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:
co-authored by
Claude Opus 5
parent
42adfda390
commit
06db36e5b5
+129
-3
@@ -41,6 +41,7 @@ import { createSession } from './session.ts';
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import type { GameSession, Push } from './session.ts';
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import {
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createLobby,
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leaveLobby,
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freshGameCode,
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playerCountAllowed,
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joinLobby,
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@@ -129,6 +130,15 @@ async function serveStatic(distDir: string, urlPath: string, res: ServerResponse
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* simply ending, indistinguishable from a network hiccup that `EventSource` would otherwise retry.
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*/
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type LobbyPush = { lobby: Lobby; you: PlayerIndex; started: boolean };
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/** What `/api/lobby/preview` answers with — everything a player weighing a join needs, and nothing
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* that would spoil the game. THE SEED IS NOT IN IT: it decides every shuffle and every roll. */
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type LobbyPreview = {
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gameCode: string;
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hostName: string;
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config: GameConfig;
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players: number;
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seated: { seat: number; who: string | null; bot: boolean }[];
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};
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export function startServer(opts: ServerOptions): void {
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const games = opts.initialGames;
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@@ -143,6 +153,8 @@ export function startServer(opts: ServerOptions): void {
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const gameConnections = new Map<string, Map<PlayerIndex, ServerResponse>>();
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const gameEventIds = new Map<string, Map<PlayerIndex, number>>();
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const lobbyConnections = new Map<string, Map<string, ServerResponse>>();
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/** Which seats of a game have ever held a connection in THIS process — see `presenceOfOthers`. */
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const everConnected = new Map<string, Set<PlayerIndex>>();
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function writeSse(res: ServerResponse, id: number, data: unknown): void {
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res.write(`id: ${id}\ndata: ${JSON.stringify(data)}\n\n`);
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@@ -176,11 +188,37 @@ export function startServer(opts: ServerOptions): void {
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if (!conns) return;
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for (const [other, res] of conns) {
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if (other === seat) continue;
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const push: Push = { menu: null, lines: [], presence: { seat, connected } };
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const push: Push = { menu: null, lines: [], presence: [{ seat, connected, seen: true }] };
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writeSse(res, nextEventId(gameId, other), push);
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}
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}
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/**
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* EVERY OTHER SEAT'S STATE, for a client that has just connected.
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*
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* `broadcastPresence` only ever reports a CHANGE, so a player arriving at a table where two people
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* had not opened the game yet was told nothing about them at all — and "is everyone here?" is the
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* question at the moment a game starts. `seen` separates a seat that was here and dropped from one
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* that has never connected; it is remembered only for as long as this process runs, so after a
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* restart every absent seat reads as "not here yet", which is the more cautious of the two.
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*/
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function presenceOfOthers(
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gameId: string,
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seat: PlayerIndex,
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session: GameSession,
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): NonNullable<Push['presence']> {
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const conns = gameConnections.get(gameId);
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const ever = everConnected.get(gameId) ?? new Set<PlayerIndex>();
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const out: NonNullable<Push['presence']> = [];
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for (let other = 0 as PlayerIndex; other < session.playerCount; other++) {
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// A bot holds no connection and never will, so reporting it would put "waiting on Bot 1 — not
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// here yet" on every screen for the whole game. Found by playing a real 3-seat game.
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if (other === seat || session.isBot(other)) continue;
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out.push({ seat: other, connected: conns?.has(other) === true, seen: ever.has(other) });
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}
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return out;
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}
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function broadcastLobby(gameId: string): void {
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const lobby = lobbies.get(gameId);
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const conns = lobbyConnections.get(gameId);
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@@ -389,7 +427,12 @@ export function startServer(opts: ServerOptions): void {
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await persistLobby(result.lobby);
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await persistSession(result.session);
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broadcastLobby(lobby.gameId);
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sendJson(res, 200, { gameId: lobby.gameId, token: result.session.token, player: result.session.player });
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sendJson(res, 200, {
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gameId: lobby.gameId,
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gameCode: lobby.gameCode,
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token: result.session.token,
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player: result.session.player,
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});
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return;
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}
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@@ -418,6 +461,83 @@ export function startServer(opts: ServerOptions): void {
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return;
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}
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/**
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* GIVING UP A SEAT — the player's own, or (host only) somebody else's.
