CLAUDE: Fix critical game engine issues and refactor CLAUDE.md docs

Critical fixes in game_engine.py:
- Fix silent error swallowing in _batch_save_inning_rolls (re-raise)
- Add per-game asyncio.Lock for race condition prevention
- Add _cleanup_game_resources() for memory leak prevention
- All 739 tests passing

Documentation refactoring:
- Created CODE_REVIEW_GAME_ENGINE.md documenting 24 identified issues
- Trimmed backend/app/core/CLAUDE.md from 1371 to 143 lines
- Trimmed frontend-sba/CLAUDE.md from 696 to 110 lines
- Created focused subdirectory CLAUDE.md files:
  - frontend-sba/components/CLAUDE.md (105 lines)
  - frontend-sba/composables/CLAUDE.md (79 lines)
  - frontend-sba/store/CLAUDE.md (116 lines)
  - frontend-sba/types/CLAUDE.md (95 lines)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Cal Corum 2025-11-19 16:05:26 -06:00
parent b15f80310b
commit cbdd8cf903
8 changed files with 906 additions and 1868 deletions

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@ -0,0 +1,291 @@
# Code Review: game_engine.py
**Date**: 2025-01-19
**Reviewer**: Engineer Agent
**File**: `/mnt/NV2/Development/strat-gameplay-webapp/backend/app/core/game_engine.py`
**Lines**: 1,123
## Summary
Comprehensive review identified 24 issues. The game engine is well-structured but has architectural concerns that could cause production issues.
---
## Critical Issues (3)
### 1. Silent Error Swallowing in Batch Save (Lines 903-906)
**Severity**: CRITICAL
**Impact**: Audit data loss - dice rolls not persisted to database
```python
except Exception as e:
logger.error(f"Error batch saving inning rolls: {e}")
# Silently continues - rolls are lost!
```
**Problem**: When database save fails, the error is logged but the method continues. This means dice rolls are lost with no indication to the caller.
**Fix**: Re-raise the exception or return a failure indicator so callers can handle appropriately.
---
### 2. Race Condition in Decision Workflow (Lines 220-227, 256-263)
**Severity**: CRITICAL
**Impact**: Concurrent decision submissions could conflict
```python
# In submit_defensive_setup:
state.pending_defensive_decision = decision
state.decisions_this_play['defense'] = True
# In submit_offensive_decision:
state.pending_offensive_decision = decision
state.decisions_this_play['offense'] = True
```
**Problem**: No mutex/lock protecting the decision submission flow. If both managers submit simultaneously, state could become inconsistent.
**Fix**: Add asyncio.Lock per game to serialize decision submissions:
```python
async with self._game_locks[game_id]:
# decision submission logic
```
---
### 3. Memory Leak in _rolls_this_inning (Line 44)
**Severity**: CRITICAL
**Impact**: Unbounded dictionary growth for completed games
```python
self._rolls_this_inning: dict[str, list[AbRoll]] = {}
```
**Problem**: Rolls are accumulated per game_id but never cleaned up when games complete. Over time, this causes memory growth.
**Fix**: Clear entries when game completes in `_handle_game_end`:
```python
if game_id in self._rolls_this_inning:
del self._rolls_this_inning[game_id]
```
---
## High Severity Issues (8)
### 4. No Transaction Handling (Lines 465-512)
**Severity**: HIGH
**Impact**: Partial database state on failure
Multi-step database operations (save play, update game, update lineups) are not wrapped in a transaction. If any step fails, database is left in inconsistent state.
**Fix**: Use SQLAlchemy session transaction context.
---
### 5. Code Duplication - Resolution Methods
**Severity**: HIGH
**Impact**: Maintenance burden, divergent behavior
`resolve_play_auto` and `resolve_play_manual` share ~70% of their logic but are separate methods. Changes must be made in both places.
**Fix**: Extract common logic to private method like `_resolve_play_common()`.
---
### 6. Missing Input Validation - submit_defensive_setup (Line 210-240)
**Severity**: HIGH
**Impact**: Invalid state could be accepted
No validation that:
- `hold_runners` bases actually have runners
- Positioning values are valid enums
**Fix**: Add validation before accepting decision.
---
### 7. Missing Input Validation - submit_offensive_decision (Line 245-280)
**Severity**: HIGH
**Impact**: Invalid steal attempts could be submitted
No validation that `steal_attempts` bases actually have runners.
**Fix**: Validate steal_attempts against current runner state.
---
### 8. Hardcoded Inning Limit (Line 580)
**Severity**: HIGH
**Impact**: Can't configure game length
```python
if state.inning >= 9 and state.half == 'bottom':
```
**Fix**: Move to configuration or league settings.
---
### 9. No Cleanup on Game Abandon
**Severity**: HIGH
**Impact**: Resources not released for abandoned games
When a game is abandoned, `_rolls_this_inning` and other per-game state is not cleaned up.
**Fix**: Add cleanup method called on game end/abandon.
---
### 10. Direct State Mutation Throughout
**Severity**: HIGH
**Impact**: Hard to track state changes, no audit trail
State is mutated directly throughout the code. No clear boundaries or logging of what changed.
**Fix**: Consider state mutation through defined methods with logging.
---
### 11. Logger Instance Per Method Call Possible
**Severity**: HIGH
**Impact**: Performance overhead
If module-level logger is recreated, could cause performance issues.
