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Ferrous-Solitaire/solitaire_sync/src/stats.rs
T
funman300 3984231c9b feat(data,sync,engine): per-mode best score and fastest win
Lifetime stats now also track best score and fastest win per game
mode (Classic, Zen, Challenge), additive on top of the existing
all-modes-combined `best_single_score` and `fastest_win_seconds`.
Time Attack is intentionally excluded — its scoring model is
session-level (count of wins inside a 10-minute window) so a
per-game best wouldn't compose. Daily Challenge inherits Classic
scoring and contributes through the Classic row.

- `solitaire_sync::StatsSnapshot` gains six fields (`{mode}_best_score`,
  `{mode}_fastest_win_seconds` × {Classic, Zen, Challenge}). All are
  `#[serde(default)]` so older save files load cleanly to zeros.
- `solitaire_sync::merge` propagates the per-mode bests through the
  same max/min logic as the global counterparts.
- `solitaire_data::StatsExt::update_per_mode_bests` is the engine's
  entry point — called from `update_stats_on_win` alongside the
  existing `update_on_win`.
- Stats overlay grows a "Per-mode bests" section with three rows
  (Classic / Zen / Challenge) tagged with `PerModeBestsRow`. Empty
  rows render an em-dash, matching the first-launch zero-state
  treatment used by the primary cells.
- 3 new tests cover the rendering, the Classic-mode update path,
  and the Zen-mode update path.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 18:46:32 +00:00

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//! Shared `StatsSnapshot` definition — used by both the game client and the
//! sync server to represent cumulative player statistics.
use chrono::{DateTime, Utc};
use serde::{Deserialize, Serialize};
/// Cumulative game statistics that travel across the sync boundary.
///
/// Game-logic mutation helpers that depend on `solitaire_core` types (e.g.
/// `update_on_win`) are provided via the `StatsExt` extension trait in
/// `solitaire_data`. File I/O helpers also live in `solitaire_data::storage`.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub struct StatsSnapshot {
/// Total number of games started (won + lost + abandoned).
pub games_played: u32,
/// Number of games won.
pub games_won: u32,
/// Number of games lost or abandoned.
pub games_lost: u32,
/// Current win streak length.
pub win_streak_current: u32,
/// All-time best win streak.
pub win_streak_best: u32,
/// Rolling average of win times in seconds.
pub avg_time_seconds: u64,
/// Fastest single win time in seconds. `u64::MAX` when no wins recorded yet.
pub fastest_win_seconds: u64,
/// Sum of all winning scores.
pub lifetime_score: u64,
/// Highest score achieved in a single game.
pub best_single_score: u32,
/// Wins achieved in Draw-One mode.
pub draw_one_wins: u32,
/// Wins achieved in Draw-Three mode.
pub draw_three_wins: u32,
// -----------------------------------------------------------------
// Per-mode bests
//
// These mirror `best_single_score` / `fastest_win_seconds` but
// narrowed to one [`solitaire_core::game_state::GameMode`]. They are
// additive: lifetime totals continue to track across all modes, and
// legacy `stats.json` files load to 0 for every new field via
// `#[serde(default)]`.
//
// Time-Attack and Daily-Challenge are intentionally absent here:
// - Time Attack has its own session-level scoring (count of wins
// inside a 10-minute window); a per-game best wouldn't compose.
// - Daily Challenge uses Classic scoring rules and so already
// contributes to `classic_*` here.
//
// Sentinel for `*_fastest_win_seconds` is `0` (not `u64::MAX`),
// because legacy files deserialise unknown fields to the type's
// `Default::default()` — and `u64::default()` is 0. The merge logic
// and the UI must therefore treat 0 as "no win recorded yet".
// -----------------------------------------------------------------
/// Best single score achieved in Classic mode (Draw-One or Draw-Three).
/// 0 means "no Classic win yet".
#[serde(default)]
pub classic_best_score: u32,
/// Fastest Classic-mode win time, in seconds. 0 means "no Classic win yet".
#[serde(default)]
pub classic_fastest_win_seconds: u64,
/// Best single score achieved in Zen mode. Zen has no time pressure but
/// scoring is still on, so players who care about it still play for a high.
/// 0 means "no Zen win yet".
#[serde(default)]
pub zen_best_score: u32,
/// Fastest Zen-mode win time, in seconds. 0 means "no Zen win yet".