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*
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* There was no door out of a lobby before this: a mis-join or a player who wandered off left a
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* chair that could not be freed, and a table that cannot start until every chair is taken.
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* The host's "remove" and a player's "Leave" are the same act from opposite ends, so they are
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* one route — `seat` names somebody else's chair and is refused to anyone but the host.
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*/
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if (url.pathname === '/api/lobby/leave' && req.method === 'POST') {
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const body = (await readJson(req)) as { token?: string; seat?: number };
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const ps = typeof body.token === 'string' ? sessions.get(body.token) : undefined;
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const lobby = ps ? lobbies.get(ps.gameId) : undefined;
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if (!ps || !lobby) {
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sendJson(res, 404, { error: 'no such lobby' });
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return;
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}
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const seat = typeof body.seat === 'number' ? (body.seat as PlayerIndex) : undefined;
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if (seat !== undefined && seat !== ps.player && lobby.hostToken !== ps.token) {
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sendJson(res, 403, { error: 'NOT_HOST' });
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return;
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}
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const result = leaveLobby(lobby, ps.token, seat);
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if (result.empty) {
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// Nobody human is left to start it. Everything about this lobby goes, including the code,
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// so it cannot be joined into a game that will never begin.
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lobbies.delete(lobby.gameId);
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gameCodes.delete(lobby.gameCode);
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for (const [, watcher] of lobbyConnections.get(lobby.gameId) ?? []) watcher.end();
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lobbyConnections.delete(lobby.gameId);
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await deleteLobby(opts.dataDir, lobby.gameId);
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// The row goes with the lobby rather than being marked: a game that never started is not a
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// game an administrator has any use for a record of.
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await removeIndexEntry(opts.dataDir, lobby.gameId);
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sendJson(res, 200, { ok: true, closed: true });
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return;
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}
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await persistLobby(result.lobby);
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broadcastLobby(lobby.gameId);
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sendJson(res, 200, { ok: true });
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return;
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}
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/**
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* WHAT AM I ABOUT TO JOIN? Read-only, takes no seat, and gated by the same join secret the
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* door itself is.
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*
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* A player used to have to take a chair before they could see a single rule of the game they
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* were sitting down to — and until 2026-08-23 there was then no way back out of it.
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*/
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if (url.pathname === '/api/lobby/preview' && req.method === 'GET') {
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if (url.searchParams.get('secret') !== opts.joinSecret) {
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sendJson(res, 403, { error: 'bad or missing secret' });
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return;
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}
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const code = (url.searchParams.get('gameCode') ?? '').trim().toUpperCase();
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const gameId = gameCodes.get(code);
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const lobby = gameId ? lobbies.get(gameId) : undefined;
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if (!lobby) {
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sendJson(res, 404, { error: 'no open lobby with that code' });
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return;
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}
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const hostSeat = lobby.seats.find((seat) => seat?.kind === 'human' && seat.token === lobby.hostToken);
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const preview: LobbyPreview = {
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gameCode: lobby.gameCode,
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hostName: hostSeat?.kind === 'human' ? hostSeat.displayName : 'unknown',
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config: lobby.config,
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players: lobby.seats.length,
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seated: lobby.seats.map((seat, i) => ({
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seat: i,
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who: seat?.kind === 'human' ? seat.displayName : null,
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bot: seat?.kind === 'bot',
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})),
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};
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sendJson(res, 200, preview);
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return;
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}
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if (url.pathname === '/api/lobby/start' && req.method === 'POST') {
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const body = (await readJson(req)) as { token?: string };
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const ps = typeof body.token === 'string' ? sessions.get(body.token) : undefined;
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@@ -523,7 +643,13 @@ export function startServer(opts: ServerOptions): void {
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const conns = gameConnections.get(gameId) ?? new Map<PlayerIndex, ServerResponse>();
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conns.set(seat, res);
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gameConnections.set(gameId, conns);
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writeSse(res, nextEventId(gameId, seat), session.connect(seat));
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const ever = everConnected.get(gameId) ?? new Set<PlayerIndex>();
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ever.add(seat);
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everConnected.set(gameId, ever);
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// The board, and who else is at the table — the second half used to be missing entirely.
