0cb15872b1
Adds a numeric-input modal (PlayBySeedPlugin) that lets the player type a decimal seed and receive an instant solver-verified verdict before the hand is dealt. A new HomeMode::PlayBySeed card surfaces it in the home overlay, matched by the StartPlayBySeedRequestEvent carrier. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
664 lines
21 KiB
Rust
664 lines
21 KiB
Rust
//! Play-by-Seed dialog: lets the player type a decimal seed number and start
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//! a Classic game with that exact deal. A live solver-verification badge
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//! updates asynchronously after a short typing debounce so the player knows
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//! whether the deal is provably winnable before committing.
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//!
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//! # Flow
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//!
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//! 1. `HomePlugin` fires [`StartPlayBySeedRequestEvent`] when the "Play by
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//! Seed" card is clicked (or `6` is pressed in the Mode Launcher).
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//! 2. `handle_open_dialog` reads the event and spawns the seed-input modal.
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//! 3. `handle_text_input` appends decimal digits / handles Backspace while
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//! the modal is open, updating [`SeedInputBuffer`] each frame.
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//! 4. `tick_debounce_and_spawn_solver_task` waits for 12 frames (~200 ms at
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//! 60 Hz) of no input before spawning a [`try_solve`] task on
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//! [`AsyncComputeTaskPool`]. Any fresh keypress drops the in-flight task
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//! by resetting the resource.
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//! 5. `poll_solver_task` polls the in-flight task each frame and updates the
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//! [`SolverVerdictBadge`] text node with the verdict.
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//! 6. `handle_confirm` fires [`NewGameRequestEvent`] with the parsed seed and
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//! despawns the dialog on Play click or `Enter`.
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//! 7. `handle_cancel` despawns the dialog on Cancel click or `Escape`.
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use bevy::input::ButtonInput;
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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::DrawMode;
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use solitaire_core::solver::{try_solve, SolverConfig, SolverResult};
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use crate::events::{NewGameRequestEvent, StartPlayBySeedRequestEvent};
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use crate::font_plugin::FontResource;
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use crate::game_plugin::GameMutation;
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use crate::settings_plugin::SettingsResource;
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use crate::ui_modal::{
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spawn_modal, spawn_modal_actions, spawn_modal_body_text, spawn_modal_button, spawn_modal_header,
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ButtonVariant, ScrimDismissible,
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};
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use crate::ui_theme::{
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ACCENT_PRIMARY, BG_ELEVATED_PRESSED, BORDER_SUBTLE, HighContrastBorder, RADIUS_MD,
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TEXT_DISABLED, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY_LG, VAL_SPACE_2, VAL_SPACE_3,
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Z_MODAL_PANEL,
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};
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// ---------------------------------------------------------------------------
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// Components and resources
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// ---------------------------------------------------------------------------
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/// Marker on the seed-input modal scrim (the despawn root).
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#[derive(Component, Debug)]
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pub struct PlayBySeedScreen;
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/// Holds the decimal digit string the player is typing and a frame counter
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/// used to debounce solver task spawning.
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#[derive(Component, Debug, Default)]
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struct SeedInputBuffer {
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/// Raw decimal digit string. Never longer than 20 chars (u64::MAX is 20
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/// decimal digits). Empty means "no seed entered".
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text: String,
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/// Frames elapsed since the last keystroke. The solver task is spawned
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/// once this crosses [`DEBOUNCE_FRAMES`] and the buffer is non-empty.
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frames_since_change: u32,
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}
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/// Marker on the text node that renders the solver verdict caption.
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#[derive(Component, Debug)]
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struct SolverVerdictBadge;
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/// Marker on the Play (confirm) button so `handle_confirm` can find it.
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#[derive(Component, Debug)]
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struct PlayBySeedConfirmButton;
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/// Marker on the Cancel button.
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#[derive(Component, Debug)]
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struct PlayBySeedCancelButton;
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/// Marker on the input-field text node so `handle_text_input` can update
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/// it without a separate query for the buffer entity.
