TODO.md had stopped tracking its own closures

Nothing was wrong with the ordering. What had gone wrong is that eight
items were done or superseded in one place and still open in another,
which reads as live work — worse than no entry at all. Found by
reviewing the file against the Gitea tracker and the git log, not by
reading it.

NEXT WAS 43 CHRONOLOGICAL ENTRIES, 26 OF THEM STRUCK THROUGH, and the
live work had stopped being visible in it. It is grouped by what each
item is WAITING ON now — blocked on a table, the screen, waiting on
something outside the code, unscheduled, standing practice — with the
closed entries moved to a Settled block at the end of the section.

EVERY NUMBER IS KEPT AS A STABLE ID. The rest of the file refers to
items by number ("decide with item 15", "same drawing pass as 19-21"),
so renumbering would have silently broken every cross-reference.
Numbers are ids, not positions, and the file now says so. The one
reference that pointed at a settled item (item 22, the dead centre of
the Division map) is rewritten to name the principle that outlived it
rather than the item.

EIGHT STALE ITEMS CLOSED. The Heavy Grade orientation was fixed in
cf018b4 and never checked off. The Fedora is TODO #29, done in this
same unshipped v0.7.9. The remaining six were the Division-map drawing
pass, all answered by Gitea#18 (closed 2026-08-26) replacing the layout
rather than fixing the drawing — 167 lines describing a wrapped map
that no longer exists, collapsed to 32 that keep the two ideas which
outlived their items: "SHARED in the middle, YOURS on the right", now
Gitea#20's territory, and why rotating the map to seat a viewer at the
bottom was refused (it moves the open gap between the buffer stops out
of the eye's path, and that gap is the only thing saying the Division
is a line and not a loop).

65 open items to 57; 2,400 lines to 2,179.

TWO PIECES OF DEAD CODE GITEA#18 LEFT BEHIND, found while confirming
the map really is one row before closing the items that say it is.
SIDE_GAP was declared and never read. And divisionSvg's header comment
still described "one row alone, two rows facing, a horseshoe of three,
a square of four" — contradicting the layout comment 200 lines below
it, which explains why that layout was dropped. A comment that
survives the code it describes is how the next reader gets it wrong.

No behaviour change. 878 tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YTaNBL1jVxNqgFdjHkHoo3
This commit is contained in:
Jesse.Markowitz
2026-08-30 16:10:41 -04:00
co-authored by Claude Opus 5
parent bb1b661211
commit 31b942cc38
2 changed files with 315 additions and 524 deletions
+309 -518
View File
@@ -5,253 +5,65 @@ not to — the point is that nothing quietly evaporates.
Grouped by what kind of work it is — Next, Replay/Save Games, Bot Performance, Play Balance,
Multiplayer, Display, Rules Questions, Other — and ordered within each by how much it is currently
costing us. **Display** was split out of Other on 2026-08-22, when a session at the board produced
seven items about the screen rather than the rules; the "most recent action" entry moved with it.
Reorganized 2026-08-20 from a flat list; nothing below changed, only where it lives. Two duplicate
entries (Heavy Grade orientation, the Local's coach) were merged into one each, and the industry-table
item that had been sitting in a "these are all done" section without actually being done was moved out
to Rules Questions.
costing us. **Next is the queue**; the other sections are where the reasoning lives, and Next points
into them rather than repeating them.
**Reorganized 2026-08-30**, and the reason is worth recording because it will happen again. Nothing
was wrong with the ordering — what had gone wrong is that the file had stopped tracking its own
closures. Next was a chronological list of 43 entries with 26 struck through, and eight items in
Display were still open `- [ ]` although Next already recorded them as superseded by Gitea#18 or
shipped in v0.7.9. **An item closed in one place and left open in another is worse than no entry at
all**, because it reads as live work. So: Next is now grouped by what each item is WAITING ON, the
closed entries moved to a "Settled" block at the end of it, and the five dead Division-map drawing
items collapsed into one that keeps only the two ideas which outlived them. 65 open items became 57.
Earlier passes, kept: **Display** was split out of Other on 2026-08-22, when a session at the board
produced seven items about the screen rather than the rules. Reorganized 2026-08-20 from a flat list.
Two duplicate entries (Heavy Grade orientation, the Local's coach) were merged into one each, and the
industry-table item that had been sitting in a "these are all done" section without actually being
done was moved out to Rules Questions.
---
## Next
Queued from the 2026-08-20 multiplayer planning session (reasoning in Multiplayer below), in order:
**The live queue.** Every entry keeps the number it was given when it was raised — these are ids,
not positions, and the rest of this file refers to them by number ("decide with item 15", "same
drawing pass as 19-21"). Nothing is renumbered when something closes; settled entries move to
[Settled, kept for the reasoning](#settled-kept-for-the-reasoning) at the end of this section instead.
1. ~~**Fix the New Train phase car-placement round**~~ — done, see Multiplayer below.
2. ~~**Unify victory conditions across solitaire, competitive and coop**~~ — done, see Multiplayer
below.
3. ~~**Phase 2 of `docs/architecture/multiplayer.md` — server core**~~ — done, see Multiplayer below.
Regrouped 2026-08-30 by **what each is waiting on**, which is the question actually asked of this
list. It was a chronological queue of 43 entries, 26 of them struck through, and the live work had
stopped being visible in it.
Queued 2026-08-21, from playing the StartOS build:
### Blocked on a table, not on code
4. ~~**The lobby must offer every game parameter the solitaire New Game dialog does**~~ — done in
v0.6.0.
5. ~~**Decide what the four `optionalRules` are**~~ — done in v0.6.0: `sisterTrains` deleted,
`employeeRotation` implemented, the other two were already live.
6. ~~**Stop every release destroying every game in progress**~~ — done in v0.6.0, by replaying the
save rather than comparing version strings.
The largest gap in the project, and it is not a coding gap. Four features shipped without a person
ever meeting them.
Queued 2026-08-22, from playing on StartOS:
39. **NONE OF v0.7.4 HAS BEEN PLAYED BY A HUMAN.** The Yard Office offer, the Red Flag hold and its
out-of-phase prompt, and the loaded-Extra make-up rules are all tested end to end, packed, and
running on `phoenix.local` — and no person has met any of them at a board. Two are interruptions
that stop the Mainline Phase and put a question in front of somebody mid-thought, which is
exactly the kind of thing only play reveals.
7. **Make "Games in Progress" readable** — **ON HOLD, 2026-08-29 (Jesse).** StartOS 0.4.0.2 is
expected to improve how action results are displayed, which is most of what makes this unreadable
— so wait and see what the platform fixes before rewriting the action around a limitation that
may be gone. Re-open it against 0.4.0.2 and re-read the output before designing anything.
Reasoning in Multiplayer below.
8. **Give a player a way back into a game after losing their browser** — a fresh browser is still
locked out of a RUNNING game, even though the server knows who they are. Reasoning in Multiplayer
below; needs Jesse's call on whether a token in a URL is acceptable. **The lobby half of this was
fixed 2026-08-23** — a reload while seated no longer orphans the chair, and a seat can now be
given up rather than wedging the table.
35. **Extended play has never been played at a real table.** **Verified live on phoenix.local,
2026-08-29**, against the installed v0.7.3:0 rather than in tests: a two-seat competitive game
(one human client, one bot) was dealt over the HTTP API with `days: 1`, played to the end of its
timetable, and reached `awaitingExtension` on Day 2 with `official = { win, winner 0,
daysElapsed }` frozen at Day 1 and votes `[null, null]`. Voting yes as seat 0 was accepted, the
bot followed as designed, and the game returned to `active` with `extraDays: 1` and the official
outcome **unchanged**. Both test games were deleted afterwards.
