Files
station-master-startos/README.md
T
Jesse e84c640067 Bundle Station Master v0.6.0: updates stop destroying games in progress
Pin moves to v0.6.0, package version to 0.6.0:0.

README and instructions.md both promised the opposite of what now happens
and had to be rewritten: an update keeps games in progress unless the rules
actually changed, and a game that genuinely cannot replay is named in the
log rather than described as a version mismatch.

Verified on phoenix.local by doing the thing the release is about. A game
(MAIL-4571) was created on the installed 0.5.6:0, then this build was
installed over it. All four saved games on the volume came back:

  Resuming 4 saved game(s)…
  Resumed HOPPER-4607  — 37 intents replayed.   (written under 0.5.2)
  Resumed TRESTLE-5109 —  5 intents replayed.   (written under 0.5.3)
  Resumed TENDER-8092  — 38 intents replayed.   (written under 0.5.5)
  Resumed MAIL-4571    —  0 intents replayed.   (written under 0.5.6)

The first three had been refused on every boot since the release that
stranded them. They were never damaged, only unreachable, and replaying
them is all it took to get them back — which is the clearest evidence that
the version comparison was answering the wrong question. All four now show
in Games in Progress with the correct Day, Stage and waiting-on player.
2026-08-21 21:56:58 -04:00

212 lines
10 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.
---
## 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.
---
## 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
```