**Fix**: Verify logger is module-level singleton.
---
## Medium Severity Issues (9)
### 12. Long Methods (>100 lines)
- `resolve_play_auto`: ~120 lines
- `resolve_play_manual`: ~100 lines
- `_advance_to_next_play`: ~80 lines
**Fix**: Extract sub-methods for readability.
---
### 13. Magic Numbers
- Line 580: `9` (innings)
- Line 645: `3` (outs)
- Various timeout values
**Fix**: Define as named constants or configuration.
---
### 14. Missing Type Hints
Some internal methods lack return type hints or parameter types.
**Fix**: Add comprehensive type hints.
---
### 15. Inconsistent Error Handling
Some methods raise exceptions, others return None, others log and continue.
**Fix**: Establish consistent error handling pattern.
---
### 16. No Retry Logic for Database Operations
Database saves could fail transiently but no retry mechanism exists.
**Fix**: Add retry with exponential backoff for transient failures.
---
### 17. Tight Coupling to PlayResolver
GameEngine directly instantiates PlayResolver. Hard to mock for testing.
**Fix**: Inject PlayResolver as dependency.
---
### 18. No Metrics/Observability
No performance metrics, timing, or counters for monitoring.
**Fix**: Add instrumentation for production monitoring.
---
### 19. Comments Could Be Docstrings
Several inline comments explain method behavior but aren't in docstring format.
**Fix**: Convert to proper docstrings.
---
### 20. Potential Division by Zero
In statistics calculations, no guard against zero denominators.
**Fix**: Add zero checks.
---
## Low Severity Issues (4)
### 21. Unused Imports
May have imports not used in the file.
**Fix**: Run import linter.
---
### 22. Variable Naming
Some variable names are not descriptive (e.g., `d` for decision).
**Fix**: Use descriptive names.
---
### 23. No __all__ Export
Module doesn't define `__all__` for explicit public API.
**Fix**: Add `__all__` list.
---
### 24. Test Helper Methods
Some methods seem designed for testing but are public API.
**Fix**: Prefix with `_` or move to test utilities.
---
## Remediation Priority
### Immediate (Before Production)
1. Fix silent error swallowing (Issue #1)
2. Add game locks for race conditions (Issue #2)
3. Implement memory cleanup (Issue #3)
### Next Sprint
4. Add transaction handling (Issue #4)
5. Extract common resolution logic (Issue #5)
6. Add input validation (Issues #6, #7)
7. Make inning limit configurable (Issue #8)
### Technical Debt
- Remaining medium/low issues
- Consider overall architectural refactor for testability
---
## Status
- [x] Review completed
- [x] Critical issues fixed (2025-01-19)
- Issue #1: Re-raise exception in `_batch_save_inning_rolls`
- Issue #2: Added `_game_locks` dict and `_get_game_lock()` method, wrapped decision submissions with `async with`
- Issue #3: Added `_cleanup_game_resources()` method, called on game completion in `resolve_play`, `resolve_manual_play`, and `end_game`
- [ ] High issues fixed
- [ ] Medium issues addressed
- [ ] Low issues addressed
**Tests**: 739/739 passing after fixes (100%)
**Last Updated**: 2025-01-19

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@ -42,6 +42,14 @@ class GameEngine:
self.db_ops = DatabaseOperations()
# Track rolls per inning for batch saving
self._rolls_this_inning: dict[UUID, List] = {}
# Locks for concurrent decision submission (prevents race conditions)
self._game_locks: dict[UUID, asyncio.Lock] = {}
def _get_game_lock(self, game_id: UUID) -> asyncio.Lock:
"""Get or create a lock for the specified game to prevent race conditions."""
if game_id not in self._game_locks:
self._game_locks[game_id] = asyncio.Lock()
return self._game_locks[game_id]
async def _load_position_ratings_for_lineup(
self,
@ -204,32 +212,34 @@ class GameEngine:
Submit defensive team decision.
Phase 3: Now integrates with decision queue to resolve pending futures.
Uses per-game lock to prevent race conditions with concurrent submissions.
"""
state = state_manager.get_state(game_id)
if not state:
raise ValueError(f"Game {game_id} not found")
async with self._get_game_lock(game_id):
state = state_manager.get_state(game_id)
if not state:
raise ValueError(f"Game {game_id} not found")
game_validator.validate_game_active(state)
game_validator.validate_defensive_decision(decision, state)
game_validator.validate_game_active(state)
game_validator.validate_defensive_decision(decision, state)
# Store decision in state (for backward compatibility)
state.decisions_this_play['defensive'] = decision.model_dump()
state.pending_decision = "offensive"
state.pending_defensive_decision = decision
# Store decision in state (for backward compatibility)
state.decisions_this_play['defensive'] = decision.model_dump()
state.pending_decision = "offensive"
state.pending_defensive_decision = decision
# Phase 3: Resolve pending future if exists
fielding_team_id = state.get_fielding_team_id()
try:
state_manager.submit_decision(game_id, fielding_team_id, decision)
logger.info(f"Resolved pending defensive decision future for game {game_id}")
except ValueError:
# No pending future - that's okay (direct submission without await)
logger.debug(f"No pending defensive decision for game {game_id}")
# Phase 3: Resolve pending future if exists
fielding_team_id = state.get_fielding_team_id()
try:
state_manager.submit_decision(game_id, fielding_team_id, decision)
logger.info(f"Resolved pending defensive decision future for game {game_id}")
except ValueError:
# No pending future - that's okay (direct submission without await)
logger.debug(f"No pending defensive decision for game {game_id}")
state_manager.update_state(game_id, state)
logger.info(f"Defensive decision submitted for game {game_id}")
state_manager.update_state(game_id, state)
logger.info(f"Defensive decision submitted for game {game_id}")
return state
return state
async def submit_offensive_decision(
self,
@ -240,32 +250,34 @@ class GameEngine:
Submit offensive team decision.
