Files
wizwar6e/packages/server/src/rooms.ts
T
Eric WagonerandClaude Fable 5 92613d7386 Ops hardening plus two rules gaps close (rev 13)
Operational: auto-reboot for kernel patches (09:30 UTC), Caddy access
logs at /var/lib/caddy (self-rotating; the sandbox denies /var/log),
logrotate for the backup log, a restore drill proving a Spaces snapshot
boots 56/56 rooms clean, the about page's plain sentence on permanent
recording, and /wizwar-pulse to read it all weekly.

Rules: safes now smash — attacks aimed at the box accumulate on it and
the fifteenth point bursts it (widening, ungated). And SLOW DEATH's
bites pause for a victim holding an ABSORB — the card named by the FAQ,
not Absorb Spell — each soaking exactly one point, rev-gated at 13 with
the instant-bite legacy pinned. Bots weigh the soak against their life.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 10:35:52 -04:00

791 lines
30 KiB
TypeScript

// 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, async play, and crash recovery). Every join, start, and command is
// persisted; on boot, rooms are rebuilt by replaying their files.
import { createHash, randomBytes, randomInt, timingSafeEqual } from "node:crypto";
import {
applyCommand,
automatonCommand,
automatonFallback,
AUTOMATON_STYLES,
AUTOMATON_TIERS,
createGame,
redactEvent,
viewFor,
type AutomatonStyle,
type AutomatonTier,
type Command,
type GameEvent,
type GameState,
type GameView,
type PlayerId,
CURRENT_RULES_REV,
} from "@wizwar/engine";
import { appendLine, archiveRoomFile, countRoomFiles, ensureDataDir, readAllRooms, readRoom, roomFileExists, type RoomLine } from "./store";
import { recordRoom } from "./stats";
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
/** Per-player secret HASHES: reclaiming a seat requires the raw token. */
tokens: Map<PlayerId, string>;
seed: number;
expansion: boolean;
/** Lobby standee choices (colorIndex 0-5), by player. */
colorChoices: Map<PlayerId, number>;
createdAt: string;
state: GameState | null; // null until started
log: LoggedCommand[];
events: GameEvent[]; // full history (unredacted — redact per recipient)
/** Table talk, persisted with the room (public to all seats). */
chat: { player: PlayerId; text: string; at: string }[];
/** Seats the server itself plays: temperament, tier, and secrecy. */
bots: Map<PlayerId, { style: AutomatonStyle; secret: boolean; tier: AutomatonTier }>;
/** Last time anything looked at this room (memory eviction clock). */
touchedAt?: number;
}
const rooms = new Map<string, Room>();
const ROOM_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
/** Tokens live hashed at rest (memory and disk); clients hold the raw form. */
function hashToken(raw: string): string {
return createHash("sha256").update(raw).digest("hex");
}
function tokenMatches(room: { tokens: Map<PlayerId, string> }, playerId: PlayerId, raw: string | null): boolean {
if (!raw) return false;
const stored = room.tokens.get(playerId);
if (!stored) return false;
const a = Buffer.from(stored, "hex");
const b = Buffer.from(hashToken(raw), "hex");
return a.length === b.length && timingSafeEqual(a, b);
}
function makeRoomCode(): string {
let code = "";
for (let i = 0; i < 4; i++) {
code += ROOM_CODE_ALPHABET[randomInt(ROOM_CODE_ALPHABET.length)];
}
// The disk check covers rooms that exist on file but failed to restore —
// reusing such a code would append a new game into the orphaned file.
return rooms.has(code) || roomFileExists(code) ? makeRoomCode() : code;
}
export function roomCount(): number {
return countRoomFiles();
}
/** Every restored, still-running room — so boot can wake their bot pumps. */
export function runningRooms(): Room[] {
return [...rooms.values()].filter((r) => r.state && r.state.phase === "playing");
}
export function createRoom(hostId: PlayerId): { room: Room; token: string } {
const token = randomBytes(16).toString("hex");
const room: Room = {
id: makeRoomCode(),
hostId,
players: [hostId],
tokens: new Map([[hostId, hashToken(token)]]),
seed: randomInt(0, 0xffffffff),
expansion: false,
colorChoices: new Map(),
createdAt: new Date().toISOString(),
state: null,
log: [],
events: [],
chat: [],
bots: new Map(),
touchedAt: Date.now(),
};
rooms.set(room.id, room);
recordRoom(room);
appendLine(room.id, {
kind: "meta",
id: room.id,
hostId,
hostTokenHash: hashToken(token),
seed: room.seed,
createdAt: new Date().toISOString(),
});
return { room, token };
}
export function getRoom(id: string): Room | undefined {
const code = id.toUpperCase();
const live = rooms.get(code);
if (live) {
live.touchedAt = Date.now();
return live;
}
// A room out of memory sleeps in its ledger; wake it on demand.
