3e11e9e79a
Closes the last solver-on-main-thread hot path. The synchronous
v0.17.0 hint flow called solitaire_core::solver::try_solve_from_state
inline on every H press; median latency was ~2 ms but pathological
positions hit the SolverConfig::default() cap at ~120 ms — a visible
input stall on the same frame the player presses H.
Mirrors the d489e7a PendingNewGameSeed pattern. New module
pending_hint.rs holds:
- PendingHintTask resource carrying an Option<HintTask> with
handle: Task<HintTaskOutput> plus move_count_at_spawn for
staleness detection.
- HintTaskOutput enum: SolverMove { from, to } when the verdict
is Winnable + a first_move; NeedsHeuristic when the solver
returns Unwinnable or Inconclusive.
- poll_pending_hint_task system: polls the task each frame and
surfaces the result via the now-public emit_hint_visuals (or
runs find_heuristic_hint on the live state for the
NeedsHeuristic branch). Discards the result when
GameState.move_count has advanced past move_count_at_spawn.
- drop_pending_hint_on_state_change system: any
StateChangedEvent drops the in-flight task. Cooperatively
cancels via Bevy's Task Drop at the next await point.
- PendingHintTask::spawn implements cancel-on-replace — a fresh
H press while a previous task is in flight overwrites the
handle, dropping the prior task.
input_plugin changes:
- handle_keyboard_hint becomes a thin spawn point. Snapshots
the live state, asks the solver via PendingHintTask::spawn,
returns. No card-entity query, no event writers for the
hint visual / toast — the polling system owns those.
- emit_hint_visuals promoted to pub so pending_hint can call it.
- find_heuristic_hint extracted as a pub helper for the
NeedsHeuristic poll path.
- InputPlugin registers PendingHintTask + the two new systems.
drop-on-state-change is chained .before() poll so a move
applied this frame cancels any in-flight task before its
result can be surfaced.
Tests:
- input_plugin: pressing_h_spawns_pending_hint_task (1) — pins
the H-key wiring at one-frame granularity.
- pending_hint: winnable_solver_emits_hint_after_async_completes,
state_change_drops_in_flight_task,
second_spawn_drops_first_in_flight_task (3) — drives the
AsyncComputeTaskPool with a wall-clock-bounded loop mirroring
the winnable_seed_search_* template.
- Removed two now-stale synchronous tests
(hint_uses_solver_when_winnable,
hint_falls_back_to_heuristic_when_solver_inconclusive) — the
behaviours they pinned now live in pending_hint::tests at the
correct layer.
Workspace: 1168 passing tests / 0 failing, was 1166 (net +2:
removed 2 stale, added 4 new). cargo clippy --workspace
--all-targets -- -D warnings clean.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
403 lines
15 KiB
Rust
403 lines
15 KiB
Rust
//! Async H-key hint solver, modelled on `PendingNewGameSeed` in
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//! `game_plugin`.
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//!
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//! The synchronous version (v0.17.0) called
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//! `solitaire_core::solver::try_solve_from_state` on the main thread on
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//! every H press. Median latency was ~2 ms but pathological positions
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//! can hit the `SolverConfig::default()` cap at ~120 ms, which is a
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//! noticeable input-stall on the same frame the player sees the hint
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//! request.
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//!
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//! This module hosts the resource and polling system that move the
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//! solver call onto `AsyncComputeTaskPool`. `handle_keyboard_hint`
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//! (input_plugin) becomes a thin spawn point: snapshot the state,
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//! spawn the task, store the handle. The polling system takes the
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//! result one frame later and surfaces the hint visuals via the
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//! shared `emit_hint_visuals` helper.
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//!
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//! Cancel-on-replace: a fresh H press while a previous task is in
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//! flight drops the previous task. Bevy's `Task` `Drop` cancels
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//! cooperatively at the next await point.
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//!
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//! Stale-state drop: any `StateChangedEvent` (move applied, undo,
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//! new game) drops the in-flight task — the position the solver was
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//! reasoning about no longer exists, and surfacing a hint for the
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//! old state would be confusing.
