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v0.40.0
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+52
-17
@@ -1,16 +1,40 @@
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# Ferrous Solitaire — Session Handoff
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**Last updated:** 2026-06-09 — AVD Android launch smoke passed; physical-device gate remains.
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**Last updated:** 2026-06-25 — v0.40.0 released (Android APK published); physical-device gate remains.
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---
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## Current state
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- **Branch state:** `master` pushed to origin; latest commits are validation runbooks, card-label test coverage, and Android AVD smoke notes.
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- **Latest tag:** `v0.39.0`
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- **Working tree:** clean. Local `scripts/` helpers are excluded through `.git/info/exclude` and intentionally not committed.
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- **Latest verification in this follow-up:** `cargo test -p solitaire_core`; `cargo test -p solitaire_data matomo_client`; `cargo test -p solitaire_engine analytics_plugin`; `cargo test -p solitaire_engine settings_plugin`; `cargo test -p solitaire_engine card_plugin`; `cargo apk build -p solitaire_app --target x86_64-linux-android --lib`; AVD `Pixel_7` install/launch/input smoke.
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- **Full previous gate:** Claude reported recent card_game work pushed to origin and `cargo test` / `clippy` gates passing before the changelog follow-up.
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- **Branch state:** `master` pushed to origin; latest commits are the Draw-Three waste fan fix, its regression tests, and the NDK doc update (PRs #105–#108).
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- **Latest tag:** `v0.40.0` (released — signed arm64-v8a APK published to the Gitea release for Obtainium/sideload). `v0.39.1` was the prior published release.
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- **Working tree:** clean. Local `scripts/` helpers (incl. `scripts/watch_deploy.sh`) are intentionally not committed.
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- **Latest verification this session:** `cargo clippy --workspace --all-targets -- -D warnings`; `cargo test --workspace`; `cargo build -p solitaire_app`; Android cross-compile + clippy for `aarch64-linux-android` (clean); full local signed arm64-v8a APK via `scripts/build_android_apk.sh`; CI `android-release` for `v0.40.0` completed/success with APK download HTTP 200.
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- **Full previous gate:** card_game work pushed to origin with `cargo test` / `clippy` gates passing.
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---
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## v0.40.0 release (2026-06-25)
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Released via tag push → `.gitea/workflows/android-release.yml` built and signed the
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arm64-v8a release APK (release keystore, `versionCode 4000` / `versionName 0.40.0`,
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29.2 MB) and published it to the Gitea release. Obtainium clients tracking the repo
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pick it up automatically.
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- Release: https://git.aleshym.co/funman300/Ferrous-Solitaire/releases/tag/v0.40.0
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| PR | Summary |
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|----|---------|
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| #106 | **fix(engine):** Draw-Three waste fan hit-test now shares the renderer's fan step (`card_plugin::waste_fan_step` / `tableau_col_step`). The two had diverged under Android's tighter column spacing (`H_GAP_DIVISOR=32`), shifting the top fanned waste card's click target onto the card beneath it — so dragging the visible top card played the wrong one. Desktop/web were unaffected (the formulas already coincided there). |
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| #105 | **test(engine):** waste-card draggability regression tests (`find_draggable_at` picks the waste top with multiple cards and as a lone card). |
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| #108 | **docs(android):** NDK reference updated `26.3.11579264` → `30.0.14904198`; noted versions are not load-bearing and `build_android_apk.sh` auto-discovers the newest NDK/build-tools. |
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Pre-release validation performed locally this session: workspace clippy/test/build
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gates; `aarch64-linux-android` cross-compile + clippy clean (covers the
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`#[cfg(target_os = "android")]` paths that host CI never lints); release manifest
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sanity (`solitaire_app/android/AndroidManifest.xml` has no version fields so CI
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injection works; `lib_name` matches `[lib].name`); and a full signed local APK
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proving the `build_android_apk.sh` packaging pipeline end-to-end.
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---
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@@ -103,12 +127,23 @@ Three bugs fixed:
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## Open punch list
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### 1. Android APK launch verification (Option A)
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### 1. Physical-device smoke test — THE ONLY REMAINING v0.40.0 ITEM
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Physical device test: install the latest APK on a real Android device (not AVD),
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and run the checklist in `docs/ANDROID.md`. This has never been gated in CI.
