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Web client (game.js): - Restart game timer after undo exits auto-complete sequence - Pause timer while browser tab is hidden (visibilitychange) - Validate URL seed — NaN / negative falls back to randomSeed() - Guard onBoardClick/onBoardDblClick during win (snap.is_won) - Delay win overlay 320 ms so last card CSS transition finishes - Force reflow in flashIllegal() to restart shake on rapid re-trigger Android (safe_area.rs): - Preserve last-known insets on app resume instead of zeroing them; eliminates double layout flash on every foreground cycle All clients — Bevy engine: - Radial menu: clamp icon anchors to viewport bounds so icons are never placed off-screen on narrow phones - Auto-complete: deactivate state.active when is_auto_completable goes false (undo mid-sequence) to stop perpetual background retry - Touch selection: gate highlight rebuild on is_changed() — was despawning/respawning entities every frame unnecessarily - Input: fire "Tap a pile to move" InfoToast on first tap in TapToSelect mode; document cursor_world 1:1 viewport invariant - Drag threshold: raise desktop from 4 → 6 px to prevent accidental drags from cursor jitter on HiDPI displays Desktop / Android (solitaire_app): - Call cleanup_orphaned_tmp_files() at startup to remove .tmp files left by crashes between atomic write and rename Design clarification (klondike_adapter.rs): - Doc comment: Draw-1 recycling is penalty-only by design (never blocked) to avoid creating unwinnable positions Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>