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Author SHA1 Message Date
funman300 aebb401c44 docs: update for card_game v0.4.0 / klondike v0.3.0 — undo scoring + solver
Correct Gap 1 undo penalty: SessionState::score() already includes
undos × undo_penalty via SessionStats — undo IS tracked upstream,
just in SessionStats not KlondikeStats. Mark as  upstream.

Add Gap 3 upstream-merged note: Session::solve() in card_game v0.4.0
is a budget-bounded DFS that replaces our 767-line solver. Document
SolveError mapping (both variants → Inconclusive).

Update 'Already has' table for v0.4.0: Session now derives Clone,
uses snapshot-based O(1) undo (StateSnapshot stores pre-move state +
instruction), and carries SessionConfig with solve budgets.

Mark Gap 8 (undo O(1)) resolved: card_game v0.4.0 uses snapshots,
same approach as our existing undo_stack.

Update integration path: steps 1/3/4/5 marked ; steps 2/6/7 remain.
Update references with new release commits and solver PR #14.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 15:08:32 -07:00
funman300 a550a0cdf9 docs: update integration doc to reflect klondike v0.2.0 / card_game v0.3.0
Both upstream issues are now merged:
- PR #13 (closes #10): ScoringConfig with 5 configurable deltas lands
  in KlondikeConfig; KlondikeStats gains flip_up_bonus_count and
  move_from_foundation_count; score() takes &ScoringConfig
- PR #12 (closes #11): MoveFromFoundationConfig (Allowed/Disallowed)
  lands in KlondikeConfig; is_instruction_valid enforces it

Doc changes:
- "Already has" table updated with ScoringConfig, MoveFromFoundationConfig,
  richer KlondikeStats counters, and version numbers (v0.3.0 / v0.2.0)
- Gap 1 scoring table gains a "Handled by" column showing which deltas
  upstream now owns vs. which remain in our adapter (undo penalty,
  recycle-with-free-allowance, score floor, time bonus)
- Gap 1 adds note that ScoringConfig::recycle is a flat delta and cannot
  express the "N free recycles then penalty" WXP rule
- Gap 4 marked as upstream merged; notes that upstream default is
  MoveFromFoundationConfig::Allowed — we must explicitly set Disallowed
- Integration path: steps renumbered (8→7), step 3 now configures
  MoveFromFoundationConfig, step 4 splits upstream-handled vs.
  adapter-owned scoring; dependency versions pinned
- References updated with PR links and release commit hashes

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 14:07:34 -07:00
funman300 8f5193035b docs: update card-game-integration with PR discussion outcomes
- Approach: note Quaternions is addressing gaps 1 and 4 upstream
  (card_game issues #10 and #11)
- Gap 1: replace comparison table with exact WXP scoring table from
  solitaire_core/src/scoring.rs; add solitaireparadise.com reference;
  note time bonus stays in adapter (not wasm-portable)
- Gap 2: expand mode table with full Scoring + Undo columns; add
  descriptions for Zen (relaxed, score = 0) and Challenge (timed
  daily puzzle, undo disabled)
- Gap 4: clarify the flag *enables* an optional move (off by default),
  not disables; link upstream issue #11
- Gap 5: note Quaternions confirmed newtypes approach, no upstream
  changes needed
- Gap 6: document that MoveError is generated at instruction-
  construction boundary in solitaire_core, not by wrapping
  is_instruction_valid's bool
- Gap 8: mark resolved; 0.02 ms worst case at 1M moves/s; drop
  snapshot ring-buffer plan
- Integration path: updated steps to reflect resolved gaps and
  upstream issue dependencies

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 13:44:36 -07:00
funman300 c21c0ebf99 docs: revise integration plan — all gaps closed in Ferrous Solitaire wrapper
Reframe the integration approach: klondike is a read-only dependency;
all 8 gaps (scoring, game modes, solver, take_from_foundation, serde,
MoveError, waste pile, undo stack) are closed in solitaire_core via a
KlondikeAdapter wrapper layer. No upstream changes to card_game or
klondike are required.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-28 16:23:05 -07:00
funman300 ccccdd2b40 docs: add card-game integration gap analysis
Documents what Quaternions/card_game already provides, what
solitaire_core requires that is currently missing, and the
suggested step-by-step integration path.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-28 15:28:44 -07:00
144 changed files with 13373 additions and 18702 deletions
-5
View File
@@ -1,5 +0,0 @@
[registries.Quaternions]
index = "sparse+https://git.aleshym.co/api/packages/Quaternions/cargo/"
[target.wasm32-unknown-unknown]
rustflags = ['--cfg', 'getrandom_backend="wasm_js"']
-11
View File
@@ -6,14 +6,10 @@ on:
branches: [master]
paths:
- 'solitaire_server/**'
- 'solitaire_wasm/**'
- 'solitaire_web/**'
- 'solitaire_sync/**'
- 'solitaire_core/**'
- 'solitaire_engine/**'
- 'Cargo.toml'
- 'Cargo.lock'
- 'solitaire_server/Dockerfile'
- '.gitea/workflows/docker-build.yml'
env:
@@ -36,13 +32,6 @@ jobs:
id: meta
run: echo "sha=${GITHUB_SHA::8}" >> "$GITHUB_OUTPUT"
# WASM artifact freshness is owned by the `web-wasm-rebuild` workflow,
# which rebuilds pkg/ in CI on every master change to a wasm-feeding crate
# and commits it back (CI is the single source of truth — the artifacts
# aren't byte-reproducible on contributor machines). That pkg/ commit then
# triggers this workflow, so the deployed image always ships fresh wasm.
# No drift check is needed here.
- name: Log in to Gitea registry
uses: docker/login-action@v3
with:
-62
View File
@@ -1,62 +0,0 @@
name: Web E2E
on:
push:
branches: [master]
paths:
- 'solitaire_server/web/**'
- 'solitaire_server/src/**'
- 'solitaire_server/e2e/**'
- 'solitaire_wasm/**'
- 'solitaire_core/**'
- 'Cargo.toml'
- 'Cargo.lock'
- '.gitea/workflows/web-e2e.yml'
workflow_dispatch:
jobs:
web-e2e:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Install Rust
uses: dtolnay/rust-toolchain@stable
- name: Cache cargo build
uses: Swatinem/rust-cache@v2
# Prebuild the server so Playwright's `webServer` (which runs
# `cargo run -p solitaire_server`) starts from a compiled binary instead
# of cold-compiling the whole dependency graph (axum/sqlx/reqwest) inside
# its 120s startup window — the timeout that was failing every run.
# SQLX_OFFLINE uses the checked-in `.sqlx/` query cache (no live DB).
- name: Prebuild server
env:
SQLX_OFFLINE: 'true'
run: cargo build -p solitaire_server --quiet
- name: Set up Node.js
uses: actions/setup-node@v4
with:
node-version: '20'
cache: 'npm'
cache-dependency-path: solitaire_server/e2e/package-lock.json
- name: Install e2e dependencies
working-directory: solitaire_server/e2e
run: npm ci
- name: Install Playwright browser
working-directory: solitaire_server/e2e
run: npx playwright install --with-deps chromium
- name: Run web e2e tests
working-directory: solitaire_server/e2e
run: npm test
- name: Run cycle regression gate
working-directory: solitaire_server/e2e
run: npm run review:cycles:regression
-89
View File
@@ -1,89 +0,0 @@
name: Web WASM Rebuild
# CI is the single source of truth for solitaire_server/web/pkg/.
#
# The wasm artifacts cannot be reproduced byte-for-byte on an arbitrary
# contributor machine: even with identical rustc 1.95.0 / LLVM 22.1.2, the same
# flags, the same Cargo.lock and remapped source paths, the output still differs
# by host environment. So rather than police freshness with a rebuild-and-diff
# gate (which false-failed for exactly that reason), CI rebuilds the artifacts
# itself on every master change to a wasm-feeding crate and commits them back.
#
# Result: the deployed pkg/ can't silently rot, and contributors never need to
# run build_wasm.sh by hand. The commit touches only pkg/, which is not in this
# workflow's trigger paths (so it does not re-trigger here) but does match
# docker-build's, so the refreshed wasm deploys.
on:
push:
branches: [master]
paths:
- 'solitaire_core/**'
- 'solitaire_engine/**'
- 'solitaire_data/**'
- 'solitaire_sync/**'
- 'solitaire_wasm/**'
- 'solitaire_web/**'
- 'Cargo.toml'
- 'Cargo.lock'
- 'build_wasm.sh'
- '.gitea/workflows/web-wasm-rebuild.yml'
workflow_dispatch:
concurrency:
group: web-wasm-rebuild
cancel-in-progress: false
jobs:
rebuild:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
with:
fetch-depth: 0
token: ${{ secrets.CI_TOKEN }}
- name: Install Rust 1.95.0
uses: dtolnay/rust-toolchain@master
with:
toolchain: 1.95.0
targets: wasm32-unknown-unknown
- name: Cache cargo build
uses: Swatinem/rust-cache@v2
- name: Install wasm-bindgen-cli + wasm-pack (pinned)
uses: taiki-e/install-action@v2
with:
tool: wasm-bindgen-cli@0.2.120,wasm-pack@0.14.0
- name: Install binaryen 130 (wasm-opt, pinned)
run: |
set -euo pipefail
curl -sSL \
https://github.com/WebAssembly/binaryen/releases/download/version_130/binaryen-version_130-x86_64-linux.tar.gz \
| tar xz
echo "$PWD/binaryen-version_130/bin" >> "$GITHUB_PATH"
- name: Rebuild WASM artifacts
run: ./build_wasm.sh
- name: Commit refreshed artifacts if changed
run: |
set -euo pipefail
if git diff --quiet -- solitaire_server/web/pkg/; then
echo "pkg/ already up to date — nothing to commit."
exit 0
fi
git config user.email "ci@gitea.local"
git config user.name "Gitea CI"
git add solitaire_server/web/pkg/
git commit -m "chore(web): regenerate wasm artifacts"
# master is unprotected; retry once if the tip moved under us.
git push origin HEAD:master || {
git fetch origin master
git rebase origin/master
git push origin HEAD:master
}
-16
View File
@@ -15,11 +15,6 @@ agentdb.rvf.lock
# IDE project files
.idea/
# Browser e2e harness artifacts
solitaire_server/e2e/node_modules/
solitaire_server/e2e/playwright-report/
solitaire_server/e2e/test-results/
# Android signing keystores — never commit
*.jks
*.jks.bak
@@ -30,14 +25,3 @@ solitaire_server/e2e/test-results/
deploy/matomo-secret.yaml
deploy/*-secret.yaml
deploy/*-auth-secret.yaml
# Local agent-tooling artifacts (Codex / claude-flow) — keep out of the repo
/.agents/
/.codex/
/AGENTS.md
# claude-flow scratch dirs, anywhere in the tree (e.g. solitaire_engine/src/)
.claude-flow/
# Local token-saving helper scripts (peek/cargoclip/testfail/diffclip/etc.) —
# inspection-only Go tools, not committed. Tracked scripts/*.sh and *.md stay.
scripts/*.go
-293
View File
@@ -6,299 +6,6 @@ project follows [Semantic Versioning](https://semver.org/).
## [Unreleased]
### Added
- **Analytics validation runbook.** Documented native Matomo live validation,
expected event payloads, and the current web/WASM analytics split.
- **Android smoke-test runbook.** Updated the Android doc with the current
platform status, support matrix, and a physical-device
launch/touch/safe-area checklist.
- **Browser Bevy canvas route and automation support.** Added the `solitaire_web`
Bevy WASM build, wired `/play` to the Bevy canvas, added a
`window.__FERROUS_DEBUG__` bridge, and introduced Playwright coverage for the
web routes and interactive canvas behavior.
- **Card-game / klondike integration.** Began replacing in-house card and pile
internals with upstream `card_game` / `klondike` types, including adapter
work, GameMode-aware scoring, upstream instruction serde, `KlondikePile`
migration, and documentation for the in-place rewrite phases.
- **Android keystore integration.** Added Android Keystore JNI wiring via
`OnceLock` and improved Android token handling around the app directory.
### Changed
- **Core type ownership.** Routed all klondike/card imports through
`solitaire_core` and unified local `Suit` / `Rank` with upstream `card_game`
types.
- **Web/WASM build reliability.** Rebuilt WASM packages, cleaned up wasm32 build
warnings, added a Binaryen `wasm-opt` pass, pinned upstream git dependencies,
and added a CI guard for canvas WASM drift.
- **Difficulty seed catalog.** Regenerated the difficulty seed list for the
latest verified catalog.
### Fixed
- **Tableau fill on foldables / tall screens.** The tableau fan now spreads from
each column's total depth (face-down cards included) and refills on the
cold-start deal, every move, and on resize (incl. the Android safe-area-inset
resize and fold/unfold), so a near-square viewport such as an unfolded Galaxy
Fold no longer leaves the bottom of the screen empty. The fan spread cap was
raised so very tall / narrow viewports (e.g. a foldable cover screen) fill
further.
- **Card-move animation jank.** A move now rebuilds a card's child visuals only
when its appearance changes (flip / resize / accessibility) instead of
despawning and respawning every card's children each `StateChangedEvent`,
removing the per-move spike that stuttered the slide animation on
high-resolution devices.
- **Android and modal safe-area layout.** Modal cards now center within the
usable area between status and gesture bars, additional modal-spawn guards were
added, and Android build scripts now auto-discover SDK/NDK paths and strip
native libraries.
- **Core scoring and undo correctness.** Fixed recycle-count drift, undo score
compounding, foundation-to-tableau instruction coverage, and several
illegal-move paths discovered during the card-game migration.
- **Input and rendering issues.** Fixed stock/waste hit testing, accepted waste
clicks, delayed first-run onboarding until splash teardown, and kept dragged
stacks above all piles.
- **Draw-Three waste fan hit testing on Android.** The renderer and the click
hit-test now share a single `waste_fan_step` / `tableau_col_step` source. They
previously diverged under Android's tighter column spacing, shifting the top
fanned waste card's hit target onto the card beneath it, so dragging the visible
card played the wrong one.
- **Web runtime stability.** Fixed wasm32 runtime panics, HiDPI canvas surface
sizing, WebGL2 shader compatibility, and Firefox boot/render behavior.
- **Server and data hardening.** Moved bcrypt work to `spawn_blocking`, switched
file paths to async I/O where needed, and validated `JWT_SECRET` at startup.
- **CI and deployment workflow.** Fixed deploy-branch handling, Docker registry
secret usage, and related release automation issues.
### Tests
- Ran an Android AVD `Pixel_7` launch smoke for the x86_64 debug APK,
including install, NativeActivity launch, safe-area log validation, screenshot
render check, onboarding input, and crash-log review.
- Added direct coverage for Android/touch card corner labels using Unicode suit
glyphs.
- Added schema-v3 persistence round-trip coverage, foundation-to-tableau
instruction coverage, expanded WASM unit tests, and Playwright E2E specs for
browser routes and game-canvas behavior.
## [0.39.0] — 2026-05-19
### Fixed
- **No-legal-moves detection and banner.** Corrected no-move detection across
engine, WASM, and web paths, then surfaced the state to players with an
in-game banner instead of silently leaving the board stuck.
- **Release/deploy automation.** Updated deployment automation so kustomization
changes are pushed to the deploy branch instead of the main development
branch.
## [0.38.0] — 2026-05-19
### Added
- **Klondike scoring parity.** Added tableau flip bonuses and stock recycle
penalties to align scoring with standard Klondike expectations.
### Fixed
- **Core rule enforcement.** Auto-complete now requires an empty waste pile,
waste-origin moves reject multi-card transfers, foundation-to-foundation moves
are blocked, and undo restores score from the snapshot baseline.
- **Modal lifecycle guards.** Added missing `ModalScrim` guards to New Game,
restore prompt, and no-moves modal spawn sites.
- **Runtime and server robustness.** Tokio runtime setup degrades gracefully
instead of panicking; web replay submission casing/date formatting now matches
server expectations; avatar routes are publicly reachable when intended.
- **Android token and sync merge correctness.** Android tokens are namespaced
under the application directory, stored per user, and migrated safely; sync
merges preserve draw-one / draw-three win invariants.
## [0.37.0] — 2026-05-19
### Fixed
- **Foundation-to-tableau default.** Made `take_from_foundation` default to true
across clients so restored, startup, and web games use the same supported move
rules.
## [0.36.12] — 2026-05-19
### Fixed
- **Foundation-to-tableau default.** Set `take_from_foundation` true by default
in core so every client inherits the intended house rule without special-case
setup.
## [0.36.11] — 2026-05-19
### Fixed
- **Web foundation moves.** Enabled take-from-foundation moves in the web game
client.
## [0.36.10] — 2026-05-19
### Added
- **Web resume flow.** Browser games now persist state across page refreshes and
can resume through a dialog instead of starting over.
## [0.36.9] — 2026-05-19
### Fixed
- **Settings sync connection flow.** Clicking Connect from Settings now opens the
sync-setup modal.
## [0.36.8] — 2026-05-19
### Fixed
- **Restored/startup foundation moves.** Enabled take-from-foundation behavior
for restored and startup games, not only newly-created sessions.
## [0.36.7] — 2026-05-19
### Fixed
- **Remaining Android UI issues.** Resolved the final Android UI defects from
the review pass, including action-bar/tableau interaction and safe visual
spacing.
## [0.36.6] — 2026-05-19
### Fixed
- **Action-bar layout reservation.** Reserved action-bar height in layout so
tableau columns do not extend behind bottom controls.
## [0.36.5] — 2026-05-19
### Added
- **Responsive Android action-bar glyphs.** Action-bar glyph font size now scales
dynamically on Android to fit available space.
## [0.36.4] — 2026-05-19
### Fixed
- **Classic card labels and HUD overlap.** Corrected classic-card corner-label
colors and fixed HUD-band overlap in the Android layout.
## [0.36.3] — 2026-05-19
### Fixed
- **Core, animation, and modal review fixes.** Added the foundation-to-tableau
score penalty, hardened solver win validation, guarded zero-duration card
animations, aligned initial and dynamic tableau fan spacing, and added missing
modal guards for play-by-seed and win-summary paths.
- **Pause, messages, credentials, and server validation.** Auto-complete respects
pause state, standalone plugins register their events, sync passwords are
cleared from ECS buffers after auth task spawn, and avatar MIME validation uses
exact matches.
- **Foundation pile rendering.** Raised stack fan z-order above corner labels to
prevent bleed-through.
- **Android release workflow.** Added a manual `workflow_dispatch` trigger to
the Android release workflow.
## [0.36.2] — 2026-05-19
### Fixed
- **Comprehensive review fixes.** Addressed 26 issues across core rules, replay
controls, modal guards, sync payload timing, server replay casing, time-attack
overlays, theme refresh, auth overlays, stats ordering, animations, cursor
fallbacks, achievements, server temp-file cleanup, and runtime fallback paths.
- **Animation and Android label polish.** Cancelled stale win-cascade animations
on new game, refreshed Android corner labels on resize, lifted animating cards
above lower z-layers, and froze the web timer when auto-complete starts.
- **Web package and tooling updates.** Rebuilt the WASM package for
foundation-to-tableau moves, added ruflo scaffolding, and ignored ruflo runtime
state files.
- **Leaderboard test stability.** Made opt-in / opt-out tests robust under
parallel test execution.
## [0.36.1] — 2026-05-18
### Fixed
- **Android HUD gesture conflict.** Stock taps no longer toggle HUD visibility on
Android.
## [0.36.0] — 2026-05-18
### Changed
- **Rank model cleanup.** `Rank` now uses explicit discriminants and checked
arithmetic, making rank conversions and sequencing more robust.
- **Instruction generation.** Refined `possible_instructions` alongside the rank
arithmetic cleanup.
- **Session handoff.** Recreated `SESSION_HANDOFF.md` to reflect the `0.35.1`
state.
## [0.35.1] — 2026-05-17
### Fixed
- **Leaderboard profile sync.** Fixed three leaderboard/profile issues: wrong
toast type for failures, stale display-name label after update, and display
name not syncing to the server.
## [0.35.0] — 2026-05-17
### Added
- **Reduced-motion support.** Decorative motion animations are now gated behind
`reduce_motion_mode`.
### Changed
- **Performance and runtime cleanup.** Shared a single Tokio runtime across
network tasks and gated frame-hot ECS systems on resource changes.
- **Core/data refactors.** Consolidated the application directory name, added
`#[must_use]` to pure helpers, derived `Copy` for `DrawMode`, removed
redundant clones, added missing derives to `AchievementContext`, and used
saturating move-count arithmetic.
- **HUD z-layer naming.** Replaced raw HUD popover z-index arithmetic with named
layer constants.
### Fixed
- **Android UI and font safety.** Wired FiraMono to stock-empty labels, removed
raw physical safe-area pixels from HUD spawns, replaced unsupported chevrons,
corrected the Android help hint label, and fixed touch/drop-zone behavior.
- **Engine modal and panic hardening.** Eliminated several runtime panics, added
required transforms to modal scrims, constrained dismiss hit-tests, and guarded
home overlay respawns.
- **Sync/data/server correctness.** Deterministic pile serialization, undo skip
handling, byte URL encoding, merge timestamp handling, auth-guarded avatar
serving, atomic server writes, and user-id assertions were corrected.
- **Display-name and token-file boundaries.** Enforced the 32-character display
name limit in the sync client and aligned Android keystore temp-file cleanup
with the cleanup glob.
- **WASM error reporting.** `state()` and `step()` now return `Result` so errors
surface as JavaScript exceptions.
- **Sync and leaderboard toasts.** Pull failures and leaderboard opt-in /
opt-out failures now produce the intended warning/error feedback.
### Documentation
- Corrected stale focus-ring color documentation.
## [0.34.0] — 2026-05-17
### Fixed
- **Android waste fan and resume layout.** Corrected Android waste-pile fan
overlap and a layout desynchronization after resume.
- **Card-face artwork.** Fixed the wrong bottom-right suit symbol on the jack,
queen, and king of spades.
- **Android corner-label font coverage.** Wired FiraMono into Android corner
labels and added `CardImageSet` tests to guard the asset path behavior.
## [0.33.0] — 2026-05-16
### Fixed
+5 -12
View File
@@ -208,14 +208,9 @@ Embed via `include_bytes!()` only when ALL of the following are true:
Currently embedded:
* **Audio** — all `.wav` files in `audio_plugin.rs`
* **Default card theme** — shipped via `embedded://` scheme in `ThemePlugin`
* **Bundled UI font** — `assets/fonts/main.ttf` (FiraMono) via `include_bytes!`
in `font_plugin.rs` and `assets/svg_loader.rs`; it is the canonical UI face
and must always be present, so it is embedded rather than `AssetServer`-loaded
Do NOT embed card face PNGs or background images — these are loaded via
`AssetServer` so art can be swapped without recompile. User-supplied fonts
(if ever added) likewise go through `AssetServer`; only the bundled FiraMono
face above is embedded.
Do NOT embed card face PNGs, background images, or user fonts —
these are loaded via `AssetServer` so art can be swapped without recompile.
---
@@ -435,11 +430,9 @@ explicitly replacing the current one (despawn first, then spawn).
## 14.3 Safe area
Every `ModalScrim` automatically receives `padding.top` equal to the logical
status-bar height and `padding.bottom` equal to the logical gesture-bar height
via `apply_safe_area_to_modal_scrims` in `SafeAreaInsetsPlugin`. This centres
the modal card within the usable area between both system bars. Do not manually
add top or bottom padding to scrim nodes.
Every `ModalScrim` automatically receives `padding.bottom` equal to the
logical gesture-bar height via `apply_safe_area_to_modal_scrims` in
`SafeAreaInsetsPlugin`. Do not manually add bottom padding to scrim nodes.
## 14.4 Z-ordering
Generated
+15 -419
View File
@@ -364,12 +364,6 @@ version = "0.7.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "7c02d123df017efcdfbd739ef81735b36c5ba83ec3c59c80a9d7ecc718f92e50"
[[package]]
name = "arrayvec"
version = "0.7.6"
source = "sparse+https://git.aleshym.co/api/packages/Quaternions/cargo/"
checksum = "813440870d646c57c222c1d713dc4e3ddcb2919c3801564d767d85d7bf2afee4"
[[package]]
name = "as-raw-xcb-connection"
version = "1.0.1"
@@ -723,28 +717,6 @@ dependencies = [
"android-activity",
]
[[package]]
name = "bevy_anti_alias"
version = "0.18.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "726cc494eb7d6a84ce6291c23636fd451fa4846604dc059fa93febca4e60a928"
dependencies = [
"bevy_app",
"bevy_asset",
"bevy_camera",
"bevy_core_pipeline",
"bevy_derive",
"bevy_diagnostic",
"bevy_ecs",
"bevy_image",
"bevy_math",
"bevy_reflect",
"bevy_render",
"bevy_shader",
"bevy_utils",
"tracing",
]
[[package]]
name = "bevy_app"
version = "0.18.1"
@@ -906,35 +878,6 @@ dependencies = [
"syn",
]
[[package]]
name = "bevy_dev_tools"
version = "0.18.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "a4f1464a3f5ef5c23d917987714ee89881f9f791e9ff97ecf6600ee846b9569e"
dependencies = [
"bevy_app",
"bevy_asset",
"bevy_camera",
"bevy_color",
"bevy_diagnostic",
"bevy_ecs",
"bevy_image",
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[[package]]
name = "wgpu-core-deps-windows-linux-android"
version = "27.0.0"
@@ -9509,7 +9118,7 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5b21cb61c57ee198bc4aff71aeadff4cbb80b927beb912506af9c780d64313ce"
dependencies = [
"android_system_properties",
"arrayvec 0.7.6 (registry+https://github.com/rust-lang/crates.io-index)",
"arrayvec",
"ash",
"bit-set",
"bitflags 2.11.1",
@@ -9518,20 +9127,15 @@ dependencies = [
"cfg-if",
"cfg_aliases",
"core-graphics-types 0.2.0",
"glow",
"glutin_wgl_sys",
"gpu-alloc",
"gpu-allocator",
"gpu-descriptor",
"hashbrown 0.16.1",
"js-sys",
"khronos-egl",
"libc",
"libloading",
"log",
"metal",
"naga",
"ndk-sys",
"objc",
"once_cell",
"ordered-float",
@@ -9544,8 +9148,6 @@ dependencies = [
"renderdoc-sys",
"smallvec",
"thiserror 2.0.18",
"wasm-bindgen",
"web-sys",
"wgpu-types",
"windows 0.58.0",
"windows-core 0.58.0",
@@ -10428,12 +10030,6 @@ version = "0.2.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "b9cc00251562a284751c9973bace760d86c0276c471b4be569fe6b068ee97a56"
[[package]]
name = "xml-rs"
version = "0.8.28"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "3ae8337f8a065cfc972643663ea4279e04e7256de865aa66fe25cec5fb912d3f"
[[package]]
name = "xmlwriter"
version = "0.1.0"
+1 -20
View File
@@ -8,7 +8,6 @@ members = [
"solitaire_app",
"solitaire_assetgen",
"solitaire_wasm",
"solitaire_web",
]
resolver = "2"
@@ -18,27 +17,11 @@ version = "0.1.0"
license = "MIT"
rust-version = "1.95"
# Pedantic correctness lints applied across every member crate via
# `[lints] workspace = true`.
[workspace.lints.rust]
# Workspace-wide ban on `unsafe`. The sole exception is `solitaire_app`,
# which sets its own `deny`-level lints (see its Cargo.toml) because the
# Android cdylib entry point must reconstruct raw JNI handles. Every other
# crate reaches Android JNI through the safe `solitaire_data::android_jni`
# bridge and stays fully unsafe-free.
unsafe_code = "forbid"
single_use_lifetimes = "warn"
trivial_casts = "warn"
unused_lifetimes = "warn"
unused_qualifications = "warn"
variant_size_differences = "warn"
unexpected_cfgs = "warn"
[workspace.dependencies]
serde = { version = "1", features = ["derive"] }
serde_json = "1"
uuid = { version = "1", features = ["v4", "serde"] }
chrono = { version = "0.4", features = ["serde", "wasmbind"] }
chrono = { version = "0.4", features = ["serde"] }
thiserror = "2"
rand = "0.9"
async-trait = "0.1"
@@ -54,8 +37,6 @@ solitaire_core = { path = "solitaire_core" }
solitaire_sync = { path = "solitaire_sync" }
solitaire_data = { path = "solitaire_data" }
solitaire_engine = { path = "solitaire_engine" }
klondike = { version = "0.4.0", registry = "Quaternions", features = ["serde"] }
card_game = { version = "0.4.1", registry = "Quaternions", features = ["serde"] }
# Bevy with `default-features = false` to avoid the unused
# `bevy_audio → rodio + symphonia + cpal 0.15 + alsa 0.9` chain.
-20
View File
@@ -118,28 +118,8 @@ cargo test -p solitaire_core -p solitaire_sync -p solitaire_data -p solitaire_se
# Lint
cargo clippy --workspace --all-targets -- -D warnings
# Browser e2e smoke (starts solitaire_server automatically)
cd solitaire_server/e2e
npm ci
npx playwright install chromium
npm test
# Seed-batch cycle regression gate (thresholded)
npm run review:cycles:regression
# Loop-aware candidate benchmark (writes test-results/cycle-candidate.json)
npm run review:cycles:candidate
```
For layered engine-vs-UI automation design (Rust unit tests, wasm debug-API
integration tests, and Playwright UI validation), see
[docs/testing-architecture.md](docs/testing-architecture.md).
For Quaternions (`klondike` / `card_game`) dependency upgrades, use
[`scripts/update_quaternions_deps.sh`](scripts/update_quaternions_deps.sh) and
the runbook in [docs/card-game-integration.md](docs/card-game-integration.md).
## Credits
Built on [Bevy](https://bevyengine.org/) and the wider Rust ecosystem
+26 -93
View File
@@ -1,62 +1,16 @@
# Ferrous Solitaire — Session Handoff
**Last updated:** 2026-06-25 — v0.40.0 released (Android APK published); physical-device gate remains.
**Last updated:** 2026-05-18 — Three leaderboard bugs fixed, tagged v0.35.1. All commits on origin/master.
---
## Current state
- **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).
- **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.
- **Working tree:** clean. Local `scripts/` helpers (incl. `scripts/watch_deploy.sh`) are intentionally not committed.
- **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.
- **Full previous gate:** card_game work pushed to origin with `cargo test` / `clippy` gates passing.
---
## v0.40.0 release (2026-06-25)
Released via tag push → `.gitea/workflows/android-release.yml` built and signed the
arm64-v8a release APK (release keystore, `versionCode 4000` / `versionName 0.40.0`,
29.2 MB) and published it to the Gitea release. Obtainium clients tracking the repo
pick it up automatically.
- Release: https://git.aleshym.co/funman300/Ferrous-Solitaire/releases/tag/v0.40.0
| PR | Summary |
|----|---------|
| #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). |
| #105 | **test(engine):** waste-card draggability regression tests (`find_draggable_at` picks the waste top with multiple cards and as a lone card). |
| #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. |
Pre-release validation performed locally this session: workspace clippy/test/build
gates; `aarch64-linux-android` cross-compile + clippy clean (covers the
`#[cfg(target_os = "android")]` paths that host CI never lints); release manifest
sanity (`solitaire_app/android/AndroidManifest.xml` has no version fields so CI
injection works; `lib_name` matches `[lib].name`); and a full signed local APK
proving the `build_android_apk.sh` packaging pipeline end-to-end.
---
## What shipped since v0.39.0
- Browser Bevy canvas route and `window.__FERROUS_DEBUG__` automation bridge landed, with Playwright coverage for `/play`.
- In-place `card_game` / `klondike` rewrite phases are complete through the latest follow-up:
- `5e87358` integrates upstream deps cleanly.
- `ae1ecc8` unifies `Suit` / `Rank` with upstream `card_game` types.
- `d864d98` routes klondike/card imports through `solitaire_core`.
- `9bcf13d`, `56e3b62`, `26f1b00` finish schema-v3 migration coverage, undo/recycle score correctness, and rewrite-plan docs.
- Android keystore wiring, Android build-script hardening, server auth/runtime hardening, and modal safe-area centering have landed.
- `CHANGELOG.md` has been caught up from `v0.34.0` through current unreleased work and committed in `7fe6ac6`.
- Matomo analytics was re-reviewed: `MatomoClient` and `AnalyticsPlugin` are wired through `CoreGamePlugin` on non-wasm targets, and targeted tests now cover opt-in client creation, event encoding, buffer trimming, and analytics mode labels.
- Native analytics and Android physical-device validation now have runbooks in
`docs/analytics-validation.md` and `docs/ANDROID.md`.
---
## Historical notes before v0.39.0
See git log and `CHANGELOG.md`. The changelog now includes `v0.34.0` through `v0.39.0`, plus current unreleased work.
- **HEAD on origin/master:** `8f86d66` (fix: three leaderboard bugs)
- **Latest tag:** `v0.35.1`
- **Working tree:** clean
- **Build:** `cargo clippy --workspace -- -D warnings` clean
- **Tests:** 1277 passing / 0 failing across the workspace
---
@@ -127,38 +81,32 @@ Three bugs fixed:
## Open punch list
### 1. Physical-device smoke test — THE ONLY REMAINING v0.40.0 ITEM
### 1. CHANGELOG documentation debt
This is the **single outstanding task** for the v0.40.0 Android release. Everything
else is done and verified: workspace gates, `aarch64-linux-android` cross-compile +
clippy, release manifest sanity, a full local signed APK, the published release, and
Obtainium-facing delivery (public releases API, latest non-draft release, APK
downloadable anonymously). The only thing that cannot be done without hardware is
running the app on a real phone.
CHANGELOG.md currently ends at v0.33.0. Entries for v0.34.0, v0.35.0, and v0.35.1
are missing. Low priority (git log is authoritative) but worth closing before the
next release.
Install the published APK on a real Android device (not AVD) and run the checklist
in `docs/ANDROID.md §4`. This has never been gated in CI — AVD `adb shell input tap`
doesn't deliver real touch events, so physical-device smoke testing is the only gate.
### 2. Android APK launch verification (Option A)
The signed release APK is published (grab it from the release page, or use the local
`target/debug/apk/ferrous-solitaire.apk`). When testing, specifically exercise the
Draw-Three waste fan fixed in #106: switch to Draw-Three, draw several cards, and
confirm dragging the visible top waste card plays *that* card, not the one beneath it.
Physical device test: install the latest APK on a real Android device (not AVD),
confirm:
- App launches without crash
- Safe area insets arrive and shift HUD correctly after ~3 frames
- All modal Done buttons are above the gesture bar
- Drag-and-drop works on all pile types
- Leaderboard panel opens and the "Public name" label updates correctly after
using "Set Name"
Latest AVD smoke (2026-06-08 local / 2026-06-09 UTC): built
`target/debug/apk/ferrous-solitaire.apk` for `x86_64-linux-android`, installed
it on AVD `Pixel_7`, launched `android.app.NativeActivity`, confirmed Bevy
rendered the board, safe-area insets resolved as `top=136 bottom=63 left=0
right=0` after 2 frames, onboarding could be dismissed via AVD input, and
filtered logcat showed no Ferrous panic/fatal/ANR.
This has never been gated in CI. AVD `adb shell input tap` doesn't deliver real
touch events, so physical-device smoke testing is the only gate.
### 2. Matomo analytics live validation (independent — NOT a v0.40.0 release blocker)
### 3. Matomo analytics wiring
Separate, ongoing task unrelated to the Android release. `Settings` has
`analytics_enabled`, `matomo_url`, and `matomo_site_id`; the engine consumes them via
`AnalyticsPlugin` on non-wasm targets. Remaining work is live validation against the
deployed Matomo instance. Use `docs/analytics-validation.md` for the native
validation checklist and the current web/WASM decision notes.
`Settings` has `analytics_enabled: bool` and `matomo_url: Option<String>` but no
engine code consumes them — the analytics toggle in Settings is a no-op. If
analytics are ever needed, the Matomo HTTP Tracking API client needs to be written
and wired to `GameStateResource` events.
---
@@ -180,18 +128,3 @@ validation checklist and the current web/WASM decision notes.
- **Test input-state pitfall:** `MinimalPlugins` has no input-tick system, so
`ButtonInput::just_pressed` state persists across frames unless explicitly cleared
with `input.release(key); input.clear()` between updates.
- **`/play` debug bridge design:** `play.html` runs two independent WASM instances in
`Promise.all([bootstrap(), init()])`. `bootstrap()` sets `window.__FERROUS_DEBUG__`
(logic layer via `solitaire_wasm.js`); `init()` starts the Bevy canvas. The bridge
operates its own `SolitaireGame` — moves applied through the bridge do NOT affect
the Bevy visual game. This is intentional for automation/invariant checking.
- **HiDPI Bevy canvas:** `WindowResolution::default().with_scale_factor_override(1.0)`
is set in the canvas app. Without this, physical pixels exceed WebGL2's 2048px limit
on HiDPI displays, causing an immediate wgpu panic on the first resize event.
- **`/play-classic` vs `/play` in e2e:** `smoke.spec.js` + `gameplay_review.spec.js`
target `/play-classic` (DOM-heavy game.html); `play_canvas.spec.js` targets `/play`
using only the `__FERROUS_DEBUG__` bridge (no DOM selectors). `cycle_metrics.js`
supports both via `--route play-classic|play`.
+7 -64
View File
@@ -1,43 +1,24 @@
#!/usr/bin/env bash
# Rebuild WASM artifacts and install them into solitaire_server/web/pkg/.
#
# Two artifacts are produced:
# solitaire_wasm.* — thin replay-viewer + interactive JS API (wasm-pack)
# canvas.* — full Bevy WASM app for play.html (cargo + wasm-bindgen)
# Rebuild the solitaire_wasm crate and install the output into
# solitaire_server/web/pkg/ so the server can serve the replay viewer.
#
# Prerequisites:
# cargo install wasm-pack wasm-bindgen-cli
# cargo install wasm-pack
# rustup target add wasm32-unknown-unknown
# (optional) cargo install wasm-opt # for smaller canvas_bg.wasm
#
# Run from the repo root:
# ./build_wasm.sh
#
# The generated pkg/ files are committed to git so self-hosters who don't
# touch the WASM crates can skip this step. Regenerate after any change to
# solitaire_wasm/, solitaire_web/, solitaire_engine/, or solitaire_core/.
# The generated files (solitaire_wasm.js + solitaire_wasm_bg.wasm) are
# committed to git so self-hosters who don't touch the WASM crate can
# skip this step. Regenerate after any change to solitaire_wasm/ or
# solitaire_core/.
set -euo pipefail
REPO_ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
OUT_DIR="$REPO_ROOT/solitaire_server/web/pkg"
# Reproducible builds. The wasm artifacts otherwise bake in machine-specific
# absolute source paths (the cargo registry, the rustup std sources, and this
# checkout), so a rebuild on a different machine produces different bytes and
# the CI freshness gate (rebuild-and-diff) false-positives. Remap all three
# prefixes to fixed names so the output is byte-identical anywhere.
#
# We must use CARGO_ENCODED_RUSTFLAGS (not RUSTFLAGS) and re-state the
# getrandom backend cfg here: a `*_RUSTFLAGS` env var *replaces* — does not
# merge with — the `[target.wasm32-unknown-unknown] rustflags` in
# .cargo/config.toml, so dropping that cfg would break the wasm getrandom build.
# Keep this `--cfg` in sync with .cargo/config.toml.
CARGO_HOME_DIR="${CARGO_HOME:-$HOME/.cargo}"
RUSTUP_HOME_DIR="${RUSTUP_HOME:-$HOME/.rustup}"
US=$'\x1f' # unit separator: CARGO_ENCODED_RUSTFLAGS arg delimiter
export CARGO_ENCODED_RUSTFLAGS="--cfg${US}getrandom_backend=\"wasm_js\"${US}--remap-path-prefix=${CARGO_HOME_DIR}=/cargo${US}--remap-path-prefix=${RUSTUP_HOME_DIR}=/rustup${US}--remap-path-prefix=${REPO_ROOT}=/build"
if ! command -v wasm-pack &> /dev/null; then
echo "error: wasm-pack not found." >&2
echo " Install with: cargo install wasm-pack" >&2
@@ -55,43 +36,5 @@ wasm-pack build \
# Remove them — we manage the output directory ourselves.
rm -f "$OUT_DIR/package.json" "$OUT_DIR/.gitignore"
# ---------------------------------------------------------------------------
# Bevy WASM app (solitaire_web → canvas.js + canvas_bg.wasm)
# ---------------------------------------------------------------------------
if ! command -v wasm-bindgen &> /dev/null; then
echo "error: wasm-bindgen not found." >&2
echo " Install with: cargo install wasm-bindgen-cli" >&2
echo " The CLI version must match the wasm-bindgen crate dep." >&2
exit 1
fi
echo "Building solitaire_web (Bevy WASM app)..."
cargo build --release --target wasm32-unknown-unknown -p solitaire_web
echo "Running wasm-bindgen for solitaire_web..."
wasm-bindgen \
--out-dir "$OUT_DIR" \
--out-name canvas \
--target web \
--no-typescript \
"$REPO_ROOT/target/wasm32-unknown-unknown/release/solitaire_web.wasm"
# Optional size optimisation — Bevy bundles are large (~5-15 MB uncompressed).
# wasm-opt passes are skipped silently when the tool is not installed.
if command -v wasm-opt &> /dev/null; then
echo "Running wasm-opt on canvas_bg.wasm..."
# Use -O2 (not -Oz): Bevy's render pipeline uses deep call stacks and
# complex memory patterns that wasm-opt -Oz can miscompile, resulting
# in a grey screen on first load. -O2 is speed-optimised and avoids
# the size-focused transforms that trigger the regression.
wasm-opt -O2 \
-o "$OUT_DIR/canvas_bg.wasm" \
"$OUT_DIR/canvas_bg.wasm"
else
echo "note: wasm-opt not found; skipping size optimisation."
echo " Install with: cargo install wasm-opt (or via binaryen)"
fi
echo "Done. Output:"
ls -lh "$OUT_DIR"
+22 -57
View File
@@ -2,13 +2,13 @@
This doc captures the toolchain install + build invocation for the
Android target. Steps are runnable on a fresh Debian 13 (trixie) box;
later sections document physical-device validation, supported platform
surfaces, and remaining Android follow-ups.
later sections document what's known to compile, what's stubbed, and
the next milestones.
> **Status (2026-06-09):** Android build plumbing, app-directory storage,
> JNI keystore wiring, and safe-area layout fixes have landed. The remaining
> release gate is a physical-device smoke test; AVD tap injection does not
> exercise the real touch path reliably enough for launch verification.
> **Status (2026-05-07):** First working APK at `fb8b2ac`. 54 MB
> debug-signed `ferrous-solitaire.apk` for `x86_64-linux-android`. Has
> NOT yet been verified to launch on a device or emulator — that's
> the next milestone.
---
@@ -35,7 +35,7 @@ rm /tmp/cmdline-tools.zip
echo ''
echo '# Android dev'
echo 'export ANDROID_HOME="$HOME/Android/Sdk"'
echo 'export ANDROID_NDK_HOME="$ANDROID_HOME/ndk/30.0.14904198"'
echo 'export ANDROID_NDK_HOME="$ANDROID_HOME/ndk/26.3.11579264"'
echo 'export JAVA_HOME="$(dirname $(dirname $(readlink -f $(which java))))"'
echo 'export PATH="$PATH:$ANDROID_HOME/cmdline-tools/latest/bin:$ANDROID_HOME/platform-tools:$ANDROID_HOME/emulator"'
} >> ~/.bashrc
@@ -49,15 +49,10 @@ sdkmanager \
"platform-tools" \
"platforms;android-34" \
"build-tools;34.0.0" \
"ndk;30.0.14904198" \
"ndk;26.3.11579264" \
"emulator" \
"system-images;android-34;google_apis;x86_64"
# The exact NDK/build-tools versions above are not load-bearing — newer ones
# work (verified on NDK 30.0.14904198 / build-tools 37.0.0). `scripts/build_android_apk.sh`
# auto-discovers the newest installed NDK and build-tools, so set ANDROID_NDK_HOME
# (step 3) to whatever version you actually install here.
# 6. AVD for testing (one-time).
echo no | avdmanager create avd \
-n bevy_test \
@@ -168,8 +163,8 @@ accepted workaround.
Physical device:
```bash
adb devices # confirm connection
adb install -r target/debug/apk/ferrous-solitaire.apk
adb devices # confirm connection
adb install target/debug/apk/ferrous-solitaire.apk
adb shell am start -n com.ferrousapp.solitaire/android.app.NativeActivity
adb logcat | grep -iE "RustStdoutStderr|solitaire|panic"
```
@@ -190,65 +185,35 @@ AVD.
---
## 4. Physical-device smoke test
## 4. What's wired vs. what's stubbed
Run this on a real phone, preferably a modern 64-bit ARM device with gesture
navigation enabled.
Build and install:
```bash
cargo apk build -p solitaire_app --target aarch64-linux-android --lib
adb install -r target/debug/apk/ferrous-solitaire.apk
adb logcat -c
adb shell am start -n com.ferrousapp.solitaire/android.app.NativeActivity
adb logcat | grep -iE "RustStdoutStderr|solitaire|panic|WindowInsets"
```
Pass criteria:
- App launches without panic or ANR.
- Safe-area insets arrive after the first few frames and shift HUD/modal
content away from the status and gesture bars.
- Every modal's Done button remains above the gesture bar:
Settings, Help, Pause, Win Summary, and Leaderboard-related dialogs.
- Drag-and-drop works on tableau, waste, foundation, and stock/recycle paths.
- Tap-to-select and one-tap modes both respond correctly on card stacks.
- Leaderboard panel opens, "Set Name" saves, and the "Public name" label updates
while the panel remains open.
- Rotate the device once, then repeat one modal and one drag operation.
- Close and relaunch the app; settings/progress still load.
Record the device model, Android version, APK commit, and pass/fail notes in the
release notes or session handoff. If a failure occurs, keep the filtered logcat
and note the exact screen/control path that reproduced it.
---
## 5. Platform support matrix
Desktop-only crates and call sites are gated so the workspace cross-compiles.
Each gate is documented at its call site.
The first build pass (commit `fb8b2ac`) gates four desktop-only
crates / call sites so the workspace cross-compiles. Each gate is
documented at its call site.
| Surface | Desktop | Android |
|---------|---------|---------|
| Bevy windowing | x11 + wayland | `android-native-activity` (NativeActivity glue) |
| Clipboard ("Copy share link") | `arboard` writes URL | Toast surfaces the URL inline |
| OS keychain (JWT tokens) | `keyring` v4 → Secret Service / Keychain / Credential Store | Android Keystore via JNI |
| Data directory | Platform data dir | Android app files dir |
| OS keychain (JWT tokens) | `keyring` v4 → Secret Service / Keychain / Credential Store | Stub returning `KeychainUnavailable`; sync requires fresh login each launch |
| App entry point | `bin` target → `solitaire_app::run()` | `cdylib` target loaded by NativeActivity |
Remaining Android follow-ups:
What's NOT yet ported / not yet measured:
- `dirs::data_dir()` returns `None` on Android. Callers in
`solitaire_data/src/storage.rs`, `progress.rs`, `replay.rs`,
`achievements.rs`, `settings.rs` all need an Android-aware
helper (likely `/data/data/com.ferrousapp.solitaire/files`).
- Touch UX pass — hit-target sizes, modal scaling on small screens,
app lifecycle (suspend / resume), font scaling.
- Android Keystore via JNI for `auth_tokens`.
- JNI ClipboardManager for share links.
- Google Play Games sign-in (the `solitaire_gpgs` crate referenced
in older docs doesn't yet exist).
---
## 6. Iteration loop
## 5. Iteration loop
```bash
# Edit code…
-67
View File
@@ -1,67 +0,0 @@
# Analytics Validation Runbook
Ferrous Solitaire currently has two analytics paths:
- Native desktop/Android gameplay events use `solitaire_engine::AnalyticsPlugin`
and `solitaire_data::MatomoClient`.
- Hosted web pages include Matomo page-view snippets in
`solitaire_server/web/*.html`.
The Bevy `/play` WASM canvas does not emit the native gameplay events because
`AnalyticsPlugin` is intentionally gated out on `wasm32`; it depends on the
native Tokio/reqwest stack.
## Native Matomo Validation
Use this when a deployed Matomo instance and a native build are available.
1. Configure `settings.json` with a Matomo URL and site ID:
```json
{
"analytics_enabled": true,
"matomo_url": "https://analytics.example.com",
"matomo_site_id": 1
}
```
2. Launch the native app and open Settings.
3. Confirm the Privacy section appears and "Share usage data" is `ON`.
4. Start a new confirmed game.
5. Win or forfeit the game.
6. Unlock an achievement if practical, or use an existing achievement path that
is easy to trigger in a test profile.
7. Wait at least 60 seconds, or close after the win/forfeit path has fired its
immediate flush.
8. In Matomo, confirm the following custom events arrived:
| Category | Action | Name |
| --- | --- | --- |
| `Game` | `Start` | `classic`, `zen`, `challenge`, `time_attack`, or `difficulty` |
| `Game` | `Won` | empty |
| `Game` | `Forfeit` | empty |
| `Achievement` | `Unlocked` | achievement id |
## Web/WASM Decision
Keep the current split unless the project explicitly needs in-canvas gameplay
events for `/play`.
Current behavior:
- `/`, `/play-classic`, `/account`, `/leaderboard`, and `/replays` emit Matomo
page views through the hosted HTML snippets.
- `/play` hosts the Bevy canvas but does not emit gameplay events from the
engine.
- The browser Content-Security-Policy already allows the deployed Matomo host
for scripts, images, and connections.
If gameplay events are needed on `/play`, add a small `wasm32`-only analytics
bridge instead of trying to compile the native plugin:
- keep the same event contract as native (`Game / Start`, `Game / Won`,
`Game / Forfeit`, `Achievement / Unlocked`);
- read `Settings::analytics_enabled`, `matomo_url`, and `matomo_site_id`;
- send through browser APIs or the existing `_paq` queue;
- keep the Settings opt-in behavior identical to native;
- add Playwright coverage that stubs Matomo and verifies emitted payloads.
+19 -63
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@@ -2,10 +2,7 @@
**Context:** A collaborator ([Quaternions](https://git.aleshym.co/Quaternions/card_game)) is building a pure-logic Klondike library in Rust. This document maps what that library currently provides against what Ferrous Solitaire's `solitaire_core` crate requires.
**Approach:** Integration is complete. Upstream `card_game` / `klondike` now owns
authoritative Klondike rules, session history, undo snapshots, and solving.
Ferrous keeps product-specific scoring, persistence, rendering DTOs, game modes,
and typed UI errors in `solitaire_core`.
**Approach:** Most gaps are closed in Ferrous Solitaire's own `solitaire_core` crate via a wrapper/adapter layer. Gaps 1, 3, and 4 have been addressed upstream. Integration is ready to begin.
---
@@ -45,12 +42,10 @@ and typed UI errors in `solitaire_core`.
---
## What Ferrous Solitaire's `solitaire_core` Still Owns
## What Ferrous Solitaire's `solitaire_core` Needs (Gaps)
### 1. Scoring — remaining adapter responsibilities
Ferrous uses **Windows XP Standard** scoring. The upstream library handles the
per-move counters and configurable deltas; Ferrous adds the product-specific
parts in `GameState` / `KlondikeAdapter`.
Ferrous uses **Windows XP Standard** scoring. The exact table already implemented in `solitaire_core/src/scoring.rs`:
| Event | Delta | Handled by |
|---|---|---|
@@ -66,13 +61,11 @@ parts in `GameState` / `KlondikeAdapter`.
Reference: <https://www.solitaireparadise.com/games_list/klondike_solitaire_scoring.html>
**Undo penalty:** `SessionState::score()` = `KlondikeStats.score(&scoring) + undos × undo_penalty`. Ferrous still owns the exact user-visible score because it must restore the pre-move score when undoing recycle penalties and then apply the product's undo penalty.
**Undo penalty:** `SessionState::score()` = `KlondikeStats.score(&scoring) + undos × undo_penalty`. The 15 undo penalty is built into `SessionConfig` (default). Once `GameState` fully delegates to `Session`, our `KlondikeAdapter::score_for_undo()` helper becomes redundant.
**Recycle penalty note:** `ScoringConfig::recycle` is a flat delta (default 0 = always free). WXP allows a fixed number of free recycles before charging a penalty, which the upstream library cannot express with a single delta. Our adapter tracks `recycle_count` from `KlondikeStats` and applies the penalty only beyond the free allowance.
**In our wrapper:** `KlondikeAdapter::config_for` configures the upstream rules
and scoring deltas. `GameState` applies recycle-with-free-allowance, score floor,
time bonus, game-mode suppression, and undo score restoration.
**In our wrapper:** Configure `ScoringConfig` with the WXP deltas for the five events upstream handles (including undo via `SessionConfig`). Implement recycle-with-free-allowance, score floor, and time bonus in the adapter.
### 2. Game Modes
Ferrous has three modes that alter scoring and undo behaviour:
@@ -85,9 +78,7 @@ Ferrous has three modes that alter scoring and undo behaviour:
Zen is intended for relaxed play where the score does not matter. Challenge is a timed daily puzzle where the no-undo constraint is the difficulty mechanic.
**In our wrapper:** `GameMode` lives on `solitaire_core::GameState`; undo and
scoring behavior are applied before/after delegating legal moves to the upstream
session.
**In our wrapper:** Add `GameMode` to `solitaire_core::GameState`; intercept undo calls and scoring deltas in the adapter before delegating to `KlondikeState`.
### 3. Solvability Solver *(upstream merged — card_game v0.4.0)*
`card_game v0.4.0` ships `Session::solve()` — a budget-bounded DFS that returns `Result<Option<Solution<G>>, SolveError>`. `SolveError` has two variants:
@@ -96,33 +87,23 @@ session.
`Solution<G>` contains the winning move sequence as `Vec<StateSnapshot<G>>`; `clean_solution()` removes cycles. `Session::solve()` uses `SessionConfig::solve_moves_budget` and `SessionConfig::solve_states_budget` (defaults: 100 000 each).
The old local DFS has been replaced. `solitaire_core::solver` is now a small
adapter around `Session::solve()` that preserves the engine-facing
`SolverResult`, `SolverConfig`, and first-move payload contract.
Our 767-line `solitaire_core::solver` reimplements the full game rules to run the DFS; `session.solve()` replaces it entirely. The solver will be removed once the `Session<Klondike>` is wired into `GameState`.
**In our wrapper:** `solve_game_state` calls `session.solve()` with the requested
budgets. It maps `Ok(Some(_))` → Winnable, `Ok(None)` → Unwinnable, and budget
errors → Inconclusive.
**In our wrapper:** Replace `solitaire_core::solver` with `session.solve()`. Map `Ok(Some(_))` → Winnable, `Ok(None)` → Unwinnable, `Err(_)` → Inconclusive.
