refactor(core): derive draw_mode/is_won/move_count/is_auto_completable from session
Remove the draw_mode, move_count, is_won, and is_auto_completable fields from GameState; they are now &self methods deriving from the underlying card_game session (draw_mode from session config, move_count from history length, is_won/is_auto_completable from check_win/check_auto_complete). Tests previously fabricated these via direct field writes, which is no longer possible. Add gated test-support overrides on TestPileState (won/auto_completable/move_count) plus setters set_test_won, set_test_auto_completable, set_test_move_count, and set_test_draw_mode (re-deals the seed). All compiled out in production builds. Fix the field->method ripple across solitaire_data, solitaire_wasm, and solitaire_engine. Add a test-support dev-dependency to solitaire_data for the won-game storage test. cargo test --workspace and cargo clippy --workspace -- -D warnings pass. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -63,7 +63,7 @@ impl PendingHintTask {
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/// Spawn a new solver task for `state` with `config`. Drops any
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/// previously in-flight task first (cancel-on-replace).
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pub fn spawn(&mut self, state: GameState, config: SolverConfig) {
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let move_count_at_spawn = state.move_count;
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let move_count_at_spawn = state.move_count();
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let handle = AsyncComputeTaskPool::get().spawn(async move {
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let outcome = try_solve_from_state(&state, &config);
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match outcome.result {
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@@ -156,7 +156,7 @@ pub fn poll_pending_hint_task(
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pending.inner = None;
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let Some(g) = game else { return };
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if g.0.move_count != move_count_at_spawn {
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if g.0.move_count() != move_count_at_spawn {
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return;
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}
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