feat(engine): in-engine replay playback core
Promotes the replay feature from disk-only to a real in-engine playback path. A new ReplayPlaybackState resource models a three- state machine (Inactive / Playing / Completed); start_replay_playback resets the live game to the recorded deal via GameState::new_with_mode(seed, draw_mode, mode) and a tick system fires the canonical MoveRequestEvent / DrawRequestEvent for each recorded move at REPLAY_MOVE_INTERVAL_SECS (0.45s). The reset path bypasses NewGameRequestEvent because the existing event always sources draw_mode from Settings — a Draw-1 replay would silently coerce to Draw-3 (or vice versa) on a player whose preference doesn't match the recording. Inserting GameStateResource directly applies the recording's exact draw_mode and sidesteps the abandon-current-game confirmation modal that would otherwise block playback. Recording suppression during playback is non-invasive: a sibling system snapshots RecordingReplay's length on entry to playback and truncates the buffer back to that mark every frame while is_playing or is_completed. game_plugin's recording append paths are untouched. Completion lingers for REPLAY_COMPLETION_LINGER_SECS (5s) so the overlay can show "Replay complete" before the auto-clear flips state to Inactive. Six new tests cover the state transitions, tick cadence, canonical event firing, completion, stop-clears-state, and the recording-suppression contract. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -24,6 +24,8 @@ pub mod onboarding_plugin;
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pub mod pause_plugin;
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pub mod profile_plugin;
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pub mod radial_menu;
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pub mod replay_overlay;
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pub mod replay_playback;
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pub mod settings_plugin;
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pub mod progress_plugin;
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pub mod resources;
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@@ -112,6 +114,14 @@ pub use radial_menu::{
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legal_destinations_for_card, radial_anchor_for_index, radial_hovered_index, RadialIcon,
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RadialMenuPlugin, RightClickRadialState, Z_RADIAL_MENU,
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};
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pub use replay_overlay::{
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ReplayOverlayBannerText, ReplayOverlayPlugin, ReplayOverlayProgressText, ReplayOverlayRoot,
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ReplayStopButton, Z_REPLAY_OVERLAY,
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};
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pub use replay_playback::{
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start_replay_playback, stop_replay_playback, ReplayPlaybackPlugin, ReplayPlaybackState,
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REPLAY_COMPLETION_LINGER_SECS, REPLAY_MOVE_INTERVAL_SECS,
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};
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pub use settings_plugin::{
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PendingWindowGeometry, SettingsChangedEvent, SettingsPlugin, SettingsResource, SettingsScreen,
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SFX_STEP, WINDOW_GEOMETRY_DEBOUNCE_SECS,
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@@ -0,0 +1,682 @@
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//! In-engine replay playback core.
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//!
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//! When the player clicks "Watch replay" on the Stats overlay, the live
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//! game state is reset to the deal seeded from the replay's `seed` /
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//! `mode` / `draw_mode`, and the engine ticks through `replay.moves` at a
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//! steady cadence — firing the canonical [`MoveRequestEvent`] /
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//! [`DrawRequestEvent`] for each one. The existing animation pipeline
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//! plays back identically to a live game.
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//!
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//! ## Public surface
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//!
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//! - [`ReplayPlaybackState`] — single source of truth for whether
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//! playback is live, how far through the move list we've ticked, and
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//! how long until the next advance.
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//! - [`start_replay_playback`] — public entry point; the Stats
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//! "Watch replay" button calls this. Resets the game to the recorded
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//! deal and transitions the state machine to
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//! [`ReplayPlaybackState::Playing`].
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//! - [`stop_replay_playback`] — interrupts playback at any time. Safe to
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//! call when [`ReplayPlaybackState::Inactive`].
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//! - [`ReplayPlaybackPlugin`] — registers the resource and the tick /
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//! linger systems.
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//!
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//! ## Coordination note
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//!
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//! This module is built in parallel with the Stats-side overlay. The
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//! resource shape, helper signatures, and plugin marker match the
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//! contract the overlay agent reads against — see also the docs on the
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//! enum variants.