#[serde(default)]
pub zen_fastest_win_seconds: u64,
/// Best single score achieved in Challenge mode (the hardest mode — separate
/// leaderboard). 0 means "no Challenge win yet".
#[serde(default)]
pub challenge_best_score: u32,
/// Fastest Challenge-mode win time, in seconds. 0 means "no Challenge win yet".
#[serde(default)]
pub challenge_fastest_win_seconds: u64,
/// Wall-clock time of the last modification (used for conflict detection).
pub last_modified: DateTime<Utc>,
}
impl Default for StatsSnapshot {
fn default() -> Self {
Self {
games_played: 0,
games_won: 0,
games_lost: 0,
win_streak_current: 0,
win_streak_best: 0,
avg_time_seconds: 0,
fastest_win_seconds: u64::MAX,
lifetime_score: 0,
best_single_score: 0,
draw_one_wins: 0,
draw_three_wins: 0,
classic_best_score: 0,
classic_fastest_win_seconds: 0,
zen_best_score: 0,
zen_fastest_win_seconds: 0,
challenge_best_score: 0,
challenge_fastest_win_seconds: 0,
last_modified: DateTime::UNIX_EPOCH,
}
}
}
impl StatsSnapshot {
/// Record an abandoned game (player started a new game without winning).
pub fn record_abandoned(&mut self) {
self.games_played += 1;
self.games_lost += 1;
self.win_streak_current = 0;
self.last_modified = Utc::now();
}
/// Win percentage as 0100, or `None` if no games played.
pub fn win_rate(&self) -> Option<f32> {
if self.games_played == 0 {
None
} else {
Some(self.games_won as f32 / self.games_played as f32 * 100.0)
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn win_rate_is_none_before_any_game() {
let s = StatsSnapshot::default();
assert!(s.win_rate().is_none());
}
#[test]
fn win_rate_100_when_all_games_won() {
let s = StatsSnapshot {
games_played: 5,
games_won: 5,
..StatsSnapshot::default()
};
let rate = s.win_rate().expect("should have a rate");
assert!((rate - 100.0).abs() < 0.01, "expected 100.0, got {rate}");
}
#[test]
fn win_rate_50_when_half_won() {
let s = StatsSnapshot {
games_played: 10,
games_won: 5,
..StatsSnapshot::default()
};
let rate = s.win_rate().expect("should have a rate");
assert!((rate - 50.0).abs() < 0.01, "expected 50.0, got {rate}");
}
#[test]
fn win_rate_0_when_no_wins() {
let s = StatsSnapshot {
games_played: 3,
games_won: 0,
..StatsSnapshot::default()
};
let rate = s.win_rate().expect("should have a rate");
assert!((rate - 0.0).abs() < 0.01, "expected 0.0, got {rate}");
}
#[test]
fn fastest_win_seconds_defaults_to_max() {
let s = StatsSnapshot::default();
assert_eq!(s.fastest_win_seconds, u64::MAX);
}
#[test]
fn record_abandoned_increments_played_and_lost() {
let mut s = StatsSnapshot::default();
s.record_abandoned();
assert_eq!(s.games_played, 1);
assert_eq!(s.games_lost, 1);
assert_eq!(s.games_won, 0);
}
#[test]
fn record_abandoned_resets_win_streak() {
let mut s = StatsSnapshot { win_streak_current: 5, ..Default::default() };
s.record_abandoned();
assert_eq!(s.win_streak_current, 0, "abandoned game must break the win streak");
}
#[test]
fn record_abandoned_preserves_best_streak() {
let mut s = StatsSnapshot { win_streak_best: 7, win_streak_current: 7, ..Default::default() };
s.record_abandoned();
assert_eq!(s.win_streak_best, 7, "best streak must not be reduced on abandon");
assert_eq!(s.win_streak_current, 0);
}
#[test]
fn per_mode_fields_default_to_zero() {
// The new per-mode fields must default to 0 — both in the explicit
// `Default` impl and (because of `#[serde(default)]`) for any
// legacy payload that omits them. The legacy-JSON deserialise
// round-trip lives in `solitaire_data::stats` where `serde_json`
// is in scope.
let s = StatsSnapshot::default();
assert_eq!(s.classic_best_score, 0);
assert_eq!(s.classic_fastest_win_seconds, 0);
assert_eq!(s.zen_best_score, 0);
assert_eq!(s.zen_fastest_win_seconds, 0);
assert_eq!(s.challenge_best_score, 0);
assert_eq!(s.challenge_fastest_win_seconds, 0);
}
}