castle-web-cli 0.4.170 → 0.4.172

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (58) hide show
  1. package/dist/agent-prompts.d.ts +1 -0
  2. package/dist/agent-prompts.js +3 -0
  3. package/dist/agent.js +47 -11
  4. package/dist/castle-host/host.js +71 -0
  5. package/dist/devSessionServer.js +9 -5
  6. package/dist/ide.d.ts +10 -0
  7. package/dist/ide.js +5 -5
  8. package/dist/init.js +1 -1
  9. package/dist/shell/assets/index-6odVZQSZ.css +1 -0
  10. package/dist/shell/assets/index-Ws0WrCbi.js +445 -0
  11. package/dist/shell/index.html +3 -3
  12. package/kits/base/castle.json +1 -1
  13. package/kits/base/sdk/README.md +17 -1
  14. package/kits/base/sdk/commands.d.ts +14 -0
  15. package/kits/base/sdk/user.d.ts +4 -0
  16. package/kits/base/sdk/user.js +36 -1
  17. package/kits/multiplayer-2d/CLAUDE.md +24 -9
  18. package/kits/multiplayer-2d/behaviors/Box.jsx +32 -9
  19. package/kits/multiplayer-2d/castle.json +3 -3
  20. package/kits/multiplayer-2d/code/client/avatars.js +6 -1
  21. package/kits/multiplayer-2d/code/server/players.js +27 -6
  22. package/kits/multiplayer-2d/code/server/world.js +24 -1
  23. package/kits/multiplayer-2d/code/systems/multiplayer.js +47 -4
  24. package/kits/multiplayer-2d/package-lock.json +26 -1
  25. package/kits/multiplayer-2d/package.json +2 -0
  26. package/kits/multiplayer-3d/CLAUDE.md +32 -9
  27. package/kits/multiplayer-3d/castle.json +4 -4
  28. package/kits/multiplayer-3d/code/client/avatars.js +15 -11
  29. package/kits/multiplayer-3d/code/client/nameTags.js +35 -16
  30. package/kits/multiplayer-3d/code/server/players.js +54 -5
  31. package/kits/multiplayer-3d/code/server/world.js +45 -1
  32. package/kits/multiplayer-3d/code/systems/multiplayer.js +112 -7
  33. package/kits/multiplayer-3d/package-lock.json +26 -1
  34. package/kits/multiplayer-3d/package.json +2 -0
  35. package/kits/physics-2d/castle.json +1 -1
  36. package/kits/physics-2d/editors/PxArtEditor.jsx +2 -2
  37. package/kits/physics-2d/engine/avatarArt.js +91 -0
  38. package/kits/physics-3d/behaviors/Pickup.jsx +5 -3
  39. package/kits/physics-3d/castle.json +1 -1
  40. package/kits/real-time/CLAUDE.md +23 -4
  41. package/kits/real-time/castle.json +1 -1
  42. package/kits/real-time/code/client/connection.js +15 -4
  43. package/kits/real-time/code/client/joinOverlay.js +46 -0
  44. package/kits/real-time/code/client/messages.js +4 -0
  45. package/kits/real-time/code/server/gameHooks.js +4 -0
  46. package/kits/real-time/code/server/persist.js +105 -0
  47. package/kits/real-time/code/server/session.js +295 -19
  48. package/kits/real-time/package-lock.json +1139 -0
  49. package/kits/turn-based/CLAUDE.md +80 -20
  50. package/kits/turn-based/castle.json +2 -2
  51. package/kits/turn-based/code/behaviors/Board.jsx +15 -5
  52. package/kits/turn-based/code/server/index.js +17 -5
  53. package/kits/turn-based/package.json +2 -1
  54. package/kits/turn-based/room.js +164 -13
  55. package/kits/turn-based/testing.js +276 -92
  56. package/package.json +1 -2
  57. package/dist/shell/assets/index-BvQmVwlO.css +0 -1
  58. package/dist/shell/assets/index-CV5sBby1.js +0 -445
@@ -10,7 +10,11 @@ import * as Smoothing from '@imports/castle.real-time/code/client/smooth.js';
10
10
  import * as Poses from '../client/poses.js';
11
11
  import { connectSession } from '@imports/castle.real-time/code/client/connection.js';
12
12
  import { showSoloBadge, updateSoloBadge } from '@imports/castle.real-time/code/client/soloBadge.js';
13
- import { STATE, WORLD } from '@imports/castle.real-time/code/client/messages.js';
13
+ import { showJoinOverlay } from '@imports/castle.real-time/code/client/joinOverlay.js';
14
+ import { GONE, STATE, WORLD } from '@imports/castle.real-time/code/client/messages.js';
15
+
16
+ // How long the joining overlay may hold the card before giving up.
17
+ const JOIN_WAIT_MS = 10000;
14
18
  import { game } from '@imports/castle.real-time/code/client/gameHooks.js';
15
19
 