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AVD `adb shell input tap` doesn't deliver real touch events, so physical-device
|
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smoke testing is the only gate.
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This is the **single outstanding task** for the v0.40.0 Android release. Everything
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else is done and verified: workspace gates, `aarch64-linux-android` cross-compile +
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clippy, release manifest sanity, a full local signed APK, the published release, and
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Obtainium-facing delivery (public releases API, latest non-draft release, APK
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downloadable anonymously). The only thing that cannot be done without hardware is
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running the app on a real phone.
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Install the published APK on a real Android device (not AVD) and run the checklist
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in `docs/ANDROID.md §4`. This has never been gated in CI — AVD `adb shell input tap`
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doesn't deliver real touch events, so physical-device smoke testing is the only gate.
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The signed release APK is published (grab it from the release page, or use the local
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`target/debug/apk/ferrous-solitaire.apk`). When testing, specifically exercise the
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Draw-Three waste fan fixed in #106: switch to Draw-Three, draw several cards, and
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confirm dragging the visible top waste card plays *that* card, not the one beneath it.
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Latest AVD smoke (2026-06-08 local / 2026-06-09 UTC): built
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`target/debug/apk/ferrous-solitaire.apk` for `x86_64-linux-android`, installed
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@@ -117,13 +152,13 @@ rendered the board, safe-area insets resolved as `top=136 bottom=63 left=0
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right=0` after 2 frames, onboarding could be dismissed via AVD input, and
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filtered logcat showed no Ferrous panic/fatal/ANR.
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### 2. Matomo analytics live validation
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### 2. Matomo analytics live validation (independent — NOT a v0.40.0 release blocker)
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`Settings` has `analytics_enabled`, `matomo_url`, and `matomo_site_id`; the engine
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consumes them via `AnalyticsPlugin` on non-wasm targets. Remaining work is live
|
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validation against the deployed Matomo instance. Use
|
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`docs/analytics-validation.md` for the native validation checklist and the
|
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current web/WASM decision notes.
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Separate, ongoing task unrelated to the Android release. `Settings` has
|
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`analytics_enabled`, `matomo_url`, and `matomo_site_id`; the engine consumes them via
|
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`AnalyticsPlugin` on non-wasm targets. Remaining work is live validation against the
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deployed Matomo instance. Use `docs/analytics-validation.md` for the native
|
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validation checklist and the current web/WASM decision notes.
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---
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@@ -213,15 +213,35 @@ KEY_PASS="${KEY_PASS:-$KEYSTORE_PASS}"
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mkdir -p "$(dirname "$APK_OUT")"
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echo ">>> apksigner sign -> $APK_OUT"
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# Sign the schemes explicitly instead of relying on apksigner's auto behaviour.
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# Left to "auto", this pipeline produced an APK carrying invalid v1 (JAR)
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# signature files (META-INF/*.SF/.RSA present but failing v1 verification).
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# Android installs it fine via v2/v3, but Obtainium parses the APK's legacy v1
|
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# certificate at install time, gets an empty cert list, and crashes with
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# "RangeError (length): Invalid value: valid value range is empty: 0".
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# minSdk is 26 (solitaire_app/android/AndroidManifest.xml), so v1/JAR signing is
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# not needed at all — disable it and ship a clean v2+v3 signature, matching what
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# modern Android tooling produces for minSdk >= 24.
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"$BT/apksigner" sign \
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--ks "$KEYSTORE" \
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--ks-pass "pass:$KEYSTORE_PASS" \
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--ks-key-alias "$KEY_ALIAS" \
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--key-pass "pass:$KEY_PASS" \
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--min-sdk-version 26 \
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--v1-signing-enabled false \
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--v2-signing-enabled true \
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--v3-signing-enabled true \
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--out "$APK_OUT" \
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"$STAGING/app-aligned.apk"
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echo ">>> verify"
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||||
"$BT/apksigner" verify --verbose "$APK_OUT"
|
||||
"$BT/apksigner" verify --min-sdk-version 26 --verbose "$APK_OUT"
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|
||||
# Guard: no leftover v1/JAR signature files may remain — their presence (valid or
|
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# not) is what tripped Obtainium. Fail the build if any slipped through.