Queued 2026-08-22, from a v0.4.9d gameplay-testing report (six bugs, forwarded by Jesse):
**The save carry-over claim was checked rather than asserted**: phoenix held five saves before
the update, of which `WHISTLE-4086` resumed and three were already refused by the 0.7.2 deck
change. After updating to 0.7.3 the log is identical — same game resumed with the same 7 intents,
same three refusals at the same move with the same code.
9. ~~**Two trains in one station answer to one button**~~ — done in v0.4.9e / the release below.
10. ~~**A Freight House can unload the boxcar it just loaded; a platform can detrain the passengers
it just boarded**~~ — done in v0.4.9e / the release below.
11. ~~**The Grocer's Warehouse ships and the Refinery receives**~~ — done in v0.4.9e / the release
below: both are one-way again.
12. **PARTLY REPRODUCED: cars left behind when backing up over them** — see Rules Questions below.
Half of it turned out to be the second half of Gitea#17 and is fixed (2026-08-26): a train
pulling out through a 45° leg left its own cut standing. The "I can later drive right through
them" half is still unexplained and still needs a board from whoever filed it.
Queued 2026-08-22, from the v0.4.9e gameplay-testing report filed as Gitea issues.
12a. ~~**Gitea#4 — confirm that extra trains start properly**~~ — done in the release below. Either
Division Point, the Interchange with a direction chosen there, a Control Point gated by a new
`extraStart` house rule, and the Superintendent's hold on the way out of the Interchange yard.
Reasoning in `docs/rules/implications.md` §7.
12d. ~~**Gitea#7 — coach counts on four train cards**~~ — done in the release below. 1/2 Crack
Limited 3 coaches → 2, 5/6 The Sparrow 2 → 3. A change to the cards, so `Trains3.pdf` and the
transcription in `docs/rules/implications.md` §5 keep the original numbers with a footnote;
`src/engine/content.ts` and `docs/StationMaster-Home-Deck-v0.4.5.md` carry what the game plays.
12c. ~~**Gitea#6 — players may not discard train cards**~~ — done in the release below. Timetabled
and Extra alike; the forced play falls out of the hand limit rather than needing a mechanism of
its own. Reasoning in `docs/rules/implications.md` §6.2.
12b. ~~**Gitea#2 — four porters, two passengers on the platform, and only one may be worked**~~ —
RULED AND FIXED in the release below, though not the way the report implies. The engine is
faithful to the written rules at every step; what bites is that BOTH directions of porter work
move coaches one-way into a Classification Yard that comes back only when the Division Yard is
bare of all ~60 cars. Sixteen coaches in the game, and the reported save runs dry on Day 5 with
eight of them stranded in Classification. **Jesse's ruling: the shortage stays** — "it is
possible to run out, that's part of the strategy" — so the three balance options in Play Balance
below are declined, not deferred. What was actually wrong is that the game said NOTHING: a Porter
action that cannot be taken is simply absent from the menu, and the "why is nothing moving?"
panel covered freight facilities only. That half is fixed.
12e. ~~**Gitea#8 — the per-diem train could not couple a caboose**~~ — done in the release below.
`ROLLING_STOCK_SUPPLY` mints all six cabooses `loaded: true` because §2.2's "coloured is loaded,
white is empty" doubles as a PIECE COUNT there and there is no white caboose. X22 Pee-Dee, whose
whole card is "may only pick up MTs", read that literally and refused every caboose including the
one it was made up with — set it out and the train was stranded, which made it unplayable rather
than merely restricted. A caboose carries the crew, not freight, so it is never a load.
12g. ~~**Gitea#9 — a Timetabled train may be discarded**~~ — done in the release below, and it
SUPERSEDES Gitea#6 (item 12c above), shipped three days earlier. A Timetabled train may be tossed
face-up to a Department slot, where a rival may pick it up — which needed no machinery, since
that is where every discard already goes. An Extra still may not: it never joins the timetable,
so it can never be what jams it. On this line the Timetabled half is a New Game setting
(`discardTimetabled`, on by default), because Jesse's reasoning is about games run longer than
five Days; the 0.4.9 line takes the plain rule. Reasoning in `docs/rules/implications.md` §6.2.
12f. ~~**Gitea#10 — a dialog when the Day rolls over**~~ — done in the release below. "Hard to keep
track of time." Nothing on screen was wrong — the clock, the turn chart and the timetable all
said which Day it was — but a Day turns over inside the phases that run themselves, so it passes
between one click and the next, and the two transient signals the page had (the phase banner at
2.6s, the announcement flash at 4.2s) are both gone before a player reading the board notices.
A modal stops and waits, and carries the standings, the Days left and the combined target.
Suppressed on the first frame, on Undo stepping back across a rollover, and on the Day the game
ends — the outcome panel is the thing to read then.
13. **Watch the other players and the bots actually make their moves** — raised by Jesse
2026-08-22, and **settled 2026-08-29 as the harder of the two readings**: "I want to be able to
watch other players and bots make their moves. It's not fun to do my turn and have magic happen
in the background and then have to figure out what others did."
So this is not the log-legibility fix. It is the ordered, per-action presentation of everyone
else's turns — **the same mechanism Gitea#20 step 4 specifies for the common board**, routed to a
player's own screen as well. Jesse: "this relates to issue #20 and will require a lot more
thinking." Do not start it as a standalone piece; it wants designing with #20. Reasoning in
Multiplayer below.
14. **INVESTIGATE: stamp the history with wall-clock time** — even if nothing displays it yet, so
"how long did that turn take" can be answered afterwards. Reasoning in Replay / Save Games below.
Half of it already exists server-side and is read by nothing.
15. **INVESTIGATE: a "most recent action" line under the status block** — above the Division map,
saying what just happened in the same words the history uses. Reasoning in Display below;
overlaps item 13 and should be decided with it.
15a. **Build documentation FROM the implementation, starting with a card reference** — raised by
Jesse 2026-08-22. Reasoning in Other below. The prompt for it was finding train card data spread
across five documents of three different vintages, one of them superseded.
Queued 2026-08-22, from a session looking at the screen rather than the rules. All Display below.
16. **Three explicit display options for the Office map** — always hidden, always on, auto-hide. All
three modes already exist; only the BUTTON is a cycle, and it cannot reach every one of them.
17. **The same three options for the Division map**, which today cannot be hidden at all. Auto there
means something different and useful: hide it now, bring it back at the end of the phase.
18. **Give every phase a visible beat.** The automatic phases are not too fast — they are never
drawn at all, because `pump` runs them all before the page renders once.
19. ~~**Turn the track art vertical on a Division card laid vertically**~~ — **SUPERSEDED by
Gitea#18** (Jesse, 2026-08-26). There are no vertical lanes any more: the Division draws as a
single row, west to east.
20. ~~**Run the inter-row connector round the OUTSIDE**~~ — **SUPERSEDED by Gitea#18.** No second
row, so nothing to connect.
21. ~~**The Division Point captions overflow the map**, and the buffer stops point the wrong way once
the route wraps~~ — **SUPERSEDED by Gitea#18.** Nothing wraps; both ends face outward.
22. ~~**Fill the dead centre of the Division map with the common board**~~ — **SUPERSEDED by
Gitea#18.** A row has no centre to fill.
23. **History: newest at the top?** Plus the timestamps question from item 14, which lands here.
24. ~~**Put the viewer's own district at the BOTTOM of the Division map** and wrap the table around
them~~ — **DEFINITIVELY SUPERSEDED by Gitea#18** (Jesse's word, 2026-08-26). A single row and a
table wrapped around the viewer cannot both hold, and the row wins: being able to rely on east
meaning right is worth more than being seated at the table.
Queued 2026-08-23, from Jesse playing the v0.7.0 build on StartOS. **All three were the same drawing
pass as 19-21 and 24 above, and all three are answered by Gitea#18 rather than fixed:**
25. ~~**The Division map does not draw track geometry at all**~~ — **SUPERSEDED by Gitea#18.** The
Division map stops drawing office-area detail altogether, so there is no Running Track on it to
draw geometry for. The geometry belongs to the Office map, which already draws it.
