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Ferrous-Solitaire/SESSION_HANDOFF.md
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funman300 a1864271de docs(handoff): refresh post-v0.21.6 — anchor to new tag, reset menu state
Fold the six post-v0.21.5 commit narratives into CHANGELOG §
[0.21.6] (now the source of truth for that release's scope).
Reset the Since-cut log to "no threads in flight." Update
status (HEAD f63db76, tags through v0.21.6, tests 1273
passing). Resume prompt now anchors at v0.21.6.

The post-cut menu's main item is now the mini-tableau preview
— the only major B-2 sub-piece left after Move Log panel
shipped. Architectural change (touches card_plugin rendering),
best tackled in a fresh session.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 17:48:51 -07:00

18 KiB
Raw Blame History

Solitaire Quest — Session Handoff

Last updated: 2026-05-08 — v0.21.6 cut and tagged at f63db76, working tree clean, all post-tag work pushed to origin.

v0.21.6 is a patch release with through-line: Move Log panel + scrub-UX polish. v0.21.5 closed out the keyboard-accelerator surface (Space / Esc / ← / →) and the keybind footer; v0.21.6 builds on that with two parallel threads — accessibility + scrub-on-hold polish for the v0.21.5 surfaces, plus a brand-new Move Log panel anchored to the viewport's bottom edge that gives players a 5-row recent-and- upcoming move history alongside the existing top-edge banner.

The Move Log panel is the first replay-overlay surface that isn't attached to the banner — it lives at a separate screen anchor (bottom: 0) with its own spawn/despawn lifecycle. Establishes the "multi-anchor replay UI" pattern that the remaining B-2 sub-piece (mini-tableau preview) will inherit.

Six commits on the B-2 replay screen-takeover redesign arc land here, bringing the post-v0.21.4 total to 12. The remaining B-2 piece — mini-tableau preview that dims the gameplay tableau during replay — is the only major sub-piece still open.

Full v0.21.6 detail lives in CHANGELOG.md § [0.21.6]. This file from here on focuses on what's open post-cut and how to resume.

Status at pause

  • HEAD locally: see git rev-parse HEAD. The cut commit is f63db76; any post-cut docs edits ride on top of that.
  • HEAD on origin: matches local. v0.21.6 is fully on origin.
  • Working tree: clean. No WIP outstanding.
  • artwork/ directory: still untracked. Intentional.
  • Build: cargo clippy --workspace --all-targets -- -D warnings clean.
  • Tests: 1273 passing / 0 failing across the workspace. Detail in CHANGELOG.md § [0.21.6] § Stats.
  • Tags on origin: v0.9.0 through v0.21.6. v0.21.6 is on f63db76; v0.21.5 stays on a2432df; v0.21.4 stays on 23ff62c; v0.21.3 stays on 3d92a91; v0.21.2 stays on f23df3b; v0.21.1 stays on daa655a; v0.21.0 stays on 04f9bf9; v0.20.0 stays on 41a009a.

Since the v0.21.6 cut

No threads in flight. Working tree clean as of 2026-05-08. New work since the cut would land here as commit narratives; for the v0.21.6 contents themselves, see CHANGELOG.md § [0.21.6].

Open next-step menu (Move Log + scrub-UX + keyboard accelerator coverage + accessibility are all complete):

  1. Mini-tableau preview — the only remaining major B-2 sub-piece. Mockup shows a 240 px-tall band at 50 % opacity showing the gameplay tableau peeking through the replay chrome. Implementation needs to add a settings-aware dim overlay or alpha modulation on the tableau cards during replay. Architectural — touches card_plugin rendering. Multi-session.
  2. Move Log auto-scroll — only relevant if the panel's row count grows beyond the current 5-row fixed window. Currently the prev-2 / active / next-2 layout fits all visible content, so auto-scroll is unneeded. Becomes relevant if a future commit expands the panel's row capacity (e.g. 10-row scrolling list).
  3. Polish: notch label centering. Bevy 0.18 lacks a clean translate-x: -50% primitive so middle three labels sit slightly right-of-notch. Could use a child Text wrapper with computed left-margin compensation. Tiny commit, requires visual review.
  4. Polish: WIN MOVE marker HC bump. Currently uses STATE_SUCCESS lime which stays visible under HC, but a contrast bump under HC would make it even more legible alongside the bumped notches. Optional.

Recommended order: option 1 (mini-tableau preview) is the big remaining piece that closes B-2 — best tackled in a fresh session because it crosses into card_plugin. Options 3 and 4 are visual polish that benefit from user review.

