634 lines
19 KiB
Go
634 lines
19 KiB
Go
package processor
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import (
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"fmt"
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"log"
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"regexp"
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"strings"
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"sync"
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"time"
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"unicode"
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"chess/internal/server/board"
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"chess/internal/server/core"
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"chess/internal/server/engine"
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"chess/internal/server/game"
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"chess/internal/server/service"
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)
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const (
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minSearchTime = 100
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)
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// FEN validation regex
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var fenPattern = regexp.MustCompile(`^[rnbqkpRNBQKP1-8/]+ [wb] [KQkq-]+ [a-h1-8-]+ \d+ \d+$`)
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// Processor handles command execution and coordinates between service and engine layers
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type Processor struct {
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svc *service.Service
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queue *EngineQueue
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validationEng *engine.UCI // For synchronous move validation
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mu sync.RWMutex
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}
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// New creates a processor with its own engine instances
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func New(svc *service.Service) (*Processor, error) {
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// Create validation engine
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validationEng, err := engine.New()
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if err != nil {
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return nil, fmt.Errorf("failed to create validation engine: %v", err)
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}
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return &Processor{
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svc: svc,
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queue: NewEngineQueue(2), // 2 workers for computer moves
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validationEng: validationEng,
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}, nil
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}
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func (p *Processor) Execute(cmd Command) ProcessorResponse {
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switch cmd.Type {
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case CmdCreateGame:
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return p.handleCreateGame(cmd)
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case CmdConfigurePlayers:
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return p.handleConfigurePlayers(cmd)
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case CmdGetGame:
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return p.handleGetGame(cmd)
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case CmdMakeMove:
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return p.handleMakeMove(cmd)
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case CmdUndoMove:
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return p.handleUndoMove(cmd)
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case CmdDeleteGame:
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return p.handleDeleteGame(cmd)
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case CmdGetBoard:
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return p.handleGetBoard(cmd)
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default:
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return p.errorResponse("unknown command", core.ErrInvalidRequest)
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}
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}
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// isFENSafe check for control characters that could inject UCI commands and FEN pattern match
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func (p *Processor) isFENSafe(fen string) bool {
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// Check for control characters
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for _, r := range fen {
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if unicode.IsControl(r) && r != ' ' {
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return false
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}
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}
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// Validate FEN format
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return fenPattern.MatchString(fen)
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}
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func (p *Processor) isMoveSafe(move string) bool {
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// Check for control characters
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for _, r := range move {
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if unicode.IsControl(r) {
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return false
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}
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}
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// UCI valid moves are 4-5 characters only
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// Examples: e2e4 / e1g1 (castle) / a7a8q (promotion)
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// UCI moves: [a-h][1-8][a-h][1-8][qrbn]?
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if len(move) < 4 || len(move) > 5 {
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return false
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}
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// Check each character
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if move[0] < 'a' || move[0] > 'h' ||
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move[1] < '1' || move[1] > '8' ||
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move[2] < 'a' || move[2] > 'h' ||
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move[3] < '1' || move[3] > '8' {
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return false
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}
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// Promotion piece if present
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if len(move) == 5 {
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promotion := move[4]
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if promotion != 'q' && promotion != 'r' && promotion != 'b' && promotion != 'n' {
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return false
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}
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}
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return true
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}
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// handleCreateGame creates a new game. The initial FEN is classified BEFORE
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// persisting: a terminal initial position is terminal in the creation response,
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// and engine failure fails the request instead of creating a half-valid game.
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func (p *Processor) handleCreateGame(cmd Command) ProcessorResponse {
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args, ok := cmd.Args.(core.CreateGameRequest)
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if !ok {
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return p.errorResponse("invalid arguments", core.ErrInvalidRequest)
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}
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// Enforce minimum searchTime for computer players
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if args.White.Type == core.PlayerComputer && args.White.SearchTime < minSearchTime {
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args.White.SearchTime = minSearchTime
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}
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if args.Black.Type == core.PlayerComputer && args.Black.SearchTime < minSearchTime {
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args.Black.SearchTime = minSearchTime
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}
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// Check computer game limit
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hasComputer := args.White.Type == core.PlayerComputer || args.Black.Type == core.PlayerComputer
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if hasComputer && !p.svc.CanCreateComputerGame() {
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return p.errorResponse(
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fmt.Sprintf("computer game limit reached (%d/%d)", p.svc.GetComputerGameCount(), service.MaxComputerGames),
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core.ErrResourceLimit,
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)
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}
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gameID := p.svc.GenerateGameID()
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// Validate FEN safety, then classify via engine
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initialFEN := board.StartingFEN
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if args.FEN != "" {
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if !p.isFENSafe(args.FEN) {
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return p.errorResponse("invalid FEN format or characters", core.ErrInvalidFEN)
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}
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initialFEN = args.FEN
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}
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p.mu.Lock()
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err := p.validationEng.NewGame()
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var validatedFEN string
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initialState := core.StateOngoing
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if err == nil {
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validatedFEN, initialState, err = p.classifyLocked(initialFEN)
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}
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p.mu.Unlock()
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if err != nil {
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return p.errorResponse(fmt.Sprintf("engine validation failed: %v", err), core.ErrInternalError)
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}
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// Parse canonical FEN to get starting turn
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b, err := board.ParseFEN(validatedFEN)
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if err != nil {
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return p.errorResponse(fmt.Sprintf("FEN parse error: %v", err), core.ErrInvalidRequest)
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}
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// Create players with appropriate IDs
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whitePlayer := core.NewPlayer(args.White, core.ColorWhite)
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blackPlayer := core.NewPlayer(args.Black, core.ColorBlack)
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// Only assign authenticated user to ONE human slot.