26. ~~**CONFIRMED IN PLAY: the buffer stop points the wrong way** at two players~~ — **SUPERSEDED by
Gitea#18**, with item 21.
27. ~~**CONFIRMED IN PLAY: east is not always to the right.**~~ — **FIXED OUTRIGHT by Gitea#18**, and
the reason it wins over item 24. One row means east is always to the right.
28. **INVESTIGATE: move the game's settings off the top line and into a card of their own** — and
show ALL of them, not the four that fit. Reasoning in Display below.
29. ~~**Put the Fedora at the right-hand end of the phase row**~~ — done 2026-08-30 in v0.7.9. It
rides at the end of the phase row now, and wraps under it rather than squeezing the chips on a
narrow screen. Went in beside the "waiting on nobody" fix below, since both are the top few rows
of status that Jesse asked to have re-looked at as a whole.
Queued 2026-08-25, from releasing 0.7.1 / 0.4.9g. **Both are blocked on the two commits being made
and pushed** — they were still uncommitted when the session ended.
30. ~~**Close the Gitea issues by hand, each with a comment naming the commit that fixed it.**~~ —
done, and done again for v0.7.2 / v0.4.9h (2026-08-26). #2, #6, #8, #9 and #10 carry their
comments from the v0.7.1 release, including the pointer on #6 saying #9 superseded it. #3, #14,
#15, #17 and #18 now carry theirs, each naming `2ab25e3` and `e9683cc` and the version each
shipped in — and, where the fix was not what the report implied, the ruling that decided it:
#15 was REVERSED on review (the placement is legal; what was confirmed is that no train crosses
the gap), and #14's comment lists the ten unbuilt cards that are held out, so they do not vanish
along with the issue.
**Keep doing this.** Auto-closing leaves an issue with no record of which commit or which release
answered it. The token and the API calls are in the workspace's `AGENTS.local.md`.
31. ~~**Bump the StartOS wrapper to 0.7.2.**~~ — done 2026-08-26 (`1bfea8d`). Submodule pinned to
`v0.7.2`, `current.ts` at `0.7.2:0`, release notes rewritten in all five locales, `README.md` and
`instructions.md` updated. No new version file and no migration. Verified: `npm run check` clean
and `make x86` packs as `v0.7.2:0`.
**This is the first release that does NOT carry games in progress**, and the release notes lead
with it in every locale. A save is a seed plus the moves played; the deck going from 206 cards to
121 means a card id recorded under 0.7.1 refers to a different card or to none, so a save stops
replaying at its first `card.play`. There is nothing to migrate — those moves were made against a
deck that no longer exists — and it fails safe: `src/server/index.ts` refuses to resume a save the
rules reject, names the move it stopped at, and leaves the file untouched, so an operator can put
0.7.1 back on to finish a game that matters.
32. **Tell the 0.4.9 playtesters their saves are dead, before they find out.** The same deck change
shipped as v0.4.9h, so every save filed before it — including the ones attached to Gitea#15 and
#17 — stops replaying at its first `card.play`, and any game a tester has in progress will be
declined on restart. They fail safe and the files are kept, but nobody has been told. Worth a
line wherever the tester build is announced, and worth knowing when the next bug report arrives
with a save that will not load.
Queued 2026-08-29, from building Gitea#11 and #16 (both shipped in v0.7.3, main only):
33. **The second pass on the results screen — badges, and the brainstorm Gitea#16 asks for.** The
first pass is in and reports everything the Frame and the event tally know. What it deliberately
does not have is the interesting half: "maybe create badges for anything interesting that
happened… there should be a whole conversation brainstorming session on what are the things that
might be interesting for people to be aware of at the end of the game." The raw material is
already being kept — `tally.trainsCompletedWithWork` is the switching-master join, `longestStand`
is the engine that sat on a siding — and because the statistics are DERIVED from the event stream
rather than recorded, a second pass can add any of them retroactively to games already played and
saved. Needs Jesse and a conversation, not code, to start.
34. ~~**`replay.ts` prints a raw outcome enum, exactly as the results screen used to.**~~ — done
2026-08-30 in v0.7.9. `panels.ts`'s `reasonSentence` is exported and shared, fed the last
recorded frame and stripped of markup; the drift test now maps `win`/`loss` to `won`/`lost` so
it still checks agreement rather than spelling. Original note below.
**`replay.ts` printed a raw outcome enum, exactly as the results screen used to.** Its summary
line is `` `${o.result} — ${o.reason}` ``, which renders "loss — revenueFloor" — the same defect
Gitea#16 was filed about, in the dev-side replay viewer rather than the playable page. The
sentences now exist (`panels.ts`'s `reasonSentence`), but they are written against a `Frame` and
the replay recorder has a `GameState`, so it is a small refactor rather than a one-line swap. Not
done in v0.7.3 because nothing about it is player-facing and the change earns its own look.
35. **Extended play has never been played at a real table** — but it now works on a real server.
**Verified live on phoenix.local, 2026-08-29**, against the installed v0.7.3:0 rather than in
tests: a two-seat competitive game (one human client, one bot) was dealt over the HTTP API with
`days: 1`, played to the end of its timetable, and reached `awaitingExtension` on Day 2 with
`official = { win, winner 0, daysElapsed }` frozen at Day 1 (`config.days`) and votes
`[null, null]`. Voting yes as seat 0 was accepted, the bot followed as designed, and the game
returned to `active` with `extraDays: 1` and the official outcome **unchanged**. The tally rode
the Frame to the client. Both test games were deleted afterwards; the box is back to Jesse's own
`WHISTLE-4086` and the `FREIGHT-3230` lobby.
**The save carry-over claim was also checked rather than asserted**: phoenix held five saves
before the update, of which `WHISTLE-4086` resumed and three were already refused by the 0.7.2
deck change. After updating to 0.7.3 the log is identical — same game resumed with the same 7
intents, same three refusals at the same move with the same code.
**What is still untested is the part the item is named for: humans, at a table.** Nobody has sat
down and played a game off the end of its timetable, and the multiplayer vote has never been
driven through two browsers — what a second player sees while waiting on a first, and whether
"waiting on Carol" is legible once Carol has closed her laptop, are still unanswered. Worth being
the first thing the next play session does.
**What is still untested is what the item is named for: humans, at a table.** The multiplayer
vote has never been driven through two browsers — what a second player sees while waiting on a
first, and whether "waiting on Carol" is legible once Carol has closed her laptop, are still
unanswered.
**A HUMAN DID REACH IT ON 2026-08-30, AND IT WAS UNUSABLE — fixed in v0.7.9.** Jesse played a
solitaire game to the end and was never offered the extra Day. Nothing was wrong with the engine
@@ -259,64 +71,111 @@ Queued 2026-08-29, from building Gitea#11 and #16 (both shipped in v0.7.3, main
which is **modal**, so the question sat underneath a dialog whose only control was Close. The
dialog asks it now. **The verification recorded above is exactly why this survived** — it was
driven over the HTTP API, which renders no dialog, so what was proven was that the SERVER
supports extended play, not that a player can reach it. Read that distinction into every "verified
on phoenix.local" line in this file.
supports extended play, not that a player can reach it. Read that distinction into every
"verified on phoenix.local" line in this file.
42a. **Nobody has clicked through the solitaire setup screen's own fields** and confirmed the dealt
game matches what was chosen. The screen took three attempts to become reachable at all (item 42
below); reachable is not the same as correct. Early item for the next play session, with #39.
40. **A save from before v0.7.4 may not replay, and nobody has been told.** The Red Flags intent
changed shape, a make-up that was legal may now be refused, and a Yard Office arrival asks a
question no older history has an answer for. It fails safe — the server declines the save, names
the move and leaves the file untouched — and `WHISTLE-4086` did survive on `phoenix.local`, so it
is "may not" rather than "will not". Worth a line wherever the build is announced, and worth
knowing when a bug report arrives with a save that will not load.
