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.
- Login/Logout anchors now carry rel="external": sycamore-router
intercepts same-origin anchor clicks otherwise, so the OIDC login
round-trip never left the SPA (found with a real browser test)
- Opponents' hidden hands render as a tidy 5x2 grid of card backs, seats
have a fixed height and shrink-wrap so the table no longer jumps as
cards are played
- Dockerfile: cache the Rust target dir so frontend rebuilds are fast
- ignore .playwright-mcp/ tooling output
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.