v0.4.1 - bug fixes. initial d12 rolls determine what player in which seat.
This commit is contained in:
@@ -35,7 +35,7 @@ decision (you are the Superintendent, ruling on your own trains).
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| Turn arbitration between players | Card catalogue |
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| Presence, reconnection of others | Track graph and Move legality |
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| Fedora rotation between players | Board and action UI |
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| Competitive/Co-op victory modes | Event log and persistence |
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| Competitive/Co-op victory modes | Intent history and persistence |
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| Collision floor (Competitive only) | Server and protocol |
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**Consequence: the engine is the dominant cost and it is front-loaded.** Components 4–6 barely differ
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@@ -141,11 +141,12 @@ is what makes the whole system testable without a server.
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- **Size driver:** at MVP one game and one player, so the pump loop is nearly all of it. Grows with
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concurrent games and per-player routing.
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**9. Event log and persistence**
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**9. Intent history and persistence**
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- **Where:** Server · **When:** append per event; full read on startup
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- **Does:** append-only log to disk; state is `fold(events)`. Powers restart recovery at MVP, and
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later reconnection and the replay viewer.
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- **Does:** append-only `{ engineVersion, seed, config, history: Intent[] }` to disk. Restart recovery
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is `fromSave` over the stored intents; the replay viewer reads the same file
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([`protocol.md`](protocol.md) §3 — events narrate, intents reconstruct).
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- **MVP: S** · **Final: M** · ~100 → ~350 LOC
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- **Size driver:** an append and a read-back. Grows with snapshotting, retention and indexing.
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@@ -180,7 +181,7 @@ is what makes the whole system testable without a server.
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- **Where:** Server · **When:** once, at process start
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- **Does:** reads environment configuration (bind address, port, data directory), opens or creates the
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event log, constructs the session host and transport, wires them together, handles shutdown.
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intent history, constructs the session host and transport, wires them together, handles shutdown.
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- **MVP: XS** · **Final: S** · ~80 → ~200 LOC
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- **Size driver:** trivial in itself, but it is where
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[`deployment.md`](deployment.md)'s five portability rules are actually enforced — single process
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@@ -223,9 +224,9 @@ is what makes the whole system testable without a server.
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**16. Replay viewer**
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- **Where:** Browser · **When:** after a game ends — **pulled forward, built**
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- **Does:** read-only projection over the event log, with playback controls. A Node script
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precomputes one frame per visible event and writes a self-contained HTML file, so the browser
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never runs the engine and there is no bundling or build step.
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- **Does:** read-only playback of a stored game, with controls. A Node script replays the saved
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intents, precomputes one `Frame` per visible event with its narration, and writes a self-contained
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HTML file — so the browser never runs the engine and there is no bundling or build step.
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- **MVP: —** · **Final: S** · 0 → ~250 LOC · *built: 560 LOC (replay) + 330 (narration)*
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- **Size driver:** the narration layer, not the rendering. Turning 30 event types into readable
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sentences and deriving the "what is currently blocked" panel is most of it.
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@@ -304,7 +305,7 @@ under.
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[4]apply [5]advance [6]legalActions
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└───────┼───────┘
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▼
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[8] session host ──► [9] event log
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[8] session host ──► [9] intent history
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│
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▼
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[10] view projection
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@@ -393,7 +394,7 @@ Crew Tray onto a card holding two standing cars, which couples them automaticall
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| 4 | Apply | Validates the Move via component 3; rejects with `WOULD_REVERSE` / `NOT_OPERATIONAL_RAIL` / `TRACK_OCCUPIED` if illegal. |
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| 3 | Track graph | Confirms the path exists without a direction change. |
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| 4 | Apply | Moves the tray, couples the standing cars **in track order**, checks the four-slot limit, decrements Moves. Emits `TrayMoved` and `CarsCoupled`. |
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| 9 | Event log | Appends both events to disk. |
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| 9 | Intent history | Appends the accepted `switch.move` intent to the game's history on disk. |
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| 8 | Session host | Calls `advance` — no automatic work is due mid-Local-Ops, so it returns `needsInput`. |
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| 10 | View projection | Rebuilds the view. Nothing is redacted here; the board is public. |
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| 6 | Legal-action enumeration | Recomputes affordances from the new state — fewer Moves remain, and a fuller consist may now be at its four-slot limit. |
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@@ -16,7 +16,7 @@ The requirements are modest, which is what makes both paths viable:
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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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| 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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| A writable data directory | The append-only `{ seed, config, history }` per game ([`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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| No scheduled work | Nothing in the rules is real-time ([`overview.md`](overview.md)) |
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@@ -10,20 +10,31 @@ Written against [`../rules/rules-v0.2.md`](../rules/rules-v0.2.md).
