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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@@ -394,6 +394,8 @@ async def lifespan(app: FastAPI):
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result = await conn.execute(
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"UPDATE games_v2 SET status = 'abandoned', completed_at = NOW() WHERE status = 'active'"
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)
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# PostgreSQL returns command tags like "UPDATE 3" — the last word is
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# the affected row count. This is a documented protocol behavior.
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count = int(result.split()[-1]) if result else 0
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if count > 0:
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logger.info(f"Marked {count} orphaned active game(s) as abandoned on startup")
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@@ -613,6 +615,8 @@ async def reset_cpu_profiles():
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return {"status": "ok", "message": "All CPU profiles reset"}
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# Per-user game limit. Prevents a single account from creating dozens of rooms
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# and exhausting server memory. 4 is generous — most people play 1 at a time.
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MAX_CONCURRENT_GAMES = 4
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@@ -653,6 +657,10 @@ async def websocket_endpoint(websocket: WebSocket):
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else:
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logger.debug(f"WebSocket connected anonymously as {connection_id}")
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# player_id = connection_id by design. Originally these were separate concepts
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# (connection vs game identity), but in practice a player IS their connection.
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# Reconnection creates a new connection_id, and the room layer handles the
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# identity mapping. Keeping both fields lets handlers be explicit about intent.
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ctx = ConnectionContext(
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websocket=websocket,
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connection_id=connection_id,
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@@ -857,14 +865,30 @@ async def _run_cpu_chain(room: Room):
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room.touch()
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# Brief pause before CPU starts - animations are faster now
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# Brief pause before CPU starts. Without this, the CPU's draw message arrives
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# before the client has finished processing the previous turn's state update,
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# and animations overlap. 0.25s is enough for the client to settle.
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await asyncio.sleep(0.25)
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# Run CPU turn
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async def broadcast_cb():
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await broadcast_game_state(room)
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await process_cpu_turn(room.game, current, broadcast_cb, game_id=room.game_log_id)
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async def reveal_cb(player_id, position, card_data):
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reveal_msg = {
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"type": "card_revealed",
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"player_id": player_id,
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"position": position,
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"card": card_data,
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}
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for pid, p in 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 process_cpu_turn(room.game, current, broadcast_cb, game_id=room.game_log_id, reveal_callback=reveal_cb)
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async def handle_player_leave(room: Room, player_id: str):
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@@ -881,7 +905,8 @@ async def handle_player_leave(room: Room, player_id: str):
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room_code = room.code
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room_player = room.remove_player(player_id)
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# If no human players left, clean up the room entirely
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# Check both is_empty() AND human_player_count() — CPU players keep rooms
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# technically non-empty, but a room with only CPUs is an abandoned room.
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if room.is_empty() or room.human_player_count() == 0:
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# Remove all remaining CPU players to release their profiles
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for cpu in list(room.get_cpu_players()):
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