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#[derive(Component, Debug)]
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struct SeedInputDisplay;
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/// In-flight async solver verification task. At most one is live at a time —
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/// a fresh keypress resets this resource (dropping the previous `Task<_>`)
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/// before spawning the next one.
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#[derive(Resource, Default)]
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struct PendingVerification {
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seed: Option<u64>,
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handle: Option<Task<SolverResult>>,
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}
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// ---------------------------------------------------------------------------
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// Constants
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// ---------------------------------------------------------------------------
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/// Frames of no-keypress activity before the solver task is spawned.
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/// 12 frames ≈ 200 ms at 60 Hz — long enough to avoid thrashing on fast
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/// typists but short enough to feel responsive.
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const DEBOUNCE_FRAMES: u32 = 12;
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/// Maximum decimal digits accepted. 20 covers all of u64::MAX (18,446,744,073,709,551,615).
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const MAX_SEED_DIGITS: usize = 20;
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// ---------------------------------------------------------------------------
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// Plugin
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// ---------------------------------------------------------------------------
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/// Registers all play-by-seed systems and resources.
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pub struct PlayBySeedPlugin;
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impl Plugin for PlayBySeedPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<PendingVerification>()
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.add_message::<StartPlayBySeedRequestEvent>()
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.add_message::<NewGameRequestEvent>()
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.add_systems(
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Update,
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(
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handle_open_dialog,
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handle_text_input,
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tick_debounce_and_spawn_solver_task,
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poll_solver_task,
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handle_confirm,
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handle_cancel,
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)
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.chain()
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// Fire before GameMutation so `handle_confirm`'s
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// NewGameRequestEvent is processed on the same frame.
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.before(GameMutation),
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);
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}
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}
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// ---------------------------------------------------------------------------
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// Systems
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// ---------------------------------------------------------------------------
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/// Spawns the seed-input dialog when `StartPlayBySeedRequestEvent` fires.
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fn handle_open_dialog(
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mut commands: Commands,
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mut requests: MessageReader<StartPlayBySeedRequestEvent>,
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font_res: Option<Res<FontResource>>,
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existing: Query<(), With<PlayBySeedScreen>>,
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) {
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if requests.read().count() == 0 {
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return;
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}
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// Guard against double-spawn (e.g. two events in one frame).
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if !existing.is_empty() {
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return;
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}
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let font = font_res.as_deref();
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let font_handle = font.map(|f| f.0.clone()).unwrap_or_default();
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let scrim = spawn_modal(&mut commands, PlayBySeedScreen, Z_MODAL_PANEL, |card| {
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spawn_modal_header(card, "Play by Seed", font);
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spawn_modal_body_text(
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card,
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"Enter a number to play that specific deal.",
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TEXT_SECONDARY,
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font,
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);
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// Input field — a bordered box that shows the typed digits.
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card.spawn((
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Node {
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width: Val::Percent(100.0),
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padding: UiRect::axes(VAL_SPACE_3, VAL_SPACE_2),
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border: UiRect::all(Val::Px(1.0)),
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border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
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..default()
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},
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BackgroundColor(BG_ELEVATED_PRESSED),
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BorderColor::all(BORDER_SUBTLE),
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HighContrastBorder::with_default(BORDER_SUBTLE),
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SeedInputBuffer::default(),
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))
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.with_children(|field| {
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field.spawn((
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SeedInputDisplay,
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Text::new(""),
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TextFont {
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font: font_handle.clone(),
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font_size: TYPE_BODY_LG,
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..default()
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},
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TextColor(TEXT_DISABLED),
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));
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});
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// Solver verdict badge — updates as solver runs.
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card.spawn((
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SolverVerdictBadge,
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Text::new("Type a number"),
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TextFont {
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font: font_handle,
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font_size: TYPE_BODY_LG,
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..default()
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},
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TextColor(TEXT_SECONDARY),
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));
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spawn_modal_actions(card, |row| {
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spawn_modal_button(
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row,
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PlayBySeedCancelButton,
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"Cancel",
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Some("Esc"),
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ButtonVariant::Secondary,
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font,
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);
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spawn_modal_button(
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row,
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PlayBySeedConfirmButton,
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"Play",
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Some("Enter"),
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ButtonVariant::Primary,
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font,
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);
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});
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});
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// Play-by-Seed is read-only input — opt into click-outside-to-dismiss.
