refactor(worker): make game mutations atomic - #100
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* fix(worker): return structured errors * fix(front): validate game state messages (#102) * feat(common): add game state schema * fix(front): validate game state messages * feat(game): version game state messages (#103) * feat(common): version game state messages * feat(game): use versioned state messages * fix(worker): reject invalid plays (#104) * feat(game): validate plays * fix(worker): reject invalid plays * fix(worker): reject client websocket messages (#105) * feat(game): version state mutations (#106) * feat(game): add state revisions * feat(worker): increment state revisions * fix(front): ignore stale game states * feat(worker): create player identities (#107) * chore(worker): configure player databases * feat(common): add player credentials contract * feat(worker): create player identities * fix(ci): keep d1 migrations out of deploy * feat(front): bootstrap player identity (#108) * feat(front): bootstrap player identity * refactor(front): remove legacy name ids * feat: authenticate player mutations (#109) * feat(worker): authenticate player mutations * feat(front): send player credentials * feat: authenticate websocket sessions (#110) * feat(common): add websocket ticket contract * feat(worker): authenticate websocket sessions * feat(front): connect with websocket tickets * feat: transfer player identities (#111) * feat(common): add player transfer codes * feat(worker): verify transferred identities * feat(front): add identity transfer controls * feat: make game mutations idempotent (#112) * feat(worker): make game mutations idempotent * feat(front): retry game mutations safely * feat: add ranked player profiles (#113) * feat(common): add elo rating model * feat(worker): add ranked player profiles * feat: add ranked matchmaking queue (#114) * feat(common): add matchmaking contracts * feat(worker): add ranked matchmaking queue * fix(worker): parse game settings query parameters * fix(front): restore friendly player names * test: add automated test suite (#116) * chore(test): configure automated test runners * test(common): cover rules and message contracts * test(front): cover player identity lifecycle * test(worker): cover identity and matchmaking APIs * test(e2e): cover game and identity flows * ci(test): run suites before deployment * fix(common): isolate deserialized game state * test(front): cover reconnect and request failures * test(worker): cover security and matchmaking edges * test(e2e): cover reconnect and localization
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* feat(protocol): add shared runtime contracts * feat(protocol): enforce versioned transport boundaries
* feat(game): make play commands authoritative * refactor(front): submit column-only play intents
* feat(identity): issue per-device credentials * feat(identity): manage device credentials
* feat(identity): add one-time transfer tokens * feat(front): redeem secure transfer codes
* feat(identity): add recovery credentials * feat(front): add identity recovery flow
* feat(identity): rate limit credential flows * refactor(identity): version browser storage keys
* feat(websocket): track authenticated sessions * feat(front): track room presence events
* feat(game): add disconnect outcomes * feat(worker): adjudicate ranked disconnects * feat(front): show reconnect deadlines
* fix(worker): restrict frontend origins * ci(worker): apply migrations before deploy * test(worker): consume error responses once * docs(worker): clarify migration requirements
* feat(worker): add structured operational events * docs(worker): define operational alerts
* feat(worker): secure ranked room assignments * fix(front): report incompatible protocol versions
* feat(protocol): report sanitized client diagnostics * test(worker): consume validation responses immediately
* fix(ranking): make Elo rounding symmetric * feat(ranking): add ranked match persistence * feat(matchmaking): reserve ranked assignments * feat(matchmaking): activate ranked assignments * feat(ranking): settle ranked results once * feat(matchmaking): add ranked queue experience * feat(matchmaking): apply rating-aware queue timing * feat(matchmaking): recover expired assignments * feat(ranking): add explicit resignation * perf(matchmaking): avoid database reads while queued * feat(ranking): record lifecycle metrics * feat(ranking): label ranked game rooms * feat(ranking): gate matchmaking rollout * fix(identity): keep transfer modal closed * fix(identity): initialize in background * fix(layout): mount sidebar actions before paint * refactor(identity): remove startup gate * fix(game): wait for identity before opening socket * test(e2e): wait for background identity setup * fix(home): prevent ranked button layout shift * feat(language): cycle through chinese locale * fix(game): preserve settings across language changes * Revert "fix(game): preserve settings across language changes" This reverts commit dfc588b. * fix(language): preserve current route * feat(language): switch locales without reloading * fix(button): show pointer for interactive controls * fix(button): show pointer for icon controls * fix(footer): update repository link * fix(identity): generate transfer code on open * fix(identity): align revoke checkboxes * fix(identity): simplify recovery phrase actions * feat(matchmaking): improve queue wait feedback * feat(matchmaking): show queue population * fix(matchmaking): cancel queue on page exit * feat(matchmaking): require match acceptance * feat(matchmaking): allow declining matches * fix(matchmaking): avoid transient error flash * feat(game): explain forfeit outcomes * fix(sidebar): move ranked details below round * feat(ranked): rematch the same opponent * fix(sidebar): keep ranked details at bottom * fix(board): show pointer for playable columns * fix(spectator): hide end game actions * feat(ux): show match rating gap and transfer QR * fix(ranked): show settled rating after every result * fix(sidebar): start closed on mobile * feat(ranked): add turn timer and timeout forfeits * fix(dev): reset local state before startup * fix(ranked): finalize timeout handling * fix(ranked): guarantee settlement and harden match lifecycle - Retry ranked settlement on alarm after transient failures and escalate with a stuck-settlement alert after repeated attempts - Forfeit on no-legal-move or rejected auto-move instead of hanging the alarm - Keep releaseRankedMatch scoped to pending assignments and requeue only when it actually released the row - Expire stale ranked rematch reservations on alarm and skip blocked players in matchmaking instead of failing the selection - Roll optimistic moves back only when no newer authoritative state arrived - Surface identity failures with a retry action instead of loading forever * fix(ranked): always show play ranked button * fix(ranked): reconnect websockets and stop disconnect-notice flicker Enable WebSocket auto-reconnect with exponential backoff in useGameSetup so losing connectivity (or refreshing) recovers on its own instead of idling on a stale board. Drop the client-side ranked-assignment expiry timer that raced the initial state load and bounced the player between the loading page and the matchmaking lobby; the server now owns that redirect via the init 409 and the game.error broadcast. On the worker, debounce the reconnect-deadline broadcast by 5s so quick reconnects do not spam the opponent with disconnect notices, and return a definite 409 when initializing against an expired assignment.
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Summary
GameStateDurableObjectcommands