v0.1.1 api with fiber added, basic functionlity tested

This commit is contained in:
2025-10-27 05:16:08 -04:00
parent 8ba4357920
commit b98ea83012
9 changed files with 941 additions and 8 deletions

View File

@ -71,6 +71,10 @@ func (g *Game) NextPlayer() *core.Player {
return g.players[g.NextTurn()]
}
func (g *Game) GetPlayer(color core.Color) *core.Player {
return g.players[color]
}
func (g *Game) AddSnapshot(fen string, move string, nextTurn core.Color) {
g.snapshots = append(g.snapshots, Snapshot{
FEN: fen,

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@ -224,6 +224,14 @@ func (s *Service) GetGame(gameID string) (*game.Game, error) {
return g, nil
}
func (s *Service) DeleteGame(gameID string) error {
if _, ok := s.games[gameID]; !ok {
return fmt.Errorf("game not found: %s", gameID)
}
delete(s.games, gameID)
return nil
}
func (s *Service) Close() error {
if s.engine != nil {
return s.engine.Close()

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@ -0,0 +1,316 @@
// FILE: internal/transport/http/game_handler.go
package http
import (
"fmt"
"strings"
"chess/internal/board"
"chess/internal/core"
"chess/internal/game"
"github.com/gofiber/fiber/v2"
"github.com/google/uuid"
)
// CreateGame creates a new game with specified player types
func (h *HTTPHandler) CreateGame(c *fiber.Ctx) error {
var req CreateGameRequest
if err := c.BodyParser(&req); err != nil {
return c.Status(fiber.StatusBadRequest).JSON(ErrorResponse{
Error: "invalid request body",
Code: ErrInvalidRequest,
Details: err.Error(),
})
}
gameID := uuid.New().String()
// Create game with proper type conversion
var fenArray []string
if req.FEN != "" {
fenArray = []string{req.FEN}
}
err := h.svc.NewGame(
gameID,
core.PlayerType(req.White),
core.PlayerType(req.Black),
fenArray...,
)
if err != nil {
return c.Status(fiber.StatusBadRequest).JSON(ErrorResponse{
Error: "failed to create game",
Code: ErrInvalidRequest,
Details: err.Error(),
})
}
// Build response - cache game instance
g, _ := h.svc.GetGame(gameID)
response := h.buildGameResponse(gameID, g)
// Execute computer move if computer starts
if g.NextPlayer().Type == core.PlayerComputer && g.State() == core.StateOngoing {
if err := h.executeComputerMove(gameID, g, &response); err != nil {
// Log error but return game created successfully
fmt.Printf("Warning: failed to execute initial computer move: %v\n", err)
}
}
return c.Status(fiber.StatusCreated).JSON(response)
}
// GetGame retrieves current game state, executing computer move if needed
func (h *HTTPHandler) GetGame(c *fiber.Ctx) error {
gameID := c.Params("gameId")
g, err := h.svc.GetGame(gameID)
if err != nil {
return c.Status(fiber.StatusNotFound).JSON(ErrorResponse{
Error: "game not found",
Code: ErrGameNotFound,
})
}
response := h.buildGameResponse(gameID, g)
// Auto-execute computer move if it's computer's turn
if g.NextPlayer().Type == core.PlayerComputer && g.State() == core.StateOngoing {
if err := h.executeComputerMove(gameID, g, &response); err != nil {
return c.Status(fiber.StatusInternalServerError).JSON(ErrorResponse{
Error: "failed to execute computer move",
Code: ErrInternalError,
Details: err.Error(),
})
}
}
return c.JSON(response)
}
// MakeMove submits a human player move
func (h *HTTPHandler) MakeMove(c *fiber.Ctx) error {
gameID := c.Params("gameId")
var req MoveRequest
if err := c.BodyParser(&req); err != nil {
return c.Status(fiber.StatusBadRequest).JSON(ErrorResponse{
Error: "invalid request body",
Code: ErrInvalidRequest,
Details: err.Error(),
})
}
g, err := h.svc.GetGame(gameID)
if err != nil {
return c.Status(fiber.StatusNotFound).JSON(ErrorResponse{
Error: "game not found",
Code: ErrGameNotFound,
})
}
// Check game state BEFORE making move
if g.State() != core.StateOngoing {
fmt.Printf("DEBUG: Move rejected - game over (state: %s)\n", g.State())
return c.Status(fiber.StatusBadRequest).JSON(ErrorResponse{
Error: "game is over",
Code: ErrGameOver,
Details: fmt.Sprintf("game state: %s", g.State()),
})
}
// Verify it's human's turn
currentPlayer := g.NextPlayer()
if currentPlayer.Type != core.PlayerHuman {
fmt.Printf("DEBUG: Move rejected - not human turn (current: %v, turn: %c)\n",
currentPlayer.Type, g.NextTurn())
return c.Status(fiber.StatusBadRequest).JSON(ErrorResponse{
Error: "not human player's turn",
Code: ErrNotHumanTurn,
Details: fmt.Sprintf("current turn: %c", g.NextTurn()),
})
}
