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>
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co-authored by
Claude Fable 5
parent
7c607ad5c7
commit
36b3ffe9a6
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// Game rooms: the server is the authority. Each room holds one GameState and
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// the append-only command log (the seed + log IS the game — the basis for
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// replays and async play). Clients get per-player redacted views and events.
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import {
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applyCommand,
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createGame,
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redactEvent,
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viewFor,
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type Command,
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type GameEvent,
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type GameState,
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type GameView,
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type PlayerId,
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} from "@wizwar/engine";
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export interface LoggedCommand {
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seq: number;
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playerId: PlayerId;
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command: Command;
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at: string; // ISO timestamp (server-side wall clock; not used by the engine)
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}
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export interface Room {
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id: string;
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hostId: PlayerId;
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players: PlayerId[]; // join order
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seed: number;
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state: GameState | null; // null until started
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log: LoggedCommand[];
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events: GameEvent[]; // full history (unredacted — redact per recipient)
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}
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const rooms = new Map<string, Room>();
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const ROOM_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
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function makeRoomCode(): string {
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let code = "";
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for (let i = 0; i < 4; i++) {
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code += ROOM_CODE_ALPHABET[Math.floor(Math.random() * ROOM_CODE_ALPHABET.length)];
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}
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return rooms.has(code) ? makeRoomCode() : code;
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}
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export function createRoom(hostId: PlayerId): Room {
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const room: Room = {
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id: makeRoomCode(),
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hostId,
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players: [hostId],
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seed: Math.floor(Math.random() * 0xffffffff),
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state: null,
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log: [],
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events: [],
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};
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rooms.set(room.id, room);
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return room;
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}
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export function getRoom(id: string): Room | undefined {
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return rooms.get(id.toUpperCase());
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}
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export function joinRoom(room: Room, playerId: PlayerId): string | null {
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if (room.state) return "game already started";
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if (room.players.includes(playerId)) return null; // rejoin is fine
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if (room.players.length >= 4) return "room is full";
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room.players.push(playerId);
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return null;
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}
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export function startGame(room: Room): { events: GameEvent[] } | { error: string } {
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if (room.state) return { error: "already started" };
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const n = room.players.length;
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if (n !== 2 && n !== 4) return { error: "supported player counts: 2 or 4" };
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const { state, events } = createGame({
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playerIds: room.players,
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seed: room.seed,
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sets: ["basic"],
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});
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room.state = state;
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room.events.push(...events);
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return { events };
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}
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export function runCommand(
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room: Room,
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playerId: PlayerId,
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command: Command,
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): { events: GameEvent[] } | { error: string } {
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if (!room.state) return { error: "game not started" };
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const result = applyCommand(room.state, playerId, command);
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if (!result.ok) return { error: result.error };
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room.state = result.state;
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room.log.push({
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seq: room.log.length,
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playerId,
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command,
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at: new Date().toISOString(),
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});
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room.events.push(...result.events);
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return { events: result.events };
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}
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export function viewForPlayer(room: Room, playerId: PlayerId): GameView | null {
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return room.state ? viewFor(room.state, playerId) : null;
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}
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export function redactFor(events: GameEvent[], playerId: PlayerId): GameEvent[] {
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return events.map((e) => redactEvent(e, playerId)).filter((e): e is GameEvent => e !== null);
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}
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