Files
JoshHeaps.Net/JoshHeaps.Net/Controllers/ChessController.cs
T
2026-06-13 22:01:12 -06:00

362 lines
13 KiB
C#

using JoshHeaps.Net.Hubs;
using JoshHeaps.Net.Models;
using JoshHeaps.Net.Services.Implementations;
using JoshHeaps.Net.Services.Interfaces;
using Microsoft.AspNetCore.Mvc;
using Microsoft.AspNetCore.SignalR;
namespace JoshHeaps.Net.Controllers;
[ApiController]
[Route("api/[controller]")]
public class ChessController(
IChessService chessService,
IBackgroundTaskQueue queue,
IChessEngineFactory engineFactory,
IComputerMoveOrchestrator orchestrator,
ILearnedWeightsStore weightsStore,
IGameStore gameStore,
ISelfPlayCoordinator selfPlay,
AutoTrainingSettings autoTraining,
IHubContext<ChessHub> chessHub) : ControllerBase
{
private static readonly TimeSpan _computerGameTimeout = TimeSpan.FromHours(1);
private static readonly TimeSpan _multiplayerGameTimeout = TimeSpan.FromDays(1);
private static readonly TimeSpan _gameCleanupTimeout = TimeSpan.FromMinutes(1);
/// <summary>
/// Create a new chess game and store it in-memory.
/// </summary>
[HttpGet("new")]
[HttpGet("new/{difficulty}")]
public ActionResult CreateGame(int difficulty = 20, string color = "random")
{
var gameState = chessService.CreateNewGame();
gameStore.Add(gameState);
gameState.IsVsComputer = true;
gameState.WhiteJoined = true;
gameState.BlackJoined = true;
Guid playerId = Guid.NewGuid();
Guid computerId = Guid.NewGuid();
var isWhite = color.ToLowerInvariant() switch
{
"white" => true,
"black" => false,
_ => Random.Shared.Next(2) == 0,
};
var computer = engineFactory.Create(difficulty);
if (isWhite)
{
gameState.WhitePlayerId = playerId;
gameState.BlackPlayerId = computerId;
gameState.BlackComputer = computer;
}
else
{
gameState.WhitePlayerId = computerId;
gameState.BlackPlayerId = playerId;
gameState.WhiteComputer = computer;
queue.Queue(async () =>
{
// Give user's browser time to connect to signalR and such.
await Task.Delay(TimeSpan.FromSeconds(1));
await orchestrator.PlayAsync(gameState);
});
}
gameStore.ScheduleRemove(gameState.GameId, _computerGameTimeout);
return Ok(new
{
Id = playerId,
IsWhite = isWhite,
gameState.GameId
});
}
/// <summary>
/// Create a computer-vs-computer game and auto-play it move by move, broadcasting each
/// move so it can be watched on the spectator page. Each side's engine and skill can be
/// chosen independently; when the learned engine plays, the game also trains it.
/// </summary>
[HttpGet("watch/cpu")]
[HttpGet("watch/cpu/{difficulty}")]
public ActionResult CreateSelfPlayGame(
int difficulty = 4,
string whiteEngine = "custom",
string blackEngine = "custom",
int? whiteSkill = null,
int? blackSkill = null)
{
var config = new SelfPlayConfig(
ParseEngineKind(whiteEngine), whiteSkill ?? difficulty,
ParseEngineKind(blackEngine), blackSkill ?? difficulty);
var (gameId, _) = selfPlay.StartGame(config);
return Ok(new { GameId = gameId });
}
private static ChessEngineKind ParseEngineKind(string value) => value.ToLowerInvariant() switch
{
"stockfish" => ChessEngineKind.Stockfish,
"customlearned" or "learned" => ChessEngineKind.CustomLearned,
_ => ChessEngineKind.Custom
};
/// <summary>
/// Current number of background auto-training games (and the allowed maximum). Auto-training
/// itself runs only outside Development; this reflects the target the service is keeping.
/// </summary>
[HttpGet("autotrain")]
public ActionResult GetAutoTrain() =>
Ok(new { count = autoTraining.GameCount, max = AutoTrainingSettings.MaxGames });
/// <summary>
/// Set how many auto-training games run concurrently (clamped to 0..max; 0 pauses training).
