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
+519
-135
@@ -1,10 +1,22 @@
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/**
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* The lobby screen — Phase 4 of `docs/architecture/multiplayer.md` (§12 steps 17-20).
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* The lobby screen — Phase 4 of `docs/architecture/multiplayer.md` (§12 steps 17-20), rebuilt
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* 2026-08-23 (Jesse's cleanup pass).
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*
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* Everything in `#lobby` (`play.html`) is owned here: the join-secret gate, creating or joining a
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* game by code, and the seating screen up to `Lobby.Start`. `main.ts` calls `runLobby` once, at
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* `start()`, only when there is no stored session to reconnect with — see `main.ts`'s own comment
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* on why a stored `{token, gameId, seat}` skips this module entirely.
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* Everything in `#lobby` (`play.html`) is owned here: the join-secret gate, the two doors (join a
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* game, create one), the read-only preview a player reads BEFORE taking a seat, and the seating
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* screen up to `Lobby.Start`.
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*
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* WHAT CHANGED, and why each one was worth changing:
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* - JOINING CAME FIRST. It used to be a heading below the whole create form — fifteen fields a
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* player who was handed a code has no use for.
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* - A SEAT SURVIVES A RELOAD. The token was held in a closure and only written to `localStorage`
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* at `Lobby.Start`, so a refresh before the host started orphaned the chair: the player could
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* not get back and the seat could not be freed. `onSeated` hands it to `main.ts` immediately.
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* - THERE IS A WAY OUT. `/api/lobby/leave` frees a seat, so a mis-join or a player who wanders off
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* no longer wedges a table that cannot start until every chair is taken.
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* - THE STREAM CAN FAIL OUT LOUD. `onmessage` was the only handler; a dropped connection left the
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* seating screen frozen and silent.
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* - THE RULES ARE VISIBLE TO EVERYONE, not just the host who typed them.
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*
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* MIRRORS SERVER TYPES RATHER THAN IMPORTING THEM, same choice `web/session.ts` already made for
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* `Push`: this file must never depend on anything under `src/server/`, even at the type level, since
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@@ -12,12 +24,36 @@
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*/
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import type { GameConfig, PlayerIndex } from '../engine/state.ts';
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import { defaultMultiplayerConfig } from './game.ts';
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import { STARTING_HAND_LABELS, houseRules } from '../engine/content.ts';
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import type { StartingHand } from '../engine/content.ts';
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import {
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closestPreset,
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configFromSettings,
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gameTypeLabel,
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preset,
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presetSettings,
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} from './presets.ts';
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import type { GameType, PresetName } from './presets.ts';
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import { rulesListHtml, settingsForm } from './settings-form.ts';
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import { seatLabel } from '../sim/view.ts';
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export type LobbyReady = { token: string; gameId: string; seat: PlayerIndex };
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export type LobbyReady = { token: string; gameId: string; seat: PlayerIndex; gameCode: string };
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/** What the page must do with a seat this screen takes or gives up. `main.ts` owns the storage; this
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* module owns the moments. */
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export type LobbyHandlers = {
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/** The game has begun — tear this screen down and build a `RemoteSession`. Called at most once. */
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onReady: (r: LobbyReady) => void;
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/** A seat is now held. Called before the game starts, so a reload can come back to it. */
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onSeated: (s: { token: string; gameId: string; gameCode: string }) => void;
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/** The seat is gone — left, removed, or the lobby closed under us. Forget the stored record. */
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onLeft: (gameId?: string) => void;
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/** Every game this browser still holds a seat in — the page owns the storage, this screen only
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* draws it. */
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known?: () => { gameId: string; gameCode: string; stage: 'lobby' | 'game' }[];
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/** Re-enter one of them. */
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rejoin?: (gameId: string) => void;
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/** Give one up for good: the token is the only proof of identity, so this cannot be undone. */
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forget?: (gameId: string) => void;
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};
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type LobbySeat = { kind: 'human'; token: string; displayName: string } | { kind: 'bot' } | null;
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type Lobby = {
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@@ -30,12 +66,46 @@ type Lobby = {
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createdAt: number;
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};
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type LobbyPush = { lobby: Lobby; you: PlayerIndex; started: boolean };
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type Preview = {
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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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/** Per-origin, same reasoning `lobby-and-sessions.md` §1 gives for the session token itself — a
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* secret typed at one address means nothing at another. */
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const SECRET_KEY = 'stationmaster-joinsecret';
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/** The name is not a credential; it is remembered for the same reason the secret is — nobody should
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* retype what they typed last time. */
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const NAME_KEY = 'stationmaster-displayname';
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const $ = <T extends HTMLElement = HTMLElement>(id: string): T => document.getElementById(id) as T;
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const has = (id: string): boolean => document.getElementById(id) !== null;
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/**
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* A server code turned into a sentence.
