//! Backend-agnostic sync plugin for Solitaire Quest. //! //! On startup, the plugin spawns an async pull task on [`AsyncComputeTaskPool`] //! that fetches the remote payload from the active [`SyncProvider`]. Once the //! task resolves, the merged result is written to disk and the in-world //! resources are updated. On app exit, a blocking push sends the current local //! state to the backend. //! //! The plugin is completely backend-agnostic: the caller (usually //! `solitaire_app`) constructs the right [`SyncProvider`] implementation and //! passes it to [`SyncPlugin::new`]. No `match` on a backend enum variant ever //! occurs inside this module. use std::sync::Arc; use bevy::prelude::*; use bevy::tasks::{futures_lite::future, AsyncComputeTaskPool, Task}; use chrono::Utc; use uuid::Uuid; use solitaire_data::{ save_achievements_to, save_progress_to, save_stats_to, AchievementRecord, PlayerProgress, StatsSnapshot, SyncProvider, }; use solitaire_sync::{merge, SyncPayload}; use crate::achievement_plugin::{AchievementsResource, AchievementsStoragePath}; use crate::progress_plugin::{ProgressResource, ProgressStoragePath}; use crate::resources::{SyncStatus, SyncStatusResource}; use crate::stats_plugin::{StatsResource, StatsStoragePath}; // --------------------------------------------------------------------------- // Public resources // --------------------------------------------------------------------------- /// Wraps the active sync backend. Shared with async tasks via [`Arc`]. /// /// Registered by [`SyncPlugin`] during `build()`. Other plugins may read this /// resource to check [`SyncProvider::is_authenticated`] or /// [`SyncProvider::backend_name`]. #[derive(Resource, Clone)] pub struct SyncProviderResource(pub Arc); /// Holds a pending pull result transferred from the async compute task to the /// main thread. Consumed and cleared by [`poll_pull_result`]. #[derive(Resource, Default)] pub struct PullTaskResult(pub Option>); // --------------------------------------------------------------------------- // Internal resources // --------------------------------------------------------------------------- /// Holds the in-flight pull task so [`poll_pull_result`] can check its status /// each frame without blocking the main thread. #[derive(Resource, Default)] struct PullTask(Option>>); // --------------------------------------------------------------------------- // Plugin struct // --------------------------------------------------------------------------- /// Bevy plugin that manages the full sync lifecycle: /// /// - **Startup** — spawns an async pull task on [`AsyncComputeTaskPool`]. /// - **Update** — polls the task each frame; on completion merges the remote /// payload with local data, persists the result, and updates in-world /// resources. /// - **Last** — on [`AppExit`], performs a blocking push of the current local /// state to the active backend. /// /// Construct via [`SyncPlugin::new`], passing any type that implements /// [`SyncProvider`]. pub struct SyncPlugin { provider: Arc, } impl SyncPlugin { /// Create a new [`SyncPlugin`] backed by the given [`SyncProvider`]. /// /// The provider is heap-allocated and reference-counted so it can be /// cloned cheaply into async tasks. pub fn new(provider: impl SyncProvider + 'static) -> Self { Self { provider: Arc::new(provider), } } } impl Plugin for SyncPlugin { fn build(&self, app: &mut App) { app.insert_resource(SyncProviderResource(self.provider.clone())) .init_resource::() .init_resource::() .init_resource::() .add_systems(Startup, start_pull) .add_systems(Update, poll_pull_result) .add_systems(Last, push_on_exit); } } // --------------------------------------------------------------------------- // Systems // --------------------------------------------------------------------------- /// Startup system: spawns the async pull task and sets status to `Syncing`. fn start_pull( provider: Res, mut task_res: ResMut, mut status: ResMut, ) { let provider = provider.0.clone(); let task = AsyncComputeTaskPool::get().spawn(async move { provider.pull().await.map_err(|e| e.to_string()) }); task_res.0 = Some(task); status.0 = SyncStatus::Syncing; } /// Update system: polls the pull task without blocking. /// /// When the task resolves successfully: /// 1. Merges the remote payload with the current local state. /// 2. Persists the merged result atomically. /// 3. Updates the in-world [`StatsResource`], [`AchievementsResource`], and /// [`ProgressResource`]. /// 4. Sets [`SyncStatusResource`] to [`SyncStatus::LastSynced`]. /// /// On failure, sets [`SyncStatusResource`] to [`SyncStatus::Error`]. fn poll_pull_result( mut task_res: ResMut, mut status: ResMut, mut stats: ResMut, stats_path: Res, mut achievements: ResMut, achievements_path: Res, mut progress: ResMut, progress_path: Res, ) { let Some(task) = task_res.0.as_mut() else { return; }; let Some(result) = future::block_on(future::poll_once(task)) else { return; }; task_res.0 = None; match result { Ok(remote) => { let local = build_payload(&stats.0, &achievements.0, &progress.0); let (merged, _conflicts) = merge(&local, &remote); // Persist merged state atomically. if let Some(p) = &stats_path.0 { if let Err(e) = save_stats_to(p, &merged.stats) { warn!("sync: failed to persist stats: {e}"); } } if let Some(p) = &achievements_path.0 { if let Err(e) = save_achievements_to(p, &merged.achievements) { warn!("sync: failed to persist achievements: {e}"); } } if let Some(p) = &progress_path.0 { if let Err(e) = save_progress_to(p, &merged.progress) { warn!