v0.8.0.6 — your move waits its turn, the lit pile keeps asking to be looked at

Your actions are put away while the board is catching up. The board on screen is
behind the game, so a move offered there is a move against a position that has
already moved on — and the screen had grown to four things competing at once: the
district, the history, the catching-up row, and a lit pile. Skip is one click away,
so the wait stays voluntary.

That could have locked a player out of their own game. Hiding actions behind busy()
makes that flag the thing standing between a player and their turn, and without
requestAnimationFrame nothing ever advances the queue — so busy() would never
clear. Caught by the DOM-stub test that has been proving this page still starts
since long before any of this existed. No rAF now means draw everything at once,
which is what pace 0 does deliberately, and a queue that throws empties itself
rather than stranding anyone.

The lit pile was never brief: measured, it stays lit for 6997ms at 10x. It was a
single flash over a dark fill, easy to miss while watching the district — a state
that settles stops asking to be looked at. It pulses now for as long as the move is
up.

And the pace ceiling was not theoretical. 10x was the top of the ladder and was
reported still a bit fast; it runs to 20 now. A control whose limit is reached in
ordinary use has the wrong limit.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6
This commit is contained in:
Jesse.Markowitz
2026-09-10 05:49:01 -04:00
co-authored by Claude Opus 5
parent 3fca325699
commit 568979cad4
7 changed files with 152 additions and 11 deletions
+51
View File
@@ -19,6 +19,57 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
---
## 0.8.0.6 — 2026-09-10
Playing v0.8.0.5: *"saw bot's office area now — much better."* Three things still wrong, and one of
them was mine hiding inside the fix for another.
### Your move is put away while the board is catching up
*"Your actions should be hidden while catching up."* Two reasons, and the second is the one that
changed my mind about a decision taken early in v0.8.0 ("never block input"). The board on screen is
behind the game, so a move offered there is a move against a position that has already moved on — the
menu is computed from the CURRENT state and would be acted on while looking at an older one. And the
screen had grown to four things competing at once: the district, the history, the catching-up row,
and now a lit pile. Taking the action list out of that competition, while there is nothing to decide
anyway, is the cheapest way to quieten it.
Not a block: Skip is one click away at the left of the row, so the wait stays voluntary. The buttons
are replaced by the reason they are gone.
### …which could have locked a player out of their own game
Hiding actions behind `busy()` makes that flag the thing standing between a player and their turn —
and **without `requestAnimationFrame` nothing ever advances the queue, so `busy()` would never
clear.** The action list would have been hidden permanently, with Skip the only way to play.
Caught by `test/web.test.ts`, whose DOM stub has no `rAF` — the same stub that has been proving this
page still starts since long before any of this existed. Two fallbacks now: no `rAF` means draw
everything at once (exactly what `pace = 0` does deliberately), and a queue that throws empties
itself rather than stranding the player. `test/step-queue.test.ts` pins that a never-advanced queue
is still skippable.
### The lit pile was never brief — it was too quiet
*"Never saw decks lighting up… caught one flash deck light up for just a very brief moment, but
couldn't see that with what bot was doing in office area and history and catch up area all at same
time."*
Measured before changing anything: at 10× a pile stays lit for **6997ms**, just under seven seconds.
So the highlight was not brief at all. It was a single 0.45s flash-in over a dark green fill, easy to
miss entirely while looking at the district — a state that settles stops asking to be looked at. It
pulses now for as long as the move is up, with a ring and a glow. The reduced-motion fallback is loud
in a different way rather than simply still, since motion is the whole point here.
### The ceiling was not theoretical
*"At 10× — still a bit fast, but followable."* 10× was the top of the ladder, so the control's
slowest setting was not slow enough for the person using it. `PACE_LEVELS` now runs to 20 and
`MAX_PACE` with it. A control whose limit is reached in ordinary use has the wrong limit, not the
right one held firmly.
---
## 0.8.0.5 — 2026-09-10
**Somewhere to look.** Jesse, playing v0.8.0.4 at 10×: *"many operations still occurred too fast for
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "station-master",
"version": "0.8.0.5",
"version": "0.8.0.6",
"private": true,
"type": "module",
"description": "Station Master — a railroad operations game",
+9 -4
View File
@@ -143,10 +143,15 @@ export function kindOf(cause: StepCause): StepKind {
*
* `pace` has no lower surprise — 0 means off — but an unbounded upper one does: `?pace=300` from
* somebody typing 3.00, or a corrupt `localStorage` value, would give a switching move a five-minute
* dwell and look exactly like a frozen board. Ten is far beyond any speed anyone would choose (2 and
* 3 are the ones actually asked for) and well short of unusable.
