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Author SHA1 Message Date
semantic-release-bot
79db410b09 chore(release): 4.4.11 [skip ci]
## [4.4.11](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.10...v4.4.11) (2025-10-17)

### Code Refactoring

* **logging:** replace per-frame debug logging with event-based logging ([fedb324](fedb32486a))
2025-10-17 13:27:02 +00:00
Thomas Hallock
fedb32486a refactor(logging): replace per-frame debug logging with event-based logging
Replaced massive per-frame debug logs (20 logs/second) with smart event-based logging:
- One summary log at game start showing passengers and their routes
- One log per boarding event (only when passenger boards)
- One log per delivery event (only when passenger delivers)

This provides actionable diagnostics without flooding the console or context window.

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-17 08:26:10 -05:00
Thomas Hallock
183494a22e debug: enable passenger boarding debug logging 2025-10-17 08:13:31 -05:00
semantic-release-bot
325daeb0d9 chore(release): 4.4.10 [skip ci]
## [4.4.10](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.9...v4.4.10) (2025-10-17)

### Bug Fixes

* **complement-race:** correct passenger boarding to use multiplayer fields ([7ed1b94](7ed1b94b8f))
2025-10-17 13:07:12 +00:00
Thomas Hallock
7ed1b94b8f fix(complement-race): correct passenger boarding to use multiplayer fields
Passengers weren't boarding because the arcade room version was still checking for single-player fields (isBoarded/isDelivered) instead of multiplayer fields (claimedBy/deliveredBy).

Changes:
- Update useSteamJourney to check claimedBy/deliveredBy instead of isBoarded/isDelivered
- Update Validator to skip position validation in sprint mode (position is client-side)
- Trust client-side spatial checking for boarding/delivery in sprint mode

Sprint mode architecture:
- Client (useSteamJourney) continuously checks if train is at stations
- Client sends CLAIM_PASSENGER / DELIVER_PASSENGER moves when conditions met
- Server validates passenger availability (not position, since position is client-side)

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-10-17 08:06:06 -05:00
4 changed files with 76 additions and 167 deletions

View File

@@ -1,3 +1,17 @@
## [4.4.11](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.10...v4.4.11) (2025-10-17)
### Code Refactoring
* **logging:** replace per-frame debug logging with event-based logging ([fedb324](https://github.com/antialias/soroban-abacus-flashcards/commit/fedb32486ab5c6c619ebc03570b6c66529a1344e))
## [4.4.10](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.9...v4.4.10) (2025-10-17)
### Bug Fixes
* **complement-race:** correct passenger boarding to use multiplayer fields ([7ed1b94](https://github.com/antialias/soroban-abacus-flashcards/commit/7ed1b94b8fa620cb4f64ba43e160ef511704f3ce))
## [4.4.9](https://github.com/antialias/soroban-abacus-flashcards/compare/v4.4.8...v4.4.9) (2025-10-17)

