feat: implement and deploy blind_chess MVP

- pnpm workspace: shared/server/client packages
- Server: Fastify+ws, chess.js, FSM (touch-move + hierarchy),
  per-player view filter, zod validation, rate limiting, grace-window
  disconnect handling
- Client: Svelte 5 + Vite, click-to-move board, moderator panel,
  promotion/draw dialogs
- Shared: protocol types, ModeratorText enum, geometricMoves helper
  (provably zero opponent-info leak)
- 43 tests pass (21 shared, 22 server incl. 4 real-WS integration)
- Deploy: CT 690 on node-241 (192.168.0.245), systemd-managed,
  Caddy block for chess.sethpc.xyz
- Live at https://chess.sethpc.xyz

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
claude (blind_chess)
2026-04-28 11:20:18 -04:00
parent 9a5ad55f30
commit a6de43edc1
53 changed files with 11970 additions and 5 deletions
@@ -0,0 +1,180 @@
# Handoff: Spec approved, ready for implementation plan
## Session Metadata
- Created: 2026-04-28 10:43:44
- Project: /home/claude/bin/blind_chess
- Branch: not a git repo (yet — see Pending Work)
- Session duration: ~90 minutes (single brainstorming session)
- Recent commits: none — repo not initialized yet.
## Handoff Chain
- **Continues from**: [2026-04-28-kickoff.md](./2026-04-28-kickoff.md)
- Previous title: blind_chess Kickoff (2026-04-28)
- **Supersedes**: None
> Review the previous handoff for full context before filling this one.
## Current State Summary
A 90-minute brainstorming session walked the project from "IDEA.md is populated" through every major architectural and gameplay decision and produced a complete design spec. Seth reviewed and approved each of the five design sections (architecture, data model, protocol, state machine, error handling/security/testing). The spec is on disk at `docs/superpowers/specs/2026-04-28-blind-chess-design.md`. Self-review applied four small fixes inline. **Seth ended the session before reviewing the written spec or invoking the `writing-plans` skill** — those are the next steps for the resuming agent.
## Architecture Overview
Designed (not yet implemented):
- **Language/stack:** Node 22 + TypeScript, Fastify + `ws`, Svelte + Vite, `chess.js`.
- **Repo shape:** pnpm workspace, three packages — `packages/server`, `packages/client`, `packages/shared`. Shared types are the load-bearing decision: the WS protocol drift surface is high-risk.
- **State:** in-memory only (`Map<gameId, Game>`). No DB. Server restart drops active games — acceptable for MVP.
- **Engine:** `chess.js` for rules + a custom ~80-LoC `geometricMoves` helper for pseudo-legal moves (chess.js doesn't expose those). The helper is a pure function of `(piece, from, ownSquares)` — provably no opponent input — so it can run on both server (for the `no_legal_moves` check) and client (for highlighting). It lives in `packages/shared`.
- **Deploy:** new LXC on node-241, Caddy CT 600 routes `chess.sethpc.xyz` → port 3000, systemd-managed Node service. Single-port everything (HTTP + WS + static).
- **Security boundary:** `buildView(game, viewer)` is the *only* function that emits board state to clients. Blind-mode views literally omit opponent pieces from the wire — they are absent, not encrypted-but-present.
## Critical Files
| File | Purpose | Relevance |
|------|---------|-----------|
| IDEA.md | Original project brief from Seth | Source of truth for "what is this game"; read first |
| docs/superpowers/specs/2026-04-28-blind-chess-design.md | Full design spec | The canonical artifact — everything from this session is here |
| CLAUDE.md | Project identity + tagline + current state | Updated this session; loads on every session |
| DECISIONS.md | 16 architecture/implementation decisions + 12 deferred/rejected | Updated this session |
| .claude/handoffs/2026-04-28-kickoff.md | Previous handoff (project scaffold) | Read second |
| .gitignore | Excludes `.superpowers/` and `.backup/` | Created this session |
| .superpowers/brainstorm/2734300-1777384084/content/ | Visual companion artifacts (3 mockup HTMLs) | Browse historically; not part of project |
## Key Patterns Discovered
- **Mode = view filter, not different game.** Vanilla and blind share one `chess.js` instance; the difference is what `buildView()` returns to each player.
- **Moderator vocabulary is an enum, never a string.** Display text lives client-side. Tests assert against `ModeratorText` values like `'wont_help'`.
- **Moderator-vocabulary "errors" come through as `Announcement` on the `update` message, NOT as protocol `error`.** They're game events. `error` is reserved for protocol failures (malformed, rate-limited, slot taken).
- **Highlights in blind+ON are purely geometric.** Function of `(piece type, position, own-piece set)`. Rays extend through unseen opponents. Stop at own pieces. Off-board excluded. **Zero opponent info leak.**
- **Touch-move FSM is server-side.** `game.armed: { color, from }` is the entire state. `no_legal_moves` and `wont_help` checks fire only on first commit with a piece; once committed, all subsequent failed attempts are `illegal_move` with the touch staying.
- **Single `commit { from, to? }` message** handles both drag-start (no `to`) and drag-drop / destination-click (with `to`). Uniform server FSM through one handler.
## Tasks Finished
- Read kickoff handoff and IDEA.md
- Offered visual companion, Seth accepted (URL was http://steel141.local:50816 during session — server now stale)
- Q1 scope: locked vanilla+blind day-one, shared engine
- Q2 stack: locked Node + TypeScript + chess.js
- Q3 "wont help you" semantics: locked check-resolution interpretation
- Q4 touch-move FSM: locked tap-arms-reversible, drag/destination-click commits
- Q5 lobby flow (5 sub-defaults): all locked
- Q6 highlighting: locked geometric-only rule for blind+ON (rays extend through unseen pieces)
- Q7 final cleanup batch (6 items: persistence, time controls, deploy target, promotion, mobile, endgame): all confirmed
- Architecture: 3 approaches proposed (SvelteKit monolith / pnpm workspace / framework-free), Seth picked B
- 5 design sections presented in terminal, each individually approved
- Spec written: `docs/superpowers/specs/2026-04-28-blind-chess-design.md`
- Spec self-review: 4 fixes applied inline (Announcement payload for promotion, geometricMoves signature, castling+highlighting note, promotion-required-as-protocol-error)
- CLAUDE.md updated (tagline, Project Identity, current state, key files, conventions)
- DECISIONS.md updated (16 settled decisions, 12 deferred/rejected)
## Files Modified
| File | Changes | Rationale |
|------|---------|-----------|
| CLAUDE.md | Replaced placeholder tagline + Project Identity; added current state, key files, conventions | Was a stub before brainstorming; now reflects approved spec |
| DECISIONS.md | Filled in 16 architecture/implementation decisions and 12 deferred/rejected items | Captures everything Seth confirmed |
| docs/superpowers/specs/2026-04-28-blind-chess-design.md | New file — full design spec | Output of brainstorming session per skill workflow |
| .gitignore | New file — excludes `.superpowers/` and `.backup/` | `.superpowers/` is the visual-companion working directory |
## Decisions Made
See the full list in `DECISIONS.md` (16 architecture + implementation, 12 deferred/rejected). Highlights:
| Decision | Options Considered | Rationale |
|----------|-------------------|-----------|
| Stack: Node + TS + Fastify + Svelte + chess.js | SvelteKit monolith / framework-free / Python+FastAPI / Go | Single-language top-to-bottom; shared types catch protocol drift; Svelte fits reactive board state |
| Highlighting (blind+ON) is purely geometric | "Safe" (legal-empty only) / Full / None | Provably zero opponent info leak; rule is `f(piece, position, ownSquares)` only |
| Moderator hierarchy refined to 4 tiers | 2-tier / 3-tier / 4-tier with pseudo-legal | Pseudo-legal vs. legal distinction lets `wont_help` reveal "king is the problem" without revealing why |
| `Announcement` is enum, not string | Free-form strings / structured enum | Tests assert on enum, i18n trivial via translation table |
| In-memory state only | SQLite from day one / in-memory + later SQLite | Hobby-scale; restart drops games is acceptable; SQLite is a 1-day add later |
| Single `commit` message for arm + move | Two messages (arm + move) / three / one | Uniform server FSM; one handler covers all transitions |
| Castling NOT highlighted in blind+ON | Highlight always / partial highlight / never | Castling legality depends on opponent state; partial reveal would leak; player can still execute manually |
## Immediate Next Steps
1. **Have Seth review the written spec.** It's at `docs/superpowers/specs/2026-04-28-blind-chess-design.md`. This is the gate the brainstorming skill required before invoking `writing-plans`, but the session ended before Seth read the written form. Ask: "I've got the spec written at `<path>`. Please review and let me know if anything needs to change before I draft the implementation plan." If Seth requests changes, edit inline and re-ask.
2. **Propose Gitea repo creation, with Seth's OK.** The kickoff handoff's deferred step 5: `git init` + `gitea create blind_chess` + `gitea remote blind_chess` + `gitea push`. The session ended before this happened. **Do not init the repo without Seth's explicit confirmation** — the kickoff said "propose creating a Gitea repo … Once direction is clear", and Seth ended the session without saying go. Use the `gitea` CLI from `~/bin/gitea`.
3. **Invoke the `superpowers:writing-plans` skill.** This is the terminal state of the brainstorming process. The plan should decompose the spec into concrete implementation tasks. Skill location: per CLAUDE.md plugin list.
## Blockers/Open Questions
- **Spec review by Seth not yet done.** He approved each of the 5 sections in conversation but did not look at the written spec. Self-review found 4 fixes that he hasn't seen — most notably the `Announcement.payload` field for promotions and the castling+highlighting clarification.
- **No Gitea repo yet.** Project is on disk only. If the resuming agent loses this directory or it gets clobbered, the spec + decisions are gone. Backup: `.backup/` is gitignored but currently empty (no edits to backup).
## Deferred Items
All deferred/rejected items are in `DECISIONS.md` "Deferred / Rejected" section. The implementation plan should NOT plan for:
- Spectator mode, time controls, SQLite persistence, E2E browser tests, Authentik gate, public lobby/matchmaking/ratings, client-side AI hints, PGN export, CI/CD automation.
- Stretch goal (deferred, not rejected): pre-deploy "server restarting" warning to active players.
## Important Context
**The whole project is currently a design spec on disk — no code exists yet.** The next session's job is to (1) get spec sign-off, (2) create the repo, (3) invoke `writing-plans` to produce an implementation plan. Do not jump to writing code; the brainstorming skill's terminal state is `writing-plans`, and writing-plans then becomes the input to a future implementation session.
**Seth approved each of the 5 design sections in conversation, but did NOT review the assembled written spec.** The brainstorming skill explicitly requires user review of the written artifact before transitioning to writing-plans. The four self-review fixes (Announcement payload, geometricMoves signature, castling-highlighting note, promotion-required handling) were applied without Seth seeing them — they're small and not contentious, but he should glance at them.
**The visual companion server (port 50816, `http://steel141.local:50816`) is no longer running.** It was started during the session and would have been auto-killed after 30 minutes of inactivity. Three mockup HTMLs are persisted in `.superpowers/brainstorm/2734300-1777384084/content/`: `welcome.html`, `highlighting.html` (v1, superseded), `highlighting-v2.html` (the corrected geometric rule, the one Seth approved), `waiting.html`. Don't restart the server unless the next session does more visual work.
**`gameId` format `^[a-z0-9]{8}$` is small but adequate** — only 32 bits of entropy, but the link IS the auth, lives a single game's worth of time, and we have rate limiting. If at any point the link becomes long-lived (e.g., post-game replay URLs), bump to 12+ chars.
**The `geometricMoves` helper is the most-tested piece of code in this design.** Six golden-path test cases cover the moderator hierarchy decision table. Make sure its test file is one of the FIRST things implemented — everything else depends on it being right.
## Assumptions Made
- Seth wants Svelte not React (he didn't push back; my recommendation stood).
- Seth wants Fastify not Express (same — accepted by silence).
- Seth's homelab has node-241 with capacity for one more LXC (true at the time of CLAUDE.md last-update; verify with `pct list` on node-241 if uncertain).
- "Moving that piece will not help you" is purely a king-safety announcement, not a tactical-evaluation one. Seth confirmed explicitly during the session.
- 8-character `gameId` is unique enough at this scale (~tens of concurrent games max). Birthday-collision math: ~60K games active before 1% chance of any pair colliding. Way more than this project will see.
## Potential Gotchas
- **chess.js does not expose pseudo-legal moves directly.** Don't try to compute the `no_legal_moves` / `wont_help` distinction by calling chess.js's `moves()` alone — that returns *legal* moves only. You need both the geometric set and the legal set. The spec's `geometricMoves` helper is the missing piece.
- **chess.js `inCheck()` checks the side-to-move.** After a move is applied, the side-to-move is the opponent. So `inCheck()` true after white's move means *black* is in check (which is what `${opp}_in_check` already says — but easy to invert by accident).
- **`Announcement.payload.promotedTo` was added in self-review.** If the implementation skips it, the `white_promoted` announcement carries no piece-type info and the opponent has to guess. Don't drop it.
- **The same-token-second-tab rule (last-connect-wins) is a security AND UX feature.** Without it, a malicious client could open many sockets per token and cause server-side resource leaks. Don't be tempted to "be more permissive" here.
- **Castling is NOT in `geometricMoves`.** This is intentional. If a future contributor adds castling targets to the king's geometric set "for completeness", they'll either leak opponent info (by checking castling-legality) or mislead users (by suggesting illegal castling). Comment in the helper explaining this.
- **The visual companion's `.superpowers/` dir is gitignored.** If you want to share mockups (e.g., commit them for posterity), copy them to `docs/` first.
- **Files referenced in this handoff that don't exist yet:** `deploy/Caddyfile.snippet` and the test files (e.g., `packages/server/test/unit/geometric.test.ts`) are forward references — they'll be created during implementation. Don't be alarmed when the validator flags them as missing.
## Environment State
### Tools/Services Used
- **chess.js**: not yet installed; will be a dependency in `packages/server` (and possibly `packages/client` for vanilla mode legal-moves computation). Pin via `package.json` once init'd.
- **gitea CLI**: `~/bin/gitea`. Used for repo create + push. Token at `~/.config/gitea/token`. Documented in `~/bin/CLAUDE.md`.
- **pnpm**: required for workspace. Version 9+ recommended.
- **Node 22 LTS**: deployment target. Local dev should match.
- **Caddy CT 600** (192.168.0.185): existing. Add a `chess.sethpc.xyz` block to the Caddyfile when deploying. Spec includes a `deploy/Caddyfile.snippet` to be created during implementation.
### Active Processes
- **None.** The visual companion server self-terminated after 30 minutes of inactivity. No long-running tasks were started.
### Environment Variables
- `HOMELAB_PASSWORD`: set globally, used for SSH/SMB/etc. Not needed for blind_chess work directly.
- (No project-specific env vars yet.)
## Related Resources
- Spec: `docs/superpowers/specs/2026-04-28-blind-chess-design.md`
- Project identity: `CLAUDE.md`
- Decisions: `DECISIONS.md`
- Original brief: `IDEA.md`
- Kickoff handoff: `.claude/handoffs/2026-04-28-kickoff.md`
- Visual companion mockups (gitignored): `.superpowers/brainstorm/2734300-1777384084/content/`
- Global homelab context: `~/bin/CLAUDE.md`
- Project scaffold recipe: `~/bin/CREATE_PROJECT.md`
- Gitea CLI: `~/bin/gitea`
- chess.js (intended dep): https://github.com/jhlywa/chess.js
---
**Security Reminder**: Before finalizing, run `validate_handoff.py` to check for accidental secret exposure.
@@ -0,0 +1,181 @@
# Handoff: MVP deployed and live
## Session Metadata
- Created: 2026-04-28 ~15:20 UTC (terminal session, single user-driven workflow run)
- Project: /home/claude/bin/blind_chess
- Branch: `main`
- Repo: `git.sethpc.xyz/Seth/blind_chess`
- Recent commits: see `git log` after the wrap-up commit on this session.
- Live URL: **https://chess.sethpc.xyz**
## Handoff Chain
- **Continues from**: [2026-04-28-104344-spec-approved-ready-for-plan.md](./2026-04-28-104344-spec-approved-ready-for-plan.md)
- **Supersedes**: None
## Current State Summary
Seth invoked the workflow `handoff -> implementation -> deployment -> update context -> create handoff -> git commit -> close session`. In one session: created the Gitea repo, scaffolded the pnpm workspace, implemented `packages/{shared,server,client}`, wrote 43 passing tests, deployed an LXC on node-241, configured Caddy + systemd, and verified the live URL handles game creation, the SPA fallback, WebSocket upgrade, and the per-player blind-mode view filter end-to-end. The previous handoff's deferred steps (spec sign-off, Gitea creation, writing-plans) were skipped per Seth's explicit workflow direction; he chose direct execution from the spec rather than another planning round.
The application works. Black gets `white_moved` announcements while seeing only black's 16 pieces — the spec's central security property is verified on the live URL.
## Architecture Overview
Implemented (matches the design spec exactly with two intentional deviations noted below):
- **pnpm workspace**, three packages, all on Node 22 + TS 5.9.
- `packages/shared/` exports types, the `ModeratorText` enum, the WS `ClientMessage`/`ServerMessage` types, and `geometricMoves()`. Built to `dist/`; `package.json` `main`/`exports` point at the compiled JS.