Phase 3: Now integrates with decision queue to resolve pending futures.
Uses per-game lock to prevent race conditions with concurrent submissions.
"""
state = state_manager.get_state(game_id)
if not state:
raise ValueError(f"Game {game_id} not found")
async with self._get_game_lock(game_id):
state = state_manager.get_state(game_id)
if not state:
raise ValueError(f"Game {game_id} not found")
game_validator.validate_game_active(state)
game_validator.validate_offensive_decision(decision, state)
game_validator.validate_game_active(state)
game_validator.validate_offensive_decision(decision, state)
# Store decision in state (for backward compatibility)
state.decisions_this_play['offensive'] = decision.model_dump()
state.pending_decision = "resolution"
state.pending_offensive_decision = decision
# Store decision in state (for backward compatibility)
state.decisions_this_play['offensive'] = decision.model_dump()
state.pending_decision = "resolution"
state.pending_offensive_decision = decision
# Phase 3: Resolve pending future if exists
batting_team_id = state.get_batting_team_id()
try:
state_manager.submit_decision(game_id, batting_team_id, decision)
logger.info(f"Resolved pending offensive decision future for game {game_id}")
except ValueError:
# No pending future - that's okay (direct submission without await)
logger.debug(f"No pending offensive decision for game {game_id}")
# Phase 3: Resolve pending future if exists
batting_team_id = state.get_batting_team_id()
try:
state_manager.submit_decision(game_id, batting_team_id, decision)
logger.info(f"Resolved pending offensive decision future for game {game_id}")
except ValueError:
# No pending future - that's okay (direct submission without await)
logger.debug(f"No pending offensive decision for game {game_id}")
state_manager.update_state(game_id, state)
logger.info(f"Offensive decision submitted for game {game_id}")
state_manager.update_state(game_id, state)
logger.info(f"Offensive decision submitted for game {game_id}")
return state
return state
# ============================================================================
# PHASE 3: ENHANCED DECISION WORKFLOW
@ -492,9 +504,9 @@ class GameEngine:
away_score=state.away_score,
status=state.status
)
logger.info(f"Updated game state in DB - score/inning/status changed")
logger.info("Updated game state in DB - score/inning/status changed")
else:
logger.debug(f"Skipped game state update - no changes to persist")
logger.debug("Skipped game state update - no changes to persist")
# STEP 5: Check for inning change
if state.outs >= 3:
@ -511,9 +523,12 @@ class GameEngine:
# Batch save rolls at half-inning boundary
await self._batch_save_inning_rolls(game_id)
# STEP 6: Prepare next play (always last step)
if state.status == "active": # Only prepare if game is still active
# STEP 6: Prepare next play or clean up if game completed
if state.status == "active":
await self._prepare_next_play(state)
elif state.status == "completed":
# Clean up per-game resources to prevent memory leaks
self._cleanup_game_resources(game_id)
# Clear decisions for next play
state.decisions_this_play = {}
@ -627,9 +642,9 @@ class GameEngine:
away_score=state.away_score,
status=state.status
)
logger.info(f"Updated game state in DB - score/inning/status changed")
logger.info("Updated game state in DB - score/inning/status changed")
else:
logger.debug(f"Skipped game state update - no changes to persist")
logger.debug("Skipped game state update - no changes to persist")
# STEP 5: Check for inning change
if state.outs >= 3:
@ -646,9 +661,12 @@ class GameEngine:
# Batch save rolls at half-inning boundary
await self._batch_save_inning_rolls(game_id)
# STEP 6: Prepare next play
# STEP 6: Prepare next play or clean up if game completed
if state.status == "active":
await self._prepare_next_play(state)
elif state.status == "completed":
# Clean up per-game resources to prevent memory leaks
self._cleanup_game_resources(game_id)
# Clear decisions for next play
state.decisions_this_play = {}
@ -902,8 +920,9 @@ class GameEngine:
except Exception as e:
logger.error(f"Failed to batch save rolls for game {game_id}: {e}")
# Don't fail the game - rolls are still in dice_system history
# We can recover them later if needed
# Re-raise to notify caller - audit data loss is critical
# Rolls are still in _rolls_this_inning for retry on next inning boundary
raise
async def _save_play_to_db(self, state: GameState, result: PlayResult) -> None:
"""
@ -1114,9 +1133,28 @@ class GameEngine:
status="completed"
)
# Clean up per-game resources to prevent memory leaks
self._cleanup_game_resources(game_id)
logger.info(f"Game {game_id} ended manually")
return state
def _cleanup_game_resources(self, game_id: UUID) -> None:
"""
Clean up per-game resources when a game completes.
Prevents memory leaks from unbounded dictionary growth.
"""
# Clean up rolls tracking
if game_id in self._rolls_this_inning:
del self._rolls_this_inning[game_id]
# Clean up game locks
if game_id in self._game_locks:
del self._game_locks[game_id]
logger.debug(f"Cleaned up resources for game {game_id}")
# Singleton instance
game_engine = GameEngine()

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@ -2,561 +2,108 @@
## Overview
Vue 3 + Nuxt 3 frontend for the SBa (Strat-O-Matic Baseball Association) league. Provides real-time game interface with WebSocket communication to the game backend.
Vue 3 + Nuxt 3 frontend for the SBA league. Real-time game interface with WebSocket communication to backend.
