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.
Use the generated ServerMessage/ClientMessage union everywhere a decoded
message crosses a function boundary, so a typo in a payload field is a build
error instead of undefined at runtime. Clears every jsdoc/reject-any-type
warning in src/ and all but one in tests/ — room-code.test.js keeps one to
deliberately call normalizeRoomCode(undefined) against its documented
string-only signature, which is the point of that test.
Also fixes the flaky e2e helper: playingPair now waits for the guest's seat
(joinRoomSeated) before readyAndStart, and readyAndStart asserts the guest's
own ready row before touching Start, since a SetReady send can silently drop
while the socket is not open and nothing retries it.
QuickMatch/CancelQuickMatch join and leave the pairing queue; the
store tracks the wait as `queued` and clears it the moment a RoomState
seats the connection. The /online screen shows a waiting panel with
elapsed time, a cancel button, and — past 20 seconds — a nudge toward
the bot; leaving the page while queued cancels it. Adds the two new
error codes and a sentence to the room-code rules copy.
A /rules page says, in one place, what nothing in the app said before:
the chain rule, the clock, what a dead end costs, elimination and the last
player standing, how a word is scored and the reconnect window. Linked
from the landing page and from the board and lobby headers.
The chat control moves above the chain as a pill with the unread count,
where it can be reached on a phone mid-game, and the lobby's folded chat
now carries an unread badge too.
ESLint with the Svelte and JSDoc plugins, run in CI; the real findings
it turned up (missing each keys, untyped timer handles) are fixed.
Applies the findings of the three UI/UX reviews. The two that cost a
player something every single turn:
- The countdown reddened during the opponent's turn. It read the deadline,
which the server rewrites on every handover, and never asked whose turn
it was — a panic spike, every turn, about nothing the player could act
on. It now mutes when the clock is not theirs, and signals urgency by
thickening as well as reddening, because green to red is the pair a
red-green colour blindness cannot separate.
- On a phone the keyboard closed on every turn and could not be reopened.
`disabled` on the focused word field blurs it, and the recovering
focus() ran on a WebSocket message, which iOS will not open a keyboard
for. The field stays editable and the submit button carries the turn
instead; focus is asked for inside the gesture that submitted. A draft
aimed at a syllable the game has moved past is now corrected rather
than kept.
The board was also not holding together as the game grew. `min-height`
on the shell left nothing with a definite height to shrink against, so
the chain kept its full height and the page got taller every turn,
walking the word field and the chat off the bottom of the screen. The
shell now has a real height, the chain gives up its space first with a
floor so it cannot vanish, and `main` scrolls only as a last resort.
Online play had one true dead end: nothing on the pre-room screen showed
the connection at all, so a server that was down left an enabled button
and a screen that never changed — while each impatient tap sent a real
CreateRoom until the rate limiter answered. The badge is there now,
requests disable their button, a stall says so, and the lobby draws the
room's refusals beside the button that produced them instead of in a
chat panel below the fold. A dropped player gets a retry rather than
waiting out the backoff. An invite link asks a first-time guest for a
name instead of seating them as "Người chơi" with no way to fix it.
Accessibility and palette:
- The turn change is announced. It is the state the whole game hangs on
and it reached nobody who was not looking at that line.
- --accent darkened to #12692f: accent text on its own tint measured
4.29:1. Every existing pair improves, white-on-accent included.
- --border-strong added for the boundary of anything you type into or
press, which needs 3:1 and had 1.47:1 light, 1.78:1 dark.
- One focus ring, one 44px icon-button recipe, spacing and type scales,
safe-area gutters, per-route titles, a heading per screen, a skip
link, and reduced motion that stops the connection dot pulsing rather
than flickering it a hundred thousand times a frame.
Tests follow the two interactions that changed shape: resign and kick
confirm inline with a second press, because confirm() blocks the frame
loop the countdown runs on and hesitating could cost the turn it was
protecting. joinRoomSeated waits for the seat before anybody speaks —
the server replays a seat only the conversation from when it joined, so
the old helper was racing the handshake.
