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Jesse.MarkowitzandClaude Opus 5 312e0301e0 v0.7.9.8 — the test command did not typecheck, and the plan had gone stale
Housekeeping before v0.8.0: the answer to "anything else that should be
looked at first". One real hole, one stale document, and my own leavings.

#102 — `npm test` passed green on a type error. `pretest` ran
`scripts/build-web.ts`, which invokes `tsc --ignoreConfig` against three
web entry points, so it saw only what those three transitively import and
under a WEAKER configuration than tsconfig.json — no
`noUncheckedIndexedAccess`, no `exactOptionalPropertyTypes`,
`--types ''`. It never saw `src/server/` or a single file under `test/`.

Demonstrated rather than argued: a planted
`const DELIBERATE_TYPE_ERROR: number = 'not a number';` in
src/server/session.ts gives `npm run typecheck` a TS2322 and `npm test` a
clean `# fail 0`. `pretest` is `tsc --noEmit && node
scripts/build-web.ts` now, and the same error exits 1 with the tests
never running.

This mattered THIS week rather than generally: v0.8.0 is steps 2-7 of the
common board — display stream, credentials, persistence, Chromium
supervisor — which is almost entirely src/server/, exactly the half the
test command could not see.

#103 — the plan had drifted from the code it is the source for.
docs/plans/jitsi-common-board.md was written 2026-08-27, still said "No
implementation has been performed", and is what steps 2-7 get built from.
Step 1 shipped across four releases since, so every "current code
finding" under it described a fault that is now fixed — a document
reading as present tense and nine days stale sends the next reader to fix
things twice.

Measured: its PublicFrame sketch lists four properties never built
(protocolVersion, config, scoring, deckCounts) and omits 28 that exist,
and the shape is the real difference — the implementation is FLAT where
the plan grouped things into objects, so a renderer written from the
sketch would not compile. The plan now says so at the top and at step 1,
names src/sim/view.ts and the redaction allow-list as the authority,
keeps the original sketch for its reasoning, and calls out
`protocolVersion` as unbuilt rather than dropping it quietly — step 2 is
the reconnecting display stream and is the first thing that would want
one.

One step-1 item is STRUCK OFF rather than built: "add the Red Flag holder
to the public player projection". The premise does not hold here.
`decks.redFlags` is written once, in setup.ts, from
`optionalRules.emergencyToolbox`, and never again — `redFlag.play` emits
`phaseEnded` and does not spend it — so every player holds one or none
does, decided before the deal. A per-player `redFlagHeld` would be one
already-public option copied N times, while telling every reader of the
common board that it varies by player and might change mid-game. Worse
than the absence. Pinned by test so it is not re-raised from the plan.

Four dead imports removed, all mine: `HAND_LIMIT` left unused in
apply.ts, view.ts and web/game.ts when 0.7.9.6 consolidated the three
copies of the §6.2 test, and `actingPlayer` in web/game.ts, dead since
0.7.9.5 made `currentActor` delegate. Finding them re-measured #46:
`tsc --noUnusedLocals` now reports 40, up from 29 on 2026-08-30. That
entry's "without the flag this list simply regrows" is a measurement
rather than a forecast now. The other 36 and the flag stay open.

946 tests pass, up from 943. No behaviour changes: three new tests pin an
invariant, and the rest is a build command, dead imports and a document.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y5boPxP6JHRYMm8adXaF5R
2026-09-08 03:41:39 -04:00
Jesse.MarkowitzandClaude Opus 5 88a42ae9e2 v0.7.9.7 — a device that said it was available all day after it was gone
The last item off 0.7.9.6's sweep, parked there as the one genuine maybe.
It had a second half worth more than the first.

#101 — Telegraph (+4), Telephone (+8) and Radio (+12) are "once a day,
when dispatching facing trains, add +N to the other train's number".
`enhancementText(key)` takes only the KEY, so the tooltip could not vary
with anything: a spent Radio read "Once a day, add +12..." for the rest
of the Day, advertising a bonus that was not there. That is `trainRules`
before #100, in another corner of the same view.

THE HALF THAT ACTUALLY SURPRISES. `spendDispatchBonus` reads
`areaOf(s, s.clock.superintendent)` — the SUPERINTENDENT's own devices,
not the train owner's — and the Fedora moves every STAGES_PER_SHIFT (3)
Stages, four times a Day. So a player's Radio does nothing at all for
three-quarters of the Day, and is spent automatically, without its owner
being asked, during the quarter it is theirs. Neither half was anywhere
on the board.

The card now reads as one of three states — available and dispatching,
unspent but idle while somebody else holds the Fedora, or spent until the
next Day — and names the shift length, because "not now" without "for how
long" is half an answer. A spent device is struck through on the board.
Shown on EVERY district, not only the viewer's (Jesse's call): it is
public, and a rival's spent Radio is what you want to know before forcing
a meet.

What counts as a device is `enhancementRule(key)?.dispatchBonus` rather
than three keys written out in the view — the ladder lives in
ENHANCEMENT_RULES and a fourth rung would otherwise be silently exempt.

A STALE COMMENT CORRECTED, AND PINNED. `advance.ts` warned that indexing
a SEAT-keyed area with the PLAYER holding the Fedora "is right only while
seating is the identity map". It read as a live Employee Rotation bug and
was not one: `areaOf(s, p)` IS `areaAtSeat(s, seatOf(s, p))`. A comment
that sends the next reader chasing a bug that does not exist costs about
what the bug would. Rewritten, and the claim is now a test — seating set
to a real permutation, and the Superintendent's own district rather than
the seat with the same index is the one that reads as dispatching.

TWO THINGS MUTATION CAUGHT THAT PASSING DID NOT. A test asserted the
ABSENCE of /spent|Fedora/ with the Fedora held, and a mutant with the
`dispatchBonus` guard deleted PASSED it — the leaked text in that case
says "Available today, and this district is dispatching", which contains
neither word. A test that something was left alone has to compare it
against what it should be, so it asserts equality with `enhancementText`
now, in both Fedora states. And the replay wire format needed the field:
cells pack positionally, so the flag is index 9 and reads `?? []`, the
same tolerance `standingWest` uses — older recordings report no device
spent, which is what they drew at the time, so every published replay is
unchanged.

943 tests pass, up from 934.

