feat(engine): H-key hint runs on AsyncComputeTaskPool
Closes the last solver-on-main-thread hot path. The synchronous
v0.17.0 hint flow called solitaire_core::solver::try_solve_from_state
inline on every H press; median latency was ~2 ms but pathological
positions hit the SolverConfig::default() cap at ~120 ms — a visible
input stall on the same frame the player presses H.
Mirrors the d489e7a PendingNewGameSeed pattern. New module
pending_hint.rs holds:
- PendingHintTask resource carrying an Option<HintTask> with
handle: Task<HintTaskOutput> plus move_count_at_spawn for
staleness detection.
- HintTaskOutput enum: SolverMove { from, to } when the verdict
is Winnable + a first_move; NeedsHeuristic when the solver
returns Unwinnable or Inconclusive.
- poll_pending_hint_task system: polls the task each frame and
surfaces the result via the now-public emit_hint_visuals (or
runs find_heuristic_hint on the live state for the
NeedsHeuristic branch). Discards the result when
GameState.move_count has advanced past move_count_at_spawn.
- drop_pending_hint_on_state_change system: any
StateChangedEvent drops the in-flight task. Cooperatively
cancels via Bevy's Task Drop at the next await point.
- PendingHintTask::spawn implements cancel-on-replace — a fresh
H press while a previous task is in flight overwrites the
handle, dropping the prior task.
input_plugin changes:
- handle_keyboard_hint becomes a thin spawn point. Snapshots
the live state, asks the solver via PendingHintTask::spawn,
returns. No card-entity query, no event writers for the
hint visual / toast — the polling system owns those.
- emit_hint_visuals promoted to pub so pending_hint can call it.
- find_heuristic_hint extracted as a pub helper for the
NeedsHeuristic poll path.
- InputPlugin registers PendingHintTask + the two new systems.
drop-on-state-change is chained .before() poll so a move
applied this frame cancels any in-flight task before its
result can be surfaced.
Tests:
- input_plugin: pressing_h_spawns_pending_hint_task (1) — pins
the H-key wiring at one-frame granularity.
- pending_hint: winnable_solver_emits_hint_after_async_completes,
state_change_drops_in_flight_task,
second_spawn_drops_first_in_flight_task (3) — drives the
AsyncComputeTaskPool with a wall-clock-bounded loop mirroring
the winnable_seed_search_* template.
- Removed two now-stale synchronous tests
(hint_uses_solver_when_winnable,
hint_falls_back_to_heuristic_when_solver_inconclusive) — the
behaviours they pinned now live in pending_hint::tests at the
correct layer.
Workspace: 1168 passing tests / 0 failing, was 1166 (net +2:
removed 2 stale, added 4 new). cargo clippy --workspace
--all-targets -- -D warnings clean.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -84,6 +84,7 @@ impl Plugin for InputPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<HintCycleIndex>()
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.init_resource::<HintSolverConfig>()
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.init_resource::<crate::pending_hint::PendingHintTask>()
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.add_message::<StartZenRequestEvent>()
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.add_message::<InfoToastEvent>()
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.add_message::<ForfeitRequestEvent>()
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@@ -109,7 +110,18 @@ impl Plugin for InputPlugin {
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.chain(),
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)
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.add_systems(Update, handle_fullscreen)
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.add_systems(Update, reset_hint_cycle_on_state_change);
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.add_systems(Update, reset_hint_cycle_on_state_change)
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// Async hint pipeline: state-change drop runs before the
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// poll system so a move applied this frame cancels any
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// in-flight task before its result can be surfaced.
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.add_systems(
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Update,
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(
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crate::pending_hint::drop_pending_hint_on_state_change,
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crate::pending_hint::poll_pending_hint_task,
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)
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.chain(),
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);
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}
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}
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@@ -219,36 +231,29 @@ fn handle_keyboard_core(
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// Esc is handled by `PausePlugin` (overlay toggle + paused flag).
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}
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/// Handles the H key: surface the solver's provably-best first move when
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/// the position is winnable; otherwise fall back to cycling through the
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/// heuristic hints.
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/// Handles the H key: spawn an async solver task on
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/// `AsyncComputeTaskPool` whose result `pending_hint::poll_pending_hint_task`
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/// turns into hint visuals one frame later.
