def48201e49ad24bfbe142d79aec2724ed41429c
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Commits
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04ca74c365 |
v0.8.5 — housekeeping from the audit, and the playtest line retired
The third release from the audit; nothing a player sees changes. CHANGELOG has the detail. The 0.4.9 playtest line is no longer maintained (Jesse, 2026-09-29): the deploy rule that existed for it is gone and #85 is moot. The table test (#39 #35 #42a #40) is closed — every line of the checklist was met at a table. #46 is done and cannot regrow: the 36 unused declarations are removed and `noUnusedLocals`/`noUnusedParameters` are on; two of them were dead bot functions from rejected candidates the round said it had deleted. The documents no longer teach `trainCapSlack` (a knob that throws), point at `as-built.md` (deleted in 0.8.2), model `officeType` (the engine says `tier`) or describe `collisionOccurred` (never emitted); the README's account of bot flags now matches the bot's. Five playtest saves committed in `docs/` against the repository's own rule are in the ignored `playtests/`. What the audit found and did not fix is written down as TODO #112-#117, each with its reason. #112 is `docs/plans/structure.md`, the proposal for `http.ts`, `main.ts` and `check`. #117 — `/api/save` hands a seat the seed mid-game — waits on a conversation. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01FrCWubm9GAftYCm2hWdKwK |
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b90c0413d2 |
v0.8.0.17 — four things the game knew and the screen did not say
All four reported from a table on Day 1 of v0.8.0.16, and all the same shape. ABS SIGNALS COULD ONLY BE PLAYED ON ONE MAINLINE CARD, while its tooltip said "any Mainline card". The engine was never wrong: check accepts any node whose kind is mainline and legalActions filters by check, so all of them were legal. The failure was the LABEL — describeIntent named i.placement and never i.node, so every placement described itself as plain "play ABS Signals", and the action list drops duplicate labels. All but the lowest-index node were discarded before the menu saw them. This is the THIRD time that trap has fired and the file documents the other two three lines apart: a turnout's two rotations, and three Department discards. Same fix — name what distinguishes them. The card is also called what the card face calls it. prettyKey rendered absSignals as "Abs Signals" beside a tooltip saying ABS, an acronym no key-splitter can recover, so the authored names now win. Three of those names were transcribed in sentence case and were CORRECTED rather than adopted: the repository says "Yard Office" 36 times against "Yard office" twice. A lookup that imports its own source's typos is the drift it exists to prevent. NOTHING ON A MAINLINE CARD SHOWED WHAT WAS STANDING ON IT. Played, ABS left no mark and you found out by hovering — the same complaint the Heavy Grade wedge answered, and it matters more here because ABS decides whether a second train on that card is safe. It draws a signal mast with a lit lamp now; a signal is the literal object and needs no room for words, which is what lets it sit clear of a name as long as "Uncontrolled Siding" on a 152px cell. The Mainline modifiers draw as BRK, AIR and HLP. Realignment is deliberately not among them: reduce takes the `became` branch and changes node.card, so a realigned Trestle IS an Uncontrolled Siding afterwards. Asserted, so the absence reads as a finding. A FREIGHT AGENT TURN SAID A CAR MOVED WHEN NONE HAD. Three faults behind one line. It asserted an outcome, where §6.3 requires no action and the bot declines deliberately — unjamming a healthy box destroys a load that cost a whole action to stock. An idle Agent was then silent, which read as a dropped turn; a new freightAgentIdled event says so and why, reducing to nothing exactly like switchingEnded. And the work named a coordinate rather than the industry, though a `place` helper has existed for precisely that since the switching lines moved to it. "Loaded a loaded boxcar INTO the green Outbound box at the Freight House", with the direction in capitals because to-or-from was the question asked. THE LOG AND THE ACTION MENU SPELLED THE SAME SQUARE DIFFERENTLY. view.ts wrote (col,row) — X,Y, east/west then north/south — with a comment saying why; narrate.ts wrote the internal storage order with no comment at all. So the menu offered a move to "(1,-1)" and the log reported it at "(-1,1)", side by side. Pinned by a test that renders one square through BOTH describers and compares them to each other: a test written against either file alone would have passed. THE DOCUMENTATION IS REACHABLE FROM A RUNNING GAME, AND ALL OF IT IS PUBLISHED. v0.8.0.16 published the Quickstart and nothing it points at — its §8 links five documents by relative path and every one 404'd on the package, verified against the running container. The build publishes the full set, and the test reads the links OUT OF the guide rather than listing them. They are linked from the This Game card, where reference already lives, rather than the header that must not wrap; no mode awareness is needed, because solitaire and multiplayer are the same page on the same origin. THE REFERENCES DROPPED THE VERSION FROM THEIR NAMES. Four described v0.8.0.16 and had since the v0.8.0.15 audit; the v0.4.5 was the prototype edition they were first written against, kept only because 36 citations pointed at it — and it read as documentation five minor versions stale. They are quickstart.md, rules.md, home-deck.md, mainline-deck.md and components.md now, kept current with each release rather than published as editions. Two errors surfaced while checking them against this release, which is the argument for doing it: home-deck.md filed ABS Signals under Enhancements "played into your district" that "change what a square does" — it does neither, this release's bug written down — and mainline-deck.md, which lists everything playable onto a Mainline card, never mentioned it at all. 1010 fast tests and 35 sim tests pass. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MUizFYCMHRWhbWwXhp7WPR |
