Replace requirements.txt with a uv workspace and lockfile, install the five tavolo packages from packages/* in development and non-editable in the image, and build the Docker image with uv. Move dev tools to a PEP 735 dependency group and refresh the locked dependency versions.
kaya-openapi 0.0.8 supports named component schemas, so the routes'
description-only responses become $refs: schemas for the core payloads
(auth providers, lobby, game view, ongoing games, match history,
leaderboard, ratings) live in tavolo.platform.openapi and are registered
through the mixin's components. Engine-defined parts (options echo, game
views, match results) stay open objects on purpose. Error responses now
carry the error envelope schema, and a new suite sweeps the document to
keep every /api response typed.
Store each player's leaderboard totals (wins, accumulated points and the
latest display name) on player_rating alongside the Elo rating, updated
in the same transaction as the match, so the board is a single indexed
table query instead of aggregating every participation on each request.
GET /api/leaderboard is now page-number paginated (page/limit) and
returns the page, page count and total, plus the caller's own rank and
page when authenticated; focus=me returns the caller's page directly.
The migration adds the columns, backfills them from the match history
(inserting rows for players from pre-Elo matches at the initial rating)
and replaces the index. backfill_elo rebuilds the aggregates too.
The web page opens on the page containing the signed-in player, marks
their row and adds a numbered footer pager.
Partnership games go to 21: scopone scientifico (the tournament target)
and scopa a quattro, while two-player scopa keeps its usual 11. The scopa
package resolves the default from the player count and exposes a per
variant options_schema default, so the lobby creation form shows the
right value without frontend changes.
New tavolo-scopa package with a pure rules engine and the platform
adapters for two-player scopa and four-player fixed-partnership scopa a
quattro: three cards each and four on the table, capture by rank or sum,
sweep for scope and score carte/denara/settebello/primiera.
The optional asso pigliatutto creation option turns either variant into
scopa d'assi (an ace sweeps the whole table and scores no scopa), reusing
scopone's rule semantics.
Wire both engines into the app and the Docker install, add the scopa
table view to the SPA (duo and four-seat layouts, deck count,
captured/scope stats, hand-summary and final screens, player names in the
two-player summary), and cover the rules, the platform contract, the
REST/WebSocket flows, match persistence and Elo.
The auction timeout bid a random legal rank, which could hand the
auction (and the call) to a disconnected player. An absent bidder now
always passes; only the last player standing before any bid cannot
pass, and is made to bid the ace - its suit is picked at random by the
existing call timeout. This keeps a deal from stalling without a caller
while never letting an absent player outbid someone.
The deadline log line now says which of the two happened.
Five-player briscola with a descending calling auction and a secret
partner. Starting with the player after the dealer, each player bids a
lower rank (A > 3 > K > H > J > 7 > 6 > 5 > 4 > 2) or passes; once the
standing bid is the two the auction continues on points (62, 64, ...).
The last player standing must bid, and the winner names any card of the
won rank: its holder is the secret partner, or the caller plays alone
when it is one of their own cards, and its suit becomes the trump. The
calling side must reach 61 (or the raised target); a 60-60 deal with the
plain target is a patta and is replayed. A match is a single deal, so
the caller and partner (or the lone caller) against the other players
map onto the platform's two-team result, Elo and match history.
The rules live in tavolo.briscola.chiamata with the
BriscolaChiamataEngine adapter registered alongside the other briscola
variants; the partner's role and the side totals stay hidden until the
called card is played. The web client gets a five-seat table, the
auction panel with legal bids and point raises, the call picker, the
reveal bands and a chiamata-aware final summary.
A player who accidentally closes the game page can now get back to it
from the lobby.
Backend:
- GameStore.list_ongoing() returns live unfinished sessions (newest
first), skipping expired keys and finished matches;
- GET /api/me/games lists the games the caller is seated in, with the
game name/description, players, open seats and your seat (no join
code);
- store, platform route and app integration tests.
Frontend:
- MyGame/MyGamesPage model plus api::my_games();
- the lobby shows a "Your games" card with phase, seats, players and a
Continue button linking to /game/<id>; hidden when empty or logged
out.
New tavolo-briscola distribution implementing briscola on the platform:
- pure rules (state.py, engine.py): 3-card deals, a face-up trump that
is the last card drawn, trump-first trick resolution (A > 3 > K > H >
J > 7 > 6 > 5 > 4 > 2), 120 points per deal, 60-60 patta re-deals, a
configurable target score (default 61), deal-end acknowledgements and
turn auto-play;
- BriscolaEngine (briscola, 2 players) and BriscolaQuattroEngine
(briscola_a_quattro, 4 players in fixed partnerships) adapters;
- registered in tavolo-app, packaged in the Docker image, documented.
