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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
13 changed files with 1286 additions and 419 deletions
+123
View File
@@ -8,6 +8,129 @@ 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
Generated
+236 -11
View File
@@ -126,6 +126,19 @@ dependencies = [
"subtle",
]
[[package]]
name = "ahash"
version = "0.8.12"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5a15f179cd60c4584b8a8c596927aadc462e27f2ca70c04e0071964a73ba7a75"
dependencies = [
"cfg-if",
"getrandom 0.3.4",
"once_cell",
"version_check",
"zerocopy",
]
[[package]]
name = "aho-corasick"
version = "1.1.4"
@@ -719,7 +732,7 @@ dependencies = [
"cfg-if",
"console_error_panic_hook",
"ctrlc",
"downcast-rs",
"downcast-rs 2.0.2",
"log",
"thiserror 2.0.18",
"variadics_please",
@@ -753,7 +766,7 @@ dependencies = [
"crossbeam-channel",
"derive_more",
"disqualified",
"downcast-rs",
"downcast-rs 2.0.2",
"either",
"futures-io",
"futures-lite",
@@ -801,7 +814,7 @@ dependencies = [
"bevy_utils",
"bevy_window",
"derive_more",
"downcast-rs",
"downcast-rs 2.0.2",
"serde",
"smallvec",
"thiserror 2.0.18",
@@ -1200,7 +1213,7 @@ dependencies = [
"bevy_utils",
"derive_more",
"disqualified",
"downcast-rs",
"downcast-rs 2.0.2",
"erased-serde",
"foldhash 0.2.0",
"glam 0.30.10",
@@ -1259,7 +1272,7 @@ dependencies = [
"bitflags 2.11.1",
"bytemuck",
"derive_more",
"downcast-rs",
"downcast-rs 2.0.2",
"encase",
"fixedbitset",
"glam 0.30.10",
@@ -1854,6 +1867,18 @@ dependencies = [
"thiserror 1.0.69",
]
[[package]]
name = "calloop-wayland-source"
version = "0.3.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "95a66a987056935f7efce4ab5668920b5d0dac4a7c99991a67395f13702ddd20"
dependencies = [
"calloop",
"rustix 0.38.44",
"wayland-backend",
"wayland-client",
]
[[package]]
name = "cbc"
version = "0.1.2"
@@ -2709,6 +2734,12 @@ version = "0.15.7"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "1aaf95b3e5c8f23aa320147307562d361db0ae0d51242340f558153b4eb2439b"
[[package]]
name = "downcast-rs"
version = "1.2.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "75b325c5dbd37f80359721ad39aca5a29fb04c89279657cffdda8736d0c0b9d2"
[[package]]
name = "downcast-rs"
version = "2.0.2"
@@ -5792,6 +5823,15 @@ version = "2.0.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "a993555f31e5a609f617c12db6250dedcac1b0a85076912c436e6fc9b2c8e6a3"
[[package]]
name = "quick-xml"
version = "0.39.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "958f21e8e7ceb5a1aa7fa87fab28e7c75976e0bfe7e23ff069e0a260f894067d"
dependencies = [
"memchr",
]
[[package]]
name = "quinn"
version = "0.11.9"
@@ -6165,7 +6205,7 @@ dependencies = [
"pico-args",
"rgb",
"svgtypes",
"tiny-skia",
"tiny-skia 0.12.0",
"usvg",
"zune-jpeg",
]
@@ -6502,6 +6542,19 @@ version = "1.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "94143f37725109f92c262ed2cf5e59bce7498c01bcc1502d7b9afe439a4e9f49"
[[package]]
name = "sctk-adwaita"
version = "0.10.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "b6277f0217056f77f1d8f49f2950ac6c278c0d607c45f5ee99328d792ede24ec"
dependencies = [
"ab_glyph",
"log",
"memmap2",
"smithay-client-toolkit",
"tiny-skia 0.11.4",
]
[[package]]
name = "sec1"
version = "0.7.3"
@@ -6846,6 +6899,31 @@ dependencies = [
"serde",
]
[[package]]
name = "smithay-client-toolkit"
version = "0.19.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "3457dea1f0eb631b4034d61d4d8c32074caa6cd1ab2d59f2327bd8461e2c0016"
dependencies = [
"bitflags 2.11.1",
"calloop",
"calloop-wayland-source",
"cursor-icon",
"libc",
"log",
"memmap2",
"rustix 0.38.44",
"thiserror 1.0.69",
"wayland-backend",
"wayland-client",
"wayland-csd-frame",
"wayland-cursor",
"wayland-protocols",
"wayland-protocols-wlr",
"wayland-scanner",
"xkeysym",
]
[[package]]
name = "smol_str"
version = "0.2.2"
@@ -6938,7 +7016,7 @@ dependencies = [
