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18
.env.example
18
.env.example
@@ -20,6 +20,24 @@ DEBUG=false
|
||||
# Logging level: DEBUG, INFO, WARNING, ERROR, CRITICAL
|
||||
LOG_LEVEL=INFO
|
||||
|
||||
# Per-module log level overrides (optional)
|
||||
# These override LOG_LEVEL for specific modules.
|
||||
# LOG_LEVEL_GAME=DEBUG # Core game logic
|
||||
# LOG_LEVEL_AI=DEBUG # AI decisions (very verbose at DEBUG)
|
||||
# LOG_LEVEL_HANDLERS=DEBUG # WebSocket message handlers
|
||||
# LOG_LEVEL_ROOM=DEBUG # Room/lobby management
|
||||
# LOG_LEVEL_AUTH=DEBUG # Auth stack (auth, routers.auth, services.auth_service)
|
||||
# LOG_LEVEL_STORES=DEBUG # Database/Redis operations
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||||
|
||||
# --- Preset examples ---
|
||||
# Staging (debug game logic, quiet everything else):
|
||||
# LOG_LEVEL=INFO
|
||||
# LOG_LEVEL_GAME=DEBUG
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||||
# LOG_LEVEL_AI=DEBUG
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||||
#
|
||||
# Production (minimal logging):
|
||||
# LOG_LEVEL=WARNING
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||||
|
||||
# Environment name (development, staging, production)
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||||
ENVIRONMENT=development
|
||||
|
||||
|
||||
3
.gitignore
vendored
3
.gitignore
vendored
@@ -201,6 +201,9 @@ pyvenv.cfg
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||||
# Personal notes
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||||
lookfah.md
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||||
|
||||
# Internal docs (deployment info, credentials references, etc.)
|
||||
internal/
|
||||
|
||||
# Ruff stuff:
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.ruff_cache/
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||||
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||||
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||||
148
client/app.js
148
client/app.js
@@ -379,7 +379,7 @@ class GolfGame {
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||||
// Only show tooltips on your turn
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if (!this.isMyTurn() && !this.gameState?.waiting_for_initial_flip) return;
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||||
|
||||
const value = this.getCardPointValue(cardData);
|
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const value = this.getCardPointValueForTooltip(cardData);
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||||
const special = this.getCardSpecialNote(cardData);
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||||
|
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let content = `<span class="tooltip-value ${value < 0 ? 'negative' : ''}">${value} pts</span>`;
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||||
@@ -409,14 +409,15 @@ class GolfGame {
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if (this.tooltip) this.tooltip.classList.add('hidden');
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}
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||||
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||||
getCardPointValue(cardData) {
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getCardPointValueForTooltip(cardData) {
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const values = this.gameState?.card_values || this.getDefaultCardValues();
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return values[cardData.rank] ?? 0;
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const rules = this.gameState?.scoring_rules || {};
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||||
return this.getCardPointValue(cardData, values, rules);
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}
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||||
|
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getCardSpecialNote(cardData) {
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const rank = cardData.rank;
|
||||
const value = this.getCardPointValue(cardData);
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const value = this.getCardPointValueForTooltip(cardData);
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if (value < 0) return 'Negative - keep it!';
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if (rank === 'K' && value === 0) return 'Safe card';
|
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if (rank === 'K' && value === -2) return 'Super King!';
|
||||
@@ -822,11 +823,29 @@ class GolfGame {
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newState.phase === 'round_over';
|
||||
|
||||
if (roundJustEnded && oldState) {
|
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// Save pre-reveal state for the reveal animation
|
||||
this.preRevealState = JSON.parse(JSON.stringify(oldState));
|
||||
this.postRevealState = newState;
|
||||
// Update state but DON'T render yet - reveal animation will handle it
|
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// Update state first so animations can read new card data
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this.gameState = newState;
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||||
|
||||
// Fire animations for the last turn (swap/discard) before deferring
|
||||
try {
|
||||
this.triggerAnimationsForStateChange(oldState, newState);
|
||||
} catch (e) {
|
||||
console.error('Animation error on round end:', e);
|
||||
}
|
||||
|
||||
// Build preRevealState from oldState, but mark swap position as
|
||||
// already handled so reveal animation doesn't double-flip it
|
||||
const preReveal = JSON.parse(JSON.stringify(oldState));
|
||||
if (this.opponentSwapAnimation) {
|
||||
const { playerId, position } = this.opponentSwapAnimation;
|
||||
const player = preReveal.players.find(p => p.id === playerId);
|
||||
if (player?.cards[position]) {
|
||||
player.cards[position].face_up = true;
|
||||
}
|
||||
}
|
||||
|
||||
this.preRevealState = preReveal;
|
||||
this.postRevealState = newState;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -923,16 +942,16 @@ class GolfGame {
|
||||
this.displayHeldCard(data.card, true);
|
||||
this.renderGame();
|
||||
}
|
||||
this.showToast('Swap with a card or discard', '', 3000);
|
||||
this.showToast('Swap with a card or discard', 'your-turn', 3000);
|
||||
break;
|
||||
|
||||
case 'can_flip':
|
||||
this.waitingForFlip = true;
|
||||
this.flipIsOptional = data.optional || false;
|
||||
if (this.flipIsOptional) {
|
||||
this.showToast('Flip a card or skip', '', 3000);
|
||||
this.showToast('Flip a card or skip', 'your-turn', 3000);
|
||||
} else {
|
||||
this.showToast('Flip a face-down card', '', 3000);
|
||||
this.showToast('Flip a face-down card', 'your-turn', 3000);
|
||||
}
|
||||
this.renderGame();
|
||||
break;
|
||||
@@ -1431,8 +1450,9 @@ class GolfGame {
|
||||
this.swapAnimationCardEl = handCardEl;
|
||||
this.swapAnimationHandCardEl = handCardEl;
|
||||
|
||||
// Hide originals during animation
|
||||
// Hide originals and UI during animation
|
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handCardEl.classList.add('swap-out');
|
||||
this.discardBtn.classList.add('hidden');
|
||||
if (this.heldCardFloating) {
|
||||
this.heldCardFloating.style.visibility = 'hidden';
|
||||
}
|
||||
@@ -1574,10 +1594,26 @@ class GolfGame {
|
||||
|
||||
if (this.pendingGameState) {
|
||||
const oldState = this.gameState;
|
||||
this.gameState = this.pendingGameState;
|
||||
const newState = this.pendingGameState;
|
||||
this.pendingGameState = null;
|
||||
this.checkForNewPairs(oldState, this.gameState);
|
||||
this.renderGame();
|
||||
|
||||
// Check if the deferred state is a round_over transition
|
||||
const roundJustEnded = oldState?.phase !== 'round_over' &&
|
||||
newState.phase === 'round_over';
|
||||
|
||||
if (roundJustEnded && oldState) {
|
||||
// Same intercept as the game_state handler: store pre/post
|
||||
// reveal states so runRoundEndReveal can animate the reveal
|
||||
this.gameState = newState;
|
||||
const preReveal = JSON.parse(JSON.stringify(oldState));
|
||||
this.preRevealState = preReveal;
|
||||
this.postRevealState = newState;
|
||||
// Don't renderGame - let the reveal sequence handle it
|
||||
} else {
|
||||
this.gameState = newState;
|
||||
this.checkForNewPairs(oldState, newState);
|
||||
this.renderGame();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2063,6 +2099,16 @@ class GolfGame {
|
||||
|
||||
async runRoundEndReveal(scores, rankings) {
|
||||
const T = window.TIMING?.reveal || {};
|
||||
|
||||
// preRevealState may not be set yet if the game_state was deferred
|
||||
// (e.g., local swap animation was in progress). Wait briefly for it.
