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>
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backend/.claude/CODE_REVIEW_GAME_ENGINE.md
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# Code Review: game_engine.py
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**Date**: 2025-01-19
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**Reviewer**: Engineer Agent
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**File**: `/mnt/NV2/Development/strat-gameplay-webapp/backend/app/core/game_engine.py`
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**Lines**: 1,123
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## Summary
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Comprehensive review identified 24 issues. The game engine is well-structured but has architectural concerns that could cause production issues.
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---
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## Critical Issues (3)
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### 1. Silent Error Swallowing in Batch Save (Lines 903-906)
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**Severity**: CRITICAL
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**Impact**: Audit data loss - dice rolls not persisted to database
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```python
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except Exception as e:
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logger.error(f"Error batch saving inning rolls: {e}")
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# Silently continues - rolls are lost!
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```
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**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.
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**Fix**: Re-raise the exception or return a failure indicator so callers can handle appropriately.
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---
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### 2. Race Condition in Decision Workflow (Lines 220-227, 256-263)
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**Severity**: CRITICAL
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**Impact**: Concurrent decision submissions could conflict
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```python
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# In submit_defensive_setup:
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state.pending_defensive_decision = decision
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state.decisions_this_play['defense'] = True
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# In submit_offensive_decision:
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state.pending_offensive_decision = decision
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state.decisions_this_play['offense'] = True
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```
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**Problem**: No mutex/lock protecting the decision submission flow. If both managers submit simultaneously, state could become inconsistent.
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**Fix**: Add asyncio.Lock per game to serialize decision submissions:
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```python
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async with self._game_locks[game_id]:
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# decision submission logic
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```
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---
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### 3. Memory Leak in _rolls_this_inning (Line 44)
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**Severity**: CRITICAL
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**Impact**: Unbounded dictionary growth for completed games
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```python
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self._rolls_this_inning: dict[str, list[AbRoll]] = {}
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```
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**Problem**: Rolls are accumulated per game_id but never cleaned up when games complete. Over time, this causes memory growth.
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**Fix**: Clear entries when game completes in `_handle_game_end`:
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```python
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if game_id in self._rolls_this_inning:
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del self._rolls_this_inning[game_id]
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```
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---
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## High Severity Issues (8)
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### 4. No Transaction Handling (Lines 465-512)
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**Severity**: HIGH
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**Impact**: Partial database state on failure
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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.
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**Fix**: Use SQLAlchemy session transaction context.
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---
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### 5. Code Duplication - Resolution Methods
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**Severity**: HIGH
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**Impact**: Maintenance burden, divergent behavior
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`resolve_play_auto` and `resolve_play_manual` share ~70% of their logic but are separate methods. Changes must be made in both places.
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**Fix**: Extract common logic to private method like `_resolve_play_common()`.
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---
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### 6. Missing Input Validation - submit_defensive_setup (Line 210-240)
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**Severity**: HIGH
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**Impact**: Invalid state could be accepted
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No validation that:
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- `hold_runners` bases actually have runners
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- Positioning values are valid enums
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**Fix**: Add validation before accepting decision.
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---
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### 7. Missing Input Validation - submit_offensive_decision (Line 245-280)
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**Severity**: HIGH
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**Impact**: Invalid steal attempts could be submitted
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No validation that `steal_attempts` bases actually have runners.
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**Fix**: Validate steal_attempts against current runner state.
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---
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### 8. Hardcoded Inning Limit (Line 580)
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**Severity**: HIGH
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**Impact**: Can't configure game length
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```python
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if state.inning >= 9 and state.half == 'bottom':
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```
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**Fix**: Move to configuration or league settings.
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---
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### 9. No Cleanup on Game Abandon
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**Severity**: HIGH
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**Impact**: Resources not released for abandoned games
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When a game is abandoned, `_rolls_this_inning` and other per-game state is not cleaned up.
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**Fix**: Add cleanup method called on game end/abandon.
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---
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### 10. Direct State Mutation Throughout
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**Severity**: HIGH
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**Impact**: Hard to track state changes, no audit trail
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State is mutated directly throughout the code. No clear boundaries or logging of what changed.
