add extensive [chessdebug] logging across all chess layers
Uses Log.d("chessdebug", ...) via quartz's multiplatform Log utility
(android.util.Log on Android, println on Desktop) for proper logcat
integration.
Layers instrumented:
- [Reconstructor] state reconstruction, move replay, desync detection
- [Collector/CollectorMgr] event ingestion, dedup, routing
- [GameLoader] game loading, live state conversion
- [Lobby] challenges, moves, resign, spectating, polling refresh
- [Polling] polling cycles, focused mode
- [Broadcaster] relay connections, event send/confirm
- [LiveGame] move validation, opponent moves, head event tracking
- [AndroidVM] incoming event parsing from subscriptions
Filter with: adb logcat | grep chessdebug
This commit is contained in:
+22
-4
@@ -25,6 +25,7 @@ import com.vitorpamplona.quartz.nip64Chess.jester.JesterEvent
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import com.vitorpamplona.quartz.nip64Chess.jester.JesterGameEvents
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import com.vitorpamplona.quartz.nip64Chess.jester.JesterProtocol
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import com.vitorpamplona.quartz.nip64Chess.jester.toJesterEvent
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import com.vitorpamplona.quartz.utils.Log
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import kotlinx.coroutines.flow.MutableStateFlow
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import kotlinx.coroutines.flow.StateFlow
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import kotlinx.coroutines.flow.asStateFlow
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@@ -88,14 +89,20 @@ class ChessEventCollector(
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* @return true if the event was added, false if already exists or invalid
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*/
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fun addEvent(event: JesterEvent): Boolean {
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if (processedEventIds.contains(event.id)) return false
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if (processedEventIds.contains(event.id)) {
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Log.d("chessdebug", "[Collector] DEDUP: event ${event.id.take(8)} already processed for game ${startEventId.take(8)}")
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return false
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}
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// Check if this event belongs to our game
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val eventStartId = event.startEventId()
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val isStartEvent = event.isStartEvent() && event.id == startEventId
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val isMoveEvent = event.isMoveEvent() && eventStartId == startEventId
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if (!isStartEvent && !isMoveEvent) return false
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if (!isStartEvent && !isMoveEvent) {
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Log.d("chessdebug", "[Collector] REJECTED: event ${event.id.take(8)} not for game ${startEventId.take(8)} (isStart=$isStartEvent, isMove=$isMoveEvent, eventStartId=${eventStartId?.take(8)})")
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return false
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}
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return if (isStartEvent) {
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addStartEvent(event)
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@@ -129,6 +136,7 @@ class ChessEventCollector(
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if (_startEvent.compareAndSet(null, event)) {
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processedEventIds.add(event.id)
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incrementEventCount()
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Log.d("chessdebug", "[Collector] START event added: id=${event.id.take(8)}, pubkey=${event.pubKey.take(8)}, createdAt=${event.createdAt}")
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return true
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}
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return false
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@@ -148,6 +156,7 @@ class ChessEventCollector(
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if (moves.putIfAbsent(event.id, event) == null) {
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processedEventIds.add(event.id)
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incrementEventCount()
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Log.d("chessdebug", "[Collector] MOVE event added: id=${event.id.take(8)}, pubkey=${event.pubKey.take(8)}, move=${event.move()}, historySize=${event.history().size}, fen=${event.fen()?.take(30)}, result=${event.result()}, totalMoves=${moves.size}")
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return true
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}
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return false
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@@ -254,13 +263,22 @@ class ChessEventCollectorManager {
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fun addEvent(event: JesterEvent): Boolean {
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// For start events, create collector with event ID
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if (event.isStartEvent()) {
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Log.d("chessdebug", "[CollectorMgr] Routing START event ${event.id.take(8)} from ${event.pubKey.take(8)}")
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val collector = getOrCreate(event.id)
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return collector.addEvent(event)
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}
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// For move events, find the collector by startEventId
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val startId = event.startEventId() ?: return false
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val collector = collectors[startId] ?: return false
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val startId =
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event.startEventId() ?: run {
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Log.d("chessdebug", "[CollectorMgr] REJECTED: move event ${event.id.take(8)} has no startEventId")
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return false
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}
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val collector =
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collectors[startId] ?: run {
