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.
This commit is contained in:
Jesse
2026-08-20 23:50:38 -04:00
parent f9c4d9fa92
commit c3c5cbfeec
52 changed files with 5282 additions and 420 deletions
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/**
* The HTTP/SSE wiring — Phase 2 of `docs/architecture/multiplayer.md` (§8-9, §12 steps 8 and 12).
*
* Plain `node:http`, no framework: the project has zero runtime dependencies
* (`package.json`), and `scripts/build-web.ts` already shells out to `tsc` directly rather than
* reaching for a bundler — this matches that everywhere-else choice rather than introducing the
* first framework dependency for one route table.
*
* All the game logic lives in `session.ts`; this file is deliberately thin — routing, the join-secret
* gate, SSE mechanics, and static file serving for the built client (`dist/`, D16: the server serves
* the client, which is what makes same-origin work with no CORS).
*/
import { createServer } from 'node:http';
import type { IncomingMessage, ServerResponse } from 'node:http';
import { createReadStream } from 'node:fs';
import { stat } from 'node:fs/promises';
import { extname, join, normalize } from 'node:path';
import type { Intent } from '../engine/intents.ts';
import type { GameConfig, PlayerIndex } from '../engine/state.ts';
import { appendTiming, writeGame } from './persistence.ts';
import { createSession } from './session.ts';
import type { GameSession, Push } from './session.ts';
export type ServerOptions = {
port: number;
bindAddress: string;
/** D14 — a server-wide secret, passed out of band. Gates every `/api/*` route. */
joinSecret: string;
/** The built client (`npm run build:web`'s `dist/`), served at `/` (D16). */
distDir: string;
/** Where `game.json`/`turn-timings.json` live (Phase 3). */
dataDir: string;
/** `package.json`'s version — stamped onto every write, checked on every load (§12 step 15). */
engineVersion: string;
/** Already reconstructed by `index.ts`'s load-on-start, or `null` for a fresh server. */
initialSession: GameSession | null;
};
const MIME: Record<string, string> = {
'.html': 'text/html; charset=utf-8',
'.js': 'text/javascript; charset=utf-8',
'.css': 'text/css; charset=utf-8',
'.json': 'application/json; charset=utf-8',
'.png': 'image/png',
'.svg': 'image/svg+xml',
};
const HEARTBEAT_MS = 20_000;
async function readJson(req: IncomingMessage): Promise<unknown> {
const chunks: Buffer[] = [];
for await (const chunk of req) chunks.push(chunk as Buffer);
const text = Buffer.concat(chunks).toString('utf8');
return text.trim() === '' ? {} : JSON.parse(text);
}
function sendJson(res: ServerResponse, status: number, body: unknown): void {
const text = JSON.stringify(body);
res.writeHead(status, { 'Content-Type': 'application/json; charset=utf-8', 'Content-Length': Buffer.byteLength(text) });
res.end(text);
}
async function serveStatic(distDir: string, urlPath: string, res: ServerResponse): Promise<void> {
const rel = urlPath === '/' ? '/index.html' : urlPath;
// `normalize` collapses `..`, and the join is then checked to still be inside `distDir` — a request
// for `/../../etc/passwd` must not escape the one directory this is allowed to read from.
const full = join(distDir, normalize(rel));
if (!full.startsWith(distDir)) {
sendJson(res, 400, { error: 'bad path' });
return;
}
try {
const info = await stat(full);
if (!info.isFile()) throw new Error('not a file');
res.writeHead(200, { 'Content-Type': MIME[extname(full)] ?? 'application/octet-stream', 'Content-Length': info.size });
createReadStream(full).pipe(res);
} catch {
res.writeHead(404, { 'Content-Type': 'text/plain' });
res.end('not found');
}
}
export function startServer(opts: ServerOptions): void {
let session: GameSession | null = opts.initialSession;
// One open SSE response per seat — a second connection from the same seat replaces the first
// rather than fanning out to both (Phase 2 has no concept of "the same seat from two tabs").