* dwell and look exactly like a frozen board. Twenty is far past any speed anyone would choose and
* well short of unusable.
*
* RAISED FROM TEN 2026-09-10, because the ceiling turned out not to be theoretical: Jesse played at
* 10× — the top of the ladder — and reported it *"still a bit fast, but followable"*. A control whose
* slowest setting is not slow enough for the person using it has the wrong ceiling, not the right one
* held firmly.
*/
export const MAX_PACE = 10;
export const MAX_PACE = 20;
/**
* The speeds the on-screen control offers, slowest last.
@@ -158,7 +163,7 @@ export const MAX_PACE = 10;
* was real. Watching a bot shunt cars is the point of this feature, and it is worth as long as it
* takes.
*/
export const PACE_LEVELS = [0, 0.5, 1, 2, 3, 5, 7, 10] as const;
export const PACE_LEVELS = [0, 0.5, 1, 2, 3, 5, 7, 10, 15, 20] as const;
/**
* How long to show one step, in ms, at a given speed.
+52 -2
View File
@@ -184,6 +184,20 @@ function drainIntoQueue(): void {
const reset = session.takeDisplayReset();
if (reset) stepQueue.reset(reset);
stepQueue.push(session.takeDisplaySteps());
/**
* NOWHERE TO ANIMATE MEANS DO NOT QUEUE AT ALL.
*
* Without `requestAnimationFrame` nothing ever advances the queue, so `busy()` would stay true for
* good — and since "Your Move" is now put away while the board is catching up, that would hide a
* player's own actions permanently, leaving Skip as the only way to play the game. Drawing
* everything at once is exactly what `pace = 0` does deliberately, so that is the honest fallback
* rather than a broken page. Caught by `test/web.test.ts`, whose DOM stub has no `rAF` — the same
* stub that has been proving this page still starts since long before any of this existed.
*/
if (typeof requestAnimationFrame !== 'function') {
stepQueue.skip();
return;
}
if (stepQueue.busy()) startAnimationLoop();
}
@@ -316,12 +330,25 @@ function startAnimationLoop(): void {
*/
console.error('display queue stopped:', err);
animating = false;
// Do not strand the player behind a queue that can no longer advance: jump the board to the
// live position, which brings "Your Move" back with it.
try {
stepQueue.skip();
} catch {
/* nothing further to try — the authoritative Frame is still what the rest of the page draws */
}
render();
return;
}
if (!stepQueue.busy()) {
animating = false;
// One last render so the "N behind" row collapses the moment the board is level.
renderWatching();
/**
* A FULL RENDER, not just the row. The board being level again is what brings "Your Move"
* back and clears the last lit pile, so redrawing only the catching-up row would leave the
* action list hidden until something else happened to trigger a render — which, when the game
* is waiting on this player, is nothing at all.
*/
render();
return;
}
requestAnimationFrame(tick);
@@ -1987,6 +2014,29 @@ function renderActions(
renderEnding(el, f);
return;
}
/**
* YOUR MOVE IS PUT AWAY WHILE THE BOARD IS CATCHING UP — Jesse, 2026-09-10: *"your actions should
* be hidden while catching up."*
*
* Two reasons, and the second is the one that changed my mind about it. The board on screen is
* behind the game, so a move offered here is a move against a position that has already moved on —
* the menu is computed from the CURRENT state and would be acted on while looking at an older one.
* And the display had grown to four things demanding attention at once — the district, the history,
* the catching-up row and now a lit pile — which is what made the pile highlight so easy to miss.
* Taking the action list out of that competition while there is nothing to decide anyway is the
* cheapest way to quieten it.
*
* NOT A BLOCK. Skip is one click away and sits at the left of the row, so the wait is always
* voluntary; this replaces the buttons with the reason they are gone, rather than leaving a live
* menu over a stale board.
