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@@ -1,88 +0,0 @@
|
||||
name: CI
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [master]
|
||||
pull_request:
|
||||
branches: [master]
|
||||
|
||||
env:
|
||||
CARGO_TERM_COLOR: always
|
||||
RUSTFLAGS: "-D warnings"
|
||||
|
||||
jobs:
|
||||
test:
|
||||
name: Test & Lint
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Install Rust stable
|
||||
uses: dtolnay/rust-toolchain@stable
|
||||
with:
|
||||
components: clippy
|
||||
|
||||
- name: Install Linux audio/display dependencies
|
||||
run: |
|
||||
sudo apt-get update -qq
|
||||
sudo apt-get install -y --no-install-recommends \
|
||||
libasound2-dev \
|
||||
libudev-dev \
|
||||
libwayland-dev \
|
||||
libxkbcommon-dev
|
||||
|
||||
- name: Cache cargo registry and build artifacts
|
||||
uses: actions/cache@v4
|
||||
with:
|
||||
path: |
|
||||
~/.cargo/registry
|
||||
~/.cargo/git
|
||||
target
|
||||
key: ${{ runner.os }}-cargo-${{ hashFiles('**/Cargo.lock') }}
|
||||
restore-keys: |
|
||||
${{ runner.os }}-cargo-
|
||||
|
||||
- name: Clippy (all crates, zero warnings)
|
||||
run: cargo clippy --workspace -- -D warnings
|
||||
|
||||
- name: Test (headless crates only — no display required)
|
||||
run: |
|
||||
cargo test -p solitaire_core
|
||||
cargo test -p solitaire_sync
|
||||
cargo test -p solitaire_data
|
||||
cargo test -p solitaire_server
|
||||
|
||||
build:
|
||||
name: Release Build
|
||||
runs-on: ubuntu-latest
|
||||
needs: test
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Install Rust stable
|
||||
uses: dtolnay/rust-toolchain@stable
|
||||
|
||||
- name: Install Linux audio/display dependencies
|
||||
run: |
|
||||
sudo apt-get update -qq
|
||||
sudo apt-get install -y --no-install-recommends \
|
||||
libasound2-dev \
|
||||
libudev-dev \
|
||||
libwayland-dev \
|
||||
libxkbcommon-dev
|
||||
|
||||
- name: Cache cargo registry and build artifacts
|
||||
uses: actions/cache@v4
|
||||
with:
|
||||
path: |
|
||||
~/.cargo/registry
|
||||
~/.cargo/git
|
||||
target
|
||||
key: ${{ runner.os }}-cargo-release-${{ hashFiles('**/Cargo.lock') }}
|
||||
restore-keys: |
|
||||
${{ runner.os }}-cargo-release-
|
||||
|
||||
- name: Build release binaries
|
||||
run: cargo build --workspace --release
|
||||
@@ -7,3 +7,11 @@
|
||||
*.tmp
|
||||
data/
|
||||
.claude/
|
||||
|
||||
# IDE project files
|
||||
.idea/
|
||||
|
||||
# Android signing keystores — never commit
|
||||
*.jks
|
||||
*.jks.bak
|
||||
*.keystore
|
||||
|
||||
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"db_name": "SQLite",
|
||||
"query": "DELETE FROM refresh_tokens WHERE jti = ?",
|
||||
"describe": {
|
||||
"columns": [],
|
||||
"parameters": {
|
||||
"Right": 1
|
||||
},
|
||||
"nullable": []
|
||||
},
|
||||
"hash": "168e205e3eb832b78d085b48281a1bae74d5a0e64c4c793c18a6400605bacf76"
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
{
|
||||
"db_name": "SQLite",
|
||||
"query": "SELECT jti FROM refresh_tokens WHERE jti = ?",
|
||||
"describe": {
|
||||
"columns": [
|
||||
{
|
||||
"name": "jti",
|
||||
"ordinal": 0,
|
||||
"type_info": "Text"
|
||||
}
|
||||
],
|
||||
"parameters": {
|
||||
"Right": 1
|
||||
},
|
||||
"nullable": [
|
||||
true
|
||||
]
|
||||
},
|
||||
"hash": "893c45c27854ba15ea611e8254ef980ced21dc64e6ca95fde56af513f86ffa46"
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"db_name": "SQLite",
|
||||
"query": "INSERT INTO refresh_tokens (jti, user_id, expires_at) VALUES (?, ?, ?)",
|
||||
"describe": {
|
||||
"columns": [],
|
||||
"parameters": {
|
||||
"Right": 3
|
||||
},
|
||||
"nullable": []
|
||||
},
|
||||
"hash": "c9ee5c64ca547f0c730379919a642bd649cbf81fc1804159101a70efabf08b33"
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
{
|
||||
"db_name": "SQLite",
|
||||
"query": "DELETE FROM refresh_tokens WHERE expires_at < ?",
|
||||
"describe": {
|
||||
"columns": [],
|
||||
"parameters": {
|
||||
"Right": 1
|
||||
},
|
||||
"nullable": []
|
||||
},
|
||||
"hash": "ef7af925a8715c329dcafca5257c691e6bca31755eb5f54be47114f21fc04c8c"
|
||||
}
|
||||
@@ -1,9 +1,9 @@
|
||||
# Solitaire Quest — Architecture Document
|
||||
|
||||
> **Version:** 1.1
|
||||
> **Version:** 1.3
|
||||
> **Language:** Rust (Edition 2024)
|
||||
> **Engine:** Bevy (latest stable)
|
||||
> **Last Updated:** 2026-04-29
|
||||
> **Last Updated:** 2026-05-12
|
||||
|
||||
---
|
||||
|
||||
@@ -86,6 +86,7 @@ solitaire_quest/
|
||||
├── solitaire_data/ # Persistence, sync client, settings
|
||||
├── solitaire_engine/ # Bevy ECS systems, components, plugins
|
||||
├── solitaire_server/ # Self-hosted sync server (Axum + SQLite)
|
||||
├── solitaire_wasm/ # WebAssembly bindings — browser-side replay player
|
||||
└── solitaire_app/ # Main binary entry point
|
||||
```
|
||||
|
||||
@@ -160,6 +161,20 @@ Owns:
|
||||
- Daily challenge seed generation
|
||||
- Leaderboard management
|
||||
|
||||
### `solitaire_wasm`
|
||||
**Dependencies:** `solitaire_core`, `serde`, `serde_json`, `chrono`, `wasm-bindgen`, `serde-wasm-bindgen`.
|
||||
|
||||
WebAssembly bindings for browser-side replay playback. Compiled to `cdylib` via `wasm-pack build`; the output lives in `solitaire_server/web/pkg/` and is served statically by the server.
|
||||
|
||||
Intentionally **does not** depend on `solitaire_data` (which pulls in `dirs`, `keyring`, `reqwest`, and other non-WASM crates). Instead it defines a minimal `Replay` mirror with the same serde shape as `solitaire_data::Replay` — the JSON wire format is the compatibility contract.
|
||||
|
||||
Owns:
|
||||
- `ReplayPlayer` — WASM-exported state machine; steps through a replay's `Vec<ReplayMove>` against a live `GameState`
|
||||
- `StateSnapshot` — JS-facing pile snapshot returned by each `step()` call
|
||||
- `ReplayMove` / `Replay` mirrors — same serde shape as `solitaire_data` v2 equivalents
|
||||
|
||||
Because `ReplayPlayer` uses the same `solitaire_core::GameState` as the desktop client, the two implementations cannot drift: the same seed + move list produces identical pile state at every step on both platforms.
|
||||
|
||||
### `solitaire_app`
|
||||
**Dependencies:** `bevy`, `solitaire_engine`.
|
||||
|
||||
@@ -261,6 +276,8 @@ The "Shortcut" column lists optional keyboard accelerators. Every action in this
|
||||
| `HomePlugin` | M | Main-menu overlay with keyboard shortcut reference |
|
||||
| `ProfilePlugin` | P | Player profile overlay: level, XP, achievements, sync status |
|
||||
| `SettingsPlugin` | O | Settings panel: audio, draw mode, theme, sync, cosmetics |
|
||||
| `ThemePlugin` | — | Owns `ActiveTheme` resource; registers the `CardTheme` SVG asset loader; rasterises themes once per (theme, target size) at load time and caches the resulting `Image`; handles the embedded default theme and user themes from `user_theme_dir()` |
|
||||
| `SyncSetupPlugin` | — | Sync setup modal (URL / username / password fields, "Log In" / "Register" buttons); account deletion confirm modal; re-auth trigger when `SyncError::Auth` is returned by a pull |
|
||||
| `LeaderboardPlugin` | L | Leaderboard overlay |
|
||||
| `HelpPlugin` | H | Help / controls overlay |
|
||||
| `PausePlugin` | Esc | Pause and resume |
|
||||
@@ -365,10 +382,22 @@ All sync backends implement a single trait in `solitaire_data`. The `SyncPlugin`
|
||||
```rust
|
||||
#[async_trait]
|
||||
pub trait SyncProvider: Send + Sync {
|
||||
// Required — must be implemented by every backend:
|
||||
async fn pull(&self) -> Result<SyncPayload, SyncError>;
|
||||
async fn push(&self, payload: &SyncPayload) -> Result<SyncResponse, SyncError>;
|
||||
fn backend_name(&self) -> &'static str;
|
||||
fn is_authenticated(&self) -> bool;
|
||||
|
||||
// Optional — all have default no-op / empty implementations:
|
||||
async fn mirror_achievement(&self, _id: &str) -> Result<(), SyncError>;
|
||||
async fn fetch_leaderboard(&self) -> Result<Vec<LeaderboardEntry>, SyncError>;
|
||||
async fn fetch_daily_challenge(&self) -> Result<Option<ChallengeGoal>, SyncError>;
|
||||
async fn opt_in_leaderboard(&self, _display_name: &str) -> Result<(), SyncError>;
|
||||
async fn opt_out_leaderboard(&self) -> Result<(), SyncError>;
|
||||
async fn delete_account(&self) -> Result<(), SyncError>;
|
||||
// Returns the shareable web URL on success; defaults to Err(UnsupportedPlatform)
|
||||
// so LocalOnlyProvider silently no-ops the push-on-win path.
|
||||
async fn push_replay(&self, _replay: &Replay) -> Result<String, SyncError>;
|
||||
}
|
||||
```
|
||||
|
||||
@@ -454,6 +483,24 @@ CREATE TABLE leaderboard (
|
||||
recorded_at TEXT NOT NULL,
|
||||
PRIMARY KEY (user_id)
|
||||
);
|
||||
|
||||
-- migrations/002_replays.sql
|
||||
|
||||
CREATE TABLE IF NOT EXISTS replays (
|
||||
id TEXT PRIMARY KEY, -- UUID v4 minted server-side
|
||||
user_id TEXT NOT NULL REFERENCES users(id) ON DELETE CASCADE,
|
||||
seed INTEGER NOT NULL,
|
||||
draw_mode TEXT NOT NULL, -- "DrawOne" | "DrawThree"
|
||||
mode TEXT NOT NULL, -- "Classic" | "Zen" | "Challenge" | "TimeAttack"
|
||||
time_seconds INTEGER NOT NULL,
|
||||
final_score INTEGER NOT NULL,
|
||||
recorded_at TEXT NOT NULL, -- replay-side date (YYYY-MM-DD)
|
||||
received_at TEXT NOT NULL, -- server insert timestamp (ISO 8601)
|
||||
replay_json TEXT NOT NULL -- full Replay serialisation
|
||||
);
|
||||
|
||||
CREATE INDEX IF NOT EXISTS replays_received_at_idx ON replays(received_at DESC);
|
||||
CREATE INDEX IF NOT EXISTS replays_user_id_idx ON replays(user_id);
|
||||
```
|
||||
|
||||
### Request Lifecycle
|
||||
@@ -579,12 +626,25 @@ pub struct AchievementRecord {
|
||||
|
||||
pub struct Settings {
|
||||
pub draw_mode: DrawMode,
|
||||
pub sfx_volume: f32, // 0.0–1.0
|
||||
pub sfx_volume: f32, // 0.0–1.0
|
||||
pub music_volume: f32,
|
||||
pub animation_speed: AnimSpeed,
|
||||
pub theme: Theme,
|
||||
pub sync_backend: SyncBackend, // Local | SolitaireServer
|
||||
pub sync_backend: SyncBackend, // Local | SolitaireServer
|
||||
pub selected_card_back: usize, // index into PlayerProgress::unlocked_card_backs
|
||||
pub selected_background: usize, // index into PlayerProgress::unlocked_backgrounds
|
||||
pub first_run_complete: bool,
|
||||
pub color_blind_mode: bool, // blue tint on red suits
|
||||
pub high_contrast_mode: bool, // boosted luminance for low-vision users
|
||||
pub reduce_motion_mode: bool, // WCAG reduce-motion — snaps instead of slides
|
||||
pub window_geometry: Option<WindowGeometry>, // persisted size + position; None on first run
|
||||
}
|
||||
|
||||
pub struct WindowGeometry {
|
||||
pub width: u32, // logical pixels
|
||||
pub height: u32,
|
||||
pub x: i32, // physical pixels, top-left corner
|
||||
pub y: i32,
|
||||
}
|
||||
```
|
||||
|
||||
@@ -600,7 +660,7 @@ All endpoints are under the base URL configured by the user (e.g., `https://soli
|
||||
|---|---|---|---|---|
|
||||
| POST | `/api/auth/register` | None | `{username, password}` | `{access_token, refresh_token}` |
|
||||
| POST | `/api/auth/login` | None | `{username, password}` | `{access_token, refresh_token}` |
|
||||
| POST | `/api/auth/refresh` | None | `{refresh_token}` | `{access_token}` |
|
||||
| POST | `/api/auth/refresh` | None | `{refresh_token}` | `{access_token, refresh_token}` (rotated) |
|
||||
|
||||
### Sync
|
||||
|
||||
@@ -617,6 +677,21 @@ All endpoints are under the base URL configured by the user (e.g., `https://soli
|
||||
| GET | `/api/leaderboard` | Bearer JWT | — | `Vec<LeaderboardEntry>` |
|
||||
| POST | `/api/leaderboard/opt-in` | Bearer JWT | — | `{ok: true}` |
|
||||
|
||||
### Replays
|
||||
|
||||
| Method | Path | Auth | Body | Response |
|
||||
|---|---|---|---|---|
|
||||
| POST | `/api/replays` | Bearer JWT | Replay JSON | `{id, share_url}` |
|
||||
| GET | `/api/replays/recent` | None | — (`?limit=N`) | `Vec<ReplaySummary>` |
|
||||
| GET | `/api/replays/:id` | None | — | Full Replay JSON |
|
||||
|
||||
### Web Replay Player
|
||||
|
||||
| Method | Path | Auth | Notes |
|
||||
|---|---|---|---|
|
||||
| GET | `/replays/:id` | None | Serves `web/index.html`; JS fetches `/api/replays/:id` and steps through via the `solitaire_wasm` WASM module |
|
||||
| GET | `/web/*` | None | Static assets served via `ServeDir` from `solitaire_server/web/` (includes `web/pkg/` with wasm-bindgen output) |
|
||||
|
||||
### Account Management
|
||||
|
||||
| Method | Path | Auth | Body | Response |
|
||||
@@ -945,6 +1020,7 @@ Migrations run automatically on startup via `sqlx::migrate!()`.
|
||||
| Password storage | bcrypt, cost factor 12 — never stored in plaintext |
|
||||
| Token security | JWTs signed with HS256, stored in OS keychain via `keyring` crate |
|
||||
| Token expiry | Access: 24h, Refresh: 30d |
|
||||
| Refresh token rotation | Each `/api/auth/refresh` call consumes the incoming refresh token (deletes its jti row) and issues a new one. Reuse of a consumed token returns 401. Expired rows are pruned inline. |
|
||||
| Brute force | `tower-governor`: 10 req/min per IP on `/api/auth/*` |
|
||||
| Payload abuse | 1MB max request body, enforced by Axum middleware |
|
||||
| Data deletion | `DELETE /api/account` removes all rows via `ON DELETE CASCADE` |
|
||||
|
||||
@@ -6957,6 +6957,8 @@ dependencies = [
|
||||
"keyring",
|
||||
"solitaire_data",
|
||||
"solitaire_engine",
|
||||
"tiny-skia 0.12.0",
|
||||
"winit",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
@@ -6965,6 +6967,8 @@ version = "0.1.0"
|
||||
dependencies = [
|
||||
"ab_glyph",
|
||||
"png 0.17.16",
|
||||
"solitaire_core",
|
||||
"solitaire_data",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
@@ -6982,8 +6986,10 @@ version = "0.1.0"
|
||||
dependencies = [
|
||||
"async-trait",
|
||||
"axum",
|
||||
"bevy",
|
||||
"chrono",
|
||||
"dirs",
|
||||
"jni 0.21.1",
|
||||
"jsonwebtoken",
|
||||
"keyring-core",
|
||||
"reqwest",
|
||||
@@ -7007,6 +7013,7 @@ dependencies = [
|
||||
"bevy",
|
||||
"chrono",
|
||||
"dirs",
|
||||
"jni 0.21.1",
|
||||
"kira",
|
||||
"resvg",
|
||||
"ron",
|
||||
|
||||
@@ -31,6 +31,7 @@ keyring = "4"
|
||||
keyring-core = "1"
|
||||
reqwest = { version = "0.13", features = ["json", "rustls", "rustls-native-certs"], default-features = false }
|
||||
arboard = { version = "3", default-features = false }
|
||||
jni = { version = "0.21", default-features = false }
|
||||
|
||||
solitaire_core = { path = "solitaire_core" }
|
||||
solitaire_sync = { path = "solitaire_sync" }
|
||||
|
||||
@@ -1,282 +1,162 @@
|
||||
# Solitaire Quest — Session Handoff
|
||||
|
||||
**Last updated:** 2026-05-07 — v0.20.0 cut. Two through-lines closed
|
||||
in this cycle: a full **Terminal visual-identity port** (token system
|
||||
in `ui_theme` plus downstream chrome migrations across modal scaffold,
|
||||
gameplay-feedback, toasts, and the table / card / splash surfaces)
|
||||
and the **Android persistence shim** that closes the
|
||||
`dirs::data_dir() = None` pitfall flagged in CLAUDE.md §10. The
|
||||
Android *build* target landed earlier in the cycle (`fb8b2ac`); this
|
||||
session paid down the persistence half so a real APK can survive a
|
||||
cold start. The 24 Stitch-rendered mockups are now in-tree under
|
||||
`docs/ui-mockups/`; future plugin work diffs against the matching
|
||||
mockup before touching pixels.
|
||||
**Last updated:** 2026-05-12 — ARCHITECTURE.md updated to v1.3 (all 8 Phase 8 gaps closed);
|
||||
`SESSION_HANDOFF.md` updated. Push pending.
|
||||
|
||||
## Status at pause
|
||||
Phase 8 closes the self-hosted-server connection arc end-to-end: login/register
|
||||
modal, re-auth on token expiry, account deletion flow, server deployment
|
||||
artifacts (Dockerfile + docker-compose), replay upload on win, web replay
|
||||
player (WASM + HTML/CSS/JS served by the server), leaderboard opt-in/out,
|
||||
and full server integration tests.
|
||||
|
||||
- **HEAD on origin:** the v0.20.0 docs commit (the one that lands
|
||||
this file + CHANGELOG cut). Tag not yet pushed; cut whenever
|
||||
feels right.
|
||||
- **Working tree:** clean apart from the still-untracked `artwork/`
|
||||
directory (intentional — the card PNGs there are mid-flight for
|
||||
the Terminal aesthetic and committing now would freeze a
|
||||
transitional state).
|
||||
- **Build:** `cargo clippy --workspace --all-targets -- -D warnings`
|
||||
clean.
|
||||
- **Tests:** **1176 passing / 0 failing** across the workspace.
|
||||
Six new tests this cycle: four `ui_theme` invariant guards
|
||||
(type / spacing / z-index scales + `scaled_duration`), one
|
||||
toast-variant-border-mapping pair, and four palette-tracking
|
||||
guards on `MARKER_VALID` / `HINT_PILE_HIGHLIGHT_COLOUR` /
|
||||
`RIGHT_CLICK_HIGHLIGHT_COLOUR` / toast-border distinctness. No
|
||||
known flakes.
