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 hnefatafl-reseat.sh through a /keeper door Caddy does not proxy and that turns away anything Caddy forwarded; the join page takes a linked seat only once the server accepts it and never over a seat this browser holds that still opens, a spectator at a game in play is told both ways back, the hall asks before forgetting a game in play, and the server's tests now run with the rest

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 18:24:31 -04:00
co-authored by Claude Opus 5.5
parent 4b6cf01949
commit 8bbc41cc87
12 changed files with 194 additions and 9 deletions
+29
View File
@@ -350,6 +350,30 @@ 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);
@@ -486,6 +510,11 @@ 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;