The game kit: the shared infrastructure of Wiz-War and Waving Hands as a template

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
This commit is contained in:
Eric Wagoner
2026-09-23 11:00:05 -04:00
co-authored by Claude Fable 5.1
commit 1cd24e3ddd
59 changed files with 7420 additions and 0 deletions
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// The front door for games between people. Plain HTTP for actions, a
// websocket only to say "something changed, fetch the view again".
//
// POST /api/rooms {name, size?} create a room and take seat A
// POST /api/rooms/:id/join {name} take the next seat
// POST /api/rooms/:id/bot {token} seat a bot (any seated player may, before the game begins)
// POST /api/rooms/:id/begin {token} the host begins with the players seated so far
// GET /api/rooms/:id?token= the view for that seat; without a token, the gallery's view
// POST /api/rooms/:id/turn {token, input} this seat's move
// POST /api/rooms/:id/say {token, text} table talk, from a seat to the whole room
// POST /api/rooms/:id/report {token?, happened, expected} a report to the keeper, pinned to the round
// POST /api/reports/:id/image <image bytes> a screenshot for a report just filed
// POST /api/reports/mine {seats: [{roomId, token}]} your reports and the keeper's replies
// POST /api/reports/:id/answer {roomId, token, text} your word under the keeper's reply
// WS /ws?room=:id&token= {type:"update", seq} whenever the room changes; without a token,
// a seat in the Peanut Gallery, counted for the table
//
// Caddy serves the static site and proxies /api and /ws here.
import * as Sentry from '@sentry/node';
import { createServer, type IncomingMessage, type ServerResponse } from 'node:http';
import { dirname } from 'node:path';
import { WebSocketServer, WebSocket } from 'ws';
import { game } from '../../src/lib/game';
import { RateLimit } from './ratelimit';
import { IMAGE_MAX_BYTES, Reports } from './reports';
import { RoomError, Rooms, SPECTATOR } from './rooms';
import { Store } from './store';
const PORT = Number(process.env.PORT ?? '__PORT__');
const HOST = process.env.HOST ?? '127.0.0.1';
const DATA_DIR = process.env.DATA_DIR ?? '../data/rooms';
const PUBLIC_URL = (process.env.PUBLIC_URL ?? 'https://__DOMAIN__').replace(/\/$/, '');
const BODY_LIMIT = 16 * 1024;
// Errors go to Sentry when a DSN is set; the SDK drops them otherwise.
if (process.env.SENTRY_DSN) {
Sentry.init({ dsn: process.env.SENTRY_DSN, environment: 'production', tracesSampleRate: 0 });
}
process.on('unhandledRejection', (reason) => {
console.error(reason);
Sentry.captureException(reason);
});
const rooms = new Rooms(game, new Store(DATA_DIR));
/** Reports live beside the room ledgers, not among them. */
const reports = new Reports(dirname(DATA_DIR));
/** Opening rooms and taking seats are open to anyone; a script gets a few dozen an hour, not thousands. */
const doors = new RateLimit(40, 60 * 60 * 1000);
/** Table talk: a lively table says a few lines a minute, not hundreds. */
const voices = new RateLimit(240, 60 * 60 * 1000);
/** Reports, answers and pictures: a few an hour from one address; each rings the keeper's phone. */
const desk = new RateLimit(6, 60 * 60 * 1000);
const MAX_AUDIENCE = 30;
const IDLE_ROOM_MS = 7 * 24 * 60 * 60 * 1000;
setInterval(() => {
const n = rooms.evictIdle(IDLE_ROOM_MS);
doors.prune();
voices.prune();
desk.prune();
if (n) console.log(`evicted ${n} idle room${n === 1 ? '' : 's'} from memory; ${rooms.loaded} loaded`);
}, 60 * 60 * 1000).unref();
/** The visitor's address as Caddy reports it, or the socket's when unproxied. */
function clientOf(req: IncomingMessage): string {
const forwarded = req.headers['x-forwarded-for'];
const first = (Array.isArray(forwarded) ? forwarded[0] : forwarded)?.split(',')[0].trim();
return first || req.socket.remoteAddress || '?';
}
function send(res: ServerResponse, status: number, body: unknown): void {
res.writeHead(status, { 'content-type': 'application/json; charset=utf-8', 'cache-control': 'no-store' });