"solitaire_sync",
"tempfile",
"thiserror 2.0.18",
"tiny-skia",
"tiny-skia 0.12.0",
"tokio",
"usvg",
"uuid",
@@ -7525,7 +7603,7 @@ dependencies = [
"crc32fast",
"crossbeam-channel",
"datasketches",
"downcast-rs",
"downcast-rs 2.0.2",
"fastdivide",
"fnv",
"fs4",
@@ -7577,7 +7655,7 @@ version = "0.7.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c57166f5bcfd478f370ab8445afb4678dce44801fa5ce5c451aaf8595583c5dc"
dependencies = [
"downcast-rs",
"downcast-rs 2.0.2",
"fastdivide",
"itertools 0.14.0",
"serde",
@@ -7765,6 +7843,20 @@ dependencies = [
"time-core",
]
[[package]]
name = "tiny-skia"
version = "0.11.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "83d13394d44dae3207b52a326c0c85a8bf87f1541f23b0d143811088497b09ab"
dependencies = [
"arrayref",
"arrayvec",
"bytemuck",
"cfg-if",
"log",
"tiny-skia-path 0.11.4",
]
[[package]]
name = "tiny-skia"
version = "0.12.0"
@@ -7777,7 +7869,18 @@ dependencies = [
"cfg-if",
"log",
"png 0.18.1",
"tiny-skia-path",
"tiny-skia-path 0.12.0",
]
[[package]]
name = "tiny-skia-path"
version = "0.11.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9c9e7fc0c2e86a30b117d0462aa261b72b7a99b7ebd7deb3a14ceda95c5bdc93"
dependencies = [
"arrayref",
"bytemuck",
"strict-num",
]
[[package]]
@@ -8548,7 +8651,7 @@ dependencies = [
"siphasher",
"strict-num",
"svgtypes",
"tiny-skia-path",
"tiny-skia-path 0.12.0",
"ttf-parser",
"unicode-bidi",
"unicode-script",
@@ -8754,6 +8857,114 @@ dependencies = [
"semver",
]
[[package]]
name = "wayland-backend"
version = "0.3.15"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "2857dd20b54e916ec7253b3d6b4d5c4d7d4ca2c33c2e11c6c76a99bd8744755d"
dependencies = [
"cc",
"downcast-rs 1.2.1",
"rustix 1.1.4",
"scoped-tls",
"smallvec",
"wayland-sys",
]
[[package]]
name = "wayland-client"
version = "0.31.14"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "645c7c96bb74690c3189b5c9cb4ca1627062bb23693a4fad9d8c3de958260144"
dependencies = [
"bitflags 2.11.1",
"rustix 1.1.4",
"wayland-backend",
"wayland-scanner",
]
[[package]]
name = "wayland-csd-frame"
version = "0.3.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "625c5029dbd43d25e6aa9615e88b829a5cad13b2819c4ae129fdbb7c31ab4c7e"
dependencies = [
"bitflags 2.11.1",
"cursor-icon",
"wayland-backend",
]
[[package]]
name = "wayland-cursor"
version = "0.31.14"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "4a52d18780be9b1314328a3de5f930b73d2200112e3849ca6cb11822793fb34d"
dependencies = [
"rustix 1.1.4",
"wayland-client",
"xcursor",
]
[[package]]
name = "wayland-protocols"
version = "0.32.12"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "563a85523cade2429938e790815fd7319062103b9f4a2dc806e9b53b95982d8f"
dependencies = [
"bitflags 2.11.1",
"wayland-backend",
"wayland-client",
"wayland-scanner",
]
[[package]]
name = "wayland-protocols-plasma"
version = "0.3.12"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "2b6d8cf1eb2c1c31ed1f5643c88a6e53538129d4af80030c8cabd1f9fa884d91"
dependencies = [
"bitflags 2.11.1",
"wayland-backend",
"wayland-client",
"wayland-protocols",
"wayland-scanner",
]
[[package]]
name = "wayland-protocols-wlr"
version = "0.3.12"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "eb04e52f7836d7c7976c78ca0250d61e33873c34156a2a1fc9474828ec268234"
dependencies = [
"bitflags 2.11.1",
"wayland-backend",
"wayland-client",
"wayland-protocols",
"wayland-scanner",
]
[[package]]
name = "wayland-scanner"
version = "0.31.10"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9c324a910fd86ebdc364a3e61ec1f11737d3b1d6c273c0239ee8ff4bc0d24b4a"
dependencies = [
"proc-macro2",
"quick-xml",
"quote",
]
[[package]]
name = "wayland-sys"
version = "0.31.11"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "d8eab23fefc9e41f8e841df4a9c707e8a8c4ed26e944ef69297184de2785e3be"
dependencies = [
"dlib",
"log",
"pkg-config",
]
[[package]]
name = "web-sys"
