The keeper can bring back a seat a browser lost: a new token on the ledger, the old one refused, and a link that carries it in the fragment, minted by <slug>-reseat.sh through a /keeper door Caddy does not proxy; a spectator at a game in play is told both ways back, and the hall asks before forgetting a game in play
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MbtUPJ24P6vc6tE1x6RS3m
This commit is contained in:
co-authored by
Claude Opus 5.5
parent
98e61dc756
commit
ecab471122
@@ -47,6 +47,13 @@ README.
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- **A seat travels by phrase**: *Transfer seat* in the masthead mints four
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words good for ten minutes and one use; the hall's *bring a seat from
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another device* claims them. The browser that claims holds the seat too.
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- **The keeper can bring a seat back**: a player whose browser lost the
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seat (Safari's seven days, an app's own browser, cleared data) writes to
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the keeper, and `<slug>-reseat.sh ROOM SEAT` on the host gives the seat
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a new token and prints a link carrying it in the fragment. The old token
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opens nothing after. The script answers through the game server's
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`/keeper` door, which Caddy does not proxy. A spectator at a game in play
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is told both ways back, and the hall asks before forgetting a game in play.
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- **Held seats are doubted before they are dropped**: the hall forgets a
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seat only on the second refusal in a row from the server. A restart, a
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stale answer or the wrong backend answer with ignorance, and ignorance
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@@ -194,6 +201,8 @@ Every game gets the same tools, installed by `deploy.sh` on every deploy:
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- `<slug>-visitors.sh` (skill `<slug>-visitors`): who is here now, who came
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today, every room opened and how far it got. Names seated for the first
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time are marked NEW.
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- `<slug>-reseat.sh ROOM [SEAT]`: who sits at a table and when each last
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acted; with a seat, a new token for a player locked out, as a link.
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- `<slug>-pulse.sh` (skill `<slug>-pulse`): service health, journal errors,
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the rollup's last week, the backup's last word, the box's vitals.
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- `<slug>-rollup.sh` nightly at 00:12 UTC: one JSON line a day of counts,
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@@ -3,11 +3,12 @@
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The shared infrastructure of Wiz-War and Waving Hands, extracted so the next
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game starts with all of it in place: the hall, room codes and tables, the
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Peanut Gallery (and the host's leave for it to talk), table talk, rematches,
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seats that travel between devices by phrase, the keeper's bell, append-only
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ledgers replayed through a
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deterministic engine, the rules revision, the reports desk, the deploy
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script with its determinism gate, nightly rollup and backup, Sentry with
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Slack alerts, and the visitors, pulse and reports skills for Claude.
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seats that travel between devices by phrase and come back by the keeper's
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link when a browser loses them, the keeper's bell, append-only ledgers
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replayed through a deterministic engine, the rules revision, the reports
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desk, the deploy script with its determinism gate, nightly rollup and
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backup, Sentry with Slack alerts, and the visitors, pulse and reports
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skills for Claude.
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The game itself is one file. `src/lib/game/index.ts` implements `GameSpec`
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(see `src/lib/game/spec.ts`); the server, the client store, the hall and
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@@ -15,7 +15,7 @@ src/lib/game/spec.ts src/lib/net/client.ts src/lib/net/talk.ts src/lib/net/view.
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src/lib/components/TableTalk.svelte src/lib/components/ReportSlip.svelte src/lib/components/TabbedDialog.svelte src/lib/components/Tabs.svelte src/lib/components/Announcement.svelte
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deploy/deploy.sh deploy/setup-droplet.sh deploy/setup-server.sh deploy/Caddyfile.tmpl deploy/verify-ledgers.sh
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deploy/replay-ledgers.ts deploy/pulse.sh deploy/visitors.sh deploy/sentry-slack-alert.sh deploy/pull-reports.sh deploy/report-reply.sh
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deploy/__SLUG__.service deploy/__SLUG__.cron deploy/__SLUG__-backup.sh deploy/__SLUG__-rollup.sh"
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deploy/__SLUG__.service deploy/__SLUG__.cron deploy/__SLUG__-backup.sh deploy/__SLUG__-rollup.sh deploy/__SLUG__-reseat.sh"
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total=0
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for t in $SHARED; do
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g="$t"
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@@ -53,6 +53,8 @@ own: on the hall's shared host, `hall-nightly.sh` (in the kit's `gamehall/ops`)
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runs every game's rollup and backup from /etc/cron.d/gamehall.
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- `__SLUG__-visitors.sh [day]`: who is here now and who came that day.
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- `__SLUG__-reseat.sh ROOM [SEAT]`: who sits at a table; with a seat, a new
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token for a player locked out of it, as a link to send them.
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- `__SLUG__-pulse.sh`: the weekly health check (service, errors, rollup
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trend, backup, box).
