Add inline comments across client and server codebase
Full-codebase commenting pass focused on the tricky, fragile, and non-obvious spots: animation coordination flags in app.js, AI decision safety checks in ai.py, scoring evaluation order in game.py, animation engine magic numbers in card-animations.js, and server infrastructure coupling in main.py/handlers.py/room.py. No logic changes. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -30,7 +30,14 @@ class GolfGame {
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this.soundEnabled = true;
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this.audioCtx = null;
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// Swap animation state
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// --- Animation coordination flags ---
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// These flags form a system: they block renderGame() from touching the discard pile
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// while an animation is in flight. If any flag gets stuck true, the discard pile
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// freezes and the UI looks broken. Every flag MUST be cleared in every code path:
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// animation callbacks, error handlers, fallbacks, and the `your_turn` safety net.
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// If you're debugging a frozen discard pile, check these first.
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// Swap animation state — local player's swap defers state updates until animation completes
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this.swapAnimationInProgress = false;
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this.swapAnimationCardEl = null;
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this.swapAnimationFront = null;
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@@ -44,19 +51,19 @@ class GolfGame {
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// Animation lock - prevent overlapping animations on same elements
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this.animatingPositions = new Set();
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// Track opponent swap animation in progress (to apply swap-out class after render)
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// Blocks discard update: opponent swap animation in progress
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this.opponentSwapAnimation = null; // { playerId, position }
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// Track draw pulse animation in progress (defer held card display until pulse completes)
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// Blocks held card display: draw pulse animation hasn't finished yet
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this.drawPulseAnimation = false;
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// Track local discard animation in progress (prevent renderGame from updating discard)
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// Blocks discard update: local player discarding drawn card to pile
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this.localDiscardAnimating = false;
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// Track opponent discard animation in progress (prevent renderGame from updating discard)
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// Blocks discard update: opponent discarding without swap
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this.opponentDiscardAnimating = false;
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// Track deal animation in progress (suppress flip prompts until dealing complete)
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// Blocks discard update + suppresses flip prompts: deal animation in progress
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this.dealAnimationInProgress = false;
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// Track round winners for visual highlight
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@@ -818,7 +825,11 @@ class GolfGame {
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hasDrawn: newState.has_drawn_card
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});
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// V3_03: Intercept round_over transition to defer card reveals
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// V3_03: Intercept round_over transition to defer card reveals.
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// The problem: the last turn's swap animation flips a card, and then
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// the round-end reveal animation would flip it again. We snapshot the
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// old state, patch it to mark the swap position as already face-up,
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// and use that as the "before" for the reveal animation.
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const roundJustEnded = oldState?.phase !== 'round_over' &&
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newState.phase === 'round_over';
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@@ -834,7 +845,8 @@ class GolfGame {
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}
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// Build preRevealState from oldState, but mark swap position as
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// already handled so reveal animation doesn't double-flip it
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// already handled so reveal animation doesn't double-flip it.
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// Without this patch, the card visually flips twice in a row.
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const preReveal = JSON.parse(JSON.stringify(oldState));
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if (this.opponentSwapAnimation) {
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const { playerId, position } = this.opponentSwapAnimation;
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@@ -1332,14 +1344,16 @@ class GolfGame {
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this.heldCardFloating.classList.add('hidden');
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this.heldCardFloating.style.cssText = '';
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// Pre-emptively skip the flip animation - the server may broadcast the new state
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// before our animation completes, and we don't want renderGame() to trigger
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// the flip-in animation (which starts with opacity: 0, causing a flash)
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// Three-part race guard. All three are needed, and they protect different things:
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// 1. skipNextDiscardFlip: prevents the CSS flip-in animation from firing
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// (it starts at opacity:0, which causes a visible flash)
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// 2. lastDiscardKey: prevents renderGame() from detecting a "change" to the
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// discard pile and re-rendering it mid-animation
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// 3. localDiscardAnimating: blocks renderGame() from touching the discard DOM
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// entirely until our animation callback fires
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// Remove any one of these and you get a different flavor of visual glitch.
