Unified data model approach: - Single ItineraryItem type (travel becomes a category) - Constraint validation layer for travel rules - Red zone visual feedback for invalid drops - Simplified flattening logic Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
19 KiB
19 KiB
Itinerary Reorder Refactor Design
Overview
Refactor the itinerary drag-and-drop system to use a unified data model, fix current bugs, and implement proper constraint validation with visual feedback.
Current Problems
- Can't move custom item below a game
- Can't move custom item to empty/rest days
- Travel positioning is inconsistent - always appears above custom items regardless of drop position
- General weirdness with drag targeting and sort order calculation
Goals
- Custom items can go anywhere - any position on any day, including empty rest days
- Travel has hard constraints - day range based on game cities, position constraints on edge days
- Games are fixed - no drag handle, sorted by game time
- Red zone feedback - invalid drop zones are visually highlighted
- Unified data model - single
ItineraryItemtype for all positionable items
Data Model
Unified ItineraryItem
Replace CustomItineraryItem and TravelDayOverride with a single model:
struct ItineraryItem: Identifiable, Codable, Hashable {
let id: UUID
let tripId: UUID
var category: ItemCategory
var day: Int // 1-indexed
var sortOrder: Double
var title: String
let createdAt: Date
var modifiedAt: Date
// Location (for mappable items)
var latitude: Double?
var longitude: Double?
var address: String?
// Travel-specific (only when category == .travel)
var travelFromCity: String?
var travelToCity: String?
var travelDistanceMeters: Double?
var travelDurationSeconds: Double?
var isMappable: Bool {
latitude != nil && longitude != nil
}
var isTravel: Bool {
category == .travel
}
}
enum ItemCategory: String, Codable, CaseIterable {
case restaurant
case hotel
case activity
case note
case travel
var icon: String {
switch self {
case .restaurant: return "🍽️"
case .hotel: return "🏨"
case .activity: return "🎯"
case .note: return "📝"
case .travel: return "🚗"
}
}
var label: String {
switch self {
case .restaurant: return "Restaurant"
case .hotel: return "Hotel"
case .activity: return "Activity"
case .note: return "Note"
case .travel: return "Travel"
}
}
}
Games Remain Derived
Games are NOT stored as ItineraryItem. They're computed from trip data and rendered with assigned sortOrder values:
| SortOrder Range | Usage |
|---|---|
| 0 - 99 | Items BEFORE games |
| 100 - 199 | Games (100 + index by game time) |
| 200+ | Items AFTER games |
Constraint Rules
Custom Items (non-travel)
- Can go anywhere within trip date range
- Any day (1 to tripDayCount), including empty rest days
- Any sortOrder position
Travel Items
Day constraint:
- Earliest: Day of last game in departure city (can leave after game)
- Latest: Day of first game in arrival city (must arrive before game)
Position constraint on edge days:
- On departure day: Must be AFTER all games (sortOrder > max game sortOrder)
- On arrival day: Must be BEFORE all games (sortOrder < min game sortOrder)
- On rest days: Can be anywhere
Example:
Day 1: Game in Detroit (sortOrder 100)
Day 2: Rest day
Day 3: Rest day
Day 4: Game in Milwaukee (sortOrder 100)
Travel "Detroit → Milwaukee" valid positions:
- Day 1: sortOrder > 100 (after the game)
- Day 2: any sortOrder
- Day 3: any sortOrder
- Day 4: sortOrder < 100 (before the game)
Games
- Fixed position, no drag handle
- Sorted by game time within a day
- Multiple games on same day: travel must be after ALL on departure, before ALL on arrival
Constraint Validation Layer
struct ItineraryConstraints {
let trip: Trip
let games: [RichGame]
private var tripDayCount: Int {
// Calculate from trip.startDate to trip.endDate
}
/// Check if position is valid for an item
func isValidPosition(for item: ItineraryItem, day: Int, sortOrder: Double) -> Bool {
// Day must be within trip range
guard day >= 1 && day <= tripDayCount else { return false }
