7840ef9eb2
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Core fixes (issues #12, #13, #22): - #12: undo now preserves score delta instead of restoring snapshot score - #13: take_from_foundation defaults to false (non-standard house rule) - #22: check_win validates full suit sequence, not just card count Engine fixes: - #8: replay keyboard input guard against non-replay state - #9: help modal scrims.is_empty() guard added - #10: settings modal scrims.is_empty() guard added - #11: sync_plugin builds payload at poll time (not task-spawn time) - #14: server replay mode case-sensitivity fix ("Classic") - #15: play_by_seed_plugin confirmed flag set to true on launch - #16: replay back-step debounce via Local<bool> + StateChangedEvent; register StateChangedEvent in ReplayOverlayPlugin (fixes 52 tests) - #17: time-attack timer ignores win-summary overlay - #18: HUD dropdown glyphs U+25BE → U+2193 (FiraMono-safe arrow) - #19: theme plugin applies immediate visual update on A→B→A switch - #20: SyncAuthError / SyncBusyOverlay split into separate entities so auth errors are visible after busy overlay is hidden - #21: handle_forfeit ordered before update_stats_on_new_game - #23: server merge uses correct avg_time_seconds and games_lost math - #24: win_summary migrated to ModalScrim pattern - #25: card_animation apply_deferred between animation systems - #26: cursor_plugin HashMap access uses .get() with fallback - #27: auto_complete mid-sequence deactivation guard - #28: feedback_anim SettleAnim ordered before FoundationFlourish - #29: achievement_plugin iterates all win events; adds scrims guard - #30: leaderboard modal scrims.is_empty() guard added - #31: server auth tmp file cleanup on rename failure - #32: sync_setup modal scrims.is_empty() guard added - #33: font_plugin uses match fallback; TokioRuntimeResource graceful current-thread fallback on runtime init failure Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
179 lines
6.4 KiB
Rust
179 lines
6.4 KiB
Rust
//! Bevy resources owned by the engine crate.
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use std::sync::Arc;
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use bevy::math::Vec2;
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use bevy::prelude::{warn, Resource};
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use chrono::{DateTime, Utc};
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use solitaire_core::game_state::GameState;
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use solitaire_core::pile::PileType;
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/// Wraps the currently active `GameState`. Single source of truth for the in-progress game.
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#[derive(Resource, Debug, Clone)]
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pub struct GameStateResource(pub GameState);
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/// Tracks an in-progress drag operation.
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///
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/// When `cards` is empty there is no active drag. When non-empty, the listed
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/// cards are being moved by the user and should be rendered at the cursor or
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/// touch position.
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///
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/// # Drag threshold
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///
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/// A drag is *pending* when `!cards.is_empty() && !committed`. The drag does
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/// not become *committed* (cards do not visually move) until the pointer has
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/// moved at least `AnimationTuning::drag_threshold_px` pixels from `press_pos`.
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/// This prevents accidental drags on quick taps, especially on touch screens.
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#[derive(Resource, Debug, Clone)]
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pub struct DragState {
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/// IDs of the cards being dragged (bottom-to-top stacking order).
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pub cards: Vec<u32>,
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/// Pile the drag originated from.
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pub origin_pile: Option<PileType>,
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/// World-space offset from the cursor/touch to the bottom card's centre.
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pub cursor_offset: Vec2,
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/// Z coordinate used for the dragged cards.
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pub origin_z: f32,
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/// Screen-space position (logical pixels) where the press/touch began.
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///
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/// Used to measure whether the drag threshold has been crossed.
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pub press_pos: Vec2,
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/// Whether the drag threshold has been crossed and visual drag is active.
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///
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/// Cards are only lifted and repositioned once `committed = true`.
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pub committed: bool,
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/// Touch ID driving this drag, or `None` for a mouse drag.
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pub active_touch_id: Option<u64>,
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}
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impl Default for DragState {
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fn default() -> Self {
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Self {
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cards: Vec::new(),
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origin_pile: None,
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cursor_offset: Vec2::ZERO,
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origin_z: 0.0,
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press_pos: Vec2::ZERO,
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committed: false,
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active_touch_id: None,
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}
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}
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}
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impl DragState {
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/// Returns `true` when no drag (pending or committed) is in progress.