NOT VERIFIED AT A TABLE, like 0.7.9.6. #39 and #35 still stand.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y5boPxP6JHRYMm8adXaF5R
2026-09-07 21:54:18 -04:00
Jesse.MarkowitzandClaude Opus 5 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
2026-09-07 21:29:16 -04:00
18 changed files with 1255 additions and 66 deletions
+245
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@@ -19,6 +19,251 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
---
## 0.7.9.8 — 2026-09-07
Housekeeping before v0.8.0 — the answer to "anything else that should be looked at first", which
turned up one real hole and one stale document.
### `npm test` did not typecheck, and passed green on a type error (#102)
`pretest` ran `scripts/build-web.ts`, which invokes `tsc --ignoreConfig` against three web entry
points. So it saw only what those three transitively import, under a **weaker** configuration than
`tsconfig.json` — no `noUncheckedIndexedAccess`, no `exactOptionalPropertyTypes`, `--types ''` — and
never saw `src/server/` or a single file under `test/`.
Demonstrated rather than argued. Planting `const DELIBERATE_TYPE_ERROR: number = 'not a number';` in
`src/server/session.ts`:
```
npm run typecheck → src/server/session.ts(441,7): error TS2322
npm test → # fail 0
```
`pretest` is `tsc --noEmit && node scripts/build-web.ts` now, and the same planted error exits 1 with
the tests never running.
**Why this week rather than generally.** v0.8.0 is steps 2-7 of the common board — a display stream,
credentials, persistence, a Chromium supervisor — which is almost entirely `src/server/`, exactly the
half the test command could not see.
### The common-board plan had drifted from the code it is the source for (#103)
`docs/plans/jitsi-common-board.md` was written on 2026-08-27, still said "No implementation has been
performed", and is what steps 2-7 will be built from. Step 1 has since shipped across four releases,
so every "current code finding" under it described a fault that is now fixed. A document that reads
as present tense and is nine days stale sends the next reader to fix things twice.
Measured: the plan's `PublicFrame` sketch lists four properties never built (`protocolVersion`,
`config`, `scoring`, `deckCounts`) and omits **28** that exist. The shape is the real difference —
the implementation is flat where the plan grouped things into `clock`, `config`, `scoring` and
`deckCounts` objects, so a renderer written from the sketch would not compile against the projection.
The plan now says all of this at the top and at step 1, names `src/sim/view.ts` and
`test/redaction.test.ts`'s allow-list as the authority, keeps the original sketch for its reasoning,
and lists what has been gained since. `protocolVersion` is called out as unbuilt rather than quietly
dropped — step 2 is the reconnecting display stream and is the first thing that would want one.
**And one step-1 item is struck off rather than built.** The plan asks for the Red Flag holder on the
public player projection, "public game state but currently absent from `Frame`". The premise does not
hold here: `decks.redFlags` is written once, in `setup.ts`, from `optionalRules.emergencyToolbox`,
and never again — `redFlag.play` emits `phaseEnded` and does not spend it — so every player holds one
or none does, decided before the deal. A per-player `redFlagHeld` would be one already-public option
copied N times, while telling every reader of the common board that it varies by player and might
change mid-game. That is worse than the absence. The invariant is pinned by test so the item is not
re-raised from the plan text.
### Four dead imports, and a measurement for #46
Removed: `HAND_LIMIT`, left unused in `apply.ts`, `view.ts` and `web/game.ts` when 0.7.9.6
consolidated the three copies of the §6.2 test into one, and `actingPlayer` in `web/game.ts`, dead
since 0.7.9.5 made `currentActor` delegate. All four were mine.
Finding them re-measured #46: **`tsc --noUnusedLocals` now finds 40, up from 29 on 2026-08-30.** That
entry's prediction — "without the flag this list simply regrows — it is regrowing now" — is a
measurement rather than a forecast. The remaining 36 and the flag itself are still open; ten of them
still wait on #48 settling what `sim/replay.ts` is for.
### Proof
946 tests pass, up from 943. Nothing in this release changes behaviour: the three new tests pin an
invariant and the rest is the build command, dead imports and a document.
---
## 0.7.9.7 — 2026-09-07
The last item off 0.7.9.6's sweep — the one parked as a maybe, which turned out to have a second half
worth more than the first.
### A dispatch device now says whether it is still available (#101)
Telegraph (+4), Telephone (+8) and Radio (+12) are "once a day, when dispatching facing trains, add
+N to the other train's number". `enhancementText(key)` takes only the key, so the tooltip could not
vary with anything — a spent Radio read "Once a day, add +12…" for the rest of the Day, advertising a
bonus that was not there. `trainRules` before #100, in another corner of the same view.
**The half that actually surprises.** `spendDispatchBonus` reads `areaOf(s, s.clock.superintendent)`
— the **Superintendent's own** devices, not the train owner's — and the Fedora moves every
`STAGES_PER_SHIFT` (3) Stages, four times a Day. So a player's Radio does nothing at all for
three-quarters of the Day, and is spent automatically, without its owner being asked, during the
quarter it is theirs to use. Neither half was anywhere on the board.
The card now reads as one of three states — available and dispatching, unspent but idle while
somebody else holds the Fedora, or spent until the next Day — and names the shift length, because
"not now" without "for how long" is half an answer. A spent device is struck through on the board.
**On every district, not only your own** (Jesse's call): it is public, and a rival's spent Radio is
exactly what you want to know before forcing a meet. `projectDistrict` serves the player's own cells
and the common board's districts alike, so one change covers both.
What counts as a device is `enhancementRule(key)?.dispatchBonus`, not three keys written out in the
view — the ladder lives in `ENHANCEMENT_RULES`, and a fourth rung would otherwise be silently exempt.
### A stale comment corrected, and turned into a test
`advance.ts` warned that indexing a seat-keyed Office Area with the player holding the Fedora "is
right only while seating is the identity map". It reads as a live Employee Rotation bug and is not
one: `areaOf(s, p)` **is** `areaAtSeat(s, seatOf(s, p))`. A comment that sends the next reader
chasing a bug that does not exist costs about what the bug would. It is rewritten, and the claim is
now pinned by a test — seating set to a real permutation, and the Superintendent's own district, not
the seat with the same index, is the one that reads as dispatching.
### Two things caught by mutation rather than by passing
**A test that passed for the wrong reason.** "Leaves a non-dispatch enhancement alone" asserted the
absence of /spent|Fedora/ with the Fedora held — and a mutant with the `dispatchBonus` guard deleted
**passed it**, because the leaked text in that case reads "Available today, and this district is
dispatching", which contains neither word. A test that something was left alone has to compare it
against what it should be; it asserts equality with `enhancementText` now, in both Fedora states.
**The replay wire format needed the field.** Cells are packed positionally and the round-trip test
caught the loss immediately. The flag is index 9 and reads `?? []`, the same tolerance `standingWest`
uses, so recordings made before it existed report no device spent — exactly what they drew at the
time, leaving every published replay unchanged.
### Proof
943 tests pass, up from 934. The 9 new ones were written red. Mutation: using the raw player index
for the Fedora check fails 1, ignoring the spent record fails 3, and treating every enhancement as a
dispatch device fails 1 — that last one only after the test above was tightened, which is how the
hole was found.
**Not verified at a table**, like 0.7.9.6. #39 and #35 still stand, and the pre-0.8.0 session is
where they get closed.
---
## 0.7.9.6 — 2026-09-07
Three things the engine knew and the screen did not, found by looking for them rather than by
waiting to be told — plus the dead-field audit from 0.7.9 finished off.
### The method, first, because it is the part that generalises
Gitea#21, Gitea#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. Every one was found by a player hitting it.
So rather than wait for the fifth, every field of `GameState` and its nested types was enumerated and
checked for a reader in `sim/view.ts`, `src/web/` and `sim/narrate.ts` — and the survivors were then
**verified by running the engine**, not by trusting the grep. Four fields had no reader anywhere.
`movedThisPhase` is set and cleared inside a single `advance` call and is nobody's business. The
other three are below.
Saying what was ruled out matters as much: `freightWorked`, `drawnThisTurn`, `freightAgentUsed`,
`switchedSince` and `movesUsed` are all invisible on purpose — their effect already shows as
legality, or as a complement already on the Frame. A field is not a display gap merely because
nothing renders it. `dispatchUsedToday` is the one genuine maybe left, and is not done.
### The Crew Tray pool is a mechanic you can now see (#98)
`state.ts` calls §7's tray scarcity "an explicit mechanic" and it was explicit only in the engine.
The blocked panel — the one that answers "why is nothing moving?" — had exactly one tray rule, keyed
off the train due out this Stage. So a player who had spent a card on an Extra, or ordered a second
section, got a **completely empty** panel while their train sat behind an exhausted pool. Both had
been announced once in the log, in a line that promised a future event — "it runs once as soon as a
Crew Tray frees up", "an identical train will run right behind it" — which nothing ever confirmed.
`projectSharedTable` carries `crewTrays` and `queued` now, so the common board gets it too, and the
panel reports all three cases with the count beside them: "no free Crew Tray" on its own reads like a
permanent fact about the game rather than a state that will pass.
The first draft of that count derived the pool size as `trays.size + freeTrays.length`. That is
invariant in play — `retireTrain` puts the tray back — and reads **"0 of 0"** the moment it meets a
state where a tray is neither free nor carrying a train. `crewTrayCount` already owned the number.
### A train held at the Limits had been vanishing off the board (#99)
The most serious of the three, and it had been shipped. The Interlocking is the designed answer to a
full Office: rather than Gap 2d's automatic collision, the train is stopped on the Limit Track and
takes the first A/D track that frees, ahead of any newcomer.
`arriveAtOffice` removes the tray from the Mainline node's `transits`, and the Interlocking branch
pushes it onto `area.heldAtLimits` **without assigning `tray.position`**. The map draws mainline
nodes from `transits` and district squares from `position.at === 'grid'` — so between the two, the
train was drawn in neither. It disappeared from the board on arrival and reappeared in the Office
some Stages later, with a single log line as the whole account of it.
Measured rather than reasoned: with the tray in `transits` the Interchange node carries its chip;
moved to `heldAtLimits` exactly as the engine moves it, that node's `trains` is `[]` and no grid
square has gained it.
Fixed in the **view**, not the engine. The engine is right — a held train is inside the Limits and
not on an A/D track — and `position` is deliberately left alone so nothing may treat the train as
standing on a square it could be switched from. The map draws it on the Limits square it came in by
(eastbound at `limitsWest`, westbound at `limitsEast`), flagged so it does not read as an ordinary
arrival, with the reason on the chip and in the blocked panel.
### The Campaign Train now says whether its speeches are made (#100)
X17 is "one turn at station (speeches) then expedite" — two states, not one sentence. Its first
Office arrival is an ordinary stop; every arrival after runs expedited, and an expedited train left
off the Office square when the next Mainline Phase begins is a fault costing 1 Revenue.
`trainRules()` took `{ trainNumber, trainIsExtra }`, so it could not see `speechMade` even though
both of its tray-side callers hand it a whole `CrewTray` that has it. The chip read identically
before and after. Worse, the "EXPEDITED … costs 1 Revenue" warning is printed 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. It now says which half it is in, and borrows `isExpedited` from
`advance.ts` rather than restating the test.
### The 0.7.9 dead-field audit, finished (#45)
Deferred by Jesse on 2026-08-30 with the decision framed as delete-or-document. The answer turned out
to be different for each, and neither was a patch.
