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Author SHA1 Message Date
funman300 ac36c73d40 fix(engine): prevent stock-tap from toggling HUD on Android
Android Release / build-apk (push) Successful in 4m28s
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 17:09:54 -07:00
50 changed files with 254 additions and 1481 deletions
-7
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@@ -1,7 +0,0 @@
# Claude Flow runtime files
data/
logs/
sessions/
neural/
*.log
*.tmp
-403
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@@ -1,403 +0,0 @@
# 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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@@ -1,43 +0,0 @@
# 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
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@@ -1,17 +0,0 @@
{
"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
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@@ -1,18 +0,0 @@
{
"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
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@@ -1,26 +0,0 @@
{
"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
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@@ -1,8 +0,0 @@
{
"initialized": "2026-05-19T00:18:20.864Z",
"status": "PENDING",
"cvesFixed": 0,
"totalCves": 3,
"lastScan": null,
"_note": "Run: npx @claude-flow/cli@latest security scan"
}
+1 -12
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@@ -4,12 +4,6 @@ on:
push:
tags:
- 'v*'
workflow_dispatch:
inputs:
tag:
description: 'Release tag (e.g. v0.36.2)'
required: true
default: 'v0.36.2'
env:
APK_OUT: target/release/apk/ferrous-solitaire.apk
@@ -48,12 +42,7 @@ jobs:
- name: Get tag name
id: tag
run: |
if [ -n "${{ github.event.inputs.tag }}" ]; then
echo "name=${{ github.event.inputs.tag }}" >> "$GITHUB_OUTPUT"
else
echo "name=${GITHUB_REF#refs/tags/}" >> "$GITHUB_OUTPUT"
fi
run: echo "name=${GITHUB_REF#refs/tags/}" >> "$GITHUB_OUTPUT"
- name: Decode release keystore
run: echo "${{ secrets.RELEASE_KEYSTORE_B64 }}" | base64 -d > release.jks
-4
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@@ -8,10 +8,6 @@
data/
.claude/
# ruflo runtime state
agentdb.rvf
agentdb.rvf.lock
# IDE project files
.idea/
-22
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@@ -1,22 +0,0 @@
{
"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
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@@ -355,7 +355,7 @@ Must always be handled explicitly:
* The gesture/navigation bar at the bottom (≈132px physical on common
devices) is inside the Bevy viewport; use `SafeAreaInsets.bottom` to
avoid placing interactive elements in that zone
* `HUD_BAND_HEIGHT` is 112px on Android vs 64px on desktop;
* `HUD_BAND_HEIGHT` is 128px on Android (two-row wrap) vs 64px on desktop;
layout constants are `#[cfg(target_os = "android")]` gated
* JNI calls must use `attach_current_thread_permanently` — not
`attach_current_thread` — to avoid detach-on-drop panics
+1 -1
View File
@@ -20,4 +20,4 @@ resources:
images:
- name: solitaire-server
newName: git.aleshym.co/funman300/solitaire-server
newTag: ea9dd848
newTag: eb6c93fb
+13 -23
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@@ -193,7 +193,7 @@ impl GameState {
is_auto_completable: false,
undo_count: 0,
recycle_count: 0,
take_from_foundation: false,
take_from_foundation: true,
schema_version: GAME_STATE_SCHEMA_VERSION,
undo_stack: VecDeque::new(),
}
@@ -407,7 +407,7 @@ impl GameState {
self.score = if self.mode == GameMode::Zen {
0
} else {
(self.score + scoring_undo()).max(0)
(snapshot.score + scoring_undo()).max(0)
};
self.move_count = snapshot.move_count;
self.is_won = false;
@@ -416,25 +416,12 @@ impl GameState {
Ok(())
}
/// 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`.
/// Returns `true` when all four foundation slots each contain 13 cards.
pub fn check_win(&self) -> bool {
(0..4_u8).all(|slot| self.is_valid_foundation_pile(slot))
}
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)
(0..4_u8).all(|slot| {
self.piles
.get(&PileType::Foundation(slot))
.is_some_and(|p| p.cards.len() == 13)
})
}
@@ -1408,9 +1395,12 @@ mod tests {
}
#[test]
fn take_from_foundation_disabled_by_default() {
let g = setup_take_from_foundation_game();
assert!(!g.take_from_foundation, "take_from_foundation is off by default (non-standard rule)");
fn take_from_foundation_allowed_by_default() {
let mut g = setup_take_from_foundation_game();
assert!(g.take_from_foundation, "standard Klondike allows take-from-foundation by default");
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]
+8 -9
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@@ -9,11 +9,9 @@ use crate::pile::PileType;
pub fn score_move(from: &PileType, to: &PileType) -> i32 {
match to {
PileType::Foundation(_) => 10,
PileType::Tableau(_) => match from {
PileType::Waste => 5,
PileType::Foundation(_) => -15,
_ => 0,
},
PileType::Tableau(_) => {
if matches!(from, PileType::Waste) { 5 } else { 0 }
}
_ => 0,
}
}
@@ -73,12 +71,13 @@ mod tests {
}
#[test]
fn foundation_to_tableau_penalises_fifteen() {
// Moving a card back off a foundation (take_from_foundation rule) costs -15.
assert_eq!(score_move(&PileType::Foundation(0), &PileType::Tableau(0)), -15);
fn non_waste_to_tableau_scores_zero() {
// Foundation → Tableau is impossible in practice but must score 0.
assert_eq!(score_move(&PileType::Foundation(0), &PileType::Tableau(0)), 0);
// Tableau → Tableau (restack) scores 0.
assert_eq!(score_move(&PileType::Tableau(1), &PileType::Tableau(2)), 0);
}
#[test]
fn move_to_stock_or_waste_scores_zero() {
// These destinations are illegal moves in practice, but the function
+2 -9
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@@ -298,16 +298,9 @@ impl SolverState {
}
}
/// True when every foundation slot holds a complete Ace-through-King sequence.
/// True when every foundation slot has 13 cards.
fn is_won(&self) -> bool {
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
})
})
self.foundation.iter().all(|f| f.len() == 13)
}
/// Returns the foundation slot that already claims `suit`, or the
+7 -6
View File
@@ -32,7 +32,7 @@ use crate::settings_plugin::{SettingsResource, SettingsStoragePath};
use crate::stats_plugin::{StatsResource, StatsUpdate};
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
ModalScrim, ScrimDismissible,
ScrimDismissible,
};
use crate::ui_theme::{
ACCENT_PRIMARY, BORDER_SUBTLE, STATE_SUCCESS, TEXT_DISABLED, TEXT_PRIMARY, TEXT_SECONDARY,
@@ -162,7 +162,10 @@ fn evaluate_on_win(
mut achievements: ResMut<AchievementsResource>,
mut progress: ResMut<ProgressResource>,
) {
for ev in wins.read() {
let Some(ev) = wins.read().last() else {
return;
};
let ctx = AchievementContext {
games_played: stats.0.games_played,
games_won: stats.0.games_won,
@@ -181,7 +184,7 @@ fn evaluate_on_win(
let hits = check_achievements(&ctx);
if hits.is_empty() {
continue;
return;
}
let now = Utc::now();
@@ -247,7 +250,6 @@ fn evaluate_on_win(
warn!("failed to save progress after reward: {e}");
}
}
}
/// Cinephile unlock observer.