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819996faa2 |
v0.7.9.2 — two things the table could hear that only one seat should
Both leaks were found while planning the common board (Gitea#20 step 1), and both are live multiplayer bugs with or without that display, so they are fixed now rather than with 0.8.0. `game.log` is one shared list and `linesSince(seat)` slices it with no per-seat filter, so every line reaches every player. It carried the SEED in the opening line of each multiplayer game — the whole future of the deal — and the NAME OF A CARD DRAWN BLIND from the face-down Home Office deck. Solitaire deliberately keeps both: a one-seat table has nobody to leak to, the seed is what a bug report quotes, and a player's own history naming their own draw is the record. A Department slot is face up and stays named. The drawer still learns their card through `justDrawn`, which already goes to that seat alone. Neither was found by a test. Every test in `redaction.test.ts` passes an empty log, so the whole of narration has sat outside the redaction net since the net was built. Both now have tests there; TODO #91 carries what is still owed and supersedes #78, which described a gap that had already been closed and never mentioned this one. `docs/rules/` had no current description of the game, and `content.ts` named `card-reference.md` as the file that carries what the cards say — a file whose own banner says not to use its numbers, describing the v0.4.5 deck where 3/4 is a Mail-Express with three coaches. Every file in that directory is a deliberate historical record, so none of them is rewritten. `as-built.md` is new and GENERATED from the same catalogues the engine instantiates from, with a test that re-runs the generator and fails when the checked-in file disagrees. A hand-written replacement would have drifted the same way, for the same reason. TODO.md: #32 closed — the playtest migration note did its job and the jump is made; the durable fact it carried is kept. #78 retired in favour of #91. The "play it at a table" section now records that 0.7.4-0.7.9 were test-run without change requests, and that more testing comes at the end of the 0.7.9 series. 897 tests pass, up from 891. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E3Qk7uresKCHksdZajXCLg |
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83a5450866 |
v0.6.1 — five of six playtest bugs: one button per train, and a load that has to go somewhere
Gameplay testing on 0.4.9d returned six reports. Five are fixed; the sixth could not be reproduced and is written up in TODO.md with the two questions that would pin it down. TWO TRAINS AT ONE PLATFORM ANSWERED TO ONE BUTTON. `porter.board` and `porter.detrain` carried no tray, so there was one button per platform however many trains stood at it and the reducer filled the first empty coach on the A/D tracks. `check` and the reducer were not even asking the same question: `check` skipped a train whose card refuses passenger work and the reducer did not. Both intents now carry an optional `trayId`, one function resolves the train and the coach for check/execute/reduce alike, `legal.ts` offers one candidate per train, and the label names it. A LOAD COULD BE MADE AND BROKEN WITHOUT GOING ANYWHERE. A Freight House could unload the boxcar it had just loaded; a platform could detrain the passengers it had just boarded. Full Revenue at both ends for a movement that never happened. Jesse's rule: a load made anywhere in an Office Area may not be broken anywhere in that Office Area, ever — it has to be carried to another district. The load carries the seat that made it (`RollingStock.origin`), stripped by `pooled` at every yard push. Measured at -0.60 +/- 0.10 Revenue a game (t = -6.1) over 400 paired deals: 78 worse, 3 better, 319 unchanged — free Revenue coming off the board, not a nerf. THE GROCER'S WAREHOUSE SHIPPED AND THE REFINERY RECEIVED. Both were `flow: 'both'` on the reading that "Freight House" was a collective term for exactly those two, and therefore what §9.3 described. The engine has dealt a Freight House CARD since before v0.4.9, so §9.3 names it and the argument goes. The card set agrees: all three Refinery modifiers grant +1 outbound. Refinery outbound-only, Grocer's inbound-only, Freight House the one two-way industry — which leaves exactly the one same-district pairing the rule above refuses. NOT REPRODUCED: cars left behind when backing up over them. Five layouts tried, including cars spotted at an industry; every one couples the lot. Three are pinned in `apply.test.ts`. One way to create such cars was closed anyway — `flyingSwitch` wrote its cut past `carsOn`. Both published replays that had gone dead were re-recorded; a rules change retires a save, and `harness.test.ts` is what catches it. The same change ships as v0.4.9e on the 0.4.9 line, branched from the v0.4.9d commit — the engine files these fixes touch are identical across the two lines, so the patch applied cleanly both ways. Also carries the two "Queued 2026-08-22, from playing on StartOS" TODO items that were staged before this work started (Games in Progress readability, and getting back into a game after losing a browser). They are notes, and items 9-12 below them are numbered against them. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_011nbvwWMef8CuEP6t5cgkTv |
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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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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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401b879140 | Expand game engine, replay, tests, and documentation | ||
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e7bc07df85 | Initial commit |