34ba4dc6ed
- solitaire_server: Axum auth, sync push/pull, leaderboard, daily challenge, account deletion, JWT middleware, rate limiting via tower_governor, SQLite migrations, health endpoint - solitaire_server: expose build_test_router (no rate limiting) so integration tests work without a peer IP in oneshot requests - solitaire_sync: SyncPayload, merge logic, shared API types - solitaire_data: SyncProvider trait, LocalOnlyProvider, SolitaireServerClient, auth_tokens keyring integration, blanket Box<dyn SyncProvider> impl - solitaire_data/settings: derive Default on SyncBackend (clippy fix) - .sqlx/: offline query cache so server compiles without a live DB - sqlx: removed non-existent "offline" feature flag - keyring v2: fixed Entry::new() returning Result<Entry> - sqlx 0.8: all SQLite TEXT columns wrapped in Option<T> - Integration tests: max_connections(1) on in-memory pool so all connections share the same schema All 191 tests pass; cargo clippy -D warnings clean. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
380 lines
13 KiB
Rust
380 lines
13 KiB
Rust
//! Backend-agnostic sync plugin for Solitaire Quest.
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//!
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//! On startup, the plugin spawns an async pull task on [`AsyncComputeTaskPool`]
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//! that fetches the remote payload from the active [`SyncProvider`]. Once the
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//! task resolves, the merged result is written to disk and the in-world
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//! resources are updated. On app exit, a blocking push sends the current local
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//! state to the backend.
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//!
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//! The plugin is completely backend-agnostic: the caller (usually
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//! `solitaire_app`) constructs the right [`SyncProvider`] implementation and
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//! passes it to [`SyncPlugin::new`]. No `match` on a backend enum variant ever
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//! occurs inside this module.
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use std::sync::Arc;
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use bevy::prelude::*;
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use bevy::tasks::{futures_lite::future, AsyncComputeTaskPool, Task};
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use chrono::Utc;
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use uuid::Uuid;
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use solitaire_data::{
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save_achievements_to, save_progress_to, save_stats_to, AchievementRecord, PlayerProgress,
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StatsSnapshot, SyncProvider,
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};
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use solitaire_sync::{merge, SyncPayload};
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use crate::achievement_plugin::{AchievementsResource, AchievementsStoragePath};
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use crate::progress_plugin::{ProgressResource, ProgressStoragePath};
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use crate::resources::{SyncStatus, SyncStatusResource};
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use crate::stats_plugin::{StatsResource, StatsStoragePath};
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// ---------------------------------------------------------------------------
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// Public resources
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// ---------------------------------------------------------------------------
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/// Wraps the active sync backend. Shared with async tasks via [`Arc`].
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///
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/// Registered by [`SyncPlugin`] during `build()`. Other plugins may read this
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/// resource to check [`SyncProvider::is_authenticated`] or
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/// [`SyncProvider::backend_name`].
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#[derive(Resource, Clone)]
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pub struct SyncProviderResource(pub Arc<dyn SyncProvider + Send + Sync>);
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/// Holds a pending pull result transferred from the async compute task to the
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/// main thread. Consumed and cleared by [`poll_pull_result`].
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#[derive(Resource, Default)]
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pub struct PullTaskResult(pub Option<Result<SyncPayload, String>>);
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// ---------------------------------------------------------------------------
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// Internal resources
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// ---------------------------------------------------------------------------
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/// Holds the in-flight pull task so [`poll_pull_result`] can check its status
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/// each frame without blocking the main thread.
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#[derive(Resource, Default)]
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struct PullTask(Option<Task<Result<SyncPayload, String>>>);
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// ---------------------------------------------------------------------------
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// Plugin struct
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// ---------------------------------------------------------------------------
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/// Bevy plugin that manages the full sync lifecycle:
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///
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/// - **Startup** — spawns an async pull task on [`AsyncComputeTaskPool`].
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/// - **Update** — polls the task each frame; on completion merges the remote
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/// payload with local data, persists the result, and updates in-world
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/// resources.
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/// - **Last** — on [`AppExit`], performs a blocking push of the current local
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/// state to the active backend.
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///
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/// Construct via [`SyncPlugin::new`], passing any type that implements
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/// [`SyncProvider`].
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pub struct SyncPlugin {
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provider: Arc<dyn SyncProvider + Send + Sync>,
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}
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impl SyncPlugin {
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/// Create a new [`SyncPlugin`] backed by the given [`SyncProvider`].
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///
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/// The provider is heap-allocated and reference-counted so it can be
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/// cloned cheaply into async tasks.
