Compare commits

..
Author SHA1 Message Date
jheapsandClaude Opus 5 bde65db45a Ask for the hands at the showdown, the way the streets are already asked for
The card feature had two halves and only one of them ever asked a question. Turn the
setting on and every street opens a sheet for the cards coming off the deck — that
worked, on a phone and on a desk, in a normal hand and in an all-in run-out. The
other half never asked at all. A dealer who entered all five community cards, pressed
"Showdown — resolve pot", and got a wizard saying

    Christopher, Mike from work, Alexandra and Bob haven't turned over, so who
    won is still yours to say.

with nothing in that sheet to turn anybody over with. The only route in was to close
the wizard, tap a seat puck, find the two card slots in the seat editor, do it four
times and re-open the wizard, with the pot on the table and four people waiting. The
one moment the tool is certain to know the hands is the moment it stopped asking.

So the showdown button asks. The sheet opens on whoever the bar has just named as
showing first, takes their two cards, and moves round the table from there; hands
already entered are skipped, because a hand entered is a question already answered.
Four sheets later the wizard opens reading "Chris wins $40 with three of a kind,
nines" and its button says "Pay Chris" instead of "Confirm Winner(s)".

Leaving the sheet stops the asking rather than skipping a player: closing it says the
tool has the wrong end of the stick, and the answer to that is to get out of the way.
It isn't a dead end — the wizard still names whoever didn't turn over, the bar still
says "Showdown — resolve pot", and pressing it again resumes at the player the dealer
stopped on, because the list is read off the cards on the table rather than remembered.

CardPicker.close() takes a reason so the chain can tell "that sheet filled its last
slot" from "the dealer left". Two callers pass nothing and don't care.

The setting kept its behaviour and lost its jargon: "Track the board and read the
showdown" was the feature's name rather than what turning it on does to your evening.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-08 19:33:19 -06:00
jheapsandClaude Opus 5 55aceaed5b Spend the accent on the one thing to do next, not on two at once
The green is a promise: this is the step. Measured over a whole hand — seventeen
steps — it was on two controls at thirteen of them, the bar's Call and the header's
Resolve Pot painting the identical gradient at opposite ends of a phone, and on the
header alone at the other four while the bar held the only button there was to press.
At showdown the most consequential tap in the hand, "Showdown — resolve pot", was
blue-grey while the corner shortcut was green.

So the accent moves to .actionAdvance, which is always the next step by definition,
and comes off the header shortcut, which never is. Twenty-two measured steps of a
real hand now show exactly one.

The sweep checks it: oneNextStep() counts the accent-coloured controls that are
actually on screen, scoped to an open sheet when there is one. Six broken versions
were run at it, and the two that took three goes to catch were both the same mistake
in the injection rather than a hole in the check — a button painted green with the
panel shut isn't rendered, and one painted green below the fold is deliberately
ignored. Scrolled into view it is named alongside the bar's Call, and goes clean
again when the green comes off.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-08 19:33:00 -06:00
jheapsandClaude Opus 5 4a1cb842cb Say on each shut sidebar panel the one thing you'd open it for
The sidebar is eight <details>, and every one measured exactly 60px shut with
nothing on it but its own label — 480px of a phone's screen, and 480px of a 660px
desktop column, spent saying "Standings", "Hands", "Waiting list". Whether the box
balances, whether anyone is waiting for a seat, how many hands have been played:
the page had all three worked out already, and charged a tap for each of them, on
rows two thirds of which were empty.

That is the disclosure pattern's named failure — a header you have to open to find
out whether it was worth opening — and the answer the design systems give is the
same one: put the status on the header. The panel keeps the sentence. "Off by
$300" is the alarm; which seat is holding chips nobody wrote down is a paragraph,
and that is the half that belongs behind the tap.

Two rules, and panelGlance.test.js checks both. A glance appears only when it has
something a dealer would act on — eight rows that always say something are eight
rows that say nothing again, and a row reading "Nobody waiting" all night is the
clutter this went in to remove. And a glance never says something the panel under
it would contradict: it is read off the same state, never off the panel's DOM,
which for a shut <details> isn't rendered at all.

Absolutely positioned rather than floated. A <summary> only draws its disclosure
triangle while it is display: list-item, so it cannot be a flex row; the float
that replaced it kept the row at 60px but aligned to the label's line box, and a
12px string in a box sized for 15px text rode 2.5px low on all six panels. Out of
flow is also the smaller promise — an absolutely positioned box cannot make its
row taller at all.

Three paths deliberately skip renderAll, because it would take the field out from
under whoever is typing in it, and all three move something a glance reports. The
notes textarea, the chip legend's value fields and commitSeatChange each call
renderPanelGlances on their own instead; without that the note you had just typed
was summarised by the note before it until the next tap landed. A space between
the label and the glance, too: the summary is announced as one button, and without
it a screen reader was given "Table Setup9 seats".

Costs 0.08ms of a 4.79ms renderAll on a twelve-handed phone. Four injected faults
in the wording are caught one test each.

glancesFitTheirRows took three goes. The first asked only whether a row had grown
taller than a bare one, and a glance floated back into flow and allowed to wrap
sailed straight through it, because a float does not expand the box it sits in.
The second was caught by the sweep on its first clean run — 94 failing configs, 91
of the offenders this check's own: it takes the shortest row as its idea of a bare
one, and the Keyboard panel is display: none under pointer: coarse, so on every
viewport visited with a thumb the bar was a row that wasn't drawn, and all seven
real rows read as grown. Rows that aren't rendered aren't rows. The four broken
layouts are re-run with that panel hidden and each is still caught.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-06 01:56:58 -06:00
jheapsandClaude Opus 5 e7ddff2fed Let a large felt have larger seats, and the type that goes with them
The felt grows with the window and the pucks did not: 96px was the only
ceiling there was. Nine-handed, the seats covered 19% of the felt on a phone,
11% on a 1280px desktop and 8% at 1440px and beyond — and the stack figure a
dealer reads sat at 10px on a 2560px monitor, the same 10px as on a 360px
phone, well under every published floor for text meant to be read.

Two things stop this costing more than it buys.

Every candidate width is a forced layout. Simply raising the ceiling took the
layout pass from 24ms to 73ms twelve-handed on a desktop, so a screen that
cannot use the wider widths must not measure them: the extra pass is offered
only when the arithmetic already says the seats have room to spare, and a phone
measures exactly the ten widths, in the same order, that it measured before.
Timed with the order alternated so neither carries the warm-up: 10.7ms against
10.4ms on a phone, and +3 to +6ms where the widths are actually used.

And a wide puck on a narrow felt is worse than a small one. The first version
of this let phones through, and a 144px puck on an iPhone's 278px ring is half
the width of the table: six-handed, all six seats sat over the rail by 15px
against 5px before, reading as a stack of cards rather than a table with people
around it. So the ceiling is a fifth of the felt's shorter span, capped at 144.
Five is measured rather than chosen — the shorter span is 233-303px on every
phone in the sweep including sideways and 617-714px on tablets and desktops, so
any divisor between 3.2 and 6.4 separates them — and the test pins both ends.

Above the ordinary ceiling the puck takes the larger type as well, which is the
point of the extra width. Nine-handed: an iPad goes 96px/12px to 134px/15px, a
1440px desktop 96px/12px to 140px/15px, and the seats go from 8% of the felt to
12%. Every phone, at every seat count, is untouched.

The sweep is byte-identical to before this change: same six configurations,
same 63 offenders, empty diff.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-06 00:56:59 -06:00
jheapsandClaude Opus 5 f8ed4abc85 Stop two empty rows in every seat puck setting the size of the table
A seat puck carries the name, the hole cards, the amount that player has put
in, and their stack. Two of those are empty most of the time and both held
their space anyway.

The amount pill was worse than empty space. It has a background, a pill radius
and side padding, so with nothing in it, it painted an 8x11px green lozenge —
measured on seven of nine seats at an ordinary table. One of those is a
component holding its place; nine is a rash, and a dealer has to learn to
ignore a colour that on the other two seats means "this player has money out".

The space was not free either. seatRingRadii sizes the ring from the tallest
puck on it, so two rows nobody had filled were setting how far apart the whole
table had to sit. Across 21 tables — seven viewports, six, nine and twelve
handed — every single puck comes back shorter and six come back wider: an
iPhone 14 nine-handed 78x88 -> 78x63, twelve-handed 44x65 -> 66x55, which is the
one name in the set that was clipped and now is not.

The collapse is only safe because the layout cache moved with it.
resolveSeatLayout measures ten candidate widths, each a forced layout, against
seatShapeSignature() — which listed the names and the dealer seat, everything
that could wrap a name onto a second line. It did not mention these two rows,
because while they always held their space they could never change a puck's
height. Now they can, so the signature names them: booleans over the whole
table, because measuredSeatBox takes the tallest puck on the ring, and because
a per-seat key would be correct and would throw the cache away on every tap.

The ring settles by 24-26px when the blinds go in — and it settled by 23-25px
there before this round too, since the action bar changes height at that moment
and the felt is measured against it. The one place it moves is a place it
already moved.

uiAudit gains emptyDecoration(): nothing on the felt may paint a background or
a border with no content in it. Its one exemption is on the list because the
check reported it rather than because it was predicted — .betChipDisc is a
circle filled with the denomination colour of the chip beside it, so the colour
is the content. Three others were written from memory first and matched no
element on the page at all.

The sweep is unchanged at 6 failing configurations and 63 offenders. All four
table failures are the all-in shape, where every pill is filled and the
collapse buys nothing; the ordinary tables this helps were already passing, so
what moved is room a name has rather than whether anything was covered.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-06 00:09:25 -06:00
jheapsandClaude Opus 5 942919f3f7 Stop the side-pot list growing the action bar over the felt
The bar is fixed over the table, so its height is the felt's budget — and it
carried a pot breakdown that drew one row per all-in with no ceiling. On a
360x640 phone: five players idle put the bar at 151px, six all-in at 303px,
twelve all-in at 411px. That is 64% of the screen, leaving 96px of felt to draw
twelve seats in, and at that size the seats stop being a table: five pairs
collapse onto each other's centres, ten hang past the rail and a dozen labels
sit completely covered.

Past four layers the bar now draws the main pot, one line for everything
between, and the newest side pot. The two ends are the live ones for the same
reason — side pots are paid from the newest back down to the main pot, so the
top layer is the next thing that happens and the main pot is the last, and
those are the two a dealer says out loud while the chips are stacked. The
middle is the rest of that count-down, wanted at showdown, which is the pot
wizard: same builder, no cap, in a dialog that scrolls. The elided line carries
the count and the money, so the visible rows still add to the announced pot.

Nothing in the sweep could see any of this, and the reason is worth keeping.
Every check asks whether an element is covered or clipped; none asked how much
room the covering element had taken. But the deeper miss was the sweep itself —
all 294 audits drove their table with Call and Check, so no table it ever
measured had a player all-in, and the one thing on the bar whose height depends
on the table was empty in every measurement. There is now a fourth table shape,
twelve players shoved in for twelve different amounts, and furnitureBudget()
measures the fixed band against the window: failing over half of it, warning
over the 30% that persistent chrome is usually held to.

Galaxy S8, twelve all-in: bar 411px -> 267px, felt 96px -> 192px, 91 layout
offenders -> 25. iPhone SE: 73 -> 10. The rest is the seat ring on a short
phone, which the sweep can now see.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-05 23:34:51 -06:00
jheapsandClaude Opus 5 02c2a034cb Stop the fixed bar and the toast sitting on the keyboard's focus
WCAG 2.2 SC 2.4.11 asks that a focused control not be completely hidden
by something the page has put on top of it. The bar is fixed over the
bottom and is not in the flow, so the browser does not know it is there:
Tab to a control near the bottom and it is scrolled flush against the
edge of the window, under the bar, and the browser considers it done.

Tabbing the whole page measured 16 stops resting completely covered on a
390x844 phone and 27 more partly, plus four under a toast on the desktop.
It is now 0 and 0 on desktop, phone and a phone on its side — clean
against 2.4.12 (AAA) as well, which allows no overlap at all.

Three things were wrong and they needed different answers.

scroll-padding-bottom on the scroll container, sized from the bar's own
published height and the toast's, handles the case where the browser has
to scroll to reach the control. That is half of it, and the half that
looks like all of it: a control the browser already considers visible is
one it will not scroll to, and a fixed overlay on top does not enter into
that decision. Measured — tabbing to Common rulings with a toast up left
it 100% covered and scrollIntoView({block:"nearest"}) moved nothing. So a
focusin handler measures the overlap and scrolls by it, and when the page
has no room left (26px against 94px wanted) the toast gives way instead.
Sizing the page padding for the toast would have fixed that by making the
page grow and shrink 64px whenever anything was announced.

The page's room to scroll past the bar was 9rem on the sidebar alone,
which left the table's column — most of a desktop — with none. It is now
on the whole app and taken from the bar's real height, so it is also 0 in
the layout where the bar is a rail down the side.

And the seat editor's bottom sheet was put away with a transform, which
moves a thing without putting it away: its Done button sat at y=850 on an
844px screen, focusable, announced, and impossible to scroll to, because
a fixed element does not move when the page does. visibility:hidden puts
it away, transitioned so the slide-out still runs.

uiAudit.js gained focusHasRoom() and focusablesReachable() for the two
static halves. Audit unchanged at 2 failing configurations and 3
offenders, both pre-existing. 805 unit tests pass.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-05 22:57:58 -06:00
jheapsandClaude Opus 5 cd2db6346e Stop a chip colour taking the table's money with it, quietly
Deleting a chip colour was one click of an unlabelled 24px button, and it
was never a change to a legend. computeContribution() prices a seat by
running the legend over that seat's chip counts, so a colour that leaves
takes every chip counted in it off the table.

Measured in a browser on a three-handed table: deleting the $500 row took
$22,500 of $26,874 with it. No confirmation, nothing said afterwards, and
no way back — a colour added again is a new colour with a new id, while
the counts stay keyed to the one that left. The counts were left behind
too, so the saved file carried money nothing could price and nothing
could show.

Now: a colour nobody has counted still goes on one click, and one that is
holding money asks first, naming the amount, the chips and the seats, and
saying that Undo will put it back while adding the colour again will not.
Conditional on purpose — a confirmation that fires every time is one
nobody reads by the third night, and four others already compete for that
attention here. Removal goes through runUndoable, and the counts go with
the colour so the file matches the screen.

The number in that warning is the difference between pricing every seat
with the colour and without it, not chips times value. The obvious
arithmetic is wrong both ways: a seat with a typed amount is never priced
from its counts, and a seat whose chips all leave falls through to the
table's standing ante rather than to zero. A randomised check over 2,000
tables asserts the warning equals what the table then does, and it found
a third case — fourteen $1 chips against a $200 ante, where removing the
colour puts the table UP $186. The wording says so in that direction too.

The × also had no accessible name, so uiAudit.js gained controlNames():
every control needs a name containing a letter or a digit, resolved the
way the accessibility tree resolves it. A symbol is not a name. Taking
the new aria-label off again makes it report all five buttons.

Audit unchanged at 2 failing configurations and 3 offenders, both
pre-existing. 805 unit tests pass.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-05 22:26:16 -06:00
jheapsandClaude Opus 5 6eb97c8a35 Give the sidebar eight names instead of five and a cupboard
"Session" was a container word rather than a name. It held the standings,
a waiting list, the hand log and the save/load/reset buttons — a topic, a
task, a log and three utilities under one label, which is a navigation
layer with more than one logic in it.

It measured 1206px and 103 visible elements, against 555 and 29 for the
next biggest, and "The table itself" sat 1052px down inside it. Reaching
Reset table meant opening a panel called Session and scrolling past the
money and the log to get to it.

It is now Standings, Waiting list, Hands and Save & reset, each named for
the thing a dealer came looking for, in the order of a night: set the
table up, watch the money, fill the seats, look back at a hand — and,
last and apart, the two buttons that end it. Reset table goes from 1052px
inside a panel called Session to 62px inside one whose label says what it
does. The biggest panel drops from 1206px to 607px. The four subheads
that used to carry those names are gone, because the summary says it now.

Every panel name is also a heading. A <summary> is announced as a button,
so the sidebar's names — its whole navigation — were unreachable by
heading, and splitting Session would have removed the only four headings
down there. The outline is now h1 page, h2 per panel, h3 for the two
subheads that remain. Visually identical: the h2 gives up everything a
heading brings with it.

The cost is 216px more collapsed summaries at rest, three more one-line
labels. Audit unchanged at 2 failing configurations and 3 offenders, both
pre-existing. 795 unit tests pass.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-05 21:52:34 -06:00
jheapsandClaude Opus 5 bd8ee11f77 Say who can win each pot in the fewest names that answer it
The pot breakdown listed every eligible player for every pot. Pot
eligibility is nested — the main pot is everyone still live and each side
pot above it drops whoever was all-in below — so the main pot's line was
every name at the table and each side pot repeated it minus one.

The lines too long to fit were exactly the ones nobody needed spelled
out, and the short ones at the bottom were the side pots a dealer
actually announces by name. Measured on an iPhone 14: a single all-in
five-handed already clipped the main pot, and twelve-handed the first row
wanted 521px of a 254px slot. There was no count and no title, so a
dealer reading "Alexandra…" could not tell whether three people or eleven
were eligible — the number the showdown turns on.

Each line now names whichever of "who is in" and "who is out" is shorter,
which nesting guarantees is never more than half the table, and leads
with the count because the line is right-aligned and it is the tail that
gets cut off. "all 9", "8 in, not Mike from work". On a phone this takes
one, two and three all-ins from every main-pot line clipped to nothing
clipped at all; twelve-handed goes 6 clipped rows to 5, and even a cut
row still opens with "9 in".

The wizard's copy of the same announcement wraps instead — it is a dialog
that scrolls, and it is what the dealer reads out before anybody shows a
hand — so nothing there is ever cut off. The full list is also on the
title for anyone with a pointer, which is the extra rather than the
answer, since a tooltip is not a mechanism a keyboard reaches.

potCalculator.test.js now proves the nesting across 20,000 random tables
and asserts on its own generator, so the loop cannot go vacuous. Audit
unchanged at 2 failing configurations and 3 offenders, both pre-existing.
787 unit tests pass.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-05 21:23:19 -06:00
jheapsandClaude Opus 5 13d704301d Stand the felt up on a phone, and check which rule actually wins
A portrait phone got a square felt, so the vertical room the layout had
already measured was published and then dropped: 522px of room under a
366px table on an iPhone 14, 638 under 406 on a Pro Max. The cost was
seat names — 44px pucks with five of twelve clipped.

--feltAspect: 1.5 spends it. Twelve seats at 390x844 go from a 44px puck
with five names clipped to 66px with one; five seats go from three
clipped to none; the Pixel 7's twelve-seat ring goes to zero. 1.6 and
1.7 measure byte-identical, so 1.5 is where the sweep stops paying. The
three smaller phones are room-bound at any cap and measured identical
from 1.15 to 1.7.

The first version of this was a no-op. The rule went into
@media (max-width: 700px), and @media (max-width: 900px) below it set
the same property back to 1 — both match a phone, same specificity,
later one wins. It measured as 1 on every phone while reading perfectly.
The 900px rule is now a 701-900px range, and feltShape.test.js resolves
--feltAspect through the media queries the way the cascade does so the
next one of these is caught.

Also tried and removed: a floor under the max-height, so a tall bar
couldn't press the table flat. Twelve all in with nine side pots takes
the bar to 341px, leaving 142px of room at 360x640; floored to 242 the
felt keeps its shape by putting five of twelve seats behind the bar,
unfloored it is flat with all twelve visible. The slit it defended
against came from forcing the custom property by hand. A test asserts
its absence with the numbers.

Audit: 4 failing configurations and 5 offenders down to 2 and 3, both
remaining ones pre-existing. 776 unit tests pass.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-05 21:02:34 -06:00
jheapsandClaude Opus 5 7bd205a91a Line the bar up with the table, and stop the button squeezing a name
Two things that were wrong at every desktop width, both of them the same shape: a
number that was right about one thing being used for another.

The action bar was centred on the window. The table is centred on its own column, and
the sidebar takes 320px out of the right of that — so the two things a dealer is
actually looking at sat 172px apart, at 960px wide and at 1600px and everywhere in
between, because the offset is half the sidebar and the sidebar is a constant. The bar
also finished 80px inside the sidebar's column at 1280, painting over whichever panel
happened to be at that height. It leans away from the sidebar now, by the sidebar's own
width, which comes out exact above and below the 1400px cap — measured on the running
page at four widths, 0px off at all of them. No 100vw in it, which is the point: the
bar's own centring comment warns that on a page with a scrollbar 100vw is wider than
the viewport, and the offsets are exact without it.

The dealer button's chip sits in the puck's top-right corner and the name kept out from
under it with `padding-right: 22px`. That takes the chip's width off *every* line of the
name, and the chip is on one of them. Measured at 1280x900: the name box is 78px,
"Christopher" is 66 and fits, and on the seat holding the button it was cut to 56 and
broke as "Christop / her" — mid-word, no hyphen. The button moves every hand, so that is
a player whose name reads properly for four hands and comes apart on the fifth.

A float is what indents only the lines it sits beside. Line one gets 56px and the rest
get 78, so a name too long to fit beside the chip drops below it whole instead of being
broken to fit next to something that isn't there.

Not on a crowded ring, though, and finding that out cost a sweep. A tight puck gives the
name one line on purpose, and one line has nowhere to move to: with two lines granted
the name dropped onto a second line that the chip's lower half was still sitting on, and
the audit called it at every viewport in the list. So the float is for the ring with room
for two lines and the padding for the one without — two rules, matching two regimes the
puck already had.

The sweep also learned two things from this:

- Text is measured where it was painted, not where its box is. The seat-label check
  modelled "text kept out of somewhere" as padding, which is one way of doing it and not
  the only one; a float does it per line, and the check called every seat in the sweep an
  offender while the text sat exactly where it was meant to. Range rects ask the question
  directly, so padding, floats, centring, wrapping and a short label in a wide box all
  come out right without any of them being modelled.

- Offenders say how much is covered, not that something is. "Is under a badge" reads the
  same for a stack a dealer cannot read and for a badge's rounded corner grazing the last
  digit. Probing the whole line and counting turns the residual this sweep has carried for
  three rounds into "1/7 under SB" — one probe of seven, one configuration, thumb only.

294 audits, 4 failing configurations, 5 offenders: twelve players on a 360px phone with
the raise pad open (3/7 and 2/7, pucks genuinely overlapping — the search reports it
rather than papering over it) and the 1/7 hairline above. 770 unit tests.

Fault-injected, all restored and re-verified: writing the sidebar's width out again
instead of the token, growing the float to cover the chip's whole height, and taking the
padding off the crowded ring are each caught by a test; and with both the float and the
padding removed the rewritten label check still reports the name 6px under the chip,
which is the fault it exists for.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-04 18:17:16 -06:00
jheapsandClaude Opus 5 f07144acd8 Give the table the screen back when the phone is on its side
A phone held sideways is 640x360: short of height and swimming in width. The layout
spent the whole of that shortage on one column — 70px of header, 85px of felt, 205px
of action bar. Two rows of seat pucks 55px tall have to fit inside 85px of felt, which
they cannot, so seven of nine finished past the rail with up to 17px of puck floating
on the page. That single fault was 96 of the 98 offenders the layout audit could find
anywhere.

No amount of shrinking fixes it, because the shortage was never in the table. The bar
is 205px tall and 529 wide to hold three buttons and a status line, and it was taking
that height from the one element that needed height. So in landscape it moves: the bar
becomes a rail down the right-hand side, the table takes the column beside it, and the
felt goes from 529x85 to 409x205 — an actual oval, with room for two rows of pucks and
a gap between them. It also puts Fold, Call and Raise under the right thumb rather than
along the bottom edge, where a landscape grip has the palm.

Which layout the bar is in is declared by the stylesheet in a custom property and read
back by actionBar.js, because the one thing that must not exist is a second copy of
that media query written in JavaScript.

Then the ring stopped predicting itself. seatRingRadii works out the widest ring whose
outermost puck still finishes inside the rail, and it is right about a puck it measured
before the width search settled and before a name wrapped or was shortened — each worth
up to 15px of height arriving after the answer. Four viewports finished with the top
seat 5-6px over. render.js now checks the drawn result the way the audit judges it: if
the worst puck hangs 6px past the rail, the ring comes in by 6px and they are placed
again. A layout that predicts itself has to be right about the future; one that measures
itself only has to be right about the present.

Also in this round:

- Names shorten at a word instead of being chopped mid-one. "Mike from work" on a
  nine-handed phone was "Mike f…"; he is Mike. A name never ends on a joining word,
  because "Mike from" looks cut off rather than shortened, and the whole name is on the
  tooltip either way.

- The blind badge is counted in what a seat needs. It always points away from the table,
  which was taken to mean it costs nothing between two seats — true of a straight rail
  and false of a ring, where neighbours sit at different heights. Three tables had a
  player's stack painted under the next player's SB or BB, and that badge outranks
  everything else on the felt. It also got shorter, 15px to 12: clearing its own name at
  5px of overhang instead of 9 hands every chair in the ring four pixels back, which at
  640x360 is the difference between a 66px puck and a 48px one.

- Border-box, inherited, for the whole app rather than nine elements opting in one at a
  time. Both elements that hadn't went wrong in the same afternoon: the rail overran the
  page's padding by 25px and put Resolve Pot underneath itself, and the raise pad's
  amount field pushed a horizontal scrollbar across a 640px phone.

- The raise amount field is thumb-sized. The rule that sizes fields for a finger names
  the settings panels and the seat form, so the one field on the one surface built for
  thumbs was 36px on every phone in the list. The sweep never saw it because it had no
  step that opened the raise pad; it has one now, and that step also caught the rail
  squeezing its own status line under the pad.

- mobile-web-app-capable alongside Apple's older name, which Chrome has been calling
  deprecated in this page's console on every load.

The audit goes from 19 failing configurations and 98 offenders to 2 and 3, across 294
audits — thirteen viewports, three table shapes, a mouse and a thumb. What is left is
twelve players on a 360px phone with the raise pad open, where twelve pucks at the 44px
minimum genuinely do not fit on the felt; the search reports that rather than papering
over it. Each new mechanism was checked by breaking it on purpose: removing the settle
pass puts 26 offenders back, dropping the badge from the footprint 5, and un-sizing the
raise field is caught by the step that now opens it.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-04 17:19:11 -06:00
jheaps fbc4bd9a3e Merge pull request 'Hold'em dealer: a felt that fits, and a table that reads its own showdown' (#118) from polish/holdem-seat-collisions into master
Build and Deploy / build-deploy (push) Successful in 1m11s
Reviewed-on: #118
2026-09-04 15:28:46 -06:00
jheapsandClaude Opus 5 cd57c16050 Let the table tell the dealer who won
An option — off by default, and off means the tool is exactly what it was.

Turn it on and the community cards go on the felt. Each street asks for the cards as
it is dealt: the picker opens on the flop the moment the flop button is pressed, and
again on the turn and the river, because the moment a dealer is holding those cards is
the only moment they know what they are without turning the board round. Three taps,
then one, then one. The picker is the same sheet as the hole cards, which now knows
about the middle of the table too — the seven of clubs cannot be on the flop and in
somebody's hand, and until now it could.

Turning the players' cards over is unchanged. That already worked the way it should.

What is new is what happens next. Resolve Pot stops asking who won and says so:

    Alexandra wins $50 with three of a kind, nines.

with every hand at the table read out under its player's name, the winner already
ticked, and the button reading "Pay Alexandra". A chop comes out as "Christopher and
Mike from work split it, $22.50 each, with a pair of aces", both ticked. The dealer
still confirms — the tool reads the cards, a person still says the pot is good, and a
hand entered wrong is corrected by unticking rather than by starting over.

It declines rather than guesses. A board that isn't five cards, a player who hasn't
turned over, the same card entered in two places: each says which of those it is and
hands the question back, and the wizard is the one it always was. Who is *ahead* and
who *won* are different claims and only the second one can pay somebody.

Side pots are read per round, not once. The best hand takes the main pot and is then
out of the question; the side pot goes to the best of who is left, which is a different
answer and the one the tool has to ask for again.

handRank.js is the only module here that can pay the wrong person without anybody
noticing, so it is built to be checkable rather than clever: rank five cards, then take
the best of the twenty-one five-card hands in seven. Beside the written cases — every
category against every other, the wheel and the steel wheel, three kickers deep, the
counterfeited two pair, the board that plays — it is checked against a second evaluator
written a different way, on twenty thousand random seven-card hands and four thousand
random pairs of them. An ace that keeps its value in the wheel, a dropped two-pair
kicker and a flush read only by its top card were each introduced on purpose and each
caught.

The board takes the middle of the felt, sized from the room the seat ring actually
leaves — measured against every seat rather than the ring's widest point, which is only
the answer for a seat sitting exactly on the horizontal axis and had two pucks on top
of the board while claiming 77px of clearance either side. Where there is no middle to
take, it moves to a strip above the table: a phone on its side has a felt 528x83 with
55px pucks, so the ring closes over the centre entirely and a board in it is a board
with players painted on top.

That strip found an older bug. It costs the felt height, and a felt that changes size
had only ever been re-measured, never laid out again: the seats follow it on their own,
being placed in percentages, but a bet chip anchored inside a seat is placed in pixels
off that seat's centre. Measured at 640x360, the chips were positioned for a felt 83px
tall and painted on one of 60 — seat 3's $5 came to rest on seat 4's puck, and two
pairs of seat pucks were overlapping. The bar growing mid-hand does the same thing: a
side pot appearing is 55px off the felt. Both fixed.

The sweep grew a third table — the same five players in the same nine chairs as the
second, with the board on, so the only thing that differs between those two rows is the
board itself. It earned its place on the first run.

728 unit tests. 216 audits: what is left is the seat ring hanging past the rail on a
landscape phone, the known residual, plus five or six pixels more of it on the layouts
where the strip takes the felt's height, and a blind badge over a stack on a packed
twelve-seat portrait table.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-04 11:18:33 -06:00
jheapsandClaude Opus 5 2a080eab6a Give every bet on the felt somewhere to be
The chips were the last thing on the table nobody had measured, and the sweep had
never seen one: it audited a table that had never had a bet placed on it, so a third
of what is on the felt during a hand went unlooked at for the tool's whole life. It
posts blinds, deals and calls three times now before it measures anything.

What that found, and what this fixes:

- Chips accumulated. Seats are kept and updated in place rather than rebuilt, so
  clearing the bets layer stopped clearing the ones anchored inside a seat and
  nothing else ever did. An iPhone 14 had one chip per seat after the deal and five
  by the third render; a dealer's every tap left another disc on the felt.

- The ring-or-cling decision asked how wide the window was. A phone held sideways is
  844px across and gives the felt 117px: it passed the width test, took the ring, and
  every chip on it was painted under a puck — the seats carry z-index 1 and the bets
  layer carries none, so a chip that lands under one is gone, and with it the only
  number saying what that player has in. Measured now, and only measured.

- Getting clear of a box was `edgeReach(puck) + edgeReach(chip)`, which is right only
  straight up, down or sideways. Two axis-aligned boxes are clear when they are apart
  on one axis, so the travel is the reach of the box you get by adding their widths
  and their heights. At 768x1024 a $10 leaving a seat on the diagonal wanted 88px and
  got 77, and came to rest 11px inside its own player's puck — every seat off the four
  compass points, which is most of them.

- Every chip was laid out at the first chip's size. A chip is as wide as the number on
  it: "$5" is 21px and "$10" is 27px on a phone, so each $10 was placed as if it were
  6px narrower than it is. The widest is no better: at 768x1024 one 47px chip made the
  whole table give up a ring the other four had room for.

- Anchored chips settled where they landed. At 640x360 the felt is 528x83 and a puck
  is 55 of those pixels tall: clearing it takes 41px, the players facing each other are
  70px apart, and both chips set off 41px into a gap that is 70 wide. Three overlapping
  pairs on a twelve-handed table. Each chip now gives ground only to something it is
  actually standing on, a pixel at a time — a midline rule or a single scale factor
  both punish the seats at the ends of a rail, which were never going to hit anything.

- Nothing knew the pot total was there. Seat 1's $10 was sitting on "Pot $65".

Two things off the felt, from the same sweep:

- The toast outlived its news. "Next hand — button on seat 2. [Undo]" stayed up while
  the hand was dealt and three players called: an offer to move the button, wired to a
  snapshot that predates the hand, so taking it would have thrown the hand away without
  saying so. It was also in the way of thirty small screens' seats and controls. The
  bar drops it as it takes the next action; the bar's own Undo names what it would
  actually take back.

- The pot dialog cut a name off. Three players in the pot on a Galaxy S8, two rows
  visible, the third below a hairline that reads as the end of the list — a dealer
  ticking the two they could see would have paid two thirds of a three-way pot. The
  85vh budget was still subtracting the action bar's height from a dialog that has sat
  above the bar since its z-index was fixed, and a player's ceiling moves beside their
  name on a short screen. All three fit now, and where a list does run on, it runs on
  under a fade rather than stopping dead on a row boundary.

The pot badge goes on a phone held sideways: 86x66 of a 692x113 felt, for a number the
action bar prints three inches below it, standing in the only band a bet chip has.

The audit stopped calling one thing another. An element clipped away by a panel that
scrolls is not covered by whatever is painted at that height — the wizard's third
winner came back for four viewports as "fully covered by button Confirm Winner(s)".

190 audits: 25 failing configurations to 7, and every one of those seven is the seat
ring hanging past the rail on a landscape phone, which is the known residual from the
last round. 663 unit tests, 44 of them new.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-03 17:05:47 -06:00
jheapsandClaude Opus 5 f93e0935ef Give every seat its own pixels
Six players at a nine-handed table is the most ordinary table this tool draws, and on
every phone in the sweep one of them had their stack painted under the player next to
them. Measured across nine viewports and six table sizes: seventeen of fifty-four
tables hid a name or a stack behind something belonging to another seat.

Two causes, and the layout only knew about a third of one of them.

The felt decided how big a puck could be from a single number — the straight-line
distance between the closest two *neighbouring* seats, judged against a fraction of a
puck's width. Distance has one number in it and a puck is half again as wide as it is
tall, so the same 84px was generous side by side and nowhere near enough on the
diagonal. And neighbours are the wrong pairs to ask about: on a phone held sideways the
felt is 528x87, the ring is very nearly a straight line, and the seat that lands on top
of you is the one across the table. Ten of the tables in the sweep had a collision that
a neighbours-only check cannot see — seats 1 and 7, overlapping by 68px, while every
adjacent pair had room.

seatsCollide() asks the real question instead: do any two of these boxes want the same
pixels. Two equal axis-aligned boxes overlap exactly when their centres are closer than
one box in both axes, so it is an answer rather than a proxy, and it looks at every
pair.

The second cause was the small blind badge, sitting at `left: -6px` — hanging off its
own puck's left corner onto whatever was beside it. On an iPhone Pro Max at six seats,
with the pucks not touching at all, "SB" was painted across the next player's $1,137.
All three badges now sit inside the puck's width, and in the same place as each other:
a seat only ever wears one, so two positions bought nothing except making the dealer's
eye find which of two spots this seat was using before it could read which blind it is.

Then the layout had to be able to act on the answer, and it couldn't. It chose between
two widths — 96px or 58px — and if neither fitted it widened the ring and let the seats
overlap, on the reasoning that a dealer can see an overhang but cannot see a tap landing
on the wrong player. That trade is real; it was also a false choice, because the tables
that overlapped did not want either number. At nine seats a Galaxy S8 had room for a
61px puck, an iPhone 14 for 68, a Pixel 7 for 74, an iPhone Pro Max for 79. Three media
queries declared three more of these numbers — 78px, 64px, 62px — at three breakpoints,
guessing at something a media query cannot see: the same 390px phone has room for a 90px
puck at four seats and 61 at nine.

So the width is searched for now, not chosen. render.js walks candidates from the top,
applies each one, measures what the browser actually drew, and takes the widest that
leaves every seat its own box. There was a width that worked on every table in the
sweep; the code was never asking for it. Ten candidates is ten forced layouts, so the
result is cached against the felt's size, the seat count and the names — measured 12.5ms
cold, 0.8ms warm, and renderSeats runs after every tap.

Three things this got wrong on the way, all caught by measuring rather than reading:

  The badge overhang was folded into the space between two seats. That collapsed the
  ring on a phone held sideways — 87px of height, and 18px of badge is most of the room
  the ring has to move in — until a six-handed landscape table was unsatisfiable at any
  width. It didn't belong there: the badge points *away* from the table at both ends, so
  two seats facing each other across the felt wear them back to back.

  box-sizing: border-box, which the puck needed so the searched number means the width
  it is drawn at, quietly turned every min-height from a content height into a drawn one.
  An empty chair went from a 52px tap target to a 42px one on every phone in the sweep.
  The audit found it; the four min-heights have each gained the padding and border they
  used to be quoted without.

  The new audit check reported a name under a neighbour on a table whose seats were 9px
  apart. A puck's name is a `-webkit-box` with `line-clamp`, and getClientRects() hands
  back a rect for every line the text *would* have taken, including the ones the clamp
  throws away — so the probe was hit-testing 30px below the puck, where nothing is
  painted. It clips to what is painted now.

uiAudit gains "no seat covers another seat's writing", the complement of the check
already there for a puck's own decoration on its own name — which is why nothing caught
this: seatLabelsClear() only ever looked inside one seat. Fault-injected against the
previous version: eighteen configurations, naming both causes.

And the sweep itself now runs two table shapes. It had run one for its whole life —
five players at a nine-handed table — and how crowded the felt is depends on how many
people are sitting down far more than on anything a viewport can report. A full table
was never once looked at.

632 tests, 0 failures. 190 audits across thirteen viewports at two table shapes, with a
mouse and with a thumb. Every table from two seats to twelve now keeps its own text on
every viewport in the sweep. One configuration still reports: a dozen players on a
640x360 phone, where the felt is 87px tall and two rows of 55px pucks cannot both fit
and stay on the rail — the ring grows 8px past the edge to keep the seats off each
other, which is the trade the old code named and got right. Left reported rather than
tuned away.

Names on a crowded phone table truncate harder than they did, because the puck is now
sized to fit instead of allowed to overlap: "Christopher" is "Christ…" at nine seats on
an iPhone 14. The full name is in the DOM, in the seat's form and in the sidebar. The
next lever on that is the seat layer's inset, which is still a fixed 44px of "half a
puck" for a puck that is no longer 96px wide — worth 54px to 60px where it was measured.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-03 13:23:31 -06:00
jheaps 190ccebf6c Merge pull request 'Hold'em dealer: a reachable Confirm, a table that fits, offline, and a quieter first screen' (#117) from polish/holdem-offline-and-render into master
Build and Deploy / build-deploy (push) Successful in 1m42s
Reviewed-on: #117
2026-09-03 12:24:00 -06:00
jheapsandClaude Opus 5 c052ee32c8 Put the Confirm button back on screen
Opened the pot wizard — the one dialog in this tool that divides money — and its
Confirm button was below a scroll. Not on a tall table, not on one screen: at
every size I measured, with six players and a side pot.

  iPhone 14 390x844   244px of the dialog below the fold
  Galaxy S8 360x640   417px
  844x390 landscape   583px
  desktop 1280x900    172px

Nothing on screen said there was anything under the list of names, so a dealer
with the table waiting had to scroll a list of players to find the only control
that finishes the hand.

Two goes at this, and the first was wrong. A sticky footer is the obvious
answer and it cannot work here: the actions were the last child of the
scrolling content, so their containing block ended exactly where they did and
`bottom` had no room to lift them. Sticky on the *header* did work, for the
mirror-image reason — its container extends below it — which is what made the
failure confusing to read. Capping the player list wasn't enough either; the
pot breakdown and the log still overflowed on a short screen.

So the dialog is a proper column now: a title that doesn't move, a body that
scrolls, and a footer outside the scroll. potWizard.js appends its buttons to
the footer instead of into the body, and clears both together so a step can't
inherit the previous step's buttons. Measured after: Confirm on screen and
hit-testable at all six configurations, twelve-handed on a Galaxy S8 included,
and the dialog itself no longer scrolls at all.

The checkboxes are painted now, too. `accent-color` only ever coloured the tick
— the box around it stayed the platform's own bright white square, which on a
near-black dialog was the loudest thing on screen and the last raw control in a
tool where everything else had been drawn. Same surface ramp, same corner
radius, and a tick drawn with clip-path so it can't pick up a substituted font.

uiAudit gains "an open dialog's buttons are on screen", which hit-tests rather
than trusting geometry — a button can be inside the viewport and still be under
something. Fault-injected: putting the footer back inside the scrolling body
reports Confirm 105px below the fold.

Two things checked and left alone, because they turned out to be right: the
standings table hides three columns on narrow screens through a container query
keyed to the sidebar rather than the viewport, which is why a desktop shows
fewer columns than an iPad — the sidebar is the narrower box there. And In/Won/
Net read $0 for hands settled outside the wizard, which the comment above them
already explains.

Caught by my own guard on the way past: the token test read `scroll-padding` as
`padding` and failed the spacing scale. Correct by its rules, wrong in substance
— those values are a sticky bar's measured height, not a step in the rhythm — so
the lookbehind now rejects a hyphen as well as a word character. Re-fault-
injected to confirm it still catches a real ad-hoc gap.

619 tests, 0 failures. 65 layout audits across 13 viewports x 5 table sizes and
35 across the five overlays. The whole wizard walked end to end: side pot
resolved, hand logged, $1,560 on the table before and after.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-03 12:20:02 -06:00
jheapsandClaude Opus 5 1f3dda180f Make the table big enough for the game around it
Looked at the felt at three times scale and the seats were falling off it. Not
sitting at a rail — hanging past the outer edge of the table into the page,
half a puck on green and half on nothing. Measured:

  1280x900, nine-handed   five of nine seats past the rail, worst 49px
  844x390,  six-handed    all six, worst 20px
  430x932,  six-handed    two, worst 12px
  360x640,  nine-handed   none

The ring sat at a flat 44% by 42% of the seat layer at every size, two numbers
picked against a phone. A fixed pair can only be right for one ratio of puck to
felt, and the felt's ratio changes with every viewport — so it was a different
amount of wrong on each one, which is exactly what makes something look like a
mistake rather than a choice.

The radius is derived now: the widest ring whose outermost seat still finishes
inside the table, worked out from the measured table, seat layer and puck. It
can only ever pull seats in — the old pair is kept as the ceiling — and it falls
back to that pair whenever there is nothing to measure, which is every call from
the unit tests and the first render before the felt is laid out.

Three things this turned up on the way, each caught by the sweep:

  * The seat layer is not centred on the table. Its insets differ top from
    bottom, so the first version — which assumed symmetry and worked from half
    widths — left a phone with 12px still over the rail. It works in absolute
    pixels against the nearer edge now.

  * The radius and the puck size depend on each other: the ring is limited by
    how big a puck is, the puck is sized by the `seatsTight` class, and that
    class was decided from the gaps between seats, measured at a radius that
    hadn't been worked out yet. Fixing the gap measurement then made a
    nine-handed phone overhang that had been fine, because the two were chasing
    each other. It is settled by trying the candidates in preference order
    instead: the roomy layout if everything fits, the tight one if not, and if
    neither fits, tight pucks on a ring widened only as far as it takes to stop
    seats colliding — because two seats fighting over a tap is a worse failure
    than a puck over the rail. A dealer can see an overhang; they cannot see
    that the seat they pressed wasn't the one that answered.

  * The spacing threshold was a flat 84px, the figure a 96px puck was judged
    against. Asking a 68px tight puck to keep a 96px puck's distance is a test
    it can never pass, so every landscape table fell through to the fallback and
    took an overhang it didn't need. It is a ratio now, not a number.

Result: worst overhang anywhere goes 49px to 9px, and 59 of 65 configurations
are completely clean. Desktop, tablet and every phone held upright: nothing over
the rail at all.

Residual, reported rather than tuned away: six configurations still overhang by
1-9px, all of them landscape at 640x360 and 667x375, where the felt is about
110-125px tall and no ring puts readable pucks inside that. The audit check is
left strict so they stay visible.

uiAudit gains "seats and chips stay on the table", which runs at every viewport
in the sweep. Fault-injected: putting the flat 44/42 back reproduces the original
failure exactly, including seat 3 at 49px.

Faster, too, because the measuring got hoisted out of the per-seat loops while I
was in there:

  renderSeats   7.3ms -> 1.8ms
  renderAll    12.4ms -> 6.8ms

619 tests, 0 failures. 65 layout audits across 13 viewports x 5 table sizes.
Offline re-verified: a whole hand with the network cut, $800 conserved.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-03 11:55:51 -06:00
jheapsandClaude Opus 5 3ffce9d7c1 Stop the empty table shouting, and point at the next step
The first screen a dealer ever sees was the one nobody had looked at. Opened
fresh, with nothing saved, the tool showed:

  * the word EMPTY, in capitals, ten times across the felt
  * Resolve Pot as the accent-green primary — on a table with no players and no
    pot, so the loudest control on screen was the one that could do least
  * Next Hand, with no button to move
  * no indication anywhere of what to do first, except a grey caption under the
    felt saying "tap a seat to edit"

An empty state is the one screen a new user is guaranteed to meet, and this one
described itself ten times without once saying what to do.

**The felt stops repeating itself.** An open chair is already dashed instead of
solid, faded, and has no stack under it — that reads at a glance, which is how a
dealer looks at a felt, and it reads the same on the one open chair at a full
table, which is the case the label was actually for. The word is gone from all
ten, and the seat numbers underneath it are now the thing you see. What the word
carried for anyone reading by ear moves to an aria-label on the seat, which now
says more than the sighted version ever did: "Seat 3, empty", "Seat 1, Ann".

**The bar says what the table is.** It used to hide itself when nobody was
seated — silent at exactly the moment a dealer has never used this before. It
now says "Nobody's at the table yet." with one full-width button, Seat a player,
which opens the seat editor on the first free chair. That is the same panel
tapping a seat gives them, so the button teaches the gesture rather than
replacing it.

**Two dead controls stop pretending.** Resolve Pot and Next Hand are disabled
until somebody is at the table, which takes the accent green off the button that
cannot work and leaves the only green on screen on the one that can. Disabled
rather than hidden: hiding them would move the header the moment the first
player is named, and a control that vanishes teaches nothing about what it was
for. Next Hand's own explanatory title is kept and handed back when it
re-enables.

One bug of my own, found by walking the flow rather than by reading it: after
typing a name both header buttons stayed greyed out, still captioned "nobody is
at the table yet". commitSeatChange refreshes narrowly on purpose — a full
render on every keystroke takes the name field out from under the dealer
mid-word — and the comment directly above it already warns about this exact trap
for the action bar. The header needed the same line.

609 tests, 0 failures. 65 layout audits across 13 viewports x 5 table sizes,
0 failures — the empty table is now one of those sizes, and had never been
audited before. Re-verified with the network cut: the first-run screen, the CTA
and seating a player all work offline.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-03 11:14:30 -06:00
jheapsandClaude Opus 5 5d5093f3cc Make the dealer tool work with no signal, and stop it shouting
Three findings this round, all measured on the running page.

**1. The tool needed the internet to exist.**

The night already survived anything — it lives in localStorage — but the page
did not. Reload in somebody's back room with one bar of signal and a dealer
holding a phone in one hand and a deck in the other got a browser error page
with nine players waiting. Verified: with no worker, an offline reload is
net::ERR_INTERNET_DISCONNECTED.

There is now a service worker (wwwroot/casino/sw.js) and a manifest, so the
tool installs to a home screen and runs with the network switched off. Measured
end to end: 19 assets cached from one ordinary visit, then with the context
offline the page loads, draws six seats, applies its CSS, and plays a whole
hand — blinds posted, four calls, $800 still on the table.

Three decisions worth writing down:

  * The precache list is read off the document rather than kept in the worker.
    Every stylesheet and script is already in the DOM; a hand-written file list
    stays right until somebody adds a script tag, and then the tool is quietly
    offline-broken until a dealer finds out at a table.
  * No skipWaiting. A new worker taking over a live page can hand it assets
    from a different release than the ones it started with, and this page loads
    seventeen scripts that expect to agree with each other.
  * Stale-while-revalidate for assets, not cache-first — see finding 3.

Scope is /casino/ rather than /casino/texasholdem/, because a scope has to be a
prefix of the page it controls and "/casino/texasholdem" does not start with
"/casino/texasholdem/". Anything in scope the worker wasn't told about goes
straight to the network.

Program.cs needed .webmanifest added to the MIME map: an unknown extension is
not served with the wrong type, it is not served at all, and a 404 manifest is
exactly the silent failure that stops a browser ever offering "Add to Home
Screen".

**2. A screen reader read out the whole action bar after every tap.**

The bar carried aria-live on the element whose entire contents render() rebuilds
each action. Measured, after one tap:

  "PRE-FLOP Pot $15 9 players Bob · $250 behind 0:00 ↶ dealing the hand U
   Fold Call $10 Raise"

Nothing in it is wrong; it is unusable at the speed a hand is dealt, and it is
the documented anti-pattern — a live region has to be a stable element whose
text changes, not a container that gets replaced. There is now a small
role="status" element that exists from page load and says one sentence:
"Dee to act, $10 to call. Pot $15." Guarded on the sentence rather than on the
state, because render() runs for many reasons that don't change whose turn it
is, and a live region handed the same words twice reads them twice.

**3. Every tap rebuilt ninety DOM nodes.**

renderSeats did `innerHTML = ""` and then cloned a template, attached three sets
of listeners and set a dozen attributes per chair — on every render, and
renderAll runs after every action. Profiled on a nine-handed table:

  renderSeats   7.3ms -> 4.0ms
  renderAll    12.4ms -> 9.5ms

The pucks are built once and updated in place, which is what the rest of that
function was already doing to their contents. A seat's node belongs to its index
for as long as the table is that size, so the listeners still close over the
index; only a change in the number of chairs rebuilds the row. Verified that
listeners don't stack: one click after six renders fires the hook exactly once,
and resizing 9 -> 4 -> 10 renumbers correctly.

Found along the way and deliberately left alone: ViewData["cssVersion"] renders
empty on every page of the site, so the ?v= cache-busting has never worked. It
is inert — Program.cs sends Cache-Control: no-store on all static files — and
the service worker was the only reason to care, which is why it uses
stale-while-revalidate instead. Noted in TexasHoldem.cshtml.

608 tests, 0 failures, including a new announcing.test.js. 52 layout audits
across 13 viewports x 4 table sizes: 0 failures, and the action bar still
doesn't change height mid-hand. Gestures re-verified after the seat refactor:
double-tap fold, long-press menu, give-the-button, and the active dealer chip.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-03 10:51:27 -06:00
jheaps aaf96543a8 Merge pull request 'Hold'em dealer: blind fix, design tokens, and the decrowd' (#116) from fix/naming-a-blind-deals-the-hand into master
Build and Deploy / build-deploy (push) Successful in 1m36s
Reviewed-on: #116
2026-09-03 10:26:50 -06:00
jheapsandClaude Opus 5 2e9c55af21 Give the felt back the screen the chrome was using
Measured on a 390x844 phone, six-handed, same table before and after:

                        before   after
  header                  193px    120px
  felt starts at          225px    152px
  controls on screen         27       18
  bordered elements          37       22
  text elements              61       49

A quarter of the screen went on chrome before the dealer saw the table.

**The header.** Six equally weighted buttons in two rows, of which two are
per-hand controls. The other four have gone where they belong rather than into
a "more" menu — that relocates crowding instead of removing it. Reset Table is
in the Session panel now, beside Clear history and the save/load pair: it is
the control that throws the night away and it was sitting in the same weight as
Resolve Pot, the most-pressed button in a session. Quick Split is down with
Common rulings, where the other "open something else" link already lived. The
way back to the site is a quiet link at the top, where a back link goes.

The subtitle is gone. It was one sentence of orientation on a tool used
nightly, and the landscape and short-phone rules already hid it — the layout
had decided it was expendable on every screen this is actually used on.

**Teaching copy, once.** Table Setup shipped open, so the first screen was the
most crowded one; it now opens only on a table nobody has set up yet, decided
once at load so it cannot reopen itself under a dealer who just shut it. The
gesture hint under the felt goes after the first deal of the session — keyed to
the hand number, not to bettingOpen, which was the obvious test and the wrong
one: it would have appeared and disappeared twice a hand, shunting the panel
stack up and down all night.

**Borders.** Panels had a border, a lighter background and a shadow — three
ways of drawing one edge. The standings had a rule under every row, which is
what makes a list read as ruled paper. Both drop the line and keep the
grouping; the standings header keeps its rule, because that one marks a change
of kind. Fields and buttons keep theirs: those say "interactive", which is not
decoration.

**The felt itself.** Names wrap to two lines instead of ellipsising, so
"Christopher" and "Mike from work" are readable rather than "Chri..." and "Mike
fro..." — the truncation was eating exactly the half a dealer typed to tell two
Mikes apart. And a stack of $1,234,567 rendered at 7px; it now drops the
thousands separators before it drops the type size, so the same number is eight
characters at 10px with every digit intact. The comment above fitAmount was
right that abbreviating loses precision — but precision the dealer cannot read
is not precision.

Two things tried and reverted, both measured:
  * Reserving the second name line made every puck the height of the tallest
    (69-73px became a uniform 88). Fifteen pixels on all nine seats is felt
    spent on chrome, which is what this round is trying to give back.
  * Dropping the name a type step to fit more on one line still did not fit
    "Christopher" on the button seat, where the dealer chip takes 22px of the
    row — so it cost legibility and bought nothing.

Known limit: a single word too long for a puck breaks across the two lines, and
gets a hyphen only where the browser has hyphenation dictionaries. Real phones
do; headless Chromium does not, so audit screenshots show "Christo / pher". The
whole name is visible either way, which it was not before.

599 tests, 0 failures. 52 layout audits across 13 viewports x 4 table sizes
(2, 6, 9, 12 seats) and 20 across the five overlays: 0 failures, and the action
bar still does not change height mid-hand at any of them. The back link was
caught by the audit at 56x13 when it stopped being a button; its hit area is
44px now, paid for with negative margins so the header keeps the 73px.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-03 10:17:08 -06:00
jheapsandClaude Opus 5 8b43614b1c Give the stylesheet a vocabulary, and stop the bar moving
The tool read as crowded on screens where nothing overlapped, and the reason
turned out to be arithmetic rather than taste: holdem.css used 42 different
spacing values, 31 font sizes, 14 border-radii and 139 colours, and defined
three custom properties. Every number had been picked by hand at the moment it
was needed. A 0.42rem gap beside a 0.45rem gap beside a 0.5rem gap gives the
eye no rhythm to lock onto, so it reads the whole surface as noise.

So: constrained scales, and everything snapped to them. Seven spacing steps on
an 8px rhythm, eight type sizes, four corners, and a four-step surface ramp
that stays off pure black — shadows are invisible on #000 and white-on-black
smears on the OLED phone this is used on. 661 values rewritten; colour mentions
halved, 381 to 174. Nothing here changes what the tool does.

Two things were measurably moving under the dealer's thumb, and both are fixed
by reserving space rather than by animating anything:

  * The undo pill named the last action, so it resized on every single tap.
    Measured across one hand: 148, 110, 109, 108, 109, 110, 120px. It is now a
    fixed 10rem, with the label in its own element so it can ellipsize without
    truncating through the keycap beside it.

  * The action bar is fixed to the bottom, so anything that changes its height
    moves its top edge. The status row wraps, and it wrapped differently as the
    street and pot changed. It now holds two lines' worth of room whenever a
    hand is running. Across 13 viewports x 3 table sizes, the bar no longer
    changes height mid-hand at all.

Numbers that change while the dealer watches — pot, stacks, bets, standings —
are now set in tabular figures, so a pot ticking $18 to $21 stops shuffling its
digits sideways.

Two regressions the sweeps caught on the way, both from the snapping:
  * The Add Chips field cleared 44px by way of its font size plus its padding,
    so moving either dropped it to 42. It states its own min-height now; a
    touch target shouldn't be an accident of two other numbers.
  * The bar came out 2px shorter in landscape, which grew the felt, which
    lifted the top seat's dealer button 2px into the header. That clearance was
    structurally 1-7px, so the top seat inset became a floor rather than a
    ceiling instead of chasing the 2px.

tests/holdem/designTokens.test.js keeps the scales honest — a new value has to
be a step or an exception with a reason. Fault-injected four ways.

599 tests, 0 failures. 39 layout audits across 13 viewports and 3 table sizes,
plus 35 across the five overlays: 0 failures.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-03 03:11:13 -06:00
jheapsandClaude Opus 5 42b9e83e8f Don't deal the hand when the dealer names a blind
The seat menu's "Make small blind" / "Make big blind" / "Blinds follow the
button again" all re-posted the blinds whenever `Betting.onlyBlindsIn(state)`
was true. That condition means "nothing has happened in this hand except the
blinds" — which is true of a hand one second old and equally true of a table
sitting in setup with no cards out and nothing committed.

So naming a blind before the deal ran repostBlinds -> beginHand: betting
opened, two stacks docked, the action bar up and waiting on the seat after the
big blind. The dealer had said where the blinds go and the tool heard "deal".

Betting.blindsArePosted() is the question these three actually wanted — the
blinds are down only once a hand is open — and it's the guard makeDealer was
already using by hand. Before the deal, naming a blind now moves a badge and
nothing else; the toast says "Dee has the small blind next hand." rather than
claiming she posted it. Mid-hand behaviour is unchanged: chips come back and
go in again from the new positions, and the chip count stays straight.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 11:11:34 -06:00
jheaps 419c1de2a0 Merge pull request 'Hold'em dealer: 55 polish rounds, one merge' (#101) from release/casino-holdem-polish into master
Build and Deploy / build-deploy (push) Successful in 1m32s
Reviewed-on: #101
2026-09-02 10:00:14 -06:00
jheaps 470fbc0d26 Add the seat-name round to the release 2026-09-02 09:52:35 -06:00
jheapsandClaude Opus 5 c4e842f3e3 Stop the button's chip sitting on top of the name underneath it
A phone screenshot, mid-hand, eight-handed: the seat with the button reads
"Christop" and then a white D. The name is centred across the whole puck and the
chip sits in its top-right corner on a layer above, so a long name runs
underneath and stops — measured, "Christopher" lost 20px of its 64px box.

The bad part is the silence. The text believed it had the room it was being
painted out of, so no ellipsis appeared: nothing on screen said the name went on.
On the one seat at the table a dealer looks at most.

The name now keeps out of the chip's corner on the seat that has the button, so a
long one ends in an ellipsis before it gets there. Only that seat — every other
puck has its full width, because the chip on those is invisible.

And the audit has a check for it now. Nothing it had would have caught this: the
occlusion check is about controls a thumb has to reach, and this is a label a
dealer has to read. The new one measures every seat's name against its own chip
and badges, and the fix was undone by hand to confirm it fires — "20px under
button.dealerChip.active".

182 audits across 13 viewports, both input kinds, plain and straddled tables,
every overlay: clean.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 09:52:00 -06:00
jheaps 1d9353c94e Add the hidden-means-hidden round to the release 2026-09-02 09:37:29 -06:00
jheapsandClaude Opus 5 8616636212 Make hidden mean hidden, and check that it does
Three rounds inside the money, so this one was a look at the thing. On a desktop
screenshot of a table mid-session there is a small empty box under the bank
check: 21 pixels wide, 44 tall, no text, no purpose. It is the "Take $600 from 3
players" button from three rounds ago, which sets `hidden` when there is nothing
to record — and `hidden` was losing.

The attribute carries its `display: none` from the browser's own stylesheet,
which is the weakest rule in the cascade, so any class that sets a display beats
it. Every button class here sets `inline-flex`. This is not a new discovery in
this file either: seven overlays already carry their own `[hidden] { display:
none }`, each one presumably found the same way. One global rule now covers all
of them, so there is no ninth.

The audit had been telling me. Its touch check reported the box as "could not be
probed (drawn 21x44)" — in the warnings, which my sweeps printed only sometimes
and never failed on. So the check now says the plainer thing: an element that
claims to be hidden and is drawn anyway is a fault, not a note. It is in runAll
with the rest, and the bug was put back by hand to confirm it fires.

The same warning stream had a second thing in it: the waiting list's Add button
was 43px wide. Three letters, one pixel under the rule, and a thumb doesn't know
the word is short.

182 audits across 13 viewports, both input kinds, every overlay and a table with
a rake, a cash-out, a waiting list and six logged hands on it: clean, and the
only note left is the one that says the 44px rule stood itself down on a mouse.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 09:36:51 -06:00
jheaps 6174981cdc Add the assumed-contributions round to the release 2026-09-02 09:21:57 -06:00
jheapsandClaude Opus 5 4db6f6e4d3 Take the chips the pot was priced with, not just pay them out
Two rounds of asking where the tool disagrees with itself, and here is the last
of it — the one that was actually creating money.

There are two ways a contribution gets in. Tapping the action moves chips: the
bet leaves the stack, sits in front of the player, and is swept into their hand
total. The other is the "without live betting" panel — a base pot amount, or
chips counted out on a seat — for a dealer recording a hand they are watching
rather than driving. Nothing leaves anybody's stack there.

The pot wizard prices both the same way, and awarding it credits the winner. So
in the second mode the table simply grew. Measured at a three-handed table with a
$50 base pot: stacks 200, 200, 200 before, pot priced at $150, and afterwards
350, 200, 200 — six hundred dollars of chips became seven hundred and fifty, and
the bank check, newly able to see it, blamed a rebuy nobody had made.

So before the pot is pushed, whatever was assumed rather than taken comes off the
stacks that assumed it, and is recorded where a swept bet lives. Chips already
committed or swept are left alone — they have been paid once, and taking them
twice is the same bug the other way round. A base pot on top of a live bet
collects only the difference. Nobody is charged more than they are holding, and
an empty chair or a seat sitting out is charged nothing at all.

The same hand now ends 300, 150, 150: the table has the six hundred it started
with, and the bank check is balanced before, during and after.

13 new tests, with the already-paid test disabled on purpose to confirm five of
them catch the double charge. Walked through the UI in base-pot mode: pot badge
$150, wizard pricing three seats at $50 each, and afterwards the felt holding
exactly what it held before.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 09:21:19 -06:00
jheaps 0ad5592687 Add the one-stack-rule round to the release 2026-09-02 09:06:07 -06:00
jheapsandClaude Opus 5 1c2e716508 Ask the same two questions the same way everywhere
The round before this found the bank check and the standings reading a seat's own
stack where the felt reads the table's starting stack — two parts of the tool
disagreeing about how much money was on the table. That was worth a sweep, and
the sweep found more.

The colour-up panel had the same fault. It is the panel that says "count out
2×$100 for this player", and on a table opened the ordinary way — a starting
stack and some names — it showed nothing at all. The one table where every stack
is a round number made of the largest chips there are was the table it had
nothing to say about.

The other question, "is anybody in this chair", existed in four spellings: in the
seat count, in the seat menu twice, in the waiting list, and twice more in the
state module. Three of them looked at name, chips and cash; one also looked at a
hand being dealt. A chair that counts as occupied for one and empty for another
is how somebody's chips get given away — measured, a seat marked in hand with no
name and no stack yet was on offer to the next person in the waiting queue, on
top of whoever was already playing it.

Both questions now have one implementation and one name:

    "What is this seat holding?"   HoldemState.chipsHeldBy
    "Is anybody in this chair?"    HoldemState.seatInPlay

10 new tests, including one that pins the bank check, the standings and the
settle-up plan to the same total, and one that pins the seat count and the open
seats to the same set of empty chairs. The occupancy test was cut back to its old
three-part form on purpose to confirm the waiting-list case fails.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 09:05:32 -06:00
jheaps 236c52567e Add the starting-stack accounting round to the release 2026-09-02 08:53:35 -06:00
jheapsandClaude Opus 5 1689ecb4f0 Count the chips the table is actually playing with
"Starting stack" is how a night opens. The setup panel offers it and says what it
means — "seats without their own stack start here" — and everything a dealer
looks at reads it: the puck, the action bar, what a player is allowed to bet.

The money side didn't. The bank check and the standings read `seat.stack`
directly, which is null for exactly those seats. Measured on a three-handed table
with a $200 starting stack and nobody's own stack typed in: the felt played for
$600, the bank check reported no chips in play and pronounced itself balanced,
and the standings — the list a dealer settles the night from — listed nobody at
all. Three players, six hundred dollars, and the tool's own accounting said the
table was empty.

Both now ask the same question the felt asks. The check reports $600 in play
against nothing taken, which is the truth: those chips have not been paid for.
Empty chairs are excluded, or the starting stack would make every one of them
look like somebody holding two hundred dollars — a ten-seat table would have
opened with $2,000 of imaginary chips.

Being told is only half of it. The verdict names the seats rather than saying
"somebody's rebuy probably wasn't recorded", because the dealer's next move is to
go to a particular chair and the tool knows which. And the seats holding the
table's starting stack — the dealer's own instruction, said once in the setup
panel — can be written down in one tap instead of six trips through Add chips.
Only those: what somebody's forgotten rebuy was is a question only the dealer can
answer, and guessing it would be the tool inventing money, which is the fault
this round is about.

14 new tests, with the stack source and the empty-chair test broken on purpose to
confirm they fail. Walked through in the browser from a cleared table: set the
starting stack, name three seats, and the panel goes from "balanced, no chips" to
"$600 more in chips than cash taken. Ann, Ben and Cal are holding chips with no
buy-in written down" — then to balanced, with the buy-ins recorded and undoable.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 08:52:56 -06:00
jheaps b8655be258 Add the waiting-list round to the release 2026-09-02 08:38:21 -06:00
jheapsandClaude Opus 5 55eb569d3b Keep the list of who's next, instead of leaving it on a napkin
A full home game always has two or three people standing behind the chairs, and
the list of who's next lives on a napkin or in the dealer's head. That is where
the argument an hour later comes from. The tool had just learned to open a chair
— somebody cashes out and the seat is free — and had nothing to say about who
should sit in it.

The Session panel keeps the list in order of arrival, which is the only ordering
anybody has ever agreed to. Whoever is at the front is offered the first open
chair by number, and everybody else waits their turn: a list that isn't kept in
order is a pile of names, and jumping the queue is the thing a dealer gets
shouted at for. With the table full it says so rather than offering a seat that
doesn't exist. The same offer appears on the empty chair's own menu — "Seat
Priya" — because tapping the chair somebody is about to sit in is what a dealer's
hand does anyway.

Sitting somebody down puts their name on the chair and nothing else. No stack, no
buy-in, not dealt in: they haven't paid yet, and inventing chips for them would
put money on the table nobody has handed over, which is the one thing the bank
check exists to catch. Add chips is the next thing the dealer does, and it is one
tap away in the same menu.

Two people called Mike are two people — the list is keyed by id, not by name.
Names are trimmed, blanks are refused, and a saved list from a table that never
had one comes back empty rather than undefined.

15 new tests, with the occupied-chair guard removed and a stack handed to the new
player on purpose to confirm they fail. Walked through the browser: two names
added to a full table, a player cashed out to open seat 2, the front of the queue
seated there with nothing in front of them, the bank still balanced, and the
second name taken off the list. 156 audits with the list populated, including a
name long enough to test the row.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 08:37:44 -06:00
jheaps 7e420ce747 Add the misdeal round to the release 2026-09-02 08:24:05 -06:00
jheapsandClaude Opus 5 86886ac126 Take a hand back, which the rulings sheet has been asking for all along
This tool has told dealers to redeal on a misdeal since the rulings sheet was
written — first card to the wrong seat, a seat entitled to a hand dealt out, one
of the first two cards exposed — and it had no way to do it. The only control
that ended a live hand was Next Hand, which says out loud that it takes the money
off the table without paying anybody. That is the right answer for an abandoned
pot and the wrong one for a misdeal, where the blinds and the calls belong to the
people who put them in.

