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:
@@ -0,0 +1,69 @@
|
||||
/**
|
||||
* 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));
|
||||
}
|
||||
Reference in New Issue
Block a user