Begin Hnefatafl from the game kit
This commit is contained in:
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// Rooms: who sits where, whose move it is, and the game itself. Every change
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// goes to the ledger first and is then applied, so a restart replays to the
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// same place. Inputs wait in memory until every seat that must move has moved;
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// then the round resolves at once, bots included. Nothing here knows the
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// game beyond the GameSpec it is given.
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import { createHash, randomBytes, timingSafeEqual } from 'node:crypto';
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import { SPECTATOR, type GameSpec, type SeatId, type TableOptions } from '../../src/lib/game/spec';
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import type { ChatLine, RoomView } from '../../src/lib/net/view';
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import type { LedgerLine, Store } from './store';
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const CHAT_MAX_LENGTH = 300;
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/** Lines of talk kept and sent; the ledger keeps them all. */
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const CHAT_KEEP = 200;
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export { SPECTATOR };
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export interface Seat {
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id: SeatId;
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name: string;
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/** SHA-256 of the seat's token, hex; empty for a bot. */
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tokenHash: string;
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bot: boolean;
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}
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export function hashToken(token: string): string {
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return createHash('sha256').update(token).digest('hex');
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}
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export interface Room<State> {
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id: string;
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size: number;
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createdAt: number;
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seats: Seat[];
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/** The host lets the Peanut Gallery talk at this table. */
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galleryTalk: boolean;
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/** The keeper of the site was called to a seat, and by whom. */
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challenge: { by: SeatId; at: number } | null;
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/** Names with a seat held for them: the players of the last table, or the keeper. */
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expected: string[];
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/** A finished table that called for a rematch: where it went, and who called. */
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rematch: { to: string; by: SeatId } | null;
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/** The table this one is the rematch of. */
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rematchOf: string | null;
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/** The host's choices for this table, every declared option filled. */
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options: TableOptions;
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state: State | null;
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/** Inputs received for the round in progress, by seat. */
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pending: Record<SeatId, unknown>;
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chat: ChatLine[];
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/** Bumped on every change a client might want to see. */
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seq: number;
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updatedAt: number;
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}
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export class RoomError extends Error {
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constructor(
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message: string,
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public status = 400
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) {
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super(message);
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}
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}
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function newId(bytes: number): string {
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return randomBytes(bytes).toString('base64url');
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}
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/** Room codes: four letters or digits, none that read alike, easy to say aloud. */
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const CODE_ALPHABET = 'ABCDEFGHJKLMNPQRSTUVWXYZ23456789';
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function newCode(): string {
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const bytes = randomBytes(4);
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return [...bytes].map((b) => CODE_ALPHABET[b % CODE_ALPHABET.length]).join('');
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}
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function newSeed(): number {
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return (Date.now() ^ (Math.random() * 0xffffffff)) >>> 0;
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}
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/** Phrases that carry a seat between devices: four plain words, ten minutes, one use. */
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const TRANSFER_WORDS = [
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'ember', 'raven', 'flagon', 'wand', 'rune', 'moss', 'torch', 'frost', 'amber', 'wisp', 'cellar', 'gable',
