v0.14.0 web replay UI, My games, CLI replay
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lixen committed 2026-10-19 18:07:41 -04:00
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+52
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@@ -43,3 +43,55 @@ jobs:
run: |
GOOS=freebsd GOARCH=amd64 go build -trimpath -o /dev/null ./cmd/chess-server
GOOS=js GOARCH=wasm go build -trimpath -o /dev/null ./cmd/chess-client-cli
e2e:
runs-on: ubuntu-latest
timeout-minutes: 20
services:
postgres:
image: postgres:18
env:
POSTGRES_USER: chess_test
POSTGRES_PASSWORD: chess_test
POSTGRES_DB: chess_test
ports:
- 5432:5432
options: >-
--health-cmd "pg_isready -U chess_test -d chess_test"
--health-interval 2s
--health-timeout 5s
--health-retries 30
env:
CHESS_TEST_DSN: postgres://chess_test:chess_test@localhost:5432/chess_test?sslmode=disable
steps:
- uses: actions/checkout@11d5960a326750d5838078e36cf38b85af677262 # v4
- uses: actions/setup-go@40f1582b2485089dde7abd97c1529aa768e1baff # v5
with:
go-version: '1.27.x'
- uses: actions/setup-node@49933ea5288caeca8642d1e84afbd3f7d6820020 # v4
with:
node-version: '22'
- name: Install Stockfish
run: sudo apt-get update -qq && sudo apt-get install -y -qq stockfish
- name: Build the server
run: make server
- name: Install Playwright and Chromium
working-directory: test/e2e
run: npm install && npx playwright install --with-deps chromium
- name: Start the test server with the web client
run: |
WEB_PORT=9090 LOG_LEVEL=info test/run-test-server.sh bin/chess-server > server.log 2>&1 &
for i in $(seq 1 60); do curl -sf http://localhost:8080/health && break; sleep 1; done
curl -sf http://localhost:8080/health
- name: Run the web client tests
working-directory: test/e2e
run: npm test
- name: Server log
if: failure()
run: tail -n 200 server.log
- uses: actions/upload-artifact@ea165f8d65b6e75b540449e92b4886f43607fa02 # v4
if: failure()
with:
name: playwright-traces
path: test/e2e/test-results/
if-no-files-found: ignore
+7
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@@ -167,6 +167,12 @@ test-replay:
test-draw:
test/test-draw.sh
# Web client end-to-end tests (Playwright); needs a server started with
# WEB_PORT=9090 test/run-test-server.sh and `npm install` in test/e2e.
.PHONY: test-e2e
test-e2e:
cd test/e2e && npm test
# Database operations
.PHONY: db-init
db-init: server
@@ -251,6 +257,7 @@ help:
@echo " make test-endstate Run end-state tests"
@echo " make test-replay Run replay (SAN, PGN, listing) tests"
@echo " make test-draw Run draw and resignation tests"
@echo " make test-e2e Run the web client's Playwright tests (see test/README.md)"
@echo ""
@echo "Database targets (CHESS_DSN=$(CHESS_DSN)):"
@echo " make db-init Create or migrate the schema"
+12 -8
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@@ -167,12 +167,16 @@ The chess server includes an embedded web UI for playing games through a browser
- Visual chess board with click-to-move and a promotion picker
- Human vs Computer gameplay, with undo, draw offers and resignation
- Configurable engine strength (0-20)
- UCI move history with move numbers
- FEN display and custom starting positions
- Real-time server health monitoring
- User authentication support
- Responsive design for mobile devices
- Configurable engine strength (0-20) and custom starting positions
- Move list in standard algebraic notation; copy the FEN or the PGN
- **My games**: a signed-in user's stored games with thumbnails, filters and
paging; games played anonymously on the device are listed for 24 hours
- **Replay** of any stored game: step, autoplay, flip, keyboard navigation,
export FEN and PGN at any ply, and shareable links
(`?replay=<gameId>&ply=<n>`)
- Server and storage health in the top bar
- Accounts: register, sign in, delete
- Responsive layout, board beside or above the panel
Access the UI at `http://localhost:9090` when server is running with `-serve` flag.
@@ -184,8 +188,8 @@ Access the UI at `http://localhost:9090` when server is running with `-serve` fl
- [Database Operations](./doc/database.md) - layout, psql as `postgres`, games, users, integrity sweep, starting fresh
- [Architecture](./doc/architecture.md) - System design with auth layer
- [Development](./doc/development.md) - Build, test, and user management
- [Client Guide](./doc/client.md) - Interactive debugging client
- [Replay Plan](./doc/todo.md) - Phased game-replay implementation and open decisions
- [Client Guide](./doc/client.md) - Interactive debugging client, including replay
- [Replay Plan](./doc/todo.md) - Game-replay phases, decisions, and what is left
- [Stockfish Integration](./doc/stockfish.md) - Engine communication
## License
+6
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@@ -114,6 +114,12 @@ func buildPrompt(s *session.Session) string {
}
}
// A replay replaces the turn: the live game is not what the board shows
if seg := command.ReplayPrompt(s); seg != "" {
b.Add(display.Magenta, seg)
return display.Prompt(b.String())
}
// Add game state if available
if s.CurrentGameState != nil {
turnInfo := " - Turn:"
+8 -2
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@@ -180,6 +180,7 @@ Authorization: Bearer <token>
"turn": "w",
"state": "ongoing",
"moves": [],
"san": [],
"players": {
"white": {"id": "550e8400-...", "color": 1, "type": 1},
"black": {"id": "ai-player-...", "color": 2, "type": 2, "level": 15, "searchTime": 1000}
@@ -210,6 +211,9 @@ GET /games/{gameId}?wait=true&moveCount=5
```
Response includes all game data. Compare `moves` array length to detect changes.
`moves` holds the UCI line and `san` the same moves in standard algebraic
notation, derived by the rules core from the position before each move (an
entry is empty only for a move it cannot notate, which the server logs).
**Timeout behavior:**
- Returns current state after 30 seconds even if no changes
@@ -337,8 +341,9 @@ later first-move slot claim, newest first. Requires
be combined with `cursor`, and pages shift when games are added.
Each item contains game ID, initial FEN, final FEN (after the last stored move,
or the initial FEN when there is none), result and its `pgnResult` token,
timestamps, players, and move count. `nextCursor` is present only when another
or the initial FEN when there is none), result, its `pgnResult` token and
`termination` (as in the history; both omitted while ongoing), timestamps,
players, and move count. `nextCursor` is present only when another
page exists; `nextOffset` also, on requests without a cursor. A game belongs
to a user who created it while authenticated or claimed a slot with a first
move; the association survives later player reconfiguration.
@@ -355,6 +360,7 @@ Returns 400 `INVALID_REQUEST` for a malformed cursor or filter.
"finalFen": "r1bqkb1r/pppp1Qpp/2n2n2/4p3/2B1P3/8/PPPP1PPP/RNB1K1NR b KQkq - 0 4",
"result": "white_wins",
"pgnResult": "1-0",
"termination": "checkmate",
"startTimeUtc": "2026-09-07T12:00:00Z",
"endTimeUtc": "2026-09-07T12:15:00Z",
"moveCount": 7,
+71 -8
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@@ -12,13 +12,13 @@ The chess client is an interactive command-line debugging tool for the chess ser
- Verbose mode for detailed API request/response inspection
- Long-polling support for real-time game updates
## Replay Foundation
## Replay
The Go API client exposes `GetGameHistory(gameID)`, `GetGamePGN(gameID, ply)`,
and `GetMyGames(limit, cursor)`, including durable result, timestamps, player
claims, move count, ordered UCI and SAN moves, and FEN after every move. The
`games` and `pgn` commands use them; step-by-step `replay` controls are still
planned, see [Replay Implementation Tasks](./todo.md).
`games`, `pgn` and `replay` commands use them. A replay renders the stored
FEN of each ply; the client never computes a move.
## Building
```bash
@@ -44,6 +44,7 @@ The prompt dynamically updates to show context:
- `chess [username - gameId]` - User in active game
- `chess [username - gameId] White` - Shows player color
- Turn indicator with player type (h=human, c=computer)
- `chess [...] replay 12/40` - Replaying a stored game at ply 12 of 40
## Command Reference
@@ -180,19 +181,76 @@ repetition.` or `Black wins by resignation.`; a pending offer is shown as
`White offers a draw`.
#### `games` / `g`
List your stored games, newest first, 20 per page (requires login). The
result column is the PGN token (`1-0`, `0-1`, `1/2-1/2`, `*`).
List your stored games, newest first, 20 per page (requires login), numbered
for `replay <#>`. The result column is the PGN token (`1-0`, `0-1`,
`1/2-1/2`, `*`).
```
chess > games # Newest games
chess > games more # Next page
```
#### `pgn`
Print a stored game as PGN (SAN movetext, standard tags).
Print a stored game as PGN (SAN movetext, standard tags), or save it with
`save <path>`. During a replay the default is the replayed game up to the
current ply.
```
chess > pgn # Current game, every ply
chess > pgn 10 # Current game, first 10 plies
chess > pgn <gameId> [ply] # Another game
chess > pgn save game.pgn # Write instead of print
```
In the browser build there is no file system: `save` prints the PGN to copy.
### Replay Commands
A replay steps through a stored game's history: any game by ID (histories
are public to holders of the ID), or one of your own by its number in the
last `games` listing. The replay is separate from the live session: the
current game, login and poll position are kept, and `new`, `join`, `move`,
`computer`, `undo`, `delete`, `poll`, `resign` and `draw` are refused until
`live` ends the replay.
#### `replay`
Load a stored game and show its initial position, the players, the result,
and the whole move list.
```
chess > replay 2 # From the last 'games' page
chess > replay a1b2c3d4-e5f6-7890-1234-567890abcdef # Any stored game
```
#### `next` / `>`, `prev` / `<`, `first`, `last`, `goto`
Move through the line; each prints the board, the ply, and the move that
led to it (`2... Nf6`). `next` and `prev` take a count.
```
chess > next
chess > next 4
chess > prev
chess > goto 12
chess > last
chess > first
```
#### `auto`
Play forward from the current ply to the end of the line, one board per ply,
with a delay in milliseconds (default 1000).
```
chess > auto # one ply a second
chess > auto 250
```
#### `fen`
Print the FEN of the current position.
```
chess > fen
```
#### `show` / `h` while replaying
Shows the replayed position instead of the live game.
#### `live`
Leave the replay and return to the live session.
```
chess > live
```
### Debug Commands
@@ -285,10 +343,14 @@ ASCII board with colored pieces:
```
### Move History
Displayed in UCI notation with move numbers:
The live game's history is displayed in UCI notation with move numbers:
```
History: 1.e2e4 e7e5 2.g1f3 b8c6 3.f1b5
```
A replay lists the stored game in SAN, with the current ply in brackets:
```
1. e4 c5 2. [Nf3] Nf6 3. Nc3 e6
```
## Workflows
@@ -319,8 +381,9 @@ History: 1.e2e4 e7e5 2.g1f3 b8c6 3.f1b5
### Limitations
- No move validation in client (server validates)
- No algebraic notation input (UCI format only)
- Single game context at a time
- Single game context at a time (plus one replay)
- No persistent authentication across restarts
- `auto` runs to the end of the line; it cannot be interrupted
## Error Handling
+5 -1
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@@ -221,6 +221,10 @@ go test ./...
# Concurrency checks for the state/persistence boundary
go test -race ./internal/server/storage ./internal/server/service
# Web client end-to-end (Playwright): see test/README.md
WEB_PORT=9090 test/run-test-server.sh # terminal 1
make test-e2e # terminal 2
```
## Configuration
@@ -310,5 +314,5 @@ go test -race ./internal/server/storage ./internal/server/service
- No push-based game updates (30-second long-polling is used)
- Live games are not rehydrated after restart; persisted games are currently replay-only
- Database history has no automatic retention policy
- Replay UI, PGN export, and curated games are planned in [Replay Plan](./todo.md)
- Curated games are planned in [Replay Plan](./todo.md)
- REST API only
+71 -33
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@@ -31,6 +31,8 @@ into phases that each ship and test on their own.
- [x] Rules core (`internal/server/chess`, R1) and replay API (R2), below.
- [x] Pawn promotion in the web client (piece picker) and a specific API error
for a promotion without its piece.
- [x] Web replay UI (R3) and terminal replay commands (R4), below; `san` on
the live game response and `termination` on the listing.
