Files
Ferrous-Solitaire/solitaire_engine/src/difficulty_plugin.rs
T
funman300 a92ac066a6
Build and Deploy / build-and-push (push) Failing after 1m6s
fix(web): resolve wasm32 runtime panics; game boots and renders in Firefox
Fixes found while testing the Bevy WASM build in a real browser:

1. chrono wasmbind: add `wasmbind` feature to workspace chrono dep so
   Local::now()/Utc::now() use js-sys::Date on wasm32 (previously
   fell through to std::time::SystemTime which panics on wasm32).

2. std::time::SystemTime: replace all remaining direct SystemTime::now()
   calls (4 sites across game_plugin, difficulty_plugin, time_attack_plugin,
   solitaire_data/storage) with chrono::Utc::now() which is wasm32-safe.

3. user_dir: return empty PathBuf (instead of panicking) when data_dir()
   is None on wasm32; there is no filesystem in the browser so user themes
   are unsupported and a benign empty path is correct.

4. ThemeRegistryPlugin: gate build_registry_on_startup to non-wasm32
   (the filesystem scan for user themes has nothing to scan in the browser;
   only the bundled embedded themes are available).

5. AssetMetaCheck::Never: configure AssetPlugin in solitaire_web to skip
   `.meta` sidecar fetches — we don't ship .meta files, so the default
   AssetMetaCheck::Always produced a 404 flood on every card/background asset.

Result: `http://localhost:<port>/play` boots in Firefox with zero errors
and renders the full Bevy game — home screen, onboarding modal, HUD all
visible. Assets load correctly from /assets/. Chromium has a separate
wgpu-27/ANGLE/GLES shader translation bug (not in our code); Firefox works.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 14:16:19 -07:00