16
20
  // Apply this fraction of a server player correction per frame. Corrections over
@@ -46,6 +50,11 @@ class MultiplayerSystem {
46
50
  constructor() {
47
51
  // The Castle transport is created on the first stepped frame.
48
52
  this.net = null;
53
+ // False until a server snapshot carries this player's pose. The overlay
54
+ // stays up from the first stepped frame until then, or until JOIN_WAIT_MS
55
+ // after the join began if the session never answers.
56
+ this.joined = false;
57
+ this.joinStartedAt = 0;
49
58
 
50
59
  // `starting` prevents concurrent join attempts while the promise is pending.
51
60
  this.starting = false;
@@ -68,6 +77,16 @@ class MultiplayerSystem {
68
77
 
69
78
  // A clamp stores the last server position that rejected a local move.
70
79
  this.clampedTo = null;
80
+
81
+ // Scene actors the session has removed for good, and the actor ids present
82
+ // at the end of the last frame. An id that was there and is not now was
83
+ // despawned by a behavior this frame, and is reported.
84
+ this.gone = new Set();
85
+ this.seen = null;
86
+
87
+ // The JSON of the last state block sent, so a block goes out only when it
88
+ // changes.
89
+ this.sentState = '';
71
90
  }
72
91
 
73
92
  // Run the network frame after engine behaviors and local physics. Connection,
@@ -76,12 +95,15 @@ class MultiplayerSystem {
76
95
  // Connecting on the first stepped frame keeps editor-only runtimes out of
77
96
  // multiplayer sessions because the scene editor constructs but never steps them.
78
97
  if (!this.net) {
98
+ showJoinOverlay(this.joiningOverlayWanted());
79
99
  return void this.start();
80
100
  }
81
101
  const local = scene.actorWith('Player');
82
102
 
83
103
  // Drain all queued messages before choosing the render time for this frame.
84
104
  this.receive(scene);
105
+ this.applyGone(scene);
106
+ this.reportGone(scene);
85
107
 
86
108
  // Draw at a fixed delay behind the server clock so interpolation normally has
87
109
  // samples on both sides. The local engine keeps stepping before the first
@@ -98,7 +120,9 @@ class MultiplayerSystem {
98
120
  // Deck code can make a final local adjustment after engine Player behavior
99
121
  // and physics, then optionally replace the kit's standard report.
100
122
  game.beforeReport?.(scene, local, this);
101
- if (game.report) {
123
+ if (!this.joined) {
124
+ // Nothing reported until the session has placed this player.
125
+ } else if (game.report) {
102
126
  game.report(scene, local, this);
103
127
  } else {
104
128
  this.report(scene, local);
@@ -117,6 +141,7 @@ class MultiplayerSystem {
117
141
  }
118
142
  this.publish(scene, local);
119
143
  updateSoloBadge(this.net.status(), game);
144
+ showJoinOverlay(this.joiningOverlayWanted());
120
145
  }
121
146
 
122
147
  // Join the Castle public session once and retain the transport across scene loads.
@@ -125,6 +150,7 @@ class MultiplayerSystem {
125
150
  return;
126
151
  }
127
152
  this.starting = true;
153
+ this.joinStartedAt ||= performance.now();
128
154
  try {
129
155
  this.net = await connectSession({ onLog: (text) => console.log(`[multiplayer] ${text}`) });
130
156
  } catch (err) {
@@ -145,6 +171,21 @@ class MultiplayerSystem {
145
171
 
146
172
  // Pair simulation time with the page arrival time before filing samples.
147
173
  Clock.noteArrival(this.clock, msg.t, msg.localMs);
174
+ if (!this.joined && (msg.k === WORLD || (msg.ps ?? []).some((pose) => pose[0] === selfId))) {
175
+ this.joined = true;
176
+ console.log('[multiplayer] placed by the session');
177
+ }
178
+ for (const id of msg.gone ?? []) {
179
+ this.gone.add(id);
180
+ }
181
+
182
+ // The WORLD snapshot carries this player's own saved block. It goes back
183
+ // on `scene.persistent`, which is where the engine's Player behavior keeps
184
+ // the camera angle and score, before that behavior runs again.
185
+ if (msg.k === WORLD && msg.me) {
186
+ Object.assign((scene.persistent ??= {}), msg.me);
187
+ this.sentState = JSON.stringify(scene.persistent);
188
+ }
148
189
 