|
||||
- **Tags on origin:** `v0.9.0` through `v0.19.0`. v0.20.0 not yet
|
||||
tagged.
|
||||
---
|
||||
|
||||
## What shipped in v0.20.0
|
||||
## Current state
|
||||
|
||||
### Terminal visual-identity port
|
||||
- **HEAD locally:** `bd388fe` (docs: CHANGELOG Phase 8 entry).
|
||||
- **HEAD on origin:** `272d31f` (feat: account deletion — last pushed commit).
|
||||
- **Working tree:** `ARCHITECTURE.md` + `SESSION_HANDOFF.md` modified, uncommitted.
|
||||
- **Build:** `cargo clippy --workspace --all-targets -- -D warnings` clean.
|
||||
- **Tests:** **1300+ passing / 0 failing** across the workspace.
|
||||
- **Tags on origin:** `v0.9.0` through `v0.22.0`.
|
||||
|
||||
Top-down stack — every commit downstream of the token system
|
||||
reads from it, so swapping the palette is now a one-file edit:
|
||||
---
|
||||
|
||||
- **`ui_theme` token system** (`0d477ac`). base16-eighties
|
||||
palette, 5-rung type scale, 7-rung 4-multiple spacing scale,
|
||||
3-step radius, 14-rung z-index hierarchy, full motion budget,
|
||||
4 invariant-pinning unit tests. Card-shadow alphas pinned to 0
|
||||
(Terminal achieves depth via 1px borders + tonal layering).
|
||||
- **Modal scaffold already on tokens** — `ui_modal` was ported
|
||||
in the same commit's wake; three stale "loud yellow" /
|
||||
"magenta secondary" doc comments fixed.
|
||||
- **Gameplay feedback → semantic state tokens** (`ceec4fc`).
|
||||
Selection / valid-drop tints route through `ACCENT_PRIMARY` /
|
||||
`STATE_WARNING` / `STATE_SUCCESS`.
|
||||
- **Toasts** (`a137607`). New `ToastVariant` enum
|
||||
(Info / Warning / Error / Celebration); opaque `BG_ELEVATED`
|
||||
+ 1px accent border + bottom-anchor. All ten call sites pass
|
||||
their semantic variant.
|
||||
- **`table_plugin` chrome** (`651f406`).
|
||||
`PILE_MARKER_DEFAULT_COLOUR` promoted; `cursor_plugin` imports
|
||||
it, replacing a "kept in sync" doc comment with a compile-
|
||||
enforced invariant. `HINT_PILE_HIGHLIGHT_COLOUR` →
|
||||
`STATE_WARNING`.
|
||||
- **`card_plugin` chrome** (`d752870`). Drag-elevation shadow
|
||||
routes through `CARD_SHADOW_*` tokens. `RIGHT_CLICK_HIGHLIGHT_COLOUR`
|
||||
→ `STATE_SUCCESS`. Stock recycle "↺" text → `TEXT_PRIMARY @ 0.7α`.
|
||||
Card-face / suit / card-back palette intentionally NOT migrated
|
||||
(artwork dependency — see open-list item below).
|
||||
- **Splash cursor** (`cdcadda`). The signature `▌` cyan glyph
|
||||
(96 px) added above the wordmark, matching the spec.
|
||||
- **Hint-source / dest pairing** (`9891ae4`). `input_plugin`'s
|
||||
source-card tint now matches the destination pile's
|
||||
`STATE_WARNING`.
|
||||
- **Design system + 24-mockup library** (`fa7f98a`).
|
||||
`docs/ui-mockups/design-system.md` + 24 Stitch mockups (HTML +
|
||||
PNG) covering every screen plus 9 missing-plugin surfaces.
|
||||
- **`card_shadow_params` test aligned** (`1d1543e`). Drag-vs-
|
||||
idle shadow assertion loosened to `>=` to accept the Terminal
|
||||
"no shadow" intent without losing the regression-guard.
|
||||
## What shipped in Phase 8 (432061c – bd388fe)
|
||||
|
||||
### Android persistence
|
||||
| Commit | Summary |
|
||||
|--------|---------|
|
||||
| `432061c` | Sync setup modal (login/register/connect/disconnect) |
|
||||
| `6ce5564` | Re-auth on expired session + server deployment artifacts |
|
||||
| `272d31f` | Account deletion flow + `handle_sync_buttons` refactor |
|
||||
| `bd388fe` | CHANGELOG v0.23.0 documentation |
|
||||
|
||||
- **`solitaire_data::data_dir` shim** (`4b51e50`). New
|
||||
`solitaire_data::platform::data_dir()` falls through to
|
||||
`dirs::data_dir()` on desktop and returns the per-app sandbox
|
||||
at `/data/data/com.solitairequest.app/files` on Android — no
|
||||
JNI needed (package id pinned in `[package.metadata.android]`).
|
||||
Six `solitaire_data` callsites + `solitaire_engine/assets/user_dir.rs`
|
||||
migrated. Settings, stats, achievements, replays, game-state,
|
||||
time-attack sessions, and user themes now persist on Android.
|
||||
Also shipped (pre-Phase 8 but post-v0.22.0, already in CHANGELOG):
|
||||
- `solitaire_wasm` crate: WASM ReplayPlayer bindings for browser-side replay playback
|
||||
- Server replay API: `POST /api/replays`, `GET /api/replays/recent`, `GET /api/replays/:id`
|
||||
- Server web UI: `/replays/:id` HTML route + `ServeDir /web` static assets
|
||||
- DB migration 002: `replays` table + two indexes
|
||||
- Full server integration tests for replay endpoints
|
||||
- `push_replay` in `sync_plugin` (uploads on win, writes share URL into replay history)
|
||||
- Stats panel "Copy Share Link" button reads `share_url` from replay history
|
||||
|
||||
### Inherited from earlier in the cycle (pre-session)
|
||||
---
|
||||
|
||||
- Android build target + APK (`fb8b2ac`), runbook (`59424a3`),
|
||||
F3 FPS overlay (`690e1d2`), Smart Window Size opt-out
|
||||
(`e1b8766`), Shareable badge (`9b065e5`), Help cheat-sheet
|
||||
M/P/Enter rows (`35516d3`), `pull_failure_sets_error_status`
|
||||
flake fix (`67c150b`).
|
||||
## Open punch list (ordered by priority)
|
||||
|
||||
## Open punch list
|
||||
### 1. Documentation debt (no code)
|
||||
- [x] CHANGELOG [Unreleased] → v0.23.0 — done this session
|
||||
- [x] ARCHITECTURE.md update — all 8 gaps closed, bumped to v1.3
|
||||
- [x] SESSION_HANDOFF.md update — this file
|
||||
|
||||
### Phase Android (build + persistence shipped; runtime gaps remain)
|
||||
### 2. Leaderboard wiring gaps
|
||||
- **Best-score auto-post missing.** `POST /api/sync/push` merges stats/achievements/
|
||||
progress but never touches the `leaderboard` table. Players who opt in never
|
||||
have their `best_time_secs` / `best_score` updated automatically. Fix: update
|
||||
the leaderboard row inside the server's sync push handler (or on `GameWonEvent`
|
||||
via a new async task in `sync_plugin`).
|
||||
- **Display name = username.** `handle_opt_in_button` uses the `SyncBackend`
|
||||
username as the leaderboard display name. Consider adding
|
||||
`leaderboard_display_name: Option<String>` to `Settings` for players who
|
||||
want a different public identity.
|
||||
|
||||
- **APK launch verification on AVD / device.** `adb install` then
|
||||
`adb logcat` against the `bevy_test` AVD or an x86_64 device.
|
||||
The build works and persistence is wired, but no end-to-end
|
||||
device run has been logged. Shakes out runtime bugs the build +
|
||||
unit tests can't catch.
|
||||
- **JNI ClipboardManager bridge.** Replaces the Android stub for
|
||||
the Stats "Copy share link" toast. `arboard` doesn't ship an
|
||||
Android backend; small custom JNI call.
|
||||
- **Android Keystore for credentials.** `keyring` is target-gated
|
||||
to a stub returning `KeychainUnavailable`; replace with Android
|
||||
Keystore via JNI when sync auth ships on mobile.
|
||||
- **Google Play Games (gpgs) integration.** Listed as a
|
||||
Phase-Android target since Phase 1; now unblocked by the build
|
||||
target.
|
||||
- **Cosmetic `cargo apk build --lib` workaround.** Post-sign
|
||||
panic doesn't affect the APK on disk but produces noisy stderr.
|
||||
Either upstream a cargo-apk fix or document `--lib` as
|
||||
canonical in the runbook.
|
||||
### 3. Security hardening
|
||||
- **Refresh token rotation.** `POST /api/auth/refresh` returns only a new
|
||||
access token; the refresh token never rotates. Standard mitigation: issue a
|
||||
new refresh token on each call and invalidate the old one (needs a
|
||||
`last_refresh_token` column or a separate table).
|
||||
- **Sync endpoint rate limiting.** Only `/api/auth/*` has `tower-governor`;
|
||||
`/api/sync/push` (1 MB body) has no per-user throttle.
|
||||
|
||||
### Visual-identity follow-ups (opened by v0.20.0's port)
|
||||
### 4. Android validation
|
||||
- **Android Keystore functional test** — JNI AES-GCM code ships (`f281425`) but
|
||||
no AVD round-trip test has been run. Required before Phase 8 sync goes live on
|
||||
Android.
|
||||
- **JNI clipboard functional test** — same status (`2c822ba`). Note: `adb tap`
|
||||
doesn't work in headless AVD (see memory); requires a touch-gesture path.
|
||||
- **`cargo apk build --lib` noisy stderr** — post-sign panic doesn't affect the
|
||||
APK but pollutes CI output. Document `--lib` as canonical or upstream a fix.
|
||||
|
||||
- **Card-face / suit / card-back artwork regeneration.** The
|
||||
Terminal spec calls for dark `#1a1a1a` cards with light suit
|
||||
pips (pink for hearts/diamonds, foreground gray for spades/
|
||||
clubs); the runtime path still renders the legacy white-card
|
||||
PNG artwork. The fallback constants in `card_plugin`
|
||||
(`CARD_FACE_COLOUR`, `RED_SUIT_COLOUR`, `BLACK_SUIT_COLOUR`,
|
||||
`CARD_FACE_COLOUR_RED_CBM`, `card_back_colour` palette) are
|
||||
intentionally unmigrated and should swap in lockstep with the
|
||||
artwork. Largest visible payoff remaining in the visual-
|
||||
identity arc.
|
||||
- **Splash boot-loader richness.** The mockup
|
||||
(`docs/ui-mockups/splash-mobile.html`) calls for a scanline
|
||||
overlay, ✓ lime check log lines, pulsing cursor, ROOT@SOLITAIRE
|
||||
prompt, and a loading bar — none of which v0.20.0's
|
||||
cursor-glyph-only port pulled in. Aesthetic feature, its own
|
||||
commit.
|
||||
- **Replay-overlay redesign.** The mockup
|
||||
(`docs/ui-mockups/replay-overlay-mobile.html`) envisions a
|
||||
much richer surface (terminal `▌replay.tsx` header, move log
|
||||
scroll, MOVE 47/87 chip, WIN MOVE callout, status bar) versus
|
||||
the current top banner. Aesthetic feature.
|
||||
- **Toast Warning / Error variants.** The new `ToastVariant`
|
||||
enum has slots for `Warning` (gold) and `Error` (pink) but no
|
||||
in-engine event uses them yet (the four current toast events
|
||||
all map to Info or Celebration). Wire when a warning- or
|
||||
error-flavoured toast event materialises.
|
||||
### 5. Feature completeness
|
||||
- **Theme importer UI.** `import_theme()` (Phase 7, `theme/importer.rs`) is
|
||||
complete but has no Settings button trigger. Players must copy theme files
|
||||
manually.
|
||||
- **`mirror_achievement` decision.** `SyncProvider` has this method with a
|
||||
no-op default; `SolitaireServerClient` never overrides it, no server endpoint
|
||||
exists. Either implement (`POST /api/achievements/mirror` + client call on
|
||||
`AchievementUnlockedEvent`) or delete from the trait.
|
||||
- **WASM build script.** `web/pkg/` contains compiled WASM committed to git.
|
||||
Need a `build_wasm.sh` or Makefile target documenting the `wasm-pack build`
|
||||
invocation to regenerate it.
|
||||
- **Server password reset.** No admin endpoint or CLI tool for resetting a
|
||||
user's password. Self-hosters have no recovery path short of direct SQLite
|
||||
edits.
|
||||
|
||||
### Carried forward from v0.19.0
|
||||
### 6. Testing gaps
|
||||
- **Server 401 → refresh → retry path** — the `pull`/`push` retry logic in
|
||||
`SolitaireServerClient` has no integration test.
|
||||
- **WASM winning-replay step-through** — current tests cover 2 stock clicks;
|
||||
a test stepping through a full winning sequence would catch
|
||||
`GameState`/`ReplayMove` compatibility regressions.
|
||||
|
||||
- **App icon round.** `Window::icon` not yet wired; no
|
||||
`.icns` / `.ico` / Linux hicolor PNG hierarchy. The 11-size
|
||||
icon export the v0.19 handoff referenced is *not* currently
|
||||
in `artwork/` (current `artwork/` holds the reverted Rusty
|
||||
Pixel card PNGs and is intentionally untracked); icon-export
|
||||
needs to be re-run before this item can be picked up.
|
||||
Half-day task once the PNGs are back in place. No cert
|
||||
dependency.
|
||||
---
|
||||
|
||||
### Other small candidates
|
||||
## ARCHITECTURE.md gaps (for the update pass)
|
||||
|
||||
- **Prev/Next selector chips spawn site.** v0.19.0's `9b065e5`
|
||||
noted Prev/Next markers exist in `stats_plugin` but no spawn
|
||||
site renders them today — the Shareable badge therefore lands
|
||||
on the single-replay caption. If/when Prev/Next is plumbed,
|
||||
the badge will need to follow.
|
||||
- **Toast queue / immediate unification.** The two toast paths
|
||||
(`spawn_queued_toast` for `InfoToastEvent` queue; `spawn_toast`
|
||||
for fire-and-forget) now share visual treatment but remain
|
||||
separate functions because they serve different temporal
|
||||
needs (sequential vs. parallel). If overlap becomes a UX
|
||||
issue, merge into one queue with priority lanes.
|
||||
Items missing from the doc:
|
||||
1. `solitaire_wasm` crate (§2 workspace + §3 responsibilities)
|
||||
2. Replay API endpoints (§9 API Reference — 3 new routes)
|
||||
3. Web replay player route (`/replays/:id` + `ServeDir /web`)
|
||||
4. `SyncProvider` trait: 6 added methods
|
||||
5. Theme system in Bevy plugin table (§5)
|
||||
6. `Settings` new fields: `color_blind_mode`, `high_contrast_mode`,
|
||||
`reduce_motion_mode`, `window_geometry`, `selected_card_back`,
|
||||
`selected_background`
|
||||
7. DB migration 002 (§7)
|
||||
8. Update "Last Updated" date
|
||||
|
||||
### Process notes
|
||||
---
|
||||
|
||||
- **Token-port pattern.** v0.20.0's chrome-migration commits
|
||||
set a reusable shape for "centralized design system applied
|
||||
across N plugins":
|
||||
1. Constants module (`ui_theme.rs`) is the source of truth.
|
||||
2. Const sites that can't call `Alpha::with_alpha` (not yet
|
||||
`const` on stable) use a literal RGB matching the token,
|
||||
with a unit test pinning the RGB to the token (e.g.
|
||||
`MARKER_VALID`, `HINT_PILE_HIGHLIGHT_COLOUR`,
|
||||
`RIGHT_CLICK_HIGHLIGHT_COLOUR`).
|
||||
3. Cross-plugin duplication (e.g. `MARKER_DEFAULT` ↔
|
||||
`PILE_MARKER_DEFAULT_COLOUR`) collapses to a single
|
||||
promoted const re-exported from one plugin and imported
|
||||
by the other — replaces "kept in sync" doc comments with a
|
||||
compile-time invariant.
|
||||
4. Domain colours (suit pips, card faces, lerp helpers) stay
|
||||
as literals with a comment naming the rationale; only UI
|
||||
chrome routes through tokens.
|
||||
- **Audit before migrating wide.** Before touching any plugin,
|
||||
grep for the literal pattern (`Color::srgb\(|Color::srgba\(|
|
||||
Color::WHITE|Color::BLACK`) and classify each hit as domain
|
||||
vs. chrome. Most plugins after the modal scaffold port turned
|
||||
out to be 100 % token-correct already; the audit prevents
|
||||
wasted churn.
|
||||
## Process notes
|
||||
|
||||
### Canonical remote
|
||||
- **Commit attribution:** use `funman300` as git user. Co-author line:
|
||||
`Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>`.
|
||||
- **Commit format:** `type(scope): description` per CLAUDE.md §7.
|
||||
- **Never commit without:** `cargo test --workspace` passing + clippy clean.
|
||||
- **Sub-agents** stage/verify only; orchestrator commits.
|
||||
- **`CARD_PLAN.md`** referenced in `theme/` module comments but not present in
|
||||
repo. Clean up references or commit the file.
|
||||
- **Token-port pattern** (v0.20.0): when migrating tokens, walk every concrete
|
||||
artifact downstream — PNGs, SVGs, literals, comments. Three "walked past this"
|
||||
follow-ups in v0.21.0 all had this shape.
|
||||
|
||||
`github.com/funman300/Rusty_Solitaire` is the canonical repo.
|
||||
Always push there.
|
||||
|
||||
### Design direction (now Terminal — base16-eighties)
|
||||
|
||||
- **Tone:** retro-terminal / synthwave — flat depth (no box-shadows),
|
||||
monospaced-forward typography (JetBrains Mono / FiraMono), tight
|
||||
16 px edge margins, 8 px card radius.
|
||||
- **Palette:** near-black surface ramp (`#151515` / `#202020` / `#2a2a2a`
|
||||
/ `#353535`), cyan primary CTA (`#6fc2ef`), lime success
|
||||
(`#acc267`), gold warning (`#ddb26f`), pink error / suit-red
|
||||
(`#fb9fb1`), lavender celebration (`#e1a3ee`), teal info
|
||||
(`#12cfc0`).
|
||||
- **Two-color suits.** Red = `#fb9fb1`, black = `#d0d0d0`. Outlined
|
||||
glyphs for diamonds & clubs are *always on*; the Settings
|
||||
"color-blind mode" toggle only swaps red → cyan.
|
||||
|
||||
(Was: Midnight Purple base + Balatro yellow primary + warm magenta.
|
||||
Replaced this cycle.)
|
||||
---
|
||||
|
||||
## Resume prompt
|
||||
|
||||
```
|
||||
You are a senior Rust + Bevy developer working on Solitaire Quest.
|
||||
Working directory: <Rusty_Solitaire clone path on this machine>.
|
||||
Branch: master. v0.20.0 just cut on 2026-05-07; CHANGELOG's new
|
||||
[Unreleased] section is empty pending the next cycle's threads.
|
||||
Working directory: <Rusty_Solitaire clone path>.
|
||||
Branch: master. v0.23.0 is the current version (HEAD locally: bd388fe).
|
||||
Phase 8 sync is fully shipped. ARCHITECTURE.md is now v1.3 (all Phase 8 gaps closed).
|
||||
Push to origin pending (bd388fe + ARCHITECTURE.md + SESSION_HANDOFF.md commits).
|
||||
|
||||
State: HEAD on the v0.20.0 docs commit. Tag not pushed yet — last
|
||||
pushed tag is v0.19.0. Working tree clean apart from the
|
||||
intentionally-untracked `artwork/`.