///
@@ -389,7 +391,6 @@ fn toggle_achievements_screen(
achievements: Res<AchievementsResource>,
font_res: Option<Res<FontResource>>,
screens: Query<Entity, With<AchievementsScreen>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<AchievementsScreen>)>,
) {
let button_clicked = requests.read().count() > 0;
if !keys.just_pressed(KeyCode::KeyA) && !button_clicked {
@@ -397,7 +398,7 @@ fn toggle_achievements_screen(
}
if let Ok(entity) = screens.single() {
commands.entity(entity).despawn();
} else if other_modal_scrims.is_empty() {
} else {
spawn_achievements_screen(&mut commands, &achievements.0, font_res.as_deref());
}
}
+1 -21
View File
@@ -72,17 +72,6 @@ const TIME_ATTACK_TOAST_SECS: f32 = 5.0;
const CHALLENGE_TOAST_SECS: f32 = 3.0;
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).
///
/// Sourced from `ui_theme::MOTION_CASCADE_STAGGER_SECS` so all motion timing
@@ -258,11 +247,6 @@ fn advance_card_anims(
anim.delay = (anim.delay - dt).max(0.0);
continue;
}
if anim.duration <= 0.0 {
transform.translation = anim.target;
commands.entity(entity).remove::<CardAnim>();
continue;
}
anim.elapsed += dt;
let t = (anim.elapsed / anim.duration).min(1.0);
// Curved interpolation using `MotionCurve::SmoothSnap` (cubic ease-out
@@ -270,11 +254,7 @@ fn advance_card_anims(
// shared `CardAnim` struct stays a simple linear-tween container — the
// upgrade is one extra `sample_curve` call per advancing animation.
let s = sample_curve(MotionCurve::SmoothSnap, t);
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;
transform.translation = anim.start.lerp(anim.target, s);
if t >= 1.0 {
transform.translation = anim.target;
commands.entity(entity).remove::<CardAnim>();
+2 -12
View File
@@ -13,7 +13,6 @@ use bevy::prelude::*;
use crate::audio_plugin::{AudioState, SoundLibrary};
use crate::events::{MoveRequestEvent, StateChangedEvent};
use crate::game_plugin::GameMutation;
use crate::pause_plugin::PausedResource;
use crate::resources::GameStateResource;
/// Volume amplitude used for the auto-complete activation chime.
@@ -73,14 +72,9 @@ fn detect_auto_complete(
if game.0.is_auto_completable && !state.active {
state.active = true;
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.
@@ -112,15 +106,11 @@ fn drive_auto_complete(
mut state: ResMut<AutoCompleteState>,
game: Res<GameStateResource>,
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut moves: MessageWriter<MoveRequestEvent>,
) {
if !state.active {
return;
}
if paused.is_some_and(|p| p.0) {
return;
}
state.cooldown -= time.delta_secs();
if state.cooldown > 0.0 {
@@ -142,13 +142,6 @@ impl Plugin for CardAnimationPlugin {
update_frame_time_diagnostics,
// Advance active 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.
advance_animation_chains,
// Interaction visuals (run after animation for final positions).
+22 -79
View File
@@ -41,9 +41,7 @@ use crate::ui_theme::{
};
/// Fraction of card height used as vertical offset between face-up tableau cards.
/// 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;
pub const TABLEAU_FAN_FRAC: f32 = 0.25;
/// Per-card vertical step for face-down tableau cards, as a fraction of
/// card height. Smaller than [`TABLEAU_FAN_FRAC`] because face-down cards
@@ -53,22 +51,18 @@ pub const TABLEAU_FAN_FRAC: f32 = 0.18;
/// renderer creates a visible offset between the card face and where
/// clicks land.
///
/// Matches `layout::TABLEAU_FACEDOWN_FAN_FRAC` (0.14). Both constants must
/// Matches `layout::TABLEAU_FACEDOWN_FAN_FRAC` (0.20). Both constants must
/// stay in sync; the layout constant drives the adaptive LayoutResource value
/// used at runtime, while this one is the minimum floor used by
/// `update_tableau_fan_frac` when computing proportional updates.
pub const TABLEAU_FACEDOWN_FAN_FRAC: f32 = 0.14;
pub const TABLEAU_FACEDOWN_FAN_FRAC: f32 = 0.20;
/// Fraction of card height used as a tiny offset between stacked cards in
/// non-tableau piles, so stacking is visible. Public so other plugins
/// (e.g. input_plugin's drag-rejection tween) can compute the resting
/// `Transform.translation.z` for a card at a given stack index without
/// drifting from the value used by [`card_positions`].
// 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;
pub const STACK_FAN_FRAC: f32 = 0.003;
/// Font size as a fraction of card width.
const FONT_SIZE_FRAC: f32 = 0.28;
@@ -184,8 +178,8 @@ pub struct CardLabel;
/// readable at phone scale. Only exists when `CardImageSet` is present
/// (the fallback solid-colour path uses a plain `CardLabel` instead).
#[cfg(target_os = "android")]
#[derive(Component, Debug, Clone)]
struct AndroidCornerLabel(pub String);
#[derive(Component, Debug, Clone, Copy)]
struct AndroidCornerLabel;
/// Solid-colour background sprite behind [`AndroidCornerLabel`].
///
@@ -713,20 +707,15 @@ fn sync_cards(
.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();
// Map card_id -> (Entity, current_translation, has_card_animation) for
// in-place updates. The `has_card_animation` flag lets `update_card_entity`
// skip the snap/slide path on cards that are already being driven by a
// curve-based `CardAnimation` tween (e.g. the drag-rejection return tween
// — see `input_plugin::end_drag`). Otherwise the StateChangedEvent that
// accompanies a rejection would race the tween and the card would jump.
let mut existing: HashMap<u32, (Entity, Vec3, bool)> = HashMap::new();
for (entity, marker, transform, anim) in entities.iter() {
existing.insert(marker.card_id, (entity, transform.translation, anim.map(|a| a.end)));
existing.insert(marker.card_id, (entity, transform.translation, anim.is_some()));
}
let live_ids: HashSet<u32> = positions.iter().map(|(c, _, _)| c.id).collect();
@@ -743,19 +732,7 @@ fn sync_cards(
// behind the incoming top card during the draw slide animation.
for (card, position, z) in positions {
let entity = match existing.get(&card.id) {
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,
};
Some(&(entity, cur, has_anim)) => {
update_card_entity(
&mut commands, entity, card, position, z, layout,
slide_secs, back_colour, color_blind, high_contrast, cur, has_anim, card_images, selected_back, font_handle,
@@ -1147,13 +1124,11 @@ fn add_android_corner_label(
let bg_w = font_size * 2.0;
let bg_h = font_size * 1.25;
// 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.)
