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chore: rename app from Solitaire Quest to Ferrous Solitaire
Updates all in-tree references:
- Android package: com.solitairequest.app → com.ferrousapp.solitaire
- APK name: solitaire-quest → ferrous-solitaire
- Data dir: solitaire_quest → ferrous_solitaire (across all 6 data modules + engine)
- Keyring service: solitaire_quest_server → ferrous_solitaire_server
- Android Keystore key: solitaire_quest_token_key → ferrous_solitaire_token_key
- Gitea repo: Rusty_Solitare → Ferrous-Solitaire (also fixes "Solitare" typo)
- Renamed pkg/solitaire-quest* → pkg/ferrous-solitaire*
- Updated ArgoCD, docker-compose, CI workflow, build script, all docs

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-14 19:23:49 -07:00

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# Ferrous Solitaire — Architecture Document
> **Version:** 1.3
> **Language:** Rust (Edition 2024)
> **Engine:** Bevy (latest stable)
> **Last Updated:** 2026-05-12
---
## Table of Contents
1. [Project Overview](#1-project-overview)
2. [Workspace Structure](#2-workspace-structure)
3. [Crate Responsibilities](#3-crate-responsibilities)
4. [Data Flow](#4-data-flow)
5. [Game Engine Architecture](#5-game-engine-architecture)
6. [Persistence & Sync Architecture](#6-persistence--sync-architecture)
7. [Sync Server Architecture](#7-sync-server-architecture)
8. [Data Models](#8-data-models)
9. [API Reference](#9-api-reference)
10. [Merge Strategy](#10-merge-strategy)
11. [Achievement System](#11-achievement-system)
12. [Progression System](#12-progression-system)
13. [Audio System](#13-audio-system)
14. [Asset Pipeline](#14-asset-pipeline)
15. [Platform Targets](#15-platform-targets)
16. [Build & Development Guide](#16-build--development-guide)
17. [Deployment Guide](#17-deployment-guide)
18. [Security Model](#18-security-model)
19. [Testing Strategy](#19-testing-strategy)
20. [Decision Log](#20-decision-log)
---
## 1. Project Overview
Ferrous Solitaire is a cross-platform Klondike Solitaire game written in Rust, targeting macOS, Windows, and Linux desktops. It features a full progression system with XP, levels, achievements, daily challenges, and an optional self-hosted sync server so statistics and progress are available across all of a player's devices.
### Sync Backend by Platform
| Platform | Primary Sync | Notes |
|---|---|---|
| macOS | Self-hosted server | Full feature set |
| Windows | Self-hosted server | Full feature set |
| Linux | Self-hosted server | Full feature set |
| Android | Self-hosted server | Touch input; safe-area insets via JNI; `cargo-apk` build |
### Design Principles
- **Offline first.** The local file is always the source of truth. Sync is additive, never destructive.
- **One language, one repo.** The game client, sync client, shared types, and sync server are all Rust crates in a single Cargo workspace.
- **Plugin-based Bevy architecture.** Each major feature is a Bevy `Plugin`. Systems are small and single-purpose. Cross-system communication uses Bevy `Event`s.
Pure-core, no-panics-in-game-logic, and UI-first-interaction constraints are enforced by CLAUDE.md §2.1, §2.3, and §3.3 respectively — those are the canonical statements; this file describes the design that motivates them.
---
## 2. Workspace Structure
```
ferrous_solitaire/
├── Cargo.toml # Workspace manifest
├── .env.example # Server environment variable template
├── ARCHITECTURE.md # This document
├── README.md # Player-facing readme
├── README_SERVER.md # Self-hosting guide
├── Dockerfile # Multi-stage server build
├── docker-compose.yml # Server + Caddy reverse proxy
├── assets/ # Loaded at runtime via AssetServer (audio is embedded via include_bytes!())
│ ├── cards/
│ │ ├── faces/{RANK}{SUIT}.png # 52 card faces — rendered from hayeah/playing-cards-assets SVGs (MIT)
│ │ └── backs/back_0.png back_4.png # back_0 = generated default back; back_14 are generated patterns
│ ├── backgrounds/bg_0.png bg_4.png # generated textures
│ ├── fonts/main.ttf # FiraMono-Medium (170K, OFL)
│ └── audio/
│ ├── card_deal.wav
│ ├── card_flip.wav
│ ├── card_place.wav
│ ├── card_invalid.wav
│ ├── win_fanfare.wav
│ └── ambient_loop.wav
├── solitaire_core/ # Pure Rust game logic — zero external deps beyond rand/serde
├── solitaire_sync/ # Shared API types — used by client and server
├── solitaire_data/ # Persistence, sync client, settings
├── solitaire_engine/ # Bevy ECS systems, components, plugins
├── solitaire_server/ # Self-hosted sync server (Axum + SQLite)
├── solitaire_wasm/ # WebAssembly bindings — browser-side replay player
└── solitaire_app/ # Main binary entry point
```
---
## 3. Crate Responsibilities
### `solitaire_core`
**Dependencies:** `rand`, `serde`, `chrono` only.
The entire game rules engine. No Bevy, no network, no file I/O. Designed to be tested in isolation with `cargo test -p solitaire_core`.
Owns:
- All game data models (`Card`, `Suit`, `Rank`, `Pile`, `GameState`)
- Move validation logic
- Scoring engine
- Undo stack
- Win / auto-complete detection
- Achievement unlock condition evaluation
- Seeded RNG for reproducible deals
### `solitaire_sync`
**Dependencies:** `serde`, `serde_json`, `uuid`, `chrono` only.
Shared API contract types imported by both the game client (`solitaire_data`) and the server (`solitaire_server`). Changing a type here is a breaking change on both sides — version carefully.
