CLAUDE: Fix resolution phase control and add demo mode
Bug fix: During resolution phase (dice rolling), isMyTurn was false for both players, preventing anyone from seeing the dice roller. Now the batting team has control during resolution since they read their card. Demo mode: myTeamId now returns whichever team needs to act, allowing single-player testing of both sides. Changes: - Add creator_discord_id to GameState (backend + frontend types) - Add get_current_user_optional dependency for optional auth - Update quick-create to capture creator's discord_id - Fix isMyTurn to give batting team control during resolution - Demo mode: myTeamId returns active team based on phase Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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backend/app/api/dependencies.py
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49
backend/app/api/dependencies.py
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@ -0,0 +1,49 @@
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"""
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FastAPI dependencies for authentication and database access.
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These dependencies can be injected into route handlers using FastAPI's Depends() mechanism.
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"""
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import logging
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from fastapi import Request
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from jose import JWTError
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from app.utils.auth import verify_token
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from app.utils.cookies import ACCESS_TOKEN_COOKIE
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logger = logging.getLogger(f"{__name__}.dependencies")
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async def get_current_user_optional(request: Request) -> dict | None:
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"""
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Get current authenticated user from cookie (optional).
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This dependency returns the user dict if authenticated, or None if not.
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Use this when authentication is optional but you want to capture user info
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if available (e.g., for tracking game creators).
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Args:
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request: FastAPI request object
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Returns:
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User dict with discord_id, user_id, username if authenticated, None otherwise
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"""
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token = request.cookies.get(ACCESS_TOKEN_COOKIE)
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if not token:
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return None
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try:
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payload = verify_token(token)
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return {
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"discord_id": payload.get("discord_id"),
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"user_id": payload.get("user_id"),
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"username": payload.get("username"),
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}
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except JWTError:
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logger.debug("Invalid token in optional auth check")
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return None
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except Exception as e:
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logger.debug(f"Error verifying token in optional auth: {e}")
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return None
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@ -1,9 +1,10 @@
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import logging
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from uuid import UUID, uuid4
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from fastapi import APIRouter, HTTPException
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from fastapi import APIRouter, Depends, HTTPException, Request
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from pydantic import BaseModel, Field, field_validator
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from app.api.dependencies import get_current_user_optional
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from app.core.game_engine import game_engine
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from app.core.state_manager import state_manager
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from app.database.operations import DatabaseOperations
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@ -325,13 +326,16 @@ async def create_game(request: CreateGameRequest):
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@router.post("/quick-create", response_model=CreateGameResponse)
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async def quick_create_game():
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async def quick_create_game(user: dict | None = Depends(get_current_user_optional)):
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"""
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Quick-create endpoint for testing - creates a game with pre-configured lineups.
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Uses the lineup configuration from the most recent game (Team 35 vs Team 38).
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This eliminates the 2-minute lineup configuration process during testing.
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The authenticated user's discord_id is stored as creator_discord_id, allowing
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them to control the home team regardless of actual team ownership.
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Returns:
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CreateGameResponse with game_id
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"""
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@ -344,16 +348,21 @@ async def quick_create_game():
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away_team_id = 38
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league_id = "sba"
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# Get creator's discord_id from authenticated user
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creator_discord_id = user.get("discord_id") if user else None
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logger.info(
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f"Quick-creating game {game_id}: {home_team_id} vs {away_team_id}"
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f"Quick-creating game {game_id}: {home_team_id} vs {away_team_id} (creator: {creator_discord_id})"
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)
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# Create game in state manager
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# Creator controls both teams for solo testing
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state = await state_manager.create_game(
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game_id=game_id,
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league_id=league_id,
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home_team_id=home_team_id,
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away_team_id=away_team_id,
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creator_discord_id=creator_discord_id,
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)
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# Save to database
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@ -70,6 +70,7 @@ class StateManager:
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home_team_is_ai: bool = False,
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away_team_is_ai: bool = False,
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auto_mode: bool = False,
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creator_discord_id: str | None = None,
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) -> GameState:
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"""
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Create a new game state in memory.
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@ -111,6 +112,7 @@ class StateManager:
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home_team_is_ai=home_team_is_ai,
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away_team_is_ai=away_team_is_ai,
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auto_mode=auto_mode,
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creator_discord_id=creator_discord_id,
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current_batter=placeholder_batter, # Will be replaced by _prepare_next_play() when game starts
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)
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@ -396,6 +396,9 @@ class GameState(BaseModel):
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home_team_is_ai: bool = False
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away_team_is_ai: bool = False
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# Creator (for demo/testing - creator can control home team)
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creator_discord_id: str | None = None
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# Resolution mode
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auto_mode: bool = (
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False # True = auto-generate outcomes (PD only), False = manual submissions
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@ -438,20 +438,23 @@ const isLoading = ref(true)
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const connectionStatus = ref<'connecting' | 'connected' | 'disconnected'>('connecting')
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const showSubstitutions = ref(false)
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// Determine which team (if any) the current user owns in this game
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// Determine which team the user controls
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// For demo/testing: user controls whichever team needs to act
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const myTeamId = computed(() => {
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if (!gameState.value) return null
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const userTeamIds = authStore.userTeams.map(t => t.id)
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if (userTeamIds.includes(gameState.value.home_team_id)) {
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return gameState.value.home_team_id
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// Return the team that currently needs to make a decision
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if (gameState.value.half === 'top') {
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// Top: away bats, home fields
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return gameState.value.decision_phase === 'awaiting_defensive'
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? gameState.value.home_team_id
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: gameState.value.away_team_id
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} else {
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// Bottom: home bats, away fields
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return gameState.value.decision_phase === 'awaiting_defensive'
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? gameState.value.away_team_id
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: gameState.value.home_team_id
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}
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if (userTeamIds.includes(gameState.value.away_team_id)) {
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return gameState.value.away_team_id
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}
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return null // Spectator - doesn't own either team
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})
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// Dynamic ScoreBoard height tracking
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@ -483,13 +486,13 @@ const currentTeam = computed(() => {
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return gameState.value?.half === 'top' ? 'away' : 'home'
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})
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// Determine if it's the current user's turn to act
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const isMyTurn = computed(() => {
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if (!myTeamId.value || !gameState.value) return false
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// Determine which team needs to act based on decision phase
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// During decision phases, check which team needs to decide
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if (needsDefensiveDecision.value) {
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// Fielding team makes defensive decisions
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// Top of inning: home fields, Bottom: away fields
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const fieldingTeamId = gameState.value.half === 'top'
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? gameState.value.home_team_id
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: gameState.value.away_team_id
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@ -498,14 +501,18 @@ const isMyTurn = computed(() => {
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if (needsOffensiveDecision.value) {
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// Batting team makes offensive decisions
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// Top of inning: away bats, Bottom: home bats
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const battingTeamId = gameState.value.half === 'top'
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? gameState.value.away_team_id
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: gameState.value.home_team_id
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return myTeamId.value === battingTeamId
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}
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return false
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// During resolution phase (dice rolling, outcome submission),
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// the BATTING team has control (they read their card)
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const battingTeamId = gameState.value.half === 'top'
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? gameState.value.away_team_id
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: gameState.value.home_team_id
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return myTeamId.value === battingTeamId
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})
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const decisionPhase = computed(() => {
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@ -72,6 +72,9 @@ export interface GameState {
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home_team_is_ai: boolean
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away_team_is_ai: boolean
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// Creator (for demo/testing - creator can control home team)
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creator_discord_id: string | null
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// Resolution mode
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auto_mode: boolean
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