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@@ -19,6 +19,210 @@ page as `v0.1.0 · <sha> · <date>`, so what is deployed can always be identifie
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---
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---
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## 0.5.6 — 2026-08-21
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Three things off the first proper look at a live table.
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### Seats are counted from 1
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The lobby listed chairs as Seat 0 to Seat 3. Zero-based is right *inside* — it indexes `seating`,
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the seats array and every route, and none of that changes — but nobody sitting down at a table
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calls their chair "seat 0". The displayed number is now the one a player would say out loud.
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There were four of these, not one: the lobby list, the topline's `Seat N` for a remote session, the
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presence banner's fallback name, and the admin summary's. All go through a single `seatLabel`, and
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a test fails the build if any `Seat ${…}` interpolates a raw seat again — the conversion has to
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happen at exactly one place or the two conventions drift. (The StartOS package's **Games in
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Progress** action had the same leak and is fixed alongside.)
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`seatLabel` lives in `view.ts` rather than `web/game.ts`, because the page may not import values
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from that module — they are the local engine by another name, and `test/session.test.ts` fails the
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build for it. Putting it there was the first attempt; the test was right and the placement was
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wrong.
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### The current player's name was unreadable
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`.bs-name.bs-turn` carried `font-weight:700` over a base of 600. At 11px a monospace face has to be
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synthesised the rest of the way, and the extra ink lands as blur rather than as weight — so the one
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name you most need to read was the one you could not. The weight bump is gone; amber against
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`#e6e9ee` was always doing the work, and blue "(you)" and amber "their move" stay clearly distinct
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without it.
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### The seating chain says its piece once
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The west-to-east line under the Division map explains who is where and why, which is a question you
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have once — at the start, when the chain has just been rolled and the names are new. It now shows
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only during Day 1 Stage 1. By Stage 2 the map itself has been answering it for a while, and a
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permanent line restating it is a permanent line to read past.
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---
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## 0.5.5 — 2026-08-21
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One bug, found by updating to v0.5.4 and clicking Multiplayer: the page went straight into a game
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with no lobby and no controls, and the board was blank.
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### A remembered session for a game the server no longer has
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Three things lined up. `start()` enters a remembered multiplayer session **without checking it
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still exists** — that is what makes reconnection seamless, and it is why the lobby was skipped.
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The v0.5.4 update had **refused to resume** that game, because the save was recorded under v0.5.3
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and the engine-version check is exact (D7). And `createRemoteSession` had **no `onerror` at all**,
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so `EventSource` retried the resulting 404 forever, in silence, while `frame` stayed null and the
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page rendered nothing.
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The only escape was clearing site data, and nothing on screen said so.
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The same dead end had just been widened by v0.5.3's **Manage Game → End**, which closes every
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watcher's stream: a player whose game an administrator ended would sit frozen on a stale board
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indefinitely, for the same reason.
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**The fix.** `GET /api/session?token=…` is new — a cheap yes/no on whether a token still names a
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live game. `EventSource` fires `error` identically for a transient blip (the expected shape of a
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game idle for minutes, §9) and for a 404 it will retry forever, and exposes no status code either
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way, so the client asks. Only a definite 404 closes the stream and reports the game gone; a flaky
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network still self-heals as before.
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The page then forgets the stored session, says why — ended by an administrator, or the service was
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updated, which does not carry games across — and drops into the lobby. Forgetting the token is what
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stops the next load repeating it.
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It also stops rendering nothing while it waits: "… connecting to the game" sits in the presence
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banner until the first push arrives, because a page showing nothing is indistinguishable from a
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page that is broken, which is precisely what this looked like.
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### Recorded, not fixed
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`TODO.md` now carries the underlying problem: **three releases in a row destroyed every game in
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progress, and v0.5.4's changes were rendering only.** The refusal is right — a move legal under old
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rules may not be legal under new ones — but the test is exact equality against the *package*
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version, which moves for reasons that have nothing to do with the rules. Three options are costed
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there; the recommendation is to replay the save and refuse only if an intent actually rejects,
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since that answers the real question rather than a proxy for it, and a full replay measures ~100 ms.
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---
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## 0.5.4 — 2026-08-21
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Six things found by playing the StartOS build, all of them about the game telling you what it
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already knows.
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### A disabled button that did not look disabled
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Reported as "the Start button is enabled when it says it is waiting for a player". It was not — the
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note and the `disabled` assignment are two lines apart in the same block, so a lobby waiting on a
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chair had a genuinely disabled button. The page had only two `:disabled` rules, `header button` and
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`#actions button`, and `#lb-start` is in neither, so it kept its normal face **and** still lit up
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under the cursor from the generic `button:hover`. It was advertising a click it would refuse. The
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rule is generic now.
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### The game code is the invitation
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It was rendered as `— code TRESTLE-5109` beside the "Seating" heading, in dim text, reading like a
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reference number rather than the thing you have to send someone. It is now a labelled block —
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"Send this code to your players" — at 22px, with a Copy button beside it. Clipboard access is
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unavailable on an insecure origin and can be refused outright, so a failure says the code can be
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selected instead of silently doing nothing.
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The blurb under it was also **wrong**: it said the chairs were "West to East, in the order everyone
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joined", which has not been true since v0.4.1. §4.4's D12 decides, at start, and the lobby now says
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so rather than claiming the opposite.
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### The Division map names its districts
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Every Office was labelled with its tier, which every other player's Office also has, so four
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districts read identically and "where does Bob sit?" had no answer on the only map that shows where
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trains are. The owner's name takes the headline and the tier moves down beside the A/D count,
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because the name is what is being looked for and the tier is what it is called once found.
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Two marks on top of that: **amber for whose move it is**, the same "it is happening here" the
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action panel uses, and **"(you)"** spelled out on the reader's own district. Colour alone cannot
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say which of four railroads is yours, and that is the first thing you want at a table you have just
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sat down at. Where both apply, the turn colour wins — whose turn it is changes every few seconds
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and which railroad is yours never does.
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Underneath the map, the chain in words with the roll that decided it: *West to East: Alice (1) →
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Bot 2 (5) → Bot 1 (11)*. That is what `state.openingRolls` has been kept for since v0.4.1 and
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nothing had yet displayed — and it answers "is the host always at the eastern end" outright. No:
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Alice there is the host, rolled lowest, and sits at the western end.
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### Supporting changes
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`Frame` gained `viewer` and `viewerSeat`. Every private field on it was already scoped to one
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player — hand, Office Area, `revenue`, `option`, `movesLeft` — but nothing said which player, so a
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page rendering a Frame could draw a railroad without being able to say whose it was. Harmless in
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solitaire; the first question at four seats. It also gained `openingRolls`.
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Bots are named `Bot 1`, `Bot 2` rather than all being `Bot`: two of them at one table are two
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different railroads, and a map labelling both the same cannot say which is which.
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The standalone replay gets all of this too — `players`, `actor` and `viewer` are not among the
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delta'd keys in `compress`, so they ride whole on every frame and `replay.ts` passes the same
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roster the live page does.
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---
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## 0.5.3 — 2026-08-21
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Everything a StartOS administrator needs to see and manage a server full of games, plus the seat
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control that came out of the first real multiplayer session.
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### The host picks the table size, and a gap stops being expressible
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The seats array used to GROW as people joined, which made the four rows on screen partly fiction:
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a 2-player game just started with a 2-long array, while a host who dropped a bot into a later chair
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padded the array with a `null` and silently disabled Start behind a one-line note. The host now
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chooses 2, 3 or 4 when creating the game and the array is built at that length once. A gap cannot
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be written down rather than merely being refused.
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That also removed a trap nobody had sprung yet. Compacting seats at `Lobby.Start` — the obvious way
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to support a "closed" chair — would have shifted the `player` index that every `PlayerSession`
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stamps at join time and that `/api/stream` and `/api/intent` both route by, handing a player
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somebody else's railroad without an error anywhere.
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**And it fixed a live balance bug.** `minCombinedRevenue` is derived from the player count, but the
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config was fixed at CREATE while the count was not known until START, so the lobby guessed 4. Every
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2-player game was playing against a floor of 60 instead of 30 — and missing the floor means
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everyone loses, so a 2-player competitive game was set up to fail for a reason that was a UI
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artifact rather than a rule. The real count now reaches `defaultMultiplayerConfig`.
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||||||
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### Administration: what is running, and how to end it
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||||||
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`/api/health` gained `games: { active, lobby }`, which is what the StartOS package's health check
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reports as "3 games in progress, 1 waiting to start". It reads `summary()` — a new, cheap
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`GameSession` accessor — rather than `exportSave()`, which would copy every intent of every game to
|
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|
answer a question about none of them.
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Three administrative routes are new, gated by an `ADMIN_SECRET` env var in an `x-admin-secret`
|
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header: `GET /api/games` (every game and lobby, summarised — players, names, started-at,
|
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|
last-move-at, Day/Stage/phase, and who it waits on), `GET /api/games/<id>/save`, and
|
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|
`DELETE /api/games/<id>`. Until this, a started game could not be ended by anybody: no route, no
|
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|
player action, no resignation. An abandoned game stayed `active` in the index and was faithfully
|
||||||
|
resumed on every boot, forever.
|
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|
||||||
|
Three deliberate choices in that:
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||||||
|
- **The admin secret is not the join secret.** Every player holds the join secret, so gating a
|
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delete with it would let anyone at the table destroy anyone else's game.
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- **Unset means the routes are not there** — 404, the same answer as any unknown path, with or
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without a header. A server never given an administrator does not advertise that it has one.
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- **A delete returns the deleted game's save.** The intents are the game (D5), so that is the whole
|
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thing and not a summary: nothing is destroyed without being handed to whoever destroyed it.
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`SavedGame` gained `lastMoveAt` so "has this stalled?" survives a restart. It is optional and falls
|
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back to `createdAt`, and it is kept out of `history` for the same reason the turn timings are — a
|
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replay must reproduce a game from decisions alone, and wall-clock is not a decision.
|
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### Boot
|
||||||
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||||||
|
`Resuming N saved games…` is logged *before* the replay loop rather than one line per game after
|
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it, so the pause before the port opens has a reason on screen while it is happening. Measured at
|
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**100 ms** for a full 4-player game, and only unfinished games are replayed — so the pause is
|
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tenths of a second in practice, and listening before loading would have bought nothing for the cost
|
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|
of a "still loading" state on every route.
|
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|
||||||
|
---
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||||||
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|
||||||
## 0.5.2 — 2026-08-21
|
## 0.5.2 — 2026-08-21
|
||||||
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|
||||||
Found packaging Phase 6 for StartOS: the splash's "Play multiplayer" door had sat `disabled`,
|
Found packaging Phase 6 for StartOS: the splash's "Play multiplayer" door had sat `disabled`,
|
||||||
|
|||||||
@@ -21,7 +21,17 @@ Queued from the 2026-08-20 multiplayer planning session (reasoning in Multiplaye
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below.
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below.
|
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3. ~~**Phase 2 of `docs/architecture/multiplayer.md` — server core**~~ — done, see Multiplayer below.
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3. ~~**Phase 2 of `docs/architecture/multiplayer.md` — server core**~~ — done, see Multiplayer below.
|
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|
||||||
Nothing else queued at the moment.
|
Queued 2026-08-21, from playing the StartOS build:
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||||||
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|
||||||
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4. **The lobby must offer every game parameter the solitaire New Game dialog does** — and it
|
||||||
|
currently offers none of them. Reasoning in Multiplayer below; carries a live balance bug with
|
||||||
|
it (the combined-Revenue floor is sized for four players whatever the table's real size), so
|
||||||
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this is not purely a UI job.
|
||||||
|
5. **Decide what the four `optionalRules` are** before either dialog offers them — two are live,
|
||||||
|
two are read by nothing at all. Reasoning in Multiplayer below.
|
||||||
|
6. **Stop every release destroying every game in progress** — the check is exact equality against
|
||||||
|
the package version, and most releases do not touch the rules. Reasoning in Multiplayer below;
|
||||||
|
the recommendation is to replay-and-see rather than to guess from a version number.
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
@@ -395,9 +405,10 @@ Deferred while planning the server; decisions and reasoning are in `docs/archite
|
|||||||
at a real table; the reasoning worth keeping is that **deny** is the safe default, since a
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at a real table; the reasoning worth keeping is that **deny** is the safe default, since a
|
||||||
held train costs a Stage and a wrecked one costs 5 Revenue and feeds the collision floor.
|
held train costs a Stage and a wrecked one costs 5 Revenue and feeds the collision floor.
|
||||||
- **~~The opening D12 for the Eastern Division Point (§4.4) decides nothing.~~ Done in
|
- **~~The opening D12 for the Eastern Division Point (§4.4) decides nothing.~~ Done in
|
||||||
v0.4.1** — it orders the whole chain now, west to east by ascending roll. The lobby still owes
|
v0.4.1**, and **displayed in v0.5.4**. It orders the whole chain, west to east by ascending
|
||||||
it a display: `state.openingRolls` is kept so clients can show the rolls forming the chain
|
roll; `openingRolls` is on the `Frame` now and the play page prints the chain under the
|
||||||
rather than only the result (`lobby-and-sessions.md` §4).
|
Division map — *West to East: Alice (1) → Bot 2 (5) → Bot 1 (11)* — so the rolls that formed
|
||||||
|
it are visible rather than only their result (`lobby-and-sessions.md` §4).
|
||||||
- **Revisit the join secret** (D14). One server-wide secret, passed out of band, gates create
|
- **Revisit the join secret** (D14). One server-wide secret, passed out of band, gates create
|
||||||
and join. Enough for a private box, probably not enough if `stationmaster.<domain>` is
|
and join. Enough for a private box, probably not enough if `stationmaster.<domain>` is
|
||||||
pointed at the open internet for long. Note that one-game-at-a-time per person is expected
|
pointed at the open internet for long. Note that one-game-at-a-time per person is expected
|
||||||
@@ -479,6 +490,104 @@ Deferred while planning the server; decisions and reasoning are in `docs/archite
|
|||||||
and the existing `game()`/`playGame` harness already in `multiplayer.test.ts`. Held for now,
|
and the existing `game()`/`playGame` harness already in `multiplayer.test.ts`. Held for now,
|
||||||
2026-08-20.
|
2026-08-20.
|
||||||
|
|
||||||
|
- [x] **~~The lobby's seat controls could not express "nobody in this chair"~~ — done in v0.5.3.**
|
||||||
|
Raised by Jesse 2026-08-21. The seats array grew as people joined, so the four rows on screen
|
||||||
|
were partly fictional: a 2-player game simply started with a 2-long array, and a host who
|
||||||
|
added a bot to a later chair padded the array with a `null` that silently disabled Start
|
||||||
|
behind a one-line note. **The host now picks the table size (2-4) when creating the game**
|
||||||
|
and the array is built at that length once, so a gap cannot be expressed rather than merely
|
||||||
|
being rejected. That also removed the need to compact seats at `Lobby.Start` — which would
|
||||||
|
have shifted the `player` index every `PlayerSession` records at join time and that
|
||||||
|
`/api/stream` and `/api/intent` route by, quietly handing a player somebody else's railroad.
|
||||||
|
Tested in `test/server/lobby.test.ts` ("seat index is player index, with no compaction to
|
||||||
|
shift it", "never grows the table, whoever asks", "refuses a chair that is not at the
|
||||||
|
table").
|
||||||
|
|
||||||
|
- [ ] **EVERY RELEASE DESTROYS EVERY GAME IN PROGRESS, AND MOST RELEASES DO NOT CHANGE THE RULES.**
|
||||||
|
Raised 2026-08-21 after v0.5.2, v0.5.3 and v0.5.4 each killed the games on the StartOS box in
|
||||||
|
turn — v0.5.4's changes were *rendering only*, and it still refused two saved games.
|
||||||
|
|
||||||
|
**Why it happens, and why the design is right as far as it goes.** A save is a seed plus a
|
||||||
|
list of intents (D5), so loading one means replaying those intents through the current engine.
|
||||||
|
A move that was legal under the old rules may be rejected under the new ones, and a
|
||||||
|
half-replayed game is worse than no game — so `loadGame` refuses on any `engineVersion`
|
||||||
|
mismatch and `index.ts` logs it and carries on (D7). Nothing is deleted; rolling the version
|
||||||
|
back makes the games loadable again. That is all correct. The problem is only that the test is
|
||||||
|
**exact equality against the package version**, which moves for reasons that have nothing to
|
||||||
|
do with the rules.
|
||||||
|
|
||||||
|
**Why it is getting worse rather than better.** It was harmless while Jesse was the only
|
||||||
|
player. It stops being acceptable the moment other people are seated: their game is destroyed
|
||||||
|
because somebody shipped a CSS fix. It also interacts badly with the stranded-session bug
|
||||||
|
fixed in v0.5.5 — the refusal is precisely what stranded a browser on a blank page.
|
||||||
|
|
||||||
|
Three ways out, cheapest first:
|
||||||
|
|
||||||
|
1. **A separate rules version, bumped by hand.** `RULES_VERSION` in `content.ts`, stamped into
|
||||||
|
the save instead of `package.json`'s version, and raised only when a change can alter
|
||||||
|
whether an intent is legal. v0.5.4 would not have touched it and both games would have
|
||||||
|
survived. Cheapest and the least clever, but it is a judgement call on every release, and
|
||||||
|
getting it wrong silently corrupts a game rather than refusing it — the failure is worse
|
||||||
|
than the one it replaces.