## Decisions
@@ -44,6 +46,9 @@ into phases that each ship and test on their own.
| D6 | Undo after a result | **Decided: keep allowed**, so a player can step back from a finished game and play a line again. Consequence: a finished game's stored history, result, and end time are rewritten by undo; replay shows the line as it stands now. **Refined (v3 schema):** a resignation or agreed draw between two humans is final, and undo, player changes, and unload respect other users' claims (no takebacks between players). Against the computer a concession can be undone, but the first one stays on record (`concession_*`) and in history and PGN. |
| D8 | Human-vs-human in the web client | **Open.** The web client plays only against the computer; two-player games run through the API and terminal client (`join`, `poll`). A web mode would need join-by-link, a long-poll for the opponent's moves, and an offer indicator on the Draw button (accept by pressing it). |
| D7 | List pagination | **Done.** Opaque keyset `cursor` on `(start_time_utc, game_id)`; `offset` kept for existing clients and exclusive with `cursor`. |
| D9 | Replay for visitors without an account | **Done.** The history endpoint is public by ID (D2), so the web client keeps a list of the games it created anonymously in `localStorage` (ID, side, level, last position; entries expire with the server's 24-hour retention) and shows them under **On this device** in My games. A signed-in user's list comes from the API. No server change. |
| D10 | Live SAN | **Done.** The live game response carries `san` beside `moves`, derived by the rules core from the position before each ply (the shadow check already parses it), so the web client shows SAN without an extra history request and without storage. |
| D11 | Replay history | **Done.** Views push browser history entries (`?games`, `?replay=<id>&ply=<n>`, or both); stepping through a replay replaces the entry so back and forward move between the live view, the list and the replay rather than ply by ply. |
## Phase R1 — Notation Core (server) — done
@@ -88,29 +93,43 @@ Test gate:
PGN, ETag, promotion, FEN validation, cursor paging and filters).
- [x] Terminal client: `games` (cursor paging) and `pgn` commands.
## Phase R3 — Web Replay UI
## Phase R3 — Web Replay UI — done
Plain JavaScript in the embedded client, no framework.
Plain JavaScript in the embedded client, no framework. The client was
restructured around the replay: a top bar (brand, server and storage dots,
**My games**, account), the board, and a side panel with a live pane and a
replay pane; the board colours and piece glyphs are unchanged.
- [ ] **My games** button beside the account indicator (authenticated only)
opening a panel: mini-board from `finalFen`, result, date, opponent or
engine level, move count; loading, empty, error, and "load more" states.
- [ ] Replay mode entered from the panel or a deep link
`?replay=<gameId>&ply=<n>`; `history.pushState` so browser back/forward
restores the list and the ply.
- [ ] Controls: first, previous, next, last; keyboard `←` `→` `Home` `End`;
clickable SAN move list; autoplay with speed selector and pause; board flip;
current ply announced through an `aria-live` region.
- [ ] Position rendering assigns the stored FEN for the ply; the browser never
computes moves.
- [ ] Export at the current ply: copy FEN, copy PGN, and download PGN (fetched
from R2 as a `Blob`, saved through a temporary `<a download>`). The live
view's "Copy PGN" button copies UCI moves today; point it at the PGN
endpoint too.
- [ ] Show SAN in the live move list (from the history, or a `san` field on
the live game response).
- [ ] While replaying: stop live long-polling, disable move, undo, new-game,
and player-configuration controls; **Back to live game** restores them.
- [x] **My games** button in the top bar opening a drawer: mini-board from
`finalFen`, players (the viewer's side as "You"), result and termination,
date, move count; status and colour filters; loading, empty, error (with
retry), and "load more" (cursor) states. Signed-out visitors see the games
played on this device (D9) and a sign-in note.
- [x] Replay mode entered from the drawer, the live pane's **Replay** button,
or a deep link `?replay=<gameId>&ply=<n>`; `history.pushState` per view
(D11), so browser back/forward restores the list and the ply.
- [x] Controls: first, previous, next, last; keyboard `←` `→` `Home` `End`,
`Space` (autoplay), `F` (flip), `Esc` (leave); clickable SAN move list with
the current ply marked; autoplay with a speed selector and pause; board
flip, defaulting to the viewer's side; current ply announced through an
`aria-live` region.
- [x] Position rendering assigns the stored FEN for the ply; the browser never
computes moves. The mated king and the last move are marked as in live play.
- [x] Export at the current ply: copy FEN, copy PGN (`?ply=N`, or the full
export at the last ply), download PGN (fetched as a `Blob`, saved through a
temporary `<a download>`; the host's iframe sandbox needs
`allow-downloads`), and copy a link to the position. The live view's "Copy
PGN" copies the stored game's PGN, falling back to the SAN line and FEN
when storage is off; "Copy FEN" beside it.
- [x] SAN in the live move list from the `san` field on the live game
response (D10).
- [x] While replaying: live long-polling stops, the live pane (move, undo,
new game, draw, resign) hides and square clicks are ignored; **Back to
live game** (or **Close replay** without one) restores them and resumes
polling if the computer was thinking.
- [x] History responses are revalidated with `If-None-Match`; `ETag` and
`Content-Disposition` are exposed over CORS for the development setup,
where the web client and the API are on different ports.
Constraints from the host's security headers:
@@ -128,20 +147,39 @@ Constraints from the host's security headers:
Test gate:
- [ ] Playwright (Chromium) end-to-end against server and PostgreSQL: play a
short game, open My games, step backward and forward, autoplay to the end,
and compare exported FEN/PGN with the API.
- [ ] Keyboard-only navigation and screen-reader labels; reduced-motion
disables autoplay animation.
- [ ] Deep link works beneath `/projects/chess/` with the API at `/chess`.
- [x] Playwright (Chromium) end-to-end against server and PostgreSQL
(`test/e2e`, run by the `e2e` CI job): play a short game, open My games,
step backward and forward with buttons and keys, autoplay to the end,
compare the exported FEN and PGN with the API, download, copy a link,
browser back through replay and list; a deep link to a checkmate; the
device list for an anonymous visitor.
- [x] Keyboard-only navigation and labels: every control is a button with a
name, the move list is a list of buttons, the current ply has
`aria-current` and is announced; `prefers-reduced-motion` disables the
client's animations and transitions (autoplay itself is user-initiated and
stays).
- [x] Deep link: the client reads `?replay=` from its own URL, so it works
wherever the document is published (`/chess/web-client/` on lixen.com,
with the API at `/chess`); the old `/projects/chess/` path redirects there.
## Phase R4 — CLI and WASM Replay (optional)
## Phase R4 — CLI and WASM Replay — done
- [x] `games` (list with cursor paging) and `pgn [gameId] [ply]`.
- [ ] `replay <gameId|index>`, `next`, `prev`, `first`, `last`, `goto <ply>`,
`auto <ms>`, `fen`, `pgn save <path>`.
- [ ] Replay state is separate from the live session: no polling, moves, undo,
or configuration while replaying.
- [x] `games` (list with cursor paging, numbered) and `pgn [gameId] [ply]`.
- [x] `replay <gameId|index>` (index into the last `games` page), `next`
`prev` (`>` `<`, with a count), `first`, `last`, `goto <ply>`, `auto [ms]`,
`fen`, `pgn [save <path>]` (the replayed game up to the current ply; in
the browser build the PGN is printed instead of saved), `live` to leave.
- [x] Replay state is separate from the live session: `new`, `join`, `move`,
`computer`, `undo`, `delete`, `poll`, `resign` and `draw` are refused
while replaying, `show` shows the replayed position, and the prompt reads
`replay <ply>/<plies>`; `live` returns to the game as it was.
Later for the replay clients:
- [ ] Web: an "Analysis" link on a replay (chess.com-style evaluation needs
an engine in the browser or a server endpoint; none exists).
- [ ] Web: a light theme, following the host page's choice.
- [ ] CLI: `auto` cannot be interrupted before the end of the line.
## Phase R5 — Curated Archive (later)
+3 -3
View File
@@ -13,7 +13,7 @@ require (
require (
github.com/clipperhouse/uax29/v2 v2.7.0 // indirect
github.com/gabriel-vasile/mimetype v1.4.15 // indirect
github.com/gabriel-vasile/mimetype v1.4.16 // indirect
github.com/go-playground/locales v0.14.2 // indirect
github.com/go-playground/universal-translator v0.18.2 // indirect
github.com/golang-jwt/jwt/v5 v5.3.1 // indirect
@@ -26,10 +26,10 @@ require (
github.com/mattn/go-isatty v0.0.24 // indirect
github.com/mattn/go-runewidth v0.0.31 // indirect
github.com/molecule-man/go-brrr v1.3.0 // indirect
github.com/philhofer/fwd v1.2.0 // indirect
github.com/philhofer/fwd v1.2.1 // indirect
github.com/tinylib/msgp v1.6.5 // indirect
github.com/valyala/bytebufferpool v1.0.0 // indirect
github.com/valyala/fasthttp v1.75.0 // indirect
github.com/valyala/fasthttp v1.76.0 // indirect
golang.org/x/crypto v0.58.0 // indirect
golang.org/x/sync v0.24.0 // indirect
golang.org/x/sys v0.49.0 // indirect
+6
View File
@@ -5,6 +5,8 @@ github.com/davecgh/go-spew v1.1.1 h1:vj9j/u1bqnvCEfJOwUhtlOARqs3+rkHYY13jYWTU97c
github.com/davecgh/go-spew v1.1.1/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
github.com/gabriel-vasile/mimetype v1.4.15 h1:05iP/CYtZ/w455R/KZM6rZ5ieAdh99UPtd+d3YzLmaI=
github.com/gabriel-vasile/mimetype v1.4.15/go.mod h1:azpTcoLcDZRNgFou5j+APrqQx9HqVPWa6ijYQIIVswQ=
github.com/gabriel-vasile/mimetype v1.4.16 h1:5izNFuvA37st1dDRAcA7TtmngBmRgiIPDmTtiEvjx1E=
github.com/gabriel-vasile/mimetype v1.4.16/go.mod h1:3oFFwxX8kTklZwzIl2aQEDZT0lKY8xH92ST88bAwba4=
github.com/go-playground/assert/v2 v2.2.0 h1:JvknZsQTYeFEAhQwI4qEt9cyV5ONwRHC+lYKSsYSR8s=
github.com/go-playground/assert/v2 v2.2.0/go.mod h1:VDjEfimB/XKnb+ZQfWdccd7VUvScMdVu0Titje2rxJ4=
github.com/go-playground/locales v0.14.2 h1:d8UmcrM6Nip0hfGZKLGpAvZH37XB4TS0xzK9B56YNCY=
@@ -43,6 +45,8 @@ github.com/molecule-man/go-brrr v1.3.0 h1:KEGPkUk9PYFw5+Sv/evCOSU5OmMDXCGFqQ9YjR
github.com/molecule-man/go-brrr v1.3.0/go.mod h1:7ybW6/7gA3oKY45jOfVNjSJDtrr6ea4tzbsTkjmQDC4=
github.com/philhofer/fwd v1.2.0 h1:e6DnBTl7vGY+Gz322/ASL4Gyp1FspeMvx1RNDoToZuM=
github.com/philhofer/fwd v1.2.0/go.mod h1:RqIHx9QI14HlwKwm98g9Re5prTQ6LdeRQn+gXJFxsJM=
github.com/philhofer/fwd v1.2.1 h1:UtpS73q8bFgy/yH3gCq8LSNvj5gv/FowNOiWZa7uKwQ=
github.com/philhofer/fwd v1.2.1/go.mod h1:RqIHx9QI14HlwKwm98g9Re5prTQ6LdeRQn+gXJFxsJM=
github.com/pmezard/go-difflib v1.0.0 h1:4DBwDE0NGyQoBHbLQYPwSUPoCMWR5BEzIk/f1lZbAQM=
github.com/pmezard/go-difflib v1.0.0/go.mod h1:iKH77koFhYxTK1pcRnkKkqfTogsbg7gZNVY4sRDYZ/4=
github.com/stretchr/objx v0.1.0/go.mod h1:HFkY916IF+rwdDfMAkV7OtwuqBVzrE8GR6GFx+wExME=
