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8 changed files with 48 additions and 762 deletions

View file

@ -58,21 +58,8 @@ pub const SCRIPT: &str = r#"
(function () {
var down = null, held = null, marked = [], ghost = null, ghostLabel = '';
// What is actually under the pointer, not what the browser decided the
// event belongs to. CB-WP-0020 T03: for touch and pen a browser
// implicitly captures the pointer to the pointerdown target, so
// `e.target` on pointerup can be the element you STARTED on wherever
// you release. That makes a drop look like a drop-on-itself, and the
// "nothing droppable" message unreachable. elementFromPoint is correct
// under both behaviours.
function under(e) {
if (document.elementFromPoint && e.clientX !== undefined) {
return document.elementFromPoint(e.clientX, e.clientY) || e.target;
}
return e.target;
}
function node(e) {
var n = under(e);
var n = e.target;
while (n && !(n.getAttribute && n.getAttribute('data-drop'))) { n = n.parentNode; }
return n;
}
@ -129,13 +116,8 @@ pub const SCRIPT: &str = r#"
if (n.getAttribute('data-targets')) {
ghost = document.createElement('div');
ghost.id = 'cb-ghost';
// Keep the label as markup, so the explanation can be appended
// rather than replacing it (CB-WP-0020 T02). The first version set
// textContent, which collapsed the card's line break and then got
// overwritten by the explanation -- losing the only sign of what
// was being carried, exactly when it was needed.
ghostLabel = (n.getAttribute('data-drop') || '').replace('action-', '');
ghost.innerHTML = '<b>' + ghostLabel + '</b>';
ghostLabel = n.textContent;
ghost.textContent = ghostLabel;
ghost.style.left = e.clientX + 'px';
ghost.style.top = e.clientY + 'px';
document.body.appendChild(ghost);
@ -149,8 +131,7 @@ pub const SCRIPT: &str = r#"
// The explanation, beside the pointer and therefore beside the
// target it is over (CB-WP-0018 T03).
var over = describeOf(held, key(node(e)));
ghost.innerHTML = '<b>' + ghostLabel + '</b>'
+ (over ? '<span class="why">' + over + '</span>' : '');
ghost.textContent = over || ghostLabel;
ghost.className = over ? 'over' : '';
});
@ -196,35 +177,19 @@ h1,h2{font-size:1rem;margin:1.2rem 0 .4rem;color:#9cf}
.pick{cursor:grab;user-select:none;box-shadow:0 2px 0 #0006,0 0 0 1px #5a7a inset;
transition:transform .08s,box-shadow .08s}
.pick:hover{box-shadow:0 3px 8px #000a,0 0 0 1px #7ca inset;transform:translateY(-1px)}
/* Held: the thing in your hand is lifted and dimmed where it used to be. */
.held{cursor:grabbing;opacity:.45;transform:scale(.97)}
/* A legal destination for the thing currently held -- and ONLY for that
thing. The set is written by Rust into data-targets; the script matches
it and never derives it (ADR-0010 D1).
CB-WP-0020 T01, at the maintainer's instruction: change the EXISTING
border, do not draw a new box. `outline` + `outline-offset` drew a
second rectangle outside the element, which an SVG viewport clips (the
reported missing top and left edges) and which made a seat's highlight
the size of a whole card. Restyling the border in place cannot move
anything, because the border is already in the layout. */
.dropok{border-style:dashed;border-color:#9cf;background:#1d2a33}
.dropok circle,.dropok rect{stroke:#9cf;stroke-dasharray:5 3}
it and never derives it (ADR-0010 D1). */
.dropok{outline:2px dashed #9cf;outline-offset:3px;background:#1d2a33}
.dropok text{fill:#cfe}
/* The ghost that follows the pointer, so a drag is not invisible. */
#cb-ghost.over{background:#1d3347;border-color:#9cf;color:#cfe}
/* The thing in your hand. Deliberately NOT card-shaped: it used to be a
textContent copy of the card, so the line break collapsed and it read
as a second card sitting next to the first (CB-WP-0020 T02). */
#cb-ghost{position:fixed;pointer-events:none;z-index:9;padding:.25rem .55rem;
border-radius:999px;background:#2b4a3a;border:1px solid #7ca;
color:#dfe;font:12px ui-monospace,monospace;
box-shadow:0 6px 16px #000b;transform:translate(-50%,-160%);
white-space:nowrap}
/* The explanation is ADDITIONAL, never a replacement: losing the label is
losing the only sign of what you are carrying. */
#cb-ghost b{color:#cfe}
#cb-ghost .why{color:#9cf;margin-left:.4rem}
/* What you picked up, left visibly behind so there are not two cards. */
.held{cursor:grabbing;opacity:.35;border-style:dashed}
#cb-ghost{position:fixed;pointer-events:none;z-index:9;padding:.3rem .5rem;
border-radius:6px;background:#243;border:1px solid #5a7;color:#dde;
font:13px ui-monospace,monospace;box-shadow:0 6px 16px #000b;
transform:translate(-50%,-140%)}
.k{color:#89a}
.nil{color:#c88}
.eff{color:#8c9}
@ -360,28 +325,6 @@ fn relations_svg(view: &GroundView) -> String {
s
}
/// A revealed selection, phrased the way the log phrases the command.
///
/// Deliberately the same shape as `event_line`'s `ActionSelected` arm —
/// a second vocabulary for the same fact drifts from the first, which is
/// exactly what `{:?}` was doing here.
fn selection_words(s: &games_ground::Selection) -> String {
// Every field that is set is named. The first draft matched on
// `(target, problem)` and showed only the target when both were
// present — the coverage gate caught it, because a field the document
// never shows is a field a player never sees. The aggregate does not
// currently produce both, but a renderer that silently drops one is
// the omission class this crate exists to guard against.
let mut out = format!("{:?}", s.action);
if let Some(t) = s.target {
let _ = write!(out, " on {}", seat_name(t));
}
if let Some(n) = s.problem {
let _ = write!(out, " for problem {n}");
}
out
}
fn player_card(out: &mut String, id: PlayerId, p: &PlayerView, view: &GroundView) {
let is_viewer = view.viewer == Some(id);
let _ = write!(
@ -451,12 +394,7 @@ fn player_card(out: &mut String, id: PlayerId, p: &PlayerView, view: &GroundView
"<span class=\"k\">selected</span> {}<br>",
match sel {
SelectionView::Hidden => "face down".to_string(),
// CB-WP-0020 T04: in words, not `Selection { action:
// Solve, target: None, problem: Some(1) }`. After Reveal
// this is how a player follows what everyone else did,
// and it was the same Debug-on-a-player-surface defect
// the log fixed in CB-WP-0018 and this did not.
SelectionView::Shown(s) => esc(&selection_words(s)),
SelectionView::Shown(s) => esc(&format!("{s:?}")),
}
);
}
@ -820,10 +758,7 @@ pub fn ending(view: Option<&GroundView>, message: &str, endpoint: &str, log: &[L
log_section(&mut s, log);
let _ = write!(
s,
"<div class=\"row\">\
<div class=\"card btn pick\" data-drop=\"again\">play again</div>\
<div class=\"card btn pick\" data-drop=\"done\">close \u{2014} I have read this</div>\
</div>\
"<div class=\"card btn pick\" data-drop=\"done\">close \u{2014} I have read this</div>\
<div id=\"cb-status\">the game is over</div>\
<script>window.CB_ENDPOINT={endpoint}</script><script>{SCRIPT}</script>",
endpoint = json_string(endpoint),

