golfgame/server/stores/event_store.py
adlee-was-taken 49b2490c25 Add PostgreSQL game logging system
- Add GameLogger service for move logging to PostgreSQL
- Add moves table to event_store.py for AI decision analysis
- Update main.py to initialize GameLogger in lifespan
- Update game_analyzer.py to query PostgreSQL instead of SQLite
- Add VDD documentation V2_08_GAME_LOGGING.md

Replaces SQLite game_log.py with unified PostgreSQL backend.
See docs/v2/V2_08_GAME_LOGGING.md for architecture and API.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-14 08:42:49 -05:00

741 lines
24 KiB
Python

"""
PostgreSQL-backed event store for Golf game.
The event store is an append-only log of all game events.
Events are immutable and ordered by sequence number within each game.
Features:
- Optimistic concurrency via unique constraint on (game_id, sequence_num)
- Batch appends for atomic multi-event writes
- Streaming for memory-efficient large game replay
- Game metadata table for efficient queries
"""
import json
import logging
from datetime import datetime, timezone
from typing import Optional, AsyncIterator
import asyncpg
from models.events import GameEvent, EventType
logger = logging.getLogger(__name__)
class ConcurrencyError(Exception):
"""Raised when optimistic concurrency check fails."""
pass
# SQL schema for event store
SCHEMA_SQL = """
-- Events table (append-only log)
CREATE TABLE IF NOT EXISTS events (
id BIGSERIAL PRIMARY KEY,
game_id UUID NOT NULL,
sequence_num INT NOT NULL,
event_type VARCHAR(50) NOT NULL,
player_id VARCHAR(50),
event_data JSONB NOT NULL,
created_at TIMESTAMPTZ DEFAULT NOW(),
-- Ensure events are ordered and unique per game
UNIQUE(game_id, sequence_num)
);
-- Games metadata (denormalized for queries, not source of truth)
CREATE TABLE IF NOT EXISTS games_v2 (
id UUID PRIMARY KEY,
room_code VARCHAR(10) NOT NULL,
status VARCHAR(20) DEFAULT 'active', -- active, completed, abandoned
created_at TIMESTAMPTZ DEFAULT NOW(),
started_at TIMESTAMPTZ,
completed_at TIMESTAMPTZ,
num_players INT,
num_rounds INT,
options JSONB,
winner_id VARCHAR(50),
host_id VARCHAR(50),
-- Denormalized for efficient queries
player_ids VARCHAR(50)[] DEFAULT '{}'
);
-- Moves table (denormalized for AI decision analysis)
-- Replaces SQLite game_log.py - provides efficient queries for move-level analysis
CREATE TABLE IF NOT EXISTS moves (
id BIGSERIAL PRIMARY KEY,
game_id UUID NOT NULL,
sequence_num INT NOT NULL,
timestamp TIMESTAMPTZ DEFAULT NOW(),
player_id VARCHAR(50) NOT NULL,
player_name VARCHAR(100),
is_cpu BOOLEAN DEFAULT FALSE,
-- Action details
action VARCHAR(30) NOT NULL, -- draw_deck, take_discard, swap, discard, flip, etc.
card_rank VARCHAR(5),
card_suit VARCHAR(10),
position INT,
-- AI context (JSONB for flexibility)
hand_state JSONB, -- Player's hand at decision time
discard_top JSONB, -- Top of discard pile
visible_opponents JSONB, -- Face-up cards of opponents
decision_reason TEXT, -- AI reasoning
UNIQUE(game_id, sequence_num)
);
-- Indexes for common queries
CREATE INDEX IF NOT EXISTS idx_events_game_seq ON events(game_id, sequence_num);
CREATE INDEX IF NOT EXISTS idx_events_type ON events(event_type);
CREATE INDEX IF NOT EXISTS idx_events_player ON events(player_id) WHERE player_id IS NOT NULL;
CREATE INDEX IF NOT EXISTS idx_events_created ON events(created_at);
CREATE INDEX IF NOT EXISTS idx_games_status ON games_v2(status);
CREATE INDEX IF NOT EXISTS idx_games_room ON games_v2(room_code) WHERE status = 'active';
CREATE INDEX IF NOT EXISTS idx_games_players ON games_v2 USING GIN(player_ids);
CREATE INDEX IF NOT EXISTS idx_games_completed ON games_v2(completed_at) WHERE status = 'completed';
CREATE INDEX IF NOT EXISTS idx_moves_game ON moves(game_id);
CREATE INDEX IF NOT EXISTS idx_moves_action ON moves(action);
CREATE INDEX IF NOT EXISTS idx_moves_is_cpu ON moves(is_cpu);
CREATE INDEX IF NOT EXISTS idx_moves_player ON moves(player_id);
"""
class EventStore:
"""
PostgreSQL-backed event store.
