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# Station Master on StartOS > Everything not listed in this document should behave the same as upstream > Station Master. If a feature, setting, or behavior is not mentioned here, > the upstream documentation is accurate and fully applicable — see the > Documentation section of `instructions.md` for links. Station Master is a railroad operations board game with an authoritative multiplayer server; solitaire needs no server and is not what this package is for. This package runs that server — the browser client, the lobby, and the intent/SSE API — as a single StartOS service. --- ## Table of Contents - [Image and Container Runtime](#image-and-container-runtime) - [Volume and Data Layout](#volume-and-data-layout) - [File Models](#file-models) - [Dependencies](#dependencies) - [Network Access and Interfaces](#network-access-and-interfaces) - [Installation and First-Run Flow](#installation-and-first-run-flow) - [Actions](#actions) - [Tasks](#tasks) - [Health Checks](#health-checks) - [Backups and Restore](#backups-and-restore) - [Limitations and Differences](#limitations-and-differences) - [Quick Reference for AI Consumers](#quick-reference-for-ai-consumers) --- ## Image and Container Runtime Built from source with a custom `Dockerfile` — there is no published Station Master image. | What to Document | Value | | --- | --- | | Image source | Custom multi-stage `Dockerfile`: `node:*-slim` builder runs `npm run build:web` to produce the static client, then a second `node:*-slim` stage copies only `package.json`, `src/`, and the built `dist/` — no `node_modules` in the runtime stage, since the server has zero runtime dependencies | | Architectures | x86_64, aarch64 | | Entrypoint | `node src/server/index.ts` — runs straight from TypeScript source; no compile step, see Limitations | One subcontainer: `station-master-sub`, running the single daemon `server`. ## Volume and Data Layout One volume, `data`, mounted at `/data` (`DATA_DIR`). | What to Document | Value | | --- | --- | | Volume names | `data` | | Mount points | `/data` | | StartOS files | `store.json` — holds the join and admin secrets (see File Models) | | Database | None — flat files. The server holds any number of games at once: each is `games//game.json` (`{ engineVersion, seed, config, playerNames, history, status, createdAt, lastMoveAt, botSeats }`) plus `turn-timings.json`, with a top-level `index.json` naming every game and lobby state for those not yet started | ## File Models One StartOS-managed file, `store.json`, on the `data` volume. - **`store.json`** — JSON, holding two independent secrets, both seeded on install by `init/generateSecrets.ts` and both read reactively by `main.ts`, so rewriting either restarts the daemon with the new value. - `joinSecret` — 24 characters. What players need to create or join a game. The daemon will not start without one, so it is never left unset. Rewritten only by the **Get Join Secret** action, which mints a new value on every run. - `adminSecret` — 32 characters. Gates the server's `/api/games` routes, which the two game actions use. **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. It is never shown to a player and never leaves the package except as the daemon's `ADMIN_SECRET`. Backfilled on update for a volume written before this field existed, and otherwise never rewritten. Neither key is re-asserted on start, so a hand edit to either survives until the relevant action is next run. Everything else under `/data` — `games/`, `index.json`, lobby and session state — is the application's own persistence, written directly by the server process, not by a StartOS file model. ## Dependencies None. ## Network Access and Interfaces One interface, `ui`, on the single port the daemon listens on. It serves the browser client, the lobby and intent HTTP API, and the per-seat SSE game stream — all from the same origin, which is what lets a player reach the server from a LAN address and another player reach it from a different one in the same game. ## Installation and First-Run Flow No setup wizard. On install, both secrets are generated and stored immediately (see File Models), and a critical task is raised pointing at **Get Join Secret** — the service starts and is usable the moment the daemon is healthy, but a player cannot create or join a game until the join secret has been retrieved and shared with them. **Updating the package ends every game in progress.