/// Takes effect live — the background service tops up or drains toward the new count.
/// </summary>
[HttpPost("autotrain")]
public ActionResult SetAutoTrain([FromQuery] int count)
{
autoTraining.GameCount = count; // clamped inside the setter
return Ok(new { count = autoTraining.GameCount, max = AutoTrainingSettings.MaxGames });
}
/// <summary>
/// Joins the "pool" of chess players.
/// Test code expects to receive a GUID for the player
/// and a bool indicating if they are White.
/// </summary>
[HttpGet("JoinGame")]
public ActionResult JoinGame()
{
Console.WriteLine("joining game");
GameState? gameState = gameStore.All.FirstOrDefault(g => g.IsOpen);
if (gameState == null)
{
gameState = chessService.CreateNewGame();
gameStore.Add(gameState);
}
Guid playerId = Guid.NewGuid();
bool isWhite = true;
if (!gameState.WhiteJoined)
{
gameState.WhiteJoined = true;
gameState.WhitePlayerId = playerId;
}
else if (!gameState.BlackJoined)
{
gameState.BlackJoined = true;
gameState.BlackPlayerId = playerId;
isWhite = false;
}
gameStore.ScheduleRemove(gameState.GameId, _multiplayerGameTimeout);
return Ok(new
{
Id = playerId,
IsWhite = isWhite,
gameState.GameId
});
}
/// <summary>
/// List in-progress games for spectators: both sides present and the game not yet decided.
/// </summary>
[HttpGet("active")]
public ActionResult GetActiveGames()
{
var activeGames = gameStore.All
// In-progress games, plus finished computer-vs-computer games still in their result window.
.Where(g => g.WhiteJoined && g.BlackJoined
&& ((!g.IsCheckmate && !g.IsStalemate && !g.IsForfeited && !g.IsThreefoldRepetition) || g.IsComputerVsComputer))
.Select(g => new
{
g.GameId,
g.IsVsComputer,
g.IsComputerVsComputer,
WhiteEngine = g.WhiteEngineKind.ToString(),
BlackEngine = g.BlackEngineKind.ToString(),
CurrentPlayer = g.CurrentPlayer.ToString(),
MoveCount = g.MoveHistory.Count,
g.IsCheck
})
.OrderByDescending(g => g.MoveCount);
return Ok(activeGames);
}
/// <summary>
/// The learned engine's piece-square bonus table, for the weights-visualization page:
/// one 64-entry array per piece type (Pawn..King), white-relative (A1=0 .. H8=63).
/// </summary>
[HttpGet("weights")]
public ActionResult GetLearnedWeights()
{
var names = new[] { "Pawn", "Knight", "Bishop", "Rook", "Queen", "King" };
var featureNames = new[] { "Mobility N", "Mobility B", "Mobility R", "Mobility Q", "Passed", "Isolated", "Doubled", "King safety" };
var snapshot = weightsStore.Snapshot();
return Ok(new
{
mg = snapshot.Mg.Select((squares, i) => new { name = names[i], squares }),
eg = snapshot.Eg.Select((squares, i) => new { name = names[i], squares }),
features = snapshot.Features.Select((value, i) => new { name = featureNames[i], value })
});
}
/// <summary>
/// Get the state of an existing game by ID.
/// </summary>
[HttpGet("{gameId}")]
public ActionResult GetGameState(Guid gameId)
{
if (!gameStore.TryGet(gameId, out var gameState))
return NotFound("Game not found");
return Ok(gameState.ToDto());
}
/// <summary>
/// Make a move in the specified game.
/// The test passes a JSON body with a MoveDto.
