feat(workspace): full server + sync implementation, all tests green

- solitaire_server: Axum auth, sync push/pull, leaderboard, daily
  challenge, account deletion, JWT middleware, rate limiting via
  tower_governor, SQLite migrations, health endpoint
- solitaire_server: expose build_test_router (no rate limiting) so
  integration tests work without a peer IP in oneshot requests
- solitaire_sync: SyncPayload, merge logic, shared API types
- solitaire_data: SyncProvider trait, LocalOnlyProvider,
  SolitaireServerClient, auth_tokens keyring integration, blanket
  Box<dyn SyncProvider> impl
- solitaire_data/settings: derive Default on SyncBackend (clippy fix)
- .sqlx/: offline query cache so server compiles without a live DB
- sqlx: removed non-existent "offline" feature flag
- keyring v2: fixed Entry::new() returning Result<Entry>
- sqlx 0.8: all SQLite TEXT columns wrapped in Option<T>
- Integration tests: max_connections(1) on in-memory pool so all
  connections share the same schema

All 191 tests pass; cargo clippy -D warnings clean.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
root
2026-04-26 23:32:56 +00:00
parent 13b428b81c
commit 34ba4dc6ed
55 changed files with 4372 additions and 270 deletions
+3 -3
View File
@@ -124,7 +124,7 @@ fn evaluate_on_win(
}
record.unlock(now);
changed = true;
unlocks.send(AchievementUnlockedEvent(def.id.to_string()));
unlocks.send(AchievementUnlockedEvent(record.clone()));
}
if changed {
@@ -201,7 +201,7 @@ mod tests {
// Verify the event was emitted.
let events = app.world().resource::<Events<AchievementUnlockedEvent>>();
let mut cursor = events.get_cursor();
let fired: Vec<String> = cursor.read(events).map(|e| e.0.clone()).collect();
let fired: Vec<String> = cursor.read(events).map(|e| e.0.id.clone()).collect();
assert!(fired.contains(&"first_win".to_string()));
}
@@ -228,7 +228,7 @@ mod tests {
let events = app.world().resource::<Events<AchievementUnlockedEvent>>();
let mut cursor = events.get_cursor();
let fired: Vec<String> = cursor.read(events).map(|e| e.0.clone()).collect();
let fired: Vec<String> = cursor.read(events).map(|e| e.0.id.clone()).collect();
assert!(
!fired.contains(&"first_win".to_string()),
"first_win must not re-fire on subsequent wins"
+1 -1
View File
@@ -151,7 +151,7 @@ fn handle_achievement_toast(
for ev in events.read() {
spawn_toast(
&mut commands,
format!("Achievement: {}", display_name_for(&ev.0)),
format!("Achievement: {}", display_name_for(&ev.0.id)),
ACHIEVEMENT_TOAST_SECS,
);
}
+5 -4
View File
@@ -3,6 +3,7 @@
use bevy::prelude::Event;
use solitaire_core::game_state::GameMode;
use solitaire_core::pile::PileType;
use solitaire_data::AchievementRecord;
/// Request to move `count` cards from `from` to `to`. Fired by input systems,
/// consumed by `GamePlugin`.
@@ -55,8 +56,8 @@ pub struct GameWonEvent {
#[derive(Event, Debug, Clone, Copy)]
pub struct CardFlippedEvent(pub u32);
/// Achievement unlocked notification — name of the achievement.
///
/// Uses `String` as a placeholder; replaced with `AchievementRecord` in Phase 5.
/// Achievement unlocked notification carrying the full `AchievementRecord` for
/// the newly unlocked achievement. Consumed by the toast renderer and any
/// persistence/UI systems that need unlock metadata.
