Pages serves index.html with 200 for unknown paths when there is no
404.html, so a never-published channel looked published and jq failed on
the HTML. Add a real 404 page and treat a 200 without a latest.json as
absent.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01JdMNbY5hLR7FjtfEE712xG
A push-triggered first deploy cannot set the first_deploy input, and the
domain answers 403/1014 until the Pages project exists. 1014 means nothing
exists to preserve, so handle it like a 404. Other 403s still abort.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01JdMNbY5hLR7FjtfEE712xG
Both workflows gain a deploy-pages job that stages their channel into one
Pages site, carrying the other channel over from the live site. The in-app
updater now reads /prod|/dev/latest.json from plg.wallacenet.ca instead of
the GitHub API. GitHub releases are still published for one transition
deployment so existing installs can fetch the new updater.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01JdMNbY5hLR7FjtfEE712xG
Tally sheets let any player score at any moment (+1, -1 or a custom amount)
with a log of entries that can be taken back. Entries are stored as one-player
rows so totals, undo and sharing work unchanged.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
A guest was timing out with nothing ever shown on the host. Without a
device to look at, this makes the next test say where it stops, and fixes
what was found on the way.
- The host's Sharing panel shows links received and join requests read, which
tells "nobody reached this phone" from "reached it and not understood".
- The guest says when its link is up and it is waiting for an answer.
- A request waiting shows on the host's top bar ("Sharing . 1 waiting"), and
the Sharing panel steps aside while one is up so two dialogs never stack.
- Join is a top-bar action on a sheet already under way; it was only offered
on an empty one.
- LanTransport: a host being cleaned up no longer unregisters the
advertisement or clears the address of a newer host started in its place.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01CBG7URddsUZjQ6KE1Kqf6G
A host can share its score sheet and others nearby can join it, found the
same way games are, or by typed address over a hotspot.
- A joining guest is not let in on its own say-so. The host is prompted with
the guest's name and answers Allow or Deny. A device already let in that
drops out (locked phone) is let straight back; the host can remove anyone.
- The host's sheet is authoritative. What travels is what was done (SheetOp:
add round, rename, move column, ...), not whole sheets, so changes made at
the same moment all land. A guest's own changes show at once and are laid
over the host's sheet until confirmed (SheetReplica).
- Sync asks the host for the sheet as it stands, and runs on its own when
the app returns to the front, as it does for a game table.
- Hello carries a purpose and hosts advertise one, so a game join screen does
not list score sheets and a game guest typing a sheet's address is told so.
- The Scorekeeper screen now expresses every edit as a SheetOp, so one grid
serves a local sheet, a hosted one and a joined one.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01CBG7URddsUZjQ6KE1Kqf6G
Zeros are now stored so a typed 0 shows as 0 while a blank cell stays blank.
Tapping a score in an earlier round opens that round for correction with the
cursor in the tapped cell, instead of needing the row number first.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
A phone locked when its turn came round could not play once it was
unlocked. The game was never wrong — the host still had the position and
the seat was still the player's — but the only route to it was gone, and
nothing rebuilt it. The board came back with the state it had before the
turn arrived, and every tap on it went nowhere.
A locked phone puts its Wi-Fi radio into power save, and a link carrying
nothing between one turn and the next is exactly what that drops. Four
things were missing, and all four are needed:
The radio is held awake for as long as there is a game on, which stops
most of these drops happening at all. FULL_HIGH_PERF rather than the
LOW_LATENCY its deprecation notice points at: that one only applies with
the screen on and the app in front, which is the case that worked.
A link with nothing on it is pinged, and answered. TCP does not report a
link that died this way — the read never returns and the next write goes
into a socket that leads nowhere — so without traffic of its own the app
could not tell a player who was thinking from one who was gone. Both ends
have to speak it or a quiet link would be dropped as dead, hence the
protocol bump; the lobby already turns a mismatch away with "update both
devices".
A write that fails now reports the link as broken instead of closing it as
though this end had meant to. That silence was the reason a dead board
answered nothing and said nothing about why.
And a guest that loses its link dials the host again — which is still
listening, on the same port, for the whole match — and is put back in the
seat it never actually left, by the device id it is already known by. The
table then resyncs, which is what fills the screen back in. Coming back
to the front asks for the same thing, since a client draws nothing but
what it was sent and anything pushed while the link was down was pushed
at nothing.