version = "0.3.97"
@@ -9569,6 +9780,7 @@ version = "0.30.13"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "a6755fa58a9f8350bd1e472d4c3fcc25f824ec358933bba33306d0b63df5978d"
dependencies = [
"ahash",
"android-activity",
"atomic-waker",
"bitflags 2.11.1",
@@ -9583,6 +9795,7 @@ dependencies = [
"dpi",
"js-sys",
"libc",
"memmap2",
"ndk",
"objc2 0.5.2",
"objc2-app-kit 0.2.2",
@@ -9594,11 +9807,17 @@ dependencies = [
"raw-window-handle",
"redox_syscall 0.4.1",
"rustix 0.38.44",
"sctk-adwaita",
"smithay-client-toolkit",
"smol_str",
"tracing",
"unicode-segmentation",
"wasm-bindgen",
"wasm-bindgen-futures",
"wayland-backend",
"wayland-client",
"wayland-protocols",
"wayland-protocols-plasma",
"web-sys",
"web-time",
"windows-sys 0.52.0",
@@ -9766,6 +9985,12 @@ version = "0.13.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "ea6fc2961e4ef194dcbfe56bb845534d0dc8098940c7e5c012a258bfec6701bd"
[[package]]
name = "xcursor"
version = "0.3.10"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "bec9e4a500ca8864c5b47b8b482a73d62e4237670e5b5f1d6b9e3cae50f28f2b"
[[package]]
name = "xkbcommon-dl"
version = "0.4.2"
+6 -1
View File
@@ -54,11 +54,16 @@ bevy = { version = "0.18", default-features = false, features = [
"bevy_window",
"custom_cursor",
"reflect_auto_register",
# default_platform (desktop subset; no android/wayland/webgl/gilrs/sysinfo)
# 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",
+114 -113
View File
@@ -1,58 +1,59 @@
# Solitaire Quest — Session Handoff
**Last updated:** 2026-05-06 (post-v0.18.0 draft) — 24 commits since
the v0.17.0 tag bundle the launch-experience round (Restore prompt +
auto-show Home / mode picker), the MSSC-style Home picker rework
(header chips, draw-mode chips, picture-tile mode cards, Today's
Event callout, glyph fixes), the last solver hot path moving onto
`AsyncComputeTaskPool`, "Won before" HUD chip, "Copy share link"
Stats button, the `N` keybinding finally routing through the real
Confirm/Cancel modal, Esc-on-modal layering fixes, and the
unified-3.0 Claude rule set (CLAUDE.md / CLAUDE_SPEC.md /
CLAUDE_WORKFLOW.md / CLAUDE_PROMPT_PACK.md). Test-discipline prune
removed 43 low-value tests in the same window.
**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 on origin:** `v0.17.0-24-gc497c31` (24 ahead of v0.17.0,
not yet tagged).
- **Working tree:** clean.
- **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:** **1166 passing / 0 failing** across the workspace
(verified this session). The first run flaked once on
`solitaire_engine::game_plugin::tests::auto_save_writes_after_30_seconds`
— a one-frame `app.update()` test that depends on `time.delta_secs()`
on an otherwise-fresh `App`. Reproduced clean on the second run;
passes in isolation. Worth tightening if it flakes again, but
not blocking the v0.18.0 cut.
- **Tags on origin:** `v0.9.0` through `v0.17.0`.
- **CHANGELOG:** v0.18.0 entry drafted in `[Unreleased]`'s slot —
ready for tag once build + tests are reverified.
- **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
v0.17.0's punch list had four candidates (AD); two of the three
non-packaging items shipped in this round:
v0.18.0's resume-prompt menu (AD) is closed:
- **B"Won previously" HUD indicator:** shipped in `bdac754`.
- **CReplay sharing:** shipped in `540869c` ("Copy share link"
Stats button + clipboard via `arboard`, in-memory `LastSharedReplayUrl`).
- ~~**ATag v0.18.0:**~~ shipped at `bfcd05f`.
- ~~**BSolver-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`.
Item **A** (solver-on-`AsyncComputeTaskPool`) shipped *partially* in
`d489e7a` — the winnable-only seed-selection path is now async with
cancel-on-replace. The hint path (`H` key,
`try_solve_with_first_move` / `try_solve_from_state`) is still
synchronous. The proven `PendingNewGameSeed` template is the
template for the hint port.