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//!
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//! ## Recording is paused during playback
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//!
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//! Playback fires the same [`MoveRequestEvent`] / [`DrawRequestEvent`]
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//! the live engine handles. Without intervention, [`RecordingReplay`]
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//! would re-record those events and a replay would re-record itself
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//! indefinitely. To prevent that, [`record_replay_skip_during_playback`]
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//! snapshots the recording's length at the start of playback and
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//! truncates the buffer back to that length every frame. This keeps
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//! the recording contract opaque to `game_plugin` — no event-source
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//! flag is threaded through, no every-callsite gate is added.
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use bevy::prelude::*;
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use solitaire_data::{Replay, ReplayMove};
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use crate::events::{DrawRequestEvent, MoveRequestEvent, StateChangedEvent};
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use crate::game_plugin::{GameMutation, RecordingReplay};
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use crate::resources::GameStateResource;
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/// Per-move duration during playback. Tunable in Settings later;
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/// hardcoded for v1.
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pub const REPLAY_MOVE_INTERVAL_SECS: f32 = 0.45;
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/// How long the [`ReplayPlaybackState::Completed`] state lingers before
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/// the auto-clear system transitions it back to
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/// [`ReplayPlaybackState::Inactive`]. Gives the overlay UI time to
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/// display "Replay complete" before dismissing.
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pub const REPLAY_COMPLETION_LINGER_SECS: f32 = 5.0;
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/// Lifecycle state of an in-flight replay playback.
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///
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/// The default state is [`Inactive`](Self::Inactive) — no replay is
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/// running. The overlay (and any other consumer) reads this resource to
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/// decide whether the "Replay" banner should be visible and what
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/// progress to display.
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///
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/// Lifecycle:
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/// 1. Default state is [`Inactive`](Self::Inactive).
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/// 2. [`start_replay_playback`] transitions to
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/// [`Playing`](Self::Playing) and resets the live `GameState` to the
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/// replay's recorded deal.
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/// 3. The tick system [`tick_replay_playback`] advances `cursor` once
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/// per [`REPLAY_MOVE_INTERVAL_SECS`] and fires the canonical event
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/// for each [`ReplayMove`].
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/// 4. When `cursor == replay.moves.len()`, the state transitions to
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/// [`Completed`](Self::Completed). It lingers for
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/// [`REPLAY_COMPLETION_LINGER_SECS`] (driven by
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/// [`auto_clear_completed_replay`]) before returning to
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/// [`Inactive`](Self::Inactive).
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/// 5. [`stop_replay_playback`] interrupts at any time and forces the
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/// state back to [`Inactive`](Self::Inactive).
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#[derive(Resource, Debug, Default)]
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pub enum ReplayPlaybackState {
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/// No replay is being played back. The overlay despawns itself when
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/// the resource transitions back to this variant.
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#[default]
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Inactive,
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/// A replay is currently being played back. The overlay reads
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/// `replay.moves.len()` for the denominator of the progress
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/// indicator and `cursor` for the numerator.
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Playing {
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/// The replay being played back. Owned so the state is the
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/// only place playback metadata lives — no separate resource
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/// needed.
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replay: Replay,
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/// Index of the next move to apply, in `[0, replay.moves.len()]`.
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cursor: usize,
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/// Seconds remaining until the next move is dispatched.
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secs_to_next: f32,
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},
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/// The replay finished playing back. The overlay swaps the banner
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/// label to "Replay complete" until [`auto_clear_completed_replay`]
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/// transitions back to [`Inactive`](Self::Inactive) a few seconds
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/// later.
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Completed,
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}
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impl ReplayPlaybackState {
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/// Returns `true` when a replay is currently being played back.
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pub fn is_playing(&self) -> bool {
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matches!(self, Self::Playing { .. })
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}
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/// Returns `true` when the replay has finished but the resource has
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/// not yet been auto-cleared back to [`Self::Inactive`].
