Commit Graph

24 Commits

Author SHA1 Message Date
Marco fd2fb3fab6 change behavior of reading/writing from websockets 2024-05-21 23:41:37 +02:00
Marco 636ce06836 Improve reconnection handling
1. Lobbies are only identified by their passphrases
2. Improve logging
3. Do not close an existing websocket connection for a player but ignore
   the request
2024-05-20 15:36:13 +02:00
Marco 90dca37d44 fix board state when reconnecting and set access headers 2024-05-15 19:45:35 +02:00
Marco 682ce8437b make games rejoinable 2024-05-15 14:28:14 +02:00
Marco e4ad872849 introduce some simple methods to set/get a player's color 2024-05-12 15:49:27 +02:00
Marco 65dc2ebd24 Replace old websocket library with the gorilla one 2024-05-11 12:03:24 +02:00
Marco db754f5601 Do not remove a disconnected player from the 'player' slice since that crashes the server 2024-04-23 19:29:32 +02:00
Marco af993876fd Introduce check if the game has ended (checkmate/stalemate)
Introduce checkmate check and send out 'gameEnded' message
2024-01-17 23:06:48 +01:00
Marco a6d8f47e8a Switch from sending moves to sending state 2023-12-25 17:52:32 +01:00
Marco 6e66d892b5 Fix double preparing the game 2023-12-25 16:30:03 +01:00
Marco ae3e73f711 Another step towards allowing reconnections
1. Implement thread-safe ringbuffer for websocket messages

This implements a ringbuffer that is used to decouple the raw websocket
connection from the messages that the game handler handles.

2. Change websocket handling

With this commit, we stop waiting for the websocket connection to be
established before the game starts.
Now, the Connection type is responsible for waiting for the websocket
connection before writing.

Some bugs are still happening:
	1. The rejoining client is not told the state of the board
	2. Invalid moves are not handled by the client (not sure why though)
	3. The still-connected client should be told, that the opponent
	   disconnected. Then the client should show the passphrase again

3. Introduce method to send status of board and player

4. Reconnect works (kind of)

With the right changes in the client, the reconnect works (but only for
the first time).

WARNING:
At the moment, we will create a new player whenever connection wants to
join a private game. This will also clear all the disconnect callbacks
that we set in the player.
2023-12-09 21:00:52 +01:00
Marco 95002fe3c4 Backporting fix for panic-inducing bug. 2023-11-20 01:58:36 +01:00
Marco 51d959b01f code upkeep 2023-10-12 21:03:12 +02:00
Marco 9fbffc61f9 Add position to websocket message. 2023-08-14 00:05:47 +02:00
Marco ff2ec599fe Introduce PGN helpers
In order to simplify special moves like en passant or castling for the
client, we want to deliver the board state after every move (and not
only start square and end square).

With PGN we can encode a chess position into a string.
This commit implies changes to logic of the pieces' shortnames. This
will break the client/server connection (at least for promotions).
2023-08-12 11:24:40 +02:00
Marco 81898d150b Restructure special move handling. 2023-07-11 22:28:07 +02:00
Marco f79e5be008 Implement en passant and much more! 2023-06-26 00:51:20 +02:00
Marco 9793c37582 Many many changes 2023-06-25 16:11:29 +02:00
Marco 7f206b15fe Pieces are now an interface and starting to enforce rules. 2023-06-20 23:53:54 +02:00
Marco 060ac8ad9e Add groundwork for checking rules. 2023-06-12 22:32:31 +02:00
Marco 7544bf0563 Refactor some of the game handler code 2023-06-08 20:20:37 +02:00
Marco b6bb75376d Fix waiting for websockets connection. 2023-06-06 22:58:33 +02:00
Marco e90fb7a0dc Transform communication of moves to api types. 2023-06-02 23:41:43 +02:00
Marco 78ddd4f90f Scrap 2-player waiting room and make it simple. 2023-06-02 21:14:02 +02:00