Claude 4dfa16bcb0 Merge dev: update channels, clearer Euchre table, bolder Sequence highlight
Publishes a new production release so installs on v1.0.1 are offered an
OTA upgrade.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015qjfMiPUDshdKEUa6vxqzN
2026-08-06 00:54:47 +00:00
2026-08-05 15:50:56 -06:00

Pro Libertate Games

A collection of card and board games for Android, playable against the computer or against other people over Wi-Fi (LAN) or Bluetooth.

What works today

The app shell is complete and two games are playable end to end:

Playable Euchre, Sequence
Listed, not yet implemented Kaiser, President, Golf, Wizard, Crazy 8s, Mastermind, Backgammon, Chess, Checkers

Unimplemented games appear in the menu marked Coming soon. Adding one means writing a GameRules implementation, a GameAi, and a screen, then flipping available in GameCatalog — the menu, lobby, networking, settings and OTA layers are game-agnostic and need no changes.

Playing with other people

Pick a game, choose Host a game for others to join, and the device advertises itself on every radio it has. Other devices choose Join a game nearby and pick the host from the list. Seats start out filled by the computer and are handed to people as they join, so any mix of humans and AI works — whatever is still marked Computer when the host starts stays AI.

  • Wi-Fi (LAN) — both devices must be on the same network. Discovery uses mDNS/NSD; play runs over a TCP socket.
  • Bluetooth — devices must already be paired in Android's Bluetooth settings. Play runs over Classic RFCOMM. Scanning for unpaired devices is not implemented.

Both transports can be live at once, so some players can be on Wi-Fi and others on Bluetooth at the same table.

How a match is kept in step

The host is authoritative. Clients send intents ("I would like to play this card") and the host re-validates every one against the rules before it takes effect — a client cannot make an illegal move by sending a malformed message. Each client is then sent a state redacted for its own seat, so opponents' hands and the deck order are never transmitted to devices that should not see them.

Settings

  • Sound on/off.
  • Animation speed, 0.5×–2×. One multiplier drives card movement and how long the computer appears to think.
  • Updates — check on launch, or check on demand, from either of two channels:
    • Production — stable builds, published from main.
    • Dev — preview builds, published from dev on every green CI run.

Screen sizes

There are no fixed orientations or hard-coded card sizes. Layouts measure the space they are given: the menu grid reflows by width, the Sequence board is always square and sized to fit whatever is left after the hand, and card widths are a fraction of the smaller screen dimension. Rotation is handled inside the activity, so a hand is not lost when the device turns.

Building

./gradlew assembleDebug          # APK at app/build/outputs/apk/debug/
./gradlew testDebugUnitTest      # rules engines and AI

Requires JDK 17 and the Android SDK (compileSdk 34).

CI

  • .github/workflows/ci.yml — builds, tests and lints on dev and on pull requests into dev or main. Its APK artifact is a dev build, versioned 1.0.0-dev.
  • .github/workflows/release.yml — on push to main, builds the APK and publishes it as a GitHub Release tagged v1.0.<run-number>. The in-app updater reads that tag, which is why the APK's versionCode is the same run number.

Update channels

Both pipelines publish, to two separate channels:

Channel Published by Tag Marked
Production release.yml, push to main v1.0.<n> release
Dev ci.yml, push to dev v1.0.<n>-dev prerelease

Dev builds are published as prereleases deliberately: GitHub's "latest release" endpoint skips prereleases, so a production-channel install can never be handed a dev build even by accident. Pull requests build and check but never publish, so a PR from a fork cannot ship anything.

release.yml additionally refuses to run off any branch but main, so a manual dispatch aimed elsewhere does nothing rather than shipping unreviewed code.

The two channels have independent version sequences — a build's versionCode is the run number of the workflow that produced it, and the two workflows count separately. Versions are therefore only ever compared within a channel; the app reads the -dev suffix in its own versionName to know which channel it is on, and treats a change of channel as an explicit switch rather than an upgrade. One consequence: switching channels can be a downgrade as far as Android is concerned, in which case the install is refused until the current copy is uninstalled. The settings screen says so when it applies.

The debug keystore is committed on purpose: every build is signed with the same key, so an OTA update installs over the previous one instead of being rejected for a signature mismatch.

Rules

The exact rules implemented, and the options that vary them, are documented per game:

Layout

game/          rules engines and AI — pure Kotlin, no Android, unit-tested
  cards/       deck, suits, ranks
  engine/      GameRules / GameAi contracts, seats, table config
  euchre/      Euchre model, rules, AI
  sequence/    Sequence model, board, rules, AI
net/           wire protocol, LAN and Bluetooth transports, lobby, match driver
settings/      DataStore-backed preferences
update/        GitHub Releases OTA updater
ui/            Compose screens

Keeping game/ free of Android types is deliberate: the same code drives the AI, the host's authoritative state and the JVM unit tests.

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Readme GPL-3.0
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Kotlin 99.7%
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