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*
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* `LOBBY_FULL` and `BAD_PLAYER_COUNT` used to be printed at the player exactly as the server said
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* them. The codes are the server's vocabulary, not the table's.
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*/
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function explain(code: unknown, fallback: string): string {
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const messages: Record<string, string> = {
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LOBBY_FULL: 'That table is already full — every chair is taken.',
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ALREADY_STARTED: 'That game has already started.',
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BAD_PLAYER_COUNT: 'That table size cannot start a game — 2 to 4 players.',
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NOT_HOST: 'Only the host can do that.',
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NAME_TAKEN: 'Somebody at that table is already using that name — pick another.',
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'bad or missing secret': 'That join secret was not accepted by this server.',
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// What a lobby answers once it has become a GAME — most often seen by a host pressing Start
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// twice, and by a tab left open on a lobby that started somewhere else.
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'no such lobby': 'That game is no longer waiting to start — it has either begun or been closed.',
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'no open lobby with that code': 'No game is waiting under that code. Check it, or ask for a new one — a game that has already started cannot be joined.',
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};
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const key = typeof code === 'string' ? code : '';
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return messages[key] ?? (key !== '' ? key : fallback);
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}
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async function postJson(path: string, body: unknown): Promise<{ status: number; body: Record<string, unknown> }> {
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const res = await fetch(path, {
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@@ -46,21 +116,73 @@ async function postJson(path: string, body: unknown): Promise<{ status: number;
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return { status: res.status, body: (await res.json()) as Record<string, unknown> };
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}
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async function getJson(path: string): Promise<{ status: number; body: Record<string, unknown> }> {
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const res = await fetch(path);
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return { status: res.status, body: (await res.json().catch(() => ({}))) as Record<string, unknown> };
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}
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/**
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* Shows `#lobby`, drives it through creating or joining a game and then seating, and calls
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* `onReady` exactly once — the instant `Lobby.Start` fires, from WHICHEVER browser tab started it.
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* Never calls back more than once; the caller is expected to tear this screen down (`main.ts` hides
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* `#lobby` and shows `#gameui`) as its very first action inside `onReady`.
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* Shows `#lobby` and drives it. `resume` re-enters the seating screen for a browser that already
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* holds a seat (a reload before the host started) rather than starting at the doors.
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*/
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export function runLobby(onReady: (r: LobbyReady) => void): void {
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export function runLobby(handlers: LobbyHandlers, resume?: { token: string; gameId: string; gameCode: string }): void {
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// Nothing below exists on a page that is not `play.html` — and `main.ts` is imported by tests that
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// stub only part of the DOM. Bail rather than throwing through the module's caller.
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if (!has('lobby') || !has('lb-choice-section')) return;
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$('lobby').hidden = false;
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$<HTMLInputElement>('lb-secret').value = localStorage.getItem(SECRET_KEY) ?? '';
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const form = settingsForm('lb-');
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let source: EventSource | null = null;
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let done = false;
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function setError(id: string, message: string): void {
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$(id).textContent = message;
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/**
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* THE GAMES THIS BROWSER IS ALREADY IN.
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*
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* Rejoining is what the stored token is FOR, and until now the only thing that ever used one was a
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* bare page load — so a player who left a game, or who joined a second, had no way to get back to
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* the first. Drawn from the page's own storage (`main.ts`), never from this module.
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*/
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function renderKnown(): void {
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if (!has('lb-known')) return;
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const games = handlers.known?.() ?? [];
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$('lb-known').hidden = games.length === 0;
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if (games.length === 0) return;
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$('lb-known-list').innerHTML = games
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.map(
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(g) =>
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`<div class="lb-known-row"><span class="code">${escapeHtml(g.gameCode || g.gameId.slice(0, 8))}</span>` +
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`<span class="dim">${g.stage === 'lobby' ? 'waiting to start' : 'in play'}</span>` +
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`<button class="lb-rejoin" data-game="${escapeHtml(g.gameId)}">Rejoin</button>` +
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`<button class="lb-forget ghost" data-game="${escapeHtml(g.gameId)}">Forget</button></div>`,
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)
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.join('');
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for (const btn of Array.from($('lb-known-list').querySelectorAll<HTMLButtonElement>('.lb-rejoin'))) {
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btn.onclick = () => handlers.rejoin?.(btn.dataset['game'] ?? '');
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}
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for (const btn of Array.from($('lb-known-list').querySelectorAll<HTMLButtonElement>('.lb-forget'))) {
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btn.onclick = () => {
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// Confirmed, because it is not recoverable from this browser: the token IS the identity
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// (`lobby-and-sessions.md` §1), and nothing else on this server will accept a claim to that
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// seat.
