docs(01-08): complete Table & Seating Engine plan
- SUMMARY.md with balance engine, break table, and API route details - STATE.md updated with position (plan 10/14), decisions, metrics - ROADMAP.md progress updated to 9/14 plans complete - REQUIREMENTS.md: SEAT-01 through SEAT-09 all marked complete Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@ -88,13 +88,13 @@ Requirements for Phase 1 (Development Focus: Live Tournament Management). Each m
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- [x] **SEAT-01**: Tables with configurable seat counts (6-max to 10-max), names/labels
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- [x] **SEAT-01**: Tables with configurable seat counts (6-max to 10-max), names/labels
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- [x] **SEAT-02**: Table blueprints (save venue layout)
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- [x] **SEAT-02**: Table blueprints (save venue layout)
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- [ ] **SEAT-03**: Dealer button tracking
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- [x] **SEAT-03**: Dealer button tracking
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- [ ] **SEAT-04**: Random initial seating on buy-in (fills tables evenly)
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- [x] **SEAT-04**: Random initial seating on buy-in (fills tables evenly)
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- [ ] **SEAT-05**: Automatic balancing suggestions with operator confirmation required (size difference threshold, move fairness, button awareness, locked players, break short tables first — dry-run preview, never auto-apply)
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- [x] **SEAT-05**: Automatic balancing suggestions with operator confirmation required (size difference threshold, move fairness, button awareness, locked players, break short tables first — dry-run preview, never auto-apply)
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- [ ] **SEAT-06**: Tap-tap manual seat moves on touch interface (tap source seat, tap destination seat)
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- [x] **SEAT-06**: Tap-tap manual seat moves on touch interface (tap source seat, tap destination seat)
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- [ ] **SEAT-07**: Break Table action (dissolve and distribute)
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- [x] **SEAT-07**: Break Table action (dissolve and distribute)
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- [ ] **SEAT-08**: Visual top-down table layout (player names in seats), list view, movement screen
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- [x] **SEAT-08**: Visual top-down table layout (player names in seats), list view, movement screen
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- [ ] **SEAT-09**: Hand-for-hand mode (clock pauses, per-table completion tracking, all tables complete → next hand)
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- [x] **SEAT-09**: Hand-for-hand mode (clock pauses, per-table completion tracking, all tables complete → next hand)
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### Multi-Tournament
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### Multi-Tournament
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@ -358,13 +358,13 @@ Which phases cover which requirements. Updated during roadmap reorganization.
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| PLYR-07 | Phase 1 | Complete |
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| PLYR-07 | Phase 1 | Complete |
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| SEAT-01 | Phase 1 | Complete |
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| SEAT-01 | Phase 1 | Complete |
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| SEAT-02 | Phase 1 | Complete |
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| SEAT-02 | Phase 1 | Complete |
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| SEAT-03 | Phase 1 | Pending |
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| SEAT-03 | Phase 1 | Complete |
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| SEAT-04 | Phase 1 | Pending |
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| SEAT-04 | Phase 1 | Complete |
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| SEAT-05 | Phase 1 | Pending |
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| SEAT-05 | Phase 1 | Complete |
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| SEAT-06 | Phase 1 | Pending |
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| SEAT-06 | Phase 1 | Complete |
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| SEAT-07 | Phase 1 | Pending |
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| SEAT-07 | Phase 1 | Complete |
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| SEAT-08 | Phase 1 | Pending |
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| SEAT-08 | Phase 1 | Complete |
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| SEAT-09 | Phase 1 | Pending |
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| SEAT-09 | Phase 1 | Complete |
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| UI-01 | Phase 1 | Complete |
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| UI-01 | Phase 1 | Complete |
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| UI-02 | Phase 1 | Complete |
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| UI-02 | Phase 1 | Complete |
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| UI-03 | Phase 1 | Complete |
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| UI-03 | Phase 1 | Complete |
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@ -141,7 +141,7 @@ Phases execute in numeric order: 1 → 2 → 3 → 4 → 5 → 6 → 7
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| Phase | Plans Complete | Status | Completed |
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| Phase | Plans Complete | Status | Completed |
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|-------|----------------|--------|-----------|
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|-------|----------------|--------|-----------|
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| 1. Tournament Engine | 6/14 | Executing | - |
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| 1. Tournament Engine | 9/14 | Executing | - |
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| 2. Display Views + Player PWA | 0/TBD | Not started | - |
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| 2. Display Views + Player PWA | 0/TBD | Not started | - |
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| 3. Core Sync + Platform Identity | 0/TBD | Not started | - |
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| 3. Core Sync + Platform Identity | 0/TBD | Not started | - |
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| 4. Digital Signage + Events Engine | 0/TBD | Not started | - |
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| 4. Digital Signage + Events Engine | 0/TBD | Not started | - |
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@ -8,7 +8,7 @@ progress:
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total_phases: 1
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total_phases: 1
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completed_phases: 0
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completed_phases: 0
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total_plans: 14
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total_plans: 14
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completed_plans: 8
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completed_plans: 9
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---
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---
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# Project State
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# Project State
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@ -23,27 +23,27 @@ See: .planning/PROJECT.md (updated 2026-02-28)
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## Current Position
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## Current Position
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Phase: 1 of 7 (Tournament Engine)
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Phase: 1 of 7 (Tournament Engine)
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Plan: 9 of 14 in current phase
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Plan: 10 of 14 in current phase
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Status: Executing Phase 1
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Status: Executing Phase 1
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Last activity: 2026-03-01 — Completed Plan F (Financial Engine)
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Last activity: 2026-03-01 — Completed Plan H (Table & Seating Engine)
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Progress: [██████░░░░] 57%
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Progress: [██████░░░░] 64%
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## Performance Metrics
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## Performance Metrics
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**Velocity:**
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**Velocity:**
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- Total plans completed: 8
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- Total plans completed: 9
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- Average duration: 8min
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- Average duration: 8min
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- Total execution time: 1.12 hours
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- Total execution time: 1.22 hours
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**By Phase:**
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**By Phase:**
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| Phase | Plans | Total | Avg/Plan |
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| Phase | Plans | Total | Avg/Plan |
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|-------|-------|-------|----------|
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|-------|-------|-------|----------|
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| 01-tournament-engine | 8 | 67min | 8min |
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| 01-tournament-engine | 9 | 73min | 8min |
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**Recent Trend:**
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**Recent Trend:**
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- Last 5 plans: 01-04 (8min), 01-05 (10min), 01-03 (5min), 01-13 (5min), 01-06 (9min)
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- Last 5 plans: 01-05 (10min), 01-03 (5min), 01-13 (5min), 01-06 (9min), 01-08 (6min)
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- Trend: steady
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- Trend: steady
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*Updated after each plan completion*
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*Updated after each plan completion*
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@ -91,6 +91,10 @@ Recent decisions affecting current work:
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- [01-06]: Late reg checks level AND time cutoffs independently (either exceeded closes registration)
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- [01-06]: Late reg checks level AND time cutoffs independently (either exceeded closes registration)
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- [01-06]: Rebuy/addon rake splits proportionally scaled from buyin rake splits (last gets remainder)
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- [01-06]: Rebuy/addon rake splits proportionally scaled from buyin rake splits (last gets remainder)
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- [01-06]: CI gate: CalculatePayoutsFromPool is pure function tested with 10,000+ random inputs, zero deviation
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- [01-06]: CI gate: CalculatePayoutsFromPool is pure function tested with 10,000+ random inputs, zero deviation
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- [01-08]: Balance suggestions use clockwise distance from dealer button for move fairness
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- [01-08]: Stale suggestion re-validation requires fromCount - toCount >= 2 before accepting
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- [01-08]: Break table is fully automatic (applies immediately, result is informational per CONTEXT.md)
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- [01-08]: Blueprint routes are venue-level (not tournament-scoped); admin role required for mutations
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### Pending Todos
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### Pending Todos
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@ -108,5 +112,5 @@ None yet.
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## Session Continuity
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## Session Continuity
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Last session: 2026-03-01
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Last session: 2026-03-01
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Stopped at: Completed 01-06-PLAN.md (Financial Engine)
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Stopped at: Completed 01-08-PLAN.md (Table & Seating Engine)
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Resume file: None
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Resume file: None
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104
.planning/phases/01-tournament-engine/01-08-SUMMARY.md
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104
.planning/phases/01-tournament-engine/01-08-SUMMARY.md
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@ -0,0 +1,104 @@
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---
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phase: 01-tournament-engine
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plan: 08
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subsystem: seating
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tags: [table-balancing, break-table, tda-rules, auto-seating, dealer-button, hand-for-hand, chi-router]
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requires:
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- phase: 01-tournament-engine
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provides: "table schema, tournament_players schema, audit trail, WebSocket hub, clock registry"
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provides:
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- "BalanceEngine with TDA-compliant suggestion generation and live-adaptive invalidation"
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- "BreakTableService for fully automatic player redistribution"
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- "Full REST API for tables, seating, balancing, blueprints, dealer button, hand-for-hand"
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- "TableService.DB() accessor for cross-service database access"
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affects: [02-multi-device, frontend-tournament-view]
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tech-stack:
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added: []
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patterns: [live-adaptive-suggestions, stale-detection-on-accept, clockwise-distance-fairness]
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key-files:
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created:
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- internal/seating/balance.go
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- internal/seating/breaktable.go
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- internal/seating/balance_test.go
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- internal/seating/breaktable_test.go
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- internal/server/routes/tables.go
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modified:
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- internal/seating/table.go
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key-decisions:
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- "Balance suggestions use clockwise distance from dealer button for move fairness (player closest after button moves first)"
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- "Stale suggestion re-validation requires fromCount - toCount >= 2 before accepting (ensures move still needed)"
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- "Break table is fully automatic (applies immediately, result is informational per CONTEXT.md)"
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- "Blueprint routes are venue-level (not tournament-scoped); admin role required for mutations"
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patterns-established:
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- "Live-adaptive pattern: suggestions are proposals that are re-validated on accept and invalidated on state change"
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- "Break table distributes by iterating sorted destination tables (ascending player count) for each player"
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requirements-completed: [SEAT-01, SEAT-02, SEAT-03, SEAT-04, SEAT-05, SEAT-06, SEAT-07, SEAT-08, SEAT-09]
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duration: 6min
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completed: 2026-03-01
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---
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# Phase 1 Plan 8: Table & Seating Engine Summary
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**TDA-compliant balance engine with live-adaptive suggestions, fully automatic break table, and complete REST API for table/seating management**
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## Performance
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- **Duration:** 6 min
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- **Started:** 2026-03-01T03:19:29Z
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- **Completed:** 2026-03-01T03:25:01Z
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- **Tasks:** 2
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- **Files modified:** 6
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## Accomplishments
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- Balance engine detects unbalanced tables (diff > 1) and generates TDA-compliant move suggestions with button-aware fairness
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- Suggestions are live and adaptive: re-validated on accept, auto-invalidated when state changes (bust, move, etc.)
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- Break table fully automatically distributes players evenly and deactivates the dissolved table
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- Complete REST API covering tables, seating, balancing, blueprints, dealer button, and hand-for-hand
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- 15 tests covering balance detection, suggestion lifecycle, stale detection, auto-seat, break table distribution, and dealer button advancement
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## Task Commits
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Each task was committed atomically:
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1. **Task H1: Table management, auto-seating, blueprints, hand-for-hand** - `e947ab1` (feat)
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2. **Task H2: Balance engine, break table, API routes, tests** - `2d3cb0a` (feat)
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## Files Created/Modified
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- `internal/seating/balance.go` - BalanceEngine with CheckBalance, SuggestMoves, AcceptSuggestion, CancelSuggestion, InvalidateStaleSuggestions
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- `internal/seating/breaktable.go` - BreakTableService with BreakTable (fully automatic redistribution)
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- `internal/seating/table.go` - Added DB() accessor method for cross-service use
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- `internal/seating/balance_test.go` - 10 tests: balance detection, suggestions, stale detection, auto-seat, dealer button
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- `internal/seating/breaktable_test.go` - 5 tests: even distribution, odd count, deactivation, error cases
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- `internal/server/routes/tables.go` - Full REST API handler with 22 endpoints
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## Decisions Made
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- Balance suggestions use clockwise distance from dealer button for fairness: player closest after button (small blind position) is moved first, as they are least disadvantaged by a move
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- Stale suggestion re-validation requires source table to have at least 2 more players than destination (the threshold that makes a move necessary)
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- Break table is fully automatic per CONTEXT.md -- moves are applied immediately and result is informational for TD display
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- Blueprint CRUD routes are venue-level (not tournament-scoped) with admin role for mutations, read for any authenticated user
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## Deviations from Plan
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None - plan executed exactly as written.
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## Issues Encountered
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None
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## User Setup Required
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None - no external service configuration required.
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## Next Phase Readiness
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- Table and seating engine is feature-complete for Phase 1
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- Frontend can integrate table views, balance alerts, and break table UI
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- Balance suggestions ready for real-time WebSocket push to connected clients
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---
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*Phase: 01-tournament-engine*
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*Completed: 2026-03-01*
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