Open punch list

Phase Android (build + persistence shipped; runtime gaps remain)

  • APK launch verification on AVD / device. adb install then adb logcat against the bevy_test AVD or an x86_64 device. The build works and persistence is wired, but no end-to-end device run has been logged. Shakes out runtime bugs the build + unit tests can't catch.
  • JNI ClipboardManager bridge. Replaces the Android stub for the Stats "Copy share link" toast. arboard doesn't ship an Android backend; small custom JNI call.
  • Android Keystore for credentials. keyring is target-gated to a stub returning KeychainUnavailable; replace with Android Keystore via JNI when sync auth ships on mobile.
  • Google Play Games (gpgs) integration. Listed as a Phase-Android target since Phase 1; now unblocked by the build target.
  • Cosmetic cargo apk build --lib workaround. Post-sign panic doesn't affect the APK on disk but produces noisy stderr. Either upstream a cargo-apk fix or document --lib as canonical in the runbook.

Visual-identity follow-ups (post-v0.21.0)

The visual-identity arc is effectively complete: token system, chrome migration, splash boot screen, replay-overlay banner, card-face artwork (both rendering paths), and the ACCENT_PRIMARY palette refresh all shipped in v0.20.0 + v0.21.0. What stays open:

  • Replay-overlay screen-takeover redesign. The full mockup (docs/ui-mockups/replay-overlay-mobile.html) calls for a mini-tableau preview, playback controls, move-log scroll, and a WIN MOVE marker on the scrub bar. Banner-local pieces all shipped in v0.21.0 (c84d9f4 + 6204db8 + 54005d5 + e080b49); the floating MOVE chip above the focused card shipped in v0.21.2 (2fb2d63). The WIN MOVE scrub-bar marker shipped post-v0.21.3 in ab857bb (data field) + 52befa6 (UI). Playback controls (pause / resume / step + Space accelerator) shipped post-v0.21.3 in fbe48ac. v0.21.5 bundled six more commits under "replay-overlay scrubbing affordances + accessibility" (scrub notches + labels + keybind footer + ESC and ← / → accelerators + HC border). v0.21.6 bundled six more under "Move Log panel + scrub-UX polish" — bottom-edge Move Log panel with prev/active/next rows + active highlight, HC-mode coverage for the scrub track + notches, continuous scrub on key-held arrows. Banner height grew 60 → 76 → 92 px across two layout-changing commits in v0.21.5; Move Log panel grew 56 → 84 → 112 px across the v0.21.6 move-log commits. Per-commit detail in CHANGELOG.md § [0.21.5] and § [0.21.6]. The only major B-2 piece left is the mini-tableau preview — the mockup's "Game Peek Band" at 50 % opacity. Architectural; touches card_plugin rendering. Multi-session.
  • Floating MOVE N/M chip above the focused card during playback — closed 2026-05-08 by 2fb2d63. World-space Text2d entity sibling to the banner overlay; uses the same LayoutResource pile coordinates so it survives window resizes without UI/camera math.
  • Toast Warning variant wiring — closed 2026-05-08 by 279e23d. Daily-challenge-expiry toast fires once per daily.date when within 30 min of UTC midnight reset and today is incomplete. ToastVariant is now fully load-bearing (every variant has at least one real driver). Future Warning drivers can either reuse the generic WarningToastEvent(String) carrier or add their own domain message + animation_plugin handler.
  • Toast Error variant wiring — closed 2026-05-08 by 68d50b5. MoveRejectedEvent now fires a 2-second pink-bordered "Invalid move" toast as the third leg of the audio + visual + text rejection-feedback stool.
  • High-contrast accessibility mode — closed 2026-05-08 by c5787c6 + 07e0357 (engine + UI) + v0.21.2's HC chrome rollout (c9af1ea + d87761d + ec804d5) + post-cut dynamic-paint rollout (c153363). Card text rendering plus 8 static-border chrome surfaces (modal scaffold, tooltip, onboarding key chips, help panel key chips, stats panel cells, home Level/XP/Score row, home mode buttons, home mode-hotkey chips, 4 settings panel surfaces) all boost borders to BORDER_SUBTLE_HC under HC via the HighContrastBorder marker. The previously-carved-out dynamic-paint sites are now also covered: HUD action buttons and modal buttons take the same marker (their paint cycles only mutate BackgroundColor, so no race); the radial menu rim folds HC into its per-frame spawn via radial_rim_outline so the focused rim boosts to BORDER_SUBTLE_HC under HC (preserving focused-vs-resting hierarchy that naive marker substitution would invert).
  • Reduced-motion mode — closed 2026-05-08 by c5787c6 + v0.21.2's ed152e2. effective_slide_secs forces 0 on card animations; pulse_splash_cursor skips the per-frame pulse multiplier; spawn_splash skips the scanline overlay entirely. Future scope: gate any future card-lift z-bump animation, warning-chip pulse (when one materialises).