|
||||||
|
2. **A declared compatibility floor.** The save records the version that wrote it; the engine
|
||||||
|
declares the oldest save it will accept. Loading checks `saved >= floor` rather than
|
||||||
|
`saved === current`. Same judgement call as (1), but expressed as a range, which makes
|
||||||
|
"this release breaks saves" an explicit act rather than the default.
|
||||||
|
3. **Verify rather than assume — replay and see.** Load the save, replay it, and refuse only
|
||||||
|
if an intent actually rejects. This is the honest test and needs no judgement at all: it
|
||||||
|
answers the real question ("does this game still replay?") instead of a proxy for it. It
|
||||||
|
costs a full replay per game on boot, which is ~100 ms per finished game (measured
|
||||||
|
2026-08-21) and only unfinished games are loaded — so at any realistic table count it is
|
||||||
|
free. The work is in reporting a partial failure well: the game is intact up to the
|
||||||
|
rejected intent, and a player would probably rather resume there than lose it entirely.
|
||||||
|
|
||||||
|
**(3) is the one worth doing**, and (1)/(2) are what to reach for only if a replay ever
|
||||||
|
becomes too slow to do on boot. Decide before the next release that changes a rule, not after.
|
||||||
|
|
||||||
|
- [ ] **THE FOUR `optionalRules` ARE SETTABLE BY NOTHING, AND TWO OF THEM DO NOTHING.** Split out
|
||||||
|
at Jesse's request 2026-08-21, to review on its own rather than as a footnote to the lobby
|
||||||
|
item below. `GameConfig.optionalRules` (`state.ts:585-588`) carries `reducedVisibility`,
|
||||||
|
`sisterTrains`, `employeeRotation` and `emergencyToolbox`. Neither the solitaire New Game
|
||||||
|
dialog nor the lobby exposes any of them, and every construction site in the codebase
|
||||||
|
hardcodes all four to `false` (`web/game.ts`, `sim/harness.ts`, `sim/replay.ts`,
|
||||||
|
`sim/compare.ts`), so no game has ever been played with one on.
|
||||||
|
|
||||||
|
**Check what is real before building a form for it.** Only two are wired:
|
||||||
|
|
||||||
|
| rule | status |
|
||||||
|
| --- | --- |
|
||||||
|
| `reducedVisibility` | **live** — read at `advance.ts:53`, gates on `NIGHT_STAGES` |
|
||||||
|
| `emergencyToolbox` | **live** — read at `setup.ts:374`, seeds each player's Red Flags |
|
||||||
|
| `sisterTrains` | **nothing reads it.** Declared, defaulted, never consulted — and §9a Q9 records that the Second Section card *supersedes* the Sister Trains optional rule, so this flag is most likely dead rather than unbuilt. Decide whether to implement or delete it |
|
||||||
|
| `employeeRotation` | **nothing reads it.** Declared, defaulted, never consulted. Note the seat/player split (Phase 0, D9) was built specifically so this rule *could* exist — the groundwork is there, the rule is not |
|
||||||
|
|
||||||
|
So a dialog listing all four would offer two working toggles beside two that silently do
|
||||||
|
nothing — the exact failure `checkPlay`'s `NOT_IMPLEMENTED` and `enhancementText`'s
|
||||||
|
live/dormant/unbuilt table exist to prevent. Either implement the two dead ones, delete
|
||||||
|
them, or label them on screen the way an unbuilt Enhancement already labels itself. Doing
|
||||||
|
that is what decides whether this is a UI job or a rules job.
|
||||||
|
|
||||||
|
- [ ] **THE LOBBY OFFERS NO GAME PARAMETERS AT ALL, AND THE ONE IT INFERS IS WRONG.** Raised by
|
||||||
|
Jesse 2026-08-21 after playing the StartOS build. Creating a multiplayer game asks for a
|
||||||
|
display name and a mode, and nothing else — every other dial comes from
|
||||||
|
`defaultMultiplayerConfig(mode)` (`web/game.ts`), hardcoded, with no way to change it.
|
||||||
|
Solitaire's New Game dialog (`play.html`, `#ng-*`) asks for all of it: seed, starting hand
|
||||||
|
(`ng-hand` — three random / six random / three track + three other), the three revenue rates
|
||||||
|
(`ng-passenger` / `ng-freight` / `ng-transit`), `days`, `minCombinedRevenue`,
|
||||||
|
`maxCollisionsPerDay`, `maxCollisionsTotal` and `pvpCardsAllowed`. Multiplayer should ask for
|
||||||
|
the same set. Note that `GameConfig.optionalRules` (reduced visibility, sister trains,
|
||||||
|
employee rotation, emergency toolbox) is exposed by NEITHER dialog and is hardcoded false in
|
||||||
|
both — worth deciding on separately rather than folding in silently.
|
||||||
|
|
||||||
|
**~~The bug this hid~~ — fixed in v0.5.3.** `defaultMultiplayerConfig` defaults to
|
||||||
|
`players = 4` and `lobby.ts` called it without the argument, so `minCombinedRevenue` was
|
||||||
|
always `collectiveRevenueFloor(4, 5)` = 60 whatever the table's real size — a 2-player game
|
||||||
|
played against a floor meant for four (60 rather than 3x2x5 = 30), and missing that floor
|
||||||
|
means *everyone loses*. It fell out of the seat-control change: the host now picks the table
|
||||||
|
size when creating the game, so the real count reaches `defaultMultiplayerConfig` and the
|
||||||
|
ordering problem that caused this (config fixed at CREATE, seat count unknown until START)
|
||||||
|
no longer exists. **The form itself is still missing** — that is what this item is now.
|
||||||
|
|
||||||
- [ ] **D19's switching-instrumentation still needs writing, once real people are playing.** "13%
|
- [ ] **D19's switching-instrumentation still needs writing, once real people are playing.** "13%
|
||||||
for the bot" (`multiplayer.md` D19) was a one-off measurement, not code — nothing in `bot.ts`
|
for the bot" (`multiplayer.md` D19) was a one-off measurement, not code — nothing in `bot.ts`
|
||||||
or the sim tools logs it today. It needs live human wait-state data, so it can't usefully land
|
or the sim tools logs it today. It needs live human wait-state data, so it can't usefully land
|
||||||
|
|||||||
@@ -245,7 +245,10 @@ special handling: `pump` stops, and the next push simply carries a `Menu` contai
|
|||||||
POST /api/lobby/create, /api/lobby/join lobby
|
POST /api/lobby/create, /api/lobby/join lobby
|
||||||
POST /api/intent { gameId, seq, intent }
|
POST /api/intent { gameId, seq, intent }
|
||||||
GET /api/stream EventSource — per-seat frames, with Last-Event-ID resume
|
GET /api/stream EventSource — per-seat frames, with Last-Event-ID resume
|
||||||
GET /api/health { ok, service, engineVersion } — unauthenticated; see below
|
GET /api/health { ok, service, engineVersion, games } — unauthenticated; see below
|
||||||
|
GET /api/games every game and lobby, summarised ┐
|
||||||
|
GET /api/games/<id>/save the save, for keeping or replaying ├ ADMIN_SECRET
|
||||||
|
DELETE /api/games/<id> ends a game, and returns its save ┘
|
||||||
GET / the client
|
GET / the client
|
||||||
```
|
```
|
||||||
|
|
||||||
@@ -253,7 +256,19 @@ GET / the client
|
|||||||
`dist/` is served both ways and the bundle is identical (D4), and every other route 404s an unknown
|
`dist/` is served both ways and the bundle is identical (D4), and every other route 404s an unknown
|
||||||
path exactly as a static host does — so the splash asks, and closes its multiplayer door only when
|
path exactly as a static host does — so the splash asks, and closes its multiplayer door only when
|
||||||
nothing names itself in reply. It is unauthenticated on purpose: it reveals that a Station Master
|
nothing names itself in reply. It is unauthenticated on purpose: it reveals that a Station Master
|
||||||
server is answering and nothing else, no game and no seat.
|
server is answering and nothing else, no game and no seat. Its `games` field — `{ active, lobby }`
|
||||||
|
— is what the StartOS package's health check reports as "3 games in progress".
|
||||||
|
|
||||||
|
**The three administrative routes are gated by `ADMIN_SECRET`, which is deliberately not the join
|
||||||
|
secret.** Every player holds the join secret, so gating a delete with it would let anyone at the
|
||||||
|
table destroy anyone else's game; this one belongs to whoever runs the server. It arrives in an
|
||||||
|
`x-admin-secret` header rather than the query string, so it stays out of logs and referrers. When
|
||||||
|
the variable is unset the routes answer 404 exactly as any unknown path does, so a server that was
|
||||||
|
never given an administrator does not advertise that it has one.
|
||||||
|
|
||||||
|
**A delete returns the deleted game's save.** The intents are the game (D5), so what comes back is
|
||||||
|
the whole thing and not a summary of it — the record survives even though the game does not, and
|
||||||
|
nothing is destroyed without being handed to whoever destroyed it first.
|
||||||
|
|
||||||
Chosen over WebSocket because this game is **idle most of the time** — turn-based with human
|
Chosen over WebSocket because this game is **idle most of the time** — turn-based with human
|
||||||
think-time means a connection sits silent for minutes, exactly when proxies reap sockets. SSE's
|
think-time means a connection sits silent for minutes, exactly when proxies reap sockets. SSE's
|
||||||
|
|||||||
+1
-1
@@ -1,6 +1,6 @@
|
|||||||
{
|
{
|
||||||
"name": "station-master",
|
"name": "station-master",
|
||||||
"version": "0.5.2",
|
"version": "0.5.6",
|
||||||
"private": true,
|
"private": true,
|
||||||
"type": "module",
|
"type": "module",
|
||||||
"description": "Station Master — a railroad operations game",
|
"description": "Station Master — a railroad operations game",
|
||||||
|
|||||||
+150
-4
@@ -27,8 +27,11 @@ import type { Intent } from '../engine/intents.ts';
|
|||||||
import type { GameConfig, PlayerIndex } from '../engine/state.ts';
|
import type { GameConfig, PlayerIndex } from '../engine/state.ts';
|
||||||
import {
|
import {
|
||||||
appendTiming,
|
appendTiming,
|
||||||
|
deleteGame,
|
||||||
deleteLobby,
|
deleteLobby,
|
||||||
gameDir,
|
gameDir,
|
||||||
|
readIndex,
|
||||||
|
removeIndexEntry,
|
||||||
upsertIndexEntry,
|
upsertIndexEntry,
|
||||||
writeGame,
|
writeGame,
|
||||||
writeLobby,
|
writeLobby,
|
||||||
@@ -39,6 +42,7 @@ import type { GameSession, Push } from './session.ts';
|
|||||||
import {
|
import {
|
||||||
createLobby,
|
createLobby,
|
||||||
freshGameCode,
|
freshGameCode,
|
||||||
|
playerCountAllowed,
|
||||||
joinLobby,
|
joinLobby,
|
||||||
reassignHost,
|
reassignHost,
|
||||||
setBotSeat,
|
setBotSeat,
|
||||||
@@ -58,6 +62,14 @@ export type ServerOptions = {
|
|||||||
dataDir: string;
|
dataDir: string;
|
||||||
/** `package.json`'s version — stamped onto every write, checked on every load (§12 step 15). */
|
/** `package.json`'s version — stamped onto every write, checked on every load (§12 step 15). */
|
||||||
engineVersion: string;
|
engineVersion: string;
|
||||||
|
/**
|
||||||
|
* Gates the administrative routes — listing, exporting and deleting games — and is DELIBERATELY
|
||||||
|
* not the join secret. Every player holds that one, so gating a delete with it would let anyone
|
||||||
|
* at the table destroy anyone else's game. This is held by whoever runs the server and nobody
|
||||||
|
* else. When it is unset the admin routes do not exist at all (404, the same answer as any other
|
||||||
|
* unknown path), so a server that was never given one cannot be administered by guessing.
|
||||||
|
*/
|
||||||
|
adminSecret?: string | undefined;
|
||||||
/** Reconstructed by `index.ts`'s load-on-start. Empty maps for a fresh server. */
|
/** Reconstructed by `index.ts`'s load-on-start. Empty maps for a fresh server. */
|
||||||
initialGames: Map<string, GameSession>;
|
initialGames: Map<string, GameSession>;
|
||||||
initialLobbies: Map<string, Lobby>;
|
initialLobbies: Map<string, Lobby>;
|
||||||
@@ -212,24 +224,137 @@ export function startServer(opts: ServerOptions): void {
|
|||||||
* is what the client is about to offer the player anyway. It reveals no game and no seat.
|
* is what the client is about to offer the player anyway. It reveals no game and no seat.
|
||||||
*/
|
*/
|
||||||
if (url.pathname === '/api/health' && req.method === 'GET') {
|
if (url.pathname === '/api/health' && req.method === 'GET') {
|
||||||
sendJson(res, 200, { ok: true, service: 'station-master', engineVersion: opts.engineVersion });
|
// `summary()` rather than `exportSave()`: this is polled on a timer, and the save copies
|
||||||
|
// every intent of every game to answer a question about none of them.
|
||||||
|
let active = 0;
|
||||||
|
for (const g of games.values()) if (g.summary().status === 'active') active++;
|
||||||
|
sendJson(res, 200, {
|
||||||
|
ok: true,
|
||||||
|
service: 'station-master',
|
||||||
|
engineVersion: opts.engineVersion,
|
||||||
|
games: { active, lobby: lobbies.size },
|
||||||
|
});
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// -- Administration: listing, exporting and deleting games ------------------------------
|
||||||
|
|
||||||
|
if (url.pathname === '/api/games' || url.pathname.startsWith('/api/games/')) {
|
||||||
|
// Unset means the routes are not here — indistinguishable from any other unknown path, so
|
||||||
|
// nothing advertises an administrative surface to someone probing for one.
|
||||||
|
if (!opts.adminSecret) {
|
||||||
|
await serveStatic(opts.distDir, url.pathname, res);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (req.headers['x-admin-secret'] !== opts.adminSecret) {
|
||||||
|
sendJson(res, 403, { error: 'bad or missing admin secret' });
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const codes = new Map((await readIndex(opts.dataDir)).map((e) => [e.gameId, e.gameCode]));
|
||||||
|
|
||||||
|
if (url.pathname === '/api/games' && req.method === 'GET') {
|
||||||
|
const running = [...games.entries()].map(([gameId, g]) => ({
|
||||||
|
gameId,
|
||||||
|
gameCode: codes.get(gameId) ?? null,
|
||||||
|
state: 'running' as const,
|
||||||
|
...g.summary(),
|
||||||
|
}));
|
||||||
|
// A lobby has no game to summarize yet — it is reported as what it is, so an
|
||||||
|
// administrator sees a table that never started rather than nothing at all.
|
||||||
|
const waiting = [...lobbies.values()].map((l) => ({
|
||||||
|
gameId: l.gameId,
|
||||||
|
gameCode: l.gameCode,
|
||||||
|
state: 'lobby' as const,
|
||||||
|
playerCount: l.seats.length,
|
||||||
|
playerNames: l.seats.map((seat) =>
|
||||||
|
seat === null ? '(empty)' : seat.kind === 'bot' ? 'Bot' : seat.displayName,
|
||||||
|
),
|
||||||
|
createdAt: l.createdAt,
|
||||||
|
}));
|
||||||
|
sendJson(res, 200, { games: [...running, ...waiting] });
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const match = /^\/api\/games\/([^/]+)(\/save)?$/.exec(url.pathname);
|
||||||
|
const gameId = match?.[1];
|
||||||
|
if (!gameId) {
|
||||||
|
sendJson(res, 404, { error: 'no such route' });
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (match?.[2] && req.method === 'GET') {
|
||||||
|
const session = games.get(gameId);
|
||||||
|
if (!session) {
|
||||||
|
sendJson(res, 404, { error: 'no such game' });
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
sendJson(res, 200, { gameCode: codes.get(gameId) ?? null, save: session.exportSave() });
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (req.method === 'DELETE') {
|
||||||
|
const session = games.get(gameId);
|
||||||
|
const lobby = lobbies.get(gameId);
|
||||||
|
if (!session && !lobby) {
|
||||||
|
sendJson(res, 404, { error: 'no such game' });
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// The save goes back with the deletion, so a game can never be destroyed without its
|
||||||
|
// record being handed to whoever destroyed it — the intents ARE the game (D5), so this
|
||||||
|
// is the whole thing, replayable later, not a summary of it.
|
||||||
|
const save = session?.exportSave() ?? null;
|
||||||
|
|
||||||
|
// Everyone watching is told the game is gone before its files are, rather than being
|
||||||
|
// left on a stream that will never push again.
