clay-borg/crates/cb-render-html/src/doc.rs
tegwick 7a78c58404 CB-WP-0018-T02: a game log the player can read
bot::Journal -- a shared list of Applied { actor, command, events } the
driver appends to via play_journaled; play delegates with None so
nothing existing changed. BotGame.events only appears after play
returns, which is no use to a page rendered mid-game.

Phrased with record::to_step, the recorder's vocabulary, so what the
player reads is what the scenario file will say, and all 29 GroundEvent
variants now render in words instead of Debug.

A command that produced no events says 'no effect'; the mutation
dropping that branch goes red. Honest limitation recorded: the reported
SOLVE case is resolved inside the system's resolve command, which does
produce events for other seats, so it shows as a selection with no claim
following rather than an explicit 'no effect'. Making it explicit would
mean the renderer deciding why a rule did nothing -- a second
implementation of the rules, which this task's control forbids.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 02:15:30 +02:00

812 lines
29 KiB
Rust

//! The emitted document: HTML shell, inline SVG table, inline JavaScript.
//!
//! ADR-0007 Decision 1. Marginal AM-4a cost zero — this is string
//! formatting, and the browser draws it.
//!
//! ## What the JavaScript is allowed to be
//!
//! ADR-0007 Decision 5 bars it from constructing commands. [`SCRIPT`] is
//! therefore the whole of it, it is a constant, and it does one thing:
//! record which element the pointer went down on, which it came up on, and
//! POST the pair. It contains no game vocabulary — no action names, no
//! seats, no rules. If a rule ever needs to appear in it, the decision is
//! wrong and ADR-0007 says to revisit it rather than widen the control.
use std::fmt::Write as _;
use cb_kernel::PlayerId;
use games_ground::view::{GroundView, PlayerView, ProblemView, SelectionView};
use crate::input::action_id;
/// Escape for text and attribute contexts alike.
///
/// Everything interpolated into the document goes through this. Card
/// suits and seat numbers cannot currently carry a `<`, but "cannot
/// currently" is how injection bugs are written.
pub fn esc(s: &str) -> String {
let mut out = String::with_capacity(s.len());
for c in s.chars() {
match c {
'&' => out.push_str("&amp;"),
'<' => out.push_str("&lt;"),
'>' => out.push_str("&gt;"),
'"' => out.push_str("&quot;"),
'\'' => out.push_str("&#39;"),
_ => out.push(c),
}
}
out
}
fn seat_name(p: PlayerId) -> String {
format!("P{}", p.0 + 1)
}
fn cards(list: &[games_ground::SolutionCard]) -> String {
if list.is_empty() {
return "none".to_string();
}
list.iter()
.map(|c| format!("{:?}", c.suit))
.collect::<Vec<_>>()
.join(" ")
}
/// The only JavaScript in the project. See the module docs.
pub const SCRIPT: &str = r#"
(function () {
var down = null, held = null, marked = [], ghost = null;
function node(e) {
var n = e.target;
while (n && !(n.getAttribute && n.getAttribute('data-drop'))) { n = n.parentNode; }
return n;
}
function key(n) { return n ? n.getAttribute('data-drop') : null; }
function status(t) { document.getElementById('cb-status').textContent = t; }
// ADR-0010 D1: the destinations come from `data-targets`, which Rust
// wrote. This matches on them. It does not compute, infer, filter or
// default one -- a script that pattern-matched ids to guess what is
// legal would be forbidden even though the visible result is identical.