switch item.category {
case .travel:
return isValidTravelPosition(item: item, day: day, sortOrder: sortOrder)
default:
return true // Custom items can go anywhere
}
}
/// Get valid day range for travel
func validDayRange(for item: ItineraryItem) -> ClosedRange<Int>? {
guard item.category == .travel,
let fromCity = item.travelFromCity,
let toCity = item.travelToCity else { return nil }
let departureDays = gameDays(in: fromCity)
let arrivalDays = gameDays(in: toCity)
let minDay = departureDays.max() ?? 1 // Day of last game in departure city
let maxDay = arrivalDays.min() ?? tripDayCount // Day of first game in arrival city
return minDay...maxDay
}
/// Get valid sortOrder range for travel on a specific day
func validSortOrderRange(for item: ItineraryItem, on day: Int) -> ClosedRange<Double> {
guard item.category == .travel,
let fromCity = item.travelFromCity,
let toCity = item.travelToCity else {
return 0...Double.greatestFiniteMagnitude
}
let lastDepartureGameDay = gameDays(in: fromCity).max() ?? 0
let firstArrivalGameDay = gameDays(in: toCity).min() ?? tripDayCount + 1
if day == lastDepartureGameDay {
// Must be AFTER all games
let maxGameSortOrder = maxGameSortOrder(on: day)
return (maxGameSortOrder + 0.001)...Double.greatestFiniteMagnitude
} else if day == firstArrivalGameDay {
// Must be BEFORE all games
let minGameSortOrder = minGameSortOrder(on: day)
return 0...(minGameSortOrder - 0.001)
} else {
// Rest day - anywhere
return 0...Double.greatestFiniteMagnitude
}
}
private func isValidTravelPosition(item: ItineraryItem, day: Int, sortOrder: Double) -> Bool {
guard let dayRange = validDayRange(for: item) else { return false }
guard dayRange.contains(day) else { return false }
let sortOrderRange = validSortOrderRange(for: item, on: day)
return sortOrderRange.contains(sortOrder)
}
private func gameDays(in city: String) -> [Int] {
// Return day numbers that have games in this city
}
private func maxGameSortOrder(on day: Int) -> Double {
let dayGames = games.filter { /* game is on this day */ }
return 100.0 + Double(dayGames.count - 1)
}
private func minGameSortOrder(on day: Int) -> Double {
return 100.0
}
}
Flattening Logic
Simplified approach - group by day, sort by sortOrder:
enum ItineraryRowItem {
case dayHeader(dayNumber: Int, date: Date)
case game(RichGame, sortOrder: Double)
case item(ItineraryItem)
var sortOrder: Double? {
switch self {
case .dayHeader: return nil
case .game(_, let order): return order
case .item(let item): return item.sortOrder
}
}
var isReorderable: Bool {
switch self {
case .dayHeader, .game: return false
case .item: return true
}
}
var id: String {
switch self {
case .dayHeader(let day, _): return "day:\(day)"
case .game(let game, _): return "game:\(game.game.id)"
case .item(let item): return "item:\(item.id)"
}
}
}
func buildFlatList(trip: Trip, games: [RichGame], items: [ItineraryItem]) -> [ItineraryRowItem] {
var result: [ItineraryRowItem] = []
for dayNumber in 1...tripDayCount {
let dayDate = dateFor(dayNumber)
// 1. Day header (always first)
result.append(.dayHeader(dayNumber: dayNumber, date: dayDate))
// 2. Collect all orderable content
var dayContent: [ItineraryRowItem] = []
// Games with assigned sortOrder (100, 101, 102...)
let dayGames = games
.filter { Calendar.current.isDate($0.game.dateTime, inSameDayAs: dayDate) }
.sorted { $0.game.dateTime < $1.game.dateTime }
for (index, game) in dayGames.enumerated() {
dayContent.append(.game(game, sortOrder: 100.0 + Double(index)))
}
// Items (travel + custom)
for item in items.filter({ $0.day == dayNumber }) {
dayContent.append(.item(item))
}
// 3. Sort by sortOrder
dayContent.sort { ($0.sortOrder ?? 0) < ($1.sortOrder ?? 0) }
result.append(contentsOf: dayContent)
}
return result
}
Drag Handling with Red Zone Feedback
Pre-calculate Invalid Zones on Drag Start
final class ItineraryTableViewController: UITableViewController {
private var constraints: ItineraryConstraints!
private var draggingItem: ItineraryItem?