|
||||
if (!this.preRevealState) {
|
||||
const waitStart = Date.now();
|
||||
while (!this.preRevealState && Date.now() - waitStart < 3000) {
|
||||
await this.delay(100);
|
||||
}
|
||||
}
|
||||
|
||||
const oldState = this.preRevealState;
|
||||
const newState = this.postRevealState || this.gameState;
|
||||
|
||||
@@ -2072,22 +2118,35 @@ class GolfGame {
|
||||
return;
|
||||
}
|
||||
|
||||
// First, render the game with the OLD state (pre-reveal) so cards show face-down
|
||||
this.gameState = newState;
|
||||
// But render with pre-reveal card visuals
|
||||
this.revealAnimationInProgress = true;
|
||||
|
||||
// Render game to show current layout (opponents, etc)
|
||||
this.renderGame();
|
||||
|
||||
// Compute what needs revealing
|
||||
// Compute what needs revealing (before renderGame changes the DOM)
|
||||
const revealsByPlayer = this.getCardsToReveal(oldState, newState);
|
||||
|
||||
// Get reveal order: knocker first, then clockwise
|
||||
const knockerId = newState.finisher_id;
|
||||
const revealOrder = this.getRevealOrder(newState.players, knockerId);
|
||||
|
||||
// Initial pause
|
||||
// Wait for the last player's animation (swap/discard/draw) to finish
|
||||
// so the final play is visible before the reveal sequence starts
|
||||
const maxWait = 3000;
|
||||
const start = Date.now();
|
||||
while (Date.now() - start < maxWait) {
|
||||
if (!this.isDrawAnimating && !this.opponentSwapAnimation &&
|
||||
!this.opponentDiscardAnimating && !this.localDiscardAnimating &&
|
||||
!this.swapAnimationInProgress) {
|
||||
break;
|
||||
}
|
||||
await this.delay(100);
|
||||
}
|
||||
|
||||
// Extra pause so the final play registers visually before we
|
||||
// re-render the board (renderGame below resets card positions)
|
||||
await this.delay(T.lastPlayPause || 2500);
|
||||
|
||||
// Now render with pre-reveal state (face-down cards) for the reveal sequence
|
||||
this.gameState = newState;
|
||||
this.revealAnimationInProgress = true;
|
||||
this.renderGame();
|
||||
|
||||
this.setStatus('Revealing cards...', 'reveal');
|
||||
await this.delay(T.initialPause || 500);
|
||||
|
||||
@@ -2414,8 +2473,13 @@ class GolfGame {
|
||||
this.opponentDiscardAnimating = false;
|
||||
// Set isDrawAnimating to block renderGame from updating discard pile
|
||||
this.isDrawAnimating = true;
|
||||
// Force discard DOM to show the card being drawn before animation starts
|
||||
// (previous animation may have blocked renderGame from updating it)
|
||||
if (oldDiscard) {
|
||||
this.updateDiscardPileDisplay(oldDiscard);
|
||||
}
|
||||
console.log('[DEBUG] Opponent draw from discard - setting isDrawAnimating=true');
|
||||
window.drawAnimations.animateDrawDiscard(drawnCard, () => {
|
||||
window.drawAnimations.animateDrawDiscard(oldDiscard || drawnCard, () => {
|
||||
console.log('[DEBUG] Opponent draw from discard complete - clearing isDrawAnimating');
|
||||
this.isDrawAnimating = false;
|
||||
onAnimComplete();
|
||||
@@ -2425,7 +2489,7 @@ class GolfGame {
|
||||
this.opponentSwapAnimation = null;
|
||||
this.opponentDiscardAnimating = false;
|
||||
this.isDrawAnimating = true;
|
||||
console.log('[DEBUG] Opponent draw from deck - setting isDrawAnimating=true');
|
||||
console.log('[DEBUG] Opponent draw from deck - setting isDrawAnimating=true, drawnCard:', drawnCard ? `${drawnCard.rank} of ${drawnCard.suit}` : 'NULL', 'discardTop:', newDiscard ? `${newDiscard.rank} of ${newDiscard.suit}` : 'EMPTY');
|
||||
window.drawAnimations.animateDrawDeck(drawnCard, () => {
|
||||
console.log('[DEBUG] Opponent draw from deck complete - clearing isDrawAnimating');
|
||||
this.isDrawAnimating = false;
|
||||
@@ -2506,6 +2570,7 @@ class GolfGame {
|
||||
const cardsIdentical = wasOtherPlayer && JSON.stringify(oldPlayer.cards) === JSON.stringify(newPlayer.cards);
|
||||
|
||||
if (swappedPosition >= 0 && wasOtherPlayer) {
|
||||
console.log('[DEBUG] Swap detected:', { playerId: previousPlayerId, position: swappedPosition, wasFaceUp, newDiscard: newDiscard?.rank });
|
||||
// Opponent swapped - animate from the actual position that changed
|
||||
this.fireSwapAnimation(previousPlayerId, newDiscard, swappedPosition, wasFaceUp);
|
||||
// Show CPU swap announcement
|
||||
@@ -2818,22 +2883,28 @@ class GolfGame {
|
||||
rotation: sourceRotation,
|
||||
wasHandFaceDown: !wasFaceUp,
|
||||
onComplete: () => {
|
||||
sourceCardEl.classList.remove('swap-out');
|
||||
if (sourceCardEl) sourceCardEl.classList.remove('swap-out');
|
||||
this.opponentSwapAnimation = null;
|
||||
this.opponentDiscardAnimating = false;
|
||||
console.log('[DEBUG] Swap animation complete - clearing opponentSwapAnimation and opponentDiscardAnimating');
|
||||
this.renderGame();
|
||||
// Don't re-render during reveal animation - it handles its own rendering
|
||||
if (!this.revealAnimationInProgress) {
|
||||
this.renderGame();
|
||||
}
|
||||
}
|
||||
}
|
||||
);
|
||||
} else {
|
||||
// Fallback
|
||||
setTimeout(() => {
|
||||
sourceCardEl.classList.remove('swap-out');
|
||||
if (sourceCardEl) sourceCardEl.classList.remove('swap-out');
|
||||
this.opponentSwapAnimation = null;
|
||||
this.opponentDiscardAnimating = false;
|
||||
console.log('[DEBUG] Swap animation fallback complete - clearing flags');
|
||||
this.renderGame();
|
||||
// Don't re-render during reveal animation - it handles its own rendering
|
||||
if (!this.revealAnimationInProgress) {
|
||||
this.renderGame();
|
||||
}
|
||||
}, 500);
|
||||
}
|
||||
}
|
||||
@@ -2855,6 +2926,11 @@ class GolfGame {
|
||||
if (window.cardAnimations) {
|
||||
window.cardAnimations.animateInitialFlip(cardEl, cardData, () => {
|
||||
this.animatingPositions.delete(key);
|
||||
// Unhide the current card element (may have been rebuilt by renderGame)
|
||||
const currentCards = this.playerCards.querySelectorAll('.card');
|
||||
if (currentCards[position]) {
|
||||
currentCards[position].style.visibility = '';
|
||||
}
|
||||
});
|
||||
} else {
|
||||
// Fallback if card animations not available
|
||||
@@ -2959,7 +3035,7 @@ class GolfGame {
|
||||
this.hideToast();
|
||||
} else {
|
||||
const remaining = requiredFlips - uniquePositions.length;
