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v0.14.0 web replay UI, My games, CLI replay
2026-10-19 18:07:41 -04:00

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API Reference

Base URL: http://localhost:8080/api

The API is unversioned; /health is served at the root, outside /api.

Content-Type: application/json (required for POST/PUT)

Authentication

The API supports optional JWT authentication for user accounts. When authenticated, games are associated with the user account.

Register User

POST /auth/register

Creates new user account and returns JWT token.

Request:

{
  "username": "alice",
  "email": "alice@example.com",
  "password": "SecurePass123"
}
  • username (string, required): 1-40 characters, alphanumeric and underscore only
  • email (string, optional): Valid email address
  • password (string, required): Minimum 8 characters, must contain letter and number

Accounts created here are identical to CLI-created accounts and do not expire. Returns 409 when the username or email is taken, and 503 when the registration limit (-max-users) or password-hashing capacity is exhausted.

Response (201):

{
  "token": "eyJhbGciOiJIUzI1NiIs...",
  "userId": "550e8400-e29b-41d4-a716-446655440000",
  "username": "alice",
  "email": "alice@example.com",
  "expiresAt": "2025-01-14T10:30:00Z"
}

Login

POST /auth/login

Authenticates user and returns JWT token.

Request:

{
  "identifier": "alice",
  "password": "SecurePass123"
}
  • identifier (string, required): Username or email address
  • password (string, required): User password

Response (200):

{
  "token": "eyJhbGciOiJIUzI1NiIs...",
  "userId": "550e8400-e29b-41d4-a716-446655440000",
  "username": "alice",
  "email": "alice@example.com",
  "expiresAt": "2025-01-14T10:30:00Z"
}

Get Current User

GET /auth/me

Returns authenticated user information. Requires authentication.

Headers:

Authorization: Bearer <token>

Response (200):

{
  "userId": "550e8400-e29b-41d4-a716-446655440000",
  "username": "alice",
  "email": "alice@example.com",
  "createdAt": "2025-01-07T10:30:00Z"
}

Delete Account

DELETE /auth/me

Deletes the caller's own account. Requires authentication and the account password again, so a token left on an unattended device is not enough.

Request:

{"password": "SecurePass123"}

Response (204): no body.

What happens, in order: the session ends, so the token stops working at once; the account's claims are released on every game in memory; then, behind any gameplay write already queued, the account's claims and name snapshots are cleared from every stored game and the account is deleted. A game no other user claims is anonymous from then on and is purged 24 hours after its last activity; a game another user claims stays with that user, with this side unnamed. (The administrative db user delete keeps claims and names for the record instead.)

Errors: 400 INVALID_REQUEST without a password, 401 for a wrong password or token, 429 past 5 attempts a minute per IP, 503 RESOURCE_LIMIT when password hashing is saturated or STORAGE_UNAVAILABLE when storage is down.

Game Endpoints

Health Check

GET /health

Returns server and storage status, and the build the server runs.

Response (200):

{
  "status": "healthy",
  "time": 1699123456,
  "storage": "ok",
  "version": "v0.14.0-3-g1a2b3c4"
}

version is git describe of the source the binary was built from (make sets it), or dev for a plain go build. Compare it after a deployment: a client newer than the server gets 404 NOT_FOUND for endpoints the server predates.

Storage states:

  • "disabled" - No database configured (-dsn or CHESS_DSN)
  • "ok" - Database operational with auth enabled
  • "degraded" - A persistence write failed or the write queue filled; live games continue in memory, but durable history is no longer complete

The top-level status is also "degraded" when storage is degraded.

Create Game

POST /games

Creates new game with specified players. Optional authentication associates game with user.

Headers (optional):

Authorization: Bearer <token>

Request:

{
  "white": {
    "type": 1,
    "level": 0,
    "searchTime": 0
  },
  "black": {
    "type": 2,
    "level": 15,
    "searchTime": 1000
  },
  "fen": "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1"
}

Response (201):

{
  "gameId": "a1b2c3d4-e5f6-7890-1234-567890abcdef",
  "fen": "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
  "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}
  }
}

Note: When authenticated, human player IDs match the user's ID. Anonymous players receive unique UUIDs.