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pub fn is_completed(&self) -> bool {
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matches!(self, Self::Completed)
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}
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/// Returns `(cursor, total)` when a replay is in progress so the
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/// overlay can render `"Move N of M"`. Returns `None` while
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/// [`Inactive`](Self::Inactive) or [`Completed`](Self::Completed) —
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/// the replay is consumed when transitioning out of `Playing`, so
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/// the total is no longer available in `Completed`.
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pub fn progress(&self) -> Option<(usize, usize)> {
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match self {
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Self::Playing { replay, cursor, .. } => Some((*cursor, replay.moves.len())),
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Self::Inactive | Self::Completed => None,
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}
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}
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}
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/// Public entry point — call from the Stats "Watch replay" button
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/// handler.
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///
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/// Resets the live [`GameStateResource`] to a fresh deal seeded from
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/// `replay.seed` / `replay.draw_mode` / `replay.mode` (via
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/// [`Commands::insert_resource`]), then transitions the state machine
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/// to [`ReplayPlaybackState::Playing`] with `cursor: 0` and
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/// `secs_to_next: REPLAY_MOVE_INTERVAL_SECS`.
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///
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/// `commands` is used to overwrite [`GameStateResource`] in a deferred
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/// flush — equivalent to what `handle_new_game` does, minus the
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/// [`crate::events::NewGameRequestEvent`] round-trip and the
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/// abandon-current-game confirmation modal (which would block playback
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/// indefinitely). Using `Commands` rather than [`crate::events::NewGameRequestEvent`]
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/// also sidesteps the fact that `NewGameRequestEvent` has no
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/// `draw_mode_override` field — `handle_new_game` always reads
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/// `draw_mode` from `Settings`, which would silently coerce a Draw-1
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/// replay into a Draw-3 game (or vice versa) when the player's
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/// settings disagree with the recording.
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///
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/// Safe to call from any state — if a replay is already playing it is
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/// dropped and the new one starts immediately.
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pub fn start_replay_playback(
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commands: &mut Commands,
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state: &mut ResMut<ReplayPlaybackState>,
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replay: Replay,
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) {
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use solitaire_core::game_state::GameState;
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let fresh = GameState::new_with_mode(replay.seed, replay.draw_mode.clone(), replay.mode);
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commands.insert_resource(GameStateResource(fresh));
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**state = ReplayPlaybackState::Playing {
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replay,
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cursor: 0,
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secs_to_next: REPLAY_MOVE_INTERVAL_SECS,
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};
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}
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/// Aborts an in-flight replay playback and resets
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/// [`ReplayPlaybackState`] back to [`ReplayPlaybackState::Inactive`].
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///
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/// Safe to call from any state — when already
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/// [`ReplayPlaybackState::Inactive`] it simply re-asserts inactivity.
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///
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/// The current [`GameStateResource`] is left as-is: the player sees the
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/// replay's most-recently-applied state until they start a fresh game
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/// manually. This avoids forcing an extra deal animation in their face
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/// the moment they cancel.
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///
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/// `commands` is currently unused but accepted to match the
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/// [`start_replay_playback`] signature — leaves room to hook in
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/// cleanup (e.g. despawning playback-only overlays) without a future
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/// API break.
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pub fn stop_replay_playback(
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_commands: &mut Commands,
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state: &mut ResMut<ReplayPlaybackState>,
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) {
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**state = ReplayPlaybackState::Inactive;
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}
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/// Tick system. Runs every frame; only does work when
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/// [`ReplayPlaybackState::is_playing`].
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///
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/// Drains `secs_to_next` by `time.delta_secs()`. When the countdown
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/// expires, fires the canonical event for the move at `cursor`,
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/// increments `cursor`, and resets `secs_to_next`. When `cursor`
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/// reaches `replay.moves.len()`, transitions to
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/// [`ReplayPlaybackState::Completed`].