// Solid background that hides the card art's small corner label.
parent.spawn((
AndroidCornerBg,
Sprite {
color: Color::WHITE,
color: CARD_FACE_COLOUR,
custom_size: Some(Vec2::new(bg_w, bg_h)),
..default()
},
@@ -1163,51 +1138,20 @@ fn add_android_corner_label(
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
// 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.
//
// 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((
AndroidCornerLabel(label_text.clone()),
AndroidCornerLabel,
CardLabel,
Text2d::new(label_text),
Text2d::new(mobile_label_for(card)),
TextFont {
font: font_handle.cloned().unwrap_or_default(),
font_size,
..default()
},
TextColor(text_col),
TextColor(text_colour(card, color_blind, high_contrast)),
Anchor::TOP_LEFT,
Transform::from_xyz(
-card_size.x / 2.0 + inset,
@@ -2145,7 +2089,7 @@ fn resize_cards_in_place(
fn resize_android_corner_labels(
layout: Res<LayoutResource>,
card_images: Option<Res<CardImageSet>>,
mut text_query: Query<(&AndroidCornerLabel, &mut Text2d, &mut TextFont, &mut Transform)>,
mut text_query: Query<(&mut TextFont, &mut Transform), With<AndroidCornerLabel>>,
mut bg_query: Query<
(&mut Sprite, &mut Transform),
(With<AndroidCornerBg>, Without<AndroidCornerLabel>),
@@ -2161,8 +2105,7 @@ fn resize_android_corner_labels(
let text_x = -layout.0.card_size.x / 2.0 + inset;
let text_y = layout.0.card_size.y / 2.0 - inset;
for (label, mut text2d, mut font, mut transform) in text_query.iter_mut() {
text2d.0 = label.0.clone();
for (mut font, mut transform) in text_query.iter_mut() {
font.font_size = font_size;
transform.translation.x = text_x;
transform.translation.y = text_y;
+6 -9
View File
@@ -382,8 +382,8 @@ fn update_drop_target_overlays(
/// for everything else it is card-sized. Replicated here rather than
/// imported because `pile_drop_rect` is private to `input_plugin` and
/// this overlay is the only other consumer.
fn drop_overlay_rect(pile: &PileType, layout: &Layout, game: &GameState) -> Option<(Vec2, Vec2)> {
let centre = layout.pile_positions.get(pile).copied()?;
fn drop_overlay_rect(pile: &PileType, layout: &Layout, game: &GameState) -> (Vec2, Vec2) {
let centre = layout.pile_positions[pile];
if matches!(pile, PileType::Tableau(_)) {
let card_count = game.piles.get(pile).map_or(0, |p| p.cards.len());
if card_count > 1 {
@@ -393,13 +393,13 @@ fn drop_overlay_rect(pile: &PileType, layout: &Layout, game: &GameState) -> Opti
let bottom_edge = bottom_card_centre_y - layout.card_size.y / 2.0;
let span_height = top_edge - bottom_edge;
let new_centre_y = (top_edge + bottom_edge) / 2.0;
return Some((
return (
Vec2::new(centre.x, new_centre_y),
Vec2::new(layout.card_size.x, span_height),
));
);
}
}
Some((centre, layout.card_size))
(centre, layout.card_size)
}
/// Spawns one overlay parent (fill) plus four edge sprites (outline) at
@@ -410,10 +410,7 @@ fn spawn_drop_target_overlay(
layout: &Layout,
game: &GameState,
) {
let Some((centre, size)) = drop_overlay_rect(pile, layout, game) else {
warn!("drop_overlay_rect: pile {pile:?} not in layout, skipping overlay");
return;
};
let (centre, size) = drop_overlay_rect(pile, layout, game);
let edge = DROP_TARGET_OUTLINE_PX;
commands
+1 -6
View File
@@ -210,15 +210,10 @@ impl Plugin for FeedbackAnimPlugin {
start_shake_anim.after(GameMutation),
tick_shake_anim,
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,
start_deal_anim.after(GameMutation),
start_foundation_flourish.after(GameMutation),
tick_foundation_flourish,
),
);
}
+2 -9
View File
@@ -31,15 +31,8 @@ fn load_font(fonts: Option<ResMut<Assets<Font>>>, mut commands: Commands) {
// Assets<Font>). FontPlugin in that context is a no-op — consumers
// already query `Option<Res<FontResource>>` and degrade cleanly.
let Some(mut fonts) = fonts else { return };
let font = match Font::try_from_bytes(BUNDLED_FONT_BYTES.to_vec()) {
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 font = Font::try_from_bytes(BUNDLED_FONT_BYTES.to_vec())
.expect("bundled FiraMono failed to parse — binary is corrupt");
let handle = fonts.add(font);
commands.insert_resource(FontResource(handle));
}
-25
View File
@@ -202,8 +202,6 @@ impl Plugin for GamePlugin {
.add_message::<FoundationCompletedEvent>()
.add_message::<InfoToastEvent>()
.add_message::<AppLifecycle>()
// add_message is idempotent; SettingsPlugin also registers this.
.add_message::<crate::settings_plugin::SettingsChangedEvent>()
.add_systems(
Update,
poll_pending_new_game_seed.before(GameMutation),
@@ -230,7 +228,6 @@ impl Plugin for GamePlugin {
// GameMutation flow.
.add_systems(Update, spawn_restore_prompt_if_pending)
.add_systems(Update, handle_restore_prompt.before(GameMutation))
.add_systems(Update, sync_settings_to_game.before(GameMutation))
.init_resource::<AutoSaveTimer>()
.add_systems(Update, tick_elapsed_time)
.add_systems(Update, auto_save_game_state)
@@ -238,23 +235,6 @@ 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
/// fractional accumulator into whole-second ticks. No-op when `is_won`.
