Rename
- server/database/ → server/lobby/ (17 import sites + qualified references)
- Package was named "database" but there is no database — it's in-memory
hashmaps for players/rooms/spectators. "lobby" accurately names its role:
the multiplayer game lobby state (who is in what room, joining/leaving,
spectating).
Ratel-online legacy cleanup
- Delete server/README.md — 100% Chinese, entirely about ratel card games
(斗地主/跑得快/德州扑克/麻将/骗子酒馆/Uno). Zero relevance to gomoku.
- Delete server/build.sh + server/build.ps1 — multi-platform ratel-server
build scripts with mixed Chinese comments, superseded by Makefile +
Dockerfile.
- Delete server/docs/ — Chinese Docker deployment guide + quickstart,
superseded by root docs/deployment-guide.md and root README.md.
- Delete server/demo.gif — ratel card-game demo screenshot.
Comment fixes: update "database" references in consts/const.go and
game/board.go package docs to point at "lobby" instead.
go vet + go test ./... green.
Protocol type safety
- Add Piece, GameResult, RoomType, RoomStatus proto3 enums; replace
unsafe string fields in GameMoveSuccessResponse, GameOverResponse,
RoomCreateSuccessResponse, RoomSummary, WatchGameSuccessResponse.
- Go compiler now rejects typos like "PVP" or "BLACK". protobufjs
toJSON() serializes enums as UPPERCASE names, so existing client
comparisons keep working.
- Fixes turn-change bug where lowercase "black"/"white" server strings
never matched client 'BLACK'/'WHITE' checks, freezing currentTurn
and blocking the non-starting player's clicks.
- Regenerate Go + JS stubs.
Room-join bug fix
- home.go handleJoinRoom now broadcasts RoomJoinSuccessResponse to all
players in the room (owner + joiner), not just the joiner. Owner
can see the player count flip to 2/2 and the Start Game button
enables. Remove superseded broadcastJoined + GameReadyResponse path.
- client menu-scene _onRoomJoinSuccess: read correct proto camelCase
field names (roomOwner, roomClientCount, clientNickname).
Dead code removal
- Delete GameReadyRequest/Response proto messages entirely; leaveRoom
notifies via ClientExitResponse.
- Delete server/network/{network,wss}.go empty stubs.
- Delete server/pkg/consts/ unused re-export package.
- Slim server/consts/const.go from 117 LOC to 24: drop legacy TCP
constants, duplicated RoomType/RoomStatus enums, Error/NewErr types,
StateJoin/StateCreate=0 type-unsafe aliases, unused GameTypes maps.
- database/player.go: remove unused IP, Mode, Type, Amount, legacy
private state field.
- Fix gopls findings: unused forPlayer, gameOverOnce, runAIMove player,
handleGameReset player params.
go vet + go test ./... green, npm run build green.
Remove database/legacy.go (legacy hashmap store, Room/Gomoku types).
Remove state/create.go and state/join.go (collapsed into home.go).
Remove state/game/gomoku.go (replaced by game_pvp.go + game_shared.go).
Remove server/pkg/{model,network,protocol,async,json,strings} packages
that are no longer imported after the state machine rewrite.
Stub out network/network.go (legacy TCP handler retired).
Rewrite database/player.go to remove legacy conn/data fields.
Replace legacy AskForString/AskForPacket state machine with channel-based
runner. Each state reads *protocol.Request from player.CmdCh. Adds PVP
waiting (owner/joiner role split with StartCh signal), gamePvp (GameOverCh
for cross-goroutine game-end sync), gamePve (AI alternates with human,
AI-first when human is White), and gameover (reset/rematch support).
Rewrite README with usage guide, deployment instructions, and protocol
docs. Update CLAUDE.md to reflect gomoku-only architecture. Add English
doc comments to all key server Go files, replacing Chinese comments.
Create docs/system-architecture.md (state machine, protocol, database
schema) and docs/deployment-guide.md (local dev, Docker, production
nginx, resource requirements).
Update Dockerfile to Go 1.22 with repo-root build context to include
web client. Update docker-compose to match.
Add server-side gomoku (five-in-a-row) as game type 9 with 15x15 board,
2-player rooms, move validation, win detection in 4 directions, and
draw detection. Includes channel-based turn sync with mutex-protected
board access.
Add vanilla JS web client served as static files from the Go server:
WebSocket connection with base64 packet encoding, state machine
navigation, Canvas-based board renderer with gradient stones, hover
ghost, last-move highlight, and game-over overlay.
Import source files from ratel-online organization repos into monorepo
structure for gomoku game development. Update README with project
structure and credits for original authors.