// @ts-check /** * Layer 1 — owns lifecycle, the (injected) clock, and the move log; delegates all * game meaning to an injected `rules` object. This is where timing authority * lives: on the client `clock` is `Date.now` (cosmetic); on a server it is the * server's clock (authoritative). The session never calls a wall clock itself. * Future home: @cozy-games/game-session. * * @typedef {{ init: Function, apply: Function, status: Function, project: Function, serialize?: Function, deserialize?: Function }} Rules */ export class GameSession { /** * Start from either `{ seed, config }` (the rules generate the board) or a * pre-built `{ state }` (e.g. a rules factory that injected an explicit board); * `state` wins when both are given. The session stays generic — it just holds * whatever state the rules produced. * * @param {Rules} rules * @param {{ seed?: number, config?: object, state?: object, clock?: () => number }} opts */ constructor(rules, { seed, config, state, clock = () => 0 }) { this.rules = rules this.clock = clock this.state = state ?? rules.init(seed, config) /** @type {Array<{ move: object, t: number }>} */ this._log = [] this._t0 = null this._tEnd = null } /** * Apply a move: stamp it, fold it through the rules, and return the projected * view + events + authoritative elapsed time. * @param {object} move */ applyMove(move) { const t = this.clock() const before = this.rules.status(this.state) const { state, events } = this.rules.apply(this.state, move) this.state = state this._log.push({ move, t }) const after = this.rules.status(state) // Timer starts on the first move that leaves 'fresh' (the opening reveal). if (before === 'fresh' && after !== 'fresh' && this._t0 === null) this._t0 = t if ((after === 'won' || after === 'lost') && this._tEnd === null) this._tEnd = t return { events, view: this.rules.project(state), time: this.elapsed() } } status() { return this.rules.status(this.state) } view() { return this.rules.project(this.state) } log() { return this._log.slice() } /** Authoritative elapsed ms: first move → terminal move (or → now if ongoing). */ elapsed() { if (this._t0 === null) return 0 const end = this._tEnd !== null ? this._tEnd : this.clock() return end - this._t0 } /** The signed-off result, or null while the game is still in progress. */ result() { const status = this.status() if (status !== 'won' && status !== 'lost') return null return { status, time: this.elapsed(), seed: this.state.seed, config: this.state.config, log: this.log() } } /** * Full, JSON-safe snapshot of the whole session — game state (board + per-cell * status, via the rules' own serializer) plus the move log and timing anchors * (`t0`/`tEnd`) that `elapsed()` derives from. Everything needed to later resume * (core-05); the live `clock` is deliberately excluded (it's re-injected on * {@link GameSession.deserialize}). Requires the rules to implement `serialize`. * * @returns {{ state: object, log: Array<{ move: object, t: number }>, t0: number | null, tEnd: number | null }} */ serialize() { if (typeof this.rules.serialize !== 'function') { throw new TypeError('GameSession.serialize: rules must implement serialize(state)') } return { state: this.rules.serialize(this.state), log: this._log.map(({ move, t }) => ({ move, t })), t0: this._t0, tEnd: this._tEnd } } /** * Rebuild a session from a {@link serialize} snapshot (or its JSON round-trip). * The clock is re-injected — it's a live function, not serializable — while the * log and timing anchors are restored so `elapsed()` resumes correctly. * Requires the rules to implement `deserialize`. * * @param {Rules} rules * @param {{ state: object, log: Array<{ move: object, t: number }>, t0: number | null, tEnd: number | null }} snapshot * @param {{ clock?: () => number }} [opts] * @returns {GameSession} */ static deserialize(rules, snapshot, { clock = () => 0 } = {}) { if (typeof rules.deserialize !== 'function') { throw new TypeError('GameSession.deserialize: rules must implement deserialize(snapshot)') } if (snapshot === null || typeof snapshot !== 'object') { throw new TypeError(`GameSession.deserialize: expected a snapshot object (got ${snapshot === null ? 'null' : typeof snapshot})`) } const { state, log, t0, tEnd } = snapshot if (!Array.isArray(log)) { throw new TypeError('GameSession.deserialize: snapshot.log must be an array') } for (const entry of log) { if (entry === null || typeof entry !== 'object' || typeof entry.t !== 'number' || entry.move === null || typeof entry.move !== 'object') { throw new TypeError('GameSession.deserialize: each log entry must be { move: object, t: number }') } } if (!(t0 === null || typeof t0 === 'number') || !(tEnd === null || typeof tEnd === 'number')) { throw new TypeError('GameSession.deserialize: snapshot.t0/tEnd must each be a number or null') } // rules.deserialize validates and revives the game-state half. const session = new GameSession(rules, { state: rules.deserialize(state), clock }) session._log = log.map(({ move, t }) => ({ move, t })) session._t0 = t0 session._tEnd = tEnd return session } }