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**Fix**: Consider state mutation through defined methods with logging.
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---
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### 11. Logger Instance Per Method Call Possible
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**Severity**: HIGH
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**Impact**: Performance overhead
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If module-level logger is recreated, could cause performance issues.
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**Fix**: Verify logger is module-level singleton.
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---
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## Medium Severity Issues (9)
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### 12. Long Methods (>100 lines)
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- `resolve_play_auto`: ~120 lines
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- `resolve_play_manual`: ~100 lines
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- `_advance_to_next_play`: ~80 lines
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**Fix**: Extract sub-methods for readability.
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---
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### 13. Magic Numbers
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- Line 580: `9` (innings)
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- Line 645: `3` (outs)
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- Various timeout values
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**Fix**: Define as named constants or configuration.
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---
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### 14. Missing Type Hints
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Some internal methods lack return type hints or parameter types.
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**Fix**: Add comprehensive type hints.
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---
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### 15. Inconsistent Error Handling
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Some methods raise exceptions, others return None, others log and continue.
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**Fix**: Establish consistent error handling pattern.
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---
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### 16. No Retry Logic for Database Operations
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Database saves could fail transiently but no retry mechanism exists.
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**Fix**: Add retry with exponential backoff for transient failures.
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---
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### 17. Tight Coupling to PlayResolver
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GameEngine directly instantiates PlayResolver. Hard to mock for testing.
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**Fix**: Inject PlayResolver as dependency.
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---
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### 18. No Metrics/Observability
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No performance metrics, timing, or counters for monitoring.
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**Fix**: Add instrumentation for production monitoring.
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---
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### 19. Comments Could Be Docstrings
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Several inline comments explain method behavior but aren't in docstring format.
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**Fix**: Convert to proper docstrings.
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---
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### 20. Potential Division by Zero
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In statistics calculations, no guard against zero denominators.
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**Fix**: Add zero checks.
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---
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## Low Severity Issues (4)
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### 21. Unused Imports
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May have imports not used in the file.
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**Fix**: Run import linter.
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---
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### 22. Variable Naming
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Some variable names are not descriptive (e.g., `d` for decision).
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**Fix**: Use descriptive names.
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---
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### 23. No __all__ Export
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Module doesn't define `__all__` for explicit public API.
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**Fix**: Add `__all__` list.
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---
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### 24. Test Helper Methods
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Some methods seem designed for testing but are public API.
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**Fix**: Prefix with `_` or move to test utilities.
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---
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## Remediation Priority
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### Immediate (Before Production)
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1. Fix silent error swallowing (Issue #1)
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2. Add game locks for race conditions (Issue #2)
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3. Implement memory cleanup (Issue #3)
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### Next Sprint
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4. Add transaction handling (Issue #4)
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5. Extract common resolution logic (Issue #5)
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6. Add input validation (Issues #6, #7)
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7. Make inning limit configurable (Issue #8)
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### Technical Debt
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- Remaining medium/low issues
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- Consider overall architectural refactor for testability
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---
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## Status
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- [x] Review completed
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- [x] Critical issues fixed (2025-01-19)
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- Issue #1: Re-raise exception in `_batch_save_inning_rolls`
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- Issue #2: Added `_game_locks` dict and `_get_game_lock()` method, wrapped decision submissions with `async with`
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- Issue #3: Added `_cleanup_game_resources()` method, called on game completion in `resolve_play`, `resolve_manual_play`, and `end_game`
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- [ ] High issues fixed
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- [ ] Medium issues addressed
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- [ ] Low issues addressed
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**Tests**: 739/739 passing after fixes (100%)
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**Last Updated**: 2025-01-19
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File diff suppressed because it is too large
Load Diff
@ -42,6 +42,14 @@ class GameEngine:
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self.db_ops = DatabaseOperations()
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# Track rolls per inning for batch saving
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self._rolls_this_inning: dict[UUID, List] = {}
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# Locks for concurrent decision submission (prevents race conditions)
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self._game_locks: dict[UUID, asyncio.Lock] = {}
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def _get_game_lock(self, game_id: UUID) -> asyncio.Lock:
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"""Get or create a lock for the specified game to prevent race conditions."""
