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Ferrous-Solitaire/SESSION_HANDOFF.md
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funman300 12fba2157a docs(handoff): refresh post-v0.21.2 — anchor to new tag, update menu
Mirrors the post-v0.21.0 → v0.21.1 → v0.21.2 cut-then-refresh
pattern. Cut commit (f23df3b) edited only CHANGELOG; this
follow-up resets the handoff so a fresh session picks up cleanly
post-v0.21.2.

Updated:
- Header points to v0.21.2 at f23df3b; opening paragraph
  summarizes the patch's three threads (accessibility
  extensions, replay polish, first real Toast Error consumer).
- Status at pause: tests bumped to 1195 (net +3 from v0.21.1's
  1192); tags list extended through v0.21.2.
- "Since the v0.21.1 cut" → "Since the v0.21.2 cut" with the
  closure narratives dropped (now in CHANGELOG.md § [0.21.2]).
  Section reset to "no threads in flight" placeholder.
- Visual-identity follow-ups: marked floating MOVE chip closed
  by v0.21.2 (`2fb2d63`), Toast Error closed by v0.21.2
  (`68d50b5`); HC + reduce-motion entries updated to reflect
  v0.21.2's HC chrome rollout (8 surfaces) and splash
  reduce-motion gating. Toast Warning still open with a
  candidate driver suggestion (daily-challenge expiry).
- Resume prompt menu retuned: A (Android) and D (Phase 8)
  unchanged; B narrowed to just the screen-takeover redesign
  (the floating chip piece shipped); C narrowed to just
  Warning variant (Error done); new E added for
  HC+reduce-motion on dynamic-paint sites (HUD action buttons,
  etc — explicitly carved out of the v0.21.2 HC rollout
  because of paint-cycle races).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:08:17 -07:00

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# Solitaire Quest — Session Handoff
**Last updated:** 2026-05-08 — **v0.21.2 cut and tagged at `f23df3b`**,
working tree clean, all post-tag work pushed to origin.
v0.21.2 is a patch release for the post-v0.21.1 polish work:
extends accessibility (full HC chrome rollout across 8 surfaces;
splash reduce-motion gating on scanline + cursor pulse), adds a
floating MOVE chip above the destination card during replay
playback, and lights up the first real consumer of
`ToastVariant::Error` (a "Invalid move" toast as the third leg
of the existing audio + visual rejection-feedback stool).
Full v0.21.2 detail lives in `CHANGELOG.md` § [0.21.2]. This
file from here on focuses on what's *open* post-cut and how to
resume.
## Status at pause
- **HEAD locally:** see `git rev-parse HEAD`. The cut commit is
`f23df3b`; any post-cut docs edits ride on top of that.
- **HEAD on origin:** matches local. v0.21.2 is fully on origin.
- **Working tree:** clean. No WIP outstanding.
- **`artwork/` directory:** still untracked. Intentional.
- **Build:** `cargo clippy --workspace --all-targets -- -D warnings`
clean.
- **Tests:** **1195 passing / 0 failing** across the workspace
(net +3 from v0.21.1's 1192 baseline). Detail in
`CHANGELOG.md` § [0.21.2] § Stats.
- **Tags on origin:** `v0.9.0` through `v0.21.2`. v0.21.2 is on
`f23df3b`; v0.21.1 stays on `daa655a`; v0.21.0 stays on
`04f9bf9`; v0.20.0 stays on `41a009a`.
## Since the v0.21.2 cut
No threads in flight. Working tree clean as of 2026-05-08. New
work since the cut would land here as commit narratives; for
the v0.21.2 contents themselves, see `CHANGELOG.md` § [0.21.2].
## Open punch list
### Phase Android (build + persistence shipped; runtime gaps remain)
- **APK launch verification on AVD / device.** `adb install` then
`adb logcat` against the `bevy_test` AVD or an x86_64 device.
The build works and persistence is wired, but no end-to-end
device run has been logged. Shakes out runtime bugs the build +
unit tests can't catch.
- **JNI ClipboardManager bridge.** Replaces the Android stub for
the Stats "Copy share link" toast. `arboard` doesn't ship an
Android backend; small custom JNI call.