res.end(status === 204 ? undefined : JSON.stringify(body));
}
function readBytes(req: IncomingMessage, limit: number, tooBig: string): Promise<Buffer> {
return new Promise((resolve, reject) => {
const declared = Number(req.headers['content-length'] ?? 0);
if (declared > limit) {
reject(new RoomError(tooBig, 413));
req.destroy();
return;
}
let size = 0;
const chunks: Buffer[] = [];
req.on('data', (chunk: Buffer) => {
size += chunk.length;
if (size > limit) {
reject(new RoomError(tooBig, 413));
req.destroy();
return;
}
chunks.push(chunk);
});
req.on('end', () => resolve(Buffer.concat(chunks)));
req.on('error', reject);
});
}
async function readBody(req: IncomingMessage): Promise<Record<string, unknown>> {
const bytes = await readBytes(req, BODY_LIMIT, 'That is more than a move needs.');
if (bytes.length === 0) return {};
try {
return JSON.parse(bytes.toString('utf8')) as Record<string, unknown>;
} catch {
throw new RoomError('The request was not JSON.');
}
}
/** A report or an answer is worth waking the keeper for; the desk's own replies are not. */
function ringBell(title: string, detail: { fingerprint: string[]; tags: Record<string, string>; extra: Record<string, unknown> }): void {
Sentry.captureMessage(title, { level: 'error', ...detail });
}
/** The seats a browser claims, kept to the ones its tokens prove. */
function provenSeats(raw: unknown): { roomId: string; seat: string }[] {
const claims = Array.isArray(raw) ? raw.slice(0, 50) : [];
const proven: { roomId: string; seat: string }[] = [];
for (const claim of claims) {
if (typeof claim !== 'object' || claim === null) continue;
const c = claim as Record<string, unknown>;
try {
const room = rooms.get(String(c.roomId ?? ''));
proven.push({ roomId: room.id, seat: rooms.seatOf(room, typeof c.token === 'string' ? c.token : undefined).id });
} catch {
// A seat this browser cannot prove is not its business.
}
}
return proven;
}
const DESK_BUSY = 'The desk has plenty from here for now; more in an hour.';
async function handleReports(req: IncomingMessage, res: ServerResponse, parts: string[]): Promise<void> {
if (req.method !== 'POST') throw new RoomError('Not here.', 404);
if (parts[2] === 'mine' && parts.length === 3) {
const body = await readBody(req);
return send(res, 200, { reports: reports.mine(provenSeats(body.seats)) });
}
const report = reports.find(parts[2] ?? '');
if (!report) throw new RoomError('No such report.', 404);
if (parts[3] === 'image') {
if (!desk.allow(clientOf(req))) throw new RoomError(DESK_BUSY, 429);
reports.attachImage(report, await readBytes(req, IMAGE_MAX_BYTES, 'A picture of 2.5 MB at most.'));
return send(res, 204, {});
}
if (parts[3] === 'answer') {
if (!desk.allow(clientOf(req))) throw new RoomError(DESK_BUSY, 429);
const body = await readBody(req);
const room = rooms.get(String(body.roomId ?? report.roomId));
const seat = rooms.seatOf(room, typeof body.token === 'string' ? body.token : undefined);
if (room.id !== report.roomId) throw new RoomError('That report is not yours to answer.', 403);
reports.answer(report, seat, body.text);
ringBell(`${seat.name} answers on report ${report.id} (${room.id}): ${String(body.text ?? '').slice(0, 100)}`, {
fingerprint: ['report-answer', report.id, new Date().toISOString()],
tags: { room: room.id, report: report.id, player: seat.name },
extra: { text: body.text, link: `${PUBLIC_URL}/join/${room.id}` }
});
return send(res, 200, { ok: true });
}
throw new RoomError('Not here.', 404);
}
async function handle(req: IncomingMessage, res: ServerResponse): Promise<void> {
const url = new URL(req.url ?? '/', 'http://localhost');
const parts = url.pathname.split('/').filter(Boolean);
if (parts[0] === 'api' && parts[1] === 'reports') return handleReports(req, res, parts);
if (parts[0] !== 'api' || parts[1] !== 'rooms') throw new RoomError('Not here.', 404);
if (parts.length === 2 && req.method === 'POST') {
if (!doors.allow(clientOf(req))) throw new RoomError('Too many rooms opened from here just now; try again later.', 429);