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- `__SLUG__-rollup.sh [day]`: one JSON line per day of counts, run
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Executable
+29
@@ -0,0 +1,29 @@
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#!/usr/bin/env bash
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# A way back for a player whose browser lost their seat: the seat gets a new
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# token, the old one stops working, and the link printed carries the new one.
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# Whether the one asking holds that seat is the keeper's call; send the link
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# only to them. Runs ON the droplet, through the game server's keeper door.
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# __SLUG__-reseat.sh ROOM who sits at the table, and when each person last moved or spoke
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# __SLUG__-reseat.sh ROOM SEAT re-seat SEAT and print the link
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set -euo pipefail
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ROOM="${1:?usage: __SLUG__-reseat.sh ROOM [SEAT]}"
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DOOR="http://127.0.0.1:__PORT__/keeper/rooms/${ROOM^^}"
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if [ $# -lt 2 ]; then
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curl -s "$DOOR" | python3 -c '
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import datetime, json, sys
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r = json.load(sys.stdin)
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if "error" in r: sys.exit(r["error"])
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print("room %s, %s" % (r["roomId"], "in play" if r["started"] else "not begun"))
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for s in r["seats"]:
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when = "bot" if s["bot"] else "never moved or spoke" if s["lastActed"] is None else "last acted " + datetime.datetime.fromtimestamp(s["lastActed"] / 1000, datetime.timezone.utc).strftime("%Y-%m-%d %H:%M UTC")
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print(" %-3s %-24s %s" % (s["id"], s["name"], when))
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'
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else
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curl -s -X POST -H 'content-type: application/json' -d "{\"seat\":\"$2\"}" "$DOOR/reseat" | python3 -c '
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import json, sys
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r = json.load(sys.stdin)
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if "error" in r: sys.exit(r["error"])
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print("%s has a new token; their old one opens nothing now. Send them this link:" % r["name"])
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print(r["link"])
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'
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fi
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@@ -42,6 +42,7 @@ ssh "root@$HOST" '
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install -m 755 /opt/__SLUG__/app/deploy/__SLUG__-pulse.sh /usr/local/bin/__SLUG__-pulse.sh
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install -m 755 /opt/__SLUG__/app/deploy/__SLUG__-rollup.sh /usr/local/bin/__SLUG__-rollup.sh
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install -m 755 /opt/__SLUG__/app/deploy/__SLUG__-backup.sh /usr/local/bin/__SLUG__-backup.sh
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install -m 755 /opt/__SLUG__/app/deploy/__SLUG__-reseat.sh /usr/local/bin/__SLUG__-reseat.sh
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install -m 644 -D /opt/__SLUG__/app/deploy/traffic.py /usr/local/lib/__SLUG__/traffic.py
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# On a host the hall shares, its hall-nightly.sh runs the rollup and backup
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# of every game and checks in with Sentry once for all; a game on a box of
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@@ -25,7 +25,11 @@
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// WS /ws?room=:id&token= {type:"update", seq} whenever the room changes; without a token,
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// a seat in the Peanut Gallery, counted for the table
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//
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// Caddy serves the static site and proxies /api and /ws here.
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// Caddy serves the static site and proxies /api and /ws here. The keeper's
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// door answers only on the host itself (deploy/__SLUG__-reseat.sh):
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//
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// GET /keeper/rooms/:id who sits at the table, and when each person last moved or spoke
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// POST /keeper/rooms/:id/reseat {seat} a new token for a player locked out, as a link to send them
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import * as Sentry from '@sentry/node';
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import { createServer, type IncomingMessage, type ServerResponse } from 'node:http';
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@@ -186,9 +190,24 @@ async function handleReports(req: IncomingMessage, res: ServerResponse, parts: s
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throw new RoomError('Not here.', 404);
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}
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/** The keeper's door. Caddy proxies only /api and /ws, so it is reached from the host alone; a request Caddy forwarded is turned away besides. */
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async function handleKeeper(req: IncomingMessage, res: ServerResponse, parts: string[]): Promise<void> {
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if (req.headers['x-forwarded-for'] || parts[1] !== 'rooms') throw new RoomError('Not here.', 404);
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const room = rooms.get(parts[2] ?? '');
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if (parts.length === 3 && req.method === 'GET') return send(res, 200, { roomId: room.id, started: !!room.state, seats: rooms.seatsForKeeper(room) });
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if (parts[3] === 'reseat' && parts.length === 4 && req.method === 'POST') {
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const body = await readBody(req);
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const { seat, token } = rooms.reseat(room, body.seat);
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// The token rides the fragment, which the browser keeps to itself: it reaches neither Caddy's log nor this server.