## Technology Stack
**Tech Stack**: Nuxt 4.1.3, TypeScript (strict), Tailwind CSS, Pinia, Socket.io-client, Discord OAuth
- **Framework**: Nuxt 4.1.3 (Vue 3 Composition API)
- **Language**: TypeScript (strict mode)
- **Styling**: Tailwind CSS
- **State Management**: Pinia
- **WebSocket**: Socket.io-client
- **HTTP Client**: Axios (or Nuxt's built-in fetch)
- **Auth**: Discord OAuth with JWT
## ⚠️ CRITICAL: Nuxt 4 Breaking Changes
## CRITICAL: Nuxt 4 Breaking Changes
**MUST READ**: `.claude/NUXT4_BREAKING_CHANGES.md`
**Key Requirement**: All Pinia stores MUST be explicitly imported:
All Pinia stores MUST be explicitly imported:
```typescript
// ❌ WRONG (will cause "useAuthStore is not defined" error):
// WRONG - will cause "useAuthStore is not defined":
const authStore = useAuthStore()
// CORRECT:
// CORRECT:
import { useAuthStore } from '~/store/auth'
const authStore = useAuthStore()
```
**Applies to**:
- All pages (`pages/**/*.vue`)
- All components (`components/**/*.vue`)
- All middleware (`middleware/*.ts`)
- All plugins (`plugins/*.ts`)
See the breaking changes doc for complete details and examples.
## League-Specific Characteristics
### SBA League
- **Player Data**: Simple model (id, name, image)
- **Focus**: Straightforward card-based gameplay
- **Branding**: Blue primary color (#1e40af)
- **API**: SBA-specific REST API for team/player data
## Project Structure
```
frontend-sba/
├── assets/
│ ├── css/
│ │ └── tailwind.css # Tailwind imports
│ └── images/ # SBA branding assets
├── components/
│ ├── Branding/ # SBA-specific branding
│ │ ├── Header.vue
│ │ ├── Footer.vue
│ │ └── Logo.vue
│ └── League/ # SBA-specific features
│ └── PlayerCardSimple.vue # Simple player cards
├── composables/
│ ├── useAuth.ts # Authentication state
│ ├── useWebSocket.ts # WebSocket connection
│ ├── useGameState.ts # Game state management
│ └── useLeagueConfig.ts # SBA-specific config
├── layouts/
│ ├── default.vue # Standard layout
│ ├── game.vue # Game view layout
│ └── auth.vue # Auth pages layout
├── components/ # See components/CLAUDE.md for inventory
│ ├── Game/ # ScoreBoard, GameBoard, CurrentSituation, PlayByPlay
│ ├── Decisions/ # DecisionPanel, DefensiveSetup, OffensiveApproach
│ ├── Substitutions/
│ └── UI/ # ActionButton, ButtonGroup, ToggleSwitch
├── composables/ # See composables/CLAUDE.md for data flow
│ ├── useWebSocket.ts # Connection, event handlers
│ └── useGameActions.ts # Game action wrappers
├── store/ # See store/CLAUDE.md for patterns
│ ├── auth.ts # Discord OAuth, JWT
│ ├── game.ts # Game state, lineups, decisions
│ └── ui.ts # Toasts, modals
├── types/ # See types/CLAUDE.md for mappings
│ ├── game.ts # GameState, PlayResult
│ ├── player.ts # SbaPlayer, Lineup
│ └── websocket.ts
├── pages/
│ ├── index.vue # Home/dashboard
│ ├── games/
│ │ ├── [id].vue # Game view
│ │ ├── create.vue # Create new game
│ │ └── history.vue # Completed games
│ ├── auth/
│ │ ├── login.vue
│ │ └── callback.vue # Discord OAuth callback
│ └── spectate/
│ └── [id].vue # Spectator view
├── plugins/
│ ├── socket.client.ts # Socket.io plugin
│ └── auth.ts # Auth plugin
├── store/ # Pinia stores
│ ├── auth.ts # Authentication state
│ ├── game.ts # Current game state
│ ├── games.ts # Games list
│ └── ui.ts # UI state (modals, toasts)
├── types/
│ ├── game.ts # Game-related types
│ ├── player.ts # SBA player types
│ ├── api.ts # API response types
│ └── websocket.ts # WebSocket event types
├── utils/
│ ├── api.ts # API client
│ ├── formatters.ts # Data formatting utilities
│ └── validators.ts # Input validation
├── layouts/
├── middleware/
│ ├── auth.ts # Auth guard
│ └── game-access.ts # Game access validation
├── public/ # Static assets
├── app.vue # Root component
├── nuxt.config.ts # Nuxt configuration
├── tailwind.config.js # Tailwind configuration
├── tsconfig.json # TypeScript configuration
└── package.json
└── plugins/
```
## Shared Components
## Development
Many components are shared between SBA and PD frontends. These will be located in a shared component library:
**Shared**:
- Game board visualization
- Play-by-play feed
- Dice roll animations
- Decision input forms
- WebSocket connection status
**SBA-Specific**:
- SBA branding (header, footer, colors)
- Simple player card display (no scouting data)
- League-specific theming
## Development Workflow
### Daily Development
```bash
# Install dependencies (first time)
npm install
# Run dev server with hot-reload
npm run dev
# Frontend available at http://localhost:3000
```
### Building
```bash
# Build for production
npm run build
# Preview production build
npm run preview
# Generate static site (if needed)
npm run generate
```
### Code Quality
```bash
# Type checking
npm run type-check
# Linting
npm run lint
# Fix linting issues
npm run lint:fix
```
## Coding Standards
### Vue/TypeScript Style
- **Composition API**: Use `<script setup>` syntax
- **TypeScript**: Strict mode, explicit types for props/emits
- **Component Names**: PascalCase for components
- **File Names**: PascalCase for components, kebab-case for utilities
### Component Structure
```vue
<template>
<div class="component-wrapper">
<!-- Template content -->
</div>
</template>
<script setup lang="ts">
// Imports
