v0.7.0 — four game types, a lobby you can read and leave, and a multiplayer game that makes a sound
The multiplayer set-up, the lobby, the start of a game, and four signals a remote client had never been sent. Reasoning, the preset table and what was verified how: CHANGELOG.md. - Co-op, Competitive, Cutthroat, Solitaire and Custom, on both screens, from one shared block — they had drifted, and each was missing a question the other asked. - A player reads the whole rule set before taking a seat, may leave a lobby or a running game, and keeps a seat across a reload. The host may clear a chair. The browser remembers every game it is in, not just the last one. - The start of a game is drawn: a handoff beat, an announcement, the code and type in the header. - Sound, the timetable flash, announcements and the just-drawn badge now reach a remote client; justDrawn goes to the seat that drew it and nobody else. - Played on StartOS, which found the rest: an Extra belongs to the player who played it, the board never named the Superintendent, bot seats were reported as absent players, and rule section numbers are out of every string a player reads. Also carries the previous session's Heavy Grade documentation work — asked again, answer unchanged. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016JczK5i33ZNSf2PtzZqdhS
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co-authored by
Claude Opus 5
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42adfda390
commit
06db36e5b5
+74
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@@ -99,9 +99,23 @@ export type Session = {
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* the seat and waits; this is what lets the page say why, instead of going quiet with no
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* explanation. Reflects the last presence push for each seat the server has ever mentioned, not
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* only the ones currently disconnected — a seat that reconnects updates its own entry rather than
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* disappearing, so the page can tell "never heard from" apart from "was here, then left."
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* disappearing.
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*
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* `seen` is what separates the two absences the page must not conflate: a seat that has connected
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* at some point and dropped, against one that has never opened the game at all. The server now
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* reports every other seat on connect (2026-08-23), so this is answerable at the moment a game
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* starts — which is exactly when "is everyone here?" is the question.
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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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* Stop listening, for good.
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*
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* Only a remote session has anything to close, and only one caller needs it: a player LEAVING a
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* running game (2026-08-23). Without it the page went back to the lobby with its `EventSource`
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* still open, so the server — and therefore every other seat — went on reporting them as present
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* at a table they had walked away from.
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*/
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close?(): void;
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};
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/**
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@@ -205,7 +219,24 @@ type Push = {
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frame?: FrameDelta;
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menu: Menu | null;
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lines: { text: string; tone: string }[];
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presence?: { seat: PlayerIndex; connected: boolean };
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/** One entry for a change; every other seat at once on the connect push. */
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presence?: { seat: PlayerIndex; connected: boolean; seen: boolean }[];
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/**
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* THE FOUR TRANSIENT SIGNALS, added 2026-08-23.
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*
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* A remote session used to return nothing for any of them, so multiplayer had no sound at all, no
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* timetable flash when the D12 filled a slot, no announcement when a completed run paid the table,
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* and no highlight on the card you had just drawn — four things solitaire has had all along, and
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* most of why a multiplayer game felt inert.
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*
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* `cues` and `announcement` are SHARED events (a collision anywhere, the Stage bell, a train
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* leaving the Division) and reach every seat; `justDrawn` is the recipient's own card and nobody
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* else's — `test/redaction.test.ts` covers exactly that.
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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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@@ -239,7 +270,11 @@ export function createRemoteSession(
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let frame: Frame | null = null;
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let menu: Menu | null = null;
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let lines: { text: string; tone: string }[] = [];
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const presence = new Map<PlayerIndex, boolean>();
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const presence = new Map<PlayerIndex, { connected: boolean; seen: boolean }>();
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let cues: string[] = [];
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let scheduled: number | null = null;
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let announcement: string | null = null;
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let justDrawnCard: string | null = null;
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let nextSeq = 1;
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const listeners = new Set<() => void>();
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const changed = (): void => {
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@@ -282,7 +317,14 @@ export function createRemoteSession(
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menu = push.menu;
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}
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lines = [...lines, ...push.lines];
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if (push.presence) presence.set(push.presence.seat, push.presence.connected);
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for (const p of push.presence ?? []) presence.set(p.seat, { connected: p.connected, seen: p.seen });
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// Accumulated rather than replaced: two pushes can arrive between two renders, and a cue that
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// was earned is a cue that should be heard.
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if (push.cues) cues = [...cues, ...push.cues];
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if (push.scheduled !== undefined && push.scheduled !== null) scheduled = push.scheduled;
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if (push.announcement !== undefined && push.announcement !== null) announcement = push.announcement;
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// Persists until another draw replaces it, matching the local session's own `justDrawn`.
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if (push.justDrawn !== undefined) justDrawnCard = push.justDrawn;
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changed();
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};
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@@ -317,10 +359,32 @@ export function createRemoteSession(
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capabilities: { undo: false, saveLocal: false, newGame: false },
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lines: () => lines,
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takeCues: () => [],
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takeScheduled: () => null,
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takeAnnouncement: () => null,
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justDrawn: () => null,
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presence: () => [...presence].map(([s, connected]) => ({ seat: s, connected })),
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// Draining, exactly as the local session's are: each of these marks a moment, so it plays once
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// and is gone by the next render rather than re-firing on every redraw.
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takeCues: () => {
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const out = cues;
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cues = [];
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return out;
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},
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takeScheduled: () => {
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const out = scheduled;
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scheduled = null;
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return out;
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},
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takeAnnouncement: () => {
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const out = announcement;
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announcement = null;
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return out;
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},
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justDrawn: () => justDrawnCard,
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presence: () => [...presence].map(([seat, p]) => ({ seat, connected: p.connected, seen: p.seen })),
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close() {
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// `reportedGone` first: closing the stream fires `onerror`, and this is a deliberate exit, not
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// a game that vanished — `onGone` must not be called and land the page in "that game is no
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// longer on this server".
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reportedGone = true;
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source.close();
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listeners.clear();
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},
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};
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}
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