|
||||||
|
for (const [, watcher] of gameConnections.get(gameId) ?? []) watcher.end();
|
||||||
|
gameConnections.delete(gameId);
|
||||||
|
for (const [, watcher] of lobbyConnections.get(gameId) ?? []) watcher.end();
|
||||||
|
lobbyConnections.delete(gameId);
|
||||||
|
|
||||||
|
games.delete(gameId);
|
||||||
|
lobbies.delete(gameId);
|
||||||
|
gameEventIds.delete(gameId);
|
||||||
|
const code = lobby?.gameCode ?? codes.get(gameId);
|
||||||
|
if (code) gameCodes.delete(code);
|
||||||
|
for (const [token, ps] of [...sessions]) if (ps.gameId === gameId) sessions.delete(token);
|
||||||
|
|
||||||
|
await removeIndexEntry(opts.dataDir, gameId);
|
||||||
|
await deleteGame(opts.dataDir, gameId);
|
||||||
|
sendJson(res, 200, { ok: true, gameCode: code ?? null, save });
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
sendJson(res, 405, { error: 'method not allowed' });
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// -- Lobby: creating and joining (the door — join-secret gated) --------------------------
|
// -- Lobby: creating and joining (the door — join-secret gated) --------------------------
|
||||||
|
|
||||||
if (url.pathname === '/api/lobby/create' && req.method === 'POST') {
|
if (url.pathname === '/api/lobby/create' && req.method === 'POST') {
|
||||||
const body = (await readJson(req)) as { secret?: string; config?: GameConfig; displayName?: string };
|
const body = (await readJson(req)) as {
|
||||||
|
secret?: string;
|
||||||
|
config?: GameConfig;
|
||||||
|
displayName?: string;
|
||||||
|
players?: number;
|
||||||
|
};
|
||||||
if (body.secret !== opts.joinSecret) {
|
if (body.secret !== opts.joinSecret) {
|
||||||
sendJson(res, 403, { error: 'bad or missing secret' });
|
sendJson(res, 403, { error: 'bad or missing secret' });
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if (!body.config || typeof body.displayName !== 'string' || body.displayName.trim() === '') {
|
if (!body.config || typeof body.displayName !== 'string' || body.displayName.trim() === '') {
|
||||||
sendJson(res, 400, { error: 'expected { secret, config, displayName }' });
|
sendJson(res, 400, { error: 'expected { secret, config, displayName, players }' });
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// The table size is the host's to choose and is fixed from here on, so it is validated at
|
||||||
|
// the door rather than at Start — `createLobby` builds the seats array from it.
|
||||||
|
const players = body.players ?? 0;
|
||||||
|
if (!Number.isInteger(players) || !playerCountAllowed(body.config.mode, players)) {
|
||||||
|
sendJson(res, 400, { error: 'BAD_PLAYER_COUNT' });
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
const gameCode = freshGameCode((code) => gameCodes.has(code));
|
const gameCode = freshGameCode((code) => gameCodes.has(code));
|
||||||
const { lobby, session } = createLobby(body.config, body.displayName.trim(), gameCode);
|
const { lobby, session } = createLobby(body.config, body.displayName.trim(), gameCode, players);
|
||||||
await persistLobby(lobby);
|
await persistLobby(lobby);
|
||||||
await persistSession(session);
|
await persistSession(session);
|
||||||
sendJson(res, 200, { gameId: lobby.gameId, gameCode: lobby.gameCode, token: session.token, player: session.player });
|
sendJson(res, 200, { gameId: lobby.gameId, gameCode: lobby.gameCode, token: session.token, player: session.player });
|
||||||
@@ -356,6 +481,27 @@ export function startServer(opts: ServerOptions): void {
|
|||||||
|
|
||||||
// -- The running game (token-authenticated) ------------------------------------------------
|
// -- The running game (token-authenticated) ------------------------------------------------
|
||||||
|
|
||||||
|
/**
|
||||||
|
* IS THIS TOKEN STILL GOOD FOR ANYTHING?
|
||||||
|
*
|
||||||
|
* A browser remembers its session in `localStorage` and re-enters the game on the next load
|
||||||
|
* without asking, which is what makes reconnection seamless — and what leaves it stranded
|
||||||
|
* when the game is gone. `EventSource` cannot report a status code and retries a 404
|
||||||
|
* silently forever, so the client needs somewhere cheap to ask a yes/no question. Two ways a
|
||||||
|
* game legitimately disappears under a player: an engine-version bump refuses to resume it
|
||||||
|
* (D7), and an administrator ends it (`DELETE /api/games/<id>`).
|
||||||
|
*/
|
||||||
|
if (url.pathname === '/api/session' && req.method === 'GET') {
|
||||||
|
const ps = sessions.get(url.searchParams.get('token') ?? '');
|
||||||
|
const live = ps ? games.get(ps.gameId) : undefined;
|
||||||
|
if (!ps || !live) {
|
||||||
|
sendJson(res, 404, { error: 'no such game' });
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
sendJson(res, 200, { gameId: ps.gameId, player: ps.player });
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (url.pathname === '/api/stream' && req.method === 'GET') {
|
if (url.pathname === '/api/stream' && req.method === 'GET') {
|
||||||
const token = url.searchParams.get('token') ?? '';
|
const token = url.searchParams.get('token') ?? '';
|
||||||
const ps = sessions.get(token);
|
const ps = sessions.get(token);
|
||||||
|
|||||||
@@ -20,6 +20,13 @@ import type { Lobby, PlayerSession } from './lobby.ts';
|
|||||||
const port = Number(process.env['PORT'] ?? 8081);
|
const port = Number(process.env['PORT'] ?? 8081);
|
||||||
const bindAddress = process.env['BIND_ADDRESS'] ?? '0.0.0.0';
|
const bindAddress = process.env['BIND_ADDRESS'] ?? '0.0.0.0';
|
||||||
const joinSecret = process.env['JOIN_SECRET'];
|
const joinSecret = process.env['JOIN_SECRET'];
|
||||||
|
/**
|
||||||
|
* Optional, unlike `JOIN_SECRET`: a server with no administrator is a perfectly good server, and
|
||||||
|
* refusing to boot without one would break every existing deployment and every dev run. Unset
|
||||||
|
* simply means the admin routes are not there (`http.ts`), which is the safe default — the
|
||||||
|
* capability has to be granted, never merely left ungated.
|
||||||
|
*/
|
||||||
|
const adminSecret = process.env['ADMIN_SECRET'];
|
||||||
const distDir = resolve(process.env['DIST_DIR'] ?? 'dist');
|
const distDir = resolve(process.env['DIST_DIR'] ?? 'dist');
|
||||||
const dataDir = resolve(process.env['DATA_DIR'] ?? 'data');
|
const dataDir = resolve(process.env['DATA_DIR'] ?? 'data');
|
||||||
|
|
||||||
@@ -38,6 +45,11 @@ const initialLobbies = new Map<string, Lobby>();
|
|||||||
const initialSessions = new Map<string, PlayerSession>();
|
const initialSessions = new Map<string, PlayerSession>();
|
||||||
|
|
||||||
const index = await readIndex(dataDir);
|
const index = await readIndex(dataDir);
|
||||||
|
// Said before the loop, not after it: replaying is the reason a restart pauses before the port
|
||||||
|
// opens, and a log that only reports each game once it is done gives no warning of how much is
|
||||||
|
// still to come.
|
||||||
|
const resumable = index.filter((e) => e.status !== 'finished').length;
|
||||||
|
if (resumable > 0) console.log(`Resuming ${resumable} saved game(s)…`);
|
||||||
for (const entry of index) {
|
for (const entry of index) {
|
||||||
const sessions = await readSessions(dataDir, entry.gameId);
|
const sessions = await readSessions(dataDir, entry.gameId);
|
||||||
for (const s of sessions) initialSessions.set(s.token, s);
|
for (const s of sessions) initialSessions.set(s.token, s);
|
||||||
@@ -69,6 +81,7 @@ startServer({
|
|||||||
port,
|
port,
|
||||||
bindAddress,
|
bindAddress,
|
||||||
joinSecret,
|
joinSecret,
|
||||||
|
adminSecret,
|
||||||
distDir,
|
distDir,
|
||||||
dataDir,
|
dataDir,
|
||||||
engineVersion,
|
engineVersion,
|
||||||
@@ -80,3 +93,6 @@ console.log(
|
|||||||
`Station Master multiplayer server on ${bindAddress}:${port}, serving ${distDir} — ` +
|
`Station Master multiplayer server on ${bindAddress}:${port}, serving ${distDir} — ` +
|
||||||
`${initialGames.size} game(s) and ${initialLobbies.size} lobby(ies) resumed.`,
|
`${initialGames.size} game(s) and ${initialLobbies.size} lobby(ies) resumed.`,
|
||||||
);
|
);
|
||||||
|
if (!adminSecret) {
|
||||||
|
console.log('ADMIN_SECRET is unset — the /api/games administration routes are disabled.');
|
||||||
|
}
|
||||||
|
|||||||
+43
-11
@@ -81,16 +81,40 @@ export function playerCountAllowed(mode: GameConfig['mode'], count: number): boo
|
|||||||
}
|
}
|
||||||
|
|
||||||
/** The creating player is the host and takes seat 0 (`lobby-and-sessions.md` §2). */
|
/** The creating player is the host and takes seat 0 (`lobby-and-sessions.md` §2). */
|
||||||
export function createLobby(config: GameConfig, hostDisplayName: string, gameCode: string): CreateResult {
|
/**
|
||||||
|
* THE TABLE SIZE IS FIXED WHEN THE GAME IS CREATED, and `seats.length` is it.
|
||||||
|
*
|
||||||
|
* The host says how many are playing, so the seats array is built at full length with the host in
|
||||||
|
* chair 0 and the rest empty. Nothing ever grows or shrinks it, which is what makes a gap
|
||||||
|
* impossible to express rather than merely illegal — and that matters more than it looks: seats
|
||||||
|
* used to be appended as people joined, so a bot dropped into a later chair padded the array with
|
||||||
|
* a hole that silently blocked Start. It also removes any need to compact the seats at
|
||||||
|
* `Lobby.Start`, and compaction would have shifted the `player` index every `PlayerSession`
|
||||||
|
* already carries (`joinLobby` stamps it at join time, and `/api/stream` and `/api/intent` route
|
||||||
|
* by it) — quietly handing a player somebody else's railroad.
|
||||||
|
*
|
||||||
|
* Knowing the count this early has one more consequence, and it is a bug fix: the config's
|
||||||
|
* `minCombinedRevenue` is derived from the player count, and the lobby previously had to guess it
|
||||||
|
* as 4 before anyone had sat down.
|
||||||
|
*/
|
||||||
|
export function createLobby(
|
||||||
|
config: GameConfig,
|
||||||
|
hostDisplayName: string,
|
||||||
|
gameCode: string,
|
||||||
|
players: number,
|
||||||
|
): CreateResult {
|
||||||
const gameId = randomUUID();
|
const gameId = randomUUID();
|
||||||
const token = randomUUID();
|
const token = randomUUID();
|
||||||
const session: PlayerSession = { token, gameId, player: 0, displayName: hostDisplayName };
|
const session: PlayerSession = { token, gameId, player: 0, displayName: hostDisplayName };
|
||||||
|
const seats: LobbySeat[] = Array.from({ length: players }, (_, i) =>
|
||||||
|
i === 0 ? { kind: 'human', token, displayName: hostDisplayName } : null,
|
||||||
|
);
|
||||||
const lobby: Lobby = {
|
const lobby: Lobby = {
|
||||||
gameId,
|
gameId,
|
||||||
gameCode,
|
gameCode,
|
||||||
hostToken: token,
|
hostToken: token,
|
||||||
config,
|
config,
|
||||||
seats: [{ kind: 'human', token, displayName: hostDisplayName }],
|
seats,
|
||||||
joinOrder: [token],
|
joinOrder: [token],
|
||||||
createdAt: Date.now(),
|
createdAt: Date.now(),
|
||||||
};
|
};
|
||||||
@@ -103,10 +127,10 @@ export function createLobby(config: GameConfig, hostDisplayName: string, gameCod
|
|||||||
* play in, but the running count is checked against `playerCountAllowed` at every join too, so a
|
* play in, but the running count is checked against `playerCountAllowed` at every join too, so a
|
||||||
* lobby can never grow the seats array past what could legally start). */
|
* lobby can never grow the seats array past what could legally start). */
|
||||||
export function joinLobby(lobby: Lobby, displayName: string): JoinResult {
|
export function joinLobby(lobby: Lobby, displayName: string): JoinResult {
|
||||||
const cap = lobby.config.mode === 'solitaire' ? 1 : 4;
|
// The table was sized at creation, so joining takes an empty chair or none at all — there is no
|
||||||
const empty = lobby.seats.findIndex((s) => s === null);
|
// longer an "append another seat" path for a late arrival to grow the game through.
|
||||||
const seatIndex = empty >= 0 ? empty : lobby.seats.length;
|
const seatIndex = lobby.seats.findIndex((s) => s === null);
|
||||||
if (seatIndex >= cap) return { ok: false, code: 'LOBBY_FULL' };
|
if (seatIndex < 0) return { ok: false, code: 'LOBBY_FULL' };
|
||||||
|
|
||||||
const token = randomUUID();
|
const token = randomUUID();
|
||||||
const session: PlayerSession = { token, gameId: lobby.gameId, player: seatIndex, displayName };
|
const session: PlayerSession = { token, gameId: lobby.gameId, player: seatIndex, displayName };
|
||||||
@@ -124,7 +148,9 @@ export function joinLobby(lobby: Lobby, displayName: string): JoinResult {
|
|||||||
* human seat; the host removes a person by them leaving, not by overwriting their seat. */
|
* human seat; the host removes a person by them leaving, not by overwriting their seat. */
|
||||||
export function setBotSeat(lobby: Lobby, seat: PlayerIndex, filled: boolean): Lobby {
|
export function setBotSeat(lobby: Lobby, seat: PlayerIndex, filled: boolean): Lobby {
|
||||||
const seats = [...lobby.seats];
|
const seats = [...lobby.seats];
|
||||||
while (seats.length <= seat) seats.push(null);
|
// No padding: a seat outside the table the host chose is not a seat, and inventing one is how
|
||||||
|
// the old array grew holes in it.
|
||||||
|
if (seat < 0 || seat >= seats.length) return lobby;
|
||||||
if (filled) {
|
if (filled) {
|
||||||
if (seats[seat] !== null) return lobby;
|
if (seats[seat] !== null) return lobby;
|
||||||
seats[seat] = { kind: 'bot' };
|
seats[seat] = { kind: 'bot' };
|
||||||
@@ -157,11 +183,17 @@ export function reassignHost(lobby: Lobby, departingToken: string): Lobby {
|
|||||||
*/
|
*/
|
||||||
export function startLobby(lobby: Lobby, callerToken: string): StartResult {
|
export function startLobby(lobby: Lobby, callerToken: string): StartResult {
|
||||||
if (callerToken !== lobby.hostToken) return { ok: false, code: 'NOT_HOST' };
|
if (callerToken !== lobby.hostToken) return { ok: false, code: 'NOT_HOST' };
|
||||||
const filled = lobby.seats.filter((s) => s !== null);
|
// Every chair at the table must be taken. The size itself was validated at creation and cannot
|
||||||
if (filled.length !== lobby.seats.length || !playerCountAllowed(lobby.config.mode, filled.length)) {
|
// have moved since, so this is only ever waiting on the last empty seat to fill.
|
||||||
|
if (lobby.seats.some((s) => s === null) || !playerCountAllowed(lobby.config.mode, lobby.seats.length)) {
|
||||||
return { ok: false, code: 'BAD_PLAYER_COUNT' };
|
return { ok: false, code: 'BAD_PLAYER_COUNT' };
|
||||||
}
|
}
|
||||||
const playerNames = filled.map((s) => (s!.kind === 'human' ? s.displayName : 'Bot'));
|
// Seat index IS player index — no compaction, because there is nothing to compact past.
|
||||||
const botSeats = filled.flatMap((s, i) => (s!.kind === 'bot' ? [i as PlayerIndex] : []));
|
const taken = lobby.seats as Exclude<LobbySeat, null>[];
|
||||||
|
// Bots are numbered rather than all being called "Bot": two of them at one table are two
|
||||||
|
// different railroads, and a map labelling both the same cannot say which is which.
|
||||||
|
let botNumber = 0;
|
||||||
|
const playerNames = taken.map((s) => (s.kind === 'human' ? s.displayName : `Bot ${++botNumber}`));
|
||||||
|
const botSeats = taken.flatMap((s, i) => (s.kind === 'bot' ? [i as PlayerIndex] : []));
|
||||||
return { ok: true, playerNames, botSeats };
|
return { ok: true, playerNames, botSeats };
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -11,7 +11,7 @@
|
|||||||
* the measured scale (~350 intents, a few hundred bytes per game) there is nothing to optimize yet.
|
* the measured scale (~350 intents, a few hundred bytes per game) there is nothing to optimize yet.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
import { mkdir, readFile, rename, unlink, writeFile } from 'node:fs/promises';
|
import { mkdir, readFile, rename, rm, unlink, writeFile } from 'node:fs/promises';
|
||||||
import { join } from 'node:path';
|
import { join } from 'node:path';
|
||||||
import type { SavedGame, TurnTiming } from './session.ts';
|
import type { SavedGame, TurnTiming } from './session.ts';
|
||||||
import type { Lobby, PlayerSession } from './lobby.ts';
|
import type { Lobby, PlayerSession } from './lobby.ts';
|
||||||
@@ -111,6 +111,24 @@ export async function upsertIndexEntry(dataDir: string, entry: GameIndexEntry):
|
|||||||
await writeIndex(dataDir, entries);
|
await writeIndex(dataDir, entries);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Removes a game from the index. Paired with `deleteGame` — the directory holds the game, the
|
||||||
|
* index says the game exists, and a delete that did one without the other would either resurrect
|
||||||
|
* it on the next boot or leave `index.json` pointing at nothing.