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## 1. Identity
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No accounts to begin with. A player is a **display name** plus a **session token** the server issues
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on join and the client stores locally.
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No accounts. Access to the server is a **join secret** (§2); identity within a game is a **display
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name** plus a **session token** the server issues on join and the client stores locally.
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```
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Session
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token : opaque, unguessable
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gameId
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playerIndex
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player : PlayerIndex
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displayName
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```
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The token is what makes reconnection work: it proves "I am the player who was sitting at seat 2,"
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which is the only identity claim the game needs. Keep it out of URLs so it is not shoulder-surfed or
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pasted into a chat.
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**It names the PLAYER, not the seat.** Those became different things in v0.4.0, and the difference is
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exactly the case this field has to survive: under Employee Rotation (§4) a player changes chairs while
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their Revenue and their identity stay with them. A token naming a seat would sit a returning player
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down in someone else's Office. The seat is derived with `seatOf(state, player)` whenever it is needed,
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which is one lookup and always current.
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The token is what makes reconnection work: it proves "I am the player who was in this game," which is
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the only identity claim the game needs. Keep it out of URLs so it is not shoulder-surfed or pasted
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into a chat.
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**Tokens are per-origin.** The server may be reached by more than one address — `stationmaster.<domain>`
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and `<ip>:<port>` are both expected — and browser storage is scoped to the origin. A player who joined
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at one address must come back to that address, or they are a stranger with no token. Say so in the
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UI at join time rather than letting someone discover it when they cannot get back in.
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Real accounts can be layered on later without touching the rules engine, which is exactly why
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[`overview.md`](overview.md) keeps that boundary sharp.
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@@ -33,22 +44,45 @@ Real accounts can be layered on later without touching the rules engine, which i
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## 2. Creating and joining
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```
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Lobby.Create { config } → { gameId, gameCode, token }
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Lobby.Join { gameCode, displayName } → { token, playerIndex }
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Lobby.Create { secret, config } → { gameId, gameCode, token }
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Lobby.Join { secret, gameCode, displayName } → { token, player }
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```
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A **game code** — short, human-speakable, e.g. `RAIL-4471` — is the whole discovery mechanism. No
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matchmaking, no browsing, no public game list. Players are already talking to each other; the code
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just needs to survive being read aloud.
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**These four messages are the one family with no types behind them**, because the engine has no
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concept of a lobby — `intents.ts` starts at `localOps.choose`. Everywhere else, the code is the
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protocol ([`protocol.md`](protocol.md)); here the prose is, until the server exists.
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The creating player is the **host**: they set the config (§3) and start the game. Host-only rights
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end at `Lobby.Start` — the rules give no player special standing during play, and the Superintendent
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role rotates independently (§5).
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**The join secret gates the door.** Server-wide, set by environment variable, passed out of band by
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whoever runs the server (`multiplayer.md` D14). Anyone holding it may create a game and may join any
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created game that has not started. It is not per-game and it is not an account — it is the cheapest
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thing that stops a clearnet-reachable box from being someone else's game server. Typed once and kept
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per-origin, alongside the token.
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**Player counts.** Solitaire is 1. Competitive and Co-op need at least 2. The upper bound is a
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practical judgment rather than a rules limit: the Division grows by one Office and one Mainline card
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per player (§4.3), and every added player lengthens the Superintendent's rotation and the
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phase-major waiting. **6 is a sensible cap** for the prototype.
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A **game code** — short, human-speakable, e.g. `RAIL-4471` — is the discovery mechanism *inside* the
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door. No matchmaking, no browsing, no public game list. Players are already talking to each other; the
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code just needs to survive being read aloud.
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**One game at a time per person is expected usage and is deliberately not enforced** (`multiplayer.md`
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§10). Enforcing it needs cross-game state whose only job is deciding when to release someone, and
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getting that wrong locks a player out of their own server.
