Files
Ferrous-Solitaire/SESSION_HANDOFF.md
T
funman300 d948fa862a docs: CHANGELOG + SESSION_HANDOFF refresh for v0.14.0
CHANGELOG gains a [0.14.0] section covering 18 commits since v0.13.0
across three threads: the v0.13.0-era UX candidates that missed the
v0.13.0 tag (theme thumbnails, daily-challenge calendar, Time Attack
auto-save, per-mode bests, time-bonus slider), Quat's three bug
fixes from a smoke-test round (multi-card lift validation, softlock
detection, deal-tween information leak), and the major new replay
pipeline (record → persist → upload → web viewer with a new
solitaire_wasm crate).

The bottom-of-file compare links thread the new tag into the chain.
Test count updated to 1134.

SESSION_HANDOFF rewritten as the session 9 / post-v0.14.0 doc.
The session 8 changelog table is preserved alongside a new "v0.14.0
shipped" rollup. The next-round candidates list seeds six fresh
ideas (deferred Bevy audio trim, solver toggle, in-engine replay
playback, per-replay history, solver-driven hints, "won via
replay" achievement). Resume prompt asks A–F about smoke-test,
audio trim, solver toggle, in-engine playback, fresh UX, or
packaging.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 19:44:03 +00:00

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Solitaire Quest — Session Handoff

Last updated: 2026-05-02 (session 9, post-v0.14.0 release prep) — v0.14.0 cut. The Quat bug fixes, the rest of the v0.13.0 candidate list, and the entire replay → upload → web-viewer pipeline are all bundled in this release. Direction now opens for the next round.

Status at pause

  • HEAD on origin: v0.14.0's tag commit (CHANGELOG + handoff refresh).
  • Working tree: clean apart from untracked CARD_PLAN.md (intentional).
  • Build: cargo clippy --workspace --all-targets -- -D warnings clean.
  • Tests: 1134 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.

Where we are

v0.14.0 is the largest release since the card-theme system. Three threads land together:

  1. The remaining v0.13.0-era UX candidates — theme thumbnails, daily-challenge calendar, Time Attack auto-save, per-mode bests, time-bonus multiplier slider.
  2. Quat smoke-test bug fixes — multi-card move validation, softlock detection, deal-tween information leak.
  3. The replay pipeline — record on win, persist to disk, upload to server, view in browser via a new solitaire_wasm crate. The biggest single feature since the card-theme system.

The card-flight web animations and replay E2E test coverage close out the pipeline.

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.

Session 8 + 9 (shipped 2026-05-02) — v0.14.0

v0.13.0-era UX candidates (had landed but missed v0.13.0's tag)

Area Commit What landed
Theme thumbnails ba527de Each Settings → Cosmetic theme chip renders an Ace + back preview pair via rasterize_svg. Cached per theme. Missing-SVG themes show a transparent placeholder rather than crashing.
Daily-challenge calendar 1a10476 14-dot horizontal calendar in the Profile modal. Today is ringed, completed days fill STATE_SUCCESS, missed days fill BG_ELEVATED. Caption: "Current streak: N · Longest: M". PlayerProgress gains daily_challenge_history (capped at 365) and daily_challenge_longest_streak.
Time Attack auto-save 0001432 New sibling time_attack_session.json next to game_state.json. Atomic .tmp + rename. 30 s auto-save while active + on AppExit. Sessions whose 10-min window expired in real time while the app was closed are discarded on load.
Per-mode bests 3984231 StatsSnapshot gains six #[serde(default)] fields (Classic / Zen / Challenge × best_score + fastest_win_seconds). Stats screen renders a "Per-mode bests" section. Lifetime totals continue to roll all modes together.
Time-bonus slider 89c51ab Settings → Gameplay slider 0.02.0, default 1.0, "Off" at zero. Multiplies the time-bonus shown in the win modal. Cosmetic only — does NOT affect achievement unlock thresholds.

Quat smoke-test bug fixes

Area Commit What landed
Move validation (#1) f1aeb24 solitaire_core::rules::is_valid_tableau_sequence(&[Card]) -> bool checks every adjacent pair in a moved stack descends one rank with alternating colour. Wired into move_cards. Closes the bug where any multi-card lift could be dropped as long as the bottom landed legally.
Deal-tween leak (#4) 3eabc14 New-game snaps every card sprite to the stock pile position before writing StateChangedEvent, so all 52 cards animate from a single deck point during the deal. Previously sprites started from previous-game positions, briefly revealing the prior deal.
Softlock detection (#2) 2716472 has_legal_moves rewritten: walks every potential move source (every stock card, every waste card, the face-up top of every tableau column) against every foundation and every tableau. Previous heuristic returned true whenever stock had cards, hiding genuine softlocks. GameOverScreen now actually fires for true softlocks.
End-game screen (#3) Resolved as downstream of #2. The pre-existing GameOverScreen and WinSummaryOverlay already cover the close-out paths; the softlock screen just never spawned because the old has_legal_moves lied.

