14 KiB
Game Replay Plan
Target experience: a user registers, signs in, plays, and later opens My games to pick any finished or unfinished game. Replay runs automatically or one ply at a time for either side, moves backward and forward freely, and exports the FEN or PGN of the position at the current ply, in the spirit of the chess.com analysis viewer.
This plan starts from the PostgreSQL release and splits the remaining work into phases that each ship and test on their own.
Foundation in Place
- PostgreSQL 18 schema with durable games, ordered moves, results, end
times, and slot claims; transactional migrations (
schema_version). - Each accepted move, first-move claim, and move-caused result commits in one transaction; undo removes moves and clears the result atomically.
GET /api/games/{id}/history: initial FEN plus UCI and resulting FEN for every ply, read in one REPEATABLE READ snapshot after pending writes.GET /api/users/me/games: claimed games, newest first, with move count and final FEN (thumbnail) from a primary-key probe per game.- Claims survive player reconfiguration and terminal-game eviction; the listing indexes are ordered for keyset pagination.
- Stable JWT key (
-jwt-secret-file), so a returning user's session survives server restarts. - Uniform, non-expiring accounts for site and CLI users (D1); 24-hour retention of games without a registered player (D1).
- Player-name snapshots on claim, returned in history and listings (D4).
- Scripted FreeBSD jail deployment (
deploy/). - Go client DTOs (
GetGameHistory,GetMyGames) includingfinalFen. - Rules core (
internal/server/chess, R1) and replay API (R2), below. - Pawn promotion in the web client (piece picker) and a specific API error for a promotion without its piece.
- Web replay UI (R3) and terminal replay commands (R4), below;
sanon the live game response andterminationon the listing.
Decisions
| # | Decision | Status |
|---|---|---|
| D1 | Account lifetime | Done. Site registrations and CLI-created accounts are identical and never expire; public registration closes at -max-users. Games without a registered player are deleted 24 hours after their last activity (-anonymous-game-ttl). |
| D2 | History visibility | Decided: shareable by game ID. The history endpoint stays public to holders of the 122-bit random ID; IDs are never listed publicly and the list endpoint stays authenticated. |
| D3 | Where SAN/PGN is produced | Decided: server-side Go (R1), derived on read from the initial FEN and the UCI line: no schema change, one implementation for web and CLI, no third-party script under the CSP. |
| D4 | Player names | Done. white_name/black_name snapshot the claimant's username in the claim transaction and survive renames and deletions; exposed as players.*.name. |
| D5 | Draw rules | Done. Draws apply automatically after every move, as on most online servers: dead material, threefold repetition, and the fifty-move rule (FIDE's claimable draws, and so also its 75-move and fivefold rules). Draw offers (a computer answers from its evaluation) and resignation exist; the stored termination says how a game ended. |
| 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
A dependency-free rules core in Go (internal/server/chess). Stockfish
remains the move validator for live play; the core notates stored games and
shadows the engine on every live move, logging any disagreement.
- Position with strict FEN parse (one king per side, no pawns on the back ranks, side not to move not in check; castling rights without their rook dropped) and canonical serialization (en-passant square only when a capture is legal, so Stockfish's pseudo-legal convention normalizes away).
- Legal move generation with castling paths, en passant, promotion, pins.
- SAN encode (file/rank/square disambiguation,
+/#,O-O,=Q) and lenient decode (0-0,e8Q, annotations, over-disambiguation). - PGN writer: Seven Tag Roster, supplemental tags,
SetUp/FENfor custom starts with correct move numbering, 80-column movetext, escaped tag values. - Draw-rule helpers (D5) and
chess-server db verify, which replays every stored game against the stored FENs and results. - Custom starting FENs validated by the core before the engine sees them.
Test gate:
- Perft for the CPW start, Kiwipete, and positions 3–6 (depth 4; position 3 to depth 5).
- Engine cross-check: random games from all six positions, comparing the
legal move set with Stockfish
go perft 1and the FEN with Stockfishdat every ply (about 6,000 positions per run; skipped without Stockfish). - Fuzz targets: FEN parse round trip with SAN/UCI round trip of every legal move, SAN decoding, PGN tag escaping.
db verifyover a copy of the production database once it holds games.
