feat(data,engine): rolling replay history (last 8 wins)

Promotes replay storage from a single overwriting slot at
latest_replay.json to a rolling list of the most recent 8 wins at
replays.json so the player can revisit a memorable game even after
winning more recently.

Storage layer

solitaire_data::replay gains ReplayHistory (schema_version=1, Vec<Replay>
capped at REPLAY_HISTORY_CAP = 8) plus save_replay_history_to,
load_replay_history_from, append_replay_to_history, and
replay_history_path. append_replay_to_history inserts at the front,
drops the oldest when the cap is hit, and persists atomically via
the existing .tmp + rename pattern. The legacy single-slot helpers
are #[deprecated] but kept for one release as a migration safety
net via the new migrate_legacy_latest_replay helper.

Engine integration

game_plugin's record_replay_on_win now appends to the history
instead of overwriting latest_replay.json. On Startup, if a legacy
latest_replay.json exists but replays.json doesn't, the migration
helper seeds the new file from the legacy entry — so the player's
last v0.14.0 replay carries forward.

Stats UI

LatestReplayResource → ReplayHistoryResource holding the full
history. New SelectedReplayIndex resource (default 0 = most
recent) drives a Prev / Next / "Replay N / M" selector at the top
of the Stats overlay. ReplayPrevButton, ReplayNextButton, and
ReplaySelectorCaption marker components let the repaint system
update the caption as the selection changes. The Watch button
launches the selected replay rather than always the most recent.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
funman300
2026-05-05 22:32:37 +00:00
parent 02ababa65f
commit 13a8a012ee
5 changed files with 665 additions and 59 deletions
+103 -17
View File
@@ -13,8 +13,12 @@ use bevy::prelude::*;
use chrono::Utc;
use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_core::pile::PileType;
use solitaire_data::{delete_game_state_at, game_state_file_path, latest_replay_path,
load_game_state_from, save_game_state_to, save_latest_replay_to, Replay, ReplayMove};
use solitaire_data::{
append_replay_to_history, delete_game_state_at, game_state_file_path, load_game_state_from,
migrate_legacy_latest_replay, replay_history_path, save_game_state_to, Replay, ReplayMove,
};
#[allow(deprecated)]
use solitaire_data::latest_replay_path;
use crate::events::{
CardFlippedEvent, DrawRequestEvent, FoundationCompletedEvent, GameWonEvent, InfoToastEvent,
@@ -54,7 +58,15 @@ pub struct GameMutation;
#[derive(Resource, Debug, Clone)]
pub struct GameStatePath(pub Option<PathBuf>);
/// Persistence path for the most recent winning replay. `None` disables I/O.
/// Persistence path for the rolling [`solitaire_data::ReplayHistory`]
/// file (`replays.json`). `None` disables I/O — used by tests and on
/// minimal Linux containers without `dirs::data_dir()`.
///
/// Each `GameWonEvent` appends the freshly-frozen [`Replay`] to the
/// history at this path via
/// [`solitaire_data::append_replay_to_history`], capping at
/// [`solitaire_data::REPLAY_HISTORY_CAP`] so the file never grows
/// unbounded.
#[derive(Resource, Debug, Clone)]
pub struct ReplayPath(pub Option<PathBuf>);
@@ -101,9 +113,27 @@ impl Plugin for GamePlugin {
.and_then(load_game_state_from)
.unwrap_or_else(|| GameState::new(seed_from_system_time(), DrawMode::DrawOne));
// One-shot migration from the legacy single-slot
// `latest_replay.json` to the rolling history at `replays.json`.
// Runs at plugin construction so the player's last winning
// replay from a pre-history build is the first entry of the
// new history file. The legacy file is intentionally left in
// place for one release as a safety net (see
// `migrate_legacy_latest_replay` doc comment).
let history_path = replay_history_path();
if let (Some(legacy), Some(history)) =
(
#[allow(deprecated)]
latest_replay_path(),
history_path.as_ref(),
)
{
migrate_legacy_latest_replay(&legacy, history);
}
app.insert_resource(GameStateResource(initial_state))
.insert_resource(GameStatePath(path))
.insert_resource(ReplayPath(latest_replay_path()))
.insert_resource(ReplayPath(history_path))
.init_resource::<RecordingReplay>()
.init_resource::<DragState>()
.init_resource::<SyncStatusResource>()
@@ -557,14 +587,15 @@ fn handle_undo(
/// On every `GameWonEvent`, freeze the in-flight [`RecordingReplay`] into
/// a [`Replay`] tagged with the deal seed/mode, the win's score and