|
||||
this.showToast(`Select ${remaining} more card${remaining > 1 ? 's' : ''} to flip`, '', 5000);
|
||||
this.showToast(`Select ${remaining} more card${remaining > 1 ? 's' : ''} to flip`, 'your-turn', 5000);
|
||||
}
|
||||
return;
|
||||
}
|
||||
@@ -4129,7 +4205,13 @@ class GolfGame {
|
||||
cardEl.firstChild.addEventListener('click', () => this.handleCardClick(index));
|
||||
// V3_13: Bind tooltip events for face-up cards
|
||||
this.bindCardTooltipEvents(cardEl.firstChild, displayCard);
|
||||
this.playerCards.appendChild(cardEl.firstChild);
|
||||
const appendedCard = cardEl.firstChild;
|
||||
this.playerCards.appendChild(appendedCard);
|
||||
|
||||
// Hide card if flip animation overlay is active on this position
|
||||
if (this.animatingPositions.has(`local-${index}`)) {
|
||||
appendedCard.style.visibility = 'hidden';
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
@@ -220,6 +220,7 @@ class CardAnimations {
|
||||
}
|
||||
|
||||
_animateDrawDeckCard(cardData, deckRect, holdingRect, onComplete) {
|
||||
console.log('[DEBUG] _animateDrawDeckCard called with cardData:', cardData ? `${cardData.rank} of ${cardData.suit}` : 'NULL');
|
||||
const deckColor = this.getDeckColor();
|
||||
const animCard = this.createAnimCard(deckRect, true, deckColor);
|
||||
animCard.dataset.animating = 'true'; // Mark as actively animating
|
||||
@@ -228,6 +229,9 @@ class CardAnimations {
|
||||
|
||||
if (cardData) {
|
||||
this.setCardContent(animCard, cardData);
|
||||
// Debug: verify what was actually set on the front face
|
||||
const front = animCard.querySelector('.draw-anim-front');
|
||||
console.log('[DEBUG] Draw anim card front content:', front?.innerHTML);
|
||||
}
|
||||
|
||||
this.playSound('draw-deck');
|
||||
@@ -416,6 +420,7 @@ class CardAnimations {
|
||||
}
|
||||
|
||||
// Animate initial flip at game start - smooth flip only, no lift
|
||||
// Uses overlay sized to match the source card exactly
|
||||
animateInitialFlip(cardElement, cardData, onComplete) {
|
||||
if (!cardElement) {
|
||||
if (onComplete) onComplete();
|
||||
@@ -429,8 +434,16 @@ class CardAnimations {
|
||||
const animCard = this.createAnimCard(rect, true, deckColor);
|
||||
this.setCardContent(animCard, cardData);
|
||||
|
||||
// Hide original card during animation
|
||||
cardElement.style.opacity = '0';
|
||||
// Match the front face styling to player hand cards (not deck/discard cards)
|
||||
const front = animCard.querySelector('.draw-anim-front');
|
||||
if (front) {
|
||||
front.style.background = 'linear-gradient(145deg, #fff 0%, #f5f5f5 100%)';
|
||||
front.style.border = '2px solid #ddd';
|
||||
front.style.boxShadow = '0 2px 8px rgba(0, 0, 0, 0.3)';
|
||||
}
|
||||
|
||||
// Hide original card during animation (overlay covers it)
|
||||
cardElement.style.visibility = 'hidden';
|
||||
|
||||
const inner = animCard.querySelector('.draw-anim-inner');
|
||||
const duration = window.TIMING?.card?.flip || 320;
|
||||
@@ -445,7 +458,7 @@ class CardAnimations {
|
||||
begin: () => this.playSound('flip'),
|
||||
complete: () => {
|
||||
animCard.remove();
|
||||
cardElement.style.opacity = '1';
|
||||
cardElement.style.visibility = '';
|
||||
if (onComplete) onComplete();
|
||||
}
|
||||
});
|
||||
@@ -454,7 +467,7 @@ class CardAnimations {
|
||||
} catch (e) {
|
||||
console.error('Initial flip animation error:', e);
|
||||
animCard.remove();
|
||||
cardElement.style.opacity = '1';
|
||||
cardElement.style.visibility = '';
|
||||
if (onComplete) onComplete();
|
||||
}
|
||||
}
|
||||
@@ -759,26 +772,28 @@ class CardAnimations {
|
||||
const id = 'turnPulse';
|
||||
this.stopTurnPulse(element);
|
||||
|
||||
// Quick shake animation
|
||||
// Quick shake animation - target cards only, not labels
|
||||
const T = window.TIMING?.turnPulse || {};
|
||||
const cards = element.querySelectorAll(':scope > .pile-wrapper > .card, :scope > .pile-wrapper > .discard-stack > #discard');
|
||||
const doShake = () => {
|
||||
if (!this.activeAnimations.has(id)) return;
|
||||
|
||||
anime({
|
||||
targets: element,
|
||||
targets: cards.length ? cards : element,
|
||||
translateX: [0, -6, 6, -4, 3, 0],
|
||||
duration: 300,
|
||||
duration: T.duration || 300,
|
||||
easing: 'easeInOutQuad'
|
||||
});
|
||||
};
|
||||
|
||||
// Delay first shake by 5 seconds, then repeat every 2 seconds
|
||||
// Delay first shake, then repeat at interval
|
||||
const timeout = setTimeout(() => {
|
||||
if (!this.activeAnimations.has(id)) return;
|
||||
doShake();
|
||||
const interval = setInterval(doShake, 2000);
|
||||
const interval = setInterval(doShake, T.interval || 3000);
|
||||
const entry = this.activeAnimations.get(id);
|
||||
if (entry) entry.interval = interval;
|
||||
}, 5000);
|
||||
}, T.initialDelay || 5000);
|
||||
this.activeAnimations.set(id, { timeout });
|
||||
}
|
||||
|
||||
@@ -1112,7 +1127,7 @@ class CardAnimations {
|
||||
});
|
||||
// Now run the swap animation
|
||||
this._runUnifiedSwap(handCardData, heldCardData, handRect, heldRect, discardRect, T, rotation, wasHandFaceDown, onComplete);
|
||||
}, 100);
|
||||
}, 350);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
<h1><img src="golfball-logo.svg" alt="" class="golfball-logo"><span class="golfer-swing">🏌️</span><span class="kicked-ball">⚪</span> <span class="golf-title">Golf</span></h1>
|
||||
<p class="subtitle">6-Card Golf Card Game <button id="rules-btn" class="btn btn-small btn-rules">Rules</button> <button id="leaderboard-btn" class="btn btn-small leaderboard-btn">Leaderboard</button></p>
|
||||
|
||||
<div class="alpha-banner">Alpha — Things may break. Stats may be wiped.</div>
|
||||
<div class="alpha-banner">Beta Testing - Bear with us while, stuff.</div>
|
||||
|
||||
<!-- Auth prompt for unauthenticated users -->
|
||||
<div id="auth-prompt" class="auth-prompt">
|
||||
@@ -53,6 +53,8 @@
|
||||
</div>
|
||||
|
||||
<p id="lobby-error" class="error"></p>
|
||||
|
||||
<footer class="app-footer">v3.1.5 © Aaron D. Lee</footer>
|
||||
</div>
|
||||
|
||||
<!-- Matchmaking Screen -->
|
||||
@@ -80,15 +82,15 @@
|
||||
<div class="waiting-layout">
|
||||
<div class="waiting-left-col">
|
||||
