v0.5.1 — multiplayer Phase 4: lobby, sessions, reconnection
A real server existed since v0.5.0 but nobody could reach it without a hand-built ?seat=&secret= URL. This is what makes it a game you can actually create or join. The server now hosts more than one game: src/server/lobby.ts (new) is pure logic — creating, joining, bot seats, host transfer, starting — same split session.ts already draws for a running game. persistence.ts gained one directory per gameId plus a top-level index so index.ts resumes every saved game on boot. /api/stream and /api/intent now authenticate by session token instead of ?seat=&secret= — the token alone proves identity (lobby-and-sessions.md §1), so the join secret's job ends at the lobby door. Bots fill empty seats at Lobby.Start only, never take over a disconnected human (D8): session.ts gained driveBots(), playing developerBot forward through consecutive bot seats after every accepted intent. Disconnect keeps the seat and says so — Push gained an optional presence field, built entirely by http.ts and never routed through the engine, since a disconnect is transport news, not a GameEvent. Host rights pass to the earliest-joined remaining player if the host drops before start. Client: src/web/lobby.ts adds create/join forms and a live seating screen; localStorage replaces ?seat= for reconnecting straight back into a game already joined. A Multiplayer button sits beside New game; the New Game dialog itself is untouched. Found only by the live smoke test, not by typechecking: /api/intent read its token from the JSON body while the client sends it in the query string (matching /api/stream) — every intent failed "no such game" until caught by curl-level verification. Doc fix: multiplayer.md's D18 said the player cap was 6; lobby-and-sessions.md §2 says 2-4 with the reasoning and the test coverage to back it. The two had drifted apart. D18 now reads 2-4. Not verified: an actual browser walking through the lobby screens — none available in this environment, same limitation Phase 2's RemoteSession shipped under. 656 tests, 0 failures. tools/jitsi-harness/ deliberately left untracked — unrelated side-project work, not part of this release.
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@@ -1,5 +1,6 @@
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/**
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* Process bootstrap — Phase 2 §12 step 8, extended for Phase 3 (§12 steps 14-15) load-on-start.
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* Process bootstrap — Phase 2 §12 step 8, extended for Phase 3 (§12 steps 14-15) load-on-start and
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* Phase 4 (§12 steps 17-20) to resume every saved game and lobby, not just one.
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*
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* Run with: node src/server/index.ts
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*
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@@ -11,9 +12,10 @@ import { readFileSync } from 'node:fs';
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import { dirname, join, resolve } from 'node:path';
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import { fileURLToPath } from 'node:url';
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import { startServer } from './http.ts';
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import { loadGame } from './persistence.ts';
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import { gameDir, loadGame, readIndex, readLobby, readSessions } from './persistence.ts';
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import { resumeSession } from './session.ts';
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import type { GameSession } from './session.ts';
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import type { Lobby, PlayerSession } from './lobby.ts';
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const port = Number(process.env['PORT'] ?? 8081);
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const bindAddress = process.env['BIND_ADDRESS'] ?? '0.0.0.0';
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@@ -31,21 +33,50 @@ if (!joinSecret) {
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const root = join(dirname(fileURLToPath(import.meta.url)), '..', '..');
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const engineVersion = (JSON.parse(readFileSync(join(root, 'package.json'), 'utf8')) as { version: string }).version;
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let initialSession: GameSession | null = null;
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const initialGames = new Map<string, GameSession>();
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const initialLobbies = new Map<string, Lobby>();
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const initialSessions = new Map<string, PlayerSession>();
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const loaded = await loadGame(dataDir, engineVersion);
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if (loaded.found && loaded.ok) {
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initialSession = resumeSession(loaded.saved);
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console.log(`Resumed a saved game from ${dataDir} (${loaded.saved.history.length} intents replayed).`);
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} else if (loaded.found && !loaded.ok) {
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// Refused explicitly (§12 step 15) — never silently replayed under rules it wasn't recorded
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// under. The file is left untouched: rolling the running version back would let it load again.
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console.error(
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`Refusing to load ${dataDir}/game.json: it was saved under engine version ` +
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`${loaded.storedVersion}, this server is running ${engineVersion}. Starting with no active ` +
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`game. The saved file has not been touched.`,
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);
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const index = await readIndex(dataDir);
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for (const entry of index) {
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const sessions = await readSessions(dataDir, entry.gameId);
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for (const s of sessions) initialSessions.set(s.token, s);
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if (entry.status === 'lobby') {
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const lobby = await readLobby(dataDir, entry.gameId);
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if (lobby) initialLobbies.set(entry.gameId, lobby);
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continue;
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}
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const loaded = await loadGame(gameDir(dataDir, entry.gameId), engineVersion);
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if (loaded.found && loaded.ok) {
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initialGames.set(entry.gameId, resumeSession(loaded.saved));
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console.log(`Resumed ${entry.gameId} (${entry.gameCode}) — ${loaded.saved.history.length} intents replayed.`);
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} else if (loaded.found && !loaded.ok) {
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// Refused explicitly (§12 step 15) — never silently replayed under rules it wasn't recorded
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// under. The file is left untouched: rolling the running version back would let it load again.
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console.error(
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`Refusing to resume ${entry.gameId} (${entry.gameCode}): saved under engine version ` +
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`${loaded.storedVersion}, this server is running ${engineVersion}. Left untouched, and ` +
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`will not appear as an active game until the version matches again.`,
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);
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}
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// `entry.status === 'finished'` games are not resumed into memory at all — nothing plays them
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// forward, and their files stay on disk for post-game replay (`lobby-and-sessions.md` §6).
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}
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startServer({ port, bindAddress, joinSecret, distDir, dataDir, engineVersion, initialSession });
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console.log(`Station Master multiplayer server on ${bindAddress}:${port}, serving ${distDir}`);
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startServer({
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port,
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bindAddress,
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joinSecret,
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distDir,
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dataDir,
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engineVersion,
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initialGames,
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initialLobbies,
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initialSessions,
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});
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console.log(
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`Station Master multiplayer server on ${bindAddress}:${port}, serving ${distDir} — ` +
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`${initialGames.size} game(s) and ${initialLobbies.size} lobby(ies) resumed.`,
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);
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