Route room inputs through one toRoom helper, iterate live seats with
connected(), and share seating and reconnect-window code. Declare every
error code once in errcodes.go, which the web vocabulary test now reads.
Fixes:
- a kicked player is released before being told, so their next action
is answered not_in_a_room
- a rejected word is counted before move_rejected is sent
- room code draw and registration share one lock hold
- two concurrent resumes with one token can no longer both take a seat
- multiplayer tests ready guests one at a time instead of racing
Behaviour changes:
- opening or joining another room while a game is running is refused
with already_in_a_game
- resigning in the lobby answers game_not_started
expvar counters for connections, rooms, games, submissions by rejection
reason, eliminations, chat, joins and bot moves, served on a separate
debug address so they never sit on the public mux, plus one structured
word_rejected log line per refused word carrying the normalized word and
its link. GET /readyz flips to 503 while draining; SIGTERM stops new
rooms, waits up to NOITU_DRAIN_TIMEOUT for live games, then shuts down.
GET /version and the startup log carry the build's git describe.
Fuzz targets for the frame decoder, the text sanitizer and Vietnamese
normalization; the last one found that composing before lowercasing
could leave a non-NFC result, now recomposed after lowering.
CI runs on dev as well as main, gates gofmt and golangci-lint, tracks the
buf major instead of an exact pin, and dependabot watches every
ecosystem. The lint findings that had been hidden by the default
per-issue cap are fixed.
A turn belonged to one player, but the screen and the room both let
somebody else act inside it.
The word field took text out of turn — never disabled, so the on-screen
keyboard survives the handover — so a player could spend an opponent's
turn typing a word the submit button was never going to send. It now
refuses the text instead: beforeinput is cancelled, and the composed
character an input method lands past it is taken straight back out.
Giving up was open to any seat at any time. It is a move, played instead
of a word, so only the player to act may spend one; the board offers the
button on their turn and no other, and the room answers not_your_turn.
Somebody who wants out of a game they are not on turn in leaves the
room, which is now allowed mid-game: the seat is freed and the others
are told somebody left, exactly as a reconnect window running out
reports it. Going back to the homepage does that, taking the stored
session with it, so the player arrives back a stranger who can join
again rather than being resumed into the room they walked out of — and
a ready player's readiness is taken back first, or the seat would sit
in the lobby ready and empty until its window ran out.
Two things one player's exit used to cost the player still thinking: the
turn sequence moved even when the turn had not, refusing the word
already in flight, and a wordless turn update wiped the rejection they
were reading. The sequence now moves only when the turn does, and only
an accepted move answers a rejection.
Opening the game is an advantage — the first player picks from a whole
syllable, everyone after them plays what is left — and it went to whoever
created the room, making them favourite in every game of a series.
The seat list is rotated by a random offset before the engine sees it, so
everybody still plays in the order they sat down and only the starting
point moves. A bot room keeps the human opening.
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.