Add game center, per-model shuffle, audio focus fixes, README, tests
- README.md with build/architecture overview - Game Center screen with at-bat timeline, pitch sequence, spray chart, and strike zone component views - VideoShuffle service: per-model bucketed random selection with no-back-to-back guarantee; replaces flat shuffle-bag approach - Refresh JWT token for authenticated NSFW feed; add josie-hamming-2 and dani-speegle-2 to the user list - MultiStreamView audio focus: remove redundant isMuted writes during startStream and playNextWerkoutClip so audio stops ducking during clip transitions; gate AVAudioSession.setCategory(.playback) behind a one-shot flag - GamesViewModel.attachPlayer: skip mute recalculation when the same player is re-attached (prevents toggle flicker on item replace) - mlbTVOSTests target wired through project.yml with GENERATE_INFOPLIST_FILE; VideoShuffleTests covers groupByModel, pickRandomFromBuckets, real-distribution no-back-to-back invariant, and uniform model distribution over 6000 picks Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
80
mlbTVOS/Views/Components/AtBatTimelineView.swift
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80
mlbTVOS/Views/Components/AtBatTimelineView.swift
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import SwiftUI
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struct AtBatTimelineView: View {
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let pitches: [LiveFeedPlayEvent]
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var body: some View {
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VStack(alignment: .leading, spacing: 10) {
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Text("AT-BAT")
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.font(.system(size: 12, weight: .bold, design: .rounded))
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.foregroundStyle(.white.opacity(0.5))
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.kerning(1.2)
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HStack(spacing: 6) {
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ForEach(Array(pitches.enumerated()), id: \.offset) { index, pitch in
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let isLatest = index == pitches.count - 1
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let code = pitchCallLetter(pitch.callCode)
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let color = pitchCallColor(pitch.callCode)
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Text(code)
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.font(.system(size: isLatest ? 14 : 13, weight: .black, design: .rounded))
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.foregroundStyle(color)
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.padding(.horizontal, isLatest ? 12 : 10)
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.padding(.vertical, isLatest ? 7 : 6)
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.background(color.opacity(isLatest ? 0.25 : 0.15))
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.clipShape(Capsule())
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.overlay {
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if isLatest {
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Capsule()
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.strokeBorder(color.opacity(0.5), lineWidth: 1)
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}
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}
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}
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}
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if let last = pitches.last?.count {
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Text("\(last.balls)-\(last.strikes), \(last.outs) out\(last.outs == 1 ? "" : "s")")
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.font(.system(size: 14, weight: .semibold, design: .rounded))
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.foregroundStyle(.white.opacity(0.6))
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}
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}
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}
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}
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func pitchCallLetter(_ code: String) -> String {
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switch code {
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case "B": return "B"
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case "C": return "S"
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case "S": return "S"
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case "F": return "F"
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case "X", "D", "E": return "X"
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default: return "·"
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}
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}
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func pitchCallColor(_ code: String) -> Color {
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switch code {
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case "B": return .green
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case "C": return .red
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case "S": return .orange
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case "F": return .yellow
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case "X", "D", "E": return .blue
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default: return .white.opacity(0.5)
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}
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}
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func shortPitchType(_ code: String) -> String {
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switch code {
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case "FF": return "4SM"
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case "SI": return "SNK"
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case "FC": return "CUT"
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case "SL": return "SLD"
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case "CU", "KC": return "CRV"
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case "CH": return "CHG"
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case "FS": return "SPL"
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case "KN": return "KNK"
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case "ST": return "SWP"
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case "SV": return "SLV"
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default: return code
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}
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}
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68
mlbTVOS/Views/Components/PitchSequenceView.swift
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68
mlbTVOS/Views/Components/PitchSequenceView.swift
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import SwiftUI
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struct PitchSequenceView: View {
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let pitches: [LiveFeedPlayEvent]
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var body: some View {
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VStack(alignment: .leading, spacing: 8) {
