fix: codebase audit fixes — safety, accessibility, and production hygiene

Address 16 issues from external audit:
- Move StoreKit transaction listener ownership to StoreManager singleton with proper deinit
- Remove noisy VoiceOver announcements, add missing accessibility on StatPill and BootstrapLoadingView
- Replace String @retroactive Identifiable with IdentifiableShareCode wrapper
- Add crash guard in AchievementEngine getContributingVisitIds + cache stadium lookups
- Pre-compute GamesHistoryViewModel filtered properties to avoid redundant SwiftUI recomputation
- Remove force-unwraps in ProgressMapView with safe guard-let fallback
- Add diff-based update gating in ItineraryTableViewWrapper to prevent unnecessary reloads
- Replace deprecated UIScreen.main with UIWindowScene lookup
- Add deinit task cancellation in ScheduleViewModel and SuggestedTripsGenerator
- Wrap ~234 unguarded print() calls across 27 files in #if DEBUG

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Trey t
2026-02-22 00:07:53 -06:00
parent 826eadbc0f
commit 91c5eac22d
32 changed files with 434 additions and 67 deletions

View File

@@ -246,7 +246,9 @@ enum GameDAGRouter {
// Step 6: Final diversity selection
let finalRoutes = selectDiverseRoutes(routesWithAnchors, stadiums: stadiums, maxCount: maxOptions)
#if DEBUG
print("🔍 DAG: Input games=\(games.count), beam=\(beam.count), withAnchors=\(routesWithAnchors.count), final=\(finalRoutes.count)")
#endif
return finalRoutes
}
@@ -586,10 +588,12 @@ enum GameDAGRouter {
let feasible = drivingHours <= maxDrivingHoursAvailable && drivingHours <= availableHours
// Debug output for rejected transitions
#if DEBUG
if !feasible && drivingHours > 10 {
print("🔍 DAG canTransition REJECTED: \(fromStadium.city)\(toStadium.city)")
print("🔍 drivingHours=\(String(format: "%.1f", drivingHours)), daysBetween=\(daysBetween), maxAvailable=\(String(format: "%.1f", maxDrivingHoursAvailable)), availableHours=\(String(format: "%.1f", availableHours))")
}
#endif
return feasible
}

View File

@@ -192,12 +192,14 @@ final class ScenarioAPlanner: ScenarioPlanner {
}
}
#if DEBUG
print("🔍 ScenarioA: filteredGames=\(filteredGames.count), validRoutes=\(validRoutes.count)")
if let firstRoute = validRoutes.first {
print("🔍 ScenarioA: First route has \(firstRoute.count) games")
let cities = firstRoute.compactMap { request.stadiums[$0.stadiumId]?.city }
print("🔍 ScenarioA: Route cities: \(cities)")
}
#endif
if validRoutes.isEmpty {
let noMustStopSatisfyingRoutes = !requiredMustStops.isEmpty
@@ -233,13 +235,17 @@ final class ScenarioAPlanner: ScenarioPlanner {
// Build stops for this route
let stops = buildStops(from: routeGames, stadiums: request.stadiums)
#if DEBUG
// Debug: show stops created from games
let stopCities = stops.map { "\($0.city)(\($0.games.count)g)" }
print("🔍 ScenarioA: Route \(index) - \(routeGames.count) games → \(stops.count) stops: \(stopCities)")
#endif
guard !stops.isEmpty else {
routesFailed += 1
#if DEBUG
print("⚠️ ScenarioA: Route \(index) - buildStops returned empty")
#endif
continue
}
@@ -250,7 +256,9 @@ final class ScenarioAPlanner: ScenarioPlanner {
) else {
// This route fails driving constraints, skip it
routesFailed += 1
#if DEBUG
print("⚠️ ScenarioA: Route \(index) - ItineraryBuilder.build failed")
#endif
continue
}
@@ -291,21 +299,25 @@ final class ScenarioAPlanner: ScenarioPlanner {
// Sort and rank based on leisure level
let leisureLevel = request.preferences.leisureLevel
#if DEBUG
// Debug: show all options before sorting
print("🔍 ScenarioA: \(itineraryOptions.count) itinerary options before sorting:")
for (i, opt) in itineraryOptions.enumerated() {
print(" Option \(i): \(opt.stops.count) stops, \(opt.totalGames) games, \(String(format: "%.1f", opt.totalDrivingHours))h driving")
}
#endif
let rankedOptions = ItineraryOption.sortByLeisure(
itineraryOptions,
leisureLevel: leisureLevel
)
#if DEBUG
print("🔍 ScenarioA: Returning \(rankedOptions.count) options after sorting")
if let first = rankedOptions.first {
print("🔍 ScenarioA: First option has \(first.stops.count) stops")
}
#endif
return .success(rankedOptions)
}
@@ -479,10 +491,12 @@ final class ScenarioAPlanner: ScenarioPlanner {
}
}
#if DEBUG
print("🔍 ScenarioA Regional: Partitioned \(games.count) games into \(gamesByRegion.count) regions")
for (region, regionGames) in gamesByRegion {
print(" \(region.shortName): \(regionGames.count) games")
}
#endif
// Run beam search for each region
var allRoutes: [[Game]] = []
@@ -497,7 +511,9 @@ final class ScenarioAPlanner: ScenarioPlanner {
stopBuilder: buildStops
)
#if DEBUG
print("🔍 ScenarioA Regional: \(region.shortName) produced \(regionRoutes.count) routes")
#endif
allRoutes.append(contentsOf: regionRoutes)
}

