Documents the two follow-ups landed on top of v0.16.0 (solver-driven
hints in 87275bf, replay-rate slider in this commit's parent) and
notes that an async-solver attempt was rolled back when a sub-agent
was interrupted leaving 3 failing tests. Async-solver is still
worth doing but needs smaller scoping next round.
Also records the process note raised this session: agent briefs had
been mandating ≥3 tests per feature, which produced low-value
coverage on trivial settings fields (Default trait arithmetic,
serde derive round-trips, stdlib clamp). Future briefs should ask
only for tests that pin behaviour contracts or regressions on real
bugs.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
8.3 KiB
Solitaire Quest — Session Handoff
Last updated: 2026-05-06 (mid-session post-v0.16.0) — Solver-driven hints + replay-rate slider landed on top of v0.16.0. An async-solver attempt was rolled back when an agent left 3 failing tests during interruption. Test-to-work ratio noted as a quality signal — recent agents had been mandating ≥3 tests per feature including trivial Default/serde-derive coverage; future agent briefs scale that back to behaviour-level tests only.
Status at pause
- HEAD on origin: v0.16.0's tag commit; this session adds two follow-up commits on top.
- Working tree: clean apart from untracked
CARD_PLAN.md(intentional). - Build:
cargo clippy --workspace --all-targets -- -D warningsclean. - Tests: 1208 passed / 0 failed across the workspace.
- Tags on origin:
v0.9.0throughv0.16.0. v0.17.0 not yet cut.
Where we are
v0.16.0 is the smallest meaningful release in a while — a focused round on how modals feel rather than what they contain. The originating bug was "I can't scroll on the Achievements list"; the sweep that followed found four other modals with the same problem plus three smaller modal-feel gaps (no pointer cursor on buttons, focus arriving a frame late, no click-outside-to-dismiss).
Every overlay screen now: scrolls if its content can overflow at 800×600, shows a hand cursor when you hover any button, has its primary auto-focused the moment the modal appears so the very first Tab/Enter is meaningful, and (for read-only screens) dismisses when you click outside the card.
The post-v0.15.0 next-round candidates are still mostly open — solver-driven hints, replay-rate slider, solver progress overlay, async solver, "won previously" indicator, replay sharing. Direction is open.
Design direction (unchanged)
- Tone: Balatro — chunky readable type, theatrical hierarchy, satisfying micro-interactions.
- Palette: Midnight Purple base + Balatro yellow primary + warm magenta secondary.
- See
~/.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md(machine-local).
Canonical remote
github.com/funman300/Rusty_Solitaire is the canonical repo. Always push there.
v0.16.0 (shipped 2026-05-06)
| Area | Commit | What landed |
|---|---|---|
| Modal scroll | 7a3032b |
Achievements / Help / Stats / Profile / Leaderboard bodies now carry Overflow::scroll_y() + a max_height constraint + a per-plugin *Scrollable marker. Sibling scroll_*_panel systems route MouseWheel into the body's ScrollPosition. Mirrors the existing SettingsPanelScrollable pattern. Home modal not scrolled — five mode cards + Cancel are sized to fit by design. |
| Pointer cursor | cd54ce1 |
update_cursor_icon gains a fourth branch: SystemCursorIcon::Pointer whenever any Interaction::Hovered/Pressed button is detected and no card drag is active. Branch order Grabbing → Pointer → Grab → Default. Pure pick_cursor_icon(is_dragging, any_button_hovered, any_card_hovered) helper unit-tests the priority. |
| Same-frame focus | 48e4121 |
attach_focusable_to_modal_buttons and auto_focus_on_modal_open moved from Update to PostUpdate. The schedule boundary supplies the sync point so a click-handler in Update that spawns a modal has its Commands materialised before attach runs. FocusedButton is populated before app.update() returns; the very first Tab/Enter after open lands on a populated resource. |
| Scrim dismiss core | a54201e |
New ScrimDismissible marker on ModalScrim opts a modal into click-outside-to-close. dismiss_modal_on_scrim_click system in ui_modal despawns the topmost dismissible scrim on a left-mouse press whose cursor lands on the scrim and outside every ModalCard. Stats / Achievements / Help opted in. |
| Scrim dismiss tail | cbf2483 |
One-line opt-in (capture scrim + insert marker) for Profile / Leaderboard / Home, completing all six read-only modals. |
Post-v0.16.0 (this session, unreleased)
| Area | Commit | What landed |
|---|---|---|
| Solver-driven hints | 87275bf |
The H-key hint now asks the v0.15.0 solver for the actual best first move via the new try_solve_with_first_move / try_solve_from_state APIs. Heuristic stays as the fallback for inconclusive deals. Median 2 ms per H press. |
| Replay-rate slider | (pending) | Settings → Gameplay slider tunes replay_move_interval_secs 0.10–1.00 s in 0.05 s steps; default 0.45 s. tick_replay_playback reads from SettingsResource per frame so the slider takes effect on the next playback tick. |
Open punch list
Release prep
- Cut v0.17.0 when ready — solver hints + replay-rate slider is a small but coherent slice on top of v0.16.0.