Platform fixes surfaced by a two-player lobby:
- the websocket state and snapshot payloads now carry seats_open (they
were only in the REST lobby payload), so lobbies with player counts
other than four render correctly; seats_open is clamped at zero;
- the web client logs unparseable server messages instead of silently
dropping them.
Web client: briscola table for both variants (stock, face-up trump,
trick, last-trick banner), deal summary modal and game-over overlay.
Tests: tavolo-briscola rules/adapter suites, app integration tests
(lobby, websocket play, turn timeout, deal-end acks, persistence), a
platform seats_open test and frontend model parsing tests.
Anonymous users and logged-in non-players can now open /game/<id> and
follow the match: they see the table, the score and each player's
captured cards and scope, but never a hand and never the join code.
Spectator actions are rejected with a forbidden error.
Backend (tavolo-platform / tavolo-scopone):
- /ws/games/{id} accepts anonymous and non-seated connections as
spectators; only unknown games are refused. The state payload carries
spectator: true and withholds join_code unless the viewer is seated.
- GET /api/games/{id} is public and returns the same personalized
(player) or read-only (spectator) view.
- GameEngine.view_for/game_over_view take Optional[str] (None = spectator)
and are documented to hide privileged information for non-seated
viewers.
Frontend (Sycamore):
- Parse the spectator flag and render a spectator table: card backs plus
captured/scope for every seat, no clickable hand, "Spectating" badge.
- A pre-start spectator sees a "game not started yet" waiting room with
the watch link and no join code.
- "Copy watch link" buttons in the waiting room and the game HUD.
- The hand-end summary carries no acknowledge button for spectators and
the game-over overlay hides "My matches".
Tests and docs updated.
kaya-oidc 0.0.6 can run several providers in one app (OIDCProviders),
each with its own login route and namespaced session state. Adopt it:
providers are configured in indexed, contiguous OIDC_<n>_* blocks
(0-based) with OIDC_<n>_PROVIDER naming the provider in its login URL
and session keys. The old unindexed OIDC_ISSUER/OIDC_CLIENT_ID/... names
are no longer read; startup fails with a rename hint when they are set.
With no OIDC variables at all, the single dev mock provider named
"default" is used, as before.
The platform now authenticates through OIDCProviders: auth.current_user
returns the session's user (sessions stay single-identity, so at most one
provider is logged in) and require_auth/route handlers use it, while the
websocket path keeps scanning for any provider's user. New routes expose
the configuration to the SPA and keep old links working: GET
/api/auth/providers lists the login URLs, GET /auth/login redirects to
the first provider and GET /auth/logout to whichever provider the
session is logged in with. The lobby renders one login button per
provider from that endpoint.
Update the env examples, compose and k8s manifests to the indexed scheme,
document the multiple-provider setup and the migration, and cover it with
config, auth and route tests.
A close() before accept() carries the HTTP status of the refused
upgrade, not a WebSocket close code: RSGI (granian) uses the value
verbatim as the response status, so 4401 panicked on the invalid status
(InvalidStatusCode) and — granian being built with panic = "abort" —
aborted the worker and took the whole app down. ASGI servers answer 403
regardless, and browsers report a refused handshake as an abnormal close
(1006), so the 4401/4403/4404 codes never reached clients anyway.
Reject 401/404/403 to mirror GET /api/games/{id}, and classify a failed
first connection in the game page through the REST API so players still
see "session expired" / "game no longer available" instead of a retry
loop. Add a regression test asserting every pre-accept rejection uses a
status in the HTTP range.
Builds the TracerProvider in tavolo.telemetry (kaya-otel's is private) and
injects it into kaya-otel, then instruments asyncpg and redis through
opentelemetry-instrumentation-asyncpg/redis. Redis command values are
redacted and asyncpg spans carry the parameterized SQL only.
Adds tavolo.active_users and tavolo.ongoing_games gauges, process/CPython
metrics via opentelemetry-instrumentation-system-metrics and OTLP log
export. The game store tracks ongoing matches (Redis sorted set, in-memory
set) and the session stores expose live counts for the gauges; a poller
refreshes them since metric callbacks cannot await the stores.