View File

@@ -62,8 +62,29 @@ export function useSteamJourney() {
const maxCars = Math.max(1, maxPassengers)
routeExitThresholdRef.current = 100 + maxCars * CAR_SPACING
}
// Log initial game state once at start
console.log('🚂 GAME START - Sprint Mode initialized')
console.log(
`Stations: ${state.stations.map((s) => `${s.emoji} ${s.name} (${s.position}%)`).join(', ')}`
)
console.log(`Passengers: ${state.passengers.length}`)
state.passengers.forEach((p) => {
const origin = state.stations.find((s) => s.id === p.originStationId)
const dest = state.stations.find((s) => s.id === p.destinationStationId)
console.log(
` - ${p.name}: ${origin?.emoji} ${origin?.name}${dest?.emoji} ${dest?.name}${p.isUrgent ? ' [URGENT]' : ''}`
)
})
}
}, [state.isGameActive, state.style, state.stations, state.passengers.length, dispatch])
}, [
state.isGameActive,
state.style,
state.stations,
state.passengers.length,
dispatch,
state.passengers,
])
// Momentum decay and position update loop
useEffect(() => {
@@ -114,73 +135,14 @@ export function useSteamJourney() {
const CAR_SPACING = 7 // Must match SteamTrainJourney component
const maxPassengers = calculateMaxConcurrentPassengers(state.passengers, state.stations)
const maxCars = Math.max(1, maxPassengers)
const currentBoardedPassengers = state.passengers.filter((p) => p.isBoarded && !p.isDelivered)
// Debug logging flag - enable when debugging passenger boarding issues
// TO ENABLE: Change this to true, save, and the logs will appear in the browser console
// When you see passengers getting left behind, copy the entire console log and paste into Claude Code
const DEBUG_PASSENGER_BOARDING = false
if (DEBUG_PASSENGER_BOARDING) {
console.log('\n'.repeat(3))
console.log('='.repeat(80))
console.log('🚂 PASSENGER BOARDING DEBUG LOG')
console.log('='.repeat(80))
console.log('ISSUE: Passengers are getting left behind at stations')
console.log('PURPOSE: This log captures all state during boarding/delivery logic')
console.log('USAGE: Copy this entire log and paste into Claude Code for debugging')
console.log('='.repeat(80))
console.log('\n📊 CURRENT FRAME STATE:')
console.log(` Train Position: ${trainPosition.toFixed(2)}`)
console.log(` Speed: ${speed.toFixed(2)}% per second`)
console.log(` Momentum: ${newMomentum.toFixed(2)}`)
console.log(` Max Cars: ${maxCars}`)
console.log(` Car Spacing: ${CAR_SPACING}`)
console.log(` Distance Tolerance: 5`)
console.log('\n🚉 STATIONS:')
state.stations.forEach((station) => {
console.log(` ${station.emoji} ${station.name} (ID: ${station.id})`)
console.log(` Position: ${station.position}`)
})
console.log('\n👥 ALL PASSENGERS:')
state.passengers.forEach((p, idx) => {
const origin = state.stations.find((s) => s.id === p.originStationId)
const dest = state.stations.find((s) => s.id === p.destinationStationId)
console.log(` [${idx}] ${p.name} (ID: ${p.id})`)
console.log(
` Status: ${p.isDelivered ? 'DELIVERED' : p.isBoarded ? 'BOARDED' : 'WAITING'}`
)
console.log(
` Route: ${origin?.emoji} ${origin?.name} (pos ${origin?.position}) → ${dest?.emoji} ${dest?.name} (pos ${dest?.position})`
)
console.log(` Urgent: ${p.isUrgent}`)
})
console.log('\n🚃 CAR POSITIONS:')
for (let i = 0; i < maxCars; i++) {
const carPos = Math.max(0, trainPosition - (i + 1) * CAR_SPACING)
console.log(` Car ${i}: position ${carPos.toFixed(2)}`)
}
console.log('\n🔍 CURRENTLY BOARDED PASSENGERS:')
currentBoardedPassengers.forEach((p, carIndex) => {
const carPos = Math.max(0, trainPosition - (carIndex + 1) * CAR_SPACING)
const dest = state.stations.find((s) => s.id === p.destinationStationId)
const distToDest = Math.abs(carPos - (dest?.position || 0))
console.log(` Car ${carIndex}: ${p.name}`)
console.log(` Car position: ${carPos.toFixed(2)}`)
console.log(` Destination: ${dest?.emoji} ${dest?.name} (pos ${dest?.position})`)
console.log(` Distance to dest: ${distToDest.toFixed(2)}`)
console.log(` Will deliver: ${distToDest < 5 ? 'YES' : 'NO'}`)
})
}
const currentBoardedPassengers = state.passengers.filter(
(p) => p.claimedBy !== null && p.deliveredBy === null
)
// FIRST: Identify which passengers will be delivered in this frame
const passengersToDeliver = new Set<string>()
currentBoardedPassengers.forEach((passenger, carIndex) => {
if (!passenger || passenger.isDelivered) return
if (!passenger || passenger.deliveredBy !== null) return
const station = state.stations.find((s) => s.id === passenger.destinationStationId)
if (!station) return
@@ -204,103 +166,45 @@ export function useSteamJourney() {
}
})
if (DEBUG_PASSENGER_BOARDING) {
console.log('\n📦 PASSENGERS TO DELIVER THIS FRAME:')
if (passengersToDeliver.size === 0) {
console.log(' None')
} else {
passengersToDeliver.forEach((id) => {
const p = state.passengers.find((passenger) => passenger.id === id)
console.log(` - ${p?.name} (ID: ${id})`)
})
}
console.log('\n🚗 OCCUPIED CARS (after excluding deliveries):')
if (occupiedCars.size === 0) {
console.log(' All cars are empty')
} else {