function mark(n) {
var spec = n.getAttribute('data-targets');
if (!spec) { return; }
var want = spec.split(' ');
var all = document.querySelectorAll('[data-drop]');
for (var i = 0; i < all.length; i++) {
if (want.indexOf(all[i].getAttribute('data-drop')) >= 0) {
all[i].classList.add('dropok');
marked.push(all[i]);
}
}
}
function clear() {
for (var i = 0; i < marked.length; i++) { marked[i].classList.remove('dropok'); }
marked = [];
if (held) { held.classList.remove('held'); held = null; }
if (ghost && ghost.parentNode) { ghost.parentNode.removeChild(ghost); }
ghost = null;
down = null;
}
document.addEventListener('pointerdown', function (e) {
clear();
var n = node(e);
down = key(n);
if (!n || !down) { return; }
held = n;
n.classList.add('held');
mark(n);
if (n.getAttribute('data-targets')) {
ghost = document.createElement('div');
ghost.id = 'cb-ghost';
ghost.textContent = n.textContent;
ghost.style.left = e.clientX + 'px';
ghost.style.top = e.clientY + 'px';
document.body.appendChild(ghost);
}
});
document.addEventListener('pointermove', function (e) {
if (!ghost) { return; }
ghost.style.left = e.clientX + 'px';
ghost.style.top = e.clientY + 'px';
});
document.addEventListener('pointercancel', clear);
document.addEventListener('pointerup', function (e) {
var up = key(node(e));
var grabbed = down;
clear();
if (!grabbed || !up) {
// Refusing is right; refusing SILENTLY is what let a broken drop
// target survive a human sitting in front of it (CB-WP-0016).
status(grabbed ? 'took ' + grabbed + ', let go over nothing droppable'
: 'nothing droppable under the pointer');
return;
}
var body = 'down=' + encodeURIComponent(grabbed) + '&up=' + encodeURIComponent(up);
fetch(window.CB_ENDPOINT, {
method: 'POST',
headers: { 'Content-Type': 'application/x-www-form-urlencoded' },
body: body
}).then(function (r) { return r.text(); }).then(function (t) {
status(t);
if (t.indexOf('ok') === 0) { window.location.reload(); }
});
});
})();
"#;
const STYLE: &str = "
body{font:14px/1.5 ui-monospace,monospace;margin:1.5rem;background:#12141a;color:#dde}
h1,h2{font-size:1rem;margin:1.2rem 0 .4rem;color:#9cf}
.row{display:flex;flex-wrap:wrap;gap:.5rem;align-items:flex-start}
.card{border:1px solid #445;border-radius:6px;padding:.5rem .7rem;background:#1b1e26}
.card[data-viewer=true]{border-color:#9cf}
.act{cursor:grab;user-select:none;background:#243;border-color:#5a7}
.btn{cursor:pointer;background:#332a3a;border-color:#a7d}
/* CB-WP-0017. Interactive and inert must not look identical: `.pick` is
the resting affordance on anything that can be picked up. ADR-0010 D5
claims no evidence that this READS as pickable -- that is a human
check, and stage 1 is open on it. */
.pick{cursor:grab;user-select:none;box-shadow:0 2px 0 #0006,0 0 0 1px #5a7a inset;
transition:transform .08s,box-shadow .08s}
.pick:hover{box-shadow:0 3px 8px #000a,0 0 0 1px #7ca inset;transform:translateY(-1px)}
/* Held: the thing in your hand is lifted and dimmed where it used to be. */
.held{cursor:grabbing;opacity:.45;transform:scale(.97)}
/* A legal destination for the thing currently held -- and ONLY for that
thing. The set is written by Rust into data-targets; the script matches
it and never derives it (ADR-0010 D1). */
.dropok{outline:2px dashed #9cf;outline-offset:3px;background:#1d2a33}
.dropok text{fill:#cfe}
/* The ghost that follows the pointer, so a drag is not invisible. */
#cb-ghost{position:fixed;pointer-events:none;z-index:9;padding:.3rem .5rem;
border-radius:6px;background:#243;border:1px solid #5a7;color:#dde;
font:13px ui-monospace,monospace;box-shadow:0 6px 16px #000b;
transform:translate(-50%,-140%)}
.k{color:#89a}
.nil{color:#c88}
.eff{color:#8c9}
#cb-log{max-height:16rem;overflow-y:auto;font-size:13px}
#cb-status{margin-top:1rem;color:#fc9;min-height:1.2em}
svg{background:#1b1e26;border:1px solid #445;border-radius:6px}
";
/// Render drop keys as something a player can read.
