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>
136 lines
5.2 KiB
Swift
136 lines
5.2 KiB
Swift
//
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// ScenarioPlanner.swift
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// SportsTime
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//
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// Protocol for scenario-based trip planning.
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//
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import Foundation
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/// Protocol that all scenario planners must implement.
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/// Each scenario (A, B, C, D, E) has its own isolated implementation.
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///
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/// - Invariants:
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/// - Always returns either success or explicit failure, never throws
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/// - Success contains ranked itinerary options
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/// - Failure contains reason and any constraint violations
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protocol ScenarioPlanner {
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/// Plan itineraries for this scenario.
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/// - Parameter request: The planning request with all inputs
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/// - Returns: Success with ranked itineraries, or explicit failure
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func plan(request: PlanningRequest) -> ItineraryResult
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}
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/// Factory for creating the appropriate scenario planner.
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///
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/// - Expected Behavior:
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/// - planningMode == .teamFirst with >= 2 teams → ScenarioEPlanner
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/// - followTeamId != nil → ScenarioDPlanner
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/// - selectedGames not empty → ScenarioBPlanner
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/// - startLocation AND endLocation != nil → ScenarioCPlanner
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/// - Otherwise → ScenarioAPlanner (default)
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///
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/// Priority order: E > D > B > C > A (first matching wins)
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enum ScenarioPlannerFactory {
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/// Creates the appropriate planner based on the request inputs.
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///
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/// - Expected Behavior:
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/// - planningMode == .teamFirst with >= 2 teams → ScenarioEPlanner
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/// - followTeamId set → ScenarioDPlanner
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/// - selectedGames not empty → ScenarioBPlanner
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/// - Both start and end locations → ScenarioCPlanner
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/// - Otherwise → ScenarioAPlanner
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static func planner(for request: PlanningRequest) -> ScenarioPlanner {
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#if DEBUG
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print("🔍 ScenarioPlannerFactory: Selecting planner...")
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print(" - planningMode: \(request.preferences.planningMode)")
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print(" - selectedTeamIds.count: \(request.preferences.selectedTeamIds.count)")
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print(" - followTeamId: \(request.preferences.followTeamId ?? "nil")")
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print(" - selectedGames.count: \(request.selectedGames.count)")
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print(" - startLocation: \(request.startLocation?.name ?? "nil")")
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print(" - endLocation: \(request.endLocation?.name ?? "nil")")
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#endif
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// Scenario E: Team-First mode - user selects teams, finds optimal trip windows
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if request.preferences.planningMode == .teamFirst &&
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request.preferences.selectedTeamIds.count >= 2 {
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#if DEBUG
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print("🔍 ScenarioPlannerFactory: → ScenarioEPlanner (team-first)")
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#endif
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return ScenarioEPlanner()
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}
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// Scenario D fallback: Team-First with single team → follow that team
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if request.preferences.planningMode == .teamFirst &&
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request.preferences.selectedTeamIds.count == 1 {
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// Single team in teamFirst mode → treat as follow-team
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#if DEBUG
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print("🔍 ScenarioPlannerFactory: → ScenarioDPlanner (team-first single team)")
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#endif
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return ScenarioDPlanner()
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}
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// Scenario D: User wants to follow a specific team
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if request.preferences.followTeamId != nil {
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#if DEBUG
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print("🔍 ScenarioPlannerFactory: → ScenarioDPlanner (follow team)")
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#endif
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return ScenarioDPlanner()
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}
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// Scenario B: User selected specific games
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if !request.selectedGames.isEmpty {
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#if DEBUG
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print("🔍 ScenarioPlannerFactory: → ScenarioBPlanner (selected games)")
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#endif
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return ScenarioBPlanner()
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}
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// Scenario C: User specified start and end locations
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if request.startLocation != nil && request.endLocation != nil {
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#if DEBUG
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print("🔍 ScenarioPlannerFactory: → ScenarioCPlanner (start/end locations)")
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#endif
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return ScenarioCPlanner()
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}
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// Scenario A: Date range only (default)
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#if DEBUG
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print("🔍 ScenarioPlannerFactory: → ScenarioAPlanner (default/date range)")
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#endif
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return ScenarioAPlanner()
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}
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/// Classifies which scenario applies to this request.
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///
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/// - Expected Behavior:
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/// - planningMode == .teamFirst with >= 2 teams → .scenarioE
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/// - followTeamId set → .scenarioD
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/// - selectedGames not empty → .scenarioB
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/// - Both start and end locations → .scenarioC
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/// - Otherwise → .scenarioA
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static func classify(_ request: PlanningRequest) -> PlanningScenario {
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if request.preferences.planningMode == .teamFirst &&
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request.preferences.selectedTeamIds.count >= 2 {
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return .scenarioE
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}
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// Scenario D fallback: Team-First with single team → follow that team
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if request.preferences.planningMode == .teamFirst &&
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request.preferences.selectedTeamIds.count == 1 {
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return .scenarioD
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}
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if request.preferences.followTeamId != nil {
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return .scenarioD
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}
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if !request.selectedGames.isEmpty {
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return .scenarioB
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}
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if request.startLocation != nil && request.endLocation != nil {
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return .scenarioC
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}
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return .scenarioA
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}
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}
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