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commands.entity(scrim).insert(ScrimDismissible);
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}
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/// Appends decimal digits and handles Backspace while the dialog is open.
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fn handle_text_input(
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keys: Res<ButtonInput<KeyCode>>,
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screen: Query<(), With<PlayBySeedScreen>>,
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mut buffers: Query<&mut SeedInputBuffer>,
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mut displays: Query<(&mut Text, &mut TextColor), With<SeedInputDisplay>>,
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mut pending: ResMut<PendingVerification>,
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) {
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if screen.is_empty() {
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return;
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}
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let Ok(mut buf) = buffers.single_mut() else {
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return;
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};
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let digit_keys = [
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(KeyCode::Digit0, '0'),
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(KeyCode::Digit1, '1'),
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(KeyCode::Digit2, '2'),
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(KeyCode::Digit3, '3'),
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(KeyCode::Digit4, '4'),
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(KeyCode::Digit5, '5'),
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(KeyCode::Digit6, '6'),
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(KeyCode::Digit7, '7'),
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(KeyCode::Digit8, '8'),
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(KeyCode::Digit9, '9'),
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(KeyCode::Numpad0, '0'),
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(KeyCode::Numpad1, '1'),
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(KeyCode::Numpad2, '2'),
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(KeyCode::Numpad3, '3'),
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(KeyCode::Numpad4, '4'),
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(KeyCode::Numpad5, '5'),
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(KeyCode::Numpad6, '6'),
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(KeyCode::Numpad7, '7'),
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(KeyCode::Numpad8, '8'),
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(KeyCode::Numpad9, '9'),
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];
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let mut changed = false;
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for (key, ch) in digit_keys {
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if keys.just_pressed(key) && buf.text.len() < MAX_SEED_DIGITS {
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// Drop a leading zero unless the buffer is empty (prevents "007").
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if ch == '0' && buf.text.is_empty() {
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continue;
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}
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buf.text.push(ch);
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changed = true;
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}
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}
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if keys.just_pressed(KeyCode::Backspace) && !buf.text.is_empty() {
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buf.text.pop();
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changed = true;
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}
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if changed {
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buf.frames_since_change = 0;
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// Cancel any in-flight solver task — its seed is now stale.
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*pending = PendingVerification::default();
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// Update the display node.
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if let Ok((mut text, mut color)) = displays.single_mut() {
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if buf.text.is_empty() {
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text.0 = String::new();
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color.0 = TEXT_DISABLED;
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} else {
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text.0 = buf.text.clone();
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color.0 = TEXT_PRIMARY;
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}
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}
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}
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}
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/// Increments the debounce counter each frame and spawns the solver task
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/// once the counter passes [`DEBOUNCE_FRAMES`] and the buffer holds a
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/// valid u64.
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fn tick_debounce_and_spawn_solver_task(
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screen: Query<(), With<PlayBySeedScreen>>,
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mut buffers: Query<&mut SeedInputBuffer>,
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mut pending: ResMut<PendingVerification>,
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mut badges: Query<(&mut Text, &mut TextColor), With<SolverVerdictBadge>>,
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settings: Option<Res<SettingsResource>>,
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) {
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if screen.is_empty() {
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return;
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}
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let Ok(mut buf) = buffers.single_mut() else {
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return;
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};
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// Always update the badge when the buffer is empty.
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if buf.text.is_empty() {
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if let Ok((mut text, mut color)) = badges.single_mut() {
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text.0 = "Type a number".to_string();
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color.0 = TEXT_SECONDARY;
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}
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return;
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}
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// Don't spawn if a task is already running for this seed.
