Bootstrap Pilgrims of Katan: rebrand, Gitea CI and OTA
Build and Release APK / Build APK and publish release (push) Canceled after 0s
Build and Release APK / Build APK and publish release (push) Canceled after 0s
Import of ProLibertateGames (upstream main, GPL-3.0) rebranded for Wallacenet and repointed at git.wallacenet.ca. - Identity: applicationId ca.wallacenet.pilgrimsofkatan (+ .dev for the dev channel), launcher names "Pilgrims of Katan" / "Pilgrims of Katan DEV", neutral hexagon branding replacing the Wallace tartan. Uncial Antiqua keeps its OFL licence, and the GPL-3.0 LICENSE plus upstream attribution stay. - OTA: Updater.kt now reads this repo's own Gitea releases (/api/v1/repos/devadmin/PilgrimsOfKatan/releases...) and BuildConfig. OTA_ENABLED is on; Gitea answers the same JSON shape the code already parsed. - Build numbers: versionCode = CI run number + plgVersionRunOffset (1000), with the tag and versionName derived from the same figure. The offset is permanent, because Gitea Actions restarts run numbers at 1 and a reset would otherwise make Android reject the next build as a downgrade. - CI: ci.yml publishes a dev prerelease from dev, release.yml a production release from main, both through scripts/publish-release.sh (Gitea REST API, runnable by hand until an Actions runner is registered). - Docs: docs/CI.md records the channel, numbering and runner decisions; docs/README.md seeds the per-game RULES-* conventions; CLAUDE.md carries the agent ground rules. Verified: ./gradlew assembleDebug and testDebugUnitTest green on JDK 17 / compileSdk 34, both variants stamped, installing side by side under the new identity. Co-Authored-By: Paperclip <[email protected]>
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Paperclip
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# Pro Libertate Games
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# Pilgrims of Katan
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A collection of card and board games for Android, playable against the computer
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or against other people over Wi-Fi (LAN).
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Derived from [ProLibertateGames](https://github.com/adrianoftyriel/ProLibertateGames)
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by adrianoftyriel, used under the GNU GPL v3 — see [LICENSE](LICENSE). Game
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rules documentation lives under [docs/](docs/README.md); build, CI and release
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decisions live in [docs/CI.md](docs/CI.md). Catan itself arrives in later work;
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this app ships the reference catalogue unchanged as the regression safety net.
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## What works today
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The app shell is complete and every game in the catalogue is playable end to end:
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@@ -111,55 +117,52 @@ it: every rule above is a pure function and unit-tested on the JVM.
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- **Sound** on/off.
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- **Animation speed**, 0.5×–2×. One multiplier drives card movement and how long
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the computer appears to think.
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- **Updates** — check on launch, or check on demand. **There is no channel to
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choose**: a build updates from its own channel and no other. A production
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install is offered production builds from `main`; a dev install is offered dev
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builds from `dev`. The settings screen states which one is running rather than
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offering a switch.
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- **Updates** — check on launch, or check on demand. The channel is this
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project's own Gitea releases ([docs/CI.md](docs/CI.md)), and **there is no
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channel to choose**: a build updates from its own channel and no other. The
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settings screen states which one is running rather than offering a switch.
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`BuildConfig.OTA_ENABLED` is the kill switch, not a preference.
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The check on launch **only ever speaks when there is a build to install**. It
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runs behind the splash and waits for it to clear, and an app that is already
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current — or a phone that cannot reach GitHub — says nothing, because opening
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the app was not a question. The button in Settings is a question, so it
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answers every time, including "you're on the latest" and whatever went wrong.
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current — or a phone that cannot reach the release server — says nothing,
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because opening the app was not a question. The button in Settings is a
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question, so it answers every time, including "you're on the latest" and
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whatever went wrong.
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Wanting both means installing both — they are separate apps and each updates
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itself, see [Both channels on one device](#both-channels-on-one-device).
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## Branding
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The launcher icon is a single square of the Wallace tartan set on the bias, and
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the app opens on the same cloth carrying the name in a Celtic uncial hand for two
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seconds before fading into the menu.
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Neutral, original, and deliberately *not* Catan's: no third-party marks or
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trade dress ship in this app (rebrand scope: WALA-118). The launcher icon is a
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hexagonal ring around a solid core — a game tile, not any game's logo — drawn
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as vector drawables so it stays sharp at every density and needs no PNGs. The
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app opens on the brand field fading to its deep shade, the name set in a Celtic
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uncial hand for two seconds before it fades into the menu.