|
||||||
|
*/
|
||||||
|
export async function removeIndexEntry(dataDir: string, gameId: string): Promise<void> {
|
||||||
|
const entries = await readIndex(dataDir);
|
||||||
|
await writeIndex(
|
||||||
|
dataDir,
|
||||||
|
entries.filter((e) => e.gameId !== gameId),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Deletes a game's whole directory — its save, its turn timings, its sessions, its lobby file. */
|
||||||
|
export async function deleteGame(dataDir: string, gameId: string): Promise<void> {
|
||||||
|
await rm(gameDir(dataDir, gameId), { recursive: true, force: true });
|
||||||
|
}
|
||||||
|
|
||||||
export async function writeLobby(dataDir: string, lobby: Lobby): Promise<void> {
|
export async function writeLobby(dataDir: string, lobby: Lobby): Promise<void> {
|
||||||
const dir = gameDir(dataDir, lobby.gameId);
|
const dir = gameDir(dataDir, lobby.gameId);
|
||||||
await mkdir(dir, { recursive: true });
|
await mkdir(dir, { recursive: true });
|
||||||
|
|||||||
+63
-3
@@ -26,7 +26,7 @@ import { actionMenu, currentActor, fromMultiplayerSave, newMultiplayerGame, subm
|
|||||||
import type { Game, Menu } from '../web/game.ts';
|
import type { Game, Menu } from '../web/game.ts';
|
||||||
import { deltaFrame } from '../sim/frame-delta.ts';
|
import { deltaFrame } from '../sim/frame-delta.ts';
|
||||||
import type { FrameDelta } from '../sim/frame-delta.ts';
|
import type { FrameDelta } from '../sim/frame-delta.ts';
|
||||||
import { snapshot } from '../sim/view.ts';
|
import { snapshot, seatLabel } from '../sim/view.ts';
|
||||||
import type { Frame } from '../sim/view.ts';
|
import type { Frame } from '../sim/view.ts';
|
||||||
import { developerBot } from '../sim/bot.ts';
|
import { developerBot } from '../sim/bot.ts';
|
||||||
|
|
||||||
@@ -82,6 +82,33 @@ export type SavedGame = {
|
|||||||
* guessing from a display name rather than reading a fact.
|
* guessing from a display name rather than reading a fact.
|
||||||
*/
|
*/
|
||||||
botSeats: PlayerIndex[];
|
botSeats: PlayerIndex[];
|
||||||
|
/**
|
||||||
|
* Wall-clock of the last accepted intent, so "has this game stalled?" survives a restart.
|
||||||
|
*
|
||||||
|
* Optional because it postdates the format, and defaulted to `createdAt` when absent — a game
|
||||||
|
* whose last move is unrecorded reads as untouched since it began, which is the honest answer
|
||||||
|
* rather than a fabricated one. Kept OUT of `history`, like the turn timings and for the same
|
||||||
|
* reason: a replay must reproduce a game from decisions alone, and wall-clock is not a decision.
|
||||||
|
*/
|
||||||
|
lastMoveAt?: number;
|
||||||
|
};
|
||||||
|
|
||||||
|
/** What an administrator needs to see about a game without replaying it themselves. */
|
||||||
|
export type GameSummary = {
|
||||||
|
playerCount: number;
|
||||||
|
playerNames: string[];
|
||||||
|
botSeats: PlayerIndex[];
|
||||||
|
status: 'active' | 'finished';
|
||||||
|
createdAt: number;
|
||||||
|
lastMoveAt: number;
|
||||||
|
day: number;
|
||||||
|
stage: number;
|
||||||
|
phase: string;
|
||||||
|
/**
|
||||||
|
* Whose move it is, or `null` — which is not an error state: the Mainline Phase runs itself, and
|
||||||
|
* a finished game waits on nobody.
|
||||||
|
*/
|
||||||
|
waitingOn: { seat: PlayerIndex; name: string } | null;
|
||||||
};
|
};
|
||||||
|
|
||||||
export type IntentResult =
|
export type IntentResult =
|
||||||
@@ -96,6 +123,12 @@ export type GameSession = {
|
|||||||
intent(seat: PlayerIndex, seq: number, i: Intent): IntentResult;
|
intent(seat: PlayerIndex, seq: number, i: Intent): IntentResult;
|
||||||
/** Everything needed to persist this game and, later, rebuild it via `resumeSession`. */
|
/** Everything needed to persist this game and, later, rebuild it via `resumeSession`. */
|
||||||
exportSave(): SavedGame;
|
exportSave(): SavedGame;
|
||||||
|
/**
|
||||||
|
* A cheap description of where this game has got to. Deliberately does not copy `history` the
|
||||||
|
* way `exportSave` must — the health check polls this on a timer, and an administrator listing
|
||||||
|
* games wants the state of each, not a copy of every intent in all of them.
|
||||||
|
*/
|
||||||
|
summary(): GameSummary;
|
||||||
};
|
};
|
||||||
|
|
||||||
type OpenSpan = { player: PlayerIndex; phase: string; day: number; stage: number; startedAt: number };
|
type OpenSpan = { player: PlayerIndex; phase: string; day: number; stage: number; startedAt: number };
|
||||||
@@ -105,7 +138,9 @@ function buildSession(
|
|||||||
playerNames: string[],
|
playerNames: string[],
|
||||||
createdAt: number,
|
createdAt: number,
|
||||||
botSeats: Set<PlayerIndex>,
|
botSeats: Set<PlayerIndex>,
|
||||||
|
lastMoveAtInit: number,
|
||||||
): GameSession {
|
): GameSession {
|
||||||
|
let lastMoveAt = lastMoveAtInit;
|
||||||
const lastSeq = new Map<PlayerIndex, number>();
|
const lastSeq = new Map<PlayerIndex, number>();
|
||||||
const lastFrame = new Map<PlayerIndex, Frame>();
|
const lastFrame = new Map<PlayerIndex, Frame>();
|
||||||
const sentLines = new Map<PlayerIndex, number>();
|
const sentLines = new Map<PlayerIndex, number>();
|
||||||
@@ -229,6 +264,7 @@ function buildSession(
|
|||||||
if (!applied) return { accepted: false, code: 'REJECTED' };
|
if (!applied) return { accepted: false, code: 'REJECTED' };
|
||||||
|
|
||||||
lastSeq.set(seat, seq);
|
lastSeq.set(seat, seq);
|
||||||
|
lastMoveAt = Date.now();
|
||||||
const timing = settleTiming();
|
const timing = settleTiming();
|
||||||
// Any bot due to act now plays out entirely before this push goes back — the delta mechanism
|
// Any bot due to act now plays out entirely before this push goes back — the delta mechanism
|
||||||
// diffs against whatever was last sent, so it captures the bots' moves along with the human's
|
// diffs against whatever was last sent, so it captures the bots' moves along with the human's
|
||||||
@@ -246,6 +282,23 @@ function buildSession(
|
|||||||
status: game.state.status === 'finished' ? 'finished' : 'active',
|
status: game.state.status === 'finished' ? 'finished' : 'active',
|
||||||
createdAt,
|
createdAt,
|
||||||
botSeats: [...botSeats],
|
botSeats: [...botSeats],
|
||||||
|
lastMoveAt,
|
||||||
|
};
|
||||||
|
},
|
||||||
|
|
||||||
|
summary() {
|
||||||
|
const actor = currentActor(game);
|
||||||
|
return {
|
||||||
|
playerCount: playerNames.length,
|
||||||
|
playerNames: [...playerNames],
|
||||||
|
botSeats: [...botSeats],
|
||||||
|
status: game.state.status === 'finished' ? 'finished' : 'active',
|
||||||
|
createdAt,
|
||||||
|
lastMoveAt,
|
||||||
|
day: game.state.clock.day,
|
||||||
|
stage: game.state.clock.stage,
|
||||||
|
phase: game.state.clock.phase,
|
||||||
|
waitingOn: actor === null ? null : { seat: actor, name: playerNames[actor] ?? `Seat ${seatLabel(actor)}` },
|
||||||
};
|
};
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
@@ -257,7 +310,8 @@ export function createSession(
|
|||||||
playerNames: string[],
|
playerNames: string[],
|
||||||
botSeats: PlayerIndex[] = [],
|
botSeats: PlayerIndex[] = [],
|
||||||
): GameSession {
|
): GameSession {
|
||||||
return buildSession(newMultiplayerGame(seed, config, playerNames), playerNames, Date.now(), new Set(botSeats));
|
const now = Date.now();
|
||||||
|
return buildSession(newMultiplayerGame(seed, config, playerNames), playerNames, now, new Set(botSeats), now);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -267,5 +321,11 @@ export function createSession(
|
|||||||
*/
|
*/
|
||||||
export function resumeSession(saved: SavedGame): GameSession {
|
export function resumeSession(saved: SavedGame): GameSession {
|
||||||
const game = fromMultiplayerSave(saved.seed, saved.config, saved.playerNames, saved.history);
|
const game = fromMultiplayerSave(saved.seed, saved.config, saved.playerNames, saved.history);
|
||||||
return buildSession(game, saved.playerNames, saved.createdAt, new Set(saved.botSeats));
|
return buildSession(
|
||||||
|
game,
|
||||||
|
saved.playerNames,
|
||||||
|
saved.createdAt,
|
||||||
|
new Set(saved.botSeats),
|
||||||
|
saved.lastMoveAt ?? saved.createdAt,
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|||||||
+67
-5
@@ -28,7 +28,23 @@ export type BoardTrain = { label: string; consist: string[] };
|
|||||||
* The Division as a dispatcher would see it: one continuous line per running track, sections
|
* The Division as a dispatcher would see it: one continuous line per running track, sections
|
||||||
* separated by thin seams, capacity legible because the lines can be counted.
|
* separated by thin seams, capacity legible because the lines can be counted.
|
||||||
*/
|
*/
|
||||||
export function divisionSvg(nodes: DivisionView[]): string {
|
/**
|
||||||
|
* Who is at the table, so an Office can be labelled with its owner rather than only its tier.
|
||||||
|
*
|
||||||
|
* Passed in rather than read off the nodes because a `DivisionView` knows its seat and nothing
|
||||||
|
* about people — the roster lives on the `Frame`, keyed by player, and `seat` is what joins them.
|
||||||
|
* Optional so the standalone replay (`replay.ts`, which serialises this function by `toString()`)
|
||||||
|
* keeps working unchanged.
|
||||||
|
*/
|
||||||
|
export type DivisionRoster = {
|
||||||
|
players: { index: number; seat: number; name: string }[];
|
||||||
|
/** The player whose move it is, or null in an automatic phase. A PLAYER index, not a seat. */
|
||||||
|
actor: number | null;
|
||||||
|
/** The player this map is being drawn for. */
|
||||||
|
viewer: number;
|
||||||
|
};
|
||||||
|
|
||||||
|
export function divisionSvg(nodes: DivisionView[], roster?: DivisionRoster | null): string {
|
||||||
/**
|
/**
|
||||||
* THE WHOLE DIVISION, west to east, as one continuous route.
|
* THE WHOLE DIVISION, west to east, as one continuous route.
|
||||||
*
|
*
|
||||||
@@ -97,6 +113,8 @@ export function divisionSvg(nodes: DivisionView[]): string {
|
|||||||
tip: string;
|
tip: string;
|
||||||
/** Which SEAT's district this cell belongs to, or null for Mainline and Division Points. */
|
/** Which SEAT's district this cell belongs to, or null for Mainline and Division Points. */
|
||||||
seat: number | null;
|
seat: number | null;
|
||||||
|
/** Set on an Office cell when a roster was supplied: whose district this is. */
|
||||||
|
owner?: { name: string; isTurn: boolean; isYou: boolean } | null;
|
||||||
/** Mainline cards only: §2.1 divides one into two regions. 0 elsewhere — no bars are drawn. */
|
/** Mainline cards only: §2.1 divides one into two regions. 0 elsewhere — no bars are drawn. */
|
||||||
regions: number;
|
regions: number;
|
||||||
w: number;
|
w: number;
|
||||||
@@ -116,12 +134,34 @@ export function divisionSvg(nodes: DivisionView[]): string {
|
|||||||
if (n.kind === 'office') {
|
if (n.kind === 'office') {
|
||||||
const cap = n.capacity;
|
const cap = n.capacity;
|
||||||
const ad = n.trains.flat();
|
const ad = n.trains.flat();
|
||||||
|
/**
|
||||||
|
* THE NAME IS THE HEADLINE, the tier is the detail.
|
||||||
|
*
|
||||||
|
* "Where does Bob sit?" is the question this map could not answer: an Office was labelled
|
||||||
|
* with its tier, which every player's Office also has, so four districts read the same. The
|
||||||
|
* owner's name takes the headline and the tier moves down beside the A/D count, because the
|
||||||
|
* name is what is being looked for and the tier is what is being referred to once found.
|
||||||
|
*/
|
||||||
|
const seatOwner =
|
||||||
|
roster && n.seat !== null ? (roster.players.find((p) => p.seat === n.seat) ?? null) : null;
|
||||||
|
const owner = seatOwner
|
||||||
|
? {
|
||||||
|
name: seatOwner.name,
|
||||||
|
isTurn: roster!.actor === seatOwner.index,
|
||||||
|
isYou: roster!.viewer === seatOwner.index,
|
||||||
|
}
|
||||||
|
: null;
|
||||||
|
|
||||||
for (const rc of n.running ?? []) {
|
for (const rc of n.running ?? []) {
|
||||||
const isOffice = rc.kind === 'office';
|
const isOffice = rc.kind === 'office';
|
||||||
|
const adLabel = cap === null ? '' : `A/D ${ad.length}/${cap}`;
|
||||||
push({
|
push({
|
||||||
kind: 'run',
|
kind: 'run',
|
||||||
label: rc.label,
|
label: isOffice && owner ? owner.name : rc.label,
|
||||||
sub: isOffice ? (cap === null ? '' : `A/D ${ad.length}/${cap}`) : '',
|
owner: isOffice ? owner : null,
|
||||||
|
// With an owner on the headline the tier would otherwise vanish, so it joins the A/D
|
||||||
|
// count on the line below.
|
||||||
|
sub: isOffice ? (owner ? [rc.label, adLabel].filter(Boolean).join(' · ') : adLabel) : '',
|
||||||
/**
|
/**
|
||||||
* A train standing at the Office occupies an A/D track, which is where it is — but it is
|
* A train standing at the Office occupies an A/D track, which is where it is — but it is
|
||||||
* ALSO standing on the Office grid card, so it arrives here in both lists and used to be
|
* ALSO standing on the Office grid card, so it arrives here in both lists and used to be
|
||||||
@@ -131,7 +171,12 @@ export function divisionSvg(nodes: DivisionView[]): string {
|
|||||||
? [...rc.trains, ...ad.filter((t) => !rc.trains.some((r) => r.label === t.label))]
|
? [...rc.trains, ...ad.filter((t) => !rc.trains.some((r) => r.label === t.label))]
|
||||||
: rc.trains,
|
: rc.trains,
|
||||||
cap: isOffice ? cap : null,
|
cap: isOffice ? cap : null,
|
||||||
tip: `${rc.label} — ${rc.kind === 'limits' ? 'the end of this district; the Running Track runs between the Limits' : 'Running Track'}`,
|
tip: owner && isOffice
|
||||||
|
? `${owner.name}'s ${rc.label}` +
|
||||||
|
(owner.isYou ? ' — this is your railroad' : '') +
|
||||||
|
// "their move" is wrong when the reader is the one being waited on.
|
||||||
|
(owner.isTurn ? (owner.isYou ? ' — it is your move' : ' — it is their move') : '')
|
||||||
|
: `${rc.label} — ${rc.kind === 'limits' ? 'the end of this district; the Running Track runs between the Limits' : 'Running Track'}`,
|
||||||
seat: n.seat ?? null,
|
seat: n.seat ?? null,
|
||||||
// No regions inside a district: a crew moves by Moves there, not by Stages, so it
|
// No regions inside a district: a crew moves by Moves there, not by Stages, so it
|
||||||
// occupies a card outright rather than a part of one.
|
// occupies a card outright rather than a part of one.
