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.
This commit is contained in:
Jesse
2026-08-21 05:25:47 -04:00
parent c3c5cbfeec
commit e76bd77099
17 changed files with 1420 additions and 125 deletions
+206
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@@ -0,0 +1,206 @@
/**
* The lobby (`src/server/lobby.ts`) — pure logic, no sockets, no filesystem, exercised directly.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import type { GameConfig } from '../../src/engine/state.ts';
import {
createLobby,
freshGameCode,
joinLobby,
playerCountAllowed,
reassignHost,
setBotSeat,
startLobby,
} from '../../src/server/lobby.ts';
const competitive: GameConfig = {
mode: 'competitive',
days: 5,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: {
reducedVisibility: false,
sisterTrains: false,
employeeRotation: false,
emergencyToolbox: false,
},
};
const solitaire: GameConfig = { ...competitive, mode: 'solitaire' };
describe('creating and joining', () => {
it('the creator is the host, takes seat 0, and is first in join order', () => {
const { lobby, session } = createLobby(competitive, 'Alice', 'RAIL-0001');
assert.equal(session.player, 0);
assert.equal(lobby.hostToken, session.token);
assert.equal(lobby.seats.length, 1);
assert.deepEqual(lobby.seats[0], { kind: 'human', token: session.token, displayName: 'Alice' });
assert.deepEqual(lobby.joinOrder, [session.token]);
});
it('fills the next empty seat, in order', () => {
const { lobby: l1, session: s1 } = createLobby(competitive, 'Alice', 'RAIL-0001');
const j2 = joinLobby(l1, 'Bob');
assert.ok(j2.ok);
if (!j2.ok) return;
assert.equal(j2.session.player, 1);
const j3 = joinLobby(j2.lobby, 'Carol');
assert.ok(j3.ok);
if (!j3.ok) return;
assert.equal(j3.session.player, 2);
assert.deepEqual(j3.lobby.joinOrder, [s1.token, j2.session.token, j3.session.token]);
});
it('refuses a 5th join to a competitive lobby (cap 4)', () => {
let lobby = createLobby(competitive, 'Alice', 'RAIL-0001').lobby;
for (const name of ['Bob', 'Carol', 'Dave']) {
const r = joinLobby(lobby, name);
assert.ok(r.ok);
if (r.ok) lobby = r.lobby;
}
const fifth = joinLobby(lobby, 'Eve');
assert.deepEqual(fifth, { ok: false, code: 'LOBBY_FULL' });
});
it('refuses a 2nd join to a solitaire lobby (cap 1)', () => {
const { lobby } = createLobby(solitaire, 'Alice', 'RAIL-0002');
const second = joinLobby(lobby, 'Bob');
assert.deepEqual(second, { ok: false, code: 'LOBBY_FULL' });
});
it('rejoins into a seat an earlier player vacated, not past the end', () => {
// Joining always fills the FIRST empty seat, so a bot-seat cleared back to empty (setBotSeat)
// is exactly as joinable as one nobody ever filled.
let lobby = createLobby(competitive, 'Alice', 'RAIL-0003').lobby;
lobby = setBotSeat(lobby, 1, true);
lobby = setBotSeat(lobby, 1, false);
const r = joinLobby(lobby, 'Bob');
assert.ok(r.ok);
if (!r.ok) return;
assert.equal(r.session.player, 1, 'should take the reopened seat 1, not append at seat 1 anyway by coincidence — check seat 2 stays empty');
assert.equal(r.lobby.seats.length, 2);
});
});
describe('bot seats', () => {
it('fills only an empty seat, and clears only a bot seat', () => {
const { lobby: l0 } = createLobby(competitive, 'Alice', 'RAIL-0004');
const withBot = setBotSeat(l0, 1, true);
assert.deepEqual(withBot.seats[1], { kind: 'bot' });
// Filling an already-bot seat again is a no-op, not a crash.
const stillBot = setBotSeat(withBot, 1, true);
assert.deepEqual(stillBot.seats[1], { kind: 'bot' });
// Clearing seat 0 (a human) does nothing — a host is removed by leaving, not overwritten.