149
190
  // Apply ownership first so an object granted this tick stops receiving
150
191
  // network poses on the same frame local simulation begins.
@@ -152,9 +193,11 @@ class MultiplayerSystem {
152
193
  for (const [id, x, y, z, facing, clamped] of msg.ps ?? []) {
153
194
  if (id !== selfId) {
154
195
  sample(this.players, msg, id, [x, y, z, facing]);
155
- } else if (clamped) {
156
- // The local player's returned pose is used only when the server marks
157
- // it clamped; ordinary local movement remains client-simulated.
196
+ } else if (clamped || msg.k === WORLD) {
197
+ // The local player's returned pose is used when the server marks it
198
+ // clamped, and on the WORLD snapshot that starts a session: that one
199
+ // carries where this player left off. Ordinary local movement remains
200
+ // client-simulated.
158
201
  this.clampedTo = { x, y, z };
159
202
  }
160
203
  }
@@ -219,6 +262,7 @@ class MultiplayerSystem {
219
262
  }
220
263
  Avatars.showPlayer(this.avatars, scene, playerId, look.username ?? null, pose, {
221
264
  blueprint: look.blueprint,
265
+ userId: this.net.userId(playerId),
222
266
  });
223
267
  }
224
268
  Avatars.dropMissing(this.avatars, scene, others);
@@ -300,8 +344,16 @@ class MultiplayerSystem {
300
344
 
301
345
  // `sendMove` only goes out at MOVE_HZ; claims are held until it does. The
302
346
  // transport takes a packed pose, so the Transform is encoded here.
303
- this.net.sendMove(Poses.packMove(me), owned, claims, releases);
304
- Avatars.showSelf(this.avatars, scene, this.net.status().you, me);
347
+ // The state block rides in a move packet when it changed since the last one
348
+ // that went out.
349
+ const stateJson = JSON.stringify(scene.persistent ?? {});
350
+ const state = stateJson === this.sentState ? undefined : (scene.persistent ?? {});
351
+ if (this.net.sendMove(Poses.packMove(me), owned, claims, releases, state) && state) {
352
+ this.sentState = stateJson;
353
+ }
354
+ Avatars.showSelf(this.avatars, scene, this.net.status().you, me, {
355
+ userId: this.net.userId(this.net.selfId()),
356
+ });
305
357
  }
306
358
 
307
359
  // Return `[id, Transform]` for every scene object known from server snapshots.
@@ -388,6 +440,56 @@ class MultiplayerSystem {
388
440
  this.own = Ownership.makeOwnership();
389
441
  this.shown = Smoothing.makeSmoothing();
390
442
  this.clampedTo = null;
443
+ this.seen = null;
444
+ }
445
+
446
+ //
447
+ // Actors removed for good
448
+ //
449
+
450
+ // Despawn every actor the session says is gone. Runs each frame, so a scene
451
+ // load that brings an actor back from the file loses it again at once.
452
+ applyGone(scene) {
453
+ for (const id of this.gone) {
454
+ if (scene.actors.has(id)) {
455
+ scene.despawnActor(id);
456
+ }
457
+ }
458
+ }
459
+
460
+ // Report actors a behavior despawned this frame (a collected pickup, say).
461
+ // Other players' avatars are the kit's own and are not reported. Nothing is
462
+ // reported before the session has placed this player.
463
+ reportGone(scene) {
464
+ const ids = new Set(scene.actors.keys());
465
+ if (this.seen && this.joined) {
466
+ const avatars = new Set(this.avatars.actors.values());
467
+ for (const id of this.seen) {
468
+ if (ids.has(id) || this.gone.has(id) || avatars.has(id)) {
469
+ continue;
470
+ }
471
+ this.gone.add(id);
472
+ this.net.send({ k: GONE, id });
473
+ }
474
+ }
475
+ this.seen = ids;
476
+ }
477
+
478
+ // Whether the overlay should be up: joining or connected, not solo, and not
479
+ // yet placed. A session that never answers releases it after JOIN_WAIT_MS so
480
+ // the deck is not stuck behind it.
481
+ joiningOverlayWanted() {
482
+ if (this.joined || this.net?.status().solo) {
483
+ return false;
484
+ }
485
+ if (this.joinStartedAt && performance.now() - this.joinStartedAt > JOIN_WAIT_MS) {
486
+ if (!this.joinWarned) {
487
+ this.joinWarned = true;
488
+ console.warn('[multiplayer] no snapshot from the session yet; playing unplaced');
489
+ }
490
+ return false;
491
+ }
492
+ return true;
391
493
  }
392
494
 