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const code = btn.previousElementSibling?.previousElementSibling?.textContent ?? 'that game';
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if (!confirm(`Forget ${code}? This browser will not be able to rejoin it — your seat stays in the game, and only whoever runs the server could let you back in.`)) return;
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handlers.forget?.(btn.dataset['game'] ?? '');
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renderKnown();
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};
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}
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}
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renderKnown();
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// -- the join secret ------------------------------------------------------------------------
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function showSecret(saved: boolean): void {
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$('lb-secret-saved').hidden = !saved;
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$('lb-secret-ask').hidden = saved;
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}
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const storedSecret = localStorage.getItem(SECRET_KEY) ?? '';
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$<HTMLInputElement>('lb-secret').value = storedSecret;
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showSecret(storedSecret !== '');
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$<HTMLButtonElement>('lb-secret-change').onclick = () => showSecret(false);
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function secret(): string {
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const value = $<HTMLInputElement>('lb-secret').value;
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@@ -68,25 +190,248 @@ export function runLobby(onReady: (r: LobbyReady) => void): void {
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return value;
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}
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/** A rejected secret re-opens the field it is about — the error used to appear a screen away from
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* the box that caused it. */
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function secretRejected(status: number): boolean {
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if (status !== 403) return false;
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showSecret(false);
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$<HTMLInputElement>('lb-secret').focus();
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return true;
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}
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// -- display name ---------------------------------------------------------------------------
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const nameField = $<HTMLInputElement>('lb-name');
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nameField.value = localStorage.getItem(NAME_KEY) ?? '';
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function displayName(): string {
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const value = nameField.value.trim();
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if (value !== '') localStorage.setItem(NAME_KEY, value);
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return value;
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}
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// -- the two doors --------------------------------------------------------------------------
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function door(which: 'join' | 'create'): void {
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$('lb-join-panel').hidden = which !== 'join';
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$('lb-create-panel').hidden = which !== 'create';
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$('lb-door-join').classList.toggle('active', which === 'join');
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$('lb-door-create').classList.toggle('active', which === 'create');
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}
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$<HTMLButtonElement>('lb-door-join').onclick = () => door('join');
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$<HTMLButtonElement>('lb-door-create').onclick = () => door('create');
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// -- the create form ------------------------------------------------------------------------
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/** The named type the form is currently measured against — and, for a Custom game, the type it is
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* scored as. Custom is only ever reached FROM one of these, so there is always an answer. */
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let base: PresetName = 'coop';
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let type: GameType = 'coop';
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/** Once the host types a Revenue floor it is theirs; players and days stop re-deriving it. */
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let floorTyped = false;
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const players = (): number => Number($<HTMLSelectElement>('lb-players').value) || 4;
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const days = (): number => {
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const raw = Number($<HTMLInputElement>('lb-days').value);
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return Number.isFinite(raw) && raw >= 1 ? Math.round(raw) : 5;
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};
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function typeRadios(): HTMLInputElement[] {
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return Array.from(document.querySelectorAll<HTMLInputElement>('input[name="lb-type"]'));
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}
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/** Reset every rule to a named type. Seed, players and days are parameters, and are left alone. */
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function selectPreset(name: PresetName): void {
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base = name;
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type = name;
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floorTyped = false;
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const values = presetSettings(name, players(), days());
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form.write(values, values);
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form.setEmployeeRotationAvailable(true);
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refresh();
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}
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function refresh(): void {
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const differing = form.mark(base, players(), days());
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if (differing.length > 0) type = 'custom';
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else if (type === 'custom') type = base;
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for (const r of typeRadios()) r.checked = r.value === type;
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const scoring = preset(base).scoring;
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const note = $('lb-type-note');
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if (type === 'custom') {
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note.textContent =
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`${gameTypeLabel('custom', scoring)} · ${differing.length} ` +
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`${differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(base).label}.`;
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note.className = 'ng-note changed-note';
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// A Custom game is nobody's default: open the block that says how it differs.
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$<HTMLDetailsElement>('lb-settings').open = true;
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} else {
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note.textContent = preset(type as PresetName).blurb;
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note.className = 'ng-note';
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}
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}
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for (const r of typeRadios()) {
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// Solitaire is on this screen so the two screens read as one list, but there is nothing here to
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// deal it with — the New Game dialog is where a solitaire game comes from.
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if (r.value === 'solitaire') markUnavailable(r, 'dealt with the New game button, not here');
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r.onchange = () => {
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if (!r.checked) return;
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if (r.value === 'custom') {
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// Clicking Custom keeps everything as it stands, and keeps the scoring of the type it came
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// from (Jesse, 2026-08-23) — it is only ever reached from one of the named types.
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type = 'custom';
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refresh();
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return;
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}
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selectPreset(r.value as PresetName);
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};
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}
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form.onEdit((key) => {
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// The floor is derived until somebody sets it; ticking the condition off counts as setting it.