Owns:
- `SyncPayload`, `SyncResponse`, `ConflictReport`
- `ChallengeGoal`, `LeaderboardEntry`
- `ApiError` enum
- Merge logic (pure functions, no I/O)
### `solitaire_data`
**Dependencies:** `solitaire_core`, `solitaire_sync`, `serde_json`, `dirs`, `keyring`, `reqwest`, `tokio` (minimal).
All persistence and sync client code. No Bevy dependency — Bevy systems in `solitaire_engine` call into this crate via the `SyncPlugin`.
Owns:
- Local file read/write (atomic via `.tmp` → rename)
- `StatsSnapshot`, `PlayerProgress`, `AchievementRecord` persistence
- `SyncBackend` enum and backend selection
- Solitaire Server sync client (JWT auth, auto-refresh)
- OS keychain integration (`keyring`)
- `SyncProvider` trait — implemented by `SolitaireServerClient`
### `solitaire_engine`
**Dependencies:** `bevy`, `kira`, `solitaire_core`, `solitaire_data`.
All Bevy-specific code. Structured as a collection of Plugins that `solitaire_app` registers.
Owns:
- Bevy ECS components and resources
- Rendering systems (card sprites, table, backgrounds)
- Drag-and-drop input handling
- Animation systems (slide, flip, win cascade, toast)
- All Bevy UI screens (Home, Stats, Achievements, Settings, Profile)
- Audio playback systems
- Sync status display
- Card, background, and font asset loading via Bevy `AssetServer` (audio is the lone exception — embedded via `include_bytes!()` in `audio_plugin.rs`)
### `solitaire_server`
**Dependencies:** `solitaire_sync`, `axum`, `sqlx`, `jsonwebtoken`, `bcrypt`, `tower-governor`, `tracing`, `tokio`, `dotenvy`.
Standalone binary. Can be built and run independently of the game.
Owns:
- HTTP API (see Section 9)
- SQLite database schema and migrations
- Auth (registration, login, JWT issuance and refresh)
- Server-side merge logic (delegates to `solitaire_sync`)
- Rate limiting
- Daily challenge seed generation
- Leaderboard management
### `solitaire_wasm`
**Dependencies:** `solitaire_core`, `serde`, `serde_json`, `chrono`, `wasm-bindgen`, `serde-wasm-bindgen`.
WebAssembly bindings for browser-side replay playback. Compiled to `cdylib` via `wasm-pack build`; the output lives in `solitaire_server/web/pkg/` and is served statically by the server.
Intentionally **does not** depend on `solitaire_data` (which pulls in `dirs`, `keyring`, `reqwest`, and other non-WASM crates). Instead it defines a minimal `Replay` mirror with the same serde shape as `solitaire_data::Replay` — the JSON wire format is the compatibility contract.
Owns:
- `ReplayPlayer` — WASM-exported state machine; steps through a replay's `Vec<ReplayMove>` against a live `GameState`
- `StateSnapshot` — JS-facing pile snapshot returned by each `step()` call
- `ReplayMove` / `Replay` mirrors — same serde shape as `solitaire_data` v2 equivalents
Because `ReplayPlayer` uses the same `solitaire_core::GameState` as the desktop client, the two implementations cannot drift: the same seed + move list produces identical pile state at every step on both platforms.
### `solitaire_app`
**Dependencies:** `bevy`, `solitaire_engine`.
Thin binary entry point. Registers all Bevy plugins and sets initial window properties.
---
## 4. Data Flow
### Game Loop (local, no sync)
```
User Input
Bevy InputSystem
│ fires GameInputEvent
GameLogicSystem (solitaire_engine)
│ calls solitaire_core::GameState::move_cards() → Result
GameStateResource updated
│ fires StateChangedEvent
RenderSystem ScoreSystem AchievementSystem
(update sprites) (update score HUD) (check unlock conditions)
│ fires AchievementUnlockedEvent
ToastSystem (Bevy UI popup)
PersistenceSystem (write to disk)
```
### Sync Flow (on launch)
```
App starts
SyncPlugin::on_startup()
│ spawns AsyncComputeTask
solitaire_data::sync_pull() ← dispatches to active SyncProvider
│ SolitaireServerClient
solitaire_sync::merge(local, remote)
Write merged result to disk
│ fires SyncCompleteEvent
Bevy main thread reads updated StatsResource
```
### Sync Flow (on exit)
```
AppExit event
SyncPlugin::on_exit()
│ blocking push (acceptable on exit, not on main loop)
active SyncProvider::push(local)
│ POST to server
Done
```
---
## 5. Game Engine Architecture
### Bevy Plugins
The "Shortcut" column lists optional keyboard accelerators. Every action in this table must also be reachable from a visible UI control (button, menu item, on-screen affordance) per the UI-first design principle in §1; the shortcut is a power-user convenience, not the sole entry point.
