166 lines
3.9 KiB
Go
166 lines
3.9 KiB
Go
// FILE: internal/service/service.go
|
|
package service
|
|
|
|
import (
|
|
"fmt"
|
|
"sync"
|
|
|
|
"chess/internal/core"
|
|
"chess/internal/game"
|
|
|
|
"github.com/google/uuid"
|
|
)
|
|
|
|
// Service is a pure state manager for chess games
|
|
// It has NO knowledge of chess rules or engine interactions
|
|
type Service struct {
|
|
games map[string]*game.Game
|
|
mu sync.RWMutex
|
|
}
|
|
|
|
// New creates a new service instance
|
|
func New() (*Service, error) {
|
|
return &Service{
|
|
games: make(map[string]*game.Game),
|
|
}, nil
|
|
}
|
|
|
|
// CreateGame creates game with player configuration
|
|
func (s *Service) CreateGame(id string, whiteConfig, blackConfig core.PlayerConfig, initialFEN string, startingTurn core.Color) error {
|
|
s.mu.Lock()
|
|
defer s.mu.Unlock()
|
|
|
|
if _, exists := s.games[id]; exists {
|
|
return fmt.Errorf("game %s already exists", id)
|
|
}
|
|
|
|
// Create players with UUIDs and config
|
|
whitePlayer := core.NewPlayer(whiteConfig, core.ColorWhite)
|
|
blackPlayer := core.NewPlayer(blackConfig, core.ColorBlack)
|
|
|
|
s.games[id] = game.New(initialFEN, whitePlayer, blackPlayer, startingTurn)
|
|
return nil
|
|
}
|
|
|
|
// UpdatePlayers replaces players in an existing game
|
|
func (s *Service) UpdatePlayers(gameID string, whiteConfig, blackConfig core.PlayerConfig) error {
|
|
s.mu.Lock()
|
|
defer s.mu.Unlock()
|
|
|
|
g, ok := s.games[gameID]
|
|
if !ok {
|
|
return fmt.Errorf("game not found: %s", gameID)
|
|
}
|
|
|
|
// Create new player instances with new UUIDs
|
|
whitePlayer := core.NewPlayer(whiteConfig, core.ColorWhite)
|
|
blackPlayer := core.NewPlayer(blackConfig, core.ColorBlack)
|
|
|
|
// Update the game's players
|
|
g.UpdatePlayers(whitePlayer, blackPlayer)
|
|
|
|
return nil
|
|
}
|
|
|
|
// GetGame retrieves a game by ID
|
|
func (s *Service) GetGame(gameID string) (*game.Game, error) {
|
|
s.mu.RLock()
|
|
defer s.mu.RUnlock()
|
|
|
|
g, ok := s.games[gameID]
|
|
if !ok {
|
|
return nil, fmt.Errorf("game not found: %s", gameID)
|
|
}
|
|
return g, nil
|
|
}
|
|
|
|
// GenerateGameID creates a new unique game ID
|
|
func (s *Service) GenerateGameID() string {
|
|
return uuid.New().String()
|
|
}
|
|
|
|
// ApplyMove adds a validated move to the game history
|
|
// The processor has already validated this move and calculated the new FEN
|
|
func (s *Service) ApplyMove(gameID, moveUCI, newFEN string) error {
|
|
s.mu.Lock()
|
|
defer s.mu.Unlock()
|
|
|
|
g, ok := s.games[gameID]
|
|
if !ok {
|
|
return fmt.Errorf("game not found: %s", gameID)
|
|
}
|
|
|
|
// Determine whose turn it was before this move
|
|
currentTurn := g.NextTurnColor()
|
|
nextTurn := core.OppositeColor(currentTurn)
|
|
|
|
// Add the new position to game history
|
|
g.AddSnapshot(newFEN, moveUCI, nextTurn)
|
|
|
|
return nil
|
|
}
|
|
|
|
// UpdateGameState sets the game's end state (checkmate, stalemate, etc)
|
|
func (s *Service) UpdateGameState(gameID string, state core.State) error {
|
|
s.mu.Lock()
|
|
defer s.mu.Unlock()
|
|
|
|
g, ok := s.games[gameID]
|
|
if !ok {
|
|
return fmt.Errorf("game not found: %s", gameID)
|
|
}
|
|
|
|
g.SetState(state)
|
|
return nil
|
|
}
|
|
|
|
// SetLastMoveResult stores metadata about the last move (score, depth, etc)
|
|
// Used by processor to track computer move evaluations
|
|
func (s *Service) SetLastMoveResult(gameID string, result *game.MoveResult) error {
|
|
s.mu.Lock()
|
|
defer s.mu.Unlock()
|
|
|
|
g, ok := s.games[gameID]
|
|
if !ok {
|
|
return fmt.Errorf("game not found: %s", gameID)
|
|
}
|
|
|
|
g.SetLastResult(result)
|
|
return nil
|
|
}
|
|
|
|
// UndoMoves removes the specified number of moves from game history
|
|
func (s *Service) UndoMoves(gameID string, count int) error {
|
|
s.mu.Lock()
|
|
defer s.mu.Unlock()
|
|
|
|
g, ok := s.games[gameID]
|
|
if !ok {
|
|
return fmt.Errorf("game not found: %s", gameID)
|
|
}
|
|
|
|
return g.UndoMoves(count)
|
|
}
|
|
|
|
// DeleteGame removes a game from memory
|
|
func (s *Service) DeleteGame(gameID string) error {
|
|
s.mu.Lock()
|
|
defer s.mu.Unlock()
|
|
|
|
if _, ok := s.games[gameID]; !ok {
|
|
return fmt.Errorf("game not found: %s", gameID)
|
|
}
|
|
|
|
delete(s.games, gameID)
|
|
return nil
|
|
}
|
|
|
|
// Close cleans up resources (currently a no-op as no engine to close)
|
|
func (s *Service) Close() error {
|
|
s.mu.Lock()
|
|
defer s.mu.Unlock()
|
|
|
|
// Clear all games
|
|
s.games = make(map[string]*game.Game)
|
|
return nil
|
|
} |