clay-borg/workplans/CB-WP-0018-the-browser-is-a-client.md
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Sync hub IDs and work-record index for CB-WP-0018
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 02:24:57 +02:00

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---
id: CB-WP-0018
kind: product
title: "The browser is a client: game over, a log, and where a drop goes"
status: done
state_hub_workstream_id: "8a87aaec-1fd1-4faa-87d9-e10220adf45c"
---
# Purpose
```
structural tier M (changes how the loop constrains its own operation:
the chaos rate d4 → d8 and a second calibration
window, owed by CB-EV-0015 §5)
chaos d4 = 3 → no override
declared tier M
```
**Declaration 1 of the second chaos window** — opened by T04 below, at the
rate T04 sets. This declaration was rolled at the old d4, because the rate
changes when the decision lands, not retroactively.
## The defect: a finished game is indistinguishable from a crash
Reported: *"after some time i get an empty page back. I guess the game
crashes or ends but that is unclear as the ui disappears."*
Reproduced by driving a real game to completion over HTTP:
```
move 5 accepted → ok
GET / → URLError: [Errno 111] Connection refused
```
The game **ended normally** — 5 rounds, 30 commands — and everything it
produced went to the terminal:
```
coalition [P2] score 0
coalition [P3] score 0
winners
game over — 30 commands, hash f6c890a65271
```
The browser got nothing, because `next_choice` only accepts connections
*inside* a human decision point. When `play()` returns, `run_game` writes
the outcome to stdout and the process exits; the listener dies and the
page's post-`ok` reload is refused.
**The browser is a second-class client.** Every terminal outcome — the
result, the scores, the winners, and every error `run_game` can return —
is invisible to the only interface a player is actually using. A crash and
a win render identically: nothing.
This is the same defect class as CB-WP-0016's silent drop. The system
refuses to say what happened and the player is left to infer it.
## Task: serve the end of the game
```task
id: CB-WP-0018-T01
status: done
priority: high
state_hub_task_id: "5654aae5-dc87-4621-8061-6492f626f1c1"
```
When `play()` returns — **`Ok` or `Err`** — the browser must be told, on
the page, in terms a player understands.
- **A win** shows the outcome the spectator projection already carries:
totals, threshold, coalitions, mastery, winners.
- **An error** shows that the game ended badly and why. `run_game`
currently returns `Err(String)` to a terminal nobody is reading.
- The final page must **not** auto-reload into a refused connection.
The listener has to outlive the game, which it does not today. Decide how
it ends — a timeout, an explicit close, or serving until interrupted — and
say why; a server that never exits is its own defect.
**Controls:** a test that plays a game to its end through the socket and
asserts the final GET returns a page naming the outcome, **not** a refused
connection. And the error path, driven by a game that fails, asserting the
reason reaches the page.
**Done 2026-08-03.** `Server::serve_end` plus `doc::ending`, wired into
both of `run_game`'s exits. Verified live: where the browser used to get
`Connection refused` it now gets an 8,998-byte page reading *"GROUND —
game over … 30 commands, hash f6c890a65271"* with the final table.
**How it ends:** it serves until the page posts `done` — the ending page
carries a *"close — I have read this"* control — with a 600 s linger as
the bound, so an abandoned tab cannot hold the process open and a player
reading the result is not raced by a timeout.
`document()` was split into `body()` and `move_section()` so the ending
shows the **same** table rather than a second rendering of it; two
renderings of one state is how they drift.
**The control had to be built twice, and the first one was worthless.**
`the_end_of_the_game_reaches_the_browser` calls `serve_end` directly —
and deleting the call from `run_game` left it **green**. It tested the
link and not the chain, which is CB-EV-0012's finding recurring
(*"every link was tested and the chain was not"*).
`a_real_game_played_to_its_end_leaves_the_ending_on_screen` runs the real
`play()` with a browser seat, drives a real game to its end over a real
socket, and requires the last page to be the ending. Under the same
mutation it goes red — and prints an **empty page**, which is exactly the
symptom that was reported.
A second control: a game that ended badly says why and draws **no** table,
because drawing a table for a game that never happened is the same lie the
empty page told.