32. **Tell the 0.4.9 playtesters their saves are dead, before they find out.** The same shape as #40
but for the playtest line: the deck change shipped as v0.4.9h, so every save filed before it —
including the ones attached to Gitea#15 and #17 — stops replaying at its first `card.play`. They
fail safe and the files are kept, but nobody has been told. `PLAYTEST-0.7.4.md` (untracked, at
the repo root) is the note drafted for this and leads with it.
### The screen — v0.8.0 candidates
All six were raised by Jesse from play and all six live in **Display** below, where the reasoning is.
Listed here in rough increasing cost. Two of them entangle with Gitea#20; see the note under each.
28. **The game's settings belong in a card, not along the top line** — and show ALL of them, not the
four that fit. **Cheapest of the six**: nothing new has to be sent (`Frame` gained `mode` and
`optionalRules` in v0.7.0) and the renderer already exists — `rulesListHtml` (`settings-form.ts`)
draws exactly this list for the join preview and the seating screen.
16. **Three explicit display options for the Office map** — always hidden, always on, auto-hide. All
three modes already exist (`districtMode`, persisted); only the BUTTON is a cycle, and it cannot
reach every one of them.
17. **The same three options for the Division map**, which today cannot be hidden at all. `auto`
there means something different and useful — hide it now, bring it back at the end of the phase —
so it is a one-shot with an expiry rather than a standing rule, and probably should not share an
implementation with #16.
23. **History: newest at the top?** Reversing is nearly free; the cap (`slice(-60)`) and the forward-
reading phase headings are not. Carries the timestamps question from #14. **Weaker if #15 lands.**
15. **INVESTIGATE: a "most recent action" line under the status block.** The text already exists and
is already correct — this is placement, not content. **Overlaps #13 and should be decided with
it**: in solitaire "most recent" is the right unit, but in multiplayer what you missed is
everything that happened while you were WAITING, and one line showing only the last of them may
be the least useful line on the page.
18. **Give every phase a visible beat.** The automatic phases are not too fast — they are never drawn
at all, because `pump` runs them all before the page renders once. **So this is not a `sleep`: it
needs an async pump that steps `advance()` one call at a time and renders between — which is the
same machinery Gitea#20 step 4 specifies.** Whichever is built first should be built for both.
### Waiting on something outside the code
7. **Make "Games in Progress" readable** — **ON HOLD, 2026-08-29 (Jesse).** StartOS 0.4.0.2 is
expected to improve how action results are displayed, which is most of what makes this unreadable
— so wait and see what the platform fixes before rewriting the action around a limitation that may
be gone. Re-open it against 0.4.0.2 and re-read the output before designing anything.
8. **Give a player a way back into a game after losing their browser** — a fresh browser is still
locked out of a RUNNING game, even though the server knows who they are. **Needs Jesse's call on
whether a token in a URL is acceptable.** The lobby half was fixed 2026-08-23: a reload while
seated no longer orphans the chair, and a seat can be given up rather than wedging the table.
13. **Watch the other players and the bots actually make their moves.** Settled 2026-08-29 as the
harder of the two readings — Jesse: "It's not fun to do my turn and have magic happen in the
background and then have to figure out what others did." So it is not the log-legibility fix. It
is the ordered, per-action presentation of everyone else's turns — **the same mechanism Gitea#20
step 4 specifies for the common board**, routed to a player's own screen as well. Jesse: "this
relates to issue #20 and will require a lot more thinking." **Do not start it standalone.**
33. **The second pass on the results screen — badges, and the brainstorm Gitea#16 asks for.**
**Needs Jesse and a conversation, not code, to start.** The first pass is in and reports
everything the Frame and the event tally know; what it deliberately does not have is the
interesting half. The raw material is already kept — `tally.trainsCompletedWithWork` is the
switching-master join, `longestStand` is the engine that sat on a siding — and because the
statistics are DERIVED from the event stream rather than recorded, a second pass can add any of
them retroactively to games already played and saved.
36. **There is no per-Stage "this train did not move" signal, so "longest an engine sat on a siding"
cannot be answered.** Gitea#16 asks for it and the comment on that issue said `trainStoodStill`
would supply it, "emitted per Stage, so a run of them is exactly the streak you describe". That
is wrong, and was found only by reading `advance.ts` while building the tally: the event fires
for a train whose profile sets `stopEarnsPoint` — the X18 Circus and nothing else — and
`tray.stopPointClaimed` guarantees it fires at most once per train per game. A streak folded from
it reads "1 Stage" for ever, which is what v0.7.3 built and then removed.
**What it would take:** either a new event emitted per Stage per stationary tray (cheap to emit,
but it is a lot of events for a statistic nothing scores), or sampling live state on the Stage
boundary the way `stats.ts`'s funnel probe does — which the tally cannot do today, because it
folds a batch of events AFTER `advance` has already mutated past the moment they describe. Worth
settling with the badge pass (#33) rather than on its own, since that is the only consumer.
cannot be answered.** The comment on Gitea#16 said `trainStoodStill` would supply it. That is
wrong, and was found by reading `advance.ts`: the event fires only for a train whose profile sets
`stopEarnsPoint` — the X18 Circus and nothing else — and `tray.stopPointClaimed` guarantees it
fires at most once per train per game, so a streak folded from it reads "1 Stage" for ever.
**What it would take:** a new event per Stage per stationary tray (cheap to emit, a lot of events
for a statistic nothing scores), or sampling live state on the Stage boundary the way `stats.ts`'s
funnel probe does — which the tally cannot do today, because it folds a batch of events AFTER
`advance` has already mutated past the moment they describe. **Settle with #33**, its only
consumer.
37. ~~**Bump the StartOS wrapper to 0.7.3, then 0.7.4.**~~ — 0.7.3 done 2026-08-29 (`74aea24` in
`station-master-startos`). Submodule pinned to `v0.7.3` (`45580d8`), `current.ts` at `0.7.3:0`,
release notes in all five locales, `README.md` and `instructions.md` updated. No new version file
and no migration — the outgoing `0.7.2:0`'s `up` was empty, `versions.md`'s common case, so
`current.ts` bumped in place. Verified: `npm run check` clean, prettier clean, `make x86` packs
as `v0.7.3:0`. **NOT installed on a box and not played** — see #35.
### Unscheduled
**Unlike 0.7.2, games in progress survive this one**, and both docs lead with it. No card data
changed and the engine changes are additive, so every intent in a 0.7.2 save is still legal;
proven rather than assumed by `test/harness.test.ts`, which replays the three files in
`public/replays` (all recorded under an older ruleset) and asserts every intent still applies.
12. **PARTLY REPRODUCED: cars left behind when backing up over them.** Half of it turned out to be
the second half of Gitea#17 and is fixed (2026-08-26): a train pulling out through a 45° leg left
its own cut standing. **The "I can later drive right through them" half is still unexplained and
still needs a board from whoever filed it.** See Rules Questions below.
**Bumped again to `0.7.4:0` the same day** (`085b88b`), pinned to `v0.7.4`, and installed on
`phoenix.local` — verified there, not merely packed: the resume log shows `WHISTLE-4086` coming
back with its 7 intents and all five new engine code paths present in the served build. Both tags
are signed and pushed.
14. **INVESTIGATE: stamp the history with wall-clock time** — even if nothing displays it yet.
Reasoning in Replay / Save Games below. **Half of it already exists server-side and is read by
nothing**, so the first job is to look at a real game's timings file rather than to build.
**Keep doing the whole sequence.** Tag the app, fetch the tag into the wrapper's submodule,
bump `current.ts` in place (the outgoing `up` has been empty every time, `versions.md`'s common
case), rewrite the notes in all five locales, update `README.md` and `instructions.md`, then
`npm run check` / prettier / `make x86` / `make install`. `UPDATING.md` in the wrapper is the
authority and has not needed changing.