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use bevy::prelude::*;
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use bevy::tasks::{futures_lite::future, AsyncComputeTaskPool, Task};
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use solitaire_core::game_state::GameState;
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use solitaire_core::pile::PileType;
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use solitaire_core::solver::{try_solve_from_state, SolverConfig, SolverResult};
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use crate::card_plugin::CardEntity;
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use crate::events::{HintVisualEvent, InfoToastEvent, StateChangedEvent};
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use crate::input_plugin::{emit_hint_visuals, find_heuristic_hint};
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use crate::resources::{GameStateResource, HintCycleIndex};
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/// In-flight async work for the H-key hint.
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///
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/// `handle_keyboard_hint` writes here when the player presses H;
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/// `poll_pending_hint_task` reads from here, polls the task, and
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/// emits the hint visuals once the task completes. At most one task
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/// is ever in flight: a fresh H press while a previous task is
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/// running drops the previous task and queues the new one.
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#[derive(Resource, Default)]
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pub struct PendingHintTask {
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/// `Some` while the solver is still working on a verdict.
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inner: Option<HintTask>,
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}
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impl PendingHintTask {
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/// Whether a hint task is currently in flight.
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pub fn is_pending(&self) -> bool {
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self.inner.is_some()
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}
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/// Drop any in-flight task. Bevy's `Task` `Drop` cancels the
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/// underlying future cooperatively at the next await point.
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pub fn cancel(&mut self) {
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self.inner = None;
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}
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/// Spawn a new solver task for `state` with `config`. Drops any
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/// previously in-flight task first (cancel-on-replace).
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pub fn spawn(&mut self, state: GameState, config: SolverConfig) {
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let move_count_at_spawn = state.move_count;
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let handle = AsyncComputeTaskPool::get().spawn(async move {
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let outcome = try_solve_from_state(&state, &config);
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match outcome.result {
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SolverResult::Winnable => outcome
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.first_move
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.map(|mv| HintTaskOutput::SolverMove {
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from: mv.source,
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to: mv.dest,
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})
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.unwrap_or(HintTaskOutput::NeedsHeuristic),
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SolverResult::Unwinnable | SolverResult::Inconclusive => {
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HintTaskOutput::NeedsHeuristic
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}
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}
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});
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self.inner = Some(HintTask {
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handle,
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move_count_at_spawn,
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});
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}
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}
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/// One in-flight hint search plus the snapshot data needed to detect
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/// a stale result if the live state moved while the solver ran.
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struct HintTask {
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handle: Task<HintTaskOutput>,
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/// `GameState.move_count` at spawn time. The poll system discards
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/// the result if the live move_count has advanced — the player
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/// applied a move while the solver ran, so the hint would be
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/// stale even if the StateChangedEvent drop didn't fire first.
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move_count_at_spawn: u32,
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}
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/// What the solver task carries back to the main thread.
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enum HintTaskOutput {
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/// Solver verdict was `Winnable`; here is the first move on the
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/// solution path.
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SolverMove {
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from: PileType,
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to: PileType,
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},
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/// Solver was `Unwinnable` or `Inconclusive`. The poll system
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/// runs the legacy heuristic against the live `GameState` so the
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/// H key always produces feedback while any legal move exists.
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NeedsHeuristic,
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}
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/// Drop the in-flight hint task whenever the live `GameState` shifts.
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///
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/// The position the solver was reasoning about no longer matches the
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/// live state, so its result would be stale. Mirrors the semantics
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/// of `reset_hint_cycle_on_state_change` for `HintCycleIndex`.
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pub fn drop_pending_hint_on_state_change(
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mut state_events: MessageReader<StateChangedEvent>,
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mut pending: ResMut<PendingHintTask>,
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) {
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if state_events.read().next().is_some() {
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pending.cancel();
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}
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}
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/// Poll the in-flight hint solver task. When the task resolves, run
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/// `emit_hint_visuals` on the result — either the solver's
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/// provably-best first move (Winnable verdict) or a heuristic hint
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/// over the live state (Unwinnable / Inconclusive).
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///
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/// Discards the result when `GameState.move_count` has moved past the
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/// snapshot taken at spawn time — the player applied a move during
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/// the solve and `drop_pending_hint_on_state_change` should have
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/// already cleared the resource, but we double-check here for the
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/// rare case where the solver task completed in the same frame the
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/// move was applied.