fmt.Printf("DEBUG: Attempting human move %s for game %s\n", req.Move, gameID)
// Make human move
if err := h.svc.MakeHumanMove(gameID, req.Move); err != nil {
fmt.Printf("DEBUG: Move failed: %v\n", err)
return c.Status(fiber.StatusBadRequest).JSON(ErrorResponse{
Error: "invalid move",
Code: ErrInvalidMove,
Details: err.Error(),
})
}
// Get updated game state - refresh g
g, _ = h.svc.GetGame(gameID)
response := h.buildGameResponse(gameID, g)
// Include human move info from LastResult
if result := g.LastResult(); result != nil {
response.LastMove = &MoveInfo{
Move: result.Move,
Player: colorToString(result.Player),
}
}
fmt.Printf("DEBUG: Human move successful, new state: %s, next turn: %c\n",
g.State(), g.NextTurn())
// Execute computer response if needed
if g.NextPlayer().Type == core.PlayerComputer && g.State() == core.StateOngoing {
fmt.Printf("DEBUG: Executing computer response\n")
if err := h.executeComputerMove(gameID, g, &response); err != nil {
// Computer move failed, but human move succeeded
fmt.Printf("Warning: computer move failed: %v\n", err)
}
}
return c.JSON(response)
}
// UndoMove undoes one or more moves
func (h *HTTPHandler) UndoMove(c *fiber.Ctx) error {
gameID := c.Params("gameId")
var req UndoRequest
if err := c.BodyParser(&req); err != nil {
// Body parsing failed, use default
req.Count = 1
}
if req.Count < 1 {
req.Count = 1
}
if err := h.svc.Undo(gameID, req.Count); err != nil {
// Determine if game not found or invalid undo
if strings.Contains(err.Error(), "not found") {
return c.Status(fiber.StatusNotFound).JSON(ErrorResponse{
Error: "game not found",
Code: ErrGameNotFound,
})
}
return c.Status(fiber.StatusBadRequest).JSON(ErrorResponse{
Error: "cannot undo moves",
Code: ErrInvalidRequest,
Details: err.Error(),
})
}
// Return updated game state
g, _ := h.svc.GetGame(gameID)
response := h.buildGameResponse(gameID, g)
return c.JSON(response)
}
// DeleteGame ends and cleans up a game
func (h *HTTPHandler) DeleteGame(c *fiber.Ctx) error {
gameID := c.Params("gameId")
if err := h.svc.DeleteGame(gameID); err != nil {
return c.Status(fiber.StatusNotFound).JSON(ErrorResponse{
Error: "game not found",
Code: ErrGameNotFound,
})
}
return c.SendStatus(fiber.StatusNoContent)
}
// GetBoard returns ASCII representation of the board
func (h *HTTPHandler) GetBoard(c *fiber.Ctx) error {
gameID := c.Params("gameId")
g, err := h.svc.GetGame(gameID)
if err != nil {
return c.Status(fiber.StatusNotFound).JSON(ErrorResponse{
Error: "game not found",
Code: ErrGameNotFound,
})
}
b, _ := h.svc.GetCurrentBoard(gameID)
// Generate ASCII board
ascii := h.generateASCIIBoard(b)
return c.JSON(BoardResponse{
FEN: g.CurrentFEN(),
Board: ascii,
})
}
// Helper: Build standard game response - FIXED to use GetPlayer()
func (h *HTTPHandler) buildGameResponse(gameID string, g *game.Game) GameResponse {
whitePlayer := g.GetPlayer(core.ColorWhite)
blackPlayer := g.GetPlayer(core.ColorBlack)
return GameResponse{
GameID: gameID,
FEN: g.CurrentFEN(),
Turn: colorToString(g.NextTurn()),
State: stateToString(g.State()),
Moves: g.Moves(),
Players: PlayersInfo{
White: PlayerType(whitePlayer.Type),
Black: PlayerType(blackPlayer.Type),
},
}
}
// Helper: Execute computer move and update response - FIXED to accept game instance
func (h *HTTPHandler) executeComputerMove(gameID string, g *game.Game, response *GameResponse) error {
result, err := h.svc.MakeComputerMove(gameID)
if err != nil {
return err
}
// Refresh game state after computer move
g, _ = h.svc.GetGame(gameID)
// Update response fields
response.FEN = g.CurrentFEN()
response.Turn = colorToString(g.NextTurn())
response.State = stateToString(g.State())
response.Moves = g.Moves()
// Add computer move info
if result != nil {
response.LastMove = &MoveInfo{
Move: result.Move,
Player: colorToString(result.Player),
Score: result.Score,
Depth: result.Depth,
}
}
return nil
}
// Helper: Generate ASCII board representation
func (h *HTTPHandler) generateASCIIBoard(b *board.Board) string {
var sb strings.Builder
sb.WriteString(" a b c d e f g h\n")
for r := 0; r < 8; r++ {
sb.WriteString(fmt.Sprintf("%d ", 8-r))
for f := 0; f < 8; f++ {
square := fmt.Sprintf("%c%c", 'a'+f, '8'-r)
piece := b.GetPieceAt(square)
if piece == 0 {
sb.WriteString(". ")
} else {
sb.WriteString(fmt.Sprintf("%c ", piece))
}
}
sb.WriteString(fmt.Sprintf(" %d\n", 8-r))
}
sb.WriteString(" a b c d e f g h")
return sb.String()
}