const connections = new Map<PlayerIndex, ServerResponse>();
const eventIds = new Map<PlayerIndex, number>();
function checkSecret(url: URL, res: ServerResponse): boolean {
if (url.searchParams.get('secret') === opts.joinSecret) return true;
sendJson(res, 403, { error: 'bad or missing secret' });
return false;
}
function writeSse(seat: PlayerIndex, push: Push): void {
const res = connections.get(seat);
if (!res) return; // that seat is not currently connected — Phase 4's reconnect story, not this one
const id = (eventIds.get(seat) ?? 0) + 1;
eventIds.set(seat, id);
res.write(`id: ${id}\ndata: ${JSON.stringify(push)}\n\n`);
}
function broadcast(pushes: Map<PlayerIndex, Push>): void {
for (const [seat, push] of pushes) writeSse(seat, push);
}
const server = createServer((req, res) => {
void (async () => {
const url = new URL(req.url ?? '/', `http://${req.headers.host ?? 'localhost'}`);
if (url.pathname === '/api/game' && req.method === 'POST') {
if (!checkSecret(url, res)) return;
if (session) {
sendJson(res, 409, { error: 'a game already exists on this server' });
return;
}
const body = (await readJson(req)) as { config?: GameConfig; playerNames?: string[]; seed?: number };
if (!body.config || !Array.isArray(body.playerNames) || body.playerNames.length < 1) {
sendJson(res, 400, { error: 'expected { config, playerNames }' });
return;
}
session = createSession(body.seed ?? Math.floor(Math.random() * 1e9), body.config, body.playerNames);
// Persisted immediately, empty history and all — a crash one second after creation should
// still resume as "the game exists, day 1, nobody has moved" rather than vanish entirely.
await writeGame(opts.dataDir, session.exportSave(), opts.engineVersion);
sendJson(res, 200, { ok: true, playerCount: session.playerCount });
return;
}
if (url.pathname === '/api/stream' && req.method === 'GET') {
if (!checkSecret(url, res)) return;
if (!session) {
sendJson(res, 404, { error: 'no game yet' });
return;
}
const seat = Number(url.searchParams.get('seat')) as PlayerIndex;
if (!Number.isInteger(seat) || seat < 0 || seat >= session.playerCount) {
sendJson(res, 400, { error: 'bad or missing ?seat=' });
return;
}
res.writeHead(200, {
'Content-Type': 'text/event-stream',
'Cache-Control': 'no-cache',
Connection: 'keep-alive',
});
connections.set(seat, res);
writeSse(seat, session.connect(seat));
// Idle for minutes at a time is the expected shape of this game (multiplayer.md §9) — a
// silent SSE connection is exactly what a proxy in the path may reap. A comment line is not a
// real event (EventSource ignores lines starting with `:`), so it costs the client nothing.
const heartbeat = setInterval(() => res.write(': ping\n\n'), HEARTBEAT_MS);
req.on('close', () => {
clearInterval(heartbeat);
if (connections.get(seat) === res) connections.delete(seat);
});
return;
}
if (url.pathname === '/api/intent' && req.method === 'POST') {
if (!checkSecret(url, res)) return;
if (!session) {
sendJson(res, 404, { error: 'no game yet' });
return;
}
const seat = Number(url.searchParams.get('seat')) as PlayerIndex;
if (!Number.isInteger(seat) || seat < 0 || seat >= session.playerCount) {
sendJson(res, 400, { error: 'bad or missing ?seat=' });
return;
}
const body = (await readJson(req)) as { seq?: number; intent?: Intent };
if (typeof body.seq !== 'number' || !body.intent) {
sendJson(res, 400, { error: 'expected { seq, intent }' });
return;
}
const result = session.intent(seat, body.seq, body.intent);
if (result.accepted) {
// Persisted BEFORE the response goes out — "accepted" should mean "durably on disk" at
// this scale, not just "applied in memory" (§12 step 14).
await writeGame(opts.dataDir, session.exportSave(), opts.engineVersion);
if (result.timing) await appendTiming(opts.dataDir, result.timing);
}
sendJson(res, 200, result.accepted ? { ok: true } : { ok: false, code: result.code });
if (result.accepted) broadcast(result.pushes);
return;
}
await serveStatic(opts.distDir, url.pathname, res);
})().catch((err: unknown) => {
sendJson(res, 500, { error: err instanceof Error ? err.message : 'internal error' });
});
});
server.listen(opts.port, opts.bindAddress);
}
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/**
* Process bootstrap — Phase 2 §12 step 8, extended for Phase 3 (§12 steps 14-15) load-on-start.
*
* Run with: node src/server/index.ts
*
* Env-configured, no config file — matches how the rest of this project's dev-side tooling reads
* `process.env` directly (`scripts/build-web.ts`'s `BUILD_DIST_DIR`).