### 4. `take_from_foundation` House Rule *(upstream merged — v0.3.0)*
`MoveFromFoundationConfig` is now part of `KlondikeConfig`. When set to `Disallowed`, `is_instruction_valid` blocks foundation → tableau instructions.
**Default behaviour:** The upstream default is `MoveFromFoundationConfig::Allowed`. Ferrous Solitaire **also defaults to Allowed** (`take_from_foundation: true` in `GameState`, `Settings`). This matches the upstream default and provides the most beginner-friendly experience. The player can disable foundation returns via a settings toggle (`take_from_foundation = false`), which maps to `Disallowed`.
**Important:** The upstream default is `MoveFromFoundationConfig::Allowed`. Ferrous Solitaire uses the standard rule (foundation cards cannot be moved back) as the default, with the house rule as an opt-in. Our adapter explicitly sets `Disallowed` in the default `KlondikeConfig` and switches to `Allowed` only when the user toggles the house-rule option.
**In our wrapper:** `KlondikeAdapter::config_for(draw_mode, take_from_foundation)` constructs `KlondikeConfig { move_from_foundation: if take_from_foundation { Allowed } else { Disallowed }, .. }`. No custom intercept needed — `klondike` enforces the rule automatically.
**In our wrapper:** Construct `KlondikeConfig { move_from_foundation: MoveFromFoundationConfig::Disallowed, .. }` by default; mirror the user's settings toggle to `Allowed`. No custom intercept needed — `klondike` enforces the rule automatically.
### 5. JSON Serialisation / Persistence
`solitaire_core::GameState` serialises the full mid-game state to JSON via `serde` so the engine can save on exit and restore on launch.
`solitaire_core::GameState` serialises the full mid-game state to JSON via `serde` so the engine can save on exit and restore on launch. `KlondikeState` derives `Clone` + `Eq` + `Hash` but not `Serialize` / `Deserialize`. No upstream changes are needed — this is handled externally.
**Upstream serde status (rev 99b49e62):** At this revision, `klondike` and `card_game` both enable a `serde` feature. All nine instruction/pile types (`KlondikeInstruction`, `KlondikePile`, `KlondikePileStack`, `DstFoundation`, `DstTableau`, `TableauStack`, `Foundation`, `Tableau`, `SkipCards`) derive `serde::Serialize` + `serde::Deserialize` under that feature. The workspace `Cargo.toml` enables `features = ["serde"]`.
**Session history:** `StateSnapshot<G>` stores the pre-move game state and instruction. On load, the session is reconstructed from the serialised snapshot history — no full replay from seed needed.
**Schema v4 (current):** `saved_moves` serialises as `Vec<KlondikeInstruction>` using upstream named-variant serde. Example: `{"DstFoundation": {"src": "Stock", "foundation": "Foundation1"}}`.
**Schema v3 (legacy, auto-migrated):** `saved_moves` used local `SavedInstruction` mirror types with u8 indices. Example: `{"DstFoundation": {"src": "Stock", "foundation": 0}}`. On load, an `AnyInstruction` untagged serde enum transparently upgrades v3 instructions to v4 and the file is written back in v4 format. The `SavedInstruction` bridge types are retained in `solitaire_core::klondike_adapter` for this migration path and for backward-compatible `solitaire_data::ReplayMove` / WASM replay formats.
**Session history:** `StateSnapshot<G>` stores the pre-move game state and instruction. On load, the session is reconstructed by replaying the instruction history against a fresh deal — no full state snapshot needed.
**In our wrapper:** `GameState::Serialize` emits schema v4 (upstream instruction types). `GameState::Deserialize` accepts v3 (auto-migrates) and v4 (direct). Schema version field lives on our wrapper.
**In our wrapper:** Serialise the `solitaire_core` wrapper struct using newtypes. Define `SavedInstruction` (a `Serialize + Deserialize` mirror of `KlondikeInstruction`) and `SavedStateSnapshot`. Reconstruct `SessionState` from the deserialised history. Schema version field lives on our wrapper.
### 6. Typed Move Errors
`solitaire_core::error::MoveError` returns structured errors the engine uses to trigger UI feedback (wrong-destination toast, stock-empty chime, etc.):
@@ -148,9 +129,7 @@ Ferrous tracks `PileType::Waste` as a distinct pile. `klondike` folds waste into
### 8. Undo Stack Approach *(resolved — not an issue)*
`card_game v0.4.0` `Session` uses snapshot-based undo: `SessionState` stores `Vec<StateSnapshot<G>>` where each entry holds the pre-move game state and the instruction. Undo pops the last snapshot and restores state directly — O(1), matching our existing `GameState.undo_stack`.
**Resolution:** `GameState` uses `Session`'s built-in snapshot history. Ferrous
keeps parallel score/recycle metadata so undo can restore product-specific score
state that upstream snapshots do not own.
**Resolution:** Use `Session`'s built-in snapshot history. Our `GameState.undo_stack: VecDeque<StateSnapshot>` will be removed once `GameState` is fully migrated to delegate to `Session`.
---
@@ -159,35 +138,12 @@ state that upstream snapshots do not own.
Steps in dependency order. Upstream issues #10, #11, and the solver are all merged.
1.**Add `klondike = "0.3.0"` / `card_game = "0.4.0"` as dependencies** of `solitaire_core`; `KlondikeAdapter` wraps `KlondikeConfig` and exposes scoring helpers.
2. **Map pile types** — project `klondike`'s stock face-up half as the engine's waste pile and expose renderer-facing pile snapshots.
3.**Configure `KlondikeConfig`** — set `move_from_foundation: MoveFromFoundationConfig::Allowed` by default; wire the user's settings toggle to `Disallowed` when foundation returns are disabled (gap 4, upstream).
2. **Map pile types** — project `klondike`'s stock face-up half as `PileType::Waste`; expose the same `HashMap<PileType, Pile>` the engine already reads. Wire `Session<Klondike>` into `KlondikeAdapter` (gap 7).
3.**Configure `KlondikeConfig`** — set `move_from_foundation: MoveFromFoundationConfig::Disallowed` by default; wire the user's house-rule toggle to `Allowed` (gap 4, upstream).
4.**Port scoring** — pass WXP deltas into `ScoringConfig`; `SessionConfig::undo_penalty` handles undo; implement recycle-with-free-allowance, score floor, and time bonus in the adapter (gap 1).
5.**Port `GameMode`** — intercept undo + scoring in the adapter based on mode (gap 2).
6. **Replace solver** — call `session.solve()` with budgets from `SolverConfig`; map `Ok(Some)` → Winnable, `Ok(None)` → Unwinnable, `Err` → Inconclusive (gap 3, upstream).
7. **Implement `serde`**serialise schema v4 with upstream `KlondikeInstruction`; auto-migrate schema v3 via `SavedInstruction` compatibility types.
---
## Quaternions Upgrade Runbook
Use this sequence whenever upgrading `klondike` / `card_game` from the
Quaternions registry:
1. Review upstream changes/releases:
- <https://git.aleshym.co/Quaternions/card_game>
- <https://git.aleshym.co/Quaternions/klondike>
2. Run:
```bash
scripts/update_quaternions_deps.sh <klondike_version> <card_game_version>
```
3. If the script passes, inspect the resulting `Cargo.lock` diff and land the
upgrade with the normal PR flow.
The script enforces:
- lockfile update to requested versions
- `cargo test --workspace`
- `cargo clippy --workspace -- -D warnings`
- deterministic replay/debug-API smoke tests in `solitaire_wasm`
6. **Replace solver** — call `session.solve()` with budgets from our `SolverConfig`; map `Ok(Some)` → Winnable, `Ok(None)` → Unwinnable, `Err` → Inconclusive (gap 3, upstream).
7. **Implement `serde`**define `SavedInstruction` + `SavedStateSnapshot` newtypes; serialise session history; migrate save-file schema (gap 5).
---
@@ -207,5 +163,5 @@ The script enforces:
- Upstream scoring + config PRs: #12 (closes #11), #13 (closes #10)
- Upstream solver PR: #14
- `solitaire_core` source: `solitaire_core/src/`
- Scoring implementation: `solitaire_core/src/game_state.rs`, `solitaire_core/src/klondike_adapter.rs`
- Scoring spec: `solitaire_core/src/scoring.rs`
- Architecture overview: `ARCHITECTURE.md`
-408
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@@ -1,408 +0,0 @@
# In-Place card_game / klondike Rewrite Plan
**Date:** 2026-06-08
**Upstream rev:** `99b49e62`
**Status:** All phases complete (03). recycle_count drift and score compound error on undo fixed in `56e3b62`.
---
## 1. What Is Already Integrated
The integration is substantially complete. `solitaire_core` already delegates all
authoritative Klondike logic to the upstream crates.
| Area | Status | Location |
|---|---|---|
| `Session<Klondike>` ownership | ✅ complete | `GameState.session` |
| `draw()``session.process_instruction(RotateStock)` | ✅ complete | `game_state.rs` |
| `move_cards()``session.process_instruction(KlondikeInstruction)` | ✅ complete | `game_state.rs` |
| `undo()``session.undo()` | ✅ complete | `game_state.rs` |
| `possible_instructions()``session.state().state().get_sorted_moves()` | ✅ complete | `game_state.rs` |
| `can_move_cards()``session.state().state().is_instruction_valid()` | ✅ complete | `game_state.rs` |
| `solver.rs``session.solve()` | ✅ complete | `solver.rs` |
| `Suit`, `Rank` → re-export from `card_game` | ✅ complete | `card.rs` |
| `Foundation`, `Klondike`, `KlondikePile`, `Session`, `Tableau``solitaire_core::lib` | ✅ complete | `lib.rs` |
| Move legality enforcement | ✅ upstream (`is_instruction_valid`) | `klondike/src/lib.rs` |
| Foundation placement rules (Ace start, suit match) | ✅ upstream | `klondike/src/lib.rs` |
| Tableau placement rules (alternating colour, King on empty) | ✅ upstream | `klondike/src/lib.rs` |
| Multi-card stack moves via `SkipCards` | ✅ upstream | `klondike/src/lib.rs` |
| Session history / snapshot undo | ✅ upstream | `card_game/src/lib.rs` |
| DFS solver with budget limits | ✅ upstream | `card_game/src/lib.rs` |
| Instruction history → `SavedInstruction` serde mirrors | ✅ in adapter | `klondike_adapter.rs` |
| Schema v3 save/load (instruction replay) | ✅ complete | `game_state.rs`, `storage.rs` |
| `take_from_foundation` house rule → `MoveFromFoundationConfig` | ✅ complete | `klondike_adapter.rs` |
---
## 2. Duplicated / Replaceable Logic
These are local implementations that either replicate upstream or could be removed.
### 2a. `SavedInstruction` mirror types (~300 lines, `klondike_adapter.rs`)
**What:** A full hand-written serde mirror for every upstream klondike instruction type
(`SavedInstruction`, `SavedDstFoundation`, `SavedDstTableau`, `SavedKlondikePile`,
`SavedKlondikePileStack`, `SavedTableauStack`, `SavedTableau`, `SavedFoundation`,
`SavedSkipCards`, `InvalidSavedInstruction`) plus ~20 `From`/`TryFrom` conversion impls.
**Why written:** At the time, upstream klondike had no serde feature.
**Current upstream status:** At rev `99b49e62`, the `serde` feature is present and active.
`KlondikeInstruction`, `KlondikePile`, `KlondikePileStack`, `DstFoundation`, `DstTableau`,
`TableauStack`, `Tableau`, `Foundation`, `SkipCards` all derive
`#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]`.
**Blocker — JSON format incompatibility:**
| Field | Local `SavedInstruction` JSON | Upstream `KlondikeInstruction` JSON |
|---|---|---|
| Tableau index | `{ "Tableau": 0 }` (u8) | `{ "Tableau": "Tableau1" }` (named) |
| Foundation slot | `{ "Foundation": 0 }` (u8) | `{ "Foundation": "Foundation1" }` (named) |
| Skip count | `{ "skip_cards": 0 }` (u8) | `{ "skip_cards": "Skip0" }` (named) |
Switching to direct upstream serde **changes the `saved_moves` JSON shape** stored in
`game_state.json`. Any existing v3 save file would fail to deserialize after the switch.
This requires either:
- A schema bump to v4 **with a migration** (deserialize v3 manually then re-save as v4), or
- A schema bump to v4 **with graceful fallback** (v3 files rejected → fresh game).
**Recommendation:** Schema v4 with graceful fallback (v3 saves start fresh). Migration
is feasible but adds ~100 lines of throwaway code; the in-progress game loss is modest
since schema v3 was never shipped to users (it landed in the current dev branch, not a
release).
### 2b. `GameState::check_win()` (~15 lines)
**What:** Iterates all four foundation slots checking 13-card A→K sequences.
**Upstream equivalent:** `session.state().state().is_win()` on `Klondike`.
**Status:** Local check is correct but redundant. Trivially replaceable with no format change.
**Risk:** None — only affects `is_won` flag update path.
### 2c. `GameState::check_auto_complete()` (~15 lines)
**What:** Checks stock empty, waste empty, all tableau cards face-up.
**Upstream equivalent:** `session.state().state().is_win_trivial()` on `Klondike`.
**Semantic difference:** Upstream `is_win_trivial` checks `stock.is_empty()` (both faces)
and all `tableau.face_down().is_empty()`. Ferrous additionally checks `waste.is_empty()`.
These are logically equivalent for a valid game state (waste = stock face-up half).
**Risk:** Low — validated by existing auto-complete engine tests.
### 2c. `recycle_count` drift on undo (existing bug, not new)
**What:** `GameState.recycle_count` is incremented in `draw()` when stock is empty.
`undo()` does not decrement it. After undoing a recycle, `recycle_count` is stale and
may cause incorrect future penalty application.
**Upstream:** `KlondikeStats.recycle_count()` has the same problem — it is cumulative
and not restored on undo (stats are not part of the session snapshot, only game state is).
**Fix approach:** After each undo, recompute `recycle_count` by scanning
`session.history()` for `RotateStock` instructions that caused recycling.
**Priority:** Medium — affects scoring correctness in rare paths. File as a separate bug.
---
## 3. What Must Remain Ferrous-Specific
These responsibilities are product-layer, not Klondike-rules-layer, and must stay in `solitaire_core`.
| Responsibility | Why upstream cannot own it |
|---|---|
| WXP recycle penalties (free allowance + -100/-20) | `ScoringConfig::recycle` is a flat delta; no free-allowance concept exists upstream |
| Score floor (`score.max(0)`) | Not modelled upstream |
| Time bonus (`700_000 / elapsed_seconds`) | Not modelled upstream |
| `DrawMode` / `GameMode` enums | Product concept; not in upstream |
| Challenge mode undo block | Product rule |
| Zen mode scoring suppression | Product rule |
| `MoveError` variants for UI feedback | Upstream returns `bool`; Ferrous needs typed errors |
| `card::Card` projection (adds `id`, `face_up`) | Renderer requires stable `id` and face orientation |
| `Pile` DTO for engine sync | Renderer-facing snapshot type |
| `stock_cards()` / `waste_cards()` distinction | Engine models waste as a separate pile; upstream uses stock face-up half |
| `recycle_count` tracking | Needed for free-allowance penalty calculation |
| Persistence format + schema versioning | Product concern |
| `SavedInstruction` (currently) or upstream serde (after migration) | Either way, Ferrous owns the save contract |
---
## 4. Key Audit Findings
### Finding 1 — Upstream serde claim in docs is stale
`docs/card-game-integration.md` (last section "JSON Serialisation") states:
> Current verification (2026-06-01): klondike v0.3.0 and card_game v0.4.0 crate manifests
> expose no serde dependency/feature.
**This is wrong at rev 99b49e62.** The `serde` feature is present and active. All nine
instruction/pile types have `#[cfg_attr(feature = "serde", derive(...))]`. The doc must
be updated.
### Finding 2 — `take_from_foundation` default: docs vs code
`docs/card-game-integration.md` says:
> Ferrous Solitaire uses the standard rule (foundation cards cannot be moved back) as the
> default, with the house rule as an opt-in.
**The code and settings say the opposite:** `Settings::take_from_foundation` defaults to
`true` (Allowed); `GameState.take_from_foundation` also initializes to `true`. Multiple
tests assert this is the intended behavior. The upstream default is also `Allowed`.
**Resolution:** The docs are wrong. Default = Allowed (house rule on by default for
beginner-friendliness) is intentional. Update the docs; do not change the code.
### Finding 3 — `KlondikeStats` cumulative vs session-history-aware counts
`KlondikeStats.moves()` and `KlondikeStats.recycle_count()` accumulate monotonically.
They are NOT restored when `Session::undo()` is called (only `Klondike` game state is
restored from the snapshot, not the stats). Ferrous correctly uses
`session.history().len()` for `move_count` (history-aware). But `recycle_count` is
stored separately in `GameState` and also not decremented on undo — making them
equivalent in this one bug.
### Finding 4 — `SkipCards as usize` cast is correct
Upstream `SkipCards` has no explicit discriminants, so `Skip0 = 0 .. Skip12 = 12`.
`skip_cards as usize` in `solver.rs` and `game_state.rs` is correct.
---
## 5. Staged Migration
### Phase 0 — Doc fixes only (no code change)
Files: `docs/card-game-integration.md`
- Correct the serde claim (upstream has serde at rev 99b49e62).
- Correct the `take_from_foundation` default description.
- Update integration status table.
### Phase 1 — Delegate `is_win` / `is_win_trivial` (safe, no format change)
Files: `solitaire_core/src/game_state.rs`
Replace local `check_win()` and `check_auto_complete()` with upstream delegation:
```rust
// before
pub fn check_win(&self) -> bool { ... 40 lines ... }
// after
pub fn check_win(&self) -> bool {
self.session.state().state().is_win()
}
```
```rust
// before
pub fn check_auto_complete(&self) -> bool { ... 15 lines ... }
// after
pub fn check_auto_complete(&self) -> bool {
self.session.state().state().is_win_trivial()
}
```
**Risk:** Very low. Both methods are tested by existing integration tests. The semantic
difference in `check_auto_complete` (upstream vs Ferrous definition) is equivalent for
valid game states.
### Phase 2 — Replace `SavedInstruction` with upstream serde (schema v4)
Files:
- `solitaire_core/src/klondike_adapter.rs` (remove ~300 lines)
- `solitaire_core/src/game_state.rs` (update `Serialize`/`Deserialize` impls)
- `solitaire_core/src/proptest_tests.rs` (remove now-redundant SavedInstruction tests)
- `solitaire_data/src/storage.rs` (add schema v4 rejection test)
- `solitaire_data/src/replay.rs` (no change — uses `SavedKlondikePile` independently)
- `solitaire_wasm/src/lib.rs` (uses `SavedKlondikePileStack` in its own mirror — evaluate)
**Steps:**
1. In `game_state.rs`, change `PersistedGameState.saved_moves` from
`Vec<SavedInstruction>` to `Vec<KlondikeInstruction>` (upstream serde now works).
2. Update `GameState::Serialize` to emit `KlondikeInstruction` directly.
3. Update `GameState::Deserialize` to parse `KlondikeInstruction` directly.
4. Increment `GAME_STATE_SCHEMA_VERSION` to 4.
5. In `GameState::Deserialize`, reject schema != 4 with graceful fallback (already
handled by `load_game_state_from` returning `None` on serde error or wrong version).
6. Delete `SavedInstruction`, `SavedDstFoundation`, `SavedDstTableau`, `SavedKlondikePile`,
`SavedKlondikePileStack`, `SavedTableauStack`, `SavedTableau`, `SavedFoundation`,
`SavedSkipCards`, `InvalidSavedInstruction` from `klondike_adapter.rs`.
7. Delete the 20 `From`/`TryFrom` impls.
8. Remove `SavedInstruction` proptest and boundary tests (no longer needed).
9. Add schema v4 round-trip test and v3 rejection test.
**Note on `solitaire_data::replay.rs`:**
`replay.rs` uses `SavedKlondikePile` independently (for `ReplayMove`). This is a
separate type from the game-state save format and is NOT changed by this phase.
`ReplayMove` has its own schema (`REPLAY_SCHEMA_VERSION`) and can keep using the local
mirror types.
**Note on `solitaire_wasm/src/lib.rs`:**
Uses `SavedKlondikePileStack` in its own `ReplayMove` mirror. Same as above — separate
type, not affected.
### Pre-Phase 3 — Undo Field Audit (completed 2026-06-08)
Full audit of every Ferrous-owned field in `GameState` for undo correctness.
| Field | Correctly updated by `undo()`? | Notes |
|---|---|---|
| `score` | ✅ By design | 15 WXP undo penalty applied; Zen: stays 0 |
| `move_count` | ✅ Correct | Recomputed from `session.history().len()` |
| `is_won` | ✅ Correct | Recomputed; undo blocked on won game |
| `is_auto_completable` | ✅ Correct | Recomputed |
| `undo_count` | ✅ By design | Total undos ever, intentionally non-reversible |
| `elapsed_seconds` | ✅ Intentional | Timer is independent of moves |
| `seed` / `draw_mode` / `mode` / `take_from_foundation` | ✅ Immutable | |
| **`recycle_count`** | ❌ **Bug** | Not decremented — see below |
**`recycle_count` drift bug:**
`draw()` increments `recycle_count` when `stock.face_down().is_empty()` (the rotation
is a recycle, not just a draw). `undo()` calls `session.undo()` which restores the
`Klondike` card state, but does NOT decrement `recycle_count`.
Consequence: if the player recycles, undoes it, then recycles again, `recycle_count`
is `2` instead of `1` — the free-recycle allowance is consumed even though the first
recycle was undone. On Draw-1, the 2nd recycle costs 100; after the undo-and-replay
bug the player pays 100 for what should be their still-free recycle.
**Score compound effect:** When `undo()` is applied to a recycle that incurred a
penalty, the penalty amount (`score_after_recycle - 100`) is already in `self.score`.
`apply_undo_score` then adds `15` on top. The recycle penalty is never reversed.
**Fix approach for Phase 3:**
- After `session.undo()`, recompute `recycle_count` by scanning the new
`session.history()` for `RotateStock` snapshots where
`snapshot.state().state().stock().face_down().is_empty()` (indicating the rotation
was a recycle, not a draw from a populated stock).
- Restore `score` to `snapshot_score` **before** the undone move, then apply only
the 15 undo penalty. This requires reading the score stored in `StateSnapshot`
or keeping a pre-move score stack alongside the session history.
**Simpler alternative:** Store `(score_before, recycle_count_before)` in `GameState`
alongside each `session.process_instruction` call, mirroring the snapshot stack.
Undo pops this alongside the session undo.
### Phase 3 — Fix `recycle_count` drift on undo (optional, post-approval)
Files: `solitaire_core/src/game_state.rs`
After `session.undo()`, recompute `recycle_count` by scanning `session.history()` for
`RotateStock` snapshots where the pre-instruction stock face-down was empty (indicating
a recycle). Also correct the score: restore to the pre-undone-move score and apply only
the 15 undo penalty.
**Tests to add:**
- `recycle_count_decrements_when_recycle_is_undone`
- `score_recycle_penalty_is_reversed_on_undo`
**Risk:** Medium — changes observable scoring behavior. The fix is strictly more
correct, but any golden-file or regression test that recorded the old (buggy) score
after undo-of-recycle will need updating.
---
## 6. Files Likely to Change Per Phase
| Phase | Files |
|---|---|
| Phase 0 | `docs/card-game-integration.md` |
| Phase 1 | `solitaire_core/src/game_state.rs` |
| Phase 2 | `solitaire_core/src/klondike_adapter.rs`, `solitaire_core/src/game_state.rs`, `solitaire_core/src/proptest_tests.rs`, `solitaire_data/src/storage.rs` |
| Phase 3 | `solitaire_core/src/game_state.rs`, new test module |
---
## 7. Risks
### R1 — Save file format break (Phase 2, HIGH)
Users with v3 saves lose their in-progress game. Mitigated by the fact that v3 is
not in any shipped release (dev branch only). Graceful fallback (start fresh) is
acceptable; a migration shim is possible but not required.
### R2 — `solitaire_wasm` / `solitaire_data::replay` breakage (Phase 2, MEDIUM)
`SavedKlondikePile` and `SavedKlondikePileStack` are also used in `replay.rs` and
`wasm/src/lib.rs`. These are separate from the game-state save format and must be
left in place. Plan is to keep them in `klondike_adapter.rs` (or relocate to
`replay.rs`) after the game-state mirror types are deleted.
### R3 — `check_auto_complete` semantic drift (Phase 1, LOW)
Upstream `is_win_trivial` checks `stock.is_empty()` (no cards at all in stock)
whereas Ferrous also checks waste. These are equivalent for a valid game state but
could differ under test-support pile overrides. Existing auto-complete tests will
catch any regression.
### R4 — `SkipCards as usize` cast correctness
Already verified: enums have implicit 0..12 discriminants. No risk.
### R5 — Upstream changes after rev pin
The workspace is pinned to `rev = "99b49e62"`. No upstream drift risk until explicitly
re-pinned.
---
## 8. Test Plan
### Phase 1 tests (all currently pass)
- `game_state::tests::take_from_foundation_allows_legal_return_move`
- `game_state::tests::take_from_foundation_disabled_blocks_return_move_everywhere`
- `proptest_tests::*` (card conservation, deal determinism, undo invariant, legal moves)
### Phase 2 tests to add
- `storage::tests::game_state_v4_mid_game_round_trip` — verify upstream serde round-trip
after migrating to `KlondikeInstruction` directly
- `storage::tests::save_format_v3_is_rejected` — v3 files must return `None`
- Update `game_state::tests::*` — all existing tests must continue to pass
### Phase 2 tests to remove
- `proptest_tests::saved_instruction_round_trip` — no longer needed (no mirror types)
- `proptest_tests::saved_instruction_boundary_tests::*` — no longer needed
### Phase 3 tests to add
- `game_state::tests::recycle_count_decrements_on_undo` — after recycling and undoing,
`recycle_count` must reflect the correct post-undo count
---
## 9. Validation Commands
Run after each phase:
```bash
# Targeted (fast)
cargo test -p solitaire_core
cargo clippy -p solitaire_core -- -D warnings
# Broader
cargo test -p solitaire_wasm
cargo test -p solitaire_data
# Full workspace (run before declaring phase complete)
cargo test --workspace
cargo clippy --workspace -- -D warnings
```
---
## Summary: What Would Be Removed vs Kept
### Removed after all phases complete
| Code | Lines est. | Reason |
|---|---|---|
| `SavedInstruction` + 8 mirror types | ~150 | Upstream serde now available |
| 20 `From`/`TryFrom` impls | ~150 | Upstream serde now available |
| `InvalidSavedInstruction` error type | ~10 | Upstream serde now available |
| `check_win()` local impl | ~20 | Replaced by `is_win()` delegation |
| `check_auto_complete()` local impl | ~15 | Replaced by `is_win_trivial()` delegation |
| `SavedInstruction` proptest + boundary tests | ~60 | Mirror types removed |
**Total: ~400 lines removed from `solitaire_core`**
### Remains Ferrous-specific
- `KlondikeAdapter` scoring helpers (recycle penalties, score floor, time bonus, Zen/mode suppression)
- `DrawMode`, `GameMode`, `DifficultyLevel`
- `MoveError` and all boundary-checking logic
- `card::Card` (id + face_up projection)
- `Pile` DTO
- `stock_cards()` / `waste_cards()` projections
- Persistence format (`GameState` serde, schema version, `PersistedGameState`)
- `solitaire_data::replay` types (`ReplayMove`, `SavedKlondikePile` mirror — unchanged)
- `solitaire_wasm` replay mirror types (unchanged)
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# Testing Architecture — Engine-first Validation
Ferrous Solitaire validation is split into three layers with clear ownership:
1. **Rust unit tests (`solitaire_core`)**
- move generation and legality
- deal generation determinism
- scoring and penalties
- undo semantics
- win detection
2. **Engine integration tests (`solitaire_wasm` debug API)**
- autonomous game execution without UI/pointer simulation
- invariant checks after every move
- deterministic seed replay
- high-volume seeded runs (including long-running soak tests)
3. **Playwright UI tests**
- verify rendering vs engine state
- drag/drop and keyboard UX behavior
- responsive layout behavior
- browser-compatibility checks
## Source of truth
The Rust engine is authoritative. Browser tests must interact with the game via
debug API hooks, not via pixel/OCR solving or hardcoded screen coordinates.
## Debug API surfaces
Two automation surfaces are exposed:
- `solitaire_wasm::SolitaireGame` methods:
- `debug_snapshot()`
- `debug_legal_moves()`
- `debug_move_history()`
- `debug_apply_legal_move(index)`
- `debug_apply_move_json(json)`
- Browser bridge on `game.html`:
- `window.__FERROUS_DEBUG__.snapshot()`
- `window.__FERROUS_DEBUG__.legalMoves()`
- `window.__FERROUS_DEBUG__.moveHistory()`
- `window.__FERROUS_DEBUG__.applyLegalMove(index)`
- `window.__FERROUS_DEBUG__.applyMove(move)`
- `window.__FERROUS_DEBUG__.failureReport()`
- `window.__FERROUS_DEBUG__.runAutoplay(options)`
## Required failure payload
Every automation failure should capture:
- seed
- move history
- current game state
- screenshot
- browser trace
- console logs
`failureReport()` provides the engine-side fields (`seed`, `moveHistory`,
`currentState`) so UI harnesses only need to attach browser artifacts.
## Execution guidance
- Fast verification:
- `cargo test -p solitaire_core -p solitaire_wasm`
- Full verification:
- `cargo test --workspace`
- `cargo clippy --workspace -- -D warnings`
- Long unattended soak:
- `cargo test -p solitaire_wasm debug_api_autonomous_thousands_seed_soak -- --ignored`
### Browser e2e harness
The Playwright suite lives under `solitaire_server/e2e/` and boots
`solitaire_server` via Playwright `webServer` config.
- Install + run:
- `cd solitaire_server/e2e`
- `npm ci`
- `npx playwright install chromium`
- `npm test`
- Cycle metrics batch run:
- `cd solitaire_server/e2e`
- `npm run review:cycles -- --games 1000 --steps 350 --policy baseline --max-visits 1 --out /tmp/cycle-baseline.json`
- `npm run review:cycles -- --games 1000 --steps 350 --policy loop_aware --max-visits 2 --out /tmp/cycle-loop-aware.json`
- `npm run review:cycles:regression` (thresholded gate, writes `test-results/cycle-regression.json`)
- `npm run review:cycles:candidate` (loop-aware candidate run, writes `test-results/cycle-candidate.json`)
### Cycle-risk regression baseline and guardrails
- Current regression gate command:
- `npm run review:cycles:regression`
- config: `games=240`, `steps=350`, `policy=baseline`, `max-visits=1`
- Current guardrail thresholds:
- `all.cycle_rate_pct <= 86`
- `draw1.cycle_rate_pct <= 76`
- `draw3.cycle_rate_pct <= 95`
- `all.win_rate_pct >= 14`
- zero invariant/apply/page/console issue counts
- Baseline sample (240 games):
- overall: `win_rate=15.8%`, `cycle_rate=84.2%`
- draw-one: `win_rate=25.8%`, `cycle_rate=74.2%`
- draw-three: `win_rate=5.8%`, `cycle_rate=94.2%`
- Candidate loop-aware sample (240 games, lookahead via simulated move + restore):
- overall: `win_rate=20.4%`, `cycle_rate=32.5%`
- draw-one: `win_rate=33.3%`, `cycle_rate=16.7%`
- draw-three: `win_rate=7.5%`, `cycle_rate=48.3%`
- no invariant/apply/page/console issues in the sampled run
- Additional 500-game candidate soak:
- overall: `win_rate=20.2%`, `cycle_rate=28.6%`, `step_budget=51.2%`
- draw-three remains the dominant risk (`cycle_rate=45.2%`)
- Fix applied: cycle metrics regression now supports explicit
`max_step_budget_rate_*` thresholds. Candidate command now enforces
`max_step_budget_rate_all <= 60` to prevent silent drift from cycles into
step-budget stalls.
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# Android testing
This directory contains lightweight Android test helpers for Ferrous Solitaire.
They are intended to run against either a physical Android device or an emulator
connected through `adb`. When no device is connected the smoke script can
automatically launch an AVD for you.
## Prerequisites
- Android SDK and NDK installed.
- `adb` available on `PATH`.
- One device/emulator visible in `adb devices`, **or** at least one AVD created
(the script will launch one automatically if `LAUNCH_AVD=1`, which is the default).
- If multiple devices are connected, set `ADB_SERIAL` to the target device serial.
- Environment variables required by `scripts/build_android_apk.sh` when building:
```sh
export ANDROID_HOME=/path/to/android-sdk
export ANDROID_NDK_HOME=/path/to/android-ndk
export BUILD_TOOLS_VERSION=34.0.0
export PLATFORM=android-34
```
## Smoke test
From the workspace root (`Rusty_Solitaire/`):
```sh
scripts/android_smoke.sh
```
The smoke test first checks whether `adb` can see a ready device. If no device
is connected and `LAUNCH_AVD=1` (default), it:
1. locates the `emulator` binary under `ANDROID_HOME` or `PATH`,
2. picks the first available AVD (or uses `AVD_NAME`),
3. launches the emulator in the foreground (or headless with `AVD_HEADLESS=1`),
4. waits for `sys.boot_completed=1` before proceeding,
5. dismisses the lock screen so the screenshot shows the app.
Once a device is ready (auto-launched or pre-existing) the script:
1. builds the APK using `scripts/build_android_apk.sh`,
2. installs it with `adb install -r -d` so debug smoke builds can replace newer local builds,
3. force-stops the package by default for a clean launch,
4. clears `logcat`,
5. launches `com.ferrousapp.solitaire/android.app.NativeActivity`,
6. waits for the app to settle,
7. verifies the process is still running,
8. captures a screenshot and `logcat`, and
9. fails on fatal log patterns such as native crashes, JNI fatal errors, real ANRs,
and Rust panics.
On exit the script kills any emulator it launched (`SHUTDOWN_AVD_ON_EXIT=1` by
default). Set `SHUTDOWN_AVD_ON_EXIT=0` to keep the emulator open for inspection.
Artifacts are written to `target/android-smoke/<timestamp>/` by default. A successful run includes:
- `device.txt` — selected device and display metadata,
- `df-data-before.txt` / `df-data-after.txt` — emulator/device storage snapshots,
- `emulator.log` — stdout/stderr from the emulator process (AVD runs only),
- `emulator.pid` — PID of the emulator process (AVD runs only),
- `launch.png` — screenshot after the wait period,
- `logcat.txt` — full captured log,
- `log-summary.txt` — grep summary for warnings, errors, JNI, safe-area, and crash terms, and
- `pid.txt` — running app process id.
## Creating an AVD
If no AVDs exist, create one before running the smoke test:
```sh
# Install a system image
"$ANDROID_HOME/cmdline-tools/latest/bin/sdkmanager" \
'system-images;android-34;google_apis;x86_64'
# Create the AVD
"$ANDROID_HOME/cmdline-tools/latest/bin/avdmanager" create avd \
-n Pixel_7_API_34 \
-k 'system-images;android-34;google_apis;x86_64' \
--device 'pixel_7'
```
Then run the smoke test — it will pick `Pixel_7_API_34` automatically:
```sh
scripts/android_smoke.sh
```
## Faster iteration
If you already built the APK and only want to reinstall/relaunch:
```sh
BUILD_APK=0 scripts/android_smoke.sh
```
If the APK is already installed and you only want to relaunch/capture logs:
```sh
BUILD_APK=0 INSTALL_APK=0 scripts/android_smoke.sh
```
By default the script force-stops the package before launch so logcat and screenshots represent a clean app start. To test warm-launch behavior instead:
```sh
BUILD_APK=0 INSTALL_APK=0 FORCE_STOP=0 scripts/android_smoke.sh
```
This is also useful when an already-installed build is good enough for launch/log checks. On install failure, the script writes `adb-install.txt`, storage snapshots, and installed-package diagnostics to the output directory.
If install fails with `INSTALL_FAILED_UPDATE_INCOMPATIBLE`, the smoke script uninstalls the package and retries once by default (`RESET_ON_SIGNATURE_MISMATCH=1`). This resets app data on the device/emulator. Disable it with:
```sh
RESET_ON_SIGNATURE_MISMATCH=0 scripts/android_smoke.sh
```
To write artifacts to a stable path:
```sh
OUT_DIR=target/android-smoke/latest scripts/android_smoke.sh
```
When reusing an output directory, previous files are removed by default so stale artifacts do not contaminate the latest result. To keep existing files:
```sh
CLEAN_OUT_DIR=0 OUT_DIR=target/android-smoke/latest scripts/android_smoke.sh
```
To target a specific device when more than one is attached:
```sh
ADB_SERIAL=emulator-5554 scripts/android_smoke.sh
```
To wait longer for safe-area inset polling or slow devices:
```sh
WAIT_SECS=8 scripts/android_smoke.sh
```
## AVD options
To pick a specific AVD by name instead of auto-selecting the first one:
```sh
AVD_NAME=Pixel_7_API_34 scripts/android_smoke.sh
```
To run headless (no emulator window) — useful in CI or on a display-less machine:
```sh
AVD_HEADLESS=1 scripts/android_smoke.sh
```
To give a slow machine more time to boot the emulator (default is 120 s):
```sh
AVD_BOOT_TIMEOUT=180 scripts/android_smoke.sh
```
To keep the emulator running after the test (useful for manual inspection):
```sh
SHUTDOWN_AVD_ON_EXIT=0 scripts/android_smoke.sh
```
To pass extra flags to the emulator (e.g. disable snapshot for a completely
cold boot, or change GPU mode):
```sh
AVD_EXTRA_ARGS="-gpu swiftshader_indirect" scripts/android_smoke.sh
```
To disable AVD auto-launch entirely and fail immediately if no device is
connected:
```sh
LAUNCH_AVD=0 scripts/android_smoke.sh
```
For build-only validation without requiring a connected device, use the lower-level APK builder directly:
```sh
scripts/build_android_apk.sh
```
For smoke testing, `scripts/android_smoke.sh` defaults to the connected device's primary ABI when `BUILD_APK=1`, which keeps emulator APKs much smaller than the full multi-ABI default. You can still override it explicitly:
```sh
ABIS=x86_64 scripts/android_smoke.sh
```
For build-only validation, `scripts/build_android_apk.sh` still defaults to all configured ABIs unless you set `ABIS` yourself:
```sh
ABIS=x86_64 scripts/build_android_apk.sh
```
The APK builder signs debug builds with a persistent keystore at `target/android/debug.keystore` by default. This avoids signature churn across smoke-test runs.
The APK builder also strips native debug symbols by default before packaging (`STRIP_NATIVE_LIBS=1`). This keeps debug APKs installable on emulators with limited `/data` storage. To preserve native debug symbols for low-level debugging:
```sh
STRIP_NATIVE_LIBS=0 ABIS=x86_64 scripts/build_android_apk.sh
```
## Device checklist
The script is only a smoke test. Before shipping Android builds, also verify:
- safe-area insets arrive and shift the HUD after a few seconds,
- HUD does not overlap the top status bar,
- modal Done buttons are above the gesture/navigation bar,
- stock tap works,
- drag-and-drop works on tableau, waste, and foundation piles,
- Settings/Help/Profile modals open and close,
- login tokens persist after app restart, and
- `target/android-smoke/.../logcat.txt` contains no fatal JNI/native crash output.
## Notes
- `adb shell input tap X Y` uses physical pixels, not Bevy logical pixels.
- The projects common test device mapping is physical `1080×2400`, Bevy logical
`900×2000`, scale factor `1.20`; multiply logical coordinates by `1.20` for
scripted `adb shell input` commands on that device.
- Keep generated screenshots/logs under `target/android-smoke/` so they stay out
of source control.
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#!/usr/bin/env bash
# Android smoke test for Ferrous Solitaire.
#
# Builds (optional), installs, launches, captures logcat + screenshot, and
# fails on fatal Android log patterns. Designed as a lightweight device/emulator
# sanity check rather than a full UI automation suite.
#
# Required:
# adb on PATH
# Android SDK/NDK env required by scripts/build_android_apk.sh when BUILD_APK=1
#
# Optional environment:
# BUILD_APK=1|0 Build APK before install (default: 1)
# INSTALL_APK=1|0 Install APK before launch (default: 1)
# RESET_ON_SIGNATURE_MISMATCH=1|0
# Uninstall/retry if debug signatures differ (default: 1)
# LAUNCH_APP=1|0 Launch app before checks (default: 1)
# FORCE_STOP=1|0 Force-stop package before launch for clean logs (default: 1)
# CAPTURE_SCREENSHOT=1|0 Capture screenshot (default: 1)
# ADB_SERIAL=... Device serial to use when multiple devices are connected
# APK_PATH=... APK to install (default: target/debug/apk/ferrous-solitaire.apk)
# PACKAGE=... Android package (default: com.ferrousapp.solitaire)
# ACTIVITY=... Activity class (default: android.app.NativeActivity)
# OUT_DIR=... Artifact directory (default: target/android-smoke/<timestamp>)
# CLEAN_OUT_DIR=1|0 Remove prior artifacts from OUT_DIR first (default: 1)
# WAIT_SECS=... Seconds to wait after launch (default: 5)
# ABIS=... Passed to build script. If unset and BUILD_APK=1,
# defaults to the connected device's primary ABI.
#
# AVD auto-launch (used when no device/emulator is already connected):
# LAUNCH_AVD=1|0 Auto-launch an AVD when no device is ready (default: 1)
# AVD_NAME=... AVD name to launch (default: first from `emulator -list-avds`)
# AVD_BOOT_TIMEOUT=... Seconds to wait for the emulator to finish booting (default: 120)
# AVD_HEADLESS=1|0 Run with -no-window -no-audio for CI/no-display environments (default: 0)
# AVD_EXTRA_ARGS=... Extra arguments appended verbatim to the emulator command line
# SHUTDOWN_AVD_ON_EXIT=1|0
# Kill the AVD this script launched on exit (default: 1).
# Set to 0 to leave the emulator running after the test.
#
# Examples:
# scripts/android_smoke.sh
# BUILD_APK=0 scripts/android_smoke.sh
# LAUNCH_AVD=0 scripts/android_smoke.sh # error out if no device, never auto-launch
# AVD_NAME=Pixel_7_API_34 scripts/android_smoke.sh
# AVD_HEADLESS=1 scripts/android_smoke.sh # CI / no-display
# SHUTDOWN_AVD_ON_EXIT=0 scripts/android_smoke.sh # keep emulator open after test
# OUT_DIR=target/android-smoke/latest WAIT_SECS=8 scripts/android_smoke.sh
set -euo pipefail
REPO_ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
cd "$REPO_ROOT"
BUILD_APK="${BUILD_APK:-1}"
INSTALL_APK="${INSTALL_APK:-1}"
RESET_ON_SIGNATURE_MISMATCH="${RESET_ON_SIGNATURE_MISMATCH:-1}"
LAUNCH_APP="${LAUNCH_APP:-1}"
FORCE_STOP="${FORCE_STOP:-1}"
CAPTURE_SCREENSHOT="${CAPTURE_SCREENSHOT:-1}"
APK_PATH="${APK_PATH:-target/debug/apk/ferrous-solitaire.apk}"
PACKAGE="${PACKAGE:-com.ferrousapp.solitaire}"
ACTIVITY="${ACTIVITY:-android.app.NativeActivity}"
WAIT_SECS="${WAIT_SECS:-5}"
OUT_DIR="${OUT_DIR:-target/android-smoke/$(date +%Y%m%d-%H%M%S)}"
CLEAN_OUT_DIR="${CLEAN_OUT_DIR:-1}"
REMOTE_SCREENSHOT="/sdcard/ferrous-solitaire-smoke.png"
LAUNCH_AVD="${LAUNCH_AVD:-1}"
AVD_NAME="${AVD_NAME:-}"
AVD_BOOT_TIMEOUT="${AVD_BOOT_TIMEOUT:-120}"
AVD_HEADLESS="${AVD_HEADLESS:-0}"
AVD_EXTRA_ARGS="${AVD_EXTRA_ARGS:-}"
SHUTDOWN_AVD_ON_EXIT="${SHUTDOWN_AVD_ON_EXIT:-1}"
ADB=(adb)
if [ -n "${ADB_SERIAL:-}" ]; then
ADB+=( -s "$ADB_SERIAL" )
fi
# PID of any emulator we start so the EXIT trap can clean it up.
_LAUNCHED_EMULATOR_PID=""
_cleanup_emulator() {
if [ -n "$_LAUNCHED_EMULATOR_PID" ] && [ "$SHUTDOWN_AVD_ON_EXIT" = "1" ]; then
echo ">>> shutdown emulator (PID $_LAUNCHED_EMULATOR_PID)"
kill "$_LAUNCHED_EMULATOR_PID" 2>/dev/null || true
fi
}
trap _cleanup_emulator EXIT
require_cmd() {
command -v "$1" >/dev/null 2>&1 || {
echo "missing required command: $1" >&2
exit 1
}
}
mkdir -p "$OUT_DIR"
if [ "$CLEAN_OUT_DIR" = "1" ]; then
find "$OUT_DIR" -mindepth 1 -maxdepth 1 -exec rm -rf {} +
fi
require_cmd adb
# ---------------------------------------------------------------------------
# Device / emulator availability
# ---------------------------------------------------------------------------
DEVICE_STATE="$("${ADB[@]}" get-state 2>/dev/null || true)"
if [ "$DEVICE_STATE" != "device" ]; then
if [ "$LAUNCH_AVD" != "1" ]; then
adb devices > "$OUT_DIR/adb-devices.txt" 2>&1 || true
if [ -n "${ADB_SERIAL:-}" ]; then
echo "Android device '$ADB_SERIAL' is not connected/ready (state: ${DEVICE_STATE:-unknown})." >&2
else
echo "No Android device/emulator is connected and ready." >&2
fi
echo "Run 'adb devices' or start an emulator, then retry." >&2
echo "Device list saved to $OUT_DIR/adb-devices.txt" >&2
exit 1
fi
# --- locate emulator binary -----------------------------------------------
# Priority: ANDROID_HOME env → PATH → common SDK install locations.
_find_sdk_root() {
for candidate in \
"$HOME/Android/Sdk" \
"$HOME/Library/Android/sdk" \
"/opt/android-sdk" \
"/usr/lib/android-sdk"; do
[ -d "$candidate" ] && echo "$candidate" && return
done
}
EMULATOR_BIN=""
if [ -n "${ANDROID_HOME:-}" ] && [ -x "$ANDROID_HOME/emulator/emulator" ]; then
EMULATOR_BIN="$ANDROID_HOME/emulator/emulator"
elif command -v emulator >/dev/null 2>&1; then
EMULATOR_BIN="$(command -v emulator)"
else
_SDK_ROOT="$(_find_sdk_root)"
if [ -n "$_SDK_ROOT" ] && [ -x "$_SDK_ROOT/emulator/emulator" ]; then
EMULATOR_BIN="$_SDK_ROOT/emulator/emulator"
fi
fi
if [ -z "$EMULATOR_BIN" ]; then
echo "No Android device found and 'emulator' binary is not available." >&2
echo " • Install the Android SDK emulator component, or" >&2
echo " • Set ANDROID_HOME to your SDK root, or" >&2
echo " • Start a device/emulator manually then retry with LAUNCH_AVD=0." >&2
exit 1
fi
echo ">>> emulator binary: $EMULATOR_BIN"
# --- select AVD -----------------------------------------------------------
if [ -z "$AVD_NAME" ]; then
AVD_NAME="$("$EMULATOR_BIN" -list-avds 2>/dev/null | head -n 1 | tr -d '\r')"
if [ -z "$AVD_NAME" ]; then
echo "No AVDs found. Create one first, for example:" >&2
echo " sdkmanager 'system-images;android-34;google_apis;x86_64'" >&2
echo " avdmanager create avd -n Pixel_7_API_34 \\" >&2
echo " -k 'system-images;android-34;google_apis;x86_64' --device 'pixel_7'" >&2
exit 1
fi
echo ">>> auto-selected AVD: $AVD_NAME"
fi
# --- launch emulator -------------------------------------------------------
EMULATOR_ARGS=( -avd "$AVD_NAME" -no-snapshot-load )
[ "$AVD_HEADLESS" = "1" ] && EMULATOR_ARGS+=( -no-window -no-audio )
# Split AVD_EXTRA_ARGS on whitespace only (disable glob expansion).
set -f
# shellcheck disable=SC2206
[ -n "$AVD_EXTRA_ARGS" ] && EMULATOR_ARGS+=( $AVD_EXTRA_ARGS )
set +f
echo ">>> launch emulator: $AVD_NAME"
"$EMULATOR_BIN" "${EMULATOR_ARGS[@]}" > "$OUT_DIR/emulator.log" 2>&1 &
_LAUNCHED_EMULATOR_PID=$!