393
495
  // Release scene resources and leave the session when the engine runtime ends.
@@ -396,6 +498,9 @@ class MultiplayerSystem {
396
498
  this.reset(scene);
397
499
  this.net?.close();
398
500
  this.net = null;
501
+ this.joined = false;
502
+ this.joinStartedAt = 0;
503
+ showJoinOverlay(false);
399
504
  // The badge is a fixed element outside the scene, so a disposed runtime
400
505
  // (an editor preview closing, say) has to take it down explicitly.
401
506
  showSoloBadge(null);
@@ -16,8 +16,10 @@
16
16
  "@dnd-kit/modifiers": "^9.0.0",
17
17
  "@dnd-kit/sortable": "^10.0.0",
18
18
  "@dnd-kit/utilities": "^3.2.2",
19
+ "@fortawesome/free-solid-svg-icons": "^5.15.4",
19
20
  "@lezer/highlight": "^1.2.3",
20
21
  "castle-web-fonts": "^1.0.0",
22
+ "castle-web-sdk": "file:../../sdk",
21
23
  "codemirror": "^6.0.2",
22
24
  "matter-js": "^0.20.0",
23
25
  "react": "^19.2.4",
@@ -30,7 +32,7 @@
30
32
  },
31
33
  "../../sdk": {
32
34
  "name": "castle-web-sdk",
33
- "version": "0.4.26",
35
+ "version": "0.4.27",
34
36
  "dev": true,
35
37
  "devDependencies": {
36
38
  "eslint": "^9.0.0",
@@ -208,6 +210,29 @@
208
210
  "react": ">=16.8.0"
209
211
  }
210
212
  },
213
+ "node_modules/@fortawesome/fontawesome-common-types": {
214
+ "version": "0.2.36",
215
+ "resolved": "https://registry.npmjs.org/@fortawesome/fontawesome-common-types/-/fontawesome-common-types-0.2.36.tgz",
216
+ "integrity": "sha512-a/7BiSgobHAgBWeN7N0w+lAhInrGxksn13uK7231n2m8EDPE3BMCl9NZLTGrj9ZXfCmC6LM0QLqXidIizVQ6yg==",
217
+ "hasInstallScript": true,
218
+ "license": "MIT",
219
+ "engines": {
220
+ "node": ">=6"
221
+ }
222
+ },
223
+ "node_modules/@fortawesome/free-solid-svg-icons": {
224
+ "version": "5.15.4",
225
+ "resolved": "https://registry.npmjs.org/@fortawesome/free-solid-svg-icons/-/free-solid-svg-icons-5.15.4.tgz",
226
+ "integrity": "sha512-JLmQfz6tdtwxoihXLg6lT78BorrFyCf59SAwBM6qV/0zXyVeDygJVb3fk+j5Qat+Yvcxp1buLTY5iDh1ZSAQ8w==",
227
+ "hasInstallScript": true,
228
+ "license": "(CC-BY-4.0 AND MIT)",
229
+ "dependencies": {
230
+ "@fortawesome/fontawesome-common-types": "^0.2.36"
231
+ },
232
+ "engines": {
233
+ "node": ">=6"
234
+ }
235
+ },
211
236
  "node_modules/@lezer/common": {
212
237
  "version": "1.5.2",
213
238
  "resolved": "https://registry.npmjs.org/@lezer/common/-/common-1.5.2.tgz",
@@ -17,8 +17,10 @@
17
17
  "@dnd-kit/modifiers": "^9.0.0",
18
18
  "@dnd-kit/sortable": "^10.0.0",
19
19
  "@dnd-kit/utilities": "^3.2.2",
20
+ "@fortawesome/free-solid-svg-icons": "^5.15.4",
20
21
  "@lezer/highlight": "^1.2.3",
21
22
  "castle-web-fonts": "^1.0.0",
23
+ "castle-web-sdk": "file:../../sdk",
22
24
  "codemirror": "^6.0.2",
23
25
  "matter-js": "^0.20.0",
24
26
  "react": "^19.2.4",
@@ -72,7 +72,7 @@
72
72
  "main": "main.jsx",
73
73
  "autoUpdateWhenImported": true,
74
74
  "title": "physics-2d",
75
- "publishedVersion": "2026-09-10T00:57:31.408Z",
75
+ "publishedVersion": "2026-09-10T20:28:41.310Z",
76
76
  "imports": {
77
77
  "castle.base": {
78
78
  "deckId": "yRcmH4_aYllE",
@@ -419,7 +419,7 @@ export function PxArtEditor({ path, text, onChange, files, readOnly = false, ...
419
419
  const artboardCanvasStyle = canvasSize ?? canvasStyle;
420
420
  // `canvasStyle`'s width is the artboard's CURRENT display size (recomputed
421
421
  // by useArtboardFit's own ResizeObserver whenever the wrap resizes — e.g. a
422
- // dockview panel drag). Feeding it in here is what keeps the supersampled
422
+ // panel resize). Feeding it in here is what keeps the supersampled
423
423
  // canvas's resolution in sync with that display size: without it, this
424
424
  // effect has no way to know the wrap resized (nothing about `text`,
425
425
  // `frameIndex`, or `cornerRadius` changes on a pure container resize), so
@@ -2458,7 +2458,7 @@ function useArtboardRender(canvasRef, text, sprite, previewIndex, onion, playing
2458
2458
  // the `sprite` object (a fresh object every render) so it only redraws on an
2459
2459
  // actual content/frame/radius change, not on every hover-driven re-render of
2460
2460
