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
This commit is contained in:
co-authored by
Claude Opus 5
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/**
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* THE DISPLAY-STEP COLLECTOR — v0.8.0, `docs/plans/jitsi-common-board.md` § v0.8.0 §§ 1-3.
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*
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* One ordered, watchable presentation step per accepted intent, so a player can see what everyone
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* else did instead of finding the board already rearranged. TODO #13: *"It's not fun to do my turn
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* and have magic happen in the background and then have to figure out what others did."*
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*
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* ONE HOOK, NOT TWO. The design anticipated wiring this into `GameSession.intent()` and
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* `GameSession.driveBots()` separately, with `LocalSession` doing its own thing for solitaire. It
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* does not need to: `src/server/session.ts` imports `submit` from `src/web/game.ts`, so solitaire,
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* live multiplayer and every bot turn already funnel through ONE function. Collecting there is what
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* makes solitaire a special case of multiplayer rather than a second implementation, which is the
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* standing design direction for this codebase.
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*
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* AND REPLAY IS INERT FOR FREE. `fromSave` and `fromMultiplayerSave` rebuild a game by calling
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* `applyIntent` + `record` + `drain` directly rather than `submit`, so a resumed server or a rebuilt
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* undo does NOT re-emit the whole game as steps. That was expected to need an explicit guard — the
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* plan calls it out as the same class of bug as #97, a mechanism firing on a path nobody pictured
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* it running on. It needs none, but the property is load-bearing: **if a replay path is ever moved
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* onto `submit()`, this becomes a real bug**, and `test/watchable.test.ts` pins it.
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*
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* WHAT A STEP IS. One accepted intent, or ONE AUTOMATIC PHASE — never one per `GameEvent`, because
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* the event list is not a complete reducer and a receiver could not rebuild state from it. It gets a
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* projected frame instead.
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*
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* PHASES EARN THEIR OWN STEPS, and that is TODO #18. `pump()` runs every automatic phase between one
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* click and the next and `drain()` records the whole batch at once, so New Train, the Mainline and
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* the shift change "look like they are being skipped entirely" — trains cross the Division in one
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* jump. Folding them into the triggering intent's step reproduces exactly that. So `submit()` steps
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* `advance()` one call at a time instead, and collects a step for each phase that actually DID
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* something. A phase that did nothing adds no narration and therefore produces no step at all, which
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* is Jesse's own rule (2026-09-09): "if nothing happens during a phase then we shouldn't lose time
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* to it."
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*
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* `drain()` is deliberately NOT changed. Replay, undo and `fromSave` all use it, and the
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* replay-inertness property below depends on their staying off this path. The stepped version lives
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* in `submit()` and makes the same `advance()` calls in the same order, so the resulting state is
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* identical — only the collection differs.
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*/
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import type { Intent } from '../engine/intents.ts';
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import type { GameState, PlayerIndex, SeatIndex } from '../engine/state.ts';
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import { seatOf } from '../engine/state.ts';
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import { publicSnapshot } from './view.ts';
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import type { PublicFrame } from './view.ts';
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import { deltaPublicFrame } from './public-delta.ts';
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import type { PublicFrameDelta } from './public-delta.ts';
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/**
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* The wire format's version, on the ENVELOPE rather than on the projection.
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*
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* The plan's original sketch put `protocolVersion` inside `PublicFrame`. It does not belong there:
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* `PublicFrame` is a projection of the game and its property list is an allow-list that
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* `test/redaction.test.ts` enumerates, so a transport concern living in it would have to be
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* allow-listed as public game state, which it is not. The step is the message; the message carries
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* the version.
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*/
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export const DISPLAY_PROTOCOL_VERSION = 1;
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/** What produced a step: somebody's intent, or the Division advancing a phase by itself. */
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export type StepCause = Intent['type'] | 'phase';
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/** One watchable thing that happened, in order. */
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export type DisplayStep = {
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protocolVersion: typeof DISPLAY_PROTOCOL_VERSION;
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/** Monotonic per game. 0.8.1's reconnecting display stream needs it to detect a gap; a queue only needs the order. */
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seq: number;
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/**
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* Who acted — NULL for an automatic phase, which nobody did.