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#[allow(clippy::too_many_arguments)]
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pub fn poll_pending_hint_task(
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mut pending: ResMut<PendingHintTask>,
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game: Option<Res<GameStateResource>>,
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mut hint_cycle: ResMut<HintCycleIndex>,
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mut commands: Commands,
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card_entities: Query<(Entity, &CardEntity, &mut Sprite)>,
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mut info_toast: MessageWriter<InfoToastEvent>,
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mut hint_visual: MessageWriter<HintVisualEvent>,
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) {
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let Some(p) = pending.inner.as_mut() else {
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return;
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};
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let Some(output) = future::block_on(future::poll_once(&mut p.handle)) else {
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return;
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};
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let move_count_at_spawn = p.move_count_at_spawn;
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pending.inner = None;
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let Some(g) = game else { return };
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if g.0.move_count != move_count_at_spawn {
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return;
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}
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let (from, to) = match output {
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HintTaskOutput::SolverMove { from, to } => (from, to),
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HintTaskOutput::NeedsHeuristic => {
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match find_heuristic_hint(&g.0, &mut hint_cycle) {
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Some(pair) => pair,
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None => {
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info_toast.write(InfoToastEvent("No hints available".to_string()));
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return;
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}
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}
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}
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};
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emit_hint_visuals(
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&g.0,
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&from,
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&to,
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&mut commands,
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card_entities,
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&mut info_toast,
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&mut hint_visual,
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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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use crate::events::HintVisualEvent;
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use crate::input_plugin::HintSolverConfig;
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use solitaire_core::card::{Card, Rank, Suit};
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use solitaire_core::game_state::{DrawMode, GameState};
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/// Build a minimal Bevy app exercising only the polling system
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/// and the resources/messages it touches.
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fn pending_hint_app() -> App {
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let mut app = App::new();
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app.add_plugins(MinimalPlugins);
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app.add_message::<InfoToastEvent>();
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app.add_message::<HintVisualEvent>();
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app.add_message::<StateChangedEvent>();
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app.init_resource::<HintCycleIndex>();
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app.init_resource::<HintSolverConfig>();
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app.init_resource::<PendingHintTask>();
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// Chain the drop-on-state-change system before the poll
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// system, mirroring how `InputPlugin::build` wires them.
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// Without this, system order is unspecified and the
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// state_change_drops_in_flight_task test sometimes sees the
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// poll fire before the drop.
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app.add_systems(
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Update,
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(
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drop_pending_hint_on_state_change,
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poll_pending_hint_task,
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)
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.chain(),
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);
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app
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}
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/// Same near-finished fixture used by the v0.17 hint tests:
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/// foundations hold A..Q for each suit, four Kings sit on
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/// tableau columns 0..3, stock and waste empty.
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fn near_finished_state() -> GameState {
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let mut game = GameState::new(1, DrawMode::DrawOne);
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for slot in 0..4_u8 {
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game.piles
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.get_mut(&PileType::Foundation(slot))
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.unwrap()
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.cards
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.clear();
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}
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for i in 0..7_usize {
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game.piles
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.get_mut(&PileType::Tableau(i))
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.unwrap()
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.cards
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.clear();
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}
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game.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
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game.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
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let suits = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
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let ranks_below_king = [
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Rank::Ace, Rank::Two, Rank::Three, Rank::Four, Rank::Five,
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Rank::Six, Rank::Seven, Rank::Eight, Rank::Nine, Rank::Ten,
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Rank::Jack, Rank::Queen,
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];
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for (slot, suit) in suits.iter().enumerate() {
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let pile = game
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.piles
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.get_mut(&PileType::Foundation(slot as u8))
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.unwrap();
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for (i, rank) in ranks_below_king.iter().enumerate() {
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pile.cards.push(Card {
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id: (slot as u32) * 13 + i as u32,
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suit: *suit,
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rank: *rank,
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face_up: true,
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});
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}
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}
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for (col, suit) in suits.iter().enumerate() {
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game.piles
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.get_mut(&PileType::Tableau(col))
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.unwrap()
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.cards
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.push(Card {
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id: 100 + col as u32,
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suit: *suit,
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rank: Rank::King,
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face_up: true,
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});
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}
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game
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}
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/// Spawning a task and pumping update() until it completes must
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/// emit a HintVisualEvent. Mirrors the `winnable_seed_search_*`
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/// pattern in game_plugin tests — drives a wall-clock-bounded
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/// loop so the shared AsyncComputeTaskPool can schedule the
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/// future under cargo-test parallelism.