const body = await readBody(req);
const { room, seat } = rooms.create(String(body.name ?? ''), Number(body.size ?? game.minSeats));
return send(res, 201, { seat: seat.id, token: seat.token, view: rooms.view(room, seat.id) });
}
const room = rooms.get(parts[2] ?? '');
const action = parts[3];
if (!action && req.method === 'GET') {
const token = url.searchParams.get('token');
if (!token) return send(res, 200, rooms.view(room, SPECTATOR));
return send(res, 200, rooms.view(room, rooms.seatOf(room, token).id));
}
if (req.method !== 'POST') throw new RoomError('Not here.', 404);
const body = await readBody(req);
const token = typeof body.token === 'string' && body.token ? body.token : undefined;
if (action === 'join') {
if (!doors.allow(clientOf(req))) throw new RoomError('Too many seats taken from here just now; try again later.', 429);
const seat = rooms.join(room, String(body.name ?? ''));
return send(res, 200, { seat: seat.id, token: seat.token, view: rooms.view(room, seat.id) });
}
if (action === 'bot') {
rooms.addBot(room, token);
return send(res, 200, rooms.view(room, rooms.seatOf(room, token).id));
}
if (action === 'begin') {
rooms.begin(room, token);
return send(res, 200, rooms.view(room, rooms.seatOf(room, token).id));
}
if (action === 'turn') {
rooms.submit(room, token, body.input);
return send(res, 200, rooms.view(room, rooms.seatOf(room, token).id));
}
if (action === 'say') {
if (!voices.allow(clientOf(req))) throw new RoomError('The table has heard enough from here for now.', 429);
rooms.say(room, token, body.text);
return send(res, 200, rooms.view(room, rooms.seatOf(room, token).id));
}
if (action === 'report') {
if (!desk.allow(clientOf(req))) throw new RoomError(DESK_BUSY, 429);
const seat = token ? rooms.seatOf(room, token) : null;
const turn = room.state ? game.turn(room.state) : null;
const report = reports.file(room, seat, turn, body.happened, body.expected);
ringBell(`Report from ${report.player} in ${room.id}: ${report.happened.slice(0, 100)}`, {
fingerprint: ['report', report.id],
tags: { room: room.id, report: report.id, player: report.player },
extra: { happened: report.happened, expected: report.expected, turn: report.turn, seq: report.seq, link: `${PUBLIC_URL}/join/${room.id}` }
});
return send(res, 201, { id: report.id });
}
throw new RoomError('Not here.', 404);
}
const server = createServer((req, res) => {
handle(req, res).catch((err: unknown) => {
if (err instanceof RoomError) return send(res, err.status, { error: err.message });
console.error(err);
Sentry.captureException(err, { extra: { url: req.url, method: req.method } });
send(res, 500, { error: 'Something went wrong on the server.' });
});
});
const wss = new WebSocketServer({ noServer: true });
server.on('upgrade', (req, socket, head) => {
const url = new URL(req.url ?? '/', 'http://localhost');
if (url.pathname !== '/ws') return socket.destroy();
let seatId: string;
let room: ReturnType<typeof rooms.get>;
try {
room = rooms.get(url.searchParams.get('room') ?? '');
const token = url.searchParams.get('token');
seatId = token ? rooms.seatOf(room, token).id : SPECTATOR;
if (seatId === SPECTATOR && rooms.audience(room) >= MAX_AUDIENCE) throw new RoomError('The gallery is full.', 429);
} catch {
return socket.destroy();
}
wss.handleUpgrade(req, socket, head, (ws: WebSocket) => {
const onChange = (changed: ReturnType<typeof rooms.get>) => {
if (ws.readyState === WebSocket.OPEN) ws.send(JSON.stringify({ type: 'update', seq: changed.seq }));
};
const unsubscribe = seatId === SPECTATOR ? rooms.watch(room, onChange) : rooms.subscribe(room.id, onChange);
ws.on('close', unsubscribe);
ws.send(JSON.stringify({ type: 'hello', seat: seatId }));
});
});
server.listen(PORT, HOST, () => {
console.log(`__SLUG__ server listening on http://${HOST}:${PORT}, rooms in ${DATA_DIR}`);
});
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// A sliding-window count per key, for the doors a stranger can knock on.
