Root cause: WebSocket handler had stale state reference after
resolve_manual_play() completed. The handler's state object still had
the old batter index, and calling state_manager.update_state()
overwrote the game engine's updated state.
Fix: Re-fetch state from state_manager AFTER resolve_manual_play()
returns, ensuring we get the state with the advanced batter index.
Also improved logging in _prepare_next_play() to show batting_order
for easier debugging.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Game Engine Improvements:
- State manager: Add game eviction with configurable max games, idle
timeout, and memory limits
- Game engine: Add resource cleanup on game completion
- Play resolver: Enhanced RunnerAdvancementData with lineup_id for
player name resolution in play-by-play
- Substitution manager: Minor improvements
Test Coverage:
- New test_game_eviction.py with 13 tests for eviction scenarios
- Updated state_manager tests for new functionality
- Updated play_resolver tests for lineup_id handling
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Backend enhancements for real-time decision workflow:
**New Features**:
- decision_required event emission when game starts and after each decision
- Quick-create endpoint (/games/quick-create) for rapid testing with pre-configured lineups
- WebSocket connection manager integration in GameEngine
**Changes**:
- game_engine.py: Added _emit_decision_required() method and set_connection_manager()
- game_engine.py: Emit decision_required on game start with 5-minute timeout
- games.py: New /quick-create endpoint with Team 35 vs Team 38 lineups
- main.py: Wire connection manager to game_engine singleton
- state_manager.py: Enhanced state management for decision phases
- play_resolver.py: Improved play resolution logic
- handlers.py: Updated WebSocket handlers for new workflow
- backend/CLAUDE.md: Added WebSocket protocol spec reference
**Why**:
Eliminates polling - frontend now gets real-time notification when decisions are needed.
Quick-create saves 2 minutes of lineup setup during each test iteration.
**Testing**:
- Manual testing with terminal client
- WebSocket event flow verified with live frontend
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Issue #5 from code review - resolve_play and resolve_manual_play shared
~70% of their code causing maintenance burden and divergent behavior risk.
Changes:
- Extracted common finalization logic to new _finalize_play() method
- resolve_play reduced from ~150 lines to ~60 lines
- resolve_manual_play reduced from ~135 lines to ~60 lines
- Single source of truth for: roll tracking, state capture, transaction
handling, inning advance, cleanup, and state updates
Benefits:
- Changes to play finalization only need to be made in one place
- Reduced risk of divergent behavior between resolution modes
- Better testability and maintainability
All 739 unit tests passing (1 flaky probabilistic test occasionally fails).
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Issue #4 from code review - multi-step database operations were not
wrapped in transactions, risking partial state on failure.
Changes:
- Modified save_play() and update_game_state() in DatabaseOperations
to accept optional session parameter for transaction grouping
- Wrapped resolve_play() DB operations in single atomic transaction
- Wrapped resolve_manual_play() DB operations in single atomic transaction
- Transaction commits atomically or rolls back entirely on failure
Pattern: When session provided, use flush() for IDs without committing;
caller controls transaction. When no session, create internal transaction.
All 739 unit tests passing.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Created centralized services for SBA player data fetching at lineup creation:
Backend - New Services:
- app/services/sba_api_client.py: REST client for SBA API (api.sba.manticorum.com)
with batch player fetching and caching support
- app/services/lineup_service.py: High-level service combining DB operations
with API calls for complete lineup entries with player data
Backend - Refactored Components:
- app/core/game_engine.py: Replaced raw API calls with LineupService,
reduced _prepare_next_play() from ~50 lines to ~15 lines
- app/core/substitution_manager.py: Updated pinch_hit(), defensive_replace(),
change_pitcher() to use lineup_service.get_sba_player_data()
- app/models/game_models.py: Added player_name/player_image to LineupPlayerState
- app/services/__init__.py: Exported new LineupService components
- app/websocket/handlers.py: Enhanced lineup state handling
Frontend - SBA League:
- components/Game/CurrentSituation.vue: Restored player images with fallback
badges (P/B letters) for both mobile and desktop layouts
- components/Game/GameBoard.vue: Enhanced game board visualization
- composables/useGameActions.ts: Updated game action handling
- composables/useWebSocket.ts: Improved WebSocket state management
- pages/games/[id].vue: Enhanced game page with better state handling
- types/game.ts: Updated type definitions
- types/websocket.ts: Added WebSocket type support
Architecture Improvement:
All SBA player data fetching now goes through LineupService:
- Lineup creation: add_sba_player_to_lineup()
- Lineup loading: load_team_lineup_with_player_data()
- Substitutions: get_sba_player_data()
All 739 unit tests pass.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Removed outdated TODO comments and updated documentation to reflect
work completed in Phase 3E (Position Ratings and WebSocket Handlers).
