A held seat now remembers which connection it waits for, so a token
from a kicked player is refused instead of landing in whoever took the
seat. A room answers every input left in its inbox when it exits,
disconnect notices no longer share the lossy inbox, quick-match no
longer leaves autoStart armed after a pairing that never started, only
lobby changes restart the idle window, and draining refuses new queue
entries.
Sockets that never send Hello close after ten seconds and the room
budget is charged per address, so one client cannot hold the global
caps. IPv6 limiter keys use the /64. Corpus log lines get a process-wide
rate limit with a suppressed counter. Responses carry nosniff,
frame-ancestors and referrer headers. Unicode spaces in a word become
spaces rather than vanishing, and blank-rendering letters are dropped
from names and chat. A resume into a lobby whose game ended during the
absence is replayed that seat's GameOver. Unknown payloads get
unknown_message.
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.
Chat belongs to the room rather than to a game, so it works in the lobby
while they agree on one, during it, and in the lobby it ends in.
A player is replayed what was said while they held their seat. That is what
a refresh restores, and it is also the boundary: a room code is pasted into
group chats by design, so somebody who redeems one starts at silence rather
than reading what the last two people said. A seat records where the
conversation stood when it was filled; the room keeps twenty lines and no
more, so a room that lives all day cannot grow.
Text is untrusted input rendered in a stranger's browser, so it goes through
the filter nicknames already used — now with a cap on stacked combining
marks, which that filter admitted. Twenty runes made mark stacking a
curiosity; two hundred make it a glyph cluster tall enough to cover the
board, and it would sit in the history being replayed to everyone who
followed.
Talking is not playing. A chat message does not reset the room's idle clock,
or one open tab could hold a room and its code for the life of the process
by typing into it once every nine minutes. It does not spend the move budget
either, and a line to a player who cannot keep up is dropped rather than
allowed to close their session — losing a line is recoverable, losing a
session mid-game costs them the game. A history is not droppable that way:
it is the frame that corrects a whole panel, and there is nothing behind it.
When a seat is vacated its words stay and its author goes, name included,
and the player who stayed is re-synced rather than left holding a name that
the next person through the door could ask for.
One goroutine owns each room and its engine. The room goroutine starts before
anyone is seated and seating is itself a message, so reading run() is a complete
proof of the concurrency contract rather than a convention to uphold. The bot
searches a frozen copy of the board instead of the live engine.
Reads carry no deadline; liveness is ping-based, because a read timeout cannot
distinguish a healthy player idling in the lobby from a dead socket.
The hub no longer binds a joiner to a seat before the room decides whether to
seat them. Anyone holding a room code could previously resign or play on a
seated player's behalf, and the room code is the only credential online 1v1 has.
cmd/noitu-server serves the API and, when NOITU_WEB_DIR is set, the built
frontend, with unknown paths falling back to index.html for client routes. All
configuration is environment-only and every variable has a working default.