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///
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/// The advance loop is a `while`, not an `if`, so coarse time steps
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/// (e.g. test-driven 200 ms ticks against a 450 ms interval) still
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/// fire the right number of events — accumulated debt is paid off
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/// across as many advances as needed in the same frame. In normal
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/// gameplay frame deltas are well below `REPLAY_MOVE_INTERVAL_SECS`,
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/// so the loop runs at most once per frame.
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fn tick_replay_playback(
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time: Res<Time>,
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mut state: ResMut<ReplayPlaybackState>,
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mut moves_writer: MessageWriter<MoveRequestEvent>,
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mut draws_writer: MessageWriter<DrawRequestEvent>,
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) {
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let dt = time.delta_secs();
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let mut transition_to_completed = false;
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if let ReplayPlaybackState::Playing {
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replay,
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cursor,
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secs_to_next,
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} = state.as_mut()
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{
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*secs_to_next -= dt;
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while *secs_to_next <= 0.0 && *cursor < replay.moves.len() {
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match &replay.moves[*cursor] {
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ReplayMove::Move { from, to, count } => {
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moves_writer.write(MoveRequestEvent {
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from: from.clone(),
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to: to.clone(),
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count: *count,
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});
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}
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ReplayMove::StockClick => {
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draws_writer.write(DrawRequestEvent);
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}
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}
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*cursor += 1;
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*secs_to_next += REPLAY_MOVE_INTERVAL_SECS;
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}
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if *cursor >= replay.moves.len() {
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transition_to_completed = true;
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}
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}
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if transition_to_completed {
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*state = ReplayPlaybackState::Completed;
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}
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}
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/// Local timer for the [`ReplayPlaybackState::Completed`] linger.
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/// Resets to zero whenever the state transitions out of
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/// [`ReplayPlaybackState::Completed`].
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#[derive(Default)]
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struct CompletionLinger(f32);
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/// Auto-clear system. While [`ReplayPlaybackState::Completed`],
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/// accumulates time and transitions back to
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/// [`ReplayPlaybackState::Inactive`] once
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/// [`REPLAY_COMPLETION_LINGER_SECS`] has elapsed.
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fn auto_clear_completed_replay(
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time: Res<Time>,
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mut state: ResMut<ReplayPlaybackState>,
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mut linger: Local<CompletionLinger>,
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) {
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if state.is_completed() {
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linger.0 += time.delta_secs();
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if linger.0 >= REPLAY_COMPLETION_LINGER_SECS {
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*state = ReplayPlaybackState::Inactive;
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linger.0 = 0.0;
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}
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} else {
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// Reset whenever we're not in Completed so the next completion
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// measures from zero rather than accumulating across cycles.
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linger.0 = 0.0;
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}
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}
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/// Local cache of the recording buffer's length at the start of
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/// playback. Lets us roll back any growth during playback without
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/// touching `game_plugin`'s recording call sites.
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#[derive(Default)]
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struct RecordingSnapshot {
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/// `Some(len)` while playback is active. The recording is
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/// truncated back to this length every frame so playback-driven
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/// events leak no entries into the recorded move list. `None`
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/// when not playing — recording behaves normally.
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snapshot_len: Option<usize>,
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}
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/// Recording-pause system. While [`ReplayPlaybackState::is_playing`],
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/// snapshots the recording's length on entry and truncates the
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/// recording back to that length every frame. This keeps the live
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/// [`RecordingReplay`] opaque to `game_plugin`'s `handle_move` /
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/// `handle_draw` — those still push unconditionally; we just wipe the
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/// playback-driven entries before any other system can read them.
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///
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/// Implemented this way because [`RecordingReplay`] is mutated inside
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/// the [`GameMutation`] system set (the schedule set that owns
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/// `handle_move` / `handle_draw`). We schedule this system
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/// `.after(GameMutation)` so the truncation runs each frame *after*
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/// the unconditional push, removing the same entry the playback tick
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/// caused.
