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ducoterra 95ca3fd1fa phase: 07_canvas_client_and_hud
**Final report — phase 07 final verification pass**

- **Verified:** all 5 tasks present in `complete/`; app boots (`/healthz` 200, `/` 200, static + atlas + `/api/levels` served); `docs/CLIENT.md` module map matches the on-disk `app/static/` tree; no code defects found.
- **Tests/lint/coverage:** `bash .agents/validate.sh` → ruff clean, pyright 0 errors, `undercooked-levels validate` pass, **full pytest 1838 passed, 97.21% coverage (floor 90%)**, slow sim stage 2 passed, repo hygiene clean. `uv run pytest tests/e2e -q` → **53 passed** (all 8 suites added this phase).
- **Criteria:** (1) two tabs create→join→ready→start→serve one dish, keyboard only — green via `test_us01/02/03/04` ✔; (2) e2e green ✔; (3) canvas non-blank, pixels change after a move — `test_us04_render_smoke` ✔; (4) HUD score within 200 ms of the `served` event — asserted, green ✔; (5) zero console errors + zero off-origin requests — `test_atlas_loads` / `test_us01_landing_surface` ✔; (6) `docs/CLIENT.md` matches layout ✔; (7) 100% suite + 97.21% ✔; (8) docs pass below ✔; (9) no regression in completed phases (all prior suites green) ✔.
- **README.md fixed:** status still said "next pending phase is 07" → now 07 complete, 08 pending; the phase-07 client text buried in the phase-05 bullet → its own "canvas client, art, HUD (phase 07)" bullet; stale "What does not exist yet" (claimed movement/controls missing) → rewritten to phases 08–14; "once the room flow ships" → "live in the browser today"; Layout `app/static/` "renderer arrives with the rest of phase 07" → full shipped-client map; Layout `docs/` "CLIENT lands with phase 07" → `CLIENT.md` listed; added `gen_art_index.py` Layout entry.
- **AGENTS.md fixed:** "the eight screens" (7 listed) → "the seven screens" (+ `dom.js` is the shared builder, not a screen); e2e naming line → notes the non-story guard `test_atlas_loads.py`.
- **Decisions:** no code changes were needed; only the two doc fixes above. Docs re-verified by `test_docs_commands`/`test_docs_index` (44 passed) plus the final full gate.
- **Next pending phase:** `08_client_prediction_and_touch`.
2026-10-10 18:03:52 -04:00

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Undercooked

A cooperative, in-browser, Overcooked-style kitchen game: 1–4 players share one kitchen over WebSockets, cook orders against the clock, and climb a campaign of levels that get progressively harder. Lobbies are anonymous — no accounts, no email, no password: you create a room, share the 5-character code, play.

Working title. "Overcooked" is a trademark of Ghost Town Games/Studio MDG; this project is an independent homage with its own art, code, and content.

Status

Phases 01 (runnable service scaffold), 02 (level content, schema and validation), 03 (the deterministic simulation kernel: fixed-step tick, movement and collision, the action button, the hands, the replay goldens), 04 (the kitchen pipeline: station state machines, the ticket rail, serve scoring, freshness and the dirty loop, the round verdict with stars) and 05 (anonymous lobbies and room lifecycle: the RoomSupervisor, the guarded Room FSM, the in-memory session store, the lifecycle integration suite), 06 (the realtime WebSocket protocol: the /ws/{code} transport, the versioned JSON wire contract with inbound guardrails, input ingestion with sequence discipline, the quantized snapshot stream, heartbeats and seat grace — docs/PROTOCOL.md) and 07 (the canvas client, art and HUD: the in-repo SVG atlas, the screen state machine, the snapshot buffer with 100 ms interpolation, the DPR-aware Canvas renderer, the DOM HUD and the desktop keyboard input — docs/CLIENT.md) are complete; the next pending phase is 08_client_prediction_and_touch. What runs today:

