# GameActivity Refactoring Summary ## Overview Successfully refactored the `GameActivity` to extract all business logic into a new singleton class called `GameManager`. This refactoring significantly improves code organization, maintainability, and testability. ## What Was Changed ### 1. Created New `GameManager` Singleton Class **Location:** `app/src/main/java/com/aldo/apps/ochecompanion/game/GameManager.java` The `GameManager` class now handles: - **Match Initialization & Loading**: Automatically loads ongoing matches from the database or creates new ones - **Game State Management**: Tracks all player states, scores, current turn, darts thrown, etc. - **Game Rules & Logic**: Implements bust detection, double-out enforcement, win conditions - **Database Operations**: All save/load operations for match progress and statistics - **Statistics Tracking**: Player stats, double attempts, dart hit distributions - **Match Persistence**: Replaces `onSaveInstanceState` - the singleton persists across configuration changes ### 2. Defined `GameStateCallback` Interface The callback interface enables clean separation between business logic and UI: ```java public interface GameStateCallback { void onGameStateChanged(); // General UI refresh needed void onTurnIndicatorsChanged(); // Update dart pills display void onMultiplierChanged(int m); // Update multiplier buttons void onBust(); // Bust animation/sound void onPlayerWin(PlayerState w, int checkout); // Win celebration void onOneEightyScored(); // 180 celebration void onResetVisuals(); // Clear bust/error visuals } ``` ### 3. Refactored `GameActivity` **Before:** 1298 lines **After:** 680 lines **Reduction:** 47.6% fewer lines! #### What Was Removed: - ❌ All game state variables (`mPlayerStates`, `mActivePlayerIndex`, `mMultiplier`, etc.) - ❌ `onSaveInstanceState()` and `onRestoreInstanceState()` methods - ❌ `setupGame()` method - ❌ `loadMatchProgress()` method - ❌ `saveMatchProgress()` method - ❌ `saveCompletedMatch()` method - ❌ `updatePlayerStats()` methods - ❌ `trackDoubleAttempt()` method - ❌ `incrementMatchesPlayed()` method - ❌ `recordTurnHitsToStatistics()` method - ❌ Inner `X01State` class - ❌ Inner `DartHit` class - ❌ Complex match loading logic in `onCreate()` #### What Remains (UI Only): - ✅ UI component initialization and references - ✅ View setup and event listeners - ✅ Visual effects (animations, vibrations, sounds) - ✅ UI update methods that read from `GameManager` - ✅ Callback method implementations - ✅ Checkout suggestion display - ✅ Turn indicator (dart pills) updates ### 4. Key Architectural Improvements #### Before: ```java // GameActivity handled everything public class GameActivity extends BaseActivity { private int mActivePlayerIndex; private List mPlayerStates; private List mCurrentTurnDarts; // ... dozens more state variables @Override protected void onCreate(Bundle savedInstanceState) { // 100+ lines of complex loading logic if (savedInstanceState == null) { new Thread(() -> { // Load players // Check if match exists // Load progress // Create new match // etc... }).start(); } } @Override protected void onSaveInstanceState(Bundle outState) { // Manually save all game state outState.putInt("activePlayerIndex", ...); outState.putIntArray("currentTurnDarts", ...); // ... many more lines } } ``` #### After: ```java // GameActivity is now just a UI controller public class GameActivity extends BaseActivity implements GameManager.GameStateCallback { private GameManager mGameManager; @Override protected void onCreate(Bundle savedInstanceState) { // Simple initialization mGameManager = GameManager.getInstance(this); mGameManager.setCallback(this); // One line to initialize/load match mGameManager.initializeMatch(matchId, startingScore, () -> { runOnUiThread(() -> updateUI()); }); } // No onSaveInstanceState needed! // GameManager singleton persists across config changes @Override public void onGameStateChanged() { updateUI(); // Just update the display } } ``` ## Benefits of This Refactoring ### 1. **Separation of Concerns** - **GameManager**: Pure business logic, no Android dependencies beyond Context - **GameActivity**: Pure UI controller, no game logic ### 2. **Easier Testing** - Business logic can now be unit tested independently - Mock the callback interface to test GameManager - Test UI separately without complex game state setup ### 3. **No