20 Commits

Author SHA1 Message Date
adlee-was-taken
dc936d7e1c Add v3.1.5 footer with copyright to lobby and waiting room
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 21:08:39 -05:00
adlee-was-taken
1cdf1cf281 Tune round-end pause and reduce deck shake frequency
Cut lastPlayPause to 2s and increase shake interval by 80% (3s→5.4s)
so the draw/discard nudge feels less nagging.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 21:06:17 -05:00
adlee-was-taken
17f7d8ce7a Fix draw-swap animation race and smarter CPU go-out decisions
Increase post_draw_settle timing (1.1s→1.3s) and swap retry delay
(100ms→350ms) to prevent draw animation from being cut short by the
arriving swap animation. Also make CPU go-out decisions consider
opponent scores and avoid swapping high cards (8+) into hidden slots.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:57:59 -05:00
adlee-was-taken
9a5bc888cb Compact scoresheet modal to reduce scrolling with 4 players
Tighten padding, gaps, card sizes, and margins across all scoresheet
elements so the full modal fits without scrolling on most viewports.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:41:03 -05:00
adlee-was-taken
3dcad3dfdf Fix round-end reveal timing: pause after last play, handle deferred state
Two issues fixed:

1. renderGame() was called before the lastPlayPause delay, causing the
   board to jump to final card positions while the swap animation was
   still visually playing. Moved renderGame() to after the wait+pause.

2. When the local player makes the final play, their swap animation
   defers the round_over game_state to pendingGameState. The deferred
   state bypassed the round-end intercept, so preRevealState was never
   set — causing the scoresheet to appear immediately without the
   reveal animation. Now completeSwapAnimation checks for round_over
   transitions and sets preRevealState. Also added a wait loop in
   runRoundEndReveal for robustness.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:35:02 -05:00
adlee-was-taken
b129aa4f29 Fix opponent draw-from-discard animation showing wrong card
Force discard pile DOM update before draw animation starts to prevent
stale card display when previous swap animation blocked renderGame.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:26:24 -05:00
adlee-was-taken
86697dd454 Compact mobile lobby layout with inline CPU controls
- Move CPU +/- buttons inline into Players header row with "CPU:" label
- Tighten vertical spacing for mobile stacked layout (≤700px)
- Fit Decks/Holes/Card Backs settings in single row on mobile
- Reduce room code banner and auth bar edge margins
- Consistent spacing across all stacked viewport widths

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 20:15:37 -05:00
adlee-was-taken
77cbefc30c Improve initial card flip animation appearance
Style the flip overlay's front face to match player hand cards (gradient
background, proper border/shadow) instead of using generic card-front
styles. Hide the underlying card during the animation so the green table
shows through the flip rather than a white card peeking behind it.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 19:29:09 -05:00
adlee-was-taken
e2c7a55dac Fix held card displacement in landscape and tooltip crash
The turn pulse shake was targeting .discard-stack, which is an ancestor of
#held-card-floating. A CSS transform on any ancestor breaks position:fixed,
causing the held card to render far from the deck area. Now target #discard
directly instead.

Also fix duplicate getCardPointValue methods — the 3-arg scoring version
shadowed the 1-arg tooltip version, leaving cardValues undefined on hover.

Add staging deploy script (rsync working tree, no git pull needed).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 19:16:20 -05:00
adlee-was-taken
8d5b2ee655 Fix AI knock decisions and improve round-end animations
Fix dumb AI knocks (e.g. Maya knocking on 13 points) by adding opponent
threat checks and a hard cap of 10 to should_knock_early(). Remove dead
should_go_out_early() call whose return value was never used. Retune knock
chance tiers to be more conservative at higher projected scores.