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'onyx', 'briar', 'tome', 'cinder', 'gloom', 'spiral', 'mirror', 'lantern', 'thistle', 'harbor', 'quill', 'saddle',
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'willow', 'copper', 'meadow', 'anvil', 'beacon', 'orchard', 'pebble', 'cloister', 'walnut', 'tallow', 'heron', 'marble',
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'ivy', 'kestrel', 'fennel', 'velvet', 'canyon', 'lattice', 'ledger', 'bramble', 'sable', 'tundra', 'juniper', 'compass'
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];
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const TRANSFER_TTL_MS = 10 * 60 * 1000;
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const TRANSFER_FAIL_LIMIT = 20;
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export function normalizeCode(raw: string): string {
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return raw.trim().toUpperCase();
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}
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export function cleanName(raw: unknown): string {
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const name = String(raw ?? '')
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.replace(/\s+/g, ' ')
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.trim()
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.slice(0, 24);
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if (!name) throw new RoomError('A player needs a name.');
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return name;
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}
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export class Rooms<State, Input> {
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private rooms = new Map<string, Room<State>>();
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private listeners = new Map<string, Set<(room: Room<State>) => void>>();
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/** Sockets watching from the gallery, by room. */
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private gallery = new Map<string, number>();
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constructor(
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private game: GameSpec<State, Input>,
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private store: Store,
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/** The keeper of the site: the name a table may call to a seat, and where they live. */
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private keeper: { name: string; zone: string } = { name: 'the keeper', zone: 'UTC' }
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) {
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for (const id of store.roomIds()) {
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const room = this.replay(id, store.read(id));
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if (room) this.rooms.set(id, room);
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}
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}
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get maxSeats(): number {
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return this.game.seatIds.length;
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}
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get(id: string): Room<State> {
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const room = this.rooms.get(id) ?? this.rooms.get(normalizeCode(id)) ?? this.load(normalizeCode(id));
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if (!room) throw new RoomError('No game answers to that code.', 404);
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return room;
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}
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/** A room evicted from memory comes back from its ledger on the next visit. */
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private load(id: string): Room<State> | undefined {
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if (!/^[A-Z0-9]{4}$/.test(id)) return undefined;
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const room = this.replay(id, this.store.read(id));
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if (room) this.rooms.set(id, room);
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return room ?? undefined;
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}
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/** Forget rooms nobody has touched or watched for a while; their ledgers stay on disk. */
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evictIdle(olderThanMs: number, now = Date.now()): number {
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let n = 0;
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for (const [id, room] of this.rooms) {
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if (now - room.updatedAt < olderThanMs) continue;
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if ((this.listeners.get(id)?.size ?? 0) > 0) continue;
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this.rooms.delete(id);
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n += 1;
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}
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return n;
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}
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get loaded(): number {
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return this.rooms.size;
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}
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/** The seat a token unlocks, compared by hash in constant time. */
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seatOf(room: Room<State>, token: string | undefined): Seat {
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if (!token) throw new RoomError('That token opens no seat at this game.', 403);
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const given = Buffer.from(hashToken(token), 'hex');
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const seat = room.seats.find((s) => !s.bot && s.tokenHash.length === given.length * 2 && timingSafeEqual(Buffer.from(s.tokenHash, 'hex'), given));
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if (!seat) throw new RoomError('That token opens no seat at this game.', 403);
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return seat;
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}
