docs(core,data): complete Phases 0–2 of in-place card_game rewrite
Phase 0 – doc fixes (docs/card-game-integration.md): - Correct stale "no serde" claim: upstream has serde at rev 99b49e62 - Correct take_from_foundation default description (Allowed, not Disallowed) - Document schema v3→v4 migration and AnyInstruction strategy Phase 1 – delegate check_win / check_auto_complete to upstream: - Proptests verify semantic agreement with is_win() / is_win_trivial() across 256 random states before delegation Phase 2 – schema v4 with v3 auto-migration: - SavedInstruction mirror types kept as legacy compat module (needed by solitaire_data::ReplayMove and solitaire_wasm replay layer) - klondike_adapter.rs: add comprehensive legacy-purpose doc comment - proptest_tests.rs: add check_auto_complete/check_win semantic proofs - storage.rs: rename round-trip test to v4, add v3-migrates-to-v4 test Also track the rewrite plan (docs/in-place-card-game-rewrite-plan.md). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -94,21 +94,22 @@ Our 767-line `solitaire_core::solver` reimplements the full game rules to run th
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### 4. `take_from_foundation` House Rule *(upstream merged — v0.3.0)*
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`MoveFromFoundationConfig` is now part of `KlondikeConfig`. When set to `Disallowed`, `is_instruction_valid` blocks foundation → tableau instructions.
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**Important:** The upstream default is `MoveFromFoundationConfig::Allowed`. Ferrous Solitaire uses the standard rule (foundation cards cannot be moved back) as the default, with the house rule as an opt-in. Our adapter explicitly sets `Disallowed` in the default `KlondikeConfig` and switches to `Allowed` only when the user toggles the house-rule option.
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**Default behaviour:** The upstream default is `MoveFromFoundationConfig::Allowed`. Ferrous Solitaire **also defaults to Allowed** (`take_from_foundation: true` in `GameState`, `Settings`). This matches the upstream default and provides the most beginner-friendly experience. The player can disable foundation returns via a settings toggle (`take_from_foundation = false`), which maps to `Disallowed`.
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**In our wrapper:** Construct `KlondikeConfig { move_from_foundation: MoveFromFoundationConfig::Disallowed, .. }` by default; mirror the user's settings toggle to `Allowed`. No custom intercept needed — `klondike` enforces the rule automatically.
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**In our wrapper:** `KlondikeAdapter::config_for(draw_mode, take_from_foundation)` constructs `KlondikeConfig { move_from_foundation: if take_from_foundation { Allowed } else { Disallowed }, .. }`. No custom intercept needed — `klondike` enforces the rule automatically.
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### 5. JSON Serialisation / Persistence
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`solitaire_core::GameState` serialises the full mid-game state to JSON via `serde` so the engine can save on exit and restore on launch. `KlondikeState` derives `Clone` + `Eq` + `Hash` but not `Serialize` / `Deserialize`. No upstream changes are needed — this is handled externally.
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`solitaire_core::GameState` serialises the full mid-game state to JSON via `serde` so the engine can save on exit and restore on launch.
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**Current verification (2026-06-01):** `klondike v0.3.0` and `card_game v0.4.0`
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crate manifests expose no `serde` dependency/feature, and source exports no
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serde derives for instruction/state snapshot types. Keep Ferrous'
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`SavedInstruction` bridge in place.
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**Upstream serde status (rev 99b49e62):** At this revision, `klondike` and `card_game` both enable a `serde` feature. All nine instruction/pile types (`KlondikeInstruction`, `KlondikePile`, `KlondikePileStack`, `DstFoundation`, `DstTableau`, `TableauStack`, `Foundation`, `Tableau`, `SkipCards`) derive `serde::Serialize` + `serde::Deserialize` under that feature. The workspace `Cargo.toml` enables `features = ["serde"]`.
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**Session history:** `StateSnapshot<G>` stores the pre-move game state and instruction. On load, the session is reconstructed from the serialised snapshot history — no full replay from seed needed.
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**Schema v4 (current):** `saved_moves` serialises as `Vec<KlondikeInstruction>` using upstream named-variant serde. Example: `{"DstFoundation": {"src": "Stock", "foundation": "Foundation1"}}`.
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**In our wrapper:** Serialise the `solitaire_core` wrapper struct using newtypes. Define `SavedInstruction` (a `Serialize + Deserialize` mirror of `KlondikeInstruction`) and `SavedStateSnapshot`. Reconstruct `SessionState` from the deserialised history. Schema version field lives on our wrapper.
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**Schema v3 (legacy, auto-migrated):** `saved_moves` used local `SavedInstruction` mirror types with u8 indices. Example: `{"DstFoundation": {"src": "Stock", "foundation": 0}}`. On load, an `AnyInstruction` untagged serde enum transparently upgrades v3 instructions to v4 and the file is written back in v4 format. The `SavedInstruction` bridge types are retained in `solitaire_core::klondike_adapter` for this migration path and for backward-compatible `solitaire_data::ReplayMove` / WASM replay formats.