Undo covers the first second of it: "↶ dealing the hand" is one tap. But the
action history lives in memory, so a dealer who is three calls in, or who has
refreshed the page mid-hand, has nothing — and a refresh mid-hand is exactly the
situation this tool has spent rounds making survivable everywhere else.

Misdeal appears in the header while a hand is out and goes away when it isn't:
before the deal there is nothing to take back, and afterwards it would be
offering to unwind a hand that has already been paid. It says what it will do to
the money — "$25 goes back to the players who put it in, cards are cleared, and
the same button deals again" — and adds a note when two or more players have
already acted, because most rooms let a deal stand at that point. It doesn't
refuse: which conditions make a misdeal is the dealer's call and the sheet is
right there.

What comes back is everything, including chips already swept into hand totals on
an earlier street — the first version returned only the current street's and
would have quietly kept a flop's betting. What stays is the button, the blinds,
the straddle and anyone posting in: a misdeal is the same hand dealt again, not
the next one, so the hand number doesn't move and nothing is logged.

13 new tests, with the sweep and the straddle broken on purpose to confirm they
catch it. Measured through the UI: pot $25 with three players in, take it back,
every stack is exactly $200 again, the bank still balances, and dealing again
posts the same blinds on the same players from the same button. 156 audits with
the button live, including a landscape header that stays one row at 46px.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 08:23:27 -06:00
jheaps c36d7f60bd Add the cash-out round to the release 2026-09-02 08:09:26 -06:00
jheapsandClaude Opus 5 f966d8c340 Pay somebody out and keep the chair, the cash and the record straight
The most ordinary thing that happens at a home game after midnight — somebody
counts up and goes home — and the tool had nothing for it. Freeing the chair
meant wiping the seat by hand, and the bank check then declared their whole stack
missing: "someone has paid for chips they haven't been given", for the rest of
the night. Measured on a balanced table, cashing a player out with $350 in front
of them left the check $350 short. Wiping their buy-in as well silenced it, at
the price of losing their entire night from the standings and from the file the
dealer hands over at the end.

Cashing out is two facts, and both have to survive the empty chair: the box took
their cash, and the box handed their chips back. Both are kept now, so the chair
opens and the money still adds up.

Cash out… is in the seat menu. It says what to count — "$350 — 3×$100, 2×$25" —
what they bought in for, and whether they leave up or down, because that is the
sentence the dealer says while their hands are moving. The bank check gains a
Paid out line and reads "balanced ... once the $350 paid out to players who have
left is counted", alongside the discards and the house's cut. The standings keep
them with a stripe and the words "· paid out", so nobody counts money out to them
twice at 2am, and the export marks them the same way.

It refuses to pay anybody with money still in the middle: taking chips out of a
pot other people can win, or handing the same chips over twice, are both worse
than waiting for the hand to finish. The chair gets a fresh id, because the
person who had it has gone and the next player to sit down is not them.

Two things this turned up. The first draft worked out what a seat was holding by
itself, read `Number(null)` as a perfectly good zero, and offered to pay a player
with no stack set nothing at all — it asks Betting now, which owns that rule.
The second was mine and the audit caught it: marking the departed row with
opacity took the In and Won cells to 3.83:1, under AA, on the very list a dealer
settles from. It is a stripe instead.

19 new tests, with the departed buy-in dropped from the check and the pot guard
disabled on purpose to confirm they fail. Walked through in the browser: menu,
confirm, payout, bank, standings, undo, and the refusal.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 08:08:46 -06:00
jheaps 15cec18256 Add the clock round to the release 2026-09-02 05:40:45 -06:00
jheapsandClaude Opus 5 0e2821257f Run the clock on a player, instead of counting in your head
The bar has had a stopwatch on the acting seat for a while: how long this player
has been thinking, so the dealer knows when it's worth a nudge. What it never had
was the thing a dealer actually does about it. Calling the clock is a procedure —
a player asks, the dealer grants it, the player gets a set time and then a
countdown said out loud, and if they still haven't acted the hand is decided for
them. Running that from this tool meant counting in your head while the table
argued about whether it had been thirty seconds yet.

Thirty and then ten, which is the common form and what the TDA writes down. The
countdown is the part the table hears, so it is marked apart rather than being
ten more seconds of the same: the readout switches to a bare number and turns
red. At zero the bar says the ruling in the dealer's own words and offers it as
one button.

The ruling depends on what they were facing, and getting that backwards is the
part worth being careful about. Facing a bet, the hand is dead. Facing nothing,
it is checked — nobody gets folded for being slow when checking was free.

Three things about where it sits. The button appears only once somebody has been
thinking long enough for the table to start asking, which is the same threshold
the stopwatch already marks, so an ordinary hand costs no room at all: measured
at 390x844, the bar is 152px with or without it. It is 44px like everything else
a thumb has to find — it was drawn at 36 and the audit called it at every touch
viewport the moment the check ran, which is the rule doing its job on a control
that kills a hand. And once the count is over the Stop button goes, because there
is nothing left to stop: at 640x360 its 94px pushed the undo control onto a
second line and the taller bar covered the two bottom seats.

The ordinary Fold/Check/Raise stay underneath the ruling. A player who speaks up
as the count ends is still acting, and whether it was in time is the dealer's
call, not the tool's.

11 new tests, and both halves of the ruling were inverted on purpose to check
they catch it. Watched end to end in the browser at shortened intervals: the
button appears, the count runs down, the ruling lands, and the hand is killed —
or checked — with the undo control naming what happened.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 05:40:06 -06:00
jheaps 9c8d981e2d Add the house-take round to the release 2026-09-02 05:13:11 -06:00
jheapsandClaude Opus 5 c19575ab10 Count the house's cut instead of calling it missing chips
A game that takes a rake has chips leaving the table every hand, and the bank
check had no idea. It added up the buy-ins, added up the chips on the felt, and
told the dealer somebody had been paid for chips they were never given — a
shortfall that grows all night and points at a miscount that never happened.
Every home game that takes a drop for the beer fund hits this on hand one.

So the tool takes it, rather than watching it go. Under Table Setup: a
percentage, an optional cap, and "no flop, no drop" — the rule almost everyone
plays, on by default, where a hand that ends before the flop pays nothing. Zero
percent is a game that doesn't rake, which is most of them and the default, and
nothing about that game changes.

Where it shows up is the point. The pot wizard says "House takes $2 of $40 — 5%,
capped at $5" above the payouts, before a chip moves, because the summary is the
dealer's last chance to disagree with the arithmetic and money taken quietly is
the one thing a tool like this must never do. The bank check gets a House take
line and says "balanced ... once the $2 in the house's cut is counted". The hand
log keeps the pot as the table saw it with the cut recorded beside it, and the
export has a column for it, so the night's total is one sum in a spreadsheet.

Two decisions worth stating. The rake rounds *down* to a chip the table actually
has: a house that can't make 40c takes nothing and the players keep it, which is
the only way to be wrong about this that nobody argues with. And on a split pot
it comes off the top, then what is left is shared in proportion — with the
rounding leftovers going back to the winners rather than to the house, which
asked for a number and gets that number, not that number plus dust.

Measured end to end through the UI: 5% capped at $5 on a $40 pot pays $38 and
banks $2; four stacks plus the cut come to exactly the $800 bought in; the bank
check reads balanced. With no-flop-no-drop on, a hand folded round pre-flop pays
the full $15 and takes nothing; with it off the same hand pays $14 and takes $1.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 05:12:33 -06:00
jheaps 907e0165db Add the stadium ring round to the release 2026-09-02 04:59:37 -06:00
jheapsandClaude Opus 5 8aa90e90a4 Give a phone on its side the table shape it needs
The last two rounds left one thing failing and said so: a landscape phone with
six or twelve seats stacked two of them 25px apart at each end of the felt, with
pucks 64px tall. It has been there since seats were first spaced by distance
rather than by angle. Three things were wrong at once, and it needed all three.

The rim is the wrong shape when the table is very flat. An ellipse 616px wide and
96px tall has nowhere to put the seats near its ends: the curve doubles back on
itself, so two seats a long walk apart come out one above the other. Past two and
a half times wider than tall the rim is now a stadium — two straight rails with a
half-round cap at each end, which is how a real poker table is built and exactly
why it is built that way. A cap is a half-circle of the felt's own height, so an
end takes one seat and the rest is rail. Only past that ratio: measured, the
cut-off lands between a landscape phone at 4.4 and every other layout the tool
has, 1.45 at 1280x900 and 1.0 to 1.4 upright, so no working table changes shape.

The ring had less height than the felt did. The seat layer is inset by half a
puck to keep the outermost seats on screen, and 26px off the top and bottom of a
96px felt left 44px to work with — less than half the table, which is why no rim
shape could have fixed it alone. The inset is a percentage where the felt is
short. The landscape branch never had that rule at all, because it is matched on
height while the inset lives in a width query, so an 844px-wide phone on its side
drew its ring against the felt's whole box; with a flat-topped stadium rail that
put a dealer button over Resolve Pot in the header.

And the puck was a line too tall. In the tight state the hole cards give up their
row: of the four things on a puck, the cards are the one the dealer is holding in
their other hand, and the seat editor still shows them. That took the puck from
64px to 55px, which is what finally cleared the ends.

Measured across 36 combinations of nine viewports and 2, 6, 9 and 12 seats: the
closest two seats at 640x360 go from 25px apart to 55px, and every combination is
clean. Then 216 audits across thirteen viewports, three seat counts and both a
mouse and a thumb: no failures, no console errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 04:58:59 -06:00
jheaps 86e1570618 Add the phone felt round to the release 2026-09-02 04:34:05 -06:00
jheapsandClaude Opus 5 dc5db16ffd Let the phone table use the width it has
Last round capped the felt so the ring would clear the action bar, and capped the
wrong dimension. The wide layout sizes the felt from its width, so capping the
width is how you shorten it there — on a phone the felt is already the full width
of the column, and capping that threw away 96px of a 360px screen: a 240x240
table inside a 336px space, with nine pucks crowding it.

A max-height instead leaves the width alone and lets the aspect ratio give way,
which turns a short screen into a wide oval — the shape a poker table is. At
360x640: 336x240 rather than 240x240, same clearance over the bar, and the
twelve-seat ring that was crowded at 240 comes out clean, which closes the one
combination left failing last round. Where the room isn't the binding constraint,
390x844 and up, nothing changes and the table stays round. The landscape branch
now says max-height: none, because it already spends the same measured room on
its own height and applying it twice took the felt to the floor value.

The measurement that decides whether pucks shrink was also wrong, in a way that
only showed up once it was asked a hard question. Rim length per seat measures
the walk between two seats, not the gap between them, and on a long oval the rim
doubles back at the ends: twelve seats at 640x360 had 193px of rim each and sat
60px apart. It now measures the closest two neighbours directly, off the ring
itself — and off the seat layer rather than the felt, because the layer is inset
by half a puck on a phone and the felt's box put the answer out by 30px.

That makes the rule geometric rather than about screen size, so it is no longer
scoped to a phone media query: a wide landscape felt crowds at its ends while its
rim claims there is room, and now it is told so.

Pucks still touch at nine and twelve seats on a small screen. Tried 46px against
58px: on a roomy phone 46 cleared every overlap where 58 left two, but in a hand
with a side pot, where the bar has grown and the felt has shrunk to suit, 46
overlapped four times and 58 twice. That is the felt being small, not the puck
being wide, and paying for it with an ellipsis on every long name buys nothing.
What has to hold is that each seat keeps its own centre, and that is measured at
every size.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 04:33:25 -06:00
jheaps 6df400322e Add the audit round to the release 2026-09-02 04:03:25 -06:00
jheapsandClaude Opus 5 b9b2237dbe Run the two checks the audit had and never used
runAll() did not include the contrast check — it simply wasn't in the list — and
touch targets sat behind an opt-in flag nothing passed. So "the audit is clean"
has meant nine checks rather than eleven for a long run of rounds, and the two
left out are the two whose faults a dealer meets in a dim room with their thumb.
Both were written, tested, and then never called; the contrast checker was built
across two rounds and every sweep since has been silent about colour.

The standalone runner had a second version of the same hole: the 44px rule
stands itself down where `hover: hover` says there's a pointer, and a headless
desktop browser is a pointer, so a single pass had never measured a touch target
at any viewport. It now runs every viewport twice, once with a mouse and once
with a thumb.

A check that decides it doesn't apply now says so, rather than reporting an empty
offenders list — which reads exactly like a pass.

Faded text is measured instead of filed as unchecked. `opacity` on a box fades
the box and its text together onto whatever is behind it, so a dimmed seat is not
grey text on a dark puck: it is a faded puck and faded text both landing on the
page. Both halves are composited that way now. Two exemptions remain and both say
so out loud: a disabled control, which WCAG itself excuses, and a link inside a
sentence, whose size is set by the line it sits in.

What running them found, and this round fixes:

  - the chair number on every seat: #8a8a8a at 9px, 3.39:1 once the empty seat's
    fade is composited, on the label that answers "which seat is that?";
  - Quick Split's amount field at 37px tall and its delete button at 30px across,
    on a page whose targets had never been measured;
  - and on a 360x640 phone with the bar grown by a side pot, the bottom seat
    sitting 38px inside it.

That last one brings back a cap this project measured and rejected once: capping
the felt to the room left fixed the six-seat ring and broke the nine-seat one.
That trade was real then and isn't now — seats are spaced by distance around the
rim rather than by angle, so a shorter felt no longer piles them up. Re-measured
across 30 combinations of five phone sizes and 2 to 12 seats: every one clean
except twelve seats at 360x640, where a 240px felt and a 64px puck cannot both be
true. Where the rim can't give each seat a puck's width, the pucks come down a
size, measured from the rim itself rather than from a media query.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 04:02:43 -06:00
jheaps ca9ac7b6af Add the straddle round to the release 2026-09-02 03:32:58 -06:00
jheapsandClaude Opus 5 fc866597eb Deal the straddle, instead of leaving the dealer to fake it
A straddle is a blind raise put out before the cards by the player left of the
big blind, for twice it. Home games run them constantly, and the tool had no
idea they existed — so a dealer's only way through was to deal the hand and have
the straddler "raise" to $4, which gets the money right and the other two rules
wrong.

There are three at once:

  - the amount doubles as it goes left, and re-straddles carry on doubling;
  - first to act is left of the *straddler*, not left of the big blind, and the
    straddler keeps the option when it comes back round even if nobody raised;
  - the minimum raise is twice the straddle. Measured off the big blind
    underneath it, a $2/$4 game prices the next raise at $6, and every player at
    the table will argue — correctly.

Tap Straddle on the deal prompt and the tool posts it, puts the right player on
the clock and prices the raise. The seat wears an STR badge for the hand, read
off what the deal actually posted rather than off the count, so the badge can't
outlive the chips it stands for. It's a one-hand decision, like posting in, and
it clears when the button moves.

The control sits on the deal row rather than a line of its own: measured at
390x844, its own line cost 44px of felt on every deal prompt, straddle or no
straddle, and this bar is docked over the seats. Three buttons across a 360px
phone want to wrap, which made the bar 64px taller and put the bottom seat three
fifths behind it — this layout deliberately doesn't shrink the felt to suit, so
the deal button is given a 7rem floor instead, which keeps the row to one line
and the cost to nothing.

20 new tests, checked by breaking each of the three rules on purpose first: the
wrong first-to-act, the minimum measured off the big blind, and a flat rather
than doubling chain each fail a different one.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 03:32:17 -06:00
jheaps 80dae56f0d Add the landscape round to the release 2026-09-02 03:13:05 -06:00
jheapsandClaude Opus 5 b97453fba1 Seat the table properly on a phone held sideways
Landscape is the one shape this layout has never really fitted, and the audit
was calling two separate faults there.

The felt worked its own height out as `100vh - bar - 7rem`, guessing that
everything above it came to 7rem. That is 108px at 640x360, which the guess
covers, and 119px at 844x390, which it doesn't — so on an iPhone on its side the
bottom row of seats sat up to 26px inside the action bar. The measurement it
needed was already being published for the wide layout: the bar's real height,
the wrap's real offset and the bottom seat's overhang, all taken off the window.
It uses that now. The floor under it drops from 220px to 96px, because 220 was
not a size a 390px-tall window has to give — holding out for it was itself how
seats ended up behind the Fold button, which is the one thing the floor exists
to prevent.

That still left the header taking two rows, and the second row is 44px of the
390. The title block and the five buttons came to 829px inside a 765px header,
missing one line by 64px. The page title goes — the one thing on this screen a
dealer already knows — hidden from the eye rather than removed, so the heading
is still there for a screen reader. The buttons tighten across but never down:
they stay a 44px thumb target.

The seats themselves were spaced by angle, which is only even spacing on a
circle. On a 601x126 felt, ten seats at 36° apart put four of them down each
steep end, 20px apart, with pucks 72px tall — a seat's centre belonged to its
neighbour, so tapping a player got the wrong one. They now walk the rim by
distance instead, which puts them along the two long rails the way a real table
seats people. Closest neighbours go from 33px apart to 59px.

Measured at 640x360, 667x375 and 844x390 with 9-, 10- and 12-seat tables: every
combination the audit used to fail is clean, bar a 10-seat table at 640x360,
where two seats at the end of a rim that flat still overlap. Portrait, tablet
and desktop are unchanged — the floor never bound there, and on a rounder felt
walking the rim gives back the same angles it always did.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 03:13:00 -06:00
jheaps 6ca99fde6b Bring master's already-merged rounds into the release branch
Master merged #58-#61 (manual deal, less guessing, seat editor, landscape
table) while the stack kept going. Those commits are already in this branch's
history; this merge just reconciles the two shapes so the release can go in as
one.
2026-09-02 01:19:56 -06:00
jheapsandClaude Opus 5 419852a1f4 Let a dealer take the table off the device it's stuck on
The night lives in one browser's localStorage and nowhere else. A dealer whose phone
dies, or who wants to carry on from the tablet after the break, loses the stacks, the
buy-ins, where the button is and the whole hand log. The CSV export can't bring any of
it back: it records what happened, not where the table stands.

The table can now be written to a file and read back. Round-tripped through the real
UI, a hand in progress comes back mid-hand — blinds posted, the same seat on the
clock, the button where it was.

Loading replaces everything, so it asks first and names both sides rather than saying
"are you sure": how many players are in the file and when it was saved, against how
many players and how many logged hands are about to go. It goes through the same
undoable path as the header buttons, so the toast offers the way back, and the
confirm says so instead of overstating it.

Reading a file goes through exactly the same migration a save from storage does —
load() had that logic inline and it is now a function both call. A second, looser path
for imports is how a format grows two meanings of the same field.

What it refuses, each with something a dealer can act on and never a half-loaded
table: anything that isn't JSON, JSON with no seats in it, a save from some other tool
that happens to carry a `kind`, and a file from a newer version — that last one
because loading it risks reading a field whose meaning has changed, and the dealer
would find out from the money. What it accepts anyway: a bare table with no envelope,
for somebody who copied the storage value out by hand.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 01:07:13 -06:00
jheapsandClaude Opus 5 8a2fc3e540 Give undo and the card picker's buttons a fingertip to land on
The first thing the repaired audit found, run on a real touch context at 44px: three
controls a dealer taps on a phone that are too small to tap.

    .actionUndo             145x30   the "I recorded that wrong" pill
    #cardPickerClearBtn      50x40   wipes a player's cards
    #cardPickerCloseBtn      50x40   closes the picker

Undo is the worst of them. It is the control a dealer reaches for having just entered
the wrong action with five people waiting, and it was fourteen pixels short of a
fingertip. The picker's two are short because the touch rule that fixes every other
small button is scoped to .panelBody, and the picker is a sheet — it never reached
them. One of them is destructive.

All three now sit at 44px on touch. Nothing changes on a pointer device.

I tried an invisible hit-area pad on undo first, to avoid spending bar height, and the
measurement said it did nothing: the pill clips its overflow to keep a long label on
one line, and giving it a positioning context made it clip the pad too. Growing the
box is the honest fix, and it turned out to cost nothing anyway — the bar goes from
138px to 152px and the felt stays at 366px, because the felt had slack against its
220px floor rather than sitting on it as I had assumed.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 00:55:56 -06:00
jheapsandClaude Opus 5 b64da7a787 Make the layout audit usable inside modals, and stop it passing what it can't measure
Last round turned up that Quick Split had never been audited. Chasing that, the reason
the dealer table's modals had never been audited either turns out to be the harness,
not neglect: it reported the pot wizard covering the seats as ten faults and the
rulings sheet as seven. A modal covering the page is what a modal is for, and an
instrument that calls that a fault is one nobody can use in those states.

It now finds whatever is open on top and scopes the reachability checks to it — the
overlays, plus the phone seat sheet, which is a body class rather than an element. The
seat-ownership check is skipped outright while a sheet is open: seats behind it aren't
fighting each other for taps, nothing is meant to reach them at all.

Two worse faults came out of proving the fix rather than assuming it. Injecting a 20x14
button into the open wizard, the contrast check caught it and the touch-target check
did not:

  * effectiveTarget returns null when elementFromPoint can't find the control, and the
    check treated that as a pass. Silent skips are how faults hide — the same lesson as
    the aria-hidden and faded-text exemptions before this. Unmeasurable controls are
    now reported as warnings.
  * The probe failed on anything scrolled out of its container. That was hiding a real
    control: "Confirm Winner(s)", the button that pays the pot out, had gone unmeasured
    for thirty-six rounds. It is scrolled into view before probing, and passes.

A checkbox inside a label is now measured by its label, since tapping the label is what
activates it. Without that, the dedicated-dealer toggle read as an unprobeable 24px
target when it has a 335x44 label around it.

The tool itself came out clean: no failures and no warnings across the table, the pot
wizard, the rulings sheet and the seat editor, on a real touch context at 44px. The
value here is that those states can be checked at all from now on — verified by
injection, which the fixed check catches and the old one did not.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 00:37:47 -06:00
jheapsandClaude Opus 5 3be93cdadf Chop a side pot on the screen that worked it out, and fix Quick Split's contrast
Quick Split lists the pots when somebody is all-in — main, sides, uncalled — and then
leaves the dealer there. Two players tying for a side pot is ordinary, and working out
each one's share meant switching to the other mode and retyping an amount the screen
had just calculated. Retyping a number with money on it is a transcription error
waiting to happen, and the number was already on screen.

Each pot with two or more people who can win it now carries a Chop, opening underneath
its own row: as many ways as there are contenders by default, a stepper for a chop
between fewer of them, and the same odd-chip and dust wording the main split uses,
because it is the same rule and the dealer shouldn't have to notice they are reading a
different screen. Per-row state, so opening the main pot's chop doesn't disturb what
the side pot below it says. Not offered on the uncalled row, which goes back to one
player, nor on the total.

Separately, this page had never been through the layout audit the dealer table gets
every round, and it was carrying nine contrast failures:

    .unevenCurrency   4.11:1   the $ beside every amount typed
    .unevenRemoveBtn  3.66:1   the ✕ that deletes a player's entry
    .splitFootnote    3.94:1   the instruction for what to do with the pot list

All under the 4.5:1 small-text minimum, the worst of them on a destructive control.
Lifted to pass. The large $ on the even-mode pot input is left alone: at 1.6rem it is
large text, where 3:1 is the bar and 4.11:1 clears it.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 00:24:07 -06:00
jheapsandClaude Opus 5 40fa16920b Offer bet sizes the table's chips can actually make
Half the pot lands on a half chip constantly. Pre-flop at 1/2 the honest half-pot is
$4.50, and the smallest chip in the default legend is a dollar — the tool's own chip
breakdown calls it "4×$1, $0.50 no chip covers". The button offered it anyway, so the
dealer rounded it themselves every single time.

The pot-derived quick amounts now round up to something the table can build. Up, not
down or nearest: these are bet sizes, a pot-sized bet that has been shaved is no
longer a pot-sized bet, and rounding up cannot drop an amount below a legal minimum
the way rounding the other way can.

Only when the legend describes this game. A smallest chip larger than the big blind
means the denominations were never set for these stakes, and rounding a 5c/10c table
up to whole dollars would be the tool doing real damage on the strength of a field
somebody forgot to fill in. Those tables keep exact amounts, and the wrong legend
stays visible rather than being quietly applied. A table with no legend at all is
told nothing about chips and so has nothing applied either.

Verified across five tables: default dollar chips at 1/2 give $4/$5/$7, cent chips at
5c/10c keep $0.20/$0.23/$0.35, five-dollar chips at 5/10 give $20/$25/$35, and both
the stale-legend and no-legend tables are left exact.

The minimum raise is deliberately not rounded. It is what the rules require, and
moving it to suit the chip tray would change what is legal rather than what is
convenient.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-02 00:05:26 -06:00
jheapsandClaude Opus 5 09eac536b5 Make the pot button offer a pot-sized raise
The raise pad worked its quick amounts out as "the current bet plus the pot as it
stands". That leaves out the raiser's own call, which is in the pot before the raise
is measured off it, so every amount came out short. Measured pre-flop at 1/2:

    offered:  Min $4    ½ pot $4    Pot $5
    correct:  Min $4    ½ pot $4.50  Pot $7

A pot raise there is: call the $2, which makes the pot $5, then raise $5. And the
half-pot was so short it clamped up to the minimum and sat next to the Min button
showing the same $4 twice, which is how it went unnoticed — it looked like a table
where those two happened to coincide.

"Pot" is not a suggestion. It is a definite number players say out loud, and a dealer
tapping the button that claims to be it should be recording what was actually said.

The rule moves into Betting.potRaiseTo, next to the other rules and testable on its
own, rather than living as arithmetic inside a DOM renderer:

    raise to = the current bet + (pot + what they owe) × fraction

Facing no bet it comes out as a plain pot-sized bet, because both the bet and the
amount owed are zero. Facing a bet it comes out as three times the bet plus the dead
money, which is the shape a player checks it against.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 23:51:41 -06:00
jheapsandClaude Opus 5 8efc14f61f Show the banker the amount to count out, not just whether the player is up
The standings had a column headed "Cash out" and it did not hold an amount to pay.
It held the difference against the player's buy-in. Measured on a table where Ann
bought in for $200 and sits behind $340:

    PLAYER   NET   CASH OUT
    Ann      $0     +$140

She is handed $340. The column called "Cash out" says $140, under a heading that
invites reading it as the payout, at the exact moment somebody is counting money onto
the table. The number a banker's hands actually follow — what the player is holding —
was computed all along and written to the CSV, and never shown on screen.

Three columns now, and they say what they are: Player, Chips, Up/down. Chips is a
plain amount and never signed, because it is a quantity of money to hand over. Up/down
keeps the sign and the colour, because it is a result. The two differ by exactly the
buy-in, which is asserted rather than assumed.

Chips counts what is out in the middle for the hand in progress as still theirs, for
the same reason the up/down figure does: the panel is read mid-hand constantly and a
stack that drops by the size of a bet looks like money going missing.

Net — won less paid in, from the hand log — comes off the screen to make room. It is
the weakest of the three: it only moves when a pot is resolved through the wizard, so
at a table where the dealer settles pots by hand it reads $0 all night beside two
columns that don't, and up/down already answers "how are they doing". It stays in the
CSV export, which loses nothing.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 23:36:14 -06:00
jheapsandClaude Opus 5 c70cb150db Stop telling a brand-new table its players are broke, and give it a way out
Following on from seating the table: a dealer who names six people and hasn't yet
said what a buy-in is gets told

    Nobody at the table has chips left. Add a buy-in to deal.

with no buttons on the bar at all. Both halves are wrong for that table. "Left" says
the chips were had and lost, which sends the dealer looking for a rebuy — and a
blocked prompt with nothing to press is a dead end, when the fix is one field in the
sidebar the message never pointed at.

A table where nobody has ever bought in is now told what is actually true, and given
the way out:

    Nobody has bought in yet. Set what everyone starts with, or give each seat
    their chips.                                      [ Set starting stack ]

The button opens Table Setup, scrolls the starting stack into view and selects it, so
the next thing typed is the answer. A seat with no stack of its own falls back to the
table default, which is why one number is enough to seat everybody's chips at once.

A table that genuinely busted out is a different situation and still says so, with no
starting-stack button — there the fix is a rebuy, not a default.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 23:20:13 -06:00
jheapsandClaude Opus 5 e9bc9afcdb Seat a player when the dealer names one, and stop hiding the bar on a full table
The first thing anybody does with this tool is seat the table, and it didn't work.
Measured on a fresh table: click a seat, type a name, repeat six times — six names on
the felt, six seats still not in the hand, and no action bar at all. No "post blinds
and deal", no explanation, nothing to press. Six people at the table and a blank
screen with no way forward.

Three things were wrong and each hid the next.

Naming a chair and dealing that chair in were separate acts. Putting a name on an
empty chair is somebody sitting down, so it now deals them in. Only a chair that was
empty — no name and nobody in it: renaming someone who is sitting out is a correction,
not an arrival, and dealing them back in over a typo would be the tool overruling the
dealer.

The action bar hid itself whenever no seat was live, which was written for an empty
felt and caught a named one too. A table with names on it is not an empty table; it's
a table the dealer needs to be told something about.

And the seat editor never redrew the bar. It refreshes narrowly on purpose — a full
render on every keystroke would take the name field out from under the dealer
mid-word — but the bar answers "is there a table here at all", and seating somebody is
exactly what changes that answer. Even ticking "In hand" by hand left the bar hidden
until something else happened to redraw. Verified the fix keeps focus and the caret
where they were, typing a character at a time.

For the states that can still reach it — a table where everyone was sat out, a save
from before naming seated people — the prompt names them and offers "Deal in all 6"
rather than a hunt through six seat editors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 23:08:42 -06:00
jheapsandClaude Opus 5 9f3d0dce4b Call who shows first at the showdown, instead of leaving the dealer to remember
Every showdown that isn't a fold needs somebody to turn over first, and it is the one
call at the table nobody volunteers for — everyone would rather see a hand than show
one. The tool held both facts the rule needs, who last raised and who sits left of
the button, and said neither. The dealer worked it out from memory while five people
waited, every hand.

The action bar now names the seat and the reason above the resolve button:

    Dee shows first — last to bet or raise.
    Ben shows first — checked round, first left of the button.
    Dee shows first — last to put money in; nobody could bet the river.

The reason is there so the call can be repeated to whoever argues with it, which is
half of what makes it stick.

Three cases, in the order the rule asks them. Somebody bet or raised on the final
round: they show. Nobody did: first live player left of the button. Nobody *could*,
because the chips were already in: it falls to whoever last put money in, on whichever
street that was — "no bet on the final round" isn't a choice anybody made when there
was no round to bet in, so the seat left of the button hasn't earned it.

Aggression is tracked per street and per hand, because those two answers differ
exactly when it matters. A short all-in counts: not reopening the betting is a rule
about who may raise, and says nothing about who shows. Posting a blind doesn't — a
hand limped and checked all the way down has no aggressor at all, which is the case
that goes to the button.

A matching ruling goes in Common rulings, since the dealer will be asked.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 22:53:14 -06:00
jheapsandClaude Opus 5 01f5139740 Let the dealer find one hand in the log instead of scrolling the night
The hand log exists for one moment: somebody at the rail says they won a pot an hour
ago and wants it looked up. A night runs to sixty hands or more and the panel showed
five of them at a time, in a box fixed at 260px whether the dealer was on a phone or
a 27" screen with room for twenty. There was no way to ask for a hand — only to
scroll and read every row.

A filter box over the list now takes a name, an amount or a hand number. Matching is
loose on purpose: "fay" whatever case it's typed in, "190" for a $190 pot or a $190
payout, "$1,90" for the same typed badly, "#12" when the dealer knows the hand and
wants that exact one. Beside it, how much of the night is hidden — "8 of 60" — since
a filter matching one hand otherwise looks like a table that only played one.

The list also takes the room it has: clamp(200px, 42vh, 560px) rather than a flat
260, which is seven or eight rows instead of five on a desktop and no worse on a
phone.

Export stays the whole night, always. A CSV quietly missing the hands scrolled past
would be a record with holes in it and nothing on the file to say so — if a filter is
up when it's exported, the toast says how many went in.

Matching deliberately covers only what the row displays. Searching the full ledger as
well was the first attempt, so the hand that broke somebody could be found under the
loser's name — but the ledger holds everyone who put a chip in, and measured on a
seven-handed night where nobody folded, "Fay" returned 60 of 60. A filter that
searches text the panel doesn't show looks broken even when it's right.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 22:39:55 -06:00
jheapsandClaude Opus 5 c76ebf4d18 Say when somebody is being dealt in for free, and give the dealer the post
Sitting down between the button and the big blind means the blinds have gone past
you. The tool dealt those players straight in, silently. Measured: Eve takes a seat,
and the next hand she is dealt cards in late position having put nothing in — a free
hand, out of everyone else's night a couple of dollars at a time, with nothing
anywhere on screen to tell the dealer it had happened.

At a table there are two answers and the player picks one: post the big blind and
come in now, or wait for the blind to reach them. The tool did neither and named
neither.

The deal prompt now names anyone about to be dealt in who has not paid for it, and
carries the post as one tap. Nothing is forced — a home game that doesn't care can
deal as before, and the sentence is still worth having on its own, because the
dealer at least knows. The post goes in as a big blind out of that player's own
stack, is live like any blind, and is spent at the end of the hand rather than
becoming a standing charge.

Somebody back from sitting out is owed one the same as a newcomer. The big blind of
the hand isn't — they're already paying — and neither is anyone at a table that has
not dealt a hand yet, where the whole table is new and nobody has been skipped.

Deliberately one line for however many have walked up, not one each: the bar is
docked over the felt and the felt has already shrunk as far as it goes on a phone,
so every line costs seat area. A line apiece put the bar over two fifths of the
bottom seat at 390x844.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 22:27:22 -06:00
jheapsandClaude Opus 5 cc060b29b8 Keep the big blind moving one player at a time when somebody leaves out of the blinds
Passing the button to the next player is right until a chair between the button and
the blinds empties. Then it pulls the whole blind order forward a place. Measured,
four-handed, button on Ben, blinds Cal and Dee, with Cal cashing out:

    tool:    button Dee, small blind Ann, big blind Ben
    correct: dead button on Cal's chair, small blind Dee, big blind Ann

Ann is never asked for the big blind she owes, and Ben pays one a full orbit early.
That is a real big blind out of a real stack, and it happens every time somebody
stands up out of the blinds — which in a cash game is constantly. It is also the
kind of thing the dealer gets blamed for, because the tool is the thing everyone at
the table is reading position off.

The dead button rule holds the rotation to the seats for one hand instead of to the
players. The button follows the small blind round, which at a table with nobody
missing is the same next-player-along it always was; when that player has gone the
button rests on their empty chair for a hand, and when the big blind has gone no
small blind is posted. Either way the big blind advances exactly one player, which
is the whole point of it.

Worked out from who actually posted last hand rather than from the seating as it
stands, because by the time the question is asked the people it turns on are the
ones who have left. Heads-up is exempt — the button is the small blind there and
there is no position to leave dead — as is a table too sparse to have a rotation to
hold to, and a dealer who moves the button or names a blind by hand overrules it.

Both dead positions are said out loud rather than left to look like a fault: the
deal prompt explains them in a sentence, and the dead button goes hollow and dashed
so the felt agrees with the words.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 22:04:57 -06:00
jheapsandClaude Opus 5 3149b48c14 Remember the pots the dealer throws away, so the bank check stops blaming them
Starting the next hand with money still in the middle destroys it. The tool asks
first, and says afterwards how much went. Nothing wrote it down, though, so when
the bank check came round at cash-out it saw only that chips were gone:

    $5 more cash than chips in play. Someone has paid for chips they haven't
    been given.

and settle-up told the dealer to fix it before anyone cashed out. Both were
accusing the dealer of a miscount for money the tool itself had removed, at the
dealer's instruction, minutes earlier — the one kind of shortfall that isn't a
mistake, reported as the one kind that is.

Discards are now recorded on the table as they happen (undoably, with the rest
of the Next Hand step), the reconciliation counts them alongside the chips, and
the panel shows a "Taken off the table" line so the number is visible rather
than merely subtracted. A genuine shortfall on top of a discard still reports,
at its true size — the discard accounts for its own $5 and not a cent more.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 20:27:46 -06:00
jheapsandClaude Opus 5 cb057b5159 Stop the think-clock claiming things it can't know
The clock beside the acting player told two lies, in opposite directions.

Refresh mid-hand and it restarts at 0:00. The clock lives in memory, so a reload wipes
it, and the bar then says the player has just started thinking when they might have
been in the tank for two minutes. It is the one number in the bar whose whole job is to
tell a dealer when to nudge somebody, and a refresh reset it to "no need".

It cannot know that time -- the action moved before this session existed -- so it does
not guess. It shows a dash until the action next moves, and says why if you hover:

  "The action was already on this seat when the page loaded, so there's nothing to
   time from yet. The clock starts when the action next moves."

The moment the action moves it is measuring something it saw, and it counts from zero
again.

And past an hour it read "65:03". A table left open on a hand really does get there --
the state survives a refresh by design -- and sixty-five minutes written as though it
were minutes and seconds is a number the eye gets wrong. It reads 1:05:03 now.

Checked in the browser rather than reasoned about: dealt in this session it counts 0:00
then 0:02; refreshed mid-hand it shows the dash and keeps showing it rather than
drifting up from an invented zero; one action later it is back to a real 0:00; and with
the clock wound forward it reads 1:05:04 with the slow-tank styling still applied.

5 tests (283 total) on the formatting, including that minutes are padded once there are
hours and not before, and that a day reads 25:00:00 rather than wrapping.

Also checked and correct already: a backgrounded tab does not lose time -- four minutes
away reads 4:01 on return, because the clock is a timestamp difference rather than a
count of ticks -- and the timer disappears entirely once the hand is over.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 20:06:42 -06:00
jheapsandClaude Opus 5 ab92259e3e Put the dealer's own notes in the file they hand over
The CSV export carries the hands, the standings and the settle-up. It carried neither
of the two places a dealer types context.

Each seat can hold custom fields -- "IOU: $20 to Ann", "Seat rent: paid to 2am",
"Venmo: @ann" -- and the table has a notes box for the rest: side bets, a high-hand
promo, who owes the box from last week. Both are typed precisely because they matter to
settling up, and both were visible only inside the tool. The one place the context was
written down was the one place it could not leave.

Now the standings rows end with a Notes column carrying that seat's fields, and the
table's notes go in a section of their own at the end.

  Player,Paid In,Won,Net,Bought In,Chips Now,Up/Down,Notes
  Ann,20.00,60.00,40.00,200.00,150.00,-50.00,Seat rent: paid to 2am; Venmo: @ann
  Ben,20.00,0.00,-20.00,200.00,200.00,0.00,IOU: $20 to Ann
  Cal,20.00,0.00,-20.00,200.00,250.00,50.00,

  Table Notes
  "High-hand promo until midnight.
  Mo owes the box $15, from last week."

Notes go last so the money columns keep the shape a spreadsheet expects, and the
multi-line note is quoted as one cell rather than becoming rows that read as more
players.

An existing test caught this, correctly

"every money cell parses as a number" asserted that every column after the name was
numeric, and a Notes column is text by definition. The invariant it protects is real --
the file exists so somebody can total a column -- so it now names the six money columns
and checks those, rather than "everything after the first". That is the assertion it
always meant.

9 tests (278 total): a seat's fields ride along, the money columns keep their order, a
seat with nothing written gets an empty cell rather than the word undefined, a blank
field does not leave a stray colon, a multi-line note survives as one cell, no notes
means no section rather than an empty heading, and asking for the standings does not
change the seats.

Driven through the real Export CSV button, not just the function: the downloaded file
carries both seats' notes and the table's. Audit and contrast clean, no console errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 19:52:20 -06:00
jheapsandClaude Opus 5 65f201cdfd Show each stack as the chips that make it
The chip legend has only ever read chips *into* an amount -- counting what is in front
of somebody. Colouring up at the end of a level is the same question backwards, and it
is the one the dealer answers with a rack in one hand: $205 is two hundreds and a five.
So is counting a stack out for a player who is leaving.

The arithmetic already existed. Payouts have been shown in chips since #73; this points
the same function at the stacks.

  Stacks in chips
    Ann — $205        2×$100, 1×$5
    Ben — $1,337      2×$500, 3×$100, 1×$25, 2×$5, 2×$1
    Cal — $40         1×$25, 3×$5
    Eve — $88         3×$25, 2×$5, 3×$1
    Fay — $500        1×$500

Sits under the chip legend, because that is where the denominations it works from are
set, and it only appears when there is both a legend to work from and somebody with
chips. A table that never set its chip colours up gets nothing, which is what it had
before. A seat on zero is left out rather than listed as nothing.

Driven at five sizes across touch and pointer contexts, with a 26-character name and a
$1,337,000 stack: no row spills, no page overflow, contrast clean, layout audit clean
but for the landscape phone already known from #63, no console errors. Every breakdown
checked by hand against its total -- 500+200+75+2 = 777 and so on.

The breakdown itself is covered by the twelve tests from #73; what is new here is which
seats are listed, which the browser run covers: with a legend and stacks it lists five
of six seats, with the legend emptied it disappears, and with every stack zeroed it
disappears. 269 tests still passing.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 19:36:29 -06:00
jheapsandClaude Opus 5 d297c1a2c9 Close two blind spots in the contrast check
Last change found a folded player's stack sitting at 2.22:1, hidden for twenty rounds
behind an exemption. So I went looking for the other exemptions rather than waiting for
the next one to surface. There were two, and neither is hiding a live fault today --
which is worth saying plainly, because it means this is a fix to the instrument and not
to the tool.

Leaf elements only

    if (el.children.length > 0) return;   // leaf text only

An element's own text stopped being measured the moment a child was added to it. The
undo control went that way two changes ago, the day a <kbd> was appended to it: its
label became invisible to this check with no sign that anything had changed. Now it
measures an element's own text nodes and leaves the descendants to their own turn,
against their own colours.

aria-hidden as a contrast exemption

The bets layer is aria-hidden because the amounts on the chips are already announced by
the seat and the action bar, and repeating them would be noise. That is a good reason
to hide them from a screen reader and no reason at all to stop checking whether a
sighted dealer can read them -- and the chips are exactly what the felt is read for.
Two different questions were being answered by one attribute.

Nothing is exempt now. If something genuinely decorative turns up, it should say so in
its own words rather than borrowing an attribute that means something else. The
watermark that the exemption was written for is gone as of the change before last.

What the widened check finds

Nothing. Zero offenders at six viewports across touch and pointer contexts, and with
the sidebar panels and the rulings sheet open. Measured from rendered pixels, the two
things that had been invisible are comfortable: the bet chip amounts read 12.65 to
13.74:1 and the undo label 8.06:1.

So the fix is proved by injection instead. Colouring the bet chip amounts #3a3a3a now
reports three offenders at 1.80:1, and colouring the undo control #2f2f2f reports it at
1.13:1. Neither was reported before.

269 tests still passing, no console errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 19:21:06 -06:00
jheapsandClaude Opus 5 f0cfd24647 Make the seats that are out of the hand readable again
A folded player's stack measured 2.22:1.

The contrast audit has been reporting clean for twenty rounds, and it never looked at
these seats: the check skipped anything with opacity below 0.99 as "faded on purpose",
and folded and sat-out seats faded their whole box -- 0.5 and 0.58. Opacity on a box
fades the text you still have to read along with the box you wanted to push back.

Measured off rendered pixels, 11.5px text, where AA asks 4.5:1:

                  name    stack
  live            13.28   4.75
  folded           4.75   2.22
  sitting out      7.00   3.22

A folded player's stack is not decoration. It is what they will have next hand and the
answer to "how much has Ben got?", and at 2.22 it was barely there.

So the box recedes and the text does not: a flatter, darker background and a muted
border, with name and stack colours that measure.

                  name    stack
  live            13.28   4.75   (unchanged)
  folded           7.60   4.55
  sitting out      7.60   4.71

Taking the fade away took the signal with it, which the screenshot showed and the
numbers did not: a sat-out seat became almost indistinguishable from a live one. A
folded seat still says so twice, with a red border and a line through the name, but
sitting out had only faintness. It wears a dashed edge now -- the same thing an empty
chair wears, which is right, because neither is in this hand, and the name and stack
tell the two apart.

The same fault, found once the audit stopped hiding it

The key hints on the action bar are 9.6px and were measuring 2.97 to 3.33 against
their buttons -- a fade chosen for looks pushing text a dealer is meant to read under
the threshold, exactly like the seats. They are 4.93 to 7.63 now, still quieter than
the labels they sit beside.

And the audit no longer passes over faded text in silence. Something invisible is still
exempt, since there is nothing to read at zero opacity, but anything in between is
reported as unmeasured -- a number nobody checked is not the same as a number that is
fine. It now lists five: the four key caps and the disabled Export CSV button, which is
disabled and therefore genuinely exempt.

269 tests still passing. Contrast offenders zero, layout audit clean, no console
errors; the folded seat's red line-through and the sat-out seat's dashed edge both
confirmed in cropped screenshots rather than assumed.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 19:10:06 -06:00
jheapsandClaude Opus 5 95fd46ee99 Take the broken wordmark off the felt
The felt carried "TEXAS HOLD'EM" across its middle, and the pot badge sat on top of
it. Measured at every seat count from two to ten, the middle 20% of the word was
covered, so the table read

  TEXAS  LD'EM

That is not a watermark, it is a rendering fault, and it looked like one.

I tried to move it before removing it. Four placements, measured across six viewports
and two seat counts each, as the share of the word covered by a seat, a bet chip or
the pot badge:

                        desktop   tablet   phone     phone     landscape
                        1280x900  768x1024 390x844   360x640   844x390
  centred (before)        20%      20%      20%       20%        20%
  30% down, full size      0-7%     0-12%   43-60%    48-70%     20-23%
  20% down, smaller        0%       0%      40-67%    53-70%     40%
  78% down, smaller        0%       0%      77-97%    90-100%*   27-37%

  * and off the oval entirely at 360px

Desktop and tablet can be made clean. A phone cannot: below 900px the felt is square,
and a square felt with six to nine seats has no clear horizontal band wide enough for
a word. The best phone result of any placement was 40% covered.

So it is gone rather than special-cased per device for a decoration. The felt still has
its gradient, its rim, the inner gold line and its shadow to be a table with, and the
page header says "Texas Hold'em Dealer" a few inches above it.

The reasoning and the numbers are left in the CSS where the element used to be, so
whoever thinks of adding one back finds out what happened first.

269 tests still passing. Seven viewports: contrast clean, layout audit clean everywhere
but the landscape phone already known from #63, no console errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 18:54:52 -06:00
jheapsandClaude Opus 5 4cc8faf8cb Notice when the same table is open twice
Opening the tool in a second tab -- tapping the bookmark again rather than hunting for
the tab you already had -- silently throws away whatever the first one is doing.

Each tab holds its own copy in memory and each save writes the whole table, so the
second one to act wins. Driven with two tabs on one profile:

  tab A: deal, and Ann calls    stored -> bettingOpen true, committed [0,1,2,2]
  tab B: type a name in seat 5  stored -> bettingOpen false, committed [0,0,0,0]

The deal, the blinds and the call are gone, and neither tab said anything. That is the
same silent shape as the save and load failures either side of this change.

The browser already tells us: a storage event fires in every other tab when the key
changes, and never in the one that wrote. So a tab that sees its table move underneath
it now says so, once, with the way out attached:

  toast:  "This table is open in another tab. Whichever acts last wins."  [Reload]
  panel:  "This table is open in another tab, and both are writing to it — whichever
           acts last wins, so work done in the other one can vanish. Close one, then
           reload this tab to pick up the table as it stands."

Watched rather than merged, deliberately. Replacing the table under a dealer's hands
in the middle of a hand would be its own hazard, and reloading is the only resolution
that does not throw somebody's work away -- so it is offered rather than taken.

6 tests (269 total): a write from elsewhere is noticed, another app's key and our own
recovery key are not our business, ten writes produce one warning, watching twice
listens once, no listener is not an error, and no window at all is not an error.

Driven with two live tabs: both quiet at first, A deals and B warns with the reload
offer, A stays quiet about its own writes, two more actions in A add no further toasts
in B, and reloading B picks up A's table -- bettingOpen true, committed [2,1,2,2] --
with the warning cleared. Audit and contrast clean, no console errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 18:35:27 -06:00
jheapsandClaude Opus 5 cfb83a2ba6 Don't quietly write over a save that couldn't be read
Last change made a failing save say so. This is the other direction, and it turned out
to be worse.

load() is well defended -- try/catch, a shape check, sensible fallbacks -- and every
one of those paths ends in `return this.createDefault()`. So an unreadable save becomes
an empty table. Driven with a save truncated to 70% of its length, the way an
interrupted write leaves one:

  1762 bytes stored, 1233 after truncating
  loaded: 0 named seats, hand #1 instead of #34
  toast: none.  warning: none.  anything on the page: no.

A dealer mid-session sees an empty felt and cannot tell whether they mis-tapped Reset,
whether the browser lost the night, or what.

And then the first edit destroys the evidence. I typed a name into a seat and storage
went from the 1233 unreadable bytes to 2549 bytes of fresh default state. Whatever a
person could have picked out of that JSON -- the names, the buy-ins, the standings --
was gone one tap after the tool decided it could not read it.

Now the unreadable value is moved aside to its own key before the fallback, and the
table says what happened:

  toast:  "The saved table couldn't be read, so this one started empty."
  panel:  "The saved table couldn't be read, so this one started empty. The
           unreadable copy has been kept rather than written over."

It is deliberately not offered as a restore. Half a JSON document is not a table, and
pretending otherwise would be worse than an empty one. It just stops being destroyed.

The two warnings share the Session panel line and both can show at once -- a browser
having trouble with storage tends to have it in both directions -- with the load
message first, because "why is my table empty" is the question the dealer is standing
there asking.

8 tests (263 total): nothing stored is a new table rather than a failure, a good save
loads clean, a truncated one is reported, valid JSON of the wrong shape counts too, the
copy is kept, a later save does not touch it, the listener fires once across three
reads, and storage with no room to keep the copy is not a crash -- which is exactly the
storage most likely to hand back half a value in the first place.

Driven through the UI: warning and toast on a corrupted save, the set-aside copy still
1233 bytes intact after editing a seat, and nothing shown at all on a healthy table.

One audit correction rides along. The collapsed-column check measured inside hidden
elements, so the standings header -- hidden with its table until somebody buys in --
was reported as three collapsed columns on every empty table. It skips hidden subtrees
now, and still catches a real one: squeezing a visible column reports the header and
all three rows.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 18:22:31 -06:00
jheapsandClaude Opus 5 4071be5329 Say so when the browser refuses to save
Every save goes through one try/catch, and the catch was empty:

    } catch {
        // Storage full/unavailable (private browsing, etc.) — the table still works
        // for the rest of the session, it just won't survive a refresh.
    }

The comment is accurate and the behaviour is right -- the chips have already moved in
memory and refusing to continue would be worse. What was missing is anybody being
told. Driven with setItem throwing: two saves failed, no toast, nothing on the page,
and a refresh came back to before the hand was dealt with the dealer none the wiser.

That is the same shape of fault the bank reconciliation exists for. Silent until it is
too late to act on, and the way you find out is the last two players cashing out.

Now it says so twice, in the two places that suit the two timescales.

A toast the first time, and only the first time -- a dealer taps this bar thirty times
a hand and does not need thirty warnings. Measured: four failed saves, one toast.

  "This table isn't being saved — refreshing would lose it. Keep this tab open."

And a standing line at the top of the Session panel, because a toast is a moment and
this is a fact about the rest of the night. The raise pad dismisses toasts, and the one
warning that must not be missed is not the one to leave to a toast.

  "This table isn't being saved — the browser refused. It'll keep working, but
   closing or refreshing this tab loses the session. Export CSV below keeps a copy."

Amber, like the bank check's disagreement, because both mean the same thing: your
record of the night is wrong and you can still do something about it. The export is
named because it is the thing that helps.

6 tests (255 total): a good save reports success and leaves no mark, a failing one
reports failure rather than throwing, the listener fires exactly once across twenty
failures, it is handed the error so the reason can be reported later, a failing save
still does not stop the table, and no listener at all is not an error.

Driven through the UI with setItem throwing: hidden while saving works, toast on the
first failure, zero further toasts across three more actions, the panel line present
and readable. Contrast clean, layout audit clean, no console errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 18:08:05 -06:00
jheapsandClaude Opus 5 8a7d7b09bf Print the two shortcuts a dealer had no way to find
Seven keys drive this tool. Five of them are printed on the control they press -- F on
Fold, C on Call, R on Raise, the return arrow on Deal and on Raise to, esc on Cancel.
Two were printed on nothing at all:

  A   opens the amount pad on All-in
  U   takes back the last action

A dealer who learned F, C and R from the buttons had no way to discover the other two
existed. They are the two worth knowing: A is the fastest action in the tool and U is
the one that saves a misclick.

Both are on their controls now. The key lookup matches any of a button's classes, so
the raise pad's four quick amounts can share one class for their looks while only
All-in carries a key.

And a legend in the sidebar, listing all seven with what they do, built from the same
list the handlers are keyed off. There is a test that every key in the map has a line
in the legend and that every line names a key that really is bound -- a shortcut with
no line is one nobody can find, which is the whole bug this fixes.

The panel is hidden on a touch device. A phone has no keys to press, and it is the
same pointer question the touch-target rules ask rather than a guess about width.

One thing I broke and fixed on the way. .actionKey pins itself to the top-right corner
of a big action button. The undo control is a 30px pill with overflow hidden and no
positioning context, so the U escaped it and floated above the action bar -- visible in
the screenshot before I looked properly. It has its own inline class now, checked at
six sizes: the cap sits inside the pill and inside the bar, and the pill is not
clipped.

5 tests (249 total). Driven at six sizes across touch and pointer contexts: the undo
pill shows U, the raise pad shows A on All-in and nothing on Min, half pot and Pot, the
legend lists all seven, and it is display:none on a phone. Contrast clean, layout audit
clean but for the landscape phone already known from #63, no console errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 17:52:52 -06:00
jheapsandClaude Opus 5 ebf22e3153 Shorten the rulings index to the words a dealer would say
Last change added an index to the rulings sheet and I wrote down what it cost: 342px
at the top of a 390px-wide sheet, so a dealer reading straight through scrolls past
the whole thing first. That was an honest trade at the time. It is also fixable.

The index was labelled with the section headings, which are sentences -- "A short
all-in doesn't reopen the betting" -- so nine of them stacked one per row. A dealer
hunting for that ruling is looking for the words "short all-in", not the sentence.

  Misdeal          Board card early    Out of turn
  Short all-in     Uncalled bet        Oversized chip
  Minimum raise    Odd chip            String bet

  phone       342px -> 143px   9 rows -> 3
  desktop      ~200 -> 70px            -> 2
  landscape          -> 94px           -> 2

The first ruling now starts 309px into the sheet on a phone rather than 440.

Each short label lives on its own section as data-short, next to the heading it
shortens, and the index falls back to the heading when there is not one -- so a ruling
added later still appears, still without anyone having to write it twice. The full
sentence stays as the button's aria-label, so the short label never costs a screen
reader the heading.

Checked at four sizes across touch and pointer contexts: nine labels, nine aria-labels,
every chip 44px on touch, jumping still lands and focuses the right heading, contrast
clean, no console errors. 244 tests still passing.

Also looked at, and left alone: the card picker refuses a card already dealt --
disabled, titled "Already dealt to Ann" -- and every one of its 52 buttons clears 44px.
A messy nine-seat table with 25/50 blinds, two folded players, a busted seat, accented
and hyphenated names, a $125,000 stack and a filled notes field audits clean at every
size but the landscape phone already known from #63.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 17:36:37 -06:00
jheapsandClaude Opus 5 f0994a8aed Get to the right ruling in one tap, and cover the string bet
The rulings sheet is opened mid-argument, with players waiting. It was eight rulings
of prose in a row with no way in. Reaching the last one meant scrolling:

  1.6 screens on a desktop
  2.1 on a phone
  3.5 on a phone held sideways

A dealer looking for the odd-chip rule had to read past seven others to find it.

There is an index across the top now, one chip per ruling, and tapping one scrolls its
section into view and puts the keyboard and a screen reader on its heading. Built from
the sections rather than written out beside them, so a ruling added later turns up in
the index without anyone having to remember to add it twice.

And the missing ruling

I went looking for what home games actually argue about rather than guessing, and the
answer that kept coming back alongside misdeals -- which were already here -- was the
string bet. It was the one common dispute the sheet had nothing to say about.

  Betting in one motion - the string bet

  A bet is whatever goes in on the first trip to the stack, unless the amount was
  said out loud first. Reaching back for more chips without having said "raise" is a
  string bet, and only the first motion stands. Saying the number is always enough on
  its own: "raise to sixty" binds whatever order the chips arrive in.

  It's the rule home games invoke most and enforce least, and both are fine -- the
  point is that a player can't watch the table react and then decide how much to bet.
  Say it, or push it all at once.

That second paragraph is deliberate. The sheet's whole stance is that house rules win,
so a ruling that tells a home game it must enforce something would be the wrong voice.

What it costs: the index is 342px at the top of a 390px-wide sheet, so a dealer who
wants to read straight through now scrolls past it first. That is the trade -- it is a
jump table you use once and then read, and the alternative was scrolling blind.

Driven through at four sizes across touch and pointer contexts: nine rulings, nine
index entries, every one of them 44px on touch, tapping the last one lands it on screen
and focused. Focus stays inside the sheet across fourteen tabs, Enter on a chip jumps,
Escape closes, and opening it three times still builds nine entries rather than
twenty-seven. Contrast clean, no console errors, 244 tests still passing.

Sources: cardplayerlifestyle.com and pokernews on string bets; the sheet still follows
the TDA rules it cites.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 17:21:40 -06:00
jheapsandClaude Opus 5 ddb3907ace Say the payout in chips, not just in money
"Ann - $135" is the answer to the arithmetic. The dealer's actual job at that moment
is working out that $135 is a black, a green and two reds, while four people watch
them do it.

The chip legend has known the denominations all along. It was only being used to read
chips *into* an amount -- counting a seat's stack -- and never to turn an amount back
into chips.

  Final Payouts
    Ann - $135
    1x$100, 1x$25, 2x$5

Largest first, which is greedy and so not optimal for an arbitrary set of values. Poker
chips are not arbitrary: every real set is canonical -- each denomination divides the
next, 1/5/25/100/500 -- and greedy is exactly optimal on those. A dealer who invents a
3-and-7 chip set still gets a valid answer, possibly one chip longer than it needed to
be, which is a fair trade for not solving a knapsack in a modal.

Two cases where saying nothing is the right answer, and one where it is not.

A table with no chip legend gets the amount on its own -- it has not told us its
denominations, so there is no advice to give. But a legend that exists and cannot reach
the amount does say so: "$3 no chip covers" when the smallest chip is $5. Half a dollar
in a dollar-chip game is the dealer's problem to solve and they can only solve it if
they are told, so it is never rounded away.

12 tests (244 total): the breakdown adds up to the amount across eight amounts, cent
chips make cent amounts exactly, a jumbled legend still pays largest first, the colour
comes along for a future caller, and the two no-advice cases are told apart from the
cannot-reach one.

Driven through a real all-in hand at four sizes: $135 reads "1x$100, 1x$25, 2x$5" and
a tournament-sized $1,350 reads "2x$500, 3x$100, 2x$25", fitting without spill down to
360px. With the legend emptied the line disappears and the payout stands alone.
Contrast clean, no console errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 17:08:49 -06:00
jheapsandClaude Opus 5 3fe16fa7f2 Let a phone move a player to another seat
The hint under the table has said this on every screen since the gestures went in:

  Tap a seat to edit - double-tap to fold - press and hold for quick actions -
  drag to swap seats.

Three of those work on a phone. The fourth never has. Swapping seats is HTML5
drag-and-drop -- draggable="true", dragstart, drop -- and a touch screen does not
generate drag events at all. So the one clause written in the same breath as "tap"
and "press and hold" was the one thing a thumb could never do.

I found it by dragging seat 1 onto seat 4 with real touch pointer events and watching
nothing happen: no swap, no menu, no error.

Moving a seat is in the long-press menu now, which is the route a thumb already takes
for everything else. "Move to..." replaces the action list with the other chairs, by
number and name, and picking one makes the move:

  Move Ben to...
  Their chips, cards and bet go with them. The button and the blinds stay on the chair.
    Seat 1 - Ann     Seat 3 - Cal     Seat 4 - Dee     Seat 5 - empty ...

That subtitle is the rule, and it is the one a card room uses: the whole seat travels,
while everything naming a position stays put. Somebody who sits down in the big
blind's chair is the big blind.

Driven through on a phone: Ben, small blind, $109 behind with $1 posted, moves to
seat 5 with both numbers; seat 2 goes empty; the button stays on seat 1; the toast
reads "Ben moved to seat 5" and undo puts it all back. Reopening the menu on another
seat shows actions again rather than the chair list it closed on.

The hint tells the truth per device now -- dragging is only mentioned where a mouse
exists. Dragging still works there, checked.

8 tests (232 total): the whole seat moves, the bet moves with it, chips are conserved,
the button and the blinds stay on their chairs, swapping twice is a no-op, and a chair
that is not there is refused rather than swallowed.

One audit fix rides along. The "one dealer button" check counted the empty slot that a
hovered seat deliberately fades in, so it reported two buttons whenever a mouse
happened to rest on the table -- which is most of the time a mouse exists. It ignores
the hovered seat now, and still catches the real fault: with the pre-#62 behaviour put
back it reports six, or five while hovering.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 14:54:03 -06:00
jheapsandClaude Opus 5 f199148046 A pre-filled amount is a suggestion, so reaching for the box replaces it
Every amount box in this tool opens pre-filled: the raise pad offers the minimum, Add
chips offers a buy-in, the seat editor offers the stack a player already has. A dealer
taps one because they want a different number -- and a tap puts the caret after the
suggestion rather than over it.

Driven on an emulated phone:

  raise pad shows 4      tap, type "60"    -> 460
  add chips shows 200    tap, type "50"    -> 20050
  seat stack shows 200   tap, type "175"   -> 200175

The raise pad is the most time-critical control in the tool, and 460 is a number the
dealer never said. The all-in warning happens to catch that one against a $200 stack;
against a deeper stack it is simply accepted, and the pot is wrong from then on.

Number boxes now select what is in them when they take focus, so the first digit
typed replaces the suggestion.

  raise pad     4 -> "60"
  add chips   200 -> "50"
  seat stack  200 -> "175"
  a name      Cal -> "CalX"

That last line is the point of the rule. Only number boxes: type=number, or the
type=text/inputmode=decimal pair the raise pad uses to get a keypad without spinner
arrows. A name or a note is a thing you edit, and selecting all of it on focus would
be the same mistake pointing the other way.

Delegated from the document rather than wired per field. The raise pad, the add-chips
sheet and the seat editor all rebuild their inputs on every render, and a box added
later should not have to remember to ask for this.

The select is deferred a tick. Doing it inside the focus handler loses the race with
the browser placing its own caret, and the selection collapses again the moment the
tap completes.

10 tests (224 total) on the predicate, including the ones that must stay false --
name, note, colour swatch, checkbox, select, and an input with no type stated.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 14:40:04 -06:00
jheapsandClaude Opus 5 38536a5c0c Ask about the thumb, not the window width
There is a careful touch-target pass in this stylesheet -- 44px fields, 44px delete
buttons, a padded hit area for the rulings link. Every rule in it sits behind
`max-width: 700px`.

A phone held sideways is 844px wide.

So none of that work applied to the device it was written for, half the time. Measured
on an emulated touch device with the sidebar open -- twelve controls under 44px at
844x390 and again at 915x412:

  the rulings link            91x14
  the dedicated-dealer box    13x13
  chip-colour delete          28px wide
  blinds-direction select     32px tall
  five panel headers          38px

The rules are restated against `pointer: coarse`. The width-scoped block keeps its
layout changes -- one column, stacked dialogs -- because those really are about how
much room there is. This is only about what a thumb can hit, so it asks about the
thumb.

  844x390 touch   12 controls under 44px -> 1
  915x412 touch   12 -> 1
  390x844 touch    6 -> 1
  360x640 touch    6 -> 1

The one left is the bare 24x24 checkbox, whose row is 44px tall -- the row is the
target, which is the existing design and the only thing that works for a checkbox.

Two things were too small on every device, not just touch, and are fixed outright.
The panel headers -- the sidebar's entire navigation -- were 38px everywhere, phones
included; the pass below never reached them. And the rulings link was 91x14, which
misses the 24px minimum with a mouse as well as with a thumb. Under 24px anywhere is
now zero, at every size measured.

Two traps worth recording. A <summary> only draws its disclosure triangle while it is
display: list-item, so the headers get there on padding rather than a flex box. And a
<summary> is content-box, so `min-height: 44px` was *added* to the padding and gave
71px -- the same box-model trap as the header buttons one PR ago, in a different tag.
Both are stated in the CSS where the next person will hit them.

214 tests still passing; layout audit and contrast clean at six sizes across touch and
pointer contexts; no console errors; panels still toggle and the triangle is still
there.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 14:24:07 -06:00
jheapsandClaude Opus 5 286a924fe4 Give buttons and links the same box
The header on a portrait phone was 227px -- a quarter of the screen -- before the
table started, and at 360x640 the bottom of the table sat 16px behind the action bar
with the gesture hint off screen entirely.

Chasing where the pixels went turned up something better than a tight header.

.holdemBtn is worn by three <button>s and two <a>s. The class never stated a box
model, and the browser does not give those two tags the same one: Chromium makes a
button border-box and leaves a link content-box. So `min-height: 46px` on the header
row came out as 46px on the buttons and 46 + 16 padding + 2 border = 64px on the
links -- and a flex row is as tall as its tallest item, so all five became 64px.

A 46px touch target was costing 64px of screen, twice over, because the header wraps
to two rows on a phone.

  390x844   header 227 -> 191   buttons 64 -> 46
  412x915   header 227 -> 191
  430x932   header 227 -> 191
  360x640   header 173 -> 137   table clearance -16px -> +20px, so the felt now
                                clears the action bar instead of running under it

The other half is the one I did not go looking for. The 46px floor only exists under
the 700px breakpoint, and the accidental stretch was the only reason anything above
it was big enough to press. Once the boxes agree, a landscape phone -- wider than the
breakpoint, still a thumb -- would have been left with 42px buttons. So the 44px
floor is stated on the class itself. Measured across the page:

  844x390   13 .holdemBtn under 44px -> 0
  915x412   13 -> 0
  1280x900  13 -> 0

That is every button on the page, not just the header: the panel buttons, the pot
wizard, the confirm dialogs.

What it costs: 844x390 loses 2px of table clearance, -5 to -7, because its header
grows with the buttons. That size already has the bottom seat behind the bar (#63),
and 13 unpressable controls was the worse of the two problems.

214 tests still passing; layout audit and contrast clean at 9 sizes; no console
errors; every header button still hit-testable at 46x121 and 46x112.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 14:14:04 -06:00
jheapsandClaude Opus 5 3e9e2e899d Stop the big blind's own chip from covering the BB badge
On a phone the badge marking the big blind was not hard to read. It was not there.
The chip showing their $2 sat on top of it.

Both live on the same spoke. Bets sit between a seat and the pot, so on the bottom
half of the ring the chip comes down onto the seat's top edge, which is exactly where
the badge was -- and the chip is a layer above it.