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fn record_replay_skip_during_playback(
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state: Res<ReplayPlaybackState>,
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mut recording: ResMut<RecordingReplay>,
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mut snap: Local<RecordingSnapshot>,
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) {
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// Treat `Playing` and `Completed` identically for the purpose of
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// recording suppression. The tick system's final advance fires
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// its event in the same frame it transitions to `Completed`; the
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// event is then consumed by `handle_move` / `handle_draw` either
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// this frame (race-dependent on system order) or the next. By
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// suppressing recording growth across both states, we close that
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// window cleanly: the snapshot survives until the resource is
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// back to `Inactive` (auto-cleared after
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// `REPLAY_COMPLETION_LINGER_SECS`).
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if state.is_playing() || state.is_completed() {
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let baseline = match snap.snapshot_len {
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Some(n) => n,
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None => {
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let n = recording.moves.len();
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snap.snapshot_len = Some(n);
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n
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}
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};
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if recording.moves.len() > baseline {
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recording.moves.truncate(baseline);
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}
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} else {
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// Drop the snapshot when neither playing nor completed so
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// the next playback cycle re-anchors to whatever the
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// recording is at that point.
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snap.snapshot_len = None;
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}
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}
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/// On-completion side effect: fire a single [`StateChangedEvent`] when
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/// playback transitions from `Playing` to `Completed` so any UI that
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/// listens for state mutations refreshes one final time. Cheap and
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/// idempotent — `StateChangedEvent` is a one-shot signal.
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fn fire_state_changed_on_completion(
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state: Res<ReplayPlaybackState>,
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mut last_was_completed: Local<bool>,
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mut writer: MessageWriter<StateChangedEvent>,
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) {
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let now_completed = state.is_completed();
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if now_completed && !*last_was_completed {
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writer.write(StateChangedEvent);
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}
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*last_was_completed = now_completed;
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}
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/// Bevy plugin that initialises [`ReplayPlaybackState`] and drives
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/// playback ticks, completion linger, and the recording-pause guard.
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///
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/// Register this in the main app alongside [`crate::game_plugin::GamePlugin`].
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/// Tests can install it under [`MinimalPlugins`] to exercise the public
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/// API without spinning up the full client.
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pub struct ReplayPlaybackPlugin;
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impl Plugin for ReplayPlaybackPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<ReplayPlaybackState>()
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.add_systems(
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Update,
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(
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tick_replay_playback,
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auto_clear_completed_replay,
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fire_state_changed_on_completion,
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)
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.chain(),
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)
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.add_systems(
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Update,
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record_replay_skip_during_playback.after(GameMutation),
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);
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}
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}
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// ---------------------------------------------------------------------------
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// Tests
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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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use crate::game_plugin::GamePlugin;
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use bevy::time::TimeUpdateStrategy;
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use chrono::NaiveDate;
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use solitaire_core::game_state::{DrawMode, GameMode};
|
||||
use solitaire_core::pile::PileType;
|
||||
use std::time::Duration;
|
||||
|
||||
/// Builds a headless `App` with `MinimalPlugins`, `GamePlugin`, and
|
||||
/// `ReplayPlaybackPlugin`. `GamePlugin` brings the canonical
|
||||
/// `MoveRequestEvent` / `DrawRequestEvent` registrations along with
|
||||
/// `RecordingReplay` so the recording-pause test can read it.
|
||||
fn headless_app() -> App {
|
||||
let mut app = App::new();
|
||||
app.add_plugins(MinimalPlugins)
|
||||
.add_plugins(GamePlugin::headless())
|
||||
.add_plugins(ReplayPlaybackPlugin);
|
||||
// Disable game-state persistence so tests don't touch the
|
||||
// real ~/.local/share/solitaire_quest/game_state.json.
|
||||
app.insert_resource(crate::game_plugin::GameStatePath(None));
|
||||
app.insert_resource(crate::game_plugin::ReplayPath(None));
|
||||
// Tick once so any startup systems flush before the first
|
||||
// assertion.
