Wire online multiplayer: game rooms, protocol, playable Svelte client

Server: room registry with 4-letter codes, host/join/start flow, the
authoritative command loop (seed + append-only command log per room —
the replay/async foundation), and per-player redacted views and events
broadcast after every change. Client: lobby, SVG board (floors, walls,
doors, homes, color-keyed treasures and wizard tokens matching the
physical set's six colors, warp arrows), click-to-move, click-to-punch,
card hand with tooltips from verified card text, cast flow with number
card attachment and waterbolt split, edge-click targeting for wall
spells, counteract-or-pass prompt, discard flow, end-turn draw
selector, and a humanized event log. Verified end-to-end over real
websockets with two clients: join, start, private deals, moves, turn
sync.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-15 19:52:10 -04:00
co-authored by Claude Fable 5
parent 7c607ad5c7
commit 36b3ffe9a6
7 changed files with 977 additions and 11 deletions
+124 -4
View File
@@ -1,13 +1,133 @@
import { WebSocketServer } from "ws";
// Websocket front door. Protocol (JSON messages):
// client -> server:
// {type:"create", name} create a room, become host
// {type:"join", roomId, name} join (or rejoin) a room
// {type:"start"} host starts the game
// {type:"command", command} a game Command for the engine
// server -> client:
// {type:"welcome"} on connect
// {type:"room", roomId, players, hostId, started}
// {type:"events", events} redacted for this recipient
// {type:"state", view} redacted full view (after every change)
// {type:"error", message}
import { WebSocketServer, WebSocket } from "ws";
import type { Command, PlayerId } from "@wizwar/engine";
import {
createRoom,
getRoom,
joinRoom,
redactFor,
runCommand,
startGame,
viewForPlayer,
type Room,
} from "./rooms";
const port = Number(process.env.PORT ?? 8787);
const wss = new WebSocketServer({ port });
interface Session {
socket: WebSocket;
playerId: PlayerId | null;
roomId: string | null;
}
const sessions = new Set<Session>();
function send(socket: WebSocket, message: unknown): void {
if (socket.readyState === WebSocket.OPEN) socket.send(JSON.stringify(message));
}
function roomInfo(room: Room) {
return {
type: "room",
roomId: room.id,
players: room.players,
hostId: room.hostId,
started: room.state !== null,
};
}
function broadcast(room: Room, makeMessage: (playerId: PlayerId) => unknown): void {
for (const s of sessions) {
if (s.roomId === room.id && s.playerId) {
send(s.socket, makeMessage(s.playerId));
}
}
}
function broadcastRoomState(room: Room): void {
broadcast(room, (playerId) => roomInfo(room));
if (room.state) {
broadcast(room, (playerId) => ({ type: "state", view: viewForPlayer(room, playerId) }));
}
}
wss.on("connection", (socket) => {
socket.send(JSON.stringify({ type: "hello", game: "wizwar" }));
const session: Session = { socket, playerId: null, roomId: null };
sessions.add(session);
send(socket, { type: "welcome", game: "wizwar" });
socket.on("close", () => sessions.delete(session));
socket.on("message", (data) => {
// TODO: route client commands into game rooms once the engine exists.
