Files
funman300 3e11e9e79a feat(engine): H-key hint runs on AsyncComputeTaskPool
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>
2026-05-06 18:01:51 -07:00

403 lines
15 KiB
Rust

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