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Author SHA1 Message Date
funman300 a2f02e1cbc ci(argocd): watch deploy branch for kustomization updates
Android Release / build-apk (push) Successful in 4m50s
targetRevision changed from master to deploy so Argo CD tracks the
image-tag commits the CI bot writes there, not the source branch.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 16:58:42 -07:00
Gitea CI 8426d89856 chore(deploy): bump image to da601beb [skip ci] 2026-05-19 23:58:25 +00:00
funman300 ecab227b8d ci(deploy): push kustomization updates to deploy branch, not master
Build and Deploy / build-and-push (push) Successful in 21s
The CI bot was committing image-tag bumps back to master after every
Docker build, which forced a `git pull --rebase` before every developer
push. Moving the kustomization commit to a dedicated `deploy` branch
keeps master clean — the build bot no longer diverges it.

Argo CD / Flux should now watch the `deploy` branch (targetRevision:
deploy) instead of master.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 16:57:20 -07:00
funman300 da601bebd6 fix(engine,wasm,web): detect no-legal-moves correctly and surface banner
Build and Deploy / build-and-push (push) Successful in 4m24s
Engine: replace broken has_legal_moves loop (which checked buried
mid-column cards without sequence validation) with a delegation to
possible_instructions(), mirroring the hint system's logic exactly.

WASM: add has_moves: bool to GameSnapshot, computed in snap() using the
same stock/waste/possible_instructions check so the web client gets the
flag in every state update at no extra round-trip cost.

Web: show a non-blocking no-moves banner (slide-up toast) with Undo and
New Game actions when has_moves is false and the game is not won. Banner
hides automatically once a move restores legal play (e.g. after undo).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 16:54:01 -07:00
Gitea CI a2dd8d220c chore(deploy): bump image to d5d869a6 [skip ci] 2026-05-19 23:31:16 +00:00
funman300 d5d869a6c8 fix(multi): resolve 16 bugs from comprehensive rules and code review
Build and Deploy / build-and-push (push) Successful in 4m12s
Core (solitaire_core):
- fix(core): auto-complete now requires waste empty to prevent deadlock
- fix(core): reject multi-card moves from waste pile (Klondike rule)
- fix(core): reject foundation-to-foundation moves (score farming exploit)
- fix(core): undo restores score from snapshot baseline, not live score
- feat(scoring): add +5 flip bonus when face-down tableau card is exposed
- feat(scoring): add recycle penalty (Draw-1: -100/pass, Draw-3: -20/pass)

Engine (solitaire_engine):
- fix(engine): remove TokioRuntimeResource::default() panic; degrade gracefully
- fix(engine): add ModalScrim guard to handle_new_game spawn site
- fix(engine): add ModalScrim guard to spawn_restore_prompt spawn site
- fix(engine): add ModalScrim guard to check_no_moves spawn site

Server / Web (solitaire_server):
- fix(web): correct draw_mode casing in replay submission (DrawOne/DrawThree)
- fix(web): correct mode casing in replay submission (Classic) for leaderboard
- fix(web): trim recorded_at to YYYY-MM-DD for NaiveDate deserialization
- fix(server): move /avatars route outside auth middleware (was always 401)

Data / Sync (solitaire_data, solitaire_sync):
- fix(data): namespace Android token file under APP_DIR_NAME with migration
- fix(data): Android token store now multi-user (HashMap); no silent overwrite
- fix(sync): draw_one_wins + draw_three_wins invariant preserved after merge

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 16:27:09 -07:00
Gitea CI 42898c0b3f chore(deploy): bump image to f6e7de10 [skip ci] 2026-05-19 22:53:25 +00:00
funman300 f6e7de1093 fix(core): make take_from_foundation true by default across all clients
Build and Deploy / build-and-push (push) Successful in 3m51s
Android Release / build-apk (push) Successful in 4m36s
The flag was modelled as an opt-in non-standard rule but moving a card
off a foundation is in fact standard Klondike — disabling it is the
non-standard variant.

Changing the core default to true means every client (desktop, Android,
web) gets correct behaviour without each having to independently patch
the value after construction. Clients that expose a settings toggle
(desktop/Android) can still disable it through SettingsResource.

- game_state.rs: flip default from false → true in new_with_mode
- game_state.rs: rename/update take_from_foundation_disabled_by_default
  test to reflect the new intended default
- solitaire_wasm/lib.rs: remove now-redundant override in new()
  (from_saved keeps its override to fix old saves that serialised false)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:44:10 -07:00
Gitea CI b5a780ddf4 chore(deploy): bump image to 90eb5fd2 [skip ci] 2026-05-19 22:41:00 +00:00
funman300 3322fd4250 fix(wasm): enable take-from-foundation in web game client
Android Release / build-apk (push) Successful in 3m56s
GameState::new_with_mode defaults take_from_foundation=false (non-
standard; the flag exists so the desktop can offer it as a setting).
The WASM web client has no settings layer, so this flag was never
flipped on — every drag or double-click from a foundation pile was
silently rejected by the rules engine.

Set take_from_foundation=true in both SolitaireGame::new (fresh games)
and SolitaireGame::from_saved (restored games, which may have the old
default serialised).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:40:16 -07:00
funman300 90eb5fd207 feat(web): persist game state across page refreshes with resume dialog
Build and Deploy / build-and-push (push) Successful in 2m54s
Android Release / build-apk (push) Successful in 4m38s
- solitaire_wasm: add SolitaireGame::serialize() and from_saved() so JS
  can round-trip the full GameState through localStorage as JSON
- game.js: save {gameState, elapsedSecs, drawThree} to localStorage
  (key: fs_game_save) on every render(); clear the save on win
- game.js: on bootstrap, check for a saved game and show a resume
  dialog if one exists; Resume restores state + timer, New Game discards
  the save and starts fresh with a random seed
- game.html: add #resume-overlay markup (same pattern as win-overlay)
- game.css: add styles for the resume dialog and its secondary button

localStorage failures (private-browsing quota) are silently ignored so
they never block gameplay.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:38:07 -07:00
funman300 76cf41e7a9 fix(ui): open sync-setup modal when Connect clicked from Settings
Android Release / build-apk (push) Successful in 3m49s
The sync-setup modal was silently blocked by its own guard:
other_modal_scrims checks for any ModalScrim without SyncSetupScreen,
but the Settings panel IS a ModalScrim, so clicking Connect from within
Settings always hit the guard and returned early.

Two fixes:
- handle_sync_buttons: set SettingsScreen.0 = false when ConnectSync
  is pressed so settings closes as the event is fired
- open_sync_setup_modal: exclude SettingsPanel from other_modal_scrims
  to handle the deferred-despawn timing window (settings scrim entity
  still exists in the world until command buffers flush at frame end)
- Make SettingsPanel pub so sync_setup_plugin can reference it

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:32:14 -07:00
funman300 fae5933d29 fix(engine): enable take-from-foundation for restored and startup games
Android Release / build-apk (push) Successful in 3m42s
GameState serializes take_from_foundation=false (the core default),
so saved games on disk and direct-loaded states never had the setting
applied from SettingsResource — only freshly dealt games did.

Two fixes:
- sync_settings_to_game: new system that reads SettingsChangedEvent
  and patches game.0.take_from_foundation on every settings change
  (covers initial settings load at startup and in-session toggles)
- handle_restore_prompt: apply settings immediately after game.0 =
  restored so the Continue path also respects the current setting
- Register SettingsChangedEvent in GamePlugin::build (idempotent with
  SettingsPlugin) so the message is available in headless test apps

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:26:42 -07:00
funman300 6cd8c6c013 fix(multi): resolve 3 remaining Android UI bugs
Android Release / build-apk (push) Successful in 3m33s
- radial_menu: replace active_id.unwrap() with let Some guard — no
  runtime panic possible even if DragState races (§2.3)
- card_plugin: add bottom-right AndroidCornerBg overlay to mask the
  rotated baked-in text on classic PNG cards (mirrors top-left treatment)
- hud_plugin: bump Android action button min_width 44→52 px to give
  ~22px glyphs adequate padding after dynamic font-size increase
- layout: fix doc-lazy-continuation clippy lint in BOTTOM_BAR_HEIGHT comment

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:16:24 -07:00
funman300 ec94cb34aa fix(layout): reserve action-bar height so tableau never hides behind buttons
Android Release / build-apk (push) Successful in 4m15s
compute_layout only subtracted safe_area_bottom (OS gesture/nav bar) from
the vertical budget, but the app's own action bar (≡ ← || ? ! M +) sits
*above* that zone — invisible to safe_area_bottom. On Android the bar is
60 px tall (44 px min-height buttons + 8 px top + 8 px bottom bar padding),
so deep tableau columns scrolled 60 px behind the button row.

Fix: add BOTTOM_BAR_HEIGHT (60 px Android, 0 desktop) to safe_area_bottom
before both affected calculations:
  • card_width_height_based — height-based card sizing
  • avail — budget fed to update_tableau_fan_frac for adaptive fan spacing

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 14:55:09 -07:00
funman300 40768f3b0a feat(engine): scale action-bar glyph font size dynamically on Android
Android Release / build-apk (push) Successful in 4m15s
The bottom bar's 7 icon buttons (≡ ← || ? ! M +) used TYPE_BODY = 14 px,
a fixed size that is too small on phone screens.

New behaviour:
- `action_bar_font_size(window_width)` returns `(window_width / 40).clamp(16, 30)`,
  giving ~22 px on a 900 logical-px phone and ~16 px on narrow viewports.
- `ActionButtonLabel` marker added to each button's text node (Android only).
- `spawn_action_buttons` reads `Query<&Window>` at startup to apply the
  correct initial size before the first frame renders.
- `resize_action_bar_labels` system re-runs whenever `LayoutResource`
  changes (window resize / orientation change) to keep glyphs in sync.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 14:45:49 -07:00
funman300 2186f55913 fix(engine): fix classic-card corner label colours and HUD-band overlap
Android Release / build-apk (push) Successful in 4m0s
card_plugin: AndroidCornerLabel used CARD_FACE_COLOUR (dark ~#1a1a1a) as
the background and BLACK_SUIT_COLOUR (near-white) for clubs/spades text —
both designed for the Terminal theme. On classic PNG cards (white face),
this produced an ugly dark box with invisible black-suit text. Switch the
corner-label background to Color::WHITE and black-suit text to
CARD_FACE_COLOUR (dark ink on white), matching traditional card printing.

layout: HUD_BAND_HEIGHT on Android raised 80 → 112 px. The HUD column has
4 flex tiers plus 3 inter-tier gaps (4 px each) and a SPACE_2 = 8 px top
offset. With empty tiers still occupying gap height in Bevy's flex layout,
the actual rendered HUD could reach ~80 px, overlapping the top card row
by up to one text line. 112 px provides ~28 px clearance in the common
case (Tiers 1 + 3 visible) and remains workable even when Tier 1 wraps.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 14:34:04 -07:00
funman300 e0f369d322 fix(engine): raise STACK_FAN_FRAC above corner label z to fix foundation pile bleed-through
Android Release / build-apk (push) Successful in 4m37s
Android corner label children sit at local z=0.02; with STACK_FAN_FRAC=0.003
the card below's label (world z=1.02) rendered above the card on top's sprite
(world z=1.003), causing overlapping rank/suit text on foundation piles.
Raising STACK_FAN_FRAC to 0.025 ensures every card sprite covers all children
of the card below it.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 14:01:10 -07:00
Gitea CI ea98774ccb chore(deploy): bump image to ea9dd848 [skip ci] 2026-05-19 20:44:38 +00:00
funman300 ea9dd848fd fix(multi): resolve 14 bugs from second comprehensive review
Build and Deploy / build-and-push (push) Successful in 4m2s
Core (solitaire_core):
- fix(scoring): apply -15 penalty for Foundation→Tableau moves when
  take_from_foundation is enabled; update test
- fix(solver): is_won() validates full Ace→King suit sequence, not
  just card count — prevents hint system from emitting invalid paths

Engine — animation / layout:
- fix(animation): guard CardAnim advance against duration=0 to prevent
  NaN-poisoned Transform (analogous to CardAnimation's instant-snap path)
- fix(card_plugin): align TABLEAU_FAN_FRAC (0.25→0.18) and
  TABLEAU_FACEDOWN_FAN_FRAC (0.20→0.14) with layout.rs so the initial
  layout and first dynamic update produce identical fan spacing
- fix(layout): update tableau_fan_frac doc comment from 0.25→0.18

Engine — ECS / modal guards:
- fix(auto_complete): drive_auto_complete now checks PausedResource so
  cooldown does not tick while paused (prevents instant-move on unpause)
- fix(play_by_seed): handle_open_dialog checks global ModalScrim guard
  to prevent stacking over an existing modal
- fix(win_summary): spawn_win_summary_after_delay checks global
  ModalScrim guard; collect_session_achievements uses .next() not
  .last() to avoid draining the new_games stream

Engine — message registration:
- fix(leaderboard): register InfoToastEvent in LeaderboardPlugin::build
  so opt-in/opt-out toasts work under MinimalPlugins
- fix(replay_playback): register StateChangedEvent in
  ReplayPlaybackPlugin::build to prevent panic when used standalone

Security:
- fix(sync_setup): zero password SyncFieldBuffer immediately after
  spawning auth task — credential must not linger in ECS components

Server:
- fix(auth): replace MIME contains-chain with exact match for avatar
  upload; removes illusory starts_with guard and dead ALLOWED_IMAGE_TYPES

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 13:40:32 -07:00
funman300 a328059933 fix(ci): add workflow_dispatch trigger to android-release workflow
Tag-push events are not reliably processed by the self-hosted Gitea
runner. workflow_dispatch with a tag input allows manual triggering
via the Gitea UI or API as a fallback.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 13:25:12 -07:00
Gitea CI 18659d19d1 chore(deploy): bump image to 7840ef9e [skip ci] 2026-05-19 20:19:02 +00:00
funman300 7840ef9eb2 fix(multi): resolve 26 bugs found in comprehensive codebase review
Build and Deploy / build-and-push (push) Successful in 3m40s
Core fixes (issues #12, #13, #22):
- #12: undo now preserves score delta instead of restoring snapshot score
- #13: take_from_foundation defaults to false (non-standard house rule)
- #22: check_win validates full suit sequence, not just card count

Engine fixes:
- #8:  replay keyboard input guard against non-replay state
- #9:  help modal scrims.is_empty() guard added
- #10: settings modal scrims.is_empty() guard added
- #11: sync_plugin builds payload at poll time (not task-spawn time)
- #14: server replay mode case-sensitivity fix ("Classic")
- #15: play_by_seed_plugin confirmed flag set to true on launch
- #16: replay back-step debounce via Local<bool> + StateChangedEvent;
       register StateChangedEvent in ReplayOverlayPlugin (fixes 52 tests)
- #17: time-attack timer ignores win-summary overlay
- #18: HUD dropdown glyphs U+25BE → U+2193 (FiraMono-safe arrow)
- #19: theme plugin applies immediate visual update on A→B→A switch
- #20: SyncAuthError / SyncBusyOverlay split into separate entities so
       auth errors are visible after busy overlay is hidden
- #21: handle_forfeit ordered before update_stats_on_new_game
- #23: server merge uses correct avg_time_seconds and games_lost math
- #24: win_summary migrated to ModalScrim pattern
- #25: card_animation apply_deferred between animation systems
- #26: cursor_plugin HashMap access uses .get() with fallback
- #27: auto_complete mid-sequence deactivation guard
- #28: feedback_anim SettleAnim ordered before FoundationFlourish
- #29: achievement_plugin iterates all win events; adds scrims guard
- #30: leaderboard modal scrims.is_empty() guard added
- #31: server auth tmp file cleanup on rename failure
- #32: sync_setup modal scrims.is_empty() guard added
- #33: font_plugin uses match fallback; TokioRuntimeResource graceful
       current-thread fallback on runtime init failure

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 13:14:47 -07:00
funman300 6d061d23a1 fix(engine): cancel stale win-cascade CardAnimation on new-game; refresh Android corner label text on resize (closes #6, closes #7)
Issue #7 — new game during win cascade:
sync_cards now stores each in-flight CardAnimation's end position instead of
a plain bool. Before calling update_card_entity, the end position is compared
against the game-state target. If they differ by more than 2 px (stale cascade
scatter vs. new-game dealt position) the CardAnimation is removed immediately
so the card slides to its correct dealt position. Drag-rejection tweens are
unaffected because their end equals the card's current game-state position.

Issue #6 — Android stale corner label text:
AndroidCornerLabel now carries the label string as AndroidCornerLabel(String).
resize_android_corner_labels refreshes Text2d content from the stored value
alongside the existing font-size and transform updates, closing the narrow
race where a layout change could display a previous card's rank/suit.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 11:32:07 -07:00
funman300 25f22231a6 fix(test): make leaderboard opt-in/opt-out tests robust under parallel runner (closes #5)
The four tests polled the async task pool with a fixed budget of five
app.update() calls. Under cargo test --workspace the pool's background
threads are starved by other tests, so even an instantly-resolving future
can take more than five frames to be polled. Replace the fixed loop with a
deadline-bounded loop (5 s timeout) that exits early once the expected
side-effect is observable — the same pattern used in sync_plugin.rs tests.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 11:32:07 -07:00
funman300 c66ff26d1d fix(engine): lift card z during CardAnim to prevent corner bleed-through
When a card slides to a foundation slot already occupied, both card entities
share the same x,y for the duration of the tween. With STACK_FAN_FRAC only
0.003 apart, the incoming card partially occludes the stationary one, making
the two exposed corners look like a single mismatched card.

Elevate every CardAnim-driven card to target.z + 50 during transit so it
fully occludes any card resting at the destination. On completion the card
snaps to the correct resting z. The value sits below DRAG_Z (500) so dragged
cards still render above animated ones.

Closes #implicitly-related-to-corner-mismatch-investigation

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 11:32:07 -07:00
funman300 cd792b20b2 chore: ignore ruflo runtime state files
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 11:32:07 -07:00
Gitea CI 73c7f50f74 chore(deploy): bump image to 83c40116 [skip ci] 2026-05-19 02:03:57 +00:00
funman300 83c40116af fix(web): freeze timer when auto-complete begins (closes #4)
Build and Deploy / build-and-push (push) Successful in 4m5s
The game timer kept counting during the auto-complete animation even
though the player had already made their last decision. stopTimer() is
now called the moment is_auto_completable fires so elapsed_seconds
reflects only real play time, not the animation delay.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-18 18:59:54 -07:00
Gitea CI 347d5a4b4f chore(deploy): bump image to 93f2ceaa [skip ci] 2026-05-19 01:50:10 +00:00
funman300 93f2ceaabe fix(web): rebuild WASM pkg — foundation→tableau moves now work
Build and Deploy / build-and-push (push) Successful in 4m20s
The pre-built pkg predated fix c35c045 (enable take-from-foundation by
default) so the WASM game always had take_from_foundation=false, silently
rejecting every drag from a foundation pile to a tableau column.

Rebuilt with wasm-pack --release against current solitaire_core.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-18 18:45:51 -07:00
funman300 e390b72222 chore(tooling): add ruflo-core scaffolding and MCP server registration
Initialised ruflo v3 via `npx @claude-flow/cli@latest init --wizard --force`.
Registers the ruflo MCP server in .mcp.json (hierarchical-mesh topology,
max 15 agents). Includes .claude-flow/ runtime config and capability manifest.

.claude/ remains gitignored (local agents/commands/settings stay per-developer).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-18 17:19:28 -07:00
funman300 3650788dc5 fix(engine): prevent stock-tap from toggling HUD on Android
Every draw-from-stock tap was also firing the HUD auto-hide toggle
because the stock pile is not an ActionButton and toggle_hud_on_tap
had no way to know the tap was consumed by game logic.

Add GameInputConsumedResource(bool): handle_touch_stock_tap sets it
on TouchPhase::Started when a draw fires; toggle_hud_on_tap checks
and clears it on TouchPhase::Ended, treating it as equivalent to
started_on_button so the HUD stays put.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-18 17:09:58 -07:00
Gitea CI 39cf8dcd6c chore(deploy): bump image to 456b4d42 [skip ci] 2026-05-18 20:29:08 +00:00
funman300 456b4d42e3 refactor(core): explicit Rank discriminants, checked arithmetic, possible_instructions
Build and Deploy / build-and-push (push) Successful in 3m55s
Android Release / build-apk (push) Successful in 4m37s
- Add Rank=1..13 explicit discriminants so `rank as u8 == rank.value()`; collapse 13-arm value() match to `self as u8`
- Add Rank::RANKS and Suit::SUITS iteration constants
- Add Rank::checked_add / checked_sub (const fn, type-safe boundary enforcement); update rules.rs to use them
- Add GameState::possible_instructions() enumerating all valid move_cards triples (foundation for hints/solver)
- Fix waste buffer card peeking through during draw-slide animation by setting Visibility::Hidden on the buffer entity in sync_cards

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-18 13:25:15 -07:00
funman300 e1c8ae0743 docs: recreate SESSION_HANDOFF.md — v0.35.1 state
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-18 00:16:11 -07:00
funman300 8f86d66ffe fix(engine): fix three leaderboard bugs — wrong toast type, stale name label, name not synced to server
Android Release / build-apk (push) Successful in 3m51s
- poll_opt_in_task / poll_opt_out_task: error branches now fire WarningToastEvent instead of InfoToastEvent
- Settings gains leaderboard_opted_in: bool (serde-defaulted to false); set true/false when opt-in/out tasks succeed
- handle_display_name_confirm: when already opted in and a remote provider is active, spawns an opt_in_leaderboard task to push the new name (server endpoint is an upsert)
- LeaderboardPublicNameText marker component added; update_leaderboard_public_name_label system rewrites the label each frame the panel is open, so it reflects SettingsResource immediately after the display-name modal saves

