v0.4.1 - bug fixes. initial d12 rolls determine what player in which seat.
This commit is contained in:
@@ -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.
|
||||
|
||||
Reference in New Issue
Block a user