- Desktop packaging per
ARCHITECTURE.md §17. Arch PKGBUILD exists in/home/manage/solitaire-quest-pkgbuild/(separate repo). Pending: app icon, macOS.icns+ notarisation cert, Windows.ico+ Authenticode cert, AppImage recipe.
Process note (raised this session)
Recent agent briefs reflexively asked for ≥3 tests per feature, which produced low-value coverage on trivial settings fields (default-value tests, serde-derive round-trips, clamp tests that just exercise stdlib clamp). Future agent briefs should ask only for tests that pin behaviour contracts or regressions on real bugs — not coverage of language/library mechanics.
Carryover candidates — still open
- Solver-on-AsyncComputeTaskPool — current solver runs synchronously on the main thread. Worst-case 50 attempts × 120 ms = 6 s of UI stall on pathological seeds. An attempt this session was rolled back when an agent was interrupted leaving 3 failing tests; redoing this needs more careful scoping (smaller pieces, real cancel-and-test flow, NOT a parallel agent split). Worth taking next.
- Per-deal "won previously" indicator — the rolling replay history's seeds make this easy: when a new game starts on a seed the player has already won, surface a tiny indicator on the HUD.
- Replay sharing —
replays.jsonis per-machine. Allow a player to copy a replay's URL (already wired viasolitaire_server) and post it elsewhere. The web-viewer already exists.
Resume prompt
You are a senior Rust + Bevy developer working on Solitaire Quest.
Working directory: <Rusty_Solitaire clone path on this machine — local
directory may still be named Rusty_Solitare from earlier; that's fine>.
Branch: master. Direction is OPEN — v0.16.0 just shipped covering
modal scroll fixes, pointer cursor, same-frame focus, and scrim-click
dismiss across all six read-only modals.
State: HEAD at v0.16.0. Working tree clean apart from untracked
CARD_PLAN.md (intentional).
Build: cargo clippy --workspace --all-targets -- -D warnings clean.
Tests: 1196 passed / 0 failed.
READ FIRST (in order, before doing anything):
1. SESSION_HANDOFF.md — v0.16.0 changelog + open punch list
2. CHANGELOG.md — release-by-release record
3. CLAUDE.md — hard rules (UI-first, no panics, etc.)
4. ARCHITECTURE.md — crate responsibilities + data flow
5. ~/.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. Smoke-test v0.16.0. Scroll on Achievements, pointer cursor on
buttons, first Tab in a modal activates rather than advances,
scrim click dismisses Stats/Achievements/Help/Profile/
Leaderboard/Home but NOT Settings/Pause/etc.
B. Solver-driven hints — replace heuristic with try_solve's
best-move suggestion. ~100 LOC.
C. Solver-on-AsyncComputeTaskPool with progress toast + cancel.
Eliminates the worst-case 6 s stall.
D. Pick from the remaining "next-round candidates" in this doc.
E. Take the deferred desktop-packaging item (needs artwork +
signing certs from the user).
WORKFLOW NOTES:
- Commits use:
git -c user.name=funman300 -c user.email=root@vscode.infinity \
commit -m "..."
- 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) — that is the canonical remote.
OPEN AT THE START: ask which of A–E. Don't pick unilaterally.