  • The service. The Python toolchain is locked (uv.lock), configuration is a single typed, validated Settings object (DEBUGPY support included), and uv run undercooked starts a FastAPI server that serves the client shell at /, the browser assets from app/static/, and GET /healthz — which answers {"status":"ok","version":"0.1.0","rooms":<live room count>} from the room supervisor (phase 05) — with the security headers (CSP default-src 'self') on every response.
  • The content. The recipe book and the first two campaign levels live in levels/; sim/level.py parses them into typed models, sim/validation.py runs PLAN §8's named rules, and create_app loads + validates that bundle at startup and refuses to boot broken content — the named-rule report goes to stderr and undercooked exits 2 instead of serving a half-working kitchen. GET /api/levels, GET /api/levels/{id} and GET /api/config answer from it, and undercooked-levels gives authors the same gate from the command line (docs/LEVELS.md is the schema reference).
  • The tick. sim/state_build.py builds a round from level + seats + seed and sim/step.py advances it in whole 0.05 s substeps (20 Hz, A4) with a splitmix64 RNG seeded from the round seed — pure (no clock, no random, nothing mutated), replayable from a seed plus an input script, and 100 % covered. The clock, the input contract and the round's end condition are real. docs/SIMULATION.md is the contract, tests/sim/test_rng.py locks the generator's published vectors.
  • Walking the kitchen. sim/movement.py + sim/collision.py are stage 3 of the tick: intent is clamped server-side (move=(50,0) walks at 3.5 tiles/s, not 175), accelerated at 30 tiles/s² and integrated one axis at a time against an axis-aligned sweep, so a cook stops flush against a wall instead of inside it, slides along it for free, cannot tunnel a 1-tile wall even at the coarsest legal dt, and cannot clip a diagonal corner. Walls, counters, void, off-map and the solid fixtures (spawn_shelf, chop_board, stove, prep) block; serve, sink and trash do not. Cooks soft-push each other apart symmetrically and positionally — a bump never injects velocity — and only a genuine terrain deadlock drops an input, the later-received one, exactly like the kernel's arbitration. Stun (0.6 s) pins velocity and position and reports one stunned event on entry; facing follows the last non-zero intent, so an action press while standing still does not spin the cook. Proven by hand-computed geometry in tests/sim/test_movement.py, by a 2000-substep four-cook random walk from the sim's own RNG that re-checks containment, non-overlap and hash equality after every substep (tests/sim/test_movement_stress.py), and by the same walk on the shipped levels through the whole step() (tests/sim/test_movement_kernel.py).
  • The action button. sim/interact.py is the second half of stage 2 of the tick: the one action flag per frame becomes one press per rising edge, so however long the button is held there is one effect — and one named refusal when there is nothing to do (DENIED with out_of_reach, hands_full, station_busy, contested_lost, … in the payload, which the client turns into a nudge; a silent no-op is the failure mode PLAN §5 bans by name). A press resolves a reach zone — the tile in front, then the two diagonal-front tiles (a 0.6-tile forgiveness beyond the 1-tile reach), then the tile underfoot — and a ladder picks the verb: a full hand sets its item down on the fixture (the spawn shelf is the escape hatch), a free hand picks from a ready fixture or shelf stock, a stunned cook is refused before the target is even read, and a fixture owns what is on it (an onion on a chop board is to be chopped, not grabbable). Two cooks pressing the same item in the same substep are arbitrated by arrival, seq, then seat index — the loser is told contested_lost, never left wondering. The work verbs (chop, cook, plate, wash) are spent by sim/stations.py (phase 04 task 01's pipeline — a set-down on a work surface starts the work, a release freezes the progress, a dirty fixture is washed in place); SERVE is spent by sim/scoring.py (phase 04 task 03 — see "Serve scoring" below). The long-press trash is real — see "The hands" below; docs/SIMULATION.md §"The action button" and §"The station pipeline" are the contract. Proven by tests/sim/test_targeting.py (hand-computed reach geometry, the press edge through the whole step()) and tests/sim/test_verbs.py (a table that covers every Verb and every DeniedReason, plus the gate's contested arbitration).
  • The hands. sim/carry.py is what the verbs do: one carried item per cook (a second pick is hands_full), no floor drops in v1 (a press at open floor is the named nothing_here), and a set-down is a placed object — RELEASE / PLACE_ON_STATION / PLATE_DISH put the item on the fixture and stamp it with a mark, so a teammate's pick of a set-down within 20 ticks is a HANDED_OFF with both ids (the sanctioned pass) and an unmarked pipeline input stays the work press's. The trash is long-press and always available: holding the button over the can for 8 substeps destroys the carried item (TRASHED, the raw −2 score nudge in the payload for phase 04's clamped scoring, counters["trashed"] up by one); a short press and a walk-away do nothing. A 100-tick fuzz of random simultaneous presses re-checks the conservation law (hands + stations + trashed == initial) after every tick, and a scripted two-player pass-and-contest reaches its committed golden hash. docs/SIMULATION.md §"The hand" is the contract (phase 09's co-op E2E asserts exactly this tie-break). Proven by tests/sim/test_carry.py and tests/sim/test_replay_carry.py.