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///
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/// The solver (`solitaire_core::solver::try_solve_from_state`) is run
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/// synchronously on each H press — median ~2 ms on real positions, with a
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/// hard cap from `SolverConfig::default()`'s budgets. When the verdict is
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/// `Winnable`, the returned `first_move` is shown as a single, stable hint
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/// (no cycling — the optimal move doesn't change between identical
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/// presses). When the verdict is `Unwinnable` or `Inconclusive`, the
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/// handler falls back to the legacy heuristic in `all_hints`, which still
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/// cycles through every legal move.
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/// Median solve time is ~2 ms but pathological positions can hit the
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/// `SolverConfig::default()` cap at ~120 ms; running synchronously
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/// (the v0.17.0 behaviour) blocked the main thread on the same frame
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/// the player pressed H. Cancel-on-replace lives in
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/// `PendingHintTask::spawn` — a fresh H press while a previous task
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/// is in flight drops the previous task's handle.
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///
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/// When no moves are available a "No hints available" toast is shown
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/// instead. The H key always produces a hint when any legal move exists.
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///
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/// TODO: if profiling ever shows >100 ms solver calls in practice, move
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/// the solver call to `AsyncComputeTaskPool` to keep input latency low.
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#[allow(clippy::too_many_arguments)]
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/// Special-cases: when the game is already won, surface a "Game won!"
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/// toast instead of asking the solver. The poll system handles the
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/// "no legal moves" toast on the heuristic fallback path so the
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/// handler here only needs to dispatch.
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fn handle_keyboard_hint(
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keys: Res<ButtonInput<KeyCode>>,
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paused: Option<Res<PausedResource>>,
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game: Option<Res<GameStateResource>>,
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layout: Option<Res<LayoutResource>>,
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solver_config: Res<HintSolverConfig>,
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mut hint_cycle: ResMut<HintCycleIndex>,
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mut commands: Commands,
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card_entities: Query<(Entity, &CardEntity, &mut Sprite)>,
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mut pending_hint: ResMut<crate::pending_hint::PendingHintTask>,
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mut info_toast: MessageWriter<InfoToastEvent>,
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mut hint_visual: MessageWriter<HintVisualEvent>,
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) {
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if paused.is_some_and(|p| p.0) {
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return;
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@@ -266,43 +271,37 @@ fn handle_keyboard_hint(
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let Some(_layout_res) = layout else { return };
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// First pass: ask the solver for the provably-best move. The
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// solver is deterministic, so repeated H presses on the same
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// position keep showing the same hint (cycling is reserved for
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// the heuristic fallback path).
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use solitaire_core::solver::{try_solve_from_state, SolverResult};
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let outcome = try_solve_from_state(&g.0, &solver_config.0);
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if outcome.result == SolverResult::Winnable
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&& let Some(mv) = outcome.first_move
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{
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let from = mv.source.clone();
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let to = mv.dest.clone();
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emit_hint_visuals(&g.0, &from, &to, &mut commands, card_entities, &mut info_toast, &mut hint_visual);
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return;
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}
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pending_hint.spawn(g.0.clone(), solver_config.0);
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}
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// Fallback: heuristic cycling hint. Used when the solver verdict
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// is `Unwinnable` (no legal winning path — but a legal *move* may
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// still exist, e.g. drawing from stock) or `Inconclusive` (budget
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// exhausted on a complex mid-game position).
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let hints = all_hints(&g.0);
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/// Heuristic hint helper used by `pending_hint::poll_pending_hint_task`
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/// when the solver returns `Inconclusive` or `Unwinnable`.
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///
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/// Picks the hint at `HintCycleIndex % hints.len()` (wrapping) and
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/// advances the index so successive H presses on a stuck position
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/// cycle through every legal move. Returns `None` when no legal move
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/// exists at all — the caller surfaces a "No hints available" toast.
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pub fn find_heuristic_hint(
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game: &GameState,
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hint_cycle: &mut HintCycleIndex,
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) -> Option<(PileType, PileType)> {
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let hints = all_hints(game);
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if hints.is_empty() {
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info_toast.write(InfoToastEvent("No hints available".to_string()));
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return;
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return None;
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}
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// Pick the hint at the current cycle index (wrapping) and advance.
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let idx = hint_cycle.0 % hints.len();
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hint_cycle.0 = hint_cycle.0.wrapping_add(1);
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let (from, to, _count) = hints[idx].clone();
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emit_hint_visuals(&g.0, &from, &to, &mut commands, card_entities, &mut info_toast, &mut hint_visual);
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Some((from, to))
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}
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/// Apply the visual + toast effects for a single chosen hint move.
