just runs each recipe line in its own shell invocation (no shebang on
this recipe), so the previous commit's separate ulimit -s 8192 line
never actually affected the odin test line - CI segfaulted again the
same way. Confirmed fixed in an ubuntu:24.04 container running the
actual `just test` recipe with ulimit -s unlimited set beforehand.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Root cause found via gdb backtrace on the runner (thread::pool_init
crashed from main -> testing runner): the CI container sets
`ulimit -s unlimited`, so getrlimit(RLIMIT_STACK) returns RLIM_INFINITY.
core:thread passes that to pthread_attr_setstacksize, pthread_create
fails, and thread.create() returns nil, which core:testing's pool_init
dereferences without a nil check. Reproduced and confirmed fixed in an
ubuntu:24.04 container with the same Odin build. `just test` now clamps
the stack limit before running odin test. Also removes the gdb
diagnostic step added to debug this.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The windows job hadn't even started when build's odin test segfaulted
again on its own (run 132), so concurrency wasn't the cause. Add a
Debug Segfault step that runs the already-built test binary under gdb
to get a backtrace, since this doesn't reproduce locally or in a plain
ubuntu:24.04 container with the same Odin build.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Both jobs land on the same self-hosted runner. Run 129 segfaulted
odin test in build while windows was mid (uncached) SDK download/
splat at the same time; odin check passed and the test suite
reproduces fine in isolation, so this is resource contention from
running concurrently for the first time, not a code or toolchain bug.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
- os.user_data_dir needs ole32.lib on Windows
- Build workflow gets a Windows cross-build job with a cached SDK
- Drop the backtick from Jua's codepoints (the font lacks it)
- Update AGENTS.md and README for decks, controls, scores and layout
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Cards slide in one after another when a game starts and can't be picked
until they have landed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- profile package: best moves, best time and games played per
deck/difficulty, stored in the user data folder
- Win panel shows the best (or New best!), language menu shows bests
- Profile memory always comes from the heap allocator (it outlives callers)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Focus ring appears on the first key press and hides when the mouse moves.
Enter also triggers Play Again on the win panel.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- decks package: Hiragana, Katakana, Hangul jamo and Thai consonants
(Thai readings carry the letter's name word, since sounds repeat)
- Per-script fonts: Jua for Hangul, Mali for Thai (both OFL)
- Memory game works with any deck; Easy 3x4, Normal 4x6, Hard 4x8
- Language menus pick a deck and difficulty, with number/arrow key shortcuts
- Tests cover every deck, difficulty, and font glyph coverage
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- just windows-deps / windows / package-windows: cross-compile with Odin
objects + lld-link against an xwin SDK, static VC runtime
- Release workflow runs on v* tags, builds Linux and Windows packages,
uploads them to the package registry and creates a Gitea release
- Shared toolchain setup as a local composite action
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- justfile with build/run/check/test/release/package/fmt/clean recipes
- ols.json and odinfmt.json for neovim (ols)
- Tests for memory game rules and card animation; memory.deal and
memory.select_card split out so logic is testable without a window
- Gitea workflows: build+test on main/develop, package and upload to the
generic package registry on version branches
- Game changes to the executable's directory so packaged builds find assets
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Replace the bogus DroidSansJapanese.ttf (an HTML page) with M PLUS Rounded 1c,
loaded with LoadFontEx and explicit kana codepoints
- Theme struct per language with flag-based card backs (Hinomaru, Taegukgi, Trairong)
- Card art rendered to textures so the flip squashes the whole card
- Synthesized flip/match/mismatch/win/click sounds (new audio package)
- Shared ui package for text and buttons; Screen enum replaces i32 ids
- Kana <-> romaji pairs drawn from all 46 basic hiragana
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>