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**Session history:** `StateSnapshot<G>` stores the pre-move game state and instruction. On load, the session is reconstructed by replaying the instruction history against a fresh deal — no full state snapshot needed.
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**In our wrapper:** `GameState::Serialize` emits schema v4 (upstream instruction types). `GameState::Deserialize` accepts v3 (auto-migrates) and v4 (direct). Schema version field lives on our wrapper.
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### 6. Typed Move Errors
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`solitaire_core::error::MoveError` returns structured errors the engine uses to trigger UI feedback (wrong-destination toast, stock-empty chime, etc.):
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@@ -0,0 +1,408 @@
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# In-Place card_game / klondike Rewrite Plan
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**Date:** 2026-06-08
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**Upstream rev:** `99b49e62`
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**Status:** Phases 0–2 complete. Pre-Phase 3 undo audit complete (see §5 below). Awaiting approval for Phase 3.
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---
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## 1. What Is Already Integrated
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The integration is substantially complete. `solitaire_core` already delegates all
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authoritative Klondike logic to the upstream crates.
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| Area | Status | Location |
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|---|---|---|
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| `Session<Klondike>` ownership | ✅ complete | `GameState.session` |
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| `draw()` → `session.process_instruction(RotateStock)` | ✅ complete | `game_state.rs` |
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| `move_cards()` → `session.process_instruction(KlondikeInstruction)` | ✅ complete | `game_state.rs` |
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| `undo()` → `session.undo()` | ✅ complete | `game_state.rs` |
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| `possible_instructions()` → `session.state().state().get_sorted_moves()` | ✅ complete | `game_state.rs` |
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| `can_move_cards()` → `session.state().state().is_instruction_valid()` | ✅ complete | `game_state.rs` |
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| `solver.rs` → `session.solve()` | ✅ complete | `solver.rs` |
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| `Suit`, `Rank` → re-export from `card_game` | ✅ complete | `card.rs` |
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| `Foundation`, `Klondike`, `KlondikePile`, `Session`, `Tableau` → `solitaire_core::lib` | ✅ complete | `lib.rs` |
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| Move legality enforcement | ✅ upstream (`is_instruction_valid`) | `klondike/src/lib.rs` |
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| Foundation placement rules (Ace start, suit match) | ✅ upstream | `klondike/src/lib.rs` |
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| Tableau placement rules (alternating colour, King on empty) | ✅ upstream | `klondike/src/lib.rs` |
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| Multi-card stack moves via `SkipCards` | ✅ upstream | `klondike/src/lib.rs` |
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| Session history / snapshot undo | ✅ upstream | `card_game/src/lib.rs` |
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| DFS solver with budget limits | ✅ upstream | `card_game/src/lib.rs` |
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| Instruction history → `SavedInstruction` serde mirrors | ✅ in adapter | `klondike_adapter.rs` |
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| Schema v3 save/load (instruction replay) | ✅ complete | `game_state.rs`, `storage.rs` |
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| `take_from_foundation` house rule → `MoveFromFoundationConfig` | ✅ complete | `klondike_adapter.rs` |
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---
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## 2. Duplicated / Replaceable Logic
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These are local implementations that either replicate upstream or could be removed.
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### 2a. `SavedInstruction` mirror types (~300 lines, `klondike_adapter.rs`)
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**What:** A full hand-written serde mirror for every upstream klondike instruction type
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(`SavedInstruction`, `SavedDstFoundation`, `SavedDstTableau`, `SavedKlondikePile`,
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`SavedKlondikePileStack`, `SavedTableauStack`, `SavedTableau`, `SavedFoundation`,
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`SavedSkipCards`, `InvalidSavedInstruction`) plus ~20 `From`/`TryFrom` conversion impls.
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**Why written:** At the time, upstream klondike had no serde feature.
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**Current upstream status:** At rev `99b49e62`, the `serde` feature is present and active.
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`KlondikeInstruction`, `KlondikePile`, `KlondikePileStack`, `DstFoundation`, `DstTableau`,
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`TableauStack`, `Tableau`, `Foundation`, `SkipCards` all derive
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`#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]`.
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**Blocker — JSON format incompatibility:**
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| Field | Local `SavedInstruction` JSON | Upstream `KlondikeInstruction` JSON |
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|---|---|---|
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| Tableau index | `{ "Tableau": 0 }` (u8) | `{ "Tableau": "Tableau1" }` (named) |
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| Foundation slot | `{ "Foundation": 0 }` (u8) | `{ "Foundation": "Foundation1" }` (named) |
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| Skip count | `{ "skip_cards": 0 }` (u8) | `{ "skip_cards": "Skip0" }` (named) |
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Switching to direct upstream serde **changes the `saved_moves` JSON shape** stored in
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`game_state.json`. Any existing v3 save file would fail to deserialize after the switch.
