v0.7.0 — four game types, a lobby you can read and leave, and a multiplayer game that makes a sound
The multiplayer set-up, the lobby, the start of a game, and four signals a remote client had never been sent. Reasoning, the preset table and what was verified how: CHANGELOG.md. - Co-op, Competitive, Cutthroat, Solitaire and Custom, on both screens, from one shared block — they had drifted, and each was missing a question the other asked. - A player reads the whole rule set before taking a seat, may leave a lobby or a running game, and keeps a seat across a reload. The host may clear a chair. The browser remembers every game it is in, not just the last one. - The start of a game is drawn: a handoff beat, an announcement, the code and type in the header. - Sound, the timetable flash, announcements and the just-drawn badge now reach a remote client; justDrawn goes to the seat that drew it and nobody else. - Played on StartOS, which found the rest: an Extra belongs to the player who played it, the board never named the Superintendent, bot seats were reported as absent players, and rule section numbers are out of every string a player reads. Also carries the previous session's Heavy Grade documentation work — asked again, answer unchanged. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016JczK5i33ZNSf2PtzZqdhS
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Claude Opus 5
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@@ -103,6 +103,17 @@ Two consequences worth knowing before adding an event:
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- **Events are not what goes over the wire.** The server applies the intent and pushes the resulting
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`Frame` (`multiplayer.md` D2/D3). Events are narration and cues, not the protocol — and a reconnect
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gets a fresh `Frame` rather than the tail it missed.
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- **What events EARN does go over the wire, as four transient signals** (2026-08-23): the sound cues,
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the timetable slot a D12 just filled, a one-line announcement, and the id of the card that just came
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into this seat's hand. They ride beside the `Frame` rather than on it because they mark a *moment*
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and are consumed — putting them on the Frame would re-fire them on every redraw. Before this a
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remote client got none of them, so multiplayer had no sound at all, no flash and no announcements
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while solitaire had all three. The first three are shared and identical in every seat's push; the
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fourth is **not** — `game.justDrawn` is one field for the whole game and does not say whose card it
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is, so the server remembers who drew and sends it to that seat alone
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(`test/server/session.test.ts`, "the four transient signals"). A reconnect gets none of the shared
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three: a fresh connection is drawing a state, and replaying the sounds of everything it missed is a
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burst of noise about the past.
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---
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