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a6657241de |
v0.8.0.14 — the coaches that never come back, and a district that ends at its own sign
Six reports from the Day 2-3 playtest of v0.8.0.13. GAMES IN PROGRESS DO NOT SURVIVE THIS ONE. Modifiers are now bounded by the Limits, which makes a once-legal move illegal, so a save holding one is refused at that move: whistle-6945.day3.stage10 stops at intent 528 of 539. Jesse's call, knowing it strands the game on the box. The file is untouched and v0.8.0.13 still finishes it. The Sparrow running empty and Tom unable to unload his passengers are the same shortage from opposite ends, and both are the rules working as printed. §9.2 boarding discards the emptied coach into the CLASSIFICATION yard, detraining draws a fresh empty out of the DIVISION yard, and §2.2 sends Classification back only when the Division Yard runs bare — so coaches move one way. Measured over the save: sixteen in the Division Yard at setup, zero from Day 2 Stage 8 to the end, fifteen piled in Classification, the Division Yard steady at 46-47 freight cars with no prospect of going bare. Jesse's ruling is Gitea#2's: the shortage stays and the game says so. A train made up short now reports what its card wanted and why none is coming (`makeUpShort` — `trainNeedingCars` answered null for "done" and for "cannot be done" alike, so the phase moved on in silence); the yard panel warns while the condition lasts; the Depot's blocked panel was right all along. The modifier outside the Limits was working as designed and the design was Jesse's own call, now reversed. What decided it is what the board shows — a card beyond your own sign, in territory §8.1 and §10 reason about. The case that motivated the exemption was checked on the reported move rather than argued away: the Power Plant sat at (-1,3) against a sign at column 3 and two spots inside were free, legal and adjacent. Switching filled the history with coordinates — a line per move, plus one per mandatory coupling. It is still LOGGED in full; what the panel draws is the line saying somebody switched, the first move, work at an INDUSTRY (named, not a coordinate), the Small Yard sort, and a closing summary. The suppressed lines are still WRITTEN, marked `trace`: dropping them outright was the first attempt and the step-queue suite caught it, because dwellForStep pays nothing for a step that said nothing, so the board stopped replaying switching at all. The last move rides in the closing line rather than being kept in place — nothing knows a move was the last until the turn is over, by which time the line has been streamed to every client and cannot be revised. Two things fell out of reading those lines: every move ended with a tutorial sentence the opener already gives, and the move count said "of 6" with the six hardcoded, which is wrong on a night Stage. Make-up lines name their train — they all read "the train being made up", so looking back for train 10 found nothing under that name — and "a empty tank" is now "an empty tank". The Small Yard's options read as the train they would build instead of `[1,2,3,0]`; the one Jesse wanted was the first of five and unreadable. Two of those five were junk: bringing the last car to the end is the identity and would have spent a Move, and a two-car reversal duplicated its only real option. Both are filtered by the resulting order, not by the case that made them. A Small Yard may now put cars AHEAD of the engine, which was Jesse's own open question. Two sources disagreed and the design notes won: the v0.4.5 card text says the sort puts the engine at the nose, implications.md says "any order, including cars ahead of the engine". `engineAt` is optional on the intent, so older saves replay to the same train. The menu did not multiply — the engine is a separate short list against the consist as it stands, eight options for a four-car train rather than twenty. §8.2 needed no new code: badlyMadeUp is deliberately direction-free, so a PUSHING train is fit to run and only a broken-backed one is held. The button warns by asking that predicate rather than copying it, and immediately earned itself — every one of train 10's eight options is refused, the one asked for at the table included, because that train carries a caboose and each sort moves it off the rear. That is the right answer rather than a gap: the train is already made up, so every offer would break it, and the labels say which is which. A made-up order is always on the menu for a train that needs one, because "bring car k to the tail" is enumerated for every car and the caboose is one of them. Labels read WEST TO EAST, with the engine drawn as the board's own ◀ / ▶ arrow. "Front to back" is not a direction a table can read — which end is the front depends on which way the train points — and board-svg has reversed east-facing consists since v0.8.0, so the button now describes the same train as the picture. The Freight Agent, Porter and Laborer groups now say what the role is for, where the role is chosen. Tom reached for the Freight Agent to detrain passengers, which is a Porter's action in the Cargo phase; both halves were working and neither was visible. TODO closes #107 (the nose sort) and gains #108 (the coach ratchet, with the measurement, to revisit on a second game's data). 999 fast tests and 35 sim tests pass. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DmdqqCNoiqE7GBo6wthBnR |
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ad277fb994 |
v0.8.0.13 — the board on screen is the board you can act on
Nine reports from the Day 1-2 playtest of v0.8.0.12. One moved a car, one was a rule working correctly with nothing on screen to say so, and the rest are things the table could not see. The real bug: the Division Yard chips stayed lit and clickable while the board was catching up. `renderActions` puts the action list away while the queue is behind — a move offered against a position that has already moved on is a move made blind — but the make-up wiring sat outside that guard. A chip was clicked during a bot's make-up, a coach left the yard, and the train ended up with three cars: a real intent submitted against a board several moves stale. The chips now follow the queue like every other control, and the yard COUNTS are drawn from the shown board rather than the live game — they were the one panel still reporting a future the player had not been shown. The Office Area picker had a button per opponent and none for yourself, so the one player who could not reach their own district was the player waiting on everybody else. Your own seat is in the row now, and the row is ordered by SEAT, west to east as the Division map draws it, rather than by join order — sorted from the Frame's own `seat` on every render, so it rotates with Employee Rotation instead of having to be told. §5's handover of the Fedora rode on `actorChanged`, which is turn bookkeeping and which `record()` drops as noise, so the one moment it carried that a player needed went past in silence. It is its own event now, narrated and announced. The phase keeps its name: the Supervisor Shift refreshes every Laborer and Porter EVERY Stage and the Fedora moves only every third. A collision now names whose Office it was and who paid the 5 Revenue, which rode in a separate `revenueChanged`; a Mainline collision is phrased differently because §10 makes it the Superintendent's. Passengers, reported as a bug and ruled not one after replaying the save: the Depot's capacity and modifiers were fine, and §6.3 stocking wants a LOADED coach out of the Division Yard, which held none while six sat in Classification. The shortage stays — running out is part of the game, the same ruling Gitea#2 got — but the blocked panel says so now instead of the action being silently absent. Smaller: "working left" is "working eastward" in the make-up panel and the New Train tip, because the map runs west to east and the table does not; the history panel keeps 90 lines instead of 60 in the same 230px box. `git diff v0.8.0.12..v0.8.0.13 -- src/engine/` is NOT empty this time: `events.ts` declares `superintendentChanged` and `advance.ts` emits it. Both are additive — `check()`, `legal.ts` and every predicate are untouched, and events are derived by replaying a save rather than stored — so no once-legal move became illegal and games in progress resume. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DmdqqCNoiqE7GBo6wthBnR |
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7c9ef8797d |
v0.8.0.12 — put a player back in their seat after losing their browser storage
