The credibility pass on Hnefatafl, ported to the template: the ops scripts count traffic through one parser, the reports digest is one program, the plaintext-token fallback and its migration are gone, and the stylesheet holds each shared rule once

From the hnefatafl repo's pass of the same day, everything that touched a
kit-shared file. The visitors digest and the nightly rollup share
deploy/traffic.py, installed to /usr/local/lib/<slug>; the rollup writes
the finished-games count it computed behind "and False". pull-reports.sh
and the reports skill both use deploy/report-digest.ts. The seat line
requires its token hash and the start line its rules revision; the
migration for ledgers written before hashing goes with them. The route
table in server/src/index.ts lists every route; Report, ReportLine and
Tally are declared once in view.ts for both sides; exports nobody
imported are exports no more.

In the client: .small, the × that dismisses, and the frame of the
reading pages are in app.css once; the preferences panel shares the
report slip's modal shape; the room store gains seatEmpty and
seatUnheld, and the lobby and the join page read those instead of
three spellings of their own. The room's moved and awaiting fields
stay: the demo board reads them, and simultaneous rounds are the
contract.

The deploy README no longer describes a browser-only game; the visitors
skill no longer names a /play route; the reports skill's replay call
carries the room's options. The Slack channel id is passed in the
environment rather than filled in as a placeholder.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GwFKMuQnPAEHJ5yA1q4orh
This commit is contained in:
Eric Wagoner
2026-09-23 20:12:37 -04:00
co-authored by Claude Fable 5.1
parent 6c42e55f59
commit 33ac0ec808
41 changed files with 421 additions and 583 deletions
+15 -24
View File
@@ -1,12 +1,12 @@
# Deploying __NAME__
The single-player game runs entirely in the browser. Duels between people
go through a small Node process that keeps each room as an append-only
ledger of moves in /var/lib/__SLUG__/rooms. Production is one
DigitalOcean droplet: Caddy terminates TLS with automatic certificates,
serves the static build from /opt/__SLUG__/build, and proxies /api and
/ws to the game server on port __PORT__, which runs as the `__SLUG__` user
under systemd from /opt/__SLUG__/app.
Every game, against a housecarl or a friend, is a room on a small Node
process that keeps it as an append-only ledger of moves in
/var/lib/__SLUG__/rooms. Production is one DigitalOcean droplet: Caddy
terminates TLS with automatic certificates, serves the static build from
/opt/__SLUG__/build, and proxies /api and /ws to the game server on port
__PORT__, which runs as the `__SLUG__` user under systemd from
/opt/__SLUG__/app.
## Sizing
@@ -14,11 +14,6 @@ The smallest droplet, `s-1vcpu-512mb-10gb` ($4 a month), carries both Caddy
and the game server comfortably: the server is one small Node process capped
at 300 MB by its unit file, and a room is a few kilobytes of ledger.
The zero-cost alternative is a second site block in an existing Caddy
server's configuration pointing at a second directory; the deploy script
works unchanged against that host. A droplet of its own keeps this site's
uptime and upgrades independent of anything else.
## Current production
- Droplet: `__SLUG__` (nyc3, s-1vcpu-512mb-10gb, tag `__SLUG__`), IP __IP__
@@ -47,8 +42,9 @@ fetches the certificate on first request.
## Operations scripts on the droplet
`deploy.sh` installs these to /usr/local/bin and the cron file to
/etc/cron.d/__SLUG__ on every deploy, so the live copies are the repo copies:
`deploy.sh` installs these to /usr/local/bin, the `traffic.py` they share to
/usr/local/lib/__SLUG__, and the cron file to /etc/cron.d/__SLUG__ on every
deploy, so the live copies are the repo copies:
- `__SLUG__-visitors.sh [day]`: who is here now and who came that day.
- `__SLUG__-pulse.sh`: the weekly health check (service, errors, rollup
@@ -70,7 +66,8 @@ URL with the project's cron path and public key), so a missed night is noticed.
To have every new issue, regression and reappearance posted to Slack the way
wizwar's are, run `deploy/sentry-slack-alert.sh [#channel]` once from your own
shell with `SENTRY_TOKEN` (an org auth token with alerts:write) and
`SLACK_CHANNEL_ID` set; the token never leaves the shell.
`SLACK_CHANNEL_ID` (the channel's Slack ID) set; the token never leaves the
shell.
Before every deploy, `deploy/verify-ledgers.sh <ip>` fetches every production
ledger and replays it with the local engine, comparing each room with what the
@@ -83,8 +80,7 @@ deploy: the server would rewrite that game on restart.
Runs the type-checks, the tests and the build locally, rsyncs `build/` to
the droplet keeping the previous week's hashed assets, rsyncs the server and
engine sources, installs dependencies, and restarts the game server. A
single-player game is in the player's own browser and loses nothing. A room
engine sources, installs dependencies, and restarts the game server. A room
is replayed from its ledger when the server comes back, which takes a few
seconds; Caddy holds requests that land in the gap.
@@ -93,10 +89,5 @@ seconds; Caddy holds requests that land in the gap.
- Logs: `ssh root@<ip> journalctl -u __SLUG__ -f` for the game server,
`journalctl -u caddy -f` and /var/lib/caddy/access.log for the web side.
- Restart: `ssh root@<ip> systemctl restart __SLUG__`
- Who has been playing: `ssh root@<ip> __SLUG__-visitors.sh [YYYY-MM-DD]`
prints today's visitors from Caddy's log (people and bots apart, by page),
every room opened today with how far it got, and the names seated, marking
those seen for the first time.
- Rooms: `/var/lib/__SLUG__/rooms/<CODE>.jsonl`, one ledger per game.
Copy that directory to back them up; single-player games are in players'
browsers.
- Rooms: `/var/lib/__SLUG__/rooms/<CODE>.jsonl`, one ledger per game; the
nightly backup keeps them in the Space.