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
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co-authored by
Claude Fable 5.1
parent
6c42e55f59
commit
33ac0ec808
@@ -22,7 +22,7 @@ export interface Seat {
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bot: boolean;
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}
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export function hashToken(token: string): string {
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function hashToken(token: string): string {
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return createHash('sha256').update(token).digest('hex');
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}
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@@ -88,11 +88,11 @@ const TRANSFER_WORDS = [
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const TRANSFER_TTL_MS = 10 * 60 * 1000;
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const TRANSFER_FAIL_LIMIT = 20;
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export function normalizeCode(raw: string): string {
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function normalizeCode(raw: string): string {
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return raw.trim().toUpperCase();
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}
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export function cleanName(raw: unknown): string {
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function cleanName(raw: unknown): string {
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const name = String(raw ?? '')
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.replace(/\s+/g, ' ')
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.trim()
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@@ -106,6 +106,10 @@ export class Rooms<State, Input> {
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private listeners = new Map<string, Set<(room: Room<State>) => void>>();
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/** Sockets watching from the gallery, by room. */
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private gallery = new Map<string, number>();
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/** Phrases waiting to be claimed, with the seat and the token they carry. */
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private transfers = new Map<string, { roomId: string; seatId: SeatId; token: string; expiresAt: number }>();
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private failedClaims = 0;
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private failWindowStart = 0;
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constructor(
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private game: GameSpec<State, Input>,
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@@ -258,11 +262,6 @@ export class Rooms<State, Input> {
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return { roomId: next.room.id, seat: next.seat, token: next.token, created: true };
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}
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/** Phrases waiting to be claimed, with the seat and the token they carry. */
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private transfers = new Map<string, { roomId: string; seatId: SeatId; token: string; expiresAt: number }>();
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private failedClaims = 0;
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private failWindowStart = 0;
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/** Mint a phrase that brings this seat to another device: four words, ten minutes, one use. */
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transfer(room: Room<State>, token: string | undefined): { phrase: string; expiresAt: number } {
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const seat = this.seatOf(room, token);
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@@ -474,7 +473,7 @@ export class Rooms<State, Input> {
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room.over = true;
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break;
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case 'seat':
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room.seats.push({ id: line.id, name: line.name, tokenHash: line.tokenHash ?? (line.token ? hashToken(line.token) : ''), bot: line.bot });
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room.seats.push({ id: line.id, name: line.name, tokenHash: line.tokenHash, bot: line.bot });
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break;
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case 'galleryTalk':
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room.galleryTalk = line.on;
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@@ -493,7 +492,7 @@ export class Rooms<State, Input> {
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room.seats = room.seats.filter((s) => s.id !== line.id);
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break;
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case 'start':
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room.state = this.game.create(Object.fromEntries(room.seats.map((s) => [s.id, s.name])), line.seed, line.rules ?? 1, room.options);
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room.state = this.game.create(Object.fromEntries(room.seats.map((s) => [s.id, s.name])), line.seed, line.rules, room.options);
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break;
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case 'turn':
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if (!room.state) return;
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