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The creating player is the **host**: they set the config (§3) and start the game. **If the host leaves
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before `Lobby.Start`, host rights pass to the earliest-joined remaining player.** No lobby should ever
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be stuck waiting on somebody who closed a tab, and the alternative — everyone leaves and someone makes
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a new game — throws away the seating they had already agreed. Host rights end at `Lobby.Start`
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regardless: the rules give no player special standing during play, and the Superintendent rotates
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independently (§4).
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**Player counts.** Solitaire is 1. Competitive and Co-op are **2 to 4**. Nothing in the engine enforces
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a limit, so the lobby is where it is enforced — and the number is set to what is actually exercised
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(`test/multiplayer.test.ts` plays 2, 3 and 4 to a finish) rather than to a guess. The cost of more is
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real: the Division grows by one Office and one Mainline card per player (§4.3), and every added player
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lengthens both the Superintendent's rotation and the phase-major waiting. Raise the cap when somebody
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has played a bigger game and reported back, not before.
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This is a lobby judgment, **not a rules limit** — §7 of the rules describes what happens at five or
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more players (the New Train round ends mid-pass when the consist fills) and the engine implements it.
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The cap is about what has been played, not about what the game can do.
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---
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@@ -67,6 +101,10 @@ These must lock at `Lobby.Start`. Changing `length` mid-game would move the fini
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`mode` would switch which failure floors apply (§3.4, §3.5). Neither has a coherent meaning
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mid-game, so the server should refuse rather than try.
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`mode` and the seat count are checked together at start: solitaire is exactly 1, competitive and
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co-op are 2 to 4 (§2). The engine will happily build a 7-player Division, so this is the only place
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the limit exists.
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---
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## 4. Seating
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@@ -82,80 +120,132 @@ So seating must be settled before the opening D12 rolls, and the lobby should sh
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visually — a player should see whose Office lies east and west of theirs before the game begins.
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**The opening rolls** (§4.4, §4.5) happen server-side at `Lobby.Start`, from the game seed: highest
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D12 takes the Eastern Division Point, and a second roll picks the opening Superintendent. Emit both
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as events so clients can show the rolls rather than just the outcome — it is the game's first moment
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of drama and there is no reason to hide it.
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D12 takes the Eastern Division Point, and a second roll picks the opening Superintendent.
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**Both are implemented.** The Division roll was drawn and discarded until v0.4.1 — `void
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divisionRolls`, with seating fixed by array order — so §4.4 decided nothing and the seat/player split
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was untested at runtime. It orders the chain now: `seating[seat] = player`, ascending by roll from
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seat 0 (west, beside the Western Division Point) to the last seat (east, "highest is the Eastern
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Division Point").
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The rule names only those two ends, because at a table the players are already sitting in a chain and
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the roll only says which way round it is. There is no physical table here, so the roll orders
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everybody — it uses a number every player is already told to roll, and it makes the roll matter to
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more than the winner. Ties break toward the lower player index sitting further east, the same
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first-max-wins convention the Superintendent roll uses.
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Both rolls are kept on the state as `openingRolls`, indexed by player, **so the lobby can show the
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rolls rather than only their outcome** — it is the game's first moment of drama and there is no reason
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to hide it. Show the chain forming.
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**Solitaire is unchanged and must stay so:** one player is one seat, seating is trivially `[0]`, and
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every published replay depends on that.
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**Employee Rotation** (Appendix B), if enabled, moves every player one seat left at the end of each
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Day, carrying their Revenue and the Fedora with them. Note what this means for the model: a player's
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*seat* changes while their *score* follows them, so `Player.index` and Office ownership must be
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separable. This is the one optional rule with real structural consequences — worth wiring in from the
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start rather than retrofitting.
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Day, carrying their Revenue and the Fedora with them. **The model supports this as of v0.4.0**:
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offices and districts are keyed by seat, hands and Revenue and the Fedora by player, and `seating[]`
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maps between them, so rotating is a one-line operation and every `areaOf(state, player)` caller
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follows without changing. The *rule* is still unimplemented — nothing rotates `seating` yet — but the
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structure it needs is in place and tested, which was the point of doing it early.
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---
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## 5. Disconnection and reconnection
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Turn-based with one actor at a time makes this far easier than it would be in a real-time game.
