DisposeAsync awaited WaitForExitAsync with no timeout; a Stockfish process that
doesn't exit on "quit" blocked GameStore's removal task forever, leaving the
finished game stuck in the store and cluttering the live-watch list indefinitely.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_018CmAti1baCjidbJM2HeJfk
A failed fetch fell back to the cached value with no limit, so an unreachable
blog API kept the post list rendering while every uncached slug returned 404.
Stale entries now survive an hour past their TTL, then get dropped and logged
at error so the outage surfaces the same way for every key.
Co-Authored-By: Claude Opus 5 (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]>
- 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]>
- /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]>
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]>