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*
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* Both are carried because Employee Rotation makes "which seat" and "which player" different
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* questions.
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*/
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player: PlayerIndex | null;
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seat: SeatIndex | null;
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/** What caused it — the input to pacing's kind classification. */
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cause: StepCause;
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/** The public board after this intent and everything it drained, against the previous step. */
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frame: PublicFrameDelta;
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/** The narration this intent added, in order, including any phase lines drained behind it. */
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lines: { text: string; tone: string }[];
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};
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/**
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* Per-game collector state.
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*
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* Held on `Game` beside `log`, `cues` and `announced` and drained the same way, which is the
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* established convention in this codebase for "the model accumulated something, the view takes it".
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*/
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export type DisplayCollector = {
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/** Undrained steps, oldest first. */
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steps: DisplayStep[];
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/** The last public frame a step was built against, so the next delta has something to diff. */
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last: PublicFrame | null;
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/** Next sequence number to assign. */
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seq: number;
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};
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export function newCollector(): DisplayCollector {
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return { steps: [], last: null, seq: 0 };
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}
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/**
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* Record one accepted intent as a step.
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*
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* Called from `submit()` AFTER `record()` and `drain()`, so `state` is the position the intent
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* finally produced and `lines` is everything it caused to be said. The frame is projected
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* immediately and never from a retained `GameState` reference — a retained reference would resolve
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* to the FINAL state of a whole bot run, which is exactly the teleporting this exists to prevent.
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*/
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export function collectStep(
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collector: DisplayCollector,
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state: GameState,
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player: PlayerIndex | null,
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cause: StepCause,
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lines: { text: string; tone: string }[],
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): void {
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const next = publicSnapshot(state);
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collector.steps.push({
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protocolVersion: DISPLAY_PROTOCOL_VERSION,
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seq: collector.seq++,
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player,
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seat: player === null ? null : seatOf(state, player),
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cause,
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frame: deltaPublicFrame(collector.last, next),
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lines,
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});
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collector.last = next;
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}
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/** Take everything collected so far, leaving the collector empty — `takeMoment()`'s pattern. */
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export function takeSteps(collector: DisplayCollector): DisplayStep[] {
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return collector.steps.splice(0, collector.steps.length);
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}
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+2
-2
@@ -155,7 +155,7 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
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return {
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tone: 'plain',
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where: e.to,
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text: `CREW moved ${at(e.from)} → ${at(e.to)}${e.via ? ` via ${at(e.via)}` : ''} — ${e.movesRemaining} of 6 Moves left. The crew chip on the grid carries the whole train with it.`,
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text: `Moved ${train(e.trayId)} ${at(e.from)} → ${at(e.to)}${e.via ? ` via ${at(e.via)}` : ''} — ${e.movesRemaining} of 6 Moves left. The crew chip on the grid carries the whole train with it.`,
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};
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case 'carsCoupled': {
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/**
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@@ -181,7 +181,7 @@ export function narrate(e: GameEvent, ctx: NarrateContext = {}): Narration {
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return {
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tone: 'good',
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where: e.at,
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text: `SMALL YARD — consist re-ordered from [${carsLabel(e.before)}] to [${carsLabel(e.after)}], so the right car is now on the end and can be spotted`,
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text: `Used the SMALL YARD — consist re-ordered from [${carsLabel(e.before)}] to [${carsLabel(e.after)}], so the right car is now on the end and can be spotted`,
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};
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case 'carsDropped':
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// WHICH END. A cut comes off an outer end (§A.3) and the end decides everything that follows:
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@@ -0,0 +1,167 @@
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/**
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* HOW LONG EACH STEP IS SHOWN — v0.8.0, `docs/plans/jitsi-common-board.md` § v0.8.0 § 5.
