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.
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.mdfor 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
- Volume and Data Layout
- File Models
- Dependencies
- Network Access and Interfaces
- Installation and First-Run Flow
- Actions
- Tasks
- Health Checks
- Backups and Restore
- Limitations and Differences
- 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 byinit/generateSecrets.tsand both read reactively bymain.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/gamesroutes, 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'sADMIN_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 — aLast movedays old with a named player underWaiting onis 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/healthand 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
- 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.mdin the game repo), not something this package changed. - 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.
- 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
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