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return send(res, 200, { name: seat.name, link: `${PUBLIC_URL}/join/${room.id}#seat=${seat.id}.${token}` });
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}
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throw new RoomError('Not here.', 404);
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}
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async function handle(req: IncomingMessage, res: ServerResponse): Promise<void> {
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const url = new URL(req.url ?? '/', 'http://localhost');
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const parts = url.pathname.split('/').filter(Boolean);
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if (parts[0] === 'keeper') return handleKeeper(req, res, parts);
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if (parts[0] === 'api' && parts[1] === 'reports') return handleReports(req, res, parts);
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if (parts[0] === 'api' && parts[1] === 'tally' && parts.length === 2 && req.method === 'GET') return send(res, 200, tallies.get());
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if (parts[0] === 'api' && parts[1] === 'transfer' && parts.length === 2 && req.method === 'POST') {
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@@ -35,6 +35,30 @@ describe('rooms', () => {
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expect(() => rooms.submit(room, ann, { pick: 4 }, 0)).toThrow(/already been played/);
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});
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it('gives a seat a new token at the keeper\'s word: the old one opens nothing, and a restart keeps the change', () => {
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const { rooms, room, bo } = table();
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const phrase = rooms.transfer(room, bo).phrase;
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const { seat, token } = rooms.reseat(room, 'B');
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expect(seat.name).toBe('Bo');
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expect(rooms.seatOf(room, token).id).toBe('B');
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expect(() => rooms.seatOf(room, bo)).toThrow(/opens no seat/);
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// A phrase minted with the old token carries nothing now.
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expect(() => rooms.claim(phrase)).toThrow(/unknown or has expired/);
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const reopened = new Rooms(game, new Store(dir)).get(room.id);
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expect(rooms.seatOf(reopened, token).id).toBe('B');
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expect(() => rooms.seatOf(reopened, bo)).toThrow(/opens no seat/);
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});
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it('re-seats only a person, and says when each person last acted', () => {
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const { rooms, room, ann } = table();
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expect(() => rooms.reseat(room, 'Z')).toThrow(/No person sits/);
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rooms.submit(room, ann, { pick: 5 }, 0);
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const seats = rooms.seatsForKeeper(room);
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expect(seats.map((s) => [s.id, s.name])).toEqual([['A', 'Ann'], ['B', 'Bo']]);
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expect(seats[0].lastActed).toBeGreaterThan(0);
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expect(seats[1].lastActed).toBeNull();
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});
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it('leaves a room with an unreadable ledger unloaded and opens the rest', () => {
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const { room } = table();
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appendFileSync(join(dir, 'ZZZZ.jsonl'), '{"t":"room","id":"ZZZZ","seats":2,"createdAt":1,"options":{}}\n{"t":"seat", torn');
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@@ -406,6 +406,30 @@ export class Rooms<State, Input> {
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return { seat, token };
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}
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/**
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* The keeper gives a person's seat a new token, for a player whose browser lost the old one. Whether the one
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* asking holds the seat is the keeper's judgment; this carries it out. The old token opens nothing after.
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*/
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reseat(room: Room<State>, seatId: unknown): { seat: Seat; token: string } {
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const seat = room.seats.find((s) => s.id === seatId && !s.bot);
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if (!seat) throw new RoomError('No person sits in that seat.', 404);
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const token = newId(18);
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this.commit(room, { t: 'reseat', at: Date.now(), id: seat.id, tokenHash: hashToken(token) });
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// A phrase minted with the old token would carry a seat that no longer answers to it.