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 23:55:22 -07:00
60 changed files with 2826 additions and 461 deletions
+7
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# Claude Flow runtime files
data/
logs/
sessions/
neural/
*.log
*.tmp
+403
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@@ -0,0 +1,403 @@
# RuFlo V3 - Complete Capabilities Reference
> Generated: 2026-05-19T00:18:20.864Z
> Full documentation: https://github.com/ruvnet/claude-flow
## 📋 Table of Contents
1. [Overview](#overview)
2. [Swarm Orchestration](#swarm-orchestration)
3. [Available Agents (60+)](#available-agents)
4. [CLI Commands (26 Commands, 140+ Subcommands)](#cli-commands)
5. [Hooks System (27 Hooks + 12 Workers)](#hooks-system)
6. [Memory & Intelligence (RuVector)](#memory--intelligence)
7. [Hive-Mind Consensus](#hive-mind-consensus)
8. [Performance Targets](#performance-targets)
9. [Integration Ecosystem](#integration-ecosystem)
---
## Overview
RuFlo V3 is a domain-driven design architecture for multi-agent AI coordination with:
- **15-Agent Swarm Coordination** with hierarchical and mesh topologies
- **HNSW Vector Search** - 150x-12,500x faster pattern retrieval
- **SONA Neural Learning** - Self-optimizing with <0.05ms adaptation
- **Byzantine Fault Tolerance** - Queen-led consensus mechanisms
- **MCP Server Integration** - Model Context Protocol support
### Current Configuration
| Setting | Value |
|---------|-------|
| Topology | hierarchical-mesh |
| Max Agents | 15 |
| Memory Backend | hybrid |
| HNSW Indexing | Enabled |
| Neural Learning | Enabled |
| LearningBridge | Enabled (SONA + ReasoningBank) |
| Knowledge Graph | Enabled (PageRank + Communities) |
| Agent Scopes | Enabled (project/local/user) |
---
## Swarm Orchestration
### Topologies
| Topology | Description | Best For |
|----------|-------------|----------|
| `hierarchical` | Queen controls workers directly | Anti-drift, tight control |
| `mesh` | Fully connected peer network | Distributed tasks |
| `hierarchical-mesh` | V3 hybrid (recommended) | 10+ agents |
| `ring` | Circular communication | Sequential workflows |
| `star` | Central coordinator | Simple coordination |
| `adaptive` | Dynamic based on load | Variable workloads |
### Strategies
- `balanced` - Even distribution across agents
- `specialized` - Clear roles, no overlap (anti-drift)
- `adaptive` - Dynamic task routing
### Quick Commands
```bash
# Initialize swarm
npx @claude-flow/cli@latest swarm init --topology hierarchical --max-agents 8 --strategy specialized
# Check status
npx @claude-flow/cli@latest swarm status
# Monitor activity
npx @claude-flow/cli@latest swarm monitor
```
---
## Available Agents
### Core Development (5)
`coder`, `reviewer`, `tester`, `planner`, `researcher`
### V3 Specialized (4)
`security-architect`, `security-auditor`, `memory-specialist`, `performance-engineer`
### Swarm Coordination (5)
`hierarchical-coordinator`, `mesh-coordinator`, `adaptive-coordinator`, `collective-intelligence-coordinator`, `swarm-memory-manager`
### Consensus & Distributed (7)
`byzantine-coordinator`, `raft-manager`, `gossip-coordinator`, `consensus-builder`, `crdt-synchronizer`, `quorum-manager`, `security-manager`
### Performance & Optimization (5)
`perf-analyzer`, `performance-benchmarker`, `task-orchestrator`, `memory-coordinator`, `smart-agent`
### GitHub & Repository (9)
`github-modes`, `pr-manager`, `code-review-swarm`, `issue-tracker`, `release-manager`, `workflow-automation`, `project-board-sync`, `repo-architect`, `multi-repo-swarm`
### SPARC Methodology (6)
`sparc-coord`, `sparc-coder`, `specification`, `pseudocode`, `architecture`, `refinement`
### Specialized Development (8)
`backend-dev`, `mobile-dev`, `ml-developer`, `cicd-engineer`, `api-docs`, `system-architect`, `code-analyzer`, `base-template-generator`
### Testing & Validation (2)
`tdd-london-swarm`, `production-validator`
### Agent Routing by Task
| Task Type | Recommended Agents | Topology |
|-----------|-------------------|----------|
| Bug Fix | researcher, coder, tester | mesh |
| New Feature | coordinator, architect, coder, tester, reviewer | hierarchical |
| Refactoring | architect, coder, reviewer | mesh |
| Performance | researcher, perf-engineer, coder | hierarchical |
| Security | security-architect, auditor, reviewer | hierarchical |
| Docs | researcher, api-docs | mesh |
---
## CLI Commands
### Core Commands (12)
| Command | Subcommands | Description |
|---------|-------------|-------------|
| `init` | 4 | Project initialization |
| `agent` | 8 | Agent lifecycle management |
| `swarm` | 6 | Multi-agent coordination |
| `memory` | 11 | AgentDB with HNSW search |
| `mcp` | 9 | MCP server management |
| `task` | 6 | Task assignment |
| `session` | 7 | Session persistence |
| `config` | 7 | Configuration |
| `status` | 3 | System monitoring |
| `workflow` | 6 | Workflow templates |
| `hooks` | 17 | Self-learning hooks |
| `hive-mind` | 6 | Consensus coordination |
### Advanced Commands (14)
| Command | Subcommands | Description |
|---------|-------------|-------------|
| `daemon` | 5 | Background workers |
| `neural` | 5 | Pattern training |
| `security` | 6 | Security scanning |
| `performance` | 5 | Profiling & benchmarks |
| `providers` | 5 | AI provider config |
| `plugins` | 5 | Plugin management |
| `deployment` | 5 | Deploy management |
| `embeddings` | 4 | Vector embeddings |
| `claims` | 4 | Authorization |
| `migrate` | 5 | V2→V3 migration |
| `process` | 4 | Process management |
| `doctor` | 1 | Health diagnostics |
| `completions` | 4 | Shell completions |
### Example Commands
```bash
# Initialize
npx @claude-flow/cli@latest init --wizard
# Spawn agent
npx @claude-flow/cli@latest agent spawn -t coder --name my-coder
# Memory operations
npx @claude-flow/cli@latest memory store --key "pattern" --value "data" --namespace patterns
npx @claude-flow/cli@latest memory search --query "authentication"
# Diagnostics
npx @claude-flow/cli@latest doctor --fix
```
---
## Hooks System
### 27 Available Hooks
#### Core Hooks (6)
| Hook | Description |
|------|-------------|
| `pre-edit` | Context before file edits |
| `post-edit` | Record edit outcomes |
| `pre-command` | Risk assessment |
| `post-command` | Command metrics |
| `pre-task` | Task start + agent suggestions |
| `post-task` | Task completion learning |
#### Session Hooks (4)
| Hook | Description |
|------|-------------|
| `session-start` | Start/restore session |
| `session-end` | Persist state |
| `session-restore` | Restore previous |
| `notify` | Cross-agent notifications |
#### Intelligence Hooks (5)
| Hook | Description |
|------|-------------|
| `route` | Optimal agent routing |
| `explain` | Routing decisions |
| `pretrain` | Bootstrap intelligence |
| `build-agents` | Generate configs |
| `transfer` | Pattern transfer |
#### Coverage Hooks (3)
| Hook | Description |
|------|-------------|
| `coverage-route` | Coverage-based routing |
| `coverage-suggest` | Improvement suggestions |
| `coverage-gaps` | Gap analysis |
### 12 Background Workers
| Worker | Priority | Purpose |
|--------|----------|---------|
| `ultralearn` | normal | Deep knowledge |
| `optimize` | high | Performance |
| `consolidate` | low | Memory consolidation |
| `predict` | normal | Predictive preload |
| `audit` | critical | Security |
| `map` | normal | Codebase mapping |
| `preload` | low | Resource preload |
| `deepdive` | normal | Deep analysis |
| `document` | normal | Auto-docs |
| `refactor` | normal | Suggestions |
| `benchmark` | normal | Benchmarking |
| `testgaps` | normal | Coverage gaps |
---
## Memory & Intelligence
### RuVector Intelligence System
- **SONA**: Self-Optimizing Neural Architecture (<0.05ms)
- **MoE**: Mixture of Experts routing
- **HNSW**: 150x-12,500x faster search
- **EWC++**: Prevents catastrophic forgetting
- **Flash Attention**: 2.49x-7.47x speedup
- **Int8 Quantization**: 3.92x memory reduction
### 4-Step Intelligence Pipeline
1. **RETRIEVE** - HNSW pattern search
2. **JUDGE** - Success/failure verdicts
3. **DISTILL** - LoRA learning extraction
4. **CONSOLIDATE** - EWC++ preservation
### Self-Learning Memory (ADR-049)
| Component | Status | Description |
|-----------|--------|-------------|
| **LearningBridge** | ✅ Enabled | Connects insights to SONA/ReasoningBank neural pipeline |
| **MemoryGraph** | ✅ Enabled | PageRank knowledge graph + community detection |
| **AgentMemoryScope** | ✅ Enabled | 3-scope agent memory (project/local/user) |
**LearningBridge** - Insights trigger learning trajectories. Confidence evolves: +0.03 on access, -0.005/hour decay. Consolidation runs the JUDGE/DISTILL/CONSOLIDATE pipeline.
**MemoryGraph** - Builds a knowledge graph from entry references. PageRank identifies influential insights. Communities group related knowledge. Graph-aware ranking blends vector + structural scores.
**AgentMemoryScope** - Maps Claude Code 3-scope directories:
- `project`: `<gitRoot>/.claude/agent-memory/<agent>/`
- `local`: `<gitRoot>/.claude/agent-memory-local/<agent>/`
- `user`: `~/.claude/agent-memory/<agent>/`
High-confidence insights (>0.8) can transfer between agents.
### Memory Commands
```bash
# Store pattern
npx @claude-flow/cli@latest memory store --key "name" --value "data" --namespace patterns
# Semantic search
npx @claude-flow/cli@latest memory search --query "authentication"
# List entries
npx @claude-flow/cli@latest memory list --namespace patterns
# Initialize database
npx @claude-flow/cli@latest memory init --force
```
---
## Hive-Mind Consensus
### Queen Types
| Type | Role |
|------|------|
| Strategic Queen | Long-term planning |
| Tactical Queen | Execution coordination |
| Adaptive Queen | Dynamic optimization |
### Worker Types (8)
`researcher`, `coder`, `analyst`, `tester`, `architect`, `reviewer`, `optimizer`, `documenter`
### Consensus Mechanisms
| Mechanism | Fault Tolerance | Use Case |
|-----------|-----------------|----------|
| `byzantine` | f < n/3 faulty | Adversarial |
| `raft` | f < n/2 failed | Leader-based |
| `gossip` | Eventually consistent | Large scale |
| `crdt` | Conflict-free | Distributed |
| `quorum` | Configurable | Flexible |
### Hive-Mind Commands
```bash
# Initialize
npx @claude-flow/cli@latest hive-mind init --queen-type strategic
# Status
npx @claude-flow/cli@latest hive-mind status
# Spawn workers
npx @claude-flow/cli@latest hive-mind spawn --count 5 --type worker
# Consensus
npx @claude-flow/cli@latest hive-mind consensus --propose "task"
```
---
## Performance Targets
| Metric | Target | Status |
|--------|--------|--------|
| HNSW Search | 150x-12,500x faster | ✅ Implemented |
| Memory Reduction | 50-75% | ✅ Implemented (3.92x) |
| SONA Integration | Pattern learning | ✅ Implemented |
| Flash Attention | 2.49x-7.47x | 🔄 In Progress |
| MCP Response | <100ms | ✅ Achieved |
| CLI Startup | <500ms | ✅ Achieved |
| SONA Adaptation | <0.05ms | 🔄 In Progress |
| Graph Build (1k) | <200ms | ✅ 2.78ms (71.9x headroom) |
| PageRank (1k) | <100ms | ✅ 12.21ms (8.2x headroom) |
| Insight Recording | <5ms/each | ✅ 0.12ms (41x headroom) |
| Consolidation | <500ms | ✅ 0.26ms (1,955x headroom) |
| Knowledge Transfer | <100ms | ✅ 1.25ms (80x headroom) |
---
## Integration Ecosystem
### Integrated Packages
| Package | Version | Purpose |
|---------|---------|---------|
| agentic-flow | 3.0.0-alpha.1 | Core coordination + ReasoningBank + Router |
| agentdb | 3.0.0-alpha.10 | Vector database + 8 controllers |
| @ruvector/attention | 0.1.3 | Flash attention |
| @ruvector/sona | 0.1.5 | Neural learning |
### Optional Integrations
| Package | Command |
|---------|---------|
| ruv-swarm | `npx ruv-swarm mcp start` |
| flow-nexus | `npx flow-nexus@latest mcp start` |
| agentic-jujutsu | `npx agentic-jujutsu@latest` |
### MCP Server Setup
```bash
# Add Ruflo MCP
claude mcp add ruflo -- npx -y ruflo@latest
# Optional servers
claude mcp add ruv-swarm -- npx -y ruv-swarm mcp start
claude mcp add flow-nexus -- npx -y flow-nexus@latest mcp start
```
---
## Quick Reference
### Essential Commands
```bash
# Setup
npx ruflo@latest init --wizard
npx ruflo@latest daemon start
npx ruflo@latest doctor --fix
# Swarm
npx ruflo@latest swarm init --topology hierarchical --max-agents 8
npx ruflo@latest swarm status
# Agents
npx ruflo@latest agent spawn -t coder
npx ruflo@latest agent list
# Memory
npx ruflo@latest memory search --query "patterns"
# Hooks
npx ruflo@latest hooks pre-task --description "task"
npx ruflo@latest hooks worker dispatch --trigger optimize
```
### File Structure
```
.claude-flow/
├── config.yaml # Runtime configuration
├── CAPABILITIES.md # This file
├── data/ # Memory storage
├── logs/ # Operation logs
├── sessions/ # Session state
├── hooks/ # Custom hooks
├── agents/ # Agent configs
└── workflows/ # Workflow templates
```
---
**Full Documentation**: https://github.com/ruvnet/claude-flow
**Issues**: https://github.com/ruvnet/claude-flow/issues
+43
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@@ -0,0 +1,43 @@
# RuFlo V3 Runtime Configuration
# Generated: 2026-05-19T00:18:20.863Z
version: "3.0.0"
swarm:
topology: hierarchical-mesh
maxAgents: 15
autoScale: true
coordinationStrategy: consensus
memory:
backend: hybrid
enableHNSW: true
persistPath: .claude-flow/data
cacheSize: 100
# ADR-049: Self-Learning Memory
learningBridge:
enabled: true
sonaMode: balanced
confidenceDecayRate: 0.005
accessBoostAmount: 0.03
consolidationThreshold: 10
memoryGraph:
enabled: true
pageRankDamping: 0.85
maxNodes: 5000
similarityThreshold: 0.8
agentScopes:
enabled: true
defaultScope: project
neural:
enabled: true
modelPath: .claude-flow/neural
hooks:
enabled: true
autoExecute: true
mcp:
autoStart: false
port: 3000
+17
View File
@@ -0,0 +1,17 @@
{
"initialized": "2026-05-19T00:18:20.864Z",
"routing": {
"accuracy": 0,
"decisions": 0
},
"patterns": {
"shortTerm": 0,
"longTerm": 0,
"quality": 0
},
"sessions": {
"total": 0,
"current": null
},
"_note": "Intelligence grows as you use Ruflo"
}
+18
View File
@@ -0,0 +1,18 @@
{
"timestamp": "2026-05-19T00:18:20.864Z",
"processes": {
"agentic_flow": 0,
"mcp_server": 0,
"estimated_agents": 0
},
"swarm": {
"active": false,
"agent_count": 0,
"coordination_active": false
},
"integration": {
"agentic_flow_active": false,
"mcp_active": false
},
"_initialized": true
}
+26
View File
@@ -0,0 +1,26 @@
{
"version": "3.0.0",
"initialized": "2026-05-19T00:18:20.864Z",
"domains": {
"completed": 0,
"total": 5,
"status": "INITIALIZING"
},
"ddd": {
"progress": 0,
"modules": 0,
"totalFiles": 0,
"totalLines": 0
},
"swarm": {
"activeAgents": 0,
"maxAgents": 15,
"topology": "hierarchical-mesh"
},
"learning": {
"status": "READY",
"patternsLearned": 0,
"sessionsCompleted": 0
},
"_note": "Metrics will update as you use Ruflo. Run: npx ruflo@latest daemon start"
}
+8
View File
@@ -0,0 +1,8 @@
{
"initialized": "2026-05-19T00:18:20.864Z",
"status": "PENDING",
"cvesFixed": 0,
"totalCves": 3,
"lastScan": null,
"_note": "Run: npx @claude-flow/cli@latest security scan"
}
+12 -1
View File
@@ -4,6 +4,12 @@ on:
push: push:
tags: tags:
- 'v*' - 'v*'
workflow_dispatch:
inputs:
tag:
description: 'Release tag (e.g. v0.36.2)'
required: true
default: 'v0.36.2'
env: env:
APK_OUT: target/release/apk/ferrous-solitaire.apk APK_OUT: target/release/apk/ferrous-solitaire.apk
@@ -42,7 +48,12 @@ jobs:
- name: Get tag name - name: Get tag name
id: tag id: tag
run: echo "name=${GITHUB_REF#refs/tags/}" >> "$GITHUB_OUTPUT" run: |
if [ -n "${{ github.event.inputs.tag }}" ]; then
echo "name=${{ github.event.inputs.tag }}" >> "$GITHUB_OUTPUT"
else
echo "name=${GITHUB_REF#refs/tags/}" >> "$GITHUB_OUTPUT"
fi
- name: Decode release keystore - name: Decode release keystore
run: echo "${{ secrets.RELEASE_KEYSTORE_B64 }}" | base64 -d > release.jks run: echo "${{ secrets.RELEASE_KEYSTORE_B64 }}" | base64 -d > release.jks
+9 -11
View File
@@ -60,19 +60,17 @@ jobs:
curl -sL https://github.com/kubernetes-sigs/kustomize/releases/download/kustomize%2Fv5.4.3/kustomize_v5.4.3_linux_amd64.tar.gz | tar xz curl -sL https://github.com/kubernetes-sigs/kustomize/releases/download/kustomize%2Fv5.4.3/kustomize_v5.4.3_linux_amd64.tar.gz | tar xz
sudo mv kustomize /usr/local/bin/kustomize sudo mv kustomize /usr/local/bin/kustomize
- name: Pin image tag in deploy manifests - name: Pin image tag and push to deploy branch
run: |
cd deploy
kustomize edit set image solitaire-server=${{ env.IMAGE }}:${{ steps.meta.outputs.sha }}
- name: Commit and push updated kustomization
run: | run: |
git config user.email "ci@gitea.local" git config user.email "ci@gitea.local"
git config user.name "Gitea CI" git config user.name "Gitea CI"
# Switch to the deploy branch, creating it from the current HEAD if absent.
git fetch origin deploy 2>/dev/null && git checkout deploy || git checkout -b deploy
# Update the pinned image tag.
cd deploy
kustomize edit set image solitaire-server=${{ env.IMAGE }}:${{ steps.meta.outputs.sha }}
cd ..
git add deploy/kustomization.yaml git add deploy/kustomization.yaml
git diff --cached --quiet && exit 0 # nothing to commit — skip push git diff --cached --quiet && exit 0
git commit -m "chore(deploy): bump image to ${{ steps.meta.outputs.sha }} [skip ci]" git commit -m "chore(deploy): bump image to ${{ steps.meta.outputs.sha }} [skip ci]"
for i in 1 2 3; do git push origin deploy
git pull --rebase origin master && git push && break
sleep 5
done
+4
View File
@@ -8,6 +8,10 @@
data/ data/
.claude/ .claude/
# ruflo runtime state
agentdb.rvf
agentdb.rvf.lock
# IDE project files # IDE project files
.idea/ .idea/
+22
View File
@@ -0,0 +1,22 @@
{
"mcpServers": {
"ruflo": {
"command": "npx",
"args": [
"-y",
"ruflo@latest",
"mcp",
"start"
],
"env": {
"npm_config_update_notifier": "false",
"CLAUDE_FLOW_MODE": "v3",
"CLAUDE_FLOW_HOOKS_ENABLED": "true",
"CLAUDE_FLOW_TOPOLOGY": "hierarchical-mesh",
"CLAUDE_FLOW_MAX_AGENTS": "15",
"CLAUDE_FLOW_MEMORY_BACKEND": "hybrid"
},
"autoStart": false
}
}
}
+1 -1
View File
@@ -355,7 +355,7 @@ Must always be handled explicitly:
* The gesture/navigation bar at the bottom (≈132px physical on common * The gesture/navigation bar at the bottom (≈132px physical on common
devices) is inside the Bevy viewport; use `SafeAreaInsets.bottom` to devices) is inside the Bevy viewport; use `SafeAreaInsets.bottom` to
avoid placing interactive elements in that zone avoid placing interactive elements in that zone
* `HUD_BAND_HEIGHT` is 128px on Android (two-row wrap) vs 64px on desktop; * `HUD_BAND_HEIGHT` is 112px on Android vs 64px on desktop;
layout constants are `#[cfg(target_os = "android")]` gated layout constants are `#[cfg(target_os = "android")]` gated
* JNI calls must use `attach_current_thread_permanently` — not * JNI calls must use `attach_current_thread_permanently` — not
`attach_current_thread` — to avoid detach-on-drop panics `attach_current_thread` — to avoid detach-on-drop panics
+130
View File
@@ -0,0 +1,130 @@
# Ferrous Solitaire — Session Handoff
**Last updated:** 2026-05-18 — Three leaderboard bugs fixed, tagged v0.35.1. All commits on origin/master.
---
## Current state
- **HEAD on origin/master:** `8f86d66` (fix: three leaderboard bugs)
- **Latest tag:** `v0.35.1`
- **Working tree:** clean
- **Build:** `cargo clippy --workspace -- -D warnings` clean
- **Tests:** 1277 passing / 0 failing across the workspace
---
## What shipped since the last handoff (v0.23.0 → v0.35.1)
### v0.34.0 — Android polish + code-quality sweep (2026-05-16/17)
| Commit | Summary |
|--------|---------|
| `9623bde` | Wire FiraMono to Android corner label; CardImageSet load tests |
| `980312c` | Fix wrong bottom-right suit symbol on JS/QS/KS card assets |
| `04e99a8` | Correct Android waste fan overlap and resume layout desync |
| `3bb3ddb` | Eliminate panics, fix dismiss hit-test scope, guard home respawn |
| `f8f1f26` | Adaptive drop zones, touch event correctness, modal lifecycle guards |
| `1eb4043` | Auth-guard avatar serving; atomic write; user_id assertion in merge |
| `69c6e88` | Deterministic pile serialization, undo skip, url-encode bytes, merge_at |
| `aa7b0f6` | Gate frame-hot ECS systems on resource changes (perf) |
| `6727126` | Consolidate APP_DIR_NAME; add `#[must_use]` on pure fns |
| `a4dfb0c` | Differentiate leaderboard opt-in vs opt-out error toasts (M-12) |
| `7fc98f8` | WASM: state() and step() return Result, errors throw JS exceptions (CR-6) |
| `ffed6b2` | Share Tokio runtime across all network tasks (M-16) |
| `fa84152` | Correct Android help hint label `→` to `!` (M-17) |
| `18d7937` | Derive Copy for DrawMode; drop redundant .clone() calls (M-18) |
| `132fea9` | Use saturating_add for move_count increments (M-19) |
| `0ecc1a9` | Add missing derives to AchievementContext (M-20) |
| `2301cc6` | Align android_keystore temp extension with cleanup glob (M-21) |
| `2e52f54` | Enforce 32-char display_name limit at sync client boundary (M-22) |
| `c8878d6` | Fix stale FOCUS_RING colour comment (M-23) |
| `4aafc0a` | Name HUD popover Z-layers; replace raw Z arithmetic (M-24) |
### v0.35.0 — Accessibility + sync reliability (2026-05-18)
| Commit | Summary |
|--------|---------|
| `eb6c93f` | Silence B0004 by adding Transform to ModalScrim |
| `6f5cebd` | Fire WarningToastEvent on sync pull failure (was InfoToastEvent) |
| `87aec5b` | Gate all decorative motion animations under `reduce_motion_mode` |
`reduce_motion_mode` now gates: score pulse, score floater, streak flourish
(hud_plugin), card-shake on rejected move, foundation completion flourish
(feedback_anim_plugin). Pattern: gate at the trigger/start system, never at
the tick system — if the component isn't inserted, the tick path never runs.
### v0.35.1 — Leaderboard bug fixes (2026-05-18)
| Commit | Summary |
|--------|---------|
| `8f86d66` | Fix three leaderboard bugs: wrong toast type, stale label, name not synced |
Three bugs fixed:
1. **Wrong toast type on error**`poll_opt_in_task` / `poll_opt_out_task` error
branches now fire `WarningToastEvent` instead of `InfoToastEvent`.
2. **Display name not pushed to server on change**`Settings` gains
`leaderboard_opted_in: bool` (serde-defaulted `false`). Set `true`/`false` when
opt-in/out tasks succeed and persisted to `settings.json`. `handle_display_name_confirm`
now spawns an `opt_in_leaderboard` task when already opted in — the server's upsert
endpoint updates only `display_name` without re-opting-in.
3. **"Public name" label stale after name change** — `LeaderboardPublicNameText` marker
component added to the label node. `update_leaderboard_public_name_label` system
rewrites the text each frame the panel is open; O(0) cost when panel is closed.
5 new regression tests cover all three bugs.
---
## Open punch list
### 1. CHANGELOG documentation debt
CHANGELOG.md currently ends at v0.33.0. Entries for v0.34.0, v0.35.0, and v0.35.1
are missing. Low priority (git log is authoritative) but worth closing before the
next release.
### 2. Android APK launch verification (Option A)
Physical device test: install the latest APK on a real Android device (not AVD),
confirm:
- App launches without crash
- Safe area insets arrive and shift HUD correctly after ~3 frames
- All modal Done buttons are above the gesture bar
- Drag-and-drop works on all pile types
- Leaderboard panel opens and the "Public name" label updates correctly after
using "Set Name"
This has never been gated in CI. AVD `adb shell input tap` doesn't deliver real
touch events, so physical-device smoke testing is the only gate.
### 3. Matomo analytics wiring
`Settings` has `analytics_enabled: bool` and `matomo_url: Option<String>` but no
engine code consumes them — the analytics toggle in Settings is a no-op. If
analytics are ever needed, the Matomo HTTP Tracking API client needs to be written
and wired to `GameStateResource` events.
---
## Architectural notes for next session
- **Reduce-motion pattern:** always gate in the `start_*` / `detect_*` system
(the trigger), not the `tick_*` system. If the component is never inserted, the
tick path never runs. See `hud_plugin.rs::detect_score_change` and
`feedback_anim_plugin.rs::start_shake_anim` for the canonical pattern.
- **Leaderboard server upsert:** `POST /api/leaderboard/opt-in` is idempotent —
calling it when already opted in just updates `display_name`. Safe to call from
`handle_display_name_confirm` without tracking a separate "needs update" flag.
- **`Messages<T>` API (Bevy 0.18.1):** write with
`resource_mut::<Messages<T>>().write(value)`; read in tests with
`msgs.get_cursor()` + `cursor.read(msgs).next()`.
- **Test input-state pitfall:** `MinimalPlugins` has no input-tick system, so
`ButtonInput::just_pressed` state persists across frames unless explicitly cleared
with `input.release(key); input.clear()` between updates.
+1 -1
View File
@@ -7,7 +7,7 @@ spec:
project: default project: default
source: source:
repoURL: https://git.aleshym.co/funman300/Ferrous-Solitaire.git repoURL: https://git.aleshym.co/funman300/Ferrous-Solitaire.git
targetRevision: master targetRevision: deploy
path: deploy path: deploy
destination: destination:
server: https://kubernetes.default.svc server: https://kubernetes.default.svc
+1 -1
View File
@@ -20,4 +20,4 @@ resources:
images: images:
- name: solitaire-server - name: solitaire-server
newName: git.aleshym.co/funman300/solitaire-server newName: git.aleshym.co/funman300/solitaire-server
newTag: eb6c93fb newTag: da601beb
+88 -33
View File
@@ -10,6 +10,9 @@ pub enum Suit {
} }
impl Suit { impl Suit {
/// All four suits in declaration order.
pub const SUITS: [Self; 4] = [Self::Clubs, Self::Diamonds, Self::Hearts, Self::Spades];
/// Returns `true` for red suits (Diamonds, Hearts). /// Returns `true` for red suits (Diamonds, Hearts).
pub fn is_red(self) -> bool { pub fn is_red(self) -> bool {
matches!(self, Suit::Diamonds | Suit::Hearts) matches!(self, Suit::Diamonds | Suit::Hearts)
@@ -24,38 +27,63 @@ impl Suit {
/// Card rank, Ace through King. /// Card rank, Ace through King.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)] #[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum Rank { pub enum Rank {
Ace, Ace = 1,
Two, Two = 2,
Three, Three = 3,
Four, Four = 4,
Five, Five = 5,
Six, Six = 6,
Seven, Seven = 7,
Eight, Eight = 8,
Nine, Nine = 9,
Ten, Ten = 10,
Jack, Jack = 11,
Queen, Queen = 12,
King, King = 13,
} }
impl Rank { impl Rank {
/// All thirteen ranks in ascending order.
pub const RANKS: [Self; 13] = [
Self::Ace, Self::Two, Self::Three, Self::Four, Self::Five,
Self::Six, Self::Seven, Self::Eight, Self::Nine, Self::Ten,
Self::Jack, Self::Queen, Self::King,
];
/// Numeric value: Ace = 1, King = 13. /// Numeric value: Ace = 1, King = 13.
pub fn value(self) -> u8 { pub fn value(self) -> u8 {
match self { self as u8
Rank::Ace => 1, }
Rank::Two => 2,
Rank::Three => 3, const fn new(n: u8) -> Option<Self> {
Rank::Four => 4, match n {
Rank::Five => 5, 1 => Some(Self::Ace),
Rank::Six => 6, 2 => Some(Self::Two),
Rank::Seven => 7, 3 => Some(Self::Three),
Rank::Eight => 8, 4 => Some(Self::Four),
Rank::Nine => 9, 5 => Some(Self::Five),
Rank::Ten => 10, 6 => Some(Self::Six),
Rank::Jack => 11, 7 => Some(Self::Seven),
Rank::Queen => 12, 8 => Some(Self::Eight),
Rank::King => 13, 9 => Some(Self::Nine),
10 => Some(Self::Ten),
11 => Some(Self::Jack),
12 => Some(Self::Queen),
13 => Some(Self::King),
_ => None,
}
}
/// Returns the rank `n` steps above `self`, or `None` if it would exceed King.
pub const fn checked_add(self, n: u8) -> Option<Self> {
Self::new((self as u8).saturating_add(n))
}
/// Returns the rank `n` steps below `self`, or `None` if it would go below Ace.
pub const fn checked_sub(self, n: u8) -> Option<Self> {
match (self as u8).checked_sub(n) {
Some(v) => Self::new(v),
None => None,
} }
} }
} }
@@ -79,16 +107,43 @@ mod tests {
#[test] #[test]
fn rank_values_are_sequential() { fn rank_values_are_sequential() {
let ranks = [ for (i, r) in Rank::RANKS.iter().enumerate() {
Rank::Ace, Rank::Two, Rank::Three, Rank::Four, Rank::Five,
Rank::Six, Rank::Seven, Rank::Eight, Rank::Nine, Rank::Ten,
Rank::Jack, Rank::Queen, Rank::King,
];
for (i, r) in ranks.iter().enumerate() {
assert_eq!(r.value(), (i + 1) as u8); assert_eq!(r.value(), (i + 1) as u8);
} }
} }
#[test]
fn rank_as_u8_matches_value() {
for r in Rank::RANKS {
assert_eq!(r as u8, r.value());
}
}
#[test]
fn rank_checked_add_boundary() {
assert_eq!(Rank::King.checked_add(1), None);
assert_eq!(Rank::Queen.checked_add(1), Some(Rank::King));
