Commit Graph

4 Commits

Author SHA1 Message Date
3d4f5d7d59 feat(backend): end games on time with a scheduled service
GameClockScheduler checks every live game once a second and ends those whose running clock has reached zero, whether or not anyone is connected. The clock replaces the offline turn timeout and the inactivity rule, so both are removed with the offline times they used.
2026-10-16 01:29:22 +03:00
999ae79279 feat(backend): run a game clock for each player
Each player starts with GAME_CLOCK_MS (5 minutes). A move deducts the turn's time from the mover; a move that arrives after the time has run out is not played and the opponent wins on time. Every ending stops the clock, and clients get the clock and the server time with each game message.
2026-10-16 01:27:28 +03:00
7239bbb6ed feat(backend): save every game and keep live games across restarts
- Games record start and move times, spectator peak and distinct count
- Games end as completed, left (the leaver loses), timeout (5 minutes
  offline on your turn while the opponent is online) or inactive (both
  offline for 30 minutes); everyone gets on_game_end
- Connection info carries offlineSince for the countdown
- A new game is rejected while the user has one in progress
- Live games are written to Valkey after every change and restored on
  startup; finished games are saved to Postgres with public ids, and
  saves that fail are kept and retried every 30 seconds
- Clients get a trimmed game without spectator ids
- Startup waits for Valkey, restores games, then accepts connections;
  migrations are retried while Postgres is unreachable
2026-10-16 00:18:33 +03:00
ed2a909f16 fix(backend): clean up spectators and finished games
- Spectators are removed from games when they disconnect; the lookup
  iterated an iterator with for...in and never found anything
- Finished and left games are removed from memory, not only from the
  player mappings
- The connection info is sent once when a game starts
2026-10-16 00:08:38 +03:00