echo "$_LAUNCHED_EMULATOR_PID" > "$OUT_DIR/emulator.pid"
echo " emulator PID: $_LAUNCHED_EMULATOR_PID"
echo " emulator log: $OUT_DIR/emulator.log"
# --- wait for adb transport -----------------------------------------------
# Poll adb get-state (≠ wait-for-device which blocks indefinitely) so we can
# honour AVD_BOOT_TIMEOUT for the whole boot sequence.
echo ">>> waiting for device to appear in adb (timeout: ${AVD_BOOT_TIMEOUT}s)"
_ELAPSED=0
while true; do
_STATE="$("${ADB[@]}" get-state 2>/dev/null || true)"
if [ "$_STATE" = "device" ] || [ "$_STATE" = "offline" ]; then
break
fi
if [ "$_ELAPSED" -ge "$AVD_BOOT_TIMEOUT" ]; then
echo "Device did not appear in adb within ${AVD_BOOT_TIMEOUT}s" >&2
echo "emulator log:" >&2
tail -20 "$OUT_DIR/emulator.log" >&2 || true
exit 1
fi
sleep 3
_ELAPSED=$(( _ELAPSED + 3 ))
echo " ... ${_ELAPSED}s / ${AVD_BOOT_TIMEOUT}s"
done
# Capture emulator serial (emulator-5554 etc.) so all subsequent adb calls
# target the right device when ADB_SERIAL was not set by the caller.
if [ -z "${ADB_SERIAL:-}" ]; then
_EMU_SERIAL="$(adb devices 2>/dev/null | awk '/^emulator-/{print $1; exit}' | tr -d '\r')"
if [ -n "$_EMU_SERIAL" ]; then
ADB_SERIAL="$_EMU_SERIAL"
ADB=(adb -s "$ADB_SERIAL")
echo ">>> detected emulator serial: $ADB_SERIAL"
fi
fi
# --- wait for full Android boot -------------------------------------------
# adb get-state returning "device" means the transport is up, but the
# Android framework may still be initialising. Poll sys.boot_completed.
echo ">>> waiting for boot_completed (timeout: ${AVD_BOOT_TIMEOUT}s)"
_BOOT_ELAPSED=0
_BOOT_INTERVAL=5
while true; do
_BOOT="$("${ADB[@]}" shell getprop sys.boot_completed 2>/dev/null | tr -d '\r')"
if [ "$_BOOT" = "1" ]; then
echo ">>> emulator boot complete"
break
fi
if [ "$_BOOT_ELAPSED" -ge "$AVD_BOOT_TIMEOUT" ]; then
echo "Emulator did not finish booting within ${AVD_BOOT_TIMEOUT}s" >&2
echo "emulator log:" >&2
tail -20 "$OUT_DIR/emulator.log" >&2 || true
exit 1
fi
sleep "$_BOOT_INTERVAL"
_BOOT_ELAPSED=$(( _BOOT_ELAPSED + _BOOT_INTERVAL ))
echo " ... ${_BOOT_ELAPSED}s / ${AVD_BOOT_TIMEOUT}s (boot_completed='${_BOOT}')"
done
# Dismiss the lock screen so later screencap shows the app, not the keyguard.
"${ADB[@]}" shell input keyevent 82 2>/dev/null || true
# Final sanity check — device must be fully ready before we proceed.
DEVICE_STATE="$("${ADB[@]}" get-state 2>/dev/null || true)"
if [ "$DEVICE_STATE" != "device" ]; then
echo "Emulator is running but adb state is '${DEVICE_STATE:-unknown}'." >&2
exit 1
fi
fi
# ---------------------------------------------------------------------------
# Device metadata
# ---------------------------------------------------------------------------
{
echo "adb_serial=${ADB_SERIAL:-default}"
echo "package=$PACKAGE"
echo "activity=$ACTIVITY"
echo "device_state=$DEVICE_STATE"
"${ADB[@]}" shell getprop ro.product.model 2>/dev/null | tr -d '\r' | sed 's/^/product_model=/'
"${ADB[@]}" shell getprop ro.build.version.release 2>/dev/null | tr -d '\r' | sed 's/^/android_release=/'
"${ADB[@]}" shell getprop ro.build.version.sdk 2>/dev/null | tr -d '\r' | sed 's/^/android_sdk=/'
"${ADB[@]}" shell wm size 2>/dev/null | tr -d '\r' | sed 's/^/wm_size=/'
"${ADB[@]}" shell wm density 2>/dev/null | tr -d '\r' | sed 's/^/wm_density=/'
} > "$OUT_DIR/device.txt"
"${ADB[@]}" shell df -h /data > "$OUT_DIR/df-data-before.txt" 2>&1 || true
if [ "$BUILD_APK" = "1" ]; then
if [ -z "${ABIS:-}" ]; then
DEVICE_ABI="$("${ADB[@]}" shell getprop ro.product.cpu.abi 2>/dev/null | tr -d '\r')"
case "$DEVICE_ABI" in
x86_64|arm64-v8a|armeabi-v7a)
export ABIS="$DEVICE_ABI"
;;
armeabi*)
export ABIS="armeabi-v7a"
;;
*)
echo "Could not map device ABI '$DEVICE_ABI'; using build script default ABIS." >&2
;;
esac
fi
echo ">>> build Android APK${ABIS:+ (ABIS=$ABIS)}"
scripts/build_android_apk.sh
fi
if [ "$INSTALL_APK" = "1" ]; then
[ -f "$APK_PATH" ] || {
echo "APK not found: $APK_PATH" >&2
echo "Set APK_PATH or run with BUILD_APK=1." >&2
exit 1
}
ls -lh "$APK_PATH" > "$OUT_DIR/apk.txt"
echo ">>> install $APK_PATH"
if ! "${ADB[@]}" install -r -d "$APK_PATH" > "$OUT_DIR/adb-install.txt" 2>&1; then
if [ "$RESET_ON_SIGNATURE_MISMATCH" = "1" ] && grep -q "INSTALL_FAILED_UPDATE_INCOMPATIBLE" "$OUT_DIR/adb-install.txt"; then
echo ">>> signature mismatch; uninstalling $PACKAGE and retrying install"
"${ADB[@]}" uninstall "$PACKAGE" > "$OUT_DIR/adb-uninstall-before-retry.txt" 2>&1 || true
if "${ADB[@]}" install -r -d "$APK_PATH" > "$OUT_DIR/adb-install-retry.txt" 2>&1; then
cat "$OUT_DIR/adb-install-retry.txt" >> "$OUT_DIR/adb-install.txt"
else
cat "$OUT_DIR/adb-install.txt" >&2
cat "$OUT_DIR/adb-install-retry.txt" >&2
"${ADB[@]}" shell df -h /data > "$OUT_DIR/df-data-after-install-failure.txt" 2>&1 || true
"${ADB[@]}" shell pm list packages | grep -F "$PACKAGE" > "$OUT_DIR/installed-package.txt" 2>&1 || true
echo "APK install retry failed. Diagnostics saved in $OUT_DIR" >&2
exit 1
fi
else
cat "$OUT_DIR/adb-install.txt" >&2
"${ADB[@]}" shell df -h /data > "$OUT_DIR/df-data-after-install-failure.txt" 2>&1 || true
"${ADB[@]}" shell pm list packages | grep -F "$PACKAGE" > "$OUT_DIR/installed-package.txt" 2>&1 || true
echo "APK install failed. Diagnostics saved in $OUT_DIR" >&2
echo "If the package is already installed and you only need launch/log checks, retry with INSTALL_APK=0." >&2
exit 1
fi
fi
fi
if [ "$FORCE_STOP" = "1" ]; then
echo ">>> force-stop $PACKAGE"
"${ADB[@]}" shell am force-stop "$PACKAGE" || true
fi
echo ">>> clear logcat"
"${ADB[@]}" logcat -c
if [ "$LAUNCH_APP" = "1" ]; then
echo ">>> launch $PACKAGE/$ACTIVITY"
"${ADB[@]}" shell am start -n "$PACKAGE/$ACTIVITY" > "$OUT_DIR/am-start.txt"
fi
echo ">>> wait ${WAIT_SECS}s"
sleep "$WAIT_SECS"
PID="$("${ADB[@]}" shell pidof "$PACKAGE" | tr -d '\r' || true)"
if [ -z "$PID" ]; then
"${ADB[@]}" logcat -d > "$OUT_DIR/logcat.txt" || true
echo "app process is not running after launch: $PACKAGE" >&2
echo "logcat saved to $OUT_DIR/logcat.txt" >&2
exit 1
fi
echo "$PID" > "$OUT_DIR/pid.txt"
if [ "$CAPTURE_SCREENSHOT" = "1" ]; then
echo ">>> capture screenshot"
"${ADB[@]}" shell screencap -p "$REMOTE_SCREENSHOT"
"${ADB[@]}" pull "$REMOTE_SCREENSHOT" "$OUT_DIR/launch.png" >/dev/null
"${ADB[@]}" shell rm -f "$REMOTE_SCREENSHOT" >/dev/null 2>&1 || true
fi
echo ">>> capture logcat"
"${ADB[@]}" logcat -d > "$OUT_DIR/logcat.txt"
grep -iE "panic|fatal|jni|native crash|\bANR\b|exception|error|warn|keystore|safe_area" "$OUT_DIR/logcat.txt" > "$OUT_DIR/log-summary.txt" || true
"${ADB[@]}" shell df -h /data > "$OUT_DIR/df-data-after.txt" 2>&1 || true
# Fatal patterns only. Avoid matching generic "error" because Android logs are
# noisy and many non-fatal framework lines contain that word.
if grep -iE "fatal exception|jni detected error|native crash|signal [0-9]+|ANR in|Application Not Responding|Input dispatching timed out|thread exiting with uncaught exception|panicked at" "$OUT_DIR/logcat.txt"; then
echo "Android smoke test found fatal log output" >&2
echo "Artifacts saved in $OUT_DIR" >&2
exit 1
fi
echo ">>> Android smoke test passed"
echo "Artifacts saved in $OUT_DIR"
+16 -108
View File
@@ -6,15 +6,11 @@
# ndk-build crate that we couldn't isolate; running each Android toolchain
# step explicitly gives us a debuggable pipeline.
#
# Environment:
# ANDROID_HOME Path to Android SDK root. If unset, common SDK
# locations such as ~/Android/Sdk are tried.
# ANDROID_NDK_HOME Path to the specific NDK version. If unset, the
# newest $ANDROID_HOME/ndk/* directory is used.
# BUILD_TOOLS_VERSION e.g. "34.0.0". If unset, newest installed build-tools
# version is used.
# PLATFORM e.g. "android-34". If unset, newest installed
# $ANDROID_HOME/platforms/android-* platform is used.
# Required environment:
# ANDROID_HOME Path to Android SDK root
# ANDROID_NDK_HOME Path to the specific NDK version
# BUILD_TOOLS_VERSION e.g. "34.0.0"
# PLATFORM e.g. "android-34"
#
# Optional environment:
# PROFILE "debug" (default) | "release"
@@ -23,8 +19,7 @@
# fit the runner's disk budget — a full three-ABI
# debug build can exceed 25 GB of target/ output.
# APK_OUT Output APK path (default: target/$PROFILE/apk/ferrous-solitaire.apk)
# STRIP_NATIVE_LIBS 1 to strip .so files before packaging (default: 1)
# KEYSTORE Path to keystore for signing (default: target/android/debug.keystore)
# KEYSTORE Path to keystore for signing (default: generates a debug keystore)
# KEYSTORE_PASS Keystore password (default: "android" for the generated debug keystore)
# KEY_ALIAS Key alias (default: "androiddebugkey")
# KEY_PASS Key password (default: same as KEYSTORE_PASS)
@@ -33,63 +28,18 @@
# $APK_OUT Signed, zipaligned APK
set -euo pipefail
infer_latest_dir_name() {
local pattern="$1"
local latest=""
shopt -s nullglob
local dirs=( $pattern )
shopt -u nullglob
if [ ${#dirs[@]} -gt 0 ]; then
latest="$(printf '%s\n' "${dirs[@]}" | sort -V | tail -n 1)"
basename "$latest"
fi
}
if [ -z "${ANDROID_HOME:-}" ]; then
for candidate in "$HOME/Android/Sdk" "$HOME/Library/Android/sdk" "/opt/android-sdk" "/usr/lib/android-sdk"; do
if [ -d "$candidate" ]; then
ANDROID_HOME="$candidate"
export ANDROID_HOME
break
fi
done
fi
: "${ANDROID_HOME:?ANDROID_HOME must be set or discoverable under a common SDK path}"
if [ -z "${ANDROID_NDK_HOME:-}" ]; then
NDK_VERSION="$(infer_latest_dir_name "$ANDROID_HOME/ndk/*")"
if [ -n "$NDK_VERSION" ]; then
ANDROID_NDK_HOME="$ANDROID_HOME/ndk/$NDK_VERSION"
export ANDROID_NDK_HOME
fi
fi
: "${ANDROID_NDK_HOME:?ANDROID_NDK_HOME must be set or discoverable under ANDROID_HOME/ndk}"
if [ -z "${BUILD_TOOLS_VERSION:-}" ]; then
BUILD_TOOLS_VERSION="$(infer_latest_dir_name "$ANDROID_HOME/build-tools/*")"
export BUILD_TOOLS_VERSION
fi
: "${BUILD_TOOLS_VERSION:?BUILD_TOOLS_VERSION must be set or discoverable under ANDROID_HOME/build-tools}"
if [ -z "${PLATFORM:-}" ]; then
PLATFORM="$(infer_latest_dir_name "$ANDROID_HOME/platforms/android-*")"
export PLATFORM
fi
: "${PLATFORM:?PLATFORM must be set or discoverable under ANDROID_HOME/platforms}"
: "${ANDROID_HOME:?ANDROID_HOME must be set}"
: "${ANDROID_NDK_HOME:?ANDROID_NDK_HOME must be set}"
: "${BUILD_TOOLS_VERSION:?BUILD_TOOLS_VERSION must be set}"
: "${PLATFORM:?PLATFORM must be set (e.g. android-34)}"
PROFILE="${PROFILE:-debug}"
ABIS="${ABIS:-arm64-v8a armeabi-v7a x86_64}"
APK_OUT="${APK_OUT:-target/${PROFILE}/apk/ferrous-solitaire.apk}"
STRIP_NATIVE_LIBS="${STRIP_NATIVE_LIBS:-1}"
REPO_ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
cd "$REPO_ROOT"
echo ">>> Android SDK: $ANDROID_HOME"
echo ">>> Android NDK: $ANDROID_NDK_HOME"
echo ">>> Build tools: $BUILD_TOOLS_VERSION"
echo ">>> Platform: $PLATFORM"
BT="$ANDROID_HOME/build-tools/$BUILD_TOOLS_VERSION"
PLATFORM_JAR="$ANDROID_HOME/platforms/$PLATFORM/android.jar"
MANIFEST="solitaire_app/android/AndroidManifest.xml"
@@ -119,24 +69,6 @@ fi
echo ">>> cargo ndk ${CARGO_NDK_ARGS[*]}"
cargo ndk "${CARGO_NDK_ARGS[@]}"
if [ "$STRIP_NATIVE_LIBS" = "1" ]; then
LLVM_STRIP=""
shopt -s nullglob
STRIP_CANDIDATES=( "$ANDROID_NDK_HOME"/toolchains/llvm/prebuilt/*/bin/llvm-strip )
shopt -u nullglob
if [ ${#STRIP_CANDIDATES[@]} -gt 0 ]; then
LLVM_STRIP="${STRIP_CANDIDATES[0]}"
fi
if [ -z "$LLVM_STRIP" ]; then
echo "llvm-strip not found under ANDROID_NDK_HOME; native libraries will remain unstripped" >&2
else
echo ">>> strip native libraries with $LLVM_STRIP"
find "$STAGING/lib" -name '*.so' -print0 | while IFS= read -r -d '' so; do
"$LLVM_STRIP" --strip-debug "$so"
done
fi
fi
# --- 2. compile + link resources and manifest ------------------------------
if [ -d "$RES_DIR" ]; then
echo ">>> aapt2 compile resources"
@@ -188,15 +120,11 @@ rm -f "$STAGING/app-unsigned.apk"
# --- 5. sign ---------------------------------------------------------------
if [ -z "${KEYSTORE:-}" ]; then
KEYSTORE="target/android/debug.keystore"
fi
KEYSTORE_PASS="${KEYSTORE_PASS:-android}"
KEY_ALIAS="${KEY_ALIAS:-androiddebugkey}"
KEY_PASS="${KEY_PASS:-$KEYSTORE_PASS}"
if [ ! -f "$KEYSTORE" ]; then
mkdir -p "$(dirname "$KEYSTORE")"
# Generate a deterministic debug keystore on the fly.
KEYSTORE="$STAGING/debug.keystore"
KEYSTORE_PASS="${KEYSTORE_PASS:-android}"
KEY_ALIAS="${KEY_ALIAS:-androiddebugkey}"
KEY_PASS="${KEY_PASS:-$KEYSTORE_PASS}"
echo ">>> generating debug keystore at $KEYSTORE"
keytool -genkeypair -v \
-keystore "$KEYSTORE" \
@@ -213,35 +141,15 @@ KEY_PASS="${KEY_PASS:-$KEYSTORE_PASS}"
mkdir -p "$(dirname "$APK_OUT")"
echo ">>> apksigner sign -> $APK_OUT"
# Sign the schemes explicitly instead of relying on apksigner's auto behaviour.
# Left to "auto", this pipeline produced an APK carrying invalid v1 (JAR)
# signature files (META-INF/*.SF/.RSA present but failing v1 verification).
# Android installs it fine via v2/v3, but Obtainium parses the APK's legacy v1
# certificate at install time, gets an empty cert list, and crashes with
# "RangeError (length): Invalid value: valid value range is empty: 0".
# minSdk is 26 (solitaire_app/android/AndroidManifest.xml), so v1/JAR signing is
# not needed at all — disable it and ship a clean v2+v3 signature, matching what
# modern Android tooling produces for minSdk >= 24.
"$BT/apksigner" sign \
--ks "$KEYSTORE" \
--ks-pass "pass:$KEYSTORE_PASS" \
--ks-key-alias "$KEY_ALIAS" \
--key-pass "pass:$KEY_PASS" \
--min-sdk-version 26 \
--v1-signing-enabled false \
--v2-signing-enabled true \
--v3-signing-enabled true \
--out "$APK_OUT" \
"$STAGING/app-aligned.apk"
echo ">>> verify"
"$BT/apksigner" verify --min-sdk-version 26 --verbose "$APK_OUT"
# Guard: no leftover v1/JAR signature files may remain — their presence (valid or
# not) is what tripped Obtainium. Fail the build if any slipped through.
if unzip -l "$APK_OUT" 2>/dev/null | grep -qiE 'META-INF/.*\.(SF|RSA|DSA|EC)$'; then
echo "ERROR: APK still contains v1/JAR signature files; expected v2+v3 only" >&2
exit 1
fi
"$BT/apksigner" verify --verbose "$APK_OUT"
echo ">>> done: $APK_OUT"
-51
View File
@@ -1,51 +0,0 @@
#!/usr/bin/env bash
# Update Quaternions registry dependencies and run the full safety gate.
#
# Usage:
# scripts/update_quaternions_deps.sh <klondike_version> <card_game_version>
#
# Example:
# scripts/update_quaternions_deps.sh 0.3.1 0.4.1
#
# This script updates Cargo.lock to the requested versions (within the semver
# ranges already declared in Cargo.toml), then runs the project's required
# verification steps plus deterministic replay checks.
set -euo pipefail
if [ "$#" -ne 2 ]; then
echo "usage: $0 <klondike_version> <card_game_version>"
exit 2
fi
KLONDIKE_VERSION="$1"
CARD_GAME_VERSION="$2"
REPO_ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
cd "$REPO_ROOT"
echo ">>> Quaternions registry:"
echo " https://git.aleshym.co/api/packages/Quaternions/cargo/"
echo
echo ">>> Review upstream release notes / changelogs before proceeding:"
echo " - https://git.aleshym.co/Quaternions/card_game"
echo " - https://git.aleshym.co/Quaternions/klondike"
echo
echo ">>> Updating lockfile to klondike=$KLONDIKE_VERSION card_game=$CARD_GAME_VERSION"
cargo update -p klondike --precise "$KLONDIKE_VERSION"
cargo update -p card_game --precise "$CARD_GAME_VERSION"
echo ">>> Verifying dependency graph"
cargo tree -p solitaire_core --depth 2 | cat
echo ">>> Running workspace tests"
cargo test --workspace
echo ">>> Running workspace clippy"
cargo clippy --workspace -- -D warnings
echo ">>> Running deterministic replay / debug-api smoke checks"
cargo test -p solitaire_wasm debug_snapshot_exposes_replayable_seed_and_history -- --exact
cargo test -p solitaire_wasm debug_api_autonomous_seed_batch_smoke -- --exact
echo ">>> Quaternions dependency upgrade gate passed"
-22
View File
@@ -22,13 +22,6 @@ bevy = { workspace = true }
solitaire_engine = { workspace = true }
solitaire_data = { workspace = true }
# Android-only: the entry point reconstructs the raw `JavaVM` / activity
# handles and registers the safe `solitaire_data::android_jni` bridge. This
# is the one crate in the workspace that performs `unsafe` FFI, so it is also
# the only one that depends on `jni` directly at the app layer.
[target.'cfg(target_os = "android")'.dependencies]
jni = { workspace = true }
# Desktop-only deps. `keyring`'s default-store init only matters on
# platforms with a real keychain backend (Linux Secret Service,
# macOS Keychain, Windows Credential Store), and its transitive
@@ -106,18 +99,3 @@ icon = "@mipmap/ic_launcher"
# in portrait orientation. Remove (or add a landscape layout) before
# enabling auto-rotate.
orientation = "portrait"
# `solitaire_app` is the one crate that cannot inherit the workspace
# `forbid(unsafe_code)`: as the Android cdylib it must export the
# `#[unsafe(no_mangle)]` entry point and reconstruct the raw JNI handles
# there (a `no_mangle` symbol cannot live in a dependency rlib). It mirrors
# the workspace lints but at `deny`, so the two `#[allow(unsafe_code)]`
# scopes in the Android entry point are the only unsafe in the whole tree.
[lints.rust]
unsafe_code = "deny"
single_use_lifetimes = "warn"
trivial_casts = "warn"
unused_lifetimes = "warn"
unused_qualifications = "warn"
variant_size_differences = "warn"
unexpected_cfgs = "warn"
+12 -68
View File
@@ -25,10 +25,7 @@ use bevy::window::{MonitorSelection, PresentMode, WindowPosition};
use bevy::winit::WinitWindows;
#[cfg(target_os = "android")]
use bevy::winit::{UpdateMode, WinitSettings};
use solitaire_data::{
Settings, cleanup_orphaned_tmp_files, load_settings_from, provider_for_backend,
settings_file_path,
};
use solitaire_data::{Settings, load_settings_from, provider_for_backend, settings_file_path};
use solitaire_engine::{CoreGamePlugin, SyncProvider, register_theme_asset_sources};
fn load_settings() -> Settings {
@@ -52,12 +49,6 @@ pub fn run() {
// and any debugger attached still sees the panic).
install_crash_log_hook();
// Remove any *.tmp files left behind by a crash between an atomic write
// and its rename. Safe to call unconditionally — missing data dir is a
// no-op. Must run before GamePlugin loads saved state so orphaned files
// don't accumulate across launches.
let _ = cleanup_orphaned_tmp_files();
// Initialise the platform keyring store before any token operations.
// On Linux this uses the Secret Service (GNOME Keyring / KWallet); on
// macOS it uses the Keychain; on Windows it uses the Credential store.
@@ -65,9 +56,10 @@ pub fn run() {
// operations will fail gracefully with TokenError::KeychainUnavailable.
//
// Android: `keyring` isn't compiled in (its `rpassword` transitive
// pulls a libc symbol Android's bionic doesn't expose). The Android
// auth-token path uses Android Keystore via JNI; `android_main` passes
// the process JavaVM pointer into `solitaire_data` before `run()`.
// pulls a libc symbol Android's bionic doesn't expose). `auth_tokens`
// ships an Android stub that returns KeychainUnavailable for every
// call — the runtime behaviour is "session login required each launch"
// until we wire Android Keystore via JNI in the Phase-Android round.
#[cfg(not(target_os = "android"))]
if let Err(e) = keyring::use_native_store(true) {
eprintln!(
@@ -144,7 +136,7 @@ fn build_app_with_settings(
// Android windows always fill the screen; max_width/max_height
// default to 0.0, which panics Bevy's clamp when min > max.
#[cfg(not(target_os = "android"))]
resize_constraints: WindowResizeConstraints {
resize_constraints: bevy::window::WindowResizeConstraints {
min_width: 800.0,
min_height: 600.0,
..default()
@@ -166,7 +158,7 @@ fn build_app_with_settings(
// default makes it walk *out* of the APK's assets root and
// all loads fail silently — which is what produced the
// solid-red card-back fallback in the v0.22.3 screenshot.
.set(AssetPlugin {
.set(bevy::asset::AssetPlugin {
#[cfg(not(target_os = "android"))]
file_path: "../assets".to_string(),
..default()
@@ -180,16 +172,13 @@ fn build_app_with_settings(
// a 1-second ceiling when the app is backgrounded cuts wake-up frequency
// from ~60 Hz to ≤1 Hz, dramatically reducing background battery drain.
//
// focused_mode uses reactive_low_power(100 ms) so the CPU only wakes when
// an event arrives (touch, resize, etc.) or an animation system writes
// RequestRedraw. The 100 ms ceiling is a fallback that ensures the game
// timer ticks at least 10×/s even with no input, while keeping the GPU
// completely idle between frames when the board is static.
// PresentMode::AutoVsync (set above) still caps the GPU at the display
// refresh rate when frames do render.
// The focused mode stays Continuous so that card-slide animations remain
// smooth. PresentMode::AutoVsync (set above) keeps the GPU capped at the
// display refresh rate (~60 Hz) when foregrounded, which already prevents
// the GPU from spinning at 200+ fps between vsync intervals.
#[cfg(target_os = "android")]
app.insert_resource(WinitSettings {
focused_mode: UpdateMode::reactive_low_power(std::time::Duration::from_millis(100)),
focused_mode: UpdateMode::Continuous,
unfocused_mode: UpdateMode::reactive_low_power(std::time::Duration::from_secs(1)),
});
@@ -363,57 +352,12 @@ fn set_window_icon(
/// works on a function named `main`; our shared entry point is `run`, so
/// we emit the equivalent expansion manually.
#[cfg(target_os = "android")]
#[allow(unsafe_code)]
#[unsafe(no_mangle)]
fn android_main(android_app: bevy::android::android_activity::AndroidApp) {
if let Err(e) = init_android_jni(&android_app) {
eprintln!("warn: could not initialise Android JNI bridge ({e})");
}
let _ = bevy::android::ANDROID_APP.set(android_app);
run();
}
/// Reconstructs the raw `JavaVM` / `NativeActivity` handles handed over by the
/// Android runtime and registers safe wrappers with `solitaire_data`.
///
/// This is the *only* place in the workspace that performs `unsafe` FFI handle
/// reconstruction. Every other crate consumes the safe
/// [`solitaire_data::android_jni`] bridge and stays `forbid(unsafe_code)`;
/// `solitaire_app` opts down to `deny` with a narrowly scoped allow on this
/// function and the `#[unsafe(no_mangle)]` entry point above.
#[cfg(target_os = "android")]
#[allow(unsafe_code)]
fn init_android_jni(
android_app: &bevy::android::android_activity::AndroidApp,
) -> Result<(), String> {
use jni::JavaVM;
use jni::objects::JObject;
let vm_ptr = android_app.vm_as_ptr();
if vm_ptr.is_null() {
return Err("JavaVM pointer is null".into());
}
// SAFETY: `vm_as_ptr()` returns the process-wide JavaVM* established by the
// Android runtime; it is valid for the lifetime of the process.
let vm = unsafe { JavaVM::from_raw(vm_ptr.cast()) }.map_err(|e| format!("JavaVM: {e}"))?;
let env = vm
.attach_current_thread_permanently()
.map_err(|e| format!("attach_current_thread: {e}"))?;
// SAFETY: `activity_as_ptr()` returns the NativeActivity jobject pointer,
// valid for the lifetime of the process. Promote it to a global reference
// so the safe bridge can hand it to any thread.
let activity = unsafe { JObject::from_raw(android_app.activity_as_ptr().cast()) };
let activity_ref = env
.new_global_ref(&activity)
.map_err(|e| format!("activity global ref: {e}"))?;
solitaire_data::android_jni::set_jvm(vm);
solitaire_data::android_jni::set_activity(activity_ref);
Ok(())
}
/// Wraps the default panic hook with one that also appends a crash log
/// to `<data_dir>/crash.log` (next to `settings.json`). The default hook
/// still runs afterwards, so stderr output and debugger integration are
-3
View File
@@ -30,6 +30,3 @@ path = "src/bin/gen_seeds.rs"
[[bin]]
name = "gen_difficulty_seeds"
path = "src/bin/gen_difficulty_seeds.rs"
[lints]
workspace = true
@@ -2,10 +2,10 @@
//! `HARD_SEEDS`, `EXPERT_SEEDS`, and `GRANDMASTER_SEEDS` in
//! `solitaire_data/src/difficulty_seeds.rs`.
//!
//! A seed's tier is determined by the **smallest** solve budget at which it is
//! proven winnable (`Ok(Some(_))`). Seeds proven dead (`Ok(None)`) at any budget
//! are discarded; seeds inconclusive (`Err`) at all budgets are also discarded
//! (we only emit provably-winnable seeds).
//! A seed's tier is determined by the **smallest** `SolverConfig` budget that
//! returns `SolverResult::Winnable`. Seeds that are `Unwinnable` at any budget
//! are discarded; `Inconclusive` at all budgets are also discarded (we only emit
//! provably-winnable seeds).
//!
//! # Usage
//!
@@ -19,12 +19,12 @@
//! --per-tier Seeds to emit per tier (default 40)
//! --help Print this message
use solitaire_core::DrawStockConfig;
use solitaire_core::game_state::GameState;
use solitaire_core::game_state::DrawMode;
use solitaire_core::solver::{SolverConfig, SolverResult, try_solve};
// Budget boundaries defining each tier. A seed belongs to the lowest tier
// whose budget proves it Winnable.
const BUDGETS: &[(&str, u64, u64)] = &[
const BUDGETS: &[(&str, u64, usize)] = &[
("Easy", 1_000, 1_000),
("Medium", 5_000, 5_000),
("Hard", 25_000, 25_000),
@@ -74,7 +74,7 @@ fn main() {
std::process::exit(1);
}
let draw_mode = DrawStockConfig::DrawOne;
let draw_mode = DrawMode::DrawOne;
let num_tiers = BUDGETS.len();
let mut buckets: Vec<Vec<u64>> = vec![Vec::with_capacity(per_tier); num_tiers];
let mut tried: u64 = 0;
@@ -99,8 +99,12 @@ fn main() {
if buckets[i].len() >= per_tier {
continue;
}
match GameState::solve_fresh_deal(seed, draw_mode, move_budget, state_budget) {
Ok(Some(_)) => {
let cfg = SolverConfig {
move_budget,
state_budget,
};
match try_solve(seed, draw_mode, &cfg) {
SolverResult::Winnable => {
buckets[i].push(seed);
eprintln!(
" [{name} {:>3}/{}] 0x{seed:016X} (tried {tried})",
@@ -109,13 +113,13 @@ fn main() {
);
break 'tier; // assign to the cheapest tier that proves it winnable
}
Ok(None) => {
SolverResult::Unwinnable => {
// Definitely unsolvable — skip all remaining tiers.
break 'tier;
}
Err(_) => {
SolverResult::Inconclusive => {
// Budget exhausted without proof — try the next larger tier.
// If this is the last tier, the seed is discarded (inconclusive
// If this is the last tier, the seed is discarded (Inconclusive
// at max budget means "probably but not provably winnable").
if i == num_tiers - 1 {
break 'tier;
+6 -14
View File
@@ -1,7 +1,7 @@
//! Generate provably-winnable Klondike seeds for `CHALLENGE_SEEDS`.
//!
//! Walks seeds incrementally from `--start`, calls the solver on each, and
//! collects only those proven winnable (`Ok(Some(_))`; inconclusive is
//! collects only those that return `SolverResult::Winnable` (Inconclusive is
//! rejected — the curated list wants proof). Prints Rust source suitable for
//! pasting into `solitaire_data/src/challenge.rs`.
//!
@@ -17,9 +17,8 @@
//! --count Number of Winnable seeds to emit (default 75)
//! --help Print this message
use solitaire_core::DrawStockConfig;
use solitaire_core::game_state::GameState;
use solitaire_core::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET};
use solitaire_core::game_state::DrawMode;
use solitaire_core::solver::{SolverConfig, SolverResult, try_solve};
fn main() {
let mut args = std::env::args().skip(1).peekable();
@@ -68,7 +67,8 @@ fn main() {
std::process::exit(1);
}
let draw_mode = DrawStockConfig::DrawOne;
let cfg = SolverConfig::default();
let draw_mode = DrawMode::DrawOne;
let mut found: Vec<u64> = Vec::with_capacity(count);
let mut tried: u64 = 0;
let mut seed = start;
@@ -77,15 +77,7 @@ fn main() {
while found.len() < count {
tried += 1;
if matches!(
GameState::solve_fresh_deal(
seed,
draw_mode,
DEFAULT_SOLVE_MOVES_BUDGET,
DEFAULT_SOLVE_STATES_BUDGET
),
Ok(Some(_))
) {
if matches!(try_solve(seed, draw_mode, &cfg), SolverResult::Winnable) {
found.push(seed);
eprintln!(
" [{:>3}/{}] 0x{:016X} ({} tried so far)",
+1 -12
View File
@@ -4,18 +4,7 @@ version.workspace = true
license.workspace = true
edition.workspace = true
[features]
default = []
test-support = []
[dev-dependencies]
proptest = "1"
[dependencies]
serde = { workspace = true }
thiserror = { workspace = true }
klondike = { workspace = true }
card_game = { workspace = true }
[lints]
workspace = true
rand = { workspace = true }
+169
View File
@@ -0,0 +1,169 @@
use serde::{Deserialize, Serialize};
/// Card suit.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum Suit {
Clubs,
Diamonds,
Hearts,
Spades,
}
impl Suit {
/// All four suits in declaration order.
pub const SUITS: [Self; 4] = [Self::Clubs, Self::Diamonds, Self::Hearts, Self::Spades];
/// Returns `true` for red suits (Diamonds, Hearts).
pub fn is_red(self) -> bool {
matches!(self, Suit::Diamonds | Suit::Hearts)
}
/// Returns `true` for black suits (Clubs, Spades).
pub fn is_black(self) -> bool {
!self.is_red()
}
}
/// Card rank, Ace through King.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum Rank {
Ace = 1,
Two = 2,
Three = 3,
Four = 4,
Five = 5,
Six = 6,
Seven = 7,
Eight = 8,
Nine = 9,
Ten = 10,
Jack = 11,
Queen = 12,
King = 13,
}
impl Rank {
/// All thirteen ranks in ascending order.
pub const RANKS: [Self; 13] = [
Self::Ace,
Self::Two,
Self::Three,
Self::Four,
Self::Five,
Self::Six,
Self::Seven,
Self::Eight,
Self::Nine,
Self::Ten,
Self::Jack,
Self::Queen,
Self::King,
];
/// Numeric value: Ace = 1, King = 13.
pub fn value(self) -> u8 {
self as u8
}
const fn new(n: u8) -> Option<Self> {
match n {
1 => Some(Self::Ace),
2 => Some(Self::Two),
3 => Some(Self::Three),
4 => Some(Self::Four),
5 => Some(Self::Five),
6 => Some(Self::Six),
7 => Some(Self::Seven),
8 => Some(Self::Eight),
9 => Some(Self::Nine),
10 => Some(Self::Ten),
11 => Some(Self::Jack),
12 => Some(Self::Queen),
13 => Some(Self::King),
_ => None,
}
}
/// Returns the rank `n` steps above `self`, or `None` if it would exceed King.
pub const fn checked_add(self, n: u8) -> Option<Self> {
Self::new((self as u8).saturating_add(n))
}
/// Returns the rank `n` steps below `self`, or `None` if it would go below Ace.
pub const fn checked_sub(self, n: u8) -> Option<Self> {
match (self as u8).checked_sub(n) {
Some(v) => Self::new(v),
None => None,
}
}
}
/// A single playing card.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub struct Card {
/// Unique identifier for this card within the deal. Stable across moves and undo.
pub id: u32,
/// The card's suit (Clubs, Diamonds, Hearts, Spades).
pub suit: Suit,
/// The card's rank (Ace through King).
pub rank: Rank,
/// Whether the card is visible to the player. Face-down cards may not be moved.
pub face_up: bool,
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn rank_values_are_sequential() {
for (i, r) in Rank::RANKS.iter().enumerate() {
assert_eq!(r.value(), (i + 1) as u8);
}
}
#[test]
fn rank_as_u8_matches_value() {
for r in Rank::RANKS {
assert_eq!(r as u8, r.value());
}
}
#[test]
fn rank_checked_add_boundary() {
assert_eq!(Rank::King.checked_add(1), None);
assert_eq!(Rank::Queen.checked_add(1), Some(Rank::King));
assert_eq!(Rank::Ace.checked_add(1), Some(Rank::Two));
assert_eq!(Rank::Five.checked_add(3), Some(Rank::Eight));
}
#[test]
fn rank_checked_sub_boundary() {
assert_eq!(Rank::Ace.checked_sub(1), None);
assert_eq!(Rank::Two.checked_sub(1), Some(Rank::Ace));
assert_eq!(Rank::King.checked_sub(1), Some(Rank::Queen));
assert_eq!(Rank::Five.checked_sub(3), Some(Rank::Two));
}
#[test]
fn suit_suits_contains_all_four() {
assert_eq!(Suit::SUITS.len(), 4);
assert!(Suit::SUITS.contains(&Suit::Clubs));
assert!(Suit::SUITS.contains(&Suit::Diamonds));
assert!(Suit::SUITS.contains(&Suit::Hearts));
assert!(Suit::SUITS.contains(&Suit::Spades));
}
#[test]
fn suit_red_and_black_are_complementary() {
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] {
assert_ne!(
suit.is_red(),
suit.is_black(),
"{suit:?} must be exactly one of red/black"
);
}
assert!(Suit::Diamonds.is_red() && Suit::Hearts.is_red());
assert!(Suit::Clubs.is_black() && Suit::Spades.is_black());
}
}
+193
View File
@@ -0,0 +1,193 @@
use crate::card::{Card, Rank, Suit};
use crate::pile::{Pile, PileType};
use rand::rngs::StdRng;
use rand::{SeedableRng, seq::SliceRandom};
const ALL_SUITS: [Suit; 4] = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
const ALL_RANKS: [Rank; 13] = [
Rank::Ace,
Rank::Two,
Rank::Three,
Rank::Four,
Rank::Five,
Rank::Six,
Rank::Seven,
Rank::Eight,
Rank::Nine,
Rank::Ten,
Rank::Jack,
Rank::Queen,
Rank::King,
];
/// A standard 52-card deck.
pub struct Deck {
/// All 52 cards in the deck, in deal order.
pub cards: Vec<Card>,
}
impl Deck {
/// Creates an unshuffled deck with all 52 unique cards (id 051).
pub fn new() -> Self {
let mut cards = Vec::with_capacity(52);
let mut id = 0u32;
for &suit in &ALL_SUITS {
for &rank in &ALL_RANKS {
cards.push(Card {
id,
suit,
rank,
face_up: false,
});
id += 1;
}
}
Self { cards }
}
/// Shuffles the deck in-place using Fisher-Yates with a seeded `StdRng`.
/// The same seed always produces the same order on any platform.
pub fn shuffle(&mut self, seed: u64) {
let mut rng = StdRng::seed_from_u64(seed);
self.cards.shuffle(&mut rng);
}
}
impl Default for Deck {
fn default() -> Self {
Self::new()
}
}
/// Deals a standard Klondike layout from a pre-shuffled deck.
///
/// Returns 7 tableau piles and the remaining stock pile.
/// Column `i` contains `i + 1` cards; only the top card is face-up.
/// Stock receives the remaining 24 cards, all face-down.
pub fn deal_klondike(deck: Deck) -> ([Pile; 7], Pile) {
debug_assert_eq!(
deck.cards.len(),
52,
"deal_klondike requires a full 52-card deck"
);
let mut tableau: [Pile; 7] = core::array::from_fn(|i| Pile::new(PileType::Tableau(i)));
// Safety: the debug_assert above documents the 52-card contract; index arithmetic is bounded.
let mut idx = 0usize;
for (col, pile) in tableau.iter_mut().enumerate() {
for row in 0..=col {
let mut card = deck.cards[idx].clone();
card.face_up = row == col;
pile.cards.push(card);
idx += 1;
}
}
let mut stock = Pile::new(PileType::Stock);
stock.cards.extend(deck.cards.into_iter().skip(idx));
(tableau, stock)
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn deck_new_has_52_cards() {
assert_eq!(Deck::new().cards.len(), 52);
}
#[test]
fn deck_new_has_unique_ids() {
let deck = Deck::new();
let mut ids: Vec<u32> = deck.cards.iter().map(|c| c.id).collect();
ids.sort_unstable();
ids.dedup();
assert_eq!(ids.len(), 52);
}
#[test]
fn deck_new_has_all_suits_and_ranks() {
let deck = Deck::new();
for suit in ALL_SUITS {
for rank in ALL_RANKS {
assert!(
deck.cards.iter().any(|c| c.suit == suit && c.rank == rank),
"missing {rank:?} {suit:?}"
);
}
}
}
#[test]
fn same_seed_produces_same_order() {
let mut d1 = Deck::new();
d1.shuffle(42);
let mut d2 = Deck::new();
d2.shuffle(42);
assert_eq!(d1.cards, d2.cards);
}
#[test]
fn different_seeds_produce_different_orders() {
let mut d1 = Deck::new();
d1.shuffle(1);
let mut d2 = Deck::new();
d2.shuffle(2);
assert_ne!(d1.cards, d2.cards);
}
#[test]
fn deal_klondike_correct_tableau_sizes() {
let mut deck = Deck::new();
deck.shuffle(0);
let (tableau, stock) = deal_klondike(deck);
for (i, pile) in tableau.iter().enumerate() {
assert_eq!(pile.cards.len(), i + 1, "col {i} wrong size");
}
assert_eq!(stock.cards.len(), 24);
}
#[test]
fn deal_klondike_top_cards_are_face_up() {
let mut deck = Deck::new();
deck.shuffle(0);
let (tableau, _) = deal_klondike(deck);
for pile in &tableau {
assert!(pile.cards.last().unwrap().face_up);
}
}
#[test]
fn deal_klondike_non_top_cards_are_face_down() {
let mut deck = Deck::new();
deck.shuffle(0);
let (tableau, _) = deal_klondike(deck);
for pile in &tableau {
for card in &pile.cards[..pile.cards.len().saturating_sub(1)] {
assert!(!card.face_up);
}
}
}
#[test]
fn deal_klondike_stock_is_face_down() {
let mut deck = Deck::new();
deck.shuffle(0);
let (_, stock) = deal_klondike(deck);
assert!(stock.cards.iter().all(|c| !c.face_up));
}
#[test]
fn deal_klondike_all_52_cards_present() {
let mut deck = Deck::new();
deck.shuffle(99);
let (tableau, stock) = deal_klondike(deck);
let mut ids: Vec<u32> = stock.cards.iter().map(|c| c.id).collect();
for pile in &tableau {
ids.extend(pile.cards.iter().map(|c| c.id));
}
ids.sort_unstable();
assert_eq!(ids, (0u32..52).collect::<Vec<_>>());
}
}
File diff suppressed because it is too large Load Diff
-85
View File
@@ -1,85 +0,0 @@
//! Adapter bridging `solitaire_core` types to the upstream `klondike` crate.
//!
//! [`KlondikeAdapter`] is a pure helper namespace for:
//! - building [`KlondikeConfig`] from Ferrous settings
//! - translating between local and upstream types
//!
//! Ferrous-specific scoring policy (the win-time bonus) lives in
//! [`crate::scoring`], not here.
//!
//! All `From` / `TryFrom` conversions between `solitaire_core` product types and
//! upstream `card_game` / `klondike` types live here so that the product modules
//! (`card`, `pile`, etc.) remain free of upstream dependencies.
use klondike::{
DrawStockConfig, Foundation, KlondikeConfig, MoveFromFoundationConfig, ScoringConfig,
SkipCards, Tableau,
};
/// Bridges `solitaire_core` game config to the upstream `klondike` crate.
///
/// This type is intentionally zero-sized: it does not carry mutable runtime
/// state, and exists only as a namespace for configuration and conversion
/// helpers.
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq)]
pub struct KlondikeAdapter;
impl KlondikeAdapter {
/// Build a [`KlondikeConfig`] from draw mode and foundation house-rule setting.
pub fn config_for(draw_mode: DrawStockConfig, take_from_foundation: bool) -> KlondikeConfig {
KlondikeConfig {
draw_stock: draw_mode,
move_from_foundation: if take_from_foundation {
MoveFromFoundationConfig::Allowed
} else {
MoveFromFoundationConfig::Disallowed
},
scoring: ScoringConfig::DEFAULT,
}
}
}
/// Convert a zero-based tableau index (0..=6) into [`Tableau`].
pub fn tableau_from_index(index: usize) -> Option<Tableau> {
match index {
0 => Some(Tableau::Tableau1),
1 => Some(Tableau::Tableau2),
2 => Some(Tableau::Tableau3),
3 => Some(Tableau::Tableau4),
4 => Some(Tableau::Tableau5),
5 => Some(Tableau::Tableau6),
6 => Some(Tableau::Tableau7),
_ => None,
}
}
/// Convert a zero-based foundation slot (0..=3) into [`Foundation`].
pub fn foundation_from_slot(slot: u8) -> Option<Foundation> {
match slot {
0 => Some(Foundation::Foundation1),
1 => Some(Foundation::Foundation2),
2 => Some(Foundation::Foundation3),
3 => Some(Foundation::Foundation4),
_ => None,
}
}
/// Convert a tableau skip count (0..=12) into [`SkipCards`].
pub fn skip_cards_from_count(skip: usize) -> Option<SkipCards> {
match skip {
0 => Some(SkipCards::Skip0),
1 => Some(SkipCards::Skip1),
2 => Some(SkipCards::Skip2),
3 => Some(SkipCards::Skip3),
4 => Some(SkipCards::Skip4),
5 => Some(SkipCards::Skip5),
6 => Some(SkipCards::Skip6),
7 => Some(SkipCards::Skip7),
8 => Some(SkipCards::Skip8),
9 => Some(SkipCards::Skip9),
10 => Some(SkipCards::Skip10),
11 => Some(SkipCards::Skip11),
12 => Some(SkipCards::Skip12),
_ => None,
}
}
+5 -19
View File
@@ -1,23 +1,9 @@
pub mod achievement;
pub mod card;
pub mod deck;
pub mod error;
pub mod game_state;
pub mod klondike_adapter;
pub mod pile;
pub mod rules;
pub mod scoring;
// Re-export the upstream types that cross the solitaire_core API boundary so
// downstream crates (engine, wasm) can import from one place without a direct
// `klondike` / `card_game` dep.
//
// `KlondikePileStack`, `SkipCards` and `TableauStack` are intentionally NOT
// re-exported — they are only used internally (in `klondike_adapter.rs` and
// when decoding instructions to piles in `instruction_to_piles`) and do not
// appear in any public method signature.
pub use card_game::{Card, Deck, Rank, Session, SolveError, Suit};
pub use klondike::{DrawStockConfig, Foundation, Klondike, KlondikeInstruction, KlondikePile, Tableau};
// Solvability check API (delegates to `card_game::Session::solve`); replaces the
// former `solitaire_data::solver` wrapper module.
pub use game_state::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, SolveOutcome};
#[cfg(test)]
mod proptest_tests;
pub mod solver;
+133
View File
@@ -0,0 +1,133 @@
use crate::card::{Card, Suit};
use serde::{Deserialize, Serialize};
/// Identifies which pile on the board a set of cards belongs to.
#[derive(Debug, Clone, PartialEq, Eq, PartialOrd, Ord, Hash, Serialize, Deserialize)]
pub enum PileType {
/// The face-down draw pile.
Stock,
/// The face-up discard pile drawn to.
Waste,
/// One of the four foundation slots (0..=3). The claimed suit, if any,
/// is derived from the bottom card of the pile (always an Ace by
/// construction).
Foundation(u8),
/// One of the seven tableau columns (06).
Tableau(usize),
}
/// A named collection of cards in a specific board position.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub struct Pile {
/// Which pile this is (Stock, Waste, Foundation slot, or Tableau column).
pub pile_type: PileType,
/// Cards in the pile, bottom-to-top stacking order. Last element is the top card.
pub cards: Vec<Card>,
}
impl Pile {
/// Creates a new empty pile of the given type.
pub fn new(pile_type: PileType) -> Self {
Self {
pile_type,
cards: Vec::new(),
}
}
/// Returns a reference to the top (last) card, or `None` if empty.
pub fn top(&self) -> Option<&Card> {
self.cards.last()
}
/// For foundation piles: returns `Some(suit)` once at least one card has
/// landed (the bottom card is always an Ace of the claimed suit).
/// Returns `None` for empty foundations or non-foundation piles.
pub fn claimed_suit(&self) -> Option<Suit> {
match self.pile_type {
PileType::Foundation(_) => self.cards.first().map(|c| c.suit),
_ => None,
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::card::{Card, Rank, Suit};
#[test]
fn new_pile_is_empty() {
let pile = Pile::new(PileType::Stock);
assert!(pile.cards.is_empty());
}
#[test]
fn pile_top_returns_last_card() {
let mut pile = Pile::new(PileType::Waste);
pile.cards.push(Card {
id: 0,
suit: Suit::Hearts,
rank: Rank::Ace,
face_up: true,
});
pile.cards.push(Card {
id: 1,
suit: Suit::Clubs,
rank: Rank::Two,
face_up: true,
});
assert_eq!(pile.top().unwrap().id, 1);
}
#[test]
fn pile_top_on_empty_is_none() {
let pile = Pile::new(PileType::Waste);
assert!(pile.top().is_none());
}
#[test]
fn pile_type_foundation_uses_slot_index() {
assert_ne!(PileType::Foundation(0), PileType::Foundation(3));
}
#[test]
fn pile_type_tableau_uses_index() {
assert_ne!(PileType::Tableau(0), PileType::Tableau(6));
}
#[test]
fn claimed_suit_is_none_for_empty_foundation() {
let pile = Pile::new(PileType::Foundation(0));
assert!(pile.claimed_suit().is_none());
}
#[test]
fn claimed_suit_is_none_for_non_foundation() {
let mut pile = Pile::new(PileType::Tableau(0));
pile.cards.push(Card {
id: 0,
suit: Suit::Hearts,
rank: Rank::Ace,
face_up: true,
});
assert!(pile.claimed_suit().is_none());
}
#[test]
fn claimed_suit_returns_bottom_card_suit() {
let mut pile = Pile::new(PileType::Foundation(2));
pile.cards.push(Card {
id: 0,
suit: Suit::Hearts,
rank: Rank::Ace,
face_up: true,
});
pile.cards.push(Card {
id: 1,
suit: Suit::Hearts,
rank: Rank::Two,
face_up: true,
});
assert_eq!(pile.claimed_suit(), Some(Suit::Hearts));
}
}
-259
View File
@@ -1,259 +0,0 @@
use card_game::{Card, Game};
use klondike::{DrawStockConfig, Foundation, KlondikePile, Tableau};
use proptest::prelude::*;
use crate::game_state::GameState;
// ---------------------------------------------------------------------------
// Shared helpers
// ---------------------------------------------------------------------------
/// Collect all cards across every pile in a fixed traversal order:
/// stock → waste → foundations 14 → tableaux 17.
///
/// The order is deterministic for a given game state, so two calls on
/// equivalent states produce identical Vec outputs — the right fingerprint
/// for undo-reversibility checks.
fn all_cards(game: &GameState) -> Vec<Card> {
let foundations = [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
];
let tableaux = [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
];
let mut cards: Vec<Card> = game.stock_cards().iter().map(|(c, _)| c.clone()).collect();
cards.extend(game.waste_cards().iter().map(|(c, _)| c.clone()));
for f in &foundations {
cards.extend(
game.pile(KlondikePile::Foundation(*f))
.iter()
.map(|(c, _)| c.clone()),
);
}
for t in &tableaux {
cards.extend(game.pile(KlondikePile::Tableau(*t)).iter().map(|(c, _)| c.clone()));
}
cards
}
fn draw_mode_strategy() -> impl Strategy<Value = DrawStockConfig> {
prop_oneof![Just(DrawStockConfig::DrawOne), Just(DrawStockConfig::DrawThree)]
}
/// Apply a sequence of random actions to a game, silently ignoring errors.
///
/// Each action is `(draw_flag, move_index)`:
/// - `draw_flag = true` → call `game.draw()`
/// - `draw_flag = false` → pick the `move_index % len`th legal instruction
/// from `possible_instructions()` and apply it via `apply_instruction()`.
///
/// `possible_instructions()` may return `RotateStock`, which
/// `apply_instruction()` dispatches to `game.draw()`; ordinary instructions
/// are equivalent to `move_cards(from, to, count)`.
fn apply_random_actions(game: &mut GameState, actions: &[(bool, usize)]) {
for &(do_draw, idx) in actions {
if do_draw {
let _ = game.draw();
} else {
let moves = game.possible_instructions();
if moves.is_empty() {
continue;
}
let instruction = moves[idx % moves.len()];
let _ = game.apply_instruction(instruction);
}
}
}
/// Apply one move from `possible_instructions()` (or a draw if no move is
/// available), using `move_idx` to select among the legal options.
/// Returns `true` when a move was successfully applied.
fn apply_one_move(game: &mut GameState, move_idx: usize) -> bool {
if game.is_won() {
return false;
}
let moves = game.possible_instructions();
if moves.is_empty() {
return game.draw().is_ok();
}
let instruction = moves[move_idx % moves.len()];
game.apply_instruction(instruction).is_ok()
}
// ---------------------------------------------------------------------------
// Properties
// ---------------------------------------------------------------------------
proptest! {
/// `check_auto_complete()` and `is_win_trivial()` must agree on every
/// reachable game state.
///
/// The upstream `Klondike::is_win_trivial()` checks that the stock pile
/// (both face-down and face-up halves) is completely empty AND that all
/// tableau columns have no face-down cards. Ferrous `check_auto_complete()`
/// checks the same three conditions individually (stock empty, waste empty,
/// all tableau cards face-up). This property guards against any semantic
/// drift between the two implementations so that delegating to upstream is
/// safe.
///
/// If this property ever fails, `check_auto_complete()` must NOT be fully
/// replaced — the Ferrous conditions must be preserved and `is_win_trivial()`
/// used only as a supplementary guard.
#[test]
fn check_auto_complete_agrees_with_is_win_trivial(
seed in any::<u64>(),
draw_mode in draw_mode_strategy(),
actions in prop::collection::vec((any::<bool>(), 0usize..200), 0..30),
) {
let mut game = GameState::new(seed, draw_mode);
apply_random_actions(&mut game, &actions);
prop_assert_eq!(
game.check_auto_complete(),
game.session().state().state().is_win_trivial(),
"check_auto_complete() disagreed with is_win_trivial() after {:?} actions",
actions.len(),
);
}
/// `check_win()` and `is_win()` must agree on every reachable game state.
#[test]
fn check_win_agrees_with_is_win(
seed in any::<u64>(),
draw_mode in draw_mode_strategy(),
actions in prop::collection::vec((any::<bool>(), 0usize..200), 0..30),
) {
let mut game = GameState::new(seed, draw_mode);
apply_random_actions(&mut game, &actions);
prop_assert_eq!(
game.check_win(),
game.session().state().state().is_win(),
"check_win() disagreed with is_win()",
);
}
/// All 52 card IDs must be present exactly once across every pile after
/// any reachable sequence of draw + move_cards actions.
///
/// Catches two bug classes at once:
/// - Card loss (fewer than 52 unique IDs after the sequence).
/// - Card duplication (52 total but deduplication reduces the set).
#[test]
fn all_52_cards_always_present(
seed in any::<u64>(),
draw_mode in draw_mode_strategy(),
actions in prop::collection::vec((any::<bool>(), 0usize..200), 0..30),
) {
let mut game = GameState::new(seed, draw_mode);
apply_random_actions(&mut game, &actions);
let cards = all_cards(&game);
prop_assert_eq!(cards.len(), 52, "card count ≠ 52 (got {})", cards.len());
let unique: std::collections::HashSet<Card> = cards.iter().cloned().collect();
prop_assert_eq!(
unique.len(), 52,
"duplicate cards found after dedup — a card was cloned"
);
}
/// `GameState::new(seed, draw_mode)` must be deterministic: two calls
/// with the same arguments must produce identical initial pile layouts.
///
/// Pins that the deal is seeded from `seed` alone and not from any
/// implicit source like wall-clock time or global state.
#[test]
fn deal_is_deterministic(
seed in any::<u64>(),
draw_mode in draw_mode_strategy(),
) {
let a = GameState::new(seed, draw_mode);
let b = GameState::new(seed, draw_mode);
prop_assert_eq!(
all_cards(&a),
all_cards(&b),
"same seed + draw_mode produced different deals",
);
}
/// After applying any single legal move and immediately undoing it, the
/// pile layout and move_count must be identical to their pre-move values.
///
/// `setup_actions` drives the game to an arbitrary mid-game position;
/// `move_idx` selects which legal move to apply and then undo.
///
/// The score is intentionally excluded: `undo()` applies a 15 penalty
/// that is by design, not a regression.
#[test]
fn undo_restores_pile_layout_and_move_count(
seed in any::<u64>(),
draw_mode in draw_mode_strategy(),
setup_actions in prop::collection::vec((any::<bool>(), 0usize..200), 0..20),
move_idx in 0usize..200,
) {
let mut game = GameState::new(seed, draw_mode);
apply_random_actions(&mut game, &setup_actions);
// Snapshot the state before the move.
let before_ids = all_cards(&game);
let before_move_count = game.move_count();
// Apply one move.
if !apply_one_move(&mut game, move_idx) || game.is_won() {
return Ok(()); // nothing to undo
}
// Undo and verify.
prop_assert!(
game.undo().is_ok(),
"undo must succeed immediately after a successful move",
);
prop_assert_eq!(
all_cards(&game),
before_ids,
"pile layout after undo differs from the pre-move snapshot",
);
prop_assert_eq!(
game.move_count(),
before_move_count,
"move_count after undo must equal the pre-move value",
);
}
/// Every move returned by `possible_instructions()` must succeed when
/// applied via `move_cards()`.
///
/// `possible_instructions()` and `move_cards()` both validate moves
/// through the same upstream rule engine. This property ensures no
/// drift has opened up between what the engine reports as legal and
/// what it actually accepts.
#[test]
fn legal_moves_always_succeed(
seed in any::<u64>(),
draw_mode in draw_mode_strategy(),
setup_actions in prop::collection::vec((any::<bool>(), 0usize..200), 0..20),
) {
let mut game = GameState::new(seed, draw_mode);
apply_random_actions(&mut game, &setup_actions);
for instruction in game.possible_instructions() {
// Clone so each move is tried from the same starting state.
let mut trial = game.clone();
let result = trial.apply_instruction(instruction);
prop_assert!(
result.is_ok(),
"possible_instructions() reported {instruction:?} \
as legal but the call returned Err: {result:?}",
);
}
}
}
+228
View File
@@ -0,0 +1,228 @@
use crate::card::{Card, Rank};
use crate::pile::Pile;
/// Returns `true` if `card` can be placed on the foundation `pile`.
///
/// Foundation rules:
/// - When the pile is empty, any Ace is accepted; the placed Ace's suit
/// becomes the pile's claimed suit (derived from the bottom card via
/// [`Pile::claimed_suit`](crate::pile::Pile::claimed_suit)).
/// - When the pile is non-empty, the next card must match the top card's
/// suit and be exactly one rank higher.
#[must_use]
pub fn can_place_on_foundation(card: &Card, pile: &Pile) -> bool {
match pile.cards.last() {
None => card.rank == Rank::Ace,
Some(top) => card.suit == top.suit && card.rank.checked_sub(1) == Some(top.rank),
}
}
/// Returns `true` if `card` (or the bottom card of a sequence) can be placed on `pile` in the tableau.
///
/// Tableau rules: Kings go on empty piles; otherwise alternating colour, one rank lower.