Carried forward from v0.19.0

  • App icon round — closed 2026-05-08 by 3eb3a26 + 716a025. Runtime Window::icon wired (Linux/macOS/Windows); 9-size PNG hierarchy at assets/icon/icon_<size>.png covers Linux hicolor + downstream .icns/.ico packaging needs. The .ico and .icns bundle-format files themselves are not generated — both would need new crate deps (ico and icns respectively) and only matter at app-bundle time (cargo-bundle / packaging), not at cargo run. Open if the project later ships as a packaged macOS / Windows app.

Other small candidates

  • Prev/Next selector chips spawn site. v0.19.0's 9b065e5 noted Prev/Next markers exist in stats_plugin but no spawn site renders them today — the Shareable badge therefore lands on the single-replay caption. If/when Prev/Next is plumbed, the badge will need to follow.
  • Toast queue / immediate unification. The two toast paths (spawn_queued_toast for InfoToastEvent queue; spawn_toast for fire-and-forget) now share visual treatment but remain separate functions because they serve different temporal needs (sequential vs. parallel). If overlap becomes a UX issue, merge into one queue with priority lanes.

Process notes

  • The desktop-adaptation spec is the canonical reference for geometry decisions when porting any future plugin. Read docs/ui-mockups/desktop-adaptation.md first; apply the universal rules to every surface; consult the per-screen table for the priority surfaces. The 9 missing-plugin screens (splash now ported; eight remaining) inherit the universal rules without dedicated guidance.
  • Stitch generate_variants is unreliable for layout-only adaptation prompts as of 2026-05-07. The first call timed out and no variant ever landed in list_screens. If a future session wants visual desktop mockups, prefer generate_screen_from_text with a fresh narrow prompt per screen rather than generate_variants against existing mobile screens.
  • Token-port pattern. v0.20.0's chrome-migration commits set a reusable shape for "centralised design system applied across N plugins":
    1. Constants module (ui_theme.rs) is the source of truth.
    2. Const sites that can't call Alpha::with_alpha (not yet const on stable) use a literal RGB matching the token, with a unit test pinning the RGB to the token (e.g. MARKER_VALID, HINT_PILE_HIGHLIGHT_COLOUR, RIGHT_CLICK_HIGHLIGHT_COLOUR).
    3. Cross-plugin duplication (e.g. MARKER_DEFAULTPILE_MARKER_DEFAULT_COLOUR) collapses to a single promoted const re-exported from one plugin and imported by the other — replaces "kept in sync" doc comments with a compile-time invariant.
    4. Domain colours (suit pips, card faces, lerp helpers) stay as literals with a comment naming the rationale; only UI chrome routes through tokens.
  • SplashFadable scaffolding pattern (introduced in cacb19c). Any future overlay that needs to fade N >> 3 elements together should follow the same shape: one tiny marker carrying the full-alpha base colour, one global query that lerps every marker's alpha each frame, no per-element query plumbing. Cleanly outscales the Without<X>, Without<Y> query exclusion pattern that the old splash was hitting at three siblings.

Canonical remote

github.com/funman300/Rusty_Solitaire is the canonical repo. Always push there. As of v0.21.0 origin matches local; the next push happens when post-cut work accumulates and is ready to roll into a v0.21.1 / v0.22.0 cut.

Design direction (Terminal — base16-eighties)

  • Tone: retro-terminal / synthwave — flat depth (no box-shadows), monospaced-forward typography (JetBrains Mono / FiraMono), tight 16 px edge margins, 8 px card radius.
  • Palette: near-black surface ramp (#151515 / #202020 / #2a2a2a / #353535), brick-red primary CTA (#a54242 — swapped from cyan #6fc2ef in v0.21.0 commit a292a7e), lime success (#acc267), gold warning (#ddb26f), pink error / suit-red (#fb9fb1), lavender celebration (#e1a3ee), teal info (#12cfc0).
  • Two-color suits. Red = #fb9fb1, black = #d0d0d0. Outlined glyphs for diamonds & clubs are always on; the Settings "color-blind mode" toggle swaps red → lime #acc267 (was red → cyan pre-v0.21.0; lime is the next-best non-red base16-eighties accent now that the primary itself is red).
  • Card glyphs render upright in both corners — no 180° inverted-corner-indicator rotation. Single-orientation digital play doesn't benefit from the traditional flip- readback convention. design-system.md § Game Cards documents this deliberate deviation.

