3 Commits
Author SHA1 Message Date
tiennm99 1f2624c0e3 fix(web): clear stale rooms on refused resume, harden reconnect paths
A refused resume now leaves the room instead of showing a banner over a
dead board, and /play offers a fresh game there. Entering /play forgets
any stored token so it no longer races StartBotGame. An eliminated
player who reconnects stays a spectator. Held lobby actions wait for the
resume's RoomState; leaving while offline is not held. Chat clears its
draft only when the line was sent and cannot send while offline.

Also: away banners no longer announce every second; game over does not
steal focus from the chat field; the clock offset uses the lowest-RTT
pong; the history export numbers a resumed chain from its real length;
chat replay keeps existing ordinals; one .primary button class replaces
five copies; the footer links the data change list; the online heading
joins the type ramp. New component, connection and storage-guard tests.
2026-09-29 20:33:16 +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
tiennm99 69a13eccfb feat(web): seed the word field and keep a game's chain
Three things a player asked for after playing:

The field now arrives holding the syllable the next word has to start with,
so only the half that is still in question gets typed. It is written once per
turn and never over an existing draft, which keeps the field uncontrolled and
leaves Telex and VNI composition alone.

The chain lists the newest word first. The move that decides what to play
next is the last one, and it belongs where the eye lands rather than at the
end of a list that has to be scrolled.

A finished game can be downloaded as a plain-text transcript: the chain in
playing order, who played each word, and the final score. The export keeps
playing order because a chain read on its own only makes sense from the
opening word forward — newest-first is a reading aid for the live board, not
the shape of the game.
2026-09-07 15:35:05 +07:00