feat: add configurable speed and expanded grid presets for snake
- Add per-game speed setting with presets (Slow/Normal/Fast/Insane) - Add speed selector UI in snake lobby - Expand grid presets with Tiny (15x15) and XL (50x30) - Auto-calculate cell size based on grid dimensions - Preserve speed setting in rematch games
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@@ -5,13 +5,11 @@ import (
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)
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const (
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targetFPS = 60
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tickInterval = time.Second / targetFPS
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snakeSpeed = 7 // cells per second
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moveInterval = time.Second / snakeSpeed
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countdownSecondsMultiplayer = 10
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countdownSecondsSinglePlayer = 3
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inactivityLimit = 60 * time.Second
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targetFPS = 60
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tickInterval = time.Second / targetFPS
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countdownSecondsMultiplayer = 10
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countdownSecondsSinglePlayer = 3
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inactivityLimit = 60 * time.Second
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)
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func (si *SnakeGameInstance) startOrResetCountdownLocked() {
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@@ -114,18 +112,13 @@ func (si *SnakeGameInstance) gamePhase() {
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return
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}
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// Apply pending directions every tick for responsive input
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inputReceived := false
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// Track input activity for inactivity timeout
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for i := 0; i < 8; i++ {
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if si.pendingDir[i] != nil && i < len(si.game.State.Snakes) && si.game.State.Snakes[i] != nil {
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si.game.State.Snakes[i].Dir = *si.pendingDir[i]
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si.pendingDir[i] = nil
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inputReceived = true
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if len(si.pendingDirQueue[i]) > 0 {
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lastInput = time.Now()
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break
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}
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}
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if inputReceived {
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lastInput = time.Now()
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}
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// Inactivity timeout
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if time.Since(lastInput) > inactivityLimit {
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@@ -138,7 +131,14 @@ func (si *SnakeGameInstance) gamePhase() {
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return
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}
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// Only advance game state at snakeSpeed
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// Compute move interval from per-game speed
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speed := si.game.Speed
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if speed <= 0 {
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speed = DefaultSpeed
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}
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moveInterval := time.Second / time.Duration(speed)
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// Only advance game state at game speed
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moveAccum += tickInterval
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if moveAccum < moveInterval {
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si.gameMu.Unlock()
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@@ -146,6 +146,14 @@ func (si *SnakeGameInstance) gamePhase() {
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}
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moveAccum -= moveInterval
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// Pop one direction from queue per movement frame
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for i := 0; i < 8; i++ {
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if len(si.pendingDirQueue[i]) > 0 && i < len(si.game.State.Snakes) && si.game.State.Snakes[i] != nil {
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si.game.State.Snakes[i].Dir = si.pendingDirQueue[i][0]
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si.pendingDirQueue[i] = si.pendingDirQueue[i][1:]
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}
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}
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state := si.game.State
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// Advance snakes
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@@ -47,7 +47,10 @@ func (ss *SnakeStore) makeNotify(gameID string) func() {
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}
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}
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func (ss *SnakeStore) Create(width, height int, mode GameMode) *SnakeGameInstance {
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func (ss *SnakeStore) Create(width, height int, mode GameMode, speed int) *SnakeGameInstance {
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if speed <= 0 {
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speed = DefaultSpeed
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}
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id := generateID(4)
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sg := &SnakeGame{
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ID: id,
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@@ -58,6 +61,7 @@ func (ss *SnakeStore) Create(width, height int, mode GameMode) *SnakeGameInstanc
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Players: make([]*Player, 8),
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Status: StatusWaitingForPlayers,
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Mode: mode,
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Speed: speed,
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}
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si := &SnakeGameInstance{
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game: sg,
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@@ -158,14 +162,14 @@ func (ss *SnakeStore) ActiveGames() []*SnakeGame {
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}
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type SnakeGameInstance struct {
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game *SnakeGame
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gameMu sync.RWMutex
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pendingDir [8]*Direction
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notify func()
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persister Persister
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store *SnakeStore
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stopCh chan struct{}
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loopOnce sync.Once
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game *SnakeGame
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gameMu sync.RWMutex
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pendingDirQueue [8][]Direction // queued directions per slot (max 3)
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notify func()
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persister Persister
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store *SnakeStore
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stopCh chan struct{}
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loopOnce sync.Once
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}
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func (si *SnakeGameInstance) ID() string {
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@@ -231,8 +235,8 @@ func (si *SnakeGameInstance) Join(player *Player) bool {
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return true
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}
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// SetDirection buffers a direction change for the given slot.
