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>
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//! Shared `StatsSnapshot` definition — used by both the game client and the
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//! sync server to represent cumulative player statistics.
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use chrono::{DateTime, Utc};
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use serde::{Deserialize, Serialize};
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/// Cumulative game statistics that travel across the sync boundary.
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///
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/// Game-logic mutation helpers that depend on `solitaire_core` types (e.g.
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/// `update_on_win`) are provided via the `StatsExt` extension trait in
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/// `solitaire_data`. File I/O helpers also live in `solitaire_data::storage`.
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#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
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pub struct StatsSnapshot {
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/// Total number of games started (won + lost + abandoned).
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pub games_played: u32,
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/// Number of games won.
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pub games_won: u32,
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/// Number of games lost or abandoned.
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pub games_lost: u32,
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/// Current win streak length.
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pub win_streak_current: u32,
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/// All-time best win streak.
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pub win_streak_best: u32,
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/// Rolling average of win times in seconds.
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pub avg_time_seconds: u64,
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/// Fastest single win time in seconds. `u64::MAX` when no wins recorded yet.
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pub fastest_win_seconds: u64,
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/// Sum of all winning scores.
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pub lifetime_score: u64,
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/// Highest score achieved in a single game.
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pub best_single_score: u32,
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/// Wins achieved in Draw-One mode.
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pub draw_one_wins: u32,
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/// Wins achieved in Draw-Three mode.
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pub draw_three_wins: u32,
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/// Wall-clock time of the last modification (used for conflict detection).
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pub last_modified: DateTime<Utc>,
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}
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impl Default for StatsSnapshot {
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fn default() -> Self {
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Self {
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games_played: 0,
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games_won: 0,
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games_lost: 0,
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win_streak_current: 0,
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win_streak_best: 0,
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avg_time_seconds: 0,
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fastest_win_seconds: u64::MAX,
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lifetime_score: 0,
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best_single_score: 0,
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draw_one_wins: 0,
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draw_three_wins: 0,
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last_modified: DateTime::UNIX_EPOCH,
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}
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}
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}
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impl StatsSnapshot {
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/// Record an abandoned game (player started a new game without winning).
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pub fn record_abandoned(&mut self) {
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self.games_played += 1;
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self.games_lost += 1;
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self.win_streak_current = 0;
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self.last_modified = Utc::now();
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}
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/// Win percentage as 0–100, or `None` if no games played.
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pub fn win_rate(&self) -> Option<f32> {
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if self.games_played == 0 {
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None
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} else {
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Some(self.games_won as f32 / self.games_played as f32 * 100.0)
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}
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}
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}
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