View File

@@ -468,7 +468,9 @@ final class ScenarioBPlanner: ScenarioPlanner {
}
}
#if DEBUG
print("🔍 ScenarioB Regional: Anchor games in regions: \(anchorRegions.map { $0.shortName })")
#endif
// Run beam search for each region that has anchor games
// (Other regions without anchor games would produce routes that don't satisfy anchors)
@@ -490,7 +492,9 @@ final class ScenarioBPlanner: ScenarioPlanner {
stopBuilder: buildStops
)
#if DEBUG
print("🔍 ScenarioB Regional: \(region.shortName) produced \(regionRoutes.count) routes")
#endif
allRoutes.append(contentsOf: regionRoutes)
}

View File

@@ -97,6 +97,7 @@ final class ScenarioDPlanner: ScenarioPlanner {
//
let teamGames = filterToTeam(request.allGames, teamId: teamId)
#if DEBUG
print("🔍 ScenarioD Step 3: allGames=\(request.allGames.count), teamGames=\(teamGames.count)")
print("🔍 ScenarioD: Looking for teamId=\(teamId)")
for game in teamGames.prefix(20) {
@@ -104,6 +105,7 @@ final class ScenarioDPlanner: ScenarioPlanner {
let isHome = game.homeTeamId == teamId
print("🔍 Game: \(stadium?.city ?? "?") on \(game.gameDate) (\(isHome ? "HOME" : "AWAY"))")
}
#endif
if teamGames.isEmpty {
return .failure(
@@ -124,15 +126,19 @@ final class ScenarioDPlanner: ScenarioPlanner {
// Step 4: Apply date range and region filters
//
let selectedRegions = request.preferences.selectedRegions
#if DEBUG
print("🔍 ScenarioD Step 4: dateRange=\(dateRange.start) to \(dateRange.end), selectedRegions=\(selectedRegions)")
#endif
let filteredGames = teamGames
.filter { game in
// Must be in date range
let inDateRange = dateRange.contains(game.startTime)
if !inDateRange {
#if DEBUG
let stadium = request.stadiums[game.stadiumId]
print("🔍 FILTERED OUT (date): \(stadium?.city ?? "?") on \(game.gameDate) - startTime=\(game.startTime)")
#endif
return false
}
@@ -141,20 +147,24 @@ final class ScenarioDPlanner: ScenarioPlanner {
guard let stadium = request.stadiums[game.stadiumId] else { return false }
let gameRegion = Region.classify(longitude: stadium.coordinate.longitude)
let inRegion = selectedRegions.contains(gameRegion)
#if DEBUG
if !inRegion {
print("🔍 FILTERED OUT (region): \(stadium.city) on \(game.gameDate) - region=\(gameRegion)")
}
#endif
return inRegion
}
return true
}
.sorted { $0.startTime < $1.startTime }
#if DEBUG
print("🔍 ScenarioD Step 4 result: \(filteredGames.count) games after date/region filter")
for game in filteredGames {
let stadium = request.stadiums[game.stadiumId]
print("🔍 Kept: \(stadium?.city ?? "?") on \(game.gameDate)")
}
#endif
