v0.5.0 — multiplayer Phases 2 and 3: a server that runs a game and survives being restarted
Phases 0-1 shipped in v0.4.0 (seat/identity split, per-player turn state, the Session boundary). This lands Phase 2 (server core, one game, no lobby) and Phase 3 (persistence and resumption) per docs/architecture/multiplayer.md §12. Phases 4-6 (lobby/reconnection, the 22 opponent-directed cards, StartOS packaging) are still ahead. Phase 2: src/server/session.ts hosts a game in pure logic (no sockets) on top of game.ts's existing Game/submit/currentActor/actionMenu; it verifies seat === currentActor(game) itself before calling submit, since submit() trusts its caller and a server can't. src/server/http.ts and index.ts add POST /api/game, GET /api/stream (SSE, per-seat), POST /api/intent, and static serving of dist/. src/sim/frame-delta.ts is a purpose-built per-seat board delta for one live push at a time. Found and fixed along the way: actionMenu(game, seat) only used seat for the hand field, so a server computing every connected seat's Menu would have handed the acting player's legal moves to a waiting seat. Verified with a live end-to-end smoke test (2-player game, two SSE streams, a rejected intent from the wrong seat, an idempotent resend) plus test/server/session.test.ts and test/redaction.test.ts. Not verified: an actual browser (none available in this environment). Phase 3: src/server/persistence.ts writes game.json and turn-timings.json, atomic-rewrite-then- rename. game.ts gained fromMultiplayerSave, fixing a narration-attribution bug found while testing it (fromSave's replay loop drops the actor argument, invisible in solitaire, unreadable the moment there's more than one seat — fromSave itself still has this gap, deliberately untouched). Verified live: server killed and restarted mid-game, both seats reconnected exactly where they left off. Two rules bugs found while building this: the New Train phase never implemented its car-placement round (every car of every train was placed by the Superintendent alone, in every mode, all along — now reads the round position off tray.consist.length); and victory conditions are now one shared, configurable GameConfig set across solitaire/competitive/coop instead of a fixed length lookup and a dead firstToTarget condition. Also folds in the three fixes already released on the patch line as v0.4.9b/c/d: a switching train's crew badge failing to draw once it left the Office square, an unload that always took the westmost car regardless of which was picked, and a legal decision that could render with zero buttons. docs/testing/0.5.0-test-plan.md and three reported-bug save files (docs/station-master-seed*.json) included for reproducibility. tools/jitsi-harness/ deliberately left untracked — unrelated side-project work, not part of this release. 635 tests, 0 failures.
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@@ -42,17 +42,28 @@ Operational Rail wheel icon, an industry track of the stated length, Laborer ico
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| --- | --- | --- | ---: | ---: | ---: | ---: | ---: |
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| Mine Tipple | Hopper | Outbound only | 3 | 3 | — | 4 | 2 |
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| Produce Shed | Reefer | Outbound only | 2 | 2 | — | 3 | 2 |
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| Grocer's Warehouse | Boxcar | Both | 2 | 2 | 2 | 3 | 2 |
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| Oil Refinery | Tank car | Both | 3 | 2 | 2 | 4 | 2 |
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| Grocer's Warehouse | Boxcar | Both | 1 | 1 | 1 | 3 | 3 |
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| Oil Refinery | Tank car | Both | 1 | 1 | 1 | 4 | 3 |
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| Power Plant | Hopper | Inbound only | 3 | — | 3 | 4 | 2 |
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| Freight House | Boxcar | Both | 1 | 1 | 1 | — | 6 |
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Directions follow the commodity: coal originates at a Mine Tipple and is consumed at a Power Plant;
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produce ships out; a warehouse and a refinery do both. This gives §9 all three of its cases —
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outbound-only, inbound-only, and both.
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**"Freight House"** (§9.3, Appendix A) is not a card. It is the collective term for a freight facility
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that loads *and* unloads — the Grocer's Warehouse and the Oil Refinery. §9.3's "Passenger Facilities
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and Freight Houses permit cars to move each direction" therefore names exactly those two.
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**"Freight House" IS a card** (corrected v0.5.0) — a sixth industry, dealt 6 copies, one Laborer and
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one slot each direction. An earlier pass here read §9.3/Appendix A's "Passenger Facilities and
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Freight Houses permit cars to move each direction" as meaning "Freight House" was only ever a
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*collective term* for the Grocer's Warehouse and the Oil Refinery, never a card of its own — that
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reading was wrong; the engine deals it as a real sixth industry (`content.ts`'s `freightHouse`
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profile) and this table follows the engine.
