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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Jesse
2026-08-13 14:06:02 -04:00
parent 216006b091
commit 49f8504b05
34 changed files with 1743 additions and 526 deletions
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@@ -161,8 +161,8 @@ is what makes the whole system testable without a server.
**11. Transport**
- **Where:** Server · **When:** per connection; pushes on every event
- **Does:** HTTP for lobby operations, WebSocket for the ordered event stream, static asset serving.
Bidirectional — most traffic is server → client.
- **Does:** HTTP POST for lobby operations and intents, SSE for the ordered push stream, static asset
serving ([`multiplayer.md`](multiplayer.md) D5). Most traffic is server → client.
- **MVP: S** · **Final: M** · ~150 → ~400 LOC
- **Size driver:** small at MVP because one client needs no fan-out. Grows with broadcast, backpressure
and reconnect-with-replay.