docs: finalize documentation to the production state
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 16s
CI / ui (pull_request) Successful in 57s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m21s
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 10s
CI / integration (pull_request) Successful in 16s
CI / ui (pull_request) Successful in 57s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m21s
The project is live in production, so the staged-development scaffolding is removed. - Delete the staged trackers PLAN.md and PRERELEASE.md. - Rewrite CLAUDE.md: drop the per-stage workflow; codify the ongoing development principles (How we work) and the production model (Branching, CI & production): manual prod-deploy / prod-rollback, semver release tags, Ansible provisioning, expand-contract migrations. - De-stage the living docs (README, ARCHITECTURE, TESTING, deploy/ansible, loadtest, platform/telegram READMEs) and the docker-compose tuning comments: drop the Stage N / R1-R7 / pre-release labels, keep every number and rationale, and fix the now-dangling PLAN.md / PRERELEASE.md references to describe the current state. - Reword stale 'later stage' Go doc comments for subsystems that have shipped.
This commit is contained in:
@@ -21,7 +21,7 @@ const (
|
||||
// ActionResign abandons the game.
|
||||
ActionResign
|
||||
// ActionTimeout is the auto-resignation a missed turn becomes; recorded by
|
||||
// the game domain in a later stage, never produced by the engine itself.
|
||||
// the game domain, never produced by the engine itself.
|
||||
ActionTimeout
|
||||
)
|
||||
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
// characters (see decode.go and docs/ARCHITECTURE.md §9.1), so archived games
|
||||
// replay independently of any dictionary. Second, the engine owns rules and
|
||||
// scoring only: turn scheduling, the 24-hour timeout, persistence and transport
|
||||
// belong to the game domain in a later stage.
|
||||
// belong to the game domain.
|
||||
package engine
|
||||
|
||||
import (
|
||||
|
||||
@@ -31,7 +31,7 @@ type entry struct {
|
||||
// Registry holds the dictionaries resident in memory, addressed by variant and
|
||||
// dictionary version, and the solvers built over them. Several versions of a
|
||||
// variant may be resident at once; a game pins the version it started on. The
|
||||
// admin reload flow (a later stage) registers a new version through Load.
|
||||
// admin reload flow registers a new version through Load.
|
||||
// Registry is safe for concurrent use.
|
||||
type Registry struct {
|
||||
mu sync.RWMutex
|
||||
|
||||
Reference in New Issue
Block a user