private var invalidRows: Set<Int> = []
override func tableView(_ tableView: UITableView,
dragSessionWillBegin session: UIDragSession) {
guard let indexPath = tableView.indexPathForRow(at: session.location(in: tableView)),
case .item(let item) = flatItems[indexPath.row] else { return }
draggingItem = item
invalidRows = calculateInvalidRows(for: item)
// Refresh cells to show red zones
tableView.reloadData()
}
private func calculateInvalidRows(for item: ItineraryItem) -> Set<Int> {
var invalid = Set<Int>()
for (index, row) in flatItems.enumerated() {
// Day headers are always invalid drop targets
if case .dayHeader = row {
invalid.insert(index)
continue
}
// For travel items, check constraints
if item.category == .travel {
let day = dayNumber(forRow: index)
let sortOrder = calculateSortOrder(at: index)
if !constraints.isValidPosition(for: item, day: day, sortOrder: sortOrder) {
invalid.insert(index)
}
}
}
return invalid
}
override func tableView(_ tableView: UITableView,
dragSessionDidEnd session: UIDragSession) {
draggingItem = nil
invalidRows.removeAll()
tableView.reloadData()
}
}
Apply Red Zone Styling
override func tableView(_ tableView: UITableView,
cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = // ... configure normally
// Apply red zone styling during drag
if draggingItem != nil && invalidRows.contains(indexPath.row) {
cell.contentView.alpha = 0.3
cell.backgroundColor = UIColor.systemRed.withAlphaComponent(0.1)
} else {
cell.contentView.alpha = 1.0
cell.backgroundColor = .clear
}
return cell
}
Block Invalid Drops
override func tableView(_ tableView: UITableView,
targetIndexPathForMoveFromRowAt source: IndexPath,
toProposedIndexPath proposed: IndexPath) -> IndexPath {
guard case .item(let item) = flatItems[source.row] else { return source }
// Can't drop on position 0
var targetRow = max(1, proposed.row)
targetRow = min(targetRow, flatItems.count - 1)
// Can't drop ON a day header - go after it
if case .dayHeader = flatItems[targetRow] {
targetRow += 1
}
let targetDay = dayNumber(forRow: targetRow)
let targetSortOrder = calculateSortOrder(at: targetRow)
// If valid, allow it
if constraints.isValidPosition(for: item, day: targetDay, sortOrder: targetSortOrder) {
return IndexPath(row: targetRow, section: 0)
}
// Otherwise, find nearest valid position
return findNearestValidPosition(for: item, from: targetRow)
}
private func findNearestValidPosition(for item: ItineraryItem, from row: Int) -> IndexPath {
// Search outward from proposed position to find nearest valid
var searchRadius = 1
while searchRadius < flatItems.count {
// Check row + radius
let upRow = row + searchRadius
if upRow < flatItems.count {
let day = dayNumber(forRow: upRow)
let sortOrder = calculateSortOrder(at: upRow)
if constraints.isValidPosition(for: item, day: day, sortOrder: sortOrder) {
return IndexPath(row: upRow, section: 0)
}
}
// Check row - radius
let downRow = row - searchRadius
if downRow >= 1 {
let day = dayNumber(forRow: downRow)
let sortOrder = calculateSortOrder(at: downRow)
if constraints.isValidPosition(for: item, day: day, sortOrder: sortOrder) {
return IndexPath(row: downRow, section: 0)
}
}
searchRadius += 1
}
// Fallback to source (shouldn't happen)
return IndexPath(row: row, section: 0)
}
Travel Auto-Generation
When a trip is created, generate travel items for each segment:
func generateTravelItems(for trip: Trip, games: [RichGame]) -> [ItineraryItem] {
let constraints = ItineraryConstraints(trip: trip, games: games)
var items: [ItineraryItem] = []
for segment in trip.travelSegments {
let fromCity = segment.fromLocation.name
let toCity = segment.toLocation.name
// Calculate default day (prefer first valid day)
let validRange = constraints.validDayRange(for: tempTravelItem) ?? 1...trip.dayCount
let defaultDay = validRange.lowerBound
// Calculate default sortOrder based on day
let defaultSortOrder: Double
if defaultDay == validRange.lowerBound && gamesExist(on: defaultDay, in: fromCity) {
defaultSortOrder = 200.0 // After games on departure day
} else if defaultDay == validRange.upperBound && gamesExist(on: defaultDay, in: toCity) {
