b40465ca8a
14 Commits
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9245b4e008 |
CLAUDE: Implement Week 7 Task 3 - Result chart abstraction and PD auto mode
Core Implementation: - Added ResultChart abstract base class with get_outcome() method - Implemented calculate_hit_location() helper for hit distribution - 45% pull, 35% center, 20% opposite field - RHB pulls left, LHB pulls right - Groundballs → infield positions, flyouts → outfield positions - Added PlayOutcome.requires_hit_location() helper method - Returns True for groundballs and flyouts only Manual Mode Support: - Added ManualResultChart (passthrough for interface completeness) - Manual mode doesn't use result charts - players submit directly - Added ManualOutcomeSubmission model for WebSocket submissions - Validates PlayOutcome enum values - Validates hit location positions (1B, 2B, SS, 3B, LF, CF, RF, P, C) PD Auto Mode Implementation: - Implemented PdAutoResultChart for automated outcome generation - Coin flip (50/50) to choose batting or pitching card - Gets rating for correct handedness matchup - Builds cumulative distribution from rating percentages - Rolls 1d100 to select outcome - Calculates hit location using handedness and pull rates - Maps rating fields to PlayOutcome enum: - Common: homerun, triple, doubles, singles, walks, strikeouts - Batting-specific: lineouts, popouts, flyout variants, groundout variants - Pitching-specific: uncapped singles/doubles, flyouts by location - Proper error handling when card data missing Testing: - Created 21 comprehensive unit tests (all passing) - Helper function tests (calculate_hit_location) - PlayOutcome helper tests (requires_hit_location) - ManualResultChart tests (NotImplementedError) - PdAutoResultChart tests: - Coin flip distribution (~50/50) - Handedness matchup selection - Cumulative distribution building - Outcome selection from probabilities - Hit location calculation - Error handling for missing cards - Statistical distribution verification (1000 trials) - ManualOutcomeSubmission validation tests - Valid/invalid outcomes - Valid/invalid hit locations - Optional location handling Deferred to Future Tasks: - PlayResolver integration (Phase 6 - Week 7 Task 3B) - Terminal client manual outcome command (Phase 8) - WebSocket handlers for manual submissions (Week 7 Task 6) - Runner advancement logic using hit locations (Week 7 Task 4) Files Modified: - app/config/result_charts.py: Added base class, auto mode, and helpers - app/models/game_models.py: Added ManualOutcomeSubmission model - tests/unit/config/test_result_charts.py: 21 comprehensive tests All tests passing, no regressions. |
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c0051d2a65 |
CLAUDE: Fix defensive decision validation for corners_in/infield_in depths
- Updated validators.py to use is_runner_on_third() helper method instead of hardcoded on_base_code values - Fixed DefensiveDecision Pydantic model: infield depths now ['infield_in', 'normal', 'corners_in'] - Fixed DefensiveDecision Pydantic model: outfield depths now ['in', 'normal'] (removed 'back') - Removed invalid double_play depth tests (depth doesn't exist) - Added proper tests for corners_in and infield_in validation (requires runner on third) - All 54 validator tests now passing Changes maintain consistency between Pydantic validation and GameValidator logic. |
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121a9082f1 |
CLAUDE: Implement Week 7 Task 2 - Decision Validators
- Enhanced validate_defensive_decision() with comprehensive validation: - Validate all alignments (normal, shifted_left, shifted_right, extreme_shift) - Validate all infield depths (in, normal, back, double_play) - Validate all outfield depths (in, normal, back) - Validate hold_runners require actual runners on specified bases - Validate hold_runners only on bases 1, 2, or 3 - Validate double_play depth requires runner on first - Validate double_play depth not allowed with 2 outs - Enhanced validate_offensive_decision() with comprehensive validation: - Validate all approaches (normal, contact, power, patient) - Validate steal_attempts only to bases 2, 3, or 4 - Validate steal_attempts require runner on base-1 - Validate bunt_attempt not allowed with 2 outs - Validate bunt_attempt and hit_and_run cannot be simultaneous - Validate hit_and_run requires at least one runner on base - Added 24+ comprehensive test cases covering all edge cases: - 13 new defensive decision validation tests - 16 new offensive decision validation tests - All tests pass (54/54 passing) Clear error messages for all validation failures. Follows 'Raise or Return' pattern with ValidationError exceptions. |
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6880b6d5ad |
CLAUDE: Complete Week 6 - granular PlayOutcome integration and metadata support
- 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 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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5d5c13f2b8 |
CLAUDE: Implement Week 6 league configuration and play outcome systems
Week 6 Progress: 75% Complete ## Components Implemented ### 1. League Configuration System ✅ - Created BaseGameConfig abstract class for league-agnostic rules - Implemented SbaConfig and PdConfig with league-specific settings - Immutable configs (frozen=True) with singleton registry - 28 unit tests, all passing Files: - backend/app/config/base_config.py - backend/app/config/league_configs.py - backend/tests/unit/config/test_league_configs.py ### 2. PlayOutcome Enum ✅ - Universal enum for all play outcomes (both SBA and PD) - Helper methods: is_hit(), is_out(), is_uncapped(), is_interrupt() - Supports standard hits, uncapped hits, interrupt plays, ballpark power - 30 unit tests, all passing Files: - backend/app/config/result_charts.py - backend/tests/unit/config/test_play_outcome.py ### 3. Player Model Refinements ✅ - Fixed PdPlayer.id field mapping (player_id → id) - Improved field docstrings for image types - Fixed position checking logic in SBA helper methods - Added safety checks for missing image data