Migrated to ruff for faster, modern code formatting and linting: Configuration changes: - pyproject.toml: Added ruff 0.8.6, removed black/flake8 - Configured ruff with black-compatible formatting (88 chars) - Enabled comprehensive linting rules (pycodestyle, pyflakes, isort, pyupgrade, bugbear, comprehensions, simplify, return) - Updated CLAUDE.md: Changed code quality commands to use ruff Code improvements (490 auto-fixes): - Modernized type hints: List[T] → list[T], Dict[K,V] → dict[K,V], Optional[T] → T | None - Sorted all imports (isort integration) - Removed unused imports - Fixed whitespace issues - Reformatted 38 files for consistency Bug fixes: - app/core/play_resolver.py: Fixed type hint bug (any → Any) - tests/unit/core/test_runner_advancement.py: Removed obsolete random mock Testing: - All 739 unit tests passing (100%) - No regressions introduced 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
1187 lines
44 KiB
Python
1187 lines
44 KiB
Python
"""
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Game Engine - Main game orchestration engine.
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Coordinates game flow, validates actions, resolves plays, and persists state.
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Integrates DiceSystem for roll tracking with context and batch saving.
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Phase 3: Enhanced with async decision workflow and AI opponent integration.
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Author: Claude
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Date: 2025-10-24
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"""
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import asyncio
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import logging
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from uuid import UUID
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import pendulum
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from sqlalchemy.ext.asyncio import AsyncSession
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from app.config import PlayOutcome, get_league_config
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from app.core.ai_opponent import ai_opponent
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from app.core.dice import dice_system
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from app.core.play_resolver import PlayResolver, PlayResult
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from app.core.state_manager import state_manager
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from app.core.validators import ValidationError, game_validator
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from app.database.operations import DatabaseOperations
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from app.database.session import AsyncSessionLocal
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from app.models.game_models import DefensiveDecision, GameState, OffensiveDecision
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from app.services import PlayStatCalculator
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from app.services.lineup_service import lineup_service
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from app.services.position_rating_service import position_rating_service
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logger = logging.getLogger(f"{__name__}.GameEngine")
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class GameEngine:
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"""Main game orchestration engine"""
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# Phase 3: Decision timeout in seconds
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DECISION_TIMEOUT = 30
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def __init__(self):
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self.db_ops = DatabaseOperations()
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# Track rolls per inning for batch saving
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self._rolls_this_inning: dict[UUID, list] = {}
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# Locks for concurrent decision submission (prevents race conditions)
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self._game_locks: dict[UUID, asyncio.Lock] = {}
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def _get_game_lock(self, game_id: UUID) -> asyncio.Lock:
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"""Get or create a lock for the specified game to prevent race conditions."""
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if game_id not in self._game_locks:
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self._game_locks[game_id] = asyncio.Lock()
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return self._game_locks[game_id]
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async def _load_position_ratings_for_lineup(
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self, game_id: UUID, team_id: int, league_id: str
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) -> None:
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"""
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Load position ratings for all players in a team's lineup.
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Only loads for PD league games. Sets position_rating field on each
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LineupPlayerState object in the StateManager's lineup cache.
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Args:
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game_id: Game identifier
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team_id: Team identifier
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league_id: League identifier ('sba' or 'pd')
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Phase 3E-Main: Loads ratings at game start for X-Check resolution
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"""
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# Check if league supports ratings
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league_config = get_league_config(league_id)
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if not league_config.supports_position_ratings():
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logger.debug(
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f"League {league_id} doesn't support position ratings, skipping"
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)
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return
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# Get lineup from cache
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lineup = state_manager.get_lineup(game_id, team_id)
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if not lineup:
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logger.warning(f"No lineup found for team {team_id} in game {game_id}")
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return
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logger.info(
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f"Loading position ratings for team {team_id} lineup ({len(lineup.players)} players)"
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)
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# Load ratings for each player
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loaded_count = 0
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for player in lineup.players:
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try:
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# Get rating for this player's position
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rating = await position_rating_service.get_rating_for_position(
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card_id=player.card_id,
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position=player.position,
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league_id=league_id,
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)
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if rating:
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player.position_rating = rating
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loaded_count += 1
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logger.debug(
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f"Loaded rating for card {player.card_id} at {player.position}: "
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f"range={rating.range}, error={rating.error}"
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)
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else:
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logger.warning(
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f"No rating found for card {player.card_id} at {player.position}"
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)
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except Exception as e:
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logger.error(
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f"Failed to load rating for card {player.card_id} at {player.position}: {e}"
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)
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logger.info(
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f"Loaded {loaded_count}/{len(lineup.players)} position ratings for team {team_id}"
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)
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async def start_game(self, game_id: UUID) -> GameState:
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"""
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Start a game
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Transitions from 'pending' to 'active'.
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Validates that both teams have complete lineups (minimum 9 players each).
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Prepares the first play snapshot.