pub fn advance_elapsed(
@@ -634,7 +614,6 @@ fn handle_restore_prompt(
new_game_buttons: Query<&Interaction, (With<RestoreNewGameButton>, Changed<Interaction>)>,
mut pending: ResMut<PendingRestoredGame>,
mut game: ResMut<GameStateResource>,
settings: Option<Res<crate::settings_plugin::SettingsResource>>,
mut changed: MessageWriter<StateChangedEvent>,
mut new_game: MessageWriter<NewGameRequestEvent>,
mut launch_home_shown: Option<ResMut<crate::home_plugin::LaunchHomeShown>>,
@@ -660,10 +639,6 @@ fn handle_restore_prompt(
let resolved = if key_continue || click_continue {
if let Some(restored) = pending.0.take() {
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);
}
for entity in &screens {
+2 -3
View File
@@ -13,7 +13,7 @@ use crate::font_plugin::FontResource;
use crate::hud_plugin::ANDROID_HINT_LABEL;
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
ModalScrim, ScrimDismissible,
ScrimDismissible,
};
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"))]
@@ -67,7 +67,6 @@ fn toggle_help_screen(
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<HelpRequestEvent>,
screens: Query<Entity, With<HelpScreen>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<HelpScreen>)>,
font_res: Option<Res<FontResource>>,
) {
// Either F1 or a click on the HUD "Help" button (which fires
@@ -78,7 +77,7 @@ fn toggle_help_screen(
}
if let Ok(entity) = screens.single() {
commands.entity(entity).despawn();
} else if other_modal_scrims.is_empty() {
} else {
spawn_help_screen(&mut commands, font_res.as_deref());
}
}
+4 -58
View File
@@ -140,12 +140,6 @@ pub struct HudColumn;
#[derive(Component, Debug)]
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
/// 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
@@ -495,11 +489,6 @@ impl Plugin for HudPlugin {
.after(TouchDragSet::AfterStartDrag)
.in_set(TouchDragSet::BeforeEndDrag),
);
app.add_systems(
Update,
resize_action_bar_labels
.run_if(resource_exists_and_changed::<crate::layout::LayoutResource>),
);
}
}
}
@@ -854,25 +843,11 @@ fn handle_avatar_button(
/// on its own visual edge.
fn spawn_action_buttons(
font_res: Option<Res<FontResource>>,
windows: Query<&Window>,
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 {
font: font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default(),
font_size: action_font_size,
font_size: TYPE_BODY,
..default()
};
@@ -895,12 +870,12 @@ fn spawn_action_buttons(
);
#[cfg(not(target_os = "android"))]
let labels = (
"Menu \u{2193}",
"Menu \u{25BE}",
"Undo",
"Pause",
"Help",
"Hint",
"Modes \u{2193}",
"Modes \u{25BE}",
"New Game",
);
@@ -989,7 +964,7 @@ fn spawn_action_button<M: Component>(
// centred with room to breathe. On desktop, keep the comfortable 48 dp
// floor and 8 dp side padding.
#[cfg(target_os = "android")]
let (pad, min_w, min_h) = (UiRect::axes(Val::Px(4.0), Val::Px(4.0)), Val::Px(52.0), Val::Px(44.0));
let (pad, min_w, min_h) = (UiRect::axes(Val::Px(4.0), Val::Px(4.0)), Val::Px(44.0), Val::Px(44.0));
#[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));
@@ -1017,9 +992,6 @@ fn spawn_action_button<M: Component>(
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.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)));
if let Some(key) = hotkey {
// Hotkey hint rendered as a dim caption next to the label —
@@ -2511,32 +2483,6 @@ 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")]
fn toggle_hud_on_tap(
mut touch_events: MessageReader<bevy::input::touch::TouchInput>,
-10
View File
@@ -47,7 +47,6 @@ use crate::game_plugin::{ConfirmNewGameScreen, GameMutation, RestorePromptScreen
use crate::pause_plugin::PausedResource;
use crate::progress_plugin::ProgressResource;
use crate::layout::{Layout, LayoutResource};
use crate::replay_playback::ReplayPlaybackState;
use crate::resources::{DragState, GameInputConsumedResource, GameStateResource, HintCycleIndex};
use crate::selection_plugin::SelectionState;
use crate::time_attack_plugin::TimeAttackResource;
@@ -176,20 +175,11 @@ fn handle_keyboard_core(
mut zen_requests: MessageReader<StartZenRequestEvent>,
confirm_screens: Query<(), With<ConfirmNewGameScreen>>,
restore_prompts: Query<(), With<RestorePromptScreen>>,
replay_state: Option<Res<ReplayPlaybackState>>,
) {
if paused.is_some_and(|p| p.0) {
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) {
ev.undo.write(UndoRequestEvent);
}
+7 -31
View File
@@ -96,33 +96,13 @@ const MAX_TABLEAU_CARDS: f32 = 13.0;
/// below this band so the HUD doesn't bleed into the play surface.
///
/// Desktop: 64 px fits the score/moves/time + mode badge rows.
/// Android: 112 px — the HUD column has 4 flex tiers with 3 inter-tier
/// gaps (4 px each) plus a SPACE_2 = 8 px top offset. With empty tiers
/// 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.
/// Android: 80 px gives the same content rows comfortable clearance.
/// (Previously 128 px when action buttons lived in the top band; those are
/// now in the bottom bar so the larger reserve is no longer needed.)
#[cfg(not(target_os = "android"))]
pub const HUD_BAND_HEIGHT: f32 = 64.0;
#[cfg(target_os = "android")]
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;
pub const HUD_BAND_HEIGHT: f32 = 80.0;
/// Table background colour (dark green felt).
pub const TABLE_COLOUR: [f32; 3] = [0.059, 0.322, 0.196];
@@ -143,7 +123,7 @@ pub struct Layout {
pub pile_positions: HashMap<PileType, Vec2>,
/// Per-step vertical offset fraction for face-up tableau cards, as a
/// fraction of `card_size.y`. On height-limited (desktop) windows this
/// equals `TABLEAU_FAN_FRAC` (0.18); on width-limited (portrait phone)
/// equals `TABLEAU_FAN_FRAC` (0.25); on width-limited (portrait phone)
/// windows it expands to fill the available vertical space so the tableau
/// stretches to the bottom of the screen. Card rendering (`card_plugin`)
/// and hit testing (`input_plugin`) both read from this field so they
@@ -207,13 +187,9 @@ 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
// largest w that fits gives:
// (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 height_denom = 0.5 + (1.0 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT;
let card_width_height_based = (window.y - safe_area_top - effective_safe_bottom - band_h).max(0.0) / height_denom;
let card_width_height_based = (window.y - safe_area_top - safe_area_bottom - band_h).max(0.0) / height_denom;
let card_width = card_width_width_based.min(card_width_height_based);
let card_height = card_width * CARD_ASPECT;
@@ -262,7 +238,7 @@ 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
// margin — i.e. the space available for 12 fan steps.
let avail = (tableau_y - (-window.y / 2.0 + effective_safe_bottom + h_gap) - card_height / 2.0).max(0.0);
let avail = (tableau_y - (-window.y / 2.0 + safe_area_bottom + h_gap) - card_height / 2.0).max(0.0);
let ideal_fan_frac = if card_height > 0.0 {
avail / ((MAX_TABLEAU_CARDS - 1.0) * card_height)
} else {
+6 -64
View File
@@ -21,7 +21,7 @@ use crate::settings_plugin::{SettingsResource, SettingsStoragePath};
use crate::sync_plugin::SyncProviderResource;
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
ModalScrim, ScrimDismissible,
ScrimDismissible,
};
use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED, BORDER_SUBTLE, RADIUS_SM, STATE_INFO,
@@ -139,7 +139,6 @@ impl Plugin for LeaderboardPlugin {
.init_resource::<DisplayNameBuffer>()
.add_message::<ToggleLeaderboardRequestEvent>()
.add_message::<WarningToastEvent>()
.add_message::<InfoToastEvent>()
// `MouseWheel` and `KeyboardInput` are emitted by Bevy's input
// plugin under `DefaultPlugins`; register them explicitly so all
// leaderboard systems run cleanly under `MinimalPlugins` in tests.