**`overHandLimit` is wired, because its consumer existed all along and was guessing.** `main.ts`
already draws a disabled "End Local Operations" button explaining the hand limit — but decided to
draw it from the *absence* of `draw.end` in the menu. That is sound only because `check('draw.end')`
refuses for exactly three reasons and the two guards beside it rule out the other two; a fourth
reason would have made the panel explain a refusal by describing something else entirely, which is
#90 verbatim. It reads `f.overHandLimit` now — which is what the field was built for in the first
place. Behaviour is unchanged; the screen states its reason instead of inferring it.
**`viewerSeat` is documented, with a condition.** Gitea#20's common board keys districts by seat and
resolves the player through `playerAtSeat`, so a client picking its own district out of a seat-keyed
board needs this and cannot get it from `viewer`. The declaration says so — and says to delete it if
step 2 ships without using it.
**And the audit had missed a third limb.** `game.mustPlayCard` was assigned from `overHandLimit` on
every submit and read by nothing at all: deleted. Chasing it turned up the thing actually worth
fixing — the §6.2 hand-limit test existed in **three** places (`check('draw.end')`, an inline
recomputation inside `snapshot()`, and `web/game.ts`'s own). All three agreed, which is precisely the
state #96's disagreement started from. There is one `overHandLimit(state, player)` in `state.ts` now
and the other two ask it. `Session.overHandLimit()` — declared on the interface and implemented
twice — is deleted rather than kept, the Frame already carrying the fact.
### Proof
934 tests pass, up from 917. The 17 new ones were written red and each fix was then checked by
mutation: reverting `speechMade` fails 2, dropping the held-train projection fails 4, and forgetting
the two tray queues fails 2. The blocked panel returning nothing for the queues is reported alongside
its positive control — the same state with a timetabled train due, which correctly says "no free Crew
Tray" — because an empty result from a function that is simply broken proves nothing.
**Not verified at a table.** All of this is engine and view work checked by tests and by running the
engine; no part of it has been met by a person at a board. #39 and #35 still stand.
---
## 0.7.9.5 — 2026-09-07
Two faults in what 0.7.9.4 had just built, both of the same shape: a second copy of an answer that
+211 -11
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@@ -130,7 +130,13 @@ specific paths below have not been exercised at a table. **More testing is plann
**This is v0.8.0.** One shared, seatless display of the public game, usable on a TV or in OBS on its
own and publishable into the table's Jitsi meeting. The plan is `docs/plans/jitsi-common-board.md`,
seven steps, of which 1-4 are the useful release and 5-7 are the Jitsi publisher. Items that look
seven steps, of which 1-4 are the useful release and 5-7 are the Jitsi publisher.
**Step 1 is BUILT** — v0.7.9.2 through v0.7.9.5 (#91, #92, #95, #97), with one item struck off
rather than implemented (#103). **The plan was reconciled against the code in v0.7.9.8** and now says
which of its "current code findings" are history: it had drifted badly enough to send the next reader
fixing things twice. Steps 2-7 were never implemented and their findings have NOT been re-verified —
check each before building on it. See **Reference · #103**. Items that look
like screen polish live here because they need step 4's ordered presentation mechanism and nothing
cheaper.
@@ -363,11 +369,6 @@ are one section is that each one found the next.
them. **The flag matters more than the 29** — two are Gitea#18 leftovers in one file, one found
by hand and the other missed. Do #48 first; it settles ten of them. See **Reference · #46**.
- [ ] **#45** — The Frame carries two things nothing reads — `viewerSeat` and `overHandLimit`.
**Deferred by Jesse 2026-08-30** ("leave it for now"); the decision when it comes is
delete-or-document, not a patch. The two tally fields found by the same audit are fixed. See
**Reference · #45**.
- [ ] **#84** — Five test fixtures pinned a seed and meant "a game like this". All five broke on
Gitea#14 for that reason. See **Reference · #84**.
@@ -1526,6 +1527,14 @@ discarded wrongly.
run it.** Swept 2026-08-30 and deliberately NOT fixed in the same pass, at Jesse's call — it is
a wide, mechanical change and v0.7.9 had enough in it.
**RE-MEASURED 2026-09-07: 40, up from 29 in eight days.** The prediction below — "without the
flag this list simply regrows" — is now a measurement rather than a forecast. **Four of the new
ones were mine and are removed in v0.7.9.8**: `HAND_LIMIT` left unused in `apply.ts`, `view.ts`
and `web/game.ts` when the three copies of the §6.2 test were consolidated into one (#45), and
`actingPlayer` in `web/game.ts`, dead since `currentActor` began delegating (#96). Removing my
own leavings is not doing this item — the remaining 36 and the FLAG are still open, and the
`sim/replay.ts` ten still wait on #48.
**The recurrence is the point, not the 29.** `SIDE_GAP` and `CHIP_W` in `board-svg.ts` are both
Gitea#18 leftovers — constants for a wrapped layout that no longer exists. `SIDE_GAP` was
removed by hand on 2026-08-30 only because someone happened to read the file while closing the
@@ -1584,11 +1593,33 @@ screen. Fixing them turned up something else worth knowing: `resultsHtml` draws
screen, which is how the first attempt at pinning this failed for a reason unrelated to the
fix.
**The two plumbing ones — `viewerSeat` and `overHandLimit` — are DEFERRED (Jesse, 2026-08-30):
"leave it for now."** They cost nothing today and v0.7.9 had enough in it. The decision when it
comes is delete-or-document, not a patch: either strip the field and the `Session`-interface
method, or write down what each is being carried ahead of a consumer FOR, so the next audit
does not re-flag them.
**The two plumbing ones are DONE — 2026-09-07 in v0.7.9.6, and the answer was different for
each.** Deferred by Jesse 2026-08-30 ("leave it for now") on the understanding that the decision
would be delete-or-document rather than a patch.
- **`overHandLimit` — WIRED, because the consumer existed all along and was guessing.** `main.ts`
draws a disabled "End Local Operations" button explaining the hand limit, and decided to draw it
from `f.option === 'draw' && !menu.options.some(i => i.type === 'draw.end')` — i.e. from the
ABSENCE of the move. That is sound only because `check('draw.end')` refuses for exactly three
reasons and the two guards beside it rule out the other two; a fourth reason would have made the
panel explain a refusal by describing something else entirely, which is #90 verbatim. It now reads
`f.overHandLimit`, which is what `web/game.ts` says the field is for: "so the page can DISABLE the
button with a reason instead of hiding a move that has simply become illegal." Behaviour-neutral
today; what changed is that the screen states its reason instead of inferring it.
- **`viewerSeat` — DOCUMENTED, with a condition.** Gitea#20's common board keys every district by
SEAT and resolves the player through `playerAtSeat`, so a client picking its own district out of a
seat-keyed board needs this and cannot derive it from `viewer`. The declaration now says so, and
says to delete it if step 2 ships without using it — a note is a reason to survive one audit, not
an exemption from the next.
**And the audit's own method found a third limb it had missed.** `game.mustPlayCard` was set from
`overHandLimit` on every submit and read by nothing at all — deleted. Chasing that turned up the
thing actually worth fixing: the §6.2 hand-limit test existed in **three** places — `check('draw.end')`
in `apply.ts`, an inline recomputation in `snapshot()`, and `web/game.ts`'s own. All three agreed,
which is exactly the state #96's disagreement started from. There is now one `overHandLimit(state,
player)` in `state.ts` and the other two ask it. `Session.overHandLimit()` — declared on the
interface and implemented twice, locally and remotely — is deleted rather than kept: the Frame
already carries the fact, so the method was a second path to it.
#### #84 — FIVE TEST FIXTURES PINNED A SEED AND MEANT "A GAME LIKE THIS".
@@ -1830,6 +1861,175 @@ the numbers stay so cross-references above and below still resolve.
`Frame.lines` is the solitaire and replay path, which builds its Frames through `snapshot()`
directly and is untouched.
98. ~~**The Crew Tray pool was an "explicit mechanic" that only the engine could see.**~~ — done
2026-09-07 in v0.7.9.6. §7 scarcity is real — there are fewer trays than trains wanting one — and
the view read none of the three things the engine knows about it: how many are free, which Extras
are queued for one, which second sections are. The panel that answers "why is nothing moving?"
had a single tray rule, keyed off the train due out THIS Stage, so a player who had spent a card
on an Extra or ordered a second section got an **empty** panel while their train sat behind an
exhausted pool. Both had been announced once in the log, in a line promising a future event ("as
soon as a Crew Tray frees up") that nothing then confirmed.
`projectSharedTable` now carries `crewTrays` and `queued`, so the common board gets it too, and
the blocked panel reports all three cases with the count beside them — "no free Crew Tray" alone
reads as a permanent fact about the game rather than a state that will pass. An Extra is reported
to the player who played the card, because §7 gives the train to them; a second section is the
table's, like any Timetabled train.
**Worth knowing:** the first draft derived the pool size as `trays.size + freeTrays.length`,
which is invariant in play (`retireTrain` returns the tray) and read **"0 of 0"** the moment it
met a state where a tray was neither free nor carrying a train. `crewTrayCount` already owned
that number. A second way to know one fact is the shape of every bug in this release.
**THE METHOD, which is worth more than the three fixes** (#98, #99, #100 all came out of it, and
`test/display-gaps.test.ts` cites this entry for it). Gitea#21, Gitea#22, #94 and #96 were four
instances of one fault in a row — the engine gained something that changes what a train may do,
and nothing drew it — and every one was found by a player hitting it. So instead of waiting for
the fifth: enumerate every field of `GameState` and its nested types, check each for a reader in
`sim/view.ts`, `src/web/` and `sim/narrate.ts`, then **verify the survivors by running the engine
rather than trusting the grep**. Four fields had no reader. `movedThisPhase` is set and cleared
inside one `advance` call and is genuinely nobody's business; the other three are the items
above.
**A field is not a display gap merely because nothing renders it**, and saying so is what keeps
the sweep honest. `freightWorked`, `drawnThisTurn`, `freightAgentUsed`, `switchedSince` and
`movesUsed` were all ruled out: their EFFECT is already visible as legality, or as a complement
already on the Frame (`movesRemaining`). `dispatchUsedToday` was left as the one genuine maybe,
and was then **done as #101** — it turned out to have a second half worth more than the first.
The verification mattered twice. The blocked panel returning `[]` for the two queues is only
evidence alongside the positive control — the same state with a timetabled train due, which
correctly reports "no free Crew Tray". And #99's "drawn nowhere" was established by watching a
chip present on the Interchange node before the move to `heldAtLimits` and absent after.
99. ~~**A train held at the Limits by an Interlocking vanished off the board.**~~ — done 2026-09-07
in v0.7.9.6, and the most serious of the three. The Interlocking is the designed answer to a full
Office — instead of Gap 2d's automatic collision, "may stop an inbound train on the Limit Track",
and it takes the first A/D track that frees ahead of any newcomer.
`arriveAtOffice` removes the tray from the Mainline node's `transits` and the Interlocking branch
pushes it onto `area.heldAtLimits` **without assigning `tray.position`**. The map draws mainline
nodes from `transits` and district squares from `position.at === 'grid'`, so between the two it
was drawn in NEITHER. Measured: with the tray in `transits` the Interchange node carries its
chip; moved to `heldAtLimits` exactly as the engine moves it, the node's `trains` is `[]` and no
grid square has gained it. The train disappeared on arrival and reappeared in the Office some
Stages later, with one log line as the only account of it.
**Fixed in the VIEW, not the engine.** The engine's state is right — a held train is inside the
Limits and not on an A/D track — and `position` is left alone deliberately, so nothing may treat
it as standing on a square it could be switched from. `trainsOnCard` draws it on the Limits
square it came in by (eastbound at `limitsWest`, westbound at `limitsEast`), flagged
`heldAtLimits` so it does not read as an ordinary arrival, with the reason on the chip and in the
blocked panel.