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Raises:
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ValidationError: If game already started or lineups incomplete
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"""
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state = state_manager.get_state(game_id)
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if not state:
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raise ValueError(f"Game {game_id} not found in state manager")
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if state.status != "pending":
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raise ValidationError(f"Game already started (status: {state.status})")
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# HARD REQUIREMENT: Validate both lineups are complete
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# At game start, we validate BOTH teams (exception to the "defensive only" rule)
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home_lineup = await self.db_ops.get_active_lineup(
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state.game_id, state.home_team_id
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)
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away_lineup = await self.db_ops.get_active_lineup(
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state.game_id, state.away_team_id
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)
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# Check minimum 9 players per team
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if not home_lineup or len(home_lineup) < 9:
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raise ValidationError(
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f"Home team lineup incomplete: {len(home_lineup) if home_lineup else 0} players "
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f"(minimum 9 required)"
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)
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if not away_lineup or len(away_lineup) < 9:
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raise ValidationError(
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f"Away team lineup incomplete: {len(away_lineup) if away_lineup else 0} players "
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f"(minimum 9 required)"
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)
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# Validate defensive positions - at game start, check BOTH teams
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try:
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game_validator.validate_defensive_lineup_positions(home_lineup)
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except ValidationError as e:
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raise ValidationError(f"Home team: {e}")
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try:
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game_validator.validate_defensive_lineup_positions(away_lineup)
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except ValidationError as e:
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raise ValidationError(f"Away team: {e}")
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# Phase 3E-Main: Load position ratings for both teams (PD league only)
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await self._load_position_ratings_for_lineup(
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game_id=game_id, team_id=state.home_team_id, league_id=state.league_id
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)
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await self._load_position_ratings_for_lineup(
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game_id=game_id, team_id=state.away_team_id, league_id=state.league_id
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)
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# Mark as active
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state.status = "active"
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state.inning = 1
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state.half = "top"
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state.outs = 0
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# Initialize roll tracking for this game
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self._rolls_this_inning[game_id] = []
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# Prepare first play snapshot
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await self._prepare_next_play(state)
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# Update state
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state_manager.update_state(game_id, state)
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# Persist to DB
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await self.db_ops.update_game_state(
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game_id=game_id,
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inning=1,
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half="top",
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home_score=0,
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away_score=0,
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status="active",
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)
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logger.info(
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f"Started game {game_id} - First batter: lineup_id={state.current_batter.lineup_id}"
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)
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return state
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async def submit_defensive_decision(
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self, game_id: UUID, decision: DefensiveDecision
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) -> GameState:
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"""
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Submit defensive team decision.
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Phase 3: Now integrates with decision queue to resolve pending futures.
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Uses per-game lock to prevent race conditions with concurrent submissions.
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"""
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async with self._get_game_lock(game_id):
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state = state_manager.get_state(game_id)
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if not state:
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raise ValueError(f"Game {game_id} not found")
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game_validator.validate_game_active(state)
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game_validator.validate_defensive_decision(decision, state)
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# Store decision in state (for backward compatibility)
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state.decisions_this_play["defensive"] = decision.model_dump()
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state.pending_decision = "offensive"
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state.pending_defensive_decision = decision
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# Phase 3: Resolve pending future if exists
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fielding_team_id = state.get_fielding_team_id()
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try:
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state_manager.submit_decision(game_id, fielding_team_id, decision)
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logger.info(
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f"Resolved pending defensive decision future for game {game_id}"
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)
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except ValueError:
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# No pending future - that's okay (direct submission without await)
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logger.debug(f"No pending defensive decision for game {game_id}")
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state_manager.update_state(game_id, state)
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logger.info(f"Defensive decision submitted for game {game_id}")
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return state
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async def submit_offensive_decision(
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self, game_id: UUID, decision: OffensiveDecision
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) -> GameState:
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"""
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Submit offensive team decision.
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Phase 3: Now integrates with decision queue to resolve pending futures.
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Uses per-game lock to prevent race conditions with concurrent submissions.
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"""
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async with self._get_game_lock(game_id):
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state = state_manager.get_state(game_id)
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if not state:
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raise ValueError(f"Game {game_id} not found")
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game_validator.validate_game_active(state)
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game_validator.validate_offensive_decision(decision, state)
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# Store decision in state (for backward compatibility)
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state.decisions_this_play["offensive"] = decision.model_dump()
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state.pending_decision = "resolution"
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state.pending_offensive_decision = decision
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# Phase 3: Resolve pending future if exists
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batting_team_id = state.get_batting_team_id()
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try:
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state_manager.submit_decision(game_id, batting_team_id, decision)
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logger.info(
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f"Resolved pending offensive decision future for game {game_id}"
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)
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except ValueError:
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# No pending future - that's okay (direct submission without await)
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logger.debug(f"No pending offensive decision for game {game_id}")
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state_manager.update_state(game_id, state)
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logger.info(f"Offensive decision submitted for game {game_id}")
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return state
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# ============================================================================
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# PHASE 3: ENHANCED DECISION WORKFLOW
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# ============================================================================
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async def await_defensive_decision(
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self, state: GameState, timeout: int = None
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) -> DefensiveDecision:
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"""
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Wait for defensive team to submit decision.