const untouched = setBotSeat(withBot, 0, false);
assert.deepEqual(untouched.seats[0], l0.seats[0]);
const cleared = setBotSeat(withBot, 1, false);
assert.equal(cleared.seats[1], null);
});
});
describe('host transfer', () => {
it('passes to the earliest-joined remaining human seat when the host departs', () => {
let lobby = createLobby(competitive, 'Alice', 'RAIL-0005').lobby;
const hostToken = lobby.hostToken;
const j2 = joinLobby(lobby, 'Bob');
assert.ok(j2.ok);
if (!j2.ok) return;
lobby = j2.lobby;
// Alice's own seat is cleared (simulating her leaving the table entirely, not just dropping
// her connection) so the transfer target is unambiguous in this test.
lobby = { ...lobby, seats: [null, lobby.seats[1]!] };
const after = reassignHost(lobby, hostToken);
assert.equal(after.hostToken, j2.session.token);
});
it('does nothing when the departing token is not the host', () => {
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0006');
const after = reassignHost(lobby, 'not-a-real-token');
assert.equal(after, lobby);
});
it('leaves hostToken alone when no other human seat exists', () => {
const { lobby, session } = createLobby(competitive, 'Alice', 'RAIL-0007');
const after = reassignHost(lobby, session.token);
assert.equal(after.hostToken, session.token);
});
});
describe('starting', () => {
it('refuses a non-host caller', () => {
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0008');
joinLobby(lobby, 'Bob');
assert.deepEqual(startLobby(lobby, 'someone-elses-token'), { ok: false, code: 'NOT_HOST' });
});
it('refuses to start with a gap in the seats', () => {
let lobby = createLobby(competitive, 'Alice', 'RAIL-0009').lobby;
const j2 = joinLobby(lobby, 'Bob');
assert.ok(j2.ok);
if (!j2.ok) return;
const j3 = joinLobby(j2.lobby, 'Carol');
assert.ok(j3.ok);
if (!j3.ok) return;
lobby = { ...j3.lobby, seats: [j3.lobby.seats[0]!, null, j3.lobby.seats[2]!] };
assert.deepEqual(startLobby(lobby, lobby.hostToken), { ok: false, code: 'BAD_PLAYER_COUNT' });
});
it('refuses a solo human in a competitive lobby (needs 2-4)', () => {
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0010');
assert.deepEqual(startLobby(lobby, lobby.hostToken), { ok: false, code: 'BAD_PLAYER_COUNT' });
});
it('starts a full 2-player lobby, naming bots "Bot" and humans by their display name', () => {
let lobby = createLobby(competitive, 'Alice', 'RAIL-0011').lobby;
lobby = setBotSeat(lobby, 1, true);
const r = startLobby(lobby, lobby.hostToken);
assert.deepEqual(r, { ok: true, playerNames: ['Alice', 'Bot'], botSeats: [1] });
});
it('starts a solitaire lobby of exactly 1', () => {
const { lobby } = createLobby(solitaire, 'Alice', 'RAIL-0012');
const r = startLobby(lobby, lobby.hostToken);
assert.deepEqual(r, { ok: true, playerNames: ['Alice'], botSeats: [] });
});
});
describe('playerCountAllowed', () => {
it('solitaire is exactly 1', () => {
assert.equal(playerCountAllowed('solitaire', 1), true);
assert.equal(playerCountAllowed('solitaire', 0), false);
assert.equal(playerCountAllowed('solitaire', 2), false);
});
it('competitive and coop are 2-4', () => {
for (const mode of ['competitive', 'coop'] as const) {
assert.equal(playerCountAllowed(mode, 1), false);
assert.equal(playerCountAllowed(mode, 2), true);
assert.equal(playerCountAllowed(mode, 4), true);
assert.equal(playerCountAllowed(mode, 5), false);
}
});
});
describe('game codes', () => {
it('skips codes the caller marks taken', () => {
let calls = 0;
const code = freshGameCode((c) => {
calls++;
return calls < 3; // taken twice, free on the third
});
assert.equal(typeof code, 'string');
assert.equal(calls, 3);
});
it('is speakable — a word, a dash, four digits', () => {
const code = freshGameCode(() => false);
assert.match(code, /^[A-Z]+-\d{4}$/);
});
});
+1
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@@ -30,6 +30,7 @@ const saved: SavedGame = {
history: [{ type: 'localOps.choose', option: 'draw' }],
