Commit Graph

20 Commits

Author SHA1 Message Date
Cal Corum
aabb90feb5 CLAUDE: Implement player models and optimize database queries
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)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-28 14:08:56 -05:00
Cal Corum
05fc037f2b CLAUDE: Fix game recovery and add required field validation for plays
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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-26 13:14:12 -05:00
Cal Corum
918beadf24 CLAUDE: Add interactive terminal client for game engine testing
Created comprehensive terminal testing tool with two modes:
1. Interactive REPL (recommended) - Persistent in-memory state
2. Standalone CLI commands - Config file persistence

Features:
- Interactive REPL using Python cmd module
- Persistent event loop prevents DB connection issues
- 11 commands for full game control (new_game, defensive, offensive, resolve, etc.)
- Beautiful Rich formatting with colors and panels
- Auto-generated test lineups for rapid testing
- Direct GameEngine access (no WebSocket overhead)
- Config file (~/.terminal_client_config.json) for state persistence

Files added:
- terminal_client/repl.py (525 lines) - Interactive REPL
- terminal_client/main.py (516 lines) - Click standalone commands
- terminal_client/display.py (218 lines) - Rich formatting
- terminal_client/config.py (89 lines) - Persistent config
- terminal_client/__main__.py - Dual mode entry point
- terminal_client/CLAUDE.md (725 lines) - Full documentation

Updated:
- backend/CLAUDE.md - Added terminal client to testing section
- requirements.txt - Added rich==13.9.4

Perfect for rapid iteration on game engine without building frontend!

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-26 12:51:01 -05:00
Cal Corum
f9aa653c37 CLAUDE: Reorganize Week 6 documentation and separate player model specifications
Split player model architecture into dedicated documentation files for clarity
and maintainability. Added Phase 1 status tracking and comprehensive player
model specs covering API models, game models, mappers, and testing strategy.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-25 23:48:57 -05:00
Cal Corum
f3238c4e6d CLAUDE: Complete Week 5 testing and update documentation
Add comprehensive unit and integration tests for Week 5 deliverables:
- test_play_resolver.py: 18 tests covering outcome resolution and runner advancement
- test_validators.py: 36 tests covering game state, decisions, lineups, and flow
- test_game_engine.py: 7 test classes for complete game flow integration

Update implementation documentation to reflect completed status:
- 00-index.md: Mark Phase 2 Weeks 4-5 complete with test coverage
- 02-week5-game-logic.md: Comprehensive test details and completion status
- 02-game-engine.md: Forward-looking snapshot pattern documentation

Week 5 now fully complete with 54 unit tests + 7 integration test classes passing.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-25 22:57:23 -05:00
Cal Corum
13e924a87c CLAUDE: Refactor GameEngine to forward-looking play tracking pattern
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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-25 22:18:15 -05:00
Cal Corum
0542723d6b CLAUDE: Fix GameEngine lineup integration and add test script
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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-24 15:04:41 -05:00
Cal Corum
0d7ddbe408 CLAUDE: Implement GameEngine, PlayResolver, and GameValidator
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)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-24 10:00:21 -05:00
Cal Corum
57b8a90818 CLAUDE: Attempted NullPool fix for async test fixtures (unsuccessful)
Attempted Fix:
- Created test-specific engine with NullPool
- Monkeypatched DatabaseOperations to use test engine
- Reference: https://github.com/MagicStack/asyncpg/issues/863

Result:
 NullPool did NOT resolve the issue
- Tests still fail after #4 with "another operation is in progress"
- Error occurs during fixture setup, not in test bodies
- Timestamps show pytest setting up multiple fixtures concurrently

Root Cause Analysis:
The issue isn't connection pooling - it's async fixture dependency chains.
When pytest-asyncio sets up `sample_game` fixture (which uses `db_ops`),
it creates overlapping async contexts that asyncpg can't handle.

Evidence:
- Individual tests:  PASS
- First 4 tests together:  PASS
- Tests 5-16:  FAIL with concurrent operation errors
- Unit tests:  87/88 PASS (core logic proven correct)

Conclusion:
This is a complex pytest-asyncio + SQLAlchemy + asyncpg interaction
requiring architectural test changes (separate test DB, sync fixtures, etc).
Not worth solving pre-MVP given tests work individually and code is proven.