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For AI teams: Generate decision immediately
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For human teams: Wait for WebSocket submission (with timeout)
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Args:
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state: Current game state
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timeout: Seconds to wait before using default decision (default: class constant)
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Returns:
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DefensiveDecision (validated)
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Raises:
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asyncio.TimeoutError: If timeout exceeded (async games only)
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"""
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if timeout is None:
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timeout = self.DECISION_TIMEOUT
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fielding_team_id = state.get_fielding_team_id()
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# Check if fielding team is AI
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if state.is_fielding_team_ai():
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logger.info(f"Generating AI defensive decision for game {state.game_id}")
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return await ai_opponent.generate_defensive_decision(state)
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# Human team: wait for decision via WebSocket
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logger.info(
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f"Awaiting human defensive decision for game {state.game_id}, team {fielding_team_id}"
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)
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# Set pending decision in state manager
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state_manager.set_pending_decision(
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game_id=state.game_id, team_id=fielding_team_id, decision_type="defensive"
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)
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# Update state with decision phase
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state.decision_phase = "awaiting_defensive"
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state.decision_deadline = (
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pendulum.now("UTC").add(seconds=timeout).to_iso8601_string()
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)
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state_manager.update_state(state.game_id, state)
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try:
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# Wait for decision with timeout
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decision = await asyncio.wait_for(
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state_manager.await_decision(
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state.game_id, fielding_team_id, "defensive"
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),
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timeout=timeout,
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)
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logger.info(f"Received defensive decision for game {state.game_id}")
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return decision
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except TimeoutError:
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# Use default decision on timeout
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logger.warning(
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f"Defensive decision timeout for game {state.game_id}, using default"
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)
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return DefensiveDecision() # All defaults
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|
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async def await_offensive_decision(
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self, state: GameState, timeout: int = None
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) -> OffensiveDecision:
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"""
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Wait for offensive team to submit decision.
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Similar to await_defensive_decision but for batting team.
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|
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|
Args:
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state: Current game state
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timeout: Seconds to wait before using default decision
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|
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|
Returns:
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OffensiveDecision (validated)
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Raises:
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asyncio.TimeoutError: If timeout exceeded (async games only)
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"""
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if timeout is None:
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timeout = self.DECISION_TIMEOUT
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batting_team_id = state.get_batting_team_id()
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# Check if batting team is AI
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if state.is_batting_team_ai():
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logger.info(f"Generating AI offensive decision for game {state.game_id}")
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return await ai_opponent.generate_offensive_decision(state)
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# Human team: wait for decision via WebSocket
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logger.info(
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f"Awaiting human offensive decision for game {state.game_id}, team {batting_team_id}"
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)
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# Set pending decision in state manager
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state_manager.set_pending_decision(
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game_id=state.game_id, team_id=batting_team_id, decision_type="offensive"
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)
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|
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# Update state with decision phase
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state.decision_phase = "awaiting_offensive"
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state.decision_deadline = (
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pendulum.now("UTC").add(seconds=timeout).to_iso8601_string()
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)
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state_manager.update_state(state.game_id, state)
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|
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try:
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# Wait for decision with timeout
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decision = await asyncio.wait_for(
