NilsBriggen
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a8cb7d65f4
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Phase 18: internet realtime collaboration (GM-authoritative) + server
- Shared Zod wire protocol (src/lib/sync/messages.ts): hosted/joined/snapshot/
mapImage/error; player-safe projections only (enemy HP masked on the GM before
broadcast via src/lib/combat/playerProjection.ts).
- wsSync adapter (src/lib/sync/wsSync.ts) behind the existing SyncAdapter seam:
GM hostSession + debounced snapshot broadcast (useSessionBroadcaster), player
joinSession into an ephemeral playerSessionStore, exponential-backoff reconnect
with seamless room resume (GM secret). localSync remains the offline default.
- buildSnapshot (src/lib/sync/snapshot.ts) reuses the same projection as the local
/play view, guaranteeing parity. Player view refactored into shared PlayerBoards;
/play?room=CODE = networked read-only mode.
- SessionControl in the header: Host (optional password) → shareable room code/link.
- Server (server/): Fastify + @fastify/websocket + @fastify/static, in-memory
GM-authoritative rooms (crypto room id/secret hashed, optional join password,
TTL sweep, players strictly read-only), origin allowlist, per-frame size cap +
rate limit, Zod validation. esbuild bundle (server/build.mjs), tsconfig.server.json.
- Dockerfile (multi-stage) + deploy/ttrpg.compose.yml (own project on external
'proxy' net, Traefik labels for ttrpg.briggen.dev, non-root, no-new-privileges).
CSP connect-src now allows same-origin wss:.
Tests: protocol round-trip, room hub (auth/password/resume/TTL/read-only), enemy
masking, Fastify+ws integration (host→join→snapshot, player push rejected), and a
two-context Playwright realtime spec (separate config) — GM hosts, player device
sees live combat with masked enemy HP.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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2026-06-08 10:49:31 +02:00 |
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