  // the tool preview — PLUS `displayWidth` (the artboard's current CSS width
2461
- // from useArtboardFit), so a wrap resize (e.g. a dockview panel drag) also
2461
+ // from useArtboardFit), so a wrap resize (e.g. a panel drag) also
2462
2462
  // triggers a re-render at the new supersample scale, not just a content
2463
2463
  // change. The supersample factor auto-fits to the displayed size (capped
2464
2464
  // between 4x and 16x).
@@ -0,0 +1,91 @@
1
+ // A player's round avatar for drawing in a scene: the photo clipped to a circle
2
+ // with their frame over it, as a canvas. Read through `User.get` once per user
3
+ // id and kept for the page. A player with no photo has no avatar, and a caller
4
+ // keeps its default look.
5
+ //
6
+ // `avatarCanvas` is for code that draws with a canvas context, like a name tag.
7
+ // `avatarSpritePath` registers the same picture as image art in `scene.sprites`,
8
+ // so a `Sprite` component can show it by file path.
9
+
10
+ import { User } from 'castle-web-sdk';
11
+ import { imageArt } from './art';
12
+
13
+ const SIZE = 128;
14
+
15
+ // A frame is drawn around a photo two thirds its size, the proportion Castle's
16
+ // own profile views use.
17
+ const FRAMED_INSET = SIZE / 6;
18
+
19
+ // userId -> { canvas }, present from the first ask; `canvas` fills in when the
20
+ // read completes.
21
+ const avatars = new Map();
22
+
23
+ // The avatar for one user id, or null until it is loaded or when there is none.
24
+ export function avatarCanvas(userId) {
25
+ if (!userId) {
26
+ return null;
27
+ }
28
+ let entry = avatars.get(userId);
29
+ if (!entry) {
30
+ entry = { canvas: null };
31
+ avatars.set(userId, entry);
32
+ void load(userId, entry);
33
+ }
34
+ return entry.canvas;
35
+ }
36
+
37
+ // The `scene.sprites` path holding this user's avatar, or null while there is
38
+ // none. A `Sprite` with this `file` draws it.
39
+ export function avatarSpritePath(scene, userId) {
40
+ const canvas = avatarCanvas(userId);
41
+ if (!canvas) {
42
+ return null;
43
+ }
44
+ const path = `avatars/${userId}.png`;
45
+ if (!scene.sprites[path]) {
46
+ scene.sprites[path] = imageArt(path, canvas.toDataURL());
47
+ }
48
+ return path;
49
+ }
50
+
51
+ async function load(userId, entry) {
52
+ try {
53
+ const user = await User.get(userId);
54
+ const [photo, frame] = await Promise.all([loadImage(user?.photoUrl), loadImage(user?.frameUrl)]);
55
+ if (photo) {
56
+ entry.canvas = compose(photo, frame);
57
+ }
58
+ } catch {
59
+ // A failed read leaves the entry without a canvas; the next page asks again.
60
+ }
61
+ }
62
+
63
+ function loadImage(url) {
64
+ if (!url) {
65
+ return Promise.resolve(null);
66
+ }
67
+ return new Promise((resolve) => {
68
+ const image = new Image();
69
+ image.onload = () => resolve(image);
70
+ image.onerror = () => resolve(null);
71
+ image.src = url;
72
+ });
73
+ }
74
+
75
+ function compose(photo, frame) {
76
+ const canvas = document.createElement('canvas');
77
+ canvas.width = SIZE;
78
+ canvas.height = SIZE;
79
+ const ctx = canvas.getContext('2d');
80
+ const inset = frame ? FRAMED_INSET : 0;
81
+ ctx.save();
82
+ ctx.beginPath();
83
+ ctx.arc(SIZE / 2, SIZE / 2, SIZE / 2 - inset, 0, Math.PI * 2);
84
+ ctx.clip();
85
+ ctx.drawImage(photo, inset, inset, SIZE - 2 * inset, SIZE - 2 * inset);
86
+ ctx.restore();
87
+ if (frame) {
88
+ ctx.drawImage(frame, 0, 0, SIZE, SIZE);
89
+ }
90
+ return canvas;
91
+ }
@@ -4,7 +4,9 @@
4
4
  //
5
5
  // Collection is remembered in the persistent store keyed by scene + actor id,
6
6
  // so re-entering a scene doesn't respawn (and double-count) shards
7
- // -- scene loads otherwise reset the world to its authored state.
7
+ // -- scene loads otherwise reset the world to its authored state. The store is
8
+ // a plain object, not a Set: `scene.persistent` has to survive JSON, since a
9
+ // multiplayer kit saves it per player.
8
10
  function pickupKey(scene, actor) {
9
11
  return `${scene.currentScenePath ?? ''}:${actor.id}`;
10
12
  }
@@ -18,7 +20,7 @@ export class Pickup {
18
20
  }
19
21
 