Sends are serialised while I am here: a message is a line, a write is
three calls, and the heartbeat writes on its own schedule.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01GarwvAPvWHELNspro4foFY
Binding the join socket to the Wi-Fi network covers a phone that has
joined a hotspot. It does nothing for the phone that is sharing one:
that phone has no Wi-Fi *client* network, so there was nothing to bind
to and the code gave up — leaving the socket on the default network,
which is mobile data, and a connection to a guest going out over
cellular to die.
ConnectivityManager does not offer the tethering interface as a Network,
so there is no network to name. Binding this end of the socket to one of
our own addresses on the guest's subnet picks the route instead, which
is the only lever available. The subnet test assumes a /24, which every
Android hotspot hands out, and getting it wrong costs a bind that would
not have helped anyway.
This is the direction that was left broken: the owner of the hotspot
trying to join a game hosted by one of its guests.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_0132V9gE6DF9itz2z3Hn7BK9
Two phones on one phone's hotspot could not find or reach each other.
Nothing was wrong with the Wi-Fi. There were three faults, and the first
one is the whole bug.
A hotspot has no internet behind it, and Android takes that literally:
the Wi-Fi network fails its connectivity check, stays unvalidated, and
mobile data remains the *default* network. Every socket opened without
naming a network is therefore routed out over cellular — where
192.168.43.1 means nothing. The join socket is now bound to the Wi-Fi
network before it connects, and the search for that network deliberately
does not ask whether it has internet, because asking is what breaks it.
Second, the manifest has asked for CHANGE_WIFI_MULTICAST_STATE since the
beginning, with a comment saying discovery needs it, and nothing ever
took the lock. Without it the radio drops multicast frames not addressed
to this device before the system sees them, and mDNS is multicast. Both
advertising and discovering now hold it.
Third, and not fixable: a phone sharing its own hotspot does not
reliably advertise over the tethering interface, whatever the other end
does. So the host now shows where it is and the joiner can type it in.
That path is offered always rather than kept back for when discovery has
failed, because discovery here does not fail loudly — it just never
finds anything, and a screen saying only "no games found" leaves nowhere
to go. Hosts take a known port when they can get one, so what gets typed
is an address and not an address and five more digits.
The lobby scrolls instead of filling. Its lazy lists took the whole
screen for a handful of rows and pushed the Start button off the bottom;
they would have done the same to the address box.
Parsing what somebody types off another phone's screen is the one pure
piece of this and is tested, including that what a host displays is
exactly what the other end accepts. The rest needs two phones and a
hotspot, which CI does not have.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_0132V9gE6DF9itz2z3Hn7BK9
A trick slid off towards its winner and stopped existing. Where it went
was the only record that it had been won at all, and by the third trick
of a hand there was nothing on the table to say who was sitting on what
— which on a real table is the most-glanced-at thing in the game, and
the whole reason cards are gathered rather than binned.
Each player now has a face-down pile in front of them: one card back per
trick, because a trick is squared into a single bundle and put down, and
from above that is what you see. The piles sit beside each player's own
card, one place clockwise along their edge, which is both where a player
would actually put them and the one spot on each edge nothing else was
using. Wizard seats three to six so its piles go half a seat clockwise
round the same ring the cards are played on.
The count follows the cards, not the rules. A trick is counted the
instant its last card is played, which is a beat before the gather and
two before the cards arrive; reading the state directly grew the
winner's pile while the trick was still lying in the middle of the
table, and the cards then slid over and landed on a pile that had
already counted them. rememberArrivedTricks holds the count back until
the sweep has actually run.
The sweep changes to suit its new destination. A gathered card is
squared down towards the size of the bundle it is joining, and stays
whole until the last stretch instead of fading the whole way over: it
now vanishes at the same moment the pile grows by one, and that swap is
only invisible if there was something there to swap.
Kaiser needed a per-seat trick count, which it had never had — it scores
in points, so no rule wanted one. It is defaulted for the wire and
carries a test, because a field no rule depends on is a field that can
quietly stop being maintained. Hearts already keeps the cards themselves
and counts them by the deal.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_0132V9gE6DF9itz2z3Hn7BK9
President drew only the set on top. Everything played before it was in
the state and simply not on the screen, so beating a pair looked like
the previous pair being taken away and replaced rather than covered.
The pile is the point of the game — what is under the top set is the
history of the round — and it was invisible.
The whole pile is now drawn in one loop keyed by position in it. The top
set is laid out square and side by side, because that is the set that
has to be beaten and the only one that has to be readable; everything
under it is pushed out towards the rim of the ground the top set covers,
so a corner shows. Buried dead centre is buried, and then drawing it
achieves nothing.
