Add spectator watch page, forfeit-on-new-game, CPU self-play, and threefold repetition
- /watch live feed of active games with click-to-fullscreen and per-game back button - Starting a new game forfeits the in-progress game; opponent is flagged the winner - Watch CPU vs CPU self-play games; results shown for ~30s before cleanup - Detect threefold repetition in the C# rules layer and end the game as a draw Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
fc2a2e122b
commit
2db95cec34
@@ -1,6 +1,8 @@
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using JoshHeaps.Net.Models;
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using JoshHeaps.Net.Hubs;
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using JoshHeaps.Net.Models;
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using JoshHeaps.Net.Services.Interfaces;
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using Microsoft.AspNetCore.Mvc;
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using Microsoft.AspNetCore.SignalR;
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using System.Collections.Concurrent;
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namespace JoshHeaps.Net.Controllers;
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@@ -11,7 +13,8 @@ public class ChessController(
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IChessService chessService,
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IBackgroundTaskQueue queue,
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IChessEngineFactory engineFactory,
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IComputerMoveOrchestrator orchestrator) : ControllerBase
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IComputerMoveOrchestrator orchestrator,
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IHubContext<ChessHub> chessHub) : ControllerBase
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{
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/// <summary>
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/// Store of ongoing games.
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@@ -23,6 +26,8 @@ public class ChessController(
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private static readonly TimeSpan _computerGameTimeout = TimeSpan.FromHours(1);
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private static readonly TimeSpan _multiplayerGameTimeout = TimeSpan.FromDays(1);
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private static readonly TimeSpan _gameCleanupTimeout = TimeSpan.FromMinutes(1);
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private static readonly TimeSpan _selfPlayMoveDelay = TimeSpan.FromSeconds(1);
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private static readonly TimeSpan _selfPlayResultTimeout = TimeSpan.FromSeconds(30);
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/// <summary>
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/// Create a new chess game and store it in-memory.
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@@ -70,6 +75,31 @@ public class ChessController(
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});
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}
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/// <summary>
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/// Create a game the computer plays against itself and auto-play it move by move,
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/// broadcasting each move so it can be watched on the spectator page.
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/// </summary>
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[HttpGet("watch/cpu")]
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[HttpGet("watch/cpu/{difficulty}")]
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public ActionResult CreateSelfPlayGame(int difficulty = 4)
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{
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var gameState = chessService.CreateNewGame();
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_games[gameState.GameId] = gameState;
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gameState.IsVsComputer = true;
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gameState.IsComputerVsComputer = true;
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gameState.WhiteJoined = true;
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gameState.BlackJoined = true;
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gameState.WhitePlayerId = Guid.NewGuid();
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gameState.BlackPlayerId = Guid.NewGuid();
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gameState.Computer = engineFactory.Create(difficulty);
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ScheduleRemoveGame(gameState.GameId, _computerGameTimeout);
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StartSelfPlay(gameState);
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return Ok(new { gameState.GameId });
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}
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/// <summary>
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/// Joins the "pool" of chess players.
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/// Test code expects to receive a GUID for the player
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@@ -112,6 +142,30 @@ public class ChessController(
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});
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}
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/// <summary>
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/// List in-progress games for spectators: both sides present and the game not yet decided.
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/// </summary>
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[HttpGet("active")]
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public ActionResult GetActiveGames()
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{
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var activeGames = _games.Values
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// In-progress games, plus finished computer-vs-computer games still in their result window.
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.Where(g => g.WhiteJoined && g.BlackJoined
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&& ((!g.IsCheckmate && !g.IsStalemate && !g.IsForfeited && !g.IsThreefoldRepetition) || g.IsComputerVsComputer))
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.Select(g => new
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{
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g.GameId,
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g.IsVsComputer,
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g.IsComputerVsComputer,
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CurrentPlayer = g.CurrentPlayer.ToString(),
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MoveCount = g.MoveHistory.Count,
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g.IsCheck
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})
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.OrderByDescending(g => g.MoveCount);
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return Ok(activeGames);
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}
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/// <summary>
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/// Get the state of an existing game by ID.