const lines = readRoom(code);
if (!lines) return undefined;
try {
const room = rebuildRoom(code, lines);
if (!room) return undefined;
room.touchedAt = Date.now();
rooms.set(code, room);
sleepingStubs.delete(code);
return room;
} catch (e) {
console.error(`could not wake room ${code}:`, e);
return undefined;
}
}
/** Put idle rooms back to sleep: their ledger holds everything, so memory
* only carries rooms someone is actually at. A room leaves when no socket
* is attached and it has sat untouched past its allowance — a finished
* game soon, anything else after a day. */
export function evictIdleRooms(hasSockets: (roomId: string) => boolean): number {
const now = Date.now();
const FINISHED_MS = Number(process.env.WIZWAR_EVICT_FINISHED_MS ?? 30 * 60_000);
const IDLE_MS = Number(process.env.WIZWAR_EVICT_IDLE_MS ?? 24 * 60 * 60_000);
let evicted = 0;
for (const [id, room] of rooms) {
if (hasSockets(id)) continue;
const idle = now - (room.touchedAt ?? now);
const allowance = room.state?.phase === "finished" ? FINISHED_MS : IDLE_MS;
if (idle < allowance) continue;
sleepingStubs.set(id, stubOf(room));
rooms.delete(id);
evicted++;
}
return evicted;
}
/** What the games ledger needs from a sleeping room, snapped at eviction —
* a sleeping room cannot change, so its stub stays true until it wakes. */
interface RoomStub {
tokens: Map<PlayerId, string>;
turnHolder: PlayerId | null;
waitKind: "counteract" | "discard" | "interrupt" | null;
playing: boolean;
base: Omit<GameSummary, "name" | "yourTurn" | "attention">;
}
const sleepingStubs = new Map<string, RoomStub>();
function stubOf(room: Room): RoomStub {
const { active, turnHolder, waitKind } = turnFacts(room.state);
return {
tokens: new Map(room.tokens),
turnHolder,
waitKind,
playing: room.state?.phase === "playing",
base: {
roomId: room.id,
players: [...room.players],
started: room.state !== null,
finished: room.state?.phase === "finished",
winner: room.state?.winner ?? null,
activePlayerId: active,
round: room.state?.turn.round ?? null,
lastMoveAt: room.log.length > 0 ? room.log[room.log.length - 1]!.at : null,
chatCount: room.chat.length,
},
};
}
/** The games ledger looks without waking: a live room answers live, a
* sleeping one answers from its stub, and neither look counts as a
* touch — polling must never keep a room warm or drag one out of bed. */
export function peekSummary(
roomId: string, playerId: PlayerId, token: string | null,
): GameSummary | "badToken" | null {
const code = roomId.toUpperCase();
const live = rooms.get(code);
if (live) {
if (!tokenMatches(live, playerId, token)) return "badToken";
return summarize(live, playerId);
}
const stub = sleepingStubs.get(code);
if (!stub) return null;
if (!tokenMatches(stub, playerId, token)) return "badToken";
const yourTurn = stub.playing && stub.turnHolder === playerId;
return { ...stub.base, name: playerId, yourTurn, attention: yourTurn ? (stub.waitKind ?? "turn") : null };
}
export function joinRoom(
room: Room,
playerId: PlayerId,
token: string | null,
): { token: string } | { error: string } {
if (room.players.includes(playerId)) {
// Reclaiming an existing seat requires that seat's secret.
