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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/**
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* The game session host — Phases 2 and 3 of `docs/architecture/multiplayer.md` (§8, §12 steps 9,
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* 14-16).
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*
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* Pure logic, no sockets, no filesystem — `src/server/http.ts` is the thin wiring that calls into
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* this, and `src/server/persistence.ts` is what actually reads/writes disk. One `GameSession` per
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* in-memory game (Phase 2 is one game per process; Phase 4 generalizes to many).
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*
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* REUSES `src/web/game.ts`'s `Game`/`submit`/`drain`/`currentActor`/`actionMenu` wholesale — all pure
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* logic already, with no DOM dependency, exactly as `LocalSession` uses them client-side. Building a
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* second copy of "apply an intent, narrate it, compute the Menu" here would drift from what solitaire
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* already does and is tested against.
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*
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* ONE THING `game.ts`'s `submit` DOES NOT DO: verify who is calling it. `submit(game, intent)` reads
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* `currentActor(game)` itself and applies the intent AS that player, regardless of who asked — safe
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* for `LocalSession` (there is only ever one possible caller: the one browser). A server has more than
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* one seat submitting, so THIS file is where "is `seat` actually allowed to act right now?" has to be
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* checked, before `submit` is ever called — see `intent()` below.
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*/
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import { check } from '../engine/apply.ts';
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import type { Intent } from '../engine/intents.ts';
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import type { GameConfig, PlayerIndex } from '../engine/state.ts';
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import { actionMenu, currentActor, fromMultiplayerSave, newMultiplayerGame, submit } from '../web/game.ts';
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import type { Game, Menu } from '../web/game.ts';
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import { deltaFrame } from '../sim/frame-delta.ts';
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import type { FrameDelta } from '../sim/frame-delta.ts';
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import { snapshot } from '../sim/view.ts';
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import type { Frame } from '../sim/view.ts';
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export type Push = {
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frame: FrameDelta;
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/** 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). */
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menu: Menu | null;
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/** Narration since the LAST push to this specific seat, not the whole game's log. */
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lines: { text: string; tone: string }[];
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};
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/**
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* `lobby-and-sessions.md` §5 — "wall-clock at the start of a turn, wall-clock at the intent that
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* ends it, per player per phase." Computed entirely here, never touching the engine (which has no
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* clock and must stay deterministic) and never stored inside `history` (a replay must reproduce a
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* game from decisions alone).
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*/
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export type TurnTiming = {
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player: PlayerIndex;
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phase: string;
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day: number;
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stage: number;
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startedAt: number;
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endedAt: number;
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};
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/** Everything `persistence.ts` needs to write `game.json` and rebuild a session from it later. */
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export type SavedGame = {
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seed: number;
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config: GameConfig;
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playerNames: string[];
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history: Intent[];
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status: 'active' | 'finished';
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createdAt: number;
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};
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export type IntentResult =
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| { accepted: true; pushes: Map<PlayerIndex, Push>; timing: TurnTiming | null }
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| { accepted: false; code: string };
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export type GameSession = {
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readonly playerCount: number;
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/** A new SSE connection (or a reconnect) for `seat` — always a full Frame, never a delta. */
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connect(seat: PlayerIndex): Push;
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intent(seat: PlayerIndex, seq: number, i: Intent): IntentResult;
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/** Everything needed to persist this game and, later, rebuild it via `resumeSession`. */
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exportSave(): SavedGame;
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};
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type OpenSpan = { player: PlayerIndex; phase: string; day: number; stage: number; startedAt: number };
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function buildSession(game: Game, playerNames: string[], createdAt: number): GameSession {
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const lastSeq = new Map<PlayerIndex, number>();
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const lastFrame = new Map<PlayerIndex, Frame>();
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const sentLines = new Map<PlayerIndex, number>();
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const openSpanFor = (now: number): OpenSpan | null => {
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const actor = currentActor(game);
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if (actor === null) return null;
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return { player: actor, phase: game.state.clock.phase, day: game.state.clock.day, stage: game.state.clock.stage, startedAt: now };
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};
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let open: OpenSpan | null = openSpanFor(Date.now());
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function frameFor(seat: PlayerIndex): Frame {
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return snapshot(game.state, game.log, null, null, null, false, seat);
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}
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function linesSince(seat: PlayerIndex): { text: string; tone: string }[] {
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const already = sentLines.get(seat) ?? 0;
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sentLines.set(seat, game.log.length);
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return game.log.slice(already);
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}
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function menuFor(seat: PlayerIndex): Menu | null {
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return seat === currentActor(game) ? actionMenu(game, seat) : null;
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}
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function pushFor(seat: PlayerIndex): Push {
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const frame = frameFor(seat);
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const delta = deltaFrame(lastFrame.get(seat) ?? null, frame);
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lastFrame.set(seat, frame);
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return { frame: delta, menu: menuFor(seat), lines: linesSince(seat) };
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}
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function pushesForAll(): Map<PlayerIndex, Push> {
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const out = new Map<PlayerIndex, Push>();
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for (let seat = 0; seat < playerNames.length; seat++) out.set(seat as PlayerIndex, pushFor(seat as PlayerIndex));
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return out;
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}
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/**
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* Closes the open span if the acting player, phase, Day or Stage moved since it opened, and opens
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* the next one (or none, in the automatic Mainline Phase). Returns the just-closed span, if any,
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* for the caller to persist — a "turn" here is exactly the contiguous stretch where none of those
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* four things changed, which can span several intents (draw, then play, then end) as one span.
