test(core,data): verify schema-v3 round-trip; pin upstream git deps
- solitaire_data: add game_state_v3_mid_game_round_trip — first test to exercise the schema-v3 instruction-replay path with a real mid-game state (draws + card move + undo); GameState::PartialEq validates all pile layouts, score, move_count, undo_count, and recycle_count - solitaire_data: add save_format_v2_is_rejected — schema-version gate test, parallel to the existing v1 rejection fixture - solitaire_core: add SavedInstruction proptest (256 random cases across all three instruction variants) and four boundary unit tests for out-of-range Tableau/Foundation/SkipCards values - solitaire_core: document pile() KlondikePile::Stock → waste mapping - solitaire_core: document replay_config() take_from_foundation=true invariant and the re-export policy for upstream types - Cargo.toml: pin card_game + klondike git deps to rev 99b49e62 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -495,6 +495,98 @@ mod tests {
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assert_eq!(loaded, StatsSnapshot::default());
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}
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/// Schema v3 serialises the instruction history, not raw pile state. The
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/// deserialiser replays all `saved_moves` to reconstruct every pile.
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/// A fresh-game test (zero moves) never exercises that replay path, so
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/// this test plays several real moves — including an undo — before
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/// saving, then asserts the full pile layout round-trips exactly.
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///
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/// `GameState::PartialEq` covers stock, waste, all four foundations, all
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/// seven tableau columns, `score`, `move_count`, `undo_count`, and
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/// `recycle_count`. Any breakage in `From<KlondikeInstruction>` or
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/// `TryFrom<SavedInstruction>` will cause at least one pile to disagree.
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#[test]
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fn game_state_v3_mid_game_round_trip() {
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use solitaire_core::KlondikePile;
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use solitaire_core::game_state::{DrawMode, GameState};
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let path = gs_path("v3_mid_game");
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let _ = fs::remove_file(&path);
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let mut gs = GameState::new(42, DrawMode::DrawOne);
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// Draw several times to populate the instruction history with
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// RotateStock entries and expose waste cards for further moves.
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for _ in 0..6 {
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if gs.draw().is_err() {
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break;
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}
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}
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// Execute the first available DstTableau or DstFoundation move so the
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// instruction history contains a type other than RotateStock.
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let moves = gs.possible_instructions();
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if let Some((from, to, count)) = moves.iter().copied().find(|(_, to, _)| {
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matches!(to, KlondikePile::Tableau(_) | KlondikePile::Foundation(_))
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}) {
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let _ = gs.move_cards(from, to, count);
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}
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// Undo once: verifies that `undo_count` is persisted and that the
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// truncated history (post-undo) replays back to the correct state.
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if gs.undo_stack_len() > 0 {
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let _ = gs.undo();
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}
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// The instruction history must be non-empty for this test to exercise
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// the schema-v3 replay path at all. Seed 42 + 6 draws always succeeds.
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assert!(
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gs.undo_stack_len() > 0,
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"instruction history must be non-empty (seed 42 always produces draws)",
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);
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save_game_state_to(&path, &gs).expect("save");
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let loaded = load_game_state_from(&path)
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.expect("a valid in-progress game must load without error");
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assert_eq!(
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loaded, gs,
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"all pile layouts and counters must be identical after schema-v3 round-trip",
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);
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}
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/// Schema v2 stored raw pile arrays and undo snapshots (no instruction
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/// history). Any file claiming `schema_version: 2` must be rejected so
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/// players upgrading from an older build start with a fresh game rather
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/// than a half-reconstructed state.
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#[test]
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fn save_format_v2_is_rejected() {
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let path = gs_path("schema_v2");
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let _ = fs::remove_file(&path);
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// Structurally valid JSON for `PersistedGameState` but with
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// `schema_version: 2`. The schema-version gate in
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// `GameState::deserialize` must reject this before replay starts.
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let v2_json = r#"{
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"draw_mode": "DrawOne",
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"mode": "Classic",
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"score": 0,
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"elapsed_seconds": 0,
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"seed": 42,
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"undo_count": 0,
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"recycle_count": 0,
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"take_from_foundation": true,
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"schema_version": 2,
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"saved_moves": []
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}"#;
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fs::write(&path, v2_json).expect("write v2 fixture");
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assert!(
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load_game_state_from(&path).is_none(),
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"schema v2 game_state.json must be rejected — player must start a fresh game",
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);
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}
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// -----------------------------------------------------------------------
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// Time Attack session persistence
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//
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