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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@@ -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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