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.
Closing the position no longer wins the game on the spot. The player handed
a syllable that starts nothing keeps the turn they were given and loses it to
the clock, the way they lose any turn they cannot answer — the win used to
land before they had seen the board at all. A turn lost to a position nobody
could answer is reported as the dead end it was rather than as time spent
thinking.
The bot is the exception, and stays one: it has no clock to spend, so the
room settles its dead end the moment the search comes back empty. NoMove
does that without dressing it up as a resignation the bot never chose.
GameOver now carries a few of the words the position still had, filled for
the losing player only — the winner was not the one who was stuck. An empty
list on a loss is the other half of the message: nothing could have been
played, so the panel says so instead of listing nothing.
proto/noitu/v1/game.proto is the single source of truth for every WebSocket
message. buf generates Go types into server/gen and JavaScript types into
web/src/lib/proto; both trees are committed so building needs no codegen
toolchain.
The Go suite emits binary fixtures into proto/testdata and the JavaScript suite
decodes the same bytes, so the two generated clients are checked against one
artifact rather than against each other's assumptions. CI lints the schema,
rejects breaking changes against main, and fails when the committed generated
trees drift from the schema.
game.NumRejectReasons and game.NumEndReasons let the mapping tests prove every
engine reason has a wire value without guessing where the enum ends.
The engine is transport-free: no sockets, no protobuf, and no clock of its
own. Callers pass the current time in and read the deadline back, so every
rule is testable without a timer. One goroutine owns a game.
Validation resolves the word before checking the chain link. Roughly a
third of dictionary aliases move the first syllable, so "sy hai" resolves
to "si hai"; checking the link against what the player typed would reject
legal moves. The used-word set is keyed on the canonical form, which also
stops the same word being played twice under two spellings.
An opening whose last syllable starts nothing is refused. It would hand
the first player a game already lost, with no move and no reason, that
resolves only when the turn timer expires and then reports a timeout.
Three bot difficulties, separated by how far they look ahead rather than
by how willing they are to win: random, one-ply greedy, and depth-limited
negamax with alpha-beta. Strategies see a read-only view of the board, so
a bot cannot bypass the same validation a human's move goes through.
Simulation on the real corpus, alternating sides across 60 games per
pairing: hard beats easy 98%, medium beats easy 87%, hard beats medium
65%. Decisions take at most 19ms against a 150ms budget.
Three defects surfaced only under simulation. Withholding the winning
move from the middle bot, as first designed, made it lose to the random
bot 97% of the time. The search evaluated leaves with an inverted sign,
so it hunted for positions where it was about to be trapped. And the
rate limit on taking an instant win did nothing, because declining the
shortcut let the search rediscover the same move.
Games against the hard bot end after about three moves versus fifteen
for two random bots: with 1,814 dead-end syllables an instant win is
usually available. Tunable, and flagged for playtesting.