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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@@ -16,7 +16,10 @@
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*/
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import type { Intent } from '../engine/intents.ts';
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import type { Frame } from '../sim/view.ts';
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import type { Frame, PublicFrame } from '../sim/view.ts';
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import { publicSnapshot } 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 type { PlayerIndex } from '../engine/state.ts';
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import { applyDelta } from '../sim/frame-delta.ts';
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import type { FrameDelta } from '../sim/frame-delta.ts';
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@@ -105,6 +108,28 @@ export type Session = {
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* starts — which is exactly when "is everyone here?" is the question.
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*/
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presence(): { seat: PlayerIndex; connected: boolean; seen: boolean }[];
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/**
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* ORDERED PRESENTATION STEPS — v0.8.0, TODO #13. What everyone else did, in order, so it can be
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* WATCHED rather than discovered.
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*
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* On the interface rather than on `LocalSession`, which is the whole point: solitaire drains its
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* own collector and a remote session reads the same steps off `Push.steps`, so the page animates
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* one queue and cannot tell which it has. That is what makes TODO #18 (solitaire's phases flying
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* past) and TODO #13 (multiplayer's invisible turns) the same code path.
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*
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* NOT `steps()` — `LocalSession.steps()` already exists and counts submitted intents for the Undo
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* button. Different thing entirely, hence the longer name.
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*/
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takeDisplaySteps(): DisplayStep[];
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/**
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* A public frame to start the queue from, once — draining, and non-null only when the queue must
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* be RESET rather than advanced.
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*
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* Steps carry deltas against a chain, so a client with no baseline cannot merge the next one. That
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* happens on a first connect, on a reconnect, and locally after an undo or a restore — all of
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* which rebuild from scratch. A reset means "throw away what is queued and draw this".
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*/
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takeDisplayReset(): PublicFrame | null;
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/**
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* Stop listening, for good.
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*
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@@ -145,6 +170,12 @@ export type LocalSession = Session & {
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*/
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export function createLocalSession(seed: number, options?: NewGameOptions): LocalSession {
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let game: Game = options ? newGame(seed, configWith(options)) : newGame(seed);
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/**
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* The baseline the step queue starts from. Set here, and again whenever the game is REPLACED —
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* `undo` and `restore` rebuild by replaying history, which (by design) collects no steps, so the
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* queue has to be told to start over rather than left holding a chain that no longer continues.
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*/
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let pendingReset: PublicFrame | null = publicSnapshot(game.state);
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const listeners = new Set<() => void>();
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const changed = (): void => {
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for (const fn of [...listeners]) fn();
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@@ -186,6 +217,14 @@ export function createLocalSession(seed: number, options?: NewGameOptions): Loca
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},
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justDrawn: () => game.justDrawn,
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presence: () => [],
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// Solitaire's own steps, from the same collector `submit()` fills for every seat of a
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// multiplayer game. No separate code path — see `sim/display-step.ts`.
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takeDisplaySteps: () => takeSteps(game.display),
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takeDisplayReset: () => {
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const reset = pendingReset;
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pendingReset = null;
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return reset;
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},
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seed: () => game.seed,
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save: () => toSave(game),
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@@ -199,6 +238,8 @@ export function createLocalSession(seed: number, options?: NewGameOptions): Loca
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back.scheduled = null;
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back.justDrawn = null;
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back.announced = null;
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// The rebuilt game has an empty collector and a chain that starts over, so the queue must too.
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pendingReset = publicSnapshot(back.state);
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changed();
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return true;
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},
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@@ -207,6 +248,7 @@ export function createLocalSession(seed: number, options?: NewGameOptions): Loca
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// Restoring replays the whole history and re-records every draw; none of it is news.
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game.justDrawn = null;
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game.announced = null;
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pendingReset = publicSnapshot(game.state);
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changed();
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},
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};
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@@ -220,6 +262,10 @@ type Push = {
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lines: { text: string; tone: string }[];
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/** One entry for a change; every other seat at once on the connect push. */
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presence?: { seat: PlayerIndex; connected: boolean; seen: boolean }[];
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/** Ordered presentation steps — v0.8.0, identical in every seat's push because they are public. */
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steps?: DisplayStep[];
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/** The baseline for the step queue, sent on a connect only. */
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publicReset?: PublicFrame;
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/**
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* THE FOUR TRANSIENT SIGNALS, added 2026-08-23.
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*
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@@ -270,6 +316,8 @@ export function createRemoteSession(
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let menu: Menu | null = null;
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let lines: { text: string; tone: string }[] = [];
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const presence = new Map<PlayerIndex, { connected: boolean; seen: boolean }>();
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let displaySteps: DisplayStep[] = [];
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let displayReset: PublicFrame | null = null;
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let cues: string[] = [];
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let scheduled: number | null = null;
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let announcement: string | null = null;
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@@ -324,6 +372,21 @@ export function createRemoteSession(
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if (push.announcement !== undefined && push.announcement !== null) announcement = push.announcement;
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// Persists until another draw replaces it, matching the local session's own `justDrawn`.
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if (push.justDrawn !== undefined) justDrawnCard = push.justDrawn;
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/**
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* A RESET DISCARDS WHAT WAS QUEUED, rather than arriving alongside it.
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*
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* `publicReset` comes on a connect, which is also a RECONNECT — and a reconnecting client's
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* queue holds steps whose deltas chain off a baseline the server has since moved past. Merging
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* them onto the new baseline would draw a board that never existed. The history panel is what
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* carries what was missed; the animation does not replay it (§ v0.8.0).
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*/
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if (push.publicReset) {
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displayReset = push.publicReset;
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displaySteps = [];
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}
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// Accumulated, like cues: two pushes can land between two renders and every step is one thing
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// that happened.
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if (push.steps) displaySteps = [...displaySteps, ...push.steps];
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changed();
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};
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@@ -376,6 +439,12 @@ export function createRemoteSession(
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},
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justDrawn: () => justDrawnCard,
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presence: () => [...presence].map(([seat, p]) => ({ seat, connected: p.connected, seen: p.seen })),
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takeDisplaySteps: () => displaySteps.splice(0, displaySteps.length),
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takeDisplayReset: () => {
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const reset = displayReset;
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displayReset = null;
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return reset;
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},
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close() {
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// `reportedGone` first: closing the stream fires `onerror`, and this is a deliberate exit, not
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// a game that vanished — `onGone` must not be called and land the page in "that game is no
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