Files
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

190 lines
5.9 KiB
JavaScript

// Undercooked — the WebSocket connection (phase 07 task 02).
//
// A thin, protocol-only layer (hardened into the rejoin/backoff machine
// in phase 08): it opens `/ws/{code}`, sends the `hello` (PLAN A14 —
// the version travels in the hello only), dispatches every server frame
// to a single `onMessage` handler, sends client frames, and classifies
// how the socket died so the app's state machine can pick the right
// screen (the close-code decision table, docs/PROTOCOL.md "Heartbeats,
// drops, and seat grace").
//
// Deliberate gaps in this task: no reconnect/backoff (phase 08), no
// snapshot buffering (task 03), no input prediction (task 08). The
// `protocol_mismatch` path *is* final in this task: a `p` the server
// refuses means this client must not retry — it stops and the app
// shows the error screen without a retry affordance.
const PROTOCOL_VERSION = 1;
/** The close codes the client can act on (docs/PROTOCOL.md "Close codes"). */
export const CLOSE_CODES = Object.freeze({
normal: 1000,
protocol_mismatch: 4400,
room_gone: 4401,
room_full: 4402,
evicted: 4403,
abuse: 4404,
});
/** The `err` codes that end the session on this socket (fatal for the app). */
export const FATAL_ERR_CODES = Object.freeze([
"room_gone",
"room_full",
"protocol_mismatch",
"evicted",
"internal",
]);
/**
* Build a connection. The returned object's surface:
*
* connect(code, { token, name }) — open `/ws/{code}` and `hello`
* send(model) — one JSON frame out (false when closed)
* sendInput(move, act) — one `input` frame, `seq` owned here
* onMessage(frame) — the single reducer the app installs
* onStatus(status) — "idle" | "connecting" | "open" | "closed" | "mismatch"
* lastCloseCode — the close code of the last death (1006 if the
* transport died without a close frame)
* noteError(frame) — feed an `err` frame; `protocol_mismatch`
* latches the mismatch (no retry, ever)
* close() — a clean close (1000)
*/
export function createConnection() {
let socket = null;
let status = "idle";
let lastCloseCode = 1006;
let mismatchLatched = false;
let seq = 0;
let pingTimer = null;
let pingClock = 0;
let onMessage = null;
let onStatus = null;
function setStatus(next) {
if (status === next) return;
status = next;
if (onStatus) onStatus(status);
}
function stopPing() {
if (pingTimer !== null) clearInterval(pingTimer);
pingTimer = null;
}
function send(model) {
if (socket === null || socket.readyState !== 1 /* OPEN */) return false;
socket.send(JSON.stringify(model));
return true;
}
function connect(code, { token = null, name = null } = {}) {
if (socket !== null && socket.readyState !== 3 /* CLOSED */) close();
lastCloseCode = 1006;
seq = 0; // a fresh socket: the server's `last_seq` starts at 0, so the
// first `input` frame must be seq >= 1
const scheme = location.protocol === "https:" ? "wss" : "ws";
const next = new WebSocket(
`${scheme}://${location.host}/ws/${encodeURIComponent(code)}`,
);
socket = next;
setStatus("connecting");
next.onopen = () => {
// `extra="forbid"` on the server: only `p`, `token`, `name` may ride
// the hello, and nulls are omitted rather than sent.
const hello = { type: "hello", p: PROTOCOL_VERSION };
if (token !== null) hello.token = token;
if (name !== null) hello.name = name;
send(hello);
setStatus("open");
// The keep-alive (docs/PROTOCOL.md "Heartbeats"): any inbound frame
// resets the server's 12 s dead window; a 1 s `ping` keeps a half-open
// TCP honest. Phase 08 raises this to the documented 5 Hz RTT probe.
stopPing();
pingTimer = setInterval(() => {
send({ type: "ping", t: pingClock += 1 });
}, 1000);
};
next.onmessage = (event) => {
let frame = null;
try {
frame = JSON.parse(event.data);
} catch {
return; // the server must not send non-JSON; if it does, ignore
}
if (frame !== null && onMessage !== null) onMessage(frame);
};
next.onerror = () => {
/* the close event follows; classified there */
};
next.onclose = (event) => {
// A replaced socket's close is stale (a `connect()` swapped it
// out): only the current socket's death is the connection's.
if (socket !== next) return;
stopPing();
lastCloseCode = event.wasClean ? event.code : 1006;
if (mismatchLatched) setStatus("mismatch");
else setStatus("closed");
};
return next;
}
function sendInput(move, act) {
seq += 1;
const x = move === null ? 0 : move.x;
const y = move === null ? 0 : move.y;
// `face: null` = "derive from move" (docs/PROTOCOL.md "Input rules");
// an explicit facing is task 05's (the keyboard module).
return send({
type: "input",
seq,
move: { x, y },
act: Boolean(act),
face: null,
});
}
function noteError(frame) {
if (frame !== null && frame.code === "protocol_mismatch") {
mismatchLatched = true;
if (status !== "mismatch") setStatus("mismatch");
}
}
function close() {
stopPing();
const current = socket;
socket = null;
if (current !== null && current.readyState !== 3) {
try {
current.close(1000);
} catch {
/* already gone */
}
}
if (status !== "mismatch" && status !== "idle") setStatus("closed");
}
return {
connect,
send,
sendInput,
close,
noteError,
get status() {
return status;
},
get lastCloseCode() {
return lastCloseCode;
},
get mismatchLatched() {
return mismatchLatched;
},
set onMessage(handler) {
onMessage = handler;
},
set onStatus(handler) {
onStatus = handler;
},
};
}