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for (const [phrase, t] of this.transfers) if (t.roomId === room.id && t.seatId === seat.id) this.transfers.delete(phrase);
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return { seat, token };
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}
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/** The table as the keeper sees it before re-seating: who sits where, and when each person last moved or spoke. */
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seatsForKeeper(room: Room<State>): { id: SeatId; name: string; bot: boolean; lastActed: number | null }[] {
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const last = new Map<SeatId, number>();
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for (const line of this.store.read(room.id)) {
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if (line.t === 'input' || line.t === 'chat') last.set(line.id, line.at);
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else if (line.t === 'turn') for (const id of Object.keys(line.inputs)) last.set(id, line.at);
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}
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return room.seats.map((s) => ({ id: s.id, name: s.name, bot: s.bot, lastActed: s.bot ? null : (last.get(s.id) ?? null) }));
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}
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/** The host sends a bot away before the game begins. People leave by not coming back. */
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unseat(room: Room<State>, token: string | undefined, seatId: unknown): void {
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const host = this.seatOf(room, token);
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@@ -609,6 +633,11 @@ export class Rooms<State, Input> {
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case 'seat':
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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 'reseat': {
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const seat = room.seats.find((s) => s.id === line.id);
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if (seat) seat.tokenHash = line.tokenHash;
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break;
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}
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case 'galleryTalk':
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room.galleryTalk = line.on;
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break;
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@@ -11,6 +11,8 @@ export type LedgerLine =
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| { t: 'room'; id: string; seats: number; createdAt: number; rematchOf?: string; expected?: string[]; options: TableOptions }
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/** A seat holds only the hash of its token; the token itself goes once to the browser that earned it. A bot's hash is empty. */
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| { t: 'seat'; id: SeatId; name: string; tokenHash: string; bot: boolean }
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/** The keeper gave a person's seat a new token, for a player whose browser lost the old one; the old one opens nothing after. */
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| { t: 'reseat'; at: number; id: SeatId; tokenHash: string }
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/** One seat's move for the round in progress, so a restart keeps it. The turn line that follows carries every input again. */
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| { t: 'input'; at: number; id: SeatId; input: unknown }
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/** A bot sent away by the host before the game began; its seat id is free again. */
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@@ -143,7 +143,14 @@
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if (c) void goto(`/join/${c}`);
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}
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/** A game in play asks before it is forgotten: this browser may be the only thing that holds the seat. */
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let forgetting = $state<string | null>(null);
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function forget(roomId: string) {
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if (!games[roomId]?.over && forgetting !== roomId) {
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forgetting = roomId;
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return;
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}
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forgetting = null;
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forgetSeat(roomId);
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seats = allSeats();
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}
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@@ -252,7 +259,11 @@
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<span class="ledger-code">{held.roomId}</span>
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<span class="ledger-info">{status(held)}{#if unread(held) > 0} · <span class="talk-new">{unread(held)} new {unread(held) === 1 ? 'line' : 'lines'} of talk</span>{/if}</span>
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</a>
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<button type="button" class="dismiss" title="forget this game" onclick={() => forget(held.roomId)}>×</button>
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{#if forgetting === held.roomId}
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<span class="forget-ask">This browser may be all that holds your seat. <button type="button" class="quiet" onclick={() => forget(held.roomId)}>Forget it</button> <button type="button" class="quiet" onclick={() => (forgetting = null)}>Keep it</button></span>
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{:else}
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<button type="button" class="dismiss" title="forget this game" onclick={() => forget(held.roomId)}>×</button>
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{/if}
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</div>
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{/snippet}
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@@ -520,6 +531,11 @@
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background: rgba(240, 165, 58, 0.08);
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}
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.forget-ask {
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font-size: 0.85em;
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flex: none;
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}
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.ledger-row.your-move .ledger-info {
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color: var(--ember);
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}
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@@ -19,6 +19,12 @@ function heldSeats(): Record<string, HeldSeat> {
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}
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}
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/** A seat the keeper sent in a link, `#seat=<seat>.<token>`: a fragment stays in the browser, out of every log. */
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export function seatInLink(hash: string): HeldSeat | null {
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const m = /^#seat=([^.]+)\.([A-Za-z0-9_-]+)$/.exec(hash);
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return m ? { seat: m[1], token: m[2] } : null;
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}
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export function seatFor(roomId: string): HeldSeat | null {
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return heldSeats()[roomId] ?? null;
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}
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@@ -1,11 +1,11 @@
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<script lang="ts">
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import { goto } from '$app/navigation';
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import { goto, replaceState } from '$app/navigation';
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import { page } from '$app/state';
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import Board from '$lib/components/Board.svelte';
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import Lobby from '$lib/components/Lobby.svelte';
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import ReportSlip from '$lib/components/ReportSlip.svelte';
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import Preferences from '$lib/components/Preferences.svelte';
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import { seatFor } from '$lib/net/client';
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import { rememberSeat, seatFor, seatInLink, trustSeat } from '$lib/net/client';
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import { NAME_MAX, playerName, rememberName, Room } from '$lib/net/room.svelte';
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const roomId = $derived((page.params.code ?? '').toUpperCase());
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@@ -30,6 +30,13 @@
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const id = roomId;
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room = null;
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error = '';
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// A link from the keeper carries a seat; it is kept, and the token taken out of the address bar.
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const sent = seatInLink(location.hash);
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if (sent) {
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rememberSeat(id, sent);
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trustSeat(id);
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replaceState(location.pathname + location.search, {});
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}
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const held = seatFor(id);
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const arrive = held ? Room.resume(id, held) : Room.watch(id);
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joining = !held;
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@@ -171,6 +178,10 @@
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</section>
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{/if}
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{#if watching && room?.started && !room.view.over}
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<p class="notice muted">Had a seat at this table on another device? Transfer it from there and claim the phrase in the hall, or <a href="mailto:eric@ericwagoner.com?subject={encodeURIComponent(`My seat in room ${roomId}`)}">write to the keeper</a> for a link that brings it back.</p>
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{/if}
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{#if room && !room.started}
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<Lobby {room} {link} {copied} {copyLink} />
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{:else if room}
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Reference in New Issue
Block a user