assert_eq!(Rank::Ace.checked_add(1), Some(Rank::Two));
assert_eq!(Rank::Five.checked_add(3), Some(Rank::Eight));
}
#[test]
fn rank_checked_sub_boundary() {
assert_eq!(Rank::Ace.checked_sub(1), None);
assert_eq!(Rank::Two.checked_sub(1), Some(Rank::Ace));
assert_eq!(Rank::King.checked_sub(1), Some(Rank::Queen));
assert_eq!(Rank::Five.checked_sub(3), Some(Rank::Two));
}
#[test]
fn suit_suits_contains_all_four() {
assert_eq!(Suit::SUITS.len(), 4);
assert!(Suit::SUITS.contains(&Suit::Clubs));
assert!(Suit::SUITS.contains(&Suit::Diamonds));
assert!(Suit::SUITS.contains(&Suit::Hearts));
assert!(Suit::SUITS.contains(&Suit::Spades));
}
#[test] #[test]
fn suit_red_and_black_are_complementary() { fn suit_red_and_black_are_complementary() {
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] {
+393 -26
View File
@@ -5,7 +5,7 @@ use crate::deck::{deal_klondike, Deck};
use crate::error::MoveError; use crate::error::MoveError;
use crate::pile::{Pile, PileType}; use crate::pile::{Pile, PileType};
use crate::rules::{can_place_on_foundation, can_place_on_tableau, is_valid_tableau_sequence}; use crate::rules::{can_place_on_foundation, can_place_on_tableau, is_valid_tableau_sequence};
use crate::scoring::{compute_time_bonus as scoring_time_bonus, score_move, score_undo as scoring_undo}; use crate::scoring::{compute_time_bonus as scoring_time_bonus, score_flip, score_move, score_recycle, score_undo as scoring_undo};
const MAX_UNDO_STACK: usize = 64; const MAX_UNDO_STACK: usize = 64;
@@ -247,6 +247,13 @@ impl GameState {
stock.cards.push(card); stock.cards.push(card);
} }
self.recycle_count = self.recycle_count.saturating_add(1); self.recycle_count = self.recycle_count.saturating_add(1);
if self.mode != GameMode::Zen {
let penalty = score_recycle(
self.recycle_count,
self.draw_mode == DrawMode::DrawThree,
);
self.score = (self.score + penalty).max(0);
}
self.move_count = self.move_count.saturating_add(1); self.move_count = self.move_count.saturating_add(1);
return Ok(()); return Ok(());
} }
@@ -308,6 +315,11 @@ impl GameState {
match &to { match &to {
PileType::Foundation(_) => { PileType::Foundation(_) => {
if matches!(&from, PileType::Foundation(_)) {
return Err(MoveError::RuleViolation(
"cannot move between foundation slots".into(),
));
}
if count != 1 { if count != 1 {
return Err(MoveError::RuleViolation( return Err(MoveError::RuleViolation(
"only one card can move to foundation at a time".into(), "only one card can move to foundation at a time".into(),
@@ -331,6 +343,11 @@ impl GameState {
)); ));
} }
} }
if matches!(&from, PileType::Waste) && count != 1 {
return Err(MoveError::RuleViolation(
"only the top waste card may be moved".into(),
));
}
let dest = self.piles.get(&to).ok_or(MoveError::InvalidDestination)?; let dest = self.piles.get(&to).ok_or(MoveError::InvalidDestination)?;
if !can_place_on_tableau(&bottom_card, dest) { if !can_place_on_tableau(&bottom_card, dest) {
return Err(MoveError::RuleViolation("invalid tableau placement".into())); return Err(MoveError::RuleViolation("invalid tableau placement".into()));
@@ -367,7 +384,8 @@ impl GameState {
.cards .cards
.split_off(move_start); .split_off(move_start);
// Flip the newly exposed top card of the source pile // Flip the newly exposed top card of the source pile; award +5 per Windows scoring.
let mut flipped = false;
if let Some(top) = self.piles if let Some(top) = self.piles
.get_mut(&from) .get_mut(&from)
.ok_or(MoveError::InvalidSource)? .ok_or(MoveError::InvalidSource)?
@@ -376,11 +394,13 @@ impl GameState {
&& !top.face_up && !top.face_up
{ {
top.face_up = true; top.face_up = true;
flipped = true;
} }
self.piles.get_mut(&to).ok_or(MoveError::InvalidDestination)?.cards.append(&mut moved); self.piles.get_mut(&to).ok_or(MoveError::InvalidDestination)?.cards.append(&mut moved);
self.score = (self.score + score_delta).max(0); let flip_bonus = if flipped && self.mode != GameMode::Zen { score_flip() } else { 0 };
self.score = (self.score + score_delta + flip_bonus).max(0);
self.move_count = self.move_count.saturating_add(1); self.move_count = self.move_count.saturating_add(1);
self.is_won = self.check_win(); self.is_won = self.check_win();
@@ -416,23 +436,40 @@ impl GameState {
Ok(()) Ok(())
} }
/// Returns `true` when all four foundation slots each contain 13 cards. /// Returns `true` when all four foundation slots each contain a valid A→K
/// sequence of a single suit.
///
/// Counting 13 cards is not sufficient — a corrupt save could produce 13
/// arbitrary cards per pile and permanently lock the game via `GameAlreadyWon`.
pub fn check_win(&self) -> bool { pub fn check_win(&self) -> bool {
(0..4_u8).all(|slot| { (0..4_u8).all(|slot| self.is_valid_foundation_pile(slot))
self.piles }
.get(&PileType::Foundation(slot))
.is_some_and(|p| p.cards.len() == 13) fn is_valid_foundation_pile(&self, slot: u8) -> bool {
let Some(pile) = self.piles.get(&PileType::Foundation(slot)) else {
return false;
};
if pile.cards.len() != 13 {
return false;
}
let suit = pile.cards[0].suit;
pile.cards.iter().enumerate().all(|(i, card)| {
card.suit == suit && card.rank.value() == (i as u8 + 1)
}) })
} }
/// Returns `true` when stock and waste are empty and all tableau cards are face-up. /// Returns `true` when stock and waste are empty and all tableau cards are face-up.
/// At that point the game can be completed without further player input. /// At that point the game can be completed without further player input.
pub fn check_auto_complete(&self) -> bool { pub fn check_auto_complete(&self) -> bool {
// Stock must be empty; waste may still have cards (they are resolved // All three conditions must hold: stock empty, waste empty, and all
// by draw() calls inside next_auto_complete_move / auto_complete_step). // tableau cards face-up. Requiring waste empty avoids the deadlock
// where the waste top cannot reach a foundation directly.
if self.piles.get(&PileType::Stock).is_none_or(|p| !p.cards.is_empty()) { if self.piles.get(&PileType::Stock).is_none_or(|p| !p.cards.is_empty()) {
return false; return false;
} }
if self.piles.get(&PileType::Waste).is_none_or(|p| !p.cards.is_empty()) {
return false;
}
(0..7).all(|i| { (0..7).all(|i| {
self.piles self.piles
.get(&PileType::Tableau(i)) .get(&PileType::Tableau(i))
@@ -440,6 +477,91 @@ impl GameState {
}) })
} }
/// Returns all currently valid `move_cards` calls as `(from, to, count)` triples.
///
/// Does not include stock draws — callers check `piles[&PileType::Stock]` directly.
/// Every returned triple is guaranteed to succeed when passed to `move_cards`.
pub fn possible_instructions(&self) -> Vec<(PileType, PileType, usize)> {
if self.is_won {
return Vec::new();
}
let mut moves = Vec::new();
// Waste top card → foundation or tableau
if let Some(waste_top) = self.piles.get(&PileType::Waste).and_then(|p| p.cards.last()) {
for slot in 0..4_u8 {
if let Some(f) = self.piles.get(&PileType::Foundation(slot))
&& can_place_on_foundation(waste_top, f)
{
moves.push((PileType::Waste, PileType::Foundation(slot), 1));
}
}
for dst in 0..7_usize {
if let Some(t) = self.piles.get(&PileType::Tableau(dst))
&& can_place_on_tableau(waste_top, t)
{
moves.push((PileType::Waste, PileType::Tableau(dst), 1));
}
}
}
// Tableau sources
for src in 0..7_usize {
let Some(src_pile) = self.piles.get(&PileType::Tableau(src)) else { continue };
if src_pile.cards.is_empty() {
continue;
}
let run_len = src_pile.cards.iter().rev().take_while(|c| c.face_up).count();
if run_len == 0 {
continue;
}
for count in 1..=run_len {
let seq_start = src_pile.cards.len() - count;
if !is_valid_tableau_sequence(&src_pile.cards[seq_start..]) {
continue;
}
let bottom = &src_pile.cards[seq_start];
if count == 1 {
for slot in 0..4_u8 {
if let Some(f) = self.piles.get(&PileType::Foundation(slot))
&& can_place_on_foundation(bottom, f)
{
moves.push((PileType::Tableau(src), PileType::Foundation(slot), 1));
}
}
}
for dst in 0..7_usize {
if dst == src {
continue;
}
if let Some(t) = self.piles.get(&PileType::Tableau(dst))
&& can_place_on_tableau(bottom, t)
{
moves.push((PileType::Tableau(src), PileType::Tableau(dst), count));
}
}
}
}
// Foundation top → tableau (only when house rule is enabled)
if self.take_from_foundation {
for slot in 0..4_u8 {
let Some(f) = self.piles.get(&PileType::Foundation(slot)) else { continue };
let Some(top) = f.cards.last() else { continue };
for dst in 0..7_usize {
if let Some(t) = self.piles.get(&PileType::Tableau(dst))
&& can_place_on_tableau(top, t)
{
moves.push((PileType::Foundation(slot), PileType::Tableau(dst), 1));
}
}
}
}
moves
}
/// Returns the next `(from, to)` move that advances auto-complete, or /// Returns the next `(from, to)` move that advances auto-complete, or
/// `None` if no such move exists (or `is_auto_completable` is not set). /// `None` if no such move exists (or `is_auto_completable` is not set).
/// ///
@@ -450,11 +572,10 @@ impl GameState {
/// # Precondition /// # Precondition
/// ///
/// This function is only called when `is_auto_completable` is `true`. /// This function is only called when `is_auto_completable` is `true`.
/// Auto-completability requires the waste pile to be empty, as enforced by /// Auto-completability requires both stock and waste to be empty, as
/// [`check_auto_complete`](Self::check_auto_complete) — it returns `false` /// enforced by [`check_auto_complete`](Self::check_auto_complete). The
/// whenever `piles[Waste]` is non-empty. Therefore, skipping the waste pile /// waste-pile check in this function is therefore a safety net only; under
/// in this scan is intentional and correct: by the time this function is /// normal operation the waste is guaranteed empty when this is reached.
/// reached, there are guaranteed to be no cards there to move.
pub fn next_auto_complete_move(&self) -> Option<(PileType, PileType)> { pub fn next_auto_complete_move(&self) -> Option<(PileType, PileType)> {
if !self.is_auto_completable || self.is_won { if !self.is_auto_completable || self.is_won {
return None; return None;
@@ -1036,10 +1157,11 @@ mod tests {
} }
#[test] #[test]
fn auto_complete_true_when_stock_empty_waste_has_cards() { fn auto_complete_blocked_when_waste_has_cards() {
// Waste no longer blocks auto-complete — draw() drains it during // Waste must also be empty for auto-complete to engage. A non-empty
// auto-complete steps. Only stock-not-empty and face-down tableau // waste pile — even with all tableau cards face-up and stock empty —
// cards block the flag. // must return false to prevent a deadlock where the waste top cannot
// reach a foundation directly.
let mut g = new_game(); let mut g = new_game();
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear(); g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.push(Card { g.piles.get_mut(&PileType::Waste).unwrap().cards.push(Card {
@@ -1053,7 +1175,7 @@ mod tests {
c.face_up = true; c.face_up = true;
} }
} }
assert!(g.check_auto_complete()); assert!(!g.check_auto_complete());
} }
#[test] #[test]
@@ -1310,12 +1432,9 @@ mod tests {
} }
#[test] #[test]
fn take_from_foundation_allowed_by_default() { fn take_from_foundation_enabled_by_default() {
let mut g = setup_take_from_foundation_game(); let g = setup_take_from_foundation_game();
assert!(g.take_from_foundation, "standard Klondike allows take-from-foundation by default"); assert!(g.take_from_foundation, "take_from_foundation is on by default (standard Klondike rule)");
g.move_cards(PileType::Foundation(0), PileType::Tableau(0), 1).unwrap();
assert_eq!(g.piles[&PileType::Foundation(0)].cards.len(), 1);
assert_eq!(g.piles[&PileType::Tableau(0)].cards.len(), 2);
} }
#[test] #[test]
@@ -1366,4 +1485,252 @@ mod tests {
.unwrap_err(); .unwrap_err();
assert!(matches!(err, MoveError::RuleViolation(_))); assert!(matches!(err, MoveError::RuleViolation(_)));
} }
// --- possible_instructions ---
#[test]
fn possible_instructions_empty_when_won() {
let mut g = new_game();
g.is_won = true;
assert!(g.possible_instructions().is_empty());
}
#[test]
fn possible_instructions_includes_ace_to_foundation() {
let mut g = new_game();
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for i in 0..7 {
g.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
g.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.push(Card {
id: 1, suit: Suit::Clubs, rank: Rank::Ace, face_up: true,
});
let moves = g.possible_instructions();
assert!(
moves.contains(&(PileType::Tableau(0), PileType::Foundation(0), 1)),
"Ace must be moveable to empty foundation slot 0; got {moves:?}"
);
}
#[test]
fn possible_instructions_all_valid_on_fresh_game() {
// Every triple returned must actually succeed when applied to a clone of the state.
let g = new_game();
for (from, to, count) in g.possible_instructions() {
let mut clone = g.clone();
assert!(
clone.move_cards(from.clone(), to.clone(), count).is_ok(),
"instruction ({from:?}, {to:?}, {count}) from possible_instructions must succeed"
);
}
}
#[test]
fn possible_instructions_no_face_down_sources() {
let g = new_game();
for (from, _, count) in g.possible_instructions() {
if let PileType::Tableau(i) = from {
let pile = &g.piles[&PileType::Tableau(i)];
let run_len = pile.cards.iter().rev().take_while(|c| c.face_up).count();
assert!(
count <= run_len,
"count {count} exceeds face-up run {run_len} for Tableau({i})"
);
}
}
}
// --- Flip bonus (+5) ---
#[test]
fn flip_bonus_awarded_when_face_down_card_exposed() {
let mut g = new_game();
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for i in 0..7 { g.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear(); }
// Tableau(0): hidden Ace under a face-up 5♠
g.piles.get_mut(&PileType::Tableau(0)).unwrap().cards = vec![
Card { id: 1, suit: Suit::Hearts, rank: Rank::Ace, face_up: false },
Card { id: 2, suit: Suit::Spades, rank: Rank::Five, face_up: true },
];
// Tableau(1): 6♥ — 5♠ can land here
g.piles.get_mut(&PileType::Tableau(1)).unwrap().cards = vec![
Card { id: 3, suit: Suit::Hearts, rank: Rank::Six, face_up: true },
];
let score_before = g.score;
g.move_cards(PileType::Tableau(0), PileType::Tableau(1), 1).unwrap();
assert_eq!(g.score, score_before + 5, "flip bonus must be +5 when a face-down card is exposed");
assert!(g.piles[&PileType::Tableau(0)].cards[0].face_up, "exposed card must now be face-up");
}
#[test]
fn flip_bonus_not_awarded_when_source_pile_empties() {
let mut g = new_game();
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for i in 0..7 { g.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear(); }
// Only a King in Tableau(0); moving it leaves pile empty — nothing to flip
g.piles.get_mut(&PileType::Tableau(0)).unwrap().cards = vec![
Card { id: 1, suit: Suit::Spades, rank: Rank::King, face_up: true },
];
let score_before = g.score;
g.move_cards(PileType::Tableau(0), PileType::Tableau(1), 1).unwrap();
assert_eq!(g.score, score_before, "no flip bonus when source pile becomes empty");
}
#[test]
fn flip_bonus_suppressed_in_zen_mode() {
let mut g = GameState::new_with_mode(42, DrawMode::DrawOne, GameMode::Zen);
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for i in 0..7 { g.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear(); }
g.piles.get_mut(&PileType::Tableau(0)).unwrap().cards = vec![
Card { id: 1, suit: Suit::Hearts, rank: Rank::Ace, face_up: false },
Card { id: 2, suit: Suit::Spades, rank: Rank::Five, face_up: true },
];
g.piles.get_mut(&PileType::Tableau(1)).unwrap().cards = vec![
Card { id: 3, suit: Suit::Hearts, rank: Rank::Six, face_up: true },
];
g.move_cards(PileType::Tableau(0), PileType::Tableau(1), 1).unwrap();
assert_eq!(g.score, 0, "zen mode must suppress flip bonus");
}
// --- Recycle penalty ---
#[test]
fn recycle_penalty_draw1_first_pass_free() {
let mut g = new_game(); // DrawOne
g.score = 200;
while !g.piles[&PileType::Stock].cards.is_empty() { g.draw().unwrap(); }
g.draw().unwrap(); // first recycle — free
assert_eq!(g.recycle_count, 1);
assert_eq!(g.score, 200, "first recycle in Draw-1 must be free");
}
#[test]
fn recycle_penalty_draw1_second_pass_costs_100() {
let mut g = new_game(); // DrawOne
g.score = 200;
// First recycle (free)
while !g.piles[&PileType::Stock].cards.is_empty() { g.draw().unwrap(); }
g.draw().unwrap();
// Second recycle (-100)
while !g.piles[&PileType::Stock].cards.is_empty() { g.draw().unwrap(); }
g.draw().unwrap();
assert_eq!(g.recycle_count, 2);
assert_eq!(g.score, 100, "second recycle in Draw-1 must cost -100");
}
#[test]
fn recycle_penalty_draw3_three_passes_free() {
let mut g = GameState::new(42, DrawMode::DrawThree);
g.score = 200;
for _ in 0..3 {
while !g.piles[&PileType::Stock].cards.is_empty() { g.draw().unwrap(); }
g.draw().unwrap();
}
assert_eq!(g.recycle_count, 3);
assert_eq!(g.score, 200, "first 3 recycles in Draw-3 must be free");
}
#[test]
fn recycle_penalty_draw3_fourth_pass_costs_20() {
let mut g = GameState::new(42, DrawMode::DrawThree);
g.score = 200;
for _ in 0..3 {
while !g.piles[&PileType::Stock].cards.is_empty() { g.draw().unwrap(); }
g.draw().unwrap();
}
// Fourth recycle (-20)
while !g.piles[&PileType::Stock].cards.is_empty() { g.draw().unwrap(); }
g.draw().unwrap();
assert_eq!(g.recycle_count, 4);
assert_eq!(g.score, 180, "fourth recycle in Draw-3 must cost -20");
}
#[test]
fn recycle_penalty_suppressed_in_zen_mode() {
let mut g = GameState::new_with_mode(42, DrawMode::DrawOne, GameMode::Zen);
// Two recycles — second would normally cost -100 in classic mode
for _ in 0..2 {
while !g.piles[&PileType::Stock].cards.is_empty() { g.draw().unwrap(); }
g.draw().unwrap();
}
assert_eq!(g.recycle_count, 2);
assert_eq!(g.score, 0, "zen mode must suppress recycle penalty");
}
#[test]
fn possible_instructions_waste_top_included() {
let mut g = new_game();
// Clear board, put a King on waste, and an empty tableau pile — waste→tableau must appear.
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
for i in 0..7 {
g.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
g.piles.get_mut(&PileType::Waste).unwrap().cards.push(Card {
id: 99, suit: Suit::Spades, rank: Rank::King, face_up: true,
});
let moves = g.possible_instructions();
// King goes on any of the 7 empty tableau piles
assert!(
(0..7).any(|dst| moves.contains(&(PileType::Waste, PileType::Tableau(dst), 1))),
"King on waste must be moveable to an empty tableau column"
);
}
// --- P2: waste multi-card move must be rejected ---
#[test]
fn waste_multi_card_move_returns_rule_violation() {
let mut g = new_game();
g.piles.get_mut(&PileType::Waste).unwrap().cards = vec![
Card { id: 1, suit: Suit::Hearts, rank: Rank::Ace, face_up: true },
Card { id: 2, suit: Suit::Spades, rank: Rank::King, face_up: true },
];
for i in 0..7 { g.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear(); }
let result = g.move_cards(PileType::Waste, PileType::Tableau(0), 2);
assert!(matches!(result, Err(MoveError::RuleViolation(_))),
"moving 2 cards from waste must be rejected");
}
// --- P3: foundation-to-foundation move must be rejected ---
#[test]
fn foundation_to_foundation_move_returns_rule_violation() {
let mut g = new_game();
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for i in 0..7 { g.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear(); }
// Place Ace of Clubs on Foundation(0), leave Foundation(1) empty.
g.piles.get_mut(&PileType::Foundation(0)).unwrap().cards = vec![
Card { id: 1, suit: Suit::Clubs, rank: Rank::Ace, face_up: true },
];
// Attempting to move Ace from Foundation(0) to Foundation(1) must fail.
let result = g.move_cards(PileType::Foundation(0), PileType::Foundation(1), 1);
assert!(matches!(result, Err(MoveError::RuleViolation(_))),
"moving between foundation slots must be rejected");
}
// --- P4: undo must not retain points from the undone move ---
#[test]
fn undo_does_not_retain_score_from_undone_move() {
let mut g = new_game();
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for i in 0..7 { g.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear(); }
// Place an Ace on Tableau(0) — moving it to Foundation earns +10.
g.piles.get_mut(&PileType::Tableau(0)).unwrap().cards = vec![
Card { id: 1, suit: Suit::Clubs, rank: Rank::Ace, face_up: true },
];
assert_eq!(g.score, 0);
g.move_cards(PileType::Tableau(0), PileType::Foundation(0), 1).unwrap();
assert_eq!(g.score, 10, "moving Ace to foundation earns +10");
// Undo must roll back to snapshot.score (0) minus the penalty, not keep the +10.
g.undo().unwrap();
// snapshot.score was 0, so result is max(0, 0 - 15) = 0
assert_eq!(g.score, 0, "undo must not retain points from the undone move");
}
} }
+6 -6
View File
@@ -1,4 +1,4 @@
use crate::card::Card; use crate::card::{Card, Rank};
use crate::pile::Pile; use crate::pile::Pile;
/// Returns `true` if `card` can be placed on the foundation `pile`. /// Returns `true` if `card` can be placed on the foundation `pile`.
@@ -12,8 +12,8 @@ use crate::pile::Pile;
#[must_use] #[must_use]
pub fn can_place_on_foundation(card: &Card, pile: &Pile) -> bool { pub fn can_place_on_foundation(card: &Card, pile: &Pile) -> bool {
match pile.cards.last() { match pile.cards.last() {
None => card.rank.value() == 1, None => card.rank == Rank::Ace,
Some(top) => card.suit == top.suit && card.rank.value() == top.rank.value() + 1, Some(top) => card.suit == top.suit && card.rank.checked_sub(1) == Some(top.rank),
} }
} }
@@ -23,10 +23,10 @@ pub fn can_place_on_foundation(card: &Card, pile: &Pile) -> bool {
#[must_use] #[must_use]
pub fn can_place_on_tableau(card: &Card, pile: &Pile) -> bool { pub fn can_place_on_tableau(card: &Card, pile: &Pile) -> bool {
match pile.cards.last() { match pile.cards.last() {
None => card.rank.value() == 13, None => card.rank == Rank::King,
Some(top) => { Some(top) => {
top.face_up top.face_up
&& card.rank.value() + 1 == top.rank.value() && card.rank.checked_add(1) == Some(top.rank)
&& card.suit.is_red() != top.suit.is_red() && card.suit.is_red() != top.suit.is_red()
} }
} }
@@ -41,7 +41,7 @@ pub fn can_place_on_tableau(card: &Card, pile: &Pile) -> bool {
#[must_use] #[must_use]
pub fn is_valid_tableau_sequence(cards: &[Card]) -> bool { pub fn is_valid_tableau_sequence(cards: &[Card]) -> bool {
cards.windows(2).all(|w| { cards.windows(2).all(|w| {
w[0].rank.value() == w[1].rank.value() + 1 && w[0].suit.is_red() != w[1].suit.is_red() w[0].rank.checked_sub(1) == Some(w[1].rank) && w[0].suit.is_red() != w[1].suit.is_red()
}) })
} }
+53 -8
View File
@@ -5,13 +5,19 @@ use crate::pile::PileType;
/// Windows XP Standard scoring: /// Windows XP Standard scoring:
/// - +10 for any card reaching a foundation pile /// - +10 for any card reaching a foundation pile
/// - +5 for a waste → tableau move /// - +5 for a waste → tableau move
/// - -15 for a foundation → tableau (take-from-foundation) move
/// - 0 for all other moves /// - 0 for all other moves
///
/// Note: the +5 flip bonus for exposing a face-down tableau card is applied
/// separately in `game_state::move_cards` because it depends on post-move state.
pub fn score_move(from: &PileType, to: &PileType) -> i32 { pub fn score_move(from: &PileType, to: &PileType) -> i32 {
match to { match to {
PileType::Foundation(_) => 10, PileType::Foundation(_) => 10,
PileType::Tableau(_) => { PileType::Tableau(_) => match from {
if matches!(from, PileType::Waste) { 5 } else { 0 } PileType::Waste => 5,
} PileType::Foundation(_) => -15,
_ => 0,
},
_ => 0, _ => 0,
} }
} }
@@ -21,6 +27,21 @@ pub fn score_undo() -> i32 {
-15 -15
} }
/// Score bonus awarded when a face-down tableau card is flipped face-up: +5.
pub fn score_flip() -> i32 {
5
}
/// Score penalty for recycling the waste pile back to stock.
///
/// Windows standard: the first N recycles are free (N=1 for Draw-1, N=3 for Draw-3).
/// Subsequent recycles cost -100 (Draw-1) or -20 (Draw-3).
/// `recycle_count` is the new total count **after** this recycle.
pub fn score_recycle(recycle_count: u32, is_draw_three: bool) -> i32 {
let (free, penalty) = if is_draw_three { (3_u32, -20_i32) } else { (1_u32, -100_i32) };
if recycle_count > free { penalty } else { 0 }
}
/// Time bonus added to the score on a win: `700_000 / elapsed_seconds`. /// Time bonus added to the score on a win: `700_000 / elapsed_seconds`.
/// Returns 0 when `elapsed_seconds` is 0 to avoid division by zero. /// Returns 0 when `elapsed_seconds` is 0 to avoid division by zero.
pub fn compute_time_bonus(elapsed_seconds: u64) -> i32 { pub fn compute_time_bonus(elapsed_seconds: u64) -> i32 {
@@ -71,13 +92,12 @@ mod tests {
} }
#[test] #[test]
fn non_waste_to_tableau_scores_zero() { fn foundation_to_tableau_penalises_fifteen() {
// Foundation → Tableau is impossible in practice but must score 0. // Moving a card back off a foundation (take_from_foundation rule) costs -15.
assert_eq!(score_move(&PileType::Foundation(0), &PileType::Tableau(0)), 0); assert_eq!(score_move(&PileType::Foundation(0), &PileType::Tableau(0)), -15);
// Tableau → Tableau (restack) scores 0.
assert_eq!(score_move(&PileType::Tableau(1), &PileType::Tableau(2)), 0);
} }
#[test] #[test]
fn move_to_stock_or_waste_scores_zero() { fn move_to_stock_or_waste_scores_zero() {
// These destinations are illegal moves in practice, but the function // These destinations are illegal moves in practice, but the function
@@ -92,4 +112,29 @@ mod tests {
let bonus = compute_time_bonus(1); let bonus = compute_time_bonus(1);
assert!(bonus >= 0, "time bonus must be non-negative after u64→i32 cast"); assert!(bonus >= 0, "time bonus must be non-negative after u64→i32 cast");
} }
#[test]
fn flip_bonus_is_five() {
assert_eq!(score_flip(), 5);
}
#[test]
fn recycle_draw1_first_pass_free() {
assert_eq!(score_recycle(1, false), 0);
}
#[test]
fn recycle_draw1_second_pass_penalised() {
assert_eq!(score_recycle(2, false), -100);
}
#[test]
fn recycle_draw3_third_pass_free() {
assert_eq!(score_recycle(3, true), 0);
}
#[test]
fn recycle_draw3_fourth_pass_penalised() {
assert_eq!(score_recycle(4, true), -20);
}
} }
+9 -2
View File
@@ -298,9 +298,16 @@ impl SolverState {
} }
} }
/// True when every foundation slot has 13 cards. /// True when every foundation slot holds a complete Ace-through-King sequence.
fn is_won(&self) -> bool { fn is_won(&self) -> bool {
self.foundation.iter().all(|f| f.len() == 13) self.foundation.iter().all(|pile| {
pile.len() == 13
&& pile[0].rank == crate::card::Rank::Ace
&& pile.windows(2).all(|w| {
w[0].suit == w[1].suit
&& w[1].rank.value() == w[0].rank.value() + 1
})
})
} }
/// Returns the foundation slot that already claims `suit`, or the /// Returns the foundation slot that already claims `suit`, or the
+135 -34
View File
@@ -2,7 +2,10 @@
/// ///
/// Tokens are serialised to JSON, encrypted with AES-256/GCM/NoPadding using a /// Tokens are serialised to JSON, encrypted with AES-256/GCM/NoPadding using a
/// device-bound key from the Android Keystore, and written atomically to /// device-bound key from the Android Keystore, and written atomically to
/// `{data_dir}/auth_tokens.bin` as `[12-byte IV][ciphertext+GCM-tag]`. /// `{data_dir}/ferrous_solitaire/auth_tokens.bin` as `[12-byte IV][ciphertext+GCM-tag]`.
///
/// The file stores a `HashMap<String, TokenBlob>` (keyed by username) so that
/// multiple accounts can coexist without silently overwriting each other.
/// ///
/// The Keystore key survives app restarts but is destroyed on uninstall (or if /// The Keystore key survives app restarts but is destroyed on uninstall (or if
/// the user changes biometric/lock credentials, in which case decryption fails /// the user changes biometric/lock credentials, in which case decryption fails
@@ -15,6 +18,7 @@ use jni::{
JNIEnv, JavaVM, JNIEnv, JavaVM,
}; };
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use std::collections::HashMap;
use std::path::PathBuf; use std::path::PathBuf;
use crate::auth_tokens::TokenError; use crate::auth_tokens::TokenError;
@@ -280,21 +284,30 @@ fn decrypt_gcm(
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
fn token_file_path() -> Option<PathBuf> { fn token_file_path() -> Option<PathBuf> {
crate::platform::data_dir()
.map(|d| d.join(crate::APP_DIR_NAME).join("auth_tokens.bin"))
}
/// Path where the token file lived before the APP_DIR_NAME subdirectory was
/// introduced. Used only during the one-time migration in `read_map`.
fn legacy_token_file_path() -> Option<PathBuf> {
crate::platform::data_dir().map(|d| d.join("auth_tokens.bin")) crate::platform::data_dir().map(|d| d.join("auth_tokens.bin"))
} }
fn read_file_bytes() -> Result<Vec<u8>, TokenError> { fn read_file_bytes_from(path: &PathBuf) -> Result<Vec<u8>, TokenError> {
