03227f8c77
Round 7 — Input & feedback
- H key cycles hints; F1 opens help (conflict resolved)
- N key cancels active Time Attack session
- Hint text distinguishes "draw from stock" vs "recycle waste"
- Forfeit (G) clears AutoCompleteState so chime does not bleed into new deal
- Zen mode timer clears immediately on Z press
- HUD shows recycle count in both draw modes
- Settings scroll position persisted across open/close
Round 8 — Polish & clarity
- Undo unavailable fires "Nothing to undo" toast
- Streak-break toast on forfeit/abandon when streak > 1
- F11 fullscreen toggle with toast; documented in help and home screens
- H-after-win, new-game countdown expiry, Tab-no-cards toasts
- Win cascade duration/stagger scales with animation speed setting
- Draw-Three cycle counter HUD ("Cycle: N/3")
- Forfeit requires G×2 confirmation within 3 s (mirrors N key)
Round 9 — Game feel & information
- Escape dismisses game-over/stuck overlay (PausePlugin skips Escape when overlay visible)
- Shake animation on rejected drag before snap-back
- Forfeit countdown cancels when any other key is pressed (U/H/D/Z/Space)
- Tab wrap-around fires "Back to first card" toast
- HUD selection indicator shows active Tab-selected pile in yellow
- Challenge time-limit HUD turns orange < 60s, red < 30s
- Win summary shows XP breakdown (+50 base, +25 no-undo, +N speed)
- Game-over overlay: "No more moves available" with clear N/Escape/G instructions
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
1089 lines
39 KiB
Markdown
1089 lines
39 KiB
Markdown
# Solitaire Quest — Architecture Document
|
||
|
||
> **Version:** 1.1
|
||
> **Language:** Rust (Edition 2021)
|
||
> **Engine:** Bevy (latest stable)
|
||
> **Last Updated:** 2026-04-20
|
||
|
||
---
|
||
|
||
## 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. [Google Play Games Services (Android Future)](#8-google-play-games-services-android-future)
|
||
9. [Data Models](#9-data-models)
|
||
10. [API Reference](#10-api-reference)
|
||
11. [Merge Strategy](#11-merge-strategy)
|
||
12. [Achievement System](#12-achievement-system)
|
||
13. [Progression System](#13-progression-system)
|
||
14. [Audio System](#14-audio-system)
|
||
15. [Asset Pipeline](#15-asset-pipeline)
|
||
16. [Platform Targets](#16-platform-targets)
|
||
17. [Build & Development Guide](#17-build--development-guide)
|
||
18. [Deployment Guide](#18-deployment-guide)
|
||
19. [Security Model](#19-security-model)
|
||
20. [Testing Strategy](#20-testing-strategy)
|
||
21. [Decision Log](#21-decision-log)
|
||
|
||
---
|
||
|
||
## 1. Project Overview
|
||
|
||
Solitaire Quest is a cross-platform Klondike Solitaire game written in Rust, targeting macOS, Windows, and Linux desktops (iOS/Android as a stretch goal). 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.
|
||
|
||
On Android (stretch goal), sync is enhanced with Google Play Games Services (GPGS) for native achievement popups, leaderboards, and cloud saves — sitting on top of the same underlying sync payload so data stays consistent regardless of which backend was used last.
|
||
|
||
### 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 (stretch) | Google Play Games Services | + server as fallback |
|
||
| iOS (stretch) | Self-hosted server | GPGS not supported on iOS |
|
||
|
||
### Design Principles
|
||
|
||
- **Offline first.** The local file is always the source of truth. Sync is additive, never destructive.
|
||
- **Pure core.** All game logic lives in a dependency-free Rust crate with no Bevy, no network, and no I/O. This keeps it fully unit-testable and portable.
|
||
- **No panics in game logic.** Every state transition returns `Result<_, MoveError>`. Panics are only acceptable in startup/configuration code.
|
||
- **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.