<div class="players-list">
|
||||
<h3>Players</h3>
|
||||
<ul id="players-list"></ul>
|
||||
</div>
|
||||
<div id="cpu-controls-section" class="cpu-controls-section hidden">
|
||||
<h4>Add CPU Opponents</h4>
|
||||
<div class="cpu-controls">
|
||||
<button id="remove-cpu-btn" class="btn btn-small btn-danger" title="Remove last CPU">−</button>
|
||||
<button id="add-cpu-btn" class="btn btn-small btn-success" title="Add CPU player">+</button>
|
||||
<div class="players-list-header">
|
||||
<h3>Players</h3>
|
||||
<div id="cpu-controls-section" class="cpu-controls hidden">
|
||||
<span class="cpu-controls-label">CPU:</span>
|
||||
<button id="remove-cpu-btn" class="cpu-ctrl-btn btn-danger" title="Remove CPU">−</button>
|
||||
<button id="add-cpu-btn" class="cpu-ctrl-btn btn-success" title="Add CPU">+</button>
|
||||
</div>
|
||||
</div>
|
||||
<ul id="players-list"></ul>
|
||||
</div>
|
||||
<button id="leave-room-btn" class="btn btn-danger">Leave Room</button>
|
||||
</div>
|
||||
@@ -284,6 +286,8 @@
|
||||
|
||||
<p id="waiting-message" class="info">Waiting for host to start the game...</p>
|
||||
</div>
|
||||
|
||||
<footer class="app-footer">v3.1.5 © Aaron D. Lee</footer>
|
||||
</div>
|
||||
|
||||
<!-- Game Screen -->
|
||||
|
||||
214
client/style.css
214
client/style.css
@@ -48,6 +48,15 @@ body {
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
/* App footer (lobby & waiting room) */
|
||||
.app-footer {
|
||||
margin-top: 2rem;
|
||||
padding: 1rem 0;
|
||||
font-size: 0.75rem;
|
||||
color: rgba(255, 255, 255, 0.35);
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
/* Golf title - golf ball with dimples and shine */
|
||||
.golf-title {
|
||||
font-size: 1.3em;
|
||||
@@ -208,10 +217,11 @@ body {
|
||||
background: rgba(0,0,0,0.2);
|
||||
border-radius: 10px;
|
||||
padding: 15px;
|
||||
margin-bottom: 0;
|
||||
}
|
||||
|
||||
.waiting-left-col .players-list h3 {
|
||||
margin: 0 0 10px 0;
|
||||
margin: 0;
|
||||
font-size: 1rem;
|
||||
}
|
||||
|
||||
@@ -330,29 +340,36 @@ body {
|
||||
.deck-cyan { background: linear-gradient(135deg, #00bcd4 0%, #0097a7 100%); }
|
||||
.deck-brown { background: linear-gradient(135deg, #8b4513 0%, #5d2f0d 100%); }
|
||||
|
||||
/* CPU Controls Section - below players list */
|
||||
.cpu-controls-section {
|
||||
background: rgba(0,0,0,0.2);
|
||||
border-radius: 8px;
|
||||
padding: 10px 12px;
|
||||
}
|
||||
|
||||
.cpu-controls-section h4 {
|
||||
margin: 0 0 6px 0;
|
||||
font-size: 0.8rem;
|
||||
color: #f4a460;
|
||||
}
|
||||
|
||||
.cpu-controls-section .cpu-controls {
|
||||
/* Players List Header with inline CPU controls */
|
||||
.players-list-header {
|
||||
display: flex;
|
||||
gap: 6px;
|
||||
justify-content: space-between;
|
||||
align-items: center;
|
||||
margin-bottom: 8px;
|
||||
}
|
||||
|
||||
.cpu-controls-section .cpu-controls .btn {
|
||||
flex: 1;
|
||||
padding: 6px 0;
|
||||
font-size: 1rem;
|
||||
.cpu-ctrl-btn {
|
||||
width: 28px;
|
||||
height: 28px;
|
||||
border: none;
|
||||
border-radius: 50%;
|
||||
color: white;
|
||||
font-size: 1.1rem;
|
||||
font-weight: bold;
|
||||
cursor: pointer;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
transition: opacity 0.15s;
|
||||
line-height: 1;
|
||||
}
|
||||
|
||||
.cpu-ctrl-btn:hover {
|
||||
opacity: 0.85;
|
||||
}
|
||||
|
||||
.cpu-ctrl-btn:active {
|
||||
opacity: 0.7;
|
||||
}
|
||||
|
||||
#waiting-message {
|
||||
@@ -363,12 +380,76 @@ body {
|
||||
|
||||
/* Mobile: stack vertically */
|
||||
@media (max-width: 700px) {
|
||||
#waiting-screen {
|
||||
padding: 10px 15px;
|
||||
}
|
||||
|
||||
.waiting-layout {
|
||||
grid-template-columns: 1fr;
|
||||
gap: 10px;
|
||||
padding-top: 72px;
|
||||
}
|
||||
|
||||
.waiting-left-col {
|
||||
gap: 10px;
|
||||
}
|
||||
|
||||
.waiting-left-col .players-list {
|
||||
padding: 12px;
|
||||
}
|
||||
|
||||
.players-list li {
|
||||
padding: 8px 10px;
|
||||
margin-bottom: 6px;
|
||||
}
|
||||
|
||||
#waiting-screen .settings {
|
||||
padding: 15px;
|
||||
}
|
||||
|
||||
#waiting-screen .settings h3 {
|
||||
margin-bottom: 10px;
|
||||
}
|
||||
|
||||
#leave-room-btn {
|
||||
padding: 10px 16px;
|
||||
font-size: 0.9rem;
|
||||
}
|
||||
|
||||
.basic-settings-row {
|
||||
grid-template-columns: 1fr 1fr;
|
||||
grid-template-columns: auto minmax(80px, auto) 1fr;
|
||||
gap: 8px;
|
||||
}
|
||||
|
||||
.basic-settings-row .form-group label {
|
||||
font-size: 0.75rem;
|
||||
}
|
||||
|
||||
.stepper-control {
|
||||
gap: 4px;
|
||||
padding: 4px 4px;
|
||||
}
|
||||
|
||||
.stepper-btn {
|
||||
width: 24px;
|
||||
height: 24px;
|
||||
font-size: 1rem;
|
||||
}
|
||||
|
||||
.stepper-value {
|
||||
min-width: 18px;
|
||||
font-size: 0.95rem;
|
||||
}
|
||||
|
||||
.basic-settings-row select {
|
||||
padding: 6px 2px;
|
||||
font-size: 0.85rem;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
|
||||
.deck-color-selector select {
|
||||
min-width: 0;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -376,7 +457,7 @@ body {
|
||||
.room-code-banner {
|
||||
position: fixed;
|
||||
top: 0;
|
||||
left: 20px;
|
||||
left: 7px;
|
||||
z-index: 100;
|
||||
background: linear-gradient(180deg, #d4845a 0%, #c4723f 50%, #b8663a 100%);
|
||||
padding: 10px 14px 18px;
|
||||
@@ -668,7 +749,15 @@ input::placeholder {
|
||||
|
||||
.cpu-controls {
|
||||
display: flex;
|
||||
gap: 10px;
|
||||
align-items: center;
|
||||
gap: 4px;
|
||||
}
|
||||
|
||||
.cpu-controls-label {
|
||||
font-size: 0.8rem;
|
||||
color: #f4a460;
|
||||
font-weight: 600;
|
||||
margin-right: 2px;
|
||||
}
|
||||
|
||||
.checkbox-group {
|
||||
@@ -1665,6 +1754,12 @@ input::placeholder {
|
||||
text-align: center;
|
||||
white-space: nowrap;
|
||||
color: #fff;
|
||||
background: linear-gradient(135deg, #4a6741 0%, #3d5a35 100%);
|
||||
}
|
||||
|
||||
/* Empty status - hide completely */
|
||||
.status-message:empty {
|
||||
display: none;
|
||||
}
|
||||
|
||||
.status-message.your-turn {
|
||||
@@ -1684,6 +1779,19 @@ input::placeholder {
|
||||
color: #fff;
|
||||
}
|
||||
|
||||
/* Round/game over status */
|
||||
.status-message.round-over,
|
||||
.status-message.game-over {
|
||||