View file

@ -130,49 +130,6 @@ pub fn describe(command: &GroundCommand, seat: cb_kernel::PlayerId) -> String {
}
}
/// Say why a drop meant nothing, in words a player can act on.
///
/// Deliberately does **not** consult the rules to explain *why* a move is
/// illegal — that would be a second implementation of them. It names what
/// was dropped on what, and leaves the reason to the log.
fn refusal(fact: &PointerFact, seat: cb_kernel::PlayerId) -> String {
let name = |id: &str| -> String {
if let Some(a) = id.strip_prefix("action-") {
let mut c = a.chars();
return match c.next() {
Some(f) => f.to_uppercase().collect::<String>() + c.as_str(),
None => id.to_string(),
};
}
if let Some(n) = id.strip_prefix("seat-") {
return n
.parse::<u8>()
.map(|n| format!("P{}", n + 1))
.unwrap_or_else(|_| id.to_string());
}
if let Some(n) = id.strip_prefix("problem-") {
return format!("problem {n}");
}
match id {
"table" => "the table".to_string(),
_ if id.starts_with("freedom-") => "your freedom token".to_string(),
_ => id.to_string(),
}
};
if fact.down == fact.up {
return format!("{} needs to be dropped on something", name(&fact.down));
}
let you = format!("P{}", seat.0 + 1);
if fact.up == format!("seat-{}", seat.0) {
return format!("{} cannot be aimed at {you} right now", name(&fact.down));
}
format!(
"{} on {} is not a move you can make right now",
name(&fact.down),
name(&fact.up)
)
}
/// Resolve a pointer fact to an index into the legal list.
///
/// Returns `Err` rather than a default when nothing matches: a drag that
@ -212,12 +169,10 @@ pub fn resolve(
"{} -> {} is offered by more than one legal command; the page is ambiguous",
fact.down, fact.up
)),
// CB-WP-0020 T03: written in the game's words, not the DOM's.
// This read `action-attack -> action-attack is not a legal move
// here`, which is the vocabulary of element ids — the same defect
// the log had before CB-WP-0018, on the surface a player actually
// reads when something goes wrong.
(None, _) => Err(refusal(fact, seat)),
(None, _) => Err(format!(
"{} -> {} is not a legal move here",
fact.down, fact.up
)),
}
}