| Plugin | Shortcut | Responsibility |
|---|---|---|
| `CardPlugin` | — | Card entity spawning, sprite management, drag-and-drop |
| `TablePlugin` | — | Pile markers, background, layout calculation |
| `FontPlugin` | — | Loads FiraMono-Medium via `AssetServer` at startup; exposes `FontResource` handle |
| `AnimationPlugin` | — | Slide, flip, win cascade, toast animations |
| `FeedbackAnimPlugin` | — | Shake, settle, and deal-stagger animations |
| `AutoCompletePlugin` | Enter | Executes auto-complete when the HUD badge is lit |
| `AudioPlugin` | — | Sound effect and music playback via kira |
| `InputPlugin` | — | Keyboard and mouse input routing |
| `CursorPlugin` | — | Custom cursor sprite during drag |
| `SelectionPlugin` | — | Keyboard-driven card selection |
| `GamePlugin` | N | Core game state resource, new-game flow, win/game-over overlays |
| `HudPlugin` | — | Score, move counter, timer, auto-complete badge, and the top-right action button bar (Undo / Pause / Help / New Game). Each button fires the same request event the corresponding hotkey does. |
| `StatsPlugin` | S | Stats overlay and persistence |
| `ProgressPlugin` | — | XP/level system, persistence |
| `AchievementPlugin` | A | Unlock evaluation, toast events, persistence |
| `DailyChallengePlugin` | — | Daily challenge resource and completion tracking |
| `WeeklyGoalsPlugin` | — | Weekly goal progress and completion events |
| `ChallengePlugin` | — | Challenge mode progression (seeded hard deals) |
| `TimeAttackPlugin` | — | 10-minute time-attack mode timer |
| `HomePlugin` | M | Main-menu overlay with keyboard shortcut reference |
| `ProfilePlugin` | P | Player profile overlay: level, XP, achievements, sync status |
| `SettingsPlugin` | O | Settings panel: audio, draw mode, theme, sync, cosmetics |
| `ThemePlugin` | — | Owns `ActiveTheme` resource; registers the `CardTheme` SVG asset loader; rasterises themes once per (theme, target size) at load time and caches the resulting `Image`; handles the embedded default theme and user themes from `user_theme_dir()` |
| `SyncSetupPlugin` | — | Sync setup modal (URL / username / password fields, "Log In" / "Register" buttons); account deletion confirm modal; re-auth trigger when `SyncError::Auth` is returned by a pull |
| `LeaderboardPlugin` | L | Leaderboard overlay |
| `HelpPlugin` | H | Help / controls overlay |
| `PausePlugin` | Esc | Pause and resume |
| `OnboardingPlugin` | — | First-run welcome screen |
| `SyncPlugin` | — | Async sync lifecycle (pull on start, push on exit, status display) |
| `WinSummaryPlugin` | — | Win cascade overlay and screen-shake effect |
### Key Bevy Resources
```rust
// Current game state — single source of truth for the active game
struct GameStateResource(GameState);
// Sync status shown in Settings screen
enum SyncStatus { Idle, Syncing, LastSynced(DateTime<Utc>), Error(String) }
struct SyncStatusResource(SyncStatus);
// Currently active drag operation
struct DragState {
cards: Vec<u32>, // card ids being dragged
origin_pile: PileType,
cursor_offset: Vec2,
origin_z: f32,
}
// Loaded user data
struct StatsResource(StatsSnapshot);
struct ProgressResource(PlayerProgress);
struct AchievementsResource(Vec<AchievementRecord>);
struct SettingsResource(Settings);
// Pre-loaded card face and back PNG handles
struct CardImageSet {
faces: [[Handle<Image>; 13]; 4], // [suit][rank]: Clubs=0..Spades=3, Ace=0..King=12
backs: [Handle<Image>; 5], // indexed by selected_card_back setting
}
// Project-wide font handle (FiraMono-Medium loaded via AssetServer at startup)
struct FontResource(Handle<Font>);
// Pre-loaded background PNG handles
struct BackgroundImageSet {
handles: Vec<Handle<Image>>, // indices 04 match selected_background setting
}
// OS-reserved edge insets (physical px); zero on desktop
struct SafeAreaInsets { top: f32, bottom: f32, left: f32, right: f32 }
// Whether the HUD band is visible (auto-hide chrome feature)
enum HudVisibility { Visible, Hidden }
```
### Key Bevy Events
```rust
// Input → Logic
struct MoveRequestEvent { from: PileType, to: PileType, count: usize }
struct DrawRequestEvent;
struct UndoRequestEvent;
struct NewGameRequestEvent { seed: Option<u64> }
// Logic → Rendering/UI
struct StateChangedEvent;
struct CardFlippedEvent(u32);
struct GameWonEvent { score: i32, time_seconds: u64 }
struct AchievementUnlockedEvent(AchievementRecord);
struct SyncCompleteEvent(Result<SyncResponse, String>);
```
### Layout System
Card and pile positions are calculated from window dimensions on startup and on every `WindowResized` event.
```
Window width → card_width = window_width / 9.0 (7 columns + 2 margins)
Window height → card_height = card_width * 1.4 (standard card aspect ratio)
Pile spacing → h_gap = (window_width - 7 * card_width) / 8.0
```
Minimum window: 800×600. At this size cards are small but usable.
---
## 6. Persistence & Sync Architecture
### Local Storage
All files stored under `dirs::data_dir() / "ferrous_solitaire"/`:
```
~/.local/share/ferrous_solitaire/ (Linux)
~/Library/Application Support/ferrous_solitaire/ (macOS)
%APPDATA%\ferrous_solitaire\ (Windows)
├── stats.json # StatsSnapshot
├── progress.json # PlayerProgress (XP, level, unlocks, daily challenge)
├── achievements.json # Vec<AchievementRecord>
├── settings.json # Settings (draw mode, audio, theme, sync backend)
└── game_state.json # In-progress game (saved on pause/exit, deleted on win/loss)
```
Atomic writes: all saves go to `filename.json.tmp` first, then `rename()` — ensuring a crash mid-write never corrupts saved data.
### `SyncProvider` Trait
All sync backends implement a single trait in `solitaire_data`. The `SyncPlugin` holds a `Box<dyn SyncProvider + Send + Sync>` and is backend-agnostic.