The Rusty Pixel theme arc is documented as a sub-history but
not part of v0.19.0's content:
Item **D** (desktop packaging) is unchanged — still gated on
artwork + signing certs from the player.
| 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 launch experience is also substantially different from v0.17.0:
on first launch with a saved game the player now sees the Restore
prompt; on every launch (after splash + restore resolution) they see
the auto-show Home / mode picker.
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)
@@ -60,91 +61,92 @@ the auto-show Home / mode picker.
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).
### Canonical remote
`github.com/funman300/Rusty_Solitaire` is the canonical repo.
Always push there.
## v0.18.0 (drafted 2026-05-06, not yet tagged)
## v0.19.0 (2026-05-06)
| Area | Commit | What landed |
| Area | Commits | What landed |
|---|---|---|
| Restore prompt | `3c7a0eb` + `f863d85` | Welcome-back modal on launch when an in-progress save exists; save preserved across exits while the prompt is unanswered. |
| Async winnable-only seeds | `d489e7a` | `PendingNewGameSeed` resource + `poll_pending_new_game_seed` running `.before(GameMutation)`. Fixes the worst-case 6 s UI stall on a New Game click. Cancel-on-replace contract covered by tests. |
| Won-before HUD chip | `bdac754` | Reads `ReplayHistoryResource`; lights `✓ Won before` on tier-2 row when current `(seed, draw_mode, mode)` is in history. |
| Copy share link | `540869c` | `arboard` clipboard + new Stats button + `SyncProvider::push_replay` returning the share URL. In-memory only; per-session sharing. |
| MSSC Home picker | `ae40a1d`, `b73d246`, `9fe650f`, `40d6e0a`, `c30b04e`, `d065d49` | Header stats strip (clickable → Profile), draw-mode chips, per-mode score/streak chips, Today's Event callout on Daily, picture-tile 2-up grid with FiraMono-covered glyphs (♣ ◆ ○ ▲ →). |
| Auto-show Home | `dd63261`, `b7c3a49`, `c497c31` | Auto-shows after splash; gated on Restore prompt; freezes timers (elapsed + Time Attack) while up. |
| `N` opens real modal | `93660c2` | Removes the "Press N again" double-tap; routes through `ConfirmNewGameScreen`. `Shift+N` retains the bypass. |
| Win Summary keyboard | `17e0737` | Enter dismisses + starts a fresh deal. |
| Esc-on-modal fixes | `08b006f`, `d48b948`, `9aa0dd2` | Esc no longer opens Pause underneath the modal it just closed; Home maps Esc to Cancel; Restore maps Esc to Continue; topmost-modal-wins when Profile stacks on Home. |
| Layout fixes | `a4bc063`, `cc63532` | Settings rows full-width with label-spacer-cluster; popover rows excluded from action-bar auto-fade. |
| Empty-state copy | `56e2e6f` | Leaderboard / Achievements onboarding hints; volume hotkeys emit toast feedback. |
| Test prune | `a49a340` | 43 low-value tests; future briefs request behaviour contracts only. |
| Docs unified-3.0 | `f2f30c8` | Adopts CLAUDE.md / CLAUDE_SPEC.md / CLAUDE_WORKFLOW.md / CLAUDE_PROMPT_PACK.md; trims duplicated rule passages. |
| 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
### Carried forward from v0.17.0
### Carried forward
- **Solver-on-`AsyncComputeTaskPool` for the H-key hint** —
remaining synchronous solver hot path. The seed-selection port
in `d489e7a` is the template: `PendingHintTask` resource, polling
system running `.before(GameMutation)`, cancel-on-replace, fall
back to the heuristic on inconclusive. Diff should stay scoped
to `input_plugin.rs` plus a small `pending_hint.rs`.
- **Desktop packaging** per `ARCHITECTURE.md §17`. Arch PKGBUILD
exists in `/home/manage/solitaire-quest-pkgbuild/` (separate
repo). Pending: app icon, macOS `.icns` + notarisation cert,
Windows `.ico` + Authenticode cert, AppImage recipe.
- **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.
### New this round
### Possible next-round candidates
- **Persistent share link.** `LastSharedReplayUrl` is in-memory only
— the player must share within the session of the win. If
cross-session sharing turns into a real ask, persist alongside
the rolling replay history.
- **Per-mode artwork.** Picture tiles use Unicode glyphs as
placeholders chosen from FiraMono's actual coverage. When real
artwork lands, swap each tile's `Text` node for an `Image` node
— tile layout, focus order, click handling, and chip rendering
are unchanged.
