Session D (night2): Phase 2.5 — intraday refresh + directional movement

Odds-only refresh every 20 min during slate hours (noon–midnight ET),
in-process (INTRADAY_REFRESH=0 kill switch; skips full-snapshot slots):
- signed delta RELATIVE TO THE GRADED SIDE; direction is the signal.
- WITH the grade → STEAM badge, never a re-grade.
- AGAINST >=1.0 → re-grade THAT PROP ONLY at the real current line:
  holds/refuses → VALUE (better entry, same read); drops → PUBLIC revision
  (grade updates, revised_from_grade preserves the ORIGINAL forever, UI
  strikethrough on slate strips + ledger cards).
- Every run recaptures closing_line/odds → the close is now refresh-
  fidelity; SYNC goes live by dropping SNAPSHOT_EXPECTED_INTERVAL to 1200.
- Ticker MOVE events feed from the refresh (>=1.0 moves).
- QUOTA MATH: 36 runs/day/sport x 4 sports <= 144 PropLine calls/day vs
  9,000/day free capacity (3 keys x 3,000). Re-grades are internal compute.
- POST /api/internal/refresh/all for manual runs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Kev
2026-07-11 00:51:00 -04:00
parent 80481d6f6a
commit 9ae64516e6
7 changed files with 453 additions and 3 deletions
+4
View File
@@ -316,6 +316,10 @@ function buildPlayerStripsFromProps(gameProps, gradeIndex, deltaIndex, now = Dat
// Session 55 — settled outcome from the self-learning loop (hit/miss/push
// + actual stat) once the game completes. null until settled.
outcome: rec.outcome ? { result: rec.outcome.result, actual: rec.outcome.actual } : null,
// Session 60 (Phase 2.5) — intraday movement (STEAM/VALUE/revised)
// + the ORIGINAL grade when a public revision happened.
movement: rec.movement || null,
revisedFrom: rec.revised_from_grade || null,
});
} else {
byPlayer[pk].props.push({