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<!-- TODO v0.5.0: Mine Tipple, Produce Shed and Power Plant above (3/3/4, 2/2/3, 3/3/4) were NOT
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re-verified against the engine in this pass — only Grocer's Warehouse, Oil Refinery and Freight
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House were. `mineTipple` and `powerPlant` in `content.ts` are also base 1/1/1, same as the three
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corrected here, so these three rows and the "Throughput" reasoning below (built on the OLD
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2–3-Laborer numbers) may be stale too. Flagged in TODO.md rather than silently rewritten — this
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needs the same kind of decision Jesse made for Grocer's/Refinery/Freight House, not an assumption
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that the same correction applies. -->
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### Throughput — why these Laborer counts
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@@ -24,8 +24,8 @@ Every defined term, alphabetized for lookup. The core comes from the Definitions
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| **Extra Platform** | Modifier card: +1 green and +1 red slot at a Passenger Facility. | §12.5 |
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| **Extra Train** | A one-and-done train; its card returns to the Salvage Yard on completion. Head-on card image, so the drawing player picks its direction. Numbered with an "X" prefix; the following number gives its seniority, and it yields to the Timetabled train of that number. | §2.3, §8 |
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| **Facility** | A business which loads/unloads cargo and freight. | §2.5 |
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| **Freight Facility** | Mine Tipples, Produce Sheds, Grocer's Warehouses, Oil Refineries, Power Plants. Some allow only outbound, some only inbound, some both. Per-card values in §12.5. | §9, §12.5 |
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| **Freight House** | Not a card — the collective term for a freight facility permitting both directions, namely the Grocer's Warehouse and the Oil Refinery. | §9.3, §12.5 |
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| **Freight Facility** | Mine Tipples, Produce Sheds, Grocer's Warehouses, Oil Refineries, Power Plants, Freight Houses. Some allow only outbound, some only inbound, some both. Per-card values in §12.5. | §9, §12.5 |
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| **Freight House** | A sixth Freight Facility card (corrected v0.5.0 — an earlier pass here read it as a collective term for the Grocer's Warehouse and the Oil Refinery rather than a card of its own; it is dealt like any other industry). Permits both directions, the same as a Grocer's Warehouse or Oil Refinery. | §9.3, §12.5 |
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| **Highball** | When a train holding at an Office automatically departs. | §2.4 |
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| **Home Office** | The primary face-down deck cards are drawn from. 52 cards. | §2.6, §12.1 |
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| **Hopper** | Coal rolling stock (brown = loaded, white = empty). | §2.2 |
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@@ -82,10 +82,12 @@ direction. `DivisionNode.gradeUp` records the direction a train travels when **c
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going the other way is descending. Brakeman and Airbrakes apply to the descent, Helpers to the
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climb, so turning the card around swaps which trains each card helps.
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One gap remains, and it is a **setup** gap rather than a rules one: `createGame` is synchronous and
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returns a ready state, so there is no point at which a player can be asked. Orientation is currently
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**rolled** — deterministic from the seed, and roughly even (51/49 east/west across 400 games) — and
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should become a real player choice when setup gains an interactive phase.
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**Settled (v0.5.0): orientation is never a player choice, and this overrides the card's own printed
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"Player sets orientation."** A Heavy Grade sits on the shared west-to-east Division chain, between
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two players (§4.2) or beyond an end Division Point next to one — never inside a single player's own
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district — so whichever direction climbs advantages one neighbour over the other, and no one player
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has a fair claim to the decision. Orientation is **rolled** from the seed instead — deterministic,
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and roughly even (51/49 east/west across 400 games) — identically for solitaire and multiplayer.
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**Still not implemented**: the Action (10) and Space-use (12) cards, which are genuinely
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multiplayer-only. Playing them is rejected with `NOT_IMPLEMENTED`.
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@@ -718,10 +718,12 @@ leave no way at all to speed up a slow facility. Section Gang is the sole worker
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keeps that power scarce. Capacity modifiers are stronger than they sound, since banking room rather
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than worker count is what limits output.
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**Sub-decision — what a "Freight House" is.** §9.3 and Appendix A refer to Freight Houses, but §9's
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facility list never defines one. It is **not a card**: it is the collective term for a freight
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facility that both loads and unloads — under 10a, the Grocer's Warehouse and the Oil Refinery. This
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reconciles every reference without adding a card type or disturbing Gap 4a's deck composition.
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**Sub-decision — what a "Freight House" is. SUPERSEDED (v0.5.0).** §9.3 and Appendix A refer to
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Freight Houses, but §9's facility list never defines one. This originally concluded it was **not a
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card** — the collective term for a freight facility that both loads and unloads, under 10a the
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Grocer's Warehouse and the Oil Refinery. That reading was wrong: it **is** a card, a sixth Freight
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Facility dealt 6 copies (`content.ts`'s `freightHouse` profile), which the engine has implemented
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all along. Left here for the reasoning; do not read this entry as current.
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### 10e — Revenue/Day revalidated, and the Gap 6 targets revised
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@@ -452,9 +452,10 @@ Loading and unloading of Rolling Stock (passengers and freight) takes place in t
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(§11). A Whistle Post is not a Passenger Facility, so a player who has not upgraded has no
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passenger business at all.
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- **Freight Facilities:** Mine Tipples, Produce Sheds, Grocer's Warehouses, Oil Refineries, Power
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Plants. Per-card values in §12.5.
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- **Freight House:** **[Gap 10d]** not a facility type of its own, but the collective term for a
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freight facility permitting both directions — the Grocer's Warehouse and the Oil Refinery.
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Plants, Freight Houses. Per-card values in §12.5.
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- **Freight House:** a Freight Facility card in its own right (corrected v0.5.0 — **[Gap 10d]**
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previously read this as a collective term for the Grocer's Warehouse and the Oil Refinery rather
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than a card of its own). Permits both directions, the same as those two.
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- **Modifier Facilities:** Cards that, placed adjacent (on any of the nine nearby spots), increase a
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passenger or freight facility's capacities. If two Facilities are adjacent to the Modifier, its
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effects may only be used on one Facility per **Stage** **[Gap 7]**.
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@@ -753,8 +754,9 @@ Modifier effects, and track geometries — is catalogued in
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| Extra Platform | +1 green and +1 red slot (passenger) |
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| Section Gang | +1 Laborer or +1 Porter |
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**"Freight House"** (§9.3, Appendix A) is not a card — it is the collective term for a freight
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facility that both loads and unloads, namely the Grocer's Warehouse and the Oil Refinery.
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**"Freight House"** (§9.3, Appendix A) is a Freight Facility card (corrected v0.5.0 — previously
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read as not a card, only a collective term for a facility that both loads and unloads). It permits
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both directions, the same as the Grocer's Warehouse and the Oil Refinery.
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---
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