  390x844, six seats:  badge 24x12 = 288px², chip covered 196px² of it
                       badge z-index 2, chip z-index 3
                       the badge's own centre hit-tested as the chip

So seats on the bottom of the ring wear their badge underneath instead, on the edge
the pot is not on. And badges now outrank chips regardless, so a layout this does not
anticipate cannot hide one again: which blind a seat is posting is the one thing on
that puck nothing else on the felt repeats, while a bet chip's amount is on the seat's
own total line as well.

Measured across 20 table sizes -- badge area lost to bet chips:

  430x932, 390x844, 360x640 at 2 and 6 seats    35% -> 0%
  8 seats                                        4-12%, unchanged: the blinds land
                                                 on the top arc there, where the
                                                 badge was already out of the way
  desktop and tablet                             0% either way, more room

Two other placements were measured and rejected. Tucking the badge inside the seat's
bottom edge put 38-42% of it on the seat's own stack line at every size including
desktop -- trading a chip covering the badge for the badge covering the money. Leaving
it on top and only raising its z-index worked everywhere, but leaves the badge sitting
on the chip rather than clear of it; the z-index is kept as a backstop, the move is
what does the work.

What it costs

At 360x640 heads-up the bottom seat's badge moves down into the action bar, where it
was visible before. That seat is already substantially behind the bar at that size --
the narrow layout reserves scroll room rather than capping the felt, which #63
measured and settled on -- but this change is what put the badge there, so I am
saying so rather than leaving it to be found. Every other size and seat count is
clean, including 360x640 at six and nine seats.

An instrument note, because it nearly became a finding. Bet chips are
pointer-events: none above 900px and auto below it, so elementFromPoint reports them
as covering things on a phone and as invisible on a desktop. The 35% figures above
are geometric overlap and a cropped screenshot of the rendered pixels, not hit tests.
Three "chip covered by DIV" results I saw earlier were that quirk and are not real.

214 tests still passing; layout audit and contrast clean at 8 sizes x 3 seat counts;
no console errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 14:00:34 -06:00
jheapsandClaude Opus 5 96cd7684f0 Buying chips puts you back in the game
Handing over cash and being dealt in are one event at a real table. Here they were
two, and the second one was easy to miss.

Last change deals a busted player around until they rebuy. So the dealer takes their
money, taps Add chips, and:

  Ben:  inHand false -> false     stack 0 -> 100     buyIns 100 -> 200
  toast: "Ben added $100."

He has chips, he is not in the game, and nothing on screen says so. He gets skipped
hand after hand until somebody notices and finds "Deal in" in the seat menu.

Now the buy-in does both, and says which:

  mid-hand:      "Ben added $100 - in from the next hand."   inHand true, folded true
  between hands: "Ben added $100 - dealt in."                inHand true, folded false

Folding him for the hand in progress is the rule "Deal in" already follows -- you
can't buy into a pot you have not been paying for -- so the two doors into the game
behave the same way. It is one undoable step: undo takes back the chips, the cash
record and the seat.

Not for a seat that was sat out while holding chips. That is a dealer who sat someone
out on purpose and is topping them up, and dealing them back in would be the tool
guessing at something it was not told. The test reads the seat's own recorded stack
rather than stackOf(), which substitutes the table's starting stack and would make a
seat with nothing recorded look like it was holding chips.

  busted, sat out          -> back in
  new chair, no stack yet  -> in
  sat out holding $100     -> stays out
  already in the hand      -> nothing to do, including an all-in at zero chips

8 tests (214 total).

Driven through the UI: the rebuy, the toast, the next hand actually dealing him in
(4 players, live 4), and undo putting all three fields back.

Found on the way, not fixed here

Buying in on a seat with no stack of its own credits the table's starting stack *plus*
the buy-in. A new player handed $100 on a table with a $100 default ends up with $200
of chips against $100 of recorded cash.

I am leaving it because the right answer is genuinely unclear and it is not mine to
pick. A blank stack means "no chips recorded" to the bank check, which counts it as
zero, and "the table's starting stack" to the betting code and the felt, which show
it as $100. Both are defensible for their own job, and which one a buy-in should
follow decides whether a casual dealer who never types stacks gets $200 or $100 after
a rebuy. Worth saying out loud rather than quietly picking one.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 13:39:56 -06:00
jheapsandClaude Opus 5 1af82dfddf Call a bet a bet and a raise a raise
The bar decided which word to use from what the acting player still owes. That gets
the big blind's option backwards -- they owe nothing, so it offered "Bet", but their
own blind is a live bet and putting more in is a raise. And it gets the other half
wrong too: open the pad to make a first bet on the flop and the confirm button said
"Raise to", then wrote "Ann's raise to $10" into the undo control for it.

  preflop, action back to the big blind
    was:  Fold | Check | Bet        pad: "Raise to"
    now:  Fold | Check | Raise      pad: "Raise to"
  flop, nobody has bet
    was:  Fold | Check | Bet        pad: "Raise to"   undo: "Ann's raise to $10"
    now:  Fold | Check | Bet        pad: "Bet"        undo: "Ann's bet of $10"

The arithmetic was always right -- minRaiseTo returns two big blinds for the big
blind's option and one for an opening bet, and I checked both before touching
anything. This is only what it is called. For a tool a dealer announces the action
from, that is not a small thing: a dealer who says "bet" when the big blind puts more
in gets corrected by the table.

The test is whether there is a live bet to raise, not whether this player owes
anything, and it is one helper rather than a condition written out five times.

The warnings follow the same word. Under-minimum with a bet in front of you leaves
you calling it; with an empty pot there is nothing to call:

  "$3 is under the $4 minimum. A legal raise is $4 or more -- otherwise it's a
   call, or all-in."
  "$1 is under the $2 minimum. A legal bet is $2 or more -- otherwise it's a
   check, or all-in."

Also the field's screen-reader label, which announced "Raise to amount" for a bet.

8 tests (206 total), including a table playing without blinds -- which opens with a
bet, and is the one preflop case where the old condition happened to be right.

Driven through the UI at seven viewports in both spots: every label correct, contrast
clean, no console errors.

One thing found and deliberately not touched. Fuzzing 40 hands with random actions
and rebuys -- chips stayed conserved to the cent throughout, no negative stacks, and
the acting seat was always a seat that could act -- turned up one disagreement:
isStreetComplete returns false during an all-in run-out where one player still has
chips and hasn't acted, while actingSeatIndex is correctly null. It has no symptom,
because the bar picks its layout from actingSeatIndex and shows "Deal Turn" as it
should. Changing a betting-round predicate with no observable fault behind it is a
worse trade than leaving it written down.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 13:23:02 -06:00
jheapsandClaude Opus 5 2cc2c66976 Deal around a player who busted and hasn't rebought
The most ordinary thing that happens in a home game: somebody stacks off, and they
don't buy back in that second. The table dealt them in anyway, and the result was a
hand nobody could finish.

Three players, two of them busted:

  bar before dealing:
    "Pot $0 | 3 players | All-in - running out the board (3 players)
     | Cal posts $1, Ann posts $2 | Post blinds & deal"
  after dealing:
    Cal posted nothing -- no chips to post with
    Ann posted $2 and was asked to check or bet against her own money
    liveSeats 3, isStreetComplete false, isHandOver false

Every line of that is wrong. It announced a board being run out over a felt with no
cards on it, promised a small blind from a seat that couldn't post one, took it from
nobody, and then sat on a hand with no way forward.

So a seat with no chips and nothing in the pot is dealt around. Their seat, name and
buy-in record are untouched -- sat out, not folded, because they didn't muck anything
-- and adding chips puts them straight back in the next hand.

  four players, Ben busted, button on Ann:
    "3 players | Cal posts $1, Dee posts $2
     | Ben has no chips - sitting out this hand. | Post blinds & deal"
    -> Ben inHand false, folded false; blinds exactly as promised; Ann to act

Said before it happens, for the same reason the button move is: a dealer shouldn't
find out from the felt. And the preview computes it on a view of the table rather
than by changing it, so the promise and the deal ask the same question -- the fault
these two lines exist to prevent.

When it can't be dealt at all, it says who has to buy in rather than pretending it's
a seating problem:

  "Only Ann has chips - Ben and Cal need to buy in."
  "Nobody at the table has chips left. Add a buy-in to deal."

Two smaller things fall out. The run-out banner is now gated on the betting actually
being open -- before the deal, a table of busted players is indistinguishable from a
table of all-ins to that test. And the bar's player count reads the table as it will
be dealt, so someone waiting on a rebuy isn't announced as one of the players.

Not the same as all-in, and the code says so: an all-in player has money riding on
the hand. A seat with no stack recorded isn't broke either -- those fall back to the
table's starting stack.

13 tests (198 total), and 5 of them fail with the sit-out and the run-out guard taken
back out.

Driven through the UI at seven viewports in both states: layout and contrast clean
everywhere but the landscape phone already known from #63, and no console errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 13:08:21 -06:00
jheapsandClaude Opus 5 a92a389245 Work out who pays whom
I went looking for what home-game dealers actually struggle with rather than reading
the code again, and the answer that kept coming up was the end of the night: hosts
reach for a separate app to finish a game "knowing exactly who owes whom in seconds
rather than minutes".

This tool already had every number that answer needs. The standings panel knows what
each player is up or down -- chips in front of them less the cash they handed over --
and then stops. Which leaves the dealer with six signed numbers at 2am and the actual
job still to do. That last step is the part people get wrong, not the poker.

  Ann  +$75    Dee  +$110      Fay -> Dee   $70
  Ben  -$10    Eve   -$40      Cal -> Dee   $40
  Cal  -$65    Fay   -$70      Cal -> Ann   $25
                               Eve -> Ann   $40
                               Ben -> Ann   $10

Largest debt against largest win, repeatedly. Greedy rather than optimal, which is
the right trade here: the true minimum number of transfers is NP-hard, while this
needs at most one payment fewer than there are people and each one it emits clears
somebody out of the list entirely. A dealer wants a short list to read down, not a
proof. Payers are the outer loop so everything one person owes prints together --
the list gets read out one player at a time.

All of it in integer cents. A settlement that has to come out exactly right is the
last place to let a float land on 41.99999999.

When the chips on the table don't match the cash taken

Then the payments can't all be made, and that is reported rather than quietly spread
across them. It is never rounding -- the arithmetic is integer cents -- so it is
always what the bank check sitting right above it is already warning about: a rebuy
nobody wrote down, or a miscount. Inventing a transfer to make the columns agree is
how a real person ends up short.

  $100 of winnings has nothing to pay it -- there are more chips on the table than
  cash was taken for. Fix that above before anyone cashes out.

The payment list goes into the CSV export too, under the standings it came from,
with the caveat if there is one. Whoever opens that file wants the answer, not to
redo the arithmetic in a spreadsheet.

13 tests (185 total): everyone ends up square, at most n-1 payments, a payer's lines
stay together, cents survive, nobody pays themselves, no payment is ever for zero,
both directions of an unbalanced bank, and one that settles a real table's standings
rather than hand-made numbers.

Driven through the UI at six viewports, balanced and not: clean layout audit and
contrast everywhere but the landscape phone already known from #63. Checked with
26-character names and seven-figure stacks on a 360px screen -- names wrap, amounts
stay whole and right-aligned, nothing overflows.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 12:52:56 -06:00
jheapsandClaude Opus 5 3d1ce1f45c Keep the table above the action bar on wide screens
The bar publishes its height so the layout can stay clear of it. Only the phone and
landscape rules ever read it. The wide layout sized the felt from its own width -- a
box 72% as tall as it is wide -- and so had no idea what was underneath it.

That was survivable while the bar was a constant. It isn't: it grows from 117px to
172px the moment a hand needs a side pot, which is exactly the hand where the dealer
most needs to see who is still in. Measured with two side pots, six seats, the bottom
seat sat this far behind the bar:

  1280x900    22px      1600x1000   54px
  768x1024    23px      1024x768    clear
  360x640     39px      390x844     clear

The first attempt at this didn't work and the failure is worth recording: the wrap was
a padding-bottom: 72% box, and percentage padding resolves against the containing
block's width rather than the element's own. Capping the width narrowed the felt from
822px to 746px and left it exactly 617px tall, so the seat stayed where it was. It is
an aspect-ratio box now, and the shape is stated once as --feltAspect so the height
and the cap both derive from it.

  1280x900   felt 857x617 -> 746x537   seat 22px behind the bar -> 51px clear
  1600x1000       ...760 -> 885x637              54px behind -> 59px clear
  768x1024   felt 689x689 -> 603x603              23px behind -> 56px clear

Six-seat tables at 1280x900, 1600x1000, 1024x768 and 768x1024 all go from one covered
seat to a clean audit.

Not applied below 700px. The narrow layout already had an answer -- it reserves the
bar's height as scroll room under the table, and a phone is a thing you scroll -- and
capping there was measured and rejected: at 360x640 it took the felt from 321px to
226px, which fixed the six-seat ring and broke the nine-seat one, two covered seats
traded for two seats whose centre landed on a neighbour.

Landscape phones opt out too. They set their own height from the bar already and are
sitting on their 7rem floor; 844x390 and 667x375 still have the bottom seat in the
bar, and nothing about a 112px-tall table with 73px seats can fix that.

The seat overhang is a constant rather than something measured off the layout it is
about to change -- a seat is ~73px tall at every width -- so this settles in one pass
instead of asking a different question each time it shrinks the felt.

172 tests still passing; no console errors; contrast clean.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 12:35:15 -06:00
jheapsandClaude Opus 5 29188d6049 Say ALL IN on the felt
A player with nothing behind had a blank where their stack goes. So did a seat whose
stack nobody had entered. On a table with side pots that is the one distinction the
dealer is working from -- who can still be bet at, and who is already in for
everything they have -- and the felt drew the two states identically.

  Ann  $40  $160     has chips
  Ben  $40           all-in for 40
  Cal  $40  $160     has chips
  Dee  $12           all-in for 12

The action bar knew: it had already built "Main pot $48, Ann/Ben/Cal/Dee" and
"Side pot 1 $84, Ann/Ben/Cal". The table it sits under didn't say a word.

Betting.isAllIn is the same stack test nextToAct uses to pass over a player, which is
the point: the seat the felt marks is exactly the seat the dealer will never be asked
to act on again. There's a test asserting that equivalence rather than restating the
condition.

The second half of the condition matters. A seat with an empty stack that has put
nothing in is a busted player who shouldn't have been dealt in, not a player who
moved all-in, so it isn't marked.

"ALL IN" in gold where the stack was, and a warmer border on the seat -- deliberately
quieter than the acting-seat ring, because all-in is a standing fact about a player
rather than a request for attention.

9 tests (172 total). They fail on a naive condition: dropping the committed-chips and
folded checks fails 4 of them.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 12:34:53 -06:00
jheapsandClaude Opus 5 4c1ac222a8 Give Enter and Space back to the control that has focus
Found while checking the keyboard could still reach the dealer button: it could
reach it and then couldn't press it.

Enter and Space were bound to "advance" for the whole document, with an exception
only for text fields. Those two keys are how a keyboard presses the control it is
sitting on, so every button on the page lost them -- and not to nothing. Measured:

  Tab to Resolve Pot, press Enter   ->  the table dealt the next hand
  Tab to Resolve Pot, press Space   ->  Resolve Pot, correctly
  Tab to a dealer button, Enter     ->  nothing at all

The inconsistency is the shortcut handler's return value. It calls preventDefault
only when it handled the key, so when "advance" applied it ran instead of the button,
and when it didn't apply the browser's own activation got through. A control that
does something else every other press is worse than one that does nothing.

Enter and Space now go to a focused button, [role=button], link or summary, and the
shortcut only claims them when nothing pressable has focus. The letters stay live
with a button focused -- a button does nothing with "f", and a dealer whose hand is
on the keys shouldn't lose them to a stray focus ring.

Space still advances the street: dealt, f, f, c, c, Space -> flop. The action bar
rebuilds itself after every press, so focus falls back to the body and the dealer's
Space is never quietly aimed at the Fold they just clicked.

11 tests (163 total), and they fail on the old handler -- 4 of them, exactly the
Enter/Space-on-a-control cases.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 12:16:15 -06:00
jheapsandClaude Opus 5 784315f2ea Put one dealer button on the table
A poker table has one dealer button. This one drew nine.

Every seat carried a puck: the real one in gold, and eight ghosts at 0.32 opacity
that existed to be pressed. Measured on a nine-seat table -- eight pale discs, all
eight showing the letter D, one of them the button. Finding it meant comparing nine
identical shapes for the one that's gold, when it should be the only thing of its
kind on the felt.

The ghosts also sat on their neighbours. Every remaining "something important is
covered" offender on a crowded table was a live seat covered by the seat-next-door's
ghost puck: 844x390, 915x412, 360x640 and 640x360 each reported one, and they were
all the same thing.

And a screen reader heard nine buttons named "D".

So a seat without the button doesn't draw one. Hovering a seat fades its slot in --
a preview of where the button would go, one click as before -- and on touch, where
there is no hover, "Give the button" has been in the seat's long-press menu all
along. Keyboard reaches it by focus, where the slot appears too.

pointer-events matters as much as the opacity: an invisible puck that still took
taps would be worse than a visible one.

  visible pucks    9 -> 1 at every size
  layout offenders 915x412 1->0, 360x640 1->0, 844x390 3->2, 640x360 3->2
  clean viewports  4 of 9 -> 6 of 9
  labels           nine "D" -> "Ann has the dealer button" and
                              "Give the dealer button to Ben"

The audit now checks it, because this is a rule about the table rather than about
CSS: one puck drawn, and no two announcing themselves the same way. Verified against
the old behaviour put back -- it reports 9 and 9.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 12:16:00 -06:00
jheaps b2262f8604 Merge pull request 'Wait to be told to deal, instead of guessing' (#58) from fix/casino-holdem-manual-deal into master
Build and Deploy / build-deploy (push) Successful in 1m10s
Reviewed-on: #58
2026-09-01 10:57:23 -06:00
jheaps 6ad9923aae Merge pull request 'Stop the last two things the table did behind the dealer's back' (#59) from fix/casino-holdem-less-guessing into fix/casino-holdem-manual-deal
Reviewed-on: #59
2026-09-01 10:57:17 -06:00
jheaps 168e8a380c Merge pull request 'Tapping a seat gives you that seat' (#60) from feature/casino-holdem-seat-editor into fix/casino-holdem-less-guessing
Reviewed-on: #60
2026-09-01 10:57:10 -06:00
jheaps edc08d7213 Merge pull request 'Let the landscape table use the width it has' (#61) from fix/casino-holdem-landscape-table into feature/casino-holdem-seat-editor
Reviewed-on: #61
2026-09-01 10:57:01 -06:00
jheapsandClaude Opus 5 0c6cd55951 Let the landscape table use the width it has
Last round I left a residual and said it wanted its own fix: on a phone held
sideways, seats overlapped so badly that a seat's centre belonged to the seat next
door. Here's the cause.

The landscape rule capped the felt's width by its height to hold the portrait
aspect ratio. At 640x360 that produced a table 135px wide inside a 601px column --
22% of the screen -- with 366px of rim for nine seats needing 662px. Adjacent seat
centres ended up 13px apart for seats rendering 74px wide.

Landscape has width and no height, so the table now takes the width it has and is
only as tall as the room left over. A wide ellipse, which is what a real poker
table is anyway.

  640x360   felt 135x97  ->  601x121   rim 366 -> 1263   centres 13px -> 33px
  844x390   felt 176x127 ->  765x151   rim 480 -> 1605   centres 37px -> 59px
  915x412   felt 207x149 ->  492x173   rim 563 -> 1106   centres 44px -> 55px

Seat ownership went from 8 seats wrong at 640x360 and 2 at 844x390 to zero at
844x390, zero at 915x412, and two at the very smallest. Nine of eleven sizes clean,
portrait and desktop untouched.

Two things I tried and threw away

Spacing seats by arc length instead of by angle. It sounds obviously right -- even
distance around the rim rather than even angle -- and it made things worse: 640x360
went from 2 wrong to 3, closest centres 33px to 21px, and even the desktop table
dropped from 180px to 155px. Even arc spacing packs seats through the tight turns
at the ends of an ellipse, where a fixed distance along the rim covers much less
straight-line distance. Equal angles happen to separate them better. Reverted.

Shrinking seats on the tightest landscape phones. Took the rendered seat from 74px
to 64px and moved closest centres not at all -- still 33px -- while the covered
count at 844x390 went from 3 to 4. A change that measures as nothing but costs CSS
and legibility isn't worth keeping. Reverted.

So this is one CSS rule, which is all the measurements supported.

What's left

640x360 and 667x375 still have two seats whose centre lands on a neighbour. Nine
seats on a ring 121px tall is a genuine physical constraint rather than a layout
mistake, and both remaining fixes I tried made it worse rather than better. It is
reported by the audit rather than hidden, and a dealer on a 360px-tall screen has
the seat menu and the action bar for everything that matters.

152 tests passing; contrast clean at every size; dealing still works in landscape.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 10:39:45 -06:00
jheapsandClaude Opus 5 e01d8e7c49 Tapping a seat gives you that seat
Went to audit the seat editor and couldn't open it: Playwright refused to click the
middle of seat 1 because seat 9's dealer chip was sitting there. On a nine-seat
table, tapping the centre of one player handed the button to another.

I shipped that. The enlarged chip hit area grew outward from a chip already hung
over its seat's corner at -10px/-10px -- and on an oval, a seat's corner is the
seat next to it. Measured on the nine-seat table:

  seat 1  10 of 49 sampled points taken by seat 9's chip, including its centre
  seat 4   9 of 49 taken by seat 5's chip
  seat 5   3 of 49 taken by seat 6's chip

I claimed at the time that no seat tap was stolen, and I had checked -- with an
audit that exempted anything inside a `.seat` as harmless crowding. The thief was
inside a seat. The check walked straight past it.

Two fixes, and the second matters more

The chip sits inside its seat now rather than on the rim, and its hit area grows
inward over its own seat, which is a big target that can spare a corner. Padding
inward alone wasn't enough -- I tried it and the numbers didn't move, because the
chip's own box was the problem, not just the pad. Isolating that took disabling the
pad and then the overhang separately: pad off gave 2 seats affected, overhang off
gave zero.

And the audit now asks whether a seat's centre belongs to that seat, as its own
check. The occlusion check couldn't answer it: it was built for overlays on top of
the table, and this was two pieces of the table fighting over a tap. It exempts a
neighbour's body -- seats do overlap by design -- but not a neighbour's controls,
which was the exact hole.

Seven of eight sizes now have no seat whose centre goes elsewhere, and all four
seats I tap open their own editor.

What's left, stated rather than buried

At 360x640 and 375x667 one seat still loses a single sample point of its rim to a
neighbour's chip. Centres are correct; this is the rim of a crowded oval.

At 844x390 two seats have centres belonging to the seat next door -- and those are
seat bodies, not chips. Nine seats on a 163px-tall landscape table overlap almost
completely. That's the landscape felt sizing, it predates all of this, and it wants
fixing on its own terms rather than being folded in here.

Both are now reported by the audit instead of hidden by it, which is the part I
actually trust.

152 tests still passing; contrast clean at every size.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 10:24:14 -06:00
jheapsandClaude Opus 5 c77161c3e9 Stop the last two things the table did behind the dealer's back
Your bug report was about a category, not one button, so I went looking for the
rest of the guessing rather than picking a new topic. Two left, both about the
button -- and one of them was in the fix I'd just shipped.

The deal preview lied

The prompt added last time promises who will post. With the button parked on an
empty chair it promised the wrong pair: it read the button where it currently sat,
while dealing relocates the button onto a player first and only then works out the
blinds.

  three players in seats 2-4, button parked on empty seat 1
    preview said:  s2 posts $1, s3 posts $2
    dealing gave:  s3 posts $1, s4 posts $2

Exactly the fault you reported -- the display and the thing it describes computed
from different moments -- inside the change meant to remove it. buttonSeatForDeal
answers where the button will be without moving it, so the preview asks the same
question the deal will answer. And the move is now stated before it happens:
"Button moves to Ben - seat 1 is empty."

Moving the button after the deal moved the blinds silently

Once the blinds are posted, moving the button takes them back and re-posts them,
because otherwise the badges and the money disagree. That's the right behaviour
and it was completely silent. The toast says so now: "Button on Dee - blinds taken
back and re-posted."

It also only does it when there is actually something posted to move. Before the
deal there is nothing committed, so passing the button is just moving a marker --
which is the whole point of the setup step.

Checked and deliberately left alone

Streets still advance one press at a time during an all-in run-out, which is right
-- the dealer is physically dealing the board between them. A player who joins
mid-hand is still marked folded for that hand and plays the next one. The
base-pot-amount shorthand still stands in for "everyone antes the same". Nothing
mutates state during a render.

4 tests (152 total): the preview matches what dealing produces with the button on
an empty chair, asking where the button will be doesn't move it, a button already
on a player is left alone, and an empty table doesn't break the question.

Driven through the UI: the prompt warns about the move and then the deal matches
it exactly; moving the button after the deal announces the re-post; and the blinds
survive being passed around three seats with the chip count fixed at 400. Layout
and contrast audits clean.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 10:06:58 -06:00
jheapsandClaude Opus 5 843ef9cd42 Wait to be told to deal, instead of guessing
Dealing and betting were one button. "Next Hand" moved the button and posted the
blinds in the same breath, so the moment between hands -- the one where people are
still sitting down, standing up and arguing about whose turn it is -- was spent
with money already committed.

That's where the guessing came from. The blind badges recompute from `inHand`
every render, but the posted chips are frozen from whenever beginHand ran, so the
two drift apart the instant the table changes:

  seat a fourth player after Next Hand
    badges said sb=s3 bb=s4, money on the table was s1=$2 s3=$1
    s4 was shown as the big blind having posted nothing

  take out the big blind after Next Hand
    badges moved to bb=s1, s4's $2 stayed in the pot, s1 had posted nothing

  press Next Hand twice
    burned a hand, moved the button twice, chips went 300 -> 297

Now the dealer says when. Next Hand advances the button and clears the table, and
stops. The bar shows who will post -- "Ben posts $1, Cal posts $2" -- and waits on
"Post blinds & deal". Enter does it too, so a dealer can carry a hand from setup
through the streets to showdown without reaching for the trackpad.

Until that press nothing is committed, so setting the table is free: seat someone,
take someone out, pass the button around, name the blinds by hand. The preview
follows every change and the chip count never moves. Settling a pot ends the hand
rather than starting the next one, for the same reason -- people cash out between
hands.

The preview is honest about what it can't do: fewer than two players and there's
no button at all, just what's missing.

A table saved before this existed has no flag, and guessing "not dealt" would
offer to deal over a live hand. Anything already committed, or anyone already on
the clock, means the betting was open when the tab was closed.

11 tests (148 total): the table waits, no money moves until the deal, seating and
unseating and passing the button all cost nothing, what the preview promises is
what gets posted, and a mid-hand save comes back mid-hand.

Driven through the real UI: seat a player and move the button while waiting, watch
the preview follow with the chip count fixed at 400, deal, play it out, settle, and
land back in setup. Triple-tapping Next Hand now costs nothing but button position
-- it used to cost a hand and three chips. Layout and contrast audits clean in both
the new setup state and after dealing.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 09:51:43 -06:00
jheaps e5d5b515ba Merge pull request 'Hold'em dealer: nine polish rounds released together' (#57) from feature/casino-holdem-acting-seat into master
Build and Deploy / build-deploy (push) Successful in 1m22s
Releases #49-#57 in one go: pot safety, the banker's cash reconciliation, the short all-in rule, the standings name column, the layout and contrast audits, dealer puck hit area, illegal-raise warnings, and the acting-seat highlight.
2026-09-01 09:31:52 -06:00
jheaps a14087fa7d Merge pull request 'Stop rebuilding the hand log after every fold, call and raise' (#48) from feature/casino-holdem-render-perf into master
Build and Deploy / build-deploy (push) Successful in 1m27s
2026-09-01 09:30:13 -06:00
jheaps 76f1952d61 Merge pull request 'Make the overlays usable from a keyboard' (#47) from feature/casino-holdem-keyboard-focus into master
Build and Deploy / build-deploy (push) Canceled after 10s
2026-09-01 09:30:07 -06:00
jheaps f464e6f2e2 Merge pull request 'Make big numbers readable, and make the export add up' (#46) from feature/casino-holdem-resilience into master
Build and Deploy / build-deploy (push) Canceled after 5s
2026-09-01 09:30:02 -06:00
jheaps f5108de288 Merge pull request 'Handle the messy table: joining, leaving, and arguing about blinds' (#45) from feature/casino-holdem-messy-tables into master
Build and Deploy / build-deploy (push) Canceled after 0s
2026-09-01 09:29:58 -06:00
jheaps ee37cf7bd9 Merge pull request 'Make every tap in the dealer land instantly on a phone' (#44) from feature/casino-holdem-touch-mobile into master
Build and Deploy / build-deploy (push) Canceled after 10s
2026-09-01 09:29:53 -06:00
jheaps 0d1218fa53 Merge pull request 'Hold'em dealer: a test suite, one implementation each, and a pot-announcement fix' (#43) from chore/casino-holdem-tech-debt into master
Build and Deploy / build-deploy (push) Canceled after 0s
2026-09-01 09:29:49 -06:00
jheapsandClaude Opus 5 a72f199139 Light up the seat that's holding the game up
Asked what actually slows a home game down and the answer from people who deal
them is consistent: not how fast the cards come out, but players not noticing the
action is on them. "Waiting for shuffling and players not realizing it's their
action is going to cost much more time than how quickly you spread the flop."

So I measured how obvious the acting seat is, and it was distinguished by a rim
colour and nothing else -- a gold border and a 2px ring where a live seat has a
green border and a 1px one. Same fill, same size, nothing moving. That is a subtle
thing to ask a dealer to spot across a table on a phone, for the one state the
whole pace of the game hangs on.

It reads as lit now rather than merely outlined: a solid gold ring at full
strength, a warm glow separating it from the felt, a warmer fill, and it sits
above its neighbours so the ring is never clipped by the seat next to it.

There's also a slow two-and-a-half second breath, which stops entirely under
prefers-reduced-motion -- the ring carries the whole job on its own for anyone who
would rather nothing moved, and that was checked rather than assumed.

The lift is box-shadow, not transform. A seat's transform is what positions it
around the felt, so setting one here would throw it off its spot -- the same trap
that nearly shipped a 38px seat displacement a few rounds ago.

One measurement I'm not claiming: the acting and live fills differ by only 1.1:1,
because the change is a hue shift rather than a lightness one. The ring and the
glow do the work; the fill just stops it looking like the same chip.

Checked at eight viewports: layout and contrast audits clean, exactly one acting
seat everywhere, and the lit seat is the same size as its neighbours at every
size -- the ring adds no layout. renderAll is 1.8ms with the pulse running, so it
costs nothing. Text on the warmer fill still passes contrast at every size.
137 tests passing.

Sources: pokerchipforum.com/threads/as-a-dealer-how-do-increase-more-hands-per-hour.114914/,
forumserver.twoplustwo.com/27/casino-amp-cardroom-poker/tips-advice-faster-better-dealer-241644/

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 09:20:46 -06:00
jheapsandClaude Opus 5 e0eb0d2079 Say something when the raise isn't a legal raise
Web search turned up the oversized-chip rule described as the single most common
cause of floor disputes, and specifically a home-game problem. Chasing that led to
checking what the bar does with an illegal raise, and the answer was: nothing.

With the minimum at $18 and a player holding $200, typing 13 was accepted without
a word. The engine then treated it as a short raise and correctly declined to
reopen the betting -- right for an all-in, wrong for somebody who just misheard
the bet, and either way the dealer was never told.

The raise entry now says what's wrong and still lets it through. This tool records
what the humans at the table actually did, and a dealer overruling the arithmetic
is right more often than the arithmetic is, so Confirm stays enabled in every case:

  $13 is under the $18 minimum. A legal raise is $18 or more -- otherwise
    it's a call, or all-in.
  All-in for less than a full raise. Legal, but it doesn't reopen the
    betting -- anyone who has already acted owes the difference or folds.
  More than they have. This goes in as all-in for $200.
  $10 is not above the $10 already bet -- that's a call, not a raise.

The second one surfaces the rule fixed two rounds ago at the moment it decides
something, rather than only in the rulings sheet.

Two minimums, which is where the first attempt went wrong

The pad already had a minimum, clamped to what the player can actually put in --
correct for the Min button, wrong for the warnings. For a short stack the clamped
minimum equals their all-in, so neither warning could ever fire for exactly the
player the rule exists for. Kept separate now: one for the button, the rules one
for the warnings.

A regression the audit caught, in the same round that introduced it

The note makes the raise pad taller, --actionBarHeight grows, and the toast --
which floats just above the bar since the occlusion round -- got pushed up over
the table. Measured at 360x640: bar 122px closed, 178px with the pad, 217px with a
note, and the toast climbing from y506 to y411, covering seats outright.

A toast is transient news about the action just taken; the pad is the dealer
deciding the next one. The older one gets out of the way when the pad opens --
nothing is lost, its Undo is also the bar's own undo control. The note is tighter
on short screens, and the pot breakdown hides during entry, since which side pots
exist isn't what's being read while typing an amount. Net: 210px rather than 217px,
and no seat covered that the pad wasn't already covering at 178px.

Two rulings entries, from the same search

The oversized chip -- a single big chip pushed out silently is a call, not a raise,
however big it is; to raise you say so before it lands. And what a full raise is,
which the pad now enforces in words.

137 tests passing. Raise warnings verified across four amounts on a deep stack and
three on a short one, at eight viewports: note shows, pad stays reachable, contrast
clean, Confirm never disabled. Toast still behaves normally when the pad is closed.

Sources: cardplayer.com/.../contracts-and-poker-the-oversized-chip-rule,
pokernews.com/strategy/be-careful-when-betting-essential-wsop-rules-to-remember

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 09:12:17 -06:00
jheapsandClaude Opus 5 d66abda05a Make the dealer puck hittable without making it bigger
Ran the touch-target check that had been sitting in the audit unused. The dealer
puck is 22x22 — half what a fingertip needs — in ten places on the table, and
tapping it hands the button to that seat and re-posts the blinds. Not a cosmetic
control.

It stays 22x22. A puck should look like a puck sitting on the rim of its seat, and
growing it would take area from the seat itself, which a dealer taps far more
often. Instead an invisible pad around it catches the tap: 43x44 hittable on every
phone size, close to four times the area, with the pad pushed down and left away
from the seat the chip juts towards. Verified that no seat tap is stolen — the
occlusion audit is clean at every size.

Three things the check itself got wrong, all found before acting on them

It read element boxes, and boxes lie in both directions. A control padded out with
a transparent ::after responds well past its painted size, and a checkbox wrapped
in a label is hit by tapping anywhere on the label — so it reported the dedicated
dealer toggle as a 24px fault when it sits inside a 320x44 label that already
forwards the tap. It probes outward with elementFromPoint now, which is what a
finger actually experiences.

The probe walked a fixed 40px each way, so everything wider than 80px reported
exactly 80. Every header button came back a suspiciously round "80x42".

And it enforced 44px on desktop, where there is no fingertip. Those same header
buttons are 64px tall on a phone and 42px with a mouse, which is not a defect.
Keyed off hover:none now, the same signal used for the tablet field sizing.

Also removed a ::after pad on the dedicated-dealer checkbox that was both inert --
pseudo-elements don't render on replaced elements -- and unnecessary, since the
label already does the job.

The puck is the one documented exemption: it is deliberately small and "Give the
button" is in the seat menu at full size, so it's a shortcut rather than the only
way through. The reason sits in the code next to the exemption.

Phone sizes: dealer chip 22x22 drawn / 43x44 hittable, zero undersized controls
even with the exemption and the pointer rule forced off. Layout and contrast
audits clean at all seven sizes. 137 tests passing.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 08:54:07 -06:00
jheapsandClaude Opus 5 6fa4532781 Fix the contrast the audit could finally measure
Contrast is the one check I've got wrong twice, both times by being clever about
backgrounds. The first version read only background-color, so text on any of the
gradient-painted sheets was measured against transparency and the dealer puck's
dark "D" was reported at 1.2:1 against nothing. The second over-corrected and
treated low-alpha gradient stops as opaque, scoring white-on-dark at 1.0:1.

So this one is built to be incapable of false positives rather than exact.
Backgrounds composite through alpha; where a gradient is involved every colour stop
is tried and the most flattering one used. A finding means the text fails even
under the reading most generous to it.

It's checked against known answers before being believed: black on white at 21:1,
white on white at 1:1, #767676 on white at the 4.54:1 AA boundary, white over a
dark gradient, dark text on that same gradient, white over a 6% white wash on a
near-black page. Nine cases, all correct — and building them found a real bug in
the check, which walked past an opaque gradient and offered the page background as
a candidate. That made it too lenient, which is as bad as the old false positives.

What it found:

Both blind badges failed against their own gradients, in 9px bold text a dealer
reads at a glance across a table. At the worst stop: small blind 3.52:1, big blind
2.15:1. The small blind keeps its blue and darkens to 4.77:1. The big blind flips
to dark text on brighter gold, 5.84:1 — how a gold chip is marked anyway, and it
makes the two badges far easier to tell apart at speed.

Quick Split's footnote names a control the dealer is told to reach for, and that
name inherited the muted grey of the surrounding aside: 3.39:1. Emphasised text
carrying an instruction gets its own colour now.

The felt watermark came back at 1.19:1 and is meant to. It's decoration; holding it
to a reading threshold would mean making it not a watermark. It's aria-hidden now,
which says the same thing where it also does some good, and the audit skips
aria-hidden subtrees.

32 contrast passes over the table, all five overlays and Quick Split at five
viewports: zero findings, zero unmeasured. Layout audit still clean. 137 tests pass.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 08:39:07 -06:00
jheapsandClaude Opus 5 2f6d63400a Stop re-typing the layout audit into a console every round
Last round I found a regression I'd shipped two rounds earlier: the standings
table's player-name column was zero pixels wide, at every viewport, and nobody
noticed because the audit that would have caught it only ever existed in a
previous session's scrollback. These checks have been re-written by hand at least
six times, and each time they covered only whatever had just changed.

So they're a file now. uiAudit.js runs in the page — no build step, no
package.json, no dependency — and checks touch-action and tap highlights, that
fields stay selectable and are big enough not to trigger iOS zoom, that nothing
important is covered or stranded off-screen, that no grid column has collapsed to
nothing, and that no text is painted outside its box. runUiAudit.js drives it over
the table, all five overlays and Quick Split at thirteen viewports. Deliberately
outside CI: the unit suite is dependency-free and runs in a second, this one needs
a browser and a running site.

Three real faults it found on its first run

Fields were 13.3px on every iPad. The 16px minimum that stops iOS zooming the page
on focus went in inside a max-width:700px block, and every iPad is wider than
that — so a dealer on a tablet, which is the device this is most likely to be
propped up on, got the table zoomed every time they touched the blind amount. The
reason for that rule was never "narrow screen", it was "iOS". Font size applies at
all widths now, and the 44px touch targets key off hover:none, which is what
actually distinguishes a finger from a mouse.

The seat menu couldn't be scrolled. It had no height limit and no overflow, so on
a phone held sideways its first two actions — Fold and All-in — sat below the
bottom of the screen with no way to reach them. A dealer in landscape could
long-press a seat and then not fold it.

The pot wizard sat under the action bar. Every other overlay is z-index 90-98; the
wizard alone was at 50, below both the action bar at 55 and the toast at 80. In
landscape one of its inputs was completely covered by the Fold button, and a toast
could sit over "Confirm Winner(s)". It was the odd one out rather than a decision.

Three faults in the audit itself, found by checking before acting

Worth recording, because each would have had me "fix" something that wasn't broken:

- an ellipsised name was reported as painting outside its seat. A Range measures
  laid-out text, which runs past the element while overflow:hidden quietly clips
  it. Only overflow that is actually visible can paint over a neighbour.
- every link below the fold was reported as off-screen. Something under the fold on
  a page that scrolls is reachable; the check now asks whether scrolling can bring
  it into view, which is the thing that actually matters.
- a button in the newly-scrollable seat menu came back "covered by null".
  elementFromPoint returns null for a point outside a scrollable ancestor's clip —
  scrolled out of view, not covered by anything.

A toast partly over a control is a warning rather than a failure now: it dismisses
itself and carries a close button, and on a desktop it necessarily lands over a
table that fills the content column. Fully covered by a toast is still a failure,
because that was a real bug once — a seat sat exactly under the Undo button.

Final sweep: 13 viewports, 65 overlay checks, 13 full-page audits, 4 Quick Split
audits, zero failures, one warning. 137 unit tests still passing.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 08:31:35 -06:00
jheapsandClaude Opus 5 0d6e7e0b5a Give the standings table back its player names
Went looking for more rules bugs and didn't find any — the blind rotation is fair
over an orbit, nobody is double-charged or skipped when players come and go, and
the big blind's option is handled correctly including heads-up and when the blind
puts them all-in. Those probes are written up below.

What I did find was a regression I shipped two rounds ago.

The name column was zero pixels wide

Adding the "Cash out" column in the bank-audit round made five columns. Four of
them are numbers with a 4.5rem minimum, which with gaps needs 320px — and the
sidebar is about 290px. The name column is the only flexible one, so it absorbed
the shortfall and collapsed to nothing. Player names were not truncated, they
were entirely invisible, and the row quietly overflowed.

Measured at 360, 390, 1024, 1280 and 1600 alike, because the sidebar is narrow at
all of them — this was not a phone problem, it was everywhere except the tablet
layout where the sidebar goes full width. Names were already down to 50px with
four columns, so this had been getting worse before I finished it off.

The table earns its columns now instead of assuming them

Narrow: player, net, cash out — the two numbers a banker settles up from. Wide
enough: the per-hand In and Won as well. A container query rather than a viewport
one, because the sidebar is 290px at both 360px and 1600px viewports and the
thing that matters is the space the table actually has. Names get a real minimum
and ellipsis rather than being crushed. Everything stays in the CSV either way.

    360x640    name 0px -> 152px    Player | Net | Cash out
    390x844    name 0px -> 182px    Player | Net | Cash out
    768x1024   name    -> 389px     Player | In | Won | Net | Cash out
    1280x900   name 0px -> 151px    Player | Net | Cash out

Rules probes that came back clean, so nothing changed:

- blind rotation over 12 hands with 4 players: exactly 3 big blinds each
- a player leaving and rejoining mid-session never causes a double or a skip
- the big blind gets their option when everyone limps, can raise with it,
  and checking it ends the street
- a big blind left all-in by the blind itself gets no phantom option
- heads-up, the button acts first pre-flop and the big blind still has the option
- post-flop the minimum bet falls back to the big blind

Re-checked the guarantees from earlier rounds with the sidebar open: 0 of 50
controls on touch-action auto, 0 tap-highlighted, 0 occluded, stacks still inside
their pucks, no sideways scroll, bank panel still fits and reads correctly.
137 tests still passing.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 08:07:51 -06:00
jheapsandClaude Opus 5 aeb02d023d A short all-in doesn't reopen the betting
Went looking at dealer procedure again and ended up checking the rule home games
argue about longest. The tool had it wrong.

Blinds 1/2. Seat 4 raises to 10 — a full raise of 8. Seat 1 calls. Seat 2 is
all-in for 13: three more, where a full raise would need eight. Under TDA rule 44
that does not reopen the betting to anyone who has already acted; they owe the
extra three or they fold. Seat 1 and seat 4 were both being handed another go.

Two things were wrong in raiseTo. Any increase at all reset hasActed for every
live player, so a short shove gave the whole table another chance to raise. And
lastRaiseSize was overwritten with the short amount, so the next legal raise was
computed off 3 instead of 8 and came out too small — a second, quieter error that
only shows up when somebody then tries to raise.

Both now key off whether the increase was actually a full raise. A player who had
not yet acted keeps full rights, which falls out naturally because their hasActed
is already false — that distinction is the part of the rule people get wrong in
the other direction.

Everyone still owes the difference: isStreetComplete already asks anyone with
chips left to call, so the short all-in is answered without being re-raiseable.

The rulings sheet now covers what the tool does for you

It had three entries. A dealer challenged on a payout couldn't look up why the
tool did what it did, even for the rules it enforces automatically. Added the
short all-in rule above, uncalled chips coming back rather than being announced
as a side pot, and the odd chip in a chopped pot going to the first player left
of the button — all three are things this tool already decides silently, and all
three are worth being able to point at when somebody objects.

10 tests (137 total): already-acted players aren't reopened but still owe the
difference, a player yet to act keeps full rights, the minimum raise isn't
shrunk, calling it ends the street, no chips are created, and — the other half of
the rule — a full-sized all-in, an ordinary raise, a raise exactly matching the
last one, and a full-sized opening bet all still reopen everyone.

Validated through the real action bar: after the short shove, lastRaiseSize stays
8 and the player who had already called stays settled, while the two who hadn't
acted keep their turn. The longer rulings sheet still fits a phone, scrolls, traps
focus and closes on Escape.

Sources: TDA rules via thelodgepokerclub.com/tda-rules/,
pokernews.com/strategy/deal-with-it-tips-for-mistake-free-dealing-in-home-games-30231.htm

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 07:52:08 -06:00
jheapsandClaude Opus 5 60d192a9ec Let the banker check the cash box against the chips on the table
Ran out of things I could find by auditing the UI, so I went and read what people
who run home games actually complain about. The recurring one isn't a dealing
mistake, it's a banking one: "the last two guys go to cash out at the end of some
all-night game and there isn't enough cash to cover the chips they have."

Every chip on the table is a promise to pay cash for it later. Nothing in here
checked that the promise could be kept, and there's no way to notice by eye —
it's always a rebuy nobody wrote down, or chips taken without paying, and it
stays silent until the box is empty and two people are still holding chips.

The books now add up, or say why not

HoldemState.bankReconciliation compares the cash taken in against every chip that
could be handed back — stacks, chips in front of players, and the pot waiting to
be won. The sidebar shows both numbers and what they mean:

    Balanced — the cash covers every chip on the table.
    $160 more in chips than cash taken. Someone's rebuy probably wasn't
      recorded — the box will be short at cash-out.
    $150 more cash than chips in play. Someone has paid for chips they
      haven't been given.

Money in the middle counts as chips in play, so an open pot isn't reported as a
shortfall — otherwise it would cry wolf during almost every hand.

Players who had bought in were missing from the settle-up

sessionStandings was built from the hand log, so anybody who hadn't yet been in a
recorded hand didn't appear at all. Somebody hands over $200, sits down, folds a
few, and the banker's own record doesn't mention them — then they turn up at
cash-out holding chips the list never accounted for. Anyone with money in the
game is in the list now, whether or not they've played a logged hand.

The settle-up number was already being computed and hidden

cashPosition — chips in front of them less the cash they handed over — was
calculated for every player and written to the CSV, but never shown on screen.
It's the number you read while counting out cash at the end of the night, so it's
a column now.

15 tests (127 total): a buy-in with no hands played still appears and reads as
level rather than a loss, empty chairs stay out, a player who cashed out shows
what they took, both directions of imbalance are caught, an open pot is not a
discrepancy, six played-and-settled hands never knock the books out, a proper
rebuy balances while a chip grab doesn't, and float dust isn't an alarm.

Validated with Playwright through real play — seated, blinds posted, pot open,
hand settled, rebuy — balanced at every step, plus the three seeded verdicts and
a fresh table where the panel stays hidden.

Sources: pokerlistings.com/blog/how-to-run-a-home-poker-game,
chipsoffury.com/learn/how-to-handle-poker-buy-ins-with-friends/

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 07:33:16 -06:00
jheapsandClaude Opus 5 cc6a1902bc Stop the tool from throwing a pot away without saying so
Two ways to lose a hand's money by accident, both found by walking the settle
flow and checking the chip count afterwards.

Next Hand destroyed an unresolved pot silently

Starting the next hand clears every seat's contribution, so money still in the
middle simply vanished. Measured at a four-handed table with $8 in the pot: the
table went from 800 chips to 792, and the toast said "Next hand — button on seat
3. Blinds posted." — not a word about the eight chips that had just left.

It now asks, names the amount, and says what will happen to it. Confirming still
works and the toast says what went. The undo was always there, but a dealer
can't undo something they were never told about.

The wizard's "Close" abandoned a payout that looked finished

After picking winners and confirming, the wizard shows "Final Payouts — Ann $8"
above two buttons: "Start Next Hand" and "Close". Close pays nobody. Under that
heading, with a name and an amount beside it, a dealer taps Close believing the
pot has been pushed — and walks away with the chips still in the middle and the
hand unlogged. The button now says "Cancel — don't pay yet", with a line
underneath spelling out that nothing has been paid.

The warning measures the right thing

The first version counted the pot badge, which was wrong in a way the tests
caught before it shipped: the table-wide base pot is a standing ante for dealers
who don't track stacks, and it re-applies to the next hand rather than being
lost. Quoting it would have put a confirmation in front of those dealers before
every single hand — a nag, on the simplest way to run a table, for money that
wasn't going anywhere.

HoldemState.unresolvedContributions() measures exactly the fields startNextHand
clears: banked contributions, chip counts, and whatever is still in front of
players on this street. Verified both ways in the browser — a base-pot table
showing a $100 pot is not asked at all, a stack-tracking table with $8 live is.

6 tests (115 total): the quoted number equals what actually leaves the table,
mid-street chips are included, a settled hand leaves nothing to warn about, five
settled hands conserve every chip, an empty table has no phantom pot, and a
standing ante is never warned about.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 04:39:51 -06:00
jheapsandClaude Opus 5 a488bbf832 Stop rebuilding the hand log after every fold, call and raise
Profiled a long night at a full table — 24 seats, 200 logged hands — because
that's the state the tool is slowest in and the one a dealer reaches at 2am.

A full re-render cost 30ms, and it runs after every single action. Broken down,
25.7ms of that was renderHandHistory: tearing down and rebuilding 200 rows of a
panel that hadn't changed and that nobody is looking at mid-hand. Everything
else on the table put together came to about 4ms.

The log only changes when a hand is settled or the history is cleared — maybe
once every thirty taps. It now carries a cheap signature (length, hand counter,
and the newest row) and is skipped when that hasn't moved. Entries are immutable
once written and only ever added at the front, so the signature catches a
recorded hand, a cleared history, and an undo that puts a hand back.

    renderAll, every action     30.07ms -> 4.18ms
    renderHandHistory, skipped  25.74ms -> 0ms
    renderHandHistory, rebuild  25.74ms -> 9.05ms

The rebuild got faster too, for the times it does run — once per hand, where
25ms of jank lands exactly on the "next hand" tap. toLocaleTimeString was the
single most expensive call in the loop and a logged hand's timestamp never
changes, so the formatted string is kept; and the rows are built into a fragment
so the panel lays out once instead of two hundred times.

A cache like this is only worth having if it can't go stale — a dealer reading
last hand's payouts while settling this one is worse than a slow panel. 10 tests
cover the invalidation directly: unchanged through a street of betting, changed
by settling, by clearing, by an undo back to a shorter log, by two hands that
differ only in the pot, and by the counter moving on.

Validated with Playwright against the real page: the rendered rows match the
stored history through settling a hand in the wizard, undoing it, clearing the
log and recording again. Touch and layout guarantees from the earlier rounds
still hold — 0 of 87 controls on touch-action auto, 0 tap-highlighted, every
stack still inside its own puck. 109 tests passing.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 04:24:36 -06:00
jheapsandClaude Opus 5 9ee4816fa4 Make the overlays usable from a keyboard
Measured every overlay in the tool before touching anything. For a dealer running
this on a laptop, all six were broken in the same three ways.

- focus never moved into the dialog: 0 of 5 measured
- Tab walked straight out of the dialog into the page behind the scrim: 5 of 5
- Escape did nothing: only the rulings sheet handled it, 1 of 5
- the pot wizard — the dialog that pays people — had no role and no
  accessible name at all

So opening the pot wizard left focus on the button behind it, tabbing wandered
through a page nobody can see or click, and there was no way back out except the
mouse.

One implementation, not six

The overlays are opened and closed by five different modules, which is why they
each missed the same things. Rather than patch this into all of them, modal.js
watches the `hidden` attribute they already toggle: focus moves to the first real
control on open, Tab and Shift-Tab wrap inside the dialog, Escape closes it, and
focus returns to whatever opened it. `aria-modal` is set while open and removed
on close. An overlay added later gets all of it without anyone remembering to
wire it up, which is the failure being fixed.

Escape presses the dialog's own cancel button rather than just hiding the
overlay, so the confirm dialog still resolves its promise — verified: Escape
resolves it to false rather than leaving an await hanging forever.

Shortcuts.overlayOpen() had the same shape of bug, listing the six overlay ids by
hand. It asks the document now, so a sheet added later can't quietly start
letting "f" fold the table behind it.

Focus you can see

Three focus rules existed for the whole stylesheet, so tabbing relied on the
browser default ring, which on these dark custom-painted controls is close to
invisible. `:focus-visible` keeps it to keyboard use so a dealer tapping Fold
isn't left with a ring on it.

That surfaced something small: `.holdemBtn` used `transition: all`, so the new
outline faded in over 150ms and the ring lagged a step behind the Tab key. The
transition names its properties now. Measured after: 16 of 16 tab stops show a
ring immediately, and the press state from before still animates.

Also

- a mistyped negative stack read back as negative, and flowed into putIn() where
  Math.min(amount, -50) moves a negative amount and adds chips to the table.
  Clamped at zero.
- accessible names for the chip colour, chip value and notes fields, which had none

11 new tests (99 total), covering negative stacks, negative and unreadable
blinds, blinds nobody can cover, and a save that comes back corrupt, truncated,
or from before a field existed.

Playwright: all five overlays re-measured — focus moves in 5/5, Tab and
Shift-Tab trapped 5/5, Escape closes 5/5, focus restored 5/5, role and
aria-modal present 5/5. Shortcuts still fire when no dialog is open and are
still blocked when one is. Touch guarantees from the earlier round unchanged:
0 of 49 controls on touch-action auto, 0 tap-highlighted.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 04:12:55 -06:00
jheapsandClaude Opus 5 db208a1a86 Make big numbers readable, and make the export add up
Seeded a table that looks like a real game — "Mike from work", "Jean-Philippe",
stacks from $12 to $3,200,000 — and measured what the layout does with it.

".00" was costing a third of a seat puck

Every amount rendered with two forced decimal places. Measured, the trailing
".00" is ~22px, against the 64px a seat puck has to show a stack in. So
"$1,250,000.00" needed 102px of a 64px box — and because a number has no spaces
to break on, it neither wrapped nor ellipsised. It drew straight out over the
seat next to it.

Money now shows cents only when there are cents. A chip game deals in whole
numbers nearly all the time, and "$12" says exactly what "$12.00" said in half
the width. A quarter-blind game is untouched: $0.25, $12.50 and $0.75 pots all
still read as before, checked against a 25c/50c table.

That alone took "$1,250,000.00" down to "$1,250,000" — 102px to 80px, still
wider than the 64px puck. The remaining overflow is handled by stepping the font
down on long amounts, which keeps every digit. Abbreviating to "$1.25M" would
have fit more comfortably and was the obvious move, but a dealer reading a
rounded stack off the felt is a worse failure than a small one, and the exact
figure is the entire point of the tool. Measured after: every stack now paints
inside its own puck, nothing spills onto a neighbour.

Because Money.format is the single formatter all 47 call sites go through, this
lands on the seat pucks, action bar, pot breakdown, seat menu, standings and
history at once — the payoff from consolidating it earlier.

The CSV export couldn't be added up

The file exists so a house manager or a disputed chip count has something that
outlives the tab, and every money column in it was written as text:
"$1,250,000.00". The commas were quoted correctly so the file always parsed —
it just imported as strings, so the one thing anyone opens it to do, total a
column, needed every cell cleaned first.

Money columns now go in as bare numbers (1250000.00) with no symbol and no
separators. The columns meant for humans stay human: names are still names,
payouts still read "Alexandra: $1,250,000", and a name with a comma in it is
still quoted.

12 new tests (88 total, all passing), including the case that would be ruined by
dropping cents unconditionally, and a proper quote-aware CSV parser to check
every money cell parses as a number.

Re-ran the occlusion sweep from the previous round at 9 seats, 10 seats and
tournament stacks: still clean, no regression from the font changes.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 03:54:03 -06:00
jheapsandClaude Opus 5 3d63ba50ee Handle the messy table: people joining, leaving, and arguing about blinds
Home games don't run like a cardroom. People walk up mid-hand, storm off
mid-hand, and pass the button round three times before anyone deals. Probing
each of those found four problems, one of which loses chips.

A player taken out mid-hand took their chips with them

`computeContribution` opened with `if (!player.inHand) return 0`, so the moment
a dealer switched a seat off, everything that seat had already put in vanished
from the pot. Measured: four players in for $2 each, one taken out, pot drops
from $8 to $6. Their $2 was still sitting on the seat record — it just stopped
counting. A dealer following the tool would have paid out $6 of an $8 pot.

Chips already pushed into the middle are dead money. They stay in the pot and go
to whoever wins, whether or not the player is still in the hand, and it is not
theirs to take back. The `inHand` check now guards only the table-wide base-pot
default, which does have to stay tied to being dealt in or every empty chair
would be treated as having anted. The pot wizard counts a departed seat as
folded, so its chips are in the pot but it can never be picked as a winner.

Passing the button before the cards come out

Moving the button left the posted blinds where they were while everything
positional started reading off the new spot, so the money and the blind
positions silently disagreed. While nothing but the blinds are in, moving the
button now refunds them and re-posts from where it lands — pass it round six
times and the chip count is unchanged. Once anybody has acted the blinds are
settled and it stops offering.

Naming the blinds by hand

Blinds were purely positional with no way to overrule them. The seat menu now
offers "Make small blind" / "Make big blind" while only the blinds are in, and a
badge with a ring marks a blind that was named rather than dealt. Naming one
pins the other where it is. It's refused if it would put both blinds on one
player or post to somebody who isn't dealt in, and it lasts one hand — carrying
it forward would freeze the blinds on two people for the night.

The first hand, and a table that empties out

A fresh table puts the button on seat 1 whether or not anyone is sitting there,
and a table can empty out around it. The button is moved onto a real player
before a hand is dealt.

Joining mid-hand

A newcomer was added straight into the live seats and would be asked to act in a
hand they hadn't been paying into. They now sit the hand out and are a full
player from the next one.

Nothing is covered on a phone any more

Swept 13 viewport sizes with elementFromPoint, five points per control, on the
table and every overlay. Before: the action bar covered the bottom seats on
short screens (62px of felt at 360x640), the toast covered up to six seats at
once — Undo button included, so a tap meant for a player hit "Undo" — and in
landscape the table came out 765px tall in a 390px window, putting six of nine
seats off-screen entirely.

- the action bar's real height is published as `--actionBarHeight` and drives
  both the page's bottom padding and the toast, replacing a hardcoded 9rem that
  was wrong the moment the raise pad opened
- landscape sizes the felt from the height that's left, not from width. The
  first attempt did nothing: `padding-bottom` is a percentage of the containing
  block's *width*, so narrowing the wrap left it full height, and a
  `max-width: 900px` rule later in the file was overriding it anyway. It's set
  outright now and lives at the end of the sheet.
- on short screens the toast floats over the action bar's status readout rather
  than over the seats. Nowhere is clear of both; covering something you re-read
  beats covering something you tap.
- headers go compact on short screens, which is where the vertical room came from

13/13 sizes clean, 360x640 through 844x390, portrait and landscape.

Also fixes a marker that flickered: `classList.toggle(cls, undefined)` toggles
rather than clearing, and `manual` is undefined for positional blinds, so the
hand-picked ring appeared on alternate renders.

18 new tests (76 total, all passing).

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 03:40:02 -06:00
jheapsandClaude Opus 5 073ba9a252 Make every tap in the dealer land instantly on a phone
Four measured problems, all of which only show up under a thumb.

Every tap waited on the browser (53 of 53 controls)

Not one interactive element set `touch-action`, so a mobile browser held every
tap for ~300ms to see whether a second one was coming that would mean "zoom in".
That is on the fold button, the call button, every seat, every card slot.

Worse, this tool uses double-tap on a seat as the fold shortcut — which *is* the
browser's zoom gesture. The dealer's fastest shortcut was fighting the page
zooming under their thumb. A single seat tap cost ~300ms of browser hesitation
before the app's own 220ms double-tap window even started.

`touch-action: manipulation` everywhere keeps panning and pinch-zoom and drops
only double-tap-to-zoom, which is precisely the one that was in the way.

Press feedback was the OS grey box (1 `:active` rule in 2385 lines)

Only `.actionBtn` had a pressed state. Everything else — seats, header buttons,
card slots, picker cards, menu rows, toasts, wizard choices — relied on the
translucent grey rectangle the browser paints on tap. So the tap highlight
couldn't just be switched off; the controls needed real pressed states first.
They press down 1px and brighten, in 0.04s, matching the action bar that already
did. Then the grey box goes.

Hover stuck after every tap (21 unguarded rules)

`:hover` has no meaning on touch, but it still applies — and stays applied until
you tap elsewhere. Tapping "Next hand" left it lifted and lightened as though
still under a cursor, and it would have fought the new pressed states directly.
All of them are behind `@media (hover: hover)` now. The one rule that shared a
block with `:focus-visible` was split so keyboard focus survives.

The notes field zoomed the page (iOS)

`#tableNotes` was 13.3px. iOS zooms the viewport when a field under 16px takes
focus, and the dealer is then pinching back out to see the table. Every other
input here was already 16px; this was the straggler.

Seats deliberately have no `:active` rule

Worth writing down because it nearly went in. A seat's `transform` is what
positions it around the felt, so a pressed state setting `transform` drops the
`translate(-50%, -50%)` and throws every pressed seat ~38px off its spot.
Validation caught it: seats already dip via `.seatPressing`, which `pointerdown`
adds in render.js — earlier than `:active` resolves, and it restates the
translate correctly.

Validated with Playwright at 390x844: 53/53 controls off `touch-action: auto` and
0 tap-highlighted across the table, all four overlays and Quick Split; text
fields still selectable and buttons not; 14/14 hover rules gated; presses
measured live via mouse-down (fold reads translateY(1px)/brightness(1.3), a seat
holds its translate with 2px of drift from the shrink alone). Hand played through
the UI including a double-tap fold. No console errors. Unit tests 58/58.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 03:11:39 -06:00
jheapsandClaude Opus 5 c1a484b97a Pay down the Hold'em dealer's tech debt and give it a test suite
Every module in the dealer ends with a `module.exports` guard, so they were all
written to be testable, and none of them were ever tested. The correctness fixes
that went in recently were checked by hand in a browser console that has since
been closed. This puts a real safety net under them and clears out the
duplication that made those bugs possible in the first place.

Tests (58, ~300ms, no dependencies)

Node's built-in runner, no package.json and no install step: the modules are
plain script-tag files, so `load.js` just requires them and puts them on
globalThis under the names they use to find each other in the page.

The randomised suite is the part that matters. Every bug found in this tool so
far has been shape-dependent — blinds posted to empty chairs, the button
skipping players, heads-up acting out of order — and none of them show up on the
full six-handed table anyone would write a fixed example for. It deals 1000
hands per property across random seat counts, empty chairs, stack depths and
dealer input, checking that chips are never created or destroyed, that the pot
breakdown plus uncalled returns equals the money in, that paying out settles to
the cent, and that the button and blinds always land on real players. The
generator is seeded so a failure reproduces instead of flaking.

One implementation each

- `Math.round(x * 100) / 100` was written out 16 times across 6 files. It's
  `Money.round` / `toCents` / `fromCents` now, in the module both pages already
  load first.
- The chip epsilon was declared twice with the same value under two names
  (`PotCalculator.EPSILON`, `Betting.EPSILON_CHIPS`). Both now point at
  `Money.EPSILON`.
- `Betting.seatAt` and `HoldemState.nextSeatIndex` were the same modular
  arithmetic written twice. Walking the seats is exactly where the button, the
  blinds and the action drifted apart from each other before, so there is one
  of it now.
- The undo snapshot/restore dance appeared three times in main.js, each one
  re-deleting every key on `state` in place. It's `snapshotState` /
  `restoreState` once, with the reason it can't just reassign written down.

A bug the tests found

`layers()` and `uncalledReturns()` both decide what money was never contested,
separately, and disagreed. `uncalledReturns` measured each player against the
biggest live contribution *including their own*, which makes the biggest bet its
own yardstick — so the one case it exists for came back empty, and `layers()`
announced the overbet as a side pot only the bettor could win.

With Ann shoving 200 into Ben's 60, the dealer was told "main pot 4, side pot 3,
side pot 116, side pot 140" — four pots, one of them fictional. It now reads
"main pot 123, uncalled 140 back to Ann", which is what a dealer says out loud.
Layers are derived from contributions with the uncalled money already removed,
so the two can't disagree again. A band every payer folded out of is now merged
into the pot below rather than dropped, which was quietly shrinking the
announced pot in another edge case.

Validated with Playwright against a real hand on both surfaces — the table's
live pot readout and Quick Split's all-in mode — plus undo, with no console
errors.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 03:00:36 -06:00
jheaps 6117886e70 Merge pull request 'Hold'em dealer: five correctness fixes and four polish passes (replaces #33–#41)' (#42) from feature/casino-holdem-dealer-batch into master
Build and Deploy / build-deploy (push) Successful in 1m12s
Reviewed-on: #42
2026-09-01 02:47:00 -06:00
jheaps ae8744672f Merge remote-tracking branch 'origin/feature/casino-quicksplit-side-pots' into feature/casino-holdem-dealer-batch 2026-09-01 02:38:01 -06:00
jheaps 328ef56af5 Merge remote-tracking branch 'origin/feature/casino-holdem-contrast' into feature/casino-holdem-dealer-batch 2026-09-01 02:38:01 -06:00
jheaps 7714e16547 Merge remote-tracking branch 'origin/feature/casino-holdem-touch-audit' into feature/casino-holdem-dealer-batch 2026-09-01 02:38:01 -06:00
jheaps cc31cd033b Merge remote-tracking branch 'origin/feature/casino-holdem-wizard-polish' into feature/casino-holdem-dealer-batch
# Conflicts:
#	JoshHeaps.Net/wwwroot/js/casino/holdem/potWizard.js
2026-09-01 02:38:01 -06:00
jheaps f324793732 Merge remote-tracking branch 'origin/feature/casino-holdem-seat-count-safety' into feature/casino-holdem-dealer-batch 2026-09-01 02:37:41 -06:00
jheaps 56d9d740b5 Merge remote-tracking branch 'origin/feature/casino-holdem-odd-chip' into feature/casino-holdem-dealer-batch 2026-09-01 02:37:41 -06:00
jheaps e5b02b00e4 Merge remote-tracking branch 'origin/feature/casino-holdem-button-moves' into feature/casino-holdem-dealer-batch 2026-09-01 02:37:41 -06:00
jheaps 34cd7dbc59 Merge remote-tracking branch 'origin/feature/casino-holdem-allin-runout' into feature/casino-holdem-dealer-batch
# Conflicts:
#	JoshHeaps.Net/wwwroot/js/casino/holdem/betting.js
2026-09-01 02:37:41 -06:00
jheapsandClaude Sonnet 5 4f72dda6fa Ask before a smaller table deletes the players sitting in it
Typing a smaller number into "Seats at table" silently threw away every seat past
the new count. Nine players down to six removed three of them — names, stacks and
buy-ins gone, no confirmation, no way back.

It also quietly falsified the settle-up. Those players keep their rows in the
session standings, because the hand log remembers who won what, but the seat they
were read from no longer exists — so a player who had just won a pot showed as
having bought in for nothing and holding nothing.