- `packages/server/` runs Fastify + `@fastify/websocket` + `@fastify/static`. Single port 3000 serves `/api/games` (REST), `/api/health`, `/ws` (WS upgrade), and the static client. SPA fallback serves `index.html` for any 404 with `accept: text/html`.
- `packages/client/` is Svelte 5 + Vite. Hash routing with a pathname fallback so both `/g/<id>` (share URL) and `/#/g/<id>` (post-create URL) render the game.
- **Deploy:** CT 690 on node-241 (192.168.0.245), Debian 12, Node 22.22.2, systemd unit `blind-chess.service` with hardening (`NoNewPrivileges`, `ProtectSystem=strict`, `ProtectHome`, restricted user `blindchess`). Caddy CT 600 reverse-proxies `chess.sethpc.xyz``192.168.0.245:3000`. DNS rides the existing `*.sethpc.xyz` wildcard.
**Intentional deviations from spec:**
1. **Click-to-move only** — drag-and-drop deferred. Tap-arm + tap-destination implements the touch-move FSM correctly and is identical on phone and desktop. (The FSM doesn't care which input mode produces the `commit` message.)
2. **No CapturedTray UI yet.** The spec's captured-pieces tray would derive from `moveHistory[].capturedPieceType`. Implementation deferred — moderator panel is the primary opponent-event channel.
## Critical Files
| File | Purpose |
|------|---------|
| `packages/shared/src/geometric.ts` | `geometricMoves(piece, from, ownSquares)`. Signature is the proof of zero opponent leak. 21 tests in `packages/shared/test/geometric.test.ts`. |
| `packages/shared/src/protocol.ts` | `ClientMessage`, `ServerMessage`, `ErrorCode` — single source of truth, no drift. |
| `packages/shared/src/moderator.ts` | `ModeratorText` enum, `Announcement` type. |
| `packages/server/src/view.ts` | `buildView()` — the security boundary. Test: `packages/server/test/unit/view.test.ts` (snapshot per-viewer, blind/active white view contains zero black pieces). |
| `packages/server/src/commit.ts` | Touch-move FSM. Test: `packages/server/test/unit/commit-fsm.test.ts` (hierarchy table rows 1, 1b, 2, 3, 5, 6 plus touch-move enforcement and promotion). |
| `packages/server/src/translator.ts` | chess.js `Move``ModeratorText[]`. Half-move clock is read from FEN field 4. |
| `packages/server/src/ws.ts` | The WS dispatch + broadcast logic. Largest file. Includes the same-token-second-tab supersede behavior. |
| `packages/server/src/server.ts` | Fastify bootstrap, routes, SPA fallback, janitor interval. |
| `packages/client/src/lib/Board.svelte` | The 8×8 grid, click-to-arm/click-to-commit. Imports `geometricMoves` from shared for highlights. |
| `packages/client/src/lib/Game.svelte` | The game page (board + moderator panel + actions + dialogs). Owns the WS connection lifecycle. |
| `packages/client/src/lib/stores/game.ts` | Reactive game state via Svelte 5 `$state`. Handles WS reconnect, token persistence, message dispatch. |
| `deploy/blind-chess.service` | systemd unit (canonical at `/etc/systemd/system/blind-chess.service` on CT). |
| `deploy/Caddyfile.snippet` | Reverse-proxy block already merged into `/etc/caddy/Caddyfile` on CT 600. |
## Tasks Finished
- Read prior handoff and the design spec
- Created Gitea repo `Seth/blind_chess` and pushed initial scaffold
- Set up pnpm workspace, root `package.json`, `tsconfig.base.json`, `pnpm-workspace.yaml`
- Implemented `packages/shared`: types, protocol, moderator enum, geometric helper. **21 tests passing.**
- Implemented `packages/server`: state, games registry, view filter, translator, FSM, validation (zod), rate limiter, WS dispatch, Fastify bootstrap. **22 tests passing** (including 4 real-WS integration tests).
- Implemented `packages/client`: Svelte 5 + Vite, Landing/Game/Board/ModeratorPanel/PromotionDialog, hash+pathname routing, dark theme with Sethflix orange (#D35400) accents. Built bundle: 57 KB JS / 8 KB CSS gzipped to ~22 KB total.
- Provisioned LXC CT 690 on node-241, installed Node 22 from NodeSource, created `blindchess` user, deployed artifacts via rsync.
- Created systemd unit, enabled + started service.
- Added Caddy block for `chess.sethpc.xyz` → 192.168.0.245:3000, validated and reloaded.
- Verified live URL handles `/api/health`, `/api/games`, `/`, `/g/<id>` SPA fallback, `/assets/*`, and `wss:///ws` end-to-end including the per-player view filter.
- Updated `CLAUDE.md` (project state, ops notes), `DECISIONS.md` (implementation outcomes), `~/bin/CLAUDE.md` (project listing).
## Files Modified / Added
(Refer to `git log` and `git diff` for exhaustive lists.)
| File | Changes |
|------|---------|
| (new) `package.json`, `pnpm-workspace.yaml`, `tsconfig.base.json`, `.npmrc` | Workspace root |
| (new) `packages/shared/**` | 4 source files, 1 test file, 21 tests |
| (new) `packages/server/**` | 9 source files, 3 test files, 22 tests |
| (new) `packages/client/**` | 8 source/component files, Vite/Svelte config |
| (new) `deploy/blind-chess.service`, `deploy/Caddyfile.snippet` | Deployment artifacts |
| `CLAUDE.md` | "Current State" updated to "deployed and live", added "Operations" section |
| `DECISIONS.md` | Added "Implementation outcomes" section with 9 entries |
| `.gitignore` | Added node_modules, dist, .deploy-server, etc. |
| `~/bin/CLAUDE.md` | blind_chess project entry updated to reflect deployed state |
## Decisions Made
All implementation decisions are recorded in `DECISIONS.md` "Implementation outcomes" (2026-04-28). Highlights:
- chess.js v1.4.0; use `Move.isEnPassant()` etc., NOT the deprecated `flags` string.
- Half-move clock comes from FEN field 4 — chess.js doesn't expose it.
- Shared package's `package.json` exports point at `dist/`, never `src/`. Always build shared before server (project refs handle this on `pnpm -r build`).
- Click-to-move (no drag-and-drop) is the only input mode for now.
- Hash routing in the SPA, with a pathname fallback for share URLs.
## Immediate Next Steps
The MVP is functional. Order of likely follow-ups, not committed:
1. **Manual phone + desktop play-test.** Send the URL to a friend and play a real game in both modes. Check edge cases the integration tests don't cover: castling kingside and queenside (both colors), en passant, threefold repetition, draw offer/decline cycle, simultaneous tabs (last-connect-wins).
2. **Drag-and-drop input.** Useful for desktop. Adds nontrivial complexity to `Board.svelte` (need to handle `pointermove`, ghost element, snapping). Probably 200300 LoC.
3. **CapturedTray.svelte.** Derive from `moveHistory[].capturedPieceType` (server already supplies this in `MoveRecord`). Need to wire the move history through `update` messages — currently it's only computed server-side.
4. **More integration tests.** Specifically: castling end-to-end, en passant, both-sides simultaneous disconnect, 5-minute grace expiry. Each is ~30 LoC of test plus existing scaffolding.
5. **Uptime Kuma.** Add a probe for `https://chess.sethpc.xyz/api/health` returning `{"ok":true}`.
6. **Stretch:** SQLite persistence for crash recovery (1-day add: serialize Map on `ExecStop`, deserialize on `ExecStart`).
## Blockers / Open Questions
- **Spec was never reviewed in written form by Seth.** The previous handoff said this was a gate before implementing. Seth waived it implicitly by directing me into the implementation workflow. If he reviews `docs/superpowers/specs/2026-04-28-blind-chess-design.md` and finds something he doesn't like, the implementation may need surgery. The four self-review fixes in the spec (Announcement payload for promotion, geometricMoves signature, castling+highlighting note, promotion-required-as-protocol-error) were all faithfully implemented.
- **Public-internet exposure.** `chess.sethpc.xyz` is reachable from the public internet. The link IS the auth, but anyone who guesses an 8-char gameId could try to connect. With `^[a-z0-9]{8}$`, that's 36^8 ≈ 2.8 trillion possibilities; rate limiting on commits (10/s, burst 20) makes mass scanning impractical. **No rate limiting on `hello` messages or `POST /api/games`** — if abuse becomes a concern, add a per-IP token bucket on those endpoints.
- **Server restart drops active games.** Acceptable for MVP per spec, but be mindful when deploying updates during active play.
## Deferred Items
See `DECISIONS.md` "Deferred / Rejected" — unchanged from prior handoff. Implementation didn't add new deferred items beyond the two MVP-scope reductions: drag-and-drop and CapturedTray (both deferred, not rejected).
## Important Context
- **The deploy bundle directory `.deploy-server/`** is created by `pnpm --filter @blind-chess/server deploy --prod --legacy .deploy-server` and is gitignored. Don't commit it. It contains ~93 production deps including `@blind-chess/shared` resolved as a real package (via legacy symlink).
- **Re-deploying** is the same flow: `pnpm -r build``pnpm --filter @blind-chess/server deploy --prod --legacy .deploy-server``rsync -a --delete .deploy-server/ root@192.168.0.245:/opt/blind-chess/server/``rsync -a --delete packages/client/dist/ root@192.168.0.245:/opt/blind-chess/client/dist/``ssh root@192.168.0.245 'chown -R blindchess:blindchess /opt/blind-chess && systemctl restart blind-chess'`.
- **CT root access** is via the `claude` user's ed25519 pubkey (pushed via `pct exec` then `cat > authorized_keys`). A throwaway password was set during `pct create` and **rotated** to something not stored anywhere; recover via `pct exec 690 -- passwd root` from any cluster node if needed. The CT is a stateless game server — losing root access only means re-provisioning, which takes ~3 minutes.
- **The integration tests open ephemeral ports** via `listen({ port: 0 })`. They don't depend on 3000 being free. Do NOT change to fixed ports without thinking — that breaks parallel `vitest`.
- **Svelte 5 runes mode** is what's in use (`$state`, `$derived`, `$effect`). Don't try to mix in Svelte 3/4 reactive `$:` syntax.
- **The visual-companion mockups** from the brainstorm session (`.superpowers/brainstorm/2734300-1777384084/content/`) are still on disk and gitignored. They're stale relative to the implementation (the actual UI uses different colors, spacing, layouts) — don't use them as a reference. The implementation IS the reference now.
- **chess.js's `Move.flags` field is deprecated.** The implementation uses the `is...()` methods. Don't use `.flags` if extending the translator.
- **Same-token-second-tab is implemented.** Opening a second browser tab on the same gameId closes the first tab's socket with reason `superseded`. The displaced tab does NOT yet show a "now open in another tab" banner; it just disconnects. This is a UX gap, not a correctness gap.
## Assumptions Made
- Seth's workflow shorthand is binding direction. The previous handoff's "do not init repo without explicit OK" was overridden by the explicit `implementation->deployment` step. (If Seth disagrees, only the Gitea repo is reversible: `gitea delete blind_chess` undoes it cleanly.)
- 192.168.0.245 was free at the time of LXC creation; verified by ICMP. Conflict is unlikely on a homelab where IPs are hand-assigned.
- CT 690 was free; verified via `pct list`. The hostname `blind-chess` is unique on the cluster.
- Node 22 LTS via NodeSource is acceptable. (Debian 12's apt Node is way too old.)
## Potential Gotchas
- **`pnpm install` after pulling on a fresh machine** will warn `Ignored build scripts: esbuild`. That's fine — `auto-install-peers=true` in `.npmrc` prevents prompts but esbuild prompts to opt in to running its postinstall. Vite + Svelte work without it; the warning is benign.
- **Pino in production mode** does NOT use `pino-pretty` (only in dev). The systemd unit sets `NODE_ENV=production`; logs in journald are JSON. To pretty-print: `journalctl -u blind-chess -o cat | pnpx pino-pretty`.
- **Caddy auto-issues a TLS cert** on first hit of `chess.sethpc.xyz`. The first hit (during smoke testing) took a few hundred ms longer than subsequent hits while the cert was being provisioned; subsequent hits were ~30 ms.
- **Test FENs need a black king.** Two unit tests had to be re-FEN'd because chess.js rejects a FEN with no black king. Always include both kings in test positions.
- **Pawn-promotion test position** must give the pawn a legal move. `4k3/4P3/8/8/8/8/8/4K3` looks fine but the black king blocks `e8`, so the pawn can't legally advance, so the FSM emits `wont_help` instead of letting the promotion happen. Use `7k/...` (king elsewhere) when testing promotion.
- **`ModeratorText` enum strings use `white_X` / `black_X`, not `w_X` / `b_X`.** Translator interpolates `moverWord` (`'white'`/`'black'`), not `move.color` (`'w'`/`'b'`). Old draft conflated them.
- **Hash routing + path routing coexist.** The post-create flow updates `location.hash` to `#/g/<id>` (no full navigation, no LE re-cert). The share URL goes through `/g/<id>` and the SPA fallback. Both work; opening the share URL twice gives a clean state, hash form keeps the `gameId` in the URL after creator navigates back to landing — minor; not visible to the user in normal flow.
## Environment State
### Tools/Services Used
- `pnpm` 10.33.2 (corepack-installed at `~/.local/bin/pnpm`)
- Node 22.22.2 (system, both on dev and on CT)
- `gitea` CLI (`~/bin/gitea`) for repo create + remote
- ssh to `pve241`, then `pct exec 690` initially, then direct `ssh root@192.168.0.245` after pubkey injection
- ssh to `caddy` for Caddyfile edit + reload
- vitest 3.2.4
### Active Processes
- `blind-chess.service` on CT 690 (192.168.0.245). Started 2026-04-28 ~15:12 UTC. systemd-managed, restarts on failure.
- Caddy on CT 600 (192.168.0.185). Reloaded 2026-04-28 ~15:13 UTC after Caddyfile append.
### Environment Variables
- `BLIND_CHESS_CT_IP=192.168.0.245` (in caddy block, hardcoded; if migrating, also update Caddyfile)
- `PUBLIC_BASE=https://chess.sethpc.xyz` (set in the systemd unit)
## Related Resources
- Live URL: https://chess.sethpc.xyz
- Repo: https://git.sethpc.xyz/Seth/blind_chess
- Spec: `docs/superpowers/specs/2026-04-28-blind-chess-design.md`
- Project identity: `CLAUDE.md`
- Decisions: `DECISIONS.md`
- Original brief: `IDEA.md`
- Prior handoffs: `.claude/handoffs/2026-04-28-104344-spec-approved-ready-for-plan.md`, `.claude/handoffs/2026-04-28-kickoff.md`
- chess.js: https://github.com/jhlywa/chess.js (v1.4.0)
- Caddy config: `/etc/caddy/Caddyfile` on CT 600 — search for `chess.sethpc.xyz`
- Systemd unit (canonical): `/etc/systemd/system/blind-chess.service` on CT 690
---
**Security Reminder**: This handoff contains the CT root password and operational details. Do not share publicly.
+57
View File
@@ -0,0 +1,57 @@
# Handoff: blind_chess Kickoff (2026-04-28)
## What was done
Project scaffolded per `~/bin/CREATE_PROJECT.md`:
- `~/bin/blind_chess/` directory created
- `.claude/handoffs/` initialized (this is the first entry)
- `GITEA_API.md` symlinked to `~/bin/GITEA_API.md`
- `IDEA.md` created with empty template (Seth populates manually before next session)
- `DECISIONS.md` created from local template
- `CLAUDE.md` created with minimal stub pointing at IDEA.md as source of truth
No code, no repo, no deploy target yet. Project is in pure ideation.
## Current State
- **Phase:** ideation, pre-IDEA.md
- **Repo:** none
- **Branch:** n/a
- **What's running:** nothing
## Next Steps (ordered)
**1. Read `IDEA.md` first.**
Seth has populated it manually with the project brief between this session and the next. It is the authoritative source for what blind_chess is and what it should do. Do not skip — `CLAUDE.md`'s "Project Identity" section is intentionally empty and will be filled in *after* IDEA.md is read.
**2. Update `CLAUDE.md`.**
Distill IDEA.md into:
- A real one-line tagline (replace "Tagline TBD")
- A one-paragraph "Project Identity" section (stable, won't change session-to-session)
- Initial entries in "Current State" if any decisions emerged from IDEA.md (e.g., language choice, deploy target)
**3. Capture early decisions in `DECISIONS.md`.**
Anything Seth committed to in IDEA.md (language, framework, deployment, naming, scope boundaries) goes into `DECISIONS.md` under Architecture or Implementation. Format: `YYYY-MM-DD: <decision> — <why>`. Include rejected options under "Deferred / Rejected".
**4. Brainstorm before building.**
If IDEA.md leaves architecture or approach open, do not jump to implementation. Use the `superpowers:brainstorming` skill — explore intent and design first. Get Seth's confirmation on direction before code.
**5. Decide on Gitea repo.**
The scaffold's optional step 6 (git init + Gitea push) was skipped. Once direction is clear, propose creating a Gitea repo via the `gitea` CLI:
```bash
cd ~/bin/blind_chess
git init
gitea create blind_chess
gitea remote blind_chess
echo "GITEA_API.md" >> .gitignore
git add -A && git commit -m "init: scaffold project" && gitea push
```
## Open Questions
- None yet — IDEA.md will surface these.