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Being turn-based makes this far easier than it would be in a real-time game. (It is no longer "one
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actor at a time" — v0.4.0 gave every player their own `TurnState` precisely so that players can act in
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parallel where the rules allow it, `multiplayer.md` D19. Nothing about disconnection changes: the game
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still waits on whoever it is waiting on.)
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**On disconnect:** keep the seat. Do not remove the player, do not auto-play. The game simply waits
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if it was their turn. Broadcast a `PlayerDisconnected` event so everyone else can see why nothing is
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happening — silence with no explanation is the worst version of this.
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if it was their turn. Broadcast a disconnect notice so everyone else can see why nothing is happening
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— silence with no explanation is the worst version of this. There is no such event type today; it is
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server-layer news about a *connection*, not about the game, so it belongs with the transport rather
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than in `GameEvent`, which must stay replayable from a seed.
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**On reconnect:** the client presents its token, and the server replies with a full current view plus
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the event tail it missed. Because state is `fold(events)` ([`protocol.md`](protocol.md)), catching up
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is a replay, not a special case.
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**On reconnect:** the client presents its token and the server replies with a **full current view**.
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Not an event tail — a returning client needs the position, not the history of how it got there, and
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the server can always produce the position because it holds the game
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([`protocol.md`](protocol.md) §3). This is why catching up is not a special case.
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**On a player who does not come back:** the honest options at this scale are to wait, or to let the
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host end the game. An optional **turn timer** is worth having — a lobby setting, off by default,
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never part of the rules — that on expiry takes the safest legal action:
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host end the game.
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| Phase | Timeout action |
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| --- | --- |
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| Local Operations | `Switch.End` / `Draw.End` — forfeit the remaining action |
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| New Train | `NewTrain.PassCar` if legal, else place any legal car |
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| Mainline clearance | **Deny** clearance — the safe answer; a held train costs a Stage, a wrecked one costs 5 Revenue and counts toward the collision floor |
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| Load/Unload | `LoadUnload.End` |
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**Nothing moves on an absent player's behalf.** No forcing timer, no bot stepping in. Jesse's call,
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and the reasoning is the same one that keeps bots out of running games generally: the Superintendent's
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clearance decision materially affects *other* players' scores, so anything that answers it
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automatically changes the game rather than preserving it. Bots fill empty seats **at game start
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only** (`multiplayer.md` D8). Two ways out of a permanently-halted game are recorded in `TODO.md` and
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deliberately not designed here — a bot playing minimally-damaging defensive moves for someone who
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stepped away, and a player *consenting* to resign their railroad to a bot. Both need care; neither is
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a timer.
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Denying clearance on timeout is the right default and worth stating explicitly: the asymmetry between
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the two outcomes is large, and in Competitive mode a timed-out clearance that causes a wreck could
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end the game for everybody (§3.4).
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### The turn clock — a stopwatch, not a shot clock
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**Do not substitute an AI player.** The Superintendent's clearance decisions materially affect other
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players' scores; a bot making them on an absent player's behalf changes the game rather than
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preserving it.
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**Record how long each player takes on each turn.** Not to enforce anything: to find out where the
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game actually goes. "A 4-player game takes an evening" is currently a guess, and the useful version of
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that answer is per-phase — whether the wait is Local Operations, or making up a train, or one player
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thinking about a clearance while three others watch. That is what tells you which part is worth
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speeding up, and it is the one measurement no amount of bot simulation can produce, because the bot
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does not think.
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Where it lives matters:
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- **Outside the rules engine.** The engine has no clock and must not acquire one — it is pure and
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deterministic given a seed, which is what makes every replay and every test work.
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- **Outside the canonical record.** Timings are stored beside `{ engineVersion, seed, config, history }`,
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never inside it. A replay must reproduce a game from decisions alone; if it depended on wall-clock
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data it would no longer be reproducible from a seed.
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- **In the session host**, which already sees each intent arrive and already knows whose turn it is.
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Wall-clock at the start of a turn, wall-clock at the intent that ends it, per player per phase.
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Show the current turn's elapsed time in the UI if it is unobtrusive — a table can self-regulate on
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information alone, which is the polite version of a shot clock and costs nothing.
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---
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## 6. Persistence
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Persist the **event log**, not a state snapshot. It is smaller, it is the thing that already exists,
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and it makes a mid-game server restart a replay rather than a recovery.