Changes:
- Removed 2 stale WebSocket emission TODOs in game_engine.py (lines 319, 387)
These referenced Phase 3E-Final work completed on 2025-01-10
- Updated backend/CLAUDE.md Phase 3E status section
Marked defender retrieval as COMPLETE (Phase 3E-Main)
Clarified SPD test still pending (needs batter speed rating)
Marked runner advancement as COMPLETE (Phase 3D)
- Updated TODO_RESOLUTION_SUMMARY.md
Marked defender lookup TODO as resolved with implementation details
Documentation:
- Created TODO_AUDIT_2025-01-14.md - Complete TODO audit (53 items)
- Created TODO_VERIFICATION_RESULTS.md - Verification of resolved items
- Created TODO_SUMMARY.md - Quick reference priority matrix
- Created TODO_CLEANUP_COMPLETE.md - Cleanup work summary
Test Status:
- Backend: 9/9 PlayResolver tests passing
- No regressions introduced
Remaining Work:
- 41 legitimate TODOs properly categorized for future phases
- 8 Phase F6 TODOs (game page integration)
- 5 Quick win TODOs (optional polish)
- 28 Future phase TODOs (auth, AI, advanced features)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Test Fixes (609/609 passing):
- Fixed DiceSystem API to accept team_id/player_id parameters for audit trails
- Fixed dice roll history timing issue in test
- Fixed terminal client mock to match resolve_play signature (X-Check params)
- Fixed result chart test mocks with missing pitching fields
- Fixed flaky test by using groundball_a (exists in both batting/pitching)
Documentation Updates:
- Added Testing Policy section to backend/CLAUDE.md
- Added Testing Policy section to tests/CLAUDE.md
- Documented 100% unit test requirement before commits
- Added git hook setup instructions
Git Hook System:
- Created .git-hooks/pre-commit script (enforces 100% test pass)
- Created .git-hooks/install-hooks.sh (easy installation)
- Created .git-hooks/README.md (hook documentation)
- Hook automatically runs all unit tests before each commit
- Blocks commits if any test fails
All 609 unit tests now passing (100%)
Integration tests have known asyncpg connection issues (documented)
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Co-Authored-By: Claude <noreply@anthropic.com>
Added ability to test X-Check defensive plays directly in the terminal
client using the resolve_with command. This allows testing the complete
X-Check resolution system (defense tables, error charts, runner advancement)
with actual player ratings.
Changes:
- repl.py: Updated do_resolve_with() to parse "x-check <position>" syntax
- Accepts "x-check", "xcheck", or "x_check" followed by position
- Validates position (P, C, 1B, 2B, 3B, SS, LF, CF, RF)
- Passes xcheck_position parameter through to commands
- commands.py: Updated resolve_play() to accept xcheck_position parameter
- Passes xcheck_position to game_engine.resolve_play()
- Shows "🎯 Forcing X-Check to: <position>" message
- game_engine.py: Updated resolve_play() to accept xcheck_position parameter
- For X_CHECK outcomes, uses xcheck_position as hit_location
- Enables full X-Check resolution with defense tables and error charts
- help_text.py: Updated resolve_with help documentation
- Added x-check usage syntax and examples
- Documented position parameter requirement
- Added note about using actual player ratings
Usage:
⚾ > defensive
⚾ > offensive
⚾ > resolve_with x-check SS # Test X-Check to shortstop
⚾ > resolve_with x-check LF # Test X-Check to left field
This integrates the existing play_resolver._resolve_x_check() logic,
providing a way to test the complete X-Check system including defense
range adjustments, table lookups, SPD tests, G2#/G3# conversion, error
charts, and runner advancement.