Provides methods for appending events and querying event history.
Uses asyncpg for async database access.
"""
def __init__(self, pool: asyncpg.Pool):
"""
Initialize event store with connection pool.
Args:
pool: asyncpg connection pool.
"""
self.pool = pool
@classmethod
async def create(cls, postgres_url: str) -> "EventStore":
"""
Create an EventStore with a new connection pool.
Args:
postgres_url: PostgreSQL connection URL.
Returns:
Configured EventStore instance.
"""
pool = await asyncpg.create_pool(postgres_url, min_size=2, max_size=10)
store = cls(pool)
await store.initialize_schema()
return store
async def initialize_schema(self) -> None:
"""Create database tables if they don't exist."""
async with self.pool.acquire() as conn:
await conn.execute(SCHEMA_SQL)
logger.info("Event store schema initialized")
async def close(self) -> None:
"""Close the connection pool."""
await self.pool.close()
# -------------------------------------------------------------------------
# Event Writes
# -------------------------------------------------------------------------
async def append(self, event: GameEvent) -> int:
"""
Append an event to the store.
Args:
event: The event to append.
Returns:
The database ID of the inserted event.
Raises:
ConcurrencyError: If sequence_num already exists for this game.
"""
async with self.pool.acquire() as conn:
try:
row = await conn.fetchrow(
"""
INSERT INTO events (game_id, sequence_num, event_type, player_id, event_data)
VALUES ($1, $2, $3, $4, $5)
RETURNING id
""",
event.game_id,
event.sequence_num,
event.event_type.value,
event.player_id,
json.dumps(event.data),
)
return row["id"]
except asyncpg.UniqueViolationError:
raise ConcurrencyError(
f"Event {event.sequence_num} already exists for game {event.game_id}"
)
async def append_batch(self, events: list[GameEvent]) -> list[int]:
"""
Append multiple events atomically.
All events are inserted in a single transaction.
If any event fails (e.g., duplicate sequence), all are rolled back.
Args:
events: List of events to append.
Returns:
List of database IDs for inserted events.
Raises:
ConcurrencyError: If any sequence_num already exists.
"""
if not events:
return []
async with self.pool.acquire() as conn:
async with conn.transaction():
ids = []
for event in events:
try:
row = await conn.fetchrow(
"""
INSERT INTO events (game_id, sequence_num, event_type, player_id, event_data)
VALUES ($1, $2, $3, $4, $5)
RETURNING id
""",
event.game_id,
event.sequence_num,
event.event_type.value,
event.player_id,
json.dumps(event.data),
)
ids.append(row["id"])
except asyncpg.UniqueViolationError:
raise ConcurrencyError(
f"Event {event.sequence_num} already exists for game {event.game_id}"
)
return ids
# -------------------------------------------------------------------------
# Event Reads
# -------------------------------------------------------------------------
async def get_events(
self,
game_id: str,
from_sequence: int = 0,
to_sequence: Optional[int] = None,
) -> list[GameEvent]:
"""
Get events for a game, optionally within a sequence range.
Args:
game_id: Game UUID.
from_sequence: Start sequence (inclusive).
to_sequence: End sequence (inclusive), or None for all.