100. ~~**The Campaign Train's speeches changed its rules and the card never said which half it was
in.**~~ — done 2026-09-07 in v0.7.9.6. X17 is "one turn at station (speeches) then expedite":
its first Office arrival is an ordinary stop, and every arrival after runs EXPEDITED — so if it
is not back on the Office square when the next Mainline Phase begins, that is a Station Master
fault costing 1 Revenue.
`trainRules()` took `{ trainNumber, trainIsExtra }` and so could not see `speechMade`, even
though both of its tray-side callers hand it a whole `CrewTray` that has it. The chip therefore
read identically before and after — and worse, the "EXPEDITED … costs 1 Revenue" warning is
printed 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. It now says which half it is in, and
borrows `isExpedited` from `advance.ts` rather than restating the test: a card describing a rule
the engine does not apply is the failure this sits inside.
101. ~~**A dispatch device never said it had been spent — or that it was somebody else's to
spend.**~~ — done 2026-09-07 in v0.7.9.7, the last item off #98's sweep and the only one that
had been parked rather than fixed.
Telegraph (+4), Telephone (+8) and Radio (+12) are "once a day, when dispatching facing trains,
add +N to the other train's number". `enhancementText(key)` takes only the KEY, so the tooltip
could not vary with anything: a spent Radio read "Once a day, add +12…" for the rest of the Day,
advertising a bonus that was not there. That is `trainRules` before #100, in another corner of
the same view.
**THE SECOND HALF IS WORTH MORE THAN THE FIRST, and is why this stopped being a small item.**
`spendDispatchBonus` reads `areaOf(s, s.clock.superintendent)` — the SUPERINTENDENT's own
devices, not the train owner's — and the Fedora moves every `STAGES_PER_SHIFT` (3) Stages, four
times a Day. So a player's Radio does nothing at all for three-quarters of the Day, and is spent
automatically, without its owner being asked, during the quarter it is theirs. Neither half was
anywhere on the board. The card now says which of the three states it is in, and names the shift
length, because "not now" without "for how long" is half an answer.
**Shown on EVERY district** (Jesse, 2026-09-07), not only the viewer's: it is public, and a
rival's spent Radio is what you want to know before forcing a meet. One change covers both, as
`projectDistrict` serves the player's own cells and the common board's `districts` alike — note
that a player's Frame carries only their own district, so in practice "every district" is the
common board, which is pre-existing and not touched here.
What counts as a device is `enhancementRule(key)?.dispatchBonus`, not a list of three keys
written out in the view: the ladder lives in `ENHANCEMENT_RULES`, and a fourth rung added there
would otherwise be silently exempt from the whole of this.
**A stale comment corrected, and pinned.** `advance.ts` warned that indexing a SEAT-keyed area
with the PLAYER holding the Fedora "is right only while seating is the identity map". It read as
a live Employee Rotation bug and was not one — `areaOf(s, p)` IS `areaAtSeat(s, seatOf(s, p))`.
A comment that sends the next reader chasing a bug that does not exist costs about as much as
the bug would, so it is rewritten, and the claim is now a test: seating set to a real
permutation, and the Superintendent's own district — not the seat with the same index — is the
one that reads as dispatching.
**And a test that passed for the wrong reason, caught by mutation.** "Leaves a non-dispatch
enhancement alone" originally asserted the ABSENCE of /spent|Fedora/ with the Fedora held —
and a mutant with the `dispatchBonus` guard deleted passed it, because the leaked text in that
case says "Available today, and this district is dispatching", which contains neither word. A
test that something was left alone has to compare it against what it should be; it asserts
equality with `enhancementText` now, in both Fedora states.
**The replay wire format needed the field too.** Cells are packed positionally, so the new flag
is index 9 and reads `?? []` — the same tolerance `standingWest` uses. Recordings made before
it existed report no device spent, which is exactly what they drew at the time, so every
published replay is unchanged.
102. ~~**`npm test` did not typecheck, and passed green on a type error in the server.**~~ — done
2026-09-07 in v0.7.9.8. `pretest` ran `scripts/build-web.ts`, which invokes
`tsc --ignoreConfig` against three web entry points — so it saw only what those three
transitively import, under a WEAKER configuration than `tsconfig.json` (no
`noUncheckedIndexedAccess`, no `exactOptionalPropertyTypes`, `--types ''`). `src/server/` and
every file under `test/` were never checked by the test command at all.
Demonstrated rather than argued: `const DELIBERATE_TYPE_ERROR: number = 'not a number';` in
`src/server/session.ts` gives `npm run typecheck` a TS2322 and `npm test` a clean
`# fail 0`. `pretest` is `tsc --noEmit && node scripts/build-web.ts` now, and the same planted
error exits 1 with the tests never running.
**Why it mattered THIS week rather than generally.** v0.8.0 is steps 2-7 of the common board —
a display stream, credentials, persistence, and a Chromium supervisor — which is almost
entirely `src/server/` and is exactly the half the test command could not see. Found while
answering "anything else before 0.8.0", which is the only reason it was found at all: nothing
about a green suite would ever have said so.
103. ~~**The common-board plan had drifted from the code it is the source for.**~~ — done 2026-09-07
in v0.7.9.8. `docs/plans/jitsi-common-board.md` was written 2026-08-27, still said "No
implementation has been performed", and is what steps 2-7 will be built from. Step 1 has since
shipped across four releases, so every "current code finding" under it described a fault that
is now fixed — a document that reads as present tense and is nine days stale sends the next
reader to fix things twice.
Measured: the plan's `PublicFrame` sketch lists four properties that were never built
(`protocolVersion`, `config`, `scoring`, `deckCounts`) and omits **28** that exist. The shape
is the real difference — the implementation is FLAT where the plan grouped things into `clock`,
`config`, `scoring` and `deckCounts` objects. A renderer written from the sketch would not
compile against the projection.
The plan now says so at the top and at step 1, names `src/sim/view.ts` and
`test/redaction.test.ts`'s allow-list as the authority, keeps the original sketch for its
reasoning, and lists what has been gained since (`crewTrays`, `queued`, `heldAtLimits`,
`enhancementsSpent`). **`protocolVersion` is called out as unbuilt** rather than quietly
dropped: step 2 is the reconnecting display stream and is the first thing that would want one.
**One step-1 item is STRUCK OFF rather than deferred:** "add the Red Flag holder to the public
player projection." The premise does not hold here. `decks.redFlags` is written once, in
`setup.ts`, from `config.optionalRules.emergencyToolbox`, and never again — `redFlag.play`
emits `phaseEnded` and does not spend it — so every player holds one or none does, decided
before the deal. A per-player `redFlagHeld` would be `optionalRules.emergencyToolbox` copied N
times, already public, while telling every reader of the common board that it varies by player
and might change mid-game. That is worse than the absence. Pinned by test so it is not
re-raised from the plan text: if the rule ever becomes per-player, the test fails.
32. ~~**Tell the 0.4.9 playtesters their saves are dead, before they find out.**~~ — done
2026-09-07. `PLAYTEST-0.7.4.md` was written for exactly this and did its job; Jesse, 2026-09-07:
"a temporary document to help some of the playtesters out on making the big jump, but that is no
+62 -1
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@@ -1,6 +1,17 @@
# Station Master Jitsi Common Board Implementation Plan
**Status:** Final planning document. No implementation has been performed.
**Status (2026-09-07):** **STEP 1 IS BUILT AND SHIPPED. Steps 2-7 are unimplemented.**
Step 1 landed across four releases rather than one — v0.7.9.2 (the two narration leaks), v0.7.9.4
(the projection helpers and the redaction net), v0.7.9.5 (the narration path), and v0.7.9.8 (this
reconciliation). One of its items is struck off rather than built; see § Public game projection.
**This document has drifted from the code and is no longer the authority on what exists.** It was
written on 2026-08-27 against the code of that date, and the "Current code findings" under each step
describe faults that were then real — several are now fixed, and reading them as present tense will
send you to fix things twice. Where a step is marked built, `src/sim/view.ts`, `src/server/`, and the
tests named in TODO.md are the authority. Steps 2-7 were never implemented and their findings have
NOT been re-verified against the current code; check each before building on it.
## Summary
@@ -44,6 +55,38 @@ The sibling repository had unrelated local modifications and untracked files. Th
Introduce dedicated allow-listed types. Do not derive them with `Omit<Frame, ...>` because new private `Frame` fields could then leak automatically.
> **RECONCILED 2026-09-07 (v0.7.9.8).** Step 1 is BUILT, and what shipped is not shaped like the
> sketch below. This block was the design; `PublicFrame` in `src/sim/view.ts` is now the authority,
> and `test/redaction.test.ts`'s allow-list is the enumeration of it that fails when it changes.
> **Read those two, not this**, when building steps 2-7. The differences that matter:
>
> - **The shape is FLAT, not grouped.** There is no `clock`, `config`, `scoring` or `deckCounts`
> object. Their contents sit at the top level — `day`, `stage`, `clock` (a time string), `phase`,
> `phaseKey`, `actor`, `superintendent`, `deck`, `departments`, `departmentDepth`, `salvage`,
> `yards`, `mode`, `days`, `optionalRules`, `houseRules`, `minCombinedRevenue`,
> `maxCollisionsPerDay`, `maxCollisionsTotal`, `collisionsToday`, `collisionsTotal`, `status`,
> `outcome`, `extraDays`, `extensionVotes`, `official`, `tally`, `openingRolls`, `timetable`,
> `timetableWhat`, `trains`, `players`, `division`, `districts`.
> - **`protocolVersion` was NOT built** and exists nowhere in the repo. Step 2 is the reconnecting
> display stream, which is the first thing that would want one — decide there whether to add it,
> rather than assuming it is already on the wire.
> - **`redFlagHeld` is STRUCK OFF**, not deferred. See below.
> - **Fields gained since this was written** that the renderer should know about: `crewTrays` and
> `queued` (#98, the Crew Tray pool and the trains waiting for one), and on each district's cells
> `heldAtLimits` (#99, a train stopped on the Limit Track) and `enhancementsSpent` (#101, a
> dispatch device spent for the Day).
>
> **Why `redFlagHeld` is struck off rather than built.** The premise does not hold in this codebase.
> `decks.redFlags` is written in exactly one place — `setup.ts`, from
> `config.optionalRules.emergencyToolbox` — and never again; `redFlag.play` emits `phaseEnded` and
> does not spend it. So every player holds one or none does, decided before the deal. A per-player
> `redFlagHeld` would be `optionalRules.emergencyToolbox` copied N times, already public, while
> telling every reader of the common board that it varies by player and may change mid-game. The
> invariant is pinned by test (`test/display-gaps.test.ts`) so this does not get re-raised from the
> plan text: if the rule ever becomes per-player, that test fails.
The design as originally written, kept for the reasoning:
```ts
type PublicPlayerView = {
index: PlayerIndex;
@@ -145,6 +188,24 @@ Expose sanitized state, last transition time, and a safe error summary through t
## Step 1 — Secure public-state projection
> **BUILT — v0.7.9.2 through v0.7.9.5.** Everything in "Required changes" below shipped except the
> Red Flag holder, which is struck off (§ Public game projection). Mapping to the work items in
> TODO.md: the projection helpers and `currentActorOfState` are **#95**, the systematic redaction
> net and its allow-list are **#91**, the seed and blind-draw narration leaks are **#92**, and
> "stop passing the full game log into `frameFor()`" is **#97** — which also fixed a reconnect bug
> the duplicate had been masking, so read that entry before touching narration in step 2.
>
> **The findings below are as of 2026-08-27 and are now HISTORY, not a task list.** Two are worth
> carrying forward anyway: districts must be keyed by SEAT with ownership resolved through
> `playerAtSeat` (Employee Rotation), and the public view must be composed UPWARD from shared
> helpers, never by calling the player `snapshot()` once per seat. Both are load-bearing for step 3.
>
> One finding was struck off on measurement rather than fixed: it warns that a display reading
> `clock.currentActor` could highlight the wrong district during a decision. Across six seeds and
> 3,600 decision points that field and `actingPlayer` never disagreed. `currentActorOfState` exists