let path = token_file_path()
.ok_or_else(|| TokenError::KeychainUnavailable("no data dir".into()))?;
if !path.exists() { if !path.exists() {
return Err(TokenError::NotFound(String::new())); return Err(TokenError::NotFound(String::new()));
} }
std::fs::read(&path).map_err(|e| TokenError::Keyring(format!("read auth_tokens.bin: {e}"))) std::fs::read(path).map_err(|e| TokenError::Keyring(format!("read auth_tokens.bin: {e}")))
} }
fn write_file_bytes(data: &[u8]) -> Result<(), TokenError> { fn write_file_bytes(data: &[u8]) -> Result<(), TokenError> {
let path = token_file_path() let path = token_file_path()
.ok_or_else(|| TokenError::KeychainUnavailable("no data dir".into()))?; .ok_or_else(|| TokenError::KeychainUnavailable("no data dir".into()))?;
if let Some(parent) = path.parent() {
std::fs::create_dir_all(parent)
.map_err(|e| TokenError::Keyring(format!("create dir: {e}")))?;
}
let tmp = path.with_extension("bin.tmp"); let tmp = path.with_extension("bin.tmp");
std::fs::write(&tmp, data) std::fs::write(&tmp, data)
.map_err(|e| TokenError::Keyring(format!("write auth_tokens.bin.tmp: {e}")))?; .map_err(|e| TokenError::Keyring(format!("write auth_tokens.bin.tmp: {e}")))?;
@@ -302,29 +315,88 @@ fn write_file_bytes(data: &[u8]) -> Result<(), TokenError> {
.map_err(|e| TokenError::Keyring(format!("rename auth_tokens: {e}"))) .map_err(|e| TokenError::Keyring(format!("rename auth_tokens: {e}")))
} }
fn load_blob(username: &str) -> Result<TokenBlob, TokenError> { /// Decrypt raw bytes from the file and deserialise as `HashMap<String, TokenBlob>`.
let data = read_file_bytes().map_err(|e| match e { ///
TokenError::NotFound(_) => TokenError::NotFound(username.to_string()), /// Migration strategy:
/// 1. If the new-path file exists, read and decrypt it.
/// - Try to deserialise as `HashMap<String, TokenBlob>`.
/// - On parse failure (old single-blob format), try `TokenBlob` and convert.
/// 2. If the new-path file does NOT exist but the legacy-path file does, migrate:
/// - Read and decrypt the legacy file.
/// - Deserialise as `TokenBlob` (the only format the legacy path ever used).
/// - Write the result to the new path as a single-entry map.
/// - Delete the legacy file (best-effort; leave it if removal fails).
/// 3. If neither file exists, return an empty map.
fn read_map() -> Result<HashMap<String, TokenBlob>, TokenError> {
let new_path = token_file_path()
.ok_or_else(|| TokenError::KeychainUnavailable("no data dir".into()))?;
let legacy_path = legacy_token_file_path();
// --- 1. New path exists ---
if new_path.exists() {
let data = read_file_bytes_from(&new_path).map_err(|e| match e {
TokenError::NotFound(_) => TokenError::NotFound(String::new()),
other => other, other => other,
})?; })?;
if data.len() < 12 { if data.len() < 12 {
return Err(TokenError::Keyring("auth_tokens.bin corrupt (too short)".into())); return Err(TokenError::Keyring("auth_tokens.bin corrupt (too short)".into()));
} }
let plaintext = with_jvm(|env| { let plaintext = with_jvm(|env| {
let key = load_or_create_key(env)?; let key = load_or_create_key(env)?;
decrypt_gcm(env, &key, &data) decrypt_gcm(env, &key, &data)
})?; })?;
// Try the current multi-user format first.
let blob: TokenBlob = serde_json::from_slice(&plaintext) if let Ok(map) = serde_json::from_slice::<HashMap<String, TokenBlob>>(&plaintext) {
.map_err(|e| TokenError::Keyring(format!("JSON decode: {e}")))?; return Ok(map);
}
if blob.username != username { // Fall back: old single-blob format written by an earlier binary.
return Err(TokenError::NotFound(username.to_string())); if let Ok(blob) = serde_json::from_slice::<TokenBlob>(&plaintext) {
let mut map = HashMap::new();
map.insert(blob.username.clone(), blob);
return Ok(map);
}
return Err(TokenError::Keyring("auth_tokens.bin unrecognised format".into()));
} }
Ok(blob) // --- 2. Legacy path migration ---
if let Some(ref lpath) = legacy_path {
if lpath.exists() {
let data = read_file_bytes_from(lpath).map_err(|e| match e {
TokenError::NotFound(_) => TokenError::NotFound(String::new()),
other => other,
})?;
if data.len() >= 12 {
let plaintext = with_jvm(|env| {
let key = load_or_create_key(env)?;
decrypt_gcm(env, &key, &data)
})?;
if let Ok(blob) = serde_json::from_slice::<TokenBlob>(&plaintext) {
let mut map = HashMap::new();
map.insert(blob.username.clone(), blob);
// Write to the new location, then remove the legacy file.
if write_map_inner(&map).is_ok() {
let _ = std::fs::remove_file(lpath);
}
return Ok(map);
}
}
// Legacy file corrupt or unrecognised — treat as empty.
}
}
// --- 3. No file found ---
Ok(HashMap::new())
}
/// Serialise and encrypt a map, then write it atomically.
fn write_map_inner(map: &HashMap<String, TokenBlob>) -> Result<(), TokenError> {
let plaintext = serde_json::to_vec(map)
.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)
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@@ -333,46 +405,71 @@ fn load_blob(username: &str) -> Result<TokenBlob, TokenError> {
/// Encrypt and store `access_token` and `refresh_token` for `username`. /// Encrypt and store `access_token` and `refresh_token` for `username`.
/// ///
/// Overwrites any previously stored tokens. /// If tokens already exist for other usernames they are preserved.
/// Any previously stored tokens for `username` are silently replaced.
pub fn store_tokens( pub fn store_tokens(
username: &str, username: &str,
access_token: &str, access_token: &str,
refresh_token: &str, refresh_token: &str,
) -> Result<(), TokenError> { ) -> Result<(), TokenError> {
let blob = TokenBlob { let mut map = match read_map() {
Ok(m) => m,
// If the file is missing or corrupt, start with an empty map so we
// do not block a fresh login.
Err(TokenError::NotFound(_)) => HashMap::new(),
Err(e) => return Err(e),
};
map.insert(
username.to_string(),
TokenBlob {
username: username.to_string(), username: username.to_string(),
access_token: access_token.to_string(), access_token: access_token.to_string(),
refresh_token: refresh_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| { write_map_inner(&map)
let key = load_or_create_key(env)?;
encrypt_gcm(env, &key, &plaintext)
})?;
write_file_bytes(&encrypted)
} }
/// Return the stored access token for `username`. /// Return the stored access token for `username`.
/// ///
/// Returns [`TokenError::NotFound`] if no token has been stored yet. /// Returns [`TokenError::NotFound`] if no token has been stored for this username.
pub fn load_access_token(username: &str) -> Result<String, TokenError> { pub fn load_access_token(username: &str) -> Result<String, TokenError> {
load_blob(username).map(|b| b.access_token) let mut map = read_map()?;
map.remove(username)
.map(|b| b.access_token)
.ok_or_else(|| TokenError::NotFound(username.to_string()))
} }
/// Return the stored refresh token for `username`. /// Return the stored refresh token for `username`.
/// ///
/// Returns [`TokenError::NotFound`] if no token has been stored yet. /// Returns [`TokenError::NotFound`] if no token has been stored for this username.
pub fn load_refresh_token(username: &str) -> Result<String, TokenError> { pub fn load_refresh_token(username: &str) -> Result<String, TokenError> {
load_blob(username).map(|b| b.refresh_token) let mut map = read_map()?;
map.remove(username)
.map(|b| b.refresh_token)
.ok_or_else(|| TokenError::NotFound(username.to_string()))
} }
/// Delete stored tokens and remove the Keystore key for `username`. /// Delete stored tokens for `username`.
///
/// If other usernames have stored tokens they are left untouched.
/// When this is the last entry in the map the Keystore key is also removed so
/// a future re-login generates a fresh key.
/// ///
/// Missing file or missing Keystore entry are silently ignored. /// Missing file or missing Keystore entry are silently ignored.
pub fn delete_tokens(_username: &str) -> Result<(), TokenError> { pub fn delete_tokens(username: &str) -> Result<(), TokenError> {
let mut map = match read_map() {
Ok(m) => m,
Err(TokenError::NotFound(_)) => return Ok(()), // nothing to delete
Err(e) => return Err(e),
};
map.remove(username);
if map.is_empty() {
// No more users — remove the file and the Keystore key.
if let Some(path) = token_file_path() { if let Some(path) = token_file_path() {
if path.exists() { if path.exists() {
std::fs::remove_file(&path) std::fs::remove_file(&path)
@@ -406,4 +503,8 @@ pub fn delete_tokens(_username: &str) -> Result<(), TokenError> {
env.call_method(&ks, "deleteEntry", "(Ljava/lang/String;)V", &[alias.borrow()])? env.call_method(&ks, "deleteEntry", "(Ljava/lang/String;)V", &[alias.borrow()])?
.v() .v()
}) })
} else {
// Other users still exist — just rewrite the map without this user.
write_map_inner(&map)
}
} }
+7
View File
@@ -238,6 +238,12 @@ pub struct Settings {
/// field existed deserialize cleanly to `None` via `#[serde(default)]`. /// field existed deserialize cleanly to `None` via `#[serde(default)]`.
#[serde(default)] #[serde(default)]
pub leaderboard_display_name: Option<String>, pub leaderboard_display_name: Option<String>,
/// `true` once the player has successfully opted in to the leaderboard on
/// the server. Used to decide whether a display-name change should also
/// push an update via `opt_in_leaderboard`. Older `settings.json` files
/// deserialize cleanly to `false` via `#[serde(default)]`.
#[serde(default)]
pub leaderboard_opted_in: bool,
/// When `true`, the player may drag the top card of a foundation pile back /// When `true`, the player may drag the top card of a foundation pile back
/// onto a compatible tableau column. Enabled by default (standard Klondike /// onto a compatible tableau column. Enabled by default (standard Klondike
/// rules). Older `settings.json` files without this key deserialize to /// rules). Older `settings.json` files without this key deserialize to
@@ -387,6 +393,7 @@ impl Default for Settings {
replay_move_interval_secs: default_replay_move_interval_secs(), replay_move_interval_secs: default_replay_move_interval_secs(),
last_difficulty: None, last_difficulty: None,
leaderboard_display_name: None, leaderboard_display_name: None,
leaderboard_opted_in: false,
take_from_foundation: true, take_from_foundation: true,
analytics_enabled: false, analytics_enabled: false,
matomo_url: None, matomo_url: None,
+6 -7
View File
@@ -32,7 +32,7 @@ use crate::settings_plugin::{SettingsResource, SettingsStoragePath};
use crate::stats_plugin::{StatsResource, StatsUpdate}; use crate::stats_plugin::{StatsResource, StatsUpdate};
use crate::ui_modal::{ use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant, spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
ScrimDismissible, ModalScrim, ScrimDismissible,
}; };
use crate::ui_theme::{ use crate::ui_theme::{
ACCENT_PRIMARY, BORDER_SUBTLE, STATE_SUCCESS, TEXT_DISABLED, TEXT_PRIMARY, TEXT_SECONDARY, ACCENT_PRIMARY, BORDER_SUBTLE, STATE_SUCCESS, TEXT_DISABLED, TEXT_PRIMARY, TEXT_SECONDARY,
@@ -162,10 +162,7 @@ fn evaluate_on_win(
mut achievements: ResMut<AchievementsResource>, mut achievements: ResMut<AchievementsResource>,
mut progress: ResMut<ProgressResource>, mut progress: ResMut<ProgressResource>,
) { ) {
let Some(ev) = wins.read().last() else { for ev in wins.read() {
return;
};
let ctx = AchievementContext { let ctx = AchievementContext {
games_played: stats.0.games_played, games_played: stats.0.games_played,
games_won: stats.0.games_won, games_won: stats.0.games_won,
@@ -184,7 +181,7 @@ fn evaluate_on_win(
let hits = check_achievements(&ctx); let hits = check_achievements(&ctx);
if hits.is_empty() { if hits.is_empty() {
return; continue;
} }
let now = Utc::now(); let now = Utc::now();
@@ -250,6 +247,7 @@ fn evaluate_on_win(
warn!("failed to save progress after reward: {e}"); warn!("failed to save progress after reward: {e}");
} }
} }
}
/// Cinephile unlock observer. /// Cinephile unlock observer.
/// ///
@@ -391,6 +389,7 @@ fn toggle_achievements_screen(
achievements: Res<AchievementsResource>, achievements: Res<AchievementsResource>,
font_res: Option<Res<FontResource>>, font_res: Option<Res<FontResource>>,
screens: Query<Entity, With<AchievementsScreen>>, screens: Query<Entity, With<AchievementsScreen>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<AchievementsScreen>)>,
) { ) {
let button_clicked = requests.read().count() > 0; let button_clicked = requests.read().count() > 0;
if !keys.just_pressed(KeyCode::KeyA) && !button_clicked { if !keys.just_pressed(KeyCode::KeyA) && !button_clicked {
@@ -398,7 +397,7 @@ fn toggle_achievements_screen(
} }
if let Ok(entity) = screens.single() { if let Ok(entity) = screens.single() {
commands.entity(entity).despawn(); commands.entity(entity).despawn();
} else { } else if other_modal_scrims.is_empty() {
spawn_achievements_screen(&mut commands, &achievements.0, font_res.as_deref()); spawn_achievements_screen(&mut commands, &achievements.0, font_res.as_deref());
} }
} }
+14 -4
View File
@@ -45,19 +45,29 @@ pub struct AnalyticsPlugin;
impl Plugin for AnalyticsPlugin { impl Plugin for AnalyticsPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.init_resource::<AnalyticsResource>() app.init_resource::<AnalyticsResource>()
.init_resource::<TokioRuntimeResource>()
.add_systems(Startup, init_analytics) .add_systems(Startup, init_analytics)
.add_systems( .add_systems(
Update, Update,
( (
react_to_settings_change, react_to_settings_change,
on_game_won,
on_forfeit,
on_new_game, on_new_game,
on_achievement_unlocked, on_achievement_unlocked,
tick_flush_timer,
), ),
); );
// Build the shared Tokio runtime; skip network flush systems if the OS
// refuses to create threads (resource-limited / sandboxed environments).
match TokioRuntimeResource::new() {
Ok(rt) => {
app.insert_resource(rt).add_systems(
Update,
(on_game_won, on_forfeit, tick_flush_timer),
);
}
Err(e) => {
bevy::log::warn!("analytics_plugin: Tokio runtime unavailable — analytics flush disabled: {e}");
}
}
} }
} }
+21 -1
View File
@@ -72,6 +72,17 @@ const TIME_ATTACK_TOAST_SECS: f32 = 5.0;
const CHALLENGE_TOAST_SECS: f32 = 3.0; const CHALLENGE_TOAST_SECS: f32 = 3.0;
const VOLUME_TOAST_SECS: f32 = 1.4; const VOLUME_TOAST_SECS: f32 = 1.4;
/// Z added to a card's render depth while its `CardAnim` is in-flight.
///
/// Foundation and tableau cards share x,y during the slide (destination equals
/// a slot that already holds a card). Without this lift the incoming card's
/// bottom-right corner overlaps the stationary card's top-left, which the
/// player perceives as a single card with mismatched rank/suit indices.
///
/// 50.0 sits comfortably above the highest pile depth (~1.04) and well below
/// `DRAG_Z` (500), so a dragged card always renders above an animated one.
const CARD_ANIM_Z_LIFT: f32 = 50.0;
/// Per-card stagger interval for the win cascade at Normal speed (seconds). /// Per-card stagger interval for the win cascade at Normal speed (seconds).
/// ///
/// Sourced from `ui_theme::MOTION_CASCADE_STAGGER_SECS` so all motion timing /// Sourced from `ui_theme::MOTION_CASCADE_STAGGER_SECS` so all motion timing
@@ -247,6 +258,11 @@ fn advance_card_anims(
anim.delay = (anim.delay - dt).max(0.0); anim.delay = (anim.delay - dt).max(0.0);
continue; continue;
} }
if anim.duration <= 0.0 {
transform.translation = anim.target;
commands.entity(entity).remove::<CardAnim>();
continue;
}
anim.elapsed += dt; anim.elapsed += dt;
let t = (anim.elapsed / anim.duration).min(1.0); let t = (anim.elapsed / anim.duration).min(1.0);
// Curved interpolation using `MotionCurve::SmoothSnap` (cubic ease-out // Curved interpolation using `MotionCurve::SmoothSnap` (cubic ease-out
@@ -254,7 +270,11 @@ fn advance_card_anims(
// shared `CardAnim` struct stays a simple linear-tween container — the // shared `CardAnim` struct stays a simple linear-tween container — the
// upgrade is one extra `sample_curve` call per advancing animation. // upgrade is one extra `sample_curve` call per advancing animation.
let s = sample_curve(MotionCurve::SmoothSnap, t); let s = sample_curve(MotionCurve::SmoothSnap, t);
transform.translation = anim.start.lerp(anim.target, s); let mut pos = anim.start.lerp(anim.target, s);
// Elevate z during transit so the moving card always renders in front
// of any card already resting at the destination position.
pos.z = anim.target.z + CARD_ANIM_Z_LIFT;
transform.translation = pos;
if t >= 1.0 { if t >= 1.0 {
transform.translation = anim.target; transform.translation = anim.target;
commands.entity(entity).remove::<CardAnim>(); commands.entity(entity).remove::<CardAnim>();
+12 -2
View File
@@ -13,6 +13,7 @@ use bevy::prelude::*;
use crate::audio_plugin::{AudioState, SoundLibrary}; use crate::audio_plugin::{AudioState, SoundLibrary};
use crate::events::{MoveRequestEvent, StateChangedEvent}; use crate::events::{MoveRequestEvent, StateChangedEvent};
use crate::game_plugin::GameMutation; use crate::game_plugin::GameMutation;
use crate::pause_plugin::PausedResource;
use crate::resources::GameStateResource; use crate::resources::GameStateResource;
/// Volume amplitude used for the auto-complete activation chime. /// Volume amplitude used for the auto-complete activation chime.
@@ -72,9 +73,14 @@ fn detect_auto_complete(
if game.0.is_auto_completable && !state.active { if game.0.is_auto_completable && !state.active {
state.active = true; state.active = true;
state.cooldown = 0.0; // fire first move immediately state.cooldown = 0.0; // fire first move immediately
} else if !game.0.is_auto_completable {
state.active = false;
} }
// Intentionally no `else if !is_auto_completable` branch here.
// Deactivating on every frame where `is_auto_completable` is false
// would hard-stop the sequence mid-flight whenever `next_auto_complete_move`
// transiently returns `None` (e.g. while the previous move is still
// in-flight). The `is_won` check above already handles the definitive
// end-of-game case; `drive_auto_complete` simply retries next tick
// when no move is available yet.
} }
/// Plays a distinct chime the moment auto-complete first activates. /// Plays a distinct chime the moment auto-complete first activates.
@@ -106,11 +112,15 @@ fn drive_auto_complete(
mut state: ResMut<AutoCompleteState>, mut state: ResMut<AutoCompleteState>,
game: Res<GameStateResource>, game: Res<GameStateResource>,
time: Res<Time>, time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut moves: MessageWriter<MoveRequestEvent>, mut moves: MessageWriter<MoveRequestEvent>,
) { ) {
if !state.active { if !state.active {
return; return;
} }
if paused.is_some_and(|p| p.0) {
return;
}
state.cooldown -= time.delta_secs(); state.cooldown -= time.delta_secs();
if state.cooldown > 0.0 { if state.cooldown > 0.0 {
+13 -2
View File
@@ -48,10 +48,21 @@ pub struct AvatarPlugin;
impl Plugin for AvatarPlugin { impl Plugin for AvatarPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.add_message::<AvatarFetchEvent>() app.add_message::<AvatarFetchEvent>()
.init_resource::<TokioRuntimeResource>()
.init_resource::<AvatarResource>() .init_resource::<AvatarResource>()
.init_resource::<PendingAvatarTask>() .init_resource::<PendingAvatarTask>()
.add_systems(Update, (handle_avatar_fetch, poll_avatar_task)); .add_systems(Update, poll_avatar_task);
// Build the shared Tokio runtime; skip avatar download if the OS
// refuses to create threads (resource-limited / sandboxed environments).
match TokioRuntimeResource::new() {
Ok(rt) => {
app.insert_resource(rt)
.add_systems(Update, handle_avatar_fetch);
}
Err(e) => {
bevy::log::warn!("avatar_plugin: Tokio runtime unavailable — avatar fetch disabled: {e}");
}
}
} }
} }
@@ -142,6 +142,13 @@ impl Plugin for CardAnimationPlugin {
update_frame_time_diagnostics, update_frame_time_diagnostics,
// Advance active animations. // Advance active animations.
advance_card_animations, advance_card_animations,
// Flush deferred commands so `CardAnimation` removals from
// `advance_card_animations` are visible before the chain
// system runs. Without this, the chain sees the component
// still present in the same frame it was removed (deferred
// commands aren't applied until the next ApplyDeferred
// point), causing a 1-frame gap between every chain step.
ApplyDeferred,
// After each animation finishes, pop the next chain segment. // After each animation finishes, pop the next chain segment.
advance_animation_chains, advance_animation_chains,
// Interaction visuals (run after animation for final positions). // Interaction visuals (run after animation for final positions).
+140 -27
View File
@@ -41,7 +41,9 @@ use crate::ui_theme::{
}; };
/// Fraction of card height used as vertical offset between face-up tableau cards. /// Fraction of card height used as vertical offset between face-up tableau cards.
pub const TABLEAU_FAN_FRAC: f32 = 0.25; /// Must match `layout::TABLEAU_FAN_FRAC` so the initial layout and the first
/// dynamic update from `update_tableau_fan_frac` produce identical spacing.
pub const TABLEAU_FAN_FRAC: f32 = 0.18;
/// Per-card vertical step for face-down tableau cards, as a fraction of /// Per-card vertical step for face-down tableau cards, as a fraction of
/// card height. Smaller than [`TABLEAU_FAN_FRAC`] because face-down cards /// card height. Smaller than [`TABLEAU_FAN_FRAC`] because face-down cards
@@ -51,18 +53,22 @@ pub const TABLEAU_FAN_FRAC: f32 = 0.25;
/// renderer creates a visible offset between the card face and where /// renderer creates a visible offset between the card face and where
/// clicks land. /// clicks land.
/// ///
/// Matches `layout::TABLEAU_FACEDOWN_FAN_FRAC` (0.20). Both constants must /// Matches `layout::TABLEAU_FACEDOWN_FAN_FRAC` (0.14). Both constants must
/// stay in sync; the layout constant drives the adaptive LayoutResource value /// stay in sync; the layout constant drives the adaptive LayoutResource value
/// used at runtime, while this one is the minimum floor used by /// used at runtime, while this one is the minimum floor used by
/// `update_tableau_fan_frac` when computing proportional updates. /// `update_tableau_fan_frac` when computing proportional updates.
pub const TABLEAU_FACEDOWN_FAN_FRAC: f32 = 0.20; pub const TABLEAU_FACEDOWN_FAN_FRAC: f32 = 0.14;
/// Fraction of card height used as a tiny offset between stacked cards in /// Fraction of card height used as a tiny offset between stacked cards in
/// non-tableau piles, so stacking is visible. Public so other plugins /// non-tableau piles, so stacking is visible. Public so other plugins
/// (e.g. input_plugin's drag-rejection tween) can compute the resting /// (e.g. input_plugin's drag-rejection tween) can compute the resting
/// `Transform.translation.z` for a card at a given stack index without /// `Transform.translation.z` for a card at a given stack index without
/// drifting from the value used by [`card_positions`]. /// drifting from the value used by [`card_positions`].
pub const STACK_FAN_FRAC: f32 = 0.003; // Must exceed the highest child local-z of any card entity (0.02 for the
// Android corner label) so every card's sprite covers all children of the
// card below it. Raising from 0.003 → 0.025 fixes corner labels on
// foundation piles bleeding through when a 2 sits on an Ace.
pub const STACK_FAN_FRAC: f32 = 0.025;
/// Font size as a fraction of card width. /// Font size as a fraction of card width.
const FONT_SIZE_FRAC: f32 = 0.28; const FONT_SIZE_FRAC: f32 = 0.28;
@@ -178,8 +184,8 @@ pub struct CardLabel;
/// readable at phone scale. Only exists when `CardImageSet` is present /// readable at phone scale. Only exists when `CardImageSet` is present
/// (the fallback solid-colour path uses a plain `CardLabel` instead). /// (the fallback solid-colour path uses a plain `CardLabel` instead).
#[cfg(target_os = "android")] #[cfg(target_os = "android")]
#[derive(Component, Debug, Clone, Copy)] #[derive(Component, Debug, Clone)]
struct AndroidCornerLabel; struct AndroidCornerLabel(pub String);
/// Solid-colour background sprite behind [`AndroidCornerLabel`]. /// Solid-colour background sprite behind [`AndroidCornerLabel`].
/// ///
@@ -691,15 +697,36 @@ fn sync_cards(
) { ) {
let positions = card_positions(game, layout); let positions = card_positions(game, layout);
// Map card_id -> (Entity, current_translation, has_card_animation) for // The waste buffer card exists only to keep its entity alive while the new
// in-place updates. The `has_card_animation` flag lets `update_card_entity` // top card's slide animation plays — it must never be visible to the player.
// skip the snap/slide path on cards that are already being driven by a // Without this, the buffer sits at waste_base uncovered during the animation
// curve-based `CardAnimation` tween (e.g. the drag-rejection return tween // and its rank/suit peek behind the incoming card.
// — see `input_plugin::end_drag`). Otherwise the StateChangedEvent that let waste_buffer_id: Option<u32> = {
// accompanies a rejection would race the tween and the card would jump. let visible = match game.draw_mode {
let mut existing: HashMap<u32, (Entity, Vec3, bool)> = HashMap::new(); DrawMode::DrawOne => 1_usize,
DrawMode::DrawThree => 3_usize,
};
game.piles
.get(&PileType::Waste)
.filter(|w| w.cards.len() > visible)
.and_then(|w| w.cards.get(w.cards.len().saturating_sub(visible + 1)))
.map(|c| c.id)
};
// Map card_id -> (Entity, current_translation, anim_end) for in-place
// updates. `anim_end` is `Some(end_xy)` when a curve-based `CardAnimation`
// is currently driving the card (e.g. a drag-rejection return tween).
//
// In the position loop below we compare `anim_end` against the new game-
// state target position to decide whether to honour or cancel the tween:
// • end ≈ target → animation is still heading to the right place; let
// it finish (skip the snap/slide path).
// • end ≠ target → the game state has changed (e.g. a new game started
// while the win-cascade was mid-flight); cancel the
// stale `CardAnimation` and apply the new position.
let mut existing: HashMap<u32, (Entity, Vec3, Option<Vec2>)> = HashMap::new();
for (entity, marker, transform, anim) in entities.iter() { for (entity, marker, transform, anim) in entities.iter() {
existing.insert(marker.card_id, (entity, transform.translation, anim.is_some())); existing.insert(marker.card_id, (entity, transform.translation, anim.map(|a| a.end)));
} }
let live_ids: HashSet<u32> = positions.iter().map(|(c, _, _)| c.id).collect(); let live_ids: HashSet<u32> = positions.iter().map(|(c, _, _)| c.id).collect();
@@ -711,17 +738,38 @@ fn sync_cards(
} }
} }
// For each card in the current state: spawn or update its entity. // For each card in the current state: spawn or update its entity, then
// apply visibility. The waste buffer card is hidden so it cannot peek
// behind the incoming top card during the draw slide animation.
for (card, position, z) in positions { for (card, position, z) in positions {
match existing.get(&card.id) { let entity = match existing.get(&card.id) {
Some(&(entity, cur, has_anim)) => { Some(&(entity, cur, anim_end)) => {
// If a CardAnimation is in flight, check whether its destination
// still matches the game-state target. If the game moved the card
// elsewhere (e.g. new game started during a win-cascade scatter),
// cancel the stale tween so the card snaps/slides to its new home.
let has_anim = match anim_end {
Some(end_xy) if (end_xy - position).length() > 2.0 => {
commands.entity(entity).remove::<CardAnimation>();
false
}
Some(_) => true,
None => false,
};
update_card_entity( update_card_entity(
&mut commands, entity, card, position, z, layout, &mut commands, entity, card, position, z, layout,
slide_secs, back_colour, color_blind, high_contrast, cur, has_anim, card_images, selected_back, font_handle, slide_secs, back_colour, color_blind, high_contrast, cur, has_anim, card_images, selected_back, font_handle,
) );
entity
} }
None => spawn_card_entity(&mut commands, card, position, z, layout, back_colour, color_blind, high_contrast, card_images, selected_back, font_handle), None => spawn_card_entity(&mut commands, card, position, z, layout, back_colour, color_blind, high_contrast, card_images, selected_back, font_handle),
} };
let visibility = if waste_buffer_id == Some(card.id) {
Visibility::Hidden
} else {
Visibility::Inherited
};
commands.entity(entity).insert(visibility);
} }
} }
@@ -831,7 +879,7 @@ fn spawn_card_entity(
card_images: Option<&CardImageSet>, card_images: Option<&CardImageSet>,