#[derive(Event, Debug, Clone)]
pub struct AchievementUnlockedEvent(pub String);
pub struct AchievementUnlockedEvent(pub AchievementRecord);
+3 -1
View File
@@ -17,6 +17,7 @@ pub mod settings_plugin;
pub mod progress_plugin;
pub mod resources;
pub mod stats_plugin;
pub mod sync_plugin;
pub mod table_plugin;
pub mod time_attack_plugin;
pub mod weekly_goals_plugin;
@@ -43,11 +44,12 @@ pub use input_plugin::InputPlugin;
pub use onboarding_plugin::{OnboardingPlugin, OnboardingScreen};
pub use pause_plugin::{PausePlugin, PauseScreen, PausedResource};
pub use settings_plugin::{
SettingsChangedEvent, SettingsPlugin, SettingsResource, SFX_STEP,
SettingsChangedEvent, SettingsPlugin, SettingsResource, SettingsScreen, SFX_STEP,
};
pub use layout::{compute_layout, Layout, LayoutResource};
pub use resources::{DragState, GameStateResource, SyncStatus, SyncStatusResource};
pub use stats_plugin::{StatsPlugin, StatsResource, StatsScreen, StatsUpdate};
pub use sync_plugin::{SyncPlugin, SyncProviderResource};
pub use table_plugin::{PileMarker, TableBackground, TablePlugin};
pub use time_attack_plugin::{
TimeAttackEndedEvent, TimeAttackPlugin, TimeAttackResource, TIME_ATTACK_DURATION_SECS,
+305 -16
View File
@@ -1,8 +1,10 @@
//! Persists `solitaire_data::Settings` and exposes hotkeys for live tuning.
//! Persists `solitaire_data::Settings`, exposes hotkeys for live tuning,
//! and renders a Bevy UI Settings panel.
//!
//! Hotkeys (always active, no overlay required):
//! - `[` decrease SFX volume by `SFX_STEP`
//! - `]` increase SFX volume by `SFX_STEP`
//! - `[` decrease SFX volume by `SFX_STEP`
//! - `]` increase SFX volume by `SFX_STEP`
//! - `O` — open / close the Settings panel
//!
//! On change, the plugin persists `settings.json` and fires
//! `SettingsChangedEvent` so dependents (e.g. `AudioPlugin`) can react.
@@ -12,37 +14,66 @@ use std::path::PathBuf;
use bevy::prelude::*;
use solitaire_data::{load_settings_from, save_settings_to, settings_file_path, Settings};
/// Volume adjustment step.
/// Volume adjustment step applied by the `[` / `]` hotkeys.
pub const SFX_STEP: f32 = 0.1;
/// Bevy resource wrapping the current `Settings`.
#[derive(Resource, Debug, Clone)]
pub struct SettingsResource(pub Settings);
/// Persistence path for `SettingsResource`. `None` disables I/O.
/// Persistence path for `SettingsResource`. `None` disables I/O (used in tests).
#[derive(Resource, Debug, Clone)]
pub struct SettingsStoragePath(pub Option<PathBuf>);
/// Fired any time settings change so consumers (audio, UI) can react.
/// Whether the Settings panel is currently visible. Toggle with `O`.
#[derive(Resource, Debug, Clone, Default)]
pub struct SettingsScreen(pub bool);
/// Fired whenever settings change so consumers (audio, UI) can react.
#[derive(Event, Debug, Clone)]
pub struct SettingsChangedEvent(pub Settings);
/// Marker on the root Settings panel entity.
#[derive(Component, Debug)]
struct SettingsPanel;
/// Marks the `Text` node that displays the live SFX volume value.
#[derive(Component, Debug)]
struct SfxVolumeText;
/// Tags interactive buttons inside the Settings panel.
#[derive(Component, Debug)]
enum SettingsButton {
SfxDown,
SfxUp,
Done,
}
/// Plugin that owns the settings lifecycle.
pub struct SettingsPlugin {
/// Path to `settings.json`. `None` in headless/test mode.
pub storage_path: Option<PathBuf>,
/// When `false`, panel spawn/despawn systems are not registered.
/// Use [`SettingsPlugin::headless`] for tests running under `MinimalPlugins`.
pub ui_enabled: bool,
}
impl Default for SettingsPlugin {
fn default() -> Self {
Self {
storage_path: settings_file_path(),
ui_enabled: true,
}
}
}
impl SettingsPlugin {
/// Plugin configured with no persistence — for tests and headless apps.