Replay pipeline (the major feature)

Area Commit What landed
Replay storage 42535f5 solitaire_data::replay::Replay (seed + draw_mode + mode + score + time + recorded date + ordered move list) and atomic save/load helpers under <data_dir>/latest_replay.json. Schema v1; load returns None for any other version.
Engine recording 57d1c58 RecordingReplay resource + ReplayPath settings. Every successful MoveRequestEvent / DrawRequestEvent appends to recording; GameWonEvent freezes the recording into a Replay and persists. Undo intentionally not recorded. New game clears the recording.
Stats button d9f36bf Stats overlay surfaces a "Latest win:" caption + "Watch replay" button. Loads from disk via LatestReplayResource. (Full in-engine playback deferred — button currently fires an InfoToastEvent describing the replay.)
Server upload + fetch 93182fa POST /api/replays accepts a Replay JSON; GET /api/replays/:id returns it. JWT-gated. SQL migration for the new replays table.
Engine sync 23c9704 Engine uploads winning replays automatically when the player has cloud sync configured. Re-uses the existing JWT/refresh-token flow.
WASM crate 5bed43e New workspace member solitaire_wasm compiles replay-relevant solitaire_core types to WebAssembly so a browser can re-execute a replay client-side. wasm-bindgen glue.
Web viewer 07b8ecd GET /replays/:id returns HTML + CSS + the wasm bundle. Browser fetches the replay JSON, rasterises a deal from the seed, and animates the recorded moves.
E2E coverage 3081505 Server tests covering the full upload → fetch round-trip via axum::test.
Web flight anim 1fcd032 Card-flight tweens on the web side so the browser viewer reads as a real game replay rather than a static dump.

Open punch list

Release prep

  1. Smoke-test on the alex machine after pulling — confirm Quat's three bug fixes hold up in real gameplay, and try the new replay button + web viewer end-to-end.
  2. Desktop packaging per ARCHITECTURE.md §17. The Arch PKGBUILD exists in /home/manage/solitaire-quest-pkgbuild/ (separate repo). Pending: app icon, macOS .icns + notarisation cert, Windows .ico + Authenticode cert, AppImage recipe.

UX iteration (next-round candidates)

  • Solver-at-deal toggle (Quat investigation #1, still deferred): add a Settings → Gameplay toggle "Winnable deals only" rather than baking solver-only into every deal. Lightest middle ground.
  • Disable Bevy's default audio feature (Quat investigation #2, still deferred): one-line default-features = false swap on the workspace bevy = line, re-enable explicitly the features the engine uses (render, bevy_winit, 2d, bevy_window, png, bevy_text, bevy_ui, bevy_log, bevy_asset, default_font, bevy_state). Drops ~50 transitive crates including the rodio + symphonia stack the project doesn't use (kira handles audio).
  • In-engine replay playback — promote the "Watch replay" button from a stub toast to a real playback overlay that re-runs the recorded moves with CardAnimation tweens. The wasm crate already proves the playback math; the in-engine version reuses the same execute logic against the live game state.
  • Per-replay history — currently single-slot at latest_replay.json. A "best replay per mode" bucket or a recent-N rolling list would let players revisit notable wins.
  • Solver-driven hint system — extend the existing hint toggle so a deal-time solver provides higher-quality hints (currently a heuristic). Requires the solver from the toggle work above.
  • Achievement: "won via replay path" — track when a player wins a deal whose previously-saved replay also won the same deal. Mostly fun; trivial scope.

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 — v0.14.0 just shipped covering the
Quat bug fixes, the v0.13.0 candidate tail, and the entire
replay-pipeline feature.

State: HEAD at v0.14.0. Working tree clean apart from untracked
CARD_PLAN.md (intentional).
Build: cargo clippy --workspace --all-targets -- -D warnings clean.
Tests: 1134 passed / 0 failed.

READ FIRST (in order, before doing anything):
  1. SESSION_HANDOFF.md  — v0.14.0 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 v0.14.0 on the alex machine first to confirm the
     three Quat bug fixes hold up in real gameplay and the replay
     pipeline works end-to-end (record → upload → web viewer).
  B. Take the deferred Bevy-audio-feature trim (Quat investigation
     #2) — one-line workspace edit, ~50 fewer transitive crates.
  C. Take the deferred solver toggle (Quat investigation #1): add
     "Winnable deals only" Settings toggle. Larger.
  D. Promote the in-engine "Watch replay" button to real playback.
  E. Pick from the remaining "next-round candidates" in this doc.
  F. 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 AF. Don't pick unilaterally.