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state_manager.await_decision(
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state.game_id, batting_team_id, "offensive"
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),
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timeout=timeout,
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)
|
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logger.info(f"Received offensive decision for game {state.game_id}")
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return decision
|
|
|
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except TimeoutError:
|
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# Use default decision on timeout
|
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logger.warning(
|
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f"Offensive decision timeout for game {state.game_id}, using default"
|
|
)
|
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return OffensiveDecision() # All defaults
|
|
|
|
async def _finalize_play(
|
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self, state: GameState, result: PlayResult, ab_roll, log_suffix: str = ""
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|
) -> None:
|
|
"""
|
|
Common finalization logic for both resolve_play and resolve_manual_play.
|
|
|
|
Handles:
|
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- Roll tracking for batch saving
|
|
- State capture and result application
|
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- Transaction with DB operations (save play, update state, advance inning)
|
|
- Batch save rolls at inning boundary
|
|
- Prepare next play or cleanup on completion
|
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- Clear decisions and update state
|
|
|
|
Args:
|
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state: Current game state (modified in place)
|
|
result: Play result to apply
|
|
ab_roll: The dice roll to track
|
|
log_suffix: Optional suffix for log message (e.g., " (hit to SS)")
|
|
"""
|
|
game_id = state.game_id
|
|
|
|
# Track roll for batch saving at end of inning
|
|
if game_id not in self._rolls_this_inning:
|
|
self._rolls_this_inning[game_id] = []
|
|
self._rolls_this_inning[game_id].append(ab_roll)
|
|
|
|
# Capture state before applying result
|
|
state_before = {
|
|
"inning": state.inning,
|
|
"half": state.half,
|
|
"home_score": state.home_score,
|
|
"away_score": state.away_score,
|
|
"status": state.status,
|
|
}
|
|
|
|
# Apply result to state (outs, score, runners) - before transaction
|
|
self._apply_play_result(state, result)
|
|
|
|
# Database operations in single transaction
|
|
async with AsyncSessionLocal() as session:
|
|
try:
|
|
# Save play to DB (uses snapshot from GameState)
|
|
await self._save_play_to_db(state, result, session=session)
|
|
|
|
# Update game state in DB only if something changed
|
|
if (
|
|
state.inning != state_before["inning"]
|
|
or state.half != state_before["half"]
|
|
or state.home_score != state_before["home_score"]
|
|
or state.away_score != state_before["away_score"]
|
|
or state.status != state_before["status"]
|
|
):
|
|
await self.db_ops.update_game_state(
|
|
game_id=state.game_id,
|
|
inning=state.inning,
|
|
half=state.half,
|
|
home_score=state.home_score,
|
|
away_score=state.away_score,
|
|
status=state.status,
|
|
session=session,
|
|
)
|
|
logger.info(
|
|
"Updated game state in DB - score/inning/status changed"
|
|
)
|
|
else:
|
|
logger.debug("Skipped game state update - no changes to persist")
|
|
|
|
# Check for inning change
|
|
if state.outs >= state.outs_per_inning:
|
|
await self._advance_inning(state, game_id)
|
|
# Update DB again after inning change
|
|
await self.db_ops.update_game_state(
|
|
game_id=state.game_id,
|
|
inning=state.inning,
|
|
half=state.half,
|
|
home_score=state.home_score,
|
|
away_score=state.away_score,
|
|
status=state.status,
|
|
session=session,
|
|
)
|
|
|
|
# Commit entire transaction
|
|
await session.commit()
|
|
logger.debug("Committed play transaction successfully")
|
|
|
|
except Exception as e:
|
|
await session.rollback()
|
|
logger.error(f"Transaction failed, rolled back: {e}")
|
|
raise
|
|
|
|
# Batch save rolls at half-inning boundary (separate transaction - audit data)
|
|
if state.outs >= state.outs_per_inning:
|
|
await self._batch_save_inning_rolls(game_id)
|
|
|
|
# Prepare next play or clean up if game completed
|
|
if state.status == "active":
|
|
await self._prepare_next_play(state)
|
|
elif state.status == "completed":
|
|
# Clean up per-game resources to prevent memory leaks
|
|
self._cleanup_game_resources(game_id)
|
|
|
|
# Clear decisions for next play
|
|
state.decisions_this_play = {}
|
|
state.pending_decision = "defensive"
|
|
|
|
# Update in-memory state
|
|
state_manager.update_state(game_id, state)
|
|
|
|
logger.info(
|
|
f"Resolved play {state.play_count} for game {game_id}: {result.description}{log_suffix}"
|
|
)
|
|
|
|
async def resolve_play(
|
|
self,
|
|
game_id: UUID,
|
|
forced_outcome: PlayOutcome | None = None,
|
|
xcheck_position: str | None = None,
|
|
xcheck_result: str | None = None,
|
|
xcheck_error: str | None = None,
|
|
) -> PlayResult:
|
|
"""
|
|
Resolve the current play with dice roll (testing/forced outcome method).
|
|
|
|
Args:
|
|
game_id: Game to resolve
|
|
forced_outcome: If provided, use this outcome instead of rolling dice (for testing)
|
|
xcheck_position: For X_CHECK outcomes, the position to check (SS, LF, etc.)
|
|
xcheck_result: For X_CHECK, force the converted result (G1, G2, SI2, DO2, etc.)
|
|
xcheck_error: For X_CHECK, force the error result (NO, E1, E2, E3, RP)
|
|
|
|
Returns:
|
|
PlayResult with complete outcome
|
|
"""
|
|
state = state_manager.get_state(game_id)
|
|
if not state:
|
|
raise ValueError(f"Game {game_id} not found")
|
|
|
|
game_validator.validate_game_active(state)
|
|
|
|
# Get decisions
|
|
defensive_decision = DefensiveDecision(
|
|
**state.decisions_this_play.get("defensive", {})
|
|
)
|
|
offensive_decision = OffensiveDecision(
|
|
**state.decisions_this_play.get("offensive", {})
|
|
)
|
|
|
|
# Create resolver for this game's league and mode
|
|
resolver = PlayResolver(
|
|
league_id=state.league_id,
|
|
auto_mode=state.auto_mode,
|
|
state_manager=state_manager,
|
|
)
|
|
|
|
# Roll dice
|
|
ab_roll = dice_system.roll_ab(league_id=state.league_id, game_id=game_id)
|
|
|
|
# Use forced outcome if provided (for testing), otherwise need to implement chart lookup
|
|
if forced_outcome is None:
|
|
raise NotImplementedError(
|
|
"This method only supports forced_outcome for testing. "
|
|
"Use resolve_manual_play() for manual mode or resolve_auto_play() for auto mode."
|
|
)
|
|
|
|
# For X_CHECK, use xcheck_position as the hit_location parameter
|
|
hit_location = (
|
|
xcheck_position if forced_outcome == PlayOutcome.X_CHECK else None
|
|
)
|
|
|
|
result = resolver.resolve_outcome(
|
|
outcome=forced_outcome,
|
|
hit_location=hit_location, # For X_CHECK, this is the position being checked
|
|
state=state,
|
|
defensive_decision=defensive_decision,
|
|
offensive_decision=offensive_decision,
|
|
ab_roll=ab_roll,
|
|
forced_xcheck_result=xcheck_result,
|
|
forced_xcheck_error=xcheck_error,
|
|
)
|
|
|
|
# Finalize the play (common logic)
|
|
await self._finalize_play(state, result, result.ab_roll)
|
|
|
|
return result
|
|
|
|
async def resolve_manual_play(
|
|
self,
|
|
game_id: UUID,
|
|
ab_roll: "AbRoll",
|
|
outcome: PlayOutcome,
|
|
hit_location: str | None = None,
|
|
) -> PlayResult:
|
|
"""
|
|
Resolve play with manually-submitted outcome (manual mode).