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This requires either:
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- A schema bump to v4 **with a migration** (deserialize v3 manually then re-save as v4), or
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- A schema bump to v4 **with graceful fallback** (v3 files rejected → fresh game).
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**Recommendation:** Schema v4 with graceful fallback (v3 saves start fresh). Migration
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is feasible but adds ~100 lines of throwaway code; the in-progress game loss is modest
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since schema v3 was never shipped to users (it landed in the current dev branch, not a
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release).
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### 2b. `GameState::check_win()` (~15 lines)
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**What:** Iterates all four foundation slots checking 13-card A→K sequences.
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**Upstream equivalent:** `session.state().state().is_win()` on `Klondike`.
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**Status:** Local check is correct but redundant. Trivially replaceable with no format change.
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**Risk:** None — only affects `is_won` flag update path.
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### 2c. `GameState::check_auto_complete()` (~15 lines)
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**What:** Checks stock empty, waste empty, all tableau cards face-up.
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**Upstream equivalent:** `session.state().state().is_win_trivial()` on `Klondike`.
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**Semantic difference:** Upstream `is_win_trivial` checks `stock.is_empty()` (both faces)
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and all `tableau.face_down().is_empty()`. Ferrous additionally checks `waste.is_empty()`.
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These are logically equivalent for a valid game state (waste = stock face-up half).
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**Risk:** Low — validated by existing auto-complete engine tests.
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### 2c. `recycle_count` drift on undo (existing bug, not new)
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**What:** `GameState.recycle_count` is incremented in `draw()` when stock is empty.
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`undo()` does not decrement it. After undoing a recycle, `recycle_count` is stale and
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may cause incorrect future penalty application.
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**Upstream:** `KlondikeStats.recycle_count()` has the same problem — it is cumulative
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and not restored on undo (stats are not part of the session snapshot, only game state is).
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**Fix approach:** After each undo, recompute `recycle_count` by scanning
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`session.history()` for `RotateStock` instructions that caused recycling.
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**Priority:** Medium — affects scoring correctness in rare paths. File as a separate bug.
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---
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## 3. What Must Remain Ferrous-Specific
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These responsibilities are product-layer, not Klondike-rules-layer, and must stay in `solitaire_core`.
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| Responsibility | Why upstream cannot own it |
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|---|---|
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| WXP recycle penalties (free allowance + -100/-20) | `ScoringConfig::recycle` is a flat delta; no free-allowance concept exists upstream |
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| Score floor (`score.max(0)`) | Not modelled upstream |
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| Time bonus (`700_000 / elapsed_seconds`) | Not modelled upstream |
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| `DrawMode` / `GameMode` enums | Product concept; not in upstream |
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| Challenge mode undo block | Product rule |
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| Zen mode scoring suppression | Product rule |
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| `MoveError` variants for UI feedback | Upstream returns `bool`; Ferrous needs typed errors |
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| `card::Card` projection (adds `id`, `face_up`) | Renderer requires stable `id` and face orientation |
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| `Pile` DTO for engine sync | Renderer-facing snapshot type |
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| `stock_cards()` / `waste_cards()` distinction | Engine models waste as a separate pile; upstream uses stock face-up half |
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| `recycle_count` tracking | Needed for free-allowance penalty calculation |
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| Persistence format + schema versioning | Product concern |
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| `SavedInstruction` (currently) or upstream serde (after migration) | Either way, Ferrous owns the save contract |
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---
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## 4. Key Audit Findings
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### Finding 1 — Upstream serde claim in docs is stale
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`docs/card-game-integration.md` (last section "JSON Serialisation") states:
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> Current verification (2026-06-01): klondike v0.3.0 and card_game v0.4.0 crate manifests
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> expose no serde dependency/feature.
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**This is wrong at rev 99b49e62.** The `serde` feature is present and active. All nine
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instruction/pile types have `#[cfg_attr(feature = "serde", derive(...))]`. The doc must
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be updated.
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### Finding 2 — `take_from_foundation` default: docs vs code
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`docs/card-game-integration.md` says:
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> Ferrous Solitaire uses the standard rule (foundation cards cannot be moved back) as the
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> default, with the house rule as an opt-in.
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**The code and settings say the opposite:** `Settings::take_from_foundation` defaults to
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`true` (Allowed); `GameState.take_from_foundation` also initializes to `true`. Multiple
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tests assert this is the intended behavior. The upstream default is also `Allowed`.
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**Resolution:** The docs are wrong. Default = Allowed (house rule on by default for
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beginner-friendliness) is intentional. Update the docs; do not change the code.
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### Finding 3 — `KlondikeStats` cumulative vs session-history-aware counts
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`KlondikeStats.moves()` and `KlondikeStats.recycle_count()` accumulate monotonically.
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They are NOT restored when `Session::undo()` is called (only `Klondike` game state is
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restored from the snapshot, not the stats). Ferrous correctly uses
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`session.history().len()` for `move_count` (history-aware). But `recycle_count` is
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stored separately in `GameState` and also not decremented on undo — making them
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equivalent in this one bug.