Resume prompt

You are a senior Rust + Bevy developer working on Solitaire Quest.
Working directory: <Rusty_Solitaire clone path on this machine>.
Branch: master. v0.21.6 is tagged at f63db76 (cut 2026-05-08, a
patch release rolling up Move Log panel + scrub-UX polish:
brand-new bottom-edge Move Log panel with prev / active / next
row context + active-row highlight, plus HC-mode coverage for
scrub track + notches and continuous scrub on key-held arrow
keys). v0.21.5 stays at a2432df, v0.21.4 at 23ff62c, v0.21.3
at 3d92a91, v0.21.2 at f23df3b, v0.21.1 at daa655a, v0.21.0 at
04f9bf9. Working tree clean. See CHANGELOG.md § [0.21.6] for
full detail.

State: HEAD locally — see `git rev-parse HEAD`. The cut commit
is f63db76; any post-cut docs edits ride on top of that.
Workspace tests: 1273 passing / 0 failing. Clippy clean.

READ FIRST (in order, before doing anything):
  1. SESSION_HANDOFF.md  — this file
  2. CHANGELOG.md        — [0.21.6] section is the most recent cut
  3. CLAUDE.md           — unified-3.0 rule set
  4. CLAUDE_SPEC.md      — formal architecture spec
  5. ARCHITECTURE.md     — crate responsibilities + data flow
  6. docs/ui-mockups/    — design system + 24-mockup library +
                           desktop-adaptation.md (the rules-based
                           companion to the mockups; read this
                           before any plugin port)
  7. docs/android/*      — Android setup + build runbook
  8. ~/.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. APK launch verification on AVD / device — `adb install` +
     `adb logcat` to shake out runtime bugs the build / unit
     tests can't catch. Likely surfaces JNI ClipboardManager
     and Android Keystore stubs that need real bridges. Larger
     scope; needs an Android device or emulator running.
  B. Replay-overlay screen-takeover redesign — nearly complete
     after 12 commits across v0.21.4-6. Scrub bar with notches
     + labels + WIN MOVE marker, pause / resume / step / stop
     buttons, Space + Esc + ← / → keyboard accelerators with
     continuous scrub on hold, keybind-hint footer, full HC-mode
     coverage on the banner pieces, and a brand-new bottom-edge
     Move Log panel with a 5-row prev/active/next window all
     ship. The only remaining major B-2 sub-piece is the
     **mini-tableau preview** — the mockup's "Game Peek Band"
     at 50 % opacity showing the tableau through the replay
     chrome. Implementation needs a settings-aware dim overlay
     or alpha modulation on the tableau cards during replay.
     Architectural — touches `card_plugin` rendering. Best
     tackled in a fresh session because it crosses into a
     plugin the recent B-2 work hasn't touched. Mockup at
     `docs/ui-mockups/replay-overlay-mobile.html`.
  C. Phase 8 (sync) — local storage scaffolding, self-hosted
     Axum server, `SolitaireServerClient` impl, GPGS stub
     wired into Settings. The biggest open arc by scope; rolls
     up several Phase Android dependencies (Keystore,
     ClipboardManager).

WORKFLOW NOTES:
  - Use the system git config (already correct).
  - 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) — gh auth setup-git wired on
    primary dev box; verify on laptop before first push.
  - Token-port pattern: when migrating tokens, walk every
    concrete artifact downstream of the token (PNG textures,
    embedded SVGs, hardcoded literals, comment color names),
    not just the token name. v0.21.0 surfaced three "the
    migration walked past this" follow-ups that all matched
    this shape — codified here so future similar work can
    pattern-match instead of rediscovering.
  - Doc-vs-implementation drift pattern: v0.21.1's pile-marker
    visibility fix (`4d48cad`) implemented an invariant that
    had been declared in a module doc comment but was never
    enforced in code. When future work touches a module with
    a "this does X" doc comment, verify the code actually does
    X and add a test if not. Two layers, two checks.

OPEN AT THE START: ask which of AC. Don't pick unilaterally.
Note: every remaining option is multi-session by nature (A is
gated on Android tooling, B and C are explicitly multi-session
arcs). A fresh session is a better fit for any of them than the
tail of a long working stretch.