if (tokenMatches(room, playerId, token)) return { token: token! };
return { error: "that wizard name is taken in this room" };
}
if (room.state) return { error: "game already started" };
if (room.players.length >= 6) return { error: "room is full" };
const fresh = randomBytes(16).toString("hex");
room.players.push(playerId);
room.tokens.set(playerId, hashToken(fresh));
appendLine(room.id, { kind: "join", name: playerId, tokenHash: hashToken(fresh) });
recordRoom(room);
return { token: fresh };
}
/** The host shows an unclaimed (or unwanted) seat the door — lobby only:
* once the deal happens, every seat is a player in the game's record. */
export function kickSeat(room: Room, byId: PlayerId, name: PlayerId): string | null {
if (byId !== room.hostId) return "only the host may clear a seat";
if (room.state) return "the game has started — seats are settled";
if (name === room.hostId) return "the host cannot kick themselves — abandon the room instead";
if (!room.players.includes(name)) return "no such seat";
room.players = room.players.filter((p) => p !== name);
room.tokens.delete(name);
room.bots.delete(name);
room.colorChoices.delete(name);
appendLine(room.id, { kind: "kick", name, at: new Date().toISOString() });
recordRoom(room);
return null;
}
/** The host dissolves the room: a lobby that never dealt, or a finished
* game done being remembered. The ledger is archived, never deleted. */
export function abandonRoom(room: Room, byId: PlayerId): string | null {
if (byId !== room.hostId) return "only the host may abandon the room";
if (room.state && room.state.phase === "playing") return "the game is still being played";
appendLine(room.id, { kind: "abandon", by: byId, at: new Date().toISOString() });
archiveRoomFile(room.id);
rooms.delete(room.id);
return null;
}
/** Everyone gets their chosen standee; the undecided get the first free one. */
export function resolveColors(room: Room): number[] {
const taken = new Set<number>();
const resolved: number[] = [];
for (const p of room.players) {
const choice = room.colorChoices.get(p);
if (choice !== undefined && !taken.has(choice)) {
resolved.push(choice);
taken.add(choice);
} else {
const free = [0, 1, 2, 3, 4, 5].find((c) => !taken.has(c))!;
resolved.push(free);
taken.add(free);
}
}
return resolved;
}
export function pickColor(room: Room, playerId: PlayerId, color: number): string | null {
if (room.state) return "the game has started — your robes are dyed";
if (!room.players.includes(playerId)) return "you hold no seat in this room";
if (!Number.isInteger(color) || color < 0 || color > 5) return "no such wizard";
for (const [other, c] of room.colorChoices) {
if (other !== playerId && c === color) return "that wizard has been claimed";
}
room.colorChoices.set(playerId, color);
return null;
}
function startInMemory(room: Room, expansion: boolean, colors?: number[], deckRev?: number): { events: GameEvent[] } | { error: string } {
const n = room.players.length;
if (n < 2 || n > 6) return { error: "supported player counts: 2 to 6" };
const { state, events } = createGame({
playerIds: room.players,
seed: room.seed,
sets: expansion ? ["basic", "expansion1"] : ["basic"],
...(colors ? { colors } : {}),
...(deckRev ? { deckRev } : {}),
});
room.expansion = expansion;
room.state = state;
room.events.push(...events);
return { events };
}
export function startGame(room: Room, expansion: boolean): { events: GameEvent[] } | { error: string } {
if (room.state) return { error: "already started" };
const colors = resolveColors(room);
const result = startInMemory(room, expansion, colors, CURRENT_RULES_REV);
if ("error" in result) return result;
appendLine(room.id, { kind: "start", expansion, colors, deckRev: CURRENT_RULES_REV });
recordRoom(room);
return result;
}
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;
const logged: LoggedCommand = {
seq: room.log.length,
playerId,
command,
at: new Date().toISOString(),
};
room.log.push(logged);
room.events.push(...result.events);
appendLine(room.id, { kind: "command", ...logged });
if (room.state.phase === "finished") recordRoom(room);
return { events: result.events };
}
const CHAT_MAX_LENGTH = 300;
const CHAT_KEEP = 500;
export function addChat(room: Room, playerId: PlayerId, rawText: string): { text: string; at: string } | { error: string } {
if (!room.players.includes(playerId)) return { error: "you hold no seat in this room" };
const text = rawText.replace(/[\u0000-\u001f\u007f]/g, " ").trim().slice(0, CHAT_MAX_LENGTH);
if (!text) return { error: "say something" };
const at = new Date().toISOString();
room.chat.push({ player: playerId, text, at });
if (room.chat.length > CHAT_KEEP) room.chat.splice(0, room.chat.length - CHAT_KEEP);
// Talk takes its place in the chronicle where it was said, so rejoining
// players see it interwoven with the action, not sunk to the bottom.
