• Mahmoud Aglan's avatar
    fix: multiplayer sync — Ludo turn passing + Chess check/SFX for opponent moves · 93eeb5c8
    Mahmoud Aglan authored
    Ludo multiplayer:
    - Sync state to server on EVERY turn change (including no-valid-moves pass)
    - Use turn_count to detect stale vs fresh server state (prevents re-processing)
    - Non-host players poll at 1.5s and receive dice rolls + board state
    - Bot turns run only on host, results synced to server for other players
    - Fix double-encoding of game_state/positions in API
    - Play notification sound when turn returns to player
    
    Chess multiplayer:
    - Detect move type (check/capture/castle) from FEN diff on received moves
    - Show check highlight (red king square) for opponent's checking moves
    - Play correct SFX (check/capture/castle) instead of generic 'move'
    - Show last-move highlight squares for received moves
    - Skip polling during recovery to prevent SFX burst on reconnect
    - Track captured pieces from opponent's moves
    - Sync move list from server history
    Co-Authored-By: 's avatarClaude Opus 4.6 <noreply@anthropic.com>
    93eeb5c8
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