**And a weak assertion of mine, caught by itself.** The first version
grepped the page for `location.reload`. The ending page reuses `SCRIPT`,
whose reload is guarded by `t.indexOf('ok') === 0`, and the ending
endpoint answers `closed` — so the grep would have forced a second script
to satisfy a test rather than a requirement. That is the source-text
control shape ADR-0010 D2 demoted. It now asserts the endpoint cannot
answer `ok`.
## The second report, and what it actually is
Reported: *"the cards I play by pulling them on a target will not be
removed, that is wrong i guess we will need a discard pile."*
**A discard pile already exists**`solution_discard` on `GroundState`,
`SolutionDiscarded` removes the card from the hand and pushes it there,
and the page already renders `deck N remaining / discard …`. Building one
would have been building a thing that is there.
What the maintainer dragged were **action** cards. The five GROUND actions
are not cards and are correctly never consumed. Solution cards leave the
hand at **Resolve**, not at Select, because a selection is a face-down
commit.
But the report is pointing at something real. Measured over a live game:
| move | hand | discard |
|---|---|---|
| 1 · Investigate → problem-2 | 2 cards | none |
| 2 · Investigate → problem-3 | **3 cards** | none |
| 3 · Solve → problem-1 | 4 cards | none |
| 4 · Solve → problem-1 | **4 cards** | none |
| 5 · Solve → problem-1 | **4 cards** | none |
Investigate draws, correctly. **Solve was played three times and did
nothing, three times, in silence.** GR-A02's resolver `continue`s when the
problem is face-down, already claimed, denied, or when the seat holds no
card of the matching suit — and `legal_commands` offers Solve on every
face-up problem without consulting the hand, while the page offers it on
problem-1 which was still face-down.
**Whether that is a rule gap or intended is not this repo's call.** A
face-down commit you cannot fulfil is a plausible bluff in a commit/reveal
game with DARVO, and INTENT defers game semantics to `ground-game`. What
*is* this repo's call is that a move which provably does nothing is
offered, accepted, and never accounted for. That is the log's job (T02)
and the explanation's job (T03), and it is now the concrete case both are
measured against.
Raised for `ground-game`, not decided here: **should SOLVE be selectable
against a face-down problem, or against a suit the seat cannot match?**
## Task: a game log, and what to do next
```task
id: CB-WP-0018-T02
status: done
priority: high
state_hub_task_id: "1ed3e87a-2a21-4b08-9a3a-2bbf69268dec"
```
Requested: *"a game log about the events that have been generated and a
hint of what the next move/options are."*
The events exist — `validate` produces them and `record::to_scenario`
already turns them into a scenario file. The page shows none of them, so a
player sees state change with no account of why.
- **The log** is the event stream, in the recorder's vocabulary. Do not
invent a fourth phrasing: `cb-play`'s `describe()` exists precisely so
*"what the player reads is what the scenario file will say"*, and the
HTML renderer currently uses `{c:?}` Debug instead. Reuse it or say why
it cannot be reused.
- **The hint** is what the seat may do now, which is `legal` — already in
hand, already rendered as cards by CB-WP-0017. The hint is the *step*
context that makes those cards make sense: what the round is waiting
for, and what happens when it stops waiting.
**Control:** the log must be derived from the events the aggregate
produced, not re-narrated from the state. A log that describes the state
after the fact is a second implementation of the rules and will drift.
**The case it must handle**, from the measurement above: three SOLVEs that
produced no events at all. A log built only from events would show nothing
for them and reproduce the silence. So the log must distinguish *"this
command produced these events"* from *"this command produced none"*
the second is the one the player needs and the harder one to render.
**Done 2026-08-03.** `bot::Journal` — a shared list of `Applied { actor,
command, events }` the driver appends to, via the new `play_journaled`.
`play` delegates to it with `None`, so nothing existing changed. The
journal exists because `BotGame.events` only appears *after* `play`
returns, which is no use to a page rendered mid-game.
The log is phrased with `record::to_step` — the recorder's vocabulary, so
what the player reads is what the scenario file will say — and every one
of the 29 `GroundEvent` variants now renders in words rather than `{:?}`.
From a live game:
```
P1 select_action action=INVESTIGATE problem=2
→ P1 chose Investigate on problem 2
the round resolve
→ problem 2 turned face up
→ P1 drew a solution
→ step → Resolve
the round end_round
→ round 2 ended; P2 leads next
```
**A command that produced no events says `no effect`**, which is the whole
point; the mutation that drops that branch goes red.