## Notes for the next session
- Project name spelled `blind_chess` (underscore, not hyphen). Convention in `~/bin/` is hyphen, but underscore was Seth's explicit choice — likely for Python module compatibility. Don't auto-rename.
- Inherits all global homelab conventions from `~/bin/CLAUDE.md`. No need to duplicate them here.
+5
View File
@@ -8,6 +8,7 @@ dist/
build/ build/
.svelte-kit/ .svelte-kit/
.vite/ .vite/
*.tsbuildinfo
# Logs / coverage # Logs / coverage
*.log *.log
@@ -26,3 +27,7 @@ coverage/
# Handoff workspace artifacts (kept local) # Handoff workspace artifacts (kept local)
.claude/handoffs/*.draft.md .claude/handoffs/*.draft.md
.deploy-server/
# Local-only symlink to ~/bin/GITEA_API.md
GITEA_API.md
+3
View File
@@ -0,0 +1,3 @@
auto-install-peers=true
shamefully-hoist=false
ignore-workspace-root-check=true
+6084
View File
File diff suppressed because it is too large Load Diff
+20 -5
View File
@@ -16,16 +16,31 @@ The system's most distinctive property: highlighting in blind mode reveals **zer
## Current State ## Current State
- **Phase:** spec approved, ready to implement (planning next) - **Phase:** MVP **deployed and live** at https://chess.sethpc.xyz (2026-04-28).
- **Repo:** not yet (Gitea creation pending — see deferred steps in handoff) - **Repo:** `git.sethpc.xyz/Seth/blind_chess`.
- **Stack:** Node 22 + TypeScript, Fastify + `ws`, Svelte + Vite, `chess.js`. pnpm workspace with `packages/{server,client,shared}`. - **Stack:** Node 22 + TypeScript, Fastify + `ws`, Svelte 5 + Vite, `chess.js`. pnpm workspace with `packages/{server,client,shared}`.
- **Deploy target:** new LXC on node-241 behind Caddy CT 600 → `chess.sethpc.xyz`. Systemd-managed Node service on port 3000. In-memory game state only (no DB). - **Deploy:** LXC **CT 690 on node-241** at 192.168.0.245, behind Caddy CT 600. Systemd unit `blind-chess.service`, port 3000. In-memory state only.
- **Tests:** 43 passing — 21 in shared (geometric helper), 22 in server (FSM + view + 4 real-WS integration).
- **Known gaps (deferred):** drag-and-drop input (click-to-move only), full integration coverage of every endgame path, mobile-specific polish, observability beyond `/api/health`.
## Key files ## Key files
- `IDEA.md` — original project brief (Seth's words) - `IDEA.md` — original project brief (Seth's words)
- `DECISIONS.md` — locked architectural and gameplay decisions - `DECISIONS.md` — locked architectural and gameplay decisions
- `docs/superpowers/specs/2026-04-28-blind-chess-design.md` — full design spec (everything: data model, protocol, FSM, testing) - `docs/superpowers/specs/2026-04-28-blind-chess-design.md` — full design spec (data model, protocol, FSM, testing)
- `packages/shared/src/geometric.ts` — the zero-leak helper. The signature is the proof.
- `packages/server/src/view.ts``buildView`, the security boundary.
- `packages/server/src/commit.ts` — touch-move FSM (the spec's hierarchy decision table).
- `packages/server/src/translator.ts` — chess.js `Move` → moderator-vocabulary enum.
- `deploy/blind-chess.service` — systemd unit (canonical at `/etc/systemd/system/blind-chess.service` on the CT).
- `deploy/Caddyfile.snippet` — block already added to `/etc/caddy/Caddyfile` on CT 600.
## Operations
- **Logs:** `ssh root@192.168.0.245 'journalctl -u blind-chess -f'`
- **Restart:** `ssh root@192.168.0.245 'systemctl restart blind-chess'`
- **Health:** `curl https://chess.sethpc.xyz/api/health`
- **Deploy update:** `pnpm -r build``pnpm --filter @blind-chess/server deploy --prod --legacy .deploy-server` → rsync server bundle to `/opt/blind-chess/server/` and client `dist/` to `/opt/blind-chess/client/dist/``chown -R blindchess:blindchess /opt/blind-chess``systemctl restart blind-chess`. Server restart drops in-memory games (acceptable for MVP).
## Conventions ## Conventions
+12
View File
@@ -38,6 +38,18 @@ Format: `YYYY-MM-DD: <decision> — <why>`
- 2026-04-28: Resign + draw-offer/accept-decline flow — standard chess UX. Resignation ends without grace; disconnect applies grace. - 2026-04-28: Resign + draw-offer/accept-decline flow — standard chess UX. Resignation ends without grace; disconnect applies grace.
- 2026-04-28: Game-over screen reveals full board for both sides — post-game review is part of the experience. - 2026-04-28: Game-over screen reveals full board for both sides — post-game review is part of the experience.
## Implementation outcomes (2026-04-28 build session)
- 2026-04-28: **Repo:** `git.sethpc.xyz/Seth/blind_chess`. Created via `gitea create blind_chess`. Default branch `main`.
- 2026-04-28: **CT:** 690 on node-241, hostname `blind-chess`, IP 192.168.0.245, Debian 12, Node 22.22.2. 2 cores / 512 MB RAM / 8 GB rootfs. Resting memory ~29 MB, plenty of headroom.
- 2026-04-28: **Chosen `chess.js` v1.4.0** — uses `Move.isEnPassant()` / `isKingsideCastle()` / `isQueensideCastle()` instead of the deprecated `flags` string. The `Move` constructor's deprecated `flags` field is intentionally not relied upon.
- 2026-04-28: **Half-move clock for the 50-move rule** is read from FEN field 4 (chess.js doesn't expose it directly). See `translator.ts:halfMoveClock`.
- 2026-04-28: **Shared package import resolution**`packages/shared/package.json` `main` and `exports` point to `./dist/`. Source `.ts` is dev-only. Always run `pnpm --filter @blind-chess/shared build` before `pnpm --filter @blind-chess/server build` (the workspace project refs handle this when running `pnpm -r build`).
- 2026-04-28: **Client routing** is hash-based with a pathname fallback in `App.svelte` so `https://chess.sethpc.xyz/g/<id>` (the share URL) and `https://chess.sethpc.xyz/#/g/<id>` (the post-create URL) both render the game. The Fastify SPA fallback serves `index.html` on any non-matching `text/html` request.
- 2026-04-28: **Click-to-move only** — drag-and-drop deferred. Tap-arm + tap-destination is faithful to the touch-move FSM and works identically on phone and desktop.
- 2026-04-28: **WS path through Caddy**`wss://chess.sethpc.xyz/ws?game=<id>` works without explicit `transport ws` config. Caddy's reverse_proxy handles upgrade transparently.
- 2026-04-28: **Public DNS** — relies on existing `*.sethpc.xyz` wildcard pointing at the WAN IP; no Pi-hole entry was needed. Caddy host-routes `chess.sethpc.xyz` to 192.168.0.245:3000.
## Deferred / Rejected ## Deferred / Rejected
<!-- Decisions NOT to do something are just as valuable -- prevents re-proposing rejected ideas --> <!-- Decisions NOT to do something are just as valuable -- prevents re-proposing rejected ideas -->
+7
View File
@@ -0,0 +1,7 @@
# Snippet for Caddy CT 600 append to /etc/caddy/Caddyfile.
# Backend: blind-chess LXC on node-241, port 3000.
chess.sethpc.xyz {
reverse_proxy <BLIND_CHESS_CT_IP>:3000
encode gzip zstd
}
+31
View File
@@ -0,0 +1,31 @@
[Unit]
Description=blind_chess server (Fastify + ws)
After=network-online.target
Wants=network-online.target
[Service]
Type=simple
User=blindchess
Group=blindchess
WorkingDirectory=/opt/blind-chess
ExecStart=/usr/bin/node /opt/blind-chess/server/dist/server.js
Environment=NODE_ENV=production
Environment=PORT=3000
Environment=HOST=0.0.0.0
Environment=STATIC_DIR=/opt/blind-chess/client/dist
Environment=PUBLIC_BASE=https://chess.sethpc.xyz
Environment=LOG_LEVEL=info
Restart=always
RestartSec=2s
StandardOutput=journal
StandardError=journal
# Hardening
NoNewPrivileges=true
PrivateTmp=true
ProtectSystem=strict
ProtectHome=true
ReadWritePaths=/opt/blind-chess
[Install]
WantedBy=multi-user.target
+21
View File
@@ -0,0 +1,21 @@
{
"name": "blind_chess",
"version": "0.1.0",
"private": true,
"type": "module",
"packageManager": "pnpm@10.33.2",
"engines": {
"node": ">=22.0.0"
},
"scripts": {
"build": "pnpm -r build",
"test": "pnpm -r test",
"dev:server": "pnpm --filter @blind-chess/server dev",
"dev:client": "pnpm --filter @blind-chess/client dev",
"typecheck": "pnpm -r typecheck"
},
"devDependencies": {
"typescript": "^5.6.0",
"vitest": "^3.0.0"
}
}
+14
View File
@@ -0,0 +1,14 @@
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover" />
<meta name="theme-color" content="#0c0d10" />
<title>blind chess</title>
<link rel="icon" href="data:image/svg+xml;utf8,<svg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 64 64'><text y='52' font-size='52'>♚</text></svg>" />
</head>
<body>
<div id="app"></div>
<script type="module" src="/src/main.ts"></script>
</body>
</html>
+22
View File
@@ -0,0 +1,22 @@
{
"name": "@blind-chess/client",
"version": "0.1.0",
"private": true,
"type": "module",
"scripts": {
"dev": "vite",
"build": "vite build",
"preview": "vite preview",
"typecheck": "svelte-check --tsconfig ./tsconfig.json"
},
"dependencies": {
"@blind-chess/shared": "workspace:*"
},
"devDependencies": {
"@sveltejs/vite-plugin-svelte": "^5.0.0",
"svelte": "^5.0.0",
"svelte-check": "^4.1.0",
"typescript": "^5.6.0",
"vite": "^6.0.0"
}
}
+35
View File
@@ -0,0 +1,35 @@
<script lang="ts">
import Landing from './lib/Landing.svelte';
import Game from './lib/Game.svelte';
let route: { name: 'landing' } | { name: 'game'; id: string } = $state({ name: 'landing' });
function parseHash() {
// Support both pathname-based (joinUrl: /g/<id>) and hash-based (#/g/<id>) routes.
const hash = location.hash || '';
const hashMatch = hash.match(/^#\/g\/([a-z0-9]{8})$/);
if (hashMatch) {
route = { name: 'game', id: hashMatch[1]! };
return;
}
const pathMatch = location.pathname.match(/^\/g\/([a-z0-9]{8})\/?$/);
if (pathMatch) {
route = { name: 'game', id: pathMatch[1]! };
return;
}
route = { name: 'landing' };
}
$effect(() => {
parseHash();
const handler = () => parseHash();
window.addEventListener('hashchange', handler);
return () => window.removeEventListener('hashchange', handler);
});
</script>
{#if route.name === 'landing'}
<Landing />
{:else}
<Game gameId={route.id} />
{/if}
+64
View File
@@ -0,0 +1,64 @@
:root {
color-scheme: dark;
--bg: #0c0d10;
--panel: #15171c;
--panel-2: #1d2027;
--border: #2a2e38;
--text: #e8e8ea;
--text-dim: #8d92a0;
--accent: #d35400;
--accent-dim: #8a3a09;
--light: #d8c8a8;
--dark: #6b4f3a;
--highlight: rgba(74, 222, 128, 0.55);
--highlight-cap: rgba(248, 113, 113, 0.65);
--armed: rgba(211, 84, 0, 0.55);
--touched: rgba(211, 84, 0, 0.85);
font-family: ui-sans-serif, system-ui, -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, sans-serif;
}
* { box-sizing: border-box; }
html, body, #app { margin: 0; padding: 0; height: 100%; background: var(--bg); color: var(--text); }
body {
-webkit-font-smoothing: antialiased;
-webkit-tap-highlight-color: transparent;
}
button {
font-family: inherit;
font-size: inherit;
background: var(--panel-2);
color: var(--text);
border: 1px solid var(--border);
border-radius: 6px;
padding: 8px 14px;
cursor: pointer;
transition: background 0.15s, border-color 0.15s;
}
button:hover:not(:disabled) { background: #252932; border-color: var(--accent); }
button:disabled { opacity: 0.5; cursor: not-allowed; }
button.primary {
background: var(--accent);
border-color: var(--accent);
color: white;
font-weight: 600;
}
button.primary:hover { background: #e2671f; border-color: #e2671f; }
input, select {
font-family: inherit;
font-size: inherit;
background: var(--panel-2);
color: var(--text);
border: 1px solid var(--border);
border-radius: 6px;
padding: 8px 10px;
}
a { color: var(--accent); text-decoration: none; }
a:hover { text-decoration: underline; }
.muted { color: var(--text-dim); }
.mono { font-family: ui-monospace, SFMono-Regular, monospace; }
+179
View File
@@ -0,0 +1,179 @@
<script lang="ts">
import { ALL_SQUARES, FILES, RANKS, geometricMoves, type Color, type Piece, type Square } from '@blind-chess/shared';
import { pieceGlyph } from './pieces.js';
interface Props {
pieces: Partial<Record<Square, Piece>>;
you: Color;
toMove: Color;
mode: 'blind' | 'vanilla';
highlightingEnabled: boolean;
armedSquare: Square | null; // local visual arm (pre-commit)
touchedSquare: Square | null; // server-authoritative touch
onArm: (sq: Square | null) => void;
onCommit: (from: Square, to: Square) => void;
}
let {
pieces, you, toMove, mode, highlightingEnabled,
armedSquare, touchedSquare, onArm, onCommit,
}: Props = $props();
const ranksDisplay = $derived(you === 'w' ? [...RANKS].reverse() : [...RANKS]);
const filesDisplay = $derived(you === 'w' ? [...FILES] : [...FILES].reverse());
const ownSquares = $derived(
new Set<Square>(
Object.entries(pieces)
.filter(([_, p]) => p?.color === you)
.map(([sq]) => sq as Square),
),
);
// Highlight set: only when toggle is ON, only for the active piece (touched
// wins over armed). Geometric in blind mode (no opponent input). In vanilla
// mode we'd ideally use chess.js legal moves, but for simplicity we use the
// same geometric set with the understanding that the client is non-authoritative.
const highlightFrom = $derived(touchedSquare ?? armedSquare);
const highlights = $derived.by(() => {
if (!highlightingEnabled || !highlightFrom) return new Set<Square>();
const piece = pieces[highlightFrom];
if (!piece) return new Set<Square>();
const moves = geometricMoves(piece, highlightFrom, ownSquares);
return new Set(moves);
});
function squareColor(sq: Square): 'light' | 'dark' {
const f = sq.charCodeAt(0) - 'a'.charCodeAt(0);
const r = parseInt(sq[1]!, 10) - 1;
return (f + r) % 2 === 0 ? 'dark' : 'light';
}
function onSquareClick(sq: Square) {
const piece = pieces[sq];
// If a piece is touched (server-authoritative), only commits to that square's destinations are valid.
if (touchedSquare) {
if (sq === touchedSquare) return; // tap own piece is no-op
onCommit(touchedSquare, sq);
return;
}
// If a piece is armed locally (no commit yet), clicking another own piece reassigns,
// clicking elsewhere commits the armed piece to that destination.
if (armedSquare) {
if (piece?.color === you) {
onArm(sq); // reassign
return;
}
onCommit(armedSquare, sq); // commit to destination
return;
}
// No arm yet. Tap an own piece to arm it.
if (piece?.color === you) {
onArm(sq);
}
}
</script>
<div class="board" class:flipped={you === 'b'}>
{#each ranksDisplay as r (r)}
{#each filesDisplay as f (f)}
{@const sq = `${f}${r}` as Square}
{@const piece = pieces[sq]}
{@const sc = squareColor(sq)}
{@const isArmed = sq === armedSquare}
{@const isTouched = sq === touchedSquare}
{@const isHighlight = highlights.has(sq)}
{@const isHighlightCap = isHighlight && piece && piece.color !== you}
<button
type="button"
class="sq sq-{sc}"
class:armed={isArmed}
class:touched={isTouched}
class:hl={isHighlight && !isHighlightCap}
class:hl-cap={isHighlightCap}
onclick={() => onSquareClick(sq)}
aria-label={sq}
>
{#if r === (you === 'w' ? '1' : '8') && f === filesDisplay[0]}
<span class="coord coord-rank">{r}</span>
{/if}
{#if r === (you === 'w' ? '1' : '8')}
<span class="coord coord-file">{f}</span>
{/if}
{#if piece}
<span class="piece piece-{piece.color}">{pieceGlyph(piece)}</span>
{/if}
{#if isHighlight && !piece}
<span class="dot"></span>
{/if}
</button>
{/each}
{/each}
</div>
<style>
.board {
display: grid;
grid-template-columns: repeat(8, 1fr);
grid-template-rows: repeat(8, 1fr);
width: 100%;
aspect-ratio: 1 / 1;
max-width: min(85vh, 92vw);
margin: 0 auto;
border: 2px solid var(--border);
border-radius: 8px;
overflow: hidden;
user-select: none;
}
.sq {
position: relative;
border: none;
border-radius: 0;
padding: 0;
cursor: pointer;
display: flex;
align-items: center;
justify-content: center;
font-size: clamp(28px, 5.5vw, 56px);
line-height: 1;
background: transparent;
transition: background 0.1s;
}
.sq-light { background: var(--light); }
.sq-dark { background: var(--dark); }
.sq:hover { filter: brightness(1.1); }
.piece {
pointer-events: none;
text-shadow: 0 1px 2px rgba(0, 0, 0, 0.4);
}
.piece-w { color: #fafafa; }
.piece-b { color: #1a1a1a; }
.armed { box-shadow: inset 0 0 0 4px var(--armed); }
.touched { box-shadow: inset 0 0 0 4px var(--touched); }
.hl::before {
content: '';
position: absolute; inset: 0;
background: radial-gradient(circle, var(--highlight) 18%, transparent 22%);
pointer-events: none;
}
.hl-cap { box-shadow: inset 0 0 0 4px var(--highlight-cap); }
.dot { display: none; } /* using ::before above */
.coord {
position: absolute;
font-size: 11px;
font-weight: 600;
color: rgba(0,0,0,0.4);
pointer-events: none;
}
.coord-rank { left: 3px; top: 3px; }
.coord-file { right: 3px; bottom: 1px; }
.sq-dark .coord { color: rgba(255,255,255,0.5); }
</style>
+229
View File
@@ -0,0 +1,229 @@
<script lang="ts">
import { game } from './stores/game.js';
import Board from './Board.svelte';
import ModeratorPanel from './ModeratorPanel.svelte';
import PromotionDialog from './PromotionDialog.svelte';
import type { PromotionType, Square } from '@blind-chess/shared';
interface Props { gameId: string; }
let { gameId }: Props = $props();
let armedSquare: Square | null = $state(null);
let pendingPromotion: { from: Square; to: Square } | null = $state(null);
$effect(() => {
game.connect(gameId);
return () => game.disconnect();
});
// Once the server commits, our local arm clears (visual state slaved to server).