```rust
#[async_trait]
pub trait SyncProvider: Send + Sync {
// Required — must be implemented by every backend:
async fn pull(&self) -> Result<SyncPayload, SyncError>;
async fn push(&self, payload: &SyncPayload) -> Result<SyncResponse, SyncError>;
fn backend_name(&self) -> &'static str;
fn is_authenticated(&self) -> bool;
// Optional — all have default no-op / empty implementations:
async fn mirror_achievement(&self, _id: &str) -> Result<(), SyncError>;
async fn fetch_leaderboard(&self) -> Result<Vec<LeaderboardEntry>, SyncError>;
async fn fetch_daily_challenge(&self) -> Result<Option<ChallengeGoal>, SyncError>;
async fn opt_in_leaderboard(&self, _display_name: &str) -> Result<(), SyncError>;
async fn opt_out_leaderboard(&self) -> Result<(), SyncError>;
async fn delete_account(&self) -> Result<(), SyncError>;
// Returns the shareable web URL on success; defaults to Err(UnsupportedPlatform)
// so LocalOnlyProvider silently no-ops the push-on-win path.
async fn push_replay(&self, _replay: &Replay) -> Result<String, SyncError>;
}
```
Implementations:
| Struct | Backend | Platforms |
|---|---|---|
| `LocalOnlyProvider` | No-op (default) | All |
| `SolitaireServerClient` | Self-hosted server | All |
Sync always runs on `bevy::tasks::AsyncComputeTaskPool` — the game thread is never blocked.
### Sync Backends (Settings enum)
```rust
pub enum SyncBackend {
Local,
SolitaireServer {
url: String,
username: String,
// JWT access + refresh tokens stored in OS keychain
// key: "ferrous_solitaire_server_{username}"
},
}
```
### Solitaire Server Sync
On launch: `GET /api/sync/pull` with `Authorization: Bearer {access_token}`
On exit: `POST /api/sync/push` with payload
On 401: automatically attempt `POST /api/auth/refresh`, retry once, then surface error to user.
Credentials stored in OS keychain via `keyring` — never in plaintext on disk.
---
## 7. Sync Server Architecture
### Stack
| Component | Crate |
|---|---|
| HTTP framework | `axum` |
| Database | `sqlx` with SQLite |
| Auth | `jsonwebtoken` + `bcrypt` |
| Rate limiting | `tower-governor` |
| Logging | `tracing` + `tracing-subscriber` |
| Config | `dotenvy` |
| Shared types | `solitaire_sync` (workspace crate) |
### Database Schema
```sql
-- migrations/001_initial.sql
CREATE TABLE users (
id TEXT PRIMARY KEY, -- UUID v4
username TEXT UNIQUE NOT NULL,
password_hash TEXT NOT NULL, -- bcrypt, cost 12
created_at TEXT NOT NULL, -- ISO 8601
leaderboard_opt_in INTEGER DEFAULT 0
);
CREATE TABLE sync_state (
user_id TEXT PRIMARY KEY REFERENCES users(id) ON DELETE CASCADE,
stats_json TEXT NOT NULL,
achievements_json TEXT NOT NULL,
progress_json TEXT NOT NULL,
last_modified TEXT NOT NULL
);
CREATE TABLE daily_challenges (
date TEXT PRIMARY KEY, -- "YYYY-MM-DD"
seed INTEGER NOT NULL,
goal_json TEXT NOT NULL
);
CREATE TABLE leaderboard (
user_id TEXT REFERENCES users(id) ON DELETE CASCADE,
display_name TEXT NOT NULL,
best_time_secs INTEGER,
best_score INTEGER,
recorded_at TEXT NOT NULL,
PRIMARY KEY (user_id)
);
-- migrations/002_replays.sql
CREATE TABLE IF NOT EXISTS replays (
id TEXT PRIMARY KEY, -- UUID v4 minted server-side
user_id TEXT NOT NULL REFERENCES users(id) ON DELETE CASCADE,
seed INTEGER NOT NULL,
draw_mode TEXT NOT NULL, -- "DrawOne" | "DrawThree"
mode TEXT NOT NULL, -- "Classic" | "Zen" | "Challenge" | "TimeAttack"
time_seconds INTEGER NOT NULL,
final_score INTEGER NOT NULL,
recorded_at TEXT NOT NULL, -- replay-side date (YYYY-MM-DD)
received_at TEXT NOT NULL, -- server insert timestamp (ISO 8601)
replay_json TEXT NOT NULL -- full Replay serialisation
);
CREATE INDEX IF NOT EXISTS replays_received_at_idx ON replays(received_at DESC);
CREATE INDEX IF NOT EXISTS replays_user_id_idx ON replays(user_id);
```
### Request Lifecycle
```
Client Request
tower-governor (rate limiter — 10 req/min on /api/auth/*)
axum Router
├─ /api/auth/* → AuthHandler (no JWT required)
└─ /api/* → JwtMiddleware → Handler
├─ Validate JWT signature + expiry
├─ Reject payload > 1MB
└─ Extract user_id for handler
```
### Daily Challenge Generation
If no row exists in `daily_challenges` for today's date, the server generates one on first request:
```rust
let seed = hash_date_to_u64("2026-04-19"); // deterministic, same for all players
let goal = generate_goal_from_seed(seed); // seeded RNG picks goal type + params
```
This ensures all players worldwide get the same challenge for a given date, regardless of which server instance handles the request.
