v0.8.0 — the board replays what everyone else did, instead of arriving rearranged
TODO #13, #15 and #18 — Gitea#20 steps 2-4 pointed at a seated player's own screen. Every accepted intent, and every automatic phase that does anything, becomes an ordered presentation step. A bot's whole switching turn used to land in one push; now it arrives as a run of steps, the district panel follows whoever is acting, and a [N behind] … [Skip] row says how far the board is from the game. Solitaire runs the same path — one collector inside submit(), which both session kinds already funnel through — which is where its automatic phases finally get a visible beat. Dwell is assigned by kind: switching holds the screen, turn bookkeeping costs nothing, and the clock turning over earns the beat. Tunable per viewer without a rebuild, and off entirely at pace 0. Also: switching was the one class of action logging unattributed, and now names its train. Reasoning, measurements and the three things that turned out wrong are in CHANGELOG.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6
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co-authored by
Claude Opus 5
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commit
02289e94b8
+55
-5
@@ -26,8 +26,10 @@ import { actionMenu, currentActor, fromMultiplayerSave, isOutOfTurn, newMultipla
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import type { Game, Menu } from '../web/game.ts';
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import { deltaFrame } from '../sim/frame-delta.ts';
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import type { FrameDelta } from '../sim/frame-delta.ts';
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import { snapshot, seatLabel } from '../sim/view.ts';
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import type { Frame } from '../sim/view.ts';
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import { publicSnapshot, snapshot, seatLabel } from '../sim/view.ts';
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import type { Frame, PublicFrame } from '../sim/view.ts';
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import { takeSteps } from '../sim/display-step.ts';
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import type { DisplayStep } from '../sim/display-step.ts';
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import { developerBot } from '../sim/bot.ts';
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export type Push = {
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@@ -69,6 +71,29 @@ export type Push = {
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scheduled?: number | null;
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announcement?: string | null;
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justDrawn?: string | null;
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/**
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* ORDERED PRESENTATION STEPS — v0.8.0, TODO #13.
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*
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* A field on `Push` rather than a second SSE event type, following `presence`'s precedent and for
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* its stated reason (`http.ts`): one message shape for the client to parse. `http.ts` therefore
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* needs no change at all — `broadcastGame` forwards whatever this file builds.
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*
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* IDENTICAL IN EVERY SEAT'S PUSH, because a step carries the PUBLIC board and nothing else. A
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* player's own hand, menu and objective are not animated: they arrive on the same push, already
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* coalesced, exactly as they always have. That is what keeps the redaction surface at zero new
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* area — `test/redaction.test.ts` guards the projection these are built from.
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*/
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steps?: DisplayStep[];
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/**
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* The public board to start a step queue from — sent on a CONNECT, never on an update.
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*
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* Steps carry deltas against one chain shared by the whole table, so a client that has just
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* arrived (or come back) has nothing to merge the next delta onto and `applyPublicDelta` would
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* rightly throw. This is that baseline: the exact frame the chain has reached, so the next step
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* lands on it. A reconnecting client resets rather than replaying what it missed — the history
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* panel is what carries the words, and it is already sent whole on connect (#97).
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*/
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publicReset?: PublicFrame;
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};
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/**
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@@ -211,11 +236,12 @@ function buildSession(
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return { cues, scheduled, announcement };
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}
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function pushFor(seat: PlayerIndex, moment: Moment | null): Push {
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function pushFor(seat: PlayerIndex, moment: Moment | null, steps: DisplayStep[] = []): Push {
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const frame = frameFor(seat);
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const delta = deltaFrame(lastFrame.get(seat) ?? null, frame);
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lastFrame.set(seat, frame);
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const push: Push = { frame: delta, menu: menuFor(seat), lines: linesSince(seat) };
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if (steps.length > 0) push.steps = steps;
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if (moment) {
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if (moment.cues.length > 0) push.cues = moment.cues;
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if (moment.scheduled !== null) push.scheduled = moment.scheduled;
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@@ -228,9 +254,13 @@ function buildSession(
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function pushesForAll(): Map<PlayerIndex, Push> {
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const moment = takeMoment();
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// Drained ONCE for the whole broadcast, not per seat: the steps are public and identical, and
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// `takeSteps` empties the collector, so draining inside the loop would give them to seat 0 and
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// an empty list to everybody else.
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const steps = takeSteps(game.display);
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const out = new Map<PlayerIndex, Push>();
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for (let seat = 0; seat < playerNames.length; seat++) {
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out.set(seat as PlayerIndex, pushFor(seat as PlayerIndex, moment));
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out.set(seat as PlayerIndex, pushFor(seat as PlayerIndex, moment, steps));
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}
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return out;
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}
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@@ -341,6 +371,19 @@ function buildSession(
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// here rather than fired at the first client to arrive. (It also stops `game.cues` growing without
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// bound on a server, which nothing was draining before this.)
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takeMoment();
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/**
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* THE PRESENTATION STEPS THOSE TURNS PRODUCED GO WITH THEM (v0.8.0).
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*
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* Left in the collector they would be delivered on the FIRST broadcast after somebody connects —
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* but that client's `publicReset` is the board as it stands AFTER these very moves, so replaying
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* them onto it would draw positions the game had already left. The plan says as much: opening bot
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* moves need no replay, and a later display simply receives the final reset.
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*
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* This is the only moment the collector holds anything outside an intent. `pushesForAll()` drains
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* it synchronously at the end of every `intent()`, so between moves it is always empty — which is
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* what makes dropping here safe rather than a race with a seat that has not been sent them yet.
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*/
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takeSteps(game.display);
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return {
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playerCount: playerNames.length,
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@@ -355,7 +398,14 @@ function buildSession(
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// blank history panel mid-game, with the server holding the whole log. `Push.lines` on a
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// connect IS the history, which is what lets the Frame stop carrying a second copy.
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sentLines.delete(seat);
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return pushFor(seat, null);
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const push = pushFor(seat, null);
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/**
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* The baseline for this client's step queue (v0.8.0). `game.display.last` is the exact frame
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* the shared delta chain has reached, so the next step merges onto it; before any step has
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* been collected there is no chain yet and a fresh projection is the same thing.
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*/
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push.publicReset = game.display.last ?? publicSnapshot(game.state);
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return push;
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},
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intent(seat, seq, i) {
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