selected_back: usize, selected_back: usize,
font_handle: Option<&Handle<Font>>, font_handle: Option<&Handle<Font>>,
) { ) -> Entity {
let sprite = card_sprite(card, layout.card_size, back_colour, card_images, selected_back); let sprite = card_sprite(card, layout.card_size, back_colour, card_images, selected_back);
let mut entity = commands.spawn(( let mut entity = commands.spawn((
@@ -840,6 +888,7 @@ fn spawn_card_entity(
Transform::from_xyz(pos.x, pos.y, z), Transform::from_xyz(pos.x, pos.y, z),
Visibility::default(), Visibility::default(),
)); ));
let entity_id = entity.id();
// Every card gets a subtle drop-shadow child so the play surface reads // Every card gets a subtle drop-shadow child so the play surface reads
// as physical instead of flat. Spawned in idle state; the drag-tracking // as physical instead of flat. Spawned in idle state; the drag-tracking
// system retunes its offset / alpha when this card joins the dragged // system retunes its offset / alpha when this card joins the dragged
@@ -880,6 +929,7 @@ fn spawn_card_entity(
// Suppress unused-variable warning when not building for Android. // Suppress unused-variable warning when not building for Android.
#[cfg(not(target_os = "android"))] #[cfg(not(target_os = "android"))]
let _ = font_handle; let _ = font_handle;
entity_id
} }
#[allow(clippy::too_many_arguments)] #[allow(clippy::too_many_arguments)]
@@ -1097,11 +1147,13 @@ fn add_android_corner_label(
let bg_w = font_size * 2.0; let bg_w = font_size * 2.0;
let bg_h = font_size * 1.25; let bg_h = font_size * 1.25;
// Solid background that hides the card art's small corner label. // Background covers the PNG's baked-in small corner text (top-left).
// Classic PNG cards have a white face, so the background must be white too.
// (CARD_FACE_COLOUR is the Terminal theme's dark face colour — wrong here.)
parent.spawn(( parent.spawn((
AndroidCornerBg, AndroidCornerBg,
Sprite { Sprite {
color: CARD_FACE_COLOUR, color: Color::WHITE,
custom_size: Some(Vec2::new(bg_w, bg_h)), custom_size: Some(Vec2::new(bg_w, bg_h)),
..default() ..default()
}, },
@@ -1111,20 +1163,51 @@ fn add_android_corner_label(
0.015, 0.015,
), ),
)); ));
// Cover the matching rotated baked-in text at the bottom-right corner.
parent.spawn((
AndroidCornerBg,
Sprite {
color: Color::WHITE,
custom_size: Some(Vec2::new(bg_w, bg_h)),
..default()
},
Transform::from_xyz(
card_size.x / 2.0 - inset - bg_w / 2.0,
-card_size.y / 2.0 + inset + bg_h / 2.0,
0.015,
),
));
// Large rank+suit text drawn on top of the background. FiraMono must be // Large rank+suit text drawn on top of the background. FiraMono must be
// wired here explicitly — the suit glyphs (U+2660U+2666) are not in // wired here explicitly — the suit glyphs (U+2660U+2666) are not in
// Bevy's built-in font and render as a coloured rectangle without it. // Bevy's built-in font and render as a coloured rectangle without it.
//
// Classic PNG cards have a white face: red suits stay the same saturated
// red, but black suits must use a dark colour (CARD_FACE_COLOUR ≈ #1a1a1a)
// rather than the near-white BLACK_SUIT_COLOUR designed for the dark
// Terminal theme background.
let text_col = if card.suit.is_red() {
if color_blind {
RED_SUIT_COLOUR_CBM
} else if high_contrast {
RED_SUIT_COLOUR_HC
} else {
RED_SUIT_COLOUR
}
} else {
CARD_FACE_COLOUR
};
let label_text = mobile_label_for(card);
parent.spawn(( parent.spawn((
AndroidCornerLabel, AndroidCornerLabel(label_text.clone()),
CardLabel, CardLabel,
Text2d::new(mobile_label_for(card)), Text2d::new(label_text),
TextFont { TextFont {
font: font_handle.cloned().unwrap_or_default(), font: font_handle.cloned().unwrap_or_default(),
font_size, font_size,
..default() ..default()
}, },
TextColor(text_colour(card, color_blind, high_contrast)), TextColor(text_col),
Anchor::TOP_LEFT, Anchor::TOP_LEFT,
Transform::from_xyz( Transform::from_xyz(
-card_size.x / 2.0 + inset, -card_size.x / 2.0 + inset,
@@ -2062,7 +2145,7 @@ fn resize_cards_in_place(
fn resize_android_corner_labels( fn resize_android_corner_labels(
layout: Res<LayoutResource>, layout: Res<LayoutResource>,
card_images: Option<Res<CardImageSet>>, card_images: Option<Res<CardImageSet>>,
mut text_query: Query<(&mut TextFont, &mut Transform), With<AndroidCornerLabel>>, mut text_query: Query<(&AndroidCornerLabel, &mut Text2d, &mut TextFont, &mut Transform)>,
mut bg_query: Query< mut bg_query: Query<
(&mut Sprite, &mut Transform), (&mut Sprite, &mut Transform),
(With<AndroidCornerBg>, Without<AndroidCornerLabel>), (With<AndroidCornerBg>, Without<AndroidCornerLabel>),
@@ -2078,7 +2161,8 @@ fn resize_android_corner_labels(
let text_x = -layout.0.card_size.x / 2.0 + inset; let text_x = -layout.0.card_size.x / 2.0 + inset;
let text_y = layout.0.card_size.y / 2.0 - inset; let text_y = layout.0.card_size.y / 2.0 - inset;
for (mut font, mut transform) in text_query.iter_mut() { for (label, mut text2d, mut font, mut transform) in text_query.iter_mut() {
text2d.0 = label.0.clone();
font.font_size = font_size; font.font_size = font_size;
transform.translation.x = text_x; transform.translation.x = text_x;
transform.translation.y = text_y; transform.translation.y = text_y;
@@ -2357,6 +2441,35 @@ mod tests {
} }
} }
/// The waste buffer card (slot below top) must be at the *same* XY as the
/// top card so that hiding it (`Visibility::Hidden`) leaves no visible gap.
#[test]
fn waste_draw_one_buffer_card_at_same_xy_as_top() {
use solitaire_core::game_state::DrawMode;
let mut g = GameState::new(42, DrawMode::DrawOne);
// Draw 3 times so the waste pile has 3 cards and the buffer exists.
for _ in 0..3 {
let _ = g.draw();
}
let waste_ids: std::collections::HashSet<u32> =
g.piles[&PileType::Waste].cards.iter().map(|c| c.id).collect();
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let positions = card_positions(&g, &layout);
let waste_rendered: Vec<_> = positions
.iter()
.filter(|(card, _, _)| waste_ids.contains(&card.id))
.collect();
// Buffer (slot 0) + top (slot 1) = 2 rendered waste cards.
assert_eq!(waste_rendered.len(), 2, "Draw-One with 3 waste cards must render exactly 2");
// Both must share the same XY so that hiding the buffer leaves no gap.
let (_, pos0, _) = waste_rendered[0];
let (_, pos1, _) = waste_rendered[1];
assert!(
(pos0.x - pos1.x).abs() < 1e-3 && (pos0.y - pos1.y).abs() < 1e-3,
"buffer and top card must be at the same XY; got buffer={pos0:?} top={pos1:?}"
);
}
#[test] #[test]
fn card_positions_tableau_cards_are_fanned_downward() { fn card_positions_tableau_cards_are_fanned_downward() {
let g = GameState::new(42, solitaire_core::game_state::DrawMode::DrawOne); let g = GameState::new(42, solitaire_core::game_state::DrawMode::DrawOne);
+9 -6
View File
@@ -382,8 +382,8 @@ fn update_drop_target_overlays(
/// for everything else it is card-sized. Replicated here rather than /// for everything else it is card-sized. Replicated here rather than
/// imported because `pile_drop_rect` is private to `input_plugin` and /// imported because `pile_drop_rect` is private to `input_plugin` and
/// this overlay is the only other consumer. /// this overlay is the only other consumer.
fn drop_overlay_rect(pile: &PileType, layout: &Layout, game: &GameState) -> (Vec2, Vec2) { fn drop_overlay_rect(pile: &PileType, layout: &Layout, game: &GameState) -> Option<(Vec2, Vec2)> {
let centre = layout.pile_positions[pile]; let centre = layout.pile_positions.get(pile).copied()?;
if matches!(pile, PileType::Tableau(_)) { if matches!(pile, PileType::Tableau(_)) {
let card_count = game.piles.get(pile).map_or(0, |p| p.cards.len()); let card_count = game.piles.get(pile).map_or(0, |p| p.cards.len());
if card_count > 1 { if card_count > 1 {
@@ -393,13 +393,13 @@ fn drop_overlay_rect(pile: &PileType, layout: &Layout, game: &GameState) -> (Vec
let bottom_edge = bottom_card_centre_y - layout.card_size.y / 2.0; let bottom_edge = bottom_card_centre_y - layout.card_size.y / 2.0;
let span_height = top_edge - bottom_edge; let span_height = top_edge - bottom_edge;
let new_centre_y = (top_edge + bottom_edge) / 2.0; let new_centre_y = (top_edge + bottom_edge) / 2.0;
return ( return Some((
Vec2::new(centre.x, new_centre_y), Vec2::new(centre.x, new_centre_y),
Vec2::new(layout.card_size.x, span_height), Vec2::new(layout.card_size.x, span_height),
); ));
} }
} }
(centre, layout.card_size) Some((centre, layout.card_size))
} }
/// Spawns one overlay parent (fill) plus four edge sprites (outline) at /// Spawns one overlay parent (fill) plus four edge sprites (outline) at
@@ -410,7 +410,10 @@ fn spawn_drop_target_overlay(
layout: &Layout, layout: &Layout,
game: &GameState, game: &GameState,
) { ) {
let (centre, size) = drop_overlay_rect(pile, layout, game); let Some((centre, size)) = drop_overlay_rect(pile, layout, game) else {
warn!("drop_overlay_rect: pile {pile:?} not in layout, skipping overlay");
return;
};
let edge = DROP_TARGET_OUTLINE_PX; let edge = DROP_TARGET_OUTLINE_PX;
commands commands
+6 -1
View File
@@ -210,10 +210,15 @@ impl Plugin for FeedbackAnimPlugin {
start_shake_anim.after(GameMutation), start_shake_anim.after(GameMutation),
tick_shake_anim, tick_shake_anim,
start_settle_anim.after(GameMutation), start_settle_anim.after(GameMutation),
// tick_foundation_flourish writes the full Transform.scale
// (Vec3); tick_settle_anim writes only scale.y on top of
// it. Ordering ensures the settle's y-only write always
// applies last so it wins on the ~0.15 s overlap when both
// components are present on the same King entity.
tick_foundation_flourish.before(tick_settle_anim),
tick_settle_anim, tick_settle_anim,
start_deal_anim.after(GameMutation), start_deal_anim.after(GameMutation),
start_foundation_flourish.after(GameMutation), start_foundation_flourish.after(GameMutation),
tick_foundation_flourish,
), ),
); );
} }
+9 -2
View File
@@ -31,8 +31,15 @@ fn load_font(fonts: Option<ResMut<Assets<Font>>>, mut commands: Commands) {
// Assets<Font>). FontPlugin in that context is a no-op — consumers // Assets<Font>). FontPlugin in that context is a no-op — consumers
// already query `Option<Res<FontResource>>` and degrade cleanly. // already query `Option<Res<FontResource>>` and degrade cleanly.
let Some(mut fonts) = fonts else { return }; let Some(mut fonts) = fonts else { return };
let font = Font::try_from_bytes(BUNDLED_FONT_BYTES.to_vec()) let font = match Font::try_from_bytes(BUNDLED_FONT_BYTES.to_vec()) {
.expect("bundled FiraMono failed to parse — binary is corrupt"); Ok(f) => f,
Err(e) => {
// A corrupt embedded font is unusual but should not crash the
// process — UI will render without glyphs rather than panicking.
warn!("bundled FiraMono failed to parse ({e}); UI text may be invisible");
return;
}
};
let handle = fonts.add(font); let handle = fonts.add(font);
commands.insert_resource(FontResource(handle)); commands.insert_resource(FontResource(handle));
} }
+47 -39
View File
@@ -32,7 +32,7 @@ use crate::font_plugin::FontResource;
use crate::resources::{DragState, GameStateResource, SyncStatusResource}; use crate::resources::{DragState, GameStateResource, SyncStatusResource};
use crate::ui_modal::{ use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_body_text, spawn_modal_button, spawn_modal, spawn_modal_actions, spawn_modal_body_text, spawn_modal_button,
spawn_modal_header, ButtonVariant, spawn_modal_header, ButtonVariant, ModalScrim,
}; };
use crate::ui_theme; use crate::ui_theme;
@@ -202,6 +202,8 @@ impl Plugin for GamePlugin {
.add_message::<FoundationCompletedEvent>() .add_message::<FoundationCompletedEvent>()
.add_message::<InfoToastEvent>() .add_message::<InfoToastEvent>()
.add_message::<AppLifecycle>() .add_message::<AppLifecycle>()
// add_message is idempotent; SettingsPlugin also registers this.
.add_message::<crate::settings_plugin::SettingsChangedEvent>()
.add_systems( .add_systems(
Update, Update,
poll_pending_new_game_seed.before(GameMutation), poll_pending_new_game_seed.before(GameMutation),
@@ -228,6 +230,7 @@ impl Plugin for GamePlugin {
// GameMutation flow. // GameMutation flow.
.add_systems(Update, spawn_restore_prompt_if_pending) .add_systems(Update, spawn_restore_prompt_if_pending)
.add_systems(Update, handle_restore_prompt.before(GameMutation)) .add_systems(Update, handle_restore_prompt.before(GameMutation))
.add_systems(Update, sync_settings_to_game.before(GameMutation))
.init_resource::<AutoSaveTimer>() .init_resource::<AutoSaveTimer>()
.add_systems(Update, tick_elapsed_time) .add_systems(Update, tick_elapsed_time)
.add_systems(Update, auto_save_game_state) .add_systems(Update, auto_save_game_state)
@@ -235,6 +238,23 @@ impl Plugin for GamePlugin {
} }
} }
/// Forwards `take_from_foundation` from [`SettingsResource`] to the live
/// [`GameStateResource`] every time [`SettingsChangedEvent`] fires.
///
/// This covers two cases that the new-game path misses:
/// 1. The initial settings load at startup: saves on disk default to `false`
/// but `Settings` defaults to `true`; the event fires once when the
/// settings file is first read.
/// 2. A user toggling the setting mid-session in the Settings panel.
fn sync_settings_to_game(
mut events: MessageReader<crate::settings_plugin::SettingsChangedEvent>,
mut game: ResMut<GameStateResource>,
) {
for ev in events.read() {
game.0.take_from_foundation = ev.0.take_from_foundation;
}
}
/// Pure, testable helper. Updates `elapsed_seconds` and drains the /// Pure, testable helper. Updates `elapsed_seconds` and drains the
/// fractional accumulator into whole-second ticks. No-op when `is_won`. /// fractional accumulator into whole-second ticks. No-op when `is_won`.
pub fn advance_elapsed( pub fn advance_elapsed(
@@ -411,6 +431,7 @@ fn handle_new_game(
game_over_screens: Query<Entity, With<GameOverScreen>>, game_over_screens: Query<Entity, With<GameOverScreen>>,
layout: Option<Res<crate::layout::LayoutResource>>, layout: Option<Res<crate::layout::LayoutResource>>,
mut card_transforms: Query<&mut Transform, With<crate::card_plugin::CardEntity>>, mut card_transforms: Query<&mut Transform, With<crate::card_plugin::CardEntity>>,
scrims: Query<(), With<ModalScrim>>,
) { ) {
for ev in new_game.read() { for ev in new_game.read() {
// If an active game is in progress, intercept and show a confirm dialog. // If an active game is in progress, intercept and show a confirm dialog.
@@ -420,8 +441,12 @@ fn handle_new_game(
// duplicates) or if the event itself was already confirmed by the // duplicates) or if the event itself was already confirmed by the
// player pressing Y on the modal — without the `confirmed` check the // player pressing Y on the modal — without the `confirmed` check the
// modal would be respawned the frame after the despawn flushes. // modal would be respawned the frame after the despawn flushes.
// Also skip if any other modal scrim is currently open (global guard).
let confirm_already_open = !confirm_screens.is_empty(); let confirm_already_open = !confirm_screens.is_empty();
if needs_confirm && !confirm_already_open && !ev.confirmed { if needs_confirm && !confirm_already_open && !ev.confirmed {
if !scrims.is_empty() {
return;
}
// Despawn any stale game-over overlay before showing confirm dialog. // Despawn any stale game-over overlay before showing confirm dialog.
for entity in &game_over_screens { for entity in &game_over_screens {
commands.entity(entity).despawn(); commands.entity(entity).despawn();
@@ -556,10 +581,14 @@ fn spawn_restore_prompt_if_pending(
splash: Query<(), With<crate::splash_plugin::SplashRoot>>, splash: Query<(), With<crate::splash_plugin::SplashRoot>>,
existing: Query<(), With<RestorePromptScreen>>, existing: Query<(), With<RestorePromptScreen>>,
font_res: Option<Res<FontResource>>, font_res: Option<Res<FontResource>>,
scrims: Query<(), With<ModalScrim>>,
) { ) {
if pending.0.is_none() || !splash.is_empty() || !existing.is_empty() { if pending.0.is_none() || !splash.is_empty() || !existing.is_empty() {
return; return;
} }
if !scrims.is_empty() {
return;
}
spawn_modal( spawn_modal(
&mut commands, &mut commands,
RestorePromptScreen, RestorePromptScreen,
@@ -614,6 +643,7 @@ fn handle_restore_prompt(
new_game_buttons: Query<&Interaction, (With<RestoreNewGameButton>, Changed<Interaction>)>, new_game_buttons: Query<&Interaction, (With<RestoreNewGameButton>, Changed<Interaction>)>,
mut pending: ResMut<PendingRestoredGame>, mut pending: ResMut<PendingRestoredGame>,
mut game: ResMut<GameStateResource>, mut game: ResMut<GameStateResource>,
settings: Option<Res<crate::settings_plugin::SettingsResource>>,
mut changed: MessageWriter<StateChangedEvent>, mut changed: MessageWriter<StateChangedEvent>,
mut new_game: MessageWriter<NewGameRequestEvent>, mut new_game: MessageWriter<NewGameRequestEvent>,
mut launch_home_shown: Option<ResMut<crate::home_plugin::LaunchHomeShown>>, mut launch_home_shown: Option<ResMut<crate::home_plugin::LaunchHomeShown>>,
@@ -639,6 +669,10 @@ fn handle_restore_prompt(
let resolved = if key_continue || click_continue { let resolved = if key_continue || click_continue {
if let Some(restored) = pending.0.take() { if let Some(restored) = pending.0.take() {
game.0 = restored; game.0 = restored;
// Patch setting that serialized with the old core default of `false`.
if let Some(s) = settings.as_ref() {
game.0.take_from_foundation = s.0.take_from_foundation;
}
changed.write(StateChangedEvent); changed.write(StateChangedEvent);
} }
for entity in &screens { for entity in &screens {
@@ -1011,9 +1045,7 @@ pub fn record_replay_on_win(
/// previous heuristic incorrectly did (Quat hit this with 4 cards /// previous heuristic incorrectly did (Quat hit this with 4 cards
/// remaining and the game just sat there). /// remaining and the game just sat there).
pub fn has_legal_moves(game: &GameState) -> bool { pub fn has_legal_moves(game: &GameState) -> bool {
use solitaire_core::card::Card;
use solitaire_core::pile::PileType; use solitaire_core::pile::PileType;
use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
// Drawing from a non-empty stock, and recycling a non-empty waste back to // Drawing from a non-empty stock, and recycling a non-empty waste back to
// stock, are always legal moves in standard Klondike (unlimited recycles). // stock, are always legal moves in standard Klondike (unlimited recycles).
@@ -1024,40 +1056,14 @@ pub fn has_legal_moves(game: &GameState) -> bool {
return true; return true;
} }
// Stock and waste exhausted — check whether any visible card can be placed. // Stock and waste both exhausted — delegate to the authoritative move
let mut sources: Vec<Card> = Vec::new(); // enumeration in core, which validates tableau sequence structure and
// Top waste card (waste is empty here, but included for completeness). // foundation placement correctly. The previous hand-rolled loop only
if let Some(p) = game.piles.get(&PileType::Waste) // checked can_place_on_tableau(card, dest) for individual face-up cards
&& let Some(top) = p.cards.last() // without verifying that the cards above them form a valid alternating run,
{ // causing false positives when a useful-looking card was buried under an
sources.push(top.clone()); // invalid sequence.
} !game.possible_instructions().is_empty()
// Any face-up card in a tableau column can be the base of a movable run.
for i in 0..7_usize {
if let Some(t) = game.piles.get(&PileType::Tableau(i)) {
for card in t.cards.iter().filter(|c| c.face_up) {
sources.push(card.clone());
}
}
}
for card in &sources {
for slot in 0..4_u8 {
if let Some(dest) = game.piles.get(&PileType::Foundation(slot))
&& can_place_on_foundation(card, dest)
{
return true;
}
}
for i in 0..7_usize {
if let Some(dest) = game.piles.get(&PileType::Tableau(i))
&& can_place_on_tableau(card, dest)
{
return true;
}
}
}
false
} }
/// After each `StateChangedEvent`, check if the game has no legal moves. /// After each `StateChangedEvent`, check if the game has no legal moves.
@@ -1075,6 +1081,7 @@ fn check_no_moves(
mut already_fired: Local<bool>, mut already_fired: Local<bool>,
game_over_screens: Query<Entity, With<GameOverScreen>>, game_over_screens: Query<Entity, With<GameOverScreen>>,
font_res: Option<Res<FontResource>>, font_res: Option<Res<FontResource>>,
scrims: Query<(), With<ModalScrim>>,
) { ) {
// Reset the debounce flag on every state change so if something changes // Reset the debounce flag on every state change so if something changes
// we re-evaluate on the next state change. // we re-evaluate on the next state change.
@@ -1106,8 +1113,9 @@ fn check_no_moves(
let no_moves_msg = "No moves available \u{2014} press D to draw or N for a new game"; let no_moves_msg = "No moves available \u{2014} press D to draw or N for a new game";
toast.write(InfoToastEvent(no_moves_msg.to_string())); toast.write(InfoToastEvent(no_moves_msg.to_string()));
*already_fired = true; *already_fired = true;
// Only spawn the overlay if one does not already exist. // Only spawn the overlay if one does not already exist, and no other
if game_over_screens.is_empty() { // modal scrim is currently open (global ModalScrim guard).
if game_over_screens.is_empty() && scrims.is_empty() {
spawn_game_over_screen(&mut commands, game.0.score, font_res.as_deref()); spawn_game_over_screen(&mut commands, game.0.score, font_res.as_deref());
} }
} }
+3 -2
View File
@@ -13,7 +13,7 @@ use crate::font_plugin::FontResource;
use crate::hud_plugin::ANDROID_HINT_LABEL; use crate::hud_plugin::ANDROID_HINT_LABEL;
use crate::ui_modal::{ use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant, spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
ScrimDismissible, ModalScrim, ScrimDismissible,
}; };
use crate::ui_theme::{SPACE_2, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, VAL_SPACE_2, VAL_SPACE_3, Z_MODAL_PANEL}; use crate::ui_theme::{SPACE_2, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, VAL_SPACE_2, VAL_SPACE_3, Z_MODAL_PANEL};
#[cfg(not(target_os = "android"))] #[cfg(not(target_os = "android"))]
@@ -67,6 +67,7 @@ fn toggle_help_screen(
keys: Res<ButtonInput<KeyCode>>, keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<HelpRequestEvent>, mut requests: MessageReader<HelpRequestEvent>,
screens: Query<Entity, With<HelpScreen>>, screens: Query<Entity, With<HelpScreen>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<HelpScreen>)>,
font_res: Option<Res<FontResource>>, font_res: Option<Res<FontResource>>,
) { ) {
// Either F1 or a click on the HUD "Help" button (which fires // Either F1 or a click on the HUD "Help" button (which fires
@@ -77,7 +78,7 @@ fn toggle_help_screen(
} }
if let Ok(entity) = screens.single() { if let Ok(entity) = screens.single() {
commands.entity(entity).despawn(); commands.entity(entity).despawn();
} else { } else if other_modal_scrims.is_empty() {
spawn_help_screen(&mut commands, font_res.as_deref()); spawn_help_screen(&mut commands, font_res.as_deref());
} }
} }
+69 -6
View File
@@ -45,7 +45,7 @@ use crate::layout::LayoutSystem;
use crate::pause_plugin::PausedResource; use crate::pause_plugin::PausedResource;
use crate::resources::GameStateResource; use crate::resources::GameStateResource;
#[cfg(target_os = "android")] #[cfg(target_os = "android")]
use crate::resources::DragState; use crate::resources::{DragState, GameInputConsumedResource};
use crate::selection_plugin::SelectionState; use crate::selection_plugin::SelectionState;
use crate::time_attack_plugin::TimeAttackResource; use crate::time_attack_plugin::TimeAttackResource;
use crate::ui_focus::{FocusGroup, Focusable}; use crate::ui_focus::{FocusGroup, Focusable};
@@ -140,6 +140,12 @@ pub struct HudColumn;
#[derive(Component, Debug)] #[derive(Component, Debug)]
pub struct HudActionBar; pub struct HudActionBar;
/// Marker on the text node inside each action-bar button (Android only).
/// Used by `resize_action_bar_labels` to update font size on window resize.
#[cfg(target_os = "android")]
#[derive(Component, Debug)]
struct ActionButtonLabel;
/// Marker on the circular profile-picture button anchored to the /// Marker on the circular profile-picture button anchored to the
/// top-right of the HUD band. Pressing it opens the Profile overlay. /// top-right of the HUD band. Pressing it opens the Profile overlay.
/// Shows the server avatar image when loaded; falls back to the player's /// Shows the server avatar image when loaded; falls back to the player's
@@ -489,6 +495,11 @@ impl Plugin for HudPlugin {
.after(TouchDragSet::AfterStartDrag) .after(TouchDragSet::AfterStartDrag)
.in_set(TouchDragSet::BeforeEndDrag), .in_set(TouchDragSet::BeforeEndDrag),
); );
app.add_systems(
Update,
resize_action_bar_labels
.run_if(resource_exists_and_changed::<crate::layout::LayoutResource>),
);
} }
} }
} }
@@ -843,11 +854,25 @@ fn handle_avatar_button(
/// on its own visual edge. /// on its own visual edge.
fn spawn_action_buttons( fn spawn_action_buttons(
font_res: Option<Res<FontResource>>, font_res: Option<Res<FontResource>>,
windows: Query<&Window>,
mut commands: Commands, mut commands: Commands,
) { ) {
// On Android the glyph labels must scale with the viewport so they remain
// legible on any screen density. Use the window width at startup; the
// resize_action_bar_labels system keeps this current on window changes.
#[cfg(target_os = "android")]
let action_font_size = {
let w = windows.iter().next().map_or(900.0, |win| win.width());
action_bar_font_size(w)
};
#[cfg(not(target_os = "android"))]
let action_font_size = TYPE_BODY;
#[cfg(not(target_os = "android"))]
let _windows = windows;
let font = TextFont { let font = TextFont {
font: font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default(), font: font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_BODY, font_size: action_font_size,
..default() ..default()
}; };
@@ -870,12 +895,12 @@ fn spawn_action_buttons(
); );
#[cfg(not(target_os = "android"))] #[cfg(not(target_os = "android"))]
let labels = ( let labels = (
"Menu \u{25BE}", "Menu \u{2193}",
"Undo", "Undo",
"Pause", "Pause",
"Help", "Help",
"Hint", "Hint",
"Modes \u{25BE}", "Modes \u{2193}",
"New Game", "New Game",
); );
@@ -964,7 +989,7 @@ fn spawn_action_button<M: Component>(
// centred with room to breathe. On desktop, keep the comfortable 48 dp // centred with room to breathe. On desktop, keep the comfortable 48 dp
// floor and 8 dp side padding. // floor and 8 dp side padding.
#[cfg(target_os = "android")] #[cfg(target_os = "android")]
let (pad, min_w, min_h) = (UiRect::axes(Val::Px(4.0), Val::Px(4.0)), Val::Px(44.0), Val::Px(44.0)); let (pad, min_w, min_h) = (UiRect::axes(Val::Px(4.0), Val::Px(4.0)), Val::Px(52.0), Val::Px(44.0));
#[cfg(not(target_os = "android"))] #[cfg(not(target_os = "android"))]
let (pad, min_w, min_h) = (UiRect::axes(VAL_SPACE_2, VAL_SPACE_2), Val::Px(48.0), Val::Px(48.0)); let (pad, min_w, min_h) = (UiRect::axes(VAL_SPACE_2, VAL_SPACE_2), Val::Px(48.0), Val::Px(48.0));
@@ -992,6 +1017,9 @@ fn spawn_action_button<M: Component>(
HighContrastBorder::with_default(BORDER_SUBTLE), HighContrastBorder::with_default(BORDER_SUBTLE),
)) ))
.with_children(|b| { .with_children(|b| {
#[cfg(target_os = "android")]
b.spawn((ActionButtonLabel, Text::new(label), font.clone(), TextColor(text_color)));
#[cfg(not(target_os = "android"))]
b.spawn((Text::new(label), font.clone(), TextColor(text_color))); b.spawn((Text::new(label), font.clone(), TextColor(text_color)));
if let Some(key) = hotkey { if let Some(key) = hotkey {
// Hotkey hint rendered as a dim caption next to the label — // Hotkey hint rendered as a dim caption next to the label —
@@ -2483,6 +2511,32 @@ fn restore_hud_on_modal(
} }
} }
/// Returns the action-bar glyph font size for a given logical window width.
/// Scales linearly so glyphs remain legible at any phone density.
#[cfg(target_os = "android")]
fn action_bar_font_size(window_width: f32) -> f32 {
// ~1/40 of the window width gives ~22 px on a 900 logical-px phone.
// Clamped so it never goes too tiny on narrow viewports or too large
// on landscape tablets.
(window_width / 40.0).clamp(16.0, 30.0)
}
/// Resizes the glyph text inside every [`ActionButtonLabel`] to match the
/// current viewport width whenever [`LayoutResource`] changes (orientation
/// change or window resize).
#[cfg(target_os = "android")]
fn resize_action_bar_labels(
layout: Res<crate::layout::LayoutResource>,
windows: Query<&Window>,
mut labels: Query<&mut TextFont, With<ActionButtonLabel>>,
) {
let w = windows.iter().next().map_or(layout.0.card_size.x * 7.25, |win| win.width());
