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Kirin v0.2.3-4-g1d04d94-dirty
Autonomous chess — engine and hardware API reference
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Game, puzzle, and review sessions, plus the persistence they need. More...
Files | |
| file | analysis_service.cpp |
| see analysis_service.h | |
| file | analysis_service.h |
| analyze a finished game and file the artifact (PLAN §5). | |
| file | backend_factory.cpp |
| see backend_factory.h. | |
| file | backend_factory.h |
| choose the IBoardBackend for a GameSession. | |
| file | board_backend.h |
| the physical-board primitives the game loop depends on. | |
| file | board_recovery.cpp |
| see board_recovery.h. | |
| file | board_recovery.h |
| physical desync recovery decision logic (Track H6). | |
| file | broadcast.cpp |
| see broadcast.h. | |
| file | broadcast.h |
| choosing what to mirror (broadcast-docs/PLAN.md §4, B3). | |
| file | broadcast_session.cpp |
| see broadcast_session.h. | |
| file | broadcast_session.h |
| mirror a live tournament game on the board | |
| file | engine_hint.cpp |
| see engine_hint.h | |
| file | engine_hint.h |
| IHintSource backed by a bounded engine search (PLAN §8). | |
| file | engine_interface.h |
| frontend-agnostic chess-engine abstraction. | |
| file | engine_legal_moves.cpp |
| see engine_legal_moves.h | |
| file | engine_legal_moves.h |
| ILegalMoveSource backed by the in-process engine. | |
| file | fen_identity.cpp |
| see fen_identity.h | |
| file | fen_identity.h |
| turn a FEN into a physically realizable identity snapshot. | |
| file | game_analysis.cpp |
| see game_analysis.h | |
| file | game_analysis.h |
| the artifact a review renders (review-docs/PLAN.md §5). | |
| file | game_analyzer.cpp |
| see game_analyzer.h. | |
| file | game_analyzer.h |
| post-game engine analysis of a GameRecord (review-docs | |
| file | game_clock.cpp |
| GameClock implementation. | |
| file | game_clock.h |
| a two-sided chess clock with Fischer increment. | |
| file | game_record.cpp |
| see game_record.h | |
| file | game_record.h |
| the archived form of a finished game (review-docs/PLAN.md §3). | |
| file | game_recorder.cpp |
| see game_recorder.h | |
| file | game_recorder.h |
| turns a played game into an archived one (PLAN §4). | |
| file | game_session.cpp |
| GameSession implementation. | |
| file | game_session.h |
| frontend-agnostic game orchestrator. | |
| file | game_store.cpp |
| see game_store.h | |
| file | game_store.h |
| the board-local archive of finished games (PLAN §3.1). | |
| file | handicap.cpp |
| see handicap.h. | |
| file | handicap.h |
| material-odds ("piece odds") game setup. | |
| file | hardware_backend.cpp |
| HardwareBackend implementation. | |
| file | hardware_backend.h |
| IBoardBackend over the real gantry + hall-effect sensors. | |
| file | identity_replay.cpp |
| see identity_replay.h. | |
| file | identity_replay.h |
| advance a PieceTracker over an engine-encoded move. | |
| file | json_lite.cpp |
| recursive-descent JSON reader (see json_lite.h). | |
| file | json_lite.h |
| a tiny, dependency-free JSON reader. | |
| file | led_assist.cpp |
| see led_assist.h | |
| file | led_assist.h |
| policy layer that turns game events into LED highlights. | |
| file | led_subsystem.cpp |
| see led_subsystem.h | |
| file | led_subsystem.h |
| one object that owns the whole LED highlight stack (L5). | |
| file | linked_engine.cpp |
| LinkedEngine implementation over the engine globals. | |
| file | linked_engine.h |
| IEngine backed by the in-process Kirin engine. | |
| file | network_opponent.cpp |
| NetworkOpponent implementation. | |
| file | network_opponent.h |
| the remote human, presented to GameSession as an opponent. | |
| file | network_transport.h |
| the pipe between a board and its remote peer. | |
| file | personality.cpp |
| PersonalityRegistry: JSON loading + builtins. | |
| file | personality.h |
| named opponents, backed by engine option presets. | |
| file | pgn.cpp |
| see pgn.h (broadcast-docs/PLAN.md §2). | |
| file | pgn.h |
| a real PGN reader (broadcast-docs/PLAN.md §2, B1). | |
| file | player_rating.cpp |
| Glicko-2 + the on-device rating file (see player_rating.h). | |
| file | player_rating.h |
| the Kirin rating: how strong the board thinks you are (L4). | |
| file | puzzle.cpp |
| see puzzle.h | |
| file | puzzle.h |
| a tactics puzzle, normalized across Lichess's two representations. | |
| file | puzzle_book.cpp |
| see puzzle_book.h | |
| file | puzzle_book.h |
| the puzzles that ship on the board (lichess PLAN.md §2, L5). | |
| file | puzzle_history.cpp |
| see puzzle_history.h | |
| file | puzzle_history.h |
| the board-local log of completed tactics puzzles. | |
| file | puzzle_led.cpp |
| PuzzleLedAssist implementation (see puzzle_led.h). | |
| file | puzzle_led.h |
| LED highlights while solving a puzzle (lichess-docs/PLAN.md §6, §8). | |
| file | puzzle_session.cpp |
| see puzzle_session.h. | |
| file | puzzle_session.h |
| solving a tactics puzzle on the physical board | |
| file | review_session.cpp |
| see review_session.h. | |
| file | review_session.h |
| physical review of a finished game (review-docs PLAN §6.1). | |
| file | sim_backend.cpp |
| SimBackend implementation. | |
| file | sim_backend.h |
| IBoardBackend with no hardware (off-Pi development / tests). | |
Game, puzzle, and review sessions, plus the persistence they need.
Game, puzzle, and review sessions built on top of Chess engine (kirin_engine) and Hardware layer (kirin_hardware), plus the persistence and serialisation they need. This is what the Qt/QML GUI links against in-process — there is no IPC between the UI and the engine.
The board backend is chosen here rather than compiled in: BoardBackend has a simulated and a hardware implementation, selected at runtime by BackendFactory, which is why the whole application layer is testable without a board.
Design references: docs/gui-docs/PLAN.md, docs/review-docs/PLAN.md, docs/lichess-docs/PLAN.md, docs/networked-play-docs/PLAN.md.