# Session Summary: Phase 2 Game Engine Planning **Date**: 2025-10-22 **Time**: ~23:00 - 01:13 **Duration**: ~2 hours **Branch**: `implement-phase-2` **Status**: Planning Complete ✅ - Ready to Begin Implementation --- ## Session Overview ### Primary Objectives 1. Plan Phase 2: Game Engine Core implementation (Weeks 4-6) 2. Design in-memory state management architecture 3. Document all player data fields for caching 4. Create detailed weekly implementation plans ### Technologies Involved - **Backend**: FastAPI, Python 3.13, Pydantic, SQLAlchemy (async) - **Database**: PostgreSQL (10.10.0.42:5432) - **State Management**: In-memory Python dictionaries + async DB persistence - **Testing**: pytest, automated Python tests ### Overall Outcome ✅ **Successfully completed comprehensive planning for Phase 2** - Created 4 detailed planning documents - Resolved key architectural questions about state caching - Documented complete player data model from Discord bot - Established "measure twice, cut once" approach - Ready to begin Week 4 implementation --- ## Current State ### Active Todos (from TodoWrite) **Completed:** 1. ✅ Create detailed Phase 2 implementation plan documents 2. ✅ Document all player data fields to cache in memory **In Progress:** 3. 🔄 Review player data catalog and supplement with any missing fields **Pending (Week 4):** 4. ⏳ Week 4: Create Pydantic game state models with rich player cache 5. ⏳ Week 4: Implement State Manager (in-memory game state) 6. ⏳ Week 4: Implement database operations layer 7. ⏳ Week 4: Build state recovery mechanism **Pending (Week 5):** 8. ⏳ Week 5: Implement cryptographic dice system 9. ⏳ Week 5: Build play resolver (simplified charts) 10. ⏳ Week 5: Create game engine core logic 11. ⏳ Week 5: Implement rule validators **Pending (Week 6):** 12. ⏳ Week 6: Create polymorphic player model architecture 13. ⏳ Week 6: Implement league configuration system 14. ⏳ Week 6: Build result charts (d20 tables) 15. ⏳ Week 6: Create league API client 16. ⏳ Week 6: End-to-end testing of complete at-bat flow ### Running Services - Backend FastAPI: Multiple instances running on port 8000 (multiple background processes) - Frontend SBA: Running on port 3000 - Frontend PD: Running on port 3001 ### Git Status ``` Branch: implement-phase-2 Modified: .claude/implementation/02-game-engine.md Recent commits: d8a43fa - CLAUDE: Complete Phase 1 - Frontend Infrastructure Setup fc7f53a - CLAUDE: Complete Phase 1 backend infrastructure setup 5c75b93 - CLAUDE: Initial project setup - documentation and infrastructure ``` ### Key Files Being Worked On - `.claude/implementation/02-game-engine.md` (updated with approach) - `.claude/implementation/02-week4-state-management.md` (created) - `.claude/implementation/02-week5-game-logic.md` (created) - `.claude/implementation/02-week6-league-features.md` (created) - `.claude/implementation/player-data-catalog.md` (created) --- ## Changes Made ### Files Created 1. **`.claude/implementation/02-week4-state-management.md`** - Comprehensive Week 4 implementation plan - Pydantic game state models specification - StateManager class design - DatabaseOperations async layer - State recovery mechanism - Complete test specifications 2. **`.claude/implementation/02-week5-game-logic.md`** - Week 5 implementation plan - DiceSystem with cryptographic RNG - PlayResolver with simplified charts - GameEngine orchestration - Rule validators - Integration test framework 3. **`.claude/implementation/02-week6-league-features.md`** - Week 6 implementation plan - Polymorphic player models (BasePlayer → SbaPlayer/PdPlayer) - League configuration system - Result charts for SBA and PD - LeagueApiClient implementation - End-to-end testing strategy 4. **`.claude/implementation/player-data-catalog.md`** - **CRITICAL REFERENCE**: Complete player data field specifications - Batting card data (8 basic fields + 54 rating values per player) - Pitching card data (7 basic fields + 60 rating values per player) - Defensive ratings (5 fields per position, multi-position