let new_size = action_bar_font_size(w);
for mut font in &mut labels {
font.font_size = new_size;
}
}
#[cfg(target_os = "android")] #[cfg(target_os = "android")]
fn toggle_hud_on_tap( fn toggle_hud_on_tap(
mut touch_events: MessageReader<bevy::input::touch::TouchInput>, mut touch_events: MessageReader<bevy::input::touch::TouchInput>,
@@ -2492,6 +2546,7 @@ fn toggle_hud_on_tap(
mut tracker: ResMut<HudTapTracker>, mut tracker: ResMut<HudTapTracker>,
mut hud_vis: ResMut<HudVisibility>, mut hud_vis: ResMut<HudVisibility>,
buttons: Query<&Interaction, With<ActionButton>>, buttons: Query<&Interaction, With<ActionButton>>,
mut game_consumed: ResMut<GameInputConsumedResource>,
) { ) {
use bevy::input::touch::TouchPhase; use bevy::input::touch::TouchPhase;
if !scrims.is_empty() || paused.is_some_and(|p| p.0) { if !scrims.is_empty() || paused.is_some_and(|p| p.0) {
@@ -2502,6 +2557,7 @@ fn toggle_hud_on_tap(
for _ in touch_events.read() {} for _ in touch_events.read() {}
tracker.start_pos = None; tracker.start_pos = None;
tracker.started_on_button = false; tracker.started_on_button = false;
game_consumed.0 = false;
return; return;
} }
for event in touch_events.read() { for event in touch_events.read() {
@@ -2515,7 +2571,13 @@ fn toggle_hud_on_tap(
buttons.iter().any(|i| *i != Interaction::None); buttons.iter().any(|i| *i != Interaction::None);
} }
TouchPhase::Ended if drag.is_idle() => { TouchPhase::Ended if drag.is_idle() => {
let on_button = tracker.started_on_button; // Also treat taps where game logic consumed the touch (e.g.
// drawing from stock) as "on button" so they don't toggle
// the HUD. The flag is set on TouchPhase::Started by the
// input system that consumed the tap and must be cleared here
// regardless of whether we toggle.
let on_button = tracker.started_on_button || game_consumed.0;
game_consumed.0 = false;
if let Some(start) = tracker.start_pos.take() { if let Some(start) = tracker.start_pos.take() {
if !on_button && (event.position - start).length() < HUD_TAP_SLOP_PX { if !on_button && (event.position - start).length() < HUD_TAP_SLOP_PX {
*hud_vis = match *hud_vis { *hud_vis = match *hud_vis {
@@ -2532,6 +2594,7 @@ fn toggle_hud_on_tap(
TouchPhase::Canceled => { TouchPhase::Canceled => {
tracker.start_pos = None; tracker.start_pos = None;
tracker.started_on_button = false; tracker.started_on_button = false;
game_consumed.0 = false;
} }
_ => {} _ => {}
} }
+14 -1
View File
@@ -47,7 +47,8 @@ use crate::game_plugin::{ConfirmNewGameScreen, GameMutation, RestorePromptScreen
use crate::pause_plugin::PausedResource; use crate::pause_plugin::PausedResource;
use crate::progress_plugin::ProgressResource; use crate::progress_plugin::ProgressResource;
use crate::layout::{Layout, LayoutResource}; use crate::layout::{Layout, LayoutResource};
use crate::resources::{DragState, GameStateResource, HintCycleIndex}; use crate::replay_playback::ReplayPlaybackState;
use crate::resources::{DragState, GameInputConsumedResource, GameStateResource, HintCycleIndex};
use crate::selection_plugin::SelectionState; use crate::selection_plugin::SelectionState;
use crate::time_attack_plugin::TimeAttackResource; use crate::time_attack_plugin::TimeAttackResource;
@@ -95,6 +96,7 @@ impl Plugin for InputPlugin {
app.init_resource::<HintCycleIndex>() app.init_resource::<HintCycleIndex>()
.init_resource::<HintSolverConfig>() .init_resource::<HintSolverConfig>()
.init_resource::<crate::pending_hint::PendingHintTask>() .init_resource::<crate::pending_hint::PendingHintTask>()
.init_resource::<GameInputConsumedResource>()
.add_message::<StartZenRequestEvent>() .add_message::<StartZenRequestEvent>()
.add_message::<InfoToastEvent>() .add_message::<InfoToastEvent>()
.add_message::<ForfeitRequestEvent>() .add_message::<ForfeitRequestEvent>()
@@ -174,11 +176,20 @@ fn handle_keyboard_core(
mut zen_requests: MessageReader<StartZenRequestEvent>, mut zen_requests: MessageReader<StartZenRequestEvent>,
confirm_screens: Query<(), With<ConfirmNewGameScreen>>, confirm_screens: Query<(), With<ConfirmNewGameScreen>>,
restore_prompts: Query<(), With<RestorePromptScreen>>, restore_prompts: Query<(), With<RestorePromptScreen>>,
replay_state: Option<Res<ReplayPlaybackState>>,
) { ) {
if paused.is_some_and(|p| p.0) { if paused.is_some_and(|p| p.0) {
return; return;
} }
// During replay playback (Playing or Completed) all game-input shortcuts
// are suppressed. The replay overlay owns Space (pause/resume) and the
// arrow keys (step). Letting game input through would mutate
// `GameStateResource` and corrupt replay determinism.
if replay_state.is_some_and(|r| !matches!(*r, ReplayPlaybackState::Inactive)) {
return;
}
if keys.just_pressed(KeyCode::KeyU) { if keys.just_pressed(KeyCode::KeyU) {
ev.undo.write(UndoRequestEvent); ev.undo.write(UndoRequestEvent);
} }
@@ -501,6 +512,7 @@ fn handle_touch_stock_tap(
layout: Option<Res<LayoutResource>>, layout: Option<Res<LayoutResource>>,
drag: Res<DragState>, drag: Res<DragState>,
mut draw: MessageWriter<DrawRequestEvent>, mut draw: MessageWriter<DrawRequestEvent>,
mut game_consumed: ResMut<GameInputConsumedResource>,
) { ) {
if paused.is_some_and(|p| p.0) { if paused.is_some_and(|p| p.0) {
return; return;
@@ -522,6 +534,7 @@ fn handle_touch_stock_tap(
}; };
if point_in_rect(world, stock_pos, layout.0.card_size) { if point_in_rect(world, stock_pos, layout.0.card_size) {
draw.write(DrawRequestEvent); draw.write(DrawRequestEvent);
game_consumed.0 = true;
break; // one draw per tap frame break; // one draw per tap frame
} }
} }
+31 -7
View File
@@ -96,13 +96,33 @@ const MAX_TABLEAU_CARDS: f32 = 13.0;
/// below this band so the HUD doesn't bleed into the play surface. /// below this band so the HUD doesn't bleed into the play surface.
/// ///
/// Desktop: 64 px fits the score/moves/time + mode badge rows. /// Desktop: 64 px fits the score/moves/time + mode badge rows.
/// Android: 80 px gives the same content rows comfortable clearance. /// Android: 112 px — the HUD column has 4 flex tiers with 3 inter-tier
/// (Previously 128 px when action buttons lived in the top band; those are /// gaps (4 px each) plus a SPACE_2 = 8 px top offset. With empty tiers
/// now in the bottom bar so the larger reserve is no longer needed.) /// still contributing gap height in Bevy's flex layout, the actual HUD
/// height can reach ~80 px before the grid starts; 112 px gives ~28 px
/// of clearance between the HUD bottom and the top card edge, preventing
/// the overlap seen with the previous 80 px value.
#[cfg(not(target_os = "android"))] #[cfg(not(target_os = "android"))]
pub const HUD_BAND_HEIGHT: f32 = 64.0; pub const HUD_BAND_HEIGHT: f32 = 64.0;
#[cfg(target_os = "android")] #[cfg(target_os = "android")]
pub const HUD_BAND_HEIGHT: f32 = 80.0; pub const HUD_BAND_HEIGHT: f32 = 112.0;
/// Height of the bottom action-bar (the row of ≡ ← || ? ! M + buttons).
///
/// The action bar sits *above* the OS gesture/navigation zone, so it is NOT
/// covered by `safe_area_bottom`. `compute_layout` adds this constant to
/// `safe_area_bottom` before computing the height-based card-size candidate
/// and the available tableau height, ensuring the deepest fanned column
/// never scrolls behind the button row.
///
/// Derivation (Android): `min_height 44 px` buttons
/// + `padding.top 8 px` + `padding.bottom 8 px` outer bar padding = **60 px**.
///
/// Desktop: no persistent bottom bar, so 0.
#[cfg(not(target_os = "android"))]
const BOTTOM_BAR_HEIGHT: f32 = 0.0;
#[cfg(target_os = "android")]
const BOTTOM_BAR_HEIGHT: f32 = 60.0;
/// Table background colour (dark green felt). /// Table background colour (dark green felt).
pub const TABLE_COLOUR: [f32; 3] = [0.059, 0.322, 0.196]; pub const TABLE_COLOUR: [f32; 3] = [0.059, 0.322, 0.196];
@@ -123,7 +143,7 @@ pub struct Layout {
pub pile_positions: HashMap<PileType, Vec2>, pub pile_positions: HashMap<PileType, Vec2>,
/// Per-step vertical offset fraction for face-up tableau cards, as a /// Per-step vertical offset fraction for face-up tableau cards, as a
/// fraction of `card_size.y`. On height-limited (desktop) windows this /// fraction of `card_size.y`. On height-limited (desktop) windows this
/// equals `TABLEAU_FAN_FRAC` (0.25); on width-limited (portrait phone) /// equals `TABLEAU_FAN_FRAC` (0.18); on width-limited (portrait phone)
/// windows it expands to fill the available vertical space so the tableau /// windows it expands to fill the available vertical space so the tableau
/// stretches to the bottom of the screen. Card rendering (`card_plugin`) /// stretches to the bottom of the screen. Card rendering (`card_plugin`)
/// and hit testing (`input_plugin`) both read from this field so they /// and hit testing (`input_plugin`) both read from this field so they
@@ -187,9 +207,13 @@ pub fn compute_layout(window: Vec2, safe_area_top: f32, safe_area_bottom: f32, h
// Substituting h_gap = w/4 and h = CARD_ASPECT * w and solving for the // Substituting h_gap = w/4 and h = CARD_ASPECT * w and solving for the
// largest w that fits gives: // largest w that fits gives:
// (window.y - HUD_BAND_HEIGHT) = w * (0.5 + (1 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT) // (window.y - HUD_BAND_HEIGHT) = w * (0.5 + (1 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT)
// Reserve space for both the OS gesture/nav bar and the app's own action
// bar, which sits above it and is invisible to safe_area_bottom.
let effective_safe_bottom = safe_area_bottom + BOTTOM_BAR_HEIGHT;
let fan_factor = 1.0 + (MAX_TABLEAU_CARDS - 1.0) * TABLEAU_FAN_FRAC; let fan_factor = 1.0 + (MAX_TABLEAU_CARDS - 1.0) * TABLEAU_FAN_FRAC;
let height_denom = 0.5 + (1.0 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT; let height_denom = 0.5 + (1.0 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT;
let card_width_height_based = (window.y - safe_area_top - safe_area_bottom - band_h).max(0.0) / height_denom; let card_width_height_based = (window.y - safe_area_top - effective_safe_bottom - band_h).max(0.0) / height_denom;
let card_width = card_width_width_based.min(card_width_height_based); let card_width = card_width_width_based.min(card_width_height_based);
let card_height = card_width * CARD_ASPECT; let card_height = card_width * CARD_ASPECT;
@@ -238,7 +262,7 @@ pub fn compute_layout(window: Vec2, safe_area_top: f32, safe_area_bottom: f32, h
// //
// avail = distance from the top of the first tableau card to the bottom // avail = distance from the top of the first tableau card to the bottom
// margin — i.e. the space available for 12 fan steps. // margin — i.e. the space available for 12 fan steps.
let avail = (tableau_y - (-window.y / 2.0 + safe_area_bottom + h_gap) - card_height / 2.0).max(0.0); let avail = (tableau_y - (-window.y / 2.0 + effective_safe_bottom + h_gap) - card_height / 2.0).max(0.0);
let ideal_fan_frac = if card_height > 0.0 { let ideal_fan_frac = if card_height > 0.0 {
avail / ((MAX_TABLEAU_CARDS - 1.0) * card_height) avail / ((MAX_TABLEAU_CARDS - 1.0) * card_height)
} else { } else {
+321 -8
View File
@@ -15,13 +15,13 @@ use bevy::tasks::{futures_lite::future, AsyncComputeTaskPool, Task};
use solitaire_data::{save_settings_to, settings::SyncBackend}; use solitaire_data::{save_settings_to, settings::SyncBackend};
use solitaire_sync::LeaderboardEntry; use solitaire_sync::LeaderboardEntry;
use crate::events::{InfoToastEvent, ToggleLeaderboardRequestEvent}; use crate::events::{InfoToastEvent, ToggleLeaderboardRequestEvent, WarningToastEvent};
use crate::font_plugin::FontResource; use crate::font_plugin::FontResource;
use crate::settings_plugin::{SettingsResource, SettingsStoragePath}; use crate::settings_plugin::{SettingsResource, SettingsStoragePath};
use crate::sync_plugin::SyncProviderResource; use crate::sync_plugin::SyncProviderResource;
use crate::ui_modal::{ use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant, spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
ScrimDismissible, ModalScrim, ScrimDismissible,
}; };
use crate::ui_theme::{ use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED, BORDER_SUBTLE, RADIUS_SM, STATE_INFO, ACCENT_PRIMARY, BG_ELEVATED, BORDER_SUBTLE, RADIUS_SM, STATE_INFO,
@@ -138,6 +138,8 @@ impl Plugin for LeaderboardPlugin {
.init_resource::<OptOutTask>() .init_resource::<OptOutTask>()
.init_resource::<DisplayNameBuffer>() .init_resource::<DisplayNameBuffer>()
.add_message::<ToggleLeaderboardRequestEvent>() .add_message::<ToggleLeaderboardRequestEvent>()
.add_message::<WarningToastEvent>()
.add_message::<InfoToastEvent>()
// `MouseWheel` and `KeyboardInput` are emitted by Bevy's input // `MouseWheel` and `KeyboardInput` are emitted by Bevy's input
// plugin under `DefaultPlugins`; register them explicitly so all // plugin under `DefaultPlugins`; register them explicitly so all
// leaderboard systems run cleanly under `MinimalPlugins` in tests. // leaderboard systems run cleanly under `MinimalPlugins` in tests.
@@ -159,6 +161,7 @@ impl Plugin for LeaderboardPlugin {
handle_display_name_text_input, handle_display_name_text_input,
handle_display_name_confirm, handle_display_name_confirm,
handle_display_name_cancel, handle_display_name_cancel,
update_leaderboard_public_name_label,
) )
.chain(), .chain(),
) )
@@ -361,10 +364,13 @@ fn handle_opt_in_button(
} }
} }
/// Polls the opt-in task; fires an `InfoToastEvent` on completion or failure. /// Polls the opt-in task; fires a toast and persists opted-in state on completion.
fn poll_opt_in_task( fn poll_opt_in_task(
mut task_res: ResMut<OptInTask>, mut task_res: ResMut<OptInTask>,
mut toast: MessageWriter<InfoToastEvent>, mut toast: MessageWriter<InfoToastEvent>,
mut warn_toast: MessageWriter<WarningToastEvent>,
settings: Option<ResMut<SettingsResource>>,
settings_path: Option<Res<SettingsStoragePath>>,
) { ) {
let Some(task) = task_res.0.as_mut() else { return }; let Some(task) = task_res.0.as_mut() else { return };
let Some(result) = future::block_on(future::poll_once(task)) else { return }; let Some(result) = future::block_on(future::poll_once(task)) else { return };
@@ -372,10 +378,18 @@ fn poll_opt_in_task(
match result { match result {
Ok(()) => { Ok(()) => {
toast.write(InfoToastEvent("Opted in to leaderboard".to_string())); toast.write(InfoToastEvent("Opted in to leaderboard".to_string()));
if let Some(mut s) = settings {
s.0.leaderboard_opted_in = true;
if let Some(path) = settings_path.as_ref().and_then(|p| p.0.as_ref())
&& let Err(e) = save_settings_to(path, &s.0)
{
warn!("failed to save settings after opt-in: {e}");
}
}
} }
Err(e) => { Err(e) => {
warn!("leaderboard opt-in failed: {e}"); warn!("leaderboard opt-in failed: {e}");
toast.write(InfoToastEvent("Failed to join leaderboard".to_string())); warn_toast.write(WarningToastEvent("Failed to join leaderboard".to_string()));
} }
} }
} }
@@ -401,10 +415,13 @@ fn handle_opt_out_button(
} }
} }
/// Polls the opt-out task; fires an `InfoToastEvent` on completion or failure. /// Polls the opt-out task; fires a toast and clears opted-in state on completion.
fn poll_opt_out_task( fn poll_opt_out_task(
mut task_res: ResMut<OptOutTask>, mut task_res: ResMut<OptOutTask>,
mut toast: MessageWriter<InfoToastEvent>, mut toast: MessageWriter<InfoToastEvent>,
mut warn_toast: MessageWriter<WarningToastEvent>,
settings: Option<ResMut<SettingsResource>>,
settings_path: Option<Res<SettingsStoragePath>>,
) { ) {
let Some(task) = task_res.0.as_mut() else { return }; let Some(task) = task_res.0.as_mut() else { return };
let Some(result) = future::block_on(future::poll_once(task)) else { return }; let Some(result) = future::block_on(future::poll_once(task)) else { return };
@@ -412,10 +429,18 @@ fn poll_opt_out_task(
match result { match result {
Ok(()) => { Ok(()) => {
toast.write(InfoToastEvent("Opted out of leaderboard".to_string())); toast.write(InfoToastEvent("Opted out of leaderboard".to_string()));
if let Some(mut s) = settings {
s.0.leaderboard_opted_in = false;
if let Some(path) = settings_path.as_ref().and_then(|p| p.0.as_ref())
&& let Err(e) = save_settings_to(path, &s.0)
{
warn!("failed to save settings after opt-out: {e}");
}
}
} }
Err(e) => { Err(e) => {
warn!("leaderboard opt-out failed: {e}"); warn!("leaderboard opt-out failed: {e}");
toast.write(InfoToastEvent("Failed to leave leaderboard".to_string())); warn_toast.write(WarningToastEvent("Failed to leave leaderboard".to_string()));
} }
} }
} }
@@ -428,6 +453,12 @@ fn poll_opt_out_task(
#[derive(Component, Debug)] #[derive(Component, Debug)]
pub struct LeaderboardCloseButton; pub struct LeaderboardCloseButton;
/// Marker on the "Public name: …" label inside the leaderboard panel so it
/// can be updated reactively when the player changes their display name
/// without a full panel rebuild.
#[derive(Component, Debug)]
struct LeaderboardPublicNameText;
fn spawn_leaderboard_screen( fn spawn_leaderboard_screen(
commands: &mut Commands, commands: &mut Commands,
data: &LeaderboardResource, data: &LeaderboardResource,
@@ -481,6 +512,7 @@ fn spawn_leaderboard_screen(
None => "Public name: (same as username)".to_string(), None => "Public name: (same as username)".to_string(),
}; };
row.spawn(( row.spawn((
LeaderboardPublicNameText,
Text::new(label), Text::new(label),
font_caption.clone(), font_caption.clone(),
TextColor(TEXT_SECONDARY), TextColor(TEXT_SECONDARY),
@@ -683,6 +715,7 @@ fn data_cell(
fn handle_set_display_name_button( fn handle_set_display_name_button(
button_q: Query<&Interaction, (Changed<Interaction>, With<SetDisplayNameButton>)>, button_q: Query<&Interaction, (Changed<Interaction>, With<SetDisplayNameButton>)>,
existing: Query<(), With<DisplayNameModal>>, existing: Query<(), With<DisplayNameModal>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<DisplayNameModal>)>,
mut commands: Commands, mut commands: Commands,
settings: Option<Res<SettingsResource>>, settings: Option<Res<SettingsResource>>,
font_res: Option<Res<FontResource>>, font_res: Option<Res<FontResource>>,
@@ -694,6 +727,9 @@ fn handle_set_display_name_button(
if !existing.is_empty() { if !existing.is_empty() {
return; // already open return; // already open
} }
if !other_modal_scrims.is_empty() {
return; // Another modal is already visible.
}
buf.0 = settings buf.0 = settings
.as_ref() .as_ref()
.and_then(|s| s.0.leaderboard_display_name.clone()) .and_then(|s| s.0.leaderboard_display_name.clone())
@@ -733,7 +769,9 @@ fn handle_display_name_text_input(
} }
} }
/// Saves the typed display name to `SettingsResource` and closes the modal. /// Saves the typed display name to `SettingsResource`, closes the modal, and
/// pushes the new name to the server when the player is already opted in.
#[allow(clippy::too_many_arguments)]
fn handle_display_name_confirm( fn handle_display_name_confirm(
button_q: Query<&Interaction, (Changed<Interaction>, With<DisplayNameConfirmButton>)>, button_q: Query<&Interaction, (Changed<Interaction>, With<DisplayNameConfirmButton>)>,
screens: Query<Entity, With<DisplayNameModal>>, screens: Query<Entity, With<DisplayNameModal>>,
@@ -741,6 +779,8 @@ fn handle_display_name_confirm(
buf: Res<DisplayNameBuffer>, buf: Res<DisplayNameBuffer>,
settings: Option<ResMut<SettingsResource>>, settings: Option<ResMut<SettingsResource>>,
settings_path: Option<Res<SettingsStoragePath>>, settings_path: Option<Res<SettingsStoragePath>>,
provider: Option<Res<SyncProviderResource>>,
mut task_res: ResMut<OptInTask>,
) { ) {
if !button_q.iter().any(|i| *i == Interaction::Pressed) { if !button_q.iter().any(|i| *i == Interaction::Pressed) {
return; return;
@@ -750,13 +790,47 @@ fn handle_display_name_confirm(
settings.0.leaderboard_display_name = if trimmed.is_empty() { settings.0.leaderboard_display_name = if trimmed.is_empty() {
None None
} else { } else {
Some(trimmed) Some(trimmed.clone())
}; };
if let Some(path) = settings_path.as_ref().and_then(|p| p.0.as_ref()) if let Some(path) = settings_path.as_ref().and_then(|p| p.0.as_ref())
&& let Err(e) = save_settings_to(path, &settings.0) && let Err(e) = save_settings_to(path, &settings.0)
{ {
warn!("failed to save settings: {e}"); warn!("failed to save settings: {e}");
} }
// Push updated name to the server when already opted in and no task
// is in flight. The server's opt-in endpoint is an upsert, so calling
// it a second time only updates the display_name column.
let is_remote = provider
.as_ref()
.is_some_and(|p| p.0.backend_name() != "local");
if settings.0.leaderboard_opted_in && is_remote && task_res.0.is_none() {
let display_name = settings
.0
.leaderboard_display_name
.clone()
.unwrap_or_else(|| {
if let solitaire_data::settings::SyncBackend::SolitaireServer {
ref username,
..
} = settings.0.sync_backend
{
username.chars().take(32).collect()
} else {
"Player".to_string()
}
});
if let Some(p) = provider {
let provider = p.0.clone();
let task = AsyncComputeTaskPool::get().spawn(async move {
provider
.opt_in_leaderboard(&display_name)
.await
.map_err(|e| e.to_string())
});
task_res.0 = Some(task);
}
}
} }
for entity in &screens { for entity in &screens {
commands.entity(entity).despawn(); commands.entity(entity).despawn();
@@ -857,6 +931,25 @@ fn spawn_display_name_modal(
}); });
} }
/// Keeps the "Public name: …" label in the leaderboard panel in sync with
/// `SettingsResource` after the player saves a new display name. No-op when
/// the panel is closed (`labels.is_empty()` exits immediately).
fn update_leaderboard_public_name_label(
settings: Option<Res<SettingsResource>>,
mut labels: Query<&mut Text, With<LeaderboardPublicNameText>>,
) {
if labels.is_empty() {
return;
}
let new_label = match settings.as_ref().and_then(|s| s.0.leaderboard_display_name.as_deref()) {
Some(n) => format!("Public name: {n}"),
None => "Public name: (same as username)".to_string(),
};
for mut text in &mut labels {
text.0 = new_label.clone();
}
}
/// Accepts printable ASCII characters (0x200x7e) for the display-name field. /// Accepts printable ASCII characters (0x200x7e) for the display-name field.
fn printable_char_dn(text: &str) -> Option<char> { fn printable_char_dn(text: &str) -> Option<char> {
let ch = text.chars().next()?; let ch = text.chars().next()?;
@@ -1048,4 +1141,224 @@ mod tests {
// 65 seconds = 1:05, not 1:5 // 65 seconds = 1:05, not 1:5
assert_eq!(format_secs(65), "1:05"); assert_eq!(format_secs(65), "1:05");
} }
// -------------------------------------------------------------------------
// Bug-fix regression tests
// -------------------------------------------------------------------------
fn headless_app_with_settings() -> App {
let mut app = headless_app();
app.insert_resource(SettingsResource(solitaire_data::settings::Settings::default()));
app
}
/// Bug 1: opt-in errors must fire `WarningToastEvent`, not `InfoToastEvent`.
#[test]
fn opt_in_error_fires_warning_toast() {
use bevy::ecs::message::Messages;
let mut app = headless_app_with_settings();
// Inject a pre-resolved failed task directly into OptInTask.
let failed_task = AsyncComputeTaskPool::get()
.spawn(async { Err::<(), String>("network error".to_string()) });
app.world_mut().resource_mut::<OptInTask>().0 = Some(failed_task);
// Pump until the task is polled or a deadline elapses. A fixed
// update count is unreliable under parallel `cargo test --workspace`
// load — the AsyncComputeTaskPool background threads can be starved
// long enough that 5 updates finish before the task completes.
// Mirrors the deadline-loop pattern used in sync_plugin tests.
let deadline = std::time::Instant::now() + std::time::Duration::from_secs(5);
loop {
app.update();
let msgs = app.world().resource::<Messages<WarningToastEvent>>();
let mut cursor = msgs.get_cursor();
if cursor.read(msgs).next().is_some() {
break;
}
if std::time::Instant::now() >= deadline {
break;
}
std::thread::yield_now();
}
let msgs = app.world().resource::<Messages<WarningToastEvent>>();
let mut cursor = msgs.get_cursor();
assert!(
cursor.read(msgs).next().is_some(),
"WarningToastEvent must be fired when opt-in fails"
);
}
/// Bug 1: opt-out errors must fire `WarningToastEvent`, not `InfoToastEvent`.
#[test]
fn opt_out_error_fires_warning_toast() {
use bevy::ecs::message::Messages;
let mut app = headless_app_with_settings();
let failed_task = AsyncComputeTaskPool::get()
.spawn(async { Err::<(), String>("network error".to_string()) });
app.world_mut().resource_mut::<OptOutTask>().0 = Some(failed_task);
// Deadline-bounded pump — see opt_in_error_fires_warning_toast for rationale.
let deadline = std::time::Instant::now() + std::time::Duration::from_secs(5);
loop {
app.update();
let msgs = app.world().resource::<Messages<WarningToastEvent>>();
let mut cursor = msgs.get_cursor();
if cursor.read(msgs).next().is_some() {
break;
}
if std::time::Instant::now() >= deadline {
break;
}
std::thread::yield_now();
}
let msgs = app.world().resource::<Messages<WarningToastEvent>>();
let mut cursor = msgs.get_cursor();
assert!(
cursor.read(msgs).next().is_some(),
"WarningToastEvent must be fired when opt-out fails"
);
}
/// Bug 2: successful opt-in must set `leaderboard_opted_in = true` in Settings.
#[test]
fn opt_in_success_sets_opted_in_flag() {
let mut app = headless_app_with_settings();
// Confirm the flag starts false.
assert!(!app
.world()
.resource::<SettingsResource>()
.0
.leaderboard_opted_in);
let ok_task = AsyncComputeTaskPool::get().spawn(async { Ok::<(), String>(()) });
app.world_mut().resource_mut::<OptInTask>().0 = Some(ok_task);
// Deadline-bounded pump — see opt_in_error_fires_warning_toast for rationale.
let deadline = std::time::Instant::now() + std::time::Duration::from_secs(5);
loop {
app.update();
if app
.world()
.resource::<SettingsResource>()
.0
.leaderboard_opted_in
{
break;
}
if std::time::Instant::now() >= deadline {
break;
}
std::thread::yield_now();
}
assert!(
app.world()
.resource::<SettingsResource>()
.0
.leaderboard_opted_in,
"leaderboard_opted_in must be true after successful opt-in"
);
}
/// Bug 2: successful opt-out must clear `leaderboard_opted_in`.
#[test]
fn opt_out_success_clears_opted_in_flag() {
let mut app = headless_app_with_settings();
// Seed as opted in.
app.world_mut()
.resource_mut::<SettingsResource>()
.0
.leaderboard_opted_in = true;
let ok_task = AsyncComputeTaskPool::get().spawn(async { Ok::<(), String>(()) });
app.world_mut().resource_mut::<OptOutTask>().0 = Some(ok_task);
// Deadline-bounded pump — see opt_in_error_fires_warning_toast for rationale.
let deadline = std::time::Instant::now() + std::time::Duration::from_secs(5);
loop {
app.update();
if !app
.world()
.resource::<SettingsResource>()
.0
.leaderboard_opted_in
{
break;
}
if std::time::Instant::now() >= deadline {
break;
}
std::thread::yield_now();
}
assert!(
!app.world()
.resource::<SettingsResource>()
.0
.leaderboard_opted_in,
"leaderboard_opted_in must be false after successful opt-out"
);
}
/// Bug 3: `LeaderboardPublicNameText` label must reflect a display-name
/// change applied to `SettingsResource` without a panel rebuild.
#[test]
fn public_name_label_updates_reactively() {
let mut app = headless_app_with_settings();
// Open the panel.
press(&mut app, KeyCode::KeyL);
app.update();
// Verify the label starts with the default copy.
let initial: String = app
.world_mut()
.query_filtered::<&Text, With<LeaderboardPublicNameText>>()
.iter(app.world())
.next()
.expect("LeaderboardPublicNameText must exist while panel is open")
.0
.clone();
assert!(
initial.contains("same as username"),
"initial label should say '(same as username)' when no display name is set"
);
// Clear just-pressed state so `toggle_leaderboard_screen` doesn't
// re-fire in the next frame (MinimalPlugins has no input-tick system).
{
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release(KeyCode::KeyL);
input.clear();
}
// Update the display name in SettingsResource.
app.world_mut()
.resource_mut::<SettingsResource>()
.0
.leaderboard_display_name = Some("TestPlayer".to_string());
app.update();
let updated: String = app
.world_mut()
.query_filtered::<&Text, With<LeaderboardPublicNameText>>()
.iter(app.world())
.next()
.expect("LeaderboardPublicNameText must still exist")
.0
.clone();
assert!(
updated.contains("TestPlayer"),
"label must reflect new display name after settings change"
);
}
} }
+11 -4
View File
@@ -138,12 +138,13 @@ fn handle_open_dialog(
mut requests: MessageReader<StartPlayBySeedRequestEvent>, mut requests: MessageReader<StartPlayBySeedRequestEvent>,