View file

@ -68,11 +68,6 @@ function __mk(key, targets, text, descs) {
var n = {
parentNode: null,
textContent: text || key,
// `innerHTML` is stored and its text extracted, so a test can assert
// that the label and the explanation COEXIST (CB-WP-0020 T02) rather
// than only that something is displayed.
set innerHTML(v) { this._html = v; this.textContent = String(v).replace(/<[^>]*>/g, ''); },
get innerHTML() { return this._html || ''; },
style: {},
_cls: {},
_attr: { 'data-drop': key, 'data-targets': targets || null,
@ -595,30 +590,13 @@ mod tests {
ctx.eval("__down('action-attack'); __moveOver('seat-1');")
.expect("drag over");
let shown: String = ctx.eval_as("__ghostText()").expect("ghost text");
// The explanation is ADDITIONAL, never a replacement. The first
// version replaced the ghost's label with the description, which
// is what the maintainer reported: *"replacing the content of the
// picked up card breaks the visual clue about a card being
// moved"*. Both must be present at once.
assert!(shown.contains(&want), "no explanation: {shown:?}");
assert!(
shown.to_lowercase().contains("attack"),
"the ghost stopped naming what is held: {shown:?}"
);
assert_eq!(shown, want);
// Over nothing droppable it falls back to the label, rather than
// keeping a stale explanation pointing at the wrong element.
ctx.eval("__move();").expect("move away");
let away: String = ctx.eval_as("__ghostText()").expect("ghost text");
assert!(
!away.contains(&want),
"the explanation stuck after leaving the target: {away:?}"
);
assert!(
away.to_lowercase().contains("attack"),
"the label vanished when the explanation did: {away:?}"
);
assert_ne!(away, want, "the explanation stuck after leaving the target");
}
/// Every advertised target has a description; a card offering three

View file

@ -150,12 +150,9 @@ mod coverage {
("problems.*.protected_this_round", "protected"),
("focus.*", "\u{2192}P3"),
("selections.*.state", "face down"),
// CB-WP-0020 T04: words, not Debug. These tokens were
// `action: Attack` / `target: Some(PlayerId(1))` /
// `problem: Some(7)` — the shape a player was being shown.
("selections.*.action", "selected Attack"),
("selections.*.target", "Attack on P2"),
("selections.*.problem", "for problem 7"),
("selections.*.action", "action: Attack"),
("selections.*.target", "target: Some(PlayerId(1))"),
("selections.*.problem", "problem: Some(7)"),
("ground_modes.*", "ground mode Gr"),
("ground_choices.*.choice", "ProtectProblem"),
("ground_choices.*.problem", "problem: 7 }"),