20
22
  update(actor, scene, dt) {
21
- if (scene.persistent?.collected?.has(pickupKey(scene, actor))) {
23
+ if (scene.persistent?.collected?.[pickupKey(scene, actor)]) {
22
24
  scene.despawnActor(actor.id);
23
25
  return;
24
26
  }
@@ -33,7 +35,7 @@ export class Pickup {
33
35
  if (!other.components.Player) return;
34
36
  const per = (scene.persistent ??= {});
35
37
  per.score = (per.score ?? 0) + 1;
36
- (per.collected ??= new Set()).add(pickupKey(scene, actor));
38
+ (per.collected ??= {})[pickupKey(scene, actor)] = true;
37
39
  scene.despawnActor(actor.id);
38
40
  }
39
41
  }
@@ -69,5 +69,5 @@
69
69
  "autoUpdateWhenImported": true,
70
70
  "deckId": "JH0SclbPVP0y",
71
71
  "cardId": "eXfAaUdbSU5A",
72
- "publishedVersion": "2026-09-10T00:57:52.158Z"
72
+ "publishedVersion": "2026-09-10T20:10:28.916Z"
73
73
  }
@@ -20,6 +20,16 @@ imports these modules from here directly.
20
20
  - **A deck normally writes nothing against it.** The multiplayer kit it came with
21
21
  already drives all of this; a deck's own code goes in `code/server/game.js` and
22
22
  `code/client/game.js`, which that kit documents.
23
+ - **What persists.** Object poses, the ids of scene actors a client despawned,
24
+ each player's last pose and state block by account, and whatever the optional
25
+ `save(sim)` hook returns. Written every ten seconds when something moved and
26
+ at a clean shutdown. Nothing to configure.
27
+ - **A returning player starts where they left off.** A second connection from
28
+ the same account while the first is still playing gets a new character at the
29
+ spawn. The room is `session.sessionId`; every `public` shard shares one.
30
+ - `restore(sim, saved)` receives the last `save` result before `ready`. Storage
31
+ is keyed by deck, so the deck must be published; `castle-web serve` brokers it
32
+ as the deck's creator.
23
33
  - A pose is an opaque array of numbers here, so anything reading inside one takes
24
34
  the kit's `code/client/poses.js` as an argument. That is the seam to use when
25
35
  something genuinely needs a lower level.
@@ -59,10 +69,19 @@ never learns the format.
59
69
  values of a player pose are geometry before the `clamped` flag, and `epsilonAt`,
60
70
  which a kit whose pose values are all one unit leaves undefined.
61
71
 
