v0.8.0.2 — the speed control that was only ever a URL parameter, and a Day-end

contradiction

Two things found by playing v0.8.0.1, neither in the mechanism itself.

?pace= never worked. index.html's doors are play.html?lobby and
play.html?solitaire, so arriving through the splash replaces the query string and
the play page only ever saw ?lobby — a whole game was played at 1x while believing
it was at 7x. v0.8.0 shipped that parameter as the only way to change speed and the
game's own front door destroyed it. There is a control on the play screen now,
beside zoom, persisted per viewer; the doors carry pace through as well, so the URL
lever is honest for handing two playtesters different speeds. PACE_LEVELS moved to
sim/pacing.ts with DWELL and MAX_PACE — the tuning surface in one file, and
testable. The committed default is unchanged: what it should be is a question for a
game played at a speed that took effect.

And the Day-end dialog said "0 today, 2 in all". advance.ts increments the Day and
then zeroes collisionsToday, and noteDayEnd() fires when the Day goes up — so the
dialog reporting the Day that just finished was drawn from the very frame in which
that Day's count was reset. Reproduced on four of five seeds before changing
anything. The count is captured at the rollover now; it is not derivable on the
client, because in multiplayer the push announcing the new Day is the same push
that carries the reset. And "today" was the wrong word regardless: it names the Day
instead — "Collisions: 2 on Day 1, 2 in all".