/// No persistence, no UI — safe to use under `MinimalPlugins` in tests.
pub fn headless() -> Self {
Self { storage_path: None }
Self {
storage_path: None,
ui_enabled: false,
}
}
}
@@ -54,27 +85,41 @@ impl Plugin for SettingsPlugin {
};
app.insert_resource(SettingsResource(loaded))
.insert_resource(SettingsStoragePath(self.storage_path.clone()))
.init_resource::<SettingsScreen>()
.add_event::<SettingsChangedEvent>()
.add_systems(Update, handle_volume_keys);
.add_systems(Update, (handle_volume_keys, toggle_settings_screen));
if self.ui_enabled {
app.add_systems(
Update,
(sync_settings_panel_visibility, handle_settings_buttons),
);
}
}
}
// ---------------------------------------------------------------------------
// Internal helpers
// ---------------------------------------------------------------------------
fn persist(path: &SettingsStoragePath, settings: &Settings) {
let Some(target) = &path.0 else {
return;
};
let Some(target) = &path.0 else { return };
if let Err(e) = save_settings_to(target, settings) {
warn!("failed to save settings: {e}");
}
}
// ---------------------------------------------------------------------------
// Systems
// ---------------------------------------------------------------------------
fn handle_volume_keys(
keys: Res<ButtonInput<KeyCode>>,
mut settings: ResMut<SettingsResource>,
path: Res<SettingsStoragePath>,
mut changed: EventWriter<SettingsChangedEvent>,
) {
let mut delta = 0.0;
let mut delta = 0.0_f32;
if keys.just_pressed(KeyCode::BracketLeft) {
delta -= SFX_STEP;
}
@@ -87,13 +132,259 @@ fn handle_volume_keys(
let before = settings.0.sfx_volume;
let after = settings.0.adjust_sfx_volume(delta);
if (before - after).abs() < f32::EPSILON {
// Already at the rail — no point persisting or notifying.
return;
}
persist(&path, &settings.0);
changed.send(SettingsChangedEvent(settings.0.clone()));
}
/// Opens or closes the Settings panel when `O` is pressed.
fn toggle_settings_screen(
keys: Res<ButtonInput<KeyCode>>,
mut screen: ResMut<SettingsScreen>,
) {
if keys.just_pressed(KeyCode::KeyO) {
screen.0 = !screen.0;
}
}
/// Spawns the Settings panel when `SettingsScreen` becomes `true`;
/// despawns it when it becomes `false`.
fn sync_settings_panel_visibility(
screen: Res<SettingsScreen>,
panels: Query<Entity, With<SettingsPanel>>,
mut commands: Commands,
settings: Res<SettingsResource>,
) {
if !screen.is_changed() {
return;
}
if screen.0 {
if panels.is_empty() {
spawn_settings_panel(&mut commands, &settings.0);
}
} else {
for entity in &panels {
commands.entity(entity).despawn_recursive();
}
}
}
/// Reacts to button presses inside the Settings panel.
fn handle_settings_buttons(
interaction_query: Query<(&Interaction, &SettingsButton), Changed<Interaction>>,
mut settings: ResMut<SettingsResource>,
mut screen: ResMut<SettingsScreen>,
path: Res<SettingsStoragePath>,
mut changed: EventWriter<SettingsChangedEvent>,
mut volume_text: Query<&mut Text, With<SfxVolumeText>>,
) {
for (interaction, button) in &interaction_query {
if *interaction != Interaction::Pressed {
continue;
}
match button {
SettingsButton::SfxDown => {
let before = settings.0.sfx_volume;
let after = settings.0.adjust_sfx_volume(-SFX_STEP);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.send(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut text) = volume_text.get_single_mut() {
**text = format!("{:.2}", after);
}
}
}
SettingsButton::SfxUp => {
let before = settings.0.sfx_volume;
let after = settings.0.adjust_sfx_volume(SFX_STEP);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.send(SettingsChangedEvent(settings.0.clone()));
if let Ok(mut text) = volume_text.get_single_mut() {
**text = format!("{:.2}", after);
}
}
}
SettingsButton::Done => {
screen.0 = false;
}
}
}
}
// ---------------------------------------------------------------------------
// UI construction
// ---------------------------------------------------------------------------
fn spawn_settings_panel(commands: &mut Commands, settings: &Settings) {