|
||||
|
||||
READ FIRST (in order, before doing anything):
|
||||
READ FIRST (in order):
|
||||
1. SESSION_HANDOFF.md — this file
|
||||
2. CHANGELOG.md — [0.20.0] section is the most recent cut
|
||||
2. CHANGELOG.md — [0.23.0] section has the full Phase 8 detail
|
||||
3. CLAUDE.md — unified-3.0 rule set
|
||||
4. CLAUDE_SPEC.md — formal architecture spec
|
||||
5. ARCHITECTURE.md — crate responsibilities + data flow
|
||||
6. docs/ui-mockups/ — design system + 24-mockup library
|
||||
(Terminal aesthetic — landed in fa7f98a)
|
||||
7. docs/android/* — Android setup + build runbook
|
||||
8. ~/.claude/projects/<this-project>/memory/MEMORY.md
|
||||
— saved feedback / project context
|
||||
(machine-local; may be missing on a
|
||||
fresh machine)
|
||||
4. ARCHITECTURE.md — v1.3, fully up to date
|
||||
5. docs/ui-mockups/ — design system + mockup library
|
||||
6. docs/android/ — Android setup + build runbook
|
||||
7. ~/.claude/projects/<this-project>/memory/MEMORY.md
|
||||
|
||||
DECISION TO ASK THE PLAYER FIRST:
|
||||
A. Push v0.20.0 tag — `git tag v0.20.0 && git push --tags`. If
|
||||
the player wants the cut formalised before any new work.
|
||||
B. APK launch verification — `adb install` + `adb logcat` on
|
||||
bevy_test AVD or an x86_64 device. Now that persistence is
|
||||
wired (4b51e50), shake out remaining runtime bugs.
|
||||
C. Card-face artwork regeneration — generate Terminal-aesthetic
|
||||
card PNGs (dark face, light suit pips), then migrate
|
||||
CARD_FACE_COLOUR / RED_SUIT_COLOUR / BLACK_SUIT_COLOUR /
|
||||
CARD_FACE_COLOUR_RED_CBM in lockstep. Largest visible
|
||||
payoff remaining in the visual-identity arc.
|
||||
D. Splash boot-loader richness — port the scanline overlay,
|
||||
✓ check log, pulsing cursor, ROOT@SOLITAIRE prompt, and
|
||||
loading bar from docs/ui-mockups/splash-mobile.html. Pure
|
||||
polish; no behavioural change.
|
||||
E. App icon round — re-run artwork/Icon Export.html (the
|
||||
export PNGs are not currently in `artwork/`), then wire
|
||||
Window::icon + generate .icns / .ico. Half-day task. No
|
||||
cert dependency.
|
||||
F. JNI ClipboardManager / Keystore bridge — replaces the
|
||||
Android stubs for Stats clipboard share + sync auth.
|
||||
OPEN WORK (in priority order):
|
||||
B. Leaderboard best-score auto-post (server sync handler + optional
|
||||
GameWonEvent path in sync_plugin)
|
||||
C. Refresh token rotation (server auth handler + new column/table)
|
||||
D. Android AVD functional tests (Keystore + clipboard)
|
||||
E. Theme importer UI button in Settings
|
||||
F. mirror_achievement: decide + implement or remove from trait
|
||||
|
||||
WORKFLOW NOTES:
|
||||
- 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) — gh auth setup-git wired on
|
||||
primary dev box; verify on laptop before first push.
|
||||
|
||||
OPEN AT THE START: ask which of A–F. Don't pick unilaterally.
|
||||
Ask which to start. All are independent; any is a valid next arc.
|
||||
```
|
||||
|
||||
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@@ -0,0 +1,245 @@
|
||||
# Android Playability TODO
|
||||
|
||||
**Started:** 2026-05-10 — first hardware screenshot of v0.22.3 APK
|
||||
running on a real device showed the desktop HUD projected onto a
|
||||
360 dp portrait viewport with no mobile adaptation. This list
|
||||
tracks the work needed to make the APK genuinely playable, not
|
||||
just "boots without crashing."
|
||||
|
||||
**Context:** v0.22.3 (signed release APK) builds and launches.
|
||||
JNI bridges (clipboard, keystore) compile but are untested on
|
||||
hardware. The work below is UI/UX port work — no architectural
|
||||
rewrites required.
|
||||
|
||||
---
|
||||
|
||||
## Reading from the v0.22.3 screenshot
|
||||
|
||||
| Region | Observation |
|
||||
|--------|-------------|
|
||||
| Top ~5 % | System bar (clock, signal, battery) overlapped by game HUD — no safe-area inset |
|
||||
| HUD text row | `Score:0 Pause Esc Help A Modes [] New_Game N Moves:0 0:08` all overlapping — desktop layout crammed into 360 dp |
|
||||
| Keyboard hints | `Esc`, `A`, `[]`, `N` shown next to buttons — meaningless on touch |
|
||||
| Foundations row | Leftmost foundation (♥) clipped left; rightmost tableau column (♠ 4) clipped right |
|
||||
| Card backs | Face-down cards render as solid red squares, not back-art texture |
|
||||
| Vertical use | Cards occupy top ~30 % only; bottom 70 % empty black — no portrait-aware layout |
|
||||
| Bottom edge | No accommodation for Android gesture / home-indicator area |
|
||||
|
||||
---
|
||||
|
||||
## P0 — Blocking playability
|
||||
|
||||
- [x] **Safe-area insets (top + bottom).** *Closed 2026-05-10 by
|
||||
`b9aa262`.* `SafeAreaInsets` resource + `SafeAreaInsetsPlugin`
|
||||
query `WindowInsets.getInsets(systemBars())` via JNI on Android;
|
||||
HUD anchors carry `SafeAreaAnchoredTop { base_top }` and the
|
||||
change-detection fix-up system re-applies `base_top + insets.top`
|
||||
whenever the resource updates. Bottom inset is captured but not
|
||||
yet consumed (waits for bottom-anchored UI).
|
||||
- [x] **Mobile HUD layout.** *Closed 2026-05-10.* Both the left HUD
|
||||
column and the right action button row are now capped at
|
||||
`max_width: 50 %` and the button row + tier-row child Nodes carry
|
||||
`flex_wrap: Wrap`. On a 360 dp viewport the 6-button row breaks
|
||||
to multiple lines (right-justified) and the tier rows wrap
|
||||
individually instead of overflowing into the action column. On
|
||||
desktop (≥ 1280 px) the 50 % cap is wider than any natural row
|
||||
width so the existing single-line layout is unchanged.
|
||||
- [x] **Card-back asset not rendering.** *Closed 2026-05-10 by
|
||||
`fcc7337`.* `AssetPlugin::file_path = "../assets"` was set
|
||||
unconditionally to fix the desktop `cargo run -p solitaire_app`
|
||||
CWD relativity, but on Android cargo-apk packages the same
|
||||
directory into the APK at `assets/` and Bevy's
|
||||
AndroidAssetReader is already rooted there — prepending `../`
|
||||
walked the reader out of the APK assets root and every load
|
||||
failed silently. The face-down branch then fell through to the
|
||||
`card_back_colour(0)` solid-red brick fallback. Gated the
|
||||
override behind `#[cfg(not(target_os = "android"))]`.
|
||||
- [x] **Viewport overflow.** *Closed 2026-05-10.* `compute_layout`
|
||||
was clamping the input window up to `MIN_WINDOW = 800 × 600`,
|
||||
so a 360 dp phone got laid out as if it were 800-wide and the
|
||||
outer piles fell outside the actual viewport. Lowered the floor
|
||||
to 320 × 400 (below the smallest reasonable phone) so real
|
||||
Android resolutions flow through without clamping, while keeping
|
||||
a sentinel to guard against degenerate / startup-zero windows.
|
||||
New regression test `phone_portrait_layout_fits_horizontally`
|
||||
asserts all 13 piles fit a 360 × 800 viewport.
|
||||
|
||||
## P1 — Touch UX
|
||||
|
||||
- [x] **Suppress keyboard-hint labels on Android.** *Closed
|
||||
2026-05-10.* `spawn_action_button` now nulls the `hotkey`
|
||||
argument on Android via a `#[cfg(target_os = "android")]` rebind,
|
||||
so the U / Esc / F1 / N chips next to the action row labels
|
||||
disappear on touch builds. Remaining hint sites swept in P3 —
|
||||
see full-keyboard-hint-sweep entry below.
|
||||
- [x] **Thumb-sized hit targets.** *Closed 2026-05-10.* Action
|
||||
button Node carries `min_width: Val::Px(48.0), min_height:
|
||||
Val::Px(48.0)` — meets Material's 48 dp baseline on touch and is
|
||||
a no-op for buttons whose content already exceeds 48 px in
|
||||
either axis. Applied universally rather than cfg-gated since
|
||||
Material's guideline applies to all input modes. Cards, pile
|
||||
markers, modal close buttons not yet audited — track as P3 if
|
||||
they fall below threshold on hardware.
|
||||
- [x] **Portrait-first card spacing.** *Closed 2026-05-11.*
|
||||
`compute_layout` now derives an adaptive `tableau_fan_frac` from the
|
||||
available vertical space below the tableau row. On height-limited
|
||||
(desktop) windows the formula returns ≈ 0.25 and the clamp keeps the
|
||||
existing behaviour. On width-limited (portrait phone) windows — where
|
||||
card size is constrained by the 9-column horizontal packing — the fan
|
||||
fraction expands to fill the viewport (≈ 0.84 at 360 × 800 dp).
|
||||
`tableau_facedown_fan_frac` scales proportionally. Both values live in
|
||||
the `Layout` struct; `card_plugin::card_positions` and
|
||||
`input_plugin::card_position` / `pile_drop_rect` read from the struct
|
||||
so rendering and hit-testing stay in sync across viewport sizes.
|
||||
- [x] **Double-tap auto-move visible feedback.** *Closed 2026-05-11.*
|
||||
On a recognised double-tap (priority 1 single-card or priority 2
|
||||
stack move), the moved card(s) receive a 0.35 s lime flash
|
||||
(`STATE_SUCCESS` tint + `HintHighlight { remaining: 0.35 }`) before
|
||||
the move request is written. The flash persists through the card
|
||||
animation and is cleaned up by the existing `tick_hint_highlight`
|
||||
system. Hardware trigger-verification remains a manual step — connect
|
||||
AVD or device and confirm two rapid `TouchPhase::Ended` events within
|
||||
0.5 s produce the lime flash.
|
||||
|
||||
## P2 — Polish
|
||||
|
||||
- [x] **Drag responsiveness on touch.** *Closed 2026-05-11.*
|
||||
Two code-side improvements shipped; final feel confirmation still needs
|
||||
hardware:
|
||||
1. `start_drag` (mouse path) now bails out when a touch is just-pressed
|
||||
(`Touches::iter_just_pressed()`), ensuring `touch_start_drag` always
|
||||
owns the drag state on touch-screen devices — including Bevy/Winit
|
||||
versions that simulate `MouseButton::Left` from the primary touch.
|
||||
2. Mobile drag commit threshold lowered 10 px → 8 px, matching Android's
|
||||
`ViewConfiguration.getScaledTouchSlop()` spec. Smaller threshold →
|
||||
smaller snap-on-commit and faster perceived response.
|
||||
**Remaining:** connect AVD or device and verify drag feels responsive
|
||||
with no stutter; tune threshold further if needed.
|
||||
- [x] **Long-press menu.** *Closed 2026-05-11.* New system
|
||||
`radial_open_on_long_press` in `radial_menu.rs` counts up while a
|
||||
touch is held (`drag.active_touch_id.is_some() && !drag.committed`)
|
||||
and opens `RightClickRadialState::Active` after 0.5 s — the same
|
||||
state the right-click path uses. Existing radial infrastructure
|
||||
then handles everything:
|
||||
- `radial_track_cursor` extended to fall back to the first active
|
||||
touch when no cursor position is available, so sliding the held
|
||||
finger moves the hover ring.
|
||||
- `radial_handle_release_or_cancel` extended to confirm/cancel on
|
||||
`Touches::iter_just_released()` in addition to right-mouse release.
|
||||
- `handle_double_tap` skips when the radial is active (guards a
|
||||
narrow edge case where the finger lifts at exactly the same frame
|
||||
the 0.5 s threshold fires).
|
||||
Hardware verification needed: confirm the 0.5 s hold feel, verify
|
||||
sliding to a destination and lifting confirms the move.
|
||||
- [x] **HUD typography.** *Closed 2026-05-11.* New system
|
||||
`update_hud_typography` fires on `WindowResized` and adjusts Tier-1
|
||||
font sizes based on viewport width. Below 480 logical px: Score
|
||||
`TYPE_HEADLINE` (26) → `TYPE_BODY_LG` (18), Moves/Timer
|
||||
`TYPE_BODY_LG` (18) → `TYPE_CAPTION` (11), so all three items fit
|
||||
in the 180 dp HUD column on a 360 dp phone. At ≥ 480 px the
|
||||
original sizes are restored — desktop/tablet layout unchanged.
|
||||
`add_message::<WindowResized>()` added defensively to `HudPlugin`
|
||||
so the system works under `MinimalPlugins` in tests.
|
||||
- [x] **Orientation lock.** *Closed 2026-05-11.* Added
|
||||
`[package.metadata.android.application.activity]` section to
|
||||
`solitaire_app/Cargo.toml` with `orientation = "portrait"`.
|
||||
cargo-apk/ndk-build maps this to `android:screenOrientation="portrait"`
|
||||
in the generated `AndroidManifest.xml`. Remove (or add a landscape
|
||||
layout) before enabling auto-rotate.
|
||||
|
||||
## P3 — Asset density
|
||||
|
||||
- [x] **Density-aware card scaling.** *Closed 2026-05-11 — no code change
|
||||
required.* `WindowResized` fires with **logical** pixels; sprites are
|
||||
sized in world units (1 world unit = 1 logical pixel); Bevy's renderer
|
||||
maps logical → physical via `scale_factor` internally. On a 360 dp
|
||||
3×-DPI phone, cards are 40 logical dp = 120 physical px. The 256 × 384 px
|
||||
card textures are **downscaled** to fit (256 → 120 px) — quality is fine.
|
||||
Upscaling only occurs if `card_width × scale_factor > 256`, i.e. a
|
||||
tablet with a logical width > 765 dp at 3× DPI — no current target
|
||||
device falls in that range. Revisit if the game ships on large-screen
|
||||
high-DPI tablets.
|
||||
- [x] **App-icon density buckets.** *Closed 2026-05-11.* Created
|
||||
`solitaire_app/res/mipmap-{mdpi,hdpi,xhdpi,xxhdpi,xxxhdpi}/ic_launcher.png`
|
||||
from the existing `assets/icon/` PNGs (48→mdpi, 64→hdpi, 128→xhdpi,
|
||||
256→xxhdpi+xxxhdpi). Added `resources = "res"` to
|
||||
`[package.metadata.android]` so `aapt` packages the mipmap tree into the
|
||||
APK, and `icon = "@mipmap/ic_launcher"` to
|
||||
`[package.metadata.android.application]` so the launcher references it.
|
||||
- [x] **Full keyboard-hint sweep.** *Closed 2026-05-11.* Extended the
|
||||
P1 suppression to cover all remaining hint sites:
|
||||
- `ui_modal.rs::spawn_modal_button` — single `#[cfg(target_os = "android")] let hotkey = None;`
|
||||
line covers every modal button across onboarding, pause, confirm-new-game,
|
||||
game-over, restore-prompt, play-by-seed, home, help, profile, stats,
|
||||
leaderboard, settings, and achievement modals simultaneously.
|
||||
- `home_plugin.rs` — mode-card hotkey chips (N/C/Z/X/T) gated with
|
||||
`#[cfg(not(target_os = "android"))]` on the chip container.
|
||||
- `replay_overlay.rs` — `[SPACE]/[ESC]/[←→]` footer hint text gated
|
||||
with `#[cfg(not(target_os = "android"))]`; mode-indicator text kept.
|
||||
- `help_plugin.rs` — keyboard chip containers in the controls reference
|
||||
table gated with `#[cfg(not(target_os = "android"))]`; description
|
||||
text kept (still useful on touch).
|
||||
|
||||
## P4 — Stability / runtime
|
||||
|
||||
- [x] **B0004 ECS hierarchy warnings.** *Investigated 2026-05-11 — no
|
||||
fix required.* B0004 fires via Bevy's `validate_parent_has_component<C>`
|
||||
hook when a child entity has UI component `C` (e.g. `Node`,
|
||||
`InheritedVisibility`) but its parent doesn't yet. In Bevy 0.18,
|
||||
`.despawn()` is recursive (docs: "When a parent is despawned, all
|
||||
children will also be despawned"), so all `.despawn()` calls in the
|
||||
engine are safe. The warnings seen on the Pixel 7 AVD during startup
|
||||
are a component-propagation timing artifact — UI children reach the
|
||||
hook before the parent's inherited components finish initialising —
|
||||
not a gameplay defect. `despawn_related::<Children>()` in
|
||||
`card_plugin.rs` is explicit child-only teardown (parent kept alive)
|
||||
and is correct. No gameplay bugs attributed to these warnings over 2+
|
||||
min AVD runtime.
|
||||
- [x] **AVD functional tests for JNI bridges.** *Closed 2026-05-11.*
|
||||
Pixel 7 AVD (Android 14, x86_64) confirmed running; APK installs
|
||||
and runs stable. Key findings:
|
||||
|
||||
**Keystore JNI — verified working.** Forced `SolitaireServerClient`
|
||||
by writing a `solitaire_server` settings file, triggering
|
||||
`android_keystore::load_access_token()` at startup via `start_pull`.
|
||||
Logcat confirmed: `sync pull failed: authentication error: token
|
||||
not found for user avd_test` — the JNI call to `AndroidKeyStore`
|
||||
completed, correctly returned `NotFound`, and the sync system
|
||||
handled the error gracefully. No panic, no crash from the JNI layer.
|
||||
|
||||
**Clipboard JNI — verified working.** Added a temporary
|
||||
`KEYCODE_C` test hook (`avd_clipboard_test` system) to
|
||||
`stats_plugin.rs`, rebuilt the APK, pressed C on the AVD.
|
||||
Logcat confirmed: `[avd_clipboard_test] clipboard JNI OK` —
|
||||
`ClipboardManager.setPrimaryClip()` succeeded on Android 14.
|
||||
Test hook reverted; production clipboard path still requires
|
||||
`Interaction::Pressed` on the share button with a non-null
|
||||
`share_url` (won game + sync server).
|
||||
|
||||
**Side-finding fixed:** `reqwest`/`hyper-util`'s `GaiResolver`
|
||||
calls `tokio::runtime::Handle::current()` which panics with "no
|
||||
reactor running" when driven by Bevy's `AsyncComputeTaskPool`
|
||||
(async-executor, not Tokio). Fixed in `sync_plugin.rs`: all three
|
||||
`AsyncComputeTaskPool::spawn` sites and the `push_on_exit` fallback
|
||||
now wrap HTTP futures in a temporary
|
||||
`tokio::runtime::Builder::new_current_thread().enable_all()` runtime.
|
||||
|
||||
**Touch input limitation:** `adb shell input tap` does not deliver
|
||||
touch events to Bevy/winit on Android 14 + android-activity 0.6.1
|
||||
in headless AVD mode. Keyboard events (`KEYCODE_*`) work normally.
|
||||
|
||||
---
|
||||
|
||||
## Notes / decisions
|
||||
|
||||
* This list is screenshot-driven; expect more items to surface once
|
||||
P0 unblocks actually moving cards on hardware.
|
||||
* The pattern across all the bugs is "no one ran the relevant code
|
||||
path on Android yet." The hard work — Bevy 0.18 on Android,
|
||||
JNI bridges, signed CI builds — is done. What's left is a
|
||||
coordinated pass of `#[cfg(target_os = "android")]` gates plus
|
||||
making `LayoutResource` query the real surface size.
|
||||
* Where possible, prefer responsive layout (query window size) over
|
||||
branching `#[cfg]` blocks. Branches are fine for input methods
|
||||
(touch vs. mouse) but not for screen geometry — a foldable or
|
||||
desktop window of equivalent size should look the same.
|
||||
@@ -0,0 +1,251 @@
|
||||
# Card-face artwork migration plan
|
||||
|
||||
**Status:** planning artifact (no code changed by this document).
|
||||
**Tracks:** the "Card-face / suit / card-back artwork regeneration"
|
||||
item in `SESSION_HANDOFF.md` → "Visual-identity follow-ups"
|
||||
(SESSION_HANDOFF Resume prompt option D).
|
||||
**Companion to:** `docs/ui-mockups/design-system.md` (Game Cards
|
||||
spec, lines 214–233) and `docs/ui-mockups/desktop-adaptation.md`
|
||||
(rules-based companion to the mockups).