room.events.push({ type: "tableTalk", player: playerId, text });
appendLine(room.id, { kind: "chat", player: playerId, text, at });
return { text, at };
}
const AUTOMATON_NAMES = ["Automaton", "Automaton II", "Automaton III", "Automaton IV", "Automaton V"];
/** Seat a clockwork wizard (host's choice, before the game starts). */
export function addAutomaton(
room: Room,
styleWanted?: string,
tierWanted?: string,
): { name: PlayerId } | { error: string } {
if (room.state) return { error: "the game has started" };
if (room.players.length >= 6) return { error: "room is full" };
const name = AUTOMATON_NAMES.find((n) => !room.players.includes(n));
if (!name) return { error: "the workshop is empty" };
const known = AUTOMATON_STYLES.includes(styleWanted as AutomatonStyle);
const style: AutomatonStyle = known
? (styleWanted as AutomatonStyle)
: AUTOMATON_STYLES[randomInt(AUTOMATON_STYLES.length)]!;
const secret = !known; // the mystery machine keeps its mood to itself
const tier: AutomatonTier = AUTOMATON_TIERS.includes(tierWanted as AutomatonTier)
? (tierWanted as AutomatonTier)
: "adept";
room.players.push(name);
room.bots.set(name, { style, secret, tier });
appendLine(room.id, { kind: "join", name, bot: true, style, tier, ...(secret ? { secret: true } : {}) });
return { name };
}
/** Whose input does the maze want right now? */
function actingSeat(room: Room): PlayerId | null {
const s = room.state;
if (!s || s.phase !== "playing") return null;
return (
s.wardPending?.ownerId ??
s.slowDeathPending?.playerId ??
s.stack?.waitingOn ??
s.pendingDiscard ??
s.chaosPending?.queue[0] ??
s.outOfTurnWindow?.playerId ??
s.players[s.turn.activeIndex]!.id
);
}
/**
* One automaton command, if the maze is waiting on clockwork. Null when a
* human holds the floor (or the game is over, or the clockwork is wedged).
*/
export function driveOneAutomaton(
room: Room,
): { seat: PlayerId; events: GameEvent[]; hesitated?: true } | null {
const seat = actingSeat(room);
if (!seat || !room.bots.has(seat)) return null;
const view = viewFor(room.state!, seat);
const bot = room.bots.get(seat);
const chosen = automatonCommand(view, bot?.style, bot?.tier);
let hesitated: true | undefined;
let r = runCommand(room, seat, chosen ?? automatonFallback(view, bot?.tier));
if ("error" in r) {
// A refused choice retries with the fallback — unless the fallback IS
// what just failed — then burns down the ladder to endTurn and pass.
// The refusal is remembered: a brain whose choice the engine rejects
// is a bug in the brain, and the table deserves to see the stumble
// rather than an unexplained idle turn.
if (chosen) {
hesitated = true;
console.warn(
`automaton ${seat} hesitated in ${room.id}: ${JSON.stringify(chosen)} refused (${r.error})`);
r = runCommand(room, seat, automatonFallback(view, bot?.tier));
}
if ("error" in r) r = runCommand(room, seat, { type: "endTurn", draw: 0 });
if ("error" in r) r = runCommand(room, seat, { type: "pass" });
if ("error" in r) {
console.error(`automaton ${seat} wedged in ${room.id}: ${r.error}`);
return null;
}
}
return { seat, events: r.events, ...(hesitated ? { hesitated } : {}) };
}
export interface GameSummary {
roomId: string;
name: PlayerId;
players: PlayerId[];
started: boolean;
finished: boolean;
winner: PlayerId | null;
activePlayerId: PlayerId | null;
yourTurn: boolean;
/** WHY it is your turn: a normal turn, or an out-of-turn demand. */
attention: "turn" | "counteract" | "discard" | "interrupt" | null;
round: number | null;
lastMoveAt: string | null;
/** Total table-talk messages; the client tracks which it has seen. */
chatCount: number;
}
/** A seat-holder's one-line view of a room, for the lobby ledger. */
/** Who holds the table's attention, and why — the summary's turn facts. */
function turnFacts(s: GameState | null): {
active: PlayerId | null;
turnHolder: PlayerId | null;
waitKind: "counteract" | "discard" | "interrupt" | null;
} {
const active = s && s.phase === "playing" ? s.players[s.turn.activeIndex]!.id : null;
const waitingOn = s?.stack?.waitingOn ?? s?.pendingDiscard ?? s?.chaosPending?.queue[0] ?? s?.outOfTurnWindow?.playerId ?? null;
