Push authoritative game state on every move
The move endpoint now returns the full resulting board state, and the controller and CPU orchestrator broadcast it (plus captured pieces and a ply version) over SignalR, so clients render from one payload instead of re-fetching. Removes the client-driven hub relay. Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
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co-authored by
Claude Opus 4.8
parent
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commit
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using System.Linq;
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namespace JoshHeaps.Net.Models;
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/// <summary>
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/// A single piece as sent to the client. Captured pieces keep their original
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/// type and color; their position is meaningless and omitted.
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/// </summary>
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public record ChessPieceDto(string Id, PieceType Type, PieceColor Color, int Row, int Col, bool HasMoved);
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/// <summary>
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/// The full board state pushed to clients. The same shape is returned by the
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/// state endpoint, the move endpoint, and every SignalR move broadcast, so the
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/// client always renders from one authoritative payload instead of re-fetching.
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/// </summary>
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public record GameStateDto(
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Guid GameId,
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string CurrentPlayer,
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bool IsCheck,
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bool IsCheckmate,
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bool IsStalemate,
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bool IsThreefoldRepetition,
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string? EnPassantTarget,
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bool WhiteCanCastleKingside,
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bool WhiteCanCastleQueenside,
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bool BlackCanCastleKingside,
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bool BlackCanCastleQueenside,
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IReadOnlyList<ChessPieceDto> Pieces,
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IReadOnlyList<ChessPieceDto> CapturedPieces,
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IReadOnlyList<string> MoveHistory,
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// Moves in standard algebraic notation, for the move-list panel.
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IReadOnlyList<string> SanHistory,
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// Monotonic ply counter the client uses to drop stale or echoed updates.
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int Version);
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public static class GameStateMapper
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{
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public static GameStateDto ToDto(this GameState gameState) => new(
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gameState.GameId,
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gameState.CurrentPlayer.ToString(),
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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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gameState.EnPassantTarget?.ToString(),
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gameState.WhiteCanCastleKingside,
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gameState.WhiteCanCastleQueenside,
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gameState.BlackCanCastleKingside,
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gameState.BlackCanCastleQueenside,
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gameState.Pieces
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.Where(p => p.Position.Row >= 0)
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.Select(p => new ChessPieceDto(p.Id, p.Type, p.Color, p.Position.Row, p.Position.Col, p.HasMoved))
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.ToList(),
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gameState.Pieces
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.Where(p => p.Position.Row < 0)
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.Select(p => new ChessPieceDto(p.Id, p.Type, p.Color, p.Position.Row, p.Position.Col, p.HasMoved))
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.ToList(),
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gameState.MoveHistory,
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gameState.SanHistory,
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gameState.MoveHistory.Count);
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}
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