("sync: failed to persist progress: {e}"); } } // Update in-world resources. stats.0 = merged.stats; achievements.0 = merged.achievements; progress.0 = merged.progress; status.0 = SyncStatus::LastSynced(Utc::now()); } Err(e) => { warn!("sync pull failed: {e}"); status.0 = SyncStatus::Error(e); } } } /// Last-schedule system: pushes the current local state on [`AppExit`]. /// /// A blocking push is acceptable here — ARCHITECTURE.md §4 explicitly notes /// that blocking on exit is permitted because the game loop is already /// shutting down. fn push_on_exit( mut exit_events: EventReader, provider: Res, stats: Res, achievements: Res, progress: Res, ) { if exit_events.is_empty() { return; } exit_events.clear(); let payload = build_payload(&stats.0, &achievements.0, &progress.0); let provider = provider.0.clone(); // Prefer an existing tokio runtime; fall back to futures_lite block_on // for environments (e.g. tests) that don't have one. match tokio::runtime::Handle::try_current() { Ok(handle) => { let _ = handle.block_on(provider.push(&payload)); } Err(_) => { let _ = future::block_on(provider.push(&payload)); } } } // --------------------------------------------------------------------------- // Helpers // --------------------------------------------------------------------------- /// Constructs a [`SyncPayload`] from the current in-world state. /// /// `user_id` is set to [`Uuid::nil()`] — the server replaces it with the /// authenticated user's real ID when it processes the push request. fn build_payload( stats: &StatsSnapshot, achievements: &[AchievementRecord], progress: &PlayerProgress, ) -> SyncPayload { SyncPayload { user_id: Uuid::nil(), stats: stats.clone(), achievements: achievements.to_vec(), progress: progress.clone(), last_modified: Utc::now(), } } // --------------------------------------------------------------------------- // Tests // --------------------------------------------------------------------------- #[cfg(test)] mod tests { use super::*; use solitaire_data::SyncError; use solitaire_sync::SyncResponse; /// A no-op sync provider that always returns a default payload on pull /// and succeeds silently on push. Used to exercise the plugin in headless /// tests without any network I/O. struct NoOpProvider; #[async_trait::async_trait] impl SyncProvider for NoOpProvider { async fn pull(&self) -> Result { Ok(SyncPayload { user_id: Uuid::nil(), stats: StatsSnapshot::default(), achievements: vec![], progress: PlayerProgress::default(), last_modified: Utc::now(), }) } async fn push(&self, _payload: &SyncPayload) -> Result { Ok(SyncResponse { merged: SyncPayload { user_id: Uuid::nil(), stats: StatsSnapshot::default(), achievements: vec![], progress: PlayerProgress::default(), last_modified: Utc::now(), }, server_time: Utc::now(), conflicts: vec![], }) } fn backend_name(&self) -> &'static str { "no-op" } fn is_authenticated(&self) -> bool { false } } /// A provider that always fails on pull, used to test the error path. struct FailingProvider; #[async_trait::async_trait] impl SyncProvider for FailingProvider { async fn pull(&self) -> Result { Err(SyncError::Network("simulated failure".to_string())) } async fn push(&self, _payload: &SyncPayload) -> Result { Err(SyncError::Network("simulated failure".to_string())) } fn backend_name(&self) -> &'static str { "failing" } fn is_authenticated(&self) -> bool { false } } fn headless_app_with(provider: impl SyncProvider + 'static) -> App { let mut app = App::new(); app.add_plugins(MinimalPlugins) .add_plugins(crate::game_plugin::GamePlugin) .add_plugins(crate::table_plugin::TablePlugin) .add_plugins(crate::stats_plugin::StatsPlugin::headless()) .add_plugins(crate::progress_plugin::ProgressPlugin::headless()) .add_plugins(crate::achievement_plugin::AchievementPlugin::headless()) .add_plugins(SyncPlugin::new(provider)); // MinimalPlugins does not register keyboard input. app.init_resource::>(); app.update(); app } #[test] fn sync_provider_resource_is_registered() { let app = headless_app_with(NoOpProvider); assert!(app.world().get_resource::().is_some()); } #[test] fn sync_status_becomes_syncing_on_startup() { // After the first update() the startup system has run and set Syncing, // but the async task may not have resolved yet. let mut app = headless_app_with(NoOpProvider); // Run a second update to give the task pool a chance to complete. app.update(); // Status is either Syncing (task still running) or LastSynced (resolved). let status = &app.world().resource::().0; assert!( matches!( status, SyncStatus::Syncing | SyncStatus::LastSynced(_) ), "status should be Syncing or LastSynced, got {status:?}" ); } #[test] fn pull_failure_sets_error_status() { let mut app = headless_app_with(FailingProvider); // Pump frames until the task resolves (it's synchronous under // AsyncComputeTaskPool in test mode, so a few updates suffice). for _ in 0..5 { app.update(); } let status = &app.world().resource::().0; assert!( matches!(status, SyncStatus::Error(_)), "expected Error status after failing pull, got {status:?}" ); } #[test] fn build_payload_sets_nil_user_id() { let payload = build_payload( &StatsSnapshot::default(), &[], &PlayerProgress::default(), ); assert_eq!(payload.user_id, Uuid::nil()); } #[test] fn build_payload_clones_stats() { let mut stats = StatsSnapshot::default(); stats.games_played = 42; let payload = build_payload(&stats, &[], &PlayerProgress::default()); assert_eq!(payload.stats.games_played, 42); } }