@@ -56,6 +60,8 @@ github.com/valyala/bytebufferpool v1.0.0 h1:GqA5TC/0021Y/b9FG4Oi9Mr3q7XYx6Kllzaw
github.com/valyala/bytebufferpool v1.0.0/go.mod h1:6bBcMArwyJ5K/AmCkWv1jt77kVWyCJ6HpOuEn7z0Csc=
github.com/valyala/fasthttp v1.75.0 h1:W3xrvNJHG60j2ZCjxpP8kkB+oPG8kh9/g1n4+3xUwNA=
github.com/valyala/fasthttp v1.75.0/go.mod h1:JiVkPRZU124PuPsreV/s9dZRgG2lRK7wNEikdQ0Rk4s=
github.com/valyala/fasthttp v1.76.0 h1:QitrT4foDQuqvUnr/hzmQUDbYzV12Zz4vkLOlipU4Cw=
github.com/valyala/fasthttp v1.76.0/go.mod h1:m8oTPC8riDDky07invpl+Gz3RixnAN5BbwyUuVB5H2o=
golang.org/x/crypto v0.58.0 h1:COkYLr4k7nDI4r6QtMML2AfzeIswWHAJthLS6K/M/54=
golang.org/x/crypto v0.58.0/go.mod h1:Xh+kl5A+M0gMiWDytH2Hhr5Z7WbNCpv/eB/EFgfSk+w=
golang.org/x/sync v0.24.0 h1:iqiDrGoDgyuvAKrhLQthUEzU/R378N78gXbBjxed7oA=
+3
View File
@@ -45,6 +45,7 @@ type GameResponse struct {
DrawOutcome string `json:"drawOutcome,omitempty"`
Concession *Concession `json:"concession,omitempty"`
Moves []string `json:"moves"`
SAN []string `json:"san"`
Players PlayersResponse `json:"players"`
LastMove *MoveInfo `json:"lastMove,omitempty"`
}
@@ -129,6 +130,7 @@ type GameHistoryResponse struct {
Termination string `json:"termination,omitempty"`
StartTimeUTC time.Time `json:"startTimeUtc"`
EndTimeUTC *time.Time `json:"endTimeUtc,omitempty"`
Concession *Concession `json:"concession,omitempty"` // Result in stored form ("black_wins")
Players PlayersResponse `json:"players"`
Moves []HistoryMove `json:"moves"`
}
@@ -148,6 +150,7 @@ type GameSummary struct {
FinalFEN string `json:"finalFen"`
Result string `json:"result,omitempty"`
PGNResult string `json:"pgnResult"`
Termination string `json:"termination,omitempty"`
StartTimeUTC time.Time `json:"startTimeUtc"`
EndTimeUTC *time.Time `json:"endTimeUtc,omitempty"`
MoveCount int `json:"moveCount"`
+31 -7
View File
@@ -104,8 +104,8 @@ func (r *Registry) registerGameCommands() {
r.Register(&Command{
Name: "pgn",
ShortName: "",
Description: "Print a stored game as PGN",
Usage: "pgn [gameId] [ply] (default: current game, all plies)",
Description: "Print or save a stored game as PGN",
Usage: "pgn [gameId] [ply] [save <path>] (default: current or replayed game)",
Handler: pgnHandler,
})
@@ -520,6 +520,9 @@ func undoHandler(s *session.Session, args []string) error {
}
func showBoardHandler(s *session.Session, args []string) error {
if s.Replay != nil {
return showReplayPosition(s)
}
gameID := s.GetCurrentGame()
if gameID == "" {
return fmt.Errorf("no current game, use 'new' or 'join <gameId>'")
@@ -692,19 +695,21 @@ func gamesHandler(s *session.Session, args []string) error {
return err
}
s.GamesCursor = resp.NextCursor
s.GamesPage = resp.Games
if len(resp.Games) == 0 {
display.Println(display.Yellow, "No stored games")
return nil
}
fmt.Printf("\n%-36s %-20s %-20s %-7s %5s %s\n", "Game ID", "White", "Black", "Result", "Plies", "Started (UTC)")
for _, g := range resp.Games {
fmt.Printf("%-36s %-20s %-20s %-7s %5d %s\n", g.GameID,
fmt.Printf("\n%3s %-36s %-20s %-20s %-7s %5s %s\n", "#", "Game ID", "White", "Black", "Result", "Plies", "Started (UTC)")
for i, g := range resp.Games {
fmt.Printf("%3d %-36s %-20s %-20s %-7s %5d %s\n", i+1, g.GameID,
playerLabel(g.Players.White), playerLabel(g.Players.Black), g.PGNResult, g.MoveCount,
g.StartTimeUTC.UTC().Format("2006-01-02 15:04"))
}
display.Println(display.Cyan, "\nReplay one: replay <#> or replay <gameId>")
if resp.NextCursor != "" {
display.Println(display.Cyan, "\nMore games: games more")
display.Println(display.Cyan, "More games: games more")
}
return nil
}
@@ -720,9 +725,21 @@ func playerLabel(p api.PlayerInfo) string {
}
// pgnHandler prints the stored game as PGN: the current game unless an ID is
// given, and every ply unless a count is given.
// given, and every ply unless a count is given. During a replay the default
// is the replayed game up to the current ply. "save <path>" writes the
// export to a file instead of printing it.
func pgnHandler(s *session.Session, args []string) error {
path, args, err := pgnSaveArgs(args)
if err != nil {
return err
}
gameID, ply := s.CurrentGame, -1
if s.Replay != nil {
gameID = s.Replay.History.GameID
if !s.Replay.AtEnd() {
ply = s.Replay.Ply
}
}
for _, arg := range args {
if n, err := strconv.Atoi(arg); err == nil && n >= 0 {
ply = n
@@ -737,6 +754,13 @@ func pgnHandler(s *session.Session, args []string) error {
if err != nil {
return err
}
if path != "" {
if err := savePGN(path, trimPGN(text)); err != nil {
return err
}
display.Println(display.Green, "Saved PGN of %s to %s", describePGNTarget(gameID, ply), path)
return nil
}
fmt.Println()
fmt.Print(text)
return nil
+18
View File
@@ -32,6 +32,7 @@ func NewRegistry(s *session.Session) *Registry {
// Register all commands
r.registerGameCommands()
r.registerReplayCommands()
r.registerAuthCommands()
r.registerDebugCommands()
@@ -78,6 +79,10 @@ func (r *Registry) Execute(input string) {
display.Println(display.Reset, "Type 'help' for available commands")
return
}
if r.session.Replay != nil && liveOnly[cmd.Name] {
display.Println(display.Red, "'%s' is not available while replaying; 'live' returns to the live session", cmd.Name)
return
}
// Set verbose mode in client if session supports it
if cl, ok := r.session.GetClient().(*api.Client); ok {
@@ -132,6 +137,18 @@ func (r *Registry) helpHandler(s *session.Session, args []string) error {
{"pgn", "", ""},
}
replayCommands := []cmdInfo{
{"replay", "", ""},
{"next", ">", ""},
{"prev", "<", ""},
{"first", "", ""},
{"last", "", ""},
{"goto", "", ""},
{"auto", "", ""},
{"fen", "", ""},
{"live", "", ""},
}
authCommands := []cmdInfo{
{"register", "r", ""},
{"login", "l", ""},
@@ -163,6 +180,7 @@ func (r *Registry) helpHandler(s *session.Session, args []string) error {
}
printCommandGroup("Game Commands", gameCommands)
printCommandGroup("Replay Commands", replayCommands)
printCommandGroup("Auth Commands", authCommands)
printCommandGroup("Utility Commands", utilCommands)
+289
View File
@@ -0,0 +1,289 @@
package command
import (
"fmt"
"strconv"
"strings"
"time"
"github.com/lixenwraith/chess/internal/client/display"
"github.com/lixenwraith/chess/internal/client/replay"
"github.com/lixenwraith/chess/internal/client/session"
)
// Replay commands step through a stored game from its history. The replay
// state lives beside the live session, which keeps its game, user and poll
// position; live commands that would change the game are refused until
// 'live' ends the replay (see liveOnly).
func (r *Registry) registerReplayCommands() {
r.Register(&Command{
Name: "replay",
ShortName: "",
Description: "Step through a stored game",
Usage: "replay <gameId|index> (index from the last 'games' listing)",
Handler: replayHandler,
})
r.Register(&Command{
Name: "next",
ShortName: ">",
Description: "Replay: next ply",
Usage: "next [count]",
Handler: stepHandler(1),
})
r.Register(&Command{
Name: "prev",
ShortName: "<",
Description: "Replay: previous ply",
Usage: "prev [count]",
Handler: stepHandler(-1),
})
r.Register(&Command{
Name: "first",
ShortName: "",
Description: "Replay: initial position",
Usage: "first",
Handler: func(s *session.Session, args []string) error {
return gotoHandler(s, []string{"0"})
},
})
r.Register(&Command{
Name: "last",
ShortName: "",
Description: "Replay: final position",
Usage: "last",
Handler: func(s *session.Session, args []string) error {
if s.Replay == nil {
return errNotReplaying
}
return gotoHandler(s, []string{strconv.Itoa(s.Replay.Len())})
},
})
r.Register(&Command{
Name: "goto",
ShortName: "",
Description: "Replay: show the position after N plies",
Usage: "goto <ply>",
Handler: gotoHandler,
})
r.Register(&Command{
Name: "auto",
ShortName: "",
Description: "Replay: play forward to the end",
Usage: "auto [ms] (delay per ply, default 1000)",
Handler: autoHandler,
})
r.Register(&Command{
Name: "fen",
ShortName: "",
Description: "Replay: print the FEN of the current position",
Usage: "fen",
Handler: fenHandler,
})
r.Register(&Command{
Name: "live",
ShortName: "",
Description: "Leave the replay and return to the live session",
Usage: "live",
Handler: liveHandler,
})
}
var errNotReplaying = fmt.Errorf("no replay in progress; use 'replay <gameId|index>'")
// liveOnly names the commands a replay refuses: they would change the live
// game or poll it, while a replay only reads a stored one.
var liveOnly = map[string]bool{
"new": true, "join": true, "move": true, "computer": true, "undo": true,
"delete": true, "poll": true, "resign": true, "draw": true,
}
// replayHandler loads a stored game by ID, or by its position in the last
// 'games' listing, and shows its initial position.
func replayHandler(s *session.Session, args []string) error {
if len(args) < 1 {
return fmt.Errorf("usage: replay <gameId|index>")
}
gameID := args[0]
if index, err := strconv.Atoi(gameID); err == nil {
if index < 1 || index > len(s.GamesPage) {
if len(s.GamesPage) == 0 {
return fmt.Errorf("no listing to index; run 'games' first or give a game ID")
}
return fmt.Errorf("index %d is outside the last listing (1-%d)", index, len(s.GamesPage))
}
gameID = s.GamesPage[index-1].GameID
}
history, err := s.Client.GetGameHistory(gameID)
if err != nil {
return err
}
s.Replay = replay.New(history)
white, black := s.Replay.Players()
display.Println(display.Cyan, "\nReplaying %s", history.GameID)
fmt.Printf("%s vs %s · %s · %d plies · started %s\n",
display.C(display.Blue, white), display.C(display.Red, black), s.Replay.Result(), s.Replay.Len(),
history.StartTimeUTC.UTC().Format("2006-01-02 15:04"))
if c := history.Concession; c != nil {
what := "a draw was agreed"
switch c.Result {
case "white_wins":
what = "Black resigned"
case "black_wins":
what = "White resigned"
}
display.Println(display.Yellow, "%s at ply %d; play continued.", what, c.Ply)
}
fmt.Println()
fmt.Println(s.Replay.Movetext(80))
display.Println(display.Reset, "\nnext, prev, first, last, goto <ply>, auto [ms], fen, pgn [save <path>], live")
return showReplayPosition(s)
}
func stepHandler(direction int) func(*session.Session, []string) error {
return func(s *session.Session, args []string) error {
if s.Replay == nil {
return errNotReplaying
}
count := 1
if len(args) > 0 {
n, err := strconv.Atoi(args[0])
if err != nil || n < 1 {
return fmt.Errorf("invalid count: %s", args[0])
}
count = n
}
before := s.Replay.Ply
s.Replay.Goto(before + direction*count)
if s.Replay.Ply == before {
if direction > 0 {
display.Println(display.Yellow, "At the end of the game")
} else {
display.Println(display.Yellow, "At the initial position")
}
}
return showReplayPosition(s)
}
}
func gotoHandler(s *session.Session, args []string) error {
if s.Replay == nil {
return errNotReplaying
}
if len(args) < 1 {
return fmt.Errorf("usage: goto <ply> (0-%d)", s.Replay.Len())
}
ply, err := strconv.Atoi(args[0])
if err != nil {
return fmt.Errorf("invalid ply: %s", args[0])
}
if ply < 0 || ply > s.Replay.Len() {
return fmt.Errorf("ply %d is outside 0-%d", ply, s.Replay.Len())
}
s.Replay.Goto(ply)
return showReplayPosition(s)
}
// autoHandler plays forward from the current ply to the end, one board per
// ply, pausing between them.