|
||||||
@@ -279,7 +324,15 @@ export function divisionSvg(nodes: DivisionView[]): string {
|
|||||||
const full = c.cap !== null && c.trains.length >= c.cap;
|
const full = c.cap !== null && c.trains.length >= c.cap;
|
||||||
out += `<g class="bs-dcell bs-d${c.kind}${full ? ' bs-full' : ''}" data-tip="${esc(c.tip)}">`;
|
out += `<g class="bs-dcell bs-d${c.kind}${full ? ' bs-full' : ''}" data-tip="${esc(c.tip)}">`;
|
||||||
out += `<rect x="${c.x}" y="${c.y}" width="${c.w}" height="${CH}" rx="5"/>`;
|
out += `<rect x="${c.x}" y="${c.y}" width="${c.w}" height="${CH}" rx="5"/>`;
|
||||||
out += `<text class="bs-name" x="${c.x + 7}" y="${c.y + 14}">${esc(c.label)}</text>`;
|
/**
|
||||||
|
* WHOSE IS IT, IS IT THEIR MOVE, AND IS IT MINE — answered by colour and one suffix rather
|
||||||
|
* than by a legend. Amber is the same "it is happening here" the action panel uses; "(you)"
|
||||||
|
* is spelled out because a colour alone cannot say which of four railroads is the reader's,
|
||||||
|
* and that is the first thing anybody wants to know at a table they just sat down at.
|
||||||
|
*/
|
||||||
|
const mark = c.owner ? ` bs-owner${c.owner.isTurn ? ' bs-turn' : ''}${c.owner.isYou ? ' bs-you' : ''}` : '';
|
||||||
|
const suffix = c.owner?.isYou ? ' (you)' : '';
|
||||||
|
out += `<text class="bs-name${mark}" x="${c.x + 7}" y="${c.y + 14}">${esc(c.label + suffix)}</text>`;
|
||||||
out += rail(c.x + 6, c.y + 32, c.x + c.w - 6);
|
out += rail(c.x + 6, c.y + 32, c.x + c.w - 6);
|
||||||
if (c.sub) out += `<text class="bs-cap" x="${c.x + 7}" y="${c.y + CH - 6}">${esc(c.sub)}</text>`;
|
if (c.sub) out += `<text class="bs-cap" x="${c.x + 7}" y="${c.y + CH - 6}">${esc(c.sub)}</text>`;
|
||||||
|
|
||||||
@@ -1090,6 +1143,15 @@ export const BOARD_CSS = `
|
|||||||
.bs-cn{fill:#e6e9ee;font:600 11px ui-monospace,monospace}
|
.bs-cn{fill:#e6e9ee;font:600 11px ui-monospace,monospace}
|
||||||
.bs-coord{fill:#5f6b7a;font:9px ui-monospace,monospace}
|
.bs-coord{fill:#5f6b7a;font:9px ui-monospace,monospace}
|
||||||
.bs-name{fill:#e6e9ee;font:600 11px ui-monospace,monospace}
|
.bs-name{fill:#e6e9ee;font:600 11px ui-monospace,monospace}
|
||||||
|
.bs-name.bs-you{fill:#5aa9e6}
|
||||||
|
/* Their move — wins over .bs-you when both apply, because whose turn it is changes every few
|
||||||
|
seconds and which railroad is yours never does.
|
||||||
|
|
||||||
|
NO WEIGHT BUMP. This was 700 and the name came out fuzzy to the point of being unreadable: the
|
||||||
|
base is already 600, so at 11px a monospace face has to be synthesised the rest of the way, and
|
||||||
|
the extra ink lands as blur rather than as weight. Amber against #e6e9ee is the distinction; it
|
||||||
|
does not need help. */
|
||||||
|
.bs-name.bs-turn{fill:#f0b64a}
|
||||||
.bs-cap{fill:#8b94a3;font:10px ui-monospace,monospace}
|
.bs-cap{fill:#8b94a3;font:10px ui-monospace,monospace}
|
||||||
.bs-cap.bs-full{fill:#e0a060;font-weight:600}
|
.bs-cap.bs-full{fill:#e0a060;font-weight:600}
|
||||||
.bs-grade{fill:#e08060;font:10px ui-monospace,monospace}
|
.bs-grade{fill:#e08060;font:10px ui-monospace,monospace}
|
||||||
|
|||||||
+4
-1
@@ -513,7 +513,10 @@ function render() {
|
|||||||
|
|
||||||
const CELLS = cellsAt(i), FACS = carry(i, 'facilities'), DIV = carry(i, 'division');
|
const CELLS = cellsAt(i), FACS = carry(i, 'facilities'), DIV = carry(i, 'division');
|
||||||
|
|
||||||
$('division').innerHTML = divisionSvg(DIV);
|
// players, actor and viewer are not among the delta'd keys (see compress), so they ride whole on
|
||||||
|
// every frame and the replay names the districts exactly as the live page does. No backticks in
|
||||||
|
// this comment: it is inside the generated-page template literal, which they would terminate.
|
||||||
|
$('division').innerHTML = divisionSvg(DIV, { players: f.players, actor: f.actor, viewer: f.viewer });
|
||||||
// The same office renderer the playable app uses, so replay and game draw one board.
|
// The same office renderer the playable app uses, so replay and game draw one board.
|
||||||
$('grid').innerHTML = officeSvg(CELLS, f.runningRow, [], [], f.limits);
|
$('grid').innerHTML = officeSvg(CELLS, f.runningRow, [], [], f.limits);
|
||||||
|
|
||||||
|
|||||||
@@ -275,6 +275,22 @@ export type RunningCardView = {
|
|||||||
trains: TrainChip[];
|
trains: TrainChip[];
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* A seat as a PERSON counts them, from 1.
|
||||||
|
*
|
||||||
|
* Seats are zero-based everywhere inside — `PlayerIndex`, `seating`, the seats array, every route
|
||||||
|
* — and that must not change, since it is what indexes into all of them. But nobody sitting down
|
||||||
|
* at a table calls their chair "seat 0", so the number on screen is the one they would say out
|
||||||
|
* loud. Every user-facing seat goes through here, so the two conventions cannot drift apart.
|
||||||
|
*
|
||||||
|
* It lives here rather than in `web/game.ts` because the page may not import values from that
|
||||||
|
* module — they are the local engine by another name, and `test/session.test.ts` fails the build
|
||||||
|
* for it. This is presentation, which is what `view.ts` is for.
|
||||||
|
*/
|
||||||
|
export function seatLabel(seat: number): number {
|
||||||
|
return seat + 1;
|
||||||
|
}
|
||||||
|
|
||||||
export type DivisionView = {
|
export type DivisionView = {
|
||||||
kind: string;
|
kind: string;
|
||||||
label: string;
|
label: string;
|
||||||
@@ -370,6 +386,23 @@ export type Frame = {
|
|||||||
* player order once §4.4's D12 decided who sits where.
|
* player order once §4.4's D12 decided who sits where.
|
||||||
*/
|
*/
|
||||||
players: { index: number; seat: number; name: string; revenue: number; hand: number }[];
|
players: { index: number; seat: number; name: string; revenue: number; hand: number }[];
|
||||||
|
/**
|
||||||
|
* WHO THIS FRAME WAS BUILT FOR.
|
||||||
|
*
|
||||||
|
* Every private thing on a Frame is already scoped to one player — the hand, the Office Area,
|
||||||
|
* `revenue`, `option`, `movesLeft` — but nothing said which player that was, so a page rendering
|
||||||
|
* it could show a railroad without being able to say whose it is. Harmless in solitaire, where
|
||||||
|
* 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). */
|
||||||
|
viewerSeat: number;
|
||||||
|
/**
|
||||||
|
* §4.4's opening D12 per player, and the roll that chose the Superintendent — kept so a client
|
||||||
|
* can show the chain being formed rather than only its result (`lobby-and-sessions.md` §4).
|
||||||
|
* Indexed by player, like `s.players`, not by seat.
|
||||||
|
*/
|
||||||
|
openingRolls: { division: number[]; superintendent: number[] };
|
||||||
/** How many cards the VIEWER holds. Other players' counts are in `players`. */
|
/** How many cards the VIEWER holds. Other players' counts are in `players`. */
|
||||||
handCount: number;
|
handCount: number;
|
||||||
/**
|
/**
|
||||||
@@ -1241,6 +1274,12 @@ export function snapshot(
|
|||||||
revenue: p.revenue,
|
revenue: p.revenue,
|
||||||
hand: (s.decks.hands.get(p.index) ?? []).length,
|
hand: (s.decks.hands.get(p.index) ?? []).length,
|
||||||
})),
|
})),
|
||||||
|
viewer,
|
||||||
|
viewerSeat,
|
||||||
|
openingRolls: {
|
||||||
|
division: [...s.openingRolls.division],
|
||||||
|
superintendent: [...s.openingRolls.superintendent],
|
||||||
|
},
|
||||||
handCount: (s.decks.hands.get(viewer) ?? []).length,
|
handCount: (s.decks.hands.get(viewer) ?? []).length,
|
||||||
overHandLimit:
|
overHandLimit:
|
||||||
(s.decks.hands.get(viewer) ?? []).length > (s.decks.redFlags.get(viewer) ? HAND_LIMIT + 1 : HAND_LIMIT),
|
(s.decks.hands.get(viewer) ?? []).length > (s.decks.redFlags.get(viewer) ? HAND_LIMIT + 1 : HAND_LIMIT),
|
||||||
|
|||||||
+36
-12
@@ -13,6 +13,7 @@
|
|||||||
|
|
||||||
import type { GameConfig, PlayerIndex } from '../engine/state.ts';
|
import type { GameConfig, PlayerIndex } from '../engine/state.ts';
|
||||||
import { defaultMultiplayerConfig } from './game.ts';
|
import { defaultMultiplayerConfig } from './game.ts';
|
||||||
|
import { seatLabel } from '../sim/view.ts';
|
||||||
|
|
||||||
export type LobbyReady = { token: string; gameId: string; seat: PlayerIndex };
|
export type LobbyReady = { token: string; gameId: string; seat: PlayerIndex };
|
||||||
|
|
||||||
@@ -66,18 +67,17 @@ export function runLobby(onReady: (r: LobbyReady) => void): void {
|
|||||||
}
|
}
|
||||||
|
|
||||||
function renderSeating(lobby: Lobby, you: PlayerIndex, token: string): void {
|
function renderSeating(lobby: Lobby, you: PlayerIndex, token: string): void {
|
||||||
$('lb-gamecode').textContent = `— code ${lobby.gameCode}`;
|
$('lb-gamecode').textContent = lobby.gameCode;
|
||||||
const isHost = lobby.hostToken === token;
|
const isHost = lobby.hostToken === token;
|
||||||
const cap = lobby.config.mode === 'solitaire' ? 1 : 4;
|
|
||||||
|
|
||||||
let html = '';
|
let html = '';
|
||||||
for (let seat = 0; seat < cap; seat++) {
|
for (let seat = 0; seat < lobby.seats.length; seat++) {
|
||||||
const occupant = lobby.seats[seat] ?? null;
|
const occupant = lobby.seats[seat] ?? null;
|
||||||
const isYou = occupant?.kind === 'human' && occupant.token === token;
|
const isYou = occupant?.kind === 'human' && occupant.token === token;
|
||||||
const isSeatHost = occupant?.kind === 'human' && occupant.token === lobby.hostToken;
|
const isSeatHost = occupant?.kind === 'human' && occupant.token === lobby.hostToken;
|
||||||
const who =
|
const who =
|
||||||
occupant === null
|
occupant === null
|
||||||
? '<span class="dim">— empty —</span>'
|
? '<span class="dim">— waiting —</span>'
|
||||||
: occupant.kind === 'bot'
|
: occupant.kind === 'bot'
|
||||||
? 'Bot'
|
? 'Bot'
|
||||||
: `${occupant.displayName}${isYou ? ' (you)' : ''}${isSeatHost ? ' — host' : ''}`;
|
: `${occupant.displayName}${isYou ? ' (you)' : ''}${isSeatHost ? ' — host' : ''}`;
|
||||||
@@ -86,10 +86,28 @@ export function runLobby(onReady: (r: LobbyReady) => void): void {
|
|||||||
if (occupant === null) action = `<button class="lb-bot-add" data-seat="${seat}">+ bot</button>`;
|
if (occupant === null) action = `<button class="lb-bot-add" data-seat="${seat}">+ bot</button>`;
|
||||||
else if (occupant.kind === 'bot') action = `<button class="lb-bot-remove" data-seat="${seat}">remove bot</button>`;
|
else if (occupant.kind === 'bot') action = `<button class="lb-bot-remove" data-seat="${seat}">remove bot</button>`;
|
||||||
}
|
}
|
||||||
html += `<div class="lb-seat"><span class="dim">Seat ${seat}</span><span class="who">${who}</span>${action}</div>`;
|
html += `<div class="lb-seat"><span class="dim">Seat ${seatLabel(seat)}</span><span class="who">${who}</span>${action}</div>`;
|
||||||
}
|
}
|
||||||
$('lb-seats').innerHTML = html;
|
$('lb-seats').innerHTML = html;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* The code is the whole invitation, so it has to leave this screen by some route other than
|
||||||
|
* being read off it and retyped. `navigator.clipboard` is unavailable on an insecure origin
|
||||||
|
* and can be refused outright, so a failure says the code is there to be selected rather than
|
||||||
|
* silently doing nothing.
|
||||||
|
*/
|
||||||
|
const copyBtn = $<HTMLButtonElement>('lb-copy');
|
||||||
|
copyBtn.onclick = () => {
|
||||||
|
const say = (m: string): void => {
|
||||||
|
$('lb-copied').textContent = m;
|
||||||
|
setTimeout(() => ($('lb-copied').textContent = ''), 4000);
|
||||||
|
};
|
||||||
|
void navigator.clipboard
|
||||||
|
?.writeText(lobby.gameCode)
|
||||||
|
.then(() => say('Copied.'))
|
||||||
|
.catch(() => say('Could not copy — select the code above instead.'));
|
||||||
|
};
|
||||||
|
|
||||||
for (const btn of Array.from($('lb-seats').querySelectorAll<HTMLButtonElement>('.lb-bot-add'))) {
|
for (const btn of Array.from($('lb-seats').querySelectorAll<HTMLButtonElement>('.lb-bot-add'))) {
|
||||||
btn.onclick = () => void postJson('/api/lobby/bot', { token, seat: Number(btn.dataset['seat']), filled: true });
|
btn.onclick = () => void postJson('/api/lobby/bot', { token, seat: Number(btn.dataset['seat']), filled: true });
|
||||||
}
|
}
|
||||||
@@ -97,16 +115,14 @@ export function runLobby(onReady: (r: LobbyReady) => void): void {
|
|||||||
btn.onclick = () => void postJson('/api/lobby/bot', { token, seat: Number(btn.dataset['seat']), filled: false });
|
btn.onclick = () => void postJson('/api/lobby/bot', { token, seat: Number(btn.dataset['seat']), filled: false });
|
||||||
}
|
}
|
||||||
|
|
||||||
const filled = lobby.seats.filter((s) => s !== null).length;
|
const waiting = lobby.seats.filter((s) => s === null).length;
|
||||||
const noGaps = filled === lobby.seats.length;
|
|
||||||
const legalCount = lobby.config.mode === 'solitaire' ? filled === 1 : filled >= 2 && filled <= 4;
|
|
||||||
const startBtn = $<HTMLButtonElement>('lb-start');
|
const startBtn = $<HTMLButtonElement>('lb-start');
|
||||||
startBtn.hidden = !isHost;
|
startBtn.hidden = !isHost;
|
||||||
startBtn.disabled = !(noGaps && legalCount);
|
startBtn.disabled = waiting > 0;
|
||||||
$('lb-start-note').textContent = isHost
|
$('lb-start-note').textContent = isHost
|
||||||
? noGaps && legalCount
|
? waiting === 0
|
||||||
? ''
|
? ''
|
||||||
: 'Needs 2–4 seated players (human or bot), no empty seats in between.'
|
: `Waiting on ${waiting} more ${waiting === 1 ? 'player' : 'players'} — add a bot to any empty chair to start now.`
|
||||||
: 'Waiting for the host to start the game.';
|
: 'Waiting for the host to start the game.';
|
||||||
startBtn.onclick = () => {
|
startBtn.onclick = () => {
|
||||||
void postJson('/api/lobby/start', { token }).then(({ status, body }) => {
|
void postJson('/api/lobby/start', { token }).then(({ status, body }) => {
|
||||||
@@ -138,7 +154,15 @@ export function runLobby(onReady: (r: LobbyReady) => void): void {
|
|||||||
setError('lb-create-err', 'enter a display name first');
|
setError('lb-create-err', 'enter a display name first');
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
void postJson('/api/lobby/create', { secret: secret(), config: defaultMultiplayerConfig(mode), displayName }).then(
|
const players = Number($<HTMLSelectElement>('lb-players').value) || 4;
|
||||||
|
// The real seat count reaches `defaultMultiplayerConfig`, so the combined-Revenue floor is
|
||||||
|
// sized for the table actually being played rather than for an assumed four.