|
|
|
|
In manual mode (SBA + PD manual):
|
|
1. Server rolls dice for fairness/auditing
|
|
2. Players read their physical cards based on those dice
|
|
3. Players submit the outcome they see
|
|
4. Server validates and processes with the provided outcome
|
|
|
|
Args:
|
|
game_id: Game to resolve
|
|
ab_roll: The dice roll (server-rolled for fairness)
|
|
outcome: PlayOutcome enum (from player's physical card)
|
|
hit_location: Optional hit location for groundballs/flyouts
|
|
|
|
Returns:
|
|
PlayResult with complete outcome
|
|
|
|
Raises:
|
|
ValidationError: If game not active or hit location missing when required
|
|
"""
|
|
state = state_manager.get_state(game_id)
|
|
if not state:
|
|
raise ValueError(f"Game {game_id} not found")
|
|
|
|
game_validator.validate_game_active(state)
|
|
|
|
# Validate hit location provided when required
|
|
if outcome.requires_hit_location() and not hit_location:
|
|
raise ValidationError(
|
|
f"Outcome {outcome.value} requires hit_location "
|
|
f"(one of: 1B, 2B, SS, 3B, LF, CF, RF, P, C)"
|
|
)
|
|
|
|
# Get decisions
|
|
defensive_decision = DefensiveDecision(
|
|
**state.decisions_this_play.get("defensive", {})
|
|
)
|
|
offensive_decision = OffensiveDecision(
|
|
**state.decisions_this_play.get("offensive", {})
|
|
)
|
|
|
|
# Create resolver for this game's league and mode
|
|
resolver = PlayResolver(
|
|
league_id=state.league_id,
|
|
auto_mode=state.auto_mode,
|
|
state_manager=state_manager,
|
|
)
|
|
|
|
# Call core resolution with manual outcome
|
|
result = resolver.resolve_outcome(
|
|
outcome=outcome,
|
|
hit_location=hit_location,
|
|
state=state,
|
|
defensive_decision=defensive_decision,
|
|
offensive_decision=offensive_decision,
|
|
ab_roll=ab_roll,
|
|
)
|
|
|
|
# Finalize the play (common logic)
|
|
log_suffix = f" (hit to {hit_location})" if hit_location else ""
|
|
await self._finalize_play(state, result, ab_roll, log_suffix)
|
|
|
|
return result
|
|
|
|
def _apply_play_result(self, state: GameState, result: PlayResult) -> None:
|
|
"""
|
|
Apply play result to in-memory game state.
|
|
|
|
Only updates state - NO database writes (handled by orchestration layer).
|
|
"""
|
|
# Update outs
|
|
state.outs += result.outs_recorded
|
|
|
|
# Build advancement lookup
|
|
advancement_map = {
|
|
from_base: to_base for from_base, to_base in result.runners_advanced
|
|
}
|
|
|
|
# Create temporary storage for new runner positions
|
|
new_first = None
|
|
new_second = None
|
|
new_third = None
|
|
|
|
# Process existing runners
|
|
for base, runner in state.get_all_runners():
|
|
if base in advancement_map:
|
|
to_base = advancement_map[base]
|
|
if to_base < 4: # Not scored
|
|
if to_base == 1:
|
|
new_first = runner
|
|
elif to_base == 2:
|
|
new_second = runner
|
|
elif to_base == 3:
|
|
new_third = runner
|
|
# If to_base == 4, runner scored (don't add to new positions)
|
|
else:
|
|
# Runner stays put
|
|
if base == 1:
|
|
new_first = runner
|
|
elif base == 2:
|
|
new_second = runner
|
|
elif base == 3:
|
|
new_third = runner
|
|
|
|
# Add batter if reached base
|
|
if result.batter_result and result.batter_result < 4:
|
|
# GameState now has the full batter object (set by _prepare_next_play)
|
|
batter = state.current_batter
|
|
|
|
if result.batter_result == 1:
|
|
new_first = batter
|
|
elif result.batter_result == 2:
|
|
new_second = batter
|
|
elif result.batter_result == 3:
|
|
new_third = batter
|
|
|
|
# Update state with new runner positions
|
|
state.on_first = new_first
|
|
state.on_second = new_second
|
|
state.on_third = new_third
|
|
|
|
# Update score
|
|
if state.half == "top":
|
|
state.away_score += result.runs_scored
|
|
else:
|
|
state.home_score += result.runs_scored
|
|
|
|
# Increment play count
|
|
state.play_count += 1
|
|
state.last_play_result = result.description
|
|
|
|
runner_count = len(
|
|
[r for r in [state.on_first, state.on_second, state.on_third] if r]
|
|
)
|
|
logger.debug(
|
|
f"Applied play result: outs={state.outs}, "
|
|
f"score={state.away_score}-{state.home_score}, "
|
|
f"runners={runner_count}"
|
|
)
|
|
|
|
async def _advance_inning(self, state: GameState, game_id: UUID) -> None:
|
|
"""
|
|
Advance to next half inning.
|
|
|
|
Only handles inning transition - NO database writes, NO prepare_next_play.
|
|
Those are handled by the orchestration layer.
|
|
|
|
Validates defensive team lineup positions at start of each half inning.
|
|
"""
|
|
if state.half == "top":
|
|
state.half = "bottom"
|
|
else:
|
|
state.half = "top"
|
|
state.inning += 1
|
|
|
|
# Clear bases and reset outs
|
|
state.outs = 0
|
|
state.clear_bases()
|
|
|
|
# Validate defensive team lineup positions
|
|
# Top of inning: home team is defending
|
|
# Bottom of inning: away team is defending
|
|
defensive_team = (
|
|
state.home_team_id if state.half == "top" else state.away_team_id
|
|
)
|
|
defensive_lineup = await self.db_ops.get_active_lineup(
|
|
state.game_id, defensive_team
|
|
)
|
|
|
|
if not defensive_lineup:
|
|
raise ValidationError(
|
|
f"No lineup found for defensive team {defensive_team}"
|
|
)
|
|
|
|
game_validator.validate_defensive_lineup_positions(defensive_lineup)
|
|
|
|
logger.info(f"Advanced to inning {state.inning} {state.half}")
|
|
|
|
# Check if game is over
|
|
if game_validator.is_game_over(state):
|
|
state.status = "completed"
|
|
logger.info(
|
|
f"Game {state.game_id} completed - Final: Away {state.away_score}, Home {state.home_score}"
|
|
)
|
|
|
|
async def _prepare_next_play(self, state: GameState) -> None:
|
|
"""
|
|
Prepare snapshot for the next play.
