fix(replay): store the deal via upstream card_game serializers (schema v4)
Test / test (pull_request) Successful in 36m34s
Test / test (pull_request) Successful in 36m34s
Replays previously persisted only seed + moves and re-dealt the board
from the seed at playback time, so any change to the seed->deal mapping
(RNG bumps, upstream upgrades) silently invalidated every existing
replay. Schema v4 instead embeds a SessionRecording - the upstream
card_game Session serde ({config, initial_state, instructions}) - so
playback rebuilds the exact recorded board; seed/draw_mode/mode remain
caption metadata only.
- core: SessionRecording newtype delegating to Session<Klondike> serde;
GameState::recording() / from_recording(); from_instructions_unchecked
fixture helper; serde_json added to dev-deps (tests only)
- data: Replay v4 (recording replaces moves); v1-v3 files rejected by
the existing version gate
- engine: win-recording and sync upload freeze game.recording();
playback rebuilds from the recording; Playing carries the extracted
move list (+ Box<Replay> for clippy large_enum_variant)
- wasm: replay_export() builds the full v4 upload payload so JS never
hand-assembles it (the old game.js path hardcoded schema_version: 2
and corrupted u64 seeds via Math.round); ReplayPlayer::from_json
enforces schema_version == 4 with a descriptive error
- web: game.js/play.html use replay_export; replay.js surfaces player
construction errors in the caption instead of dying silently
- server: mode validation accepts data-carrying GameMode variants
(Difficulty uploads previously 400'd against the String field)
Both replays on prod are May-era v1 rows with empty move lists - every
shared replay was already unplayable; the viewer now says why.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -1062,11 +1062,16 @@ pub fn record_replay_on_win(
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if recording.moves.is_empty() {
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continue;
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}
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// The session itself is the authoritative recording: its history
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// holds the dealt board plus the forward instruction list (undos
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// already popped), and it serialises via the upstream card_game
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// serializers so playback never re-deals from the seed.
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let session_recording = game.0.recording();
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// Recording freezes on win, so the move that triggered the
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// win condition is the last one in the list. Storing the
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// index explicitly lets the playback UI read the WIN MOVE
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// position directly instead of re-deriving it on every render.
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let win_move_index = recording.moves.len().checked_sub(1);
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let win_move_index = session_recording.len().checked_sub(1);
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let replay = Replay::new(
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game.0.seed,
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game.0.draw_mode(),
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@@ -1074,7 +1079,7 @@ pub fn record_replay_on_win(
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ev.time_seconds,
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ev.score,
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Utc::now().date_naive(),
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recording.moves.clone(),
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session_recording,
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)
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.with_win_move_index(win_move_index);
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let Some(p) = path.as_ref().and_then(|r| r.0.as_deref()) else {
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