|
||||
app.update();
|
||||
app
|
||||
}
|
||||
|
||||
/// `Time<Virtual>` clamps each tick to `max_delta` (default 250 ms),
|
||||
/// so we drive 200 ms steps and call `update` enough times to pass
|
||||
/// the requested duration.
|
||||
fn advance_by(app: &mut App, total_secs: f32) {
|
||||
app.insert_resource(TimeUpdateStrategy::ManualDuration(
|
||||
Duration::from_secs_f32(0.2),
|
||||
));
|
||||
let ticks = (total_secs / 0.2).ceil() as usize + 1;
|
||||
for _ in 0..ticks {
|
||||
app.update();
|
||||
}
|
||||
}
|
||||
|
||||
/// A 3-move replay covering both `Move` and `StockClick` variants.
|
||||
/// Seed 12345 is arbitrary — the test asserts on event counts and
|
||||
/// move shapes, not on board positions.
|
||||
fn sample_replay_three_moves() -> Replay {
|
||||
Replay::new(
|
||||
12345,
|
||||
DrawMode::DrawOne,
|
||||
GameMode::Classic,
|
||||
60,
|
||||
500,
|
||||
NaiveDate::from_ymd_opt(2026, 5, 5).expect("valid date"),
|
||||
vec![
|
||||
ReplayMove::StockClick,
|
||||
ReplayMove::Move {
|
||||
from: PileType::Waste,
|
||||
to: PileType::Tableau(3),
|
||||
count: 1,
|
||||
},
|
||||
ReplayMove::StockClick,
|
||||
],
|
||||
)
|
||||
}
|
||||
|
||||
/// Scoped helper to invoke `start_replay_playback` from within the
|
||||
/// app's `World` (the public API takes `Commands`, which only
|
||||
/// exists inside systems). We use a one-shot system to obtain the
|
||||
/// `Commands`.
|
||||
fn start_playback(app: &mut App, replay: Replay) {
|
||||
#[derive(Resource)]
|
||||
struct ReplayInbox(Option<Replay>);
|
||||
app.insert_resource(ReplayInbox(Some(replay)));
|
||||
|
||||
fn run(
|
||||
mut commands: Commands,
|
||||
mut state: ResMut<ReplayPlaybackState>,
|
||||
mut inbox: ResMut<ReplayInbox>,
|
||||
) {
|
||||
if let Some(replay) = inbox.0.take() {
|
||||
start_replay_playback(&mut commands, &mut state, replay);
|
||||
}
|
||||
}
|
||||
let id = app.world_mut().register_system(run);
|
||||
app.world_mut()
|
||||
.run_system(id)
|
||||
.expect("one-shot start_playback");
|
||||
}
|
||||
|
||||
fn stop_playback(app: &mut App) {
|
||||
fn run(mut commands: Commands, mut state: ResMut<ReplayPlaybackState>) {
|
||||
stop_replay_playback(&mut commands, &mut state);
|
||||
}
|
||||
let id = app.world_mut().register_system(run);
|
||||
app.world_mut()
|
||||
.run_system(id)
|
||||
.expect("one-shot stop_playback");
|
||||
}
|
||||
|
||||
/// Fresh state must be `Inactive`. After `start_replay_playback`
|
||||
/// the state must be `Playing { cursor: 0, .. }` carrying the
|
||||
/// supplied replay.
|
||||
#[test]
|
||||
fn start_replay_playback_transitions_inactive_to_playing() {
|
||||
let mut app = headless_app();
|
||||
assert!(matches!(
|
||||
*app.world().resource::<ReplayPlaybackState>(),
|
||||
ReplayPlaybackState::Inactive
|
||||
));
|
||||
|
||||
let replay = sample_replay_three_moves();
|
||||
start_playback(&mut app, replay.clone());
|
||||
// Apply the deferred Commands flush.
|
||||
app.update();
|
||||
|
||||
let state = app.world().resource::<ReplayPlaybackState>();
|
||||
match state {
|
||||
ReplayPlaybackState::Playing {
|
||||
cursor,
|
||||
replay: r,
|
||||
..