38. ~~**Gitea#13, #5 and #19 — three rules corrections.**~~ — done 2026-08-29 in v0.7.4
(`5e34c73`, `2280276`, `19a6a47`), wrapper `085b88b` as `0.7.4:0`, installed on `phoenix.local`.
Each issue carries a comment naming its commit and what was ruled, per #30. Reasoning is in
`CHANGELOG.md`; what matters here is what they left behind, below.
39. **NONE OF v0.7.4 HAS BEEN PLAYED BY A HUMAN.** The Yard Office offer, the Red Flag hold and its
out-of-phase prompt, and the loaded-Extra make-up rules are all tested end to end, packed, and
running on `phoenix.local` — and no person has met any of them at a board. Two are interruptions
that stop the Mainline Phase and put a question in front of somebody mid-thought, which is
exactly the kind of thing only play reveals. Together with #35 this is now the biggest gap in the
project: four features shipped without a table.
40. **A save from before v0.7.4 may not replay, and nobody has been told.** The same shape as #32 but
for the main line: the Red Flags intent changed shape, a make-up that was legal may now be
refused, and a Yard Office arrival asks a question no older history has an answer for. It fails
safe — the server declines the save, names the move and leaves the file untouched — and
`WHISTLE-4086` did survive on `phoenix.local`, so it is "may not" rather than "will not". Worth a
line wherever the build is announced, and worth knowing when a bug report arrives with a save
that will not load.
15a. **Build documentation FROM the implementation, starting with a card reference.** Raised by Jesse
2026-08-22; reasoning in Other below. The prompt was finding train card data spread across five
documents of three different vintages, one of them superseded.
41. **The bot cannot use the half of Red Flags a human would.** It takes the danger prompt
unconditionally and still plays zero flags in 200 games, because the prompt needs a colliding
@@ -324,57 +183,124 @@ Queued 2026-08-29, from building Gitea#11 and #16 (both shipped in v0.7.3, main
Stage for switching, which needs it to know it wants time — a notion it does not have. Reasoning
and the measurement are under Bot Performance.
42. ~~**Solitaire must ask before it deals, the same way multiplayer's lobby already does.**~~ — done
2026-08-29 in v0.7.5. Jesse: "let the user choose their options like the start of a multiplayer
game"; "asking first is the only path." A new `#solitairesetup` screen in `play.html` asks the
full shared block — game type, starting hand, Extra start, revenue, victory conditions, optional
rules — before a genuinely fresh visit deals anything; a saved game, an explicit `?seed=`, or a
URL a Deal already wrote all skip past it. The in-game dialog, the lobby and this screen now
share one `wireGameTypeBlock()`/`commitNewGame()` pair instead of the dialog carrying its own
copy. Reasoning in `CHANGELOG.md`.
### Standing practice — not items, rules for every release
**Played in a browser on `phoenix.local` 2026-08-29, and it found a real bug — fixed same day in
v0.7.6.** The splash's "Play solitaire" door landed straight in a leftover Co-op four-seat lobby
instead of the new setup screen: `start()` checked a browser-remembered multiplayer session
before ever looking at solitaire's own state, and a bare `./play.html` load could not tell "I
clicked Play solitaire" apart from "I reloaded mid multiplayer game" — the same class of problem
`?lobby` already solved for the door on the other side (D11), just never applied to this one. The
door now marks its intent (`?solitaire`), checked ahead of the remembered-session lookup.
30. **Close each Gitea issue by hand, with a comment naming the commit that fixed it** and, where the
fix was not what the report implied, the ruling that decided it. Auto-closing leaves an issue with
no record of which commit or which release answered it. Done for every issue closed so far: #2,
#6, #8, #9 and #10 from v0.7.1; #3, #14, #15, #17 and #18 from v0.7.2 — including #15's REVERSAL
on review (the placement is legal; what was confirmed is that no train crosses the gap) and #14's
list of the ten unbuilt cards, so they do not vanish with the issue. The token and the API calls
are in the workspace's `AGENTS.local.md`.
**And it happened AGAIN on v0.7.6, which is what found the real cause — fixed in v0.7.7.** Every
packaged build published the same cache-bust key (`?v=nogit`, because the `.s9pk` build has no
`.git` for `git rev-parse`), and the server sent no `Cache-Control` at all, so neither release
ever reached the browser that asked for it. Both earlier fixes were correct and both were
verified by reading what the SERVER served — which was true and was never the thing in doubt.
**The lesson worth keeping: when a fix appears to have had no effect, check that it arrived
before re-diagnosing it.** A hard-reload would have answered it on the first report.
37. **The wrapper release sequence, unchanged since 0.7.2 and worth following exactly.** Tag the app,
fetch the tag into the wrapper's submodule, bump `current.ts` **in place** (the outgoing `up` has
been empty every time, `versions.md`'s common case — no new version file, no migration), rewrite
the release notes in all five locales, update `README.md` and `instructions.md`, then
`npm run check` / prettier / `make x86` / `make install`. `UPDATING.md` in the wrapper is the
authority and has not needed changing.
**And a THIRD report, 2026-08-30, with the build confirmed current on screen — which is what
finally found it. Fixed in v0.7.8.** v0.7.5 skipped the setup screen whenever a save existed
("a saved game is a game to resume"), so any browser that had ever played solitaire could never
reach it again; the private window that seemed to vindicate v0.7.7 simply had no save. The door
outranks a save now, a bare reload still resumes, and `#ss-resume` keeps the game in progress
one button away since Deal clears it.
**Say which way games in progress go, in every locale, every time.** 0.7.2 broke them (206 cards
to 121, so a card id recorded under 0.7.1 refers to a different card or to none) and led with it;
0.7.3 and 0.7.4 carried them and led with that. It fails safe either way — `src/server/index.ts`
refuses a save the rules reject, names the move it stopped at, and leaves the file untouched, so
an operator can put the old version back to finish a game that matters.
**Three attempts, two of them fixing something real that was not the reported fault.** Each was
reported as verified, and each verification read what the SERVER served rather than exercising
the path with the state a returning player actually has. The thing that worked was a failing
test written before the fix. Worth remembering next time a report repeats: reproduce the user's
state first, and treat "I verified it" as unearned until something failed the way they described.
### Settled, kept for the reasoning
Still not verified past that: nobody has clicked all the way through the setup screen's own
fields and confirmed the dealt game matches what was chosen. Worth being an early item in the
next play session, alongside #39's four unplayed v0.7.4 features.
Closed items, newest first. Kept because several of them are the only record of a ruling or a lesson;
the numbers stay so cross-references above and below still resolve.
43. ~~**"Waiting on" said nobody while the game was stopped on the Superintendent.**~~ — done
2026-08-30 in v0.7.9. Reported by Jesse from play. `Frame.actor` carried `clock.currentActor`,
null for the whole Mainline Phase, so all three interruptions (clearance, Yard Office, Red Flag)
reported that the Division was running itself. It carries `actingPlayer` now and a new
`awaiting` field says what the question is and which train it is about.
2026-08-30 in v0.7.9. `Frame.actor` carried `clock.currentActor`, null for the whole Mainline
Phase, so all three interruptions (clearance, Yard Office, Red Flag) reported that the Division
was running itself. It carries `actingPlayer` now and a new `awaiting` field says what the
question is and which train it is about. **Worth knowing for the next Frame field:** the engine
had the right answer in `actingPlayer` since the Gitea#5 refactor, and the Frame simply did not
carry it. A view that reads one field of `clock` directly is a place this can happen again.
**Worth knowing for the next Frame field:** the engine had the right answer in `actingPlayer`
since the Gitea#5 refactor, and the Frame simply did not carry it. A view that reads one field
of `clock` directly is a place this can happen again.
