fix(web): rebuild WASM pkg — foundation→tableau moves now work
Build and Deploy / build-and-push (push) Successful in 4m20s
Build and Deploy / build-and-push (push) Successful in 4m20s
The pre-built pkg predated fix c35c045 (enable take-from-foundation by
default) so the WASM game always had take_from_foundation=false, silently
rejecting every drag from a foundation pile to a tableau column.
Rebuilt with wasm-pack --release against current solitaire_core.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -40,20 +40,32 @@ export class ReplayPlayer {
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}
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}
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/**
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/**
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* Snapshot the current `GameState` as a JS object (see `StateSnapshot`).
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* Snapshot the current `GameState` as a JS object (see `StateSnapshot`).
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*
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* Throws a JS string exception on serialisation failure (should never
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* occur in practice — `StateSnapshot` contains only primitive types).
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* @returns {any}
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* @returns {any}
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*/
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*/
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state() {
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state() {
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const ret = wasm.replayplayer_state(this.__wbg_ptr);
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const ret = wasm.replayplayer_state(this.__wbg_ptr);
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return ret;
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if (ret[2]) {
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throw takeFromExternrefTable0(ret[1]);
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}
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return takeFromExternrefTable0(ret[0]);
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}
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}
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/**
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/**
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* Apply the next move; returns the post-step snapshot, or `null`
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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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* once the move list is exhausted.
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*
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* Returns `null` (not an exception) when the replay is finished.
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* Throws a JS string exception on serialisation failure.
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* @returns {any}
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* @returns {any}
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*/
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*/
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step() {
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step() {
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const ret = wasm.replayplayer_step(this.__wbg_ptr);
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const ret = wasm.replayplayer_step(this.__wbg_ptr);
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return ret;
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if (ret[2]) {
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throw takeFromExternrefTable0(ret[1]);
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}
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return takeFromExternrefTable0(ret[0]);
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}
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}
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/**
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/**
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* 0-indexed position of the next move to apply.
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* 0-indexed position of the next move to apply.
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@@ -157,11 +169,16 @@ export class SolitaireGame {
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}
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}
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/**
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/**
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* Full pile snapshot as a JS object.
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* Full pile snapshot as a JS object.
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*
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* Throws a JS string exception on serialisation failure.
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* @returns {any}
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* @returns {any}
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*/
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*/
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state() {
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state() {
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const ret = wasm.solitairegame_state(this.__wbg_ptr);
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const ret = wasm.solitairegame_state(this.__wbg_ptr);
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return ret;
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if (ret[2]) {
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throw takeFromExternrefTable0(ret[1]);
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}
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return takeFromExternrefTable0(ret[0]);
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}
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}
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/**
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/**
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* Undo the last move. Returns `{ok, error?, snapshot?}`.
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* Undo the last move. Returns `{ok, error?, snapshot?}`.
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@@ -180,6 +197,13 @@ function __wbg_get_imports() {
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const ret = Error(getStringFromWasm0(arg0, arg1));
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const ret = Error(getStringFromWasm0(arg0, arg1));
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return ret;
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return ret;
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},
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},
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__wbg_String_8564e559799eccda: function(arg0, arg1) {
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const ret = String(arg1);
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const ptr1 = passStringToWasm0(ret, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
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const len1 = WASM_VECTOR_LEN;
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getDataViewMemory0().setInt32(arg0 + 4 * 1, len1, true);
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getDataViewMemory0().setInt32(arg0 + 4 * 0, ptr1, true);
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},
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__wbg___wbindgen_throw_9c75d47bf9e7731e: function(arg0, arg1) {
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__wbg___wbindgen_throw_9c75d47bf9e7731e: function(arg0, arg1) {
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throw new Error(getStringFromWasm0(arg0, arg1));
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throw new Error(getStringFromWasm0(arg0, arg1));
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},
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},
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