a70337cf8bcd007bc353817c4a435a66915bf8b2
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Commits
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a70337cf8b |
0.8.0.12:0 — bundle Station Master v0.8.0.12, and a Restore a Seat action
A player who has lost their browser storage can be put back in their seat (Gitea#33 in the game repo). The session token is the only identity the game has and it lives in one browser's localStorage, scoped to the origin joined at, so a cleared profile, a private window or a different browser locks a player out of a game that is still running with their session still on disk. Seen at a real table: of two humans in one game, the host reloaded straight back in and the joiner met an empty lobby. New action, restore-seat: pick a seat from a dropdown of the players actually holding a session — bots never appear, since seatedPlayers is read from the server's session map rather than guessed from display names — and get back a link built from this interface's own address. serverApi gained mintClaim; the dictionary gained 57-64 in all five locales. THE LINK CARRIES A CODE, NOT THE TOKEN. lobby-and-sessions.md §1 says to keep the token out of URLs so it is not shoulder-surfed or pasted into a chat, and a recovery link is exactly what gets pasted into a chat. The code is single-use, expires in 30 minutes, and the page trades it for the real token over a POST. Minting is admin-gated because deciding that somebody has lost a seat is a judgement no route can make safely; spending needs no secret, because the player following the link holds none. GAMES IN PROGRESS RESUME NORMALLY, measured rather than assumed: `git diff v0.8.0.11..v0.8.0.12 -- src/engine/` is EMPTY. The release is the server's HTTP surface, the client and the docs. The codes live in memory and are deliberately not persisted, so nothing new reaches the volume and there is nothing to migrate. README, instructions.md and the release notes in all five locales say so. NOT YET EXERCISED END TO END: the two routes and the action are typechecked and the claim store is unit-tested, but nothing has run them against a live server. This build is what makes that possible. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_017nnuCv8UodHucFfx3LWEoX |
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c95620d566 |
Bundle Station Master v0.5.3: games in progress, and a way to end one
Pin moves to v0.5.3, package version to 0.5.3:0.
The health check no longer just probes a port. It fetches the server's own
/api/health and reports what it says — "Multiplayer server is ready — 3
games in progress", with ", 1 waiting to start" appended only when a lobby
exists and "no games in progress" on an idle server. A server that doesn't
answer is reported as STARTING, never failed: the server replays its saved
games before binding its port, so a boot legitimately looks like nothing is
listening, and calling that a failure makes an ordinary restart look like a
crash.
Two new actions, both only-running. Games in Progress is read-only and
lists every game and lobby with players, Day/Stage/phase, who it waits on,
when it started and when it last moved. Manage Game picks one from a
dropdown built live from the server and either exports it or ends it —
ending being the only way a game finishes other than being played out,
since an abandoned game otherwise stays active and is resumed on every
restart forever. Ending always returns the deleted game's save, so nothing
is destroyed without being handed back first.
They are only-running because none of it is readable from disk: a save is a
seed plus a list of moves, so whose-turn-it-is exists only after a replay
through the engine, which lives in the game repo rather than here. The
running server has already done that work and is asked for the answer.
startos/serverApi.ts is the single place that asks.
store.json gained adminSecret (32 chars) beside joinSecret, seeded on
install and backfilled on update for a volume written before the field
existed. It is deliberately NOT the join secret: every player holds that
one, so gating a delete with it would let anyone at the table destroy
anyone else's game. init/generateJoinSecret.ts is renamed generateSecrets.ts
now that it mints both.
Also brought getJoinSecret's result strings under i18n(). They shipped as
plain strings two commits ago, which actions.md is explicit about — every
user-facing string including result titles, messages and thrown errors.
The new actions follow it, so the old one shouldn't be the odd one out.
Verified on phoenix.local, installed as an UPDATE from 0.5.2:0 rather than
a fresh install, which exercised three things at once: the boot log line
("Resuming 1 saved game(s)…"), the engine-version refusal firing for real
on a game recorded under 0.5.2, and the adminSecret backfill (store.json
came out with both secrets, 24 and 32 chars). Then, from inside the
container: the package-generated admin secret authenticating against
/api/games (200) while a wrong one is refused (403), health counts tracking
0 -> lobby 1 -> active 1 through a create/bot/start, and every field the
actions render present and correct on the listing.
NOT verified: the actions' own forms and result rendering. `start-cli
package action run` fails with a client-side deserialization error on every
action on this box — including the already-shipped get-join-secret and
actual-budget's equivalent — so it is a start-cli problem, not this
package's. The data path underneath them is verified above; the SDK
form/result rendering needs the web UI.
A test game (TRESTLE-3221, Alice + a bot) is left running on the box so
there is something for Games in Progress to show.
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