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>
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2.5 KiB
Composables Directory
Vue 3 composables for shared logic. These handle WebSocket communication and game actions.
Available Composables
useWebSocket.ts
Purpose: Manages Socket.io connection with authentication and auto-reconnection.
Key Exports:
const {
socket, // Computed<TypedSocket | null>
isConnected, // Readonly<Ref<boolean>>
isConnecting, // Readonly<Ref<boolean>>
connectionError, // Readonly<Ref<string | null>>
connect, // () => void
disconnect, // () => void
} = useWebSocket()
Event Flow (Backend → Store):
socketInstance.on('game_state_update') → gameStore.setGameState()
socketInstance.on('lineup_data') → gameStore.updateLineup()
socketInstance.on('decision_required') → gameStore.setDecisionPrompt()
socketInstance.on('play_completed') → gameStore.addPlayToHistory()
socketInstance.on('dice_rolled') → gameStore.setPendingRoll()
Singleton Pattern: Socket instance is module-level, shared across all useWebSocket() calls.
useGameActions.ts
Purpose: Wraps WebSocket emits with type safety and validation.
Key Exports:
const {
joinGame, // (gameId: string) => void
requestGameState, // (gameId: string) => void
setDefense, // (gameId: string, decision: DefensiveDecision) => void
setOffense, // (gameId: string, decision: OffensiveDecision) => void
rollDice, // (gameId: string) => void
submitOutcome, // (gameId: string, outcome: PlayOutcome) => void
// ... substitution methods
} = useGameActions()
Usage Pattern:
// In component
const { setDefense } = useGameActions()
const handleSubmit = (decision: DefensiveDecision) => {
setDefense(gameId, decision)
}
Data Flow Architecture
User Action → useGameActions → socket.emit() → Backend
↓
Component ← gameStore ← useWebSocket.on() ← socket event
Why this separation?
useWebSocket: Low-level connection management, event routinguseGameActions: High-level game operations, business logic validationgameStore: Centralized state, computed getters
Common Issues
| Issue | Cause | Solution |
|---|---|---|
| "Not connected" error | Socket disconnected | Check isConnected before actions |
| Events not firing | Listeners not set up | Ensure useWebSocket() called in component |
| Stale data | Missed reconnection | Call requestGameState() after reconnect |