> anyway as the one place to ask — and **#96** later found a real instance of the same class in a
> state nobody had checked, the §3.3 vote, where the game is not `active` at all.
### Current code findings
`src/sim/view.ts` currently builds `Frame` for one real viewer and defaults that viewer to player zero. It combines shared table state, one district, and viewer-private fields. Calling it for a spectator would silently expose player zero’s district and private information.
+2 -2
View File
@@ -1,6 +1,6 @@
{
"name": "station-master",
"version": "0.7.9.5",
"version": "0.7.9.8",
"private": true,
"type": "module",
"description": "Station Master — a railroad operations game",
@@ -9,7 +9,7 @@
},
"scripts": {
"typecheck": "tsc --noEmit",
"pretest": "node scripts/build-web.ts",
"pretest": "tsc --noEmit && node scripts/build-web.ts",
"test": "node --test test/*.test.ts test/**/*.test.ts",
"build:web": "node scripts/build-web.ts",
"serve:web": "node scripts/build-web.ts && npx --yes http-server dist -p 8080 -c-1",
+15 -3
View File
@@ -688,8 +688,16 @@ function spendDispatchBonus(
const mine = tray.trainNumber ?? 99;
const theirs = other.trainNumber ?? 99;
// The Fedora is held by a PLAYER, and the dispatch devices are installed in an Office Area, which
// is keyed by SEAT. Indexing one with the other is right only while seating is the identity map.
/**
* The Fedora is held by a PLAYER; the devices are installed in an Office Area, which is keyed by
* SEAT. `areaOf` is what reconciles the two — it resolves through `seatOf` — so this is correct
* under Employee Rotation and not only while seating happens to be the identity map.
*
* This comment used to say the opposite, warning that indexing one with the other was safe only
* while seating was identity. It read as a live bug and was not one: `areaOf(s, player)` IS
* `areaAtSeat(s, seatOf(s, player))`. Pinned by test rather than asserted here — see #101's
* "spends the Superintendent's own devices under non-identity seating".
*/
const area = areaOf(s, s.clock.superintendent);
// Best device first — Radio (+12) beats Telephone (+8) beats Telegraph (+4).
@@ -727,7 +735,11 @@ function spendDispatchBonus(
* the speeches are made, and every arrival after that is expedited. `speechMade` is set on that first
* stop, so the train is exempt once and subject to the fault thereafter.
*/
function isExpedited(tray: CrewTray): boolean {
export function isExpedited(tray: {
trainNumber: number | null;
trainIsExtra: boolean;
speechMade?: boolean;
}): boolean {
const rules = trainProfile(tray.trainNumber ?? 0, tray.trainIsExtra)?.rules;
if (!rules) return false;
if (rules.expedite) return true;
+4 -5
View File
@@ -16,7 +16,6 @@
import {
FREIGHT_PROFILES,
HAND_LIMIT,
LABORER_ACTIONS_PER_LOAD,
MAX_CONSIST,
REALIGNMENTS,
@@ -61,6 +60,7 @@ import {
decisionActor,
officeNodeFor,
isOperationalRail,
overHandLimit,
playerAtSeat,
pooled,
railFacingOf,
@@ -1099,10 +1099,9 @@ export function check(s: GameState, player: PlayerIndex, i: Intent): RejectionCo
case 'draw.end': {
if (!inPhase(s, 'localOps')) return 'WRONG_PHASE';
if (turnOf(s, player).option !== 'draw') return 'OPTION_NOT_CHOSEN';
// §6.2 — "the player must reduce his hand to no more than three cards".
const hand = s.decks.hands.get(player) ?? [];
const limit = s.decks.redFlags.get(player) ? HAND_LIMIT + 1 : HAND_LIMIT;
return hand.length > limit ? 'HAND_LIMIT' : null;
// §6.2 — "the player must reduce his hand to no more than three cards". `overHandLimit`
// (state.ts) is the one copy of that test; the Frame and the page ask the same function.
return overHandLimit(s, player) ? 'HAND_LIMIT' : null;
}
// -- Freight Agent --------------------------------------------------------
+14 -1
View File
@@ -17,7 +17,7 @@ import type {
OfficeTier,
TrackGeometry,
} from './content.ts';
import { MAX_CONSIST, officeProfile } from './content.ts';
import { HAND_LIMIT, MAX_CONSIST, officeProfile } from './content.ts';
// ---------------------------------------------------------------------------
// Identifiers
@@ -1040,6 +1040,19 @@ export function turnOf(s: GameState, player: PlayerIndex): TurnState {
return t;
}
/**
* §6.2 — IS THIS PLAYER HOLDING MORE THAN THEY MAY? Three cards, or four while a Red Flag is held.
*
* ONE answer, because there were three of them: `check('draw.end')` refused on it, `snapshot()`
* recomputed it inline for the Frame, and `web/game.ts` kept a third for the page. All three agreed
* — which is the state a disagreement starts from, and #96 is what that costs when the two halves
* are a screen and the server that refuses what the screen offered.
*/
export function overHandLimit(s: GameState, player: PlayerIndex): boolean {
const hand = s.decks.hands.get(player) ?? [];
return hand.length > (s.decks.redFlags.get(player) ? HAND_LIMIT + 1 : HAND_LIMIT);
}
export function freshTurn(moves: number): TurnState {
return {
option: null,
+11 -1
View File
@@ -1098,9 +1098,18 @@ export function officeSvg(
// card, the old y = H-46 baseline printed the label straight along the rail itself.
// Hover text per enhancement, from the card catalogue — an Interlocking used to be a bare word
// on the card with nothing to say what it did, or that it does not do it yet.
// A SPENT dispatch device is struck through (#101). Telegraph/Telephone/Radio are "once a
// day", and the label said the same thing before and after the Superintendent spent one — so
// the card advertised a +12 that was not there. Per-`tspan` rather than per-`text` so the
// names still read as one row, and `?? []` because `piecePreview` builds a cell literal by
// hand and has no flags.
const spentFlags = cell.enhancementsSpent ?? [];
const names = cell.enhancements
.map((n, i) => (spentFlags[i] ? `<tspan class="bs-enh-spent">${esc(n)}</tspan>` : esc(n)))
.join(' · ');
out += `<text class="bs-enh" x="6" y="26" data-tip="${esc(
(cell.enhancementsWhat ?? []).join(' · '),
)}">${esc(cell.enhancements.join(' · '))}</text>`;
)}">${names}</text>`;
}
if (selectedTrain) {
/**
@@ -1336,6 +1345,7 @@ export const BOARD_CSS = `
.bs-mod{font:10px ui-monospace,monospace}
text.bs-mod{fill:#c8a04a}
.bs-enh{fill:#7fb0e6;font:9px ui-monospace,monospace}
.bs-enh-spent{fill:#5b6b7d;text-decoration:line-through}
.bs-rowlab{fill:#5f6b7a;font:600 9px ui-monospace,monospace;letter-spacing:.1em}
/* THE EDGE OF THE DISTRICT. Deliberately quiet — it is a boundary, not an action — and dashed, so it
reads as a line on the table rather than as rail. Nothing is laid outside it (§2.1). */
+63 -7
View File
@@ -15,7 +15,7 @@
* panel cannot drift from the rules.
*/
import { MAX_CONSIST } from '../engine/content.ts';
import { MAX_CONSIST, crewTrayCount } from '../engine/content.ts';
import { adTrackCount, coordKey, seatOf, turnOf } from '../engine/state.ts';
import type { GameState, GridCoord, PlayerIndex, RollingStock, SeatIndex, TrayId } from '../engine/state.ts';
import { areaOf, canAdvanceLoad, canBoard, canDetrain, canStartLoad, facilityCarType, facilityCarTypes, freightRuleSpentHere, isFreight, laborersLeft, movesFor, passengerRefusal, portersLeft } from '../engine/apply.ts';
@@ -868,13 +868,69 @@ export function impediments(s: GameState, player: PlayerIndex = 0): Impediment[]
}
}
// Trains held for want of a Crew Tray (§7) — the scarcity mechanic, made visible.
const due = s.timetable[s.clock.stage - 1];
if (due !== null && due !== undefined && s.freeTrays.length === 0) {
/**
* TRAINS HELD FOR WANT OF A CREW TRAY (§7) — the scarcity mechanic, made visible (#98).
*
* This covered the TIMETABLED train due out this Stage and nothing else, which meant the two
* other things that queue for the same pool reported nothing at all. 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 — and each had been announced once in the log in a line that promised a future
* event ("as soon as a Crew Tray frees up") which nothing then confirmed.
*
* All three are one condition, so they are written as one block: no free tray, and something
* waiting for one. The count rides along because "no free Crew Tray" reads like a permanent fact
* about the game rather than a state that will pass.
*/
// `crewTrayCount` is the pool's size, asked rather than re-derived. `trays.size + freeTrays.length`
// gives the same number in play — `retireTrain` moves a tray back — but it is a second way to know
// one fact, which is the shape of every bug this release fixed.
const trays = `${s.freeTrays.length} of ${crewTrayCount(s.players.length)} Crew Trays free`;
if (s.freeTrays.length === 0) {
const due = s.timetable[s.clock.stage - 1];
if (due !== null && due !== undefined) {
out.push({
where: `Train ${due}`,
why: `due to depart but HELD — no free Crew Tray (${trays})`,
severity: 'stuck',
});
}
// An Extra belongs to the player who played the card (§7), so it is their errand and it is
// reported to them. A second section is the table's, like any Timetabled train.
for (const x of s.pendingExtras) {
if (x.player !== player) continue;
out.push({
where: `Extra X${x.trainNumber}`,
why: `played and waiting to be made up — no free Crew Tray (${trays})`,
severity: 'stuck',
});
}
for (const n of s.pendingSecondSections) {
out.push({
where: `Train ${n}`,
why: `second section ordered and waiting to be made up — no free Crew Tray (${trays})`,
severity: 'stuck',
});
}
}
/**
* A TRAIN HELD AT THE LIMITS BY AN INTERLOCKING (#99).
*
* It is inside the player's Limits, not on an A/D track, and it takes the first track that frees
* ahead of any newcomer. The map now draws it on the Limits square; this says what it is waiting
* for, which is the Office emptying rather than anything the held train itself can do.
*/
for (const id of area.heldAtLimits) {
const t = s.trays.get(id);
if (!t) continue;
out.push({
where: `Train ${due}`,
why: 'due to depart but HELD — no free Crew Tray',
severity: 'stuck',
where: `Train ${t.trainIsExtra ? 'X' : ''}${t.trainNumber ?? '—'}`,
why:
'held at your Limits by the Interlocking instead of colliding — it takes the first A/D ' +
'track that frees, ahead of any train arriving after it',
severity: 'waiting',
});
}
+6 -2
View File
@@ -230,7 +230,7 @@ export function compress(frames: Frame[]): Packed {
const fi = c.facility ? f.facilities.indexOf(c.facility) : -1;
// `trains` rides whole rather than being interned: it changes almost every frame, so a table
// of them would be as long as the frames are and buy nothing.
return [ci, wi, c.enhancements, c.cars, fi, c.trains, c.adTracks, c.enhancementsWhat, c.standingWest];
return [ci, wi, c.enhancements, c.cars, fi, c.trains, c.adTracks, c.enhancementsWhat, c.standingWest, c.enhancementsSpent];
});
return { ...f, cells } as unknown as Frame;
});
@@ -264,7 +264,7 @@ export function rehydrateCells(
facs: unknown[],
): unknown[] {
return packed.map((row) => {
const p = row as [number, number, string[], string[], number, unknown, unknown, string[], number];
const p = row as [number, number, string[], string[], number, unknown, unknown, string[], number, boolean[]];
const c = cards[p[0]] as [number, number, string, string, boolean, string[]];
// Tolerant the same way `standingWest` below is: an array rides through as-is, a lone object
// (an older recording's singular `train`) is wrapped into a one-train roster, and null or
@@ -284,6 +284,10 @@ export function rehydrateCells(
// cut ahead of or behind the engine exactly as the live board does. Absent in older recordings,
// which read as 0 — the whole cut east of the engine, which is what they used to draw anyway.
standingWest: p[8] ?? 0,
// Which dispatch devices were spent (#101), so a replay strikes a used Radio through exactly
// as the live board does. Absent in recordings made before it existed, which read as no
// device spent — the same thing they drew at the time, so an old replay is unchanged.
enhancementsSpent: p[9] ?? [],
};
});
}
+158 -10
View File
@@ -10,7 +10,7 @@
* drift into two different pictures of the same board.
*/
import { regionOfTransit } from '../engine/advance.ts';
import { isExpedited, regionOfTransit } from '../engine/advance.ts';
import {
areaAtSeat,
areaOf,
@@ -27,7 +27,6 @@ import {
import {
ACTION_CARDS,
ENHANCEMENT_CARDS,
HAND_LIMIT,
MAINLINE_MODIFIER_CARDS,
MAINLINE_PROFILES,
MANEUVER_CARDS,
@@ -35,6 +34,8 @@ import {
REALIGNMENTS,
OFFICE_ORDER,
SPACE_USE_CARDS,
STAGES_PER_SHIFT,
crewTrayCount,
enhancementRule,
enhancementText,
industryProfile,
@@ -46,8 +47,8 @@ import {
mainlineDescription,
} from '../engine/content.ts';
import type { Intent } from '../engine/intents.ts';
import type { Facility, GameConfig, GameState, PlayerIndex, SeatIndex, TrackCard, TurnoutOrientation } from '../engine/state.ts';
import { actingPlayer, carsOn, playerAtSeat, railFacingOf, seatOf, turnOf } from '../engine/state.ts';
import type { Facility, GameConfig, GameState, OfficeArea, PlayerIndex, SeatIndex, TrackCard, TurnoutOrientation } from '../engine/state.ts';
import { actingPlayer, carsOn, overHandLimit, playerAtSeat, railFacingOf, seatOf, turnOf } from '../engine/state.ts';
import type { Direction, Hand, HouseRules, TrackGeometry } from '../engine/content.ts';
import type { Port } from '../engine/track.ts';