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### Finding 4 — `SkipCards as usize` cast is correct
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Upstream `SkipCards` has no explicit discriminants, so `Skip0 = 0 .. Skip12 = 12`.
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`skip_cards as usize` in `solver.rs` and `game_state.rs` is correct.
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---
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## 5. Staged Migration
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### Phase 0 — Doc fixes only (no code change)
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Files: `docs/card-game-integration.md`
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- Correct the serde claim (upstream has serde at rev 99b49e62).
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- Correct the `take_from_foundation` default description.
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- Update integration status table.
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### Phase 1 — Delegate `is_win` / `is_win_trivial` (safe, no format change)
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Files: `solitaire_core/src/game_state.rs`
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Replace local `check_win()` and `check_auto_complete()` with upstream delegation:
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```rust
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// before
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pub fn check_win(&self) -> bool { ... 40 lines ... }
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// after
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pub fn check_win(&self) -> bool {
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self.session.state().state().is_win()
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}
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```
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```rust
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// before
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pub fn check_auto_complete(&self) -> bool { ... 15 lines ... }
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// after
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pub fn check_auto_complete(&self) -> bool {
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self.session.state().state().is_win_trivial()
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}
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```
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**Risk:** Very low. Both methods are tested by existing integration tests. The semantic
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difference in `check_auto_complete` (upstream vs Ferrous definition) is equivalent for
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valid game states.
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### Phase 2 — Replace `SavedInstruction` with upstream serde (schema v4)
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Files:
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- `solitaire_core/src/klondike_adapter.rs` (remove ~300 lines)
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- `solitaire_core/src/game_state.rs` (update `Serialize`/`Deserialize` impls)
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- `solitaire_core/src/proptest_tests.rs` (remove now-redundant SavedInstruction tests)
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- `solitaire_data/src/storage.rs` (add schema v4 rejection test)
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- `solitaire_data/src/replay.rs` (no change — uses `SavedKlondikePile` independently)
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- `solitaire_wasm/src/lib.rs` (uses `SavedKlondikePileStack` in its own mirror — evaluate)
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**Steps:**
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1. In `game_state.rs`, change `PersistedGameState.saved_moves` from
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`Vec<SavedInstruction>` to `Vec<KlondikeInstruction>` (upstream serde now works).
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2. Update `GameState::Serialize` to emit `KlondikeInstruction` directly.
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3. Update `GameState::Deserialize` to parse `KlondikeInstruction` directly.
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4. Increment `GAME_STATE_SCHEMA_VERSION` to 4.
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5. In `GameState::Deserialize`, reject schema != 4 with graceful fallback (already
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handled by `load_game_state_from` returning `None` on serde error or wrong version).
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6. Delete `SavedInstruction`, `SavedDstFoundation`, `SavedDstTableau`, `SavedKlondikePile`,
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`SavedKlondikePileStack`, `SavedTableauStack`, `SavedTableau`, `SavedFoundation`,
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`SavedSkipCards`, `InvalidSavedInstruction` from `klondike_adapter.rs`.
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7. Delete the 20 `From`/`TryFrom` impls.
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8. Remove `SavedInstruction` proptest and boundary tests (no longer needed).
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9. Add schema v4 round-trip test and v3 rejection test.
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**Note on `solitaire_data::replay.rs`:**
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`replay.rs` uses `SavedKlondikePile` independently (for `ReplayMove`). This is a
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separate type from the game-state save format and is NOT changed by this phase.
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`ReplayMove` has its own schema (`REPLAY_SCHEMA_VERSION`) and can keep using the local
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mirror types.
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**Note on `solitaire_wasm/src/lib.rs`:**
|
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Uses `SavedKlondikePileStack` in its own `ReplayMove` mirror. Same as above — separate
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||||
type, not affected.
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### Pre-Phase 3 — Undo Field Audit (completed 2026-06-08)
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||||
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Full audit of every Ferrous-owned field in `GameState` for undo correctness.
|
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|
||||
| Field | Correctly updated by `undo()`? | Notes |
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|---|---|---|
|
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| `score` | ✅ By design | −15 WXP undo penalty applied; Zen: stays 0 |
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| `move_count` | ✅ Correct | Recomputed from `session.history().len()` |
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| `is_won` | ✅ Correct | Recomputed; undo blocked on won game |
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| `is_auto_completable` | ✅ Correct | Recomputed |
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| `undo_count` | ✅ By design | Total undos ever, intentionally non-reversible |
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| `elapsed_seconds` | ✅ Intentional | Timer is independent of moves |
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| `seed` / `draw_mode` / `mode` / `take_from_foundation` | ✅ Immutable | |
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| **`recycle_count`** | ❌ **Bug** | Not decremented — see below |
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**`recycle_count` drift bug:**
|
||||
|
||||
`draw()` increments `recycle_count` when `stock.face_down().is_empty()` (the rotation
|
||||
is a recycle, not just a draw). `undo()` calls `session.undo()` which restores the
|
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`Klondike` card state, but does NOT decrement `recycle_count`.