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@ -0,0 +1,148 @@
// FILE: internal/transport/http/handler.go
package http
import (
"fmt"
"strings"
"time"
"chess/internal/service"
"github.com/gofiber/fiber/v2"
"github.com/gofiber/fiber/v2/middleware/cors"
"github.com/gofiber/fiber/v2/middleware/limiter"
"github.com/gofiber/fiber/v2/middleware/logger"
"github.com/gofiber/fiber/v2/middleware/recover"
)
type HTTPHandler struct {
svc *service.Service
}
func NewHTTPHandler(svc *service.Service) *HTTPHandler {
return &HTTPHandler{svc: svc}
}
func NewFiberApp(svc *service.Service, devMode bool) *fiber.App {
// Create handler
h := NewHTTPHandler(svc)
// Initialize Fiber app
app := fiber.New(fiber.Config{
ErrorHandler: customErrorHandler,
ReadTimeout: 10 * time.Second,
WriteTimeout: 10 * time.Second,
IdleTimeout: 30 * time.Second,
})
// Global middleware (order matters)
app.Use(recover.New())
app.Use(logger.New(logger.Config{
Format: "${time} ${status} ${method} ${path} ${latency}\n",
}))
app.Use(cors.New(cors.Config{
AllowOrigins: "*",
AllowMethods: "GET,POST,DELETE,OPTIONS",
AllowHeaders: "Origin,Content-Type,Accept",
}))
// Health check (no rate limit)
app.Get("/health", h.Health)
// API v1 routes with rate limiting
api := app.Group("/api/v1")
// Rate limiter: 1/10 req/sec per IP with expiry
maxReq := 1
if devMode {
maxReq = 10
}
api.Use(limiter.New(limiter.Config{
Max: maxReq, // Allow requests per second
Expiration: 1 * time.Second, // Per second
KeyGenerator: func(c *fiber.Ctx) string {
// Check X-Forwarded-For first, then X-Real-IP, then RemoteIP
if xff := c.Get("X-Forwarded-For"); xff != "" {
// Take the first IP from X-Forwarded-For chain
if idx := strings.Index(xff, ","); idx != -1 {
return strings.TrimSpace(xff[:idx])
}
return xff
}
return c.IP()
},
LimitReached: func(c *fiber.Ctx) error {
return c.Status(fiber.StatusTooManyRequests).JSON(ErrorResponse{
Error: "rate limit exceeded",
Code: ErrRateLimitExceeded,
Details: fmt.Sprintf("%d requests per second allowed", maxReq),
})
},
Storage: nil, // Use in-memory storage (default)
SkipFailedRequests: false,
SkipSuccessfulRequests: false,
}))
// Content-Type validation for POST requests
api.Use(contentTypeValidator)
// Register game routes
api.Post("/games", h.CreateGame)
api.Get("/games/:gameId", h.GetGame)
api.Delete("/games/:gameId", h.DeleteGame)
api.Post("/games/:gameId/moves", h.MakeMove)
api.Post("/games/:gameId/undo", h.UndoMove)
api.Get("/games/:gameId/board", h.GetBoard)
return app
}
// contentTypeValidator ensures POST requests have application/json
func contentTypeValidator(c *fiber.Ctx) error {
if c.Method() == "POST" {
contentType := c.Get("Content-Type")
if contentType != "application/json" && contentType != "" {
return c.Status(fiber.StatusUnsupportedMediaType).JSON(ErrorResponse{
Error: "unsupported media type",
Code: ErrInvalidContent,
Details: "Content-Type must be application/json",
})
}
}
return c.Next()
}
// customErrorHandler provides consistent error responses
func customErrorHandler(c *fiber.Ctx, err error) error {
code := fiber.StatusInternalServerError
response := ErrorResponse{
Error: "internal server error",
Code: ErrInternalError,
}
// Check if it's a Fiber error
if e, ok := err.(*fiber.Error); ok {
code = e.Code
response.Error = e.Message
// Map HTTP status to error codes
switch code {
case fiber.StatusNotFound:
response.Code = ErrGameNotFound
case fiber.StatusBadRequest:
response.Code = ErrInvalidRequest
case fiber.StatusTooManyRequests:
response.Code = ErrRateLimitExceeded
}
}
return c.Status(code).JSON(response)
}
// Health check endpoint
func (h *HTTPHandler) Health(c *fiber.Ctx) error {
return c.JSON(fiber.Map{
"status": "healthy",
"time": time.Now().Unix(),
})
}

