v0.12.0 migrate sqlite3 to psql18, updated auth, deploy docs, account and replay updates
test / test (push) Canceled after 0s

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lixen committed 2026-09-26 20:58:19 -04:00
1 parent 5d2be4abb2
commit d0326b059e
66 files changed
+4016 -2433

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@@ -83,4 +83,4 @@ func NewGetBoardCommand(gameID string) Command {
Type: CmdGetBoard,
GameID: gameID,
}
}
}
-39
View File
@@ -531,25 +531,6 @@ func (p *Processor) triggerComputerMove(gameID string, g game.View) error {
})
}
// determineGameEndState centralized function to determine game end state based on engine evaluation
func (p *Processor) determineGameEndState(lastMoveBy core.Color, searchResult *engine.SearchResult) core.State {
// No legal moves detected
if searchResult.BestMove == "" || searchResult.BestMove == "(none)" {
if searchResult.IsMate {
// It's a checkmate - the side that just moved wins
if lastMoveBy == core.ColorWhite {
return core.StateWhiteWins
}
return core.StateBlackWins
}
// Stalemate - no legal moves but not in check
return core.StateStalemate
}
// Game continues
return core.StateOngoing
}
// classifyCurrentLocked classifies whatever position is loaded in the
// validation engine. Caller holds p.mu, immediately after a SetPosition.
func (p *Processor) classifyCurrentLocked() (fen string, state core.State, err error) {
@@ -585,26 +566,6 @@ func (p *Processor) classifyLocked(fen string) (string, core.State, error) {
return p.classifyCurrentLocked()
}
// checkGameEnd: retry once (second attempt runs on a respawned process), then
// fail SAFE to StateStuck. Leaving a possibly-terminal position Ongoing is the
// original bug class; Stuck is now recoverable via undo (see handleUndoMove).
func (p *Processor) checkGameEnd(gameID, fen string) {
for attempt := 0; attempt < 2; attempt++ {
p.mu.Lock()
_, state, err := p.classifyLocked(fen)
p.mu.Unlock()
if err == nil {
if state != core.StateOngoing {
p.svc.UpdateGameState(gameID, state)
}
return
}
slog.Warn("game end-state check failed",
"game_id", gameID, "attempt", attempt+1, "error", err)
}
p.svc.UpdateGameState(gameID, core.StateStuck)
}
// buildGameResponse constructs standard game response
func (p *Processor) buildGameResponse(gameID string, g game.View) core.GameResponse {
resp := core.GameResponse{