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
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//! Shared `StatsSnapshot` definition — used by both the game client and the
//! sync server to represent cumulative player statistics.
use chrono::{DateTime, Utc};
use serde::{Deserialize, Serialize};
/// Cumulative game statistics that travel across the sync boundary.
///
/// Game-logic mutation helpers that depend on `solitaire_core` types (e.g.
/// `update_on_win`) are provided via the `StatsExt` extension trait in
/// `solitaire_data`. File I/O helpers also live in `solitaire_data::storage`.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub struct StatsSnapshot {
/// Total number of games started (won + lost + abandoned).
pub games_played: u32,
/// Number of games won.
pub games_won: u32,
/// Number of games lost or abandoned.
pub games_lost: u32,
/// Current win streak length.
pub win_streak_current: u32,
/// All-time best win streak.
pub win_streak_best: u32,
/// Rolling average of win times in seconds.
pub avg_time_seconds: u64,
/// Fastest single win time in seconds. `u64::MAX` when no wins recorded yet.
pub fastest_win_seconds: u64,
/// Sum of all winning scores.
pub lifetime_score: u64,
/// Highest score achieved in a single game.
pub best_single_score: u32,
/// Wins achieved in Draw-One mode.
pub draw_one_wins: u32,
/// Wins achieved in Draw-Three mode.
pub draw_three_wins: u32,
/// Wall-clock time of the last modification (used for conflict detection).
pub last_modified: DateTime<Utc>,
}
impl Default for StatsSnapshot {
fn default() -> Self {
Self {
games_played: 0,
games_won: 0,
games_lost: 0,
win_streak_current: 0,
win_streak_best: 0,
avg_time_seconds: 0,
fastest_win_seconds: u64::MAX,
lifetime_score: 0,
best_single_score: 0,
draw_one_wins: 0,
draw_three_wins: 0,
last_modified: DateTime::UNIX_EPOCH,
}
}
}
impl StatsSnapshot {
/// Record an abandoned game (player started a new game without winning).
pub fn record_abandoned(&mut self) {
self.games_played += 1;
self.games_lost += 1;
self.win_streak_current = 0;
self.last_modified = Utc::now();
}
/// Win percentage as 0100, or `None` if no games played.
pub fn win_rate(&self) -> Option<f32> {
if self.games_played == 0 {
None
} else {
Some(self.games_won as f32 / self.games_played as f32 * 100.0)
}
}
}