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///
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/// Shared between the solver-driven and heuristic-driven hint paths so
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/// both produce identical player-facing feedback.
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fn emit_hint_visuals(
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/// both produce identical player-facing feedback. Called from
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/// `pending_hint::poll_pending_hint_task` once the async solver task
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/// resolves.
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pub fn emit_hint_visuals(
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game: &GameState,
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from: &PileType,
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to: &PileType,
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@@ -2149,191 +2148,50 @@ mod tests {
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}
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// -----------------------------------------------------------------------
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// Hint system — solver promotion (v0.16.0+)
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// Hint system — async port (v0.18.0+)
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//
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// The H-key hint is now backed by `solitaire_core::solver::try_solve_from_state`.
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// When the solver proves the position winnable, the hint is the
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// first move on the solver's solution path. When the solver returns
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// Inconclusive (budget exhausted) or Unwinnable, the legacy
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// heuristic in `all_hints` supplies the hint instead so the H key
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// always produces feedback while any legal move exists.
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// `handle_keyboard_hint` no longer runs the solver inline; it
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// spawns an `AsyncComputeTaskPool` task whose result the polling
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// system in `pending_hint` turns into hint visuals one frame
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// later. The behaviour contract this section pins is "pressing H
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// populates `PendingHintTask`" — the spawn-to-emit pipeline is
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// covered end-to-end in `pending_hint::tests`.
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// -----------------------------------------------------------------------
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/// Build a minimal Bevy app that registers only the resources and
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/// messages needed to drive `handle_keyboard_hint` end-to-end.
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/// Skips every other input system — the test only exercises the hint
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/// path and we want the assertions to be unaffected by other handlers.
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fn hint_test_app() -> App {
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/// Pressing H on a non-paused, non-won game with a live
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/// `GameStateResource` + `LayoutResource` must populate
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/// `PendingHintTask`. The polling system, exercised in
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/// `pending_hint::tests`, drives the result to a visual event.
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#[test]
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fn pressing_h_spawns_pending_hint_task() {
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let mut app = App::new();
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app.add_plugins(MinimalPlugins);
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app.add_message::<InfoToastEvent>();
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app.add_message::<HintVisualEvent>();
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app.init_resource::<HintCycleIndex>();
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app.init_resource::<HintSolverConfig>();
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app.init_resource::<crate::pending_hint::PendingHintTask>();
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app.init_resource::<ButtonInput<KeyCode>>();
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// Layout: a fixed 1280x800 layout — `handle_keyboard_hint` only
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// checks the resource is present, never reads coordinates.
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app.insert_resource(crate::layout::LayoutResource(
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crate::layout::compute_layout(Vec2::new(1280.0, 800.0)),
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));
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app.insert_resource(GameStateResource(GameState::new(42, DrawMode::DrawOne)));
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app.add_systems(Update, handle_keyboard_hint);
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app
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}
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/// Helper: simulate "the player just pressed H this frame".
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fn press_h(app: &mut App) {
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let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
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input.release(KeyCode::KeyH);
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input.clear();
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input.press(KeyCode::KeyH);
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}
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/// Build a near-finished `GameState`: foundations hold A..Q for each
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/// suit, four Kings sit on tableau columns 0..3, stock and waste
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/// empty. Solver-side equivalent of the `near_finished_game_state`
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/// helper in `solitaire_core::solver::tests`.
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fn near_finished_game_state() -> GameState {
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use solitaire_core::card::{Card, Rank, Suit};
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let mut game = GameState::new(1, DrawMode::DrawOne);
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for slot in 0..4_u8 {
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game.piles
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.get_mut(&PileType::Foundation(slot))
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.unwrap()
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.cards
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.clear();
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// Simulate the H key being pressed this frame.
