feat(engine): in-progress game state persistence
Save game_state.json on app exit and on pause open so players can resume interrupted sessions. Delete the file on win, loss, or new-game start. Restore the saved game on launch if it exists and isn't won. - solitaire_core: add pile_map_serde module so HashMap<PileType,Pile> round-trips through JSON (serialized as Vec of pairs) - solitaire_data: add game_state_file_path, load_game_state_from, save_game_state_to, delete_game_state_at with 8 new unit tests - solitaire_engine/GamePlugin: restore saved game on startup, expose GameStatePath resource, save on AppExit, delete on new-game and win - solitaire_engine/PausePlugin: save on pause open (guards against OS-level kills while the overlay is showing) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -61,8 +61,8 @@ pub use stats::{StatsExt, StatsSnapshot};
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pub mod storage;
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pub use storage::{
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cleanup_orphaned_tmp_files, load_stats, load_stats_from, save_stats, save_stats_to,
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stats_file_path,
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cleanup_orphaned_tmp_files, delete_game_state_at, game_state_file_path, load_game_state_from,
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load_stats, load_stats_from, save_game_state_to, save_stats, save_stats_to, stats_file_path,
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};
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pub mod achievements;
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@@ -1,4 +1,4 @@
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//! Atomic file I/O for `StatsSnapshot` persistence.
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//! Atomic file I/O for persisted game data.
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//!
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//! All saves go through `filename.json.tmp` → `rename()` so a crash or power
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//! loss during a write never corrupts the saved data.
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@@ -7,10 +7,13 @@ use std::fs;
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use std::io;
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use std::path::{Path, PathBuf};
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use solitaire_core::game_state::GameState;
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use crate::stats::StatsSnapshot;
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const APP_DIR_NAME: &str = "solitaire_quest";
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const STATS_FILE_NAME: &str = "stats.json";
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const GAME_STATE_FILE_NAME: &str = "game_state.json";
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/// Returns the platform-specific path to `stats.json`, or `None` if
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/// `dirs::data_dir()` is unavailable (e.g. minimal Linux containers).
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@@ -58,6 +61,54 @@ pub fn save_stats(stats: &StatsSnapshot) -> io::Result<()> {
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save_stats_to(&path, stats)
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}
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// ---------------------------------------------------------------------------
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// In-progress game state
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// ---------------------------------------------------------------------------
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/// Returns the platform-specific path to `game_state.json`, or `None` if
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/// `dirs::data_dir()` is unavailable.
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pub fn game_state_file_path() -> Option<PathBuf> {
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dirs::data_dir().map(|d| d.join(APP_DIR_NAME).join(GAME_STATE_FILE_NAME))
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}
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/// Load an in-progress `GameState` from `path`. Returns `None` if the file is
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/// missing, corrupt, or represents a finished game.
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pub fn load_game_state_from(path: &Path) -> Option<GameState> {
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let data = fs::read(path).ok()?;
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let gs: GameState = serde_json::from_slice(&data).ok()?;
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if gs.is_won {
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None
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} else {
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Some(gs)
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}
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}
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/// Save an in-progress `GameState` atomically. Skips the write if `gs.is_won`
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/// because a completed game should not be resumed.
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pub fn save_game_state_to(path: &Path, gs: &GameState) -> io::Result<()> {
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if gs.is_won {
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return Ok(());
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}
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if let Some(parent) = path.parent() {
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fs::create_dir_all(parent)?;
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}
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let json = serde_json::to_string_pretty(gs).map_err(io::Error::other)?;
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let tmp = path.with_extension("json.tmp");
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fs::write(&tmp, json.as_bytes())?;
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fs::rename(&tmp, path)?;
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Ok(())
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}
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/// Delete the game state file (called on win, loss, or new-game start).
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/// Silently ignores `NotFound` errors.