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Persist the **intents**, not a state snapshot and not the event log. This section said "event log"
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until v0.4.0, on the strength of a `state = fold(events)` claim that was never true
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([`protocol.md`](protocol.md) §3) — folding the log rebuilds card plays and switching, and not one
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train movement. The intents genuinely do reconstruct a game, they are smaller still, and `fromSave`
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already replays them, so a mid-game server restart is a replay rather than a recovery.
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```
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games : gameId → { config, seed, status, createdAt, gameCode }
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events : gameId → ordered event list
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sessions : token → { gameId, playerIndex, displayName }
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games : gameId → { engineVersion, config, seed, status, createdAt, gameCode }
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history : gameId → ordered Intent list
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sessions : token → { gameId, player, displayName }
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```
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`engineVersion` is stored beside the seed because a replay is only faithful under the rules it was
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recorded with. A version mismatch on load must be refused explicitly rather than replayed and quietly
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diverged (`multiplayer.md` Phase 3).
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Requirements are modest enough that the storage choice is genuinely open — SQLite on a single node
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covers this comfortably, and so would flat files with an append-only log per game. The constraint
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worth honouring is that the **event log is append-only**: rewriting history breaks the one property
|
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that makes replay trustworthy.
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covers this comfortably, and so would flat files with an append-only list per game. The constraint
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worth honouring is that the **history is append-only**: rewriting it breaks the one property that
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makes replay trustworthy. (Undo is not an exception — it replays the history *without* the last
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intent, and a server does not offer it at all.)
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**Snapshotting** is an optimisation, not a requirement. If a Campaign game's log grows long enough
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that replay feels slow, periodically store a state snapshot with its `eventSeq` and replay forward
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from there. Do not build this until it is needed.
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||||
**Snapshotting** is an optimisation, not a requirement. If a Campaign game's history grows long
|
||||
enough that replay feels slow, periodically store a state snapshot with its intent count and replay
|
||||
forward from there. Do not build this until it is needed. Measured today: a finished solitaire game
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is ~350 intents and a few hundred bytes.
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**Retention.** Finished games **keep their event log, seed and config**, because post-game replay is
|
||||
a wanted capability (see [`overview.md`](overview.md#post-game-replay--a-desired-future-capability))
|
||||
and the log is the only thing it needs. Do not delete finished games by default.
|
||||
**Retention.** Finished games **keep their history, seed and config**, because post-game replay is a
|
||||
wanted capability (see [`overview.md`](overview.md#post-game-replay--a-desired-future-capability))
|
||||
and those three are the only things it needs — the replay viewer on the site already reads exactly
|
||||
that file. Do not delete finished games by default.
|
||||
|
||||
Retention is an operator setting rather than an application decision — a self-hosted instance among
|
||||
friends may as well keep everything, since a finished game's log is small. If a cap is wanted, expire
|
||||
by age or by total count and say so plainly in the UI, because a replay that silently stops existing
|
||||
is worse than one that was never offered.
|
||||
|
||||
**Turn timings** (§5) are stored per game beside the history, never inside it, and are retained on the
|
||||
same terms — they are only interesting in aggregate, and only across enough games to see a pattern.
|
||||
|
||||
Session tokens are the exception: those can expire on a short window once their game has finished.
|
||||
|
||||
---
|
||||
@@ -167,7 +257,8 @@ At small self-hosted scale these are not needed, and building them early costs m
|
||||
- **Matchmaking or a public game browser.** The game code covers discovery.
|
||||
- **Ranking, ladders, persistent profiles.** §3's timed modes produce comparable scores, so a
|
||||
high-score table would be a natural first addition — but it is a feature, not infrastructure.
|
||||
- **Spectators.** Straightforward to add later, since a spectator is just a view with no `private`
|
||||
section and no ability to send intents — the same shape post-game replay needs.
|
||||
- **Spectators.** Straightforward to add later: a spectator is a `Frame` with no hand and no ability
|
||||
to send intents. `snapshot` already takes a viewing seat, so the only new thing is a viewer that
|
||||
belongs to no seat — the same shape post-game replay already uses.
|
||||
- **Horizontal scaling and cross-process coordination.** One process holds every active game
|
||||
in memory.