commands
.spawn((
SettingsPanel,
Node {
position_type: PositionType::Absolute,
left: Val::Percent(0.0),
top: Val::Percent(0.0),
width: Val::Percent(100.0),
height: Val::Percent(100.0),
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.72)),
ZIndex(200),
))
.with_children(|root| {
// Inner card
root.spawn((
Node {
flex_direction: FlexDirection::Column,
padding: UiRect::all(Val::Px(28.0)),
row_gap: Val::Px(14.0),
min_width: Val::Px(340.0),
..default()
},
BackgroundColor(Color::srgb(0.11, 0.11, 0.14)),
BorderRadius::all(Val::Px(8.0)),
))
.with_children(|card| {
// Title
card.spawn((
Text::new("Settings"),
TextFont {
font_size: 30.0,
..default()
},
TextColor(Color::WHITE),
));
// --- Audio section ---
section_label(card, "Audio");
// SFX volume row: label | value | [] | [+]
card.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: Val::Px(8.0),
..default()
})
.with_children(|row| {
row.spawn((
Text::new("SFX Volume"),
TextFont {
font_size: 18.0,
..default()
},
TextColor(Color::srgb(0.85, 0.85, 0.80)),
));
row.spawn((
SfxVolumeText,
Text::new(format!("{:.2}", settings.sfx_volume)),
TextFont {
font_size: 18.0,
..default()
},
TextColor(Color::WHITE),
));
icon_button(row, "", SettingsButton::SfxDown);
icon_button(row, "+", SettingsButton::SfxUp);
});
coming_soon_row(card, "Music Volume");
// --- Gameplay section ---
section_label(card, "Gameplay");
coming_soon_row(card, "Draw Mode");
// --- Appearance section ---
section_label(card, "Appearance");
coming_soon_row(card, "Theme");
// --- Sync section ---
section_label(card, "Sync");
coming_soon_row(card, "Sync Backend");
// Done button
card.spawn((
SettingsButton::Done,
Button,
Node {
padding: UiRect::axes(Val::Px(20.0), Val::Px(8.0)),
justify_content: JustifyContent::Center,
margin: UiRect::top(Val::Px(6.0)),
..default()
},
BackgroundColor(Color::srgb(0.22, 0.45, 0.22)),
BorderRadius::all(Val::Px(4.0)),
))
.with_children(|b| {
b.spawn((
Text::new("Done"),
TextFont {
font_size: 18.0,
..default()
},
TextColor(Color::WHITE),
));
});
});
});
}
fn section_label(parent: &mut ChildBuilder, title: &str) {
parent.spawn((
Text::new(title),
TextFont {
font_size: 14.0,
..default()
},
TextColor(Color::srgb(0.55, 0.75, 0.55)),
));
}
fn coming_soon_row(parent: &mut ChildBuilder, label: &str) {
parent.spawn((
Text::new(format!("{label} — coming soon")),
TextFont {
font_size: 16.0,
..default()
},
TextColor(Color::srgb(0.45, 0.45, 0.45)),
));
}
fn icon_button(parent: &mut ChildBuilder, label: &str, action: SettingsButton) {
parent
.spawn((
action,
Button,
Node {
width: Val::Px(28.0),
height: Val::Px(28.0),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
BackgroundColor(Color::srgb(0.25, 0.25, 0.30)),
BorderRadius::all(Val::Px(4.0)),
))
.with_children(|b| {
b.spawn((
Text::new(label.to_string()),
TextFont {
font_size: 18.0,
..default()
},
TextColor(Color::WHITE),
));
});
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
@@ -142,7 +433,6 @@ mod tests {
#[test]
fn pressing_right_bracket_increases_volume() {
let mut app = headless_app();
// Drop volume first so there's headroom to grow.
app.world_mut().resource_mut::<SettingsResource>().0.sfx_volume = 0.5;
press(&mut app, KeyCode::BracketRight);
@@ -155,7 +445,6 @@ mod tests {
#[test]
fn clamped_change_does_not_emit_event() {
let mut app = headless_app();
// Already at max — pressing right bracket should be a no-op.
app.world_mut().resource_mut::<SettingsResource>().0.sfx_volume = 1.0;
press(&mut app, KeyCode::BracketRight);
+2 -1
View File
@@ -11,7 +11,8 @@ use std::path::PathBuf;
use bevy::input::ButtonInput;
use bevy::prelude::*;
use solitaire_data::{
load_stats_from, save_stats_to, stats_file_path, PlayerProgress, StatsSnapshot, WEEKLY_GOALS,
load_stats_from, save_stats_to, stats_file_path, PlayerProgress, StatsExt, StatsSnapshot,
WEEKLY_GOALS,
};
use crate::events::{GameWonEvent, NewGameRequestEvent};
+379
View File
@@ -0,0 +1,379 @@
//! Backend-agnostic sync plugin for Solitaire Quest.
