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