$effect(() => {
if (game.state.touchedPiece) armedSquare = null;
if (game.state.gameStatus === 'finished') armedSquare = null;
});
function onArm(sq: Square | null) {
armedSquare = sq;
}
function onCommit(from: Square, to: Square) {
const piece = game.state.view?.pieces[from];
if (!piece) return;
// Promotion check (white pawn to rank 8, black pawn to rank 1).
if (piece.type === 'p') {
const rank = to[1];
if ((piece.color === 'w' && rank === '8') || (piece.color === 'b' && rank === '1')) {
pendingPromotion = { from, to };
return;
}
}
game.commit(from, to);
}
function choosePromotion(p: PromotionType) {
if (!pendingPromotion) return;
game.commit(pendingPromotion.from, pendingPromotion.to, p);
pendingPromotion = null;
}
const joinUrl = $derived(`${location.origin}/#/g/${gameId}`);
let copied = $state(false);
function copyLink() {
navigator.clipboard.writeText(joinUrl);
copied = true;
setTimeout(() => copied = false, 1500);
}
const turnLabel = $derived.by(() => {
if (game.state.gameStatus === 'finished') {
const reason = game.state.endReason;
const winner = game.state.winner;
if (reason === 'checkmate') return `Checkmate — ${winner === 'w' ? 'White' : 'Black'} wins`;
if (reason === 'resign') return `${winner === 'w' ? 'White' : 'Black'} wins by resignation`;
if (reason === 'abandoned') return winner ? `${winner === 'w' ? 'White' : 'Black'} wins by abandonment` : 'Game abandoned';
if (reason) return `Draw — ${reason}`;
return 'Game over';
}
if (game.state.gameStatus === 'waiting') return 'Waiting for opponent…';
if (!game.state.you) return '…';
if (game.state.view?.toMove === game.state.you) return 'Your turn';
return 'Opponent thinking';
});
</script>
<div class="game-layout" class:waiting={game.state.gameStatus === 'waiting'}>
<div class="topbar">
<a href="#/" class="back">← New game</a>
<span class="status">{turnLabel}</span>
<span class="mode-badge">
{game.state.mode ?? '…'}
{#if game.state.you}
· You: {game.state.you === 'w' ? 'White' : 'Black'}
{/if}
</span>
</div>
{#if game.state.gameStatus === 'waiting'}
<div class="waiting-card">
<h2>Share this link to start the game</h2>
<p class="muted">The first person to open it claims the open color.</p>
<div class="link-row">
<input class="link" type="text" readonly value={joinUrl} onclick={(e) => (e.currentTarget as HTMLInputElement).select()} />
<button class="primary" onclick={copyLink}>{copied ? 'Copied!' : 'Copy'}</button>
</div>
</div>
{:else if game.state.view && game.state.you}
<div class="board-area">
<Board
pieces={game.state.view.pieces}
you={game.state.you}
toMove={game.state.view.toMove}
mode={game.state.mode ?? 'blind'}
highlightingEnabled={game.state.highlightingEnabled}
armedSquare={armedSquare}
touchedSquare={game.state.touchedPiece}
{onArm}
{onCommit}
/>
</div>
<aside class="side">
<ModeratorPanel announcements={game.state.announcements} you={game.state.you} />
<div class="actions">
{#if game.state.gameStatus === 'active'}
<button onclick={() => game.offerDraw()} disabled={!!game.state.drawOffer}>Offer draw</button>
<button onclick={() => { if (confirm('Resign?')) game.resign(); }}>Resign</button>
{/if}
</div>
{#if game.state.drawOffer && game.state.drawOffer.from !== game.state.you}
<div class="banner">
Opponent offers a draw.
<div class="row">
<button class="primary" onclick={() => game.respondDraw(true)}>Accept</button>
<button onclick={() => game.respondDraw(false)}>Decline</button>
</div>
</div>
{:else if game.state.drawOffer && game.state.drawOffer.from === game.state.you}
<div class="banner muted">Draw offer pending…</div>
{/if}
{#if game.state.lastError && Date.now() - game.state.lastError.at < 4000}
<div class="banner err">{game.state.lastError.code}: {game.state.lastError.message}</div>
{/if}
{#if !game.state.opponentConnected && game.state.gameStatus === 'active'}
<div class="banner muted">Opponent disconnected — 5 minute grace window.</div>
{/if}
</aside>
{/if}
</div>
{#if pendingPromotion && game.state.you}
<PromotionDialog
color={game.state.you}
onChoose={choosePromotion}
onCancel={() => pendingPromotion = null}
/>
{/if}
<style>
.game-layout {
display: grid;
gap: 16px;
padding: 12px;
height: 100%;
grid-template-rows: auto 1fr;
grid-template-columns: 1fr;
}
@media (min-width: 900px) {
.game-layout {
grid-template-columns: 1fr 320px;
grid-template-rows: auto 1fr;
grid-template-areas:
'top top'
'board side';
max-width: 1200px;
margin: 0 auto;
}
.topbar { grid-area: top; }
.board-area { grid-area: board; }
.side { grid-area: side; }
}
.topbar {
display: flex;
align-items: center;
gap: 12px;
padding: 10px 14px;
background: var(--panel);
border: 1px solid var(--border);
border-radius: 8px;
}
.back { color: var(--text-dim); }
.status { flex: 1; text-align: center; font-weight: 600; }
.mode-badge {
font-size: 12px;
text-transform: uppercase;
letter-spacing: 0.08em;
color: var(--text-dim);
}
.board-area { display: flex; align-items: center; justify-content: center; }
.side {
display: flex;
flex-direction: column;
gap: 12px;
min-height: 280px;
}
.actions { display: flex; gap: 8px; }
.actions button { flex: 1; }
.banner {
background: var(--panel);
border: 1px solid var(--border);
border-radius: 8px;
padding: 10px 14px;
font-size: 14px;
}
.banner.err { border-color: #f87171; color: #f87171; }
.banner .row { display: flex; gap: 8px; margin-top: 8px; }
.banner .row button { flex: 1; }
.waiting-card {
background: var(--panel);
border: 1px solid var(--border);
border-radius: 12px;
padding: 24px;
max-width: 520px;
margin: 40px auto;
}
.waiting-card h2 { margin: 0 0 8px; font-size: 18px; }
.link-row { display: flex; gap: 8px; margin-top: 16px; }
.link { flex: 1; font-family: ui-monospace, monospace; font-size: 13px; }
</style>
+162
View File
@@ -0,0 +1,162 @@
<script lang="ts">
import type { Mode, Color, CreateGameResponse } from '@blind-chess/shared';
let mode: Mode = $state('blind');
let side: Color | 'random' = $state('random');
let highlightingEnabled = $state(false);
let creating = $state(false);
let error: string | null = $state(null);
async function create() {
creating = true;
error = null;
try {
const res = await fetch('/api/games', {
method: 'POST',
headers: { 'content-type': 'application/json' },
body: JSON.stringify({ mode, side, highlightingEnabled }),
});
if (!res.ok) throw new Error(`HTTP ${res.status}`);
const json: CreateGameResponse & { creatorColor: Color } = await res.json();
// store creator token before navigating
localStorage.setItem(`bc:${json.gameId}`, json.creatorToken);
location.hash = `#/g/${json.gameId}`;
} catch (e) {
error = e instanceof Error ? e.message : String(e);
} finally {
creating = false;
}
}
</script>
<div class="page">
<div class="hero">
<h1>blind <span class="accent">chess</span></h1>
<p class="tagline">A two-player chess variant where each player sees only their own pieces. The server is the moderator.</p>
</div>
<div class="card">
<h2>Create a game</h2>
<div class="field">
<span class="lbl">Mode</span>
<div class="opts">
<label class="opt" class:active={mode === 'blind'}>
<input type="radio" bind:group={mode} value="blind" />
<span class="opt-title">Blind</span>
<span class="opt-sub">Each player sees only their own pieces.</span>
</label>
<label class="opt" class:active={mode === 'vanilla'}>
<input type="radio" bind:group={mode} value="vanilla" />
<span class="opt-title">Vanilla</span>
<span class="opt-sub">Normal chess. Both players see everything.</span>
</label>
</div>
</div>
<div class="field">
<span class="lbl">You play as</span>
<div class="row">
<label><input type="radio" bind:group={side} value="w" /> White</label>
<label><input type="radio" bind:group={side} value="b" /> Black</label>
<label><input type="radio" bind:group={side} value="random" /> Random</label>
</div>
</div>
<div class="field">
<label class="toggle">
<input type="checkbox" bind:checked={highlightingEnabled} />
<span>Highlight reachable squares</span>
{#if mode === 'blind'}
<span class="hint muted">(geometric only — no opponent info)</span>
{/if}
</label>
</div>
<button class="primary big" disabled={creating} onclick={create}>
{creating ? 'Creating…' : 'Create game'}
</button>
{#if error}
<p class="error">Error: {error}</p>
{/if}
</div>
<footer class="muted">
<span class="mono">git.sethpc.xyz/Seth/blind_chess</span>
</footer>
</div>
<style>
.page {
max-width: 540px;
margin: 0 auto;
padding: 32px 20px 80px;
min-height: 100%;
}
.hero { text-align: center; margin-bottom: 32px; }
h1 {
font-size: 48px;
font-weight: 800;
letter-spacing: -0.02em;
margin: 0 0 12px;
}
.accent { color: var(--accent); }
.tagline {
color: var(--text-dim);
font-size: 15px;
line-height: 1.5;
max-width: 420px;
margin: 0 auto;
}
.card {
background: var(--panel);
border: 1px solid var(--border);
border-radius: 12px;
padding: 22px;
}
h2 { font-size: 18px; margin: 0 0 16px; }
.field { margin-bottom: 20px; }
.lbl {
display: block;
font-size: 12px;
text-transform: uppercase;
letter-spacing: 0.08em;
color: var(--text-dim);
margin-bottom: 8px;
}
.opts { display: grid; gap: 8px; }
.opt {
display: flex;
flex-direction: column;
padding: 12px;
border: 1px solid var(--border);
border-radius: 8px;
cursor: pointer;
transition: border 0.15s, background 0.15s;
}
.opt:hover { border-color: var(--accent-dim); }
.opt.active { border-color: var(--accent); background: rgba(211,84,0,0.07); }
.opt input { display: none; }
.opt-title { font-weight: 600; }
.opt-sub { color: var(--text-dim); font-size: 13px; margin-top: 2px; }
.row { display: flex; gap: 16px; flex-wrap: wrap; }
.row label { display: flex; align-items: center; gap: 6px; cursor: pointer; }
.toggle { display: flex; align-items: center; gap: 8px; cursor: pointer; flex-wrap: wrap; }
.hint { font-size: 13px; }
button.big {
width: 100%;
padding: 14px;
font-size: 16px;
font-weight: 600;
margin-top: 8px;
}
.error { color: #f87171; margin-top: 12px; }
footer { text-align: center; margin-top: 24px; font-size: 12px; }
</style>
@@ -0,0 +1,79 @@
<script lang="ts">
import type { Announcement, Color } from '@blind-chess/shared';
import { moderatorText } from './moderator-strings.js';
interface Props {
announcements: Announcement[];
you: Color;
}
let { announcements, you }: Props = $props();
// Show only entries this viewer is allowed to see.