Gitea#33. A session token is the only identity the game has, and it lives in exactly one place the player controls: their browser's localStorage, scoped to the origin they joined at. Lose it — a cleared profile, a private window, a different browser — and the seat is unreachable while the game runs on and the session sits intact on disk. Reported from the table: of two humans in one game the host reloaded straight back in, the joiner met an empty lobby. Diagnosed before it was fixed, and two server-side theories of mine were retracted on the evidence: no storage key changed in 0.8.0.11, nothing in the app deletes the secret or name, create and join both call persistSession, that game's sessions.json held both seats, and it resumed with 80 intents replayed. Both players used the same URL, so it was not a second origin either. The fix is a recovery link. An administrator mints a code for a named seat (admin-gated: deciding somebody lost a seat is a judgement no route can make); the player opens the link and the page trades the code for the token over a POST, then strips it from the address bar. The link never carries the token — lobby-and-sessions.md §1 says keep it out of URLs, and a recovery link is exactly what gets pasted into a chat. Single use, 30-minute expiry, held in memory because a restart dropping them is the right failure. server/claims.ts is a pure store, so single use, lazy expiry and one identical answer for unknown/spent/expired codes are tested rather than asserted. The admin game listing gained seatedPlayers — the seats a human holds a token for, read from the session map rather than guessed from player names — so the StartOS action can offer real players instead of bot chairs. No rule changed: `git diff v0.8.0.11..v0.8.0.12 -- src/engine/` is empty, so games in progress resume. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_017nnuCv8UodHucFfx3LWEoX |
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9a9e50b3c6 |
v0.8.0.11 — sixteen fixes from the second multiplayer playtest
Arrivals name whose Office they reached, and no longer tell every seat they can work the train. The turn chart follows the animation queue, so being five behind looks five behind across the whole screen rather than half of it. Pause sits beside Skip and preserves the dwell a held step still owed. A one-render look at another player's Office Area. The district summary counts the board being shown. LIMITS is printed beneath its card instead of through its border. The Mainline region divider is visible. Only Hilly mentions FAST/SLOW, because it is the only card that reads it. A passenger Modifier on a Whistle Post reports itself dormant rather than claiming the facility "only receives". An automatic phase says what the Division is doing instead of answering by negation. The version appears once in the header rather than twice on every .s9pk. Save files carry the join code, the Stage and the date. The New Train phase, reviewed before being changed: the make-up panel now says what the train STILL needs rather than only what its card calls for, explains that a player adds one car before the round passes on, marks the train being loaded on the Division map, and gives an addable car in the yard the same amber every other clickable thing on the page wears. Reasoning, measurements and the reports behind each are in CHANGELOG.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_017nnuCv8UodHucFfx3LWEoX |
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4adf149ba5 |
v0.8.0.10 — playtest fixes: clearance rulings, the log, the map, and a save file
From the first two multiplayer playtests of v0.8.0.9, each traced before fixing. The engine: - A train on a card BEHIND the one departing no longer triggers a clearance ruling or an opposite-direction bar (#26). Reproduced from the exported save: X15 was held over X18 behind it, and X18 then collided into the full Whistle Post. Games in progress holding a ruling the engine no longer asks for will not resume (28 of 40 recorded four-seat games); shipped as is at Jesse's call. - `mainlineModified` carries the card's previous kind, so the log can say what a Realignment converted (#27). The screen: - The turn chart and the Division map name the player whose move is on screen while bot turns replay, not the live actor (#25). - The owning player's name is no longer outlined by the turn arrow's stroke, which made it unreadable (#24). - A Mainline card flashes on the map when a Realignment changes it (#28). - The history is held back with the board and revealed step by step, instead of arriving whole while the board is still catching up (#29). - A ruling made by holding the office reads "Superintendent Player X" (#30), and no line names a player twice (#31). - A seated player can download their own game as a save file: the play page's Save replay button, fed by GET /api/save?token=… (#32). The StartOS action cannot do this — an action result is text only. Closes #24 Closes #25 Closes #26 Closes #27 Closes #28 Closes #29 Closes #30 Closes #31 Closes #32 Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_017nnuCv8UodHucFfx3LWEoX |
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64e8ce584f |
v0.8.0.6 — your move waits its turn, the lit pile keeps asking to be looked at
Your actions are put away while the board is catching up. The board on screen is behind the game, so a move offered there is a move against a position that has already moved on — and the screen had grown to four things competing at once: the district, the history, the catching-up row, and a lit pile. Skip is one click away, so the wait stays voluntary. That could have locked a player out of their own game. Hiding actions behind busy() makes that flag the thing standing between a player and their turn, and without requestAnimationFrame nothing ever advances the queue — so busy() would never clear. Caught by the DOM-stub test that has been proving this page still starts since long before any of this existed. No rAF now means draw everything at once, which is what pace 0 does deliberately, and a queue that throws empties itself rather than stranding anyone. The lit pile was never brief: measured, it stays lit for 6997ms at 10x. It was a single flash over a dark fill, easy to miss while watching the district — a state that settles stops asking to be looked at. It pulses now for as long as the move is up. And the pace ceiling was not theoretical. 10x was the top of the ladder and was reported still a bit fast; it runs to 20 now. A control whose limit is reached in ordinary use has the wrong limit. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6 |
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3fca325699 |
v0.8.0.5 — the Home Office deck, and lighting the pile a move touched
"Many operations still occurred too fast for me to see", at 10x — where an action already holds the screen for seven seconds. So it was never duration: a bot drawing a card changes one number in a panel nobody is watching, and the board sits unchanged. Raising the dwell was the wrong lever and it had been pulled three times. f.deck has carried the face-down count since the Frame existed and nothing drew it — the display gap test/display-gaps.test.ts sweeps for, surviving in the one panel that draws every other pile. It is a tile now, first in the row, face down, because that is the order a card travels and not knowing what is on top is the point. And the piles a move touched are lit for as long as that move is on screen. Derived from the frames either side of a step rather than sent, so nothing joins the protocol and the 0.8.1 board gets it free. What lights follows what is public, and was measured across four seeds rather than reasoned about: a Home Office draw lights the deck and never names the card; a Department draw lights that pile, and the deck too when it refills; a discard lights the Department it lands on; a played card lights the Salvage Yard. Switching and new trains light nothing here — they move the board, which the district panel already follows. A state rather than a flash: the timetable's fixed 1.5s animation would be over long before a seven-second pause. Not for your own moves. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6 |
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ff629c0708 |
v0.8.0.3 — Skip on the left, a caption that says who, and a clock that stops
stretching Three things from playing v0.8.0.2, all about the row rather than the mechanism. Skip was on the far right and a player's eye is on the countdown. Moved to the left, in front of the count. The caption said what but never who. Measured over 40 turns of a real 3-seat game, half the waiting is automatic phases — 21.0s of phases against 21.7s of other players — and a phase narrates as "Mainline", which is accurate and no answer at all to "who am I waiting on". A phase introduces itself now: "The Division: Mainline phase". A player's move already carries its name from record(), so it is left alone. The row was also hiding one step early, because it showed only while behind > 0 — which goes false exactly when the last step of a burst goes up, so the step most likely to be read lost its caption. And the speed control was stretching the clock along with the players. It was not his own move being replayed — own moves have cost nothing since v0.8.0.1 — it was the phases behind it, which put 105 seconds of clock-ticking into a 5x game. pace now scales a player's move and leaves a phase at its tabled beat, which is what the control has always claimed to do. Off still means off for both. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6 |