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Log.d("chessdebug", "[CollectorMgr] REJECTED: no collector for game ${startId.take(8)} (active games: ${collectors.keys.map { it.take(8) }})")
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return false
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}
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return collector.addEvent(event)
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}
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}
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+6
-2
@@ -20,6 +20,7 @@
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*/
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package com.vitorpamplona.amethyst.commons.chess
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import com.vitorpamplona.quartz.utils.Log
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import kotlinx.coroutines.CoroutineScope
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import kotlinx.coroutines.Job
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import kotlinx.coroutines.delay
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@@ -167,8 +168,10 @@ class ChessPollingDelegate(
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*/
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fun start() {
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if (_isPolling.value) {
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Log.d("chessdebug", "[Polling] start: already polling, skipping")
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return
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}
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Log.d("chessdebug", "[Polling] start: gameInterval=${config.activeGamePollInterval}ms, challengeInterval=${config.challengePollInterval}ms")
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_isPolling.value = true
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// Poll for active games
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@@ -177,10 +180,11 @@ class ChessPollingDelegate(
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while (isActive) {
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val gameIds = getEffectiveGameIds()
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if (gameIds.isNotEmpty()) {
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Log.d("chessdebug", "[Polling] polling ${gameIds.size} games: ${gameIds.map { it.take(8) }}, focused=${_focusedGameId.value?.take(8)}")
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try {
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onRefreshGames(gameIds)
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} catch (_: Exception) {
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// Error during refresh - continue polling
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} catch (e: Exception) {
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Log.d("chessdebug", "[Polling] ERROR during game refresh: ${e.message}")
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}
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}
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delay(config.activeGamePollInterval)
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+15
-4
@@ -28,6 +28,7 @@ import com.vitorpamplona.quartz.nip64Chess.ReconstructedGameState
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import com.vitorpamplona.quartz.nip64Chess.ReconstructionResult
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import com.vitorpamplona.quartz.nip64Chess.ViewerRole
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import com.vitorpamplona.quartz.nip64Chess.jester.JesterGameEvents
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import com.vitorpamplona.quartz.utils.Log
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/**
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* Converts a ReconstructedGameState (from ChessStateReconstructor) into a
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@@ -63,7 +64,10 @@ object ChessGameLoader {
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result: ReconstructionResult,
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viewerPubkey: String,
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): LiveChessGameState? {
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if (result !is ReconstructionResult.Success) return null
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if (result !is ReconstructionResult.Success) {
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Log.d("chessdebug", "[GameLoader] toLiveGameState: reconstruction was not successful")
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return null
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}
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val state = result.state
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val engine = result.engine
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@@ -75,6 +79,8 @@ object ChessGameLoader {
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ViewerRole.SPECTATOR -> viewerPubkey to (state.blackPubkey ?: "")
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}
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Log.d("chessdebug", "[GameLoader] toLiveGameState: game=${state.startEventId.take(8)}, role=${state.viewerRole}, color=${state.playerColor}, isSpectator=${state.viewerRole == ViewerRole.SPECTATOR}, isPending=${state.isPendingChallenge}, moves=${state.moveHistory.size}")
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return LiveChessGameState(
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startEventId = state.startEventId,
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playerPubkey = playerPubkey,
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@@ -91,9 +97,9 @@ object ChessGameLoader {
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// Mark finished if the game has ended
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if (state.isFinished() && state.gameStatus is com.vitorpamplona.quartz.nip64Chess.GameStatus.Finished) {
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gameState.markAsFinished(
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(state.gameStatus as com.vitorpamplona.quartz.nip64Chess.GameStatus.Finished).result,
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)
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val gameResult = (state.gameStatus as com.vitorpamplona.quartz.nip64Chess.GameStatus.Finished).result
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Log.d("chessdebug", "[GameLoader] Marking game ${state.startEventId.take(8)} as finished: $gameResult")
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gameState.markAsFinished(gameResult)
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}