View file

@ -1,152 +0,0 @@
# CB-EV-0018 — four human checks, four sets of defects no test could reach
CB-WP-0020 T06. Measured 2026-08-03 at `5e06a7d`+. Pass kind `product`,
tier **S** (structural S; **chaos d8 = 8 → OVERRIDE, drawn S**).
Declaration 3 of chaos window 2.
---
## 1. What the check found, and what the suite said about it
Seven items. **Item 1 passed** — the resting affordance reads without
touching anything. Every other one was a defect, and `make all` was green
for all of them.
| # | reported | cause |
|---|---|---|
| 2 | *"as if we have two cards now"*, the line break vanishes | the ghost was a `textContent` copy of the card |
| 3 | *"upper and left borders … hidden"*, seat highlight *"quite large"* | `outline` + `outline-offset` drew a **second** rectangle; an SVG viewport clips it |
| 4 | *"replacing the content … breaks the visual clue"* | the explanation **replaced** the ghost's label |
| 5 | status line *"switches only if i put back a card"* | see §3 — not reproduced, and fixed anyway |
| 6 | *"cant follow the actions of the other players"* | seat cards rendered `Selection { action: Solve, … }``Debug` on a player surface |
| 7 | *"game over"* wrong when the group succeeded; no way to play again | the ending was written for one outcome and one game |
### Could any of them have been caught mechanically?
Honestly, **two of the seven**, and neither by a check that existed:
- **#6** is the same `{:?}`-on-a-player-surface defect the log fixed in
CB-WP-0018, in a place that pass did not look. A grep for `{:?}` in
emitted output would find it, and that check does not exist. **Worth
building.**
- **#7's headline** is a branch nobody wrote a case for; a test asserting
the ending page differs on `group_success` would have caught it.
**The other five cannot be caught here and saying otherwise would be the
error this project keeps naming.** #2, #3 and #4 are about what a layout
*looks like*; #5 is about which element a browser reports under a pointer.
QuickJS has no layout engine and no hit-testing, and a stub that grew one
would be asserting against my model of a browser rather than a browser.
## 2. The border moves, nothing else does
Adopted as instructed: a legal target restyles its **existing** border
rather than drawing a new box.
```
.dropok{border-style:dashed;border-color:#9cf;background:#1d2a33}
.dropok circle,.dropok rect{stroke:#9cf;stroke-dasharray:5 3}
```
That is the whole fix for the missing top and left edges — an `outline` on
an SVG `<g>` is clipped by the viewport, and on a card it collided with
the neighbour's margin. It also removes the oversized seat highlight,
because the border was always the right size. **A border already in the
layout cannot move the layout**, which is what *"more stable and less
complicated"* was asking for.
## 3. The report I could not reproduce, and what I did instead
Item 5 said the *"nothing droppable"* message never appears. The harness
test for it passes, the page has real gaps to drop into, and I have no
browser — so I could not reproduce it, and **the task said not to fix a
message that already works.**
The likeliest explanation is not the message but **which element the
browser reports**: for touch and pen a browser implicitly captures the
pointer to the `pointerdown` target, so `e.target` on `pointerup` is the
element you *started* on wherever you release. That would make every drop
look like a drop-on-itself — which is exactly the other half of the
report, *"switches only if i put back a card, then showing `action-attack
-> action-attack`"*.
So the fix is to stop asking the event and ask the document:
`document.elementFromPoint(clientX, clientY)`. **That is correct under
both explanations** — with a mouse it returns the same element `e.target`
would; with capture it returns the truth instead of the capture target.
**Recorded as unreproduced, not as diagnosed.** If item 5 still misbehaves
after this, the cause is something else and this note is the starting
point.
**And the refusal was written in element ids.** `action-attack ->
action-attack is not a legal move here` is the vocabulary of the DOM on
the one surface a player reads when something goes wrong. It now says
*"Attack needs to be dropped on something"* or *"Attack on P2 is not a
move you can make right now"*, and a test asserts no `action-` id leaks
into it.
## 4. Two defects my own tests found while fixing these
**The selection renderer dropped a field.** `selection_words` matched on
`(target, problem)` and showed only the target when both were set. The
42-path coverage gate failed the build: *"claimed rendered, but absent
from the emitted document: selections.\*.problem"*. The aggregate does not
currently produce both — but a renderer that silently drops one is the
omission class this crate exists to guard against, and the gate does not
care whether the case is reachable today.
**"Play again" moved the game to a new port.** The first version worked
end to end and would have been useless: `run_game` bound a fresh listener
per game, so dealing a second game left the player's tab pointing at a
dead port — the CB-WP-0018 defect returning by a different route. The
listener is now bound once per **session**.
`play_again_deals_a_second_game` catches it, and it asserts the second
game is a **different deal**, not merely that a second game happened — a
seed that did not advance would have satisfied a naive count.
## 5. Chaos: the first override at d8, and it changed nothing
`d8 = 8` fired on the **second roll** at the new rate and drew **S**,
which is what the structural derivation already said.
**That is one half of window 2's retirement condition** — *retire if an
override changes nothing twice running*. **One.** If the next override
also changes nothing, the mechanism goes.
Worth stating plainly so it is not mistaken for evidence either way: an
override firing on roll 2 of 12 at a 1-in-8 rate is unremarkable luck, and
drawing the structural tier is a 1-in-3 outcome. Neither number says
anything about whether d8 was the right rate. **The window needs its
twelve.**
## 6. Cost
| pass | kind | responses | cost | $/response |
|---|---|---|---|---|
| **CB-WP-0019** | meta | 117 | **$38.54** | 0.329 |
| CB-WP-0020 | product | *provisional — not quoted* | | |
Read by re-running `make status` at the moment of writing, per the rule
CB-WP-0019 wrote. CB-WP-0019 was last reported at $34.80/107 and has
settled at **$38.54/117** — **eight for eight**, and the first one under
20%, which is what re-running at quote time is supposed to do.
**Meta budget: back under the line** — CB-WP-0020 is product work, which
is what the 27% breach called for.
## 7. Open
- **The human check is four for four.** Every run has found something the
suite called green. Its cost is one maintainer session per pass; its
yield so far is a broken drag, a lying affordance list, an invisible
ending, and this set. **It should stay a gate on stage 1.**
- **A `{:?}`-in-emitted-output check** would have caught item 6 and does
not exist. Cheap; owed.
- **The engine still has not imported the edition data**, now that
GROUND-WP-0002 T01 has ruled it authoritative. That is the next product
pass, and it is what makes the ending's `0` scores and `winners nobody`
meaningful — **confirmed as the stand-in's doing, not a scoring bug**.
- **`ground-game` owes ten rulings** (U1U10) and SOLVE's legality.
- **Chaos: 3 of 12 in window 2, one override, changed nothing.**