///
/// The keys are what the page posts; these are what it shows. Both come
/// from the same list, so they cannot disagree about which moves exist.
fn target_names(targets: &[String]) -> String {
let mut out: Vec<String> = Vec::new();
for t in targets {
out.push(match t.split_once('-') {
Some(("seat", n)) => n
.parse::<u8>()
.map(|n| seat_name(PlayerId(n)))
.unwrap_or_else(|_| t.clone()),
Some(("problem", n)) => format!("problem {n}"),
_ if t == "table" => "the table".to_string(),
_ => t.clone(),
});
}
out.join(", ")
}
fn problem_svg(out: &mut String, priority: u32, p: &ProblemView, x: i32) {
let (label, sub, fill) = match p {
ProblemView::FaceDown => ("face down".to_string(), String::new(), "#2a2f3a"),
ProblemView::FaceUp {
suit,
value,
denied,
claimed_by,
protected_this_round,
} => {
let mut sub = String::new();
if *denied {
sub.push_str("denied ");
}
if *protected_this_round {
sub.push_str("protected ");
}
if let Some(c) = claimed_by {
let _ = write!(sub, "claimed by {}", seat_name(*c));
}
(
format!("{suit:?} {value}"),
sub.trim_end().to_string(),
"#26303a",
)
}
};
let _ = write!(
out,
"<g data-drop=\"problem-{priority}\"><rect x=\"{x}\" y=\"10\" width=\"120\" height=\"78\" rx=\"8\" \
fill=\"{fill}\" stroke=\"#5a6b7a\"/>\
<text x=\"{tx}\" y=\"36\" fill=\"#dde\" font-size=\"13\">{label}</text>\
<text x=\"{tx}\" y=\"56\" fill=\"#89a\" font-size=\"11\">priority {priority}</text>\
<text x=\"{tx}\" y=\"74\" fill=\"#fc9\" font-size=\"11\">{sub}</text></g>",
x = x,
tx = x + 10,
label = esc(&label),
sub = esc(&sub),
);
}
/// The relationship graph — the one element every Rust 2D toolkit would
/// have left us to hand-roll, and the reason SVG earns its place here
/// rather than merely fitting the budget (CB-RES-0006 §5).
fn relations_svg(view: &GroundView) -> String {
let n = view.players.len().max(1);
let (cx, cy, r) = (200.0f64, 150.0f64, 110.0f64);
let pos: Vec<(PlayerId, f64, f64)> = view
.players
.keys()
.enumerate()
.map(|(i, p)| {
let a = std::f64::consts::TAU * (i as f64) / (n as f64) - std::f64::consts::FRAC_PI_2;
(*p, cx + r * a.cos(), cy + r * a.sin())
})
.collect();
let find = |p: PlayerId| {
pos.iter()
.find(|(q, _, _)| *q == p)
.map(|(_, x, y)| (*x, *y))
};
let mut s = String::from(
"<svg width=\"400\" height=\"300\" role=\"img\" aria-label=\"relationship graph\">",
);
for (pair, rel) in &view.relations {
if let (Some((x1, y1)), Some((x2, y2))) = (find(pair.0), find(pair.1)) {
let colour = match rel {
games_ground::Relation::Bond => "#5c9",
games_ground::Relation::Rivalry => "#c66",
};
let _ = write!(
s,
"<line x1=\"{x1:.0}\" y1=\"{y1:.0}\" x2=\"{x2:.0}\" y2=\"{y2:.0}\" \
stroke=\"{colour}\" stroke-width=\"2\"/>\
<text x=\"{mx:.0}\" y=\"{my:.0}\" fill=\"{colour}\" font-size=\"10\">{rel:?}</text>",
mx = (x1 + x2) / 2.0,
my = (y1 + y2) / 2.0 - 3.0,
);
}
}
for (p, x, y) in &pos {
let is_viewer = view.viewer == Some(*p);
let focus = view
.focus
.get(p)
.map(|f| format!(" \u{2192}{}", seat_name(*f)));
let _ = write!(
s,
"<g data-drop=\"seat-{raw}\"><circle cx=\"{x:.0}\" cy=\"{y:.0}\" r=\"26\" fill=\"#1b1e26\" \
stroke=\"{stroke}\" stroke-width=\"2\"/>\
<text x=\"{x:.0}\" y=\"{ty:.0}\" fill=\"#dde\" font-size=\"12\" \
text-anchor=\"middle\">{name}</text>\
<text x=\"{x:.0}\" y=\"{ty2:.0}\" fill=\"#89a\" font-size=\"10\" \
text-anchor=\"middle\">{focus}</text></g>",
raw = p.0,
stroke = if is_viewer { "#9cf" } else { "#5a6b7a" },
ty = y + 2.0,
ty2 = y + 16.0,
name = seat_name(*p),
focus = esc(focus.as_deref().unwrap_or("")),
);
}
s.push_str("</svg>");
s
}
fn player_card(out: &mut String, id: PlayerId, p: &PlayerView, view: &GroundView) {
let is_viewer = view.viewer == Some(id);
let _ = write!(
out,
// CB-WP-0016 T01: the seat card is a drop target. It could not be
// while drop keys were `id`s — the graph node had already taken
// `seat-{n}` and ids must be unique, so the card the instruction
// text points at silently had none.