62
- `soloBadge.js` is the one file here that touches the DOM: a fixed badge that
63
- names why a session fell back to solo (`status().soloReason` from
64
- `connection.js`), drawn by both kits each frame through `updateSoloBadge`. It
65
- stays dependency-free and hides itself when a deck's `soloBadge` hook says so.
72
+ Persistence adds to that contract: `world.restorePoses(sim, poses)` puts saved
73
+ poses back on the bodies the scene still has, and `players.addPlayer` takes the
74
+ saved pose a returning player starts from. Optional beside those:
75
+ `world.removeActor(sim, id)` drops a despawned actor's body, and
76
+ `players.setState` / `players.stateOf` keep the block a client reports.
77
+
78
+ Two files here touch the DOM, both dependency-free. `soloBadge.js` is a fixed
79
+ badge that names why a session fell back to solo (`status().soloReason` from
80
+ `connection.js`), drawn by both kits each frame through `updateSoloBadge`; a
81
+ deck's `soloBadge` hook hides it. `joinOverlay.js` covers the card with
82
+ "Joining…" from the first frame until the session's first snapshot places the
83
+ player, so nobody plays from the scene's spawn before the saved spot arrives;
84
+ it gives up after ten seconds with a console warning.
66
85
 
67
86
  ## Rules for editing this kit
68
87
 
@@ -15,5 +15,5 @@
15
15
  "autoUpdateWhenImported": true,
16
16
  "deckId": "xFVr-afOLuUQ",
17
17
  "cardId": "w6G45sy3_P_m",
18
- "publishedVersion": "2026-09-05T01:31:28.578Z"
18
+ "publishedVersion": "2026-09-10T20:28:42.134Z"
19
19
  }
@@ -12,6 +12,7 @@ const SEND_MS = 1000 / Messages.MOVE_HZ;
12
12
  // connection the SDK connection
13
13
  // inbox arrived messages, each with `localMs` added
14
14
  // roster playerId -> username, as the platform last reported it
15
+ // userIds playerId -> userId, from the same roster
15
16
  // you the SDK's entry for the local player, null until a roster has it
16
17
  // sentAt `performance.now()` of the last move, so sends stay at MOVE_HZ
17
18
  // claims ids asked for since the last send, held until it goes
@@ -21,6 +22,7 @@ function makeNet(connection) {
21
22
  connection,
22
23
  inbox: [],
23
24
  roster: new Map(),
25
+ userIds: new Map(),
24
26
  you: null,
25
27
  sentAt: 0,
26
28
  claims: new Set(),
@@ -48,6 +50,7 @@ export async function connectSession({ onLog = () => {} } = {}) {
48
50
 
49
51
  // Replace the map from the complete SDK roster so departures disappear.
50
52
  net.roster = new Map(players.map((player) => [player.playerId, player.username]));
53
+ net.userIds = new Map(players.map((player) => [player.playerId, player.userId]));
51
54
  net.you = you;
52
55
  });
53
56
 
@@ -61,6 +64,9 @@ export async function connectSession({ onLog = () => {} } = {}) {
61
64
  // A stable fallback until the SDK roster includes this player.
62
65
  username: (playerId) => net.roster.get(playerId) ?? 'player',
63
66
 
67
+ // The account behind a player, for `User.get`; null until the roster has it.
68
+ userId: (playerId) => net.userIds.get(playerId) ?? null,
69
+
64
70
  // Every other player's roster entry. The local player is simulated by this client,
65
71
  // so the deck draws only these from network samples.
66
72
  others: () => new Map([...net.roster].filter(([id]) => id !== connection.playerId)),
@@ -81,7 +87,8 @@ export async function connectSession({ onLog = () => {} } = {}) {
81
87
  // the transport handles every dimensional format in the same way.
82
88
  // The client system calls this every frame; most calls only accumulate the
83
89
  // ownership requests, which are held until the next rate-limited send.
84
- sendMove: (pose, owned, claims, releases) => sendMove(net, pose, owned, claims, releases),
90
+ sendMove: (pose, owned, claims, releases, state) =>
91
+ sendMove(net, pose, owned, claims, releases, state),
85
92
 
86
93
  // Send deck-specific data. The server routes these to `code/server/game.js`.
87
94
  send: (data) => net.connection.send(data),
@@ -106,8 +113,10 @@ export async function connectSession({ onLog = () => {} } = {}) {
106
113
  };
107
114
  }
108
115
 