occupiedCars.forEach((passenger, carIndex) => {
console.log(` Car ${carIndex}: ${passenger.name}`)
})
}
console.log('\n🔄 BOARDING ATTEMPTS:')
}
// Track which cars are assigned in THIS frame to prevent double-boarding
const carsAssignedThisFrame = new Set<number>()
// Find waiting passengers whose origin station has an empty car nearby
state.passengers.forEach((passenger) => {
if (passenger.isBoarded || passenger.isDelivered) return
if (passenger.claimedBy !== null || passenger.deliveredBy !== null) return
const station = state.stations.find((s) => s.id === passenger.originStationId)
if (!station) return
if (DEBUG_PASSENGER_BOARDING) {
console.log(
`\n Passenger: ${passenger.name} waiting at ${station.emoji} ${station.name} (pos ${station.position})`
)
}
// Check if any empty car is at this station
// Cars are at positions: trainPosition - 7, trainPosition - 14, etc.
let boarded = false
for (let carIndex = 0; carIndex < maxCars; carIndex++) {
const carPosition = Math.max(0, trainPosition - (carIndex + 1) * CAR_SPACING)
const distance = Math.abs(carPosition - station.position)
if (DEBUG_PASSENGER_BOARDING) {
const isOccupied = occupiedCars.has(carIndex)
const isAssigned = carsAssignedThisFrame.has(carIndex)
const inRange = distance < 5
const occupant = occupiedCars.get(carIndex)
console.log(` Car ${carIndex} @ pos ${carPosition.toFixed(2)}:`)
console.log(` Distance to station: ${distance.toFixed(2)}`)
console.log(` In range (<5): ${inRange}`)
console.log(
` Occupied: ${isOccupied}${isOccupied ? ` (by ${occupant?.name})` : ''}`
)
console.log(` Assigned this frame: ${isAssigned}`)
console.log(` Can board: ${!isOccupied && !isAssigned && inRange}`)
}
// Skip if this car already has a passenger OR was assigned this frame
if (occupiedCars.has(carIndex) || carsAssignedThisFrame.has(carIndex)) continue
const distance2 = Math.abs(carPosition - station.position)
// If car is at or near station (within 5% tolerance for fast trains), board this passenger
// Increased tolerance to ensure fast-moving trains don't miss passengers
if (distance2 < 5) {
if (DEBUG_PASSENGER_BOARDING) {
console.log(` ✅ BOARDING ${passenger.name} onto Car ${carIndex}`)
}
if (distance < 5) {
console.log(
`🚂 BOARDING: ${passenger.name} boarding Car ${carIndex} at ${station.emoji} ${station.name} (trainPos=${trainPosition.toFixed(1)}, carPos=${carPosition.toFixed(1)}, stationPos=${station.position})`
)
dispatch({
type: 'BOARD_PASSENGER',
passengerId: passenger.id,
})
// Mark this car as assigned in this frame
carsAssignedThisFrame.add(carIndex)
boarded = true
return // Board this passenger and move on
}
}
if (DEBUG_PASSENGER_BOARDING && !boarded) {
console.log(`${passenger.name} NOT BOARDED - no suitable car found`)
}
})
if (DEBUG_PASSENGER_BOARDING) {
console.log('\n🎯 DELIVERY ATTEMPTS:')
}
// Check for deliverable passengers
// Passengers disembark when THEIR car reaches their destination
currentBoardedPassengers.forEach((passenger, carIndex) => {
if (!passenger || passenger.isDelivered) return
if (!passenger || passenger.deliveredBy !== null) return
const station = state.stations.find((s) => s.id === passenger.destinationStationId)
if (!station) return
@@ -311,36 +215,18 @@ export function useSteamJourney() {
// If this car is at the destination station (within 5% tolerance), deliver
if (distance < 5) {
if (DEBUG_PASSENGER_BOARDING) {
console.log(
` ✅ DELIVERING ${passenger.name} from Car ${carIndex} to ${station.emoji} ${station.name}`
)
console.log(
` Car position: ${carPosition.toFixed(2)}, Station: ${station.position}, Distance: ${distance.toFixed(2)}`
)
}
const points = passenger.isUrgent ? 20 : 10
console.log(
`🎯 DELIVERY: ${passenger.name} delivered from Car ${carIndex} to ${station.emoji} ${station.name} (+${points} pts) (trainPos=${trainPosition.toFixed(1)}, carPos=${carPosition.toFixed(1)}, stationPos=${station.position})`
)
dispatch({
type: 'DELIVER_PASSENGER',
passengerId: passenger.id,
points,
})
} else if (DEBUG_PASSENGER_BOARDING) {
console.log(
`${passenger.name} in Car ${carIndex} heading to ${station.emoji} ${station.name}`
)
console.log(
` Car position: ${carPosition.toFixed(2)}, Station: ${station.position}, Distance: ${distance.toFixed(2)}`
)
}
})
if (DEBUG_PASSENGER_BOARDING) {
console.log(`\n${'='.repeat(80)}`)
console.log('END OF DEBUG LOG')
console.log('='.repeat(80))
}
// Check for route completion (entire train exits tunnel)
// Use stored threshold (stable for entire route)
const ENTIRE_TRAIN_EXIT_THRESHOLD = routeExitThresholdRef.current
@@ -393,7 +279,8 @@ export function useSteamJourney() {
if (!state.isGameActive || state.style !== 'sprint') return
// Check if all passengers are delivered
const allDelivered = state.passengers.length > 0 && state.passengers.every((p) => p.isDelivered)
const allDelivered =
state.passengers.length > 0 && state.passengers.every((p) => p.deliveredBy !== null)
if (allDelivered) {
// Generate new passengers after a short delay

View File

@@ -414,15 +414,19 @@ export class ComplementRaceValidator
return { valid: false, error: 'Passenger already claimed' }
}
// Check if player is at the origin station (within 5% tolerance)
const originStation = state.stations.find((s) => s.id === passenger.originStationId)
if (!originStation) {
return { valid: false, error: 'Origin station not found' }
}
// Sprint mode: Position is client-side, trust client's spatial checking
// (Client checks position in useSteamJourney before sending CLAIM move)
// Other modes: Validate position server-side
if (state.config.style !== 'sprint') {
const originStation = state.stations.find((s) => s.id === passenger.originStationId)
if (!originStation) {
return { valid: false, error: 'Origin station not found' }
}
const distance = Math.abs(player.position - originStation.position)
if (distance > 5) {
return { valid: false, error: 'Not at origin station' }
const distance = Math.abs(player.position - originStation.position)
if (distance > 5) {
return { valid: false, error: 'Not at origin station' }
}
}
// Claim passenger
@@ -477,15 +481,19 @@ export class ComplementRaceValidator
return { valid: false, error: 'Passenger already delivered' }
}
// Check if player is at destination station (within 5% tolerance)
const destStation = state.stations.find((s) => s.id === passenger.destinationStationId)
if (!destStation) {
return { valid: false, error: 'Destination station not found' }
}
// Sprint mode: Position is client-side, trust client's spatial checking
// (Client checks position in useSteamJourney before sending DELIVER move)
// Other modes: Validate position server-side
if (state.config.style !== 'sprint') {
const destStation = state.stations.find((s) => s.id === passenger.destinationStationId)
if (!destStation) {
return { valid: false, error: 'Destination station not found' }
}
const distance = Math.abs(player.position - destStation.position)
if (distance > 5) {
return { valid: false, error: 'Not at destination station' }
const distance = Math.abs(player.position - destStation.position)
if (distance > 5) {
return { valid: false, error: 'Not at destination station' }
}
}
// Deliver passenger and award points

View File

@@ -1,6 +1,6 @@
{
"name": "soroban-monorepo",
"version": "4.4.9",
"version": "4.4.11",
"private": true,
"description": "Beautiful Soroban Flashcard Generator - Monorepo",
"workspaces": [