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c10f52791e |
v0.8.0.2 — the speed control that was only ever a URL parameter, and a Day-end
contradiction Two things found by playing v0.8.0.1, neither in the mechanism itself. ?pace= never worked. index.html's doors are play.html?lobby and play.html?solitaire, so arriving through the splash replaces the query string and the play page only ever saw ?lobby — a whole game was played at 1x while believing it was at 7x. v0.8.0 shipped that parameter as the only way to change speed and the game's own front door destroyed it. There is a control on the play screen now, beside zoom, persisted per viewer; the doors carry pace through as well, so the URL lever is honest for handing two playtesters different speeds. PACE_LEVELS moved to sim/pacing.ts with DWELL and MAX_PACE — the tuning surface in one file, and testable. The committed default is unchanged: what it should be is a question for a game played at a speed that took effect. And the Day-end dialog said "0 today, 2 in all". advance.ts increments the Day and then zeroes collisionsToday, and noteDayEnd() fires when the Day goes up — so the dialog reporting the Day that just finished was drawn from the very frame in which that Day's count was reset. Reproduced on four of five seeds before changing anything. The count is captured at the rollover now; it is not derivable on the client, because in multiplayer the push announcing the new Day is the same push that carries the reset. And "today" was the wrong word regardless: it names the Day instead — "Collisions: 2 on Day 1, 2 in all". Unrelated to v0.8.0 — that one has been wrong since the dialog was built for Gitea#10, and needed somebody to play a Day with a collision in it and then read the summary. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6 |
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0cfeb4c496 |
v0.8.0.1 — bot play was way too fast, and the last step never got its moment
Two things from the first real play on phoenix.local. One bug: busy() was pending.length > 0, so the final step of a burst reported the queue idle the instant it was shown — the district panel snapped back to the viewer's own board and the countdown row vanished before either could be read. And calibration. "Start at 1s and tune down" was applied to switching, while a 250ms action tier was invented beside it — fine for a switching burst, wrong for the common case, since switching is not legal until there is track down. A real early-game bot turn measured 750ms end to end. Actions are 700ms now, and localOps.choose moved out of bookkeeping: it is the line announcing what a bot is about to do, and at zero dwell nobody ever saw it. The viewer's own moves now cost nothing — their board comes from their own Frame, so holding their click only delayed the thing they wanted to watch. And pace supports 2 and 3 as asked, bounded by MAX_PACE so a typo cannot look like a frozen board; every tier scales together, so the weighting survives any speed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6 |
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02289e94b8 |
v0.8.0 — the board replays what everyone else did, instead of arriving rearranged
TODO #13, #15 and #18 — Gitea#20 steps 2-4 pointed at a seated player's own screen. Every accepted intent, and every automatic phase that does anything, becomes an ordered presentation step. A bot's whole switching turn used to land in one push; now it arrives as a run of steps, the district panel follows whoever is acting, and a [N behind] … [Skip] row says how far the board is from the game. Solitaire runs the same path — one collector inside submit(), which both session kinds already funnel through — which is where its automatic phases finally get a visible beat. Dwell is assigned by kind: switching holds the screen, turn bookkeeping costs nothing, and the clock turning over earns the beat. Tunable per viewer without a rebuild, and off entirely at pace 0. Also: switching was the one class of action logging unattributed, and now names its train. Reasoning, measurements and the three things that turned out wrong are in CHANGELOG.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6 |
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7f4e027258 |
v0.7.9.6 — three things the engine knew and the screen did not
Found by looking rather than by being told. Gitea#21, #22, #94 and #96 were four instances of one fault in a row — the engine gains something that changes what a train may do, and nothing draws it — and every one was found by a player hitting it. So instead of waiting for the fifth, every field of GameState and its nested types was enumerated, checked for a reader in sim/view.ts, src/web/ and sim/narrate.ts, and the survivors verified BY RUNNING THE ENGINE rather than by trusting the grep. Four fields had no reader. `movedThisPhase` lives and dies inside one `advance` call and is nobody's business. The other three are below. What was ruled out matters as much: `freightWorked`, `drawnThisTurn`, `freightAgentUsed`, `switchedSince` and `movesUsed` are invisible on purpose, their effect already showing as legality or as a complement already on the Frame. A field is not a display gap merely because nothing renders it. #98 — the Crew Tray pool. §7 scarcity is called an explicit mechanic and was explicit only in the engine. The blocked panel had one tray rule, keyed off the train due out this Stage, so a player who spent a card on an Extra or ordered a second section got an EMPTY panel while their train sat behind an exhausted pool — both having been announced once in the log in a line promising a future event that nothing then confirmed. The shared table carries the pool and the queue now, so the common board gets it too, and the panel reports all three with the count beside them. #99 — a train held at the Limits vanished off the board, and this one had shipped. The Interlocking stops an inbound train on the Limit Track rather than colliding with a full Office. `arriveAtOffice` removes the tray from the Mainline node's `transits` and the Interlocking branch pushes it onto `heldAtLimits` without assigning `tray.position` — and the map draws mainline nodes from `transits` and squares from `position.at === 'grid'`, so between the two it was drawn in NEITHER. It disappeared on arrival and reappeared in the Office some Stages later. Fixed in the view: the engine is right, and `position` is left alone deliberately so nothing treats the train as standing somewhere it could be switched from. #100 — the Campaign Train's speeches change its rules, and the card said the same thing before and after. Worse, the "EXPEDITED ... costs 1 Revenue" warning prints only under `rules.expedite`, so X17 became subject to a fault whose warning the game shows to every other expedited train and never to it. `trainRules` reads `speechMade` now and borrows `isExpedited` from advance.ts rather than restating the test. #45 — the 0.7.9 dead-field audit, finished, and the answer was different for each. `overHandLimit` is WIRED: its consumer existed all along and was inferring the hand limit from the ABSENCE of `draw.end` in the menu, which is sound only while `check` keeps refusing for exactly three reasons. `viewerSeat` is DOCUMENTED, with a condition — Gitea#20's board keys districts by seat, and the note says to delete it if step 2 ships without using it. The audit had missed a third limb. `game.mustPlayCard` was assigned on every submit and read by nothing: deleted. Chasing it turned up the thing worth fixing — the §6.2 hand-limit test existed in THREE places, all agreeing, which is the state #96's disagreement started from. One `overHandLimit(state, player)` in state.ts now, and the other two ask it. `Session.overHandLimit()` is deleted rather than kept: the Frame already carries the fact, so the method was a second path to it. 934 tests pass, up from 917. The 17 new ones were written red, and each fix checked by mutation: reverting `speechMade` fails 2, dropping the held-train projection fails 4, forgetting the tray queues fails 2. The empty blocked panel is reported beside its positive control, since an empty result from a broken function proves nothing. NOT VERIFIED AT A TABLE. Engine and view work, checked by tests and by running the engine. #39 and #35 still stand. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Y5boPxP6JHRYMm8adXaF5R |
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d267f89a82 |
The screen does what you tell it — three Display items, and a fourth declined