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pub fn delete_game_state_at(path: &Path) -> io::Result<()> {
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match fs::remove_file(path) {
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Ok(()) => Ok(()),
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Err(e) if e.kind() == io::ErrorKind::NotFound => Ok(()),
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Err(e) => Err(e),
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}
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}
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/// Remove any leftover `*.json.tmp` files in the app data directory.
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///
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/// These can be left behind if the process crashes between the write and rename
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@@ -187,4 +238,98 @@ mod tests {
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// The function is allowed to succeed whether or not the dir exists.
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assert!(result.is_ok());
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}
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// -----------------------------------------------------------------------
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// game_state persistence tests
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// -----------------------------------------------------------------------
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fn gs_path(name: &str) -> PathBuf {
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env::temp_dir().join(format!("solitaire_test_gs_{name}.json"))
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}
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#[test]
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fn game_state_round_trip() {
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use solitaire_core::game_state::{DrawMode, GameState};
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let path = gs_path("round_trip");
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let _ = fs::remove_file(&path);
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let gs = GameState::new(12345, DrawMode::DrawOne);
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save_game_state_to(&path, &gs).expect("save");
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let loaded = load_game_state_from(&path).expect("load");
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assert_eq!(loaded.seed, gs.seed);
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assert_eq!(loaded.draw_mode, gs.draw_mode);
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assert!(!loaded.is_won);
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}
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#[test]
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fn load_game_state_missing_file_returns_none() {
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let path = gs_path("missing_xyz");
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let _ = fs::remove_file(&path);
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assert!(load_game_state_from(&path).is_none());
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}
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#[test]
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fn load_game_state_corrupt_file_returns_none() {
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let path = gs_path("corrupt");
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fs::write(&path, b"not valid json!!!").expect("write");
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assert!(load_game_state_from(&path).is_none());
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}
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#[test]
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fn save_game_state_skips_won_games() {
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use solitaire_core::game_state::{DrawMode, GameState};
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let path = gs_path("won_skip");
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let _ = fs::remove_file(&path);
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let mut gs = GameState::new(99, DrawMode::DrawOne);
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gs.is_won = true;
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save_game_state_to(&path, &gs).expect("save should be no-op, not error");
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assert!(!path.exists(), "should not have written a file for a won game");
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}
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#[test]
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fn load_game_state_ignores_won_games() {
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use solitaire_core::game_state::{DrawMode, GameState};
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let path = gs_path("won_load");
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let _ = fs::remove_file(&path);
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// Write a won game directly (bypassing save_game_state_to's guard).
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let mut gs = GameState::new(77, DrawMode::DrawOne);
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gs.is_won = true;
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let json = serde_json::to_string_pretty(&gs).unwrap();
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let tmp = path.with_extension("json.tmp");
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fs::write(&tmp, json.as_bytes()).unwrap();
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fs::rename(&tmp, &path).unwrap();
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assert!(load_game_state_from(&path).is_none());
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}
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#[test]
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fn delete_game_state_removes_file() {
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use solitaire_core::game_state::{DrawMode, GameState};
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let path = gs_path("delete");
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let gs = GameState::new(1, DrawMode::DrawOne);
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save_game_state_to(&path, &gs).expect("save");
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assert!(path.exists());
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delete_game_state_at(&path).expect("delete");
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assert!(!path.exists());
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}
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#[test]
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fn delete_game_state_missing_file_is_ok() {
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let path = gs_path("delete_missing");
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let _ = fs::remove_file(&path);
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assert!(delete_game_state_at(&path).is_ok());
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}
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#[test]
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fn save_game_state_is_atomic() {
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use solitaire_core::game_state::{DrawMode, GameState};
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let path = gs_path("atomic");
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let gs = GameState::new(55, DrawMode::DrawThree);
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save_game_state_to(&path, &gs).expect("save");
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let tmp = path.with_extension("json.tmp");
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assert!(!tmp.exists(), ".tmp must be cleaned up after rename");
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}
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}
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