refactor(complement-race): remove verbose logging, keep only train debug logs

Removed all excessive console logging that was causing console overflow.

**Removed**:
- GameDisplay: All keyboard/answer validation logs (input bug is fixed)
- Context reducer: All action dispatched logs
- Provider: Verbose state transformation details
- Provider: Dispatch compatibility layer logs

**Kept (for train/pressure debugging)**:
- Provider: Sprint-specific values (momentum, trainPosition, pressure)
- SteamTrainJourney: Component props and state

This should give us minimal, focused logs to debug:
1. Why train isn't appearing
2. Why pressure is stuck at 100

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Thomas Hallock
2025-10-17 07:06:30 -05:00
parent 60ce9c0eb1
commit 86af2fe902
3 changed files with 2 additions and 82 deletions

View File

@@ -70,12 +70,6 @@ export function GameDisplay() {
// Only process number keys
if (/^[0-9]$/.test(e.key)) {
const newInput = state.currentInput + e.key
console.log('⌨️ [KeyPress] Number key pressed:', {
key: e.key,
oldInput: state.currentInput,
newInput,
currentQuestion: state.currentQuestion?.number,
})
dispatch({ type: 'UPDATE_INPUT', input: newInput })
// Check if answer is complete
@@ -83,27 +77,12 @@ export function GameDisplay() {
const answer = parseInt(newInput, 10)
const correctAnswer = state.currentQuestion.correctAnswer
console.log('🔍 [KeyPress] Checking answer:', {
newInput,
newInputLength: newInput.length,
correctAnswer,
correctAnswerLength: correctAnswer.toString().length,
willSubmit: newInput.length >= correctAnswer.toString().length,
})
// If we have enough digits to match the answer, submit
if (newInput.length >= correctAnswer.toString().length) {
const responseTime = Date.now() - state.questionStartTime
const isCorrect = answer === correctAnswer
const pairKey = `${state.currentQuestion.number}_${state.currentQuestion.correctAnswer}_${state.currentQuestion.targetSum}`
console.log('📝 [KeyPress] Submitting answer:', {
answer,
correctAnswer,
isCorrect,
responseTime,
})
if (isCorrect) {
// Correct answer
dispatch({ type: 'SUBMIT_ANSWER', answer })
@@ -154,7 +133,6 @@ export function GameDisplay() {
dispatch({ type: 'SHOW_ADAPTIVE_FEEDBACK', feedback })
}
console.log('➡️ [KeyPress] Dispatching NEXT_QUESTION after correct answer')
dispatch({ type: 'NEXT_QUESTION' })
} else {
// Incorrect answer
@@ -172,16 +150,11 @@ export function GameDisplay() {
dispatch({ type: 'SHOW_ADAPTIVE_FEEDBACK', feedback })
}
console.log('❌ [KeyPress] Incorrect answer - clearing input')
dispatch({ type: 'UPDATE_INPUT', input: '' })
}
}
}
} else if (e.key === 'Backspace') {
console.log('⌫ [KeyPress] Backspace pressed:', {
oldInput: state.currentInput,
newInput: state.currentInput.slice(0, -1),
})
dispatch({
type: 'UPDATE_INPUT',
input: state.currentInput.slice(0, -1),
@@ -189,16 +162,8 @@ export function GameDisplay() {
}
}
console.log('🔄 [KeyPress Effect] Setting up keyboard listener with state:', {
currentInput: state.currentInput,
currentQuestion: state.currentQuestion?.number,
})
window.addEventListener('keydown', handleKeyPress)
return () => {
console.log('🧹 [KeyPress Effect] Cleaning up keyboard listener')
window.removeEventListener('keydown', handleKeyPress)
}
return () => window.removeEventListener('keydown', handleKeyPress)
}, [
state.currentInput,
state.currentQuestion,
@@ -231,19 +196,6 @@ export function GameDisplay() {
if (!state.currentQuestion) return null
// DEBUG: Log state on every render
console.log('🎮 [GameDisplay] Render:', {
currentInput: state.currentInput,
currentInputLength: state.currentInput?.length,
currentInputType: typeof state.currentInput,
currentQuestion: state.currentQuestion,
questionNumber: state.currentQuestion?.number,
correctAnswer: state.currentQuestion?.correctAnswer,
targetSum: state.currentQuestion?.targetSum,
score: state.score,
streak: state.streak,
})
return (
<div
data-component="game-display"

View File

@@ -113,13 +113,6 @@ const initialState: GameState = {
}
function gameReducer(state: GameState, action: GameAction): GameState {
console.log('🔄 [Reducer] Action dispatched:', {
type: action.type,
action,
currentInput: state.currentInput,
currentQuestion: state.currentQuestion?.number,
})
switch (action.type) {
case 'SET_MODE':
return { ...state, mode: action.mode }
@@ -178,8 +171,6 @@ function gameReducer(state: GameState, action: GameAction): GameState {
}
case 'NEXT_QUESTION': {
console.log('➡️ [Reducer] NEXT_QUESTION - clearing input and generating new question')
// Generate new question based on mode
const generateQuestion = () => {
let targetSum: number
@@ -221,28 +212,16 @@ function gameReducer(state: GameState, action: GameAction): GameState {
}
}
const newQuestion = generateQuestion()
console.log('📊 [Reducer] NEXT_QUESTION result:', {
oldQuestion: state.currentQuestion,
newQuestion,
oldInput: state.currentInput,
newInput: '',
})
return {
...state,
previousQuestion: state.currentQuestion,
currentQuestion: newQuestion,
currentQuestion: generateQuestion(),
questionStartTime: Date.now(),
currentInput: '',
}
}
case 'UPDATE_INPUT':
console.log('✏️ [Reducer] UPDATE_INPUT:', {
oldInput: state.currentInput,
newInput: action.input,
})
return { ...state, currentInput: action.input }
case 'SUBMIT_ANSWER': {

View File

@@ -244,14 +244,6 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
const compatibleState = useMemo((): CompatibleGameState => {
const localPlayer = localPlayerId ? multiplayerState.players[localPlayerId] : null
console.log('🔄 [Provider] State transformation:', {
localPlayerId,
localPlayer,
multiplayerGamePhase: multiplayerState.gamePhase,
allPlayers: multiplayerState.players,
activePlayers: multiplayerState.activePlayers,
})
// Map gamePhase: setup/lobby -> controls
let gamePhase: 'intro' | 'controls' | 'countdown' | 'playing' | 'results'
if (multiplayerState.gamePhase === 'setup' || multiplayerState.gamePhase === 'lobby') {
@@ -499,8 +491,6 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
// Compatibility dispatch function for existing UI components
const dispatch = useCallback(
(action: { type: string; [key: string]: any }) => {
console.log('[ComplementRaceProvider] dispatch called (compatibility layer):', action.type)
// Map old reducer actions to new action creators
switch (action.type) {
case 'START_COUNTDOWN':
@@ -514,7 +504,6 @@ export function ComplementRaceProvider({ children }: { children: ReactNode }) {
}
break
case 'NEXT_QUESTION':
console.log('🧹 [Provider] NEXT_QUESTION - clearing local input state')
setLocalUIState((prev) => ({ ...prev, currentInput: '' }))
nextQuestion()
break