---
## 8. Data Models
### Core Game Models (`solitaire_core`)
```rust
pub enum Suit { Clubs, Diamonds, Hearts, Spades }
pub enum Rank { Ace, Two, Three, Four, Five, Six, Seven, Eight, Nine, Ten, Jack, Queen, King }
pub struct Card {
pub id: u32,
pub suit: Suit,
pub rank: Rank,
pub face_up: bool,
}
pub enum PileType {
Stock,
Waste,
Foundation(Suit),
Tableau(usize), // 06
}
pub enum DrawMode { DrawOne, DrawThree }
/// Active game mode. Classic is the default; others unlock at level 5.
pub enum GameMode { Classic, Zen, Challenge, TimeAttack }
pub enum MoveError {
InvalidSource,
InvalidDestination,
EmptySource,
RuleViolation(String),
UndoStackEmpty,
GameAlreadyWon,
}
pub struct GameState {
pub piles: HashMap<PileType, Vec<Card>>,
pub draw_mode: DrawMode,
pub mode: GameMode,
pub score: i32,
pub move_count: u32,
pub undo_count: u32, // number of undos used in this game
pub recycle_count: u32, // number of stock recycles
pub elapsed_seconds: u64,
pub seed: u64,
pub is_won: bool,
pub is_auto_completable: bool,
undo_stack: VecDeque<StateSnapshot>, // private, max 64 (VecDeque for O(1) pop_front)
}
```
### Persistence Models (`solitaire_data`)
```rust
pub struct StatsSnapshot {
pub games_played: u32,
pub games_won: u32,
pub games_lost: u32,
pub win_streak_current: u32,
pub win_streak_best: u32,
pub avg_time_seconds: u64,
pub fastest_win_seconds: u64,
pub lifetime_score: u64,
pub best_single_score: u32,
pub draw_one_wins: u32,
pub draw_three_wins: u32,
pub last_modified: DateTime<Utc>,
}
pub struct PlayerProgress {
pub total_xp: u64,
pub level: u32,
pub daily_challenge_last_completed: Option<NaiveDate>,
pub daily_challenge_streak: u32,
pub weekly_goal_progress: HashMap<String, u32>,
pub unlocked_card_backs: Vec<usize>,
pub unlocked_backgrounds: Vec<usize>,
pub last_modified: DateTime<Utc>,
}
pub struct AchievementRecord {
pub id: String,
pub unlocked: bool,
pub unlock_date: Option<DateTime<Utc>>,
pub reward_granted: bool,
}
pub struct Settings {
pub draw_mode: DrawMode,
pub sfx_volume: f32, // 0.01.0
pub music_volume: f32,
pub animation_speed: AnimSpeed,
pub theme: Theme,
pub sync_backend: SyncBackend, // Local | SolitaireServer
pub selected_card_back: usize, // index into PlayerProgress::unlocked_card_backs
pub selected_background: usize, // index into PlayerProgress::unlocked_backgrounds
pub first_run_complete: bool,
pub color_blind_mode: bool, // blue tint on red suits
pub high_contrast_mode: bool, // boosted luminance for low-vision users
pub reduce_motion_mode: bool, // WCAG reduce-motion — snaps instead of slides
pub window_geometry: Option<WindowGeometry>, // persisted size + position; None on first run
}
pub struct WindowGeometry {
pub width: u32, // logical pixels
pub height: u32,
pub x: i32, // physical pixels, top-left corner
pub y: i32,
}
```
---
## 9. API Reference
All endpoints are under the base URL configured by the user (e.g., `https://solitaire.example.com`).
### Authentication
| Method | Path | Auth | Body | Response |
|---|---|---|---|---|
| POST | `/api/auth/register` | None | `{username, password}` | `{access_token, refresh_token}` |
| POST | `/api/auth/login` | None | `{username, password}` | `{access_token, refresh_token}` |
| POST | `/api/auth/refresh` | None | `{refresh_token}` | `{access_token, refresh_token}` (rotated) |
### Sync
| Method | Path | Auth | Body | Response |
|---|---|---|---|---|
| GET | `/api/sync/pull` | Bearer JWT | — | `SyncResponse` |
| POST | `/api/sync/push` | Bearer JWT | `SyncPayload` | `SyncResponse` |
### Game Data
| Method | Path | Auth | Body | Response |
|---|---|---|---|---|
| GET | `/api/daily-challenge` | None | — | `ChallengeGoal` |
| GET | `/api/leaderboard` | Bearer JWT | — | `Vec<LeaderboardEntry>` |
| POST | `/api/leaderboard/opt-in` | Bearer JWT | — | `{ok: true}` |
### Replays
| Method | Path | Auth | Body | Response |
|---|---|---|---|---|
| POST | `/api/replays` | Bearer JWT | Replay JSON | `{id, share_url}` |
| GET | `/api/replays/recent` | None | — (`?limit=N`) | `Vec<ReplaySummary>` |
| GET | `/api/replays/:id` | None | — | Full Replay JSON |
### Web Replay Player
| Method | Path | Auth | Notes |
|---|---|---|---|
| GET | `/replays/:id` | None | Serves `web/index.html`; JS fetches `/api/replays/:id` and steps through via the `solitaire_wasm` WASM module |
| GET | `/web/*` | None | Static assets served via `ServeDir` from `solitaire_server/web/` (includes `web/pkg/` with wasm-bindgen output) |
### Account Management
| Method | Path | Auth | Body | Response |
|---|---|---|---|---|
| DELETE | `/api/account` | Bearer JWT | — | `{ok: true}` |
| GET | `/health` | None | — | `{status, version}` |
### JWT Details
- Access token expiry: 24 hours
- Refresh token expiry: 30 days
- Algorithm: HS256
- Secret: `JWT_SECRET` environment variable (min 64 chars recommended)
---
## 10. Merge Strategy
Used by both `SolitaireServerClient` and the server-side handler. Lives in `solitaire_sync` as a pure function with no I/O.
