diff --git a/docs/DESIGN.md b/docs/DESIGN.md index dd6a7633..70ab4136 100644 --- a/docs/DESIGN.md +++ b/docs/DESIGN.md @@ -410,7 +410,7 @@ Transport: one WebSocket per tab at `/ws`, JSON text frames `{ t: '', ...p C→S: `hello {name, token?, version}` · `room.create {mode:'solo'|'coop', difficulty}` · `room.join {code}` · `room.leave` · `room.ready {ready}` · `room.setDifficulty {difficulty}` (host) · `room.addBot` / `room.removeBot {seat}` (host) · `room.kick {seat, playerId}` (host, before the match: another human leaves the room and gets `room.closed {reason:'kicked'}`; may join again; `playerId` = the player the host confirmed, a seat that changed hands meanwhile → `BAD_TARGET`) · `room.start` (host) · `room.loadout {entries}` (§16: any time in the lobby / room and during INFO_CHECK, then `WRONG_PHASE`; heavy rate-limit bucket; the match exposes it as `m.private.loadout`) · `ping {c}` S→C: `welcome {playerId, token, name, serverNow}` · `room.state {code, hostId, mode, difficulty, seats:[{seat, playerId, name, isBot, ready, connected}|null ×4]}` · `room.closed {reason}` · `pong {c, s}` · `error {rid?, code, msg}` · `ok {rid}` -Platform additions (implemented): `welcome.{resumed, version}`, `room.state.inMatch`, `error.detail`; `room.closed.reason ∈ 'timeout'|'kicked'|'shutdown'`; WebSocket close codes 4001 (session taken over by another socket — client must not auto-reconnect), 4002 (no hello in time), 1008 (flooding), 1001 (shutdown). The host's `room.start` counts as the host being ready. After any (re)`hello` the server pushes `room.state` and, if a match runs, the match resends `m.public`/`m.private` (+`m.field`, or the field's `b.start` under client-side combat). **Reconnect window:** a dropped session stays resumable for 10 min (`net.js NET_DEFAULTS.reconnectWindowMs`; co-op seats keep playing their last lineup meanwhile, §6.6); a session that drops while its **solo** room's match runs stays resumable for the official `config.constants.singleReconnectTime` (86 400 s = 24 h; lobby option `soloReconnectWindowMs`; research 01 §1 "24小时内随时返回") — the untimed solo run simply waits. Only when the window expires does the drop become `match.onLeave` (co-op: 中途退出 = elimination; solo: the run ends `'abandoned'`). The client keeps its token in sessionStorage plus a recent-token list in localStorage, so reopening the tab resumes. Everything lives in server memory: a server restart ends every room and run. The lobby⇄match interface (constructor opts, `start/handle/onDisconnect/onReconnect/onLeave/dispose`) is documented verbatim at the top of `server/match/Match.js` and is normative. `server/data.js` provides `getData()` + index getters (`getChess`, `getBond`, `getGarrison`, `getItem`, `getBand`, `getEffect`, `getEnemy`, `getWave`, `getStage`, `getBoss`, `getToken`, `getConfig`, `getMode`). Note: the skill trigger rule lives at `chess.skill.trigger.rule` in data. +Platform additions (implemented): `welcome.{resumed, version}`, `room.state.inMatch`, `error.detail`; `room.closed.reason ∈ 'timeout'|'kicked'|'empty'|'shutdown'` (`kicked`: room.kick / room.removeSpectator; `empty`: a spectator whose room lost its last player); WebSocket close codes 4001 (session taken over by another socket — client must not auto-reconnect), 4002 (no hello in time), 1008 (flooding), 1001 (shutdown). The host's `room.start` counts as the host being ready. After any (re)`hello` the server pushes `room.state` and, if a match runs, the match resends `m.public`/`m.private` (+`m.field`, or the field's `b.start` under client-side combat). **Reconnect window:** a dropped session stays resumable for 10 min (`net.js NET_DEFAULTS.reconnectWindowMs`; co-op seats keep playing their last lineup meanwhile, §6.6); a session that drops while its **solo** room's match runs stays resumable for the official `config.constants.singleReconnectTime` (86 400 s = 24 h; lobby option `soloReconnectWindowMs`; research 01 §1 "24小时内随时返回") — the untimed solo run simply waits. Only when the window expires does the drop become `match.onLeave` (co-op: 中途退出 = elimination; solo: the run ends `'abandoned'`). The client keeps its token in sessionStorage plus a recent-token list in localStorage, so reopening the tab resumes. Everything lives in server memory: a server restart ends every room and run. The lobby⇄match interface (constructor opts, `start/handle/onDisconnect/onReconnect/onLeave/dispose`) is documented verbatim at the top of `server/match/Match.js` and is normative. `server/data.js` provides `getData()` + index getters (`getChess`, `getBond`, `getGarrison`, `getItem`, `getBand`, `getEffect`, `getEnemy`, `getWave`, `getStage`, `getBoss`, `getToken`, `getConfig`, `getMode`). Note: the skill trigger rule lives at `chess.skill.trigger.rule` in data. **Spectator seats** (a remake feature — the official room has none; community report #26, owner's decision 2026-10-04; the spectator-seat subsection of §23): `room.spectate {code}` takes one of a co-op room's `MAX_SPECTATORS` (2) spectator seats, in its lobby or during its match; `room.removeSpectator {playerId}` (host) frees one (`room.closed {reason:'kicked'}` to it); `room.state.spectators: [{playerId, name, connected}]`. A spectator is never a player (not in `seats`, not counted for the start, never host, keeps no room alive — `room.closed {empty}` when the last human leaves), receives the room's broadcasts and watches like an eliminated player (`Match.addSpectator`: `b.start` watch / `m.field`, never `m.private`); it may only `g.watch`, leave, and store a `room.loadout` — anything else answers `error SPECTATOR`. Its seat is kept and given back on reconnect like a player's. diff --git a/server/lobby.js b/server/lobby.js index d2bf5a51..4aea8ebd 100644 --- a/server/lobby.js +++ b/server/lobby.js @@ -54,7 +54,8 @@ // matches, so a late b.progress / b.result of the previous match is ignored by the next one (DESIGN §14). // onEnd(summary) → room back to LOBBY (departed seats freed, humans un-readied, disconnected humans // get the lobby grace), dispose() on the next macrotask. Players can start again. -// * room.closed reasons: 'timeout' (removed after lobby grace), 'kicked' (room.kick), 'shutdown' (server stopping). +// * room.closed reasons: 'timeout' (removed after lobby grace), 'kicked' (room.kick, room.removeSpectator), 'empty' (a +// spectator whose room lost its last player), 'shutdown' (server stopping). // * Operator loadout (DESIGN §16): room.loadout { entries } is checked strictly against the game data // (shared/protocol.js checkLoadout: known visible chess, a skill index legal for the normal AND the elite status, a // module of the elite or 'none'; any bad entry rejects the whole message, nothing is stored). ▸ It is stored on the