109
- // Collect ownership requests from every frame and send at `MOVE_HZ`.
110
- function sendMove(net, pose, owned, claims, releases) {
116
+ // Collect ownership requests from every frame and send at `MOVE_HZ`. `state` is
117
+ // the player's own block, sent along when the caller has one to send. Returns
118
+ // whether a packet went out.
119
+ function sendMove(net, pose, owned, claims, releases, state) {
111
120
  // Gathered on every frame, including the ones that send nothing, so a claim
112
121
  // made in between is still in the next message. The sets also collapse
113
122
  // repeated requests for the same object over that interval.
@@ -119,7 +128,7 @@ function sendMove(net, pose, owned, claims, releases) {
119
128
  }
120
129
  const now = performance.now();
121
130
  if (now - net.sentAt < SEND_MS) {
122
- return;
131
+ return false;
123
132
  }
124
133
  net.sentAt = now;
125
134
 
@@ -130,9 +139,11 @@ function sendMove(net, pose, owned, claims, releases) {
130
139
  c: [...net.claims],
131
140
  r: [...net.releases],
132
141
  o: owned,
142
+ ...(state === undefined ? {} : { s: state }),
133
143
  });
134
144
 
135
145
  // Clear only after a packet; rate-limited returns above retain the requests.
136
146
  net.claims.clear();
137
147
  net.releases.clear();
148
+ return true;
138
149
  }
@@ -0,0 +1,46 @@
1
+ // A full-card overlay shown from connecting until the server's first snapshot
2
+ // places this player. Under it the local character may still be standing at the
3
+ // scene's spawn; the overlay hides that and takes the pointer, so nothing is
4
+ // played until the session says where things are.
5
+ //
6
+ // It mounts inside the card when the sdk has marked one, so a capture of the
7
+ // card (a cover, a playtest frame) includes it; otherwise it covers the page.
8
+ //
9
+ // Dependency-free DOM, like the solo badge: the kits draw their scenes
10
+ // differently and share no HUD.
11
+
12
+ let element = null;
13
+
14
+ // Show or hide the overlay. Idempotent; cheap enough to call every frame.
15
+ export function showJoinOverlay(visible) {
16
+ if (typeof document === 'undefined') {
17
+ return;
18
+ }
19
+ if (!visible) {
20
+ element?.remove();
21
+ element = null;
22
+ return;
23
+ }
24
+ if (element) {
25
+ return;
26
+ }
27
+ const card = document.querySelector('#castle-card, [data-castle-card]');
28
+ if (card && getComputedStyle(card).position === 'static') {
29
+ card.style.position = 'relative';
30
+ }
31
+ element = document.createElement('div');
32
+ element.setAttribute('data-castle-join-overlay', '');
33
+ element.style.cssText = [
34
+ card ? 'position:absolute' : 'position:fixed',
35
+ 'inset:0',
36
+ 'display:flex',
37
+ 'align-items:center',
38
+ 'justify-content:center',
39
+ 'background:#0a0a0a',
40
+ 'color:#fff',
41
+ 'font:500 15px/1.4 system-ui,sans-serif',
42
+ 'z-index:2147483646',
43
+ ].join(';');
44
+ element.textContent = 'Joining…';
45
+ (card ?? document.body).appendChild(element);
46
+ }
@@ -15,6 +15,10 @@ export const MOVE = 'i';
15
15
  export const WORLD = 'w';
16
16
  export const STATE = 's';
17
17
 
18
+ // A client reports that it removed a scene actor: `{ k: GONE, id }`. The
19
+ // session removes it for everyone, for good.
20
+ export const GONE = 'g';
21
+
18
22
  // Movement reports run below the render rate and below the platform's roughly
19
23
  // 30-message-per-second client cap. A second report inside one server tick would
20
24
  // be overwritten before the simulation read it.
@@ -21,8 +21,12 @@ const bodyModules = {
21
21
  // `session.js` receives this value from the dimensional kit's server entry and
22
22
  // calls the hooks at the stages listed below.
23
23
  //
24
+ // restore(sim, saved) the value the last `save` returned for this
25
+ // room, or null. Runs before `ready`
24
26
  // ready(sim) after the world and its scene bodies exist,
25
27
  // before the first server tick
28
+ // save(sim) JSON kept for this room, written with the
29
+ // world every ten seconds and at shutdown
26
30
  // message(session, player, d) client data that is not a pose report. It
27
31
  // receives no handover list, so a world change
28
32
  // is kept and applied later by `place` or `step`