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Ferrous-Solitaire/SESSION_HANDOFF.md
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funman300 89699a8a86 docs: SESSION_HANDOFF refresh for post-v0.15.0 (follow-up)
The previous v0.15.0 doc commit only landed CHANGELOG — the
SESSION_HANDOFF write silently no-op'd due to a Write tool param
mix-up. This commit lands the matching handoff refresh:

- Status block updated to v0.15.0 / HEAD / 1178 tests
- New v0.15.0 changelog table covering the seven feature commits
  (Bevy trim, replay playback core + overlay + Stats wiring,
  rolling replay history, Cinephile achievement, solver + toggle)
- Open punch list collapsed to two release-prep items (smoke-test,
  desktop packaging) and six fresh next-round candidates
  (solver-driven hints — now unblocked, replay-rate slider, solver
  progress overlay, async solver, "won previously" indicator,
  replay sharing)
- Resume prompt asks A–E

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 23:08:46 +00:00

8.5 KiB
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Solitaire Quest — Session Handoff

Last updated: 2026-05-02 (post-v0.15.0) — In-engine replay playback, the Klondike solver + Winnable-deals toggle, a 19th achievement (Cinephile), rolling replay history, and the Bevy default-features trim all shipped under v0.15.0. Direction now opens.

Status at pause

  • HEAD on origin: v0.15.0's tag commit.
  • Working tree: clean apart from untracked CARD_PLAN.md (intentional).
  • Build: cargo clippy --workspace --all-targets -- -D warnings clean.
  • Tests: 1178 passed / 0 failed across the workspace.
  • Tags on origin: v0.9.0, v0.10.0, v0.11.0, v0.12.0, v0.13.0, v0.14.0, v0.15.0.

Where we are

v0.15.0 closes out the post-v0.14.0 candidate list: every item the prior handoff seeded shipped. The major new player-facing pieces are the working "Watch replay" button (in-engine playback with a Stop button overlay), a hand-rolled Klondike solver with the optional "Winnable deals only" toggle, and a rolling history of the last 8 wins. The under-the-hood win is the Bevy default-features trim that drops 51 transitive crates.

The post-v0.15.0 candidate list is short — solver-driven hints (now possible since the solver exists), desktop packaging (still pending artwork + signing certs), and a fresh round of UX iteration. 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.

v0.15.0 (shipped 2026-05-02)

Area Commit What landed
Bevy trim 95fcdad default-features = false plus a curated explicit feature list. Drops 51 transitive crates including the bevy_audio → rodio → cpal 0.15 + symphonia chain (kira handles audio directly). solitaire_wasm is bevy-free and unaffected.
Replay playback core 8e90574 ReplayPlaybackPlugin + ReplayPlaybackState enum. Iterative DFS through replay.moves at REPLAY_MOVE_INTERVAL_SECS (0.45 s) firing canonical events. Recording suppression via length-truncation in a sibling system — game_plugin untouched. Reset-to-recorded-deal uses direct GameStateResource insert to apply the recording's exact draw_mode.
Replay overlay UI 9c36b49 Top-anchored banner (ReplayOverlayPlugin): "Replay" label + "Move N of M" progress + Tertiary Stop button. Z = 55 (above HUD, below modals so Settings / Pause / Help still open during playback).
Stats button wiring 02ababa Watch Replay button now calls start_replay_playback instead of firing a stub toast. Option<ResMut<ReplayPlaybackState>> so headless tests without ReplayPlaybackPlugin still pass.
Replay history 13a8a01 Rolling list of 8 wins at <data_dir>/replays.json. Legacy latest_replay.json migrates forward on first launch via migrate_legacy_latest_replay. Stats overlay's selector — Prev / Next chips + "Replay N / M" caption — lets the player step through older wins.
Cinephile achievement bf660df 19th achievement; unlocks on Playing → Completed transition (not on Stop, which goes Playing → Inactive). README count + ARCHITECTURE.md §11 entry updated.
Solver + toggle 8a5fa87 solitaire_core::solver::try_solve(seed, draw_mode, &SolverConfig) -> SolverResult { Winnable, Unwinnable, Inconclusive }. Iterative DFS, 64-bit canonical state hash, priority-ordered move enumeration, two budget knobs (100k moves / 200k states default). Median solve 2 ms, pathological 120 ms. Settings → Gameplay toggle "Winnable deals only" (default off) makes handle_new_game retry seeds up to SOLVER_DEAL_RETRY_CAP = 50 attempts. Daily / replays / explicit-seed bypass the solver.

Open punch list

Release prep

  1. Smoke-test on a real game: confirm the new replay playback feels right at 0.45 s/move; verify the Winnable-deals toggle doesn't introduce a visible stall on a typical machine; try the rolling-history selector.
  2. 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.

Next-round candidates

  • Solver-driven hints — the existing hint system uses a heuristic; promote it to ask try_solve for the actual best move. Scope: small wrapper around the solver's enumerate_moves plus the existing hint plumbing. Now unblocked.
  • Replay-playback rate slider — the 0.45 s/move pace is hardcoded; a Settings slider in the same row as tooltip-delay / time-bonus would let power users speed up older replays.
  • Solver progress overlay — when "Winnable deals only" is on, a brief "checking deal…" toast surfaces after ~500 ms so the player isn't confused by the rare worst-case stall.
  • 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. Async + cancel button would be safer.
  • 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 sharingreplays.json is per-machine. Allow a player to copy a replay's URL (already wired via solitaire_server) and post it elsewhere. The web-viewer already exists.

Card-theme system (CARD_PLAN.md, fully shipped)

Seven phases landed across b8fb3fb924a1e2 in v0.11.0; v0.13.0's 7ed4f2c consumes the per-theme back.svg; v0.14.0's ba527de adds preview thumbnails. End-to-end:

  • Bundled default theme ships in the binary via embedded:// — 52 hayeah/playing-cards-assets SVGs + a midnight-purple back.svg.
  • User themes under themes://. Drop a directory containing theme.ron + 53 SVGs.
  • Importer at solitaire_engine::theme::import_theme(zip) validates archives and atomically unpacks.
  • Picker UI in Settings → Cosmetic; thumbnails + the active theme's back override the legacy back_N.png picker when present.

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 — v0.15.0 just shipped covering
in-engine replay playback, the Klondike solver + Winnable-deals
toggle, replay history, the Cinephile achievement, and the Bevy
default-features trim.

State: HEAD at v0.15.0. Working tree clean apart from untracked
CARD_PLAN.md (intentional).
Build: cargo clippy --workspace --all-targets -- -D warnings clean.
Tests: 1178 passed / 0 failed.

READ FIRST (in order, before doing anything):
  1. SESSION_HANDOFF.md  — v0.15.0 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 v0.15.0 in a real game session. Solver, replay
     playback, replay history selector, Cinephile achievement.
  B. Take solver-driven hints (now possible with the solver in place).
     Replace the heuristic hint with `try_solve`'s best-move
     suggestion.
  C. Move the solver to AsyncComputeTaskPool with a "checking deal…"
     progress toast and a cancel button. Eliminates the worst-case
     6 s UI 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 AE. Don't pick unilaterally.