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let parsed = buf.text.parse::<u64>().ok();
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if pending.handle.is_some() && pending.seed == parsed {
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return;
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}
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buf.frames_since_change = buf.frames_since_change.saturating_add(1);
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if buf.frames_since_change < DEBOUNCE_FRAMES {
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return;
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}
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let Some(seed) = parsed else {
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return;
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};
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let draw_mode = settings
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.as_ref()
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.map_or(DrawMode::DrawOne, |s| s.0.draw_mode.clone());
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let cfg = SolverConfig::default();
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let task = AsyncComputeTaskPool::get()
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.spawn(async move { try_solve(seed, draw_mode, &cfg) });
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pending.seed = Some(seed);
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pending.handle = Some(task);
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if let Ok((mut text, mut color)) = badges.single_mut() {
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text.0 = "Verifying\u{2026}".to_string();
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color.0 = TEXT_SECONDARY;
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}
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}
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/// Polls the in-flight solver task and updates the verdict badge on completion.
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fn poll_solver_task(
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mut pending: ResMut<PendingVerification>,
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mut badges: Query<(&mut Text, &mut TextColor), With<SolverVerdictBadge>>,
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) {
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let Some(handle) = pending.handle.as_mut() else {
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return;
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};
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let Some(result) = future::block_on(future::poll_once(handle)) else {
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return;
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};
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pending.handle = None;
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let Ok((mut text, mut color)) = badges.single_mut() else {
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return;
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};
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match result {
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SolverResult::Winnable => {
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text.0 = "\u{2713} Provably winnable".to_string();
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color.0 = ACCENT_PRIMARY;
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}
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SolverResult::Inconclusive => {
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text.0 = "? Likely winnable (search timed out)".to_string();
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color.0 = TEXT_SECONDARY;
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}
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SolverResult::Unwinnable => {
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text.0 = "\u{2717} Provably unwinnable".to_string();
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color.0 = TEXT_DISABLED;
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}
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}
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}
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/// Fires [`NewGameRequestEvent`] with the parsed seed when Play is clicked
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/// or `Enter` is pressed, then despawns the dialog. Does nothing when the
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/// buffer is empty.
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fn handle_confirm(
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mut commands: Commands,
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keys: Res<ButtonInput<KeyCode>>,
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buttons: Query<&Interaction, (With<PlayBySeedConfirmButton>, Changed<Interaction>)>,
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buffers: Query<&SeedInputBuffer>,
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screen: Query<Entity, With<PlayBySeedScreen>>,
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mut new_game: MessageWriter<NewGameRequestEvent>,
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) {
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if screen.is_empty() {
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return;
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}
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let click = buttons.iter().any(|i| *i == Interaction::Pressed);
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let enter = keys.just_pressed(KeyCode::Enter) || keys.just_pressed(KeyCode::NumpadEnter);
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if !click && !enter {
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return;
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}
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let Ok(buf) = buffers.single() else { return };
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let Ok(seed) = buf.text.parse::<u64>() else { return };
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new_game.write(NewGameRequestEvent {
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seed: Some(seed),
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mode: None,
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confirmed: false,
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});
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for entity in &screen {
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commands.entity(entity).despawn();
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}
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}
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|
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/// Despawns the dialog on Cancel click or `Escape`.
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fn handle_cancel(
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mut commands: Commands,
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keys: Res<ButtonInput<KeyCode>>,
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buttons: Query<&Interaction, (With<PlayBySeedCancelButton>, Changed<Interaction>)>,
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screen: Query<Entity, With<PlayBySeedScreen>>,
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other_scrims: Query<(), (With<crate::ui_modal::ModalScrim>, Without<PlayBySeedScreen>)>,
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) {
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if screen.is_empty() {
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return;
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}
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let click = buttons.iter().any(|i| *i == Interaction::Pressed);
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// Esc only closes this dialog when it is the topmost modal.