*/
import { readFileSync } from 'node:fs';
import { dirname, join, resolve } from 'node:path';
import { fileURLToPath } from 'node:url';
import { startServer } from './http.ts';
import { loadGame } from './persistence.ts';
import { resumeSession } from './session.ts';
import type { GameSession } from './session.ts';
const port = Number(process.env['PORT'] ?? 8081);
const bindAddress = process.env['BIND_ADDRESS'] ?? '0.0.0.0';
const joinSecret = process.env['JOIN_SECRET'];
const distDir = resolve(process.env['DIST_DIR'] ?? 'dist');
const dataDir = resolve(process.env['DATA_DIR'] ?? 'data');
if (!joinSecret) {
console.error('JOIN_SECRET must be set — a server-wide secret, passed out of band (D14).');
process.exit(1);
}
// `package.json`'s version IS `engineVersion` (§12 step 15) — the same reading `scripts/build-web.ts`'s
// `buildStamp()` already does, just from `src/server/` rather than the repo root script directory.
const root = join(dirname(fileURLToPath(import.meta.url)), '..', '..');
const engineVersion = (JSON.parse(readFileSync(join(root, 'package.json'), 'utf8')) as { version: string }).version;
let initialSession: GameSession | null = null;
const loaded = await loadGame(dataDir, engineVersion);
if (loaded.found && loaded.ok) {
initialSession = resumeSession(loaded.saved);
console.log(`Resumed a saved game from ${dataDir} (${loaded.saved.history.length} intents replayed).`);
} else if (loaded.found && !loaded.ok) {
// Refused explicitly (§12 step 15) — never silently replayed under rules it wasn't recorded
// under. The file is left untouched: rolling the running version back would let it load again.
console.error(
`Refusing to load ${dataDir}/game.json: it was saved under engine version ` +
`${loaded.storedVersion}, this server is running ${engineVersion}. Starting with no active ` +
`game. The saved file has not been touched.`,
);
}
startServer({ port, bindAddress, joinSecret, distDir, dataDir, engineVersion, initialSession });
console.log(`Station Master multiplayer server on ${bindAddress}:${port}, serving ${distDir}`);
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/**
* Persistence — Phase 3 of `docs/architecture/multiplayer.md` (§12 steps 14-15;
* `lobby-and-sessions.md` §6 specifies the exact shape and reasoning).
*
* One game per process (Phase 2's scope, unchanged) — two files in `DATA_DIR`, no index and no
* `gameId`, both deferred to Phase 4's multi-game generalization same as the server core deferred
* them. Every write is a full-file atomic rewrite (write to `.tmp`, `rename` over the real path)
* rather than true on-disk appending: §6 says the storage mechanism is genuinely open as long as the
* LOGICAL history is never rewritten or reordered, which a full rewrite of an always-growing array
* satisfies — and at the measured scale (~350 intents, a few hundred bytes per game) there is nothing
* to optimize yet.
*/
import { mkdir, readFile, rename, writeFile } from 'node:fs/promises';
import { join } from 'node:path';
import type { SavedGame, TurnTiming } from './session.ts';
const GAME_FILE = 'game.json';
const TIMINGS_FILE = 'turn-timings.json';
type PersistedGame = SavedGame & { engineVersion: string };
async function atomicWrite(path: string, text: string): Promise<void> {
const tmp = `${path}.tmp`;
await writeFile(tmp, text);
await rename(tmp, path);
}
export async function writeGame(dataDir: string, saved: SavedGame, engineVersion: string): Promise<void> {
await mkdir(dataDir, { recursive: true });
const payload: PersistedGame = { engineVersion, ...saved };
await atomicWrite(join(dataDir, GAME_FILE), JSON.stringify(payload, null, 1));
}
export type LoadResult =
| { found: false }
| { found: true; ok: true; saved: SavedGame }
/** §12 step 15 — refused explicitly, never silently replayed under the wrong rules. */
| { found: true; ok: false; storedVersion: string; currentVersion: string };
export async function loadGame(dataDir: string, currentVersion: string): Promise<LoadResult> {
let text: string;
try {
text = await readFile(join(dataDir, GAME_FILE), 'utf8');
} catch {
return { found: false };
}
const payload = JSON.parse(text) as PersistedGame;
if (payload.engineVersion !== currentVersion) {
return { found: true, ok: false, storedVersion: payload.engineVersion, currentVersion };
}
const { engineVersion: _engineVersion, ...saved } = payload;
return { found: true, ok: true, saved };
}
/** Appended once per closed turn span (`GameSession.intent`'s `timing` result) — read-modify-write at
* this scale rather than real appending, same reasoning as `writeGame`. */
export async function appendTiming(dataDir: string, timing: TurnTiming): Promise<void> {
await mkdir(dataDir, { recursive: true });
const path = join(dataDir, TIMINGS_FILE);
let existing: TurnTiming[];
try {
existing = JSON.parse(await readFile(path, 'utf8')) as TurnTiming[];
} catch {
existing = [];
}
existing.push(timing);
await atomicWrite(path, JSON.stringify(existing, null, 1));
}
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/**
* The game session host — Phases 2 and 3 of `docs/architecture/multiplayer.md` (§8, §12 steps 9,
* 14-16).