import { ref, computed } from 'vue'
// Props/Emits with TypeScript
interface Props {
gameId: string
isActive: boolean
}
const props = defineProps<Props>()
const emit = defineEmits<{
update: [value: string]
close: []
}>()
// Reactive state
const localState = ref('')
// Computed properties
const displayValue = computed(() => {
return props.isActive ? 'Active' : 'Inactive'
})
// Methods
const handleClick = () => {
emit('update', localState.value)
}
</script>
<style scoped>
/* Component-specific styles */
.component-wrapper {
@apply p-4 bg-white rounded-lg;
}
</style>
```
### Composable Pattern
```typescript
// composables/useGameActions.ts
export const useGameActions = (gameId: string) => {
const { socket } = useWebSocket()
const gameStore = useGameStore()
const setDefense = (positioning: string) => {
if (!socket.value?.connected) {
throw new Error('Not connected')
}
socket.value.emit('set_defense', { game_id: gameId, positioning })
}
return {
setDefense,
// ... other actions
}
}
```
### Store Pattern (Pinia)
```typescript
// store/game.ts
export const useGameStore = defineStore('game', () => {
// State
const gameState = ref<GameState | null>(null)
const loading = ref(false)
// Computed
const currentInning = computed(() => gameState.value?.inning ?? 1)
// Actions
const setGameState = (state: GameState) => {
gameState.value = state
}
return {
// State
gameState,
loading,
// Computed
currentInning,
// Actions
setGameState,
}
})
npm install # First time
npm run dev # Dev server at http://localhost:3000
npm run type-check # Check types
npm run lint # Lint code
```
## Configuration
### Environment Variables
Create `.env` file with:
### Environment Variables (.env)
```bash
NUXT_PUBLIC_LEAGUE_ID=sba
NUXT_PUBLIC_LEAGUE_NAME=Stratomatic Baseball Association
NUXT_PUBLIC_API_URL=http://localhost:8000
NUXT_PUBLIC_WS_URL=http://localhost:8000
NUXT_PUBLIC_DISCORD_CLIENT_ID=your-client-id
NUXT_PUBLIC_DISCORD_REDIRECT_URI=http://localhost:3000/auth/callback
```
### Nuxt Config
```typescript
// nuxt.config.ts
export default defineNuxtConfig({
modules: ['@nuxtjs/tailwindcss', '@pinia/nuxt'],
runtimeConfig: {
public: {
leagueId: 'sba',
leagueName: 'Stratomatic Baseball Association',
apiUrl: process.env.NUXT_PUBLIC_API_URL || 'http://localhost:8000',
// ... other config
}
},
css: ['~/assets/css/tailwind.css'],
typescript: {
strict: true,
typeCheck: true
}
})
```
### Tailwind Config (SBA Theme)
```javascript
// tailwind.config.js
module.exports = {
theme: {
extend: {
colors: {
primary: {
DEFAULT: '#1e40af', // SBA Blue
50: '#eff6ff',
100: '#dbeafe',
// ... other shades
},
secondary: {
DEFAULT: '#dc2626', // SBA Red
// ... other shades
}
}
}
}
}
```
## WebSocket Integration
### Connection Management
```typescript
// composables/useWebSocket.ts
const { $socket } = useNuxtApp()
const authStore = useAuthStore()
onMounted(() => {
if (authStore.token) {
$socket.connect(authStore.token)
}
})
onUnmounted(() => {
$socket.disconnect()
})
```
### Event Handling
```typescript
// composables/useGameEvents.ts
export const useGameEvents = () => {
const { socket } = useWebSocket()
const gameStore = useGameStore()
onMounted(() => {
socket.value?.on('game_state_update', (data: GameState) => {
gameStore.setGameState(data)
})
socket.value?.on('play_completed', (data: PlayOutcome) => {
gameStore.handlePlayCompleted(data)
})
})
onUnmounted(() => {
socket.value?.off('game_state_update')
socket.value?.off('play_completed')
})
}
```
## Type Definitions
### SBA Player Type
```typescript
// types/player.ts
export interface SbaPlayer {
id: number
name: string
image: string
team?: string
manager?: string
}
export interface Lineup {
id: number
game_id: string
card_id: number
position: string
batting_order?: number
is_starter: boolean
is_active: boolean
player: SbaPlayer
}
```
### Game State Type
```typescript
// types/game.ts
export interface GameState {
game_id: string
status: 'pending' | 'active' | 'completed'
inning: number
half: 'top' | 'bottom'
outs: number
balls: number
strikes: number
home_score: number
away_score: number
runners: {
first: number | null
second: number | null
third: number | null
}
current_batter: SbaPlayer | null
current_pitcher: SbaPlayer | null
}
```
### League Theme
- Primary: #1e40af (SBA Blue)
- Secondary: #dc2626 (SBA Red)
## Mobile-First Design
### Responsive Breakpoints
- **xs**: 375px (Small phones)
- **sm**: 640px (Large phones)
- **md**: 768px (Tablets)
- **lg**: 1024px (Desktop)
- **Breakpoints**: xs(375px), sm(640px), md(768px), lg(1024px)
- Touch-friendly: 44x44px minimum buttons
- Sticky scoreboard, bottom sheets for inputs
### Mobile Layout Principles
- Single column layout on mobile
- Bottom sheet for decision inputs
- Sticky scoreboard at top
- Touch-friendly buttons (44x44px minimum)
- Swipe gestures for navigation
## Key Architecture Concepts
### Example Responsive Component
```vue
<template>
<div class="game-view">
<!-- Sticky scoreboard -->
<div class="sticky top-0 z-10 bg-white shadow">
<ScoreBoard :score="score" />
</div>
### Data Resolution Pattern
Game state contains minimal `LineupPlayerState` (lineup_id, position). Use `gameStore.findPlayerInLineup(lineupId)` to get full player data (name, headshot).