|
||
|
||
---
|
||
|
||
## 2. Workspace Structure
|
||
|
||
```
|
||
solitaire_quest/
|
||
│
|
||
├── 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/ # All runtime assets (loaded via Bevy AssetServer)
|
||
│ ├── cards/
|
||
│ │ ├── faces/ # Card face sprites (suit + rank)
|
||
│ │ └── backs/ # Card back designs (back_0.png … back_4.png)
|
||
│ ├── backgrounds/ # Table backgrounds (bg_0.png … bg_4.png)
|
||
│ ├── fonts/ # .ttf font files
|
||
│ └── audio/
|
||
│ ├── card_deal.ogg
|
||
│ ├── card_flip.ogg
|
||
│ ├── card_place.ogg
|
||
│ ├── card_invalid.ogg
|
||
│ ├── win_fanfare.ogg
|
||
│ └── ambient_loop.ogg
|
||
│
|
||
├── 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_gpgs/ # Google Play Games Services bridge (Android only, stub until stretch goal)
|
||
└── 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 both `SolitaireServerClient` and `GpgsClient` (Android)
|
||
|
||
### `solitaire_gpgs` *(stub — implement when targeting Android)*
|
||
**Dependencies:** `solitaire_sync`, `jni` (Android only), `solitaire_data` trait impls.
|
||
|
||
Android-only crate, compiled only when `target_os = "android"`. Bridges the Google Play Games Services Java SDK via JNI.
|
||
|
||
Owns:
|
||
- `GpgsClient` implementing the `SyncProvider` trait from `solitaire_data`
|
||
- GPGS Saved Games API calls (load/save cloud save slot)
|
||
- GPGS Achievements API calls (unlock, reveal, increment)
|
||
- GPGS Leaderboards API calls (submit score, load scores)
|
||
- Google Sign-In token management (via JNI into Android SDK)
|
||
- Conversion between GPGS cloud save blob ↔ `SyncPayload`
|
||
|
||
> **Note:** This crate contains only a trait stub and compile-time stub implementations until Android support is actively developed. Do not implement JNI bindings until Phase: Android.
|
||
|
||
### `solitaire_engine`
|
||
**Dependencies:** `bevy`, `bevy_kira_audio`, `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
|
||
|
||
### `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_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 (desktop / iOS)
|
||
│ GpgsClient (Android, future)
|
||
▼
|
||
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 — or — GPGS Saved Games PUT (Android)
|
||
▼
|
||
Done
|
||
```
|
||
|
||
---
|
||
|
||
## 5. Game Engine Architecture
|
||
|
||
### Bevy Plugins
|
||
|
||
| Plugin | Key | Responsibility |
|
||
|---|---|---|
|
||
| `CardPlugin` | — | Card entity spawning, sprite management, drag-and-drop |
|
||
| `TablePlugin` | — | Pile markers, background, layout calculation |
|
||
| `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 bevy_kira_audio |
|
||
| `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 |
|
||
| `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 |
|
||
| `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);
|
||
```
|
||
|
||
### 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() / "solitaire_quest"/`:
|
||
|
||
```
|
||
~/.local/share/solitaire_quest/ (Linux)
|
||
~/Library/Application Support/solitaire_quest/ (macOS)
|
||
%APPDATA%\solitaire_quest\ (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 {
|
||
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;
|
||
}
|
||
```
|
||
|
||
Implementations:
|
||
|
||
| Struct | Backend | Platforms |
|
||
|---|---|---|
|
||
| `LocalOnlyProvider` | No-op (default) | All |
|
||
| `SolitaireServerClient` | Self-hosted server | All |
|
||
| `GpgsClient` *(future)* | Google Play Games Services | Android only |
|
||
|
||
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: "solitaire_quest_server_{username}"
|
||
},
|
||
GooglePlayGames,
|
||
// No credentials stored locally — auth managed by Google Sign-In SDK via JNI
|
||
// Android only; selecting this on non-Android falls back to Local silently
|
||
}
|
||
```
|
||
|
||
### 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.
|
||
|
||
### Google Play Games Sync *(Android — future, see Section 8)*
|
||
|
||
Implemented in `solitaire_gpgs` crate. Uses the GPGS Saved Games API with named slot `"solitaire_quest_sync"`. The `GpgsClient` struct implements `SyncProvider` — the `SyncPlugin` treats it identically to `SolitaireServerClient`. The same `solitaire_sync::merge()` function applies regardless of which provider returned the remote data.
|
||
|
||
---
|
||
|
||
## 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)
|
||
);
|
||
```
|
||
|
||
### 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. Google Play Games Services (Android Future)
|
||
|
||
> **Status: Stub only.** Do not implement JNI bindings until Android is actively targeted. The `solitaire_gpgs` crate exists in the workspace with a trait stub so the compiler enforces the interface contract from day one.
