Files
Ferrous-Solitaire/SESSION_HANDOFF.md
T
funman300 27cdf78ce0 docs: cut v0.17.0 — solver-driven hints + replay-rate slider
Two follow-up commits on top of v0.16.0:
- 87275bf: H-key hint asks the v0.15.0 solver for the actual best
  first move, with the existing heuristic kept as fallback.
- 53e3b81: Settings → Gameplay slider tunes replay playback rate
  (0.10–1.00 s, default 0.45 s) read per frame from SettingsResource.

Adds the [0.17.0] CHANGELOG section, folds the post-v0.16.0
provisional table into a v0.17.0 shipped table in SESSION_HANDOFF,
prunes the now-stale "Cut v0.17.0" item from the punch list, and
re-letters the resume-prompt decision options A–D.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 04:11:08 +00:00

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Solitaire Quest — Session Handoff

Last updated: 2026-05-06 (post-v0.17.0) — v0.17.0 cut on top of v0.16.0 bundling the solver-driven hints (87275bf) and the replay-rate slider (53e3b81). An async-solver attempt earlier in the session was rolled back when an agent left 3 failing tests during interruption — flagged as carryover. Test-to-work ratio noted as a quality signal: future agent briefs scale back to behaviour-level tests only, not stdlib/serde-derive coverage.

Status at pause

  • HEAD on origin: v0.17.0's tag commit.
  • Working tree: clean apart from untracked CARD_PLAN.md (intentional).
  • Build: cargo clippy --workspace --all-targets -- -D warnings clean.
  • Tests: 1208 passed / 0 failed across the workspace.
  • Tags on origin: v0.9.0 through v0.17.0.

Where we are

v0.16.0 is the smallest meaningful release in a while — a focused round on how modals feel rather than what they contain. The originating bug was "I can't scroll on the Achievements list"; the sweep that followed found four other modals with the same problem plus three smaller modal-feel gaps (no pointer cursor on buttons, focus arriving a frame late, no click-outside-to-dismiss).

Every overlay screen now: scrolls if its content can overflow at 800×600, shows a hand cursor when you hover any button, has its primary auto-focused the moment the modal appears so the very first Tab/Enter is meaningful, and (for read-only screens) dismisses when you click outside the card.

The post-v0.15.0 next-round candidates are still mostly open — solver-driven hints, replay-rate slider, solver progress overlay, async solver, "won previously" indicator, replay sharing. 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.

v0.17.0 (shipped 2026-05-06)

Area Commit What landed
Solver-driven hints 87275bf The H-key hint asks the solver for the actual best first move via try_solve_with_first_move / try_solve_from_state. Heuristic stays as fallback. Median 2 ms per H press.
Replay-rate slider 53e3b81 Settings → Gameplay slider tunes replay_move_interval_secs 0.101.00 s in 0.05 s steps; default 0.45 s. Read per frame from SettingsResource.

v0.16.0 (shipped 2026-05-06)

Area Commit What landed
Modal scroll 7a3032b Achievements / Help / Stats / Profile / Leaderboard bodies now carry Overflow::scroll_y() + a max_height constraint + a per-plugin *Scrollable marker. Sibling scroll_*_panel systems route MouseWheel into the body's ScrollPosition. Mirrors the existing SettingsPanelScrollable pattern. Home modal not scrolled — five mode cards + Cancel are sized to fit by design.
Pointer cursor cd54ce1 update_cursor_icon gains a fourth branch: SystemCursorIcon::Pointer whenever any Interaction::Hovered/Pressed button is detected and no card drag is active. Branch order Grabbing → Pointer → Grab → Default. Pure pick_cursor_icon(is_dragging, any_button_hovered, any_card_hovered) helper unit-tests the priority.
Same-frame focus 48e4121 attach_focusable_to_modal_buttons and auto_focus_on_modal_open moved from Update to PostUpdate. The schedule boundary supplies the sync point so a click-handler in Update that spawns a modal has its Commands materialised before attach runs. FocusedButton is populated before app.update() returns; the very first Tab/Enter after open lands on a populated resource.
Scrim dismiss core a54201e New ScrimDismissible marker on ModalScrim opts a modal into click-outside-to-close. dismiss_modal_on_scrim_click system in ui_modal despawns the topmost dismissible scrim on a left-mouse press whose cursor lands on the scrim and outside every ModalCard. Stats / Achievements / Help opted in.
Scrim dismiss tail cbf2483 One-line opt-in (capture scrim + insert marker) for Profile / Leaderboard / Home, completing all six read-only modals.

Open punch list

Release prep

  1. 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.

Process note (raised this session)

Recent agent briefs reflexively asked for ≥3 tests per feature, which produced low-value coverage on trivial settings fields (default-value tests, serde-derive round-trips, clamp tests that just exercise stdlib clamp). Future agent briefs should ask only for tests that pin behaviour contracts or regressions on real bugs — not coverage of language/library mechanics.

Carryover candidates — still open

  • 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. An attempt this session was rolled back when an agent was interrupted leaving 3 failing tests; redoing this needs more careful scoping (smaller pieces, real cancel-and-test flow, NOT a parallel agent split). Worth taking next.
  • 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.

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 — v0.16.0 just shipped covering
modal scroll fixes, pointer cursor, same-frame focus, and scrim-click
dismiss across all six read-only modals.

State: HEAD at v0.17.0 (solver hints + replay-rate slider on top
of v0.16.0). Working tree clean apart from untracked CARD_PLAN.md
(intentional).
Build: cargo clippy --workspace --all-targets -- -D warnings clean.
Tests: 1208 passed / 0 failed.

READ FIRST (in order, before doing anything):
  1. SESSION_HANDOFF.md  — v0.16.0 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. Solver-on-AsyncComputeTaskPool with progress toast + cancel.
     A previous attempt was rolled back when an agent left 3
     failing tests; redoing it needs smaller pieces. Eliminates the
     worst-case 6 s UI stall — highest gameplay impact left.
  B. Per-deal "won previously" HUD indicator using the rolling
     replay history's seeds.
  C. Replay sharing — copyable URL via the existing web viewer.
  D. 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 AD. Don't pick unilaterally.