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if (key === 'minCombinedRevenue') floorTyped = true;
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type = 'custom';
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refresh();
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});
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/** Players and days are parameters, not settings: they re-derive the floor and never make a game
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* Custom by themselves. */
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function paramsChanged(): void {
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if (!floorTyped) {
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const values = form.read();
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const want = presetSettings(base, players(), days());
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form.write({ ...values, minCombinedRevenue: want.minCombinedRevenue }, want);
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}
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refresh();
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}
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$<HTMLSelectElement>('lb-players').onchange = paramsChanged;
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$<HTMLInputElement>('lb-days').oninput = paramsChanged;
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selectPreset('coop');
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door('join');
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// -- creating -------------------------------------------------------------------------------
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$<HTMLButtonElement>('lb-create').onclick = () => {
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const name = displayName();
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if (name === '') {
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$('lb-create-err').textContent = 'Enter a display name first.';
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return;
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}
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const asked = $<HTMLInputElement>('lb-seed').value.trim();
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// Blank or unparseable both mean "surprise me", which is what leaving the box alone asks for.
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const seed = asked === '' || !Number.isFinite(Number(asked)) ? null : Math.trunc(Number(asked));
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const config = configFromSettings(form.read(), preset(base).scoring, days(), preset(base).pvpCards);
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$('lb-create-err').textContent = '';
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void postJson('/api/lobby/create', {
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secret: secret(),
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config,
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displayName: name,
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players: players(),
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seed,
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}).then(({ status, body }) => {
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if (status !== 200) {
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secretRejected(status);
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$('lb-create-err').textContent = explain(body['error'], 'Could not create the game.');
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return;
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}
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enterSeating(body['gameId'] as string, body['token'] as string, body['gameCode'] as string);
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});
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};
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// -- joining --------------------------------------------------------------------------------
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let previewed: Preview | null = null;
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function showPreview(p: Preview): void {
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previewed = p;
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$('lb-preview').hidden = false;
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$('lb-preview-code').textContent = p.gameCode;
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const near = closestPreset(p.config, p.players, p.config.days);
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const label = gameTypeLabel(
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near.differing.length === 0 ? near.name : 'custom',
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p.config.mode,
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);
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$('lb-preview-type').textContent =
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near.differing.length === 0
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? label
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: `${label} · ${near.differing.length} ${near.differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(near.name).label}`;
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const taken = p.seated.filter((s) => s.who !== null || s.bot).length;
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const names = p.seated
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.map((s) => (s.bot ? 'a bot' : (s.who ?? 'empty')))
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.join(', ');
|
||||
$('lb-preview-who').textContent = `Host: ${p.hostName} · ${taken} of ${p.players} seats taken — ${names}`;
|
||||
$('lb-preview-rules').innerHTML = rulesListHtml(p.config, p.players, p.config.days);
|
||||
}
|
||||
|
||||
$<HTMLButtonElement>('lb-look').onclick = () => {
|
||||
const code = $<HTMLInputElement>('lb-code').value.trim().toUpperCase();
|
||||
$('lb-preview').hidden = true;
|
||||
if (code === '') {
|
||||
$('lb-join-err').textContent = 'Enter the game code you were given.';
|
||||
return;
|
||||
}
|
||||
$('lb-join-err').textContent = '';
|
||||
void getJson(
|
||||
`/api/lobby/preview?gameCode=${encodeURIComponent(code)}&secret=${encodeURIComponent(secret())}`,
|
||||
).then(({ status, body }) => {
|
||||
if (status !== 200) {
|
||||
secretRejected(status);
|
||||
$('lb-join-err').textContent = explain(body['error'], 'Could not look up that game.');
|
||||
return;
|
||||
}
|
||||
showPreview(body as unknown as Preview);
|
||||
});
|
||||
};
|
||||
|
||||
$<HTMLButtonElement>('lb-join').onclick = () => {
|
||||
const name = displayName();
|
||||
const code = previewed?.gameCode ?? $<HTMLInputElement>('lb-code').value.trim().toUpperCase();
|
||||
if (name === '') {
|
||||
$('lb-join-err').textContent = 'Enter a display name first.';
|
||||
return;
|
||||
}
|
||||
$('lb-join-err').textContent = '';
|
||||
void postJson('/api/lobby/join', { secret: secret(), gameCode: code, displayName: name }).then(
|
||||
({ status, body }) => {
|
||||
if (status !== 200) {
|
||||
secretRejected(status);
|
||||
$('lb-join-err').textContent = explain(body['error'], 'Could not join that game.');
|
||||
return;
|
||||
}
|
||||
enterSeating(body['gameId'] as string, body['token'] as string, code);
|
||||
},
|
||||
);
|
||||
};
|
||||
|
||||
// -- seating --------------------------------------------------------------------------------
|
||||
|
||||
function renderSeating(lobby: Lobby, you: PlayerIndex, token: string): void {
|
||||
$('lb-gamecode').textContent = lobby.gameCode;
|
||||
const isHost = lobby.hostToken === token;
|
||||
|
||||
let html = '';
|
||||
// Bots are numbered here exactly as `startLobby` numbers them at the moment the game starts, so
|
||||
// the table you set up is the table that appears on the board.
