Server: Make DisconnectedPlayer async, await hub notifications, add logging, and delay scheduled deletion (2s). Harden ScheduleGameDeletion with try/catch and only destroy/send GameDestroyed when game is not running or has no players.
Client: Add restart-game flow — expose restartGame on OnlineGame, propagate event from GameEndedMenu (adds local restarted state and disables button), and hook restart handling + player disconnect on unmount in OnlineMode. Also conditionally show bot switch in GameCreationMenu and include replayGameCode in GameEnded interface. Remove automatic reconnect on SignalR connection.
Overall: Improves robustness around player disconnects and adds a UI/logic path for restarting games.
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 game creation lifecycle hooks and UI feedback for online games.
- OnlineGame: add onGameCreated and onGameJoinedFailed callbacks, wire player.onGameCreated to set gameId and invoke onGameCreated, and implement createGame to connect and create a game on the player connection. Small cleanup in drop().
- GameSettings: add optional message field to carry informational text to the UI.
- OnlineMode.vue: register handlers for onGameStateChanged, onGameEnded and onGameCreated to update the reactive state and transition to the end/waiting states; update createGame to call OnlineGame.createGame; adjust component rendering logic to include WaitingForOpponent state.
- GameCreationMenu.vue: hide form controls when a settings.message exists and display the message instead; minor layout class adjustments.
These changes enable creating a game, propagating the generated game code to the UI, and showing a message to the user while waiting for opponents.
Rename JoinMenu to GameJoinMenu and add a JoinGameObject model + OTP input for entering a 6-digit game code. Introduce a new JoinGameObject interface file. Update OnlineMode.vue to import and render GameJoinMenu and GameEndedMenu, add refs for joiningModel, game, gameField, currentSelectionIndex and gameEndedInformation, wire create/ join handlers (stubbed) and the main game view (Field and InfoField). Refactor LocalGame to OnlineGame, export it as default and add a stubbed drop method; adjust import path formatting. Several functions remain as stubs to be implemented in follow-up commits.
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.
Introduce an OnlineMode route and placeholder component, wire it into the router and Home menu (replace the removed local-vs-bot entry). Rename utils/index.ts to router/index.ts and add the new /onlineMode route; update main.ts to import the router from ./router and include the new app.css. Extract shared #game and .game-content styles into GUI/src/app.css and remove the duplicate styles from LocalMode.vue. Make small UI tweaks: adjust GameEndedMenu width, minor formatting/attribute fixes in Layout.vue and LocalMode.vue.