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:
Eric Wagoner
2026-10-13 18:20:36 -04:00
co-authored by Claude Opus 5.5
parent 98e61dc756
commit ecab471122
13 changed files with 159 additions and 10 deletions
+9
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@@ -47,6 +47,13 @@ README.
- **A seat travels by phrase**: *Transfer seat* in the masthead mints four
words good for ten minutes and one use; the hall's *bring a seat from
another device* claims them. The browser that claims holds the seat too.
- **The keeper can bring a seat back**: a player whose browser lost the
seat (Safari's seven days, an app's own browser, cleared data) writes to
the keeper, and `<slug>-reseat.sh ROOM SEAT` on the host gives the seat
a new token and prints a link carrying it in the fragment. The old token
opens nothing after. The script answers through the game server's
`/keeper` door, which 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.
- **Held seats are doubted before they are dropped**: the hall forgets a
seat only on the second refusal in a row from the server. A restart, a
stale answer or the wrong backend answer with ignorance, and ignorance
@@ -194,6 +201,8 @@ Every game gets the same tools, installed by `deploy.sh` on every deploy:
- `<slug>-visitors.sh` (skill `<slug>-visitors`): who is here now, who came
today, every room opened and how far it got. Names seated for the first
time are marked NEW.
- `<slug>-reseat.sh ROOM [SEAT]`: who sits at a table and when each last
acted; with a seat, a new token for a player locked out, as a link.
- `<slug>-pulse.sh` (skill `<slug>-pulse`): service health, journal errors,
the rollup's last week, the backup's last word, the box's vitals.
- `<slug>-rollup.sh` nightly at 00:12 UTC: one JSON line a day of counts,
+6 -5
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@@ -3,11 +3,12 @@
The shared infrastructure of Wiz-War and Waving Hands, extracted so the next
game starts with all of it in place: the hall, room codes and tables, the
Peanut Gallery (and the host's leave for it to talk), table talk, rematches,
seats that travel between devices by phrase, the keeper's bell, append-only
ledgers replayed through a
deterministic engine, the rules revision, the reports desk, the deploy
script with its determinism gate, nightly rollup and backup, Sentry with
Slack alerts, and the visitors, pulse and reports skills for Claude.
seats that travel between devices by phrase and come back by the keeper's
link when a browser loses them, the keeper's bell, append-only ledgers
replayed through a deterministic engine, the rules revision, the reports
desk, the deploy script with its determinism gate, nightly rollup and
backup, Sentry with Slack alerts, and the visitors, pulse and reports
skills for Claude.
The game itself is one file. `src/lib/game/index.ts` implements `GameSpec`
(see `src/lib/game/spec.ts`); the server, the client store, the hall and
+1 -1
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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.
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
deploy/deploy.sh deploy/setup-droplet.sh deploy/setup-server.sh deploy/Caddyfile.tmpl deploy/verify-ledgers.sh
deploy/replay-ledgers.ts deploy/pulse.sh deploy/visitors.sh deploy/sentry-slack-alert.sh deploy/pull-reports.sh deploy/report-reply.sh
deploy/__SLUG__.service deploy/__SLUG__.cron deploy/__SLUG__-backup.sh deploy/__SLUG__-rollup.sh"
deploy/__SLUG__.service deploy/__SLUG__.cron deploy/__SLUG__-backup.sh deploy/__SLUG__-rollup.sh deploy/__SLUG__-reseat.sh"
total=0
for t in $SHARED; do
g="$t"
+2
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@@ -53,6 +53,8 @@ own: on the hall's shared host, `hall-nightly.sh` (in the kit's `gamehall/ops`)
runs every game's rollup and backup from /etc/cron.d/gamehall.
- `__SLUG__-visitors.sh [day]`: who is here now and who came that day.
- `__SLUG__-reseat.sh ROOM [SEAT]`: who sits at a table; with a seat, a new
token for a player locked out of it, as a link to send them.
- `__SLUG__-pulse.sh`: the weekly health check (service, errors, rollup
trend, backup, box).