View file

@ -200,14 +200,14 @@ impl Server {
final_view: Option<&games_ground::view::GroundView>,
message: &str,
linger: std::time::Duration,
) -> Result<EndChoice, String> {
) -> Result<(), String> {
let deadline = std::time::Instant::now() + linger;
self.listener
.set_nonblocking(true)
.map_err(|e| format!("nonblocking: {e}"))?;
let outcome = loop {
if std::time::Instant::now() >= deadline {
break Ok(EndChoice::Closed);
break Ok(());
}
let (mut stream, _) = match self.listener.accept() {
Ok(pair) => pair,
@ -241,21 +241,8 @@ impl Server {
respond(&mut stream, 200, "text/html; charset=utf-8", &page);
}
("POST", "/command") => {
// CB-WP-0020 T05: the browser could not start a second
// game without going back to a terminal, which made it
// a strictly worse client than the CLI it replaces.
let again = req.body.contains("again");
respond(
&mut stream,
200,
"text/plain",
if again { "ok: dealing" } else { "closed" },
);
break Ok(if again {
EndChoice::Again
} else {
EndChoice::Closed
});
respond(&mut stream, 200, "text/plain", "closed");
break Ok(());
}
_ => respond(&mut stream, 404, "text/plain", "the game is over"),
}
@ -265,13 +252,6 @@ impl Server {
}
}
/// What the player asked for on the ending page.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum EndChoice {
Closed,
Again,
}
/// One seat's view of the shared server.
pub struct SeatPolicy {
server: Rc<Server>,
@ -491,64 +471,6 @@ mod tests {
assert!(replies[1].contains("closed"), "{}", replies[1]);
}
/// **CB-WP-0020 T05.** "play again" must deal a second game, not just
/// answer politely and exit — the browser could not start a second
/// game without going back to a terminal, which made it a strictly
/// worse client than the CLI it replaces.
#[test]
fn play_again_deals_a_second_game() {
let buf = std::sync::Arc::new(std::sync::Mutex::new(Vec::new()));
let out = SharedOut(buf.clone());
let game = std::thread::spawn(move || {
crate::table::play(
&crate::table::Config {
seed: 3,
players: 3,
human_seats: vec![0],
bot: "random".into(),
replay_dir: None,
record: None,
serve: Some(0),
},
std::io::Cursor::new(Vec::new()),
out,
)
});
let (port, token) = wait_for_url(&buf);
// Play one game out, ask for another, play that one out too.
let mut deals = 0;
for round in 0..2 {
drive_to_end(port, &token);
deals += 1;
let want = if round == 0 { "again" } else { "done" };
let body = format!("down={want}&up={want}");
let reply = http(
port,
&format!(
"POST /command?t={token} HTTP/1.1\r\nHost: 127.0.0.1:{port}\r\n\
Origin: http://127.0.0.1:{port}\r\nContent-Length: {}\r\n\r\n{body}",
body.len()
),
);
if round == 0 {
assert!(reply.contains("dealing"), "play again refused: {reply}");
}
}
assert_eq!(deals, 2, "the second game was never dealt");
game.join().expect("game thread").expect("the games ran");
// Two games, and they must not be the same deal — "again" that
// re-dealt the identical game would satisfy a naive count.
let text = String::from_utf8_lossy(&buf.lock().expect("out")).to_string();
let hashes: Vec<&str> = text
.match_indices("game over \u{2014} ")
.map(|(i, _)| &text[i..i + 60])
.collect();
assert!(hashes.len() >= 2, "only {} game(s) finished", hashes.len());
assert_ne!(hashes[0], hashes[1], "play again re-dealt the same game");
}
/// A game that ended badly must say so rather than draw a table for a
/// game that never happened.
#[test]
@ -579,70 +501,6 @@ mod tests {
}
}
/// Block until the server prints its URL, then return (port, token).
fn wait_for_url(buf: &std::sync::Arc<std::sync::Mutex<Vec<u8>>>) -> (u16, String) {
loop {
let text = String::from_utf8_lossy(&buf.lock().expect("out")).to_string();
if let Some(i) = text.find("http://127.0.0.1:") {
let rest = &text[i..];
let end = rest.find(char::is_whitespace).unwrap_or(rest.len());
let url = &rest[..end];
let port = url["http://127.0.0.1:".len()..]
.split('/')
.next()
.expect("port")
.parse()
.expect("port number");
return (port, url.split("t=").nth(1).expect("token").to_string());
}
std::thread::sleep(std::time::Duration::from_millis(20));
}
}
/// Play the offered moves until the page stops offering any, which is
/// the ending. Returns the last page.
fn drive_to_end(port: u16, token: &str) -> String {
let mut last = String::new();
for _ in 0..60 {
last = http(
port,
&format!("GET /?t={token} HTTP/1.1\r\nHost: 127.0.0.1:{port}\r\n\r\n"),
);
let keys = cb_render_html::jsrun::droppables(&last);
let spatial = keys
.iter()
.find(|(k, t)| k.starts_with("action-") && t.is_some())
.map(|(k, t)| {
(
k.clone(),
t.as_ref()
.expect("checked")
.split(' ')
.next()
.expect("t")
.to_string(),
)
});
let button = keys
.iter()
.find(|(k, _)| k.starts_with("cmd-") || k == "pass")
.map(|(k, _)| (k.clone(), k.clone()));
let Some((down, up)) = spatial.or(button) else {
return last;
};
let body = format!("down={down}&up={up}");
http(
port,
&format!(
"POST /command?t={token} HTTP/1.1\r\nHost: 127.0.0.1:{port}\r\n\
Origin: http://127.0.0.1:{port}\r\nContent-Length: {}\r\n\r\n{body}",
body.len()
),
);
}
last
}
fn http(port: u16, raw: &str) -> String {
let mut s = TcpStream::connect(("127.0.0.1", port)).expect("connect");
s.write_all(raw.as_bytes()).expect("write");
@ -918,19 +776,9 @@ mod tests {
let replies = client.join().expect("client thread");
assert!(replies[0].contains("200 OK"));
// CB-WP-0020 T03: the refusal is in the game's words now, not the
// DOM's. It read `action-attack -> action-attack is not a legal
// move here` on the surface a player reads when something goes
// wrong — element ids, the same defect the log had.
assert!(
replies[0].contains("not a move you can make")
|| replies[0].contains("needs to be dropped on"),
"a meaningless drag must be told it meant nothing, in words: {}",
replies[0]
);
assert!(
!replies[0].contains("action-"),
"the refusal leaked an element id: {}",
replies[0].contains("not a legal move"),
"a meaningless drag must be told it meant nothing: {}",
replies[0]
);
assert!(replies[1].contains("200 OK"));

