1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
|
# GUI plan
Decisions and rationale live in `docs/adr/0001-gui-frontend-architecture.md` and
`0002-version-lockstep.md`. This file is the order of work.
## Non-goals
Audio, 3D, macOS, auto-update, a browser client, and pixel-golden tests in CI.
## Phase 0 — version handshake (v4.0.0)
Breaking wire change, released for client and server together.
- `HELLO <version>` is the first line after TLS. The server answers
`HELLO <version> latest=<version> url=<download-url>` and rejects every other
message with `ERROR HELLO required` until it has seen one.
- MAJOR.MINOR must match; PATCH may differ. A mismatch is refused before any
credentials are sent.
- The client measures its connect latency with the `HELLO` round trip and
prints a notice when the server advertises a newer version.
- `DOWNLOAD_URL` is read from the environment by the server, with the public
site as the fallback.
**Gate:** mismatch refused in both directions, `HELLO` required before auth,
existing game flows unchanged, new tests for version parsing and gating.
## Phase 1 — core boundary and roulette
**In progress.** `Command`/`View` exist and all four games are ported: the
core builds a typed view, frontends send `Command`, and the TUI renders it.
Done so far: `Lobby` and `History` are structured views driven by
`Command::Play`, `History`, `ShowLobby` and `Logout`. Remaining: the
connection-facing screens (`Connect`, `Trust`, `TrustMismatch`, `Login`) with
the transport moved into the library, and removing `Key` from the core.
- Introduce `Command` and `View`; move terminal-only concerns (prompt editing,
wheel animation, interactive prompts) into the TUI adapter.
- App screens: `Connect`, `Trust`, `TrustMismatch`, `Login`, `Lobby`,
`History`, `Game`.
- Port roulette first: `PlaceBet(BetTarget)`, `SetChip`, `ClearBets`, `Spin`,
and a `FeltView` carrying chips, cursor, and the last result.
- Add `ForgetLogin` so "log out" and "forget saved login" are distinct in both
frontends.
- Auto-login stays: a stored credential for the pinned fingerprint logs in
automatically after the trust check.
**Gate:** the TUI behaves exactly as today, its tests now assert on `View`
instead of text where practical, and `ClientCore` contains no terminal types.
## Phase 2 — the other three games
Slots, blackjack, crash ports with their own `GameView` variants and commands.
Server push (`CRASH_BUSTED`) feeds the same `View`. The TUI keeps animating the
crash board from its local clock.
**Gate:** all four games playable in the TUI through `Command`/`View`.
## Phase 3 — `gui/` skeleton and the style spike
- Add the `gui/` workspace member (eframe), no game code yet.
- Theme module with the agreed tokens, two fonts, spacing scale.
- One reference screen: the roulette felt with chips, cursor, and a spinning
number, plus the persistent header (connection, balance, account).
- Verify the Windows cross-compile with a hello-world before going further.
**Gate:** your approval of the screenshot at 1080p; binary ≤ 40 MB, idle
≤ 150 MB, cold start ≤ 1 s, 60 fps on integrated graphics.
## Phase 4 — GUI wiring
- Network thread with channels, request deadlines in the shared adapter.
- Trust modal, version-mismatch screen, login/register, lobby, history panel.
- All four games, per-frame painting and tier 1–2 effects.
- Update notice from the handshake in the lobby.
**Gate:** manual checklist per game at 60 fps, `egui_kittest` wiring tests,
modem-throttled run.
## Phase 5 — packaging
- `publish.sh` emits `zagan-bet-gui-<version>-<platform>-<arch>[.exe]`.
- Bash and PowerShell installers that verify the SHA-256, install to the user
directory, and create `.desktop`/Start-menu entries.
- Download page lists raw binaries and installers; add the source-code link.
**Gate:** `deploy.sh` verifies both artifact kinds; a clean machine installs
from the page and launches.
## Testing split
- `View`/`Command` tests in the core: flows, gating, state. Always.
- The TUI adapter remains the regression net through Phases 1–2.
- `egui_kittest` for wiring that `View` cannot see; no pixel goldens in CI.
- Manual for feel, animations, and layout at different window sizes.
|