  • The ticket rail. sim/orders.py is stage 5 of the tick: the level's orders spec is copied onto the state in tick units at round build (a replay stays self-contained), the first order arrives 1.5 s in, the recipe is a seeded draw from the level's pool (the order's value is the recipe's base_score), the concurrency cap holds, a due tick a full rail cannot serve retries 1 s later without consuming the interval draw (a full rail would otherwise silently warp the spawn cadence), and an order's clock — derived, never accumulated — expires on exactly the tick it reaches 0: removed, counters["missed"] up by one, one ORDER_MISSED naming the id and recipe (the penalty score deduction and the streak reset are task 03's scoring, the single owner of score and streak, injected as the stage's on_miss callback). Proven by 200 simulated seconds of interval bounds and cap under idle and busy rails, same-seed/different-seed reproducibility, and twenty randomized spec fuzz runs (tests/sim/test_orders.py, tests/sim/test_orders_fuzz.py); the contract is docs/SIMULATION.md §"Orders — the ticket rail".
  • Serve scoring. sim/scoring.py is the single owner of the round's score and streak, from both sides: a SERVE press at the window validates the carried dish (burnt → burnt, not a plated dish → no_target, an ingredient the declared recipe does not require → incomplete, no live order for the recipe → wrong_recipe, an empty rail → no_orders — each a named DENIED with the dish left in the hand), and a matched dish is scored round(base × quality × streak_mult × time_bonus) — the streak counted after the increment and capped at 1.5, the bonus 1.5 with the full deadline unspent down to 1.0 at the edge — with the order off the rail and the cook's score/ dishes_served credited (per-player contribution, display only; a prop is dirty from its use — the station pipeline's stock bookkeeping — not from the serve). A deadline's expiry is the scoring half of the rail's miss: score − order_penalty floored at 0 and the streak reset, injected into step_orders as the on_miss callback so orders.py and scoring.py never import each other. Pinned by five hand-computed serves, the rejection paths, FIFO and the caps (tests/sim/test_scoring.py) and 500 seeded random serves (tests/sim/test_scoring_property.py); the contract is docs/SIMULATION.md §"Serve scoring".
  • Freshness — the clocks that create pressure. sim/freshness.py runs as substep stage 4b (after the station pipelines, before the orders) and decays the quality: a dish on a ready stove burns exactly BURN_AFTER_S (8.0 s) after the ready flip — tick-exact, the 160th substep — with the station going DIRTY (the burnt pot is stuck) and one BURNT event; a raw or chopped item left on a board rots linearly over ROT_S (20.0 s); a carried prepared item decays at half the board's rate (a hand is not a fridge); a new raw set-down on a board that holds a burnt item destroys it (a named WASTED, counters["wasted"]) while a usable raw item is never silently overwritten (the named station_busy); a burnt dish is refused by the serve window, never scored. The dirty loop's stock — a use moves a prop …_clean → …_dirty, a wash (the sink, or the in-place wash of a stuck prop) moves it back — holds …_clean + …_dirty == the level's limit every tick, and the no-dead-end guarantee (a worst-case cook who serves everything and never washes until forced never gets stuck: one wash restores the stock) is proven on a 2 000-tick run (tests/sim/test_freshness.py, tests/sim/test_no_deadlock.py); the contract is docs/SIMULATION.md §"Freshness".
  • Round end — the verdict, the settle, the stars. sim/round_state.py runs as substep stage 7 and owns the round's clock and its verdict (which turns on score against target_score and nothing else): the round wins the moment the score reaches the target (the clock holds at that substep's countdown), or on the buzzer — WON if the score made it, LOST if it did not — with exactly one ROUND_END event. A decided round then settles: for SETTLE_S (1.0 s, the room's, phase 05), the kernel freezes every gameplay stage — inputs ignored, no movement, stations, freshness, orders or hazards — and only the frozen clock and the tick keep running, so the verdict substep's events land and the result is a function of the state at the verdict alone. stars(state) grades a win from the frozen clock — 0 when lost, 1 for winning, 2 with ≥ 25 % of the clock left, 3 with ≥ 50 % — and result_payload(state) is the plain-JSON body of the round message the protocol phase sends (PLAN §7): result, score, target, stars, time_left, the served/missed/wasted counters, longest_streak (owned by sim/scoring.py: a serve raises the mark, a miss never resets it) and the per-seat players[] (id, name, score, dishes_served, missed_contrib — the round's missed count spread evenly, a display-only estimate: the sim does not attribute an expired order to a cook). Pinned by tests/sim/test_round_state.py (verdict on both sides of the epsilon, the settle freeze, the star boundaries one tick below and exactly at 25 %/50 %, the ABORTED seam, the longest_streak owner/reader) and tests/sim/test_result_payload.py (a recursive JSON-safety walk with zero leaks, the exact key sets, byte-stability across two identical runs and across the settle window); the contract is docs/SIMULATION.md §"Round end — the verdict, the settle, the stars".