//!
//! On startup, the plugin spawns an async pull task on [`AsyncComputeTaskPool`]
//! that fetches the remote payload from the active [`SyncProvider`]. Once the
//! task resolves, the merged result is written to disk and the in-world
//! resources are updated. On app exit, a blocking push sends the current local
//! state to the backend.
//!
//! The plugin is completely backend-agnostic: the caller (usually
//! `solitaire_app`) constructs the right [`SyncProvider`] implementation and
//! passes it to [`SyncPlugin::new`]. No `match` on a backend enum variant ever
//! occurs inside this module.
use std::sync::Arc;
use bevy::prelude::*;
use bevy::tasks::{futures_lite::future, AsyncComputeTaskPool, Task};
use chrono::Utc;
use uuid::Uuid;
use solitaire_data::{
save_achievements_to, save_progress_to, save_stats_to, AchievementRecord, PlayerProgress,
StatsSnapshot, SyncProvider,
};
use solitaire_sync::{merge, SyncPayload};
use crate::achievement_plugin::{AchievementsResource, AchievementsStoragePath};
use crate::progress_plugin::{ProgressResource, ProgressStoragePath};
use crate::resources::{SyncStatus, SyncStatusResource};
use crate::stats_plugin::{StatsResource, StatsStoragePath};
// ---------------------------------------------------------------------------
// Public resources
// ---------------------------------------------------------------------------
/// Wraps the active sync backend. Shared with async tasks via [`Arc`].
///
/// Registered by [`SyncPlugin`] during `build()`. Other plugins may read this
/// resource to check [`SyncProvider::is_authenticated`] or
/// [`SyncProvider::backend_name`].
#[derive(Resource, Clone)]
pub struct SyncProviderResource(pub Arc<dyn SyncProvider + Send + Sync>);
/// Holds a pending pull result transferred from the async compute task to the
/// main thread. Consumed and cleared by [`poll_pull_result`].
#[derive(Resource, Default)]
pub struct PullTaskResult(pub Option<Result<SyncPayload, String>>);
// ---------------------------------------------------------------------------
// Internal resources
// ---------------------------------------------------------------------------
/// Holds the in-flight pull task so [`poll_pull_result`] can check its status
/// each frame without blocking the main thread.
#[derive(Resource, Default)]
struct PullTask(Option<Task<Result<SyncPayload, String>>>);
// ---------------------------------------------------------------------------
// Plugin struct
// ---------------------------------------------------------------------------
/// Bevy plugin that manages the full sync lifecycle:
///
/// - **Startup** — spawns an async pull task on [`AsyncComputeTaskPool`].
/// - **Update** — polls the task each frame; on completion merges the remote
/// payload with local data, persists the result, and updates in-world
/// resources.
/// - **Last** — on [`AppExit`], performs a blocking push of the current local
/// state to the active backend.
///
/// Construct via [`SyncPlugin::new`], passing any type that implements
/// [`SyncProvider`].
pub struct SyncPlugin {
provider: Arc<dyn SyncProvider + Send + Sync>,
}
impl SyncPlugin {
/// Create a new [`SyncPlugin`] backed by the given [`SyncProvider`].