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const first = session.connect(seat);
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first.presence = presenceOfOthers(gameId, seat, session);
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writeSse(res, nextEventId(gameId, seat), first);
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broadcastPresence(gameId, seat, true);
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// Idle for minutes at a time is the expected shape of this game (multiplayer.md §9) — a
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// silent SSE connection is exactly what a proxy in the path may reap. A comment line is not a
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+48
-1
@@ -50,7 +50,12 @@ export type Lobby = {
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};
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export type CreateResult = { lobby: Lobby; session: PlayerSession };
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export type JoinResult = { ok: true; lobby: Lobby; session: PlayerSession } | { ok: false; code: 'LOBBY_FULL' | 'ALREADY_STARTED' };
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export type JoinResult =
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| { ok: true; lobby: Lobby; session: PlayerSession }
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| { ok: false; code: 'LOBBY_FULL' | 'ALREADY_STARTED' | 'NAME_TAKEN' };
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/** `empty` when the last human has gone — the caller drops the lobby rather than leaving a table of
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* bots waiting for a host who no longer exists. */
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export type LeaveResult = { lobby: Lobby; empty: boolean };
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export type StartResult = { ok: true; playerNames: string[]; botSeats: PlayerIndex[] } | { ok: false; code: 'NOT_HOST' | 'BAD_PLAYER_COUNT' };
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/**
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@@ -140,6 +145,19 @@ export function joinLobby(lobby: Lobby, displayName: string): JoinResult {
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const seatIndex = lobby.seats.findIndex((s) => s === null);
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if (seatIndex < 0) return { ok: false, code: 'LOBBY_FULL' };
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/**
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* TWO PLAYERS CANNOT SHARE A NAME (2026-08-23).
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*
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* The name is not decoration: it labels the district on the Division map, it is what the turn
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* chart means by "waiting on Jesse", and `record()` puts it in front of every line that player
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* causes. Two identical names make all three ambiguous, and there is no way to fix it once the
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* game starts — the names are locked into the session at `Lobby.Start`. Refused rather than
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* silently suffixed: a player should play under the name they chose, or be told to choose again.
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*/
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const wanted = displayName.trim().toLowerCase();
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const clash = lobby.seats.some((s) => s?.kind === 'human' && s.displayName.trim().toLowerCase() === wanted);
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if (clash) return { ok: false, code: 'NAME_TAKEN' };
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const token = randomUUID();
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const session: PlayerSession = { token, gameId: lobby.gameId, player: seatIndex, displayName };
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const seats = [...lobby.seats];
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@@ -151,6 +169,35 @@ export function joinLobby(lobby: Lobby, displayName: string): JoinResult {
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};
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}
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/**
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* GIVING UP A SEAT — a player leaving, or the host clearing somebody out of a chair.
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*
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* There was no way out of a lobby at all before 2026-08-23: a mis-join or a player who wandered off
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* wedged the table, because Start needs every chair filled and `setBotSeat` refuses to touch an
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* occupied human seat. One function serves both, since they differ only in whose seat is named, and
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* `http.ts` is what checks that a caller naming somebody else's seat is the host.
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*
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* Host rights move exactly as they do on a dropped connection (`reassignHost`), and the caller is
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* told when the last human has gone so the lobby can be dropped rather than left orphaned.