34. ~~**`replay.ts` printed a raw outcome enum, exactly as the results screen used to.**~~ — done
2026-08-30 in v0.7.9. Its summary line rendered "loss — revenueFloor", the same defect Gitea#16
was filed about, alive in the dev-side viewer a release after the playable page was fixed.
`panels.ts`'s `reasonSentence` is exported and shared rather than reimplemented, so the replay and
the results screen cannot explain one ending two different ways; the drift test maps `win`/`loss`
to `won`/`lost` so it still checks agreement rather than spelling.
29. ~~**Put the Fedora at the right-hand end of the phase row.**~~ — done 2026-08-30 in v0.7.9.
Details, and why the name does NOT go inside the Supervisor Shift pill, in Display below.
42. ~~**Solitaire must ask before it deals, the same way multiplayer's lobby already does.**~~ — done
2026-08-29 in v0.7.5, and then fixed three more times. Jesse: "let the user choose their options
like the start of a multiplayer game"; "asking first is the only path." A `#solitairesetup` screen
asks the full shared block before a genuinely fresh visit deals anything; a saved game, an
explicit `?seed=`, or a URL a Deal already wrote all skip past it. The in-game dialog, the lobby
and this screen share one `wireGameTypeBlock()`/`commitNewGame()` pair.
**THE LESSON, AND IT IS THE MOST EXPENSIVE ONE IN THIS FILE.** The same report came back three
times, and each of the first two "fixes" corrected something real that was not the reported fault.
- **v0.7.6** — the splash's "Play solitaire" door landed in a leftover Co-op lobby: `start()`
checked a remembered multiplayer session before looking at solitaire's own state. Real bug.
Not the one reported.
- **v0.7.7** — every packaged build published the same cache-bust key (`?v=nogit`, because the
`.s9pk` build has no `.git` for `git rev-parse`) and the server sent no `Cache-Control`, so
neither release ever reached the browser that asked for it. Real bug. Still not the one
reported. **When a fix appears to have had no effect, check that it ARRIVED before
re-diagnosing it** — a hard reload would have answered it on the first report.
- **v0.7.8** — the actual fault: v0.7.5 skipped the setup screen whenever a save existed ("a
saved game is a game to resume"), so any browser that had ever played solitaire could never
reach it again. The private window that seemed to vindicate v0.7.7 simply had no save.
**Each of the three was reported as verified, and each verification read what the SERVER served
rather than exercising the path with the state a returning player actually has.** The thing that
worked was a failing test written before the fix. Next time a report repeats: reproduce the
user's state first, and treat "I verified it" as unearned until something failed the way they
described.
38. ~~**Gitea#13, #5 and #19 — three rules corrections.**~~ — done 2026-08-29 in v0.7.4 (`5e34c73`,
`2280276`, `19a6a47`), wrapper `085b88b` as `0.7.4:0`, installed on `phoenix.local`. Each issue
carries a comment naming its commit and what was ruled. What they left behind is #39, #40 and #41
above.
31. ~~**Bump the StartOS wrapper to 0.7.2.**~~ — done 2026-08-26 (`1bfea8d`). Folded into the
standing practice at #37 above, which is where the sequence now lives.
25-27. ~~**Three Division-map drawing reports from the v0.7.0 build**~~ — no track geometry, the
buffer stop pointing the wrong way at two players, and east not always being to the right. All
answered by **Gitea#18**; the last was FIXED OUTRIGHT by it and is the reason a single row won.
Collapsed into one entry in Display below.
19-22, 24. ~~**Five drawing items against the wrapped Division map**~~ — vertical track art, the
inter-row connector, overflowing captions, filling the dead centre, and seating the viewer at the
bottom. All **SUPERSEDED by Gitea#18**, which replaced the layout rather than fixing the drawing.
Two ideas survive them and are recorded in Display below: "SHARED in the middle, YOURS on the
right" (now Gitea#20's territory), and why rotating the map to seat a viewer was refused.
9-11, 12a-12g. ~~**The v0.4.9d and v0.4.9e gameplay-testing reports**~~ — twelve bugs, all shipped in
v0.4.9e / v0.7.1. Two trains in one station answering to one button; a Freight House unloading the
boxcar it just loaded; the Grocer's Warehouse shipping and the Refinery receiving; Gitea#4 extra
train starts; #7 coach counts on four train cards; #6 then #9 on discarding train cards (#9
superseded #6 three days later — a Timetabled train may be tossed face-up to a Department slot,
an Extra may not); #8 the per-diem train and the caboose; and #10 the Day-rollover dialog.
Reasoning for each is in `docs/rules/implications.md` and `CHANGELOG.md`.
**Gitea#2 carries a RULING worth keeping.** Four porters, two passengers on the platform, and
only one may be worked — RULED AND FIXED, but not the way the report implied. The engine is
faithful to the written rules at every step; what bites is that BOTH directions of porter work
move coaches one-way into a Classification Yard that comes back only when the Division Yard is
bare of all ~60 cars. Sixteen coaches in the game, and the reported save runs dry on Day 5 with
eight stranded. **Jesse's ruling: the shortage stays** — "it is possible to run out, that's part
of the strategy" — so the three balance options in Play Balance below are DECLINED, not deferred.
What was actually wrong is that the game said NOTHING: a Porter action that cannot be taken is
simply absent from the menu, and the "why is nothing moving?" panel covered freight facilities
only. That half is fixed.
1-6. ~~**The 2026-08-20 multiplayer planning queue and the first StartOS play session**~~ — the New
Train phase car-placement round, unified victory conditions, Phase 2 server core, the lobby
offering every game parameter, deciding what the four `optionalRules` are (`sisterTrains`
deleted, `employeeRotation` implemented, the other two already live), and stopping every release
from destroying every game in progress — done by replaying the save rather than comparing version
strings. All shipped in v0.6.0; reasoning in Multiplayer below.
---
@@ -1449,11 +1375,19 @@ Deferred while planning the server; decisions and reasoning are in `docs/archite
## Display
- [ ] **THE BOARD STILL DOES NOT SAY WHICH WAY A HEAVY GRADE CLIMBS.** RAR, twice: "grade should
- [x] **~~THE BOARD STILL DOES NOT SAY WHICH WAY A HEAVY GRADE CLIMBS.~~** — done 2026-08-30 in
v0.7.9 (`cf018b4`). A brown wedge in the card's lower right rising toward the climb, with an
arrow lying along its slope. **It is Gitea#18 that made this drawable**: east is always to the
right on a single-row map, so a wedge can be read without a compass — under the wrapped layout
the same wedge would have pointed a different way at every seat. Orientation was measured
rather than assumed (400 seeds x 4 player counts, 535 grades, 0 without one, 276 east / 259
west). Original note below.
**The board did not say which way a Heavy Grade climbs.** RAR, twice: "grade should
tell you which way is up." `gradeUp` is dealt at setup and drives which of Helpers or
Brakeman/Airbrakes can ever pay, and Gitea#3 made it matter more — the modifiers now move a
train's STARTING REGION, so playing the wrong one is three Stages of climb instead of two. The
tooltip says it (`mainlineDescription`); the map does not. Untouched by Gitea#3, which was
tooltip says it (`mainlineDescription`); the map did not. Untouched by Gitea#3, which was
about the rules rather than the drawing.
@@ -1586,202 +1520,59 @@ What is on the screen and where. Split out of Other 2026-08-22; the rules are el
**The open questions.** Which of the six stay on the top line — Revenue and the objective are
glanced at constantly and clearly belong there, the seed and the code almost never are. Whether
the card folds like `#district` does or is always open. Whether the collision counts belong in
it or beside the objective, since they are a live score rather than a setting. And it interacts
with the Display items about the right column and the middle of the Division map (item 22): if
the shared board moves to the centre, the right column is "yours", and a settings card is not
yours — it is the table's.
it or beside the objective, since they are a live score rather than a setting. And it inherits
the one principle that outlived the wrapped-map items (settled below): **SHARED in the middle,
YOURS on the right.** A settings card is not yours — it is the table's — so if the common board
of Gitea#20 ever comes back onto this page, the settings card belongs beside it rather than in
the right-hand column.