*
* Pure logic, no sockets, no filesystem — `src/server/http.ts` is the thin wiring that calls into
* this, and `src/server/persistence.ts` is what actually reads/writes disk. One `GameSession` per
* in-memory game (Phase 2 is one game per process; Phase 4 generalizes to many).
*
* REUSES `src/web/game.ts`'s `Game`/`submit`/`drain`/`currentActor`/`actionMenu` wholesale — all pure
* logic already, with no DOM dependency, exactly as `LocalSession` uses them client-side. Building a
* second copy of "apply an intent, narrate it, compute the Menu" here would drift from what solitaire
* already does and is tested against.
*
* ONE THING `game.ts`'s `submit` DOES NOT DO: verify who is calling it. `submit(game, intent)` reads
* `currentActor(game)` itself and applies the intent AS that player, regardless of who asked — safe
* for `LocalSession` (there is only ever one possible caller: the one browser). A server has more than
* one seat submitting, so THIS file is where "is `seat` actually allowed to act right now?" has to be
* checked, before `submit` is ever called — see `intent()` below.
*/
import { check } from '../engine/apply.ts';
import type { Intent } from '../engine/intents.ts';
import type { GameConfig, PlayerIndex } from '../engine/state.ts';
import { actionMenu, currentActor, fromMultiplayerSave, newMultiplayerGame, submit } from '../web/game.ts';
import type { Game, Menu } from '../web/game.ts';
import { deltaFrame } from '../sim/frame-delta.ts';
import type { FrameDelta } from '../sim/frame-delta.ts';
import { snapshot } from '../sim/view.ts';
import type { Frame } from '../sim/view.ts';
export type Push = {
frame: FrameDelta;
/** Non-null only for the seat that may currently act — never guess otherwise (`game.ts`'s `actionMenu` guards this too, but the host must still only compute/send it for the actor). */
menu: Menu | null;
/** Narration since the LAST push to this specific seat, not the whole game's log. */
lines: { text: string; tone: string }[];
};
/**
* `lobby-and-sessions.md` §5 — "wall-clock at the start of a turn, wall-clock at the intent that
* ends it, per player per phase." Computed entirely here, never touching the engine (which has no
* clock and must stay deterministic) and never stored inside `history` (a replay must reproduce a
* game from decisions alone).
*/
export type TurnTiming = {
player: PlayerIndex;
phase: string;
day: number;
stage: number;
startedAt: number;
endedAt: number;
};
/** Everything `persistence.ts` needs to write `game.json` and rebuild a session from it later. */
export type SavedGame = {
seed: number;
config: GameConfig;
playerNames: string[];
history: Intent[];
status: 'active' | 'finished';
createdAt: number;
};
export type IntentResult =
| { accepted: true; pushes: Map<PlayerIndex, Push>; timing: TurnTiming | null }
| { accepted: false; code: string };
export type GameSession = {
readonly playerCount: number;
/** A new SSE connection (or a reconnect) for `seat` — always a full Frame, never a delta. */
connect(seat: PlayerIndex): Push;
intent(seat: PlayerIndex, seq: number, i: Intent): IntentResult;
/** Everything needed to persist this game and, later, rebuild it via `resumeSession`. */
exportSave(): SavedGame;
};
type OpenSpan = { player: PlayerIndex; phase: string; day: number; stage: number; startedAt: number };
function buildSession(game: Game, playerNames: string[], createdAt: number): GameSession {
const lastSeq = new Map<PlayerIndex, number>();
const lastFrame = new Map<PlayerIndex, Frame>();
const sentLines = new Map<PlayerIndex, number>();
const openSpanFor = (now: number): OpenSpan | null => {
const actor = currentActor(game);
if (actor === null) return null;
return { player: actor, phase: game.state.clock.phase, day: game.state.clock.day, stage: game.state.clock.stage, startedAt: now };
};
let open: OpenSpan | null = openSpanFor(Date.now());
function frameFor(seat: PlayerIndex): Frame {
return snapshot(game.state, game.log, null, null, null, false, seat);
}
