# Station Master Jitsi Common Board Implementation Plan **Status:** Final planning document. No implementation has been performed. ## Summary Add a privacy-safe common game board that can be viewed in a browser and published into the game’s Jitsi meeting by a server-managed headless Chromium participant. The publisher represents the game table, not a player or bot. Human and bot actions both update the same public board. No hands, objectives, legal moves, random seed, private draws, or other player-only state may enter the display data path. The implementation is divided into independently useful stages: 1. Establish a secure public-state projection and close existing narration leaks. 2. Add a public display stream, credentials, persistence, and reconnect behavior. 3. Build the reusable 1280×720 common-board renderer. 4. Preserve individual human and bot actions as display animation steps. 5. Add a minimal visual-only Jitsi engine. 6. Supervise one headless Chromium process per published game. 7. Integrate lifecycle, configuration, packaging, health, and live verification. The browser display remains useful without Jitsi. The public projection and leak fixes improve multiplayer security even if no visual display is deployed. ## Research incorporated This plan is based on the current Station Master server, engine, multiplayer view, persistence, and untracked Jitsi harness, plus a read-only review of the sibling `jitsi-transcription` packaging repository at commit `9cae1877a9d9a9f489de8f870dad6ff011521c9d`. The Jitsi Transcription review materially changes the earlier architecture: - Use direct `child_process.spawn` Chromium supervision, not Playwright or CDP. - Use one Chromium process and temporary browser profile per published game, not multiple contexts in one shared browser. - Copy the minimal proven Jitsi/control patterns into Station Master; do not create a runtime dependency on the sibling repository. - Treat `conference.authenticationRequired` as a retryable “waiting for moderator” state. - Use the exact StartOS-proven Chromium flag set. - Explicitly disable third-party requests in `JitsiMeetJS.init`. - Gracefully leave Jitsi before terminating Chromium to reduce ghost participants. - Package Chromium and `tini`; visual-only publishing needs neither PulseAudio nor Xvfb. - Default to one concurrent publisher until target-hardware measurements justify more. The sibling repository had unrelated local modifications and untracked files. They are not part of this plan. ## Public interfaces and types ### Public game projection Introduce dedicated allow-listed types. Do not derive them with `Omit` because new private `Frame` fields could then leak automatically. ```ts type PublicPlayerView = { index: PlayerIndex; seat: PlayerIndex; name: string; revenue: number; handCount: number; redFlagHeld: boolean; }; type PublicDistrictView = { seat: PlayerIndex; player: PlayerIndex; cells: readonly CellView[]; facilities: readonly FacilityView[]; runningRow: number; limits: unknown; }; type PublicFrame = { protocolVersion: 1; status: GameState['status']; clock: PublicClockView; config: PublicConfigView; scoring: PublicScoringView; players: readonly PublicPlayerView[]; division: readonly DivisionView[]; districts: readonly PublicDistrictView[]; deckCounts: PublicDeckCounts; departments: PublicDepartmentsView; salvage: PublicSalvageView; yards: PublicYardsView; timetable: PublicTimetableView; }; ``` Reuse existing view types only after verifying every reused field is public. Create narrower public variants where an existing type includes viewer-specific or private data. The projection must never include: - `viewer` - card identities in any player’s hand - `justDrawn` - objectives - decisions or private prompts - menus, actions, legal moves, or blocked reasons - seed or RNG state - raw `GameState` - intent history - private event details - unresolved internal ordering data - full shared narration logs ### Display stream ```ts type PublicFrameDelta = PartialPublicFrameDelta; type DisplayReset = { type: 'display.reset'; seq: number; frame: PublicFrame; }; type DisplayStep = { type: 'display.step'; seq: number; actor: { player: PlayerIndex; seat: PlayerIndex; source: 'human' | 'bot'; }; frame: PublicFrameDelta; lines: readonly PublicNarrationLine[]; }; type DisplayMessage = DisplayReset | DisplayStep; ``` A new or reconnected display client always receives `display.reset`. Subsequent accepted intents produce ordered `display.step` messages. The server does not replay