feedback3 W3C: room.kick names the confirmed player; a seat that changed hands while the host confirmed is refused (BAD_TARGET)

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sganggs committed 2026-10-04 17:38:29 +08:00
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@@ -407,7 +407,7 @@ Each domain file `server/sim/content/{tokens,bonds,garrisons,items,bands,enemies
Transport: one WebSocket per tab at `/ws`, JSON text frames `{ t: '<type>', ...payload }`. Client requests may carry `rid` (request id); the server's direct reply echoes `rid` (`ok` or `error`). Server pushes have no `rid`. Max frame 64 KB inbound; rate limit 40 msgs/s per connection (excess dropped with `error RATE`).
### 8.1 Session & lobby
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}` (host, before the match: another human leaves the room and gets `room.closed {reason:'kicked'}`; may join again) · `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}`
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.