Verified: 189 unit tests, 40 end-to-end, no type errors, and the
palette and layout measured at 360/400/768/1280 in both themes.
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.
A room used to be a wrapper around one game: joining started it, and the
room died with it unless both players accepted a rematch inside thirty
seconds. It is now a lobby that outlives its games.
Whoever created the room owns it and the other seat is the guest. The guest
readies and the owner starts; the owner has no readiness of their own,
because starting is the same statement. A finished game returns both to the
lobby, where the next one is agreed exactly as the last was — the readiness
that started a game is spent with it.
A guest takes their readiness back before leaving, which is deliberate
friction: a player the owner is waiting on should have to say so before
walking away. The owner can free the seat of a guest who is not ready, and
not of one who is — readiness is a commitment, not an inconvenience. An
owner who leaves hands the room to whoever is left, unreadied, because they
are the one who starts now.
Something has to bound a room that outlives its games: the last player out
closes it, as does ten minutes in a lobby nobody started a game in. A
dropped connection is still not a player leaving — the seat is held for the
reconnect window in the lobby as well as mid-game, so a refresh no longer
costs somebody their room, and a resume lands in the lobby it left.
The rematch handshake is retired, and RoomCreated and RoomJoined go with it.
All three described part of what RoomState now describes in full, and three
messages for one lobby is three ways for a client to hold a view of it the
server never had. One snapshot per recipient, broadcast from the one place
that knows an input is finished, so no handler can forget to send it.
Create a room and share a six-character code or an invite link; join by either.
The waiting room shows the code until an opponent arrives. During a game the
opponent's disconnection raises a banner with the grace countdown, and their
return clears it. When the game ends, the rematch prompt appears only while an
offer is actually open, so there is never a button that can only produce an
error.
The board is now one component both modes render, which is what makes online
play the same screen as the bot game rather than a second implementation of it.
Room codes are normalized by stripping separators and reading the code out of a
pasted invite link, and nothing else. Filtering out every character outside the
alphabet would turn any sentence into six plausible letters and send the player
to a room that was never theirs.
The socket now opens when the player asks for a room, not on arrival: the
handshake carries the nickname once, and a socket opened before they typed it
introduced them under whatever was stored beforehand. A tab that already holds
a session reconnects immediately instead, so refreshing mid-game returns to the
game. A resume the server cannot honour is dropped quietly rather than opening
the lobby with an error the player did nothing to cause.
The client also notices a socket that fails without closing. Nothing did
before, so the page kept showing a live connection and a running countdown over
a socket nothing could reach. A tick that fired late is ignored, because a
backgrounded tab has its timers throttled and would otherwise close a healthy
connection every time the player switched away.
The board, the home screen and the game-over panel, in Vietnamese, served by
the Go binary as a static single-page app.
The store is a reducer over ServerMessage and computes nothing. Validity, turn
order, scores and the result are read from the wire, which is what lets one
screen serve the bot now and online play later. Every Vietnamese string lives in
one module, including the map from RejectReason to a message, so the server can
send UI keys instead of prose.
The word field is uncontrolled. A Telex or VNI input method composes a diacritic
across several keystrokes, and writing the value back on each one cancels the
composition. It is read on submit and cleared only there.
The countdown is drawn against the server's clock, estimated from the ping round
trip, and settles 300ms early so the ring never claims more time than the server
allows.
The screen owns the socket and the game while it is mounted, and gives the
current game up on the way out. Asking for a game is stored intent rather than a
condition inferred from the board being empty: clearing the board for a rematch
is that same condition, so the inference sent a second StartBotGame and the
server built two rooms that then destroyed each other.
A test greps the built bundle for dictionary words and holds a size budget, so
the wordlist cannot reach the browser unnoticed. Another reads the error codes
out of the Go transport and fails when one has no Vietnamese message.