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DbClient

Struct DbClient 

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pub struct DbClient { /* private fields */ }

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impl DbClient

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pub async fn new(database_url: &str) -> Result<Self, Error>

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pub async fn create_player(&self, name: &str) -> Result<i64, Error>

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pub async fn get_or_create_player(&self, name: &str) -> Result<i64, Error>

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pub async fn get_player_by_name(&self, name: &str) -> Result<Option<i64>, Error>

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pub async fn create_game( &self, name: &str, white_id: i64, black_id: i64, initial_fen: &str, ) -> Result<i64, Error>

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pub async fn update_game_state( &self, game_id: i64, current_fen: &str, status: &str, ) -> Result<(), Error>

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pub async fn delete_game(&self, game_id: i64) -> Result<(), Error>

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pub async fn log_move( &self, game_id: i64, move_number: i64, fen_snapshot: &str, notation: &str, ) -> Result<(), Error>

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pub async fn undo_last_move( &self, game_id: i64, ) -> Result<Option<String>, Error>

Natively handles the “Undo” architecture algebraically without engine reverse-math!

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pub async fn get_active_games(&self) -> Result<Vec<GameRecord>, Error>

Fetches a dynamic matrix of active database sessions mathematically JOINed alongside explicit strings!

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pub async fn load_game_history( &self, game_id: i64, ) -> Result<(String, Vec<String>, Vec<String>), Error>

Recursively fetches the exact historical move vectors for resuming Egui Sandbox arrays natively!

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pub async fn log_chat_message( &self, game_id: i64, role: &str, content: &str, ) -> Result<i64, Error>

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pub async fn load_chat_history( &self, game_id: i64, ) -> Result<Vec<(String, String)>, Error>

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