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*
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* Shared rather than living in `src/web/`, so the 0.8.1 seatless board paces identically to a
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* player's own screen. Two views of one game that disagreed about how fast it looks would be worse
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* than either alone.
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*
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* WHY BY KIND RATHER THAN BY BUDGET. The obvious scheme is to give the whole backlog a time budget
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* and divide it by the queue length. Measured against real games, that does exactly the wrong
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* thing. From `public/replays/`: ~60 stages per game and ~5 intents per player per stage, so a
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* four-player table produces ~15 other-player steps per stage — but 44 of a 307-intent game are
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* `draw.end` and 60 are `loadUnload.end`, bookkeeping nobody wants to watch, while the thing that
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* is worth watching is rare and clustered. Two of the three published replays contain no
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* `switch.move` at all; the third has bursts of 14, 6, 6 and 6, and `trayMoved`'s own narration says
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* "N of 6 Moves left" because six is the engine's cap per crew. So a uniform budget spends the
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* player's attention on `draw.end` and rushes the switching.
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*
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* Assigning dwell by kind and letting the total fall out costs ~40s of animation across a whole
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* 60-stage game, against ~3.6 minutes for a flat 700ms — better switching visibility for a fifth of
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* the time. Jesse, 2026-09-09, on what matters: *"I definitely want to watch other players struggle
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* with the switching exercises … I don't think reading the switching in the log will be anywhere
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* nearly as interesting as watching the trains actually move on the board."*
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*
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* PACING IS CLIENT-SIDE ONLY. The server emits steps as fast as it likes and the client decides how
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* to show them, which is what keeps Gitea#20's "do not slow the authoritative game" true.
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*/
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import type { StepCause } from './display-step.ts';
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export type StepKind = 'switching' | 'action' | 'phase' | 'bookkeeping';
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/**
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* THE TUNING TABLE — dwell in milliseconds per kind.
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*
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* Start generous and tune down by playing; Jesse, 2026-09-09: *"start at 1s and tune down."* This is
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* the committed default and changing it needs a web rebuild, which in the `.s9pk` is a release — so
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* it is deliberately not the only way to change the pacing. A viewer's own `pace` multiplier
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* (`Settings`, `localStorage`) and a `?pace=` URL parameter both scale these without one, and
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* `pace = 0` turns the animation off entirely, which is also TODO #18's "a player who has seen it a
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* hundred times will want it off".
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*
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* NOT IN GAME-CREATION SETTINGS, on Jesse's call 2026-09-09: dwell is presentation, not a rule, and
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* `config` rides along in saves and replays. If it ever moves there, the config field supplies this
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* table's multiplier — the table, the classification and the queue do not change.
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*/
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export const DWELL: Record<StepKind, number> = {
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/** A train physically moving on the board. The thing worth watching, and protected accordingly. */
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switching: 1000,
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/** A card, a car or a load changing hands somewhere visible. */
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action: 250,
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/**
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* An automatic phase that DID something — TODO #18.
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*
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* Only reached when the phase actually narrated: `submit()` collects no step for a phase that
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* changed nothing, so this is never spent on the empty ones Jesse is content to guess at. Between
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* an ordinary action and a switching move, because the Mainline phase moves trains the length of
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* the Division and is the clearest case of "stuff just happened without being able to see how".
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*/
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phase: 600,
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/** Turn and phase bookkeeping. Nothing moved; do not spend the player's attention on it. */
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bookkeeping: 0,
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};
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/**
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* Which kind an intent is.
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*
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* Exhaustive over `Intent['type']` on purpose — a `default` would silently drop a newly added intent
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* into whatever tier the fallback names, and the failure mode is invisible (a move that never gets
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* a beat, or bookkeeping that stalls the queue for a second). `test/pacing.test.ts` walks every
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* member of the union so a new intent cannot land here unclassified.
