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:
@@ -83,11 +83,11 @@ pub(crate) fn update_floating_progress_chip(
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// any). `cursor` is the index of the *next* move to apply, so
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// the most-recently-applied move sits at `cursor - 1`.
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let dest_pile = match state.as_ref() {
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ReplayPlaybackState::Playing { replay, cursor, .. } if *cursor > 0 => {
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ReplayPlaybackState::Playing { moves, cursor, .. } if *cursor > 0 => {
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// The destination pile is recoverable directly from the
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// instruction — no live state needed. `RotateStock` has no
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// destination (the chip hides over the stock pile).
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match &replay.moves[cursor - 1] {
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match &moves[cursor - 1] {
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KlondikeInstruction::DstFoundation(dst) => {
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Some(KlondikePile::Foundation(dst.foundation))
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}
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