feat(bot): BotDriver with mutex, retry cap, and dispatch
Wires Brain to Game: init/onStateChange/dispose lifecycle, in-flight mutex, 5-attempt retry loop with attemptHistory, resign-on-cap. Also adds Game.aiOpponent? field to state.ts for Task 5. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -0,0 +1,195 @@
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import type { Color } from '@blind-chess/shared';
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import type { Game } from '../state.js';
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import type {
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AttemptHistoryEntry,
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Brain,
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BrainAction,
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BrainInput,
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CandidateMove,
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} from './brain.js';
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import { legalCandidates } from './candidates.js';
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import { handleCommit } from '../commit.js';
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import { buildView } from '../view.js';
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import { announce } from '../translator.js';
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const RETRY_CAP = 5;
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interface BotDriverOpts {
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game: Game;
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brain: Brain;
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color: Color;
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}
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export class BotDriver {
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private game: Game;
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private brain: Brain;
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private color: Color;
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private decideInFlight = false;
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private disposed = false;
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private lastSeenAnnouncementCount = 0;
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constructor(opts: BotDriverOpts) {
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this.game = opts.game;
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this.brain = opts.brain;
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this.color = opts.color;
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}
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async init(): Promise<void> {
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await this.brain.init({
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color: this.color,
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mode: this.game.mode,
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gameId: this.game.id,
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});
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this.lastSeenAnnouncementCount = this.game.announcements.length;
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}
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async onStateChange(): Promise<void> {
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if (this.disposed) return;
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if (this.game.status === 'finished') {
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await this.disposeBrain();
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return;
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}
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if (this.decideInFlight) return;
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if (!this.shouldDecide()) return;
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this.decideInFlight = true;
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try {
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await this.runDecisionCycle();
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} finally {
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this.decideInFlight = false;
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}
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}
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private shouldDecide(): boolean {
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if (this.game.status !== 'active') return false;
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// Respond to a draw offer from opponent even when it's not our turn.
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if (this.game.drawOffer && this.game.drawOffer.from !== this.color) return true;
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if (this.game.chess.turn() === this.color) return true;
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return false;
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}
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private async runDecisionCycle(): Promise<void> {
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const attemptHistory: AttemptHistoryEntry[] = [];
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for (let attempt = 0; attempt < RETRY_CAP; attempt++) {
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const input = this.buildBrainInput(attemptHistory);
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let action: BrainAction;
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try {
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action = await this.brain.decide(input);
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} catch {
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// Brain exception → bot resigns. CasualBrain only throws on zero
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// candidates (impossible if shouldDecide passed).
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this.botResign();
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return;
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}
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const outcome = this.dispatch(action);
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if (outcome.kind === 'done') return;
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attemptHistory.push(outcome.entry);
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}
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this.botResign();
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}
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private buildBrainInput(attemptHistory: AttemptHistoryEntry[]): BrainInput {
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const view = buildView(this.game, this.color);
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const sliceStart = this.lastSeenAnnouncementCount;
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this.lastSeenAnnouncementCount = this.game.announcements.length;
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const newAnnouncements = this.game.announcements
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.slice(sliceStart)
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.filter((a) => a.audience === 'both' || a.audience === this.color);
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const candidates: CandidateMove[] = legalCandidates(this.game, this.color);
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return {
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view,
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newAnnouncements,
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legalCandidates: candidates,
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attemptHistory,
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drawOfferFromOpponent: !!(this.game.drawOffer && this.game.drawOffer.from !== this.color),
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ply: this.game.chess.history().length,
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};
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}
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private dispatch(
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action: BrainAction,
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): { kind: 'done' } | { kind: 'retry'; entry: AttemptHistoryEntry } {
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switch (action.type) {
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case 'commit': {
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const result = handleCommit(this.game, this.color, {
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from: action.from, to: action.to, promotion: action.promotion,
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});
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if (result.kind === 'applied') return { kind: 'done' };
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if (result.kind === 'announce') {
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const text = result.announcements[0]!.text;
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if (text === 'wont_help' || text === 'illegal_move'
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|| text === 'no_such_piece' || text === 'no_legal_moves') {
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return {
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kind: 'retry',
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entry: {
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move: { from: action.from, to: action.to, promotion: action.promotion },
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rejection: text,
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},
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};
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}
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}
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if (result.kind === 'silent') {
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// Brain sent only `from` (arming). CasualBrain always commits with
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// `to`; treat as a logic error and resign safely.
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this.botResign();
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return { kind: 'done' };
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}
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// result.kind === 'error' — bug path; resign.
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this.botResign();
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return { kind: 'done' };
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}
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case 'resign':
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this.botResign();
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return { kind: 'done' };
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case 'offer-draw':
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if (!this.game.drawOffer) {
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this.game.drawOffer = { from: this.color, at: Date.now() };
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}
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return { kind: 'done' };
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case 'respond-draw':
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if (!this.game.drawOffer || this.game.drawOffer.from === this.color) {
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return { kind: 'done' };
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}
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if (action.accept) {
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const ply = this.game.chess.history().length;
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const a = announce('draw_agreed', 'both', ply);
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this.game.announcements.push(a);
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this.game.drawOffer = null;
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this.game.status = 'finished';
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this.game.endReason = 'draw_agreed';
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this.game.winner = null;
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this.game.finishedAt = Date.now();
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} else {
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this.game.drawOffer = null;
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}
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return { kind: 'done' };
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}
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}
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private botResign(): void {
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if (this.game.status !== 'active') return;
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const ply = this.game.chess.history().length;
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const text = this.color === 'w' ? 'white_resigned' : 'black_resigned';
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const a = announce(text, 'both', ply);
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this.game.announcements.push(a);
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this.game.status = 'finished';
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this.game.endReason = 'resign';
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this.game.winner = this.color === 'w' ? 'b' : 'w';
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this.game.finishedAt = Date.now();
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}
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private async disposeBrain(): Promise<void> {
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if (this.disposed) return;
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this.disposed = true;
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try {
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await this.brain.dispose?.();
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} catch {/* ignore */}
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}
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}
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@@ -2,3 +2,6 @@ export type {
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Brain, BrainInput, BrainAction, BrainInitArgs,
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CandidateMove, AttemptHistoryEntry,
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} from './brain.js';
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export { CasualBrain } from './casual-brain.js';
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export { BotDriver } from './driver.js';
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export { legalCandidates } from './candidates.js';
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@@ -51,6 +51,7 @@ export interface Game {
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armed: { color: Color; from: Square } | null;
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drawOffer: { from: Color; at: number } | null;
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disconnectAt: { w?: number; b?: number };
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aiOpponent?: { color: Color; brain: 'casual' | 'recon' };
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}
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export const RATE_LIMIT = { capacity: 20, refillPerSec: 10 };
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