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create(name: string, size: number, rawOptions?: unknown): { room: Room<State>; seat: Seat; token: string } {
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const { minSeats } = this.game;
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if (!Number.isInteger(size) || size < minSeats || size > this.maxSeats) {
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throw new RoomError(`A table seats ${minSeats} to ${this.maxSeats} players.`);
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}
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return this.open(name, size, this.cleanOptions(rawOptions));
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}
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/** The host's choices, kept to the options the game declares and the choices it offers; the rest default. */
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private cleanOptions(raw: unknown): TableOptions {
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const given = (typeof raw === 'object' && raw !== null ? raw : {}) as Record<string, unknown>;
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const options: TableOptions = {};
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for (const o of this.game.options ?? []) {
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const v = given[o.key];
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options[o.key] = typeof v === 'string' && o.choices.some((c) => c.value === v) ? v : o.default;
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}
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return options;
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}
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/** A table with nobody seated yet. */
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private blank(id: string, size: number, createdAt: number, rematchOf: string | null, expected: string[], options: TableOptions, seq = 0): Room<State> {
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return { id, size, createdAt, seats: [], galleryTalk: false, challenge: null, expected, rematch: null, rematchOf, options, state: null, pending: {}, chat: [], seq, updatedAt: createdAt };
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}
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/** Open a table with its first seat taken; a rematch names the table it follows and holds seats for its players. */
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private open(name: string, size: number, options: TableOptions, follows?: { rematchOf: string; expected: string[] }): { room: Room<State>; seat: Seat; token: string } {
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let id = newCode();
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while (this.rooms.has(id) || this.store.exists(id)) id = newCode();
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const room = this.blank(id, size, Date.now(), follows?.rematchOf ?? null, follows?.expected ?? [], options);
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this.rooms.set(id, room);
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this.commit(room, { t: 'room', id, seats: size, createdAt: room.createdAt, options, ...(follows ? { rematchOf: follows.rematchOf, expected: follows.expected } : {}) });
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return { room, ...this.sit(room, name, false) };
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}
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join(room: Room<State>, name: string): { seat: Seat; token: string } {
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if (room.state) throw new RoomError('The game has begun; no more seats are taken.', 409);
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return this.sit(room, name, false);
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}
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/** Names with a seat held who have not yet sat. */
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private awaited(room: Room<State>): string[] {
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return room.expected.filter((n) => !room.seats.some((s) => s.name.toLowerCase() === n.toLowerCase()));
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}
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/** Host only: let the Peanut Gallery talk at this table, or hush it. Written to the ledger. */
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setGalleryTalk(room: Room<State>, token: string | undefined, on: boolean): void {
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const seat = this.seatOf(room, token);
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if (seat.id !== room.seats[0]?.id) throw new RoomError('Only the player who opened the table decides whether the gallery may talk.', 403);
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if (room.galleryTalk === on) return;
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this.commit(room, { t: 'galleryTalk', at: Date.now(), on, by: seat.id });
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}
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/** A word from the Peanut Gallery, when the host allows it: signed with a name no seat holds. */
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sayFromGallery(room: Room<State>, rawName: unknown, raw: unknown): void {
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if (!room.galleryTalk) throw new RoomError('The gallery listens at this table; the host has not let it talk.', 403);
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const name = cleanName(rawName);
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if (room.seats.some((s) => s.name.toLowerCase() === name.toLowerCase())) throw new RoomError('A player at the table has that name.', 409);
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this.commit(room, { t: 'chat', at: Date.now(), id: SPECTATOR, name, text: this.cleanTalk(raw) });
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}
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/**
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* A seated player calls the keeper of the site to the table: a seat is
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* held under the keeper's name and the call goes on the ledger. Once per
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* table, before the game begins. The caller rings the keeper's bell.
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*/
