3 Commits
Author SHA1 Message Date
tiennm99 7fb724d29e fix(server): drain live games on SIGTERM and honour a second signal
The wsapi server was built on the signal context, so SIGTERM cancelled
every room before StartDraining ran and the restart notice never went
out. Build it on a background context, release the signal context as
soon as it fires, and wait a bounded moment after Shutdown so the notice
reaches open sockets.

Also: Hard prefers the slower loss in lost positions; resigning out of
turn no longer settles a pending dead end on the spot; a self-closing
<ref> with a slash in its name no longer swallows definition text; the
store enforces builder_version; both listeners get an IdleTimeout; the
real-corpus ladder is reproducible from its seed; a -healthcheck flag
probes /healthz for the container health check.
2026-09-29 20:33:16 +07:00
tiennm99 8b3e8f7e67 fix(wsapi): guard room seating races, refuse games during drain, and drop the history copy
A session can tear down between the hub handing a room its seating
message and the room goroutine draining it off the queue. Nothing else
ever learns that, since leaveRoom only notifies a room the session had
already attached to. Left seated as connected, allConnected() could
report true and let quick match auto-start a game against a dead
socket. handleCreate, handleJoin, handleStartBot and handleResume now
check the connection's context and either reopen the grace window the
disconnect would have, or cancel the room when there is no lobby left
to hold one open.

beginGame could also raise the live-game count after the drain
decision: an existing lobby's StartGame, and quick match's own
auto-start, now refuse with server_restarting once the hub is
draining, matching the refusal newRegisteredRoom already gives a
brand-new room.

Engine.Snapshot() copied the whole move history on every broadcast for
two callers that only ever wanted the last move or the played-word
set. Engine.LastMove and Engine.UsedWords answer both directly off the
engine's own state, State.History is gone, and Standings is only
computed once the game is actually over, which is the only time it is
meaningful.
2026-09-21 16:13:52 +07:00
tiennm99 4e2e9e1433 feat(online)!: seat two to four players in a room
A room holds up to four people and needs two to start. Both numbers are
server constants sent to the client in RoomState, so the lobby draws
whatever the server allows and widening a room is a server change alone.

Failing a turn eliminates that player rather than ending the game. The
syllable and the used words survive them, the turn passes to whoever is
next, and the last player standing wins. Two seats is that same rule seen
from close up, which is why there is one implementation of it and not two.

A dead end still costs the first player to face it their own clock, as
before: they get their turn, and lose it. Everyone behind them has already
seen that board, so they go out together rather than each sitting out a turn
limit they cannot use — which leaves the player who closed the position
standing, the same outcome two players get.

A player who is knocked out keeps their seat. They watch the rest of the
game, chat included, with only the word input gone, and everybody lands back
in the same lobby when it ends. The result screen is the whole table, ranked
by who outlasted whom, with each score reported beside the place rather than
deciding it.

The turn clock is deliberately not paused for a seat that has dropped, so a
player who loses their connection on their own turn loses it the way anybody
else would. Their reconnect window decides only whether they are still in the
game afterwards. Any number of windows can be open at once, settled by one
timer armed for the nearest of them.

Starting waits for every guest, not merely the first: a room of four that
began on one yes would have dealt three people a turn they never agreed to.
Kicking names a seat and is still refused on a player who is ready, and on
the owner's own — leaving is what an owner who wants out does, and it hands
the room on. Joining stays a lobby thing: a room with a game running turns a
latecomer away even with seats going spare, because there is no way to hand
somebody a game already in progress.

BREAKING CHANGE: RoomState, TurnUpdate and GameOver lose the fields that
could only ever describe a second player, OpponentLeft is retired in favour
of presence on RoomState, and suggestions move to the new PlayerEliminated —
they describe the position that beat a player, which by the end of a longer
game is nobody else's position. ProtocolVersion goes to 2, so a client built
against 1 is refused with a readable error rather than decoding a frame that
now means something else.
2026-09-08 10:56:14 +07:00