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Jesse.MarkowitzandClaude Opus 5 d5445badcc v0.7.9.5 — two answers to one question, and the copy nobody read
Both faults are in what 0.7.9.4 had just built, and both are the same
shape: a second copy of an answer that agreed with the first until it
didn't.

#96 — the §3.3 vote has no actor, and the screen named one anyway. The
vote is PARALLEL: every un-voted seat may vote at any moment, in any
order, one refusal ends it, and `apply.ts` says where it accepts one that
there is no actor to be. The turn chart named the last seat to move
before the timetable ran out — no more claim on the vote than anybody
else — directly above a tally correctly showing three seats outstanding.

The cause is worth more than the symptom. `currentActor(game)`
(`web/game.ts`) guarded on `status !== 'active'`; `currentActorOfState`
(`sim/view.ts`), added the same day in #95 and the one the frame calls,
did not, so it handed back whatever `clock.currentActor` was left
holding. The view now carries the guard and `currentActor` delegates to
it. That matters more than the tidiness: `currentActor` is what REFUSES
an intent, so a screen answering differently tells the table to wait on a
player the server would turn away.

The fourth of this class after Gitea#21, #22 and #94 — but the first
found by asking a view helper its question in a state the game is not
`active` in, which is the generalisation and is cheaper than finding the
fifth the same way.

#97 — narration reaches a seat once, by one path. `Frame.lines` carried
the whole log on every push to every seat, and nothing read it:
`RemoteSession` accumulates from `push.lines` alone and its `lines()`
returns that accumulator, so the log was serialised into every frame,
grew all game, and was discarded on arrival while `linesSince` sent the
same text correctly beside it.

The duplicate was masking a bug rather than merely wasting bandwidth.
`connect()` cleared `lastFrame` but not `sentLines`, so a reconnecting
seat was told "nothing new since your last push" while the browser it
answered had just reloaded from an EMPTY accumulator — the history panel
came back blank, mid-game, with the server holding the whole log. So the
two halves are one change, and the plan's instruction taken alone ("stop
passing the full game log into `frameFor()`") would have deleted a real
behaviour rather than a duplicate.

Every remaining reader of `Frame.lines` was checked before the field was
emptied: all of them are the solitaire and replay path, which builds
Frames through `snapshot()` directly and never goes near a session.

One test was wrong before the code was. The first draft of the reconnect
test connected inside its own fixture, so both sides of the comparison
were the empty array and it passed against the broken server. Each test
now asserts its premise is non-empty before comparing.

Also: `docs/plans/jitsi-common-board.md` is committed. It was never added
— not ignored, just missed — while TODO.md cites it twice as the plan for
all of v0.8.0 and the last two releases were built from it, so a clone
got a TODO pointing at a file that did not exist.

917 tests pass, up from 909.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y5boPxP6JHRYMm8adXaF5R
2026-09-07 20:35:19 -04:00