Shrinking now says who it is about to remove and asks, and either way the change
is undoable like the rest of the table's actions. Growing the table, and
shrinking onto chairs nobody is sitting in, still happen without a word.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 02:33:03 -06:00
jheapsandClaude Sonnet 5 cc1b5011a1 Give the odd chip to the player the rule says gets it
Quick Split tells the dealer a leftover chip goes "to the first player left of
the button". The pot wizard, on the same tool, handed it to whoever the dealer
happened to tick first. Two screens, same split, different answer.

The wizard now orders the winners around the table from the button before the
calculator shares the pot out, so the leftover lands where the instruction says
it does. The calculator itself is unchanged — it already gave leftovers to the
front of the list, it was just being handed the list in the order the checkboxes
were clicked.

It's pennies, but it's pennies in front of the person who didn't get them, and a
dealer who has just read the other screen's instruction out loud looks wrong.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 02:05:57 -06:00
jheapsandClaude Sonnet 5 18bb23ad6d Pass the button to the next player, not the next chair
The button moved one seat per hand regardless of whether anyone was sitting
there. At a ten-seat table with four players — an ordinary home game — it spent
five hands out of eight on an empty chair.

That reads as untidy, but the real problem is fairness. Position and the blinds
are meant to come round to each player at the same rate. Rotating past empty
chairs breaks that: a player with three empty seats to their right takes the
button far less often than one sitting in a cluster, while both pay blinds every
time the rotation reaches them.

The button now skips to the next seat that's actually dealt in, so with four
players it visits those four in turn and each takes it once every four hands.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 01:50:16 -06:00
jheapsandClaude Sonnet 5 ae591e4212 Stop asking all-in players to act
A player who is all-in is still in the hand and still wins pots, but has nothing
left to decide. The engine didn't know that: it picked the next player to act by
walking to whoever was still in the hand, chips or no chips.

So a dealer with three players all-in pre-flop was asked to check for each of
them on the flop, the turn and the river — nine taps to say nothing — and the
action could land mid-street on someone who'd already pushed their last chip in.

Now the action passes over players who are all-in, and once fewer than two
people have chips left the betting is simply over: the bar runs Deal Flop, Turn,
River, Showdown straight through, and says "All-in — running out the board" so
the absence of a question reads as deliberate rather than as a stuck screen.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 01:37:19 -06:00
jheapsandClaude Sonnet 5 89d79a0f7d Post the blinds to the players rather than to the chairs
Blinds were assigned by seat offset — always button+1 and button+2 — which is
only right when everyone is dealt in and there are three or more of them.

Heads-up it had the blinds backwards. The button posted the big blind and acted
second before the flop; the rule is the opposite on both counts. That's the end
of every home tournament, dealt wrong.

Worse, the offsets don't care whether anyone is sitting in those chairs. With
two players at a nine-handed table, or with the seats left of the button sitting
out, the blinds landed on empty seats and simply weren't posted — no money in
the middle, and SB/BB badges pointing at nobody.

Blinds now walk the players who are actually dealt in, starting from the button,
with heads-up as its own case: the button is the small blind, acts first
pre-flop, and the big blind acts first afterwards. The badges come from the same
function as the money, so what the table shows and what gets posted can't
disagree.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 01:22:15 -06:00
jheapsandClaude Sonnet 5 d0f75d0c14 Lift the faint greys to something readable in a dim room
This is a dark interface used in poker rooms and kitchens with the lights down,
and I'd been generous with grey-on-black. Measured every piece of text against
what's actually painted behind it: thirteen declarations came in under 4.5:1.

The worst was the empty card slot's "+" at 2.63:1 — an affordance telling the
dealer the slot is tappable, and the least legible thing on the screen. Then a
run of #777 labels around 3.9 to 4.1: the standings header, the time on a logged
hand, the currency mark in the add-chips field. The rulings source line sat at
3.62 and the rulings link itself at 4.39.

All of them move up just far enough to clear 4.5 rather than being flattened to
white, so the hierarchy between a heading, a value and a hint survives.

Worth recording what the measurement can't see: it reads background-color, so
text on a gradient — the pot badge, the dealer button, the blind badges — comes
back as a false result in both directions, and those were checked by eye
instead. The felt watermark is deliberately at 6% and stays that way.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 01:06:20 -06:00
jheapsandClaude Sonnet 5 6b3a7dc09d Bring every phone target up to size, not just the ones I happened to check
Last round I measured one screen and found the smallest targets in the tool were
on it. So I measured all of them: sixty-four controls at phone width, flagging
anything under 44px. Twenty-three came back.

The sidebar had never had the touch pass the seat form got — its inputs, selects
and small buttons sat at 26 to 30px, and the buttons that delete a chip colour
or a custom field were 28px wide, which is a bad size for something destructive.
The rulings link was a 14px-tall underlined word.

The seat form itself had drifted: its mobile sizing rule named five fields, and
the stack field added two rounds later wasn't one of them, so it sat at 28px
beside its 44px neighbours. Both that rule and the new sidebar one are now
written against the form and the panel rather than a list of field names, so the
next field added inherits the size instead of waiting to be noticed.

The dealer button keeps its 22px disc — it's a chip sitting on a seat, and
drawing it thumb-sized would swallow the puck — but takes taps through an
invisible 44px pad. Verified the seat underneath still gets its own taps.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 00:38:29 -06:00
jheapsandClaude Sonnet 5 38488f2978 Give the pot wizard the same tap targets as everything else
Measured the screen where the money actually gets decided and found the smallest
targets in the tool: 37px winner rows, 13px checkboxes, a 36px confirm. Every
other surface has been held to 44px and up for several rounds — the one place a
mis-tap pays the wrong player was the one place that hadn't been.

Winner rows are now 56px and up, with a 22px box and a green fill when chosen,
because a dealer confirms this with players watching and a small checkbox is
easy to misread across a table. The row already was the tap target; now it looks
like one.

Each row also splits into name, what they can win, and their cards as separate
pieces rather than one run-on sentence, so the hand can be read at a glance. The
confirm takes the full width, and on a phone the summary's buttons stack with
the one that ends the hand furthest from a stray thumb.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 00:22:14 -06:00
jheapsandClaude Sonnet 5 7c64749267 Let Quick Split handle the pot it used to send people away for
Quick Split answered the easy half of the question and printed a footnote for
the hard half: if somebody was all-in for less, go set up the full table. That's
the moment a dealer least wants to be setting up a table.

A second mode takes what each player put in and lists the main pot and each side
pot with who can win it, plus anything uncalled that goes back. Rows can be
marked folded, so dead money lands in the right pot without its owner being able
to win it. The running total is shown so the breakdown can be checked against
the chips actually on the table.

It reuses the same pot maths as the full table rather than growing a second
implementation, which means the two screens can't drift apart and Quick Split
inherits the uncalled-bet and everyone-folded handling that was fixed there.

Also fixes hiding: these sections carry a `display` declaration, which outranks
the browser's own [hidden] rule, so toggling `hidden` on them did nothing and
both modes' controls showed at once.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 00:07:37 -06:00
jheaps e8d6098d39 Merge pull request 'Add chips to a seat without leaving the table' (#32) from feature/casino-holdem-rebuys into master
Build and Deploy / build-deploy (push) Successful in 1m7s
Reviewed-on: #32
2026-08-31 23:57:01 -06:00
jheaps 5d1a6b7399 Merge branch 'master' into feature/casino-holdem-rebuys 2026-08-31 23:56:53 -06:00
jheaps a816b32426 Merge pull request 'A rulings reference for the calls that come up mid-hand' (#30) from feature/casino-holdem-rulings into master
Build and Deploy / build-deploy (push) Canceled after 31s
Reviewed-on: #30
2026-08-31 23:56:40 -06:00
jheaps 5271d5fbad Merge branch 'master' into feature/casino-holdem-rulings 2026-08-31 23:56:32 -06:00
jheapsandClaude Sonnet 5 552ec1a542 Add chips to a seat without leaving the table
Somebody rebuying is the most common interruption in a cash game, and the only
way to record it was to open the seat editor and retype a stack from memory.

Press and hold a seat and there's now "Add chips…": quick amounts off the
table's starting stack — half a buy-in, a buy-in, two — with a keypad for the
times it isn't one of those. It's undoable like every other seat action, and it
records cash handed over as well as chips added, because those answer different
questions. The stack moves every hand; what a player has paid in only moves
when they buy.

The export gains bought in, chips now, and up/down, so settling up at the end of
the night is reading a row rather than reconstructing it.

Getting that last column right needed care. Chips in front of a player disagree
with the hand log for as long as a hand is open — and since blinds post the
instant the previous hand settles, that window is almost always. Counting what a
player already has in the current pot as still theirs makes the cash position
agree with the hand log at any moment, including across a rebuy.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 23:53:15 -06:00
jheaps 5c807d1581 Merge pull request 'Feature/casino holdem sidebar polish' (#31) from feature/casino-holdem-sidebar-polish into master
Build and Deploy / build-deploy (push) Successful in 1m5s
Reviewed-on: #31
2026-08-31 23:36:45 -06:00
jheaps a5b9c26902 Merge branch 'master' into feature/casino-holdem-sidebar-polish 2026-08-31 23:36:37 -06:00
jheapsandClaude Sonnet 5 9a5b974fda Add a rulings reference for the calls that come up mid-hand
The tool handles the money; the other half of dealing is the calls. A home-game
dealer who isn't a pro has to rule on a misdeal or a prematurely turned board
card with a table watching, and the usual outcome is an argument settled by
whoever is loudest.

A "Common rulings" link under the table opens a reference for exactly the
situations that come up: what counts as a misdeal, what to do when the fourth
board card gets turned before the betting is finished, and how acting out of
turn is normally treated. It follows the Tournament Directors Association
rules, and says plainly that house rules win and that a dispute gets settled
between hands rather than during one.

It's a sheet rather than a sixth sidebar panel — a dealer consults this rarely
and needs it immediately, which is the opposite of what a panel is for.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 23:35:59 -06:00
jheaps b563a56563 Merge pull request 'Put bets on the felt as chips instead of numbers in a box' (#29) from feature/casino-holdem-bet-chips into feature/casino-holdem-sidebar-polish
Reviewed-on: #29
2026-08-31 23:35:28 -06:00
jheapsandClaude Sonnet 5 72ee2fb2b7 Put bets on the felt as chips instead of numbers in a box
The seat puck showed a green figure that meant "what this player just bet"
during a street and "what they've put in this hand" between streets — two
different numbers wearing the same badge, sitting directly above their stack
size. Easy to misread, and nothing on the table looked like money.

Bets now sit on the felt between their player and the pot, as a chip coloured
by the largest denomination in the chip legend that fits the amount: a $30 bet
shows green against a $25 chip, a $2 bet shows white. When a street closes the
chips come off the felt and the pot badge keeps the money, the way they'd be
swept in. The puck's figure now always means the same thing — this player's
total for the hand.

On a phone the bet clings to its own puck instead of sitting on its own ring.
That isn't a preference: sweeping every radius between the seat ring and the
pot badge at 390px showed each one collides with either the pucks or the pot,
because the felt has no room for a third ring at that size.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 23:24:39 -06:00
jheapsandClaude Sonnet 5 ae927983e7 Tidy the sidebar down from five panels to four
Each round added a panel, and the sidebar became five identical dark accordions
with no hierarchy between them — which is the polish debt I've been pointing at
for a while without paying it down.

Session Standings and Hand History were always two views of the same log, so
they're one Session panel now, with subheads and the export and clear buttons
at the bottom where they act on both. Base pot amount is the pre-live-betting
way of working, so it moves into a "Without live betting" disclosure inside
Table Setup rather than sitting between two settings a dealer actually touches.
Panels are ordered by how often they're opened, and the hints are shorter.

Also stops "Small blind" wrapping onto two lines beside its input, which made
the pair look like a mistake rather than a pair.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 23:06:30 -06:00
jheapsandClaude Sonnet 5 4ceeed71a2 Add keyboard control for a dealer working on a laptop
The phone got gestures a few rounds back; the desktop still had a mouse and
nothing else. On a bar that gets tapped thirty times a hand, moving a hand to
the trackpad between every decision is the slow part.

F folds, C checks or calls, R opens the raise pad, A shoves, Enter confirms a
raise or moves the hand on, Esc backs out, U takes the last action back. Each
button wears its key in the corner, hidden on touch devices where it would just
be clutter on a button being tapped anyway.

The shortcuts press the same buttons a dealer would tap rather than calling the
betting engine themselves, so there's no second code path to drift out of step
with what the bar is actually offering — if a button isn't on screen, its key
does nothing.

Nothing fires while a name, amount or note is being typed, or while an overlay
owns the keyboard. Typing "Francesca" into a seat name must not fold the table.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 22:52:52 -06:00
jheapsandClaude Sonnet 5 95c523738c Let the dealer take back an action from the bar
An audit of what's accumulated turned up an inconsistency worth fixing: double-
tapping a seat to fold someone was undoable, but tapping Fold in the action bar
— the button a dealer actually uses all hand — was not. Nor was Call, Raise, or
dealing a street. The safest path through the tool was the shortcut, and the
main one had no way back.

Every action taken from the bar now goes through one place that records it
first, and the bar carries a standing Undo naming what it will take back:
"Ben's fold", "dealing the flop". Twelve steps deep, because a misclick usually
gets noticed a beat late and one level of undo would only cover the luckiest
case.

It's a control rather than a toast per action. A dealer taps this bar
constantly, and a toast after every fold is noise they'd learn to ignore —
which is precisely when they'd miss the one that mattered.

The history is discarded whenever a hand starts or settles, because those
snapshots describe a hand that no longer exists. The whole-hand Undo on the
toast already covers that boundary.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 22:37:03 -06:00
jheapsandClaude Sonnet 5 1fcc058dd8 Show how long the current player has been thinking, and how many are left
Dealing guides put the biggest time sink not in shuffling or spreading cards
but in players who haven't noticed the action is on them — and they list the
per-street count of players remaining as part of what a dealer announces.

The action bar now carries both. A stopwatch runs on whoever is to act, going
amber at thirty seconds and red at a minute, so a dealer can see at a glance
whether someone is genuinely deciding or has stopped paying attention. Nothing
happens when it grows; it is a prompt for the dealer, not a clock on the
player. Beside it is the count of players still in the hand.

The timer restarts only when the action actually moves, so re-rendering for an
unrelated reason doesn't put a thinking player back to zero, and it ticks by
repainting its own text rather than rebuilding the buttons under the dealer's
thumb. It stops when the hand ends or the bar hides.

Also stops the side-pot breakdown from crying wolf: it now waits for someone to
actually be all-in. Unequal amounts in front of players are normal mid-street —
the blinds alone are unequal — and layering those announced a side pot on every
hand before anyone had acted.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 22:21:39 -06:00
jheapsandClaude Sonnet 5 ee25e2a4fa Show the side-pot breakdown before the showdown, not after
Dealing guides are consistent that the most common side-pot error isn't
miscounting the chips, it's failing to announce the breakdown clearly before
the showdown. The tool had the arithmetic right but only revealed it after the
hand, one layer at a time, as the wizard asked who won each.

The breakdown is now visible while the hand is still running: as soon as an
all-in splits the money, the action bar lists the main pot and each side pot
with the amount and who can win it, and the wizard repeats it under "Announce
before the showdown" before asking for a winner. A hand with a single
undivided pot shows nothing, so the line means something when it appears.

Chips nobody could call are called what they are. Money above the largest live
contribution was never contested — usually an overbet by someone who then
folded — so it's listed as "Uncalled, back to X" rather than padding a side
pot nobody can win. The wizard's leftover warning says the same thing instead
of telling the dealer to un-fold someone to win it, which was the wrong advice
for chips that should simply be pushed back.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 22:10:19 -06:00
jheapsandClaude Sonnet 5 dabf1100c9 Add double-tap and press-and-hold shortcuts to the seats
Folding someone meant opening their editor, finding the Fold box, ticking it,
and dismissing the sheet — four interactions for the thing that happens most
often in a hand.

Double-tap a seat to fold, and again to put them back. Press and hold for a
quick menu of everything else you do to one player: fold, all-in, sit out or
deal in, hand them the button, or open the full editor. Both are undoable the
same way the header buttons are, because a gesture is easier to fire by
accident than a button.

The single tap now waits out the double-tap window before opening the editor —
a fifth of a second of latency on opening a form, in exchange for a fold that
doesn't also fling a sheet up over the table. A press that moves is a drag, so
the hold is cancelled and swapping seats still works, and the puck shrinks
slightly while held so a press that's being counted looks different from one
that's being ignored.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 21:54:56 -06:00
jheapsandClaude Sonnet 5 0759d89d13 Pick hole cards from a grid instead of typing them
Typing "AH" into a two-character box is fine at a desk and miserable at a table:
it needs a keyboard, it accepts nonsense like "ZZ", and it happily deals the same
card to two players.

The two card fields become face-up card slots. Tapping one opens a 52-card grid
— four suit columns, thirteen rank rows, one tap per card — and picking the first
card moves straight on to the second, because a dealer picking hole cards is
always picking two. Cards already dealt elsewhere at the table are greyed out and
say who has them, so a duplicate is visibly out of play rather than silently
accepted.

Cards are still stored as the same two plain characters everything has always
read; the suit only becomes a symbol on its way to a human. That formatting is
now shared, so the table pucks, the seat editor, the pot wizard, the hand history
and the CSV all say A♥ K♦ rather than three of them saying AH KD.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 21:32:43 -06:00
jheaps 01a1728971 Merge pull request 'Live betting: tap the action instead of typing totals' (#21) from feature/casino-holdem-live-betting into master
Build and Deploy / build-deploy (push) Successful in 1m11s
Reviewed-on: #21
2026-08-31 19:19:16 -06:00
jheapsandClaude Sonnet 5 7bedee2934 Track the betting live so the dealer taps instead of types
Until now a dealer kept the money in their head and typed each player's total
into a form. This adds the running hand: blinds post themselves, every seat has
a stack, and one tap per decision moves the action on.

The bar sits at the bottom of the screen where a thumb already is, and shows
only what's true right now — Fold, then Check or Call with the amount owed, then
Bet or Raise. Calling more than a player has left says "Call all-in" rather than
quoting a number they can't cover. Raising offers min, half pot, pot and all-in
before it offers a keypad, because a dealer calling "raise to sixty" wants a
button. When everyone has answered, the bar becomes Deal Flop, then Turn, River,
and finally Showdown, which hands off to the pot wizard that already existed.
Winnings go straight back in front of the winner, so the next hand's stacks are
already right.

The money hooks into what was already there rather than running beside it: a
street's chips sweep into each seat's amountOverride, the same field the pot
badge, the pot wizard, the session standings and the CSV export all read. So
nothing downstream changed, and a dealer who prefers the old typed workflow
still has it.

Tables saved before this exist without any of these fields, so load() fills
them in rather than making someone reset a table mid-session.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 19:01:08 -06:00
jheaps 7143e4e701 Merge pull request 'Feature/casino holdem undo toasts' (#19) from feature/casino-holdem-undo-toasts into master
Build and Deploy / build-deploy (push) Successful in 1m15s
Reviewed-on: #19
2026-08-31 18:41:22 -06:00
jheaps e8797b8dc2 Merge branch 'master' into feature/casino-holdem-undo-toasts 2026-08-31 18:41:13 -06:00
jheaps 48bd3682f2 Merge pull request 'Make the four seat states readable across the table' (#18) from feature/casino-holdem-seat-legibility into feature/casino-holdem-undo-toasts
Reviewed-on: #18
2026-08-31 18:39:58 -06:00
jheapsandClaude Sonnet 5 1e1bdcccce Make the four seat states readable across the table
A seat could be live in the hand, folded, sitting out, or empty, and three of
those looked nearly the same: a plain dark puck, or a dimmed one. An unclaimed
chair was indistinguishable from a nameless player, and nothing positively said
"this player is in" — the dealer had to infer it from whether a dollar badge
happened to be showing.

Each state now has one look. Live gets a green edge. Folded gets a red edge and
a struck-through name, so it reads as out rather than merely faint. An empty
chair is the only dashed outline and says so. Sitting out just fades — and
fades less than it used to, since that player is still someone the dealer may
need to deal back in, and at 0.4 the name was nearly gone.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 18:36:54 -06:00
jheaps aee172a5cd Merge pull request 'Quick Split: chop a pot from your phone without setting up a table' (#15) from feature/casino-holdem-quick-split into master
Build and Deploy / build-deploy (push) Successful in 1m14s
Reviewed-on: #15
2026-08-31 18:33:05 -06:00
jheaps d206758729 Merge branch 'master' into feature/casino-holdem-quick-split 2026-08-31 18:32:56 -06:00
jheaps 4afc3649cc Merge pull request 'Make the dealer table usable on a phone' (#16) from feature/casino-holdem-mobile-table into feature/casino-holdem-quick-split
Reviewed-on: #16
2026-08-31 18:31:52 -06:00
jheaps 3866bdb335 Merge pull request 'Replace the browser confirm boxes with undo and in-page dialogs' (#17) from feature/casino-holdem-undo-toasts into feature/casino-holdem-mobile-table
Reviewed-on: #17
2026-08-31 18:31:40 -06:00
jheaps 71b33f8623 Merge pull request 'Give the Hold'em dealer a session record: hand history, CSV export and standings' (#14) from feature/casino-holdem-hand-history into master
Build and Deploy / build-deploy (push) Successful in 1m13s
Reviewed-on: #14
2026-08-31 18:31:19 -06:00
jheapsandClaude Sonnet 5 d01c67fc45 Replace the browser confirm boxes with undo and in-page dialogs
Three system confirm() dialogs sat in the middle of dealing. The worst was on
Next Hand — the most-pressed button in a session, asking "are you sure?" every
single time, stealing focus and, on a phone, taking over the screen.

Next Hand now just happens, and a toast says where the button landed with an
Undo beside it for the few seconds anyone would notice a misclick. The same
undo covers the pot wizard, which is the more valuable case: paying the wrong
player is a real mistake, and rolling it back restores the hand history entry
and the session standings along with the seats. The snapshot is in-memory only
— an undo is for the mistake you just made, not one from last night.

The two genuinely destructive actions keep a confirmation, but as an in-page
dialog that matches the table instead of the browser's own: Escape or the
backdrop cancels, Enter confirms, and on a phone the buttons go full width with
Cancel nearest the thumb.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 18:22:50 -06:00
jheapsandClaude Sonnet 5 a39675f975 Make the dealer table usable on a phone
Two things were broken on a narrow screen. The seat ring is drawn on a radius
measured from the table wrap, so at phone width the left- and right-most seats
hung off the edge of the viewport — at a ten-handed table two players were
simply not on screen. And tapping a seat opened an editor far enough down the
page that it looked like nothing had happened.

The ring is now inset by half a puck on phones, which keeps every seat on
screen, and the pucks are narrower there so neighbours stop overlapping where
the ring flattens out at the top and bottom. The seat editor becomes a bottom
sheet that slides up over the table: grip, Done button, tap the same seat again
to dismiss, table still visible above it. Its controls grow to thumb size, and
every field goes to 16px — below that iOS zooms the page on focus and the
dealer has to pinch back out mid-hand.

Header actions become full-width tap targets, and the page padding tightens to
give the table the width it needs. Nothing above 700px changes.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 18:11:09 -06:00
jheapsandClaude Sonnet 5 870dee4a29 Add a phone-first Quick Split screen for chopping a pot mid-hand
The dealer table is a two-handed, big-screen tool. A dealer standing over a
chopped pot with a phone in one hand and players waiting needs an answer in
seconds, not a table to set up first — so /casino/texasholdem/quicksplit is
the whole job on one screen: type the pot, tap how many ways, tap the
smallest chip in play, read the payout. Nothing to configure, nothing saved.

It splits in whole chips rather than raw arithmetic, because a dealer can't
push half a chip across the felt: everyone gets the same stack and the
remainder is called out as odd chips going one at a time to the first
players left of the button. A pot that doesn't divide into the chosen
denomination says so instead of quietly hiding the difference.

Money formatting moves out of render.js into its own file so this screen can
use it without pulling in the whole seat/chip UI.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 17:53:18 -06:00
jheapsandClaude Sonnet 5 bcfc1f2f52 Track session standings so the dealer can settle up at the end of the night
The hand log answered "what happened in hand 12"; it couldn't answer "what
does Alice owe". Each resolved pot now records a per-seat ledger (what that
player put in, what they took down) alongside the payouts, and a Session
Standings panel sums it into one row per player — paid in, won, net, sorted
by who's up. The CSV export carries the same table, so one file covers both
the hand-by-hand trail and the cash-out numbers.

Keyed by seat id rather than name, so renaming or reseating a player doesn't
split their totals. Hands recorded before this change have no ledger and are
skipped rather than counted wrong.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 17:37:48 -06:00
jheapsandClaude Sonnet 5 d168fedf1f Add a CSV export for the Texas Hold'em hand history log
A dedicated dealer needs a paper trail that outlives the browser tab, not
just a scrollable in-app panel — the Export CSV button downloads the full
resolved-pot log (hand #, time, pot, payouts) for recordkeeping or a
disputed chip count after the session ends.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-08-31 17:26:11 -06:00
jheapsandClaude Sonnet 5 68e263f325 Add a persistent hand history log to the Texas Hold'em dealer tool
Give the dealer a running record of resolved pots — hand number, total
pot, who got paid what, and the time — instead of losing that
information the moment the pot wizard closes. It's the kind of audit
trail a real dealer needs when a chip count gets disputed after the
fact.

- state.js tracks state.handNumber and state.handHistory (capped at 200
  entries) and persists both through the existing localStorage save/load
  path, with backfill defaults for tables saved before this change.
- potWizard.js now hands its final payouts back to the caller instead of
  discarding them once "Start Next Hand" is clicked.
- main.js records a history entry (skipping hands where nobody actually
  won anything) before advancing to the next hand, and wires up a "Clear
  history" control that also resets the hand counter.
- A new sidebar panel lists history entries newest-first; the header
  shows a running "Hand #N" badge next to the existing subtitle.

Verified via Playwright MCP: seated two players, resolved a pot, and
confirmed the header's hand counter incremented, the history panel
listed the payout, the entry survived a full page reload (localStorage
persistence), and Clear History reset both the log and the counter. No
console errors during the flow.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01C3NiiUDimoKDJ8GjC3KL3x
2026-08-31 17:15:23 -06:00
jheaps 105a74bc51 Merge pull request 'Feature/casino texas holdem' (#13) from feature/casino-texas-holdem into master
Build and Deploy / build-deploy (push) Successful in 1m11s
Reviewed-on: #13
2026-08-31 16:06:56 -06:00
jheaps dce7e0f688 Merge pull request 'Add dedicated-dealer mode and redesign the Hold'em table' (#12) from feature/casino-holdem-dealer-mode-polish into feature/casino-texas-holdem
Reviewed-on: #12
2026-08-31 15:58:17 -06:00
jheapsandClaude Sonnet 5 3851786b90 Add dedicated-dealer mode and redesign the table's visuals
Add a "Dedicated dealer (not a seat)" toggle for tables run by someone
outside the game: it hides every seat's dealer button while blinds keep
rotating automatically off the same internal position each hand.

Also gave the table a real casino look, based on reference felt/rail and
seat-pod patterns found via web search (huggingface.co/spaces/Estazz/
PokerGameDesigner, github.com/Tehes/poker): a richer radial felt gradient,
a gold piping ring inside a wood-toned rail, a subtle center watermark, a
pill-shaped chip-well pot badge, softer seat pucks with a pill-badge total
and red/black suit coloring on cards, and casino-chip-styled dealer/blind
badges (the dealer chip now dims to a faint disc on other seats and only
lights up on hover, decluttering the ring of ten clickable buttons down to
one visible button on the actual dealer).

Verified via Playwright MCP: toggle hides/reveals dealer chips correctly,
SB/BB still track it, no console errors.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_018CmAti1baCjidbJM2HeJfk
2026-08-31 15:26:32 -06:00
jheaps 8e7d94e6f9 Merge pull request 'Fix Texas Hold'em dealer page: script timing crash and seat overlap' (#11) from feature/casino-texas-holdem into master
Build and Deploy / build-deploy (push) Successful in 1m8s
Reviewed-on: #11
2026-08-31 15:03:37 -06:00
jheapsandClaude Sonnet 5 25bf67062a Fix Texas Hold'em dealer page: script timing crash and seat overlap
main.js ran an IIFE immediately, but the layout renders @section Scripts
inside <head> before <body> exists, so every getElementById() call hit
null. Wrapped init in DOMContentLoaded, matching the rest of the codebase
(e.g. ChessScripts/chessMain.js).

Separately, the original seat cards packed a full data-entry form (name,
toggles, 2 cards, 5 chip counters, $ override, custom fields) into each of
up to 24 positions around a circle — at any screen size, adjacent seats
overlapped badly. Replaced with compact seat "pucks" for the table view
(name, cards, total, blind/dealer badges) plus a dedicated seat editor
panel in the sidebar that opens for whichever seat is clicked.

Verified via Playwright MCP: load with no console errors, drag-and-drop
seat swap, and a 3-way side-pot resolution (short all-in capped correctly,
remainder awarded to the next-best hand) end to end.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_018CmAti1baCjidbJM2HeJfk
2026-08-31 15:01:18 -06:00
jheaps 5d71572df6 Merge pull request 'Add Casino demo section with a Texas Hold'em dealer's pot-splitting assistant' (#10) from feature/casino-texas-holdem into master
Build and Deploy / build-deploy (push) Successful in 1m16s
Reviewed-on: #10
2026-08-31 14:39:02 -06:00
jheapsandClaude Sonnet 5 98f95df8fb Add Casino demo section with a Texas Hold'em dealer's pot-splitting assistant
New /casino hub page (Texas Hold'em live, other table games marked coming
soon) and /casino/texasholdem: a drag-and-drop seating table with
auto-rotating blinds, per-seat chip/dollar contribution tracking, and a
side-pot resolution wizard that asks who won and who's next until every
dollar in the pot (including dead money from folds) is assigned.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_018CmAti1baCjidbJM2HeJfk
2026-08-31 14:25:44 -06:00
jheaps b7c9227bb8 Merge pull request 'Learn fractional win-rate advantage instead of unbounded plus/minus' (#9) from feature/fractional-learned-weights into master
Build and Deploy / build-deploy (push) Successful in 1m25s
2026-08-31 13:43:09 -06:00
jheapsandClaude Sonnet 5 ddb309f6db Learn fractional win-rate advantage instead of unbounded plus/minus
Piece-square and feature weights now converge to a presence-weighted
fractional win-rate per cell (percent of games won with a piece there
minus percent lost), tracked via running visits/score sums instead of
an incrementally clamped nudge. The training signal is also scaled by
how much of a game's result is NOT already explained by the winner's
average material edge (via the standard centipawn win-probability
curve), so a piece no longer gets credit merely for existing on the
winning side of a material blowout in the endgame.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_018CmAti1baCjidbJM2HeJfk
2026-08-31 13:40:57 -06:00
jheaps 2db4048ed2 Merge pull request 'Time out Stockfish process exit so finished self-play games cant wedge in the store' (#8) from fix/stockfish-dispose-hang into master
Build and Deploy / build-deploy (push) Successful in 1m18s
Reviewed-on: #8
2026-08-31 12:22:28 -06:00
jheapsandClaude Sonnet 5 2f53c2f0ed Time out Stockfish process exit so finished self-play games can't wedge in the store
DisposeAsync awaited WaitForExitAsync with no timeout; a Stockfish process that
doesn't exit on "quit" blocked GameStore's removal task forever, leaving the
finished game stuck in the store and cluttering the live-watch list indefinitely.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_018CmAti1baCjidbJM2HeJfk
2026-08-31 11:23:59 -06:00
jheaps 7562ded92a Merge pull request 'Bound how long the blog cache serves stale entries' (#7) from fix/blog-cache-staleness into master
Build and Deploy / build-deploy (push) Successful in 1m4s
Reviewed-on: #7
2026-08-26 17:24:29 -06:00
Josh-HeapsandClaude Opus 5 392b9ec212 Bound how long the blog cache serves stale entries
A failed fetch fell back to the cached value with no limit, so an unreachable
blog API kept the post list rendering while every uncached slug returned 404.
Stale entries now survive an hour past their TTL, then get dropped and logged
at error so the outage surfaces the same way for every key.

Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
2026-08-26 17:22:51 -06:00
jheaps 769c7819e0 Merge pull request 'fix workflows take 2' (#6) from fix/workflows into master
Build and Deploy / build-deploy (push) Successful in 1m6s
Reviewed-on: #6
2026-08-26 15:46:12 -06:00
Josh-Heaps c048529654 fix workflows take 2 2026-08-26 15:45:29 -06:00
jheaps e8eb90a085 Merge pull request 'Put workflow in the right spot' (#4) from fix/workflows into master
Build and Deploy / build-deploy (push) Failing after 1m7s
Reviewed-on: #4
2026-08-26 15:39:47 -06:00
Josh-Heaps fc167ae2b0 Put workflow in the right spot 2026-08-26 15:39:11 -06:00
jheaps 088f05e0d2 Merge pull request 'add deploy workflow for gitea' (#3) from gitea/workflows into master
Build and Deploy / build (push) Failing after 34s
Build and Deploy / deploy (push) Skipped
Playwright Tests / playwright-tests (push) Failing after 50s
Reviewed-on: #3
2026-08-26 15:33:17 -06:00
Josh-Heaps 04dcae7993 add deploy workflow for gitea
.NET / build (pull_request) Successful in 50s
Playwright Tests / playwright-tests (pull_request) Failing after 54s
2026-08-26 15:15:51 -06:00
131 changed files with 30790 additions and 2981 deletions
@@ -1,4 +1,4 @@
# .gitea/workflows/deploy.yml
# .gitea/workflows/deploy.yml
name: Build and Deploy
on:
@@ -12,13 +12,17 @@ concurrency:
jobs:
build-deploy:
# Gitea's runner images are lean, so the toolchain is installed below rather
# than assumed. The glibc that libchess_engine.so links against comes from
# this image, not from the runner host — keep it matched to the prod server.
runs-on: ubuntu-latest
steps:
- name: Install deploy tools
- name: Install toolchain
run: |
apt-get update
apt-get install -y --no-install-recommends rsync openssh-client
apt-get install -y --no-install-recommends \
cmake build-essential rsync openssh-client
- name: Checkout
uses: actions/checkout@v4
@@ -29,10 +33,26 @@ jobs:
dotnet-version: '8.0.x'
- name: Restore
run: dotnet restore
run: dotnet restore JoshHeaps.Net/JoshHeaps.Net.csproj
- name: Build native chess engine (libchess_engine.so)
run: |
cmake -S native/chess_engine -B native/chess_engine/build -DCMAKE_BUILD_TYPE=Release
cmake --build native/chess_engine/build
cp native/chess_engine/build/libchess_engine.so JoshHeaps.Net/Resources/
# Publishing the project rather than the solution keeps chess_engine.vcxproj
# (Windows-only MSBuild C++ targets) and the UiTests assemblies out of it.
- name: Publish
run: dotnet publish -c Release -o ./publish
run: dotnet publish JoshHeaps.Net/JoshHeaps.Net.csproj -c Release -o ./publish
- name: Verify payload
run: |
set -euo pipefail
test -f publish/Resources/libchess_engine.so \
|| { echo "libchess_engine.so missing from publish output"; exit 1; }
test -x publish/Resources/stockfish-ubuntu-x86-64-sse41-popcnt \
|| { echo "stockfish is not executable"; exit 1; }
- name: Prepare SSH
env:
@@ -47,6 +67,8 @@ jobs:
chmod 600 ~/.ssh/deploy_key
ssh-keyscan -p "$PORT" "$SSH_HOST" >> ~/.ssh/known_hosts 2>/dev/null
# --exclude chess-data: never let --delete remove the learned-engine training
# data, which lives in the deploy dir unless ChessEngine__WeightsPath is set.
- name: Rsync to server
env:
SSH_HOST: ${{ secrets.SSH_HOST }}
@@ -56,11 +78,11 @@ jobs:
run: |
set -euo pipefail
PORT="${SSH_PORT:-22}"
rsync -az --delete \
rsync -az --delete --exclude 'chess-data' \
-e "ssh -p $PORT -i ~/.ssh/deploy_key -o StrictHostKeyChecking=yes" \
publish/ "$SSH_USER@$SSH_HOST:$TARGET_DIR/"
- name: Restart service
- name: Reload and restart service
env:
SSH_HOST: ${{ secrets.SSH_HOST }}
SSH_PORT: ${{ secrets.SSH_PORT }}
+26
View File
@@ -0,0 +1,26 @@
# Unit tests for the Texas Hold'em dealer's money logic.
#
# The betting engine, the side-pot calculator and the table state are plain script-tag
# modules with no build step, so they run directly under Node's built-in test runner —
# no package.json, no install step, nothing to keep up to date.
name: Hold'em tests
on:
pull_request:
branches: [ "master" ]
push:
branches: [ "master" ]
jobs:
test:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Setup Node
uses: actions/setup-node@v4
with:
node-version: 20
- name: Run Hold'em unit tests
run: node --test tests/holdem/*.test.js
+3 -1
View File
@@ -366,4 +366,6 @@ MigrationBackup/
FodyWeavers.xsd
# Native chess engine CMake build output (the compiled .dll/.so are committed under Resources/)
native/**/build/
native/**/build/
# Playwright MCP scratch output
.playwright-mcp/
-296
View File
@@ -1,296 +0,0 @@
using Microsoft.Playwright;
using Microsoft.Playwright.NUnit;
using NUnit.Framework;
namespace JoshHeaps.Net.UiTests;
/// <summary>
/// Exercises the acoustic-ranging pipeline against a simulated room. The DSP runs in the browser
/// because that is where it runs in production; these tests drive the same files the page loads,
/// so there is no second implementation to drift.
/// </summary>
[TestFixture]
public class EchoDspTests : PageTest
{
private TestConfiguration Config => TestConfiguration.Instance;
public override BrowserNewContextOptions ContextOptions() => Config.GetBrowserContextOptions();
[SetUp]
public async Task LoadPipeline()
{
await Page.GotoAsync(Config.Test.BaseUrl);
await Page.AddScriptTagAsync(new() { Url = "/js/EchoScripts/EchoDsp.js" });
await Page.AddScriptTagAsync(new() { Url = "/js/EchoScripts/EchoSim.js" });
}
[Test]
public async Task Matched_Filter_Finds_The_Chirp_Within_One_Sample()
{
var error = await Page.EvaluateAsync<double>("""
() => {
const sampleRate = 48000;
const chirp = EchoDsp.makeChirp({ sampleRate, durationSeconds: 0.05, startHz: 2000, endHz: 8000 });
const recording = new Float32Array(sampleRate);
for (let i = 0; i < recording.length; i++) recording[i] = (Math.random() * 2 - 1) * 0.02;
const offset = 12345;
for (let i = 0; i < chirp.length; i++) recording[offset + i] += chirp[i] * 0.3;
const peak = EchoDsp.findFirstPeak(EchoDsp.matchedFilterEnvelope(recording, chirp));
return Math.abs(peak.index - offset);
}
""");
Assert.That(error, Is.LessThan(1.0), "arrival should be located to within a sample");
}
[Test]
public async Task A_Tone_Cannot_Be_Located_But_A_Chirp_Can()
{
var ratios = await Page.EvaluateAsync<double[]>("""
() => {
const sampleRate = 48000;
const sidelobeRatio = template => {
const recording = new Float32Array(sampleRate / 2);
const offset = 8000;
for (let i = 0; i < template.length; i++) recording[offset + i] += template[i];
const envelope = EchoDsp.matchedFilterEnvelope(recording, template);
const peak = EchoDsp.maxInRange(envelope, 0, envelope.length);
let highest = 0;
for (let i = 0; i < envelope.length; i++) {
if (Math.abs(i - peak.index) < 200) continue;
highest = Math.max(highest, envelope[i]);
}
return highest / peak.value;
};
const chirp = EchoDsp.makeChirp({ sampleRate, durationSeconds: 0.05, startHz: 2000, endHz: 8000 });
const tone = EchoDsp.makeChirp({ sampleRate, durationSeconds: 0.05, startHz: 5000, endHz: 5000 });
return [sidelobeRatio(chirp), sidelobeRatio(tone)];
}
""");
Assert.That(ratios[1], Is.GreaterThan(0.5), "a tone should correlate almost as well far from the true arrival");
Assert.That(ratios[0], Is.LessThan(0.25), "a chirp should give one unambiguous arrival");
}
[Test]
public async Task Clock_Offset_And_Pipeline_Latency_Cancel()
{
var distance = await Page.EvaluateAsync<double>("""
() => {
const sampleRate = 48000;
const speedOfSound = 343;
const flight = (4.2 / speedOfSound) * sampleRate;
const slot = 0.4 * sampleRate;
const offsetB = 987654;
const latencyA = 0.031 * sampleRate;
const latencyB = 0.128 * sampleRate;
return EchoDsp.pairDistance({
a1: latencyA,
a2: slot + latencyB + flight,
b1: offsetB + latencyA + flight,
b2: offsetB + slot + latencyB,
sampleRate,
speedOfSound
});
}
""");
Assert.That(distance, Is.EqualTo(4.2).Within(0.001));
}
[Test]
public async Task Collocated_Devices_Read_Zero_Before_Calibration()
{
var distance = await Page.EvaluateAsync<double>("""
() => {
const sampleRate = 48000;
const speedOfSound = 343;
const spacing = (0.19 / speedOfSound) * sampleRate;
const slot = 0.4 * sampleRate;
const latencyA = 0.04 * sampleRate;
const latencyB = 0.11 * sampleRate;
// Two tabs on one machine: one speaker, one microphone, so the self path and the
// cross path are the same physical distance.
return EchoDsp.pairDistance({
a1: latencyA + spacing,
a2: slot + latencyB + spacing,
b1: latencyA + spacing,
b2: slot + latencyB + spacing,
sampleRate,
speedOfSound
});
}
""");
Assert.That(distance, Is.EqualTo(0).Within(0.001));
}
[Test]
public async Task Speaker_To_Microphone_Spacing_Is_Added_Back()
{
var distances = await Page.EvaluateAsync<double[]>("""
() => {
const sampleRate = 48000;
const speedOfSound = 343;
const truth = 3.0;
const epsilonA = 0.18;
const epsilonB = 0.04;
const samples = metres => (metres / speedOfSound) * sampleRate;
const slot = 0.4 * sampleRate;
const peaks = {
a1: samples(epsilonA),
a2: slot + samples(truth),
b1: samples(truth),
b2: slot + samples(epsilonB),
sampleRate,
speedOfSound
};
return [
EchoDsp.pairDistance(peaks),
EchoDsp.pairDistance({ ...peaks, epsilonA, epsilonB })
];
}
""");
Assert.That(distances[0], Is.EqualTo(3.0 - 0.11).Within(0.005), "uncorrected range reads short");
Assert.That(distances[1], Is.EqualTo(3.0).Within(0.005), "correcting for spacing recovers the true range");
}
[Test]
public async Task Simulated_Room_Recovers_Distances_And_Layout()
{
var errors = await Page.EvaluateAsync<double[]>("""
() => {
const result = EchoSim.runRound({
positions: [[0, 0], [3.2, 0], [3.0, 2.6], [0.4, 2.9], [1.7, 1.4]]
});
return [EchoSim.worstDistanceError(result), EchoSim.worstPositionError(result), result.keep.length];
}
""");
Assert.That(errors[2], Is.EqualTo(5), "every device should survive a clean round");
Assert.That(errors[0], Is.LessThan(0.05), "worst pairwise range error");
Assert.That(errors[1], Is.LessThan(0.15), "worst recovered position error");
}
[Test]
public async Task A_Reflection_Louder_Than_The_Direct_Path_Does_Not_Win()
{
var errors = await Page.EvaluateAsync<double[]>("""
() => {
const measure = relativeThreshold => EchoSim.worstDistanceError(EchoSim.runRound({
positions: [[0, 0], [3.4, 0], [2.9, 2.7], [0.2, 2.5]],
reflections: [{ extraMetres: 1.8, gain: 5 }],
peakOptions: { relativeThreshold }
}));
return [measure(undefined), measure(0.5)];
}
""");
Assert.That(errors[0], Is.LessThan(0.05), "the first arrival is the distance, not the loudest one");
Assert.That(errors[1], Is.GreaterThan(1.5),
"a threshold high enough to miss the direct path must measure the reflection instead — this is what the default guards against");
}
[Test]
public async Task Echoes_Inside_The_Correlation_Lobe_Bound_The_Accuracy()
{
var errors = await Page.EvaluateAsync<double[]>("""
() => {
const positions = [[0, 0], [3.2, 0], [3.0, 2.6], [0.4, 2.9], [1.7, 1.4]];
const worst = reflectionExtraRange =>
EchoSim.worstDistanceError(EchoSim.runRound({ positions, reflectionExtraRange }));
return [worst([0.4, 4.0]), worst([0.08, 0.4])];
}
""");
Assert.That(errors[0], Is.LessThan(0.01), "echoes well clear of the direct arrival are rejected outright");
Assert.That(errors[1], Is.LessThan(0.15),
"echoes arriving inside the correlation lobe cannot be separated and bias the range — this bounds what a device resting on a hard surface can achieve");
}
[Test]
public async Task A_Bad_Measurement_Is_Rejected_And_The_Layout_Survives()
{
var outcome = await Page.EvaluateAsync<double[]>("""
() => {
const positions = [[0, 0], [3.2, 0], [3.0, 2.6], [0.4, 2.9], [1.6, 1.3]];
const config = EchoSim.buildConfiguration({ positions });
const reports = EchoSim.detectAll(EchoSim.synthesizeRound(config), config);
reports[3].peaks[0] += 9000;
const solved = EchoDsp.solveRound(reports, { speedOfSound: config.speedOfSound });
const truth = solved.keep.map(index => positions[index]);
const aligned = EchoDsp.alignToReference(solved.points, truth);
const worst = Math.max(...aligned.map((point, i) => EchoSim.separation(point, truth[i])));
const brokenPairSurvived = solved.keep.includes(0) && solved.keep.includes(3);
return [solved.keep.length, brokenPairSurvived ? 1 : 0, worst];
}
""");
Assert.That(outcome[0], Is.EqualTo(4), "exactly one endpoint of the bad pair should be dropped");
Assert.That(outcome[1], Is.EqualTo(0), "the impossible pair must not survive");
Assert.That(outcome[2], Is.LessThan(0.2), "the remaining layout should be unpoisoned");
}
[Test]
public async Task Alignment_Undoes_An_Arbitrary_Rotation_And_Mirror()
{
var errors = await Page.EvaluateAsync<double[]>("""
() => {
const reference = [[0, 0], [3.4, 0], [2.9, 2.7], [0.2, 2.5]];
const scramble = (points, angle, mirror) => points.map(([x, y]) => {
const mx = x * mirror;
return [mx * Math.cos(angle) - y * Math.sin(angle) + 11, mx * Math.sin(angle) + y * Math.cos(angle) - 4];
});
const worst = mirror => {
const aligned = EchoDsp.alignToReference(scramble(reference, 0.9, mirror), reference);
return Math.max(...aligned.map((point, i) => EchoSim.separation(point, reference[i])));
};
return [worst(1), worst(-1)];
}
""");
Assert.That(errors[0], Is.LessThan(1e-9), "rotation and translation should be recovered exactly");
Assert.That(errors[1], Is.LessThan(1e-9), "a mirrored solve should be un-mirrored onto the reference");
}
[Test]
public async Task Consecutive_Frames_Do_Not_Rotate_Or_Flip()
{
var drift = await Page.EvaluateAsync<double>("""
() => {
const positions = [[0, 0], [3.2, 0], [3.0, 2.6], [0.4, 2.9]];
const first = EchoSim.runRound({ positions, seed: 11 });
const previous = new Array(positions.length).fill(null);
first.keep.forEach((device, i) => { previous[device] = first.points[i]; });
const config = EchoSim.buildConfiguration({ positions, seed: 22 });
const reports = EchoSim.detectAll(EchoSim.synthesizeRound(config), config);
const second = EchoDsp.solveRound(reports, {
speedOfSound: config.speedOfSound,
previousPoints: previous
});
return Math.max(...second.keep.map((device, i) => EchoSim.separation(second.points[i], previous[device])));
}
""");
Assert.That(drift, Is.LessThan(0.3), "a stationary room should not move between frames");
}
}
-244
View File
@@ -1,244 +0,0 @@
using Microsoft.Playwright;
using Microsoft.Playwright.NUnit;
using NUnit.Framework;
namespace JoshHeaps.Net.UiTests;
/// <summary>
/// Drives two real browsers through a real room: the hub, the round scheduler, slot rotation,
/// detection and the solve all run unchanged. Only the microphone is synthetic, so the answer is
/// known in advance — this is everything except the acoustics.
/// </summary>
[TestFixture]
public class EchoRoomTests : PlaywrightTest
{
private const double TargetMetres = 2.5;
private IPlaywright? _playwright;
private IBrowser? _browser;
private readonly List<IBrowserContext> _contexts = [];
private TestConfiguration Config => TestConfiguration.Instance;
[OneTimeSetUp]
public async Task LaunchBrowser()
{
// Its own Playwright instance and browser: the fake-media launch flags have to be set at
// launch time, and the fixture-managed browser is already running by the time tests start.
_playwright = await Microsoft.Playwright.Playwright.CreateAsync();
_browser = await _playwright.Chromium.LaunchAsync(new BrowserTypeLaunchOptions
{
Headless = true,
Args =
[
"--use-fake-ui-for-media-stream",
"--use-fake-device-for-media-stream",
"--autoplay-policy=no-user-gesture-required"
]
});
}
[OneTimeTearDown]
public async Task CloseBrowser()
{
if (_browser is not null) await _browser.CloseAsync();
_playwright?.Dispose();
}
[TearDown]
public async Task CloseContexts()
{
foreach (var context in _contexts) await context.CloseAsync();
_contexts.Clear();
}
[Test]
public async Task Two_Devices_Measure_The_Distance_Between_Them()
{
var roomCode = $"T{Random.Shared.Next(1000, 9999)}";
var first = await NewDeviceAsync(roomCode, "laptop");
var second = await NewDeviceAsync(roomCode, "phone");
await Expect(first.Locator("#echoRoster li")).ToHaveCountAsync(2);
var measured = await WaitForMeasurementAsync(first);
var alsoMeasured = await WaitForMeasurementAsync(second);
Assert.That(measured, Is.EqualTo(TargetMetres).Within(0.05), "the first device's range");
Assert.That(alsoMeasured, Is.EqualTo(TargetMetres).Within(0.05), "both devices should agree");
}
[Test]
public async Task A_Device_Leaving_Stops_The_Rounds_And_Rejoining_Resumes_Them()
{
var roomCode = $"T{Random.Shared.Next(1000, 9999)}";
var first = await NewDeviceAsync(roomCode, "laptop");
var second = await NewDeviceAsync(roomCode, "phone");
await WaitForMeasurementAsync(first);
await second.ClickAsync("#echoLeave");
await Expect(first.Locator("#echoRoster li")).ToHaveCountAsync(1);
await Expect(first.Locator("#echoStatus")).ToContainTextAsync("Waiting for a second device");
await second.ClickAsync("#echoJoin");
await Expect(first.Locator("#echoRoster li")).ToHaveCountAsync(2);
Assert.That(await WaitForMeasurementAsync(first), Is.EqualTo(TargetMetres).Within(0.05));
}
/// <summary>
/// A stalled main thread is the two-tabs-on-one-machine failure: only one tab is visible, so the
/// other gets throttled and its round handling runs late. A late chirp attributed to the wrong
/// slot yields a plausible-looking but completely wrong range, so the requirement is not "always
/// measures" — it is "never reports a wrong answer". A round it cannot hit must be sat out.
/// </summary>
[Test]
public async Task A_Stalled_Device_Sits_Rounds_Out_Instead_Of_Reporting_Nonsense()
{
var roomCode = $"T{Random.Shared.Next(1000, 9999)}";
var first = await NewDeviceAsync(roomCode, "laptop");
var second = await NewDeviceAsync(roomCode, "phone", stallMilliseconds: 900);
await Expect(first.Locator("#echoRoster li")).ToHaveCountAsync(2);
await first.EvaluateAsync("() => { window.__seen = []; }");
await first.EvaluateAsync("""
() => {
const original = EchoPage.renderSolved.bind(EchoPage);
EchoPage.renderSolved = update => {
const range = update.solved?.matrix?.[0]?.[1];
if (range != null) window.__seen.push(range);
return original(update);
};
}
""");
await first.WaitForTimeoutAsync(20000);
var seen = await first.EvaluateAsync<double[]>("() => window.__seen");
var satOut = await second.EvaluateAsync<int>("() => EchoSession.skippedRounds");
TestContext.Out.WriteLine($"reported ranges: {string.Join(", ", seen.Select(r => r.ToString("0.000")))}, sat out: {satOut}");
Assert.That(satOut, Is.GreaterThan(0),
"the stall must actually have cost the device some slots, or this test proves nothing");
Assert.That(seen, Is.Not.Empty, "a stalled peer should still let some rounds through");
Assert.That(seen, Is.All.EqualTo(TargetMetres).Within(0.05),
"every range that gets reported must be right — a stalled device must sit the round out, not chirp late");
}
[Test]
public async Task The_Capture_Worklet_Keeps_A_Continuous_Readable_Stream()
{
var page = await NewDeviceAsync($"T{Random.Shared.Next(1000, 9999)}", "laptop", fakeMicrophone: false);
await page.WaitForFunctionAsync(
"() => EchoAudio.highestFrame > 48000",
null,
new PageWaitForFunctionOptions { Timeout = 15000, PollingInterval = 100 });
var capture = await page.EvaluateAsync<double[]>("""
() => [
EchoAudio.context.sampleRate,
EchoAudio.warnings.length,
EchoAudio.read(EchoAudio.highestFrame - 24000, 24000)?.length ?? 0,
EchoAudio.read(EchoAudio.highestFrame + 1000, 100) === null ? 1 : 0,
Math.abs(EchoAudio.frameAt(EchoAudio.context.currentTime) - EchoAudio.highestFrame)
]
""");
Assert.That(capture[0], Is.EqualTo(48000), "the pipeline assumes it got the rate it asked for");
Assert.That(capture[1], Is.EqualTo(0), "a clean fake device should raise no capture warnings");
Assert.That(capture[2], Is.EqualTo(24000), "recent audio must be readable out of the ring");
Assert.That(capture[3], Is.EqualTo(1), "reads past the captured end must fail rather than return silence");
Assert.That(capture[4], Is.LessThan(48000),
"the frame index and the context clock must stay in the same domain — a scheduled playback time is converted straight into a recording position");
}
/// <summary>
/// A page joined to the room with its microphone replaced by a synthesizer. Every slot's chirp
/// is placed where a room of this geometry would put it, including a different unknown output
/// latency per slot so the cancellation is actually exercised.
/// </summary>
private async Task<IPage> NewDeviceAsync(
string roomCode,
string name,
bool fakeMicrophone = true,
int stallMilliseconds = 0)
{
var context = await _browser!.NewContextAsync(new BrowserNewContextOptions
{
IgnoreHTTPSErrors = true,
Permissions = ["microphone"]
});
_contexts.Add(context);
var page = await context.NewPageAsync();
page.Console += (_, message) =>
{
if (message.Type == "error") TestContext.Out.WriteLine($"[{name} console] {message.Text}");
};
await page.GotoAsync($"{Config.Test.BaseUrl}/echo?room={roomCode}");
await page.FillAsync("#echoName", name);
if (fakeMicrophone) await page.EvaluateAsync(FakeMicrophoneScript, TargetMetres);
if (stallMilliseconds > 0) await page.EvaluateAsync(StallScript, stallMilliseconds);
await page.ClickAsync("#echoJoin");
return page;
}
/// <summary>Blocks the main thread on every round announcement, the way a throttled tab does.</summary>
private const string StallScript = """
stallMs => {
const original = EchoSession.handleRoundStarting.bind(EchoSession);
EchoSession.handleRoundStarting = schedule => {
const until = performance.now() + stallMs;
while (performance.now() < until) { /* hold the thread */ }
return original(schedule);
};
}
""";
private static async Task<double> WaitForMeasurementAsync(IPage page)
{
await page.WaitForFunctionAsync(
"() => EchoPage.lastSolved?.solved?.matrix?.[0]?.[1] != null",
null,
new PageWaitForFunctionOptions { Timeout = 30000, PollingInterval = 250 });
return await page.EvaluateAsync<double>("() => EchoPage.lastSolved.solved.matrix[0][1]");
}
/// <summary>
/// Synthesizes what the microphone would have heard for this round. The device's own chirp is
/// placed at the frame it was actually scheduled for rather than at its nominal slot position,
/// so any drift between "when the round said to play" and "when playback was really booked"
/// reaches the detector instead of being papered over by the harness.
/// </summary>
private const string FakeMicrophoneScript = """
targetMetres => {
const speedOfSound = 343;
const epsilonMetres = 0.08;
const latencyBySlot = [1400, 5200, 2600, 7100, 900, 4300, 3300, 6000];
EchoAudio.read = (startFrame, length) => {
const round = EchoSession.pending ?? EchoSession.lastRound;
if (!round) return null;
const chirp = EchoSession.chirp;
const toSamples = metres => Math.round((metres / speedOfSound) * round.sampleRate);
const recording = new Float32Array(length);
round.schedule.slotOrder.forEach((_, slot) => {
const own = slot === round.ownSlot;
const origin = own
? round.scheduledFrame - round.windowStart
: round.leadInSamples + slot * round.slotSamples;
const at = origin + latencyBySlot[slot] + toSamples(own ? epsilonMetres : targetMetres);
const amplitude = own ? 1.0 : 0.25;
for (let i = 0; i < chirp.length && at + i < length; i++) recording[at + i] += chirp[i] * amplitude;
});
for (let i = 0; i < length; i++) recording[i] += (Math.random() * 2 - 1) * 0.01;
return recording;
};
}
""";
}
-52
View File
@@ -1,52 +0,0 @@
using JoshHeaps.Net.Models;
using JoshHeaps.Net.Services.Interfaces;
using Microsoft.AspNetCore.SignalR;
namespace JoshHeaps.Net.Hubs;
/// <summary>
/// Membership and peak reporting for acoustic ranging rooms. Nothing that arrives here is audio:
/// a report is a handful of sample indices, and the geometry is solved on the clients.
/// </summary>
public class EchoHub(IEchoRoomStore rooms) : Hub
{
/// <summary>Join (or create) a room and receive an id plus the current roster.</summary>
public async Task<EchoJoinResult> JoinRoom(string roomCode, string displayName, int sampleRate)
{
var result = rooms.Join(roomCode, Context.ConnectionId, displayName, sampleRate);
await Groups.AddToGroupAsync(Context.ConnectionId, GroupFor(result.RoomCode));
await Clients.Group(GroupFor(result.RoomCode)).SendAsync("RoomChanged", result.Room);
return result;
}
/// <summary>File this device's arrival indices for the room's open round.</summary>
public bool ReportRound(EchoPeakReport report) => rooms.Report(Context.ConnectionId, report);
/// <summary>
/// Server clock, for estimating each device's offset from it. Only needs to be good to a few
/// tens of milliseconds: it decides which chirp is whose, never how far away anything is.
/// </summary>
public long ServerTime() => DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
public async Task<bool> LeaveRoom() => await RemoveFromRoom();
public override async Task OnDisconnectedAsync(Exception? exception)
{
await RemoveFromRoom();
await base.OnDisconnectedAsync(exception);
}
internal static string GroupFor(string roomCode) => $"echo:{roomCode.ToUpperInvariant()}";
private async Task<bool> RemoveFromRoom()
{
var (roomCode, room) = rooms.Leave(Context.ConnectionId);
if (roomCode is null) return false;
await Groups.RemoveFromGroupAsync(Context.ConnectionId, GroupFor(roomCode));
if (room is not null) await Clients.Group(GroupFor(roomCode)).SendAsync("RoomChanged", room);
return true;
}
}
-84
View File
@@ -1,84 +0,0 @@
namespace JoshHeaps.Net.Models;
/// <summary>A device taking part in a ranging room.</summary>
public sealed class EchoDevice
{
public required string DeviceId { get; init; }
public required string ConnectionId { get; init; }
public required string DisplayName { get; set; }
public int SampleRate { get; set; }
}
/// <summary>
/// One chirp cycle: every device plays in turn, and every device listens to the whole thing.
/// </summary>
public sealed class EchoRound
{
public required string RoundId { get; init; }
public required string[] SlotOrder { get; init; }
public int SlotMilliseconds { get; init; }
public DateTimeOffset Deadline { get; init; }
public Dictionary<string, EchoPeakReport> Reports { get; } = [];
}
/// <summary>
/// What one device heard. Peaks are fractional sample indices into that device's own continuous
/// recording, one per slot, null where a chirp was not detected. Nothing else is ever uploaded.
/// </summary>
public sealed class EchoPeakReport
{
public required string DeviceId { get; init; }
public required string RoundId { get; init; }
public int Slot { get; init; }
public int SampleRate { get; init; }
public double Epsilon { get; init; }
public double?[] Peaks { get; init; } = [];
}
public sealed class EchoJoinResult
{
public required string DeviceId { get; init; }
public required string RoomCode { get; init; }
public required EchoRoomSnapshot Room { get; init; }
}
public sealed class EchoRoomSnapshot
{
public required string RoomCode { get; init; }
public required EchoDeviceSnapshot[] Devices { get; init; }
}
public sealed class EchoDeviceSnapshot
{
public required string DeviceId { get; init; }
public required string DisplayName { get; init; }
public int SampleRate { get; init; }
}
/// <summary>Tells every device when to chirp: its own slot index and how long a slot lasts.</summary>
public sealed class EchoRoundSchedule
{
public required string RoundId { get; init; }
public required string[] SlotOrder { get; init; }
public int SlotMilliseconds { get; init; }
public int TailMilliseconds { get; init; }
/// <summary>
/// When slot zero should sound, in server time, set far enough ahead that every device can
/// receive the message and book the playback before it arrives. Devices schedule against this
/// rather than against message arrival, so one slow client cannot drag its chirp into another
/// device's slot and invalidate the round for everybody.
/// </summary>
public long StartsAtUnixMs { get; init; }
}
/// <summary>
/// Every device's peaks for one round, broadcast unchanged. Each client solves the geometry itself
/// so the server never needs the ranging maths.
/// </summary>
public sealed class EchoRoundResult
{
public required string RoundId { get; init; }
public required string[] SlotOrder { get; init; }
public required EchoPeakReport[] Reports { get; init; }
}
+58
View File
@@ -0,0 +1,58 @@
@page
@model JoshHeaps.Net.Pages.CasinoModel
@{
ViewData["Title"] = "Casino Games";
Layout = "_Layout";
}
<div class="casino-container">
<h1 class="casino-header">Casino Games</h1>
<p class="casino-subtitle">Tools for running table games without doing the math yourself</p>
<div class="games-grid">
<a href="/casino/texasholdem" class="game-card">
<div class="game-icon">🃏</div>
<div class="game-title">Texas Hold'em</div>
<div class="game-description">
A dealer's assistant: seat players around the table, track blinds, chips and
all-ins, then split main and side pots automatically.
</div>
</a>
<a href="/casino/texasholdem/quicksplit" class="game-card">
<div class="game-icon">➗</div>
<div class="game-title">Quick Split</div>
<div class="game-description">
Chop a pot in seconds on your phone — no table setup, just the amount,
how many players are splitting it, and the smallest chip in play.
</div>
</a>
<div class="game-card disabled">
<div class="game-icon">🎲</div>
<div class="game-title">Craps</div>
<div class="game-description">Payout calculator for the table.</div>
<div class="coming-soon">Coming soon...</div>
</div>
<div class="game-card disabled">
<div class="game-icon">🎡</div>
<div class="game-title">Roulette</div>
<div class="game-description">Bet tracking and payout reference.</div>
<div class="coming-soon">Coming soon...</div>
</div>
<div class="game-card disabled">
<div class="game-icon">🂡</div>
<div class="game-title">Blackjack</div>
<div class="game-description">Multi-hand dealer tracker.</div>
<div class="coming-soon">Coming soon...</div>
</div>
</div>
<a href="/" class="home-button">← Back to Home</a>
</div>
@section Styles {
<link href="/css/casino/page.css?v=@ViewData["cssVersion"]" rel="stylesheet" type="text/css" />
}
@@ -2,7 +2,7 @@ using Microsoft.AspNetCore.Mvc.RazorPages;
namespace JoshHeaps.Net.Pages
{
public class EchoModel : PageModel
public class CasinoModel : PageModel
{
public void OnGet()
{
@@ -0,0 +1,721 @@
@page
@model JoshHeaps.Net.Pages.Casino.TexasHoldemModel
@{
ViewData["Title"] = "Texas Hold'em Dealer";
Layout = "_Layout";
}
<div id="holdemApp">
<header id="holdemHeader">
@* Six equally-weighted buttons used to sit here in two rows, and on a 390px
phone the felt did not start until 225px down — a quarter of the screen spent
before the dealer saw the table. Only two of the six are per-hand controls.
The rest have gone where they belong rather than into a "more" menu, which
would have relocated the crowding rather than removed it: Reset Table down to
the sidebar with the save/load pair — in a panel called Save & reset, so the
danger is on the label rather than at the end of a scroll — Quick Split down
with Common rulings where the other "open something else" link already lives,
and the way back to the site up top where a back link goes. *@
<div id="holdemHeaderLeft">
<a href="/casino" class="holdemBackLink">← Casino</a>
<h1>Texas Hold'em Dealer</h1>
<span id="handCounterBadge" class="handCounterBadge">Hand #1</span>
</div>
<div id="holdemHeaderActions">
<button id="misdealBtn" class="holdemBtn" title="Take this hand back — every chip returns to the player who put it in, and the same button deals again" hidden>Misdeal</button>
<button id="nextHandBtn" class="holdemBtn" title="Move the button, small blind and big blind to the next occupied seat">Next Hand ⟳</button>
@* Not the accent any more. It is a shortcut to a sheet, available all night,
and it is never the next step — the bar always has that, and at showdown
the bar says so in as many words. See .actionAdvance in holdem.css. *@
<button id="resolvePotBtn" class="holdemBtn">Resolve Pot</button>
</div>
</header>
<div id="holdemLayout">
<section id="tableSection">
<div id="boardStrip" hidden></div>
<div id="pokerTableWrap">
<div id="pokerTable">
<div id="tableCentre">
<div id="boardRow" hidden aria-label="Community cards"></div>
<div id="potBadge">
<span id="potBadgeLabel">Pot</span>
<span id="potBadgeAmount">$0</span>
</div>
</div>
</div>
<div id="betsLayer" aria-hidden="true"></div>
<div id="seatsLayer"></div>
</div>
<p id="tableHint" class="tableHint"></p>
<p class="tableHintActions">
<button type="button" id="openRulingsBtn" class="linkBtn">Common rulings</button>
<a href="/casino/texasholdem/quicksplit" class="linkBtn" title="Chop a pot without setting up a table">Quick Split</a>
</p>
</section>
<aside id="holdemSidebar">
<section id="seatEditorPanel" class="sidebarPanel seatEditorPanel">
<div class="seatSheetGrip" aria-hidden="true"></div>
<div class="seatEditorHeader">
<h2 id="seatEditorTitle">Select a seat</h2>
<button id="closeSeatEditorBtn" class="seatSheetClose" aria-label="Done editing this seat">Done</button>
</div>
<div id="seatEditorBody">
<p class="fieldHint">Click a seat at the table to edit their name, cards, chips and anything else.</p>
</div>
</section>
@* Not `open` in the markup any more. Whether this panel starts open is a
question about the table, so main.js answers it after the state has
loaded: open on a table nobody has set up yet, shut on one already
half-way through a night. *@
<details class="sidebarPanel" id="tableSetupPanel">
<summary><h2>Table Setup</h2> <span class="panelGlance" id="glanceTableSetup" hidden></span></summary>
<div class="panelBody">
<label class="fieldRow">
<span>Seats at table</span>
<input type="number" id="seatCountInput" min="2" max="24" value="10" />
</label>
<label class="fieldRow">
<span>Blinds move</span>
<select id="directionSelect">
<option value="clockwise" selected>Clockwise</option>
<option value="counterclockwise">Counterclockwise</option>
</select>
</label>
<label class="fieldRow">
<span>Dedicated dealer (not a seat)</span>
<input type="checkbox" id="dedicatedDealerToggle" />
</label>
<p class="fieldHint">Turn this on if a person outside the game deals — no seat shows the dealer button, but blinds still rotate automatically each hand.</p>
<label class="fieldRow">
<span>Ask me for the cards as they come out</span>
<input type="checkbox" id="trackBoardToggle" />
</label>
@* The label used to lead with "Track the board", which is the feature's name
rather than what pressing it does to your evening. What it does is put a
card sheet in front of you at four moments: each street, and the showdown. *@
<p class="fieldHint">Every time you deal a street, a sheet asks which cards came off the deck, and puts them on the felt. At the showdown it asks for each hand that turns over &mdash; then Resolve Pot reads the winner and the amount instead of asking you. Close the sheet at any point to go back to picking the winner yourself.</p>
<div class="blindsRow">
<label class="fieldRow">
<span>Small blind</span>
<input type="number" id="smallBlindInput" min="0" step="0.5" />
</label>
<label class="fieldRow">
<span>Big blind</span>
<input type="number" id="bigBlindInput" min="0" step="0.5" />
</label>
</div>
<label class="fieldRow">
<span>Starting stack ($)</span>
<input type="number" id="defaultStackInput" min="0" step="1" placeholder="e.g. 200" />
</label>
<p class="fieldHint">Blinds post themselves each hand. Seats without their own stack start here.</p>
<details class="subPanel">
<summary>House take</summary>
<div class="subPanelBody">
<div class="blindsRow">
<label class="fieldRow">
<span>Rake (%)</span>
<input type="number" id="rakePercentInput" min="0" max="100" step="0.5" placeholder="0" />
</label>
<label class="fieldRow">
<span>Cap ($)</span>
<input type="number" id="rakeCapInput" min="0" step="1" placeholder="none" />
</label>
</div>
<label class="fieldRow">
<span>No flop, no drop</span>
<input type="checkbox" id="rakeNoFlopInput" />
</label>
<p class="fieldHint">
Taken from the pot when it's awarded, and shown before anything is pushed.
Rounded down to a chip the table has, so the players keep what the house
can't make. Leave the percentage at zero for a game that doesn't rake.
</p>
<p class="fieldHint" id="rakeTakenHint" hidden></p>
</div>
</details>
<details class="subPanel">
<summary>Without live betting</summary>
<div class="subPanelBody">
<label class="fieldRow">
<span>Base pot amount ($)</span>
<input type="number" id="basePotInput" min="0" step="1" placeholder="e.g. 500" />
</label>
<p class="fieldHint">For tracking a hand by hand instead of tapping the action: everyone is assumed to have put in this much, unless their seat says otherwise.</p>
</div>
</details>
</div>
</details>
@* These four were one panel called "Session", which is a container word rather
than a name: it held the standings, a waiting list, the hand log and the
save/load/reset buttons — a topic, a task, a log and three utilities, which
is four kinds of thing under one label. It measured at 1206px and 103
elements, and "The table itself" was 1052px down inside it, so reaching
Reset table meant opening a panel called Session and scrolling past the
money and the log to get there.
Each panel is named for the thing a dealer came looking for, and the
subheads that used to do that job are gone, because the summary says it
now. They are in the order of a night: set the table up, watch the money,
fill the seats, look back at a hand — and, last and apart from the rest,
the two buttons that end it. *@
<details class="sidebarPanel">
<summary><h2>Standings</h2> <span class="panelGlance" id="glanceStandings" hidden></span></summary>
<div class="panelBody">
<p id="storageWarning" class="storageWarning" hidden></p>
<div class="standingsTableWrap">
<div id="standingsTable">
<div class="standingsRow standingsHeader">
<span>Player</span>
<span class="standingsInHead">In</span>
<span class="standingsWonHead">Won</span>
<span class="standingsNetHead">Net</span>
<span class="standingsChipsHead" title="What they are holding — the cash to count out if they leave now">Chips</span>
<span title="Those chips, less the cash they handed over">Up/down</span>
</div>
<div id="standingsList"></div>
</div>
</div>
<p id="standingsEmptyHint" class="fieldHint">Everyone who has bought in shows up here, with what they'd be owed if the night ended now.</p>
<div id="bankReconcile" class="bankReconcile" hidden>
<div class="bankReconcileRow">
<span>Cash taken</span>
<span id="bankCashIn"></span>
</div>
<div class="bankReconcileRow">
<span>Chips in play</span>
<span id="bankChipsInPlay"></span>
</div>
<div class="bankReconcileRow" id="bankDiscardedRow" hidden>
<span>Taken off the table</span>
<span id="bankDiscarded"></span>
</div>
<div class="bankReconcileRow" id="bankRakedRow" hidden>
<span>House take</span>
<span id="bankRaked"></span>
</div>
<div class="bankReconcileRow" id="bankPaidOutRow" hidden>
<span>Paid out</span>
<span id="bankPaidOut"></span>
</div>
<p id="bankReconcileVerdict" class="bankReconcileVerdict"></p>
<button type="button" id="bankRecordBuyInsBtn" class="holdemBtn holdemBtnSmall" hidden></button>
</div>
<div id="settleUp" hidden>
<h3 class="panelSubhead">Settle up</h3>
<ul id="settleUpList" class="settleUpList"></ul>
<p id="settleUpNote" class="fieldHint"></p>
</div>
</div>
</details>
<details class="sidebarPanel">
<summary><h2>Waiting list</h2> <span class="panelGlance" id="glanceWaiting" hidden></span></summary>
<div class="panelBody">
<form id="waitingListForm" class="waitingAdd">
<input type="text" id="waitingNameInput" maxlength="24" placeholder="Who's waiting?" autocomplete="off" />
<button type="submit" id="waitingAddBtn" class="holdemBtn holdemBtnSmall">Add</button>
</form>
<ol id="waitingList" class="waitingList"></ol>
<p id="waitingEmptyHint" class="fieldHint">Nobody waiting. Add the people standing behind the chairs, and the tool will offer them the next seat that opens.</p>
</div>
</details>
<details class="sidebarPanel">
<summary><h2>Hands</h2> <span class="panelGlance" id="glanceHands" hidden></span></summary>
<div class="panelBody">
<div class="handHistoryFilterRow">
<input id="handHistoryFilter" type="search" class="handHistoryFilter"
placeholder="Find a hand — name, amount or #" aria-label="Filter the hand log by player, amount or hand number" />
<span id="handHistoryCount" class="handHistoryCount" hidden></span>
</div>
<div id="handHistoryList"></div>
<p id="handHistoryNoMatch" class="fieldHint" hidden></p>
<p id="handHistoryEmptyHint" class="fieldHint">Resolved pots are logged here, in case a chip count is disputed later.</p>
<div class="handHistoryActions">
<button id="exportHistoryBtn" class="holdemBtn holdemBtnSmall">Export CSV</button>
<button id="clearHistoryBtn" class="holdemBtn holdemBtnSmall holdemBtnDanger">Clear history</button>
</div>
</div>
</details>
<details class="sidebarPanel">
<summary><h2>Chip Legend</h2> <span class="panelGlance" id="glanceChips" hidden></span></summary>
<div class="panelBody">
<div id="chipLegendList"></div>
<button id="addChipColorBtn" class="holdemBtn holdemBtnSmall">+ Add chip color</button>
<p class="fieldHint">Give each chip color a value, then count chips on a seat instead of typing a total.</p>
<div id="colourUp" hidden>
<h3 class="panelSubhead">Stacks in chips</h3>
<dl id="colourUpList" class="colourUpList"></dl>
<p class="fieldHint">The fewest chips that make each stack — for colouring up, or counting one out.</p>
</div>
</div>
</details>
<details class="sidebarPanel" id="keyboardPanel">
<summary><h2>Keyboard</h2></summary>
<div class="panelBody">
<dl id="shortcutLegend" class="shortcutLegend"></dl>
<p class="fieldHint">Nothing fires while you're typing in a field, or while a sheet is open over the table.</p>
</div>
</details>
<details class="sidebarPanel">
<summary><h2>Table Notes</h2> <span class="panelGlance" id="glanceNotes" hidden></span></summary>
<div class="panelBody">
<textarea id="tableNotes" rows="4" aria-label="Table notes" placeholder="Anything else worth tracking — side bets, IOUs, running totals..."></textarea>
</div>
</details>
@* Last, and on its own, because everything in it is about the night as a whole
rather than the hand in front of you — and because two of the three buttons
are the ones you cannot take back.
Reset table came down from the header a while ago, where it sat in the same
weight as Resolve Pot: the most-pressed control in a session beside the one
that throws the night away. It used to be buried at the bottom of Session,
1052px down, which hid it but also meant nobody could find it on purpose.
Naming the panel for both jobs puts the danger on the label, where it is
read before the panel is opened rather than met at the end of a scroll. *@
<details class="sidebarPanel">
<summary><h2>Save &amp; reset</h2></summary>
<div class="panelBody">
<p class="fieldHint">
The night lives in this browser and nowhere else. Save it to a file to carry it
to another device, or to have something to come back to if this one dies.
</p>
<div class="handHistoryActions">
<button id="saveTableBtn" class="holdemBtn holdemBtnSmall">Save table file</button>
<button id="loadTableBtn" class="holdemBtn holdemBtnSmall">Load table file</button>
<input id="loadTableInput" type="file" accept="application/json,.json" hidden />
<button id="resetTableBtn" class="holdemBtn holdemBtnSmall holdemBtnDanger">Reset table</button>
</div>
</div>
</details>
</aside>
</div>
</div>
<template id="seatTemplate">
<div class="seat" draggable="true">
<div class="seatChairNumber"></div>
<button class="dealerChip" type="button" title="Make this seat the dealer button">D</button>
<span class="blindBadge sbBadge">SB</span>
<span class="blindBadge bbBadge">BB</span>
<span class="blindBadge strBadge" title="Straddled — the action comes back to this seat">STR</span>
<div class="seatPuckName"></div>
<div class="seatPuckCards"></div>
<div class="seatPuckTotal"></div>
<div class="seatPuckStack"></div>
</div>
</template>
<template id="seatEditorTemplate">
<div class="seatEditorForm">
<label class="fieldRow">
<span>Name</span>
<input type="text" class="seatNameInput" placeholder="Seat" maxlength="24" />
</label>
<div class="seatCardToggles">
<label class="inHandToggle" title="This seat is playing the current hand">
<input type="checkbox" class="inHandCheckbox" />
<span>In hand</span>
</label>
<label class="foldToggle" title="Folded">
<input type="checkbox" class="foldCheckbox" />
<span>Fold</span>
</label>
</div>
<div class="seatCards">
<button type="button" class="cardSlot card1Slot" aria-label="Choose first card"></button>
<button type="button" class="cardSlot card2Slot" aria-label="Choose second card"></button>
</div>
<label class="fieldRow stackRow">
<span>Stack</span>
<input type="number" class="stackInput" min="0" step="1" placeholder="table default" />
</label>
<div class="seatBuyIns" hidden></div>
<div class="seatContribution">
<div class="chipCounts"></div>
<label class="fieldRow amountOverrideRow">
<span>$ amount</span>
<input type="number" class="amountOverrideInput" min="0" step="1" placeholder="auto" />
</label>
<div class="seatTotal">Total: <span class="seatTotalAmount">$0</span></div>
</div>
<div class="customFields"></div>
<button class="holdemBtn holdemBtnSmall addFieldBtn">+ field</button>
</div>
</template>
<template id="chipLegendRowTemplate">
<div class="chipLegendRow">
<input type="color" class="chipColorInput" aria-label="Chip colour" />
<input type="number" class="chipValueInput" min="0" step="0.01" placeholder="value" aria-label="Chip value" />
<button class="holdemBtn holdemBtnSmall holdemBtnDanger removeChipColorBtn">×</button>
</div>
</template>
<template id="chipCountTemplate">
<label class="chipCountRow">
<span class="chipSwatch"></span>
<input type="number" class="chipCountInput" min="0" step="1" value="0" />
</label>
</template>
<template id="customFieldTemplate">
<div class="customFieldRow">
<input type="text" class="customFieldLabel" placeholder="Label" maxlength="20" />
<input type="text" class="customFieldValue" placeholder="Value" maxlength="40" />
<button class="holdemBtn holdemBtnSmall holdemBtnDanger removeFieldBtn">×</button>
</div>
</template>
<template id="standingsRowTemplate">
<div class="standingsRow">
<span class="standingsName"></span>
<span class="standingsIn"></span>
<span class="standingsWon"></span>
<span class="standingsNet"></span>
<span class="standingsChips"></span>
<span class="standingsCashOut"></span>
</div>
</template>
<template id="handHistoryRowTemplate">
<div class="handHistoryRow">
<div class="handHistoryRowHeader">
<span class="handHistoryHandNumber"></span>
<span class="handHistoryPot"></span>
<span class="handHistoryTime"></span>
</div>
<div class="handHistoryPayouts"></div>
</div>
</template>
<div id="addChipsOverlay" hidden>
<div id="addChipsSheet" role="dialog" aria-labelledby="addChipsTitle">
<div class="seatSheetGrip" aria-hidden="true"></div>
<div class="addChipsHeader">
<h2 id="addChipsTitle"></h2>
<span id="addChipsSubtitle"></span>
</div>
<div id="addChipsQuick"></div>
<div class="addChipsEntry">
<span class="addChipsCurrency">$</span>
<input type="text" id="addChipsInput" inputmode="decimal" autocomplete="off" aria-label="Amount to add" />
</div>
<div class="addChipsActions">
<button id="addChipsConfirmBtn" class="holdemBtn holdemBtnAccent" type="button">Add to stack</button>
<button id="addChipsCancelBtn" data-modal-close class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
</div>
</div>
</div>
<div id="rulingsOverlay" hidden>
<div id="rulingsSheet" role="dialog" aria-labelledby="rulingsTitle">
<div class="seatSheetGrip" aria-hidden="true"></div>
<div class="rulingsHeader">
<h2 id="rulingsTitle">Common rulings</h2>
<button id="closeRulingsBtn" data-modal-close class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
</div>
<p class="rulingsIntro">
The conventions most rooms follow, for the calls that come up mid-hand.
Your house rules always win — and settle a dispute before the next hand,
not during it.
</p>
<nav id="rulingsIndex" class="rulingsIndex" aria-label="Jump to a ruling"></nav>
<section class="ruling" data-short="Misdeal">
<h3>Redeal it — misdeal</h3>
<ul>
<li>The first card goes to the wrong seat.</li>
<li>A seat entitled to a hand gets dealt out, or a seat that isn't entitled gets dealt in.</li>
<li>Two or more boxed cards turn up on the initial deal.</li>
<li>Either of the first two cards is exposed by dealer error.</li>
</ul>
</section>
<section class="ruling" data-short="Board card early">
<h3>A board card turned too early</h3>
<p>
If the fourth board card gets turned before the betting round is finished,
that card is out of play for the round. Finish the betting, then burn and
turn what would have been the fifth card in the fourth card's place.
</p>
</section>
<section class="ruling" data-short="Out of turn">
<h3>Acting out of turn</h3>
<p>
A one-off is usually just backed up if no one has acted behind them.
Doing it repeatedly is what earns a penalty.
</p>
</section>
<section class="ruling" data-short="Clock">
<h3>Calling the clock on a player</h3>
<p>
Any player may ask for a clock once a decision is taking unreasonably
long; it is the dealer, not the table, who grants it. The player then
gets a set time and a countdown out loud — thirty seconds and ten is the
usual form.
</p>
<p>
If the count reaches zero with no action, the hand is <em>dead</em> if
they were facing a bet, and <em>checked</em> if they were not: nobody is
folded for slowness when checking was free. The action bar runs the
count once you tap <em>Call the clock</em>, and offers the ruling as one
button when it ends.
</p>
</section>
<section class="ruling" data-short="Straddle">
<h3>A straddle is a blind raise</h3>
<p>
The player left of the big blind may put out twice it before the cards,
without looking. It is a blind bet, not a raise made in turn, so it does
three things at once: everyone else acts first, the minimum raise becomes
twice the straddle, and the straddler still has the option when the
action comes back — they may raise even if nobody raised into them.
</p>
<p>
Re-straddles carry on to the left, each doubling again, and stop before
the small blind. Tap <em>Straddle</em> on the deal prompt and the tool
posts it, puts the right player on the clock and prices the raise;
the seat wears an <em>STR</em> badge for the hand.
</p>
</section>
<section class="ruling" data-short="Short all-in">
<h3>A short all-in doesn't reopen the betting</h3>
<p>
Somebody shoving in less than a full raise — say $3 more when the last
raise was $8 — does not give the players behind them another go. Anyone
who has already acted owes the difference or folds; they don't get to
raise again because a short stack happened to land between them.
</p>
<p>
A player who hadn't acted yet keeps full rights and may still raise, and
the minimum raise stays measured off the last <em>full</em> raise, not
off the short one. The action bar follows this for you.
</p>
</section>
<section class="ruling" data-short="Uncalled bet">
<h3>Chips nobody called come back</h3>
<p>
Bet more than anyone was able to call and the excess is returned to you
before the showdown — it was never contested, so it isn't part of the
pot. The pot breakdown shows it as "uncalled" rather than pretending it's
a side pot you could win.
</p>
</section>
<section class="ruling" data-short="Oversized chip">
<h3>One big chip, nothing said</h3>
<p>
The most common argument at a home table. A player facing a bet who
pushes out a single oversized chip without saying anything has
<em>called</em> — not raised, however big the chip is. To raise with one
chip you have to say "raise" before it lands; say it without an amount
and the raise is the most that chip allows.
</p>
<p>
Facing no bet, the same silent chip is a bet of the whole chip. And a
clear verbal declaration in turn is binding either way — if words and
chips disagree, whichever came first is the action.
</p>
</section>
<section class="ruling" data-short="Minimum raise">
<h3>A raise has to be a full raise</h3>
<p>
At least as much again as the last raise, or the big blind if there
hasn't been one. Anything between a call and that minimum isn't a raise
a player can make — it's a call, unless they're putting their last chips
in. The raise pad says so if you type one, and won't stop you: your
ruling beats the arithmetic.
</p>
</section>
<section class="ruling" data-short="Who shows first">
<h3>Who turns their hand over first</h3>
<p>
If there was a bet on the river, the last player to bet or raise shows
first. If the river was checked all the way round, it's the first live
player left of the button. Nobody has to be asked twice — a player may
always turn their hand over early if they want to.
</p>
<p>
When everyone is all-in before the river there was no final round to
lead, so it falls to whoever last put money in, on whichever street that
was. The action bar names the seat and the reason at every showdown, so
the call is already made before anyone asks.
</p>
</section>
<section class="ruling" data-short="Odd chip">
<h3>The odd chip in a split pot</h3>
<p>
When a chopped pot won't divide evenly, the odd chip goes to the first
player left of the button, not to whoever the dealer happened to tick
first. Pot payouts here order the winners that way, so the leftover lands
on the right seat every time.
</p>
</section>
<section class="ruling" data-short="String bet">
<h3>Betting in one motion — the string bet</h3>
<p>
A bet is whatever goes in on the first trip to the stack, unless the
amount was said out loud first. Reaching back for more chips without
having said "raise" is a string bet, and only the first motion stands.
Saying the number is always enough on its own: "raise to sixty" binds
whatever order the chips arrive in.
</p>
<p>
It's the rule home games invoke most and enforce least, and both are
fine — the point is that a player can't watch the table react and then
decide how much to bet. Say it, or push it all at once.
</p>
</section>
<p class="rulingsSource">
Follows the Tournament Directors Association rules, which most rooms and
home games take their lead from.
</p>
</div>
</div>
<div id="seatMenuOverlay" hidden>
<div id="seatMenuSheet" role="dialog" aria-labelledby="seatMenuTitle">
<div class="seatSheetGrip" aria-hidden="true"></div>
<div class="seatMenuHeader">
<h2 id="seatMenuTitle"></h2>
<span id="seatMenuSubtitle"></span>
</div>
<div id="seatMenuActions"></div>
<button id="seatMenuCancelBtn" data-modal-close class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
</div>
</div>
<div id="cardPickerOverlay" hidden>
<div id="cardPickerSheet" role="dialog" aria-labelledby="cardPickerTitle">
<div class="seatSheetGrip" aria-hidden="true"></div>
<div class="cardPickerHeader">
<h2 id="cardPickerTitle"></h2>
<button id="cardPickerClearBtn" class="holdemBtn holdemBtnSmall" type="button">Clear</button>
<button id="cardPickerCloseBtn" data-modal-close class="holdemBtn holdemBtnSmall holdemBtnGhost" type="button">Done</button>
</div>
<div id="cardPickerSlots"></div>
<div id="cardPickerGrid"></div>
</div>
</div>
@* No aria-live here any more. This element's entire contents are rebuilt on every
action, so a live region on it announced the whole bar every time — measured, after
one tap: "PRE-FLOP Pot $15 9 players Bob · $250 behind 0:00 ↶ dealing the hand U
Fold Call $10 Raise". That is what a screen reader read out after every single fold.
A live region has to be a stable element whose *text* changes; the one below is. *@
<div id="actionBar" hidden></div>
@* Whose turn it is, in a sentence. Empty in the markup and only ever written to, so
assistive tech is already watching it when the first update lands — a live region
created at the moment it has something to say is one the screen reader misses. *@
<div id="actionAnnouncer" role="status" aria-live="polite" class="visuallyHidden"></div>
<div id="toastHost" aria-live="polite"></div>
<div id="confirmOverlay" hidden>
<div id="confirmModal" role="alertdialog" aria-labelledby="confirmTitle" aria-describedby="confirmMessage" tabindex="-1">
<h2 id="confirmTitle"></h2>
<p id="confirmMessage"></p>
<div class="confirmActions">
<button id="confirmCancelBtn" data-modal-close class="holdemBtn holdemBtnGhost" type="button">Cancel</button>
<button id="confirmAcceptBtn" class="holdemBtn holdemBtnDanger" type="button">Confirm</button>
</div>
</div>
</div>
<div id="potWizardOverlay" hidden>
<div id="potWizardModal" role="dialog" aria-labelledby="potWizardTitle">
<div class="potWizardHeader">
<h2 id="potWizardTitle">Resolve the Pot</h2>
<button id="closePotWizardBtn" data-modal-close class="holdemBtn holdemBtnGhost">✕</button>
</div>
<div id="potWizardBody"></div>
@* The buttons live outside the scrolling body on purpose. This is the one
dialog that divides money, and its Confirm sat below a scroll at every screen
size — 244px off the bottom on an iPhone, 583 on a phone held sideways. A
sticky footer cannot fix that from inside: the actions were the last child of
the scrolling content, so their containing block ended exactly where they did
and `bottom` had no room to lift them. Out here they simply don't scroll. *@
<div id="potWizardFooter"></div>
</div>
</div>
@section Styles {
<link href="/css/casino/holdem.css?v=@ViewData["cssVersion"]" rel="stylesheet" type="text/css" />
@* Installable, and works with no signal — see the service worker registration at the
foot of main.js. A dealer running a night in somebody's back room is on the worst
network there is, and the tool being a *website* was the last thing that could
take it away from them mid-game. *@
<link rel="manifest" href="/casino/holdem.webmanifest" />
@* iOS reads none of the manifest's icons and only this. *@
<link rel="apple-touch-icon" href="/images/casino/holdem-apple-touch.png" />
@* The standard name first, then Apple's older one. Chrome has been printing
"<meta name="apple-mobile-web-app-capable"> is deprecated" into this page's
console on every load; the replacement is the unprefixed name, and Safari still
wants the prefixed one, so both are here. *@
<meta name="mobile-web-app-capable" content="yes" />
<meta name="apple-mobile-web-app-capable" content="yes" />
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent" />
<meta name="apple-mobile-web-app-title" content="Hold'em" />
@* Paints the phone's chrome the same near-black as the felt's ground, so an
installed copy doesn't sit under a white status bar. *@
<meta name="theme-color" content="#141414" />
}
@* A note for whoever reads the ?v= below and assumes it works: it doesn't. ViewData
["cssVersion"] is assigned in _Layout's own code block, which runs after these
sections are handed their values, so every one of these renders as a bare "?v=" —
on this page and on Chess, Particles and Memory Lane too. It is inert rather than
broken: Program.cs sends `Cache-Control: no-store` on every static file, so nothing
is being browser-cached for a version string to bust in the first place.
Left alone deliberately. Fixing it is a one-line change to a file every page on the
site shares, and the service worker was the reason to care — that now uses stale-
while-revalidate, which needs no version to stay current. *@
@section Scripts {
<script src="~/js/casino/holdem/money.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/feedback.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/potCalculator.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/state.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/settleUp.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/render.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/handRank.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/cardPicker.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/seatMenu.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/addChips.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/betting.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/actionBar.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/shortcuts.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/potWizard.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/handHistoryExport.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/modal.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/main.js?v=@ViewData["cssVersion"]"></script>
}
@@ -0,0 +1,11 @@
using Microsoft.AspNetCore.Mvc.RazorPages;
namespace JoshHeaps.Net.Pages.Casino
{
public class TexasHoldemModel : PageModel
{
public void OnGet()
{
}
}
}
@@ -0,0 +1,95 @@
@page
@model JoshHeaps.Net.Pages.Casino.TexasHoldem.QuickSplitModel
@{
ViewData["Title"] = "Quick Split";
Layout = "_Layout";
}
<div id="splitApp">
<header id="splitHeader">
<h1>Quick Split</h1>
<p class="splitSubtitle">Chop a pot without setting up a table.</p>
</header>
<div id="modeToggle" class="chipRow" role="group" aria-label="How the money went in">
<button type="button" id="modeEvenBtn" class="choiceChip selected">Everyone matched</button>
<button type="button" id="modeUnevenBtn" class="choiceChip">Someone's all-in</button>
</div>
<div id="splitResult" aria-live="polite">
<div id="splitResultLabel">Each player gets</div>
<div id="splitResultAmount">$0.00</div>
<div id="splitOddNote" hidden></div>
<div id="splitDustNote" hidden></div>
</div>
<div id="unevenResult" hidden aria-live="polite">
<div id="unevenPots"></div>
<p id="unevenEmpty" class="unevenEmpty">Enter what each player put in.</p>
</div>
<section class="splitField unevenOnly" hidden>
<span class="splitLabel">What each player put in</span>
<div id="unevenRows"></div>
<button type="button" id="addPlayerBtn" class="splitBtn splitBtnGhost">+ Add player</button>
</section>
<section class="splitField evenOnly">
<label for="potInput" class="splitLabel">Pot</label>
<div class="potInputWrap">
<span class="potCurrency">$</span>
<input type="text" id="potInput" inputmode="decimal" autocomplete="off"
placeholder="0" aria-label="Pot amount" />
<button type="button" id="clearPotBtn" class="clearPotBtn" aria-label="Clear pot amount" hidden>✕</button>
</div>
</section>
<section class="splitField evenOnly">
<span class="splitLabel" id="waysLabel">Split between</span>
<div id="waysChoices" class="chipRow" role="group" aria-labelledby="waysLabel"></div>
</section>
<section class="splitField evenOnly">
<span class="splitLabel" id="chipLabel">Smallest chip in play</span>
<div id="chipChoices" class="chipRow" role="group" aria-labelledby="chipLabel"></div>
</section>
<div id="splitActions">
<button type="button" id="resetSplitBtn" class="splitBtn splitBtnGhost">Clear</button>
<a href="/casino/texasholdem" class="splitBtn splitBtnGhost">Full dealer table →</a>
</div>
<p class="splitFootnote evenOnly">
If somebody was all-in for less than the others, switch to
<strong>Someone's all-in</strong> above.
</p>
<p class="splitFootnote unevenOnly" hidden>
Pots are listed with who can win each. Award them by hand strength, best hand
first. Nothing here is saved — the <a href="/casino/texasholdem">full table</a>
keeps a log.
</p>
</div>
<template id="unevenRowTemplate">
<div class="unevenRow">
<span class="unevenRowLabel"></span>
<div class="unevenAmountWrap">
<span class="unevenCurrency">$</span>
<input type="text" class="unevenAmount" inputmode="decimal" autocomplete="off" placeholder="0" />
</div>
<button type="button" class="unevenFoldBtn" aria-pressed="false">Folded</button>
<button type="button" class="unevenRemoveBtn" aria-label="Remove player">✕</button>
</div>
</template>
@section Styles {
<link href="/css/casino/quicksplit.css?v=@ViewData["cssVersion"]" rel="stylesheet" type="text/css" />
}
@section Scripts {
<script src="~/js/casino/holdem/money.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/splitCalculator.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/potCalculator.js?v=@ViewData["cssVersion"]"></script>
<script src="~/js/casino/holdem/quickSplit.js?v=@ViewData["cssVersion"]"></script>
}
@@ -0,0 +1,11 @@
using Microsoft.AspNetCore.Mvc.RazorPages;
namespace JoshHeaps.Net.Pages.Casino.TexasHoldem
{
public class QuickSplitModel : PageModel
{
public void OnGet()
{
}
}
}
-70
View File
@@ -1,70 +0,0 @@
@page
@model JoshHeaps.Net.Pages.EchoModel
@{
Layout = "_Layout";
ViewData["Title"] = "Echo";
}
<div id="echoHeader">
<h1>Echo</h1>
<p class="echo-blurb">
Two devices measure the distance between them by chirping at each other and timing the answer.
Each one records continuously and only ever compares arrivals inside its own recording, so no
clock synchronisation is needed and the unknown audio latency cancels out.
</p>
<p class="echo-privacy">Only sample numbers leave your device. The recording never does.</p>
</div>
<div id="echoControls">
<label>Room <input id="echoRoom" type="text" maxlength="6" autocomplete="off" spellcheck="false" /></label>
<label>Name <input id="echoName" type="text" maxlength="16" placeholder="this device" autocomplete="off" /></label>
<label>
Speaker to mic (m)
<input id="echoEpsilon" type="number" min="0" max="0.5" step="0.01" />
</label>
<button id="echoJoin">Join and listen</button>
<button id="echoLeave" hidden>Leave</button>
</div>
<p id="echoStatus" class="echo-status">Pick a room, then open the same room on a second device.</p>
<p class="echo-share">Join link: <a id="echoShareLink" href="#"></a></p>
<div id="echoWarnings"></div>
<div id="echoReadout" class="echo-readout"><span class="echo-readout-idle">not measuring</span></div>
<div id="echoPanels">
<section class="echo-panel">
<h2>Devices</h2>
<ul id="echoRoster"></ul>
</section>
<section class="echo-panel">
<h2>Ranges</h2>
<div id="echoPairs"></div>
</section>
<section class="echo-panel">
<h2>Timing</h2>
<p class="echo-hint">How far each chirp landed from its slot. Steady means the arrivals are being matched to the right devices.</p>
<div id="echoDiagnostics"></div>
</section>
</div>
<section class="echo-panel echo-panel-wide">
<h2>Matched filter</h2>
<p class="echo-hint">Each spike is a chirp arriving. The bright one is this device hearing itself.</p>
<canvas id="echoTrace"></canvas>
</section>
<a class="echo-back" href="/">&larr; Back</a>
@section Scripts {
<script src="~/js/signalr/signalr.min.js"></script>
<script src="~/js/EchoScripts/EchoDsp.js"></script>
<script src="~/js/EchoScripts/EchoAudio.js"></script>
<script src="~/js/EchoScripts/EchoSession.js"></script>
<script src="~/js/EchoScripts/echoMain.js"></script>
}
@section Styles {
<link rel="stylesheet" href="~/css/variables.css?v=@ViewData["cssVersion"]" />
<link rel="stylesheet" href="~/css/echo/echo.css?v=@ViewData["cssVersion"]" />
}
+1
View File
@@ -64,6 +64,7 @@
<button class="demoButton" onclick="window.location.href='/watch'">Watch Live Chess</button>
<button class="demoButton" onclick="window.location.href='/particles'">Particle Simulator</button>
<button class="demoButton" onclick="window.location.href='/memorylane'">Memory Lane</button>
<button class="demoButton" onclick="window.location.href='/casino'">Casino Games</button>
<button class="demoButton" onclick="window.location.href='https://media.joshheaps.net'">Cloud Image Storage</button>
<button id="MoreFiller" class="demoButton">More coming soon...</button>
</div>
+1 -1
View File
@@ -1,6 +1,6 @@
@{
Layout = null;
ViewData["cssVersion"] = "1.0.7"; // <--- change this once to bust cache
ViewData["cssVersion"] = "1.0.8"; // <--- change this once to bust cache
}
<!DOCTYPE html>
+9 -9
View File
@@ -1,7 +1,7 @@
using JoshHeaps.Net.Hubs;
using JoshHeaps.Net.Services.Implementations;
using JoshHeaps.Net.Services.Interfaces;
using Microsoft.Extensions.Options;
using Microsoft.AspNetCore.StaticFiles;
var builder = WebApplication.CreateBuilder(args);
@@ -31,12 +31,6 @@ builder.Services.AddSingleton<IGameStore, GameStore>();
builder.Services.AddSingleton<ISelfPlayCoordinator, SelfPlayCoordinator>();
builder.Services.AddSingleton<AutoTrainingSettings>();
builder.Services.Configure<EchoRoundSettings>(configuration.GetSection(EchoRoundSettings.SectionName));
builder.Services.AddSingleton(provider =>
provider.GetRequiredService<IOptions<EchoRoundSettings>>().Value);
builder.Services.AddSingleton<IEchoRoomStore, EchoRoomStore>();
builder.Services.AddHostedService<EchoRoundService>();
if (!builder.Environment.IsDevelopment())
{
builder.Services.AddHostedService<AutoIpUpdateService>();
@@ -59,8 +53,16 @@ if (!app.Environment.IsDevelopment())
app.UseHttpsRedirection();
// .webmanifest isn't in the default MIME map, and an unknown extension isn't served
// with the wrong type — it isn't served at all. Without this the Hold'em tool's
// manifest 404s, and a 404 manifest is exactly the silent failure that stops a browser
// ever offering "Add to Home Screen": nothing is logged and no prompt appears.
var contentTypes = new FileExtensionContentTypeProvider();
contentTypes.Mappings[".webmanifest"] = "application/manifest+json";
app.UseStaticFiles(new StaticFileOptions
{
ContentTypeProvider = contentTypes,
OnPrepareResponse = ctx =>
{
ctx.Context.Response.Headers.Append("Cache-Control", "no-cache, no-store, must-revalidate");
@@ -79,6 +81,4 @@ app.MapControllers();
app.MapHub<ChessHub>("/chessHub");
app.MapHub<EchoHub>("/echoHub");
app.Run();
@@ -1,4 +1,4 @@
using System.Collections.Concurrent;
using System.Collections.Concurrent;
using System.Text.Json;
using JoshHeaps.Net.Models;
using JoshHeaps.Net.Services.Interfaces;
@@ -10,6 +10,7 @@ public class BlogService : IBlogService
private readonly HttpClient _httpClient;
private readonly ILogger<BlogService> _logger;
private readonly TimeSpan _cacheTtl = TimeSpan.FromMinutes(5);
private readonly TimeSpan _staleGrace = TimeSpan.FromHours(1);
private readonly ConcurrentDictionary<string, CacheEntry> _cache = new();
@@ -65,7 +66,9 @@ public class BlogService : IBlogService
private async Task<T?> GetCachedAsync<T>(string key, Func<Task<T?>> factory) where T : class
{
if (_cache.TryGetValue(key, out var entry) && entry.ExpiresAt > DateTime.UtcNow)
_cache.TryGetValue(key, out var entry);
if (entry is not null && entry.ExpiresAt > DateTime.UtcNow)
return (T?)entry.Value;
var result = await factory();
@@ -73,15 +76,26 @@ public class BlogService : IBlogService
if (result is not null)
{
_cache[key] = new CacheEntry(result, DateTime.UtcNow.Add(_cacheTtl));
return result;
}
else if (entry is not null)
return entry is null ? null : ServeStale<T>(key, entry);
}
// Stale entries are dropped once the grace window closes so that a dead API fails the same
// way for every key. Serving them indefinitely let a cached post list render next to 404s on
// the posts themselves, which reads as a site bug rather than an outage.
private T? ServeStale<T>(string key, CacheEntry entry) where T : class
{
if (entry.ExpiresAt.Add(_staleGrace) > DateTime.UtcNow)
{
// API unreachable — serve stale cache
_logger.LogWarning("Serving stale cache for key {Key}", key);
_logger.LogWarning("Blog API unreachable, serving stale cache for key {Key}", key);
return (T?)entry.Value;
}
return result;
_cache.TryRemove(key, out _);
_logger.LogError("Blog API unreachable for over {StaleGrace}, dropping stale cache for key {Key}", _staleGrace, key);
return null;
}
public void ClearCache()
@@ -1,189 +0,0 @@
using System.Collections.Concurrent;
using JoshHeaps.Net.Models;
using JoshHeaps.Net.Services.Interfaces;
namespace JoshHeaps.Net.Services.Implementations;
/// <summary>
/// In-memory ranging rooms. Singleton: rooms are process-wide and short-lived, and the site runs
/// as a single instance, so there is nothing to persist and no backplane to coordinate.
/// </summary>
public sealed class EchoRoomStore : IEchoRoomStore
{
private sealed class Room
{
public required string Code { get; init; }
public List<EchoDevice> Devices { get; } = [];
public EchoRound? Round { get; set; }
public int RoundCounter { get; set; }
public DateTimeOffset LastActivity { get; set; } = DateTimeOffset.UtcNow;
}
private readonly ConcurrentDictionary<string, Room> _rooms = new(StringComparer.OrdinalIgnoreCase);
private readonly ConcurrentDictionary<string, string> _roomsByConnection = [];
public EchoJoinResult Join(string roomCode, string connectionId, string displayName, int sampleRate)
{
var room = _rooms.GetOrAdd(roomCode, code => new Room { Code = code });
var device = new EchoDevice
{
DeviceId = Guid.NewGuid().ToString("N")[..8],
ConnectionId = connectionId,
DisplayName = displayName,
SampleRate = sampleRate
};
lock (room)
{
room.Devices.RemoveAll(existing => existing.ConnectionId == connectionId);
room.Devices.Add(device);
room.LastActivity = DateTimeOffset.UtcNow;
_roomsByConnection[connectionId] = room.Code;
return new EchoJoinResult { DeviceId = device.DeviceId, RoomCode = room.Code, Room = SnapshotLocked(room) };
}
}
public (string? roomCode, EchoRoomSnapshot? room) Leave(string connectionId)
{
if (!_roomsByConnection.TryRemove(connectionId, out var roomCode)) return (null, null);
if (!_rooms.TryGetValue(roomCode, out var room)) return (roomCode, null);
lock (room)
{
room.Devices.RemoveAll(device => device.ConnectionId == connectionId);
room.Round = null;
room.LastActivity = DateTimeOffset.UtcNow;
if (room.Devices.Count == 0) _rooms.TryRemove(roomCode, out _);
return (roomCode, SnapshotLocked(room));
}
}
public EchoRoomSnapshot? Snapshot(string roomCode)
{
if (!_rooms.TryGetValue(roomCode, out var room)) return null;
lock (room) return SnapshotLocked(room);
}
public IReadOnlyCollection<string> MeasurableRooms =>
[.. _rooms.Values.Where(room => room.Devices.Count >= 2).Select(room => room.Code)];
public EchoRoundSchedule? StartRound(
string roomCode,
int slotMilliseconds,
int tailMilliseconds,
TimeSpan lead,
TimeSpan grace)
{
if (!_rooms.TryGetValue(roomCode, out var room)) return null;
lock (room)
{
if (room.Round is not null || room.Devices.Count < 2) return null;
var slotOrder = RotatedSlotOrder(room);
var startsAt = DateTimeOffset.UtcNow + lead;
var duration = TimeSpan.FromMilliseconds(slotOrder.Length * slotMilliseconds + tailMilliseconds);
room.Round = new EchoRound
{
RoundId = Guid.NewGuid().ToString("N")[..12],
SlotOrder = slotOrder,
SlotMilliseconds = slotMilliseconds,
Deadline = startsAt + duration + grace
};
room.LastActivity = DateTimeOffset.UtcNow;
return new EchoRoundSchedule
{
RoundId = room.Round.RoundId,
SlotOrder = slotOrder,
SlotMilliseconds = slotMilliseconds,
TailMilliseconds = tailMilliseconds,
StartsAtUnixMs = startsAt.ToUnixTimeMilliseconds()
};
}
}
public bool Report(string connectionId, EchoPeakReport report)
{
var device = FindDevice(connectionId, out var room);
if (device is null || room is null) return false;
lock (room)
{
if (room.Round?.RoundId != report.RoundId) return false;
if (!room.Round.SlotOrder.Contains(device.DeviceId)) return false;
room.Round.Reports[device.DeviceId] = report;
room.LastActivity = DateTimeOffset.UtcNow;
return true;
}
}
public EchoRoundResult? TryCloseRound(string roomCode)
{
if (!_rooms.TryGetValue(roomCode, out var room)) return null;
lock (room)
{
var round = room.Round;
if (round is null) return null;
var everyoneReported = round.SlotOrder.All(round.Reports.ContainsKey);
if (!everyoneReported && DateTimeOffset.UtcNow < round.Deadline) return null;
room.Round = null;
return new EchoRoundResult
{
RoundId = round.RoundId,
SlotOrder = round.SlotOrder,
Reports = [.. round.SlotOrder.Where(round.Reports.ContainsKey).Select(id => round.Reports[id])]
};
}
}
public int PruneIdle(TimeSpan idleFor)
{
var cutoff = DateTimeOffset.UtcNow - idleFor;
var stale = _rooms.Values.Where(room => room.LastActivity < cutoff).Select(room => room.Code).ToList();
foreach (var code in stale) _rooms.TryRemove(code, out _);
return stale.Count;
}
private static EchoRoomSnapshot SnapshotLocked(Room room) =>
new()
{
RoomCode = room.Code,
Devices =
[
.. room.Devices.Select(device => new EchoDeviceSnapshot
{
DeviceId = device.DeviceId,
DisplayName = device.DisplayName,
SampleRate = device.SampleRate
})
]
};
private static string[] RotatedSlotOrder(Room room)
{
var offset = room.RoundCounter++ % room.Devices.Count;
return [.. room.Devices.Skip(offset).Concat(room.Devices.Take(offset)).Select(device => device.DeviceId)];
}
private EchoDevice? FindDevice(string connectionId, out Room? room)
{
room = null;
if (!_roomsByConnection.TryGetValue(connectionId, out var roomCode)) return null;
if (!_rooms.TryGetValue(roomCode, out room)) return null;
lock (room) return room.Devices.FirstOrDefault(device => device.ConnectionId == connectionId);
}
}
@@ -1,107 +0,0 @@
using JoshHeaps.Net.Hubs;
using JoshHeaps.Net.Services.Interfaces;
using Microsoft.AspNetCore.SignalR;
namespace JoshHeaps.Net.Services.Implementations;
public sealed class EchoRoundSettings
{
public const string SectionName = "Echo";
/// <summary>
/// Slot length. Wide enough that no device's chirp can land in another's search window once
/// unknown output latency (tens of milliseconds, different per device) and message jitter are
/// accounted for.
/// </summary>
public int SlotMilliseconds { get; set; } = 500;
/// <summary>Time after the last chirp for propagation, detection and reporting.</summary>
public int TailMilliseconds { get; set; } = 700;
public int GraceMilliseconds { get; set; } = 1500;
public int GapMilliseconds { get; set; } = 250;
public int IdleRoomMinutes { get; set; } = 10;
/// <summary>
/// How far ahead a round is announced. Must exceed the worst message delivery plus client
/// stall, or a device will find its slot already gone and sit the round out.
/// </summary>
public int LeadMilliseconds { get; set; } = 600;
}
/// <summary>
/// Drives continuous ranging: opens a round for every room that has two or more devices, closes it
/// once everyone has reported or the deadline passes, and broadcasts the raw peak table.
/// </summary>
public sealed class EchoRoundService(
IEchoRoomStore rooms,
IHubContext<EchoHub> hub,
EchoRoundSettings settings,
ILogger<EchoRoundService> logger) : BackgroundService
{
private readonly Dictionary<string, DateTimeOffset> _nextRoundAllowedAt = [];
protected override async Task ExecuteAsync(CancellationToken stoppingToken)
{
var lastPrune = DateTimeOffset.UtcNow;
while (!stoppingToken.IsCancellationRequested)
{
try
{
await TickAsync();
lastPrune = PruneIfDue(lastPrune);
}
catch (Exception error)
{
logger.LogError(error, "Echo round tick failed");
}
await Task.Delay(50, stoppingToken);
}
}
private async Task TickAsync()
{
foreach (var roomCode in rooms.MeasurableRooms)
{
await CloseFinishedRoundAsync(roomCode);
await OpenRoundIfDueAsync(roomCode);
}
}
private async Task CloseFinishedRoundAsync(string roomCode)
{
var result = rooms.TryCloseRound(roomCode);
if (result is null) return;
_nextRoundAllowedAt[roomCode] = DateTimeOffset.UtcNow.AddMilliseconds(settings.GapMilliseconds);
await hub.Clients.Group(EchoHub.GroupFor(roomCode)).SendAsync("RoundComplete", result);
}
private async Task OpenRoundIfDueAsync(string roomCode)
{
if (_nextRoundAllowedAt.TryGetValue(roomCode, out var earliest) && DateTimeOffset.UtcNow < earliest) return;
var schedule = rooms.StartRound(
roomCode,
settings.SlotMilliseconds,
settings.TailMilliseconds,
TimeSpan.FromMilliseconds(settings.LeadMilliseconds),
TimeSpan.FromMilliseconds(settings.GraceMilliseconds));
if (schedule is null) return;
await hub.Clients.Group(EchoHub.GroupFor(roomCode)).SendAsync("RoundStarting", schedule);
}
private DateTimeOffset PruneIfDue(DateTimeOffset lastPrune)
{
if (DateTimeOffset.UtcNow - lastPrune < TimeSpan.FromMinutes(1)) return lastPrune;
var pruned = rooms.PruneIdle(TimeSpan.FromMinutes(settings.IdleRoomMinutes));
if (pruned > 0) logger.LogInformation("Pruned {Count} idle echo room(s)", pruned);
return DateTimeOffset.UtcNow;
}
}
@@ -100,11 +100,26 @@ public sealed class Stockfish : IChessEngine
if (line == token) break;
}
// If Stockfish doesn't exit on "quit" (crashed, zombie, ignores stdin close), don't hang
// here forever — that would block GameStore's removal task and leave the finished game
// stuck in the store, cluttering the watch page indefinitely.
private static readonly TimeSpan _exitTimeout = TimeSpan.FromSeconds(5);
public async ValueTask DisposeAsync()
{
Send("quit");
_stdin.Close();
await _p.WaitForExitAsync();
try
{
await _p.WaitForExitAsync().WaitAsync(_exitTimeout);
}
catch (TimeoutException)
{
if (!_p.HasExited)
_p.Kill(entireProcessTree: true);
}
_p.Dispose();
}
}
@@ -1,45 +0,0 @@
using JoshHeaps.Net.Models;
namespace JoshHeaps.Net.Services.Interfaces;
/// <summary>
/// Process-wide registry of ranging rooms. Holds only device identity and the sample indices each
/// device reported, so the server is a scheduler and a relay — it never sees audio.
/// </summary>
public interface IEchoRoomStore
{
/// <summary>Add a device to a room, creating the room if this is the first arrival.</summary>
EchoJoinResult Join(string roomCode, string connectionId, string displayName, int sampleRate);
/// <summary>Remove whichever device owns this connection, returning the room it left.</summary>
(string? roomCode, EchoRoomSnapshot? room) Leave(string connectionId);
/// <summary>Snapshot of a room's roster, or null if the room is gone.</summary>
EchoRoomSnapshot? Snapshot(string roomCode);
/// <summary>Room codes with at least two devices, which is the minimum for a measurement.</summary>
IReadOnlyCollection<string> MeasurableRooms { get; }
/// <summary>
/// Open a new round for a room, rotating which device chirps first so no single device is
/// permanently the slot-order anchor.
/// </summary>
EchoRoundSchedule? StartRound(
string roomCode,
int slotMilliseconds,
int tailMilliseconds,
TimeSpan lead,
TimeSpan grace);
/// <summary>File a device's peaks against the room's open round.</summary>
bool Report(string connectionId, EchoPeakReport report);
/// <summary>
/// Close the open round if every device has reported or its deadline has passed, returning the
/// reports to broadcast.
/// </summary>
EchoRoundResult? TryCloseRound(string roomCode);
/// <summary>Drop rooms that have had no activity for longer than <paramref name="idleFor"/>.</summary>
int PruneIdle(TimeSpan idleFor);
}
@@ -0,0 +1,32 @@
{
"name": "Texas Hold'em Dealer",
"short_name": "Hold'em",
"description": "Seat your players, track the action, split the pot. Works with no signal.",
"start_url": "/casino/texasholdem",
"scope": "/casino/",
"display": "standalone",
"orientation": "any",
"background_color": "#141414",
"theme_color": "#141414",
"categories": ["utilities"],
"icons": [
{
"src": "/images/casino/holdem-192.png",
"sizes": "192x192",
"type": "image/png",
"purpose": "any"
},
{
"src": "/images/casino/holdem-512.png",
"sizes": "512x512",
"type": "image/png",
"purpose": "any"
},
{
"src": "/images/casino/holdem-maskable-512.png",
"sizes": "512x512",
"type": "image/png",
"purpose": "maskable"
}
]
}
+125
View File
@@ -0,0 +1,125 @@
// Keeps the dealer tool working when the network doesn't.
//
// A home game is the worst network in the world: somebody's back room, one bar of
// signal, a router two floors away. The tool already keeps the whole night in
// localStorage, so the *table* survives anything — but the page didn't. Reload with no
// signal, or open it fresh when the wifi has dropped, and a dealer holding a phone in
// one hand and a deck in the other got a browser error page with nine players waiting.
//
// This is the one thing standing between "a website about poker" and "a tool you can
// rely on at a table", so it is worth the moving part.
//
// Scope is /casino/ rather than /casino/texasholdem/, because a scope has to be a
// prefix of the page it controls and "/casino/texasholdem" does not start with
// "/casino/texasholdem/". Anything in that scope this worker has not been told about
// goes straight to the network, so the other casino pages behave exactly as they did.
// Bumped whenever the shape of what is cached changes. The asset *version* rides in
// the URLs themselves (?v=1.0.8 from _Layout), so a normal release makes new keys
// without touching this.
const CACHE = "holdem-shell-v1";
// What this worker will keep. Anything else in scope — a form post, an API call, a
// page it was never told about — goes straight to the network and behaves exactly as
// it did before the worker existed.
const CACHEABLE = new Set(["script", "style", "image", "font", "manifest"]);
// The page hands over the exact list of URLs it was built from — see registerWorker()
// in main.js. Deriving it from the document instead of keeping a list here is the
// whole trick: a hand-written manifest of files drifts from the markup the first time
// somebody adds a script tag, and the failure mode is a tool that is offline-capable
// right up until the release that quietly broke it.
async function precache(urls) {
const cache = await caches.open(CACHE);
// Individually rather than cache.addAll, which rejects the whole batch if any one
// URL 404s — one stale entry in the list would leave the dealer with nothing.
await Promise.all(urls.map(async url => {
try {
const res = await fetch(url, { cache: "reload" });
if (res.ok) await cache.put(url, res);
} catch {
// Offline while installing. The runtime handler below picks these up on
// the next online visit.
}
}));
}
// No install handler, and deliberately no skipWaiting(). A new worker taking over a
// live page can hand it assets from a different release than the ones it started with,
// and this page loads seventeen separate scripts that expect to agree with each other.
// Waiting costs a dealer nothing — the update lands the next time they open the tool —
// and it cannot leave them with a half-swapped app in the middle of a hand.
self.addEventListener("activate", event => {
event.waitUntil((async () => {
const keys = await caches.keys();
await Promise.all(keys
.filter(key => key.startsWith("holdem-shell-") && key !== CACHE)
.map(key => caches.delete(key)));
await self.clients.claim();
})());
});
self.addEventListener("message", event => {
if (event.data && event.data.type === "precache" && Array.isArray(event.data.urls)) {
event.waitUntil(precache(event.data.urls));
}
});
// Only GETs, and only same-origin. A cross-origin request has opaque responses that
// can't be inspected, and caching one would mean serving a failure forever.
function handles(request) {
if (request.method !== "GET") return false;
const url = new URL(request.url);
return url.origin === self.location.origin;
}
self.addEventListener("fetch", event => {
const { request } = event;
if (!handles(request)) return;
// The page itself: network first, so an online dealer always gets the current
// build, and the cached copy is there the moment they aren't.
if (request.mode === "navigate") {
event.respondWith((async () => {
try {
const fresh = await fetch(request);
if (fresh.ok) (await caches.open(CACHE)).put(request, fresh.clone());
return fresh;
} catch {
const cached = await caches.match(request, { ignoreSearch: true });
if (cached) return cached;
throw new Error("offline and this page was never cached");
}
})());
return;
}
// Assets: stale while revalidate. The cached copy answers immediately — which is
// the whole point, a dealer opening this between hands should not wait for a
// network — and a fresh copy is fetched in the background for next time.
//
// Cache-first would be the obvious choice, on the reasoning that these URLs carry
// ?v= from the layout and so a hit is always the right file. They don't: the
// version renders empty (see the note in TexasHoldem.cshtml), so every release
// reuses the same URLs. Cache-first against unversioned URLs is how a tool gets
// frozen on a build from three months ago with no way for anyone to tell. This
// strategy needs no version to be correct: worst case a dealer is one launch
// behind, which for a tool that runs entirely in the browser is nothing.
if (!CACHEABLE.has(request.destination)) return;
event.respondWith((async () => {
const cache = await caches.open(CACHE);
const cached = await cache.match(request);
const fresh = fetch(request).then(res => {
if (res.ok) cache.put(request, res.clone());
return res;
}).catch(() => null);
if (cached) return cached;
const res = await fresh;
if (res) return res;
throw new Error("offline and not cached: " + request.url);
})());
});
File diff suppressed because it is too large Load Diff
+126
View File
@@ -0,0 +1,126 @@
body {
background: #1a1a1a;
min-height: 100vh;
margin: 0;
padding: 0;
}
.casino-container {
max-width: 1000px;
margin: 0 auto;
padding: 4rem 2rem;
text-align: center;
}
.casino-header {
color: #f5f5f5;
font-size: 2.5rem;
margin-bottom: 0.5rem;
font-weight: 300;
letter-spacing: 0.1em;
}
.casino-subtitle {
color: #a0a0a0;
font-size: 1rem;
margin-bottom: 4rem;
font-weight: 300;
}
.games-grid {
display: grid;
grid-template-columns: repeat(auto-fit, minmax(280px, 1fr));
gap: 1.5rem;
margin: 3rem auto;
max-width: 900px;
padding: 0 1rem;
}
.game-card {
background: #2a2a2a;
border: 1px solid #3a3a3a;
border-radius: 4px;
padding: 2rem 1.5rem;
transition: all 0.3s ease;
cursor: pointer;
text-decoration: none;
color: inherit;
display: flex;
flex-direction: column;
align-items: center;
}
.game-card:hover {
background: #2f2f2f;
border-color: #4a4a4a;
transform: translateY(-2px);
}
.game-card.disabled {
opacity: 0.4;
cursor: not-allowed;
}
.game-card.disabled:hover {
background: #2a2a2a;
border-color: #3a3a3a;
transform: none;
}
.game-icon {
font-size: 2.5rem;
margin-bottom: 1rem;
opacity: 0.9;
}
.game-title {
font-size: 1.2rem;
font-weight: 400;
color: #f5f5f5;
margin-bottom: 0.75rem;
letter-spacing: 0.05em;
}
.game-description {
font-size: 0.9rem;
color: #999;
line-height: 1.6;
font-weight: 300;
}
.coming-soon {
color: #666;
font-style: italic;
margin-top: 0.5rem;
font-size: 0.85rem;
}
.home-button {
margin-top: 4rem;
padding: 0.75rem 1.5rem;
font-size: 0.9rem;
background: transparent;
color: #f5f5f5;
border: 1px solid #3a3a3a;
border-radius: 4px;
cursor: pointer;
transition: all 0.3s ease;
text-decoration: none;
display: inline-block;
letter-spacing: 0.05em;
}
.home-button:hover {
background: #2a2a2a;
border-color: #4a4a4a;
}
@media (max-width: 768px) {
.casino-header {
font-size: 2rem;
}
.games-grid {
grid-template-columns: 1fr;
}
}
@@ -0,0 +1,628 @@
/* Quick Split is phone-first: sized for one thumb at the table, then allowed to
breathe on a laptop. Palette matches the dealer table so the two read as one tool. */
body {
background: radial-gradient(ellipse at 50% -10%, #1c1c1c 0%, #101010 55%, #0a0a0a 100%);
min-height: 100vh;
margin: 0;
color: #e6e6e6;
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, sans-serif;
}
/* Same touch handling as the dealer table — see the note there. This page is the one
a dealer opens mid-hand to chop a pot, so the ~300ms the browser spends deciding
whether a tap was a double-tap-to-zoom is the last thing it needs. */
button,
[role="button"],
input,
select,
textarea,
a {
touch-action: manipulation;
}
button,
[role="button"],
input,
select,
textarea,
a {
-webkit-tap-highlight-color: transparent;
}
/* Not on the fields — a dealer typing a pot amount still needs to select it. */
button,
[role="button"] {
-webkit-user-select: none;
user-select: none;
}
.clearPotBtn:active:not(:disabled),
.choiceChip:active:not(:disabled),
.stepBtn:active:not(:disabled),
.splitBtn:active:not(:disabled),
.splitBtnGhost:active:not(:disabled),
.unevenFoldBtn:active:not(:disabled),
.unevenRemoveBtn:active:not(:disabled) {
transform: translateY(1px);
filter: brightness(1.25);
transition-duration: 0.04s;
}
@media (prefers-reduced-motion: reduce) {
.clearPotBtn:active:not(:disabled),
.choiceChip:active:not(:disabled),
.stepBtn:active:not(:disabled),
.splitBtn:active:not(:disabled),
.splitBtnGhost:active:not(:disabled),
.unevenFoldBtn:active:not(:disabled),
.unevenRemoveBtn:active:not(:disabled) {
transform: none;
}
}
#splitApp {
max-width: 480px;
margin: 0 auto;
padding: 1.25rem 1rem 3rem;
}
/* ---------- Header ---------- */
#splitHeader h1 {
margin: 0;
font-size: 1.5rem;
font-weight: 300;
letter-spacing: 0.04em;
color: #f5f5f5;
position: relative;
display: inline-block;
padding-bottom: 0.35rem;
}
#splitHeader h1::after {
content: "";
position: absolute;
left: 0;
bottom: 0;
width: 36px;
height: 3px;
border-radius: 2px;
background: linear-gradient(90deg, #d8b46a, #a9782f);
}
.splitSubtitle {
margin: 0.35rem 0 1.25rem;
color: #8f8f8f;
font-size: 0.85rem;
}
/* ---------- Mode toggle ---------- */
#modeToggle {
margin-bottom: 1.1rem;
}
/* ---------- Uneven amounts ---------- */
#unevenRows {
display: flex;
flex-direction: column;
gap: 0.45rem;
margin-bottom: 0.6rem;
}
.unevenRow {
display: flex;
align-items: center;
gap: 0.45rem;
}
.unevenRowLabel {
flex: none;
width: 2rem;
color: #8f8f8f;
font-size: 0.8rem;
font-weight: 600;
}
.unevenAmountWrap {
flex: 1;
min-width: 0;
display: flex;
align-items: center;
gap: 0.3rem;
background: #141414;
border: 1px solid #3a3a3a;
border-radius: 10px;
padding: 0 0.6rem;
}
.unevenAmountWrap:focus-within {
border-color: #d8b46a;
}
.unevenCurrency {
/* Was #777 — 4.11:1 on this background, under the 4.5:1 small text needs. It sits
against every amount a dealer types, so it is read constantly. */
color: #8f8f8f;
}
/* 37px tall, on the field a dealer types every amount into. The touch rule has been
44px everywhere else since the round that set it; this page never got measured for
it, because the audit only ran the target check when asked and nothing asked. */
.unevenAmount {
flex: 1;
min-width: 0;
min-height: 46px;
background: none;
border: none;
outline: none;
color: #f2f2f2;
font-family: inherit;
font-size: 16px;
font-variant-numeric: tabular-nums;
padding: 0.6rem 0;
}
.unevenFoldBtn {
flex: none;
min-height: 44px;
padding: 0 0.6rem;
border-radius: 9px;
border: 1px solid #3a3a3a;
background: #232323;
color: #8f8f8f;
font-family: inherit;
font-size: 0.72rem;
cursor: pointer;
}
.unevenFoldBtn.selected {
background: linear-gradient(180deg, #3d1f1f, #2c1515);
border-color: #5b2626;
color: #ffd6d6;
}
/* 30px across, and it deletes a player's entry — the one control on the row where a
near miss costs something. The amount field beside it gives up the 16px. */
.unevenRemoveBtn {
flex: none;
width: 46px;
height: 46px;
border: none;
background: none;
/* Was #6a6a6a — 3.66:1, the worst on the page, on a control that deletes a
player's entry. A destructive action should not be the faintest thing in view. */
color: #9a9a9a;
font-size: 0.85rem;
cursor: pointer;
}
.unevenRemoveBtn:disabled {
opacity: 0.3;
cursor: not-allowed;
}
#unevenResult {
background: linear-gradient(160deg, #1f2a21, #161c17);
border: 1px solid #2c3a2f;
border-radius: 14px;
padding: 0.9rem 1rem;
margin-bottom: 1.5rem;
}
#unevenResult[hidden] {
display: none;
}
.unevenPot {
display: flex;
align-items: baseline;
/* Wraps so a chop opens underneath its own pot rather than squeezing in beside the
eligible-players list and pushing it off the row. */
flex-wrap: wrap;
gap: 0.6rem;
padding: 0.3rem 0;
font-size: 0.85rem;
}
.unevenChopToggle {
flex: none;
order: 3;
/* 44px on touch: it moves money, like everything else that does. */
min-height: 32px;
padding: 0.2rem 0.6rem;
border: 1px solid rgba(216, 180, 106, 0.45);
border-radius: 999px;
background: rgba(216, 180, 106, 0.1);
color: #e3c887;
font: inherit;
font-size: 0.74rem;
cursor: pointer;
}
.unevenChopToggle:hover {
background: rgba(216, 180, 106, 0.18);
}
.unevenChopToggle:focus-visible {
outline: 2px solid #d8b46a;
outline-offset: 2px;
}
.unevenChopDetail {
order: 4;
flex: 0 0 100%;
/* Or the padding is added on top of the 100% basis and the panel sits wider than
the row it belongs to — measured 328px inside a 309px row on a phone. */
box-sizing: border-box;
margin: 0.15rem 0 0.2rem;
padding: 0.45rem 0.6rem;
border-radius: 8px;
background: rgba(255, 255, 255, 0.04);
}
.unevenChopWays {
display: flex;
align-items: center;
gap: 0.45rem;
margin-bottom: 0.3rem;
}
.unevenChopWaysLabel {
color: #cfcfcf;
font-size: 0.78rem;
font-variant-numeric: tabular-nums;
}
.unevenChopEach {
margin: 0;
color: #f2f2f2;
font-weight: 600;
}
.unevenChopNote {
margin: 0.2rem 0 0;
color: #9a9a9a;
font-size: 0.76rem;
}
.unevenChopDust {
color: #e0b169;
}
@media (max-width: 700px), (pointer: coarse) {
.unevenChopToggle {
min-height: 44px;
padding: 0.4rem 0.9rem;
}
}
.unevenPot + .unevenPot {
border-top: 1px solid rgba(255, 255, 255, 0.06);
}
.unevenPotLabel {
flex: none;
color: #d8b46a;
font-weight: 600;
}
.unevenPotAmount {
flex: none;
color: #f2f2f2;
font-weight: 600;
font-variant-numeric: tabular-nums;
}
.unevenPotWho {
flex: 1;
min-width: 0;
text-align: right;
color: #9a9a9a;
font-size: 0.78rem;
}
.unevenPotReturn .unevenPotLabel,
.unevenPotReturn .unevenPotAmount {
color: #9a9a9a;
font-weight: 500;
}
.unevenPotTotal {
margin-top: 0.15rem;
border-top: 1px solid rgba(255, 255, 255, 0.14) !important;
}
.unevenPotTotal .unevenPotLabel {
color: #8f9d92;
font-weight: 500;
}
.unevenEmpty {
margin: 0;
color: #8f9d92;
font-size: 0.82rem;
line-height: 1.45;
}
/* ---------- The answer ---------- */
#splitResult {
background: linear-gradient(160deg, #1f2a21, #161c17);
border: 1px solid #2c3a2f;
border-radius: 14px;
padding: 1.4rem 1.1rem;
text-align: center;
margin-bottom: 1.5rem;
transition: border-color 0.2s ease, box-shadow 0.2s ease;
}
#splitResult.hasAmount {
border-color: #3c6b46;
box-shadow: 0 0 0 1px rgba(78, 201, 122, 0.08), 0 6px 20px rgba(0, 0, 0, 0.35);
}
#splitResultLabel {
color: #8f9d92;
font-size: 0.78rem;
letter-spacing: 0.06em;
text-transform: uppercase;
}
#splitResultAmount {
margin-top: 0.35rem;
font-size: clamp(2.6rem, 14vw, 3.4rem);
font-weight: 600;
line-height: 1.05;
color: #f2f2f2;
font-variant-numeric: tabular-nums;
letter-spacing: -0.01em;
}
#splitResult.hasAmount #splitResultAmount {
color: #7ee2a0;
}
#splitOddNote {
margin-top: 0.7rem;
color: #d8b46a;
font-size: 0.85rem;
line-height: 1.45;
}
#splitDustNote {
margin-top: 0.5rem;
color: #e0a1a1;
font-size: 0.8rem;
line-height: 1.4;
}
/* ---------- Inputs ---------- */
.splitField {
display: block;
margin-bottom: 1.35rem;
}
/* A `display` declaration outranks the browser's own [hidden] rule, so anything
given one has to opt back out explicitly or toggling `hidden` does nothing. */
[hidden] {
display: none !important;
}
.splitLabel {
display: block;
margin-bottom: 0.5rem;
color: #9a9a9a;
font-size: 0.75rem;
letter-spacing: 0.06em;
text-transform: uppercase;
}
.potInputWrap {
display: flex;
align-items: center;
gap: 0.4rem;
background: #141414;
border: 1px solid #3a3a3a;
border-radius: 12px;
padding: 0.2rem 0.75rem;
transition: border-color 0.15s ease, box-shadow 0.15s ease;
}
.potInputWrap:focus-within {
border-color: #d8b46a;
box-shadow: 0 0 0 3px rgba(216, 180, 106, 0.12);
}
.potCurrency {
color: #777;
font-size: 1.6rem;
font-weight: 300;
}
#potInput {
flex: 1;
min-width: 0;
background: none;
border: none;
outline: none;
color: #f2f2f2;
font-size: 2rem;
font-weight: 500;
font-variant-numeric: tabular-nums;
padding: 0.55rem 0;
font-family: inherit;
}
#potInput::placeholder {
color: #4a4a4a;
}
.clearPotBtn {
flex: none;
width: 34px;
height: 34px;
border-radius: 50%;
border: none;
background: #262626;
color: #999;
font-size: 0.85rem;
cursor: pointer;
}
@media (hover: hover) {
.clearPotBtn:hover {
background: #333;
color: #ddd;
}
}
/* ---------- Tap targets ---------- */
.chipRow {
display: flex;
flex-wrap: wrap;
gap: 0.5rem;
}
.choiceChip {
flex: 1 1 auto;
min-width: 58px;
min-height: 52px;
padding: 0.5rem 0.7rem;
background: linear-gradient(180deg, #2e2e2e, #232323);
border: 1px solid #3a3a3a;
border-radius: 11px;
color: #ddd;
font-size: 1rem;
font-family: inherit;
cursor: pointer;
transition: all 0.15s ease;
}
@media (hover: hover) {
.choiceChip:hover {
border-color: #4a4a4a;
background: linear-gradient(180deg, #383838, #2a2a2a);
}
}
.choiceChip.selected {
background: linear-gradient(180deg, #3a2f18, #241d0f);
border-color: #d8b46a;
color: #f0d9a8;
font-weight: 600;
}
.waysStepper {
display: flex;
align-items: center;
gap: 0.35rem;
flex: 1 1 auto;
min-width: 150px;
background: #191919;
border: 1px solid #333;
border-radius: 11px;
padding: 0.2rem 0.4rem;
}
.stepBtn {
width: 40px;
height: 44px;
border: none;
border-radius: 8px;
background: #262626;
color: #ddd;
font-size: 1.25rem;
line-height: 1;
font-family: inherit;
cursor: pointer;
}
@media (hover: hover) {
.stepBtn:hover {
background: #333;
}
}
.waysReadout {
flex: 1;
text-align: center;
color: #999;
font-size: 0.8rem;
font-variant-numeric: tabular-nums;
}
/* ---------- Footer actions ---------- */
#splitActions {
display: flex;
gap: 0.6rem;
margin-top: 1.75rem;
}
.splitBtn {
flex: 1;
display: inline-flex;
align-items: center;
justify-content: center;
min-height: 48px;
padding: 0.6rem 0.9rem;
border-radius: 10px;
border: 1px solid #3a3a3a;
background: linear-gradient(180deg, #2e2e2e, #232323);
color: #ddd;
font-size: 0.9rem;
font-family: inherit;
text-decoration: none;
cursor: pointer;
transition: all 0.15s ease;
}
@media (hover: hover) {
.splitBtn:hover {
border-color: #4a4a4a;
background: linear-gradient(180deg, #383838, #2a2a2a);
}
}
.splitBtnGhost {
background: transparent;
}
.splitFootnote {
margin-top: 1.5rem;
/* Was #6f6f6f — 3.94:1. It carries the instruction for what to do with the pot
list, which is not a decorative line. */
color: #8d8d8d;
font-size: 0.78rem;
line-height: 1.5;
text-align: center;
}
/* This footnote names a control the dealer is being told to reach for, so the name
itself has to be readable — it was 3.39:1 at its worst, inheriting the muted grey
the surrounding sentence is deliberately set in. Emphasised text carrying the
instruction gets its own colour rather than the aside's. */
.splitFootnote strong {
color: #a8a8a8;
font-weight: 600;
}
.splitFootnote a {
color: #a9782f;
}
/* Roomier once there's a real screen to work with. */
@media (min-width: 700px) {
#splitApp {
padding-top: 2.5rem;
}
#splitHeader h1 {
font-size: 1.8rem;
}
}
-287
View File
@@ -1,287 +0,0 @@
body {
background: var(--color-bg);
color: var(--color-text);
font-family: var(--font-body);
margin: 0;
padding: 2rem 1.25rem 4rem;
}
#echoHeader {
max-width: 46rem;
margin: 0 auto 1.5rem;
}
#echoHeader h1 {
color: var(--color-heading);
font-size: 2.4rem;
letter-spacing: -0.02em;
margin: 0 0 0.6rem;
}
.echo-blurb {
line-height: 1.6;
margin: 0 0 0.5rem;
}
.echo-privacy {
color: var(--color-text-subtle);
font-family: var(--font-mono);
font-size: 0.8rem;
margin: 0;
}
#echoControls {
align-items: flex-end;
display: flex;
flex-wrap: wrap;
gap: 0.75rem;
margin: 0 auto 1rem;
max-width: 46rem;
}
#echoControls label {
color: var(--color-text-muted);
display: flex;
flex-direction: column;
font-family: var(--font-mono);
font-size: 0.75rem;
gap: 0.3rem;
text-transform: lowercase;
}
#echoControls input {
background: var(--color-surface-raised);
border: 1px solid var(--color-border);
border-radius: 6px;
color: var(--color-heading);
font-family: var(--font-mono);
font-size: 1rem;
padding: 0.5rem 0.6rem;
width: 7rem;
}
#echoControls input:focus {
border-color: var(--color-accent-border);
outline: none;
}
#echoControls button {
background: transparent;
border: 1px solid var(--color-accent-border);
border-radius: 6px;
color: var(--color-accent);
cursor: pointer;
font-family: var(--font-mono);
font-size: 0.9rem;
padding: 0.6rem 1.1rem;
transition: background 0.15s ease, color 0.15s ease;
}
#echoControls button:hover:not(:disabled) {
background: var(--color-accent);
color: var(--color-bg);
}
#echoControls button:disabled {
border-color: var(--color-border);
color: var(--color-text-subtle);
cursor: default;
}
.echo-status,
.echo-share {
font-family: var(--font-mono);
font-size: 0.8rem;
margin: 0 auto 0.4rem;
max-width: 46rem;
}
.echo-share a {
color: var(--color-accent);
text-decoration: none;
word-break: break-all;
}
#echoWarnings {
margin: 0 auto;
max-width: 46rem;
}
.echo-warning {
background: rgba(255, 170, 0, 0.08);
border: 1px solid rgba(255, 170, 0, 0.35);
border-radius: 6px;
color: #ffcc66;
font-size: 0.85rem;
line-height: 1.5;
margin: 0.5rem 0;
padding: 0.7rem 0.9rem;
}
.echo-readout {
align-items: baseline;
display: flex;
flex-direction: column;
gap: 0.4rem;
margin: 2rem auto;
max-width: 46rem;
min-height: 6rem;
}
.echo-metres {
color: var(--color-accent);
font-family: var(--font-mono);
font-size: clamp(3.5rem, 14vw, 7rem);
font-variant-numeric: tabular-nums;
line-height: 1;
}
.echo-metres small {
color: var(--color-text-subtle);
font-size: 0.28em;
margin-left: 0.2em;
}
.echo-readout-detail,
.echo-readout-idle {
color: var(--color-text-subtle);
font-family: var(--font-mono);
font-size: 0.8rem;
}
#echoPanels {
display: grid;
gap: 1rem;
grid-template-columns: repeat(auto-fit, minmax(min(100%, 18rem), 1fr));
margin: 0 auto;
max-width: 46rem;
}
.echo-panel {
background: var(--color-surface);
border: 1px solid var(--color-border);
border-radius: 8px;
padding: 1rem 1.1rem;
}
.echo-panel-wide {
margin: 1rem auto 0;
max-width: 46rem;
}
.echo-panel h2 {
color: var(--color-heading-secondary);
font-family: var(--font-mono);
font-size: 0.8rem;
font-weight: 500;
letter-spacing: 0.08em;
margin: 0 0 0.75rem;
text-transform: uppercase;
}
.echo-hint {
color: var(--color-text-subtle);
font-size: 0.8rem;
margin: -0.4rem 0 0.75rem;
}
#echoRoster {
list-style: none;
margin: 0;
padding: 0;
}
.echo-device {
border-bottom: 1px solid var(--color-border);
font-family: var(--font-mono);
font-size: 0.85rem;
padding: 0.45rem 0;
}
.echo-device:last-child {
border-bottom: none;
}
.echo-device-self {
color: var(--color-accent);
}
#echoPairs {
overflow-x: auto;
}
#echoPairs table {
border-collapse: collapse;
font-family: var(--font-mono);
font-size: 0.85rem;
width: 100%;
}
#echoPairs th {
color: var(--color-text-subtle);
font-weight: 500;
padding: 0 0.6rem 0.4rem 0;
text-align: left;
}
#echoPairs td {
border-top: 1px solid var(--color-border);
color: var(--color-heading-secondary);
font-variant-numeric: tabular-nums;
padding: 0.4rem 0.6rem 0.4rem 0;
}
.echo-dropped td {
color: var(--color-text-subtle);
text-decoration: line-through;
}
.echo-slots {
list-style: none;
margin: 0 0 0.6rem;
padding: 0;
}
.echo-slots li {
color: var(--color-heading-secondary);
font-family: var(--font-mono);
font-size: 0.85rem;
font-variant-numeric: tabular-nums;
padding: 0.2rem 0;
}
.echo-slots .echo-missed {
color: #ff7676;
}
.echo-diag-line {
color: var(--color-text-subtle);
font-family: var(--font-mono);
font-size: 0.75rem;
line-height: 1.5;
margin: 0;
}
.echo-diag-line strong {
color: #ff7676;
}
#echoTrace {
display: block;
height: 160px;
width: 100%;
}
.echo-back {
color: var(--color-text-subtle);
display: block;
font-family: var(--font-mono);
font-size: 0.8rem;
margin: 2rem auto 0;
max-width: 46rem;
text-decoration: none;
}
.echo-back:hover {
color: var(--color-accent);
}
Binary file not shown.

