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
This commit is contained in:
Jesse.Markowitz
2026-08-23 05:46:42 -04:00
co-authored by Claude Opus 5
parent 42adfda390
commit 06db36e5b5
41 changed files with 4387 additions and 588 deletions
+11
View File
@@ -103,6 +103,17 @@ Two consequences worth knowing before adding an event:
- **Events are not what goes over the wire.** The server applies the intent and pushes the resulting
`Frame` (`multiplayer.md` D2/D3). Events are narration and cues, not the protocol — and a reconnect
gets a fresh `Frame` rather than the tail it missed.
- **What events EARN does go over the wire, as four transient signals** (2026-08-23): the sound cues,
the timetable slot a D12 just filled, a one-line announcement, and the id of the card that just came
into this seat's hand. They ride beside the `Frame` rather than on it because they mark a *moment*
and are consumed — putting them on the Frame would re-fire them on every redraw. Before this a
remote client got none of them, so multiplayer had no sound at all, no flash and no announcements
while solitaire had all three. The first three are shared and identical in every seat's push; the
fourth is **not** — `game.justDrawn` is one field for the whole game and does not say whose card it
is, so the server remembers who drew and sends it to that seat alone
(`test/server/session.test.ts`, "the four transient signals"). A reconnect gets none of the shared
three: a fresh connection is drawing a state, and replaying the sounds of everything it missed is a
burst of noise about the past.
---