A custom fen must describe a position that can arise in a game: one king per side, no pawn on the first or last rank, and the side not to move not in check; otherwise the response is 400 INVALID_FEN with the reason. Castling rights whose king or rook has left its original square are dropped.

Get Game

GET /games/{gameId}

Returns current game state.

Long-polling support: Add query parameters for real-time updates:

  • wait=true - Enable long-polling (waits up to 30 seconds)
  • moveCount=N - Last known move count

Returns immediately if game state changed, otherwise waits for updates:

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
  • Client disconnection cancels wait immediately
  • Game deletion notifies all waiting clients

Get Durable Game History

GET /games/{gameId}/history

Returns the persisted replay line even after the live game has been unloaded from memory or the server has restarted. Games without a registered player are deleted 24 hours after their last activity; their history then returns 404. History is public to anyone who knows the game ID, matching the existing public live-game read model. Persistent storage must be enabled.

The response contains the initial FEN and an ordered FEN after every move, so a client can replay the game without running a chess engine. Each move also carries its SAN, derived on read from the stored position before it.

Response (200):

{
  "gameId": "a1b2c3d4-e5f6-7890-1234-567890abcdef",
  "initialFen": "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
  "result": "white_wins",
  "pgnResult": "1-0",
  "termination": "checkmate",
  "startTimeUtc": "2026-09-07T12:00:00Z",
  "endTimeUtc": "2026-09-07T12:15:00Z",
  "players": {
    "white": {"id": "user-id", "color": 1, "type": 1, "claimedBy": "user-id", "name": "alice"},
    "black": {"id": "player-id", "color": 2, "type": 1}
  },
  "moves": [
    {
      "moveNumber": 1,
      "moveUci": "e2e4",
      "san": "e4",
      "fenAfterMove": "rnbqkbnr/pppppppp/8/8/4P3/8/PPPP1PPP/RNBQKBNR b KQkq - 0 1",
      "playerColor": "w",
      "moveTimeUtc": "2026-09-07T12:00:05Z"
    }
  ]
}

concession (present only when there was one) is the game's first resignation or agreed draw, in stored-result form ("result": "black_wins"); see Continuing after a resignation or agreed draw.

result is omitted while a game is ongoing. Persisted terminal values are white_wins, black_wins, draw, and stalemate. pgnResult is the PGN token for the same outcome (1-0, 0-1, 1/2-1/2, or * while ongoing), and termination names how it was reached (see Game End; omitted while ongoing). moveNumber counts plies from 1. san is omitted only for a stored move the rules core cannot notate, which the server logs. A claimed player's name is their username when the claim was recorded; it survives later renames and account deletion, and is omitted for anonymous and computer players.

Undo stays available after most results (a finished game can be rewound and played on), so a stored game is never final. Responses carry a strong ETag and Cache-Control: private, no-cache: send If-None-Match to get 304 while nothing changed.

Returns 400 for a non-canonical game ID, 404 when the game has no durable record, and 503 when persistence is disabled or degraded.

Export PGN

GET /games/{gameId}/pgn?ply=N

Returns the stored game in PGN export format as application/x-chess-pgn; charset=utf-8 with Content-Disposition: attachment; filename="chess-<yyyymmdd>-<id8>.pgn". Same visibility, ETag, and error responses as the history. ply (optional, 0 up to the number of stored plies) exports only the first N plies; the result is then *, the Termination tag is left out, and the filename ends -ply<N>.pgn. A fetch of the URL returns the text, so clients can copy it as well as download it.

[Event "Casual game"]
[Site "?"]
[Date "2026.09.27"]
[Round "-"]
[White "alice"]
[Black "Stockfish level 3"]
[Result "0-1"]
[GameId "68007fd1-8970-4d84-950d-2f6ec6375c0b"]
[UTCDate "2026.09.27"]
[UTCTime "08:07:00"]
[WhiteType "human"]
[BlackType "program"]
[PlyCount "4"]
[Termination "normal"]

1. f3 e5 2. g4 Qh4# 0-1

The movetext of a finished game ends with a comment naming the outcome before the result, e.g. { Black wins by resignation. } 0-1 or { Draw by threefold repetition. } 1/2-1/2.

