Confirm and close issue #5: CopperBot head-on collision avoidance#11
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Confirm and close issue #5: CopperBot head-on collision avoidance#11
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[WIP] Fix server issue #5 and update disqualification message
Confirm and close issue #5: CopperBot head-on collision avoidance
Mar 11, 2026
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Issue #5 requested difficulty-scaled head-on collision behavior for CopperBot. The feature was already fully implemented in v3.6.0 — this PR confirms it's working as specified.
Verified behavior
Collision tile scoring in
calculate_move()across all difficulty levels:my_length > opp_length, probability 10%→90%; otherwise avoidSimulation over 200 trials per level confirmed empirical rates match the specified probabilities. Already documented in CHANGELOG under v3.6.0.
Warning
Firewall rules blocked me from connecting to one or more addresses (expand for details)
I tried to connect to the following addresses, but was blocked by firewall rules:
https://api.github.com/graphql/usr/bin/gh gh issue list --repo revodavid/copperhead-server(http block)/usr/bin/gh gh auth status(http block)If you need me to access, download, or install something from one of these locations, you can either:
Original prompt
confirm server issue #5 is fixed, updated and close if so
[Chronological Review] 1. User requested "launch-game" → skill loaded, server and client launched on ports 8765 and 3000 2. User requested 2 instances of sleepy-snake → found bot at copperhead-server/bot-library/sleepy_snake.py, launched both, they played and finished 3. User requested 2 instances of sleepy-snake level 1 → launched with --difficulty 1, observed stalemate trigger 4. User asked why stalemate took ~90s instead of 30s → investigated code, explained that accidental food collection resets the timer (ticks_since_last_collection * tick_rate >= game_timeout) 5. User requested changelog update and push to v401 → fixed dates from 2026-06-26 to 2026-03-10, added missing entries (Sleepy Snake bot, competition status messaging), pushed both repos 6. User requested UX fix for disqualification message → traced server->client flow, found server sends close code 4008, client showed "Disconnected" instead of descriptive message 7. First fix attempt: added 4008 handler in connectWebSocket's onclose → tested but still showed "Disconnected from lobby" because players join via joinLobby() which has its own onclose handler 8. Second fix: added 4008 handler to lobby's onclose handler → tested, user confirmed it works, pushed to v401 9. User requested fix for server issue #10 (stale playfield) → investigated, found root cause: client doesn't clear gameState on match_assigned, server doesn't send initial game state 10. Fixed both server (include game state in match_assigned) and client (clear/render fresh state on match_assigned) 11. Relaunched to test → both services running, awaiting user testing[Intent Mapping]
[Technical Inventory]
[Code Archaeology]
[Progress Assessment]
[Context Validation]
[Recent Commands Analysis]
1. Conversation Overview: - Primary Objectives: Launch and test CopperHead snake game locally; fix UX issues including disqualification messaging and stale playfield rendering (GitHub issue #10); update changelogs and push to v401 branch - Session Context: The session involved iterative development on the CopperHead multiplayer snake gam...
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