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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@@ -15,7 +15,7 @@ The requirements are modest, which is what makes both paths viable:
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| Need | Why |
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| --- | --- |
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| One long-running process | Active games are held in memory ([`overview.md`](overview.md)) |
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| HTTP + WebSocket on one port | Lobby over HTTP, game stream over WebSocket ([`protocol.md`](protocol.md)) |
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| Plain HTTP on one port | Lobby and intents over POST, game stream over SSE — no WebSocket upgrade, which is what keeps this a *plain* HTTP need ([`multiplayer.md`](multiplayer.md) D5) |
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| A writable data directory | The append-only event log ([`lobby-and-sessions.md`](lobby-and-sessions.md)) |
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| Static asset serving | The browser client |
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| No outbound network access | The game talks to nobody |
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@@ -59,7 +59,7 @@ network access to that StartOS box. How they get it is the user's configuration
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something the application chooses or should claim.
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**One thing the architecture must respect.** A packaged service should not assume it is reachable at
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a fixed, publicly-routable URL. Anything that bakes an origin into the client — absolute WebSocket
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a fixed, publicly-routable URL. Anything that bakes an origin into the client — absolute stream
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URLs, hard-coded hostnames in links, CORS allow-lists pinned to one domain — will break. Serve the
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client from the same origin as the API and use relative URLs throughout. This costs nothing on a
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plain web host and is required on StartOS, so it should simply be the rule.
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