#[must_use]
pub fn can_place_on_tableau(card: &Card, pile: &Pile) -> bool {
match pile.cards.last() {
None => card.rank == Rank::King,
Some(top) => {
top.face_up
&& card.rank.checked_add(1) == Some(top.rank)
&& card.suit.is_red() != top.suit.is_red()
}
}
}
/// Returns `true` if `cards` is a legal tableau run on its own — every
/// adjacent pair descends by one rank and alternates colour. A single
/// card is trivially valid. The destination check is separate; this
/// only validates the sequence's *internal* structure, which the tableau
/// move path must enforce so a player can't smuggle an arbitrary stack
/// onto another column when the bottom card happens to land legally.
#[must_use]
pub fn is_valid_tableau_sequence(cards: &[Card]) -> bool {
cards.windows(2).all(|w| {
w[0].rank.checked_sub(1) == Some(w[1].rank) && w[0].suit.is_red() != w[1].suit.is_red()
})
}
#[cfg(test)]
mod tests {
use super::*;
use crate::card::{Card, Rank, Suit};
use crate::pile::{Pile, PileType};
fn card(suit: Suit, rank: Rank) -> Card {
Card {
id: 0,
suit,
rank,
face_up: true,
}
}
fn pile_with(pile_type: PileType, cards: Vec<Card>) -> Pile {
Pile { pile_type, cards }
}
// Foundation tests
#[test]
fn foundation_ace_on_empty_is_valid() {
// Every suit's Ace must land on an empty foundation slot regardless of
// its slot index; the slot claims the suit only after the Ace lands.
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] {
let c = card(suit, Rank::Ace);
let p = Pile::new(PileType::Foundation(0));
assert!(
can_place_on_foundation(&c, &p),
"Ace of {suit:?} must land on empty slot 0",
);
}
}
#[test]
fn foundation_non_ace_on_empty_is_invalid() {
let c = card(Suit::Hearts, Rank::Two);
let p = Pile::new(PileType::Foundation(0));
assert!(!can_place_on_foundation(&c, &p));
}
#[test]
fn foundation_two_on_ace_same_suit_is_valid() {
let c = card(Suit::Clubs, Rank::Two);
let p = pile_with(PileType::Foundation(0), vec![card(Suit::Clubs, Rank::Ace)]);
assert!(can_place_on_foundation(&c, &p));
}
#[test]
fn foundation_second_card_must_match_claimed_suit() {
// Place Ace of Hearts on slot 0, then attempt 2 of Spades — rejected
// because the slot's claimed suit is Hearts after the Ace lands.
let p = pile_with(PileType::Foundation(0), vec![card(Suit::Hearts, Rank::Ace)]);
let c = card(Suit::Spades, Rank::Two);
assert!(!can_place_on_foundation(&c, &p));
}
#[test]
fn foundation_skipping_rank_is_invalid() {
let c = card(Suit::Diamonds, Rank::Three);
let p = pile_with(
PileType::Foundation(0),
vec![card(Suit::Diamonds, Rank::Ace)],
);
assert!(!can_place_on_foundation(&c, &p));
}
// Tableau tests
#[test]
fn tableau_king_on_empty_is_valid() {
let c = card(Suit::Hearts, Rank::King);
let p = Pile::new(PileType::Tableau(0));
assert!(can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_non_king_on_empty_is_invalid() {
let c = card(Suit::Hearts, Rank::Queen);
let p = Pile::new(PileType::Tableau(0));
assert!(!can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_red_on_black_one_lower_is_valid() {
let c = card(Suit::Hearts, Rank::Nine);
let p = pile_with(PileType::Tableau(0), vec![card(Suit::Spades, Rank::Ten)]);
assert!(can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_same_color_is_invalid() {
let c = card(Suit::Clubs, Rank::Nine);
let p = pile_with(PileType::Tableau(0), vec![card(Suit::Spades, Rank::Ten)]);
assert!(!can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_wrong_rank_difference_is_invalid() {
let c = card(Suit::Hearts, Rank::Eight);
let p = pile_with(PileType::Tableau(0), vec![card(Suit::Spades, Rank::Ten)]);
assert!(!can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_black_on_red_one_lower_is_valid() {
let c = card(Suit::Clubs, Rank::Six);
let p = pile_with(PileType::Tableau(0), vec![card(Suit::Hearts, Rank::Seven)]);
assert!(can_place_on_tableau(&c, &p));
}
#[test]
fn foundation_king_on_queen_completes_suit() {
// The last card placed to complete a foundation is always King on Queen.
let c = card(Suit::Spades, Rank::King);
let p = pile_with(
PileType::Foundation(0),
vec![card(Suit::Spades, Rank::Queen)],
);
assert!(can_place_on_foundation(&c, &p));
}
#[test]
fn foundation_king_wrong_suit_is_invalid() {
// King of Hearts cannot go on a Spades-claimed foundation even if rank matches.
let c = card(Suit::Hearts, Rank::King);
let p = pile_with(
PileType::Foundation(0),
vec![card(Suit::Spades, Rank::Queen)],
);
assert!(!can_place_on_foundation(&c, &p));
}
#[test]
fn tableau_ace_on_two_different_color_is_valid() {
// Ace (rank 1) can be placed on a Two of the opposite colour in the tableau.
// rank check: Ace.value() + 1 = 2 == Two.value() — passes.
let c = card(Suit::Hearts, Rank::Ace);
let p = pile_with(PileType::Tableau(0), vec![card(Suit::Spades, Rank::Two)]);
assert!(can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_same_rank_different_color_is_invalid() {
// Two cards of the same rank cannot be stacked regardless of colour.
let c = card(Suit::Hearts, Rank::Nine);
let p = pile_with(PileType::Tableau(0), vec![card(Suit::Spades, Rank::Nine)]);
assert!(!can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_face_down_destination_top_is_invalid() {
// A face-down top card must never be a valid placement target.
let c = card(Suit::Hearts, Rank::Nine);
let mut top = card(Suit::Spades, Rank::Ten);
top.face_up = false;
let p = pile_with(PileType::Tableau(0), vec![top]);
assert!(!can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_sequence_validation() {
// Single card is trivially a valid sequence.
assert!(is_valid_tableau_sequence(&[card(Suit::Hearts, Rank::Five)]));
// Valid descending alternating-colour run K♠ Q♥ J♣.
assert!(is_valid_tableau_sequence(&[
card(Suit::Spades, Rank::King),
card(Suit::Hearts, Rank::Queen),
card(Suit::Clubs, Rank::Jack),
]));
// Same colour twice (Q♠ on K♠) — invalid.
assert!(!is_valid_tableau_sequence(&[
card(Suit::Spades, Rank::King),
card(Suit::Spades, Rank::Queen),
]));
// Rank gap (K♠ → J♥) — invalid.
assert!(!is_valid_tableau_sequence(&[
card(Suit::Spades, Rank::King),
card(Suit::Hearts, Rank::Jack),
]));
}
}
+143 -6
View File
@@ -1,9 +1,50 @@
//! Ferrous-specific scoring policy layered on top of upstream `klondike`.
//!
//! Upstream [`klondike::KlondikeStats::score`] owns the per-move point values
//! (move-to-foundation, flip-up bonus, recycle penalty, etc.). The functions
//! here are the Ferrous Solitaire house rules that upstream has no opinion on —
//! currently just the win-time bonus shown in the win modal.
use crate::pile::PileType;
/// Score delta for moving cards from `from` to `to`.
///
/// Windows XP Standard scoring:
/// - +10 for any card reaching a foundation pile
/// - +5 for a waste → tableau move
/// - -15 for a foundation → tableau (take-from-foundation) move
/// - 0 for all other moves
///
/// Note: the +5 flip bonus for exposing a face-down tableau card is applied
/// separately in `game_state::move_cards` because it depends on post-move state.
pub fn score_move(from: &PileType, to: &PileType) -> i32 {
match to {
PileType::Foundation(_) => 10,
PileType::Tableau(_) => match from {
PileType::Waste => 5,
PileType::Foundation(_) => -15,
_ => 0,
},
_ => 0,
}
}
/// Score penalty applied when the player uses undo: -15.
pub fn score_undo() -> i32 {
-15
}
/// Score bonus awarded when a face-down tableau card is flipped face-up: +5.
pub fn score_flip() -> i32 {
5
}
/// Score penalty for recycling the waste pile back to stock.
///
/// Windows standard: the first N recycles are free (N=1 for Draw-1, N=3 for Draw-3).
/// Subsequent recycles cost -100 (Draw-1) or -20 (Draw-3).
/// `recycle_count` is the new total count **after** this recycle.
pub fn score_recycle(recycle_count: u32, is_draw_three: bool) -> i32 {
let (free, penalty) = if is_draw_three {
(3_u32, -20_i32)
} else {
(1_u32, -100_i32)
};
if recycle_count > free { penalty } else { 0 }
}
/// Time bonus added to the score on a win: `700_000 / elapsed_seconds`.
/// Returns 0 when `elapsed_seconds` is 0 to avoid division by zero.
@@ -13,3 +54,99 @@ pub fn compute_time_bonus(elapsed_seconds: u64) -> i32 {
}
(700_000u64 / elapsed_seconds).min(i32::MAX as u64) as i32
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn move_to_foundation_scores_ten() {
assert_eq!(score_move(&PileType::Waste, &PileType::Foundation(2)), 10);
assert_eq!(
score_move(&PileType::Tableau(0), &PileType::Foundation(0)),
10
);
}
#[test]
fn waste_to_tableau_scores_five() {
assert_eq!(score_move(&PileType::Waste, &PileType::Tableau(3)), 5);
}
#[test]
fn tableau_to_tableau_scores_zero() {
assert_eq!(score_move(&PileType::Tableau(0), &PileType::Tableau(1)), 0);
}
#[test]
fn undo_penalty_is_negative_fifteen() {
assert_eq!(score_undo(), -15);
}
#[test]
fn time_bonus_at_100_seconds() {
assert_eq!(compute_time_bonus(100), 7000);
}
#[test]
fn time_bonus_at_zero_is_zero() {
assert_eq!(compute_time_bonus(0), 0);
}
#[test]
fn time_bonus_at_one_second() {
assert_eq!(compute_time_bonus(1), 700_000);
}
#[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
);
}
#[test]
fn move_to_stock_or_waste_scores_zero() {
// These destinations are illegal moves in practice, but the function
// must not panic and should return 0.
assert_eq!(score_move(&PileType::Waste, &PileType::Stock), 0);
assert_eq!(score_move(&PileType::Waste, &PileType::Waste), 0);
}
#[test]
fn time_bonus_is_capped_at_i32_max_for_huge_values() {
// Very short elapsed time would overflow without the .min() guard.
let bonus = compute_time_bonus(1);
assert!(
bonus >= 0,
"time bonus must be non-negative after u64→i32 cast"
);
}
#[test]
fn flip_bonus_is_five() {
assert_eq!(score_flip(), 5);
}
#[test]
fn recycle_draw1_first_pass_free() {
assert_eq!(score_recycle(1, false), 0);
}
#[test]
fn recycle_draw1_second_pass_penalised() {
assert_eq!(score_recycle(2, false), -100);
}
#[test]
fn recycle_draw3_third_pass_free() {
assert_eq!(score_recycle(3, true), 0);
}
#[test]
fn recycle_draw3_fourth_pass_penalised() {
assert_eq!(score_recycle(4, true), -20);
}
}
File diff suppressed because it is too large Load Diff
+6 -14
View File
@@ -7,23 +7,15 @@ edition.workspace = true
[dependencies]
solitaire_core = { workspace = true }
solitaire_sync = { workspace = true }
klondike = { workspace = true }
card_game = { workspace = true }
serde = { workspace = true }
serde_json = { workspace = true }
chrono = { workspace = true }
thiserror = { workspace = true }
async-trait = { workspace = true }
uuid = { workspace = true }
# These deps are not available / not needed on wasm32:
# dirs — platform data directories (no filesystem on browser)
# reqwest — native HTTP client (sync/analytics gated out on wasm32)
# tokio — OS-threaded async runtime (mio doesn't compile on wasm32)
[target.'cfg(not(target_arch = "wasm32"))'.dependencies]
dirs = { workspace = true }
reqwest = { workspace = true }
tokio = { workspace = true }
uuid = { workspace = true }
# `keyring-core` is the typed Entry/Error API used by
# `auth_tokens`. The crate's own dependency tree pulls in
@@ -32,14 +24,17 @@ tokio = { workspace = true }
# on bionic). On Android `auth_tokens` falls back to a stub
# implementation that always returns `KeychainUnavailable`; the
# real backend lands when we wire Android Keystore via JNI.
[target.'cfg(all(not(target_os = "android"), not(target_arch = "wasm32")))'.dependencies]
[target.'cfg(not(target_os = "android"))'.dependencies]
keyring-core = { workspace = true }
[target.'cfg(target_os = "android")'.dependencies]
jni = { workspace = true }
# android_keystore.rs uses bevy::android::ANDROID_APP to obtain the
# process-wide JavaVM handle for JNI. Must be listed here so the
# symbol resolves when cross-compiling for Android targets.
bevy = { workspace = true }
[dev-dependencies]
solitaire_core = { workspace = true, features = ["test-support"] }
solitaire_server = { path = "../solitaire_server" }
solitaire_sync = { workspace = true }
axum = { workspace = true }
@@ -47,6 +42,3 @@ sqlx = { workspace = true }
jsonwebtoken = { workspace = true }
uuid = { workspace = true }
chrono = { workspace = true }
[lints]
workspace = true
-65
View File
@@ -1,65 +0,0 @@
//! Safe JNI bridge for Android platform integration.
//!
//! Reconstructing the raw `JavaVM` / `NativeActivity` handles handed over by
//! the Android runtime requires `unsafe` FFI. That single reconstruction lives
//! in `solitaire_app`'s entry point ([`solitaire_app::android_main`]); this
//! module only ever stores the resulting *safe* [`JavaVM`] and activity
//! [`GlobalRef`] and hands callers an attached [`JNIEnv`].
//!
//! As a result every consumer of Android JNI — the keystore, clipboard, and
//! safe-area subsystems — goes through the safe functions here and stays
//! `forbid(unsafe_code)`. The only crate carrying `unsafe` is `solitaire_app`.
//!
//! Only compiled and linked on `target_os = "android"`.
use jni::objects::{GlobalRef, JObject};
use jni::{JNIEnv, JavaVM};
use std::sync::OnceLock;
static ANDROID_JVM: OnceLock<JavaVM> = OnceLock::new();
static ANDROID_ACTIVITY: OnceLock<GlobalRef> = OnceLock::new();
/// Store the process-wide [`JavaVM`]. Called once from Android startup
/// (`solitaire_app::android_main`); subsequent calls are ignored.
pub fn set_jvm(vm: JavaVM) {
let _ = ANDROID_JVM.set(vm);
}
/// Store a global reference to the `NativeActivity`. Called once from Android
/// startup; subsequent calls are ignored.
pub fn set_activity(activity: GlobalRef) {
let _ = ANDROID_ACTIVITY.set(activity);
}
/// Run `f` with a [`JNIEnv`] attached to the current thread.
///
/// Returns an error string if the bridge has not been initialised yet or the
/// thread cannot be attached. The closure's JNI errors are surfaced through the
/// same `String` channel so callers have a single error type to map.
pub fn with_env<F, R>(f: F) -> Result<R, String>
where
F: for<'local> FnOnce(&mut JNIEnv<'local>) -> jni::errors::Result<R>,
{
let vm = ANDROID_JVM
.get()
.ok_or_else(|| "Android JavaVM not initialised".to_string())?;
let mut env = vm
.attach_current_thread_permanently()
.map_err(|e| format!("attach_current_thread: {e}"))?;
f(&mut env).map_err(|e| format!("JNI: {e}"))
}
/// Run `f` with an attached [`JNIEnv`] and the `NativeActivity` object.
///
/// Like [`with_env`] but also resolves the cached activity global reference, so
/// callers that need to invoke instance methods on the activity (clipboard,
/// window insets) never touch a raw handle.
pub fn with_activity_env<F, R>(f: F) -> Result<R, String>
where
F: for<'local> FnOnce(&mut JNIEnv<'local>, &JObject<'local>) -> jni::errors::Result<R>,
{
let activity = ANDROID_ACTIVITY
.get()
.ok_or_else(|| "Android activity not initialised".to_string())?;
with_env(|env| f(env, activity.as_obj()))
}
+44 -35
View File
@@ -14,7 +14,7 @@
///
/// Only compiled and linked on `target_os = "android"`.
use jni::{
JNIEnv,
JNIEnv, JavaVM,
objects::{JByteArray, JObject, JObjectArray, JValue, JValueOwned},
};
use serde::{Deserialize, Serialize};
@@ -36,15 +36,23 @@ struct TokenBlob {
// JVM helper
// ---------------------------------------------------------------------------
/// Run `f` with an attached `JNIEnv`, delegating thread attach and the
/// `JavaVM` handle to the safe [`crate::android_jni`] bridge. The bridge is
/// initialised once from Android startup, so the keystore never touches a raw
/// pointer and this module stays `forbid(unsafe_code)`.
fn with_jvm<F, R>(f: F) -> Result<R, TokenError>
where
F: for<'env> FnOnce(&mut JNIEnv<'env>) -> Result<R, jni::errors::Error>,
{
crate::android_jni::with_env(f).map_err(TokenError::Keyring)
let app = bevy::android::ANDROID_APP
.get()
.ok_or_else(|| TokenError::KeychainUnavailable("ANDROID_APP not initialised".into()))?;
// SAFETY: vm_as_ptr() is the process-wide JavaVM* set by the Android runtime.
let vm = unsafe { JavaVM::from_raw(app.vm_as_ptr().cast()) }
.map_err(|e| TokenError::Keyring(format!("JavaVM: {e}")))?;
let mut env = vm
.attach_current_thread_permanently()
.map_err(|e| TokenError::Keyring(format!("attach: {e}")))?;
f(&mut env).map_err(|e| TokenError::Keyring(format!("JNI: {e}")))
}
// ---------------------------------------------------------------------------
@@ -199,10 +207,9 @@ fn encrypt_gcm(
.v()?;
// IV is generated by Android's provider; read it back after init.
// `getIV()` returns `[B`; the safe `From<JObject>` reinterprets the
// returned object reference as a typed byte array.
let iv_jobj = env.call_method(&cipher, "getIV", "()[B", &[])?.l()?;
let iv_arr = JByteArray::from(iv_jobj);
// SAFETY: the method signature guarantees a byte array return.
let iv_arr = unsafe { JByteArray::from_raw(iv_jobj.into_raw()) };
let iv = env.convert_byte_array(&iv_arr)?;
let pt_arr = env.byte_array_from_slice(plaintext)?;
@@ -210,7 +217,8 @@ fn encrypt_gcm(
let ct_jobj = env
.call_method(&cipher, "doFinal", "([B)[B", &[pt_val.borrow()])?
.l()?;
let ct_arr = JByteArray::from(ct_jobj);
// SAFETY: doFinal([B) returns [B.
let ct_arr = unsafe { JByteArray::from_raw(ct_jobj.into_raw()) };
let ciphertext = env.convert_byte_array(&ct_arr)?;
let mut out = Vec::with_capacity(iv.len() + ciphertext.len());
@@ -261,7 +269,8 @@ fn decrypt_gcm(
let pt_jobj = env
.call_method(&cipher, "doFinal", "([B)[B", &[ct_val.borrow()])?
.l()?;
let pt_arr = JByteArray::from(pt_jobj);
// SAFETY: doFinal([B) returns [B.
let pt_arr = unsafe { JByteArray::from_raw(pt_jobj.into_raw()) };
env.convert_byte_array(&pt_arr)
}
@@ -348,29 +357,29 @@ fn read_map() -> Result<HashMap<String, TokenBlob>, TokenError> {
}
// --- 2. Legacy path migration ---
if let Some(ref lpath) = legacy_path
&& lpath.exists()
{
let data = read_file_bytes_from(lpath).map_err(|e| match e {
TokenError::NotFound(_) => TokenError::NotFound(String::new()),
other => other,
})?;
if data.len() >= 12 {
let plaintext = with_jvm(|env| {
let key = load_or_create_key(env)?;
decrypt_gcm(env, &key, &data)
if let Some(ref lpath) = legacy_path {
if lpath.exists() {
let data = read_file_bytes_from(lpath).map_err(|e| match e {
TokenError::NotFound(_) => TokenError::NotFound(String::new()),
other => other,
})?;
if let Ok(blob) = serde_json::from_slice::<TokenBlob>(&plaintext) {
let mut map = HashMap::new();
map.insert(blob.username.clone(), blob);
// Write to the new location, then remove the legacy file.
if write_map_inner(&map).is_ok() {
let _ = std::fs::remove_file(lpath);
if data.len() >= 12 {
let plaintext = with_jvm(|env| {
let key = load_or_create_key(env)?;
decrypt_gcm(env, &key, &data)
})?;
if let Ok(blob) = serde_json::from_slice::<TokenBlob>(&plaintext) {
let mut map = HashMap::new();
map.insert(blob.username.clone(), blob);
// Write to the new location, then remove the legacy file.
if write_map_inner(&map).is_ok() {
let _ = std::fs::remove_file(lpath);
}
return Ok(map);
}
return Ok(map);
}
// Legacy file corrupt or unrecognised — treat as empty.
}
// Legacy file corrupt or unrecognised — treat as empty.
}
// --- 3. No file found ---
@@ -459,11 +468,11 @@ pub fn delete_tokens(username: &str) -> Result<(), TokenError> {
if map.is_empty() {
// No more users — remove the file and the Keystore key.
if let Some(path) = token_file_path()
&& path.exists()
{
std::fs::remove_file(&path)
.map_err(|e| TokenError::Keyring(format!("delete auth_tokens.bin: {e}")))?;
if let Some(path) = token_file_path() {
if path.exists() {
std::fs::remove_file(&path)
.map_err(|e| TokenError::Keyring(format!("delete auth_tokens.bin: {e}")))?;
}
}
// Remove the Keystore key so a future re-login generates a fresh key.
+6 -5
View File
@@ -14,14 +14,15 @@
//! the Bevy `App`). If no default store is set, all operations in this module
//! will return [`TokenError::KeychainUnavailable`].
//!
//! # Android
//! # Android stub
//!
//! `keyring-core` cannot compile for the android target (its `rpassword`
//! transitive dep uses `libc::__errno_location`, which Android's bionic
//! doesn't expose). On Android this module delegates to an Android Keystore
//! JNI backend. `solitaire_app` must initialise the safe
//! [`crate::android_jni`] bridge (via `set_jvm` / `set_activity`) from Android
//! startup before token operations can succeed.
//! doesn't expose). On Android every function in this module returns
//! [`TokenError::KeychainUnavailable`] so callers can detect the fallback
//! the same way they handle a Linux box without Secret Service. The
//! real Android backend will arrive in the Phase-Android round when we
//! wire Android Keystore via JNI.
//!
//! # Note: no unit tests — requires live OS keychain.
+184 -184
View File
@@ -26,227 +26,227 @@ use solitaire_core::game_state::DifficultyLevel;
/// 40 seeds proven winnable within the Easy budget (≤ 1 000 states).
pub const EASY_SEEDS: &[u64] = &[
// Generated by solitaire_assetgen::gen_difficulty_seeds (tier=Easy, date=2026-06-04)
// Generated by solitaire_assetgen::gen_difficulty_seeds (tier=Easy, date=2026-05-09)
0xD1FF_0000_0000_0001,
0xD1FF_0000_0000_0002,
0xD1FF_0000_0000_0007,
0xD1FF_0000_0000_0008,
0xD1FF_0000_0000_0009,
0xD1FF_0000_0000_0087,
0xD1FF_0000_0000_00EB,
0xD1FF_0000_0000_017F,
0xD1FF_0000_0000_01CE,
0xD1FF_0000_0000_020F,
0xD1FF_0000_0000_0251,
0xD1FF_0000_0000_0275,
0xD1FF_0000_0000_029C,
0xD1FF_0000_0000_02BD,
0xD1FF_0000_0000_02ED,
0xD1FF_0000_0000_038F,
0xD1FF_0000_0000_03C9,
0xD1FF_0000_0000_0415,
0xD1FF_0000_0000_045F,
0xD1FF_0000_0000_04C4,
0xD1FF_0000_0000_04CC,
0xD1FF_0000_0000_04EE,
0xD1FF_0000_0000_0631,
0xD1FF_0000_0000_0651,
0xD1FF_0000_0000_0689,
0xD1FF_0000_0000_0735,
0xD1FF_0000_0000_0748,
0xD1FF_0000_0000_0801,
0xD1FF_0000_0000_0820,
0xD1FF_0000_0000_08F9,
0xD1FF_0000_0000_091C,
0xD1FF_0000_0000_0937,
0xD1FF_0000_0000_09A6,
0xD1FF_0000_0000_09C3,
0xD1FF_0000_0000_09DD,
0xD1FF_0000_0000_0BD9,
0xD1FF_0000_0000_0BEC,
0xD1FF_0000_0000_0BF2,
0xD1FF_0000_0000_0C1B,
0xD1FF_0000_0000_0C26,
0xD1FF_0000_0000_0C36,
0xD1FF_0000_0000_0C4B,
0xD1FF_0000_0000_0C78,
0xD1FF_0000_0000_0CBC,
0xD1FF_0000_0000_000E,
0xD1FF_0000_0000_0013,
0xD1FF_0000_0000_0015,
0xD1FF_0000_0000_0018,
0xD1FF_0000_0000_001D,
0xD1FF_0000_0000_0021,
0xD1FF_0000_0000_0022,
0xD1FF_0000_0000_0026,
0xD1FF_0000_0000_002C,
0xD1FF_0000_0000_002E,
0xD1FF_0000_0000_002F,
0xD1FF_0000_0000_0035,
0xD1FF_0000_0000_0036,
0xD1FF_0000_0000_003C,
0xD1FF_0000_0000_0045,
0xD1FF_0000_0000_0046,
0xD1FF_0000_0000_0048,
0xD1FF_0000_0000_0049,
0xD1FF_0000_0000_004D,
0xD1FF_0000_0000_004F,
0xD1FF_0000_0000_0050,
0xD1FF_0000_0000_0051,
0xD1FF_0000_0000_0053,
0xD1FF_0000_0000_0054,
0xD1FF_0000_0000_0057,
0xD1FF_0000_0000_0058,
0xD1FF_0000_0000_005A,
0xD1FF_0000_0000_005B,
0xD1FF_0000_0000_005C,
0xD1FF_0000_0000_005D,
0xD1FF_0000_0000_005F,
0xD1FF_0000_0000_0061,
0xD1FF_0000_0000_0062,
0xD1FF_0000_0000_0063,
0xD1FF_0000_0000_0069,
];
/// 40 seeds proven winnable within the Medium budget (≤ 5 000 states).
pub const MEDIUM_SEEDS: &[u64] = &[
// Generated by solitaire_assetgen::gen_difficulty_seeds (tier=Medium, date=2026-06-04)
// Generated by solitaire_assetgen::gen_difficulty_seeds (tier=Medium, date=2026-05-09)
0xD1FF_0000_0000_0000,
0xD1FF_0000_0000_0012,
0xD1FF_0000_0000_002C,
0xD1FF_0000_0000_004B,
0xD1FF_0000_0000_0052,
0xD1FF_0000_0000_0058,
0xD1FF_0000_0000_005E,
0xD1FF_0000_0000_0063,
0xD1FF_0000_0000_0016,
0xD1FF_0000_0000_001B,
0xD1FF_0000_0000_001C,
0xD1FF_0000_0000_0020,
0xD1FF_0000_0000_002A,
0xD1FF_0000_0000_0034,
0xD1FF_0000_0000_003A,
0xD1FF_0000_0000_0041,
0xD1FF_0000_0000_0043,
0xD1FF_0000_0000_0060,
0xD1FF_0000_0000_006A,
0xD1FF_0000_0000_006C,
0xD1FF_0000_0000_006E,
0xD1FF_0000_0000_006F,
0xD1FF_0000_0000_0071,
0xD1FF_0000_0000_0072,
0xD1FF_0000_0000_0075,
0xD1FF_0000_0000_0076,
0xD1FF_0000_0000_007B,
0xD1FF_0000_0000_007E,
0xD1FF_0000_0000_0081,
0xD1FF_0000_0000_0083,
0xD1FF_0000_0000_0084,
0xD1FF_0000_0000_0087,
0xD1FF_0000_0000_0090,
0xD1FF_0000_0000_0092,
0xD1FF_0000_0000_0093,
0xD1FF_0000_0000_0098,
0xD1FF_0000_0000_0099,
0xD1FF_0000_0000_00A9,
0xD1FF_0000_0000_009A,
0xD1FF_0000_0000_009E,
0xD1FF_0000_0000_00A5,
0xD1FF_0000_0000_00A8,
0xD1FF_0000_0000_00AA,
0xD1FF_0000_0000_00AB,
0xD1FF_0000_0000_00AE,
0xD1FF_0000_0000_00AF,
0xD1FF_0000_0000_00BB,
0xD1FF_0000_0000_00D1,
0xD1FF_0000_0000_00E3,
0xD1FF_0000_0000_0108,
0xD1FF_0000_0000_010D,
0xD1FF_0000_0000_0110,
0xD1FF_0000_0000_012F,
0xD1FF_0000_0000_0139,
0xD1FF_0000_0000_013C,
0xD1FF_0000_0000_0148,
0xD1FF_0000_0000_015E,
0xD1FF_0000_0000_016A,
0xD1FF_0000_0000_016F,
0xD1FF_0000_0000_0179,
0xD1FF_0000_0000_019E,
0xD1FF_0000_0000_01A8,
0xD1FF_0000_0000_01AB,
0xD1FF_0000_0000_01B5,
0xD1FF_0000_0000_01B8,
0xD1FF_0000_0000_01D3,
0xD1FF_0000_0000_01EE,
0xD1FF_0000_0000_01F3,
0xD1FF_0000_0000_0202,
0xD1FF_0000_0000_0203,
0xD1FF_0000_0000_021E,
0xD1FF_0000_0000_022C,
0xD1FF_0000_0000_022D,
0xD1FF_0000_0000_0233,
0xD1FF_0000_0000_0245,
0xD1FF_0000_0000_024E,
0xD1FF_0000_0000_00B0,
];
/// 40 seeds proven winnable within the Hard budget (≤ 25 000 states).
pub const HARD_SEEDS: &[u64] = &[
// Generated by solitaire_assetgen::gen_difficulty_seeds (tier=Hard, date=2026-06-04)
0xD1FF_0000_0000_0006,
0xD1FF_0000_0000_0008,
0xD1FF_0000_0000_000F,
0xD1FF_0000_0000_0011,
0xD1FF_0000_0000_0022,
0xD1FF_0000_0000_0023,
0xD1FF_0000_0000_002A,
0xD1FF_0000_0000_002D,
0xD1FF_0000_0000_0040,
0xD1FF_0000_0000_0042,
0xD1FF_0000_0000_0050,
0xD1FF_0000_0000_005B,
0xD1FF_0000_0000_005D,
0xD1FF_0000_0000_0067,
0xD1FF_0000_0000_0069,
0xD1FF_0000_0000_006E,
0xD1FF_0000_0000_0072,
// Generated by solitaire_assetgen::gen_difficulty_seeds (tier=Hard, date=2026-05-09)
0xD1FF_0000_0000_001F,
0xD1FF_0000_0000_0024,
0xD1FF_0000_0000_0025,
0xD1FF_0000_0000_0031,
0xD1FF_0000_0000_0032,
0xD1FF_0000_0000_003E,
0xD1FF_0000_0000_004A,
0xD1FF_0000_0000_006D,
0xD1FF_0000_0000_0079,
0xD1FF_0000_0000_007C,
0xD1FF_0000_0000_0080,
0xD1FF_0000_0000_0081,
0xD1FF_0000_0000_0083,
0xD1FF_0000_0000_0091,
0xD1FF_0000_0000_009B,
0xD1FF_0000_0000_00A1,
0xD1FF_0000_0000_008A,
0xD1FF_0000_0000_0097,
0xD1FF_0000_0000_00B1,
0xD1FF_0000_0000_00B2,
0xD1FF_0000_0000_00B3,
0xD1FF_0000_0000_00B5,
0xD1FF_0000_0000_00B7,
0xD1FF_0000_0000_00B8,
0xD1FF_0000_0000_00B9,
0xD1FF_0000_0000_00BA,
0xD1FF_0000_0000_00BB,
0xD1FF_0000_0000_00BC,
0xD1FF_0000_0000_00BD,
0xD1FF_0000_0000_00C2,
0xD1FF_0000_0000_00C3,
0xD1FF_0000_0000_00C5,
0xD1FF_0000_0000_00CC,
0xD1FF_0000_0000_00CE,
0xD1FF_0000_0000_00D1,
0xD1FF_0000_0000_00D2,
0xD1FF_0000_0000_00D6,
0xD1FF_0000_0000_00DD,
0xD1FF_0000_0000_00E8,
0xD1FF_0000_0000_00F2,
0xD1FF_0000_0000_0101,
0xD1FF_0000_0000_010F,
0xD1FF_0000_0000_0113,
0xD1FF_0000_0000_0118,
0xD1FF_0000_0000_0119,
0xD1FF_0000_0000_012D,
0xD1FF_0000_0000_0133,
0xD1FF_0000_0000_0144,
0xD1FF_0000_0000_0147,
0xD1FF_0000_0000_00D7,
0xD1FF_0000_0000_00DC,
0xD1FF_0000_0000_00DF,
0xD1FF_0000_0000_00E0,
0xD1FF_0000_0000_00E1,
0xD1FF_0000_0000_00E4,
0xD1FF_0000_0000_00E6,
0xD1FF_0000_0000_00E7,
];
/// 40 seeds proven winnable within the Expert budget (≤ 100 000 states).
pub const EXPERT_SEEDS: &[u64] = &[
// Generated by solitaire_assetgen::gen_difficulty_seeds (tier=Expert, date=2026-06-04)
0xD1FF_0000_0000_0000,
0xD1FF_0000_0000_0002,
0xD1FF_0000_0000_000A,
0xD1FF_0000_0000_0013,
0xD1FF_0000_0000_0017,
0xD1FF_0000_0000_001C,
0xD1FF_0000_0000_001F,
0xD1FF_0000_0000_0021,
0xD1FF_0000_0000_0024,
0xD1FF_0000_0000_0029,
0xD1FF_0000_0000_002E,
0xD1FF_0000_0000_0035,
0xD1FF_0000_0000_0045,
0xD1FF_0000_0000_0048,
0xD1FF_0000_0000_0049,
0xD1FF_0000_0000_004F,
0xD1FF_0000_0000_0062,
0xD1FF_0000_0000_006D,
0xD1FF_0000_0000_0074,
0xD1FF_0000_0000_0076,
// Generated by solitaire_assetgen::gen_difficulty_seeds (tier=Expert, date=2026-05-09)
0xD1FF_0000_0000_0006,
0xD1FF_0000_0000_000B,
0xD1FF_0000_0000_0019,
0xD1FF_0000_0000_0082,
0xD1FF_0000_0000_008F,
0xD1FF_0000_0000_0090,
0xD1FF_0000_0000_0097,
0xD1FF_0000_0000_009A,
0xD1FF_0000_0000_009F,
0xD1FF_0000_0000_00A5,
0xD1FF_0000_0000_00A8,
0xD1FF_0000_0000_00AD,
0xD1FF_0000_0000_00AE,
0xD1FF_0000_0000_00B8,
0xD1FF_0000_0000_00B9,
0xD1FF_0000_0000_00BC,
0xD1FF_0000_0000_00C5,
0xD1FF_0000_0000_00CA,
0xD1FF_0000_0000_00CE,
0xD1FF_0000_0000_00DE,
0xD1FF_0000_0000_00CB,
0xD1FF_0000_0000_00D5,
0xD1FF_0000_0000_00D8,
0xD1FF_0000_0000_00E8,
0xD1FF_0000_0000_00EA,
0xD1FF_0000_0000_00EB,
0xD1FF_0000_0000_00EC,
0xD1FF_0000_0000_00ED,
0xD1FF_0000_0000_00EE,
0xD1FF_0000_0000_00EF,
0xD1FF_0000_0000_00F2,
0xD1FF_0000_0000_00F3,
0xD1FF_0000_0000_00F4,
0xD1FF_0000_0000_00FE,
0xD1FF_0000_0000_00FF,
0xD1FF_0000_0000_0102,
0xD1FF_0000_0000_0103,
0xD1FF_0000_0000_0104,
0xD1FF_0000_0000_0105,
0xD1FF_0000_0000_0106,
0xD1FF_0000_0000_0109,
0xD1FF_0000_0000_010B,
0xD1FF_0000_0000_010C,
0xD1FF_0000_0000_0110,
0xD1FF_0000_0000_0113,
0xD1FF_0000_0000_0114,
0xD1FF_0000_0000_011B,
0xD1FF_0000_0000_011C,
0xD1FF_0000_0000_011E,
0xD1FF_0000_0000_0120,
0xD1FF_0000_0000_0121,
0xD1FF_0000_0000_0122,
0xD1FF_0000_0000_0123,
0xD1FF_0000_0000_0124,
0xD1FF_0000_0000_0126,
0xD1FF_0000_0000_012B,
0xD1FF_0000_0000_012C,
0xD1FF_0000_0000_012E,
];
/// 40 seeds proven winnable only within the Grandmaster budget (≤ 200 000 states).
pub const GRANDMASTER_SEEDS: &[u64] = &[
// Generated by solitaire_assetgen::gen_difficulty_seeds (tier=Grandmaster, date=2026-06-04)
0xD1FF_0000_0000_003C,
0xD1FF_0000_0000_0047,
0xD1FF_0000_0000_005A,
0xD1FF_0000_0000_009C,
0xD1FF_0000_0000_00D2,
0xD1FF_0000_0000_00F4,
0xD1FF_0000_0000_00F6,
0xD1FF_0000_0000_0104,
0xD1FF_0000_0000_0106,
0xD1FF_0000_0000_0111,
0xD1FF_0000_0000_0112,
0xD1FF_0000_0000_0116,
0xD1FF_0000_0000_0117,
0xD1FF_0000_0000_011A,
0xD1FF_0000_0000_0123,
0xD1FF_0000_0000_012B,
0xD1FF_0000_0000_012E,
// Generated by solitaire_assetgen::gen_difficulty_seeds (tier=Grandmaster, date=2026-05-09)
0xD1FF_0000_0000_0027,
0xD1FF_0000_0000_00A0,
0xD1FF_0000_0000_00C4,
0xD1FF_0000_0000_00D4,
0xD1FF_0000_0000_00DE,
0xD1FF_0000_0000_00F9,
0xD1FF_0000_0000_0107,
0xD1FF_0000_0000_0108,
0xD1FF_0000_0000_0130,
0xD1FF_0000_0000_0132,
0xD1FF_0000_0000_0133,
0xD1FF_0000_0000_0134,
0xD1FF_0000_0000_0135,
0xD1FF_0000_0000_0137,
0xD1FF_0000_0000_0139,
0xD1FF_0000_0000_013A,
0xD1FF_0000_0000_013B,
0xD1FF_0000_0000_013D,
0xD1FF_0000_0000_013F,
0xD1FF_0000_0000_0140,
0xD1FF_0000_0000_0141,
0xD1FF_0000_0000_0142,
0xD1FF_0000_0000_0143,
0xD1FF_0000_0000_0145,
0xD1FF_0000_0000_0146,
0xD1FF_0000_0000_014A,
0xD1FF_0000_0000_014B,
0xD1FF_0000_0000_014E,
0xD1FF_0000_0000_014C,
0xD1FF_0000_0000_014D,
0xD1FF_0000_0000_014F,
0xD1FF_0000_0000_0150,
0xD1FF_0000_0000_0155,
0xD1FF_0000_0000_0151,
0xD1FF_0000_0000_0152,
0xD1FF_0000_0000_0153,
0xD1FF_0000_0000_0157,
0xD1FF_0000_0000_0158,
0xD1FF_0000_0000_0159,
0xD1FF_0000_0000_015A,
0xD1FF_0000_0000_015B,
0xD1FF_0000_0000_015C,
0xD1FF_0000_0000_015D,
0xD1FF_0000_0000_015F,
0xD1FF_0000_0000_0166,
0xD1FF_0000_0000_0173,
0xD1FF_0000_0000_0174,
0xD1FF_0000_0000_0178,
0xD1FF_0000_0000_017D,
0xD1FF_0000_0000_0182,
0xD1FF_0000_0000_0187,
0xD1FF_0000_0000_015E,
0xD1FF_0000_0000_0162,
0xD1FF_0000_0000_0164,
];
// ---------------------------------------------------------------------------
+7 -19
View File
@@ -58,7 +58,7 @@ pub trait SyncProvider: Send + Sync {
/// so backends without a server (e.g. `LocalOnlyProvider`) are
/// silently no-op'd by the engine's push-on-win system, matching
/// the same pattern `pull` / `push` follow.
async fn push_replay(&self, _replay: &Replay) -> Result<String, SyncError> {
async fn push_replay(&self, _replay: &crate::replay::Replay) -> Result<String, SyncError> {
Err(SyncError::UnsupportedPlatform)
}
}
@@ -94,7 +94,7 @@ impl SyncProvider for Box<dyn SyncProvider + Send + Sync> {
async fn delete_account(&self) -> Result<(), SyncError> {
(**self).delete_account().await
}
async fn push_replay(&self, replay: &Replay) -> Result<String, SyncError> {
async fn push_replay(&self, replay: &crate::replay::Replay) -> Result<String, SyncError> {
(**self).push_replay(replay).await
}
}
@@ -118,8 +118,8 @@ pub use achievements::{
pub mod progress;
pub use progress::{
PlayerProgress, XpBreakdown, daily_seed_for, level_for_xp, load_progress_from,
progress_file_path, save_progress_to, xp_breakdown, xp_for_win,
PlayerProgress, daily_seed_for, level_for_xp, load_progress_from, progress_file_path,
save_progress_to, xp_for_win,
};
pub mod weekly;
@@ -143,39 +143,27 @@ pub use settings::{
load_settings_from, save_settings_to, settings_file_path,
};
#[cfg(target_os = "android")]
pub mod android_jni;
#[cfg(target_os = "android")]
mod android_keystore;
#[cfg(not(target_arch = "wasm32"))]
pub mod auth_tokens;
#[cfg(not(target_arch = "wasm32"))]
pub use auth_tokens::{
TokenError, delete_tokens, load_access_token, load_refresh_token, store_tokens,
};
pub mod sync_client;
pub use sync_client::LocalOnlyProvider;
#[cfg(not(target_arch = "wasm32"))]
pub use sync_client::{SolitaireServerClient, provider_for_backend};
pub use sync_client::{LocalOnlyProvider, SolitaireServerClient, provider_for_backend};
pub mod replay;
pub use replay::{
REPLAY_HISTORY_CAP, REPLAY_HISTORY_SCHEMA_VERSION, REPLAY_SCHEMA_VERSION, Replay,
ReplayHistory, append_replay_to_history, load_replay_history_from,
ReplayHistory, ReplayMove, append_replay_to_history, load_replay_history_from,
migrate_legacy_latest_replay, replay_history_path, save_replay_history_to,
};
// `latest_replay_path` is still consumed by the engine's one-shot legacy
// migration; `load_latest_replay_from`/`save_latest_replay_to` had no callers
// outside `replay.rs` and were dropped from the public surface.
#[allow(deprecated)]
pub use replay::latest_replay_path;
pub use replay::{latest_replay_path, load_latest_replay_from, save_latest_replay_to};
#[cfg(not(target_arch = "wasm32"))]
pub mod matomo_client;
#[cfg(not(target_arch = "wasm32"))]
pub use matomo_client::MatomoClient;
pub mod platform;
-59
View File
@@ -114,62 +114,3 @@ fn url_encode(s: &str) -> String {
})
.collect()
}
#[cfg(test)]
mod tests {
use super::*;
fn pending(client: &MatomoClient) -> Vec<String> {
client.pending.lock().expect("pending lock").clone()
}
#[test]
fn event_buffers_encoded_matomo_query() {
let client = MatomoClient::new(
"https://analytics.example.com/",
7,
Some("alice bob".into()),
);
client.event("Game Flow", "Won+Fast", Some("draw three"), Some(42.5));
let pending = pending(&client);
assert_eq!(pending.len(), 1);
let query = &pending[0];
assert!(query.contains("idsite=7"));
assert!(query.contains("rec=1"));
assert!(query.contains("e_c=Game%20Flow"));
assert!(query.contains("e_a=Won%2BFast"));
assert!(query.contains("e_n=draw%20three"));
assert!(query.contains("e_v=42.5"));
assert!(query.contains("uid=alice%20bob"));
}
#[test]
fn event_buffer_drops_oldest_entries_when_capacity_exceeded() {
let client = MatomoClient::new("https://analytics.example.com", 1, None);
for idx in 0..101 {
client.event("Game", "Start", Some(&format!("event-{idx}")), None);
}
let pending = pending(&client);
assert_eq!(pending.len(), 51);
assert!(
pending[0].contains("event-50"),
"oldest retained event should be event-50, got {}",
pending[0]
);
assert!(
pending[50].contains("event-100"),
"newest retained event should be event-100, got {}",
pending[50]
);
}
#[test]
fn url_encode_leaves_unreserved_bytes_and_escapes_everything_else() {
assert_eq!(url_encode("AZaz09-_.~"), "AZaz09-_.~");
assert_eq!(url_encode("a b+c/d?"), "a%20b%2Bc%2Fd%3F");
}
}
+1 -9
View File
@@ -55,15 +55,7 @@ pub fn data_dir() -> Option<PathBuf> {
{
Some(PathBuf::from(ANDROID_APP_FILES_DIR))
}
#[cfg(target_arch = "wasm32")]
{
// No filesystem on the browser; all persistence goes through
// WasmStorage (localStorage-backed). Return None so every caller
// degrades gracefully (the same path they take on a
// misconfigured desktop environment).
None
}
#[cfg(all(not(target_os = "android"), not(target_arch = "wasm32")))]
#[cfg(not(target_os = "android"))]
{
dirs::data_dir()
}
+5 -35
View File
@@ -25,34 +25,12 @@ pub fn daily_seed_for(date: NaiveDate) -> u64 {
y * 10_000 + m * 100 + d
}
/// Component breakdown of the XP awarded for a win.
///
/// This is the single source of truth for win-XP scoring: [`xp_for_win`] sums
/// it for the total, and UI that displays the individual lines (the win-summary
/// modal) reads the parts from here so the breakdown can never drift from the
/// total.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct XpBreakdown {
/// Flat base XP granted for any win.
pub base: u64,
/// Scaled fast-win bonus (10..=50 for sub-2-minute wins, else 0).
pub speed_bonus: u64,
/// Bonus for winning without using undo (25, else 0).
pub no_undo_bonus: u64,
}
impl XpBreakdown {
/// Total XP awarded: `base + speed_bonus + no_undo_bonus`.
pub fn total(self) -> u64 {
self.base + self.speed_bonus + self.no_undo_bonus
}
}
/// Component breakdown of the XP awarded for a win.
/// XP awarded for winning a game.
///
/// Base 50 + scaled fast-win bonus (10..=50 for sub-2-minute wins) + 25 if
/// the player did not use undo.
pub fn xp_breakdown(time_seconds: u64, used_undo: bool) -> XpBreakdown {
pub fn xp_for_win(time_seconds: u64, used_undo: bool) -> u64 {
let base: u64 = 50;
let speed_bonus: u64 = if time_seconds >= 120 {
0
} else {
@@ -61,16 +39,8 @@ pub fn xp_breakdown(time_seconds: u64, used_undo: bool) -> XpBreakdown {
let scaled = 50_u64.saturating_sub(time_seconds.saturating_mul(40) / 120);
scaled.max(10)
};
XpBreakdown {
base: 50,
speed_bonus,
no_undo_bonus: if used_undo { 0 } else { 25 },
}
}
/// XP awarded for winning a game. See [`xp_breakdown`] for the components.
pub fn xp_for_win(time_seconds: u64, used_undo: bool) -> u64 {
xp_breakdown(time_seconds, used_undo).total()
let no_undo_bonus: u64 = if used_undo { 0 } else { 25 };
base + speed_bonus + no_undo_bonus
}
/// Platform-specific default path for `progress.json`.
+65 -57
View File
@@ -12,22 +12,13 @@
//! carries any other version so older replays are silently dropped instead
//! of crashing the loader.
//!
//! The recording is intentionally minimal — only the
//! [`KlondikeInstruction`](solitaire_core::KlondikeInstruction) inputs that
//! successfully advanced the game. `Undo` is **not** recorded: a replay
//! represents the canonical path the player ultimately took to win, so
//! backed-out missteps simply do not appear in the move list. The starting
//! deal is not stored either — the [`seed`](Replay::seed) +
//! The recording is intentionally minimal — only [`ReplayMove`] entries
//! that successfully advanced the game. `Undo` is **not** recorded: a
//! replay represents the canonical path the player ultimately took to win,
//! so backed-out missteps simply do not appear in the move list. The
//! starting deal is not stored either — the [`seed`](Replay::seed) +
//! [`draw_mode`](Replay::draw_mode) + [`mode`](Replay::mode) are sufficient
//! for `GameState::new_with_mode` to rebuild the identical layout.
//!
//! Each recorded move is the player's atomic *input*, not its outcome.
//! `KlondikeInstruction::RotateStock` covers every click on the stock pile;
//! the engine resolves draw-vs-recycle deterministically from the current
//! stock state during playback, so the same input always produces the same
//! effect on the same starting deal. Runtime-only pile-position types are
//! never serialised — the instruction itself serialises via its compact
//! upstream serde representation.
use std::fs;
use std::io;
@@ -35,7 +26,8 @@ use std::path::{Path, PathBuf};
use chrono::NaiveDate;
use serde::{Deserialize, Serialize};
use solitaire_core::{DrawStockConfig, KlondikeInstruction, game_state::GameMode};
use solitaire_core::game_state::{DrawMode, GameMode};
use solitaire_core::pile::PileType;
const LATEST_REPLAY_FILE_NAME: &str = "latest_replay.json";
const REPLAY_HISTORY_FILE_NAME: &str = "replays.json";
@@ -73,17 +65,14 @@ fn history_schema_v0() -> u32 {
/// seeing a broken one.
///
/// History:
/// - v1: initial release. The move type had separate `Draw` and `Recycle`
/// - v1: initial release. `ReplayMove` had separate `Draw` and `Recycle`
/// variants which carried the *outcome* of a stock interaction rather
/// than the player's atomic input.
/// - v2: `Draw` + `Recycle` collapsed into a single `StockClick` variant.
/// - v3 (current): the bespoke `ReplayMove` serde mirror was dropped. Moves
/// are now stored directly as upstream
/// [`KlondikeInstruction`](solitaire_core::KlondikeInstruction) (compact
/// int serde); `StockClick` is now `RotateStock`. Pile-position types are
/// runtime-only and are never serialised. v1/v2 files fail to deserialise
/// and are discarded by the loader.
pub const REPLAY_SCHEMA_VERSION: u32 = 3;
/// - v2 (current): `Draw` + `Recycle` collapsed into a single `StockClick`
/// variant. The engine resolves draw-vs-recycle deterministically from
/// the current stock state, so the input alone is sufficient and the
/// replay model now stores atomic player inputs end-to-end.
pub const REPLAY_SCHEMA_VERSION: u32 = 2;
/// Default value for [`Replay::schema_version`] when deserialising files
/// that pre-date the field. Any value other than [`REPLAY_SCHEMA_VERSION`]
@@ -92,6 +81,32 @@ fn schema_v0() -> u32 {
0
}
/// One atomic player input recorded during a winning game, in the order
/// it was applied to the live `GameState`.
///
/// `Undo` is intentionally absent — see the module-level docs.
///
/// The variants represent *inputs*, not outcomes. `StockClick` covers
/// every player click on the stock pile; the engine then resolves
/// draw-vs-recycle deterministically from the current state during both
/// recording and playback, so the same input always produces the same
/// effect on the same starting deal.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub enum ReplayMove {
/// A successful `move_cards(from, to, count)` call.
Move {
/// Source pile.
from: PileType,
/// Destination pile.
to: PileType,
/// Number of cards moved.
count: usize,
},
/// A click on the stock pile. Resolves to a draw when stock is
/// non-empty and to a waste→stock recycle when stock is empty.
StockClick,
}
/// A complete recording of a single winning game.
///
/// Replays are reconstructed by rebuilding a fresh
@@ -109,7 +124,7 @@ pub struct Replay {
/// `GameState::new_with_mode(seed, draw_mode, mode)`.
pub seed: u64,
/// Draw mode the recorded game was played in.
pub draw_mode: DrawStockConfig,
pub draw_mode: DrawMode,
/// Game mode the recorded game was played in.
pub mode: GameMode,
/// Total wall-clock seconds the win took. Used for the Stats UI
@@ -119,11 +134,9 @@ pub struct Replay {
pub final_score: i32,
/// ISO-8601 date the win was recorded.
pub recorded_at: NaiveDate,
/// Ordered move list. Each entry is the atomic
/// [`KlondikeInstruction`](solitaire_core::KlondikeInstruction) the player
/// issued, replayable against a fresh `GameState` constructed from the
/// seed via `GameState::apply_instruction`.
pub moves: Vec<KlondikeInstruction>,
/// Ordered move list. Each entry is what the player did, replayable
/// against a fresh `GameState` constructed from the seed.
pub moves: Vec<ReplayMove>,
/// Public share URL for this replay on the active sync backend, set
/// by `sync_plugin::poll_replay_upload_result` when the upload
/// task resolves. `None` when the player won on a local-only
@@ -167,12 +180,12 @@ impl Replay {
/// latter directly when the upload task resolves.
pub fn new(
seed: u64,
draw_mode: DrawStockConfig,
draw_mode: DrawMode,
mode: GameMode,
time_seconds: u64,
final_score: i32,
recorded_at: NaiveDate,
moves: Vec<KlondikeInstruction>,
moves: Vec<ReplayMove>,
) -> Self {
Self {
schema_version: REPLAY_SCHEMA_VERSION,
@@ -429,9 +442,6 @@ pub fn migrate_legacy_latest_replay(latest_path: &Path, history_path: &Path) {
#[allow(deprecated)]
mod tests {
use super::*;
use klondike::{
DstFoundation, DstTableau, Foundation, KlondikePile, KlondikePileStack, Tableau,
};
use std::env;
fn tmp_path(name: &str) -> PathBuf {
@@ -442,22 +452,24 @@ mod tests {
let date = NaiveDate::from_ymd_opt(2026, 5, 2).expect("valid date");
Replay::new(
12345,
DrawStockConfig::DrawThree,
DrawMode::DrawThree,
GameMode::Classic,
134,
5_120,
date,
vec![
KlondikeInstruction::RotateStock,
KlondikeInstruction::DstTableau(DstTableau {
src: KlondikePileStack::Stock,
tableau: Tableau::Tableau4,
}),
KlondikeInstruction::RotateStock,
KlondikeInstruction::DstFoundation(DstFoundation {
src: KlondikePile::Tableau(Tableau::Tableau4),
foundation: Foundation::Foundation1,
}),
ReplayMove::StockClick,
ReplayMove::Move {
from: PileType::Waste,
to: PileType::Tableau(3),
count: 1,
},
ReplayMove::StockClick,
ReplayMove::Move {
from: PileType::Tableau(3),
to: PileType::Foundation(0),
count: 1,
},
],
)
}
@@ -583,12 +595,12 @@ mod tests {
let date = NaiveDate::from_ymd_opt(2026, 5, 2).expect("valid date");
Replay::new(
id as u64,
DrawStockConfig::DrawOne,
DrawMode::DrawOne,
GameMode::Classic,
60,
id,
date,
vec![KlondikeInstruction::RotateStock],
vec![ReplayMove::StockClick],
)
}
@@ -824,11 +836,9 @@ mod tests {
let path = tmp_path("legacy_no_win_move_index");
let _ = fs::remove_file(&path);
// Hand-rolled minimal current-schema replay JSON with no
// win_move_index field — the additive field must still default to None.
let no_field = format!(
r#"{{
"schema_version": {schema},
// Hand-rolled minimal v2 replay JSON with no win_move_index field.
let v2_no_field = r#"{
"schema_version": 2,
"seed": 1,
"draw_mode": "DrawOne",
"mode": "Classic",
@@ -836,10 +846,8 @@ mod tests {
"final_score": 100,
"recorded_at": "2026-05-02",
"moves": []
}}"#,
schema = REPLAY_SCHEMA_VERSION,
);
fs::write(&path, no_field).expect("write fixture");
}"#;
fs::write(&path, v2_no_field).expect("write fixture");
let loaded = load_latest_replay_from(&path).expect("load");
assert_eq!(loaded.win_move_index, None);
+9 -9
View File
@@ -9,7 +9,7 @@ use std::io;
use std::path::{Path, PathBuf};
use serde::{Deserialize, Serialize};
use solitaire_core::{DrawStockConfig, game_state::DifficultyLevel};
use solitaire_core::game_state::{DifficultyLevel, DrawMode};
const SETTINGS_FILE_NAME: &str = "settings.json";
@@ -101,7 +101,7 @@ pub struct WindowGeometry {
pub struct Settings {
/// Draw mode selected for new games.