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Co-Authored-By: Claude <noreply@anthropic.com>
Complete integration of position ratings system enabling X-Check defensive plays
to use actual player ratings from PD API with intelligent fallbacks for SBA.
**Live API Testing Verified**: ✅
- Endpoint: GET https://pd.manticorum.com/api/v2/cardpositions?player_id=8807
- Response: 200 OK, 7 positions retrieved successfully
- Cache performance: 16,601x faster (API: 0.214s, Cache: 0.000s)
- Data quality: Real defensive ratings (range 1-5, error 0-88)
**Architecture Overview**:
- League-aware: PD league fetches ratings from API, SBA uses defaults
- StateManager integration: Defenders retrieved from lineup cache
- Self-contained GameState: All data needed for X-Check in memory
- Graceful degradation: Falls back to league averages if ratings unavailable
**Files Created**:
1. app/services/pd_api_client.py (NEW)
- PdApiClient class for PD API integration
- Endpoint: GET /api/v2/cardpositions?player_id={id}&position={pos}
- Async HTTP client using httpx (already in requirements.txt)
- Optional position filtering: get_position_ratings(8807, ['SS', '2B'])
- Returns List[PositionRating] for all positions player can play
- Handles both list and dict response formats
- Comprehensive error handling with logging
2. app/services/position_rating_service.py (NEW)
- PositionRatingService with in-memory caching
- get_ratings_for_card(card_id, league_id) - All positions
- get_rating_for_position(card_id, position, league_id) - Specific position
- Cache performance: >16,000x faster on hits
- Singleton pattern: position_rating_service instance
- TODO Phase 3E-Final: Upgrade to Redis
3. app/services/__init__.py (NEW)
- Package exports for clean imports
4. test_pd_api_live.py (NEW)
- Live API integration test script
- Tests with real PD player 8807 (7 positions)
- Verifies caching, filtering, GameState integration
- Run: `python test_pd_api_live.py`
5. test_pd_api_mock.py (NEW)
- Mock integration test for CI/CD
- Demonstrates flow without API dependency
6. tests/integration/test_position_ratings_api.py (NEW)
- Pytest integration test suite
- Real API tests with player 8807
- Cache verification, SBA skip logic
- Full end-to-end GameState flow
**Files Modified**:
1. app/models/game_models.py
- LineupPlayerState: Added position_rating field (Optional[PositionRating])
- GameState: Added get_defender_for_position(position, state_manager)
- Uses StateManager's lineup cache to find active defender by position
- Iterates through lineup.players to match position + is_active
2. app/config/league_configs.py
- SbaConfig: Added supports_position_ratings() → False
- PdConfig: Added supports_position_ratings() → True
- Enables league-specific behavior without hardcoded conditionals
3. app/core/play_resolver.py
- __init__: Added state_manager parameter for X-Check defender lookup
- _resolve_x_check(): Replaced placeholder defender ratings with actual lookup
- Uses league config to check if ratings supported
- Fetches defender via state.get_defender_for_position()
- Falls back to defaults (range=3, error=15) if ratings unavailable
- Detailed logging for debugging rating lookups
4. app/core/game_engine.py
- Added _load_position_ratings_for_lineup() method
- Loads all position ratings at game start for PD league
- Skips loading for SBA (league config check)
- start_game(): Calls rating loader for both teams before marking active
- PlayResolver instantiation: Now passes state_manager parameter
- Logs: "Loaded X/9 position ratings for team Y"
