v0.5.3 — a table you size yourself, and games an administrator can see and end
Both halves came out of playing the StartOS build. The wrapper's health
check and admin actions consume this; they land separately.
The host picks the table size (2-4) when creating a game, and the seats
array is built at that length once. Before, it GREW as people joined, so
the four rows on screen were partly fiction — a 2-player game just started
with a 2-long array, while a host who dropped a bot into a later chair
padded it with a null and silently disabled Start behind a one-line note.
A gap can no longer be written down rather than merely being refused.
That also avoided a trap. Compacting seats at Lobby.Start — the obvious
way to support a "closed" chair — would have shifted the player index that
every PlayerSession stamps at join time and that /api/stream and
/api/intent both route by, handing a player somebody else's railroad with
no error anywhere.
And it fixed a live balance bug: minCombinedRevenue is derived from the
player count, but the config was fixed at CREATE while the count wasn't
known until START, so the lobby guessed 4. Every 2-player game ran against
a floor of 60 instead of 30 — and missing the floor means everyone loses,
so a 2-player competitive game was set up to fail for a UI artifact rather
than a rule.
/api/health gained games:{active,lobby}, read from a new cheap summary()
on GameSession rather than exportSave(), which would copy every intent of
every game to answer a question about none of them. Three admin routes are
new behind an ADMIN_SECRET env var in an x-admin-secret header: GET
/api/games, GET /api/games/<id>/save, DELETE /api/games/<id>. Until now a
started game could not be ended by anyone — no route, no player action, no
resignation — so an abandoned game stayed active in the index and was
faithfully resumed on every boot, forever.
Three deliberate choices there: the admin secret is NOT the join secret,
which every player holds and which would therefore let anyone at the table
destroy anyone else's game; unset means the routes 404 exactly as any
unknown path does, with or without a header, so a server never given an
administrator doesn't advertise that it has one; and a delete returns the
deleted game's save, since the intents are the game (D5) — nothing is
destroyed without being handed to whoever destroyed it.
SavedGame gained an optional lastMoveAt (falling back to createdAt) so
"has this stalled?" survives a restart. Kept out of history for the same
reason the turn timings are: a replay must reproduce a game from decisions
alone, and wall-clock is not a decision.
index.ts logs "Resuming N saved games..." before the loop rather than one
line per game after it. Measured a full 4-player game at 100ms to replay,
and only unfinished games are replayed, so listening before loading would
have bought nothing for the cost of a "still loading" state everywhere.
Verified: 667 tests pass (662 + 5), and the new session tests were checked
against two mutations (lastMoveAt never advancing; resume dropping it) to
confirm they fail without the code. Live against a running server: health
counts tracking through the lobby->game transition, admin auth rejecting a
missing and a wrong secret, list/export/delete, the deleted game's files
and index entry actually gone from disk, a second delete 404ing, the admin
routes invisible when ADMIN_SECRET is unset, and a 3-player table refusing
a 4th player and a size of 5 refused at the door.
Also carries the TODO items raised on 2026-08-21: the lobby offering no
game parameters (the floor bug within it now fixed, the form still
missing), and the four optionalRules — of which only reducedVisibility and
emergencyToolbox are read by anything, while sisterTrains and
employeeRotation are declared, defaulted, and consulted nowhere.
This commit is contained in:
+62
-2
@@ -82,6 +82,33 @@ export type SavedGame = {
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* guessing from a display name rather than reading a fact.
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*/
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botSeats: PlayerIndex[];
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/**
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* Wall-clock of the last accepted intent, so "has this game stalled?" survives a restart.
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*
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* Optional because it postdates the format, and defaulted to `createdAt` when absent — a game
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* whose last move is unrecorded reads as untouched since it began, which is the honest answer
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* rather than a fabricated one. Kept OUT of `history`, like the turn timings and for the same
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* reason: a replay must reproduce a game from decisions alone, and wall-clock is not a decision.
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*/
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lastMoveAt?: number;
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};
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/** What an administrator needs to see about a game without replaying it themselves. */
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export type GameSummary = {
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playerCount: number;
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playerNames: string[];
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botSeats: PlayerIndex[];
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status: 'active' | 'finished';
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createdAt: number;
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lastMoveAt: number;
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day: number;
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stage: number;
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phase: string;
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/**
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* Whose move it is, or `null` — which is not an error state: the Mainline Phase runs itself, and
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* a finished game waits on nobody.
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*/
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waitingOn: { seat: PlayerIndex; name: string } | null;
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};
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export type IntentResult =
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@@ -96,6 +123,12 @@ export type GameSession = {
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intent(seat: PlayerIndex, seq: number, i: Intent): IntentResult;
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/** Everything needed to persist this game and, later, rebuild it via `resumeSession`. */
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exportSave(): SavedGame;
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/**
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* A cheap description of where this game has got to. Deliberately does not copy `history` the
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* way `exportSave` must — the health check polls this on a timer, and an administrator listing
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* games wants the state of each, not a copy of every intent in all of them.
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*/
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summary(): GameSummary;
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};
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type OpenSpan = { player: PlayerIndex; phase: string; day: number; stage: number; startedAt: number };
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@@ -105,7 +138,9 @@ function buildSession(
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playerNames: string[],
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createdAt: number,
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botSeats: Set<PlayerIndex>,
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lastMoveAtInit: number,
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): GameSession {
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let lastMoveAt = lastMoveAtInit;
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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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@@ -229,6 +264,7 @@ function buildSession(
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if (!applied) return { accepted: false, code: 'REJECTED' };
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lastSeq.set(seat, seq);
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lastMoveAt = Date.now();
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const timing = settleTiming();
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// Any bot due to act now plays out entirely before this push goes back — the delta mechanism
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// diffs against whatever was last sent, so it captures the bots' moves along with the human's
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@@ -246,6 +282,23 @@ function buildSession(
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status: game.state.status === 'finished' ? 'finished' : 'active',
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createdAt,
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botSeats: [...botSeats],
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lastMoveAt,
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};
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},
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summary() {
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const actor = currentActor(game);
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return {
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playerCount: playerNames.length,
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playerNames: [...playerNames],
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botSeats: [...botSeats],
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status: game.state.status === 'finished' ? 'finished' : 'active',
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createdAt,
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lastMoveAt,
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day: game.state.clock.day,
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stage: game.state.clock.stage,
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phase: game.state.clock.phase,
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waitingOn: actor === null ? null : { seat: actor, name: playerNames[actor] ?? `Seat ${actor}` },
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};
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},
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};
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@@ -257,7 +310,8 @@ export function createSession(
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playerNames: string[],
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botSeats: PlayerIndex[] = [],
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): GameSession {
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return buildSession(newMultiplayerGame(seed, config, playerNames), playerNames, Date.now(), new Set(botSeats));
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const now = Date.now();
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return buildSession(newMultiplayerGame(seed, config, playerNames), playerNames, now, new Set(botSeats), now);
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}
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/**
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@@ -267,5 +321,11 @@ export function createSession(
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*/
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export function resumeSession(saved: SavedGame): GameSession {
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const game = fromMultiplayerSave(saved.seed, saved.config, saved.playerNames, saved.history);
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return buildSession(game, saved.playerNames, saved.createdAt, new Set(saved.botSeats));
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return buildSession(
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game,
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saved.playerNames,
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saved.createdAt,
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new Set(saved.botSeats),
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saved.lastMoveAt ?? saved.createdAt,
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);
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}
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