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// If both are human, authenticated user gets white; black remains unclaimed.
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if cmd.UserID != "" {
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if args.White.Type == core.PlayerHuman {
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whitePlayer.ID = cmd.UserID
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whitePlayer.ClaimedBy = cmd.UserID
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} else if args.Black.Type == core.PlayerHuman {
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blackPlayer.ID = cmd.UserID
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blackPlayer.ClaimedBy = cmd.UserID
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}
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}
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if err = p.svc.CreateGame(gameID, whitePlayer, blackPlayer, validatedFEN, b.Turn()); err != nil {
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return p.errorResponse(fmt.Sprintf("failed to create game: %v", err), core.ErrInternalError)
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}
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if initialState != core.StateOngoing {
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p.svc.UpdateGameState(gameID, initialState)
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}
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g, err := p.svc.GetGame(gameID)
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if err != nil {
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return p.errorResponse("game creation failed", core.ErrInternalError)
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}
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return ProcessorResponse{
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Success: true,
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Data: p.buildGameResponse(gameID, g),
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}
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}
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// handleConfigurePlayers updates player configuration mid-game
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func (p *Processor) handleConfigurePlayers(cmd Command) ProcessorResponse {
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args, ok := cmd.Args.(core.ConfigurePlayersRequest)
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if !ok {
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return p.errorResponse("invalid arguments", core.ErrInvalidRequest)
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}
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if args.White.Type == core.PlayerComputer && args.White.SearchTime < 100 {
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args.White.SearchTime = minSearchTime
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}
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if args.Black.Type == core.PlayerComputer && args.Black.SearchTime < 100 {
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args.Black.SearchTime = minSearchTime
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}
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g, err := p.svc.GetGame(cmd.GameID)
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if err != nil {
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return p.errorResponse("game not found", core.ErrGameNotFound)
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}
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// Block configuration changes during computer move
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if g.State() == core.StatePending {
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return p.errorResponse("cannot change players while computer is calculating", core.ErrInvalidRequest)
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}
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// Create new player instances
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whitePlayer := core.NewPlayer(args.White, core.ColorWhite)
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blackPlayer := core.NewPlayer(args.Black, core.ColorBlack)
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// Update players in service
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if err = p.svc.UpdatePlayers(cmd.GameID, whitePlayer, blackPlayer); err != nil {
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return p.errorResponse(fmt.Sprintf("failed to update players: %v", err), core.ErrInternalError)
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}
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// Get updated game
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g, _ = p.svc.GetGame(cmd.GameID)
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response := p.buildGameResponse(cmd.GameID, g)
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return ProcessorResponse{
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Success: true,
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Data: response,
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}
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}
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// handleGetGame retrieves game state and triggers computer move if needed
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func (p *Processor) handleGetGame(cmd Command) ProcessorResponse {
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g, err := p.svc.GetGame(cmd.GameID)
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if err != nil {
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return p.errorResponse("game not found", core.ErrGameNotFound)
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}
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response := p.buildGameResponse(cmd.GameID, g)
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return ProcessorResponse{
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Success: true,
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Data: response,
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}
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}
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// handleMakeMove processes human moves with authorization, and the "cccc"
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// computer-move trigger. Post-move classification runs BEFORE the move is
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// applied; move + final state + metadata commit atomically with one
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// notification, so a waking long-poller can never observe "ongoing" on a
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// terminal position.