Reviewed with Jesse out of TODO.md's Display section. Stays in the unshipped v0.7.9. #17 (hiding the Division map) was DECLINED, and the reason is that its premise had already died. Gitea#18 replaced the wrapped layout with a single row, and the reason to fold the map away was that it GREW — a horseshoe of three or a square of four pushed the board off the screen. One row is boardH = PAD * 2 + CH + 30: 150px, fixed, at every seat count. That is not worth a control, three states and a persisted preference. It was a sixth member of the drawing pass that got closed with Gitea#18 and stayed open only because it reads as a control question rather than a drawing one — recorded in TODO.md as an explicit decision, with the design that had already been worked out kept, and with the one thing that would justify reopening it: the map growing again. #16 THE OFFICE AREA'S AUTO-HIDE COULD NOT REACH EVERY STATE. One button cycling auto -> pinned -> auto, where the pin was `open ? 'closed' : 'open'` and `open` is what auto is doing AT THAT MOMENT. So the pin a press offered depended on the phase, and going from always-show to always-hide meant clicking back to auto, waiting for the phase to turn over, and clicking again. Three controls now, one per mode. The labels still say what pressing DOES, which was an earlier deliberate fix; what the cycle could not do was report the state it was in, and aria-pressed carries that now. They are addressed by id rather than queried off the container, and that is testability rather than style: the stub DOM the web suite runs against only models markup the page WROTE, so a child query finds nothing and the control would have shipped green and unexercised. The test presses always-show to always-hide directly — the transition the cycle could not make. #23 THE HISTORY READS NEWEST FIRST. Jesse: "the top line is the most recent and the further down you go, the older the entry." The phase headings now trail the lines they announce, ruled acceptable rather than overlooked: "stage changes will be beneath (prior to / older than) the following events. That is OK." Reading down is reading backwards. Grouping by phase and reversing the groups was offered and declined as more machinery than the complaint needs. replays.ts keeps its oldest-first log deliberately — it is paired with a frame stepper, where newest-first would fight the stepping. The slice(-60) cap is untouched and stays open. #28 THE SETTINGS MOVED INTO A CARD. The top line carried six things and now carries four: Revenue, the objective, the collision counts and the game code. The rest is a This Game card at the foot of the right-hand column, folded by default. Nothing new travels for it — configFromFrame already existed and main.ts already called it three times, so rulesListHtml(configFromFrame(f), ...) needed no refactor, and the card draws from the same renderer as the lobby's join preview so the two cannot drift. THE COLLISION COUNTS ARE NEW ON THE BOARD, NOT MOVED. The Frame has carried collisionsToday and collisionsTotal since v0.7.0 and nothing drew them, so the one victory condition that ends a game EARLY ran invisibly — the second time this release that the Frame had the answer and the view never asked (see #43's actingPlayer). They stay on the top line while the limits go in the card: a limit is agreed to once, "2 of 3 today" changes how you play the next Stage. One stub gap closed to get here: none of the five element factories in test/web.test.ts had setAttribute, so the first render threw and any control reporting state through ARIA was untestable. WHAT IS NOT VERIFIED: the layout. There is no browser on this box, so nothing has confirmed the segmented control, the card or the reversed panel look right on screen. The logic is tested; the appearance is not, and wants the next play session. 881 tests pass, fourteen new. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01YTaNBL1jVxNqgFdjHkHoo3 |
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bb1b661211 |
A game you come back to has not begun
Reported by Jesse, 2026-08-30: "when you are continuing the saved game out of that screen, do not post a message that says 'The game has begun.' … it needs to say 'The game has resumed.'" A restored game draws exactly like a dealt one — mid-Day, mid-phase, with a log already several turns deep — and solitaire said nothing at all to tell the two apart. It flashes "The game has resumed — Day 3, Stage 7" now, on both ways back in: the setup screen's Continue saved game, and a bare reload that restores the save. THE SAME LINE WAS WRONG ON THE MULTIPLAYER SIDE, IN THE OTHER DIRECTION. noteFirstFrame guards on firstFrameSeen, which is per page-load — so re-entering a game this browser already held a seat in, by reloading mid-game or picking it out of the lobby's list, announced that the game had BEGUN to somebody who had been playing it for an hour. beginRemote carries whether this is a rejoin now, and the line reads "resumed" when it is. Both halves are pinned, including that a brand-new game does not claim to be a resume — an announcement that fires either way says nothing. Stays in the unshipped v0.7.9. 878 tests pass, eleven new. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX |
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788e5f2eec |
The save warning, the buttons, and a claim that was simply false
- The save warning is a warning: 15px, weight 500, bright amber on a deeper ground with a 5px rule down the side. (What Jesse was looking at is v0.7.8, where this line is still the small grey .ng-note — none of 0.7.9 has been deployed.) - The buttons read the same on both screens: "Continue saved game" and "Create new game". Solitaire said "Continue Existing Saved Game" and "Deal New Game", the lobby said "Create game" — three phrasings for two actions. - "Off in every game type" is deleted from the Optional rules note because it was not true. Checked against the presets rather than taken on trust: discardTimetabled (§6.2, a Timetabled train may be discarded) ships ON in all four types, not just Co-op. The note now says only what holds for all of them. Stays in the unshipped v0.7.9. 877 tests pass. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX |
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a70b7f88f3 |
Say who the game is waiting on, and move the Fedora; replay in words
Three items folded into the unshipped v0.7.9. WAITING ON (reported by Jesse from play). The status line said "nobody — the Division is running itself" while the game was stopped on the Superintendent. Frame.actor carried clock.currentActor, which is null for the whole Mainline Phase, so all three interruptions — §8.1's clearance ruling, Gitea#5's Yard Office offer, Gitea#19's Red Flag prompt — reported that nobody was holding it up. actingPlayer had the answer since the Gitea#5 refactor; the Frame threw it away. It carries actingPlayer now, plus a new `awaiting` field naming the question and the train: "waiting on Bob · a clearance ruling · Train 4". Naming the person alone is not enough when three different things can be pending. THE FEDORA (TODO #29) rides at the right-hand end of the phase row instead of a line of its own, and wraps under rather than squeezing the chips. THE DEVELOPER REPLAY (TODO #34) printed "loss — revenueFloor", the same defect Gitea#16 was filed about, still alive because nothing player-facing pointed at it. panels.ts's reasonSentence is exported and shared rather than reimplemented, fed the last recorded frame and stripped of markup. The drift test maps win/loss to won/lost so it still checks the two AGREE rather than that they are spelled alike. Also carries the previous, unsigned commit's work: the two setup screens worded the same section by section. 877 tests pass, ten new. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX |
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131538dc7c |
Two setup screens, not three — the in-game dialog is deleted
Jesse: "it should not go to a separate screen. We should reuse the Solitaire New Game Screen… in general we should reuse what we already have." #newgamedlg was a third copy of the same questions and the one that drifted: shown only to a solitaire player, it asked "Everyone loses if COMBINED Revenue…" and explained Employee Rotation in full multiplayer terms beside a control it had disabled. Both were on the list to re-word; deleting the screen removes the drift instead of restating it. New game opens the setup screen IN PLACE rather than navigating, so the live session stays in memory: the fields open on the rules actually being played (what the dialog was good for), and Continue Existing Saved Game puts the board back with no reload. render() calls save() every frame, so nothing is at risk either way. The two remaining screens now match below their headers — same three parameters in the same order, same seed note, same chair note. Solitaire shows Players at the table locked at 1 rather than omitting it: a fixed control says "same form, table of one", a missing one made it a different form sharing a rules block. Drift guard drops to two prefixes and now fails if any ng- id returns. Stays in the unshipped v0.7.9. 874 tests pass. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX |
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e035dda5a3 |
The extension question was hidden behind the results screen (Gitea#11)
Jesse, playing v0.7.8: "Solitaire game ended. I did not have an option to extend the game by a day." The engine and the Frame were right — checked before changing anything. A solitaire game at the end of its timetable reaches awaitingExtension with extensionVotes [null], and renderEnding writes "play one more Day" into #actions. It then opens #resultsdlg, which is MODAL, so those buttons were directly underneath a dialog whose only control was Close. The results dialog now carries the question itself, hidden unless a vote is pending: Play One More Day / End the Game Here, casting the same game.extend intent. The #actions buttons stay as the fallback once it is closed. TODO.md #35 recorded extended play as verified on phoenix.local — over the HTTP API, which renders no dialog. What was proven was that the server supports it, not that a player can reach it. Noted there. Rides along in the unshipped v0.7.9. 870 tests pass, one new. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX |
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193800a649 |
v0.7.8 — the setup screen was unreachable for anyone who had ever played
Third report of the same symptom, this time with the build confirmed current on screen, which ruled out v0.7.7's caching fault and left the real cause exposed. v0.7.5 skipped the setup screen whenever load() found a save, reasoned as "a saved game is a game to resume". A browser that has ever played solitaire always has one, so the door could never reach the screen again — and the fresh private window that appeared to vindicate v0.7.7 simply had no save. Two real faults were stacked; the caching one is fixed and had been masking this. The door outranks a saved game now: ?solitaire is a request to set one up, while a bare reload still resumes (pinned by its own test). Since Deal clears the save, the screen carries #ss-resume and says what Deal costs, so the door cannot destroy a game in progress. Also, per Jesse, riding along rather than taking its own release: the splash footer now names both ways to play. 868 tests pass, four new. The reproduction was a failing test written before the fix. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX |
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b4f09f05cb |
v0.7.6 — the solitaire door could not reach solitaire
Found by Jesse playing v0.7.5 on phoenix.local: a browser that had ever held a multiplayer seat could not reach the new solitaire setup screen at all. start() checked a browser-remembered multiplayer session before ever looking at solitaire's own state, and a bare ./play.html load could not tell "clicked Play solitaire" apart from "reloaded mid multiplayer game" — the same problem ?lobby already solved for the door on the other side, never applied to this one. The door now links to ./play.html?solitaire, and start() treats that, an explicit ?seed=, or the setup screen's own ?hand= (written by every Deal) as proof this navigation means solitaire — checked ahead of the remembered-session lookup rather than only below it. 862 tests pass, three new. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX |
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3e961496b0 |
v0.7.5 — solitaire asks before it deals, the same way multiplayer already does
A new #solitairesetup screen in play.html asks the full shared game-options block — type, starting hand, Extra start, revenue, victory conditions, optional rules — before a genuinely fresh visit deals a game. A saved game, an explicit ?seed=, or a URL a Deal already wrote all skip past it, same as ?lobby already skips the front doors on an invite link. The in-game dialog, the lobby and this screen now share one wireGameTypeBlock()/commitNewGame() pair instead of the dialog carrying its own copy of the questions. 859 tests pass. Not yet played in a browser. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX |
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45580d8b61 |
v0.7.3 — a game that asks before it ends, and a results screen worth reading
Two issues off the tracker, and they are halves of one thing: the end of a game. Neither ships on the 0.4.9 line — Jesse's call, that line may be complete and these are not fixes people mid-playtest need. EXTENDED PLAY (#11). The official result is settled at the original game length and never changes: in a five-Day game extended to eight, the winner is whoever led at the end of Day 5. Extending grants exactly one Day and the question is put again at the end of it — solitaire the player decides alone, multiplayer it is unanimous and one refusal ends it there. Only days-based endings offer it; a §3.4 collision breach is final, during an extended Day exactly as during the scheduled game. It could not be a client-side change. `check` refused every intent once `status` left `active`; the server never loads a `finished` game back into memory; and a save is `{ seed, config, history }` replayed through the engine, so a "continue" the history does not record did not happen. Hence a fourth status, `awaitingExtension`, and a `game.extend` intent. `config.days` never moves — `extraDays` counts the borrowed Days and `official` freezes the outcome, the standings and the statistics at the first ending. THE RESULTS SCREEN (#16). `GAME OVER — revenueFloor` was `outcome.reason`, an internal enum interpolated into the page at the one moment the game has the player's whole attention. Every reason now has a sentence with the game's own numbers in it. Around it: the result and winner, standings, the rules the game was dealt under, a per-player breakdown, and the railroad — trains through the Division and how many worked en route, loads made up and broken, passengers, cars switched, trains destroyed. It shares the Day-end dialog's blocks rather than reimplementing them, and stays reopenable so continuing does not cost you the results. Statistics are folded, not recorded: `state.tally` counts what the event stream says happened, hooked at `applyIntent` and `advance` because `reduce` never sees the phase driver's events — and those are the interesting ones. Nothing in the rules reads it, and it rides the Frame, so multiplayer gets the same numbers as solitaire from one implementation. THREE BUGS FOUND IN TESTING, all of which would have shipped: - a saved game containing a vote could not be resumed (NO_ACTOR). A history is a flat Intent[] with no seat recorded; the replay derives who acted from the turn order, which cannot work for an intent every seat may send in any order. `game.extend` carries its voter, checked against the authenticated seat. - an all-bot game hung on the question for ever. `driveBots` loops on `currentActor`, null the moment the game stops, so it cannot cast a vote, and the bot-vote driver returned early with no humans to follow. - the balance harness became unbounded — `test/sim.test.ts` went from under a second to never finishing. `randomBot` took another Day about half the time, so every seeded game ran to playGame's 50,000-turn cap. Fixed in the driver, not in a policy, so it holds for bots not yet written. All three have regression tests. 832 tests pass, against 793 before this change. NOT BUILT, and a correction. #16's own comment said `trainStoodStill` "is emitted per Stage, so a run of them is exactly the sat-on-a-siding streak". It is not: reading advance.ts, it fires once per game and only for a train whose profile sets `stopEarnsPoint` — the X18 Circus — with `stopPointClaimed` preventing a second. The streak was built, rendered "1 Stage at (0,0)", and was taken out again. There is no per-Stage "this train did not move" signal in the engine, so "longest an engine sat on a siding" needs one first; TODO.md #36 records what it would take, and the Circus set-up is reported instead. Badges remain the second pass #16 asks for (TODO.md #33), and because the statistics are derived rather than recorded, that pass can add any of them retroactively to games already played and saved. Extended play has not yet been played at a real table (TODO.md #35): the multiplayer vote has only been driven through `session.intent`, never through two browsers. Closes #11 Closes #16 Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EAgJSmeV8zrMh55Mj85ESb |
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441447648d |
v0.7.1 — a caboose is not a load, a Day that says it ended, and a train you may throw away