export class RateLimit {
private hits = new Map<string, number[]>();
constructor(
private limit: number,
private windowMs: number
) {}
/** True if the key may act now; the act is recorded when it is allowed. */
allow(key: string, now = Date.now()): boolean {
const since = now - this.windowMs;
const recent = (this.hits.get(key) ?? []).filter((t) => t > since);
if (recent.length >= this.limit) {
this.hits.set(key, recent);
return false;
}
recent.push(now);
this.hits.set(key, recent);
if (this.hits.size > 10000) this.prune(now);
return true;
}
prune(now = Date.now()): void {
const since = now - this.windowMs;
for (const [key, times] of this.hits) {
if (!times.some((t) => t > since)) this.hits.delete(key);
}
}
}
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// The reports desk: what a player says went wrong, pinned to the room and
// the turn so the moment can be replayed. One JSONL file beside the room
// ledgers; replies from the keeper and answers from the player fold onto
// the report they name, and a screenshot sits in a folder next to it.
import { randomBytes } from 'node:crypto';
import { appendFileSync, existsSync, mkdirSync, readFileSync, writeFileSync } from 'node:fs';
import { join } from 'node:path';
import type { SeatId } from '../../src/lib/game/spec';
import { RoomError, type Room, type Seat } from './rooms';
export const TEXT_MAX = 2000;
export const IMAGE_MAX_BYTES = 2_500_000;
/** How long after filing a picture may still be attached. */
const IMAGE_WINDOW_MS = 60 * 60 * 1000;
export interface ReportLine {
at: string;
text: string;
from: 'desk' | 'player';
status?: string;
}
export interface Report {
id: string;
at: string;
roomId: string;
/** The reporter's name, or "(gallery)" for a watcher. */
player: string;
seat: SeatId | null;
/** The round being written when the report was filed, and the ledger's length. */
turn: number | null;
seq: number;
happened: string;
expected: string;
/** The whole exchange in order: the keeper's replies and the player's answers. */
thread: ReportLine[];
/** A screenshot's file name under images/, when one was sent. */
image?: string;
}
export function cleanText(raw: unknown): string {
return String(raw ?? '')
.replace(/[\u0000-\u0009\u000b-\u001f\u007f]/g, ' ')
.trim()
.slice(0, TEXT_MAX);
}
export class Reports {
private path: string;
private imageDir: string;
constructor(dir: string) {
mkdirSync(dir, { recursive: true });
this.path = join(dir, 'feedback.jsonl');
this.imageDir = join(dir, 'feedback-images');
}
private append(entry: Record<string, unknown>): void {
appendFileSync(this.path, JSON.stringify(entry) + '\n');
}
read(): Report[] {
if (!existsSync(this.path)) return [];
const reports = new Map<string, Report>();
for (const raw of readFileSync(this.path, 'utf8').split('\n')) {
if (!raw.trim()) continue;
let line: Record<string, unknown>;
try {
line = JSON.parse(raw) as Record<string, unknown>;
} catch {
continue;
}
if (typeof line.reportId === 'string') {
const report = reports.get(line.reportId);
if (!report) continue;
if (typeof line.image === 'string') report.image = line.image;
else if (line.from === 'player') report.thread.push({ at: String(line.at ?? ''), text: String(line.text ?? ''), from: 'player' });
else report.thread.push({ at: String(line.at ?? ''), text: String(line.text ?? ''), from: 'desk', status: String(line.status ?? 'open') });