func autoHandler(s *session.Session, args []string) error {
if s.Replay == nil {
return errNotReplaying
}
delay := 1000
if len(args) > 0 {
n, err := strconv.Atoi(args[0])
if err != nil || n < 0 || n > 60000 {
return fmt.Errorf("delay must be 0-60000 ms")
}
delay = n
}
if s.Replay.AtEnd() {
display.Println(display.Yellow, "At the end of the game; 'first' to start over")
return nil
}
for !s.Replay.AtEnd() {
time.Sleep(time.Duration(delay) * time.Millisecond)
s.Replay.Next()
if err := showReplayPosition(s); err != nil {
return err
}
}
return nil
}
func fenHandler(s *session.Session, args []string) error {
if s.Replay == nil {
return errNotReplaying
}
fmt.Println(s.Replay.FEN())
return nil
}
func liveHandler(s *session.Session, args []string) error {
if s.Replay == nil {
display.Println(display.Yellow, "Not replaying")
return nil
}
s.Replay = nil
display.Println(display.Green, "Back to the live session")
if s.CurrentGame != "" {
display.Println(display.Cyan, "Current game: %s", s.CurrentGame)
}
return nil
}
// showReplayPosition prints the board at the current ply with its label.
func showReplayPosition(s *session.Session) error {
r := s.Replay
board, err := display.BoardFromFEN(r.FEN())
if err != nil {
return fmt.Errorf("stored position cannot be shown: %w", err)
}
fmt.Println()
display.RenderBoard(board)
label := r.Label(r.Ply)
if r.Ply == 0 {
label = "initial position"
}
fmt.Printf("\nPly %d/%d %s\n", r.Ply, r.Len(), display.C(display.Cyan, label))
if r.AtEnd() && r.History.Result != "" {
display.Println(display.Green, "Result: %s", r.Result())
}
return nil
}
// replayPrompt is the prompt segment while replaying.
func ReplayPrompt(s *session.Session) string {
if s.Replay == nil {
return ""
}
return fmt.Sprintf(" replay %d/%d", s.Replay.Ply, s.Replay.Len())
}
// pgnSaveArgs splits "pgn save <path> [gameId] [ply]" style arguments:
// a "save" followed by a path, and the remaining arguments.
func pgnSaveArgs(args []string) (path string, rest []string, err error) {
for i, arg := range args {
if arg == "save" {
if i+1 >= len(args) {
return "", nil, fmt.Errorf("usage: pgn save <path>")
}
rest = append(append([]string{}, args[:i]...), args[i+2:]...)
return args[i+1], rest, nil
}
}
return "", args, nil
}
func describePGNTarget(gameID string, ply int) string {
if ply >= 0 {
return fmt.Sprintf("%s (first %d plies)", gameID, ply)
}
return gameID
}
func trimPGN(text string) string {
return strings.TrimRight(text, "\n") + "\n"
}
+64
View File
@@ -0,0 +1,64 @@
package command
import (
"testing"
"github.com/lixenwraith/chess/internal/client/api"
"github.com/lixenwraith/chess/internal/client/replay"
"github.com/lixenwraith/chess/internal/client/session"
)
func TestPGNSaveArgs(t *testing.T) {
for name, tc := range map[string]struct {
args []string
path string
rest []string
err bool
}{
"none": {[]string{"abc", "3"}, "", []string{"abc", "3"}, false},
"save last": {[]string{"abc", "save", "out.pgn"}, "out.pgn", []string{"abc"}, false},
"save first": {[]string{"save", "out.pgn", "abc", "3"}, "out.pgn", []string{"abc", "3"}, false},
"missing path": {[]string{"save"}, "", nil, true},
} {
path, rest, err := pgnSaveArgs(tc.args)
if (err != nil) != tc.err || path != tc.path || len(rest) != len(tc.rest) {
t.Errorf("%s: path %q rest %v err %v", name, path, rest, err)
continue
}
for i := range rest {
if rest[i] != tc.rest[i] {
t.Errorf("%s: rest = %v, want %v", name, rest, tc.rest)
}
}
}
}
func TestReplayRefusesLiveCommandsAndPrompt(t *testing.T) {
s := &session.Session{APIBaseURL: "http://127.0.0.1:1", Client: api.New("http://127.0.0.1:1")}
r := NewRegistry(s)
if ReplayPrompt(s) != "" {
t.Error("prompt segment while live")
}
s.Replay = replay.New(&api.GameHistoryResponse{
GameID: "g", InitialFEN: "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
Moves: []api.HistoryMove{{MoveNumber: 1, MoveUCI: "e2e4", SAN: "e4", FENAfterMove: "rnbqkbnr/pppppppp/8/8/4P3/8/PPPP1PPP/RNBQKBNR b KQkq - 0 1", PlayerColor: "w"}},
})
if got := ReplayPrompt(s); got != " replay 0/1" {
t.Errorf("prompt segment = %q", got)
}
// A live command is refused without touching the client (no server).
r.Execute("move e2e4")
r.Execute("next")
if s.Replay.Ply != 1 || ReplayPrompt(s) != " replay 1/1" {
t.Errorf("after next: ply %d", s.Replay.Ply)
}
r.Execute("live")
if s.Replay != nil {
t.Error("live did not end the replay")
}
for _, name := range []string{"new", "join", "move", "computer", "undo", "delete", "poll", "resign", "draw"} {
if !liveOnly[name] {
t.Errorf("%s is not refused while replaying", name)
}
}
}
+10
View File
@@ -0,0 +1,10 @@
//go:build !js && !wasm
package command
import "os"
// savePGN writes a PGN export to path.
func savePGN(path, text string) error {
return os.WriteFile(path, []byte(text), 0o644)
}
+12
View File
@@ -0,0 +1,12 @@
//go:build js && wasm
package command
import "fmt"
// savePGN has no file system in the browser: the PGN is printed instead,
// to be copied from the terminal.
func savePGN(path, text string) error {
fmt.Print(text)
return fmt.Errorf("files cannot be saved from the browser; the PGN is printed above")
}
+50
View File
@@ -0,0 +1,50 @@
package display
import (
"fmt"
"strings"
)
// BoardFromFEN renders a FEN's piece placement in the server's ASCII board
// format (files on the first and last lines, ranks at both ends of a row,
// "." for an empty square), so RenderBoard colors it the same way.
func BoardFromFEN(fen string) (string, error) {
fields := strings.Fields(fen)
if len(fields) == 0 {
return "", fmt.Errorf("empty FEN")
}
rows := strings.Split(fields[0], "/")
if len(rows) != 8 {
return "", fmt.Errorf("FEN has %d ranks, want 8", len(rows))
}
var b strings.Builder
b.WriteString(" a b c d e f g h\n")
for i, row := range rows {
rank := byte('8' - i)
b.WriteByte(rank)
b.WriteByte(' ')
files := 0
for _, c := range row {
switch {
case c >= '1' && c <= '8':
for n := 0; n < int(c-'0'); n++ {
b.WriteString(". ")
}
files += int(c - '0')
case strings.ContainsRune("pnbrqkPNBRQK", c):
b.WriteRune(c)
b.WriteByte(' ')
files++
default:
return "", fmt.Errorf("invalid FEN character %q", c)
}
}
if files != 8 {
return "", fmt.Errorf("rank %c has %d files, want 8", rank, files)
}
b.WriteByte(rank)
b.WriteByte('\n')
}
b.WriteString(" a b c d e f g h")
return b.String(), nil
}
+28
View File
@@ -0,0 +1,28 @@
package display
import "testing"
func TestBoardFromFEN(t *testing.T) {
got, err := BoardFromFEN("rnbqkbnr/pppppppp/8/8/4P3/8/PPPP1PPP/RNBQKBNR b KQkq e3 0 1")
if err != nil {
t.Fatal(err)
}
want := " a b c d e f g h\n" +
"8 r n b q k b n r 8\n" +
"7 p p p p p p p p 7\n" +
"6 . . . . . . . . 6\n" +
"5 . . . . . . . . 5\n" +
"4 . . . . P . . . 4\n" +
"3 . . . . . . . . 3\n" +
"2 P P P P . P P P 2\n" +
"1 R N B Q K B N R 1\n" +
" a b c d e f g h"
if got != want {
t.Errorf("board:\n%s\nwant:\n%s", got, want)
}
for _, bad := range []string{"", "8/8/8/8/8/8/8 w - - 0 1", "9/8/8/8/8/8/8/8 w - - 0 1", "x7/8/8/8/8/8/8/8 w - - 0 1"} {
if _, err := BoardFromFEN(bad); err == nil {
t.Errorf("BoardFromFEN(%q) accepted", bad)
}
}
}
+175
View File
@@ -0,0 +1,175 @@
// Package replay steps through a stored game's history in the terminal
// client. The state is separate from the live session: it holds the
// history the server returned and a ply, and renders positions from the
// stored FENs; it never computes a move.
package replay
import (
"fmt"
"strconv"
"strings"
"github.com/lixenwraith/chess/internal/client/api"
)
// State is a stored game and the ply shown: 0 is the initial position,
// Len() the position after the last move.
type State struct {
History *api.GameHistoryResponse
Ply int
}
// New starts a replay at the initial position.
func New(history *api.GameHistoryResponse) *State {
return &State{History: history}
}
// Len is the number of stored plies.
func (s *State) Len() int { return len(s.History.Moves) }
// Goto shows the position after ply plies, clamped to the stored line, and
// returns the ply shown.
func (s *State) Goto(ply int) int {
if ply < 0 {
ply = 0
}
if ply > s.Len() {
ply = s.Len()
}
s.Ply = ply
return s.Ply
}
func (s *State) Next() int { return s.Goto(s.Ply + 1) }
func (s *State) Prev() int { return s.Goto(s.Ply - 1) }
func (s *State) First() int { return s.Goto(0) }
func (s *State) Last() int { return s.Goto(s.Len()) }
// AtEnd reports whether the last stored position is shown.
func (s *State) AtEnd() bool { return s.Ply >= s.Len() }
// FEN is the stored position at the current ply.
func (s *State) FEN() string {
if s.Ply == 0 {
return s.History.InitialFEN
}
return s.History.Moves[s.Ply-1].FENAfterMove
}
// Move is the ply-th move (from 1), or nil for the initial position.
func (s *State) Move(ply int) *api.HistoryMove {
if ply < 1 || ply > s.Len() {
return nil
}
return &s.History.Moves[ply-1]
}
// startsWithBlack and firstMoveNumber come from the initial FEN, so a game
// from a custom position numbers its moves as its PGN does.
func (s *State) start() (number int, black bool) {
parts := strings.Fields(s.History.InitialFEN)
number = 1
if len(parts) >= 6 {
if n, err := strconv.Atoi(parts[5]); err == nil && n > 0 {
number = n
}
}
black = len(parts) >= 2 && parts[1] == "b"
return number, black
}
// Label names a ply in PGN style: "2. Nf3", "2... Nf6", or "start".
func (s *State) Label(ply int) string {
move := s.Move(ply)
if move == nil {
return "start"
}
first, black := s.start()
offset := ply - 1
if black {
offset++
}
number := first + offset/2
text := move.SAN
if text == "" {
text = move.MoveUCI
}
if move.PlayerColor == "b" {
return fmt.Sprintf("%d... %s", number, text)
}
return fmt.Sprintf("%d. %s", number, text)
}
// Movetext lists the moves with numbers, the current ply in brackets,
// wrapped at width columns (80 when width is not positive).
func (s *State) Movetext(width int) string {
if width <= 0 {
width = 80
}
first, black := s.start()
var tokens []string
number := first
for i, move := range s.History.Moves {
text := move.SAN
if text == "" {
text = move.MoveUCI
}
if i+1 == s.Ply {
text = "[" + text + "]"
}
switch {
case i == 0 && black:
tokens = append(tokens, fmt.Sprintf("%d...", number), text)
number++
case move.PlayerColor == "w":
tokens = append(tokens, fmt.Sprintf("%d.", number), text)
default:
tokens = append(tokens, text)
number++
}
}
if len(tokens) == 0 {
return "(no moves)"
}
var b strings.Builder
col := 0
for _, token := range tokens {
if col > 0 && col+1+len(token) > width {
b.WriteByte('\n')
col = 0
} else if col > 0 {
b.WriteByte(' ')
col++
}
b.WriteString(token)
col += len(token)
}
return b.String()
}
// Players names the sides: the stored name, the engine and level, or
// "Anonymous".
