feat(wasm): solitaire_wasm crate for browser-side replay re-execution
A new `cdylib + rlib` workspace member that wraps `solitaire_core::
GameState` for use from JavaScript. The web replay viewer fetches a
replay JSON, hands it to `ReplayPlayer::new`, and steps through
moves one at a time — same Rust rules engine the desktop client
uses, so the two implementations cannot drift.
The crate intentionally does NOT depend on `solitaire_data` (which
pulls dirs/keyring/reqwest, none wasm-friendly). Instead it defines
a minimal `Replay` mirror with the same serde shape; the JSON wire
format is the contract.
Public surface (#[wasm_bindgen]):
- `ReplayPlayer::new(json)` — parse + rebuild deal from seed/mode
- `state()` / `step()` — return JS-friendly StateSnapshot
- `total_steps()` / `step_idx()` / `is_finished()` — progress helpers
Native-callable mirror (`from_json`, `step_native`) lets unit tests
exercise the state machine without going through `serde_wasm_bindgen`,
which panics off-target. 3 tests cover construction, step advance,
and invalid-JSON handling.
`getrandom` needs the `wasm_js` feature on the wasm32 target;
configured via the cfg target dep table so non-wasm builds aren't
affected.
Build pipeline (executed from the repo root):
rustup target add wasm32-unknown-unknown
RUSTFLAGS='--cfg getrandom_backend="wasm_js"' \
cargo build -p solitaire_wasm \
--target wasm32-unknown-unknown --release
wasm-bindgen --target web \
--out-dir solitaire_server/web/pkg --no-typescript \
target/wasm32-unknown-unknown/release/solitaire_wasm.wasm
The generated bindings land in solitaire_server/web/pkg/ and are
committed alongside the web UI (next commit).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Generated
+25
@@ -7322,6 +7322,17 @@ dependencies = [
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"serde_derive",
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]
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[[package]]
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name = "serde-wasm-bindgen"
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version = "0.6.5"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "8302e169f0eddcc139c70f139d19d6467353af16f9fce27e8c30158036a1e16b"
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dependencies = [
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"js-sys",
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"serde",
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"wasm-bindgen",
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]
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[[package]]
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name = "serde_core"
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version = "1.0.228"
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@@ -7726,6 +7737,20 @@ dependencies = [
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"uuid",
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]
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[[package]]
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name = "solitaire_wasm"
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version = "0.1.0"
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dependencies = [
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"chrono",
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"console_error_panic_hook",
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"getrandom 0.3.4",
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"serde",
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"serde-wasm-bindgen",
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"serde_json",
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"solitaire_core",
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"wasm-bindgen",
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]
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[[package]]
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name = "spin"
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version = "0.9.8"
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@@ -7,6 +7,7 @@ members = [
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"solitaire_server",
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"solitaire_app",
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"solitaire_assetgen",
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"solitaire_wasm",
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]
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resolver = "2"
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@@ -0,0 +1,29 @@
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[package]
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name = "solitaire_wasm"
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version.workspace = true
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license.workspace = true
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edition.workspace = true
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[lib]
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crate-type = ["cdylib", "rlib"]
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[dependencies]
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solitaire_core = { path = "../solitaire_core" }
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serde = { workspace = true }
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serde_json = { workspace = true }
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chrono = { workspace = true }
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wasm-bindgen = "0.2"
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serde-wasm-bindgen = "0.6"
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console_error_panic_hook = { version = "0.1", optional = true }
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# `getrandom` is pulled in transitively via `rand` (used by
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# `solitaire_core::Deck::shuffle`). On `wasm32-unknown-unknown` it
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# needs an explicit JS-backend feature, otherwise the build aborts
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# with a "wasm32-unknown-unknown is not a supported target" error.
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# Pinning here forces the feature on without us having to pollute
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# `solitaire_core`'s deps with wasm-only flags.
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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getrandom = { version = "0.3", features = ["wasm_js"] }
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[features]
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default = ["console_error_panic_hook"]
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@@ -0,0 +1,272 @@
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//! WebAssembly bindings for browser-side replay playback.
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//!
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//! The web replay player at `<server>/replays/<id>` fetches a [`Replay`]
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//! JSON via `GET /api/replays/:id`, hands it to [`ReplayPlayer::new`],
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//! and then advances frame-by-frame with [`ReplayPlayer::step`]. Each
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//! step applies one [`ReplayMove`] to the underlying `GameState` and
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//! returns the resulting pile snapshot as JSON for the JS layer to
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//! render.
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//!
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//! The state machine is the same Rust [`solitaire_core::GameState`]
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//! the desktop client uses, so the two implementations cannot drift —
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//! same seed + same input list = same pile state at every step,
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//! regardless of which platform replays the game.
