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
+65
View File
@@ -347,3 +347,68 @@ describe('a save survives a release that did not change the rules', () => {
assert.equal(r.ok, false, 'a truncated replay was returned as a healthy session');
});
});
describe('the four transient signals (2026-08-23)', () => {
/**
* Multiplayer had none of these: `createRemoteSession` answered every one of them with an empty
* value, so a game on a server had no sound, no timetable flash, no announcement when a completed
* run paid the table, and no badge on the card you had just drawn. They ride on the push now — and
* `justDrawn` is the one that has to be careful, because `game.justDrawn` is ONE field for the
* whole game and does not say whose card it is.
*/
/** Drives the game until the current actor draws a card, and returns that turn's pushes. */
const drawSomething = (session: GameSession, players: number): { seat: PlayerIndex; pushes: Map<PlayerIndex, Push> } => {
for (let seat = 0 as PlayerIndex; seat < players; seat++) {
if (session.connect(seat).menu === null) continue;
// Two steps: §6's three options are exclusive, so the turn is spent on drawing before a card
// actually leaves the deck.
const chose = session.intent(seat, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(chose.accepted, true, 'the actor could not choose to draw');
const result = session.intent(seat, 2, { type: 'draw.fromHomeOffice' });
assert.equal(result.accepted, true, 'the actor could not draw from the Home Office deck');
if (!result.accepted) throw new Error('unreachable');
return { seat, pushes: result.pushes };
}
throw new Error('no seat was able to act');
};
it('sends the drawn card to the seat that drew it, and to nobody else', () => {
const session = createSession(42, config, ['Alice', 'Bob', 'Carol']);
const { seat, pushes } = drawSomething(session, 3);
const mine = pushes.get(seat);
assert.ok(mine?.justDrawn, 'the drawing seat was not told which card it drew');
for (const [other, push] of pushes) {
if (other === seat) continue;
assert.equal(
push.justDrawn,
undefined,
`seat ${other} was told which card seat ${seat} drew — that is a hand leak`,
);
}
});
it('keeps the badge across a reconnect, still only for its owner', () => {
const session = createSession(42, config, ['Alice', 'Bob', 'Carol']);
const { seat, pushes } = drawSomething(session, 3);
const drawn = pushes.get(seat)?.justDrawn;
assert.equal(session.connect(seat).justDrawn, drawn, 'a refresh lost the card the player just drew');
const other = ((seat + 1) % 3) as PlayerIndex;
assert.equal(session.connect(other).justDrawn, undefined, 'a reconnecting seat was told about someone else’s draw');
});
it('sends the shared signals to every seat, identically, and drains them', () => {
// A collision anywhere on the Division, the Stage bell, a train running off the end and paying
// everyone: these are the table's, not one player's.
const session = createSession(42, config, ['Alice', 'Bob', 'Carol']);
const { pushes } = drawSomething(session, 3);
const cues = [...pushes.values()].map((p) => JSON.stringify(p.cues ?? []));
assert.equal(new Set(cues).size, 1, 'seats were sent different sound cues for the same events');
// Drained: a signal marks a moment, so a later connect must not replay it.
const later = session.connect(0 as PlayerIndex);
assert.equal(later.cues, undefined, 'a reconnecting client was sent the sounds of what it missed');
assert.equal(later.announcement, undefined, 'a reconnecting client was re-sent an old announcement');
assert.equal(later.scheduled, undefined, 'a reconnecting client was re-sent an old timetable flash');
});
});