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