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// Handle pending draw offer
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@@ -115,19 +121,23 @@ object ChessGameLoader {
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events: JesterGameEvents,
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viewerPubkey: String,
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): LoadGameResult {
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Log.d("chessdebug", "[GameLoader] loadGame: startEvent=${events.startEvent?.id?.take(8)}, moves=${events.moves.size}, viewer=${viewerPubkey.take(8)}")
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val result = ChessStateReconstructor.reconstruct(events, viewerPubkey)
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return when (result) {
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is ReconstructionResult.Success -> {
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val liveState = toLiveGameState(result, viewerPubkey)
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if (liveState != null) {
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Log.d("chessdebug", "[GameLoader] loadGame SUCCESS: game=${result.state.startEventId.take(8)}, status=${result.state.gameStatus}")
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LoadGameResult.Success(liveState, result.state)
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} else {
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Log.d("chessdebug", "[GameLoader] loadGame FAILED: could not convert to live state")
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LoadGameResult.Error("Failed to convert reconstructed state to live state")
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}
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}
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is ReconstructionResult.Error -> {
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Log.d("chessdebug", "[GameLoader] loadGame ERROR: ${result.message}")
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LoadGameResult.Error(result.message)
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}
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}
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@@ -149,6 +159,7 @@ object ChessGameLoader {
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playerColor: Color,
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isPendingChallenge: Boolean = false,
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): LiveChessGameState {
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Log.d("chessdebug", "[GameLoader] createNewGame: game=${startEventId.take(8)}, player=${playerPubkey.take(8)}, opponent=${opponentPubkey.take(8)}, color=$playerColor, isPending=$isPendingChallenge")
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val engine = ChessEngine()
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engine.reset()
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+62
-6
@@ -28,6 +28,7 @@ import com.vitorpamplona.quartz.nip64Chess.GameStatus
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import com.vitorpamplona.quartz.nip64Chess.PieceType
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import com.vitorpamplona.quartz.nip64Chess.jester.JesterEvent
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import com.vitorpamplona.quartz.nip64Chess.jester.JesterGameEvents
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import com.vitorpamplona.quartz.utils.Log
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import com.vitorpamplona.quartz.utils.TimeUtils
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import kotlinx.coroutines.CoroutineScope
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import kotlinx.coroutines.Dispatchers
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@@ -187,6 +188,7 @@ class ChessLobbyLogic(
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* Called by platform subscription callbacks for real-time updates.
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*/
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fun handleIncomingEvent(event: JesterEvent) {
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Log.d("chessdebug", "[Lobby] handleIncomingEvent: id=${event.id.take(8)}, pubkey=${event.pubKey.take(8)}, isStart=${event.isStartEvent()}, isMove=${event.isMoveEvent()}, createdAt=${event.createdAt}")
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when {
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event.isStartEvent() -> handleStartEvent(event)
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event.isMoveEvent() -> handleMoveEvent(event)
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@@ -197,6 +199,8 @@ class ChessLobbyLogic(
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val startEventId = event.id
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val challengerColor = event.playerColor() ?: Color.WHITE
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Log.d("chessdebug", "[Lobby] handleStartEvent: game=${startEventId.take(8)}, challenger=${event.pubKey.take(8)}, color=$challengerColor, opponent=${event.opponentPubkey()?.take(8)}")
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val challenge =
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ChessChallenge(
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eventId = event.id,
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@@ -212,12 +216,26 @@ class ChessLobbyLogic(
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}
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private fun handleMoveEvent(event: JesterEvent) {
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val startEventId = event.startEventId() ?: return
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val san = event.move() ?: return
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val fen = event.fen() ?: return
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val startEventId =
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event.startEventId() ?: run {
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Log.d("chessdebug", "[Lobby] handleMoveEvent: REJECTED - no startEventId for event ${event.id.take(8)}")
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return
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}
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val san =
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event.move() ?: run {
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Log.d("chessdebug", "[Lobby] handleMoveEvent: REJECTED - no move in event ${event.id.take(8)}")
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return
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}
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val fen =