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pub fn is_idle(&self) -> bool {
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self.cards.is_empty()
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}
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/// Returns `true` when a drag has been committed (cards are visually lifted).
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pub fn is_committed(&self) -> bool {
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self.committed
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}
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/// Resets all drag state to the idle/default values.
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pub fn clear(&mut self) {
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self.cards.clear();
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self.origin_pile = None;
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self.cursor_offset = Vec2::ZERO;
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self.origin_z = 0.0;
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self.press_pos = Vec2::ZERO;
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self.committed = false;
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self.active_touch_id = None;
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}
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}
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/// Current sync activity — shown in the settings screen.
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///
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/// Defined here rather than in `solitaire_data` because it is a UI/runtime
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/// status value, not part of the persistence layer.
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#[derive(Debug, Clone, Default)]
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pub enum SyncStatus {
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#[default]
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Idle,
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Syncing,
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LastSynced(DateTime<Utc>),
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Error(String),
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}
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/// Bevy resource wrapping the current `SyncStatus`.
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#[derive(Resource, Debug, Clone, Default)]
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pub struct SyncStatusResource(pub SyncStatus);
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/// Tracks which hint the player is currently cycling through.
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///
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/// Incremented on each H press so repeated presses reveal different moves.
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/// Reset to `0` whenever the game state changes (move, draw, undo, new game).
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#[derive(Resource, Debug, Clone, Default)]
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pub struct HintCycleIndex(pub usize);
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/// Remembers the vertical scroll offset of the Settings panel between open/close cycles.
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///
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/// Saved when the panel is despawned and restored on next spawn so the player
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/// returns to the same position in the list without re-scrolling.
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#[derive(Resource, Debug, Clone, Default)]
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pub struct SettingsScrollPos(pub f32);
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/// Set to `true` by an input system when a touch tap is consumed by game logic
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/// (e.g. drawing from stock). `toggle_hud_on_tap` checks this flag on
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/// `TouchPhase::Ended` and skips the HUD visibility toggle when set, then
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/// resets it to `false` so subsequent taps behave normally.
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#[derive(Resource, Debug, Clone, Default)]
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pub struct GameInputConsumedResource(pub bool);
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/// Shared Tokio runtime used by all async-task closures that need HTTP I/O.
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///
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/// Bevy's `AsyncComputeTaskPool` uses `async-executor` (not Tokio), so spawned
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/// closures that call `reqwest`/`hyper` need a Tokio reactor. A single
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/// multi-threaded runtime is built once at startup and its `Arc` cloned cheaply
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/// into every network task — safe for concurrent `block_on` calls from multiple
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/// worker threads.
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#[derive(Resource, Clone)]
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pub struct TokioRuntimeResource(pub Arc<tokio::runtime::Runtime>);
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impl TokioRuntimeResource {
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/// Attempts to build the shared multi-threaded Tokio runtime.
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///
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/// Returns `Err` if the OS refuses to create worker threads (e.g. resource
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/// limits on Android). Callers should log the error and disable sync
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/// features rather than panicking.
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pub fn new() -> Result<Self, tokio::io::Error> {
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let rt = tokio::runtime::Builder::new_multi_thread()
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.worker_threads(2)
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.enable_all()
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.build()?;
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Ok(Self(Arc::new(rt)))
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}
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}
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impl Default for TokioRuntimeResource {
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fn default() -> Self {
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// Try multi-threaded first; fall back to current-thread (single
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// worker) if the OS refuses to create additional threads. Neither
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// path uses `.expect()` so this never panics at startup.
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match tokio::runtime::Builder::new_multi_thread()
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.worker_threads(2)
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.enable_all()
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.build()
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{
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Ok(rt) => Self(Arc::new(rt)),
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Err(e) => {
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warn!(
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"sync: failed to build multi-thread Tokio runtime ({e}); \
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falling back to current-thread runtime"
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);
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// current_thread runtime never spawns OS threads, so it
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// succeeds even under tight sandboxing.
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let rt = tokio::runtime::Builder::new_current_thread()
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.enable_all()
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.build()
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.expect(
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"current-thread Tokio runtime failed — \
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the process cannot do any async I/O",
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);
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Self(Arc::new(rt))
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}
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}
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}
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}
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