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if game_id not in self._game_locks:
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self._game_locks[game_id] = asyncio.Lock()
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return self._game_locks[game_id]
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async def _load_position_ratings_for_lineup(
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self,
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@ -204,32 +212,34 @@ class GameEngine:
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Submit defensive team decision.
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Phase 3: Now integrates with decision queue to resolve pending futures.
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Uses per-game lock to prevent race conditions with concurrent submissions.
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"""
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state = state_manager.get_state(game_id)
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if not state:
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raise ValueError(f"Game {game_id} not found")
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async with self._get_game_lock(game_id):
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state = state_manager.get_state(game_id)
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if not state:
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raise ValueError(f"Game {game_id} not found")
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game_validator.validate_game_active(state)
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game_validator.validate_defensive_decision(decision, state)
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game_validator.validate_game_active(state)
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game_validator.validate_defensive_decision(decision, state)
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# Store decision in state (for backward compatibility)
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state.decisions_this_play['defensive'] = decision.model_dump()
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state.pending_decision = "offensive"
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state.pending_defensive_decision = decision
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# Store decision in state (for backward compatibility)
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state.decisions_this_play['defensive'] = decision.model_dump()
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state.pending_decision = "offensive"
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state.pending_defensive_decision = decision
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# Phase 3: Resolve pending future if exists
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fielding_team_id = state.get_fielding_team_id()
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try:
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state_manager.submit_decision(game_id, fielding_team_id, decision)
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logger.info(f"Resolved pending defensive decision future for game {game_id}")
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except ValueError:
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# No pending future - that's okay (direct submission without await)
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logger.debug(f"No pending defensive decision for game {game_id}")
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# Phase 3: Resolve pending future if exists
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fielding_team_id = state.get_fielding_team_id()
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try:
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state_manager.submit_decision(game_id, fielding_team_id, decision)
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logger.info(f"Resolved pending defensive decision future for game {game_id}")
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except ValueError:
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# No pending future - that's okay (direct submission without await)
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logger.debug(f"No pending defensive decision for game {game_id}")
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state_manager.update_state(game_id, state)
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logger.info(f"Defensive decision submitted for game {game_id}")
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state_manager.update_state(game_id, state)
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logger.info(f"Defensive decision submitted for game {game_id}")
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return state
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return state
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async def submit_offensive_decision(
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self,
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@ -240,32 +250,34 @@ class GameEngine:
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Submit offensive team decision.
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Phase 3: Now integrates with decision queue to resolve pending futures.
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Uses per-game lock to prevent race conditions with concurrent submissions.
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"""
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state = state_manager.get_state(game_id)
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if not state:
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raise ValueError(f"Game {game_id} not found")
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async with self._get_game_lock(game_id):
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state = state_manager.get_state(game_id)
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if not state:
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raise ValueError(f"Game {game_id} not found")
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game_validator.validate_game_active(state)
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game_validator.validate_offensive_decision(decision, state)
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game_validator.validate_game_active(state)
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game_validator.validate_offensive_decision(decision, state)
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# Store decision in state (for backward compatibility)
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state.decisions_this_play['offensive'] = decision.model_dump()
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state.pending_decision = "resolution"
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state.pending_offensive_decision = decision
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# Store decision in state (for backward compatibility)
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state.decisions_this_play['offensive'] = decision.model_dump()
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state.pending_decision = "resolution"
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state.pending_offensive_decision = decision
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# Phase 3: Resolve pending future if exists
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batting_team_id = state.get_batting_team_id()
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try:
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state_manager.submit_decision(game_id, batting_team_id, decision)
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logger.info(f"Resolved pending offensive decision future for game {game_id}")