Workaround:
Run test classes separately - each class passes fine:
  pytest tests/integration/database/test_roll_persistence.py::TestRollPersistenceBatch -v
  pytest tests/integration/database/test_roll_persistence.py::TestRollRetrieval -v
  pytest tests/integration/database/test_roll_persistence.py::TestRollDataIntegrity -v
  pytest tests/integration/database/test_roll_persistence.py::TestRollEdgeCases -v

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-24 08:44:44 -05:00
Cal Corum
56c042c85e CLAUDE: Add async fixture management and document integration test limitation
Changes:
- Created tests/integration/conftest.py with shared fixtures
- Added README.md documenting asyncpg connection pool issue
- Fixed uuid4 import in test_roll_persistence.py

Issue Analysis:
- Integration tests work individually but fail when run together (12+ tests)
- AsyncPG error: "cannot perform operation: another operation is in progress"
- Root cause: pytest-asyncio + asyncpg connection reuse across rapid fixtures
- Tests #1-4 pass, then connection pool enters bad state

Test Status:
 87/88 unit tests pass (1 pre-existing timing issue)
 Integration tests PASS individually
⚠️  Integration tests FAIL when run together (fixture issue, not code bug)

Workarounds:
- Run test classes separately
- Run individual tests
- Use pytest-xdist for isolation

The tests themselves are well-designed and use production code paths.
This is purely a test infrastructure limitation to be resolved post-MVP.

Core dice and roll persistence logic is proven correct by unit tests.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-24 08:41:03 -05:00
Cal Corum
874e24dc75 CLAUDE: Implement comprehensive dice roll system with persistence
Core Implementation:
- Created roll_types.py with AbRoll, JumpRoll, FieldingRoll, D20Roll dataclasses
- Implemented DiceSystem singleton with cryptographically secure random generation
- Added Roll model to db_models.py with JSONB storage for roll history
- Implemented save_rolls_batch() and get_rolls_for_game() in database operations

Testing:
- 27 unit tests for roll type dataclasses (100% passing)
- 35 unit tests for dice system (34/35 passing, 1 timing issue)
- 16 integration tests for database persistence (uses production DiceSystem)

Features:
- Unique roll IDs using secrets.token_hex()
- League-specific logic (SBA d100 rare plays, PD error-based rare plays)
- Automatic derived value calculation (d6_two_total, jump_total, error_total)
- Full audit trail with context metadata
- Support for batch saving rolls per inning

Technical Details:
- Fixed dataclass inheritance with kw_only=True for Python 3.13
- Roll data stored as JSONB for flexible querying
- Indexed on game_id, roll_type, league_id, team_id for efficient retrieval
- Supports filtering by roll type, team, and timestamp ordering

Note: Integration tests have async connection pool issue when run together
(tests work individually, fixture cleanup needed in follow-up branch)

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-24 08:29:02 -05:00
Cal Corum
04a5538447 Add scripts to test models in dev database 2025-10-23 09:10:55 -05:00
Cal Corum
9284162682 Clean up false positive Pylance errors 2025-10-23 09:10:41 -05:00
Cal Corum
8f67883be1 CLAUDE: Implement polymorphic Lineup model for PD and SBA leagues
Updated Lineup model to support both leagues using the same pattern as RosterLink:
- Made card_id nullable (PD league)
- Added player_id nullable (SBA league)
- Added XOR CHECK constraint to ensure exactly one ID is populated
- Created league-specific methods: add_pd_lineup_card() and add_sba_lineup_player()
- Replaced generic create_lineup_entry() with league-specific methods

Database migration applied to convert existing schema.

Bonus fix: Resolved Pendulum DateTime + asyncpg timezone compatibility issue
by using .naive() on all DateTime defaults in Game, Play, and GameSession models.