- **Android Keystore for credentials.** `keyring` is target-gated
to a stub returning `KeychainUnavailable`; replace with Android
Keystore via JNI when sync auth ships on mobile.
- **Google Play Games (gpgs) integration.** Listed as a
Phase-Android target since Phase 1; now unblocked by the build
target.
- **Cosmetic `cargo apk build --lib` workaround.** Post-sign
panic doesn't affect the APK on disk but produces noisy stderr.
Either upstream a cargo-apk fix or document `--lib` as
canonical in the runbook.
### Visual-identity follow-ups (post-v0.21.0)
The visual-identity arc is effectively complete: token system,
chrome migration, splash boot screen, replay-overlay banner,
card-face artwork (both rendering paths), and the `ACCENT_PRIMARY`
palette refresh all shipped in v0.20.0 + v0.21.0. What stays open:
- **Replay-overlay screen-takeover redesign.** The full mockup
(`docs/ui-mockups/replay-overlay-mobile.html`) calls for a
mini-tableau preview, playback controls, move-log scroll, and
a WIN MOVE marker on the scrub bar. Banner-local pieces all
shipped in v0.21.0 (`c84d9f4` + `6204db8` + `54005d5` +
`e080b49`); the floating MOVE chip above the focused card
shipped in v0.21.2 (`2fb2d63`). The screen-takeover is a
multi-session redesign with data-layer impact — needs a new
`win_move_index: Option<usize>` field on `Replay` (currently
unimplemented), a move-log scroller, and a mini-tableau
preview.
- *Floating `MOVE N/M` chip above the focused card during
playback — closed 2026-05-08 by `2fb2d63`.* World-space
`Text2d` entity sibling to the banner overlay; uses the same
`LayoutResource` pile coordinates so it survives window
resizes without UI/camera math.
- **Toast Warning variant wiring.** `ToastVariant::Warning`
(gold) still has no in-engine consumer post-v0.21.2. Most
likely candidate driver: a daily-challenge-expiry warning
when < 30 minutes from midnight UTC reset and the player
hasn't completed the challenge. Needs a ticking-timer system
+ comparison against daily-challenge state.
- *Toast Error variant wiring — closed 2026-05-08 by `68d50b5`.*
`MoveRejectedEvent` now fires a 2-second pink-bordered
"Invalid move" toast as the third leg of the
audio + visual + text rejection-feedback stool.
- *High-contrast accessibility mode — closed 2026-05-08 by
`c5787c6` + `07e0357` (engine + UI) + v0.21.2's HC chrome
rollout (`c9af1ea` + `d87761d` + `ec804d5`).* Card text
rendering plus 8 chrome surfaces (modal scaffold, tooltip,
onboarding key chips, help panel key chips, stats panel
cells, home Level/XP/Score row, home mode buttons, home
mode-hotkey chips, 4 settings panel surfaces) all boost
borders to `BORDER_SUBTLE_HC` under HC. Dynamic-paint sites
(HUD action buttons, modal buttons, radial menu rim) stay
un-tagged because their existing paint cycles would race the
HC system; remain open for a future iteration that needs a
different shape (folding HC into the dynamic-paint logic).
- *Reduced-motion mode — closed 2026-05-08 by `c5787c6` +
v0.21.2's `ed152e2`.* `effective_slide_secs` forces 0 on
card animations; `pulse_splash_cursor` skips the per-frame
pulse multiplier; `spawn_splash` skips the scanline overlay
entirely. Future scope: gate any future card-lift z-bump
animation, warning-chip pulse (when one materialises).
### Carried forward from v0.19.0
- *App icon round — closed 2026-05-08 by `3eb3a26` + `716a025`.*
Runtime `Window::icon` wired (Linux/macOS/Windows); 9-size
PNG hierarchy at `assets/icon/icon_<size>.png` covers Linux
hicolor + downstream `.icns`/`.ico` packaging needs. The
`.ico` and `.icns` bundle-format files themselves are *not*
generated — both would need new crate deps (`ico` and
`icns` respectively) and only matter at app-bundle time
(cargo-bundle / packaging), not at `cargo run`. Open if the
project later ships as a packaged macOS / Windows app.