  • The room supervisor (phase 05). The server-side lobby shell is live: server/rooms.py mints 5-character Crockford base32 codes (collision- checked, never reused), enforces max_rooms / max_players capacity, keeps a one-token-one-room index (a token joining a second room is evicted from the first; a disconnected seat is kept for the rejoin path), and runs the 5 s GC (empty rooms past a 30 s grace, idle lobbies past lobby_idle_timeout_s, stale tokens). Everything runs on an injected clock (server/clock.py), so the tests drive the garbage collector with a FakeClock and never sleep. The lifecycle is testable over HTTP, and it now also rides the phase-06 WebSocket transport (/ws/{code}; below): POST /api/rooms (201, the session from the X-Undercooked-Token header or the body's token — or a server-minted token, returned once), GET /api/rooms/{code}, POST /api/rooms/{code}/join and GET /api/session — seats never leak other players' tokens, a malformed code 404s exactly like an unknown one (US-02 criterion 4), and a full room or a full process is a 503 {"code": "room_full"} (US-01 criterion 7). The Room itself is the guarded FSM behind those routes — five states, a table of fourteen legal transitions, one 20 Hz deadline-scheduled tick task per room and crash isolation that closes only the room that crashed (contract: docs/ROOMS.md), and the ready-up/host flow rides on it. The in-memory session store (server/sessions.py) is live on top: per token it remembers the campaign progression — unlocked_level (a WON round raises it to order + 1, never decreases it), best[level_id] (a BestRun of score/stars/ completed_at, replaced only when the score is higher), the rounds_played / dishes_served counters — LRU-capped at 10 000 (evicting the stalest, never the session being created) and wiped on restart (A6); Room.set_level asks the store's is_unlocked, round_over records the result into every seated player's session, and GET /api/session answers to_public (a fresh token reads unlocked: 1 with an empty best; 400 no_token without the header) (contract: docs/ROOMS.md "Progression"). The lifecycle integration suite (phase 05 task 05) drives the whole lifecycle over HTTP plus direct tick_once: create → 3 joins → ready-up → the host's start → the countdown → a scripted full-pipeline WON → the ROUND_END payload → next_level → back to LOBBY with the same seats and colours; plus a solo win with the unlock advanced, the 5th join's and the process-capacity 503 room_full, malformed ≡ unknown codes (US-02 criterion 4), the seat-grace and lobby-idle expiries through the GC, and one room's crash closing only itself (the test-only _test_step_override seam on Room; contract: docs/ROOMS.md "Failure and expiry" and "The lifecycle walkthrough").
  • The WebSocket transport (phase 06, task 02). The room core is on the wire: GET /api/stats answers the ops census (rooms / players — the occupied seats / sockets — live WebSocket connections / tick_hz), and WS /ws/{code} is the game socket — an origin check before the accept (a disallowed Origin is an HTTP 403, never a close frame that looks like a network error), a hello within hello_timeout_s (else close 4400), a p gate (protocol_mismatch
    • 4400 before any seat is taken), the supervisor's seat/spectate (room_gone + 4401 for an unknown code, room_full + 4402 for a fresh token on a full room), the welcome + the current lobby, and the two per-connection tasks (a non-blocking pump_out over a capped send queue — the oldest snapshot drops first, lobby / round / err never — and the read_in guardrails: the max_message_bytes cap → too_big, the max_inputs_per_s token bucket → rate_limited, the shape check, the per-state whitelist → wrong_state; 3 consecutive rate/oversize violations or 5 shape violations close 4404). One socket per token: a second hello with the same token evicts the first (evicted + 4403, marked dead before the close so no ghost frames) — and an evicted socket never marks the seat disconnected, so the crown stays put. A genuine disconnect reaches the room exactly once (mark_disconnected), releases the registry slot, and leaves no error in the log — an abrupt transport close (no close handshake) included. The contract in prose is docs/PROTOCOL.md (message tables kept equal to the models by tests/unit/test_protocol_doc_sync.py, close/error codes, the limits, and a manual probe that reproduces the handshake without a browser); the guardrails are driven by real sockets in tests/integration/test_ws_handshake.py and the queue policy by tests/unit/test_send_queue_policy.py.
  • Input ingestion (phase 06, task 03). The input message is on the wire: the seq discipline (equal → dropped as an idempotent resend, backwards → err + a resync event the client hard-snapshots to, gaps ≤ 3 tolerated UDP-style, larger gaps accepted and counted in the room stats), the anti-cheat clamp (move clamped to unit length and quantized to 3 decimals server-side — a client sending (1000, 1000) walks at MAX_SPEED like everyone else, and the position never arrives because the message has no position field and extra="forbid" rejects one), face derived from move when absent, act coerced, and received_at_tick stamped by the server, never the client. The room's per-tick input queue caps at 4 x len(seats) (overflow drops the sender's oldest frame, inputs_dropped bumped), a DISCONNECTED seat's frames are silently ignored, a spectator's get not_seated, and Room.stats() carries the input counters. A wall-clock tick too short to fill one substep keeps the queue, so a frame is never dropped without being applied. The rules are in docs/PROTOCOL.md ("Input rules") and driven by real sockets in tests/integration/test_ws_input.py (the hostile-move bound included).