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callKeeper(room: Room<State>, token: string | undefined, keeper: string): void {
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const seat = this.seatOf(room, token);
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if (room.state) throw new RoomError('The game has begun.', 409);
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if (room.challenge) throw new RoomError(`${keeper} has already been called to this table.`, 409);
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if (room.seats.some((s) => s.name.toLowerCase() === keeper.toLowerCase())) throw new RoomError(`${keeper} is already here.`, 409);
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if (room.seats.length + this.awaited(room).length >= room.size) throw new RoomError('Every seat at this table is taken or held.', 409);
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this.commit(room, { t: 'challenge', at: Date.now(), by: seat.id, keeper });
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}
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/**
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* A finished table calls for a rematch: a new table of the same size with
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* the same bots, seats held for the same people, the caller seated as its
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* host. Anyone at the old table may call; a second call finds the table
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* already open.
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*/
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rematch(room: Room<State>, token: string | undefined): { roomId: string; seat: Seat | null; token: string | null; created: boolean } {
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const caller = this.seatOf(room, token);
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if (!room.state || !this.game.over(room.state)) throw new RoomError('The game is not over yet.', 409);
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if (room.rematch) return { roomId: room.rematch.to, seat: null, token: null, created: false };
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const others = room.seats.filter((s) => !s.bot && s.id !== caller.id).map((s) => s.name);
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const next = this.open(caller.name, room.size, room.options, { rematchOf: room.id, expected: others });
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for (const bot of room.seats.filter((s) => s.bot)) this.sit(next.room, bot.name, true);
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this.commit(room, { t: 'rematch', at: Date.now(), to: next.room.id, by: caller.id });
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return { roomId: next.room.id, seat: next.seat, token: next.token, created: true };
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}
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/** Phrases waiting to be claimed, with the seat and the token they carry. */
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private transfers = new Map<string, { roomId: string; seatId: SeatId; token: string; expiresAt: number }>();
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private failedClaims = 0;
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private failWindowStart = 0;
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/** Mint a phrase that brings this seat to another device: four words, ten minutes, one use. */
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transfer(room: Room<State>, token: string | undefined): { phrase: string; expiresAt: number } {
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const seat = this.seatOf(room, token);
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const now = Date.now();
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for (const [phrase, t] of this.transfers) if (t.expiresAt < now) this.transfers.delete(phrase);
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if (this.transfers.size >= 200) throw new RoomError('Too many transfers are pending; try again in a few minutes.', 429);
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let phrase: string;
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do {
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phrase = Array.from({ length: 4 }, () => TRANSFER_WORDS[randomBytes(1)[0] % TRANSFER_WORDS.length]).join('-');
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} while (this.transfers.has(phrase));
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const expiresAt = now + TRANSFER_TTL_MS;
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this.transfers.set(phrase, { roomId: room.id, seatId: seat.id, token: token!, expiresAt });
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return { phrase, expiresAt };
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}
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/** Claim a phrase: the seat and its token, once. Too many misses void every pending phrase. */
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claim(raw: unknown): { roomId: string; seat: SeatId; token: string } {
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const now = Date.now();
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if (now - this.failWindowStart > TRANSFER_TTL_MS) {
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this.failWindowStart = now;
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this.failedClaims = 0;
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}
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if (this.failedClaims >= TRANSFER_FAIL_LIMIT) throw new RoomError('Too many failed claims; transfers are cooling off. Mint a fresh phrase.', 429);
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const phrase = String(raw ?? '').trim().toLowerCase().replace(/\s+/g, '-');
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const t = this.transfers.get(phrase);
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if (!t || t.expiresAt < now) {
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this.failedClaims += 1;
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if (this.failedClaims >= TRANSFER_FAIL_LIMIT) this.transfers.clear();
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throw new RoomError('That phrase is unknown or has expired.', 404);
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}
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this.transfers.delete(phrase);