The tavolo-app otel extra was never installed: requirements.txt was
locked without it and the Dockerfile installs the local distributions
with --no-deps, so any container with OTEL_ENABLED set died at import
with "kaya-otel is not installed".
Add the extra's full closure (kaya-otel plus its OpenTelemetry/protobuf
dependencies) to the pinned lock and refresh the comments that claimed
the extra had to be added separately.
GET /api/games/preview returns the lobby behind a code plus the game's
name and engine-echoed options. The lobby debounces the lookup as a
complete code is typed and shows the game, seated players, open seats
and option badges rendered from the game's schema, disabling Join when
the lobby is full or the match has already started.
With the rule enabled, an ace played on an empty table goes straight to
the player's capture pile instead of staying on the table: it counts as
the last capture but never scores a scopa. An empty capture request now
matches only that self-capture option, so requesting nothing still can't
satisfy a real capture.
An ace played when no equal rank is on the table sweeps the whole
table; the sweep never scores a scopa, and an ace already on the table
still forces the mandatory equal-rank capture. The rule is off by
default, selectable per match via the schema-driven creation form, and
announced in the game view.
Relocate the composition root (app, config, static, logging_config,
aerich_config) from server/src/tavolo/ to
packages/tavolo-app/src/tavolo/, with its own pyproject.toml and README
like the sibling distributions. Module paths and the granian entrypoint
are unchanged.
server/pyproject.toml remains as a tooling shim ([tool.aerich] next to
./migrations, [tool.mypy] for runs from server/); the Dockerfile installs
all three distributions from ./packages. Verified: all suites green,
mypy clean per package, aerich resolves the moved config identically,
wheel builds.
Move the game-independent machinery (lobby, live-game store, websocket,
deadline scheduler, match history, leaderboards) into a new
tavolo-platform distribution behind a GameEngine contract, the scopone
scientifico rules plus a platform adapter into tavolo-scopone, and keep
only the composition root in tavolo-app. The three distributions share
the tavolo namespace (PEP 420, kaya-style monorepo).
Match history becomes fully generic: Match carries the engine's result
JSON and MatchPlayer points/details instead of scopone-shaped team
columns (migration 3 backfills existing rows). Lobby creation takes an
opaque per-game options object and websocket actions dispatch to the
session's engine.
Tests: platform suite runs against a DummyEngine toy game, scopone
keeps the rules tests plus new adapter tests, server/tests covers the
wired stack end to end (194 tests, was 143).
Adds an OTEL_ENABLED opt-in that assembles kaya-otel's OTelMixin into
the app, exporting HTTP/WebSocket traces and request metrics to an
OTLP/HTTP collector. Configured through OTEL_SERVICE_NAME,
OTEL_EXPORTER_OTLP_ENDPOINT, OTEL_EXPORTER_OTLP_HEADERS and
OTEL_EXCLUDED_PATHS (defaults to the /api/health probe endpoint).
kaya-otel is an optional 'otel' extra imported lazily, so default
installs and the test suite do not need the OpenTelemetry packages.
The kaya dependencies are bumped to 0.0.4, which kaya-otel requires.
Each player's rating starts at 1500 and updates transactionally with
every finished match: a team's rating is the mean of its two members
and the standard K=32 formula decides the zero-sum delta applied to
both members of a team. Ratings are per game type in a new
player_rating table; match_player records each match's elo_delta.
- GET /api/leaderboard exposes elo and sorts by it
- GET /api/me/matches includes per-player elo deltas
- new GET /api/me/ratings returns the caller's rating per game type
- frontend: Elo column on the leaderboard, per-match delta in the
history page, current rating in the lobby
- python -m tavolo.backfill_elo recomputes all ratings from the
recorded match history (one-off backfill for existing matches)
Turn auto-play and hand-end auto-continue were process-local asyncio
tasks armed only by client connects and state broadcasts: with no
sockets connected the next turn's timer was never armed, a hand-end
timer died with its worker, and neither survived a pod restart.
Deadlines are now driven by the absolute timestamps persisted on the
game state and enqueued in a shared Redis sorted set. Every worker runs
a consumer that fires due entries under the per-game lock after
revalidating them against the live state, so timeouts no longer depend
on any player being connected and survive the death of any worker.
Delivery is at-least-once: entries are removed only after processing,
and revalidation makes duplicate deliveries no-ops.
Queue entries carry the deadline as integer epoch milliseconds, which
also serves as the revalidation token, and the score derives from the
same value.