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Text("PITCH SEQUENCE")
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.font(.system(size: 12, weight: .bold, design: .rounded))
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.foregroundStyle(.white.opacity(0.5))
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.kerning(1.2)
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ForEach(Array(pitches.enumerated()), id: \.offset) { index, pitch in
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HStack(spacing: 10) {
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Text("#\(pitch.pitchNumber ?? (index + 1))")
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.font(.system(size: 13, weight: .bold, design: .rounded))
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.foregroundStyle(.white.opacity(0.5))
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.frame(width: 28, alignment: .leading)
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Text(pitch.pitchTypeDescription)
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.font(.system(size: 14, weight: .semibold, design: .rounded))
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.foregroundStyle(.white)
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.lineLimit(1)
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Spacer()
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if let speed = pitch.speedMPH {
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Text("\(speed, specifier: "%.1f") mph")
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.font(.system(size: 13, weight: .medium).monospacedDigit())
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.foregroundStyle(.white.opacity(0.7))
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}
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pitchResultPill(code: pitch.callCode, description: pitch.callDescription)
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}
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.padding(.vertical, 4)
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.padding(.horizontal, 8)
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.background(
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index == pitches.count - 1
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? RoundedRectangle(cornerRadius: 8, style: .continuous).fill(.white.opacity(0.06))
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: RoundedRectangle(cornerRadius: 8, style: .continuous).fill(.clear)
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)
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}
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}
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}
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private func pitchResultPill(code: String, description: String) -> some View {
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let color = pitchCallColor(code)
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let label: String
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switch code {
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case "B": label = "Ball"
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case "C": label = "Called Strike"
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case "S": label = "Swinging Strike"
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case "F": label = "Foul"
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case "X": label = "In Play"
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case "D": label = "In Play (Out)"
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case "E": label = "In Play (Error)"
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default: label = description
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}
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return Text(label)
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.font(.system(size: 11, weight: .bold, design: .rounded))
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.foregroundStyle(color)
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.padding(.horizontal, 8)
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.padding(.vertical, 4)
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.background(color.opacity(0.15))
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.clipShape(Capsule())
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}
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}
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126
mlbTVOS/Views/Components/SprayChartView.swift
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126
mlbTVOS/Views/Components/SprayChartView.swift
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import SwiftUI
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struct SprayChartHit: Identifiable {
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let id: String
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let coordX: Double
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let coordY: Double
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let event: String?
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var color: Color {
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switch event?.lowercased() {
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case "single": return .blue
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case "double": return .green
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case "triple": return .orange
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case "home_run", "home run": return .red
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default: return .white.opacity(0.4)
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}
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}
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var label: String {
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switch event?.lowercased() {
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case "single": return "1B"
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case "double": return "2B"
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case "triple": return "3B"
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case "home_run", "home run": return "HR"
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default: return "Out"
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}
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}
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}
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struct SprayChartView: View {
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let hits: [SprayChartHit]
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var size: CGFloat = 280
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// MLB API coordinate system: home plate ~(125, 200), field extends upward
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// coordX: 0-250 (left to right), coordY: 0-250 (top to bottom, lower Y = deeper)
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private let coordRange: ClosedRange<Double> = 0...250
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private let homePlate = CGPoint(x: 125, y: 200)
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var body: some View {
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Canvas { context, canvasSize in
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let w = canvasSize.width
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let h = canvasSize.height
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let scale = min(w, h) / 250.0
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let homeX = homePlate.x * scale
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let homeY = homePlate.y * scale
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// Draw foul lines from home plate
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let foulLineLength: CGFloat = 200 * scale
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// Left field foul line (~135 degrees from horizontal)
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let leftEnd = CGPoint(
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x: homeX - foulLineLength * cos(.pi / 4),
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y: homeY - foulLineLength * sin(.pi / 4)
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)
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var leftLine = Path()
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leftLine.move(to: CGPoint(x: homeX, y: homeY))
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leftLine.addLine(to: leftEnd)
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context.stroke(leftLine, with: .color(.white.opacity(0.15)), lineWidth: 1)
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// Right field foul line
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let rightEnd = CGPoint(
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x: homeX + foulLineLength * cos(.pi / 4),
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y: homeY - foulLineLength * sin(.pi / 4)
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)
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var rightLine = Path()
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rightLine.move(to: CGPoint(x: homeX, y: homeY))
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rightLine.addLine(to: rightEnd)
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context.stroke(rightLine, with: .color(.white.opacity(0.15)), lineWidth: 1)
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// Outfield arc
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var arc = Path()
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arc.addArc(
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center: CGPoint(x: homeX, y: homeY),
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radius: foulLineLength,
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startAngle: .degrees(-135),
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endAngle: .degrees(-45),
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clockwise: false
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)
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context.stroke(arc, with: .color(.white.opacity(0.1)), lineWidth: 1)
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// Infield arc (smaller)
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var infieldArc = Path()
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let infieldRadius: CGFloat = 60 * scale
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infieldArc.addArc(
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center: CGPoint(x: homeX, y: homeY),
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radius: infieldRadius,
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startAngle: .degrees(-135),
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endAngle: .degrees(-45),
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clockwise: false
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)
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context.stroke(infieldArc, with: .color(.white.opacity(0.08)), lineWidth: 0.5)
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// Infield diamond
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let baseDistance: CGFloat = 40 * scale
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let first = CGPoint(x: homeX + baseDistance * cos(.pi / 4), y: homeY - baseDistance * sin(.pi / 4))
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let second = CGPoint(x: homeX, y: homeY - baseDistance * sqrt(2))
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let third = CGPoint(x: homeX - baseDistance * cos(.pi / 4), y: homeY - baseDistance * sin(.pi / 4))
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var diamond = Path()
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diamond.move(to: CGPoint(x: homeX, y: homeY))
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diamond.addLine(to: first)
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diamond.addLine(to: second)
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diamond.addLine(to: third)
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diamond.closeSubpath()
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context.stroke(diamond, with: .color(.white.opacity(0.12)), lineWidth: 0.5)
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// Home plate marker
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let plateSize: CGFloat = 4
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let plateRect = CGRect(x: homeX - plateSize, y: homeY - plateSize, width: plateSize * 2, height: plateSize * 2)
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context.fill(Path(plateRect), with: .color(.white.opacity(0.3)))
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// Draw hit dots
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for hit in hits {
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let x = hit.coordX * scale
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let y = hit.coordY * scale
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let dotRadius: CGFloat = 5
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let dotRect = CGRect(x: x - dotRadius, y: y - dotRadius, width: dotRadius * 2, height: dotRadius * 2)
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context.fill(Circle().path(in: dotRect), with: .color(hit.color))
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context.stroke(Circle().path(in: dotRect), with: .color(.white.opacity(0.2)), lineWidth: 0.5)
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}
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}
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.frame(width: size, height: size)
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}
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}
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104
mlbTVOS/Views/Components/StrikeZoneView.swift
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104
mlbTVOS/Views/Components/StrikeZoneView.swift
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import SwiftUI
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struct StrikeZoneView: View {
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let pitches: [LiveFeedPlayEvent]
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var size: CGFloat = 200
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// Visible range: enough to show balls just outside the zone
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// pX: feet from center of plate. Zone is -0.83 to 0.83. Show -1.5 to 1.5.
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// pZ: height in feet. Zone is ~1.5 to 3.5. Show 0.5 to 4.5.
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private let viewMinX: Double = -1.5
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private let viewMaxX: Double = 1.5
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private let viewMinZ: Double = 0.5
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private let viewMaxZ: Double = 4.5
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private let zoneHalfWidth: Double = 0.83
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private var strikeZoneTop: Double {
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pitches.compactMap { $0.pitchData?.strikeZoneTop }.last ?? 3.4
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}
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private var strikeZoneBottom: Double {
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pitches.compactMap { $0.pitchData?.strikeZoneBottom }.last ?? 1.6
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}
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var body: some View {
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Canvas { context, canvasSize in
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let w = canvasSize.width
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let h = canvasSize.height
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let rangeX = viewMaxX - viewMinX
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let rangeZ = viewMaxZ - viewMinZ
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func mapX(_ pX: Double) -> CGFloat {
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CGFloat((pX - viewMinX) / rangeX) * w
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}
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func mapZ(_ pZ: Double) -> CGFloat {
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// Higher pZ = higher on screen = lower canvas Y
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h - CGFloat((pZ - viewMinZ) / rangeZ) * h
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}
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// Strike zone rectangle
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let zoneLeft = mapX(-zoneHalfWidth)
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let zoneRight = mapX(zoneHalfWidth)
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let zoneTop = mapZ(strikeZoneTop)
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let zoneBottom = mapZ(strikeZoneBottom)
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let zoneRect = CGRect(x: zoneLeft, y: zoneTop, width: zoneRight - zoneLeft, height: zoneBottom - zoneTop)
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context.fill(Path(zoneRect), with: .color(.white.opacity(0.06)))
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context.stroke(Path(zoneRect), with: .color(.white.opacity(0.3)), lineWidth: 1.5)
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// 3x3 grid
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let zoneW = zoneRight - zoneLeft
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let zoneH = zoneBottom - zoneTop
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for i in 1...2 {
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let xLine = zoneLeft + zoneW * CGFloat(i) / 3.0
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var vPath = Path()
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vPath.move(to: CGPoint(x: xLine, y: zoneTop))
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vPath.addLine(to: CGPoint(x: xLine, y: zoneBottom))
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context.stroke(vPath, with: .color(.white.opacity(0.12)), lineWidth: 0.5)
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let yLine = zoneTop + zoneH * CGFloat(i) / 3.0
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var hPath = Path()
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hPath.move(to: CGPoint(x: zoneLeft, y: yLine))
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hPath.addLine(to: CGPoint(x: zoneRight, y: yLine))
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context.stroke(hPath, with: .color(.white.opacity(0.12)), lineWidth: 0.5)
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}
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// Pitch dots
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let dotScale = min(size / 200.0, 1.0)
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for (index, pitch) in pitches.enumerated() {
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guard let coords = pitch.pitchData?.coordinates,
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let pX = coords.pX, let pZ = coords.pZ else { continue }
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let cx = mapX(pX)
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let cy = mapZ(pZ)
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let isLatest = index == pitches.count - 1
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let dotRadius: CGFloat = (isLatest ? 9 : 7) * dotScale
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let color = pitchCallColor(pitch.callCode)
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let dotRect = CGRect(
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x: cx - dotRadius,
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y: cy - dotRadius,
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width: dotRadius * 2,
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height: dotRadius * 2
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)
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if isLatest {
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let glowRect = dotRect.insetBy(dx: -4 * dotScale, dy: -4 * dotScale)
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context.fill(Circle().path(in: glowRect), with: .color(color.opacity(0.3)))
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}
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context.fill(Circle().path(in: dotRect), with: .color(color))
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context.stroke(Circle().path(in: dotRect), with: .color(.white.opacity(0.4)), lineWidth: 0.5)
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// Pitch number
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let fontSize: CGFloat = max(8 * dotScale, 7)
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let numText = Text("\(pitch.pitchNumber ?? (index + 1))")
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.font(.system(size: fontSize, weight: .bold, design: .rounded))
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.foregroundColor(.white)
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context.draw(context.resolve(numText), at: CGPoint(x: cx, y: cy), anchor: .center)
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}
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}
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.frame(width: size, height: size * 1.33)
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}
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}
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Reference in New Issue
Block a user