Four issues off the Gitea tracker, all of them things a player saw at the board. Reasoning for every item, and what was verified how: CHANGELOG.md. - Gitea#8: X22 Pee-Dee refused every caboose, including the one it was made up with, so setting it out stranded the train. All six cabooses are minted loaded because §2.2's "coloured is loaded, white is empty" doubles as a piece count in the supply table; one read of the flag took that literally. A caboose carries the crew, not freight, so it is never a load. - Gitea#10: a Day turns over inside the phases that run themselves, so it passes between one click and the next — and both transient signals fade before a player reading the board notices. A modal stops and waits, carrying the standings, the Days left and the combined target. Suppressed on the first frame, on Undo stepping back across a rollover, and on the Day the game ends. - Gitea#9, which SUPERSEDES Gitea#6 from three days ago: a Timetabled train may be tossed face-up to a Department slot, where a rival may pick it up — the second half of the ruling needed no code, since that is where every discard already goes. An Extra still may not. A New Game setting on this line (discardTimetabled, on by default), the plain rule on the 0.4.9 line. - Gitea#2 is not an engine bug: the rules are implemented exactly, and running the coach pool dry is Jesse's ruling to keep — "part of the strategy". What was wrong is that the game said nothing. A blocked platform now gives its reason, from the engine's own predicate, including how many coaches are stranded in Classification and what brings them back. The same four ship as v0.4.9g on the playtest line. Closes #2 Closes #8 Closes #9 Closes #10 Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01FLnYR4XtXQNamYJXGYT8oC |
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06db36e5b5 |
v0.7.0 — four game types, a lobby you can read and leave, and a multiplayer game that makes a sound
The multiplayer set-up, the lobby, the start of a game, and four signals a remote client had never been sent. Reasoning, the preset table and what was verified how: CHANGELOG.md. - Co-op, Competitive, Cutthroat, Solitaire and Custom, on both screens, from one shared block — they had drifted, and each was missing a question the other asked. - A player reads the whole rule set before taking a seat, may leave a lobby or a running game, and keeps a seat across a reload. The host may clear a chair. The browser remembers every game it is in, not just the last one. - The start of a game is drawn: a handoff beat, an announcement, the code and type in the header. - Sound, the timetable flash, announcements and the just-drawn badge now reach a remote client; justDrawn goes to the seat that drew it and nobody else. - Played on StartOS, which found the rest: an Extra belongs to the player who played it, the board never named the Superintendent, bot seats were reported as absent players, and rule section numbers are out of every string a player reads. Also carries the previous session's Heavy Grade documentation work — asked again, answer unchanged. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016JczK5i33ZNSf2PtzZqdhS |
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7804756f11 |
v0.6.2 — an Extra starts where you put it, a train card is never discarded
Three more from the v0.4.9e gameplay-testing round, filed as Gitea issues, plus two bugs found underneath them. Gitea#2 is diagnosed but NOT fixed: it needs a ruling, and the reasoning is in TODO.md under Play Balance. GITEA#4 — AN EXTRA STARTS WHERE THE PLAYER PUTS IT. Only one Division Point was ever offered, chosen by number parity. The number no longer decides an Extra's direction — the start does, which supersedes the recorded ruling that "the number decides, like everything else on the timetable". The two cannot both hold: an odd, westbound Extra placed at the WEST end would leave the Division on its first move having crossed nothing, and be paid for the run. Either end now runs the train away from itself; at an Interchange or a Control Point the player picks the direction. The Interchange start is a YARD, off the running line, which is what makes the Superintendent clause work: placing it can never force a collision, a guaranteed one holds it there for another Stage, and a potential one is the Superintendent's to rule on — exactly evaluateClearance's `blocked` and `ask`, so nothing new decides collisions. Where an Extra may start is now a house rule (divisionPointsOnly / ownOffice / anyOffice, defaulting to what the engine already did). The legacy `atSeat` intent field still replays as it always meant. FOUND UNDERNEATH IT: an Extra started away from a Division Point ran empty. isBeingMadeUp tested position alone, so the Control Point start has been shipping since it was added with a train that could never be given a consist. Found by playing it, not by the tests, which had only asserted where the tray landed. FOUND UNDERNEATH IT: collide left the wrecks on the card. Destroyed trains kept their Transit entries, and evaluateClearance counts every transit as an occupant, so one rear-end collision permanently poisoned that Mainline card for every later train. THE MAINLINE CARDS WERE ROLLED, NOT DEALT — drawn from the nine types with replacement, so a Division could hold two Interchanges and Plains carried the weight of a card printed once. "An Extra may start at the Interchange if one is on the board" only reads as a rule if the board holds at most one. Now dealt from the printed deck without replacement, verified over 1600 deals. This re-deals every seed: the published replays were re-recorded, and the saved games in docs/ are retired too — two of those were already dead before this release and nobody had noticed. GITEA#6 — A TRAIN CARD IS NEVER DISCARDED, Timetabled and Extra alike. The forced play needed no mechanism: nothing discardable plus a hand over the limit leaves exactly one legal way to end the turn, and playing a train is unconditionally legal, so the corner cannot trap anyone. The bot needed no rule either. 400/400 games finished, revenue unmoved, trains scheduled 1.2 -> 1.3. The player is told on the card and on the button. GITEA#7 — COACH COUNTS. 1/2 Crack Limited 3 -> 2, 5/6 The Sparrow 2 -> 3. A change to the cards, so Trains3.pdf and the transcription keep the original numbers with a footnote while content.ts and the Home Deck reference carry what the game plays. CONTENT.TS COMMENT PASS — no data changed, only comments. Four were factually wrong, including an office table naming counts doubled long ago and a pointer to a DEALT_DECK_SIZE that has never existed. Every Enhancement row cited its implementation by line number and every citation had rotted; they name functions now. Card counts came out of the comments, since they move with play balance; source-sheet figures and dated measurements stayed. TODO.md gains an item for a card reference generated from content.ts, in six sections, so the documentation cannot disagree with the game. 715 tests pass, tsc clean, site builds. |
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51710498f5 |
v0.5.6 — seats counted from 1, a name you can read, and a line that stops repeating
Three things off the first proper look at a live table.
The lobby listed chairs as Seat 0 to Seat 3. Zero-based is right inside —
it indexes seating, the seats array and every route, and none of that
changes — but nobody sitting at a table calls their chair "seat 0". There
were four of these rather than one: the lobby list, the topline's Seat N
for a remote session, the presence banner's fallback name, and the admin
summary's. All go through a single seatLabel now, and a test fails the
build if any "Seat ${...}" interpolates a raw seat again, since the
conversion has to happen in exactly one place or the two conventions drift
apart. Verified by mutation — putting the raw seat back fails the suite.
seatLabel lives in sim/view.ts, not web/game.ts. Putting it in game.ts was
the first attempt and test/session.test.ts caught it: the page may not
import values from that module, because they are the local engine by
another name and importing one reopens the Phase 1 boundary. The test was
right and the placement was wrong.
.bs-name.bs-turn carried font-weight:700 over a base of 600. At 11px a
monospace face has to be synthesised the rest of the way and the extra ink
lands as blur, so the one name you most need to read was the one you could
not. The bump is gone; amber against #e6e9ee was always doing the work, and
blue "(you)" and amber "their move" stay clearly distinct without it.
The west-to-east chain under the Division map now shows only during Day 1
Stage 1. It answers who is where and why, which is a question you have once
— at the start, when the chain has just been rolled and the names are new.
By Stage 2 the map has been answering it for a while and the line is
something to read past.
675 tests pass (673 + 2).
