2f373784bf
Closes out the 13-phase menu redesign. Three parts:
1. Post-sync merge summary: the pull poller now keeps the
`ConflictReport`s the merge produces (previously discarded) in a new
`SyncConflictLog` resource and toasts "Synced — N conflicts, kept
newer values" when a merge wasn't clean. No wire changes — the
server-side `SyncResponse.conflicts` field already existed.
2. Account tab detail: a per-field conflict list under the sync row
("win_streak_current — this device: 3 / server: 5") plus a
clean-merge caption, so the last merge is always inspectable.
3. Local data export/import: new `solitaire_data::transfer` module —
one versioned JSON bundle (settings, stats, achievements, progress)
written atomically next to the other saves, with a version-gated
loader that surfaces every failure instead of defaulting. Account
tab grows an Export/Import button pair (desktop+Android only); the
handler runs in `Last`, off the annotated Update spine. Import
rewrites the live resources, persists via the existing save fns,
and fires SettingsChangedEvent so appliers react normally.
Tests: bundle round-trip/version-gate/missing-file in solitaire_data;
ECS-level export→import round trip and failed-import-warns in
settings_plugin. Gate: workspace tests green, clippy -D warnings clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
176 lines
6.4 KiB
Rust
176 lines
6.4 KiB
Rust
//! Bevy resources owned by the engine crate.
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#[cfg(not(target_arch = "wasm32"))]
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use std::sync::Arc;
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use bevy::math::Vec2;
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use bevy::prelude::Resource;
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use chrono::{DateTime, Utc};
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use solitaire_core::Card;
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use solitaire_core::KlondikePile;
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use solitaire_core::game_state::GameState;
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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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/// Cards being dragged (bottom-to-top stacking order).
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pub cards: Vec<Card>,
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/// Pile the drag originated from.
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pub origin_pile: Option<KlondikePile>,
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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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/// Outcome of the most recent successful sync merge (Phase M — sync
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/// transparency). `None` until the first pull of the session resolves.
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///
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/// The Account tab renders the conflict details; the sync poller emits a
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/// one-line toast summary when `conflicts` is non-empty.
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#[derive(Resource, Debug, Clone, Default)]
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pub struct SyncConflictLog(pub Option<SyncMergeSummary>);
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/// Timestamp + per-field conflict list captured from
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/// [`solitaire_sync::merge`] after a pull resolves.
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#[derive(Debug, Clone)]
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pub struct SyncMergeSummary {
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/// When the merge resolved.
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pub at: DateTime<Utc>,
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/// Fields that could not be merged deterministically (best-effort
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/// resolution already applied — see `solitaire_sync::merge`).
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pub conflicts: Vec<solitaire_sync::ConflictReport>,
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}
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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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///
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/// Gated to non-wasm because `tokio::runtime::Builder::new_multi_thread()` uses
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/// `mio` for OS-level I/O polling which does not compile for wasm32. The
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/// plugins that depend on this resource (AudioPlugin, SyncPlugin,
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/// AnalyticsPlugin) are also gated out on wasm32 in `CoreGamePlugin`.
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#[cfg(not(target_arch = "wasm32"))]
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#[derive(Resource, Clone)]
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pub struct TokioRuntimeResource(pub Arc<tokio::runtime::Runtime>);
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#[cfg(not(target_arch = "wasm32"))]
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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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