Assemble the Postgres DSN from DATABASE_ENGINE/HOST/PORT/NAME/USER/
PASSWORD/OPTIONS so only the password needs to live in a secret; the
rest can go in a ConfigMap. DATABASE_URL remains a full-DSN override
(used by the sqlite test suite). Credentials are percent-encoded, the
port and options are omitted when empty, and the k8s migrate
initContainer now also reads the config ConfigMap.
A game-type registry (server/src/tavolo/games.py) is now the single
source of truth for the games the platform can host; only scopone
scientifico is registered so far. GET /api/game-types exposes it for the
lobby's new game dropdown, and POST /api/games accepts a validated
game_type (default scopone_scientifico) which is carried on the live
GameState and onto each finished Match row (new indexed column,
migration 1_20260916235833_update), so statistics can be scoped per
game: /api/me/matches and /api/leaderboard take an optional game_type
filter and every serialized match includes its game_type.
Game states serialized before this change still load with the default
game type.
Granian serves the compiled SPA assets directly in Rust: hashed js/wasm/css
under /static (the release build uses --public-url /static/) and the card
images under /assets, configured with the GRANIAN_STATIC_PATH_ROUTE/MOUNT/
DIR_TO_FILE env vars in the Dockerfile. The Python catch-all now only serves
the SPA shell (index.html) at / and for client-side routes.
Every module logs through getLogger(__name__): lifecycle and business events
at INFO, per-move and store detail at DEBUG. The built-in default writes
DEBUG to the console; LOGGING_CONFIG points at a YAML file in the
logging.config.dictConfig schema to take over the configuration. PyYAML
becomes a direct dependency.
The platform now hosts multiple card games, with scopone scientifico as
the first one. Rename the brand wherever it is not a game rule:
- move the Python package to server/src/tavolo and update imports
- rename the Postgres database/user, OIDC issuer path, client id and
Redis key prefixes to tavolo (clean break: existing pgdata volumes and
live games are not migrated)
- rename the Cargo package to tavolo-web and set the page title to Tavolo
- update docs and the Docker image path to woggioni/tavolo
The scopa game term (clearing the table) in the engine, state and web UI
is intentionally left untouched.
After each hand of an unfinished match the game now pauses in a new
hand_end phase instead of dealing immediately:
- engine: hand_points gains an 'award' map (which team won each category),
_end_hand stops at hand_end with a deadline, new acknowledge_hand deals
the next hand once all four players have acked; plays are rejected while
the summary is up
- state: acked seats, hand_end_deadline and hand_ack_timeout are persisted
and exposed in the personalized view (also on the finished state, so the
final hand is explained before the result)
- ws: new {"action": "ack"}; a per-hand timer force-deals the next hand
after HAND_ACK_TIMEOUT_SECONDS (new env var, default 30s) so an away
player cannot stall the match
- web: modal explaining each category in plain language with icons (card
images for denara/settebello/primiera), team-coloured rows, running
totals with progress bars, an 'Understood — next hand' button that turns
into 'Waiting for …' plus an auto-continue countdown; the final screen
shows the last hand's breakdown too
Verified in the browser against the compose stack: hand played to
completion, summary rendered (including a carte tie), ack from all four
players dealt the next hand live, and the auto-continue path fired when
nobody acked. 60 backend tests + mypy + cargo tests green.
Repo is now a monorepo:
- server/: the kaya backend, unchanged in behaviour, plus:
- GET /api/me for SPA session detection
- last_move recorded on every play and broadcast in the game state, so
clients can show who played which card the moment they play it
- legal_moves per hand card for the player on turn (rules stay
server-side)
- static catch-all route serving the compiled SPA with index.html
fallback; Tortoise context now bound only for /api/* requests
- configurable OIDC post-login/logout redirects for dev against trunk
- web/: Sycamore 0.9 + WASM frontend (trunk): login via the OIDC flow,
lobby (create match / join by code), live game page over websocket with
card images (CC0 woodcut napoletane deck), capture picker, move banner,
game-over overlay, match history and leaderboard pages
- server/Dockerfile gains a rust+trunk stage building web/dist; the single
app image serves the SPA; compose builds from the repo root with
overridable ports/OIDC env
Verified end-to-end against the compose stack: four OIDC logins, game
creation, three joins by code, websocket play with broadcasts to all
players and out-of-turn rejection. 51 backend tests, mypy and cargo tests
all green.