|
||||
|
||||
## Why this is a multi-session arc
|
||||
|
||||
Every post-v0.20.0 visual-identity port to date (modal scaffold,
|
||||
toasts, table chrome, splash boot screen, replay overlay) was a
|
||||
**single rendering path** — change tokens, change comments, ship.
|
||||
Cards have **two** rendering paths that are visually identical
|
||||
today and would visually disagree the moment one moves:
|
||||
|
||||
1. **PNG path (production).** `assets/cards/faces/<rank><suit>.png`
|
||||
loaded into `CardImageSet.faces[suit][rank]` at startup; card
|
||||
sprites blit the texture. 52 face PNGs + 5 back PNGs already
|
||||
in `assets/`, all the legacy white-card aesthetic from the
|
||||
pre-Terminal design system.
|
||||
2. **Constant fallback (tests + asset-missing edge).** When
|
||||
`CardImageSet` isn't a registered resource (the case under
|
||||
`MinimalPlugins` test fixtures, and the bare-bones path the
|
||||
first-frame of production hits before assets resolve), the
|
||||
renderer falls back to solid-colour sprites driven by the
|
||||
`card_plugin` constants:
|
||||
- `CARD_FACE_COLOUR` — `(0.98, 0.98, 0.95)` cream-ish white.
|
||||
- `RED_SUIT_COLOUR` — `(0.78, 0.12, 0.15)` warm red.
|
||||
- `BLACK_SUIT_COLOUR` — `(0.08, 0.08, 0.08)` near-black.
|
||||
- `CARD_FACE_COLOUR_RED_CBM` — `(0.85, 0.92, 1.0, 1.0)` light
|
||||
blue (the legacy color-blind tint).
|
||||
- `card_back_colour(idx)` — five legacy back themes.
|
||||
|
||||
A single-path migration leaves a known-broken state where tests
|
||||
pass against Terminal constants while a human sees legacy artwork
|
||||
on screen — the exact bisection-hostile drift the handoff's
|
||||
"in lockstep" warning preempts.
|
||||
|
||||
## Target state — Terminal aesthetic
|
||||
|
||||
Per `design-system.md` § Game Cards (lines 214–233):
|
||||
|
||||
### Card face
|
||||
|
||||
| Element | Spec |
|
||||
|---|---|
|
||||
| Background | `#1a1a1a` |
|
||||
| Border | 1 px solid in **suit colour** (pink for ♥/♦, foreground gray for ♠/♣) |
|
||||
| Corner radius | 8 px |
|
||||
| Top-left | rank in JetBrains Mono **Bold 18 px** + small suit glyph (10 px) |
|
||||
| Bottom-right | large suit glyph (32 px), rotated 180° |
|
||||
| Glyph fill rule | ♥ ♠ filled; ♦ ♣ outlined (1.5 px stroke). Always on, not a toggle. |
|
||||
|
||||
### Suit colours (always-on glyph differentiation is the *primary*
|
||||
distinguishing mechanism; colour is supplementary):
|
||||
|
||||
| Suit | Default | Color-blind mode |
|
||||
|---|---|---|
|
||||
| Hearts | `#fb9fb1` (pink) | `#6fc2ef` (cyan) |
|
||||
| Diamonds | `#fb9fb1` (pink) | `#6fc2ef` (cyan) |
|
||||
| Spades | `#d0d0d0` (gray) | `#d0d0d0` (unchanged) |
|
||||
| Clubs | `#d0d0d0` (gray) | `#d0d0d0` (unchanged) |
|
||||
|
||||
### Card back ("Terminal" theme)
|
||||
|
||||
| Element | Spec |
|
||||
|---|---|
|
||||
| Background | `#151515` |
|
||||
| Pattern | horizontal scanlines at 2 px pitch in `#1a1a1a` (1 px line, 1 px gap), full bleed |
|
||||
| Border | 1 px solid `#353535` |
|
||||
| Top-left badge | 12×16 px solid `#6fc2ef` block, 6 px from corner |
|
||||
| Bottom-right monogram | `▌RS` in JetBrains Mono 12 px `#505050`, 6 px from corner |
|
||||
| Corner radius | 8 px |
|
||||
| Theme name / author | `"Terminal"` / `"Rusty Solitaire"` |
|
||||
|
||||
## Generation pipeline — programmatic SVG via the existing
|
||||
`resvg` stack
|
||||
|
||||
### Why this path (vs. external tooling or direct `tiny_skia`)
|
||||
|
||||
The codebase already ships an SVG-to-PNG rasteriser at
|
||||
`solitaire_engine/src/assets/svg_loader.rs`:
|
||||
|
||||
- Public `rasterize_svg(svg_bytes: &[u8], target: UVec2) -> Result<Image, _>`
|
||||
- Backed by `usvg` (parser) + `resvg` (renderer) + `tiny_skia`
|
||||
(CPU pixmap)
|
||||
- Bundled font db includes JetBrains-style mono (FiraMono — same
|
||||
face the splash uses; close enough to JetBrains Mono for
|
||||
rasterisation purposes, and identical to what the Bevy UI
|
||||
consumes in the rest of the app)
|
||||
- `RenderAssetUsages::default()` is the call-site convention here
|
||||
|
||||
This means: **generating new card PNGs is one new file
|
||||
(`solitaire_engine/examples/card_face_generator.rs`) calling an
|
||||
existing public function.** No new dependencies, no asset-pipeline
|
||||
changes, no build-script machinery. Anyone who runs the example
|
||||
gets bit-identical artwork.
|
||||
|
||||
The two alternatives are weaker:
|
||||
|
||||
- **External tool (Inkscape / Figma / hand-design)** — produces
|
||||
one-off PNGs that can't be re-generated reproducibly without
|
||||
re-opening the source files in a specific tool. Iteration cost
|
||||
is high; design tweaks (e.g. "make the suit glyph 2 px larger")
|
||||
require a designer-in-the-loop.
|
||||
- **Direct `tiny_skia` painting calls** — bypasses SVG entirely,
|
||||
but loses the readability of "open the SVG to see exactly what
|
||||
the card looks like." Also reinvents primitives (rounded
|
||||
rectangles, text layout) that `usvg` already handles.
|
||||
|
||||
### Output format
|
||||
|
||||
PNG, RGBA8 sRGB, **dimensions 256 × 384** (2:3 aspect, half the
|
||||
default `SvgLoaderSettings` of 512 × 768).
|
||||
|
||||
Rationale: cards never exceed ~250 px wide on desktop windows
|
||||
today, and 256 × 384 PNGs are ~6 KB each at this content density
|
||||
(13.4 KB total for a full deck of 52 + 5 backs). The default 512 ×
|
||||
768 is 2× what's needed and quadruples the on-disk asset weight.
|
||||
The existing legacy PNGs are 512 × 768 — reducing the new ones
|
||||
halves the runtime asset size.
|
||||
|
||||
## Lockstep migration — recommended order
|
||||
|
||||
Each step is a separate commit; the constraint is that **steps 4
|
||||
and 5 must land in the same commit** (or at most adjacent commits
|
||||
on the same branch) so the rendered output never diverges between
|
||||
the two paths.
|
||||
|
||||
1. **(Done — this commit)** Land the migration plan doc.
|
||||
2. **Land the SVG generator example.** New
|
||||
`solitaire_engine/examples/card_face_generator.rs`. Output
|
||||
goes to `assets/cards/faces/` and `assets/cards/backs/`. Run
|
||||
once locally to seed the new artwork. The example file stays
|
||||
in-tree as a regenerator for future tweaks.
|
||||
3. **(Optional — can land separately)** Add a one-shot regression
|
||||
test that re-runs the generator into a `tempdir` and compares
|
||||
the resulting bytes against the on-disk artwork; pinning the
|
||||
generator output prevents silent drift if `usvg`/`resvg` ever
|
||||
tweak rendering. Skip if the test runtime cost is unacceptable.
|
||||
4. **Land the new artwork** (PNG bytes from step 2 committed to
|
||||
`assets/cards/`) **and** the constant migration in the *same
|
||||
commit*:
|
||||
- `CARD_FACE_COLOUR` → `Color::srgb(0.102, 0.102, 0.102)` (`#1a1a1a`)
|
||||
- `RED_SUIT_COLOUR` → `Color::srgb(0.984, 0.624, 0.694)` (`#fb9fb1`)
|
||||
- `BLACK_SUIT_COLOUR` → `Color::srgb(0.816, 0.816, 0.816)` (`#d0d0d0`)
|
||||
- `CARD_FACE_COLOUR_RED_CBM` → `Color::srgb(0.435, 0.761, 0.937)` (`#6fc2ef`) — note this is now the colour-blind *suit* colour, not a face tint; semantics shift slightly.
|
||||
- `card_back_colour(idx)` — re-author for the Terminal palette;
|
||||
index 0 stays the canonical "Terminal" back from `design-system.md`.
|
||||
5. **Test updates land in step 4's commit.** The pinning tests at
|
||||
`card_plugin.rs` lines 1749, 1750, 1767, 1768, 2057, 2063,
|
||||
2071, 2081 all assert against the old constants. New
|
||||
assertions update in lockstep with the constant changes.
|
||||
|
||||
## CBM (color-blind mode) semantics shift — flag
|
||||
|
||||
The **legacy** `CARD_FACE_COLOUR_RED_CBM` was a *face tint* — red
|
||||
suits got a light-blue background wash. The **Terminal** spec
|
||||
moves CBM into the *suit colour* itself (red glyphs swap to cyan).
|
||||
Step 4 will rename / repurpose this constant; it's not a 1:1
|
||||
replacement.
|
||||
|
||||
Two options:
|
||||
|
||||
- **Rename + repurpose:** `CARD_FACE_COLOUR_RED_CBM` →
|
||||
`RED_SUIT_COLOUR_CBM`. Communicates the semantic shift in the
|
||||
symbol name. Requires touching every callsite.
|
||||
- **Keep the name, change the meaning:** less code churn but
|
||||
worse for greppability — a future reader hitting the legacy
|
||||
name will assume face-tint behaviour.
|
||||
|
||||
Recommendation: **rename**. The CBM swap is a one-frame operation
|
||||
even if it touches every existing callsite (currently lines 642,
|
||||
2071, 2081 per `grep -n CARD_FACE_COLOUR_RED_CBM`).
|
||||
|
||||
## Theme system — out of scope here
|
||||
|
||||
The card-theme system (`docs/CARD_PLAN.md`, `theme/plugin.rs`)
|
||||
already supports user-supplied themes via `assets/themes/<theme>/`
|
||||
SVG files rasterised by `svg_loader.rs`. The new Terminal artwork
|
||||
is the **default theme**, not a new entry in the theme picker —
|
||||
the theme system continues to overlay user themes on top of the
|
||||
default at runtime.
|
||||
|
||||
If the next session wants to also ship Terminal as a *named theme
|
||||
slot* (so a user can switch back to the legacy artwork via the
|
||||
theme picker), that's an additive change after step 4 and lives
|
||||
in `theme::plugin::apply_theme_to_card_image_set`.
|
||||
|
||||
## Test impact summary
|
||||
|
||||
`grep -n CARD_FACE_COLOUR\\b\|RED_SUIT_COLOUR\\b\|BLACK_SUIT_COLOUR\\b` in
|
||||
`card_plugin.rs`:
|
||||
|
||||
- Line 1749–1750: red-suit text colour assertions (♥ + ♦).
|
||||
- Line 1767–1768: black-suit text colour assertions (♠ + ♣).
|
||||
- Line 2057, 2063: face-colour assertion in default mode.
|
||||
- Line 2071, 2081: face-colour assertion in CBM.
|
||||
|
||||
The four suit-colour and two face-colour tests are **invariant
|
||||
guards** — they exist precisely so a constant tweak surfaces here
|
||||
rather than in a visual review. Step 4 updates each in lockstep
|
||||
with the constant value change. No new test infrastructure
|
||||
needed.
|
||||
|
||||
## Open questions to resolve before step 4
|
||||
|
||||
1. **Border colour conflict.** The spec (line 218) says "Border:
|
||||
1 px solid in suit colour." The fallback path doesn't draw a
|
||||
border today — it draws solid-colour sprites. Step 4 either:
|
||||
(a) leaves the fallback as solid-colour squares (the test
|
||||
environment doesn't visually validate borders anyway), or
|
||||
(b) extends the fallback renderer to paint a 1 px outline.
|
||||
Recommend (a) — fallback fidelity isn't load-bearing.
|
||||
2. **Glyph rendering in the constant fallback.** The fallback
|
||||
today doesn't render suit glyphs at all — it's a coloured
|
||||
square. The spec's filled-vs-outlined glyph differentiation
|
||||
only matters in the PNG path. No change to the constant
|
||||
fallback for glyphs.
|
||||
3. **High-contrast mode.** `design-system.md` line 274 mentions
|
||||
a high-contrast accessibility mode (boosts foreground from
|
||||
`#d0d0d0` to `#f5f5f5`, suit-red from `#fb9fb1` to `#ff8aa0`).
|
||||
Not currently implemented anywhere; out of scope for this
|
||||
migration but worth flagging for a future accessibility pass.
|
||||
|
||||
## Post-migration — what's still open
|
||||
|
||||
- **High-contrast mode** (above).
|
||||
- **Reduced-motion mode** for card lift / drop transitions
|
||||
(also a `design-system.md` accessibility item, separate from
|
||||
artwork).
|
||||
- **The 9 missing-plugin screens** (splash, challenge,
|
||||
time-attack, weekly-goals, leaderboard, sync, level-up,
|
||||
replay, radial-menu) per `project_ui_overhaul` memory still
|
||||
need their plugin ports — separate from the cards arc.
|
||||
|
||||
## Sign-off criteria for "D closed"
|
||||
|
||||
D from the SESSION_HANDOFF Resume prompt is closed when **all of
|
||||
the following hold simultaneously**:
|
||||
|
||||
- The 52 face PNGs + 5 back PNGs in `assets/cards/` are the
|
||||
Terminal-aesthetic artwork (regeneratable via the example).
|
||||
- The five `card_plugin` constants reflect the Terminal palette.
|
||||
- All pinning tests pass against the new values.
|
||||
- A human boots the game and sees Terminal cards (not white
|
||||
cards). This sign-off needs a real `cargo run`, not just
|
||||
`cargo test`.
|
||||
@@ -15,12 +15,12 @@ colors:
|
||||
inverse-on-surface: '#151515'
|
||||
outline: '#505050'
|
||||
outline-variant: '#353535'
|
||||
surface-tint: '#6fc2ef'
|
||||
primary: '#6fc2ef'
|
||||
surface-tint: '#a54242'
|
||||
primary: '#a54242'
|
||||
on-primary: '#151515'
|
||||
primary-container: '#1f3a4a'
|
||||
on-primary-container: '#a8dcf5'
|
||||
inverse-primary: '#0e6e99'
|
||||
primary-container: '#3a1f1f'
|
||||
on-primary-container: '#d5a8a8'
|
||||
inverse-primary: '#993e3e'
|
||||
secondary: '#acc267'
|
||||
on-secondary: '#151515'
|
||||
secondary-container: '#2a3320'
|
||||
@@ -38,7 +38,7 @@ colors:
|
||||
surface-variant: '#353535'
|
||||
suit-red: '#fb9fb1'
|
||||
suit-black: '#d0d0d0'
|
||||
suit-red-cb: '#6fc2ef'
|
||||
suit-red-cb: '#acc267'
|
||||
highlight-valid: '#acc267'
|
||||
highlight-celebration: '#e1a3ee'
|
||||
highlight-warning: '#ddb26f'
|
||||
@@ -119,14 +119,16 @@ The palette is base16-eighties — a 16-slot terminal palette where indices 00
|
||||
| base09 | `#ddb26f` | orange — used for warning chips |
|
||||
| base0A | `#acc267` | yellow/lime — used for `highlight-valid` (drag targets, valid moves) |
|
||||
| base0B | `#12cfc0` | green/teal — used for `highlight-info` (toasts, neutral status) |
|
||||
| base0C | `#6fc2ef` | cyan/sky — primary CTA, focus ring, `selection`, `suit-red-cb` (color-blind tinted red) |
|
||||
| base0C | `#6fc2ef` | cyan/sky — historically the primary CTA; now reserved for ad-hoc accents only |
|
||||
| base0D | `#6fc2ef` | (alias) |
|
||||
| base08 (project) | `#a54242` | brick red — primary CTA, focus ring, `selection` (project-specific extension; the base16-eighties `base08` slot is `#fb9fb1` pink which we keep as `error`/`suit-red`) |
|
||||
| `suit-red-cb` slot | `#acc267` | lime — color-blind-mode swap for red suits (was `#6fc2ef` cyan before the 2026-05-08 primary-accent swap; lime is the next-best non-red base16-eighties accent) |
|
||||
| base0E | `#e1a3ee` | violet — used for celebration (level-up, achievement unlock) |
|
||||
| base0F | `#fb9fb1` | (alias) |
|
||||
|
||||
### Semantic assignments
|
||||
|
||||
- **CTA / Primary action**: cyan `#6fc2ef`. Reserved for "Play," "New Game," "Save," "Resume," and the focus ring on selected cards. Never used decoratively.
|
||||
- **CTA / Primary action**: brick red `#a54242`. Reserved for "Play," "New Game," "Save," "Resume," and the focus ring on selected cards. Never used decoratively. (Was cyan `#6fc2ef` before the 2026-05-08 swap.)
|
||||
- **Valid-move / drag-target highlight**: lime `#acc267`. Reserved for in-game feedback only. Never appears in chrome.
|
||||
- **Celebration**: lavender `#e1a3ee`. Used for level-up flashes, achievement unlock cards, and the daily-streak chip when the streak is active. Quiet otherwise.
|
||||
- **Warning / soft alert**: gold `#ddb26f`. Used for "challenge expires in N minutes" chips, sync-pending status, and the daily-seed countdown.
|
||||
@@ -135,18 +137,23 @@ The palette is base16-eighties — a 16-slot terminal palette where indices 00
|
||||
|
||||
## Suit Colors
|
||||
|
||||
**Two-color traditional mapping**, with mandatory color-blind support:
|
||||
**Two-color traditional pairing**, with mandatory color-blind
|
||||
support. Saturated red for hearts + diamonds, near-white for clubs
|
||||
+ spades — the "Microsoft Solitaire on dark mode" feel of a real
|
||||
playing-card deck. (A brief 4-color-deck experiment shipped between
|
||||
v0.21.0 and the next post-cut commit; reverted to traditional
|
||||
2-color at the player's request.)
|
||||
|
||||
| Suit | Default | Color-blind mode | Glyph differentiation |
|
||||
|---|---|---|---|
|
||||
| Hearts | `#fb9fb1` (pink) | `#6fc2ef` (cyan) | Solid filled glyph |
|
||||
| Diamonds | `#fb9fb1` (pink) | `#6fc2ef` (cyan) | **Outlined glyph (1.5px stroke)** |
|
||||
| Spades | `#d0d0d0` (foreground) | `#d0d0d0` | Solid filled glyph |
|
||||
| Clubs | `#d0d0d0` (foreground) | `#d0d0d0` | **Outlined glyph (1.5px stroke)** |
|
||||
| Hearts | `#e35353` (saturated red) | `#acc267` (lime) | Solid filled glyph |
|
||||
| Diamonds | `#e35353` (saturated red) | `#acc267` (lime) | **Outlined glyph (1.5px stroke)** |
|
||||
| Spades | `#e8e8e8` (near-white) | `#e8e8e8` (unchanged) | Solid filled glyph |
|
||||
| Clubs | `#e8e8e8` (near-white) | `#e8e8e8` (unchanged) | **Outlined glyph (1.5px stroke)** |
|
||||
|
||||
The outlined-glyph treatment is the **primary** differentiation mechanism. Color is supplementary. This means a player viewing the game on a monochrome display, or with severe red-green deficiency, can still distinguish all four suits without context. This is a hard requirement, not an optional setting.
|
||||
|
||||
The "color-blind mode" toggle in Settings only swaps red→cyan; it does not turn the outlined glyphs on or off, because outlined glyphs are always on.
|
||||
The "color-blind mode" toggle in Settings swaps both red suits (hearts + diamonds) from `#e35353` to `#acc267` (lime); clubs + spades stay at the near-white. The toggle does not turn the outlined glyphs on or off, because outlined glyphs are always on. (Was red→cyan before the 2026-05-08 primary-accent swap; CBM moved to lime to stay hue-distinct from the new red-family primary.)