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||||
|
||||
Consequence: if the player recycles, undoes it, then recycles again, `recycle_count`
|
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is `2` instead of `1` — the free-recycle allowance is consumed even though the first
|
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recycle was undone. On Draw-1, the 2nd recycle costs −100; after the undo-and-replay
|
||||
bug the player pays −100 for what should be their still-free recycle.
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|
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**Score compound effect:** When `undo()` is applied to a recycle that incurred a
|
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penalty, the penalty amount (`score_after_recycle - 100`) is already in `self.score`.
|
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`apply_undo_score` then adds `−15` on top. The recycle penalty is never reversed.
|
||||
|
||||
**Fix approach for Phase 3:**
|
||||
- After `session.undo()`, recompute `recycle_count` by scanning the new
|
||||
`session.history()` for `RotateStock` snapshots where
|
||||
`snapshot.state().state().stock().face_down().is_empty()` (indicating the rotation
|
||||
was a recycle, not a draw from a populated stock).
|
||||
- Restore `score` to `snapshot_score` **before** the undone move, then apply only
|
||||
the −15 undo penalty. This requires reading the score stored in `StateSnapshot`
|
||||
or keeping a pre-move score stack alongside the session history.
|
||||
|
||||
**Simpler alternative:** Store `(score_before, recycle_count_before)` in `GameState`
|
||||
alongside each `session.process_instruction` call, mirroring the snapshot stack.
|
||||
Undo pops this alongside the session undo.
|
||||
|
||||
### Phase 3 — Fix `recycle_count` drift on undo (optional, post-approval)
|
||||
|
||||
Files: `solitaire_core/src/game_state.rs`
|
||||
|
||||
After `session.undo()`, recompute `recycle_count` by scanning `session.history()` for
|
||||
`RotateStock` snapshots where the pre-instruction stock face-down was empty (indicating
|
||||
a recycle). Also correct the score: restore to the pre-undone-move score and apply only
|
||||
the −15 undo penalty.
|
||||
|
||||
**Tests to add:**
|
||||
- `recycle_count_decrements_when_recycle_is_undone`
|
||||
- `score_recycle_penalty_is_reversed_on_undo`
|
||||
|
||||
**Risk:** Medium — changes observable scoring behavior. The fix is strictly more
|
||||
correct, but any golden-file or regression test that recorded the old (buggy) score
|
||||
after undo-of-recycle will need updating.
|
||||
|
||||
---
|
||||
|
||||
## 6. Files Likely to Change Per Phase
|
||||
|
||||
| Phase | Files |
|
||||
|---|---|
|
||||
| Phase 0 | `docs/card-game-integration.md` |
|
||||
| Phase 1 | `solitaire_core/src/game_state.rs` |
|
||||
| Phase 2 | `solitaire_core/src/klondike_adapter.rs`, `solitaire_core/src/game_state.rs`, `solitaire_core/src/proptest_tests.rs`, `solitaire_data/src/storage.rs` |
|
||||
| Phase 3 | `solitaire_core/src/game_state.rs`, new test module |
|
||||
|
||||
---
|
||||
|
||||
## 7. Risks
|
||||
|
||||
### R1 — Save file format break (Phase 2, HIGH)
|
||||
Users with v3 saves lose their in-progress game. Mitigated by the fact that v3 is
|
||||
not in any shipped release (dev branch only). Graceful fallback (start fresh) is
|
||||
acceptable; a migration shim is possible but not required.
|
||||
|
||||
### R2 — `solitaire_wasm` / `solitaire_data::replay` breakage (Phase 2, MEDIUM)
|
||||
`SavedKlondikePile` and `SavedKlondikePileStack` are also used in `replay.rs` and
|
||||
`wasm/src/lib.rs`. These are separate from the game-state save format and must be
|
||||
left in place. Plan is to keep them in `klondike_adapter.rs` (or relocate to
|
||||
`replay.rs`) after the game-state mirror types are deleted.
|
||||
|
||||
### R3 — `check_auto_complete` semantic drift (Phase 1, LOW)
|
||||
Upstream `is_win_trivial` checks `stock.is_empty()` (no cards at all in stock)
|
||||
whereas Ferrous also checks waste. These are equivalent for a valid game state but
|
||||
could differ under test-support pile overrides. Existing auto-complete tests will
|
||||
catch any regression.
|
||||
|
||||
### R4 — `SkipCards as usize` cast correctness
|
||||
Already verified: enums have implicit 0..12 discriminants. No risk.
|
||||
|
||||
### R5 — Upstream changes after rev pin
|
||||
The workspace is pinned to `rev = "99b49e62"`. No upstream drift risk until explicitly
|
||||
re-pinned.
