In-memory rooms with a background service that opens a round per room,
rotates which device chirps first, and broadcasts the raw peak table once
everyone has reported or the deadline passes. Rounds are announced ahead
of time with a server timestamp so devices schedule against a shared
reference rather than against message arrival.
The server only ever holds sample indices; the geometry is solved on the
clients and no audio is uploaded.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Chirp generation, FFT matched filter, first-arrival detection with
sub-sample peak fitting, the BeepBeep pair solve, triangle-inequality
outlier rejection and classical MDS, plus a virtual room that
synthesizes what each device would have recorded so the pipeline can be
exercised without microphones.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Board with player bars and captured trays on the left, a game panel with
move list, status, and action buttons on the right. The page is locked to
the viewport (no scrolling); on phones the panel collapses into a slide-up
menu reachable from a slim status bar. Cache-busts the chess scripts too.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
Clients now render from the state delivered with each move/update and
drop stale or echoed updates via a ply-version guard, instead of issuing
a full game-state fetch per event. Adds captured-piece trays, a material
advantage badge, a move list, a status line, and the mobile menu toggle.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
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]>
Killer moves supply the quiet-move ordering the search lacked: ~1.45x faster at depth 8 (up to 1.88x in quiet positions) with identical play. Adds bench.ps1 and test/bench_main.cpp to time the search, with a BENCH_DISABLE_KILLERS compile toggle so the script can measure before/after.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
- Record moves in standard algebraic notation (GameState.SanHistory), built at
move time in ChessService (captures, disambiguation, castling, promotion,
en passant, and the check/mate suffix)
- Add PgnExporter.ToPgn (seven-tag header + movetext + result) and a
GET /api/chess/{gameId}/pgn endpoint
- Show a Copy PGN button when a game ends on both the play and watch pages,
prefetching the PGN so it works during the post-game cleanup window
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
- Track HalfmoveClock in GameState/ChessService (reset on captures and pawn moves)
- Emit the real halfmove clock in ToFen and add GameState.RepetitionHistory()
(prior positions since the last irreversible move) in ChessEngineHelpers
- Pass that history through IChessEngine.GetBestMoveAsync to the native engine;
Stockfish ignores it
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
- Refactor the search to negamax (single side-relative score + alpha/beta window)
- Add a shared, process-wide transposition table: lock-free XOR-verified slots,
persists across games, with depth-gated and difficulty-capped score reuse so a
weak bot can't borrow a stronger game's deeper analysis
- Drive the search with iterative deepening, seeding each depth's move ordering
from the previous one
- Seed prior-position history (Position::seed_history) over a new engine_best_move
history parameter so the engine detects threefold/50-move draws the FEN can't carry
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
- /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]>
Compile the native engine and copy it into Resources/ before publish so it
ships to prod automatically. Runner pinned to ubuntu-24.04 to match the
server's glibc.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
BlogService now fetches from Media.JoshHeaps.Net API via HttpClient
with in-memory caching (5-min TTL) and stale cache fallback.
Removed Markdig/YamlDotNet dependencies. All page models now async.
Co-Authored-By: Claude Opus 4.6 <[email protected]>