Commit Graph
3 Commits
Author SHA1 Message Date
tiennm99 0b507c3537 feat(online): let the two people in a room talk to each other
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.
2026-09-08 09:49:54 +07:00
tiennm99 d481a093ec feat(online): make a room a lobby with an owner and a ready-up
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.
2026-09-07 16:32:14 +07:00
tiennm99 b2cad42b0c build: package the game as a container image and wire CI
One distroless image of about 25 MB carries the binary, the built frontend and
the derived dictionary. The 179 MB upstream release is downloaded in a builder
stage and never reaches the final image; the derived wordlist is copied in as
its own layer alongside its licence, attribution and notice, because CC BY-SA
4.0 applies wherever that data is distributed and an image is distribution.

FIXTURE_DICT=1 builds the same Dockerfile against the checked-in word sample,
so the image is built and smoke-tested on every push rather than only at
release. An image built only at release time is an image that breaks at release
time.

CI runs the Go suite under race detection, the frontend type check and tests,
the browser suite, and the image with its licence assertions. The wire contract
keeps its own workflow; the test steps it duplicated were removed from it.

docs/deployment.md covers configuration, the reverse-proxy settings that each
break the game in a way that looks like something else, and what a restart
costs.
2026-09-05 14:18:18 +07:00