|
||||
|
||||
@@ -31,10 +31,17 @@ follows is assembly.
|
||||
## 2. What holds, and what moved
|
||||
|
||||
`overview.md`'s core claims survived contact with the implementation: server authority, a pure
|
||||
deterministic engine, two entry points (`applyIntent` / `pump`), `state = fold(events)`, events that
|
||||
render standalone, per-player redacted views.
|
||||
deterministic engine, two entry points (`applyIntent` / `pump`), events that render standalone,
|
||||
per-player redacted views.
|
||||
|
||||
Three things moved:
|
||||
Four things moved:
|
||||
|
||||
**`state = fold(events)` is not true, and the intents are canonical instead.** `applyIntent` does go
|
||||
through the reducer, but the phase driver does not — it mutates and then emits a descriptive event —
|
||||
so fourteen of the forty-six event types are never reduced, including the clock and the whole Mainline
|
||||
phase. This costs nothing, because the plan never needed it: persistence is `{ seed, history }` (§10)
|
||||
and the wire carries `Frame`s rather than events (D2/D3). Reconnection is a fresh `Frame`, not an
|
||||
event tail.
|
||||
|
||||
**The save format is already the wire format.** A game is `{ seed, history: Intent[] }` and `fromSave`
|
||||
reconstructs it exactly. That is what makes persistence nearly free (§7).
|
||||
@@ -270,14 +277,24 @@ Two consequences:
|
||||
runs the server. Anyone holding it may create a game, and may join any created game that has not
|
||||
started. No accounts, no user database. *(Revisit — see `TODO.md`.)*
|
||||
|
||||
**Identity: a session token scoped to one game**, exactly as `lobby-and-sessions.md` already
|
||||
describes. Joining issues it; presenting it *is* the rejoin, because it already names the game and
|
||||
the seat:
|
||||
**Seating is decided by §4.4's D12** as of v0.4.1, so `seating` is a real permutation rather than the
|
||||
identity mapping. Everything "round the table" — acting order, the deal, the Fedora — is seat
|
||||
arithmetic via `playerLeftOf`, and the three places that were doing it with player indices were found
|
||||
and fixed by turning the roll on. That is the point: the seat/player split is now exercised by every
|
||||
multi-player game instead of only by tests that rotate `seating` by hand.
|
||||
|
||||
**Identity: a session token scoped to one game**, exactly as `lobby-and-sessions.md` describes.
|
||||
Joining issues it; presenting it *is* the rejoin, because it already names the game and the person:
|
||||
|
||||
```
|
||||
Session token, gameId, seat, displayName
|
||||
Session token, gameId, player, displayName
|
||||
```
|
||||
|
||||
It names the **player**, not the seat — the two stopped being the same thing in v0.4.0, and Employee
|
||||
Rotation is precisely the case where a token naming a chair would seat someone in the wrong Office.
|
||||
The seat is `seatOf(state, player)`, one lookup and always current. (This said `seat` until the
|
||||
`lobby-and-sessions.md` review.)
|
||||
|
||||
The join secret is separate and server-wide — typed once and kept per-origin for convenience. It
|
||||
gates entry; the token identifies a seat.
|
||||
|
||||
@@ -378,31 +395,38 @@ source check that `main.ts` never regains a `GameState` read or a value import f
|
||||
|
||||
14. Append-only `{engineVersion, seed, config, history}` per game; index.
|
||||
15. Load on start; rebuild via `fromSave`; refuse a version mismatch explicitly.
|
||||
16. **Turn timings**, stored beside the history and never inside it — wall-clock per player per
|
||||
phase, so "how long does a 4-player game take, and which phase is the wait?" becomes a measured
|
||||
answer instead of a guess (`lobby-and-sessions.md` §5).
|
||||
|
||||
**Done when:** the server restarts mid-game and both clients carry on.
|
||||
|
||||
### Phase 4 — Lobby, sessions, reconnection · M
|
||||
|
||||
16. Join secret; per-game session token; display name.
|
||||
17. Create/join by game code; bot seats; seating UI showing the west-to-east chain; config locked at
|
||||
start.