- **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.
### Process notes (from this round)
- **Test inflation pattern (resolved this round):** older agent
briefs reflexively asked for ≥3 tests per feature, producing 43
low-value coverage entries on stdlib/serde-derive mechanics. Going
forward, ask for tests that pin behaviour contracts or
regressions on real bugs only. See
`feedback_test_discipline.md` in auto-memory.
- **Solver async refactor sequencing (worked this round):** rather
than porting the whole solver-on-main-thread surface in one PR
(the rollback case from before v0.17.0), the
`PendingNewGameSeed` work shipped one well-bounded path with two
tests covering the happy path and cancel-on-replace. The hint
port should follow the same shape.
- **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>.
Branch: master. Direction is OPEN — v0.18.0 has been drafted but
not tagged: 24 commits past v0.17.0 cover the launch-experience
round, MSSC Home picker, async winnable-only seeds, Won-before
HUD, Copy share link, N-key flow rework, Esc-layering fixes, and
the unified-3.0 Claude rule set.
Branch: master. v0.19.0 just shipped. The next natural item is
desktop-packaging follow-through, starting with the app icon.
State: HEAD at v0.17.0-24-gc497c31. Working tree clean.
CHANGELOG.md has the v0.18.0 entry slotted under [Unreleased].
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 — this file
2. CHANGELOG.md — v0.18.0 draft entry
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
@@ -154,26 +156,25 @@ READ FIRST (in order, before doing anything):
fresh machine)
DECISION TO ASK THE PLAYER FIRST:
A. Tag v0.18.0 — promote `[Unreleased]` to `[0.18.0]` (already
done in this session's draft), reverify build + clippy +
tests, tag, push. Mechanical close-out.
B. Solver-on-AsyncComputeTaskPool for the H-key hint, using the
`d489e7a` seed-selection port as template. Last synchronous
solver hot path. Smallest delta on the open punch list.
C. Desktop packaging — needs artwork + signing certs from the
player; can't be driven by the agent alone.
D. Persistent share link — store the URL alongside replay
history so cross-session sharing works.
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 AD. Don't pick unilaterally.
```
+79 -5
View File
@@ -3,7 +3,9 @@ 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,
@@ -43,8 +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(),
@@ -141,8 +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
+38
View File
@@ -138,6 +138,15 @@ pub struct Replay {
/// 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 {
@@ -162,6 +171,7 @@ impl Replay {
final_score,
recorded_at,
moves,
share_url: None,
}
}
}
@@ -481,6 +491,34 @@ mod tests {
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`.
+8 -8
View File
@@ -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;
@@ -266,9 +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);
@@ -284,11 +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));
+30 -4
View File
@@ -1264,6 +1264,14 @@ mod tests {
// plugin's build path; clearing them keeps tests self-contained.
app.insert_resource(GameStatePath(None));
app.insert_resource(ReplayPath(None));
// Force `PendingRestoredGame` empty so production saved-game
// state on the dev machine's disk (loaded by `GamePlugin::build`)
// can't leak into per-test world state and trip the
// `pending.0.is_some()` guard in `auto_save_game_state` /
// `save_game_state_on_exit`. Without this clear, an
// unrelated `~/.local/share/solitaire_quest/game_state.json`
// would silently disable the auto-save path under test.
app.insert_resource(PendingRestoredGame(None));
// Override the system-time seed with a known value.
app.world_mut()
.resource_mut::<GameStateResource>()
@@ -1516,6 +1524,16 @@ mod tests {
}
/// auto_save_game_state writes to disk once the accumulator crosses 30 s.
///
/// The timer is pre-seeded just past the threshold and the test
/// re-arms it before each `app.update()` in a small bounded loop:
/// under `MinimalPlugins` the first frame's `Time::delta_secs()`
/// can be 0.0 (or, under heavy parallel cargo-test load, large
/// enough that the pre-seeded margin is consumed by it), so a
/// single-frame check is fragile. Looping until the file appears
/// (or hitting the bound) makes the test robust against
/// first-frame Time variance without changing the underlying
/// behaviour contract.