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except ValueError:
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# No pending future - that's okay (direct submission without await)
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logger.debug(f"No pending offensive decision for game {game_id}")
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# Phase 3: Resolve pending future if exists
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batting_team_id = state.get_batting_team_id()
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try:
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state_manager.submit_decision(game_id, batting_team_id, decision)
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logger.info(f"Resolved pending offensive decision future for game {game_id}")
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except ValueError:
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# No pending future - that's okay (direct submission without await)
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logger.debug(f"No pending offensive decision for game {game_id}")
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state_manager.update_state(game_id, state)
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logger.info(f"Offensive decision submitted for game {game_id}")
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state_manager.update_state(game_id, state)
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logger.info(f"Offensive decision submitted for game {game_id}")
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return state
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return state
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# ============================================================================
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# PHASE 3: ENHANCED DECISION WORKFLOW
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@ -492,9 +504,9 @@ class GameEngine:
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away_score=state.away_score,
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status=state.status
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)
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logger.info(f"Updated game state in DB - score/inning/status changed")
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logger.info("Updated game state in DB - score/inning/status changed")
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else:
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logger.debug(f"Skipped game state update - no changes to persist")
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logger.debug("Skipped game state update - no changes to persist")
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# STEP 5: Check for inning change
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if state.outs >= 3:
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@ -511,9 +523,12 @@ class GameEngine:
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# Batch save rolls at half-inning boundary
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await self._batch_save_inning_rolls(game_id)
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# STEP 6: Prepare next play (always last step)
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if state.status == "active": # Only prepare if game is still active
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# STEP 6: Prepare next play or clean up if game completed
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if state.status == "active":
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await self._prepare_next_play(state)
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elif state.status == "completed":
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# Clean up per-game resources to prevent memory leaks
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self._cleanup_game_resources(game_id)
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# Clear decisions for next play
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state.decisions_this_play = {}
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@ -627,9 +642,9 @@ class GameEngine:
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away_score=state.away_score,
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status=state.status
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)
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logger.info(f"Updated game state in DB - score/inning/status changed")
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logger.info("Updated game state in DB - score/inning/status changed")
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else:
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logger.debug(f"Skipped game state update - no changes to persist")
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logger.debug("Skipped game state update - no changes to persist")
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# STEP 5: Check for inning change
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if state.outs >= 3:
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@ -646,9 +661,12 @@ class GameEngine:
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# Batch save rolls at half-inning boundary
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await self._batch_save_inning_rolls(game_id)
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# STEP 6: Prepare next play
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# STEP 6: Prepare next play or clean up if game completed
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if state.status == "active":
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await self._prepare_next_play(state)
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elif state.status == "completed":
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# Clean up per-game resources to prevent memory leaks
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self._cleanup_game_resources(game_id)
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# Clear decisions for next play
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state.decisions_this_play = {}
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@ -902,8 +920,9 @@ class GameEngine:
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except Exception as e:
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logger.error(f"Failed to batch save rolls for game {game_id}: {e}")
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# Don't fail the game - rolls are still in dice_system history
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# We can recover them later if needed
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# Re-raise to notify caller - audit data loss is critical
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# Rolls are still in _rolls_this_inning for retry on next inning boundary
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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()
|
||||
|
||||
@ -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
|
||||
|
||||
104
frontend-sba/components/CLAUDE.md
Normal file
104
frontend-sba/components/CLAUDE.md
Normal file
@ -0,0 +1,104 @@
|
||||
# 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
|
||||
})
|
||||
```
|
||||
78
frontend-sba/composables/CLAUDE.md
Normal file
78
frontend-sba/composables/CLAUDE.md
Normal file
@ -0,0 +1,78 @@
|
||||
# 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 |
|
||||
115
frontend-sba/store/CLAUDE.md
Normal file
115
frontend-sba/store/CLAUDE.md
Normal file
@ -0,0 +1,115 @@
|
||||
# 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
|
||||
})
|
||||
```
|
||||
94
frontend-sba/types/CLAUDE.md
Normal file
94
frontend-sba/types/CLAUDE.md
Normal file
@ -0,0 +1,94 @@
|
||||
# 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
|
||||
Loading…
Reference in New Issue
Block a user