|
||||
|
||||
## Typography
|
||||
|
||||
@@ -177,7 +184,7 @@ Depth is created through **tonal layering and 1px outlines**, not blur shadows.
|
||||
- **Level 0 (Background)**: the `#151515` base canvas.
|
||||
- **Level 1 (Tableau slots, empty piles)**: 1px dashed outline in `#353535`. Empty foundations show a faint suit glyph at 12% opacity inside the outline.
|
||||
- **Level 2 (Cards at rest)**: solid `#1a1a1a` fill, 1px solid border in the suit color (so the suit is detectable at a glance even if the card is partially obscured).
|
||||
- **Level 3 (Active / dragged card)**: same border, but glow effect: 0 0 12px of `#6fc2ef` at 40% opacity. **No scale transform** — flatness preserved. Z-index lifts above siblings.
|
||||
- **Level 3 (Active / dragged card)**: same border, but glow effect: 0 0 12px of `#a54242` at 40% opacity. **No scale transform** — flatness preserved. Z-index lifts above siblings.
|
||||
- **Modals**: full-screen with backdrop `#151515` at 95% opacity (just enough to dim the table without blurring it). Modal panel is `#202020` with a 1px `#505050` border — like a terminal pane.
|
||||
- **Toasts**: bottom of screen, `#202020` fill, 1px border in the toast's accent color (info=teal, warning=gold, error=pink, celebration=lavender). 16px monospaced caption.
|
||||
|
||||
@@ -193,7 +200,7 @@ The shape language is **soft-rounded but tight**:
|
||||
- **Avatars / circular indicators**: `rounded-full`.
|
||||
- **Card-back pattern corners**: matches the card's `rounded-md`.
|
||||
|
||||
Selection highlights use a **2px inset stroke** in `#6fc2ef` following the host shape's corner radius. Never an outer stroke — the outer stroke is reserved for the suit-color hairline.
|
||||
Selection highlights use a **2px inset stroke** in `#a54242` following the host shape's corner radius. Never an outer stroke — the outer stroke is reserved for the suit-color hairline.
|
||||
|
||||
## Motion
|
||||
|
||||
@@ -215,9 +222,9 @@ Selection highlights use a **2px inset stroke** in `#6fc2ef` following the host
|
||||
|
||||
Flat face design.
|
||||
- Background: `#1a1a1a`
|
||||
- Border: 1px solid in suit color (pink for hearts/diamonds, foreground gray for spades/clubs)
|
||||
- Border: none. The card shape is defined by the body fill alone against the play surface. The earlier 1px suit-coloured border was removed because it produced visible anti-aliasing artifacts at the rounded corners (a "gray sliver" where the colored stroke faded through gray pixels into the dark play surface). The 5-unit brightness gap between `#1a1a1a` body and `#151515` surface is enough to read as a card edge without an explicit stroke.
|
||||
- Top-left: rank in JetBrains Mono Bold 18px + small suit glyph (10px)
|
||||
- Bottom-right: large suit glyph (32px), rotated 180°
|
||||
- Bottom-right: large suit glyph (32px), upright (same orientation as the top-left small glyph — single-orientation digital play does not benefit from the traditional 180° inverted-corner indicator)
|
||||
- Corner radius: 8px
|
||||
- Suit differentiation: hearts and spades have **filled** glyphs; diamonds and clubs have **outlined** glyphs (1.5px stroke)
|
||||
|
||||
@@ -228,17 +235,17 @@ Flat face design.
|
||||
- Background: `#151515`
|
||||
- Pattern: horizontal scanlines at 2px pitch in `#1a1a1a` (1px line, 1px gap), full bleed
|
||||
- Border: 1px solid `#353535`
|
||||
- Top-left badge: a 12×16px solid `#6fc2ef` block (the "terminal cursor"), 6px from the corner
|
||||
- Top-left badge: a 12×16px solid `#a54242` block (the "terminal cursor"), 6px from the corner
|
||||
- Bottom-right monogram: the characters `▌RS` in JetBrains Mono 12px, color `#505050`, 6px from the corner
|
||||
- Corner radius: 8px (matches face)
|
||||
|
||||
### Primary Buttons
|
||||
|
||||
Solid `#6fc2ef` fill, `#151515` text, JetBrains Mono Medium 14px uppercase with `+0.08em` tracking. 4px corner radius. Pressed state: darken to `#5aa9d4`. Disabled: `#353535` fill, `#505050` text.
|
||||
Solid `#a54242` fill, `#151515` text, JetBrains Mono Medium 14px uppercase with `+0.08em` tracking. 4px corner radius. Pressed state: darken to `#7a3030`. Disabled: `#353535` fill, `#505050` text.
|
||||
|
||||
### Secondary Buttons
|
||||
|
||||
Transparent fill, 1px `#505050` border, `#d0d0d0` text. Hover/press: border becomes `#6fc2ef`, text becomes `#6fc2ef`.
|
||||
Transparent fill, 1px `#505050` border, `#d0d0d0` text. Hover/press: border becomes `#a54242`, text becomes `#a54242`.
|
||||
|
||||
### HUD Chips
|
||||
|
||||
@@ -258,7 +265,7 @@ Full-screen backdrop at 95% opacity. Centered panel: `#202020` fill, 1px `#50505
|
||||
|
||||
### Navigation Bar
|
||||
|
||||
Fixed at the bottom of in-game screens. Height: 64px. `#202020` fill, 1px top border in `#353535`. Four icon buttons: Undo / Hint / New / Auto-complete. Icons: 24px, 1.5px stroke weight, color `#d0d0d0`. Active/pressed: icon color `#6fc2ef`.
|
||||
Fixed at the bottom of in-game screens. Height: 64px. `#202020` fill, 1px top border in `#353535`. Four icon buttons: Undo / Hint / New / Auto-complete. Icons: 24px, 1.5px stroke weight, color `#d0d0d0`. Active/pressed: icon color `#a54242`.
|
||||
|
||||
### Status / Sync Indicator
|
||||
|
||||
@@ -270,7 +277,7 @@ Top-right corner of the HUD: a 6px circular dot.
|
||||
|
||||
## Accessibility
|
||||
|
||||
1. **Color-blind mode** (Settings → Gameplay): swaps red suits' default `#fb9fb1` for `#6fc2ef`. Outlined-glyph differentiation remains active in *all* modes.
|
||||
1. **Color-blind mode** (Settings → Gameplay): swaps the red suits' default `#e35353` for `#acc267` (lime). Outlined-glyph differentiation remains active in *all* modes.
|
||||
2. **High-contrast mode** (Settings → Gameplay): boosts on-surface from `#d0d0d0` to `#f5f5f5`, outline from `#505050` to `#a0a0a0`, suit-red from `#fb9fb1` to `#ff8aa0`.
|
||||
3. **Reduce-motion mode** (Settings → Gameplay): disables card-lift transition (instant z-lift), disables CRT scanline effect, disables the warning-chip pulse animation.
|
||||
4. **Tabular figures** are mandatory for any number that updates live (timer, score, moves) so they don't reflow.
|
||||
|
||||
@@ -0,0 +1,283 @@
|
||||
# Terminal — Desktop Adaptation Spec
|
||||
|
||||
> **Why this exists.** The 24 mockups in this directory are mobile
|
||||
> (390 × 844 logical, iPhone 14 Pro frame) with one exception
|
||||
> (`home-menu-desktop.html`). The Stitch project that produced them
|
||||
> is named "Solitaire Quest *Mobile* Redesign" — the mobile-first
|
||||
> framing was deliberate when the new Android target opened, but
|
||||
> desktop is still the primary delivery surface. Porting the mobile
|
||||
> mockups 1:1 would land a 390-px-wide column floating in the middle
|
||||
> of an 1800 × 1100 window. This file is the rules-based desktop
|
||||
> companion — apply these adaptations whenever you port a Bevy
|
||||
> plugin against a mobile mockup in this directory.
|
||||
|
||||
## Status
|
||||
|
||||
* **Token system.** All tokens (palette, type scale, spacing,
|
||||
radii, motion) in `design-system.md` are layout-agnostic and
|
||||
apply unchanged on both targets. Do **not** introduce desktop-
|
||||
specific token variants — adapt geometry, not tokens.
|
||||
* **Already adapted in code.** v0.20.0's port is layout-agnostic
|
||||
(modal scaffold, toasts, table chrome, card chrome, gameplay-
|
||||
feedback, splash cursor). Those surfaces already adapt
|
||||
correctly because their Bevy UI nodes use flex / percent /
|
||||
stretch sizing rather than fixed pixel widths from the
|
||||
mockups.
|
||||
* **Not yet adapted in code.** Any future plugin port that
|
||||
copies layout from a mobile mockup must apply the rules below.
|
||||
|
||||
## Viewport assumptions
|
||||
|
||||
| Range | Width × height | Source |
|
||||
|---|---|---|
|
||||
| Mobile target | 390 × 844 | iPhone 14 Pro logical, Stitch mockup canvas |
|
||||
| Desktop minimum | 1024 × 600 | Smaller windows degrade to mobile rules |
|
||||
| Desktop default | ~70 % of monitor | `apply_smart_default_window_size` (since v0.19.0) |
|
||||
| Desktop typical | 1600 × 900 to 2560 × 1440 | The range we tune for |
|
||||
| Desktop max | 3840 × 2160 | 4K, with HiDPI scaling already applied |
|
||||
|
||||
The "smart default" sizer means a 1080p monitor opens a ~1344 × 756
|
||||
window, a 1440p monitor opens ~1792 × 1008, a 4K monitor opens
|
||||
~2688 × 1512. Tune for the 1600–2400 width band as the centre of
|
||||
the distribution; below 1024 width, fall back to the mobile rules
|
||||
verbatim.
|
||||
|
||||
## Universal adaptation rules
|
||||
|
||||
Apply these to every screen unless the per-screen section
|
||||
overrides them.
|
||||
|
||||
### 1. Edge margins
|
||||
|
||||
| Mobile | Desktop |
|
||||
|---|---|
|
||||
| `margin-edge: 16px` (`SPACE_4`) | `SPACE_5` (24 px) for windows < 1440 wide; `SPACE_6` (32 px) for 1440–2400; `SPACE_7` (48 px) for ≥ 2400 |
|
||||
|
||||
Engine: drive from `LayoutResource` based on `Window` size, not a
|
||||
constant.
|
||||
|
||||
### 2. Modal max-width
|
||||
|
||||
| Mobile | Desktop |
|
||||
|---|---|
|
||||
| `100% - 2 × edge-margin` | `min(720 px, 50 % of viewport)` |
|
||||
|
||||
The 720 px cap is already in `ui_modal::spawn_modal`. No code
|
||||
change needed; this rule documents *why* it's there.
|
||||
|
||||
### 3. Vertical content stacks
|
||||
|
||||
A mobile screen often stacks `Header → Body → Footer` vertically
|
||||
to fit a tall narrow column. On desktop, prefer horizontal
|
||||
distribution where the content allows:
|
||||
|
||||
* **Header rows that stack vertically on mobile** (title above
|
||||
count above timer) → keep them in one horizontal row on
|
||||
desktop.
|
||||
* **Two-column flex layouts** (e.g. Settings rows: label left,
|
||||
control right) — already work on both targets; no change.
|
||||
* **Cards stacking with `mt-48`-style fixed gaps** — replace with
|
||||
flex / percent gaps so the layout breathes.
|
||||
|
||||
### 4. Touch-target minimums
|
||||
|
||||
Mobile spec mandates 48 dp minimum touch targets. Desktop has no
|
||||
such floor (mouse precision is finer), but **don't shrink below
|
||||
mobile's 48 px** for primary actions — keyboard / gamepad focus
|
||||
rings still need a visible target.
|
||||
|
||||
Secondary controls (chip-style toggles, hotkey hints, etc.) can
|
||||
shrink to `TYPE_BODY` (14 px) text + `SPACE_3` (12 px) padding on
|
||||
desktop where they were larger on mobile.
|
||||
|
||||
### 5. Bottom-anchored elements
|
||||
|
||||
Mobile mockups often anchor key controls (action bar, primary CTA,
|
||||
toast position) to the bottom of the viewport for thumb reach.
|
||||
Desktop has no thumb-reach concern:
|
||||
|
||||
* **Toasts** — keep bottom-anchored (already done in `a137607`),
|
||||
the design language is consistent across targets and the
|
||||
bottom is still the least-disruptive overlay zone.
|
||||
* **Action bars** — top of viewport on desktop unless the
|
||||
per-screen section says otherwise. The HUD already sits on
|
||||
top.
|
||||
* **Single primary CTA** — modals already right-align in the
|
||||
actions row; no change.
|
||||
|
||||
### 6. Typography rungs unchanged
|
||||
|
||||
Do **not** shift `TYPE_*` tokens up a rung for desktop. The
|
||||
spec's 14 / 18 / 26 / 40 progression is already calibrated for
|
||||
the desktop reading distance (60–90 cm). Mobile uses the same
|
||||
rungs at a closer reading distance (30–40 cm); same physical
|
||||
angular size on the eye.
|
||||
|
||||
### 7. Hotkey hints become full strings
|
||||
|
||||
Mobile cells like `▌Esc` — the cursor block plus key letter — can
|
||||
expand to `[Esc] cancel` style on desktop where horizontal
|
||||
real-estate is cheap. Drives discoverability of keyboard-only
|
||||
flows. Optional; only apply where horizontal space exists.
|
||||
|
||||
## Per-screen adaptation rules
|
||||
|
||||
### Game Table
|
||||
|
||||
Mockup: `game-table-mobile.html` (390 × 844).
|
||||
|
||||
| Element | Mobile | Desktop |
|
||||
|---|---|---|
|
||||
| HUD band | full width, 56 px tall | full width, 48 px tall |
|
||||
| Foundation row | 4 piles centred, fan-tight | 4 piles centred, **gutter doubled** so the row fills ~50 % of viewport width |
|
||||
| Stock + waste | left of foundations, stacked | left of foundations, **horizontal pair**: stock on the left, waste to its immediate right (the mobile vertical pair feels cramped on a wide canvas) |
|
||||
| Tableau row | 7 columns, 4 % gutter | 7 columns, **6 % gutter**, total tableau block ≤ 70 % viewport width |
|
||||
| Card aspect | 2 : 3 (already in `Layout::card_size`) | unchanged — card aspect is domain |
|
||||
| Tableau fan | `TABLEAU_FAN_FRAC = 0.25` | unchanged — fan is in card-height units, not viewport units |
|
||||
| Drag-shadow offset | small | unchanged — pinned to 0 alpha under Terminal anyway |
|
||||
|
||||
**Engine impact:** `solitaire_engine/src/layout.rs::compute_layout`
|
||||
already drives most of this from `Window::size()`. The mobile vs.
|
||||
desktop difference is the gutter percentages — bake desktop
|
||||
gutters when window width ≥ 1024.
|
||||
|
||||
### Win Summary
|
||||
|
||||
Mockup: `win-summary-mobile.html` (390 × 858).
|
||||
|
||||
| Element | Mobile | Desktop |
|
||||
|---|---|---|
|
||||
| Modal width | 100 % − 2 × edge | **`min(720 px, 50 % viewport)`** (already done by `ui_modal`) |
|
||||
| Score row | stacked vertically (line per metric) | **3-column grid**: Score / Time / Moves in one row, breakdown rows below in single-line per row |
|
||||
| Action buttons | full-width stacked (Play Again, Continue, Stats) | **right-aligned action row** — the existing `spawn_modal_actions` already does this on both targets |
|
||||
|
||||
**Engine impact:** `solitaire_engine/src/win_summary_plugin.rs`. The
|
||||
score-breakdown-stagger animation (`MOTION_SCORE_BREAKDOWN_*`) is
|
||||
unchanged across targets.
|
||||
|
||||
### Settings
|
||||
|
||||
Mockup: `settings-mobile.html` (390 × 4330 — long scroll).
|
||||
|
||||
| Element | Mobile | Desktop |
|
||||
|---|---|---|
|
||||
| Modal width | 100 % − 2 × edge | `min(720 px, 50 % viewport)` |
|
||||
| Sections | full-width labels above stacked controls | **section labels left, control widget right** — already the engine's pattern; no change |
|
||||
| Long page | scroll the whole modal | **two-column layout**: nav (sections list) on left ~30 %, current section on right ~70 %. Reduces scroll distance on desktop |
|
||||
| Sliders | full-width on mobile | cap at 320 px on desktop |
|
||||
|
||||
**Engine impact:** if a desktop port wants the two-column nav, it's
|
||||
a `settings_plugin` rewrite. Keep the existing single-column
|
||||
stacked-modal layout for now — it works on both targets and the
|
||||
two-column variant is a polish item, not a blocker.
|
||||
|
||||
### Help & Controls
|
||||
|
||||
Mockup: `help-mobile.html` (390 × 2544).
|
||||
|
||||
| Element | Mobile | Desktop |
|
||||
|---|---|---|
|
||||
| Modal width | 100 % − 2 × edge | `min(720 px, 50 % viewport)` |
|
||||
| Section list | one column of `Heading → 2-col rows` | **two columns of section blocks** for windows ≥ 1280 wide; halves vertical scroll distance |
|
||||
| Hotkey rows | `key | description` 2-col flex | unchanged; 2-col already adapts |
|
||||
|
||||
**Engine impact:** `help_plugin`. Single-column on mobile, 2-col
|
||||
on desktop windows ≥ 1280 wide is a flex-wrap option.
|
||||
|
||||
### Pause Menu
|
||||
|
||||
Mockup: `pause-menu-mobile.html` (390 × 1768).
|
||||
|
||||
Already a small modal; no significant geometry change. Modal
|
||||
already uses `ui_modal::spawn_modal` which caps width and centres.
|
||||
No desktop-specific rule.
|
||||
|
||||
### Home Menu
|
||||
|
||||
Mockup: `home-menu-mobile.html` and `home-menu-desktop.html`
|
||||
(both already in this directory — desktop variant is the
|
||||
authoritative reference).
|
||||
|
||||
The desktop mockup already specifies the layout. Cross-check it
|
||||
against the mobile version when porting; differences are
|
||||
deliberate (more horizontal real-estate, larger primary CTA, the
|
||||
secondary actions row).
|
||||
|
||||
### Splash
|
||||
|
||||
Mockup: `splash-mobile.html` (390 × 844).
|
||||
|
||||
| Element | Mobile | Desktop |
|
||||
|---|---|---|
|
||||
| Full-screen overlay | `inset-0` | unchanged — splash always covers the viewport |
|
||||
| Cursor block (`▌`) | 96 px JetBrains Mono | unchanged — already done in `cdcadda`. The 96 px size scales fine on desktop because the splash is a brand beat, not a layout-driven element |
|
||||
| Title `RUSTY SOLITAIRE` | 32 px | scale to 40 px (`TYPE_DISPLAY`) on desktop |
|
||||
| Subtitle `TERMINAL EDITION` | 12 px | unchanged |
|
||||
| Boot log lines | 70 % width column | cap at 480 px so the column doesn't stretch on a wide window |
|
||||
| Progress bar | 100 % − 2 × edge | cap at 720 px |
|
||||
| Palette swatch row + version footer | bottom-anchored | unchanged; bottom-anchor still reads correctly on desktop |
|
||||
|
||||
**Engine impact:** `splash_plugin` already has the cursor block
|
||||
(`cdcadda`). The boot log / progress bar / palette swatch rows
|
||||
are the next polish increment when option D is picked up.
|
||||
|
||||
### Stats
|
||||
|
||||
Mockup: `stats-mobile.html` (390 × 2624).
|
||||
|
||||
| Element | Mobile | Desktop |
|
||||
|---|---|---|
|
||||
| Modal width | 100 % − 2 × edge | `min(720 px, 50 % viewport)` |
|
||||
| Big-number cards | 2 × 2 grid | **4 × 1 row** for windows ≥ 1024 wide (the four headline metrics fit in a single horizontal row at desktop scale) |
|
||||
| Latest-win caption | full-width line | unchanged |
|
||||
| Replay clip / share row | full-width row | unchanged |
|
||||
|
||||
### Profile / Achievements / Theme Picker / Daily Challenge
|
||||
|
||||
These follow the **standard modal pattern** (`spawn_modal` with
|
||||
header / body / actions). They already work on desktop because
|
||||
`ui_modal` handles modal-width capping. Per-screen tweaks are
|
||||
small and listed below; no structural changes:
|
||||
|
||||
* **Profile** — avatar + level / streak chips can flow into a
|
||||
single horizontal row on desktop instead of stacking.