#[test]
fn auto_save_writes_after_30_seconds() {
use solitaire_data::load_game_state_from;
@@ -1531,10 +1549,18 @@ mod tests {
.0
.move_count = 1;
// Pre-seed the timer just past the threshold. The system will trigger
// on the very next update() without needing to control Time::delta_secs().
app.insert_resource(AutoSaveTimer(AUTO_SAVE_INTERVAL_SECS + 0.1));
app.update();
// Re-arm the timer past the threshold every frame and pump
// updates until the save fires. Caps at 16 iterations — a
// healthy run hits it on the first or second frame; the cap
// prevents an infinite loop if a future regression skips
// the save unconditionally.
for _ in 0..16 {
app.insert_resource(AutoSaveTimer(AUTO_SAVE_INTERVAL_SECS + 1.0));
app.update();
if path.exists() {
break;
}
}
assert!(path.exists(), "auto-save file must exist after timer crosses threshold");
let loaded = load_game_state_from(&path).expect("file must be loadable");
+113 -237
View File
@@ -84,6 +84,7 @@ impl Plugin for InputPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<HintCycleIndex>()
.init_resource::<HintSolverConfig>()
.init_resource::<crate::pending_hint::PendingHintTask>()
.add_message::<StartZenRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<ForfeitRequestEvent>()
@@ -109,7 +110,18 @@ 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(),
);
}
}
@@ -219,36 +231,29 @@ fn handle_keyboard_core(
// Esc is handled by `PausePlugin` (overlay toggle + paused flag).
}
/// Handles the H key: surface the solver's provably-best first move when
/// the position is winnable; otherwise fall back to cycling through the
/// heuristic hints.
/// 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 solver (`solitaire_core::solver::try_solve_from_state`) is run
/// synchronously on each H press — median ~2 ms on real positions, with a
/// hard cap from `SolverConfig::default()`'s budgets. When the verdict is
/// `Winnable`, the returned `first_move` is shown as a single, stable hint
/// (no cycling — the optimal move doesn't change between identical
/// presses). When the verdict is `Unwinnable` or `Inconclusive`, the
/// handler falls back to the legacy heuristic in `all_hints`, which still
/// cycles through every legal move.
/// 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.
///
/// When no moves are available a "No hints available" toast is shown
/// instead. The H key always produces a hint when any legal move exists.
///
/// TODO: if profiling ever shows >100 ms solver calls in practice, move
/// the solver call to `AsyncComputeTaskPool` to keep input latency low.
#[allow(clippy::too_many_arguments)]
/// 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>>,
solver_config: Res<HintSolverConfig>,
mut hint_cycle: ResMut<HintCycleIndex>,
mut commands: Commands,
card_entities: Query<(Entity, &CardEntity, &mut Sprite)>,
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;
@@ -266,43 +271,37 @@ fn handle_keyboard_hint(
let Some(_layout_res) = layout else { return };
// First pass: ask the solver for the provably-best move. The
// solver is deterministic, so repeated H presses on the same
// position keep showing the same hint (cycling is reserved for
// the heuristic fallback path).
use solitaire_core::solver::{try_solve_from_state, SolverResult};
let outcome = try_solve_from_state(&g.0, &solver_config.0);
if outcome.result == SolverResult::Winnable
&& let Some(mv) = outcome.first_move
{
let from = mv.source.clone();
let to = mv.dest.clone();
emit_hint_visuals(&g.0, &from, &to, &mut commands, card_entities, &mut info_toast, &mut hint_visual);
return;
}
pending_hint.spawn(g.0.clone(), solver_config.0);
}
// Fallback: heuristic cycling hint. Used when the solver verdict
// is `Unwinnable` (no legal winning path — but a legal *move* may
// still exist, e.g. drawing from stock) or `Inconclusive` (budget
// exhausted on a complex mid-game position).
let hints = all_hints(&g.0);
/// 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() {
info_toast.write(InfoToastEvent("No hints available".to_string()));
return;
return None;
}
// Pick the hint at the current cycle index (wrapping) and advance.
let idx = hint_cycle.0 % hints.len();
hint_cycle.0 = hint_cycle.0.wrapping_add(1);
let (from, to, _count) = hints[idx].clone();
emit_hint_visuals(&g.0, &from, &to, &mut commands, card_entities, &mut info_toast, &mut hint_visual);
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.
fn emit_hint_visuals(
/// 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,
@@ -645,10 +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 {
@@ -1311,32 +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);
@@ -2149,191 +2166,50 @@ mod tests {
}
// -----------------------------------------------------------------------
// Hint system — solver promotion (v0.16.0+)
// Hint system — async port (v0.18.0+)
//
// The H-key hint is now backed by `solitaire_core::solver::try_solve_from_state`.
// When the solver proves the position winnable, the hint is the
// first move on the solver's solution path. When the solver returns
// Inconclusive (budget exhausted) or Unwinnable, the legacy
// heuristic in `all_hints` supplies the hint instead so the H key
// always produces feedback while any legal move exists.