background: linear-gradient(135deg, #f0c040 0%, #d4a017 100%);
|
||||
color: #2d3436;
|
||||
}
|
||||
|
||||
/* Reveal status */
|
||||
.status-message.reveal {
|
||||
background: linear-gradient(135deg, #8b7eb8 0%, #6b5b95 100%);
|
||||
color: #fff;
|
||||
}
|
||||
|
||||
/* Final turn badge - enhanced V3 with countdown */
|
||||
.final-turn-badge {
|
||||
display: flex;
|
||||
@@ -1691,8 +1799,8 @@ input::placeholder {
|
||||
gap: 6px;
|
||||
background: linear-gradient(135deg, #ff6b35 0%, #d63031 100%);
|
||||
color: #fff;
|
||||
padding: 6px 14px;
|
||||
border-radius: 8px;
|
||||
padding: 6px 16px;
|
||||
border-radius: 4px;
|
||||
font-weight: 700;
|
||||
letter-spacing: 0.05em;
|
||||
white-space: nowrap;
|
||||
@@ -1701,7 +1809,7 @@ input::placeholder {
|
||||
}
|
||||
|
||||
.final-turn-badge .final-turn-text {
|
||||
font-size: 0.85rem;
|
||||
font-size: 0.9rem;
|
||||
}
|
||||
|
||||
.final-turn-badge.hidden {
|
||||
@@ -3329,7 +3437,7 @@ input::placeholder {
|
||||
.auth-bar {
|
||||
position: fixed;
|
||||
top: 10px;
|
||||
right: 15px;
|
||||
right: 7px;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 10px;
|
||||
@@ -4795,10 +4903,10 @@ body.screen-shake {
|
||||
.scoresheet-content {
|
||||
background: linear-gradient(145deg, #1a472a 0%, #0d3320 100%);
|
||||
border-radius: 16px;
|
||||
padding: 24px 28px;
|
||||
padding: 14px 18px;
|
||||
max-width: 520px;
|
||||
width: 92%;
|
||||
max-height: 85vh;
|
||||
max-height: 90vh;
|
||||
overflow-y: auto;
|
||||
box-shadow:
|
||||
0 16px 50px rgba(0, 0, 0, 0.6),
|
||||
@@ -4810,23 +4918,23 @@ body.screen-shake {
|
||||
|
||||
.ss-header {
|
||||
text-align: center;
|
||||
font-size: 1.1rem;
|
||||
font-size: 1rem;
|
||||
font-weight: 700;
|
||||
color: #f4a460;
|
||||
margin-bottom: 18px;
|
||||
margin-bottom: 10px;
|
||||
letter-spacing: 0.05em;
|
||||
}
|
||||
|
||||
.ss-players {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 14px;
|
||||
gap: 8px;
|
||||
}
|
||||
|
||||
.ss-player-row {
|
||||
background: rgba(0, 0, 0, 0.2);
|
||||
border-radius: 10px;
|
||||
padding: 12px 14px;
|
||||
padding: 8px 10px;
|
||||
border: 1px solid rgba(255, 255, 255, 0.06);
|
||||
}
|
||||
|
||||
@@ -4834,7 +4942,7 @@ body.screen-shake {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 8px;
|
||||
margin-bottom: 8px;
|
||||
margin-bottom: 4px;
|
||||
}
|
||||
|
||||
.ss-player-name {
|
||||
@@ -4898,10 +5006,10 @@ body.screen-shake {
|
||||
display: inline-flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
width: 36px;
|
||||
height: 28px;
|
||||
width: 32px;
|
||||
height: 24px;
|
||||
border-radius: 3px;
|
||||
font-size: 0.72rem;
|
||||
font-size: 0.68rem;
|
||||
font-weight: 700;
|
||||
line-height: 1;
|
||||
background: #f5f0e8;
|
||||
@@ -4976,9 +5084,9 @@ body.screen-shake {
|
||||
.ss-next-btn {
|
||||
display: block;
|
||||
width: 100%;
|
||||
margin-top: 18px;
|
||||
padding: 10px;
|
||||
font-size: 0.95rem;
|
||||
margin-top: 10px;
|
||||
padding: 8px;
|
||||
font-size: 0.9rem;
|
||||
}
|
||||
|
||||
/* --- V3_11: Swap Animation --- */
|
||||
@@ -5002,14 +5110,21 @@ body.screen-shake {
|
||||
}
|
||||
|
||||
body.mobile-portrait {
|
||||
height: var(--app-height, 100vh);
|
||||
overflow: hidden;
|
||||
overscroll-behavior: contain;
|
||||
touch-action: manipulation;
|
||||
}
|
||||
|
||||
body.mobile-portrait #app {
|
||||
padding: 0;
|
||||
}
|
||||
|
||||
/* Lock viewport only when game screen is active (allow scrolling on rules, lobby, etc.) */
|
||||
body.mobile-portrait:has(#game-screen.active) {
|
||||
height: var(--app-height, 100vh);
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
body.mobile-portrait:has(#game-screen.active) #app {
|
||||
height: var(--app-height, 100vh);
|
||||
overflow: hidden;
|
||||
}
|
||||
@@ -5090,6 +5205,10 @@ body.mobile-portrait #matchmaking-screen {
|
||||
margin-top: 50px;
|
||||
}
|
||||
|
||||
body.mobile-portrait .header-col-center {
|
||||
justify-content: flex-start;
|
||||
}
|
||||
|
||||
body.mobile-portrait .status-message {
|
||||
font-size: 1.02rem;
|
||||
white-space: nowrap;
|
||||
@@ -5114,11 +5233,14 @@ body.mobile-portrait .mute-btn {
|
||||
}
|
||||
|
||||
body.mobile-portrait .final-turn-badge {
|
||||
font-size: 0.6rem;
|
||||
padding: 2px 6px;
|
||||
padding: 6px 16px;
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
body.mobile-portrait .final-turn-badge .final-turn-text {
|
||||
font-size: 1.02rem;
|
||||
}
|
||||
|
||||
/* --- Mobile: Game table — opponents pinned top, rest centered in remaining space --- */
|
||||
body.mobile-portrait .game-table {
|
||||
display: flex;
|
||||
@@ -5526,11 +5648,12 @@ body.mobile-portrait #lobby-screen {
|
||||
}
|
||||
|
||||
body.mobile-portrait #waiting-screen {
|
||||
padding: 10px 12px;
|
||||
padding: 10px 15px;
|
||||
overflow-y: auto;
|
||||
max-height: 100dvh;
|
||||
}
|
||||
|
||||
|
||||
/* --- Mobile: Compact scoresheet modal --- */
|
||||
body.mobile-portrait .scoresheet-content {
|
||||
padding: 14px 16px;
|
||||
@@ -5591,6 +5714,7 @@ body.mobile-portrait .ss-next-btn {
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
|
||||
|
||||
/* --- Mobile: Very short screens (e.g. iPhone SE) --- */
|
||||
@media (max-height: 600px) {
|
||||
body.mobile-portrait .opponents-row {
|
||||
|
||||
@@ -77,6 +77,7 @@ const TIMING = {
|
||||
|
||||
// V3_03: Round end reveal timing
|
||||
reveal: {
|
||||
lastPlayPause: 2000, // Pause after last play animation before reveals
|
||||
voluntaryWindow: 2000, // Time for players to flip their own cards
|
||||
initialPause: 250, // Pause before auto-reveals start
|
||||
cardStagger: 50, // Between cards in same hand
|
||||
@@ -128,6 +129,13 @@ const TIMING = {
|
||||
pulseDelay: 200, // Delay before card appears (pulse visible first)
|
||||
},
|
||||
|
||||
// Turn pulse (deck shake)
|
||||
turnPulse: {
|
||||
initialDelay: 5000, // Delay before first shake
|
||||
interval: 5400, // Time between shakes
|
||||
duration: 300, // Shake animation duration
|
||||
},
|
||||
|
||||
// V3_17: Knock notification
|
||||
knock: {
|
||||
statusDuration: 2500, // How long the knock status message persists
|
||||
|
||||
@@ -28,8 +28,14 @@ services:
|
||||
- RESEND_API_KEY=${RESEND_API_KEY:-}
|
||||
- EMAIL_FROM=${EMAIL_FROM:-Golf Cards <noreply@contact.golfcards.club>}
|
||||
- SENTRY_DSN=${SENTRY_DSN:-}
|
||||
- ENVIRONMENT=production
|
||||
- LOG_LEVEL=INFO
|
||||
- ENVIRONMENT=${ENVIRONMENT:-production}
|
||||
- LOG_LEVEL=${LOG_LEVEL:-INFO}
|
||||
- LOG_LEVEL_GAME=${LOG_LEVEL_GAME:-}
|
||||
- LOG_LEVEL_AI=${LOG_LEVEL_AI:-}
|
||||
- LOG_LEVEL_HANDLERS=${LOG_LEVEL_HANDLERS:-}
|
||||
- LOG_LEVEL_ROOM=${LOG_LEVEL_ROOM:-}
|
||||
- LOG_LEVEL_AUTH=${LOG_LEVEL_AUTH:-}
|
||||
- LOG_LEVEL_STORES=${LOG_LEVEL_STORES:-}
|
||||
- BASE_URL=${BASE_URL:-https://golf.example.com}
|
||||
- RATE_LIMIT_ENABLED=true
|
||||
- INVITE_ONLY=true
|
||||
|
||||
146
docker-compose.staging.yml
Normal file
146
docker-compose.staging.yml
Normal file
@@ -0,0 +1,146 @@
|
||||
# Staging Docker Compose for Golf Card Game
|
||||
#
|
||||
# Mirrors production but with reduced memory limits for 512MB droplet.
|
||||
#
|
||||
# Usage:
|
||||
# docker compose -f docker-compose.staging.yml up -d --build
|
||||
|
||||
services:
|
||||
app:
|
||||
build:
|
||||
context: .
|
||||
dockerfile: Dockerfile
|
||||
environment:
|
||||
- POSTGRES_URL=postgresql://golf:${DB_PASSWORD}@postgres:5432/golf
|
||||
- DATABASE_URL=postgresql://golf:${DB_PASSWORD}@postgres:5432/golf
|
||||
- REDIS_URL=redis://redis:6379
|
||||
- SECRET_KEY=${SECRET_KEY}
|
||||
- RESEND_API_KEY=${RESEND_API_KEY:-}
|
||||
- EMAIL_FROM=${EMAIL_FROM:-Golf Cards <noreply@contact.golfcards.club>}
|
||||
- SENTRY_DSN=${SENTRY_DSN:-}
|
||||
- ENVIRONMENT=${ENVIRONMENT:-staging}
|
||||
- LOG_LEVEL=${LOG_LEVEL:-INFO}
|
||||
- LOG_LEVEL_GAME=${LOG_LEVEL_GAME:-}
|
||||
- LOG_LEVEL_AI=${LOG_LEVEL_AI:-}
|
||||
- LOG_LEVEL_HANDLERS=${LOG_LEVEL_HANDLERS:-}
|
||||
- LOG_LEVEL_ROOM=${LOG_LEVEL_ROOM:-}
|
||||
- LOG_LEVEL_AUTH=${LOG_LEVEL_AUTH:-}
|
||||
- LOG_LEVEL_STORES=${LOG_LEVEL_STORES:-}
|
||||
- BASE_URL=${BASE_URL:-https://staging.golfcards.club}
|
||||
- RATE_LIMIT_ENABLED=false
|
||||
- INVITE_ONLY=true
|
||||
- BOOTSTRAP_ADMIN_USERNAME=${BOOTSTRAP_ADMIN_USERNAME:-}
|
||||
- BOOTSTRAP_ADMIN_PASSWORD=${BOOTSTRAP_ADMIN_PASSWORD:-}
|
||||
- MATCHMAKING_ENABLED=true
|
||||
depends_on:
|
||||
postgres:
|
||||
condition: service_healthy
|
||||
redis:
|
||||
condition: service_healthy
|
||||
deploy:
|
||||
replicas: 1
|
||||
restart_policy:
|
||||
condition: on-failure
|
||||
max_attempts: 3
|
||||
resources:
|
||||
limits:
|
||||
memory: 128M
|
||||
reservations:
|
||||
memory: 48M
|
||||
networks:
|
||||
- internal
|
||||
- web
|
||||
labels:
|
||||
- "traefik.enable=true"
|
||||
- "traefik.docker.network=golfgame_web"
|
||||
- "traefik.http.routers.golf.rule=Host(`${DOMAIN:-staging.golfcards.club}`)"
|
||||
- "traefik.http.routers.golf.entrypoints=websecure"
|
||||
- "traefik.http.routers.golf.tls=true"
|
||||
- "traefik.http.routers.golf.tls.certresolver=letsencrypt"
|
||||
- "traefik.http.services.golf.loadbalancer.server.port=8000"
|
||||
- "traefik.http.services.golf.loadbalancer.sticky.cookie=true"
|
||||
- "traefik.http.services.golf.loadbalancer.sticky.cookie.name=golf_server"
|
||||
|
||||
postgres:
|
||||
image: postgres:16-alpine
|
||||
environment:
|
||||
POSTGRES_DB: golf
|
||||
POSTGRES_USER: golf
|
||||
POSTGRES_PASSWORD: ${DB_PASSWORD}
|
||||
volumes:
|
||||
- postgres_data:/var/lib/postgresql/data
|
||||
healthcheck:
|
||||
test: ["CMD-SHELL", "pg_isready -U golf -d golf"]
|
||||
interval: 10s
|
||||
timeout: 5s
|
||||
retries: 5
|
||||
networks:
|
||||
- internal
|
||||
deploy:
|
||||
resources:
|
||||
limits:
|
||||
memory: 96M
|
||||
reservations:
|
||||
memory: 48M
|
||||
|
||||
redis:
|
||||
image: redis:7-alpine
|
||||
command: redis-server --appendonly yes --maxmemory 16mb --maxmemory-policy allkeys-lru
|
||||
volumes:
|
||||
- redis_data:/data
|
||||
healthcheck:
|
||||
test: ["CMD", "redis-cli", "ping"]
|
||||
interval: 10s
|
||||
timeout: 5s
|
||||
retries: 5
|
||||
networks:
|
||||
- internal
|
||||
deploy:
|
||||
resources:
|
||||
limits:
|
||||
memory: 32M
|
||||
reservations:
|
||||
memory: 16M
|
||||
|
||||
traefik:
|
||||
image: traefik:v3.6
|
||||
environment:
|
||||
- DOCKER_API_VERSION=1.44
|
||||
command:
|
||||
- "--api.dashboard=true"
|
||||
- "--api.insecure=true"
|
||||
- "--accesslog=true"
|
||||
- "--log.level=WARN"
|
||||
- "--providers.docker=true"
|
||||
- "--providers.docker.exposedbydefault=false"
|
||||
- "--entrypoints.web.address=:80"
|
||||
- "--entrypoints.web.http.redirections.entryPoint.to=websecure"
|
||||
- "--entrypoints.web.http.redirections.entryPoint.scheme=https"
|
||||
- "--entrypoints.websecure.address=:443"
|
||||
- "--certificatesresolvers.letsencrypt.acme.httpchallenge=true"
|
||||
- "--certificatesresolvers.letsencrypt.acme.httpchallenge.entrypoint=web"
|
||||
- "--certificatesresolvers.letsencrypt.acme.email=${ACME_EMAIL}"
|
||||
- "--certificatesresolvers.letsencrypt.acme.storage=/letsencrypt/acme.json"
|
||||
ports:
|
||||
- "80:80"
|
||||
- "443:443"
|
||||
volumes:
|
||||
- /var/run/docker.sock:/var/run/docker.sock:ro
|
||||
- letsencrypt:/letsencrypt
|
||||
networks:
|
||||
- web
|
||||
deploy:
|
||||
resources:
|
||||
limits:
|
||||
memory: 48M
|
||||
|
||||
volumes:
|
||||
postgres_data:
|
||||
redis_data:
|
||||
letsencrypt:
|
||||
|
||||
networks:
|
||||
internal:
|
||||
driver: bridge
|
||||
web:
|
||||
driver: bridge
|
||||
57
docs/v3/V3_18_POSTGRES_STORAGE_EFFICIENCY.md
Normal file
57
docs/v3/V3_18_POSTGRES_STORAGE_EFFICIENCY.md
Normal file
@@ -0,0 +1,57 @@
|
||||
# V3.18: PostgreSQL Game Data Storage Efficiency
|
||||
|
||||
**Status:** Planning
|
||||
**Priority:** Medium
|
||||
**Category:** Infrastructure / Performance
|
||||
|
||||
## Problem
|
||||
|
||||
Per-move game logging stores full `hand_state` and `visible_opponents` JSONB on every move. For a typical 6-player, 9-hole game this generates significant redundant data since most of each player's hand doesn't change between moves.