#[serde(default = "default_draw_mode")]
pub draw_mode: DrawStockConfig,
pub draw_mode: DrawMode,
/// Linear SFX volume in `[0.0, 1.0]`. Applied to kira's SFX channel gain.
#[serde(default = "default_sfx_volume")]
pub sfx_volume: f32,
@@ -200,7 +200,7 @@ pub struct Settings {
#[serde(default = "default_time_bonus_multiplier")]
pub time_bonus_multiplier: f32,
/// When `true`, the engine rejects new-game deals the
/// the solver cannot prove winnable, retrying
/// [`solitaire_core::solver`] cannot prove winnable, retrying
/// fresh seeds up to [`SOLVER_DEAL_RETRY_CAP`] attempts before
/// giving up and using the last tried seed. Off by default —
/// the solver adds a few hundred milliseconds of latency on the
@@ -288,8 +288,8 @@ pub struct Settings {
pub touch_input_mode: TouchInputMode,
}
fn default_draw_mode() -> DrawStockConfig {
DrawStockConfig::DrawOne
fn default_draw_mode() -> DrawMode {
DrawMode::DrawOne
}
fn default_sfx_volume() -> f32 {
@@ -381,9 +381,9 @@ pub const REPLAY_MOVE_INTERVAL_STEP_SECS: f32 = 0.05;
/// Maximum number of seed retries [`solitaire_engine::handle_new_game`]
/// is willing to attempt before giving up and accepting the latest
/// candidate seed when [`Settings::winnable_deals_only`] is on. If
/// every retry comes back provably unwinnable (`Ok(None)` from the
/// solver, which would be very unusual) we'd rather hand the player a
/// possibly-unwinnable deal than spin forever on the main thread.
/// every retry comes back [`SolverResult::Unwinnable`] (which would
/// be very unusual) we'd rather hand the player a possibly-unwinnable
/// deal than spin forever on the main thread.
///
/// 50 attempts × ~50 ms median per solve = ~2.5 s worst-case stall —
/// the upper bound on UI freeze when the toggle is on.
@@ -392,7 +392,7 @@ pub const SOLVER_DEAL_RETRY_CAP: u32 = 50;
impl Default for Settings {
fn default() -> Self {
Self {
draw_mode: DrawStockConfig::DrawOne,
draw_mode: DrawMode::DrawOne,
sfx_volume: default_sfx_volume(),
music_volume: default_music_volume(),
animation_speed: AnimSpeed::Normal,
+26 -26
View File
@@ -2,10 +2,10 @@
//!
//! [`StatsSnapshot`] is defined in `solitaire_sync` and re-exported here.
//! This module adds the [`StatsExt`] extension trait, which supplies the
//! `update_on_win` method that depends on [`DrawStockConfig`] from `solitaire_core`.
//! `update_on_win` method that depends on [`DrawMode`] from `solitaire_core`.
use chrono::Utc;
use solitaire_core::{DrawStockConfig, game_state::GameMode};
use solitaire_core::game_state::{DrawMode, GameMode};
pub use solitaire_sync::StatsSnapshot;
@@ -18,9 +18,9 @@ pub trait StatsExt {
///
/// Tracks lifetime totals only — per-mode best scores and times are
/// updated separately via [`StatsExt::update_per_mode_bests`] so the
/// long-standing call sites that only know about [`DrawStockConfig`] keep
/// long-standing call sites that only know about [`DrawMode`] keep
/// compiling.
fn update_on_win(&mut self, score: i32, time_seconds: u64, draw_mode: &DrawStockConfig);
fn update_on_win(&mut self, score: i32, time_seconds: u64, draw_mode: &DrawMode);
/// Updates the per-mode best score and fastest-win-time fields for the
/// given [`GameMode`]. Call alongside [`StatsExt::update_on_win`] from
@@ -37,7 +37,7 @@ pub trait StatsExt {
}
impl StatsExt for StatsSnapshot {
fn update_on_win(&mut self, score: i32, time_seconds: u64, draw_mode: &DrawStockConfig) {
fn update_on_win(&mut self, score: i32, time_seconds: u64, draw_mode: &DrawMode) {
let prev_wins = self.games_won;
self.games_played += 1;
self.games_won += 1;
@@ -64,8 +64,8 @@ impl StatsExt for StatsSnapshot {
};
match draw_mode {
DrawStockConfig::DrawOne => self.draw_one_wins += 1,
DrawStockConfig::DrawThree => self.draw_three_wins += 1,
DrawMode::DrawOne => self.draw_one_wins += 1,
DrawMode::DrawThree => self.draw_three_wins += 1,
}
self.last_modified = Utc::now();
@@ -135,7 +135,7 @@ mod tests {
#[test]
fn first_win_sets_all_fields() {
let mut s = StatsSnapshot::default();
s.update_on_win(1500, 120, &DrawStockConfig::DrawOne);
s.update_on_win(1500, 120, &DrawMode::DrawOne);
assert_eq!(s.games_played, 1);
assert_eq!(s.games_won, 1);
assert_eq!(s.win_streak_current, 1);
@@ -152,7 +152,7 @@ mod tests {
fn streak_tracks_across_wins() {
let mut s = StatsSnapshot::default();
for _ in 0..3 {
s.update_on_win(100, 60, &DrawStockConfig::DrawOne);
s.update_on_win(100, 60, &DrawMode::DrawOne);
}
assert_eq!(s.win_streak_current, 3);
assert_eq!(s.win_streak_best, 3);
@@ -161,8 +161,8 @@ mod tests {
#[test]
fn record_abandoned_resets_streak_and_increments_played() {
let mut s = StatsSnapshot::default();
s.update_on_win(100, 60, &DrawStockConfig::DrawOne);
s.update_on_win(100, 60, &DrawStockConfig::DrawOne);
s.update_on_win(100, 60, &DrawMode::DrawOne);
s.update_on_win(100, 60, &DrawMode::DrawOne);
assert_eq!(s.win_streak_current, 2);
s.record_abandoned();
assert_eq!(s.games_played, 3);
@@ -174,35 +174,35 @@ mod tests {
#[test]
fn fastest_win_takes_minimum() {
let mut s = StatsSnapshot::default();
s.update_on_win(100, 300, &DrawStockConfig::DrawOne);
s.update_on_win(100, 120, &DrawStockConfig::DrawOne);
s.update_on_win(100, 500, &DrawStockConfig::DrawOne);
s.update_on_win(100, 300, &DrawMode::DrawOne);
s.update_on_win(100, 120, &DrawMode::DrawOne);
s.update_on_win(100, 500, &DrawMode::DrawOne);
assert_eq!(s.fastest_win_seconds, 120);
}
#[test]
fn avg_time_is_correct_rolling_average() {
let mut s = StatsSnapshot::default();
s.update_on_win(100, 100, &DrawStockConfig::DrawOne);
s.update_on_win(100, 200, &DrawStockConfig::DrawOne);
s.update_on_win(100, 300, &DrawStockConfig::DrawOne);
s.update_on_win(100, 100, &DrawMode::DrawOne);
s.update_on_win(100, 200, &DrawMode::DrawOne);
s.update_on_win(100, 300, &DrawMode::DrawOne);
assert_eq!(s.avg_time_seconds, 200);
}
#[test]
fn best_score_updates_only_on_higher_score() {
let mut s = StatsSnapshot::default();
s.update_on_win(500, 60, &DrawStockConfig::DrawOne);
s.update_on_win(300, 60, &DrawStockConfig::DrawOne);
s.update_on_win(500, 60, &DrawMode::DrawOne);
s.update_on_win(300, 60, &DrawMode::DrawOne);
assert_eq!(s.best_single_score, 500);
s.update_on_win(800, 60, &DrawStockConfig::DrawOne);
s.update_on_win(800, 60, &DrawMode::DrawOne);
assert_eq!(s.best_single_score, 800);
}
#[test]
fn negative_score_treated_as_zero() {
let mut s = StatsSnapshot::default();
s.update_on_win(-50, 60, &DrawStockConfig::DrawOne);
s.update_on_win(-50, 60, &DrawMode::DrawOne);
assert_eq!(s.best_single_score, 0);
assert_eq!(s.lifetime_score, 0);
}
@@ -210,8 +210,8 @@ mod tests {
#[test]
fn draw_three_wins_tracked_separately() {
let mut s = StatsSnapshot::default();
s.update_on_win(100, 60, &DrawStockConfig::DrawOne);
s.update_on_win(100, 60, &DrawStockConfig::DrawThree);
s.update_on_win(100, 60, &DrawMode::DrawOne);
s.update_on_win(100, 60, &DrawMode::DrawThree);
assert_eq!(s.draw_one_wins, 1);
assert_eq!(s.draw_three_wins, 1);
}
@@ -221,7 +221,7 @@ mod tests {
let mut s = StatsSnapshot::default();
// Build a streak of 5.
for _ in 0..5 {
s.update_on_win(100, 60, &DrawStockConfig::DrawOne);
s.update_on_win(100, 60, &DrawMode::DrawOne);
}
assert_eq!(s.win_streak_best, 5);
// Lose (abandon), resetting current.
@@ -229,7 +229,7 @@ mod tests {
assert_eq!(s.win_streak_current, 0);
assert_eq!(s.win_streak_best, 5, "best must survive the loss");
// Win once — current becomes 1, best must remain 5.
s.update_on_win(100, 60, &DrawStockConfig::DrawOne);
s.update_on_win(100, 60, &DrawMode::DrawOne);
assert_eq!(s.win_streak_current, 1);
assert_eq!(
s.win_streak_best, 5,
@@ -243,7 +243,7 @@ mod tests {
lifetime_score: u64::MAX - 100,
..Default::default()
};
s.update_on_win(200, 60, &DrawStockConfig::DrawOne);
s.update_on_win(200, 60, &DrawMode::DrawOne);
assert_eq!(
s.lifetime_score,
u64::MAX,
+43 -174
View File
@@ -3,13 +3,13 @@
//! All saves go through `filename.json.tmp` → `rename()` so a crash or power
//! loss during a write never corrupts the saved data.
use chrono::Utc;
use std::fs;
use std::io;
use std::path::{Path, PathBuf};
use std::time::{SystemTime, UNIX_EPOCH};
use serde::{Deserialize, Serialize};
use solitaire_core::game_state::GameState;
use solitaire_core::game_state::{GAME_STATE_SCHEMA_VERSION, GameState};
use crate::stats::StatsSnapshot;
@@ -85,13 +85,16 @@ pub fn game_state_file_path() -> Option<PathBuf> {
pub fn load_game_state_from(path: &Path) -> Option<GameState> {
let data = fs::read(path).ok()?;
let gs: GameState = serde_json::from_slice(&data).ok()?;
if gs.is_won() { None } else { Some(gs) }
if gs.schema_version != GAME_STATE_SCHEMA_VERSION {
return None;
}
if gs.is_won { None } else { Some(gs) }
}
/// Save an in-progress `GameState` atomically. Skips the write if `gs.is_won`
/// because a completed game should not be resumed.
pub fn save_game_state_to(path: &Path, gs: &GameState) -> io::Result<()> {
if gs.is_won() {
if gs.is_won {
return Ok(());
}
if let Some(parent) = path.parent() {
@@ -231,7 +234,9 @@ pub fn load_time_attack_session_from_at(
/// See [`load_time_attack_session_from_at`] for the rules under which
/// the call returns `None` (missing file, corrupt JSON, expired window).
pub fn load_time_attack_session_from(path: &Path) -> Option<TimeAttackSession> {
let now = Utc::now().timestamp().max(0) as u64;
let now = SystemTime::now()
.duration_since(UNIX_EPOCH)
.map_or(0, |d| d.as_secs());
load_time_attack_session_from_at(path, now)
}
@@ -249,7 +254,9 @@ pub fn delete_time_attack_session_at(path: &Path) -> io::Result<()> {
/// current wall-clock time. Equivalent to constructing the struct
/// manually and setting `saved_at_unix_secs` to `SystemTime::now()`.
pub fn time_attack_session_with_now(remaining_secs: f32, wins: u32) -> TimeAttackSession {
let now = Utc::now().timestamp().max(0) as u64;
let now = SystemTime::now()
.duration_since(UNIX_EPOCH)
.map_or(0, |d| d.as_secs());
TimeAttackSession {
remaining_secs,
wins,
@@ -279,7 +286,7 @@ fn cleanup_tmp_files_in(dir: &Path) {
mod tests {
use super::*;
use crate::stats::{StatsExt, StatsSnapshot};
use solitaire_core::DrawStockConfig;
use solitaire_core::game_state::DrawMode;
use std::env;
fn tmp_path(name: &str) -> PathBuf {
@@ -292,7 +299,7 @@ mod tests {
let _ = fs::remove_file(&path);
let mut stats = StatsSnapshot::default();
stats.update_on_win(1000, 180, &DrawStockConfig::DrawOne);
stats.update_on_win(1000, 180, &DrawMode::DrawOne);
save_stats_to(&path, &stats).expect("save");
let loaded = load_stats_from(&path);
@@ -377,17 +384,17 @@ mod tests {
#[test]
fn game_state_round_trip() {
use solitaire_core::game_state::GameState;
use solitaire_core::game_state::{DrawMode, GameState};
let path = gs_path("round_trip");
let _ = fs::remove_file(&path);
let gs = GameState::new(12345, DrawStockConfig::DrawOne);
let gs = GameState::new(12345, DrawMode::DrawOne);
save_game_state_to(&path, &gs).expect("save");
let loaded = load_game_state_from(&path).expect("load");
assert_eq!(loaded.seed, gs.seed);
assert_eq!(loaded.draw_mode(), gs.draw_mode());
assert!(!loaded.is_won());
assert_eq!(loaded.draw_mode, gs.draw_mode);
assert!(!loaded.is_won);
}
#[test]
@@ -406,12 +413,12 @@ mod tests {
#[test]
fn save_game_state_skips_won_games() {
use solitaire_core::game_state::GameState;
use solitaire_core::game_state::{DrawMode, GameState};
let path = gs_path("won_skip");
let _ = fs::remove_file(&path);
let mut gs = GameState::new(99, DrawStockConfig::DrawOne);
gs.set_test_won(true);
let mut gs = GameState::new(99, DrawMode::DrawOne);
gs.is_won = true;
save_game_state_to(&path, &gs).expect("save should be no-op, not error");
assert!(
!path.exists(),
@@ -419,11 +426,28 @@ mod tests {
);
}
#[test]
fn load_game_state_ignores_won_games() {
use solitaire_core::game_state::{DrawMode, GameState};
let path = gs_path("won_load");
let _ = fs::remove_file(&path);
// Write a won game directly (bypassing save_game_state_to's guard).
let mut gs = GameState::new(77, DrawMode::DrawOne);
gs.is_won = true;
let json = serde_json::to_string_pretty(&gs).unwrap();
let tmp = path.with_extension("json.tmp");
fs::write(&tmp, json.as_bytes()).unwrap();
fs::rename(&tmp, &path).unwrap();
assert!(load_game_state_from(&path).is_none());
}
#[test]
fn delete_game_state_removes_file() {
use solitaire_core::game_state::GameState;
use solitaire_core::game_state::{DrawMode, GameState};
let path = gs_path("delete");
let gs = GameState::new(1, DrawStockConfig::DrawOne);
let gs = GameState::new(1, DrawMode::DrawOne);
save_game_state_to(&path, &gs).expect("save");
assert!(path.exists());
delete_game_state_at(&path).expect("delete");
@@ -439,9 +463,9 @@ mod tests {
#[test]
fn save_game_state_is_atomic() {
use solitaire_core::game_state::GameState;
use solitaire_core::game_state::{DrawMode, GameState};
let path = gs_path("atomic");
let gs = GameState::new(55, DrawStockConfig::DrawThree);
let gs = GameState::new(55, DrawMode::DrawThree);
save_game_state_to(&path, &gs).expect("save");
let tmp = path.with_extension("json.tmp");
assert!(!tmp.exists(), ".tmp must be cleaned up after rename");
@@ -492,161 +516,6 @@ mod tests {
assert_eq!(loaded, StatsSnapshot::default());
}
/// Schema v4 serialises the instruction history using upstream
/// `KlondikeInstruction` serde (named enum variants). The deserialiser
/// replays all `saved_moves` to reconstruct every pile.
///
/// A fresh-game test (zero moves) never exercises that replay path, so this
/// test plays several real moves — including an undo — before saving.
///
/// Since schema v5 no longer persists `score`/`undo_count`/`recycle_count`
/// (they are derived from the replayed session stats), round-trip fidelity is
/// verified by **re-save idempotency**: reloading the save and serialising it
/// again must reproduce byte-identical JSON. `undo_count` deliberately resets
/// to 0 on load because only the forward instruction history is persisted.
#[test]
fn game_state_v5_mid_game_round_trip() {
use solitaire_core::KlondikeInstruction;
use solitaire_core::game_state::GameState;
let path = gs_path("v4_mid_game");
let _ = fs::remove_file(&path);
let mut gs = GameState::new(42, DrawStockConfig::DrawOne);
// Draw several times to populate the instruction history with
// RotateStock entries and expose waste cards for further moves.
for _ in 0..6 {
if gs.draw().is_err() {
break;
}
}
// Execute the first available DstTableau or DstFoundation move so the
// instruction history contains a type other than RotateStock.
if let Some(instruction) = gs.possible_instructions().into_iter().find(|i| {
matches!(
i,
KlondikeInstruction::DstTableau(_) | KlondikeInstruction::DstFoundation(_)
)
}) {
let _ = gs.apply_instruction(instruction);
}
// Undo once: verifies that `undo_count` is persisted and that the
// truncated history (post-undo) replays back to the correct state.
if gs.undo_stack_len() > 0 {
let _ = gs.undo();
}
assert!(
gs.undo_stack_len() > 0,
"instruction history must be non-empty (seed 42 always produces draws)",
);
save_game_state_to(&path, &gs).expect("save");
// Verify the file carries the v5 schema marker.
let json = fs::read_to_string(&path).expect("read json");
assert!(
json.contains("\"schema_version\"") && json.contains('5'),
"saved file must use schema version 5",
);
let loaded = load_game_state_from(&path)
.expect("a valid in-progress game must load without error");
// The forward instruction history round-trips, so the reconstructed board
// re-serialises to byte-identical JSON.
let path_reload = gs_path("v5_mid_game_reload");
let _ = fs::remove_file(&path_reload);
save_game_state_to(&path_reload, &loaded).expect("re-save loaded");
assert_eq!(
fs::read_to_string(&path).expect("read original save"),
fs::read_to_string(&path_reload).expect("read re-saved"),
"re-saving the loaded game must reproduce the original save exactly",
);
// Derived board reads match the live game (move count + recycle count are
// both rebuilt from the replayed forward history).
assert_eq!(loaded.move_count(), gs.move_count(), "move_count round-trips");
assert_eq!(
loaded.recycle_count(),
gs.recycle_count(),
"recycle_count round-trips",
);
// undo_count is intentionally not persisted: it resets to 0 on load.
assert_eq!(
loaded.undo_count(),
0,
"undo_count resets across save/load under schema v5",
);
}
/// A schema v3 save (instruction history using the old u8-index mirror
/// types) is no longer loadable. The legacy migration path was dropped,
/// so any file claiming `schema_version: 3` must be rejected and the
/// player started on a fresh game.
#[test]
fn game_state_v3_is_rejected() {
let path = gs_path("v3_reject");
let _ = fs::remove_file(&path);
// Hand-crafted schema v3 JSON: one RotateStock (draw) instruction.
let v3_json = r#"{
"draw_mode": "DrawOne",
"mode": "Classic",
"score": 0,
"elapsed_seconds": 0,
"seed": 42,
"undo_count": 0,
"recycle_count": 0,
"take_from_foundation": true,
"schema_version": 3,
"saved_moves": ["RotateStock"]
}"#;
fs::write(&path, v3_json).expect("write v3 fixture");
assert!(
load_game_state_from(&path).is_none(),
"schema v3 must be rejected (no migration path)",
);
let _ = fs::remove_file(&path);
}
/// Schema v2 stored raw pile arrays and undo snapshots (no instruction
/// history). Any file claiming `schema_version: 2` must be rejected so
/// players upgrading from an older build start with a fresh game rather
/// than a half-reconstructed state.
#[test]
fn save_format_v2_is_rejected() {
let path = gs_path("schema_v2");
let _ = fs::remove_file(&path);
// Structurally valid JSON for `PersistedGameState` but with
// `schema_version: 2`. The schema-version gate in
// `GameState::deserialize` must reject this before replay starts.
let v2_json = r#"{
"draw_mode": "DrawOne",
"mode": "Classic",
"score": 0,
"elapsed_seconds": 0,
"seed": 42,
"undo_count": 0,
"recycle_count": 0,
"take_from_foundation": true,
"schema_version": 2,
"saved_moves": []
}"#;
fs::write(&path, v2_json).expect("write v2 fixture");
assert!(
load_game_state_from(&path).is_none(),
"schema v2 game_state.json must be rejected — player must start a fresh game",
);
}
// -----------------------------------------------------------------------
// Time Attack session persistence
//
+3 -19
View File
@@ -12,14 +12,10 @@
//! without matching on [`SyncBackend`] anywhere else in the codebase.
use async_trait::async_trait;
#[cfg(not(target_arch = "wasm32"))]
use solitaire_sync::{ChallengeGoal, LeaderboardEntry};
use solitaire_sync::{SyncPayload, SyncResponse};
use solitaire_sync::{ChallengeGoal, LeaderboardEntry, SyncPayload, SyncResponse};
use crate::{SyncError, SyncProvider};
#[cfg(not(target_arch = "wasm32"))]
use crate::{
SyncError, SyncProvider,
auth_tokens::{load_access_token, load_refresh_token, store_tokens},
replay::Replay,
settings::SyncBackend,
@@ -58,17 +54,12 @@ impl SyncProvider for LocalOnlyProvider {
// ---------------------------------------------------------------------------
// SolitaireServerClient
// ---------------------------------------------------------------------------
// Native-only: HTTP sync client and factory function.
// On wasm32 these are gated out because reqwest uses native OS networking
// (mio + hyper) which does not compile for wasm32-unknown-unknown.
// ---------------------------------------------------------------------------
/// HTTP sync client for the self-hosted Ferrous Solitaire server.
///
/// Authenticates via JWT stored in the OS keychain. On a 401 response the
/// client automatically attempts a token refresh and retries the request once
/// before returning an error.
#[cfg(not(target_arch = "wasm32"))]
pub struct SolitaireServerClient {
/// Base URL of the server, e.g. `"https://solitaire.example.com"`.
/// Trailing slashes are stripped on construction.
@@ -79,7 +70,6 @@ pub struct SolitaireServerClient {
client: reqwest::Client,
}
#[cfg(not(target_arch = "wasm32"))]
impl SolitaireServerClient {
/// Construct a new client for the given server URL and username.
///
@@ -211,7 +201,6 @@ impl SolitaireServerClient {
}
}
#[cfg(not(target_arch = "wasm32"))]
#[async_trait]
impl SyncProvider for SolitaireServerClient {
/// Fetch the latest sync payload from the server.
@@ -497,7 +486,6 @@ impl SyncProvider for SolitaireServerClient {
}
}
#[cfg(not(target_arch = "wasm32"))]
impl SolitaireServerClient {
/// Pulled out of `push_replay` so both the first attempt and the
/// post-401-retry attempt go through the same parse path.
@@ -593,10 +581,9 @@ impl SolitaireServerClient {
}
// ---------------------------------------------------------------------------
// Response extraction helpers (native-only, use reqwest::Response)
// Response extraction helpers
// ---------------------------------------------------------------------------
#[cfg(not(target_arch = "wasm32"))]
/// Deserialize a pull response body as [`SyncResponse`] and return its
/// `merged` field, or map non-200 statuses to the appropriate [`SyncError`].
///
@@ -620,7 +607,6 @@ async fn extract_pull_body(resp: reqwest::Response) -> Result<SyncPayload, SyncE
}
}
#[cfg(not(target_arch = "wasm32"))]
/// Deserialize a leaderboard response body as `Vec<LeaderboardEntry>`.
async fn extract_leaderboard_body(
resp: reqwest::Response,
@@ -635,7 +621,6 @@ async fn extract_leaderboard_body(
}
}
#[cfg(not(target_arch = "wasm32"))]
/// Deserialize a push response body as [`SyncResponse`], or map non-200
/// statuses to the appropriate [`SyncError`].
///
@@ -667,7 +652,6 @@ async fn extract_push_body(resp: reqwest::Response) -> Result<SyncResponse, Sync
/// This is the **one** place in the codebase that matches on [`SyncBackend`]
/// variants. All other code receives a `Box<dyn SyncProvider + Send + Sync>`
/// and remains backend-agnostic.
#[cfg(not(target_arch = "wasm32"))]
pub fn provider_for_backend(backend: &SyncBackend) -> Box<dyn SyncProvider + Send + Sync> {
match backend {
SyncBackend::Local => Box::new(LocalOnlyProvider),
+5 -5
View File
@@ -4,7 +4,7 @@
//! increments matching counters in `PlayerProgress::weekly_goal_progress`.
use chrono::{Datelike, NaiveDate};
use solitaire_core::DrawStockConfig;
use solitaire_core::game_state::DrawMode;
/// XP awarded each time a weekly goal is just completed.
pub const WEEKLY_GOAL_XP: u64 = 75;
@@ -36,7 +36,7 @@ pub struct WeeklyGoalDef {
pub struct WeeklyGoalContext {
pub time_seconds: u64,
pub used_undo: bool,
pub draw_mode: DrawStockConfig,
pub draw_mode: DrawMode,
}
impl WeeklyGoalDef {
@@ -47,7 +47,7 @@ impl WeeklyGoalDef {
WeeklyGoalKind::WinGame => true,
WeeklyGoalKind::WinWithoutUndo => !ctx.used_undo,
WeeklyGoalKind::WinUnder { seconds } => ctx.time_seconds < seconds,
WeeklyGoalKind::WinDrawThree => ctx.draw_mode == DrawStockConfig::DrawThree,
WeeklyGoalKind::WinDrawThree => ctx.draw_mode == DrawMode::DrawThree,
}
}
}
@@ -106,7 +106,7 @@ mod tests {
WeeklyGoalContext {
time_seconds: time,
used_undo: undo,
draw_mode: DrawStockConfig::DrawOne,
draw_mode: DrawMode::DrawOne,
}
}
@@ -114,7 +114,7 @@ mod tests {
WeeklyGoalContext {
time_seconds: time,
used_undo: false,
draw_mode: DrawStockConfig::DrawThree,
draw_mode: DrawMode::DrawThree,
}
}
+11 -19
View File
@@ -7,11 +7,14 @@ edition.workspace = true
[dependencies]
bevy = { workspace = true }
image = { workspace = true }
reqwest = { workspace = true }
kira = { workspace = true }
solitaire_core = { workspace = true }
solitaire_data = { workspace = true }
solitaire_sync = { workspace = true }
chrono = { workspace = true }
uuid = { workspace = true }
tokio = { workspace = true }
serde = { workspace = true }
serde_json = { workspace = true }
thiserror = { workspace = true }
@@ -19,24 +22,17 @@ usvg = { workspace = true }
resvg = { workspace = true }
tiny-skia = { workspace = true }
ron = { workspace = true }
# These deps are not available / not needed on wasm32:
# reqwest — uses mio/hyper native networking (sync plugin is gated out)
# kira — uses cpal OS audio (audio plugin is gated out)
# tokio — multi-threaded runtime (TokioRuntimeResource is gated out)
# dirs — platform data directories (storage uses WasmStorage instead)
# zip — theme ZIP importer (importer is gated out on wasm32)
# arboard — clipboard (no wasm backend; stats copy-link uses localStorage)
[target.'cfg(not(target_arch = "wasm32"))'.dependencies]
reqwest = { workspace = true }
kira = { workspace = true }
tokio = { workspace = true }
dirs = { workspace = true }
zip = { workspace = true }
# `arboard` has no Android backend and no wasm32 backend. Gate it out for
# both; the copy-share-link button surfaces an informational toast instead.
[target.'cfg(all(not(target_os = "android"), not(target_arch = "wasm32")))'.dependencies]
# `arboard` provides clipboard access for the Stats overlay's
# "Copy share link" button. The crate has no Android backend
# (its `platform::Clipboard` module is unimplemented for the
# android target — `cargo apk build` fails with E0433 if this is
# left unconditional). On Android the same button surfaces an
# informational toast instead; see
# `stats_plugin::handle_copy_share_link_button`.
[target.'cfg(not(target_os = "android"))'.dependencies]
arboard = { workspace = true }
[target.'cfg(target_os = "android")'.dependencies]
@@ -51,7 +47,3 @@ web-sys = { version = "0.3", features = ["Storage", "Window"] }
[dev-dependencies]
async-trait = { workspace = true }
tempfile = { workspace = true }
solitaire_core = { workspace = true, features = ["test-support"] }
[lints]
workspace = true
+14 -14
View File
@@ -116,7 +116,7 @@ impl Plugin for AchievementPlugin {
// achievements-scroll system also runs cleanly under
// `MinimalPlugins` in tests.
.add_message::<MouseWheel>()
.add_message::<TouchInput>()
.add_message::<bevy::input::touch::TouchInput>()
// Run after GameMutation (so GameWonEvent is available), after
// StatsUpdate (so stats reflect this win), and after ProgressUpdate
// (so daily_challenge_streak is up to date for daily_devotee).
@@ -176,9 +176,9 @@ fn evaluate_on_win(
daily_challenge_streak: progress.0.daily_challenge_streak,
last_win_score: ev.score,
last_win_time_seconds: ev.time_seconds,
last_win_used_undo: game.0.undo_count() > 0,
last_win_used_undo: game.0.undo_count > 0,
wall_clock_hour: Some(Local::now().hour()),
last_win_recycle_count: game.0.recycle_count(),
last_win_recycle_count: game.0.recycle_count,
last_win_is_zen: game.0.mode == solitaire_core::game_state::GameMode::Zen,
};
@@ -671,7 +671,7 @@ mod tests {
.add_plugins(AchievementPlugin::headless());
// StatsPlugin's UI toggle system reads ButtonInput<KeyCode>; under
// MinimalPlugins it isn't auto-registered.
app.init_resource::<ButtonInput<KeyCode>>();
app.init_resource::<bevy::input::ButtonInput<KeyCode>>();
app.update();
app
}
@@ -779,7 +779,7 @@ mod tests {
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.force_test_undos(1);
.undo_count = 1;
app.world_mut().write_message(GameWonEvent {
score: 1000,
@@ -819,7 +819,7 @@ mod tests {
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.set_test_draw_mode(DrawStockConfig::DrawThree);
.draw_mode = solitaire_core::game_state::DrawMode::DrawThree;
app.world_mut().write_message(GameWonEvent {
score: 500,
@@ -868,7 +868,7 @@ mod tests {
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.set_test_draw_mode(DrawStockConfig::DrawThree);
.draw_mode = solitaire_core::game_state::DrawMode::DrawThree;
app.world_mut().write_message(GameWonEvent {
score: 500,
@@ -912,7 +912,7 @@ mod tests {
// Put the active game in Zen mode. evaluate_on_win reads
// GameStateResource.mode directly to populate last_win_is_zen.
app.world_mut().resource_mut::<GameStateResource>().0.mode =
GameMode::Zen;
solitaire_core::game_state::GameMode::Zen;
app.world_mut().write_message(GameWonEvent {
score: 0,
@@ -946,7 +946,7 @@ mod tests {
// Default GameMode is Classic; assert and rely on it.
assert_eq!(
app.world().resource::<GameStateResource>().0.mode,
GameMode::Classic
solitaire_core::game_state::GameMode::Classic
);
app.world_mut().write_message(GameWonEvent {
@@ -1250,7 +1250,7 @@ mod tests {
.add_plugins(crate::progress_plugin::ProgressPlugin::headless())
.add_plugins(crate::settings_plugin::SettingsPlugin::headless())
.add_plugins(AchievementPlugin::headless());
app.init_resource::<ButtonInput<KeyCode>>();
app.init_resource::<bevy::input::ButtonInput<KeyCode>>();
app.update();
app
}
@@ -1393,8 +1393,8 @@ mod tests {
use crate::replay_playback::ReplayPlaybackState;
use chrono::NaiveDate;
use solitaire_core::{DrawStockConfig, KlondikeInstruction, game_state::GameMode};
use solitaire_data::Replay;
use solitaire_core::game_state::{DrawMode, GameMode};
use solitaire_data::{Replay, ReplayMove};
/// Headless app variant that injects a default `ReplayPlaybackState`
/// directly (no `ReplayPlaybackPlugin`) so we can drive the resource
@@ -1409,12 +1409,12 @@ mod tests {
fn dummy_replay() -> Replay {
Replay::new(
1,
DrawStockConfig::DrawOne,
DrawMode::DrawOne,
GameMode::Classic,
10,
100,
NaiveDate::from_ymd_opt(2026, 5, 5).expect("valid date"),
vec![KlondikeInstruction::RotateStock],
vec![ReplayMove::StockClick],
)
}
-58
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@@ -204,61 +204,3 @@ fn mode_str(mode: GameMode) -> &'static str {
GameMode::Difficulty(_) => "difficulty",
}
}
#[cfg(test)]
mod tests {
use solitaire_core::game_state::DifficultyLevel;
use super::*;
#[test]
fn client_for_requires_analytics_opt_in() {
let settings = Settings {
analytics_enabled: false,
matomo_url: Some("https://analytics.example.com".into()),
..Settings::default()
};
assert!(client_for(&settings).is_none());
}
#[test]
fn client_for_requires_matomo_url() {
let settings = Settings {
analytics_enabled: true,
matomo_url: None,
..Settings::default()
};
assert!(client_for(&settings).is_none());
}
#[test]
fn client_for_creates_client_when_enabled_and_configured() {
let settings = Settings {
analytics_enabled: true,
matomo_url: Some("https://analytics.example.com".into()),
matomo_site_id: 2,
sync_backend: SyncBackend::SolitaireServer {
url: "https://solitaire.example.com".into(),
username: "alice".into(),
avatar_url: None,
},
..Settings::default()
};
assert!(client_for(&settings).is_some());
}
#[test]
fn mode_labels_match_analytics_payload_contract() {
assert_eq!(mode_str(GameMode::Classic), "classic");
assert_eq!(mode_str(GameMode::Zen), "zen");
assert_eq!(mode_str(GameMode::Challenge), "challenge");
assert_eq!(mode_str(GameMode::TimeAttack), "time_attack");
assert_eq!(
mode_str(GameMode::Difficulty(DifficultyLevel::Grandmaster)),
"difficulty"
);
}
}
+26 -7
View File
@@ -1,19 +1,37 @@
/// Android clipboard bridge via JNI.
///
/// Writes text to the system clipboard by calling into `ClipboardManager`
/// through the safe [`solitaire_data::android_jni`] bridge. Only compiled and
/// linked on `target_os = "android"`.
/// through the JNI. Only compiled and linked on `target_os = "android"`.
#[cfg(target_os = "android")]
pub fn set_text(text: &str) -> Result<(), String> {
use jni::objects::JValueOwned;
use solitaire_data::android_jni;
use bevy::android::ANDROID_APP;
use jni::{
JavaVM,
objects::{JObject, JValueOwned},
};
android_jni::with_activity_env(|env, activity| {
let app = ANDROID_APP
.get()
.ok_or_else(|| "ANDROID_APP not initialized".to_string())?;
// SAFETY: vm_as_ptr() returns the raw JavaVM* set up by the Android runtime.
let vm = unsafe { JavaVM::from_raw(app.vm_as_ptr().cast()) }
.map_err(|e| format!("JavaVM::from_raw: {e}"))?;
let mut env = vm
.attach_current_thread_permanently()
.map_err(|e| format!("attach_current_thread: {e}"))?;
// SAFETY: activity_as_ptr() is the NativeActivity jobject pointer —
// valid for the lifetime of the process.
let activity = unsafe { JObject::from_raw(app.activity_as_ptr() as _) };
(|| -> jni::errors::Result<()> {
// ClipboardManager cm = activity.getSystemService("clipboard")
let svc_name = JValueOwned::from(env.new_string("clipboard")?);
let cm = env
.call_method(
activity,
&activity,
"getSystemService",
"(Ljava/lang/String;)Ljava/lang/Object;",
&[svc_name.borrow()],
@@ -42,5 +60,6 @@ pub fn set_text(text: &str) -> Result<(), String> {
&[clip_val.borrow()],
)?
.v()
})
})()
.map_err(|e| format!("clipboard JNI: {e}"))
}
+4 -6
View File
@@ -13,7 +13,6 @@
use std::collections::VecDeque;
use bevy::prelude::*;
use bevy::window::RequestRedraw;
use solitaire_data::{AnimSpeed, Settings};
use crate::achievement_plugin::display_name_for;
@@ -181,7 +180,6 @@ impl Plugin for AnimationPlugin {
.add_message::<MoveRejectedEvent>()
.add_message::<WarningToastEvent>()
.add_message::<XpAwardedEvent>()
.add_message::<RequestRedraw>()
.init_resource::<EffectiveSlideDuration>()
.init_resource::<ToastQueue>()
.init_resource::<ActiveToast>()
@@ -354,7 +352,7 @@ fn handle_win_cascade(
end: target.truncate(),
elapsed: 0.0,
duration,
curve: MotionCurve::Expressive,
curve: crate::card_animation::MotionCurve::Expressive,
delay: i as f32 * step,
start_z: start.z,
end_z: target.z,
@@ -1078,7 +1076,7 @@ mod tests {
// Pairs the existing audio (`card_invalid.wav`) and visual
// (`feedback_anim_plugin::queue_shake_for_rejected_move`) feedback
// with an accessibility-focused readable text cue.
use solitaire_core::{KlondikePile, Tableau};
use solitaire_core::pile::PileType;
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
@@ -1090,8 +1088,8 @@ mod tests {
.count();
app.world_mut().write_message(MoveRejectedEvent {
from: KlondikePile::Tableau(Tableau::Tableau1),
to: KlondikePile::Tableau(Tableau::Tableau2),
from: PileType::Tableau(0),
to: PileType::Tableau(1),
count: 1,
});
app.update();
+1 -1
View File
@@ -22,7 +22,7 @@
//! red/black colour split.
use bevy::math::UVec2;
use solitaire_core::{Rank, Suit};
use solitaire_core::card::{Rank, Suit};
/// Target rasterisation size in pixels (2:3 aspect, half the default
/// `SvgLoaderSettings` resolution).
+5 -20
View File
@@ -47,16 +47,12 @@
//! comments on each call out the pairing so a future reader doesn't
//! accidentally drop one half.
#[cfg(not(target_arch = "wasm32"))]
use bevy::asset::AssetApp;
#[cfg(not(target_arch = "wasm32"))]
use bevy::asset::io::AssetSourceBuilder;
use bevy::asset::io::embedded::EmbeddedAssetRegistry;
#[cfg(not(target_arch = "wasm32"))]
use bevy::asset::io::file::FileAssetReader;
use bevy::prelude::*;
#[cfg(not(target_arch = "wasm32"))]
use crate::assets::user_dir::user_theme_dir;
/// `AssetSourceId` of the user-themes asset source. Use it as
@@ -115,10 +111,6 @@ macro_rules! embed_classic_svg {
}
/// Every Dark-theme SVG file bundled into the binary.
// The `as &[u8]` in `embed_dark_svg!` coerces each fixed-size
// `&[u8; N]` (N varies per file) to a uniform `&[u8]` so the tuples fit
// this array type. The cast is load-bearing, not trivial.
#[allow(trivial_casts)]
const DARK_THEME_SVGS: &[(&str, &[u8])] = &[
embed_dark_svg!("back.svg"),
embed_dark_svg!("clubs_ace.svg"),
@@ -176,8 +168,6 @@ const DARK_THEME_SVGS: &[(&str, &[u8])] = &[
];
/// Every Classic-theme SVG file bundled into the binary.
// See `DARK_THEME_SVGS`: the `as &[u8]` cast is load-bearing.
#[allow(trivial_casts)]
const CLASSIC_THEME_SVGS: &[(&str, &[u8])] = &[
embed_classic_svg!("back.svg"),
embed_classic_svg!("clubs_ace.svg"),
@@ -245,16 +235,11 @@ const CLASSIC_THEME_SVGS: &[(&str, &[u8])] = &[
/// Returns the `&mut App` so the call can be chained from the binary
/// entry point.
pub fn register_theme_asset_sources(app: &mut App) -> &mut App {
// User themes are stored on the filesystem; wasm32 has no filesystem and
// `FileAssetReader` is not available on that target.
#[cfg(not(target_arch = "wasm32"))]
{
let root = user_theme_dir();
app.register_asset_source(
USER_THEMES,
AssetSourceBuilder::new(move || Box::new(FileAssetReader::new(root.clone()))),
);
}
let root = user_theme_dir();
app.register_asset_source(
USER_THEMES,
AssetSourceBuilder::new(move || Box::new(FileAssetReader::new(root.clone()))),
);
app
}
+2 -2
View File
@@ -192,7 +192,7 @@ fn shared_fontdb() -> Arc<fontdb::Database> {
fn bundled_font_resolver() -> usvg::FontResolver<'static> {
use usvg::FontResolver;
FontResolver {
usvg::FontResolver {
select_font: Box::new(|_font, db| db.faces().next().map(|face| face.id)),
select_fallback: FontResolver::default_fallback_selector(),
}
@@ -282,7 +282,7 @@ mod tests {
/// tightens.
#[test]
fn settings_satisfies_loader_bounds() {
fn assert_loader_settings<T: Default + Serialize + serde::de::DeserializeOwned>() {}
fn assert_loader_settings<T: Default + serde::Serialize + serde::de::DeserializeOwned>() {}
assert_loader_settings::<SvgLoaderSettings>();
}
}
+7 -17
View File
@@ -82,23 +82,13 @@ fn user_theme_dir_for(data_dir: PathBuf) -> PathBuf {
/// the panic message names the supported workaround.
fn detected_platform_data_dir() -> PathBuf {
solitaire_data::data_dir().unwrap_or_else(|| {
// On wasm32, data_dir() always returns None — there is no filesystem.
// User themes are not supported in the browser build; return an empty
// path so callers produce a benign empty dir rather than panicking.
#[cfg(target_arch = "wasm32")]
{
PathBuf::new()
}
#[cfg(not(target_arch = "wasm32"))]
{
panic!(
"user_theme_dir(): platform data directory is unavailable. \
On Linux check $XDG_DATA_HOME or $HOME; on macOS / Windows \
the OS reported no Application Support / AppData path. \
As a workaround call solitaire_engine::assets::user_dir::\
set_user_theme_dir() before App::run()."
)
}
panic!(
"user_theme_dir(): platform data directory is unavailable. \
On Linux check $XDG_DATA_HOME or $HOME; on macOS / Windows \
the OS reported no Application Support / AppData path. \
As a workaround call solitaire_engine::assets::user_dir::\
set_user_theme_dir() before App::run()."
)
})
}
+5 -1
View File
@@ -34,6 +34,7 @@ use crate::events::{
use crate::pause_plugin::PausedResource;
use crate::resources::GameStateResource;
use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
use solitaire_core::pile::PileType;
/// Volume amplitude for the stock-recycle draw sound (half of normal 1.0).
const RECYCLE_VOLUME: f64 = 0.5;
@@ -373,7 +374,10 @@ fn play_on_draw(
// When the stock pile is empty the draw action recycles the waste pile
// back to stock. Play the flip sound at half volume to give audible
// feedback that distinguishes a recycle from a normal draw.
let stock_len = game.as_ref().map_or(1, |g| g.0.stock_cards().len()); // default > 0 → normal draw sound
let stock_len = game
.as_ref()
.and_then(|g| g.0.piles.get(&PileType::Stock))
.map_or(1, |p| p.cards.len()); // default > 0 → normal draw sound
if is_recycle(stock_len) {
let mut data = lib.flip.clone();
+56 -95
View File
@@ -9,9 +9,7 @@
//! returns `None` (e.g. a transient state), the plugin retries next tick.
use bevy::prelude::*;
use bevy::window::RequestRedraw;
#[cfg(not(target_arch = "wasm32"))]
use crate::audio_plugin::{AudioState, SoundLibrary};
use crate::events::{MoveRequestEvent, StateChangedEvent};
use crate::game_plugin::GameMutation;
@@ -22,18 +20,11 @@ use crate::resources::GameStateResource;
///
/// Plays the win fanfare at half volume so it is clearly distinguishable from
/// both normal card-place sounds and the full win fanfare that fires later.
#[cfg(not(target_arch = "wasm32"))]
const AUTO_COMPLETE_CHIME_VOLUME: f64 = 0.5;
/// Seconds between consecutive auto-complete moves.
const STEP_INTERVAL: f32 = 0.12;
/// Seconds to wait after detection before firing the first auto-complete move.
///
/// This pause gives the player a moment to register that the game is
/// transitioning into auto-complete mode before cards start moving.
const AUTO_COMPLETE_INITIAL_DELAY: f32 = 0.75;
/// Tracks whether auto-complete is active and when the next move fires.
#[derive(Resource, Default, Debug)]
pub struct AutoCompleteState {
@@ -48,18 +39,16 @@ pub struct AutoCompletePlugin;
impl Plugin for AutoCompletePlugin {
fn build(&self, app: &mut App) {
app.init_resource::<AutoCompleteState>()
.add_message::<RequestRedraw>()
.add_systems(
Update,
(
detect_auto_complete,
on_auto_complete_start,
drive_auto_complete,
)
.chain()
.after(GameMutation),
);
app.init_resource::<AutoCompleteState>().add_systems(
Update,
(
detect_auto_complete,
on_auto_complete_start,
drive_auto_complete,
)
.chain()
.after(GameMutation),
);
}
}
@@ -76,28 +65,21 @@ fn detect_auto_complete(
}
changed.clear();
if game.0.is_won() {
if game.0.is_won {
state.active = false;
return;
}
if game.0.is_auto_completable() && !state.active {
if game.0.is_auto_completable && !state.active {
state.active = true;
state.cooldown = AUTO_COMPLETE_INITIAL_DELAY;
} else if !game.0.is_auto_completable() && state.active {
// `is_auto_completable` only becomes false after an explicit undo
// (which puts a card back on the tableau or re-fills the stock/waste)
// or a new-game reset — never as a transient gap during a normal
// auto-complete sequence. Deactivate here so `drive_auto_complete`
// does not keep retrying indefinitely after the player undoes out of
// the sequence.
//
// Note: the transient-`None` case mentioned in older versions of this
// comment referred to `next_auto_complete_move()` returning `None`, not
// to `is_auto_completable` being false. Those are independent fields;
// `drive_auto_complete` still retries on a transient `None` return from
// `next_auto_complete_move` because that check happens there, not here.
state.active = false;
state.cooldown = 0.0; // fire first move immediately
}
// 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.
@@ -106,7 +88,6 @@ fn detect_auto_complete(
/// exactly once on the `false → true` edge. The win fanfare is played at half
/// volume (`AUTO_COMPLETE_CHIME_VOLUME`) so it is clearly recognisable but does
/// not overwhelm the card-place sounds that follow immediately.
#[cfg(not(target_arch = "wasm32"))]
fn on_auto_complete_start(
state: Res<AutoCompleteState>,
mut was_active: Local<bool>,
@@ -127,12 +108,6 @@ fn on_auto_complete_start(
audio.play_sfx_at_volume(&lib.fanfare, AUTO_COMPLETE_CHIME_VOLUME);
}
// No audio on wasm — stub keeps the system registration unconditional.
#[cfg(target_arch = "wasm32")]
fn on_auto_complete_start(state: Res<AutoCompleteState>, mut was_active: Local<bool>) {
*was_active = state.active;
}
/// Fires one `MoveRequestEvent` per `STEP_INTERVAL` while auto-complete is active.
fn drive_auto_complete(
mut state: ResMut<AutoCompleteState>,
@@ -167,9 +142,9 @@ mod tests {
use super::*;
use crate::game_plugin::GamePlugin;
use crate::table_plugin::TablePlugin;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::{Deck, Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_core::pile::PileType;
fn headless_app() -> App {
let mut app = App::new();
@@ -177,45 +152,36 @@ mod tests {
.add_plugins(GamePlugin)
.add_plugins(TablePlugin)
.add_plugins(AutoCompletePlugin);
app.init_resource::<ButtonInput<KeyCode>>();
app.init_resource::<bevy::input::ButtonInput<KeyCode>>();
app.update();
app
}
fn seeded_state_with_auto_move() -> (GameState, (KlondikePile, KlondikePile)) {
let mut g = GameState::new(1, DrawStockConfig::DrawOne);
g.set_test_stock_cards(Vec::new());
g.set_test_waste_cards(Vec::new());
for foundation in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
] {
g.set_test_foundation_cards(foundation, Vec::new());
/// Build a nearly-won game: one Ace of Clubs in Tableau(0), all other
/// tableau piles empty, stock/waste empty, Clubs foundation empty.
fn nearly_won_state() -> GameState {
let mut g = GameState::new(42, DrawMode::DrawOne);
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for i in 0..7 {
g.piles
.get_mut(&PileType::Tableau(i))
.unwrap()
.cards
.clear();
}
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
] {
g.set_test_tableau_cards(tableau, Vec::new());
}
g.set_test_tableau_cards(
Tableau::Tableau1,
vec![solitaire_core::Card::new(Deck::Deck1, Suit::Clubs, Rank::Ace)],
);
g.set_test_auto_completable(true);
let expected = (
KlondikePile::Tableau(Tableau::Tableau1),
KlondikePile::Foundation(Foundation::Foundation1),
);
assert_eq!(g.next_auto_complete_move(), Some(expected));
(g, expected)
g.piles
.get_mut(&PileType::Tableau(0))
.unwrap()
.cards
.push(Card {
id: 99,
suit: Suit::Clubs,
rank: Rank::Ace,
face_up: true,
});
g.is_auto_completable = true;
g
}
#[test]
@@ -227,9 +193,8 @@ mod tests {
#[test]
fn detect_activates_when_auto_completable() {
let mut app = headless_app();
let mut g = GameState::new(42, DrawStockConfig::DrawOne);
g.set_test_auto_completable(true);
app.world_mut().resource_mut::<GameStateResource>().0 = g;
// Install a nearly-won state and fire StateChangedEvent.
app.world_mut().resource_mut::<GameStateResource>().0 = nearly_won_state();
app.world_mut().write_message(StateChangedEvent);
app.update();
@@ -239,14 +204,9 @@ mod tests {
#[test]
fn drive_fires_move_request_when_active() {
let mut app = headless_app();
let (g, (expected_from, expected_to)) = seeded_state_with_auto_move();
app.world_mut().resource_mut::<GameStateResource>().0 = g;
app.world_mut().resource_mut::<GameStateResource>().0 = nearly_won_state();
app.world_mut().write_message(StateChangedEvent);
app.update(); // detect runs, sets active
// Zero out the cooldown so drive fires on the next update regardless
// of the initial delay constant.
app.world_mut().resource_mut::<AutoCompleteState>().cooldown = 0.0;
app.update(); // drive fires the move
let events = app.world().resource::<Messages<MoveRequestEvent>>();
@@ -254,16 +214,17 @@ mod tests {
let fired: Vec<_> = cursor.read(events).collect();
// At least one MoveRequestEvent should have been fired.
assert!(!fired.is_empty(), "expected at least one MoveRequestEvent");
assert_eq!(fired[0].from, expected_from);
assert_eq!(fired[0].to, expected_to);
assert_eq!(fired[0].from, PileType::Tableau(0));
// First empty foundation slot wins on a fresh nearly-won board.
assert_eq!(fired[0].to, PileType::Foundation(0));
}
#[test]
fn drive_deactivates_on_win() {
let mut app = headless_app();
// Inject a won game state — active should not be set.
let (mut gs, _) = seeded_state_with_auto_move();
gs.set_test_won(true);
let mut gs = nearly_won_state();
gs.is_won = true;
app.world_mut().resource_mut::<GameStateResource>().0 = gs;
app.world_mut().write_message(StateChangedEvent);
app.update();
+1 -1
View File
@@ -36,7 +36,7 @@ pub struct AvatarFetchEvent {
pub url: String,
}
impl Message for AvatarFetchEvent {}
impl bevy::prelude::Message for AvatarFetchEvent {}
/// In-flight avatar download task. Returns the raw image bytes on success,
/// or `None` on any network / decode error.