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this.skipNextDiscardFlip = true;
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// Also update lastDiscardKey so renderGame() won't see a "change"
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this.lastDiscardKey = `${discardedCard.rank}-${discardedCard.suit}`;
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// Block renderGame from updating discard during animation (prevents race condition)
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this.localDiscardAnimating = true;
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// Animate held card to discard using anime.js
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@@ -2414,7 +2428,13 @@ class GolfGame {
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};
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}
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// Fire-and-forget animation triggers based on state changes
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// Fire-and-forget animation triggers based on state diffs.
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// Two-step detection:
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// STEP 1: Did someone draw? (drawn_card goes null -> something)
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// STEP 2: Did someone finish their turn? (discard pile changed + turn advanced)
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// Critical: if STEP 1 detects a draw-from-discard, STEP 2 must be skipped.
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// The discard pile changed because a card was REMOVED, not ADDED. Without this
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// suppression, we'd fire a phantom discard animation for a card nobody discarded.
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triggerAnimationsForStateChange(oldState, newState) {
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if (!oldState) return;
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@@ -2522,18 +2542,18 @@ class GolfGame {
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}
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// STEP 2: Detect when someone FINISHES their turn (discard changes, turn advances)
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// Skip if we just detected a draw - the discard change was from REMOVING a card, not adding one
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// Skip if we just detected a draw — see comment at top of function.
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if (discardChanged && wasOtherPlayer && !justDetectedDraw) {
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// Check if the previous player actually SWAPPED (has a new face-up card)
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// vs just discarding the drawn card (no hand change)
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// Figure out if the previous player SWAPPED (a card in their hand changed)
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// or just discarded their drawn card (hand is identical).
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// Three cases to detect a swap:
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// Case 1: face-down -> face-up (normal swap into hidden position)
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// Case 2: both face-up but different card (swap into already-revealed position)
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// Case 3: card identity null -> known (race condition: face_up flag lagging behind)
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const oldPlayer = oldState.players.find(p => p.id === previousPlayerId);
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const newPlayer = newState.players.find(p => p.id === previousPlayerId);
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if (oldPlayer && newPlayer) {
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// Find the position that changed
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// Could be: face-down -> face-up (new reveal)
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// Or: different card at same position (replaced visible card)
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// Or: card identity became known (null -> value, indicates swap)
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let swappedPosition = -1;
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let wasFaceUp = false; // Track if old card was already face-up
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@@ -3993,7 +4013,11 @@ class GolfGame {
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// Not holding - show normal discard pile
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this.discard.classList.remove('picked-up');
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// Skip discard update during any discard-related animation - animation handles the visual
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// The discard pile is touched by four different animation paths.
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// Each flag represents a different in-flight animation that "owns" the discard DOM.
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// renderGame() must not update the discard while any of these are active, or you'll
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// see the card content flash/change underneath the animation overlay.
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// Priority order doesn't matter — any one of them is reason enough to skip.
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const skipReason = this.localDiscardAnimating ? 'localDiscardAnimating' :
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this.opponentSwapAnimation ? 'opponentSwapAnimation' :
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this.opponentDiscardAnimating ? 'opponentDiscardAnimating' :
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@@ -4017,7 +4041,9 @@ class GolfGame {
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const discardCard = this.gameState.discard_top;
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const cardKey = `${discardCard.rank}-${discardCard.suit}`;
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// Only animate discard flip during active gameplay, not at round/game end
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// Only animate discard flip during active gameplay, not at round/game end.
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// lastDiscardKey is pre-set by discardDrawn() to prevent a false "change"
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// detection when the server confirms what we already animated locally.
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const isActivePlay = this.gameState.phase !== 'round_over' &&
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this.gameState.phase !== 'game_over';
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const shouldAnimate = isActivePlay && this.lastDiscardKey &&
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