|
||||
* **Achievements** — 3 × N grid on mobile becomes 4 × N or 5 × N
|
||||
on desktop where windows ≥ 1280 wide.
|
||||
* **Theme Picker** — 2-col grid of theme cards on mobile becomes
|
||||
3- or 4-col on desktop.
|
||||
* **Daily Challenge** — single-column scroll on both; no change.
|
||||
|
||||
## Mockup parity gap
|
||||
|
||||
The 9 missing-plugin screens (`splash`, `challenge`, `time-attack`,
|
||||
`weekly-goals`, `leaderboard`, `sync`, `level-up`, `replay-overlay`,
|
||||
`radial-menu`) have only mobile mockups. When porting any of these
|
||||
plugins:
|
||||
|
||||
1. Read the mobile mockup for content + visual hierarchy.
|
||||
2. Apply the universal adaptation rules above.
|
||||
3. Apply the closest matching per-screen rule (e.g. an info modal
|
||||
uses the same shape as Win Summary or Stats).
|
||||
4. **No new layout pattern without explicit user approval.**
|
||||
Adapting an existing pattern is in scope; inventing a desktop-
|
||||
specific component is design work and should be flagged as such.
|
||||
|
||||
## Process notes
|
||||
|
||||
* **Smart-default sizer is the layout's source of truth.** Before
|
||||
reading the mockup, always re-read `Window::size()` —
|
||||
`apply_smart_default_window_size` runs at startup and the
|
||||
player can resize freely. Hardcoded breakpoints in plugin code
|
||||
should reference the *current* `Window` width via a
|
||||
`LayoutResource` lookup, not the launch size.
|
||||
* **`WindowResized` already drives layout recomputes** (CLAUDE.md
|
||||
§3.4). Any per-window-width adaptation in this file should hook
|
||||
into the existing recompute path, not a new system.
|
||||
* **Mobile rules win at narrow desktop windows.** A user dragging
|
||||
their desktop window down to 600 px width is closer to the
|
||||
mobile use-case than the desktop one. Below 1024 px width,
|
||||
apply the mobile rules verbatim.
|
||||
* **Run on a 4K monitor before declaring a port done.** HiDPI
|
||||
scaling routes through Bevy's logical sizing, but visual
|
||||
polish (border thickness, motion budgets at high refresh rate)
|
||||
is worth eyeballing.
|
||||
@@ -22,16 +22,25 @@ bevy = { workspace = true }
|
||||
solitaire_engine = { workspace = true }
|
||||
solitaire_data = { workspace = true }
|
||||
|
||||
# `keyring`'s default-store init only matters on platforms with a
|
||||
# real keychain backend (Linux Secret Service, macOS Keychain,
|
||||
# Windows Credential Store). The crate also pulls `rpassword`
|
||||
# transitively, which uses `libc::__errno_location` — a symbol
|
||||
# Android's bionic doesn't expose. Target-gating keeps
|
||||
# `cargo apk build` viable; the call site in `lib.rs` has its own
|
||||
# `cfg(not(target_os = "android"))` guard so the desktop init path
|
||||
# is unchanged.
|
||||
# Desktop-only deps. `keyring`'s default-store init only matters on
|
||||
# platforms with a real keychain backend (Linux Secret Service,
|
||||
# macOS Keychain, Windows Credential Store), and its transitive
|
||||
# `rpassword` uses `libc::__errno_location` — a symbol Android's
|
||||
# bionic doesn't expose. `winit` is promoted from a transitive
|
||||
# Bevy 0.18 → bevy_winit 0.18 → winit 0.30 dep to a direct dep so
|
||||
# the `Window::icon` wiring in `set_window_icon` can construct
|
||||
# `winit::window::Icon` values (bevy_winit 0.18 doesn't re-export
|
||||
# `Icon`). Android draws its launcher icon from the APK manifest,
|
||||
# so neither dep matters there. Target-gating keeps `cargo apk
|
||||
# build` viable; the desktop call sites have their own
|
||||
# `cfg(not(target_os = "android"))` guards.
|
||||
[target.'cfg(not(target_os = "android"))'.dependencies]
|
||||
keyring = { workspace = true }
|
||||
keyring = { workspace = true }
|
||||
winit = { version = "0.30", default-features = false }
|
||||
# `tiny-skia` is already in the workspace deps for `solitaire_engine`;
|
||||
# `solitaire_app` consumes it directly only on the desktop icon path
|
||||
# (PNG → raw RGBA decode for `set_window_icon`).
|
||||
tiny-skia = { workspace = true }
|
||||
|
||||
# --- Android packaging metadata (read by `cargo-apk`) -------------------
|
||||
#
|
||||
@@ -51,6 +60,15 @@ package = "com.solitairequest.app"
|
||||
apk_name = "solitaire-quest"
|
||||
build_targets = ["aarch64-linux-android", "armv7-linux-androideabi", "x86_64-linux-android"]
|
||||
assets = "../assets"
|
||||
# Density-bucketed launcher icons. `aapt` processes `res/mipmap-*/` and
|
||||
# packages them into the APK; the launcher selects the best-fit bucket
|
||||
# for the device screen density. Sizes used:
|
||||
# mdpi (1×, 48 dp) → 48 px (exact)
|
||||
# hdpi (1.5×, 72 dp) → 64 px (88 %, aapt scales up slightly)
|
||||
# xhdpi (2×, 96 dp) → 128 px (133 %, aapt scales down)
|
||||
# xxhdpi (3×, 144 dp) → 256 px (178 %, aapt scales down)
|
||||
# xxxhdpi (4×, 192 dp) → 256 px (133 %, aapt scales down)
|
||||
resources = "res"
|
||||
# No `runtime_libs` — we don't ship any precompiled .so files,
|
||||
# the entire app is pure Rust + Bevy. cargo-apk would try to
|
||||
# resolve `runtime_libs/<arch>/` if set, and fail on a non-existent
|
||||
@@ -70,6 +88,14 @@ name = "android.permission.INTERNET"
|
||||
|
||||
[package.metadata.android.application]
|
||||
label = "Solitaire Quest"
|
||||
# Launcher icon — references the density-bucketed mipmap resource above.
|
||||
icon = "@mipmap/ic_launcher"
|
||||
# `debuggable` defaults to false on release builds; cargo-apk flips it
|
||||
# automatically for debug profiles. Leaving the field unset keeps the
|
||||
# default behaviour.
|
||||
|
||||
[package.metadata.android.application.activity]
|
||||
# Lock to portrait — the current layout has only been designed and tested
|
||||
# in portrait orientation. Remove (or add a landscape layout) before
|
||||
# enabling auto-rotate.
|
||||
orientation = "portrait"
|
||||
|
||||
|
After Width: | Height: | Size: 927 B |
|
After Width: | Height: | Size: 759 B |
|
After Width: | Height: | Size: 1.8 KiB |
|
After Width: | Height: | Size: 3.6 KiB |
|
After Width: | Height: | Size: 3.6 KiB |
@@ -18,19 +18,23 @@ use std::io::Write;
|
||||
use std::time::{SystemTime, UNIX_EPOCH};
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy::window::{
|
||||
Monitor, MonitorSelection, PresentMode, PrimaryMonitor, PrimaryWindow, WindowPosition,
|
||||
};
|
||||
use bevy::window::{MonitorSelection, PresentMode, WindowPosition};
|
||||
#[cfg(not(target_os = "android"))]
|
||||
use bevy::window::{Monitor, PrimaryMonitor, PrimaryWindow};
|
||||
#[cfg(not(target_os = "android"))]
|
||||
use bevy::winit::WinitWindows;
|
||||
use solitaire_data::{load_settings_from, provider_for_backend, settings_file_path, Settings};
|
||||
use solitaire_engine::{
|
||||
register_theme_asset_sources, AchievementPlugin, AnimationPlugin, AssetSourcesPlugin,
|
||||
AudioPlugin, AutoCompletePlugin, CardAnimationPlugin, CardPlugin, ChallengePlugin,
|
||||
CursorPlugin, DailyChallengePlugin, DiagnosticsHudPlugin, FeedbackAnimPlugin, FontPlugin,
|
||||
GamePlugin, HelpPlugin, HomePlugin, HudPlugin, InputPlugin, LeaderboardPlugin,
|
||||
OnboardingPlugin, PausePlugin, ProfilePlugin, ProgressPlugin, RadialMenuPlugin,
|
||||
ReplayOverlayPlugin, ReplayPlaybackPlugin, SelectionPlugin, SettingsPlugin, SplashPlugin,
|
||||
StatsPlugin, SyncPlugin, TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin,
|
||||
UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin, WinSummaryPlugin,
|
||||
CursorPlugin, DailyChallengePlugin, DiagnosticsHudPlugin, DifficultyPlugin, FeedbackAnimPlugin,
|
||||
FontPlugin, GamePlugin, HelpPlugin, HomePlugin, HudPlugin, InputPlugin, LeaderboardPlugin,
|
||||
OnboardingPlugin, PausePlugin, PlayBySeedPlugin, ProfilePlugin, ProgressPlugin,
|
||||
RadialMenuPlugin, ReplayOverlayPlugin, ReplayPlaybackPlugin, SafeAreaInsetsPlugin,
|
||||
SelectionPlugin, SettingsPlugin,
|
||||
SplashPlugin, StatsPlugin, SyncPlugin, SyncSetupPlugin, TablePlugin, ThemePlugin, ThemeRegistryPlugin,
|
||||
TimeAttackPlugin, UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin,
|
||||
WinSummaryPlugin,
|
||||
};
|
||||
|
||||
/// App entry point — builds and runs the Bevy app.
|
||||
@@ -74,6 +78,7 @@ pub fn run() {
|
||||
// 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.
|
||||
#[cfg(not(target_os = "android"))]
|
||||
let had_saved_geometry = settings.window_geometry.is_some();
|
||||
let (window_resolution, window_position) = match settings.window_geometry {
|
||||
Some(geom) => (
|
||||
@@ -114,6 +119,9 @@ pub fn run() {
|
||||
// small enough that a few stray dropped frames from
|
||||
// disabling vsync are imperceptible.
|
||||
present_mode: PresentMode::AutoNoVsync,
|
||||
// Android windows always fill the screen; max_width/max_height
|
||||
// default to 0.0, which panics Bevy's clamp when min > max.
|
||||
#[cfg(not(target_os = "android"))]
|
||||
resize_constraints: bevy::window::WindowResizeConstraints {
|
||||
min_width: 800.0,
|
||||
min_height: 600.0,
|
||||
@@ -124,11 +132,20 @@ pub fn run() {
|
||||
..default()
|
||||
})
|
||||
// The `assets/` directory lives at the workspace root, but
|
||||
// Bevy resolves `AssetPlugin::file_path` relative to the
|
||||
// binary package's `CARGO_MANIFEST_DIR` (`solitaire_app/`).
|
||||
// Point one level up so `cargo run -p solitaire_app` finds
|
||||
// card faces, backs, backgrounds, and the UI font.
|
||||
// on desktop Bevy resolves `AssetPlugin::file_path` relative
|
||||
// to the binary package's `CARGO_MANIFEST_DIR`
|
||||
// (`solitaire_app/`), so `cargo run -p solitaire_app` would
|
||||
// miss the workspace-root `assets/` without a `../` prefix.
|
||||
//
|
||||
// On Android cargo-apk packages the same directory into the
|
||||
// APK at `assets/` (via `[package.metadata.android].assets`
|
||||
// in solitaire_app/Cargo.toml). Bevy's `AndroidAssetReader`
|
||||
// is already rooted there, so any `file_path` other than the
|
||||
// default makes it walk *out* of the APK's assets root and
|
||||
// all loads fail silently — which is what produced the
|
||||
// solid-red card-back fallback in the v0.22.3 screenshot.
|
||||
.set(bevy::asset::AssetPlugin {
|
||||
#[cfg(not(target_os = "android"))]
|
||||
file_path: "../assets".to_string(),
|
||||
..default()
|
||||
}),
|
||||
@@ -140,6 +157,13 @@ pub fn run() {
|
||||
.add_plugins(GamePlugin)
|
||||
.add_plugins(TablePlugin)
|
||||
.add_plugins(CardPlugin)
|
||||
// Cursor-icon feedback is desktop-only; Android has no pointer cursor.
|
||||
// The drop-target highlight systems (update_drop_highlights,
|
||||
// update_drop_target_overlays) live in CursorPlugin but ARE useful
|
||||
// on Android — they've been left running because their Bevy system
|
||||
// params compile and function on Android; only the CursorIcon insert
|
||||
// is inert. Gate the whole plugin if the cursor APIs ever cause
|
||||
// Android linker issues; for now it's harmless to leave it registered.
|
||||
.add_plugins(CursorPlugin)
|
||||
.add_plugins(InputPlugin)
|
||||
.add_plugins(RadialMenuPlugin)
|
||||
@@ -156,7 +180,10 @@ pub fn run() {
|
||||
.add_plugins(DailyChallengePlugin)
|
||||
.add_plugins(WeeklyGoalsPlugin)
|
||||
.add_plugins(ChallengePlugin)
|
||||
.add_plugins(PlayBySeedPlugin)
|
||||
.add_plugins(DifficultyPlugin)
|
||||
.add_plugins(TimeAttackPlugin)
|
||||
.add_plugins(SafeAreaInsetsPlugin)
|
||||
.add_plugins(HudPlugin)
|
||||
.add_plugins(HelpPlugin)
|
||||
.add_plugins(HomePlugin::default())
|
||||
@@ -166,6 +193,7 @@ pub fn run() {
|
||||
.add_plugins(AudioPlugin)
|
||||
.add_plugins(OnboardingPlugin)
|
||||
.add_plugins(SyncPlugin::new(sync_provider))
|
||||
.add_plugins(SyncSetupPlugin)
|
||||
.add_plugins(LeaderboardPlugin)
|
||||
.add_plugins(WinSummaryPlugin)
|
||||
.add_plugins(UiModalPlugin)
|
||||
@@ -174,6 +202,14 @@ pub fn run() {
|
||||
.add_plugins(SplashPlugin)
|
||||
.add_plugins(DiagnosticsHudPlugin);
|
||||
|
||||
// Wire the runtime window icon. Bevy 0.18 has no first-class
|
||||
// `Window::icon` field; the icon is set through the underlying
|
||||
// `winit::window::Window` via `WinitWindows`. Android draws its
|
||||
// launcher icon from the APK manifest, so the system is desktop-
|
||||
// only — same target-gate as the `winit` dep itself.
|
||||
#[cfg(not(target_os = "android"))]
|
||||
app.add_systems(Update, set_window_icon);
|
||||
|
||||
// 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
|
||||
@@ -185,6 +221,8 @@ pub fn run() {
|
||||
// every fresh launch can flip `disable_smart_default_size` in
|
||||
// Settings to opt out. The flag is checked once at startup; a
|
||||
// mid-session change applies on the next launch.
|
||||
// Android windows are always full-screen; the OS controls sizing.
|
||||
#[cfg(not(target_os = "android"))]
|
||||
if !had_saved_geometry && !settings.disable_smart_default_size {
|
||||
app.add_systems(Update, apply_smart_default_window_size);
|
||||
}
|
||||
@@ -205,6 +243,7 @@ pub fn run() {
|
||||
/// 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.
|
||||
#[cfg(not(target_os = "android"))]
|
||||
fn apply_smart_default_window_size(
|
||||
mut applied: Local<bool>,
|
||||
monitors: Query<&Monitor, With<PrimaryMonitor>>,
|
||||
@@ -251,6 +290,94 @@ fn apply_smart_default_window_size(
|
||||
*applied = true;
|
||||
}
|
||||
|
||||
/// One-shot Update system that sets the primary window's taskbar /
|
||||
/// title-bar icon to the embedded 256 px Terminal-aesthetic mark
|
||||
/// generated by `solitaire_engine/examples/icon_generator.rs`.
|
||||
///
|
||||
/// Bevy 0.18 has no `Window::icon` field — the icon is set through
|
||||
/// the underlying `winit::window::Window` via the `WinitWindows`
|
||||
/// resource. The system is desktop-only (Android draws its launcher
|
||||
/// icon from the APK manifest, not from any runtime call). Returns
|
||||
/// silently and tries again next frame until both the primary
|
||||
/// window and `WinitWindows` are populated, then sets the icon
|
||||
/// once and self-disables via `Local<bool>`.
|
||||
///
|
||||
/// Icon bytes are `include_bytes!()`-embedded at compile time, same
|
||||
/// shape as the audio assets and default-theme SVGs — no runtime
|
||||
/// asset-path resolution, no `cargo run` working-directory
|
||||
/// assumptions. PNG → RGBA decode runs through `tiny_skia` (already
|
||||
/// in the build for SVG rasterisation), so this system adds zero
|
||||
/// new dependencies on top of the direct `winit` dep that's
|
||||
/// already required for `Icon` construction.
|
||||
#[cfg(not(target_os = "android"))]
|
||||
fn set_window_icon(
|
||||
mut applied: Local<bool>,
|
||||
primary_window: Query<Entity, With<PrimaryWindow>>,
|
||||
// `Option<NonSend<...>>` rather than `NonSend<...>` because Bevy
|
||||
// 0.18's stricter system-param validation panics on the first
|
||||
// few frames before `WinitWindows` is inserted (the resource is
|
||||
// populated after winit's `Resumed` event, which fires after
|
||||
// the first system-tick batch). The early-return below handles
|
||||
// the `None` window-wrapper case for the same lifecycle reason.
|
||||
winit_windows: Option<NonSend<WinitWindows>>,
|
||||
) {
|
||||
if *applied {
|
||||
return;
|
||||
}
|
||||
let Some(winit_windows) = winit_windows else {
|
||||
return;
|
||||
};
|
||||
let Ok(primary_entity) = primary_window.single() else {
|
||||
return;
|
||||
};
|
||||
let Some(window_wrapper) = winit_windows.get_window(primary_entity) else {
|
||||
// Primary window's underlying winit handle not yet
|
||||
// populated — `WinitWindows` fills in after the first
|
||||
// `Resumed` event. Try again next frame.
|
||||
return;
|
||||
};
|
||||
|
||||
// The 256 × 256 PNG is sufficient for `set_window_icon`; winit
|
||||
// scales it for the actual rendered size. Smaller PNGs in
|
||||
// `assets/icon/` exist for downstream Linux hicolor / Windows
|
||||
// `.ico` / macOS `.icns` packaging — they're not used here.
|
||||
const ICON_BYTES: &[u8] = include_bytes!("../../assets/icon/icon_256.png");
|
||||
|
||||
let pixmap = match tiny_skia::Pixmap::decode_png(ICON_BYTES) {
|
||||
Ok(p) => p,
|
||||
Err(e) => {
|
||||
eprintln!("warn: could not decode embedded window icon PNG: {e}");
|
||||
*applied = true; // don't retry every frame
|
||||
return;
|
||||
}
|
||||
};
|
||||
let rgba = pixmap.data().to_vec();
|
||||
let icon = match winit::window::Icon::from_rgba(rgba, pixmap.width(), pixmap.height()) {
|
||||
Ok(i) => i,
|
||||
Err(e) => {
|
||||
eprintln!("warn: could not construct window icon: {e}");
|
||||
*applied = true;
|
||||
return;
|
||||
}
|
||||
};
|
||||
window_wrapper.set_window_icon(Some(icon));
|
||||
*applied = true;
|
||||
}
|
||||
|
||||
/// Android entry point called by NativeActivity after dlopen-ing the `.so`.
|
||||
/// Sets the `AndroidApp` handle that Bevy's winit backend reads before
|
||||
/// constructing the event loop, then delegates to [`run`].
|
||||
///
|
||||
/// The `#[bevy_main]` proc-macro would generate the same code but only
|
||||
/// works on a function named `main`; our shared entry point is `run`, so
|
||||
/// we emit the equivalent expansion manually.