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bfd2708ecc |
v0.5.5 — a remembered session for a game that no longer exists
Reported after updating to v0.5.4: clicking Multiplayer went straight into a game with no lobby and no controls, and the board was blank. Three things lined up. start() enters a remembered session WITHOUT checking it still exists — that is what makes reconnection seamless, and it is why the lobby was skipped. The v0.5.4 update had refused to resume that game, its save being recorded under v0.5.3 and the engine-version check being exact (D7). And createRemoteSession had no onerror at all, so EventSource retried the resulting 404 forever in silence while frame stayed null and nothing rendered. The only escape was clearing site data, and nothing on screen said so. v0.5.3's Manage Game -> End had just widened the same dead end: it closes every watcher's stream, so a player whose game an administrator ended would sit frozen on a stale board indefinitely, for exactly the same reason. GET /api/session?token= is new: a cheap yes/no on whether a token still names a live game. EventSource fires error identically for a transient blip — the expected shape of a game idle for minutes (§9) — and for a 404 it will retry forever, and exposes no status code either way, so the client asks rather than guessing. Only a definite 404 closes the stream and reports the game gone; a flaky network still self-heals. The page then forgets the stored session, says why (ended by an administrator, or the service was updated, which does not carry games across), and drops into the lobby. Forgetting the token is what stops the next load repeating it. It also stops rendering nothing while it waits — "… connecting to the game" sits in the presence banner until the first push arrives, because a page showing nothing is indistinguishable from a broken one, which is what this looked like. Recorded but NOT fixed, in TODO.md: three releases in a row destroyed every game in progress, and v0.5.4's changes were rendering only. The refusal is right, but the test is exact equality against the PACKAGE version, which moves for reasons unrelated to the rules. Three options costed; the recommendation is to replay the save and refuse only if an intent actually rejects — the real question rather than a proxy for it, and a full replay measures ~100 ms. Verified live: /api/session answers 200 for a seated token, 404 once an administrator ends the game, 404 for a garbage token, and /api/stream 404s in the same state — which is the response EventSource had been retrying silently. 673 tests pass. |
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689de2ff0f |
v0.5.4 — the map says whose railroad is whose
Six things found playing the StartOS build, all of them the game telling you what it already knew. The lobby's Start button did not look disabled when it was. The reported symptom was "it says it's waiting for a player but Start is enabled" — it wasn't: the note and the disabled assignment are two lines apart in the same block. The page had only `header button:disabled` and `#actions button:disabled`, and #lb-start is in neither, so a disabled button kept its normal face AND still lit up under the cursor from the generic button:hover. It advertised a click it would refuse. The rule is generic now. The game code was rendered as "— code TRESTLE-5109" in dim text beside a heading, reading like a reference number rather than the thing you have to send somebody. It is a labelled block at 22px with a Copy button, and a clipboard refusal says the code can be selected instead of failing silently. The blurb under it was also WRONG — it claimed the chairs were "in the order everyone joined", which stopped being true in v0.4.1 when the §4.4 D12 started deciding. It now says what actually happens. Every Office on the Division map was labelled with its tier, which every other player's Office also has, so four districts read identically and "where does Bob sit" had no answer on the one map showing where trains are. The owner's name takes the headline and the tier moves beside the A/D count. Amber marks whose move it is — the same "happening here" the action panel uses — and "(you)" is spelled out on the reader's own district, because colour alone cannot say which of four railroads is yours. Turn colour wins over the you-colour when both apply: whose turn it is changes every few seconds, which railroad is yours never does. Under the map, the chain in words with the roll behind it: "West to East: Alice (1) → Bot 2 (5) → Bot 1 (11)". state.openingRolls has been kept for exactly this since v0.4.1 and nothing had displayed it. It also answers "is the host always at the eastern end" outright — no. Alice there is the host, rolled lowest, and sits at the western end. Supporting: Frame gained viewer and viewerSeat. Every private field on it was already scoped to one player, but nothing said which player, so a page could draw a railroad without being able to say whose it was — harmless in solitaire, the first question at four seats. Frame also gained openingRolls. Bots are Bot 1 / Bot 2 rather than all Bot, since two of them are two different railroads. The standalone replay gets all of it: players, actor and viewer are not delta'd keys in compress, so they ride whole on every frame and replay.ts passes the same roster. Verified: 673 tests pass (668 + 5). The new ones were mutation-checked — removing the (you) suffix, never applying the turn mark, and reinstating the pre-v0.4.1 identity seating each fail the suite. The seating test deliberately asserts across six seeds that the eastern end is NOT always player 0, which is the claim it exists to defend. |
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62b6ed7e1b |
v0.5.2 — the splash's multiplayer door opens, and knows whether it should
The "Play multiplayer" door on index.html had sat disabled, labelled
"Coming soon", since before the server existed — Phases 2 through 4 built
a working lobby and nothing ever linked to it. Loading the site landed on
the same solitaire splash whether a real multiplayer server was behind it
or not, with no visible way in. Found packaging Phase 6 for StartOS.
The door is now a live link to ./play.html?lobby, and main.ts's start()
routes ?lobby straight to the lobby screen — the same showScreen('lobby');
runLobby(beginRemote) the in-game Multiplayer button already used —
instead of dealing a solitaire game first.
GET /api/health is new, and exists to be failed. The same dist/ ships both
served by src/server/ and uploaded as flat files by deploy-web.ts, and the
bundle is identical either way (D4), so the page cannot know from its own
build which it is; every other route 404s an unknown path exactly as a
static host does, so nothing distinguished them. The splash probes it on
load and closes the door when nothing names itself in reply.
The door starts open and only ever closes, deliberately: a wrong "no
server" is the bug above again — invisible, and it strands a player who
does have one — while a wrong "there is one" costs a click and a lobby
that says it cannot connect. The reply must name itself rather than merely
return 200, or a host answering every path with its index page would pass.
Verified: tsc clean; 659 tests pass (656 + 3); /api/health exercised live
against a running server — 200 with the right body, unauthenticated, while
an unknown path and a wrong method both still 404, which is what makes the
probe discriminate at all.
The probe's own test was vacuous on the first attempt — both its "closes"
cases reached close() through the .catch arm, so deleting the body-naming
check outright still passed. Caught by mutating splash.ts and re-running;
the test now covers all three closing routes and fails without the check.