|
||||
let botNumber = 0;
|
||||
for (let seat = 0; seat < lobby.seats.length; seat++) {
|
||||
const occupant = lobby.seats[seat] ?? null;
|
||||
const isYou = occupant?.kind === 'human' && occupant.token === token;
|
||||
const isSeatHost = occupant?.kind === 'human' && occupant.token === lobby.hostToken;
|
||||
if (occupant?.kind === 'bot') botNumber++;
|
||||
const who =
|
||||
occupant === null
|
||||
? '<span class="dim">— waiting —</span>'
|
||||
: occupant.kind === 'bot'
|
||||
? 'Bot'
|
||||
: `${occupant.displayName}${isYou ? ' (you)' : ''}${isSeatHost ? ' — host' : ''}`;
|
||||
? `Bot ${botNumber}`
|
||||
: `${escapeHtml(occupant.displayName)}${isYou ? ' (you)' : ''}${isSeatHost ? ' — host' : ''}`;
|
||||
let action = '';
|
||||
if (isHost) {
|
||||
if (occupant === null) action = `<button class="lb-bot-add" data-seat="${seat}">+ bot</button>`;
|
||||
else if (occupant.kind === 'bot') action = `<button class="lb-bot-remove" data-seat="${seat}">remove bot</button>`;
|
||||
else if (!isYou) action = `<button class="lb-kick" data-seat="${seat}">remove</button>`;
|
||||
}
|
||||
html += `<div class="lb-seat"><span class="dim">Seat ${seatLabel(seat)}</span><span class="who">${who}</span>${action}</div>`;
|
||||
}
|
||||
@@ -94,21 +439,30 @@ export function runLobby(onReady: (r: LobbyReady) => void): void {
|
||||
|
||||
/**
|
||||
* The code is the whole invitation, so it has to leave this screen by some route other than
|
||||
* being read off it and retyped. `navigator.clipboard` is unavailable on an insecure origin
|
||||
* and can be refused outright, so a failure says the code is there to be selected rather than
|
||||
* silently doing nothing.
|
||||
* being read off it and retyped. Two buttons because they are two different acts: the CODE is
|
||||
* what you read aloud on a call and works at whatever address each player reaches the box by;
|
||||
* the LINK is what you paste into a chat, and only works for someone who can reach this address.
|
||||
* Neither carries the join secret — that is the door key, and it travels out of band.
|
||||
*
|
||||
* `navigator.clipboard` is unavailable on an insecure origin and can be refused outright, so a
|
||||
* failure says the code is there to be selected rather than silently doing nothing.
|
||||
*/
|
||||
const copyBtn = $<HTMLButtonElement>('lb-copy');
|
||||
copyBtn.onclick = () => {
|
||||
const say = (m: string): void => {
|
||||
$('lb-copied').textContent = m;
|
||||
setTimeout(() => ($('lb-copied').textContent = ''), 4000);
|
||||
};
|
||||
const say = (m: string): void => {
|
||||
$('lb-copied').textContent = m;
|
||||
setTimeout(() => ($('lb-copied').textContent = ''), 4000);
|
||||
};
|
||||
const copy = (text: string, ok: string): void => {
|
||||
void navigator.clipboard
|
||||
?.writeText(lobby.gameCode)
|
||||
.then(() => say('Copied.'))
|
||||
?.writeText(text)
|
||||
.then(() => say(ok))
|
||||
.catch(() => say('Could not copy — select the code above instead.'));
|
||||
};
|
||||
$<HTMLButtonElement>('lb-copy').onclick = () => copy(lobby.gameCode, 'Code copied.');
|
||||
$<HTMLButtonElement>('lb-copylink').onclick = () =>
|
||||
copy(
|
||||
`${location.origin}${location.pathname}?lobby&code=${encodeURIComponent(lobby.gameCode)}`,
|
||||
'Invite link copied — the join secret is not in it.',
|
||||
);
|
||||
|
||||
for (const btn of Array.from($('lb-seats').querySelectorAll<HTMLButtonElement>('.lb-bot-add'))) {
|
||||
btn.onclick = () => void postJson('/api/lobby/bot', { token, seat: Number(btn.dataset['seat']), filled: true });
|
||||
@@ -116,135 +470,165 @@ export function runLobby(onReady: (r: LobbyReady) => void): void {
|
||||
for (const btn of Array.from($('lb-seats').querySelectorAll<HTMLButtonElement>('.lb-bot-remove'))) {
|
||||
btn.onclick = () => void postJson('/api/lobby/bot', { token, seat: Number(btn.dataset['seat']), filled: false });
|
||||
}
|
||||
for (const btn of Array.from($('lb-seats').querySelectorAll<HTMLButtonElement>('.lb-kick'))) {
|
||||
btn.onclick = () => {
|
||||
void postJson('/api/lobby/leave', { token, seat: Number(btn.dataset['seat']) }).then(({ status, body }) => {
|
||||
if (status !== 200) $('lb-start-note').textContent = explain(body['error'], 'Could not clear that seat.');
|
||||
});
|
||||
};
|
||||
}
|
||||
|
||||
// What everyone at the table is about to play — the host chose it, and until now nobody else
|
||||
// could see any of it.