const waitKind = s == null ? null
: s.stack?.waitingOn != null ? "counteract" as const
: s.pendingDiscard != null ? "discard" as const
: s.chaosPending?.queue[0] != null ? "counteract" as const
: s.outOfTurnWindow?.playerId != null ? "interrupt" as const
: null;
return { active, turnHolder: waitingOn ?? active, waitKind };
}
export function summarize(room: Room, playerId: PlayerId): GameSummary {
const s = room.state;
const { active, turnHolder, waitKind } = turnFacts(s);
const yourTurn = s?.phase === "playing" && turnHolder === playerId;
return {
roomId: room.id,
name: playerId,
players: [...room.players],
started: s !== null,
finished: s?.phase === "finished",
winner: s?.winner ?? null,
activePlayerId: active,
yourTurn,
attention: yourTurn ? (waitKind ?? "turn") : null,
round: s?.turn.round ?? null,
lastMoveAt: room.log.length > 0 ? room.log[room.log.length - 1]!.at : null,
chatCount: room.chat.length,
};
}
export function viewForPlayer(room: Room, playerId: PlayerId): GameView | null {
return room.state ? viewFor(room.state, playerId) : null;
}
/** The Peanut Gallery's viewer id: the empty name can never hold a seat
* (joins reject blank names), so a view built for it shows public knowledge
* only — no hand, no ward, no ambushes, no boobytrap truths — and event
* redaction drops everything marked visibleTo a player. */
export const SPECTATOR: PlayerId = "";
export interface CatchUpStep {
seq: number;
actor: PlayerId;
events: GameEvent[];
view: GameView;
/** Table talk uttered between the previous command and this one. */
chat?: { player: PlayerId; text: string }[];
}
/**
* Rebuild the game and capture a redacted view after each command from
* `sinceSeq` on — the "what happened while you were away" reel.
*/
export function catchUpSteps(room: Room, playerId: PlayerId, sinceSeq: number, full = false): CatchUpStep[] | { error: string } {
if (!room.state) return { error: "game not started" };
// The SPECTATOR builds whole-game share pages: public knowledge, no seat.
if (playerId !== SPECTATOR && !room.players.includes(playerId)) {
return { error: "you hold no seat in this room" };
}
if (full && room.state.phase !== "finished") return { error: "full replays wait for the game to finish" };
const MAX_STEPS = 200;
const from = full ? 0 : Math.max(sinceSeq, room.log.length - MAX_STEPS);
const { state: fresh } = createGame(room.state.config);
let current = fresh;
const steps: CatchUpStep[] = [];
for (const entry of room.log) {
const result = applyCommand(current, entry.playerId, entry.command);
if (!result.ok) return { error: `replay diverged at seq ${entry.seq}` };
current = result.state;
if (entry.seq >= from) {
const prevAt = entry.seq > 0 ? room.log[entry.seq - 1]!.at : "";
const said = room.chat
.filter((c) => c.at > prevAt && c.at <= entry.at)
.map((c) => ({ player: c.player, text: c.text }));
steps.push({
seq: entry.seq,
actor: entry.playerId,
events: redactFor(result.events, playerId),
view: viewFor(current, playerId),
...(said.length > 0 ? { chat: said } : {}),
});
}
}
return steps;
}
export function redactFor(events: GameEvent[], playerId: PlayerId): GameEvent[] {
return events.map((e) => redactEvent(e, playerId)).filter((e): e is GameEvent => e !== null);
}
/** The events that begin a turn — the client's chronicle counts these
* identically, so a turn number names the same stretch on both ends. */
const TURN_BOUNDARY = new Set(["turnStarted", "extraTurnStarted", "turnSkipped"]);
export interface MomentReel {
steps: CatchUpStep[];
/** The wizard whose turn this is — the reel's eyes. */
owner: PlayerId;
round: number;
}
/**
* One turn's reel: every command whose events touch turn `turnIndex`
* (0-counted across boundary events). A command that ends one turn and
* starts the next belongs to both, so a reel opens with the blow that
* began it and closes on the handover. The owner comes from the very
* boundary that opened the turn — which for turn 0 lives in the DEAL,
* before any command, so no scan of the steps could find it.