func (s *State) Players() (white, black string) {
return playerLabel(s.History.Players.White), playerLabel(s.History.Players.Black)
}
func playerLabel(p api.PlayerInfo) string {
switch {
case p.Type == 2:
return fmt.Sprintf("Stockfish L%d", p.Level)
case p.Name != "":
return p.Name
}
return "Anonymous"
}
// Result describes the outcome: "1-0 (checkmate)" or "ongoing".
func (s *State) Result() string {
if s.History.Result == "" {
return "ongoing"
}
if s.History.Termination != "" {
return fmt.Sprintf("%s (%s)", s.History.PGNResult, strings.ReplaceAll(s.History.Termination, "_", " "))
}
return s.History.PGNResult
}
+91
View File
@@ -0,0 +1,91 @@
package replay
import (
"testing"
"github.com/lixenwraith/chess/internal/client/api"
)
func TestNavigationClampsAndSelectsStoredFEN(t *testing.T) {
h := &api.GameHistoryResponse{
InitialFEN: "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
Moves: []api.HistoryMove{
{MoveNumber: 1, MoveUCI: "e2e4", SAN: "e4", FENAfterMove: "fen1", PlayerColor: "w"},
{MoveNumber: 2, MoveUCI: "c7c5", SAN: "c5", FENAfterMove: "fen2", PlayerColor: "b"},
{MoveNumber: 3, MoveUCI: "g1f3", SAN: "Nf3", FENAfterMove: "fen3", PlayerColor: "w"},
},
}
s := New(h)
if s.Ply != 0 || s.FEN() != h.InitialFEN || s.Label(0) != "start" {
t.Fatalf("new state: ply %d fen %q label %q", s.Ply, s.FEN(), s.Label(0))
}
if got := s.Next(); got != 1 || s.FEN() != "fen1" || s.Label(1) != "1. e4" {
t.Errorf("next: ply %d fen %q label %q", got, s.FEN(), s.Label(1))
}
if got := s.Last(); got != 3 || !s.AtEnd() || s.Label(3) != "2. Nf3" {
t.Errorf("last: ply %d atEnd %v label %q", got, s.AtEnd(), s.Label(3))
}
if got := s.Next(); got != 3 {
t.Errorf("next past the end = %d", got)
}
if got := s.Goto(-5); got != 0 || s.FEN() != h.InitialFEN {
t.Errorf("goto -5 = %d", got)
}
if got := s.Goto(2); got != 2 || s.Label(2) != "1... c5" || s.FEN() != "fen2" {
t.Errorf("goto 2 = %d label %q", got, s.Label(2))
}
if got := s.Prev(); got != 1 {
t.Errorf("prev = %d", got)
}
if s.Move(0) != nil || s.Move(4) != nil || s.Move(3).SAN != "Nf3" {
t.Error("Move bounds")
}
want := "1. e4 c5 2. [Nf3]"
s.Last()
if got := s.Movetext(80); got != want {
t.Errorf("movetext = %q, want %q", got, want)
}
if got := s.Movetext(8); got != "1. e4 c5\n2. [Nf3]" {
t.Errorf("wrapped movetext = %q", got)
}
if s.Result() != "ongoing" {
t.Errorf("result = %q", s.Result())
}
h.Result, h.PGNResult, h.Termination = "white_wins", "1-0", "checkmate"
if s.Result() != "1-0 (checkmate)" {
t.Errorf("result = %q", s.Result())
}
}
func TestCustomStartNumbersFromItsMoveAndSide(t *testing.T) {
h := &api.GameHistoryResponse{
InitialFEN: "4k3/8/8/8/8/8/8/4K2R b K - 0 40",
Moves: []api.HistoryMove{
{MoveNumber: 1, MoveUCI: "e8d8", SAN: "Kd8", FENAfterMove: "f1", PlayerColor: "b"},
{MoveNumber: 2, MoveUCI: "e1g1", SAN: "O-O", FENAfterMove: "f2", PlayerColor: "w"},
{MoveNumber: 3, MoveUCI: "d8c8", SAN: "Kc8", FENAfterMove: "f3", PlayerColor: "b"},
},
}
s := New(h)
for ply, want := range map[int]string{1: "40... Kd8", 2: "41. O-O", 3: "41... Kc8"} {
if got := s.Label(ply); got != want {
t.Errorf("label %d = %q, want %q", ply, got, want)
}
}
s.Goto(2)
if got := s.Movetext(80); got != "40... Kd8 41. [O-O] Kc8" {
t.Errorf("movetext = %q", got)
}
if w, b := s.Players(); w != "Anonymous" || b != "Anonymous" {
t.Errorf("players = %q %q", w, b)
}
h.Players.White = api.PlayerInfo{Type: 2, Level: 7}
h.Players.Black = api.PlayerInfo{Type: 1, Name: "alice"}
if w, b := s.Players(); w != "Stockfish L7" || b != "alice" {
t.Errorf("players = %q %q", w, b)
}
empty := New(&api.GameHistoryResponse{InitialFEN: h.InitialFEN})
if empty.Movetext(80) != "(no moves)" || empty.Last() != 0 {
t.Error("empty history")
}
}
+5
View File
@@ -2,6 +2,7 @@ package session
import (
"github.com/lixenwraith/chess/internal/client/api"
"github.com/lixenwraith/chess/internal/client/replay"
)
// Session maintains client state and configuration
@@ -13,7 +14,11 @@ type Session struct {
Username string
LastMoveCount int
GamesCursor string // next page of the "games" listing
GamesPage []api.GameSummary // the last "games" page, for "replay <index>"
Client *api.Client
// Replay is the stored game being stepped through, nil while live. The
// live game, user, and poll state above are untouched by a replay.
Replay *replay.State
Verbose bool
// Game state for prompt
CurrentGameState *api.GameResponse
+7 -2
View File
@@ -42,7 +42,9 @@ type UndoRequest struct {
// DrawOffer is the color whose draw offer awaits an answer; DrawOutcome
// reports what a draw request did ("offered", "accepted", "declined") and is
// set only on responses to that request. Concession is the game's first
// resignation or agreed draw, kept after an undo continues play.
// resignation or agreed draw, kept after an undo continues play. SAN runs
// parallel to Moves, derived by the rules core from the position before each
// move; an entry is empty only for a move the core cannot notate.
type GameResponse struct {
GameID string `json:"gameId"`
FEN string `json:"fen"`
@@ -53,6 +55,7 @@ type GameResponse struct {
DrawOutcome string `json:"drawOutcome,omitempty"`
Concession *Concession `json:"concession,omitempty"`
Moves []string `json:"moves"`
SAN []string `json:"san"`
Players PlayersResponse `json:"players"`
LastMove *MoveInfo `json:"lastMove,omitempty"`
}
@@ -113,13 +116,15 @@ type HistoryMove struct {
// GameSummary is intentionally sufficient for a client-side game picker; the
// full move list remains on the per-game history endpoint. FinalFEN is the
// position after the last stored move (the initial FEN when there is none).
// position after the last stored move (the initial FEN when there is none);
// Termination says how a finished game ended, as in the history.
type GameSummary struct {
GameID string `json:"gameId"`
InitialFEN string `json:"initialFen"`
FinalFEN string `json:"finalFen"`
Result string `json:"result,omitempty"`
PGNResult string `json:"pgnResult"`
Termination string `json:"termination,omitempty"`
StartTimeUTC time.Time `json:"startTimeUtc"`
EndTimeUTC *time.Time `json:"endTimeUtc,omitempty"`
MoveCount int `json:"moveCount"`
+5 -1
View File
@@ -93,10 +93,14 @@ func NewFiberApp(proc *processor.Processor, svc *service.Service, opts Options)
TimeZone: "UTC",
}))
}
// ETag and Content-Disposition are not CORS-safelisted: a browser client
// on another origin (the embedded web server's port, in development) can
// only revalidate histories and name PGN downloads when they are exposed.
app.Use(cors.New(cors.Config{
AllowOrigins: "*",
AllowMethods: "GET,POST,PUT,DELETE,OPTIONS",
AllowHeaders: "Origin,Content-Type,Accept,Authorization",
AllowHeaders: "Origin,Content-Type,Accept,Authorization,If-None-Match",
ExposeHeaders: "ETag,Content-Disposition",
}))
// Health check (no rate limit)
+22
View File
@@ -674,6 +674,7 @@ func (p *Processor) buildGameResponse(gameID string, g game.View) core.GameRespo
State: g.State.String(),
Termination: string(g.Termination),
Moves: g.Moves,
SAN: notateLine(g.FENs, g.Moves),
Players: core.PlayersResponse{
White: g.WhitePlayer,
Black: g.BlackPlayer,
@@ -721,6 +722,27 @@ func (p *Processor) Close() error {
return errors.Join(queueErr, engineErr)
}
// notateLine derives SAN for each live move from the position before it,
// fens[i] being the position before moves[i]. Each ply stands alone, so a
// position the core cannot parse leaves only that entry empty (and is logged
// once, by the shadow check, when the move was made).
func notateLine(fens, moves []string) []string {
san := make([]string, len(moves))
for i, uci := range moves {
if i >= len(fens) {
break
}
pos, err := chess.ParseFEN(fens[i])
if err != nil {
continue
}
if m, err := pos.ParseUCI(uci); err == nil {
san[i] = pos.SAN(m)
}
}
return san
}
// rulesResult is the rules core's verdict on a move, computed alongside the
// engine's. Stockfish stays authoritative; a disagreement is logged so the
// core can be trusted, or fixed, before it validates anything.
+29
View File
@@ -2,6 +2,8 @@ package processor
import (
"errors"
"reflect"
"strings"
"testing"
"github.com/lixenwraith/chess/internal/server/chess"
@@ -25,6 +27,33 @@ func TestRulesCheck(t *testing.T) {
}
}
func TestNotateLine(t *testing.T) {
line, err := chess.Replay(chess.StartFEN, []string{"e2e4", "e7e5", "g1f3", "b8c6", "f1b5"})
if err != nil {
t.Fatal(err)
}
fens := make([]string, 6)
for i := range fens {
fens[i] = line.Position(i).FEN()
}
moves := []string{"e2e4", "e7e5", "g1f3", "b8c6", "f1b5"}
if got := strings.Join(notateLine(fens, moves), " "); got != "e4 e5 Nf3 Nc6 Bb5" {
t.Errorf("SAN = %q", got)
}
// A ply the core cannot notate leaves only its own entry empty.
broken := append([]string(nil), fens...)
broken[2] = "not a fen"
if got := notateLine(broken, moves); !reflect.DeepEqual(got, []string{"e4", "e5", "", "Nc6", "Bb5"}) {
t.Errorf("SAN with a broken position = %q", got)
}
if got := notateLine(nil, nil); len(got) != 0 {
t.Errorf("SAN of no moves = %q", got)
}
if got := notateLine(fens[:1], moves[:2]); !reflect.DeepEqual(got, []string{"e4", ""}) {
t.Errorf("SAN short of positions = %q", got)
}
}
func TestAdjudicateDraw(t *testing.T) {
cycle := []string{"g1f3", "g8f6", "f3g1", "f6g8"}
line, err := chess.Replay(chess.StartFEN, append(cycle, cycle...))