|
||||||
|
void postJson('/api/lobby/create', {
|
||||||
|
secret: secret(),
|
||||||
|
config: defaultMultiplayerConfig(mode, players),
|
||||||
|
displayName,
|
||||||
|
players,
|
||||||
|
}).then(
|
||||||
({ status, body }) => {
|
({ status, body }) => {
|
||||||
if (status !== 200) {
|
if (status !== 200) {
|
||||||
setError('lb-create-err', String(body['error'] ?? 'could not create the game'));
|
setError('lb-create-err', String(body['error'] ?? 'could not create the game'));
|
||||||
|
|||||||
+77
-4
@@ -8,6 +8,7 @@
|
|||||||
import { BOARD_CSS, divisionSvg, officeSvg } from '../sim/board-svg.ts';
|
import { BOARD_CSS, divisionSvg, officeSvg } from '../sim/board-svg.ts';
|
||||||
import { TURNCHART_CSS, turnChartHtml } from '../sim/turnchart.ts';
|
import { TURNCHART_CSS, turnChartHtml } from '../sim/turnchart.ts';
|
||||||
import type { Frame } from '../sim/view.ts';
|
import type { Frame } from '../sim/view.ts';
|
||||||
|
import { seatLabel } from '../sim/view.ts';
|
||||||
import type { Menu, Save } from './game.ts';
|
import type { Menu, Save } from './game.ts';
|
||||||
import { PANEL_CSS, blockedHtml, facilitiesHtml, pilesHtml, timetableHtml, yardHtml } from './panels.ts';
|
import { PANEL_CSS, blockedHtml, facilitiesHtml, pilesHtml, timetableHtml, yardHtml } from './panels.ts';
|
||||||
import { TOOLTIP_CSS, installTooltips } from './tooltip.ts';
|
import { TOOLTIP_CSS, installTooltips } from './tooltip.ts';
|
||||||
@@ -333,7 +334,11 @@ function showScreen(which: 'lobby' | 'gameui'): void {
|
|||||||
function beginRemote(ready: LobbyReady): void {
|
function beginRemote(ready: LobbyReady): void {
|
||||||
localStorage.setItem(REMOTE_KEY, JSON.stringify(ready));
|
localStorage.setItem(REMOTE_KEY, JSON.stringify(ready));
|
||||||
showScreen('gameui');
|
showScreen('gameui');
|
||||||
session = createRemoteSession(ready.token, ready.seat);
|
// Nothing can be drawn until the first push arrives, and a page showing nothing at all is
|
||||||
|
// indistinguishable from a page that is broken — which is exactly what a dead session used to
|
||||||
|
// look like, forever.
|
||||||
|
$('presence').textContent = '… connecting to the game';
|
||||||
|
session = createRemoteSession(ready.token, ready.seat, abandonRemote);
|
||||||
applyCapabilities();
|
applyCapabilities();
|
||||||
// A LocalSession has data the instant it is constructed; a RemoteSession does not — its first
|
// A LocalSession has data the instant it is constructed; a RemoteSession does not — its first
|
||||||
// real Frame only exists once the SSE connection's first push arrives, so the first render waits
|
// real Frame only exists once the SSE connection's first push arrives, so the first render waits
|
||||||
@@ -342,6 +347,31 @@ function beginRemote(ready: LobbyReady): void {
|
|||||||
session.subscribe(render);
|
session.subscribe(render);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* The game this browser remembered is gone, so stop waiting for it and go somewhere useful.
|
||||||
|
*
|
||||||
|
* Two things legitimately destroy a game under a seated player, and both are by design: an
|
||||||
|
* engine-version bump refuses to resume it (D7 — a move legal under the old rules may not be under
|
||||||
|
* the new ones), and an administrator ends it. Neither used to be survivable here. The remembered
|
||||||
|
* token sent `start()` straight past the lobby into a game that no longer existed, `EventSource`
|
||||||
|
* retried the 404 in silence, and the player sat on a blank page with no controls and no way back
|
||||||
|
* short of clearing site data.
|
||||||
|
*
|
||||||
|
* Forgetting the token is what makes the next load land in the lobby instead of repeating it.
|
||||||
|
*/
|
||||||
|
function abandonRemote(): void {
|
||||||
|
localStorage.removeItem(REMOTE_KEY);
|
||||||
|
showScreen('lobby');
|
||||||
|
$('presence').textContent = '';
|
||||||
|
runLobby(beginRemote);
|
||||||
|
const note = document.getElementById('lb-create-err');
|
||||||
|
if (note) {
|
||||||
|
note.textContent =
|
||||||
|
'That game is no longer on this server — it was either ended by whoever runs it, or the ' +
|
||||||
|
'service was updated, which does not carry games in progress across. Create or join a new one.';
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* NO `?seat=` SHORTCUT ANY MORE. A remote game is reached by creating or joining one through
|
* NO `?seat=` SHORTCUT ANY MORE. A remote game is reached by creating or joining one through
|
||||||
* `#lobby` (`lobby.ts`), which is what hands out the token `beginRemote` needs — hand-editing a URL
|
* `#lobby` (`lobby.ts`), which is what hands out the token `beginRemote` needs — hand-editing a URL
|
||||||
@@ -352,6 +382,9 @@ function beginRemote(ready: LobbyReady): void {
|
|||||||
function start(): void {
|
function start(): void {
|
||||||
const params = new URLSearchParams(location.search);
|
const params = new URLSearchParams(location.search);
|
||||||
|
|
||||||
|
// Entered without checking it still exists — deliberately. Verifying up front would mean an
|
||||||
|
// await before anything renders on the common path, where the game IS still there; instead the
|
||||||
|
// session reports a dead game through `abandonRemote`, which lands in the lobby.
|
||||||
const remembered = loadRemote();
|
const remembered = loadRemote();
|
||||||
if (remembered) {
|
if (remembered) {
|
||||||
beginRemote(remembered);
|
beginRemote(remembered);
|
||||||
@@ -408,6 +441,41 @@ function applyCapabilities(): void {
|
|||||||
hide('multiplayer', c.newGame);
|
hide('multiplayer', c.newGame);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* The west-to-east chain in words, with the D12 that decided it (§4.4).
|
||||||
|
*
|
||||||
|
* The map shows where everyone ended up; this says WHY, which is the half `state.openingRolls` was
|
||||||
|
* kept for. It is also the answer to "am I always at the eastern end" — no, the roll decides, and
|
||||||
|
* here is the roll.
|
||||||
|
*/
|
||||||
|
function renderSeatingChain(f: Frame): void {
|
||||||
|
const el = document.getElementById('seating-chain');
|
||||||
|
if (!el) return;
|
||||||
|
/**
|
||||||
|
* ONLY WHILE THE GAME IS STILL OPENING.
|
||||||
|
*
|
||||||
|
* This answers "who is where, and why" — which is a question you have once, at the start, when
|
||||||
|
* the chain has just been rolled and the names are new. By Day 1 Stage 2 the map itself has been
|
||||||
|
* answering it for a while, and a permanent line restating it is a permanent line to read past.
|
||||||
|
*/
|
||||||
|
const opening = f.day === 1 && f.stage === 1;
|
||||||
|
if (f.players.length < 2 || !opening) {
|
||||||
|
el.textContent = '';
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
const bySeat = [...f.players].sort((a, b) => a.seat - b.seat);
|
||||||
|
const chain = bySeat
|
||||||
|
.map((p) => {
|
||||||
|
const roll = f.openingRolls.division[p.index];
|
||||||
|
const marks = [p.index === f.viewer ? 'you' : '', p.index === f.actor ? 'now' : '']
|
||||||
|
.filter(Boolean)
|
||||||
|
.join(', ');
|
||||||
|
return `${p.name}${roll === undefined ? '' : ` (${roll})`}${marks ? ` [${marks}]` : ''}`;
|
||||||
|
})
|
||||||
|
.join(' → ');
|
||||||
|
el.textContent = `West to East: ${chain}. Order set by the opening D12 — highest roll takes the eastern end.`;
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* `lobby-and-sessions.md` §5 — names every currently-DISCONNECTED other seat, so a stalled table
|
* `lobby-and-sessions.md` §5 — names every currently-DISCONNECTED other seat, so a stalled table
|
||||||
* has a reason on screen instead of silence. Always empty for a `LocalSession` (`presence()` never
|
* has a reason on screen instead of silence. Always empty for a `LocalSession` (`presence()` never
|
||||||
@@ -418,7 +486,7 @@ function renderPresence(f: Frame): void {
|
|||||||
const away = session
|
const away = session
|
||||||
.presence()
|
.presence()
|
||||||
.filter((p) => !p.connected)
|
.filter((p) => !p.connected)
|
||||||
.map((p) => f.players.find((pl) => pl.index === p.seat)?.name ?? `Seat ${p.seat}`);
|
.map((p) => f.players.find((pl) => pl.index === p.seat)?.name ?? `Seat ${seatLabel(p.seat)}`);
|
||||||
$('presence').textContent = away.length === 0 ? '' : `⚠ waiting on ${away.join(', ')} — disconnected`;
|
$('presence').textContent = away.length === 0 ? '' : `⚠ waiting on ${away.join(', ')} — disconnected`;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -460,11 +528,16 @@ function render(): void {
|
|||||||
obj.className = 'pace';
|
obj.className = 'pace';
|
||||||
// The seed is never sent to a remote client at all (it would leak every future shuffle and roll,
|
// The seed is never sent to a remote client at all (it would leak every future shuffle and roll,
|
||||||
// `multiplayer.md` §7) — `RemoteSession` has no `.seed()` because there is nothing to return.
|
// `multiplayer.md` §7) — `RemoteSession` has no `.seed()` because there is nothing to return.
|
||||||
$('seed').textContent = isLocal(session) ? String(session.seed()) : `Seat ${session.seat()}`;
|
$('seed').textContent = isLocal(session) ? String(session.seed()) : `Seat ${seatLabel(session.seat())}`;
|
||||||
renderHouseRules(f.houseRules);
|
renderHouseRules(f.houseRules);
|
||||||
|
|
||||||
// -- division
|
// -- division
|
||||||
$('division').innerHTML = divisionSvg(f.division);
|
$('division').innerHTML = divisionSvg(f.division, {
|
||||||
|
players: f.players,
|
||||||
|
actor: f.actor,
|
||||||
|
viewer: f.viewer,
|
||||||
|
});
|
||||||
|
renderSeatingChain(f);
|
||||||
applyZoom($('division'));
|
applyZoom($('division'));
|
||||||
|
|
||||||
// -- board. Both renderers are shared with the replay so the two can never draw different
|
// -- board. Both renderers are shared with the replay so the two can never draw different
|
||||||
|
|||||||
+34
-3
@@ -35,6 +35,10 @@ header button:disabled{opacity:.45;cursor:not-allowed;border-color:#2c333d}
|
|||||||
header button:disabled:hover{border-color:#2c333d}
|
header button:disabled:hover{border-color:#2c333d}
|
||||||
.zoom{display:inline-flex;align-items:center;gap:4px}
|
.zoom{display:inline-flex;align-items:center;gap:4px}
|
||||||
.zoom button{padding:3px 9px;line-height:1}
|
.zoom button{padding:3px 9px;line-height:1}
|
||||||
|
.lb-invite{display:flex;align-items:center;gap:12px;flex-wrap:wrap;margin:0 0 10px;
|
||||||
|
background:#1e242c;border:1px solid var(--line);border-radius:7px;padding:10px 12px}
|
||||||
|
.lb-invite-label{font-size:11px;color:var(--dim)}
|
||||||
|
.lb-invite-code{font-size:22px;font-weight:700;letter-spacing:.08em;color:#f2e6cf}
|
||||||
.zoom #zoomlabel{font-size:11px;color:var(--dim);min-width:32px;text-align:center;display:inline-block}
|
.zoom #zoomlabel{font-size:11px;color:var(--dim);min-width:32px;text-align:center;display:inline-block}
|
||||||
.build{margin-left:auto;font-size:10px;opacity:.55;white-space:nowrap}
|
.build{margin-left:auto;font-size:10px;opacity:.55;white-space:nowrap}
|
||||||
.home{color:inherit;text-decoration:none;border-bottom:1px dotted #5f6b7a}
|
.home{color:inherit;text-decoration:none;border-bottom:1px dotted #5f6b7a}
|
||||||
@@ -165,6 +169,12 @@ button.act.crew.on{border-color:var(--now);background:rgba(185,140,240,.18);colo
|
|||||||
button{background:#2a3038;color:var(--fg);border:1px solid var(--line);border-radius:5px;
|
button{background:#2a3038;color:var(--fg);border:1px solid var(--line);border-radius:5px;
|
||||||
padding:5px 9px;margin:2px 3px 2px 0;cursor:pointer;font:inherit;font-size:12px;text-align:left}
|
padding:5px 9px;margin:2px 3px 2px 0;cursor:pointer;font:inherit;font-size:12px;text-align:left}
|
||||||
button:hover{background:#39424e;border-color:#4d6fa8}
|
button:hover{background:#39424e;border-color:#4d6fa8}
|
||||||
|
/* GENERIC, and it was not. `header button:disabled` and `#actions button:disabled` were the only
|
||||||
|
disabled styles on the page, so a disabled button anywhere else — #lb-start being the one that
|
||||||
|
mattered — kept its normal face AND still lit up under the cursor from the rule above. It was
|
||||||
|
advertising a click it would refuse. */
|
||||||
|
button:disabled{opacity:.45;cursor:not-allowed}
|
||||||
|
button:disabled:hover{background:#2a3038;border-color:var(--line)}
|
||||||
#actions button{background:#2b3444;border:2px solid #c8912f;box-shadow:0 0 0 1px rgba(200,145,47,.18);
|
#actions button{background:#2b3444;border:2px solid #c8912f;box-shadow:0 0 0 1px rgba(200,145,47,.18);
|
||||||
color:#f2e6cf;font-weight:600}
|
color:#f2e6cf;font-weight:600}
|
||||||
#actions button:hover{background:#3a4a63;border-color:#f0b64a;box-shadow:0 0 0 3px rgba(240,182,74,.20)}
|
#actions button:hover{background:#3a4a63;border-color:#f0b64a;box-shadow:0 0 0 3px rgba(240,182,74,.20)}
|
||||||
@@ -241,6 +251,14 @@ ul.blocked li{padding:2px 0}
|
|||||||
<span><b>Competitive</b><br><span class="dim">Highest Revenue wins, unless the table misses the combined minimum — then everyone loses.</span></span></label>
|
<span><b>Competitive</b><br><span class="dim">Highest Revenue wins, unless the table misses the combined minimum — then everyone loses.</span></span></label>
|
||||||
<label class="ng-radio"><input type="radio" name="lb-mode" value="coop">
|
<label class="ng-radio"><input type="radio" name="lb-mode" value="coop">
|
||||||
<span><b>Co-op</b><br><span class="dim">Everyone's Revenue counts as one table score, against the same kind of combined minimum.</span></span></label>
|
<span><b>Co-op</b><br><span class="dim">Everyone's Revenue counts as one table score, against the same kind of combined minimum.</span></span></label>
|
||||||
|
<label class="ng-num"><span>Players at the table</span>
|
||||||
|
<select id="lb-players">
|
||||||
|
<option value="2">2</option>
|
||||||
|
<option value="3">3</option>
|
||||||
|
<option value="4" selected>4</option>
|
||||||
|
</select></label>
|
||||||
|
<p class="ng-note">Every chair has to be taken before the game can start — by a person or by a
|
||||||
|
bot. Pick the size of the table now; it cannot change once the game is created.</p>
|
||||||
<button id="lb-create">Create game</button>
|
<button id="lb-create">Create game</button>
|
||||||
<p class="dim" id="lb-create-err" role="alert"></p>
|
<p class="dim" id="lb-create-err" role="alert"></p>
|
||||||
|
|
||||||
@@ -253,8 +271,20 @@ ul.blocked li{padding:2px 0}
|
|||||||
|
|
||||||
<!-- Shown once created or joined, in place of the choice above, until the host starts the game. -->
|
<!-- Shown once created or joined, in place of the choice above, until the host starts the game. -->
|
||||||
<section id="lb-seating-section" hidden>
|
<section id="lb-seating-section" hidden>
|
||||||
<h2>Seating <span class="dim" id="lb-gamecode"></span></h2>
|
<h2>Seating</h2>
|
||||||
<p class="ng-note">West to East, in the order everyone joined — this order decides the Superintendent rotation and which Office is adjacent to which. The host may fill an empty seat with a bot, or start once every seat is either a player or a bot.</p>
|
<div class="lb-invite">
|
||||||
|
<div>
|
||||||
|
<div class="lb-invite-label">Send this code to your players</div>
|
||||||
|
<div class="lb-invite-code" id="lb-gamecode"></div>
|
||||||
|
</div>
|
||||||
|
<button id="lb-copy" class="ghost">Copy</button>
|
||||||
|
<span class="ng-note" id="lb-copied"></span>
|
||||||
|
</div>
|
||||||
|
<p class="ng-note">They enter it under <b>Join a game</b>, along with the same join secret you used.</p>
|
||||||
|
<p class="ng-note">The host may fill an empty seat with a bot, and starts the game once every
|
||||||
|
seat is either a player or a bot. <b>These chairs are not the running order</b> — who sits
|
||||||
|
where along the Division is decided by a D12 roll when the game starts (§4.4), and the map
|
||||||
|
shows the result.</p>
|
||||||
<div id="lb-seats"></div>
|
<div id="lb-seats"></div>
|
||||||
<button id="lb-start" disabled>Start game</button>
|
<button id="lb-start" disabled>Start game</button>
|
||||||
<p class="dim" id="lb-start-note"></p>
|
<p class="dim" id="lb-start-note"></p>
|
||||||
@@ -307,7 +337,8 @@ ul.blocked li{padding:2px 0}
|
|||||||
|
|
||||||
<main>
|
<main>
|
||||||
<div>
|
<div>
|
||||||
<section><h2>The Division — west to east</h2><div id="division"></div></section>
|
<section><h2>The Division — west to east</h2><div id="division"></div>
|
||||||
|
<p class="ng-note" id="seating-chain"></p></section>
|
||||||
<section id="district">
|
<section id="district">
|
||||||
<h2>Your Office Area
|
<h2>Your Office Area
|
||||||
<span class="dim" style="text-transform:none;letter-spacing:0">— hover any card for the full explanation</span>
|
<span class="dim" style="text-transform:none;letter-spacing:0">— hover any card for the full explanation</span>
|
||||||
|
|||||||
+34
-1
@@ -226,7 +226,16 @@ type Push = {
|
|||||||
* not rendering until `subscribe`'s callback fires at least once for a session whose `capabilities`
|
* not rendering until `subscribe`'s callback fires at least once for a session whose `capabilities`
|
||||||
* are all `false` (a `LocalSession` always has data the instant it is constructed; this does not).