continue;
}
if (typeof line.id !== 'string') continue;
reports.set(line.id, {
id: line.id,
at: String(line.at ?? ''),
roomId: String(line.roomId ?? ''),
player: String(line.player ?? '?'),
seat: typeof line.seat === 'string' ? line.seat : null,
turn: typeof line.turn === 'number' ? line.turn : null,
seq: Number(line.seq ?? 0),
happened: String(line.happened ?? ''),
expected: String(line.expected ?? ''),
thread: []
});
}
return [...reports.values()];
}
find(id: string): Report | undefined {
return this.read().find((r) => r.id === id);
}
/** File a report from a seat, or from the gallery when there is none, pinned to the round being written. */
file(room: Room<unknown>, seat: Seat | null, turn: number | null, rawHappened: unknown, rawExpected: unknown): Report {
const happened = cleanText(rawHappened);
if (!happened) throw new RoomError('Say what happened.');
const report: Report = {
id: randomBytes(4).toString('hex'),
at: new Date().toISOString(),
roomId: room.id,
player: seat?.name ?? '(gallery)',
seat: seat?.id ?? null,
turn,
seq: room.seq,
happened,
expected: cleanText(rawExpected),
thread: []
};
const { thread: _thread, ...line } = report;
this.append(line);
return report;
}
/** The player's word under the keeper's reply; only the seat that filed it may answer. */
answer(report: Report, seat: Seat, rawText: unknown): void {
if (report.seat !== seat.id) throw new RoomError('That report is not yours to answer.', 403);
const text = cleanText(rawText);
if (!text) throw new RoomError('Say something.');
this.append({ reportId: report.id, from: 'player', player: seat.name, text, at: new Date().toISOString() });
}
/** One picture per report, soon after filing, a PNG, JPEG or WebP by its own first bytes. */
attachImage(report: Report, body: Buffer): string {
if (report.image) throw new RoomError('That report has its picture.', 409);
if (Date.now() - Date.parse(report.at) > IMAGE_WINDOW_MS) throw new RoomError('Too late for a picture.', 410);
if (body.length > IMAGE_MAX_BYTES) throw new RoomError('A picture of 2.5 MB at most.', 413);
const ext = body.subarray(0, 4).equals(Buffer.from([0x89, 0x50, 0x4e, 0x47]))
? 'png'
: body.subarray(0, 3).equals(Buffer.from([0xff, 0xd8, 0xff]))
? 'jpg'
: body.subarray(0, 4).toString('ascii') === 'RIFF' && body.subarray(8, 12).toString('ascii') === 'WEBP'
? 'webp'
: null;
if (!ext) throw new RoomError('A PNG, JPEG or WebP.', 415);
mkdirSync(this.imageDir, { recursive: true });
const name = `${report.id}.${ext}`;
writeFileSync(join(this.imageDir, name), body);
this.append({ reportId: report.id, image: name, at: new Date().toISOString() });
return name;
}
/** Reports filed from the seats a browser can prove it holds. */
mine(seats: { roomId: string; seat: SeatId }[]): Report[] {
return this.read().filter((r) => seats.some((s) => s.roomId === r.roomId && s.seat === r.seat));
}
}
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// Rooms: who sits where, whose move it is, and the game itself. Every change
// goes to the ledger first and is then applied, so a restart replays to the
// same place. Inputs wait in memory until every seat that must move has moved;
// then the round resolves at once, bots included. Nothing here knows the
// game beyond the GameSpec it is given.