|
||||
} => {
|
||||
assert_eq!(*cursor, 0);
|
||||
assert_eq!(r.seed, replay.seed);
|
||||
assert_eq!(r.moves.len(), 3);
|
||||
}
|
||||
other => panic!("expected Playing, got {other:?}"),
|
||||
}
|
||||
assert_eq!(state.progress(), Some((0, 3)));
|
||||
}
|
||||
|
||||
/// One full interval (plus a small margin to clear the boundary)
|
||||
/// must advance the cursor by at least one.
|
||||
#[test]
|
||||
fn tick_advances_cursor_after_interval() {
|
||||
let mut app = headless_app();
|
||||
start_playback(&mut app, sample_replay_three_moves());
|
||||
app.update();
|
||||
|
||||
// Drive virtual time forward by one interval.
|
||||
advance_by(&mut app, REPLAY_MOVE_INTERVAL_SECS + 0.05);
|
||||
|
||||
let state = app.world().resource::<ReplayPlaybackState>();
|
||||
match state {
|
||||
ReplayPlaybackState::Playing { cursor, .. } => {
|
||||
assert!(
|
||||
*cursor >= 1,
|
||||
"expected cursor advanced past one move, got {cursor}",
|
||||
);
|
||||
}
|
||||
other => panic!("expected Playing, got {other:?}"),
|
||||
}
|
||||
}
|
||||
|
||||
/// Driving past `n * REPLAY_MOVE_INTERVAL_SECS` must produce
|
||||
/// `n` events that match the recorded move kinds. We register a
|
||||
/// pair of accumulator systems that drain `MoveRequestEvent` /
|
||||
/// `DrawRequestEvent` into resources every frame — using a
|
||||
/// detached cursor across many `app.update()` calls is unreliable
|
||||
/// because Bevy's `Messages` double-buffer drops events older
|
||||
/// than two frames.
|
||||
#[test]
|
||||
fn tick_fires_canonical_event_for_each_move() {
|
||||
#[derive(Resource, Default)]
|
||||
struct CapturedMoves(Vec<MoveRequestEvent>);
|
||||
#[derive(Resource, Default)]
|
||||
struct CapturedDraws(usize);
|
||||
|
||||
fn collect_moves(
|
||||
mut events: MessageReader<MoveRequestEvent>,
|
||||
mut sink: ResMut<CapturedMoves>,
|
||||
) {
|
||||
for ev in events.read() {
|
||||
sink.0.push(ev.clone());
|
||||
}
|
||||
}
|
||||
fn collect_draws(
|
||||
mut events: MessageReader<DrawRequestEvent>,
|
||||
mut sink: ResMut<CapturedDraws>,
|
||||
) {
|
||||
for _ in events.read() {
|
||||
sink.0 += 1;
|
||||
}
|
||||
}
|
||||
|
||||
let mut app = headless_app();
|
||||
app.init_resource::<CapturedMoves>()
|
||||
.init_resource::<CapturedDraws>()
|
||||
.add_systems(Update, (collect_moves, collect_draws));
|
||||
|
||||
start_playback(&mut app, sample_replay_three_moves());
|
||||
app.update();
|
||||
|
||||
// Drive through 3 intervals. Add a small margin to ensure the
|
||||
// last firing isn't sitting exactly on the boundary.
|
||||
advance_by(&mut app, REPLAY_MOVE_INTERVAL_SECS * 3.0 + 0.1);
|
||||
|
||||
let captured_moves = app.world().resource::<CapturedMoves>();
|
||||
let captured_draws = app.world().resource::<CapturedDraws>();
|
||||
|
||||
// Sample replay: StockClick, Move { Waste -> Tableau(3), 1 }, StockClick.
