v0.4.0 — multiplayer Phases 0 and 1: seat and player split apart, turn state per player, the page behind a Session, and eight seat/player mix-ups fixed with tests that fail without them
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@@ -161,8 +161,8 @@ is what makes the whole system testable without a server.
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**11. Transport**
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- **Where:** Server · **When:** per connection; pushes on every event
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- **Does:** HTTP for lobby operations, WebSocket for the ordered event stream, static asset serving.
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Bidirectional — most traffic is server → client.
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- **Does:** HTTP POST for lobby operations and intents, SSE for the ordered push stream, static asset
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serving ([`multiplayer.md`](multiplayer.md) D5). Most traffic is server → client.
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- **MVP: S** · **Final: M** · ~150 → ~400 LOC
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- **Size driver:** small at MVP because one client needs no fan-out. Grows with broadcast, backpressure
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and reconnect-with-replay.
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