Updated tests to use league-specific lineup methods.
Archived migration docs and script to .claude/archive/ for reference.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-23 08:35:24 -05:00
Cal Corum
3c5055dbf6 CLAUDE: Implement polymorphic RosterLink for both PD and SBA leagues
Added league-agnostic roster tracking with single-table design:

Database Changes:
- Modified RosterLink model with surrogate primary key (id)
- Added nullable card_id (PD) and player_id (SBA) columns
- Added CHECK constraint ensuring exactly one ID populated (XOR logic)
- Added unique constraints for (game_id, card_id) and (game_id, player_id)
- Imported CheckConstraint and UniqueConstraint from SQLAlchemy

New Files:
- app/models/roster_models.py: Pydantic models for type safety
  - BaseRosterLinkData: Abstract base class
  - PdRosterLinkData: PD league card-based rosters
  - SbaRosterLinkData: SBA league player-based rosters
  - RosterLinkCreate: Request validation model

- tests/unit/models/test_roster_models.py: 24 unit tests (all passing)
  - Tests for PD/SBA roster link creation and validation
  - Tests for RosterLinkCreate XOR validation
  - Tests for polymorphic behavior

Database Operations:
- add_pd_roster_card(): Add PD card to game roster
- add_sba_roster_player(): Add SBA player to game roster
- get_pd_roster(): Get PD cards with optional team filter
- get_sba_roster(): Get SBA players with optional team filter
- remove_roster_entry(): Remove roster entry by ID

Tests:
- Added 12 integration tests for roster operations
- Fixed setup_database fixture scope (module → function)

Documentation:
- Updated backend/CLAUDE.md with RosterLink documentation
- Added usage examples and design rationale
- Updated Game model relationship description

Design Pattern:
Single table with application-layer type safety rather than SQLAlchemy
polymorphic inheritance. Simpler queries, database-enforced integrity,
and Pydantic type safety at application layer.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-22 22:45:44 -05:00
Cal Corum
c7e8804183 Resolving pylance error 2025-10-22 12:14:50 -05:00
Cal Corum
a287784328 CLAUDE: Complete Week 4 - State Management & Persistence
Implemented hybrid state management system with in-memory game states and async
PostgreSQL persistence. This provides the foundation for fast gameplay (<500ms
response) with complete state recovery capabilities.

## Components Implemented

### Production Code (3 files, 1,150 lines)
- app/models/game_models.py (492 lines)
  - Pydantic GameState with 20+ helper methods
  - RunnerState, LineupPlayerState, TeamLineupState
  - DefensiveDecision and OffensiveDecision models
  - Full Pydantic v2 validation with field validators

- app/core/state_manager.py (296 lines)
  - In-memory state management with O(1) lookups
  - State recovery from database
  - Idle game eviction mechanism
  - Statistics tracking

- app/database/operations.py (362 lines)
  - Async PostgreSQL operations
  - Game, lineup, and play persistence
  - Complete state loading for recovery
  - GameSession WebSocket state tracking

### Tests (4 files, 1,963 lines, 115 tests)
- tests/unit/models/test_game_models.py (60 tests, ALL PASSING)
- tests/unit/core/test_state_manager.py (26 tests, ALL PASSING)
- tests/integration/database/test_operations.py (21 tests)
- tests/integration/test_state_persistence.py (8 tests)
- pytest.ini (async test configuration)

### Documentation (6 files)
- backend/CLAUDE.md (updated with Week 4 patterns)
- .claude/implementation/02-week4-state-management.md (marked complete)
- .claude/status-2025-10-22-0113.md (planning session summary)
- .claude/status-2025-10-22-1147.md (implementation session summary)
- .claude/implementation/player-data-catalog.md (player data reference)
- Week 5 & 6 plans created

## Key Features

- Hybrid state: in-memory (fast) + PostgreSQL (persistent)
- O(1) state access via dictionary lookups
- Async database writes (non-blocking)
- Complete state recovery from database
- Pydantic validation on all models
- Helper methods for common game operations
- Idle game eviction with configurable timeout
- 86 unit tests passing (100%)

## Performance

- State access: O(1) via UUID lookup
- Memory per game: ~1KB (just state)
- Target response time: <500ms 
- Database writes: <100ms (async) 

## Testing

- Unit tests: 86/86 passing (100%)
- Integration tests: 29 written
- Test configuration: pytest.ini created
- Fixed Pydantic v2 config deprecation
- Fixed pytest-asyncio configuration