*/
export function momentSteps(room: Room, playerId: PlayerId, turnIndex: number): MomentReel | { error: string } {
if (!room.state) return { error: "game not started" };
// The SPECTATOR builds share pages: public knowledge only, no seat.
if (playerId !== SPECTATOR && !room.players.includes(playerId)) {
return { error: "you hold no seat in this room" };
}
const MAX_STEPS = 80;
const { state: fresh, events: dealt } = createGame(room.state.config);
let current = fresh;
// The deal's own events open the first turn — count them so turn
// numbers match the client chronicle's.
let counter = -1;
let owner: PlayerId | null = null;
let round = 0;
const bump = (e: GameEvent) => {
if (!TURN_BOUNDARY.has(e.type)) return;
counter++;
if (counter === turnIndex && owner === null && "player" in e) {
owner = (e as { player: PlayerId }).player;
if ("round" in e) round = (e as { round: number }).round;
}
};
for (const e of dealt) bump(e);
const steps: CatchUpStep[] = [];
for (const entry of room.log) {
const result = applyCommand(current, entry.playerId, entry.command);
if (!result.ok) return { error: `replay diverged at seq ${entry.seq}` };
current = result.state;
const before = counter;
// The straddle commands hold more than this turn: the opener carries
// the previous wizard's last breaths, the closer the NEXT wizard's
// first. Trim both so the reel is exactly one turn — it opens on
// "X's turn begins" and stops at X's turnEnded.
let sliceStart = 0;
let sliceEnd = result.events.length;
result.events.forEach((e, i) => {
if (!TURN_BOUNDARY.has(e.type)) return;
bump(e);
if (counter === turnIndex && before < turnIndex) sliceStart = i;
if (counter === turnIndex + 1 && sliceEnd === result.events.length) sliceEnd = i;
});
if (before > turnIndex) break;
if (before <= turnIndex && turnIndex <= counter) {
const kept = result.events.slice(sliceStart, sliceEnd);
const prevAt = entry.seq > 0 ? room.log[entry.seq - 1]!.at : "";
const said = room.chat
.filter((c) => c.at > prevAt && c.at <= entry.at)
.map((c) => ({ player: c.player, text: c.text }));
steps.push({
seq: entry.seq,
actor: entry.playerId,
events: redactFor(kept, playerId),
view: viewFor(current, playerId),
...(said.length > 0 ? { chat: said } : {}),
});
if (steps.length >= MAX_STEPS) break;
}
}
if (steps.length === 0) return { error: "no such turn yet" };
return { steps, owner: owner ?? steps[steps.length - 1]!.actor, round };
}
// ---------------------------------------------------------------------------
// Seat transfers: a spoken-word one-time code hands a seat to another device.
// Ephemeral by design — a server restart voids pending codes, never seats.
const TRANSFER_WORDS = [
"ember", "troll", "dagger", "raven", "flagon", "goat", "wand", "rune",
"moss", "torch", "skull", "frost", "amber", "wisp", "cellar", "gable",
"onyx", "briar", "tome", "cinder", "gloom", "spiral", "hex", "mirror",
"portal", "quill", "shade", "tusk", "vault", "wyrm", "zephyr", "idol",
"anvil", "bramble", "crypt", "dusk", "fable", "grotto", "hollow", "ivory",
"jinx", "keep", "lantern", "marsh", "nettle", "oath", "plume", "quartz",
"relic", "sconce", "talon", "umber", "vellum", "warden", "yarrow", "zeal",
"bastion", "chalice", "drake", "eaves", "fen", "gargoyle", "harrow", "imp",
] as const; // 64 words; 4-word phrases = 64^4 = ~16.7M combinations (~24 bits)
interface PendingTransfer {
roomId: string;
name: PlayerId;
token: string;
expiresAt: number;
}
const transfers = new Map<string, PendingTransfer>();
const TRANSFER_TTL_MS = 10 * 60 * 1000;
export function makeTransferCode(
room: Room,
playerId: PlayerId,
rawToken: string | null,
): { code: string; expiresAt: number } | { error: string } {
if (!tokenMatches(room, playerId, rawToken)) return { error: "you hold no seat in this room" };
const token = rawToken!;
// Sweep expired codes while we are here.
const now = Date.now();
for (const [code, t] of transfers) {
if (t.expiresAt < now) transfers.delete(code);
}
if (transfers.size >= 200) return { error: "too many transfers pending — try again in a few minutes" };
let code: string;
do {
code = Array.from({ length: 4 }, () => TRANSFER_WORDS[randomInt(TRANSFER_WORDS.length)]).join("-");
} while (transfers.has(code));
const expiresAt = now + TRANSFER_TTL_MS;
transfers.set(code, { roomId: room.id, name: playerId, token, expiresAt });
return { code, expiresAt };
}
// Brute-force backstop: too many failed claims globally voids every pending
// code (they cost nothing to re-mint) and cools the endpoint off.