**X-Check Resolution Flow**:
1. League check: config.supports_position_ratings()?
2. Get defender: state.get_defender_for_position(pos, state_manager)
3. If PD + defender.position_rating exists: Use actual range/error
4. Else if defender found: Use defaults (range=3, error=15)
5. Else: Log warning, use defaults
**Position Rating Loading (Game Start)**:
1. Check if league supports ratings (PD only)
2. Get lineup from StateManager cache
3. For each player:
- Fetch rating from position_rating_service (with caching)
- Set player.position_rating field
4. Cache API responses (16,000x faster on subsequent access)
5. Log success: "Loaded X/9 position ratings for team Y"
**Live Test Results (Player 8807)**:
```
Position Range Error Innings
CF 3 2 372
2B 3 8 212
SS 4 12 159
RF 2 2 74
LF 3 2 62
1B 4 0 46
3B 3 65 34
```
**Testing**:
- ✅ Live API: Player 8807 → 7 positions retrieved successfully
- ✅ Caching: 16,601x performance improvement
- ✅ League config: SBA=False, PD=True
- ✅ GameState integration: Defender lookup working
- ✅ Existing tests: 27/28 config tests passing (1 pre-existing URL failure)
- ✅ Syntax validation: All files compile successfully
**Benefits**:
- ✅ X-Check now uses real defensive ratings in PD league
- ✅ SBA league continues working with manual entry (uses defaults)
- ✅ No breaking changes to existing functionality
- ✅ Graceful degradation if API unavailable
- ✅ In-memory caching reduces API calls by >99%
- ✅ League-agnostic design via config system
- ✅ Production-ready with live API verification
**Phase 3E Status**: Main complete (85% → 90%)
**Next**: Phase 3E-Final (WebSocket events, Redis upgrade, full defensive lineup)
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Co-Authored-By: Claude <noreply@anthropic.com>
**Architectural Improvement**: Unified player references in GameState
**Changed**: Make all player references consistent
- BEFORE: current_batter/pitcher/catcher were IDs (int)
- AFTER: current_batter/pitcher/catcher are full LineupPlayerState objects
- Matches pattern of on_first/on_second/on_third (already objects)
**Benefits**:
1. Consistent API - all player references use same type
2. Self-contained GameState - everything needed for resolution
3. No lookups needed - direct access to player data
4. Sets foundation for Phase 3E-Main (adding position ratings)
**Files Modified**:
- app/models/game_models.py: Changed current_batter/pitcher/catcher to objects
- app/core/game_engine.py: Updated _prepare_next_play() to populate full objects
- app/core/state_manager.py: Create placeholder batter on game creation
- tests/unit/models/test_game_models.py: Updated all 27 GameState tests
**Database Operations**:
- No schema changes needed
- Play table still stores IDs (for referential integrity)
- IDs extracted from objects when saving: state.current_batter.lineup_id
**Testing**:
- All 27 GameState tests passing
- No regressions in existing functionality
- Type checking passes
**Next**: Phase 3E-Main - Add PositionRating dataclass and load ratings at game start
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Co-Authored-By: Claude <noreply@anthropic.com>
Major Refactor: Outcome-First Architecture
- PlayResolver now accepts league_id and auto_mode in constructor
- Added core resolve_outcome() method - all resolution logic in one place
- Added resolve_manual_play() wrapper for manual submissions (primary)
- Added resolve_auto_play() wrapper for PD auto mode (rare)
- Removed SimplifiedResultChart (obsolete with new architecture)
- Removed play_resolver singleton
RunnerAdvancement Integration:
- All groundball outcomes (GROUNDBALL_A/B/C) now use RunnerAdvancement
- Proper DP probability calculation with positioning modifiers
- Hit location tracked for all relevant outcomes
- 13 result types fully integrated from advancement charts
Game State Updates:
- Added auto_mode field to GameState (stored per-game)
- Updated state_manager.create_game() to accept auto_mode parameter
- GameEngine now uses state.auto_mode to create appropriate resolver
League Configuration:
- Added supports_auto_mode() to BaseGameConfig
- SbaConfig: returns False (no digitized cards)
- PdConfig: returns True (has digitized ratings)
- PlayResolver validates auto mode support and raises error for SBA
Play Results:
- Added hit_location field to PlayResult
- Groundballs include location from RunnerAdvancement
- Flyouts track hit_location for tag-up logic (future)
- Other outcomes have hit_location=None
Testing:
- Completely rewrote test_play_resolver.py for new architecture
- 9 new tests covering initialization, strikeouts, walks, groundballs, home runs
- All 9 tests passing
- All 180 core tests still passing (1 pre-existing failure unrelated)
Terminal Client:
- No changes needed - defaults to manual mode (auto_mode=False)
- Perfect for human testing of manual submissions
This completes Week 7 Task 6 - the final task of Week 7!
Week 7 is now 100% complete with all 8 tasks done.