  • The snapshot stream (phase 06, task 04). PLAYING now broadcasts: quantized snapshots (an explicit field map — no pickle/asdict; the grid, station ids, spawn coordinates and the round seed never leave the server) at SNAPSHOT_HZ for players and half that for spectators, encoded once per (frame, audience) and fanned out across every connection of it. The stream runs in delta mode (only the changed entities, plus a gone tombstone for each vanished one; a typical idle-kitchen delta is ≥ 40% smaller than a full), with a full frame on a fresh connection's first frame, on a dropped snapshot's next frame, and on the full cadence (every 20 encoded frames), so a client can always resync cheaply. The boundary's events ride the frame (the stable k names, an explicit short-key payload map, capped at 24 per frame with events_dropped on overflow); outside PLAYING they flush as the standalone ev message, and the countdown / round state frames reach every connection. UNDERCOOKED_SIM_LATENCY_MS applies the server-side send delay the netcode tests use to simulate RTT. The shape, the delta rules and a captured frame are docs/PROTOCOL.md ("The snap frame"), the no-leak/quantization guard is tests/unit/test_encoding_no_leak.py, and the budgets (a 4-player / 4-order frame ≤ 1.5 KB, a 64×64 level ≤ 4 KB, the 100-tick downlink ≤ 60 KB/s) are measured over live sockets in tests/integration/test_encoding.py.
  • Disconnects, the ghost, and the rejoin (phase 06, task 05). A dropped socket (an abrupt close, a heartbeat timeout, or the test-only kill_socket seam) keeps the seat for UNDERCOOKED_GUEST_IDLE_TIMEOUT_S (default 45 s): the other players see one ghost_on event and a connected: false seat, the sim's cook switches to disconnected, and after 3 s the cook's carried item is released — onto the station on the cook's tile (a marked set-down, grabbable), or into the lost_items counter when no station is under the tile (an item is never deleted silently). A hello with the same token inside the window rejoins the same seat (welcome.rejoined: true, one ghost_off, the snapshot stream resumes within one tick); past it the seat is abandoned (one ghost_off, the spectate/join rules apply, an emptied room closes through the 30 s seat grace / the GC). The client keeps the socket honest with a ping at ≥ 5 Hz; 12 s of inbound silence is a dead client (the server closes 1000 — the room sees the same drop as an abrupt close), and a closing room closes its sockets with err room_gone + close 4401, so a client can tell "the room died" apart from "you left" (1000). The grace, the park, the ghost events and the close-code decision table are docs/PROTOCOL.md ("Heartbeats, drops, and seat grace"); the park's rules are sim/ghost.py (driven in tests/unit/test_ghost_parking.py), the drop/rejoin/seam paths in tests/integration/test_ws_disconnect.py.
  • The protocol, tested (phase 06, task 06). The wire contract's final proof is three real-socket suites in tests/integration/: test_ws_round_two_clients.py (two scripted clients play a complete round — the countdown, the snap stream, the scripted soup, the shared served event and the byte-identical round frames, a mid-round spectator, the to_lobby return), test_ws_abuse.py (2000 malformed frames, the 500-message burst, the 64 KB refusal / 4 KB boundary, the host-check and emote-throttle flood, 200 concurrent handshakes) and test_ws_budgets.py (slow: the tick cost over 400 real ticks, the snap size, the downlink rate, the input→snapshot echo). The live_server / ws_client fixtures (tests/integration/conftest.py) drive them — a real uvicorn server on an ephemeral loopback port and a scripted client with a merged snapshot view (expect / collect / send_model). The contract, the test seams and the budget table with the measured values are docs/PROTOCOL.md ("Testing the protocol").
  • The canvas client, art, and the HUD (phase 07). The browser half is live on top of all of this: the in-repo SVG atlas (assets_src/ → the served copies in app/static/assets/; gen_art_index regenerates the index.json, and a missing or duplicated symbol fails the build, the expected ids deriving from the sim's own enums and the sim/stations.py pipeline tables), the screen state machine (the page's landing create/join, the lobby with its code copy, level picker, ready-up, start and seat chips, the 3-2-1 countdown, the round-end and the error screens, all on the same WS /ws/{code} socket), the snapshot buffer with the 100 ms interpolation and the event queue, the single render loop, the DPR-aware Canvas renderer (the kitchen floor, the stations, the y-sorted cooks, the carried items, the progress rings, the hazards, the particles, the target highlight) and the DOM HUD (the order rail, the score/target, the countdown with its non-colour cue, the streak, the dirty counter, the connection indicator, the spectator banner); the desktop keyboard input (WASD/arrows, the action button, the emotes, the ? help overlay — the touch surface is phase 08) closes it out. docs/CLIENT.md is the module map and the contract; the proof is the e2e suites — test_us01_create_lobby.py, test_us02_join_by_code.py, test_us03_ready_and_start.py (the lobby flow), test_us04_move_and_cook.py (a scripted keyboard cook serves a soup) and test_us04_render_smoke.py (the canvas is provably not blank and moves after input; the HUD score changes within 200 ms of the served event), test_us06_interp_math.py and test_us06_smoothness.py (the interpolation math, exercised through a real page; per-tick displacement bounded with 60 ms of injected latency, both clients converge on ROUND_END), and test_atlas_loads.py (the atlas decodes with zero console errors; test_us01_landing_surface.py asserts the page's only network requests are same-origin).
  • The rules are tests, not promises. The no-external-asset rule is tests/unit/test_no_external_assets.py, "no level or recipe id in Python" is tests/unit/test_content_not_hardcoded.py, the documentation set is guarded by tests/unit/test_docs_index.py, and bash .agents/validate.sh is the gate the phase pipeline runs after every task.