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pub fn new(provider: impl SyncProvider + 'static) -> Self {
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Self {
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provider: Arc::new(provider),
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}
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}
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}
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impl Plugin for SyncPlugin {
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fn build(&self, app: &mut App) {
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app.insert_resource(SyncProviderResource(self.provider.clone()))
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.init_resource::<SyncStatusResource>()
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.init_resource::<PullTaskResult>()
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.init_resource::<PullTask>()
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.add_systems(Startup, start_pull)
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.add_systems(Update, poll_pull_result)
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.add_systems(Last, push_on_exit);
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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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/// Startup system: spawns the async pull task and sets status to `Syncing`.
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fn start_pull(
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provider: Res<SyncProviderResource>,
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mut task_res: ResMut<PullTask>,
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mut status: ResMut<SyncStatusResource>,
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) {
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let provider = provider.0.clone();
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let task = AsyncComputeTaskPool::get().spawn(async move {
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provider.pull().await.map_err(|e| e.to_string())
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});
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task_res.0 = Some(task);
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status.0 = SyncStatus::Syncing;
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}
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/// Update system: polls the pull task without blocking.
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///
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/// When the task resolves successfully:
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/// 1. Merges the remote payload with the current local state.
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/// 2. Persists the merged result atomically.
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/// 3. Updates the in-world [`StatsResource`], [`AchievementsResource`], and
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/// [`ProgressResource`].
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/// 4. Sets [`SyncStatusResource`] to [`SyncStatus::LastSynced`].
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///
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/// On failure, sets [`SyncStatusResource`] to [`SyncStatus::Error`].
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fn poll_pull_result(
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mut task_res: ResMut<PullTask>,
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mut status: ResMut<SyncStatusResource>,
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mut stats: ResMut<StatsResource>,
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stats_path: Res<StatsStoragePath>,
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mut achievements: ResMut<AchievementsResource>,
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achievements_path: Res<AchievementsStoragePath>,
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mut progress: ResMut<ProgressResource>,
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progress_path: Res<ProgressStoragePath>,
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) {
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let Some(task) = task_res.0.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(task)) else {
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return;
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};
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task_res.0 = None;
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match result {
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Ok(remote) => {
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let local = build_payload(&stats.0, &achievements.0, &progress.0);
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let (merged, _conflicts) = merge(&local, &remote);
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// Persist merged state atomically.
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if let Some(p) = &stats_path.0 {
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if let Err(e) = save_stats_to(p, &merged.stats) {
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warn!("sync: failed to persist stats: {e}");
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}
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}
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if let Some(p) = &achievements_path.0 {
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if let Err(e) = save_achievements_to(p, &merged.achievements) {
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warn!("sync: failed to persist achievements: {e}");
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}
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}
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if let Some(p) = &progress_path.0 {
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if let Err(e) = save_progress_to(p, &merged.progress) {
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warn!("sync: failed to persist progress: {e}");
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}
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}
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// Update in-world resources.
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stats.0 = merged.stats;
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achievements.0 = merged.achievements;
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progress.0 = merged.progress;
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status.0 = SyncStatus::LastSynced(Utc::now());
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}
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Err(e) => {
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warn!("sync pull failed: {e}");
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status.0 = SyncStatus::Error(e);
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}
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}
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}
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/// Last-schedule system: pushes the current local state on [`AppExit`].
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///
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/// A blocking push is acceptable here — ARCHITECTURE.md §4 explicitly notes
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/// that blocking on exit is permitted because the game loop is already
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/// shutting down.
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fn push_on_exit(
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mut exit_events: EventReader<AppExit>,
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provider: Res<SyncProviderResource>,
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stats: Res<StatsResource>,
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achievements: Res<AchievementsResource>,
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progress: Res<ProgressResource>,
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) {
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if exit_events.is_empty() {
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return;
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}
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exit_events.clear();
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let payload = build_payload(&stats.0, &achievements.0, &progress.0);
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let provider = provider.0.clone();
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// Prefer an existing tokio runtime; fall back to futures_lite block_on
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// for environments (e.g. tests) that don't have one.
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match tokio::runtime::Handle::try_current() {
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Ok(handle) => {
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let _ = handle.block_on(provider.push(&payload));
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}
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Err(_) => {
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let _ = future::block_on(provider.push(&payload));
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}
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}
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}
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// ---------------------------------------------------------------------------
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// Helpers
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// ---------------------------------------------------------------------------
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/// Constructs a [`SyncPayload`] from the current in-world state.
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///
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/// `user_id` is set to [`Uuid::nil()`] — the server replaces it with the
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/// authenticated user's real ID when it processes the push request.