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e76bd77099 |
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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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. |
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f9c4d9fa92 |
v0.4.9d — three playtest bugs: a train that looked gone, an unload that ignored the pick, a hang that wasn't one
Patched directly onto 0.4.9a rather than the in-progress 0.5.0 line. A switching train vanished from the board the moment it left the Office. `selectedTrain` in `officeSvg` (board-svg.ts), which gates whether a card draws a train's crew badge, was only ever assigned inside the `cell.adTracks !== null` branch — true for the Office card alone. A train standing anywhere else, which is everywhere it stands while actually being switched, drew no badge at all. Game state was never affected; confirmed against the reported save with the engine directly. Fix hoists the assignment out of the guard so it runs for any card with a train on it. Unloading always took the westmost car, whichever one was picked. `laborer.beginUnload` carried the player's chosen `carIndex`, and `check()` validated that specific car, but the `unloadBegan` event it produced carried only the car's type — the reducer that performs the swap re-derived the target with `industryTrack.cars.findIndex(c => c.loaded)`, which always answers the first loaded car in track order regardless of what was requested. Fix adds `carIndex` to the event and uses it directly. A legal decision could render with zero buttons, which looked exactly like a hang. The "where does this Extra start" decision is titled by `trainCardTitle`, beginning "Making up Extra X22…" — the same prefix `renderActions()` stripped from the action list on the assumption it only ever belonged to the separate yard-chip car-placement panel. With no tray yet being filled, that panel is null, so nothing rendered the Extra's decision either: a legal, correctly-computed option with no button anywhere on the page. Replaying the reported save found no engine deadlock at any step — the engine always had a move. Fix matches the exact title of the one group the yard-chip panel covers instead of a title-prefix regex. New tests for all three: a train parked on an ordinary facility card must draw its crew badge; three differently-typed loaded cars, unloading index 2, must leave indices 0 and 1 alone; the existing softlock regression test now mirrors the real render filter instead of only the raw menu, plus a deterministic test for the exact reported scenario. 590 tests, 0 failures. |
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859817d173 |
v0.4.9 — X,Y coordinates, no-switching can still clear the mainline, Q3 corrected, a clearance bug, three sounds, and the box art
A playtest review of seed 58228926 (day 6), plus one long-standing display complaint and the first real audio beyond a placeholder. - Coordinate labels read X,Y everywhere shown to a player, not the internal Y,X storage order. Display-only. - "No switching" now means may not add or drop cars, not "never touch it" — these trains can still be moved onto Secondary Track to clear the mainline. - Q3 corrected: Expedite governs WHERE a train may be left standing, not WHEN it leaves. The forced same-Stage departure is gone; a new fault costs 1 Revenue if an expedited train is left off the station when a Mainline Phase begins. Resolves "3/4 Express prints a rule it can never use" as a side effect. - evaluateClearance now checks every occupant on a Mainline card before offering a judgment call, instead of returning on whichever it found first — found while explaining a playtest report, fixed with a regression test. - Three new synthesised sounds: arrive, depart, crash. - The splash page shows the box art. Full detail, measurements and reasoning in CHANGELOG.md. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01FvU99NEakShRMg3nN3fHAZ |
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37b1e5b969 |
the Roster Pass: every train at the Office visible
Builds "The Roster Pass" / "Two Trains, One Card" (station display for multiple trains at one Office). The Office is the one square where more than one train may legally stand at once (one per A/D track), and CellView.train had room for exactly one — a second train at a busy Station was counted in the old A/D pips and never drawn. CellView.train -> CellView.trains: TrainView[], seat-filtered and collecting every match rather than the first (fixes a latent cross-district leak in the process: trainOnCard never checked seat). The A/D pips are replaced with one roster chip per A/D track, always, free or occupied; clicking a chip sets selectedCrew, wiring the board and the action panel to the same value. standingWest moves from CrewTray to TrackCard: two trays sharing one Office card need one shared split, not one each, and there is no such thing as "west of one particular A/D track". No save migration — Save replays through the engine — and a stale value on an emptied card is inert because nothing reads a split with no train standing there. The Division map's Office cell is now sized by A/D capacity rather than occupancy, so it holds still as trains arrive and leave; chips lay into fixed slots instead of centre-spreading onto the Limits cards either side. 584 tests, 0 failures. Verified end-to-end against the built app and a direct render of a 4-train Terminal (screenshotted). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SAt2YCXgd5qCjBcF2x34aK |
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fbaa3d4147 |
switching paths: two routes to the same square
Builds docs/plans/switching-paths.md. A passing loop can offer two legal routes between the same two squares, coupling different cars — the engine only ever found one, an artifact of search order (Reported by Jesse, undo 379). exploreMoves now enumerates every simple route (per-path visited set, capped at 4000 frontier nodes) and dedupes on outcome — destination, entry side, and origin-tagged cars — rather than on reaching the square at all. switch.move gains an optional `via: GridCoord` naming one intermediate square on the chosen route; absent, it resolves exactly as before, so every existing save and bot decision replays identically (575/575, then 579/579 with the new tests). Threaded through the label, the action-list dedupe, the hover highlight (data-route), and the history (trayMoved.via). Ruling recorded as Gap 14 in docs/rules/open-questions.md: the player may choose the path; §A.4's "may not go around" a car does not reach a different track the player declined to enter. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SAt2YCXgd5qCjBcF2x34aK |
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461c4d9bac |
v0.4.8 — the Limits bound the whole district, the nine spots really are nine, and an action points at its square
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01YQAJ4dND7enLj54eLyiF2C |
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08339effba | more info on train moves in history. train info added to tooltip on timetable and division map. support for multiple trains in area switching. more info on train7/8 wrt location of coach on initial train build. | ||
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6655e20ea8 | v0.4.4 — New Game dialog for the opening hand and the three revenue rates, Yard renamed Interchange, and two movement bugs behind a mirrored consist | ||
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393a669418 | v0.4.2 fixed passenger trains not stopping at office. changeed revenue for train completing run - 1 point to every player when train exits division | ||
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49f8504b05 | v0.4.0 — multiplayer Phases 0 and 1: seat and player split apart, turn state per player, the page behind a Session, and eight seat/player mix-ups fixed with tests that fail without them | ||
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216006b091 | v0.3.1 — multiplayer groundwork: 13 engine tests covering 2-4 player games, a seat parameter on snapshot and actionMenu so a player sees their own railroad rather than seat 0's, and the 22 opponent-directed cards held out of every deck until they are built | ||
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1bf1e95058 | v0.3.0 — playtest fixes, two new rules, and §7 enforced | ||
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6ead39c530 | fixed train# specific rules. cleaned up display topline and train display on division map | ||
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5d825b97d2 |
v0.1.0 — undo, the crew's reach on the board, workers on the card, and four engine bugs
Fifteen items from two playtest sessions. Three that read as drawing faults were engine bugs: cars could be added to a train that was not being made up (50 offers in 8 games), the make-up panel merged two trains and could couple a car to the wrong one, and an Office upgrade silently deleted what a Modifier had added. A fourth was a sentinel inside a coordinate's own value range — a Mainline placement travelling as row -1, which is an ordinary district row. Trains are now drawn the way they stand: west on the left, nose toward the way the engine faces, on both the district card and the Division chip. Undo steps back through the game by replaying the save without its last intent. The switching walk keeps its rejections, so the board can say why a square is not offered. Laborers and Porters are on the card, and the rule that a district only grows outwards is finally written down. Versions start here: third digit for fixes, second for a feature set, 1.0 for a release. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GgtkX8JnvKa8y2tuJ8aQf4 |
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f4c0f49604 | More bug fixes. Show the timetable, and stop the arrival message contradicting itself. Fixed division point in labels. And highlighted discard as targets. | ||
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543584a2ca | user card Hand becomes the action surface, the board shows the train, and a reverse stops turning it around, other bug fixes too. | ||
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9c76b1a5e2 | Track becomes a deck card, Departments become decks, and trains must be made up to leave, industry restrictions enforced, update display and add a new game button | ||
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821d3cdffa | adding classification and division yard updates, train collisions, engine and car updates, turnout improvements. | ||
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4bba991f41 | Fixed division end of track labels and other minor bugs. Trains now show their information. Play cards now required to get to 3 or less, no other restrictions. auto hide now more prominent. it and sounds now are in replay. | ||
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c3c5c59a45 | Show the whole Division mainline. district now has option for auto hiding on phases where not needed. scaffold for multi-player geometry showing division. regions on mainline cards implemented. bug fix on laying rail cards. optimized replay (carried links forward). Add sounds, first pass |