status: 'active',
createdAt: 1000,
botSeats: [],
};
async function withTempDir<T>(fn: (dir: string) => Promise<T>): Promise<T> {
+39 -3
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@@ -28,8 +28,8 @@ describe('the game session host', () => {
it('gives a fresh connect a full Frame — nothing nulled', () => {
const session = createSession(42, config, ['Alice', 'Bob']);
const push = session.connect(0 as PlayerIndex);
assert.notEqual(push.frame.cells, null, 'a first connect nulled the board');
assert.notEqual(push.frame.division, null, 'a first connect nulled the division');
assert.notEqual(push.frame!.cells, null, 'a first connect nulled the board');
assert.notEqual(push.frame!.division, null, 'a first connect nulled the division');
});
it('only the current actor gets a real Menu; every other seat gets null', () => {
@@ -100,7 +100,7 @@ describe('the game session host', () => {
// Choosing "draw" doesn't move a single card on the board — the division/cells should be nulled
// on this push for a seat that already had them from `connect`.
const push = result.pushes.get(actor)!;
assert.equal(push.frame.division, null, 'the board was resent even though nothing on it changed');
assert.equal(push.frame!.division, null, 'the board was resent even though nothing on it changed');
});
it('only sends narration NEW since the last push to that specific seat', () => {
@@ -159,6 +159,42 @@ describe('turn timings (lobby-and-sessions.md §5)', () => {
});
});
describe('bot seats (Phase 4 — D8, lobby-and-sessions.md §2)', () => {
it('a bot never becomes the observable current actor — it plays before anyone can see it waiting', () => {
// Seat 0 acts first (the opening Superintendent), so marking it a bot exercises `driveBots()`
// at CONSTRUCTION time — before any external `intent()` has run at all.
const session = createSession(11, config, ['Bot', 'Alice'], [0 as PlayerIndex]);
assert.equal(session.isBot(0 as PlayerIndex), true);
assert.equal(session.isBot(1 as PlayerIndex), false);
const botPush = session.connect(0 as PlayerIndex);
const humanPush = session.connect(1 as PlayerIndex);
assert.equal(botPush.menu, null, 'the bot seat was handed a real decision to make');
assert.notEqual(humanPush.menu, null, 'nobody was left with a turn to take — the bot never played');
});
it('botSeats round-trips through exportSave/resumeSession', () => {
const session = createSession(11, config, ['Bot', 'Alice'], [0 as PlayerIndex]);
const resumed = resumeSession(session.exportSave());
assert.equal(resumed.isBot(0 as PlayerIndex), true);
assert.equal(resumed.connect(0 as PlayerIndex).menu, null, 'a resumed bot seat still never gets a real decision');
});
it('a bot seat is driven forward after a human intent too, not only at construction', () => {
// Two bots and one human: whichever of the two non-human seats comes up next after the human's
// own move must be played automatically, with no external `intent()` for either of them.
const session = createSession(11, config, ['Alice', 'Bot', 'Bot'], [1 as PlayerIndex, 2 as PlayerIndex]);
const before = session.exportSave().history.length;
const applied = session.intent(0 as PlayerIndex, 1, { type: 'localOps.choose', option: 'draw' });
assert.equal(applied.accepted, true);
assert.equal(session.connect(1 as PlayerIndex).menu, null, 'bot seat 1 was left with a real decision');
assert.equal(session.connect(2 as PlayerIndex).menu, null, 'bot seat 2 was left with a real decision');
// Not a strict proof either bot actually moved (the human's own turn may not have ended yet),
// but the history can only ever have grown, never shrunk, and never rejected mid-drive.
assert.ok(session.exportSave().history.length >= before + 1);
});
});
describe('persistence hooks — exportSave / resumeSession (Phase 3)', () => {
it('exportSave carries enough to reconstruct the exact same game', () => {
const session = createSession(42, config, ['Alice', 'Bob']);