100,
"recorded_at": "2026-05-02",
"moves": ["StockClick", "StockClick"]
}"#
.to_string()
}
/// Constructing from a valid v2 replay JSON must succeed and
/// initialise step_idx to 0.
#[test]
fn new_initialises_step_idx_zero() {
let player = ReplayPlayer::from_json(&sample_replay_json()).expect("valid JSON");
assert_eq!(player.step_idx, 0);
assert_eq!(player.moves.len(), 2);
}
/// Each step advances the index; once exhausted, step_native returns None.
#[test]
fn steps_advance_then_terminate() {
let mut player = ReplayPlayer::from_json(&sample_replay_json()).expect("valid JSON");
assert!(player.step_native().is_some());
assert_eq!(player.step_idx, 1);
assert!(player.step_native().is_some());
assert_eq!(player.step_idx, 2);
assert!(player.step_native().is_none(), "no further steps");
}
/// Malformed JSON returns an error rather than panicking.
#[test]
fn invalid_json_returns_error() {
let result = ReplayPlayer::from_json("not valid json");
assert!(result.is_err());
}
}