"<div class=\"card\" data-viewer=\"{is_viewer}\" data-drop=\"seat-{raw}\">\
<b>{name}</b>{you}<br>",
raw = id.0,
name = seat_name(id),
you = if is_viewer { " (you)" } else { "" },
);
let _ = write!(
out,
"<span class=\"k\">stress</span> {} <span class=\"k\">protect</span> {} \
<span class=\"k\">darvo</span> {:?}<br>",
p.stress, p.protection, p.darvo
);
let _ = write!(
out,
"<span data-drop=\"freedom-{raw}\" class=\"act pick\"><span class=\"k\">freedom</span> \
{ready}{lifted}</span><br>",
raw = id.0,
ready = if p.freedom_ready { "READY" } else { "spent" },
lifted = if p.freedom_gate_lifted {
" gate lifted"
} else {
""
},
);
let blame = if p.blame_from.is_empty() {
"none".to_string()
} else {
p.blame_from
.iter()
.map(|b| seat_name(*b))
.collect::<Vec<_>>()
.join(" ")
};
let _ = write!(
out,
"<span class=\"k\">blamed by</span> {}<br>",
esc(&blame)
);
match &p.hand {
Some(h) => {
let _ = write!(
out,
"<span class=\"k\">hand</span> {} ({} cards)<br>",
esc(&cards(h)),
p.hand_size
);
}
None => {
let _ = write!(
out,
"<span class=\"k\">hand</span> {} card(s), hidden<br>",
p.hand_size
);
}
}
if let Some(sel) = view.selections.get(&id) {
let _ = write!(
out,
"<span class=\"k\">selected</span> {}<br>",
match sel {
SelectionView::Hidden => "face down".to_string(),
SelectionView::Shown(s) => esc(&format!("{s:?}")),
}
);
}
if let Some(m) = view.ground_modes.get(&id) {
let _ = write!(out, "<span class=\"k\">ground mode</span> {m:?}<br>");
}
if let Some(c) = view.ground_choices.get(&id) {
let _ = write!(out, "<span class=\"k\">ground choice</span> {c:?}<br>");
}
if let Some(r) = view.support_responses.get(&id) {
let _ = write!(out, "<span class=\"k\">support</span> {r:?}<br>");
}
if let Some(t) = view.darvo_targets.get(&id) {
let _ = write!(out, "<span class=\"k\">darvo target</span> {t:?}<br>");
}
out.push_str("</div>");
}
/// Render the whole table as a standalone document.
///
/// `may_pass` adds the one affordance that is not a command: declining to
/// act where the driver allows it. Like every other element it carries an
/// id and nothing else — the page still reports only that the pointer went
/// down and up on `pass`.
///
/// `legal` is the list the aggregate offered; the buttons carry indices
/// into it and nothing else (ADR-0007 control 5). `endpoint` carries the
/// per-process token (control 1) — the page cannot mint one.
pub fn document(
view: &GroundView,
legal: &[games_ground::GroundCommand],
endpoint: &str,
seat: Option<PlayerId>,
may_pass: bool,
) -> String {
document_with_log(view, legal, endpoint, seat, may_pass, &[])
}
/// The table, plus the game log (CB-WP-0018 T02).