import { connectionsFor, slopeOfPair, variantsFor } from '../engine/track.ts';
@@ -73,6 +74,14 @@ export type CellView = {
* `toString()`), so it cannot reach the card catalogue itself.
*/
enhancementsWhat: string[];
/**
* Which of those enhancements is SPENT for today, in the same order (#101).
*
* Only ever true of a dispatch device — Telegraph, Telephone, Radio — which is "once a day". The
* reason and the Fedora caveat are already written into `enhancementsWhat`; this is the flag the
* board styles from, because `board-svg.ts` imports nothing and cannot work it out for itself.
*/
enhancementsSpent: boolean[];
/**
* EVERY TRAIN STANDING HERE, in order, each with the engine in it and which way it points.
*
@@ -104,6 +113,15 @@ export type CellView = {
* standing in front of them — the card is face down in a box somewhere by then.
*/
what: string;
/**
* HELD AT THE LIMITS BY AN INTERLOCKING, rather than standing on this square (#99).
*
* The engine keeps these in `OfficeArea.heldAtLimits` and deliberately does NOT move
* `tray.position` onto the grid — a held train is not on a square anything may switch it from.
* So the map has to draw it from the held list, and mark it, or it reads as an ordinary arrival
* the player could work.
*/
heldAtLimits?: true;
}[];
/**
* Office card only: how many A/D tracks the tier has — null everywhere else.
@@ -457,7 +475,17 @@ export type Frame = {
* there is only one; the first thing you want to know at a four-player table.
*/
viewer: number;
/** The viewer's position in the west-to-east chain, which is not their player index (§4.4). */
/**
* The viewer's position in the west-to-east chain, which is not their player index (§4.4).
*
* CARRIED AHEAD OF ITS CALLER, DELIBERATELY (#45). Nothing renders this today — the 2026-08-30
* dead-field audit found it read only by one test, and Jesse deferred the delete-or-document
* call. Documenting rather than deleting, because Gitea#20's common board keys every district by
* SEAT and resolves the player through `playerAtSeat` (§Employee Rotation moves players between
* districts), so a client that must pick its own district out of a seat-keyed board needs exactly
* this and cannot derive it from `viewer`. If step 2 ships without using it, delete it then —
* this note is the reason it survived one audit, not a permanent exemption from the next.
*/
viewerSeat: number;
/**
* §4.4's opening D12 per player, and the roll that chose the Superintendent — kept so a client
@@ -750,6 +778,39 @@ function baseOf(
*/
function trainsOnCard(s: GameState, viewerSeat: SeatIndex, key: string): CellView['trains'] {
const out: CellView['trains'] = [];
/**
* TRAINS HELD AT THE LIMITS — drawn here or drawn nowhere (#99).
*
* `arriveAtOffice` takes the tray out of the Mainline node's `transits` and, when an Interlocking
* saves it from Gap 2d's collision, pushes it onto `heldAtLimits` without giving it a grid
* position. The map draws mainline nodes from `transits` and squares from `position.at === 'grid'`
* — so between the two the train was drawn in NEITHER, and simply vanished off the board until an
* A/D track freed some Stages later.
*
* At WHICH Limits: the end it came in by. An eastbound train entered from the west, so it is held
* at `limitsWest`; a westbound one at `limitsEast`.
*/
const area = areaAtSeat(s, viewerSeat);
for (const id of area.heldAtLimits) {
const t = s.trays.get(id);
if (!t) continue;
const at = t.direction === 'east' ? area.limitsWest : area.limitsEast;
if (`${at.row},${at.col}` !== key) continue;
out.push({
trayId: id,
label: t.trainNumber === null ? 'crew' : `T${t.trainIsExtra ? 'X' : ''}${t.trainNumber}`,
cars: t.consist.map((c) => carLabel(c, viewerSeat)),
engineAt: Math.max(0, Math.min(t.consist.length, t.engineAt)),
facing: railFacingOf(t),
what:
'HELD AT THE LIMITS — the Interlocking stopped it on the Limit Track instead of letting it ' +
'collide with a full Office. It takes the first A/D track that frees, ahead of any train ' +
`arriving after it. ${trainRules(t)}`,
heldAtLimits: true,
});
}
for (const [id, t] of s.trays) {
if (t.position.at !== 'grid' || t.position.seat !== viewerSeat) continue;
if (`${t.position.coord.row},${t.position.coord.col}` !== key) continue;
@@ -1200,6 +1261,52 @@ export function describeIntent(s: GameState, i: Intent): string {
* made it. For a player's own view that seat is theirs; for a spectator's view of district N it is
* N, which is the same fact asked from outside.
*/
/**
* WHAT AN ENHANCEMENT DOES — AND WHETHER IT CAN DO IT RIGHT NOW (#101).
*
* `enhancementText(key)` takes only the key, so it says the same thing for ever. That is right for
* every enhancement except the three dispatch devices, which are "once a day": a spent Radio read
* "Once a day, add +12…" all Day after it was gone, which is `trainRules` before #100 in a different
* corner of the same view.
*
* AND THE FEDORA, which is the half that actually surprises. `spendDispatchBonus` (advance.ts) reads
* the SUPERINTENDENT's own devices, not the train owner's, and the Fedora moves every
* `STAGES_PER_SHIFT` Stages — so a device does nothing at all while somebody else is dispatching,
* and is spent automatically, without its owner being asked, while they are.
*
* `dispatchBonus` decides what counts as a device, rather than a list of three keys written out
* here: the ladder lives in `ENHANCEMENT_RULES` and a fourth rung would otherwise be silently
* exempt.
*/
function enhancementState(
s: GameState,
area: OfficeArea,
seat: SeatIndex,
key: string,
): { what: string; spent: boolean } {
const base = enhancementText(key) ?? prettyKey(key);
if (enhancementRule(key)?.dispatchBonus === undefined) return { what: base, spent: false };
const spent = area.dispatchUsedToday.includes(key);
if (spent) {
return {
what: `${base} SPENT for today — it comes back at the start of the next Day.`,
spent: true,
};
}
// Available, but only to whoever is dispatching. Naming the shift length is the difference
// between "not now" and knowing how long "not now" lasts.
if (seatOf(s, s.clock.superintendent) !== seat) {
return {
what:
`${base} Unspent, but IDLE: a device is only used by the district holding the Fedora, ` +
`which moves every ${STAGES_PER_SHIFT} Stages.`,
spent: false,
};
}
return { what: `${base} Available today, and this district is dispatching.`, spent: false };
}
export function projectDistrict(
s: GameState,
seat: SeatIndex,
@@ -1234,7 +1341,8 @@ export function projectDistrict(
what: cellDescription(card, officeProfile(area.tier).name, row === area.runningRow),
links: connectionsFor(card).map(([a, b]) => `${a}${b}`),
enhancements: card.enhancements.map(prettyKey),
enhancementsWhat: card.enhancements.map((k) => enhancementText(k) ?? prettyKey(k)),
enhancementsWhat: card.enhancements.map((k) => enhancementState(s, area, seat, k).what),
enhancementsSpent: card.enhancements.map((k) => enhancementState(s, area, seat, k).spent),
trains: trainsOnCard(s, seat, key),
adTracks: card.geometry.kind === 'office' ? officeProfile(area.tier).adTracks : null,
cars: carsOn(card).map((c) => carLabel(c, seat)),
@@ -1515,6 +1623,27 @@ export function projectSharedTable(s: GameState) {
? `Mainline card ${t.position.index}`
: `Office Area (${t.position.coord.col},${t.position.coord.row})`,
})),
/**
* THE CREW TRAY POOL, WHICH IS §7's SCARCITY MECHANIC (#98).
*
* `state.ts` calls it explicit, and it was explicit only in the engine: there are fewer trays
* than there are trains wanting one, and nothing said how many were left. Public without
* question — the trays are physical objects in the middle of the table, and this is a count
* beside the deck and yard counts already here.
*/
crewTrays: { free: s.freeTrays.length, total: crewTrayCount(s.players.length) },
/**
* THE TRAINS QUEUED FOR ONE — the other half, and the half that had been promised in words.
*
* Playing an Extra says "it runs once as soon as a Crew Tray frees up"; ordering a second
* section says "an identical train will run right behind it". Both were announced once in the
* log and then existed only in the engine, so neither promise was ever visibly kept. Who played
* an Extra is public: §7 gives the train to the player who played the card, in the open.
*/
queued: {
extras: s.pendingExtras.map((x) => ({ trainNumber: x.trainNumber, player: x.player })),
secondSections: [...s.pendingSecondSections],
},
};
}
@@ -1647,8 +1776,7 @@ export function snapshot(
viewer,
viewerSeat,
handCount: (s.decks.hands.get(viewer) ?? []).length,
overHandLimit:
(s.decks.hands.get(viewer) ?? []).length > (s.decks.redFlags.get(viewer) ? HAND_LIMIT + 1 : HAND_LIMIT),
overHandLimit: overHandLimit(s, viewer),
objective: objectiveOf(s, viewer),
runningRow,
limits,
@@ -1825,6 +1953,12 @@ export function cardDescription(s: GameState, id: string): string {
export function trainRules(t: {
trainNumber: number | null;
trainIsExtra: boolean;
/**
* X17 only — whether the speeches are made, which is what decides which HALF of its printed rule
* the train is currently living under (#100). Optional because the timetable renders a train
* number with no tray behind it; absent means "not yet", which is the state a train starts in.
*/
speechMade?: boolean;
}): string {
const p = trainProfile(t.trainNumber ?? 0, t.trainIsExtra);
if (!p) return '';
@@ -1869,11 +2003,25 @@ export function trainRules(t: {
if (p.rules.pickUpEmptiesOnly) {
parts.push('EMPTIES ONLY — it may not couple a loaded car. A caboose is not a load.');
}
/**
* WHICH HALF OF ITS RULE THE CAMPAIGN TRAIN IS IN (#100).
*
* "One turn at station (speeches) then expedite" is two states, not one sentence. This used to
* print the sentence and stop, so the chip read identically before and after the speeches — while
* the fault the second half creates was warned about only under `expedite`, i.e. to every train
* EXCEPT the one that had just become subject to it.
*/
if (p.rules.stopThenExpedite) {
parts.push('STOPS ONCE FOR SPEECHES, then runs expedited from its next Office onward');
parts.push(
t.speechMade
? 'SPEECHES MADE — it runs EXPEDITED from here on'
: 'STOPS ONCE FOR SPEECHES at its first Office, then runs expedited from the next one onward',
);
}
if (p.rules.expedite) {
// `isExpedited` (advance.ts) is the engine's own test, borrowed rather than restated: a card that
// described a rule the engine did not apply — or the reverse — is the whole failure this is in.
if (isExpedited(t)) {
// It is released and switched exactly like any other train — the restriction is on where it may
// be LEFT, not on when it leaves.
parts.push(
+4 -9
View File
@@ -30,7 +30,7 @@ import type { Intent } from '../engine/intents.ts';
import { legalActions } from '../engine/legal.ts';
import { createGame } from '../engine/setup.ts';
import type { CardId, GameConfig, GameState, PlayerIndex } from '../engine/state.ts';
import { actingPlayer } from '../engine/state.ts';
import { overHandLimit as overHandLimitOf } from '../engine/state.ts';
import { playerAtSeat } from '../engine/state.ts';
import { cuesFor, narrate } from '../sim/narrate.ts';
// Import from the view module, NOT replay.ts — replay.ts writes files and reads process.argv,
@@ -50,7 +50,6 @@ import {
DEFAULT_HOUSE_RULES,
DEFAULT_MAX_COLLISIONS_PER_DAY,
DEFAULT_MAX_COLLISIONS_TOTAL,
HAND_LIMIT,
LEGACY_HOUSE_RULES,
collectiveRevenueFloor,
houseRules,
@@ -246,7 +245,6 @@ export type Game = {
* had already been played and the hand held three or fewer. Derived from the hand each render, so
* it cannot drift out of step with what is actually held.
*/
mustPlayCard: boolean;
/**
* Sounds the last batch of events earned, for the page to play and clear.
*
@@ -313,7 +311,7 @@ export const SOLO_PLAYER = 'Solitaire';
export function newGame(seed: number, config: GameConfig = SOLO_CONFIG): Game {
const state = createGame({ id: `web-${seed}`, seed, config, playerNames: [SOLO_PLAYER] });
const game: Game = { state, seed, history: [], log: [], mustPlayCard: false, cues: [], scheduled: null, justDrawn: null, announced: null };
const game: Game = { state, seed, history: [], log: [], cues: [], scheduled: null, justDrawn: null, announced: null };
// A history that opens mid-Stage reads as though something was missed. Say what the game IS
// first, then let the clock take over.
game.log.push({ text: 'Game Begins', tone: 'start' });
@@ -332,7 +330,7 @@ export function newGame(seed: number, config: GameConfig = SOLO_CONFIG): Game {
*/
export function newMultiplayerGame(seed: number, config: GameConfig, playerNames: string[]): Game {
const state = createGame({ id: `mp-${seed}`, seed, config, playerNames });
const game: Game = { state, seed, history: [], log: [], mustPlayCard: false, cues: [], scheduled: null, justDrawn: null, announced: null };
const game: Game = { state, seed, history: [], log: [], cues: [], scheduled: null, justDrawn: null, announced: null };
game.log.push({ text: 'Game Begins', tone: 'start' });
/**
* NO SEED AT A TABLE WITH MORE THAN ONE SEAT (Gitea#20 step 1).
@@ -1060,9 +1058,7 @@ function makeUpAdvice(
* button with a reason instead of hiding a move that has simply become illegal.
*/
export function overHandLimit(game: Game, seat: PlayerIndex = 0): boolean {
