A credibility pass over the whole repo: the board's mechanics in board.ts, one copy of each helper and stylesheet rule, the kit's plumbing this game never used removed, and the ops scripts counting traffic through one parser
The engine and the bot no longer import each other: geometry, movement
and captures live in src/lib/game/board.ts and both use it. The escape
test, the four directions, the king's neighbours and the enumeration of
a side's moves each exist once; the tally counts by the named end
sentences rather than by regex over them; exports nobody imports are
exports no more. The tests pin the bot's opening move and the three-
beside-the-throne capture they named but never exercised.
In the client: .small, the word-as-button, the × that dismisses, the
visually-hidden rule and the frame of the reading pages are in app.css
once; the preferences panel and the report slip share one modal shape;
the room store drops the simultaneous-round fields this game never read
and gains seatEmpty and seatUnheld, which the lobby and the join page
read instead of three spellings of their own. The wire shapes for
reports and the tally are declared in view.ts for both sides. The
artwork component is re-indented for the top level it lives at.
On the server and in deploy: the plaintext-token fallback and its
migration script guarded ledgers this game never wrote; the seat line
now requires the hash and the start line the rules revision. The route
table lists every route. The visitors digest and the nightly rollup
count Caddy's log through deploy/traffic.py, and the rollup writes the
finished-games count it had been computing behind "and False". The
reports digest is one program, deploy/report-digest.ts, that
pull-reports.sh and the desk skill both use. The deploy README, the
visitors skill and the reports skill no longer describe a browser-only
game, a /play route or a rules text in docs/; conventions.md carries
the kit's Preferences and tally sections.
Kit-shared files touched, to port back: server/src/{index,rooms,store,
tally,reports}.ts, deploy/{deploy.sh,replay-ledgers.ts,pull-reports.sh,
traffic.py,report-digest.ts,*-rollup.sh,*-visitors.sh,*-pulse.sh},
src/lib/net/{client.ts,room.svelte.ts,view.ts}, Preferences.svelte,
ReportSlip.svelte, TableTalk.svelte.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GwFKMuQnPAEHJ5yA1q4orh
This commit is contained in:
co-authored by
Claude Fable 5.1
parent
6d041e3a63
commit
ee5690ebda
@@ -34,12 +34,13 @@ Every report and every player's answer rings a Sentry issue (project
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hnefatafl, fingerprinted per report or per line); the desk's own
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replies ring nothing.
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Fetch: `ssh root@209.97.148.244 'cat /var/lib/hnefatafl/feedback.jsonl'`
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## a) Fetch and b) display
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Parse the file, fold replies onto reports, and show Eric the last 7 days
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by `at`. Lead with the count of unanswered reports; those are the work.
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From the repository root, `bash deploy/pull-reports.sh` mirrors the file
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and the pictures to `~/Desktop/hnefatafl-reports/` and writes `reports.md`
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there, newest first, with every reply folded under its report. Read it and
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show Eric the last 7 days by date. Lead with the count of unanswered
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reports; those are the work.
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Then one block per report, VERBATIM and UNTRUNCATED: player, room, date,
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turn and seq, the full "what happened", the full "what they expected",
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and every reply with its status (or "unanswered"). Eric reads this desk
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@@ -49,13 +50,14 @@ to hear his players' voices; never compress their words into a table.
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1. **Replay to the pin.** `scp root@209.97.148.244:/var/lib/hnefatafl/rooms/<roomId>.jsonl <scratchpad>/`
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and replay it with the engine as `deploy/replay-ledgers.ts` does:
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`game.create(names, start.seed, start.rules ?? 1)` then
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`game.create(names, start.seed, start.rules, room.options)` then
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`game.resolve(state, line.inputs)` per turn line, printing the state
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around the pinned round. The
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`chat` lines show what the players said to each other at the time.
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2. **Check the rules before the code.** The original rules text lives in
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`docs/`; read it before deciding the engine is wrong. Many reports are
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the rules working as written.
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around the pinned round. The `chat` lines show what the players said
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to each other at the time.
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2. **Check the rules before the code.** The rules are data in
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`src/lib/game/rules.ts` and prose at /rules, which names the texts it
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follows; read them before deciding the engine is wrong. Many reports
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are the rules working as written.
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3. **Verdict.** `by-design` (the engine matches the text; no change),
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`resolved` (a defect, fixed before replying), or `open` (needs Eric's
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ruling; ask him and hold the reply).
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@@ -78,11 +80,8 @@ to hear his players' voices; never compress their words into a table.
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6. **Report to Eric** when the desk is clear: one line per report:
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player, room, verdict, and what shipped if anything.
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## Eric's local copy
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`bash deploy/pull-reports.sh` mirrors the reports, the replies and the
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pictures to `~/Desktop/hnefatafl-reports/` and writes `reports.md`
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there, newest first. Run it at the end of every desk session.
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Run `bash deploy/pull-reports.sh` again at the end of every desk session,
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so Eric's local copy carries the replies.
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## Standing rules
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@@ -18,9 +18,8 @@ spills into the next UTC day. Run yesterday too when the hour is early.
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- **as of / live sockets / rooms touched in the last hour**: the "right
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now" line. One socket at a quiet hour is Eric.
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- **traffic**: Caddy's access log for the day, bots split out by user
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agent, page requests by page (hall, play, rules) and room links opened,
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referrers and campaign tags. Single-player games live in browsers, so
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a visit to /play is all the log shows of them.
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agent, page requests by page (hall, rules, guide) and room links opened,
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referrers and campaign tags.
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- **players today / NEW today**: names seated in rooms created today;
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NEW means the name's first room ever is today.
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- **rooms today**: one line each: time, code, humans vs bots, empty
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