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//!
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//! The crate intentionally does **not** depend on `solitaire_data`
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//! (which pulls `dirs`, `keyring`, `reqwest`, and other non-wasm
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//! crates) — instead it defines a minimal `Replay` mirror with the
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//! same serde shape as `solitaire_data::Replay`. The JSON wire format
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//! is the contract.
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use chrono::NaiveDate;
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use serde::{Deserialize, Serialize};
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use solitaire_core::card::Suit;
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use solitaire_core::game_state::{DrawMode, GameMode, GameState};
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use solitaire_core::pile::PileType;
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use wasm_bindgen::prelude::*;
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/// Mirrors the variants of `solitaire_data::ReplayMove` v2 (atomic
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/// player inputs, post-StockClick refinement). Only the JSON shape
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/// matters for cross-crate compatibility.
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#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
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pub enum ReplayMove {
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Move {
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from: PileType,
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to: PileType,
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count: usize,
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},
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StockClick,
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}
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/// Mirrors `solitaire_data::Replay` v2.
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct Replay {
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#[serde(default)]
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pub schema_version: u32,
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pub seed: u64,
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pub draw_mode: DrawMode,
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pub mode: GameMode,
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pub time_seconds: u64,
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pub final_score: i32,
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pub recorded_at: NaiveDate,
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pub moves: Vec<ReplayMove>,
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}
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/// JS-friendly snapshot of a `GameState` at a particular replay step.
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#[derive(Debug, Clone, Serialize)]
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pub struct StateSnapshot {
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pub step_idx: usize,
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pub total_steps: usize,
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pub score: i32,
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pub move_count: u32,
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pub is_won: bool,
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pub stock: Vec<CardSnapshot>,
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pub waste: Vec<CardSnapshot>,
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/// Length 4 — one per foundation slot, in slot order (0..=3). The
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/// claimed suit (if any) is the bottom card's suit.
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pub foundations: [Vec<CardSnapshot>; 4],
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/// Length 7 — one per tableau column (0..=6).
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pub tableaus: [Vec<CardSnapshot>; 7],
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}
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/// One card, projected for the JS card renderer. `face_up = false`
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/// means the card back is drawn; in that case `suit` and `rank` are
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/// still set (so the renderer doesn't need separate "unknown" data),
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/// just hidden visually.
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#[derive(Debug, Clone, Copy, Serialize)]
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pub struct CardSnapshot {
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pub id: u32,
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/// `"clubs" | "diamonds" | "hearts" | "spades"`.
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pub suit: &'static str,
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/// 1-13, where 1 is Ace and 13 is King.
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pub rank: u8,
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pub face_up: bool,
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}
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impl From<&solitaire_core::card::Card> for CardSnapshot {
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fn from(c: &solitaire_core::card::Card) -> Self {
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Self {
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id: c.id,
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suit: match c.suit {
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Suit::Clubs => "clubs",
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Suit::Diamonds => "diamonds",
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Suit::Hearts => "hearts",
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Suit::Spades => "spades",
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},
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rank: c.rank.value(),
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face_up: c.face_up,
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}
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}
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}
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/// Browser-side replay state machine. Owns a live `GameState` and the
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/// replay's move list; each `step()` applies the next move.
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#[wasm_bindgen]
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pub struct ReplayPlayer {
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game: GameState,
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moves: Vec<ReplayMove>,
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step_idx: usize,
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}
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// Native-callable methods. Used by both the wasm-bindgen interface
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// below and by unit tests, which can't go through `serde_wasm_bindgen`
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// (it panics on non-wasm targets).
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impl ReplayPlayer {
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/// Construct from a raw replay JSON string. Returns the parsing
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/// error as a `String` so the wasm-bindgen wrapper can convert
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/// it to a `JsValue` and tests can assert on it directly.
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pub fn from_json(replay_json: &str) -> Result<Self, String> {
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let replay: Replay =
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serde_json::from_str(replay_json).map_err(|e| format!("invalid replay JSON: {e}"))?;
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let game =
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GameState::new_with_mode(replay.seed, replay.draw_mode.clone(), replay.mode);
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Ok(Self {
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game,
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moves: replay.moves,
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step_idx: 0,
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})
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}
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/// Apply the next move. Returns `None` once the list is exhausted.