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let esc = keys.just_pressed(KeyCode::Escape) && other_scrims.is_empty();
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if !click && !esc {
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return;
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}
|
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for entity in &screen {
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commands.entity(entity).despawn();
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}
|
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}
|
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|
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// ---------------------------------------------------------------------------
|
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// Tests
|
|
// ---------------------------------------------------------------------------
|
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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::game_plugin::GamePlugin;
|
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use crate::table_plugin::TablePlugin;
|
|
|
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fn headless_app() -> App {
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let mut app = App::new();
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app.add_plugins(MinimalPlugins)
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.add_plugins(GamePlugin)
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.add_plugins(TablePlugin)
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.add_plugins(PlayBySeedPlugin);
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app.init_resource::<ButtonInput<KeyCode>>();
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app.update();
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app
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}
|
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|
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fn open_dialog(app: &mut App) {
|
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app.world_mut()
|
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.write_message(StartPlayBySeedRequestEvent);
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app.update();
|
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}
|
|
|
|
fn press_key(app: &mut App, key: KeyCode) {
|
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app.world_mut()
|
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.resource_mut::<ButtonInput<KeyCode>>()
|
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.press(key);
|
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app.update();
|
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// Simulate what Bevy's PreUpdate input system does: flush just_pressed /
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|
// just_released so stale key state doesn't bleed into the next frame.
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let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
|
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input.release(key);
|
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input.clear();
|
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}
|
|
|
|
fn dialog_present(app: &mut App) -> bool {
|
|
app.world_mut()
|
|
.query::<&PlayBySeedScreen>()
|
|
.iter(app.world())
|
|
.next()
|
|
.is_some()
|
|
}
|
|
|
|
fn read_buffer_text(app: &mut App) -> String {
|
|
let mut q = app.world_mut().query::<&SeedInputBuffer>();
|
|
q.iter(app.world())
|
|
.next()
|
|
.map(|b| b.text.clone())
|
|
.unwrap_or_default()
|
|
}
|
|
|
|
#[test]
|
|
fn dialog_spawns_on_request() {
|
|
let mut app = headless_app();
|
|
assert!(!dialog_present(&mut app));
|
|
open_dialog(&mut app);
|
|
assert!(dialog_present(&mut app));
|
|
}
|
|
|
|
#[test]
|
|
fn digit_keys_append_to_buffer() {
|
|
let mut app = headless_app();
|
|
open_dialog(&mut app);
|
|
|
|
press_key(&mut app, KeyCode::Digit4);
|
|
press_key(&mut app, KeyCode::Digit2);
|
|
|
|
assert_eq!(read_buffer_text(&mut app), "42");
|
|
}
|
|
|
|
#[test]
|
|
fn backspace_removes_last_char() {
|
|
let mut app = headless_app();
|
|
open_dialog(&mut app);
|
|
|
|
press_key(&mut app, KeyCode::Digit4);
|
|
press_key(&mut app, KeyCode::Digit2);
|
|
press_key(&mut app, KeyCode::Backspace);
|
|
|
|
assert_eq!(read_buffer_text(&mut app), "4");
|
|
}
|
|
|
|
#[test]
|
|
fn confirm_does_nothing_when_buffer_is_empty() {
|
|
let mut app = headless_app();
|
|
open_dialog(&mut app);
|
|
|
|
// Simulate Enter with empty buffer.
|
|
app.world_mut()
|
|
.resource_mut::<ButtonInput<KeyCode>>()
|
|
.press(KeyCode::Enter);
|
|
app.update();
|
|
|
|
let msgs = app.world().resource::<Messages<NewGameRequestEvent>>();
|
|
let mut cursor = msgs.get_cursor();
|
|
assert!(cursor.read(msgs).next().is_none(), "no NewGameRequestEvent when buffer empty");
|
|
// Dialog should still be open.
|
|
assert!(dialog_present(&mut app));
|
|
}
|
|
|
|
#[test]
|
|
fn confirm_writes_new_game_request_with_parsed_seed() {
|
|
let mut app = headless_app();
|
|
open_dialog(&mut app);
|
|
|
|
press_key(&mut app, KeyCode::Digit4);
|
|
press_key(&mut app, KeyCode::Digit2);
|
|
|
|
app.world_mut()
|
|
.resource_mut::<ButtonInput<KeyCode>>()
|
|
.press(KeyCode::Enter);
|
|
app.update();
|
|
|
|
let msgs = app.world().resource::<Messages<NewGameRequestEvent>>();
|
|
let mut cursor = msgs.get_cursor();
|
|
let fired: Vec<_> = cursor.read(msgs).copied().collect();
|
|
assert_eq!(fired.len(), 1);
|
|
assert_eq!(fired[0].seed, Some(42));
|
|
assert_eq!(fired[0].mode, None);
|
|
assert!(!fired[0].confirmed);
|
|
|
|
// Dialog should be gone.