What does not exist yet: client prediction, reconciliation and the touch surface (phase 08), the two-browser co-op E2E with contested-resource arbitration (phase 09), the hazards and their client FX (phase 10), the rest of the ten-level campaign (phase 11), reconnect resilience and the 200-room stress run (phase 12), endless mode with the session scoreboard (phase 13), and the accessibility polish and hardening pass (phase 14). Execute phases with the phased-execution skill (auto-phase.sh); it always takes the lowest-numbered directory still in .agents/phases/todo/.

How to play

The loop, live in the browser today: open the site, Create lobby, read out the 5-character code, everyone else Joins with it, the host picks a level, the room readies up, and the kitchen starts. Each cook has one movement control and one action button that picks up, uses and puts down whatever is in reach — one carried item at a time. Orders appear in the HUD with a shrinking deadline; assemble the dish and serve it at the window before the timer runs out. Levels escalate: more recipes, fewer stations, hostile floors. Nothing identifies you: the browser keeps only a random per-tab token and the last code you typed, both in sessionStorage. The campaign does remember per token — unlocks and best scores live server-side, in memory, and a server restart clears all progression (A6: no database).

The page does that loop end to end: it loads, normalises a typed code to five uppercase alphanumerics (codes themselves are Crockford base32, minted by the room supervisor — server/rooms.py, phase 05, also testable over POST /api/rooms / GET /api/rooms/{code} / POST /api/rooms/{code}/join / GET /api/session), the landing's Create lobby / Join with code open a WS /ws/{code} socket (hello → welcome + lobby), the lobby shows the code, the level picker (fed by /api/levels), the ready and start controls and the seat chips, the 3-2-1 countdown runs, and the round-end screen reports the verdict — the full contract, including the guardrails and the close codes, is docs/PROTOCOL.md, the client's own contract is docs/CLIENT.md. The playable Canvas renderer, the HUD and the desktop keyboard controls are live (below; the in-game ? help overlay renders the same rows) — the touch controls arrive with phase 08. The ready-up, the 20 Hz tick ownership, the session store (the unlocks and best scores, in memory — a server restart clears all progression) and the lifecycle integration suite are live.

Controls

  • W / A / S / D — move (or the arrow keys)
  • Space / Enter — action (pick, work, set down, serve)
  • 1 / 2 / 3 / 4 — emote (wave, cheer, thumbs up, thumbs down)
  • ? — help overlay
  • Esc — close help / leave the room

The goal is the HUD's target score before the level's deadline: an order ticket names a dish, and the action button does everything a hand does — pick the ingredient off a shelf, work it on a station (hold the button while the station works), plate it and serve it at the window. One carried item at a time; a set-down marks the item so a partner can pass it. ? opens the help overlay (the same rows, rendered in-game); Esc closes it — or leaves the room. The ?controls=off URL param disables the bindings (the touch surface's seam, phase 08).

Quickstart (development)

Requires uv, Python ≥ 3.12, and podman/docker for container builds. There is no database — all live game state is in memory.

uv sync --extra dev
uv run undercooked                 # http://127.0.0.1:8000 (shell page + /healthz)
uv run undercooked --host 0.0.0.0 --port 8000   # e.g. to reach it from a phone
uv run undercooked --reload        # dev reload
uv run undercooked --levels-dir levels          # point at another content dir
curl -fsS http://127.0.0.1:8000/api/levels      # the campaign cards the lobby will show
curl -fsS http://127.0.0.1:8000/api/config      # client-safe settings + protocol version
curl -fsS -X POST http://127.0.0.1:8000/api/rooms   # create a room: 5-char code + your token (201)
curl -fsS http://127.0.0.1:8000/api/rooms/<CODE>    # inspect it: the seat list, no tokens
curl -fsS -H 'X-Undercooked-Token: <TOKEN>' http://127.0.0.1:8000/api/session   # your session: unlocked, best (in memory; a restart clears it)

python -m undercooked is the same command (the container uses it). A flag always beats the environment, which beats the built-in default. There is no /docs or /openapi.json: FastAPI renders those pages from a public CDN, which this project forbids. The validation the server runs at startup (every level file loads, and no rule of PLAN §8 is broken) is a command too — undercooked-levels, see Authoring content below.

Debug the server with a real debugger attached (dev only - the listener binds 0.0.0.0, so never enable it on a public host):

DEBUGPY=1 uv run undercooked       # opens a debugpy listener on :5678, then serves as usual

Authoring content:

uv run undercooked-levels list                        # the campaign, in campaign order
uv run undercooked-levels show 01_first_kitchen --grid  # resolved level + reachability overlay
uv run undercooked-levels validate                    # the content gate; --json for scripts
uv run undercooked-levels new 03_riverboat            # scaffold a level from the recipe book
uv run undercooked-levels axes                        # escalation-axis table (phase 11's curve)
uv run python -m undercooked.tools.gen_art_index      # rebuild app/static/assets/index.json from assets_src/

undercooked-levels is a thin shell over the loader and the PLAN §8 rules create_app runs at startup, so a green validate is a server that boots. It finds content through the settings (--dir > UNDERCOOKED_LEVELS_DIR > levels, plus --recipes > UNDERCOOKED_RECIPES_PATH > <dir>/recipes.yaml) and never from the current directory, so it works from any path. Exit codes: 0 ok, 1 a level breaks a rule, 2 nothing usable to work with (load failure, unknown id, refused overwrite, usage error). The schema, every field, the overlay trick and a "which rule did I just hit" table live in docs/LEVELS.md; tests/unit/test_content_not_hardcoded.py is what keeps levels and recipes out of the Python. The in-repo SVG art (phase 07 task 01) is guarded the same way: gen_art_index fails with the missing id named when a symbol is absent or duplicated, and its expected set is derived from the simulation's own enums and pipeline tables, so a new ItemKind/ItemForm the sim can produce breaks the build until a symbol is drawn for it (guards: tests/unit/test_assets.py, tests/e2e/test_atlas_loads.py).

Run the checks:

uv run ruff check .
uv run pyright
uv run pytest                              # everything, coverage floor included
uv run pytest -m "not e2e"                 # the quick loop: no browser launches
uv run playwright install chromium         # once, before the first e2e run
uv run pytest -m e2e                       # browser suites only
uv run pytest -m slow tests/sim -q --no-cov  # the gate's slow stage: goldens + perf budgets
bash .agents/validate.sh                   # the pipeline gate: full suite + ruff + pyright

The replay goldens behind tests/sim/test_replay.py are checked the same way a level is validated: uv run python -m undercooked.sim.replay check <tests/fixtures/replays/<name>.json> runs the committed input script and gates it on tests/goldens/<name>.golden.json (exit 0 match, 1 divergence with the first divergent tick and the changed fields, 2 missing script/level/ golden). record writes a golden — the manual re-bless, legitimate only after a deliberate sim-contract change recorded in the phase task; the contract is docs/SIMULATION.md ("Replaying and re-blessing goldens").