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pub fn step_native(&mut self) -> Option<StateSnapshot> {
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if self.step_idx >= self.moves.len() {
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return None;
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}
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let mv = self.moves[self.step_idx].clone();
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let _ = match mv {
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ReplayMove::Move { from, to, count } => self.game.move_cards(from, to, count),
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ReplayMove::StockClick => self.game.draw(),
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};
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self.step_idx += 1;
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Some(self.snapshot())
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}
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fn snapshot(&self) -> StateSnapshot {
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let pile_cards = |t: PileType| -> Vec<CardSnapshot> {
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self.game
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.piles
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.get(&t)
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.map(|p| p.cards.iter().map(CardSnapshot::from).collect())
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.unwrap_or_default()
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};
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let foundations: [Vec<CardSnapshot>; 4] = [
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pile_cards(PileType::Foundation(0)),
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pile_cards(PileType::Foundation(1)),
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pile_cards(PileType::Foundation(2)),
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pile_cards(PileType::Foundation(3)),
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];
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let tableaus: [Vec<CardSnapshot>; 7] = [
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pile_cards(PileType::Tableau(0)),
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pile_cards(PileType::Tableau(1)),
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pile_cards(PileType::Tableau(2)),
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pile_cards(PileType::Tableau(3)),
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pile_cards(PileType::Tableau(4)),
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pile_cards(PileType::Tableau(5)),
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pile_cards(PileType::Tableau(6)),
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];
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StateSnapshot {
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step_idx: self.step_idx,
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total_steps: self.moves.len(),
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score: self.game.score,
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move_count: self.game.move_count,
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is_won: self.game.is_won,
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stock: pile_cards(PileType::Stock),
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waste: pile_cards(PileType::Waste),
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foundations,
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tableaus,
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}
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}
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}
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// JS-facing surface. Thin wrapper around the native API: serialises
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// `StateSnapshot` to `JsValue` via `serde_wasm_bindgen` and converts
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// `String` errors to `JsValue` strings. Native unit tests bypass this
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// layer because `serde_wasm_bindgen::to_value` panics off-target.
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#[wasm_bindgen]
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impl ReplayPlayer {
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/// Construct from a raw replay JSON string.
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#[wasm_bindgen(constructor)]
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pub fn new(replay_json: &str) -> Result<ReplayPlayer, JsValue> {
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#[cfg(feature = "console_error_panic_hook")]
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console_error_panic_hook::set_once();
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Self::from_json(replay_json).map_err(|e| JsValue::from_str(&e))
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}
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/// Snapshot the current `GameState` as a JS object (see `StateSnapshot`).
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pub fn state(&self) -> JsValue {
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serde_wasm_bindgen::to_value(&self.snapshot()).unwrap_or(JsValue::NULL)
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}
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/// Apply the next move; returns the post-step snapshot, or `null`
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/// once the move list is exhausted.
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pub fn step(&mut self) -> JsValue {
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match self.step_native() {
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Some(snap) => serde_wasm_bindgen::to_value(&snap).unwrap_or(JsValue::NULL),
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None => JsValue::NULL,
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}
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}
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/// Total number of moves the replay contains.
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pub fn total_steps(&self) -> usize {
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self.moves.len()
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}
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/// 0-indexed position of the next move to apply.
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pub fn step_idx(&self) -> usize {
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self.step_idx
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}
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/// Returns `true` once every move has been applied.
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pub fn is_finished(&self) -> bool {
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self.step_idx >= self.moves.len()
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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fn sample_replay_json() -> String {
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// Minimal v2 replay: seed 42, two stock clicks. Real winning
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// replays will have many more moves; for the test we just
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// verify deserialization + step() advances correctly.
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r#"{
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"schema_version": 2,
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"seed": 42,
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"draw_mode": "DrawOne",
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"mode": "Classic",
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"time_seconds": 60,
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"final_score": 100,
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"recorded_at": "2026-05-02",
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"moves": ["StockClick", "StockClick"]
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}"#
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.to_string()
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}
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/// Constructing from a valid v2 replay JSON must succeed and
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/// initialise step_idx to 0.
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#[test]
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fn new_initialises_step_idx_zero() {
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let player = ReplayPlayer::from_json(&sample_replay_json()).expect("valid JSON");
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assert_eq!(player.step_idx, 0);
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assert_eq!(player.moves.len(), 2);
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}
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/// Each step advances the index; once exhausted, step_native returns None.
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#[test]
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fn steps_advance_then_terminate() {
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let mut player = ReplayPlayer::from_json(&sample_replay_json()).expect("valid JSON");
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assert!(player.step_native().is_some());
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assert_eq!(player.step_idx, 1);
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assert!(player.step_native().is_some());
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assert_eq!(player.step_idx, 2);
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assert!(player.step_native().is_none(), "no further steps");
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}
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/// Malformed JSON returns an error rather than panicking.
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#[test]
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fn invalid_json_returns_error() {
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let result = ReplayPlayer::from_json("not valid json");
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assert!(result.is_err());
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}
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}
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Block a user