View file

@ -21,7 +21,6 @@ use games_ground::{GroundCommand, GroundState};
use crate::inspect::{render, seat_name};
use std::io::{BufRead, Write};
#[derive(Clone)]
pub struct Config {
pub seed: u64,
pub players: u8,
@ -221,39 +220,14 @@ pub fn play<R: BufRead, W: Write>(config: &Config, input: R, out: W) -> Result<S
// borrow them, so ownership stays here and the game runs one frame in.
let input = std::cell::RefCell::new(input);
let out = std::cell::RefCell::new(out);
// CB-WP-0020 T05: a browser session can deal a second game. The seed
// advances, because replaying the identical deal is not "again".
// CB-WP-0020 T05: ONE listener for the session, not one per game.
// The first version bound a fresh port inside `run_game`, so "play
// again" moved the game to a new URL and the player's tab was left
// pointing at a dead port. Caught by `play_again_deals_a_second_game`.
let server = match config.serve {
Some(port) => {
let s = std::rc::Rc::new(crate::hotseat::Server::bind(port)?);
let _ = writeln!(out.borrow_mut(), " open {}", s.url());
let _ = out.borrow_mut().flush();
Some(s)
}
None => None,
};
let mut cfg: Config = config.clone();
loop {
let (summary, choice) = run_game(&cfg, &input, &out, server.clone())?;
if choice != crate::hotseat::EndChoice::Again {
return Ok(summary);
}
cfg.seed = cfg.seed.wrapping_add(1);
}
run_game(config, &input, &out)
}
fn run_game<'a, R: BufRead + 'a, W: Write + 'a>(
config: &Config,
input: &'a std::cell::RefCell<R>,
out: &'a std::cell::RefCell<W>,
server: Option<std::rc::Rc<crate::hotseat::Server>>,
) -> Result<(Summary, crate::hotseat::EndChoice), String> {
) -> Result<Summary, String> {
let setup = Setup {
players: config.players,
preset: format!("standard-{}p", config.players),
@ -269,6 +243,15 @@ fn run_game<'a, R: BufRead + 'a, W: Write + 'a>(
// ADR-0007: a browser seat and a CLI seat are both just a Policy, so
// the driver cannot tell them apart — which is the property that lets
// a browser game replay as a scenario like any other.
let server = match config.serve {
Some(port) => {
let s = std::rc::Rc::new(crate::hotseat::Server::bind(port)?);
let _ = writeln!(out.borrow_mut(), " open {}", s.url());
let _ = out.borrow_mut().flush();
Some(s)
}
None => None,
};
let mut policies: Vec<Box<dyn Policy + 'a>> = Vec::new();
for seat in 0..config.players {
if config.human_seats.contains(&seat) {
@ -339,11 +322,10 @@ fn run_game<'a, R: BufRead + 'a, W: Write + 'a>(
// CB-WP-0018 T01: the browser sees the end of its own game. Measured
// before this: a game ended at 5 rounds / 30 commands, the result went
// to stdout, and the page's post-`ok` reload got Connection refused.
let mut end_choice = crate::hotseat::EndChoice::Closed;
if let Some(srv) = &server {
let ended = game.state.project(Viewer::Spectator);
let msg = format!("{} commands, hash {}", game.commands, &end_hash[..12]);
end_choice = srv.serve_end(Some(&ended), &msg, END_LINGER)?;
let _ = srv.serve_end(Some(&ended), &msg, END_LINGER);
}
let scenario = games_ground::record::to_scenario(
@ -379,14 +361,11 @@ fn run_game<'a, R: BufRead + 'a, W: Write + 'a>(
}
};
Ok((
Summary {
rounds: game.rounds,
end_state_hash: end_hash,
scenario,
bundle,
recorded,
},
end_choice,
))
Ok(Summary {
rounds: game.rounds,
end_state_hash: end_hash,
scenario,
bundle,
recorded,
})
}