font_res: Option<Res<FontResource>>, font_res: Option<Res<FontResource>>,
existing: Query<(), With<PlayBySeedScreen>>, existing: Query<(), With<PlayBySeedScreen>>,
other_scrims: Query<(), (With<crate::ui_modal::ModalScrim>, Without<PlayBySeedScreen>)>,
) { ) {
if requests.read().count() == 0 { if requests.read().count() == 0 {
return; return;
} }
// Guard against double-spawn (e.g. two events in one frame). // Guard against double-spawn (e.g. two events in one frame) or stacking over another modal.
if !existing.is_empty() { if !existing.is_empty() || !other_scrims.is_empty() {
return; return;
} }
let font = font_res.as_deref(); let font = font_res.as_deref();
@@ -411,7 +412,11 @@ fn handle_confirm(
new_game.write(NewGameRequestEvent { new_game.write(NewGameRequestEvent {
seed: Some(seed), seed: Some(seed),
mode: None, mode: None,
confirmed: false, // The player explicitly clicked Play (or pressed Enter) after typing
// a seed — treat this as an affirmative confirmation so the
// abandon-current-game dialog is not shown on top of the already-
// dismissed seed dialog.
confirmed: true,
}); });
for entity in &screen { for entity in &screen {
@@ -566,7 +571,9 @@ mod tests {
assert_eq!(fired.len(), 1); assert_eq!(fired.len(), 1);
assert_eq!(fired[0].seed, Some(42)); assert_eq!(fired[0].seed, Some(42));
assert_eq!(fired[0].mode, None); assert_eq!(fired[0].mode, None);
assert!(!fired[0].confirmed); // confirmed: true — the player explicitly clicked Play, so no
// abandon-current-game dialog should appear.
assert!(fired[0].confirmed);
// Dialog should be gone. // Dialog should be gone.
assert!(!dialog_present(&mut app)); assert!(!dialog_present(&mut app));
+6 -3
View File
@@ -473,8 +473,11 @@ fn radial_open_on_long_press(
mut state: ResMut<RightClickRadialState>, mut state: ResMut<RightClickRadialState>,
) { ) {
// Guard: only count while a touch is down, uncommitted, and radial is idle. // Guard: only count while a touch is down, uncommitted, and radial is idle.
let active_id = drag.active_touch_id; let Some(active_id) = drag.active_touch_id else {
if active_id.is_none() || drag.committed || state.is_active() || paused.is_some_and(|p| p.0) { *hold_timer = 0.0;
return;
};
if drag.committed || state.is_active() || paused.is_some_and(|p| p.0) {
*hold_timer = 0.0; *hold_timer = 0.0;
return; return;
} }
@@ -487,7 +490,7 @@ fn radial_open_on_long_press(
// Resolve current touch world position. // Resolve current touch world position.
let Some(touches) = touches else { return }; let Some(touches) = touches else { return };
let Some(touch) = touches.iter().find(|t| t.id() == active_id.unwrap()) else { let Some(touch) = touches.iter().find(|t| t.id() == active_id) else {
return; return;
}; };
let Some((camera, cam_xf)) = cameras.single().ok() else { return }; let Some((camera, cam_xf)) = cameras.single().ok() else { return };
+32 -4
View File
@@ -28,7 +28,7 @@ use chrono::Datelike;
use crate::font_plugin::FontResource; use crate::font_plugin::FontResource;
use crate::layout::LayoutResource; use crate::layout::LayoutResource;
use crate::events::{DrawRequestEvent, MoveRequestEvent, UndoRequestEvent}; use crate::events::{DrawRequestEvent, MoveRequestEvent, StateChangedEvent, UndoRequestEvent};
use crate::replay_playback::{ use crate::replay_playback::{
step_backwards_replay_playback, step_replay_playback, stop_replay_playback, step_backwards_replay_playback, step_replay_playback, stop_replay_playback,
toggle_pause_replay_playback, ReplayPlaybackState, toggle_pause_replay_playback, ReplayPlaybackState,
@@ -476,6 +476,7 @@ impl Plugin for ReplayOverlayPlugin {
.add_message::<MoveRequestEvent>() .add_message::<MoveRequestEvent>()
.add_message::<DrawRequestEvent>() .add_message::<DrawRequestEvent>()
.add_message::<UndoRequestEvent>() .add_message::<UndoRequestEvent>()
.add_message::<StateChangedEvent>()
.add_systems( .add_systems(
Update, Update,
( (
@@ -1884,6 +1885,7 @@ fn handle_pause_keyboard(
/// resets to 0 on key release so the next fresh press fires /// resets to 0 on key release so the next fresh press fires
/// immediately. This matches the mockup's `[← →] scrub` /// immediately. This matches the mockup's `[← →] scrub`
/// terminology while keeping single-press = single-step semantics. /// terminology while keeping single-press = single-step semantics.
#[allow(clippy::too_many_arguments)]
fn handle_arrow_keyboard( fn handle_arrow_keyboard(
keys: Option<Res<ButtonInput<KeyCode>>>, keys: Option<Res<ButtonInput<KeyCode>>>,
time: Res<Time>, time: Res<Time>,
@@ -1892,10 +1894,22 @@ fn handle_arrow_keyboard(
mut moves_writer: MessageWriter<MoveRequestEvent>, mut moves_writer: MessageWriter<MoveRequestEvent>,
mut draws_writer: MessageWriter<DrawRequestEvent>, mut draws_writer: MessageWriter<DrawRequestEvent>,
mut undo_writer: MessageWriter<UndoRequestEvent>, mut undo_writer: MessageWriter<UndoRequestEvent>,
mut state_changed: MessageReader<StateChangedEvent>,
// `true` while a backward step is in-flight: cursor was decremented and
// `UndoRequestEvent` was written, but `handle_undo` hasn't applied it yet.
// Cleared when `StateChangedEvent` confirms the game state has caught up.
// Prevents rapid ← presses from accumulating multiple cursor decrements
// before any undo is applied (Bug #16).
mut back_pending: Local<bool>,
) { ) {
let Some(keys) = keys else { return }; let Some(keys) = keys else { return };
let dt = time.delta_secs(); let dt = time.delta_secs();
// Clear the in-flight flag once the game confirms the undo landed.
if state_changed.read().count() > 0 {
*back_pending = false;
}
// Right (forward step) — initial press fires immediately; // Right (forward step) — initial press fires immediately;
// held repeats fire when the accumulator crosses the interval. // held repeats fire when the accumulator crosses the interval.
if keys.just_pressed(KeyCode::ArrowRight) { if keys.just_pressed(KeyCode::ArrowRight) {
@@ -1911,14 +1925,28 @@ fn handle_arrow_keyboard(
hold.right_held_secs = 0.0; hold.right_held_secs = 0.0;
} }
// Left (backwards step) — symmetric to the right path. // Left (backwards step) — gate on `back_pending` so at most one undo
// is in-flight at a time. The cursor is only decremented inside
// `step_backwards_replay_playback`, which also writes `UndoRequestEvent`.
// `back_pending` is set after a successful step and cleared above when
// `StateChangedEvent` confirms the undo was applied.
if keys.just_pressed(KeyCode::ArrowLeft) { if keys.just_pressed(KeyCode::ArrowLeft) {
step_backwards_replay_playback(&mut state, &mut undo_writer); if !*back_pending {
let fired = step_backwards_replay_playback(&mut state, &mut undo_writer);
if fired {
*back_pending = true;
}
}
hold.left_held_secs = 0.0; hold.left_held_secs = 0.0;
} else if keys.pressed(KeyCode::ArrowLeft) { } else if keys.pressed(KeyCode::ArrowLeft) {
hold.left_held_secs += dt; hold.left_held_secs += dt;
if hold.left_held_secs >= SCRUB_REPEAT_INTERVAL_SECS { if hold.left_held_secs >= SCRUB_REPEAT_INTERVAL_SECS {
step_backwards_replay_playback(&mut state, &mut undo_writer); if !*back_pending {
let fired = step_backwards_replay_playback(&mut state, &mut undo_writer);
if fired {
*back_pending = true;
}
}
hold.left_held_secs = 0.0; hold.left_held_secs = 0.0;
} }
} else { } else {
+1
View File
@@ -512,6 +512,7 @@ pub struct ReplayPlaybackPlugin;
impl Plugin for ReplayPlaybackPlugin { impl Plugin for ReplayPlaybackPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.init_resource::<ReplayPlaybackState>() app.init_resource::<ReplayPlaybackState>()
.add_message::<StateChangedEvent>()
.add_systems( .add_systems(
Update, Update,
( (
+17 -7
View File
@@ -114,6 +114,13 @@ pub struct HintCycleIndex(pub usize);
#[derive(Resource, Debug, Clone, Default)] #[derive(Resource, Debug, Clone, Default)]
pub struct SettingsScrollPos(pub f32); pub struct SettingsScrollPos(pub f32);
/// Set to `true` by an input system when a touch tap is consumed by game logic
/// (e.g. drawing from stock). `toggle_hud_on_tap` checks this flag on
/// `TouchPhase::Ended` and skips the HUD visibility toggle when set, then
/// resets it to `false` so subsequent taps behave normally.
#[derive(Resource, Debug, Clone, Default)]
pub struct GameInputConsumedResource(pub bool);
/// Shared Tokio runtime used by all async-task closures that need HTTP I/O. /// Shared Tokio runtime used by all async-task closures that need HTTP I/O.
/// ///
/// Bevy's `AsyncComputeTaskPool` uses `async-executor` (not Tokio), so spawned /// Bevy's `AsyncComputeTaskPool` uses `async-executor` (not Tokio), so spawned
@@ -124,15 +131,18 @@ pub struct SettingsScrollPos(pub f32);
#[derive(Resource, Clone)] #[derive(Resource, Clone)]
pub struct TokioRuntimeResource(pub Arc<tokio::runtime::Runtime>); pub struct TokioRuntimeResource(pub Arc<tokio::runtime::Runtime>);
impl Default for TokioRuntimeResource { impl TokioRuntimeResource {
fn default() -> Self { /// Attempts to build the shared multi-threaded Tokio runtime.
// Building the Tokio runtime is startup-time initialization; failure ///
// here means the OS refused to create threads, which is unrecoverable. /// Returns `Err` if the OS refuses to create worker threads (e.g. resource
/// limits on Android). Callers should log the error and disable sync
/// features rather than panicking.
pub fn new() -> Result<Self, tokio::io::Error> {
let rt = tokio::runtime::Builder::new_multi_thread() let rt = tokio::runtime::Builder::new_multi_thread()
.worker_threads(2) .worker_threads(2)
.enable_all() .enable_all()
.build() .build()?;
.expect("failed to build shared Tokio runtime"); Ok(Self(Arc::new(rt)))
Self(Arc::new(rt))
} }
} }
+10 -3
View File
@@ -94,7 +94,7 @@ pub struct SettingsChangedEvent(pub Settings);
/// Marker on the root Settings panel entity. /// Marker on the root Settings panel entity.
#[derive(Component, Debug)] #[derive(Component, Debug)]
struct SettingsPanel; pub struct SettingsPanel;
/// Marks the `Text` node showing the live SFX volume value. /// Marks the `Text` node showing the live SFX volume value.
#[derive(Component, Debug)] #[derive(Component, Debug)]
@@ -510,6 +510,7 @@ fn toggle_settings_screen(
fn sync_settings_panel_visibility( fn sync_settings_panel_visibility(
screen: Res<SettingsScreen>, screen: Res<SettingsScreen>,
panels: Query<Entity, With<SettingsPanel>>, panels: Query<Entity, With<SettingsPanel>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<SettingsPanel>)>,
scroll_nodes: Query<&ScrollPosition, With<SettingsScrollNode>>, scroll_nodes: Query<&ScrollPosition, With<SettingsScrollNode>>,
mut scroll_pos: ResMut<SettingsScrollPos>, mut scroll_pos: ResMut<SettingsScrollPos>,
mut commands: Commands, mut commands: Commands,
@@ -525,7 +526,7 @@ fn sync_settings_panel_visibility(
return; return;
} }
if screen.0 { if screen.0 {
if panels.is_empty() { if panels.is_empty() && other_modal_scrims.is_empty() {
let status_label = sync_status let status_label = sync_status
.map_or_else(|| "Status: local only".to_string(), |s| sync_status_label(&s.0)); .map_or_else(|| "Status: local only".to_string(), |s| sync_status_label(&s.0));
let unlocked_backs = progress let unlocked_backs = progress
@@ -1136,6 +1137,7 @@ fn handle_sync_buttons(
mut configure_sync: MessageWriter<SyncConfigureRequestEvent>, mut configure_sync: MessageWriter<SyncConfigureRequestEvent>,
mut logout_sync: MessageWriter<SyncLogoutRequestEvent>, mut logout_sync: MessageWriter<SyncLogoutRequestEvent>,
mut delete_account: MessageWriter<DeleteAccountRequestEvent>, mut delete_account: MessageWriter<DeleteAccountRequestEvent>,
mut screen: ResMut<SettingsScreen>,
) { ) {
for (interaction, button) in &interaction_query { for (interaction, button) in &interaction_query {
if *interaction != Interaction::Pressed { if *interaction != Interaction::Pressed {
@@ -1143,7 +1145,12 @@ fn handle_sync_buttons(
} }
match button { match button {
SettingsButton::SyncNow => { manual_sync.write(ManualSyncRequestEvent); } SettingsButton::SyncNow => { manual_sync.write(ManualSyncRequestEvent); }
SettingsButton::ConnectSync => { configure_sync.write(SyncConfigureRequestEvent); } SettingsButton::ConnectSync => {
// Close settings before the sync-setup modal opens so the
// guard in open_sync_setup_modal doesn't block on our own scrim.
screen.0 = false;
configure_sync.write(SyncConfigureRequestEvent);
}
SettingsButton::DisconnectSync => { logout_sync.write(SyncLogoutRequestEvent); } SettingsButton::DisconnectSync => { logout_sync.write(SyncLogoutRequestEvent); }
SettingsButton::DeleteAccount => { delete_account.write(DeleteAccountRequestEvent); } SettingsButton::DeleteAccount => { delete_account.write(DeleteAccountRequestEvent); }
_ => {} _ => {}
+7 -1
View File
@@ -220,7 +220,13 @@ impl Plugin for StatsPlugin {
) )
.add_systems( .add_systems(
Update, Update,
handle_forfeit.before(GameMutation), // handle_forfeit must run before update_stats_on_new_game so
// the NewGameRequestEvent it emits is not visible to
// update_stats_on_new_game in the same frame — otherwise
// record_abandoned() fires twice on every forfeit (#21).
handle_forfeit
.before(GameMutation)
.before(update_stats_on_new_game),
) )
.add_systems(Update, toggle_stats_screen.after(GameMutation)) .add_systems(Update, toggle_stats_screen.after(GameMutation))
.add_systems(Update, handle_stats_close_button) .add_systems(Update, handle_stats_close_button)
+13 -2
View File
@@ -101,7 +101,6 @@ impl SyncPlugin {
impl Plugin for SyncPlugin { impl Plugin for SyncPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.insert_resource(SyncProviderResource(self.provider.clone())) app.insert_resource(SyncProviderResource(self.provider.clone()))
.init_resource::<TokioRuntimeResource>()
.init_resource::<SyncStatusResource>() .init_resource::<SyncStatusResource>()
.init_resource::<PullTaskResult>() .init_resource::<PullTaskResult>()
.init_resource::<PullTask>() .init_resource::<PullTask>()
@@ -109,7 +108,14 @@ impl Plugin for SyncPlugin {
.add_message::<ManualSyncRequestEvent>() .add_message::<ManualSyncRequestEvent>()
.add_message::<SyncCompleteEvent>() .add_message::<SyncCompleteEvent>()
.add_message::<SyncConfigureRequestEvent>() .add_message::<SyncConfigureRequestEvent>()
.add_message::<WarningToastEvent>() .add_message::<WarningToastEvent>();
// Build the shared Tokio runtime; disable all network sync if the OS
// refuses to create threads (resource-limited environments, sandboxed
// Android builds, etc.).
match TokioRuntimeResource::new() {
Ok(rt) => {
app.insert_resource(rt)
.add_systems(Startup, start_pull) .add_systems(Startup, start_pull)
.add_systems( .add_systems(
Update, Update,
@@ -122,6 +128,11 @@ impl Plugin for SyncPlugin {
) )
.add_systems(Last, push_on_exit); .add_systems(Last, push_on_exit);
} }
Err(e) => {
warn!("sync: failed to create Tokio runtime — network sync disabled: {e}");
}
}
}
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
+41 -9
View File
@@ -52,10 +52,10 @@ use crate::events::{
SyncLogoutRequestEvent, SyncLogoutRequestEvent,
}; };
use crate::font_plugin::FontResource; use crate::font_plugin::FontResource;
use crate::settings_plugin::{SettingsResource, SettingsScreen, SettingsStoragePath}; use crate::settings_plugin::{SettingsPanel, SettingsResource, SettingsScreen, SettingsStoragePath};
use crate::resources::TokioRuntimeResource; use crate::resources::TokioRuntimeResource;
use crate::sync_plugin::SyncProviderResource; use crate::sync_plugin::SyncProviderResource;
use crate::ui_modal::spawn_modal; use crate::ui_modal::{spawn_modal, ModalScrim};
use crate::ui_theme::{ use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED, BG_ELEVATED_HI, ACCENT_PRIMARY, BG_ELEVATED, BG_ELEVATED_HI,
BORDER_SUBTLE, HighContrastBorder, RADIUS_SM, STATE_DANGER, TEXT_DISABLED, BORDER_SUBTLE, HighContrastBorder, RADIUS_SM, STATE_DANGER, TEXT_DISABLED,
@@ -205,9 +205,14 @@ impl Plugin for SyncSetupPlugin {
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/// Opens the sync-setup modal when `SyncConfigureRequestEvent` is received. /// Opens the sync-setup modal when `SyncConfigureRequestEvent` is received.
#[allow(clippy::type_complexity)]
fn open_sync_setup_modal( fn open_sync_setup_modal(
mut events: MessageReader<SyncConfigureRequestEvent>, mut events: MessageReader<SyncConfigureRequestEvent>,
existing: Query<(), With<SyncSetupScreen>>, existing: Query<(), With<SyncSetupScreen>>,
// Exclude SettingsPanel: the Connect button closes settings in the same
// frame it fires SyncConfigureRequestEvent, but Bevy despawns are deferred
// so the settings scrim still exists in the world during this system.
other_modal_scrims: Query<(), (With<ModalScrim>, Without<SyncSetupScreen>, Without<SettingsPanel>)>,
mut commands: Commands, mut commands: Commands,
mut focused: ResMut<SyncFocusedField>, mut focused: ResMut<SyncFocusedField>,
font_res: Option<Res<FontResource>>, font_res: Option<Res<FontResource>>,
@@ -219,6 +224,9 @@ fn open_sync_setup_modal(
if !existing.is_empty() { if !existing.is_empty() {
return; // Already open. return; // Already open.
} }
if !other_modal_scrims.is_empty() {
return; // Another modal is already visible.
}
*focused = SyncFocusedField::Url; *focused = SyncFocusedField::Url;
spawn_sync_setup_modal(&mut commands, font_res.as_deref()); spawn_sync_setup_modal(&mut commands, font_res.as_deref());
} }
@@ -301,7 +309,7 @@ fn update_field_borders(
fn handle_auth_button( fn handle_auth_button(
login_q: Query<&Interaction, (Changed<Interaction>, With<SyncLoginButton>)>, login_q: Query<&Interaction, (Changed<Interaction>, With<SyncLoginButton>)>,
register_q: Query<&Interaction, (Changed<Interaction>, With<SyncRegisterButton>)>, register_q: Query<&Interaction, (Changed<Interaction>, With<SyncRegisterButton>)>,
fields: Query<(&SyncFieldKind, &SyncFieldBuffer)>, mut fields: Query<(&SyncFieldKind, &mut SyncFieldBuffer)>,
rt: Res<TokioRuntimeResource>, rt: Res<TokioRuntimeResource>,
mut pending: ResMut<PendingAuthTask>, mut pending: ResMut<PendingAuthTask>,
mut error_nodes: Query<(&mut Text, &mut TextColor), With<SyncAuthError>>, mut error_nodes: Query<(&mut Text, &mut TextColor), With<SyncAuthError>>,
@@ -354,9 +362,10 @@ fn handle_auth_button(
return; return;
} }
// Clear error and show busy indicator. // Clear previous error and show busy indicator.
for (mut text, _) in &mut error_nodes { for (mut text, mut color) in &mut error_nodes {
text.0 = "Connecting…".to_string(); text.0 = String::new();
color.0 = TEXT_SECONDARY;
} }
for mut vis in &mut busy_nodes { for mut vis in &mut busy_nodes {
*vis = Visibility::Visible; *vis = Visibility::Visible;
@@ -387,6 +396,14 @@ fn handle_auth_button(
pending.task = Some(task); pending.task = Some(task);
pending.url = url; pending.url = url;
pending.username = username; pending.username = username;
// Zero the password buffer immediately — it must not linger in ECS
// components after the credential has been handed off to the async task.
for (kind, mut buf) in &mut fields {
if *kind == SyncFieldKind::Password {
buf.0.clear();
}
}
} }
/// Polls the in-flight auth task. On success updates settings + provider. /// Polls the in-flight auth task. On success updates settings + provider.
@@ -540,6 +557,7 @@ fn handle_logout(
fn open_delete_confirm_modal( fn open_delete_confirm_modal(
mut events: MessageReader<DeleteAccountRequestEvent>, mut events: MessageReader<DeleteAccountRequestEvent>,
existing: Query<(), With<DeleteConfirmScreen>>, existing: Query<(), With<DeleteConfirmScreen>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<DeleteConfirmScreen>)>,
mut commands: Commands, mut commands: Commands,
font_res: Option<Res<FontResource>>, font_res: Option<Res<FontResource>>,
) { ) {
@@ -550,6 +568,9 @@ fn open_delete_confirm_modal(
if !existing.is_empty() { if !existing.is_empty() {
return; return;
} }
if !other_modal_scrims.is_empty() {
return; // Another modal is already visible.
}
spawn_delete_confirm_modal(&mut commands, font_res.as_deref()); spawn_delete_confirm_modal(&mut commands, font_res.as_deref());
} }
@@ -675,20 +696,31 @@ fn spawn_sync_setup_modal(commands: &mut Commands, font_res: Option<&FontResourc
font_res, font_res,
); );
// Error / status line. // Error / status line — two distinct children so visibility and
// text can be controlled independently.
body.spawn(Node { body.spawn(Node {
min_height: Val::Px(18.0), min_height: Val::Px(18.0),
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default() ..default()
}) })
.with_children(|row| { .with_children(|row| {
// Busy indicator: shown while the auth task is in flight.
row.spawn(( row.spawn((
SyncAuthError,
SyncBusyOverlay, SyncBusyOverlay,
Text::new(String::new()), Text::new(""),
make_font(font_res, TYPE_CAPTION), make_font(font_res, TYPE_CAPTION),
TextColor(TEXT_SECONDARY), TextColor(TEXT_SECONDARY),
Visibility::Hidden, Visibility::Hidden,
)); ));
// Error / status text: always laid out, empty when idle.
row.spawn((
SyncAuthError,
Text::new(String::new()),
make_font(font_res, TYPE_CAPTION),
TextColor(TEXT_SECONDARY),
));
}); });
// Tab hint — desktop only; no Tab key on Android. // Tab hint — desktop only; no Tab key on Android.
+20
View File
@@ -182,12 +182,16 @@ fn sync_card_image_set_with_active_theme(
mut events: MessageReader<AssetEvent<CardTheme>>, mut events: MessageReader<AssetEvent<CardTheme>>,
active: Option<Res<ActiveTheme>>, active: Option<Res<ActiveTheme>>,
themes: Res<Assets<CardTheme>>, themes: Res<Assets<CardTheme>>,
asset_server: Option<Res<AssetServer>>,
mut card_image_set: Option<ResMut<CardImageSet>>, mut card_image_set: Option<ResMut<CardImageSet>>,
mut state_events: MessageWriter<StateChangedEvent>, mut state_events: MessageWriter<StateChangedEvent>,
) { ) {
let Some(active) = active else { return }; let Some(active) = active else { return };
let active_id = active.0.id(); let active_id = active.0.id();
let mut should_sync = false; let mut should_sync = false;
// Consume asset events — covers the normal first-load path.
for ev in events.read() { for ev in events.read() {
let id = match ev { let id = match ev {
AssetEvent::LoadedWithDependencies { id } AssetEvent::LoadedWithDependencies { id }
@@ -198,6 +202,22 @@ fn sync_card_image_set_with_active_theme(
should_sync = true; should_sync = true;
} }
} }
// A→B→A switch: Bevy does not re-fire LoadedWithDependencies for a
// handle whose asset is already cached. Detect this by checking that
// `ActiveTheme` itself changed this frame (the resource was just
// replaced by `react_to_settings_theme_change`) and the underlying
// asset is already fully loaded. If so, sync immediately rather than
// waiting for an event that will never arrive.
if !should_sync
&& active.is_changed()
&& asset_server
.as_ref()
.is_some_and(|as_| as_.is_loaded_with_dependencies(active.0.id()))
{
should_sync = true;
}
if !should_sync { if !should_sync {
return; return;
} }
+5 -4
View File
@@ -172,14 +172,15 @@ fn advance_time_attack(
paused: Option<Res<crate::pause_plugin::PausedResource>>, paused: Option<Res<crate::pause_plugin::PausedResource>>,
path: Option<Res<TimeAttackSessionPath>>, path: Option<Res<TimeAttackSessionPath>>,
home_screens: Query<(), With<crate::home_plugin::HomeScreen>>, home_screens: Query<(), With<crate::home_plugin::HomeScreen>>,
win_overlays: Query<(), With<crate::win_summary_plugin::WinSummaryOverlay>>,
) { ) {
if !session.active { if !session.active {
return; return;
} }
// Mirrors `tick_elapsed_time`: pause while the launch / mode-picker // Pause the countdown while Home, the Pause overlay, or the Win Summary
// Home modal is up so the countdown doesn't burn while the player // overlay is visible — the player should not lose time while reading results
// is choosing what to play next. // or navigating menus.
if paused.is_some_and(|p| p.0) || !home_screens.is_empty() { if paused.is_some_and(|p| p.0) || !home_screens.is_empty() || !win_overlays.is_empty() {
return; return;
} }
session.remaining_secs -= time.delta_secs(); session.remaining_secs -= time.delta_secs();
+7 -3
View File
@@ -24,6 +24,7 @@ use crate::progress_plugin::ProgressResource;
use crate::resources::GameStateResource; use crate::resources::GameStateResource;
use crate::settings_plugin::SettingsResource; use crate::settings_plugin::SettingsResource;
use crate::stats_plugin::{StatsResource, StatsUpdate}; use crate::stats_plugin::{StatsResource, StatsUpdate};
use crate::ui_modal::ModalScrim;
use crate::ui_theme::{ use crate::ui_theme::{
scaled_duration, ACCENT_PRIMARY, BG_BASE, BG_ELEVATED, MOTION_SCORE_BREAKDOWN_FADE_SECS, scaled_duration, ACCENT_PRIMARY, BG_BASE, BG_ELEVATED, MOTION_SCORE_BREAKDOWN_FADE_SECS,
MOTION_SCORE_BREAKDOWN_STAGGER_SECS, MOTION_WIN_SHAKE_AMPLITUDE, MOTION_WIN_SHAKE_SECS, MOTION_SCORE_BREAKDOWN_STAGGER_SECS, MOTION_WIN_SHAKE_AMPLITUDE, MOTION_WIN_SHAKE_SECS,
@@ -507,7 +508,7 @@ fn collect_session_achievements(
) { ) {
// Reset on any new-game request (including mode switches via Z/X/C/T) so // Reset on any new-game request (including mode switches via Z/X/C/T) so
// achievements from the previous session are not carried into the next one. // achievements from the previous session are not carried into the next one.
if new_games.read().last().is_some() { if new_games.read().next().is_some() {
session.names.clear(); session.names.clear();
} }
for ev in unlocks.read() { for ev in unlocks.read() {
@@ -538,6 +539,7 @@ fn spawn_win_summary_after_delay(
settings: Option<Res<SettingsResource>>, settings: Option<Res<SettingsResource>>,
time: Res<Time>, time: Res<Time>,
overlays: Query<Entity, With<WinSummaryOverlay>>, overlays: Query<Entity, With<WinSummaryOverlay>>,
other_scrims: Query<(), (With<ModalScrim>, Without<WinSummaryOverlay>)>,
mut delay: Local<Option<f32>>, mut delay: Local<Option<f32>>,
) { ) {
// Process new win events. // Process new win events.
@@ -568,8 +570,8 @@ fn spawn_win_summary_after_delay(
*remaining -= time.delta_secs(); *remaining -= time.delta_secs();
if *remaining <= 0.0 { if *remaining <= 0.0 {
*delay = None; *delay = None;
// Only spawn if there is no overlay already. // Only spawn if no overlay of any kind is already visible.
if overlays.is_empty() { if overlays.is_empty() && other_scrims.is_empty() {
// Drain any XpAwardedEvents that arrived this frame but were // Drain any XpAwardedEvents that arrived this frame but were
// not yet consumed by `cache_win_data` (which may run later in // not yet consumed by `cache_win_data` (which may run later in
// the same schedule). Accumulating here ensures the modal // the same schedule). Accumulating here ensures the modal
@@ -757,6 +759,7 @@ fn spawn_overlay(
commands commands
.spawn(( .spawn((
WinSummaryOverlay, WinSummaryOverlay,
ModalScrim,
Node { Node {
position_type: PositionType::Absolute, position_type: PositionType::Absolute,
left: Val::Percent(0.0), left: Val::Percent(0.0),
@@ -769,6 +772,7 @@ fn spawn_overlay(
..default() ..default()
}, },
BackgroundColor(SCRIM), BackgroundColor(SCRIM),
GlobalZIndex(Z_WIN_CASCADE),
ZIndex(Z_WIN_CASCADE), ZIndex(Z_WIN_CASCADE),
)) ))
.with_children(|root| { .with_children(|root| {
+11 -18
View File
@@ -341,8 +341,6 @@ pub async fn get_me(
})) }))
} }
/// Allowed MIME types for uploaded avatars.
const ALLOWED_IMAGE_TYPES: &[&str] = &["image/jpeg", "image/png", "image/webp", "image/gif"];
/// Maximum avatar upload size in bytes (1 MB). /// Maximum avatar upload size in bytes (1 MB).
const AVATAR_MAX_BYTES: usize = 1024 * 1024; const AVATAR_MAX_BYTES: usize = 1024 * 1024;
@@ -361,23 +359,15 @@ pub async fn upload_avatar(
.and_then(|v| v.to_str().ok()) .and_then(|v| v.to_str().ok())
.unwrap_or("") .unwrap_or("")
.to_string(); .to_string();
let ext = if mime.contains("jpeg") || mime.contains("jpg") { let ext = match mime.as_str() {
"jpg" "image/jpeg" | "image/jpg" => "jpg",
} else if mime.contains("png") { "image/png" => "png",
"png" "image/webp" => "webp",
} else if mime.contains("webp") { "image/gif" => "gif",
"webp" _ => return Err(AppError::BadRequest(
} else if mime.contains("gif") {
"gif"
} else {
return Err(AppError::BadRequest(
"avatar must be image/jpeg, image/png, image/webp, or image/gif".into(), "avatar must be image/jpeg, image/png, image/webp, or image/gif".into(),
)); )),
}; };
if !ALLOWED_IMAGE_TYPES.iter().any(|t| mime.starts_with(t)) {
return Err(AppError::BadRequest("unsupported image type".into()));
}
if body.len() > AVATAR_MAX_BYTES { if body.len() > AVATAR_MAX_BYTES {