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event.fen() ?: run {
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Log.d("chessdebug", "[Lobby] handleMoveEvent: REJECTED - no FEN in event ${event.id.take(8)}")
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return
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}
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val history = event.history()
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val moveNumber = history.size
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Log.d("chessdebug", "[Lobby] handleMoveEvent: game=${startEventId.take(8)}, move=$san, moveNumber=$moveNumber, from=${event.pubKey.take(8)}, result=${event.result()}")
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// Check if this is our game (we're either the author or tagged as opponent)
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val opponentFromTag = event.opponentPubkey()
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val isOurGame = event.pubKey == userPubkey || opponentFromTag == userPubkey
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@@ -227,11 +245,15 @@ class ChessLobbyLogic(
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// If this is our game but we haven't loaded it yet, load it now
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// This happens when someone accepts our challenge (makes first move)
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if (gameState == null && isOurGame) {
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Log.d("chessdebug", "[Lobby] handleMoveEvent: game ${startEventId.take(8)} not loaded but is ours - calling handleGameAccepted")
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handleGameAccepted(startEventId)
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return // handleGameAccepted will load the game and poll for events
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}
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if (gameState == null) return
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if (gameState == null) {
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Log.d("chessdebug", "[Lobby] handleMoveEvent: game ${startEventId.take(8)} not loaded and not ours - ignoring")
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return
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}
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// Check for game end
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val result = event.result()
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@@ -244,6 +266,7 @@ class ChessLobbyLogic(
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else -> null
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}
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if (gameResult != null) {
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Log.d("chessdebug", "[Lobby] handleMoveEvent: game ${startEventId.take(8)} ENDED: $result, termination=${event.termination()}")
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gameState.markAsFinished(gameResult)
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state.moveToCompleted(startEventId, result, event.termination())
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pollingDelegate.removeGameId(startEventId)
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@@ -253,9 +276,12 @@ class ChessLobbyLogic(
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// Only apply opponent moves optimistically
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if (event.pubKey != userPubkey) {
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Log.d("chessdebug", "[Lobby] handleMoveEvent: applying opponent move $san (move #$moveNumber) to game ${startEventId.take(8)}")
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gameState.applyOpponentMove(san, fen, moveNumber)
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// Update head event ID for move linking
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gameState.updateHeadEventId(event.id)
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} else {
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Log.d("chessdebug", "[Lobby] handleMoveEvent: skipping own move $san for game ${startEventId.take(8)}")
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}
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}
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@@ -268,6 +294,7 @@ class ChessLobbyLogic(
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playerColor: Color = Color.WHITE,
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timeControl: String? = null, // Not supported in Jester, kept for API compatibility
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) {
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Log.d("chessdebug", "[Lobby] createChallenge: opponent=${opponentPubkey?.take(8)}, color=$playerColor")
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scope.launch(Dispatchers.Default) {
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state.setBroadcastStatus(
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ChessBroadcastStatus.Broadcasting(
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@@ -280,6 +307,7 @@ class ChessLobbyLogic(
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val startEventId = retryWithBackoffResult { publisher.publishStart(playerColor, opponentPubkey) }
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if (startEventId != null) {
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Log.d("chessdebug", "[Lobby] createChallenge SUCCESS: startEventId=${startEventId.take(8)}")
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// Add challenge to local state - shows in "Your Challenges" section
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val challenge =
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ChessChallenge(
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@@ -302,6 +330,7 @@ class ChessLobbyLogic(
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state.setBroadcastStatus(ChessBroadcastStatus.Idle)
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state.setError(null)
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} else {
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Log.d("chessdebug", "[Lobby] createChallenge FAILED: publish returned null")
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state.setBroadcastStatus(
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ChessBroadcastStatus.Failed("Challenge", "Failed to publish"),
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)
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@@ -317,6 +346,7 @@ class ChessLobbyLogic(
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* In Jester protocol, acceptance is implicit - we just track the game locally.