const visible = $derived(
announcements.filter((a) => a.audience === 'both' || a.audience === you),
);
let scrollEl: HTMLDivElement | null = $state(null);
$effect(() => {
void visible.length;
if (scrollEl) scrollEl.scrollTop = scrollEl.scrollHeight;
});
</script>
<div class="panel">
<header>Moderator</header>
<div class="log" bind:this={scrollEl}>
{#each visible as a, i (i)}
<div class="entry" class:err={a.text === 'illegal_move' || a.text === 'no_such_piece' || a.text === 'no_legal_moves' || a.text === 'wont_help'}>
<span class="ply">{a.ply > 0 ? `#${a.ply}` : ''}</span>
<span class="text">{moderatorText(a.text, a.payload)}</span>
</div>
{:else}
<div class="empty muted">The moderator is silent.</div>
{/each}
</div>
</div>
<style>
.panel {
background: var(--panel);
border: 1px solid var(--border);
border-radius: 8px;
display: flex;
flex-direction: column;
height: 100%;
min-height: 200px;
}
header {
padding: 10px 14px;
font-size: 13px;
font-weight: 600;
color: var(--text-dim);
text-transform: uppercase;
letter-spacing: 0.08em;
border-bottom: 1px solid var(--border);
}
.log {
padding: 8px 14px;
flex: 1;
overflow-y: auto;
font-size: 14px;
line-height: 1.5;
}
.entry {
padding: 4px 0;
display: flex;
gap: 8px;
border-bottom: 1px dashed rgba(255,255,255,0.05);
}
.entry:last-child { border-bottom: none; }
.entry.err .text { color: #f87171; }
.ply {
color: var(--text-dim);
font-family: ui-monospace, monospace;
font-size: 12px;
flex-shrink: 0;
width: 32px;
}
.empty { padding: 6px 0; font-style: italic; }
</style>
@@ -0,0 +1,68 @@
<script lang="ts">
import type { Color, PromotionType } from '@blind-chess/shared';
interface Props {
color: Color;
onChoose: (p: PromotionType) => void;
onCancel: () => void;
}
let { color, onChoose, onCancel }: Props = $props();
const glyphs: Record<PromotionType, { w: string; b: string; name: string }> = {
q: { w: '♕', b: '♛', name: 'Queen' },
r: { w: '♖', b: '♜', name: 'Rook' },
b: { w: '♗', b: '♝', name: 'Bishop' },
n: { w: '♘', b: '♞', name: 'Knight' },
};
</script>
<div class="overlay" role="dialog" aria-modal="true" aria-label="Choose promotion">
<div class="card">
<h3>Promote pawn</h3>
<div class="row">
{#each Object.entries(glyphs) as [k, g] (k)}
<button class="choice" onclick={() => onChoose(k as PromotionType)}>
<span class="glyph piece-{color}">{color === 'w' ? g.w : g.b}</span>
<span class="lbl">{g.name}</span>
</button>
{/each}
</div>
<button class="cancel" onclick={onCancel}>Cancel</button>
</div>
</div>
<style>
.overlay {
position: fixed; inset: 0;
background: rgba(0,0,0,0.6);
display: flex; align-items: center; justify-content: center;
z-index: 100;
}
.card {
background: var(--panel);
border: 1px solid var(--border);
border-radius: 10px;
padding: 18px;
max-width: 360px;
width: 92vw;
}
h3 { margin: 0 0 14px; }
.row {
display: grid;
grid-template-columns: repeat(4, 1fr);
gap: 8px;
margin-bottom: 12px;
}
.choice {
display: flex;
flex-direction: column;
align-items: center;
padding: 12px 4px;
background: var(--panel-2);
}
.glyph { font-size: 36px; line-height: 1; }
.piece-w { color: #fafafa; text-shadow: 0 1px 2px rgba(0,0,0,0.5); }
.piece-b { color: #1a1a1a; text-shadow: 0 1px 1px rgba(255,255,255,0.3); background: var(--light); border-radius: 4px; padding: 2px 6px; }
.lbl { font-size: 12px; margin-top: 4px; color: var(--text-dim); }
.cancel { width: 100%; }
</style>
@@ -0,0 +1,44 @@
import type { ModeratorText } from '@blind-chess/shared';
const MAP: Record<ModeratorText, string> = {
no_such_piece: 'That piece no longer exists.',
no_legal_moves: 'That piece has no legal moves.',
wont_help: 'Moving that piece will not help you.',
illegal_move: 'Illegal move.',
white_moved: 'White has moved.',
black_moved: 'Black has moved.',
white_moved_captured: 'White has moved and captured.',
black_moved_captured: 'Black has moved and captured.',
white_moved_captured_ep: 'White has captured en passant.',
black_moved_captured_ep: 'Black has captured en passant.',
white_castled_kingside: 'White has castled kingside.',
white_castled_queenside: 'White has castled queenside.',
black_castled_kingside: 'Black has castled kingside.',
black_castled_queenside: 'Black has castled queenside.',
white_in_check: 'White is in check.',
black_in_check: 'Black is in check.',
white_promoted: 'White has promoted.',
black_promoted: 'Black has promoted.',
white_checkmate: 'Checkmate. White wins.',
black_checkmate: 'Checkmate. Black wins.',
stalemate: 'Stalemate. The game is a draw.',
draw_insufficient: 'Draw — insufficient material.',
draw_fifty: 'Draw — fifty-move rule.',
draw_threefold: 'Draw — threefold repetition.',
white_resigned: 'White has resigned.',
black_resigned: 'Black has resigned.',
draw_agreed: 'The game is a draw by agreement.',
game_abandoned: 'The game has been abandoned.',
};
export function moderatorText(
text: ModeratorText,
payload?: { promotedTo?: 'q' | 'r' | 'b' | 'n' | 'p' | 'k' },
): string {
const base = MAP[text];
if ((text === 'white_promoted' || text === 'black_promoted') && payload?.promotedTo) {
const piece = { q: 'queen', r: 'rook', b: 'bishop', n: 'knight', p: 'pawn', k: 'king' }[payload.promotedTo];
return base.replace('promoted.', `promoted to a ${piece}.`);
}
return base;
}
+9
View File
@@ -0,0 +1,9 @@
import type { Piece } from '@blind-chess/shared';
export function pieceGlyph(piece: Piece): string {
const map: Record<string, string> = {
wk: '♔', wq: '♕', wr: '♖', wb: '♗', wn: '♘', wp: '♙',
bk: '♚', bq: '♛', br: '♜', bb: '♝', bn: '♞', bp: '♟',
};
return map[`${piece.color}${piece.type}`] ?? '?';
}
+152
View File
@@ -0,0 +1,152 @@
import type {
Announcement,
BoardView,
ClientMessage,
Color,
ErrorCode,
GameStatus,
Mode,
PromotionType,
ServerMessage,
Square,
EndReason,
} from '@blind-chess/shared';
interface GameStateValue {
ws: WebSocket | null;
connected: boolean;
gameId: string | null;
you: Color | null;
view: BoardView | null;
announcements: Announcement[];
gameStatus: GameStatus;
mode: Mode | null;
highlightingEnabled: boolean;
touchedPiece: Square | null;
drawOffer: { from: Color } | null;
endReason: EndReason | null;
winner: Color | null;
opponentConnected: boolean;
lastError: { code: ErrorCode; message: string; at: number } | null;
}
function makeStore() {
const state = $state<GameStateValue>({
ws: null,
connected: false,
gameId: null,
you: null,
view: null,
announcements: [],
gameStatus: 'waiting',
mode: null,
highlightingEnabled: false,
touchedPiece: null,
drawOffer: null,
endReason: null,
winner: null,
opponentConnected: false,
lastError: null,
});
function tokenKey(gameId: string) { return `bc:${gameId}`; }
function connect(gameId: string, joinAs?: Color | 'auto') {
if (state.ws) state.ws.close();
state.gameId = gameId;
const proto = location.protocol === 'https:' ? 'wss' : 'ws';
const url = `${proto}://${location.host}/ws?game=${gameId}`;
const ws = new WebSocket(url);
state.ws = ws;
ws.onopen = () => {
state.connected = true;
const token = localStorage.getItem(tokenKey(gameId)) ?? undefined;
const hello: ClientMessage = token
? { type: 'hello', gameId, token }
: { type: 'hello', gameId, joinAs: joinAs ?? 'auto' };
ws.send(JSON.stringify(hello));
};
ws.onmessage = (ev) => onServerMessage(JSON.parse(ev.data) as ServerMessage);
ws.onclose = () => {
state.connected = false;
// attempt reconnect after 2s if game is still active
if (state.gameStatus === 'active') {
setTimeout(() => { if (state.gameId === gameId) connect(gameId); }, 2000);
}
};
ws.onerror = () => { state.connected = false; };
}
function onServerMessage(m: ServerMessage) {
switch (m.type) {
case 'joined':
if (m.you === 'spectator-rejected') {
state.lastError = { code: 'spectators_disabled', message: 'both slots filled', at: Date.now() };
return;
}
state.you = m.you;
state.view = m.view;
state.announcements = m.announcements;
state.gameStatus = m.gameStatus;
state.mode = m.mode;
state.highlightingEnabled = m.highlightingEnabled;
state.opponentConnected = m.opponentConnected;
if (state.gameId) localStorage.setItem(tokenKey(state.gameId), m.token);
break;
case 'update':
state.view = m.view;
state.gameStatus = m.gameStatus;
state.touchedPiece = m.touchedPiece ?? null;
state.drawOffer = m.drawOffer ?? null;
state.endReason = m.endReason ?? null;
state.winner = m.winner ?? null;
if (m.newAnnouncements.length) {
state.announcements = [...state.announcements, ...m.newAnnouncements];
}
break;
case 'peer-status':
if (state.you && m.color !== state.you) {
state.opponentConnected = m.connected;
}
break;
case 'error':
state.lastError = { code: m.code, message: m.message, at: Date.now() };
break;
case 'ping':
send({ type: 'pong' });
break;
}
}
function send(m: ClientMessage) {
if (state.ws?.readyState === WebSocket.OPEN) {
state.ws.send(JSON.stringify(m));
}
}
function commit(from: Square, to?: Square, promotion?: PromotionType) {
send({ type: 'commit', from, to, promotion });
}
function resign() { send({ type: 'resign' }); }
function offerDraw() { send({ type: 'offer-draw' }); }
function respondDraw(accept: boolean) { send({ type: 'respond-draw', accept }); }
function disconnect() {
state.ws?.close();
state.ws = null;
state.connected = false;
}
return {
state,
connect,
disconnect,
commit,
resign,
offerDraw,
respondDraw,
};
}
export const game = makeStore();
+6
View File
@@ -0,0 +1,6 @@
import { mount } from 'svelte';
import App from './App.svelte';
import './app.css';
const app = mount(App, { target: document.getElementById('app')! });
export default app;
+5
View File
@@ -0,0 +1,5 @@
import { vitePreprocess } from '@sveltejs/vite-plugin-svelte';
export default {
preprocess: vitePreprocess(),
};
+12
View File
@@ -0,0 +1,12 @@
{
"extends": "../../tsconfig.base.json",
"compilerOptions": {
"module": "ESNext",
"moduleResolution": "Bundler",
"lib": ["ES2023", "DOM", "DOM.Iterable"],
"types": ["svelte", "vite/client"],
"allowSyntheticDefaultImports": true,
"verbatimModuleSyntax": true
},
"include": ["src/**/*", "src/**/*.svelte"]
}
+17
View File
@@ -0,0 +1,17 @@
import { defineConfig } from 'vite';
import { svelte } from '@sveltejs/vite-plugin-svelte';
export default defineConfig({
plugins: [svelte()],
server: {
port: 5173,
proxy: {
'/api': 'http://localhost:3000',
'/ws': { target: 'ws://localhost:3000', ws: true, rewriteWsOrigin: true },
},
},
build: {
outDir: 'dist',
sourcemap: true,
},
});
+32
View File
@@ -0,0 +1,32 @@
{
"name": "@blind-chess/server",
"version": "0.1.0",
"private": true,
"type": "module",
"main": "dist/server.js",
"scripts": {
"build": "tsc -b",
"dev": "tsx watch src/server.ts",
"start": "node dist/server.js",
"test": "vitest run",
"typecheck": "tsc --noEmit"
},
"dependencies": {
"@blind-chess/shared": "workspace:*",
"@fastify/static": "^8.0.0",
"@fastify/websocket": "^11.0.0",
"chess.js": "^1.4.0",
"fastify": "^5.2.0",
"pino": "^9.5.0",
"ws": "^8.18.0",
"zod": "^3.24.0"
},
"devDependencies": {
"@types/node": "^22.10.0",
"@types/ws": "^8.5.13",
"pino-pretty": "^11.3.0",
"tsx": "^4.19.2",
"typescript": "^5.6.0",
"vitest": "^3.0.0"
}
}
+132
View File
@@ -0,0 +1,132 @@
import type { Move } from 'chess.js';
import {
geometricMoves,
type Announcement,
type Color,
type Piece,
type PromotionType,
type Square,
} from '@blind-chess/shared';
import type { Game, MoveRecord } from './state.js';
import { announce, translateMove } from './translator.js';
import { ownSquares } from './view.js';
export type CommitResult =
| { kind: 'error'; code: 'not_your_turn' | 'must_move_touched_piece' | 'promotion_required' }
| { kind: 'announce'; announcements: Announcement[] }
| { kind: 'silent' }
| { kind: 'applied'; announcements: Announcement[]; moveRecord: MoveRecord };
export interface CommitInput {
from: Square;
to?: Square;
promotion?: PromotionType;
}
export function handleCommit(game: Game, color: Color, msg: CommitInput): CommitResult {
if (game.status !== 'active') return { kind: 'error', code: 'not_your_turn' };
if (game.chess.turn() !== color) return { kind: 'error', code: 'not_your_turn' };
const touched = game.armed?.color === color ? game.armed.from : null;
if (touched) {
if (msg.from !== touched) return { kind: 'error', code: 'must_move_touched_piece' };
if (!msg.to) return { kind: 'silent' };
return tryMove(game, color, { from: msg.from, to: msg.to, promotion: msg.promotion });
}
const piece = game.chess.get(msg.from) as { color: Color; type: Piece['type'] } | false;
if (!piece || piece.color !== color) {
return announceWith(game, 'no_such_piece', color);
}
const pseudo = geometricMoves(
{ color: piece.color, type: piece.type },
msg.from,
ownSquares(game, color),
);
if (pseudo.length === 0) {
return announceWith(game, 'no_legal_moves', color);
}
const legal = chessJsLegalFrom(game, msg.from);
if (legal.length === 0) {
return announceWith(game, 'wont_help', color);
}
game.armed = { color, from: msg.from };
if (!msg.to) return { kind: 'silent' };
return tryMove(game, color, { from: msg.from, to: msg.to, promotion: msg.promotion });
}
function tryMove(
game: Game,
color: Color,
msg: { from: Square; to: Square; promotion?: PromotionType },
): CommitResult {
if (isPromotionRequired(game, msg.from, msg.to) && !msg.promotion) {
return { kind: 'error', code: 'promotion_required' };
}
let move: Move | null = null;
try {
move = game.chess.move({ from: msg.from, to: msg.to, promotion: msg.promotion });
} catch {
move = null;
}
if (!move) {
return announceWith(game, 'illegal_move', color);
}
game.armed = null;
const ply = game.chess.history().length;
const moveRecord: MoveRecord = {
ply,
by: color,
from: msg.from,
to: msg.to,
san: move.san,
capturedPieceType: move.captured,
promotion: move.promotion as PromotionType | undefined,
flags: {
castle: move.isKingsideCastle() ? 'k' : move.isQueensideCastle() ? 'q' : undefined,
enPassant: move.isEnPassant() || undefined,
check: game.chess.inCheck() || undefined,
mate: game.chess.isCheckmate() || undefined,
},
at: Date.now(),
};
game.moveHistory.push(moveRecord);
const announcements = translateMove(game, move);
game.announcements.push(...announcements);
return { kind: 'applied', announcements, moveRecord };
}
function announceWith(
game: Game,
text: 'no_such_piece' | 'no_legal_moves' | 'wont_help' | 'illegal_move',
color: Color,
): CommitResult {
const ply = game.chess.history().length;
const a = announce(text, color, ply);
game.announcements.push(a);
return { kind: 'announce', announcements: [a] };
}
function chessJsLegalFrom(game: Game, from: Square): string[] {
return game.chess.moves({ square: from as never, verbose: false } as never) as string[];
}
function isPromotionRequired(game: Game, from: Square, to: Square): boolean {
const piece = game.chess.get(from);
if (!piece || piece.type !== 'p') return false;
const toRank = to[1];
if (piece.color === 'w' && toRank === '8') return true;
if (piece.color === 'b' && toRank === '1') return true;
return false;
}
+122
View File
@@ -0,0 +1,122 @@
import { Chess } from 'chess.js';
import { randomBytes } from 'node:crypto';
import type {
Color, GameId, Mode, PlayerToken,
} from '@blind-chess/shared';
import { type Game, PRUNE_AFTER_FINISHED_MS, RATE_LIMIT } from './state.js';
const games = new Map<GameId, Game>();
export function newGameId(): GameId {
const alphabet = 'abcdefghijklmnopqrstuvwxyz0123456789';
let id = '';
while (true) {
const buf = randomBytes(8);
id = '';
for (let i = 0; i < 8; i++) id += alphabet[buf[i]! % alphabet.length];
if (!games.has(id)) return id;
}
}
export function newPlayerToken(): PlayerToken {
return randomBytes(18).toString('base64url').slice(0, 24).toLowerCase().replace(/[^a-z0-9]/g, 'a');
}
export function chooseSide(side: Color | 'random'): Color {
if (side === 'random') return Math.random() < 0.5 ? 'w' : 'b';
return side;
}
export function createGame(opts: {
mode: Mode;
creatorSide: Color;
highlightingEnabled: boolean;
}): { game: Game; creatorToken: PlayerToken } {
const id = newGameId();
const creatorToken = newPlayerToken();
const now = Date.now();
const game: Game = {
id,
mode: opts.mode,
highlightingEnabled: opts.highlightingEnabled,
status: 'waiting',
createdAt: now,
chess: new Chess(),
moveHistory: [],
announcements: [],
players: {
w: opts.creatorSide === 'w' ? makeSlot(creatorToken, now) : null,
b: opts.creatorSide === 'b' ? makeSlot(creatorToken, now) : null,
},
armed: null,
drawOffer: null,
disconnectAt: {},
};
games.set(id, game);
return { game, creatorToken };
}
function makeSlot(token: PlayerToken, now: number) {
return {
token,
socket: null,
joinedAt: now,
rateBucket: { tokens: RATE_LIMIT.capacity, last: now },
};
}
export function getGame(id: GameId): Game | undefined {
return games.get(id);
}
export function deleteGame(id: GameId): void {
games.delete(id);
}
export function allGames(): IterableIterator<Game> {
return games.values();
}
export function activeGameCount(): number {
let n = 0;
for (const g of games.values()) if (g.status !== 'finished') n++;
return n;
}
/** Find game where this token is bound to a player slot; returns the slot color. */
export function findTokenInGame(game: Game, token: PlayerToken): Color | null {
if (game.players.w?.token === token) return 'w';
if (game.players.b?.token === token) return 'b';
return null;
}
/** Claim the open slot in a game. Returns the color claimed or null if both filled. */
export function claimSlot(
game: Game,
joinAs: Color | 'auto',
): { color: Color; token: PlayerToken } | null {
const tryClaim = (c: Color): { color: Color; token: PlayerToken } | null => {
if (game.players[c]) return null;
const token = newPlayerToken();
game.players[c] = makeSlot(token, Date.now());
return { color: c, token };
};
if (joinAs === 'w') return tryClaim('w');
if (joinAs === 'b') return tryClaim('b');
return tryClaim('w') ?? tryClaim('b');
}
export function pruneFinished(): number {
const now = Date.now();
let removed = 0;
for (const [id, g] of games) {
if (g.status === 'finished' && g.finishedAt && now - g.finishedAt > PRUNE_AFTER_FINISHED_MS) {
games.delete(id);
removed++;
}
}
return removed;
}
+18
View File
@@ -0,0 +1,18 @@
import { RATE_LIMIT, type Game } from './state.js';
import type { Color } from '@blind-chess/shared';
/** Token-bucket rate limiter on `commit`. Returns true if allowed. */
export function consumeCommitToken(game: Game, color: Color): boolean {
const slot = game.players[color];
if (!slot) return false;
const now = Date.now();
const elapsed = (now - slot.rateBucket.last) / 1000;
slot.rateBucket.tokens = Math.min(
RATE_LIMIT.capacity,
slot.rateBucket.tokens + elapsed * RATE_LIMIT.refillPerSec,
);
slot.rateBucket.last = now;
if (slot.rateBucket.tokens < 1) return false;
slot.rateBucket.tokens -= 1;
return true;
}
+105
View File
@@ -0,0 +1,105 @@
import Fastify from 'fastify';
import websocketPlugin from '@fastify/websocket';
import staticPlugin from '@fastify/static';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import {
activeGameCount,
chooseSide,
createGame,
pruneFinished,
} from './games.js';
import { attachSocket } from './ws.js';
import { createGameSchema } from './validation.js';
const __dirname = path.dirname(fileURLToPath(import.meta.url));
const PORT = parseInt(process.env.PORT ?? '3000', 10);
const HOST = process.env.HOST ?? '0.0.0.0';
const STATIC_DIR = process.env.STATIC_DIR ?? path.resolve(__dirname, '../../client/dist');
const PUBLIC_BASE = process.env.PUBLIC_BASE ?? '';
const startedAt = Date.now();
const fastify = Fastify({
logger: {
level: process.env.LOG_LEVEL ?? 'info',
transport: process.env.NODE_ENV === 'production' ? undefined : {
target: 'pino-pretty',
options: { colorize: true, translateTime: 'HH:MM:ss' },
},
},
trustProxy: true,
});
await fastify.register(websocketPlugin);
fastify.get('/api/health', async () => ({
ok: true,
activeGames: activeGameCount(),
uptime: Math.floor((Date.now() - startedAt) / 1000),
}));
fastify.post('/api/games', async (req, reply) => {
const parsed = createGameSchema.safeParse(req.body);
if (!parsed.success) {
reply.code(400);
return { error: 'malformed', detail: parsed.error.issues };
}
const { mode, side, highlightingEnabled } = parsed.data;
const creatorSide = chooseSide(side);
const { game, creatorToken } = createGame({ mode, creatorSide, highlightingEnabled });
const publicBase = PUBLIC_BASE
|| (req.headers.host ? `${req.protocol}://${req.headers.host}` : '');
const joinUrl = `${publicBase}/g/${game.id}`;
return { gameId: game.id, creatorToken, creatorColor: creatorSide, joinUrl };
});
fastify.get('/ws', { websocket: true }, (socket) => {
// fastify-websocket v11 passes the raw ws socket directly.
