Files
chess/internal/service/game.go

188 lines
4.2 KiB
Go

// FILE: internal/service/game.go
package service
import (
"fmt"
"time"
"chess/internal/core"
"chess/internal/game"
"chess/internal/storage"
"github.com/google/uuid"
)
// CreateGame registers a new game with pre-constructed players
func (s *Service) CreateGame(id string, whitePlayer, blackPlayer *core.Player, 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)
}
// Store game with provided players
s.games[id] = game.New(initialFEN, whitePlayer, blackPlayer, startingTurn)
// Persist if storage enabled
if s.store != nil {
record := storage.GameRecord{
GameID: id,
InitialFEN: initialFEN,
WhitePlayerID: whitePlayer.ID,
WhiteType: int(whitePlayer.Type),
WhiteLevel: whitePlayer.Level,
WhiteSearchTime: whitePlayer.SearchTime,
BlackPlayerID: blackPlayer.ID,
BlackType: int(blackPlayer.Type),
BlackLevel: blackPlayer.Level,
BlackSearchTime: blackPlayer.SearchTime,
StartTimeUTC: time.Now().UTC(),
}
s.store.RecordNewGame(record)
}
return nil
}
// UpdatePlayers replaces players in an existing game
func (s *Service) UpdatePlayers(gameID string, whitePlayer, blackPlayer *core.Player) error {
s.mu.Lock()
defer s.mu.Unlock()
g, ok := s.games[gameID]
if !ok {
return fmt.Errorf("game not found: %s", gameID)
}
// 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 {
s.mu.RLock()
defer s.mu.RUnlock()
// Ensure UUID uniqueness (handle potential conflicts)
for {
id := uuid.New().String()
if _, exists := s.games[id]; !exists {
return id
}
}
}
// ApplyMove adds a validated move to the game history
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)
// Persist if storage enabled
if s.store != nil {
moveNumber := len(g.Moves())
record := storage.MoveRecord{
GameID: gameID,
MoveNumber: moveNumber,
MoveUCI: moveUCI,
FENAfterMove: newFEN,
PlayerColor: currentTurn.String(),
MoveTimeUTC: time.Now().UTC(),
}
s.store.RecordMove(record)
}
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
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)
}
originalMoveCount := len(g.Moves())
if err := g.UndoMoves(count); err != nil {
return err
}
// Delete undone moves from storage if enabled
if s.store != nil {
remainingMoves := originalMoveCount - count
s.store.DeleteUndoneMoves(gameID, remainingMoves)
}
return nil
}
// 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
}