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#[test]
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fn winnable_solver_emits_hint_after_async_completes() {
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let mut app = pending_hint_app();
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app.insert_resource(GameStateResource(near_finished_state()));
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let cfg = app.world().resource::<HintSolverConfig>().0;
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app.world_mut()
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.resource_mut::<PendingHintTask>()
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.spawn(near_finished_state(), cfg);
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let deadline = std::time::Instant::now() + std::time::Duration::from_secs(15);
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while app.world().resource::<PendingHintTask>().is_pending() {
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app.update();
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std::thread::yield_now();
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if std::time::Instant::now() >= deadline {
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break;
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}
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}
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assert!(
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!app.world().resource::<PendingHintTask>().is_pending(),
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"hint task should have completed within 15 s wall-clock",
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);
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let messages = app.world().resource::<Messages<HintVisualEvent>>();
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let mut cursor = messages.get_cursor();
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let collected: Vec<HintVisualEvent> = cursor.read(messages).cloned().collect();
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assert_eq!(
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collected.len(), 1,
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"exactly one HintVisualEvent must fire when the solver returns Winnable",
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);
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assert!(
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matches!(collected[0].dest_pile, PileType::Foundation(_)),
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"solver hint destination must be a foundation slot; got {:?}",
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collected[0].dest_pile,
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);
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}
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/// A StateChangedEvent fired while the task is in flight must
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/// drop the task; the polling system must not emit any visuals
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/// once the result eventually arrives.
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#[test]
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fn state_change_drops_in_flight_task() {
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let mut app = pending_hint_app();
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app.insert_resource(GameStateResource(near_finished_state()));
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let cfg = app.world().resource::<HintSolverConfig>().0;
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app.world_mut()
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.resource_mut::<PendingHintTask>()
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.spawn(near_finished_state(), cfg);
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assert!(
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app.world().resource::<PendingHintTask>().is_pending(),
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"task is in flight after spawn",
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);
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// Fire a StateChangedEvent before draining the task. The
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// drop-on-state-change system runs in the same Update tick
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// and clears the resource.
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app.world_mut().write_message(StateChangedEvent);
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app.update();
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assert!(
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!app.world().resource::<PendingHintTask>().is_pending(),
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"StateChangedEvent must drop the in-flight hint task",
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);
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// No HintVisualEvent should ever have fired.
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let messages = app.world().resource::<Messages<HintVisualEvent>>();
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let mut cursor = messages.get_cursor();
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assert_eq!(
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cursor.read(messages).count(),
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0,
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"dropped hint task must not emit any visuals",
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);
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}
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/// Cancel-on-replace: spawning a fresh task while a previous one
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/// is in flight must drop the previous task. Only the second
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/// spawn's result is allowed to surface.
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#[test]
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fn second_spawn_drops_first_in_flight_task() {
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let mut app = pending_hint_app();
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app.insert_resource(GameStateResource(near_finished_state()));
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let cfg = app.world().resource::<HintSolverConfig>().0;
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// First spawn.
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app.world_mut()
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.resource_mut::<PendingHintTask>()
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.spawn(near_finished_state(), cfg);
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let first_handle_present = app.world().resource::<PendingHintTask>().is_pending();
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assert!(first_handle_present);
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// Second spawn. The `spawn` helper drops the prior task
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// before assigning the new one — at no point are two tasks
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// in flight.
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app.world_mut()
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.resource_mut::<PendingHintTask>()
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.spawn(near_finished_state(), cfg);
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// Resource still pending (the second task), but the first
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// is gone. We can't directly observe the first handle once
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// it's been overwritten — what we *can* assert is that the
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// resource still holds a single task, and that task
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// eventually completes producing exactly one hint visual.
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assert!(app.world().resource::<PendingHintTask>().is_pending());
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let deadline = std::time::Instant::now() + std::time::Duration::from_secs(15);
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while app.world().resource::<PendingHintTask>().is_pending() {
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app.update();
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std::thread::yield_now();
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if std::time::Instant::now() >= deadline {
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break;
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}
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}
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assert!(
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!app.world().resource::<PendingHintTask>().is_pending(),
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"second hint task should have completed within 15 s wall-clock",
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);
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let messages = app.world().resource::<Messages<HintVisualEvent>>();
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let mut cursor = messages.get_cursor();
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let collected: Vec<HintVisualEvent> = cursor.read(messages).cloned().collect();
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assert_eq!(
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collected.len(), 1,
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"cancel-on-replace: only the surviving task's result emits a visual",
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);
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}
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}
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