defaultSortOrder = 50.0 // Before games on arrival day
} else {
defaultSortOrder = 50.0 // Rest day, default to morning
}
let item = ItineraryItem(
id: UUID(),
tripId: trip.id,
category: .travel,
day: defaultDay,
sortOrder: defaultSortOrder,
title: "\(fromCity) → \(toCity)",
createdAt: Date(),
modifiedAt: Date(),
travelFromCity: fromCity,
travelToCity: toCity,
travelDistanceMeters: segment.distanceMeters,
travelDurationSeconds: segment.durationSeconds
)
items.append(item)
}
return items
}
Smart Merge on Re-plan
func mergeTravelItems(
existing: [ItineraryItem],
newSegments: [TravelSegment],
trip: Trip,
games: [RichGame]
) -> [ItineraryItem] {
let constraints = ItineraryConstraints(trip: trip, games: games)
var result: [ItineraryItem] = []
// Index existing travel by route
let existingByRoute = Dictionary(
grouping: existing.filter { $0.category == .travel }
) { "\($0.travelFromCity ?? "")->\($0.travelToCity ?? "")" }
for segment in newSegments {
let routeKey = "\(segment.fromLocation.name)->\(segment.toLocation.name)"
if var existingItem = existingByRoute[routeKey]?.first {
// Route still exists - preserve position if valid
if constraints.isValidPosition(for: existingItem, day: existingItem.day, sortOrder: existingItem.sortOrder) {
existingItem.modifiedAt = Date()
result.append(existingItem)
} else {
// Position no longer valid - reset to default
let newItems = generateTravelItems(for: trip, games: games)
if let newItem = newItems.first(where: { $0.travelFromCity == segment.fromLocation.name && $0.travelToCity == segment.toLocation.name }) {
result.append(newItem)
}
}
} else {
// New segment - generate fresh
let newItems = generateTravelItems(for: trip, games: games)
if let newItem = newItems.first(where: { $0.travelFromCity == segment.fromLocation.name && $0.travelToCity == segment.toLocation.name }) {
result.append(newItem)
}
}
}
// Orphaned travel items (route removed) are NOT included
return result
}
Persistence
CloudKit Record: ItineraryItem
Fields:
- itemId: String (UUID)
- tripId: String (UUID)
- category: String
- day: Int64
- sortOrder: Double
- title: String
- createdAt: Date
- modifiedAt: Date
- latitude: Double?
- longitude: Double?
- address: String?
- travelFromCity: String?
- travelToCity: String?
- travelDistanceMeters: Double?
- travelDurationSeconds: Double?
SwiftData Model
@Model
final class ItineraryItemModel {
@Attribute(.unique) var id: UUID
var tripId: UUID
var category: String
var day: Int
var sortOrder: Double
var title: String
var createdAt: Date
var modifiedAt: Date
var latitude: Double?
var longitude: Double?
var address: String?
var travelFromCity: String?
var travelToCity: String?
var travelDistanceMeters: Double?
var travelDurationSeconds: Double?
var ckRecordName: String?
var ckModifiedAt: Date?
}
Service Consolidation
- Delete
TravelOverrideService - Rename
CustomItemService→ItineraryItemService - Single service handles all item types
Files to Change
Create
SportsTime/Core/Models/Domain/ItineraryItem.swiftSportsTime/Core/Models/Domain/ItineraryConstraints.swift
Modify
SportsTime/Features/Trip/Views/ItineraryTableViewController.swift- Simplified flattening, red zone feedbackSportsTime/Features/Trip/Views/ItineraryTableViewWrapper.swift- Use unified itemsSportsTime/Features/Trip/Views/TripDetailView.swift- Single items state, unified serviceSportsTime/Core/Models/CloudKit/CKModels.swift- AddCKItineraryItemSportsTime/Core/Services/CustomItemService.swift→ rename toItineraryItemService.swift
Delete
SportsTime/Core/Models/Domain/TravelDayOverride.swiftSportsTime/Core/Models/Domain/CustomItineraryItem.swiftSportsTime/Core/Services/TravelOverrideService.swift
Summary
| Aspect | Current | New |
|---|---|---|
| Data models | CustomItineraryItem + TravelDayOverride |
Single ItineraryItem |
| Travel storage | Separate override model | .travel category |
| Custom item placement | Only after games | Anywhere |
| Travel constraints | Day range only | Day range + position on edge days |
| Invalid drop feedback | Snap (buggy) | Red zone highlighting |
| Services | Two services | One ItineraryItemService |
| Flattening | Complex special-casing | Simple group + sort |