@@ -715,7 +714,6 @@ fn data_cell(
fn handle_set_display_name_button(
button_q: Query<&Interaction, (Changed<Interaction>, With<SetDisplayNameButton>)>,
existing: Query<(), With<DisplayNameModal>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<DisplayNameModal>)>,
mut commands: Commands,
settings: Option<Res<SettingsResource>>,
font_res: Option<Res<FontResource>>,
@@ -727,9 +725,6 @@ fn handle_set_display_name_button(
if !existing.is_empty() {
return; // already open
}
if !other_modal_scrims.is_empty() {
return; // Another modal is already visible.
}
buf.0 = settings
.as_ref()
.and_then(|s| s.0.leaderboard_display_name.clone())
@@ -1164,23 +1159,9 @@ mod tests {
.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 {
// Allow the task to complete and be polled.
for _ in 0..5 {
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>>();
@@ -1202,19 +1183,8 @@ mod tests {
.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 {
for _ in 0..5 {
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>>();
@@ -1240,22 +1210,8 @@ mod tests {
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 {
for _ in 0..5 {
app.update();
if app
.world()
.resource::<SettingsResource>()
.0
.leaderboard_opted_in
{
break;
}
if std::time::Instant::now() >= deadline {
break;
}
std::thread::yield_now();
}
assert!(
@@ -1281,22 +1237,8 @@ mod tests {
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 {
for _ in 0..5 {
app.update();
if !app
.world()
.resource::<SettingsResource>()
.0
.leaderboard_opted_in
{
break;
}
if std::time::Instant::now() >= deadline {
break;
}
std::thread::yield_now();
}
assert!(
+4 -11
View File
@@ -138,13 +138,12 @@ fn handle_open_dialog(
mut requests: MessageReader<StartPlayBySeedRequestEvent>,
font_res: Option<Res<FontResource>>,
existing: Query<(), With<PlayBySeedScreen>>,
other_scrims: Query<(), (With<crate::ui_modal::ModalScrim>, Without<PlayBySeedScreen>)>,
) {
if requests.read().count() == 0 {
return;
}
// Guard against double-spawn (e.g. two events in one frame) or stacking over another modal.
if !existing.is_empty() || !other_scrims.is_empty() {
// Guard against double-spawn (e.g. two events in one frame).
if !existing.is_empty() {
return;
}
let font = font_res.as_deref();
@@ -412,11 +411,7 @@ fn handle_confirm(
new_game.write(NewGameRequestEvent {
seed: Some(seed),
mode: None,
// 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,
confirmed: false,
});
for entity in &screen {
@@ -571,9 +566,7 @@ mod tests {
assert_eq!(fired.len(), 1);
assert_eq!(fired[0].seed, Some(42));
assert_eq!(fired[0].mode, None);
// confirmed: true — the player explicitly clicked Play, so no
// abandon-current-game dialog should appear.
assert!(fired[0].confirmed);
assert!(!fired[0].confirmed);
// Dialog should be gone.
assert!(!dialog_present(&mut app));
+3 -6
View File
@@ -473,11 +473,8 @@ fn radial_open_on_long_press(
mut state: ResMut<RightClickRadialState>,
) {
// Guard: only count while a touch is down, uncommitted, and radial is idle.
let Some(active_id) = drag.active_touch_id else {
*hold_timer = 0.0;
return;
};
if drag.committed || state.is_active() || paused.is_some_and(|p| p.0) {
let active_id = drag.active_touch_id;
if active_id.is_none() || drag.committed || state.is_active() || paused.is_some_and(|p| p.0) {
*hold_timer = 0.0;
return;
}
@@ -490,7 +487,7 @@ fn radial_open_on_long_press(
// Resolve current touch world position.
let Some(touches) = touches else { return };
let Some(touch) = touches.iter().find(|t| t.id() == active_id) else {
let Some(touch) = touches.iter().find(|t| t.id() == active_id.unwrap()) else {
return;
};
let Some((camera, cam_xf)) = cameras.single().ok() else { return };
+4 -32
View File
@@ -28,7 +28,7 @@ use chrono::Datelike;
use crate::font_plugin::FontResource;
use crate::layout::LayoutResource;
use crate::events::{DrawRequestEvent, MoveRequestEvent, StateChangedEvent, UndoRequestEvent};
use crate::events::{DrawRequestEvent, MoveRequestEvent, UndoRequestEvent};
use crate::replay_playback::{
step_backwards_replay_playback, step_replay_playback, stop_replay_playback,
toggle_pause_replay_playback, ReplayPlaybackState,
@@ -476,7 +476,6 @@ impl Plugin for ReplayOverlayPlugin {
.add_message::<MoveRequestEvent>()
.add_message::<DrawRequestEvent>()
.add_message::<UndoRequestEvent>()
.add_message::<StateChangedEvent>()
.add_systems(
Update,
(
@@ -1885,7 +1884,6 @@ fn handle_pause_keyboard(
/// resets to 0 on key release so the next fresh press fires
/// immediately. This matches the mockup's `[← →] scrub`
/// terminology while keeping single-press = single-step semantics.
#[allow(clippy::too_many_arguments)]
fn handle_arrow_keyboard(
keys: Option<Res<ButtonInput<KeyCode>>>,
time: Res<Time>,
@@ -1894,22 +1892,10 @@ fn handle_arrow_keyboard(
mut moves_writer: MessageWriter<MoveRequestEvent>,
mut draws_writer: MessageWriter<DrawRequestEvent>,
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 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;
// held repeats fire when the accumulator crosses the interval.
if keys.just_pressed(KeyCode::ArrowRight) {
@@ -1925,28 +1911,14 @@ fn handle_arrow_keyboard(
hold.right_held_secs = 0.0;
}
// 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.
// Left (backwards step) — symmetric to the right path.
if keys.just_pressed(KeyCode::ArrowLeft) {
if !*back_pending {
let fired = step_backwards_replay_playback(&mut state, &mut undo_writer);
if fired {
*back_pending = true;
}
}
step_backwards_replay_playback(&mut state, &mut undo_writer);
hold.left_held_secs = 0.0;
} else if keys.pressed(KeyCode::ArrowLeft) {
hold.left_held_secs += dt;
if hold.left_held_secs >= SCRUB_REPEAT_INTERVAL_SECS {
if !*back_pending {
let fired = step_backwards_replay_playback(&mut state, &mut undo_writer);
if fired {
*back_pending = true;
}
}
step_backwards_replay_playback(&mut state, &mut undo_writer);
hold.left_held_secs = 0.0;
}
} else {
-1
View File
@@ -512,7 +512,6 @@ pub struct ReplayPlaybackPlugin;
impl Plugin for ReplayPlaybackPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<ReplayPlaybackState>()
.add_message::<StateChangedEvent>()
.add_systems(
Update,
(
+6 -39
View File
@@ -3,7 +3,7 @@
use std::sync::Arc;
use bevy::math::Vec2;
use bevy::prelude::{warn, Resource};
use bevy::prelude::Resource;
use chrono::{DateTime, Utc};
use solitaire_core::game_state::GameState;
use solitaire_core::pile::PileType;
@@ -131,48 +131,15 @@ pub struct GameInputConsumedResource(pub bool);
#[derive(Resource, Clone)]
pub struct TokioRuntimeResource(pub Arc<tokio::runtime::Runtime>);
impl TokioRuntimeResource {
/// Attempts to build the shared multi-threaded Tokio runtime.