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/// </summary>
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@@ -128,6 +182,7 @@ public class ChessController(
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gameState.IsCheck,
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gameState.IsCheckmate,
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gameState.IsStalemate,
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gameState.IsThreefoldRepetition,
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EnPassantTarget = gameState.EnPassantTarget?.ToString() ?? null,
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gameState.WhiteCanCastleKingside,
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gameState.WhiteCanCastleQueenside,
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@@ -180,19 +235,51 @@ public class ChessController(
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if (!result.Success)
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return BadRequest(result);
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if (result.IsCheckmate || result.IsStalemate)
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var isGameOver = result.IsCheckmate || result.IsStalemate || result.IsThreefoldRepetition;
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if (isGameOver)
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ScheduleRemoveGame(gameState.GameId, _gameCleanupTimeout);
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else if (gameState.IsVsComputer)
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ScheduleRemoveGame(gameState.GameId, _computerGameTimeout);
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else
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ScheduleRemoveGame(gameState.GameId, _multiplayerGameTimeout);
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if (gameState.IsVsComputer && gameState.Computer is not null)
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if (!isGameOver && gameState.IsVsComputer && gameState.Computer is not null)
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queue.Queue(() => orchestrator.PlayAsync(gameState, gameState.Computer!));
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return Ok(result);
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}
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/// <summary>
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/// Forfeit a game on behalf of the calling player, handing the win to the opponent.
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/// Used when a player abandons a game (e.g. starts a new one mid-game).
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/// </summary>
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[HttpPost("forfeit")]
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public async Task<ActionResult> Forfeit([FromBody] ForfeitDto forfeit)
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{
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if (!_games.TryGetValue(forfeit.GameId, out var gameState))
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return NotFound("Game not found");
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if (gameState.IsCheckmate || gameState.IsStalemate || gameState.IsForfeited)
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return Ok();
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var isWhitePlayer = gameState.WhitePlayerId == forfeit.PlayerId;
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var isBlackPlayer = gameState.BlackPlayerId == forfeit.PlayerId;
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if (!isWhitePlayer && !isBlackPlayer)
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return StatusCode(403, "You are not a player in this game.");
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gameState.IsForfeited = true;
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gameState.Winner = isWhitePlayer ? PieceColor.Black : PieceColor.White;
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await chessHub.Clients.Group(gameState.GameId.ToString())
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.SendAsync("ReceiveGameOver", gameState.GameId.ToString(), gameState.Winner.ToString(), "forfeit");
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ScheduleRemoveGame(gameState.GameId, _gameCleanupTimeout);
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return Ok();
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}
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/// <summary>
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/// Get the legal moves for a specific piece in a specific game.
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/// </summary>
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@@ -226,6 +313,42 @@ public class ChessController(
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return Ok(allMoves);
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}
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/// <summary>
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/// Drives a computer-vs-computer game: keeps asking the engine for the side-to-move's
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/// move (which applies and broadcasts it) until the game ends or is removed.
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/// </summary>
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private void StartSelfPlay(GameState gameState)
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{
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queue.Queue(async () =>
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{
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// Give spectators a moment to join the SignalR group before the first move.
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await Task.Delay(TimeSpan.FromSeconds(1));
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while (_games.ContainsKey(gameState.GameId)
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&& !gameState.IsCheckmate
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&& !gameState.IsStalemate
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&& !gameState.IsThreefoldRepetition
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&& !gameState.IsForfeited)
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{
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try
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{
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await orchestrator.PlayAsync(gameState, gameState.Computer!);
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}
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catch (Exception ex)
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{
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Console.WriteLine($"Self-play game {gameState.GameId} stopped: {ex.Message}");
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break;
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}
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await Task.Delay(_selfPlayMoveDelay);
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}
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// Leave the finished game in place briefly so spectators can see the result.
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if (_games.ContainsKey(gameState.GameId))
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ScheduleRemoveGame(gameState.GameId, _selfPlayResultTimeout);
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});
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}
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private static void ScheduleRemoveGame(Guid id, TimeSpan delay)
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{
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if (_gameRemovalCancellationTokens.TryRemove(id, out var oldCts))
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