|
||||
const near = closestPreset(lobby.config, lobby.seats.length, lobby.config.days);
|
||||
const label = gameTypeLabel(near.differing.length === 0 ? near.name : 'custom', lobby.config.mode);
|
||||
$('lb-seating-type').textContent =
|
||||
near.differing.length === 0
|
||||
? label
|
||||
: `${label} · ${near.differing.length} ${near.differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(near.name).label}`;
|
||||
$('lb-seating-rules').innerHTML = rulesListHtml(lobby.config, lobby.seats.length, lobby.config.days);
|
||||
|
||||
const waiting = lobby.seats.filter((s) => s === null).length;
|
||||
const startBtn = $<HTMLButtonElement>('lb-start');
|
||||
startBtn.hidden = !isHost;
|
||||
startBtn.disabled = waiting > 0;
|
||||
$('lb-start-note').textContent = isHost
|
||||
? waiting === 0
|
||||
? ''
|
||||
: `Waiting on ${waiting} more ${waiting === 1 ? 'player' : 'players'} — add a bot to any empty chair to start now.`
|
||||
: 'Waiting for the host to start the game.';
|
||||
startBtn.textContent = 'Start game';
|
||||
$('lb-start-note').textContent = '';
|
||||
const waitNote = $('lb-stream-note');
|
||||
if (waitNote.dataset['reason'] !== 'stream') {
|
||||
waitNote.hidden = waiting === 0 && isHost;
|
||||
waitNote.textContent = isHost
|
||||
? waiting === 0
|
||||
? ''
|
||||
: `Waiting on ${waiting} more ${waiting === 1 ? 'player' : 'players'} — add a bot to any empty chair to start now.`
|
||||
: 'Waiting for the host to start the game.';
|
||||
waitNote.hidden = waitNote.textContent === '';
|
||||
}
|
||||
startBtn.onclick = () => {
|
||||
// No busy state used to mean a second press posted a second start, whose 409 landed on screen
|
||||
// as a raw code.
|
||||
startBtn.disabled = true;
|
||||
startBtn.textContent = 'Starting…';
|
||||
void postJson('/api/lobby/start', { token }).then(({ status, body }) => {
|
||||
if (status !== 200) setError('lb-start-note', String(body['error'] ?? 'could not start'));
|
||||
if (status !== 200) {
|
||||
startBtn.disabled = false;
|
||||
startBtn.textContent = 'Start game';
|
||||
$('lb-start-note').textContent = explain(body['error'], 'Could not start the game.');
|
||||
}
|
||||
});
|
||||
};
|
||||
}
|
||||
|
||||
function enterSeating(gameId: string, token: string): void {
|
||||
function streamNote(message: string): void {
|
||||
const el = $('lb-stream-note');
|
||||
el.dataset['reason'] = message === '' ? '' : 'stream';
|
||||
el.textContent = message;
|
||||
el.hidden = message === '';
|
||||
}
|
||||
|
||||
function enterSeating(gameId: string, token: string, gameCode: string): void {
|
||||
handlers.onSeated({ token, gameId, gameCode });
|
||||
$('lb-choice-section').hidden = true;
|
||||
$('lb-seating-section').hidden = false;
|
||||
|
||||
$<HTMLButtonElement>('lb-leave').onclick = () => {
|
||||
void postJson('/api/lobby/leave', { token }).then(() => {
|
||||
source?.close();
|
||||
handlers.onLeft(gameId);
|
||||
$('lb-seating-section').hidden = true;
|
||||
$('lb-choice-section').hidden = false;
|
||||
renderKnown();
|
||||
notice('');
|
||||
});
|
||||
};
|
||||
|
||||
source = new EventSource(`/api/lobby/stream?token=${encodeURIComponent(token)}`);
|
||||
source.onmessage = (ev: MessageEvent<string>) => {
|
||||
streamNote('');
|
||||
const push = JSON.parse(ev.data) as LobbyPush;
|
||||
if (push.started) {
|
||||
source?.close();
|
||||
onReady({ token, gameId, seat: push.you });
|
||||
if (done) return;
|
||||
done = true;
|
||||
handlers.onReady({ token, gameId, seat: push.you, gameCode: push.lobby.gameCode });
|
||||
return;
|
||||
}
|
||||
renderSeating(push.lobby, push.you, token);
|
||||
};
|
||||
}
|
||||
|
||||
const chosenMode = (): 'competitive' | 'coop' =>
|
||||
($('lb-choice-section').querySelector<HTMLInputElement>('input[name="lb-mode"]:checked')?.value ??