///
/// 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> {
impl Default for TokioRuntimeResource {
fn default() -> Self {
// Building the Tokio runtime is startup-time initialization; failure
// here means the OS refused to create threads, which is unrecoverable.
let rt = tokio::runtime::Builder::new_multi_thread()
.worker_threads(2)
.enable_all()
.build()?;
Ok(Self(Arc::new(rt)))
}
}
impl Default for TokioRuntimeResource {
fn default() -> Self {
// Try multi-threaded first; fall back to current-thread (single
// worker) if the OS refuses to create additional threads. Neither
// path uses `.expect()` so this never panics at startup.
match tokio::runtime::Builder::new_multi_thread()
.worker_threads(2)
.enable_all()
.build()
{
Ok(rt) => Self(Arc::new(rt)),
Err(e) => {
warn!(
"sync: failed to build multi-thread Tokio runtime ({e}); \
falling back to current-thread runtime"
);
// current_thread runtime never spawns OS threads, so it
// succeeds even under tight sandboxing.
let rt = tokio::runtime::Builder::new_current_thread()
.enable_all()
.build()
.expect(
"current-thread Tokio runtime failed — \
the process cannot do any async I/O",
);
.expect("failed to build shared Tokio runtime");
Self(Arc::new(rt))
}
}
}
}
+3 -10
View File
@@ -94,7 +94,7 @@ pub struct SettingsChangedEvent(pub Settings);
/// Marker on the root Settings panel entity.
#[derive(Component, Debug)]
pub struct SettingsPanel;
struct SettingsPanel;
/// Marks the `Text` node showing the live SFX volume value.
#[derive(Component, Debug)]
@@ -510,7 +510,6 @@ fn toggle_settings_screen(
fn sync_settings_panel_visibility(
screen: Res<SettingsScreen>,
panels: Query<Entity, With<SettingsPanel>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<SettingsPanel>)>,
scroll_nodes: Query<&ScrollPosition, With<SettingsScrollNode>>,
mut scroll_pos: ResMut<SettingsScrollPos>,
mut commands: Commands,
@@ -526,7 +525,7 @@ fn sync_settings_panel_visibility(
return;
}
if screen.0 {
if panels.is_empty() && other_modal_scrims.is_empty() {
if panels.is_empty() {
let status_label = sync_status
.map_or_else(|| "Status: local only".to_string(), |s| sync_status_label(&s.0));
let unlocked_backs = progress
@@ -1137,7 +1136,6 @@ fn handle_sync_buttons(
mut configure_sync: MessageWriter<SyncConfigureRequestEvent>,
mut logout_sync: MessageWriter<SyncLogoutRequestEvent>,
mut delete_account: MessageWriter<DeleteAccountRequestEvent>,
mut screen: ResMut<SettingsScreen>,
) {
for (interaction, button) in &interaction_query {
if *interaction != Interaction::Pressed {
@@ -1145,12 +1143,7 @@ fn handle_sync_buttons(
}
match button {
SettingsButton::SyncNow => { manual_sync.write(ManualSyncRequestEvent); }
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::ConnectSync => { configure_sync.write(SyncConfigureRequestEvent); }
SettingsButton::DisconnectSync => { logout_sync.write(SyncLogoutRequestEvent); }
SettingsButton::DeleteAccount => { delete_account.write(DeleteAccountRequestEvent); }
_ => {}
+1 -7
View File
@@ -220,13 +220,7 @@ impl Plugin for StatsPlugin {
)
.add_systems(
Update,
// 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),
handle_forfeit.before(GameMutation),
)
.add_systems(Update, toggle_stats_screen.after(GameMutation))
.add_systems(Update, handle_stats_close_button)
+2 -13
View File
@@ -101,6 +101,7 @@ impl SyncPlugin {
impl Plugin for SyncPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(SyncProviderResource(self.provider.clone()))
.init_resource::<TokioRuntimeResource>()
.init_resource::<SyncStatusResource>()
.init_resource::<PullTaskResult>()
.init_resource::<PullTask>()
@@ -108,14 +109,7 @@ impl Plugin for SyncPlugin {
.add_message::<ManualSyncRequestEvent>()
.add_message::<SyncCompleteEvent>()
.add_message::<SyncConfigureRequestEvent>()
.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_message::<WarningToastEvent>()
.add_systems(Startup, start_pull)
.add_systems(
Update,
@@ -128,11 +122,6 @@ impl Plugin for SyncPlugin {
)
.add_systems(Last, push_on_exit);
}
Err(e) => {
warn!("sync: failed to create Tokio runtime — network sync disabled: {e}");
}
}
}
}
// ---------------------------------------------------------------------------
+9 -41
View File
@@ -52,10 +52,10 @@ use crate::events::{
SyncLogoutRequestEvent,
};
use crate::font_plugin::FontResource;
use crate::settings_plugin::{SettingsPanel, SettingsResource, SettingsScreen, SettingsStoragePath};
use crate::settings_plugin::{SettingsResource, SettingsScreen, SettingsStoragePath};
use crate::resources::TokioRuntimeResource;
use crate::sync_plugin::SyncProviderResource;
use crate::ui_modal::{spawn_modal, ModalScrim};
use crate::ui_modal::spawn_modal;
use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED, BG_ELEVATED_HI,
BORDER_SUBTLE, HighContrastBorder, RADIUS_SM, STATE_DANGER, TEXT_DISABLED,
@@ -205,14 +205,9 @@ impl Plugin for SyncSetupPlugin {
// ---------------------------------------------------------------------------
/// Opens the sync-setup modal when `SyncConfigureRequestEvent` is received.
#[allow(clippy::type_complexity)]
fn open_sync_setup_modal(
mut events: MessageReader<SyncConfigureRequestEvent>,
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 focused: ResMut<SyncFocusedField>,
font_res: Option<Res<FontResource>>,
@@ -224,9 +219,6 @@ fn open_sync_setup_modal(
if !existing.is_empty() {
return; // Already open.
}
if !other_modal_scrims.is_empty() {
return; // Another modal is already visible.