- [ ] **INVESTIGATE: the Fedora belongs at the right-hand end of the phase row.** Raised by Jesse
2026-08-23, the day after it was added: "on the next row down, we recently added Superintendent
and saying who's got the Fedora. That information should be all the way on the right, where
currently it says 'Supervisor Shift'. Would it be possible to say 'Supervisor Shift — and then
the player name, who's the current supervisor'? If not, just moving the Superintendent and the
Fedora graphic to the right-hand side of Supervisor Shift is probably a better place for that."
- [x] **~~INVESTIGATE: the Fedora belongs at the right-hand end of the phase row.~~** — done
2026-08-30 in v0.7.9 (`Next` #29). Jesse's fallback was the one taken: `.tc-super` moved to the
end of the row, after the pills, and wrapping under them rather than squeezing the chips on a
narrow screen.
**Where it is now.** `turnChartHtml` (`sim/turnchart.ts`, shared by the play screen and both
replay viewers) lays out four blocks in a row: the Day/Stage/clock, the phase, "waiting on
<name>", then the Fedora chip (`.tc-super`), and last the `<ol class="tc-phases">` of five phase
pills. So the Fedora sits in the middle of the row, immediately before the pills.
**The appealing version was tried and rejected.** Putting the name INSIDE the Supervisor Shift
pill reads as "this phase belongs to that player", which is not what the Fedora means — the
office holds the clearance ruling and starts every round, in every phase. Worth knowing if
anyone proposes it again.
**Putting the name IN the Supervisor Shift pill is the appealing version and needs thought.**
The pills are a WHERE-ARE-WE indicator — each lights violet while its phase is running and dims
once it is done — so a name inside one may read as "this phase belongs to that player", which is
not what the Fedora means (the office holds the clearance ruling and starts every round, in
every phase). The pill is also the one whose tooltip already explains the hat passing every
third Stage, which is why it is the natural home. Worth trying both and looking at them.
**The row was looked at as a whole**, per the note left here at the time, because item #15's
"most recent action" line still wants space in the same strip. Nothing was taken; the row has
room for one more block at the widths tested.
**The fallback Jesse names** — move `.tc-super` to the end of the row, after the pills — is a
two-line change and safe. Neither should be done without looking at the row as a whole: it is
the most-glanced-at strip on the page, and item 15's "most recent action" line wants space in
the same place.
- [ ] **THE DIVISION MAP DRAWS NO TRACK GEOMETRY — a turnout is indistinguishable from a straight.**
Reported by Jesse 2026-08-23, playing the v0.7.0 build on StartOS: he upgraded a straight on his
Running Track to a turnout and "did not see the division map on my side updated. And in the
opponent's screen, they did not see any update in their division map either."
- [x] **~~Five drawing items against the wrapped Division map~~ — ALL ANSWERED BY Gitea#18**
(closed 2026-08-26), which replaced the layout rather than fixing the drawing. They were:
the map drawing no track geometry; vertical track art on a card laid down a side lane; the
inter-row connector routed round the outside with angled corners; the Division Point captions
overflowing and the buffer stops pointing the wrong way once the route wrapped; and seating the
viewer at the bottom with the table wrapped around them. All five were the same pass, and
Jesse's instruction was to do them together — which is what made replacing the layout the
cheaper answer than drawing it five ways.
**It did update. The whole visible change is one word.** Measured rather than reasoned about —
a real two-player game played out ~260 turns, then a running-track straight upgraded to a
turnout, diffing the drawn SVG on both seats:
**What the single row settled.** The route is one line, west on the left and east on the right,
at every seat count (`board-svg.ts`). Both buffer stops face outward, so the two "wrong way"
reports cannot recur. The captions sit under their own Division Point rather than hanging off
the ends, so nothing clips. And **east is always to the right** — the report that decided it,
and the reason the horseshoe lost to a row that is 1,580px wide at four players against 842.
It is also what made the Heavy Grade wedge drawable at all (item above).
```
own division view : CHANGED
other's view : CHANGED
drawn SVG : CHANGED
removed: <text class="bs-name" ...>straight</text>
added : <text class="bs-name" ...>turnout</text>
```
**The Division map no longer draws office-area detail**, so there is no Running Track on it to
draw turnout geometry for. That belongs to the Office map, which reads `cell.links` and already
draws it properly.
**Why.** `divisionSvg` draws the SAME generic rail on every Running Track cell —
`rail(c.x + 6, c.y + 32, c.x + c.w - 6)`, unconditionally — and prints the card's name under it.
So a straight, a curve and a turnout are pixel-identical on the map and only the caption
differs. `officeSvg` does it properly for the district grid: it reads `cell.links` and draws the
real geometry, 45° legs included.
**Two things survive their items and are NOT closed with them:**
**The data is already there and unused.** `RunningCardView` carries
`links: connectionsFor(card)` — the same field `officeSvg` draws from — and `divisionSvg` never
reads it. So this is a rendering change with no plumbing behind it.
- **"SHARED in the middle, YOURS on the right"** — Jesse's principle from the dead-centre item,
and worth keeping as the rule that decides where anything new on the screen belongs, even
though a row has no centre to fill. It is now **Gitea#20**'s territory: the common board is
the shared thing, and it got its own display rather than a hole in the map.
- **Why seating the viewer at the bottom was refused**, since it will be proposed again: the
Division is a LINE, and the open gap between the two buffer stops is the only thing that says
so. Rotate the map to seat a viewer and that gap moves with them — sometimes behind them,
out of the eye's path, which is exactly where the one feature saying "this is not a circle"
must not go. Jesse called it definitively superseded, 2026-08-26.
**What is NOT wrong, checked at the same time:** a card laid anywhere BELOW the Running Track
correctly changes nothing on the map — the map is the through route between the Limits, and
district interiors live in the Office Area grid. Of 4,000 bot steps in a two-player game, all
15 running-row plays changed both players' maps and none of the 19 below-the-row plays did. The
delta is not dropping anything: `deltaFrame` JSON-compares `division` and sends it whenever it
differs.
**Do it with items 19, 20, 21 and 24** — Jesse's instruction, 2026-08-23. Drawing real geometry
is the same pass as turning that geometry through 90° down a side lane, and both are wasted
work if the map is later rotated to seat the viewer at the bottom.
- [ ] **INVESTIGATE: turn the track art vertical on a Division card laid vertically.** Raised by Jesse
2026-08-22: a side lane "looks like a bunch of disconnected left-right tracks stacked one on top
of another instead of looking like a continuous track."
**It does, and the cause is one line.** `divisionSvg` draws every cell's rail with
`rail(c.x + 6, c.y + 32, c.x + c.w - 6)` — horizontal, unconditionally, whatever side of the
table the cell was laid on. **`railV` already exists**, is already used for the connector
between stacked cells, and takes the same shape turned ninety degrees. So the cell needs to know
which lane it is in (`dir[i]` is `'top' | 'right' | 'bottom' | 'left'`, known at layout time and
currently not stored on the cell) and pick the one that matches.
Everything else inside a side cell — the name, the capacity line, the train chips — is laid out
horizontally too, so this is bigger than swapping one call: it is deciding whether a side cell is
a rotated card or a differently-arranged one. Worth a sketch before any code.
- [ ] **INVESTIGATE: run the inter-row connector round the outside, as rail, with angled corners.**
Raised by Jesse 2026-08-22. **CONFIRMED IN PLAY 2026-08-23**, and it is worse than a drawing
complaint: "as a train traverses the board in a multiplayer game, east is not always to the
right. Sometimes, for train direction, east might be south, west, or north as it traverses the
different players." The route wrapping through the lanes is exactly this, and a player reading
direction off the screen is being told the wrong thing — not merely an ugly corner.