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{
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let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
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input.release(KeyCode::KeyH);
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input.clear();
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input.press(KeyCode::KeyH);
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}
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for i in 0..7_usize {
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game.piles
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.get_mut(&PileType::Tableau(i))
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.unwrap()
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.cards
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.clear();
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}
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game.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
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game.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
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let suit_for_slot = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
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let ranks_below_king = [
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Rank::Ace, Rank::Two, Rank::Three, Rank::Four, Rank::Five,
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Rank::Six, Rank::Seven, Rank::Eight, Rank::Nine, Rank::Ten,
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Rank::Jack, Rank::Queen,
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];
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for (slot, suit) in suit_for_slot.iter().enumerate() {
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let pile = game
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.piles
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.get_mut(&PileType::Foundation(slot as u8))
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.unwrap();
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for (i, rank) in ranks_below_king.iter().enumerate() {
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pile.cards.push(Card {
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id: (slot as u32) * 13 + i as u32,
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suit: *suit,
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rank: *rank,
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face_up: true,
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});
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}
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}
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for (col, suit) in suit_for_slot.iter().enumerate() {
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game.piles
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.get_mut(&PileType::Tableau(col))
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.unwrap()
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.cards
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.push(Card {
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id: 100 + col as u32,
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suit: *suit,
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rank: Rank::King,
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face_up: true,
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});
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}
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game
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}
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/// When the solver verdict is Winnable, the hint must come from the
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/// solver: in our near-finished fixture, four Tableau→Foundation
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/// moves are legal and the solver returns one of them. The
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/// `HintVisualEvent` source card must be one of the four Kings and
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/// the destination must be a foundation slot.
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#[test]
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fn hint_uses_solver_when_winnable() {
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use solitaire_core::card::Rank;
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let mut app = hint_test_app();
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let game = near_finished_game_state();
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// Track the 4 King ids so we can assert the hint source matches.
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let king_ids: Vec<u32> = (0..4_u8)
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.map(|c| {
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game.piles
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.get(&PileType::Tableau(c as usize))
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.unwrap()
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.cards
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.last()
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.filter(|c| c.rank == Rank::King)
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.map(|c| c.id)
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.expect("each tableau col 0..3 has a King on top")
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})
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.collect();
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app.insert_resource(GameStateResource(game));
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press_h(&mut app);
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app.update();
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// Read out the messages via the standard cursor API.
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let messages = app.world().resource::<Messages<HintVisualEvent>>();
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let mut cursor = messages.get_cursor();
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let collected: Vec<HintVisualEvent> = cursor.read(messages).cloned().collect();
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assert_eq!(
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collected.len(), 1,
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"exactly one HintVisualEvent must fire on a winnable solver verdict"
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);
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let event = &collected[0];
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assert!(
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king_ids.contains(&event.source_card_id),
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"solver hint must point at one of the four Kings; got id {}",
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event.source_card_id
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);
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assert!(
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matches!(event.dest_pile, PileType::Foundation(_)),
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"solver hint destination must be a foundation slot; got {:?}",
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event.dest_pile
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);
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}
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/// When the solver returns Inconclusive (e.g. tight budgets force an
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/// early bail), the heuristic fallback must still produce a hint
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/// event so the H key never feels broken.
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///
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/// We force the solver inconclusive by setting both budgets to 0 —
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/// the search bails on the very first iteration, returning
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/// `SolverResult::Inconclusive`. The heuristic fallback then runs on
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/// the fresh deal and finds at least one legal move.
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#[test]
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fn hint_falls_back_to_heuristic_when_solver_inconclusive() {
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use solitaire_core::solver::SolverConfig;
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let mut app = hint_test_app();
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// Force solver to bail before exploring anything.
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app.insert_resource(HintSolverConfig(SolverConfig {
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move_budget: 0,
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state_budget: 0,
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}));
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// A fresh seeded deal — guaranteed to have at least one legal
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// move (the standard Klondike opening always has draws available
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// even if no immediate tableau move exists).
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let game = GameState::new(42, DrawMode::DrawOne);
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app.insert_resource(GameStateResource(game));
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press_h(&mut app);
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app.update();
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let world = app.world();
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let visuals = world.resource::<Messages<HintVisualEvent>>();
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let mut visual_cursor = visuals.get_cursor();
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let collected: Vec<HintVisualEvent> = visual_cursor.read(visuals).cloned().collect();
|
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// Either a card-move hint (most fresh deals) or a draw suggestion.
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// A draw suggestion fires no `HintVisualEvent` (only an
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// `InfoToastEvent`), so we accept zero-or-one HintVisualEvent so
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// long as at least one feedback signal was emitted overall.
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let toasts = world.resource::<Messages<InfoToastEvent>>();
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let mut toast_cursor = toasts.get_cursor();
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let toast_count = toast_cursor.read(toasts).count();
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assert!(
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!collected.is_empty() || toast_count > 0,
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"heuristic fallback must produce a hint signal (visual or toast)"
|
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app.world()
|
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.resource::<crate::pending_hint::PendingHintTask>()
|
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.is_pending(),
|
||||
"pressing H must spawn an async hint task",
|
||||
);
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||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user