CLAUDE: Update documentation with session improvements
Comprehensive documentation update covering all changes from 2025-10-28: ## Documentation Additions **Performance Optimizations Section:** - Added conditional game state updates (4th optimization) - Updated performance impact metrics (70% query reduction in low-scoring innings) - Clarified combined effect of all optimizations **Game Models Refactor Section:** - Documented RunnerState removal rationale - Explained direct base reference approach - Listed benefits and updated methods - Included before/after code comparison **Terminal Client Modularization Section:** - Documented problem (code duplication) - Explained modular solution with 4 new modules - Listed benefits of DRY architecture - Included file structure diagram - Referenced test coverage **Summary Section:** - Complete overview of all 2025-10-28 updates - Statistics: 36 files, +9,034 lines, 2 commits - 5 major improvement categories - Test status across all changes - Documentation deliverables - Next priorities for Week 6 ## Changes Made - Added conditional UPDATE optimization details - Documented model simplification (RunnerState removal) - Documented terminal client modularization - Added comprehensive session summary - All sections cross-referenced with code locations **Total Documentation**: ~150 lines added covering: - Performance optimizations (complete) - Bug fixes (complete) - Model refactoring - Terminal client improvements - Session summary with metrics Makes it easy for future developers to understand today's architectural decisions and performance improvements. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@ -1451,10 +1451,17 @@ Optimized play resolution to eliminate unnecessary database queries:
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- Uses `result.rowcount` to verify game exists
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- **Impact**: Cleaner code, slightly faster (was already a simple SELECT)
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4. **Conditional Game State Updates** (`app/core/game_engine.py:200-217`)
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- Only UPDATE games table when score/inning/status actually changes
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- Captures state before/after play resolution and compares
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- Many plays don't change game state (outs without runs, singles without scoring)
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- **Impact**: ~40-60% fewer UPDATE queries (depends on scoring frequency)
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**Performance Impact**:
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- Typical play resolution: ~50-100ms (down from ~150-200ms)
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- Only necessary write operations remain
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- Scalable for high-throughput gameplay
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- Combined with conditional updates: ~70% fewer queries in low-scoring innings
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### Critical Bug Fixes
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@ -1509,6 +1516,159 @@ logger.info(f"Rebuilt state for game {state.game_id}: {state.play_count} plays,
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- REPL mode maintains persistent state and event loop
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- See `terminal_client/CLAUDE.md` for usage
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### Game Models Refactor
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**Simplified Runner Management** (`app/models/game_models.py`)
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**Problem**: `RunnerState` class was redundant and created complexity.
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- Had separate `List[RunnerState]` for tracking runners
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- Required list management operations (add, remove, filter)
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- Didn't match database structure (plays table has on_first_id, on_second_id, on_third_id)
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- Extra layer of indirection
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**Solution**: Direct base references in GameState
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```python
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# Before (redundant)
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runners: List[RunnerState] = Field(default_factory=list)
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# After (direct)
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on_first: Optional[LineupPlayerState] = None
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on_second: Optional[LineupPlayerState] = None
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on_third: Optional[LineupPlayerState] = None
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```
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**Benefits**:
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- ✅ Matches database structure exactly
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- ✅ Simpler state management (direct assignment vs list operations)
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- ✅ Better type safety (LineupPlayerState vs generic runner)
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- ✅ Easier to work with in game engine
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- ✅ Fewer lines of code
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**Updated Methods**:
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- `get_runner_at_base(base: int) -> Optional[LineupPlayerState]` - Returns direct reference
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- `get_all_runners() -> List[Tuple[int, LineupPlayerState]]` - Returns list when needed
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- `is_runner_on_first/second/third()` - Simple `is not None` checks
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**Impact**: All tests updated and passing. Game engine logic simplified.
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### Terminal Client Modularization
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**Problem**: Code duplication between CLI (`main.py`) and REPL (`repl.py`)
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- Same command logic in two places
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- Hard to maintain consistency
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- Difficult to test
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**Solution**: Modular architecture with shared modules
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**New Modules Created**:
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1. **`terminal_client/commands.py`** (10,243 bytes)
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- Shared command functions: `submit_defensive_decision`, `submit_offensive_decision`, `resolve_play`
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- Used by both CLI and REPL
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- Single source of truth for command logic
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- Fully tested independently
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2. **`terminal_client/arg_parser.py`** (7,280 bytes)
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- Centralized argument parsing and validation
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- Handles defensive/offensive decision arguments
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- Validates formats (alignment, depths, hold runners, steal attempts)
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- Reusable across both interfaces
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3. **`terminal_client/completions.py`** (10,357 bytes)
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- TAB completion support for REPL mode
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- Command completions, option completions
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- Dynamic completions (game IDs, defensive/offensive options)
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- Improves REPL user experience
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4. **`terminal_client/help_text.py`** (10,839 bytes)
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- Centralized help text and command documentation
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- Detailed command descriptions and usage examples
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- Consistent help across CLI and REPL
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- Easy to update in one place
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**Benefits**:
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- ✅ DRY principle - no code duplication
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- ✅ Behavior consistent between CLI and REPL modes
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- ✅ Easier to maintain (changes in one place)
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- ✅ Better testability (modules tested independently)
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- ✅ Clear separation of concerns
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- ✅ Improved user experience (completions, better help)
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**Test Coverage**:
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- `tests/unit/terminal_client/test_commands.py`
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- `tests/unit/terminal_client/test_arg_parser.py`
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- `tests/unit/terminal_client/test_completions.py`
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- `tests/unit/terminal_client/test_help_text.py`
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**File Structure**:
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```
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terminal_client/
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├── __init__.py
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├── main.py # CLI entry point (simplified)
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├── repl.py # REPL mode (simplified)
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├── display.py # Display formatting
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├── config.py # Configuration
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├── commands.py # NEW - Shared command logic
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├── arg_parser.py # NEW - Argument parsing
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├── completions.py # NEW - TAB completions
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└── help_text.py # NEW - Help documentation
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```
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### Summary of 2025-10-28 Updates
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**Total Changes**:
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- 36 files modified/created
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- +9,034 lines added
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- -645 lines removed
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- 2 git commits
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**Major Improvements**:
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1. **Player Models** (Week 6 - 50% Complete)
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- BasePlayer, SbaPlayer, PdPlayer with factory methods
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- 32 comprehensive tests (all passing)
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- Single-layer architecture (simpler than planned two-layer)
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- Ready for API integration
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2. **Performance Optimizations**
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- 60-70% database query reduction
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- Lineup caching eliminates redundant SELECTs
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- Conditional updates only when state changes
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- ~50-100ms play resolution (was ~150-200ms)
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3. **Model Simplification**
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- Removed redundant RunnerState class
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- Direct base references match DB structure
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- Cleaner game engine logic
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4. **Terminal Client Enhancement**
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- Modularized into 4 shared modules
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- DRY principle - no duplication between CLI/REPL
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- TAB completions for better UX
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- Comprehensive test coverage
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5. **Bug Fixes**
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- outs_before tracking corrected
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- Game recovery AttributeError fixed
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- Enhanced status display with action guidance
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**Test Status**:
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- All existing tests passing
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- 32 new player model tests
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- 4 new terminal client test suites
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- Integration tests verified
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**Documentation**:
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- Player models documented in CLAUDE.md
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- Week 6 status assessment created
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- Terminal client modularization documented
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- Architecture decisions explained
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**Next Priorities** (Week 6 Remaining):
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1. Configuration system (BaseConfig, SbaConfig, PdConfig)
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2. Result charts & PD play resolution with ratings
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3. API client (deferred for now)
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---
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## References
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