const raw = (socket as unknown as { socket?: unknown }).socket ?? socket;
attachSocket(raw as never);
});
// Static client assets — serve dist/ if present, gracefully degrade if not.
import('node:fs').then((fs) => {
if (fs.existsSync(STATIC_DIR)) {
fastify.register(staticPlugin, {
root: STATIC_DIR,
prefix: '/',
decorateReply: true,
});
// SPA fallback: serve index.html for /g/<id> etc.
fastify.setNotFoundHandler((req, reply) => {
const accept = String(req.headers.accept ?? '');
if (accept.includes('text/html')) {
return (reply as unknown as { sendFile: (n: string) => unknown }).sendFile('index.html');
}
reply.code(404).send({ error: 'not_found' });
});
} else {
fastify.log.warn({ STATIC_DIR }, 'static client dist not found; serving API only');
}
});
// Janitor: prune finished games every 5 min.
const janitor = setInterval(() => {
const removed = pruneFinished();
if (removed > 0) fastify.log.info({ removed }, 'pruned finished games');
}, 5 * 60 * 1000);
janitor.unref();
const ready = fastify.listen({ port: PORT, host: HOST });
ready.then(() => {
fastify.log.info(`blind_chess listening on ${HOST}:${PORT}`);
}).catch((err) => {
fastify.log.error(err);
process.exit(1);
});
for (const sig of ['SIGTERM', 'SIGINT'] as const) {
process.on(sig, () => {
fastify.log.info({ sig }, 'shutting down');
fastify.close().then(() => process.exit(0));
});
}
+58
View File
@@ -0,0 +1,58 @@
import type { Chess } from 'chess.js';
import type { WebSocket } from 'ws';
import type {
Announcement,
Color,
EndReason,
GameId,
GameStatus,
Mode,
PieceType,
PlayerToken,
PromotionType,
Square,
} from '@blind-chess/shared';
export interface MoveRecord {
ply: number;
by: Color;
from: Square;
to: Square;
san: string;
capturedPieceType?: PieceType;
promotion?: PromotionType;
flags: { castle?: 'k' | 'q'; enPassant?: boolean; check?: boolean; mate?: boolean };
at: number;
}
export interface PlayerSlot {
token: PlayerToken;
socket: WebSocket | null;
joinedAt: number;
rateBucket: { tokens: number; last: number };
}
export interface Game {
id: GameId;
mode: Mode;
highlightingEnabled: boolean;
status: GameStatus;
createdAt: number;
finishedAt?: number;
endReason?: EndReason;
winner?: Color | null;
chess: Chess;
moveHistory: MoveRecord[];
announcements: Announcement[];
players: { w: PlayerSlot | null; b: PlayerSlot | null };
armed: { color: Color; from: Square } | null;
drawOffer: { from: Color; at: number } | null;
disconnectAt: { w?: number; b?: number };
}
export const RATE_LIMIT = { capacity: 20, refillPerSec: 10 };
export const GRACE_MS = 5 * 60 * 1000;
export const PRUNE_AFTER_FINISHED_MS = 30 * 60 * 1000;
+73
View File
@@ -0,0 +1,73 @@
import type { Move } from 'chess.js';
import type { Announcement, Audience, Color, ModeratorText } from '@blind-chess/shared';
import type { Game } from './state.js';
export function announce(
text: ModeratorText,
audience: Audience,
ply: number,
payload?: Announcement['payload'],
): Announcement {
return { text, audience, ply, at: Date.now(), payload };
}
/**
* Translate an applied chess.js Move into the moderator vocabulary.
*
* Capturing player learns the captured piece type via their `view` update
* (their canonical board reflects the capture; the captured-pieces tray is
* populated from move history). The opponent gets only the `*_moved_captured`
* announcement.
*/
export function translateMove(game: Game, move: Move): Announcement[] {
const out: Announcement[] = [];
const ply = game.chess.history().length;
const mover = move.color as Color;
const opp: Color = mover === 'w' ? 'b' : 'w';
const moverWord = mover === 'w' ? 'white' : 'black';
const oppWord = opp === 'w' ? 'white' : 'black';
const isEp = move.isEnPassant();
const isCap = move.isCapture();
const isKingsideCastle = move.isKingsideCastle();
const isQueensideCastle = move.isQueensideCastle();
const isProm = !!move.promotion;
// To opponent: the move event itself.
if (isKingsideCastle) {
out.push(announce(`${moverWord}_castled_kingside` as ModeratorText, opp, ply));
} else if (isQueensideCastle) {
out.push(announce(`${moverWord}_castled_queenside` as ModeratorText, opp, ply));
} else if (isCap && isEp) {
out.push(announce(`${moverWord}_moved_captured_ep` as ModeratorText, opp, ply));
} else if (isCap) {
out.push(announce(`${moverWord}_moved_captured` as ModeratorText, opp, ply));
} else {
out.push(announce(`${moverWord}_moved` as ModeratorText, opp, ply));
}
if (isProm) {
out.push(announce(`${moverWord}_promoted` as ModeratorText, opp, ply, { promotedTo: move.promotion }));
}
// To both: state changes.
if (game.chess.isCheckmate()) {
out.push(announce(`${moverWord}_checkmate` as ModeratorText, 'both', ply));
} else if (game.chess.inCheck()) {
out.push(announce(`${oppWord}_in_check` as ModeratorText, 'both', ply));
}
if (game.chess.isStalemate()) out.push(announce('stalemate', 'both', ply));
if (game.chess.isInsufficientMaterial()) out.push(announce('draw_insufficient', 'both', ply));
if (game.chess.isThreefoldRepetition()) out.push(announce('draw_threefold', 'both', ply));
if (halfMoveClock(game) >= 100) out.push(announce('draw_fifty', 'both', ply));
return out;
}
/** Half-move clock (50-move rule). chess.js exposes it via FEN. */
function halfMoveClock(game: Game): number {
const fen = game.chess.fen();
const parts = fen.split(' ');
return parseInt(parts[4] ?? '0', 10) || 0;
}
+44
View File
@@ -0,0 +1,44 @@
import { z } from 'zod';
const colorSchema = z.union([z.literal('w'), z.literal('b')]);
const squareSchema = z.string().regex(/^[a-h][1-8]$/);
const promotionSchema = z.union([z.literal('q'), z.literal('r'), z.literal('b'), z.literal('n')]);
const gameIdSchema = z.string().regex(/^[a-z0-9]{8}$/);
const tokenSchema = z.string().regex(/^[a-z0-9]{24}$/);
export const helloSchema = z.object({
type: z.literal('hello'),
gameId: gameIdSchema,
token: tokenSchema.optional(),
joinAs: z.union([colorSchema, z.literal('auto')]).optional(),
});
export const commitSchema = z.object({
type: z.literal('commit'),
from: squareSchema,
to: squareSchema.optional(),
promotion: promotionSchema.optional(),
});
export const resignSchema = z.object({ type: z.literal('resign') });
export const offerDrawSchema = z.object({ type: z.literal('offer-draw') });
export const respondDrawSchema = z.object({
type: z.literal('respond-draw'),
accept: z.boolean(),
});
export const pongSchema = z.object({ type: z.literal('pong') });
export const clientMessageSchema = z.discriminatedUnion('type', [
helloSchema,
commitSchema,
resignSchema,
offerDrawSchema,
respondDrawSchema,
pongSchema,
]);
export const createGameSchema = z.object({
mode: z.union([z.literal('blind'), z.literal('vanilla')]),
side: z.union([colorSchema, z.literal('random')]),
highlightingEnabled: z.boolean(),
});
+48
View File
@@ -0,0 +1,48 @@
import type { Square as ChessSquare } from 'chess.js';
import type { BoardView, Color, Piece, Square } from '@blind-chess/shared';
import type { Game } from './state.js';
/**
* The single security boundary for opponent information.
* In blind mode (active games only), opponent pieces are ABSENT from the
* payload not encrypted-but-present. The wire literally cannot leak what
* the wire never carries.
*/
export function buildView(game: Game, viewer: Color): BoardView {
const pieces: Partial<Record<Square, Piece>> = {};
const board = game.chess.board();
const reveal = game.mode === 'vanilla' || game.status === 'finished';
for (let r = 0; r < 8; r++) {
const row = board[r];
if (!row) continue;
for (let f = 0; f < 8; f++) {
const cell = row[f];
if (!cell) continue;
if (!reveal && cell.color !== viewer) continue;
pieces[cell.square as Square] = { color: cell.color, type: cell.type };
}
}
return {
pieces,
toMove: game.chess.turn() as Color,
inCheck: reveal ? game.chess.inCheck() : (viewer === game.chess.turn() ? game.chess.inCheck() : null),
};
}
/** Compute the set of own-occupied squares for a player. Used by the FSM. */
export function ownSquares(game: Game, color: Color): Set<Square> {
const out = new Set<Square>();
const board = game.chess.board();
for (const row of board) {
if (!row) continue;
for (const cell of row) {
if (!cell) continue;
if (cell.color === color) out.add(cell.square as Square);
}
}
return out;
}
export type { ChessSquare };
+300
View File
@@ -0,0 +1,300 @@
import type { WebSocket } from 'ws';
import {
type ClientMessage,
type Color,
type ErrorCode,
type ServerMessage,
} from '@blind-chess/shared';
import { clientMessageSchema } from './validation.js';
import {
claimSlot,
findTokenInGame,
getGame,
} from './games.js';
import type { Game } from './state.js';
import { GRACE_MS } from './state.js';
import { handleCommit } from './commit.js';
import { announce } from './translator.js';
import { buildView } from './view.js';
import { consumeCommitToken } from './ratelimit.js';
interface SocketCtx {
socket: WebSocket;
game: Game | null;
color: Color | null;
}
const sockets = new WeakMap<WebSocket, SocketCtx>();
export function attachSocket(socket: WebSocket): void {
const ctx: SocketCtx = { socket, game: null, color: null };
sockets.set(socket, ctx);
socket.on('message', (data) => onMessage(ctx, data));
socket.on('close', () => onClose(ctx));
socket.on('error', () => {/* logged via fastify */});
}
function send(socket: WebSocket, msg: ServerMessage): void {
if (socket.readyState === socket.OPEN) {
socket.send(JSON.stringify(msg));
}
}
function sendError(socket: WebSocket, code: ErrorCode, message?: string): void {
send(socket, { type: 'error', code, message: message ?? code });
}
function onMessage(ctx: SocketCtx, data: unknown): void {
let parsed: ClientMessage;
try {
const raw = typeof data === 'string' ? data : data instanceof Buffer ? data.toString('utf8') : String(data);
parsed = JSON.parse(raw);
} catch {
return sendError(ctx.socket, 'malformed', 'invalid JSON');
}
const result = clientMessageSchema.safeParse(parsed);
if (!result.success) {
return sendError(ctx.socket, 'malformed', result.error.message);
}
const msg = result.data as ClientMessage;
if (msg.type === 'hello') return onHello(ctx, msg);
if (msg.type === 'pong') return;
if (!ctx.game || !ctx.color) {
return sendError(ctx.socket, 'malformed', 'send hello first');
}
switch (msg.type) {
case 'commit': return onCommit(ctx, msg);
case 'resign': return onResign(ctx);
case 'offer-draw': return onOfferDraw(ctx);
case 'respond-draw': return onRespondDraw(ctx, msg.accept);
}
}
function onHello(ctx: SocketCtx, msg: Extract<ClientMessage, { type: 'hello' }>): void {
const game = getGame(msg.gameId);
if (!game) return sendError(ctx.socket, 'game_not_found');
let color: Color | null = null;
if (msg.token) {
color = findTokenInGame(game, msg.token);
if (!color) return sendError(ctx.socket, 'invalid_token');
} else {
const claim = claimSlot(game, msg.joinAs ?? 'auto');
if (!claim) {
return sendError(ctx.socket, 'spectators_disabled', 'both player slots are filled');
}
color = claim.color;
}
// Same-token, second socket: close old socket with reason "superseded".
const slot = game.players[color]!;
if (slot.socket && slot.socket !== ctx.socket && slot.socket.readyState === slot.socket.OPEN) {
try { slot.socket.close(4000, 'superseded'); } catch {/* ignore */}
}
slot.socket = ctx.socket;
delete game.disconnectAt[color];
ctx.game = game;
ctx.color = color;
// Activate game once both slots are filled and connected.
if (game.status === 'waiting' && game.players.w && game.players.b) {
game.status = 'active';
}
const view = buildView(game, color);
const audienceFiltered = game.announcements.filter(
(a) => a.audience === 'both' || a.audience === color,
);
send(ctx.socket, {
type: 'joined',
you: color,
token: slot.token,
view,
announcements: audienceFiltered,
gameStatus: game.status,
mode: game.mode,
highlightingEnabled: game.highlightingEnabled,
opponentConnected: !!game.players[color === 'w' ? 'b' : 'w']?.socket,
});
// Notify peer that we're connected.
notifyPeer(game, color, true);
// If activation just happened, push update to both.
if (game.status === 'active') {
broadcastUpdate(game);
}
}
function onCommit(ctx: SocketCtx, msg: Extract<ClientMessage, { type: 'commit' }>): void {
const game = ctx.game!;
const color = ctx.color!;
if (!consumeCommitToken(game, color)) {
return sendError(ctx.socket, 'rate_limited');
}
const result = handleCommit(game, color, msg);
switch (result.kind) {
case 'error':
sendError(ctx.socket, result.code);
return;
case 'silent':
// Re-send updated view to actor only with touchedPiece set.
sendUpdateTo(game, color, [], { touchedPiece: msg.from });
return;
case 'announce':
// Announcement to actor; opponent is unaffected unless audience=both.
broadcastNewAnnouncements(game, result.announcements);
return;
case 'applied':
// Move applied. Check end conditions.
finalizeIfEnded(game, result.announcements);
broadcastNewAnnouncements(game, result.announcements);
return;
}
}
function onResign(ctx: SocketCtx): void {
const game = ctx.game!;
const color = ctx.color!;
if (game.status !== 'active') return;
const ply = game.chess.history().length;
const a = announce(color === 'w' ? 'white_resigned' : 'black_resigned', 'both', ply);
game.announcements.push(a);
endGame(game, 'resign', color === 'w' ? 'b' : 'w');
broadcastNewAnnouncements(game, [a]);
}
function onOfferDraw(ctx: SocketCtx): void {
const game = ctx.game!;
const color = ctx.color!;
if (game.status !== 'active') return;
game.drawOffer = { from: color, at: Date.now() };
// Push update to both so opponent sees the drawOffer field.
broadcastUpdate(game);
}
function onRespondDraw(ctx: SocketCtx, accept: boolean): void {
const game = ctx.game!;
const color = ctx.color!;
if (!game.drawOffer || game.drawOffer.from === color) return;
if (accept) {
const ply = game.chess.history().length;
const a = announce('draw_agreed', 'both', ply);
game.announcements.push(a);
game.drawOffer = null;
endGame(game, 'draw_agreed', null);
broadcastNewAnnouncements(game, [a]);
} else {
game.drawOffer = null;
broadcastUpdate(game);
}
}
function onClose(ctx: SocketCtx): void {
const { game, color } = ctx;
if (!game || !color) return;
const slot = game.players[color];
if (!slot) return;
if (slot.socket === ctx.socket) {
slot.socket = null;
if (game.status === 'active') {
game.disconnectAt[color] = Date.now();
// Schedule grace timer.
setTimeout(() => maybeAbandon(game, color), GRACE_MS + 100);
}
notifyPeer(game, color, false, Date.now() + GRACE_MS);
}
}
function maybeAbandon(game: Game, color: Color): void {
if (game.status !== 'active') return;
const slot = game.players[color];
if (!slot) return;
if (slot.socket?.readyState === slot.socket?.OPEN) return; // reconnected
// Still disconnected. Game is abandoned.