pytest with no -m runs the browser suites too, so chromium has to be installed for the pipeline gate. Those suites start the app themselves on a free loopback port (live_server in tests/conftest.py) — nothing needs to be running first, and no test ever listens on a routable interface.

bash .agents/validate.sh is the gate a phase task must pass before it moves to .agents/phases/complete/. It stops at the first failure, in this order: ruff check ., pyright, undercooked-levels validate (unconditional: the same loader and PLAN §8 rules create_app runs at startup, so a campaign that cannot validate cannot commit), the full pytest suite with the 90 % coverage floor, the slow sim stage (pytest -m slow tests/sim: the replay goldens and the perf budgets — the random-walk smoke and the full-pipeline run — named on their own so a quick loop that skips them cannot let them slip through the gate), then repo-hygiene checks (nothing tracked that .gitignore excludes, no log drops or key material committed). Run it from the repo root or from .agents/.

Container

podman build -t undercooked -f Containerfile .
podman run --rm -p 8000:8000 undercooked
# or
podman compose up -d

Configuration

All settings come from the environment, parsed once into undercooked.config.Settings — the only module that reads the environment, so nothing else in the codebase touches os.environ. Precedence: undercooked CLI flags, then exported environment variables, then a local .env (found from the current directory upwards; never commit it), then the built-in defaults. A blank value counts as unset. Invalid values (UNDERCOOKED_TICK_HZ=99) raise ConfigError at startup instead of half-configuring the server, and unusable content is refused the same way — an unreadable UNDERCOOKED_LEVELS_DIR or a level that breaks a PLAN §8 rule prints the named-rule report and exits 2 (under --reload the reload child reports and restarts instead; docs/LEVELS.md). .env.example and the table below list every variable with its default; tests keep both in sync with config.py.

Variable Default Meaning
UNDERCOOKED_HOST 127.0.0.1 Bind address
UNDERCOOKED_PORT 8000 Bind port
UNDERCOOKED_TICK_HZ 20 Server simulation rate (5-60)
UNDERCOOKED_SNAPSHOT_HZ 20 Snapshot broadcast rate to players (<= tick rate)
UNDERCOOKED_MAX_PLAYERS 4 Players per room (1-4)
UNDERCOOKED_MAX_ROOMS 200 Concurrent rooms before new rooms are refused
UNDERCOOKED_LEVELS_DIR levels Directory of level YAML files (~ is expanded)
UNDERCOOKED_RECIPES_PATH (derived) Recipe book file; empty = recipes.yaml inside UNDERCOOKED_LEVELS_DIR (here: levels/recipes.yaml)
UNDERCOOKED_STATIC_DIR (derived) Directory served at /static; empty = app/static/ beside the source (containers set it)
UNDERCOOKED_LOBBY_IDLE_TIMEOUT_S 900 Close empty/idle lobbies
UNDERCOOKED_GUEST_IDLE_TIMEOUT_S 45 Drop a disconnected player's seat after this
UNDERCOOKED_MAX_MESSAGE_BYTES 4096 Hard cap on inbound WS frame size
UNDERCOOKED_MAX_INPUTS_PER_S 40 Per-connection inbound message rate limit
UNDERCOOKED_SIM_LATENCY_MS 0 Injected server-side downlink latency (netcode tests)
UNDERCOOKED_HELLO_TIMEOUT_S 5 A WebSocket that sends no hello within this many seconds is closed (code 4400)
UNDERCOOKED_TEST_MODE 0 1 = register the test-only seam route (POST /api/test/kill_socket/...); never set in production
UNDERCOOKED_ALLOWED_ORIGINS (empty) Comma-separated Origins accepted on the WebSocket handshake; empty = same-host only
DEBUGPY 0 1 = open a debugpy listener on DEBUGPY_PORT at startup
DEBUGPY_PORT 5678 debugpy listen port