On the client side, fix round-end reveal sequencing so the last player's
swap/discard animation plays before the reveal sequence starts, and prevent
re-renders from clobbering swap animations during reveals. Also make the
turn-pulse shake configurable via timing-config and target only cards.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 19:07:57 -05:00
adlee-was-taken
06b15f002d Add internal/ to .gitignore for local deployment docs
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 17:42:31 -05:00
adlee-was-taken
76f80f3f44 Add docker-compose.staging.yml for 512MB staging droplet
Mirrors production config with reduced memory limits (128M app, 96M
postgres, 32M redis, 48M traefik) and staging defaults. Rate limiting
disabled for easier testing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 17:39:17 -05:00
adlee-was-taken
0a9993a82f Pass per-module log level env vars through docker-compose.prod.yml
LOG_LEVEL and ENVIRONMENT were hardcoded, overriding .env values.
Now uses ${VAR:-default} so .env settings are respected.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 17:15:10 -05:00
adlee-was-taken
e463d929e3 Add per-module log level overrides for staging/production
Support LOG_LEVEL_{MODULE} env vars (GAME, AI, HANDLERS, ROOM, AUTH,
STORES) to override the global log level for specific modules. Active
overrides are logged at startup. Includes staging/production presets
in .env.example files and a V3.18 stub doc for PostgreSQL storage
efficiency investigation.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-23 17:12:11 -05:00
adlee-was-taken
1b923838e0 Fix typo: Bare -> Bear
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-22 21:35:50 -05:00
adlee-was-taken
4503198021 Update banner text to beta testing
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-22 21:34:32 -05:00
adlee-was-taken
cb49fd545b Add gradient backgrounds to all status messages, match final-turn badge size
- Default gradient on base .status-message (dark green)
- Add round-over/game-over (gold) and reveal (purple) gradient styles
- Tag action prompts (swap, flip, discard) as your-turn type
- Match final-turn badge font size and padding to status message on mobile
- Hide status message when empty

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-22 21:31:20 -05:00
adlee-was-taken
cb311ec0da Move status message to left side of header on mobile
Align header-col-center to flex-start on mobile so the status and
final-turn badges sit flush left. Match final-turn-badge border-radius
and padding to status-message for consistent shape.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-22 21:26:31 -05:00
adlee-was-taken
873bdfc75a Left-align status message on mobile portrait
Mute button in header-right throws off visual centering of the status
text. Left-aligning looks intentional rather than off-center.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-22 21:22:52 -05:00
adlee-was-taken
bd41afbca8 Fix mobile scroll on rules screen
overflow:hidden on body.mobile-portrait was blocking scroll on all
screens. Scope it to only when the game screen is active using :has().

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-22 21:18:18 -05:00
14 changed files with 688 additions and 113 deletions

View File

@@ -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
# --- 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 name (development, staging, production)
ENVIRONMENT=development

3
.gitignore vendored
View File

@@ -201,6 +201,9 @@ pyvenv.cfg
# Personal notes
lookfah.md
# Internal docs (deployment info, credentials references, etc.)
internal/
# Ruff stuff:
.ruff_cache/

View File

@@ -379,7 +379,7 @@ class GolfGame {
// Only show tooltips on your turn
if (!this.isMyTurn() && !this.gameState?.waiting_for_initial_flip) return;
const value = this.getCardPointValue(cardData);
const value = this.getCardPointValueForTooltip(cardData);
const special = this.getCardSpecialNote(cardData);
let content = `<span class="tooltip-value ${value < 0 ? 'negative' : ''}">${value} pts</span>`;
@@ -409,14 +409,15 @@ class GolfGame {
if (this.tooltip) this.tooltip.classList.add('hidden');
}
getCardPointValue(cardData) {
getCardPointValueForTooltip(cardData) {
const values = this.gameState?.card_values || this.getDefaultCardValues();
return values[cardData.rank] ?? 0;
const rules = this.gameState?.scoring_rules || {};
return this.getCardPointValue(cardData, values, rules);
}
getCardSpecialNote(cardData) {
const rank = cardData.rank;
const value = this.getCardPointValue(cardData);
const value = this.getCardPointValueForTooltip(cardData);
if (value < 0) return 'Negative - keep it!';
if (rank === 'K' && value === 0) return 'Safe card';
if (rank === 'K' && value === -2) return 'Super King!';
@@ -822,11 +823,29 @@ class GolfGame {
newState.phase === 'round_over';
if (roundJustEnded && oldState) {
// 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
// Update state first so animations can read new card data
this.gameState = newState;
// 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
handCardEl.classList.add('swap-out');
this.discardBtn.classList.add('hidden');
if (this.heldCardFloating) {
this.heldCardFloating.style.visibility = 'hidden';
}
@@ -1574,12 +1594,28 @@ 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);
// 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();
}
}
}
flipCard(position) {
this.send({ type: 'flip_card', position });
@@ -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');
// 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');
// 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';
}
});
}

View File

@@ -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;
}

View File

@@ -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 &mdash; 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 &copy; Aaron D. Lee</footer>
</div>
<!-- Matchmaking Screen -->
@@ -80,16 +82,16 @@
<div class="waiting-layout">
<div class="waiting-left-col">
<div class="players-list">
<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>
<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>
</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 &copy; Aaron D. Lee</footer>
</div>
<!-- Game Screen -->

View File

@@ -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 {

View File

@@ -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

View File

@@ -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
View 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

View 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
View 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."

View File

@@ -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

View File

@@ -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,

View File

@@ -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):