```rust
pub fn merge(local: &SyncPayload, remote: &SyncPayload) -> SyncPayload {
SyncPayload {
stats: StatsSnapshot {
games_played: max(local.stats.games_played, remote.stats.games_played),
games_won: max(local.stats.games_won, remote.stats.games_won),
games_lost: max(local.stats.games_lost, remote.stats.games_lost),
win_streak_best: max(local.stats.win_streak_best, remote.stats.win_streak_best),
win_streak_current: max(local.stats.win_streak_current, remote.stats.win_streak_current),
fastest_win_seconds: min(local.stats.fastest_win_seconds, remote.stats.fastest_win_seconds),
best_single_score: max(local.stats.best_single_score, remote.stats.best_single_score),
lifetime_score: max(local.stats.lifetime_score, remote.stats.lifetime_score),
// avg_time recomputed from merged games_played/total_time
last_modified: Utc::now(),
..
},
achievements: union_by_id( // never remove an unlocked achievement
&local.achievements, // keep earliest unlock_date on conflict
&remote.achievements,
),
progress: PlayerProgress {
total_xp: max(local.progress.total_xp, remote.progress.total_xp),
unlocked_card_backs: union_vecs(&local.progress.unlocked_card_backs, &remote.progress.unlocked_card_backs),
unlocked_backgrounds: union_vecs(&local.progress.unlocked_backgrounds, &remote.progress.unlocked_backgrounds),
// level recomputed from merged total_xp
last_modified: Utc::now(),
..
},
last_modified: Utc::now(),
..
}
}
```
**Conflict reporting:** Any case where local and remote have different values for the same field that cannot be merged deterministically (e.g., different daily challenge streak counts) is recorded in `Vec<ConflictReport>` and returned to the client for display — data is never silently discarded.
---
## 11. Achievement System
### Definition Structure
Achievements are defined as static data in `solitaire_core`. Runtime unlock state (`unlocked`, `unlock_date`, `reward_granted`) is stored separately in `solitaire_data`.
```rust
pub struct AchievementDef {
pub id: &'static str,
pub name: &'static str,
pub description: &'static str,
pub icon: &'static str,
pub secret: bool,
pub reward: Option<Reward>,
pub condition: fn(&GameState, &StatsSnapshot, &PlayerProgress) -> bool,
}
```
### Achievement List
| ID | Name | Condition | Secret | Reward |
|---|---|---|---|---|
| `first_win` | First Win | Win 1 game | No | — |
| `on_a_roll` | On a Roll | Win streak ≥ 3 | No | Card back #1 |
| `unstoppable` | Unstoppable | Win streak ≥ 10 | No | Background #1 |
| `century` | Century | 100 games played | No | — |
| `veteran` | Veteran | 500 games played | No | Badge |
| `speed_demon` | Speed Demon | Win in < 3 min | No | — |
| `lightning` | Lightning | Win in < 90 sec | No | Card back #2 |
| `high_scorer` | High Scorer | Score ≥ 5,000 | No | — |
| `point_machine` | Point Machine | Lifetime score ≥ 50,000 | No | Background #2 |
| `no_undo` | No Undo | Win without undo | No | +25 XP |
| `draw_three_master` | Draw 3 Master | 10 Draw 3 wins | No | Card back #3 |
| `perfectionist` | Perfectionist | Max possible score | No | Badge |
| `night_owl` | Night Owl | Play after midnight | No | — |
| `early_bird` | Early Bird | Play before 6am | No | — |
| `daily_devotee` | Daily Devotee | 7 daily challenges | No | Background #3 |
| `speed_and_skill` | ??? | Win < 90s without undo | Yes | Card back #4 |
| `comeback` | ??? | Win after 3+ stock recycles | Yes | Background #4 |
| `zen_winner` | ??? | Win in Zen Mode | Yes | Badge |
| `cinephile` | Cinephile | Watch a saved replay all the way through | No | — |
### Evaluation Timing
Achievement conditions are evaluated by `AchievementPlugin` on every `GameWonEvent` and `StateChangedEvent`. The plugin calls `solitaire_core::check_achievements()` which returns a `Vec<AchievementDef>` of newly unlocked achievements. The plugin then fires `AchievementUnlockedEvent` for each, which the toast and persistence systems handle independently.
A small number of achievements are *event-driven* rather than condition-driven: their `AchievementDef::condition` always returns `false` and their unlock is written from a dedicated observer system instead. `cinephile` is the canonical example — it unlocks when `ReplayPlaybackState` transitions from `Playing` to `Completed` (a saved replay watched to its natural end). The Stop button transitions `Playing → Inactive` directly without entering `Completed`, so manual aborts do not unlock the achievement.
---
## 12. Progression System
### XP Sources
| Action | XP Awarded |
|---|---|
| Win a game | +50 |
| Fast win bonus (< 2 min) | +10 to +50 (scaled) |
| Win without undo | +25 |
| Complete daily challenge | +100 |
| Complete weekly goal | +75 |
### Level Formula
```
Levels 110: level = floor(total_xp / 500)
Levels 11+: level = 10 + floor((total_xp - 5000) / 1000)
```
### Special Modes (unlocked at level 5)
| Mode | Rules |
|---|---|
| **Time Attack** | Play as many games as possible in 10 minutes. Score = total wins. |
| **Challenge Mode** | Fixed hard seeds. No undo. Must win to advance. |
| **Zen Mode** | No timer. No score display. Ambient audio. No penalties. |
---
## 13. Audio System
Audio uses `kira`. All sound files are `.wav`.
| File | Trigger |
|---|---|
| `card_deal.wav` | New game deal animation |
| `card_flip.wav` | Card flips face-up |
| `card_place.wav` | Valid card placement |
| `card_invalid.wav` | Invalid move attempt |
| `win_fanfare.wav` | Game won |
| `ambient_loop.wav` | Looping background music |
Volume is controlled by two independent sliders in Settings (`sfx_volume`, `music_volume`), each stored in `Settings` and applied as `kira` channel volumes.
Audio systems listen for Bevy events and never block the game thread.