Layout

src/undercooked/        server: FastAPI app, rooms, WebSocket protocol, simulation
src/undercooked/__main__.py  the `undercooked` command (CLI > env > default)
src/undercooked/config.py  typed env settings (the only `os.environ` reader)
src/undercooked/debug.py   DEBUGPY-gated debugger bootstrap
src/undercooked/sim/       pure simulation kernel: entities (`model`), grid geometry
                           (`grid`), content schema + loader (`recipe`, `level`,
                           `content` — the YAML contract is docs/LEVELS.md), the
                           level validator (`validation` — PLAN §8 named rules;
                           rule table in docs/LEVELS.md), the fixed-step tick (`step`,
                           `state_build`, `rng`, and the subsystem hooks `movement`
                           (+ `collision`, its pure geometry), `interact` (the action
                           button — reach zone, verb ladder, named denials, contested
                           arbitration, the long-press trash), `carry` (the hands — one
                           item per hand, the marked set-down and counter hand-off,
                           the always-available trash), `stations`, `freshness`,
                           `scoring`, `orders`, `hazards`, `round_state` —
                           contract in docs/SIMULATION.md), and the A5 purity guard
                           (`purity`, test-enforced)
src/undercooked/sim/replay.py  the replay harness: the input-script format, the golden
                        hashes, `run_script`/`compare`, and the record/check CLI
                        (docs/SIMULATION.md "Replaying and re-blessing goldens")
src/undercooked/tools/levels.py   the `undercooked-levels` author CLI — validate, list,
                        show [--grid], new, axes; same loader, same rules, no
                        hard-coded content list (docs/LEVELS.md "Authoring workflow")
src/undercooked/tools/gen_art_index.py  the SVG atlas index generator — rebuilds
                        app/static/assets/index.json from assets_src/; the expected
                        ids derive from the sim's enums + the station pipeline
                        tables, a missing or duplicated id fails (guards:
                        tests/unit/test_assets.py)
src/undercooked/server/app.py     app factory, `/healthz`, `/`, `/static`, mounts the
                        content API and the room API; installs the supervisor
src/undercooked/server/clock.py   injectable time: `Clock`, `SystemClock`, `FakeClock`
                        (the only server module that imports `time`; a grep
                        test keeps the wall clock out of the rest of `server/`)
src/undercooked/server/codes.py   Crockford room codes: the alphabet, collision-checked
                        minting (`new_code`), input normalisation (confusables,
                        malformed ≡ unknown, US-02 criterion 4)
src/undercooked/server/room.py    `Room`: code, seats (the rejoin path keeps
                        disconnected seats), `RoomState`, one owned tick task
src/undercooked/server/rooms.py   `RoomSupervisor`: the registry, capacity, the
                        one-token-one-room index, the 5 s GC, `start`/`shutdown`
src/undercooked/server/sessions.py `SessionRecord` + `BestRun` + `mint_token`
                        + the bounded LRU `SessionStore` (`record_result`'s win-only
                        unlock bump, best-score replacement, `is_unlocked` /
                        `next_level_id`, `to_public` — in memory; a process
                        restart clears all progression)
src/undercooked/server/routes_rooms.py  `POST /api/rooms`, `GET /api/rooms/{code}`, `POST
                        /api/rooms/{code}/join`, `GET /api/session` — the lifecycle
                        over HTTP before the phase-06 WebSocket transport (session
                        from the `X-Undercooked-Token` header or the body's
                        `token`, minted otherwise; tokens returned once; seats never
                        leak tokens)
src/undercooked/server/routes_content.py  `/api/levels`, `/api/levels/{id}`, `/api/config`,
                        plus the startup gate: broken content refuses startup
src/undercooked/server/headers.py the security-header middleware
.env.example            every configuration variable, with its default
levels/                 data-driven content (YAML): the recipe book (A8) and the
                        first two campaign levels (01_first_kitchen, 02_double_shift)
assets_src/             the hand-authored SVG art (tiles, stations, items, cooks,
                        fx, ui) — source for the served copies in
                        app/static/assets/ (a guard test keeps them in sync)
app/static/             the browser client (ES modules, no bundler):
                        the composition root (`js/main.js`), the screen
                        state machine (`js/app.js`) and the seven screens
                        (`js/screens/`, the no-innerHTML DOM builder
                        `dom.js`), the snapshot buffer + 100 ms
                        interpolation (`js/net/`), the single render loop
                        (`js/render/loop.js`), the DPR-aware Canvas 2D
                        renderer (`js/render/canvas.js` + `camera.js` +
                        `fx.js`), the DOM HUD (`js/ui/hud.js`), the
                        desktop keyboard input (`js/input/keyboard.js`)
                        and the help overlay (`js/ui/help.js`); the
                        in-repo SVG atlas with its `index.json`, the
                        palette (`assets/palette.css` +
                        `js/render/palette.js`, kept hex-identical by a
                        test) and the atlas loader (`js/render/atlas.js`)
                        (contract: docs/CLIENT.md)
tests/                  unit/, integration/, e2e/ (one Playwright suite per story) and
                        sim/ (the pure kernel: grid, entities, purity guard, validation,
                        the seeded RNG and the tick; plus the replay harness — committed
                        goldens in goldens/, scripts in fixtures/replays/ — and the
                        `slow` perf budgets (the random-walk smoke and the
                        full-pipeline run));
                        fixtures/levels/ is the content dir tests see (a recipe book and no
                        levels; `_bad/` holds the deliberately-broken campaign the `_`
                        discovery rule ignores); conftest.py
docs/                   DESIGN.md, LEVELS.md (the level & recipe YAML contract),
                        SIMULATION.md (the tick contract), ROOMS.md (rooms &
                        lobby lifecycle), PROTOCOL.md (the v1 wire contract —
                        message tables, error/close codes, limits, the full-round
                        sequence, the test seams and the budget table), CLIENT.md
                        (the client module map, the render loop, the snapshot
                        buffer, the input, the assets), TESTING.md (how this
                        project is verified), DEPLOYMENT.md (the index is
                        PLAN.md §13)
.agents/                PLAN.md, user_stories/, phases/, validate.sh — the phased-execution plan

No external CDNs. Every byte of JS, CSS, font, and image is served by this app from app/static/. tests/unit/test_no_external_assets.py enforces it, and the e2e suite fails if loading the page ever issues a request off-origin.

Contributing

Read AGENTS.md first: it points at .agents/PLAN.md (LOCKED decisions) and the phase protocol. Code changes land by executing phase task files, not by editing ad hoc.