Move SignalR group join into GameManager and add support for player names and improved online join flow.
- Moved Groups.AddToGroupAsync call out of GameHubSocket into GameManager (hubContext.Groups.AddToGroupAsync) so group membership is handled when adding players to a game.
- GUI: added player name input to GameJoinMenu and updated JoinGameObject to include playerName and use string gameCode.
- OnlineMode & LocalMode: constructors updated to instantiate games without passing settings; removed WaitingForOpponent state and cleaned up event bindings.
- OnlineGame: rewrote to handle onGameCreated/onGameJoined/onGameStarted/onFieldUpdated/onGameEnded/onError, added joinGame validation (expects 6-digit code), join flow (connect + join), state updates, drop forwarding to player.drop(gameId, index) and place description updates.
- LocalGame: constructor signature simplified to no-arg.
These changes centralize group management, add player identification, validate join codes, and improve game state/event handling for online play.
Add a new JoinMenu.vue component to provide a UI for joining existing games (emits a "join" event and offers Cancel/Join buttons). Improve UX by adding spacing to GameCreationMenu.vue header. Update OnlineMode.vue to import GameCreationMenu. In the API, send a client-side error message when adding a player fails (GameManager.cs now notifies the player's connection with "Spiel Existiert nicht!" before returning null) so users receive immediate feedback when a join attempt is invalid.
Introduce Online mode UI and supporting logic, plus small UI/layout refinements and a backend guard fix.
- Add CreateOrJoinMenu component for choosing between creating or joining an online game.
- Add OnlineGame class (stub) to manage online-game connection callbacks.
- Update OnlineMode route to drive Create/Join flow and start creation state.
- Refactor GameCreationMenu and GameEndedMenu layout to center content and adjust spacing/emit names.
- Update LocalMode to use the refactored components for creating and end screens.
- Minor text tweak in LocalGame description.
- Fix GameManager guard to prevent processing player moves when the game is not in Running state (check current turn and game state before proceeding).
These changes wire up the initial online UI flow and tighten server-side validation to avoid processing moves outside a running game.
Prevent handling disconnects for games already ended; add a disconnect() method on the SignalR connection and a LocalGame.disconnectAll() helper. Update GameEndedMenu to emit a restart event and adjust displayed messages/labels. Wire a restart() handler in LocalMode that disconnects all players then restarts the game.
Send a GameInformationDto from the GameManager when broadcasting FieldUpdated (includes players, current field, state and current turn) and move currentTurn toggle before the broadcast. Update client code (GameConnection and LocalGame) to accept GameInformationDto for FieldUpdated, rename handler to updateState and apply the full game state payload. This ensures clients receive consistent game metadata (including current turn) with each field update.
Change game field representation to jagged arrays (int[][]) for JSON/SignalR compatibility and add conversion helpers in GameManager. Make Coordinates JSON-serializable (constructor and JsonPropertyName attributes). Update GameHubSocket: validate field size, fix JoinGame parameter order/Group join, rename Place->Drop and send proper game id. Add client-side local play support: GameConnection SignalR client, LocalGame orchestration for two local players, and UI components (GameCreationMenu, Slider) plus GameSettings interface. Update LocalMode route to use the new creation UI and start local games. These changes enable reliable serialization over SignalR and a local two-player flow with a creation UI.
Introduce CurrentTurn to Game (default 1) and expose it via GameInformationDto. Update GameManager to include CurrentTurn in the GameInformation payload, validate that a player can only Drop when it is their turn, and toggle CurrentTurn between 1 and 2 after a successful move. Also use a safe fallback (0) when game is null.
Schedule game removal after a short delay when a game ends. Adds ScheduleGameDeletion which starts a background task, waits (5s), checks the repository for the game and its Ended state, destroys it, and notifies the hub with "GameDestroyed". Calls to ScheduleGameDeletion were added after Win, Draw, and PlayerDisconnected; PlayerDisconnected no longer returns the SendAsync task but returns a completed task after scheduling deletion.
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.
Change GameManager/CreateGame to return (gameId, gameCode) and Make JoinGame return the game Id (or null) instead of a bool. Update IGameManager signature accordingly. Refactor Hub methods to construct Player objects, accept Coordinates for game creation, use the manager results to add connections to groups and send GameCreated with GameId and GameCode, and handle join failures with an error message. Simplify Player class to use a primary-constructor style with property initialization; add necessary using directives.
Replace the nullable PlayerConnectionIds array with a private List<Player> inside Game and add AddPlayer/RemovePlayer methods to manage membership. Have GameRepository.Create attach the initial player to the newly created game. Implement GameManager.CreateGame and JoinGame to call the repository (using the injected gameRepository) — CreateGame returns the created game's code and JoinGame looks up the game and tries to add the player. Also update imports accordingly. These changes centralize player handling in the Game model and connect repository/manager flows to use it.
- Introduced `IGameRepository` interface and its implementation.
- Transitioned namespaces to `file-scoped` for consistency.
- Simplified class definitions, e.g., `Game` and `SixDigitInt`.
- Restructured `GameField` logic for improved readability and functionality.
- Fixed formatting issues in `API.csproj` and added a `using` directive in `Program.cs`.