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*/
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fun acceptChallenge(challenge: ChessChallenge) {
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Log.d("chessdebug", "[Lobby] acceptChallenge: game=${challenge.gameId.take(8)}, challenger=${challenge.challengerPubkey.take(8)}, color=${challenge.challengerColor.opposite()}")
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// Mark as accepted SYNCHRONOUSLY before launching coroutine
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// This prevents race where navigation happens before coroutine runs,
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// which would cause loadGame() to incorrectly mark as spectator
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@@ -378,14 +408,17 @@ class ChessLobbyLogic(
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* When we detect our challenge was accepted (opponent made first move), load game from relays.
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*/
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fun handleGameAccepted(startEventId: String) {
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Log.d("chessdebug", "[Lobby] handleGameAccepted: game ${startEventId.take(8)} - fetching from relays")
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scope.launch(Dispatchers.Default) {
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state.setBroadcastStatus(ChessBroadcastStatus.Syncing(0f))
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val events = fetcher.fetchGameEvents(startEventId)
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Log.d("chessdebug", "[Lobby] handleGameAccepted: fetched ${events.moves.size} moves for game ${startEventId.take(8)}")
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val result = ChessGameLoader.loadGame(events, userPubkey)
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when (result) {
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is LoadGameResult.Success -> {
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Log.d("chessdebug", "[Lobby] handleGameAccepted SUCCESS: game ${startEventId.take(8)}, role=${result.reconstructedState.viewerRole}")
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state.addActiveGame(startEventId, result.liveState)
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pollingDelegate.addGameId(startEventId)
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state.setBroadcastStatus(ChessBroadcastStatus.Idle)
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@@ -393,6 +426,7 @@ class ChessLobbyLogic(
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}
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is LoadGameResult.Error -> {
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Log.d("chessdebug", "[Lobby] handleGameAccepted FAILED: game ${startEventId.take(8)}, error=${result.message}")
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state.setError("Failed to load game: ${result.message}")
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state.setBroadcastStatus(ChessBroadcastStatus.Idle)
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}
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@@ -409,9 +443,15 @@ class ChessLobbyLogic(
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from: String,
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to: String,
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) {
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val gameState = state.getGameState(startEventId) ?: return
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Log.d("chessdebug", "[Lobby] publishMove: game=${startEventId.take(8)}, from=$from, to=$to")
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val gameState =
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state.getGameState(startEventId) ?: run {
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Log.d("chessdebug", "[Lobby] publishMove: REJECTED - no game state for ${startEventId.take(8)}")
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return
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}
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if (state.isSpectating(startEventId)) {
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Log.d("chessdebug", "[Lobby] publishMove: REJECTED - spectating game ${startEventId.take(8)}")
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state.setError("Cannot move while spectating")
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return
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}
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@@ -419,7 +459,13 @@ class ChessLobbyLogic(