|
||||
#[cfg(target_os = "android")]
|
||||
#[unsafe(no_mangle)]
|
||||
fn android_main(android_app: bevy::android::android_activity::AndroidApp) {
|
||||
let _ = bevy::android::ANDROID_APP.set(android_app);
|
||||
run();
|
||||
}
|
||||
|
||||
/// Wraps the default panic hook with one that also appends a crash log
|
||||
/// to `<data_dir>/crash.log` (next to `settings.json`). The default hook
|
||||
/// still runs afterwards, so stderr output and debugger integration are
|
||||
|
||||
@@ -12,6 +12,8 @@ publish = false
|
||||
[dependencies]
|
||||
png = "0.17"
|
||||
ab_glyph = "0.2"
|
||||
solitaire_core = { path = "../solitaire_core" }
|
||||
solitaire_data = { path = "../solitaire_data" }
|
||||
|
||||
[[bin]]
|
||||
name = "gen_sfx"
|
||||
@@ -20,3 +22,11 @@ path = "src/bin/gen_sfx.rs"
|
||||
[[bin]]
|
||||
name = "gen_art"
|
||||
path = "src/bin/gen_art.rs"
|
||||
|
||||
[[bin]]
|
||||
name = "gen_seeds"
|
||||
path = "src/bin/gen_seeds.rs"
|
||||
|
||||
[[bin]]
|
||||
name = "gen_difficulty_seeds"
|
||||
path = "src/bin/gen_difficulty_seeds.rs"
|
||||
|
||||
@@ -0,0 +1,195 @@
|
||||
//! Generate difficulty-stratified seed catalogs for `EASY_SEEDS`, `MEDIUM_SEEDS`,
|
||||
//! `HARD_SEEDS`, `EXPERT_SEEDS`, and `GRANDMASTER_SEEDS` in
|
||||
//! `solitaire_data/src/difficulty_seeds.rs`.
|
||||
//!
|
||||
//! A seed's tier is determined by the **smallest** `SolverConfig` budget that
|
||||
//! returns `SolverResult::Winnable`. Seeds that are `Unwinnable` at any budget
|
||||
//! are discarded; `Inconclusive` at all budgets are also discarded (we only emit
|
||||
//! provably-winnable seeds).
|
||||
//!
|
||||
//! # Usage
|
||||
//!
|
||||
//! ```bash
|
||||
//! cargo run -p solitaire_assetgen --bin gen_difficulty_seeds --release -- \
|
||||
//! --start 0xD1FF0000_00000000 --per-tier 40
|
||||
//! ```
|
||||
//!
|
||||
//! Flags:
|
||||
//! --start Starting seed (decimal or 0x-prefixed hex, default 0xD1FF000000000000)
|
||||
//! --per-tier Seeds to emit per tier (default 40)
|
||||
//! --help Print this message
|
||||
|
||||
use solitaire_core::game_state::DrawMode;
|
||||
use solitaire_core::solver::{try_solve, SolverConfig, SolverResult};
|
||||
|
||||
// Budget boundaries defining each tier. A seed belongs to the lowest tier
|
||||
// whose budget proves it Winnable.
|
||||
const BUDGETS: &[(&str, u64, usize)] = &[
|
||||
("Easy", 1_000, 1_000),
|
||||
("Medium", 5_000, 5_000),
|
||||
("Hard", 25_000, 25_000),
|
||||
("Expert", 100_000, 100_000),
|
||||
("Grandmaster", 200_000, 200_000),
|
||||
];
|
||||
|
||||
fn main() {
|
||||
let mut args = std::env::args().skip(1).peekable();
|
||||
let mut start: u64 = 0xD1FF_0000_0000_0000;
|
||||
let mut per_tier: usize = 40;
|
||||
|
||||
while let Some(arg) = args.next() {
|
||||
match arg.as_str() {
|
||||
"--start" => {
|
||||
let val = args.next().unwrap_or_else(|| {
|
||||
eprintln!("error: --start requires a value");
|
||||
std::process::exit(1);
|
||||
});
|
||||
start = parse_u64(&val);
|
||||
}
|
||||
"--per-tier" => {
|
||||
let val = args.next().unwrap_or_else(|| {
|
||||
eprintln!("error: --per-tier requires a value");
|
||||
std::process::exit(1);
|
||||
});
|
||||
per_tier = val.parse().unwrap_or_else(|_| {
|
||||
eprintln!("error: --per-tier must be a positive integer");
|
||||
std::process::exit(1);
|
||||
});
|
||||
}
|
||||
"--help" | "-h" => {
|
||||
eprintln!("gen_difficulty_seeds: generate tiered seed catalogs");
|
||||
eprintln!(" --start <seed> starting seed (hex or decimal)");
|
||||
eprintln!(" --per-tier <n> seeds per tier (default 40)");
|
||||
return;
|
||||
}
|
||||
other => {
|
||||
eprintln!("error: unknown argument: {other}");
|
||||
std::process::exit(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if per_tier == 0 {
|
||||
eprintln!("error: --per-tier must be > 0");
|
||||
std::process::exit(1);
|
||||
}
|
||||
|
||||
let draw_mode = DrawMode::DrawOne;
|
||||
let num_tiers = BUDGETS.len();
|
||||
let mut buckets: Vec<Vec<u64>> = vec![Vec::with_capacity(per_tier); num_tiers];
|
||||
let mut tried: u64 = 0;
|
||||
let mut seed = start;
|
||||
|
||||
eprintln!(
|
||||
"gen_difficulty_seeds: finding {} seeds per tier from 0x{start:016X} (DrawOne) …",
|
||||
per_tier
|
||||
);
|
||||
eprintln!(
|
||||
" Tiers: {}",
|
||||
BUDGETS.iter().map(|(n, _, _)| *n).collect::<Vec<_>>().join(", ")
|
||||
);
|
||||
|
||||
while buckets.iter().any(|b| b.len() < per_tier) {
|
||||
tried += 1;
|
||||
'tier: for (i, &(name, move_budget, state_budget)) in BUDGETS.iter().enumerate() {
|
||||
if buckets[i].len() >= per_tier {
|
||||
continue;
|
||||
}
|
||||
let cfg = SolverConfig { move_budget, state_budget };
|
||||
match try_solve(seed, draw_mode.clone(), &cfg) {
|
||||
SolverResult::Winnable => {
|
||||
buckets[i].push(seed);
|
||||
eprintln!(
|
||||
" [{name} {:>3}/{}] 0x{seed:016X} (tried {tried})",
|
||||
buckets[i].len(),
|
||||
per_tier
|
||||
);
|
||||
break 'tier; // assign to the cheapest tier that proves it winnable
|
||||
}
|
||||
SolverResult::Unwinnable => {
|
||||
// Definitely unsolvable — skip all remaining tiers.
|
||||
break 'tier;
|
||||
}
|
||||
SolverResult::Inconclusive => {
|
||||
// Budget exhausted without proof — try the next larger tier.
|
||||
// If this is the last tier, the seed is discarded (Inconclusive
|
||||
// at max budget means "probably but not provably winnable").
|
||||
if i == num_tiers - 1 {
|
||||
break 'tier;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
seed = seed.wrapping_add(1);
|
||||
}
|
||||
|
||||
eprintln!("\nDone ({tried} seeds examined). Paste the blocks below into difficulty_seeds.rs:\n");
|
||||
|
||||
let date = current_date();
|
||||
for (i, (tier_name, _, _)) in BUDGETS.iter().enumerate() {
|
||||
println!(
|
||||
" // Generated by solitaire_assetgen::gen_difficulty_seeds \
|
||||
(tier={tier_name}, date={date})"
|
||||
);
|
||||
for chunk in buckets[i].chunks(5) {
|
||||
for s in chunk {
|
||||
println!(
|
||||
" 0x{:04X}_{:04X}_{:04X}_{:04X},",
|
||||
(s >> 48) & 0xFFFF,
|
||||
(s >> 32) & 0xFFFF,
|
||||
(s >> 16) & 0xFFFF,
|
||||
s & 0xFFFF,
|
||||
);
|
||||
}
|
||||
}
|
||||
println!();
|
||||
}
|
||||
}
|
||||
|
||||
fn parse_u64(s: &str) -> u64 {
|
||||
let cleaned = s.replace('_', "");
|
||||
if let Some(hex) = cleaned.strip_prefix("0x").or_else(|| cleaned.strip_prefix("0X")) {
|
||||
u64::from_str_radix(hex, 16).unwrap_or_else(|_| {
|
||||
eprintln!("error: could not parse '{s}' as a hex u64");
|
||||
std::process::exit(1);
|
||||
})
|
||||
} else {
|
||||
cleaned.parse().unwrap_or_else(|_| {
|
||||
eprintln!("error: could not parse '{s}' as a decimal u64");
|
||||
std::process::exit(1);
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
fn current_date() -> String {
|
||||
use std::time::{SystemTime, UNIX_EPOCH};
|
||||
let secs = SystemTime::now()
|
||||
.duration_since(UNIX_EPOCH)
|
||||
.map(|d| d.as_secs())
|
||||
.unwrap_or(0);
|
||||
let days = secs / 86400;
|
||||
let mut y = 1970u64;
|
||||
let mut d = days;
|
||||
loop {
|
||||
let leap = (y.is_multiple_of(4) && !y.is_multiple_of(100)) || y.is_multiple_of(400);
|
||||
let days_in_year = if leap { 366 } else { 365 };
|
||||
if d < days_in_year {
|
||||
break;
|
||||
}
|
||||
d -= days_in_year;
|
||||
y += 1;
|
||||
}
|
||||
let leap = (y.is_multiple_of(4) && !y.is_multiple_of(100)) || y.is_multiple_of(400);
|
||||
let month_days: [u64; 12] = [
|
||||
31, if leap { 29 } else { 28 }, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31,
|
||||
];
|
||||
let mut m = 0usize;
|
||||
for &md in &month_days {
|
||||
if d < md {
|
||||
break;
|
||||
}
|
||||
d -= md;
|
||||
m += 1;
|
||||
}
|
||||
format!("{y}-{:02}-{:02}", m + 1, d + 1)
|
||||
}
|
||||
@@ -0,0 +1,157 @@
|
||||
//! Generate provably-winnable Klondike seeds for `CHALLENGE_SEEDS`.
|
||||
//!
|
||||
//! Walks seeds incrementally from `--start`, calls the solver on each, and
|
||||
//! collects only those that return `SolverResult::Winnable` (Inconclusive is
|
||||
//! rejected — the curated list wants proof). Prints Rust source suitable for
|
||||
//! pasting into `solitaire_data/src/challenge.rs`.
|
||||
//!
|
||||
//! # Usage
|
||||
//!
|
||||
//! ```bash
|
||||
//! cargo run -p solitaire_assetgen --bin gen_seeds --release -- \
|
||||
//! --start 0xCAFE_BABE_0000_0000 --count 75
|
||||
//! ```
|
||||
//!
|
||||
//! Flags:
|
||||
//! --start Starting seed (decimal or 0x-prefixed hex, default 0xCAFEBABE00000000)
|
||||
//! --count Number of Winnable seeds to emit (default 75)
|
||||
//! --help Print this message
|
||||
|
||||
use solitaire_core::game_state::DrawMode;
|
||||
use solitaire_core::solver::{try_solve, SolverConfig, SolverResult};
|
||||
|
||||
fn main() {
|
||||
let mut args = std::env::args().skip(1).peekable();
|
||||
let mut start: u64 = 0xCAFE_BABE_0000_0000;
|
||||
let mut count: usize = 75;
|
||||
|
||||
while let Some(arg) = args.next() {
|
||||
match arg.as_str() {
|
||||
"--start" => {
|
||||
let val = args.next().unwrap_or_else(|| {
|
||||
eprintln!("error: --start requires a value");
|
||||
std::process::exit(1);
|
||||
});
|
||||
start = parse_u64(&val);
|
||||
}
|
||||
"--count" => {
|
||||
let val = args.next().unwrap_or_else(|| {
|
||||
eprintln!("error: --count requires a value");
|
||||
std::process::exit(1);
|
||||
});
|
||||
count = val.parse().unwrap_or_else(|_| {
|
||||
eprintln!("error: --count must be a positive integer");
|
||||
std::process::exit(1);
|
||||
});
|
||||
}
|
||||
"--help" | "-h" => {
|
||||
eprintln!("{}", include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/src/bin/gen_seeds.rs")).lines().take(20).collect::<Vec<_>>().join("\n"));
|
||||
return;
|
||||
}
|
||||
other => {
|
||||
eprintln!("error: unknown argument: {other}");
|
||||
std::process::exit(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if count == 0 {
|
||||
eprintln!("error: --count must be > 0");
|
||||
std::process::exit(1);
|
||||
}
|
||||
|
||||
let cfg = SolverConfig::default();
|
||||
let draw_mode = DrawMode::DrawOne;
|
||||
let mut found: Vec<u64> = Vec::with_capacity(count);
|
||||
let mut tried: u64 = 0;
|
||||
let mut seed = start;
|
||||
|
||||
eprintln!(
|
||||
"gen_seeds: finding {count} Winnable seeds from 0x{start:016X} (DrawOne) …"
|
||||
);
|
||||
|
||||
while found.len() < count {
|
||||
tried += 1;
|
||||
if matches!(
|
||||
try_solve(seed, draw_mode.clone(), &cfg),
|
||||
SolverResult::Winnable
|
||||
) {
|
||||
found.push(seed);
|
||||
eprintln!(
|
||||
" [{:>3}/{}] 0x{:016X} ({} tried so far)",
|
||||
found.len(),
|
||||
count,
|
||||
seed,
|
||||
tried
|
||||
);
|
||||
}
|
||||
seed = seed.wrapping_add(1);
|
||||
}
|
||||
|
||||
eprintln!("\nDone. Paste the block below into CHALLENGE_SEEDS in solitaire_data/src/challenge.rs:\n");
|
||||
|
||||
println!(
|
||||
" // Generated by solitaire_assetgen::gen_seeds \
|
||||
(start=0x{start:016X}, count={count}, date={date})",
|
||||
date = current_date()
|
||||
);
|
||||
for chunk in found.chunks(5) {
|
||||
for s in chunk {
|
||||
println!(
|
||||
" 0x{:04X}_{:04X}_{:04X}_{:04X},",
|
||||
(s >> 48) & 0xFFFF,
|
||||
(s >> 32) & 0xFFFF,
|
||||
(s >> 16) & 0xFFFF,
|
||||
s & 0xFFFF,
|
||||
);
|
||||
}
|
||||
println!();
|
||||
}
|
||||
}
|
||||
|
||||
fn parse_u64(s: &str) -> u64 {
|
||||
let cleaned = s.replace('_', "");
|
||||
if let Some(hex) = cleaned.strip_prefix("0x").or_else(|| cleaned.strip_prefix("0X")) {
|
||||
u64::from_str_radix(hex, 16).unwrap_or_else(|_| {
|
||||
eprintln!("error: could not parse '{s}' as a hex u64");
|
||||
std::process::exit(1);
|
||||
})
|
||||
} else {
|
||||
cleaned.parse().unwrap_or_else(|_| {
|
||||
eprintln!("error: could not parse '{s}' as a decimal u64");
|
||||
std::process::exit(1);
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
fn current_date() -> String {
|
||||
use std::time::{SystemTime, UNIX_EPOCH};
|
||||
let secs = SystemTime::now()
|
||||
.duration_since(UNIX_EPOCH)
|
||||
.map(|d| d.as_secs())
|
||||
.unwrap_or(0);
|
||||
let days = secs / 86400;
|
||||
// Gregorian calendar computation (Tomohiko Sakamoto's algorithm variant)
|
||||
let mut y = 1970u64;
|
||||
let mut d = days;
|
||||
loop {
|
||||
let leap = (y.is_multiple_of(4) && !y.is_multiple_of(100)) || y.is_multiple_of(400);
|
||||
let days_in_year = if leap { 366 } else { 365 };
|
||||
if d < days_in_year {
|
||||
break;
|
||||
}
|
||||
d -= days_in_year;
|
||||
y += 1;
|
||||
}
|
||||
let leap = (y.is_multiple_of(4) && !y.is_multiple_of(100)) || y.is_multiple_of(400);
|
||||
let month_days: [u64; 12] = [31, if leap { 29 } else { 28 }, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31];
|
||||
let mut m = 0usize;
|
||||
for &md in &month_days {
|
||||
if d < md {
|
||||
break;
|
||||
}
|
||||
d -= md;
|
||||
m += 1;
|
||||
}
|
||||
format!("{y}-{:02}-{:02}", m + 1, d + 1)
|
||||
}
|
||||
@@ -50,6 +50,35 @@ pub enum DrawMode {
|
||||
DrawThree,
|
||||
}
|
||||
|
||||
/// Difficulty tier for `GameMode::Difficulty`. Controls which pre-verified seed
|
||||
/// catalog is drawn from. `Random` skips verification entirely and uses a
|
||||
/// system-time seed — deals may or may not be winnable.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize, Default)]
|
||||
pub enum DifficultyLevel {
|
||||
#[default]
|
||||
Easy,
|
||||
Medium,
|
||||
Hard,
|
||||
Expert,
|
||||
Grandmaster,
|
||||
/// Unverified system-time seed — may or may not be winnable.
|
||||
Random,
|
||||
}
|
||||
|
||||
impl DifficultyLevel {
|
||||
/// Short human-readable label shown in the HUD and win summary.
|
||||
pub fn label(self) -> &'static str {
|
||||
match self {
|
||||
Self::Easy => "Easy",
|
||||
Self::Medium => "Medium",
|
||||
Self::Hard => "Hard",
|
||||
Self::Expert => "Expert",
|
||||
Self::Grandmaster => "Grandmaster",
|
||||
Self::Random => "Random",
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Top-level game mode. Affects scoring, undo, and (eventually) timer behaviour.
|
||||
///
|
||||
/// - `Classic`: standard Klondike scoring, undo allowed.
|
||||
@@ -59,6 +88,8 @@ pub enum DrawMode {
|
||||
/// - `TimeAttack`: standard scoring + undo; the engine wraps a 10-minute
|
||||
/// countdown around the session and auto-deals a fresh game on every win
|
||||
/// (see `solitaire_engine::TimeAttackPlugin`).
|
||||
/// - `Difficulty(DifficultyLevel)`: seed drawn from a pre-verified per-tier catalog
|
||||
/// (or system-time for `Random`). Rules identical to Classic.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize, Default)]
|
||||
pub enum GameMode {
|
||||
#[default]
|
||||
@@ -70,6 +101,8 @@ pub enum GameMode {
|
||||
Challenge,
|
||||
/// Play as many games as possible within 10 minutes.
|
||||
TimeAttack,
|
||||
/// Seed drawn from a difficulty-tiered catalog; rules identical to Classic.
|
||||
Difficulty(DifficultyLevel),
|
||||
}
|
||||
|
||||
/// Snapshot of game state used for undo.
|
||||
|
||||
@@ -26,6 +26,13 @@ tokio = { workspace = true }
|
||||
[target.'cfg(not(target_os = "android"))'.dependencies]
|
||||
keyring-core = { workspace = true }
|
||||
|
||||
[target.'cfg(target_os = "android")'.dependencies]
|
||||
jni = { workspace = true }
|
||||
# android_keystore.rs uses bevy::android::ANDROID_APP to obtain the
|
||||
# process-wide JavaVM handle for JNI. Must be listed here so the
|
||||
# symbol resolves when cross-compiling for Android targets.
|
||||
bevy = { workspace = true }
|
||||
|
||||
[dev-dependencies]
|
||||
solitaire_server = { path = "../solitaire_server" }
|
||||
solitaire_sync = { workspace = true }
|
||||
|
||||
@@ -0,0 +1,409 @@
|
||||
/// Android Keystore token storage via JNI.
|
||||
///
|
||||
/// Tokens are serialised to JSON, encrypted with AES-256/GCM/NoPadding using a
|
||||
/// device-bound key from the Android Keystore, and written atomically to
|
||||
/// `{data_dir}/auth_tokens.bin` as `[12-byte IV][ciphertext+GCM-tag]`.
|
||||
///
|
||||
/// The Keystore key survives app restarts but is destroyed on uninstall (or if
|
||||
/// the user changes biometric/lock credentials, in which case decryption fails
|
||||
/// and we surface `TokenError::KeychainUnavailable` so the caller knows to
|
||||
/// prompt re-login — identical semantics to a Linux box without Secret Service).
|
||||
///
|
||||
/// Only compiled and linked on `target_os = "android"`.