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if unzip -l "$APK_OUT" 2>/dev/null | grep -qiE 'META-INF/.*\.(SF|RSA|DSA|EC)$'; then
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echo "ERROR: APK still contains v1/JAR signature files; expected v2+v3 only" >&2
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exit 1
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fi
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echo ">>> done: $APK_OUT"
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@@ -195,6 +195,40 @@ pub struct CardEntity {
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pub card: Card,
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}
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/// Cached signature of the inputs that determine a card entity's *child*
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/// visuals (drop-shadow, border frame, and the rank/suit label / large-print
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/// corner overlay). Stored on each card so [`update_card_entity`] can skip the
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/// expensive `despawn_related::<Children>()` + child respawn when nothing about
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/// the appearance changed — the common case during a move, where only the
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/// card's position changes. Without this guard every `StateChangedEvent`
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/// rebuilds all 52 cards' children (≈250 entity spawn/despawns plus 52 `Text2d`
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/// glyph re-layouts) in a single frame, which stutters the slide animation on
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/// high-resolution devices.
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///
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/// The children depend only on these four inputs; the card identity is fixed
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/// per entity, and the face/back *image* is handled by the always-refreshed
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/// `Sprite` (a cheap handle swap), so theme/card-back changes need no child
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/// rebuild.
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#[derive(Component, Clone, Copy, PartialEq)]
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struct CardChildrenKey {
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face_up: bool,
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card_size: Vec2,
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color_blind: bool,
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high_contrast: bool,
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}
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/// Query data read by the card-sync systems for each live card entity:
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/// its id, card identity, current transform, any in-flight curve animation,
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/// and its cached child-appearance key. Factored into an alias to keep the
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/// system signatures readable (and satisfy clippy's `type_complexity`).
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type CardSyncData = (
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Entity,
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&'static CardEntity,
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&'static Transform,
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Option<&'static CardAnimation>,
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Option<&'static CardChildrenKey>,
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);
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/// Render-side index mapping each live board card to its [`CardEntity`].
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///
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/// Maintained exclusively by [`rebuild_card_entity_index`] in `PostUpdate`,
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@@ -732,7 +766,7 @@ fn sync_cards_startup(
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layout: Option<Res<LayoutResource>>,
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slide_dur: Option<Res<EffectiveSlideDuration>>,
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settings: Option<Res<SettingsResource>>,
|
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entities: Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
|
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entities: Query<CardSyncData>,
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card_images: Option<Res<CardImageSet>>,
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font_res: Option<Res<FontResource>>,
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) {
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@@ -767,7 +801,7 @@ fn sync_cards_on_change(
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layout: Option<Res<LayoutResource>>,
|
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slide_dur: Option<Res<EffectiveSlideDuration>>,
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settings: Option<Res<SettingsResource>>,
|
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entities: Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
|
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entities: Query<CardSyncData>,
|
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card_images: Option<Res<CardImageSet>>,
|
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font_res: Option<Res<FontResource>>,
|
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) {
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@@ -806,7 +840,7 @@ fn sync_cards(
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back_colour: Color,
|
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color_blind: bool,
|
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high_contrast: bool,
|
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entities: &Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
|
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entities: &Query<CardSyncData>,
|
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card_images: Option<&CardImageSet>,
|
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selected_back: usize,
|
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font_handle: Option<&Handle<Font>>,
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@@ -840,18 +874,24 @@ fn sync_cards(
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// • end ≠ target → the game state has changed (e.g. a new game started
|
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// while the win-cascade was mid-flight); cancel the
|
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// stale `CardAnimation` and apply the new position.
