Hashed seat tokens, ledgered inputs, refusable moves, disk-checked codes, host-only bots, and a drift script

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 12:07:53 -04:00
co-authored by Claude Fable 5.1
parent ddb18cb08a
commit c934bbe434
12 changed files with 173 additions and 47 deletions
+7
View File
@@ -4,6 +4,11 @@
// inputs at a time, ask who still has to move, and hand each viewer the
// view they are allowed to see. A new game implements GameSpec once, in
// src/lib/game/index.ts, and the rest of the kit works unchanged.
//
// The shape is simultaneous rounds: every seat that needs input submits, then
// the round resolves. Turn-at-a-time games fit too (only one seat needs input
// at once). A game of single commands with out-of-turn interruptions, like
// Wiz-War, does not fit this contract and needs its own server.
/** A seat at the table: a single letter from GameSpec.seatIds. */
export type SeatId = string;
@@ -43,6 +48,8 @@ export interface GameSpec<State, Input> {
botInput(state: State, seat: SeatId): Input;
/** Only the shapes the engine understands get through; the engine validates the rest. */
cleanInput(raw: unknown): Input;
/** Why this seat may not make this move now, or null when it may. The server answers with the reason. */
validate?(state: State, seat: SeatId, input: Input): string | null;
/** A seat's name from the state, for the hall and the chronicle. */
nameOf(state: State, seat: SeatId): string;
}