+1
View File
@@ -172,6 +172,7 @@ func (s *Service) GetUserGames(userID string, opts UserGamesOptions) (*core.Game
InitialFEN: record.InitialFEN,
Result: record.Result,
PGNResult: chess.ResultToken(record.Result),
Termination: record.Termination,
StartTimeUTC: record.StartTimeUTC,
EndTimeUTC: record.EndTimeUTC,
MoveCount: record.MoveCount,
+2 -1
View File
@@ -142,7 +142,8 @@ func TestUserGamesCursorAndFilters(t *testing.T) {
if err != nil {
t.Fatal(err)
}
if len(page.Games) != 1 || page.Games[0].GameID != finished || page.Games[0].PGNResult != "0-1" {
if len(page.Games) != 1 || page.Games[0].GameID != finished || page.Games[0].PGNResult != "0-1" ||
page.Games[0].Termination != "checkmate" {
t.Fatalf("finished games = %+v", page.Games)
}
for _, bad := range []UserGamesOptions{
File diff suppressed because it is too large. Load diff
@@ -3,86 +3,194 @@
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Chess Game</title>
<meta name="color-scheme" content="dark">
<title>Chess</title>
<link rel="stylesheet" href="style.css">
</head>
<body>
<div class="outer-container">
<div class="container">
<main>
<div class="game-area">
<div class="board-container">
<div class="board-wrapper">
<div class="coordinates top">
<span>a</span><span>b</span><span>c</span><span>d</span>
<span>e</span><span>f</span><span>g</span><span>h</span>
<body data-mode="live">
<div class="app">
<header class="topbar">
<div class="brand" aria-label="Chess"><span class="brand-mark" aria-hidden="true">♞</span><span class="brand-name">Chess</span></div>
<div class="health" aria-label="Server status">
<span class="dot" id="server-dot" data-status="unknown" title="Server: unknown" role="img" aria-label="Server: unknown"></span>
<span class="dot" id="storage-dot" data-status="unknown" title="Storage: unknown" role="img" aria-label="Storage: unknown"></span>
</div>
<div class="coordinates left">
<span>8</span><span>7</span><span>6</span><span>5</span>
<span>4</span><span>3</span><span>2</span><span>1</span>
</div>
<div id="board"></div>
</div>
</div>
</div>
<aside class="info-panel">
<div class="status-indicators">
<div class="indicator" id="server-indicator" data-tooltip="Server">
<span class="light" data-status="unknown">●</span>
</div>
<div class="indicator" id="storage-indicator" data-tooltip="Storage">
<span class="light" data-status="unknown">●</span>
</div>
<div class="indicator" id="turn-indicator" data-tooltip="Turn">
<span class="light turn-light" data-status="white">●</span>
</div>
<div class="indicator auth-indicator" id="auth-indicator" data-tooltip="Auth">
<span class="light" data-status="anonymous">●</span>
</div>
<div class="error-flash-overlay" id="error-flash-overlay">
<div class="error-flash-message" id="error-flash-message"></div>
</div>
</div>
<div class="topbar-spacer"></div>
<button id="games-btn" class="btn btn-ghost btn-sm" type="button" title="Stored games">
<svg class="icon" viewBox="0 0 24 24" aria-hidden="true"><path d="M4 6h16M4 12h16M4 18h10" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round"/></svg>
<span>My games</span>
</button>
<button id="auth-btn" class="btn btn-ghost btn-sm" type="button" data-status="anonymous" title="Sign in or register">
<span class="dot" id="auth-dot" data-status="anonymous" aria-hidden="true"></span>
<span id="auth-label">Sign in</span>
</button>
</header>
<div class="controls">
<button id="new-game-btn" class="btn btn-primary">New</button>
<button id="undo-btn" class="btn btn-secondary" disabled>Undo</button>
<button id="draw-btn" class="btn btn-secondary" title="Offer a draw" disabled>Draw</button>
<button id="resign-btn" class="btn btn-secondary" title="Resign this game" disabled>Resign</button>
</div>
<main class="workspace">
<section class="board-area" aria-label="Board">
<div class="board-wrapper">
<div class="coordinates files" aria-hidden="true"></div>
<div class="coordinates ranks" aria-hidden="true"></div>
<div id="board" role="grid" aria-label="Chess board"></div>
</div>
<div class="toast-host"><div id="toast" class="toast" role="status" aria-live="polite"></div></div>
</section>
<div class="move-history-container">
<button class="copy-btn" id="copy-history" title="Copy PGN">
<svg viewBox="0 0 24 24" width="16" height="16">
<rect x="9" y="9" width="13" height="13" rx="2" fill="none" stroke="currentColor" stroke-width="2"/>
<path d="M5 15H4a2 2 0 01-2-2V4a2 2 0 012-2h9a2 2 0 012 2v1" fill="none" stroke="currentColor" stroke-width="2"/>
</svg>
<aside class="panel" aria-label="Game panel">
<!-- Live game -->
<div class="pane pane-live" id="pane-live">
<div class="turn-strip" id="turn-strip">
<span class="dot turn-dot" id="turn-dot" data-status="idle" aria-hidden="true"></span>
<span class="turn-text" id="turn-text">No game</span>
</div>
<div class="controls" role="group" aria-label="Game controls">
<button id="new-game-btn" class="btn btn-primary" type="button">New game</button>
<button id="undo-btn" class="btn btn-secondary" type="button" disabled>Undo</button>
<button id="draw-btn" class="btn btn-secondary" type="button" title="Offer a draw" disabled>Draw</button>
<button id="resign-btn" class="btn btn-secondary" type="button" title="Resign this game" disabled>Resign</button>
</div>
<div class="moves" id="live-moves-box">
<div class="move-grid" id="live-moves" aria-label="Moves"></div>
<p class="moves-empty" id="live-moves-empty">Start a game to play Stockfish, or open <strong>My games</strong> to replay one.</p>
</div>
<div class="toolbar" role="group" aria-label="Export">
<button id="copy-fen-btn" class="btn btn-tool" type="button" title="Copy the current position as FEN" disabled>
<svg class="icon" viewBox="0 0 24 24" aria-hidden="true"><rect x="9" y="9" width="11" height="11" rx="2" fill="none" stroke="currentColor" stroke-width="2"/><path d="M5 15H4a2 2 0 0 1-2-2V4a2 2 0 0 1 2-2h9a2 2 0 0 1 2 2v1" fill="none" stroke="currentColor" stroke-width="2"/></svg>
<span>FEN</span>
</button>
<button id="copy-pgn-btn" class="btn btn-tool" type="button" title="Copy the game as PGN" disabled>
<svg class="icon" viewBox="0 0 24 24" aria-hidden="true"><rect x="9" y="9" width="11" height="11" rx="2" fill="none" stroke="currentColor" stroke-width="2"/><path d="M5 15H4a2 2 0 0 1-2-2V4a2 2 0 0 1 2-2h9a2 2 0 0 1 2 2v1" fill="none" stroke="currentColor" stroke-width="2"/></svg>
<span>PGN</span>
</button>
<button id="replay-live-btn" class="btn btn-tool" type="button" title="Replay this game from the start" disabled>
<svg class="icon" viewBox="0 0 24 24" aria-hidden="true"><path d="M8 5v14l11-7z" fill="currentColor"/></svg>
<span>Replay</span>
</button>
<div id="move-history" class="move-history">
<div class="move-grid" id="move-grid"></div>
</div>
</div>
<!-- Replay -->
<div class="pane pane-replay" id="pane-replay">
<div class="replay-head">
<div class="replay-title-row">
<span class="badge" id="replay-badge">Replay</span>
<span class="replay-result" id="replay-result"></span>
<span class="replay-ply" id="replay-ply" aria-hidden="true"></span>
</div>
<div class="replay-players" id="replay-players"></div>
<div class="replay-meta" id="replay-meta"></div>
</div>
<div class="moves" id="replay-moves-box">
<div class="move-grid move-grid-replay" id="replay-moves" aria-label="Moves"></div>
<p class="moves-empty" id="replay-moves-empty">Loading…</p>
</div>
<div class="replay-nav" role="group" aria-label="Replay controls">
<button id="replay-first" class="btn btn-nav" type="button" title="First position (Home)" aria-label="First position">
<svg class="icon" viewBox="0 0 24 24" aria-hidden="true"><path d="M6 5v14M18 5l-9 7 9 7z" fill="currentColor" stroke="currentColor" stroke-width="2" stroke-linejoin="round"/></svg>
</button>
<button id="replay-prev" class="btn btn-nav" type="button" title="Previous move (←)" aria-label="Previous move">
<svg class="icon" viewBox="0 0 24 24" aria-hidden="true"><path d="M16 5l-9 7 9 7z" fill="currentColor" stroke="currentColor" stroke-width="2" stroke-linejoin="round"/></svg>
</button>
<button id="replay-play" class="btn btn-nav btn-play" type="button" title="Autoplay (Space)" aria-label="Autoplay" aria-pressed="false">
<svg class="icon icon-play" viewBox="0 0 24 24" aria-hidden="true"><path d="M8 5v14l11-7z" fill="currentColor"/></svg>
<svg class="icon icon-pause" viewBox="0 0 24 24" aria-hidden="true"><path d="M7 5h4v14H7zM13 5h4v14h-4z" fill="currentColor"/></svg>
</button>
<button id="replay-next" class="btn btn-nav" type="button" title="Next move (→)" aria-label="Next move">
<svg class="icon" viewBox="0 0 24 24" aria-hidden="true"><path d="M8 5l9 7-9 7z" fill="currentColor" stroke="currentColor" stroke-width="2" stroke-linejoin="round"/></svg>
</button>
<button id="replay-last" class="btn btn-nav" type="button" title="Last position (End)" aria-label="Last position">
<svg class="icon" viewBox="0 0 24 24" aria-hidden="true"><path d="M18 5v14M6 5l9 7-9 7z" fill="currentColor" stroke="currentColor" stroke-width="2" stroke-linejoin="round"/></svg>
</button>
<label class="speed" title="Autoplay speed">
<span class="visually-hidden">Autoplay speed</span>
<select id="replay-speed">
<option value="2000">0.5×</option>
<option value="1000" selected>1×</option>
<option value="500">2×</option>
<option value="250">4×</option>
</select>
</label>
<button id="replay-flip" class="btn btn-nav" type="button" title="Flip the board (F)" aria-label="Flip the board" aria-pressed="false">
<svg class="icon" viewBox="0 0 24 24" aria-hidden="true"><path d="M7 4v12M7 16l-3-3M7 16l3-3M17 20V8M17 8l-3 3M17 8l3 3" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round"/></svg>
</button>
</div>
<div class="toolbar" role="group" aria-label="Export at this position">
<button id="replay-copy-fen" class="btn btn-tool" type="button" title="Copy the FEN of this position">
<svg class="icon" viewBox="0 0 24 24" aria-hidden="true"><rect x="9" y="9" width="11" height="11" rx="2" fill="none" stroke="currentColor" stroke-width="2"/><path d="M5 15H4a2 2 0 0 1-2-2V4a2 2 0 0 1 2-2h9a2 2 0 0 1 2 2v1" fill="none" stroke="currentColor" stroke-width="2"/></svg>
<span>FEN</span>
</button>
<button id="replay-copy-pgn" class="btn btn-tool" type="button" title="Copy the PGN up to this position">
<svg class="icon" viewBox="0 0 24 24" aria-hidden="true"><rect x="9" y="9" width="11" height="11" rx="2" fill="none" stroke="currentColor" stroke-width="2"/><path d="M5 15H4a2 2 0 0 1-2-2V4a2 2 0 0 1 2-2h9a2 2 0 0 1 2 2v1" fill="none" stroke="currentColor" stroke-width="2"/></svg>
<span>PGN</span>
</button>
<button id="replay-download" class="btn btn-tool" type="button" title="Download the PGN up to this position">
<svg class="icon" viewBox="0 0 24 24" aria-hidden="true"><path d="M12 4v11M7 10l5 5 5-5M5 19h14" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round"/></svg>
<span>Save</span>
</button>
<button id="replay-link" class="btn btn-tool" type="button" title="Copy a link to this position">
<svg class="icon" viewBox="0 0 24 24" aria-hidden="true"><path d="M10 14a4 4 0 0 0 5.66 0l3-3a4 4 0 0 0-5.66-5.66l-1.5 1.5M14 10a4 4 0 0 0-5.66 0l-3 3a4 4 0 0 0 5.66 5.66l1.5-1.5" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round"/></svg>
<span>Link</span>
</button>
</div>
<button id="replay-exit" class="btn btn-secondary btn-block" type="button">Back to live game</button>
<div id="ply-announcer" class="visually-hidden" aria-live="polite" aria-atomic="true"></div>
</div>
</aside>
</main>
</div>
<!-- My games drawer -->
<div id="games-overlay" class="modal-overlay">
<div class="modal games-modal" role="dialog" aria-modal="true" aria-labelledby="games-title">
<div class="modal-head">
<h2 id="games-title">My games</h2>
<button id="games-close" class="btn btn-icon" type="button" aria-label="Close">
<svg class="icon" viewBox="0 0 24 24" aria-hidden="true"><path d="M6 6l12 12M18 6L6 18" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round"/></svg>
</button>
</div>
<div class="games-filters" id="games-filters">
<div class="segmented" role="group" aria-label="Status">
<button type="button" class="seg active" data-filter="status" data-value="">All</button>
<button type="button" class="seg" data-filter="status" data-value="ongoing">Ongoing</button>
<button type="button" class="seg" data-filter="status" data-value="finished">Finished</button>
</div>
<div class="segmented" role="group" aria-label="Your colour">
<button type="button" class="seg active" data-filter="color" data-value="">Any</button>
