The server's doors hold: a ceiling on a seat's actions, twenty sockets an address, silent sockets closed, slow requests cut off, and rooms kept beside the project wherever it is started
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
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Claude Opus 5.5
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@@ -170,8 +170,11 @@ One Node process per game, on its own port, run from source with `tsx` as
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a sandboxed systemd service, behind Caddy `handle` blocks that route `/api`
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a sandboxed systemd service, behind Caddy `handle` blocks that route `/api`
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and `/ws` before the static files. Rooms in memory are evicted after a week
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and `/ws` before the static files. Rooms in memory are evicted after a week
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idle and come back from disk on the next visit. Rate limits sit on the doors
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idle and come back from disk on the next visit. Rate limits sit on the doors
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a stranger can knock on (rooms, seats, talk, the desk); a table of friends
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a stranger can knock on (rooms, seats, talk, the desk), and a looser one
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never nears them. A seat token is minted once, sent once, and compared by
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on a seat's own actions, each a ledger line; a table of friends never nears
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them. An address holds at most twenty sockets, a socket that stops
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answering pings is closed, and a request has seconds, not minutes, to
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arrive. A seat token is minted once, sent once, and compared by
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hash in constant time ever after; a shared link carries none. Room codes
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hash in constant time ever after; a shared link carries none. Room codes
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are checked against the disk as well as memory, so an evicted room's code
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are checked against the disk as well as memory, so an evicted room's code
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is never reissued over its ledger. A game may refuse a move with a reason
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is never reissued over its ledger. A game may refuse a move with a reason
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