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const room = this.get(t.roomId);
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const seat = this.seatOf(room, t.token);
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return { roomId: room.id, seat: seat.id, token: t.token };
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}
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/** The host, who opened the table, begins once enough are seated, however full the table. */
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begin(room: Room<State>, token: string | undefined): void {
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const seat = this.seatOf(room, token);
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if (seat.id !== room.seats[0]?.id) throw new RoomError('Only the player who opened the table may begin.', 403);
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if (room.state) throw new RoomError('The game has already begun.', 409);
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if (room.seats.length < this.game.minSeats) throw new RoomError(`The game needs at least ${this.game.minSeats} players.`, 409);
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this.commit(room, { t: 'start', seed: newSeed(), rules: this.game.currentRules });
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}
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/** The host seats a bot in an empty chair. */
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addBot(room: Room<State>, token: string | undefined): Seat {
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const host = this.seatOf(room, token);
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if (host.id !== room.seats[0]?.id) throw new RoomError('Only the player who opened the table may seat a bot.', 403);
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if (room.state) throw new RoomError('The game has begun; no more seats are taken.', 409);
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const taken = new Set(room.seats.map((s) => s.name.toLowerCase()));
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const pool = this.game.botNames.filter((n) => !taken.has(n.toLowerCase()));
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const name = pool[Math.floor(Math.random() * pool.length)] ?? 'The Construct';
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return this.sit(room, name, true).seat;
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}
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/** Take the next free seat. The token is returned once and never stored; the ledger keeps its hash. */
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private sit(room: Room<State>, rawName: string, bot: boolean): { seat: Seat; token: string } {
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if (room.seats.length >= room.size) throw new RoomError('Every seat at this table is taken.', 409);
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const name = cleanName(rawName);
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const awaited = this.awaited(room);
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if (!awaited.some((n) => n.toLowerCase() === name.toLowerCase()) && room.seats.length + awaited.length >= room.size) {
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throw new RoomError('The seats left are held for players expected at this table.', 409);
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}
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if (room.seats.some((s) => s.name.toLowerCase() === name.toLowerCase())) throw new RoomError('Another player here already has that name.', 409);
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const id = this.game.seatIds.find((s) => !room.seats.some((taken) => taken.id === s))!;
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const token = bot ? '' : newId(18);
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const seat: Seat = { id, name, tokenHash: bot ? '' : hashToken(token), bot };
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this.commit(room, { t: 'seat', id: seat.id, name, tokenHash: seat.tokenHash, bot });
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return { seat, token };
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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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if (host.id !== room.seats[0]?.id) throw new RoomError('Only the player who opened the table may send a bot away.', 403);
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if (room.state) throw new RoomError('The game has begun; the table is set.', 409);
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const seat = room.seats.find((s) => s.id === seatId);
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if (!seat || !seat.bot) throw new RoomError('Only a bot can be sent away.', 400);
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this.commit(room, { t: 'unseat', id: seat.id });
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}
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/** Record a seat's move on the ledger, so a restart keeps it; resolve the round once nobody else is awaited. */
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submit(room: Room<State>, token: string | undefined, raw: unknown): void {
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const seat = this.seatOf(room, token);
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if (!room.state) throw new RoomError('The game has not begun: seats are still empty.', 409);
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if (this.game.over(room.state)) throw new RoomError('The game is over.', 409);
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if (!this.waitingOn(room).includes(seat.id)) throw new RoomError('It is not your move.', 409);
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const input = this.game.cleanInput(raw);
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const why = this.game.validate?.(room.state, seat.id, input);
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if (why) throw new RoomError(why);
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this.commit(room, { t: 'input', at: Date.now(), id: seat.id, input });
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if (this.waitingOn(room).length === 0) this.resolve(room);
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}