Players are the name snapshot, Anonymous, or Stockfish level N. A game from a custom position adds SetUp "1" and FEN tags, and its movetext starts at that position's move number (55. g8=Q or 40... Kd8). Movetext wraps at 80 columns. Termination is normal for a finished game and unterminated otherwise.

List My Stored Games

GET /users/me/games?limit=50&cursor=<nextCursor>&status=finished&color=white

Returns games associated with the authenticated user at creation time or by a later first-move slot claim, newest first. Requires Authorization: Bearer <token> and persistent storage.

  • limit: 1-100; defaults to 50
  • cursor: the previous page's nextCursor; continues after that game, so games created meanwhile do not shift the page. Opaque; do not construct it.
  • status: ongoing or finished
  • color: white or black, the side the user claimed
  • offset: 0-1,000,000; position-based paging for older clients. It cannot 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, 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.

Returns 400 INVALID_REQUEST for a malformed cursor or filter.

Response (200):

{
  "games": [
    {
      "gameId": "a1b2c3d4-e5f6-7890-1234-567890abcdef",
      "initialFen": "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1",
      "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,
      "players": {
        "white": {"id": "user-id", "color": 1, "type": 1, "claimedBy": "user-id", "name": "alice"},
        "black": {"id": "player-id", "color": 2, "type": 1}
      }
    }
  ],
  "limit": 50,
  "offset": 0,
  "nextCursor": "MTc5MDQ5NjQyMDU4MTg2NS42ODAwN2ZkMS04OTcwLTRkODQtOTUwZC0yZjZlYzYzNzVjMGI"
}

Make Move

POST /games/{gameId}/moves

Submits human move or triggers computer move.

Human move:

{"move": "e2e4"}

Moves are UCI: castling is the king's two-square move (e1g1), and a promotion appends the piece (e7e8q, r, b, or n). A pawn move to the last rank without the piece returns 400 INVALID_MOVE with promotion piece required.

Computer move trigger:

{"move": "cccc"}

A move that ends the game (mate, stalemate, or an automatic draw) returns the terminal state and termination in the same response.

Game End: Draws and Resignation

A live game (GET /games/{gameId} and every game response) carries:

Field Meaning
state ongoing, pending (computer thinking), stuck (engine failed), white wins, black wins, stalemate, or draw
termination How a finished game ended: checkmate, resignation, stalemate, insufficient_material, threefold_repetition, fifty_move_rule, or agreement; omitted while unfinished
drawOffer w or b: that side's draw offer awaits an answer; omitted when none
drawOutcome Only on responses to POST .../draw: offered, accepted, or declined
concession The game's first resignation or agreed draw: {"result": "black wins", "termination": "resignation", "ply": 24}, ply being the moves played when it was made; kept when an undo continues play

Automatic draws. After every move the game is drawn, without a claim, as on most online servers, when:

  • neither side can mate: bare kings, one minor piece, or only bishops all on squares of one color (two knights do not count: mate is possible);
  • the position occurs for the third time with the same side to move, castling rights, and en-passant possibility (threefold repetition);
  • 50 moves by each side pass without a capture or pawn move (the halfmove clock reaches 100).

Mate and stalemate take precedence. A custom starting position that is already dead, or whose halfmove clock is at 100, is created drawn.

Resign

POST /games/{gameId}/resign

{"color": "w"}

Ends the game in the other side's favor, with termination: "resignation". color (w, b, white, black) may be omitted when the server can infer the side: the one side the authenticated caller claimed, else the only human side. Allowed while the game is unfinished, including while the computer is thinking (its move is discarded) or the engine is stuck.

Offer, accept, or decline a draw

POST /games/{gameId}/draw

{"action": "offer", "color": "b"}

action is offer, accept, or decline; color works as for resign. Allowed only while state is ongoing.

  • To a human: the offer stands (drawOffer) until the opponent accepts, declines, or makes a move instead, which declines it; the offerer's own move keeps it. Offering while the opponent's offer stands accepts it. Repeating a standing offer is a no-op. Waiting long-poll clients are woken on offers and answers.
  • To the computer: answered at once in drawOutcome. The computer declines before both sides have made ten moves; after that it accepts when a short full-strength search rates its own side level or worse.
  • One offer per move: after an offer is declined, the same side must make a move before offering again (409 GAME_CONFLICT).