---
## 14. Asset Pipeline
### Rendering approach
Cards are Bevy `Sprite` entities with `Handle<Image>` from `CardImageSet`. Face-up cards use one of 52 individual face PNGs selected by `faces[suit][rank]` — rank and suit are baked into each image and no `Text2d` overlay is spawned. Face-down cards use `backs/back_N.png` indexed by `settings.selected_card_back`. `Text2d` labels are only used as a fallback when `CardImageSet` is absent (e.g. tests with `MinimalPlugins`). `CardImageSet` is populated at startup by `card_plugin::load_card_images` via `AssetServer::load()`.
Backgrounds are Bevy `Sprite` entities with `Handle<Image>` from `BackgroundImageSet`. `BackgroundImageSet` is populated at startup by `table_plugin::load_background_images` via `AssetServer::load()`.
The font `FiraMono-Medium` is loaded via `AssetServer::load("fonts/main.ttf")` at startup by `FontPlugin` and exposed as `FontResource` for use by all UI and text systems.
All three loaders take `Option<Res<AssetServer>>` so they degrade cleanly under `MinimalPlugins` in tests: when the server is absent, `CardImageSet`/`BackgroundImageSet` are inserted with empty handle slots and the plugins fall back to `Text2d` rank+suit overlays and solid-colour board backgrounds. The `assets/` directory must ship alongside the binary.
The `assets/` directory layout:
```
assets/
├── cards/
│ ├── faces/{rank}_{suit}.png # 52 individual card faces (120×168, generated by solitaire_assetgen)
│ └── backs/back_0.png back_4.png # placeholder patterns
├── backgrounds/bg_0.png bg_4.png # placeholder textures
├── fonts/main.ttf # FiraMono-Medium (170K, OFL)
└── audio/
├── card_deal.wav
├── card_flip.wav
├── card_place.wav
├── card_invalid.wav
├── win_fanfare.wav
└── ambient_loop.wav
```
### Audio
All sound effect WAV files are embedded at compile time via `include_bytes!()` in `audio_plugin.rs`. There is no runtime asset loading — the binary is fully self-contained.
| File | Trigger |
|---|---|
| `card_deal.wav` | New game deal animation |
| `card_flip.wav` | Card flips face-up |
| `card_place.wav` | Valid card placement |
| `card_invalid.wav` | Invalid move attempt |
| `win_fanfare.wav` | Game won |
| `ambient_loop.wav` | Looping background music |
---
## 15. Platform Targets
| Platform | Status | Primary Sync | Notes |
|---|---|---|---|
| macOS | Primary | Self-hosted server | x86_64 + Apple Silicon (universal binary via `cargo-lipo`) |
| Windows | Primary | Self-hosted server | x86_64, MSVC toolchain |
| Linux | Primary | Self-hosted server | x86_64, tested on Ubuntu 22.04+ and Fedora 39+ |
| Android | Active | Self-hosted server | `cargo-apk`; touch + long-press + double-tap; safe-area JNI; portrait layout |
| iOS | Stretch | Self-hosted server | `cargo-mobile2`, touch input |
Minimum Bevy window size enforced: 800×600. Desktop windows are freely resizable; layout recomputes on `WindowResized`.
---
## 16. Build & Development Guide
### Prerequisites
- Rust stable toolchain (via `rustup`)
- For Linux: `libasound2-dev`, `libudev-dev`, `libxkbcommon-dev`
- For macOS: Xcode Command Line Tools
### Common Commands
```bash
# Run the game (dev build with dynamic linking for fast compile)
cargo run -p solitaire_app --features bevy/dynamic_linking
# Run with release optimizations
cargo run -p solitaire_app --release
# Run all tests
cargo test --workspace
# Lint (must pass clean — no warnings allowed)
cargo clippy --workspace -- -D warnings
# Run the sync server locally
cargo run -p solitaire_server
# Build release binaries for all crates
cargo build --workspace --release
```
### Environment Variables (Server)
Copy `.env.example` to `.env` and fill in:
```
DATABASE_URL=sqlite://solitaire.db
JWT_SECRET=<generate with: openssl rand -hex 32>
SERVER_PORT=8080
ADMIN_USERNAME=admin # optional, seeded on first run
```
### Fast Compile Setup
The workspace `Cargo.toml` includes:
```toml
[profile.dev]
opt-level = 1
[profile.dev.package."*"]
opt-level = 3
[profile.release]
opt-level = 3
lto = "thin"
```
Add `--features bevy/dynamic_linking` during development to dramatically reduce incremental compile times.
---
## 17. Deployment Guide
### Docker Compose (Recommended)
```bash
git clone https://github.com/yourname/ferrous_solitaire
cd ferrous_solitaire
cp .env.example .env
# Edit .env — set JWT_SECRET and SERVER_PORT
docker compose up -d
```
This starts the sync server + a Caddy reverse proxy with automatic TLS (provide your domain in `docker-compose.yml`).
### Systemd Service (Alternative)
```bash
cargo build -p solitaire_server --release
sudo cp target/release/solitaire_server /usr/local/bin/
sudo cp solitaire_server.service /etc/systemd/system/
sudo systemctl enable --now solitaire_server
```
### Backups
The entire server state is in a single SQLite file. Back it up by copying it:
```bash
sqlite3 solitaire.db ".backup backup_$(date +%Y%m%d).db"
```
Or just `cp solitaire.db backups/` — SQLite's WAL mode makes this safe while the server is running.
### Updating
```bash
git pull
cargo build -p solitaire_server --release
sudo systemctl restart solitaire_server
```
Migrations run automatically on startup via `sqlx::migrate!()`.