missed steps; reconnecting clients reset to the latest public state. ### Jitsi publisher state ```ts type JitsiPublisherState = | 'disabled' | 'queued' | 'launching' | 'connecting' | 'waiting-for-admission' | 'waiting-for-moderator' | 'publishing' | 'reconnecting' | 'stopping' | 'failed'; ``` Expose sanitized state, last transition time, and a safe error summary through the existing session/health surfaces. Never expose meeting credentials, display credentials, Jitsi tokens, XMPP service credentials, or browser launch URLs. ## Step 1 — Secure public-state projection ### Current code findings `src/sim/view.ts` currently builds `Frame` for one real viewer and defaults that viewer to player zero. It combines shared table state, one district, and viewer-private fields. Calling it for a spectator would silently expose player zero’s district and private information. `src/server/session.ts` calls: ```ts snapshot(game.state, game.log, ..., seat) ``` This embeds the complete shared narration log in every `Frame`, while `Push.lines` also sends narration incrementally. Existing narration has at least two privacy leaks: - `newMultiplayerGame()` places the seed in the shared log. - A blind Home Office draw can resolve the drawn card to its real name in shared narration. Existing redaction tests pass `[]` for narration and mainly search internal IDs, so they do not detect resolved card names or seed text in the full serialized payload. `currentActor(game)` accounts for Superintendent/pending decisions, while `snapshot()` reads `state.clock.currentActor`. A public display using the latter could highlight the wrong district. Employee Rotation means district ownership cannot be assumed to match player index. Districts must be keyed by seat, with current ownership resolved through `playerAtSeat`. ### Required changes Create explicit projection helpers in the simulation/view layer: - `projectDistrict(state, seat)` - `projectDivision(state)` - `projectSharedTable(state)` - `publicSnapshot(state)` - `currentActorOfState(state)` Refactor the player snapshot and public snapshot to share only safe lower-level projection helpers. Do not implement the public view by repeatedly calling the player `snapshot()` function. Make the existing actor logic use the same engine-level helper so player views, bot execution, and the common board agree during decisions and Superintendent actions. Add the Red Flag holder to the public player projection. It is public game state but is currently absent from `Frame`. Remove seed narration from multiplayer game creation. Retain the seed only in persistence and administrative/replay data. Change blind-draw narration to a generic public line such as “Home Office drew a card.” Keep the card identity available only to the drawing player through the existing owner-only `justDrawn` mechanism. Stop passing the full game log into `frameFor()`. Continue sending sanitized incremental narration through `Push.lines`. ### Tests Add tests that serialize the entire public frame and player pushes, then search for: - every opponent hand card ID - every opponent hand card display name - current objective IDs and names - `justDrawn` for the wrong player - seed values and seed narration - private decision/menu/action data Cover: - a newly created multiplayer game - a blind Home Office draw - a pending decision - Superintendent acting - Employee Rotation before and after ownership changes - reconnect pushes - a finished game Acceptance requires an allow-list review of every `PublicFrame` property. Passing redaction tests alone is insufficient. ## Step 2 — Display credentials, stream, and persistence ### Display metadata Create separate per-game display metadata rather than extending the authoritative game save: ```ts type SavedDisplayMetadata = { schemaVersion: 1; room: string; viewToken: string; publisherToken: string; nextSequence: number; createdAt: number; }; ``` Store it in the same per-game data directory as `display.json`, using the persistence layer’s existing atomic-write pattern. Generate: - a cryptographically random Jitsi room name - a high-entropy `viewToken` - a separate high-entropy `publisherToken` Do not derive any token from game ID, room name, player token, seed, or timestamp. For older saves without `display.json`, generate the metadata once on resume and persist it. Failure to initialize display metadata must disable display/Jitsi for that game without preventing the underlying game from resuming. ### HTTP endpoints Add: - `GET /display.html#token=` — manual common-board page - `GET /api/display/stream?token=` — public-board SSE - `GET /display-agent.html` — internal headless publisher page - WebSocket upgrade at `/api/display/control` — supervisor/agent control Extend the authenticated game/session response with: - display URL - Jitsi meeting URL - sanitized publisher state The browser display reads the fragment token, removes it from the visible address if practical, and supplies it to the SSE request. Fragments keep the credential out of the initial HTTP request and normal server access logs. Do not add a publisher-configuration HTTP endpoint. The internal agent receives its meeting configuration and view token over the authenticated control WebSocket. ### SSE behavior Maintain a display subscriber set per game. On connection: 1. Authenticate `viewToken`. 2. Produce the latest `PublicFrame`. 3. Send `display.reset` with the current sequence. 4. Continue existing heartbeat behavior. 5. Send later `display.step` messages in sequence order. Use a dedicated public-frame delta function rather than the player `Frame` delta. The observed public snapshot grows enough during longer games that full frames for every action would be wasteful. If an SSE client is slow or disconnected, close it and let EventSource reconnect to a new reset. Do not keep an unbounded replay buffer. ### Security requirements - Compare tokens without placing them in error messages. - Do not log query strings or control registration messages containing tokens. - Never accept game intents through display endpoints. - Do not let a view token register as a publisher. - Apply payload and connection limits independently from player SSE. - Keep display failure isolated from player pushes and game persistence. ### Tests Add HTTP tests after refactoring `startServer()` to return the server/listening handle needed by tests. Cover: - valid and invalid view tokens - publisher token rejected as a view token - reset on first connect and reconnect - monotonically increasing sequence IDs - public deltas reconstruct the same frame as a fresh reset - heartbeat behavior - no private fields in raw SSE bytes - legacy save migration - atomic `display.json` persistence - display failure not interrupting `/api/intent` or player SSE ## Step 3 — Reusable common-board renderer ### Renderer structure Build one renderer shared by: - the manual browser display - the headless Jitsi publisher page Use a fixed 1280×720 canvas at 10 frames per second. Set the captured video track’s `contentHint` to `"detail"`. Keep the canvas palette stable. The Jitsi Transcription prototype deliberately changed color themes to prove updates were arriving; that behavior strobes during frequent game actions and must not enter the product. Separate the renderer into: - a pure layout/view-model stage - image/SVG preparation - canvas drawing - animation queue management ### Layout Use this fixed layout: - Header: game name/status, day/stage/phase, current actor, Red Flag. - Main left: persistent Division board. - Main right: focused district. - Footer/side panels: player standings, hand counts, timetable, public decks/resources, and recent narration. - Compact district summaries: every district’s owner, revenue, and operational status. The focused district is: 1. the acting player’s current seat; 2. otherwise the most recent actor’s seat; 3. otherwise seat zero. Resolve owner from seat on every frame so Employee Rotation updates the labels without moving the district itself. The complete `PublicFrame` carries all public districts even though the 720p layout focuses one at a time. ### Existing assets Reuse the existing Division and office SVG generators and exported board CSS. Adapt their APIs so the Division roster can be rendered without a private viewer. Render SVG output into canvas-safe images. Cache images by serialized SVG/content key and invalidate only when the corresponding public model changes. Do not recreate game rules or labels inside the renderer. The projection layer supplies display-ready public labels. ### Display behavior - Human and bot actions use the same animation path. - Normal display-step duration: 700 ms. - If the queue exceeds 12 steps, use 200 ms catch-up transitions. - A reset clears queued animations and renders immediately. - Rendering or asset failure keeps the previous good frame and reports a sanitized diagnostic. - Recent narration is bounded and uses only sanitized `DisplayStep.lines`. - No server-side sleeps are permitted. Update `scripts/build-web.ts` to explicitly build/copy the new display entry points, HTML pages, styles, and Jitsi vendor asset. The current static build manually lists its artifacts, so relying on automatic discovery will omit the pages. ### Tests Test the pure layout model for: - focused-district selection - Employee Rotation ownership - Superintendent decisions - two through four players - empty and dense boards - long player/facility names - finished-game state Test renderer lifecycle with a fake canvas/image layer: - reset clears the queue - step order is preserved - catch-up speed activates at the threshold - stopped renderers stop timers and media tracks - no private input type is accepted Perform visual review at 1280×720 and as a reduced Jitsi tile. Text and train positions must remain legible without opening a tooltip. ## Step 4 — Preserve individual human and bot actions ### Current code findings `GameSession.intent()` applies the human intent, runs `driveBots()`, and only then creates player pushes. `driveBots()` can call `submit()` many times. Player deltas intentionally collapse those moves into one final state, which is appropriate for gameplay but would make bots appear to teleport through several actions on the common board. Engine events cannot be replayed into display state. One accepted intent may run automatic `drain()` work and emit several events, and the event list is not a complete reducer. ### Required changes Introduce a display-step collector inside `GameSession`. After every successful `submit()`: 1. Resolve the acting player and current seat. 2. Produce the sanitized narration lines added by that submission. 3. Create the next `PublicFrame` immediately. 4. Delta it against the last emitted public frame. 5. Assign the next display sequence. 6. Emit one `DisplayStep`. Apply this both to: - the human submission in `intent()` - every successful bot submission inside `driveBots()` Capture the frame immediately. Do not retain a mutable `GameState` reference for later projection because every retained reference would otherwise resolve to the final state. One display step corresponds to one accepted intent, including automatic consequences drained by that intent. Do not create one step per low-level `GameEvent`. Keep player pushes unchanged: players still receive the final coalesced result after all immediately due bots finish. Opening bot moves that occur before any client connects do not need replay. Persist the resulting game state and sequence; a later display receives the final reset. ### Failure isolation Display projection or broadcasting must not invalidate an already accepted game move. If step generation fails: - record a sanitized server diagnostic - mark the publisher/display state degraded - send a fresh reset on the next successful display update - continue normal game and player push processing ### Tests Cover: - one human intent with no bot response - one human intent followed by several bot intents - consecutive bot turns - bot pending decisions - automatic engine work within one intent - ordering of narration and frames - sequence continuity - player pushes remaining coalesced - reconstructed display state matching `publicSnapshot()` after the final step ## Step 5 — Minimal visual-only Jitsi engine ### Source strategy Port the smallest relevant production patterns from `jitsi-transcription` into Station Master with attribution where required. Do not import the sibling repository at runtime, add it as a submodule, or copy its transcription/audio/chat features. Retain only: - Jitsi configuration parsing - connection/conference lifecycle - lobby handling - reconnect classification/backoff - generated-display track creation - generated-display cleanup and republishing - normalized state/error events - minimal control protocol Pin the known working `lib-jitsi-meet` release: ```text v2192.0.0+d6f3312f ``` Add `ws` for the Node control broker. Do not add Playwright. ### Agent page `display-agent.html` must: 1. Validate its opaque session ID and publisher token from the URL fragment. 2. Connect to `/api/display/control`. 3. Register as the engine for exactly one session. 4. Wait for a supervisor command before joining Jitsi. 5. Connect to the public display SSE using the supplied view token. 6. Render the same common-board canvas as the manual page. 7. Capture the canvas stream at 10 fps. 8. Join Jitsi and publish it as a desktop video track. 9. Report normalized lifecycle state over the control channel. 