function linesSince(seat: PlayerIndex): { text: string; tone: string }[] {
const already = sentLines.get(seat) ?? 0;
sentLines.set(seat, game.log.length);
return game.log.slice(already);
}
function menuFor(seat: PlayerIndex): Menu | null {
return seat === currentActor(game) ? actionMenu(game, seat) : null;
}
function pushFor(seat: PlayerIndex): Push {
const frame = frameFor(seat);
const delta = deltaFrame(lastFrame.get(seat) ?? null, frame);
lastFrame.set(seat, frame);
return { frame: delta, menu: menuFor(seat), lines: linesSince(seat) };
}
function pushesForAll(): Map<PlayerIndex, Push> {
const out = new Map<PlayerIndex, Push>();
for (let seat = 0; seat < playerNames.length; seat++) out.set(seat as PlayerIndex, pushFor(seat as PlayerIndex));
return out;
}
/**
* Closes the open span if the acting player, phase, Day or Stage moved since it opened, and opens
* the next one (or none, in the automatic Mainline Phase). Returns the just-closed span, if any,
* for the caller to persist — a "turn" here is exactly the contiguous stretch where none of those
* four things changed, which can span several intents (draw, then play, then end) as one span.
*/
function settleTiming(): TurnTiming | null {
const now = Date.now();
const next = openSpanFor(now);
const same =
open !== null &&
next !== null &&
open.player === next.player &&
open.phase === next.phase &&
open.day === next.day &&
open.stage === next.stage;
if (same) return null;
const closed: TurnTiming | null = open === null ? null : { ...open, endedAt: now };
open = next;
return closed;
}
return {
playerCount: playerNames.length,
connect(seat) {
// A (re)connect always starts from a clean slate — no cache to trust across a lost connection
// (or a server restart, Phase 3) — so the honest thing is a full Frame, not a delta.
lastFrame.delete(seat);
return pushFor(seat);
},
intent(seat, seq, i) {
// Idempotent resend (protocol.md §5): a repeat of an ALREADY-APPLIED seq is a no-op success,
// with no pushes to re-broadcast. A repeat after a REJECTION is not remembered here — it was
// never applied, so it is worth trying again (see the `lastSeq.set` below: only on success).
if (lastSeq.get(seat) === seq) return { accepted: true, pushes: new Map(), timing: null };
if (seat !== currentActor(game)) return { accepted: false, code: 'NOT_YOUR_TURN' };
// Checked directly, rather than via `submit`'s boolean, for two reasons: `submit` writes a
// "that is not allowed" line into the SHARED `game.log` on rejection, which would otherwise
// broadcast one seat's illegal attempt to the whole table on their next push (rejection
// feedback is private, to the submitter only); and calling `check` first means an intent
// already known to be illegal never touches the engine at all.
const code = check(game.state, seat, i);
if (code) return { accepted: false, code };
const applied = submit(game, i);
/* c8 ignore next -- `check` above already proved this intent is legal; `submit` cannot then refuse it. */
if (!applied) return { accepted: false, code: 'REJECTED' };
lastSeq.set(seat, seq);
const timing = settleTiming();
return { accepted: true, pushes: pushesForAll(), timing };
},
exportSave() {
return {
seed: game.seed,
config: game.state.config,
playerNames: [...playerNames],
history: [...game.history],
status: game.state.status === 'finished' ? 'finished' : 'active',
createdAt,
};
},
};
}
export function createSession(seed: number, config: GameConfig, playerNames: string[]): GameSession {
return buildSession(newMultiplayerGame(seed, config, playerNames), playerNames, Date.now());
}
/**
* Phase 3 — rebuild a session from a persisted `SavedGame` (`persistence.ts`). The engine-version
* check happens before this is ever called; by the time `saved.history` reaches here it is already
* known to have been recorded under the currently-running rules.
*/
export function resumeSession(saved: SavedGame): GameSession {
const game = fromMultiplayerSave(saved.seed, saved.config, saved.playerNames, saved.history);
return buildSession(game, saved.playerNames, saved.createdAt);
}