import { randomBytes } from 'node:crypto';
import { SPECTATOR, type GameSpec, type SeatId } from '../../src/lib/game/spec';
import type { ChatLine, RoomView } from '../../src/lib/net/view';
import type { LedgerLine, Store } from './store';
const CHAT_MAX_LENGTH = 300;
/** Lines of talk kept and sent; the ledger keeps them all. */
const CHAT_KEEP = 200;
export { SPECTATOR };
export interface Seat {
id: SeatId;
name: string;
token: string;
bot: boolean;
}
export interface Room<State> {
id: string;
size: number;
createdAt: number;
seats: Seat[];
state: State | null;
/** Inputs received for the round in progress, by seat. */
pending: Record<SeatId, unknown>;
chat: ChatLine[];
/** Bumped on every change a client might want to see. */
seq: number;
updatedAt: number;
}
export class RoomError extends Error {
constructor(
message: string,
public status = 400
) {
super(message);
}
}
function newId(bytes: number): string {
return randomBytes(bytes).toString('base64url');
}
/** Room codes: four letters or digits, none that read alike, easy to say aloud. */
const CODE_ALPHABET = 'ABCDEFGHJKLMNPQRSTUVWXYZ23456789';
function newCode(): string {
const bytes = randomBytes(4);
return [...bytes].map((b) => CODE_ALPHABET[b % CODE_ALPHABET.length]).join('');
}
function newSeed(): number {
return (Date.now() ^ (Math.random() * 0xffffffff)) >>> 0;
}
export function normalizeCode(raw: string): string {
return raw.trim().toUpperCase();
}
export function cleanName(raw: unknown): string {
const name = String(raw ?? '')
.replace(/\s+/g, ' ')
.trim()
.slice(0, 24);
if (!name) throw new RoomError('A player needs a name.');
return name;
}
export class Rooms<State, Input> {
private rooms = new Map<string, Room<State>>();
private listeners = new Map<string, Set<(room: Room<State>) => void>>();
/** Sockets watching from the gallery, by room. */
private gallery = new Map<string, number>();
constructor(
private game: GameSpec<State, Input>,
private store: Store
) {
for (const id of store.roomIds()) {
const room = this.replay(id, store.read(id));
if (room) this.rooms.set(id, room);
}
}
get maxSeats(): number {
return this.game.seatIds.length;
}
get(id: string): Room<State> {
const room = this.rooms.get(id) ?? this.rooms.get(normalizeCode(id)) ?? this.load(normalizeCode(id));
if (!room) throw new RoomError('No game answers to that code.', 404);
return room;
}
/** A room evicted from memory comes back from its ledger on the next visit. */
private load(id: string): Room<State> | undefined {
if (!/^[A-Z0-9]{4}$/.test(id)) return undefined;
const room = this.replay(id, this.store.read(id));
if (room) this.rooms.set(id, room);
return room ?? undefined;
}
/** Forget rooms nobody has touched or watched for a while; their ledgers stay on disk. */
evictIdle(olderThanMs: number, now = Date.now()): number {
let n = 0;
for (const [id, room] of this.rooms) {
if (now - room.updatedAt < olderThanMs) continue;
if ((this.listeners.get(id)?.size ?? 0) > 0) continue;
this.rooms.delete(id);
n += 1;
}
return n;
}
get loaded(): number {
return this.rooms.size;
}
/** The seat a token unlocks. */
seatOf(room: Room<State>, token: string | undefined): Seat {
const seat = room.seats.find((s) => !s.bot && s.token === token);
if (!seat) throw new RoomError('That token opens no seat at this game.', 403);
return seat;
}
create(name: string, size: number): { room: Room<State>; seat: Seat } {
const { minSeats } = this.game;
if (!Number.isInteger(size) || size < minSeats || size > this.maxSeats) {
throw new RoomError(`A table seats ${minSeats} to ${this.maxSeats} players.`);
}
let id = newCode();
while (this.rooms.has(id)) id = newCode();
const room: Room<State> = { id, size, createdAt: Date.now(), seats: [], state: null, pending: {}, chat: [], seq: 0, updatedAt: Date.now() };
this.rooms.set(id, room);
this.commit(room, { t: 'room', id, seats: size, createdAt: room.createdAt });
const seat = this.sit(room, name, false);
return { room, seat };
}
join(room: Room<State>, name: string): Seat {
if (room.state) throw new RoomError('The game has begun; no more seats are taken.', 409);
return this.sit(room, name, false);
}
/** The host, who opened the table, begins once enough are seated. A full table begins by itself. */