- `__SLUG__-rollup.sh [day]`: one JSON line per day of counts, run
+29
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@@ -0,0 +1,29 @@
#!/usr/bin/env bash
# A way back for a player whose browser lost their seat: the seat gets a new
# token, the old one stops working, and the link printed carries the new one.
# Whether the one asking holds that seat is the keeper's call; send the link
# only to them. Runs ON the droplet, through the game server's keeper door.
# __SLUG__-reseat.sh ROOM who sits at the table, and when each person last moved or spoke
# __SLUG__-reseat.sh ROOM SEAT re-seat SEAT and print the link
set -euo pipefail
ROOM="${1:?usage: __SLUG__-reseat.sh ROOM [SEAT]}"
DOOR="http://127.0.0.1:__PORT__/keeper/rooms/${ROOM^^}"
if [ $# -lt 2 ]; then
curl -s "$DOOR" | python3 -c '
import datetime, json, sys
r = json.load(sys.stdin)
if "error" in r: sys.exit(r["error"])
print("room %s, %s" % (r["roomId"], "in play" if r["started"] else "not begun"))
for s in r["seats"]:
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")
print(" %-3s %-24s %s" % (s["id"], s["name"], when))
'
else
curl -s -X POST -H 'content-type: application/json' -d "{\"seat\":\"$2\"}" "$DOOR/reseat" | python3 -c '
import json, sys
r = json.load(sys.stdin)
if "error" in r: sys.exit(r["error"])
print("%s has a new token; their old one opens nothing now. Send them this link:" % r["name"])
print(r["link"])
'
fi
+1
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@@ -42,6 +42,7 @@ ssh "root@$HOST" '
install -m 755 /opt/__SLUG__/app/deploy/__SLUG__-pulse.sh /usr/local/bin/__SLUG__-pulse.sh
install -m 755 /opt/__SLUG__/app/deploy/__SLUG__-rollup.sh /usr/local/bin/__SLUG__-rollup.sh
install -m 755 /opt/__SLUG__/app/deploy/__SLUG__-backup.sh /usr/local/bin/__SLUG__-backup.sh
install -m 755 /opt/__SLUG__/app/deploy/__SLUG__-reseat.sh /usr/local/bin/__SLUG__-reseat.sh
install -m 644 -D /opt/__SLUG__/app/deploy/traffic.py /usr/local/lib/__SLUG__/traffic.py
# On a host the hall shares, its hall-nightly.sh runs the rollup and backup
# of every game and checks in with Sentry once for all; a game on a box of
+20 -1
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@@ -25,7 +25,11 @@
// WS /ws?room=:id&token= {type:"update", seq} whenever the room changes; without a token,
// a seat in the Peanut Gallery, counted for the table
//
// Caddy serves the static site and proxies /api and /ws here.
// Caddy serves the static site and proxies /api and /ws here. The keeper's
// door answers only on the host itself (deploy/__SLUG__-reseat.sh):
//
// GET /keeper/rooms/:id who sits at the table, and when each person last moved or spoke
// POST /keeper/rooms/:id/reseat {seat} a new token for a player locked out, as a link to send them
import * as Sentry from '@sentry/node';
import { createServer, type IncomingMessage, type ServerResponse } from 'node:http';
@@ -186,9 +190,24 @@ async function handleReports(req: IncomingMessage, res: ServerResponse, parts: s
throw new RoomError('Not here.', 404);
}
/** 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. */
async function handleKeeper(req: IncomingMessage, res: ServerResponse, parts: string[]): Promise<void> {
if (req.headers['x-forwarded-for'] || parts[1] !== 'rooms') throw new RoomError('Not here.', 404);
const room = rooms.get(parts[2] ?? '');
if (parts.length === 3 && req.method === 'GET') return send(res, 200, { roomId: room.id, started: !!room.state, seats: rooms.seatsForKeeper(room) });
if (parts[3] === 'reseat' && parts.length === 4 && req.method === 'POST') {
const body = await readBody(req);
const { seat, token } = rooms.reseat(room, body.seat);
// The token rides the fragment, which the browser keeps to itself: it reaches neither Caddy's log nor this server.