Unrelated to v0.8.0 — that one has been wrong since the dialog was built for
Gitea#10, and needed somebody to play a Day with a collision in it and then read
the summary.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6
This commit is contained in:
Jesse.Markowitz
2026-09-09 20:08:39 -04:00
co-authored by Claude Opus 5
parent 0cfeb4c496
commit c10f52791e
15 changed files with 278 additions and 10 deletions
+3
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@@ -1638,6 +1638,9 @@ function shiftChange(s: GameState, events: GameEvent[]): AdvanceResult {
s.clock.day += 1;
s.clock.stage = 1;
// Captured BEFORE the reset: the Day-end dialog reports the Day that just finished, and it is
// drawn from the frame this rollover produces. See `collisionsPrevDay` in `state.ts`.
s.collisionsPrevDay = s.collisionsToday;
s.collisionsToday = 0;
events.push({ type: 'stageBegan', day: s.clock.day, stage: 1 });
rotateSeats(s, events);
+1
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@@ -431,6 +431,7 @@ export function createGame(opts: SetupOptions): GameState {
turns: freshTurns(playerCount, MOVES_PER_LOCAL_OPS),
movedThisPhase: new Set(),
collisionsToday: 0,
collisionsPrevDay: 0,
collisionsTotal: 0,
status: 'active',
outcome: null,
+14
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@@ -1119,6 +1119,20 @@ export type GameState = {
movedThisPhase: Set<TrayId>;
/** §3.4 — resets at the start of each Day; checked against `config.maxCollisionsPerDay`. */
collisionsToday: number;
/**
* What `collisionsToday` held for the Day that just ENDED — captured at the rollover, immediately
* before the reset.
*
* The Day-end dialog exists to report the Day that finished, and it is drawn from the frame AFTER
* the rollover, because that is the frame whose `day` went up. So it read `collisionsToday` as 0 no
* matter what had happened: Jesse, 2026-09-09, at the end of a Day 1 with two collisions in it —
* "it shows a total of two collisions, but zero today ... that does seem to be a contradiction".
*
* NOT DERIVABLE ON THE CLIENT. A Day turns over inside the phases that run themselves, so in
* multiplayer the push that reports the new Day is the same push that reports the reset — a client
* may never see the ended Day's final count to remember it.
*/
collisionsPrevDay: number;
/** §3.4 — never reset; checked against `config.maxCollisionsTotal`. */
collisionsTotal: number;
/**
+12
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@@ -148,6 +148,18 @@ export function kindOf(cause: StepCause): StepKind {
*/
export const MAX_PACE = 10;
/**
* The speeds the on-screen control offers, slowest last.
*
* `0` is off: every move is drawn at once, as it was before v0.8.0 — TODO #18's "a player who has
* seen it a hundred times will want it off". The ladder runs well past 1 because that is what the
* first real play asked for: Jesse reached for 7×, and although the `?pace=` he used never took
* effect (the splash replaces the query string, so the play page only ever saw `?lobby`), the wish
* 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;
/**
* How long to show one step, in ms, at a given speed.
*
+3
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@@ -437,6 +437,8 @@ export type Frame = {
maxCollisionsPerDay: number;
maxCollisionsTotal: number;
collisionsToday: number;
/** What the Day that just ended finished on — see `collisionsPrevDay` in `engine/state.ts`. */
collisionsPrevDay: number;
collisionsTotal: number;
status: GameState['status'];
outcome: GameState['outcome'];
@@ -1594,6 +1596,7 @@ export function projectSharedTable(s: GameState) {
maxCollisionsPerDay: s.config.maxCollisionsPerDay,
maxCollisionsTotal: s.config.maxCollisionsTotal,
collisionsToday: s.collisionsToday,
collisionsPrevDay: s.collisionsPrevDay,
collisionsTotal: s.collisionsTotal,
status: s.status,
outcome: s.outcome,
+48
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@@ -26,6 +26,7 @@ import { createLocalSession, createRemoteSession } from './session.ts';
import type { PlayerIndex } from '../engine/state.ts';
import type { PublicDistrict } from '../sim/view.ts';
import { createStepQueue } from './step-queue.ts';
import { PACE_LEVELS } from '../sim/pacing.ts';
import { notice, prefillCode, runLobby } from './lobby.ts';
import type { LobbyReady } from './lobby.ts';
import {
@@ -53,6 +54,7 @@ const REMOTE_KEY = 'station-master.remote.v1';
/** Preset board zoom levels — a fraction applied to the rendered SVG's own pixel dimensions. */
const ZOOM_LEVELS = [0.75, 1, 1.25, 1.5] as const;
/**
* Small persisted preferences, kept in a `localStorage` key of their own — separate from
* `SAVE_KEY`. A save is the seed plus the intents and has to stay portable; none of this belongs
@@ -2603,6 +2605,52 @@ function runSolitaireSetup(params: URLSearchParams, hasSave = false, live: Frame
dealBtn.onclick = () => commitNewGame(ss, seedField?.value ?? '');
}
/**
* PLAYBACK SPEED — v0.8.0.3, TODO #13.
*
* Persisted per viewer in `Settings`, so it survives the navigation that was eating `?pace=`. The
* queue reads `settings.pace` through a closure on every step, so a change here takes effect on the
* very next move rather than the next game.
*/
const paceSlowerBtn = document.getElementById('paceslower') as HTMLButtonElement | null;
const paceFasterBtn = document.getElementById('pacefaster') as HTMLButtonElement | null;
const paceLabel = document.getElementById('pacelabel');
if (paceSlowerBtn && paceFasterBtn && paceLabel) {
const nearestPace = (): number => {
// A saved or URL value need not be on the ladder — `?pace=7` and a hand-edited setting are both
// legitimate — so the buttons step from whichever preset is closest rather than refusing to move.
const want = PACE_OVERRIDE ?? settings.pace;
return PACE_LEVELS.reduce((best, p) => (Math.abs(p - want) < Math.abs(best - want) ? p : best), PACE_LEVELS[0]);
};
const paintPace = (): void => {
const p = PACE_OVERRIDE ?? settings.pace;
paceLabel.textContent = p === 0 ? 'off' : `${p}×`;
const i = PACE_LEVELS.indexOf(nearestPace() as (typeof PACE_LEVELS)[number]);