Phase R2 — Replay API — done
- D7 keyset cursor, plus
statusandcolorfilters on the list. - Additive history fields:
sanper move,pgnResult,termination. GET /api/games/{id}/pgn?ply=Nas an attachment;db pgnin the CLI.- Strong
ETagwithCache-Control: private, no-cacheon history and PGN (revalidate every time: D6 lets finished games change);If-None-Matchreturns 304. - Tests: rules-core unit, fuzz, and engine cross-check; service and
handler tests against PostgreSQL;
test/test-replay.shover HTTP (SAN, PGN, ETag, promotion, FEN validation, cursor paging and filters). - Terminal client:
games(cursor paging) andpgncommands.
Phase R3 — Web Replay UI — done
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 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. - Replay mode entered from the drawer, the live pane's Replay button,
or a deep link
?replay=<gameId>&ply=<n>;history.pushStateper view (D11), so browser back/forward restores the list and the ply. - Controls: first, previous, next, last; keyboard
←→HomeEnd,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 anaria-liveregion. - 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.
- Export at the current ply: copy FEN, copy PGN (
?ply=N, or the full export at the last ply), download PGN (fetched as aBlob, saved through a temporary<a download>; the host's iframe sandbox needsallow-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. - SAN in the live move list from the
sanfield on the live game response (D10). - 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.
- History responses are revalidated with
If-None-Match;ETagandContent-Dispositionare 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:
script-src 'self' 'wasm-unsafe-eval': all code inapp.js; no inline scripts,on*attributes,eval, ornew Function.style-src 'self' 'unsafe-inline': styles belong instyle.css; state classes instead of inline style strings.img-src 'self' data:: pieces remain Unicode glyphs ordata:SVG.connect-src 'self': all requests go to the same origin under/chess/(the board's default API base, or the host'sdata-api); no CDN or cross-origin API.frame-ancestors 'self'andX-Frame-Options: SAMEORIGIN: the iframe host page must stay on the same origin. Downloads fromblob:URLs andnavigator.clipboardwork in a same-origin frame.
Test gate:
- Playwright (Chromium) end-to-end against server and PostgreSQL
(
test/e2e, run by thee2eCI 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. - 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-currentand is announced;prefers-reduced-motiondisables the client's animations and transitions (autoplay itself is user-initiated and stays). - 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 — done
games(list with cursor paging, numbered) andpgn [gameId] [ply].replay <gameId|index>(index into the lastgamespage),nextprev(><, 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),liveto leave.- Replay state is separate from the live session:
new,join,move,computer,undo,delete,poll,resignanddraware refused while replaying,showshows the replayed position, and the prompt readsreplay <ply>/<plies>;livereturns 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:
autocannot be interrupted before the end of the line.
Phase R5 — Curated Archive (later)
- Schema: game origin (
player,curated), archive metadata (event, site, date, round, names, Elo, ECO, source URL, license, attribution), publication state, featured order; no user ownership. chess-server db archive import <pgn|dir>using the R1 SAN decoder: validate every move, import each game in one transaction, idempotent by content hash, dry-run and per-file summary.- Public, bounded, cacheable list endpoint; replay through the same history/PGN endpoints.
- Verify redistribution rights for every bundled collection.
Operations Carried Forward
- Metrics: write-queue depth, retries, degraded transitions, flush and replay latency, KDF wait time.
- Degraded-mode recovery without a restart (replay missing writes from memory or fail gameplay closed); today recovery requires a restart.
- Live-game restoration after restart (unfinished games are replay-only).
- Retention and user-initiated deletion or anonymization of games.
- Thread request contexts from HTTP handlers into storage calls; today each call carries its own deadline.
- Draw and resign flows (D5) for live play.
- A game row deleted by hand no longer degrades storage; optional
integrity sweep (
-db-cleanup) for broken or orphaned data. - Once
db verifyand the live shadow check stay clean in production, consider validating human moves with the core instead of the engine: no engine round trip or lock per move, and Stockfish only for computer play.