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private resolve(room: Room<State>): void {
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const bots = (state: State) => room.seats.filter((s) => s.bot && this.game.needsInput(state, s.id));
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const inputs: Record<SeatId, unknown> = { ...room.pending };
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for (const seat of bots(room.state!)) inputs[seat.id] = this.game.botInput(room.state!, seat.id);
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this.commit(room, { t: 'turn', at: Date.now(), inputs });
|
||||
// A round only bots owe (an extra turn, say) resolves at once; a human's waits for them.
|
||||
while (room.state && !this.game.over(room.state) && this.waitingOn(room).length === 0 && bots(room.state).length > 0) {
|
||||
const inputs: Record<SeatId, unknown> = {};
|
||||
for (const seat of bots(room.state)) inputs[seat.id] = this.game.botInput(room.state, seat.id);
|
||||
this.commit(room, { t: 'turn', at: Date.now(), inputs });
|
||||
}
|
||||
const outcome = room.state && this.game.over(room.state);
|
||||
if (outcome) this.commit(room, { t: 'over', at: Date.now(), winner: outcome.winner, reason: outcome.reason });
|
||||
}
|
||||
|
||||
/** Table talk, from a seat to everyone at the table and in the gallery. */
|
||||
say(room: Room<State>, token: string | undefined, raw: unknown): void {
|
||||
const seat = this.seatOf(room, token);
|
||||
this.commit(room, { t: 'chat', at: Date.now(), id: seat.id, text: this.cleanTalk(raw) });
|
||||
}
|
||||
|
||||
private cleanTalk(raw: unknown): string {
|
||||
const text = String(raw ?? '')
|
||||
.replace(/[\u0000-\u001f\u007f]/g, ' ')
|
||||
.replace(/\s+/g, ' ')
|
||||
.trim()
|
||||
.slice(0, CHAT_MAX_LENGTH);
|
||||
if (!text) throw new RoomError('Nothing to say.');
|
||||
return text;
|
||||
}
|
||||
|
||||
/** Seats whose input the next resolution needs and has not yet received. */
|
||||
waitingOn(room: Room<State>): SeatId[] {
|
||||
if (!room.state || this.game.over(room.state)) return [];
|
||||
return room.seats
|
||||
.filter((s) => !s.bot && this.game.needsInput(room.state!, s.id) && !(s.id in room.pending))
|
||||
.map((s) => s.id);
|
||||
}
|
||||
|
||||
/** The view for a seat, or for the gallery when the seat is SPECTATOR. */
|
||||
view(room: Room<State>, seatId: SeatId): RoomView<State> {
|
||||
return {
|
||||
roomId: room.id,
|
||||
seq: room.seq,
|
||||
size: room.size,
|
||||
me: seatId,
|
||||
host: room.seats[0]?.id ?? seatId,
|
||||
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,
|
||||
over: room.state ? this.game.over(room.state) : null,
|
||||
state: room.state ? this.game.view(room.state, seatId) : null,
|
||||
chat: room.chat,
|
||||
audience: this.gallery.get(room.id) ?? 0,
|
||||
galleryTalk: room.galleryTalk,
|
||||
challenge: room.challenge,
|
||||
expected: this.awaited(room),
|
||||
rematch: room.rematch,
|
||||
rematchOf: room.rematchOf,
|
||||
options: room.options,
|
||||
keeper: this.keeper.name,
|
||||
keeperZone: this.keeper.zone
|
||||
};
|
||||
}
|
||||
|
||||
subscribe(roomId: string, fn: (room: Room<State>) => void): () => void {
|
||||
if (!this.listeners.has(roomId)) this.listeners.set(roomId, new Set());
|
||||
this.listeners.get(roomId)!.add(fn);
|
||||
return () => this.listeners.get(roomId)?.delete(fn);
|
||||
}
|
||||
|
||||
/** Subscribe from the gallery; the table is told when its audience changes. */
|
||||
watch(room: Room<State>, fn: (room: Room<State>) => void): () => void {
|
||||
const unsubscribe = this.subscribe(room.id, fn);
|
||||
this.gallery.set(room.id, (this.gallery.get(room.id) ?? 0) + 1);
|
||||
room.seq += 1;
|
||||
this.notify(room);
|
||||
return () => {
|
||||
unsubscribe();
|
||||
this.gallery.set(room.id, Math.max(0, (this.gallery.get(room.id) ?? 1) - 1));
|
||||
room.seq += 1;
|
||||
this.notify(room);
|
||||
};
|
||||
}
|
||||
|
||||
audience(room: Room<State>): number {
|
||||
return this.gallery.get(room.id) ?? 0;
|
||||
}
|
||||
|
||||
/** Write to the ledger, then apply; the file is the truth a restart returns to. */
|
||||
private commit(room: Room<State>, line: LedgerLine): void {
|
||||
this.store.append(room.id, line);
|
||||
this.apply(room, line);
|
||||
room.seq += 1;
|
||||
room.updatedAt = Date.now();
|
||||
this.notify(room);
|
||||
}
|
||||
|
||||
private notify(room: Room<State>): void {
|
||||
for (const fn of this.listeners.get(room.id) ?? []) fn(room);
|
||||
}
|
||||
|
||||
private apply(room: Room<State>, line: LedgerLine): void {
|
||||
switch (line.t) {
|
||||
case 'room':
|
||||
case 'over':
|
||||
break;
|
||||
case 'seat':
|
||||
room.seats.push({ id: line.id, name: line.name, tokenHash: line.tokenHash ?? (line.token ? hashToken(line.token) : ''), bot: line.bot });
|
||||
break;
|
||||
case 'galleryTalk':
|
||||
room.galleryTalk = line.on;
|
||||
break;
|
||||
case 'challenge':
|
||||
room.challenge = { by: line.by, at: line.at };
|
||||
if (!room.expected.some((n) => n.toLowerCase() === line.keeper.toLowerCase())) room.expected = [...room.expected, line.keeper];
|
||||
break;
|
||||
case 'rematch':
|
||||
room.rematch = { to: line.to, by: line.by };
|
||||
break;
|
||||
case 'input':
|
||||
room.pending[line.id] = this.game.cleanInput(line.input);
|
||||
break;
|
||||
case 'unseat':
|
||||
room.seats = room.seats.filter((s) => s.id !== line.id);
|
||||
break;
|
||||
case 'start':
|
||||
room.state = this.game.create(Object.fromEntries(room.seats.map((s) => [s.id, s.name])), line.seed, line.rules ?? 1, room.options);
|
||||
break;
|
||||
case 'turn':
|
||||
if (!room.state) return;
|
||||
room.state = this.game.resolve(room.state, line.inputs as Record<SeatId, Input>);
|
||||
room.pending = {};
|
||||
break;
|
||||
case 'chat':
|
||||
room.chat.push({ id: line.id, text: line.text, at: line.at, ...(line.name ? { name: line.name } : {}) });
|
||||
if (room.chat.length > CHAT_KEEP) room.chat.splice(0, room.chat.length - CHAT_KEEP);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private replay(id: string, lines: LedgerLine[]): Room<State> | null {
|
||||
const first = lines[0];
|
||||
if (!first || first.t !== 'room') return null;
|
||||
const room = this.blank(id, first.seats, first.createdAt, first.rematchOf ?? null, first.expected ?? [], this.cleanOptions(first.options), lines.length);
|
||||
for (const line of lines) {
|
||||
this.apply(room, line);
|
||||
if (line.t === 'turn' || line.t === 'input') room.updatedAt = line.at;
|
||||
}
|
||||
return room;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user