|
||||
|
||||
---
|
||||
|
||||
## 8. Test Plan
|
||||
|
||||
### Phase 1 tests (all currently pass)
|
||||
- `game_state::tests::take_from_foundation_allows_legal_return_move`
|
||||
- `game_state::tests::take_from_foundation_disabled_blocks_return_move_everywhere`
|
||||
- `proptest_tests::*` (card conservation, deal determinism, undo invariant, legal moves)
|
||||
|
||||
### Phase 2 tests to add
|
||||
- `storage::tests::game_state_v4_mid_game_round_trip` — verify upstream serde round-trip
|
||||
after migrating to `KlondikeInstruction` directly
|
||||
- `storage::tests::save_format_v3_is_rejected` — v3 files must return `None`
|
||||
- Update `game_state::tests::*` — all existing tests must continue to pass
|
||||
|
||||
### Phase 2 tests to remove
|
||||
- `proptest_tests::saved_instruction_round_trip` — no longer needed (no mirror types)
|
||||
- `proptest_tests::saved_instruction_boundary_tests::*` — no longer needed
|
||||
|
||||
### Phase 3 tests to add
|
||||
- `game_state::tests::recycle_count_decrements_on_undo` — after recycling and undoing,
|
||||
`recycle_count` must reflect the correct post-undo count
|
||||
|
||||
---
|
||||
|
||||
## 9. Validation Commands
|
||||
|
||||
Run after each phase:
|
||||
|
||||
```bash
|
||||
# Targeted (fast)
|
||||
cargo test -p solitaire_core
|
||||
cargo clippy -p solitaire_core -- -D warnings
|
||||
|
||||
# Broader
|
||||
cargo test -p solitaire_wasm
|
||||
cargo test -p solitaire_data
|
||||
|
||||
# Full workspace (run before declaring phase complete)
|
||||
cargo test --workspace
|
||||
cargo clippy --workspace -- -D warnings
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Summary: What Would Be Removed vs Kept
|
||||
|
||||
### Removed after all phases complete
|
||||
| Code | Lines est. | Reason |
|
||||
|---|---|---|
|
||||
| `SavedInstruction` + 8 mirror types | ~150 | Upstream serde now available |
|
||||
| 20 `From`/`TryFrom` impls | ~150 | Upstream serde now available |
|
||||
| `InvalidSavedInstruction` error type | ~10 | Upstream serde now available |
|
||||
| `check_win()` local impl | ~20 | Replaced by `is_win()` delegation |
|
||||
| `check_auto_complete()` local impl | ~15 | Replaced by `is_win_trivial()` delegation |
|
||||
| `SavedInstruction` proptest + boundary tests | ~60 | Mirror types removed |
|
||||
|
||||
**Total: ~400 lines removed from `solitaire_core`**
|
||||
|
||||
### Remains Ferrous-specific
|
||||
- `KlondikeAdapter` scoring helpers (recycle penalties, score floor, time bonus, Zen/mode suppression)
|
||||
- `DrawMode`, `GameMode`, `DifficultyLevel`
|
||||
- `MoveError` and all boundary-checking logic
|
||||
- `card::Card` (id + face_up projection)
|
||||
- `Pile` DTO
|
||||
- `stock_cards()` / `waste_cards()` projections
|
||||
- Persistence format (`GameState` serde, schema version, `PersistedGameState`)
|
||||
- `solitaire_data::replay` types (`ReplayMove`, `SavedKlondikePile` mirror — unchanged)
|
||||
- `solitaire_wasm` replay mirror types (unchanged)
|
||||
@@ -223,17 +223,24 @@ pub fn card_from_kl(kl_card: &KlCard) -> card::Card {
|
||||
}
|
||||
}
|
||||
|
||||
// ── Serde newtypes for KlondikeInstruction (Step 7) ──────────────────────────
|
||||
// ── Legacy serde mirror types (kept for backward compatibility) ───────────────
|
||||
//
|
||||
// `klondike::KlondikeInstruction` (and its sub-types) do not derive
|
||||
// `Serialize` / `Deserialize`. These mirror types carry `#[serde]` so that
|
||||
// the session instruction history can be persisted and reconstructed without
|
||||
// upstream changes.
|
||||
// These types were introduced when upstream `klondike` had no serde feature.
|
||||
// At rev 99b49e62, upstream provides full serde support, and `GameState`
|
||||
// serialises `saved_moves` directly as `Vec<KlondikeInstruction>` (schema v4).
|
||||
//
|
||||
// Conversion: `From<KlondikeInstruction> for SavedInstruction` and the
|
||||
// fallible inverse `TryFrom<SavedInstruction> for KlondikeInstruction`.
|
||||
// Invalid numeric values (out-of-range u8 for tableau/foundation/skip) yield
|
||||
// `InvalidSavedInstruction`.
|
||||
// The mirror types are retained for three reasons:
|
||||
// 1. Schema v3 migration: `AnyInstruction` in `game_state.rs` uses
|
||||
// `TryFrom<SavedInstruction> for KlondikeInstruction` to parse old save
|
||||
// files with u8 indices and replay them.
|
||||
// 2. `solitaire_data::ReplayMove` uses `SavedKlondikePile` as its serde
|
||||
// type; changing it would break the on-disk replay format (schema v2).
|
||||
// 3. `solitaire_wasm` mirrors `ReplayMove` using the same types so that
|
||||
// replay JSON is cross-compatible between the desktop and browser builds.
|
||||
//
|
||||
// These types should not be used for new serialisation concerns. If the
|
||||
// ReplayMove format is ever bumped to a new schema, migrate those callers to
|
||||
// `KlondikePile` / `KlondikePileStack` and the types here can then be deleted.
|
||||
|
||||
/// A `Serialize` + `Deserialize` mirror of [`klondike::Tableau`] (0 = Tableau1 … 6 = Tableau7).
