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
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#24Closes#25Closes#26Closes#27Closes#28Closes#29Closes#30Closes#31Closes#32
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017nnuCv8UodHucFfx3LWEoX
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
Both repositories allow anonymous clone — checked rather than assumed: info/refs
for git-upload-pack answers 200 for each, git-receive-pack answers 401. So
everything committed here is public, and tracked files are supposed to carry
placeholders rather than real hosts.
Ten mentions added while building v0.8.0 are now "the test server" or "the target
hardware", across CHANGELOG.md, the common-board plan's three deferral banners,
sim/pacing.ts, and two test files. Prose and comments only, no behaviour; the
quotes are untouched, because what was said about bot pacing is the part worth
keeping.
Left alone deliberately: nineteen older mentions in entries about v0.7.5, v0.7.6
and v0.7.8 and in TODO.md, since rewriting a changelog after the fact makes the
record less true; and scripts/deploy-web.ts, where the host is the functional
default for FB_URL rather than prose — turning that into a required variable
changes how deploying works and wants deciding on its own.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6
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
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