The template's bots move once the player's request is answered: a slow bot no longer holds up the reply to the move it is answering
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CCLa2PaEeCj8njQZSWGqHx
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@@ -351,8 +351,28 @@ export class Rooms<State, Input> {
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if (room.seats.length < this.game.minSeats) throw new RoomError(`The game needs at least ${this.game.minSeats} players.`, 409);
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this.commit(room, { t: 'start', seed: newSeed(), rules: this.game.currentRules, ...(Object.keys(room.rankings).length ? { rankings: { ...room.rankings } } : {}) });
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// A game whose first move belongs to a bot must not wait for a human who is not owed a move.
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this.driveBots(room);
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this.botsSpeak(room, 'phase');
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this.botsAfterAnswering(room);
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}
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/**
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* The bots' moves, once the request that made them due has been answered.
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* A bot that thinks for a second or two would otherwise hold up the reply
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* to the person whose move it is answering, so their own move would seem
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* to hang and the bot's to come at once. The table is told as each move
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* lands, the same as any other.
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*/
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private botsAfterAnswering(room: Room<State>): void {
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setImmediate(() => {
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// A room forgotten and loaded again drives itself; this one is no longer the table.
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if (this.rooms.get(room.id) !== room) return;
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try {
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this.driveBots(room);
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this.botsSpeak(room, 'phase');
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} catch (e) {
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// Nothing is waiting on this callback: an error here would take the process down, so it is logged and the table left as it stands.
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console.error(`${room.id}: the bots could not move: ${e instanceof Error ? e.stack ?? e.message : String(e)}`);
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}
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});
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}
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/**
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@@ -538,8 +558,7 @@ export class Rooms<State, Input> {
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}
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}
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this.commit(room, { t: 'turn', at: Date.now(), inputs });
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this.driveBots(room);
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this.botsSpeak(room, 'phase');
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this.botsAfterAnswering(room);
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}
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/**
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