a6de43edc1
- 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>
52 lines
3.7 KiB
Markdown
52 lines
3.7 KiB
Markdown
# blind_chess
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> Web-based two-player chess where each player sees only their own pieces; the server acts as moderator.
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## Start Here
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**Read the latest handoff first:** `.claude/handoffs/` (most recent file).
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Then check `DECISIONS.md` for settled choices, and `docs/superpowers/specs/2026-04-28-blind-chess-design.md` for the full design spec.
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## Project Identity
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A digitization of a battleship-style chess variant. Two players, separated; a moderator who sees both boards and announces a fixed vocabulary of events ("Black has moved and captured", "Moving that piece will not help you", "White is in check"). The physical version requires three people; this version replaces the moderator with a server. Ships with both **vanilla** mode (full reveal — normal chess) and **blind** mode (the variation) on day one. Mode is a per-player view filter on a shared engine, not a different game.
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The system's most distinctive property: highlighting in blind mode reveals **zero opponent information**. It's computed purely from `(piece type, position, own-piece set)` — a function whose signature literally cannot read opponent state. The moderator vocabulary is the only legitimate channel for opponent events.
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## Current State
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- **Phase:** MVP **deployed and live** at https://chess.sethpc.xyz (2026-04-28).
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- **Repo:** `git.sethpc.xyz/Seth/blind_chess`.
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- **Stack:** Node 22 + TypeScript, Fastify + `ws`, Svelte 5 + Vite, `chess.js`. pnpm workspace with `packages/{server,client,shared}`.
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- **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.
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- **Tests:** 43 passing — 21 in shared (geometric helper), 22 in server (FSM + view + 4 real-WS integration).
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- **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`.
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## Key files
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- `IDEA.md` — original project brief (Seth's words)
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- `DECISIONS.md` — locked architectural and gameplay decisions
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- `docs/superpowers/specs/2026-04-28-blind-chess-design.md` — full design spec (data model, protocol, FSM, testing)
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- `packages/shared/src/geometric.ts` — the zero-leak helper. The signature is the proof.
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- `packages/server/src/view.ts` — `buildView`, the security boundary.
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- `packages/server/src/commit.ts` — touch-move FSM (the spec's hierarchy decision table).
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- `packages/server/src/translator.ts` — chess.js `Move` → moderator-vocabulary enum.
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- `deploy/blind-chess.service` — systemd unit (canonical at `/etc/systemd/system/blind-chess.service` on the CT).
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- `deploy/Caddyfile.snippet` — block already added to `/etc/caddy/Caddyfile` on CT 600.
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## Operations
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- **Logs:** `ssh root@192.168.0.245 'journalctl -u blind-chess -f'`
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- **Restart:** `ssh root@192.168.0.245 'systemctl restart blind-chess'`
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- **Health:** `curl https://chess.sethpc.xyz/api/health`
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- **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).
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## Conventions
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- Inherits global homelab conventions from `~/bin/CLAUDE.md` (gitea CLI, conventional commits, `.claude/handoffs/` for session state).
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- pnpm workspace; do not use npm/yarn lockfiles.
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- All inter-package types live in `packages/shared/`. Never duplicate protocol types in client or server.
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- Server is the single authority on game state. Client `commit` messages are requests, not facts.
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- The view filter (`buildView`) is the only egress for board state. Don't bypass it.
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