if filteredGames.isEmpty {
return .failure(
@@ -185,15 +195,19 @@ final class ScenarioDPlanner: ScenarioPlanner {
// July 27 if it makes the driving from Chicago feasible).
let finalGames = filteredGames
#if DEBUG
print("🔍 ScenarioD Step 5: Passing \(finalGames.count) games to router (allowRepeatCities=\(request.preferences.allowRepeatCities))")
print("🔍 ScenarioD: teamGames=\(teamGames.count), filteredGames=\(filteredGames.count), finalGames=\(finalGames.count)")
#endif
//
// Step 6: Find valid routes using DAG router
//
// Follow Team mode typically has fewer games than Scenario A,
// so we can be more exhaustive in route finding.
#if DEBUG
print("🔍 ScenarioD Step 6: Finding routes from \(finalGames.count) games")
#endif
var validRoutes: [[Game]] = []
@@ -203,18 +217,22 @@ final class ScenarioDPlanner: ScenarioPlanner {
allowRepeatCities: request.preferences.allowRepeatCities,
stopBuilder: buildStops
)
#if DEBUG
print("🔍 ScenarioD Step 6: GameDAGRouter returned \(globalRoutes.count) routes")
for (i, route) in globalRoutes.prefix(5).enumerated() {
let cities = route.compactMap { request.stadiums[$0.stadiumId]?.city }.joined(separator: "")
print("🔍 Route \(i+1): \(route.count) games - \(cities)")
}
#endif
validRoutes.append(contentsOf: globalRoutes)
// Deduplicate routes
validRoutes = deduplicateRoutes(validRoutes)
#if DEBUG
print("🔍 ScenarioD Step 6 after dedup: \(validRoutes.count) valid routes")
#endif
if validRoutes.isEmpty {
return .failure(
@@ -292,7 +310,9 @@ final class ScenarioDPlanner: ScenarioPlanner {
leisureLevel: leisureLevel
)
#if DEBUG
print("🔍 ScenarioD: Returning \(rankedOptions.count) options")
#endif
return .success(rankedOptions)
}
@@ -315,22 +335,32 @@ final class ScenarioDPlanner: ScenarioPlanner {
stadiums: [String: Stadium]
) -> [Game] {
guard !allowRepeat else {
#if DEBUG
print("🔍 applyRepeatCityFilter: allowRepeat=true, returning all \(games.count) games")
#endif
return games
}
#if DEBUG
print("🔍 applyRepeatCityFilter: allowRepeat=false, filtering duplicates")
#endif
var seenCities: Set<String> = []
return games.filter { game in
guard let stadium = stadiums[game.stadiumId] else {
#if DEBUG
print("🔍 Game \(game.id): NO STADIUM FOUND - filtered out")
#endif
return false
}
if seenCities.contains(stadium.city) {
#if DEBUG
print("🔍 Game in \(stadium.city) on \(game.gameDate): DUPLICATE CITY - filtered out")
#endif
return false
}
#if DEBUG
print("🔍 Game in \(stadium.city) on \(game.gameDate): KEPT (first in this city)")
#endif
seenCities.insert(stadium.city)
return true
}

