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.
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.