Keying by position is what makes the transition work. A superseded set
is the same composable it always was, so when its target moves from a
row slot to the rim it animates from wherever it actually is — no
bookkeeping about where it used to sit, and no card vanishing from the
row to reappear under the heap a frame later. The throw stays relative
to wherever a card belongs, so the two compose: a card lands in its
slot, and is shoved aside from it later without the landing having to
know.
The heap scatter is also now its own pair of bounds, looser than the
table's: eight degrees and fifteen per cent of a card width against four
and a half and five. This was not cosmetic. At the tight bounds a
discard pile of five cards was five cards hidden to within a twentieth
of a card width of each other, which reads as one card — Crazy 8s and
Golf were technically stacking and visibly not. A card keeps whichever
scatter it was given for as long as it lies there, since a card that
shuffled sideways the moment something landed on it would be a card
moving on its own.
Cribbage's series is the same shape of thing and was already keeping its
cards, so it gains the landing to match; its hand gains the tilt the
other hands have.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_0132V9gE6DF9itz2z3Hn7BK9
Cards appeared and disappeared. A card was drawn at its resting place
the frame it was played, and a finished trick slid off in a straight
line at a constant speed with every card starting and stopping
together. Nothing about that reads as a hand putting a card down.
What a real card does is arrive from the side of the person who threw
it, carry past the spot it was aimed at and rock back, and finish a
little crooked and a little off the mark. That is the whole model. There
are no collisions and no ragdolls, because the difference between cards
on a table and cards thrown down a stairwell is entirely the size of the
numbers: the tilt is capped at four and a half degrees and the drift at
five per cent of a card width, and both are smaller than they want to
be.
The flight is one underdamped spring on a single 0-to-1 value, with
position, angle and height above the table all read off it. The
overshoot is the spring passing 1 and returning, so the card carries and
settles as one motion rather than as three animations that happen to
start together. Driving them apart was tried and looked like it.
The scatter is hashed out of the card's identity rather than drawn from
a generator. A generator would give a card a new angle on every
recomposition, which twitches; hashing the list position instead would
make a card jump whenever another landed beside it. Hashed this way a
card lies the same way for as long as it lies there, and no two cards in
a deck lie the same way as each other. The pure half of that — the
hash, the bounds, the sweep stagger — is unit tested, since it is not
something a screenshot would show.
The sweep now staggers and accelerates: cards break away over the first
third of it rather than in lockstep, each carrying out the same turn it
carried in. Piles are drawn as the last few cards of the heap and stocks
as a pack with depth, so a card played onto a discard pile lands on
something. Every card gains the shadow of a card lying on felt.
Applied to Euchre, Kaiser, Wizard and Hearts at the trick, and to
Crazy 8s, President and Golf at the pile; hands get a tilt small enough
that nobody sees it and large enough that a row of cards stops looking
printed. Motion follows the existing animation-speed setting through a
composition local, so the slider still governs all of it.
Series bumped to 1.3 for the dev channel.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_0132V9gE6DF9itz2z3Hn7BK9
Holding dice works whatever order they are tapped in, and the hold survives
the throw. Verified on dev by ci.yml runs 118 and 121 and published as
v1.2.123-dev from this tree.
The selection survives a throw and clears on a turn boundary, keyed on the
round as well as the seat so a solo game resets too. Verified by ci.yml
run 121.
Picking the same three dice again after every throw is work the screen can do.
A kept die does not move and does not change, so the hold a player just made is
still the hold they want, and clearing it was throwing away a decision they had
already expressed.
The selection has to go when the turn does, though. A turn opens with the dice
back in the cup and its first throw must keep nothing -- the rules refuse
anything else -- so a selection carried over from the last turn would be
rejected and Throw would look broken in exactly the way it did before.
Keyed on the round as well as the seat, because a solo game never changes seat:
turn stays at zero and only the round moves on.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Urn6eEBA6XzrnfoibL7faC
Holding dice did nothing unless they were tapped left to right: a tap-ordered
list was not among the ascending ones legalMoves offered, and the controller
drops what it cannot find there. Verified by ci.yml run 118.
Holding dice did nothing unless they happened to be tapped left to right.
The screen appends each die as it is tapped, so holding the third and then the
first produced [2, 0]. legalMoves only ever generated ascending subsets, and
RollDice is a data class over a List, so [2, 0] was a different move from
[0, 2] and simply was not among the legal ones. MatchController drops a move it
cannot find there, silently -- hence a highlighted die, a Throw that did
nothing, and no error to go on.