@@ -33,7 +33,6 @@ use std::collections::VecDeque;
use bevy::prelude::*;
use bevy::window::PrimaryWindow;
use solitaire_core::Card;
use super::animation::CardAnimation;
use super::tuning::AnimationTuning;
@@ -73,7 +72,7 @@ pub struct HoverState {
#[derive(Debug, Clone)]
pub enum BufferedInput {
Move {
from: MoveRequestEvent,
from: crate::events::MoveRequestEvent,
},
Draw,
Undo,
@@ -211,12 +210,12 @@ pub(crate) fn apply_drag_visual(
// Only lift cards that are in a *committed* drag. Pending drags (below
// threshold) must stay at scale 1.0 to avoid visible premature lift.
let (dragged_cards, committed): (&[Card], bool) = drag
let (dragged_ids, committed): (&[u32], bool) = drag
.as_ref()
.map_or((&[], false), |d| (d.cards.as_slice(), d.committed));
for (_, card, mut transform) in &mut cards {
let is_active_drag = committed && dragged_cards.contains(&card.card);
let is_active_drag = committed && dragged_ids.contains(&card.card_id);
let target_scale = if is_active_drag { drag_scale } else { 1.0 };
let current = transform.scale.x;
let new_scale = current + (target_scale - current) * (DRAG_LERP_SPEED * dt).min(1.0);
@@ -92,7 +92,6 @@ pub use timing::{
pub use tuning::{AnimationTuning, InputPlatform};
use bevy::prelude::*;
use bevy::window::RequestRedraw;
use crate::card_plugin::CardEntity;
use crate::events::{DrawRequestEvent, GameWonEvent, MoveRequestEvent, UndoRequestEvent};
@@ -126,7 +125,6 @@ impl Plugin for CardAnimationPlugin {
.add_message::<DrawRequestEvent>()
.add_message::<UndoRequestEvent>()
.add_message::<GameWonEvent>()
.add_message::<RequestRedraw>()
.init_resource::<DragState>()
.init_resource::<HoverState>()
.init_resource::<InputBuffer>()
@@ -100,7 +100,7 @@ impl AnimationTuning {
platform: InputPlatform::Mouse,
duration_scale: 1.0,
overshoot_scale: 1.0,
drag_threshold_px: 6.0,
drag_threshold_px: 4.0,
drag_scale: 1.08,
hover_scale: 1.04,
hover_lerp_speed: 14.0,
File diff suppressed because it is too large Load Diff
+3 -3
View File
@@ -117,7 +117,7 @@ mod tests {
use crate::game_plugin::GamePlugin;
use crate::progress_plugin::ProgressPlugin;
use crate::table_plugin::TablePlugin;
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_core::game_state::{DrawMode, GameState};
fn headless_app() -> App {
let mut app = App::new();
@@ -135,7 +135,7 @@ mod tests {
fn challenge_win_advances_index() {
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(1, DrawStockConfig::DrawOne, GameMode::Challenge);
GameState::new_with_mode(1, DrawMode::DrawOne, GameMode::Challenge);
app.world_mut().write_message(GameWonEvent {
score: 500,
@@ -224,7 +224,7 @@ mod tests {
.0
.challenge_index = 2;
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(1, DrawStockConfig::DrawOne, GameMode::Challenge);
GameState::new_with_mode(1, DrawMode::DrawOne, GameMode::Challenge);
app.world_mut().write_message(GameWonEvent {
score: 500,
+16 -24
View File
@@ -13,18 +13,16 @@ use crate::platform::{
default_storage_backend,
};
use crate::{
AchievementPlugin, AnimationPlugin, AssetSourcesPlugin, AutoCompletePlugin,
CardAnimationPlugin, CardPlugin, ChallengePlugin, CursorPlugin, DailyChallengePlugin,
DiagnosticsHudPlugin, DifficultyPlugin, FeedbackAnimPlugin, FontPlugin, GamePlugin, HelpPlugin,
HomePlugin, HudPlugin, InputPlugin, OnboardingPlugin, PausePlugin, PlayBySeedPlugin,
ProfilePlugin, ProgressPlugin, RadialMenuPlugin, ReplayOverlayPlugin, ReplayPlaybackPlugin,
SafeAreaInsetsPlugin, SelectionPlugin, SettingsPlugin, SplashPlugin, StatsPlugin, SyncProvider,
TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin, TouchSelectionPlugin,
UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin, WinSummaryPlugin,
};
#[cfg(not(target_arch = "wasm32"))]
use crate::{
AnalyticsPlugin, AudioPlugin, AvatarPlugin, LeaderboardPlugin, SyncPlugin, SyncSetupPlugin,
AchievementPlugin, AnalyticsPlugin, AnimationPlugin, AssetSourcesPlugin, AudioPlugin,
AutoCompletePlugin, AvatarPlugin, CardAnimationPlugin, CardPlugin, ChallengePlugin,
CursorPlugin, DailyChallengePlugin, DiagnosticsHudPlugin, DifficultyPlugin, FeedbackAnimPlugin,
FontPlugin, GamePlugin, HelpPlugin, HomePlugin, HudPlugin, InputPlugin, LeaderboardPlugin,
OnboardingPlugin, PausePlugin, PlayBySeedPlugin, ProfilePlugin, ProgressPlugin,
RadialMenuPlugin, ReplayOverlayPlugin, ReplayPlaybackPlugin, SafeAreaInsetsPlugin,
SelectionPlugin, SettingsPlugin, SplashPlugin, StatsPlugin, SyncPlugin, SyncProvider,
SyncSetupPlugin, TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin,
TouchSelectionPlugin, UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin,
WinSummaryPlugin,
};
/// Groups all Ferrous Solitaire gameplay plugins.
@@ -47,7 +45,6 @@ impl Plugin for CoreGamePlugin {
Ok(guard) => guard,
Err(poisoned) => poisoned.into_inner(),
};
#[cfg_attr(target_arch = "wasm32", allow(unused_variables))]
let sync_provider = sync_provider
.take()
.expect("CoreGamePlugin::build called twice");
@@ -107,26 +104,21 @@ impl Plugin for CoreGamePlugin {
.add_plugins(HudPlugin)
.add_plugins(HelpPlugin)
.add_plugins(HomePlugin::default())
.add_plugins(AvatarPlugin)
.add_plugins(ProfilePlugin)
.add_plugins(PausePlugin)
.add_plugins(SettingsPlugin::default())
.add_plugins(AudioPlugin)
.add_plugins(OnboardingPlugin)
.add_plugins(SyncPlugin::new(sync_provider))
.add_plugins(SyncSetupPlugin)
.add_plugins(AnalyticsPlugin)
.add_plugins(LeaderboardPlugin)
.add_plugins(WinSummaryPlugin)
.add_plugins(UiModalPlugin)
.add_plugins(UiFocusPlugin)
.add_plugins(UiTooltipPlugin)
.add_plugins(SplashPlugin)
.add_plugins(DiagnosticsHudPlugin);
// Plugins that use kira/cpal audio or multi-threaded Tokio are not
// compatible with the single-threaded wasm32 runtime. Gate them out
// so the browser build boots silently and without a sync backend.
#[cfg(not(target_arch = "wasm32"))]
app.add_plugins(AvatarPlugin)
.add_plugins(AudioPlugin)
.add_plugins(SyncPlugin::new(sync_provider))
.add_plugins(SyncSetupPlugin)
.add_plugins(AnalyticsPlugin)
.add_plugins(LeaderboardPlugin);
}
}
+236 -81
View File
@@ -34,9 +34,9 @@
use bevy::prelude::*;
use bevy::window::{CursorIcon, PrimaryWindow, SystemCursorIcon};
use solitaire_core::Card;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_core::pile::PileType;
use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
use crate::card_plugin::RightClickHighlight;
use crate::layout::{Layout, LayoutResource};
@@ -66,10 +66,10 @@ const MARKER_VALID: Color = Color::srgba(0.675, 0.761, 0.404, 0.55);
/// Marker component on a parent entity that owns one drop-target overlay
/// (a translucent fill plus four outline edges as children). The wrapped
/// `KlondikePile` identifies which pile this overlay highlights, so test
/// `PileType` identifies which pile this overlay highlights, so test
/// queries and the despawn-on-target-change logic can filter by pile.
#[derive(Component, Debug, Clone, PartialEq, Eq)]
pub struct DropTargetOverlay(pub KlondikePile);
pub struct DropTargetOverlay(pub PileType);
/// Renders a custom cursor sprite that follows the pointer and swaps to a grab-hand icon while a card drag is in progress.
pub struct CursorPlugin;
@@ -80,7 +80,7 @@ impl Plugin for CursorPlugin {
Update,
(
update_cursor_icon,
update_drop_highlights.run_if(resource_changed::<DragState>),
update_drop_highlights.run_if(resource_changed::<crate::resources::DragState>),
update_drop_target_overlays,
),
);
@@ -163,34 +163,33 @@ fn update_cursor_icon(
/// Returns `true` if `cursor` (world-space) is over any face-up draggable card.
fn cursor_over_draggable(cursor: Vec2, game: &GameState, layout: &Layout) -> bool {
let piles = [
KlondikePile::Stock,
KlondikePile::Foundation(Foundation::Foundation1),
KlondikePile::Foundation(Foundation::Foundation2),
KlondikePile::Foundation(Foundation::Foundation3),
KlondikePile::Foundation(Foundation::Foundation4),
KlondikePile::Tableau(Tableau::Tableau1),
KlondikePile::Tableau(Tableau::Tableau2),
KlondikePile::Tableau(Tableau::Tableau3),
KlondikePile::Tableau(Tableau::Tableau4),
KlondikePile::Tableau(Tableau::Tableau5),
KlondikePile::Tableau(Tableau::Tableau6),
KlondikePile::Tableau(Tableau::Tableau7),
PileType::Waste,
PileType::Foundation(0),
PileType::Foundation(1),
PileType::Foundation(2),
PileType::Foundation(3),
PileType::Tableau(0),
PileType::Tableau(1),
PileType::Tableau(2),
PileType::Tableau(3),
PileType::Tableau(4),
PileType::Tableau(5),
PileType::Tableau(6),
];
for pile in piles {
let pile_cards = pile_cards(game, &pile);
if pile_cards.is_empty() {
let Some(pile_cards) = game.piles.get(&pile) else {
continue;
}
let is_tableau = matches!(pile, KlondikePile::Tableau(_));
};
let is_tableau = matches!(pile, PileType::Tableau(_));
let base = layout.pile_positions[&pile];
for (i, card) in pile_cards.iter().enumerate().rev() {
if !card.1 {
for (i, card) in pile_cards.cards.iter().enumerate().rev() {
if !card.face_up {
continue;
}
// Only the topmost card is draggable on non-tableau piles.
if !is_tableau && i != pile_cards.len() - 1 {
if !is_tableau && i != pile_cards.cards.len() - 1 {
continue;
}
let pos = tableau_or_stack_pos(game, layout, &pile, i, base, is_tableau);
@@ -227,14 +226,38 @@ fn update_drop_highlights(
let Some(game) = game else { return };
let drag_count = drag.cards.len();
let Some(origin) = drag.origin_pile.as_ref() else {
// The first element of drag.cards is the bottom card that lands on the target.
let Some(&bottom_id) = drag.cards.first() else {
return;
};
let bottom_card = game
.0
.piles
.values()
.flat_map(|p| p.cards.iter())
.find(|c| c.id == bottom_id)
.cloned();
let Some(bottom_card) = bottom_card else {
return;
};
let drag_count = drag.cards.len();
for (marker, mut sprite, _rch) in &mut markers {
let valid = game.0.can_move_cards(origin, &marker.0, drag_count);
let valid = match &marker.0 {
PileType::Foundation(slot) => {
if drag_count != 1 {
false
} else {
let pile = game.0.piles.get(&PileType::Foundation(*slot));
pile.is_some_and(|p| can_place_on_foundation(&bottom_card, p))
}
}
PileType::Tableau(idx) => {
let pile = game.0.piles.get(&PileType::Tableau(*idx));
pile.is_some_and(|p| can_place_on_tableau(&bottom_card, p))
}
_ => false,
};
sprite.color = if valid { MARKER_VALID } else { MARKER_DEFAULT };
}
}
@@ -274,7 +297,20 @@ fn update_drop_target_overlays(
return;
};
let Some(origin) = drag.origin_pile.as_ref() else {
// Resolve the bottom card of the dragged stack — same logic as
// `update_drop_highlights` so rules can't drift between the marker
// tint and the overlay.
let Some(&bottom_id) = drag.cards.first() else {
return;
};
let bottom_card = game
.0
.piles
.values()
.flat_map(|p| p.cards.iter())
.find(|c| c.id == bottom_id)
.cloned();
let Some(bottom_card) = bottom_card else {
return;
};
let drag_count = drag.cards.len();
@@ -282,24 +318,44 @@ fn update_drop_target_overlays(
// Iterate the same pile list as `update_drop_highlights`. Stock and
// Waste are excluded because they are never legal drop targets.
let candidates = [
KlondikePile::Foundation(Foundation::Foundation1),
KlondikePile::Foundation(Foundation::Foundation2),
KlondikePile::Foundation(Foundation::Foundation3),
KlondikePile::Foundation(Foundation::Foundation4),
KlondikePile::Tableau(Tableau::Tableau1),
KlondikePile::Tableau(Tableau::Tableau2),
KlondikePile::Tableau(Tableau::Tableau3),
KlondikePile::Tableau(Tableau::Tableau4),
KlondikePile::Tableau(Tableau::Tableau5),
KlondikePile::Tableau(Tableau::Tableau6),
KlondikePile::Tableau(Tableau::Tableau7),
PileType::Foundation(0),
PileType::Foundation(1),
PileType::Foundation(2),
PileType::Foundation(3),
PileType::Tableau(0),
PileType::Tableau(1),
PileType::Tableau(2),
PileType::Tableau(3),
PileType::Tableau(4),
PileType::Tableau(5),
PileType::Tableau(6),
];
// Compute the new set of valid piles for this frame.
let mut valid: Vec<KlondikePile> = Vec::new();
let mut valid: Vec<PileType> = Vec::new();
for pile in &candidates {
if game.0.can_move_cards(origin, pile, drag_count) {
valid.push(*pile);
let is_valid = match pile {
PileType::Foundation(_) => {
if drag_count != 1 {
false
} else {
game.0
.piles
.get(pile)
.is_some_and(|p| can_place_on_foundation(&bottom_card, p))
}
}
PileType::Tableau(_) => game
.0
.piles
.get(pile)
.is_some_and(|p| can_place_on_tableau(&bottom_card, p)),
_ => false,
};
// Don't highlight the origin pile — dropping onto the source is
// a no-op.
if is_valid && drag.origin_pile.as_ref() != Some(pile) {
valid.push(pile.clone());
}
}
@@ -311,9 +367,9 @@ fn update_drop_target_overlays(
}
// Spawn overlays for piles that are now valid but don't yet have one.
let already_overlaid: Vec<KlondikePile> = overlays
let already_overlaid: Vec<PileType> = overlays
.iter()
.map(|(_, m)| m.0)
.map(|(_, m)| m.0.clone())
.filter(|p| valid.contains(p))
.collect();
@@ -332,14 +388,10 @@ 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: &KlondikePile,
layout: &Layout,
game: &GameState,
) -> Option<(Vec2, Vec2)> {
fn drop_overlay_rect(pile: &PileType, layout: &Layout, game: &GameState) -> Option<(Vec2, Vec2)> {
let centre = layout.pile_positions.get(pile).copied()?;
if matches!(pile, KlondikePile::Tableau(_)) {
let card_count = game.pile(*pile).len();
if matches!(pile, PileType::Tableau(_)) {
let card_count = game.piles.get(pile).map_or(0, |p| p.cards.len());
if card_count > 1 {
let fan = -layout.card_size.y * layout.tableau_fan_frac;
let bottom_card_centre_y = centre.y + fan * (card_count - 1) as f32;
@@ -360,7 +412,7 @@ fn drop_overlay_rect(
/// the appropriate world position for `pile`.
fn spawn_drop_target_overlay(
commands: &mut Commands,
pile: &KlondikePile,
pile: &PileType,
layout: &Layout,
game: &GameState,
) {
@@ -378,7 +430,7 @@ fn spawn_drop_target_overlay(
..default()
},
Transform::from_xyz(centre.x, centre.y, Z_DROP_OVERLAY),
DropTargetOverlay(*pile),
DropTargetOverlay(pile.clone()),
))
.with_children(|parent| {
// Top edge.
@@ -427,7 +479,7 @@ fn spawn_drop_target_overlay(
fn tableau_or_stack_pos(
game: &GameState,
layout: &Layout,
pile: &KlondikePile,
pile: &PileType,
index: usize,
base: Vec2,
is_tableau: bool,
@@ -437,8 +489,8 @@ fn tableau_or_stack_pos(
base.x,
base.y - layout.card_size.y * layout.tableau_fan_frac * (index as f32),
)
} else if matches!(pile, KlondikePile::Stock) && game.draw_mode() == DrawStockConfig::DrawThree {
let pile_len = game.waste_cards().len();
} else if matches!(pile, PileType::Waste) && game.draw_mode == DrawMode::DrawThree {
let pile_len = game.piles.get(pile).map_or(0, |p| p.cards.len());
let visible_start = pile_len.saturating_sub(3);
let slot = index.saturating_sub(visible_start) as f32;
Vec2::new(base.x + slot * layout.card_size.x * 0.28, base.y)
@@ -447,14 +499,6 @@ fn tableau_or_stack_pos(
}
}
fn pile_cards(game: &GameState, pile: &KlondikePile) -> Vec<(Card, bool)> {
if matches!(pile, KlondikePile::Stock) {
game.waste_cards()
} else {
game.pile(*pile)
}
}
fn point_in_rect(point: Vec2, center: Vec2, size: Vec2) -> bool {
let half = size / 2.0;
point.x >= center.x - half.x
@@ -563,9 +607,9 @@ mod tests {
#[test]
fn cursor_over_draggable_returns_false_for_empty_game() {
use crate::layout::compute_layout;
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_core::game_state::{DrawMode, GameState};
let game = GameState::new(42, DrawStockConfig::DrawOne);
let game = GameState::new(42, DrawMode::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// A cursor far off-screen should never hit anything.
assert!(!cursor_over_draggable(
@@ -580,8 +624,8 @@ mod tests {
// -----------------------------------------------------------------------
use crate::layout::compute_layout;
use solitaire_core::{Card, Deck, Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::{GameMode, GameState}};
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameMode, GameState};
/// Builds an `App` with `MinimalPlugins` and the overlay system
/// registered, plus the resources the system needs. Callers
@@ -605,8 +649,12 @@ mod tests {
/// card. Used to make a specific tableau column accept a chosen
/// drag stack.
fn set_tableau_top(game: &mut GameState, idx: usize, card: Card) {
let tableau = GameState::tableau_from_index(idx).expect("tableau pile exists");
game.set_test_tableau_cards(tableau, vec![card]);
let pile = game
.piles
.get_mut(&PileType::Tableau(idx))
.expect("tableau pile exists");
pile.cards.clear();
pile.cards.push(card);
}
/// Inserts a single face-up dragged card into the waste pile and
@@ -616,41 +664,148 @@ mod tests {
// Place the dragged card on the waste pile (origin).
{
let mut game = app.world_mut().resource_mut::<GameStateResource>();
game.0.set_test_waste_cards(vec![dragged.clone()]);
let waste = game
.0
.piles
.get_mut(&PileType::Waste)
.expect("waste pile exists");
waste.cards.clear();
waste.cards.push(dragged.clone());
}
let mut drag = app.world_mut().resource_mut::<DragState>();
drag.cards = vec![dragged];
drag.origin_pile = Some(KlondikePile::Stock);
drag.cards = vec![dragged.id];
drag.origin_pile = Some(PileType::Waste);
drag.committed = true;
}
#[test]
fn drop_target_overlay_spawns_for_valid_tableau_during_drag() {
// 5 of Hearts (red, rank 5) on top of Tableau(2)'s 6 of Spades
// (black, rank 6) — alternating colour, one rank lower → legal.
let mut game = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Classic);
set_tableau_top(
&mut game,
2,
Card {
id: 9001,
suit: Suit::Spades,
rank: Rank::Six,
face_up: true,
},
);
let dragged = Card {
id: 9002,
suit: Suit::Hearts,
rank: Rank::Five,
face_up: true,
};
let mut app = overlay_test_app(game);
begin_drag_with(&mut app, dragged);
app.update();
let overlays: Vec<PileType> = app
.world_mut()
.query::<&DropTargetOverlay>()
.iter(app.world())
.map(|o| o.0.clone())
.collect();
assert!(
overlays.contains(&PileType::Tableau(2)),
"expected Tableau(2) to be highlighted as a legal drop target, got {overlays:?}"
);
}
#[test]
fn drop_target_overlay_does_not_spawn_for_invalid_destination() {
// 5 of Spades (black) onto Tableau(2)'s 6 of Clubs (also black)
// — same colour family, illegal. Tableau(2) must NOT be
// highlighted.
let mut game = GameState::new_with_mode(7, DrawStockConfig::DrawOne, GameMode::Classic);
let mut game = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Classic);
set_tableau_top(
&mut game,
2,
Card::new(Deck::Deck1, Suit::Clubs, Rank::Six),
Card {
id: 9101,
suit: Suit::Clubs,
rank: Rank::Six,
face_up: true,
},
);
let dragged = Card::new(Deck::Deck1, Suit::Spades, Rank::Five);
let dragged = Card {
id: 9102,
suit: Suit::Spades,
rank: Rank::Five,
face_up: true,
};
let mut app = overlay_test_app(game);
begin_drag_with(&mut app, dragged);
app.update();
let overlays: Vec<KlondikePile> = app
let overlays: Vec<PileType> = app
.world_mut()
.query::<&DropTargetOverlay>()
.iter(app.world())
.map(|o| o.0)
.map(|o| o.0.clone())
.collect();
assert!(
!overlays.contains(&KlondikePile::Tableau(Tableau::Tableau3)),
!overlays.contains(&PileType::Tableau(2)),
"Tableau(2) must not be highlighted for an illegal drop, got {overlays:?}"
);
}
#[test]
fn drop_target_overlays_despawn_on_drag_end() {
// Set up a scenario that produces at least one valid overlay,
// confirm it spawns, then clear the drag and confirm every
// overlay is despawned.
let mut game = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Classic);
set_tableau_top(
&mut game,
2,
Card {
id: 9201,
suit: Suit::Spades,
rank: Rank::Six,
face_up: true,
},
);
let dragged = Card {
id: 9202,
suit: Suit::Hearts,
rank: Rank::Five,
face_up: true,
};
let mut app = overlay_test_app(game);
begin_drag_with(&mut app, dragged);
app.update();
let count_during_drag = app
.world_mut()
.query::<&DropTargetOverlay>()
.iter(app.world())
.count();
assert!(
count_during_drag >= 1,
"expected ≥1 overlay during drag, got {count_during_drag}"
);
// End the drag — every overlay should despawn next frame.
app.world_mut().resource_mut::<DragState>().clear();
app.update();
let count_after_drag = app
.world_mut()
.query::<&DropTargetOverlay>()
.iter(app.world())
.count();
assert_eq!(
count_after_drag, 0,
"all overlays must despawn when the drag ends"
);
}
}
+7 -19
View File
@@ -13,11 +13,9 @@
use bevy::input::ButtonInput;
use bevy::prelude::*;
#[cfg(not(target_arch = "wasm32"))]
use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
use chrono::{DateTime, Duration, Local, NaiveDate, Utc};
use solitaire_data::{daily_seed_for, save_progress_to};
#[cfg(not(target_arch = "wasm32"))]
use solitaire_sync::ChallengeGoal;
use crate::events::{
@@ -27,7 +25,6 @@ use crate::events::{
use crate::game_plugin::GameMutation;
use crate::progress_plugin::{ProgressResource, ProgressStoragePath, ProgressUpdate};
use crate::resources::GameStateResource;
#[cfg(not(target_arch = "wasm32"))]
use crate::sync_plugin::SyncProviderResource;
/// Bonus XP awarded for completing today's daily challenge.
@@ -80,13 +77,8 @@ pub struct DailyChallengeCompletedEvent {
/// Holds the in-flight server challenge fetch so the result can be polled
/// each frame without blocking the main thread.
#[derive(Resource, Default)]
#[cfg(not(target_arch = "wasm32"))]
struct DailyChallengeTask(Option<Task<Option<ChallengeGoal>>>);
#[derive(Resource, Default)]
#[cfg(target_arch = "wasm32")]
struct DailyChallengeTask;
/// Tracks which `DailyChallengeResource::date` the expiry-warning toast has
/// already fired for, so the toast spawns at most once per day.
///
@@ -124,21 +116,17 @@ impl Plugin for DailyChallengePlugin {
.add_message::<StartDailyChallengeRequestEvent>()
.add_message::<WarningToastEvent>()
.add_message::<XpAwardedEvent>()
.add_systems(Startup, fetch_server_challenge)
.add_systems(Update, poll_server_challenge)
// record/award after the base ProgressUpdate so we don't fight
// ProgressPlugin's add_xp on the same frame.
.add_systems(Update, handle_daily_completion.after(ProgressUpdate))
.add_systems(Update, handle_start_daily_request.before(GameMutation))
.add_systems(Update, check_daily_expiry_warning)
.add_systems(Update, check_date_rollover);
// Server-challenge fetch uses SyncProviderResource (reqwest), not available on wasm.
#[cfg(not(target_arch = "wasm32"))]
app.add_systems(Startup, fetch_server_challenge)
.add_systems(Update, poll_server_challenge);
}
}
#[cfg(not(target_arch = "wasm32"))]
/// Startup system: spawns an async task to fetch the server's daily challenge.
///
/// Only runs when `SyncProviderResource` is present (i.e. `SyncPlugin` is
@@ -154,7 +142,6 @@ fn fetch_server_challenge(
task_res.0 = Some(task);
}
#[cfg(not(target_arch = "wasm32"))]
/// Update system: polls the server-challenge fetch task.
///
/// On success, replaces the locally-computed seed in `DailyChallengeResource`
@@ -354,6 +341,7 @@ fn check_date_rollover(
}
}
#[cfg(test)]
#[allow(dead_code)]
mod tests {
@@ -362,7 +350,7 @@ mod tests {
use crate::progress_plugin::ProgressPlugin;
use crate::table_plugin::TablePlugin;
#[allow(unused_imports)]
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_core::game_state::{DrawMode, GameState};
fn headless_app() -> App {
let mut app = App::new();
@@ -391,7 +379,7 @@ mod tests {
// Replace the GameState with one whose seed matches the daily seed.
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new(daily_seed, DrawStockConfig::DrawOne);
GameState::new(daily_seed, DrawMode::DrawOne);
app.world_mut().write_message(GameWonEvent {
score: 500,
@@ -419,7 +407,7 @@ mod tests {
let daily_seed = app.world().resource::<DailyChallengeResource>().seed;
// Use a deliberately different seed.
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new(daily_seed.wrapping_add(7777), DrawStockConfig::DrawOne);
GameState::new(daily_seed.wrapping_add(7777), DrawMode::DrawOne);
app.world_mut().write_message(GameWonEvent {
score: 500,
@@ -442,7 +430,7 @@ mod tests {
let mut app = headless_app();
let daily_seed = app.world().resource::<DailyChallengeResource>().seed;
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new(daily_seed, DrawStockConfig::DrawOne);
GameState::new(daily_seed, DrawMode::DrawOne);
app.world_mut().write_message(GameWonEvent {
score: 500,
+5 -4
View File
@@ -14,7 +14,7 @@
//! because the starting position is effectively random (player-chosen timing
//! determines which seed in the 40-entry catalog they start at).
use chrono::Utc;
use std::time::{SystemTime, UNIX_EPOCH};
use bevy::prelude::*;
use solitaire_core::game_state::{DifficultyLevel, GameMode};
@@ -104,9 +104,10 @@ fn handle_difficulty_request(
}
fn seed_from_system_time() -> u64 {
// Use chrono so this works on wasm32 (chrono has the `wasmbind` feature;
// std::time::SystemTime panics on wasm32-unknown-unknown).
Utc::now().timestamp_nanos_opt().unwrap_or(0) as u64
SystemTime::now()
.duration_since(UNIX_EPOCH)
.map(|d| d.as_nanos() as u64)
.unwrap_or(0xD1FF_0000_DEAD_BEEF)
}
// ---------------------------------------------------------------------------
+13 -13
View File
@@ -1,9 +1,9 @@
//! Cross-system events used by the engine's plugins.
use bevy::prelude::Message;
use solitaire_core::KlondikePile;
use solitaire_core::{Card, Suit};
use solitaire_core::card::Suit;
use solitaire_core::game_state::GameMode;
use solitaire_core::pile::PileType;
use solitaire_data::AchievementRecord;
use solitaire_sync::SyncResponse;
@@ -11,8 +11,8 @@ use solitaire_sync::SyncResponse;
/// consumed by `GamePlugin`.
#[derive(Message, Debug, Clone)]
pub struct MoveRequestEvent {
pub from: KlondikePile,
pub to: KlondikePile,
pub from: PileType,
pub to: PileType,
pub count: usize,
}
@@ -49,8 +49,8 @@ pub struct StateChangedEvent;
/// `card_invalid.wav` SFX. Not fired for drops in empty space.
#[derive(Message, Debug, Clone)]
pub struct MoveRejectedEvent {
pub from: KlondikePile,
pub to: KlondikePile,
pub from: PileType,
pub to: PileType,
pub count: usize,
}
@@ -104,8 +104,8 @@ pub struct WinStreakMilestoneEvent {
}
/// Fired when a card's face-up state changes during gameplay.
#[derive(Message, Debug, Clone)]
pub struct CardFlippedEvent(pub Card);
#[derive(Message, Debug, Clone, Copy)]
pub struct CardFlippedEvent(pub u32);
/// Fired by the flip animation at its midpoint — the instant the card face
/// becomes visible (scale.x crosses zero and the phase switches to ScalingUp).
@@ -113,8 +113,8 @@ pub struct CardFlippedEvent(pub Card);
/// Audio systems should listen to this event rather than `CardFlippedEvent`
/// so the flip sound is synchronised with the visual reveal, not the move
/// that triggered the animation.
#[derive(Message, Debug, Clone)]
pub struct CardFaceRevealedEvent(pub Card);
#[derive(Message, Debug, Clone, Copy)]
pub struct CardFaceRevealedEvent(pub u32);
/// Achievement unlocked notification carrying the full `AchievementRecord` for
/// the newly unlocked achievement. Consumed by the toast renderer and any
@@ -299,8 +299,8 @@ pub struct ScanThemesRequestEvent;
/// `TablePlugin` (to tint the destination `PileMarker` gold for 2 s).
#[derive(Message, Debug, Clone)]
pub struct HintVisualEvent {
/// The source card to be highlighted.
pub source_card: Card,
/// The `Card::id` of the source card to be highlighted.
pub source_card_id: u32,
/// The destination pile whose `PileMarker` should be tinted gold.
pub dest_pile: KlondikePile,
pub dest_pile: solitaire_core::pile::PileType,
}
+48 -62
View File
@@ -42,10 +42,7 @@ use std::f32::consts::PI;
use std::hash::{Hash, Hasher};
use bevy::prelude::*;
use bevy::window::RequestRedraw;
use solitaire_core::Card;
use solitaire_core::KlondikePile;
use solitaire_core::klondike_adapter::foundation_from_slot;
use solitaire_core::pile::PileType;
use solitaire_data::AnimSpeed;
use crate::animation_plugin::CardAnim;
@@ -207,7 +204,6 @@ impl Plugin for FeedbackAnimPlugin {
.add_message::<MoveRejectedEvent>()
.add_message::<NewGameRequestEvent>()
.add_message::<FoundationCompletedEvent>()
.add_message::<RequestRedraw>()
.add_systems(
Update,
(
@@ -247,16 +243,18 @@ fn start_shake_anim(
continue;
}
let dest_pile = &ev.to;
// Collect the cards that belong to the destination pile.
let dest_cards = pile_cards(&game.0, dest_pile);
let dest_card_set: Vec<Card> = dest_cards.iter().map(|(c, _)| c.clone()).collect();
// Collect the card ids that belong to the destination pile.
let Some(pile) = game.0.piles.get(dest_pile) else {
continue;
};
let dest_card_ids: Vec<u32> = pile.cards.iter().map(|c| c.id).collect();
if dest_card_set.is_empty() {
if dest_card_ids.is_empty() {
continue;
}
for (entity, card_marker, transform) in card_entities.iter() {
if dest_card_set.contains(&card_marker.card) {
if dest_card_ids.contains(&card_marker.card_id) {
commands.entity(entity).insert(ShakeAnim {
elapsed: 0.0,
origin_x: transform.translation.x,
@@ -313,27 +311,27 @@ fn start_settle_anim(
card_entities: Query<(Entity, &CardEntity)>,
mut commands: Commands,
) {
// Build the list of cards that should bounce this frame from every
// Build the list of card ids that should bounce this frame from every
// queued request; multiple events can fire in the same frame (e.g. a move
// followed by a draw via keyboard accelerators).
let mut bounce_ids: Vec<Card> = Vec::new();
let mut bounce_ids: Vec<u32> = Vec::new();
for ev in moves.read() {
let pile = pile_cards(&game.0, &ev.to);
if !pile.is_empty() {
// The moved cards land on top — take the last `count` cards.
let n = ev.count.min(pile.len());
if let Some(pile) = game.0.piles.get(&ev.to) {
// The moved cards land on top — take the last `count` ids.
let n = ev.count.min(pile.cards.len());
if n > 0 {
let start = pile.len() - n;
bounce_ids.extend(pile[start..].iter().map(|(c, _)| c.clone()));
let start = pile.cards.len() - n;
bounce_ids.extend(pile.cards[start..].iter().map(|c| c.id));
}
}
}
if draws.read().next().is_some()
&& let Some((top, _)) = game.0.waste_cards().last()
&& let Some(pile) = game.0.piles.get(&PileType::Waste)
&& let Some(top) = pile.cards.last()
{
bounce_ids.push(top.clone());
bounce_ids.push(top.id);
}
if bounce_ids.is_empty() {
@@ -341,7 +339,7 @@ fn start_settle_anim(
}
for (entity, card_marker) in card_entities.iter() {
if bounce_ids.contains(&card_marker.card) {
if bounce_ids.contains(&card_marker.card_id) {
commands.entity(entity).insert(SettleAnim::default());
}
}
@@ -395,11 +393,11 @@ fn start_deal_anim(
return;
}
// Only animate a fresh deal (no moves made yet).
if game.0.move_count() != 0 {
if game.0.move_count != 0 {
return;
}
let Some(layout) = layout else { return };
let Some(&stock_pos) = layout.0.pile_positions.get(&KlondikePile::Stock) else {
let Some(&stock_pos) = layout.0.pile_positions.get(&PileType::Stock) else {
return;
};
let stock_start = Vec3::new(stock_pos.x, stock_pos.y, 0.0);
@@ -409,14 +407,10 @@ fn start_deal_anim(
for (index, (entity, card_marker, transform)) in card_entities.iter().enumerate() {
let final_pos = transform.translation;
// ±10 % jitter, deterministic per card, so the deal feels organic
// without losing reproducibility (a given deal produces the same
// per-card stagger pattern across runs). The seed is a hash of the
// card's own identity — no separate numeric id needed.
let mut card_hasher = DefaultHasher::new();
card_marker.card.hash(&mut card_hasher);
let per_card_stagger =
stagger_secs * (1.0 + deal_stagger_jitter(card_hasher.finish() as u32));
// ±10 % jitter, deterministic per card id, so the deal feels organic
// without losing reproducibility (a given seed still produces the
// same per-card stagger pattern across runs).
let per_card_stagger = stagger_secs * (1.0 + deal_stagger_jitter(card_marker.card_id));
commands.entity(entity).insert((
Transform::from_translation(stock_start.with_z(final_pos.z)),
CardAnim {
@@ -524,19 +518,21 @@ fn start_foundation_flourish(
if reduce_motion {
continue;
}
let Some(foundation) = foundation_from_slot(ev.slot) else {
continue;
};
let pile_type = KlondikePile::Foundation(foundation);
let pile_type = PileType::Foundation(ev.slot);
// Top card of the completed foundation is the King.
let cards = game.0.pile(pile_type);
let Some(king_card) = cards.last().map(|(c, _)| c.clone()) else {
let Some(king_id) = game
.0
.piles
.get(&pile_type)
.and_then(|p| p.cards.last())
.map(|c| c.id)
else {
continue;
};
// Tag the King's card entity.
for (entity, card_marker) in card_entities.iter() {
if card_marker.card == king_card {
if card_marker.card_id == king_id {
commands.entity(entity).insert(FoundationFlourish {
foundation_slot: ev.slot,
elapsed: 0.0,
@@ -636,16 +632,6 @@ fn lerp_color(from: Color, to: Color, t: f32) -> Color {
)
}
fn pile_cards(
game: &solitaire_core::game_state::GameState,
pile: &KlondikePile,
) -> Vec<(Card, bool)> {
match pile {
KlondikePile::Stock => game.waste_cards(),
_ => game.pile(*pile),
}
}
// ---------------------------------------------------------------------------
// Unit tests (pure functions only — no Bevy world required)
// ---------------------------------------------------------------------------
@@ -845,14 +831,13 @@ mod tests {
#[test]
fn shake_anim_skipped_under_reduce_motion() {
use bevy::ecs::message::Messages;
use solitaire_core::Tableau;
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_data::Settings;
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(FeedbackAnimPlugin);
app.insert_resource(GameStateResource(GameState::new(1, DrawStockConfig::DrawOne)));
app.insert_resource(GameStateResource(GameState::new(1, DrawMode::DrawOne)));
app.insert_resource(SettingsResource(Settings {
reduce_motion_mode: true,
..Settings::default()
@@ -860,25 +845,26 @@ mod tests {
app.update();
// Pick a card from Tableau(0) so the event refers to a real pile.
let dest_pile = KlondikePile::Tableau(Tableau::Tableau1);
let card = app
let dest_pile = PileType::Tableau(0);
let card_id = app
.world()
.resource::<GameStateResource>()
.0
.pile(dest_pile)
.last()
.map(|(c, _)| c.clone())
.piles
.get(&dest_pile)
.and_then(|p| p.cards.last())
.map(|c| c.id)
.expect("Tableau(0) should have at least one card in a fresh game");
// Spawn a minimal CardEntity matching that card so the system would
// Spawn a minimal CardEntity matching that id so the system would
// find it and insert ShakeAnim if the gate were absent.
app.world_mut()
.spawn((CardEntity { card }, Transform::default()));
.spawn((CardEntity { card_id }, Transform::default()));
app.world_mut()
.resource_mut::<Messages<MoveRejectedEvent>>()
.write(MoveRejectedEvent {
from: KlondikePile::Stock,
from: PileType::Stock,
to: dest_pile,
count: 1,
});
@@ -900,13 +886,13 @@ mod tests {
#[test]
fn foundation_flourish_skipped_under_reduce_motion() {
use bevy::ecs::message::Messages;
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_data::Settings;
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(FeedbackAnimPlugin);
app.insert_resource(GameStateResource(GameState::new(1, DrawStockConfig::DrawOne)));
app.insert_resource(GameStateResource(GameState::new(1, DrawMode::DrawOne)));
app.insert_resource(SettingsResource(Settings {
reduce_motion_mode: true,
..Settings::default()
@@ -917,7 +903,7 @@ mod tests {
.resource_mut::<Messages<FoundationCompletedEvent>>()
.write(FoundationCompletedEvent {
slot: 0,
suit: solitaire_core::Suit::Spades,
suit: solitaire_core::card::Suit::Spades,
});
app.update();
+2 -3
View File
@@ -2,9 +2,8 @@
//!
//! Bundling rather than runtime-loading guarantees the canonical UI face is
//! always available regardless of install or platform. The bytes are
//! validated at startup; a parse failure logs a warning and continues with
//! glyph-less UI rather than aborting, since crashing on a corrupt embed is
//! worse than degraded text.
//! validated at startup; a parse failure aborts the program with a clear
//! error because it means the binary is corrupt.
use bevy::prelude::*;
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -51,7 +51,7 @@ impl Plugin for HelpPlugin {
// plugin under `DefaultPlugins`; register them explicitly so
// scroll systems run cleanly under `MinimalPlugins` in tests.
.add_message::<MouseWheel>()
.add_message::<TouchInput>()
.add_message::<bevy::input::touch::TouchInput>()
.add_systems(
Update,
(
+7 -7
View File
@@ -16,7 +16,7 @@
use bevy::input::ButtonInput;
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
use bevy::prelude::*;
use solitaire_core::{DrawStockConfig, game_state::DifficultyLevel};
use solitaire_core::game_state::{DifficultyLevel, DrawMode};
use solitaire_data::save_settings_to;
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
@@ -432,7 +432,7 @@ fn build_home_context<'a>(
zen_best: stats.map_or(0, |s| s.0.zen_best_score),
challenge_best: stats.map_or(0, |s| s.0.challenge_best_score),
daily_today,
draw_mode: settings.map(|s| s.0.draw_mode).unwrap_or(DrawStockConfig::DrawOne),
draw_mode: settings.map(|s| s.0.draw_mode).unwrap_or(DrawMode::DrawOne),
font_res,
difficulty_expanded,
last_difficulty: settings.and_then(|s| s.0.last_difficulty),
@@ -620,9 +620,9 @@ fn handle_home_draw_mode_buttons(
return;
};
let target = if want_one {
DrawStockConfig::DrawOne
DrawMode::DrawOne
} else {
DrawStockConfig::DrawThree
DrawMode::DrawThree
};
if settings.0.draw_mode == target {
return; // already in this mode — avoid a redundant respawn.
@@ -857,7 +857,7 @@ struct HomeContext<'a> {
challenge_best: u32,
daily_streak: u32,
daily_today: Option<DailyToday>,
draw_mode: DrawStockConfig,
draw_mode: DrawMode,
font_res: Option<&'a FontResource>,
/// Whether the difficulty section header is currently expanded.
difficulty_expanded: bool,
@@ -1038,7 +1038,7 @@ fn spawn_draw_mode_row(parent: &mut ChildSpawnerCommands, ctx: &HomeContext<'_>)
..default()
};
let active_one = matches!(ctx.draw_mode, DrawStockConfig::DrawOne);
let active_one = matches!(ctx.draw_mode, DrawMode::DrawOne);
parent
.spawn(Node {
@@ -1878,7 +1878,7 @@ mod tests {
let states: Vec<(HomeMode, bool)> = app
.world_mut()
.query::<(&HomeModeCard, Has<Disabled>)>()
.query::<(&HomeModeCard, bevy::ecs::query::Has<Disabled>)>()
.iter(app.world())
.map(|(c, d)| (c.0, d))
.collect();
+79 -137
View File
@@ -8,19 +8,12 @@
use bevy::prelude::*;
use bevy::window::WindowResized;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::Suit;
use solitaire_core::{DrawStockConfig, game_state::GameMode};
use solitaire_core::card::Suit;
use solitaire_core::game_state::{DrawMode, GameMode};
use solitaire_core::pile::PileType;
use crate::auto_complete_plugin::AutoCompleteState;
#[cfg(not(target_arch = "wasm32"))]
use crate::avatar_plugin::AvatarResource;
// On wasm32 AvatarPlugin is gated out; define a placeholder type so the
// Option<Res<AvatarResource>> parameters below compile without changes.
// The resource is never inserted on wasm, so every call resolves to None.
#[cfg(target_arch = "wasm32")]
#[derive(bevy::prelude::Resource)]
struct AvatarResource(Option<bevy::prelude::Handle<bevy::prelude::Image>>);
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::daily_challenge_plugin::DailyChallengeResource;
use crate::events::{
@@ -36,6 +29,7 @@ use crate::game_plugin::GameMutation;
use crate::input_plugin::TouchDragSet;
use crate::layout::HUD_BAND_HEIGHT;
use crate::layout::LayoutSystem;
#[cfg(target_os = "android")]
use crate::pause_plugin::PausedResource;
use crate::platform::{SHOW_KEYBOARD_ACCELERATORS, USE_TOUCH_UI_LAYOUT};
use crate::progress_plugin::ProgressResource;
@@ -173,7 +167,7 @@ pub enum HudVisibility {
#[cfg(target_os = "android")]
#[derive(Resource, Debug, Default)]
struct HudTapTracker {
start_pos: Option<Vec2>,
start_pos: Option<bevy::math::Vec2>,
/// Set `true` when the finger-down hit an action button so the
/// finger-up never toggles bar visibility.
started_on_button: bool,
@@ -314,17 +308,17 @@ pub struct HintButton;
/// Android HUD label for the Hint button — shared with the help screen's
/// controls reference so both always agree.
#[cfg(target_os = "android")]
pub(crate) const ANDROID_HINT_LABEL: &str = "Hint";
pub(crate) const ANDROID_HINT_LABEL: &str = "!";
#[cfg(target_os = "android")]
const ACTION_BAR_LABELS: [&str; 7] = [
"Menu",
"Undo",
"Pause",
"Help",
"\u{2261}",
"\u{2190}",
"||",
"?",
ANDROID_HINT_LABEL,
"Mode",
"New",
"M",
"+",
];
#[cfg(not(target_os = "android"))]
const ACTION_BAR_LABELS: [&str; 7] = [
@@ -528,7 +522,7 @@ impl Plugin for HudPlugin {
#[cfg(target_os = "android")]
{
app.init_resource::<HudTapTracker>()
.add_message::<TouchInput>()
.add_message::<bevy::input::touch::TouchInput>()
.add_systems(
Update,
toggle_hud_on_tap
@@ -829,8 +823,6 @@ fn spawn_avatar_child(
) {
const SIZE: f32 = 32.0;
if let Some(handle) = avatar.and_then(|a| a.0.clone()) {
// Logged-in with a downloaded avatar: keep the accent disc behind it.
commands.entity(parent).insert(BackgroundColor(ACCENT_PRIMARY));
// Image fills the circle container; border_radius clips it to a disc.
commands.entity(parent).with_children(|b| {
b.spawn((
@@ -851,15 +843,6 @@ fn spawn_avatar_child(
})
.and_then(|c| c.to_uppercase().next())
.unwrap_or('?');
// Real initial (logged in) keeps the red accent disc; the '?'
// unauthenticated fallback uses a neutral grey so it reads as a
// "tap to log in" affordance rather than an error.
let disc_bg = if initial == '?' {
BG_ELEVATED_HI
} else {
ACCENT_PRIMARY
};
commands.entity(parent).insert(BackgroundColor(disc_bg));
commands.entity(parent).with_children(|b| {
b.spawn((
Text::new(initial.to_string()),
@@ -1139,7 +1122,7 @@ fn handle_help_button(
fn handle_hint_button(
interaction_query: Query<&Interaction, (With<HintButton>, Changed<Interaction>)>,
paused: Option<Res<PausedResource>>,
paused: Option<Res<crate::PausedResource>>,
game: Option<Res<GameStateResource>>,
solver_config: Option<Res<crate::input_plugin::HintSolverConfig>>,
mut pending_hint: Option<ResMut<crate::pending_hint::PendingHintTask>>,
@@ -1153,12 +1136,12 @@ fn handle_hint_button(
return;
}
let Some(ref g) = game else { return };
if g.0.is_won() {
if g.0.is_won {
info_toast.write(InfoToastEvent(HINT_WON_MSG.to_string()));
return;
}
if let (Some(cfg), Some(hint)) = (solver_config.as_ref(), pending_hint.as_mut()) {
hint.spawn(g.0.clone(), cfg.moves_budget, cfg.states_budget);
hint.spawn(g.0.clone(), cfg.0);
}
}
}
@@ -1661,13 +1644,11 @@ impl Default for HudActionFade {
/// How many pixels from the bottom edge the cursor must be to reveal the bar.
/// Set slightly taller than `HUD_BAND_HEIGHT` so the bar fades in as the
/// cursor approaches, not only when it crosses into the band itself.
#[cfg(not(target_os = "android"))]
const ACTION_FADE_REVEAL_PX: f32 = HUD_BAND_HEIGHT + 32.0;
/// Lerp rate for fading (per second). 6.0 ≈ 167 ms for a full
/// transition — fast enough to feel responsive without flashing on
/// brief cursor wanders into the reveal zone.
#[cfg(not(target_os = "android"))]
const ACTION_FADE_RATE_PER_SEC: f32 = 6.0;
/// Updates the fade state from cursor position. Sets `target = 1.0` if
@@ -1675,7 +1656,6 @@ const ACTION_FADE_RATE_PER_SEC: f32 = 6.0;
/// (player is using keyboard); `0.0` otherwise. Lerps `alpha` toward
/// `target` at a fixed rate so the visual transition is smooth across
/// variable framerates.
#[cfg(not(target_os = "android"))]
fn update_action_fade(windows: Query<&Window>, time: Res<Time>, mut fade: ResMut<HudActionFade>) {
let Ok(window) = windows.single() else {
return;
@@ -1700,7 +1680,6 @@ fn update_action_fade(windows: Query<&Window>, time: Res<Time>, mut fade: ResMut
/// `Last` (after `paint_action_buttons`) so a hover-state change in the
/// same frame doesn't override the fade with an opaque idle / hover
/// colour.
#[cfg(not(target_os = "android"))]
#[allow(clippy::type_complexity)]
fn apply_action_fade(
fade: Res<HudActionFade>,
@@ -1817,7 +1796,7 @@ fn detect_score_change(
score_q: Query<Entity, With<HudScore>>,
mut commands: Commands,
) {
let current = game.0.score();
let current = game.0.score;
let delta = current - prev.0;
prev.0 = current;
if delta <= 0 {
@@ -2105,10 +2084,10 @@ fn update_won_previously(
let Ok(mut text) = q.single_mut() else {
return;
};
let won_before = !game.0.is_won()
let won_before = !game.0.is_won
&& history.as_ref().is_some_and(|h| {
h.0.replays.iter().any(|r| {
r.seed == game.0.seed && r.draw_mode == game.0.draw_mode() && r.mode == game.0.mode
r.seed == game.0.seed && r.draw_mode == game.0.draw_mode && r.mode == game.0.mode
})
});
let next = if won_before {
@@ -2274,17 +2253,17 @@ fn update_hud(
**t = if is_zen {
String::new()
} else {
format!("Score: {}", g.score())
format!("Score: {}", g.score)
};
}
if let Ok(mut t) = moves_q.single_mut() {
**t = format!("Moves: {}", g.move_count());
**t = format!("Moves: {}", g.move_count);
}
if let Ok(mut t) = mode_q.single_mut() {
**t = match g.mode {
GameMode::Classic => match g.draw_mode() {
DrawStockConfig::DrawOne => String::new(),
DrawStockConfig::DrawThree => "Draw 3".to_string(),
GameMode::Classic => match g.draw_mode {
DrawMode::DrawOne => String::new(),
DrawMode::DrawThree => "Draw 3".to_string(),
},
GameMode::Zen => "ZEN".to_string(),
GameMode::Challenge => "CHALLENGE".to_string(),
@@ -2295,7 +2274,7 @@ fn update_hud(
// --- Daily challenge constraint (with time-low colour warning) ---
if let Ok((mut t, mut color)) = challenge_q.single_mut() {
if g.is_won() {
if g.is_won {
**t = String::new();
} else if let Some(dc) = daily.as_deref() {
**t = challenge_hud_text(dc);
@@ -2310,7 +2289,7 @@ fn update_hud(
// --- Undo count ---
if let Ok((mut t, mut color)) = undos_q.single_mut() {
let count = g.undo_count();
let count = g.undo_count;
if count == 0 {
**t = String::new();
*color = TextColor(TEXT_PRIMARY);
@@ -2324,8 +2303,8 @@ fn update_hud(
// --- Recycle counter (both modes, hidden until first recycle) ---
if let Ok(mut t) = recycles_q.single_mut() {
**t = if g.recycle_count() > 0 {
format!("Recycles: {}", g.recycle_count())
**t = if g.recycle_count > 0 {
format!("Recycles: {}", g.recycle_count)
} else {
String::new()
};
@@ -2333,11 +2312,11 @@ fn update_hud(
// --- Draw-cycle indicator (Draw-Three mode only) ---
if let Ok(mut t) = draw_cycle_q.single_mut() {
**t = if g.is_won() || g.draw_mode() != DrawStockConfig::DrawThree {
**t = if g.is_won || g.draw_mode != DrawMode::DrawThree {
// Hide when not in Draw-Three or after the game is won.
String::new()
} else {
let stock_len = g.stock_cards().len();
let stock_len = g.piles[&solitaire_core::pile::PileType::Stock].cards.len();
let next_draw = stock_len.min(3);
format!("Cycle: {next_draw}/3")
};
@@ -2401,14 +2380,15 @@ fn update_selection_hud(
let Ok(mut t) = q.single_mut() else { return };
let label = match selection.as_deref().and_then(|s| s.selected_pile.as_ref()) {
None => String::new(),
Some(KlondikePile::Stock) => "▶ Waste".to_string(),
Some(KlondikePile::Foundation(slot)) => match game.as_deref() {
Some(PileType::Waste) => "▶ Waste".to_string(),
Some(PileType::Stock) => "▶ Stock".to_string(),
Some(PileType::Foundation(slot)) => match game.as_deref() {
Some(g) => foundation_selection_label(*slot, &g.0),
// No game resource means we can't probe claimed_suit; show the
// slot-based placeholder so the HUD still surfaces the selection.
None => format!("▶ Foundation {}", foundation_number(*slot)),
None => format!("▶ Foundation {}", slot + 1),
},
Some(KlondikePile::Tableau(idx)) => format!("▶ Column {}", tableau_number(*idx)),
Some(PileType::Tableau(idx)) => format!("▶ Column {}", idx + 1),
};
**t = label;
}
@@ -2418,14 +2398,11 @@ fn update_selection_hud(
/// When the slot has a claimed suit (any card has landed) the announcement is
/// "▶ {Suit} Foundation"; while the slot is empty it falls back to a
/// "▶ Foundation N" placeholder labelled by the 1-based slot index.
fn foundation_selection_label(
slot: Foundation,
game: &solitaire_core::game_state::GameState,
) -> String {
fn foundation_selection_label(slot: u8, game: &solitaire_core::game_state::GameState) -> String {
let claimed = game
.pile(KlondikePile::Foundation(slot))
.first()
.map(|c| c.0.suit());
.piles
.get(&PileType::Foundation(slot))
.and_then(|p| p.claimed_suit());
match claimed {
Some(suit) => {
let s = match suit {
@@ -2436,28 +2413,7 @@ fn foundation_selection_label(
};
format!("{s} Foundation")
}
None => format!("▶ Foundation {}", foundation_number(slot)),
}
}
const fn foundation_number(foundation: Foundation) -> u8 {
match foundation {
Foundation::Foundation1 => 1,
Foundation::Foundation2 => 2,
Foundation::Foundation3 => 3,
Foundation::Foundation4 => 4,
}
}
const fn tableau_number(tableau: Tableau) -> u8 {
match tableau {
Tableau::Tableau1 => 1,
Tableau::Tableau2 => 2,
Tableau::Tableau3 => 3,
Tableau::Tableau4 => 4,
Tableau::Tableau5 => 5,
Tableau::Tableau6 => 6,
Tableau::Tableau7 => 7,
None => format!("▶ Foundation {}", slot + 1),
}
}
@@ -2581,18 +2537,10 @@ fn restore_hud_on_modal(
/// Returns the action-bar label font size for a given logical window width.
fn action_bar_font_size(window_width: f32) -> f32 {
if USE_TOUCH_UI_LAYOUT {
// Seven word-labels ("Menu","Undo","Pause","Help","Hint","Mode","New")
// must share one row. The widest characters are in FiraMono (a
// monospace whose advance is ~0.62 of the font size). On a 900
// logical-px phone the row budget after bar padding (2*12) and six
// 4 px column gaps is ~852 px for ~28 label chars + 7*2*3 px button
// padding. Solving 28*0.62*size + 42 <= 852 gives size <= ~46, so the
// labels are advance-bound only on very narrow viewports; the real
// constraint is legibility, not fit. ~1/60 of the width yields ~15 px
// at 900 px — comfortably one row with margin to spare — clamped so it
// never drops below the 12 px legibility floor or grows past 18 px on
// landscape tablets where it would crowd the row again.