View file

@ -1,254 +0,0 @@
---
id: CB-WP-0020
kind: product
title: "The table you can read: the card in your hand, the border that moves, the game that ends"
status: done
---
# Purpose
```
structural tier S (presentation inside an existing capability — no new
port, no canonical interface, no new dependency)
chaos d8 = 8 → OVERRIDE, tier drawn: S
declared tier S (structural S, chaos 8 → S)
```
Declaration 3 of chaos window 2, and **the first override at d8** — it
fired on the second roll at the new rate. It changed nothing, which is
the first half of window 2's retirement condition (*retire if an override
changes nothing twice running*). **One.**
## What the perceptual check found
The maintainer ran it on 2026-08-03. **Item 1 passes** — the resting
affordance reads. Everything else has a defect, and several are defects in
things the tests call green, because no test here can see a layout.
Quoted, because the wording carries the diagnosis:
1. **Pickable is legible.** ✅ Nothing to do.
2. *"the card is picked up but the linebreak vanishes and the card below
does not vanish. So it is a little as if we have two cards now"*
3. *"the upper and left borders of the dashed lines seem to be hidden for
some items. Also for players the rectangle is quite large. Maybe we
should not have a new dashed line but just set the existing borderline
to dashed so that the layout is more stable and less complicated"*
4. *"replacing the content of the picked up card breaks the visual clue
about a card being moved"*
5. *"the orange status line does not change as you describe. It seems to
switch only if i put back a card"*
6. *"I cant follow the actions of the other players too well because they
do not visualize on the board other than by result and the log"*
7. *"maybe should read 'Game finished' if the players have been
successful… There is no button to start a new game"*
## Task: the border moves, nothing else does
```task
id: CB-WP-0020-T01
status: done
priority: high
```
**Adopt the maintainer's design instruction**: a legal drop target changes
its **existing border** to dashed and coloured. No second box.
The current `outline: 2px dashed; outline-offset: 3px` draws a *new*
rectangle outside the element. That is why the top and left edges vanish
on some items — an `outline` on an SVG `<g>` is clipped by the SVG
viewport, and on a card it collides with the neighbour's margin. It is
also why a seat's highlight is *"quite large"*: it outlines a whole card
when only the border needed to change.
- HTML targets: restyle `border-style`/`border-color` in place.
- SVG targets: change the existing `stroke`, not an added outline.
**Control:** the marked set must still equal the set Rust emitted
(ADR-0010 D2 property 1) — the mutation that derives targets instead of
reading them must stay red. This is a style change and must not become a
behaviour change.
**Done 2026-08-03.** `.dropok` restyles `border-style`/`border-color` in
place, and SVG targets change their existing `stroke` with a dash array.
No `outline` remains. **A border already in the layout cannot move the
layout**, which is what the instruction was for.
## Task: the thing in your hand looks like a thing in your hand
```task
id: CB-WP-0020-T02
status: done
priority: high
```
Two reports, one cause. The ghost is a `textContent` copy of the card, so
(2) the `<br>` collapses and it reads as a *second card*, and (4) the
explanation **replaces** the label, so the only thing identifying what you
are carrying disappears exactly when you need it.
- The ghost must not impersonate a card. Make it read as a held token:
smaller, distinct, and it may keep the line break.
- The explanation is **additional**, never a replacement. Carrying
*"Attack"* and hovering P2 should show both — the label and *"commit
Attack against P2"*.
- The element left behind must look **left behind**, so there are not two
cards.
**Control:** the description shown must still be the one Rust wrote for
that pair (ADR-0010 D1) — the neighbouring-pair mutation stays red. And a
new one: the ghost must still name what is held when an explanation is
showing, so a mutation that drops the label goes red.
**Done 2026-08-03.** The ghost is a pill, not a card — it cannot be
mistaken for a second card — and the explanation is appended beside the
label rather than replacing it. The left-behind element is dimmed to 0.35
and dashed, so it reads as *left behind*.
The stub grew `innerHTML` so the test can assert **both** are present at
once; it previously could only see that *something* was displayed, which
is why the replacement went unnoticed.
## Task: say why a drop was refused, in words
```task
id: CB-WP-0020-T03
status: done
priority: high
```
Reported: the status line *"seems to switch only if i put back a card"*,
and then reads `action-attack -> action-attack is not a legal move here`.
Two defects.
**The refusal is written in element ids.** `resolve` returns
`"{down} -> {up} is not a legal move here"`, which is the vocabulary of
the DOM, not of the game. A player reads *"you cannot Attack yourself"*.
**And the no-target path apparently never fires.** CB-WP-0018 added
*"took … , let go over nothing droppable"* for a drop on nothing, and the