paceSlowerBtn.disabled = i >= PACE_LEVELS.length - 1;
paceFasterBtn.disabled = i <= 0;
// A `?pace=` in the URL wins over the setting, so say so rather than showing dead buttons.
if (PACE_OVERRIDE !== null) {
paceSlowerBtn.disabled = true;
paceFasterBtn.disabled = true;
paceLabel.textContent = `${PACE_OVERRIDE}× (URL)`;
}
};
const stepPace = (by: number): void => {
const i = PACE_LEVELS.indexOf(nearestPace() as (typeof PACE_LEVELS)[number]);
const next = PACE_LEVELS[Math.min(PACE_LEVELS.length - 1, Math.max(0, i + by))];
if (next === undefined) return;
saveSettings({ pace: next });
paintPace();
// The row's countdown is measured in steps that will dwell, so a change to 0 empties it at once.
renderWatching();
};
// Slower is a BIGGER multiplier, so "−" walks up the ladder. Labelled by what it does to the game,
// not to the number: a player pressing "slower" wants to watch for longer.
paceSlowerBtn.onclick = () => stepPace(1);
paceFasterBtn.onclick = () => stepPace(-1);
paintPace();
}
const zoomOutBtn = document.getElementById('zoomout') as HTMLButtonElement | null;
const zoomInBtn = document.getElementById('zoomin') as HTMLButtonElement | null;
const zoomLabel = document.getElementById('zoomlabel');
+20 -5
View File
@@ -180,7 +180,7 @@ export function dayEndHtml(f: Frame): string {
ahead +
standingsHtml(f) +
targetHtml(f) +
collisionsHtml(f)
collisionsHtml(f, ended)
);
}
@@ -238,13 +238,28 @@ function targetHtml(f: Frame): string {
* its config and enforces neither, so reporting a collision budget there would put a rule on
* screen that this game does not have.
*/
function collisionsHtml(f: Frame): string {
function collisionsHtml(f: Frame, endedDay?: number): string {
const scoredOnCollisions =
(f.mode === 'competitive' || f.mode === 'coop') &&
(f.maxCollisionsTotal > 0 || f.maxCollisionsPerDay > 0);
return scoredOnCollisions
? `<p>Collisions: <b>${f.collisionsToday}</b> today, <b>${f.collisionsTotal}</b> in all.</p>`
: '';
if (!scoredOnCollisions) return '';
/**
* "TODAY" IS THE WRONG WORD IN A DAY-END DIALOG, and it read as a contradiction.
*
* That dialog is drawn from the frame whose `day` went UP — which is the same frame in which
* `collisionsToday` was reset — so it reported 0 however many there had been. Jesse, 2026-09-09,
* at the end of a Day 1 with two collisions in it: "it shows a total of two collisions, but zero
* today ... that does seem to be a contradiction."
*
* So when the caller knows which Day just ended it says so by name, and reads the count captured at
* the rollover. The end-of-game results screen passes nothing and keeps "today", where the Day has
* not turned over and the word is accurate.
*/
const [count, when] =
endedDay === undefined
? [f.collisionsToday, 'today']
: [f.collisionsPrevDay, `on Day ${endedDay}`];
return `<p>Collisions: <b>${count}</b> ${when}, <b>${f.collisionsTotal}</b> in all.</p>`;
}
/**
+8
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@@ -872,6 +872,14 @@ ul.blocked li{padding:2px 0}
<span class="zoom" title="Zoom the Division map and your Office Area. Both already scroll — this only changes their size.">
<button id="zoomout" aria-label="Zoom out">−</button><span id="zoomlabel">100%</span><button id="zoomin" aria-label="Zoom in">+</button>
</span>
<!-- HOW FAST OTHER PLAYERS' TURNS PLAY BACK — v0.8.0.3, TODO #13.
A CONTROL RATHER THAN ONLY A URL PARAMETER. `?pace=` shipped first and is unreachable through
the front door: `index.html`'s two doors are `play.html?lobby` and `play.html?solitaire`, so
arriving from the splash REPLACES the query string and any pace with it. Jesse played a whole
game believing he was at 7x when he was at 1x. -->
<span class="zoom" title="How long another player's or a bot's move is held on screen before the next one. Yours are never delayed. Off draws every move at once, as it did before v0.8.0.">
<button id="paceslower" aria-label="Slower playback">−</button><span id="pacelabel">1×</span><button id="pacefaster" aria-label="Faster playback">+</button>
</span>
<button id="undo" title="Take the last action back. The save is the seed plus the moves made, so this replays the game without the last one — as far back as you like.">Undo</button>
<button id="savefile" title="Download this game as a save file you can replay or share">Save replay</button>
<button id="newgame" title="Set up a fresh game — the seed, the table, the opening hand and what the three economies pay. Opens the same screen a new solitaire game starts from, with your current rules filled in; your game in progress is kept until you press Deal, and Continue puts it straight back.">New game</button>
+23
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@@ -40,6 +40,29 @@ if (heroImage && lightbox) {
* other way costs a click and a lobby that says it cannot reach a server — which is legible, and
* recoverable. So a slow or flaky probe leaves the door alone; only a definite answer closes it.
*/
/**
* CARRY `?pace=` THROUGH THE DOORS — v0.8.0.3.
*
* Both doors are static hrefs that REPLACE the query string (`play.html?lobby`,
* `play.html?solitaire`), so a `pace` typed on this page was silently dropped on the way in: Jesse
* played a whole game believing he was at 7× when the play page had only ever seen `?lobby`. The
* durable answer is the speed control on the play screen, which persists per viewer — this keeps the
* URL lever honest for handing two playtesters different speeds, which is the only thing it was ever
* for.
*/
try {
const pace = new URLSearchParams(location.search).get('pace');
if (pace !== null) {
for (const door of Array.from(document.querySelectorAll('a.door'))) {
const href = door.getAttribute('href');
// Only the doors into the game, and only ones that have not been disabled above.
if (href?.startsWith('./play.html?')) door.setAttribute('href', `${href}&pace=${encodeURIComponent(pace)}`);
}
}
} catch {
// A door that keeps its own href is the status quo, not a broken page.
}
const mpDoor = document.getElementById('door-multiplayer');
if (mpDoor) {
const close = (): void => {