begin(room: Room<State>, token: string | undefined): void {
const seat = this.seatOf(room, token);
if (seat.id !== room.seats[0]?.id) throw new RoomError('Only the player who opened the table may begin.', 403);
if (room.state) throw new RoomError('The game has already begun.', 409);
if (room.seats.length < this.game.minSeats) throw new RoomError(`The game needs at least ${this.game.minSeats} players.`, 409);
this.commit(room, { t: 'start', seed: newSeed(), rules: this.game.currentRules });
}
addBot(room: Room<State>, token: string | undefined): Seat {
this.seatOf(room, token);
if (room.state) throw new RoomError('The game has begun; no more seats are taken.', 409);
const taken = new Set(room.seats.map((s) => s.name.toLowerCase()));
const pool = this.game.botNames.filter((n) => !taken.has(n.toLowerCase()));
const name = pool[Math.floor(Math.random() * pool.length)] ?? 'The Construct';
return this.sit(room, name, true);
}
private sit(room: Room<State>, rawName: string, bot: boolean): Seat {
if (room.seats.length >= room.size) throw new RoomError('Every seat at this table is taken.', 409);
const name = cleanName(rawName);
if (room.seats.some((s) => s.name.toLowerCase() === name.toLowerCase())) throw new RoomError('Another player here already has that name.', 409);
const seat: Seat = { id: this.game.seatIds[room.seats.length], name, token: bot ? '' : newId(18), bot };
this.commit(room, { t: 'seat', id: seat.id, name, token: seat.token, bot });
if (room.seats.length === room.size) this.commit(room, { t: 'start', seed: newSeed(), rules: this.game.currentRules });
return seat;
}
/** Record a seat's move; resolve the round once nobody else is awaited. */
submit(room: Room<State>, token: string | undefined, raw: unknown): void {
const seat = this.seatOf(room, token);
if (!room.state) throw new RoomError('The game has not begun: seats are still empty.', 409);
if (this.game.over(room.state)) throw new RoomError('The game is over.', 409);
if (!this.waitingOn(room).includes(seat.id)) throw new RoomError('It is not your move.', 409);
room.pending[seat.id] = this.game.cleanInput(raw);
room.updatedAt = Date.now();
room.seq += 1;
if (this.waitingOn(room).length === 0) this.resolve(room);
this.notify(room);
}
private resolve(room: Room<State>): void {
const bots = (state: State) => room.seats.filter((s) => s.bot && this.game.needsInput(state, s.id));
const inputs: Record<SeatId, unknown> = { ...room.pending };
for (const seat of bots(room.state!)) inputs[seat.id] = this.game.botInput(room.state!, seat.id);
this.commit(room, { t: 'turn', at: Date.now(), inputs });
// A round only bots owe (an extra turn, say) resolves at once; a human's waits for them.
while (room.state && !this.game.over(room.state) && this.waitingOn(room).length === 0 && bots(room.state).length > 0) {
const inputs: Record<SeatId, unknown> = {};
for (const seat of bots(room.state)) inputs[seat.id] = this.game.botInput(room.state, seat.id);
this.commit(room, { t: 'turn', at: Date.now(), inputs });
}
const outcome = room.state && this.game.over(room.state);
if (outcome) this.commit(room, { t: 'over', at: Date.now(), winner: outcome.winner, reason: outcome.reason });
}
/** Table talk, from a seat to everyone at the table and in the gallery. */
say(room: Room<State>, token: string | undefined, raw: unknown): void {
const seat = this.seatOf(room, token);
const text = String(raw ?? '')
.replace(/[\u0000-\u001f\u007f]/g, ' ')
.replace(/\s+/g, ' ')
.trim()
.slice(0, CHAT_MAX_LENGTH);
if (!text) throw new RoomError('Nothing to say.');
this.commit(room, { t: 'chat', at: Date.now(), id: seat.id, text });
}
/** Seats whose input the next resolution needs and has not yet received. */
waitingOn(room: Room<State>): SeatId[] {
if (!room.state || this.game.over(room.state)) return [];
return room.seats
.filter((s) => !s.bot && this.game.needsInput(room.state!, s.id) && !(s.id in room.pending))
.map((s) => s.id);
}
/** The view for a seat, or for the gallery when the seat is SPECTATOR. */
view(room: Room<State>, seatId: SeatId): RoomView<State> {
return {
roomId: room.id,
seq: room.seq,
size: room.size,
me: seatId,
host: room.seats[0]?.id ?? seatId,