return send(res, 200, { name: seat.name, link: `${PUBLIC_URL}/join/${room.id}#seat=${seat.id}.${token}` });
}
throw new RoomError('Not here.', 404);
}
async function handle(req: IncomingMessage, res: ServerResponse): Promise<void> {
const url = new URL(req.url ?? '/', 'http://localhost');
const parts = url.pathname.split('/').filter(Boolean);
if (parts[0] === 'keeper') return handleKeeper(req, res, parts);
if (parts[0] === 'api' && parts[1] === 'reports') return handleReports(req, res, parts);
if (parts[0] === 'api' && parts[1] === 'tally' && parts.length === 2 && req.method === 'GET') return send(res, 200, tallies.get());
if (parts[0] === 'api' && parts[1] === 'transfer' && parts.length === 2 && req.method === 'POST') {
+24
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@@ -35,6 +35,30 @@ describe('rooms', () => {
expect(() => rooms.submit(room, ann, { pick: 4 }, 0)).toThrow(/already been played/);
});
it('gives a seat a new token at the keeper\'s word: the old one opens nothing, and a restart keeps the change', () => {
const { rooms, room, bo } = table();
const phrase = rooms.transfer(room, bo).phrase;
const { seat, token } = rooms.reseat(room, 'B');
expect(seat.name).toBe('Bo');
expect(rooms.seatOf(room, token).id).toBe('B');
expect(() => rooms.seatOf(room, bo)).toThrow(/opens no seat/);
// A phrase minted with the old token carries nothing now.
expect(() => rooms.claim(phrase)).toThrow(/unknown or has expired/);
const reopened = new Rooms(game, new Store(dir)).get(room.id);
expect(rooms.seatOf(reopened, token).id).toBe('B');
expect(() => rooms.seatOf(reopened, bo)).toThrow(/opens no seat/);
});
it('re-seats only a person, and says when each person last acted', () => {
const { rooms, room, ann } = table();
expect(() => rooms.reseat(room, 'Z')).toThrow(/No person sits/);
rooms.submit(room, ann, { pick: 5 }, 0);
const seats = rooms.seatsForKeeper(room);
expect(seats.map((s) => [s.id, s.name])).toEqual([['A', 'Ann'], ['B', 'Bo']]);
expect(seats[0].lastActed).toBeGreaterThan(0);
expect(seats[1].lastActed).toBeNull();
});
it('leaves a room with an unreadable ledger unloaded and opens the rest', () => {
const { room } = table();
appendFileSync(join(dir, 'ZZZZ.jsonl'), '{"t":"room","id":"ZZZZ","seats":2,"createdAt":1,"options":{}}\n{"t":"seat", torn');
+29
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@@ -406,6 +406,30 @@ export class Rooms<State, Input> {
return { seat, token };
}
/**
* The keeper gives a person's seat a new token, for a player whose browser lost the old one. Whether the one
* asking holds the seat is the keeper's judgment; this carries it out. The old token opens nothing after.
*/
reseat(room: Room<State>, seatId: unknown): { seat: Seat; token: string } {
const seat = room.seats.find((s) => s.id === seatId && !s.bot);
if (!seat) throw new RoomError('No person sits in that seat.', 404);
const token = newId(18);
this.commit(room, { t: 'reseat', at: Date.now(), id: seat.id, tokenHash: hashToken(token) });
// A phrase minted with the old token would carry a seat that no longer answers to it.
for (const [phrase, t] of this.transfers) if (t.roomId === room.id && t.seatId === seat.id) this.transfers.delete(phrase);
return { seat, token };
}
/** The table as the keeper sees it before re-seating: who sits where, and when each person last moved or spoke. */
seatsForKeeper(room: Room<State>): { id: SeatId; name: string; bot: boolean; lastActed: number | null }[] {
const last = new Map<SeatId, number>();
for (const line of this.store.read(room.id)) {
if (line.t === 'input' || line.t === 'chat') last.set(line.id, line.at);
else if (line.t === 'turn') for (const id of Object.keys(line.inputs)) last.set(id, line.at);
}
return room.seats.map((s) => ({ id: s.id, name: s.name, bot: s.bot, lastActed: s.bot ? null : (last.get(s.id) ?? null) }));
}
/** The host sends a bot away before the game begins. People leave by not coming back. */
unseat(room: Room<State>, token: string | undefined, seatId: unknown): void {
const host = this.seatOf(room, token);
@@ -609,6 +633,11 @@ export class Rooms<State, Input> {
case 'seat':
room.seats.push({ id: line.id, name: line.name, tokenHash: line.tokenHash, bot: line.bot });
break;