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fn build_payload(
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stats: &StatsSnapshot,
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achievements: &[AchievementRecord],
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progress: &PlayerProgress,
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) -> SyncPayload {
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SyncPayload {
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user_id: Uuid::nil(),
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stats: stats.clone(),
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achievements: achievements.to_vec(),
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progress: progress.clone(),
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last_modified: Utc::now(),
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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 solitaire_data::SyncError;
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use solitaire_sync::SyncResponse;
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/// A no-op sync provider that always returns a default payload on pull
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/// and succeeds silently on push. Used to exercise the plugin in headless
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/// tests without any network I/O.
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struct NoOpProvider;
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#[async_trait::async_trait]
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impl SyncProvider for NoOpProvider {
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async fn pull(&self) -> Result<SyncPayload, SyncError> {
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Ok(SyncPayload {
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user_id: Uuid::nil(),
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stats: StatsSnapshot::default(),
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achievements: vec![],
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progress: PlayerProgress::default(),
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last_modified: Utc::now(),
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})
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}
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async fn push(&self, _payload: &SyncPayload) -> Result<SyncResponse, SyncError> {
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Ok(SyncResponse {
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merged: SyncPayload {
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user_id: Uuid::nil(),
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stats: StatsSnapshot::default(),
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achievements: vec![],
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progress: PlayerProgress::default(),
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last_modified: Utc::now(),
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},
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server_time: Utc::now(),
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conflicts: vec![],
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})
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}
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fn backend_name(&self) -> &'static str {
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"no-op"
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}
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fn is_authenticated(&self) -> bool {
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false
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}
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}
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/// A provider that always fails on pull, used to test the error path.
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struct FailingProvider;
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#[async_trait::async_trait]
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impl SyncProvider for FailingProvider {
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async fn pull(&self) -> Result<SyncPayload, SyncError> {
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Err(SyncError::Network("simulated failure".to_string()))
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}
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async fn push(&self, _payload: &SyncPayload) -> Result<SyncResponse, SyncError> {
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Err(SyncError::Network("simulated failure".to_string()))
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}
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fn backend_name(&self) -> &'static str {
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"failing"
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}
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fn is_authenticated(&self) -> bool {
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false
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}
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}
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fn headless_app_with(provider: impl SyncProvider + 'static) -> App {
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let mut app = App::new();
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app.add_plugins(MinimalPlugins)
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.add_plugins(crate::game_plugin::GamePlugin)
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.add_plugins(crate::table_plugin::TablePlugin)
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.add_plugins(crate::stats_plugin::StatsPlugin::headless())
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.add_plugins(crate::progress_plugin::ProgressPlugin::headless())
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.add_plugins(crate::achievement_plugin::AchievementPlugin::headless())
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.add_plugins(SyncPlugin::new(provider));
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// MinimalPlugins does not register keyboard input.
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app.init_resource::<bevy::input::ButtonInput<KeyCode>>();
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app.update();
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app
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}
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#[test]
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fn sync_provider_resource_is_registered() {
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let app = headless_app_with(NoOpProvider);
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assert!(app.world().get_resource::<SyncProviderResource>().is_some());
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}
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#[test]
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fn sync_status_becomes_syncing_on_startup() {
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// After the first update() the startup system has run and set Syncing,
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// but the async task may not have resolved yet.
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let mut app = headless_app_with(NoOpProvider);
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// Run a second update to give the task pool a chance to complete.
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app.update();
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// Status is either Syncing (task still running) or LastSynced (resolved).
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let status = &app.world().resource::<SyncStatusResource>().0;
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assert!(
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matches!(
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status,
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SyncStatus::Syncing | SyncStatus::LastSynced(_)
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),
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"status should be Syncing or LastSynced, got {status:?}"
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);
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}
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#[test]
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fn pull_failure_sets_error_status() {
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let mut app = headless_app_with(FailingProvider);
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// Pump frames until the task resolves (it's synchronous under
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// AsyncComputeTaskPool in test mode, so a few updates suffice).
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for _ in 0..5 {
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app.update();
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}
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let status = &app.world().resource::<SyncStatusResource>().0;
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assert!(
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matches!(status, SyncStatus::Error(_)),
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"expected Error status after failing pull, got {status:?}"
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);
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}
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#[test]
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fn build_payload_sets_nil_user_id() {
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let payload = build_payload(
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&StatsSnapshot::default(),
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&[],
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&PlayerProgress::default(),
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);
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assert_eq!(payload.user_id, Uuid::nil());
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}
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#[test]
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fn build_payload_clones_stats() {
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let mut stats = StatsSnapshot::default();
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stats.games_played = 42;
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let payload = build_payload(&stats, &[], &PlayerProgress::default());
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assert_eq!(payload.stats.games_played, 42);
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}
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}
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