seats: room.seats.map((s) => ({ id: s.id, name: s.name, bot: s.bot })),
waitingOn: this.waitingOn(room),
turn: room.state ? this.game.turn(room.state) : null,
over: room.state ? this.game.over(room.state) : null,
state: room.state ? this.game.view(room.state, seatId) : null,
chat: room.chat,
audience: this.gallery.get(room.id) ?? 0
};
}
subscribe(roomId: string, fn: (room: Room<State>) => void): () => void {
if (!this.listeners.has(roomId)) this.listeners.set(roomId, new Set());
this.listeners.get(roomId)!.add(fn);
return () => this.listeners.get(roomId)?.delete(fn);
}
/** Subscribe from the gallery; the table is told when its audience changes. */
watch(room: Room<State>, fn: (room: Room<State>) => void): () => void {
const unsubscribe = this.subscribe(room.id, fn);
this.gallery.set(room.id, (this.gallery.get(room.id) ?? 0) + 1);
room.seq += 1;
this.notify(room);
return () => {
unsubscribe();
this.gallery.set(room.id, Math.max(0, (this.gallery.get(room.id) ?? 1) - 1));
room.seq += 1;
this.notify(room);
};
}
audience(room: Room<State>): number {
return this.gallery.get(room.id) ?? 0;
}
/** Write to the ledger, then apply; the file is the truth a restart returns to. */
private commit(room: Room<State>, line: LedgerLine): void {
this.store.append(room.id, line);
this.apply(room, line);
room.seq += 1;
room.updatedAt = Date.now();
this.notify(room);
}
private notify(room: Room<State>): void {
for (const fn of this.listeners.get(room.id) ?? []) fn(room);
}
private apply(room: Room<State>, line: LedgerLine): void {
switch (line.t) {
case 'room':
case 'over':
break;
case 'seat':
room.seats.push({ id: line.id, name: line.name, token: line.token, bot: line.bot });
break;
case 'start':
room.state = this.game.create(Object.fromEntries(room.seats.map((s) => [s.id, s.name])), line.seed, line.rules ?? 1);
break;
case 'turn':
if (!room.state) return;
room.state = this.game.resolve(room.state, line.inputs as Record<SeatId, Input>);
room.pending = {};
break;
case 'chat':
room.chat.push({ id: line.id, text: line.text, at: line.at });
if (room.chat.length > CHAT_KEEP) room.chat.splice(0, room.chat.length - CHAT_KEEP);
break;
}
}
private replay(id: string, lines: LedgerLine[]): Room<State> | null {
const first = lines[0];
if (!first || first.t !== 'room') return null;
const room: Room<State> = { id, size: first.seats, createdAt: first.createdAt, seats: [], state: null, pending: {}, chat: [], seq: lines.length, updatedAt: first.createdAt };
for (const line of lines) {
this.apply(room, line);
if (line.t === 'turn') room.updatedAt = line.at;
}
return room;
}
}
+47
View File
@@ -0,0 +1,47 @@
// One append-only JSONL file per room. A room is its ledger replayed from the
// top: the engine is deterministic given the seed and the recorded inputs, so
// nothing else needs saving.
import { appendFileSync, existsSync, mkdirSync, readFileSync, readdirSync } from 'node:fs';
import { join } from 'node:path';
import type { SeatId } from '../../src/lib/game/spec';
export type LedgerLine =
| { t: 'room'; id: string; seats: number; createdAt: number }
| { t: 'seat'; id: SeatId; name: string; token: string; bot: boolean }
/** Ledgers from before revisions were recorded resolve under rules 1. */
| { t: 'start'; seed: number; rules?: number }
| { t: 'turn'; at: number; inputs: Record<SeatId, unknown> }
/** Written after the turn that ends the game, for anything that reads ledgers without the engine. */
| { t: 'over'; at: number; winner: SeatId | null; reason: string }
/** A line of table talk from a seated player. */
| { t: 'chat'; at: number; id: SeatId; text: string };
export class Store {
constructor(private dir: string) {
mkdirSync(dir, { recursive: true });
}
private path(roomId: string): string {
return join(this.dir, `${roomId}.jsonl`);
}
append(roomId: string, line: LedgerLine): void {
appendFileSync(this.path(roomId), JSON.stringify(line) + '\n');
}
read(roomId: string): LedgerLine[] {
const path = this.path(roomId);
if (!existsSync(path)) return [];
return readFileSync(path, 'utf8')
.split('\n')
.filter((l) => l.trim())
.map((l) => JSON.parse(l) as LedgerLine);
}
roomIds(): string[] {
return readdirSync(this.dir)
.filter((f) => f.endsWith('.jsonl'))
.map((f) => f.slice(0, -'.jsonl'.length));
}
}