10. Leave and stop all tracks on supervisor command or `pagehide`. Meeting server, room, XMPP configuration, and view token are delivered over the control WebSocket, not placed in query parameters. ### Jitsi publishing Use: ```ts canvas.captureStream(10) JitsiMeetJS.createLocalTracksFromMediaStreams([{ mediaType: 'video', sourceType: 'generated', stream, track: stream.getVideoTracks()[0], videoType: 'desktop' }]) ``` Require exactly one generated video track. Dispose any unexpected auxiliary tracks. Wait for the first video frame before publishing and report a diagnostic if it does not arrive. Do not automatically recycle a healthy track merely because a remote participant initially sees a blank publication; the existing harness observed occasional first-publication blankness on the Jitsi side. On reconnect: - retain the program-owned canvas stream - remove/dispose the stale Jitsi local track - reconnect and rejoin - create a fresh Jitsi wrapper track around a clone of the retained stream - republish it ### Jitsi initialization and privacy Initialize with: ```ts JitsiMeetJS.init({ disableAudioLevels: true, enableAnalyticsLogging: false, disableThirdPartyRequests: true }); ``` The pinned library declarations confirm `disableThirdPartyRequests` is supported. Do not initialize microphones, cameras, remote audio sinks, chat, TTS, STT, analytics, or rtcstats endpoints. Before release, capture browser network destinations during a live session and verify that traffic is limited to: - Station Master loopback/server endpoints - the configured Jitsi deployment and its advertised media infrastructure Unexpected telemetry destinations fail acceptance. ### Meeting states Handle these explicitly: - `waiting-for-admission`: the participant joined a lobby and is waiting for a moderator. - `waiting-for-moderator`: the guest cannot create the room because no authenticated moderator has opened it. - `reconnecting`: a previously joined publisher lost its connection and is retrying. - `failed`: malformed configuration, exhausted retry budget, unrecoverable Jitsi error, or repeated browser failure. `conference.authenticationRequired` may arrive asynchronously as a conference error after the initial join command appears successful. Handle both synchronous and event paths. For waiting-for-moderator: - leave/disconnect the failed attempt - retry every 8 seconds - stop after `JITSI_WAIT_FOR_MODERATOR_SECONDS`, default 600 - immediately continue when a human moderator opens the meeting For lobby admission, remain connected until admitted, stopped, or the configured join deadline expires. ### Tests Port/adapt the sibling repository’s proven tests for: - generated-display track contract - lifecycle transitions - lobby state - asynchronous `authenticationRequired` - reconnect classification - generated-display republish - cleanup after publish failure - stale callbacks from an old connection - initialization privacy flags - no audio/camera track creation ## Step 6 — Chromium publisher supervisor ### Process model Create one Chromium child process per published game. Do not share one Chromium process across games. Per-game processes provide crash isolation, simple lifecycle ownership, and match the production-proven Jitsi Transcription design. Default publisher capacity to one: ```text JITSI_MAX_PUBLISHERS=1 ``` Games beyond capacity enter `queued` in creation order. Make the cap configurable only after measuring CPU and memory on target Station Master hardware. ### Browser launch Find Chromium using: 1. `CHROME_BIN` 2. `/usr/bin/chromium` 3. `/usr/bin/chromium-browser` 4. `/usr/bin/google-chrome` Use a unique temporary user-data directory per publisher and remove it after exit. Launch with the StartOS-proven flags: ```text --headless=new --no-sandbox --disable-dev-shm-usage --autoplay-policy=no-user-gesture-required --use-fake-device-for-media-stream --use-fake-ui-for-media-stream --disable-background-timer-throttling --disable-renderer-backgrounding --disable-backgrounding-occluded-windows ``` `--no-sandbox` is acceptable only inside the existing StartOS container boundary and because Chromium loads the Station Master-owned loopback agent page. Filter noisy Chromium stderr, but retain messages matching fatal conditions, renderer crashes, out-of-memory errors, and “Aw, Snap”. ### Control protocol Use a versioned, session-keyed JSON protocol over `/api/display/control`. Registration includes: - protocol version - role `engine` - session ID - publisher token The broker must: - validate every message - limit payloads to 64 KiB - disable per-message compression - route commands/events only to the registered session - allow a newer engine to supersede only the same session - reject client/engine role changes on an established socket - clear pending commands when an engine disconnects - reconnect the agent-side WebSocket every two seconds until stopped Public frames remain on SSE and never traverse this control protocol. ### Lifecycle and recovery Supervisor flow: 1. Allocate capacity. 