Files
functional-programming-snake/fsharp/solutions/Replay.fs
T
Lucas WintherandClaude Fable 5.2 edd57f0148 feat(course): audit fixes and twelve extensions (Modules 7b, 12, 13)
Audit pass:
- Frame rule counts frames since the last move, so every step lasts
  exactly movesEvery(score) frames, also right after a speed-up
- clampTime + MAX_GAP_MS: a hidden tab no longer replays the whole gap
- Pong Restart keeps held keys
- Fact corrections (mulberry32 output coverage, Haskell IO, uniform)
- New fixture cases from a mutation analysis

Extensions (all three tracks, shared fixtures, course text):
- Turn queue (Exercise 10.6), persisted high score (10.7),
  replay viewer (10.8), play() end-to-end helper (9.5)
- Optional State (4.7) and optional Module 7b, stack-safe IO
- Module 12, property-based testing with generators, shrinking,
  invariants and a model-based oracle
- Module 13, Conway's Life with a Click event
- JS type checking via jsconfig, JSDoc and types.d.ts
- Maintainer tools: scripts/mutate.mjs, scripts/typecheck-js.sh,
  Playwright end-to-end suite (e2e/, scripts/e2e.sh)

Docs: docs/contract.md is the canonical contract; specs and build log
under docs/superpowers.

Verified: JS 728, Scala 689, F# 691 unit tests; stubs and progression
M01-M13 and M07b; 176 end-to-end tests on Chromium and WebKit.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-11 12:05:29 +01:00

97 lines
3.6 KiB
FSharp

/// m10 replay viewer: a recorded game is a seed and a list of actions; watching it is a second, tiny program
/// whose state is only a position in the list of the game's states.
module Snake.Replay
open Snake.Model
open Snake.View
open Snake.IO
open Snake.Stream
type Recording = { Seed: uint32; Actions: Action list }
type Viewer = { Index: int; Last: int; Playing: bool }
[<RequireQualifiedAccess>]
type ViewerAction =
| Next
| Prev
| First
| Last
| TogglePlay
| Beat
let REPLAY_MS = 100L
// Every state of the recorded game, from the new game to the end: the recording replayed with `history`.
let frames (recording: Recording) : GameState list =
Game.history (Spawn.newGame recording.Seed) recording.Actions
let viewerStart (last: int) : Viewer = { Index = 0; Last = last; Playing = false }
// Where each action moves the viewer, and whether it plays afterwards (before the end-of-recording rule).
let private move (v: Viewer) (action: ViewerAction) : Viewer =
let clamp i = min v.Last (max 0 i)
match action with
| ViewerAction.Next -> { v with Index = clamp (v.Index + 1) }
| ViewerAction.Prev -> { v with Index = clamp (v.Index - 1) }
| ViewerAction.First -> { v with Index = 0 }
| ViewerAction.Last -> { v with Index = v.Last }
// Play from the end means: watch it again from the start.
| ViewerAction.TogglePlay ->
if v.Playing then
{ v with Playing = false }
else
{ v with
Index = (if v.Index = v.Last then 0 else v.Index)
Playing = true }
| ViewerAction.Beat -> if v.Playing then { v with Index = clamp (v.Index + 1) } else v
// The index never leaves [0, Last], and the viewer never plays on the last frame, so autoplay stops by itself.
let viewerUpdate (viewer: Viewer) (action: ViewerAction) : Viewer =
let next = move viewer action
{ next with Playing = next.Playing && next.Index < next.Last }
let viewerKey (key: string) : ViewerAction option =
match key with
| "ArrowRight" | "d" | "D" -> Some ViewerAction.Next
| "ArrowLeft" | "a" | "A" -> Some ViewerAction.Prev
| "Home" -> Some ViewerAction.First
| "End" -> Some ViewerAction.Last
| " " -> Some ViewerAction.TogglePlay
| _ -> None
// The game's own picture of the current frame, then the position at the top right and a hint at the bottom.
let viewerView (frames: GameState list) (viewer: Viewer) : Scene =
let game = List.item viewer.Index frames
let w = game.Width * CELL
let hint =
if viewer.Playing then
"Space: pause"
else
"Left/Right: step Home/End: jump Space: play"
View.view game
@ [ Text(w - 6, 18, $"step {viewer.Index} / {viewer.Last}", "#ffffff", 16, "right")
Text(w / 2, game.Height * CELL - 8, hint, "#aaaaaa", 12, "center") ]
let replayActions: Stream<ViewerAction> =
Stream.merge
(Stream.interval REPLAY_MS |> Stream.map (fun _ -> ViewerAction.Beat))
(Stream.keyDowns |> Stream.choose viewerKey)
let viewerStates (last: int) (actions: Stream<ViewerAction>) : Stream<Viewer> =
actions |> Stream.scan viewerUpdate (viewerStart last) |> Stream.startWith (viewerStart last)
// It needs no seed from the world (the recording has one), so it starts with `pure`.
// The frames are computed once, here, and every drawing picks one of them.
let replayMain (recording: Recording) : IO<Stream<IO<unit>>> =
let fs = frames recording
IO.pure (
viewerStates (List.length fs - 1) replayActions
|> Stream.map (fun v -> IO.drawScene (viewerView fs v))
|> Stream.clampTime App.MAX_GAP_MS
)