Commit Graph

27 Commits

Author SHA1 Message Date
Marco 464956dd47 hack to fix crashes when a user connects to a game twice using the same browser 2024-06-27 21:30:29 +02:00
Marco 88fb5b9fa7 go get -u 2024-05-21 23:59:37 +02:00
Marco 75fd0cc400 go mod tidy 2024-05-15 21:17:32 +02:00
Marco cd2ab106a2 go get -u 2024-05-15 21:17:01 +02:00
Marco fc088a04fe More work for introducing a new game handler, also: ratelimiter 2024-05-12 15:36:30 +02:00
Marco 42dc4e5af8 go mod tidy 2024-05-11 12:05:41 +02:00
Marco 65dc2ebd24 Replace old websocket library with the gorilla one 2024-05-11 12:03:24 +02:00
Marco 11d6e8c98a Introduce handler to get lobby info from passphrase 2024-05-07 23:39:05 +02:00
Marco 3b77a01dad go get -u 2024-05-01 01:15:32 +02:00
Marco d7731c08eb We introduce a pre-filtered list of (hopefully) clean words. Generating the passphrase with babbler was too slow 2024-04-30 23:55:27 +02:00
Marco 77e66aabdd Fix a bug that allowed castling even if squares were attacked 2024-04-09 21:48:27 +02:00
Marco 24a4f19d28 Run go get -u 2024-02-18 19:18:46 +01:00
Marco 946f4b632a Run go get -u 2023-12-30 12:34:18 +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 14819cb641 Run go get -u 2023-11-20 01:59:19 +01:00
Marco 95002fe3c4 Backporting fix for panic-inducing bug. 2023-11-20 01:58:36 +01:00
Marco f504b1ba60 Update deps 2023-09-24 01:15:17 +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 1ea2c597be Add mechanic for passphrases. 2023-06-28 19:51:36 +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 eb946b4267 Many changes!
1. Use maintained websocket framework
2. Introduce function that allows to register a websocket connection per
   player
2023-04-22 21:41:24 +02:00
Marco ee4841f543 Rename chessGame to Game. Remove gorilla websocket. 2023-04-22 19:23:46 +02:00
Marco 9c8f46c9a4 Use UUIDs to identify players. 2023-04-18 22:19:28 +02:00
Marco b4face1dca Start building a real API. 2023-04-18 22:12:05 +02:00
Marco b6e0b58631 Many changes. 2022-11-19 11:41:10 +01:00