<button type="button" class="seg" data-filter="color" data-value="white">White</button>
<button type="button" class="seg" data-filter="color" data-value="black">Black</button>
</div>
</div>
<div class="games-body">
<section class="games-section" id="account-games-section">
<h3 class="games-heading" id="account-games-heading">Your games</h3>
<p class="games-note" id="games-signin-note">Sign in to keep your games and replay them here. Games played anonymously are kept for 24 hours.</p>
<ul class="games-list" id="games-list"></ul>
<p class="games-status" id="games-status" role="status"></p>
<button id="games-more" class="btn btn-secondary btn-block" type="button">Load more</button>
</section>
<section class="games-section" id="local-games-section">
<h3 class="games-heading">On this device</h3>
<p class="games-note">Games played here without signing in; the server keeps them for 24 hours after the last move.</p>
<ul class="games-list" id="local-games-list"></ul>
</section>
</div>
</div>
</div>
<!-- Auth Modal -->
<div id="auth-modal-overlay" class="modal-overlay">
<div class="modal auth-modal">
<div class="auth-tabs">
<button class="auth-tab active" data-tab="login">Login</button>
<button class="auth-tab" data-tab="register">Register</button>
<div class="modal auth-modal" role="dialog" aria-modal="true" aria-labelledby="auth-title">
<h2 id="auth-title" class="visually-hidden">Account</h2>
<div class="auth-tabs" role="tablist">
<button class="auth-tab active" type="button" role="tab" data-tab="login" aria-selected="true">Sign in</button>
<button class="auth-tab" type="button" role="tab" data-tab="register" aria-selected="false">Register</button>
</div>
<div id="auth-modal-message" class="modal-message"></div>
<div id="auth-modal-message" class="modal-message" role="status" aria-live="polite"></div>
<!-- Login Form -->
<div id="login-form" class="auth-form">
<div class="form-group">
<label for="login-identifier">Username or Email</label>
<label for="login-identifier">Username or email</label>
<input type="text" id="login-identifier" autocomplete="username">
</div>
<div class="form-group">
@@ -90,13 +198,12 @@
<input type="password" id="login-password" autocomplete="current-password">
</div>
<div class="modal-buttons">
<button id="login-submit-btn" class="btn btn-primary">Login</button>
<button id="auth-cancel-btn" class="btn btn-secondary">Cancel</button>
<button id="login-submit-btn" class="btn btn-primary" type="button">Sign in</button>
<button id="auth-cancel-btn" class="btn btn-secondary" type="button">Cancel</button>
</div>
</div>
<!-- Register Form -->
<div id="register-form" class="auth-form" style="display: none;">
<div id="register-form" class="auth-form hidden">
<div class="form-group">
<label for="register-username">Username</label>
<input type="text" id="register-username" autocomplete="username">
@@ -106,12 +213,12 @@
<input type="email" id="register-email" autocomplete="email">
</div>
<div class="form-group">
<label for="register-password">Password (min 8 chars)</label>
<label for="register-password">Password (8+ characters, a letter and a number)</label>
<input type="password" id="register-password" autocomplete="new-password">
</div>
<div class="modal-buttons">
<button id="register-submit-btn" class="btn btn-primary">Register</button>
<button id="auth-cancel-btn-2" class="btn btn-secondary">Cancel</button>
<button id="register-submit-btn" class="btn btn-primary" type="button">Register</button>
<button id="auth-cancel-btn-2" class="btn btn-secondary" type="button">Cancel</button>
</div>
</div>
</div>
@@ -124,8 +231,8 @@
<div id="account-modal-message" class="modal-message" role="status" aria-live="polite"></div>
<p class="account-name">Signed in as <strong id="account-username"></strong></p>
<div class="modal-buttons">
<button id="logout-btn" class="btn btn-primary">Log out</button>
<button id="account-cancel-btn" class="btn btn-secondary">Close</button>
<button id="logout-btn" class="btn btn-primary" type="button">Sign out</button>
<button id="account-cancel-btn" class="btn btn-secondary" type="button">Close</button>
</div>
<details class="danger-zone" id="delete-account">
<summary>Delete account</summary>
@@ -137,40 +244,40 @@
<input type="password" id="delete-password" autocomplete="current-password">
</div>
<div class="modal-buttons">
<button id="delete-account-btn" class="btn btn-danger">Delete account</button>
<button id="delete-account-btn" class="btn btn-danger" type="button">Delete account</button>
</div>
</details>
</div>
</div>
<!-- Overlay Modal -->
<!-- New Game Modal -->
<div id="modal-overlay" class="modal-overlay">
<div class="modal">
<h2>New Game</h2>
<div class="modal" role="dialog" aria-modal="true" aria-labelledby="new-game-title">
<h2 id="new-game-title">New game</h2>
<div id="new-game-modal-message" class="modal-message" role="status" aria-live="polite"></div>
<div class="form-group form-row">
<span class="group-label" id="player-color-label">Your Color</span>
<span class="group-label" id="player-color-label">Your colour</span>
<div class="radio-group" role="radiogroup" aria-labelledby="player-color-label">
<label><input type="radio" name="player-color" value="white" checked><span>White</span></label>
<label><input type="radio" name="player-color" value="black"><span>Black</span></label>
</div>
</div>
<div class="form-group">
<label for="computer-level">Computer Level: <span id="level-value">10</span></label>
<label for="computer-level">Computer level: <span id="level-value">10</span></label>
<input type="range" id="computer-level" min="0" max="20" value="10">
</div>
<div class="form-group">
<label for="search-time">Search Time (ms): <span id="time-value">1000</span></label>
<label for="search-time">Search time: <span id="time-value">1000</span> ms</label>
<input type="range" id="search-time" min="100" max="10000" step="100" value="1000">
</div>
<div class="form-group">
<label for="starting-fen">Starting Position (FEN)</label>
<textarea id="starting-fen" class="fen-input" rows="2"
<label for="starting-fen">Starting position (FEN)</label>
<textarea id="starting-fen" class="fen-input" rows="2" spellcheck="false"
placeholder="Enter FEN notation">rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1</textarea>
</div>
<div class="modal-buttons">
<button id="start-game-btn" class="btn btn-primary">Start Game</button>
<button id="cancel-btn" class="btn btn-secondary">Cancel</button>
<button id="start-game-btn" class="btn btn-primary" type="button">Start game</button>
<button id="cancel-btn" class="btn btn-secondary" type="button">Cancel</button>
</div>
</div>
</div>
@@ -180,8 +287,8 @@
<div class="modal confirm-modal" role="dialog" aria-modal="true" aria-labelledby="resign-title">
<h2 id="resign-title">Resign this game?</h2>
<div class="modal-buttons">
<button id="resign-confirm-btn" class="btn btn-primary">Resign</button>
<button id="resign-cancel-btn" class="btn btn-secondary">Cancel</button>
<button id="resign-confirm-btn" class="btn btn-primary" type="button">Resign</button>
<button id="resign-cancel-btn" class="btn btn-secondary" type="button">Cancel</button>
</div>
</div>
</div>
@@ -191,13 +298,13 @@
<div class="modal promotion-modal" role="dialog" aria-modal="true" aria-labelledby="promotion-title">
<h2 id="promotion-title">Promote to</h2>
<div class="promotion-choices">
<button class="promotion-choice" data-piece="q" title="Queen (Q)" aria-label="Queen">♛</button>
<button class="promotion-choice" data-piece="r" title="Rook (R)" aria-label="Rook">♜</button>
<button class="promotion-choice" data-piece="b" title="Bishop (B)" aria-label="Bishop">♝</button>
<button class="promotion-choice" data-piece="n" title="Knight (N)" aria-label="Knight">♞</button>
<button class="promotion-choice" type="button" data-piece="q" title="Queen (Q)" aria-label="Queen">♛</button>
<button class="promotion-choice" type="button" data-piece="r" title="Rook (R)" aria-label="Rook">♜</button>
<button class="promotion-choice" type="button" data-piece="b" title="Bishop (B)" aria-label="Bishop">♝</button>
<button class="promotion-choice" type="button" data-piece="n" title="Knight (N)" aria-label="Knight">♞</button>
</div>
<div class="modal-buttons">
<button id="promotion-cancel-btn" class="btn btn-secondary">Cancel</button>
<button id="promotion-cancel-btn" class="btn btn-secondary" type="button">Cancel</button>
</div>
</div>
</div>
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+39 -1
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@@ -38,9 +38,11 @@ The server runs with `-dev`, debug logging, HTTP request logging, and relaxed ra
It drops the test tables on exit, so it's preferred for clean testing.
Can be used for all the tests.
Logging can be adjusted without editing the script:
Logging can be adjusted without editing the script, and `WEB_PORT` also
serves the embedded web client (needed by the end-to-end suite):
```bash
LOG_LEVEL=info LOG_HTTP=false test/run-test-server.sh bin/chess-server
WEB_PORT=9090 test/run-test-server.sh bin/chess-server
```
### Pre-configured Users
@@ -83,6 +85,7 @@ curl -X POST http://localhost:8080/api/games \
| End States | `test-endstate.sh` | Checkmate, stalemate, terminal custom positions |
| Replay | `test-replay.sh` | SAN history, PGN export, ETag/304, promotion, FEN validation, cursor-paged listing |
| Draws & Resignation | `test-draw.sh` | Automatic draws, offers (human and computer), resignation and authorization, long-poll wake-up, concessions and claim control, server version, hand-deleted game row |
| Web client (end-to-end) | `e2e/` | Playwright in Chromium against the embedded web client: play, My games, replay controls and keyboard, autoplay, FEN/PGN export and download compared with the API, deep links, device list |
| Test Server | `run-test-server.sh` | Pre-populated test environment |
## 1. API Functionality Tests (`test-api.sh`)
@@ -216,3 +219,38 @@ unknown route answered with `NOT_FOUND`, `/health` reporting the build, and a
game whose row is deleted with
psql (needs `CHESS_TEST_DSN` and `psql`; the server unloads the game and
stays healthy).
## Web client end-to-end tests (`e2e/`)
Playwright drives the embedded web client in Chromium against a running
server with PostgreSQL and Stockfish: it plays a short game, lists it under
My games, replays it with the buttons and the keyboard, autoplays to the end,
compares the FEN and PGN it exports (copy and download) with the API, follows
a deep link to a checkmate, steps back through the browser history, and
replays an anonymous game from the device list.
Requirements: Node.js 20+ and a Chromium that Playwright can run.
```bash
# Terminal 1: the test server with the web client
WEB_PORT=9090 test/run-test-server.sh bin/chess-server
# Terminal 2, once
cd test/e2e && npm install && npx playwright install chromium
# Terminal 2: run
npm test # or, from the repository root: make test-e2e
```
Environment:
- `CHESS_E2E_WEB` (default `http://localhost:9090`): the web client's origin
- `CHESS_E2E_API` (default `http://localhost:8080`): the API's origin, used
to register users, create games and fetch what the client should export
- `CHESS_E2E_CHROMIUM`: path to a Chromium binary when
`npx playwright install` is not possible (an already installed browser)
Each test registers its own user or plays anonymously, so the suite can be
repeated against the same server. The engine plays at level 0 with a 100 ms
search, so a run takes about ten seconds. On failure Playwright keeps a trace
under `test/e2e/test-results/`; open it with `npx playwright show-trace`.
+3
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@@ -0,0 +1,3 @@
node_modules
test-results
playwright-report
+11
View File
@@ -0,0 +1,11 @@
{
"name": "chess-web-e2e",
"private": true,
"description": "Playwright end-to-end tests for the chess web client (see test/README.md)",
"scripts": {
"test": "playwright test"
},
"devDependencies": {
"@playwright/test": "1.57.0"
}
}
+29
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@@ -0,0 +1,29 @@
// Playwright configuration for the web client's end-to-end tests. The server
// must already run with -serve and PostgreSQL (test/run-test-server.sh with
// WEB_PORT, or any -dev -serve server): CHESS_E2E_WEB names the client's
// origin and CHESS_E2E_API the API's. CHESS_E2E_CHROMIUM points at an
// installed Chromium binary when `npx playwright install chromium` is not an
// option.