pub fn document_with_log(
view: &GroundView,
legal: &[games_ground::GroundCommand],
endpoint: &str,
seat: Option<PlayerId>,
may_pass: bool,
log: &[LogLine],
) -> String {
let mut s = String::with_capacity(8192);
let _ = write!(
s,
"<!doctype html><html lang=\"en\"><head><meta charset=\"utf-8\">\
<meta name=\"viewport\" content=\"width=device-width,initial-scale=1\">\
<title>GROUND \u{2014} round {round}</title><style>{STYLE}</style></head><body>",
round = view.round
);
let _ = write!(
s,
"<h1>GROUND \u{2014} round {round}, step {step:?}</h1>\
<div><span class=\"k\">lead</span> {lead} \
<span class=\"k\">scoring</span> {mode:?} \
<span class=\"k\">viewing as</span> {who}</div>",
round = view.round,
step = view.step,
lead = seat_name(view.lead),
mode = view.mode,
who = match view.viewer {
Some(p) => format!("{} (their hand only)", seat_name(p)),
None => "a spectator (no hands)".to_string(),
},
);
body(&mut s, view);
move_section(&mut s, legal, seat, may_pass);
log_section(&mut s, log);
let _ = write!(
s,
"<div id=\"cb-status\">ready</div>\
<script>window.CB_ENDPOINT={endpoint}</script><script>{SCRIPT}</script>\
</body></html>",
endpoint = json_string(endpoint),
);
s
}
/// The table itself: problems, relationships, seats, solutions, outcome.
///
/// Factored out of [`document`] so [`ending`] shows the SAME table rather
/// than a second rendering of it — two renderings of one state is how
/// they drift.
fn body(s: &mut String, view: &GroundView) {
s.push_str(
"<h2>problems</h2><svg width=\"760\" height=\"100\" role=\"img\" aria-label=\"problems\">",
);
if view.problems.is_empty() {
s.push_str(
"<text x=\"12\" y=\"52\" fill=\"#89a\" font-size=\"12\">no problems in play</text>",
);
}
for (i, (priority, p)) in view.problems.iter().enumerate() {
problem_svg(s, *priority, p, 10 + (i as i32) * 130);
}
s.push_str("</svg>");
s.push_str("<h2>relationships</h2>");
s.push_str(&relations_svg(view));
s.push_str("<h2>seats</h2><div class=\"row\">");
for (id, p) in &view.players {
player_card(s, *id, p, view);
}
s.push_str("</div>");
let _ = write!(
s,
"<h2>solutions</h2><div><span class=\"k\">deck</span> {} remaining \
<span class=\"k\">discard</span> {}</div>",
view.solution_deck_len,
esc(&cards(&view.solution_discard)),
);
if let Some(o) = &view.outcome {
let personal = o
.personal
.iter()
.map(|(p, v)| format!("{} {v:+}", seat_name(*p)))
.collect::<Vec<_>>()
.join(" ");
let winners = if o.winners.is_empty() {
"nobody".to_string()
} else {
o.winners
.iter()
.map(|w| seat_name(*w))
.collect::<Vec<_>>()
.join(" ")
};
let coalitions = if o.coalitions.is_empty() {
"none".to_string()
} else {
o.coalitions
.iter()
.map(|c| format!("{c:?}"))
.collect::<Vec<_>>()
.join(" ")
};
let _ = write!(
s,
"<h2>outcome</h2><div class=\"card\">\
<span class=\"k\">total</span> {total} of {threshold} \
<span class=\"k\">group</span> {group}<br>\
<span class=\"k\">personal</span> {personal}<br>\
<span class=\"k\">coalitions</span> {coalitions}<br>\
<span class=\"k\">mastery</span> {mastery}<br>\
<span class=\"k\">winners</span> {winners}</div>",
total = o.total,
threshold = o.threshold,
group = if o.group_success {
"success"
} else {
"failure"
},
personal = esc(&personal),
coalitions = esc(&coalitions),
mastery = match o.mastery {
Some(m) => format!("{m:+}"),
None => "none".to_string(),
},
winners = esc(&winners),
);
}
}
/// The "your move" section: action cards, numbered fallbacks, the table,
/// and pass. Emits nothing when the seat has nothing legal to do.
