Is your feature request related to a problem? Please describe.
After inventing the multiengine system, the API have to change too to allow the website be played by multiple people.
Describe the solution you'd like
The API must have a way to create engine instances, and, of course, interact with them, as well as the API does it now with the single instance. The instances must be killed after some time of idling to save up the memory space. There must also be the limit of engine instances existing at the same time. If there are too many instances, the API must return the business error, such that the website displays it in a proper way, and, may be, puts itself in a waiting loop. There could be also some triggers for the engine kill. Maybe the API must know the mode the player is playing in, so that, for example, in Play mode the engine commits suicide after the checkmate. In the future, the engine may be pinned to a player.
Is your feature request related to a problem? Please describe.
After inventing the multiengine system, the API have to change too to allow the website be played by multiple people.
Describe the solution you'd like
The API must have a way to create engine instances, and, of course, interact with them, as well as the API does it now with the single instance. The instances must be killed after some time of idling to save up the memory space. There must also be the limit of engine instances existing at the same time. If there are too many instances, the API must return the business error, such that the website displays it in a proper way, and, may be, puts itself in a waiting loop. There could be also some triggers for the engine kill. Maybe the API must know the mode the player is playing in, so that, for example, in
Playmode the engine commits suicide after the checkmate. In the future, the engine may be pinned to a player.