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func (p *Processor) handleMakeMove(cmd Command) ProcessorResponse {
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args, ok := cmd.Args.(core.MoveRequest)
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if !ok {
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return p.errorResponse("invalid arguments", core.ErrInvalidRequest)
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}
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g, err := p.svc.GetGame(cmd.GameID)
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if err != nil {
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return p.errorResponse("game not found", core.ErrGameNotFound)
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}
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// Validate game state
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switch g.State() {
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case core.StatePending:
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return p.errorResponse("computer move in progress", core.ErrInvalidRequest)
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case core.StateStuck:
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return p.errorResponse("game is stuck due to engine error", core.ErrGameOver)
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case core.StateWhiteWins, core.StateBlackWins, core.StateDraw, core.StateStalemate:
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return p.errorResponse(fmt.Sprintf("game is over: %s", g.State()), core.ErrGameOver)
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case core.StateOngoing:
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break
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default:
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return p.errorResponse("game is in invalid state", core.ErrInvalidRequest)
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}
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currentColor := g.NextTurnColor()
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currentPlayer := g.NextPlayer()
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// Handle computer move trigger
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if strings.TrimSpace(args.Move) == "cccc" {
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if currentPlayer.Type != core.PlayerComputer {
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return p.errorResponse("not computer player's turn", core.ErrNotHumanTurn)
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}
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p.svc.UpdateGameState(cmd.GameID, core.StatePending)
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p.triggerComputerMove(cmd.GameID, g)
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g, _ = p.svc.GetGame(cmd.GameID)
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response := p.buildGameResponse(cmd.GameID, g)
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response.LastMove = &core.MoveInfo{
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PlayerColor: currentColor.String(),
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}
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return ProcessorResponse{
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Success: true,
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Pending: true,
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Data: response,
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}
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}
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// Human move - validate authorization
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if currentPlayer.Type != core.PlayerHuman {
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return p.errorResponse("not human player's turn", core.ErrNotHumanTurn)
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}
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// Authorization: first-move-claims-slot model
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slotOwner := g.GetSlotOwner(currentColor)
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if slotOwner == "" {
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// Slot unclaimed - claim it with this move
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if cmd.UserID != "" {
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if err := p.svc.ClaimGameSlot(cmd.GameID, currentColor, cmd.UserID); err != nil {
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return p.errorResponse(fmt.Sprintf("failed to claim slot: %v", err), core.ErrInternalError)
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}
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}
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// Anonymous users can also claim by making a move (slot remains "unclaimed" but move proceeds)
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} else if cmd.UserID != "" && slotOwner != cmd.UserID {
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return p.errorResponse("not your turn - slot claimed by another player", core.ErrUnauthorized)
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}
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if slotOwner != "" && cmd.UserID == "" {
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return p.errorResponse("slot claimed - authentication required", core.ErrUnauthorized)
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}
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// Normalize and validate move format
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move := strings.ToLower(strings.TrimSpace(args.Move))
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if !p.isMoveSafe(move) {
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return p.errorResponse("invalid move format", core.ErrInvalidMove)
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}
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currentFEN := g.CurrentFEN()
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// Validate move and classify the resulting position in one engine session
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p.mu.Lock()
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err = p.validationEng.SetPosition(currentFEN, []string{move})
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var newFEN string
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finalState := core.StateOngoing
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if err == nil {
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newFEN, finalState, err = p.classifyCurrentLocked()
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}
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p.mu.Unlock()
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if err != nil {
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// Game untouched at pre-move position; retry runs on a respawned engine
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return p.errorResponse("engine unavailable", core.ErrInternalError)
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}
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if newFEN == currentFEN {
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return p.errorResponse("illegal move", core.ErrInvalidMove)
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}
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// Atomic commit: move + state + metadata, single notification
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if err = p.svc.ApplyMoveWithState(cmd.GameID, move, newFEN, finalState, &game.MoveResult{
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Move: move,
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PlayerColor: currentColor,
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GameState: finalState,
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}); err != nil {
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return p.errorResponse(fmt.Sprintf("failed to apply move: %v", err), core.ErrInternalError)
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}
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// buildGameResponse populates LastMove from the committed LastResult
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g, _ = p.svc.GetGame(cmd.GameID)
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return ProcessorResponse{
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Success: true,
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Data: p.buildGameResponse(cmd.GameID, g),
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}
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}
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// handleUndoMove reverts game state. StateStuck is deliberately permitted:
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// undo -> StateOngoing is the recovery path for engine failures. Terminal
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// states are also permitted so a finished game can be rewound. Any reverted-to
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// snapshot had legal moves made from it, so resetting to Ongoing is sound
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// without re-classification.
