Table talk: chat woven into the chronicle
A say-box under the chronicle sends table talk to the room; messages land in the event log itself, styled as parchment asides — banter between the battle lines, the way it happens at a real table. Talk is seat-authenticated, stripped and capped at 300 chars, rate-limited by the existing bucket, persisted as chat lines in the room file (the game replay ignores them; the room keeps its last 500), and replayed to anyone joining. Async games get unread badges in the lobby ledger (💬3), cleared by watching the table, and catch-up replays speak the lines at the step where they were said. Public to the whole room, no whispers — and no chat in hotseat, where the table talks for itself. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
parent
ed9585aa59
commit
df52e9b53a
@@ -39,6 +39,8 @@ export interface Room {
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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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/** Table talk, persisted with the room (public to all seats). */
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chat: { player: PlayerId; text: string; at: string }[];
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}
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const rooms = new Map<string, Room>();
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@@ -95,6 +97,7 @@ export function createRoom(hostId: PlayerId): { room: Room; token: string } {
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state: null,
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log: [],
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events: [],
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chat: [],
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};
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rooms.set(room.id, room);
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recordRoom(room);
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@@ -210,6 +213,20 @@ export function runCommand(
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return { events: result.events };
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}
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const CHAT_MAX_LENGTH = 300;
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const CHAT_KEEP = 500;
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export function addChat(room: Room, playerId: PlayerId, rawText: string): { text: string; at: string } | { error: string } {
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if (!room.players.includes(playerId)) return { error: "you hold no seat in this room" };
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const text = rawText.replace(/[\u0000-\u001f\u007f]/g, " ").trim().slice(0, CHAT_MAX_LENGTH);
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if (!text) return { error: "say something" };
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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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appendLine(room.id, { kind: "chat", player: playerId, text, at });
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return { text, at };
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}
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export interface GameSummary {
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roomId: string;
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name: PlayerId;
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@@ -223,6 +240,8 @@ export interface GameSummary {
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attention: "turn" | "counteract" | "discard" | "interrupt" | null;
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round: number | null;
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lastMoveAt: string | null;
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/** Total table-talk messages; the client tracks which it has seen. */
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chatCount: number;
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}
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/** A seat-holder's one-line view of a room, for the lobby ledger. */
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@@ -252,6 +271,7 @@ export function summarize(room: Room, playerId: PlayerId): GameSummary {
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attention,
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round: s?.turn.round ?? null,
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lastMoveAt: room.log.length > 0 ? room.log[room.log.length - 1]!.at : null,
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chatCount: room.chat.length,
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};
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}
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@@ -264,6 +284,8 @@ export interface CatchUpStep {
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actor: PlayerId;
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events: GameEvent[];
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view: GameView;
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/** Table talk uttered between the previous command and this one. */
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chat?: { player: PlayerId; text: string }[];
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}
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/**
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@@ -284,11 +306,16 @@ export function catchUpSteps(room: Room, playerId: PlayerId, sinceSeq: number, f
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if (!result.ok) return { error: `replay diverged at seq ${entry.seq}` };
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current = result.state;
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if (entry.seq >= from) {
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const prevAt = entry.seq > 0 ? room.log[entry.seq - 1]!.at : "";
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const said = room.chat
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.filter((c) => c.at > prevAt && c.at <= entry.at)
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.map((c) => ({ player: c.player, text: c.text }));
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steps.push({
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seq: entry.seq,
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actor: entry.playerId,
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events: redactFor(result.events, playerId),
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view: viewFor(current, playerId),
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...(said.length > 0 ? { chat: said } : {}),
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});
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}
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}
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@@ -396,6 +423,7 @@ export function loadPersistedRooms(): void {
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state: null,
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log: [],
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events: [],
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chat: [],
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};
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for (const line of lines.slice(1)) {
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if (line.kind === "join") {
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@@ -406,6 +434,8 @@ export function loadPersistedRooms(): void {
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} else if (line.kind === "start") {
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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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room.chat.push({ player: line.player, text: line.text, at: line.at });
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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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