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A dev build wears **Wallace Hunting** instead — the same threadcount with green
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where the clan sett has red — and installs as *Pro Libertate Games DEV*. That is
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what tells the two copies apart when both are on the phone; see
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[Both channels on one device](#both-channels-on-one-device).
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The tartan is drawn, not an image: `ui/theme/Tartan.kt` lays the sett down as
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warp and then as weft at half opacity, which is what produces the blended
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squares instead of a flat grid. The icon is the same construction as a vector
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drawable, so it stays sharp at every density and needs no PNGs.
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A dev build wears the **dev green** field where production wears **slate
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blue**, and installs as *Pilgrims of Katan DEV*. That is what tells the two
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copies apart when both are on the phone; see
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[Both channels on one device](#both-channels-on-one-device). The palette lives
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in `ui/theme/Theme.kt` (`BrandField`, `BrandDeep`, `BrandAccent`) and the two
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channel colours are generated per build by `resValue` in `app/build.gradle.kts`
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— the icon vectors reference `@color/brand_field` rather than a literal, which
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is how one set of vectors serves both colourways.
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Two honest caveats:
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- **The sett is the published threadcount: `K/4 R32 K32 Y/4`.** The slashes are
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pivots, so `WallaceSett` holds the half-sett and reflects it out to
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`K4 R32 K32 Y4 K32 R32` — 136 threads, about half black, half red, with a
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yellow line worth 3%. Two details define the pattern and are easy to get
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backwards: the yellow overstripe runs down the *centre of a wide black band*,
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and the narrow black guard sits *between two red blocks*. The icon is
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generated from the same numbers, so the icon and the splash cannot drift.
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Weave scale is derived from the sett rather than fixed, so changing the
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threadcount rescales both instead of silently zooming in. The hunting
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colourway is the same threadcount passed a different field colour, not a
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second copy of the numbers, so it cannot fall out of step either.
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- **The typeface is bundled under a licence.** Uncial Antiqua, © 2011 Brian J.
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Bonislawsky DBA Astigmatic, Reserved Font Name "Uncial Antiqua", used under
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the SIL Open Font License 1.1. The full licence is at
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[docs/licenses/UncialAntiqua-OFL.txt](docs/licenses/UncialAntiqua-OFL.txt) and
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must stay with the font — the OFL requires it to be distributed alongside.
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- **The upstream's clan tartan is gone; its code is not.** The Wallace tartan
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was the upstream's brand and left with the rebrand. The GPL-licensed history
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that produced this app remains in git, and the source stays at
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[adrianoftyriel/ProLibertateGames](https://github.com/adrianoftyriel/ProLibertateGames)
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as the `upstream` remote.
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## Screen sizes
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@@ -183,92 +186,70 @@ smaller than a fingertip.
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Requires JDK 17 and the Android SDK (compileSdk 34).
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A local build is a dev build: it installs as `org.prolibertate.games.dev` under
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the name *Pro Libertate Games DEV* in the hunting sett, so it goes on beside an
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installed release rather than over it. Set `PLG_CHANNEL=production` to build the
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production package instead.
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A local build is a dev build: it installs as
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`ca.wallacenet.pilgrimsofkatan.dev` under the name *Pilgrims of Katan DEV* on
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the dev green field, so it goes on beside a production copy rather than over it.
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Set `PLG_CHANNEL=production` to build the production package
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(`ca.wallacenet.pilgrimsofkatan`, slate blue).
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## CI
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Full decision record: [docs/CI.md](docs/CI.md).
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- `.github/workflows/ci.yml` — builds, tests and lints on `dev` and on pull
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requests into `dev` or `main`. Its APK artifact is a dev build, versioned
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`<series>.0-dev` — the series being whatever `plgVersionSeries` says in
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`gradle.properties`, currently **1.3**.
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- `.github/workflows/release.yml` — on push to `main`, builds the APK and
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publishes it as a GitHub Release tagged `v<series>.<run-number>`. The in-app updater
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reads that tag, which is why the APK's `versionCode` is the same run number.
