Files
station-master-startos/README.md
T
JesseandClaude Opus 5 74aea24d74 0.7.3:0 — bundle Station Master v0.7.3
Submodule pinned to v0.7.3 (45580d8), `current.ts` at `0.7.3:0`, release notes
rewritten in all five locales, README.md and instructions.md updated. No new
version file and no migration: the outgoing 0.7.2:0's `up` is empty, which is
`versions.md`'s common case, so `current.ts` bumps in place and `index.ts` is
untouched.

Two features, both about the end of a game. A game no longer stops dead when the
timetable runs out — it enters a fourth state, `awaitingExtension`, and asks the
table whether to play one more Day, unanimously in multiplayer with one refusal
decisive. The official result is frozen at the original `config.days` and never
rewritten, so playing on is explicitly an exhibition, and a §3.4 collision breach
is neither extendable nor able to overwrite a recorded result. And the end of a
game renders a full results screen in place of the raw `outcome.reason` enum the
page used to print.

GAMES IN PROGRESS SURVIVE THIS ONE, which is the opposite of the last release and
is why the notes lead with it in every locale. No card data changed and the engine
changes are additive, so every intent in a 0.7.2 save is still legal: the save
replays intact and the game simply pauses on the new question at the end. Upstream
proves it rather than asserting it — the suite replays the three recorded games in
`public/replays`, all made under an older ruleset, and asserts every intent still
applies. Anyone updating from 0.7.1 or earlier is still in the old boat, and both
docs say so.

README.md gains a short diagnosing note, since `awaitingExtension` is a state an
administrator can meet and misread: such a game is persisted and listed as
`active`, resumes on restart like any live game, and shows nobody to wait for —
because a vote is not a turn.

Verified: `npm run check` clean, prettier clean, `make x86` packs as v0.7.3:0.
NOT verified: not installed on a box and not played. Extended play has never been
exercised against a running service — upstream `TODO.md` #35.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb
2026-08-29 05:07:03 -04:00

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13 KiB
Markdown

<p align="center">
<img src="icon.png" alt="Station Master Logo" width="21%">
</p>
# 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.
**Bundled version: 0.7.3.** Two features, both about the end of a game (Gitea#11 and #16). A game no
longer stops dead when the timetable runs out — it enters a fourth state, `awaitingExtension`, and
asks the table whether to play one more Day; agreement is unanimous in multiplayer and one refusal
ends it. The official result is frozen at the ORIGINAL `config.days` and never rewritten, so playing
on is explicitly an exhibition; a §3.4 collision breach is not extendable and does not overwrite a
recorded result. And the end of a game now renders a full results screen in place of the raw
`outcome.reason` enum the page used to print, backed by a new event tally on the game state.
**GAMES IN PROGRESS SURVIVE THIS UPDATE.** No card data changed and the engine changes are additive:
every intent in a 0.7.2 save is still legal, so the save replays intact and the game simply pauses on
the new question when its timetable runs out. This is worth stating plainly because the previous
release was the opposite — 0.7.2 took the deck from 206 cards to 121 and declined every game in
progress. That still applies to anyone updating from **0.7.1 or earlier**: `src/server/index.ts`
refuses to resume a save the rules reject, logs which move it stopped at, and **leaves the file
untouched**, so an operator who wants a particular game back can put the older version on and finish
it.
**Diagnosing the new state.** A game sitting in `awaitingExtension` is waiting on its players, not
broken: it is persisted and listed as `active`, it is resumed on restart like any other live game,
and the only move the rules will accept from it is `game.extend`. If a table appears stuck at the end
of its last Day, check whether every seat has voted — `Games in Progress` will show it as active with
nobody to wait for, because a vote is not a turn.
0.7.0 remains the shape of the service: the lobby sets a game up from one of four game types
(Solitaire, Co-op, Competitive, Cutthroat) plus Custom, offers the whole rule set for reading before
a seat is taken, and lets a player leave a lobby or a running game and come back to it. None of this
changes anything the package itself does: the submodule pin is the version, and the service is the
same server it always was.
---
## 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/<gameId>/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 keeps games in progress, unless the rules actually changed.** On boot the
server replays each saved game's moves through the current engine and resumes it if they all still
apply — the version that wrote the file is recorded and reported but decides nothing. When a move
*is* rejected, that game is refused and the log names it: `move 3 of 8 (localOps.choose) is
rejected by the current rules with OPTION_ALREADY_CHOSEN`. A refused game is never modified or
deleted, so reinstalling the previous version makes it loadable again and it can be played out.
Earlier versions of this package compared version strings instead, which destroyed every game in
progress on every update, including updates that changed only how the board is drawn.
## 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. Since 0.7.0 a browser can hold seats in several games at once and picks between them
in the lobby, which is a client convenience rather than a change to that decision.
4. **A player's identity lives in their browser.** The session token issued at join is the only
proof of who a player is; it is kept in that browser's `localStorage` and nowhere else. A player
may leave a running game and rejoin it (the lobby lists every game the browser is in), but a
token lost with the browser — cleared site data, a different device — cannot be recovered from
this package, and the seat stays in the game waiting. Upstream `TODO.md` tracks an
administrator-issued rejoin link; it does not exist yet.
---
## 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
```