A keep is a set of positions. Holding the third die and then the first is the
same act as holding the first and then the third, and a set says so: the two
are now equal, and the order they were built up in cannot matter. That kills
the whole class of bug rather than sorting at the one call site that happened
to show it.
Positions rather than faces still stands -- two fives are two different dice.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Urn6eEBA6XzrnfoibL7faC
Listing a game in each menu it belonged to made every section a partial
duplicate of another: Card Games repeated all four trick-taking games, and
repeated all four patiences again. A menu that echoes itself is harder to scan
than a longer one that does not.
GameDescriptor keeps its set, because it is still true that Klondike is a card
game and Euchre is a trick-taking one, and the blurbs and the sub-menu heading
both lean on that. What changed is where a game is listed: home takes the first
of its menus in GameMenu declaration order, and that order is the priority --
solitaire, then trick-taking, then the rest of the card games, then board
games. The enum is reordered to say so, which puts the rule in one place
instead of in a comparator somewhere else.
Sequence goes back to being a board game only. It is played with two packs, so
it was listed as both, and under this priority "both" would have quietly filed
it under Card Games -- away from where anyone who owns the box would look. The
set is the wrong tool for a game that is only arguably two things.
Nothing in the screens changed: inMenu now answers with homes, and the section
screens were already asking it.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Urn6eEBA6XzrnfoibL7faC
The games moved a level down when the menus became a tree, so the top screen
now holds three sections and two buttons. Spread across an adaptive grid that
read as a page half empty rather than as a menu.
One column, held in the middle, capped at 340dp so a tablet gets a menu rather
than a row of very wide buttons. Join and Scorekeeper sit below the sections and
run the same width, so the column stays a column all the way down rather than
turning into a wrapped row at the top.
The grid is still what the section screens use, where there are enough games for
it to earn its place.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Urn6eEBA6XzrnfoibL7faC
Solitaire, Card Games and Board Games, with Trick-taking under Card Games,
and a game listed in every menu it belongs to rather than just one.
Verified by ci.yml run 105.
Three sections on the main screen -- Solitaire, Card Games, Board Games -- and
Trick-taking sitting under Card Games rather than beside it, because it is a
kind of card game and not a rival to one.
GameDescriptor carries a set of menus rather than one category. A patience is
solitaire and a card game; Euchre is a card game and a trick-taking one; peg
solitaire is solitaire and a board game. Each is listed in every place it
belongs, which is the point: a game reachable one way and not the other is a
game somebody cannot find.
GameMenu reads its parent from a `when` rather than taking it as a constructor
argument. An enum entry cannot refer to another entry while the class is still
initialising, and the lookup afterwards costs nothing.
Counting a section counts a set rather than adding lists together, since a game
in both Card Games and Trick-taking is one game and not two. hasAnything asks
about a menu and its children together, so a section is only hidden when there
is nothing under it anywhere -- the same rule that used to keep a heading from
being stranded over an empty category.
The dev-build "coming soon" behaviour is unchanged and still tested. What could
not survive the change is the old test that counted games across categories and
expected the total to equal the catalogue: with a game in several menus that
sum is meaningly larger. It is now a union, which is what it was really
checking -- that no game is stranded in no menu at all.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Urn6eEBA6XzrnfoibL7faC
Three more patiences, all playable, and the Klondike table laid out the way
a real one is.
Verified by ci.yml runs 100 and 101, green across build, tests and lint.
Seven games now, and the three new ones are tappable.
The furniture they share moves into CardTable: a place a card sits, an empty
place that can still be tapped into, and the two dialogs for leaving. Klondike
keeps its own copies rather than being rewritten to use them -- it was written
first, its constants are tuned to seven columns, and its private helpers cannot
collide with these.
FreeCell puts the cells on the left and the homes on the right, which is what
makes the cells read as somewhere to put things rather than somewhere cards come
from. Spider shows the two numbers the game actually turns on above the columns:
runs gone away, and rows still in the stock waiting to bury everything.
Pyramid is drawn as it is dealt, each row offset half a card so every card sits
in the notch between the two below it. The shape is the rules -- a card is only
in play once both the cards resting on it have gone -- so seeing it at a glance
is most of playing it. Tapping a king takes it alone; tapping anything else
holds it and lights up only what would make thirteen with it.
All three restart by rebuilding the controller, as Klondike and peg solitaire
do, because a blocked deal is genuinely finished and advanceIdle never runs.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01Urn6eEBA6XzrnfoibL7faC