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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@@ -21,7 +21,14 @@ import { writeFileSync } from 'node:fs';
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import { advance } from '../engine/advance.ts';
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import { applyIntent, areaOf, facilityCarType, laborersLeft, portersLeft } from '../engine/apply.ts';
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import type { GameLength } from '../engine/content.ts';
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import { MAINLINE_PROFILES, lengthProfile, officeProfile } from '../engine/content.ts';
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import {
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DEFAULT_MAX_COLLISIONS_PER_DAY,
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DEFAULT_MAX_COLLISIONS_TOTAL,
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MAINLINE_PROFILES,
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collectiveRevenueFloor,
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lengthProfile,
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officeProfile,
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} from '../engine/content.ts';
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import type { GameEvent } from '../engine/events.ts';
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import type { Intent } from '../engine/intents.ts';
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import { legalActions } from '../engine/legal.ts';
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@@ -51,10 +58,14 @@ import { playCue } from '../web/sound.ts';
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export type Recording = { seed: number; length: GameLength; frames: Frame[]; outcome: string };
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export function record(seed: number, length: GameLength, maxSteps = 100_000): Recording {
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const days = lengthProfile(length).days;
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const config: GameConfig = {
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mode: 'solitaire',
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victory: 'highestAfterDays',
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length,
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days,
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minCombinedRevenue: collectiveRevenueFloor(1, days),
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maxCollisionsPerDay: DEFAULT_MAX_COLLISIONS_PER_DAY,
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maxCollisionsTotal: DEFAULT_MAX_COLLISIONS_TOTAL,
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pvpCardsAllowed: false,
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optionalRules: {
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reducedVisibility: false,
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sisterTrains: false,
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@@ -263,7 +274,7 @@ export function rehydrateCells(
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}
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export function renderHtml(rec: Recording): string {
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const target = lengthProfile(rec.length);
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const profile = lengthProfile(rec.length);
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return `<!doctype html>
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<html lang="en"><head><meta charset="utf-8">
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<meta name="viewport" content="width=device-width,initial-scale=1">
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@@ -360,7 +371,7 @@ kbd{background:#2a3038;border:1px solid var(--line);border-radius:3px;padding:0
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</style></head><body>
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<header>
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<h1>Station Master — replay · seed ${rec.seed} · ${rec.length} (target ${target.target} over ${target.days} Days) · ${esc(rec.outcome)}</h1>
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<h1>Station Master — replay · seed ${rec.seed} · ${rec.length} (${profile.days} Days) · ${esc(rec.outcome)}</h1>
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<div class="bar">
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<span class="dim">fedora <span id="super">—</span></span>
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<span>revenue <b class="big" id="rev">0</b></span>
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