|
||||
assert_eq!(
|
||||
captured_draws.0, 2,
|
||||
"expected 2 DrawRequestEvent (two StockClicks)",
|
||||
);
|
||||
assert_eq!(
|
||||
captured_moves.0.len(),
|
||||
1,
|
||||
"expected 1 MoveRequestEvent (the single Move variant)",
|
||||
);
|
||||
let m = &captured_moves.0[0];
|
||||
assert!(matches!(m.from, PileType::Waste));
|
||||
assert!(matches!(m.to, PileType::Tableau(3)));
|
||||
assert_eq!(m.count, 1);
|
||||
}
|
||||
|
||||
/// Driving past one interval on a single-move replay must
|
||||
/// transition to `Completed`.
|
||||
#[test]
|
||||
fn playback_completes_when_cursor_reaches_end() {
|
||||
let mut app = headless_app();
|
||||
let one_move = Replay::new(
|
||||
42,
|
||||
DrawMode::DrawOne,
|
||||
GameMode::Classic,
|
||||
10,
|
||||
100,
|
||||
NaiveDate::from_ymd_opt(2026, 5, 5).expect("valid date"),
|
||||
vec![ReplayMove::StockClick],
|
||||
);
|
||||
start_playback(&mut app, one_move);
|
||||
app.update();
|
||||
|
||||
advance_by(&mut app, REPLAY_MOVE_INTERVAL_SECS + 0.1);
|
||||
|
||||
let state = app.world().resource::<ReplayPlaybackState>();
|
||||
assert!(
|
||||
state.is_completed(),
|
||||
"expected Completed after consuming the only move, got {state:?}",
|
||||
);
|
||||
}
|
||||
|
||||
/// `stop_replay_playback` must force the state back to `Inactive`
|
||||
/// even mid-playback.
|
||||
#[test]
|
||||
fn stop_replay_playback_returns_to_inactive() {
|
||||
let mut app = headless_app();
|
||||
start_playback(&mut app, sample_replay_three_moves());
|
||||
app.update();
|
||||
// Tick once so the state is well and truly `Playing`.
|
||||
advance_by(&mut app, 0.1);
|
||||
assert!(app.world().resource::<ReplayPlaybackState>().is_playing());
|
||||
|
||||
stop_playback(&mut app);
|
||||
app.update();
|
||||
|
||||
assert!(matches!(
|
||||
*app.world().resource::<ReplayPlaybackState>(),
|
||||
ReplayPlaybackState::Inactive
|
||||
));
|
||||
}
|
||||
|
||||
/// Recording must remain frozen during playback. Pre-populate the
|
||||
/// recording with one entry, start playback, and assert the
|
||||
/// recording's move list is unchanged after several ticks.
|
||||
#[test]
|
||||
fn recording_paused_during_playback() {
|
||||
let mut app = headless_app();
|
||||
// Pre-populate the recording with one entry that should
|
||||
// survive playback unchanged. Mirrors the situation where the
|
||||
// player partway through a game opens stats and clicks Watch
|
||||
// Replay — their in-flight recording must not get clobbered.
|
||||
{
|
||||
let mut rec = app.world_mut().resource_mut::<RecordingReplay>();
|
||||
rec.moves.push(ReplayMove::StockClick);
|
||||
}
|
||||
start_playback(&mut app, sample_replay_three_moves());
|
||||
app.update();
|
||||
|
||||
let baseline_len = app.world().resource::<RecordingReplay>().moves.len();
|
||||
assert_eq!(
|
||||
baseline_len, 1,
|
||||
"preconditions: recording starts with one entry",
|
||||
);
|
||||
|
||||
// Drive playback through every move in the replay. Each move
|
||||
// would normally append to `RecordingReplay`; the pause
|
||||
// system must clamp the recording back to `baseline_len` on
|
||||
// every frame.
|
||||
advance_by(&mut app, REPLAY_MOVE_INTERVAL_SECS * 4.0 + 0.1);
|
||||
|
||||
let after_len = app.world().resource::<RecordingReplay>().moves.len();
|
||||
assert_eq!(
|
||||
after_len, baseline_len,
|
||||
"recording must not grow while playback is active",
|
||||
);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user