|
||
|
||
### Why GPGS on Android
|
||
|
||
Google Play Games Services provides first-class Android features that would otherwise require significant backend work:
|
||
|
||
| Feature | GPGS Provides | Our Alternative |
|
||
|---|---|---|
|
||
| Cloud saves | Saved Games API | Self-hosted server |
|
||
| Achievements | Native popups + Play profile | In-game toasts only |
|
||
| Leaderboards | Hosted by Google, visible in Play app | Server leaderboard |
|
||
| Auth | Google Sign-In, no registration | Username + password |
|
||
|
||
On Android, GPGS is the **primary** sync provider. The self-hosted server is the **fallback** if the player is not signed in or has no server configured. Both can be active simultaneously — a win pushes to both, pull merges from whichever responded last.
|
||
|
||
### Compatibility Reality
|
||
|
||
| Platform | GPGS Support |
|
||
|---|---|
|
||
| Android | ✅ Full |
|
||
| Windows | ✅ GPGS for PC (optional, separate SDK) |
|
||
| macOS | ❌ Not supported |
|
||
| Linux | ❌ Not supported |
|
||
| iOS | ❌ Not supported |
|
||
|
||
macOS, Linux, and iOS users always use the self-hosted server. This is why the server is the primary design and GPGS is an enhancement layer.
|
||
|
||
### `solitaire_gpgs` Crate Design
|
||
|
||
The crate is compiled only on Android (`#[cfg(target_os = "android")]`). On all other platforms the crate exports only the stub.
|
||
|
||
```rust
|
||
// solitaire_gpgs/src/lib.rs
|
||
|
||
#[cfg(target_os = "android")]
|
||
mod android;
|
||
|
||
#[cfg(not(target_os = "android"))]
|
||
mod stub;
|
||
|
||
pub use stub::GpgsClient; // stub on desktop
|
||
#[cfg(target_os = "android")]
|
||
pub use android::GpgsClient; // real impl on Android
|
||
```
|
||
|
||
### JNI Bridge (Android implementation — future)
|
||
|
||
The real `GpgsClient` uses the `jni` crate to call into the GPGS Android SDK:
|
||
|
||
```
|
||
Rust GpgsClient
|
||
│ jni::JNIEnv
|
||
▼
|
||
Java: com.google.android.gms.games.PlayGames
|
||
├── getSnapshotsClient() → Saved Games (sync payload)
|
||
├── getAchievementsClient() → unlock / reveal
|
||
└── getLeaderboardsClient() → submit score
|
||
```
|
||
|
||
Steps required when Android work begins:
|
||
1. Add `cargo-mobile2` to the build toolchain
|
||
2. Implement `GpgsClient` with `jni` bindings in `solitaire_gpgs/src/android.rs`
|
||
3. Add `GpgsClient: SyncProvider` impl — pull/push map to Saved Games load/save
|
||
4. Mirror achievement unlocks: on `AchievementUnlockedEvent`, call GPGS unlock API alongside in-game toast
|
||
5. Submit scores to GPGS leaderboard on `GameWonEvent`
|
||
6. Add Google Sign-In button to the Settings screen (Android build only, `#[cfg]` gated)
|
||
|
||
### Dual-Sync on Android
|
||
|
||
When both GPGS and the self-hosted server are configured, the `SyncPlugin` runs both providers concurrently and merges all three payloads (local + GPGS + server) using the same `solitaire_sync::merge()` function applied twice:
|
||
|
||
```
|
||
local ──────┐
|
||
├── merge() ──► intermediate ──┐
|
||
gpgs ────────┘ ├── merge() ──► final
|
||
server ──────┘
|
||
```
|
||
|
||
---
|
||
|
||
## 9. 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), // 0–6
|
||
}
|
||
|
||
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, // 0.0–1.0
|
||
pub music_volume: f32,
|
||
pub animation_speed: AnimSpeed,
|
||
pub theme: Theme,
|
||
pub sync_backend: SyncBackend, // Local | SolitaireServer | GooglePlayGames
|
||
pub first_run_complete: bool,
|
||
}
|
||
```
|
||
|
||
---
|
||
|
||
## 10. 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}` |
|
||
|
||
### 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}` |
|
||
|
||
### 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)
|
||
|
||
---
|
||
|
||
## 11. Merge Strategy
|
||
|
||
Used identically by the `SolitaireServerClient`, `GpgsClient`, and server-side handler. Lives in `solitaire_sync` as a pure function with no I/O. Called once per provider when multiple backends are active simultaneously (e.g. GPGS + server on Android).
|
||
|
||
```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.