let failedClaims = 0;
let failWindowStart = 0;
const FAIL_WINDOW_MS = 10 * 60 * 1000;
const FAIL_LIMIT = 30;
export function claimTransferCode(code: string): { roomId: string; name: PlayerId; token: string } | { error: string } {
const now = Date.now();
if (now - failWindowStart > FAIL_WINDOW_MS) {
failWindowStart = now;
failedClaims = 0;
}
if (failedClaims >= FAIL_LIMIT) {
return { error: "too many failed claims — transfers are cooling off, mint a fresh phrase" };
}
const normalized = code.trim().toLowerCase().replace(/\s+/g, "-");
const t = transfers.get(normalized);
if (!t || t.expiresAt < now) {
failedClaims++;
if (failedClaims >= FAIL_LIMIT) transfers.clear();
return { error: "that transfer phrase is unknown or has expired" };
}
transfers.delete(normalized); // one-time
const room = rooms.get(t.roomId);
if (!room || !tokenMatches(room, t.name, t.token)) return { error: "that seat no longer exists" };
return { roomId: t.roomId, name: t.name, token: t.token };
}
/** Rebuild one room from its ledger lines — the seed plus the log IS the
* game. Returns null for an abandoned room; throws on a corrupt ledger. */
function rebuildRoom(id: string, lines: RoomLine[]): Room | null {
const meta = lines[0] as Extract<RoomLine, { kind: "meta" }>;
const hostHash = meta.hostTokenHash ?? (meta.hostToken ? hashToken(meta.hostToken) : null);
if (!hostHash) throw new Error("meta line has no host token");
const room: Room = {
id,
hostId: meta.hostId,
players: [meta.hostId],
tokens: new Map([[meta.hostId, hostHash]]),
seed: meta.seed,
expansion: false,
colorChoices: new Map(),
createdAt: meta.createdAt,
state: null,
log: [],
events: [],
chat: [],
bots: new Map(),
touchedAt: Date.now(),
};
if (lines.some((l) => l.kind === "abandon")) return null;
for (const line of lines.slice(1)) {
if (line.kind === "kick") {
room.players = room.players.filter((p) => p !== line.name);
room.tokens.delete(line.name);
room.bots.delete(line.name);
room.colorChoices.delete(line.name);
} else if (line.kind === "join") {
if (line.bot) {
room.players.push(line.name);
room.bots.set(line.name, {
style: (line.style as AutomatonStyle) ?? "hunter",
secret: line.secret === true,
// Tier-less join lines predate tiers, when every automaton
// played the full repertoire — not the "adept" lobby default.
tier: (line.tier as AutomatonTier) ?? "archmage",
});
} else {
const joinHash = line.tokenHash ?? (line.token ? hashToken(line.token) : null);
if (!joinHash) throw new Error("join line has no token");
room.players.push(line.name);
room.tokens.set(line.name, joinHash);
}
} else if (line.kind === "start") {
const r = startInMemory(room, line.expansion, line.colors, line.deckRev);
if ("error" in r) throw new Error(`replay start failed: ${r.error}`);
} else if (line.kind === "chat") {
// File order preserves the interleaving with commands.
room.chat.push({ player: line.player, text: line.text, at: line.at });
room.events.push({ type: "tableTalk", player: line.player, text: line.text });
} else if (line.kind === "command") {
if (!room.state) throw new Error("command before start in log");
const result = applyCommand(room.state, line.playerId, line.command as Command);
if (!result.ok) throw new Error(`replay failed at seq ${line.seq}: ${result.error}`);
room.state = result.state;
room.log.push({ seq: line.seq, playerId: line.playerId, command: line.command as Command, at: line.at });
room.events.push(...result.events);
}
}
return room;
}
/** Rebuild every persisted room by replaying its file. */
export function loadPersistedRooms(): void {
ensureDataDir();
let restored = 0;
for (const [id, lines] of readAllRooms()) {
try {
const room = rebuildRoom(id, lines);
if (!room) continue;
rooms.set(id, room);
recordRoom(room);
restored++;
} catch (e) {
console.error(`could not restore room ${id}:`, e);
}
}
if (restored > 0) console.log(`restored ${restored} room(s) from disk`);
}