case 'reseat': {
const seat = room.seats.find((s) => s.id === line.id);
if (seat) seat.tokenHash = line.tokenHash;
break;
}
case 'galleryTalk':
room.galleryTalk = line.on;
break;
+2
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@@ -11,6 +11,8 @@ export type LedgerLine =
| { t: 'room'; id: string; seats: number; createdAt: number; rematchOf?: string; expected?: string[]; options: TableOptions }
/** 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. */
| { t: 'seat'; id: SeatId; name: string; tokenHash: string; bot: boolean }
/** 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. */
| { t: 'reseat'; at: number; id: SeatId; tokenHash: string }
/** One seat's move for the round in progress, so a restart keeps it. The turn line that follows carries every input again. */
| { t: 'input'; at: number; id: SeatId; input: unknown }
/** A bot sent away by the host before the game began; its seat id is free again. */
+17 -1
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@@ -143,7 +143,14 @@
if (c) void goto(`/join/${c}`);
}
/** A game in play asks before it is forgotten: this browser may be the only thing that holds the seat. */
let forgetting = $state<string | null>(null);
function forget(roomId: string) {
if (!games[roomId]?.over && forgetting !== roomId) {
forgetting = roomId;
return;
}
forgetting = null;
forgetSeat(roomId);
seats = allSeats();
}
@@ -252,7 +259,11 @@
<span class="ledger-code">{held.roomId}</span>
<span class="ledger-info">{status(held)}{#if unread(held) > 0} · <span class="talk-new">{unread(held)} new {unread(held) === 1 ? 'line' : 'lines'} of talk</span>{/if}</span>
</a>
<button type="button" class="dismiss" title="forget this game" onclick={() => forget(held.roomId)}>×</button>
{#if forgetting === held.roomId}
<span class="forget-ask">This browser may be all that holds your seat. <button type="button" class="quiet" onclick={() => forget(held.roomId)}>Forget it</button> <button type="button" class="quiet" onclick={() => (forgetting = null)}>Keep it</button></span>
{:else}
<button type="button" class="dismiss" title="forget this game" onclick={() => forget(held.roomId)}>×</button>
{/if}
</div>
{/snippet}
@@ -520,6 +531,11 @@
background: rgba(240, 165, 58, 0.08);
}
.forget-ask {
font-size: 0.85em;
flex: none;
}
.ledger-row.your-move .ledger-info {
color: var(--ember);
}
+6
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@@ -19,6 +19,12 @@ function heldSeats(): Record<string, HeldSeat> {
}
}
/** A seat the keeper sent in a link, `#seat=<seat>.<token>`: a fragment stays in the browser, out of every log. */
export function seatInLink(hash: string): HeldSeat | null {
const m = /^#seat=([^.]+)\.([A-Za-z0-9_-]+)$/.exec(hash);
return m ? { seat: m[1], token: m[2] } : null;
}
export function seatFor(roomId: string): HeldSeat | null {
return heldSeats()[roomId] ?? null;
}
+13 -2
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@@ -1,11 +1,11 @@
<script lang="ts">
import { goto } from '$app/navigation';
import { goto, replaceState } from '$app/navigation';
import { page } from '$app/state';
import Board from '$lib/components/Board.svelte';
import Lobby from '$lib/components/Lobby.svelte';
import ReportSlip from '$lib/components/ReportSlip.svelte';
import Preferences from '$lib/components/Preferences.svelte';
import { seatFor } from '$lib/net/client';
import { rememberSeat, seatFor, seatInLink, trustSeat } from '$lib/net/client';
import { NAME_MAX, playerName, rememberName, Room } from '$lib/net/room.svelte';
const roomId = $derived((page.params.code ?? '').toUpperCase());
@@ -30,6 +30,13 @@
const id = roomId;
room = null;
error = '';
// A link from the keeper carries a seat; it is kept, and the token taken out of the address bar.
const sent = seatInLink(location.hash);
if (sent) {
rememberSeat(id, sent);
trustSeat(id);
replaceState(location.pathname + location.search, {});
}
const held = seatFor(id);
const arrive = held ? Room.resume(id, held) : Room.watch(id);
joining = !held;
@@ -171,6 +178,10 @@
</section>
{/if}
{#if watching && room?.started && !room.view.over}
<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>
{/if}
{#if room && !room.started}
<Lobby {room} {link} {copied} {copyLink} />
{:else if room}