Returns:
List of events in sequence order.
"""
async with self.pool.acquire() as conn:
if to_sequence is not None:
rows = await conn.fetch(
"""
SELECT event_type, game_id, sequence_num, player_id, event_data, created_at
FROM events
WHERE game_id = $1 AND sequence_num >= $2 AND sequence_num <= $3
ORDER BY sequence_num
""",
game_id,
from_sequence,
to_sequence,
)
else:
rows = await conn.fetch(
"""
SELECT event_type, game_id, sequence_num, player_id, event_data, created_at
FROM events
WHERE game_id = $1 AND sequence_num >= $2
ORDER BY sequence_num
""",
game_id,
from_sequence,
)
return [self._row_to_event(row) for row in rows]
async def get_latest_sequence(self, game_id: str) -> int:
"""
Get the latest sequence number for a game.
Args:
game_id: Game UUID.
Returns:
Latest sequence number, or -1 if no events exist.
"""
async with self.pool.acquire() as conn:
row = await conn.fetchrow(
"""
SELECT COALESCE(MAX(sequence_num), -1) as seq
FROM events
WHERE game_id = $1
""",
game_id,
)
return row["seq"]
async def stream_events(
self,
game_id: str,
from_sequence: int = 0,
) -> AsyncIterator[GameEvent]:
"""
Stream events for memory-efficient processing.
Use this for replaying large games without loading all events into memory.
Args:
game_id: Game UUID.
from_sequence: Start sequence (inclusive).
Yields:
Events in sequence order.
"""
async with self.pool.acquire() as conn:
async with conn.transaction():
async for row in conn.cursor(
"""
SELECT event_type, game_id, sequence_num, player_id, event_data, created_at
FROM events
WHERE game_id = $1 AND sequence_num >= $2
ORDER BY sequence_num
""",
game_id,
from_sequence,
):
yield self._row_to_event(row)
async def get_event_count(self, game_id: str) -> int:
"""
Get the total number of events for a game.
Args:
game_id: Game UUID.
Returns:
Event count.
"""
async with self.pool.acquire() as conn:
row = await conn.fetchrow(
"SELECT COUNT(*) as count FROM events WHERE game_id = $1",
game_id,
)
return row["count"]
# -------------------------------------------------------------------------
# Game Metadata
# -------------------------------------------------------------------------
async def create_game(
self,
game_id: str,
room_code: str,
host_id: str,
options: Optional[dict] = None,
) -> None:
"""
Create a game metadata record.
Args:
game_id: Game UUID.
room_code: 4-letter room code.
host_id: Host player ID.
options: GameOptions as dict.
"""
async with self.pool.acquire() as conn:
await conn.execute(
"""
INSERT INTO games_v2 (id, room_code, host_id, options)
VALUES ($1, $2, $3, $4)
ON CONFLICT (id) DO NOTHING
""",
game_id,
room_code,
host_id,
json.dumps(options) if options else None,
)
async def update_game_started(
self,
game_id: str,
num_players: int,
num_rounds: int,
player_ids: list[str],
) -> None:
"""
Update game metadata when game starts.
Args:
game_id: Game UUID.
num_players: Number of players.
num_rounds: Number of rounds.
player_ids: List of player IDs.
"""
async with self.pool.acquire() as conn:
await conn.execute(
"""
UPDATE games_v2
SET started_at = NOW(), num_players = $2, num_rounds = $3, player_ids = $4
WHERE id = $1
""",
game_id,
num_players,
num_rounds,
player_ids,
)
async def update_game_completed(
self,
game_id: str,
winner_id: Optional[str] = None,
) -> None:
"""
Update game metadata when game completes.
Args:
game_id: Game UUID.
winner_id: ID of the winner.
"""
async with self.pool.acquire() as conn:
await conn.execute(
"""
UPDATE games_v2
SET status = 'completed', completed_at = NOW(), winner_id = $2
WHERE id = $1
""",
game_id,
winner_id,
)
async def get_active_games(self) -> list[dict]:
"""
Get all active games for recovery on server restart.