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### Installing without the app
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The newest production build is always at this link, which never changes:
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**https://github.com/adrianoftyriel/ProLibertateGames/releases/latest/download/ProLibertateGames.apk**
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Every release carries the same APK twice — once named for its version, and once
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as plain `ProLibertateGames.apk`, because GitHub's `/releases/latest/download/`
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redirect needs a file name that stays put. The in-app updater deliberately picks
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the versioned copy, so an installed build can always be traced back to its tag.
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There is no equivalent link for the dev channel: `/releases/latest` skips
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prereleases by design, and that is exactly what keeps a production install from
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being handed a dev build. A dev build is reached by the in-app updater of a dev
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install — which looks at the prerelease list rather than that endpoint — or from
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the releases page.
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requests into `dev` or `main`, and publishes a dev prerelease from `dev`.
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- `.github/workflows/release.yml` — builds and publishes the production release
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on push to `main`, or by hand (`workflow_dispatch`).
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- Both publish through [scripts/publish-release.sh](scripts/publish-release.sh)
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against Gitea's REST API, which is also runnable by hand. **No Actions runner
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is registered on the instance yet**, so until one is, the local build is the
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guaranteed path (`./gradlew assembleDebug && ./gradlew testDebugUnitTest`)
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and releases go out via the script.
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### The version series
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A version is **`<series>.<run number>`**. The series is set by hand, once, in
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`gradle.properties`:
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A version is **`<series>.<build number>`**. Both values are set by hand, once,
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in `gradle.properties`:
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```properties
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plgVersionSeries=1.3
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plgVersionSeries=1.4
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plgVersionRunOffset=1000
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```
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Both workflows read that same property when they name a release tag, and the
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build reads it when it stamps the APK, so the tag and what is inside it cannot
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name different versions. Bumping a series is a one-line change to that file and
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nothing else.
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Both workflows read those same properties when they name a release tag, and the
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build reads them when it stamps the APK, so the tag and what is inside it cannot
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name different versions. Changing either is a one-line change to that file and
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nothing else — but they are not equivalent:
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The number after it is the CI run number and keeps climbing on its own, which is
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what makes a series bump safe: `versionCode` is the run number *alone*, so
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going from 1.0 to 1.1 never looks like a downgrade to Android and never
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interrupts an OTA update. The series is a name for people; the run number is
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what the machines compare.
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- The **series** is a name for people. Bumping it changes nothing about
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ordering.
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- The **build number** is what the machines compare: `versionCode`, the tag's
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trailing number, and the number in `versionName`, all the same figure —
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`CI run number + plgVersionRunOffset`. Because the offset never changes and
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the run number only climbs, going from 1.4 to 1.5 never looks like a downgrade
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to Android and never interrupts an OTA update.
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The offset exists because Gitea Actions restarts run numbers at 1 for each
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workflow: without a floor, the first release of a fresh instance would collide
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with the `versionCode 1` every unstamped local build carries, and a counter
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reset would make Android refuse the next build outright. Full reasoning in
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[docs/CI.md](docs/CI.md).
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### Update channels
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Both pipelines publish, to two separate channels:
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`ci.yml` stamps builds of `dev` as dev-channel, `release.yml` stamps `main` as
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production, so an APK's identity is decided where it is built. Publishing goes
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to this project's Gitea releases, and the rules it keeps:
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| Channel | Published by | Tag | Marked |
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| --- | --- | --- | --- |
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| Production | `release.yml`, push to `main` | `v<series>.<n>` | release |
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| Dev | `ci.yml`, any build of `dev` | `v<series>.<n>-dev` | prerelease |
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Dev builds are published as **prereleases** deliberately: GitHub's "latest
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release" endpoint skips prereleases, so a production-channel install can never
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be handed a dev build even by accident. Pull requests build and check but never
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publish, so a PR from a fork cannot ship anything.
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**Both pipelines gate publishing on the branch rather than on what triggered
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the build**, so a manual run from the Actions tab publishes exactly as a push
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does — useful when a push cannot fire the workflow itself, which is the case
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for anything pushed by an automation token. The safety property is unchanged,
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because publishing still happens only after that same job has built, tested and
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linted clean. A pull request is still excluded without having to be named: a PR
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build runs against `refs/pull/<n>/merge`, never `refs/heads/dev`.