|
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let mut existing: HashMap<Card, (Entity, Vec3, Option<Vec2>)> = HashMap::new();
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for (entity, marker, transform, anim) in entities.iter() {
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let mut existing: HashMap<Card, (Entity, Vec3, Option<Vec2>, Option<CardChildrenKey>)> =
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HashMap::new();
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for (entity, marker, transform, anim, children_key) in entities.iter() {
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existing.insert(
|
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marker.card.clone(),
|
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(entity, transform.translation, anim.map(|a| a.end)),
|
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(
|
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entity,
|
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transform.translation,
|
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anim.map(|a| a.end),
|
||||
children_key.copied(),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
let live_ids: HashSet<Card> = positions.iter().map(|(c, _, _)| c.0.clone()).collect();
|
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|
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// Despawn any entity whose card is no longer tracked.
|
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for (card, (entity, _, _)) in &existing {
|
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for (card, (entity, _, _, _)) in &existing {
|
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if !live_ids.contains(card) {
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commands.entity(*entity).despawn();
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}
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@@ -862,7 +902,7 @@ fn sync_cards(
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// behind the incoming top card during the draw slide animation.
|
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for ((card, face_up), position, z) in positions {
|
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let entity = match existing.get(&card) {
|
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Some(&(entity, cur, anim_end)) => {
|
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Some(&(entity, cur, anim_end, children_key)) => {
|
||||
// If a CardAnimation is in flight, check whether its destination
|
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// still matches the game-state target. If the game moved the card
|
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// elsewhere (e.g. new game started during a win-cascade scatter),
|
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@@ -889,6 +929,7 @@ fn sync_cards(
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high_contrast,
|
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cur,
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has_anim,
|
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children_key,
|
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card_images,
|
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selected_back,
|
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font_handle,
|
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@@ -1114,6 +1155,14 @@ fn spawn_card_entity(
|
||||
);
|
||||
});
|
||||
}
|
||||
// Record the appearance signature so subsequent `update_card_entity` calls
|
||||
// can skip rebuilding these children until one of the inputs changes.
|
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entity.insert(CardChildrenKey {
|
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face_up,
|
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card_size: layout.card_size,
|
||||
color_blind,
|
||||
high_contrast,
|
||||
});
|
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entity_id
|
||||
}
|
||||
|
||||
@@ -1132,6 +1181,7 @@ fn update_card_entity(
|
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high_contrast: bool,
|
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cur: Vec3,
|
||||
has_card_animation: bool,
|
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existing_children_key: Option<CardChildrenKey>,
|
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card_images: Option<&CardImageSet>,
|
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selected_back: usize,
|
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font_handle: Option<&Handle<Font>>,
|
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@@ -1180,44 +1230,58 @@ fn update_card_entity(
|
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}
|
||||
}
|
||||
|
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// Despawn any stale children and re-add the per-card drop shadow plus,
|
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// in solid-colour fallback mode, the label overlay. In image mode the
|
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// rank/suit are baked into the PNG; on Android we also add a large-print
|
||||
// corner overlay so they are legible at phone scale.
|
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commands.entity(entity).despawn_related::<Children>();
|
||||
commands.entity(entity).with_children(|b| {
|
||||
add_card_shadow_child(b, layout.card_size);
|
||||
});
|
||||
commands.entity(entity).with_children(|b| {
|
||||
add_card_back_frame_child(b, layout.card_size);
|
||||
});
|
||||
if card_images.is_none() {
|
||||
// Rebuild the card's child visuals (drop-shadow, border frame, and the
|
||||
// rank/suit label / large-print corner overlay) only when an input that
|
||||
// affects them actually changed. The child set depends solely on
|
||||
// `CardChildrenKey`; the face/back image is carried by the always-refreshed
|
||||
// `Sprite` above, so theme/card-back swaps need no child rebuild. Skipping
|
||||
// this on a position-only move avoids despawning and respawning the child
|
||||
// entities (incl. a `Text2d` glyph re-layout) for all 52 cards on every
|
||||
// `StateChangedEvent` — the spike that stuttered the slide animation on
|
||||
// high-resolution devices.