2. Spawn Chromium. 3. Wait for authenticated engine registration. 4. Send Jitsi join configuration. 5. Wait for joined/admitted state. 6. Command generated-display publication. 7. Monitor process, control socket, and Jitsi state. 8. Gracefully stop on game completion, server shutdown, or administrative stop. For unexpected Chromium exit during an active game: - mark `reconnecting` - clean the old profile - relaunch with delays of 1, 2, 4, 8, and 16 seconds - reset the consecutive-failure count after five stable minutes - enter `failed` after five consecutive launch/registration failures - keep the underlying game and browser display operational ### Graceful teardown On stop: 1. Send the engine a leave command. 2. Wait up to five seconds for confirmation. 3. Send Chromium `SIGTERM`. 4. Wait up to three additional seconds. 5. Use `SIGKILL` only if it remains alive. 6. Remove the temporary profile. 7. Release publisher capacity. Clean leave matters because Jitsi may show a stale participant for 30–120 seconds after abrupt termination. The board does not consume remote audio, so these ghosts are cosmetic, but duplicate meeting participants remain undesirable. Publish the final game state for a five-minute completion grace period, then leave the meeting. Server shutdown bypasses this grace period and leaves immediately. ### Tests Use fake child processes and fake control sockets to test: - exact required Chromium flags - binary discovery - profile isolation and cleanup - capacity queue ordering - engine registration authentication - per-session supersession - command timeout and disconnection - crash relaunch backoff - retry exhaustion - graceful leave before termination - forced kill fallback - publisher failure not affecting the game session ## Step 7 — Configuration, lifecycle, packaging, and observability ### Configuration Support: ```text JITSI_SERVER_URL JITSI_GUEST_DOMAIN JITSI_SERVICE_URL JITSI_XMPP_DOMAIN JITSI_MUC_DOMAIN JITSI_FORCE_JVB=false JITSI_MAX_PUBLISHERS=1 JITSI_WAIT_FOR_MODERATOR_SECONDS=600 JITSI_JOIN_TIMEOUT_SECONDS=600 JITSI_FINISHED_GRACE_SECONDS=300 CHROME_BIN ``` Require `JITSI_SERVER_URL` to be an HTTP(S) origin without credentials, path, query, or fragment. Default the XMPP WebSocket to: ```text wss:///xmpp-websocket ``` Default MUC to `conference.`. Keep explicit overrides for self-hosted deployments. If `JITSI_SERVER_URL` is absent: - browser common-board display remains enabled - Jitsi meeting URL and publisher are disabled - game creation and play remain unaffected JWT/authenticated publisher support is out of scope for the first version. Authenticated-room deployments rely on a human moderator opening the room and the publisher’s waiting-for-moderator retry. ### Session integration Create display metadata when the lobby starts a game. Return the meeting and display links to every authenticated player. All players receive the same links. On server startup: - load active game saves - load or migrate display metadata - rebuild current public snapshots - queue publishers only for active games - do not automatically republish completed games On SIGTERM, including StartOS backup shutdown: - stop accepting new publisher work - command every engine to leave - terminate browsers - then close HTTP/control services ### Health and logs Health must distinguish: - game server availability - common display availability - Jitsi configuration present - Chromium available - publishers active/queued/failed Do not report Jitsi publishing as healthy merely because the supervisor is running. Use structured logs containing: - game/session ID - publisher state transition - safe Jitsi room identifier - browser exit code/signal - retry attempt - sanitized error category Exclude all tokens, full control frames, player private state, query strings, and browser profile paths. ### Dependencies and packaging Add runtime dependencies: - the pinned `lib-jitsi-meet` release - `ws` Add Chromium and `tini` to the Station Master runtime image or companion StartOS packaging