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

@ -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()
}