|
||
|
||
---
|
||
|
||
## 12. 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 |
|
||
|
||
### 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.
|
||
|
||
### GPGS Mirroring *(Android, future)*
|
||
|
||
When the `GpgsClient` is active, every `AchievementUnlockedEvent` also triggers a GPGS `achievements.unlock()` call via JNI so the achievement appears in the player's Google Play profile. A static map in `solitaire_gpgs` maps our achievement IDs to GPGS achievement IDs (assigned in the Google Play Console). Mirroring is fire-and-forget — failures are logged but never block the in-game toast.
|
||
|
||
---
|
||
|
||
## 13. 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 1–10: 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. |
|
||
|
||
---
|
||
|
||
## 14. Audio System
|
||
|
||
Audio uses `bevy_kira_audio`. All sound files are `.ogg` (good compression, cross-platform, royalty-free).
|
||
|
||
| File | Trigger |
|
||
|---|---|
|
||
| `card_deal.ogg` | New game deal animation |
|
||
| `card_flip.ogg` | Card flips face-up |
|
||
| `card_place.ogg` | Valid card placement |
|
||
| `card_invalid.ogg` | Invalid move attempt |
|
||
| `win_fanfare.ogg` | Game won |
|
||
| `ambient_loop.ogg` | Looping background music (restarts seamlessly) |
|
||
|
||
Volume is controlled by two independent sliders in Settings (`sfx_volume`, `music_volume`), each stored in `Settings` and applied as `bevy_kira_audio` channel volumes.
|
||
|
||
Audio systems listen for Bevy events and never block the game thread.
|
||
|
||
---
|
||
|
||
## 15. Asset Pipeline
|
||
|
||
All assets are loaded through Bevy's `AssetServer`. No bytes are hardcoded in source.
|
||
|
||
### Card Sprites
|
||
|
||
Card faces can be either:
|
||
- A texture atlas (`assets/cards/atlas.png` + `atlas.ron` layout) — faster to load, preferred
|
||
- Individual files (`assets/cards/faces/2_of_clubs.png`, etc.) — easier to author
|
||
|
||
Card backs: `assets/cards/backs/back_0.png` through `back_4.png`. Additional backs unlocked via achievements are in the same folder, gated by `PlayerProgress::unlocked_card_backs`.
|
||
|
||
### Backgrounds
|
||
|
||
`assets/backgrounds/bg_0.png` through `bg_4.png`. Same unlock gating as card backs.
|
||
|
||
### Fonts
|
||
|
||
`assets/fonts/main.ttf` — used for card rank/suit text in Bevy UI.
|
||
|
||
---
|
||
|
||
## 16. 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; optional GPGS for PC (future) |
|
||
| Linux | Primary | Self-hosted server | x86_64, tested on Ubuntu 22.04+ and Fedora 39+ |
|
||
| Android | Stretch | Google Play Games + server | `cargo-mobile2`, touch input, GPGS via JNI |
|
||
| iOS | Stretch | Self-hosted server | `cargo-mobile2`, touch input; GPGS unavailable on iOS |
|
||
|
||
Minimum Bevy window size enforced: 800×600. Desktop windows are freely resizable; layout recomputes on `WindowResized`.
|
||
|
||
---
|
||
|
||
## 17. 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.
|
||
|
||
---
|
||
|
||
## 18. Deployment Guide
|
||
|
||
### Docker Compose (Recommended)
|
||
|
||
```bash
|
||
git clone https://github.com/yourname/solitaire_quest
|
||
cd solitaire_quest
|
||
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!()`.
|
||
|
||
---
|
||
|
||
## 19. 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 |
|
||
| 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 |
|
||
|
||
---
|
||
|
||
## 20. 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
|
||
- [ ] GPGS sync (Android only): sign in, unlock achievement, verify appears in Play Games app
|
||
- [ ] Dual sync (Android only): GPGS + server both configured, payloads merge correctly
|
||
|
||
---
|
||
|
||
## 21. 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 | Allows adding Google Play Games Services cleanly; `SyncPlugin` stays backend-agnostic and testable | 2026-04-20 |
|
||
| GPGS as Android enhancement, not replacement | GPGS has no macOS/Linux support; the server must remain universal, with GPGS layered on top for Android players | 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 |
|
||
| `solitaire_gpgs` crate stubbed from day one | Enforces the `SyncProvider` interface contract at compile time even before Android work begins; avoids architectural rework later | 2026-04-20 |
|