// `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`.
// -----------------------------------------------------------------------
/// Build a minimal Bevy app that registers only the resources and
/// messages needed to drive `handle_keyboard_hint` end-to-end.
/// Skips every other input system — the test only exercises the hint
/// path and we want the assertions to be unaffected by other handlers.
fn hint_test_app() -> App {
/// 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>>();
// Layout: a fixed 1280x800 layout — `handle_keyboard_hint` only
// checks the resource is present, never reads coordinates.
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);
app
}
/// Helper: simulate "the player just pressed H this frame".
fn press_h(app: &mut App) {
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release(KeyCode::KeyH);
input.clear();
input.press(KeyCode::KeyH);
}
/// Build a near-finished `GameState`: foundations hold A..Q for each
/// suit, four Kings sit on tableau columns 0..3, stock and waste
/// empty. Solver-side equivalent of the `near_finished_game_state`
/// helper in `solitaire_core::solver::tests`.
fn near_finished_game_state() -> GameState {
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
for slot in 0..4_u8 {
game.piles
.get_mut(&PileType::Foundation(slot))
.unwrap()
.cards
.clear();
// 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);
}
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 suit_for_slot = [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 suit_for_slot.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 suit_for_slot.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
}
/// When the solver verdict is Winnable, the hint must come from the
/// solver: in our near-finished fixture, four Tableau→Foundation
/// moves are legal and the solver returns one of them. The
/// `HintVisualEvent` source card must be one of the four Kings and
/// the destination must be a foundation slot.
#[test]
fn hint_uses_solver_when_winnable() {
use solitaire_core::card::Rank;
let mut app = hint_test_app();
let game = near_finished_game_state();
// Track the 4 King ids so we can assert the hint source matches.
let king_ids: Vec<u32> = (0..4_u8)
.map(|c| {
game.piles
.get(&PileType::Tableau(c as usize))
.unwrap()
.cards
.last()
.filter(|c| c.rank == Rank::King)
.map(|c| c.id)
.expect("each tableau col 0..3 has a King on top")
})
.collect();
app.insert_resource(GameStateResource(game));
press_h(&mut app);
app.update();
// Read out the messages via the standard cursor API.
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 on a winnable solver verdict"
);
let event = &collected[0];
assert!(
king_ids.contains(&event.source_card_id),
"solver hint must point at one of the four Kings; got id {}",
event.source_card_id
);
assert!(
matches!(event.dest_pile, PileType::Foundation(_)),
"solver hint destination must be a foundation slot; got {:?}",
event.dest_pile
);
}
/// When the solver returns Inconclusive (e.g. tight budgets force an
/// early bail), the heuristic fallback must still produce a hint
/// event so the H key never feels broken.
///
/// We force the solver inconclusive by setting both budgets to 0 —
/// the search bails on the very first iteration, returning
/// `SolverResult::Inconclusive`. The heuristic fallback then runs on
/// the fresh deal and finds at least one legal move.
#[test]
fn hint_falls_back_to_heuristic_when_solver_inconclusive() {
use solitaire_core::solver::SolverConfig;
let mut app = hint_test_app();
// Force solver to bail before exploring anything.
app.insert_resource(HintSolverConfig(SolverConfig {
move_budget: 0,
state_budget: 0,
}));
// A fresh seeded deal — guaranteed to have at least one legal
// move (the standard Klondike opening always has draws available
// even if no immediate tableau move exists).
let game = GameState::new(42, DrawMode::DrawOne);
app.insert_resource(GameStateResource(game));
press_h(&mut app);
app.update();
let world = app.world();
let visuals = world.resource::<Messages<HintVisualEvent>>();
let mut visual_cursor = visuals.get_cursor();
let collected: Vec<HintVisualEvent> = visual_cursor.read(visuals).cloned().collect();
// Either a card-move hint (most fresh deals) or a draw suggestion.
// A draw suggestion fires no `HintVisualEvent` (only an
// `InfoToastEvent`), so we accept zero-or-one HintVisualEvent so
// long as at least one feedback signal was emitted overall.
let toasts = world.resource::<Messages<InfoToastEvent>>();
let mut toast_cursor = toasts.get_cursor();
let toast_count = toast_cursor.read(toasts).count();
assert!(
!collected.is_empty() || toast_count > 0,
"heuristic fallback must produce a hint signal (visual or toast)"
app.world()
.resource::<crate::pending_hint::PendingHintTask>()
.is_pending(),
"pressing H must spawn an async hint task",
);
}
}
+1
View File
@@ -22,6 +22,7 @@ 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;
+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",
);
}
}
+24 -27
View File
@@ -74,23 +74,13 @@ pub struct StatsCell;
#[derive(Resource, Debug, Default, Clone)]
pub struct ReplayHistoryResource(pub ReplayHistory);
/// Most recent shareable replay URL written by `sync_plugin` after the
/// `SyncProvider::push_replay` task completes successfully. `None`
/// until the player wins a game on a server-backed sync backend;
/// repopulated on each subsequent win.