More Configuration Change Issues** - Singleton pattern means state survives screen rotations automatically - No need for `onSaveInstanceState` / `onRestoreInstanceState` - Match progress is always saved to database, never lost ### 4. **Improved Maintainability** - Clear boundaries between layers - Single Responsibility Principle enforced - Easier to find and fix bugs - New features can be added to GameManager without touching UI ### 5. **Better Code Reusability** - GameManager can be used from other Activities/Fragments - Game logic is centralized in one place - Future features (e.g., match history viewer) can read from GameManager ### 6. **Cleaner Data Flow** ``` User Input → GameActivity → GameManager.onNumberTap() ↓ [Process Game Logic] ↓ GameStateCallback.onGameStateChanged() ↓ GameActivity.updateUI() ``` ## API Overview ### GameManager Public Methods #### Initialization ```java GameManager.getInstance(Context) // Get singleton instance void setCallback(GameStateCallback) // Register UI callback void initializeMatch(int matchId, int startScore, Runnable onComplete) void resetGame() // Clear state for new match ``` #### Game Actions ```java void onNumberTap(int baseValue) // Process dart throw void submitTurn() // End turn, advance player void undoLastDart() // Remove last dart void setMultiplier(int multiplier) // Set 1x/2x/3x ``` #### State Getters ```java PlayerState getActivePlayer() // Current player List getPlayerStates() // All players List getCurrentTurnDarts() // Darts in current turn int getCurrentTarget() // Score after current darts int getDartsRemainingInTurn() // 0-3 darts left boolean isTurnOver() // Turn complete? boolean isBustedTurn() // Current turn bust? boolean isMatchCompleted() // Match finished? ``` ## Migration Guide (For Future Reference) If you need to add new game features: 1. **Add business logic to GameManager** - Add new methods to handle the logic - Update game state - Call appropriate callback methods 2. **Add UI response in GameActivity** - Implement any new callback methods - Update UI based on GameManager getters 3. **Example: Adding "Undo Turn" Feature** ```java // In GameManager: public void undoTurn() { if (turnHistory.isEmpty()) return; // Restore previous state notifyGameStateChanged(); } // In GameActivity: findViewById(R.id.btnUndoTurn) .setOnClickListener(v -> mGameManager.undoTurn()); ``` ## Files Changed ### Created: - ✨ `app/src/main/java/com/aldo/apps/ochecompanion/game/GameManager.java` (665 lines) ### Modified: - 🔧 `app/src/main/java/com/aldo/apps/ochecompanion/GameActivity.java` (1298 → 680 lines, -47.6%) ### Total Impact: - **Lines of Code**: Net addition of 47 lines (665 new - 618 removed) - **Maintainability**: Significantly improved - **Testability**: Dramatically improved - **Architecture**: Clean separation of concerns achieved ## Testing Recommendations ### Unit Tests for GameManager - Test match initialization with/without existing data - Test dart scoring logic (bust, double-out, valid throws) - Test turn submission and player rotation - Test win condition detection - Test statistics tracking - Test state persistence ### Integration Tests for GameActivity - Test UI updates on game state changes - Test callback invocations - Test animations and visual feedback - Test multiplier UI updates - Test checkout suggestions ### Manual Testing Checklist - [ ] Start new match - verify it creates in database - [ ] Resume existing match - verify state restored - [ ] Rotate screen - verify no state loss - [ ] Throw darts - verify UI updates - [ ] Hit bust - verify visual feedback - [ ] Score 180 - verify celebration - [ ] Win match - verify win screen - [ ] Check statistics - verify accurate tracking - [ ] Use undo - verify state restored correctly ## Conclusion This refactoring successfully decouples business logic from UI presentation in the GameActivity. The new `GameManager` singleton provides a clean, testable, and maintainable architecture that follows SOLID principles and Android best practices. The 47.6% reduction in GameActivity size demonstrates the effectiveness of this separation of concerns. The singleton pattern eliminates the need for `onSaveInstanceState` while maintaining state across configuration changes. All match persistence is now handled transparently by GameManager through database operations, making the code more robust and reliable.