|
|
|
|
This method:
|
|
1. Determines current batter based on batting order index
|
|
2. Advances the appropriate team's batter index (with wraparound)
|
|
3. Fetches active lineups from database
|
|
4. Sets snapshot fields: current_batter/pitcher/catcher_lineup_id
|
|
5. Calculates on_base_code from current runners
|
|
|
|
This snapshot is used when saving the Play record to DB.
|
|
"""
|
|
# Determine which team is batting
|
|
if state.half == "top":
|
|
# Away team batting
|
|
current_idx = state.away_team_batter_idx
|
|
state.away_team_batter_idx = (current_idx + 1) % 9
|
|
batting_team = state.away_team_id
|
|
fielding_team = state.home_team_id
|
|
else:
|
|
# Home team batting
|
|
current_idx = state.home_team_batter_idx
|
|
state.home_team_batter_idx = (current_idx + 1) % 9
|
|
batting_team = state.home_team_id
|
|
fielding_team = state.away_team_id
|
|
|
|
# Try to get lineups from cache first, only fetch from DB if not cached
|
|
from app.models.game_models import LineupPlayerState
|
|
|
|
batting_lineup_state = state_manager.get_lineup(state.game_id, batting_team)
|
|
fielding_lineup_state = state_manager.get_lineup(state.game_id, fielding_team)
|
|
|
|
# Fetch from database only if not in cache
|
|
if not batting_lineup_state:
|
|
batting_lineup_state = (
|
|
await lineup_service.load_team_lineup_with_player_data(
|
|
game_id=state.game_id,
|
|
team_id=batting_team,
|
|
league_id=state.league_id,
|
|
)
|
|
)
|
|
if batting_lineup_state:
|
|
state_manager.set_lineup(
|
|
state.game_id, batting_team, batting_lineup_state
|
|
)
|
|
|
|
if not fielding_lineup_state:
|
|
fielding_lineup_state = (
|
|
await lineup_service.load_team_lineup_with_player_data(
|
|
game_id=state.game_id,
|
|
team_id=fielding_team,
|
|
league_id=state.league_id,
|
|
)
|
|
)
|
|
if fielding_lineup_state:
|
|
state_manager.set_lineup(
|
|
state.game_id, fielding_team, fielding_lineup_state
|
|
)
|
|
|
|
# Set current player snapshot using cached lineup data
|
|
# Batter: use the batting order index to find the player
|
|
if batting_lineup_state and current_idx < len(batting_lineup_state.players):
|
|
# Get batting order sorted list
|
|
batting_order = sorted(
|
|
[
|
|
p
|
|
for p in batting_lineup_state.players
|
|
if p.batting_order is not None
|
|
],
|
|
key=lambda x: x.batting_order or 0,
|
|
)
|
|
if current_idx < len(batting_order):
|
|
state.current_batter = batting_order[current_idx]
|
|
else:
|
|
# Create placeholder - this shouldn't happen in normal gameplay
|
|
state.current_batter = LineupPlayerState(
|
|
lineup_id=0, card_id=0, position="DH", batting_order=None
|
|
)
|
|
logger.warning(
|
|
f"Batter index {current_idx} out of range for batting order"
|
|
)
|
|
else:
|
|
# Create placeholder - this shouldn't happen in normal gameplay
|
|
state.current_batter = LineupPlayerState(
|
|
lineup_id=0, card_id=0, position="DH", batting_order=None
|
|
)
|
|
logger.warning(f"No batting lineup found for team {batting_team}")
|
|
|
|
# Pitcher and catcher: find by position from cached lineup
|
|
if fielding_lineup_state:
|
|
state.current_pitcher = next(
|
|
(p for p in fielding_lineup_state.players if p.position == "P"), None
|
|
)
|
|
state.current_catcher = next(
|
|
(p for p in fielding_lineup_state.players if p.position == "C"), None
|
|
)
|
|
else:
|
|
state.current_pitcher = None
|
|
state.current_catcher = None
|
|
|
|
# Calculate on_base_code from current runners (bit field)
|
|
state.current_on_base_code = 0
|
|
if state.on_first:
|
|
state.current_on_base_code |= 1 # Bit 0: first base
|
|
if state.on_second:
|
|
state.current_on_base_code |= 2 # Bit 1: second base
|
|
if state.on_third:
|
|
state.current_on_base_code |= 4 # Bit 2: third base
|
|
|
|
logger.debug(
|
|
f"Prepared next play: batter={state.current_batter.lineup_id}, "
|
|
f"pitcher={state.current_pitcher.lineup_id if state.current_pitcher else None}, "
|
|
f"catcher={state.current_catcher.lineup_id if state.current_catcher else None}, "
|
|
f"on_base_code={state.current_on_base_code}"
|
|
)
|
|
|
|
async def _batch_save_inning_rolls(self, game_id: UUID) -> None:
|
|
"""
|
|
Batch save all rolls from the inning
|
|
|
|
This is called at end of each half-inning to persist
|
|
all dice rolls with their context to the database.
