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
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co-authored by
Claude Opus 5.5
parent
f0d06db108
commit
41349036d1
+1
-1
@@ -247,7 +247,7 @@ async function handle(req: IncomingMessage, res: ServerResponse): Promise<void>
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}
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if (action === 'turn') {
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const token = typeof body.token === 'string' ? body.token : undefined;
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rooms.submit(room, token, body.input);
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rooms.submit(room, token, body.input, body.resolved);
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const seat = rooms.seatOf(room, token);
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return send(res, 200, rooms.view(room, seat.id));
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}
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+14
-3
@@ -51,6 +51,8 @@ export interface Room {
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/** Inputs received for the turn in progress, by seat. */
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pending: Record<WizardId, TurnInput>;
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chat: ChatLine[];
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/** Turns played so far, time stops included; a move names the count it was made against. */
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resolved: number;
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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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@@ -92,7 +94,7 @@ const TRANSFER_FAIL_LIMIT = 20;
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/** A table with nobody seated yet. */
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function blank(id: string, size: number, createdAt: number, rematchOf: string | null, expected: string[], seq = 0): Room {
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return { id, size, createdAt, seats: [], galleryTalk: false, challenge: null, expected, rematch: null, rematchOf, state: null, pending: {}, chat: [], seq, updatedAt: createdAt };
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return { id, size, createdAt, seats: [], galleryTalk: false, challenge: null, expected, rematch: null, rematchOf, state: null, pending: {}, chat: [], resolved: 0, seq, updatedAt: createdAt };
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}
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export function normalizeCode(raw: string): string {
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@@ -315,11 +317,18 @@ export class Rooms {
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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 turn once nobody else is awaited. */
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submit(room: Room, token: string | undefined, raw: unknown): void {
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/**
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* Record a seat's move on the ledger, so a restart keeps it; resolve the turn once nobody else is awaited.
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* `resolved` is how many turns the page had seen played when the gestures were made: gestures that
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* arrive after their turn was played (a slow connection, a second click, a stale tab) are refused
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* rather than taken as the next turn's.
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*/
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submit(room: Room, token: string | undefined, raw: unknown, resolved?: unknown): void {
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const seat = this.seatOf(room, token);
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if (!room.state) throw new RoomError('The duel has not begun: seats are still empty.', 409);
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if (room.state.over) throw new RoomError('The duel is over.', 409);
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if (typeof resolved !== 'number') throw new RoomError('This page is out of date. Reload it to see the duel as it stands.', 409);
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if (resolved !== room.resolved) throw new RoomError('Those gestures were made for a turn that has already been played. Your page will catch up.', 409);
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if (!waitingOn(room).includes(seat.id)) throw new RoomError('It is not your move.', 409);
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this.commit(room, { t: 'input', at: Date.now(), id: seat.id, input: cleanInput(raw) });
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if (waitingOn(room).length === 0) this.resolve(room);
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@@ -356,6 +365,7 @@ export class Rooms {
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host: room.seats[0]?.id ?? seatId,
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seats: room.seats.map((s) => ({ id: s.id, name: s.name, bot: s.bot })),
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waitingOn: waitingOn(room),
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resolved: room.resolved,
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state: room.state ? viewFor(room.state, seatId) : null,
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chat: room.chat,
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audience: this.gallery.get(room.id) ?? 0,
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@@ -450,6 +460,7 @@ function apply(room: Room, line: LedgerLine): void {
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if (!room.state) return;
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room.state = resolveTurn(room.state, line.inputs);
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room.pending = {};
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room.resolved += 1;
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break;
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case 'over':
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break;
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