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func (p *Processor) handleUndoMove(cmd Command) ProcessorResponse {
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g, err := p.svc.GetGame(cmd.GameID)
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if err != nil {
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return p.errorResponse("game not found", core.ErrGameNotFound)
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}
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if g.State() == core.StatePending {
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return p.errorResponse("cannot undo while computer move is in progress", core.ErrInvalidRequest)
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}
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args := core.UndoRequest{Count: 1}
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if cmd.Args != nil {
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if req, ok := cmd.Args.(core.UndoRequest); ok {
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args = req
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}
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}
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if err = p.svc.UndoMoves(cmd.GameID, args.Count); err != nil {
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if strings.Contains(err.Error(), "not found") {
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return p.errorResponse("game not found", core.ErrGameNotFound)
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}
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return p.errorResponse(err.Error(), core.ErrInvalidRequest)
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}
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// Reset game state to ongoing after undo
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p.svc.UpdateGameState(cmd.GameID, core.StateOngoing)
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g, _ = p.svc.GetGame(cmd.GameID)
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return ProcessorResponse{
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Success: true,
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Data: p.buildGameResponse(cmd.GameID, g),
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}
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}
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// handleDeleteGame removes a game
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func (p *Processor) handleDeleteGame(cmd Command) ProcessorResponse {
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g, err := p.svc.GetGame(cmd.GameID)
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if err != nil {
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return p.errorResponse("game not found", core.ErrGameNotFound)
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}
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// Only block deletion if actively computing
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if g.State() == core.StatePending {
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return p.errorResponse("cannot delete game while computer move is in progress", core.ErrInvalidRequest)
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}
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if err = p.svc.DeleteGame(cmd.GameID); err != nil {
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return p.errorResponse("game not found", core.ErrGameNotFound)
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}
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return ProcessorResponse{
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Success: true,
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}
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}
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// handleGetBoard returns board visualization
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func (p *Processor) handleGetBoard(cmd Command) ProcessorResponse {
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g, err := p.svc.GetGame(cmd.GameID)
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if err != nil {
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return p.errorResponse("game not found", core.ErrGameNotFound)
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}
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b, err := board.ParseFEN(g.CurrentFEN())
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if err != nil {
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return p.errorResponse("error parsing FEN", core.ErrInvalidFEN)
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}
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ascii := b.ToASCII()
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return ProcessorResponse{
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Success: true,
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Data: core.BoardResponse{
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FEN: g.CurrentFEN(),
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Board: ascii,
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},
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}
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}
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// triggerComputerMove initiates async engine calculation. The callback
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// re-classifies via the validation engine: worker output is never trusted for
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// end-state determination, and no-move results are verified against the
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// position rather than the IsMate info-line byproduct.
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func (p *Processor) triggerComputerMove(gameID string, g *game.Game) {
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fen := g.CurrentFEN()
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color := g.NextTurnColor()
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player := g.NextPlayer()
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p.queue.SubmitAsync(gameID, fen, color, player, func(result EngineResult) {
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currentGame, err := p.svc.GetGame(gameID)
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if err != nil || currentGame.State() != core.StatePending {
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return // Deleted, or state resolved elsewhere
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}
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if result.Error != nil {
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log.Printf("engine error for game %s: %v", gameID, result.Error)
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p.svc.UpdateGameState(gameID, core.StateStuck)
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return
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}
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if result.Move == "" || result.Move == "(none)" {
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// Worker says no legal moves; verify against the validation engine.
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p.mu.Lock()
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_, state, cerr := p.classifyLocked(fen)
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p.mu.Unlock()
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if cerr != nil || state == core.StateOngoing {
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p.svc.UpdateGameState(gameID, core.StateStuck) // engines disagree
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return
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}
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p.svc.UpdateGameState(gameID, state)
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return
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}
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p.mu.Lock()
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aerr := p.validationEng.SetPosition(fen, []string{result.Move})
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var newFEN string
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finalState := core.StateOngoing
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if aerr == nil {
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newFEN, finalState, aerr = p.classifyCurrentLocked()
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}
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p.mu.Unlock()
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if aerr != nil || newFEN == fen {
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p.svc.UpdateGameState(gameID, core.StateStuck)
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return
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}
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p.svc.ApplyMoveWithState(gameID, result.Move, newFEN, finalState, &game.MoveResult{
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Move: result.Move, PlayerColor: color,
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|
Score: result.Score, Depth: result.Depth, GameState: finalState,
|
|
})
|
|
})
|
|
}
|
|
|
|
// determineGameEndState centralized function to determine game end state based on engine evaluation
|
|
func (p *Processor) determineGameEndState(lastMoveBy core.Color, searchResult *engine.SearchResult) core.State {
|
|
// No legal moves detected
|
|
if searchResult.BestMove == "" || searchResult.BestMove == "(none)" {
|
|
if searchResult.IsMate {
|
|
// It's a checkmate - the side that just moved wins
|
|
if lastMoveBy == core.ColorWhite {
|
|
return core.StateWhiteWins
|
|
}
|
|
return core.StateBlackWins
|
|
}
|
|
// Stalemate - no legal moves but not in check
|
|
return core.StateStalemate
|
|
}
|
|
|
|
// Game continues
|
|
return core.StateOngoing
|
|
}
|
|
|
|
// classifyCurrentLocked classifies whatever position is loaded in the
|
|
// validation engine. Caller holds p.mu, immediately after a SetPosition.