**Where it comes out is wrong.** The turn between two sides of the table is drawn from
`a.y + CH` — the BOTTOM edge of the last cell in the top row — across to `b.y`, the TOP edge of
the first cell in the next. So the route leaves the top row's rightmost Limits downward out of
its underside, when it should leave from its right-hand side; and on the bottom row it enters
through the top edge when it should come in from the right. Jesse: "it should be on the outside
circumference of the display."
**What it is drawn WITH is wrong too.** That connector is a single `<path class="bs-turn">`
— one plain polyline — while every other join on the map is `rail()` or `railV()`, two rails
with cross ties. The connector between two stacked cells down a side already uses `railV`, which
is why the vertical run looks like track and the corners do not.
**And the corners want an angled piece**, Jesse's wish-list item: a 45° rail between the
horizontal and vertical runs rather than a right-angled elbow, matching how the district's own
track geometry works (everything leaving a card's north or south edge does so at 45°). That
would want a `railD` beside `rail` and `railV`.
All three are the same drawing pass and should be done together. Note the current elbow routes
through `(ay + by) / 2` — the middle of the board — which is the space the item below wants to
fill, so these two interact.
- [ ] **INVESTIGATE: the Division Point captions overflow, and the buffer stops point the wrong way
once the route wraps.** Raised by Jesse 2026-08-22. **CONFIRMED IN PLAY 2026-08-23** at two
players: "the eastern division point has the end marker to the right, so it overlays where the
track is into the person's area, instead of off the left at the actual end of the track." The
stop is drawn past the cell's right-hand edge whatever lane the cell ended up in, so at a
wrapped route it points back into the board — over a district, not away from the line.
**The captions.** "west end · in and out" and "east end · in and out" are centred under their own
cell at `x = c.x + c.w / 2`. That was a deliberate fix — they used to hang off the outside of
the board and print clipped mid-word — and it works for a single row. It does not survive a
wrap: a Running Track cell is 78px wide and the caption is not, and `boardW`/`boardH` are
computed from CELL extents plus `PAD = 22`, never from the text. **The viewBox does not know the
captions exist**, so any caption wider than its cell plus the padding is outside it. This is the
same class of bug as the one the comment above the code says was already fixed once; the fix
solved the one-row case.
**The buffer stops.** Both are drawn on the HORIZONTAL ends of their cell — `first.x - 9` and
`last.x + last.w + 9` — regardless of which side of the table the cell was laid on. With one row
that is right: the line ends to the left and to the right. Wrapped, the East Division Point can
end up on the bottom row or down a side, and its stop still points right, into the board rather
than away from the route. Jesse's read is that it belongs at the top there. The correct rule is
probably "away from the neighbour it joins", which is derivable rather than a special case — and
it depends on the vertical-card question above, so do that one first.
- [ ] **INVESTIGATE: fill the dead centre of the Division map with the common board.** Raised by
Jesse 2026-08-22: with three or four seats the map is a ring with a large empty middle, while
the timetable sits in a column on the far right.
**The proposal, in his words:** move the timetable into the middle; maybe the yards, "because
that is too applicable to everybody"; maybe the Department and Salvage decks as well, since
those apply to all players. "Then the Division map becomes the common board area. The
right-hand side — your move, your cards, your facilities, what's blocked — is your side of
things."
**That is a genuinely good division of the screen** and it names a principle the layout does not
currently have: SHARED in the middle, YOURS on the right. Worth writing down as the rule even if
the move itself is deferred, because it decides where anything new belongs.
**What makes it awkward.** The middle is only empty at three and four seats — at one seat there
is no middle at all, and at two the rows face each other across a gap the width of `SIDE_GAP`.
So whatever goes there needs somewhere else to live at low seat counts, which is close to
building both layouts. And the map is an SVG built by `divisionSvg` while the timetable, yards
and decks are HTML panels (`panels.ts`), so "put them in the middle" means either
foreign-objecting HTML into the SVG or positioning HTML over it — neither free, and the map is
embedded into the replay by `toString()`, which constrains what it may reach for.
- [ ] **INVESTIGATE: seat the viewer at the bottom of the Division map and wrap the table around
them.** Raised by Jesse 2026-08-22: "consider that the player being displayed is always at the
bottom of the display, and the rest of the table is wrapped around. This would give something
of a feel of sitting at an actual table with my cards in front of me and the other players in
front of me as well." His own note: not a decision, something to think about.
**It needs no new data.** `divisionSvg` already takes `roster.viewer` — "the player this map is
being drawn for" — and `main.ts` already passes it. The layout is a fixed lane order,
`top → right → bottom → left`, filled in ROUTE order west to east; rotating means offsetting
which lane the first seat lands in so the viewer's own district comes out on `bottom`. That is
an index shift in one array, not a new layout engine.
**The strongest argument for it is already in the code.** The map marks your district with a
colour AND spells out "(you)", and the comment says why: "a colour alone cannot say which of
four railroads is the reader's, and that is the first thing anybody wants to know at a table
they just sat down at." A fixed position answers that structurally — you would know before
reading anything. The marker stays as reinforcement rather than being the only signal.
**What it costs is the other thing the map says.** The section is headed "The Division — west
to east" and the route is a LINE, not a loop: it starts at the West Division Point and ends at
the East one, with buffer stops at both and a deliberately open gap between them. Today that
line starts top-left, where a reader starts reading. Rotate it and west starts wherever your
seat put it — and the open gap, which is the thing that stops the ring being read as a loop,
moves with it. Sometimes it would land behind you, out of the eye's path, which is exactly
where the one feature that says "this is not a circle" should not be.
**So the question is which of the two the map is FOR**, and it may not have the same answer at
every seat count. At one seat there is nothing to rotate. At two it is a swap, and free. At
three, rotating changes which way the horseshoe opens. At four it moves the break in the
square. A rule like "rotate at three and four, leave one and two alone" is defensible but has
to be decided rather than fallen into.
**One caller has no viewer at all**: the site's replay viewer calls `divisionSvg(f.division)`
with no roster (`web/replays.ts`). A replay watches every seat and belongs to none, so it has
nothing to rotate around — the feature has to degrade cleanly to today's layout there, which is
an argument for building it as an optional rotation rather than as the layout.
**Same drawing pass as items 19, 20 and 22** — vertical track art, the corner connectors and
the dead centre. All four move cells around the ring or change what is drawn inside them, and
doing them one at a time means laying the map out four times.
- [ ] **INVESTIGATE: history newest-at-the-top, and timestamps on it.** Raised by Jesse 2026-08-22.
+6 -6
View File
@@ -55,11 +55,12 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
*
* West DP · Mainline · [Limits … Office … Limits] · Mainline · [ … ] · Mainline · East DP
*
* SEATING. Players sit around a table, so the route is laid out the way they do: one row alone,
* two rows facing, a horseshoe of three, a square of four. The Division is a LINE and not a loop
* — trains enter at one Division Point and leave at the other — so the shape is deliberately left
* open, with the two ends drawn as buffer stops facing each other across a marked gap. Closing it
* into a ring would promise a connection the rules do not have.
* ONE ROW AT EVERY SEAT COUNT (Gitea#18). It used to be laid out the way players sit — two rows
* facing, a horseshoe of three, a square of four — and the reasoning for dropping that is at the
* layout itself below. The Division is a LINE and not a loop — trains enter at one Division Point
* and leave at the other — so the row is deliberately left open, with the two ends drawn as
* buffer stops facing outward. Closing it into a ring would promise a connection the rules do
* not have.
*
* Self-contained on purpose: the replay embeds this by `toString()`, so it may not reach for
* anything outside its own body.
@@ -108,7 +109,6 @@ export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | nul
* this is back to what a buffer stop actually needs.
*/
const PAD = 22;
const SIDE_GAP = 34;
const esc = (t: string): string =>
String(t).replace(/[&<>"]/g, (c) => ({ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;' })[c] ?? c);