const hand = game.state.decks.hands.get(seat) ?? [];
const limit = game.state.decks.redFlags.get(seat) ? HAND_LIMIT + 1 : HAND_LIMIT;
return hand.length > limit;
return overHandLimitOf(game.state, seat);
}
/**
@@ -1110,7 +1106,6 @@ export function submit(game: Game, intent: Intent, as: PlayerIndex | null = null
}
game.history.push(intent);
record(game, result.events, actor);
game.mustPlayCard = overHandLimit(game);
drain(game);
return true;
}
+17 -6
View File
@@ -1957,12 +1957,23 @@ function renderActions(
}
html += `</div>`;
}
if (
f.phaseKey === 'localOps' &&
f.option === 'draw' &&
!menu.options.some((i) => i.type === 'draw.end')
) {
// The hand being counted is the ACTOR's — they are the one who cannot end the turn.
/**
* WHY "END LOCAL OPERATIONS" IS NOT THERE (#45).
*
* This asked the question backwards: "the engine is offering no `draw.end`, so it must be the
* hand limit." That was true only because `check('draw.end')` happens to refuse for exactly three
* reasons and the two guards above rule out the other two — a fourth reason would have made this
* block explain a refusal by describing something else entirely, which is #90 verbatim.
*
* `f.overHandLimit` IS the fact, and the Frame has carried it all along for precisely this: "the
* same test the engine applies to `draw.end`, asked here so the page can disable the button with a
* reason instead of hiding a move that has simply become illegal" (`web/game.ts`). It was computed,
* serialised and sent to nobody. Behaviour is unchanged today; what changes is that the screen now
* states the reason it is giving rather than inferring it from an absence.
*/
if (f.phaseKey === 'localOps' && f.option === 'draw' && f.overHandLimit) {
// The hand being counted is the VIEWER's, like `f.option` and `f.handCount` beside it — and the
// viewer is the actor whenever this menu is on screen at all.
const hand = f.handCount;
/**
* WHEN NOTHING IN HAND MAY BE DISCARDED, SAY SO AND SAY WHAT TO DO INSTEAD.
-5
View File
@@ -29,7 +29,6 @@ import {
handPlayable,
isOutOfTurn,
newGame,
overHandLimit,
submit,
toSave,
undo,
@@ -58,8 +57,6 @@ export type Session = {
seat(): PlayerIndex;
/** Whose turn it is, or null when the game is over or waiting on nothing. */
actor(): PlayerIndex | null;
/** True when the hand is over §6.2's limit and the turn cannot be ended. */
overHandLimit(): boolean;
/** Which cards in hand are playable right now, in hand order. */
handPlayable(): boolean[];
/**
@@ -161,7 +158,6 @@ export function createLocalSession(seed: number, options?: NewGameOptions): Loca
menu: () => actionMenu(game),
seat: () => 0,
actor: () => currentActor(game),
overHandLimit: () => overHandLimit(game),
handPlayable: () => handPlayable(game),
submit: async (intent: Intent) => {
// Seat 0 is the solitaire player, and the extension vote (Gitea#11) is the one intent that
@@ -341,7 +337,6 @@ export function createRemoteSession(
menu: () => menu ?? { options: [], direct: [], placeable: [], hand: [], makeUp: null },
seat: () => seat,
actor: () => need().actor,
overHandLimit: () => need().overHandLimit,
handPlayable: () => (menu?.hand ?? []).map((h) => h.playNow !== null),
async submit(intent: Intent): Promise<boolean> {
const seq = nextSeq++;
+437
View File
@@ -0,0 +1,437 @@
/**
* WHAT THE ENGINE KNOWS AND THE SCREEN DOES NOT — the 2026-09-07 sweep.
*
* Gitea#21, Gitea#22, #94 and #96 were four instances of one fault in a row: the engine gained a
* thing that changes what a train may do, and nothing drew it. Each was found by a player hitting
* it. So rather than wait for the fifth, every field of `GameState` and its nested types was
* enumerated and checked for a reader in `sim/view.ts`, `src/web/` and `sim/narrate.ts`, and the
* survivors were then verified by running the engine rather than by trusting the grep.
*
* Four fields had no reader anywhere. `movedThisPhase` is set and cleared inside one `advance` call
* and is genuinely nobody's business. The other three are these tests. The bookkeeping fields whose
* EFFECT is already visible as legality — `freightWorked`, `drawnThisTurn`, `freightAgentUsed`,
* `movesUsed` (its complement `movesRemaining` is on the Frame), `switchedSince` — are deliberately
* not here: a field is not a display gap merely because no one renders it.
*
* The method is worth more than the three fixes, and is written down in TODO Reference · #98.
*/
import { describe, it } from 'node:test';
import assert from 'node:assert/strict';
import { createGame } from '../src/engine/setup.ts';
import { crewTrayCount, enhancementText } from '../src/engine/content.ts';
import { areaOf } from '../src/engine/apply.ts';
import { impediments } from '../src/sim/narrate.ts';
import { projectDistrict, projectSharedTable, publicSnapshot, trainRules } from '../src/sim/view.ts';
import type { CrewTray, GameConfig, GameState, PlayerIndex, SeatIndex } from '../src/engine/state.ts';
import { seatOf } from '../src/engine/state.ts';
const config: GameConfig = {
mode: 'competitive',
days: 3,
minCombinedRevenue: 0,
maxCollisionsPerDay: 0,
maxCollisionsTotal: 0,
pvpCardsAllowed: false,
optionalRules: { reducedVisibility: false, employeeRotation: false, emergencyToolbox: false },
};
const game = (): GameState => {
const s = createGame({ id: 'g', seed: 4242, config, playerNames: ['Ann', 'Bob'] });
s.status = 'active';
return s;
};
/**
* THE CREW TRAY POOL IS A MECHANIC, AND IT WAS INVISIBLE (#98).
*
* `state.ts` calls tray scarcity "an explicit mechanic": there are fewer trays than there are trains
* wanting one, and which trains get held is the whole of §7. The engine knows three things about it
* — how many trays are free, which Extras are queued for one, and which second sections are — and
* the view read none of them.
*
* The panel that answers "why is nothing moving?" had exactly one tray rule, keyed off the train due
* out THIS Stage (`s.timetable[stage - 1]`). So a player who spent a card on an Extra, or ordered a
* second section, got a blocked panel that was completely EMPTY while their train sat behind an
* exhausted pool — and both had been announced once in the log, in a line that promised a future
* event ("as soon as a Crew Tray frees up") which nothing then confirmed.
*/
describe('the Crew Tray pool is a mechanic the player can see (#98)', () => {
/** A table whose trays are all out, with one Extra and one second section queued behind them. */
const jammed = (): GameState => {
const s = game();
s.freeTrays = [];
s.pendingExtras.push({ trainNumber: 17, player: 0 as PlayerIndex });
s.pendingSecondSections.push(8);
return s;
};
it('reports how many Crew Trays are free, and how many there are', () => {
const s = game();
const total = crewTrayCount(2);
assert.equal(s.freeTrays.length, total, 'the premise is gone: trays were already out at setup');
assert.deepEqual(projectSharedTable(s).crewTrays, { free: total, total });
s.freeTrays = s.freeTrays.slice(0, 1);
assert.deepEqual(
projectSharedTable(s).crewTrays,
{ free: 1, total },
'the pool emptied and the shared table did not notice',
);
});
it('names the trains queued for a tray, so a promise made in the log is kept on the board', () => {
const q = projectSharedTable(jammed()).queued;
assert.deepEqual(q.extras, [{ trainNumber: 17, player: 0 }], 'a played Extra is waiting nowhere visible');
assert.deepEqual(q.secondSections, [8], 'an ordered second section is waiting nowhere visible');
});
it('tells the player who played the Extra that it is held for want of a crew', () => {
const blocked = impediments(jammed(), 0 as PlayerIndex);
const extra = blocked.find((b) => /X17/.test(b.where));
assert.ok(extra, 'the blocked panel said nothing about an Extra held for want of a Crew Tray');
assert.match(extra.why, /Crew Tray/, 'it was listed without naming the thing it is waiting for');
assert.equal(extra.severity, 'stuck');
// The POOL SIZE, not a second derivation of it. Written as `trays.size + freeTrays.length`
// first, which reads 0 of 0 for any state where a tray is neither free nor carrying a train.
assert.match(
extra.why,
new RegExp(`0 of ${crewTrayCount(2)} Crew Trays free`),
'the panel reported the wrong pool size',
);
});
it('says the same for a second section, which waits on the identical pool', () => {
const blocked = impediments(jammed(), 0 as PlayerIndex);
const second = blocked.find((b) => /Train 8\b/.test(b.where) && /second section/i.test(b.why));
assert.ok(second, 'an ordered second section was queued invisibly');
assert.match(second.why, /Crew Tray/);
});
it('says none of it once a tray is free, because then nothing is being waited on', () => {
const s = jammed();
s.freeTrays = ['tray0'];
const blocked = impediments(s, 0 as PlayerIndex);
assert.equal(
blocked.filter((b) => /Crew Tray/.test(b.why)).length,
0,
'a free tray still reported trains held for want of one',
);
});
it('is on the common board too — the pool is on the table, not in a hand', () => {
const pub = publicSnapshot(jammed()) as unknown as Record<string, unknown>;
assert.ok('crewTrays' in pub, 'a spectator cannot see the scarcity everyone at the table can');
assert.ok('queued' in pub);
});
});
/**
* A TRAIN HELD AT THE LIMITS IS STILL ON THE BOARD (#99).
*
* The Interlocking enhancement is the designed answer to a full Office: instead of the automatic
* collision of Gap 2d, "may stop an inbound train on the Limit Track" — the train is held inside the
* player's Limits, and takes the first A/D track that frees, ahead of any newcomer.
*
* It was drawn NOWHERE. `arriveAtOffice` removes the tray from the Mainline node's `transits`
* (advance.ts) and the Interlocking branch pushes it onto `area.heldAtLimits` without assigning
* `tray.position` — so the map, which draws mainline nodes from `transits` and district squares from
* `position.at === 'grid'`, has nothing to draw it from in either place. The train vanished off the
* board on arrival and reappeared in the Office some Stages later.
*
* Measured before fixing: with the tray in `transits` the Interchange node carries its chip; with
* the tray moved to `heldAtLimits` exactly as the engine moves it, the node's `trains` is empty and
* no grid square has gained it.
*
* The fix is in the VIEW, not the engine. The engine's state is right — a held train is inside the
* Limits and not on an A/D track, which is what `heldAtLimits` says — and `position` is left alone
* deliberately, so nothing may treat the train as standing on a square it could be switched from.
*/
describe('a train held at the Limits is drawn at the Limits (#99)', () => {
const held = (direction: 'east' | 'west') => {
const s = game();
const seat = seatOf(s, 0 as PlayerIndex);
const area = areaOf(s, 0 as PlayerIndex);
const trayId = s.freeTrays.pop()!;
const tray: CrewTray = {
id: trayId,
trainNumber: 5,
trainIsExtra: false,
engineAt: 0,
consist: [],
direction,
movesUsed: 0,
position: { at: 'mainline', index: 1 },
} as CrewTray;
s.trays.set(trayId, tray);
area.heldAtLimits.push(trayId);
return { s, seat, trayId, area };
};
it('draws it on the Limits square it is standing at, not nowhere', () => {
const { s, seat, trayId, area } = held('east');
const { cells } = projectDistrict(s, seat as SeatIndex);
const on = cells.filter((c) => c.trains.some((t) => t.trayId === trayId));
assert.equal(on.length, 1, 'a train held at the Limits is drawn on no square at all');
assert.equal(on[0]!.row, area.limitsWest.row, 'drawn at the wrong Limits');
assert.equal(on[0]!.col, area.limitsWest.col);
});
it('holds an EASTBOUND train at the western Limits, because that is the end it came in by', () => {
const { s, seat, area } = held('east');
const { cells } = projectDistrict(s, seat as SeatIndex);
const on = cells.find((c) => c.trains.length > 0)!;
assert.deepEqual({ row: on.row, col: on.col }, { row: area.limitsWest.row, col: area.limitsWest.col });
});
it('and a WESTBOUND train at the eastern Limits', () => {
const { s, seat, area } = held('west');
const { cells } = projectDistrict(s, seat as SeatIndex);
const on = cells.find((c) => c.trains.length > 0)!;
assert.deepEqual({ row: on.row, col: on.col }, { row: area.limitsEast.row, col: area.limitsEast.col });
});
it('says on the chip that it is HELD, so it is not read as a train free to switch', () => {
const { s, seat, trayId } = held('east');
const { cells } = projectDistrict(s, seat as SeatIndex);
const chip = cells.flatMap((c) => c.trains).find((t) => t.trayId === trayId)!;
assert.equal(chip.heldAtLimits, true, 'a held train looked exactly like one standing on the square');
assert.match(chip.what, /Interlocking|held/i, 'the chip does not say why it is standing there');
});
it('tells the district owner it is waiting, and what for', () => {
const { s } = held('east');
const blocked = impediments(s, 0 as PlayerIndex);
const b = blocked.find((x) => /Train 5/.test(x.where) && /Limits/i.test(x.why));
assert.ok(b, 'the blocked panel said nothing about a train held at the Limits');
});
it('does not invent a train on a square when nothing is held', () => {
const s = game();
const { cells } = projectDistrict(s, seatOf(s, 0 as PlayerIndex) as SeatIndex);
assert.equal(cells.flatMap((c) => c.trains).length, 0, 'a district with no trains drew one');
