Introduce column-based drop mechanics and game info transfer; add disconnect handling and related API/interface updates. GameField API renamed Place->Drop and PlaceResult->DropResult, added ColumnFull, IsFull, and updated drop logic to insert at lowest empty row. Game model now exposes Players, adds GetPlayerByTag and makes StartGame public. New GameInformationDto conveys game state and field. Hub methods updated: GameCreated->GameJoined, RequestGameInformation, Place now forwards to Drop, and OnDisconnectedAsync notifies GameManager. GameManager implements RequestGameInformation, Drop (validates moves, broadcasts FieldUpdated and GameEnded on win/draw), improved JoinGame logic to auto-start when two players join, and handles player disconnects. Repository and interface extended with GetOneByConnectionId. Also tightened SignalR timeouts in Program.
Additions and refactors across controllers, models, repo and services to support game lifecycle and win detection. Key changes:
- Models: Player now has PlayerTag; Game assigns tags, starts when 2 players join, exposes GetPlayerByConnectionId, StartGame and EndGame helpers.
- GameField: Implemented win-detection (CountInDirection, CheckLine, CheckForWin) and minor backing-field init.
- Repository/API: GameRepository.Create no longer accepts a Player (repo only creates games); minor variable cleanups; IGameRepository signature updated accordingly.
- Services: GameManager now injects IHubContext<GameHubSocket>, moves player-adding into manager (CreateGame), makes JoinGame async and notifies the SignalR group when a game starts, and adds a placeholder async Place method. Controller (GameHubSocket) also exposes a Place method stub to match the service API.
Motivation: separate responsibilities so repository only creates games, manager handles player joins and notifications, and add core game logic (player tagging and win checks) needed for gameplay. Place methods are added as placeholders for future move handling.