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*/
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export function leaveLobby(lobby: Lobby, token: string, seat?: PlayerIndex): LeaveResult {
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const index =
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seat === undefined ? lobby.seats.findIndex((s) => s?.kind === 'human' && s.token === token) : seat;
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const occupant = index >= 0 ? (lobby.seats[index] ?? null) : null;
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if (index < 0 || occupant?.kind !== 'human') return { lobby, empty: false };
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const seats = [...lobby.seats];
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seats[index] = null;
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const departing = occupant.token;
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const withoutThem: Lobby = {
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...lobby,
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seats,
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joinOrder: lobby.joinOrder.filter((t) => t !== departing),
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};
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const empty = !seats.some((s) => s?.kind === 'human');
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return { lobby: reassignHost(withoutThem, departing), empty };
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}
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/** Host-only in effect (`http.ts` checks the caller's token against `hostToken` before calling
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* this) — marks an empty seat as bot-filled, or clears one back to empty. Never touches an occupied
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* human seat; the host removes a person by them leaving, not by overwriting their seat. */
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+65
-6
@@ -42,14 +42,33 @@ export type Push = {
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/** Narration since the LAST push to this specific seat, not the whole game's log. */
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lines: { text: string; tone: string }[];
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/**
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* Connection news about ANOTHER seat — never this push's own recipient. `lobby-and-sessions.md`
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* Connection news about OTHER seats — never this push's own recipient. `lobby-and-sessions.md`
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* §5: a disconnect is server-layer news about a connection, not a `GameEvent`, so it must not go
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* through the engine or the shared narration log (which must stay replayable from a seed). Built
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* and broadcast entirely by `http.ts`, which already owns the connection table; `session.ts` never
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* sets this field itself — every `Push` `session.ts` builds carries a real `frame` and no
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* `presence`, and `http.ts`'s presence notices carry no `frame` and no `menu`.
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*
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* A LIST, since 2026-08-23: a connecting client is told about every other seat at once. It used to
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* learn of a seat only when that seat disconnected AFTER it connected, so a player arriving at a
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* table where two people had not shown up yet was told nothing at all. `seen` distinguishes "was
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* here and dropped" from "has never opened the game".
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*/
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presence?: { seat: PlayerIndex; connected: boolean };
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presence?: { seat: PlayerIndex; connected: boolean; seen: boolean }[];
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/**
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* THE FOUR TRANSIENT SIGNALS (2026-08-23) — what solitaire has always drawn and multiplayer never
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* did: sound cues, the timetable slot a D12 just filled, a one-line announcement, and the card
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* that just came into this seat's hand.
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*
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* The first three are SHARED — a collision anywhere on the Division, the Stage bell, a train
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* running off the end pays everyone — so they are identical in every seat's push and drained once
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* per broadcast. `justDrawn` is not: it goes ONLY to the seat that drew it (`game.justDrawn` is
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* one field for the whole game and does not say whose). `test/redaction.test.ts` is the guard.
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*/
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cues?: string[];
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scheduled?: number | null;
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announcement?: string | null;
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justDrawn?: string | null;
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};
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/**
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@@ -141,6 +160,9 @@ function buildSession(
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lastMoveAtInit: number,
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): GameSession {
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let lastMoveAt = lastMoveAtInit;
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/** Who drew the card `game.justDrawn` names. The engine records WHICH card came into hand but not
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* whose hand it went into, and that is the whole difference between a badge and a leak. */
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let lastDraw: { seat: PlayerIndex; cardId: string } | null = null;
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const lastSeq = new Map<PlayerIndex, number>();
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const lastFrame = new Map<PlayerIndex, Frame>();
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const sentLines = new Map<PlayerIndex, number>();
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@@ -166,16 +188,41 @@ function buildSession(
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return seat === currentActor(game) ? actionMenu(game, seat) : null;
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}
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function pushFor(seat: PlayerIndex): Push {
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/** What the last batch of events earned, drained from the game exactly once and then handed to
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* every seat. `null` on a (re)connect: a fresh connection is drawing a STATE, and replaying the
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* sounds of everything it missed would be a burst of noise about the past. */
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type Moment = { cues: string[]; scheduled: number | null; announcement: string | null };
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function takeMoment(): Moment {
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const cues = game.cues.splice(0, game.cues.length);
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const scheduled = game.scheduled;
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game.scheduled = null;
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const announcement = game.announced;
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game.announced = null;
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return { cues, scheduled, announcement };
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}
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function pushFor(seat: PlayerIndex, moment: Moment | null): Push {
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const frame = frameFor(seat);
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const delta = deltaFrame(lastFrame.get(seat) ?? null, frame);
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lastFrame.set(seat, frame);
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return { frame: delta, menu: menuFor(seat), lines: linesSince(seat) };
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const push: Push = { frame: delta, menu: menuFor(seat), lines: linesSince(seat) };
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if (moment) {
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if (moment.cues.length > 0) push.cues = moment.cues;
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if (moment.scheduled !== null) push.scheduled = moment.scheduled;
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if (moment.announcement !== null) push.announcement = moment.announcement;
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}
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// The drawer's own card, and nobody else's — on a reconnect too, so the badge survives a refresh.
