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