strat-gameplay-webapp/frontend-sba/store/CLAUDE.md
Cal Corum cbdd8cf903 CLAUDE: Fix critical game engine issues and refactor CLAUDE.md docs
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>
2025-11-19 16:05:26 -06:00

116 lines
2.8 KiB
Markdown

# Store Directory
Pinia stores for centralized state management. All stores use Composition API syntax.
## Available Stores
### game.ts - Active Game State
**Purpose**: Central state for real-time gameplay, synchronized via WebSocket.
**Key State**:
```typescript
gameState: GameState | null // Full game state from backend
homeLineup: Lineup[] // Cached home team roster
awayLineup: Lineup[] // Cached away team roster
playHistory: PlayResult[] // Play-by-play history
currentDecisionPrompt: DecisionPrompt | null
pendingRoll: RollData | null // Manual mode dice roll
```
**Critical Getters**:
```typescript
// Team determination (mirrors backend logic)
battingTeamId // away if top, home if bottom
fieldingTeamId // home if top, away if bottom
// Current players (LineupPlayerState)
currentBatter
currentPitcher
currentCatcher
// Decision state
needsDefensiveDecision
needsOffensiveDecision
canRollDice
canSubmitOutcome
```
**Player Lookup Method**:
```typescript
// Critical: Joins LineupPlayerState with full Lineup data
findPlayerInLineup(lineupId: number): Lineup | undefined
```
### auth.ts - Authentication
**Purpose**: Discord OAuth state and JWT token management.
**Key State**: `user`, `token`, `isAuthenticated`, `isTokenValid`
### ui.ts - UI State
**Purpose**: Toasts, modals, loading states.
**Key Methods**: `showSuccess()`, `showError()`, `showWarning()`, `showInfo()`
## Data Resolution Pattern
Game state contains minimal `LineupPlayerState`:
```typescript
interface LineupPlayerState {
lineup_id: number // Key for lookup
card_id: number
position: string
// NO player name, headshot, etc.
}
```
Store caches full `Lineup` with nested player:
```typescript
interface Lineup {
lineup_id: number
player: {
id: number
name: string
headshot: string
}
}
```
**Resolution**:
```typescript
const batterState = gameStore.currentBatter // LineupPlayerState
const batterLineup = gameStore.findPlayerInLineup( // Full Lineup
batterState.lineup_id
)
const name = batterLineup?.player.name // "Mike Trout"
```
## Store Patterns
### Nuxt 4 Import Requirement
```typescript
// ALWAYS explicitly import stores
import { useGameStore } from '~/store/game'
const gameStore = useGameStore()
// NEVER rely on auto-imports (breaks in Nuxt 4)
```
### Readonly State
All state refs are exposed as `readonly()` to prevent direct mutation:
```typescript
return {
gameState: readonly(gameState), // Can't do gameStore.gameState.value = x
setGameState, // Use action instead
}
```
### Team Determination Logic
```typescript
// Same logic as backend state_manager.py
const battingTeamId = computed(() => {
return gameState.value.half === 'top'
? gameState.value.away_team_id // Top: away bats
: gameState.value.home_team_id // Bottom: home bats
})
```