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In `ci.yml` the `PLG_CHANNEL` stamp is gated on the same condition as the
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publish steps, and the two have to stay in step. Stamping a build that then
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ships, or shipping one that was left unstamped, both end with an APK claiming
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`versionCode` 1 — which the updater can never see as an upgrade over anything.
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`release.yml` refuses to run off any branch but `main`, so a manual dispatch
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aimed elsewhere does nothing rather than shipping unreviewed code.
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- production comes only from `main` (`release.yml` refuses any other branch);
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- dev prereleases are marked so the "latest release" endpoint can never hand one
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to a production install;
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- pull requests build and check but never publish.
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**The two channels have independent version sequences** — a build's `versionCode`
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is the run number of the workflow that produced it, and the two workflows count
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separately. Dev is on 69 while production is on 40, so the numbers say nothing
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across the divide.
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is the build number of the workflow that produced it (run number + offset), and
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the two workflows count separately, so the numbers say nothing across the
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divide.
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That is why **an install only ever updates within its own channel**, and why
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there is no setting for it. The app reads the `-dev` suffix in its own
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@@ -280,18 +261,18 @@ unit-tested on the JVM like the rules engines are.
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### Both channels on one device
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A dev build installs under its own `applicationId`, `org.prolibertate.games.dev`,
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so it is a separate app as far as Android is concerned and can sit beside the
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production copy rather than replacing it. Each channel still updates itself
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A dev build installs under its own `applicationId`,
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`ca.wallacenet.pilgrimsofkatan.dev`, so it is a separate app as far as Android
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is concerned and can sit beside the production copy rather than replacing it. Each channel still updates itself
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normally, because an update within a channel keeps the same package.
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Three things move together, all off `isDevBuild` in `app/build.gradle.kts`:
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| | Production | Dev |
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| --- | --- | --- |
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| `applicationId` | `org.prolibertate.games` | `org.prolibertate.games.dev` |
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| Launcher name | Pro Libertate Games | Pro Libertate Games DEV |
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| Sett | Wallace (red) | Wallace Hunting (green) |
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| `applicationId` | `ca.wallacenet.pilgrimsofkatan` | `ca.wallacenet.pilgrimsofkatan.dev` |
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| Launcher name | Pilgrims of Katan | Pilgrims of Katan DEV |
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| Brand field | slate blue | deep green |
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Anything that is not an explicit `PLG_CHANNEL=production` build is a dev build,
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so a local `assembleDebug` is a dev build too and installs alongside a release
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@@ -301,11 +282,11 @@ They have to move together. A dev package wearing the production name and
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colours is precisely the mix-up that having both installed is meant to prevent,
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which is why one flag drives all three rather than each being set by hand. The
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name and the colours reach the resources through `resValue`, so `app_name`,
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`tartan_field`, `splash_background` and `ic_launcher_background` are generated
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by the build and are deliberately *not* in `res/values/` — the icon vectors
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reference `@color/tartan_field` rather than a literal, which is how one set of
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vectors serves both colourways. `BuildConfig.DEV_BUILD` carries the same flag
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into Kotlin, where `AppSett` picks the matching Compose sett for the splash.
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`brand_field` and `splash_background` are generated by the build and are
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deliberately *not* in `res/values/` — the icon vectors reference
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`@color/brand_field` rather than a literal, which is how one set of vectors
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serves both colourways. `BuildConfig.DEV_BUILD` carries the same flag into
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Kotlin, where `BrandField` picks the matching Compose colour for the splash.
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Because they are separate apps, having both is a matter of installing both, and
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each then updates itself down its own line. Nothing in the app moves a phone
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@@ -319,7 +300,7 @@ for a signature mismatch.
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## Rules
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The exact rules implemented, and the options that vary them, are documented per
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game:
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game (index: [docs/README.md](docs/README.md)):
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- [Euchre](docs/RULES-euchre.md)
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- [Sequence](docs/RULES-sequence.md) — **note the caveat about the board layout**
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@@ -367,7 +348,8 @@ game/ rules engines and AI — pure Kotlin, no Android, unit-tested
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net/ wire protocol, LAN transport, lobby, match driver
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score/ scorekeeper sheet — pure Kotlin, unit-tested — and its store
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settings/ DataStore-backed preferences
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update/ GitHub Releases OTA updater, and the channel rule — pure, tested
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update/ OTA updater against this repo's Gitea releases, and the
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channel rule — pure, tested
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ui/ Compose screens
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```
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