fn move_section(
s: &mut String,
legal: &[games_ground::GroundCommand],
seat: Option<PlayerId>,
may_pass: bool,
) {
if !legal.is_empty() {
s.push_str("<h2>your move</h2><div class=\"row\">");
for a in [
games_ground::Action::Investigate,
games_ground::Action::Solve,
games_ground::Action::Support,
games_ground::Action::Attack,
games_ground::Action::Ground,
] {
// ADR-0010 D1: the legal targets come from `legal` and are
// written into the page as data. The script matches on them;
// it never derives them. The old text was a CONSTANT —
// "onto a seat, a problem, or the table" — emitted whenever
// any legal command used this action, and it was wrong
// wherever the real target set was narrower, which is almost
// everywhere: Investigate is legal on problems 2 and 3 but
// not 1 (CB-WP-0017).
let targets: Vec<String> = seat
.map(|seat| {
legal
.iter()
.filter_map(|c| crate::input::affordance(c, seat))
.filter(|(f, _)| *f == action_id(a))
.map(|(_, t)| t)
.collect()
})
.unwrap_or_default();
if !targets.is_empty() {
let _ = write!(
s,
"<div class=\"card act pick\" data-drop=\"{id}\" \
data-targets=\"{targets}\">{a:?}<br>\
<span class=\"k\">onto</span> {names}</div>",
id = action_id(a),
targets = esc(&targets.join(" ")),
names = esc(&target_names(&targets)),
);
}
}
s.push_str("</div><div class=\"row\">");
for (i, c) in legal.iter().enumerate() {
let spatial = seat.is_some_and(|seat| crate::input::affordance(c, seat).is_some());
if !spatial {
let _ = write!(
s,
"<div class=\"card btn pick\" data-drop=\"cmd-{i}\">{}</div>",
esc(&format!("{c:?}"))
);
}
}
s.push_str(
"</div><div class=\"card\" data-drop=\"table\">the table \u{2014} drop here for an \
untargeted action</div>",
);
}
if may_pass {
s.push_str(
"<div class=\"card btn pick\" data-drop=\"pass\">pass \u{2014} decline to act</div>",
);
}
}
/// Quote a string as a JSON literal, so a token can never end the script.
fn json_string(s: &str) -> String {
let mut out = String::with_capacity(s.len() + 2);
out.push('"');
for c in s.chars() {
match c {
'"' => out.push_str("\\\""),
'\\' => out.push_str("\\\\"),
'<' => out.push_str("\\u003c"),
'>' => out.push_str("\\u003e"),
'&' => out.push_str("\\u0026"),
c if (c as u32) < 0x20 => {
let _ = write!(out, "\\u{:04x}", c as u32);
}
c => out.push(c),
}
}
out.push('"');
out
}
/// Extract the document's visible text and element ids.
///
/// ADR-0007 control 6 requires the coverage gate to assert over the
/// **parsed emitted document**, not over the Rust that emits it. This is
/// that parse: it drops markup and returns what a reader would see, plus
/// the ids a pointer can address. A substring search over the raw source
/// would happily find a token inside a comment or a style rule.
/// Every `data-drop="…"` value in the document.
///
/// CB-WP-0016. A real parse of the attribute rather than a substring
/// search: `html.contains("seat-1")` would be satisfied by the *text*
/// "seat-1" and by `data-drop="seat-10"`, and the point of the check this
/// feeds is that an affordance can name a target that is not there.
///
/// **Drop keys are `data-drop`, not `id`, and that is the fix for
/// CB-WP-0016.** An `id` must be unique in a document, so exactly one
/// element could ever be `seat-0` — the relationship-graph circle took it
/// and the seat card the instruction text points at went without. A seat
/// is drawn twice and both drawings are the seat.
/// One line of the game log: what was done, and what it produced.
///
/// Built by the caller from `bot::Applied` so this crate stays free of
/// the driver, and phrased in the **recorder's** vocabulary via
/// `record::to_step` — CB-WP-0018 T02 forbids a fourth phrasing, because
/// what the player reads should be what the scenario file will say.
pub struct LogLine {
pub who: String,
pub what: String,
/// Rendered effects. **Empty is the case that matters:** a command
/// that produced no events is the one the player cannot otherwise
/// account for.
pub effects: Vec<String>,
}
/// The game log, newest last, with the empty case spelled out.