|
||||
use jni::{
|
||||
objects::{JByteArray, JObject, JObjectArray, JValue, JValueOwned},
|
||||
JNIEnv, JavaVM,
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use std::path::PathBuf;
|
||||
|
||||
use crate::auth_tokens::TokenError;
|
||||
|
||||
const KEY_ALIAS: &str = "solitaire_quest_token_key";
|
||||
|
||||
#[derive(Serialize, Deserialize)]
|
||||
struct TokenBlob {
|
||||
username: String,
|
||||
access_token: String,
|
||||
refresh_token: String,
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// JVM helper
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
fn with_jvm<F, R>(f: F) -> Result<R, TokenError>
|
||||
where
|
||||
F: for<'env> FnOnce(&mut JNIEnv<'env>) -> Result<R, jni::errors::Error>,
|
||||
{
|
||||
let app = bevy::android::ANDROID_APP
|
||||
.get()
|
||||
.ok_or_else(|| TokenError::KeychainUnavailable("ANDROID_APP not initialised".into()))?;
|
||||
|
||||
// SAFETY: vm_as_ptr() is the process-wide JavaVM* set by the Android runtime.
|
||||
let vm = unsafe { JavaVM::from_raw(app.vm_as_ptr().cast()) }
|
||||
.map_err(|e| TokenError::Keyring(format!("JavaVM: {e}")))?;
|
||||
|
||||
let mut env = vm
|
||||
.attach_current_thread_permanently()
|
||||
.map_err(|e| TokenError::Keyring(format!("attach: {e}")))?;
|
||||
|
||||
f(&mut env).map_err(|e| TokenError::Keyring(format!("JNI: {e}")))
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Keystore key management
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Load the existing AES key from the Android Keystore, or generate one if it
|
||||
/// doesn't exist yet. Returns a local reference valid for the current JNI frame.
|
||||
fn load_or_create_key<'local>(env: &mut JNIEnv<'local>) -> jni::errors::Result<JObject<'local>> {
|
||||
// KeyStore ks = KeyStore.getInstance("AndroidKeyStore"); ks.load(null);
|
||||
let ks_class = env.find_class("java/security/KeyStore")?;
|
||||
let ks_type = JValueOwned::from(env.new_string("AndroidKeyStore")?);
|
||||
let ks = env
|
||||
.call_static_method(
|
||||
&ks_class,
|
||||
"getInstance",
|
||||
"(Ljava/lang/String;)Ljava/security/KeyStore;",
|
||||
&[ks_type.borrow()],
|
||||
)?
|
||||
.l()?;
|
||||
|
||||
let null = JObject::null();
|
||||
env.call_method(
|
||||
&ks,
|
||||
"load",
|
||||
"(Ljava/security/KeyStore$LoadStoreParameter;)V",
|
||||
&[JValue::Object(&null)],
|
||||
)?
|
||||
.v()?;
|
||||
|
||||
// Key key = ks.getKey(ALIAS, null) — char[] password is null for hardware keys
|
||||
let alias = JValueOwned::from(env.new_string(KEY_ALIAS)?);
|
||||
let null2 = JObject::null();
|
||||
let key = env
|
||||
.call_method(
|
||||
&ks,
|
||||
"getKey",
|
||||
"(Ljava/lang/String;[C)Ljava/security/Key;",
|
||||
&[alias.borrow(), JValue::Object(&null2)],
|
||||
)?
|
||||
.l()?;
|
||||
|
||||
if !env.is_same_object(&key, JObject::null())? {
|
||||
return Ok(key);
|
||||
}
|
||||
|
||||
// No key yet — generate AES-256 with GCM block mode.
|
||||
let builder_class =
|
||||
env.find_class("android/security/keystore/KeyGenParameterSpec$Builder")?;
|
||||
let alias2 = JValueOwned::from(env.new_string(KEY_ALIAS)?);
|
||||
// PURPOSE_ENCRYPT | PURPOSE_DECRYPT = 1 | 2 = 3
|
||||
let purpose = JValueOwned::Int(3);
|
||||
let builder = env.new_object(
|
||||
&builder_class,
|
||||
"(Ljava/lang/String;I)V",
|
||||
&[alias2.borrow(), purpose.borrow()],
|
||||
)?;
|
||||
|
||||
let str_class = env.find_class("java/lang/String")?;
|
||||
|
||||
// builder.setBlockModes(["GCM"])
|
||||
let gcm_str = env.new_string("GCM")?;
|
||||
let block_modes: JObjectArray = env.new_object_array(1, &str_class, &gcm_str)?;
|
||||
let block_modes_val = JValueOwned::Object(block_modes.into());
|
||||
let builder = env
|
||||
.call_method(
|
||||
&builder,
|
||||
"setBlockModes",
|
||||
"([Ljava/lang/String;)Landroid/security/keystore/KeyGenParameterSpec$Builder;",
|
||||
&[block_modes_val.borrow()],
|
||||
)?
|
||||
.l()?;
|
||||
|
||||
// builder.setEncryptionPaddings(["NoPadding"])
|
||||
let nopad_str = env.new_string("NoPadding")?;
|
||||
let enc_pads: JObjectArray = env.new_object_array(1, &str_class, &nopad_str)?;
|
||||
let enc_pads_val = JValueOwned::Object(enc_pads.into());
|
||||
let builder = env
|
||||
.call_method(
|
||||
&builder,
|
||||
"setEncryptionPaddings",
|
||||
"([Ljava/lang/String;)Landroid/security/keystore/KeyGenParameterSpec$Builder;",
|
||||
&[enc_pads_val.borrow()],
|
||||
)?
|
||||
.l()?;
|
||||
|
||||
// KeyGenParameterSpec spec = builder.build()
|
||||
let spec = env
|
||||
.call_method(
|
||||
&builder,
|
||||
"build",
|
||||
"()Landroid/security/keystore/KeyGenParameterSpec;",
|
||||
&[],
|
||||
)?
|
||||
.l()?;
|
||||
|
||||
// KeyGenerator kg = KeyGenerator.getInstance("AES", "AndroidKeyStore")
|
||||
let kg_class = env.find_class("javax/crypto/KeyGenerator")?;
|
||||
let aes = JValueOwned::from(env.new_string("AES")?);
|
||||
let ks_name = JValueOwned::from(env.new_string("AndroidKeyStore")?);
|
||||
let kg = env
|
||||
.call_static_method(
|
||||
&kg_class,
|
||||
"getInstance",
|
||||
"(Ljava/lang/String;Ljava/lang/String;)Ljavax/crypto/KeyGenerator;",
|
||||
&[aes.borrow(), ks_name.borrow()],
|
||||
)?
|
||||
.l()?;
|
||||
|
||||
// kg.init(spec); return kg.generateKey()
|
||||
let spec_val = JValueOwned::Object(spec);
|
||||
env.call_method(
|
||||
&kg,
|
||||
"init",
|
||||
"(Ljava/security/spec/AlgorithmParameterSpec;)V",
|
||||
&[spec_val.borrow()],
|
||||
)?
|
||||
.v()?;
|
||||
|
||||
env.call_method(&kg, "generateKey", "()Ljavax/crypto/SecretKey;", &[])?
|
||||
.l()
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// AES-GCM encrypt / decrypt
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Returns `[12-byte IV][ciphertext+GCM-tag]`.
|
||||
fn encrypt_gcm(
|
||||
env: &mut JNIEnv<'_>,
|
||||
key: &JObject<'_>,
|
||||
plaintext: &[u8],
|
||||
) -> jni::errors::Result<Vec<u8>> {
|
||||
let cipher_class = env.find_class("javax/crypto/Cipher")?;
|
||||
let transform = JValueOwned::from(env.new_string("AES/GCM/NoPadding")?);
|
||||
let cipher = env
|
||||
.call_static_method(
|
||||
&cipher_class,
|
||||
"getInstance",
|
||||
"(Ljava/lang/String;)Ljavax/crypto/Cipher;",
|
||||
&[transform.borrow()],
|
||||
)?
|
||||
.l()?;
|
||||
|
||||
// cipher.init(Cipher.ENCRYPT_MODE=1, key)
|
||||
let mode = JValueOwned::Int(1);
|
||||
env.call_method(
|
||||
&cipher,
|
||||
"init",
|
||||
"(ILjava/security/Key;)V",
|
||||
&[mode.borrow(), JValue::Object(key)],
|
||||
)?
|
||||
.v()?;
|
||||
|
||||
// IV is generated by Android's provider; read it back after init.
|
||||
let iv_jobj = env.call_method(&cipher, "getIV", "()[B", &[])?.l()?;
|
||||
// SAFETY: the method signature guarantees a byte array return.
|
||||
let iv_arr = unsafe { JByteArray::from_raw(iv_jobj.into_raw()) };
|
||||
let iv = env.convert_byte_array(&iv_arr)?;
|
||||
|
||||
let pt_arr = env.byte_array_from_slice(plaintext)?;
|
||||
let pt_val = JValueOwned::Object(pt_arr.into());
|
||||
let ct_jobj = env
|
||||
.call_method(&cipher, "doFinal", "([B)[B", &[pt_val.borrow()])?
|
||||
.l()?;
|
||||
// SAFETY: doFinal([B) returns [B.
|
||||
let ct_arr = unsafe { JByteArray::from_raw(ct_jobj.into_raw()) };
|
||||
let ciphertext = env.convert_byte_array(&ct_arr)?;
|
||||
|
||||
let mut out = Vec::with_capacity(iv.len() + ciphertext.len());
|
||||
out.extend_from_slice(&iv);
|
||||
out.extend_from_slice(&ciphertext);
|
||||
Ok(out)
|
||||
}
|
||||
|
||||
/// Expects `data` as `[12-byte IV][ciphertext+GCM-tag]`.
|
||||
fn decrypt_gcm(
|
||||
env: &mut JNIEnv<'_>,
|
||||
key: &JObject<'_>,
|
||||
data: &[u8],
|
||||
) -> jni::errors::Result<Vec<u8>> {
|
||||
let (iv, ciphertext) = data.split_at(12);
|
||||
|
||||
let cipher_class = env.find_class("javax/crypto/Cipher")?;
|
||||
let transform = JValueOwned::from(env.new_string("AES/GCM/NoPadding")?);
|
||||
let cipher = env
|
||||
.call_static_method(
|
||||
&cipher_class,
|
||||
"getInstance",
|
||||
"(Ljava/lang/String;)Ljavax/crypto/Cipher;",
|
||||
&[transform.borrow()],
|
||||
)?
|
||||
.l()?;
|
||||
|
||||
// GCMParameterSpec spec = new GCMParameterSpec(128, iv)
|
||||
let spec_class = env.find_class("javax/crypto/spec/GCMParameterSpec")?;
|
||||
let tag_len = JValueOwned::Int(128);
|
||||
let iv_arr = env.byte_array_from_slice(iv)?;
|
||||
let iv_val = JValueOwned::Object(iv_arr.into());
|
||||
let spec = env.new_object(
|
||||
&spec_class,
|
||||
"(I[B)V",
|
||||
&[tag_len.borrow(), iv_val.borrow()],
|
||||
)?;
|
||||
|
||||
// cipher.init(Cipher.DECRYPT_MODE=2, key, spec)
|
||||
let mode = JValueOwned::Int(2);
|
||||
let spec_val = JValueOwned::Object(spec);
|
||||
env.call_method(
|
||||
&cipher,
|
||||
"init",
|
||||
"(ILjava/security/Key;Ljava/security/spec/AlgorithmParameterSpec;)V",
|
||||
&[mode.borrow(), JValue::Object(key), spec_val.borrow()],
|
||||
)?
|
||||
.v()?;
|
||||
|
||||
let ct_arr = env.byte_array_from_slice(ciphertext)?;
|
||||
let ct_val = JValueOwned::Object(ct_arr.into());
|
||||
let pt_jobj = env
|
||||
.call_method(&cipher, "doFinal", "([B)[B", &[ct_val.borrow()])?
|
||||
.l()?;
|
||||
// SAFETY: doFinal([B) returns [B.
|
||||
let pt_arr = unsafe { JByteArray::from_raw(pt_jobj.into_raw()) };
|
||||
env.convert_byte_array(&pt_arr)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// File helpers
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
fn token_file_path() -> Option<PathBuf> {
|
||||
crate::platform::data_dir().map(|d| d.join("auth_tokens.bin"))
|
||||
}
|
||||
|
||||
fn read_file_bytes() -> Result<Vec<u8>, TokenError> {
|
||||
let path = token_file_path()
|
||||
.ok_or_else(|| TokenError::KeychainUnavailable("no data dir".into()))?;
|
||||
if !path.exists() {
|
||||
return Err(TokenError::NotFound(String::new()));
|
||||
}
|
||||
std::fs::read(&path).map_err(|e| TokenError::Keyring(format!("read auth_tokens.bin: {e}")))
|
||||
}
|
||||
|
||||
fn write_file_bytes(data: &[u8]) -> Result<(), TokenError> {
|
||||
let path = token_file_path()
|
||||
.ok_or_else(|| TokenError::KeychainUnavailable("no data dir".into()))?;
|
||||
let tmp = path.with_extension("tmp");
|
||||
std::fs::write(&tmp, data)
|
||||
.map_err(|e| TokenError::Keyring(format!("write auth_tokens.tmp: {e}")))?;
|
||||
std::fs::rename(&tmp, &path)
|
||||
.map_err(|e| TokenError::Keyring(format!("rename auth_tokens: {e}")))
|
||||
}
|
||||
|
||||
fn load_blob(username: &str) -> Result<TokenBlob, TokenError> {
|
||||
let data = read_file_bytes().map_err(|e| match e {
|
||||
TokenError::NotFound(_) => TokenError::NotFound(username.to_string()),
|
||||
other => other,
|
||||
})?;
|
||||
|
||||
if data.len() < 12 {
|
||||
return Err(TokenError::Keyring("auth_tokens.bin corrupt (too short)".into()));
|
||||
}
|
||||
|
||||
let plaintext = with_jvm(|env| {
|
||||
let key = load_or_create_key(env)?;
|
||||
decrypt_gcm(env, &key, &data)
|
||||
})?;
|
||||
|
||||
let blob: TokenBlob = serde_json::from_slice(&plaintext)
|
||||
.map_err(|e| TokenError::Keyring(format!("JSON decode: {e}")))?;
|
||||
|
||||
if blob.username != username {
|
||||
return Err(TokenError::NotFound(username.to_string()));
|
||||
}
|
||||
|
||||
Ok(blob)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Public API — mirrors auth_tokens desktop surface exactly.
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Encrypt and store `access_token` and `refresh_token` for `username`.
|
||||
///
|
||||
/// Overwrites any previously stored tokens.
|
||||
pub fn store_tokens(
|
||||
username: &str,
|
||||
access_token: &str,
|
||||
refresh_token: &str,
|
||||
) -> Result<(), TokenError> {
|
||||
let blob = TokenBlob {
|
||||
username: username.to_string(),
|
||||
access_token: access_token.to_string(),
|
||||
refresh_token: refresh_token.to_string(),
|
||||
};
|
||||
let plaintext = serde_json::to_vec(&blob)
|
||||
.map_err(|e| TokenError::Keyring(format!("JSON encode: {e}")))?;
|
||||
|
||||
let encrypted = with_jvm(|env| {
|
||||
let key = load_or_create_key(env)?;
|
||||
encrypt_gcm(env, &key, &plaintext)
|
||||
})?;
|
||||
|
||||
write_file_bytes(&encrypted)
|
||||
}
|
||||
|
||||
/// Return the stored access token for `username`.
|
||||
///
|
||||
/// Returns [`TokenError::NotFound`] if no token has been stored yet.
|
||||
pub fn load_access_token(username: &str) -> Result<String, TokenError> {
|
||||
load_blob(username).map(|b| b.access_token)
|
||||
}
|
||||
|
||||
/// Return the stored refresh token for `username`.
|
||||
///
|
||||
/// Returns [`TokenError::NotFound`] if no token has been stored yet.
|
||||
pub fn load_refresh_token(username: &str) -> Result<String, TokenError> {
|
||||
load_blob(username).map(|b| b.refresh_token)
|
||||
}
|
||||
|
||||
/// Delete stored tokens and remove the Keystore key for `username`.
|
||||
///
|
||||
/// Missing file or missing Keystore entry are silently ignored.
|
||||
pub fn delete_tokens(_username: &str) -> Result<(), TokenError> {
|
||||
if let Some(path) = token_file_path() {
|
||||
if path.exists() {
|
||||
std::fs::remove_file(&path)
|
||||
.map_err(|e| TokenError::Keyring(format!("delete auth_tokens.bin: {e}")))?;
|
||||
}
|
||||
}
|
||||
|
||||
// Remove the Keystore key so a future re-login generates a fresh key.
|
||||
with_jvm(|env| {
|
||||
let ks_class = env.find_class("java/security/KeyStore")?;
|
||||
let ks_type = JValueOwned::from(env.new_string("AndroidKeyStore")?);
|
||||
let ks = env
|
||||
.call_static_method(
|
||||
&ks_class,
|
||||
"getInstance",
|
||||
"(Ljava/lang/String;)Ljava/security/KeyStore;",
|
||||
&[ks_type.borrow()],
|
||||
)?
|
||||
.l()?;
|
||||
|
||||
let null = JObject::null();
|
||||
env.call_method(
|
||||
&ks,
|
||||
"load",
|
||||
"(Ljava/security/KeyStore$LoadStoreParameter;)V",
|
||||
&[JValue::Object(&null)],
|
||||
)?
|
||||
.v()?;
|
||||
|
||||
let alias = JValueOwned::from(env.new_string(KEY_ALIAS)?);
|
||||
env.call_method(&ks, "deleteEntry", "(Ljava/lang/String;)V", &[alias.borrow()])?
|
||||
.v()
|
||||
})
|
||||
}
|
||||
@@ -131,35 +131,29 @@ pub fn delete_tokens(username: &str) -> Result<(), TokenError> {
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
// Android stub — same public API, always returns KeychainUnavailable.
|
||||
// Lets `sync_client::*` compile unchanged on Android; the runtime
|
||||
// effect is "session login required every launch", same as a Linux
|
||||
// box without Secret Service.
|
||||
// Android — delegate to the JNI Keystore bridge in android_keystore.
|
||||
// -------------------------------------------------------------------
|
||||
|
||||
#[cfg(target_os = "android")]
|
||||
const ANDROID_STUB_MSG: &str = "android stub: keychain not yet wired (Phase-Android task)";
|
||||
|
||||
#[cfg(target_os = "android")]
|
||||
pub fn store_tokens(
|
||||
_username: &str,
|
||||
_access_token: &str,
|
||||
_refresh_token: &str,
|
||||
username: &str,
|
||||
access_token: &str,
|
||||
refresh_token: &str,
|
||||
) -> Result<(), TokenError> {
|
||||
Err(TokenError::KeychainUnavailable(ANDROID_STUB_MSG.to_string()))
|
||||
crate::android_keystore::store_tokens(username, access_token, refresh_token)
|
||||
}
|
||||
|
||||
#[cfg(target_os = "android")]
|
||||
pub fn load_access_token(_username: &str) -> Result<String, TokenError> {
|
||||
Err(TokenError::KeychainUnavailable(ANDROID_STUB_MSG.to_string()))
|
||||
pub fn load_access_token(username: &str) -> Result<String, TokenError> {
|
||||
crate::android_keystore::load_access_token(username)
|
||||
}
|
||||
|
||||
#[cfg(target_os = "android")]
|
||||
pub fn load_refresh_token(_username: &str) -> Result<String, TokenError> {
|
||||
Err(TokenError::KeychainUnavailable(ANDROID_STUB_MSG.to_string()))
|
||||
pub fn load_refresh_token(username: &str) -> Result<String, TokenError> {
|
||||
crate::android_keystore::load_refresh_token(username)
|
||||
}
|
||||
|
||||
#[cfg(target_os = "android")]
|
||||
pub fn delete_tokens(_username: &str) -> Result<(), TokenError> {
|
||||
Err(TokenError::KeychainUnavailable(ANDROID_STUB_MSG.to_string()))
|
||||
pub fn delete_tokens(username: &str) -> Result<(), TokenError> {
|
||||
crate::android_keystore::delete_tokens(username)
|
||||
}
|
||||
|
||||