- solitaire_server: Axum auth, sync push/pull, leaderboard, daily challenge, account deletion, JWT middleware, rate limiting via tower_governor, SQLite migrations, health endpoint - solitaire_server: expose build_test_router (no rate limiting) so integration tests work without a peer IP in oneshot requests - solitaire_sync: SyncPayload, merge logic, shared API types - solitaire_data: SyncProvider trait, LocalOnlyProvider, SolitaireServerClient, auth_tokens keyring integration, blanket Box<dyn SyncProvider> impl - solitaire_data/settings: derive Default on SyncBackend (clippy fix) - .sqlx/: offline query cache so server compiles without a live DB - sqlx: removed non-existent "offline" feature flag - keyring v2: fixed Entry::new() returning Result<Entry> - sqlx 0.8: all SQLite TEXT columns wrapped in Option<T> - Integration tests: max_connections(1) on in-memory pool so all connections share the same schema All 191 tests pass; cargo clippy -D warnings clean. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
38 KiB
Solitaire Quest — Architecture Document
Version: 1.1
Language: Rust (Edition 2021)
Engine: Bevy (latest stable)
Last Updated: 2026-04-20
Table of Contents
- Project Overview
- Workspace Structure
- Crate Responsibilities
- Data Flow
- Game Engine Architecture
- Persistence & Sync Architecture
- Sync Server Architecture
- Google Play Games Services (Android Future)
- Data Models
- API Reference
- Merge Strategy
- Achievement System
- Progression System
- Audio System
- Asset Pipeline
- Platform Targets
- Build & Development Guide
- Deployment Guide
- Security Model
- Testing Strategy
- 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 BevyEvents.
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,ConflictReportChallengeGoal,LeaderboardEntryApiErrorenum- 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,AchievementRecordpersistenceSyncBackendenum and backend selection- Solitaire Server sync client (JWT auth, auto-refresh)
- OS keychain integration (
keyring) SyncProvidertrait — implemented by bothSolitaireServerClientandGpgsClient(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:
GpgsClientimplementing theSyncProvidertrait fromsolitaire_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 | Responsibility |
|---|---|
CardPlugin |
Card entity spawning, sprite management, drag-and-drop |
TablePlugin |
Pile markers, background, layout calculation |
AnimationPlugin |
Slide, flip, win cascade, toast animations |
AudioPlugin |
Sound effect and music playback via bevy_kira_audio |
UIPlugin |
All Bevy UI screens: Home, Stats, Achievements, Settings, Profile |
AchievementPlugin |
Listens for game events, evaluates unlock conditions, fires toasts |
SyncPlugin |
Manages sync lifecycle (pull on start, push on exit, status display) |
GamePlugin |
Core game state resource, input routing, win detection |
Key Bevy Resources
// 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
// 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.
#[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)
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
-- 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:
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_gpgscrate 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.
// 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:
- Add
cargo-mobile2to the build toolchain - Implement
GpgsClientwithjnibindings insolitaire_gpgs/src/android.rs - Add
GpgsClient: SyncProviderimpl — pull/push map to Saved Games load/save - Mirror achievement unlocks: on
AchievementUnlockedEvent, call GPGS unlock API alongside in-game toast - Submit scores to GPGS leaderboard on
GameWonEvent - 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)
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 }
pub enum MoveError {
InvalidSource,
InvalidDestination,
EmptySource,
RuleViolation(String),
UndoStackEmpty,
GameAlreadyWon,
}
pub struct GameState {
pub piles: HashMap<PileType, Vec<Card>>,
pub draw_mode: DrawMode,
pub score: i32,
pub move_count: u32,
pub elapsed_seconds: u64,
pub seed: u64,
pub is_won: bool,
pub is_auto_completable: bool,
undo_stack: Vec<StateSnapshot>, // private, max 64
}
Persistence Models (solitaire_data)
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_SECRETenvironment 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).
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.
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.ronlayout) — 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
# 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:
[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)
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)
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:
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
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
MoveErrorvariants - 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 |