235 lines
8.2 KiB
Rust

//! Difficulty-tier game-start plugin.
//!
//! Handles [`StartDifficultyRequestEvent`] by picking the next seed from the
//! appropriate pre-verified catalog in `solitaire_data::difficulty_seeds` and
//! writing a [`NewGameRequestEvent`]. For [`DifficultyLevel::Random`] a
//! system-time seed is used instead — the deal may or may not be winnable.
//!
//! # Catalog cycling
//!
//! Each tier maintains an independent cursor in [`DifficultyIndexResource`]
//! that advances one step each time a game is started at that tier. The cursor
//! wraps modulo the catalog length so players never run out of variety. The
//! resource is *not* persisted — it resets to 0 on every launch, which is fine
//! because the starting position is effectively random (player-chosen timing
//! determines which seed in the 40-entry catalog they start at).
use chrono::Utc;
use bevy::prelude::*;
use solitaire_core::game_state::{DifficultyLevel, GameMode};
use solitaire_data::difficulty_seeds::seeds_for;
use crate::events::{NewGameRequestEvent, StartDifficultyRequestEvent};
use crate::game_plugin::GameMutation;
// ---------------------------------------------------------------------------
// Resources
// ---------------------------------------------------------------------------
/// Per-tier catalog cursors. Each value is the index of the **next** seed to
/// deal from that tier's catalog. Wraps modulo the catalog length.
#[derive(Resource, Default)]
pub struct DifficultyIndexResource {
easy: usize,
medium: usize,
hard: usize,
expert: usize,
grandmaster: usize,
}
impl DifficultyIndexResource {
/// Advance the cursor for `level` and return the seed at the old position.
/// Falls back to a system-time seed if the catalog is unexpectedly empty.
pub fn next_seed(&mut self, level: DifficultyLevel) -> u64 {
let Some(catalog) = seeds_for(level) else {
return seed_from_system_time();
};
if catalog.is_empty() {
return seed_from_system_time();
}
let cursor = match level {
DifficultyLevel::Easy => &mut self.easy,
DifficultyLevel::Medium => &mut self.medium,
DifficultyLevel::Hard => &mut self.hard,
DifficultyLevel::Expert => &mut self.expert,
DifficultyLevel::Grandmaster => &mut self.grandmaster,
DifficultyLevel::Random => unreachable!("Random has no catalog"),
};
let seed = catalog[*cursor % catalog.len()];
*cursor = cursor.wrapping_add(1);
seed
}
}
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
/// Registers all difficulty-mode systems and resources.
pub struct DifficultyPlugin;
impl Plugin for DifficultyPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<DifficultyIndexResource>()
.add_message::<StartDifficultyRequestEvent>()
.add_message::<NewGameRequestEvent>()
.add_systems(Update, handle_difficulty_request.before(GameMutation));
}
}
// ---------------------------------------------------------------------------
// Systems
// ---------------------------------------------------------------------------
/// Resolves `StartDifficultyRequestEvent` → catalog seed → `NewGameRequestEvent`.
fn handle_difficulty_request(
mut requests: MessageReader<StartDifficultyRequestEvent>,
mut new_game: MessageWriter<NewGameRequestEvent>,
mut index: ResMut<DifficultyIndexResource>,
) {
for ev in requests.read() {
let seed = if ev.level == DifficultyLevel::Random {
seed_from_system_time()
} else {
index.next_seed(ev.level)
};
new_game.write(NewGameRequestEvent {
seed: Some(seed),
mode: Some(GameMode::Difficulty(ev.level)),
confirmed: false,
});
}
}
fn seed_from_system_time() -> u64 {
// Use chrono so this works on wasm32 (chrono has the `wasmbind` feature;
// std::time::SystemTime panics on wasm32-unknown-unknown).
Utc::now().timestamp_nanos_opt().unwrap_or(0) as u64
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
use crate::game_plugin::GamePlugin;
use crate::table_plugin::TablePlugin;
use solitaire_data::difficulty_seeds::{EASY_SEEDS, MEDIUM_SEEDS};
fn headless_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(GamePlugin)
.add_plugins(TablePlugin)
.add_plugins(DifficultyPlugin);
app.update();
app
}
fn fire_request(app: &mut App, level: DifficultyLevel) {
app.world_mut()
.write_message(StartDifficultyRequestEvent { level });
app.update();
}
fn drain_new_game_events(app: &mut App) -> Vec<NewGameRequestEvent> {
let msgs = app.world().resource::<Messages<NewGameRequestEvent>>();
let mut cursor = msgs.get_cursor();
cursor.read(msgs).copied().collect()
}
#[test]
fn easy_request_dispatches_seed_from_easy_catalog() {
let mut app = headless_app();
fire_request(&mut app, DifficultyLevel::Easy);
let events = drain_new_game_events(&mut app);
assert_eq!(events.len(), 1);
let ev = &events[0];
assert!(ev.seed.is_some());
assert_eq!(ev.mode, Some(GameMode::Difficulty(DifficultyLevel::Easy)));
assert!(!ev.confirmed);
// Seed must come from the Easy catalog (non-empty catalog is the test
// precondition — the catalog uniqueness test in difficulty_seeds.rs
// guards integrity).
if !EASY_SEEDS.is_empty() {
assert!(
EASY_SEEDS.contains(&ev.seed.unwrap()),
"seed {:?} not in EASY_SEEDS",
ev.seed
);
}
}
#[test]
fn successive_easy_requests_cycle_through_catalog() {
let mut app = headless_app();
fire_request(&mut app, DifficultyLevel::Easy);
fire_request(&mut app, DifficultyLevel::Easy);
let events = drain_new_game_events(&mut app);
assert_eq!(events.len(), 2);
// Two successive requests should return different seeds (assuming the
// catalog has at least 2 entries — it has 40).
if EASY_SEEDS.len() >= 2 {
assert_ne!(
events[0].seed, events[1].seed,
"successive Easy requests should produce different seeds"
);
}
}
#[test]
fn medium_request_dispatches_seed_from_medium_catalog() {
let mut app = headless_app();
fire_request(&mut app, DifficultyLevel::Medium);
let events = drain_new_game_events(&mut app);
assert_eq!(events.len(), 1);
assert_eq!(
events[0].mode,
Some(GameMode::Difficulty(DifficultyLevel::Medium))
);
if !MEDIUM_SEEDS.is_empty() {
assert!(MEDIUM_SEEDS.contains(&events[0].seed.unwrap()));
}
}
#[test]
fn random_request_dispatches_some_seed_with_random_mode() {
let mut app = headless_app();
fire_request(&mut app, DifficultyLevel::Random);
let events = drain_new_game_events(&mut app);
assert_eq!(events.len(), 1);
assert!(
events[0].seed.is_some(),
"Random should always produce Some(seed)"
);
assert_eq!(
events[0].mode,
Some(GameMode::Difficulty(DifficultyLevel::Random))
);
}
#[test]
fn different_tier_cursors_are_independent() {
let mut app = headless_app();
fire_request(&mut app, DifficultyLevel::Easy);
fire_request(&mut app, DifficultyLevel::Medium);
let events = drain_new_game_events(&mut app);
assert_eq!(events.len(), 2);
// Seeds from different catalogs should differ (they come from different
// address ranges by construction of gen_difficulty_seeds).
assert_ne!(
events[0].seed, events[1].seed,
"Easy and Medium should draw from independent catalogs"
);
}
}