|
||||
18. Disconnect keeps the seat and announces it; reconnect resumes from `Last-Event-ID`.
|
||||
19. Optional turn timer, off by default, **denying** clearance on expiry.
|
||||
17. Join secret; per-game session token naming the **player** (not the seat); display name.
|
||||
18. Create/join by game code; bot seats; seating UI showing the west-to-east chain; config locked at
|
||||
start; **2–4 players enforced here**, since the engine enforces nothing.
|
||||
19. Disconnect keeps the seat and announces it; reconnect replies with a full `Frame`.
|
||||
20. Host rights pass to the earliest-joined remaining player if the host leaves before start.
|
||||
|
||||
**No forcing turn timer** — cut in the `lobby-and-sessions.md` review, and in `TODO.md` as something
|
||||
to explore only if halted games turn out to be a real problem. Nothing moves on an absent player's
|
||||
behalf.
|
||||
|
||||
**Done when:** four people join from four browsers at two different addresses, one closes the tab and
|
||||
rejoins where they left off.
|
||||
|
||||
### Phase 5 — Multiplayer content · M
|
||||
|
||||
20. The 10 Action and 12 Space-use cards; flip `opponentCardsInDeck` in `setup.ts`.
|
||||
21. Facing Point Locks, Water Column and Overpass stop being dormant — already wired.
|
||||
21. The 10 Action and 12 Space-use cards; flip `opponentCardsInDeck` in `setup.ts`.
|
||||
22. Facing Point Locks, Water Column and Overpass stop being dormant — already wired.
|
||||
|
||||
**Done when:** an opponent-directed card resolves against another player and the Enhancement that
|
||||
answers it fires.
|
||||
|
||||
### Phase 6 — Package for StartOS · S
|
||||
|
||||
22. `.s9pk` per the workspace guide: interface, health check, backup of the data directory.
|
||||
23. `.s9pk` per the workspace guide: interface, health check, backup of the data directory.
|
||||
|
||||
**Done when:** it installs on a StartOS box and players on two different addresses play a game.
|
||||
|
||||
|
||||
@@ -67,12 +67,18 @@ Three flows, and keeping them distinct is what keeps the implementation tractabl
|
||||
```
|
||||
|
||||
- **Intents** are what a player wants to do. They are proposals; they can be rejected.
|
||||
- **Events** are what happened. They are facts, ordered, and form the game's history.
|
||||
- **Events** are what happened. They are facts, ordered, and standalone — they narrate the game.
|
||||
They do **not** reconstruct it: see `protocol.md` §3, and the note below.
|
||||
- **Views** are per-player projections of state, with other players' hands redacted.
|
||||
|
||||
An event log that fully determines state is worth building even at this scale. It gives
|
||||
reconnection (replay to catch up), persistence (store the log, not a snapshot), and debugging (replay
|
||||
a reported bug exactly) for one design decision.
|
||||
A recorded, ordered history is worth keeping even at this scale. It gives persistence (store the
|
||||
history, not a snapshot) and debugging (replay a reported bug exactly) for one design decision.
|
||||
|
||||
**That history is the INTENTS, not the events.** This paragraph originally said an event log "fully
|
||||
determines state", and it does not — the phase driver mutates state and then emits a descriptive
|
||||
event, so fourteen of the forty-six event types are never reduced, including every train movement.
|
||||
A game is `{ seed, history: Intent[] }` and `fromSave` replays it exactly. Reconnection is therefore a
|
||||
fresh view rather than a catch-up replay, which is simpler anyway.
|
||||
|
||||
### Post-game replay — a desired future capability
|
||||
|
||||
@@ -84,9 +90,13 @@ traffic, the wrecks, who was Superintendent when. For a game whose drama is larg
|
||||
you are playing your own Office, this is worth more than it would be in most games. You spend the
|
||||
game watching your own station; the replay is where you find out what the railroad was doing.
|
||||
|
||||
State is already `fold(events)` over an ordered, append-only log, and all randomness derives from a
|
||||
stored seed. Replay is therefore a **read-only projection over the existing log** — no new rules-engine
|
||||
surface, no second code path, nothing the server has to do differently during play.
|
||||
A game is already reconstructible from `{ seed, history: Intent[] }`, and all randomness derives from
|
||||
that stored seed. Replay is therefore a **read-only re-run of the stored intents** — no new
|
||||
rules-engine surface, no second code path, nothing the server has to do differently during play.
