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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Claude Opus 5
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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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