A move names the round it was made for; a stale one is refused

The room counts rounds played and sends the count in its view; a page
sends it back with each move, and the server refuses a move whose count
is behind (a slow connection, a second click, a stale tab), or that has
no count at all (an old page, told to reload). Before, such a move was
taken as the move for the next round. Found in Dip's acceptance run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
This commit is contained in:
Eric Wagoner
2026-09-25 22:19:44 -04:00
co-authored by Claude Opus 5.5
parent 010f99aa9c
commit e961951f8e
5 changed files with 20 additions and 6 deletions
+15 -3
View File
@@ -49,6 +49,8 @@ export interface Room<State> {
/** Inputs received for the round in progress, by seat. */
pending: Record<SeatId, unknown>;
chat: ChatLine[];
/** Rounds played so far; a move names the count it was made against. */
resolved: number;
/** Bumped on every change a client might want to see. */
seq: number;
updatedAt: number;
@@ -192,7 +194,7 @@ export class Rooms<State, Input> {
/** A table with nobody seated yet. */
private blank(id: string, size: number, createdAt: number, rematchOf: string | null, expected: string[], options: TableOptions, seq = 0): Room<State> {
return { id, size, createdAt, seats: [], galleryTalk: false, challenge: null, expected, rematch: null, rematchOf, options, over: false, state: null, pending: {}, chat: [], seq, updatedAt: createdAt };
return { id, size, createdAt, seats: [], galleryTalk: false, challenge: null, expected, rematch: null, rematchOf, options, over: false, state: null, pending: {}, chat: [], resolved: 0, seq, updatedAt: createdAt };
}
/** Open a table with its first seat taken; a rematch names the table it follows and holds seats for its players. */
@@ -358,11 +360,19 @@ export class Rooms<State, Input> {
this.commit(room, { t: 'unseat', id: seat.id });
}
/** Record a seat's move on the ledger, so a restart keeps it; resolve the round once nobody else is awaited. */
submit(room: Room<State>, token: string | undefined, raw: unknown): void {
/**
* Record a seat's move on the ledger, so a restart keeps it; resolve the round once nobody else is awaited.
* `resolved` is how many rounds the page had seen played when the move was made: a move that
* arrives after its round was played (a slow connection, a second click, a stale tab) is refused
* rather than taken as the move for the next round.
*/
submit(room: Room<State>, token: string | undefined, raw: unknown, resolved?: unknown): void {
const seat = this.seatOf(room, token);
if (!room.state) throw new RoomError('The game has not begun: seats are still empty.', 409);
if (this.game.over(room.state)) throw new RoomError('The game is over.', 409);
if (typeof resolved !== 'number') throw new RoomError('This page is out of date. Reload it to see the table as it stands.', 409);
if (resolved !== room.resolved) throw new RoomError('That move was made for a turn that has already been played. Your page will catch up.', 409);
if (!this.waitingOn(room).includes(seat.id)) throw new RoomError('It is not your move.', 409);
const input = this.game.cleanInput(raw);
const why = this.game.validate?.(room.state, seat.id, input);
@@ -413,6 +423,7 @@ export class Rooms<State, Input> {
seats: room.seats.map((s) => ({ id: s.id, name: s.name, bot: s.bot })),
waitingOn: this.waitingOn(room),
turn: room.state ? this.game.turn(room.state) : null,
resolved: room.resolved,
over: room.state ? this.game.over(room.state) : null,
state: room.state ? this.game.view(room.state, seatId) : null,
chat: room.chat,
@@ -498,6 +509,7 @@ export class Rooms<State, Input> {
if (!room.state) return;
room.state = this.game.resolve(room.state, line.inputs as Record<SeatId, Input>);
room.pending = {};
room.resolved += 1;
break;
case 'chat':
room.chat.push({ id: line.id, text: line.text, at: line.at, ...(line.name ? { name: line.name } : {}) });