maintainer did not see it. Find out why before changing anything —
the likely answer is that there is almost no bare background to drop on,
every part of the page being a card, in which case the message is correct
and unreachable, and the fix is elsewhere. **Do not "fix" a message that
already works; reproduce the report first.**
**Done 2026-08-03. Not reproduced, and recorded as not reproduced.** The
harness test passes and the page has real gaps; without a browser I cannot
see it fail.
The likeliest cause is not the message but **which element the browser
reports**: for touch and pen the pointer is implicitly captured to the
`pointerdown` target, so `e.target` on `pointerup` is where you *started*.
That would make every drop look like a drop-on-itself — which is the other
half of the report. `document.elementFromPoint` is now used instead, and
it is **correct under both explanations**.
**The refusal is in the game's words**, not element ids: *"Attack on P2 is
not a move you can make right now"*. A test asserts no `action-` id leaks
into it.
## Task: show what the other players did
```task
id: CB-WP-0020-T04
status: done
priority: medium
```
Reported: *"I cant follow the actions of the other players"*.
After Reveal, selections are public (GR-R04) and the seat card **does**
carry them — as `Selection { action: Solve, target: None, problem: Some(1) }`.
That is a `Debug` impl on a player-facing surface, which is the same
defect the log fixed in CB-WP-0018 and did not fix here.
Render a seat's revealed selection in the same words the log uses. Reuse,
do not re-phrase: a second vocabulary drifts from the first.
**Control:** a seat's rendered selection must match the log's phrasing for
the same command, asserted rather than eyeballed.
**Done 2026-08-03.** `selection_words` renders every field that is set.
**The coverage gate failed my first version**, which matched on
`(target, problem)` and showed only the target when both were present:
*"claimed rendered, but absent: selections.\*.problem"*. The aggregate does
not currently produce both — the gate does not care whether the case is
reachable, and it was right not to.
## Task: the game ends in a way you can act on
```task
id: CB-WP-0020-T05
status: done
priority: medium
```
Three things, in the order they matter:
- **"game over" is the wrong headline when the group succeeded.** It
should say what happened — the outcome carries `group_success`, so use
it.
- **A new game.** Reported as *"would be nice"*, and it is more than that:
the only way to play twice today is to go back to a terminal, which
makes the browser a strictly worse client than the CLI it was meant to
replace.
- **The scores read 0 and the winner is nobody.** That is very likely the
stand-in dataset, not a scoring bug — GROUND-WP-0002 T01 has now ruled
the edition data authoritative. **Do not fix scoring here.** Confirm the
cause and record it; the import is its own pass.
**Done 2026-08-03.** The headline reads from the outcome: *"the group held
the frame"* / *"did not hold the frame"*, and only says *"game over"* when
there is no outcome to report.
**"Play again" is real, and its first version was useless.** `run_game`
bound a fresh listener per game, so a second game moved to a new port and
left the player's tab pointing at a dead one — the CB-WP-0018 defect
returning by another route. The listener is bound once per **session**
now. `play_again_deals_a_second_game` asserts the second game is a
**different deal**, not merely that one happened.
**The 0 scores and `winners nobody` are the stand-in dataset**, confirmed,
not a scoring bug. Not fixed here.
## Task: evidence
```task
id: CB-WP-0020-T06
status: done
priority: high
```
`evidence/CB-EV-0018-*.md`.
- **What the perceptual check bought this time**, and the running count:
four runs, four sets of defects no test could reach.
- **Which of these the test suite called green**, and whether any of them
*could* have been caught mechanically — for those that could, say why
they were not, and for those that could not, say so plainly rather than
proposing a check that would not work.
- **Chaos: the first override at d8**, and that it changed nothing. That
is one half of window 2's retirement condition; record it as such.
- **Quote CB-WP-0019's cost by re-running the instrument**, per the rule
it wrote.
**Done 2026-08-03.**
[CB-EV-0018](../evidence/CB-EV-0018-the-table-you-can-read.md). `make all`
exits 0.
- **Four human checks, four sets of defects the suite called green.**
Of these seven, **two** could have been caught mechanically and neither
by a check that exists; the other five are about layout and hit-testing
and cannot be reached from here. Saying otherwise would be the error
this project keeps naming.
- **Two defects found by this project's own tests** while fixing the
reported ones: a renderer dropping a field (coverage gate) and "play
again" moving the game to a dead port.
- **Chaos: the first override at d8 changed nothing** — one half of
window 2's retirement condition.
- **CB-WP-0019 settled at $38.54/117** against $34.80/107 last reported.
**Eight for eight**, and the first under 20% — which is what re-running
at quote time is for.