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@ -0,0 +1,119 @@
// FILE: internal/transport/http/types.go
package http
import (
"chess/internal/core"
)
// Request types
type CreateGameRequest struct {
White PlayerType `json:"white"` // 0=human, 1=computer
Black PlayerType `json:"black"` // 0=human, 1=computer
FEN string `json:"fen,omitempty"`
}
type MoveRequest struct {
Move string `json:"move"` // UCI format: "e2e4"
}
type UndoRequest struct {
Count int `json:"count,omitempty"` // default: 1
}
// Response types
type GameResponse struct {
GameID string `json:"gameId"`
FEN string `json:"fen"`
Turn string `json:"turn"` // "w" or "b"
State string `json:"state"` // "ongoing", "white_wins", etc
Moves []string `json:"moves"`
Players PlayersInfo `json:"players"`
LastMove *MoveInfo `json:"lastMove,omitempty"`
}
type PlayersInfo struct {
White PlayerType `json:"white"`
Black PlayerType `json:"black"`
}
type MoveInfo struct {
Move string `json:"move"`
Player string `json:"player"` // "w" or "b"
Score int `json:"score,omitempty"`
Depth int `json:"depth,omitempty"`
}
type BoardResponse struct {
FEN string `json:"fen"`
Board string `json:"board"` // ASCII representation
}
type ErrorResponse struct {
Error string `json:"error"`
Code string `json:"code"`
Details string `json:"details,omitempty"`
}
// Custom type for JSON marshaling of PlayerType
type PlayerType core.PlayerType
func (p PlayerType) MarshalJSON() ([]byte, error) {
// Map to int for JSON: 0=human, 1=computer
return []byte(string('0' + p)), nil
}
func (p *PlayerType) UnmarshalJSON(data []byte) error {
if len(data) == 1 && data[0] >= '0' && data[0] <= '1' {
*p = PlayerType(data[0] - '0')
return nil
}
// Also accept string format for compatibility
str := string(data)
if str == `"human"` || str == "human" {
*p = PlayerType(core.PlayerHuman)
} else if str == `"computer"` || str == "computer" {
*p = PlayerType(core.PlayerComputer)
} else if str == "0" {
*p = PlayerType(core.PlayerHuman)
} else if str == "1" {
*p = PlayerType(core.PlayerComputer)
}
return nil
}
// Helper functions
func colorToString(c core.Color) string {
return string(c)
}
func stateToString(s core.State) string {
switch s {
case core.StateOngoing:
return "ongoing"
case core.StateWhiteWins:
return "white_wins"
case core.StateBlackWins:
return "black_wins"
case core.StateDraw:
return "draw"
case core.StateStalemate:
return "stalemate"
default:
return "unknown"
}
}
// Error codes
const (
ErrGameNotFound = "GAME_NOT_FOUND"
ErrInvalidMove = "INVALID_MOVE"
ErrNotHumanTurn = "NOT_HUMAN_TURN"
ErrGameOver = "GAME_OVER"
ErrRateLimitExceeded = "RATE_LIMIT_EXCEEDED"
ErrInvalidContent = "INVALID_CONTENT_TYPE"
ErrInvalidRequest = "INVALID_REQUEST"
ErrInternalError = "INTERNAL_ERROR"
)