*/
if (stepQueue.busy()) {
el.innerHTML =
'<div class="dim">Catching up on what everyone else did — your move is here when the board is ' +
'level with the game. <b>Skip</b> jumps straight to it.</div>';
return;
}
// The game is running, so the next ending — an extended Day's, or a fresh game's — is entitled to
// put its results up unasked again (Gitea#11).
resultsShown = false;
+14 -4
View File
@@ -723,10 +723,20 @@ h3{font-size:11px;text-transform:uppercase;letter-spacing:.07em;color:#8b94a3;ma
the player would be back to staring at an unchanged board. The flash-in marks the moment; the lit
border and background stay for exactly as long as the step is up, because the class is on the
element only while that step is the one being shown. */
.handcard.pilelit{border-color:#8fd6a0;background:#1d3327;animation:pileflash .45s ease-out 1}
@keyframes pileflash{0%{background:#2f6b47;border-color:#c7f0d4;transform:scale(1.1)}
100%{background:#1d3327;border-color:#8fd6a0;transform:scale(1)}}
@media(prefers-reduced-motion:reduce){.handcard.pilelit{animation:none}}
.handcard.pilelit{border-color:#8fd6a0;background:#1d3327;box-shadow:0 0 0 2px #2f6b47,0 0 14px rgba(143,214,160,.55);
animation:pilepulse 1.15s ease-in-out infinite}
/* A PULSE FOR THE WHOLE DWELL, not one flash at the start. Measured: at 10x a pile stays lit for
just under seven seconds, so the highlight was never brief — but a single 0.45s flash-in and a
dark green fill were easy to miss entirely while watching the district. Jesse: "caught one flash
deck light up for just a very brief moment, but couldn't see that with what bot was doing in
office area and history and catch up area all at same time." Something still moving keeps drawing
the eye for as long as the move is up; a state that settles stops asking to be looked at. */
@keyframes pilepulse{0%,100%{background:#1d3327;box-shadow:0 0 0 2px #2f6b47,0 0 14px rgba(143,214,160,.45)}
50%{background:#2f6b47;box-shadow:0 0 0 3px #8fd6a0,0 0 22px rgba(143,214,160,.85)}}
/* Motion is the point here, so the reduced-motion fallback has to be loud in a different way rather
than simply not moving: a solid ring and a brighter fill, held. */
@media(prefers-reduced-motion:reduce){
.handcard.pilelit{animation:none;background:#2f6b47;box-shadow:0 0 0 3px #8fd6a0}}
.handcard.unplayable::after{content:"";position:absolute;inset:0;border-radius:5px;pointer-events:none;
background:repeating-linear-gradient(45deg,transparent 0 5px,rgba(150,160,175,.20) 5px 6px)}
/* THE CARD JUST DRAWN. It sits first in the row, and this says which one that is — three cards that
+6
View File
@@ -131,6 +131,12 @@ describe('pacing — dwell by kind', () => {
assert.equal(PACE_LEVELS[0], 0, 'off must be the first rung — #18 wants it turned off');
assert.ok(PACE_LEVELS.includes(1), 'the default must be on the ladder');
assert.ok(PACE_LEVELS.includes(7), '7x was asked for by name');
/**
* The ceiling is not theoretical. Jesse played at 10× — the top of the ladder as it then was —
* and called it "still a bit fast, but followable", so the ladder has to go past the speed
* somebody actually reached for and found insufficient.
*/
assert.ok(PACE_LEVELS.some((p) => p > 10), 'the ladder must go beyond the speed that was too fast');
for (const p of PACE_LEVELS) {
assert.ok(p <= MAX_PACE, `${p}x is past MAX_PACE, so the control would lie about it`);
assert.equal(dwellFor('switch.move', p), Math.round(DWELL.switching * p));
+19
View File
@@ -251,6 +251,25 @@ describe('the step queue', () => {
assert.ok(q.showing() !== null, 'the caption should survive a reset');
});
it('can always be emptied, so a player is never stranded behind it', () => {
/**
* "Your Move" is put away while the board is catching up (v0.8.0.6), which makes `busy()` the
* thing standing between a player and their own turn. So the ways it can be cleared matter more
* than they did: `skip()` must always work, from any state, including one where the clock has
* never advanced — which is exactly the situation a page with no `requestAnimationFrame` is in,
* and how this was found.
*/
const { steps, final } = realSteps(1917398, 400);
const q = createStepQueue();
q.reset(baseline(1917398));
q.push(steps);
// Never advanced at all: no frame has been shown, and the queue is full.
assert.equal(q.busy(), true);
assert.equal(q.skip(), true, 'a never-advanced queue must still be skippable');
assert.equal(q.busy(), false, 'and must be idle afterwards, or the player stays locked out');
assert.deepEqual(q.current(), final);
});
it('draws nothing before a reset has arrived', () => {
const q = createStepQueue();
assert.equal(q.current(), null);