View File

@@ -117,17 +117,21 @@ final class ScenarioEPlanner: ScenarioPlanner {
}
}
#if DEBUG
print("🔍 ScenarioE Step 2: Found \(allHomeGames.count) total home games across \(selectedTeamIds.count) teams")
for (teamId, games) in homeGamesByTeam {
let teamName = request.teams[teamId]?.fullName ?? teamId
print("🔍 \(teamName): \(games.count) home games")
}
#endif
//
// Step 3: Generate sliding windows across the season
//
let windowDuration = request.preferences.teamFirstMaxDays
#if DEBUG
print("🔍 ScenarioE Step 3: Window duration = \(windowDuration) days")
#endif
let validWindows = generateValidWindows(
homeGamesByTeam: homeGamesByTeam,
@@ -150,13 +154,17 @@ final class ScenarioEPlanner: ScenarioPlanner {
)
}
#if DEBUG
print("🔍 ScenarioE Step 3: Found \(validWindows.count) valid windows")
#endif
// Sample windows if too many exist
let windowsToEvaluate: [DateInterval]
if validWindows.count > maxWindowsToEvaluate {
windowsToEvaluate = sampleWindows(validWindows, count: maxWindowsToEvaluate)
#if DEBUG
print("🔍 ScenarioE Step 3: Sampled down to \(windowsToEvaluate.count) windows")
#endif
} else {
windowsToEvaluate = validWindows
}
@@ -280,7 +288,9 @@ final class ScenarioEPlanner: ScenarioPlanner {
// Early exit if we have enough options
if allItineraryOptions.count >= maxResultsToReturn * 5 {
#if DEBUG
print("🔍 ScenarioE: Early exit at window \(windowIndex + 1) with \(allItineraryOptions.count) options")
#endif
break
}
}
@@ -331,7 +341,9 @@ final class ScenarioEPlanner: ScenarioPlanner {
)
}
#if DEBUG
print("🔍 ScenarioE: Returning \(rankedOptions.count) options")
#endif
return .success(rankedOptions)
}

View File

@@ -43,6 +43,7 @@ enum ScenarioPlannerFactory {
/// - Both start and end locations ScenarioCPlanner
/// - Otherwise ScenarioAPlanner
static func planner(for request: PlanningRequest) -> ScenarioPlanner {
#if DEBUG
print("🔍 ScenarioPlannerFactory: Selecting planner...")
print(" - planningMode: \(request.preferences.planningMode)")
print(" - selectedTeamIds.count: \(request.preferences.selectedTeamIds.count)")
@@ -50,11 +51,14 @@ enum ScenarioPlannerFactory {
print(" - selectedGames.count: \(request.selectedGames.count)")
print(" - startLocation: \(request.startLocation?.name ?? "nil")")
print(" - endLocation: \(request.endLocation?.name ?? "nil")")
#endif
// Scenario E: Team-First mode - user selects teams, finds optimal trip windows
if request.preferences.planningMode == .teamFirst &&
request.preferences.selectedTeamIds.count >= 2 {
#if DEBUG
print("🔍 ScenarioPlannerFactory: → ScenarioEPlanner (team-first)")
#endif
return ScenarioEPlanner()
}
@@ -62,30 +66,40 @@ enum ScenarioPlannerFactory {
if request.preferences.planningMode == .teamFirst &&
request.preferences.selectedTeamIds.count == 1 {
// Single team in teamFirst mode treat as follow-team
#if DEBUG
print("🔍 ScenarioPlannerFactory: → ScenarioDPlanner (team-first single team)")
#endif
return ScenarioDPlanner()
}
// Scenario D: User wants to follow a specific team
if request.preferences.followTeamId != nil {
#if DEBUG
print("🔍 ScenarioPlannerFactory: → ScenarioDPlanner (follow team)")
#endif
return ScenarioDPlanner()
}
// Scenario B: User selected specific games
if !request.selectedGames.isEmpty {
#if DEBUG
print("🔍 ScenarioPlannerFactory: → ScenarioBPlanner (selected games)")
#endif
return ScenarioBPlanner()
}
// Scenario C: User specified start and end locations
if request.startLocation != nil && request.endLocation != nil {
#if DEBUG
print("🔍 ScenarioPlannerFactory: → ScenarioCPlanner (start/end locations)")
#endif
return ScenarioCPlanner()
}
// Scenario A: Date range only (default)
#if DEBUG
print("🔍 ScenarioPlannerFactory: → ScenarioAPlanner (default/date range)")
#endif
return ScenarioAPlanner()
}