---
## 18. Security Model
| Concern | Mitigation |
|---|---|
| Password storage | bcrypt, cost factor 12 — never stored in plaintext |
| Token security | JWTs signed with HS256, stored in OS keychain via `keyring` crate |
| Token expiry | Access: 24h, Refresh: 30d |
| Refresh token rotation | Each `/api/auth/refresh` call consumes the incoming refresh token (deletes its jti row) and issues a new one. Reuse of a consumed token returns 401. Expired rows are pruned inline. |
| Brute force | `tower-governor`: 10 req/min per IP on `/api/auth/*` |
| Payload abuse | 1MB max request body, enforced by Axum middleware |
| Data deletion | `DELETE /api/account` removes all rows via `ON DELETE CASCADE` |
| TLS | Handled by reverse proxy (Caddy/nginx) — server runs plain HTTP internally |
| PII | Only username stored — no email, no real name required |
| Leaderboard | Opt-in only — display name chosen by user at opt-in time |
---
## 19. Testing Strategy
### Unit Tests (`solitaire_core`)
Every public function in `solitaire_core` has corresponding `#[test]` coverage:
- All legal move types (tableau→foundation, waste→tableau, etc.)
- All illegal move types and their `MoveError` variants
- Undo: state fully restored after 1, 5, and 64 undos
- Scoring: each action type, time bonus formula, floor at zero
- Win detection: true positive (complete foundation), true negative
- Auto-complete detection
- Seeded deal: same seed produces identical layout across 100 runs
### Unit Tests (`solitaire_sync`)
- Merge: each field merges correctly (max, min, union)
- Merge: idempotent (merging identical payloads returns identical payload)
- Merge: achievements never removed
### Integration Tests (`solitaire_server`)
Using `axum::test` and an in-memory SQLite database:
- Auth flow: register → login → access protected endpoint → refresh → access again
- Sync roundtrip: push payload → pull → verify merged response
- Rate limiting: 11th request within 1 minute returns 429
- Account deletion: all rows removed, subsequent JWT rejected
### Manual Test Checklist (per platform, per release)
- [ ] New game deals correctly, all 52 cards present
- [ ] Drag and drop works for all pile type combinations
- [ ] Win triggers cascade animation and score display
- [ ] Undo restores previous state visually and in data
- [ ] Stats persist across app restart
- [ ] Achievement toast appears and dismisses
- [ ] Server sync: register, login, push, pull on second machine
- [ ] Server sync: JWT refresh on 401 works transparently
---
## 20. Decision Log
| Decision | Rationale | Date |
|---|---|---|
| Bevy as game engine | Best-in-class Rust game engine; ECS architecture suits card game structure well; active ecosystem | 2026-04-19 |
| SQLite over Postgres for server | Single-file DB simplifies self-hosting enormously; a card game sync server will never need Postgres-scale throughput | 2026-04-19 |
| Shared `solitaire_sync` crate | Ensures client and server types are always identical; type errors caught at compile time rather than runtime | 2026-04-19 |
| `keyring` for credential storage | OS keychain is the correct place for secrets on all three desktop platforms; never store JWTs or passwords in plaintext files | 2026-04-19 |
| Atomic file writes (tmp → rename) | Prevents corrupt save files on crash or power loss with zero extra dependencies | 2026-04-19 |
| bcrypt cost 12 | Balances security and registration latency (~300ms on modern hardware); higher than default 10 | 2026-04-19 |
| No email required for server accounts | Reduces PII collected; simplifies self-hosted deployments; password reset handled by server admin if needed | 2026-04-19 |
| Self-hosted server as primary sync (not WebDAV) | A proper Rust server gives us auth, leaderboards, and daily challenge seeding for minimal extra effort over WebDAV, and removes a redundant backend | 2026-04-20 |
| `SyncProvider` trait, not `SyncBackend` match arms | `SyncPlugin` stays backend-agnostic and testable; new backends can be added without touching the plugin | 2026-04-20 |
| Dropped WebDAV backend | Redundant once the self-hosted server exists; removing it reduces surface area and simplifies settings UI | 2026-04-20 |
| Dropped GPGS backend | Redundant with the self-hosted server; adds JNI complexity for no user-visible benefit on the target platforms | 2026-04-28 |
| Card, background, and font assets loaded via `AssetServer` | Reverses the earlier embed-via-`include_bytes!()` decision: PNGs and TTFs are loaded at runtime so artwork can be swapped (e.g. alternate card backs, themed backgrounds) without a recompile, and binary size stays small. Loaders take `Option<Res<AssetServer>>` and fall back gracefully under `MinimalPlugins`. The `assets/` directory must ship alongside the binary. | 2026-04-29 |
| Audio assets remain embedded via `include_bytes!()` | Audio files are small, change rarely, and the embedded path eliminates a class of runtime-load errors during gameplay; the asset-pipeline reversal does not extend to audio | 2026-04-29 |
| Card art swapped from xCards (LGPL-3.0) to hayeah/playing-cards-assets (MIT) | Public-release readiness. The previous xCards art carried LGPL relinking obligations that complicate a single-binary distribution; hayeah's set derives from the public-domain `vector-playing-cards` line-art and is permissively MIT-licensed. CREDITS.md license summary collapsed to MIT + OFL-1.1. The default card back is original work in this project's midnight-purple palette. | 2026-05-01 |
| Runtime SVG card-theme system (`CARD_PLAN.md`) | User-supplied themes need to ship SVG sources so they can rasterise at any resolution on the player's hardware; baking PNGs at build time only would lock theme installation to the developer. The pipeline (usvg → resvg → tiny-skia) rasterises once per (theme, target size) at load time and caches the resulting `Image`, so the runtime cost is paid once, not per frame. The bundled default theme ships via `embedded://`; user themes via `themes://` rooted at `user_theme_dir()`. | 2026-05-01 |