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