console.log("received:", data.toString());
let msg: Record<string, unknown>;
try {
msg = JSON.parse(data.toString());
} catch {
return send(socket, { type: "error", message: "invalid JSON" });
}
try {
switch (msg.type) {
case "create": {
const name = String(msg.name ?? "").trim();
if (!name) return send(socket, { type: "error", message: "name required" });
const room = createRoom(name);
session.playerId = name;
session.roomId = room.id;
broadcastRoomState(room);
break;
}
case "join": {
const name = String(msg.name ?? "").trim();
const roomId = String(msg.roomId ?? "").trim();
if (!name || !roomId) return send(socket, { type: "error", message: "name and roomId required" });
const room = getRoom(roomId);
if (!room) return send(socket, { type: "error", message: "no such room" });
const problem = joinRoom(room, name);
if (problem) return send(socket, { type: "error", message: problem });
session.playerId = name;
session.roomId = room.id;
broadcastRoomState(room);
break;
}
case "start": {
const room = session.roomId ? getRoom(session.roomId) : undefined;
if (!room || !session.playerId) return send(socket, { type: "error", message: "not in a room" });
if (session.playerId !== room.hostId) return send(socket, { type: "error", message: "only the host can start" });
const result = startGame(room);
if ("error" in result) return send(socket, { type: "error", message: result.error });
broadcast(room, (playerId) => ({ type: "events", events: redactFor(result.events, playerId) }));
broadcastRoomState(room);
break;
}
case "command": {
const room = session.roomId ? getRoom(session.roomId) : undefined;
if (!room || !session.playerId) return send(socket, { type: "error", message: "not in a room" });
const result = runCommand(room, session.playerId, msg.command as Command);
if ("error" in result) return send(socket, { type: "error", message: result.error });
broadcast(room, (playerId) => ({ type: "events", events: redactFor(result.events, playerId) }));
broadcast(room, (playerId) => ({ type: "state", view: viewForPlayer(room, playerId) }));
break;
}
default:
send(socket, { type: "error", message: `unknown message type: ${String(msg.type)}` });
}
} catch (e) {
send(socket, { type: "error", message: e instanceof Error ? e.message : "internal error" });
}
});
});
+111
View File
@@ -0,0 +1,111 @@
// Game rooms: the server is the authority. Each room holds one GameState and
// the append-only command log (the seed + log IS the game — the basis for
// replays and async play). Clients get per-player redacted views and events.
import {
applyCommand,
createGame,
redactEvent,
viewFor,
type Command,
type GameEvent,
type GameState,
type GameView,
type PlayerId,
} from "@wizwar/engine";
export interface LoggedCommand {
seq: number;
playerId: PlayerId;
command: Command;
at: string; // ISO timestamp (server-side wall clock; not used by the engine)
}
export interface Room {
id: string;
hostId: PlayerId;
players: PlayerId[]; // join order
seed: number;
state: GameState | null; // null until started
log: LoggedCommand[];
events: GameEvent[]; // full history (unredacted — redact per recipient)
}
const rooms = new Map<string, Room>();
const ROOM_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
function makeRoomCode(): string {
let code = "";
for (let i = 0; i < 4; i++) {
code += ROOM_CODE_ALPHABET[Math.floor(Math.random() * ROOM_CODE_ALPHABET.length)];
}
return rooms.has(code) ? makeRoomCode() : code;
}
export function createRoom(hostId: PlayerId): Room {
const room: Room = {
id: makeRoomCode(),
hostId,
players: [hostId],
seed: Math.floor(Math.random() * 0xffffffff),
state: null,
log: [],
events: [],
};
rooms.set(room.id, room);
return room;
}
export function getRoom(id: string): Room | undefined {
return rooms.get(id.toUpperCase());
}
export function joinRoom(room: Room, playerId: PlayerId): string | null {
if (room.state) return "game already started";
if (room.players.includes(playerId)) return null; // rejoin is fine
if (room.players.length >= 4) return "room is full";
room.players.push(playerId);
return null;
}
export function startGame(room: Room): { events: GameEvent[] } | { error: string } {
if (room.state) return { error: "already started" };
const n = room.players.length;
if (n !== 2 && n !== 4) return { error: "supported player counts: 2 or 4" };
const { state, events } = createGame({
playerIds: room.players,
seed: room.seed,
sets: ["basic"],
});
room.state = state;
room.events.push(...events);
return { events };
}
export function runCommand(
room: Room,
playerId: PlayerId,
command: Command,
): { events: GameEvent[] } | { error: string } {
if (!room.state) return { error: "game not started" };
const result = applyCommand(room.state, playerId, command);
if (!result.ok) return { error: result.error };
room.state = result.state;
room.log.push({
seq: room.log.length,
playerId,
command,
at: new Date().toISOString(),
});
room.events.push(...result.events);
return { events: result.events };
}
export function viewForPlayer(room: Room, playerId: PlayerId): GameView | null {
return room.state ? viewFor(room.state, playerId) : null;
}
export function redactFor(events: GameEvent[], playerId: PlayerId): GameEvent[] {
return events.map((e) => redactEvent(e, playerId)).filter((e): e is GameEvent => e !== null);
}