Returns:
List of active game metadata dicts.
"""
async with self.pool.acquire() as conn:
rows = await conn.fetch(
"""
SELECT id, room_code, status, created_at, started_at, num_players,
num_rounds, options, host_id, player_ids
FROM games_v2
WHERE status = 'active'
ORDER BY created_at DESC
"""
)
return [dict(row) for row in rows]
async def get_game(self, game_id: str) -> Optional[dict]:
"""
Get game metadata by ID.
Args:
game_id: Game UUID.
Returns:
Game metadata dict, or None if not found.
"""
async with self.pool.acquire() as conn:
row = await conn.fetchrow(
"""
SELECT id, room_code, status, created_at, started_at, completed_at,
num_players, num_rounds, options, winner_id, host_id, player_ids
FROM games_v2
WHERE id = $1
""",
game_id,
)
return dict(row) if row else None
# -------------------------------------------------------------------------
# Move Logging (for AI decision analysis)
# -------------------------------------------------------------------------
async def append_move(
self,
game_id: str,
player_id: str,
player_name: str,
is_cpu: bool,
action: str,
card_rank: Optional[str] = None,
card_suit: Optional[str] = None,
position: Optional[int] = None,
hand_state: Optional[list] = None,
discard_top: Optional[dict] = None,
visible_opponents: Optional[dict] = None,
decision_reason: Optional[str] = None,
) -> int:
"""
Append a move to the moves table for AI decision analysis.
Args:
game_id: Game UUID.
player_id: Player who made the move.
player_name: Display name of the player.
is_cpu: Whether this is a CPU player.
action: Action type (draw_deck, take_discard, swap, discard, flip, etc.).
card_rank: Rank of the card involved.
card_suit: Suit of the card involved.
position: Hand position (0-5) for swaps/flips.
hand_state: Player's hand at decision time.
discard_top: Top of discard pile at decision time.
visible_opponents: Face-up cards of opponents.
decision_reason: AI reasoning for the decision.
Returns:
The database ID of the inserted move.
"""
async with self.pool.acquire() as conn:
# Get next sequence number for this game
seq_row = await conn.fetchrow(
"SELECT COALESCE(MAX(sequence_num), 0) + 1 as seq FROM moves WHERE game_id = $1",
game_id,
)
sequence_num = seq_row["seq"]
row = await conn.fetchrow(
"""
INSERT INTO moves (
game_id, sequence_num, player_id, player_name, is_cpu,
action, card_rank, card_suit, position,
hand_state, discard_top, visible_opponents, decision_reason
) VALUES ($1, $2, $3, $4, $5, $6, $7, $8, $9, $10, $11, $12, $13)
RETURNING id
""",
game_id,
sequence_num,
player_id,
player_name,
is_cpu,
action,
card_rank,
card_suit,
position,
json.dumps(hand_state) if hand_state else None,
json.dumps(discard_top) if discard_top else None,
json.dumps(visible_opponents) if visible_opponents else None,
decision_reason,
)
return row["id"]
async def get_moves(
self,
game_id: str,
player_id: Optional[str] = None,
is_cpu: Optional[bool] = None,
action: Optional[str] = None,
limit: int = 100,
) -> list[dict]:
"""
Get moves for a game with optional filters.
Args:
game_id: Game UUID.
player_id: Filter by player ID.
is_cpu: Filter by CPU status.
action: Filter by action type.
limit: Maximum number of moves to return.
Returns:
List of move dicts.