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*/
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export function kindOf(cause: StepCause): StepKind {
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switch (cause) {
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// The Division advancing itself — New Train, the Mainline, the shift change (TODO #18).
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case 'phase':
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return 'phase';
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// The crew and its train moving, coupling, setting out and re-ordering — §6.1 and Appendix A.
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case 'switch.move':
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case 'switch.dropCars':
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case 'switch.sortConsist':
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case 'maneuver.flyingSwitch':
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case 'maneuver.redFlags':
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return 'switching';
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// Something visible changed hands or position, but no train drove anywhere.
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case 'card.play':
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case 'card.discard':
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case 'draw.fromHomeOffice':
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case 'draw.fromDepartment':
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case 'newTrain.placeCar':
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case 'newTrain.passCar':
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case 'newTrain.secondSection':
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case 'newTrain.startExtra':
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case 'porter.board':
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case 'porter.detrain':
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case 'laborer.startLoad':
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case 'laborer.advanceLoad':
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case 'laborer.beginUnload':
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case 'freightAgent.stockOutbound':
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case 'freightAgent.clearInbound':
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case 'freightAgent.unjam':
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case 'mainline.clearance':
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case 'mainline.modify':
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case 'mainline.redFlag':
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case 'mainline.yardOffice':
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case 'redFlag.play':
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return 'action';
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// Ending a phase or a turn, choosing what to do, voting. The consequences are worth watching;
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// the declaration itself is not, and there are more of these than of anything else.
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case 'localOps.choose':
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case 'loadUnload.end':
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case 'draw.end':
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case 'switch.end':
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case 'freightAgent.end':
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case 'game.extend':
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return 'bookkeeping';
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}
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}
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/** How long to show one step, in ms, at a given speed. `pace` of 0 means "do not animate at all". */
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export function dwellFor(cause: StepCause, pace = 1): number {
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return Math.round(DWELL[kindOf(cause)] * Math.max(0, pace));
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}
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/**
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* How long to show one STEP — the form the queue actually uses.
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*
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* A step that said nothing gets no dwell, whatever caused it. That is one rule covering two cases
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* arrived at separately: a phase where nothing happened (Jesse, 2026-09-09 — *"if nothing happens
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* during a phase then we shouldn't lose time to it"*), and a phase that only handed the turn on,
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* which changes the board but has nothing on it to look at. Structurally typed so this file does not
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* have to import `DisplayStep` back from the module that imports `StepCause` from it.
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*/
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export function dwellForStep(
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step: { cause: StepCause; lines: readonly unknown[]; frame: { table: object } },
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pace = 1,
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): number {
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if (step.lines.length > 0) return dwellFor(step.cause, pace);
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/**
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* A SILENT STEP EARNS A BEAT ONLY WHEN THE CLOCK TURNED OVER — which is TODO #18 exactly: "give
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* every phase a visible beat", for New Train, the Mainline and the shift change.
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*
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* Measured, because the obvious rule was wrong twice. "No narration, no dwell" looked right and
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* silently killed #18: a phase can move trains without saying anything, and those steps were being
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* flashed past. "Anything that changed the board" is wrong the other way: `submit()` steps
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* `advance()` about 4.6 times per intent and most of those merely hand the turn on, so beating on
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* all of them would cost a quarter of an hour a game. The phase turning over is the thing a player
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* is being shown, and there are about 180 of those in a full game.
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*/
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const table = step.frame.table as Record<string, unknown>;
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const turned = 'phase' in table || 'phaseKey' in table || 'stage' in table || 'day' in table;
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return turned ? dwellFor(step.cause, pace) : 0;
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}
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/**
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* How many steps in a queue are actually going to be WATCHED.
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*
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* This is the number the "N behind" counter shows, and it is deliberately not `queue.length`. With
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* bookkeeping dwelling at zero, a backlog of 17 where 12 are `*.end` would read "17", plummet to 5
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* the instant it started, and then crawl — which is not the steady countdown the counter is for.