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-22 12:01:03 -05:00
Cal Corum
d8a43faa2e CLAUDE: Complete Phase 1 - Frontend Infrastructure Setup
Initialize both Nuxt 3 frontends (SBA and PD) with full configuration:

Frontend Setup:
- Initialized Nuxt 3 projects for both leagues (SBA and PD)
- Installed dependencies: Tailwind CSS, Pinia, Socket.io-client, Axios
- Configured league-specific settings in nuxt.config.ts
- Created WebSocket plugins for real-time communication
- Set up TypeScript with strict mode and type checking
- Configured Tailwind CSS for styling

Backend Updates:
- Updated database models documentation in backend/CLAUDE.md
- Enhanced db_models.py with additional relationship patterns

Documentation:
- Updated Phase 1 completion checklist (12/12 items - 100% complete)
- Marked all infrastructure objectives as complete

Running Services:
- Backend (FastAPI + Socket.io): http://localhost:8000
- Frontend SBA: http://localhost:3000
- Frontend PD: http://localhost:3001
- Redis: port 6379
- PostgreSQL: Connected to remote server

Phase 1 is now complete. Ready to proceed to Phase 2 (Game Engine Core).

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-22 00:24:00 -05:00
Cal Corum
fc7f53adf3 CLAUDE: Complete Phase 1 backend infrastructure setup
Implemented full FastAPI backend with WebSocket support, database models,
and comprehensive documentation for the Paper Dynasty game engine.

Backend Implementation:
- FastAPI application with Socket.io WebSocket server
- SQLAlchemy async database models (Game, Play, Lineup, GameSession)
- PostgreSQL connection to dev server (10.10.0.42:5432)
- Connection manager for WebSocket lifecycle
- JWT authentication utilities
- Health check and stub API endpoints
- Rotating file logger with Pendulum datetime handling
- Redis via Docker Compose for caching

Technical Details:
- Python 3.13 with updated package versions
- Pendulum 3.0 for all datetime operations
- Greenlet for SQLAlchemy async support
- Fixed SQLAlchemy reserved column names (metadata -> *_metadata)
- Pydantic Settings with JSON array format for lists
- Docker Compose V2 commands

Documentation:
- Updated backend/CLAUDE.md with environment-specific details
- Created .claude/ENVIRONMENT.md for gotchas and quirks
- Created QUICKSTART.md for developer onboarding
- Documented all critical learnings and troubleshooting steps

Database:
- Tables created: games, plays, lineups, game_sessions
- All indexes and foreign keys configured
- Successfully tested connection and health checks

Verified:
- Server starts at http://localhost:8000
- Health endpoints responding
- Database connection working
- WebSocket infrastructure functional
- Hot-reload working

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-21 19:46:16 -05:00
Cal Corum
5c75b935f0 CLAUDE: Initial project setup - documentation and infrastructure
Add comprehensive project documentation and Docker infrastructure for
Paper Dynasty Real-Time Game Engine - a web-based multiplayer baseball
simulation platform replacing the legacy Google Sheets system.

Documentation Added:
- Complete PRD (Product Requirements Document)
- Project README with dual development workflows
- Implementation guide with 5-phase roadmap
- Architecture docs (backend, frontend, database, WebSocket)
- CLAUDE.md context files for each major directory

Infrastructure Added:
- Root docker-compose.yml for full stack orchestration
- Dockerfiles for backend and both frontends (multi-stage builds)
- .dockerignore files for optimal build context
- .env.example with all required configuration
- Updated .gitignore for Python, Node, Nuxt, and Docker

Project Structure:
- backend/ - FastAPI + Socket.io game engine (Python 3.11+)
- frontend-sba/ - SBA League Nuxt 3 frontend
- frontend-pd/ - PD League Nuxt 3 frontend
- .claude/implementation/ - Detailed implementation guides

Supports two development workflows:
1. Local dev (recommended): Services run natively with hot-reload
2. Full Docker: One-command stack orchestration for testing/demos

Next: Phase 1 implementation (backend/frontend foundations)
2025-10-21 16:21:13 -05:00