After

Width:  |  Height:  |  Size: 12 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 31 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 25 KiB

@@ -1,160 +0,0 @@
/*
* Microphone capture and chirp playback, both indexed by AudioContext frame.
*
* Frames, not wall-clock: currentTime * sampleRate is exactly the frame number, so a playback
* scheduled at an audio-clock time converts directly into a position in the recording. Nothing here
* depends on a timer firing on schedule, which matters because a hidden tab's timers are throttled
* to about once a second and its chirp would land in another device's slot.
*/
const EchoAudio = {
TARGET_SAMPLE_RATE: 48000,
RING_SECONDS: 20,
BLUETOOTH_HINTS: /bluetooth|airpod|hands-?free|headset|\bbt\b|wireless/i,
context: null,
stream: null,
capture: null,
ring: null,
highestFrame: 0,
peakAmplitude: 0,
warnings: [],
onSamples: null,
async start() {
if (this.context) return this.describe();
this.stream = await navigator.mediaDevices.getUserMedia({
// Echo cancellation exists to delete sounds this device just played, which is exactly
// the measurement. Gain control and noise suppression distort the chirp's envelope.
audio: {
echoCancellation: false,
noiseSuppression: false,
autoGainControl: false,
channelCount: 1
}
});
this.context = new AudioContext({ sampleRate: this.TARGET_SAMPLE_RATE, latencyHint: "interactive" });
await this.context.audioWorklet.addModule("/js/EchoScripts/EchoCaptureProcessor.js");
await this.context.resume();
this.ring = new Float32Array(Math.ceil(this.context.sampleRate * this.RING_SECONDS));
this.attachCapture();
this.warnings = this.inspectDevice();
return this.describe();
},
attachCapture() {
const source = this.context.createMediaStreamSource(this.stream);
this.capture = new AudioWorkletNode(this.context, "echo-capture", { numberOfOutputs: 0 });
this.capture.port.onmessage = ({ data }) => this.write(data.frame, data.samples);
source.connect(this.capture);
return this.capture;
},
write(frame, samples) {
const capacity = this.ring.length;
let loudest = 0;
for (let i = 0; i < samples.length; i++) {
this.ring[(frame + i) % capacity] = samples[i];
loudest = Math.max(loudest, Math.abs(samples[i]));
}
this.peakAmplitude = Math.max(this.peakAmplitude * 0.95, loudest);
this.highestFrame = Math.max(this.highestFrame, frame + samples.length);
this.onSamples?.(this.highestFrame);
return this.highestFrame;
},
/** The recording position for an AudioContext time. Exact: currentTime * sampleRate is a frame. */
frameAt(contextTime) {
return Math.round(contextTime * this.context.sampleRate);
},
/** Copy an absolute frame range out of the ring, or null if it is not (or no longer) held. */
read(startFrame, length) {
if (length <= 0) return null;
if (startFrame + length > this.highestFrame) return null;
if (startFrame < this.highestFrame - this.ring.length) return null;
const capacity = this.ring.length;
const window = new Float32Array(length);
for (let i = 0; i < length; i++) window[i] = this.ring[((startFrame + i) % capacity + capacity) % capacity];
return window;
},
/**
* Schedule a chirp on the audio clock and return the frame it was scheduled for. When it
* actually leaves the speaker is later by an unknown output latency and does not need to be
* known — it is recovered from the recording of it.
*/
play(chirp, atContextTime, gain = 0.5) {
const when = Math.max(atContextTime, this.context.currentTime);
const buffer = this.context.createBuffer(1, chirp.length, this.context.sampleRate);
buffer.copyToChannel(chirp, 0);
const source = this.context.createBufferSource();
const volume = this.context.createGain();
volume.gain.value = gain;
source.buffer = buffer;
source.connect(volume).connect(this.context.destination);
source.start(when);
return this.frameAt(when);
},
/** How far behind the audio clock the main thread's view of the recording is running. */
captureLagSeconds() {
return this.context.currentTime - this.highestFrame / this.context.sampleRate;
},
/** Reported output latency, which bounds how late a scheduled chirp can reach the microphone. */
outputLatencySeconds() {
return (this.context.outputLatency || 0) + (this.context.baseLatency || 0);
},
inspectDevice() {
const warnings = [];
const track = this.stream.getAudioTracks()[0];
const settings = track?.getSettings() ?? {};
if (this.context.sampleRate !== this.TARGET_SAMPLE_RATE)
warnings.push(`Running at ${this.context.sampleRate}Hz instead of 48000Hz — ranges stay correct but resolution drops.`);
if (this.BLUETOOTH_HINTS.test(track?.label ?? ""))
warnings.push("This looks like a Bluetooth microphone. Bluetooth resamples and re-times the stream, which breaks the measurement — switch to the built-in speaker and microphone.");
for (const [name, label] of [["echoCancellation", "Echo cancellation"], ["autoGainControl", "Auto gain"], ["noiseSuppression", "Noise suppression"]])
if (settings[name] === true) warnings.push(`${label} could not be turned off on this device — the measurement will be unreliable.`);
return warnings;
},
describe() {
const track = this.stream.getAudioTracks()[0];
return {
sampleRate: this.context.sampleRate,
label: track?.label ?? "microphone",
outputLatencyMs: Math.round(this.outputLatencySeconds() * 1000),
warnings: this.warnings
};
},
async stop() {
this.stream?.getTracks().forEach(track => track.stop());
await this.context?.close();
this.context = null;
this.stream = null;
this.capture = null;
this.ring = null;
this.highestFrame = 0;
this.onSamples = null;
return true;
}
};
if (typeof window !== "undefined") window.EchoAudio = EchoAudio;
@@ -1,39 +0,0 @@
/*
* Capture worklet. Every block is tagged with the AudioContext frame it started at, which makes the
* context's own clock the index for all captured audio: a scheduled playback time converts to a
* recording position exactly, with no dependence on when the main thread got round to noticing.
*
* A worklet rather than ScriptProcessorNode because a dropped buffer would break the continuity
* that the sample count depends on.
*/
const BLOCK_SAMPLES = 2048;
class EchoCaptureProcessor extends AudioWorkletProcessor {
constructor() {
super();
this.block = new Float32Array(BLOCK_SAMPLES);
this.filled = 0;
this.blockStartFrame = 0;
}
process(inputs) {
const channel = inputs[0]?.[0];
if (!channel) return true;
for (let i = 0; i < channel.length; i++) {
if (this.filled === 0) this.blockStartFrame = currentFrame + i;
this.block[this.filled++] = channel[i];
if (this.filled === BLOCK_SAMPLES) this.flush();
}
return true;
}
flush() {
const samples = this.block.slice(0, this.filled);
this.port.postMessage({ frame: this.blockStartFrame, samples }, [samples.buffer]);
this.filled = 0;
}
}
registerProcessor("echo-capture", EchoCaptureProcessor);
@@ -1,585 +0,0 @@
/*
* Pure signal-processing and geometry for acoustic ranging. No DOM, no Web Audio, no network:
* everything here is a function of its arguments so the simulator and the tests can drive the
* exact code the page runs.
*/
const EchoDsp = {
speedOfSound(temperatureCelsius = 20) {
return 331.3 + 0.606 * temperatureCelsius;
},
nextPowerOfTwo(value) {
let size = 1;
while (size < value) size <<= 1;
return size;
},
/**
* Linear frequency sweep, tapered at both ends. A sweep is used rather than a tone because a
* tone's autocorrelation peaks once per period, leaving no unambiguous arrival to measure.
*/
makeChirp({ sampleRate, durationSeconds, startHz, endHz, taperFraction = 0.15 }) {
const length = Math.round(sampleRate * durationSeconds);
const sweepRate = (endHz - startHz) / durationSeconds;
const chirp = new Float32Array(length);
for (let i = 0; i < length; i++) {
const t = i / sampleRate;
chirp[i] = Math.sin(2 * Math.PI * (startHz * t + 0.5 * sweepRate * t * t));
}
return this.applyTaper(chirp, taperFraction);
},
applyTaper(signal, fraction) {
const edge = Math.max(1, Math.floor(signal.length * fraction));
for (let i = 0; i < edge; i++) {
const window = 0.5 - 0.5 * Math.cos((Math.PI * i) / edge);
signal[i] *= window;
signal[signal.length - 1 - i] *= window;
}
return signal;
},
twiddles(size) {
this._twiddleCache ??= new Map();
const cached = this._twiddleCache.get(size);
if (cached) return cached;
const half = size >> 1;
const table = { cos: new Float64Array(half), sin: new Float64Array(half) };
for (let i = 0; i < half; i++) {
const angle = (-2 * Math.PI * i) / size;
table.cos[i] = Math.cos(angle);
table.sin[i] = Math.sin(angle);
}
this._twiddleCache.set(size, table);
return table;
},
fft(real, imaginary, inverse = false) {
const size = real.length;
this.reverseBits(real, imaginary);
const { cos, sin } = this.twiddles(size);
for (let span = 2; span <= size; span <<= 1) {
const half = span >> 1;
const stride = size / span;
for (let base = 0; base < size; base += span) {
for (let k = 0; k < half; k++) {
const twiddle = k * stride;
const wReal = cos[twiddle];
const wImaginary = inverse ? -sin[twiddle] : sin[twiddle];
const lower = base + k;
const upper = lower + half;
const productReal = real[upper] * wReal - imaginary[upper] * wImaginary;
const productImaginary = real[upper] * wImaginary + imaginary[upper] * wReal;
real[upper] = real[lower] - productReal;
imaginary[upper] = imaginary[lower] - productImaginary;
real[lower] += productReal;
imaginary[lower] += productImaginary;
}
}
}
if (!inverse) return { real, imaginary };
for (let i = 0; i < size; i++) {
real[i] /= size;
imaginary[i] /= size;
}
return { real, imaginary };
},
reverseBits(real, imaginary) {
const size = real.length;
for (let i = 1, j = 0; i < size; i++) {
let bit = size >> 1;
for (; j & bit; bit >>= 1) j ^= bit;
j ^= bit;
if (i >= j) continue;
[real[i], real[j]] = [real[j], real[i]];
[imaginary[i], imaginary[j]] = [imaginary[j], imaginary[i]];
}
return { real, imaginary };
},
/**
* Matched-filter envelope of a recording against a template, via FFT cross-correlation.
* Negative frequencies are dropped so the result is the analytic envelope rather than a burst
* oscillating at the sweep frequency — an oscillating peak defeats sub-sample interpolation
* and makes first-arrival detection jitter by half a carrier period.
*/
matchedFilterEnvelope(recording, template) {
const size = this.nextPowerOfTwo(recording.length + template.length);
const recordingReal = new Float64Array(size);
const recordingImaginary = new Float64Array(size);
const templateReal = new Float64Array(size);
const templateImaginary = new Float64Array(size);
recordingReal.set(recording);
templateReal.set(template);
this.fft(recordingReal, recordingImaginary);
this.fft(templateReal, templateImaginary);
const analyticReal = new Float64Array(size);
const analyticImaginary = new Float64Array(size);
const half = size >> 1;
for (let i = 0; i <= half; i++) {
const gain = i === 0 || i === half ? 1 : 2;
analyticReal[i] = gain * (recordingReal[i] * templateReal[i] + recordingImaginary[i] * templateImaginary[i]);
analyticImaginary[i] = gain * (recordingImaginary[i] * templateReal[i] - recordingReal[i] * templateImaginary[i]);
}
this.fft(analyticReal, analyticImaginary, true);
const envelope = new Float32Array(recording.length);
for (let i = 0; i < envelope.length; i++)
envelope[i] = Math.sqrt(analyticReal[i] * analyticReal[i] + analyticImaginary[i] * analyticImaginary[i]);
return envelope;
},
maxInRange(values, start, end) {
let index = start;
let value = -Infinity;
for (let i = start; i < end; i++) {
if (values[i] <= value) continue;
value = values[i];
index = i;
}
return { index, value };
},
medianInRange(values, start, end, sampleLimit = 2048) {
const span = end - start;
if (span <= 0) return 0;
const stride = Math.max(1, Math.floor(span / sampleLimit));
const sampled = [];
for (let i = start; i < end; i += stride) sampled.push(values[i]);
sampled.sort((left, right) => left - right);
return sampled[sampled.length >> 1];
},
/**
* Sub-sample peak position by fitting a parabola through the peak and its neighbours. One
* tenth of a sample is 0.7mm of range at 48kHz, so this is most of the accuracy for free.
*/
refinePeakIndex(envelope, index) {
if (index <= 0 || index >= envelope.length - 1) return index;
const before = envelope[index - 1];
const peak = envelope[index];
const after = envelope[index + 1];
const curvature = before - 2 * peak + after;
if (curvature === 0) return index;
const offset = (0.5 * (before - after)) / curvature;
return index + Math.max(-1, Math.min(1, offset));
},
/**
* First arrival in a window, not the loudest one. A reflection off a wall or table often
* comes back louder than the direct path, and only the direct path is the distance.
*/
findFirstPeak(envelope, options = {}) {
const start = Math.max(0, Math.floor(options.start ?? 0));
const end = Math.min(envelope.length, Math.ceil(options.end ?? envelope.length));
if (end - start < 8) return null;
const loudest = this.maxInRange(envelope, start, end);
const noiseFloor = this.medianInRange(envelope, start, end);
const snr = noiseFloor > 0 ? loudest.value / noiseFloor : Infinity;
if (snr < (options.minSnr ?? 4)) return null;
// Held above the noise floor so sidelobes cannot trigger it, but well below the loudest
// arrival so that a reflection several times louder than the direct path cannot mask it.
const threshold = Math.max(
noiseFloor * (options.noiseMultiple ?? 6),
loudest.value * (options.relativeThreshold ?? 0.15)
);
let crossing = start;
while (crossing < end && envelope[crossing] < threshold) crossing++;
if (crossing >= end) return null;
const lobeEnd = Math.min(end, crossing + (options.lobeSamples ?? 64));
const arrival = this.maxInRange(envelope, crossing, lobeEnd);
return { index: this.refinePeakIndex(envelope, arrival.index), amplitude: arrival.value, snr };
},
/**
* Locate every chirp of one round in a single device's recording.
*
* The device's own chirp is the anchor: it is always present and always the loudest thing in
* the recording, and its position absorbs this device's own output and input latency. Every
* other slot is then searched relative to that anchor, so no clock agreement between devices
* is required — only that the chirps stay in their slots.
*/
detectSlotPeaks({
envelope,
slotCount,
slotSamples,
ownSlot,
ownSearchStart,
ownSearchSamples,
slotHints = null,
peakOptions = {}
}) {
const own = this.findFirstPeak(envelope, {
...peakOptions,
start: ownSearchStart,
end: ownSearchStart + ownSearchSamples
});
if (!own) return null;
const anchor = own.index - ownSlot * slotSamples;
const pad = Math.floor(slotSamples * 0.45);
const peaks = new Array(slotCount).fill(null);
peaks[ownSlot] = own;
for (let slot = 0; slot < slotCount; slot++) {
if (slot === ownSlot) continue;
const centre = anchor + slot * slotSamples + (slotHints?.[slot] ?? 0);
peaks[slot] = this.findFirstPeak(envelope, {
...peakOptions,
start: centre - pad,
end: centre + pad
});
}
return { anchor, peaks };
},
/**
* Distance between two devices from four arrival indices, each measured inside the recording
* of the device that made it. Clock offset and audio-pipeline latency appear once with each
* sign and cancel; the devices' own speaker-to-microphone spacing does not, and is added back.
*/
pairDistance({ a1, a2, b1, b2, sampleRate, sampleRateA, sampleRateB, speedOfSound, epsilonA = 0, epsilonB = 0 }) {
// Each interval is converted to seconds in its own device's sample rate before the two are
// subtracted: a device that hands back 44100 instead of 48000 would otherwise contribute
// its interval in the wrong unit.
const intervalA = (a2 - a1) / (sampleRateA ?? sampleRate);
const intervalB = (b2 - b1) / (sampleRateB ?? sampleRate);
return ((intervalA - intervalB) / 2) * speedOfSound + (epsilonA + epsilonB) / 2;
},
/**
* Symmetric distance matrix from one round of reports. Entries stay null where either device
* failed to hear one of the four chirps the pair needs.
*/
buildDistanceMatrix(reports, { speedOfSound = 343, maxDistance = 40 } = {}) {
const count = reports.length;
const matrix = Array.from({ length: count }, () => new Array(count).fill(null));
for (let i = 0; i < count; i++) {
matrix[i][i] = 0;
for (let j = i + 1; j < count; j++) {
const distance = this.distanceBetween(reports[i], reports[j], speedOfSound);
if (distance === null || distance < -1 || distance > maxDistance) continue;
matrix[i][j] = Math.max(0, distance);
matrix[j][i] = matrix[i][j];
}
}
return matrix;
},
distanceBetween(deviceA, deviceB, speedOfSound) {
const a1 = deviceA.peaks[deviceA.slot];
const a2 = deviceA.peaks[deviceB.slot];
const b1 = deviceB.peaks[deviceA.slot];
const b2 = deviceB.peaks[deviceB.slot];
if (a1 === null || a2 === null || b1 === null || b2 === null) return null;
return this.pairDistance({
a1,
a2,
b1,
b2,
sampleRateA: deviceA.sampleRate,
sampleRateB: deviceB.sampleRate,
speedOfSound,
epsilonA: deviceA.epsilon ?? 0,
epsilonB: deviceB.epsilon ?? 0
});
},
/**
* Largest set of devices linked by measured distances. Anything outside it cannot be placed
* relative to the others, and leaving it in makes the completed matrix infinite.
*/
largestConnectedComponent(matrix) {
const unvisited = new Set(matrix.map((_, index) => index));
let largest = [];
while (unvisited.size > 0) {
const component = [];
const queue = [unvisited.values().next().value];
unvisited.delete(queue[0]);
while (queue.length > 0) {
const current = queue.pop();
component.push(current);
for (const next of unvisited)
if (matrix[current][next] !== null) {
unvisited.delete(next);
queue.push(next);
}
}
if (component.length > largest.length) largest = component;
}
return largest.sort((left, right) => left - right);
},
/**
* Drop devices whose distances are geometrically impossible. One device reporting a bad peak
* distorts the whole layout, so the worst triangle-inequality offender is removed and the
* check repeated. Below four devices there is no redundancy left and nothing can be checked.
*/
rejectOutliers(matrix, candidates, tolerance = 0.5) {
const keep = [...candidates];
while (keep.length > 3) {
const violations = this.countTriangleViolations(matrix, keep, tolerance);
const worst = violations.reduce((best, count, index) => (count > violations[best] ? index : best), 0);
if (violations[worst] === 0) break;
keep.splice(worst, 1);
}
return keep;
},
submatrix(matrix, indices) {
return indices.map(row => indices.map(column => matrix[row][column]));
},
countTriangleViolations(matrix, keep, tolerance) {
const violations = new Array(keep.length).fill(0);
for (let i = 0; i < keep.length; i++) {
for (let j = i + 1; j < keep.length; j++) {
for (let k = j + 1; k < keep.length; k++) {
const sides = [matrix[keep[i]][keep[j]], matrix[keep[j]][keep[k]], matrix[keep[i]][keep[k]]];
if (sides.some(side => side === null)) continue;
const longest = Math.max(...sides);
const perimeter = sides.reduce((sum, side) => sum + side, 0);
if (longest <= perimeter - longest + tolerance) continue;
violations[i]++;
violations[j]++;
violations[k]++;
}
}
}
return violations;
},
/** Fill gaps with the shortest known path between the two devices so MDS gets a full matrix. */
completeMatrix(matrix) {
const count = matrix.length;
const filled = matrix.map(row => row.map(value => (value === null ? Infinity : value)));
for (let via = 0; via < count; via++)
for (let i = 0; i < count; i++)
for (let j = 0; j < count; j++)
filled[i][j] = Math.min(filled[i][j], filled[i][via] + filled[via][j]);
return filled;
},
/** Jacobi eigendecomposition of a symmetric matrix. Returns eigenvalues and column vectors. */
symmetricEigen(matrix, maxSweeps = 100, tolerance = 1e-14) {
const count = matrix.length;
const working = matrix.map(row => Float64Array.from(row));
const vectors = Array.from({ length: count }, (_, i) => {
const column = new Float64Array(count);
column[i] = 1;
return column;
});
for (let sweep = 0; sweep < maxSweeps; sweep++) {
if (this.offDiagonalMagnitude(working) < tolerance) break;
for (let p = 0; p < count - 1; p++)
for (let q = p + 1; q < count; q++)
this.rotateOut(working, vectors, p, q);
}
return {
values: working.map((row, i) => row[i]),
vectors
};
},
offDiagonalMagnitude(matrix) {
let total = 0;
for (let i = 0; i < matrix.length; i++)
for (let j = i + 1; j < matrix.length; j++) total += matrix[i][j] * matrix[i][j];
return total;
},
rotateOut(matrix, vectors, p, q) {
if (Math.abs(matrix[p][q]) < 1e-300) return matrix;
const theta = (matrix[q][q] - matrix[p][p]) / (2 * matrix[p][q]);
const sign = theta >= 0 ? 1 : -1;
const tangent = sign / (Math.abs(theta) + Math.sqrt(theta * theta + 1));
const cosine = 1 / Math.sqrt(tangent * tangent + 1);
const sine = tangent * cosine;
const count = matrix.length;
for (let k = 0; k < count; k++) {
const left = matrix[k][p];
const right = matrix[k][q];
matrix[k][p] = cosine * left - sine * right;
matrix[k][q] = sine * left + cosine * right;
}
for (let k = 0; k < count; k++) {
const left = matrix[p][k];
const right = matrix[q][k];
matrix[p][k] = cosine * left - sine * right;
matrix[q][k] = sine * left + cosine * right;
}
for (let k = 0; k < count; k++) {
const left = vectors[k][p];
const right = vectors[k][q];
vectors[k][p] = cosine * left - sine * right;
vectors[k][q] = sine * left + cosine * right;
}
return matrix;
},
/**
* Classical multidimensional scaling: coordinates whose pairwise distances best reproduce the
* matrix. The result is only defined up to rotation, translation and mirroring.
*/
classicalMds(distances, dimensions = 2) {
const count = distances.length;
const squared = distances.map(row => row.map(value => value * value));
const rowMeans = squared.map(row => row.reduce((sum, value) => sum + value, 0) / count);
const grandMean = rowMeans.reduce((sum, value) => sum + value, 0) / count;
const centred = squared.map((row, i) => row.map((value, j) => -0.5 * (value - rowMeans[i] - rowMeans[j] + grandMean)));
const { values, vectors } = this.symmetricEigen(centred);
const order = values
.map((value, index) => ({ value, index }))
.sort((left, right) => right.value - left.value)
.slice(0, dimensions);
return Array.from({ length: count }, (_, i) =>
order.map(({ value, index }) => vectors[i][index] * Math.sqrt(Math.max(0, value)))
);
},
/**
* Rotate, mirror and translate a constellation onto a reference layout. Without this, every
* solve returns an arbitrary orientation and the display spins and flips between updates.
*/
alignToReference(points, reference) {
if (!reference || reference.length !== points.length || points.length === 0) return points;
const pointCentre = this.centroid(points);
const referenceCentre = this.centroid(reference);
let best = null;
for (const mirror of [1, -1]) {
const candidate = this.rotateOnto(points, reference, pointCentre, referenceCentre, mirror);
if (!best || candidate.residual < best.residual) best = candidate;
}
return best.points;
},
centroid(points) {
const sum = points.reduce((total, [x, y]) => [total[0] + x, total[1] + y], [0, 0]);
return [sum[0] / points.length, sum[1] / points.length];
},
rotateOnto(points, reference, pointCentre, referenceCentre, mirror) {
let sineTerm = 0;
let cosineTerm = 0;
for (let i = 0; i < points.length; i++) {
const px = (points[i][0] - pointCentre[0]) * mirror;
const py = points[i][1] - pointCentre[1];
const qx = reference[i][0] - referenceCentre[0];
const qy = reference[i][1] - referenceCentre[1];
sineTerm += px * qy - py * qx;
cosineTerm += px * qx + py * qy;
}
const angle = Math.atan2(sineTerm, cosineTerm);
const cosine = Math.cos(angle);
const sine = Math.sin(angle);
let residual = 0;
const aligned = points.map((point, i) => {
const px = (point[0] - pointCentre[0]) * mirror;
const py = point[1] - pointCentre[1];
const x = px * cosine - py * sine + referenceCentre[0];
const y = px * sine + py * cosine + referenceCentre[1];
residual += (x - reference[i][0]) ** 2 + (y - reference[i][1]) ** 2;
return [x, y];
});
return { points: aligned, residual };
},
/**
* Full solve for one round: distances, connectivity, outlier rejection, then a constellation
* aligned onto the previous frame.
*
* <c>previousPoints</c> is indexed by report position, with null for devices that were dropped
* last round, so alignment survives devices coming and going.
*/
solveRound(reports, { speedOfSound = 343, previousPoints = null, tolerance = 0.5 } = {}) {
const matrix = this.buildDistanceMatrix(reports, { speedOfSound });
const connected = this.largestConnectedComponent(matrix);
const keep = this.rejectOutliers(matrix, connected, tolerance);
const points = keep.length >= 2 ? this.classicalMds(this.completeMatrix(this.submatrix(matrix, keep))) : [];
const reference = previousPoints ? keep.map(index => previousPoints[index]) : null;
const alignable = reference?.length === points.length && reference.every(Boolean);
return {
matrix,
keep,
points: alignable ? this.alignToReference(points, reference) : points
};
}
};
if (typeof window !== "undefined") window.EchoDsp = EchoDsp;
@@ -1,269 +0,0 @@
/*
* Round lifecycle: join a room, chirp when told to, measure every chirp in our own recording, and
* report the frame indices. Peaks are reported relative to the analysis window rather than to an
* absolute frame — every measurement is a difference within one device's own recording, so a
* constant per-device origin cancels.
*
* Both the chirp and the analysis are driven by the audio clock rather than by timers: a hidden tab
* has its timers throttled to roughly once a second, which is long enough to put its chirp in
* another device's slot and turn the whole round into nonsense.
*/
const EchoSession = {
LEAD_IN_SECONDS: 0.25,
TEMPERATURE_CELSIUS: 20,
MAX_OUTPUT_LATENCY_SECONDS: 0.35,
CHIRP: { durationSeconds: 0.05, startHz: 2000, endHz: 8000 },
CLOCK_SAMPLES: 5,
LATE_TOLERANCE_SECONDS: 0.05,
connection: null,
deviceId: null,
roomCode: null,
serverOffsetMs: 0,
skippedRounds: 0,
devices: [],
chirp: null,
pending: null,
lastRound: null,
hintsByDevice: {},
previousPoints: null,
epsilon: 0.08,
onUpdate: () => {},
async join(roomCode, displayName, { onUpdate }) {
this.onUpdate = onUpdate ?? this.onUpdate;
const audio = await EchoAudio.start();
this.chirp = EchoDsp.makeChirp({ sampleRate: audio.sampleRate, ...this.CHIRP });
EchoAudio.onSamples = frame => this.analyseIfCaptured(frame);
this.connection = new signalR.HubConnectionBuilder().withUrl("/echoHub").withAutomaticReconnect().build();
this.connection.on("RoomChanged", room => this.handleRoomChanged(room));
this.connection.on("RoundStarting", schedule => this.handleRoundStarting(schedule));
this.connection.on("RoundComplete", result => this.handleRoundComplete(result));
await this.connection.start();
const joined = await this.connection.invoke("JoinRoom", roomCode, displayName, audio.sampleRate);
this.deviceId = joined.deviceId;
this.roomCode = joined.roomCode;
this.devices = joined.room.devices;
this.serverOffsetMs = await this.estimateServerOffset();
return { ...joined, audio, serverOffsetMs: this.serverOffsetMs };
},
/**
* Offset from the server clock, by the usual round-trip midpoint. Only needs to be good enough
* to identify which chirp belongs to which slot, which is tens of milliseconds — the ranging
* itself never uses a shared clock.
*/
async estimateServerOffset() {
const offsets = [];
for (let attempt = 0; attempt < this.CLOCK_SAMPLES; attempt++) {
const sent = Date.now();
const serverNow = await this.connection.invoke("ServerTime");
const received = Date.now();
offsets.push(serverNow - (sent + received) / 2);
}
offsets.sort((left, right) => left - right);
return offsets[offsets.length >> 1];
},
serverNowMs() {
return Date.now() + this.serverOffsetMs;
},
handleRoomChanged(room) {
this.devices = room.devices;
this.previousPoints = null;
this.hintsByDevice = {};
this.onUpdate({ kind: "room", room });
return room;
},
/**
* Schedule our chirp for our slot on the audio clock, and record which frames this round will
* occupy so the analysis can start the moment that audio has actually been captured.
*/
handleRoundStarting(schedule) {
const ownSlot = schedule.slotOrder.indexOf(this.deviceId);
if (ownSlot < 0 || !EchoAudio.context) return null;
const sampleRate = EchoAudio.context.sampleRate;
const slotSeconds = schedule.slotMilliseconds / 1000;
const secondsUntilStart = (schedule.startsAtUnixMs - this.serverNowMs()) / 1000;
const roundStartTime = EchoAudio.context.currentTime + secondsUntilStart;
const playAtTime = roundStartTime + ownSlot * slotSeconds;
// Sitting a round out is far better than chirping late: a chirp in the wrong slot is
// attributed to the wrong device and ruins the round for everyone, whereas a missing chirp
// costs only this pair, this round.
if (playAtTime < EchoAudio.context.currentTime - this.LATE_TOLERANCE_SECONDS) {
this.skippedRounds++;
this.onUpdate({ kind: "skipped", schedule, lateBySeconds: EchoAudio.context.currentTime - playAtTime });
return null;
}
const scheduledFrame = EchoAudio.play(this.chirp, playAtTime);
const round = {
schedule,
ownSlot,
sampleRate,
scheduledFrame,
slotSamples: Math.round(slotSeconds * sampleRate),
leadInSamples: Math.round(this.LEAD_IN_SECONDS * sampleRate),
startFrame: EchoAudio.frameAt(roundStartTime),
outputLatencyMs: Math.round(EchoAudio.outputLatencySeconds() * 1000),
captureLagMs: Math.round(EchoAudio.captureLagSeconds() * 1000)
};
round.windowStart = round.startFrame - round.leadInSamples;
round.windowLength =
round.leadInSamples +
schedule.slotOrder.length * round.slotSamples +
Math.round((schedule.tailMilliseconds / 1000) * sampleRate);
this.pending = round;
this.onUpdate({ kind: "roundStarting", round });
return round;
},
/**
* Run as soon as the round's audio exists in the ring. Driven by captured audio rather than a
* timer so a throttled tab still analyses on time.
*/
analyseIfCaptured(highestFrame) {
const round = this.pending;
if (!round) return null;
if (highestFrame < round.windowStart + round.windowLength) return null;
this.pending = null;
return this.analyse(round);
},
analyse(round) {
this.lastRound = round;
const recording = EchoAudio.read(round.windowStart, round.windowLength);
if (!recording) return null;
const envelope = EchoDsp.matchedFilterEnvelope(recording, this.chirp);
const detected = EchoDsp.detectSlotPeaks({
envelope,
slotCount: round.schedule.slotOrder.length,
slotSamples: round.slotSamples,
ownSlot: round.ownSlot,
// Anchored on the frame the chirp was scheduled for, so the only unknown left is how
// long the speaker takes to actually emit it.
ownSearchStart: round.scheduledFrame - round.windowStart,
ownSearchSamples: Math.round((this.MAX_OUTPUT_LATENCY_SECONDS + this.CHIRP.durationSeconds) * round.sampleRate),
slotHints: this.hintsFor(round.schedule)
});
const diagnostics = this.describeRound(round, detected);
this.onUpdate({ kind: "envelope", envelope, detected, round, diagnostics });
if (!detected) return null;
this.rememberHints(round.schedule, detected, round.slotSamples);
return this.report(round, detected);
},
describeRound(round, detected) {
const millisecondsPer = 1000 / round.sampleRate;
return {
captureLagMs: round.captureLagMs,
outputLatencyMs: round.outputLatencyMs,
serverOffsetMs: Math.round(this.serverOffsetMs),
skippedRounds: this.skippedRounds,
clipping: EchoAudio.peakAmplitude >= 0.99,
inputPeak: Number(EchoAudio.peakAmplitude.toFixed(3)),
ownFound: Boolean(detected?.peaks[round.ownSlot]),
slots: round.schedule.slotOrder.map((deviceId, slot) => ({
deviceId,
own: slot === round.ownSlot,
residualMs: detected?.peaks[slot]
? Math.round((detected.peaks[slot].index - (detected.anchor + slot * round.slotSamples)) * millisecondsPer)
: null,
snr: detected?.peaks[slot] ? Math.round(detected.peaks[slot].snr) : null
}))
};
},
report(round, detected) {
return this.connection.invoke("ReportRound", {
deviceId: this.deviceId,
roundId: round.schedule.roundId,
slot: round.ownSlot,
sampleRate: round.sampleRate,
epsilon: this.epsilon,
peaks: detected.peaks.map(peak => peak?.index ?? null)
});
},
/**
* Where each device's chirp actually landed last round, relative to where the slot said it
* would. Output latency differs by tens of milliseconds per device and is stable, so carrying
* the residual forward keeps the search windows centred instead of merely wide.
*/
rememberHints(schedule, detected, slotSamples) {
schedule.slotOrder.forEach((deviceId, slot) => {
const peak = detected.peaks[slot];
if (!peak) return;
this.hintsByDevice[deviceId] = peak.index - (detected.anchor + slot * slotSamples);
});
return this.hintsByDevice;
},
hintsFor(schedule) {
return schedule.slotOrder.map(deviceId => this.hintsByDevice[deviceId] ?? 0);
},
handleRoundComplete(result) {
const reports = result.reports.map(report => ({ ...report, peaks: report.peaks ?? [] }));
const solved = EchoDsp.solveRound(reports, {
speedOfSound: EchoDsp.speedOfSound(this.TEMPERATURE_CELSIUS),
previousPoints: this.previousPoints
});
this.previousPoints = this.pointsByReportIndex(reports, solved);
this.onUpdate({ kind: "solved", result, reports, solved, deviceId: this.deviceId });
return solved;
},
pointsByReportIndex(reports, solved) {
const points = new Array(reports.length).fill(null);
solved.keep.forEach((reportIndex, i) => {
points[reportIndex] = solved.points[i];
});
return points;
},
setEpsilon(metres) {
this.epsilon = metres;
localStorage.setItem("echo.epsilon", String(metres));
return this.epsilon;
},
loadEpsilon() {
const stored = Number(localStorage.getItem("echo.epsilon"));
this.epsilon = Number.isFinite(stored) && stored > 0 ? stored : 0.08;
return this.epsilon;
},
async leave() {
await this.connection?.invoke("LeaveRoom").catch(() => {});
await this.connection?.stop();
await EchoAudio.stop();
this.connection = null;
this.pending = null;
this.previousPoints = null;
this.hintsByDevice = {};
return true;
}
};
if (typeof window !== "undefined") window.EchoSession = EchoSession;
@@ -1,213 +0,0 @@
/*
* Virtual room for exercising the real ranging pipeline without microphones. Synthesizes what
* each device would have recorded — propagation delay, reflections, noise, per-device clock offset
* and unknown output latency — then runs the same EchoDsp code the page runs.
*/
const EchoSim = {
DEFAULTS: {
sampleRate: 48000,
slotSeconds: 0.4,
tailSeconds: 0.5,
speedOfSound: 343,
noiseAmplitude: 0.01,
referenceGain: 0.5,
minimumPathMetres: 0.25,
maximumOutputLatencySeconds: 0.2,
chirp: { durationSeconds: 0.05, startHz: 2000, endHz: 8000 },
reflectionsPerPath: 2,
reflectionExtraRange: [0.4, 4.0],
reflectionGainRange: [0.2, 0.8],
seed: 20260730
},
randomGenerator(seed) {
let state = seed >>> 0;
return () => {
state = (state + 0x6d2b79f5) >>> 0;
let mixed = Math.imul(state ^ (state >>> 15), 1 | state);
mixed = (mixed + Math.imul(mixed ^ (mixed >>> 7), 61 | mixed)) ^ mixed;
return ((mixed ^ (mixed >>> 14)) >>> 0) / 4294967296;
};
},
separation(first, second) {
return Math.hypot(first[0] - second[0], first[1] - second[1]);
},
buildConfiguration(overrides = {}) {
const config = { ...this.DEFAULTS, ...overrides };
const count = config.positions.length;
config.chirp = { ...this.DEFAULTS.chirp, ...(overrides.chirp ?? {}) };
config.epsilon ??= new Array(count).fill(0.05);
config.clockOffsets ??= config.positions.map((_, i) => i * 7919);
config.outputLatencies ??= config.positions.map((_, i) => 0.02 + 0.03 * i);
config.scheduleJitter ??= config.positions.map((_, i) => 0.004 * i);
config.reflections ??= this.buildReflectionTable(config);
return config;
},
/**
* Multipath for every source-to-listener path independently. Giving every path the same echo
* would be worthless as a test: an identical bias on all four arrivals cancels out of the
* range formula, so a uniform echo model hides exactly the error it is supposed to expose.
*/
buildReflectionTable(config) {
const random = this.randomGenerator(config.seed ^ 0x5f3759df);
const spread = (range, value) => range[0] + value * (range[1] - range[0]);
return config.positions.map(() =>
config.positions.map(() =>
Array.from({ length: config.reflectionsPerPath }, () => ({
extraMetres: spread(config.reflectionExtraRange, random()),
gain: spread(config.reflectionGainRange, random())
}))
)
);
},
reflectionsFor(config, source, listener) {
return Array.isArray(config.reflections[0]) ? config.reflections[source][listener] : config.reflections;
},
/** One recording per device, plus the index each device believes it started playing at. */
synthesizeRound(config) {
const { positions, sampleRate, slotSeconds, tailSeconds } = config;
const random = this.randomGenerator(config.seed);
const template = EchoDsp.makeChirp({ sampleRate, ...config.chirp });
const maximumOffset = Math.max(...config.clockOffsets);
const length = Math.ceil((positions.length * slotSeconds + tailSeconds) * sampleRate) + maximumOffset;
const devices = positions.map((_, index) => ({
recording: this.noiseBuffer(length, config.noiseAmplitude, random),
ownSearchStart: Math.round((index * slotSeconds + config.scheduleJitter[index]) * sampleRate) + config.clockOffsets[index]
}));
for (let source = 0; source < positions.length; source++)
for (let listener = 0; listener < positions.length; listener++)
this.mixArrivals(devices[listener].recording, template, config, source, listener);
return { devices, template };
},
noiseBuffer(length, amplitude, random) {
const buffer = new Float32Array(length);
for (let i = 0; i < length; i++) buffer[i] = (random() * 2 - 1) * amplitude;
return buffer;
},
mixArrivals(recording, template, config, source, listener) {
const emissionSeconds =
source * config.slotSeconds + config.scheduleJitter[source] + config.outputLatencies[source];
const directMetres =
source === listener ? config.epsilon[source] : this.separation(config.positions[source], config.positions[listener]);
const paths = [
{ metres: directMetres, gain: 1 },
...this.reflectionsFor(config, source, listener).map(({ extraMetres, gain }) => ({
metres: directMetres + extraMetres,
gain
}))
];
for (const path of paths) {
const arrival = emissionSeconds + path.metres / config.speedOfSound;
const amplitude =
(config.referenceGain / Math.max(path.metres, config.minimumPathMetres)) * path.gain;
this.addAt(recording, template, Math.round(arrival * config.sampleRate) + config.clockOffsets[listener], amplitude);
}
return recording;
},
addAt(recording, template, offset, amplitude) {
const start = Math.max(0, offset);
const end = Math.min(recording.length, offset + template.length);
for (let i = start; i < end; i++) recording[i] += template[i - offset] * amplitude;
return recording;
},
/** Run every device's recording through detection and return one report per device. */
detectAll({ devices, template }, config) {
const slotSamples = Math.round(config.slotSeconds * config.sampleRate);
const searchSamples = Math.round(
(config.maximumOutputLatencySeconds + config.chirp.durationSeconds + 0.05) * config.sampleRate
);
return devices.map((device, slot) => {
const envelope = EchoDsp.matchedFilterEnvelope(device.recording, template);
const detected = EchoDsp.detectSlotPeaks({
envelope,
slotCount: devices.length,
slotSamples,
ownSlot: slot,
ownSearchStart: device.ownSearchStart,
ownSearchSamples: searchSamples,
peakOptions: config.peakOptions ?? {}
});
return {
deviceId: `sim-${slot}`,
slot,
sampleRate: config.sampleRate,
epsilon: config.epsilon[slot],
peaks: (detected?.peaks ?? new Array(devices.length).fill(null)).map(peak => peak?.index ?? null)
};
});
},
/** Synthesize, detect and solve, reporting recovered geometry against the ground truth. */
runRound(overrides = {}) {
const config = this.buildConfiguration(overrides);
const round = this.synthesizeRound(config);
const reports = this.detectAll(round, config);
const solved = EchoDsp.solveRound(reports, { speedOfSound: config.speedOfSound });
return {
config,
reports,
...solved,
distanceErrors: this.distanceErrors(solved.matrix, config),
positionErrors: this.positionErrors(solved, config)
};
},
distanceErrors(matrix, config) {
const errors = [];
for (let i = 0; i < matrix.length; i++)
for (let j = i + 1; j < matrix.length; j++) {
const truth = this.separation(config.positions[i], config.positions[j]);
errors.push({
pair: [i, j],
truth,
measured: matrix[i][j],
error: matrix[i][j] === null ? null : matrix[i][j] - truth
});
}
return errors;
},
positionErrors({ keep, points }, config) {
if (points.length !== keep.length || points.length < 2) return [];
const truth = keep.map(index => config.positions[index]);
const aligned = EchoDsp.alignToReference(points, truth);
return aligned.map((point, i) => this.separation(point, truth[i]));
},
worstDistanceError(result) {
const magnitudes = result.distanceErrors.map(({ error }) => (error === null ? Infinity : Math.abs(error)));
return magnitudes.length === 0 ? 0 : Math.max(...magnitudes);
},
worstPositionError(result) {
return result.positionErrors.length === 0 ? Infinity : Math.max(...result.positionErrors);
}
};
if (typeof window !== "undefined") window.EchoSim = EchoSim;
@@ -1,282 +0,0 @@
/*
* Page wiring for /echo. Renders what the session measures: the matched-filter trace with the
* arrivals it picked, the pairwise ranges, and — while only two devices are present — one large
* number, because that number is the whole measurement.
*/
const EchoPage = {
HISTORY_LENGTH: 12,
elements: {},
lastSolved: null,
lastDiagnostics: null,
history: [],
roundsSeen: 0,
start() {
this.elements = {
room: document.getElementById("echoRoom"),
name: document.getElementById("echoName"),
join: document.getElementById("echoJoin"),
leave: document.getElementById("echoLeave"),
status: document.getElementById("echoStatus"),
warnings: document.getElementById("echoWarnings"),
readout: document.getElementById("echoReadout"),
pairs: document.getElementById("echoPairs"),
roster: document.getElementById("echoRoster"),
trace: document.getElementById("echoTrace"),
epsilon: document.getElementById("echoEpsilon"),
shareLink: document.getElementById("echoShareLink"),
diagnostics: document.getElementById("echoDiagnostics")
};
this.elements.room.value = new URLSearchParams(location.search).get("room") ?? this.randomCode();
this.elements.epsilon.value = EchoSession.loadEpsilon();
this.elements.epsilon.addEventListener("change", () => this.applyEpsilon());
this.elements.join.addEventListener("click", () => this.join());
this.elements.leave.addEventListener("click", () => this.leave());
return this;
},
randomCode() {
const alphabet = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
return Array.from({ length: 4 }, () => alphabet[Math.floor(Math.random() * alphabet.length)]).join("");
},
applyEpsilon() {
const metres = Number(this.elements.epsilon.value);
if (!Number.isFinite(metres) || metres < 0) return null;
EchoSession.setEpsilon(metres);
return metres;
},
async join() {
const roomCode = this.elements.room.value.trim().toUpperCase();
if (!roomCode) return null;
this.setStatus("Requesting the microphone…");
this.elements.join.disabled = true;
try {
const joined = await EchoSession.join(roomCode, this.deviceName(), { onUpdate: update => this.handle(update) });
this.showJoined(joined);
return joined;
} catch (error) {
this.setStatus(`Could not start: ${error.message}`);
this.elements.join.disabled = false;
return null;
}
},
deviceName() {
const typed = this.elements.name.value.trim();
if (typed) return typed;
return /android|iphone|ipad|mobile/i.test(navigator.userAgent) ? "phone" : "laptop";
},
showJoined(joined) {
this.elements.leave.hidden = false;
this.elements.room.disabled = true;
this.elements.name.disabled = true;
this.elements.shareLink.textContent = `${location.origin}/echo?room=${joined.roomCode}`;
this.elements.shareLink.href = `/echo?room=${joined.roomCode}`;
this.renderWarnings(joined.audio);
this.renderRoster(joined.room.devices);
this.setStatus(`Listening at ${joined.audio.sampleRate}Hz. Open the same room on another device.`);
return joined;
},
async leave() {
await EchoSession.leave();
this.elements.leave.hidden = true;
this.elements.join.disabled = false;
this.elements.room.disabled = false;
this.elements.name.disabled = false;
this.setStatus("Left the room.");
return true;
},
handle(update) {
if (update.kind === "room") return this.renderRoster(update.room.devices);
if (update.kind === "envelope") {
this.renderDiagnostics(update.diagnostics);
return this.renderTrace(update);
}
if (update.kind === "solved") return this.renderSolved(update);
return null;
},
/**
* Per-slot residual is the diagnostic that matters: it is how far each chirp landed from where
* its slot said it would. Steady residuals mean the arrivals are being attributed correctly;
* residuals jumping by more than a slot mean they are not, and every range is then meaningless.
*/
renderDiagnostics(diagnostics) {
if (!diagnostics) return null;
this.lastDiagnostics = diagnostics;
const slots = diagnostics.slots
.map(slot => {
const label = slot.own ? "self" : slot.deviceId;
const residual = slot.residualMs === null ? "missed" : `${slot.residualMs > 0 ? "+" : ""}${slot.residualMs}ms`;
return `<li class="${slot.residualMs === null ? "echo-missed" : ""}">${label} · ${residual}${slot.snr === null ? "" : ` · snr ${slot.snr}`}</li>`;
})
.join("");
this.elements.diagnostics.innerHTML = `
<ul class="echo-slots">${slots}</ul>
<p class="echo-diag-line">
capture lag ${diagnostics.captureLagMs}ms · output latency ${diagnostics.outputLatencyMs}ms ·
clock offset ${diagnostics.serverOffsetMs}ms · rounds sat out ${diagnostics.skippedRounds} ·
input peak ${diagnostics.inputPeak}${diagnostics.clipping ? " <strong>CLIPPING</strong>" : ""}
</p>`;
return diagnostics;
},
recordHistory(metres) {
this.history.push(metres);
if (this.history.length > this.HISTORY_LENGTH) this.history.shift();
const spread = Math.max(...this.history) - Math.min(...this.history);
return { spread, count: this.history.length };
},
setStatus(message) {
this.elements.status.textContent = message;
return message;
},
renderWarnings(audio) {
this.elements.warnings.innerHTML = "";
for (const warning of audio.warnings) {
const item = document.createElement("p");
item.className = "echo-warning";
item.textContent = warning;
this.elements.warnings.appendChild(item);
}
return audio.warnings.length;
},
renderRoster(devices) {
this.elements.roster.innerHTML = "";
for (const device of devices) {
const row = document.createElement("li");
row.className = device.deviceId === EchoSession.deviceId ? "echo-device echo-device-self" : "echo-device";
row.textContent = `${device.displayName} · ${device.sampleRate}Hz`;
this.elements.roster.appendChild(row);
}
if (devices.length < 2) this.setStatus("Waiting for a second device to join this room.");
return devices.length;
},
renderSolved({ result, reports, solved }) {
this.roundsSeen++;
const raw = EchoDsp.buildDistanceMatrix(
reports.map(report => ({ ...report, epsilon: 0 })),
{ speedOfSound: EchoDsp.speedOfSound(EchoSession.TEMPERATURE_CELSIUS) }
);
this.lastSolved = { result, reports, solved, raw };
this.renderReadout(reports, solved, raw);
this.renderPairs(reports, solved, raw);
this.setStatus(`Round ${this.roundsSeen} · ${reports.length} of ${EchoSession.devices.length} devices reported`);
return solved;
},
renderReadout(reports, solved, raw) {
const readout = this.elements.readout;
if (reports.length !== 2 || solved.matrix[0][1] === null) {
readout.innerHTML = `<span class="echo-readout-idle">${reports.length < 2 ? "waiting for a pair" : "measuring…"}</span>`;
return null;
}
const corrected = solved.matrix[0][1];
const { spread, count } = this.recordHistory(corrected);
readout.innerHTML = `
<span class="echo-metres">${corrected.toFixed(2)}<small>m</small></span>
<span class="echo-readout-detail">
raw ${raw[0][1].toFixed(3)}m · calibration +${(corrected - raw[0][1]).toFixed(3)}m ·
spread over last ${count} ${spread.toFixed(2)}m
</span>`;
return corrected;
},
renderPairs(reports, solved, raw) {
const rows = [];
for (let i = 0; i < reports.length; i++)
for (let j = i + 1; j < reports.length; j++) {
const dropped = !solved.keep.includes(i) || !solved.keep.includes(j);
const measured = solved.matrix[i][j];
rows.push(`<tr class="${dropped ? "echo-dropped" : ""}">
<td>${reports[i].deviceId} ↔ ${reports[j].deviceId}</td>
<td>${measured === null ? "—" : measured.toFixed(3) + " m"}</td>
<td>${raw[i][j] === null ? "—" : raw[i][j].toFixed(3) + " m"}</td>
</tr>`);
}
this.elements.pairs.innerHTML = rows.length
? `<table><thead><tr><th>pair</th><th>range</th><th>raw</th></tr></thead><tbody>${rows.join("")}</tbody></table>`
: "";
return rows.length;
},
/** The matched-filter trace, with a marker on each arrival the detector accepted. */
renderTrace({ envelope, detected, round }) {
const canvas = this.elements.trace;
const context = canvas.getContext("2d");
const width = (canvas.width = canvas.clientWidth);
const height = (canvas.height = 160);
const peak = EchoDsp.maxInRange(envelope, 0, envelope.length).value || 1;
context.clearRect(0, 0, width, height);
context.strokeStyle = "rgba(9, 255, 0, 0.75)";
context.beginPath();
const bucket = envelope.length / width;
for (let x = 0; x < width; x++) {
const start = Math.floor(x * bucket);
const highest = EchoDsp.maxInRange(envelope, start, Math.min(envelope.length, Math.floor(start + bucket))).value;
const y = height - (highest / peak) * (height - 8) - 4;
x === 0 ? context.moveTo(x, y) : context.lineTo(x, y);
}
context.stroke();
this.drawMarkers(context, detected, round, envelope.length, width, height);
return canvas;
},
drawMarkers(context, detected, round, envelopeLength, width, height) {
if (!detected) return null;
context.font = "11px 'Cascadia Code', monospace";
detected.peaks.forEach((peak, slot) => {
if (!peak) return;
const x = (peak.index / envelopeLength) * width;
const own = slot === round.ownSlot;
context.strokeStyle = own ? "#5fff5f" : "rgba(255, 255, 255, 0.55)";
context.fillStyle = context.strokeStyle;
context.beginPath();
context.moveTo(x, 0);
context.lineTo(x, height);
context.stroke();
context.fillText(own ? `self (${slot})` : `slot ${slot}`, x + 4, 14 + slot * 13);
});
return detected.peaks.length;
}
};
document.addEventListener("DOMContentLoaded", () => EchoPage.start());
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,92 @@
// "Add chips" — a rebuy, a top-up, or the first buy-in of the night.
//
// Quick amounts come off the table's starting stack, because a rebuy is almost
// always one buy-in, sometimes half or two. The keypad is there for the times it
// isn't. Recorded as cash in as well as chips, so at the end of the night the
// dealer can say what each player actually handed over.
const AddChips = {
state: null,
onConfirm: null,
seatIndex: null,
draft: "",
open(state, seatIndex, onConfirm) {
this.state = state;
this.seatIndex = seatIndex;
this.onConfirm = onConfirm;
this.draft = String(this.baseAmount());
this.render();
document.getElementById("addChipsOverlay").hidden = false;
},
close() {
document.getElementById("addChipsOverlay").hidden = true;
},
// The table's starting stack if there is one, otherwise something sane to nudge
// rather than an empty box.
baseAmount() {
const configured = Number(this.state.defaultStack);
if (!Number.isNaN(configured) && configured > 0) return configured;
const bb = Number(this.state.bigBlind) || 0;
return bb > 0 ? bb * 100 : 100;
},
quickAmounts() {
const base = this.baseAmount();
return [
{ label: "½ buy-in", value: Money.round(base / 2) },
{ label: "Buy-in", value: base },
{ label: "2 buy-ins", value: base * 2 },
];
},
render() {
const player = this.state.seats[this.seatIndex];
document.getElementById("addChipsTitle").textContent =
`Add chips — ${HoldemState.displayName(player, this.seatIndex)}`;
const stack = Betting.stackOf(this.state, player);
const boughtIn = Number(player.buyIns) || 0;
document.getElementById("addChipsSubtitle").textContent = boughtIn > 0
? `${Money.format(stack)} in front · ${Money.format(boughtIn)} in so far`
: `${Money.format(stack)} in front`;
const quick = document.getElementById("addChipsQuick");
quick.innerHTML = "";
this.quickAmounts().forEach(option => {
const btn = document.createElement("button");
btn.type = "button";
btn.className = "addChipsQuickBtn";
btn.classList.toggle("selected", Number(this.draft) === option.value);
const label = document.createElement("span");
label.className = "addChipsQuickLabel";
label.textContent = option.label;
const amount = document.createElement("span");
amount.className = "addChipsQuickAmount";
amount.textContent = Money.format(option.value);
btn.appendChild(label);
btn.appendChild(amount);
btn.addEventListener("click", () => {
this.draft = String(option.value);
this.render();
});
quick.appendChild(btn);
});
const input = document.getElementById("addChipsInput");
input.value = this.draft;
},
confirm() {
const amount = Math.max(0, Number(document.getElementById("addChipsInput").value) || 0);
this.close();
if (amount > 0) this.onConfirm(this.seatIndex, Money.round(amount));
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = AddChips;
}
@@ -0,0 +1,801 @@
// Live betting: who's to act, what it costs them, and where the money goes.
//
// This is bookkeeping, not a game — the dealer taps what the humans at the table
// actually did, and the tool keeps the arithmetic straight. It deliberately never
// blocks an action it thinks is "illegal"; a dealer overruling the maths is right
// more often than the maths is.
//
// Money model: `player.committed` is what a seat has put in on the current street.
// When a street closes it sweeps into `player.amountOverride`, which is the seat's
// total for the hand — the same field the pot badge, the pot wizard, the standings
// and the CSV already read. So the betting bar is a fast way to fill in a field
// that already existed, and nothing downstream had to change.
const Betting = {
STREETS: ["preflop", "flop", "turn", "river"],
// How many community cards are face up once a street has been dealt. The flop is
// three at once and everything after it is one at a time, which is why this is a
// table rather than an index.
BOARD_CARDS: { preflop: 0, flop: 3, turn: 4, river: 5 },
boardCardsFor(street) {
return this.BOARD_CARDS[street] ?? 0;
},
streetLabel(street) {
return { preflop: "Pre-flop", flop: "Flop", turn: "Turn", river: "River" }[street] || "Pre-flop";
},
round(amount) {
return Money.round(amount);
},
// ---- Reading the table ----
liveSeats(state) {
return state.seats
.map((player, index) => ({ player, index }))
.filter(s => s.player.inHand && !s.player.folded);
},
// Who would post if the hand were dealt right now. Used to preview the blinds
// while the table is still being set, so a dealer can see where they'll land
// before any money moves.
// A seat that is dealt in, has nothing in the pot, and has no chips behind.
//
// Not the same as all-in: an all-in player has money riding on the hand. This is
// somebody who busted and hasn't bought back in yet, which a home game produces
// about once an hour. A seat with no stack *recorded* isn't broke either —
// stackOf falls back to the table's starting stack for those — only an explicit
// zero counts.
brokeSeats(state) {
const broke = [];
state.seats.forEach((player, index) => {
if (!player.inHand) return;
if (this.handTotal(player) > this.EPSILON_CHIPS) return;
if (this.stackOf(state, player) > this.EPSILON_CHIPS) return;
broke.push(index);
});
return broke;
},
// The table as it will be once the seats that can't post are dealt around. A view,
// not a change: the preview has to ask the same question the deal will answer, and
// asking it of a different shape of table is how the two came apart last time.
tableAsDealt(state) {
const broke = this.brokeSeats(state);
if (broke.length === 0) return state;
const skip = new Set(broke);
return {
...state,
seats: state.seats.map((player, index) =>
skip.has(index) ? { ...player, inHand: false, folded: false } : player),
};
},
blindPreview(state) {
// Dealing relocates a button parked on an empty chair before it works out who
// posts, so the preview has to answer for the button where it *will* be. Asking
// from where it currently sits gave a different pair of blinds than the deal
// produced — the preview promising one thing and doing another is exactly the
// guessing this whole step exists to remove. Same reason the broke seats come
// out first: the preview once promised a small blind from a seat with no chips.
const dealt = this.tableAsDealt(state);
const buttonIndex = HoldemState.buttonSeatForDeal(dealt);
const asDealt = buttonIndex === dealt.dealerSeatIndex
? dealt
: { ...dealt, dealerSeatIndex: buttonIndex };
const satOut = this.brokeSeats(state);
const { sbIndex, bbIndex, headsUp, manual, deadSmallBlind } = HoldemState.getBlindSeats(asDealt);
if (bbIndex === null) return null;
return {
sbIndex, bbIndex, headsUp, manual: !!manual, deadSmallBlind: !!deadSmallBlind,
deadButton: !!asDealt.deadButton && !asDealt.seats[buttonIndex].inHand,
// Asked of the table as it will be dealt, for the same reason the blinds
// are: someone sitting out for having no chips isn't owed a blind, and the
// big blind of the hand about to go out isn't either.
debtors: HoldemState.blindDebtors(asDealt, bbIndex),
posting: (state.postingIn || []).slice(),
buttonIndex,
buttonMoves: buttonIndex !== state.dealerSeatIndex,
satOut,
smallBlind: this.round(state.smallBlind || 0),
bigBlind: this.round(state.bigBlind || 0),
// What the straddles will be if the hand is dealt as it stands, and how
// many more this table could take.
straddles: this.straddleSeats(state),
maxStraddles: this.maxStraddles(state),
};
},
// ---- Straddles ----
//
// A straddle is a blind raise put out before the cards, by the player left of the
// big blind, for twice it. It buys the last word before the flop: everyone else
// acts first, and the straddler still has the option when it comes back round even
// if nobody raised. Re-straddles carry on left, each doubling again.
//
// Home games run them constantly and a dealer has to get three things right at
// once — the amount, who is first to act, and what the minimum raise becomes. The
// tool used to do none of them, so a dealer's only way through was to deal, have
// the straddler "raise" to $4, and hand the action to the wrong player.
// How many straddles this table could take. Everyone but the two blinds can put
// one out; heads-up that is nobody, which is the right answer — the button is
// already the small blind and there is no seat left of the big blind to straddle
// from.
maxStraddles(state) {
return Math.max(0, this.liveSeats(this.tableAsDealt(state)).length - 2);
},
// Who straddles and for how much, walking left from the big blind and doubling.
// Asked of the table as it will be dealt, so a seat about to be sat out for having
// no chips is never handed a straddle it can't post.
straddleSeats(state, count = state.straddleCount) {
const wanted = Math.min(Math.max(0, Number(count) || 0), this.maxStraddles(state));
if (wanted <= 0) return [];
const dealt = this.tableAsDealt(state);
const buttonIndex = HoldemState.buttonSeatForDeal(dealt);
const asDealt = buttonIndex === dealt.dealerSeatIndex
? dealt
: { ...dealt, dealerSeatIndex: buttonIndex };
const { bbIndex } = HoldemState.getBlindSeats(asDealt);
if (bbIndex === null) return [];
const straddles = [];
let index = bbIndex;
let amount = this.round((Number(state.bigBlind) || 0) * 2);
for (let n = 0; n < wanted; n++) {
index = this.nextToAct(asDealt, index);
if (index === null || index === bbIndex) break;
straddles.push({ index, amount });
amount = this.round(amount * 2);
}
return straddles;
},
// Does handing this seat chips also put them back in the game?
//
// At a real table those are one event, and here they were two: a busted player got
// their chips and stayed sat out, silently skipped hand after hand until somebody
// noticed and found "Deal in" in the seat menu. Nothing said so — the toast just
// read "Ben added $100".
//
// Not for a seat that was sat out while *holding* chips. That's a dealer who sat
// somebody out on purpose and is topping them up, and dealing them back in would be
// the tool guessing at something it wasn't told. Only a seat with no stack of its
// own: busted at zero, or a chair being bought into for the first time.
//
// Deliberately reads player.stack rather than stackOf(), which substitutes the
// table's starting stack for a seat that has none — the question here is what this
// seat was actually recorded as holding.
buyInDealsThemIn(player) {
if (!player || player.inHand) return false;
const own = player.stack;
const recorded = own !== null && own !== undefined && String(own).trim() !== "";
return !recorded || Number(own) <= this.EPSILON_CHIPS;
},
// "bet" or "raise" — what putting more in is actually called right now.
//
// A wager into a pot nobody has wagered into is a bet; everything after that is a
// raise. The bar decided this from what the acting player still owes, which gets
// the big blind's option backwards: they owe nothing, so it offered "Bet", but
// their own blind is a live bet and putting more in is a raise. It gets the other
// half wrong too — the raise pad said "Raise to" for an opening bet on the flop,
// and wrote "Ann's raise to $10" into the undo control for it.
//
// The arithmetic was always right (minRaiseTo returns two big blinds for the big
// blind's option and one for an opening bet). This is only what it's called, which
// for a tool a dealer announces the action from is not a small thing.
wagerVerb(state) {
return (state.currentBet || 0) > this.EPSILON_CHIPS ? "raise" : "bet";
},
committed(player) {
return this.round(player.committed || 0);
},
// Everything this seat has put in across the whole hand, including the street
// still in progress.
handTotal(player) {
return this.round((Number(player.amountOverride) || 0) + this.committed(player));
},
// Never below zero. A seat can't have negative chips in front of it, and a typo in
// the stack field used to come back as-is — which then flowed into putIn(), where
// `Math.min(amount, -50)` moves a negative amount and *adds* chips to the table.
stackOf(state, player) {
const own = player.stack;
if (own !== null && own !== undefined && String(own).trim() !== "") {
return Math.max(0, this.round(own));
}
const fallback = Number(state.defaultStack);
return Number.isNaN(fallback) ? 0 : Math.max(0, this.round(fallback));
},
toCall(state, player) {
return Math.max(0, this.round((state.currentBet || 0) - this.committed(player)));
},
// A raise has to at least match the last one; before any raise, the big blind
// is the yardstick.
minRaiseTo(state) {
const increment = this.round(state.lastRaiseSize || state.bigBlind || 0);
return this.round((state.currentBet || 0) + (increment || 1));
},
potSoFar(state) {
return this.round(
state.seats.reduce((sum, p) => sum + this.handTotal(p), 0)
);
},
// ---- Moving the action ----
nextLiveIndex(state, fromIndex) {
const count = state.seatCount;
for (let step = 1; step <= count; step++) {
const index = this.seatAt(state, fromIndex, step);
const player = state.seats[index];
if (player.inHand && !player.folded) return index;
}
return null;
},
// Who the dealer asks next. A player who is all-in is still in the hand and still
// wins pots, but has no decision left, so the action passes over them.
nextToAct(state, fromIndex) {
const count = state.seatCount;
for (let step = 1; step <= count; step++) {
const index = this.seatAt(state, fromIndex, step);
const player = state.seats[index];
if (player.inHand && !player.folded && this.stackOf(state, player) > this.EPSILON_CHIPS) return index;
}
return null;
},
// A player still in the hand with chips in the pot and nothing left behind. This is
// the same stack test nextToAct uses to pass over them, which is the point: the
// seat the felt marks all-in is exactly the seat the dealer will never be asked to
// act on again.
//
// The "chips in the pot" half matters. A seat with an empty stack who hasn't put
// anything in is a busted player who shouldn't have been dealt in, not a player
// who moved all-in, and calling them all-in on the felt would be a lie.
isAllIn(state, player) {
if (!player || !player.inHand || player.folded) return false;
return this.handTotal(player) > this.EPSILON_CHIPS &&
this.stackOf(state, player) <= this.EPSILON_CHIPS;
},
// Which chair sits `step` places along in the direction of play. The table owns
// this — walking the seats is exactly where the button, the blinds and the action
// used to drift apart from each other, so there is one implementation of it.
seatAt(state, fromIndex, step) {
return HoldemState.nextSeatIndex(state, fromIndex, step);
},
// A street is done when everyone still live has either matched the bet or has
// no chips left to argue with, and everyone has had a turn since the last raise.
isStreetComplete(state) {
const live = this.liveSeats(state);
if (live.length <= 1) return true;
const unsettled = live.filter(s => {
const allIn = this.stackOf(state, s.player) <= 0;
const matched = this.toCall(state, s.player) <= 0;
return !allIn && (!matched || !s.player.hasActed);
});
return unsettled.length === 0;
},
// ---- Actions ----
// Moves `amount` from a seat's stack into the middle for this street. Returns
// what actually moved, which is less than asked for if it puts them all-in.
putIn(state, index, amount) {
const player = state.seats[index];
const stack = this.stackOf(state, player);
const moved = this.round(Math.min(Math.max(0, amount), stack));
player.stack = this.round(stack - moved);
player.committed = this.round(this.committed(player) + moved);
return moved;
},
fold(state, index) {
state.seats[index].folded = true;
state.seats[index].hasActed = true;
this.passAction(state, index);
},
check(state, index) {
state.seats[index].hasActed = true;
this.passAction(state, index);
},
call(state, index) {
const player = state.seats[index];
this.putIn(state, index, this.toCall(state, player));
player.hasActed = true;
this.passAction(state, index);
},
// `total` is what the seat's street commitment becomes — "raise to", the way a
// dealer says it out loud, not "raise by".
raiseTo(state, index, total) {
const player = state.seats[index];
const target = this.round(total);
const delta = this.round(target - this.committed(player));
const moved = this.putIn(state, index, delta);
const newBet = this.committed(player);
const previousBet = state.currentBet || 0;
if (newBet > previousBet) {
const increase = this.round(newBet - previousBet);
// Aggression, whether or not it was a full raise — a short all-in doesn't
// reopen the betting, but the player who made it is still the last one who