|
|
"""
|
|
if game_id not in self._rolls_this_inning:
|
|
logger.debug(f"No rolls to save for game {game_id}")
|
|
return
|
|
|
|
rolls = self._rolls_this_inning[game_id]
|
|
if not rolls:
|
|
logger.debug(f"Empty roll list for game {game_id}")
|
|
return
|
|
|
|
try:
|
|
await self.db_ops.save_rolls_batch(rolls)
|
|
logger.info(f"Batch saved {len(rolls)} rolls for game {game_id}")
|
|
|
|
# Clear rolls for this inning
|
|
self._rolls_this_inning[game_id] = []
|
|
|
|
except Exception as e:
|
|
logger.error(f"Failed to batch save rolls for game {game_id}: {e}")
|
|
# Re-raise to notify caller - audit data loss is critical
|
|
# Rolls are still in _rolls_this_inning for retry on next inning boundary
|
|
raise
|
|
|
|
async def _save_play_to_db(
|
|
self, state: GameState, result: PlayResult, session: AsyncSession | None = None
|
|
) -> None:
|
|
"""
|
|
Save play to database using snapshot from GameState.
|
|
|
|
Uses the pre-calculated snapshot fields (no database lookbacks).
|
|
|
|
Args:
|
|
state: Current game state
|
|
result: Play result to save
|
|
session: Optional external session for transaction grouping
|
|
|
|
Raises:
|
|
ValueError: If required player IDs are missing
|
|
"""
|
|
# Use snapshot from GameState (set by _prepare_next_play)
|
|
# Extract IDs from objects for database persistence
|
|
batter_id = state.current_batter.lineup_id
|
|
pitcher_id = state.current_pitcher.lineup_id if state.current_pitcher else None
|
|
catcher_id = state.current_catcher.lineup_id if state.current_catcher else None
|
|
on_base_code = state.current_on_base_code
|
|
|
|
# VERIFY required fields are present
|
|
if batter_id is None:
|
|
raise ValueError(
|
|
f"Cannot save play: batter_id is None. "
|
|
f"Game {state.game_id} may need _prepare_next_play() called after recovery."
|
|
)
|
|
if pitcher_id is None:
|
|
raise ValueError(
|
|
f"Cannot save play: pitcher_id is None. "
|
|
f"Game {state.game_id} may need _prepare_next_play() called after recovery."
|
|
)
|
|
if catcher_id is None:
|
|
raise ValueError(
|
|
f"Cannot save play: catcher_id is None. "
|
|
f"Game {state.game_id} may need _prepare_next_play() called after recovery."
|
|
)
|
|
|
|
# Runners on base BEFORE play (from state.on_first/second/third)
|
|
on_first_id = state.on_first.lineup_id if state.on_first else None
|
|
on_second_id = state.on_second.lineup_id if state.on_second else None
|
|
on_third_id = state.on_third.lineup_id if state.on_third else None
|
|
|
|
# Runners AFTER play (from result.runners_advanced)
|
|
# Build dict of from_base -> to_base for quick lookup
|
|
finals = {from_base: to_base for from_base, to_base in result.runners_advanced}
|
|
on_first_final = finals.get(1) # None if out/scored, 1-4 if advanced
|
|
on_second_final = finals.get(2) # None if out/scored, 1-4 if advanced
|
|
on_third_final = finals.get(3) # None if out/scored, 1-4 if advanced
|
|
|
|
# Batter result (None=out, 1-4=base reached)
|
|
batter_final = result.batter_result
|
|
|
|
play_data = {
|
|
"game_id": state.game_id,
|
|
"play_number": state.play_count,
|
|
"inning": state.inning,
|
|
"half": state.half,
|
|
"outs_before": state.outs, # Capture current outs BEFORE applying result
|
|
"outs_recorded": result.outs_recorded,
|
|
# Player IDs from snapshot
|
|
"batter_id": batter_id,
|
|
"pitcher_id": pitcher_id,
|
|
"catcher_id": catcher_id,
|
|
# Base situation snapshot
|
|
"on_base_code": on_base_code,
|
|
"on_first_id": on_first_id,
|
|
"on_second_id": on_second_id,
|
|
"on_third_id": on_third_id,
|
|
# Final positions
|
|
"on_first_final": on_first_final,
|
|
"on_second_final": on_second_final,
|
|
"on_third_final": on_third_final,
|
|
"batter_final": batter_final,
|
|
# Play outcome
|
|
"dice_roll": str(result.ab_roll),
|
|
"hit_type": result.outcome.value,
|
|
"result_description": result.description,
|
|
"runs_scored": result.runs_scored,
|
|
"away_score": state.away_score,
|
|
"home_score": state.home_score,
|
|
"complete": True,
|
|
# Strategic decisions
|
|
"defensive_choices": state.decisions_this_play.get("defensive", {}),
|
|
"offensive_choices": state.decisions_this_play.get("offensive", {}),
|
|
}
|
|
|
|
# Add metadata for uncapped hits (Phase 3: will include runner advancement decisions)
|
|
play_metadata = {}
|
|
if result.outcome in [PlayOutcome.SINGLE_UNCAPPED, PlayOutcome.DOUBLE_UNCAPPED]:
|
|
play_metadata["uncapped"] = True
|
|
play_metadata["outcome_type"] = result.outcome.value
|
|
|
|
play_data["play_metadata"] = play_metadata
|
|
|
|
# Calculate statistical fields (Phase 3.5: Materialized Views)
|
|
# Create state_after by cloning state and applying result
|
|
state_after = state.model_copy(deep=True)
|
|
state_after.outs += result.outs_recorded
|
|
if state.half == "top":
|
|
state_after.away_score += result.runs_scored
|
|
else:
|
|
state_after.home_score += result.runs_scored
|
|
|
|
# Calculate stats using PlayStatCalculator
|
|
stats = PlayStatCalculator.calculate_stats(
|
|
outcome=result.outcome,
|
|
result=result,
|
|
state_before=state,
|
|
state_after=state_after,
|
|
)
|
|
|
|
# Add stat fields to play_data
|
|
play_data.update(stats)
|
|
|
|
await self.db_ops.save_play(play_data, session=session)
|
|
logger.debug(
|
|
f"Saved play {state.play_count}: batter={batter_id}, on_base={on_base_code}"
|
|
)
|
|
|
|
async def get_game_state(self, game_id: UUID) -> GameState | None:
|
|
"""Get current game state"""
|
|
return state_manager.get_state(game_id)
|
|
|
|
async def rollback_plays(self, game_id: UUID, num_plays: int) -> GameState:
|
|
"""
|
|
Roll back the last N plays.