**An honest limitation.** The reported case — SOLVE doing nothing — is
*not* rendered as `no effect`, because the SOLVE is resolved inside the
system's `resolve` command, which does produce events for other seats. The
player now sees the selection and sees no claim follow it, which is a
large improvement on silence but is still an inference. Making it explicit
would mean the renderer deciding *why* a rule did nothing, which is a
second implementation of the rules — exactly what this task's control
forbids. Left as an inference deliberately, and owed to `ground-game` as
the question of whether the move should be offered at all.
## Task: say where a drop goes, and what it means
```task
id: CB-WP-0018-T03
status: done
priority: high
state_hub_task_id: "f603476c-8fc3-46c4-9897-361d243cec5d"
```
Requested: *"an overlay arrow pointing to the droptarget element with an
explanation showing up besides it, when we drag on it."*
CB-WP-0017 marks every legal target. What it does not do is say what any
particular drop **means** — the player sees five outlined boxes and must
still guess which one does what.
So the explanation is the substance and the arrow is the delivery. Both
need the meaning to exist as data first, and **ADR-0010 Decision 1 binds
here**: the description of what `action-attack → seat-1` does must be
written by Rust into the page. The script may render it on hover; it may
not compose it.
**Controls:** every advertised target carries a description, and the
description a target shows is the one Rust wrote for *that* pair — a
mutation that shows a neighbouring pair's text must go red. The set
equality property from ADR-0010 D2 must still hold.
**Done 2026-08-03.** `input::describe` writes a sentence per legal
command; `data-descs` carries them in step with `data-targets`; the ghost
already following the pointer shows the one for whatever legal target is
under it, so the explanation appears beside the target without an overlay
layer to keep aligned.
**Both mutations initially SURVIVED**, because the fixture's Attack card
had exactly **one** target — where an off-by-one shift and a truncation
are both no-ops. That is CB-EV-0014's lesson one level in: *a fixture too
thin to express a failure is how the failure survives*. The fixture now
offers two attack targets on purpose and both go red.
## Task: close the chaos change, and the evidence
```task
id: CB-WP-0018-T04
status: done
priority: high
state_hub_task_id: "590f5eb7-b2c9-468d-8db7-4dede4e95371"
```
CB-EV-0015 §5 recommended and did not make the change, on the grounds that
it alters how the loop constrains its own operation and was therefore owed
a tier-M declaration. This is it.
**Make it or reject it**, in `specs/InnerLoop.md` and `gates.toml`:
- rate **d4 → d8**;
- a **second window of 12** declarations;
- new retirement condition: *retire if an override changes nothing twice
running*.
The argument to test rather than assume: both overrides were informative
*because they were rare*. If that is right the rate should fall; if the
real driver was that they landed on passes with something to find, the
rate is irrelevant and the recommendation is wrong. Say which, and note
that n=2 is thin evidence for a rate change — including the possibility
that the honest answer is to keep d4 for another window and decide with
four data points instead of two.
Then `evidence/CB-EV-0016-*.md`:
- **What the maintainer's three reports have cost and bought**, now that
there are three in a row and every one found something no test did.
- **Whether stage 1 closes.**
- **Quote CB-WP-0017's cost by re-running the instrument**, not from
memory — CB-EV-0015 §6 found that quoting a remembered figure defeats
the rule even when the boundary is right, and this is the first pass
that can apply that correction.
**Done 2026-08-03.**
[CB-EV-0016](../evidence/CB-EV-0016-the-browser-is-a-client.md). `make
all` exits 0.
- **Chaos rate d4 → d8, window 2 open at 12 declarations**, retiring if an
override changes nothing twice running. Window 1's condition was not
met — both overrides changed the outcome — so the mechanism is kept.
**The weakest part of the decision is that it is a rate change argued
from n=2**, and window 2 therefore carries a falsifier: no override at
all is evidence the rate went too far.
- The rationale moved to `InnerLoopReference.md` because `InnerLoop.md`
hit 401 lines and the loadability gate fired — fixed structurally, per
the standing precedent that limits are not raised.
- **CB-WP-0017 settled at $9.48/40** against $5.19/23 reported mid-flight,
83% higher. Six for six, always low. Read by re-running the instrument
at the moment of quoting, which is CB-EV-0015 §6's correction applied
for the first time.