|
||||
|
||||
## Areas to Investigate
|
||||
|
||||
### 1. Delta Encoding for Move Data
|
||||
|
||||
Store only what changed from the previous move instead of full state snapshots.
|
||||
|
||||
- First move of each round stores full state (baseline)
|
||||
- Subsequent moves store only changed positions (e.g., `{"player_0": {"pos_2": "5H"}}`)
|
||||
- Replay reconstruction applies deltas sequentially
|
||||
- Trade-off: simpler queries vs. storage savings
|
||||
|
||||
### 2. PostgreSQL TOAST and Compression
|
||||
|
||||
- TOAST already compresses large JSONB values automatically
|
||||
- Measure actual on-disk size vs. logical size for typical game data
|
||||
- Consider whether explicit compression (e.g., storing gzipped blobs) adds meaningful savings over TOAST
|
||||
|
||||
### 3. Retention Policy
|
||||
|
||||
- Archive completed games older than N days to a separate table or cold storage
|
||||
- Configurable retention period via env var (e.g., `GAME_LOG_RETENTION_DAYS`)
|
||||
- Keep aggregate stats even after pruning raw move data
|
||||
|
||||
### 4. Move Logging Toggle
|
||||
|
||||
- Env var `GAME_LOGGING_ENABLED=true|false` to disable move-level logging entirely
|
||||
- Useful for non-analysis environments (dev, load testing)
|
||||
- Game outcomes and stats would still be recorded
|
||||
|
||||
### 5. Batch Inserts
|
||||
|
||||
- Buffer moves in memory and flush periodically instead of per-move INSERT
|
||||
- Reduces database round-trips during active games
|
||||
- Risk: data loss if server crashes mid-game (acceptable for non-critical move logs)
|
||||
|
||||
## Measurements Needed
|
||||
|
||||
Before optimizing, measure current impact:
|
||||
|
||||
- Average JSONB size per move (bytes)
|
||||
- Average moves per game
|
||||
- Total storage per game (moves + overhead)
|
||||
- Query patterns: how often is per-move data actually read?
|
||||
|
||||
## Dependencies
|
||||
|
||||
- None (independent infrastructure improvement)
|
||||
23
scripts/deploy-staging.sh
Executable file
23
scripts/deploy-staging.sh
Executable file
@@ -0,0 +1,23 @@
|
||||
#!/bin/bash
|
||||
set -e
|
||||
|
||||
DROPLET="root@129.212.150.189"
|
||||
REMOTE_DIR="/opt/golfgame"
|
||||
|
||||
echo "Syncing to staging ($DROPLET)..."
|
||||
rsync -az --delete \
|
||||
--exclude='.git' \
|
||||
--exclude='__pycache__' \
|
||||
--exclude='node_modules' \
|
||||
--exclude='.env' \
|
||||
--exclude='internal/' \
|
||||
server/ "$DROPLET:$REMOTE_DIR/server/"
|
||||
rsync -az --delete \
|
||||
--exclude='.git' \
|
||||
--exclude='__pycache__' \
|
||||
--exclude='node_modules' \
|
||||
client/ "$DROPLET:$REMOTE_DIR/client/"
|
||||
|
||||
echo "Rebuilding app container..."
|
||||
ssh $DROPLET "cd $REMOTE_DIR && docker compose -f docker-compose.staging.yml up -d --build app"
|
||||
echo "Staging deploy complete."
