RULES defines every rule with an example and a lesson; getMoveOutcome works
out a move's effect with the engine, explainMove says what happened, and
describeMove now tells the kind of capture and how many stones it took.
ThemeManager takes its list of themes, PitAnimator marks animated pits
with PitViewModel.highlight, getSowingPath lists the pits a move sows
into, and new texts in English and Turkish.
Both clocks sit next to the players' names and count down in server time; the running one is highlighted and turns red under 30 seconds. They replace the offline countdown, so core drops TURN_TIMEOUT_MS, INACTIVE_TIMEOUT_MS, offlineSince and its text. Long info texts wrap on phones.
GameClock and optional clock fields on live games, end messages, move records and finished games; getClockTimes, ClockSync, getClockAtMove and formatClock with tests.
- Banner for the user's game in progress with a Continue button
- Live games as cards with the real board, updated over WebSocket; the
most watched finished games when nothing is live
- The user's last 3 games, from their side of the board, with the result
as they would say it
- The lobby offers to continue the game in progress when a new one is
refused
- Spectators register once connected and identified, and again after a
reconnect, so they are counted
- The backend includes games that ended but are not saved yet in /game/:id
and the lists
- PlayerSummary, MoveRecord, live and finished game summaries, GameRecord,
timeout constants, startedAt/moveTimes on Game and offlineSince on
UserConnectionInfo
- Channels for live game previews and for rejecting a new game while one
is in progress
- getInitialBoard, getBoardAfterMove, describeMove and createGameAtMove,
with tests against games played with the engine
- English and Turkish strings for the new screens
- First visit logs in as a new guest through Keycloak without a form;
the session, including an offline refresh token, is kept in local storage
- Account menu on the home page: guests can log in or sign up, users can
log out (which starts a new guest session)
- The WebSocket client in core authenticates with the access token after
connecting, reports "connected" once the server accepts it, and re-sends
renewed tokens on the open connection
- Game page shows player names; guests appear as "Guest 4F2A"
- Auth channels, AuthUser and player names in UserConnectionInfo move to
core and the backend uses them from there
- Mobile keeps using userKey login for now