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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@@ -290,6 +290,18 @@ async def handle_swap(data: dict, ctx: ConnectionContext, *, broadcast_game_stat
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player = ctx.current_room.game.get_player(ctx.player_id)
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old_card = player.cards[position] if player and 0 <= position < len(player.cards) else None
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# Capture old card info BEFORE the swap mutates the player's hand.
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# game.swap_card() overwrites player.cards[position] in place, so if we
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# read it after, we'd get the new card. The client needs the old card data
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# to animate the outgoing card correctly.
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old_was_face_down = old_card and not old_card.face_up if old_card else False
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old_card_data = None
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if old_card and old_was_face_down:
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old_card_data = {
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"rank": old_card.rank.value if old_card.rank else None,
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"suit": old_card.suit.value if old_card.suit else None,
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}
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discarded = ctx.current_room.game.swap_card(ctx.player_id, position)
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if discarded:
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@@ -301,6 +313,22 @@ async def handle_swap(data: dict, ctx: ConnectionContext, *, broadcast_game_stat
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reason=f"swapped {drawn_card.rank.value} into position {position}, replaced {old_rank}",
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)
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# Broadcast reveal of old face-down card before state update
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if old_card_data:
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reveal_msg = {
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"type": "card_revealed",
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"player_id": ctx.player_id,
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"position": position,
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"card": old_card_data,
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}
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for pid, p in ctx.current_room.players.items():
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if not p.is_cpu and p.websocket:
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try:
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await p.websocket.send_json(reveal_msg)
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except Exception:
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pass
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await asyncio.sleep(1.0)
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await broadcast_game_state(ctx.current_room)
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await asyncio.sleep(1.0)
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check_and_run_cpu_turn(ctx.current_room)
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