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if (lastDraw !== null && lastDraw.seat === seat) push.justDrawn = lastDraw.cardId;
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return push;
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}
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function pushesForAll(): Map<PlayerIndex, Push> {
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const moment = takeMoment();
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const out = new Map<PlayerIndex, Push>();
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for (let seat = 0; seat < playerNames.length; seat++) out.set(seat as PlayerIndex, pushFor(seat as PlayerIndex));
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for (let seat = 0; seat < playerNames.length; seat++) {
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out.set(seat as PlayerIndex, pushFor(seat as PlayerIndex, moment));
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}
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return out;
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}
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@@ -224,13 +271,21 @@ function buildSession(
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const options = legalActions(game.state, actor);
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if (options.length === 0) return;
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const choice = developerBot.choose(game.state, actor, options);
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const drawnBefore = game.justDrawn;
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const ok = submit(game, choice);
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if (game.justDrawn !== drawnBefore && game.justDrawn !== null) {
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lastDraw = { seat: actor, cardId: game.justDrawn };
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}
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/* c8 ignore next -- `options` came from `legalActions`, so `choice` is always legal. */
|
||||
if (!ok) throw new Error(`driveBots: developerBot chose an illegal action for seat ${actor}`);
|
||||
settleTiming();
|
||||
}
|
||||
}
|
||||
driveBots();
|
||||
// Whatever the opening bot turns earned belongs to a game nobody was connected to yet — dropped
|
||||
// here rather than fired at the first client to arrive. (It also stops `game.cues` growing without
|
||||
// bound on a server, which nothing was draining before this.)
|
||||
takeMoment();
|
||||
|
||||
return {
|
||||
playerCount: playerNames.length,
|
||||
@@ -240,7 +295,7 @@ function buildSession(
|
||||
// A (re)connect always starts from a clean slate — no cache to trust across a lost connection
|
||||
// (or a server restart, Phase 3) — so the honest thing is a full Frame, not a delta.
|
||||
lastFrame.delete(seat);
|
||||
return pushFor(seat);
|
||||
return pushFor(seat, null);
|
||||
},
|
||||
|
||||
intent(seat, seq, i) {
|
||||
@@ -259,7 +314,11 @@ function buildSession(
|
||||
const code = check(game.state, seat, i);
|
||||
if (code) return { accepted: false, code };
|
||||
|
||||
const drawnBefore = game.justDrawn;
|
||||
const applied = submit(game, i);
|
||||
if (game.justDrawn !== drawnBefore && game.justDrawn !== null) {
|
||||
lastDraw = { seat, cardId: game.justDrawn };
|
||||
}
|
||||
/* c8 ignore next -- `check` above already proved this intent is legal; `submit` cannot then refuse it. */
|
||||
if (!applied) return { accepted: false, code: 'REJECTED' };
|
||||
|
||||
|
||||
Reference in New Issue
Block a user