<!-- Main content -->
<div class="container mx-auto p-4">
<!-- Mobile: stacked, Desktop: grid -->
<div class="grid grid-cols-1 lg:grid-cols-2 gap-4">
<GameBoard :state="gameState" />
<PlayByPlay :plays="plays" />
</div>
</div>
</div>
</template>
```
### Team Determination
- Top of inning: away bats, home fields
- Bottom of inning: home bats, away fields
- Use `gameStore.battingTeamId` / `gameStore.fieldingTeamId`
## Common Tasks
### Adding a New Page
1. Create file in `pages/` directory
2. Use `<script setup>` with TypeScript
3. Add necessary composables (auth, websocket, etc.)
4. Define route meta if needed
### Adding a New Component
1. Create in appropriate `components/` subdirectory
2. Define Props/Emits interfaces
3. Use Tailwind for styling
4. Export for use in other components
### Adding a New Store
1. Create in `store/` directory
2. Use Composition API syntax
3. Define state, computed, and actions
4. Export with `defineStore`
## Performance Considerations
- **Code Splitting**: Auto by Nuxt routes
- **Lazy Loading**: Use `defineAsyncComponent` for heavy components
- **Image Optimization**: Use Nuxt Image module
- **State Management**: Keep only necessary data in stores
- **WebSocket**: Throttle/debounce frequent updates
## Troubleshooting
### WebSocket Won't Connect
- Check backend is running at `NUXT_PUBLIC_WS_URL`
- Verify token is valid
- Check browser console for errors
- Ensure CORS is configured correctly on backend
### Type Errors
- Run `npm run type-check` to see all errors
- Ensure types are imported correctly
- Check for mismatched types in props/emits
### Hot Reload Not Working
- Restart dev server
- Clear `.nuxt` directory: `rm -rf .nuxt`
- Check for syntax errors in components
**Full details**: See subdirectory CLAUDE.md files for component inventory, data flow, store patterns, and type mappings.
## References
- **Implementation Guide**: `../.claude/implementation/01-infrastructure.md`
- **Frontend Architecture**: `../.claude/implementation/frontend-architecture.md`
- **WebSocket Protocol**: `../.claude/implementation/websocket-protocol.md`
- **Full PRD**: `../prd-web-scorecard-1.1.md`
---
**League**: SBA (Stratomatic Baseball Association)
**Port**: 3000
**Current Phase**: Phase F2 Complete - Phase F3 Next (Decision Input Workflow)
**Last Updated**: 2025-01-10
**League**: SBA | **Port**: 3000 | **Last Updated**: 2025-01-19
## Recent Progress
## Current Phase
### Phase F2: Game State Display - ✅ COMPLETE (2025-01-10)
### Phase F2: Game State Display - COMPLETE (2025-01-10)
Components: ScoreBoard, GameBoard, CurrentSituation, PlayByPlay
**Components Built** (4 major components, 1,299 lines):
1. `components/Game/ScoreBoard.vue` (265 lines) - Sticky header with live game state
2. `components/Game/GameBoard.vue` (240 lines) - Baseball diamond visualization
3. `components/Game/CurrentSituation.vue` (205 lines) - Pitcher vs Batter cards
4. `components/Game/PlayByPlay.vue` (280 lines) - Animated play feed
### Phase F3: Decision Input Workflow - NEXT
Components to integrate with live backend
**Demo Page**: `pages/demo.vue` - Interactive showcase at http://localhost:3001/demo
**Design Features**:
- Mobile-first responsive (375px → 1920px+)
- Vibrant gradients and animations
- Touch-friendly buttons (44px+ targets)
- Color-coded plays (green runs, red outs, blue hits)
- Dark mode support
**Known Issues**:
- Toast notification positioning bug (documented in `.claude/PHASE_F2_COMPLETE.md`)
- Workaround: Using center-screen position
### Phase F3: Decision Input Workflow - 🎯 NEXT
**Goal**: Build interactive decision input components
**Components to Build**:
- `components/Decisions/DefensiveSetup.vue` - Infield/outfield positioning
- `components/Decisions/StolenBaseInputs.vue` - Per-runner steal attempts
- `components/Decisions/OffensiveApproach.vue` - Batting approach selection
- `components/Decisions/DecisionPanel.vue` - Container for all decisions
- `components/UI/ActionButton.vue` - Reusable action button
- `components/UI/ButtonGroup.vue` - Button group component
**See**: `.claude/implementation/NEXT_SESSION.md` for detailed Phase F3 plan
---
**See**: `.claude/implementation/NEXT_SESSION.md` for detailed plan

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# Components Directory
Vue 3 components organized by feature domain. All use `<script setup lang="ts">` with Composition API.