});
});
/**
* THE CAMPAIGN TRAIN'S SPEECHES CHANGE ITS RULES, AND THE CARD HAS TO SAY WHICH HALF IT IS IN (#100).
*
* X17 is "one turn at station (speeches) then expedite". Its first Office arrival is an ordinary
* stop; every arrival after that runs EXPEDITED, which means that if it is not back on the Office
* square when the next Mainline Phase begins it is a Station Master fault costing 1 Revenue.
*
* `trainRules()` took `{ trainNumber, trainIsExtra }` — it could not see `speechMade` even though
* both of its tray-side callers pass a whole `CrewTray` that has it. So the chip read identically
* before and after, and worse: the "EXPEDITED — must be kept ready to highball… costs 1 Revenue"
* warning is printed only under `rules.expedite`, so X17 became subject to a fault whose warning the
* game shows to other trains and never to it.
*/
describe('the Campaign Train says whether its speeches are made (#100)', () => {
const X17 = { trainNumber: 17, trainIsExtra: true } as const;
it('before the speeches, says they are still to come and does not claim it is expedited yet', () => {
const t = trainRules({ ...X17 });
assert.match(t, /SPEECHES/i);
assert.doesNotMatch(t, /costs 1 Revenue/, 'it warned of a fault the train is not yet subject to');
});
it('after the speeches, says it is expedited NOW and carries the fault it is now subject to', () => {
const t = trainRules({ ...X17, speechMade: true });
assert.match(t, /EXPEDITED/, 'a train that is now expedited did not say so');
assert.match(t, /costs 1 Revenue/, 'the fault warning is shown to other trains and not to this one');
});
it('reads differently before and after — the whole of the bug was that it did not', () => {
assert.notEqual(trainRules({ ...X17 }), trainRules({ ...X17, speechMade: true }));
});
it('still warns a permanently expedited train, which must not regress', () => {
const fast = trainRules({ trainNumber: 5, trainIsExtra: false });
assert.match(fast, /EXPEDITED/);
assert.match(fast, /costs 1 Revenue/);
});
it('says nothing about speeches for a train that has no such rule', () => {
assert.doesNotMatch(trainRules({ trainNumber: 5, trainIsExtra: false }), /SPEECHES/i);
});
});
/**
* A DISPATCH DEVICE SAYS WHETHER IT IS STILL AVAILABLE TODAY (#101).
*
* Telegraph (+4), Telephone (+8) and Radio (+12) are "once a day, when dispatching facing trains,
* add +N to the other train's number". The device is drawn on its card and its effect text is in the
* tooltip — but `enhancementText(key)` takes only the KEY, so it could not vary with anything, and
* the Radio read "once a day, add +12…" all Day after it had been spent. That is `trainRules` before
* #100, in a different corner of the same view.
*
* THE SECOND HALF IS THE ONE THAT SURPRISES. `spendDispatchBonus` reads
* `areaOf(s, s.clock.superintendent)` — the SUPERINTENDENT's own devices, not the train owner's —
* and the Fedora moves every `STAGES_PER_SHIFT` Stages, four times a Day. So a player's Radio does
* nothing at all for three-quarters of the Day, and is spent automatically, without being asked,
* during the quarter it is theirs to use. The board said neither half.
*
* Shown on EVERY district (Jesse, 2026-09-07), not only the viewer's: it is public, and a rival's
* spent Radio is exactly what you want to know before forcing a meet. `projectDistrict` serves both
* the player's own cells and the common board's `districts`, so one change covers both.
*/
describe('a dispatch device says whether it is still available today (#101)', () => {
/** Puts `key` on the first card of seat 0's district and returns the pieces to assert on. */
const withDevice = (key: string, opts: { spent?: boolean; fedora?: boolean } = {}) => {
const s = game();
const area = areaOf(s, 0 as PlayerIndex);
const card = [...area.grid.values()][0]!;
card.enhancements.push(key);
if (opts.spent) area.dispatchUsedToday.push(key);
// The Fedora is a PLAYER; give it to somebody whose seat is not this district's.
s.clock.superintendent = (opts.fedora ? 0 : 1) as PlayerIndex;
const seat = seatOf(s, 0 as PlayerIndex);
const cells = projectDistrict(s, seat as SeatIndex).cells;
const cell = cells.find((c) => c.enhancements.length > 0)!;
const i = cell.enhancementsWhat.findIndex((w) => new RegExp(key, 'i').test(w));
return { s, area, cell, what: cell.enhancementsWhat[i] ?? '', spent: cell.enhancementsSpent[i] };
};
it('reads as available before it is used, and says what it is worth', () => {
const { what, spent } = withDevice('radio', { fedora: true });
assert.equal(spent, false, 'an unused device reported itself spent');
assert.match(what, /\+12/, 'the device no longer says what it is worth');
assert.doesNotMatch(what, /spent/i, 'an unused device claimed it had been spent');
});
it('says so once it has been spent, and says when it comes back', () => {
const { what, spent } = withDevice('radio', { spent: true, fedora: true });
assert.equal(spent, true, 'a spent device still reported itself available');
assert.match(what, /spent/i, 'a spent device read exactly as it did before it was spent');
assert.match(what, /next Day|tomorrow/i, 'it does not say the device comes back');
});
it('reads differently spent and unspent — the whole of the bug was that it did not', () => {
assert.notEqual(
withDevice('telegraph', { fedora: true }).what,
withDevice('telegraph', { spent: true, fedora: true }).what,
);
});
it('says a device is idle while somebody else holds the Fedora', () => {
const { what } = withDevice('telephone');
assert.match(what, /Fedora|Superintendent/i, 'nothing said the device is only used while dispatching');
});
it('does not say that when this district IS the Superintendent', () => {
const { what } = withDevice('telephone', { fedora: true });
assert.doesNotMatch(what, /while .*holds? the Fedora/i);
});
/**
* EXACT equality, not "does not mention the Fedora". The first draft asserted the absence of
* /spent|Fedora/i with the Fedora held, and a mutation that removed the `dispatchBonus` guard
* altogether PASSED it — because the leaked text in that case reads "Available today, and this
* district is dispatching", which contains neither word. A test for a field being left alone has
* to compare it to what it should be.
*/
it('leaves an enhancement that is not a dispatch device exactly as it was', () => {
for (const fedora of [true, false]) {
const { what, spent } = withDevice('interlocking', { fedora });
assert.equal(spent, false, 'a non-dispatch enhancement was marked spendable');
assert.equal(what, enhancementText('interlocking'), 'an Interlocking was given a dispatch caveat');
}
});
it('comes back when the Day turns, which is what clears the record', () => {
const { s, area } = withDevice('radio', { spent: true, fedora: true });
area.dispatchUsedToday = [];
const cell = projectDistrict(s, seatOf(s, 0 as PlayerIndex) as SeatIndex).cells.find(
(c) => c.enhancements.length > 0,
)!;
assert.equal(cell.enhancementsSpent.some((x) => x), false, 'a new Day did not restore the device');
});
/**
* SEAT IS NOT PLAYER INDEX, and this is the one place the two are joined: the Fedora is held by a
* PLAYER and the devices sit in an Office Area keyed by SEAT. `advance.ts` carried a comment
* warning that indexing one with the other was safe only while seating was the identity map — it
* read as a live bug and was not one, because `areaOf` resolves through `seatOf`. The comment is
* corrected; this is the guard, because the next reader deserves better than a claim.
*
* §4.4's D12 makes seating a real permutation, so a two-player game where player 1 sits in seat 0
* is ordinary rather than contrived.
*/
it("marks the SUPERINTENDENT's own district as dispatching under non-identity seating", () => {
const s = game();
s.seating = [1, 0] as PlayerIndex[];
assert.notEqual(seatOf(s, 0 as PlayerIndex), 0, 'the premise is gone: seating is still identity');
s.clock.superintendent = 0 as PlayerIndex;
const mine = areaOf(s, 0 as PlayerIndex);
[...mine.grid.values()][0]!.enhancements.push('radio');
const other = areaOf(s, 1 as PlayerIndex);
[...other.grid.values()][0]!.enhancements.push('radio');
const whatAt = (player: PlayerIndex): string => {
const cells = projectDistrict(s, seatOf(s, player) as SeatIndex).cells;
return cells.find((c) => c.enhancements.length > 0)!.enhancementsWhat.join(' ');
};
// The Fedora is player 0's, whatever seat that is.
assert.doesNotMatch(whatAt(0 as PlayerIndex), /IDLE/, "the Superintendent's own device read as idle");
assert.match(whatAt(1 as PlayerIndex), /IDLE/, "somebody else's device read as dispatching");
});
it('is on every district of the common board, not only the viewer own', () => {
const { s } = withDevice('radio', { spent: true, fedora: true });
const pub = publicSnapshot(s);
const all = pub.districts.flatMap((d) => d.cells);
assert.ok(
all.some((c) => c.enhancementsSpent.some((x) => x)),
"a spectator cannot see which devices are spent in a player's district",
);
});
});
/**
* THE RED FLAG HOLDER IS NOT A PER-PLAYER FACT, so it does not belong on the public player view.
*
* `docs/plans/jitsi-common-board.md` step 1 asks for one: "Add the Red Flag holder to the public
* player projection. It is public game state but is currently absent from `Frame`", and its
* `PublicPlayerView` carries `redFlagHeld: boolean`. Every other step-1 item shipped across v0.7.9.2
* to v0.7.9.5; this one is STRUCK OFF instead, because the premise does not hold in this codebase.
*
* `decks.redFlags` is written in exactly one place — `setup.ts`, from
* `config.optionalRules.emergencyToolbox` — and never again. There is no `.set` anywhere else, and
* `redFlag.play` (the intent gated on holding one) emits a `phaseEnded` event and does not spend it.
* So every player holds one or none of them does, decided before the first card is dealt.
*
* A `redFlagHeld` on each player would therefore be `optionalRules.emergencyToolbox` copied N times
* — already on the public projection — while implying to every reader of the common board that it
* varies by player and might change during a game. That is worse than the absence.
*
* This test exists so the plan item is not re-raised from the plan text: if the rule ever DOES
* become per-player, this fails and the projection is the right place to look.
*/
describe('the Red Flag holding is the Emergency Toolbox option, not a per-player fact', () => {
const dealt = (emergencyToolbox: boolean): GameState =>
createGame({
id: 'g',
seed: 99,
config: { ...config, optionalRules: { ...config.optionalRules, emergencyToolbox } },
playerNames: ['Ann', 'Bob', 'Cy'],
});
for (const toolbox of [true, false]) {
it(`gives every player the same answer with the toolbox ${toolbox ? 'on' : 'off'}`, () => {
const s = dealt(toolbox);
const held = s.players.map((p) => s.decks.redFlags.get(p.index) === true);
assert.deepEqual(held, [toolbox, toolbox, toolbox], 'the Red Flag has become a per-player fact');
});
}
it('is already public, through the option it comes from', () => {
const pub = publicSnapshot(dealt(true));
assert.equal(
pub.optionalRules.emergencyToolbox,
true,
'a spectator cannot tell whether the hand limit is three or four',
);
});
});
+1 -1
View File
@@ -29,7 +29,7 @@ import type { Game } from '../src/web/game.ts';
/** The thin wrapper `actionMenu` expects, built directly around an already-created multi-player state
* — `newGame` (game.ts) hardcodes one player, so it cannot construct this for a multi-seat game. */
const wrap = (s: GameState): Game =>
({ state: s, seed: s.seed, history: [], log: [], mustPlayCard: false, cues: [], scheduled: null, justDrawn: null, announced: null });
({ state: s, seed: s.seed, history: [], log: [], cues: [], scheduled: null, justDrawn: null, announced: null });
const competitive: GameConfig = {
mode: 'competitive',
+4
View File
@@ -443,6 +443,10 @@ describe('#91 — nothing private survives serialisation, in any state', () => {
'openingRolls',
// Where every train is standing.
'trains',
// The Crew Tray pool and the trains queued for one (#98). §7 scarcity is played out in the
// open: the trays are objects in the middle of the table, and an Extra is played face up, so
// who is waiting for a crew is not a secret. Counts and train numbers only — never a hand.
'crewTrays', 'queued',
// The board itself.
'division', 'districts',
];
+1 -2
View File
@@ -17,7 +17,7 @@ import assert from 'node:assert/strict';
import { readFileSync, readdirSync } from 'node:fs';
import { join } from 'node:path';
import { actionGroups, currentActor, handPlayable, newGame, overHandLimit, submit, toSave, view } from '../src/web/game.ts';
import { actionGroups, currentActor, handPlayable, newGame, submit, toSave, view } from '../src/web/game.ts';
import { createLocalSession } from '../src/web/session.ts';
import { seatLabel } from '../src/sim/view.ts';
@@ -81,7 +81,6 @@ describe('a local session plays the same game as the calls it replaced', () => {
assert.equal(session.seat(), 0);
assert.equal(session.actor(), currentActor(session.game));
assert.deepEqual(session.handPlayable(), handPlayable(session.game));
assert.equal(session.overHandLimit(), overHandLimit(session.game));
});
});