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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@@ -0,0 +1,172 @@
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/**
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* The boundary between the page and the game.
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*
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* The page draws a `Frame` and offers a `Menu`, and submits intents. It does not care whether the
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* rules are being applied a function call away or across a network — which is the whole point:
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*
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* - `LocalSession` runs the engine in this browser. Solitaire, exactly as it has always worked,
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* with no server involved at any point.
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* - `RemoteSession` (not built yet — see `docs/architecture/multiplayer.md` Phase 2) will hold no
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* authoritative state at all. It cannot: it has neither the deck order nor the other players'
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* hands, and if it did the game would be cheatable.
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*
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* So this interface is deliberately the SMALLER of the two — everything a remote client could
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* possibly offer, and nothing that only a local one can do. What a local session can do beyond it is
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* declared in `capabilities`, and the page hides those controls rather than calling them and failing.
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*/
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import type { Intent } from '../engine/intents.ts';
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import type { Frame } from '../sim/view.ts';
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import type { GameConfig, PlayerIndex } from '../engine/state.ts';
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import type { Game, Menu, Save } from './game.ts';
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import {
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actionMenu,
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currentActor,
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fromSave,
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handPlayable,
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newGame,
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overHandLimit,
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submit,
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toSave,
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undo,
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view,
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} from './game.ts';
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/**
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* What this session can do beyond the common interface.
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*
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* None of these survive a server. Undo would have to un-see what other players have already seen;
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* a local save is meaningless when the server is the store; and dealing a new game is the lobby's
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* job. The page reads these rather than assuming, so the same code drives both.
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*/
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export type Capabilities = {
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undo: boolean;
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saveLocal: boolean;
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newGame: boolean;
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};
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export type Session = {
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/** The board as this seat sees it. */
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view(): Frame;
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/** What this seat may do right now. */
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menu(): Menu;
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/** Which seat this client is playing. */
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seat(): PlayerIndex;
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/** Whose turn it is, or null when the game is over or waiting on nothing. */
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actor(): PlayerIndex | null;
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/** True when the hand is over §6.2's limit and the turn cannot be ended. */
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overHandLimit(): boolean;
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/** Which cards in hand are playable right now, in hand order. */
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handPlayable(): boolean[];
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/**
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* Propose an action. Resolves false if the rules refused it.
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*
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* Async because a remote session must be, even though the local one answers immediately — a page
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* written against a synchronous `submit` would have to be rewritten for the server.
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*/
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submit(intent: Intent): Promise<boolean>;
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/** Called whenever something changed and the page should redraw. Returns an unsubscribe. */
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subscribe(fn: () => void): () => void;
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capabilities: Capabilities;
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/**
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* WHAT JUST HAPPENED — three transient signals the page uses to draw a moment rather than a state.
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*
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* They are separate from `view()` because two of them are CONSUMED: a Stage flash and a sound play
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* once and are then gone, whereas the Frame can be rebuilt any number of times per render. Putting
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* them on the Frame would mean re-flashing on every redraw.
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*
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* A remote session fills these from the server's pushes rather than from a local event log; the
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* page cannot tell the difference. Whether they eventually ride on the Frame as animation hints is
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* a Phase 2 question (`docs/architecture/multiplayer.md` D3).
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*/
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/** The narrated history, newest last. */
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lines(): { text: string; tone: string }[];
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/** Sounds earned since the last call. Draining. */
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takeCues(): string[];
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/** The timetable slot the last 1D12 filled, once. Draining. */
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takeScheduled(): number | null;
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/** The card most recently drawn into this seat's hand. Persists until another draw replaces it. */
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justDrawn(): string | null;
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};
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/**
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* Everything a LOCAL session can additionally do. Kept off `Session` so that reaching for one of
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* these in shared page code is a type error rather than a runtime surprise against a server.
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*/
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export type LocalSession = Session & {
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readonly game: Game;
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seed(): number;
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save(): Save;
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/** How many intents have been submitted — what the Undo button counts down. */
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steps(): number;
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/** Steps back one intent by replaying the history without it. Returns false at the start. */
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undo(): boolean;
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restore(save: Save): void;
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};
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/**
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* A session that owns the engine in this process.
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*
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* `Game` is mutated in place by `submit`, so the wrapper keeps a mutable reference rather than
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* copying — `undo` and `restore` replace the whole game, which is why `game` is a getter.
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*/
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export function createLocalSession(seed: number, config?: GameConfig): LocalSession {
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let game: Game = config ? newGame(seed, config) : newGame(seed);
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const listeners = new Set<() => void>();
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const changed = (): void => {
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for (const fn of [...listeners]) fn();
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};
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return {
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get game() {
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return game;
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},
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view: () => view(game),
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menu: () => actionMenu(game),
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seat: () => 0,
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actor: () => currentActor(game),
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overHandLimit: () => overHandLimit(game),
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handPlayable: () => handPlayable(game),
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submit: async (intent: Intent) => {
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const ok = submit(game, intent);
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if (ok) changed();
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return ok;
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},
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subscribe(fn: () => void) {
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listeners.add(fn);
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return () => listeners.delete(fn);
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},
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capabilities: { undo: true, saveLocal: true, newGame: true },
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lines: () => game.log,
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takeCues: () => game.cues.splice(0, game.cues.length),
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takeScheduled: () => {
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const slot = game.scheduled;
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game.scheduled = null;
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return slot;
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},
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justDrawn: () => game.justDrawn,
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seed: () => game.seed,
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save: () => toSave(game),
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steps: () => game.history.length,
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undo() {
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const back = undo(game);
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if (!back) return false;
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game = back;
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// The rebuilt game replays its own history, so every cue and draw in it is old news.
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back.cues.length = 0;
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back.scheduled = null;
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back.justDrawn = null;
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changed();
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return true;
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},
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restore(save: Save) {
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game = fromSave(save);
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// Restoring replays the whole history and re-records every draw; none of it is news.
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game.justDrawn = null;
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changed();
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},
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};
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}
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