|
||||
let new_children_key = CardChildrenKey {
|
||||
face_up,
|
||||
card_size: layout.card_size,
|
||||
color_blind,
|
||||
high_contrast,
|
||||
};
|
||||
if existing_children_key != Some(new_children_key) {
|
||||
commands.entity(entity).despawn_related::<Children>();
|
||||
commands.entity(entity).with_children(|b| {
|
||||
b.spawn((
|
||||
CardLabel,
|
||||
Text2d::new(label_for(card)),
|
||||
TextFont {
|
||||
font_size: layout.card_size.x * FONT_SIZE_FRAC,
|
||||
..default()
|
||||
},
|
||||
TextColor(text_colour(card, color_blind, high_contrast)),
|
||||
Transform::from_xyz(0.0, 0.0, 0.01),
|
||||
label_visibility(face_up),
|
||||
));
|
||||
add_card_shadow_child(b, layout.card_size);
|
||||
});
|
||||
}
|
||||
if USE_TOUCH_UI_LAYOUT && card_images.is_some() {
|
||||
commands.entity(entity).with_children(|b| {
|
||||
add_android_corner_label(
|
||||
b,
|
||||
card,
|
||||
face_up,
|
||||
layout.card_size,
|
||||
color_blind,
|
||||
high_contrast,
|
||||
font_handle,
|
||||
);
|
||||
add_card_back_frame_child(b, layout.card_size);
|
||||
});
|
||||
if card_images.is_none() {
|
||||
commands.entity(entity).with_children(|b| {
|
||||
b.spawn((
|
||||
CardLabel,
|
||||
Text2d::new(label_for(card)),
|
||||
TextFont {
|
||||
font_size: layout.card_size.x * FONT_SIZE_FRAC,
|
||||
..default()
|
||||
},
|
||||
TextColor(text_colour(card, color_blind, high_contrast)),
|
||||
Transform::from_xyz(0.0, 0.0, 0.01),
|
||||
label_visibility(face_up),
|
||||
));
|
||||
});
|
||||
}
|
||||
if USE_TOUCH_UI_LAYOUT && card_images.is_some() {
|
||||
commands.entity(entity).with_children(|b| {
|
||||
add_android_corner_label(
|
||||
b,
|
||||
card,
|
||||
face_up,
|
||||
layout.card_size,
|
||||
color_blind,
|
||||
high_contrast,
|
||||
font_handle,
|
||||
);
|
||||
});
|
||||
}
|
||||
commands.entity(entity).insert(new_children_key);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3216,6 +3280,44 @@ mod tests {
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn appearance_neutral_state_change_does_not_rebuild_card_children() {
|
||||
// A StateChangedEvent that doesn't alter any card's appearance — the
|
||||
// common case during a move, for the ~50 cards that didn't move or flip
|
||||
// — must NOT despawn and respawn child entities. Before the
|
||||
// CardChildrenKey guard every StateChangedEvent rebuilt all 52 cards'
|
||||
// children (incl. a Text2d glyph re-layout each), the per-move spike
|
||||
// that stuttered the slide animation on high-resolution devices.
|
||||
let mut app = app();
|
||||
|
||||
let labels_before: HashSet<Entity> = app
|
||||
.world_mut()
|
||||
.query_filtered::<Entity, With<CardLabel>>()
|
||||
.iter(app.world())
|
||||
.collect();
|
||||
assert!(
|
||||
!labels_before.is_empty(),
|
||||
"fixture should have spawned CardLabel children in the fallback path"
|
||||
);
|
||||
|
||||
// Fire a StateChangedEvent without mutating the game: no card moves or
|
||||
// flips, so every card's CardChildrenKey is unchanged.
|
||||
app.world_mut().write_message(StateChangedEvent);
|
||||
app.update();
|
||||
|
||||
let labels_after: HashSet<Entity> = app
|
||||
.world_mut()
|
||||
.query_filtered::<Entity, With<CardLabel>>()
|
||||
.iter(app.world())
|
||||
.collect();
|
||||
|
||||
assert_eq!(
|
||||
labels_before, labels_after,
|
||||
"an appearance-neutral StateChangedEvent must not despawn/respawn card \
|
||||
children — the CardChildrenKey guard should have skipped the rebuild"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn resize_in_place_updates_card_label_font_size() {
|
||||
// Capture an arbitrary CardLabel's TextFont.font_size before resize,
|
||||
|
||||
Binary file not shown.
Reference in New Issue
Block a user