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*/
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function settleTiming(): TurnTiming | null {
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const now = Date.now();
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const next = openSpanFor(now);
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const same =
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open !== null &&
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next !== null &&
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open.player === next.player &&
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open.phase === next.phase &&
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open.day === next.day &&
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open.stage === next.stage;
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if (same) return null;
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const closed: TurnTiming | null = open === null ? null : { ...open, endedAt: now };
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open = next;
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return closed;
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}
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return {
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playerCount: playerNames.length,
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connect(seat) {
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// A (re)connect always starts from a clean slate — no cache to trust across a lost connection
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// (or a server restart, Phase 3) — so the honest thing is a full Frame, not a delta.
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lastFrame.delete(seat);
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return pushFor(seat);
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},
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intent(seat, seq, i) {
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// Idempotent resend (protocol.md §5): a repeat of an ALREADY-APPLIED seq is a no-op success,
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// with no pushes to re-broadcast. A repeat after a REJECTION is not remembered here — it was
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// never applied, so it is worth trying again (see the `lastSeq.set` below: only on success).
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if (lastSeq.get(seat) === seq) return { accepted: true, pushes: new Map(), timing: null };
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if (seat !== currentActor(game)) return { accepted: false, code: 'NOT_YOUR_TURN' };
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// Checked directly, rather than via `submit`'s boolean, for two reasons: `submit` writes a
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// "that is not allowed" line into the SHARED `game.log` on rejection, which would otherwise
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// broadcast one seat's illegal attempt to the whole table on their next push (rejection
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// feedback is private, to the submitter only); and calling `check` first means an intent
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// already known to be illegal never touches the engine at all.
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const code = check(game.state, seat, i);
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if (code) return { accepted: false, code };
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const applied = submit(game, i);
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/* c8 ignore next -- `check` above already proved this intent is legal; `submit` cannot then refuse it. */
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if (!applied) return { accepted: false, code: 'REJECTED' };
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lastSeq.set(seat, seq);
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const timing = settleTiming();
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return { accepted: true, pushes: pushesForAll(), timing };
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},
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exportSave() {
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return {
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seed: game.seed,
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config: game.state.config,
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playerNames: [...playerNames],
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history: [...game.history],
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status: game.state.status === 'finished' ? 'finished' : 'active',
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createdAt,
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};
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},
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};
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}
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export function createSession(seed: number, config: GameConfig, playerNames: string[]): GameSession {
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return buildSession(newMultiplayerGame(seed, config, playerNames), playerNames, Date.now());
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}
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/**
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* Phase 3 — rebuild a session from a persisted `SavedGame` (`persistence.ts`). The engine-version
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* check happens before this is ever called; by the time `saved.history` reaches here it is already
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* known to have been recorded under the currently-running rules.
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*/
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export function resumeSession(saved: SavedGame): GameSession {
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const game = fromMultiplayerSave(saved.seed, saved.config, saved.playerNames, saved.history);
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return buildSession(game, saved.playerNames, saved.createdAt);
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}
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