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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@@ -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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