support) - Memory usage analysis (~500-700 bytes per player) - Usage examples for gameplay scenarios - Data loading and caching strategies ### Files Modified 1. **`.claude/implementation/02-game-engine.md`** (lines 171-209) - Added "Implementation Approach" section - Documented key decisions from user - Added links to detailed weekly plans - Updated status to "In Progress - Planning Complete" ### No Code Files Created/Modified This session was **planning only** - no implementation code written yet. --- ## Key Decisions & Discoveries ### Architectural Decision: Rich In-Memory Caching **Decision**: Cache complete player objects with ALL ratings in memory, not minimal state. **Rationale** (from Discord bot experience): - Gameplay requires frequent access to: - Player images for display - Defensive ratings for x-checks (unpredictable position) - Catcher passed ball / pitcher wild pitch for chaos rolls - Stealing ratings, bunting ratings, etc. - Memory cost is negligible: ~10-15KB per game (20 players × ~500-700 bytes) - 100 concurrent games = < 2MB total - Discord bot suffered from slow DB queries - this solves that **Pattern Established**: ```python class CachedPlayer(BaseModel): # Complete player data cached - Identity & display (12 fields) - Batting attributes (8 fields) - Batting ratings vL and vR (54 values total) - Pitching attributes (7 fields) - Pitching ratings vL and vR (60 values total) - Defense ratings per position (Dict[str, DefenseRatings]) # Cache in GameState home_lineup: Dict[int, CachedPlayer] # {lineup_id: player} away_lineup: Dict[int, CachedPlayer] ``` ### Decision: SBA First, PD Second **Approach**: Build each component for SBA league first, learn lessons, apply to PD. **Rationale**: - SBA is simpler (fewer fields, manual result selection) - PD adds complexity (auto-selection via scouting model) - Ensures base case works before adding complexity - Matches user's request ### Decision: Automated Python Testing (No WebSocket UI Tests in Phase 2) **Approach**: Test via Python scripts and unit/integration tests, not through UI. **Benefits**: - Faster iteration during development - Easier to debug game logic - Can test edge cases more thoroughly - UI testing comes in Phase 3 **Test Script Pattern**: ```python # scripts/test_game_flow.py async def test_at_bat(): state = await state_manager.create_game(...) await game_engine.start_game(game_id) await game_engine.submit_defensive_decision(...) await game_engine.submit_offensive_decision(...) result = await game_engine.resolve_play(game_id) ``` ### Decision: Hybrid State Management **Pattern**: ``` User Action → WebSocket → Game Engine ↓ Update In-Memory State (fast, <200ms) ↓ Async Write to PostgreSQL (non-blocking, <100ms) ↓ Broadcast via WebSocket ``` **Data Consistency Strategy**: - In-memory state is source of truth for active games - Database is async backup + historical record - On crash: Recover from DB plays, rebuild in-memory cache - Write-through cache pattern ### Discovery: Discord Bot Data Model Complexity **Finding**: Paper Dynasty Discord bot has extensive player data: - **Batting**: 27 rating fields × 2 platoon splits (vs LHP/RHP) = 54 values - **Pitching**: 30 rating fields × 2 platoon splits (vs LHB/RHB) = 60 values - **Defense**: Multi-position support (player can have ratings for 2-8 positions) - **Chaos Events**: Wild pitch, passed ball, balk, pickoff ratings - **X-Checks**: 9 position-specific x-check probabilities on pitcher cards **Implication**: Must cache ALL this data for fast gameplay. Initial "minimal state" approach would have failed. ### Pattern: Result Selection Models **SBA League**: - Players see dice roll FIRST - Select from available results on chart - Manual decision required **PD League**: - Flexible approach - Manual selection OR auto-resolution via scouting model - Scouting model uses detailed BattingCardRatings/PitchingCardRatings --- ## Problems & Solutions ### Problem: Initial Architecture Too Simple **Issue**: Original plan had minimal in-memory state (just current batter