## Directory Structure
### Game/ - Core Game Display
| Component | Purpose | Key Props |
|-----------|---------|-----------|
| `ScoreBoard.vue` | Sticky header with inning/score/count | gameState |
| `GameBoard.vue` | Baseball diamond with runners | gameState |
| `CurrentSituation.vue` | Pitcher vs Batter cards | currentPitcher, currentBatter |
| `PlayByPlay.vue` | Animated play history feed | plays |
**Data Pattern**: These receive `LineupPlayerState` from gameStore, then use `findPlayerInLineup()` to get full player data (name, headshot).
### Decisions/ - Strategic Decision Input
| Component | Purpose | Emits |
|-----------|---------|-------|
| `DecisionPanel.vue` | Container for decision workflow | - |
| `DefensiveSetup.vue` | Infield/outfield positioning | submit |
| `OffensiveApproach.vue` | Batting action selection | submit |
| `StolenBaseInputs.vue` | Per-runner steal attempts | submit |
**Data Pattern**: Read `currentDecisionPrompt` from store, emit decisions to parent which calls `useGameActions`.
### Substitutions/ - Player Replacement
| Component | Purpose | Emits |
|-----------|---------|-------|
| `SubstitutionPanel.vue` | Main substitution container | close |
| `PinchHitterSelector.vue` | Replace batter | substitute |
| `PitchingChangeSelector.vue` | Replace pitcher | substitute |
| `DefensiveReplacementSelector.vue` | Position switch | substitute |
**Data Pattern**: Filter `homeLineup`/`awayLineup` for active vs bench players.
### UI/ - Reusable Primitives
| Component | Purpose |
|-----------|---------|
| `ActionButton.vue` | Styled action button with loading state |
| `ButtonGroup.vue` | Radio-button style group selector |
| `ToggleSwitch.vue` | Boolean toggle with labels |
## Component Standards
```vue
<template>
<!-- Always wrap in single root -->
<div class="component-name">
<!-- Content -->
</div>
</template>
<script setup lang="ts">
// 1. Imports
import { computed } from 'vue'
import { useGameStore } from '~/store/game'
// 2. Props/Emits with TypeScript
interface Props {
gameId: string
}
const props = defineProps<Props>()
const emit = defineEmits<{
submit: [data: SomeType]
}>()
// 3. Store access
const gameStore = useGameStore()
// 4. Computed/methods
</script>
<style scoped>
/* Tailwind @apply preferred */
</style>
```
## Common Patterns
### Two-Step Player Lookup
```typescript
// GameState has LineupPlayerState (minimal)
const batterState = computed(() => gameStore.currentBatter)
// Get full Lineup with player details
const batterLineup = computed(() => {
if (!batterState.value) return null
return gameStore.findPlayerInLineup(batterState.value.lineup_id)
})
// Access player data
const batterName = computed(() => batterLineup.value?.player.name ?? 'Unknown')
const batterHeadshot = computed(() => batterLineup.value?.player.headshot)
```
### Conditional Rendering by Team
```typescript
const isMyTurn = computed(() => {
// Check if current user's team needs to act
return gameStore.battingTeamId === myTeamId
})
```

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# Composables Directory
Vue 3 composables for shared logic. These handle WebSocket communication and game actions.
## Available Composables
### useWebSocket.ts
**Purpose**: Manages Socket.io connection with authentication and auto-reconnection.
**Key Exports**:
```typescript
const {
socket, // Computed<TypedSocket | null>
isConnected, // Readonly<Ref<boolean>>
isConnecting, // Readonly<Ref<boolean>>
connectionError, // Readonly<Ref<string | null>>
connect, // () => void
disconnect, // () => void
} = useWebSocket()
```
**Event Flow** (Backend → Store):
```
socketInstance.on('game_state_update') → gameStore.setGameState()
socketInstance.on('lineup_data') → gameStore.updateLineup()
socketInstance.on('decision_required') → gameStore.setDecisionPrompt()
socketInstance.on('play_completed') → gameStore.addPlayToHistory()
socketInstance.on('dice_rolled') → gameStore.setPendingRoll()
```
**Singleton Pattern**: Socket instance is module-level, shared across all `useWebSocket()` calls.
### useGameActions.ts
**Purpose**: Wraps WebSocket emits with type safety and validation.
**Key Exports**:
```typescript
const {
joinGame, // (gameId: string) => void
requestGameState, // (gameId: string) => void
setDefense, // (gameId: string, decision: DefensiveDecision) => void
setOffense, // (gameId: string, decision: OffensiveDecision) => void
rollDice, // (gameId: string) => void
submitOutcome, // (gameId: string, outcome: PlayOutcome) => void
// ... substitution methods
} = useGameActions()
```
**Usage Pattern**:
```typescript
// In component
const { setDefense } = useGameActions()
const handleSubmit = (decision: DefensiveDecision) => {
setDefense(gameId, decision)
}
```
## Data Flow Architecture
```
User Action → useGameActions → socket.emit() → Backend
Component ← gameStore ← useWebSocket.on() ← socket event
```
**Why this separation?**
- `useWebSocket`: Low-level connection management, event routing
- `useGameActions`: High-level game operations, business logic validation
- `gameStore`: Centralized state, computed getters
## Common Issues
| Issue | Cause | Solution |
|-------|-------|----------|
| "Not connected" error | Socket disconnected | Check `isConnected` before actions |
| Events not firing | Listeners not set up | Ensure `useWebSocket()` called in component |
| Stale data | Missed reconnection | Call `requestGameState()` after reconnect |

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# Store Directory
Pinia stores for centralized state management. All stores use Composition API syntax.