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// The write happens under the game lock to avoid a data race with the game loop.
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// SetDirection queues a direction change for the given slot.
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// Validates against the last queued direction (or current snake dir) to prevent 180° turns.
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func (si *SnakeGameInstance) SetDirection(slot int, dir Direction) {
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if slot < 0 || slot >= 8 {
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return
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@@ -240,13 +244,28 @@ func (si *SnakeGameInstance) SetDirection(slot int, dir Direction) {
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si.gameMu.Lock()
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defer si.gameMu.Unlock()
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if si.game.State != nil && slot < len(si.game.State.Snakes) {
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s := si.game.State.Snakes[slot]
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if s != nil && s.Alive && !ValidateDirection(s.Dir, dir) {
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return
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}
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if si.game.State == nil || slot >= len(si.game.State.Snakes) {
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return
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}
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si.pendingDir[slot] = &dir
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s := si.game.State.Snakes[slot]
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if s == nil || !s.Alive {
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return
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}
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// Validate against last queued direction, or current snake direction if queue empty
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refDir := s.Dir
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if len(si.pendingDirQueue[slot]) > 0 {
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refDir = si.pendingDirQueue[slot][len(si.pendingDirQueue[slot])-1]
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}
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if !ValidateDirection(refDir, dir) {
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return
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}
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// Cap queue at 3 to prevent unbounded growth
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if len(si.pendingDirQueue[slot]) >= 3 {
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return
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}
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si.pendingDirQueue[slot] = append(si.pendingDirQueue[slot], dir)
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}
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func (si *SnakeGameInstance) Stop() {
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@@ -272,9 +291,10 @@ func (si *SnakeGameInstance) CreateRematch() *SnakeGameInstance {
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width := si.game.State.Width
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height := si.game.State.Height
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mode := si.game.Mode
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speed := si.game.Speed
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si.gameMu.Unlock()
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newSI := si.store.Create(width, height, mode)
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newSI := si.store.Create(width, height, mode, speed)
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newID := newSI.ID()
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si.gameMu.Lock()
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@@ -97,8 +97,24 @@ type SnakeGame struct {
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RematchGameID *string
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Mode GameMode // ModeMultiplayer or ModeSinglePlayer
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Score int // tracks food eaten in single player
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Speed int // cells per second
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}
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// Speed presets
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type SpeedPreset struct {
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Name string
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Speed int
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}
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var SpeedPresets = []SpeedPreset{
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{Name: "Slow", Speed: 5},
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{Name: "Normal", Speed: 7},
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{Name: "Fast", Speed: 10},
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{Name: "Insane", Speed: 15},
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}
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const DefaultSpeed = 7
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func (sg *SnakeGame) IsFinished() bool {
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return sg.Status == StatusFinished
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}
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@@ -121,9 +137,11 @@ type GridPreset struct {
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}
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var GridPresets = []GridPreset{
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{Name: "Tiny", Width: 15, Height: 15},
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{Name: "Small", Width: 20, Height: 20},
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{Name: "Medium", Width: 30, Height: 20},
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{Name: "Large", Width: 40, Height: 20},
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{Name: "XL", Width: 50, Height: 30},
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}
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// snapshot returns a shallow copy of the game safe for reading outside the lock.
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