ID, outs, score). **Discovery**: User explained real gameplay needs: - "On each play there is a chance for a chaos roll if there are baserunners - need catcher passed_ball and pitcher wild_pitch" - "X-check plays require calling .range and .error values" - "Need to display player images for batter, runners, pitcher, catcher" **Solution**: Switched to rich player caching with complete data model. **Lesson**: Real-world production experience (Discord bot) revealed requirements that weren't obvious from specs. ### Problem: Unclear Data Requirements **Issue**: Didn't know all the fields that needed to be cached. **Solution**: Deep dive into Discord bot codebase: - Read `paper-dynasty/database/app/routers_v2/battingcards.py` - Read `paper-dynasty/database/app/routers_v2/pitchingcards.py` - Read `paper-dynasty/database/app/routers_v2/battingcardratings.py` - Read `paper-dynasty/database/app/routers_v2/pitchingcardratings.py` - Read `paper-dynasty/database/app/routers_v2/cardpositions.py` - Read `paper-dynasty/database/app/routers_v2/players.py` **Result**: Created comprehensive `player-data-catalog.md` documenting all 100+ fields. ### Problem: Performance vs Consistency Trade-off **Issue**: How to balance fast gameplay with data consistency? **Solution**: Async write-through cache - In-memory cache updated synchronously (fast) - Database write happens asynchronously (non-blocking) - On crash, rebuild from database plays **Guarantees**: - Response time < 500ms (in-memory reads) - Data persisted within seconds (async writes) - Full recovery possible from database --- ## Technology Context ### Database Server - **Location**: `10.10.0.42:5432` - **Database**: `paperdynasty_dev` - **User**: `paperdynasty` - **Connection**: `postgresql+asyncpg://paperdynasty:PASSWORD@10.10.0.42:5432/paperdynasty_dev` ### Python Environment - **Version**: Python 3.13.3 - **Virtual Env**: `backend/venv/` - **Activation**: `source venv/bin/activate` (from backend directory) ### Critical Dependencies - **Pydantic**: v2.10.6 (data validation) - **SQLAlchemy**: v2.0.36 (async ORM) - **asyncpg**: v0.30.0 (PostgreSQL async driver) - **Pendulum**: v3.0.0 (datetime - ALWAYS use instead of Python datetime) - **greenlet**: Required for SQLAlchemy async ### League API References - **SBA API**: Integration pending (Week 6) - **PD API**: Discord bot at `/mnt/NV2/Development/paper-dynasty/database/` ### Database Models (Phase 1 Complete) - `Game`: UUID primary key, AI support, team tracking - `Play`: 25+ statistics fields, player FKs, on_base_code bit field - `Lineup`: Substitution tracking, fatigue flags - `GameCardsetLink`: PD cardset validation - `RosterLink`: PD roster management - `GameSession`: WebSocket state tracking --- ## Next Steps ### Immediate Actions (User Review Required) 1. **Review Player Data Catalog** (`.claude/implementation/player-data-catalog.md`) - Check for missing fields - Verify field types - Confirm usage scenarios - Answer questions at end of document 2. **Answer Architecture Questions**: - **Variant Cards**: Are these different versions of same player in same game? - **Offensive Column**: What is `offense_col` used for? - **SBA Simplifications**: Cache ratings or truly use simplified charts? - **Scouting Data**: Is BattingCardRatings the scouting data or separate? ### Once Review Complete → Begin Week 4 **First Implementation Task**: Create Pydantic game state models - Location: `backend/app/models/game_models.py` - Models needed: - `CachedPlayer` (complete player with all ratings) - `BattingAttributes`, `BattingRatings` - `PitchingAttributes`, `PitchingRatings` - `DefensivePosition` - `GameState` (with rich lineup caches) - `RunnerState`, decision models **Test First**: Write unit tests before implementation - `tests/unit/models/test_game_models.py` - Test model validation - Test helper methods - Test platoon split lookups ### Week 4 Complete Deliverables - ✅ Pydantic models with full player data - ✅ StateManager with in-memory game states - ✅ DatabaseOperations for async persistence - ✅ State recovery from database - ✅ All tests passing ### Week 5-6 (After Week 4) Follow plans in: - `.claude/implementation/02-week5-game-logic.md` - `.claude/implementation/02-week6-league-features.md` --- ## Reference Information ### Critical Planning Documents 1. **`.claude/implementation/02-game-engine.md`** - Phase 2 overview - Implementation approach and decisions - Links to weekly plans 2. **`.claude/implementation/02-week4-state-management.md`** - Complete Week 4 plan with code examples - Pydantic models specification - StateManager design - Database operations layer - Testing strategy 3. **`.claude/implementation/02-week5-game-logic.md`** - Dice system (cryptographic d20 rolls) - Play resolver with result charts - Game engine orchestration - Rule validators - Integration tests 4. **`.claude/implementation/02-week6-league-features.md`** - Polymorphic player models - League configurations (SBA vs PD) - Result charts - API client - E2E testing 5. **`.claude/implementation/player-data-catalog.md`** ⭐ **MOST CRITICAL** - Complete field specifications for caching - Memory usage analysis - Usage examples - Loading strategies - **MUST READ before implementing models** ### Discord Bot Reference Locations **Player Data Models**: - `/mnt/NV2/Development/paper-dynasty/database/app/routers_v2/players.py:35-62` - PlayerPydantic - `/mnt/NV2/Development/paper-dynasty/database/app/routers_v2/battingcards.py:22-33` - BattingCardModel - `/mnt/NV2/Development/paper-dynasty/database/app/routers_v2/pitchingcards.py:22-33` - PitchingCardModel - `/mnt/NV2/Development/paper-dynasty/database/app/routers_v2/cardpositions.py:22-39` - CardPositionModel - `/mnt/NV2/Development/paper-dynasty/database/app/routers_v2/battingcardratings.py:29-60` - BattingCardRatingsModel - `/mnt/NV2/Development/paper-dynasty/database/app/routers_v2/pitchingcardratings.py:28-61` - PitchingCardRatingsModel ### Existing Backend Structure **Database Models** (Phase 1 Complete): - `backend/app/models/db_models.py:34-70` - Game model - `backend/app/models/db_models.py:72-205` - Play model (extensive stats) - `backend/app/models/db_models.py:207-233` - Lineup model - `backend/app/models/db_models.py:10-20` - GameCardsetLink - `backend/app/models/db_models.py:22-31` - RosterLink - `backend/app/models/db_models.py:235-246` - GameSession **Backend Infrastructure** (Phase 1 Complete): - `backend/app/main.py` - FastAPI app with Socket.io - `backend/app/config.py` - Settings with Pydantic - `backend/app/database/session.py` - Async database session - `backend/app/websocket/connection_manager.py` - WebSocket lifecycle - `backend/app/websocket/handlers.py` - Socket.io event handlers - `backend/app/utils/logging.py` - Rotating logger setup **Empty Directories Ready for Phase 2**: - `backend/app/core/` - Game engine, state manager, play resolver - `backend/app/config/` - League configs (currently just app config) - `backend/app/data/` - API client ### Important Patterns from CLAUDE.md **DateTime Handling** - ALWAYS use Pendulum: ```python import pendulum now = pendulum.now('UTC') # ✅ Correct formatted = now.format('YYYY-MM-DD HH:mm:ss') # ❌ NEVER use: from datetime import datetime ``` **Logging Pattern**: ```python import logging logger = logging.getLogger(f'{__name__}.ClassName') logger.info(f"Message with context: {variable}") ``` **Error Handling** - "Raise or Return" pattern: ```python # ✅ Raise exceptions for errors def get_player(player_id: int) -> Player: player = find_player(player_id) if not player: raise ValueError(f"Player {player_id} not found") return player # ❌ Don't return Optional unless specifically required def get_player(player_id: int) -> Optional[Player]: # Avoid this ``` **Git Commits** - Prefix with "CLAUDE: ": ```bash git commit -m "CLAUDE: Implement Week 4 state manager" ``` ### Common Operations **Start Backend**: ```bash cd /mnt/NV2/Development/strat-gameplay-webapp/backend source venv/bin/activate python -m app.main # Available at http://localhost:8000 # API docs at http://localhost:8000/docs ``` **Run Tests**: ```bash cd /mnt/NV2/Development/strat-gameplay-webapp/backend source venv/bin/activate pytest tests/ -v pytest tests/unit/models/test_game_models.py -v # Specific test ``` **Database Connection Test**: ```bash psql postgresql://paperdynasty:PASSWORD@10.10.0.42:5432/paperdynasty_dev ``` --- ## Performance Targets (Phase 2) **Critical Metrics**: - Action response: < 500ms (user action → state update) - WebSocket delivery: < 200ms - Database write: < 100ms (async, non-blocking) - State recovery: < 2 seconds (rebuild from DB) - Concurrent games: 10+ simultaneous active games - Memory per game: ~10-15KB (20 cached players) **How We'll Achieve Them**: - ✅ In-memory state (no DB queries during plays) - ✅ Async database writes (non-blocking) - ✅ Lightweight Pydantic models (fast serialization) - ✅ Efficient state recovery (single query with joins) --- ## Architecture Summary ### The "Two-Model" Pattern **In-Memory (Pydantic)**: ```python class GameState(BaseModel): # Fast, lightweight, optimized for game logic game_id: UUID inning: int outs: int home_score: int away_score: int home_lineup: Dict[int, CachedPlayer] # Complete player data away_lineup: Dict[int, CachedPlayer] runners: List[RunnerState] current_batter_id: int # ... ``` **Database (SQLAlchemy)**: ```python class Game(Base): # Persistent, complete, auditable id = Column(UUID, primary_key=True) league_id = Column(String) current_inning = Column(Integer) home_score = Column(Integer) # Relationships plays = relationship("Play", cascade="all, delete-orphan") lineups = relationship("Lineup", cascade="all, delete-orphan") # ... ``` **Why Both?**: - Pydantic: Fast reads, easy WebSocket serialization, optimized structure - SQLAlchemy: Persistence, relationships, audit trail, crash recovery **Translation Layer**: StateManager handles conversion between models --- ## Questions for User (Awaiting Answers) 1. **Variant Cards**: I saw `variant: int = 0` in batting/pitching card models. Are variants different versions of the same player that could be in the same game simultaneously? Or are they alternate ratings for different seasons? 2. **Offensive Column**: What is `offense_col` (BattingCard, PitchingCard) used for? Is this for result chart lookups or something else? 3. **SBA Simplifications**: For SBA league, should we: - Option A: Still cache BattingCardRatings/PitchingCardRatings but use simplified result selection - Option B: Truly simplify and not cache detailed ratings at all 4. **Scouting Data**: The PRD mentions "scouting data" for PD. Is the detailed `BattingCardRatings` / `PitchingCardRatings` (with all the probability fields) THE scouting data, or is there additional scouting information beyond those rating tables? 5. **Missing Fields**: Are there any player attributes or ratings used in gameplay that aren't captured in the player-data-catalog.md document? --- ## Success Criteria - Phase 2 Complete By end of Phase 2, we will have: - [x] Comprehensive planning documents ✅ (THIS SESSION) - [ ] In-memory game state management working - [ ] Play resolution engine with dice rolls - [ ] League configuration system (SBA and PD configs) - [ ] Polymorphic player models (BasePlayer, SbaPlayer, PdPlayer) - [ ] Database persistence layer with async operations - [ ] State recovery mechanism from database - [ ] Basic game flow (start → plays → end) - [ ] Complete ONE at-bat for SBA league - [ ] Complete ONE at-bat for PD league - [ ] All unit tests passing (90%+ coverage) - [ ] All integration tests passing - [ ] Dice distribution verified as uniform - [ ] Performance targets met (<500ms response) --- ## Final Status **Planning Phase: COMPLETE** ✅ **Ready to Begin**: Week 4 - State Management & Persistence **Blockers**: None - awaiting user review of player-data-catalog.md **Confidence Level**: High - comprehensive planning with proven Discord bot reference **Next Session**: Implement Pydantic game state models after user review --- **Session saved**: 2025-10-22 01:13 **Document**: `.claude/status-2025-10-22-0113.md`