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
use card_game::Game;
|
||||
use klondike::{Foundation, KlondikePile, KlondikeInstruction, SkipCards, Tableau};
|
||||
use proptest::prelude::*;
|
||||
|
||||
@@ -107,6 +108,52 @@ fn apply_one_move(game: &mut GameState, move_idx: usize) -> bool {
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
proptest! {
|
||||
/// `check_auto_complete()` and `is_win_trivial()` must agree on every
|
||||
/// reachable game state.
|
||||
///
|
||||
/// The upstream `Klondike::is_win_trivial()` checks that the stock pile
|
||||
/// (both face-down and face-up halves) is completely empty AND that all
|
||||
/// tableau columns have no face-down cards. Ferrous `check_auto_complete()`
|
||||
/// checks the same three conditions individually (stock empty, waste empty,
|
||||
/// all tableau cards face-up). This property guards against any semantic
|
||||
/// drift between the two implementations so that delegating to upstream is
|
||||
/// safe.
|
||||
///
|
||||
/// If this property ever fails, `check_auto_complete()` must NOT be fully
|
||||
/// replaced — the Ferrous conditions must be preserved and `is_win_trivial()`
|
||||
/// used only as a supplementary guard.
|
||||
#[test]
|
||||
fn check_auto_complete_agrees_with_is_win_trivial(
|
||||
seed in any::<u64>(),
|
||||
draw_mode in draw_mode_strategy(),
|
||||
actions in prop::collection::vec((any::<bool>(), 0usize..200), 0..30),
|
||||
) {
|
||||
let mut game = GameState::new(seed, draw_mode);
|
||||
apply_random_actions(&mut game, &actions);
|
||||
prop_assert_eq!(
|
||||
game.check_auto_complete(),
|
||||
game.session().state().state().is_win_trivial(),
|
||||
"check_auto_complete() disagreed with is_win_trivial() after {:?} actions",
|
||||
actions.len(),
|
||||
);
|
||||
}
|
||||
|
||||
/// `check_win()` and `is_win()` must agree on every reachable game state.
|
||||
#[test]
|
||||
fn check_win_agrees_with_is_win(
|
||||
seed in any::<u64>(),
|
||||
draw_mode in draw_mode_strategy(),
|
||||
actions in prop::collection::vec((any::<bool>(), 0usize..200), 0..30),
|
||||
) {
|
||||
let mut game = GameState::new(seed, draw_mode);
|
||||
apply_random_actions(&mut game, &actions);
|
||||
prop_assert_eq!(
|
||||
game.check_win(),
|
||||
game.session().state().state().is_win(),
|
||||
"check_win() disagreed with is_win()",
|
||||
);
|
||||
}
|
||||
|
||||
/// All 52 card IDs must be present exactly once across every pile after
|
||||
/// any reachable sequence of draw + move_cards actions.
|
||||
///
|
||||
|
||||
@@ -495,22 +495,24 @@ mod tests {
|
||||
assert_eq!(loaded, StatsSnapshot::default());
|
||||
}
|
||||
|
||||
/// Schema v3 serialises the instruction history, not raw pile state. The
|
||||
/// deserialiser replays all `saved_moves` to reconstruct every pile.
|
||||
/// A fresh-game test (zero moves) never exercises that replay path, so
|
||||
/// this test plays several real moves — including an undo — before
|
||||
/// saving, then asserts the full pile layout round-trips exactly.
|
||||
/// Schema v4 serialises the instruction history using upstream
|
||||
/// `KlondikeInstruction` serde (named enum variants). The deserialiser
|
||||
/// replays all `saved_moves` to reconstruct every pile.
|
||||
///
|
||||
/// A fresh-game test (zero moves) never exercises that replay path, so this
|
||||
/// test plays several real moves — including an undo — before saving, then
|
||||
/// asserts the full pile layout round-trips exactly.
|
||||
///
|
||||
/// `GameState::PartialEq` covers stock, waste, all four foundations, all
|
||||
/// seven tableau columns, `score`, `move_count`, `undo_count`, and
|
||||
/// `recycle_count`. Any breakage in `From<KlondikeInstruction>` or
|
||||
/// `TryFrom<SavedInstruction>` will cause at least one pile to disagree.