|
||||
|
||||
(This paragraph said "state is `fold(events)`" until v0.4.0. It is not: the phase driver mutates state
|
||||
and then emits a descriptive event, so folding the log rebuilds card plays and switching but not one
|
||||
train movement or clock tick. The intents are what is canonical.)
|
||||
|
||||
Three constraints keep it cheap, and all three are free if honoured from the start:
|
||||
|
||||
@@ -144,7 +154,7 @@ is a lobby setting layered on top of the rules, never part of them.
|
||||
Worth stating, because small self-hosted scale makes several standard concerns disappear:
|
||||
|
||||
- **No horizontal scaling.** A handful of concurrent games fits in one process. Game state lives in
|
||||
memory; the event log is persisted for durability, not for coordination.
|
||||
memory; the intent history is persisted for durability, not for coordination.
|
||||
- **No matchmaking service.** Players share a game code (see `lobby-and-sessions.md`).
|
||||
- **No accounts system, initially.** A display name plus a session token is enough to join and
|
||||
reconnect. Real accounts can be layered on later without touching the game engine.
|
||||
|
||||
@@ -11,7 +11,7 @@ that live nowhere else.
|
||||
| Family | Direction | Authority |
|
||||
| --- | --- | --- |
|
||||
| **Intent** — a proposal, may be rejected | client → server | [`src/engine/intents.ts`](../../src/engine/intents.ts) — `Intent`, 28 variants |
|
||||
| **Event** — a fact, ordered, the game's history | server → clients | [`src/engine/events.ts`](../../src/engine/events.ts) — `GameEvent`, 46 variants |
|
||||
| **Event** — a fact, ordered; narration, not the record (§3) | server → clients | [`src/engine/events.ts`](../../src/engine/events.ts) — `GameEvent`, 46 variants |
|
||||
| **View** — a redacted projection | server → one client | [`src/sim/view.ts`](../../src/sim/view.ts) — `Frame` and `snapshot(state, …, seat)` |
|
||||
| **Rejection** — why an intent was refused | server → one client | `RejectionCode` in `intents.ts` |
|
||||
|
||||
@@ -79,8 +79,16 @@ which makes them worth logging server-side: a spike means client and server rule
|
||||
|
||||
## 3. Events
|
||||
|
||||
Events are the authoritative history: `state = fold(events)`, which buys reconnection, persistence and
|
||||
post-game replay for one design decision.
|
||||
**Events narrate; they do not reconstruct.** This section claimed `state = fold(events)` until
|
||||
v0.4.0, and it was never true: `applyIntent` goes through `reduce`, but the phase driver mutates state
|
||||
and *then* emits a descriptive event, so fourteen of the forty-six event types are never reduced — the
|
||||
clock, and the whole Mainline phase, which is to say every train movement in the game.
|
||||
|
||||
**The canonical record is `{ seed, history: Intent[] }`**, replayed by `fromSave`. That is what save,
|
||||
share, undo, restart recovery and post-game replay all run on, and it is what persistence stores
|
||||
(`multiplayer.md` §10). Events drive the display and the notifications. Do not build anything on
|
||||
folding them without first making the phase driver reduce, which is a rewrite of the most rule-dense
|
||||
code in the project and buys nothing the current plan uses.
|
||||
|
||||
**Events must render standalone** — the rule is stated at the top of `events.ts` and it is the one that
|
||||
gets broken by accident. Carry the `from`/`to`, not an id the renderer resolves against live state,
|
||||
@@ -92,8 +100,9 @@ Two consequences worth knowing before adding an event:
|
||||
Fault depends on *where* the wreck happened — Superintendent for a Mainline card, the local player
|
||||
between their Limits (§10) — and getting it wrong misattributes a −5 and, in Competitive, feeds a
|
||||
floor that ends the game.
|
||||
- **Events are not what goes over the wire.** The server folds them and pushes the resulting `Frame`
|
||||
(`multiplayer.md` D2/D3). They are the store and the replay format, not the protocol.
|
||||
- **Events are not what goes over the wire.** The server applies the intent and pushes the resulting
|
||||
`Frame` (`multiplayer.md` D2/D3). Events are narration and cues, not the protocol — and a reconnect
|
||||
gets a fresh `Frame` rather than the tail it missed.
|
||||
|
||||
---
|
||||
|
||||
|
||||
Reference in New Issue
Block a user