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* Thirteen dwelling steps means thirteen things you are going to see.
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*/
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export function watchableCount(causes: readonly StepCause[], pace = 1): number {
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return causes.filter((c) => dwellFor(c, pace) > 0).length;
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}
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@@ -0,0 +1,132 @@
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/**
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* Delta for the SEATLESS public frame — v0.8.0, `docs/plans/jitsi-common-board.md` § v0.8.0 § 3.
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*
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* `frame-delta.ts` solves the same-shaped problem for a seated player's `Frame` and does NOT carry
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* over, which is worth saying plainly because reusing it looks obvious and is wrong. It nulls three
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* TOP-LEVEL keys — `cells`, `facilities`, `division` — and a `PublicFrame` has only the last of
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* those. Its `cells` and `facilities` live one level down, inside `districts[]`, one entry per seat,
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* and that is where nearly all of the bytes are.
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*
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* **So the districts are deltaed PER SEAT rather than as one array.** One accepted intent changes
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* one district; comparing the whole array as a unit would resend every other player's board on
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* every step, which is exactly the cost this exists to avoid. On a four-player table that is three
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* boards of waste per step, and a step is emitted for every bot move as well as every human one.
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*
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* It is also a TRUE PARTIAL rather than a full frame with holes in it, which is the other place
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* `frame-delta.ts` does not carry over. See `PublicFrameDelta` below for the measurement that forced
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* that; in short, most steps change one field and shipping the other thirty-four cost 16.7 MB a game.
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*
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* The convention that does carry over, kept identical so a reader of one file can read the other:
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* an absent or `null` field means "unchanged since the last thing sent to this receiver", and the
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* receiving side merges against the last full frame it actually holds. A first connect or a
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* reconnect after a gap sends a full frame instead — the display stream resets rather than replaying
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* (§ v0.8.0).
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*
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* Node-free by design, like `frame-delta.ts`: the server and the browser both import this directly.
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*/
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import type { CellView, DivisionView, FacilityView, PublicDistrict, PublicFrame } from './view.ts';
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/**
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* One district with its two heavy fields nulled when unchanged.
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*
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* `seat` is the identity and is always present — it is what the receiver matches on. `player` and
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* `name` are always sent too, and deliberately: Employee Rotation moves players between districts,
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* so the pairing of seat to player is itself news, and it costs two small fields to never have to
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* reason about whether a relabelling was missed.
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*/
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export type PublicDistrictDelta = Omit<PublicDistrict, 'cells' | 'facilities'> & {
|
||||
cells: CellView[] | null;
|
||||
facilities: FacilityView[] | null;
|
||||
};
|
||||
|
||||
/** The shared-table half of a `PublicFrame` — everything that is not the Division or a district. */
|
||||
type PublicTable = Omit<PublicFrame, 'division' | 'districts'>;
|
||||
|
||||
/**
|
||||
* A `PublicFrame` reduced to WHAT CHANGED.
|
||||
*
|
||||
* **Partial, not a full frame with holes**, and that distinction was measured rather than assumed.
|
||||
* The first version of this spread `...next` and nulled only the board fields, so every step shipped
|
||||
* all 35 top-level properties even when the sole change was whose turn it was. Once TODO #18 gave
|
||||
* automatic phases their own steps, most steps became exactly that — a turn handed on, nothing to
|
||||
* look at — and a full 6-day game cost **19.4 MB**, of which **16.7 MB was those silent steps at
|
||||
* ~11 KB each**. As a partial they are a few dozen bytes.
