Server-side endpoint tests already exist in solitaire_server. This adds the client-side counterpart: five integration tests in solitaire_data/tests/sync_round_trip.rs that drive SolitaireServerClient against an in-process axum::serve harness with an in-memory SQLite database, covering: - register_login_push_pull_round_trip — happy path: register, push non-default stats, pull from a fresh client, assert the merged payload reflects the pushed values - pull_after_concurrent_pushes_merges_correctly — two clients on one user push different games_played values, verify the server-side merge returns the max - unauthenticated_pull_returns_authentication_error — pull without tokens surfaces SyncError::Auth as expected - jwt_refresh_on_401_succeeds — replace the access token with one whose exp is two hours stale (same signing key), pull triggers 401 → /api/auth/refresh → retry, asserts the call ultimately succeeds - pull_after_account_deletion_returns_default_or_error — register, push, delete via the trait, confirm the next push surfaces a result rather than panicking keyring_core's mock store is installed once per process via Once; each test uses a unique username so the shared store doesn't cross-contaminate. Production code in sync_client.rs needed no changes — the Box<dyn SyncProvider> design plus the mock keyring were sufficient to drive every flow from outside. solitaire_server is added as a path dev-dependency along with the direct crates the harness needs (axum, sqlx, jsonwebtoken, uuid, chrono, solitaire_sync); no runtime deps changed. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Solitaire Quest
A cross-platform Klondike Solitaire game written in Rust, featuring a full progression system with XP, levels, achievements, daily challenges, and optional self-hosted sync so your stats follow you across machines.
Features
- Klondike Solitaire — Draw One and Draw Three modes
- Progression — XP, levels, unlockable card backs and backgrounds
- 18 Achievements — including secret ones
- Daily Challenge — server-seeded so every player worldwide gets the same deal
- Leaderboard — opt-in, powered by your own self-hosted server
- Special Modes (unlocked at level 5): Zen, Time Attack, Challenge
- Sync — pull/push stats across devices via a self-hosted server
- Color-blind mode — blue tint on red-suit cards
Building
Prerequisites
- Rust stable toolchain (
rustup install stable) - Linux:
libasound2-dev libudev-dev libxkbcommon-dev - macOS: Xcode Command Line Tools
# Fast development build
cargo run -p solitaire_app --features bevy/dynamic_linking
# Release build
cargo build -p solitaire_app --release
./target/release/solitaire_app
Controls
| Key | Action |
|---|---|
| Left click / drag | Move cards |
| Right click | Highlight legal moves for a card |
| Space / D | Draw from stock |
| Z / Ctrl+Z | Undo |
| N | New game |
| S | Stats overlay |
| A | Achievements overlay |
| P | Profile overlay |
| O | Settings |
| L | Leaderboard |
| H | Help / controls |
| Enter | Auto-complete (when badge is lit) |
| Escape | Pause / clear selection |
| Arrow keys | Navigate card selection |
Sync Server (optional)
To sync stats across machines, run the self-hosted server. See README_SERVER.md for setup instructions.
Once the server is running, open Settings → Sync Backend, enter the server URL and your username, and register an account from within the game.
Running Tests
# All tests
cargo test --workspace
# Just game logic (no display required)
cargo test -p solitaire_core -p solitaire_sync -p solitaire_data -p solitaire_server
# Lint
cargo clippy --workspace -- -D warnings
Credits
Built on Bevy and the wider Rust ecosystem (Tokio, Axum, sqlx, Serde, kira, and many more). Card faces and the default card back use xCards artwork (LGPL-3.0); the UI font is FiraMono-Medium (OFL). All audio is synthesized programmatically by this project. See CREDITS.md for the full list and license details.
License
MIT — see LICENSE.