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Co-Authored-By: Claude <noreply@anthropic.com>
Complete manual outcome workflow for SBA and PD manual mode gameplay:
**WebSocket Event Handlers** (app/websocket/handlers.py):
- roll_dice: Server rolls dice, stores in state, broadcasts to players
- submit_manual_outcome: Validates and processes player submissions
- Events: dice_rolled, outcome_accepted, outcome_rejected, play_resolved
**Game Engine Integration** (app/core/game_engine.py):
- resolve_manual_play(): Processes manual outcomes with server dice
- Uses ab_roll for audit trail, player outcome for resolution
- Same orchestration as resolve_play() (save, update, advance inning)
**Data Model** (app/models/game_models.py):
- pending_manual_roll: Stores server dice between roll and submission
**Terminal Client** (terminal_client/):
- roll_dice command: Roll dice and display results
- manual_outcome command: Submit outcomes from physical cards
- Both integrated into REPL for testing
**Tests** (tests/unit/websocket/test_manual_outcome_handlers.py):
- 12 comprehensive tests covering all validation paths
- All tests passing (roll_dice: 4, submit_manual_outcome: 8)
**Key Decisions**:
- Server rolls dice for fairness (not players!)
- One-time roll usage (cleared after submission)
- Early validation (check pending roll before accepting)
- Field-level error messages for clear feedback
**Impact**:
- Complete manual mode workflow ready
- Frontend WebSocket integration supported
- Terminal testing commands available
- Audit trail with server-rolled dice maintained
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Add ability to roll back the last N plays, useful for correcting mistakes
or recovering from corrupted plays. Deletes plays from database and
reconstructs game state by replaying remaining plays.
Database Operations (app/database/operations.py):
- delete_plays_after(): Delete plays with play_number > target
- delete_substitutions_after(): Delete lineup entries with after_play >= target
- delete_rolls_after(): Delete dice rolls (kept for reference, not used)
Game Engine (app/core/game_engine.py):
- rollback_plays(): Main rollback orchestration
- Validates: num_plays > 0, enough plays exist, game not completed
- Deletes plays and substitutions from database
- Clears in-memory roll tracking
- Calls state_manager.recover_game() to rebuild state
- Returns updated GameState
Terminal Client (terminal_client/commands.py, terminal_client/repl.py):
- rollback_plays(): Command wrapper with user-friendly output
- do_rollback(): REPL command with argument parsing
Usage:
⚾ > rollback 3
Validations:
- Cannot roll back more plays than exist
- Cannot roll back completed games
- Rolling back across innings is allowed
- Substitutions after rolled-back plays are undone
Testing:
- ✅ Successfully rolls back 2 plays from 5-play game
- ✅ Correctly validates rollback of 10 plays when only 2 exist
- ✅ Game state properly reconstructed via replay
Note: Dice rolls kept in database for auditing (don't affect state).
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Co-Authored-By: Claude <noreply@anthropic.com>
Add ability to force specific play outcomes instead of random dice rolls,
enabling targeted testing of specific game scenarios.
Changes:
- play_resolver.resolve_play(): Add forced_outcome parameter, bypass dice
rolls when provided, create dummy AbRoll with placeholder values
- game_engine.resolve_play(): Accept and pass through forced_outcome param
- terminal_client/commands.py: Pass forced_outcome to game engine
Testing:
- Verified TRIPLE, HOMERUN, and STRIKEOUT outcomes work correctly
- Dummy AbRoll properly constructed with all required fields
- Game state updates correctly with forced outcomes
Example usage in REPL:
resolve_with triple
resolve_with homerun
Fixes terminal client testing workflow to allow controlled scenarios.
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Co-Authored-By: Claude <noreply@anthropic.com>
- Renamed check_d20 → chaos_d20 throughout dice system
- Expanded PlayOutcome enum with granular variants (SINGLE_1/2, DOUBLE_2/3, GROUNDBALL_A/B/C, etc.)
- Integrated PlayOutcome from app.config into PlayResolver
- Added play_metadata support for uncapped hit tracking
- Updated all tests (139/140 passing)
Week 6: 100% Complete - Ready for Phase 3
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Co-Authored-By: Claude <noreply@anthropic.com>
This commit includes Week 6 player models implementation and critical
performance optimizations discovered during testing.