|
* are all `false` (a `LocalSession` always has data the instant it is constructed; this does not).
|
||||||
*/
|
*/
|
||||||
export function createRemoteSession(token: string, seat: PlayerIndex): Session {
|
export function createRemoteSession(
|
||||||
|
token: string,
|
||||||
|
seat: PlayerIndex,
|
||||||
|
/**
|
||||||
|
* Called once when this session's game is established to be gone for good, so the page can stop
|
||||||
|
* waiting for it. Without this the only symptom is a blank screen: `EventSource` retries a 404
|
||||||
|
* forever and reports nothing, and `frame` never becomes non-null.
|
||||||
|
*/
|
||||||
|
onGone?: () => void,
|
||||||
|
): Session {
|
||||||
let frame: Frame | null = null;
|
let frame: Frame | null = null;
|
||||||
let menu: Menu | null = null;
|
let menu: Menu | null = null;
|
||||||
let lines: { text: string; tone: string }[] = [];
|
let lines: { text: string; tone: string }[] = [];
|
||||||
@@ -239,6 +248,30 @@ export function createRemoteSession(token: string, seat: PlayerIndex): Session {
|
|||||||
|
|
||||||
const qs = `token=${encodeURIComponent(token)}`;
|
const qs = `token=${encodeURIComponent(token)}`;
|
||||||
const source = new EventSource(`/api/stream?${qs}`);
|
const source = new EventSource(`/api/stream?${qs}`);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* A DROPPED CONNECTION AND A DEAD GAME LOOK IDENTICAL HERE, so ask before giving up.
|
||||||
|
*
|
||||||
|
* `EventSource` fires `error` for both a transient blip — which it recovers from by itself, and
|
||||||
|
* which is the expected shape of a game that sits idle for minutes (multiplayer.md §9) — and a
|
||||||
|
* 404 it will nonetheless retry forever. It exposes no status code either way. `/api/session` is
|
||||||
|
* the cheap question that separates them: only a definite 404 closes the stream and reports the
|
||||||
|
* game gone, so a flaky network still self-heals.
|
||||||
|
*/
|
||||||
|
let reportedGone = false;
|
||||||
|
source.onerror = () => {
|
||||||
|
if (reportedGone) return;
|
||||||
|
void fetch(`/api/session?${qs}`)
|
||||||
|
.then((r) => {
|
||||||
|
if (r.status !== 404 || reportedGone) return;
|
||||||
|
reportedGone = true;
|
||||||
|
source.close();
|
||||||
|
onGone?.();
|
||||||
|
})
|
||||||
|
.catch(() => {
|
||||||
|
// The probe itself failed, so this says nothing about the game — leave the retry running.
|
||||||
|
});
|
||||||
|
};
|
||||||
source.onmessage = (ev: MessageEvent<string>) => {
|
source.onmessage = (ev: MessageEvent<string>) => {
|
||||||
const push = JSON.parse(ev.data) as Push;
|
const push = JSON.parse(ev.data) as Push;
|
||||||
// A presence-only push (no `frame`) carries `menu: null` too, but that is not news about this
|
// A presence-only push (no `frame`) carries `menu: null` too, but that is not news about this
|
||||||
|
|||||||
@@ -18,6 +18,7 @@ import type { GameConfig, GameState, PlayerIndex } from '../src/engine/state.ts'
|
|||||||
import { coordKey, playerAtSeat, playerLeftOf, seatOf, subdivisions } from '../src/engine/state.ts';
|
import { coordKey, playerAtSeat, playerLeftOf, seatOf, subdivisions } from '../src/engine/state.ts';
|
||||||
import { developerBot, playGame } from '../src/sim/bot.ts';
|
import { developerBot, playGame } from '../src/sim/bot.ts';
|
||||||
import { snapshot } from '../src/sim/view.ts';
|
import { snapshot } from '../src/sim/view.ts';
|
||||||
|
import { divisionSvg } from '../src/sim/board-svg.ts';
|
||||||
import { impediments } from '../src/sim/narrate.ts';
|
import { impediments } from '../src/sim/narrate.ts';
|
||||||
import { readFileSync, readdirSync } from 'node:fs';
|
import { readFileSync, readdirSync } from 'node:fs';
|
||||||
import { join } from 'node:path';
|
import { join } from 'node:path';
|
||||||
@@ -712,3 +713,84 @@ describe('actionMenu is seat-safe (Phase 2 prep)', () => {
|
|||||||
}
|
}
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
|
describe('the map says whose railroad is whose', () => {
|
||||||
|
it('the Frame names its own viewer, which nothing on it did before', () => {
|
||||||
|
// Every private field is already scoped to one player — hand, Office Area, revenue, option —
|
||||||
|
// but a page rendering that could not say WHICH player, so it could not tell you which of four
|
||||||
|
// railroads was yours.
|
||||||
|
const s = game(4);
|
||||||
|
for (const viewer of [0, 1, 2, 3] as PlayerIndex[]) {
|
||||||
|
const f = snapshot(s, [], null, null, null, false, viewer);
|
||||||
|
assert.equal(f.viewer, viewer);
|
||||||
|
assert.equal(f.viewerSeat, seatOf(s, viewer), 'viewerSeat must be the seat, not the player index');
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
it('carries the opening D12 that decided the west-to-east chain', () => {
|
||||||
|
const s = game(4);
|
||||||
|
const f = snapshot(s, [], null, null, null, false, 0 as PlayerIndex);
|
||||||
|
assert.equal(f.openingRolls.division.length, 4, 'one division roll per player');
|
||||||
|
assert.equal(f.openingRolls.superintendent.length, 4);
|
||||||
|
|
||||||
|
// The rule the rolls implement: ascending by roll, west to east — so sorting the players by
|
||||||
|
// their roll must reproduce the seating exactly (§4.4).
|
||||||
|
const bySeat = [...f.players].sort((a, b) => a.seat - b.seat).map((p) => p.index);
|
||||||
|
const byRoll = [...f.players]
|
||||||
|
.map((p) => p.index)
|
||||||
|
.sort((a, b) => f.openingRolls.division[a]! - f.openingRolls.division[b]! || b - a);
|
||||||
|
assert.deepEqual(bySeat, byRoll, 'seating does not follow the opening rolls');
|
||||||
|
});
|
||||||
|
|
||||||
|
it('is not always the host at the eastern end — the roll decides', () => {
|
||||||
|
// The question this answers: player 0 is the lobby host, and the eastern end is the LAST seat.
|
||||||
|
// If the two were the same thing, every seed would put player 0 there.
|
||||||
|
const easternPlayer = (seed: number): number => {
|
||||||
|
const s = game(4, seed);
|
||||||
|
const f = snapshot(s, [], null, null, null, false, 0 as PlayerIndex);
|
||||||
|
return [...f.players].sort((a, b) => b.seat - a.seat)[0]!.index;
|
||||||
|
};
|
||||||
|
const seen = new Set([101, 202, 303, 404, 505, 606].map(easternPlayer));
|
||||||
|
assert.ok(seen.size > 1, `the eastern end was always player ${[...seen][0]} across six seeds`);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('labels each Office with its owner, marking whose move it is and which one is yours', () => {
|
||||||
|
const s = game(3);
|
||||||
|
const viewer = 1 as PlayerIndex;
|
||||||
|
const f = snapshot(s, [], null, null, null, false, viewer);
|
||||||
|
const svg = divisionSvg(f.division, { players: f.players, actor: f.actor, viewer: f.viewer });
|
||||||
|
|
||||||
|
const owners = [...svg.matchAll(/<text class="bs-name([^"]*bs-owner[^"]*)"[^>]*>([^<]*)<\/text>/g)].map(
|
||||||
|
(m) => ({ classes: m[1]!, text: m[2]! }),
|
||||||
|
);
|
||||||
|
assert.equal(owners.length, 3, 'expected one owner-labelled Office per player');
|
||||||
|
|
||||||
|
// Every player is named somewhere, in seat order.
|
||||||
|
const bySeat = [...f.players].sort((a, b) => a.seat - b.seat);
|
||||||
|
assert.deepEqual(
|
||||||
|
owners.map((o) => o.text.replace(' (you)', '')),
|
||||||
|
bySeat.map((p) => p.name),
|
||||||
|
);
|
||||||
|
|
||||||
|
const you = owners.find((o) => o.classes.includes('bs-you'));
|
||||||
|
assert.ok(you, 'the viewer’s own Office is not marked');
|
||||||
|
assert.ok(you!.text.endsWith('(you)'), 'colour alone cannot say which railroad is the reader’s');
|
||||||
|
assert.equal(
|
||||||
|
you!.text.replace(' (you)', ''),
|
||||||
|
f.players.find((p) => p.index === viewer)!.name,
|
||||||
|
'the (you) mark is on the wrong Office',
|
||||||
|
);
|
||||||
|
|
||||||
|
const turn = owners.filter((o) => o.classes.includes('bs-turn'));
|
||||||
|
assert.equal(turn.length, f.actor === null ? 0 : 1, 'exactly one Office is the current actor’s');
|
||||||
|
if (f.actor !== null) {
|
||||||
|
assert.equal(turn[0]!.text.replace(' (you)', ''), f.players.find((p) => p.index === f.actor)!.name);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
it('draws no owner marks at all when given no roster, so the replay still renders', () => {
|
||||||
|
const s = game(3);
|
||||||
|
const f = snapshot(s, [], null, null, null, false, 0 as PlayerIndex);
|
||||||
|
assert.equal(divisionSvg(f.division).includes('bs-owner'), false);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|||||||
+78
-31
@@ -33,17 +33,20 @@ const competitive: GameConfig = {
|
|||||||
const solitaire: GameConfig = { ...competitive, mode: 'solitaire' };
|
const solitaire: GameConfig = { ...competitive, mode: 'solitaire' };
|
||||||
|
|
||||||
describe('creating and joining', () => {
|
describe('creating and joining', () => {
|
||||||
it('the creator is the host, takes seat 0, and is first in join order', () => {
|
it('seats the host at 0 and lays out the whole table at once', () => {
|
||||||
const { lobby, session } = createLobby(competitive, 'Alice', 'RAIL-0001');
|
const { lobby, session } = createLobby(competitive, 'Alice', 'RAIL-0001', 3);
|
||||||
assert.equal(session.player, 0);
|
assert.equal(session.player, 0);
|
||||||
assert.equal(lobby.hostToken, session.token);
|
assert.equal(lobby.hostToken, session.token);
|
||||||
assert.equal(lobby.seats.length, 1);
|
// The table is its full size immediately — the empty chairs exist and are waiting, rather
|
||||||
|
// than being appended as people arrive.
|
||||||
|
assert.equal(lobby.seats.length, 3);
|
||||||
assert.deepEqual(lobby.seats[0], { kind: 'human', token: session.token, displayName: 'Alice' });
|
assert.deepEqual(lobby.seats[0], { kind: 'human', token: session.token, displayName: 'Alice' });
|
||||||
|
assert.deepEqual(lobby.seats.slice(1), [null, null]);
|
||||||
assert.deepEqual(lobby.joinOrder, [session.token]);
|
assert.deepEqual(lobby.joinOrder, [session.token]);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('fills the next empty seat, in order', () => {
|
it('fills the next empty seat, in order', () => {
|
||||||
const { lobby: l1, session: s1 } = createLobby(competitive, 'Alice', 'RAIL-0001');
|
const { lobby: l1, session: s1 } = createLobby(competitive, 'Alice', 'RAIL-0001', 4);
|
||||||
const j2 = joinLobby(l1, 'Bob');
|
const j2 = joinLobby(l1, 'Bob');
|
||||||
assert.ok(j2.ok);
|
assert.ok(j2.ok);
|
||||||
if (!j2.ok) return;
|
if (!j2.ok) return;
|
||||||
@@ -55,8 +58,8 @@ describe('creating and joining', () => {
|
|||||||
assert.deepEqual(j3.lobby.joinOrder, [s1.token, j2.session.token, j3.session.token]);
|
assert.deepEqual(j3.lobby.joinOrder, [s1.token, j2.session.token, j3.session.token]);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('refuses a 5th join to a competitive lobby (cap 4)', () => {
|
it('refuses a join once every chair is taken', () => {
|
||||||
let lobby = createLobby(competitive, 'Alice', 'RAIL-0001').lobby;
|
let lobby = createLobby(competitive, 'Alice', 'RAIL-0001', 4).lobby;
|
||||||
for (const name of ['Bob', 'Carol', 'Dave']) {
|
for (const name of ['Bob', 'Carol', 'Dave']) {
|
||||||
const r = joinLobby(lobby, name);
|
const r = joinLobby(lobby, name);
|
||||||
assert.ok(r.ok);
|
assert.ok(r.ok);
|
||||||
@@ -66,8 +69,8 @@ describe('creating and joining', () => {
|
|||||||
assert.deepEqual(fifth, { ok: false, code: 'LOBBY_FULL' });
|
assert.deepEqual(fifth, { ok: false, code: 'LOBBY_FULL' });
|
||||||
});
|
});
|
||||||
|
|
||||||
it('refuses a 2nd join to a solitaire lobby (cap 1)', () => {
|
it('refuses a 2nd join to a one-chair table', () => {
|
||||||
const { lobby } = createLobby(solitaire, 'Alice', 'RAIL-0002');
|
const { lobby } = createLobby(solitaire, 'Alice', 'RAIL-0002', 1);
|
||||||
const second = joinLobby(lobby, 'Bob');
|
const second = joinLobby(lobby, 'Bob');
|
||||||
assert.deepEqual(second, { ok: false, code: 'LOBBY_FULL' });
|
assert.deepEqual(second, { ok: false, code: 'LOBBY_FULL' });
|
||||||
});
|
});
|
||||||
@@ -75,20 +78,32 @@ describe('creating and joining', () => {
|
|||||||
it('rejoins into a seat an earlier player vacated, not past the end', () => {
|
it('rejoins into a seat an earlier player vacated, not past the end', () => {
|
||||||
// Joining always fills the FIRST empty seat, so a bot-seat cleared back to empty (setBotSeat)
|
// Joining always fills the FIRST empty seat, so a bot-seat cleared back to empty (setBotSeat)
|
||||||
// is exactly as joinable as one nobody ever filled.
|
// is exactly as joinable as one nobody ever filled.
|
||||||
let lobby = createLobby(competitive, 'Alice', 'RAIL-0003').lobby;
|
let lobby = createLobby(competitive, 'Alice', 'RAIL-0003', 3).lobby;
|
||||||
lobby = setBotSeat(lobby, 1, true);
|
lobby = setBotSeat(lobby, 1, true);
|
||||||
lobby = setBotSeat(lobby, 1, false);
|
lobby = setBotSeat(lobby, 1, false);
|
||||||
const r = joinLobby(lobby, 'Bob');
|
const r = joinLobby(lobby, 'Bob');
|
||||||
assert.ok(r.ok);
|
assert.ok(r.ok);
|
||||||
if (!r.ok) return;
|
if (!r.ok) return;
|
||||||
assert.equal(r.session.player, 1, 'should take the reopened seat 1, not append at seat 1 anyway by coincidence — check seat 2 stays empty');
|
assert.equal(r.session.player, 1, 'should take the reopened chair 1');
|
||||||
assert.equal(r.lobby.seats.length, 2);
|
assert.equal(r.lobby.seats.length, 3, 'joining must never resize the table');
|
||||||
|
assert.equal(r.lobby.seats[2], null);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('never grows the table, whoever asks', () => {
|
||||||
|
// The old model appended a seat for anyone who turned up, which is how a lobby could end up
|
||||||
|
// holding more chairs than the host ever asked for.