'use strict';
const { defineConfig } = require('@playwright/test');
const chromium = process.env.CHESS_E2E_CHROMIUM;
module.exports = defineConfig({
testDir: '.',
testMatch: '*.spec.js',
timeout: 120_000,
expect: { timeout: 15_000 },
fullyParallel: false,
workers: 1,
retries: 0,
reporter: process.env.CI ? 'github' : 'list',
use: {
baseURL: process.env.CHESS_E2E_WEB || 'http://localhost:9090',
viewport: { width: 980, height: 480 },
permissions: ['clipboard-read', 'clipboard-write'],
acceptDownloads: true,
trace: 'retain-on-failure',
launchOptions: chromium ? { executablePath: chromium } : {},
},
});
+198
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@@ -0,0 +1,198 @@
// End-to-end: play a short game on the board, open My games, replay it with
// the controls and the keyboard, autoplay to the end, and compare the
// exported FEN and PGN with the API. Also the deep link, a checkmate's
// replay, and the device list for an anonymous visitor.
'use strict';
const { test, expect } = require('@playwright/test');
const API = process.env.CHESS_E2E_API || 'http://localhost:8080';
const START_FEN = 'rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1';
// The engine level and search time are set through the sliders' inputs.
async function startGame(page, { color = 'white' } = {}) {
await page.click('#new-game-btn');
await expect(page.locator('#modal-overlay')).toHaveClass(/show/);
await page.locator('#computer-level').fill('0');
await page.locator('#search-time').fill('100');
await page.check(`input[name="player-color"][value="${color}"]`);
await page.click('#start-game-btn');
await expect(page.locator('#modal-overlay')).not.toHaveClass(/show/);
}
async function move(page, from, to) {
await page.click(`[data-square="${from}"]`);
await page.click(`[data-square="${to}"]`);
}
// Waits for the computer's reply: n plies in the list and the board free.
async function expectPlies(page, n) {
await expect(page.locator('#live-moves .move')).toHaveCount(n, { timeout: 60_000 });
await expect(page.locator('#turn-text')).not.toContainText('thinking', { timeout: 60_000 });
}
async function register(page, request) {
const username = `e2e${Date.now().toString(36)}${Math.floor(Math.random() * 1000)}`;
const response = await request.post(`${API}/api/auth/register`, {
data: { username, password: 'Passw0rd123' },
});
expect(response.status(), await response.text()).toBe(201);
const auth = await response.json();
// The client restores a session from localStorage on load.
await page.addInitScript(token => localStorage.setItem('authToken', token), auth.token);
return { ...auth, password: 'Passw0rd123' };
}
test.describe('web replay', () => {
test('play, list, replay, export', async ({ page, request }) => {
const user = await register(page, request);
await page.goto('/');
await expect(page.locator('#auth-label')).toHaveText(user.username);
await startGame(page);
await move(page, 'e2', 'e4');
await expectPlies(page, 2);
await move(page, 'g1', 'f3');
await expectPlies(page, 4);
// The live list shows SAN from the server.
await expect(page.locator('#live-moves .move').first()).toHaveText('e4');
await expect(page.locator('#live-moves .move').nth(2)).toHaveText('Nf3');
const gameId = await page.evaluate(() => live.gameId);
const liveFen = await page.evaluate(() => live.fen);
const history = await (await request.get(`${API}/api/games/${gameId}/history`)).json();
expect(history.moves.map(m => m.san)).toEqual(await page.$$eval('#live-moves .move', els => els.map(e => e.textContent)));
// Copy PGN from the live view: the stored game's export.
await page.click('#copy-pgn-btn');
await expect(page.locator('#copy-pgn-btn')).toHaveClass(/done/);
const copied = await page.evaluate(() => navigator.clipboard.readText());
const apiPgn = await (await request.get(`${API}/api/games/${gameId}/pgn`)).text();
expect(copied).toBe(apiPgn);
// My games lists the game with the user's side named.
await page.click('#games-btn');
await expect(page.locator('#games-overlay')).toHaveClass(/show/);
const row = page.locator('#games-list .game-row').first();
await expect(row).toContainText('You vs Stockfish L0');
await expect(row).toContainText('Ongoing');
await expect(row).toHaveClass(/current/);
await expect(page).toHaveURL(/\?games$/);
await page.click('.seg[data-filter="status"][data-value="finished"]');
await expect(page.locator('#games-status')).toContainText('No games match');
await page.click('.seg[data-filter="status"][data-value=""]');
await expect(page.locator('#games-list .game-row')).toHaveCount(1);
// Replay from the list opens at the last ply; the live controls hide.
await row.click();
await expect(page.locator('body')).toHaveAttribute('data-mode', 'replay');
await expect(page.locator('#replay-ply')).toHaveText('4 / 4');
await expect(page).toHaveURL(new RegExp(`\\?replay=${gameId}&ply=4$`));
await expect(page.locator('#pane-live')).toBeHidden();
await expect(page.locator('#replay-moves .move[aria-current="true"]')).toHaveText(history.moves[3].san);
// Backward and forward: buttons, then the keyboard.
await page.click('#replay-first');
await expect(page.locator('#replay-ply')).toHaveText('0 / 4');
await expect(page.locator('#replay-first')).toBeDisabled();
await page.keyboard.press('ArrowRight');
await page.keyboard.press('ArrowRight');
await expect(page.locator('#replay-ply')).toHaveText('2 / 4');
await expect(page.locator('#ply-announcer')).toContainText('Ply 2 of 4');
await expect(page).toHaveURL(new RegExp(`ply=2$`));
await page.keyboard.press('ArrowLeft');
await expect(page.locator('#replay-ply')).toHaveText('1 / 4');
await page.keyboard.press('End');
await expect(page.locator('#replay-ply')).toHaveText('4 / 4');
await page.keyboard.press('Home');
await expect(page.locator('#replay-ply')).toHaveText('0 / 4');
await page.click('#replay-moves .move[data-ply="3"]');
await expect(page.locator('#replay-ply')).toHaveText('3 / 4');
// The exported FEN and PGN at ply 3 match the API.
await page.click('#replay-copy-fen');
expect(await page.evaluate(() => navigator.clipboard.readText())).toBe(history.moves[2].fenAfterMove);
await page.click('#replay-copy-pgn');
await expect(page.locator('#replay-copy-pgn')).toHaveClass(/done/);
const pgn3 = await (await request.get(`${API}/api/games/${gameId}/pgn?ply=3`)).text();
expect(await page.evaluate(() => navigator.clipboard.readText())).toBe(pgn3);
const downloadPromise = page.waitForEvent('download');
await page.click('#replay-download');
const download = await downloadPromise;
expect(download.suggestedFilename()).toMatch(/^chess-\d{8}-[0-9a-f]{8}-ply3\.pgn$/);
await page.click('#replay-link');
expect(await page.evaluate(() => navigator.clipboard.readText()))
.toBe(`${new URL(page.url()).origin}/?replay=${gameId}&ply=3`);
// Autoplay to the end at 4x, then pause state clears.
await page.selectOption('#replay-speed', '250');
await page.click('#replay-play');
await expect(page.locator('#replay-play')).toHaveAttribute('aria-pressed', 'true');
await expect(page.locator('#replay-ply')).toHaveText('4 / 4', { timeout: 10_000 });
await expect(page.locator('#replay-play')).toHaveAttribute('aria-pressed', 'false');
// Flip, then back to the live game, which continues where it was.
await page.click('#replay-flip');
await expect(page.locator('.coordinates.ranks span').first()).toHaveText('1');
await page.click('#replay-exit');
await expect(page.locator('body')).toHaveAttribute('data-mode', 'live');
await expect(page.locator('.coordinates.ranks span').first()).toHaveText('8');
expect(await page.evaluate(() => live.fen)).toBe(liveFen);
await expect(page.locator('#live-moves .move')).toHaveCount(4);
await move(page, 'b1', 'c3');
await expectPlies(page, 6);
// Browser history: back to the replay, back again to the list.
await page.goBack();
await expect(page.locator('body')).toHaveAttribute('data-mode', 'replay');
await page.goBack();
await expect(page.locator('#games-overlay')).toHaveClass(/show/);
await expect(page.locator('body')).toHaveAttribute('data-mode', 'live');
});
test('deep link to a checkmate replays with the mated king marked', async ({ page, request }) => {
// A human-vs-human game over the API: fool's mate.
const created = await request.post(`${API}/api/games`, { data: { white: { type: 1 }, black: { type: 1 } } });
expect(created.status()).toBe(201);
const { gameId } = await created.json();
for (const m of ['f2f3', 'e7e5', 'g2g4', 'd8h4']) {
const r = await request.post(`${API}/api/games/${gameId}/moves`, { data: { move: m } });
expect(r.status(), await r.text()).toBe(200);
}
await page.goto(`/?replay=${gameId}&ply=2`);
await expect(page.locator('body')).toHaveAttribute('data-mode', 'replay');
await expect(page.locator('#replay-ply')).toHaveText('2 / 4');
await expect(page.locator('#replay-result')).toContainText('0-1');
await expect(page.locator('#replay-result')).toContainText('Checkmate');
await expect(page.locator('#replay-exit')).toHaveText('Close replay');
await expect(page.locator('#replay-moves .move').nth(3)).toHaveText('Qh4#');
await page.keyboard.press('End');
await expect(page.locator('[data-square="e1"]')).toHaveClass(/mated-king/);
await expect(page.locator('[data-square="h4"]')).toHaveClass(/last-move-to/);
// Escape leaves the replay; with no live game the start position shows.
await page.keyboard.press('Escape');
await expect(page.locator('body')).toHaveAttribute('data-mode', 'live');
await expect(page.locator('#turn-text')).toHaveText('No game');
await expect(page).toHaveURL(/\/$/);
});
test('an anonymous visitor replays from the device list', async ({ page }) => {
await page.goto('/');
await expect(page.locator('#auth-label')).toHaveText('Sign in');
await startGame(page, { color: 'black' });
await expectPlies(page, 1);
// Black at the bottom while playing Black.
await expect(page.locator('.coordinates.ranks span').first()).toHaveText('1');
await page.click('#games-btn');
await expect(page.locator('#games-signin-note')).toBeVisible();
const row = page.locator('#local-games-list .game-row');
await expect(row).toHaveCount(1);
await expect(row).toContainText('Stockfish L0 vs You');
await row.click();
await expect(page.locator('body')).toHaveAttribute('data-mode', 'replay');
await expect(page.locator('#replay-ply')).toHaveText('1 / 1');
// The viewer's side stays at the bottom in the replay.
await expect(page.locator('.coordinates.ranks span').first()).toHaveText('1');
expect(await page.evaluate(() => replay.history.initialFen)).toBe(START_FEN);
await page.click('#replay-exit');
await expect(page.locator('#turn-text')).toContainText('Your move (Black)');
});
});
+6 -1
View File
@@ -10,6 +10,8 @@ CHESS_SERVER_EXEC=${1:-"bin/chess-server"}
export CHESS_DSN="$CHESS_TEST_DSN"
PID_FILE="/tmp/chess-server_test.pid"
API_PORT=${API_PORT:-8080}
# Set WEB_PORT to also serve the embedded web client (for test/e2e).
WEB_PORT=${WEB_PORT:-}
LOG_LEVEL=${LOG_LEVEL:-debug}
LOG_HTTP=${LOG_HTTP:-true}
@@ -95,7 +97,7 @@ echo ""
echo "Configuration:"
echo " Executable: $CHESS_SERVER_EXEC"
echo " Database: \$CHESS_TEST_DSN (tables dropped on exit)"
echo " Port: $API_PORT"
echo " Port: $API_PORT${WEB_PORT:+ (web client on $WEB_PORT)}"
echo " Mode: Development (relaxed rate limits; PostgreSQL storage)"
echo " Log level: $LOG_LEVEL (HTTP requests: $LOG_HTTP)"
echo " Purpose: Backend for chess-server tests"
@@ -111,10 +113,13 @@ echo "Starting server..."
echo ""
# Start chess-server in foreground with dev mode and storage
WEB_FLAGS=()
[ -n "$WEB_PORT" ] && WEB_FLAGS=(-serve -web-port "$WEB_PORT")
"$CHESS_SERVER_EXEC" \
-dev \
-log-level "$LOG_LEVEL" \
-log-http="$LOG_HTTP" \
-api-port "$API_PORT" \
"${WEB_FLAGS[@]}" \
-pid "$PID_FILE" \
-pid-lock