///
/// The Stats overlay's "Copy share link" button reads from here and
/// writes the URL to the OS clipboard via `arboard`. Not persisted to
/// disk — the URL is recoverable by re-uploading the same replay
/// (still in `replays.json`), so the session-bound lifetime is fine
/// for a v1 share affordance.
#[derive(Resource, Debug, Default, Clone)]
pub struct LastSharedReplayUrl(pub Option<String>);
/// Marker on the "Copy share link" button inside the Stats modal.
/// Click writes [`LastSharedReplayUrl`] to the OS clipboard via
/// `arboard` and surfaces a confirmation toast. Hidden / disabled
/// when no shareable URL is available.
/// 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;
@@ -195,7 +185,6 @@ impl Plugin for StatsPlugin {
.insert_resource(ReplayHistoryResource(initial_history))
.init_resource::<SelectedReplayIndex>()
.insert_resource(LatestReplayPath(replay_path))
.init_resource::<LastSharedReplayUrl>()
.add_message::<GameWonEvent>()
.add_message::<NewGameRequestEvent>()
.add_message::<ForfeitEvent>()
@@ -299,24 +288,32 @@ fn refresh_replay_history_on_win(
/// 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 [`LastSharedReplayUrl`] to the OS clipboard via `arboard`
/// and surfaces a confirmation toast. When no URL is in hand (no win
/// yet on a server-backed sync backend, local-only mode, or upload
/// failed) 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.
/// 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>)>,
last_url: Res<LastSharedReplayUrl>,
history: Res<ReplayHistoryResource>,
selected: Res<SelectedReplayIndex>,
mut toast: MessageWriter<InfoToastEvent>,
) {
if !buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
let Some(url) = last_url.0.as_ref() else {
let Some(url) = history
.0
.replays
.get(selected.0)
.and_then(|r| r.share_url.as_ref())
else {
toast.write(InfoToastEvent(
"No share link yet \u{2014} win a game on a server-backed sync to upload one.".to_string(),
"No share link for this replay \u{2014} win a game on a server-backed sync to upload one.".to_string(),
));
return;
};
+112 -13
View File
@@ -19,8 +19,8 @@ use chrono::Utc;
use uuid::Uuid;
use solitaire_data::{
save_achievements_to, save_progress_to, save_stats_to, AchievementRecord, PlayerProgress,
Replay, 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};
@@ -29,7 +29,7 @@ use crate::events::{GameWonEvent, ManualSyncRequestEvent, SyncCompleteEvent};
use crate::game_plugin::RecordingReplay;
use crate::progress_plugin::{ProgressResource, ProgressStoragePath};
use crate::resources::{GameStateResource, SyncStatus, SyncStatusResource};
use crate::stats_plugin::{LastSharedReplayUrl, StatsResource, StatsStoragePath};
use crate::stats_plugin::{LatestReplayPath, ReplayHistoryResource, StatsResource, StatsStoragePath};
// ---------------------------------------------------------------------------
// Public resources
@@ -324,14 +324,18 @@ fn push_replay_on_win(
}
/// Update-schedule system: harvests the upload task's result on the
/// main thread once it resolves. On success writes the share URL to
/// [`LastSharedReplayUrl`] so the Stats overlay's Copy button has
/// something to send to the clipboard. On `UnsupportedPlatform` (the
/// `LocalOnlyProvider` no-op path) clears the URL silently. Real
/// network / auth errors log a warn and clear the URL.
/// 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 last_url: ResMut<LastSharedReplayUrl>,
mut history: ResMut<ReplayHistoryResource>,
replay_path: Res<LatestReplayPath>,
) {
let Some(task) = pending.0.as_mut() else {
return;
@@ -340,13 +344,25 @@ fn poll_replay_upload_result(
return;
};
pending.0 = None;
match result {
Ok(url) => last_url.0 = Some(url),
Err(SyncError::UnsupportedPlatform) => last_url.0 = None,
let url = match result {
Ok(url) => url,
Err(SyncError::UnsupportedPlatform) => return,
Err(e) => {
warn!("replay upload failed: {e}");
last_url.0 = None;
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}");
}
}
@@ -514,4 +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);
}
}