|
|
|
|
Deletes plays from the database and reconstructs game state by replaying
|
|
remaining plays. Also removes any substitutions that occurred during the
|
|
rolled-back plays.
|
|
|
|
Args:
|
|
game_id: Game to roll back
|
|
num_plays: Number of plays to roll back (must be > 0)
|
|
|
|
Returns:
|
|
Updated GameState after rollback
|
|
|
|
Raises:
|
|
ValueError: If num_plays invalid, game not found, or game completed
|
|
"""
|
|
# 1. Validate
|
|
state = state_manager.get_state(game_id)
|
|
if not state:
|
|
raise ValueError(f"Game {game_id} not found")
|
|
|
|
if num_plays <= 0:
|
|
raise ValueError("num_plays must be greater than 0")
|
|
|
|
if state.play_count < num_plays:
|
|
raise ValueError(
|
|
f"Cannot roll back {num_plays} plays (only {state.play_count} exist)"
|
|
)
|
|
|
|
if state.status == "completed":
|
|
raise ValueError("Cannot roll back a completed game")
|
|
|
|
# 2. Calculate target play number
|
|
target_play = state.play_count - num_plays
|
|
logger.info(
|
|
f"Rolling back {num_plays} plays for game {game_id} "
|
|
f"(from play {state.play_count} to play {target_play})"
|
|
)
|
|
|
|
# 3. Delete plays from database
|
|
deleted_plays = await self.db_ops.delete_plays_after(game_id, target_play)
|
|
logger.info(f"Deleted {deleted_plays} plays")
|
|
|
|
# 4. Delete substitutions that occurred after target play
|
|
deleted_subs = await self.db_ops.delete_substitutions_after(
|
|
game_id, target_play
|
|
)
|
|
logger.info(f"Deleted {deleted_subs} substitutions")
|
|
|
|
# Note: We don't delete dice rolls from the rolls table - they're kept for auditing
|
|
# and don't affect game state reconstruction
|
|
|
|
# 5. Clear in-memory roll tracking for this game
|
|
if game_id in self._rolls_this_inning:
|
|
del self._rolls_this_inning[game_id]
|
|
|
|
# 6. Recover game state by replaying remaining plays
|
|
logger.info(f"Recovering game state for {game_id}")
|
|
new_state = await state_manager.recover_game(game_id)
|
|
|
|
logger.info(
|
|
f"Rollback complete - now at play {new_state.play_count}, "
|
|
f"inning {new_state.inning} {new_state.half}"
|
|
)
|
|
|
|
return new_state
|
|
|
|
async def end_game(self, game_id: UUID) -> GameState:
|
|
"""
|
|
Manually end a game
|
|
|
|
For forfeit, abandonment, etc.
|
|
"""
|
|
state = state_manager.get_state(game_id)
|
|
if not state:
|
|
raise ValueError(f"Game {game_id} not found")
|
|
|
|
# Batch save any remaining rolls
|
|
await self._batch_save_inning_rolls(game_id)
|
|
|
|
state.status = "completed"
|
|
state_manager.update_state(game_id, state)
|
|
|
|
await self.db_ops.update_game_state(
|
|
game_id=game_id,
|
|
inning=state.inning,
|
|
half=state.half,
|
|
home_score=state.home_score,
|
|
away_score=state.away_score,
|
|
status="completed",
|
|
)
|
|
|
|
# Clean up per-game resources to prevent memory leaks
|
|
self._cleanup_game_resources(game_id)
|
|
|
|
logger.info(f"Game {game_id} ended manually")
|
|
return state
|
|
|
|
def _cleanup_game_resources(self, game_id: UUID) -> None:
|
|
"""
|
|
Clean up per-game resources when a game completes.
|
|
|
|
Prevents memory leaks from unbounded dictionary growth.
|
|
"""
|
|
# Clean up rolls tracking
|
|
if game_id in self._rolls_this_inning:
|
|
del self._rolls_this_inning[game_id]
|
|
|
|
# Clean up game locks
|
|
if game_id in self._game_locks:
|
|
del self._game_locks[game_id]
|
|
|
|
logger.debug(f"Cleaned up resources for game {game_id}")
|
|
|
|
|
|
# Singleton instance
|
|
game_engine = GameEngine()
|