(window_width / 60.0).clamp(12.0, 18.0)
// ~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)
} else {
TYPE_BODY
}
@@ -2600,14 +2548,9 @@ fn action_bar_font_size(window_width: f32) -> f32 {
fn action_button_metrics() -> (UiRect, Val, Val) {
if USE_TOUCH_UI_LAYOUT {
// Tight 3 px horizontal padding (down from 4) trims 14 px off the row
// total across 7 buttons, and a 44 px min_width (down from 52) lets the
// shortest labels ("New", "Help") shrink to their text rather than
// padding the row out past the 900 logical-px viewport. min_height
// stays at 44 px to preserve the comfortable touch target.
(
UiRect::axes(Val::Px(3.0), Val::Px(4.0)),
Val::Px(44.0),
UiRect::axes(Val::Px(4.0), Val::Px(4.0)),
Val::Px(52.0),
Val::Px(44.0),
)
} else {
@@ -2657,9 +2600,8 @@ fn resize_action_bar_labels(
}
#[cfg(target_os = "android")]
#[allow(clippy::too_many_arguments)]
fn toggle_hud_on_tap(
mut touch_events: MessageReader<TouchInput>,
mut touch_events: MessageReader<bevy::input::touch::TouchInput>,
drag: Res<DragState>,
scrims: Query<(), With<ModalScrim>>,
paused: Option<Res<PausedResource>>,
@@ -2697,14 +2639,13 @@ fn toggle_hud_on_tap(
// regardless of whether we toggle.
let on_button = tracker.started_on_button || game_consumed.0;
game_consumed.0 = false;
if let Some(start) = tracker.start_pos.take()
&& !on_button
&& (event.position - start).length() < HUD_TAP_SLOP_PX
{
*hud_vis = match *hud_vis {
HudVisibility::Visible => HudVisibility::Hidden,
HudVisibility::Hidden => HudVisibility::Visible,
};
if let Some(start) = tracker.start_pos.take() {
if !on_button && (event.position - start).length() < HUD_TAP_SLOP_PX {
*hud_vis = match *hud_vis {
HudVisibility::Visible => HudVisibility::Hidden,
HudVisibility::Hidden => HudVisibility::Visible,
};
}
}
tracker.started_on_button = false;
}
@@ -2727,7 +2668,7 @@ mod tests {
use crate::game_plugin::GamePlugin;
use crate::table_plugin::TablePlugin;
use chrono::Local;
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_core::game_state::{DrawMode, GameState};
fn headless_app() -> App {
let mut app = App::new();
@@ -2748,7 +2689,7 @@ mod tests {
fn update_hud_runs_after_game_mutation_without_panic() {
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new(42, DrawStockConfig::DrawOne);
GameState::new(42, DrawMode::DrawOne);
app.update();
}
@@ -2764,9 +2705,9 @@ mod tests {
#[test]
fn score_reflects_game_state() {
let mut app = headless_app();
let score = app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(20);
app.world_mut().resource_mut::<GameStateResource>().0.score = 750;
app.update();
assert_eq!(read_hud_text::<HudScore>(&mut app), format!("Score: {score}"));
assert_eq!(read_hud_text::<HudScore>(&mut app), "Score: 750");
}
#[test]
@@ -2775,7 +2716,7 @@ mod tests {
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.set_test_move_count(42);
.move_count = 42;
app.update();
assert_eq!(read_hud_text::<HudMoves>(&mut app), "Moves: 42");
}
@@ -2785,7 +2726,7 @@ mod tests {
use solitaire_core::game_state::GameMode;
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(42, DrawStockConfig::DrawThree, GameMode::Classic);
GameState::new_with_mode(42, DrawMode::DrawThree, GameMode::Classic);
app.update();
assert_eq!(read_hud_text::<HudMode>(&mut app), "Draw 3");
}
@@ -2795,7 +2736,8 @@ mod tests {
use solitaire_core::game_state::GameMode;
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(42, DrawStockConfig::DrawOne, GameMode::Zen);
GameState::new_with_mode(42, DrawMode::DrawOne, GameMode::Zen);
app.world_mut().resource_mut::<GameStateResource>().0.score = 999;
app.update();
// Zen mode spec: "No score display" → text must be empty.
assert_eq!(read_hud_text::<HudScore>(&mut app), "");
@@ -2916,7 +2858,7 @@ mod tests {
fn challenge_hud_empty_when_no_daily_resource() {
// No DailyChallengeResource inserted → HudChallenge must be empty.
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().set_changed();
app.world_mut().resource_mut::<GameStateResource>().0.score = 1; // force change
app.update();
assert_eq!(read_hud_text::<HudChallenge>(&mut app), "");
}
@@ -2931,7 +2873,7 @@ mod tests {
target_score: None,
max_time_secs: Some(300),
});
app.world_mut().resource_mut::<GameStateResource>().set_changed();
app.world_mut().resource_mut::<GameStateResource>().0.score = 1; // force change
app.update();
assert_eq!(read_hud_text::<HudChallenge>(&mut app), "Limit: 5:00");
}
@@ -2946,7 +2888,7 @@ mod tests {
target_score: Some(4000),
max_time_secs: None,
});
app.world_mut().resource_mut::<GameStateResource>().set_changed();
app.world_mut().resource_mut::<GameStateResource>().0.score = 1;
app.update();
assert_eq!(read_hud_text::<HudChallenge>(&mut app), "Goal: 4000 pts");
}
@@ -2962,7 +2904,7 @@ mod tests {
max_time_secs: Some(300),
});
// Mark the game as won — HudChallenge should be empty.
app.world_mut().resource_mut::<GameStateResource>().0.set_test_won(true);
app.world_mut().resource_mut::<GameStateResource>().0.is_won = true;
app.update();
assert_eq!(read_hud_text::<HudChallenge>(&mut app), "");
}
@@ -2984,7 +2926,7 @@ mod tests {
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.force_test_undos(3);
.undo_count = 3;
app.update();
assert_eq!(read_hud_text::<HudUndos>(&mut app), "Undos: 3");
}
@@ -3012,7 +2954,7 @@ mod tests {
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.set_test_move_count(1);
.move_count += 1;
app.update();
assert_eq!(read_hud_text::<HudAutoComplete>(&mut app), "AUTO");
}
@@ -3024,7 +2966,7 @@ mod tests {
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.set_test_move_count(1);
.move_count += 1;
app.update();
assert_eq!(read_hud_text::<HudAutoComplete>(&mut app), "");
}
@@ -3038,7 +2980,7 @@ mod tests {
let mut app = headless_app();
// Draw-One, no recycles yet — text must be empty.
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new(42, DrawStockConfig::DrawOne);
GameState::new(42, DrawMode::DrawOne);
app.update();
assert_eq!(read_hud_text::<HudRecycles>(&mut app), "");
}
@@ -3048,7 +2990,7 @@ mod tests {
let mut app = headless_app();
// Draw-Three, no recycles yet — text must also be empty.
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new(42, DrawStockConfig::DrawThree);
GameState::new(42, DrawMode::DrawThree);
app.update();
assert_eq!(read_hud_text::<HudRecycles>(&mut app), "");
}
@@ -3056,8 +2998,8 @@ mod tests {
#[test]
fn recycles_hud_shows_count_draw_three() {
let mut app = headless_app();
let mut gs = GameState::new(42, DrawStockConfig::DrawThree);
gs.force_test_recycles(3);
let mut gs = GameState::new(42, DrawMode::DrawThree);
gs.recycle_count = 3;
app.world_mut().resource_mut::<GameStateResource>().0 = gs;
app.update();
assert_eq!(read_hud_text::<HudRecycles>(&mut app), "Recycles: 3");
@@ -3067,8 +3009,8 @@ mod tests {
fn recycles_hud_shows_count_draw_one() {
let mut app = headless_app();
// Draw-One with recycle_count > 0 must now show the counter too.
let mut gs = GameState::new(42, DrawStockConfig::DrawOne);
gs.force_test_recycles(2);
let mut gs = GameState::new(42, DrawMode::DrawOne);
gs.recycle_count = 2;
app.world_mut().resource_mut::<GameStateResource>().0 = gs;
app.update();
assert_eq!(read_hud_text::<HudRecycles>(&mut app), "Recycles: 2");
@@ -3108,7 +3050,7 @@ mod tests {
set_manual_time_step(&mut app, 0.0);
// Initial state has score=0; bumping by 50 (the threshold)
// is the smallest jump that triggers the floater.
app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(50);
app.world_mut().resource_mut::<GameStateResource>().0.score = 50;
app.update();
// One floater should now exist.
@@ -3129,7 +3071,7 @@ mod tests {
#[test]
fn score_floater_despawns_after_full_lifetime() {
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(50);
app.world_mut().resource_mut::<GameStateResource>().0.score = 100;
app.update();
assert_eq!(count_with::<ScoreFloater>(&mut app), 1);
@@ -3155,7 +3097,7 @@ mod tests {
let mut app = headless_app();
// +5 mirrors a single tableau-to-foundation move; well below
// the 50-point threshold so the floater path stays dormant.
app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(5);
app.world_mut().resource_mut::<GameStateResource>().0.score = 5;
app.update();
assert_eq!(
count_with::<ScoreFloater>(&mut app),
@@ -3231,7 +3173,7 @@ mod tests {
..Settings::default()
}));
// +100 would normally create both a ScorePulse and a ScoreFloater.
app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(50);
app.world_mut().resource_mut::<GameStateResource>().0.score = 100;
app.update();
assert_eq!(
count_with::<ScorePulse>(&mut app),
File diff suppressed because it is too large Load Diff
+65 -196
View File
@@ -7,8 +7,7 @@ use std::collections::HashMap;
use bevy::math::Vec2;
use bevy::prelude::{Resource, SystemSet};
use solitaire_core::game_state::GameState;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::pile::PileType;
/// Schedule labels for layout-related systems so cross-plugin ordering is
/// explicit instead of relying on Bevy's automatic resource-conflict ordering
@@ -92,15 +91,6 @@ const TABLEAU_FACEDOWN_FAN_FRAC: f32 = 0.14;
/// this column inside the visible window.
const MAX_TABLEAU_CARDS: f32 = 13.0;
/// Upper bound for the dynamic tableau fan step (fraction of card height) chosen
/// by [`apply_dynamic_tableau_fan`]. The fan is spread to fill the available
/// height, but a near-empty column has tiny demand, so without a cap its few
/// cards would fling far apart on a tall viewport. At 0.6 the face-up cards keep
/// clear overlap (a readable stack) while still filling most of a near-square /
/// unfolded-foldable screen. Tunable purely for feel — no effect on correctness
/// or hit-testing.
pub(crate) const MAX_DYNAMIC_FAN_FRAC: f32 = 0.9;
/// Vertical pixel band reserved at the top of the play area for the HUD
/// (action buttons, Score / Moves / Timer readouts). The card grid starts
/// below this band so the HUD doesn't bleed into the play surface.
@@ -148,9 +138,9 @@ pub struct Layout {
/// Centre position of each pile, in 2D world coordinates.
///
/// World origin `(0, 0)` is the window centre; `+x` is right, `+y` is up.
/// Every `KlondikePile` (Stock, Waste, four Foundations, seven Tableaux) has an
/// Every `PileType` (Stock, Waste, four Foundations, seven Tableaux) has an
/// entry. The map always contains exactly 13 entries after `compute_layout`.
pub pile_positions: HashMap<KlondikePile, Vec2>,
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)
@@ -251,46 +241,30 @@ pub fn compute_layout(
let top_y = window.y / 2.0 - safe_area_top - band_h - h_gap - card_height / 2.0;
let tableau_y = top_y - card_height - vertical_gap;
let mut pile_positions: HashMap<KlondikePile, Vec2> = HashMap::with_capacity(13);
let mut pile_positions: HashMap<PileType, Vec2> = HashMap::with_capacity(13);
pile_positions.insert(KlondikePile::Stock, Vec2::new(col_x(1), top_y));
pile_positions.insert(PileType::Stock, Vec2::new(col_x(0), top_y));
pile_positions.insert(PileType::Waste, Vec2::new(col_x(1), top_y));
// Column 2 is skipped — visual separation between waste and foundations.
for slot in 0..4_u8 {
let foundation = match slot {
0 => Foundation::Foundation1,
1 => Foundation::Foundation2,
2 => Foundation::Foundation3,
_ => Foundation::Foundation4,
};
pile_positions.insert(
KlondikePile::Foundation(foundation),
PileType::Foundation(slot),
Vec2::new(col_x(3 + slot as usize), top_y),
);
}
for i in 0..7 {
let tableau = match i {
0 => Tableau::Tableau1,
1 => Tableau::Tableau2,
2 => Tableau::Tableau3,
3 => Tableau::Tableau4,
4 => Tableau::Tableau5,
5 => Tableau::Tableau6,
_ => Tableau::Tableau7,
};
pile_positions.insert(
KlondikePile::Tableau(tableau),
Vec2::new(col_x(i), tableau_y),
);
pile_positions.insert(PileType::Tableau(i), Vec2::new(col_x(i), tableau_y));
}
// Adaptive tableau fan fraction. On height-limited windows the height-based
// sizing already ensures a worst-case 13-card column fits at TABLEAU_FAN_FRAC,
// so the formula returns the minimum and the clamp keeps it there. On
// width-limited (portrait phone) windows card_size is small and lots of
// vertical space is unused; solve for the fraction that fills the available
// space. `apply_dynamic_tableau_fan` later refines this for the actual deal.
// Adaptive tableau fan fraction. On height-limited (desktop) windows the
// height-based sizing already ensures a worst-case 13-card column fits at
// TABLEAU_FAN_FRAC (0.25), so the formula returns ≈0.25 and the clamp
// keeps it there — no change from prior behaviour. On width-limited
// (portrait phone) windows card_size is small and lots of vertical space
// is unused; we solve for the fraction that exactly fills the available
// space to the bottom margin.
//
// avail = distance from the top of the first tableau card to the bottom
// margin — i.e. the space available for 12 fan steps.
@@ -301,87 +275,20 @@ pub fn compute_layout(
} else {
TABLEAU_FAN_FRAC
};
// Never go below the desktop minimum — avoids shrinking the fan on
// degenerate near-square windows where the formula might undershoot.
let tableau_fan_frac = ideal_fan_frac.max(TABLEAU_FAN_FRAC);
// Scale the face-down fraction proportionally so rendering and hit-testing
// stay in sync (TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC = 0.48 ratio).
let facedown_scale = TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC;
let tableau_facedown_fan_frac = tableau_fan_frac * facedown_scale;
let available_tableau_height = avail;
Layout {
card_size,
pile_positions,
tableau_fan_frac,
tableau_facedown_fan_frac,
available_tableau_height,
}
}
/// Spread the tableau fan so the deepest column fills the available vertical
/// height for the *current* deal, mutating `layout.tableau_fan_frac` and its
/// face-down companion in place.
///
/// `compute_layout` is pure geometry and sizes the fan for a worst-case 13-card
/// column, so early in a game (shallow columns) a tall or near-square viewport
/// — e.g. an unfolded foldable — is left with a large empty band below the
/// tableau. This refines the fan once the actual deal is known.
///
/// Depth is measured across *all* cards in a column, each face-down card
/// weighted by the fixed face-down/face-up step ratio. Counting the face-down
/// portion (not just the face-up tail) is what fills the lower screen on a fresh
/// deal, where the deepest column is several face-down cards under one face-up
/// one. Deeper columns drive the fraction down so everything still fits;
/// [`TABLEAU_FAN_FRAC`] floors it and [`MAX_DYNAMIC_FAN_FRAC`] caps it.
///
/// Called from card-sync at startup and on every `StateChangedEvent`, and from
/// the resize pipeline after `compute_layout`, so the cold-start deal, ongoing
/// play, and fold/unfold all stay filled. `card_position` / `card_positions`
/// read the same fractions, so rendering and hit-testing remain in sync.
pub(crate) fn apply_dynamic_tableau_fan(game: &GameState, layout: &mut Layout) {
let card_h = layout.card_size.y;
let avail = layout.available_tableau_height;
if card_h <= 0.0 {
return;
}
let facedown_ratio = TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC;
// "Step demand" of a column: the vertical offset of its bottom card from its
// top card, in units of the face-up fan step. Every card except the last
// contributes one step, weighted down to `facedown_ratio` while face-down.
let max_demand = [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
]
.into_iter()
.map(|tableau| {
let pile = game.pile(KlondikePile::Tableau(tableau));
let steps = pile.len().saturating_sub(1);
pile.iter()
.take(steps)
.map(|(_, face_up)| if *face_up { 1.0 } else { facedown_ratio })
.sum::<f32>()
})
.fold(0.0_f32, f32::max);
// No fannable column (every tableau pile has ≤ 1 card) — leave the fractions
// at the values compute_layout set.
if max_demand <= 0.0 {
return;
}
let ideal = avail / (max_demand * card_h);
let new_frac = ideal.clamp(TABLEAU_FAN_FRAC, MAX_DYNAMIC_FAN_FRAC);
let new_facedown_frac = new_frac * facedown_ratio;
if (layout.tableau_fan_frac - new_frac).abs() > 1e-4 {
layout.tableau_fan_frac = new_frac;
}
if (layout.tableau_facedown_fan_frac - new_facedown_frac).abs() > 1e-4 {
layout.tableau_facedown_fan_frac = new_facedown_frac;
available_tableau_height: avail,
}
}
@@ -394,37 +301,23 @@ mod tests {
use super::*;
fn assert_all_piles_present(layout: &Layout) {
assert!(layout.pile_positions.contains_key(&KlondikePile::Stock));
for foundation in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
] {
assert!(layout.pile_positions.contains_key(&PileType::Stock));
assert!(layout.pile_positions.contains_key(&PileType::Waste));
for slot in 0..4_u8 {
assert!(
layout
.pile_positions
.contains_key(&KlondikePile::Foundation(foundation)),
"missing foundation slot {foundation:?}",
.contains_key(&PileType::Foundation(slot)),
"missing foundation slot {slot}",
);
}
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
] {
for i in 0..7 {
assert!(
layout
.pile_positions
.contains_key(&KlondikePile::Tableau(tableau)),
"missing tableau {tableau:?}"
layout.pile_positions.contains_key(&PileType::Tableau(i)),
"missing tableau {i}"
);
}
assert_eq!(layout.pile_positions.len(), 12);
assert_eq!(layout.pile_positions.len(), 13);
}
#[test]
@@ -483,18 +376,9 @@ mod tests {
#[test]
fn tableau_columns_are_sorted_left_to_right() {
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let tableaus = [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
];
for i in 0..tableaus.len() - 1 {
let lhs = layout.pile_positions[&KlondikePile::Tableau(tableaus[i])].x;
let rhs = layout.pile_positions[&KlondikePile::Tableau(tableaus[i + 1])].x;
for i in 0..6 {
let lhs = layout.pile_positions[&PileType::Tableau(i)].x;
let rhs = layout.pile_positions[&PileType::Tableau(i + 1)].x;
assert!(lhs < rhs, "tableau {i} should be left of tableau {}", i + 1);
}
}
@@ -502,8 +386,8 @@ mod tests {
#[test]
fn top_row_is_above_tableau_row() {
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let stock_y = layout.pile_positions[&KlondikePile::Stock].y;
let tableau_y = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)].y;
let stock_y = layout.pile_positions[&PileType::Stock].y;
let tableau_y = layout.pile_positions[&PileType::Tableau(0)].y;
assert!(stock_y > tableau_y);
}
@@ -515,7 +399,7 @@ mod tests {
fn top_row_clears_hud_band() {
let window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(window, 0.0, 0.0, true);
let stock_y = layout.pile_positions[&KlondikePile::Stock].y;
let stock_y = layout.pile_positions[&PileType::Stock].y;
let card_top = stock_y + layout.card_size.y / 2.0;
let band_bottom = window.y / 2.0 - HUD_BAND_HEIGHT;
assert!(
@@ -527,35 +411,24 @@ mod tests {
#[test]
fn stock_aligns_with_tableau_col_0_and_waste_with_col_1() {
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let stock_x = layout.pile_positions[&KlondikePile::Stock].x;
let t1_x = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau2)].x;
assert!((stock_x - t1_x).abs() < 1e-5);
let stock_x = layout.pile_positions[&PileType::Stock].x;
let waste_x = layout.pile_positions[&PileType::Waste].x;
let t0_x = layout.pile_positions[&PileType::Tableau(0)].x;
let t1_x = layout.pile_positions[&PileType::Tableau(1)].x;
assert!((stock_x - t0_x).abs() < 1e-5);
assert!((waste_x - t1_x).abs() < 1e-5);
}
#[test]
fn foundations_align_with_tableau_cols_3_to_6() {
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let target_tableaus = [
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
];
for (idx, foundation) in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
]
.iter()
.enumerate()
{
let f_x = layout.pile_positions[&KlondikePile::Foundation(*foundation)].x;
let t_x = layout.pile_positions[&KlondikePile::Tableau(target_tableaus[idx])].x;
for slot in 0..4_u8 {
let f_x = layout.pile_positions[&PileType::Foundation(slot)].x;
let t_x = layout.pile_positions[&PileType::Tableau(3 + slot as usize)].x;
assert!(
(f_x - t_x).abs() < 1e-5,
"foundation slot {idx} should align with tableau {}",
3 + idx,
"foundation slot {slot} should align with tableau {}",
3 + slot as usize,
);
}
}
@@ -597,7 +470,7 @@ mod tests {
// Default app resolution (see solitaire_app/src/main.rs).
let window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(window, 0.0, 0.0, true);
let tableau_y = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau7)].y;
let tableau_y = layout.pile_positions[&PileType::Tableau(6)].y;
let card_h = layout.card_size.y;
// Bottom edge of the 13th fanned face-up card.
let bottom_edge = tableau_y - 12.0 * card_h * TABLEAU_FAN_FRAC - card_h / 2.0;
@@ -616,7 +489,7 @@ mod tests {
// The bug originally reproduced at 1920x1080. Lock in a regression test.
let window = Vec2::new(1920.0, 1080.0);
let layout = compute_layout(window, 0.0, 0.0, true);
let tableau_y = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau7)].y;
let tableau_y = layout.pile_positions[&PileType::Tableau(6)].y;
let card_h = layout.card_size.y;
let bottom_edge = tableau_y - 12.0 * card_h * TABLEAU_FAN_FRAC - card_h / 2.0;
let h_gap = layout.card_size.x / 4.0;
@@ -647,7 +520,7 @@ mod tests {
fn expanded_fan_fits_phone_viewport() {
let window = Vec2::new(360.0, 800.0);
let layout = compute_layout(window, 0.0, 0.0, true);
let tableau_y = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)].y;
let tableau_y = layout.pile_positions[&PileType::Tableau(0)].y;
let card_h = layout.card_size.y;
let h_gap = layout.card_size.x / 4.0;
// Bottom of the 13th (worst-case) fanned face-up card.
@@ -706,8 +579,8 @@ mod tests {
let window = Vec2::new(360.0, 800.0);
let without = compute_layout(window, 0.0, 0.0, true);
let with_inset = compute_layout(window, 32.0, 0.0, true);
let stock_no_inset = without.pile_positions[&KlondikePile::Stock].y;
let stock_with_inset = with_inset.pile_positions[&KlondikePile::Stock].y;
let stock_no_inset = without.pile_positions[&PileType::Stock].y;
let stock_with_inset = with_inset.pile_positions[&PileType::Stock].y;
assert!(
stock_with_inset < stock_no_inset,
"safe_area_top=32 must shift stock pile down (y decreased): {} → {}",
@@ -729,10 +602,10 @@ mod tests {
let without = compute_layout(window, 0.0, 0.0, true);
let with_inset = compute_layout(window, 32.0, 0.0, true);
for pile in [
KlondikePile::Stock,
KlondikePile::Stock,
KlondikePile::Tableau(Tableau::Tableau1),
KlondikePile::Tableau(Tableau::Tableau7),
PileType::Stock,
PileType::Waste,
PileType::Tableau(0),
PileType::Tableau(6),
] {
assert!(
(without.pile_positions[&pile].x - with_inset.pile_positions[&pile].x).abs() < 1e-3,
@@ -755,7 +628,7 @@ mod tests {
with_inset.tableau_fan_frac,
);
let card_h = with_inset.card_size.y;
let tableau_y = with_inset.pile_positions[&KlondikePile::Tableau(Tableau::Tableau7)].y;
let tableau_y = with_inset.pile_positions[&PileType::Tableau(6)].y;
let bottom_edge = tableau_y - 12.0 * card_h * with_inset.tableau_fan_frac - card_h / 2.0;
let h_gap = with_inset.card_size.x / 4.0;
let margin = -window.y / 2.0 + 48.0 + h_gap;
@@ -788,8 +661,8 @@ mod tests {
// Verify the "wrong" layout actually differs — the bug would push the
// top card row upward by exactly safe_top pixels.
let fresh_stock_y = fresh.pile_positions[&KlondikePile::Stock].y;
let wrong_stock_y = wrong.pile_positions[&KlondikePile::Stock].y;
let fresh_stock_y = fresh.pile_positions[&PileType::Stock].y;
let wrong_stock_y = wrong.pile_positions[&PileType::Stock].y;
// In Bevy's +y-is-up system, adding safe_area_top pushes the stock
// downward (y direction). So wrong_stock_y > fresh_stock_y by safe_top.
assert!(
@@ -807,22 +680,22 @@ mod tests {
"card size must be preserved after resume",
);
assert!(
(corrected.pile_positions[&KlondikePile::Stock].y - fresh_stock_y).abs() < 1e-3,
(corrected.pile_positions[&PileType::Stock].y - fresh_stock_y).abs() < 1e-3,
"stock y must match fresh launch after resume: \
corrected={:.2} fresh={fresh_stock_y:.2}",
corrected.pile_positions[&KlondikePile::Stock].y,
corrected.pile_positions[&PileType::Stock].y,
);
assert!(
(corrected.pile_positions[&KlondikePile::Stock].x
- fresh.pile_positions[&KlondikePile::Stock].x)
(corrected.pile_positions[&PileType::Stock].x
- fresh.pile_positions[&PileType::Stock].x)
.abs()
< 1e-3,
"stock x must be unchanged after resume",
);
// The HUD band top clearance (distance from window top to card top)
// must match as well — this is the quantity directly visible in Bug 2.
let card_top = |layout: &Layout| {
layout.pile_positions[&KlondikePile::Stock].y + layout.card_size.y / 2.0
let card_top = |layout: &super::Layout| {
layout.pile_positions[&PileType::Stock].y + layout.card_size.y / 2.0
};
assert!(
(card_top(&corrected) - card_top(&fresh)).abs() < 1e-3,
@@ -839,11 +712,7 @@ mod tests {
let window = Vec2::new(360.0, 800.0);
let without = compute_layout(window, 0.0, 0.0, true);
let with_inset = compute_layout(window, 0.0, 48.0, true);
for pile in [
KlondikePile::Stock,
KlondikePile::Tableau(Tableau::Tableau1),
KlondikePile::Tableau(Tableau::Tableau7),
] {
for pile in [PileType::Stock, PileType::Tableau(0), PileType::Tableau(6)] {
assert!(
(without.pile_positions[&pile].x - with_inset.pile_positions[&pile].x).abs() < 1e-3,
"{pile:?} x-position must not change with safe_area_bottom",
+2 -8
View File
@@ -191,7 +191,6 @@ fn toggle_leaderboard_screen(
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<ToggleLeaderboardRequestEvent>,
screens: Query<Entity, With<LeaderboardScreen>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<LeaderboardScreen>)>,
data: Res<LeaderboardResource>,
provider: Option<Res<SyncProviderResource>>,
settings: Option<Res<SettingsResource>>,
@@ -209,11 +208,6 @@ fn toggle_leaderboard_screen(
return;
}
// Don't stack a second modal scrim over one that is already open.
if !other_modal_scrims.is_empty() {
return;
}
// Spawn the panel immediately with whatever data we have so far.
let remote_available = provider
.as_ref()
@@ -862,7 +856,7 @@ fn handle_display_name_confirm(
.leaderboard_display_name
.clone()
.unwrap_or_else(|| {
if let SyncBackend::SolitaireServer {
if let solitaire_data::settings::SyncBackend::SolitaireServer {
ref username,
..
} = settings.0.sync_backend
@@ -1091,7 +1085,7 @@ mod tests {
.add_plugins(crate::achievement_plugin::AchievementPlugin::headless())
.add_plugins(SyncPlugin::new(NoOpProvider))
.add_plugins(LeaderboardPlugin);
app.init_resource::<ButtonInput<KeyCode>>();
app.init_resource::<bevy::input::ButtonInput<KeyCode>>();
app.update();
app
}
+1 -13
View File
@@ -1,16 +1,13 @@
//! Bevy integration layer for Ferrous Solitaire.
pub mod achievement_plugin;
#[cfg(not(target_arch = "wasm32"))]
pub mod analytics_plugin;
#[cfg(target_os = "android")]
pub mod android_clipboard;
pub mod animation_plugin;
pub mod assets;
#[cfg(not(target_arch = "wasm32"))]
pub mod audio_plugin;
pub mod auto_complete_plugin;
#[cfg(not(target_arch = "wasm32"))]
pub mod avatar_plugin;
pub mod card_animation;
pub mod card_plugin;
@@ -29,7 +26,6 @@ pub mod home_plugin;
pub mod hud_plugin;
pub mod input_plugin;
pub mod layout;
#[cfg(not(target_arch = "wasm32"))]
pub mod leaderboard_plugin;
pub mod onboarding_plugin;
pub mod pause_plugin;
@@ -47,9 +43,7 @@ pub mod selection_plugin;
pub mod settings_plugin;
pub mod splash_plugin;
pub mod stats_plugin;
#[cfg(not(target_arch = "wasm32"))]
pub mod sync_plugin;
#[cfg(not(target_arch = "wasm32"))]
pub mod sync_setup_plugin;
pub mod table_plugin;
pub mod theme;
@@ -63,17 +57,14 @@ pub mod weekly_goals_plugin;
pub mod win_summary_plugin;
pub use achievement_plugin::{AchievementPlugin, AchievementsResource, AchievementsScreen};
#[cfg(not(target_arch = "wasm32"))]
pub use analytics_plugin::{AnalyticsPlugin, AnalyticsResource};
pub use animation_plugin::{ActiveToast, AnimationPlugin, CardAnim, ToastEntity, ToastQueue};
pub use assets::{
AssetSourcesPlugin, DARK_THEME_MANIFEST_URL, USER_THEMES, bundled_theme_url,
populate_embedded_dark_theme, register_theme_asset_sources,
};
#[cfg(not(target_arch = "wasm32"))]
pub use audio_plugin::{AudioPlugin, AudioState, SoundLibrary};
pub use auto_complete_plugin::AutoCompletePlugin;
#[cfg(not(target_arch = "wasm32"))]
pub use avatar_plugin::{AvatarFetchEvent, AvatarPlugin, AvatarResource};
pub use card_animation::{
AnimationChain, AnimationTuning, BufferedInput, CardAnimation, CardAnimationPlugin,
@@ -126,7 +117,6 @@ pub use hud_plugin::{
};
pub use input_plugin::InputPlugin;
pub use layout::{Layout, LayoutResource, compute_layout};
#[cfg(not(target_arch = "wasm32"))]
pub use leaderboard_plugin::{LeaderboardPlugin, LeaderboardResource, LeaderboardScreen};
pub use onboarding_plugin::{OnboardingPlugin, OnboardingScreen};
pub use pause_plugin::{ForfeitConfirmScreen, PausePlugin, PauseScreen, PausedResource};
@@ -153,6 +143,7 @@ pub use safe_area::{SafeAreaAnchoredTop, SafeAreaInsets, SafeAreaInsetsPlugin};
pub use selection_plugin::{
KeyboardDragState, SelectionHighlight, SelectionPlugin, SelectionState,
};
pub use touch_selection_plugin::{TouchSelectionPlugin, TouchSelectionState};
pub use settings_plugin::{
PendingWindowGeometry, SFX_STEP, SettingsChangedEvent, SettingsPlugin, SettingsResource,
SettingsScreen, WINDOW_GEOMETRY_DEBOUNCE_SECS,
@@ -164,9 +155,7 @@ pub use stats_plugin::{
ReplaySelectorCaption, SelectedReplayIndex, StatsPlugin, StatsResource, StatsScreen,
StatsUpdate, WatchReplayButton, format_replay_caption,
};
#[cfg(not(target_arch = "wasm32"))]
pub use sync_plugin::{SyncPlugin, SyncProviderResource};
#[cfg(not(target_arch = "wasm32"))]
pub use sync_setup_plugin::SyncSetupPlugin;
pub use table_plugin::{
BackgroundImageSet, HintPileHighlight, PileMarker, TableBackground, TablePlugin,
@@ -178,7 +167,6 @@ pub use theme::{
pub use time_attack_plugin::{
TIME_ATTACK_DURATION_SECS, TimeAttackEndedEvent, TimeAttackPlugin, TimeAttackResource,
};
pub use touch_selection_plugin::{TouchSelectionPlugin, TouchSelectionState};
pub use ui_focus::{Disabled, FocusGroup, Focusable, FocusedButton, UiFocusPlugin};
pub use ui_modal::{
ButtonVariant, ModalActions, ModalBody, ModalButton, ModalCard, ModalHeader, ModalScrim,
+1 -21
View File
@@ -36,7 +36,6 @@ use crate::ui_theme::{
BORDER_SUBTLE, HighContrastBorder, RADIUS_SM, TEXT_PRIMARY, TYPE_BODY, TYPE_CAPTION,
VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3,
};
use crate::splash_plugin::SplashRoot;
use crate::ui_theme::{TEXT_SECONDARY, Z_ONBOARDING};
// ---------------------------------------------------------------------------
@@ -154,7 +153,7 @@ pub struct OnboardingPlugin;
impl Plugin for OnboardingPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<OnboardingSlideIndex>()
.add_systems(Update, spawn_if_first_run)
.add_systems(PostStartup, spawn_if_first_run)
.add_systems(
Update,
(handle_onboarding_buttons, handle_onboarding_keyboard).chain(),
@@ -171,30 +170,11 @@ fn spawn_if_first_run(
settings: Option<Res<SettingsResource>>,
font_res: Option<Res<FontResource>>,
mut slide_index: ResMut<OnboardingSlideIndex>,
splashes: Query<(), With<SplashRoot>>,
existing: Query<(), With<OnboardingScreen>>,
mut spawned: Local<bool>,
) {
if *spawned {
return;
}
// Wait until the launch splash has despawned so the two screens
// never overlap. PostStartup would fire before the first Update
// tick, guaranteeing overlap; checking here costs one frame of
// latency after the splash clears, which is imperceptible.
if !splashes.is_empty() {
return;
}
if !existing.is_empty() {
*spawned = true;
return;
}
let Some(s) = settings else { return };
if s.0.first_run_complete {
*spawned = true;
return;
}
*spawned = true;
slide_index.0 = 0;
spawn_slide(&mut commands, 0, font_res.as_deref());
}
+23 -23
View File
@@ -21,7 +21,7 @@
//! active opens the overlay as normal.
use bevy::prelude::*;
use solitaire_core::DrawStockConfig;
use solitaire_core::game_state::DrawMode;
use solitaire_data::save_game_state_to;
use crate::events::{
@@ -86,10 +86,10 @@ struct ForfeitConfirmButton;
/// Returns the human-readable label for a draw mode.
///
/// Used on the pause overlay draw-mode toggle button.
pub fn draw_mode_label(mode: DrawStockConfig) -> &'static str {
pub fn draw_mode_label(mode: DrawMode) -> &'static str {
match mode {
DrawStockConfig::DrawOne => "Draw 1",
DrawStockConfig::DrawThree => "Draw 3",
DrawMode::DrawOne => "Draw 1",
DrawMode::DrawThree => "Draw 3",
}
}
@@ -273,9 +273,9 @@ fn handle_pause_draw_buttons(
}
let Some(mut settings) = settings else { return };
let new_mode = if pressed_one {
DrawStockConfig::DrawOne
DrawMode::DrawOne
} else {
DrawStockConfig::DrawThree
DrawMode::DrawThree
};
if settings.0.draw_mode == new_mode {
return;
@@ -340,7 +340,7 @@ fn handle_forfeit_request(
if !forfeit_screens.is_empty() {
return;
}
let game_in_progress = game.as_ref().is_some_and(|g| !g.0.is_won());
let game_in_progress = game.as_ref().is_some_and(|g| !g.0.is_won);
if !game_in_progress {
toast.write(InfoToastEvent("No game to forfeit".to_string()));
return;
@@ -477,7 +477,7 @@ fn spawn_pause_screen(
commands: &mut Commands,
level: Option<u32>,
streak: Option<u32>,
draw_mode: Option<DrawStockConfig>,
draw_mode: Option<DrawMode>,
font_res: Option<&FontResource>,
) {
spawn_modal(commands, PauseScreen, ui_theme::Z_PAUSE, |card| {
@@ -516,7 +516,7 @@ fn spawn_pause_screen(
/// `Tertiary` (recessed), giving an obvious selection state at a glance.
fn spawn_draw_mode_row(
parent: &mut ChildSpawnerCommands,
mode: DrawStockConfig,
mode: DrawMode,
font_res: Option<&FontResource>,
) {
let label_font = TextFont {
@@ -530,8 +530,8 @@ fn spawn_draw_mode_row(
..default()
};
let (one_variant, three_variant) = match mode {
DrawStockConfig::DrawOne => (ButtonVariant::Secondary, ButtonVariant::Tertiary),
DrawStockConfig::DrawThree => (ButtonVariant::Tertiary, ButtonVariant::Secondary),
DrawMode::DrawOne => (ButtonVariant::Secondary, ButtonVariant::Tertiary),
DrawMode::DrawThree => (ButtonVariant::Tertiary, ButtonVariant::Secondary),
};
parent
.spawn(Node {
@@ -800,20 +800,20 @@ mod tests {
#[test]
fn draw_mode_label_draw_one() {
assert_eq!(draw_mode_label(DrawStockConfig::DrawOne), "Draw 1");
assert_eq!(draw_mode_label(DrawMode::DrawOne), "Draw 1");
}
#[test]
fn draw_mode_label_draw_three() {
assert_eq!(draw_mode_label(DrawStockConfig::DrawThree), "Draw 3");
assert_eq!(draw_mode_label(DrawMode::DrawThree), "Draw 3");
}
/// Both variants are covered so the match is exhaustive — this test would
/// fail to compile if a new DrawStockConfig variant were added without updating
/// fail to compile if a new DrawMode variant were added without updating
/// `draw_mode_label`.
#[test]
fn draw_mode_label_covers_all_variants() {
for mode in [DrawStockConfig::DrawOne, DrawStockConfig::DrawThree] {
for mode in [DrawMode::DrawOne, DrawMode::DrawThree] {
let label = draw_mode_label(mode);
assert!(
!label.is_empty(),
@@ -842,7 +842,7 @@ mod tests {
app.world_mut()
.resource_mut::<SettingsResource>()
.0
.draw_mode = DrawStockConfig::DrawOne;
.draw_mode = DrawMode::DrawOne;
// Set paused so handle_pause_draw_toggle acts.
app.world_mut().resource_mut::<PausedResource>().0 = true;
@@ -856,7 +856,7 @@ mod tests {
let mode = &app.world().resource::<SettingsResource>().0.draw_mode;
assert_eq!(
*mode,
DrawStockConfig::DrawThree,
DrawMode::DrawThree,
"pressing Draw 3 must set mode to DrawThree"
);
@@ -869,7 +869,7 @@ mod tests {
let mode2 = &app.world().resource::<SettingsResource>().0.draw_mode;
assert_eq!(
*mode2,
DrawStockConfig::DrawOne,
DrawMode::DrawOne,
"pressing Draw 1 must set mode to DrawOne"
);
@@ -965,11 +965,11 @@ mod tests {
/// Provides a fresh `GameStateResource` (not won) so the modal can
/// open. `move_count` doesn't matter — the gate is just `!is_won`.
fn forfeit_app() -> App {
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_core::game_state::{DrawMode, GameState};
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(PausePlugin);
app.init_resource::<ButtonInput<KeyCode>>();
app.insert_resource(GameStateResource(GameState::new(1, DrawStockConfig::DrawOne)));
app.insert_resource(GameStateResource(GameState::new(1, DrawMode::DrawOne)));
app.update();
app
}
@@ -1020,12 +1020,12 @@ mod tests {
/// hotkey was received but is currently a no-op.
#[test]
fn forfeit_request_emits_toast_and_skips_modal_when_game_is_won() {
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_core::game_state::{DrawMode, GameState};
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(PausePlugin);
app.init_resource::<ButtonInput<KeyCode>>();
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
game.set_test_won(true);
let mut game = GameState::new(1, DrawMode::DrawOne);
game.is_won = true;
app.insert_resource(GameStateResource(game));
app.update();
+86 -90
View File
@@ -1,10 +1,12 @@
//! Async H-key hint solver, modelled on `PendingNewGameSeed` in
//! `game_plugin`.
//!
//! The synchronous version (v0.17.0) called the solver on the main thread
//! on every H press. Median latency was ~2 ms but pathological positions
//! can hit the default solve budget at ~120 ms, which is a noticeable
//! input-stall on the same frame the player sees the hint request.
//! The synchronous version (v0.17.0) called
//! `solitaire_core::solver::try_solve_from_state` on the main thread on
//! every H press. Median latency was ~2 ms but pathological positions
//! can hit the `SolverConfig::default()` cap at ~120 ms, which is a
//! noticeable input-stall on the same frame the player sees the hint
//! request.
//!
//! This module hosts the resource and polling system that move the
//! solver call onto `AsyncComputeTaskPool`. `handle_keyboard_hint`
@@ -24,12 +26,13 @@
use bevy::prelude::*;
use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
use solitaire_core::KlondikeInstruction;
use solitaire_core::game_state::GameState;
use solitaire_core::pile::PileType;
use solitaire_core::solver::{SolverConfig, SolverResult, try_solve_from_state};
use crate::card_plugin::CardEntity;
use crate::events::{HintVisualEvent, InfoToastEvent, StateChangedEvent};
use crate::input_plugin::{emit_hint_visuals, find_heuristic_hint, hint_piles};
use crate::input_plugin::{emit_hint_visuals, find_heuristic_hint};
use crate::resources::{GameStateResource, HintCycleIndex};
/// In-flight async work for the H-key hint.
@@ -57,17 +60,23 @@ impl PendingHintTask {
self.inner = None;
}
/// Spawn a new solver task for `state` with the given solve budgets.
/// Drops any previously in-flight task first (cancel-on-replace).
pub fn spawn(&mut self, state: GameState, moves_budget: u64, states_budget: u64) {
let move_count_at_spawn = state.move_count();
/// Spawn a new solver task for `state` with `config`. Drops any
/// previously in-flight task first (cancel-on-replace).
pub fn spawn(&mut self, state: GameState, config: SolverConfig) {
let move_count_at_spawn = state.move_count;
let handle = AsyncComputeTaskPool::get().spawn(async move {
// Winnable (`Ok(Some)`) carries the first move on a winning path;
// unwinnable (`Ok(None)`) and inconclusive (`Err`) both fall back
// to the live-state heuristic so H always produces feedback.
match state.solve_first_move(moves_budget, states_budget) {
Ok(Some(first_move)) => HintTaskOutput::SolverMove(first_move),
Ok(None) | Err(_) => HintTaskOutput::NeedsHeuristic,
let outcome = try_solve_from_state(&state, &config);
match outcome.result {
SolverResult::Winnable => outcome
.first_move
.map(|mv| HintTaskOutput::SolverMove {
from: mv.source,
to: mv.dest,
})
.unwrap_or(HintTaskOutput::NeedsHeuristic),
SolverResult::Unwinnable | SolverResult::Inconclusive => {
HintTaskOutput::NeedsHeuristic
}
}
});
self.inner = Some(HintTask {
@@ -90,10 +99,9 @@ struct HintTask {
/// What the solver task carries back to the main thread.
enum HintTaskOutput {
/// Solver verdict was winnable; here is the first move on the solution
/// path. Converted to highlighted `(from, to)` piles by the poll system
/// via [`crate::input_plugin::hint_piles`].
SolverMove(KlondikeInstruction),
/// Solver verdict was `Winnable`; here is the first move on the
/// solution path.
SolverMove { from: PileType, to: PileType },
/// Solver was `Unwinnable` or `Inconclusive`. The poll system
/// runs the legacy heuristic against the live `GameState` so the
/// H key always produces feedback while any legal move exists.
@@ -145,22 +153,19 @@ pub fn poll_pending_hint_task(
pending.inner = None;
let Some(g) = game else { return };
if g.0.move_count() != move_count_at_spawn {
if g.0.move_count != move_count_at_spawn {
return;
}
// Resolve the solver's first move to highlighted piles; fall back to the
// live-state heuristic when there's no solver move or it maps to a no-op.
let solver_pair = match output {
HintTaskOutput::SolverMove(instruction) => hint_piles(&g.0, instruction),
HintTaskOutput::NeedsHeuristic => None,
};
let (from, to) = match solver_pair.or_else(|| find_heuristic_hint(&g.0, &mut hint_cycle)) {
Some(pair) => pair,
None => {
info_toast.write(InfoToastEvent("No hints available".to_string()));
return;
}
let (from, to) = match output {
HintTaskOutput::SolverMove { from, to } => (from, to),
HintTaskOutput::NeedsHeuristic => match find_heuristic_hint(&g.0, &mut hint_cycle) {
Some(pair) => pair,
None => {
info_toast.write(InfoToastEvent("No hints available".to_string()));
return;
}
},
};
emit_hint_visuals(
&g.0,
@@ -178,9 +183,8 @@ mod tests {
use super::*;
use crate::events::HintVisualEvent;
use crate::input_plugin::HintSolverConfig;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::{Card, Deck, Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameState};
/// Build a minimal Bevy app exercising only the polling system
/// and the resources/messages it touches.
@@ -209,28 +213,23 @@ mod tests {
/// foundations hold A..Q for each suit, four Kings sit on
/// tableau columns 0..3, stock and waste empty.
fn near_finished_state() -> GameState {
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
game.set_test_stock_cards(Vec::new());
game.set_test_waste_cards(Vec::new());
for foundation in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
] {
game.set_test_foundation_cards(foundation, Vec::new());
let mut game = GameState::new(1, DrawMode::DrawOne);
for slot in 0..4_u8 {
game.piles
.get_mut(&PileType::Foundation(slot))
.unwrap()
.cards
.clear();
}
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
] {
game.set_test_tableau_cards(tableau, Vec::new());
for i in 0..7_usize {
game.piles
.get_mut(&PileType::Tableau(i))
.unwrap()
.cards
.clear();
}
game.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
game.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
let suits = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
let ranks_below_king = [
Rank::Ace,
@@ -246,34 +245,31 @@ mod tests {
Rank::Jack,
Rank::Queen,
];
for (foundation, suit) in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
]
.into_iter()
.zip(suits.iter())
{
let mut cards = Vec::new();
for rank in ranks_below_king.iter() {
cards.push(Card::new(Deck::Deck1, *suit, *rank));
for (slot, suit) in suits.iter().enumerate() {
let pile = game
.piles
.get_mut(&PileType::Foundation(slot as u8))
.unwrap();
for (i, rank) in ranks_below_king.iter().enumerate() {
pile.cards.push(Card {
id: (slot as u32) * 13 + i as u32,
suit: *suit,
rank: *rank,
face_up: true,
});
}
game.set_test_foundation_cards(foundation, cards);
}
for (tableau, suit) in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
]
.into_iter()
.zip(suits.iter())
{
game.set_test_tableau_cards(
tableau,
vec![Card::new(Deck::Deck1, *suit, Rank::King)],
);
for (col, suit) in suits.iter().enumerate() {
game.piles
.get_mut(&PileType::Tableau(col))
.unwrap()
.cards
.push(Card {
id: 100 + col as u32,
suit: *suit,
rank: Rank::King,
face_up: true,
});
}
game
}
@@ -287,10 +283,10 @@ mod tests {
fn winnable_solver_emits_hint_after_async_completes() {
let mut app = pending_hint_app();
app.insert_resource(GameStateResource(near_finished_state()));
let cfg = *app.world().resource::<HintSolverConfig>();
let cfg = app.world().resource::<HintSolverConfig>().0;
app.world_mut()
.resource_mut::<PendingHintTask>()
.spawn(near_finished_state(), cfg.moves_budget, cfg.states_budget);
.spawn(near_finished_state(), cfg);
let deadline = std::time::Instant::now() + std::time::Duration::from_secs(15);
while app.world().resource::<PendingHintTask>().is_pending() {
@@ -313,7 +309,7 @@ mod tests {
"exactly one HintVisualEvent must fire when the solver returns Winnable",
);
assert!(
matches!(collected[0].dest_pile, KlondikePile::Foundation(_)),
matches!(collected[0].dest_pile, PileType::Foundation(_)),
"solver hint destination must be a foundation slot; got {:?}",
collected[0].dest_pile,
);
@@ -326,10 +322,10 @@ mod tests {
fn state_change_drops_in_flight_task() {
let mut app = pending_hint_app();
app.insert_resource(GameStateResource(near_finished_state()));
let cfg = *app.world().resource::<HintSolverConfig>();
let cfg = app.world().resource::<HintSolverConfig>().0;
app.world_mut()
.resource_mut::<PendingHintTask>()
.spawn(near_finished_state(), cfg.moves_budget, cfg.states_budget);
.spawn(near_finished_state(), cfg);
assert!(
app.world().resource::<PendingHintTask>().is_pending(),
"task is in flight after spawn",
@@ -362,12 +358,12 @@ mod tests {
fn second_spawn_drops_first_in_flight_task() {
let mut app = pending_hint_app();
app.insert_resource(GameStateResource(near_finished_state()));
let cfg = *app.world().resource::<HintSolverConfig>();
let cfg = app.world().resource::<HintSolverConfig>().0;
// First spawn.
app.world_mut()
.resource_mut::<PendingHintTask>()
.spawn(near_finished_state(), cfg.moves_budget, cfg.states_budget);
.spawn(near_finished_state(), cfg);
let first_handle_present = app.world().resource::<PendingHintTask>().is_pending();
assert!(first_handle_present);
@@ -376,7 +372,7 @@ mod tests {
// in flight.
app.world_mut()
.resource_mut::<PendingHintTask>()
.spawn(near_finished_state(), cfg.moves_budget, cfg.states_budget);
.spawn(near_finished_state(), cfg);
// Resource still pending (the second task), but the first
// is gone. We can't directly observe the first handle once
// it's been overwritten — what we *can* assert is that the
+10 -17
View File
@@ -11,7 +11,7 @@
//! 3. `handle_text_input` appends decimal digits / handles Backspace while
//! the modal is open, updating [`SeedInputBuffer`] each frame.
//! 4. `tick_debounce_and_spawn_solver_task` waits for 12 frames (~200 ms at
//! 60 Hz) of no input before spawning a [`GameState::solve_fresh_deal`] task on
//! 60 Hz) of no input before spawning a [`try_solve`] task on
//! [`AsyncComputeTaskPool`]. Any fresh keypress drops the in-flight task
//! by resetting the resource.
//! 5. `poll_solver_task` polls the in-flight task each frame and updates the
@@ -23,9 +23,8 @@
use bevy::input::ButtonInput;
use bevy::prelude::*;
use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
use solitaire_core::DrawStockConfig;
use solitaire_core::game_state::GameState;
use solitaire_core::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, SolveOutcome};
use solitaire_core::game_state::DrawMode;
use solitaire_core::solver::{SolverConfig, SolverResult, try_solve};
use crate::events::{NewGameRequestEvent, StartPlayBySeedRequestEvent};
use crate::font_plugin::FontResource;
@@ -84,7 +83,7 @@ struct SeedInputDisplay;
#[derive(Resource, Default)]
struct PendingVerification {
seed: Option<u64>,
handle: Option<Task<SolveOutcome>>,
handle: Option<Task<SolverResult>>,
}
// ---------------------------------------------------------------------------
@@ -340,15 +339,9 @@ fn tick_debounce_and_spawn_solver_task(
let draw_mode = settings
.as_ref()
.map_or(DrawStockConfig::DrawOne, |s| s.0.draw_mode);
let task = AsyncComputeTaskPool::get().spawn(async move {
GameState::solve_fresh_deal(
seed,
draw_mode,
DEFAULT_SOLVE_MOVES_BUDGET,
DEFAULT_SOLVE_STATES_BUDGET,
)
});
.map_or(DrawMode::DrawOne, |s| s.0.draw_mode);
let cfg = SolverConfig::default();
let task = AsyncComputeTaskPool::get().spawn(async move { try_solve(seed, draw_mode, &cfg) });
pending.seed = Some(seed);
pending.handle = Some(task);
@@ -376,15 +369,15 @@ fn poll_solver_task(
return;
};
match result {
Ok(Some(_)) => {
SolverResult::Winnable => {
text.0 = "\u{2713} Provably winnable".to_string();
color.0 = ACCENT_PRIMARY;
}
Err(_) => {
SolverResult::Inconclusive => {
text.0 = "? Likely winnable (search timed out)".to_string();
color.0 = TEXT_SECONDARY;
}
Ok(None) => {
SolverResult::Unwinnable => {
text.0 = "\u{2717} Provably unwinnable".to_string();
color.0 = TEXT_DISABLED;
}
-4
View File
@@ -12,11 +12,7 @@ use solitaire_core::achievement::{ALL_ACHIEVEMENTS, achievement_by_id};
use solitaire_data::SyncBackend;
use crate::achievement_plugin::AchievementsResource;
#[cfg(not(target_arch = "wasm32"))]
use crate::avatar_plugin::AvatarResource;
#[cfg(target_arch = "wasm32")]
#[derive(bevy::prelude::Resource)]
struct AvatarResource(Option<bevy::prelude::Handle<bevy::prelude::Image>>);
use crate::events::ToggleProfileRequestEvent;
use crate::font_plugin::FontResource;
use crate::progress_plugin::ProgressResource;
+2 -2
View File
@@ -88,7 +88,7 @@ fn award_xp_on_win(
mut progress: ResMut<ProgressResource>,
) {
for ev in wins.read() {
let used_undo = game.0.undo_count() > 0;
let used_undo = game.0.undo_count > 0;
let amount = xp_for_win(ev.time_seconds, used_undo);
let prev_level = progress.0.add_xp(amount);
xp_awarded.write(XpAwardedEvent { amount });
@@ -151,7 +151,7 @@ mod tests {
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.force_test_undos(1);
.undo_count = 1;
app.world_mut().write_message(GameWonEvent {
score: 500,
+189 -192
View File
@@ -47,12 +47,13 @@ use bevy::input::touch::Touches;
use bevy::math::Vec2;
use bevy::prelude::*;
use bevy::window::PrimaryWindow;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::Card;
use solitaire_core::card::Card;
use solitaire_core::game_state::GameState;
use solitaire_core::pile::PileType;
use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
use crate::card_plugin::TABLEAU_FACEDOWN_FAN_FRAC;
use crate::events::{MoveRejectedEvent, MoveRequestEvent};
use crate::events::MoveRequestEvent;
use crate::layout::{Layout, LayoutResource, TABLEAU_FAN_FRAC};
use crate::pause_plugin::PausedResource;
use crate::resources::{DragState, GameStateResource};
@@ -107,22 +108,22 @@ pub enum RightClickRadialState {
/// `hovered_index` (or none).