}
*focused = SyncFocusedField::Url;
spawn_sync_setup_modal(&mut commands, font_res.as_deref());
}
@@ -309,7 +301,7 @@ fn update_field_borders(
fn handle_auth_button(
login_q: Query<&Interaction, (Changed<Interaction>, With<SyncLoginButton>)>,
register_q: Query<&Interaction, (Changed<Interaction>, With<SyncRegisterButton>)>,
mut fields: Query<(&SyncFieldKind, &mut SyncFieldBuffer)>,
fields: Query<(&SyncFieldKind, &SyncFieldBuffer)>,
rt: Res<TokioRuntimeResource>,
mut pending: ResMut<PendingAuthTask>,
mut error_nodes: Query<(&mut Text, &mut TextColor), With<SyncAuthError>>,
@@ -362,10 +354,9 @@ fn handle_auth_button(
return;
}
// Clear previous error and show busy indicator.
for (mut text, mut color) in &mut error_nodes {
text.0 = String::new();
color.0 = TEXT_SECONDARY;
// Clear error and show busy indicator.
for (mut text, _) in &mut error_nodes {
text.0 = "Connecting…".to_string();
}
for mut vis in &mut busy_nodes {
*vis = Visibility::Visible;
@@ -396,14 +387,6 @@ fn handle_auth_button(
pending.task = Some(task);
pending.url = url;
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.
@@ -557,7 +540,6 @@ fn handle_logout(
fn open_delete_confirm_modal(
mut events: MessageReader<DeleteAccountRequestEvent>,
existing: Query<(), With<DeleteConfirmScreen>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<DeleteConfirmScreen>)>,
mut commands: Commands,
font_res: Option<Res<FontResource>>,
) {
@@ -568,9 +550,6 @@ fn open_delete_confirm_modal(
if !existing.is_empty() {
return;
}
if !other_modal_scrims.is_empty() {
return; // Another modal is already visible.
}
spawn_delete_confirm_modal(&mut commands, font_res.as_deref());
}
@@ -696,30 +675,19 @@ fn spawn_sync_setup_modal(commands: &mut Commands, font_res: Option<&FontResourc
font_res,
);
// Error / status line — two distinct children so visibility and
// text can be controlled independently.
// Error / status line.
body.spawn(Node {
min_height: Val::Px(18.0),
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default()
})
.with_children(|row| {
// Busy indicator: shown while the auth task is in flight.
row.spawn((
SyncBusyOverlay,
Text::new(""),
make_font(font_res, TYPE_CAPTION),
TextColor(TEXT_SECONDARY),
Visibility::Hidden,
));
// Error / status text: always laid out, empty when idle.
row.spawn((
SyncAuthError,
SyncBusyOverlay,
Text::new(String::new()),
make_font(font_res, TYPE_CAPTION),
TextColor(TEXT_SECONDARY),
Visibility::Hidden,
));
});
-20
View File
@@ -182,16 +182,12 @@ fn sync_card_image_set_with_active_theme(
mut events: MessageReader<AssetEvent<CardTheme>>,
active: Option<Res<ActiveTheme>>,
themes: Res<Assets<CardTheme>>,
asset_server: Option<Res<AssetServer>>,
mut card_image_set: Option<ResMut<CardImageSet>>,
mut state_events: MessageWriter<StateChangedEvent>,
) {
let Some(active) = active else { return };
let active_id = active.0.id();
let mut should_sync = false;
// Consume asset events — covers the normal first-load path.
for ev in events.read() {
let id = match ev {
AssetEvent::LoadedWithDependencies { id }
@@ -202,22 +198,6 @@ fn sync_card_image_set_with_active_theme(
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 {
return;
}
+4 -5
View File
@@ -172,15 +172,14 @@ fn advance_time_attack(
paused: Option<Res<crate::pause_plugin::PausedResource>>,
path: Option<Res<TimeAttackSessionPath>>,
home_screens: Query<(), With<crate::home_plugin::HomeScreen>>,
win_overlays: Query<(), With<crate::win_summary_plugin::WinSummaryOverlay>>,
) {
if !session.active {
return;
}
// Pause the countdown while Home, the Pause overlay, or the Win Summary
// overlay is visible — the player should not lose time while reading results
// or navigating menus.
if paused.is_some_and(|p| p.0) || !home_screens.is_empty() || !win_overlays.is_empty() {
// Mirrors `tick_elapsed_time`: pause while the launch / mode-picker
// Home modal is up so the countdown doesn't burn while the player
// is choosing what to play next.
if paused.is_some_and(|p| p.0) || !home_screens.is_empty() {
return;
}
session.remaining_secs -= time.delta_secs();
+3 -7
View File
@@ -24,7 +24,6 @@ use crate::progress_plugin::ProgressResource;
use crate::resources::GameStateResource;
use crate::settings_plugin::SettingsResource;
use crate::stats_plugin::{StatsResource, StatsUpdate};
use crate::ui_modal::ModalScrim;
use crate::ui_theme::{
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,
@@ -508,7 +507,7 @@ fn collect_session_achievements(
) {
// 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.
if new_games.read().next().is_some() {
if new_games.read().last().is_some() {
session.names.clear();
}
for ev in unlocks.read() {
@@ -539,7 +538,6 @@ fn spawn_win_summary_after_delay(
settings: Option<Res<SettingsResource>>,
time: Res<Time>,
overlays: Query<Entity, With<WinSummaryOverlay>>,
other_scrims: Query<(), (With<ModalScrim>, Without<WinSummaryOverlay>)>,
mut delay: Local<Option<f32>>,
) {
// Process new win events.
@@ -570,8 +568,8 @@ fn spawn_win_summary_after_delay(
*remaining -= time.delta_secs();
if *remaining <= 0.0 {
*delay = None;
// Only spawn if no overlay of any kind is already visible.
if overlays.is_empty() && other_scrims.is_empty() {
// Only spawn if there is no overlay already.
if overlays.is_empty() {
// Drain any XpAwardedEvents that arrived this frame but were
// not yet consumed by `cache_win_data` (which may run later in
// the same schedule). Accumulating here ensures the modal
@@ -759,7 +757,6 @@ fn spawn_overlay(
commands
.spawn((
WinSummaryOverlay,
ModalScrim,
Node {
position_type: PositionType::Absolute,
left: Val::Percent(0.0),
@@ -772,7 +769,6 @@ fn spawn_overlay(
..default()
},
BackgroundColor(SCRIM),
GlobalZIndex(Z_WIN_CASCADE),
ZIndex(Z_WIN_CASCADE),
))
.with_children(|root| {
+18 -11
View File
@@ -341,6 +341,8 @@ 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).
const AVATAR_MAX_BYTES: usize = 1024 * 1024;
@@ -359,15 +361,23 @@ pub async fn upload_avatar(
.and_then(|v| v.to_str().ok())
.unwrap_or("")
.to_string();
let ext = match mime.as_str() {
"image/jpeg" | "image/jpg" => "jpg",
"image/png" => "png",
"image/webp" => "webp",
"image/gif" => "gif",
_ => return Err(AppError::BadRequest(
let ext = if mime.contains("jpeg") || mime.contains("jpg") {
"jpg"
} else if mime.contains("png") {
"png"
} else if mime.contains("webp") {
"webp"
} else if mime.contains("gif") {
"gif"
} else {
return Err(AppError::BadRequest(
"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 {
return Err(AppError::BadRequest("avatar must be ≤ 1 MB".into()));
}
@@ -380,10 +390,7 @@ pub async fn upload_avatar(
// Write to a temp file then atomically rename so concurrent readers never
// see a partially-written avatar.
std::fs::write(&tmp_path, &body).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()));
}
std::fs::rename(&tmp_path, &path).map_err(|e| AppError::Internal(e.to_string()))?;
// Remove stale files with other extensions after the atomic rename.
for old_ext in &["jpg", "png", "webp", "gif"] {
if *old_ext != ext {
+3 -6
View File
@@ -35,7 +35,7 @@ use crate::{error::AppError, middleware::AuthenticatedUser, AppState};
/// the desktop client's transitive dependencies.