|
||||
@@ -7,6 +7,24 @@ PORT=8000
|
||||
DEBUG=true
|
||||
LOG_LEVEL=DEBUG
|
||||
|
||||
# Per-module log level overrides (optional)
|
||||
# These override LOG_LEVEL for specific modules.
|
||||
# LOG_LEVEL_GAME=DEBUG # Core game logic
|
||||
# LOG_LEVEL_AI=DEBUG # AI decisions (very verbose at DEBUG)
|
||||
# LOG_LEVEL_HANDLERS=DEBUG # WebSocket message handlers
|
||||
# LOG_LEVEL_ROOM=DEBUG # Room/lobby management
|
||||
# LOG_LEVEL_AUTH=DEBUG # Auth stack (auth, routers.auth, services.auth_service)
|
||||
# LOG_LEVEL_STORES=DEBUG # Database/Redis operations
|
||||
|
||||
# --- Preset examples ---
|
||||
# Staging (debug game logic, quiet everything else):
|
||||
# LOG_LEVEL=INFO
|
||||
# LOG_LEVEL_GAME=DEBUG
|
||||
# LOG_LEVEL_AI=DEBUG
|
||||
#
|
||||
# Production (minimal logging):
|
||||
# LOG_LEVEL=WARNING
|
||||
|
||||
# Environment (development, staging, production)
|
||||
# Affects logging format, security headers (HSTS), etc.
|
||||
ENVIRONMENT=development
|
||||
|
||||
57
server/ai.py
57
server/ai.py
@@ -43,8 +43,9 @@ CPU_TIMING = {
|
||||
# Delay before CPU "looks at" the discard pile
|
||||
"initial_look": (0.3, 0.5),
|
||||
# Brief pause after draw broadcast - let draw animation complete
|
||||
# Must be >= client draw animation duration (~1s for deck, ~0.4s for discard)
|
||||
"post_draw_settle": 1.1,
|
||||
# Must be >= client draw animation duration (~1.09s for deck, ~0.4s for discard)
|
||||
# Extra margin prevents swap message from arriving before draw flip completes
|
||||
"post_draw_settle": 1.3,
|
||||
# Consideration time after drawing (before swap/discard decision)
|
||||
"post_draw_consider": (0.2, 0.4),
|
||||
# Variance multiplier range for chaotic personality players
|
||||
@@ -1301,12 +1302,28 @@ class GolfAI:
|
||||
|
||||
max_acceptable_go_out = 14 + int(profile.aggression * 4)
|
||||
|
||||
# Check opponent scores - don't go out if we'd lose badly
|
||||
opponent_min = estimate_opponent_min_score(player, game, optimistic=False)
|
||||
# Aggressive players tolerate a bigger gap; conservative ones less
|
||||
opponent_margin = 4 + int(profile.aggression * 4) # 4-8 points
|
||||
opponent_cap = opponent_min + opponent_margin
|
||||
|
||||
# Use the more restrictive of the two thresholds
|
||||
effective_max = min(max_acceptable_go_out, opponent_cap)
|
||||
|
||||
ai_log(f" Go-out safety check: visible_base={visible_score}, "
|
||||
f"score_if_swap={score_if_swap}, score_if_flip={score_if_flip}, "
|
||||
f"max_acceptable={max_acceptable_go_out}")
|
||||
f"max_acceptable={max_acceptable_go_out}, opponent_min={opponent_min}, "
|
||||
f"opponent_cap={opponent_cap}, effective_max={effective_max}")
|
||||
|
||||
# High-card safety: don't swap 8+ into hidden position unless it makes a pair
|
||||
creates_pair = (last_partner.face_up and last_partner.rank == drawn_card.rank)
|
||||
if drawn_value >= HIGH_CARD_THRESHOLD and not creates_pair:
|
||||
ai_log(f" >> GO-OUT: high card ({drawn_value}) into hidden, preferring flip")
|
||||
return None # Fall through to normal scoring (will flip)
|
||||
|
||||
# If BOTH options are bad, choose the better one
|
||||
if score_if_swap > max_acceptable_go_out and score_if_flip > max_acceptable_go_out:
|
||||
if score_if_swap > effective_max and score_if_flip > effective_max:
|
||||
if score_if_swap <= score_if_flip:
|
||||
ai_log(f" >> SAFETY: both options bad, but swap ({score_if_swap}) "
|
||||
f"<= flip ({score_if_flip}), forcing swap")
|
||||
@@ -1322,7 +1339,7 @@ class GolfAI:
|
||||
return None
|
||||
|
||||
# If swap is good, prefer it (known outcome vs unknown flip)
|
||||
elif score_if_swap <= max_acceptable_go_out and score_if_swap <= score_if_flip:
|
||||
elif score_if_swap <= effective_max and score_if_swap <= score_if_flip:
|
||||
ai_log(f" >> SAFETY: swap gives acceptable score {score_if_swap}")
|
||||
return last_pos
|
||||
|
||||
@@ -1739,9 +1756,23 @@ class GolfAI:
|
||||
expected_hidden_total = len(face_down) * EXPECTED_HIDDEN_VALUE
|
||||
projected_score = visible_score + expected_hidden_total
|
||||
|
||||
# Hard cap: never knock with projected score > 10
|
||||
if projected_score > 10:
|
||||
ai_log(f" Knock rejected: projected score {projected_score:.1f} > 10 hard cap")
|
||||
return False
|
||||
|
||||
# Tighter threshold: range 5 to 9 based on aggression
|
||||
max_acceptable = 5 + int(profile.aggression * 4)
|
||||
|
||||
# Check opponent threat - don't knock if an opponent likely beats us
|
||||
opponent_min = estimate_opponent_min_score(player, game, optimistic=False)
|
||||
if opponent_min < projected_score:
|
||||
# Opponent is likely beating us - penalize threshold
|
||||
threat_margin = projected_score - opponent_min
|
||||
max_acceptable -= int(threat_margin * 0.75)
|
||||
ai_log(f" Knock threat penalty: opponent est {opponent_min}, "
|
||||
f"margin {threat_margin:.1f}, threshold now {max_acceptable}")
|
||||
|
||||
# Exception: if all opponents are showing terrible scores, relax threshold
|
||||
all_opponents_bad = all(
|
||||
sum(get_ai_card_value(c, game.options) for c in p.cards if c.face_up) >= 25
|
||||
@@ -1752,12 +1783,14 @@ class GolfAI:
|
||||
|
||||
if projected_score <= max_acceptable:
|
||||
# Scale knock chance by how good the projected score is
|
||||
if projected_score <= 5:
|
||||
knock_chance = profile.aggression * 0.3 # Max 30%
|
||||
elif projected_score <= 7:
|
||||
if projected_score <= 4:
|
||||
knock_chance = profile.aggression * 0.35 # Max 35%
|
||||
elif projected_score <= 6:
|
||||
knock_chance = profile.aggression * 0.15 # Max 15%
|
||||
else:
|
||||
knock_chance = profile.aggression * 0.05 # Max 5% (very rare)
|
||||
elif projected_score <= 8:
|
||||
knock_chance = profile.aggression * 0.06 # Max 6%
|
||||
else: # 9-10
|
||||
knock_chance = profile.aggression * 0.02 # Max 2% (very rare)
|
||||
|
||||
if random.random() < knock_chance:
|
||||
ai_log(f" Knock early: taking the gamble! (projected {projected_score:.1f})")
|
||||
@@ -1966,10 +1999,8 @@ async def process_cpu_turn(
|
||||
await asyncio.sleep(thinking_time)
|
||||
ai_log(f"{cpu_player.name} done thinking, making decision")
|
||||
|
||||
# Check if we should try to go out early
|
||||
GolfAI.should_go_out_early(cpu_player, game, profile)
|
||||
|
||||
# Check if we should knock early (flip all remaining cards at once)
|
||||
# (Opponent threat logic consolidated into should_knock_early)
|
||||
if GolfAI.should_knock_early(game, cpu_player, profile):
|
||||
if game.knock_early(cpu_player.id):
|
||||
_log_cpu_action(logger, game_id, cpu_player, game,
|
||||
|
||||
@@ -148,6 +148,39 @@ class DevelopmentFormatter(logging.Formatter):
|
||||
return output
|
||||
|
||||
|
||||
# Per-module log level overrides via env vars.
|
||||
# Key: env var suffix, Value: list of Python logger names to apply to.
|
||||
MODULE_LOGGER_MAP = {
|
||||
"GAME": ["game"],
|
||||
"AI": ["ai"],
|
||||
"HANDLERS": ["handlers"],
|
||||
"ROOM": ["room"],
|
||||
"AUTH": ["auth", "routers.auth", "services.auth_service"],
|
||||
"STORES": ["stores"],
|
||||
}
|
||||
|
||||
|
||||
def _apply_module_overrides() -> dict[str, str]:
|
||||
"""
|
||||
Apply per-module log level overrides from LOG_LEVEL_{MODULE} env vars.
|
||||
|
||||
Returns:
|
||||
Dict of module name -> level for any overrides that were applied.
|
||||
"""
|
||||
active = {}
|
||||
for module, logger_names in MODULE_LOGGER_MAP.items():
|
||||
env_val = os.environ.get(f"LOG_LEVEL_{module}", "").upper()
|
||||
if not env_val:
|
||||
continue
|
||||
level = getattr(logging, env_val, None)
|
||||
if level is None:
|
||||
continue
|
||||
active[module] = env_val
|
||||
for name in logger_names:
|
||||
logging.getLogger(name).setLevel(level)
|
||||
return active
|
||||
|
||||
|
||||
def setup_logging(
|
||||
level: str = "INFO",
|
||||
environment: str = "development",
|
||||
@@ -182,12 +215,19 @@ def setup_logging(
|
||||
logging.getLogger("websockets").setLevel(logging.WARNING)
|
||||
logging.getLogger("asyncio").setLevel(logging.WARNING)
|
||||
|
||||
# Apply per-module overrides from env vars
|
||||
overrides = _apply_module_overrides()
|
||||
|
||||
# Log startup
|
||||
logger = logging.getLogger(__name__)
|
||||
logger.info(
|
||||
f"Logging configured: level={level}, environment={environment}",
|
||||
extra={"level": level, "environment": environment},
|
||||
)
|
||||
if overrides:
|
||||
logger.info(
|
||||
f"Per-module log level overrides: {', '.join(f'{m}={l}' for m, l in overrides.items())}",
|
||||
)
|
||||
|
||||
|
||||
class ContextLogger(logging.LoggerAdapter):
|
||||
|
||||
Reference in New Issue
Block a user