Active {
/// Pile the right-clicked card came from.
source_pile: KlondikePile,
source_pile: PileType,
/// Number of cards that would be moved (always `1` — only the
/// top face-up card is ever offered for a quick-drop, since the
/// radial is built around single-card foundation/tableau
/// shortcuts and that matches the right-click highlight set).
count: usize,
/// Cards that would be moved (bottom-to-top order). Length
/// Card ids that would be moved (bottom-to-top order). Length
/// always equals `count`. Currently always one element.
cards: Vec<Card>,
cards: Vec<u32>,
/// Pre-computed `(destination, icon_anchor_world_pos)` pairs.
///
/// Anchors are evenly spaced around a ring of radius
/// [`RADIAL_RADIUS_PX`] centred on the press position. A single
/// destination is placed directly above the cursor; multiple
/// destinations span an arc.
legal_destinations: Vec<(KlondikePile, Vec2)>,
legal_destinations: Vec<(PileType, Vec2)>,
/// Cursor position (world space) the radial was opened at —
/// used as the centre of the ring for cursor-hover hit testing.
centre: Vec2,
@@ -249,20 +250,30 @@ pub fn radial_hovered_index(cursor: Vec2, anchors: &[Vec2]) -> Option<usize> {
/// that legally accept the card. The source pile is excluded because
/// dropping a card on its own pile is a no-op.
pub fn legal_destinations_for_card(
_card: &Card,
source_pile: &KlondikePile,
card: &Card,
source_pile: &PileType,
game: &GameState,
) -> Vec<KlondikePile> {
) -> Vec<PileType> {
let mut out = Vec::new();
for foundation in foundations() {
let dest = KlondikePile::Foundation(foundation);
if game.can_move_cards(source_pile, &dest, 1) {
for slot in 0..4_u8 {
let dest = PileType::Foundation(slot);
if dest == *source_pile {
continue;
}
if let Some(pile) = game.piles.get(&dest)
&& can_place_on_foundation(card, pile)
{
out.push(dest);
}
}
for tableau in tableaus() {
let dest = KlondikePile::Tableau(tableau);
if game.can_move_cards(source_pile, &dest, 1) {
for i in 0..7_usize {
let dest = PileType::Tableau(i);
if dest == *source_pile {
continue;
}
if let Some(pile) = game.piles.get(&dest)
&& can_place_on_tableau(card, pile)
{
out.push(dest);
}
}
@@ -281,34 +292,36 @@ pub fn find_top_face_up_card_at(
cursor: Vec2,
game: &GameState,
layout: &Layout,
) -> Option<(KlondikePile, Card)> {
) -> Option<(PileType, Card)> {
let piles = [
KlondikePile::Stock,
KlondikePile::Foundation(Foundation::Foundation1),
KlondikePile::Foundation(Foundation::Foundation2),
KlondikePile::Foundation(Foundation::Foundation3),
KlondikePile::Foundation(Foundation::Foundation4),
KlondikePile::Tableau(Tableau::Tableau1),
KlondikePile::Tableau(Tableau::Tableau2),
KlondikePile::Tableau(Tableau::Tableau3),
KlondikePile::Tableau(Tableau::Tableau4),
KlondikePile::Tableau(Tableau::Tableau5),
KlondikePile::Tableau(Tableau::Tableau6),
KlondikePile::Tableau(Tableau::Tableau7),
PileType::Waste,
PileType::Foundation(0),
PileType::Foundation(1),
PileType::Foundation(2),
PileType::Foundation(3),
PileType::Tableau(0),
PileType::Tableau(1),
PileType::Tableau(2),
PileType::Tableau(3),
PileType::Tableau(4),
PileType::Tableau(5),
PileType::Tableau(6),
];
for pile in piles {
let pile_cards = pile_cards(game, &pile);
if pile_cards.is_empty() {
let Some(pile_cards) = game.piles.get(&pile) else {
continue;
};
if pile_cards.cards.is_empty() {
continue;
}
let is_tableau = matches!(pile, KlondikePile::Tableau(_));
for i in (0..pile_cards.len()).rev() {
let card = &pile_cards[i];
if !card.1 {
let is_tableau = matches!(pile, PileType::Tableau(_));
for i in (0..pile_cards.cards.len()).rev() {
let card = &pile_cards.cards[i];
if !card.face_up {
continue;
}
// Only the top card is draggable on non-tableau piles.
if !is_tableau && i != pile_cards.len() - 1 {
if !is_tableau && i != pile_cards.cards.len() - 1 {
continue;
}
let pos = card_position(game, layout, &pile, i);
@@ -320,7 +333,7 @@ pub fn find_top_face_up_card_at(
{
continue;
}
return Some((pile, card.0.clone()));
return Some((pile, card.clone()));
}
}
None
@@ -329,22 +342,19 @@ pub fn find_top_face_up_card_at(
/// Mirror of `input_plugin::card_position` — kept private to this
/// module so the radial's hit-test geometry tracks renderer geometry
/// without depending on `input_plugin` internals.
fn card_position(
game: &GameState,
layout: &Layout,
pile: &KlondikePile,
stack_index: usize,
) -> Vec2 {
fn card_position(game: &GameState, layout: &Layout, pile: &PileType, stack_index: usize) -> Vec2 {
let base = layout.pile_positions[pile];
if matches!(pile, KlondikePile::Tableau(_)) {
if matches!(pile, PileType::Tableau(_)) {
let mut y_offset = 0.0_f32;
for card in pile_cards(game, pile).iter().take(stack_index) {
let step = if card.1 {
TABLEAU_FAN_FRAC
} else {
TABLEAU_FACEDOWN_FAN_FRAC
};
y_offset -= layout.card_size.y * step;
if let Some(pile_cards) = game.piles.get(pile) {
for card in pile_cards.cards.iter().take(stack_index) {
let step = if card.face_up {
TABLEAU_FAN_FRAC
} else {
TABLEAU_FACEDOWN_FAN_FRAC
};
y_offset -= layout.card_size.y * step;
}
}
Vec2::new(base.x, base.y + y_offset)
} else {
@@ -352,57 +362,17 @@ fn card_position(
}
}
fn pile_cards(game: &GameState, pile: &KlondikePile) -> Vec<(Card, bool)> {
match pile {
KlondikePile::Stock => game.waste_cards(),
_ => game.pile(*pile),
}
}
const fn foundations() -> [Foundation; 4] {
[
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
]
}
const fn tableaus() -> [Tableau; 7] {
[
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
]
}
/// Builds the `(destination, anchor)` list for a fresh radial open.
///
/// `half_extents` is the window half-size in world space — icons are clamped
/// so that their edges stay within the viewport, preventing them from appearing
/// off-screen on small or narrow devices.
fn build_radial_destinations(
centre: Vec2,
dests: Vec<KlondikePile>,
half_extents: Vec2,
) -> Vec<(KlondikePile, Vec2)> {
fn build_radial_destinations(centre: Vec2, dests: Vec<PileType>) -> Vec<(PileType, Vec2)> {
let count = dests.len();
let margin = RADIAL_ICON_SIZE_PX / 2.0;
dests
.into_iter()
.enumerate()
.map(|(i, d)| {
let raw = radial_anchor_for_index(centre, count, i, RADIAL_RADIUS_PX);
let clamped = Vec2::new(
raw.x.clamp(-half_extents.x + margin, half_extents.x - margin),
raw.y.clamp(-half_extents.y + margin, half_extents.y - margin),
);
(d, clamped)
(
d,
radial_anchor_for_index(centre, count, i, RADIAL_RADIUS_PX),
)
})
.collect()
}
@@ -437,10 +407,9 @@ fn cursor_world(
// ---------------------------------------------------------------------------
/// On `MouseButton::Right` `just_pressed`, attempts to open the radial
/// menu over the card the cursor is on. When the cursor is on a face-up
/// card but no legal destinations exist, fires `MoveRejectedEvent` so the
/// shake animation and invalid-move sound play. Skips silently when no
/// card is under the cursor, when a drag is in progress, or when paused.
/// menu over the card the cursor is on. Skips when a left-mouse drag is
/// in progress, when the game is paused, or when the clicked card has no
/// legal destinations.
#[allow(clippy::too_many_arguments)]
fn radial_open_on_right_click(
buttons: Option<Res<ButtonInput<MouseButton>>>,
@@ -452,7 +421,6 @@ fn radial_open_on_right_click(
layout: Option<Res<LayoutResource>>,
game: Option<Res<GameStateResource>>,
mut state: ResMut<RightClickRadialState>,
mut rejected: MessageWriter<MoveRejectedEvent>,
) {
if paused.is_some_and(|p| p.0) {
return;
@@ -481,25 +449,14 @@ fn radial_open_on_right_click(
// cards and the highlight tint shows the same set the radial offers.
let dests = legal_destinations_for_card(&card, &source_pile, &game.0);
if dests.is_empty() {
// No legal destinations — shake the source pile as feedback.
rejected.write(MoveRejectedEvent {
from: source_pile,
to: source_pile,
count: 1,
});
return;
}
let half_extents = windows
.single()
.ok()
.map(|w| Vec2::new(w.width() / 2.0, w.height() / 2.0))
.unwrap_or(Vec2::splat(f32::MAX));
let legal_destinations = build_radial_destinations(world, dests, half_extents);
let legal_destinations = build_radial_destinations(world, dests);
*state = RightClickRadialState::Active {
source_pile,
count: 1,
cards: vec![card.clone()],
cards: vec![card.id],
legal_destinations,
centre: world,
hovered_index: None,
@@ -520,7 +477,6 @@ fn radial_open_on_long_press(
drag: Res<DragState>,
paused: Option<Res<PausedResource>>,
touches: Option<Res<Touches>>,
windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
game: Option<Res<GameStateResource>>,
@@ -563,16 +519,11 @@ fn radial_open_on_long_press(
if dests.is_empty() {
return;
}
let half_extents = windows
.single()
.ok()
.map(|w| Vec2::new(w.width() / 2.0, w.height() / 2.0))
.unwrap_or(Vec2::splat(f32::MAX));
let legal_destinations = build_radial_destinations(world, dests, half_extents);
let legal_destinations = build_radial_destinations(world, dests);
*state = RightClickRadialState::Active {
source_pile,
count: 1,
cards: vec![card.clone()],
cards: vec![card.id],
legal_destinations,
centre: world,
hovered_index: None,
@@ -658,8 +609,8 @@ fn radial_handle_release_or_cancel(
&& let Some((dest, _)) = legal_destinations.get(*idx)
{
moves.write(MoveRequestEvent {
from: *source_pile,
to: *dest,
from: source_pile.clone(),
to: dest.clone(),
count: *count,
});
}
@@ -795,8 +746,8 @@ mod tests {
use super::*;
use crate::layout::compute_layout;
use bevy::ecs::message::Messages;
use solitaire_core::{Card as CoreCard, Deck, Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_core::card::{Card as CoreCard, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameState};
/// Build a minimal Bevy app wired with `RadialMenuPlugin` and the
/// resources / messages it depends on. No window, no camera — the
@@ -805,7 +756,6 @@ mod tests {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
app.add_message::<MoveRequestEvent>();
app.add_message::<MoveRejectedEvent>();
app.init_resource::<DragState>();
app.init_resource::<ButtonInput<MouseButton>>();
app.init_resource::<ButtonInput<KeyCode>>();
@@ -819,66 +769,68 @@ mod tests {
/// destination — Foundation(0) — under the standard rules
/// (`can_place_on_foundation` accepts the Ace on an empty foundation).
fn ace_only_state() -> GameState {
let mut g = GameState::new(0, DrawStockConfig::DrawOne);
let mut g = GameState::new(0, DrawMode::DrawOne);
// Wipe everything.
g.set_test_stock_cards(Vec::new());
g.set_test_waste_cards(Vec::new());
for foundation in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
] {
g.set_test_foundation_cards(foundation, Vec::new());
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for slot in 0..4_u8 {
g.piles
.get_mut(&PileType::Foundation(slot))
.unwrap()
.cards
.clear();
}
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
] {
g.set_test_tableau_cards(tableau, Vec::new());
for i in 0..7_usize {
g.piles
.get_mut(&PileType::Tableau(i))
.unwrap()
.cards
.clear();
}
// Ace of Clubs on Tableau(0).
g.set_test_tableau_cards(
Tableau::Tableau1,
vec![CoreCard::new(Deck::Deck1, Suit::Clubs, Rank::Ace)],
);
g.piles
.get_mut(&PileType::Tableau(0))
.unwrap()
.cards
.push(CoreCard {
id: 100,
suit: Suit::Clubs,
rank: Rank::Ace,
face_up: true,
});
g
}
/// Place a face-down King on Tableau(0). `find_top_face_up_card_at`
/// must skip it.
fn face_down_only_state() -> GameState {
let mut g = GameState::new(0, DrawStockConfig::DrawOne);
g.set_test_stock_cards(Vec::new());
g.set_test_waste_cards(Vec::new());
for foundation in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
] {
g.set_test_foundation_cards(foundation, Vec::new());
let mut g = GameState::new(0, DrawMode::DrawOne);
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for slot in 0..4_u8 {
g.piles
.get_mut(&PileType::Foundation(slot))
.unwrap()
.cards
.clear();
}
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
] {
g.set_test_tableau_cards(tableau, Vec::new());
for i in 0..7_usize {
g.piles
.get_mut(&PileType::Tableau(i))
.unwrap()
.cards
.clear();
}
g.set_test_tableau_cards_with_face(
Tableau::Tableau1,
vec![(CoreCard::new(Deck::Deck1, Suit::Spades, Rank::King), false)],
);
g.piles
.get_mut(&PileType::Tableau(0))
.unwrap()
.cards
.push(CoreCard {
id: 100,
suit: Suit::Spades,
rank: Rank::King,
face_up: false,
});
g
}
@@ -970,28 +922,33 @@ mod tests {
#[test]
fn legal_destinations_for_ace_includes_only_first_empty_foundation() {
let g = ace_only_state();
let card = CoreCard::new(Deck::Deck1, Suit::Clubs, Rank::Ace);
let dests =
legal_destinations_for_card(&card, &KlondikePile::Tableau(Tableau::Tableau1), &g);
let card = CoreCard {
id: 100,
suit: Suit::Clubs,
rank: Rank::Ace,
face_up: true,
};
let dests = legal_destinations_for_card(&card, &PileType::Tableau(0), &g);
// Ace can be placed on every empty foundation. We only need
// the count to be ≥ 1 and the source pile to be excluded.
assert!(
!dests.is_empty(),
"Ace must have at least one legal destination"
);
assert!(!dests.contains(&KlondikePile::Tableau(Tableau::Tableau1)));
assert!(!dests.contains(&PileType::Tableau(0)));
}
#[test]
fn legal_destinations_excludes_source_pile() {
let g = ace_only_state();
let card = CoreCard::new(Deck::Deck1, Suit::Clubs, Rank::Ace);
let dests = legal_destinations_for_card(
&card,
&KlondikePile::Foundation(Foundation::Foundation1),
&g,
);
assert!(!dests.contains(&KlondikePile::Foundation(Foundation::Foundation1)));
let card = CoreCard {
id: 100,
suit: Suit::Clubs,
rank: Rank::Ace,
face_up: true,
};
let dests = legal_destinations_for_card(&card, &PileType::Foundation(0), &g);
assert!(!dests.contains(&PileType::Foundation(0)));
}
// -----------------------------------------------------------------------
@@ -1001,6 +958,46 @@ mod tests {
/// Pressing right-click on a face-up card with at least one legal
/// destination must transition the state to `Active` carrying the
/// expected source / count / legal-destination set.
#[test]
fn right_click_press_on_face_up_card_opens_radial() {
let mut app = radial_test_app();
let layout_window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(layout_window, 0.0, 0.0, true);
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
// Initial state — Idle.
assert_eq!(
*app.world().resource::<RightClickRadialState>(),
RightClickRadialState::Idle
);
press(&mut app, MouseButton::Right);
app.update();
let state = app.world().resource::<RightClickRadialState>().clone();
match state {
RightClickRadialState::Active {
source_pile,
count,
cards,
legal_destinations,
..
} => {
assert_eq!(source_pile, PileType::Tableau(0));
assert_eq!(count, 1);
assert_eq!(cards, vec![100]);
assert!(!legal_destinations.is_empty());
assert!(
legal_destinations
.iter()
.any(|(p, _)| matches!(p, PileType::Foundation(_)))
);
}
other => panic!("expected Active, got {other:?}"),
}
}
/// Releasing the right button while the cursor is over a destination
/// icon must fire a `MoveRequestEvent` and return the state to Idle.
#[test]
@@ -1008,7 +1005,7 @@ mod tests {
let mut app = radial_test_app();
let layout_window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(layout_window, 0.0, 0.0, true);
let ace_pos = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)];
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
press(&mut app, MouseButton::Right);
@@ -1018,7 +1015,7 @@ mod tests {
let (dest_pile, anchor) = match app.world().resource::<RightClickRadialState>() {
RightClickRadialState::Active {
legal_destinations, ..
} => legal_destinations[0],
} => legal_destinations[0].clone(),
_ => panic!("expected Active"),
};
@@ -1035,7 +1032,7 @@ mod tests {
let events = collect_move_events(&mut app);
assert_eq!(events.len(), 1, "exactly one MoveRequestEvent expected");
let evt = &events[0];
assert_eq!(evt.from, KlondikePile::Tableau(Tableau::Tableau1));
assert_eq!(evt.from, PileType::Tableau(0));
assert_eq!(evt.to, dest_pile);
assert_eq!(evt.count, 1);
// State must return to Idle.
@@ -1052,7 +1049,7 @@ mod tests {
let mut app = radial_test_app();
let layout_window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(layout_window, 0.0, 0.0, true);
let ace_pos = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)];
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
press(&mut app, MouseButton::Right);
@@ -1083,7 +1080,7 @@ mod tests {
let mut app = radial_test_app();
let layout_window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(layout_window, 0.0, 0.0, true);
let ace_pos = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)];
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
press(&mut app, MouseButton::Right);
@@ -1109,7 +1106,7 @@ mod tests {
let mut app = radial_test_app();
let layout_window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(layout_window, 0.0, 0.0, true);
let king_pos = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)];
let king_pos = layout.pile_positions[&PileType::Tableau(0)];
install_resources(&mut app, face_down_only_state(), layout_window, king_pos);
press(&mut app, MouseButton::Right);
File diff suppressed because it is too large Load Diff
@@ -1,281 +0,0 @@
use super::ReplayPlaybackState;
use chrono::Datelike;
use solitaire_core::game_state::GameState;
use solitaire_core::{Card, Rank, Suit};
use solitaire_core::{Foundation, KlondikeInstruction, KlondikePile, Tableau};
/// Pure helper — formats the `GAME #YYYY-DDD` caption for the given
/// state. Returns `None` for `Inactive` / `Completed` (the replay is
/// consumed when transitioning out of `Playing`, so the identifier
/// isn't recoverable from state in those branches); spawn-time
/// callers fall back to an empty string.
///
/// Year + chrono ordinal (`{year}-{ordinal:03}`) gives a compact
/// monotonically-increasing identifier shaped like `2026-127` — same
/// shape as the mockup's `GAME #2024-127` motif.
pub(crate) fn format_game_caption(state: &ReplayPlaybackState) -> Option<String> {
match state {
ReplayPlaybackState::Playing { replay, .. } => Some(format!(
"GAME #{}-{:03}",
replay.recorded_at.year(),
replay.recorded_at.ordinal()
)),
ReplayPlaybackState::Inactive | ReplayPlaybackState::Completed => None,
}
}
/// Pure helper — formats the centre progress readout for the given state.
/// Exposed at module scope so the spawn path and the per-frame update
/// path produce the exact same string.
pub(crate) fn format_progress(state: &ReplayPlaybackState) -> String {
match state.progress() {
// `MOVE N/M` (uppercase + slash) reads as a Terminal output
// line and matches the floating-chip motif in the mockup at
// `docs/ui-mockups/replay-overlay-mobile.html`.
Some((cursor, total)) => format!("MOVE {cursor}/{total}"),
None if state.is_completed() => "REPLAY COMPLETE".to_string(),
None => String::new(),
}
}
/// Pure helper — formats a [`KlondikePile`] as a short, lowercase,
/// 1-indexed display string for the move-log row. `Foundation(2)`
/// renders as `"foundation 3"` rather than `"foundation 2"` so
/// players see human-friendly numbers; the underlying enum
/// remains 0-indexed.
///
/// Returns `String` rather than `&'static str` because the
/// `Foundation` / `Tableau` variants need formatting; the static
/// variants (`Stock`, `Waste`) still allocate but the cost is
/// trivial against the per-frame update cadence.
pub(crate) fn format_pile(p: &KlondikePile) -> String {
match p {
KlondikePile::Stock => "waste".to_string(),
KlondikePile::Foundation(foundation) => {
format!("foundation {}", foundation_number(*foundation))
}
KlondikePile::Tableau(tableau) => format!("tableau {}", tableau_number(*tableau)),
}
}
fn foundation_number(foundation: Foundation) -> u8 {
match foundation {
Foundation::Foundation1 => 1,
Foundation::Foundation2 => 2,
Foundation::Foundation3 => 3,
Foundation::Foundation4 => 4,
}
}
fn tableau_number(tableau: Tableau) -> u8 {
match tableau {
Tableau::Tableau1 => 1,
Tableau::Tableau2 => 2,
Tableau::Tableau3 => 3,
Tableau::Tableau4 => 4,
Tableau::Tableau5 => 5,
Tableau::Tableau6 => 6,
Tableau::Tableau7 => 7,
}
}
/// Pure helper — formats a [`KlondikeInstruction`] as the body of a
/// move-log row. `RotateStock` reads as `"stock cycle"`; a `Dst*`
/// instruction reads as `"{from} → {to}"` using [`format_pile`] for
/// each nameable endpoint. The card count is omitted from the row
/// body — at row scale it adds visual noise without meaningful
/// information for the typical 1-card moves.
///
/// The destination pile is always recoverable directly from the
/// instruction. The source pile is shown when it is statically
/// nameable (a `DstFoundation` carries a [`KlondikePile`] source);
/// a `DstTableau`'s source is the runtime-only `KlondikePileStack`
/// type — not re-exported across the `solitaire_core` boundary and so
/// not pattern-matchable here — so its row renders `"→ {to}"` without
/// a leading source label. Faithful full-coordinate decoding lives in
/// [`GameState::instruction_to_piles`] on the playback path; the
/// move-log is a display-only digest.
pub(crate) fn format_move_body(instruction: &KlondikeInstruction) -> String {
match instruction {
KlondikeInstruction::RotateStock => "stock cycle".to_string(),
KlondikeInstruction::DstFoundation(dst) => {
format!(
"{} \u{2192} {}",
format_pile(&dst.src),
format_pile(&KlondikePile::Foundation(dst.foundation))
)
}
KlondikeInstruction::DstTableau(dst) => {
format!(
"\u{2192} {}",
format_pile(&KlondikePile::Tableau(dst.tableau))
)
}
}
}
/// Pure helper — formats the move-log panel's header text. Reads
/// `▌ MOVE LOG · N/M` while playing, where `N` is the count of
/// moves applied so far and `M` is the total in the replay. The
/// cursor-block prefix (`▌`) matches the splash and replay-banner
/// motifs. Empty in `Inactive` (no replay attached); reads
/// `▌ MOVE LOG · COMPLETE` in `Completed`.
pub(crate) fn format_move_log_header(state: &ReplayPlaybackState) -> String {
match state {
ReplayPlaybackState::Playing { replay, cursor, .. } => {
format!(
"\u{258C} MOVE LOG \u{00B7} {}/{}",
cursor,
replay.moves.len()
)
}
ReplayPlaybackState::Completed => "\u{258C} MOVE LOG \u{00B7} COMPLETE".to_string(),
ReplayPlaybackState::Inactive => String::new(),
}
}
/// Pure helper — formats the kth-most-recently-applied move's row
/// text. `k = 1` is the active row (`replay.moves[cursor - 1]`,
/// displayed as `"{cursor} │ {body}"`). `k = 2` is the row above
/// that (`moves[cursor - 2]` displayed as `"{cursor - 1} │ {body}"`),
/// and so on.
///
/// Returns the empty string in any of these cases:
/// - State isn't `Playing` (no replay attached).
/// - `k == 0` (no kth-most-recent for k=0; the active is k=1).
/// - `k > cursor` (not enough history — e.g. cursor=2 has rows
/// for k=1 and k=2 only, k=3 returns empty).
/// - The move list is shorter than expected (defensive guard).
pub(crate) fn format_kth_recent_row(state: &ReplayPlaybackState, k: usize) -> String {
let ReplayPlaybackState::Playing { replay, cursor, .. } = state else {
return String::new();
};
if k == 0 || k > *cursor {
return String::new();
}
let zero_idx = *cursor - k;
let Some(m) = replay.moves.get(zero_idx) else {
return String::new();
};
let display_idx = *cursor - k + 1;
format!("{} \u{2502} {}", display_idx, format_move_body(m))
}
/// Pure helper — formats the kth-NEXT move's row text. `k = 1`
/// is the move that will apply next (`replay.moves[cursor]`,
/// displayed as `cursor + 1`); `k = 2` is the move after that,
/// and so on.
///
/// Returns the empty string in any of these cases:
/// - State isn't `Playing` (no replay attached).
/// - `k == 0` (degenerate; the active is k=1 of *recent*, not
/// *next*).
/// - `cursor + k - 1 >= moves.len()` (not enough remaining
/// replay — late in the move list, the trailing next rows
/// stay empty).
pub(crate) fn format_kth_next_row(state: &ReplayPlaybackState, k: usize) -> String {
let ReplayPlaybackState::Playing { replay, cursor, .. } = state else {
return String::new();
};
if k == 0 {
return String::new();
}
let zero_idx = *cursor + k - 1;
let Some(m) = replay.moves.get(zero_idx) else {
return String::new();
};
let display_idx = *cursor + k;
format!("{} \u{2502} {}", display_idx, format_move_body(m))
}
/// Pure helper — formats the active-row text for the move-log
/// panel. Wraps [`format_kth_recent_row`] with `k=1` and prepends
/// a `▶` focus marker so the active row reads visually distinct
/// from prev rows even before the highlight background lands.
/// Returns empty when there's no row to render (cursor=0 or
/// non-`Playing` state) — never `"▶ "` alone, which would paint
/// a stray prefix.
pub(crate) fn format_active_move_row(state: &ReplayPlaybackState) -> String {
let body = format_kth_recent_row(state, 1);
if body.is_empty() {
return String::new();
}
format!("\u{25B6} {body}") // ▶
}
// ---------------------------------------------------------------------------
// Mini-tableau format helpers and update system
// ---------------------------------------------------------------------------
/// Pure helper — short rank symbol. Single character for all ranks
/// except Ten which uses "T" (keeps every card a consistent 2-char
/// wide render: rank-char + suit-glyph). Players familiar with
/// solitaire shorthand read "T" instantly; the suit glyph immediately
/// follows and disambiguates from an ambiguous "T".
pub(crate) fn format_rank_short(rank: Rank) -> &'static str {
match rank {
Rank::Ace => "A",
Rank::Two => "2",
Rank::Three => "3",
Rank::Four => "4",
Rank::Five => "5",
Rank::Six => "6",
Rank::Seven => "7",
Rank::Eight => "8",
Rank::Nine => "9",
Rank::Ten => "T",
Rank::Jack => "J",
Rank::Queen => "Q",
Rank::King => "K",
}
}
/// Pure helper — Unicode suit glyph from FiraMono's covered range
/// (U+2660U+2666). These four code points are confirmed present in
/// the bundled FiraMono on Android (verified on Pixel 7 / API 34).
pub(crate) fn format_suit_glyph(suit: Suit) -> &'static str {
match suit {
Suit::Spades => "\u{2660}", // ♠
Suit::Hearts => "\u{2665}", // ♥
Suit::Diamonds => "\u{2666}", // ♦
Suit::Clubs => "\u{2663}", // ♣
}
}
/// Pure helper — compact 2-char card label (`rank + suit glyph`) for a
/// known card, or `"--"` for an absent top card (empty pile).
pub(crate) fn format_card_short(card: Option<&(Card, bool)>) -> String {
match card {
Some((c, _)) => format!("{}{}", format_rank_short(c.rank()), format_suit_glyph(c.suit())),
None => "--".to_string(),
}
}
/// Pure helper — one-line summary of the four foundation tops.
/// Renders as `F: A♠ 7♥ 5♦ K♣` with `--` for any empty slot.
/// Foundation slots are displayed in their natural 0-3 order
/// (matching the visual left-to-right order on screen).
pub(crate) fn format_foundations_row(game: &GameState) -> String {
let slots = [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
]
.map(|foundation| {
let cards = game.pile(KlondikePile::Foundation(foundation));
format_card_short(cards.last())
});
format!("F: {} {} {} {}", slots[0], slots[1], slots[2], slots[3])
}
/// Pure helper — one-line stock / waste summary.
/// Renders as `STK:N WST:X♠` where N is the stock card count and
/// X♠ is the top waste card (or `--` when the waste pile is empty).
pub(crate) fn format_stock_waste_row(game: &GameState) -> String {
let stock_cards = game.stock_cards();
let waste_cards = game.waste_cards();
let stock_count = stock_cards.len();
let waste_top = waste_cards.last();
format!("STK:{} WST:{}", stock_count, format_card_short(waste_top))
}
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -1,253 +0,0 @@
use bevy::prelude::*;
use super::format::{
format_active_move_row, format_foundations_row, format_kth_next_row, format_kth_recent_row,
format_move_log_header, format_progress, format_stock_waste_row,
};
use super::*;
use crate::layout::LayoutResource;
use crate::replay_playback::ReplayPlaybackState;
use crate::resources::GameStateResource;
use solitaire_core::{KlondikeInstruction, KlondikePile};
/// Overwrites the banner label whenever the resource changes — covers the
/// `Playing → Completed` transition by swapping "▌ replay" for
/// "▌ replay complete" in place without despawning the overlay.
pub(crate) fn update_banner_label(
state: Res<ReplayPlaybackState>,
mut q: Query<&mut Text, With<ReplayOverlayBannerText>>,
) {
if !state.is_changed() {
return;
}
let label = if state.is_completed() {
"\u{258C} replay complete" // ▌
} else if state.is_playing() {
"\u{258C} replay" // ▌
} else {
return;
};
for mut text in &mut q {
**text = label.to_string();
}
}
/// Repaints the "Move N of M" centre readout every frame the cursor moves.
/// Cheap — early-exits if the resource has not changed since the last
/// frame so idle replays don't churn the text mesh.
pub(crate) fn update_progress_text(
state: Res<ReplayPlaybackState>,
mut q: Query<&mut Text, With<ReplayOverlayProgressText>>,
) {
if !state.is_changed() {
return;
}
let label = format_progress(&state);
for mut text in &mut q {
**text = label.clone();
}
}
/// Repositions the floating progress chip above the destination
/// pile of the most-recently-applied move and repaints its text.
///
/// The chip is hidden when:
/// - the cursor is at 0 (no moves applied yet — chip would have
/// nowhere meaningful to land), OR
/// - the most-recently-applied move was a `StockClick` (no
/// destination pile — stock-click feedback already lives at
/// the stock pile and we don't want the chip to jitter back
/// to the stock pile every cycle).
///
/// When visible, the chip's world-space `Transform.translation`
/// is set to the destination pile's centre plus a fixed upward
/// offset (`card_size.y * 0.6`) so the chip floats just above
/// the top edge of the card. World-space placement (rather than
/// UI-space + camera projection) keeps the math trivial and means
/// the chip stays correctly positioned through window resizes
/// without any extra wiring — `LayoutResource` already drives
/// every other piece of pile geometry.
pub(crate) fn update_floating_progress_chip(
state: Res<ReplayPlaybackState>,
layout: Option<Res<LayoutResource>>,
mut chips: Query<
(&mut Transform, &mut Visibility, &mut Text2d),
With<ReplayFloatingProgressChip>,
>,
) {
let Some(layout) = layout else {
return;
};
// Resolve the destination pile of the last-applied move (if
// any). `cursor` is the index of the *next* move to apply, so
// the most-recently-applied move sits at `cursor - 1`.
let dest_pile = match state.as_ref() {
ReplayPlaybackState::Playing { replay, cursor, .. } if *cursor > 0 => {
// The destination pile is recoverable directly from the
// instruction — no live state needed. `RotateStock` has no
// destination (the chip hides over the stock pile).
match &replay.moves[cursor - 1] {
KlondikeInstruction::DstFoundation(dst) => {
Some(KlondikePile::Foundation(dst.foundation))
}
KlondikeInstruction::DstTableau(dst) => Some(KlondikePile::Tableau(dst.tableau)),
KlondikeInstruction::RotateStock => None,
}
}
_ => None,
};
let Some(world_pos) = dest_pile
.as_ref()
.and_then(|p| layout.0.pile_positions.get(p).copied())
else {
// Nothing to point at — hide every chip and exit.
for (_, mut visibility, _) in chips.iter_mut() {
*visibility = Visibility::Hidden;
}
return;
};
// Position above the destination pile by ~60 % of a card
// height. Half a card lifts above the centre, the extra 10 %
// is breathing room above the top edge so the chip doesn't
// visually clip the card.
let above = Vec2::new(0.0, layout.0.card_size.y * 0.6);
let target = (world_pos + above).extend(100.0);
let label = format_progress(&state);
for (mut transform, mut visibility, mut text2d) in chips.iter_mut() {
transform.translation = target;
*visibility = Visibility::Inherited;
if **text2d != label {
**text2d = label.clone();
}
}
}
/// Repaints the move-log panel's `▌ MOVE LOG · N/M` header text
/// whenever [`ReplayPlaybackState`] changes. Cheap — early-exits
/// when nothing moved so an idle replay leaves the text mesh
/// untouched.
pub(crate) fn update_move_log_header(
state: Res<ReplayPlaybackState>,
mut q: Query<&mut Text, With<ReplayOverlayMoveLogHeader>>,
) {
if !state.is_changed() {
return;
}
let label = format_move_log_header(&state);
for mut text in &mut q {
**text = label.clone();
}
}
/// Repaints the move-log panel's active-row text whenever
/// [`ReplayPlaybackState`] changes. Same change-detection guard
/// as the header updater. Empty string at `cursor == 0` (no move
/// applied yet) and in non-`Playing` states; populated otherwise.
pub(crate) fn update_move_log_active_row(
state: Res<ReplayPlaybackState>,
mut q: Query<&mut Text, With<ReplayOverlayMoveLogActiveRow>>,
) {
if !state.is_changed() {
return;
}
let label = format_active_move_row(&state);
for mut text in &mut q {
**text = label.clone();
}
}
/// Repaints every "previous move" row text whenever
/// [`ReplayPlaybackState`] changes. Each row's `offset` is read
/// from the marker; `k = offset + 1` feeds [`format_kth_recent_row`]
/// (active is k=1, prev offset 1 is k=2, prev offset 2 is k=3).
/// Rows with `offset >= cursor` paint as empty — the panel
/// gracefully under-fills early in a replay without spurious
/// "out-of-range" text.
pub(crate) fn update_move_log_prev_rows(
state: Res<ReplayPlaybackState>,
mut q: Query<(&ReplayOverlayMoveLogPrevRow, &mut Text)>,
) {
if !state.is_changed() {
return;
}
for (row, mut text) in &mut q {
let label = format_kth_recent_row(&state, row.offset as usize + 1);
**text = label;
}
}
/// Repaints every "next move" row text whenever
/// [`ReplayPlaybackState`] changes. Symmetric to the prev-row
/// updater but feeds [`format_kth_next_row`]. Rows where
/// `cursor + offset > moves.len()` paint as empty — the panel
/// gracefully under-fills late in a replay (e.g. final moves)
/// without spurious out-of-range text.
pub(crate) fn update_move_log_next_rows(
state: Res<ReplayPlaybackState>,
mut q: Query<(&ReplayOverlayMoveLogNextRow, &mut Text)>,
) {
if !state.is_changed() {
return;
}
for (row, mut text) in &mut q {
let label = format_kth_next_row(&state, row.offset as usize);
**text = label;
}
}
/// Repaints the bottom-edge accent scrub fill to mirror cursor progress.
/// Same change-detection guard as the text updaters — the overlay
/// already early-exits when nothing moved, so an idle replay leaves the
/// scrub bar's `Node` untouched.
pub(crate) fn update_scrub_fill(
state: Res<ReplayPlaybackState>,
mut q: Query<&mut Node, With<ReplayOverlayScrubFill>>,
) {
if !state.is_changed() {
return;
}
let pct = scrub_pct(&state);
for mut node in &mut q {
node.width = Val::Percent(pct);
}
}
/// Repaints the foundations row whenever [`GameStateResource`] changes.
/// Split into its own system (rather than combined with the stock/waste
/// updater) to avoid a Bevy B0001 query conflict: two `&mut Text`
/// queries in one system are always ambiguous regardless of marker
/// filters. Each updater owns exactly one `Query<&mut Text, With<…>>`.
pub(crate) fn update_mini_tableau_foundations(
game: Option<Res<GameStateResource>>,
mut q: Query<&mut Text, With<ReplayMiniTableauFoundations>>,
) {
let Some(game) = game else { return };
if !game.is_changed() {
return;
}
let text = format_foundations_row(&game.0);
for mut t in &mut q {
**t = text.clone();
}
}
/// Repaints the stock/waste row whenever [`GameStateResource`] changes.
/// Sibling of [`update_mini_tableau_foundations`] — same change-detection
/// guard, separate system to avoid the B0001 query conflict.
pub(crate) fn update_mini_tableau_stock_waste(
game: Option<Res<GameStateResource>>,
mut q: Query<&mut Text, With<ReplayMiniTableauStockWaste>>,
) {
let Some(game) = game else { return };
if !game.is_changed() {
return;
}
let text = format_stock_waste_row(&game.0);
for mut t in &mut q {
**t = text.clone();
}
}
+52 -74
View File
@@ -40,8 +40,7 @@
//! flag is threaded through, no every-callsite gate is added.
use bevy::prelude::*;
use solitaire_core::KlondikeInstruction;
use solitaire_data::Replay;
use solitaire_data::{Replay, ReplayMove};
use crate::events::{DrawRequestEvent, MoveRequestEvent, StateChangedEvent, UndoRequestEvent};
use crate::game_plugin::{GameMutation, RecordingReplay};
@@ -94,7 +93,7 @@ pub const REPLAY_COMPLETION_LINGER_SECS: f32 = 5.0;
/// replay's recorded deal.
/// 3. The tick system [`tick_replay_playback`] advances `cursor` once
/// per [`REPLAY_MOVE_INTERVAL_SECS`] and fires the canonical event
/// for each [`KlondikeInstruction`].
/// for each [`ReplayMove`].
/// 4. When `cursor == replay.moves.len()`, the state transitions to
/// [`Completed`](Self::Completed). It lingers for
/// [`REPLAY_COMPLETION_LINGER_SECS`] (driven by
@@ -251,7 +250,6 @@ pub fn toggle_pause_replay_playback(state: &mut ResMut<ReplayPlaybackState>) ->
/// normal advance loop takes.
pub fn step_replay_playback(
state: &mut ResMut<ReplayPlaybackState>,
game: Option<&GameStateResource>,
moves_writer: &mut MessageWriter<MoveRequestEvent>,
draws_writer: &mut MessageWriter<DrawRequestEvent>,
) -> bool {
@@ -267,47 +265,20 @@ pub fn step_replay_playback(
if *cursor >= replay.moves.len() {
return false;
}
let instruction = replay.moves[*cursor];
dispatch_instruction(instruction, *cursor, game, moves_writer, draws_writer);
*cursor += 1;
true
}
/// Translates one recorded [`KlondikeInstruction`] into the canonical
/// engine event that drives the live animation pipeline.
///
/// `RotateStock` fires a [`DrawRequestEvent`]; a `Dst*` instruction is
/// decoded back to its runtime `(from, to, count)` pile coordinates via
/// [`GameState::instruction_to_piles`] against the *current* live state
/// (decoded before the event mutates it, so the source pile's face-up
/// run length is the one in effect when the move applies) and fires a
/// [`MoveRequestEvent`]. A decode that returns `None` (e.g. a malformed
/// instruction loaded from disk) is skipped with a warning rather than
/// panicking — the cursor still advances so playback never stalls.
///
/// `game` is `None` only in headless fixtures that install no
/// [`GameStateResource`]; in that case only `RotateStock` (which needs
/// no live state) is dispatched and `Dst*` instructions are skipped.
fn dispatch_instruction(
instruction: KlondikeInstruction,
cursor: usize,
game: Option<&GameStateResource>,
moves_writer: &mut MessageWriter<MoveRequestEvent>,
draws_writer: &mut MessageWriter<DrawRequestEvent>,
) {
match instruction {
KlondikeInstruction::RotateStock => {
match &replay.moves[*cursor] {
ReplayMove::Move { from, to, count } => {
moves_writer.write(MoveRequestEvent {
from: from.clone(),
to: to.clone(),
count: *count,
});
}
ReplayMove::StockClick => {
draws_writer.write(DrawRequestEvent);
}
_ => match game.and_then(|g| g.0.instruction_to_piles(instruction)) {
Some((from, to, count)) => {
moves_writer.write(MoveRequestEvent { from, to, count });
}
None => {
warn!("skipping replay move that did not decode to piles at cursor {cursor}");
}
},
}
*cursor += 1;
true
}
/// Steps the replay **backwards** by exactly one move while paused.
@@ -374,7 +345,6 @@ pub fn step_backwards_replay_playback(
fn tick_replay_playback(
time: Res<Time>,
settings: Option<Res<SettingsResource>>,
game: Option<Res<GameStateResource>>,
mut state: ResMut<ReplayPlaybackState>,
mut moves_writer: MessageWriter<MoveRequestEvent>,
mut draws_writer: MessageWriter<DrawRequestEvent>,
@@ -398,14 +368,18 @@ fn tick_replay_playback(
if !*paused {
*secs_to_next -= dt;
while *secs_to_next <= 0.0 && *cursor < replay.moves.len() {
let instruction = replay.moves[*cursor];
dispatch_instruction(
instruction,
*cursor,
game.as_deref(),
&mut moves_writer,
&mut draws_writer,
);
match &replay.moves[*cursor] {
ReplayMove::Move { from, to, count } => {
moves_writer.write(MoveRequestEvent {
from: from.clone(),
to: to.clone(),
count: *count,
});
}
ReplayMove::StockClick => {
draws_writer.write(DrawRequestEvent);
}
}
*cursor += 1;
*secs_to_next += interval;
}
@@ -562,8 +536,8 @@ mod tests {
use crate::game_plugin::GamePlugin;
use bevy::time::TimeUpdateStrategy;
use chrono::NaiveDate;
use solitaire_core::KlondikeInstruction;
use solitaire_core::{DrawStockConfig, game_state::GameMode};
use solitaire_core::game_state::{DrawMode, GameMode};
use solitaire_core::pile::PileType;
use std::time::Duration;
/// Builds a headless `App` with `MinimalPlugins`, `GamePlugin`, and
@@ -598,24 +572,25 @@ mod tests {
}
}
/// A 3-move replay of `RotateStock` inputs. Pile-position types are
/// runtime-only and intentionally not constructible from the engine
/// crate, so a `Dst*` fixture can't be hand-built here; `RotateStock`
/// exercises the dispatch path (it fires a `DrawRequestEvent` without
/// needing a live state to decode piles). Seed 12345 is arbitrary —
/// the test asserts on event counts, not board positions.
/// A 3-move replay covering both `Move` and `StockClick` variants.
/// Seed 12345 is arbitrary — the test asserts on event counts and
/// move shapes, not on board positions.
fn sample_replay_three_moves() -> Replay {
Replay::new(
12345,
DrawStockConfig::DrawOne,
DrawMode::DrawOne,
GameMode::Classic,
60,
500,
NaiveDate::from_ymd_opt(2026, 5, 5).expect("valid date"),
vec![
KlondikeInstruction::RotateStock,
KlondikeInstruction::RotateStock,
KlondikeInstruction::RotateStock,
ReplayMove::StockClick,
ReplayMove::Move {
from: PileType::Waste,
to: PileType::Tableau(3),
count: 1,
},
ReplayMove::StockClick,
],
)
}
@@ -753,17 +728,20 @@ mod tests {
let captured_moves = app.world().resource::<CapturedMoves>();
let captured_draws = app.world().resource::<CapturedDraws>();
// Sample replay: three `RotateStock` inputs — each dispatches a
// `DrawRequestEvent` and never a `MoveRequestEvent`.
// Sample replay: StockClick, Move { Waste -> Tableau(3), 1 }, StockClick.
assert_eq!(
captured_draws.0, 3,
"expected 3 DrawRequestEvent (one per RotateStock)",
captured_draws.0, 2,
"expected 2 DrawRequestEvent (two StockClicks)",
);
assert_eq!(
captured_moves.0.len(),
0,
"RotateStock inputs must not produce MoveRequestEvent",
1,
"expected 1 MoveRequestEvent (the single Move variant)",
);
let m = &captured_moves.0[0];
assert!(matches!(m.from, PileType::Waste));
assert!(matches!(m.to, PileType::Tableau(3)));
assert_eq!(m.count, 1);
}
/// Driving past one interval on a single-move replay must
@@ -773,12 +751,12 @@ mod tests {
let mut app = headless_app();
let one_move = Replay::new(
42,
DrawStockConfig::DrawOne,
DrawMode::DrawOne,
GameMode::Classic,
10,
100,
NaiveDate::from_ymd_opt(2026, 5, 5).expect("valid date"),
vec![KlondikeInstruction::RotateStock],
vec![ReplayMove::StockClick],
);
start_playback(&mut app, one_move);
app.update();
@@ -824,7 +802,7 @@ mod tests {
// Replay — their in-flight recording must not get clobbered.
{
let mut rec = app.world_mut().resource_mut::<RecordingReplay>();
rec.moves.push(KlondikeInstruction::RotateStock);
rec.moves.push(ReplayMove::StockClick);
}
start_playback(&mut app, sample_replay_three_moves());
app.update();
@@ -882,12 +860,12 @@ mod tests {
fn ten_draws_replay() -> Replay {
Replay::new(
7,
DrawStockConfig::DrawOne,
DrawMode::DrawOne,
GameMode::Classic,
10,
100,
NaiveDate::from_ymd_opt(2026, 5, 5).expect("valid date"),
vec![KlondikeInstruction::RotateStock; 10],
vec![ReplayMove::StockClick; 10],
)
}
+4 -13
View File
@@ -1,14 +1,12 @@
//! Bevy resources owned by the engine crate.
#[cfg(not(target_arch = "wasm32"))]
use std::sync::Arc;
use bevy::math::Vec2;
use bevy::prelude::Resource;
use chrono::{DateTime, Utc};
use solitaire_core::KlondikePile;
use solitaire_core::Card;
use solitaire_core::game_state::GameState;
use solitaire_core::pile::PileType;
/// Wraps the currently active `GameState`. Single source of truth for the in-progress game.
#[derive(Resource, Debug, Clone)]
@@ -28,10 +26,10 @@ pub struct GameStateResource(pub GameState);
/// This prevents accidental drags on quick taps, especially on touch screens.
#[derive(Resource, Debug, Clone)]
pub struct DragState {
/// Cards being dragged (bottom-to-top stacking order).
pub cards: Vec<Card>,
/// IDs of the cards being dragged (bottom-to-top stacking order).
pub cards: Vec<u32>,
/// Pile the drag originated from.
pub origin_pile: Option<KlondikePile>,
pub origin_pile: Option<PileType>,
/// World-space offset from the cursor/touch to the bottom card's centre.
pub cursor_offset: Vec2,
/// Z coordinate used for the dragged cards.
@@ -130,16 +128,9 @@ pub struct GameInputConsumedResource(pub bool);
/// multi-threaded runtime is built once at startup and its `Arc` cloned cheaply
/// into every network task — safe for concurrent `block_on` calls from multiple
/// worker threads.
///
/// Gated to non-wasm because `tokio::runtime::Builder::new_multi_thread()` uses
/// `mio` for OS-level I/O polling which does not compile for wasm32. The
/// plugins that depend on this resource (AudioPlugin, SyncPlugin,
/// AnalyticsPlugin) are also gated out on wasm32 in `CoreGamePlugin`.
#[cfg(not(target_arch = "wasm32"))]
#[derive(Resource, Clone)]
pub struct TokioRuntimeResource(pub Arc<tokio::runtime::Runtime>);
#[cfg(not(target_arch = "wasm32"))]
impl TokioRuntimeResource {
/// Attempts to build the shared multi-threaded Tokio runtime.
///
+35 -31
View File
@@ -147,13 +147,8 @@ fn apply_safe_area_bottom_anchors(
}
}
/// Pads both edges of every [`ModalScrim`] by the logical system-bar insets so
/// modal cards are centred within the usable area (between the status bar at
/// the top and the gesture-navigation bar at the bottom).
///
/// `padding.top` = status-bar inset; `padding.bottom` = gesture-bar inset.
/// With `align_items: Center` / `justify_content: Center` on the scrim the
/// `ModalCard` lands at the visual midpoint of the visible content area.
/// Pads the bottom of every [`ModalScrim`] by the logical bottom inset so
/// modal cards don't extend into the Android gesture-navigation zone.
///
/// Fires when [`SafeAreaInsets`] changes (covers the common case of insets
/// arriving a few frames after app start) AND when a new `ModalScrim` is
@@ -170,18 +165,8 @@ fn apply_safe_area_to_modal_scrims(
}
let scale = windows.iter().next().map_or(1.0, |w| w.scale_factor());
let window_height = windows.iter().next().map_or(800.0, |w| w.height());
// Clamp each inset to 25% of screen height so an unexpectedly large OS
// value can't push the modal card off the visible area entirely.
let top_logical = (insets.top / scale).min(window_height * 0.25);
let bottom_logical = (insets.bottom / scale).min(window_height * 0.25);
for mut node in &mut scrims {
// Set both edges so the scrim's content box equals the usable area
// between the status bar and the gesture/navigation bar. With
// `align_items: Center` / `justify_content: Center` on the scrim,
// the modal card is centred within that usable region rather than
// the full viewport, correcting the slight upward shift seen when
// only the bottom inset was applied.
node.padding.top = Val::Px(top_logical);
node.padding.bottom = Val::Px(bottom_logical);
}
}
@@ -268,35 +253,53 @@ mod android {
}
}
/// Resets the inset poller on `AppLifecycle::WillResume` so that
/// `refresh_insets` re-queries JNI in the frames immediately after the app
/// returns to the foreground.
/// Resets the inset poller and clears cached insets on
/// `AppLifecycle::WillResume` so that `refresh_insets` re-queries JNI in the
/// frames immediately after the app returns to the foreground.
///
/// The cached `SafeAreaInsets` are intentionally **not** zeroed here.
/// Zeroing them would cause two layout recomputes on every resume:
/// once with zero insets (wrong position) and again when JNI resolves the
/// real values — visible as a flash. By preserving the last-known values
/// the layout remains stable; if JNI returns a different value (e.g. after
/// a rotation) the single update that fires when `SafeAreaInsets` actually
/// changes is enough.
/// Clearing `SafeAreaInsets` to the default (all-zero) fires
/// `on_safe_area_changed` in `table_plugin`, which emits a synthetic
/// `WindowResized`. `on_window_resized` then recomputes the layout;
/// once `refresh_insets` resolves the real values a second synthetic
/// `WindowResized` fires and the layout converges to the correct position.
pub(super) fn rearm_on_resumed(
mut lifecycle: MessageReader<AppLifecycle>,
mut poll: ResMut<SafeAreaPollTries>,
mut insets: ResMut<SafeAreaInsets>,
) {
for event in lifecycle.read() {
if matches!(event, AppLifecycle::WillResume) {
poll.0 = 0;
*insets = SafeAreaInsets::default();
}
}
}
fn query_insets() -> Result<SafeAreaInsets, String> {
use solitaire_data::android_jni;
use bevy::android::ANDROID_APP;
use jni::{JavaVM, objects::JObject};
android_jni::with_activity_env(|env, activity| {
let app = ANDROID_APP
.get()
.ok_or_else(|| "ANDROID_APP not initialized".to_string())?;
// SAFETY: `vm_as_ptr()` returns the JavaVM* set up by the Android
// runtime; valid for the lifetime of the process.
let vm = unsafe { JavaVM::from_raw(app.vm_as_ptr().cast()) }
.map_err(|e| format!("JavaVM::from_raw: {e}"))?;
let mut env = vm
.attach_current_thread_permanently()
.map_err(|e| format!("attach_current_thread: {e}"))?;
// SAFETY: `activity_as_ptr()` returns the NativeActivity jobject
// pointer — valid for the lifetime of the process.
let activity = unsafe { JObject::from_raw(app.activity_as_ptr() as _) };
(|| -> jni::errors::Result<SafeAreaInsets> {
// Window window = activity.getWindow();
let window = env
.call_method(activity, "getWindow", "()Landroid/view/Window;", &[])?
.call_method(&activity, "getWindow", "()Landroid/view/Window;", &[])?
.l()?;
// View decor = window.getDecorView();
@@ -348,7 +351,8 @@ mod android {
left,
right,
})
})
})()
.map_err(|e| format!("safe-area JNI: {e}"))
}
}

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