## Player Models (Week 6 - 50% Complete)
**New Files:**
- app/models/player_models.py (516 lines)
- BasePlayer abstract class with polymorphic interface
- SbaPlayer with API parsing factory method
- PdPlayer with batting/pitching scouting data support
- Supporting models: PdCardset, PdRarity, PdBattingCard, PdPitchingCard
- tests/unit/models/test_player_models.py (692 lines)
- 32 comprehensive unit tests, all passing
- Tests for BasePlayer, SbaPlayer, PdPlayer, polymorphism
**Architecture:**
- Simplified single-layer approach vs planned two-layer
- Factory methods handle API → Game transformation directly
- SbaPlayer.from_api_response(data) - parses SBA API inline
- PdPlayer.from_api_response(player_data, batting_data, pitching_data)
- Full Pydantic validation, type safety, and polymorphism
## Performance Optimizations
**Database Query Reduction (60% fewer queries per play):**
- Before: 5 queries per play (INSERT play, SELECT play with JOINs,
SELECT games, 2x SELECT lineups)
- After: 2 queries per play (INSERT play, UPDATE games conditionally)
Changes:
1. Lineup caching (game_engine.py:384-425)
- Check state_manager.get_lineup() cache before DB fetch
- Eliminates 2 SELECT queries per play
2. Remove unnecessary refresh (operations.py:281-302)
- Removed session.refresh(play) after INSERT
- Eliminates 1 SELECT with 3 expensive LEFT JOINs
3. Direct UPDATE statement (operations.py:109-165)
- Changed update_game_state() to use direct UPDATE
- No longer does SELECT + modify + commit
4. Conditional game state updates (game_engine.py:200-217)
- Only UPDATE games table when score/inning/status changes
- Captures state before/after and compares
- ~40-60% fewer updates (many plays don't score)
## Bug Fixes
1. Fixed outs_before tracking (game_engine.py:551)
- Was incorrectly calculating: state.outs - result.outs_recorded
- Now correctly captures: state.outs (before applying result)
- All play records now have accurate out counts
2. Fixed game recovery (state_manager.py:312-314)
- AttributeError when recovering: 'GameState' has no attribute 'runners'
- Changed to use state.get_all_runners() method
- Games can now be properly recovered from database
## Enhanced Terminal Client
**Status Display Improvements (terminal_client/display.py:75-97):**
- Added "⚠️ WAITING FOR ACTION" section when play is pending
- Shows specific guidance:
- "The defense needs to submit their decision" → Run defensive [OPTIONS]
- "The offense needs to submit their decision" → Run offensive [OPTIONS]
- "Ready to resolve play" → Run resolve
- Color-coded command hints for better UX
## Documentation Updates
**backend/CLAUDE.md:**
- Added comprehensive Player Models section (204 lines)
- Updated Current Phase status to Week 6 (~50% complete)
- Documented all optimizations and bug fixes
- Added integration examples and usage patterns
**New Files:**
- .claude/implementation/week6-status-assessment.md
- Comprehensive Week 6 progress review
- Architecture decision rationale (single-layer vs two-layer)
- Completion status and next priorities
- Updated roadmap for remaining Week 6 work
## Test Results
- Player models: 32/32 tests passing
- All existing tests continue to pass
- Performance improvements verified with terminal client
## Next Steps (Week 6 Remaining)
1. Configuration system (BaseConfig, SbaConfig, PdConfig)
2. Result charts & PD play resolution with ratings
3. API client for live roster data (deferred)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Fixed critical bugs in game recovery and play persistence:
1. Terminal REPL Auto-Recovery:
- Added _ensure_game_loaded() helper to auto-recover games from database
- Calls state_manager.recover_game() when game not in memory
- Calls _prepare_next_play() after recovery to populate snapshot fields
- Enables seamless continuation of games across REPL sessions
2. Play Validation:
- Added verification in _save_play_to_db() for required fields
- Ensures batter_id, pitcher_id, catcher_id are never NULL
- Raises ValueError with clear error message if fields missing
- Prevents database constraint violations
3. Updated Commands:
- All REPL commands now call _ensure_game_loaded()
- Commands: defensive, offensive, resolve, status, quick_play, box_score
- Fixes "Game state not found" errors on recovered games
Root Cause:
- state_manager.recover_game() rebuilds GameState from database
- But didn't populate snapshot fields (current_batter_lineup_id, etc.)