fn log_section(s: &mut String, log: &[LogLine]) {
s.push_str("<h2>log</h2><div class=\"card\" id=\"cb-log\">");
if log.is_empty() {
s.push_str("<span class=\"k\">nothing has happened yet</span>");
}
for line in log {
let _ = write!(
s,
"<div><span class=\"k\">{who}</span> {what}",
who = esc(&line.who),
what = esc(&line.what),
);
if line.effects.is_empty() {
// The silence CB-WP-0018 was reported for, said out loud.
s.push_str(" \u{2014} <span class=\"nil\">no effect</span>");
} else {
for e in &line.effects {
let _ = write!(s, "<br><span class=\"eff\">\u{2192} {}</span>", esc(e));
}
}
s.push_str("</div>");
}
s.push_str("</div>");
}
/// The page a finished game leaves behind (CB-WP-0018 T01).
///
/// `view` is `None` when the game ended badly: then there is no result to
/// draw and saying so is the whole point. Drawing a table for a game that
/// crashed would be the same lie the empty page told, dressed up.
///
/// **This page does not auto-reload.** The old one reloaded on `ok` and
/// the reload was refused, which is how a completed game became a blank
/// tab.
pub fn ending(view: Option<&GroundView>, message: &str, endpoint: &str, log: &[LogLine]) -> String {
let mut s = String::with_capacity(4096);
let _ = write!(
s,
"<!doctype html><meta charset=\"utf-8\">\
<meta name=\"viewport\" content=\"width=device-width,initial-scale=1\">\
<title>GROUND — game over</title><style>{STYLE}</style>\
<h1>game over</h1><div class=\"card\">{msg}</div>",
msg = esc(message),
);
match view {
Some(v) => body(&mut s, v),
None => {
s.push_str(
"<div class=\"card\">The game ended without a result, so there \
is no final table to show. The reason is above.</div>",
);
}
}
log_section(&mut s, log);
let _ = write!(
s,
"<div class=\"card btn pick\" data-drop=\"done\">close \u{2014} I have read this</div>\
<div id=\"cb-status\">the game is over</div>\
<script>window.CB_ENDPOINT={endpoint}</script><script>{SCRIPT}</script>",
endpoint = json_string(endpoint),
);
s
}
pub fn drop_keys(html: &str) -> std::collections::BTreeSet<String> {
let mut out = std::collections::BTreeSet::new();
let mut rest = html;
while let Some(i) = rest.find("data-drop=\"") {
let after = &rest[i + 11..];
match after.find('"') {
Some(j) => {
out.insert(after[..j].to_string());
rest = &after[j..];
}
None => break,
}
}
out
}
pub fn text_of(html: &str) -> String {
let mut out = String::with_capacity(html.len() / 2);
let bytes: Vec<char> = html.chars().collect();
let mut i = 0;
let mut skip_to: Option<&str> = None;
while i < bytes.len() {
if bytes[i] == '<' {
// Find the tag name.
let start = i + 1;
let mut j = start;
while j < bytes.len() && bytes[j] != '>' {
j += 1;
}
let tag: String = bytes[start..j.min(bytes.len())].iter().collect();
let lower = tag.to_ascii_lowercase();
let name = lower
.trim_start_matches('/')
.split([' ', '\t', '\n', '>'])
.next()
.unwrap_or("")
.to_string();
if let Some(want) = skip_to {
if lower.starts_with('/') && name == want {
skip_to = None;
}
} else if name == "script" || name == "style" {
// Their contents are not text a reader sees.
if !lower.starts_with('/') && !lower.ends_with('/') {
skip_to = Some(if name == "script" { "script" } else { "style" });
}
} else {
// Ids are addressable surface, so they count as rendered.
if let Some(k) = lower.find("id=\"") {
let rest = &tag[k + 4..];
if let Some(end) = rest.find('"') {
out.push(' ');
out.push_str(&rest[..end]);
}
}
}
i = j + 1;
continue;
}
if skip_to.is_none() {
out.push(bytes[i]);
}
i += 1;
}
// Unescape the entities esc() introduced, so a test looks for the text
// a reader sees rather than its encoding.
out.replace("&lt;", "<")
.replace("&gt;", ">")
.replace("&quot;", "\"")
.replace("&#39;", "'")
.replace("&amp;", "&")
}