The tally becomes a ledger of its own — and hotseat tables count
Instead of re-scanning every room's log on demand, stats.json now accumulates beside the room files: each room is remembered at its highest counted stage (created → started → finished), so boots and replays reconcile without double-counting, and the tally will survive any future pruning of old rooms. Finished games contribute their moves, table-time, and manner of victory exactly once, at the moment of victory. And with an accumulator to receive them, hotseat games finally count: each local game mints an anonymous id, pings "started" with its player count, tracks its own between-moves clock, and on the final move reports counts only — commands, minutes, players, win reason. No names, no moves leave the device. The server dedupes by id, clamps everything to sane ranges, and the booklet's tally now shows how many of the games were hotseat tables. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
parent
85831828d7
commit
4114386ed8
@@ -16,6 +16,7 @@ import {
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type PlayerId,
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} from "@wizwar/engine";
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import { appendLine, ensureDataDir, readAllRooms, type RoomLine } from "./store";
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import { recordRoom } from "./stats";
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export interface LoggedCommand {
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seq: number;
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@@ -91,6 +92,7 @@ export function createRoom(hostId: PlayerId): { room: Room; token: string } {
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events: [],
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};
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rooms.set(room.id, room);
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recordRoom(room);
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appendLine(room.id, {
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kind: "meta",
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id: room.id,
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@@ -122,6 +124,7 @@ export function joinRoom(
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room.players.push(playerId);
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room.tokens.set(playerId, hashToken(fresh));
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appendLine(room.id, { kind: "join", name: playerId, tokenHash: hashToken(fresh) });
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recordRoom(room);
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return { token: fresh };
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}
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@@ -175,6 +178,7 @@ export function startGame(room: Room, expansion: boolean): { events: GameEvent[]
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const result = startInMemory(room, expansion, colors);
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if ("error" in result) return result;
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appendLine(room.id, { kind: "start", expansion, colors });
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recordRoom(room);
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return result;
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}
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@@ -196,6 +200,7 @@ export function runCommand(
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room.log.push(logged);
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room.events.push(...result.events);
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appendLine(room.id, { kind: "command", ...logged });
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if (room.state.phase === "finished") recordRoom(room);
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return { events: result.events };
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}
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@@ -362,60 +367,6 @@ export function claimTransferCode(code: string): { roomId: string; name: PlayerI
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return { roomId: t.roomId, name: t.name, token: t.token };
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}
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export interface EngagementStats {
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gamesCreated: number;
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gamesStarted: number;
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gamesFinished: number;
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wizardsSeated: number;
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commandsPlayed: number;
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/** Sum of command-to-command gaps under 10 minutes, in minutes. */
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minutesAtTable: number;
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winsByTreasure: number;
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winsByLastStanding: number;
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longestGameCommands: number;
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fullestTable: number;
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firstGameAt: string | null;
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}
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let statsCache: { at: number; stats: EngagementStats } | null = null;
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/** The tally of love the maze has received, computed over every room. */
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export function engagementStats(): EngagementStats {
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const now = Date.now();
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if (statsCache && now - statsCache.at < 60_000) return statsCache.stats;
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const wizards = new Set<string>();
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const stats: EngagementStats = {
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gamesCreated: 0, gamesStarted: 0, gamesFinished: 0, wizardsSeated: 0,
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commandsPlayed: 0, minutesAtTable: 0, winsByTreasure: 0, winsByLastStanding: 0,
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longestGameCommands: 0, fullestTable: 0, firstGameAt: null,
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};
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const SESSION_GAP_MS = 10 * 60 * 1000;
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for (const room of rooms.values()) {
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stats.gamesCreated++;
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for (const p of room.players) wizards.add(p.toLowerCase());
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if (!stats.firstGameAt || room.createdAt < stats.firstGameAt) stats.firstGameAt = room.createdAt;
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if (!room.state) continue;
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stats.gamesStarted++;
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stats.commandsPlayed += room.log.length;
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stats.longestGameCommands = Math.max(stats.longestGameCommands, room.log.length);
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stats.fullestTable = Math.max(stats.fullestTable, room.players.length);
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let activeMs = 0;
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for (let i = 1; i < room.log.length; i++) {
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const gap = Date.parse(room.log[i]!.at) - Date.parse(room.log[i - 1]!.at);
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if (gap > 0 && gap < SESSION_GAP_MS) activeMs += gap;
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}
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stats.minutesAtTable += Math.round(activeMs / 60_000);
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if (room.state.phase === "finished") {
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stats.gamesFinished++;
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if (room.state.winReason === "treasures") stats.winsByTreasure++;
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else if (room.state.winReason === "lastStanding") stats.winsByLastStanding++;
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}
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}
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stats.wizardsSeated = wizards.size;
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statsCache = { at: now, stats };
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return stats;
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}
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/** Rebuild every persisted room by replaying its file. */
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export function loadPersistedRooms(): void {
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ensureDataDir();
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@@ -457,6 +408,7 @@ export function loadPersistedRooms(): void {
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}
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}
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rooms.set(id, room);
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recordRoom(room);
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restored++;
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} catch (e) {
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console.error(`could not restore room ${id}:`, e);
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