|
||||||
|
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0013', 2);
|
||||||
|
const bob = joinLobby(lobby, 'Bob');
|
||||||
|
assert.ok(bob.ok);
|
||||||
|
if (!bob.ok) return;
|
||||||
|
assert.equal(bob.lobby.seats.length, 2);
|
||||||
|
assert.deepEqual(joinLobby(bob.lobby, 'Carol'), { ok: false, code: 'LOBBY_FULL' });
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
describe('bot seats', () => {
|
describe('bot seats', () => {
|
||||||
it('fills only an empty seat, and clears only a bot seat', () => {
|
it('fills only an empty seat, and clears only a bot seat', () => {
|
||||||
const { lobby: l0 } = createLobby(competitive, 'Alice', 'RAIL-0004');
|
const { lobby: l0 } = createLobby(competitive, 'Alice', 'RAIL-0004', 2);
|
||||||
const withBot = setBotSeat(l0, 1, true);
|
const withBot = setBotSeat(l0, 1, true);
|
||||||
assert.deepEqual(withBot.seats[1], { kind: 'bot' });
|
assert.deepEqual(withBot.seats[1], { kind: 'bot' });
|
||||||
|
|
||||||
@@ -103,11 +118,21 @@ describe('bot seats', () => {
|
|||||||
const cleared = setBotSeat(withBot, 1, false);
|
const cleared = setBotSeat(withBot, 1, false);
|
||||||
assert.equal(cleared.seats[1], null);
|
assert.equal(cleared.seats[1], null);
|
||||||
});
|
});
|
||||||
|
|
||||||
|
it('refuses a chair that is not at the table, instead of padding one in', () => {
|
||||||
|
// Padding is what used to put a hole in the seats array: dropping a bot into chair 3 of a
|
||||||
|
// 2-chair table grew it to 4 with a null at 2, and Start then refused for reasons the host
|
||||||
|
// had no way to see.
|
||||||
|
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0014', 2);
|
||||||
|
assert.equal(setBotSeat(lobby, 3, true), lobby);
|
||||||
|
assert.equal(setBotSeat(lobby, 2, true), lobby);
|
||||||
|
assert.equal(lobby.seats.length, 2);
|
||||||
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
describe('host transfer', () => {
|
describe('host transfer', () => {
|
||||||
it('passes to the earliest-joined remaining human seat when the host departs', () => {
|
it('passes to the earliest-joined remaining human seat when the host departs', () => {
|
||||||
let lobby = createLobby(competitive, 'Alice', 'RAIL-0005').lobby;
|
let lobby = createLobby(competitive, 'Alice', 'RAIL-0005', 2).lobby;
|
||||||
const hostToken = lobby.hostToken;
|
const hostToken = lobby.hostToken;
|
||||||
const j2 = joinLobby(lobby, 'Bob');
|
const j2 = joinLobby(lobby, 'Bob');
|
||||||
assert.ok(j2.ok);
|
assert.ok(j2.ok);
|
||||||
@@ -121,13 +146,13 @@ describe('host transfer', () => {
|
|||||||
});
|
});
|
||||||
|
|
||||||
it('does nothing when the departing token is not the host', () => {
|
it('does nothing when the departing token is not the host', () => {
|
||||||
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0006');
|
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0006', 2);
|
||||||
const after = reassignHost(lobby, 'not-a-real-token');
|
const after = reassignHost(lobby, 'not-a-real-token');
|
||||||
assert.equal(after, lobby);
|
assert.equal(after, lobby);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('leaves hostToken alone when no other human seat exists', () => {
|
it('leaves hostToken alone when no other human seat exists', () => {
|
||||||
const { lobby, session } = createLobby(competitive, 'Alice', 'RAIL-0007');
|
const { lobby, session } = createLobby(competitive, 'Alice', 'RAIL-0007', 2);
|
||||||
const after = reassignHost(lobby, session.token);
|
const after = reassignHost(lobby, session.token);
|
||||||
assert.equal(after.hostToken, session.token);
|
assert.equal(after.hostToken, session.token);
|
||||||
});
|
});
|
||||||
@@ -135,40 +160,62 @@ describe('host transfer', () => {
|
|||||||
|
|
||||||
describe('starting', () => {
|
describe('starting', () => {
|
||||||
it('refuses a non-host caller', () => {
|
it('refuses a non-host caller', () => {
|
||||||
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0008');
|
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0008', 2);
|
||||||
joinLobby(lobby, 'Bob');
|
joinLobby(lobby, 'Bob');
|
||||||
assert.deepEqual(startLobby(lobby, 'someone-elses-token'), { ok: false, code: 'NOT_HOST' });
|
assert.deepEqual(startLobby(lobby, 'someone-elses-token'), { ok: false, code: 'NOT_HOST' });
|
||||||
});
|
});
|
||||||
|
|
||||||
it('refuses to start with a gap in the seats', () => {
|
it('refuses to start while a chair is still empty', () => {
|
||||||
let lobby = createLobby(competitive, 'Alice', 'RAIL-0009').lobby;
|
const lobby = createLobby(competitive, 'Alice', 'RAIL-0009', 3).lobby;
|
||||||
const j2 = joinLobby(lobby, 'Bob');
|
const j2 = joinLobby(lobby, 'Bob');
|
||||||
assert.ok(j2.ok);
|
assert.ok(j2.ok);
|
||||||
if (!j2.ok) return;
|
if (!j2.ok) return;
|
||||||
const j3 = joinLobby(j2.lobby, 'Carol');
|
assert.deepEqual(startLobby(j2.lobby, j2.lobby.hostToken), { ok: false, code: 'BAD_PLAYER_COUNT' });
|
||||||
assert.ok(j3.ok);
|
});
|
||||||
if (!j3.ok) return;
|
|
||||||
lobby = { ...j3.lobby, seats: [j3.lobby.seats[0]!, null, j3.lobby.seats[2]!] };
|
it('refuses a solo human at a table sized for more', () => {
|
||||||
|
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0010', 2);
|
||||||
assert.deepEqual(startLobby(lobby, lobby.hostToken), { ok: false, code: 'BAD_PLAYER_COUNT' });
|
assert.deepEqual(startLobby(lobby, lobby.hostToken), { ok: false, code: 'BAD_PLAYER_COUNT' });
|
||||||
});
|
});
|
||||||
|
|
||||||
it('refuses a solo human in a competitive lobby (needs 2-4)', () => {
|
it('starts a full 2-player lobby, naming humans by their display name and numbering the bot', () => {
|
||||||
const { lobby } = createLobby(competitive, 'Alice', 'RAIL-0010');
|
let lobby = createLobby(competitive, 'Alice', 'RAIL-0011', 2).lobby;
|
||||||
assert.deepEqual(startLobby(lobby, lobby.hostToken), { ok: false, code: 'BAD_PLAYER_COUNT' });
|
|
||||||
});
|
|
||||||
|
|
||||||
it('starts a full 2-player lobby, naming bots "Bot" and humans by their display name', () => {
|
|
||||||
let lobby = createLobby(competitive, 'Alice', 'RAIL-0011').lobby;
|
|
||||||
lobby = setBotSeat(lobby, 1, true);
|
lobby = setBotSeat(lobby, 1, true);
|
||||||
const r = startLobby(lobby, lobby.hostToken);
|
const r = startLobby(lobby, lobby.hostToken);
|
||||||
assert.deepEqual(r, { ok: true, playerNames: ['Alice', 'Bot'], botSeats: [1] });
|
assert.deepEqual(r, { ok: true, playerNames: ['Alice', 'Bot 1'], botSeats: [1] });
|
||||||
|
});
|
||||||
|
|
||||||
|
it('numbers bots so two of them at one table can be told apart', () => {
|
||||||
|
// They are two different railroads on the Division map, and a map that labels both "Bot"
|
||||||
|
// cannot answer "which one is that".
|
||||||
|
let lobby = createLobby(competitive, 'Alice', 'RAIL-0016', 3).lobby;
|
||||||
|
lobby = setBotSeat(setBotSeat(lobby, 1, true), 2, true);
|
||||||
|
const r = startLobby(lobby, lobby.hostToken);
|
||||||
|
assert.ok(r.ok);
|
||||||
|
if (!r.ok) return;
|
||||||
|
assert.deepEqual(r.playerNames, ['Alice', 'Bot 1', 'Bot 2']);
|
||||||
|
assert.deepEqual(r.botSeats, [1, 2]);
|
||||||
});
|
});
|
||||||
|
|
||||||
it('starts a solitaire lobby of exactly 1', () => {
|
it('starts a solitaire lobby of exactly 1', () => {
|
||||||
const { lobby } = createLobby(solitaire, 'Alice', 'RAIL-0012');
|
const { lobby } = createLobby(solitaire, 'Alice', 'RAIL-0012', 1);
|
||||||
const r = startLobby(lobby, lobby.hostToken);
|
const r = startLobby(lobby, lobby.hostToken);
|
||||||
assert.deepEqual(r, { ok: true, playerNames: ['Alice'], botSeats: [] });
|
assert.deepEqual(r, { ok: true, playerNames: ['Alice'], botSeats: [] });
|
||||||
});
|
});
|
||||||
|
|
||||||
|
it('seat index is player index, with no compaction to shift it', () => {
|
||||||
|
// The seats array is never resized or squeezed, so the chair a player joined into is the
|
||||||
|
// player index the game gives them — which is what every PlayerSession already recorded at
|
||||||
|
// join time, and what /api/stream and /api/intent route by.
|
||||||
|
let lobby = createLobby(competitive, 'Alice', 'RAIL-0015', 4).lobby;
|
||||||
|
const bob = joinLobby(lobby, 'Bob');
|
||||||
|
assert.ok(bob.ok);
|
||||||
|
if (!bob.ok) return;
|
||||||
|
lobby = setBotSeat(setBotSeat(bob.lobby, 2, true), 3, true);
|
||||||
|
const r = startLobby(lobby, lobby.hostToken);
|
||||||
|
assert.deepEqual(r, { ok: true, playerNames: ['Alice', 'Bob', 'Bot 1', 'Bot 2'], botSeats: [2, 3] });
|
||||||
|
assert.equal(bob.session.player, 1, "Bob's stored player index still names his chair");
|
||||||
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
describe('playerCountAllowed', () => {
|
describe('playerCountAllowed', () => {
|
||||||
|
|||||||
@@ -234,3 +234,69 @@ describe('persistence hooks — exportSave / resumeSession (Phase 3)', () => {
|
|||||||
assert.equal(session.exportSave().status, 'active');
|
assert.equal(session.exportSave().status, 'active');
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
|
describe('summary() — what an administrator sees without replaying the game', () => {
|
||||||
|
it('describes a fresh game: who is at the table, where it has got to, and who it waits on', () => {
|
||||||
|
const session = createSession(42, config, ['Alice', 'Bob']);
|
||||||
|
const s = session.summary();
|
||||||
|
|
||||||
|
assert.equal(s.playerCount, 2);
|
||||||
|
assert.deepEqual(s.playerNames, ['Alice', 'Bob']);
|
||||||
|
assert.equal(s.status, 'active');
|
||||||
|
assert.equal(s.day, 1);
|
||||||
|
assert.equal(s.stage, 1);
|
||||||
|
assert.equal(typeof s.phase, 'string');
|
||||||
|
assert.ok(s.waitingOn, 'a game in play must be waiting on somebody');
|
||||||
|
assert.equal(s.waitingOn!.name, s.playerNames[s.waitingOn!.seat]);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('does not hand back a copy of the history the way exportSave must', () => {
|
||||||
|
// The health check polls this on a timer, so it answering with every intent of every game
|
||||||
|
// would make a question about none of them cost a copy of all of them.
|
||||||
|
const session = createSession(42, config, ['Alice', 'Bob']);
|
||||||
|
assert.equal('history' in session.summary(), false);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('moves lastMoveAt when a move is accepted, and leaves it alone when one is refused', async () => {
|
||||||
|
const session = createSession(42, config, ['Alice', 'Bob']);
|
||||||
|
const created = session.summary();
|
||||||
|
assert.equal(created.lastMoveAt, created.createdAt, 'an untouched game has not moved since it began');
|
||||||
|
|
||||||
|
const actor = (session.connect(0 as PlayerIndex).menu !== null ? 0 : 1) as PlayerIndex;
|
||||||
|
const idle = (1 - actor) as PlayerIndex;
|
||||||
|
|
||||||
|
// A rejection is not a move — a player poking at a game they cannot act in must not make it
|
||||||
|
// look alive to whoever is deciding whether it has stalled.
|
||||||
|
session.intent(idle, 1, { type: 'localOps.choose', option: 'draw' });
|
||||||
|
assert.equal(session.summary().lastMoveAt, created.lastMoveAt, 'a refused intent moved the clock');
|
||||||
|
|
||||||
|
await new Promise((r) => setTimeout(r, 2));
|
||||||
|
const accepted = session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
|
||||||
|
assert.equal(accepted.accepted, true);
|
||||||
|
assert.ok(session.summary().lastMoveAt > created.lastMoveAt, 'an accepted intent did not move the clock');
|
||||||
|
});
|
||||||
|
|
||||||
|
it('carries lastMoveAt across a restart, and falls back to createdAt for a save without one', async () => {
|
||||||
|
const session = createSession(42, config, ['Alice', 'Bob']);
|
||||||
|
const actor = (session.connect(0 as PlayerIndex).menu !== null ? 0 : 1) as PlayerIndex;
|
||||||
|
await new Promise((r) => setTimeout(r, 2));
|
||||||
|
session.intent(actor, 1, { type: 'localOps.choose', option: 'draw' });
|
||||||
|
|
||||||
|
const saved = session.exportSave();
|
||||||
|
assert.equal(resumeSession(saved).summary().lastMoveAt, saved.lastMoveAt);
|
||||||
|
|
||||||
|
// A game written before the field existed still has to load, and reads as untouched since it
|
||||||
|
// began rather than as having just moved.
|
||||||
|
const { lastMoveAt: _dropped, ...older } = saved;
|
||||||
|
const revived = resumeSession(older).summary();
|
||||||
|
assert.equal(revived.lastMoveAt, saved.createdAt);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('reports a finished game as waiting on nobody', () => {
|
||||||
|
// Every seat a bot, so the game plays itself to a finish inside the constructor.
|
||||||
|
const session = createSession(4242, config, ['A', 'B'], [0 as PlayerIndex, 1 as PlayerIndex]);
|
||||||
|
const s = session.summary();
|
||||||
|
assert.equal(s.status, 'finished');
|
||||||
|
assert.equal(s.waitingOn, null, 'a finished game must not name somebody to wait for');
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|||||||
+28
-1
@@ -14,11 +14,12 @@
|
|||||||
|
|
||||||
import { describe, it } from 'node:test';
|
import { describe, it } from 'node:test';
|
||||||
import assert from 'node:assert/strict';
|
import assert from 'node:assert/strict';
|
||||||
import { readFileSync } from 'node:fs';
|
import { readFileSync, readdirSync } from 'node:fs';
|
||||||
import { join } from 'node:path';
|
import { join } from 'node:path';
|
||||||
|
|
||||||
import { actionGroups, currentActor, handPlayable, newGame, overHandLimit, submit, toSave, view } from '../src/web/game.ts';
|
import { actionGroups, currentActor, handPlayable, newGame, overHandLimit, submit, toSave, view } from '../src/web/game.ts';
|
||||||
import { createLocalSession } from '../src/web/session.ts';
|
import { createLocalSession } from '../src/web/session.ts';
|
||||||
|
import { seatLabel } from '../src/sim/view.ts';
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Drive a session by always taking the first offered action.
|
* Drive a session by always taking the first offered action.
|
||||||
@@ -218,6 +219,32 @@ describe('the page stays on the near side of the boundary', () => {
|
|||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
|
describe('seats are counted from 1 wherever a person reads them', () => {
|
||||||
|
it('seatLabel shifts the zero-based index the whole engine uses', () => {
|
||||||
|
assert.deepEqual([0, 1, 2, 3].map(seatLabel), [1, 2, 3, 4]);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('no user-facing "Seat N" bypasses it', () => {
|
||||||
|
// The internal convention is zero-based and must stay that way — it indexes `seating`, the
|
||||||
|
// seats array and every route. The DISPLAYED number is the one a player would say out loud, so
|
||||||
|
// the two have to be converted at exactly one place; anything interpolating a raw seat into a
|
||||||
|
// "Seat …" string has quietly reintroduced "Seat 0".
|
||||||
|
const roots = ['src/web', 'src/sim', 'src/server'];
|
||||||
|
const offenders: string[] = [];
|
||||||
|
for (const dir of roots) {
|
||||||
|
const base = join(import.meta.dirname, '..', dir);
|
||||||
|
for (const name of readdirSync(base, { recursive: true, encoding: 'utf8' })) {
|
||||||
|
if (!name.endsWith('.ts')) continue;
|
||||||
|
const text = readFileSync(join(base, name), 'utf8');
|
||||||
|
for (const m of text.matchAll(/`[^`]*Seat \$\{([^}]*)\}/g)) {
|
||||||
|
if (!m[1]!.includes('seatLabel')) offenders.push(`${dir}/${name}: ${m[0]!.slice(0, 60)}`);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
assert.deepEqual(offenders, [], 'a seat is shown to a player without going through seatLabel');
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
describe('capabilities say what only a local session can do', () => {
|
describe('capabilities say what only a local session can do', () => {
|
||||||
it('offers undo, a local save and a new deal', () => {
|
it('offers undo, a local save and a new deal', () => {
|
||||||
// The page hides these rather than calling them and failing. A server can offer none of them: it
|
// The page hides these rather than calling them and failing. A server can offer none of them: it
|
||||||
|
|||||||
Reference in New Issue
Block a user