|
|
func (p *Processor) classifyCurrentLocked() (fen string, state core.State, err error) {
|
|
diag, err := p.validationEng.Diagnose()
|
|
if err != nil {
|
|
return "", core.StateOngoing, err
|
|
}
|
|
legal, err := p.validationEng.HasLegalMoves()
|
|
if err != nil {
|
|
return "", core.StateOngoing, err
|
|
}
|
|
if legal {
|
|
return diag.FEN, core.StateOngoing, nil
|
|
}
|
|
if !diag.InCheck {
|
|
return diag.FEN, core.StateStalemate, nil
|
|
}
|
|
b, err := board.ParseFEN(diag.FEN)
|
|
if err != nil {
|
|
return "", core.StateOngoing, err
|
|
}
|
|
if b.Turn() == core.ColorWhite {
|
|
return diag.FEN, core.StateBlackWins, nil
|
|
}
|
|
return diag.FEN, core.StateWhiteWins, nil
|
|
}
|
|
|
|
// classifyLocked sets a position from fen and classifies it. Caller holds p.mu.
|
|
func (p *Processor) classifyLocked(fen string) (string, core.State, error) {
|
|
if err := p.validationEng.SetPosition(fen, nil); err != nil {
|
|
return "", core.StateOngoing, err
|
|
}
|
|
return p.classifyCurrentLocked()
|
|
}
|
|
|
|
// checkGameEnd: retry once (second attempt runs on a respawned process), then
|
|
// fail SAFE to StateStuck. Leaving a possibly-terminal position Ongoing is the
|
|
// original bug class; Stuck is now recoverable via undo (see handleUndoMove).
|
|
func (p *Processor) checkGameEnd(gameID, fen string) {
|
|
for attempt := 0; attempt < 2; attempt++ {
|
|
p.mu.Lock()
|
|
_, state, err := p.classifyLocked(fen)
|
|
p.mu.Unlock()
|
|
if err == nil {
|
|
if state != core.StateOngoing {
|
|
p.svc.UpdateGameState(gameID, state)
|
|
}
|
|
return
|
|
}
|
|
log.Printf("game %s: end-state check attempt %d failed: %v", gameID, attempt+1, err)
|
|
}
|
|
p.svc.UpdateGameState(gameID, core.StateStuck)
|
|
}
|
|
|
|
// buildGameResponse constructs standard game response
|
|
func (p *Processor) buildGameResponse(gameID string, g *game.Game) core.GameResponse {
|
|
resp := core.GameResponse{
|
|
GameID: gameID,
|
|
FEN: g.CurrentFEN(),
|
|
Turn: g.NextTurnColor().String(),
|
|
State: g.State().String(),
|
|
Moves: g.Moves(),
|
|
Players: core.PlayersResponse{
|
|
White: g.GetPlayer(core.ColorWhite),
|
|
Black: g.GetPlayer(core.ColorBlack),
|
|
},
|
|
}
|
|
|
|
// Include last move if available
|
|
if result := g.LastResult(); result != nil {
|
|
resp.LastMove = &core.MoveInfo{
|
|
Move: result.Move,
|
|
PlayerColor: result.PlayerColor.String(),
|
|
Score: result.Score,
|
|
Depth: result.Depth,
|
|
}
|
|
}
|
|
|
|
return resp
|
|
}
|
|
|
|
// errorResponse creates error response
|
|
func (p *Processor) errorResponse(message, code string) ProcessorResponse {
|
|
return ProcessorResponse{
|
|
Success: false,
|
|
Error: &core.ErrorResponse{
|
|
Error: message,
|
|
Code: code,
|
|
},
|
|
}
|
|
}
|
|
|
|
// Close cleans up resources
|
|
func (p *Processor) Close() error {
|
|
p.queue.Shutdown(5 * time.Second)
|
|
return p.validationEng.Close()
|
|
}
|