repository. Use `tini` as PID 1 so terminated Chromium children are reaped. Visual-only Station Master publishing does not require: - PulseAudio - Xvfb - xauth - ffmpeg - Playwright browsers - CDP tooling Run the service as a non-root application user. Chromium still receives `--no-sandbox` because the StartOS subcontainer does not grant the kernel capabilities required by Chromium’s internal sandbox. Do not raise the package RAM requirement based solely on the Jitsi Transcription measurements. Measure the combined Station Master server plus publisher on actual target hardware first. ## End-to-end test plan ### Automated tests Run: - Station Master typecheck - all existing engine/server/web tests - public-projection and leak tests - display delta/reconstruction tests - HTTP/SSE authentication tests - renderer lifecycle tests - control-protocol tests - Jitsi adapter tests with a fake runtime - Chromium supervisor tests - persistence migration tests ### Local integration With a local or test Jitsi deployment: 1. Start a two-player game with one bot. 2. Open the manual display and both player screens. 3. Confirm human moves update all three. 4. Confirm bot moves appear as distinct ordered animations. 5. Join the Jitsi meeting from another browser. 6. Confirm the Station Master board is published as a desktop share. 7. Force an XMPP/media disconnect. 8. Confirm reconnect and display-track republish. 9. Stop the game/server and confirm the publisher leaves. ### Authenticated deployment On a Jitsi deployment where guests cannot create rooms: 1. Start the Station Master game before opening the meeting. 2. Confirm publisher state becomes `waiting-for-moderator`. 3. Open the meeting as a moderator. 4. Confirm the publisher joins on the next retry. 5. If lobby is enabled, confirm `waiting-for-admission` until admitted. 6. Confirm neither state is reported as an immediate terminal failure. ### Privacy verification Capture: - raw display SSE - rendered canvas screenshots - control WebSocket messages - Jitsi network destinations - server logs Verify that none contains: - card identities from hands - objectives - player-only prompts or moves - private draw identities - seed - view/publisher tokens in logs - unintended third-party telemetry ### Soak and target hardware Run at least a two-hour Station Master integration soak with: - continual public-board updates - human and bot moves - two forced connection drops - one forced Chromium termination - clean service shutdown Record: - container RSS - Chromium RSS - CPU during idle and animation bursts - Jitsi reconnect time - display queue depth - dropped SSE clients - stale meeting-participant duration after graceful and forced exits The sibling repository’s four-hour run validates the underlying headless Jitsi approach, but Station Master still needs this integration-specific measurement. ## Acceptance criteria The feature is complete when: - Every player can open one shared browser display. - The same display is visible as a desktop share in the game’s Jitsi meeting. - Human and bot moves update that board through the same path. - Consecutive bot intents remain visibly distinct. - A reconnecting display reconstructs the latest state without replay. - Jitsi disconnection republishes the existing canvas stream. - A guest publisher waits for a moderator rather than failing immediately. - Browser/Jitsi failure never prevents normal game play. - Shutdown leaves the conference before Chromium termination. - No private game information appears in projection, transport, rendering, logs, or Jitsi. - No unexpected third-party telemetry connection is observed. - Chromium resource use is measured on target hardware before increasing concurrency. ## Assumptions and defaults - The common board is a separate participant named `Station Master — Common Board`. - It represents the table, never a particular human or bot. - Jitsi is configurable and self-hosted; meet.jit.si-specific behavior is not assumed. - One publisher process is allowed by default. - A human moderator may need to open or admit the publisher. - Public display and normal multiplayer remain valuable and operational without Jitsi. - The sibling Jitsi Transcription repository is a reference implementation, not a shared runtime package. - The untracked Station Master harness remains research material and is not promoted wholesale into production. - Audio, transcription, speech, chat, camera capture, player screen sharing, and JWT publisher authentication are out of scope.