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
+83 -9
View File
@@ -18,8 +18,9 @@
import type { Intent } from '../engine/intents.ts';
import type { Frame } from '../sim/view.ts';
import type { PlayerIndex } from '../engine/state.ts';
import type { HouseRuleOverrides } from '../engine/content.ts';
import type { Game, Menu, Save } from './game.ts';
import { applyDelta } from '../sim/frame-delta.ts';
import type { FrameDelta } from '../sim/frame-delta.ts';
import type { Game, Menu, NewGameOptions, Save } from './game.ts';
import {
actionMenu,
configWith,
@@ -115,14 +116,14 @@ export type LocalSession = Session & {
* `Game` is mutated in place by `submit`, so the wrapper keeps a mutable reference rather than
* copying — `undo` and `restore` replace the whole game, which is why `game` is a getter.
*
* It takes `rules` rather than a whole `GameConfig` because DEALING is the only thing on the far
* side of this that the page is allowed to decide. A config carries the mode, the victory condition
* and the optional rules — table settings a lobby owns — and handing main.ts a `GameConfig` to build
* meant importing the engine's own defaults into the page, which is the boundary `session.test.ts`
* guards. The seed and the house rules are the two things a player picks when they press New game.
* It takes `NewGameOptions` rather than a whole `GameConfig` because DEALING is the only thing on the
* far side of this that the page is allowed to decide. A config carries the mode and the optional
* rules — table settings a lobby owns — and handing main.ts a `GameConfig` to build meant importing
* the engine's own defaults into the page, which is the boundary `session.test.ts` guards. The seed,
* the house rules and the victory-condition dials are what a player picks when they press New game.
*/
export function createLocalSession(seed: number, rules?: HouseRuleOverrides): LocalSession {
let game: Game = rules ? newGame(seed, configWith(rules)) : newGame(seed);
export function createLocalSession(seed: number, options?: NewGameOptions): LocalSession {
let game: Game = options ? newGame(seed, configWith(options)) : newGame(seed);
const listeners = new Set<() => void>();
const changed = (): void => {
for (const fn of [...listeners]) fn();
@@ -187,3 +188,76 @@ export function createLocalSession(seed: number, rules?: HouseRuleOverrides): Lo
},
};
}
/** The push envelope `src/server/session.ts` sends over SSE — mirrored here rather than imported,
* so this file never depends on anything under `src/server/` even at the type level. */
type Push = { frame: FrameDelta; menu: Menu | null; lines: { text: string; tone: string }[] };
/**
* A session backed by a server (Phase 2). Holds no authoritative state — no deck order, no other
* seat's hand — only the last `Frame`/`Menu` a push actually told it. `capabilities` are all `false`:
* undo would have to un-see what other players already saw, a local save is meaningless when the
* server is the store, and dealing a new game is the lobby's job (Phase 4).
*
* Construction is synchronous (the `Session` interface has no async surface), but the first real
* `Frame` only exists once the SSE connection's first push arrives — `main.ts` accounts for this by
* not rendering until `subscribe`'s callback fires at least once for a session whose `capabilities`
* are all `false` (a `LocalSession` always has data the instant it is constructed; this does not).
*/
export function createRemoteSession(seat: PlayerIndex, secret: string): Session {
let frame: Frame | null = null;
let menu: Menu | null = null;
let lines: { text: string; tone: string }[] = [];
let nextSeq = 1;
const listeners = new Set<() => void>();
const changed = (): void => {
for (const fn of [...listeners]) fn();
};
const qs = `seat=${seat}&secret=${encodeURIComponent(secret)}`;
const source = new EventSource(`/api/stream?${qs}`);
source.onmessage = (ev: MessageEvent<string>) => {
const push = JSON.parse(ev.data) as Push;
frame = applyDelta(frame, push.frame);
menu = push.menu;
lines = [...lines, ...push.lines];
changed();
};
const need = (): Frame => {
if (frame === null) throw new Error('RemoteSession.view() called before the first Frame arrived');
return frame;
};
return {
view: need,
menu: () => menu ?? { options: [], direct: [], placeable: [], hand: [], makeUp: null },
seat: () => seat,
actor: () => need().actor,
overHandLimit: () => need().overHandLimit,
handPlayable: () => (menu?.hand ?? []).map((h) => h.playNow !== null),
async submit(intent: Intent): Promise<boolean> {
const seq = nextSeq++;
const res = await fetch(`/api/intent?${qs}`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ seq, intent }),
});
const result = (await res.json()) as { ok: boolean; code?: string };
// The visible update arrives via the SSE push (broadcast to every seat, including this one),
// not from this response — this only reports whether the rules accepted it.
return result.ok;
},
subscribe(fn: () => void) {
listeners.add(fn);
return () => listeners.delete(fn);
},
capabilities: { undo: false, saveLocal: false, newGame: false },
lines: () => lines,
takeCues: () => [],
takeScheduled: () => null,
takeAnnouncement: () => null,
justDrawn: () => null,
};
}