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// Parse promotion suffix from `to` if present (e.g., "e8q" -> "e8" + QUEEN)
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val (actualTo, promotion) = parsePromotionFromTo(to)
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val moveResult = gameState.makeMove(from, actualTo, promotion) ?: return
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val moveResult =
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gameState.makeMove(from, actualTo, promotion) ?: run {
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Log.d("chessdebug", "[Lobby] publishMove: REJECTED - makeMove returned null for $from->$actualTo in game ${startEventId.take(8)}")
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return
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}
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Log.d("chessdebug", "[Lobby] publishMove: move validated: san=${moveResult.san}, fen=${moveResult.fen.take(30)}, history=${moveResult.history.size} moves, headEvent=${moveResult.headEventId.take(8)}")
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scope.launch(Dispatchers.Default) {
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state.setBroadcastStatus(
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@@ -433,6 +479,7 @@ class ChessLobbyLogic(
|
||||
val newEventId = retryWithBackoffResult { publisher.publishMove(moveResult) }
|
||||
|
||||
if (newEventId != null) {
|
||||
Log.d("chessdebug", "[Lobby] publishMove SUCCESS: newEventId=${newEventId.take(8)} for game ${startEventId.take(8)}")
|
||||
// Update head event ID for next move linking
|
||||
gameState.updateHeadEventId(newEventId)
|
||||
|
||||
@@ -451,6 +498,7 @@ class ChessLobbyLogic(
|
||||
)
|
||||
state.setError(null)
|
||||
} else {
|
||||
Log.d("chessdebug", "[Lobby] publishMove FAILED: reverting move ${moveResult.san} for game ${startEventId.take(8)}")
|
||||
// Revert the move since publishing failed
|
||||
gameState.undoLastMove()
|
||||
|
||||
@@ -463,6 +511,7 @@ class ChessLobbyLogic(
|
||||
}
|
||||
|
||||
fun resign(startEventId: String) {
|
||||
Log.d("chessdebug", "[Lobby] resign: game=${startEventId.take(8)}")
|
||||
val gameState = state.getGameState(startEventId) ?: return
|
||||
|
||||
if (state.isSpectating(startEventId)) {
|
||||
@@ -511,6 +560,7 @@ class ChessLobbyLogic(
|
||||
}
|
||||
|
||||
fun loadGameAsSpectator(startEventId: String) {
|
||||
Log.d("chessdebug", "[Lobby] loadGameAsSpectator: game=${startEventId.take(8)}")
|
||||
scope.launch(Dispatchers.Default) {
|
||||
state.setBroadcastStatus(ChessBroadcastStatus.Syncing(0f))
|
||||
|
||||
@@ -536,9 +586,11 @@ class ChessLobbyLogic(
|
||||
}
|
||||
|
||||
fun loadGame(startEventId: String) {
|
||||
Log.d("chessdebug", "[Lobby] loadGame: game=${startEventId.take(8)}")
|
||||
scope.launch(Dispatchers.Default) {
|
||||
// Don't load if game already exists or was accepted (acceptChallenge will handle it)
|
||||
if (state.getGameState(startEventId) != null || state.wasAccepted(startEventId)) {
|
||||
Log.d("chessdebug", "[Lobby] loadGame: skipping - already exists or was accepted for ${startEventId.take(8)}")
|
||||
return@launch
|
||||
}
|
||||
|
||||
@@ -584,6 +636,7 @@ class ChessLobbyLogic(
|
||||
}
|
||||
|
||||
private suspend fun refreshGame(startEventId: String) {
|
||||
Log.d("chessdebug", "[Lobby] refreshGame: fetching game ${startEventId.take(8)} from relays")
|
||||
val events = fetcher.fetchGameEvents(startEventId)
|
||||
|
||||
val result = ChessGameLoader.loadGame(events, userPubkey)
|
||||
@@ -593,14 +646,17 @@ class ChessLobbyLogic(
|
||||
// Check status FIRST to avoid briefly emitting a finished game through activeGames
|
||||
val gameStatus = result.liveState.gameStatus.value
|
||||
if (gameStatus is GameStatus.Finished) {
|
||||
Log.d("chessdebug", "[Lobby] refreshGame: game ${startEventId.take(8)} is FINISHED (${(gameStatus as GameStatus.Finished).result}), moving to completed")
|
||||
state.moveToCompleted(startEventId, gameStatus.result.notation, null)
|
||||
pollingDelegate.removeGameId(startEventId)
|
||||
} else {
|
||||
Log.d("chessdebug", "[Lobby] refreshGame: game ${startEventId.take(8)} updated, moves=${result.liveState.moveHistory.value.size}, isPlayerTurn=${result.liveState.isPlayerTurn()}")
|
||||
state.replaceGameState(startEventId, result.liveState)
|
||||
}
|
||||
}
|
||||
|
||||
is LoadGameResult.Error -> {
|
||||
Log.d("chessdebug", "[Lobby] refreshGame: ERROR for game ${startEventId.take(8)}: ${result.message}")
|
||||
// Don't overwrite error for periodic refresh failures
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user