## Available Stores
### game.ts - Active Game State
**Purpose**: Central state for real-time gameplay, synchronized via WebSocket.
**Key State**:
```typescript
gameState: GameState | null // Full game state from backend
homeLineup: Lineup[] // Cached home team roster
awayLineup: Lineup[] // Cached away team roster
playHistory: PlayResult[] // Play-by-play history
currentDecisionPrompt: DecisionPrompt | null
pendingRoll: RollData | null // Manual mode dice roll
```
**Critical Getters**:
```typescript
// Team determination (mirrors backend logic)
battingTeamId // away if top, home if bottom
fieldingTeamId // home if top, away if bottom
// Current players (LineupPlayerState)
currentBatter
currentPitcher
currentCatcher
// Decision state
needsDefensiveDecision
needsOffensiveDecision
canRollDice
canSubmitOutcome
```
**Player Lookup Method**:
```typescript
// Critical: Joins LineupPlayerState with full Lineup data
findPlayerInLineup(lineupId: number): Lineup | undefined
```
### auth.ts - Authentication
**Purpose**: Discord OAuth state and JWT token management.
**Key State**: `user`, `token`, `isAuthenticated`, `isTokenValid`
### ui.ts - UI State
**Purpose**: Toasts, modals, loading states.
**Key Methods**: `showSuccess()`, `showError()`, `showWarning()`, `showInfo()`
## Data Resolution Pattern
Game state contains minimal `LineupPlayerState`:
```typescript
interface LineupPlayerState {
lineup_id: number // Key for lookup
card_id: number
position: string
// NO player name, headshot, etc.
}
```
Store caches full `Lineup` with nested player:
```typescript
interface Lineup {
lineup_id: number
player: {
id: number
name: string
headshot: string
}
}
```
**Resolution**:
```typescript
const batterState = gameStore.currentBatter // LineupPlayerState
const batterLineup = gameStore.findPlayerInLineup( // Full Lineup
batterState.lineup_id
)
const name = batterLineup?.player.name // "Mike Trout"
```
## Store Patterns
### Nuxt 4 Import Requirement
```typescript
// ALWAYS explicitly import stores
import { useGameStore } from '~/store/game'
const gameStore = useGameStore()
// NEVER rely on auto-imports (breaks in Nuxt 4)
```
### Readonly State
All state refs are exposed as `readonly()` to prevent direct mutation:
```typescript
return {
gameState: readonly(gameState), // Can't do gameStore.gameState.value = x
setGameState, // Use action instead
}
```
### Team Determination Logic
```typescript
// Same logic as backend state_manager.py
const battingTeamId = computed(() => {
return gameState.value.half === 'top'
? gameState.value.away_team_id // Top: away bats
: gameState.value.home_team_id // Bottom: home bats
})
```

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# Types Directory
TypeScript definitions matching backend Pydantic models. Type safety between frontend and backend.
## File Overview
| File | Contents |
|------|----------|
| `game.ts` | GameState, PlayResult, decisions, outcomes |
| `player.ts` | SbaPlayer, Lineup, LineupPlayerState |
| `websocket.ts` | Socket event types (Client↔Server) |
| `api.ts` | REST API request/response types |
| `index.ts` | Re-exports all types |
## Critical Type Mappings
### Backend → Frontend
| Backend (Python) | Frontend (TypeScript) | Notes |
|-----------------|----------------------|-------|
| `GameState` | `GameState` | game.ts:61 |
| `LineupPlayerState` | `LineupPlayerState` | game.ts:44 |
| `DefensiveDecision` | `DefensiveDecision` | game.ts:124 |
| `OffensiveDecision` | `OffensiveDecision` | game.ts:136 |
| `PlayResult` | `PlayResult` | game.ts:217 |
| `Lineup` | `Lineup` | index.ts |
### Key Type Relationships
```
GameState
├── current_batter: LineupPlayerState ← Minimal, for wire transfer
├── current_pitcher: LineupPlayerState
├── on_first/second/third: LineupPlayerState | null
└── pending_defensive_decision: DefensiveDecision | null
Lineup (from lineup_data event)
├── lineup_id: number ← Matches LineupPlayerState.lineup_id
├── position: string
├── is_active: boolean
└── player: SbaPlayer ← Full player data
├── id: number
├── name: string
└── headshot: string
```
### Why Two Player Types?
**LineupPlayerState** (in GameState):
- Sent on every state update (~10-50 times per game)
- Minimal: lineup_id, position, batting_order
- ~50 bytes per player
**Lineup** (from lineup_data):
- Sent once when joining game
- Full data including nested player with name, headshot
- ~500 bytes per player
**Optimization**: Send minimal data frequently, full data once.
## Common Type Usage
### Accessing Player Data
```typescript
// GameState gives you LineupPlayerState
const batterState: LineupPlayerState = gameStore.currentBatter
// Need to lookup full Lineup for player details
const batterLineup: Lineup = gameStore.findPlayerInLineup(batterState.lineup_id)
const name: string = batterLineup.player.name
```
### Decision Types
```typescript
// Defensive (fielding team)
interface DefensiveDecision {
infield_depth: 'infield_in' | 'normal' | 'corners_in'
outfield_depth: 'normal' | 'shallow'
hold_runners: number[]
}
// Offensive (batting team)
interface OffensiveDecision {
action: 'swing_away' | 'steal' | 'hit_and_run' | 'sac_bunt' | 'squeeze_bunt'
steal_attempts: number[]
}
```
## Type Maintenance
When backend Pydantic models change:
1. Update corresponding frontend type
2. Check all components using that type
3. Run `npm run type-check` to catch mismatches