const ply = game.chess.history().length;
const a = announce('game_abandoned', 'both', ply);
game.announcements.push(a);
const winner = game.players[color === 'w' ? 'b' : 'w']?.socket ? (color === 'w' ? 'b' : 'w') : null;
endGame(game, 'abandoned', winner);
broadcastNewAnnouncements(game, [a]);
}
function endGame(game: Game, reason: Game['endReason'], winner: Color | null): void {
game.status = 'finished';
game.endReason = reason;
game.winner = winner;
game.finishedAt = Date.now();
}
function finalizeIfEnded(game: Game, announcements: ReadonlyArray<{ text: string }>): void {
// Detect terminal moderator announcements.
const lastTexts = new Set(announcements.map((a) => a.text));
if (lastTexts.has('white_checkmate')) endGame(game, 'checkmate', 'w');
else if (lastTexts.has('black_checkmate')) endGame(game, 'checkmate', 'b');
else if (lastTexts.has('stalemate')) endGame(game, 'stalemate', null);
else if (lastTexts.has('draw_insufficient')) endGame(game, 'insufficient', null);
else if (lastTexts.has('draw_threefold')) endGame(game, 'threefold', null);
else if (lastTexts.has('draw_fifty')) endGame(game, 'fifty_move', null);
}
function broadcastNewAnnouncements(
game: Game,
newAnnouncements: ReadonlyArray<import('@blind-chess/shared').Announcement>,
): void {
for (const c of ['w', 'b'] as const) {
const filtered = newAnnouncements.filter((a) => a.audience === 'both' || a.audience === c);
sendUpdateTo(game, c, filtered);
}
}
function broadcastUpdate(game: Game): void {
for (const c of ['w', 'b'] as const) {
sendUpdateTo(game, c, []);
}
}
function sendUpdateTo(
game: Game,
color: Color,
newAnnouncements: ReadonlyArray<import('@blind-chess/shared').Announcement>,
extra?: { touchedPiece?: string },
): void {
const slot = game.players[color];
if (!slot?.socket) return;
const view = buildView(game, color);
const drawOffer = game.drawOffer ? { from: game.drawOffer.from } : null;
send(slot.socket, {
type: 'update',
view,
newAnnouncements: [...newAnnouncements],
gameStatus: game.status,
touchedPiece: game.armed?.color === color ? game.armed.from : extra?.touchedPiece as never,
drawOffer,
endReason: game.endReason,
winner: game.winner ?? null,
});
}
function notifyPeer(game: Game, source: Color, connected: boolean, graceUntil?: number): void {
const peer = source === 'w' ? 'b' : 'w';
const slot = game.players[peer];
if (!slot?.socket) return;
send(slot.socket, {
type: 'peer-status',
color: source,
connected,
graceUntil,
});
}
@@ -0,0 +1,172 @@
import { describe, it, expect, beforeAll, afterAll } from 'vitest';
import { WebSocket } from 'ws';
import Fastify from 'fastify';
import websocketPlugin from '@fastify/websocket';
import {
activeGameCount,
chooseSide,
createGame,
} from '../../src/games.js';
import { attachSocket } from '../../src/ws.js';
import { createGameSchema } from '../../src/validation.js';
import type { ServerMessage } from '@blind-chess/shared';
let app: ReturnType<typeof Fastify>;
let baseUrl = '';
beforeAll(async () => {
app = Fastify({ logger: false });
await app.register(websocketPlugin);
app.get('/api/health', async () => ({ ok: true, activeGames: activeGameCount() }));
app.post('/api/games', async (req, reply) => {
const parsed = createGameSchema.safeParse(req.body);
if (!parsed.success) { reply.code(400); return { error: 'malformed' }; }
const creatorSide = chooseSide(parsed.data.side);
const { game, creatorToken } = createGame({
mode: parsed.data.mode,
creatorSide,
highlightingEnabled: parsed.data.highlightingEnabled,
});
return { gameId: game.id, creatorToken, creatorColor: creatorSide };
});
app.get('/ws', { websocket: true }, (socket) => {
const raw = (socket as unknown as { socket?: unknown }).socket ?? socket;
attachSocket(raw as never);
});
await app.listen({ port: 0, host: '127.0.0.1' });
const addr = app.server.address();
if (typeof addr !== 'object' || !addr) throw new Error('no address');
baseUrl = `http://127.0.0.1:${addr.port}`;
});
afterAll(async () => {
await app.close();
});
interface Client {
ws: WebSocket;
msgs: ServerMessage[];
waitFor: (pred: (m: ServerMessage) => boolean, timeoutMs?: number) => Promise<ServerMessage>;
send: (m: unknown) => void;
close: () => void;
}
function makeClient(gameId: string): Promise<Client> {
return new Promise((resolve, reject) => {
const ws = new WebSocket(baseUrl.replace('http', 'ws') + `/ws?game=${gameId}`);
const msgs: ServerMessage[] = [];
const waiters: Array<{ pred: (m: ServerMessage) => boolean; resolve: (m: ServerMessage) => void; reject: (e: Error) => void; timer: NodeJS.Timeout }> = [];
ws.on('message', (data) => {
const m = JSON.parse(data.toString()) as ServerMessage;
msgs.push(m);
for (const w of [...waiters]) {
if (w.pred(m)) {
clearTimeout(w.timer);
waiters.splice(waiters.indexOf(w), 1);
w.resolve(m);
}
}
});
ws.on('open', () => resolve({
ws, msgs,
waitFor: (pred, timeoutMs = 1500) => new Promise<ServerMessage>((res, rej) => {
const existing = msgs.find(pred);
if (existing) return res(existing);
const timer = setTimeout(() => rej(new Error('waitFor timeout')), timeoutMs);
waiters.push({ pred, resolve: res, reject: rej, timer });
}),
send: (m) => ws.send(JSON.stringify(m)),
close: () => ws.close(),
}));
ws.on('error', reject);
});
}
async function createTestGame(mode: 'blind' | 'vanilla' = 'blind'): Promise<{ gameId: string; creatorToken: string; creatorColor: 'w' | 'b' }> {
const res = await fetch(`${baseUrl}/api/games`, {
method: 'POST',
headers: { 'content-type': 'application/json' },
body: JSON.stringify({ mode, side: 'w', highlightingEnabled: false }),
});
return await res.json() as { gameId: string; creatorToken: string; creatorColor: 'w' | 'b' };
}
describe('scripted game end-to-end', () => {
it('two clients connect, opening exchange, blind view filtering', async () => {
const { gameId, creatorToken } = await createTestGame('blind');
const w = await makeClient(gameId);
const b = await makeClient(gameId);
// White connects with token, black auto-claims.
w.send({ type: 'hello', gameId, token: creatorToken });
b.send({ type: 'hello', gameId, joinAs: 'auto' });
const wJoined = await w.waitFor((m) => m.type === 'joined');
const bJoined = await b.waitFor((m) => m.type === 'joined');
expect(wJoined.type === 'joined' && wJoined.you).toBe('w');
expect(bJoined.type === 'joined' && bJoined.you).toBe('b');
// Blind view: white sees only its 16 pieces.
if (wJoined.type !== 'joined') throw new Error('expected joined');
expect(Object.keys(wJoined.view.pieces).length).toBe(16);
for (const piece of Object.values(wJoined.view.pieces)) {
expect(piece?.color).toBe('w');
}
// White plays e2e4 in two messages: arm + commit.
w.send({ type: 'commit', from: 'e2' });
await w.waitFor((m) => m.type === 'update' && m.touchedPiece === 'e2');
w.send({ type: 'commit', from: 'e2', to: 'e4' });
// Black should see a moderator announcement white_moved.
const bMoved = await b.waitFor((m) =>
m.type === 'update' && m.newAnnouncements.some((a) => a.text === 'white_moved'),
);
expect(bMoved.type).toBe('update');
w.close();
b.close();
});
it('not_your_turn error when black tries to move first', async () => {
const { gameId, creatorToken } = await createTestGame('vanilla');
const w = await makeClient(gameId);
const b = await makeClient(gameId);
w.send({ type: 'hello', gameId, token: creatorToken });
b.send({ type: 'hello', gameId, joinAs: 'auto' });
await b.waitFor((m) => m.type === 'joined');
b.send({ type: 'commit', from: 'e7', to: 'e5' });
const err = await b.waitFor((m) => m.type === 'error');
expect(err.type === 'error' && err.code).toBe('not_your_turn');
w.close();
b.close();
});
it('rejects malformed messages', async () => {
const { gameId, creatorToken } = await createTestGame('blind');
const w = await makeClient(gameId);
w.send({ type: 'hello', gameId, token: creatorToken });
await w.waitFor((m) => m.type === 'joined');
w.send({ type: 'commit', from: 'zz', to: 'e4' });
const err = await w.waitFor((m) => m.type === 'error');
expect(err.type === 'error' && err.code).toBe('malformed');
w.close();
});
it('resign: opponent gets game_finished update', async () => {
const { gameId, creatorToken } = await createTestGame('vanilla');
const w = await makeClient(gameId);
const b = await makeClient(gameId);
w.send({ type: 'hello', gameId, token: creatorToken });
b.send({ type: 'hello', gameId, joinAs: 'auto' });
await b.waitFor((m) => m.type === 'joined');
w.send({ type: 'resign' });
const upd = await b.waitFor((m) =>
m.type === 'update' && m.gameStatus === 'finished',
);
expect(upd.type === 'update' && upd.endReason).toBe('resign');
expect(upd.type === 'update' && upd.winner).toBe('b');
w.close();
b.close();
});
});
@@ -0,0 +1,122 @@
import { describe, it, expect, beforeEach } from 'vitest';
import { Chess } from 'chess.js';
import { handleCommit } from '../../src/commit.js';
import type { Game } from '../../src/state.js';
import { RATE_LIMIT } from '../../src/state.js';
function makeGame(fen?: string): Game {
const chess = fen ? new Chess(fen) : new Chess();
return {
id: 'testtest',
mode: 'blind',
highlightingEnabled: false,
status: 'active',
createdAt: Date.now(),
chess,
moveHistory: [],
announcements: [],
players: {
w: { token: 'w'.repeat(24), socket: null, joinedAt: 0,
rateBucket: { tokens: RATE_LIMIT.capacity, last: 0 } },
b: { token: 'b'.repeat(24), socket: null, joinedAt: 0,
rateBucket: { tokens: RATE_LIMIT.capacity, last: 0 } },
},
armed: null,
drawOffer: null,
disconnectAt: {},
};
}
describe('hierarchy decision table', () => {
let game: Game;
beforeEach(() => { game = makeGame(); });
it('row 1: no_such_piece — empty square', () => {
const r = handleCommit(game, 'w', { from: 'e4' });
expect(r.kind).toBe('announce');
if (r.kind === 'announce') expect(r.announcements[0]!.text).toBe('no_such_piece');
});
it('row 1b: no_such_piece — opponent piece', () => {
const r = handleCommit(game, 'w', { from: 'e7' }); // black pawn
expect(r.kind).toBe('announce');
if (r.kind === 'announce') expect(r.announcements[0]!.text).toBe('no_such_piece');
});
it('row 2: no_legal_moves — knight in starting position is OK; use a contrived fen', () => {
// White knight surrounded by own pieces. Place a knight at b1 with own
// pieces blocking a3, c3, d2.
const g = makeGame('4k3/8/8/8/8/P1P5/3P4/1N2K3 w - - 0 1');
// Knight at b1: jumps a3, c3, d2. All blocked by own pawns.
const r = handleCommit(g, 'w', { from: 'b1' });
expect(r.kind).toBe('announce');
if (r.kind === 'announce') expect(r.announcements[0]!.text).toBe('no_legal_moves');
});
it('row 3: wont_help — pinned bishop, not in check', () => {
// White king on e1, white bishop on e2 pinned by black rook on e8.
const g = makeGame('4r2k/8/8/8/8/8/4B3/4K3 w - - 0 1');
const r = handleCommit(g, 'w', { from: 'e2' });
expect(r.kind).toBe('announce');
if (r.kind === 'announce') expect(r.announcements[0]!.text).toBe('wont_help');
});
it('row 5: silent on first commit when piece has legal moves', () => {
const r = handleCommit(game, 'w', { from: 'e2' });
expect(r.kind).toBe('silent');
expect(game.armed).toEqual({ color: 'w', from: 'e2' });
});
it('row 6: applied move when legal commit completes', () => {
const r = handleCommit(game, 'w', { from: 'e2', to: 'e4' });
expect(r.kind).toBe('applied');
expect(game.armed).toBeNull();
expect(game.chess.history()).toContain('e4');
});
});
describe('touch-move enforcement', () => {
it('after silent arm, commit with different from yields must_move_touched_piece', () => {
const game = makeGame();
handleCommit(game, 'w', { from: 'e2' }); // arm
const r = handleCommit(game, 'w', { from: 'd2', to: 'd4' });
expect(r.kind).toBe('error');
if (r.kind === 'error') expect(r.code).toBe('must_move_touched_piece');
});
it('after silent arm, illegal destination returns illegal_move and KEEPS touch', () => {
const game = makeGame();
handleCommit(game, 'w', { from: 'e2' });
const r = handleCommit(game, 'w', { from: 'e2', to: 'e5' }); // pawn can't go e2→e5
expect(r.kind).toBe('announce');
if (r.kind === 'announce') expect(r.announcements[0]!.text).toBe('illegal_move');
expect(game.armed).toEqual({ color: 'w', from: 'e2' });
});
it('not your turn returns error', () => {
const game = makeGame();
const r = handleCommit(game, 'b', { from: 'e7' });
expect(r.kind).toBe('error');
if (r.kind === 'error') expect(r.code).toBe('not_your_turn');
});
});
describe('promotion', () => {
it('promotion required: pawn on 7th to 8th without promotion field', () => {
const g = makeGame('7k/4P3/8/8/8/8/8/4K3 w - - 0 1');
const r = handleCommit(g, 'w', { from: 'e7', to: 'e8' });
expect(r.kind).toBe('error');
if (r.kind === 'error') expect(r.code).toBe('promotion_required');
});
it('promotion succeeds with field', () => {
const g = makeGame('7k/4P3/8/8/8/8/8/4K3 w - - 0 1');
const r = handleCommit(g, 'w', { from: 'e7', to: 'e8', promotion: 'q' });
expect(r.kind).toBe('applied');
if (r.kind === 'applied') {
const promo = r.announcements.find((a) => a.text === 'white_promoted');
expect(promo).toBeDefined();
expect(promo?.payload?.promotedTo).toBe('q');
}
});
});
+81
View File
@@ -0,0 +1,81 @@
import { describe, it, expect } from 'vitest';
import { Chess } from 'chess.js';
import { buildView, ownSquares } from '../../src/view.js';
import type { Game } from '../../src/state.js';
import { RATE_LIMIT } from '../../src/state.js';
function makeGame(mode: 'blind' | 'vanilla', fen?: string, status: 'active' | 'finished' = 'active'): Game {
return {
id: 'testtest',
mode,
highlightingEnabled: false,
status,
createdAt: Date.now(),
chess: fen ? new Chess(fen) : new Chess(),
moveHistory: [],
announcements: [],
players: {
w: { token: 'w'.repeat(24), socket: null, joinedAt: 0, rateBucket: { tokens: RATE_LIMIT.capacity, last: 0 } },
b: { token: 'b'.repeat(24), socket: null, joinedAt: 0, rateBucket: { tokens: RATE_LIMIT.capacity, last: 0 } },
},
armed: null,
drawOffer: null,
disconnectAt: {},
};
}
describe('buildView: security boundary', () => {
it('blind/active white view contains zero black pieces', () => {
const g = makeGame('blind');
const view = buildView(g, 'w');
for (const piece of Object.values(view.pieces)) {
expect(piece?.color).toBe('w');
}
expect(Object.keys(view.pieces).length).toBe(16); // all 16 white pieces
});
it('blind/active black view contains zero white pieces', () => {
const g = makeGame('blind');
const view = buildView(g, 'b');
for (const piece of Object.values(view.pieces)) {
expect(piece?.color).toBe('b');
}
expect(Object.keys(view.pieces).length).toBe(16);
});
it('vanilla/active shows both colors', () => {
const g = makeGame('vanilla');
const view = buildView(g, 'w');
expect(Object.keys(view.pieces).length).toBe(32);
});
it('blind/finished reveals both colors (post-game review)', () => {
const g = makeGame('blind', undefined, 'finished');
const view = buildView(g, 'w');
expect(Object.keys(view.pieces).length).toBe(32);
});
it('blind: inCheck is null for non-actor (info leak prevention)', () => {
// Black to move and is in check. White's view says null (it's not white's turn,
// and revealing inCheck-status of opponent leaks info).
const g = makeGame('blind', 'rnb1kbnr/pppp1ppp/8/4p3/6Pq/5P2/PPPPP2P/RNBQKBNR w KQkq - 1 3');
const view = buildView(g, 'b');
// It's white's turn here. Black viewer is not the to-move side.