** A save records the engine version that wrote it and the server refuses to resume one recorded under different rules, logging the refusal and leaving the file untouched. This is upstream's deliberate design, not something this package works around: a move that was legal under the old rules may not be under the new ones. Let games finish before updating, or accept losing them — rolling the package version back makes them loadable again, since nothing is deleted. ## Actions Two of the three read or change the games on the server, and both are `only-running`: what they report exists only inside the live server process. A save is a seed plus a list of moves, so "whose turn is it" is answerable only by replaying the game through the engine — which lives in the game repo, not in this package. The server has already done that work and is asked for the answer. - **Get Join Secret** (`get-join-secret`) — run this any time you want to read the current join secret, or to invalidate it and issue a new one. Every run **generates a fresh secret, overwrites the stored one, and restarts the daemon** with it — there is no read-only mode. Rotating does not disconnect players already seated in a running game (D14's join secret gates the lobby door, not an in-progress session); it only invalidates the old value for anyone who has not yet joined or created a game. Completes in a few seconds, safe to repeat. - **Games in Progress** (`games-in-progress`) — read-only, changes nothing, safe to run at any time. Lists every game and lobby on the server with its code, players, Day/Stage/phase, who it is waiting on, when it started and when it last moved. Run it to find a game that has stalled — a `Last move` days old with a named player under `Waiting on` is someone who is not coming back. Returns quickly; the server answers from memory. - **Manage Game** (`manage-game`) — pick a game from a dropdown built live from the server, then either **Export** it (returns the complete save as copyable text and changes nothing) or **End** it (deletes it from the server, disconnects anyone still watching, and removes its files and index entry). **Ending cannot be undone and is not idempotent** — a second attempt reports that the game no longer exists. It always returns the deleted game's save, so nothing is destroyed without being handed back first; that text is the only remaining copy, so keep it if the game is worth replaying. This is the only way a game ends other than being played to a finish: an abandoned game otherwise stays active and is resumed on every restart indefinitely. ## Tasks - **Get the join secret to share with players** — raised on install, severity `critical`. Points at the **Get Join Secret** action. Clears the moment that action is run for the first time; it does not return afterward (running it again to rotate does not re-raise it). ## Health Checks - **Multiplayer Server** — 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. So the check that proves the server is answering also says how much is going on. A server that does not 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 would make an ordinary restart look like a crash. Replaying measures around 100 ms per game and only unfinished games are replayed, so in practice this window is a fraction of a second. A check stuck on "starting" for much longer means the daemon is failing to come up — read the service logs, where a refused resume names the game and the version that wrote it. ## Backups and Restore Strategy: the entire `data` volume is backed up wholesale (`ofVolumes`) — every file copied exactly as it sits on disk, nothing dumped and replayed. That includes every game's full intent history, so a restore can resume any in-progress game exactly where it left off, and the join secret in `store.json`, so previously shared join links keep working after a restore. Nothing needs to be rebuilt or re-entered after a restore; the server resumes every saved game on boot the same way it does after an ordinary restart. ## Limitations and Differences 1. **No compile step.** The image runs the server directly from TypeScript source using Node's native type stripping, rather than building a `dist/` for the server the way the browser client is built. This is upstream's own deployment shape (`docs/architecture/deployment.md` in the game repo), not something this package changed. 2. **The join secret has no per-player identity.** It is a single server-wide value (D14) that gates who may create or join a game — it is not a username or password, and StartOS has no visibility into who a player is once they've joined. 3. **No accounts, and one game at a time per person is expected but not enforced** — a deliberate upstream design decision (`docs/architecture/multiplayer.md` §11 D13), not a StartOS-specific limitation. --- ## Quick Reference for AI Consumers ```yaml package_id: station-master image: built from source (Dockerfile) architectures: [x86_64, aarch64] subcontainers: [station-master-sub] volumes: data: /data file_models: - store.json startos_managed_env_vars: - DATA_DIR - JOIN_SECRET - ADMIN_SECRET dependencies: none interfaces: ui: { type: ui, port: 8081 } actions: - get-join-secret - games-in-progress - manage-game tasks: - { action: get-join-secret, severity: critical } health_checks: - Multiplayer Server ```