|
|
assert!(!dialog_present(&mut app));
|
|
}
|
|
|
|
#[test]
|
|
fn cancel_despawns_dialog_without_new_game_request() {
|
|
let mut app = headless_app();
|
|
open_dialog(&mut app);
|
|
|
|
press_key(&mut app, KeyCode::Escape);
|
|
|
|
assert!(!dialog_present(&mut app));
|
|
|
|
let msgs = app.world().resource::<Messages<NewGameRequestEvent>>();
|
|
let mut cursor = msgs.get_cursor();
|
|
assert!(cursor.read(msgs).next().is_none());
|
|
}
|
|
|
|
#[test]
|
|
fn solver_task_spawns_after_debounce_window() {
|
|
let mut app = headless_app();
|
|
open_dialog(&mut app);
|
|
|
|
press_key(&mut app, KeyCode::Digit4);
|
|
press_key(&mut app, KeyCode::Digit2);
|
|
|
|
// Debounce window — no task yet.
|
|
for _ in 0..DEBOUNCE_FRAMES {
|
|
app.update();
|
|
}
|
|
|
|
let pending = app.world().resource::<PendingVerification>();
|
|
assert!(pending.handle.is_some(), "solver task should have been spawned after debounce");
|
|
assert_eq!(pending.seed, Some(42));
|
|
}
|
|
|
|
#[test]
|
|
fn keypress_mid_flight_cancels_previous_solver_task() {
|
|
let mut app = headless_app();
|
|
open_dialog(&mut app);
|
|
|
|
press_key(&mut app, KeyCode::Digit4);
|
|
press_key(&mut app, KeyCode::Digit2);
|
|
|
|
// Let the debounce fire.
|
|
for _ in 0..DEBOUNCE_FRAMES {
|
|
app.update();
|
|
}
|
|
assert!(app.world().resource::<PendingVerification>().handle.is_some());
|
|
|
|
// New keypress should cancel the in-flight task.
|
|
press_key(&mut app, KeyCode::Digit3);
|
|
assert!(app.world().resource::<PendingVerification>().handle.is_none());
|
|
assert_eq!(app.world().resource::<PendingVerification>().seed, None);
|
|
}
|
|
|
|
#[test]
|
|
fn solver_task_completes_and_updates_badge() {
|
|
use std::time::Instant;
|
|
|
|
let mut app = headless_app();
|
|
open_dialog(&mut app);
|
|
|
|
// Seed 42 — solver will return some verdict.
|
|
press_key(&mut app, KeyCode::Digit4);
|
|
press_key(&mut app, KeyCode::Digit2);
|
|
|
|
// Wait for the debounce to spawn the task.
|
|
for _ in 0..DEBOUNCE_FRAMES {
|
|
app.update();
|
|
}
|
|
|
|
// Poll until the solver task resolves (cap at 15 s wall-clock).
|
|
let deadline = Instant::now() + std::time::Duration::from_secs(15);
|
|
while app.world().resource::<PendingVerification>().handle.is_some()
|
|
&& Instant::now() < deadline
|
|
{
|
|
app.update();
|
|
std::thread::yield_now();
|
|
}
|
|
|
|
// Badge text should no longer read "Verifying…".
|
|
let badge_text = app
|
|
.world_mut()
|
|
.query::<(&Text, &SolverVerdictBadge)>()
|
|
.iter(app.world())
|
|
.next()
|
|
.map(|(t, _)| t.0.clone())
|
|
.unwrap_or_default();
|
|
assert_ne!(badge_text, "Verifying\u{2026}", "badge should have resolved to a verdict");
|
|
assert_ne!(badge_text, "Type a number", "badge should show verdict, not idle state");
|
|
}
|
|
}
|