#[derive(Debug, Deserialize)]
struct ReplayHeader {
seed: u64,
seed: i64,
draw_mode: String,
mode: String,
time_seconds: i64,
@@ -94,9 +94,6 @@ pub async fn upload(
let id = Uuid::new_v4().to_string();
let received_at = Utc::now().to_rfc3339();
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!(
r#"INSERT INTO replays (
@@ -105,7 +102,7 @@ pub async fn upload(
) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?)"#,
id,
user.user_id,
seed_i64,
header.seed,
header.draw_mode,
header.mode,
header.time_seconds,
@@ -119,7 +116,7 @@ pub async fn upload(
// Update leaderboard best score/time for opted-in users when this replay
// beats their existing best. Only classic mode counts for the leaderboard.
if header.mode == "Classic" {
if header.mode == "classic" {
sqlx::query!(
r#"UPDATE leaderboard
SET best_score = ?,
-62
View File
@@ -230,68 +230,6 @@ main {
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 {
-11
View File
@@ -56,17 +56,6 @@
</section>
</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 class="win-card">
<div class="win-title">You Won!</div>
+5 -93
View File
@@ -69,34 +69,6 @@ function preloadTheme(theme) {
preloadTheme("classic");
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 ────────────────────────────────────────────────────────────────────
let game = null;
let snap = null; // last rendered GameSnapshot
@@ -166,72 +138,16 @@ async function bootstrap() {
await init();
syncThemeButton();
buildSlots();
scaleBoard();
window.addEventListener("resize", scaleBoard);
attachHandlers();
const saved = loadSave();
if (saved) {
showResumeDialog(saved);
} else {
const params = new URLSearchParams(window.location.search);
const urlSeed = params.has("seed") ? Number(params.get("seed")) : randomSeed();
drawThree = params.has("draw3");
chkDraw3.checked = drawThree;
buildSlots();
scaleBoard();
window.addEventListener("resize", scaleBoard);
startGame(urlSeed);
}
}
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();
attachHandlers();
}
function randomSeed() {
@@ -384,16 +300,12 @@ function render(s) {
board.querySelectorAll(".card.drop-target").forEach(e => e.classList.remove("drop-target"));
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);
}
if (s.is_won) {
clearSave();
stopTimer();
if (acTimer) { clearInterval(acTimer); acTimer = null; }
showWin(s);
} else {
saveState();
}
}
+3 -27
View File
@@ -40,32 +40,20 @@ export class ReplayPlayer {
}
/**
* 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}
*/
state() {
const ret = wasm.replayplayer_state(this.__wbg_ptr);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
return takeFromExternrefTable0(ret[0]);
return ret;
}
/**
* Apply the next move; returns the post-step snapshot, or `null`
* 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}
*/
step() {
const ret = wasm.replayplayer_step(this.__wbg_ptr);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
return takeFromExternrefTable0(ret[0]);
return ret;
}
/**
* 0-indexed position of the next move to apply.
@@ -169,16 +157,11 @@ export class SolitaireGame {
}
/**
* Full pile snapshot as a JS object.
*
* Throws a JS string exception on serialisation failure.
* @returns {any}
*/
state() {
const ret = wasm.solitairegame_state(this.__wbg_ptr);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
return takeFromExternrefTable0(ret[0]);
return ret;
}
/**
* Undo the last move. Returns `{ok, error?, snapshot?}`.
@@ -197,13 +180,6 @@ function __wbg_get_imports() {
const ret = Error(getStringFromWasm0(arg0, arg1));
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) {
throw new Error(getStringFromWasm0(arg0, arg1));
},
Binary file not shown.
+17 -34
View File
@@ -108,27 +108,23 @@ fn merge_stats(
let merged_games_won = local.games_won.max(remote.games_won);
let merged_games_played = local.games_played.max(remote.games_played);
// 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.
// Recompute average time from the merged totals. If no wins yet, keep 0.
let avg_time_seconds = if merged_games_won == 0 {
0
} else if local.games_won >= remote.games_won {
local.avg_time_seconds
} else {
remote.avg_time_seconds
// Use whichever side has more wins to approximate total time, then blend.
// 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 {
games_played: merged_games_played,
games_won: merged_games_won,
games_lost: merged_games_lost,
games_lost: local.games_lost.max(remote.games_lost),
win_streak_current: local.win_streak_current.max(remote.win_streak_current),
win_streak_best: local.win_streak_best.max(remote.win_streak_best),
avg_time_seconds,
@@ -458,28 +454,14 @@ mod tests {
}
#[test]
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.
fn stats_games_lost_takes_max() {
let mut local = default_payload();
local.stats.games_played = 20;
local.stats.games_won = 8;
local.stats.games_lost = 12;
let mut remote = default_payload();
remote.stats.games_played = 15;
remote.stats.games_won = 10;
remote.stats.games_lost = 5;
remote.stats.games_lost = 8;
// 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);
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"
);
assert_eq!(merged.stats.games_lost, 12);
}
#[test]
@@ -520,10 +502,11 @@ mod tests {
#[test]
fn stats_avg_time_recomputed_from_merged_totals() {
// local: 4 wins averaging 100s each
// remote: 6 wins averaging 200s each
// merged_games_won = max(4, 6) = 6 → remote contributed the wins
// avg_time_seconds must be remote's 200s, not a blend of totals
// local: 4 wins averaging 100s each (total = 400s)
// remote: 6 wins averaging 200s each (total = 1200s)
// merged_games_won = max(4, 6) = 6
// best_total = max(400, 1200) = 1200
// avg = 1200 / 6 = 200
let mut local = default_payload();
local.stats.games_won = 4;
local.stats.avg_time_seconds = 100;
-19
View File
@@ -422,25 +422,6 @@ 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(|game| SolitaireGame { game })
.map_err(|e| JsValue::from_str(&e.to_string()))
}
/// Apply one auto-complete move (only valid when `is_auto_completable`).
///
/// If no card can go directly to a foundation this step, advances the