/// </summary>
[HttpPost("move")]
public async Task<ActionResult> MakeMove([FromBody] MoveDto moveDto)
{
if (!gameStore.TryGet(moveDto.GameId, out var gameState))
return NotFound("Game not found");
// Check if player is authorized to move
var isWhiteMove = gameState.CurrentPlayer == PieceColor.White;
var expectedPlayerId = isWhiteMove ? gameState.WhitePlayerId : gameState.BlackPlayerId;
if (moveDto.PlayerId != expectedPlayerId)
return StatusCode(403, "You are not the current player.");
// Make sure player owns the piece
var piece = gameState.Pieces.FirstOrDefault(p => p.Id == moveDto.PieceId);
if (piece is null)
return NotFound("Chess piece Id does not exist");
if ((isWhiteMove && piece.Color != PieceColor.White) || (!isWhiteMove && piece?.Color != PieceColor.Black))
return StatusCode(403, "You cannot move this piece.");
var result = chessService.MakeMove(gameState, moveDto);
if (!result.Success)
return BadRequest(result);
var isGameOver = result.IsCheckmate || result.IsStalemate || result.IsThreefoldRepetition;
if (isGameOver)
gameStore.ScheduleRemove(gameState.GameId, _gameCleanupTimeout);
else if (gameState.IsVsComputer)
gameStore.ScheduleRemove(gameState.GameId, _computerGameTimeout);
else
gameStore.ScheduleRemove(gameState.GameId, _multiplayerGameTimeout);
var state = gameState.ToDto();
// Broadcast the move (with the full resulting state) to everyone watching this
// game. The mover also receives this echo but drops it via the version guard,
// since it already rendered the same state from this response.
await chessHub.Clients.Group(gameState.GameId.ToString())
.SendAsync("ReceiveMoveUpdate", gameState.GameId.ToString(), moveDto, result, state);
var sideToMoveEngine = gameState.CurrentPlayer == PieceColor.White
? gameState.WhiteComputer
: gameState.BlackComputer;
if (!isGameOver && gameState.IsVsComputer && sideToMoveEngine is not null)
queue.Queue(() => orchestrator.PlayAsync(gameState));
return Ok(new { result, state });
}
/// <summary>
/// Forfeit a game on behalf of the calling player, handing the win to the opponent.
/// Used when a player abandons a game (e.g. starts a new one mid-game).
/// </summary>
[HttpPost("forfeit")]
public async Task<ActionResult> Forfeit([FromBody] ForfeitDto forfeit)
{
if (!gameStore.TryGet(forfeit.GameId, out var gameState))
return NotFound("Game not found");
if (gameState.IsCheckmate || gameState.IsStalemate || gameState.IsForfeited)
return Ok();
var isWhitePlayer = gameState.WhitePlayerId == forfeit.PlayerId;
var isBlackPlayer = gameState.BlackPlayerId == forfeit.PlayerId;
if (!isWhitePlayer && !isBlackPlayer)
return StatusCode(403, "You are not a player in this game.");
gameState.IsForfeited = true;
gameState.Winner = isWhitePlayer ? PieceColor.Black : PieceColor.White;
await chessHub.Clients.Group(gameState.GameId.ToString())
.SendAsync("ReceiveGameOver", gameState.GameId.ToString(), gameState.Winner.ToString(), "forfeit");
gameStore.ScheduleRemove(gameState.GameId, _gameCleanupTimeout);
return Ok();
}
/// <summary>
/// Export a game as PGN (works while the game is still in memory after it ends).
/// </summary>
[HttpGet("{gameId}/pgn")]
public ActionResult GetPgn(Guid gameId)
{
if (!gameStore.TryGet(gameId, out var gameState))
return NotFound("Game not found");
return Content(gameState.ToPgn(), "application/x-chess-pgn");
}
/// <summary>
/// Get the legal moves for a specific piece in a specific game.
/// </summary>
[HttpGet("{gameId}/legalMoves/{pieceId}")]
public ActionResult GetLegalMoves(Guid gameId, string pieceId)
{
if (!gameStore.TryGet(gameId, out var gameState))
return NotFound("Game not found");
var moves = chessService.GetLegalMovesForPiece(gameState, pieceId);
return Ok(moves);
}
/// <summary>
/// (Optional) Get all legal moves for the current player.
/// This was in your snippet, so we'll keep it.
/// </summary>
[HttpGet("{gameId}/legalMoves")]
public ActionResult GetAllLegalMoves(Guid gameId)
{
if (!gameStore.TryGet(gameId, out var gameState))
return NotFound("Game not found");
var allMoves = chessService.GetAllLegalMoves(gameState)
.Select(x => new
{
PieceId = x.piece.Id,
Moves = x.moves
});
return Ok(allMoves);
}
}