|
||||
/// `recycle_count`. Any breakage in the upstream serde or replay path
|
||||
/// will cause at least one pile to disagree.
|
||||
#[test]
|
||||
fn game_state_v3_mid_game_round_trip() {
|
||||
fn game_state_v4_mid_game_round_trip() {
|
||||
use solitaire_core::KlondikePile;
|
||||
use solitaire_core::game_state::{DrawMode, GameState};
|
||||
use solitaire_core::game_state::{DrawMode, GameState, GAME_STATE_SCHEMA_VERSION};
|
||||
|
||||
let path = gs_path("v3_mid_game");
|
||||
let path = gs_path("v4_mid_game");
|
||||
let _ = fs::remove_file(&path);
|
||||
|
||||
let mut gs = GameState::new(42, DrawMode::DrawOne);
|
||||
@@ -538,23 +540,77 @@ mod tests {
|
||||
let _ = gs.undo();
|
||||
}
|
||||
|
||||
// The instruction history must be non-empty for this test to exercise
|
||||
// the schema-v3 replay path at all. Seed 42 + 6 draws always succeeds.
|
||||
assert!(
|
||||
gs.undo_stack_len() > 0,
|
||||
"instruction history must be non-empty (seed 42 always produces draws)",
|
||||
);
|
||||
|
||||
save_game_state_to(&path, &gs).expect("save");
|
||||
|
||||
// Verify the file contains the v4 schema marker (tolerates pretty-print whitespace).
|
||||
let json = fs::read_to_string(&path).expect("read json");
|
||||
assert!(
|
||||
json.contains("schema_version") && json.contains('4') && !json.contains(": 3"),
|
||||
"saved file must use schema version 4",
|
||||
);
|
||||
|
||||
let loaded = load_game_state_from(&path)
|
||||
.expect("a valid in-progress game must load without error");
|
||||
|
||||
assert_eq!(loaded.schema_version, GAME_STATE_SCHEMA_VERSION);
|
||||
assert_eq!(
|
||||
loaded, gs,
|
||||
"all pile layouts and counters must be identical after schema-v3 round-trip",
|
||||
"all pile layouts and counters must be identical after schema-v4 round-trip",
|
||||
);
|
||||
}
|
||||
|
||||
/// A schema v3 save (instruction history using u8 indices) must load
|
||||
/// successfully and be transparently migrated to schema v4.
|
||||
///
|
||||
/// This verifies the `AnyInstruction` untagged deserialization migration
|
||||
/// path. v3 files with `RotateStock` (unit variant, format-identical in
|
||||
/// v3 and v4) load correctly and report `schema_version == 4` after load.
|
||||
/// The `SavedInstruction` boundary tests in `proptest_tests.rs` cover the
|
||||
/// u8-to-named conversion for `DstFoundation` / `DstTableau` indices.
|
||||
#[test]
|
||||
fn game_state_v3_migrates_to_v4() {
|
||||
use solitaire_core::game_state::{DrawMode, GameState, GAME_STATE_SCHEMA_VERSION};
|
||||
|
||||
let path = gs_path("v3_migrate");
|
||||
let _ = fs::remove_file(&path);
|
||||
|
||||
// Hand-crafted schema v3 JSON: one RotateStock (draw) instruction.
|
||||
// RotateStock serialises as the string "RotateStock" in both v3 and v4,
|
||||
// so this exercises the schema version acceptance code path.
|
||||
let v3_json = r#"{
|
||||
"draw_mode": "DrawOne",
|
||||
"mode": "Classic",
|
||||
"score": 0,
|
||||
"elapsed_seconds": 0,
|
||||
"seed": 42,
|
||||
"undo_count": 0,
|
||||
"recycle_count": 0,
|
||||
"take_from_foundation": true,
|
||||
"schema_version": 3,
|
||||
"saved_moves": ["RotateStock"]
|
||||
}"#;
|
||||
fs::write(&path, v3_json).expect("write v3 fixture");
|
||||
|
||||
let loaded = load_game_state_from(&path)
|
||||
.expect("schema v3 must be accepted and migrated to v4");
|
||||
|
||||
// After migration, the in-memory schema version must be current.
|
||||
assert_eq!(
|
||||
loaded.schema_version, GAME_STATE_SCHEMA_VERSION,
|
||||
"migrated game must report current schema version",
|
||||
);
|
||||
|
||||
// The loaded game should match a fresh game that had one draw applied.
|
||||
let mut expected = GameState::new(42, DrawMode::DrawOne);
|
||||
expected.draw().expect("draw must succeed on a fresh game");
|
||||
assert_eq!(loaded, expected, "migrated v3 game state must match equivalent v4 state");
|
||||
}
|
||||
|
||||
/// Schema v2 stored raw pile arrays and undo snapshots (no instruction
|
||||
/// history). Any file claiming `schema_version: 2` must be rejected so
|
||||
/// players upgrading from an older build start with a fresh game rather
|
||||
|
||||
Reference in New Issue
Block a user