///
/// The provider is heap-allocated and reference-counted so it can be
/// cloned cheaply into async tasks.
pub fn new(provider: impl SyncProvider + 'static) -> Self {
Self {
provider: Arc::new(provider),
}
}
}
impl Plugin for SyncPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(SyncProviderResource(self.provider.clone()))
.init_resource::<SyncStatusResource>()
.init_resource::<PullTaskResult>()
.init_resource::<PullTask>()
.add_systems(Startup, start_pull)
.add_systems(Update, poll_pull_result)
.add_systems(Last, push_on_exit);
}
}
// ---------------------------------------------------------------------------
// Systems
// ---------------------------------------------------------------------------
/// Startup system: spawns the async pull task and sets status to `Syncing`.
fn start_pull(
provider: Res<SyncProviderResource>,
mut task_res: ResMut<PullTask>,
mut status: ResMut<SyncStatusResource>,
) {
let provider = provider.0.clone();
let task = AsyncComputeTaskPool::get().spawn(async move {
provider.pull().await.map_err(|e| e.to_string())
});
task_res.0 = Some(task);
status.0 = SyncStatus::Syncing;
}
/// Update system: polls the pull task without blocking.
///
/// When the task resolves successfully:
/// 1. Merges the remote payload with the current local state.
/// 2. Persists the merged result atomically.
/// 3. Updates the in-world [`StatsResource`], [`AchievementsResource`], and
/// [`ProgressResource`].
/// 4. Sets [`SyncStatusResource`] to [`SyncStatus::LastSynced`].
///
/// On failure, sets [`SyncStatusResource`] to [`SyncStatus::Error`].
fn poll_pull_result(
mut task_res: ResMut<PullTask>,
mut status: ResMut<SyncStatusResource>,
mut stats: ResMut<StatsResource>,
stats_path: Res<StatsStoragePath>,
mut achievements: ResMut<AchievementsResource>,
achievements_path: Res<AchievementsStoragePath>,
mut progress: ResMut<ProgressResource>,
progress_path: Res<ProgressStoragePath>,
) {
let Some(task) = task_res.0.as_mut() else {
return;
};
let Some(result) = future::block_on(future::poll_once(task)) else {
return;
};
task_res.0 = None;
match result {
Ok(remote) => {
let local = build_payload(&stats.0, &achievements.0, &progress.0);
let (merged, _conflicts) = merge(&local, &remote);
// Persist merged state atomically.
if let Some(p) = &stats_path.0 {
if let Err(e) = save_stats_to(p, &merged.stats) {
warn!("sync: failed to persist stats: {e}");
}
}
if let Some(p) = &achievements_path.0 {
if let Err(e) = save_achievements_to(p, &merged.achievements) {
warn!("sync: failed to persist achievements: {e}");
}
}
if let Some(p) = &progress_path.0 {
if let Err(e) = save_progress_to(p, &merged.progress) {
warn!("sync: failed to persist progress: {e}");
}
}
// Update in-world resources.
stats.0 = merged.stats;
achievements.0 = merged.achievements;
progress.0 = merged.progress;
status.0 = SyncStatus::LastSynced(Utc::now());
}
Err(e) => {
warn!("sync pull failed: {e}");
status.0 = SyncStatus::Error(e);
}
}
}
/// Last-schedule system: pushes the current local state on [`AppExit`].
///
/// A blocking push is acceptable here — ARCHITECTURE.md §4 explicitly notes
/// that blocking on exit is permitted because the game loop is already
/// shutting down.
fn push_on_exit(
mut exit_events: EventReader<AppExit>,
provider: Res<SyncProviderResource>,
stats: Res<StatsResource>,
achievements: Res<AchievementsResource>,
progress: Res<ProgressResource>,
) {
if exit_events.is_empty() {
return;
}
exit_events.clear();
let payload = build_payload(&stats.0, &achievements.0, &progress.0);
let provider = provider.0.clone();
// Prefer an existing tokio runtime; fall back to futures_lite block_on
// for environments (e.g. tests) that don't have one.
match tokio::runtime::Handle::try_current() {
Ok(handle) => {
let _ = handle.block_on(provider.push(&payload));
}
Err(_) => {
let _ = future::block_on(provider.push(&payload));
}
}
}
// ---------------------------------------------------------------------------
// Helpers
// ---------------------------------------------------------------------------
/// Constructs a [`SyncPayload`] from the current in-world state.