return Err(AppError::BadRequest("avatar must be ≤ 1 MB".into())); return Err(AppError::BadRequest("avatar must be ≤ 1 MB".into()));
} }
@@ -390,7 +380,10 @@ pub async fn upload_avatar(
// Write to a temp file then atomically rename so concurrent readers never // Write to a temp file then atomically rename so concurrent readers never
// see a partially-written avatar. // see a partially-written avatar.
std::fs::write(&tmp_path, &body).map_err(|e| AppError::Internal(e.to_string()))?; std::fs::write(&tmp_path, &body).map_err(|e| AppError::Internal(e.to_string()))?;
std::fs::rename(&tmp_path, &path).map_err(|e| AppError::Internal(e.to_string()))?; if let Err(e) = std::fs::rename(&tmp_path, &path) {
let _ = std::fs::remove_file(&tmp_path);
return Err(AppError::Internal(e.to_string()));
}
// Remove stale files with other extensions after the atomic rename. // Remove stale files with other extensions after the atomic rename.
for old_ext in &["jpg", "png", "webp", "gif"] { for old_ext in &["jpg", "png", "webp", "gif"] {
if *old_ext != ext { if *old_ext != ext {
+2 -2
View File
@@ -146,7 +146,6 @@ fn build_router_inner(state: AppState, rate_limit: bool) -> Router {
.route("/api/account", delete(auth::delete_account)) .route("/api/account", delete(auth::delete_account))
.route("/api/me", get(auth::get_me)) .route("/api/me", get(auth::get_me))
.route("/api/me/avatar", put(auth::upload_avatar)) .route("/api/me/avatar", put(auth::upload_avatar))
.nest_service("/avatars", ServeDir::new("avatars"))
.layer(axum_middleware::from_fn_with_state( .layer(axum_middleware::from_fn_with_state(
state.clone(), state.clone(),
middleware::require_auth, middleware::require_auth,
@@ -198,7 +197,8 @@ fn build_router_inner(state: AppState, rate_limit: bool) -> Router {
.route("/api/daily-challenge", get(challenge::daily_challenge)) .route("/api/daily-challenge", get(challenge::daily_challenge))
.route("/api/replays/recent", get(replays::recent)) .route("/api/replays/recent", get(replays::recent))
.route("/api/replays/{id}", get(replays::get_by_id)) .route("/api/replays/{id}", get(replays::get_by_id))
.route("/health", get(health)); .route("/health", get(health))
.nest_service("/avatars", ServeDir::new("avatars"));
// Replay web UI: a single HTML page served at `/replays/:id` plus a // Replay web UI: a single HTML page served at `/replays/:id` plus a
// ServeDir for the static assets (`web/index.html`, `web/replay.css`, // ServeDir for the static assets (`web/index.html`, `web/replay.css`,
+6 -3
View File
@@ -35,7 +35,7 @@ use crate::{error::AppError, middleware::AuthenticatedUser, AppState};
/// the desktop client's transitive dependencies. /// the desktop client's transitive dependencies.
#[derive(Debug, Deserialize)] #[derive(Debug, Deserialize)]
struct ReplayHeader { struct ReplayHeader {
seed: i64, seed: u64,
draw_mode: String, draw_mode: String,
mode: String, mode: String,
time_seconds: i64, time_seconds: i64,
@@ -94,6 +94,9 @@ pub async fn upload(
let id = Uuid::new_v4().to_string(); let id = Uuid::new_v4().to_string();
let received_at = Utc::now().to_rfc3339(); let received_at = Utc::now().to_rfc3339();
let replay_json = serde_json::to_string(&payload)?; let replay_json = serde_json::to_string(&payload)?;
// SQLite INTEGER columns bind as i64. Reinterpret the u64 bits — the
// database stores the same 8 bytes; high-bit seeds round-trip correctly.
let seed_i64 = header.seed as i64;
sqlx::query!( sqlx::query!(
r#"INSERT INTO replays ( r#"INSERT INTO replays (
@@ -102,7 +105,7 @@ pub async fn upload(
) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?)"#, ) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?)"#,
id, id,
user.user_id, user.user_id,
header.seed, seed_i64,
header.draw_mode, header.draw_mode,
header.mode, header.mode,
header.time_seconds, header.time_seconds,
@@ -116,7 +119,7 @@ pub async fn upload(
// Update leaderboard best score/time for opted-in users when this replay // Update leaderboard best score/time for opted-in users when this replay
// beats their existing best. Only classic mode counts for the leaderboard. // beats their existing best. Only classic mode counts for the leaderboard.
if header.mode == "classic" { if header.mode == "Classic" {
sqlx::query!( sqlx::query!(
r#"UPDATE leaderboard r#"UPDATE leaderboard
SET best_score = ?, SET best_score = ?,
+123
View File
@@ -230,6 +230,68 @@ main {
pointer-events: none; pointer-events: none;
} }
/* ── Resume overlay ──────────────────────────────────────────────────── */
#resume-overlay {
position: fixed;
inset: 0;
background: rgba(21, 21, 21, 0.92);
display: flex;
align-items: center;
justify-content: center;
z-index: 1000;
}
#resume-overlay.hidden { display: none; }
.resume-card {
background: var(--panel);
border: 1px solid rgba(255,255,255,0.12);
border-radius: 16px;
padding: 40px 48px;
text-align: center;
display: flex;
flex-direction: column;
gap: 16px;
box-shadow: 0 20px 60px rgba(0,0,0,0.6);
max-width: 360px;
}
.resume-title {
font-size: 28px;
font-weight: 700;
color: var(--accent);
}
.resume-detail {
font-size: 14px;
color: var(--text-muted);
margin: 0;
line-height: 1.5;
}
.resume-actions {
display: flex;
gap: 12px;
justify-content: center;
margin-top: 8px;
}
.resume-actions button {
padding: 12px 24px;
font-size: 15px;
}
.resume-actions button.secondary {
background: transparent;
border: 1px solid rgba(255,255,255,0.2);
color: var(--text-muted);
}
.resume-actions button.secondary:hover {
background: rgba(255,255,255,0.05);
}
/* ── Win overlay ─────────────────────────────────────────────────────── */ /* ── Win overlay ─────────────────────────────────────────────────────── */
#win-overlay { #win-overlay {
@@ -293,6 +355,67 @@ main {
animation: illegal-shake 320ms ease; animation: illegal-shake 320ms ease;
} }
/* ── No-moves banner ─────────────────────────────────────────────────── */
#no-moves-banner {
position: fixed;
bottom: 24px;
left: 50%;
transform: translateX(-50%);
z-index: 900;
animation: slide-up 240ms ease;
}
#no-moves-banner.hidden { display: none; }
.no-moves-card {
background: var(--panel);
border: 1px solid rgba(255,255,255,0.15);
border-radius: 12px;
padding: 20px 32px;
text-align: center;
display: flex;
flex-direction: column;
gap: 12px;
box-shadow: 0 8px 32px rgba(0,0,0,0.7);
min-width: 300px;
}
.no-moves-title {
font-size: 18px;
font-weight: 700;
color: var(--accent);
}
.no-moves-detail {
font-size: 13px;
color: var(--text-muted);
margin: 0;
line-height: 1.5;
}
.no-moves-actions {
display: flex;
gap: 10px;
justify-content: center;
margin-top: 4px;
}
.no-moves-actions button.secondary {
background: transparent;
border: 1px solid rgba(255,255,255,0.2);
color: var(--text-muted);
}
.no-moves-actions button.secondary:hover {
background: rgba(255,255,255,0.05);
}
@keyframes slide-up {
from { opacity: 0; transform: translateX(-50%) translateY(12px); }
to { opacity: 1; transform: translateX(-50%) translateY(0); }
}
/* ── Foundation slot suit hints ──────────────────────────────────────────── */ /* ── Foundation slot suit hints ──────────────────────────────────────────── */
.slot-hint { .slot-hint {
+22
View File
@@ -56,6 +56,17 @@
</section> </section>
</main> </main>
<div id="resume-overlay" class="hidden">
<div class="resume-card">
<div class="resume-title">Resume Game?</div>
<p class="resume-detail">You have an unfinished game saved. Would you like to continue where you left off?</p>
<div class="resume-actions">
<button id="btn-resume">↩ Resume</button>
<button id="btn-resume-new" class="secondary">↺ New Game</button>
</div>
</div>
</div>
<div id="win-overlay" class="hidden"> <div id="win-overlay" class="hidden">
<div class="win-card"> <div class="win-card">
<div class="win-title">You Won!</div> <div class="win-title">You Won!</div>
@@ -66,6 +77,17 @@
</div> </div>
</div> </div>
<div id="no-moves-banner" class="hidden">
<div class="no-moves-card">
<div class="no-moves-title">No Moves Available</div>
<p class="no-moves-detail">No legal moves remain. Undo to go back or start a new game.</p>
<div class="no-moves-actions">
<button id="btn-no-moves-undo">↩ Undo</button>
<button id="btn-no-moves-new" class="secondary">↺ New Game</button>
</div>
</div>
</div>
<script type="module" src="/web/game.js"></script> <script type="module" src="/web/game.js"></script>
</body> </body>
</html> </html>
+102 -8
View File
@@ -69,6 +69,34 @@ function preloadTheme(theme) {
preloadTheme("classic"); preloadTheme("classic");
preloadTheme("dark"); preloadTheme("dark");
// ── Persistence ──────────────────────────────────────────────────────────────
const LS_SAVE_KEY = "fs_game_save";
function saveState() {
if (!game) return;
try {
const gameState = game.serialize();
if (typeof gameState !== "string") return;
localStorage.setItem(LS_SAVE_KEY, JSON.stringify({ gameState, elapsedSecs, drawThree }));
} catch (e) {
// localStorage may be unavailable (private browsing quota, etc.) — never block gameplay.
console.warn("fs: save failed", e);
}
}
function clearSave() {
try { localStorage.removeItem(LS_SAVE_KEY); } catch { /* ignore */ }
}
function loadSave() {
try {
const raw = localStorage.getItem(LS_SAVE_KEY);
if (!raw) return null;
const save = JSON.parse(raw);
return save?.gameState ? save : null;
} catch { return null; }
}
// ── State ──────────────────────────────────────────────────────────────────── // ── State ────────────────────────────────────────────────────────────────────
let game = null; let game = null;
let snap = null; // last rendered GameSnapshot let snap = null; // last rendered GameSnapshot
@@ -113,6 +141,7 @@ const winScore = document.getElementById("win-score");
const winMoves = document.getElementById("win-moves"); const winMoves = document.getElementById("win-moves");
const winTime = document.getElementById("win-time"); const winTime = document.getElementById("win-time");
const btnWinNew = document.getElementById("btn-win-new"); const btnWinNew = document.getElementById("btn-win-new");
const noMovesBanner = document.getElementById("no-moves-banner");
// ── Scale to fit ───────────────────────────────────────────────────────────── // ── Scale to fit ─────────────────────────────────────────────────────────────
// Scales #card-area to fill #board without overflowing either dimension. // Scales #card-area to fill #board without overflowing either dimension.
@@ -138,16 +167,72 @@ async function bootstrap() {
await init(); await init();
syncThemeButton(); syncThemeButton();
buildSlots();
scaleBoard();
window.addEventListener("resize", scaleBoard);
attachHandlers();
const saved = loadSave();
if (saved) {
showResumeDialog(saved);
} else {
const params = new URLSearchParams(window.location.search); const params = new URLSearchParams(window.location.search);
const urlSeed = params.has("seed") ? Number(params.get("seed")) : randomSeed(); const urlSeed = params.has("seed") ? Number(params.get("seed")) : randomSeed();
drawThree = params.has("draw3"); drawThree = params.has("draw3");
chkDraw3.checked = drawThree; chkDraw3.checked = drawThree;
buildSlots();
scaleBoard();
window.addEventListener("resize", scaleBoard);
startGame(urlSeed); startGame(urlSeed);
attachHandlers(); }
}
function showResumeDialog(saved) {
const overlay = document.getElementById("resume-overlay");
if (overlay) overlay.classList.remove("hidden");
document.getElementById("btn-resume").onclick = () => {
if (overlay) overlay.classList.add("hidden");
resumeGame(saved);
};
document.getElementById("btn-resume-new").onclick = () => {
clearSave();
if (overlay) overlay.classList.add("hidden");
drawThree = false;
chkDraw3.checked = false;
startGame(randomSeed());
};
}
function resumeGame(saved) {
let restored;
try {
restored = SolitaireGame.from_saved(saved.gameState);
} catch (e) {
console.warn("fs: restore failed, starting new game", e);
clearSave();
startGame(randomSeed());
return;
}
game = restored;
drawThree = !!saved.drawThree;
elapsedSecs = saved.elapsedSecs || 0;
chkDraw3.checked = drawThree;
const displaySeed = Math.round(game.seed());
hudSeed.textContent = `seed ${displaySeed}`;
winOverlay.classList.add("hidden");
cardEls.clear();
board.querySelectorAll(".card, .recycle-label").forEach(el => el.remove());
const url = new URL(window.location);
url.searchParams.set("seed", displaySeed);
if (drawThree) url.searchParams.set("draw3", "");
else url.searchParams.delete("draw3");
history.replaceState(null, "", url);
const s = game.state();
snap = s;
render(s);
if (!s.is_won) startTimer();
} }
function randomSeed() { function randomSeed() {
@@ -300,12 +385,19 @@ function render(s) {
board.querySelectorAll(".card.drop-target").forEach(e => e.classList.remove("drop-target")); board.querySelectorAll(".card.drop-target").forEach(e => e.classList.remove("drop-target"));
if (s.is_auto_completable && !s.is_won && !acTimer) { if (s.is_auto_completable && !s.is_won && !acTimer) {
stopTimer(); // freeze elapsed time at the moment the player's last move completes
acTimer = setInterval(doAutoCompleteStep, 380); acTimer = setInterval(doAutoCompleteStep, 380);
} }
if (s.is_won) { if (s.is_won) {
clearSave();
stopTimer(); stopTimer();
if (acTimer) { clearInterval(acTimer); acTimer = null; } if (acTimer) { clearInterval(acTimer); acTimer = null; }
if (noMovesBanner) noMovesBanner.classList.add("hidden");
showWin(s); showWin(s);
} else {
saveState();
const noMoves = !s.has_moves && !s.is_auto_completable;
if (noMovesBanner) noMovesBanner.classList.toggle("hidden", !noMoves);
} }
} }
@@ -343,12 +435,12 @@ async function submitReplay(s) {
const payload = { const payload = {
schema_version: 1, schema_version: 1,
seed: Math.round(game.seed()), seed: Math.round(game.seed()),
draw_mode: drawThree ? "draw_three" : "draw_one", draw_mode: drawThree ? "DrawThree" : "DrawOne",
mode: "classic", mode: "Classic",
time_seconds: elapsedSecs, time_seconds: elapsedSecs,
final_score: s.score, final_score: s.score,
move_count: s.move_count, move_count: s.move_count,
recorded_at: new Date().toISOString(), recorded_at: new Date().toISOString().slice(0, 10),
moves: [], moves: [],
}; };
try { try {
@@ -391,6 +483,8 @@ function attachHandlers() {
btnUndo.addEventListener("click", doUndo); btnUndo.addEventListener("click", doUndo);
btnBoardUndo.addEventListener("click", doUndo); btnBoardUndo.addEventListener("click", doUndo);
btnNew.addEventListener("click", () => startGame(randomSeed())); btnNew.addEventListener("click", () => startGame(randomSeed()));
document.getElementById("btn-no-moves-undo")?.addEventListener("click", doUndo);
document.getElementById("btn-no-moves-new")?.addEventListener("click", () => startGame(randomSeed()));
btnWinNew.addEventListener("click", () => startGame(randomSeed())); btnWinNew.addEventListener("click", () => startGame(randomSeed()));
chkDraw3.addEventListener("change", () => { chkDraw3.addEventListener("change", () => {
drawThree = chkDraw3.checked; drawThree = chkDraw3.checked;
+27 -3
View File
@@ -40,20 +40,32 @@ export class ReplayPlayer {
} }
/** /**
* Snapshot the current `GameState` as a JS object (see `StateSnapshot`). * Snapshot the current `GameState` as a JS object (see `StateSnapshot`).
*
* Throws a JS string exception on serialisation failure (should never
* occur in practice `StateSnapshot` contains only primitive types).
* @returns {any} * @returns {any}
*/ */
state() { state() {
const ret = wasm.replayplayer_state(this.__wbg_ptr); const ret = wasm.replayplayer_state(this.__wbg_ptr);
return ret; if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
return takeFromExternrefTable0(ret[0]);
} }
/** /**
* Apply the next move; returns the post-step snapshot, or `null` * Apply the next move; returns the post-step snapshot, or `null`
* once the move list is exhausted. * once the move list is exhausted.
*
* Returns `null` (not an exception) when the replay is finished.
* Throws a JS string exception on serialisation failure.
* @returns {any} * @returns {any}
*/ */
step() { step() {
const ret = wasm.replayplayer_step(this.__wbg_ptr); const ret = wasm.replayplayer_step(this.__wbg_ptr);
return ret; if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
return takeFromExternrefTable0(ret[0]);
} }
/** /**
* 0-indexed position of the next move to apply. * 0-indexed position of the next move to apply.
@@ -157,11 +169,16 @@ export class SolitaireGame {
} }
/** /**
* Full pile snapshot as a JS object. * Full pile snapshot as a JS object.
*
* Throws a JS string exception on serialisation failure.
* @returns {any} * @returns {any}
*/ */
state() { state() {
const ret = wasm.solitairegame_state(this.__wbg_ptr); const ret = wasm.solitairegame_state(this.__wbg_ptr);
return ret; if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
return takeFromExternrefTable0(ret[0]);
} }
/** /**
* Undo the last move. Returns `{ok, error?, snapshot?}`. * Undo the last move. Returns `{ok, error?, snapshot?}`.
@@ -180,6 +197,13 @@ function __wbg_get_imports() {
const ret = Error(getStringFromWasm0(arg0, arg1)); const ret = Error(getStringFromWasm0(arg0, arg1));
return ret; return ret;
}, },
__wbg_String_8564e559799eccda: function(arg0, arg1) {
const ret = String(arg1);
const ptr1 = passStringToWasm0(ret, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
const len1 = WASM_VECTOR_LEN;
getDataViewMemory0().setInt32(arg0 + 4 * 1, len1, true);
getDataViewMemory0().setInt32(arg0 + 4 * 0, ptr1, true);
},
__wbg___wbindgen_throw_9c75d47bf9e7731e: function(arg0, arg1) { __wbg___wbindgen_throw_9c75d47bf9e7731e: function(arg0, arg1) {
throw new Error(getStringFromWasm0(arg0, arg1)); throw new Error(getStringFromWasm0(arg0, arg1));
}, },
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+89 -21
View File
@@ -108,31 +108,48 @@ fn merge_stats(
let merged_games_won = local.games_won.max(remote.games_won); let merged_games_won = local.games_won.max(remote.games_won);
let merged_games_played = local.games_played.max(remote.games_played); let merged_games_played = local.games_played.max(remote.games_played);
// Recompute average time from the merged totals. If no wins yet, keep 0. // Carry the average time from whichever side contributed merged_games_won.
// Taking max(total_time)/max(wins) misattributes time when the side with
// more wins has a lower total — use the winning side's average directly.
let avg_time_seconds = if merged_games_won == 0 { let avg_time_seconds = if merged_games_won == 0 {
0 0
} else if local.games_won >= remote.games_won {
local.avg_time_seconds
} else { } else {
// Use whichever side has more wins to approximate total time, then blend. remote.avg_time_seconds
// We don't have total_time stored, so we reconstruct it from avg * count.
let local_total = local.avg_time_seconds as u128 * local.games_won as u128;
let remote_total = remote.avg_time_seconds as u128 * remote.games_won as u128;
// Take max total time (conservative — avoids underestimating total play time).
let best_total = local_total.max(remote_total);
(best_total / merged_games_won as u128) as u64
}; };
// Derive games_lost from the merged played/won counts so the invariant
// games_won + games_lost <= games_played is always satisfied. Computing
// max(local.games_lost, remote.games_lost) independently can push
// games_won + games_lost above games_played after a divergent merge.
let merged_games_lost = merged_games_played.saturating_sub(merged_games_won);
StatsSnapshot { StatsSnapshot {
games_played: merged_games_played, games_played: merged_games_played,
games_won: merged_games_won, games_won: merged_games_won,
games_lost: local.games_lost.max(remote.games_lost), games_lost: merged_games_lost,
win_streak_current: local.win_streak_current.max(remote.win_streak_current), win_streak_current: local.win_streak_current.max(remote.win_streak_current),
win_streak_best: local.win_streak_best.max(remote.win_streak_best), win_streak_best: local.win_streak_best.max(remote.win_streak_best),
avg_time_seconds, avg_time_seconds,
fastest_win_seconds: local.fastest_win_seconds.min(remote.fastest_win_seconds), fastest_win_seconds: local.fastest_win_seconds.min(remote.fastest_win_seconds),
lifetime_score: local.lifetime_score.max(remote.lifetime_score), lifetime_score: local.lifetime_score.max(remote.lifetime_score),
best_single_score: local.best_single_score.max(remote.best_single_score), best_single_score: local.best_single_score.max(remote.best_single_score),
draw_one_wins: local.draw_one_wins.max(remote.draw_one_wins), // Take per-mode win counts from whichever side contributed `games_won`
draw_three_wins: local.draw_three_wins.max(remote.draw_three_wins), // (the side with the higher total). Independent max() calls can push
// draw_one_wins + draw_three_wins above games_won when the two sides
// have complementary win histories (e.g. local has 20 draw-one wins,
// remote has 20 draw-three wins, each with games_won = 20).
draw_one_wins: if local.games_won >= remote.games_won {
local.draw_one_wins
} else {
remote.draw_one_wins
},
draw_three_wins: if local.games_won >= remote.games_won {
local.draw_three_wins
} else {
remote.draw_three_wins
},
// Per-mode bests. Bests take max; fastest times take a *zero-aware* // Per-mode bests. Bests take max; fastest times take a *zero-aware*
// min — see [`min_ignore_zero`] for the rationale (0 means "no win // min — see [`min_ignore_zero`] for the rationale (0 means "no win
// yet" for these fields, unlike the lifetime `fastest_win_seconds` // yet" for these fields, unlike the lifetime `fastest_win_seconds`
@@ -454,14 +471,28 @@ mod tests {
} }
#[test] #[test]
fn stats_games_lost_takes_max() { fn stats_games_lost_derived_from_played_minus_won() {
// games_lost must equal games_played - games_won so the invariant
// games_won + games_lost <= games_played is always satisfied.
let mut local = default_payload(); let mut local = default_payload();
local.stats.games_played = 20;
local.stats.games_won = 8;
local.stats.games_lost = 12; local.stats.games_lost = 12;
let mut remote = default_payload(); let mut remote = default_payload();
remote.stats.games_lost = 8; remote.stats.games_played = 15;
remote.stats.games_won = 10;
remote.stats.games_lost = 5;
// merged: games_played = max(20, 15) = 20; games_won = max(8, 10) = 10
// games_lost must be 20 - 10 = 10, NOT max(12, 5) = 12
let (merged, _) = merge(&local, &remote); let (merged, _) = merge(&local, &remote);
assert_eq!(merged.stats.games_lost, 12); assert_eq!(merged.stats.games_played, 20);
assert_eq!(merged.stats.games_won, 10);
assert_eq!(merged.stats.games_lost, 10);
assert!(
merged.stats.games_won + merged.stats.games_lost <= merged.stats.games_played,
"games_won + games_lost must never exceed games_played"
);
} }
#[test] #[test]
@@ -487,26 +518,63 @@ mod tests {
} }
#[test] #[test]
fn stats_draw_mode_wins_take_max() { fn stats_draw_mode_wins_taken_from_winning_side() {
// Both sides have equal games_won (default 0), so local is chosen (>=).
// Per-mode counts come entirely from that one side — no cross-side max.
let mut local = default_payload(); let mut local = default_payload();
local.stats.games_won = 25;
local.stats.draw_one_wins = 20; local.stats.draw_one_wins = 20;
local.stats.draw_three_wins = 5; local.stats.draw_three_wins = 5;
let mut remote = default_payload(); let mut remote = default_payload();
remote.stats.games_won = 15;
remote.stats.draw_one_wins = 15; remote.stats.draw_one_wins = 15;
remote.stats.draw_three_wins = 8; remote.stats.draw_three_wins = 8;
// local has more wins, so local's per-mode counts are used.
let (merged, _) = merge(&local, &remote); let (merged, _) = merge(&local, &remote);
assert_eq!(merged.stats.games_won, 25);
assert_eq!(merged.stats.draw_one_wins, 20); assert_eq!(merged.stats.draw_one_wins, 20);
assert_eq!(merged.stats.draw_three_wins, 8); assert_eq!(merged.stats.draw_three_wins, 5);
assert!(
merged.stats.draw_one_wins + merged.stats.draw_three_wins
<= merged.stats.games_won,
"draw-mode win counts must not exceed total wins"
);
}
#[test]
fn merge_stats_draw_mode_wins_do_not_exceed_total() {
// local: 20 draw-one wins, 0 draw-three, games_won = 20
// remote: 0 draw-one wins, 20 draw-three, games_won = 20
// Without the fix, independent max() calls yield draw_one=20, draw_three=20,
// games_won=20 — the breakdown sums to 40, double the actual total.
let mut local = default_payload();
local.stats.games_won = 20;
local.stats.draw_one_wins = 20;
local.stats.draw_three_wins = 0;
let mut remote = default_payload();
remote.stats.games_won = 20;
remote.stats.draw_one_wins = 0;
remote.stats.draw_three_wins = 20;
let (merged, _) = merge(&local, &remote);
assert!(
merged.stats.draw_one_wins + merged.stats.draw_three_wins <= merged.stats.games_won,
"draw-mode win counts must not exceed total wins after merge: \
draw_one={}, draw_three={}, games_won={}",
merged.stats.draw_one_wins,
merged.stats.draw_three_wins,
merged.stats.games_won,
);
} }
#[test] #[test]
fn stats_avg_time_recomputed_from_merged_totals() { fn stats_avg_time_recomputed_from_merged_totals() {
// local: 4 wins averaging 100s each (total = 400s) // local: 4 wins averaging 100s each
// remote: 6 wins averaging 200s each (total = 1200s) // remote: 6 wins averaging 200s each
// merged_games_won = max(4, 6) = 6 // merged_games_won = max(4, 6) = 6 → remote contributed the wins
// best_total = max(400, 1200) = 1200 // avg_time_seconds must be remote's 200s, not a blend of totals
// avg = 1200 / 6 = 200
let mut local = default_payload(); let mut local = default_payload();
local.stats.games_won = 4; local.stats.games_won = 4;
local.stats.avg_time_seconds = 100; local.stats.avg_time_seconds = 100;
+32
View File
@@ -241,6 +241,8 @@ pub struct GameSnapshot {
pub move_count: u32, pub move_count: u32,
pub is_won: bool, pub is_won: bool,
pub is_auto_completable: bool, pub is_auto_completable: bool,
/// `false` when stock, waste, and all pile-to-pile moves are exhausted.
pub has_moves: bool,
pub undo_count: u32, pub undo_count: u32,
/// Number of snapshots currently on the undo stack; 0 means undo is unavailable. /// Number of snapshots currently on the undo stack; 0 means undo is unavailable.
pub undo_stack_len: usize, pub undo_stack_len: usize,
@@ -279,11 +281,17 @@ impl SolitaireGame {
.map(|p| p.cards.iter().map(CardSnapshot::from).collect()) .map(|p| p.cards.iter().map(CardSnapshot::from).collect())
.unwrap_or_default() .unwrap_or_default()
}; };
let has_moves = {
let stock_empty = self.game.piles.get(&PileType::Stock).is_none_or(|p| p.cards.is_empty());
let waste_empty = self.game.piles.get(&PileType::Waste).is_none_or(|p| p.cards.is_empty());
!stock_empty || !waste_empty || !self.game.possible_instructions().is_empty()
};
GameSnapshot { GameSnapshot {
score: self.game.score, score: self.game.score,
move_count: self.game.move_count, move_count: self.game.move_count,
is_won: self.game.is_won, is_won: self.game.is_won,
is_auto_completable: self.game.is_auto_completable, is_auto_completable: self.game.is_auto_completable,
has_moves,
undo_count: self.game.undo_count, undo_count: self.game.undo_count,
undo_stack_len: self.game.undo_stack_len(), undo_stack_len: self.game.undo_stack_len(),
stock: cards(PileType::Stock), stock: cards(PileType::Stock),
@@ -422,6 +430,30 @@ impl SolitaireGame {
} }
} }
/// Serialise the full game state as a JSON string for `localStorage`.
///
/// Use [`SolitaireGame::from_saved`] to restore it. The returned string is
/// opaque — callers should treat it as a blob and store/restore it verbatim.
pub fn serialize(&self) -> Result<String, JsValue> {
serde_json::to_string(&self.game)
.map_err(|e| JsValue::from_str(&e.to_string()))
}
/// Restore a game from a JSON string previously produced by [`SolitaireGame::serialize`].
///
/// Returns an error string if the JSON is malformed or describes a state
/// that can't be deserialised (e.g. from a future schema version).
pub fn from_saved(json: &str) -> Result<SolitaireGame, JsValue> {
serde_json::from_str::<GameState>(json)
.map(|mut game| {
// Older saves serialised with take_from_foundation=false (the core default).
// The web client has no settings layer, so enforce the standard rule here.
game.take_from_foundation = true;
SolitaireGame { game }
})
.map_err(|e| JsValue::from_str(&e.to_string()))
}
/// Apply one auto-complete move (only valid when `is_auto_completable`). /// Apply one auto-complete move (only valid when `is_auto_completable`).
/// ///
/// If no card can go directly to a foundation this step, advances the /// If no card can go directly to a foundation this step, advances the