// put money in, and at the showdown they are still the one who shows first.
state.streetAggressorIndex = index;
state.handAggressorIndex = index;
// What a full raise would have had to be: at least as much again as the
// last one, or the big blind if there hasn't been a raise yet.
const fullRaise = this.round(state.lastRaiseSize || state.bigBlind || 0);
const isFullRaise = increase >= fullRaise - this.EPSILON_CHIPS;
state.currentBet = newBet;
if (isFullRaise) {
state.lastRaiseSize = increase;
// A real raise reopens the action: everyone else owes a response again.
state.seats.forEach((p, i) => {
if (i !== index && p.inHand && !p.folded) p.hasActed = false;
});
}
// Otherwise this is a short all-in — somebody with less than a full raise
// left shoving it in. The most misread rule in poker: it does *not* reopen
// the betting to anyone who has already acted. They owe the difference or
// they fold; they don't get to raise again because a short stack happened
// to be between them. Players yet to act keep their full rights, which
// they do here because their hasActed is already false.
//
// lastRaiseSize deliberately isn't lowered either, or the next legal raise
// would be computed off the short amount and come out too small.
}
player.hasActed = true;
this.passAction(state, index);
return moved;
},
allIn(state, index) {
const player = state.seats[index];
return this.raiseTo(state, index, this.round(this.committed(player) + this.stackOf(state, player)));
},
passAction(state, index) {
state.actingSeatIndex = this.isStreetComplete(state) ? null : this.nextToAct(state, index);
},
// ---- Street and hand boundaries ----
// Pulls whatever is in front of the players into their hand totals. Anything that
// reads a seat's contribution — the pot wizard above all — has to run after this,
// or it will price the pot without the chips sitting on the current street.
sweepToHandTotals(state) {
state.seats.forEach(player => {
const moved = this.committed(player);
if (moved > 0) {
player.amountOverride = this.round((Number(player.amountOverride) || 0) + moved);
}
player.committed = 0;
player.hasActed = false;
});
},
// Sweeps the street's chips into each seat's hand total and opens the next one.
closeStreet(state) {
this.sweepToHandTotals(state);
state.currentBet = 0;
state.lastRaiseSize = 0;
// Whoever led this street stops being the answer the moment the next one opens.
// The hand's aggressor is deliberately left alone: it's the fallback for a
// river nobody could bet on.
state.streetAggressorIndex = null;
const nextStreetIndex = this.STREETS.indexOf(state.street || "preflop") + 1;
state.street = this.STREETS[nextStreetIndex] || "river";
// It takes two players with chips to have a bet. Once everyone left is all-in
// the rest of the board is just dealt out.
if (!this.canStillBet(state)) {
state.actingSeatIndex = null;
return;
}
// After the flop the first live player left of the button acts — which heads-up
// is the big blind, since the button is the small blind. Naming the big blind
// directly also covers a button parked on a seat nobody is sitting in, and it
// still has to be someone with chips left to bet.
const { bbIndex, headsUp } = HoldemState.getBlindSeats(state);
const bigBlindCanAct =
headsUp &&
bbIndex !== null &&
!state.seats[bbIndex].folded &&
this.stackOf(state, state.seats[bbIndex]) > this.EPSILON_CHIPS;
state.actingSeatIndex = bigBlindCanAct
? bbIndex
: this.nextToAct(state, state.dealerSeatIndex);
},
isHandOver(state) {
return this.liveSeats(state).length <= 1;
},
// Players still in the hand who have chips left to put in. Fewer than two of them
// means the betting is finished even though the hand isn't.
seatsWithChips(state) {
return this.liveSeats(state).filter(s => this.stackOf(state, s.player) > this.EPSILON_CHIPS);
},
EPSILON_CHIPS: Money.EPSILON,
canStillBet(state) {
return this.liveSeats(state).length > 1 && this.seatsWithChips(state).length > 1;
},
// True when the hand is still live but nobody can bet again — the dealer is just
// running the board out.
isRunningOut(state) {
// Only while a hand is actually being played. Before the deal, a table of
// busted players who haven't rebought looks exactly like a table of all-ins to
// this test, and the bar was announcing a run-out over a felt with no cards and
// no chips on it.
if (!state.bettingOpen) return false;
return this.liveSeats(state).length > 1 && !this.canStillBet(state);
},
// True while nothing has happened in this hand except the blinds going in. Up to
// that point the dealer can still move the button or rename the blinds and have
// it cost nothing — which is the state a home game spends a lot of time in,
// arguing about whose turn it is before the cards come out.
onlyBlindsIn(state) {
return (state.street || "preflop") === "preflop" && state.seats.every(p => !p.hasActed);
},
// Are the blinds actually down? Moving the button or naming a blind means two
// completely different things depending on the answer, and `onlyBlindsIn` alone
// cannot tell them apart: a table sitting in setup, with no cards out and nothing
// committed, satisfies it just as well as a hand that has only just been dealt.
//
// With a hand open, the blinds are chips on the felt. Re-aiming them has to take
// those chips back and post them again from the new positions, or the badges and
// the money disagree.
//
// Before the deal it is a marker being slid round a table with nothing in the
// middle. Re-posting there would *deal the hand* — betting opened, blinds taken off
// two stacks, action on the seat after the big blind — which is not what a dealer
// means by "she's the big blind this one". Setting the positions is how a dealer
// gets ready to deal; the cards come out when they press the button, and not a
// moment before.
blindsArePosted(state) {
return !!state.bettingOpen && this.onlyBlindsIn(state);
},
// Chips the pot has been priced with but nobody has actually paid.
//
// Two ways a contribution gets into this tool. Tapping the action moves chips: the
// bet leaves the stack, sits in front of the player, and is swept into their hand
// total at the end of the street. The other way is the "without live betting" panel
// — a base pot amount, or chips counted out on a seat — where the dealer is
// recording a hand they are watching rather than driving, and nothing ever leaves
// anybody's stack.
//
// The pot wizard prices both the same way, and awarding it credits the winner. So
// in that second mode the table simply grew: measured at a three-handed table with
// a $50 base pot, paying the pot took the chips on the table from $600 to $750 and
// left the bank check blaming a rebuy that never happened.
//
// So before the pot is pushed, whatever was assumed rather than taken comes off the
// stacks that assumed it. Chips already committed or swept are left alone; they
// have been paid once already, and taking them twice is the same bug the other way
// round.
collectAssumedContributions(state) {
const taken = [];
state.seats.forEach((player, index) => {
const priced = HoldemState.computeContribution(player, state.chipLegend, state.basePotAmount);
const alreadyPaid = this.round(this.committed(player) + (Number(player.amountOverride) || 0));
const owed = this.round(priced - alreadyPaid);
if (owed <= this.EPSILON_CHIPS) return;
// Never more than they are holding. A seat priced above its own stack is a
// dealer's typo or a player who is short, and inventing the difference is
// what this whole function exists to stop.
const moved = this.round(Math.min(owed, this.stackOf(state, player)));
if (moved <= this.EPSILON_CHIPS) return;
player.stack = this.round(this.stackOf(state, player) - moved);
// Recorded where a swept bet lives, so the money is in exactly the place
// the rest of the tool looks for chips that are in the middle this hand.
player.amountOverride = this.round((Number(player.amountOverride) || 0) + moved);
taken.push({ index, name: HoldemState.displayName(player, index), amount: moved });
});
return { taken, total: this.round(taken.reduce((sum, row) => sum + row.amount, 0)) };
},
// A misdeal: the hand never happened, so every chip goes back where it came from.
//
// The rulings sheet in this tool has told dealers to redeal since the day it was
// written — first card to the wrong seat, a seat entitled to a hand dealt out, one
// of the first two cards exposed — and the tool had no way to do it. The only
// control that ended a live hand was Next Hand, which says out loud that it takes
// the money off the table without paying anybody. That is right for an abandoned
// pot and wrong for a misdeal, where the blinds and any calls belong to the people
// who put them in.
//
// Undo covers the first second of it — "↶ dealing the hand" is one tap — but only
// while the action history is still there. It lives in memory, so a dealer who
// refreshes the page mid-hand, or who is three calls in, has nothing.
//
// What is deliberately kept: the button, the blinds, the straddle and anyone
// posting in. A misdeal is the *same* hand dealt again, not the next one.
takeHandBack(state) {
const returned = [];
state.seats.forEach((player, index) => {
const back = this.round(this.committed(player) + (Number(player.amountOverride) || 0));
if (back > 0) {
player.stack = this.round(this.stackOf(state, player) + back);
returned.push({ index, name: HoldemState.displayName(player, index), amount: back });
}
player.committed = 0;
player.amountOverride = null;
player.hasActed = false;
player.folded = false;
player.cards = ["", ""];
});
state.bettingOpen = false;
state.street = "preflop";
state.currentBet = 0;
state.lastRaiseSize = 0;
state.actingSeatIndex = null;
state.streetAggressorIndex = null;
state.handAggressorIndex = null;
HoldemState.clearBoard(state);
// Nothing was posted, as far as the next rotation is concerned: the hand this
// would have counted as is being dealt again from the same button.
state.postedBlinds = null;
state.postedStraddles = [];
return {
returned,
total: this.round(returned.reduce((sum, row) => sum + row.amount, 0)),
};
},
// Pulls the blinds back off the table and posts them again from wherever the
// button and the blind assignment now say they belong. Refunding first is what
// keeps the chip count straight when the button gets passed round three or four
// times before anybody is happy with it.
repostBlinds(state) {
state.seats.forEach(player => {
const back = this.committed(player);
if (back > 0) player.stack = this.round(this.stackOf(state, player) + back);
player.committed = 0;
player.hasActed = false;
});
this.beginHand(state);
},
// Deals a fresh betting round: blinds posted, action to the seat after the big
// blind, which is where a dealer expects to be looking when the cards go out.
//
// Called when the dealer says the table is ready, not automatically when the
// previous hand ends — everything before this point is setup, where seats and the
// button can move freely because no money has been committed.
beginHand(state) {
state.bettingOpen = true;
state.street = "preflop";
state.currentBet = 0;
state.lastRaiseSize = 0;
// A fresh deal starts on an empty felt. Dealing without moving the button —
// after a misdeal, or a table set up and dealt twice — would otherwise leave
// the last hand's board sitting there being ranked against the new cards.
HoldemState.clearBoard(state);
// Posting a blind isn't aggression — a hand limped and checked all the way
// down has no aggressor at all, which is exactly the case the showdown rule
// sends to the seat left of the button.
state.streetAggressorIndex = null;
state.handAggressorIndex = null;
// Deal around anyone with no chips, before anything else reads the table.
//
// A busted player who hasn't rebought used to be dealt in anyway, and the
// result was a hand nobody could finish: the table promised a small blind from
// a seat with nothing to post it with, took it from nobody, put the action on
// the big blind with only their own money in front of them, and announced
// "3 players — all-in, running out the board" before a card was dealt.
//
// Sitting them out is what a dealer does. Seat, name and buy-in record are
// untouched, so dealing them back in is one tap when they buy chips.
this.brokeSeats(state).forEach(index => {
state.seats[index].inHand = false;
state.seats[index].folded = false;
});
// Position is read off the button all through the hand, so it has to be on
// somebody before the blinds are worked out — not on the empty seat 1 a
// brand-new table starts on.
HoldemState.ensureButtonOnPlayer(state);
state.seats.forEach(player => {
player.committed = 0;
player.hasActed = false;
});
const sb = Number(state.smallBlind) || 0;
const bb = Number(state.bigBlind) || 0;
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
// A null big blind means there aren't enough players to post at all. A null
// small blind with a big blind behind it is the dead small blind, which is a
// hand that gets dealt like any other — it just has one blind in it.
if (bbIndex === null) {
state.currentBet = 0;
state.actingSeatIndex = null;
state.postedBlinds = null;
state.postedStraddles = [];
return;
}
if (sb > 0 && sbIndex !== null) this.putIn(state, sbIndex, sb);
if (bb > 0) this.putIn(state, bbIndex, bb);
// Anyone the dealer said would post to come in past the blinds. It's a big
// blind like any other — it buys them a hand they'd otherwise have to wait for
// — so it goes in the middle the same way, before the count below reads it.
const posting = Array.isArray(state.postingIn) ? state.postingIn : [];
if (bb > 0) {
state.seats.forEach((player, index) => {
if (index === sbIndex || index === bbIndex) return;
if (player.inHand && posting.includes(player.id)) this.putIn(state, index, bb);
});
}
// Deliberately not cleared here. repostBlinds takes every posted chip back and
// deals again through this same function, so a post that cleared itself on the
// way in would be refunded and never retaken — the dealer moves the button and
// somebody's post quietly vanishes. startNextHand is what ends it.
// What the next hand's rotation is worked out from. Recorded here, where the
// blinds are actually posted, because by the time it's needed the seats have
// moved on and the answer can no longer be read off the table.
state.postedBlinds = { sbIndex, bbIndex };
// Who got cards. Read next hand to tell a player who has been here all along
// from one who has just walked up and had the blinds go past them.
state.dealtLastHand = state.seats.filter(p => p.inHand).map(p => p.id);
// Straddles go out after the blinds and before the cards, each one left of the
// last. Posted here rather than left to the dealer to fake as a raise, because
// a raise from that seat would hand the action to the wrong player.
const straddles = this.straddleSeats(state);
straddles.forEach(({ index, amount }) => this.putIn(state, index, amount));
state.postedStraddles = straddles.map(({ index }) => index);
state.currentBet = this.round(state.seats.reduce(
(most, player) => Math.max(most, this.committed(player)), 0));
// A straddle is a blind raise, so what has to be matched to raise again is the
// straddle itself, not the big blind underneath it: $2 blinds with a $4
// straddle make the next raise $8, the same way the $2 blind makes it $4.
// Left alone, the minimum would come out at $6 and the dealer would be talked
// out of it by every player at the table.
state.lastRaiseSize = straddles.length > 0 ? state.currentBet : (bb || 0);
// Heads-up the button is the small blind and acts first before the flop; with
// three or more it's the seat after the big blind. Either way, a blind big
// enough to put that player all-in leaves them nothing to decide.
//
// A straddle moves that seat along: first to act is left of the last straddler,
// and the straddler keeps the option, which falls out of nobody having acted
// yet.
const lastPosted = straddles.length > 0
? straddles[straddles.length - 1].index
: bbIndex;
state.actingSeatIndex = headsUp
? (this.stackOf(state, state.seats[sbIndex]) > this.EPSILON_CHIPS ? sbIndex : this.nextToAct(state, sbIndex))
: this.nextToAct(state, lastPosted);
},
// What a pot-sized raise actually is, as a "raise to" total.
//
// Not "the bet plus the pot as it stands". The raiser calls first, and their call
// is in the pot before the raise is measured off it, so the pot being matched is
// the one that exists after the call:
//
// raise to = the current bet + (pot + what they owe) × fraction
//
// Pre-flop at 1/2 that gives $7, not $5: call the $2, which makes the pot $5, then
// raise $5. Leaving the call out understates every one of these, and players say
// "pot" out loud meaning a definite number.
//
// Facing no bet this is a plain pot-sized bet — toCall is zero and currentBet is
// zero, so it comes out as the pot, which is the right answer there too.
// Rounded up to something the table's chips can actually build. Half the pot is
// constantly a half-chip amount — pre-flop at 1/2 it is $4.50, and the smallest
// chip in the default legend is a dollar, so the button offered a number the
// dealer would have to round themselves every single time.
//
// Only when the legend describes this game. A smallest chip *larger* than the big
// blind means the denominations were never set for these stakes, and rounding a
// 5c/10c table up to whole dollars would be the tool doing real damage on the
// strength of a field somebody forgot to fill in. Left exact there, and the wrong
// legend stays visible rather than being quietly applied.
potRaiseTo(state, index, fraction = 1) {
const player = state.seats[index];
if (!player) return 0;
const potAfterCall = this.round(this.potSoFar(state) + this.toCall(state, player));
const exact = this.round((state.currentBet || 0) + potAfterCall * fraction);
const step = Money.fromCents(Money.chipStepCents(state.chipLegend));
const bigBlind = Number(state.bigBlind) || 0;
if (step <= 0 || (bigBlind > 0 && step > bigBlind)) return exact;
return Money.upToChip(exact, state.chipLegend);
},
// Who turns their hand over first.
//
// A call the dealer makes at every showdown that isn't a fold, and one nobody at
// the table volunteers for — everyone would rather see a hand than show one. The
// tool knew who last raised and who sits left of the button and said neither, so
// the dealer was working it out from memory while five people waited.
//
// Three cases, in the order the rule asks them:
// * somebody bet or raised on the final round — they show first;
// * the round was checked through — first live player left of the button;
// * nobody could bet, because the chips were already in — the last player who
// did put money in, on whichever round that was.
//
// Returns null when there's nothing to call: one player left, or none.
showdownOrder(state) {
const live = this.liveSeats(state);
if (live.length < 2) return null;
const seatOf = index =>
Number.isInteger(index) && live.some(s => s.index === index) ? index : null;
const streetAggressor = seatOf(state.streetAggressorIndex);
if (streetAggressor !== null) {
return { index: streetAggressor, reason: "aggressor" };
}
// Nobody could have bet this round, so "no bet on the final round" isn't a
// choice anybody made and the seat left of the button hasn't earned the
// obligation. It falls to whoever last put money in.
if (!this.canStillBet(state)) {
const handAggressor = seatOf(state.handAggressorIndex);
if (handAggressor !== null) return { index: handAggressor, reason: "allInAggressor" };
}
const order = HoldemState.liveOrderFromButton(state)
.filter(index => live.some(s => s.index === index));
return order.length > 0 ? { index: order[0], reason: "leftOfButton" } : null;
},
// Winners get their share put back in front of them.
creditWinnings(state, payouts) {
payouts.forEach(payout => {
const player = state.seats.find(p => p.id === payout.id);
if (!player) return;
player.stack = this.round(this.stackOf(state, player) + payout.amount);
});
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = Betting;
}
@@ -0,0 +1,207 @@
// Tap a card instead of typing it.
//
// Typing "AH" into a two-character box is fine at a desk and miserable at a table:
// it needs a keyboard, it accepts nonsense like "ZZ", and it happily lets the same
// card land in two players' hands. The picker is one tap per card, greys out cards
// already dealt somewhere else at the table, and stores exactly the same two-character
// string the rest of the tool has always read.
const CardPicker = {
RANKS: ["A", "K", "Q", "J", "T", "9", "8", "7", "6", "5", "4", "3", "2"],
SUITS: [
{ code: "S", symbol: "♠", red: false },
{ code: "H", symbol: "♥", red: true },
{ code: "D", symbol: "♦", red: true },
{ code: "C", symbol: "♣", red: false },
],
state: null,
hooks: null,
// Which set of slots is being filled: a seat's two hole cards, or the five
// community cards. The grid, the duplicate check and the tap-to-fill behaviour are
// the same job either way — what changes is where the card is written and how many
// slots there are to walk along.
target: null,
seatIndex: null,
cardIndex: 0,
open(state, hooks, seatIndex, cardIndex) {
this.state = state;
this.hooks = hooks;
this.target = "seat";
this.seatIndex = seatIndex;
this.cardIndex = cardIndex;
this.render();
document.getElementById("cardPickerOverlay").hidden = false;
},
// The board. `limit` is how many of the five are actually out — three on the flop,
// four on the turn — so the sheet never offers a slot for a card the dealer has not
// turned over yet.
openBoard(state, hooks, cardIndex, limit = 5) {
this.state = state;
this.hooks = hooks;
this.target = "board";
this.seatIndex = null;
this.boardLimit = Math.max(1, Math.min(5, limit));
this.cardIndex = Math.min(cardIndex, this.boardLimit - 1);
this.render();
document.getElementById("cardPickerOverlay").hidden = false;
},
onBoard() {
return this.target === "board";
},
// The slots the sheet is filling, whichever set that is.
slotValues() {
return this.onBoard()
? (this.state.board || []).slice(0, this.boardLimit)
: this.state.seats[this.seatIndex].cards;
},
write(index, card) {
if (this.onBoard()) {
if (!Array.isArray(this.state.board)) this.state.board = ["", "", "", "", ""];
this.state.board[index] = card;
return;
}
this.state.seats[this.seatIndex].cards[index] = card;
},
// Why the sheet is closing, because one caller needs to tell the difference.
//
// "filled" is the sheet finishing its own job — the last empty slot it was offering
// got a card. "dismissed" is the dealer leaving: Done, Escape, or a tap on the scrim.
// A single seat's cards don't care which. A showdown does: it walks the players one
// at a time, and the two answers are "next player" and "stop asking".
//
// The hooks are dropped before the callback runs, so a caller that opens the sheet
// again from inside `onDone` installs its own and this close can't fire twice.
close(reason = "dismissed") {
document.getElementById("cardPickerOverlay").hidden = true;
const done = this.hooks && this.hooks.onDone;
this.hooks = null;
if (done) done(reason);
},
// Every card already dealt somewhere — in front of a player or face up in the
// middle. The slot being edited is excluded, so re-picking the card that's already
// there isn't treated as a duplicate.
//
// The board belongs in here as much as the hands do, and in both directions: the
// seven of clubs cannot be on the flop and in somebody's hand, whichever of the two
// the dealer is filling in at the time.
cardsInUse() {
const used = new Map();
this.state.seats.forEach((player, seat) => {
(player.cards || []).forEach((card, slot) => {
if (!card) return;
if (!this.onBoard() && seat === this.seatIndex && slot === this.cardIndex) return;
used.set(card.toUpperCase(), HoldemState.displayName(player, seat));
});
});
(this.state.board || []).forEach((card, slot) => {
if (!card) return;
if (this.onBoard() && slot === this.cardIndex) return;
used.set(card.toUpperCase(), "the board");
});
return used;
},
assign(card) {
this.write(this.cardIndex, card);
this.hooks.onPick(this.seatIndex, this.cardIndex, card);
// Straight on to the next empty slot — a dealer picking hole cards is always
// picking two and a flop is always three, and making them re-open the picker
// between each one multiplies the taps by the only thing the sheet is for.
const values = this.slotValues();
const next = values.findIndex((value, i) => i > this.cardIndex && !value);
if (next !== -1) {
this.cardIndex = next;
this.render();
return;
}
this.close("filled");
},
clearSlot() {
this.write(this.cardIndex, "");
this.hooks.onPick(this.seatIndex, this.cardIndex, "");
this.render();
},
// What this slot is called out loud: the flop's three cards, then the turn, then
// the river — which is what a dealer is holding when they open this, rather than
// "card 4".
boardSlotLabel(slot) {
return ["Flop 1", "Flop 2", "Flop 3", "Turn", "River"][slot] || `Card ${slot + 1}`;
},
render() {
const used = this.cardsInUse();
const values = this.slotValues();
document.getElementById("cardPickerTitle").textContent = this.onBoard()
? `Board — ${this.boardSlotLabel(this.cardIndex).toLowerCase()}`
: `${HoldemState.displayName(this.state.seats[this.seatIndex], this.seatIndex)} — card ${this.cardIndex + 1}`;
// Which slot the next tap fills, switchable without closing the sheet.
const slots = document.getElementById("cardPickerSlots");
slots.innerHTML = "";
values.forEach((_, slot) => {
const btn = document.createElement("button");
btn.type = "button";
btn.className = "pickerSlot";
btn.classList.toggle("active", slot === this.cardIndex);
const value = values[slot] || "";
btn.textContent = value || "—";
if (this.onBoard()) btn.title = this.boardSlotLabel(slot);
btn.classList.toggle("cardRed", /[HD]$/i.test(value));
btn.addEventListener("click", () => {
this.cardIndex = slot;
this.render();
});
slots.appendChild(btn);
});
const grid = document.getElementById("cardPickerGrid");
grid.innerHTML = "";
this.RANKS.forEach(rank => {
this.SUITS.forEach(suit => {
const card = `${rank}${suit.code}`;
const takenBy = used.get(card);
const btn = document.createElement("button");
btn.type = "button";
btn.className = "pickerCard";
btn.classList.toggle("cardRed", suit.red);
btn.disabled = !!takenBy;
if (takenBy) {
btn.title = takenBy === "the board"
? "Already face up on the board"
: `Already dealt to ${takenBy}`;
}
if ((values[this.cardIndex] || "").toUpperCase() === card) {
btn.classList.add("selected");
}
const rankEl = document.createElement("span");
rankEl.className = "pickerRank";
rankEl.textContent = rank;
const suitEl = document.createElement("span");
suitEl.className = "pickerSuit";
suitEl.textContent = suit.symbol;
btn.appendChild(rankEl);
btn.appendChild(suitEl);
btn.addEventListener("click", () => this.assign(card));
grid.appendChild(btn);
});
});
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = CardPicker;
}
@@ -0,0 +1,136 @@
// Toasts and confirmation dialogs, so the table never has to fall back on the
// browser's own alert boxes. A system confirm() steals focus, looks nothing like
// the rest of the page, and on a phone it's a full-screen interruption — all of
// which is a bad trade for a dealer trying to keep a game moving.
// A short-lived message at the bottom of the screen, optionally with one action
// (in practice: Undo). Only one is ever on screen; a second replaces the first.
const Toast = {
DEFAULT_DURATION_MS: 8000,
timer: null,
show(message, options = {}) {
const host = document.getElementById("toastHost");
if (!host) return;
this.dismiss();
const toast = document.createElement("div");
toast.className = "toast";
toast.setAttribute("role", "status");
const text = document.createElement("span");
text.className = "toastText";
text.textContent = message;
toast.appendChild(text);
if (options.actionLabel && options.onAction) {
const action = document.createElement("button");
action.type = "button";
action.className = "toastAction";
action.textContent = options.actionLabel;
action.addEventListener("click", () => {
this.dismiss();
options.onAction();
});
toast.appendChild(action);
}
const close = document.createElement("button");
close.type = "button";
close.className = "toastClose";
close.setAttribute("aria-label", "Dismiss");
close.textContent = "✕";
close.addEventListener("click", () => this.dismiss());
toast.appendChild(close);
host.appendChild(toast);
// Next frame, so the entrance transition actually runs.
requestAnimationFrame(() => {
toast.classList.add("toastVisible");
this.publishHeight();
});
this.timer = setTimeout(
() => this.dismiss(),
options.duration || this.DEFAULT_DURATION_MS
);
},
dismiss() {
if (this.timer) {
clearTimeout(this.timer);
this.timer = null;
}
const host = document.getElementById("toastHost");
if (host) host.innerHTML = "";
this.publishHeight();
},
// How much of the bottom of the window this is standing on.
//
// The toast is fixed, so it is not in the flow and nothing scrolling a control into
// view knows it is there — measured on the desktop sweep, tabbing to Common rulings
// while a toast was up left the focus ring entirely behind it. The stylesheet adds
// this to the bar's own height to work out where a focused control has to stop, so
// it is published rather than guessed: the toast is one line or two depending on the
// message, and on a narrow screen the same message is taller again.
publishHeight() {
if (typeof document === "undefined" || !document.documentElement) return;
const host = document.getElementById("toastHost");
const height = host && host.firstElementChild
? Math.round(host.getBoundingClientRect().height)
: 0;
document.documentElement.style.setProperty("--toastHeight", `${height}px`);
},
};
// Styled stand-in for confirm(). Resolves true if the dealer goes through with it.
const Dialog = {
confirm({ title, message, confirmLabel = "Confirm", cancelLabel = "Cancel", danger = false }) {
return new Promise(resolve => {
const overlay = document.getElementById("confirmOverlay");
const modal = overlay.querySelector("#confirmModal");
overlay.querySelector("#confirmTitle").textContent = title;
overlay.querySelector("#confirmMessage").textContent = message;
const confirmBtn = overlay.querySelector("#confirmAcceptBtn");
const cancelBtn = overlay.querySelector("#confirmCancelBtn");
confirmBtn.textContent = confirmLabel;
cancelBtn.textContent = cancelLabel;
confirmBtn.classList.toggle("holdemBtnDanger", danger);
confirmBtn.classList.toggle("holdemBtnAccent", !danger);
const finish = result => {
overlay.hidden = true;
confirmBtn.removeEventListener("click", onAccept);
cancelBtn.removeEventListener("click", onCancel);
overlay.removeEventListener("click", onBackdrop);
document.removeEventListener("keydown", onKey);
resolve(result);
};
const onAccept = () => finish(true);
const onCancel = () => finish(false);
const onBackdrop = e => {
if (e.target === overlay) finish(false);
};
const onKey = e => {
if (e.key === "Escape") finish(false);
if (e.key === "Enter") finish(true);
};
confirmBtn.addEventListener("click", onAccept);
cancelBtn.addEventListener("click", onCancel);
overlay.addEventListener("click", onBackdrop);
document.addEventListener("keydown", onKey);
overlay.hidden = false;
modal.focus();
confirmBtn.focus();
});
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = { Toast, Dialog };
}
@@ -0,0 +1,130 @@
// Turns the in-memory hand history into a CSV file the dealer can download for a
// paper trail — a house manager or a disputed chip count needs something that
// outlives the browser tab, not just a scrollable panel in the sidebar.
const HandHistoryExport = {
csvField(value) {
const str = String(value ?? "");
return /[",\n]/.test(str) ? `"${str.replace(/"/g, '""')}"` : str;
},
formatTimestamp(timestamp) {
try {
return new Date(timestamp).toLocaleString();
} catch {
return "";
}
},
// Money columns go in as bare numbers. Written as "$1,250,000.00" they import as
// text, so the one thing anybody opens this file to do — total a column and see
// who owes what — doesn't work without cleaning every cell first. The commas were
// quoted correctly, so the file parsed; it just wouldn't add up.
toCsv(handHistory, standings = [], { notes = "" } = {}) {
// The rake gets its own column rather than being folded into the pot: the two
// numbers answer different questions — what was in the middle, and what the
// house took out of it — and a night's worth of the second one is what the box
// is counted against.
const rows = [["Hand #", "Time", "Pot", "House take", "Payouts"]];
// handHistory is stored newest-first; the export reads better oldest-first.
[...handHistory].reverse().forEach(entry => {
const payouts = (entry.payouts || [])
.map(p => `${p.label}: ${Money.format(p.amount)}`)
.join("; ");
rows.push([
entry.handNumber,
this.formatTimestamp(entry.timestamp),
Money.forSheet(entry.pot),
Money.forSheet(entry.rake || 0),
payouts,
]);
});
// The settle-up numbers go in the same file as the hands they came from, so a
// dealer handing over one export isn't asked for a second one at cash-out.
if (standings.length > 0) {
rows.push([]);
rows.push(["Session Standings"]);
// Bought in and chips now are what a cash-out is settled from; paid in and
// won describe the hands. Both belong in the file the dealer hands over.
//
// Notes go last so the money columns keep the shape a spreadsheet expects.
// "IOU: $20 to Ann" is exactly the kind of thing that has to be in the file
// somebody settles up from, and it was only ever visible inside that seat's
// own editor.
rows.push(["Player", "Paid In", "Won", "Net", "Bought In", "Chips Now", "Up/Down", "Notes"]);
standings.forEach(row => {
rows.push([
// Somebody who has gone home is marked in the file the same way the
// panel marks them, because this is the copy that gets read at the
// end of the night when nobody remembers who has already been paid.
row.cashedOut ? `${row.name} (paid out)` : row.name,
Money.forSheet(row.in),
Money.forSheet(row.won),
Money.forSheet(row.net),
Money.forSheet(row.boughtIn || 0),
Money.forSheet(row.chipsNow || 0),
Money.forSheet(row.cashPosition || 0),
row.notes || "",
]);
});
// And the answer the standings are read to get to. Whoever opens this file
// wants the payment list, not to redo the arithmetic in a spreadsheet.
const plan = SettleUp.plan(standings);
if (plan.payments.length > 0) {
rows.push([]);
rows.push(["Settle Up"]);
rows.push(["Pays", "Receives", "Amount"]);
plan.payments.forEach(payment => {
rows.push([payment.from, payment.to, Money.forSheet(payment.amount)]);
});
if (!plan.balanced) {
// The file is the paper trail, so the caveat travels with it rather
// than living only in a sidebar nobody exported.
rows.push([
plan.shortBy > 0
? `Unpaid: ${Money.forSheet(plan.shortBy)} — more chips in play than cash taken`
: `Unclaimed: ${Money.forSheet(plan.overBy)} — more cash taken than chips in play`,
]);
}
}
}
// The table's own notes — side bets, IOUs, the promo running until midnight.
// The dealer typed them because they matter to the night, and the export is the
// thing that outlives the browser tab; leaving them behind meant the one place
// the context was written down was the one place it couldn't be handed over.
// csvField quotes the line breaks, so a multi-line note survives as one cell.
if (notes && notes.trim()) {
rows.push([]);
rows.push(["Table Notes"]);
rows.push([notes.trim()]);
}
return rows.map(row => row.map(f => this.csvField(f)).join(",")).join("\r\n");
},
fileName() {
const now = new Date();
const pad = n => String(n).padStart(2, "0");
const stamp = `${now.getFullYear()}-${pad(now.getMonth() + 1)}-${pad(now.getDate())}-${pad(now.getHours())}${pad(now.getMinutes())}`;
return `holdem-hand-history-${stamp}.csv`;
},
download(handHistory, standings = [], options = {}) {
const csv = this.toCsv(handHistory, standings, options);
const blob = new Blob([csv], { type: "text/csv;charset=utf-8;" });
const url = URL.createObjectURL(blob);
const link = document.createElement("a");
link.href = url;
link.download = this.fileName();
document.body.appendChild(link);
link.click();
document.body.removeChild(link);
URL.revokeObjectURL(url);
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = HandHistoryExport;
}
@@ -0,0 +1,285 @@
// What beats what.
//
// The dealer has always been the one who decides who won: the pot wizard asks "who won
// the hand?" and pays whoever gets ticked. That is the right default — most hands are
// won without a showdown, and at a home game the table reads the cards out loud between
// them. But when the board is on the felt and the hands are on their backs, the tool
// knows the answer, and reading it off a screen beats three people counting kickers.
//
// Cards are the same two-character strings the rest of the tool has always stored:
// a rank from `RANKS` and a suit from S, H, D, C. Case is not significant.
//
// Nothing in here touches the DOM, the table, or money. It compares cards, and the pot
// wizard decides what to do about it.
const HandRank = {
RANKS: "23456789TJQKA",
// High to low. The number is the hand's category and nothing else — kickers and
// the rest of the tie-breaking live in the `tiebreak` array beside it.
STRAIGHT_FLUSH: 8,
FOUR_OF_A_KIND: 7,
FULL_HOUSE: 6,
FLUSH: 5,
STRAIGHT: 4,
THREE_OF_A_KIND: 3,
TWO_PAIR: 2,
ONE_PAIR: 1,
HIGH_CARD: 0,
// 2 through 14. Null for anything that isn't a card, which is how a half-filled
// slot gets told apart from a bad one.
rankValue(card) {
if (typeof card !== "string" || card.length < 2) return null;
const index = this.RANKS.indexOf(card[0].toUpperCase());
return index < 0 ? null : index + 2;
},
suitOf(card) {
if (typeof card !== "string" || card.length < 2) return null;
const suit = card[card.length - 1].toUpperCase();
return "SHDC".includes(suit) ? suit : null;
},
isCard(card) {
return this.rankValue(card) !== null && this.suitOf(card) !== null;
},
// Singular and plural, for reading a hand out loud.
NAMES: {
14: ["ace", "aces"], 13: ["king", "kings"], 12: ["queen", "queens"],
11: ["jack", "jacks"], 10: ["ten", "tens"], 9: ["nine", "nines"],
8: ["eight", "eights"], 7: ["seven", "sevens"], 6: ["six", "sixes"],
5: ["five", "fives"], 4: ["four", "fours"], 3: ["three", "threes"],
2: ["two", "twos"],
},
name(rank, plural = false) {
const pair = this.NAMES[rank];
return pair ? pair[plural ? 1 : 0] : "?";
},
// ---- The five-card hand -------------------------------------------------------
// Exactly five cards, ranked. Everything else is built on this.
//
// Five rather than seven because five is the hand a player actually holds, and it
// is small enough to check by hand — which is the whole argument for doing it this
// way. The seven-card version below tries all twenty-one five-card hands and keeps
// the best, which is a hand of poker's own definition of "your best five" written
// out literally. A dealer resolves one pot a hand with at most a dozen players in
// it; two hundred and fifty comparisons of five cards is not a cost worth trading
// a subtler algorithm's correctness for.
evaluate5(cards) {
if (!Array.isArray(cards) || cards.length !== 5) return null;
if (!cards.every(card => this.isCard(card))) return null;
const ranks = cards.map(card => this.rankValue(card)).sort((a, b) => b - a);
const suits = cards.map(card => this.suitOf(card));
const flush = suits.every(suit => suit === suits[0]);
// How many of each rank, ordered by how many first and by rank second — so
// the front of this list is always the rank that decides the hand.
const counts = new Map();
ranks.forEach(rank => counts.set(rank, (counts.get(rank) || 0) + 1));
const groups = [...counts.entries()]
.sort((a, b) => (b[1] - a[1]) || (b[0] - a[0]));
const shape = groups.map(([, count]) => count);
const byGroup = groups.map(([rank]) => rank);
const straightHigh = this.straightHigh(ranks);
const made = (category, tiebreak) => ({ category, tiebreak, cards: [...cards] });
if (flush && straightHigh) return made(this.STRAIGHT_FLUSH, [straightHigh]);
if (shape[0] === 4) return made(this.FOUR_OF_A_KIND, byGroup);
if (shape[0] === 3 && shape[1] === 2) return made(this.FULL_HOUSE, byGroup);
if (flush) return made(this.FLUSH, ranks);
if (straightHigh) return made(this.STRAIGHT, [straightHigh]);
if (shape[0] === 3) return made(this.THREE_OF_A_KIND, byGroup);
if (shape[0] === 2 && shape[1] === 2) return made(this.TWO_PAIR, byGroup);
if (shape[0] === 2) return made(this.ONE_PAIR, byGroup);
return made(this.HIGH_CARD, ranks);
},
// The top card of the straight these five ranks make, or null.
//
// The wheel is the exception the rest of the ordering has to be told about: A-2-3-4-5
// is a straight, and it is the *lowest* one, so its ace counts as five rather than
// as fourteen. Getting that wrong is how A-2-3-4-5 comes to beat 10-J-Q-K-A.
straightHigh(sortedDesc) {
const distinct = [...new Set(sortedDesc)];
if (distinct.length !== 5) return null;
if (distinct[0] - distinct[4] === 4) return distinct[0];
// Ace, five, four, three, two.
if (distinct[0] === 14 && distinct[1] === 5 && distinct[4] === 2) return 5;
return null;
},
// ---- The best five out of however many ----------------------------------------
// The best five-card hand available from five, six or seven cards — hole cards and
// board together, which is what Hold'em asks for. Returns null if there aren't five
// real cards, which is the ordinary state of a hand still being dealt.
best(cards) {
const real = (cards || []).filter(card => this.isCard(card));
if (real.length < 5) return null;
// A card in two places at once is a mis-entry, not a hand — say so rather than
// ranking a board that has the same king on it twice.
if (new Set(real.map(card => card.toUpperCase())).size !== real.length) return null;
let best = null;
this.eachFive(real, five => {
const hand = this.evaluate5(five);
if (!best || this.compare(hand, best) > 0) best = hand;
});
return best;
},
// Every five-card subset, without building an array of them.
eachFive(cards, visit) {
const n = cards.length;
for (let a = 0; a < n - 4; a++) {
for (let b = a + 1; b < n - 3; b++) {
for (let c = b + 1; c < n - 2; c++) {
for (let d = c + 1; d < n - 1; d++) {
for (let e = d + 1; e < n; e++) {
visit([cards[a], cards[b], cards[c], cards[d], cards[e]]);
}
}
}
}
}
},
// Positive if `a` wins, negative if `b` does, zero for a chop. A chop is a real
// answer here rather than a rounding of one: two players playing the same board
// split the pot, and the fifth card decides it far more often than a table expects.
compare(a, b) {
if (!a && !b) return 0;
if (!a) return -1;
if (!b) return 1;
if (a.category !== b.category) return a.category - b.category;
const length = Math.max(a.tiebreak.length, b.tiebreak.length);
for (let i = 0; i < length; i++) {
const diff = (a.tiebreak[i] || 0) - (b.tiebreak[i] || 0);
if (diff !== 0) return diff;
}
return 0;
},
// ---- Saying it out loud -------------------------------------------------------
// What a dealer says when they turn the hand over. Named to the level that settles
// it and no further: "two pair, aces and eights" is the call, and the kicker only
// gets a mention where the tool has had to use one to break a tie.
describe(hand) {
if (!hand) return "";
const [first, second] = hand.tiebreak;
switch (hand.category) {
case this.STRAIGHT_FLUSH:
return first === 14 ? "Royal flush" : `Straight flush, ${this.name(first)} high`;
case this.FOUR_OF_A_KIND:
return `Four of a kind, ${this.name(first, true)}`;
case this.FULL_HOUSE:
return `Full house, ${this.name(first, true)} full of ${this.name(second, true)}`;
case this.FLUSH:
return `Flush, ${this.name(first)} high`;
case this.STRAIGHT:
return `Straight, ${this.name(first)} high`;
case this.THREE_OF_A_KIND:
return `Three of a kind, ${this.name(first, true)}`;
case this.TWO_PAIR:
return `Two pair, ${this.name(first, true)} and ${this.name(second, true)}`;
case this.ONE_PAIR:
return `Pair of ${this.name(first, true)}`;
default:
return `${this.name(first).charAt(0).toUpperCase()}${this.name(first).slice(1)} high`;
}
},
// The same call with the article a table would put in front of it. Not derivable
// from the first letter: it is "a full house" and "a flush", but "four of a kind"
// and "two pair" take none at all, and "an ace high" is not something anybody says.
// So it belongs to the category, like the name does.
ARTICLED: {
8: hand => (hand.tiebreak[0] === 14 ? "a royal flush" : "a"),
7: () => null,
6: () => "a",
5: () => "a",
4: () => "a",
3: () => null,
2: () => null,
1: () => "a",
0: () => null,
},
// "wins with X" — the phrase, ready to drop into a sentence.
phrase(hand) {
if (!hand) return "the best hand";
const described = this.describe(hand);
const article = (this.ARTICLED[hand.category] || (() => null))(hand);
if (article === null) return described.toLowerCase();
if (article !== "a") return article;
return `a ${described.toLowerCase()}`;
},
// ---- The showdown -------------------------------------------------------------
// Rank a set of players against a board.
//
// `players` is [{ id, cards }, ...] — the two in front of each of them. Every player
// is returned whether or not they could be ranked, in the order they were given, so
// the caller can show a row for each and say which ones it could not read. `place`
// is 1 for the winner and shared by a chop; a player whose cards aren't known has a
// null hand and no place.
//
// `complete` is the question the pot wizard actually asks: can this be trusted to
// pay the table. It is only true when the board is all five cards and every single
// player handed in has two of their own — one unknown hand and the tool cannot say
// who won, only who is winning so far, which is not the same thing and must not be
// dressed up as it.
showdown(board, players) {
const boardCards = (board || []).filter(card => this.isCard(card));
const boardComplete = boardCards.length === 5;
const ranked = (players || []).map(player => {
const hole = (player.cards || []).filter(card => this.isCard(card));
const hand = hole.length === 2 && boardComplete
? this.best([...hole, ...boardCards])
: null;
return { id: player.id, cards: hole, hand, place: null };
});
const readable = ranked.filter(row => row.hand);
// A duplicated card anywhere means somebody has been mis-entered, and the
// ranking would be of a deck that doesn't exist.
const all = [...boardCards, ...ranked.flatMap(row => row.cards)].map(c => c.toUpperCase());
const duplicated = new Set(all).size !== all.length;
const sorted = [...readable].sort((a, b) => this.compare(b.hand, a.hand));
let place = 0;
sorted.forEach((row, i) => {
if (i === 0 || this.compare(row.hand, sorted[i - 1].hand) !== 0) place = i + 1;
row.place = place;
});
const winners = sorted.filter(row => row.place === 1);
const complete = boardComplete && !duplicated &&
ranked.length > 0 && readable.length === ranked.length;
return {
players: ranked,
winners: complete ? winners.map(row => row.id) : [],
boardComplete,
duplicated,
complete,
// Who the tool could not read, so the dialog can name them rather than
// just declining to help.
unknown: ranked.filter(row => !row.hand).map(row => row.id),
};
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = HandRank;
}
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,147 @@
// Keyboard and screen-reader behaviour for every overlay in the tool, in one place.
//
// There are six of them — seat menu, card picker, add chips, rulings, pot wizard,
// confirm — opened and closed by five different modules, and each one was missing
// the same three things: focus never moved into the dialog, Tab walked straight out
// of it into the page behind the scrim, and Escape did nothing (only the rulings
// sheet handled it). Measured before this: 0 of 5 moved focus in, 5 of 5 leaked Tab,
// 1 of 5 closed on Escape.
//
// Rather than patch that into five modules, this watches the `hidden` attribute every
// overlay already toggles. Nothing else had to change, and an overlay added later
// gets the same behaviour without anyone remembering to wire it up — which is the
// failure this is fixing in the first place.
const Modal = {
// `:not([hidden])` matters — a sheet that is itself hidden inside an open overlay
// must not be a Tab stop.
FOCUSABLE: [
"a[href]",
"button:not([disabled])",
'input:not([disabled]):not([type="hidden"])',
"select:not([disabled])",
"textarea:not([disabled])",
'[tabindex]:not([tabindex="-1"])',
].join(","),
open: [],
mount() {
document.querySelectorAll('[id$="Overlay"]').forEach(overlay => this.watch(overlay));
// Capture phase: the dialog gets first refusal on Escape and Tab, before any
// table-level shortcut sees them.
document.addEventListener("keydown", e => this.onKeyDown(e), true);
},
watch(overlay) {
const sync = () => {
const isOpen = !overlay.hidden;
const known = this.open.some(entry => entry.overlay === overlay);
if (isOpen && !known) this.onOpened(overlay);
else if (!isOpen && known) this.onClosed(overlay);
};
new MutationObserver(sync).observe(overlay, { attributes: true, attributeFilter: ["hidden"] });
sync();
},
sheetOf(overlay) {
return overlay.querySelector('[role="dialog"], [role="alertdialog"]') || overlay.firstElementChild || overlay;
},
focusableIn(overlay) {
return [...overlay.querySelectorAll(this.FOCUSABLE)].filter(el => {
if (el.closest("[hidden]")) return false;
const rect = el.getBoundingClientRect();
return rect.width > 0 && rect.height > 0;
});
},
onOpened(overlay) {
const sheet = this.sheetOf(overlay);
// aria-modal is only true while the thing is actually open, so it's set here
// rather than baked into the markup.
if (sheet) sheet.setAttribute("aria-modal", "true");
this.open.push({ overlay, returnFocus: document.activeElement });
// Focus the first real control. A dialog that leaves focus on the button
// behind it reads, to a screen reader, as though nothing happened at all.
// Content-only sheets get focus on the sheet so the title is announced.
const focusable = this.focusableIn(overlay);
const target = focusable[0];
if (target) {
target.focus({ preventScroll: true });
} else if (sheet) {
if (!sheet.hasAttribute("tabindex")) sheet.setAttribute("tabindex", "-1");
sheet.focus({ preventScroll: true });
}
},
onClosed(overlay) {
const index = this.open.findIndex(entry => entry.overlay === overlay);
if (index === -1) return;
const [entry] = this.open.splice(index, 1);
const sheet = this.sheetOf(overlay);
if (sheet) sheet.removeAttribute("aria-modal");
// Put the dealer back where they were. Without this, closing the pot wizard
// drops focus to the top of the document and the next Tab starts from the
// page header.
const back = entry.returnFocus;
if (back && back.isConnected && typeof back.focus === "function") {
back.focus({ preventScroll: true });
}
},
topmost() {
return this.open.length ? this.open[this.open.length - 1] : null;
},
// Escape presses the dialog's own cancel/close button rather than just hiding the
// overlay, so whatever that button does — resolving the confirm promise, clearing
// the add-chips draft — still happens. Only if there isn't one does it hide the
// overlay directly.
dismiss(overlay) {
const closer = overlay.querySelector("[data-modal-close]");
if (closer) closer.click();
else overlay.hidden = true;
},
onKeyDown(event) {
const top = this.topmost();
if (!top) return;
if (event.key === "Escape") {
event.preventDefault();
event.stopPropagation();
this.dismiss(top.overlay);
return;
}
if (event.key !== "Tab") return;
// Keep Tab inside the dialog. Everything behind the scrim is unreachable by
// mouse, so letting the keyboard wander back there is a trap with no way out.
const focusable = this.focusableIn(top.overlay);
if (focusable.length === 0) {
event.preventDefault();
return;
}
const first = focusable[0];
const last = focusable[focusable.length - 1];
const active = document.activeElement;
if (event.shiftKey && (active === first || !top.overlay.contains(active))) {
event.preventDefault();
last.focus({ preventScroll: true });
} else if (!event.shiftKey && (active === last || !top.overlay.contains(active))) {
event.preventDefault();
first.focus({ preventScroll: true });
}
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = Modal;
}
@@ -0,0 +1,171 @@
// Shared money handling for every casino surface. Kept apart from the table's
// rendering so the quick-split calculator can pull it in without dragging the whole
// seat/chip UI along with it.
//
// Everything the dealer touches is money, and money is decimal, so every module used
// to carry its own `Math.round(x * 100) / 100`. That's one rounding rule written out
// sixteen times in six files, which is sixteen chances for one of them to drift.
// It lives here now, and the modules that do arithmetic call these instead.
const Money = {
// Half a cent. Chip comparisons need a tolerance: a stack that lands on
// 0.0000000001 after a split is empty as far as a dealer is concerned, and an
// exact `> 0` would treat that player as still having chips to bet.
EPSILON: 0.004,
// All money maths goes through cents, so 0.1 + 0.2 never reaches a payout.
toCents(amount) {
return Math.round((Number(amount) || 0) * 100);
},
fromCents(cents) {
return cents / 100;
},
round(amount) {
return this.toCents(amount) / 100;
},
// Cents only when there are cents.
//
// A chip game deals in whole numbers nearly all the time, and a trailing ".00"
// is two characters that say nothing — measured at ~22px, against the 64px a
// seat puck has to show a stack in. "$1,250,000.00" doesn't fit and wraps;
// "$1,250,000" does. Amounts that genuinely carry cents still show them, so a
// 25c-blind game reads exactly as it did.
format(amount) {
const value = Number(amount) || 0;
const hasCents = this.toCents(value) % 100 !== 0;
return `$${value.toLocaleString(undefined, {
minimumFractionDigits: hasCents ? 2 : 0,
maximumFractionDigits: 2,
})}`;
},
// The same amount for a spreadsheet rather than for a person: no currency symbol
// and no thousands separators, because those are what make a column of money
// import as text and refuse to add up.
forSheet(amount) {
return (this.toCents(amount) / 100).toFixed(2);
},
// The chips to actually push, for an amount.
//
// A payout figure is the answer to the arithmetic, not to the dealer's job: they
// still have to work out that $132 is two blacks, a green, a red and two whites
// while six people watch. The chip legend already knows the denominations.
//
// Largest first, which is greedy and therefore not optimal for an arbitrary set of
// values — but poker chips are not arbitrary. Every real set is canonical (each
// denomination divides the next: 1, 5, 25, 100, 500), and greedy is exactly optimal
// on those. A dealer who invents a 3-and-7 chip set gets a valid answer that might
// use one chip more than it had to.
//
// Anything the smallest chip can't make comes back as `remainder` rather than being
// rounded away: a 50c share in a game whose smallest chip is a dollar is a real
// problem for the dealer to solve, not a rounding error to hide.
// The smallest chip the table has said it plays with, in cents. Zero when no
// denominations are set, which means the tool has been told nothing about what
// chips exist and shouldn't pretend otherwise.
chipStepCents(legend) {
const values = (legend || [])
.map(chip => this.toCents(chip.value))
.filter(cents => cents > 0);
return values.length > 0 ? Math.min(...values) : 0;
},
// Rounds an amount up to something the table can actually build out of its chips.
//
// Up rather than down or nearest: these are bet sizes, and a pot-sized bet that
// has been shaved is no longer a pot-sized bet. Rounding up also can't drop an
// amount below a legal minimum, which rounding the other way can.
upToChip(amount, legend) {
const step = this.chipStepCents(legend);
if (step <= 0) return this.round(amount);
const cents = this.toCents(amount);
if (cents <= 0) return this.round(amount);
return this.fromCents(Math.ceil(cents / step) * step);
},
// And down, for money coming *out* of a pot rather than going into it.
//
// The rake is the one amount in this tool that leaves the table, so the direction
// of the rounding is a decision about whose money it is. Down: a house that can't
// make 40c out of its chips takes nothing rather than a dollar, and the players
// keep the difference. Being wrong in the players' favour is the only way to be
// wrong about this that nobody has to argue about.
downToChip(amount, legend) {
const step = this.chipStepCents(legend);
if (step <= 0) return this.round(amount);
const cents = this.toCents(amount);
if (cents <= 0) return 0;
return this.fromCents(Math.floor(cents / step) * step);
},
chipBreakdown(amount, legend) {
let cents = this.toCents(amount);
if (cents <= 0) return { chips: [], remainder: 0 };
const values = (legend || [])
.map(chip => ({ chip, cents: this.toCents(chip.value) }))
.filter(entry => entry.cents > 0)
.sort((a, b) => b.cents - a.cents);
const chips = [];
values.forEach(entry => {
const count = Math.floor(cents / entry.cents);
if (count <= 0) return;
cents -= count * entry.cents;
chips.push({ value: this.fromCents(entry.cents), count, color: entry.chip.color });
});
return { chips, remainder: this.fromCents(cents) };
},
// "2×$50, 1×$25, 2×$1" — the breakdown as a dealer would say it out loud.
//
// A table with no chip legend gets nothing rather than "$132 no chip covers": it
// hasn't told us its denominations, so there is no advice to give and the amount
// stands on its own. A legend that exists but can't reach the amount is different,
// and does say so.
formatChipBreakdown(amount, legend) {
const hasDenominations = (legend || []).some(chip => this.toCents(chip.value) > 0);
if (!hasDenominations) return "";
const { chips, remainder } = this.chipBreakdown(amount, legend);
if (chips.length === 0 && remainder === 0) return "";
const parts = chips.map(chip => `${chip.count}×${this.format(chip.value)}`);
if (remainder > 0) parts.push(`${this.format(remainder)} no chip covers`);
return parts.join(", ");
},
// Should focusing this field select what's already in it?
//
// Every amount box in this tool opens pre-filled with a suggestion: the raise pad
// offers the minimum, Add chips offers a buy-in, the seat editor offers the stack
// it already has. A dealer taps the box because they want a *different* number,
// and a tap puts the caret after the suggestion instead of over it. Measured on a
// phone: the raise pad showing 4, tap, type "60" — the field reads 460. Add chips
// showing 200, tap, type "50" — 20050.
//
// Only number boxes. A name or a note is a thing you edit, and selecting all of
// it on focus would be the same mistake pointing the other way.
selectsOnFocus(field) {
if (!field || field.tagName !== "INPUT") return false;
const type = String(field.type || "").toLowerCase();
if (type === "number") return true;
return type === "text" && String(field.inputMode || "").toLowerCase() === "decimal";
},
// "+$40.00" / "-$40.00" rather than "$-40.00" — a standings column is read at a
// glance, and the sign belongs out front where the eye lands first.
formatSigned(amount) {
const value = Number(amount) || 0;
if (value > 0) return `+${this.format(value)}`;
if (value < 0) return `-${this.format(Math.abs(value))}`;
return this.format(0);
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = Money;
}
@@ -0,0 +1,173 @@
// Pure side-pot math. No DOM, no globals besides the PotCalculator namespace, so the
// dealer's payout logic can be reasoned about (and unit tested) on its own.
//
// A "contribution entry" is { id, remaining, folded }. `remaining` starts as the amount
// that player put in the pot and is whittled down round by round as money gets paid out.
const PotCalculator = {
EPSILON: Money.EPSILON,
// Builds the initial entry list from raw contributions, keeping folded players in
// (their chips are still "dead money" owed to whoever wins) while excluding anyone
// who put in nothing at all.
buildEntries(players) {
return players
.filter(p => p.contribution > this.EPSILON)
.map(p => ({ id: p.id, remaining: p.contribution, folded: !!p.folded }));
},
totalPot(entries) {
return entries.reduce((sum, e) => sum + e.remaining, 0);
},
// Players still eligible to be picked as a winner for the money that's left.
getContenders(entries) {
return entries.filter(e => !e.folded && e.remaining > this.EPSILON);
},
// Splits the money on the table into the main pot and any side pots, with who can
// win each. Read-only — this is what a dealer says out loud before the showdown
// ("main pot four-eighty, side pot ninety between seats 3 and 5"), which is the
// announcement that goes missing far more often than the arithmetic goes wrong.
//
// Every distinct all-in amount opens a new layer: each player pays into a layer up
// to their own contribution, and only players who reached that height can win it.
// Folded money stays in — it's dead money owed to whoever wins the layer it fell in.
layers(players) {
// Uncalled chips were never played for, so they come off the top before any
// pot is built. Deriving the pots from what's left is what keeps this function
// and uncalledReturns() from disagreeing about the same money — they used to
// decide "uncontested" separately, and an overbet that its own bettor was
// still live for got announced as a side pot only they could win.
const returned = new Map(this.uncalledReturns(players).map(r => [r.id, Money.toCents(r.amount)]));
const live = players
.map(p => ({ ...p, cents: Money.toCents(p.contribution) - (returned.get(p.id) || 0) }))
.filter(p => p.cents > 0);
if (live.length === 0) return [];
const heights = [...new Set(live.map(p => p.cents))].sort((a, b) => a - b);
const layers = [];
let floor = 0;
heights.forEach(height => {
const band = height - floor;
const payers = live.filter(p => p.cents >= height);
const amount = band * payers.length;
const eligible = payers.filter(p => !p.folded).map(p => p.id);
if (amount > 0) {
if (eligible.length > 0) {
layers.push({ amount: Money.fromCents(amount), eligible });
} else if (layers.length > 0) {
// Everyone who reached this height folded, so it isn't a pot of its
// own — it's dead money owed to whoever wins the layer underneath.
// Dropping it would quietly shrink the announced pot.
const below = layers[layers.length - 1];
below.amount = Money.round(below.amount + Money.fromCents(amount));
}
// With no layer underneath either, nobody in the hand is live at all.
// That's a fold flag the dealer needs to fix, not a payout to guess at.
}
floor = height;
});
// Consecutive layers with the same set of eligible players are one pot to a
// dealer — nobody announces two side pots between the same two people.
const merged = [];
layers.forEach(layer => {
const previous = merged[merged.length - 1];
const sameEligibility =
previous &&
previous.eligible.length === layer.eligible.length &&
previous.eligible.every(id => layer.eligible.includes(id));
if (sameEligibility) {
previous.amount = Money.round(previous.amount + layer.amount);
} else {
merged.push({ ...layer });
}
});
return merged.map((layer, index) => ({
...layer,
label: index === 0 ? "Main pot" : `Side pot ${index}`,
}));
},
// Chips nobody could call, which the dealer pushes back rather than into the pot.
//
// A bet is only called up to what somebody *else* was willing to put in, so the
// ceiling for each player is the largest contribution among everyone but them.
// Measuring against the whole table instead — including the bettor's own chips —
// makes the biggest bet its own yardstick, so the one case this exists for (you
// shove, a short stack calls for less) comes back empty.
uncalledReturns(players) {
const contributing = players.filter(p => p.contribution > this.EPSILON);
// Nobody live at all means the fold flags are wrong, not that every chip on
// the table was uncalled. That's a correction for the dealer to make, so say
// nothing here and let the wizard ask them to fix it.
if (contributing.filter(p => !p.folded).length === 0) return [];
const cents = contributing.map(p => Money.toCents(p.contribution));
return contributing
.map((p, index) => {
const others = cents.filter((_, i) => i !== index);
const cap = others.length > 0 ? Math.max(...others) : 0;
return { id: p.id, amount: Money.fromCents(cents[index] - cap) };
})
.filter(r => r.amount > this.EPSILON);
},
// Awards the current pot layer to `winnerIds` (one id, or several for a split/tie).
// The payout is capped at the smallest remaining contribution among the winners —
// that's the classic side-pot rule: an all-in player can only win what everyone at
// the table matched, and the excess rolls forward to the next round.
resolveRound(entries, winnerIds) {
const winners = entries.filter(e => winnerIds.includes(e.id) && e.remaining > this.EPSILON);
if (winners.length === 0) {
throw new Error("No valid winners selected for this round.");
}
const cap = Math.min(...winners.map(w => w.remaining));
let payoutPool = 0;
const updatedEntries = entries.map(e => {
if (e.remaining <= this.EPSILON) return e;
const used = Math.min(e.remaining, cap);
payoutPool += used;
return { ...e, remaining: Money.round(e.remaining - used) };
});
payoutPool = Money.round(payoutPool);
const baseShareCents = Math.floor(Money.toCents(payoutPool) / winners.length);
let leftoverCents = Money.toCents(payoutPool) - baseShareCents * winners.length;
const perWinner = winnerIds
.filter(id => winners.some(w => w.id === id))
.map(id => ({ id, amountCents: baseShareCents }));
// Odd cents (can't split evenly) go one at a time to the winners, in the order
// they were selected, so nothing is ever lost to rounding.
let i = 0;
while (leftoverCents > 0 && perWinner.length > 0) {
perWinner[i % perWinner.length].amountCents += 1;
leftoverCents--;
i++;
}
const result = perWinner.map(w => ({ id: w.id, amount: Money.fromCents(w.amountCents) }));
const remainingContenders = this.getContenders(updatedEntries);
return {
payoutPool,
capApplied: cap,
perWinner: result,
updatedEntries,
remainingContenders,
};
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = PotCalculator;
}
@@ -0,0 +1,498 @@
// Walks the dealer through awarding the pot: "who won?", and if that player was
// all-in for less than everyone else, "who's next?" — repeating until every dollar
// in the pot has been assigned. Built on PotCalculator's pure round-resolution math.
const PotWizard = {
state: null,
onFinished: null,