|
||||
*/
|
||||
export type PublicFrameDelta = {
|
||||
/** Only the shared-table fields whose value differs from the previous frame. */
|
||||
table: Partial<PublicTable>;
|
||||
/** The Division, only when it changed. */
|
||||
division: DivisionView[] | null;
|
||||
/** Only the districts that changed, each carrying only the board fields that changed. */
|
||||
districts: PublicDistrictDelta[];
|
||||
};
|
||||
|
||||
const same = (a: unknown, b: unknown): boolean => JSON.stringify(a) === JSON.stringify(b);
|
||||
|
||||
const TABLE_KEYS = (frame: PublicFrame): (keyof PublicTable)[] =>
|
||||
(Object.keys(frame) as (keyof PublicFrame)[]).filter(
|
||||
(k): k is keyof PublicTable => k !== 'division' && k !== 'districts',
|
||||
);
|
||||
|
||||
/**
|
||||
* `previous` is the last public frame actually sent to THIS receiver, or `null` for a first connect
|
||||
* or a reset — in which case everything is sent in full.
|
||||
*/
|
||||
export function deltaPublicFrame(previous: PublicFrame | null, next: PublicFrame): PublicFrameDelta {
|
||||
const before = new Map(previous?.districts.map((d) => [d.seat, d]) ?? []);
|
||||
const table: Partial<PublicTable> = {};
|
||||
for (const key of TABLE_KEYS(next)) {
|
||||
if (previous === null || !same(previous[key], next[key])) {
|
||||
(table as Record<string, unknown>)[key] = next[key];
|
||||
}
|
||||
}
|
||||
const districts: PublicDistrictDelta[] = [];
|
||||
for (const d of next.districts) {
|
||||
const was = before.get(d.seat);
|
||||
const cells = was && same(was.cells, d.cells) ? null : d.cells;
|
||||
const facilities = was && same(was.facilities, d.facilities) ? null : d.facilities;
|
||||
// A district with nothing new is left out entirely rather than sent as a row of nulls: on a
|
||||
// four-player table three of them are unchanged on every single step.
|
||||
if (was && cells === null && facilities === null && same(was, d)) continue;
|
||||
districts.push({ ...d, cells, facilities });
|
||||
}
|
||||
return {
|
||||
table,
|
||||
division: previous !== null && same(previous.division, next.division) ? null : next.division,
|
||||
districts,
|
||||
};
|
||||
}
|
||||
|
||||
/** The receiving side: merges a delta back onto the last full public frame this receiver holds. */
|
||||
export function applyPublicDelta(previous: PublicFrame | null, delta: PublicFrameDelta): PublicFrame {
|
||||
const base = previous ?? (delta.table as PublicTable);
|
||||
const merged = { ...base, ...delta.table } as PublicTable;
|
||||
const bySeat = new Map((previous?.districts ?? []).map((d) => [d.seat, d]));
|
||||
for (const d of delta.districts) {
|
||||
const was = bySeat.get(d.seat);
|
||||
bySeat.set(d.seat, {
|
||||
...d,
|
||||
cells: d.cells ?? need(was?.cells, `districts[seat ${d.seat}].cells`),
|
||||
facilities: d.facilities ?? need(was?.facilities, `districts[seat ${d.seat}].facilities`),
|
||||
});
|
||||
}
|
||||
return {
|
||||
...merged,
|
||||
division: delta.division ?? need(previous?.division, 'division'),
|
||||
districts: [...bySeat.values()].sort((a, b) => a.seat - b.seat),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* A delta that says "unchanged" against a receiver that has nothing to merge onto is a bug in the
|
||||
* SENDER's bookkeeping, not a recoverable state — it means the two sides disagree about what has
|
||||
* been delivered, and quietly producing a frame with a missing board would put a blank district in
|
||||
* front of a player. `frame-delta.ts` throws in the same situation and for the same reason.
|
||||
*/
|
||||
function need<T>(value: T | undefined, what: string): T {
|
||||
if (value === undefined) {
|
||||
throw new Error(`deltaPublicFrame said "${what}" is unchanged, but there is no previous frame to merge onto`);
|
||||
}
|
||||
return value;
|
||||
}
|
||||
Reference in New Issue
Block a user