|
||||
'competitive') as 'competitive' | 'coop';
|
||||
const chosenPlayers = (): number => Number($<HTMLSelectElement>('lb-players').value) || 4;
|
||||
const num = (id: string): number => Number($<HTMLInputElement>(id).value);
|
||||
|
||||
/**
|
||||
* Mode and table size only move the DEFAULTS, exactly as the solitaire dialog's own presets do —
|
||||
* every field stays editable afterwards, so "Co-op, 3 players" is a starting point rather than a
|
||||
* fixed ruleset. Re-running this on a change is also what keeps the combined-Revenue floor
|
||||
* honest: it is derived from the player count, and the count is a control on this form.
|
||||
*/
|
||||
function applyDefaults(): void {
|
||||
const c = defaultMultiplayerConfig(chosenMode(), chosenPlayers());
|
||||
const rules = houseRules(c);
|
||||
$<HTMLInputElement>('lb-days').value = String(c.days);
|
||||
$<HTMLInputElement>('lb-minrev').value = String(c.minCombinedRevenue);
|
||||
$<HTMLInputElement>('lb-colday').value = String(c.maxCollisionsPerDay);
|
||||
$<HTMLInputElement>('lb-coltotal').value = String(c.maxCollisionsTotal);
|
||||
$<HTMLInputElement>('lb-passenger').value = String(rules.revenue.passengerPerCoach);
|
||||
$<HTMLInputElement>('lb-freight').value = String(rules.revenue.freightPerLoad);
|
||||
$<HTMLInputElement>('lb-transit').value = String(rules.revenue.trainPerTransit);
|
||||
// Co-op has no valid target for the opponent-directed cards, so the toggle is forced off rather
|
||||
// than merely defaulted off — the same rule `buildDeck` applies.
|
||||
const pvp = $<HTMLInputElement>('lb-pvp');
|
||||
pvp.checked = c.pvpCardsAllowed;
|
||||
pvp.disabled = chosenMode() !== 'competitive';
|
||||
}
|
||||
for (const input of Array.from(
|
||||
$('lb-choice-section').querySelectorAll<HTMLInputElement>('input[name="lb-mode"]'),
|
||||
)) {
|
||||
input.onchange = applyDefaults;
|
||||
}
|
||||
$<HTMLSelectElement>('lb-players').onchange = applyDefaults;
|
||||
applyDefaults();
|
||||
|
||||
$<HTMLButtonElement>('lb-create').onclick = () => {
|
||||
const displayName = $<HTMLInputElement>('lb-name').value.trim();
|
||||
const mode = chosenMode();
|
||||
if (displayName === '') {
|
||||
setError('lb-create-err', 'enter a display name first');
|
||||
return;
|
||||
}
|
||||
const players = chosenPlayers();
|
||||
const hand = $('lb-settings').querySelector<HTMLInputElement>('input[name="lb-hand"]:checked')?.value;
|
||||
// Blank or unparseable both mean "surprise me", which is what leaving the box alone asks for.
|
||||
const asked = $<HTMLInputElement>('lb-seed').value.trim();
|
||||
const seed = asked === '' || !Number.isFinite(Number(asked)) ? null : Math.trunc(Number(asked));
|
||||
|
||||
const config: GameConfig = {
|
||||
...defaultMultiplayerConfig(mode, players),
|
||||
days: Math.max(1, Math.round(num('lb-days')) || 5),
|
||||
minCombinedRevenue: Math.max(0, Math.round(num('lb-minrev')) || 0),
|
||||
maxCollisionsPerDay: Math.max(0, Math.round(num('lb-colday')) || 0),
|
||||
maxCollisionsTotal: Math.max(0, Math.round(num('lb-coltotal')) || 0),
|
||||
pvpCardsAllowed: $<HTMLInputElement>('lb-pvp').checked && mode === 'competitive',
|
||||
optionalRules: {
|
||||
reducedVisibility: $<HTMLInputElement>('lb-visibility').checked,
|
||||
employeeRotation: $<HTMLInputElement>('lb-rotation').checked,
|
||||
emergencyToolbox: $<HTMLInputElement>('lb-toolbox').checked,
|
||||
},
|
||||
houseRules: {
|
||||
...(STARTING_HAND_LABELS.some((o) => o.value === hand) ? { startingHand: hand as StartingHand } : {}),
|
||||
revenue: {
|
||||
passengerPerCoach: num('lb-passenger'),
|
||||
freightPerLoad: num('lb-freight'),
|
||||
trainPerTransit: num('lb-transit'),
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
void postJson('/api/lobby/create', { secret: secret(), config, displayName, players, seed }).then(
|
||||
({ status, body }) => {
|
||||
if (status !== 200) {
|
||||
setError('lb-create-err', String(body['error'] ?? 'could not create the game'));
|
||||
/**
|
||||
* A DEAD LOBBY AND A BLIP LOOK IDENTICAL HERE, so ask — the same shape `session.ts` already uses
|
||||
* for the game stream, which the lobby never got.