- _save_play_to_db() requires these fields to save plays
- Solution: Call _prepare_next_play() after recovery
Files Modified:
- app/core/game_engine.py - Added verification in _save_play_to_db()
- terminal_client/repl.py - Added _ensure_game_loaded() and integrated
Testing: Successfully recovered game, submitted decisions, and resolved plays
🚀 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Replaced awkward "lookback" pattern with clean "prepare → execute → save"
orchestration that captures state snapshots BEFORE each play.
Key improvements:
- Added per-team batter indices (away_team_batter_idx, home_team_batter_idx)
- Added play snapshot fields (current_batter/pitcher/catcher_lineup_id)
- Added on_base_code bit field for efficient base situation queries
- Created _prepare_next_play() method for snapshot preparation
- Refactored start_game() with hard lineup validation requirement
- Refactored resolve_play() with explicit 6-step orchestration
- Updated _save_play_to_db() to use snapshots (no DB lookbacks)
- Enhanced state recovery to rebuild from last play (single query)
- Added defensive lineup position validator
Benefits:
- No special cases for first play
- Single source of truth in GameState
- Saves 18+ database queries per game
- Fast state recovery without replay
- Complete runner tracking (before/after positions)
- Explicit orchestration (easy to debug)
Testing:
- Added 3 new test functions (lineup validation, snapshot tracking, batting order)
- All 5 test suites passing (100%)
- Type checking cleaned up with targeted suppressions for SQLAlchemy
Documentation:
- Added comprehensive "Type Checking & Common False Positives" section to CLAUDE.md
- Created type-checking-guide.md and type-checking-summary.md
- Added mypy.ini configuration for SQLAlchemy/Pydantic
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Fixes:
✅ Updated GameEngine._save_play_to_db() to fetch real lineup IDs
- Gets active batting/fielding lineups from database
- Extracts batter, pitcher, catcher IDs by position
- No more hardcoded placeholder IDs
✅ Shortened AbRoll.__str__() to fit VARCHAR(50)
- "WP 1/10" instead of "AB Roll: Wild Pitch Check..."
- "AB 6,9(4+5) d20=12/10" for normal rolls
- Prevents database truncation errors
✅ Created comprehensive test script (scripts/test_game_flow.py)
- Tests single at-bat flow
- Tests full half-inning (50+ plays)
- Creates dummy lineups for both teams
- Verifies complete game lifecycle
Test Results:
✅ Successfully ran 50 at-bats across 6 innings
✅ Score tracking: Away 5 - Home 2
✅ Inning advancement working
✅ Play persistence to database
✅ Roll batch saving at inning boundaries
✅ State synchronization (memory + DB)
GameEngine Verified Working:
✅ Game lifecycle management (create → start → play → complete)
✅ Decision submission (defensive + offensive)
✅ Play resolution with AbRoll system
✅ State management and persistence
✅ Inning advancement logic
✅ Score tracking
✅ Lineup integration
✅ Database persistence
Ready for:
- WebSocket integration
- Frontend connectivity
- Full game simulations
- AI opponent integration
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Core Components:
✅ GameValidator (validators.py)
- Validates game state and decisions
- Rule enforcement for baseball gameplay
- Game-over and inning continuation logic
✅ PlayResolver (play_resolver.py)
- Resolves play outcomes using AbRoll system
- Simplified result charts for MVP
- Handles wild pitch/passed ball checks
- Runner advancement logic for all hit types
- PlayOutcome enum with 12 outcome types
✅ GameEngine (game_engine.py)
- Orchestrates complete game flow
- Start game, submit decisions, resolve plays
- Integrates DiceSystem with roll context
- Batch saves rolls at end of each half-inning
- Persists plays and game state to database
- Manages inning advancement and game completion
Integration Features:
- Uses advanced AbRoll system (not simplified d20)
- Roll context tracking per inning
- Batch persistence at inning boundaries
- Full audit trail with roll history
- State synchronization between memory and database
Architecture:
GameEngine → PlayResolver → DiceSystem
↓ ↓
GameValidator StateManager
↓ ↓
Database In-Memory Cache
Ready For:
✅ End-to-end at-bat testing
✅ WebSocket integration
✅ Result chart configuration
✅ Advanced decision logic (Phase 3)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>