Resign and draw share the move endpoint's authorization: a side claimed by a user acts only for that user (403 UNAUTHORIZED), and an authenticated resignation or acceptance claims an unclaimed side as a first move would. Other errors are 400: GAME_OVER for a finished game, INVALID_REQUEST for an ambiguous or computer side, a missing offer, or a game that is not ongoing. Both return the game.

Continuing after a resignation or agreed draw

A resignation or agreed draw is a concession: a result the players chose.

  • Both sides human: it is final. undo returns 400 GAME_OVER, for a hot-seat game too.
  • Against the computer: the claimant may undo it and play on. The live state and termination (and the stored result and termination) follow the game; concession keeps the first one, in memory and in the database (concession_* columns), through later undos, moves, and results. History reports it, and the full PGN notes it in the final comment, such as { White resigned at ply 24; play continued. }.

Claims and control

Anyone holding the game ID may move for, undo, reconfigure, or unload an unclaimed side; a claim is what protects a player. Moves, resignation, and draws act for one side and need that side's claim (or none). The requests below affect both sides, so:

Request Allowed when
undo, configure players no side is claimed by another user: the caller holds every claim, or nothing is claimed
delete (unload) the caller holds a claim, or nothing is claimed

Otherwise they return 403 UNAUTHORIZED. Two players who each claimed a side therefore cannot take back each other's moves or swap the opponent for the computer: takebacks between players are not supported. Send the bearer token (optional authentication) with these requests.

Undo Moves

POST /games/{gameId}/undo

{"count": 2}

Reverts count plies (default 1). Allowed after a result: it rewinds the result and clears draw offers. Refused while the computer is thinking, after a resignation or agreed draw between two humans (400 GAME_OVER), and by another user's claim (403, see Claims and control).

Configure Players

PUT /games/{gameId}/players

Changes player configuration mid-game; subject to Claims and control.

Get Board

GET /games/{gameId}/board

Returns ASCII board visualization.

Delete Game

DELETE /games/{gameId}

Unloads the live game from memory. Its persisted game and move history remain available through the history endpoint. Returns 204 on success, 403 to a caller holding none of the game's claims.

Error Format

{
  "error": "Description",
  "code": "ERROR_CODE",
  "details": "Additional context"
}

Error codes:

  • GAME_NOT_FOUND - No live game with that ID
  • NOT_FOUND - No such endpoint (for example a server older than the client)
  • UNAUTHORIZED - A side or the game is claimed by another user
  • INVALID_MOVE - Illegal chess move
  • NOT_HUMAN_TURN - Wrong player type for turn
  • GAME_OVER - Game already ended
  • GAME_CONFLICT - Game changed while a move was being validated; refresh and retry
  • STORAGE_UNAVAILABLE - Durable history/list storage is disabled or degraded
  • RATE_LIMIT_EXCEEDED - Request limit exceeded
  • INVALID_REQUEST - Malformed request
  • INVALID_CONTENT_TYPE - Missing/wrong Content-Type header
  • INVALID_FEN - Invalid FEN format
  • INTERNAL_ERROR - Server error

Rate Limiting

  • Standard: 10 requests/second/IP (general endpoints)
  • Development (-dev): 20 requests/second/IP
  • Registration: 5 requests/minute/IP
  • Login: 10 requests/minute/IP
  • Account deletion: 5 requests/minute/IP

Exceeding limit returns 429 status. Behind a reverse proxy the client IP is the proxy's X-Real-IP header, trusted only from addresses listed in -trusted-proxies.

Password hashing is bounded to four concurrent operations. When all are busy for five seconds, registration, login and account deletion return 503 with RESOURCE_LIMIT.

JWT Token Format

Tokens are HS256-signed JWTs valid for 7 days. Include in Authorization header:

Authorization: Bearer <token>

The scheme is case-insensitive and the token must use RFC 6750 syntax; a malformed header returns 401 even on endpoints where authentication is optional. Claims are iss (chess-server), aud (chess-api), sub (user ID), iat, nbf, exp, and extra.session_id. Tokens carry no profile data; use /auth/me. Authentication requires the session to exist, be unexpired, and belong to the JWT subject. Logging in again replaces the previous session.