Critical fixes in game_engine.py: - Fix silent error swallowing in _batch_save_inning_rolls (re-raise) - Add per-game asyncio.Lock for race condition prevention - Add _cleanup_game_resources() for memory leak prevention - All 739 tests passing Documentation refactoring: - Created CODE_REVIEW_GAME_ENGINE.md documenting 24 identified issues - Trimmed backend/app/core/CLAUDE.md from 1371 to 143 lines - Trimmed frontend-sba/CLAUDE.md from 696 to 110 lines - Created focused subdirectory CLAUDE.md files: - frontend-sba/components/CLAUDE.md (105 lines) - frontend-sba/composables/CLAUDE.md (79 lines) - frontend-sba/store/CLAUDE.md (116 lines) - frontend-sba/types/CLAUDE.md (95 lines) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
116 lines
2.8 KiB
Markdown
116 lines
2.8 KiB
Markdown
# Store Directory
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Pinia stores for centralized state management. All stores use Composition API syntax.
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## Available Stores
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### game.ts - Active Game State
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**Purpose**: Central state for real-time gameplay, synchronized via WebSocket.
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**Key State**:
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```typescript
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gameState: GameState | null // Full game state from backend
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homeLineup: Lineup[] // Cached home team roster
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awayLineup: Lineup[] // Cached away team roster
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playHistory: PlayResult[] // Play-by-play history
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currentDecisionPrompt: DecisionPrompt | null
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pendingRoll: RollData | null // Manual mode dice roll
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```
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**Critical Getters**:
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```typescript
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// Team determination (mirrors backend logic)
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battingTeamId // away if top, home if bottom
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fieldingTeamId // home if top, away if bottom
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// Current players (LineupPlayerState)
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currentBatter
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currentPitcher
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currentCatcher
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// Decision state
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needsDefensiveDecision
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needsOffensiveDecision
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canRollDice
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canSubmitOutcome
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```
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**Player Lookup Method**:
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```typescript
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// Critical: Joins LineupPlayerState with full Lineup data
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findPlayerInLineup(lineupId: number): Lineup | undefined
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```
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### auth.ts - Authentication
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**Purpose**: Discord OAuth state and JWT token management.
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**Key State**: `user`, `token`, `isAuthenticated`, `isTokenValid`
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### ui.ts - UI State
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**Purpose**: Toasts, modals, loading states.
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**Key Methods**: `showSuccess()`, `showError()`, `showWarning()`, `showInfo()`
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## Data Resolution Pattern
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Game state contains minimal `LineupPlayerState`:
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```typescript
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interface LineupPlayerState {
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lineup_id: number // Key for lookup
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card_id: number
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position: string
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// NO player name, headshot, etc.
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}
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```
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Store caches full `Lineup` with nested player:
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```typescript
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interface Lineup {
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lineup_id: number
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player: {
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id: number
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name: string
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headshot: string
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}
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}
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```
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**Resolution**:
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```typescript
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const batterState = gameStore.currentBatter // LineupPlayerState
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const batterLineup = gameStore.findPlayerInLineup( // Full Lineup
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batterState.lineup_id
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)
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const name = batterLineup?.player.name // "Mike Trout"
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```
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## Store Patterns
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### Nuxt 4 Import Requirement
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```typescript
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// ALWAYS explicitly import stores
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import { useGameStore } from '~/store/game'
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const gameStore = useGameStore()
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// NEVER rely on auto-imports (breaks in Nuxt 4)
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```
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### Readonly State
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All state refs are exposed as `readonly()` to prevent direct mutation:
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```typescript
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return {
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gameState: readonly(gameState), // Can't do gameStore.gameState.value = x
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setGameState, // Use action instead
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}
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```
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### Team Determination Logic
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```typescript
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// Same logic as backend state_manager.py
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const battingTeamId = computed(() => {
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return gameState.value.half === 'top'
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? gameState.value.away_team_id // Top: away bats
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: gameState.value.home_team_id // Bottom: home bats
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})
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```
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