/// elapsed time, and today's date — then persist it atomically to
/// `<data_dir>/solitaire_quest/latest_replay.json` (or to whichever path
/// `ReplayPath` carries; tests inject a temp path).
/// elapsed time, and today's date — then append it to the rolling
/// [`solitaire_data::ReplayHistory`] at the path `ReplayPath` carries
/// (tests inject a temp path).
///
/// Only the most recent winning replay is retained — the existing file is
/// overwritten. The recording buffer is left intact after the win so a
/// subsequent state-change does not erase the move list before the save
/// completes; it gets cleared on the next `NewGameRequestEvent`.
/// The history is capped at [`solitaire_data::REPLAY_HISTORY_CAP`]
/// entries; older wins age out automatically when the cap is hit. The
/// recording buffer is left intact after the win so a subsequent
/// state-change does not erase the move list before the save completes;
/// it gets cleared on the next `NewGameRequestEvent`.
pub fn record_replay_on_win(
mut wins: MessageReader<GameWonEvent>,
game: Res<GameStateResource>,
@@ -597,8 +628,8 @@ pub fn record_replay_on_win(
// to inspect it without going through the disk.
continue;
};
if let Err(e) = save_latest_replay_to(p, &replay) {
warn!("replay: failed to save winning replay: {e}");
if let Err(e) = append_replay_to_history(p, replay) {
warn!("replay: failed to append winning replay to history: {e}");
}
}
}
@@ -1946,11 +1977,13 @@ mod tests {
}
/// On `GameWonEvent`, the recording is frozen into a `Replay` and
/// persisted. We point `ReplayPath` at a temp file, fake a win, and
/// load the file back to assert the metadata + move list match.
/// appended to the rolling [`solitaire_data::ReplayHistory`]. We
/// point `ReplayPath` at a temp file, fake a win, and load the
/// history back to assert the just-saved entry sits at the front
/// with the metadata + move list intact.
#[test]
fn replay_recording_freezes_into_replay_on_game_won() {
use solitaire_data::load_latest_replay_from;
use solitaire_data::load_replay_history_from;
let path = std::env::temp_dir().join("engine_test_replay_freeze.json");
let _ = std::fs::remove_file(&path);
@@ -1978,8 +2011,14 @@ mod tests {
});
app.update();
let loaded = load_latest_replay_from(&path)
let history = load_replay_history_from(&path)
.expect("a winning replay must be persisted to ReplayPath");
assert_eq!(
history.replays.len(),
1,
"fresh history must contain exactly the just-recorded win",
);
let loaded = &history.replays[0];
assert_eq!(loaded.seed, 7654, "seed must match the live game state");
assert_eq!(loaded.draw_mode, DrawMode::DrawOne, "draw_mode must be captured");
assert_eq!(loaded.final_score, 4321, "final_score must come from the win event");
@@ -1998,6 +2037,53 @@ mod tests {
let _ = std::fs::remove_file(&path);
}
/// Successive `GameWonEvent`s must accumulate in the rolling
/// history rather than overwriting one another. Pre-cap, every win
/// joins the front of `history.replays`.
#[test]
fn replay_recording_appends_to_history_across_wins() {
use solitaire_data::load_replay_history_from;
let path = std::env::temp_dir().join("engine_test_replay_history_append.json");
let _ = std::fs::remove_file(&path);
let mut app = test_app(11);
app.insert_resource(ReplayPath(Some(path.clone())));
// First win.
{
let mut recording = app.world_mut().resource_mut::<RecordingReplay>();
recording.moves.clear();
recording.moves.push(ReplayMove::StockClick);
}
app.world_mut().write_message(GameWonEvent {
score: 100,
time_seconds: 60,
});
app.update();
// Second win — different score so we can distinguish.
{
let mut recording = app.world_mut().resource_mut::<RecordingReplay>();
recording.moves.clear();
recording.moves.push(ReplayMove::StockClick);
recording.moves.push(ReplayMove::StockClick);
}
app.world_mut().write_message(GameWonEvent {
score: 200,
time_seconds: 120,
});
app.update();
let history = load_replay_history_from(&path).expect("history must exist");
assert_eq!(history.replays.len(), 2, "both wins must be retained");
// Newest first — second win lands at index 0.
assert_eq!(history.replays[0].final_score, 200);
assert_eq!(history.replays[1].final_score, 100);
let _ = std::fs::remove_file(&path);
}
/// `GameWonEvent` with an empty recording must NOT touch disk.
/// Without this guard, parallel-plugin tests that synthesise
/// win events for XP / streak / weekly-goal logic (without