feat(data): replay storage layer with atomic StockClick input
New `solitaire_data::replay` module:
- `Replay` struct: seed + draw_mode + mode + ordered move list +
presentation metadata (time / score / date). Replays are
reconstructed by rebuilding `GameState::new_with_mode` and applying
the move list in order — a deterministic state machine driven by
atomic player inputs, no per-step snapshots stored.
- `ReplayMove`: one variant per atomic player input. `Move {from, to,
count}` covers card moves; `StockClick` covers every click on the
stock (the engine resolves draw-vs-recycle deterministically from
current state during both record and playback).
- Schema-versioned (`REPLAY_SCHEMA_VERSION = 2`); legacy files are
rejected via the version gate so older replays just disappear from
the UI rather than half-loading.
- Atomic save (.tmp -> rename), `dirs::data_dir()`-based path
resolution. 5 round-trip / atomic / version-gate / corruption tests.
Sync trait extension:
- `SyncProvider::push_replay(&Replay)` — default returns
`UnsupportedPlatform` so `LocalOnlyProvider` is silently no-op'd by
the future push-on-win path. Mirrors the existing `pull` / `push`
default-impl pattern.
- `SolitaireServerClient::push_replay` — `POST /api/replays`, same
401-refresh-and-retry shape as `push`.
The wire format is the contract: `solitaire_wasm` (added in a later
commit) parses the JSON via its own minimal mirror struct so it can
compile to wasm32 without pulling the desktop client's transitive
deps.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -16,6 +16,7 @@ use solitaire_sync::{ChallengeGoal, LeaderboardEntry, SyncPayload, SyncResponse}
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use crate::{
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auth_tokens::{load_access_token, load_refresh_token, store_tokens},
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replay::Replay,
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settings::SyncBackend,
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SyncError, SyncProvider,
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};
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@@ -356,6 +357,54 @@ impl SyncProvider for SolitaireServerClient {
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extract_leaderboard_body(resp).await
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}
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/// Upload a winning replay to `POST /api/replays`. Mirrors the
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/// `push` auth flow: 401 triggers a token refresh and one retry.
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/// Non-success statuses are surfaced as the relevant `SyncError`
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/// variant so the engine's push-on-win system can downgrade
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/// network/auth failures into a quiet log without aborting the
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/// game flow.
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async fn push_replay(&self, replay: &Replay) -> Result<(), SyncError> {
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let token = self.access_token()?;
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let url = format!("{}/api/replays", self.base_url);
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let resp = self
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.client
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.post(&url)
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.bearer_auth(&token)
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.json(replay)
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.send()
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.await
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.map_err(|e| SyncError::Network(e.to_string()))?;
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if resp.status() == reqwest::StatusCode::UNAUTHORIZED {
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self.refresh_token().await?;
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let new_token = self.access_token()?;
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let resp = self
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.client
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.post(&url)
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.bearer_auth(new_token)
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.json(replay)
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.send()
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.await
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.map_err(|e| SyncError::Network(e.to_string()))?;
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return check_replay_status(resp.status());
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}
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check_replay_status(resp.status())
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}
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}
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fn check_replay_status(status: reqwest::StatusCode) -> Result<(), SyncError> {
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if status.is_success() {
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Ok(())
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} else if status == reqwest::StatusCode::UNAUTHORIZED
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|| status == reqwest::StatusCode::FORBIDDEN
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{
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Err(SyncError::Auth(format!("server returned {status}")))
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} else {
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Err(SyncError::Network(format!("server returned {status}")))
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}
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}
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// ---------------------------------------------------------------------------
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