""" State Manager - In-memory game state management. Manages active game states in memory for fast gameplay (<500ms response time). Provides CRUD operations, lineup management, and state recovery from database. This is the single source of truth for active game states during gameplay. Author: Claude Date: 2025-10-22 """ import asyncio import logging from typing import Dict, Optional, Union from uuid import UUID import pendulum from app.models.game_models import GameState, TeamLineupState, DefensiveDecision, OffensiveDecision from app.database.operations import DatabaseOperations logger = logging.getLogger(f'{__name__}.StateManager') class StateManager: """ Manages in-memory game states for active games. Responsibilities: - Store game states in memory for fast access - Manage team lineups per game - Track last access times for eviction - Recover game states from database on demand This class uses dictionaries for O(1) lookups of game state by game_id. """ def __init__(self): """Initialize the state manager with empty storage""" self._states: Dict[UUID, GameState] = {} self._lineups: Dict[UUID, Dict[int, TeamLineupState]] = {} # game_id -> {team_id: lineup} self._last_access: Dict[UUID, pendulum.DateTime] = {} # Phase 3: Decision queue for async decision awaiting # Key: (game_id, team_id, decision_type) self._pending_decisions: Dict[tuple[UUID, int, str], asyncio.Future] = {} self.db_ops = DatabaseOperations() logger.info("StateManager initialized") async def create_game( self, game_id: UUID, league_id: str, home_team_id: int, away_team_id: int, home_team_is_ai: bool = False, away_team_is_ai: bool = False ) -> GameState: """ Create a new game state in memory. Args: game_id: Unique game identifier league_id: League identifier ('sba' or 'pd') home_team_id: Home team ID away_team_id: Away team ID home_team_is_ai: Whether home team is AI-controlled away_team_is_ai: Whether away team is AI-controlled Returns: Newly created GameState Raises: ValueError: If game_id already exists """ if game_id in self._states: raise ValueError(f"Game {game_id} already exists in state manager") logger.info(f"Creating game state for {game_id} ({league_id} league)") state = GameState( game_id=game_id, league_id=league_id, home_team_id=home_team_id, away_team_id=away_team_id, home_team_is_ai=home_team_is_ai, away_team_is_ai=away_team_is_ai ) self._states[game_id] = state self._lineups[game_id] = {} self._last_access[game_id] = pendulum.now('UTC') logger.debug(f"Game {game_id} created in memory") return state def get_state(self, game_id: UUID) -> Optional[GameState]: """ Get game state by ID. Updates last access time when accessed. Args: game_id: Game identifier Returns: GameState if found, None otherwise """ if game_id in self._states: self._last_access[game_id] = pendulum.now('UTC') return self._states[game_id] return None def update_state(self, game_id: UUID, state: GameState) -> None: """ Update game state. Args: game_id: Game identifier state: Updated GameState Raises: ValueError: If game_id doesn't exist """ if game_id not in self._states: raise ValueError(f"Game {game_id} not found in state manager") self._states[game_id] = state self._last_access[game_id] = pendulum.now('UTC') logger.debug(f"Updated state for game {game_id} (inning {state.inning}, {state.half})") def set_lineup(self, game_id: UUID, team_id: int, lineup: TeamLineupState) -> None: """ Set team lineup for a game. Args: game_id: Game identifier team_id: Team identifier lineup: Team lineup state Raises: ValueError: If game_id doesn't exist """ if game_id not in self._states: raise ValueError(f"Game {game_id} not found in state manager") if game_id not in self._lineups: self._lineups[game_id] = {} self._lineups[game_id][team_id] = lineup logger.info(f"Set lineup for team {team_id} in game {game_id} ({len(lineup.players)} players)") def get_lineup(self, game_id: UUID, team_id: int) -> Optional[TeamLineupState]: """ Get team lineup for a game. Args: game_id: Game identifier team_id: Team identifier Returns: TeamLineupState if found, None otherwise """ return self._lineups.get(game_id, {}).get(team_id) def remove_game(self, game_id: UUID) -> None: """ Remove game from memory. Call this when a game is completed or being archived. Args: game_id: Game identifier """ removed_parts = [] if game_id in self._states: self._states.pop(game_id) removed_parts.append("state") if game_id in self._lineups: self._lineups.pop(game_id) removed_parts.append("lineups") if game_id in self._last_access: self._last_access.pop(game_id) removed_parts.append("access") if removed_parts: logger.info(f"Removed game {game_id} from memory ({', '.join(removed_parts)})") else: logger.warning(f"Attempted to remove game {game_id} but it was not in memory") async def recover_game(self, game_id: UUID) -> Optional[GameState]: """ Recover game state from database. This is called when a game needs to be loaded (e.g., after server restart, or when a game is accessed that's not currently in memory). Loads game data from database and rebuilds the in-memory state. Args: game_id: Game identifier Returns: Recovered GameState if found in database, None otherwise """ logger.info(f"Recovering game {game_id} from database") # Load from database game_data = await self.db_ops.load_game_state(game_id) if not game_data: logger.warning(f"Game {game_id} not found in database") return None # Rebuild state from loaded data state = await self._rebuild_state_from_data(game_data) # Cache in memory self._states[game_id] = state self._last_access[game_id] = pendulum.now('UTC') logger.info(f"Recovered game {game_id} - inning {state.inning}, {state.half}") return state async def _rebuild_state_from_data(self, game_data: dict) -> GameState: """ Rebuild game state from database data using the last completed play. This method recovers the complete game state without replaying all plays. It uses the final positions from the last play to reconstruct runners and batter indices. Args: game_data: Dictionary with 'game', 'lineups', and 'plays' keys Returns: Reconstructed GameState """ game = game_data['game'] state = GameState( game_id=game['id'], league_id=game['league_id'], home_team_id=game['home_team_id'], away_team_id=game['away_team_id'], home_team_is_ai=game.get('home_team_is_ai', False), away_team_is_ai=game.get('away_team_is_ai', False), status=game['status'], inning=game.get('current_inning', 1), half=game.get('current_half', 'top'), home_score=game.get('home_score', 0), away_score=game.get('away_score', 0), play_count=len(game_data.get('plays', [])) ) # Get last completed play to recover runner state and batter indices plays = game_data.get('plays', []) if plays: # Sort by play_number desc and get last completed play completed_plays = [p for p in plays if p.get('complete', False)] if completed_plays: last_play = max(completed_plays, key=lambda p: p['play_number']) # Recover runner state from final positions from app.models.game_models import RunnerState runners = [] # Check each base for a runner (using *_final fields) for base_num, final_field in [(1, 'on_first_final'), (2, 'on_second_final'), (3, 'on_third_final')]: final_base = last_play.get(final_field) if final_base == base_num: # Runner ended on this base # Get lineup_id from corresponding on_X_id field lineup_id = last_play.get(f'on_{["", "first", "second", "third"][base_num]}_id') if lineup_id: runners.append(RunnerState( lineup_id=lineup_id, card_id=0, # Will be populated when needed on_base=base_num )) # Check if batter reached base batter_final = last_play.get('batter_final') if batter_final and 1 <= batter_final <= 3: batter_id = last_play.get('batter_id') if batter_id: runners.append(RunnerState( lineup_id=batter_id, card_id=0, on_base=batter_final )) state.runners = runners # Recover batter indices from lineups # We need to find where each team is in their batting order home_lineup = [l for l in game_data.get('lineups', []) if l['team_id'] == state.home_team_id] away_lineup = [l for l in game_data.get('lineups', []) if l['team_id'] == state.away_team_id] # For now, we'll need to be called with _prepare_next_play() after recovery # to set the proper batter indices and snapshot # Initialize to 0 - will be corrected by _prepare_next_play() state.away_team_batter_idx = 0 state.home_team_batter_idx = 0 logger.debug( f"Recovered state from play {last_play['play_number']}: " f"{len(runners)} runners on base" ) else: logger.debug("No completed plays found - initializing fresh state") else: logger.debug("No plays found - initializing fresh state") # Count runners on base runners_on_base = len(state.get_all_runners()) logger.info(f"Rebuilt state for game {state.game_id}: {state.play_count} plays, {runners_on_base} runners") return state def evict_idle_games(self, idle_minutes: int = 60) -> int: """ Remove games that haven't been accessed recently. This helps manage memory by removing inactive games. Evicted games can be recovered from database if needed later. Args: idle_minutes: Minutes of inactivity before eviction (default 60) Returns: Number of games evicted """ cutoff = pendulum.now('UTC').subtract(minutes=idle_minutes) to_evict = [ game_id for game_id, last_access in self._last_access.items() if last_access < cutoff ] for game_id in to_evict: self.remove_game(game_id) if to_evict: logger.info(f"Evicted {len(to_evict)} idle games (idle > {idle_minutes}m)") return len(to_evict) def get_stats(self) -> dict: """ Get state manager statistics. Returns: Dictionary with current state statistics: - active_games: Number of games in memory - total_lineups: Total lineups across all games - games_by_league: Count of games per league - games_by_status: Count of games by status """ stats = { "active_games": len(self._states), "total_lineups": sum(len(lineups) for lineups in self._lineups.values()), "games_by_league": {}, "games_by_status": {}, } # Count by league for state in self._states.values(): league = state.league_id stats["games_by_league"][league] = stats["games_by_league"].get(league, 0) + 1 # Count by status for state in self._states.values(): status = state.status stats["games_by_status"][status] = stats["games_by_status"].get(status, 0) + 1 return stats def exists(self, game_id: UUID) -> bool: """ Check if game exists in memory. Args: game_id: Game identifier Returns: True if game is in memory, False otherwise """ return game_id in self._states def get_all_game_ids(self) -> list[UUID]: """ Get list of all game IDs currently in memory. Returns: List of game UUIDs """ return list(self._states.keys()) # ============================================================================ # PHASE 3: DECISION QUEUE MANAGEMENT # ============================================================================ def set_pending_decision( self, game_id: UUID, team_id: int, decision_type: str ) -> None: """ Mark that a decision is required and create a future for it. Args: game_id: Game identifier team_id: Team that needs to make the decision decision_type: Type of decision ('defensive' or 'offensive') """ key = (game_id, team_id, decision_type) # Create a new future for this decision self._pending_decisions[key] = asyncio.Future() logger.debug(f"Set pending {decision_type} decision for game {game_id}, team {team_id}") async def await_decision( self, game_id: UUID, team_id: int, decision_type: str ) -> Union[DefensiveDecision, OffensiveDecision]: """ Wait for a decision to be submitted. This coroutine will block until submit_decision() is called with matching parameters. Args: game_id: Game identifier team_id: Team making the decision decision_type: Type of decision expected Returns: The submitted decision (DefensiveDecision or OffensiveDecision) Raises: ValueError: If no pending decision exists for these parameters asyncio.TimeoutError: If decision not received within timeout (handled by caller) """ key = (game_id, team_id, decision_type) if key not in self._pending_decisions: raise ValueError( f"No pending {decision_type} decision for game {game_id}, team {team_id}" ) # Await the future (will be resolved by submit_decision) decision = await self._pending_decisions[key] logger.debug(f"Received {decision_type} decision for game {game_id}, team {team_id}") return decision def submit_decision( self, game_id: UUID, team_id: int, decision: Union[DefensiveDecision, OffensiveDecision] ) -> None: """ Submit a decision (called by WebSocket handler or AI opponent). This resolves the pending future created by set_pending_decision(). Args: game_id: Game identifier team_id: Team making the decision decision: The decision being submitted Raises: ValueError: If no pending decision exists """ # Determine decision type from the decision object from app.models.game_models import DefensiveDecision decision_type = "defensive" if isinstance(decision, DefensiveDecision) else "offensive" key = (game_id, team_id, decision_type) if key not in self._pending_decisions: raise ValueError( f"No pending {decision_type} decision for game {game_id}, team {team_id}" ) future = self._pending_decisions[key] # Check if already resolved (should not happen) if future.done(): logger.warning(f"Decision already submitted for {key}") return # Resolve the future with the decision future.set_result(decision) # Clean up the future del self._pending_decisions[key] logger.info(f"Submitted {decision_type} decision for game {game_id}, team {team_id}") def cancel_pending_decision( self, game_id: UUID, team_id: int, decision_type: str ) -> None: """ Cancel a pending decision (e.g., on timeout or game abort). Args: game_id: Game identifier team_id: Team that was expected to decide decision_type: Type of decision """ key = (game_id, team_id, decision_type) if key in self._pending_decisions: future = self._pending_decisions[key] if not future.done(): future.cancel() del self._pending_decisions[key] logger.debug(f"Cancelled pending {decision_type} decision for game {game_id}, team {team_id}") # Singleton instance for global access state_manager = StateManager()