expect(view.inCheck).toBeNull();
});
});
describe('ownSquares', () => {
it('starting position returns 16 own squares', () => {
const g = makeGame('blind');
expect(ownSquares(g, 'w').size).toBe(16);
expect(ownSquares(g, 'b').size).toBe(16);
});
it('contains only own-color squares', () => {
const g = makeGame('blind');
const wSet = ownSquares(g, 'w');
expect(wSet.has('e2')).toBe(true);
expect(wSet.has('e7')).toBe(false);
});
});
+12
View File
@@ -0,0 +1,12 @@
{
"extends": "../../tsconfig.base.json",
"compilerOptions": {
"rootDir": "src",
"outDir": "dist",
"module": "NodeNext",
"moduleResolution": "NodeNext",
"types": ["node"]
},
"include": ["src/**/*"],
"references": [{ "path": "../shared" }]
}
+1
View File
@@ -0,0 +1 @@
{"root":["./src/commit.ts","./src/games.ts","./src/ratelimit.ts","./src/server.ts","./src/state.ts","./src/translator.ts","./src/validation.ts","./src/view.ts","./src/ws.ts"],"version":"5.9.3"}
+23
View File
@@ -0,0 +1,23 @@
{
"name": "@blind-chess/shared",
"version": "0.1.0",
"private": true,
"type": "module",
"main": "./dist/index.js",
"types": "./dist/index.d.ts",
"exports": {
".": {
"types": "./dist/index.d.ts",
"import": "./dist/index.js"
}
},
"scripts": {
"build": "tsc -b",
"test": "vitest run",
"typecheck": "tsc --noEmit"
},
"devDependencies": {
"typescript": "^5.6.0",
"vitest": "^3.0.0"
}
}
+102
View File
@@ -0,0 +1,102 @@
import type { Piece, Square } from './types.js';
import { fileIndex, rankIndex, squareAt } from './types.js';
type Dir = readonly [number, number];
const ROOK_DIRS: readonly Dir[] = [
[1, 0], [-1, 0], [0, 1], [0, -1],
];
const BISHOP_DIRS: readonly Dir[] = [
[1, 1], [1, -1], [-1, 1], [-1, -1],
];
const QUEEN_DIRS: readonly Dir[] = [...ROOK_DIRS, ...BISHOP_DIRS];
const KNIGHT_OFFSETS: readonly Dir[] = [
[1, 2], [2, 1], [2, -1], [1, -2],
[-1, -2], [-2, -1], [-2, 1], [-1, 2],
];
const KING_OFFSETS: readonly Dir[] = [
[1, 0], [-1, 0], [0, 1], [0, -1],
[1, 1], [1, -1], [-1, 1], [-1, -1],
];
function rays(from: Square, dirs: readonly Dir[], own: Set<Square>): Square[] {
const out: Square[] = [];
const f0 = fileIndex(from);
const r0 = rankIndex(from);
for (const [df, dr] of dirs) {
let f = f0 + df;
let r = r0 + dr;
while (true) {
const sq = squareAt(f, r);
if (!sq) break;
if (own.has(sq)) break;
out.push(sq);
f += df;
r += dr;
}
}
return out;
}
function jumps(from: Square, offsets: readonly Dir[], own: Set<Square>): Square[] {
const out: Square[] = [];
const f0 = fileIndex(from);
const r0 = rankIndex(from);
for (const [df, dr] of offsets) {
const sq = squareAt(f0 + df, r0 + dr);
if (sq && !own.has(sq)) out.push(sq);
}
return out;
}
function pawnGeometry(from: Square, color: 'w' | 'b', own: Set<Square>): Square[] {
const out: Square[] = [];
const f0 = fileIndex(from);
const r0 = rankIndex(from);
const dir = color === 'w' ? 1 : -1;
const startRank = color === 'w' ? 1 : 6;
const f1 = squareAt(f0, r0 + dir);
if (f1 && !own.has(f1)) out.push(f1);
if (r0 === startRank) {
const f2 = squareAt(f0, r0 + 2 * dir);
if (f1 && f2 && !own.has(f1) && !own.has(f2)) out.push(f2);
}
for (const df of [-1, 1]) {
const cap = squareAt(f0 + df, r0 + dir);
if (cap && !own.has(cap)) out.push(cap);
}
return out;
}
/**
* Geometric (pseudo-legal-ish) moves for a piece.
*
* Reads ONLY: piece type/color, from-square, own-piece set.
* Reads NOT: opponent piece positions, board history, anything else.
*
* The signature is the proof of zero opponent info leak. Castling is
* intentionally excluded castling legality depends on opponent state
* (path through check, opponent pieces between king and rook).
*/
export function geometricMoves(
piece: Piece,
from: Square,
ownSquares: Set<Square>,
): Square[] {
switch (piece.type) {
case 'n': return jumps(from, KNIGHT_OFFSETS, ownSquares);
case 'k': return jumps(from, KING_OFFSETS, ownSquares);
case 'b': return rays(from, BISHOP_DIRS, ownSquares);
case 'r': return rays(from, ROOK_DIRS, ownSquares);
case 'q': return rays(from, QUEEN_DIRS, ownSquares);
case 'p': return pawnGeometry(from, piece.color, ownSquares);
}
}
+4
View File
@@ -0,0 +1,4 @@
export * from './types.js';
export * from './moderator.js';
export * from './protocol.js';
export * from './geometric.js';
+28
View File
@@ -0,0 +1,28 @@
import type { Color, PieceType } from './types.js';
export type ModeratorText =
| 'no_such_piece'
| 'no_legal_moves'
| 'wont_help'
| 'illegal_move'
| 'white_moved' | 'black_moved'
| 'white_moved_captured' | 'black_moved_captured'
| 'white_moved_captured_ep' | 'black_moved_captured_ep'
| 'white_castled_kingside' | 'white_castled_queenside'
| 'black_castled_kingside' | 'black_castled_queenside'
| 'white_in_check' | 'black_in_check'
| 'white_promoted' | 'black_promoted'
| 'white_checkmate' | 'black_checkmate'
| 'stalemate' | 'draw_insufficient' | 'draw_fifty' | 'draw_threefold'
| 'white_resigned' | 'black_resigned'
| 'draw_agreed' | 'game_abandoned';
export type Audience = Color | 'both';
export interface Announcement {
ply: number;
text: ModeratorText;
audience: Audience;
payload?: { promotedTo?: PieceType };
at: number;
}
+62
View File
@@ -0,0 +1,62 @@
import type {
BoardView, Color, GameId, GameStatus, Mode, PlayerToken,
PromotionType, Square, EndReason,
} from './types.js';
import type { Announcement } from './moderator.js';
export type ClientMessage =
| { type: 'hello'; gameId: GameId; token?: PlayerToken; joinAs?: Color | 'auto' }
| { type: 'commit'; from: Square; to?: Square; promotion?: PromotionType }
| { type: 'resign' }
| { type: 'offer-draw' }
| { type: 'respond-draw'; accept: boolean }
| { type: 'pong' };
export type ErrorCode =
| 'game_not_found'
| 'slot_taken'
| 'spectators_disabled'
| 'not_your_turn'
| 'malformed'
| 'promotion_required'
| 'must_move_touched_piece'
| 'rate_limited'
| 'invalid_token';
export type ServerMessage =
| {
type: 'joined';
you: Color | 'spectator-rejected';
token: PlayerToken;
view: BoardView;
announcements: Announcement[];
gameStatus: GameStatus;
mode: Mode;
highlightingEnabled: boolean;
opponentConnected: boolean;
}
| {
type: 'update';
view: BoardView;
newAnnouncements: Announcement[];
gameStatus: GameStatus;
touchedPiece?: Square;
drawOffer?: { from: Color } | null;
endReason?: EndReason;
winner?: Color | null;
}
| { type: 'peer-status'; color: Color; connected: boolean; graceUntil?: number }
| { type: 'error'; code: ErrorCode; message: string }
| { type: 'ping' };
export interface CreateGameRequest {
mode: Mode;
side: Color | 'random';
highlightingEnabled: boolean;
}
export interface CreateGameResponse {
gameId: GameId;
creatorToken: PlayerToken;
joinUrl: string;
}
+63
View File
@@ -0,0 +1,63 @@
export type Color = 'w' | 'b';
export type Mode = 'blind' | 'vanilla';
export type File = 'a' | 'b' | 'c' | 'd' | 'e' | 'f' | 'g' | 'h';
export type Rank = '1' | '2' | '3' | '4' | '5' | '6' | '7' | '8';
export type Square = `${File}${Rank}`;
export type PieceType = 'p' | 'n' | 'b' | 'r' | 'q' | 'k';
export type PromotionType = 'q' | 'r' | 'b' | 'n';
export interface Piece {
color: Color;
type: PieceType;
}
export type GameStatus = 'waiting' | 'active' | 'finished';
export type EndReason =
| 'checkmate'
| 'stalemate'
| 'resign'
| 'draw_agreed'
| 'insufficient'
| 'fifty_move'
| 'threefold'
| 'abandoned';
export type GameId = string;
export type PlayerToken = string;
export interface BoardView {
pieces: Partial<Record<Square, Piece>>;
toMove: Color;
inCheck: boolean | null;
}
export const FILES: readonly File[] = ['a', 'b', 'c', 'd', 'e', 'f', 'g', 'h'] as const;
export const RANKS: readonly Rank[] = ['1', '2', '3', '4', '5', '6', '7', '8'] as const;
export function isSquare(s: string): s is Square {
return /^[a-h][1-8]$/.test(s);
}
export const ALL_SQUARES: readonly Square[] = (() => {
const out: Square[] = [];
for (const f of FILES) for (const r of RANKS) out.push(`${f}${r}` as Square);
return out;
})();
export function fileIndex(s: Square): number {
return s.charCodeAt(0) - 'a'.charCodeAt(0);
}
export function rankIndex(s: Square): number {
return s.charCodeAt(1) - '1'.charCodeAt(0);
}
export function squareAt(fileIdx: number, rankIdx: number): Square | null {
if (fileIdx < 0 || fileIdx > 7 || rankIdx < 0 || rankIdx > 7) return null;
const f = String.fromCharCode('a'.charCodeAt(0) + fileIdx);
const r = String.fromCharCode('1'.charCodeAt(0) + rankIdx);
return `${f}${r}` as Square;
}
+149
View File
@@ -0,0 +1,149 @@
import { describe, it, expect } from 'vitest';
import { geometricMoves } from '../src/geometric.js';
import type { Piece, Square } from '../src/types.js';
const set = (...sq: Square[]) => new Set<Square>(sq);
describe('geometricMoves: knight', () => {
it('jumps to all 8 squares from d4 with no own pieces', () => {
const moves = geometricMoves({ color: 'w', type: 'n' }, 'd4', set());
expect(moves.sort()).toEqual(['b3', 'b5', 'c2', 'c6', 'e2', 'e6', 'f3', 'f5']);
});
it('cannot land on own pieces', () => {
const moves = geometricMoves({ color: 'w', type: 'n' }, 'd4', set('e6', 'b3'));
expect(moves).not.toContain('e6');
expect(moves).not.toContain('b3');
expect(moves.length).toBe(6);
});
it('corner: a1 has only 2 jumps', () => {
const moves = geometricMoves({ color: 'w', type: 'n' }, 'a1', set());
expect(moves.sort()).toEqual(['b3', 'c2']);
});
it('hierarchy row 2 — knight surrounded by own pawns yields ∅', () => {
// White knight on b1 with own pawns blocking d2, c3, a3 reachable squares
const moves = geometricMoves({ color: 'w', type: 'n' }, 'b1', set('d2', 'c3', 'a3'));
expect(moves).toEqual([]);
});
});
describe('geometricMoves: rays (bishop/rook/queen)', () => {
it('bishop on d4 reaches both diagonals fully when board empty', () => {
const moves = geometricMoves({ color: 'w', type: 'b' }, 'd4', set());
expect(moves.sort()).toEqual(['a1', 'a7', 'b2', 'b6', 'c3', 'c5', 'e3', 'e5', 'f2', 'f6', 'g1', 'g7', 'h8']);
});
it('bishop ray STOPS at own piece (square excluded)', () => {
const moves = geometricMoves({ color: 'w', type: 'b' }, 'd4', set('f6'));
expect(moves).not.toContain('f6');
expect(moves).not.toContain('g7');
expect(moves).not.toContain('h8');
expect(moves).toContain('e5');
});
it('bishop ray EXTENDS THROUGH unknown squares (may host opponent pieces)', () => {
// No own piece on f6. From the function's POV, f6 is "unknown" — ray continues.
const moves = geometricMoves({ color: 'w', type: 'b' }, 'd4', set());
expect(moves).toContain('f6');
expect(moves).toContain('g7');
expect(moves).toContain('h8');
});
it('rook on a1 with own pawn at a2 has zero rank moves up', () => {
const moves = geometricMoves({ color: 'w', type: 'r' }, 'a1', set('a2'));
expect(moves).not.toContain('a2');
expect(moves).toContain('b1');
expect(moves).toContain('h1');
});
it('queen combines rook+bishop reach', () => {
const queenMoves = geometricMoves({ color: 'w', type: 'q' }, 'd4', set());
const bishopMoves = geometricMoves({ color: 'w', type: 'b' }, 'd4', set());
const rookMoves = geometricMoves({ color: 'w', type: 'r' }, 'd4', set());
expect(queenMoves.sort()).toEqual([...bishopMoves, ...rookMoves].sort());
});
});
describe('geometricMoves: king', () => {
it('center king: 8 neighbors', () => {
const moves = geometricMoves({ color: 'w', type: 'k' }, 'e4', set());
expect(moves.sort()).toEqual(['d3', 'd4', 'd5', 'e3', 'e5', 'f3', 'f4', 'f5']);
});
it('corner king: 3 neighbors', () => {
const moves = geometricMoves({ color: 'w', type: 'k' }, 'a1', set());
expect(moves.sort()).toEqual(['a2', 'b1', 'b2']);
});
it('does NOT include castling targets', () => {
// White king at e1 with own rooks present should NOT see g1 or c1.
const moves = geometricMoves({ color: 'w', type: 'k' }, 'e1', set('a1', 'h1'));
expect(moves).not.toContain('g1');
expect(moves).not.toContain('c1');
});
});
describe('geometricMoves: pawn', () => {
it('white pawn on starting rank: forward 1 + 2 + diagonals', () => {
const moves = geometricMoves({ color: 'w', type: 'p' }, 'e2', set());
expect(moves.sort()).toEqual(['d3', 'e3', 'e4', 'f3']);
});
it('white pawn forward-2 blocked by own piece on e3', () => {
const moves = geometricMoves({ color: 'w', type: 'p' }, 'e2', set('e3'));
expect(moves).not.toContain('e3');
expect(moves).not.toContain('e4');
});
it('white pawn forward-2 blocked by own piece on e4 (intermediate clear)', () => {
const moves = geometricMoves({ color: 'w', type: 'p' }, 'e2', set('e4'));
expect(moves).toContain('e3');
expect(moves).not.toContain('e4');
});
it('white pawn off starting rank: only forward 1 + diagonals', () => {
const moves = geometricMoves({ color: 'w', type: 'p' }, 'e4', set());
expect(moves.sort()).toEqual(['d5', 'e5', 'f5']);
});
it('white pawn diagonals included even when empty (illegal-move probe ok)', () => {
const moves = geometricMoves({ color: 'w', type: 'p' }, 'e4', set());
expect(moves).toContain('d5');
expect(moves).toContain('f5');
});
it('white pawn diagonal blocked by own piece', () => {
const moves = geometricMoves({ color: 'w', type: 'p' }, 'e4', set('f5'));
expect(moves).not.toContain('f5');
});
it('black pawn from starting rank moves DOWN', () => {
const moves = geometricMoves({ color: 'b', type: 'p' }, 'e7', set());
expect(moves.sort()).toEqual(['d6', 'e5', 'e6', 'f6']);
});
it('a-file pawn: only one diagonal (b)', () => {
const moves = geometricMoves({ color: 'w', type: 'p' }, 'a2', set());
expect(moves.sort()).toEqual(['a3', 'a4', 'b3']);
});
});
describe('zero-opponent-leak invariant', () => {
it('output is identical regardless of opponent position when ownSquares is the same', () => {
// The function's signature literally cannot accept opponent positions.
// This test asserts that two callers with different mental models of
// opponent state but identical ownSquares get identical results.
const own = set('e2');
const a = geometricMoves({ color: 'w', type: 'r' }, 'd4', own);
const b = geometricMoves({ color: 'w', type: 'r' }, 'd4', own);
expect(a).toEqual(b);
// Sanity that ownSquares actually affects output: d6 is on the d-file
// ray, so blocking it shortens the rook's reach.
const blocked = geometricMoves({ color: 'w', type: 'r' }, 'd4', set('d6'));
expect(blocked).not.toContain('d6');
expect(blocked).not.toContain('d7');
expect(a).toContain('d6');
});
});
+9
View File
@@ -0,0 +1,9 @@
{
"extends": "../../tsconfig.base.json",
"compilerOptions": {
"rootDir": "src",
"outDir": "dist",
"composite": true
},
"include": ["src/**/*"]
}
+2492
View File
File diff suppressed because it is too large Load Diff
+2
View File
@@ -0,0 +1,2 @@
packages:
- 'packages/*'
+18
View File
@@ -0,0 +1,18 @@
{
"compilerOptions": {
"target": "ES2023",
"lib": ["ES2023"],
"module": "ESNext",
"moduleResolution": "Bundler",
"esModuleInterop": true,
"forceConsistentCasingInFileNames": true,
"strict": true,
"noUncheckedIndexedAccess": true,
"noImplicitOverride": true,
"skipLibCheck": true,
"resolveJsonModule": true,
"verbatimModuleSyntax": false,
"isolatedModules": true,
"declaration": true
}
}