Files: - backend/app/models/player_models.py (updated) ### 4. Documentation ✅ - Updated backend/CLAUDE.md with Week 6 section - Documented card-based resolution mechanics - Detailed config system and PlayOutcome usage ## Architecture Decisions 1. **Card-Based Resolution**: Both SBA and PD use same mechanics - 1d6 (column) + 2d6 (row) + 1d20 (split resolution) - PD: Digitized cards with auto-resolution - SBA: Manual entry from physical cards 2. **Immutable Configs**: Prevent accidental modification using Pydantic frozen 3. **Universal PlayOutcome**: Single enum for both leagues reduces duplication ## Testing - Total: 58 tests, all passing - Config tests: 28 - PlayOutcome tests: 30 ## Remaining Work (25%) - Update dice system (check_d20 → chaos_d20) - Integrate PlayOutcome into PlayResolver - Add Play.metadata support for uncapped hits 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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1c32787195 |
CLAUDE: Refactor game models and modularize terminal client
This commit includes cleanup from model refactoring and terminal client
modularization for better code organization and maintainability.
## Game Models Refactor
**Removed RunnerState class:**
- Eliminated separate RunnerState model (was redundant)
- Replaced runners: List[RunnerState] with direct base references:
- on_first: Optional[LineupPlayerState]
- on_second: Optional[LineupPlayerState]
- on_third: Optional[LineupPlayerState]
- Updated helper methods:
- get_runner_at_base() now returns LineupPlayerState directly
- get_all_runners() returns List[Tuple[int, LineupPlayerState]]
- is_runner_on_X() simplified to direct None checks
**Benefits:**
- Matches database structure (plays table has on_first_id, etc.)
- Simpler state management (direct references vs list management)
- Better type safety (LineupPlayerState vs generic runner)
- Easier to work with in game engine logic
**Updated files:**
- app/models/game_models.py - Removed RunnerState, updated GameState
- app/core/play_resolver.py - Use get_all_runners() instead of state.runners
- app/core/validators.py - Updated runner access patterns
- tests/unit/models/test_game_models.py - Updated test assertions
- tests/unit/core/test_play_resolver.py - Updated test data
- tests/unit/core/test_validators.py - Updated test data
## Terminal Client Refactor
**Modularization (DRY principle):**
Created separate modules for better code organization:
1. **terminal_client/commands.py** (10,243 bytes)
- Shared command functions for game operations
- Used by both CLI (main.py) and REPL (repl.py)
- Functions: submit_defensive_decision, submit_offensive_decision,
resolve_play, quick_play_sequence
- Single source of truth for command logic
2. **terminal_client/arg_parser.py** (7,280 bytes)
- Centralized argument parsing and validation
- Handles defensive/offensive decision arguments
- Validates formats (alignment, depths, hold runners, steal attempts)
3. **terminal_client/completions.py** (10,357 bytes)
- TAB completion support for REPL mode
- Command completions, option completions, dynamic completions
- Game ID completions, defensive/offensive option suggestions
4. **terminal_client/help_text.py** (10,839 bytes)
- Centralized help text and command documentation
- Detailed command descriptions
- Usage examples for all commands
**Updated main modules:**
- terminal_client/main.py - Simplified by using shared commands module
- terminal_client/repl.py - Cleaner with shared functions and completions
**Benefits:**
- DRY: Behavior consistent between CLI and REPL modes
- Maintainability: Changes in one place affect both interfaces
- Testability: Can test commands module independently
- Organization: Clear separation of concerns
## Documentation
**New files:**
- app/models/visual_model_relationships.md
- Visual documentation of model relationships
- Helps understand data flow between models
- terminal_client/update_docs/ (6 phase documentation files)
- Phased documentation for terminal client evolution
- Historical context for implementation decisions
## Tests
**New test files:**
- tests/unit/terminal_client/__init__.py
- tests/unit/terminal_client/test_arg_parser.py
- tests/unit/terminal_client/test_commands.py
- tests/unit/terminal_client/test_completions.py
- tests/unit/terminal_client/test_help_text.py
**Updated tests:**
- Integration tests updated for new runner model
- Unit tests updated for model changes
- All tests passing with new structure
## Summary
- ✅ Simplified game state model (removed RunnerState)
- ✅ Better alignment with database structure
- ✅ Modularized terminal client (DRY principle)
- ✅ Shared command logic between CLI and REPL
- ✅ Comprehensive test coverage
- ✅ Improved documentation
Total changes: 26 files modified/created
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
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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) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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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. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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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 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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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. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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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) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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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. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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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. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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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 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |