5865c3a6b713afc63e03f4cb64971a6f20f99bdc
2
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
40f07b0710 |
v0.6.0 — saves survive a release, Employee Rotation is real, and the lobby
asks what game you want Three queued items. The last matters most. A RELEASE NO LONGER DESTROYS EVERY GAME IN PROGRESS. Four consecutive releases killed every game on the box, one of them a release that changed only how the board is drawn. The reasoning behind the refusal was always right — a move legal under old rules may not be legal under new ones, and half-replaying a save is worse than refusing it. The TEST was wrong: it compared engineVersion for exact equality, and that stamp is the package version, which moves for a CSS fix. Whether a save still replays has an exact answer, so it is now asked directly. loadGame reads the file and judges nothing; tryResumeSession replays the intents and reports the first one the engine refuses. A save stamped with a version this server has never run resumes fine provided its moves replay — verified against a file hand-stamped 0.4.9-ancient. One that genuinely does not replay is still refused, but the log names the move rather than two version strings: "move 3 of 8 (localOps.choose) is rejected by the current rules with OPTION_ALREADY_CHOSEN". fromMultiplayerSave had to stop lying first. It has always stopped at the first unacceptable intent and done so in silence, which was survivable only because the version gate meant a doomed replay was never attempted. Now that the replay IS the check, it returns where it stopped and why. Deliberately not done: resuming a partly-replayable game at its last good move. That silently rewinds a game to a position nobody played to while every browser holding a later Frame carries on unaware. Refusing leaves the file intact, so putting the previous version back still recovers it. EMPLOYEE ROTATION IS IMPLEMENTED, SISTER TRAINS IS DELETED. Two of the four optional-rule flags were read by nothing at all. Employee Rotation is four lines in advance.ts, because the seat/player split (D9) exists for precisely this rule: seating is the only thing that moves, so Revenue, hands, the Superintendent and whose turn it is travel with the player, and the Office, district, grid and any trains standing in it stay with the chair. Inheriting the district you move into is the point of the rule, not a side effect. "Left" is seat + 1, matching playerLeftOf. Sister Trains is deleted rather than built: Q9 records that the Second Section card supersedes it, and that card exists, so the flag was a toggle for a rule the game no longer has. THE LOBBY ASKS WHAT GAME YOU WANT TO PLAY. Creating a game asked for a name, a mode and a table size; every other dial was hardcoded. A Game settings block now carries the same set the solitaire dialog does — seed, starting hand, the three revenue rates, Days, the combined-Revenue floor, both collision caps, the opponent-card toggle — plus the three surviving optional rules. Mode and table size set the defaults and everything stays editable. The seed is honoured, so a game can be reproduced or compared. Verified: 682 tests pass (679 + 3). The rotation tests were mutation-checked both ways — disabling the rotation and turning the table the wrong way each fail the suite. Live: a save stamped 0.4.9-ancient resumed, an injected illegal move was refused by name, and a create with every dial set to a non-default value came back out of game.json with all of them intact, including seed 777. Two of my own assertions were wrong on the way and the tests caught them: the Fedora legitimately passes at Stage 12 (§5) so it cannot be compared against its own earlier value, and dispatchUsedToday is cleared at every Day boundary so it cannot mark a district. |
||
|
|
c3c5cbfeec |
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. |