///
/// `user_id` is set to [`Uuid::nil()`] — the server replaces it with the
/// authenticated user's real ID when it processes the push request.
fn build_payload(
stats: &StatsSnapshot,
achievements: &[AchievementRecord],
progress: &PlayerProgress,
) -> SyncPayload {
SyncPayload {
user_id: Uuid::nil(),
stats: stats.clone(),
achievements: achievements.to_vec(),
progress: progress.clone(),
last_modified: Utc::now(),
}
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
use solitaire_data::SyncError;
use solitaire_sync::SyncResponse;
/// A no-op sync provider that always returns a default payload on pull
/// and succeeds silently on push. Used to exercise the plugin in headless
/// tests without any network I/O.
struct NoOpProvider;
#[async_trait::async_trait]
impl SyncProvider for NoOpProvider {
async fn pull(&self) -> Result<SyncPayload, SyncError> {
Ok(SyncPayload {
user_id: Uuid::nil(),
stats: StatsSnapshot::default(),
achievements: vec![],
progress: PlayerProgress::default(),
last_modified: Utc::now(),
})
}
async fn push(&self, _payload: &SyncPayload) -> Result<SyncResponse, SyncError> {
Ok(SyncResponse {
merged: SyncPayload {
user_id: Uuid::nil(),
stats: StatsSnapshot::default(),
achievements: vec![],
progress: PlayerProgress::default(),
last_modified: Utc::now(),
},
server_time: Utc::now(),
conflicts: vec![],
})
}
fn backend_name(&self) -> &'static str {
"no-op"
}
fn is_authenticated(&self) -> bool {
false
}
}
/// A provider that always fails on pull, used to test the error path.
struct FailingProvider;
#[async_trait::async_trait]
impl SyncProvider for FailingProvider {
async fn pull(&self) -> Result<SyncPayload, SyncError> {
Err(SyncError::Network("simulated failure".to_string()))
}
async fn push(&self, _payload: &SyncPayload) -> Result<SyncResponse, SyncError> {
Err(SyncError::Network("simulated failure".to_string()))
}
fn backend_name(&self) -> &'static str {
"failing"
}
fn is_authenticated(&self) -> bool {
false
}
}
fn headless_app_with(provider: impl SyncProvider + 'static) -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(crate::game_plugin::GamePlugin)
.add_plugins(crate::table_plugin::TablePlugin)
.add_plugins(crate::stats_plugin::StatsPlugin::headless())
.add_plugins(crate::progress_plugin::ProgressPlugin::headless())
.add_plugins(crate::achievement_plugin::AchievementPlugin::headless())
.add_plugins(SyncPlugin::new(provider));
// MinimalPlugins does not register keyboard input.
app.init_resource::<bevy::input::ButtonInput<KeyCode>>();
app.update();
app
}
#[test]
fn sync_provider_resource_is_registered() {
let app = headless_app_with(NoOpProvider);
assert!(app.world().get_resource::<SyncProviderResource>().is_some());
}
#[test]
fn sync_status_becomes_syncing_on_startup() {
// After the first update() the startup system has run and set Syncing,
// but the async task may not have resolved yet.
let mut app = headless_app_with(NoOpProvider);
// Run a second update to give the task pool a chance to complete.
app.update();
// Status is either Syncing (task still running) or LastSynced (resolved).
let status = &app.world().resource::<SyncStatusResource>().0;
assert!(
matches!(
status,
SyncStatus::Syncing | SyncStatus::LastSynced(_)
),
"status should be Syncing or LastSynced, got {status:?}"
);
}
#[test]
fn pull_failure_sets_error_status() {
let mut app = headless_app_with(FailingProvider);
// Pump frames until the task resolves (it's synchronous under
// AsyncComputeTaskPool in test mode, so a few updates suffice).
for _ in 0..5 {
app.update();
}
let status = &app.world().resource::<SyncStatusResource>().0;
assert!(
matches!(status, SyncStatus::Error(_)),
"expected Error status after failing pull, got {status:?}"
);
}
#[test]
fn build_payload_sets_nil_user_id() {
let payload = build_payload(
&StatsSnapshot::default(),
&[],
&PlayerProgress::default(),
);
assert_eq!(payload.user_id, Uuid::nil());
}
#[test]
fn build_payload_clones_stats() {
let mut stats = StatsSnapshot::default();
stats.games_played = 42;
let payload = build_payload(&stats, &[], &PlayerProgress::default());
assert_eq!(payload.stats.games_played, 42);
}
}