"""
conditions = ["game_id = $1"]
params = [game_id]
param_idx = 2
if player_id is not None:
conditions.append(f"player_id = ${param_idx}")
params.append(player_id)
param_idx += 1
if is_cpu is not None:
conditions.append(f"is_cpu = ${param_idx}")
params.append(is_cpu)
param_idx += 1
if action is not None:
conditions.append(f"action = ${param_idx}")
params.append(action)
param_idx += 1
params.append(limit)
where_clause = " AND ".join(conditions)
async with self.pool.acquire() as conn:
rows = await conn.fetch(
f"""
SELECT id, game_id, sequence_num, timestamp, player_id, player_name, is_cpu,
action, card_rank, card_suit, position,
hand_state, discard_top, visible_opponents, decision_reason
FROM moves
WHERE {where_clause}
ORDER BY sequence_num
LIMIT ${param_idx}
""",
*params,
)
return [self._row_to_move(row) for row in rows]
async def get_player_decisions(
self,
game_id: str,
player_name: str,
) -> list[dict]:
"""
Get all decisions made by a specific player in a game.
Args:
game_id: Game UUID.
player_name: Display name of the player.
Returns:
List of move dicts.
"""
async with self.pool.acquire() as conn:
rows = await conn.fetch(
"""
SELECT id, game_id, sequence_num, timestamp, player_id, player_name, is_cpu,
action, card_rank, card_suit, position,
hand_state, discard_top, visible_opponents, decision_reason
FROM moves
WHERE game_id = $1 AND player_name = $2
ORDER BY sequence_num
""",
game_id,
player_name,
)
return [self._row_to_move(row) for row in rows]
async def find_suspicious_discards(self, limit: int = 50) -> list[dict]:
"""
Find cases where CPU discarded good cards (Ace, 2, King).
Used for AI decision quality analysis.
Args:
limit: Maximum number of results.
Returns:
List of suspicious move dicts with game room_code.
"""
async with self.pool.acquire() as conn:
rows = await conn.fetch(
"""
SELECT m.*, g.room_code
FROM moves m
JOIN games_v2 g ON m.game_id = g.id
WHERE m.action = 'discard'
AND m.card_rank IN ('A', '2', 'K')
AND m.is_cpu = TRUE
ORDER BY m.timestamp DESC
LIMIT $1
""",
limit,
)
return [self._row_to_move(row) for row in rows]
async def get_recent_games_with_stats(self, limit: int = 10) -> list[dict]:
"""
Get recent games with move counts.
Args:
limit: Maximum number of games.
Returns:
List of game dicts with total_moves count.
"""
async with self.pool.acquire() as conn:
rows = await conn.fetch(
"""
SELECT g.*, COUNT(m.id) as total_moves
FROM games_v2 g
LEFT JOIN moves m ON g.id = m.game_id
GROUP BY g.id
ORDER BY g.created_at DESC
LIMIT $1
""",
limit,
)
return [dict(row) for row in rows]
def _row_to_move(self, row: asyncpg.Record) -> dict:
"""Convert a database row to a move dict."""
result = dict(row)
# Parse JSON fields
if result.get("hand_state"):
result["hand_state"] = json.loads(result["hand_state"])
if result.get("discard_top"):
result["discard_top"] = json.loads(result["discard_top"])
if result.get("visible_opponents"):
result["visible_opponents"] = json.loads(result["visible_opponents"])
return result
# -------------------------------------------------------------------------
# Helpers
# -------------------------------------------------------------------------
def _row_to_event(self, row: asyncpg.Record) -> GameEvent:
"""Convert a database row to a GameEvent."""
return GameEvent(
event_type=EventType(row["event_type"]),
game_id=str(row["game_id"]),
sequence_num=row["sequence_num"],
player_id=row["player_id"],
data=json.loads(row["event_data"]) if row["event_data"] else {},
timestamp=row["created_at"].replace(tzinfo=timezone.utc),
)
# Global event store instance (initialized on first use)
_event_store: Optional[EventStore] = None
async def get_event_store(postgres_url: str) -> EventStore:
"""
Get or create the global event store instance.
Args:
postgres_url: PostgreSQL connection URL.
Returns:
EventStore instance.
"""
global _event_store
if _event_store is None:
_event_store = await EventStore.create(postgres_url)
return _event_store
async def close_event_store() -> None:
"""Close the global event store connection pool."""
global _event_store
if _event_store is not None:
await _event_store.close()
_event_store = None