Table talk keeps its place in the chronicle
Live chat interleaved correctly, but a reload sank every past message to the bottom: the rejoin sent the whole game history first and the chat history after. Talk is now a tableTalk event in the room's event stream at the moment it was said — the room file already preserved the interleaving, since chat lines append between command lines — so rejoining players read the banter between the battle lines where it happened. The separate chatHistory message retires; unread counting rides the event stream instead. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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ef661c79ad
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5802e1df05
@@ -223,6 +223,9 @@ export function addChat(room: Room, playerId: PlayerId, rawText: string): { text
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const at = new Date().toISOString();
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room.chat.push({ player: playerId, text, at });
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if (room.chat.length > CHAT_KEEP) room.chat.splice(0, room.chat.length - CHAT_KEEP);
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// Talk takes its place in the chronicle where it was said, so rejoining
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// players see it interwoven with the action, not sunk to the bottom.
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room.events.push({ type: "tableTalk", player: playerId, text });
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appendLine(room.id, { kind: "chat", player: playerId, text, at });
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return { text, at };
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}
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@@ -435,7 +438,9 @@ export function loadPersistedRooms(): void {
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const r = startInMemory(room, line.expansion, line.colors, line.deckRev);
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if ("error" in r) throw new Error(`replay start failed: ${r.error}`);
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} else if (line.kind === "chat") {
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// File order preserves the interleaving with commands.
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room.chat.push({ player: line.player, text: line.text, at: line.at });
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room.events.push({ type: "tableTalk", player: line.player, text: line.text });
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} else if (line.kind === "command") {
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if (!room.state) throw new Error("command before start in log");
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const result = applyCommand(room.state, line.playerId, line.command as Command);
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