### Other small candidates
- **Prev/Next selector chips spawn site.** v0.19.0's `9b065e5`
noted Prev/Next markers exist in `stats_plugin` but no spawn
site renders them today — the Shareable badge therefore lands
on the single-replay caption. If/when Prev/Next is plumbed,
the badge will need to follow.
- **Toast queue / immediate unification.** The two toast paths
(`spawn_queued_toast` for `InfoToastEvent` queue; `spawn_toast`
for fire-and-forget) now share visual treatment but remain
separate functions because they serve different temporal
needs (sequential vs. parallel). If overlap becomes a UX
issue, merge into one queue with priority lanes.
### Process notes
- **The desktop-adaptation spec is the canonical reference for
geometry decisions** when porting any future plugin. Read
`docs/ui-mockups/desktop-adaptation.md` first; apply the
universal rules to every surface; consult the per-screen
table for the priority surfaces. The 9 missing-plugin screens
(splash now ported; eight remaining) inherit the universal
rules without dedicated guidance.
- **Stitch `generate_variants` is unreliable for layout-only
adaptation prompts** as of 2026-05-07. The first call timed
out and no variant ever landed in `list_screens`. If a future
session wants visual desktop mockups, prefer
`generate_screen_from_text` with a fresh narrow prompt per
screen rather than `generate_variants` against existing
mobile screens.
- **Token-port pattern.** v0.20.0's chrome-migration commits
set a reusable shape for "centralised design system applied
across N plugins":
1. Constants module (`ui_theme.rs`) is the source of truth.
2. Const sites that can't call `Alpha::with_alpha` (not yet
`const` on stable) use a literal RGB matching the token,
with a unit test pinning the RGB to the token (e.g.
`MARKER_VALID`, `HINT_PILE_HIGHLIGHT_COLOUR`,
`RIGHT_CLICK_HIGHLIGHT_COLOUR`).
3. Cross-plugin duplication (e.g. `MARKER_DEFAULT`
`PILE_MARKER_DEFAULT_COLOUR`) collapses to a single
promoted const re-exported from one plugin and imported
by the other — replaces "kept in sync" doc comments with a
compile-time invariant.
4. Domain colours (suit pips, card faces, lerp helpers) stay
as literals with a comment naming the rationale; only UI
chrome routes through tokens.
- **`SplashFadable` scaffolding pattern** (introduced in
`cacb19c`). Any future overlay that needs to fade `N >> 3`
elements together should follow the same shape: one tiny
marker carrying the full-alpha base colour, one global query
that lerps every marker's alpha each frame, no per-element
query plumbing. Cleanly outscales the `Without<X>, Without<Y>`
query exclusion pattern that the old splash was hitting at
three siblings.
### Canonical remote
`github.com/funman300/Rusty_Solitaire` is the canonical repo.
Always push there. As of v0.21.0 origin matches local; the next
push happens when post-cut work accumulates and is ready to roll
into a v0.21.1 / v0.22.0 cut.
### Design direction (Terminal — base16-eighties)
- **Tone:** retro-terminal / synthwave — flat depth (no box-shadows),
monospaced-forward typography (JetBrains Mono / FiraMono), tight
16 px edge margins, 8 px card radius.
- **Palette:** near-black surface ramp (`#151515` / `#202020` /
`#2a2a2a` / `#353535`), brick-red primary CTA (`#a54242`
swapped from cyan `#6fc2ef` in v0.21.0 commit `a292a7e`), lime
success (`#acc267`), gold warning (`#ddb26f`), pink error /
suit-red (`#fb9fb1`), lavender celebration (`#e1a3ee`), teal
info (`#12cfc0`).
- **Two-color suits.** Red = `#fb9fb1`, black = `#d0d0d0`.
Outlined glyphs for diamonds & clubs are *always on*; the
Settings "color-blind mode" toggle swaps red → lime `#acc267`
(was red → cyan pre-v0.21.0; lime is the next-best non-red
base16-eighties accent now that the primary itself is red).
- **Card glyphs render upright in both corners** — no 180°
inverted-corner-indicator rotation. Single-orientation
digital play doesn't benefit from the traditional flip-
readback convention. `design-system.md` § Game Cards
documents this deliberate deviation.