|
||||
*
|
||||
* Three answers matter. The game may have STARTED while we were disconnected (the `started` push
|
||||
* is sent once and then the connection closes, so a drop at the wrong moment loses it) —
|
||||
* `/api/session` knows, and we go straight in. The lobby may still be there, in which case
|
||||
* `EventSource` is already retrying and the note is all that is needed. Or it is gone, and
|
||||
* sitting on a frozen seating screen is the one thing that must not happen.
|
||||
*/
|
||||
source.onerror = () => {
|
||||
if (done) return;
|
||||
streamNote('Connection lost — retrying. You can leave and rejoin if this does not clear.');
|
||||
void getJson(`/api/session?token=${encodeURIComponent(token)}`).then(({ status, body }) => {
|
||||
if (done) return;
|
||||
if (status === 200) {
|
||||
done = true;
|
||||
source?.close();
|
||||
handlers.onReady({ token, gameId, seat: body['player'] as PlayerIndex, gameCode });
|
||||
return;
|
||||
}
|
||||
setError('lb-create-err', '');
|
||||
enterSeating(body['gameId'] as string, body['token'] as string);
|
||||
},
|
||||
);
|
||||
};
|
||||
void getJson(
|
||||
`/api/lobby/preview?gameCode=${encodeURIComponent(gameCode)}&secret=${encodeURIComponent(secret())}`,
|
||||
).then(({ status: lobbyStatus }) => {
|
||||
if (done || lobbyStatus === 200) return;
|
||||
source?.close();
|
||||
handlers.onLeft(gameId);
|
||||
$('lb-seating-section').hidden = true;
|
||||
$('lb-choice-section').hidden = false;
|
||||
renderKnown();
|
||||
streamNote('');
|
||||
notice('That game is no longer waiting on this server — it was ended, or the last player left.');
|
||||
});
|
||||
});
|
||||
};
|
||||
}
|
||||
|
||||
$<HTMLButtonElement>('lb-join').onclick = () => {
|
||||
const displayName = $<HTMLInputElement>('lb-name').value.trim();
|
||||
const gameCode = $<HTMLInputElement>('lb-code').value.trim();
|
||||
if (displayName === '' || gameCode === '') {
|
||||
setError('lb-join-err', 'enter a display name and a game code');
|
||||
return;
|
||||
}
|
||||
void postJson('/api/lobby/join', { secret: secret(), gameCode, displayName }).then(({ status, body }) => {
|
||||
if (status !== 200) {
|
||||
setError('lb-join-err', String(body['error'] ?? 'could not join that game'));
|
||||
return;
|
||||
}
|
||||
setError('lb-join-err', '');
|
||||
enterSeating(body['gameId'] as string, body['token'] as string);
|
||||
});
|
||||
};
|
||||
if (resume) enterSeating(resume.gameId, resume.token, resume.gameCode);
|
||||
}
|
||||
|
||||
/** The lobby-wide message slot: why you are looking at this screen, when it was not your own click. */
|
||||
export function notice(message: string): void {
|
||||
const el = document.getElementById('lb-notice');
|
||||
if (!el) return;
|
||||
el.textContent = message;
|
||||
el.hidden = message === '';
|
||||
}
|
||||
|
||||
/** Prefills the code from an invite link and opens the join door on it. */
|
||||
export function prefillCode(code: string): void {
|
||||
const field = document.getElementById('lb-code') as HTMLInputElement | null;
|
||||
if (field) field.value = code.toUpperCase();
|
||||
}
|
||||
|
||||
/**
|
||||
* A CHOICE THAT CANNOT BE TAKEN HAS TO SAY SO.
|
||||
*
|
||||
* Reported by Jesse 2026-08-23: "solitaire is disabled, but really hard to tell." A bare `disabled`
|
||||
* on a radio leaves the whole row at full strength — the dot simply refuses the click, which reads
|
||||
* as a broken control rather than an unavailable one. Dims the row and says why, once.
|
||||
*/
|
||||
function markUnavailable(radio: HTMLInputElement, why: string): void {
|
||||
radio.disabled = true;
|
||||
const row = radio.closest('label');
|
||||
if (!row) return;
|
||||
row.classList.add('disabled');
|
||||
if (row.querySelector('.lb-why')) return;
|
||||
const note = document.createElement('span');
|
||||
note.className = 'lb-why';
|
||||
note.textContent = ` — ${why}`;
|
||||
row.querySelector('span')?.appendChild(note);
|
||||
}
|
||||
|
||||
function escapeHtml(s: string): string {
|
||||
return s.replace(/&/g, '&').replace(/</g, '<').replace(/>/g, '>').replace(/"/g, '"');
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user