## Resume prompt
```
You are a senior Rust + Bevy developer working on Solitaire Quest.
Working directory: <Rusty_Solitaire clone path on this machine>.
Branch: master. v0.21.2 is tagged at f23df3b (cut 2026-05-08, a
patch release rolling up accessibility extensions, replay polish,
and the first real `ToastVariant::Error` consumer). v0.21.1 stays
at daa655a, v0.21.0 at 04f9bf9. Working tree clean. See
CHANGELOG.md § [0.21.2] for full detail.
State: HEAD locally — see `git rev-parse HEAD`. All workspace tests
pass (1195+; check with `cargo test --workspace`), clippy clean.
READ FIRST (in order, before doing anything):
1. SESSION_HANDOFF.md — this file
2. CHANGELOG.md — [0.21.2] section is the most recent cut
3. CLAUDE.md — unified-3.0 rule set
4. CLAUDE_SPEC.md — formal architecture spec
5. ARCHITECTURE.md — crate responsibilities + data flow
6. docs/ui-mockups/ — design system + 24-mockup library +
desktop-adaptation.md (the rules-based
companion to the mockups; read this
before any plugin port)
7. docs/android/* — Android setup + build runbook
8. ~/.claude/projects/<this-project>/memory/MEMORY.md
— saved feedback / project context
(machine-local; may be missing on a
fresh machine)
DECISION TO ASK THE PLAYER FIRST:
A. APK launch verification on AVD / device — `adb install` +
`adb logcat` to shake out runtime bugs the build / unit
tests can't catch. Likely surfaces JNI ClipboardManager
and Android Keystore stubs that need real bridges. Larger
scope; needs an Android device or emulator running.
B. Replay-overlay screen-takeover redesign — multi-session
work: move-log scroller, mini-tableau preview, WIN MOVE
marker on the scrub bar (needs new `Replay::win_move_index`
field), playback controls. The smaller floating-MOVE-chip
piece of B already shipped in v0.21.2 (`2fb2d63`).
C. Toast Warning variant wiring — pick a real driver. Most
likely candidate: a daily-challenge-expiry warning when
< 30 minutes from midnight UTC reset and the player hasn't
completed the challenge. Needs a ticking-timer system +
daily-challenge state comparison. (Toast Error already
wired in v0.21.2 for invalid-move feedback.)
D. Phase 8 (sync) — local storage scaffolding, self-hosted
Axum server, `SolitaireServerClient` impl, GPGS stub
wired into Settings. The biggest open arc by scope; rolls
up several Phase Android dependencies (Keystore,
ClipboardManager).
E. HC + reduce-motion for dynamic-paint sites — v0.21.2
finished HC for *static-border* surfaces (8 tagged); the
dynamic-paint sites (HUD action buttons, modal buttons,
radial menu rim) stay un-tagged because their existing
paint cycles would race the `update_high_contrast_borders`
system. Wiring HC into those needs a different shape —
either fold HC into the dynamic-paint logic, or have HC
consult the hover/focus state. Half-day to a day.
WORKFLOW NOTES:
- Use the system git config (already correct).
- When attributing playtester feedback in commits/docs, use
"Quat" not "Rhys" (saved feedback memory).
- Sub-agents stage + verify only; orchestrator commits.
- Every commit must pass build / clippy / test before pushing.
- Push to GitHub (origin) — gh auth setup-git wired on
primary dev box; verify on laptop before first push.
- Token-port pattern: when migrating tokens, walk every
concrete artifact downstream of the token (PNG textures,
embedded SVGs, hardcoded literals, comment color names),
not just the token name. v0.21.0 surfaced three "the
migration walked past this" follow-ups that all matched
this shape — codified here so future similar work can
pattern-match instead of rediscovering.
- Doc-vs-implementation drift pattern: v0.21.1's pile-marker
visibility fix (`4d48cad`) implemented an invariant that
had been declared in a module doc comment but was never
enforced in code. When future work touches a module with
a "this does X" doc comment, verify the code actually does
X and add a test if not. Two layers, two checks.
OPEN AT THE START: ask which of AE. Don't pick unilaterally.
```