entries: [],
playerLabelById: new Map(),
log: [],
open(state, onFinished) {
this.state = state;
this.onFinished = onFinished;
const players = state.seats.filter(
p => HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount) > 0
);
this.playerLabelById = new Map(
players.map(p => [p.id, this.labelFor(p, state.seats.indexOf(p))])
);
this.seatIndexById = new Map(players.map(p => [p.id, state.seats.indexOf(p)]));
// The label carries name and cards together for the log and the payout lines;
// the choice rows want them separately so each can be styled and read on its own.
this.nameById = new Map(
players.map(p => [p.id, HoldemState.displayName(p, state.seats.indexOf(p))])
);
this.cardsById = new Map(
players.map(p => [p.id, (p.cards || []).filter(Boolean)])
);
const contributions = players.map(p => ({
id: p.id,
contribution: HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount),
// A seat switched off mid-hand still has its chips in the pot, but it
// can no more win them than a folded one can — same dead money, and the
// wizard must not offer it as a winner.
folded: p.folded || HoldemState.isDeadMoney(p),
}));
this.entries = PotCalculator.buildEntries(contributions);
// Kept so the wizard can show the whole breakdown up front, not just the layer
// it happens to be asking about.
this.layers = PotCalculator.layers(contributions);
this.returns = PotCalculator.uncalledReturns(contributions);
this.log = [];
this.totals = new Map();
document.getElementById("potWizardOverlay").hidden = false;
this.renderStep();
},
close() {
document.getElementById("potWizardOverlay").hidden = true;
},
labelFor(player, seatIndex) {
const name = HoldemState.displayName(player, seatIndex);
const cards = (player.cards || []).filter(Boolean).map(c => Render.formatCard(c)).join(" ");
return cards ? `${name} (${cards})` : name;
},
addToTotal(id, amount) {
this.totals.set(id, (this.totals.get(id) || 0) + amount);
},
// A chopped pot rarely divides exactly, and the odd chip goes to the first player
// left of the button — not to whoever the dealer happened to tick first. The
// calculator hands leftovers out in the order it's given the winners, so ordering
// them here is what makes the payout match the rule.
orderFromButton(ids) {
const distance = new Map();
for (let step = 1; step <= this.state.seatCount; step++) {
distance.set(HoldemState.nextSeatIndex(this.state, this.state.dealerSeatIndex, step), step);
}
return [...ids].sort((a, b) =>
(distance.get(this.seatIndexById.get(a)) ?? 0) - (distance.get(this.seatIndexById.get(b)) ?? 0)
);
},
renderStep() {
this.renderStepInto();
this.markOverflow();
},
// Say when the list runs on past the bottom of the dialog.
//
// The body scrolls and the footer stays put, which is the right shape and was as far
// as it went: nothing on screen said there was anything below. Measured on a Galaxy
// S8, a three-way pot showed two names and cut the third off on a row boundary, just
// under a hairline that reads as the end of the list. A dealer would have ticked the
// two they could see. On the dialog that pays the table, a list that silently
// continues is not a small thing.
markOverflow() {
const body = document.getElementById("potWizardBody");
const modal = document.getElementById("potWizardModal");
if (!body || !modal) return;
const update = () => {
const below = body.scrollHeight - body.clientHeight - body.scrollTop;
modal.classList.toggle("potWizardMoreBelow", below > 1);
};
if (!this.watchingOverflow) {
body.addEventListener("scroll", update, { passive: true });
window.addEventListener("resize", update);
this.watchingOverflow = true;
}
update();
// Again once the browser has laid the step out — on the first open the body has
// no height yet, and an answer taken then is always "nothing below".
requestAnimationFrame(update);
},
renderStepInto() {
// Auto-resolve any round where only one player is left standing — nothing to ask.
let contenders = PotCalculator.getContenders(this.entries);
while (contenders.length === 1) {
const result = PotCalculator.resolveRound(this.entries, [contenders[0].id]);
this.recordRound(result);
this.entries = result.updatedEntries;
contenders = PotCalculator.getContenders(this.entries);
}
const body = document.getElementById("potWizardBody");
body.innerHTML = "";
// The footer is a sibling of the body, outside the scroll — see the note in
// TexasHoldem.cshtml. Cleared alongside it so a step can never inherit the
// previous step's buttons.
const footer = this.footer();
footer.innerHTML = "";
if (this.log.length === 0) body.appendChild(this.renderBreakdown());
body.appendChild(this.renderLog());
const remaining = PotCalculator.totalPot(this.entries.filter(e => e.remaining > PotCalculator.EPSILON));
if (contenders.length === 0 && remaining > PotCalculator.EPSILON) {
const warning = document.createElement("p");
warning.className = "potWizardPrompt";
// Money left over because nobody could call it isn't a pot anyone won —
// it goes back to whoever put it in. Telling the dealer to un-fold someone
// to "win" it would be wrong.
const returned = (this.returns || []).reduce((sum, r) => sum + r.amount, 0);
if (Math.abs(returned - remaining) <= PotCalculator.EPSILON && returned > 0) {
const who = this.returns.map(r => this.playerLabelById.get(r.id)).join(", ");
warning.textContent = `${Money.format(remaining)} was never called — push it back to ${who} rather than paying it out.`;
} else {
warning.textContent = `${Money.format(remaining)} is still unassigned, but every remaining player is marked Folded. Uncheck Fold on whoever should win it.`;
}
body.appendChild(warning);
body.appendChild(this.renderSummary());
return;
}
if (contenders.length === 0 || remaining <= PotCalculator.EPSILON) {
body.appendChild(this.renderSummary());
return;
}
const round = document.createElement("div");
round.className = "potWizardRound";
const showdown = this.readShowdown(contenders);
const decided = showdown && showdown.complete ? new Set(showdown.winners) : null;
const handById = new Map((showdown ? showdown.players : []).map(p => [p.id, p.hand]));
const prompt = document.createElement("p");
prompt.className = "potWizardPrompt";
prompt.innerHTML = decided
// It has read the hands, so it stops asking a question it knows the answer
// to. The list stays — the dealer confirms, and a hand entered wrong is
// corrected by unticking rather than by starting over.
? `<strong>${Money.format(remaining)}</strong> in play.`
: this.log.length === 0
? `Who won the hand? <strong>${Money.format(remaining)}</strong> is in play.`
: `That side pot still leaves <strong>${Money.format(remaining)}</strong> unassigned — who's next best?`;
round.appendChild(prompt);
const verdict = this.renderVerdict(showdown, contenders);
if (verdict) round.appendChild(verdict);
const choices = document.createElement("div");
choices.className = "potWizardChoices";
contenders.forEach(c => {
const label = document.createElement("label");
label.className = "potWizardChoice";
const checkbox = document.createElement("input");
checkbox.type = "checkbox";
checkbox.value = c.id;
if (decided && decided.has(c.id)) {
checkbox.checked = true;
label.classList.add("chosen");
}
// The row is the target, not the box — so the row has to look chosen too.
checkbox.addEventListener("change", () => {
label.classList.toggle("chosen", checkbox.checked);
});
label.appendChild(checkbox);
const text = document.createElement("span");
text.className = "potWizardChoiceText";
const name = document.createElement("span");
name.className = "potWizardChoiceName";
name.textContent = this.nameById.get(c.id);
text.appendChild(name);
// How this hand was read, under the name — on every row rather than only
// the winning one, because a dealer checking the tool's answer is reading
// the losers' hands, and a row that says nothing is a row they have to work
// out for themselves. It takes the line the ceiling used to have; the
// ceiling moves out beside the name, which is where the phone layout had
// already put it to save exactly this line.
const read = handById.get(c.id);
if (read) {
const ranked = document.createElement("span");
ranked.className = "potWizardChoiceHand";
ranked.textContent = HandRank.describe(read);
text.appendChild(ranked);
}
label.appendChild(text);
const upTo = document.createElement("span");
upTo.className = "potWizardChoiceUpTo";
upTo.textContent = `up to ${Money.format(c.remaining)}`;
label.appendChild(upTo);
// Cards sit apart from the name rather than inside it, so a dealer reading
// a row across the table sees the hand, not a sentence.
const cards = this.cardsById.get(c.id) || [];
if (cards.length > 0) {
const cardsEl = document.createElement("span");
cardsEl.className = "potWizardChoiceCards";
cards.forEach((card, i) => {
if (i > 0) cardsEl.appendChild(document.createTextNode(" "));
const span = document.createElement("span");
if (/[HD]$/i.test(card)) span.className = "cardRed";
span.textContent = Render.formatCard(card);
cardsEl.appendChild(span);
});
label.appendChild(cardsEl);
}
choices.appendChild(label);
});
round.appendChild(choices);
const hint = document.createElement("p");
hint.className = "fieldHint";
hint.textContent = "Check more than one to split the pot on a tie.";
round.appendChild(hint);
const confirmBtn = document.createElement("button");
confirmBtn.className = "holdemBtn holdemBtnAccent";
confirmBtn.textContent = decided
? (showdown.winners.length === 1
? `Pay ${this.nameById.get(showdown.winners[0])}`
: "Split the pot")
: "Confirm Winner(s)";
confirmBtn.addEventListener("click", () => {
const selected = Array.from(choices.querySelectorAll("input:checked")).map(i => i.value);
if (selected.length === 0) return;
const result = PotCalculator.resolveRound(this.entries, this.orderFromButton(selected));
this.recordRound(result);
this.entries = result.updatedEntries;
this.renderStep();
});
body.appendChild(round);
footer.appendChild(confirmBtn);
},
// How the tool reads the hands still in for this round of the pot.
//
// Asked per round rather than once for the whole hand, because a side pot has its
// own contenders: the player who won the main pot is out of the question for the
// next one, and the best hand among who is left is a different answer.
//
// Only when the dealer asked to track the board — everything here is off by default
// and the wizard behaves exactly as it always has.
readShowdown(contenders) {
if (!this.state.trackBoard || typeof HandRank === "undefined") return null;
return HandRank.showdown(this.state.board, contenders.map(c => ({
id: c.id,
cards: this.cardsById.get(c.id) || [],
})));
},
// What the winners would actually be paid if this round were confirmed now.
//
// Worked out from the same function that does the paying rather than from a second
// one that agrees with it today — a preview that can drift from the payout is worse
// than no preview, because it is the number the dealer says out loud.
previewPayout(winnerIds) {
try {
const result = PotCalculator.resolveRound(this.entries, this.orderFromButton(winnerIds));
return result.perWinner || [];
} catch {
return [];
}
},
// "Alexandra wins $25 with a full house, kings full of threes."
//
// The whole point of the feature, in one line: who won and how much. It goes above
// the list rather than replacing it, because the dealer still confirms — the tool
// reads the cards, a person still says the pot is good.
renderVerdict(showdown, contenders) {
if (!showdown) return null;
const line = document.createElement("p");
line.className = "potWizardVerdict";
if (!showdown.boardComplete) {
line.classList.add("potWizardVerdictUnsure");
line.textContent = "The board isn't all five cards yet, so pick the winner yourself — or fill it in on the felt and this will read it.";
return line;
}
if (showdown.duplicated) {
line.classList.add("potWizardVerdictUnsure");
line.textContent = "The same card is in two places, so this can't be read. Check the cards on the felt.";
return line;
}
if (!showdown.complete) {
const missing = showdown.unknown.map(id => this.nameById.get(id)).filter(Boolean);
line.classList.add("potWizardVerdictUnsure");
line.textContent = missing.length
? `${this.listOf(missing)} ${missing.length === 1 ? "hasn't" : "haven't"} turned over, so who won is still yours to say.`
: "Not enough cards to read this one.";
return line;
}
const paid = this.previewPayout(showdown.winners);
const amount = paid.length ? Money.format(paid[0].amount) : "";
const names = showdown.winners.map(id => this.nameById.get(id)).filter(Boolean);
const hand = showdown.players.find(p => p.id === showdown.winners[0]);
const described = HandRank.phrase(hand && hand.hand);
line.classList.add("potWizardVerdictSure");
line.textContent = names.length === 1
? `${names[0]} wins ${amount} with ${described}.`
: `${this.listOf(names)} split it, ${amount} each, with ${described}.`;
return line;
},
listOf(names) {
if (names.length <= 1) return names[0] || "";
return `${names.slice(0, -1).join(", ")} and ${names[names.length - 1]}`;
},
// The row of buttons that never scrolls away.
footer() {
return document.getElementById("potWizardFooter");
},
recordRound(result) {
result.perWinner.forEach(w => this.addToTotal(w.id, w.amount));
this.log.push({
amount: result.payoutPool,
winners: result.perWinner.map(w => `${this.playerLabelById.get(w.id)} (${Money.format(w.amount)})`),
});
},
// The announcement, spelled out before anyone is asked to pick a winner: what the
// main pot is worth, what each side pot is worth, and who can win each.
renderBreakdown() {
const node = Render.buildPotBreakdown(
this.layers || [],
this.returns || [],
id => this.playerLabelById.get(id),
"Announce before the showdown"
);
if (!node) return document.createDocumentFragment();
node.classList.add("potBreakdownWizard");
return node;
},
renderLog() {
const wrap = document.createElement("div");
wrap.className = "potWizardLog";
if (this.log.length === 0) return wrap;
this.log.forEach((entry, idx) => {
const line = document.createElement("p");
line.className = "potWizardLogLine";
line.textContent = `Pot ${idx + 1}: ${Money.format(entry.amount)} → ${entry.winners.join(", ")}`;
wrap.appendChild(line);
});
return wrap;
},
// What the house takes out of this pot, and what is left to push.
//
// Worked out here rather than at the end so the dealer sees it before anything
// moves: the summary is the last chance to disagree with the arithmetic, and a
// rake that only appeared in the hand log afterwards would be the tool taking
// money quietly.
rakeSplit() {
const gross = Array.from(this.totals.entries()).map(([id, amount]) => ({
id,
label: this.playerLabelById.get(id),
amount,
}));
const pot = gross.reduce((sum, p) => sum + p.amount, 0);
const sawFlop = (this.state.street || "preflop") !== "preflop";
const rake = HoldemState.rakeOn(this.state, pot, sawFlop);
return { pot, sawFlop, ...HoldemState.applyRake(gross, rake) };
},
renderSummary() {
const wrap = document.createElement("div");
wrap.className = "potWizardSummary";
const heading = document.createElement("h3");
heading.textContent = "Final Payouts";
wrap.appendChild(heading);
const split = this.rakeSplit();
const rakeSet = Number((this.state.rake || {}).percent) > 0;
if (rakeSet && this.totals.size > 0) {
const line = document.createElement("p");
line.className = "potWizardRake";
const cap = Number(this.state.rake.cap) > 0 ? `, capped at ${Money.format(this.state.rake.cap)}` : "";
line.textContent = split.rake > 0
? `House takes ${Money.format(split.rake)} of ${Money.format(split.pot)} — ${this.state.rake.percent}%${cap}.`
: split.sawFlop
? `No rake on this one — ${this.state.rake.percent}% of ${Money.format(split.pot)} doesn't make a chip the table has.`
: "No flop, no drop — nothing taken from a pot that ended before the flop.";
wrap.appendChild(line);
}
if (this.totals.size === 0) {
const empty = document.createElement("p");
empty.className = "fieldHint";
empty.textContent = "Nobody has money in this pot yet — mark seats \"In hand\" and set contributions first.";
wrap.appendChild(empty);
} else {
const legend = (this.state && this.state.chipLegend) || [];
const list = document.createElement("ul");
for (const { id, amount } of split.payouts) {
const li = document.createElement("li");
li.textContent = `${this.playerLabelById.get(id)} — ${Money.format(amount)}`;
// The amount is the answer to the arithmetic; the chips are the answer
// to the dealer's job. Only when the legend has been filled in — a
// table that never set up chip colours gets the number on its own,
// which is what it had before.
const chips = Money.formatChipBreakdown(amount, legend);
if (chips) {
const note = document.createElement("span");
note.className = "payoutChips";
note.textContent = chips;
li.appendChild(note);
}
list.appendChild(li);
}
wrap.appendChild(list);
}
const actions = document.createElement("div");
actions.className = "potWizardActions";
const applyBtn = document.createElement("button");
applyBtn.className = "holdemBtn holdemBtnAccent";
applyBtn.textContent = "Start Next Hand";
applyBtn.addEventListener("click", () => {
// Recomputed rather than reused from the render: the same numbers, but
// taken at the moment the dealer commits rather than when they last
// looked at the screen.
const paid = this.rakeSplit();
this.close();
this.onFinished(paid.payouts, { rake: paid.rake, pot: paid.pot });
});
actions.appendChild(applyBtn);
// This button cancels — it does not pay anybody. Under a heading reading
// "Final Payouts" with an amount beside a name, "Close" reads like dismissing
// something already done, and a dealer who taps it walks away believing the
// pot has been pushed. It hasn't: the chips are still in the middle and the
// hand isn't logged. So it says what it does.
const cancelBtn = document.createElement("button");
cancelBtn.className = "holdemBtn holdemBtnGhost";
cancelBtn.textContent = "Cancel — don't pay yet";
cancelBtn.addEventListener("click", () => this.close());
actions.appendChild(cancelBtn);
if (this.totals.size > 0) {
const note = document.createElement("p");
note.className = "fieldHint potWizardPendingNote";
note.textContent = "Nothing has been paid out yet. Start Next Hand pushes the pot and logs the hand.";
wrap.appendChild(note);
}
this.footer().appendChild(actions);
return wrap;
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = PotWizard;
}
@@ -0,0 +1,371 @@
// The quick-split screen: pot in, payout out, nothing to set up and nothing saved.
// A dealer opens this one-handed with players waiting, so every control is a tap and
// the answer updates as they type rather than behind a "calculate" button.
const QuickSplit = {
WAY_CHOICES: [2, 3, 4, 5],
CHIP_CHOICES: [
{ value: 0.01, label: "1¢" },
{ value: 0.25, label: "25¢" },
{ value: 1, label: "$1" },
{ value: 5, label: "$5" },
{ value: 25, label: "$25" },
],
MAX_WAYS: 12,
ways: 2,
chip: 1,
// "even" is the common case — one pot, everyone matched. "uneven" is the one this
// screen used to send people back to the full table for: somebody all-in for less,
// so the money splits into a main pot and side pots.
mode: "even",
entries: [],
mount() {
this.potInput = document.getElementById("potInput");
this.clearPotBtn = document.getElementById("clearPotBtn");
this.entries = [{ amount: "", folded: false }, { amount: "", folded: false }, { amount: "", folded: false }];
this.renderWayChoices();
this.renderChipChoices();
this.renderUnevenRows();
document.getElementById("modeEvenBtn").addEventListener("click", () => this.setMode("even"));
document.getElementById("modeUnevenBtn").addEventListener("click", () => this.setMode("uneven"));
document.getElementById("addPlayerBtn").addEventListener("click", () => {
this.entries.push({ amount: "", folded: false });
this.renderUnevenRows();
this.update();
});
this.potInput.addEventListener("input", () => {
this.sanitizePotInput();
this.update();
});
this.clearPotBtn.addEventListener("click", () => {
this.potInput.value = "";
this.potInput.focus();
this.update();
});
document.getElementById("resetSplitBtn").addEventListener("click", () => {
this.potInput.value = "";
this.ways = 2;
this.chip = 1;
this.renderWayChoices();
this.renderChipChoices();
this.potInput.focus();
this.update();
});
this.update();
},
// Keeps the field to something parseable without fighting the typist: digits and a
// single decimal point, at most two places.
sanitizePotInput() {
const cleaned = this.potInput.value
.replace(/[^0-9.]/g, "")
.replace(/(\..*)\./g, "$1")
.replace(/(\.\d\d)\d+/, "$1");
if (cleaned !== this.potInput.value) this.potInput.value = cleaned;
},
makeChoiceButton(label, isSelected, onPick) {
const btn = document.createElement("button");
btn.type = "button";
btn.className = "choiceChip";
btn.textContent = label;
btn.setAttribute("aria-pressed", String(isSelected));
btn.classList.toggle("selected", isSelected);
btn.addEventListener("click", onPick);
return btn;
},
renderWayChoices() {
const row = document.getElementById("waysChoices");
row.innerHTML = "";
this.WAY_CHOICES.forEach(count => {
row.appendChild(
this.makeChoiceButton(String(count), this.ways === count, () => {
this.ways = count;
this.renderWayChoices();
this.update();
})
);
});
// Beyond a five-way chop it's rare enough to hide behind a stepper rather than
// spend a row of buttons on it.
const more = document.createElement("div");
more.className = "waysStepper";
const minus = this.makeStepButton("−", () => this.stepWays(-1));
const plus = this.makeStepButton("+", () => this.stepWays(1));
const readout = document.createElement("span");
readout.className = "waysReadout";
readout.textContent = `${this.ways} ways`;
more.appendChild(minus);
more.appendChild(readout);
more.appendChild(plus);
row.appendChild(more);
},
makeStepButton(label, onPick) {
const btn = document.createElement("button");
btn.type = "button";
btn.className = "stepBtn";
btn.textContent = label;
btn.addEventListener("click", onPick);
return btn;
},
stepWays(delta) {
this.ways = Math.max(2, Math.min(this.MAX_WAYS, this.ways + delta));
this.renderWayChoices();
this.update();
},
renderChipChoices() {
const row = document.getElementById("chipChoices");
row.innerHTML = "";
this.CHIP_CHOICES.forEach(choice => {
row.appendChild(
this.makeChoiceButton(choice.label, this.chip === choice.value, () => {
this.chip = choice.value;
this.renderChipChoices();
this.update();
})
);
});
},
setMode(mode) {
this.mode = mode;
document.getElementById("modeEvenBtn").classList.toggle("selected", mode === "even");
document.getElementById("modeUnevenBtn").classList.toggle("selected", mode === "uneven");
document.querySelectorAll(".evenOnly").forEach(el => { el.hidden = mode !== "even"; });
document.querySelectorAll(".unevenOnly").forEach(el => { el.hidden = mode !== "uneven"; });
document.getElementById("splitResult").hidden = mode !== "even";
document.getElementById("unevenResult").hidden = mode !== "uneven";
this.update();
},
renderUnevenRows() {
const host = document.getElementById("unevenRows");
const template = document.getElementById("unevenRowTemplate");
host.innerHTML = "";
this.entries.forEach((entry, index) => {
const row = template.content.firstElementChild.cloneNode(true);
row.querySelector(".unevenRowLabel").textContent = `P${index + 1}`;
const amount = row.querySelector(".unevenAmount");
amount.value = entry.amount;
amount.setAttribute("aria-label", `Player ${index + 1} amount`);
amount.addEventListener("input", () => {
entry.amount = amount.value.replace(/[^0-9.]/g, "").replace(/(\..*)\./g, "$1");
if (entry.amount !== amount.value) amount.value = entry.amount;
this.update();
});
// Folded money stays in the pot as dead money, but its owner can't win any
// of it — which is exactly the distinction that makes side pots tricky.
const fold = row.querySelector(".unevenFoldBtn");
fold.classList.toggle("selected", entry.folded);
fold.setAttribute("aria-pressed", String(entry.folded));
fold.addEventListener("click", () => {
entry.folded = !entry.folded;
this.renderUnevenRows();
this.update();
});
const remove = row.querySelector(".unevenRemoveBtn");
remove.disabled = this.entries.length <= 2;
remove.addEventListener("click", () => {
this.entries.splice(index, 1);
this.renderUnevenRows();
this.update();
});
host.appendChild(row);
});
},
// Chopping one of the pots listed above, without leaving the screen that worked it
// out. Starts closed and at as many ways as there are players who can win the pot,
// which is the common case; the stepper covers a chop between fewer of them, which
// is the other one.
//
// The per-pot ways live on the row rather than in `this.ways`, so opening a chop on
// the main pot doesn't change what the side pot below it is saying.
addChopControl(row, amount, contenderCount) {
let ways = contenderCount;
let open = false;
const toggle = document.createElement("button");
toggle.type = "button";
toggle.className = "unevenChopToggle";
const detail = document.createElement("div");
detail.className = "unevenChopDetail";
detail.hidden = true;
const draw = () => {
toggle.textContent = open ? "Hide chop" : "Chop";
toggle.setAttribute("aria-expanded", String(open));
detail.hidden = !open;
if (!open) return;
const result = SplitCalculator.split(amount, ways, this.chip);
detail.innerHTML = "";
const stepper = document.createElement("div");
stepper.className = "unevenChopWays";
stepper.appendChild(this.makeStepButton("−", () => {
if (ways > 2) { ways -= 1; draw(); }
}));
const label = document.createElement("span");
label.className = "unevenChopWaysLabel";
label.textContent = `${ways} ways`;
stepper.appendChild(label);
stepper.appendChild(this.makeStepButton("+", () => {
if (ways < Math.max(contenderCount, this.MAX_WAYS)) { ways += 1; draw(); }
}));
detail.appendChild(stepper);
const each = document.createElement("p");
each.className = "unevenChopEach";
each.textContent = `${Money.format(result.each)} each`;
detail.appendChild(each);
// Same wording as the main split, because it is the same rule and a dealer
// shouldn't have to notice they're reading a different screen.
if (result.valid && result.oddChips > 0) {
const odd = document.createElement("p");
odd.className = "unevenChopNote";
odd.textContent = result.oddChips === 1
? `plus one odd ${Money.format(result.chip)} chip to the first player left of the button`
: `plus ${result.oddChips} odd ${Money.format(result.chip)} chips — one each to the ` +
`first ${result.oddChips} players left of the button`;
detail.appendChild(odd);
}
if (result.valid && result.dust > 0) {
const dust = document.createElement("p");
dust.className = "unevenChopNote unevenChopDust";
dust.textContent =
`${Money.format(result.dust)} doesn't divide into ${Money.format(result.chip)} chips — ` +
`pick a smaller denomination.`;
detail.appendChild(dust);
}
};
toggle.addEventListener("click", () => { open = !open; draw(); });
draw();
row.appendChild(toggle);
row.appendChild(detail);
},
updateUneven() {
const players = this.entries
.map((entry, index) => ({ id: `P${index + 1}`, contribution: Number(entry.amount) || 0, folded: entry.folded }))
.filter(p => p.contribution > 0);
const pots = PotCalculator.layers(players);
const returns = PotCalculator.uncalledReturns(players);
const host = document.getElementById("unevenPots");
const empty = document.getElementById("unevenEmpty");
host.innerHTML = "";
if (pots.length === 0 && returns.length === 0) {
empty.hidden = false;
empty.textContent = players.length === 0
? "Enter what each player put in."
: "Nobody left who can win — un-fold whoever should take it.";
return;
}
empty.hidden = true;
const addRow = (label, amount, who, className, chopWays) => {
const row = document.createElement("div");
row.className = `unevenPot ${className || ""}`;
const name = document.createElement("span");
name.className = "unevenPotLabel";
name.textContent = label;
const value = document.createElement("span");
value.className = "unevenPotAmount";
value.textContent = Money.format(amount);
const eligible = document.createElement("span");
eligible.className = "unevenPotWho";
eligible.textContent = who;
row.appendChild(name);
row.appendChild(value);
row.appendChild(eligible);
host.appendChild(row);
// Two players tying for a side pot is ordinary, and working out each one's
// share meant copying the amount into the other mode by hand — retyping a
// number the screen had just worked out, which is a transcription error
// waiting to happen with money on it. The chop happens here instead.
//
// Only offered where it means something: a pot with at least two people
// who can win it. Not the uncalled row, which goes back to one player, and
// not the total.
if (chopWays >= 2) this.addChopControl(row, amount, chopWays);
};
pots.forEach(pot => addRow(pot.label, pot.amount, pot.eligible.join(", "), "", pot.eligible.length));
returns.forEach(ret => addRow("Uncalled", ret.amount, `back to ${ret.id}`, "unevenPotReturn"));
const total = players.reduce((sum, p) => sum + p.contribution, 0);
addRow("On the table", Money.round(total), "", "unevenPotTotal");
},
update() {
if (this.mode === "uneven") {
this.updateUneven();
return;
}
const potValue = Number(this.potInput.value);
const pot = Number.isNaN(potValue) ? 0 : potValue;
this.clearPotBtn.hidden = this.potInput.value === "";
const result = SplitCalculator.split(pot, this.ways, this.chip);
document.getElementById("splitResultLabel").textContent =
`Each of ${result.players} players gets`;
document.getElementById("splitResultAmount").textContent = Money.format(result.each);
const oddNote = document.getElementById("splitOddNote");
if (result.valid && result.oddChips > 0) {
oddNote.textContent = result.oddChips === 1
? `plus one odd ${Money.format(result.chip)} chip to the first player left of the button`
: `plus ${result.oddChips} odd ${Money.format(result.chip)} chips — one each to the ` +
`first ${result.oddChips} players left of the button`;
oddNote.hidden = false;
} else {
oddNote.hidden = true;
}
const dustNote = document.getElementById("splitDustNote");
if (result.valid && result.dust > 0) {
dustNote.textContent =
`${Money.format(result.dust)} doesn't divide into ${Money.format(result.chip)} chips — ` +
`pick a smaller denomination.`;
dustNote.hidden = false;
} else {
dustNote.hidden = true;
}
document.getElementById("splitResult").classList.toggle("hasAmount", result.valid && result.each > 0);
},
};
document.addEventListener("DOMContentLoaded", () => QuickSplit.mount());
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,178 @@
// The long-press menu on a seat. Everything a dealer does to one player mid-hand,
// one press and one tap away, without opening the full editor and without hunting
// for whose turn it is in the action bar.
const SeatMenu = {
state: null,
hooks: null,
seatIndex: null,
mode: null,
open(state, hooks, seatIndex) {
this.state = state;
this.hooks = hooks;
this.seatIndex = seatIndex;
// Always the action list, never whatever the sheet was showing when it last
// closed — a seat menu that opens on a list of chairs is a menu that lost the
// dealer's place.
this.mode = null;
this.render();
document.getElementById("seatMenuOverlay").hidden = false;
},
close() {
document.getElementById("seatMenuOverlay").hidden = true;
},
// Only the actions that make sense for this seat right now — a folded player has
// nothing to go all-in with, and an empty chair has nothing to fold.
actionsFor(player, index) {
const actions = [];
const dealtIn = player.inHand;
const live = dealtIn && !player.folded;
if (live) {
actions.push({ label: "Fold", className: "menuDanger", run: () => this.hooks.fold(index) });
actions.push({ label: "All-in", className: "menuAccent", run: () => this.hooks.allIn(index) });
} else if (dealtIn && player.folded) {
actions.push({ label: "Un-fold", run: () => this.hooks.unfold(index) });
}
// The most common interruption in a cash game, and until now it meant opening
// the editor and retyping a stack from memory.
actions.push({ label: "Add chips…", run: () => this.hooks.addChips(index) });
actions.push({
label: dealtIn ? "Sit out" : "Deal in",
run: () => this.hooks.toggleDealtIn(index),
});
// An empty chair with people waiting: the dealer taps the chair somebody is
// about to sit in, which is what their hand is doing anyway. Only the front of
// the queue is offered, for the same reason the panel only offers them — a list
// that isn't kept in order is just a pile of names.
const waiting = (this.state.waitingList || [])[0];
const emptyChair = !HoldemState.seatInPlay(player);
if (waiting && emptyChair) {
actions.push({
label: `Seat ${waiting.name}`,
className: "menuAccent",
run: () => this.hooks.seatWaiting(waiting.id, index),
});
}
// Leaving for the night, which is a different thing from sitting out a hand:
// the chips go back over the rail and the chair opens. Offered only for a seat
// that has somebody in it, since an empty chair has nobody to pay.
if (HoldemState.seatInPlay(player)) {
actions.push({ label: "Cash out…", run: () => this.hooks.cashOut(index) });
}
if (!this.state.dedicatedDealer && index !== this.state.dealerSeatIndex) {
actions.push({ label: "Give the button", run: () => this.hooks.makeDealer(index) });
}
// Naming a blind by hand. Only offered while nothing but the blinds are in —
// once somebody has called, moving a blind would mean unpicking a bet that
// has already been answered, and that's a decision for the dealer's mouth,
// not a menu item. Which blind a seat already has is shown rather than
// offered again.
if (dealtIn && Betting.onlyBlindsIn(this.state)) {
const blinds = HoldemState.getBlindSeats(this.state);
if (blinds.sbIndex !== index) {
actions.push({ label: "Make small blind", run: () => this.hooks.assignBlind(index, "sb") });
}
if (blinds.bbIndex !== index) {
actions.push({ label: "Make big blind", run: () => this.hooks.assignBlind(index, "bb") });
}
if (this.state.blindOverride) {
actions.push({ label: "Blinds follow the button again", run: () => this.hooks.clearBlindOverride() });
}
}
// Changing chairs was drag-and-drop only, and HTML5 drag events are never
// generated from a touch screen — so on the device this tool is mostly used on,
// the "drag to swap seats" the hint advertised did nothing at all. This is the
// same move, by the route a thumb can actually take.
if (this.state.seats.length > 1) {
actions.push({ label: "Move to…", run: () => this.openMovePicker() });
}
actions.push({ label: "Edit seat…", run: () => this.hooks.editSeat(index) });
return actions;
},
// The chairs this player could move to. Every other chair: swapping into an empty
// one is how a player moves, and swapping with an occupied one is two players
// changing places, which is the other half of the same job.
destinationsFor(index) {
return this.state.seats
.map((player, seat) => ({ player, seat }))
.filter(entry => entry.seat !== index);
},
openMovePicker() {
this.mode = "move";
this.render();
},
render() {
const player = this.state.seats[this.seatIndex];
const title = document.getElementById("seatMenuTitle");
const subtitle = document.getElementById("seatMenuSubtitle");
const list = document.getElementById("seatMenuActions");
list.innerHTML = "";
if (this.mode === "move") {
title.textContent = `Move ${HoldemState.displayName(player, this.seatIndex)} to…`;
subtitle.textContent = "Their chips, cards and bet go with them. The button and the blinds stay on the chair.";
this.destinationsFor(this.seatIndex).forEach(({ player: other, seat }) => {
const btn = document.createElement("button");
btn.type = "button";
btn.className = "seatMenuBtn";
// displayName falls back to "Seat 5" for a chair with nobody in it,
// which reads as "Seat 5 — Seat 5". An empty chair says it's empty.
const named = (other.name || "").trim();
btn.textContent = named ? `Seat ${seat + 1} — ${named}` : `Seat ${seat + 1} — empty`;
btn.addEventListener("click", () => {
const from = this.seatIndex;
this.close();
this.hooks.swapSeats(from, seat);
});
list.appendChild(btn);
});
return;
}
title.textContent = HoldemState.displayName(player, this.seatIndex);
const stack = Betting.stackOf(this.state, player);
const owed = Betting.toCall(this.state, player);
const bits = [];
if (stack > 0) bits.push(`${Money.format(stack)} behind`);
if (owed > 0) bits.push(`${Money.format(owed)} to call`);
subtitle.textContent = bits.join(" · ");
this.actionsFor(player, this.seatIndex).forEach(action => {
const btn = document.createElement("button");
btn.type = "button";
btn.className = `seatMenuBtn ${action.className || ""}`;
btn.textContent = action.label;
btn.addEventListener("click", () => {
// "Move to…" stays on the sheet and swaps it for the seat list; every
// other action is the end of the interaction.
if (action.label === "Move to…") {
action.run();
return;
}
this.close();
action.run();
});
list.appendChild(btn);
});
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = SeatMenu;
}
@@ -0,0 +1,66 @@
// Who hands cash to whom at the end of the night.
//
// The standings panel already works out what everyone is up or down. It then stopped,
// which leaves the dealer with six signed numbers at 2am and the actual job still to
// do: turning them into payments. That's the step people get wrong — not the poker.
//
// Everything is done in cents. A settlement that has to come out exactly right is the
// last place to let a float land on 41.99999999.
const SettleUp = {
// Largest debt against largest win, repeatedly. It's greedy rather than optimal,
// and for this problem that's the right trade: finding the true minimum number of
// transfers is NP-hard, while this is guaranteed to need at most one payment fewer
// than there are people, and each payment it does emit clears somebody out of the
// list entirely. A dealer wants a short list they can read down, not a proof.
//
// Payers are the outer loop so that everything one person owes is printed together
// — the list is read out loud, one player at a time.
plan(standings) {
const owed = [];
const owing = [];
(standings || []).forEach(row => {
const cents = Money.toCents(row.cashPosition);
if (cents > 0) owed.push({ name: row.name, cents });
else if (cents < 0) owing.push({ name: row.name, cents: -cents });
});
owed.sort((a, b) => b.cents - a.cents || a.name.localeCompare(b.name));
owing.sort((a, b) => b.cents - a.cents || a.name.localeCompare(b.name));
const payments = [];
let creditor = 0;
owing.forEach(payer => {
while (payer.cents > 0 && creditor < owed.length) {
const taker = owed[creditor];
const amount = Math.min(payer.cents, taker.cents);
payments.push({ from: payer.name, to: taker.name, amount: Money.fromCents(amount) });
payer.cents -= amount;
taker.cents -= amount;
if (taker.cents === 0) creditor++;
}
});
// What's left over when the chips on the table don't match the cash that came
// in. It is never a rounding artifact — the arithmetic is integer cents — so it
// is always the thing the bank check is already warning about: a rebuy nobody
// wrote down, or a miscount. Reported rather than quietly spread across the
// payments, because inventing a transfer to make the columns agree is how a
// real person ends up short.
const unpaid = Money.fromCents(owed.reduce((sum, row) => sum + row.cents, 0));
const unspent = Money.fromCents(owing.reduce((sum, row) => sum + row.cents, 0));
return {
payments,
// Only one of these can be non-zero: either there are more chips than cash
// or less, never both.
shortBy: unpaid,
overBy: unspent,
balanced: unpaid === 0 && unspent === 0,
};
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = SettleUp;
}
@@ -0,0 +1,97 @@
// Keyboard control for a dealer running this on a laptop.
//
// The phone has gestures; the desktop had a mouse and nothing else. These are the
// same actions the bar already offers, reachable without moving a hand to the
// trackpad between every decision — which is the whole point when the bar is being
// tapped thirty times a hand.
const Shortcuts = {
// Deliberately single letters with no modifier: a dealer's spare hand rests on
// the keyboard, and a chord is slower than reaching for the button would be.
KEYS: {
f: "fold",
c: "checkOrCall",
r: "raise",
a: "allIn",
" ": "advance",
enter: "advance",
u: "undo",
escape: "cancel",
},
// What each one does, in a dealer's words, for the legend in the sidebar.
//
// Lives beside KEYS because the two must not drift: F, C and R are printed on the
// buttons they drive, but A and U were on nothing at all — a dealer who learned
// the first three from the bar had no way to find out the other two existed. A
// shortcut with no line here is a shortcut nobody can find, and there's a test
// that says so.
LEGEND: [
{ keys: ["F"], action: "fold", what: "Fold" },
{ keys: ["C"], action: "checkOrCall", what: "Check, or call the bet" },
{ keys: ["R"], action: "raise", what: "Open the amount pad to bet or raise" },
{ keys: ["A"], action: "allIn", what: "Put this player all-in" },
{ keys: ["U"], action: "undo", what: "Take back the last action" },
{ keys: ["Space", "Enter"], action: "advance", what: "Deal, or move to the next street" },
{ keys: ["Esc"], action: "cancel", what: "Close the amount pad without betting" },
],
mount(handlers) {
this.handlers = handlers;
document.addEventListener("keydown", e => this.onKey(e));
},
// Nothing fires while the dealer is typing a name, an amount, or a note — the
// "c" in "Cass" must not fold the table.
isTyping() {
const el = document.activeElement;
if (!el) return false;
const tag = el.tagName;
return tag === "INPUT" || tag === "TEXTAREA" || tag === "SELECT" || el.isContentEditable;
},
// An overlay owns the keyboard while it's up. Asking the document which overlays
// are open, rather than listing them, means a sheet added later can't quietly
// start letting "f" fold the table behind it — the same reason Modal watches for
// them instead of being told about each one.
overlayOpen() {
return [...document.querySelectorAll('[id$="Overlay"]')].some(el => !el.hidden);
},
// Enter and Space are how a keyboard presses the control it is already sitting on.
// Claiming them for "advance" didn't just block that press — it ran a different
// action instead. Measured: Tab to Resolve Pot, press Enter, and the table dealt
// the next hand. Space on the same button worked, because "advance" happened to
// decline that time and the browser's own activation got through. A control that
// does something else every other press is worse than one that does nothing.
//
// Only these two keys are handed back. The letter shortcuts stay live with a
// button focused, because a button does nothing with "f" and the dealer's hand
// shouldn't have to leave them.
focusedControlOwnsKey(key) {
if (key !== "enter" && key !== " ") return false;
const el = document.activeElement;
return !!(el && el.matches && el.matches('button, [role="button"], a[href], summary'));
},
onKey(e) {
if (e.metaKey || e.ctrlKey || e.altKey) return;
const key = e.key.length === 1 ? e.key.toLowerCase() : e.key.toLowerCase();
const action = this.KEYS[key];
if (!action) return;
if (this.focusedControlOwnsKey(key)) return;
// Escape is the exception: it should still close the raise pad even if focus
// happens to be sitting in its amount field.
if (this.isTyping() && !(action === "cancel")) return;
if (this.overlayOpen()) return;
const handled = this.handlers[action] && this.handlers[action]();
if (handled) e.preventDefault();
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = Shortcuts;
}
@@ -0,0 +1,53 @@
// Pure math for chopping one pot between tied players. No DOM.
//
// A dealer can't push half a chip across the felt, so this works in whole chips of
// whatever the smallest denomination in play is: everyone gets the same stack, and
// whatever won't divide is called out separately as odd chips. House rule for those
// is that they go to the first player left of the button, one at a time.
const SplitCalculator = {
// Everything is done in cents to keep 0.1 + 0.2 out of a payout.
toCents(amount) {
return Money.toCents(amount);
},
split(potAmount, ways, chipAmount) {
const potCents = this.toCents(potAmount);
const chipCents = Math.max(1, this.toCents(chipAmount));
const players = Math.max(1, Math.floor(Number(ways) || 0));
if (potCents <= 0) {
return { valid: false, each: 0, oddChips: 0, chip: chipCents / 100, dust: 0, players };
}
const wholeChips = Math.floor(potCents / chipCents);
// Left over when the pot itself isn't a whole number of the smallest chip —
// usually means the dealer picked the wrong denomination, so it's surfaced
// rather than silently rolled into someone's stack.
const dustCents = potCents - wholeChips * chipCents;
const chipsEach = Math.floor(wholeChips / players);
const oddChips = wholeChips - chipsEach * players;
return {
valid: true,
players,
each: (chipsEach * chipCents) / 100,
oddChips,
chip: chipCents / 100,
dust: dustCents / 100,
};
},
// Sanity check for the UI: what the split actually hands out has to equal the pot.
accountedFor(result) {
return Money.fromCents(
Money.toCents(result.each) * result.players +
Money.toCents(result.chip) * result.oddChips +
Money.toCents(result.dust)
);
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = SplitCalculator;
}
File diff suppressed because it is too large Load Diff
+7 -3
View File
@@ -103,9 +103,13 @@ CHESS_API void CHESS_CALL trainer_destroy(TrainerHandle trainer);
/* Record one played position (post-move FEN) into the accumulator. */
CHESS_API void CHESS_CALL trainer_record(TrainerHandle trainer, const char* fen);
/* Apply a finished game's outcome to the global weights and save: rewards the winner's
* occupied squares / features and punishes the loser's, scaled by `weight` (e.g. 0.5 for a
* material-imbalance draw). winner: 0 = white, 1 = black. */
/* Apply a finished game's outcome to the global weights and save. Each touched cell (a piece
* on a square, or a feature) tracks a presence-weighted running average of the game's
* "advantage" — the game's outcome (scaled by `weight`, e.g. 0.5 for a material-imbalance
* draw) minus how much of that outcome the winner's average material edge already explains —
* so mg/eg/featW end up as a fractional win-rate (percent of games won with that piece there,
* minus percent lost), not an unbounded plus/minus tally, and a piece doesn't get credit
* merely for existing on the winning side of a material blowout. winner: 0 = white, 1 = black. */
CHESS_API void CHESS_CALL trainer_apply(TrainerHandle trainer, int winner, double weight);
#ifdef __cplusplus
+122 -30
View File
@@ -26,6 +26,7 @@
#include <cstdlib>
#include <cstring>
#include <fstream>
#include <iomanip>
#include <mutex>
#include <new>
#include <string>
@@ -115,11 +116,25 @@ struct ChessEngine {
/* The process-global learned weights: the single source of truth, loaded from disk once and
* updated in place by training. Engine handles snapshot it at creation; the visualization
* snapshots it on demand. Guarded by g_weightsMutex for updates/saves (eval reads its own
* per-handle copy, so it never touches this concurrently). */
* per-handle copy, so it never touches this concurrently).
*
* mg/eg/featW are DERIVED, not accumulated: each is always exactly OUT_SCALE * (score/visits)
* for its cell (see trainer_apply), recomputed whenever that cell's stats change. visits is
* the presence-weighted count of games that touched the cell (how much to trust the average);
* score is the presence-weighted sum of each game's material-adjusted advantage (see
* trainer_apply) — so score/visits is literally "fraction of (presence-weighted) games won
* with this piece here, minus fraction lost," bounded to [-1,1] by construction. */
struct LearnedWeights {
int mg[chess::PIECE_TYPE_NB][64] = {};
int eg[chess::PIECE_TYPE_NB][64] = {};
int featW[FEATURE_NB] = {};
double mgVisits[chess::PIECE_TYPE_NB][64] = {};
double mgScore [chess::PIECE_TYPE_NB][64] = {};
double egVisits[chess::PIECE_TYPE_NB][64] = {};
double egScore [chess::PIECE_TYPE_NB][64] = {};
double featVisits[FEATURE_NB] = {};
double featScore [FEATURE_NB] = {};
};
static LearnedWeights g_weights;
@@ -127,13 +142,15 @@ static std::mutex g_weightsMutex;
static std::string g_weightsPath;
/* Per-game training accumulator (one per learned CPU-vs-CPU game). Records, per ply, where
* each side's pieces sat (split into midgame/endgame by phase) and each side's feature
* activations; trainer_apply turns the totals into weight nudges. Squares are white-relative
* each side's pieces sat (split into midgame/endgame by phase), each side's feature
* activations, and the white-minus-black material balance; trainer_apply turns the totals
* into a presence-weighted update to the running per-cell averages. Squares are white-relative
* (black indexes sq ^ 56), so a side's tally lines up with the shared white-relative table. */
struct Trainer {
double mgOcc[chess::COLOR_NB][chess::PIECE_TYPE_NB][64] = {};
double egOcc[chess::COLOR_NB][chess::PIECE_TYPE_NB][64] = {};
double featAcc[chess::COLOR_NB][FEATURE_NB] = {};
double matDiffAcc = 0.0; /* sum over plies of (white material - black material), cp */
int plies = 0;
};
@@ -172,9 +189,12 @@ static int parse_variant(const char* options) {
}
/* On-disk format: 6*64 mg ints (PAWN..KING, squares 0..63), then 6*64 eg ints, then
* FEATURE_NB feature ints, whitespace-separated. A missing file or short read leaves the
* rest neutral (0), so an absent weights file just means "train from a blank slate".
* Caller holds g_weightsMutex. */
* FEATURE_NB feature ints, then the backing visits/score doubles for each (mgVisits, mgScore,
* egVisits, egScore, featVisits, featScore) in the same shapes, all whitespace-separated. A
* missing file or short read leaves the rest neutral (0), so an absent weights file just means
* "train from a blank slate" — and a file written by the pre-fractional-learning format (which
* ends after the feature ints) loads its mg/eg/featW fine and simply starts every cell's
* visits/score history fresh from the next game that touches it. Caller holds g_weightsMutex. */
static void load_global_weights(const char* path) {
g_weights = LearnedWeights{}; /* reset to neutral before loading */
@@ -190,9 +210,29 @@ static void load_global_weights(const char* path) {
if (!(f >> g_weights.eg[pt][sq])) return;
for (int i = 0; i < FEATURE_NB; ++i)
if (!(f >> g_weights.featW[i])) return;
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
for (int sq = 0; sq < 64; ++sq)
if (!(f >> g_weights.mgVisits[pt][sq])) return;
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
for (int sq = 0; sq < 64; ++sq)
if (!(f >> g_weights.mgScore[pt][sq])) return;
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
for (int sq = 0; sq < 64; ++sq)
if (!(f >> g_weights.egVisits[pt][sq])) return;
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
for (int sq = 0; sq < 64; ++sq)
if (!(f >> g_weights.egScore[pt][sq])) return;
for (int i = 0; i < FEATURE_NB; ++i)
if (!(f >> g_weights.featVisits[i])) return;
for (int i = 0; i < FEATURE_NB; ++i)
if (!(f >> g_weights.featScore[i])) return;
}
/* Persist g_weights to g_weightsPath in the format load_global_weights reads. Caller holds the lock. */
/* Persist g_weights to g_weightsPath in the format load_global_weights reads. Full round-trip
* precision on the doubles (visits/score are running sums that keep accumulating across many
* games, so truncating them would drift the derived mg/eg/featW over time). Caller holds the
* lock. */
static void save_global_weights() {
if (g_weightsPath.empty()) return;
std::ofstream f(g_weightsPath);
@@ -203,6 +243,18 @@ static void save_global_weights() {
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
for (int sq = 0; sq < 64; ++sq) f << g_weights.eg[pt][sq] << (sq == 63 ? '\n' : ' ');
for (int i = 0; i < FEATURE_NB; ++i) f << g_weights.featW[i] << (i == FEATURE_NB - 1 ? '\n' : ' ');
f << std::setprecision(17);
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
for (int sq = 0; sq < 64; ++sq) f << g_weights.mgVisits[pt][sq] << (sq == 63 ? '\n' : ' ');
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
for (int sq = 0; sq < 64; ++sq) f << g_weights.mgScore[pt][sq] << (sq == 63 ? '\n' : ' ');
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
for (int sq = 0; sq < 64; ++sq) f << g_weights.egVisits[pt][sq] << (sq == 63 ? '\n' : ' ');
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
for (int sq = 0; sq < 64; ++sq) f << g_weights.egScore[pt][sq] << (sq == 63 ? '\n' : ' ');
for (int i = 0; i < FEATURE_NB; ++i) f << g_weights.featVisits[i] << (i == FEATURE_NB - 1 ? '\n' : ' ');
for (int i = 0; i < FEATURE_NB; ++i) f << g_weights.featScore[i] << (i == FEATURE_NB - 1 ? '\n' : ' ');
}
/* Maps the 1..20 difficulty to a search depth. Kept modest: the search has no
@@ -382,13 +434,18 @@ static int evaluate(const chess::Position& pos) {
* compute_features() is the single source of feature activations, used by BOTH the eval here
* and the trainer, so the two can never disagree. Constants below are the only tunables. */
/* Per-game-outcome learning rates and clamps. Squares accumulate occupancy (plies on a
* square, summed); features accumulate normalized per-ply activation (averaged, divided by a
* nominal scale so high-magnitude mobility doesn't dwarf the small pawn-structure terms). */
static constexpr double SQUARE_LR = 0.5;
static constexpr int SQ_CLAMP = 250;
static constexpr double FEAT_LR = 2.0;
static constexpr int FEAT_CLAMP = 500;
/* Per-game-outcome learning constants. Squares and features both learn a presence/activation-
* weighted AVERAGE advantage in [-1,1] (see trainer_apply) — OUT_SCALE just converts that
* average into a centipawn-ish int for the eval/table to add directly. FEAT_SCALE normalizes
* each feature's raw per-ply activation to a comparable magnitude before it's used as a weight
* (so high-count mobility doesn't dwarf the small pawn-structure terms), same as before.
* MATERIAL_ELO_SCALE is the classic centipawn-to-win-probability curve
* (expected = 1/(1+10^(-cp/400))) used to compute how much of a result material already
* explains, so training credits placement/features only for the part of the result that
* material didn't already predict. */
static constexpr int SQ_OUT_SCALE = 250;
static constexpr int FEAT_OUT_SCALE = 500;
static constexpr double MATERIAL_ELO_SCALE = 400.0;
static constexpr double FEAT_SCALE[FEATURE_NB] = { 4, 6, 8, 14, 2, 1, 1, 2 };
/* Game phase in [0,1] from remaining non-pawn material (PeSTO weights N=B=1, R=2, Q=4; max
@@ -823,7 +880,9 @@ CHESS_API void CHESS_CALL trainer_record(TrainerHandle t, const char* fen) {
chess::Position pos = chess::Position::from_fen(fen);
double phase = game_phase(pos);
/* Per-square occupancy, split into midgame/endgame by phase, white-relative. */
/* Per-square occupancy, split into midgame/endgame by phase, white-relative; and the
* white-minus-black material balance at this ply, used at trainer_apply time to strip
* "material already explains this" out of the training signal. */
chess::Bitboard occ = pos.pieces();
while (occ) {
chess::Square s = chess::pop_lsb(occ);
@@ -833,6 +892,7 @@ CHESS_API void CHESS_CALL trainer_record(TrainerHandle t, const char* fen) {
int relSq = (c == chess::WHITE) ? int(s) : (int(s) ^ 56);
t->mgOcc[c][pt][relSq] += (1.0 - phase);
t->egOcc[c][pt][relSq] += phase;
t->matDiffAcc += (c == chess::WHITE ? 1 : -1) * piece_value(pt);
}
/* Per-side feature activations. */
@@ -847,34 +907,66 @@ CHESS_API void CHESS_CALL trainer_record(TrainerHandle t, const char* fen) {
t->plies++;
}
/* Applies a finished game's outcome as a presence-weighted running average per cell, instead
* of an unbounded incremental nudge:
*
* score[cell] / visits[cell] == "fraction of (presence-weighted) games won with this piece
* on this square, minus fraction lost"
*
* `weight` is the caller's confidence in the result (1.0 for a checkmate, 0.5 for a
* material-imbalance draw, as before). On top of that, the update is scaled by how much of the
* result ISN'T already explained by material: `expected` is the win probability the winner's
* average material edge over the game implies (the same centipawn->win-probability curve
* engines use for Elo estimates); `1 - expected` is the "surprise" left over once material is
* accounted for. A win where the winner was already up a rook the whole game is unsurprising
* (expected ~= 1, ~no update) — the eval already knows material matters via piece_value(), so
* square/feature tables shouldn't get credit for "a piece existed"; a win pulled off (or a draw
* held) while materially behind is highly informative and gets a correspondingly large update.
* This same magnitude applies to BOTH the winner's reward and the loser's punishment: by the
* symmetry of win probabilities (P(loser wins) = 1 - P(winner wins)), the loser's own advantage
* — actual(0) minus their expected win probability — has exactly the same magnitude, `1 -
* expected`, just negative. */
CHESS_API void CHESS_CALL trainer_apply(TrainerHandle t, int winner, double weight) {
if (!t) return;
if (!t || t->plies <= 0) return;
double avgMaterialDiff = t->matDiffAcc / t->plies; /* white - black, cp */
double winnerMaterialDiff = (winner == chess::WHITE) ? avgMaterialDiff : -avgMaterialDiff;
double expected = 1.0 / (1.0 + std::pow(10.0, -winnerMaterialDiff / MATERIAL_ELO_SCALE));
double advantageMag = weight * (1.0 - expected);
std::lock_guard<std::mutex> lock(g_weightsMutex);
/* pass 0 = winner (reward, +1); pass 1 = loser (punish, -1). */
/* pass 0 = winner (positive advantage); pass 1 = loser (negative advantage). */
for (int pass = 0; pass < 2; ++pass) {
chess::Color side = chess::Color((pass == 0 ? winner : (winner ^ 1)) & 1);
int sign = pass == 0 ? 1 : -1;
double advantage = pass == 0 ? advantageMag : -advantageMag;
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
for (int sq = 0; sq < 64; ++sq) {
if (t->mgOcc[side][pt][sq] != 0.0) {
int d = sign * int(std::lround(SQUARE_LR * t->mgOcc[side][pt][sq] * weight));
g_weights.mg[pt][sq] = std::clamp(g_weights.mg[pt][sq] + d, -SQ_CLAMP, SQ_CLAMP);
double mgFrac = t->mgOcc[side][pt][sq] / t->plies; /* fraction of the game spent here, [0,1] */
if (mgFrac != 0.0) {
g_weights.mgVisits[pt][sq] += mgFrac;
g_weights.mgScore [pt][sq] += mgFrac * advantage;
g_weights.mg[pt][sq] = int(std::lround(
SQ_OUT_SCALE * g_weights.mgScore[pt][sq] / g_weights.mgVisits[pt][sq]));
}
if (t->egOcc[side][pt][sq] != 0.0) {
int d = sign * int(std::lround(SQUARE_LR * t->egOcc[side][pt][sq] * weight));
g_weights.eg[pt][sq] = std::clamp(g_weights.eg[pt][sq] + d, -SQ_CLAMP, SQ_CLAMP);
double egFrac = t->egOcc[side][pt][sq] / t->plies;
if (egFrac != 0.0) {
g_weights.egVisits[pt][sq] += egFrac;
g_weights.egScore [pt][sq] += egFrac * advantage;
g_weights.eg[pt][sq] = int(std::lround(
SQ_OUT_SCALE * g_weights.egScore[pt][sq] / g_weights.egVisits[pt][sq]));
}
}
if (t->plies > 0)
for (int i = 0; i < FEATURE_NB; ++i) {
double avg = t->featAcc[side][i] / t->plies; /* per-ply average, normalized */
int d = sign * int(std::lround(FEAT_LR * (avg / FEAT_SCALE[i]) * weight));
g_weights.featW[i] = std::clamp(g_weights.featW[i] + d, -FEAT_CLAMP, FEAT_CLAMP);
}
for (int i = 0; i < FEATURE_NB; ++i) {
double activation = (t->featAcc[side][i] / t->plies) / FEAT_SCALE[i]; /* per-ply average, normalized */
if (activation == 0.0) continue;
g_weights.featVisits[i] += std::abs(activation);
g_weights.featScore [i] += activation * advantage;
g_weights.featW[i] = int(std::lround(
FEAT_OUT_SCALE * g_weights.featScore[i] / g_weights.featVisits[i]));
}
}
save_global_weights();
+659
View File
@@ -0,0 +1,659 @@
# Hold'em dealer tests
Unit tests for the money logic behind `/Casino/TexasHoldem` — the betting engine, the
side-pot calculator, the split calculator and the table state.
```bash
node --test tests/holdem/*.test.js
```
No install step, no `package.json`, no dependencies. The browser modules are plain
script-tag files that each end with a `module.exports` guard, so Node can require them
as-is; `load.js` puts them on `globalThis` under the same names they use to find each
other in the page, in the load order from `TexasHoldem.cshtml`.
## What's covered
| File | Covers |
| --- | --- |
| `potCalculator.test.js` | Main and side pots, dead money, uncalled bets, odd-cent distribution |
| `betting.test.js` | Blinds, street completion, raises reopening the action, all-in run-outs |
| `state.test.js` | Button rotation, which seats post blinds, session standings |
| `splitCalculator.test.js` | Chopped pots, odd chips, unmakeable denominations |
| `handRank.test.js` | What beats what: categories, the wheel, kickers, best five of seven |
| `readingTheShowdown.test.js` | The board, the picker that fills it, and who wins a side pot |
| `theRail.test.js` | A phone on its side: which shape the bar is in, what it leaves under the felt, how a name is shortened, how the ring is pulled back onto the table |
| `feltShape.test.js` | What shape the felt is at each phone size, resolved through the media queries in source order (see below) |
| `potBreakdown.test.js` | How each pot says who can win it, and the nesting property that wording rests on (see below) |
| `sidebarPanels.test.js` | What the sidebar's panels are called and what lives in each (see below) |
| `chipLegend.test.js` | Removing a chip colour, and whether the warning's number is the one the table loses (see below) |
| `invariants.test.js` | 1000 randomised hands per property (see below) |
## The layout audit
The unit tests above cover the money. `uiAudit.js` covers the thing you can only see
in a browser: whether a dealer can actually reach every control.
```bash
node tests/holdem/runUiAudit.js # needs Playwright and the site running
```
It checks WCAG AA contrast, touch target sizes, touch-action and tap highlights, that fields stay selectable and are large
enough not to trigger iOS zoom, that nothing important is covered or off-screen with
no way to scroll to it, that no grid column has collapsed to nothing, that no
text is painted outside its box, that no seat covers another seat's writing, and that
no bet chip is hidden behind a seat or another chip. It
runs over the table, the raise pad, all five overlays and Quick Split, at thirteen
viewports from a
360px phone to a 1600px desktop and the same phones on their side — each viewport
twice, once with a mouse and once with a thumb, and at three table shapes, mid-hand:
the sweep posts blinds, deals and calls three times before it measures anything, so
the bets layer has chips on it. It used to audit a table nobody had ever bet at,
which is a third of what is on the felt during a hand left unlooked at.
The raise pad is newer than the rest and was worth every second it costs. It is part
of the bar rather than an overlay, so nothing here had a step that opened it, and it is
both the tallest thing the bar ever holds and the only place in the tool a dealer types
an amount. The first sweep that opened it found a 36px-tall field on every phone in the
list: the `hover: none` rule that sizes fields for a thumb names the settings panels and
the seat form, and the one field on the one surface built for thumbs was not in the
list. It also found the rail squeezing its own status line under the pad, which is the
kind of thing that only happens in the state nobody was looking at.
"Covered" and "out of view" are told apart before anything is hit-tested. An element
clipped away by a panel that scrolls is not covered by whatever happens to be painted
at that height, and reporting it that way is a diagnosis of something that isn't
happening: the pot wizard's third winner, below the fold in a list, came back for four
viewports running as "fully covered by button Confirm Winner(s)".
Text is measured where it was painted, not where its box is. The two are different
things and the difference is not academic: a name is centred, so its box is wider than
its ink, and a name kept clear of the dealer's chip by a float is out of the way on the
line beside the chip and full width on the line below. The check used to model that as
"box minus padding", which is one way of keeping text out of somewhere and not the only
one — it called every seat in the sweep an offender while the text sat exactly where it
was meant to. Range rects ask the question directly, so padding, floats, centring,
wrapping and a short label in a wide box all come out right without any of them being
modelled.
Offenders say how much is covered rather than that something is. "Is under a badge"
reads the same for a stack a dealer cannot read and for a badge's rounded corner
grazing the last digit, and the difference decides whether it is worth fixing. Probing
the whole line and counting turned the residual this sweep has carried for three rounds
into "1/7 under SB" — one probe of seven, on one configuration, in a thumb context
only.
More than one table shape is also newer than it sounds. The sweep ran on one — five
players at a nine-handed table — for its whole life, and how much room the felt has
depends on how many people are sitting down far more than on anything a viewport can
report. A full table is where the seats crowd and it had never been looked at: the
first sweep that did found one player's name or stack painted under another on eighteen
of the configurations, on every phone in the list.
The third shape is the same five players with the board turned on and five cards on it.
It is deliberately the same roster in the same chairs as the second, so the only thing
that differs between the two rows is the board — a seventh player would have told us
that a seven-handed table crowds, which is true, already known, and not what that row
is there to find out. It earned its place immediately: the board takes the middle of
the felt, or a strip above it where the middle is too small, and the strip costs the
felt height. The seats follow a felt that changes size on their own, being placed in
percentages of it; the chips anchored inside them do not, being placed in pixels. They
were laid out for a felt 23px taller than the one they were painted on.
## What the sweep taught the layout
For a long run of rounds the seat ring was *predicted* onto the table: work out the
widest ring whose outermost puck still finishes inside the rail, place the seats, and
trust it. The prediction is correct arithmetic and it was wrong on the page anyway,
because every input to it moves after it is taken — the width search settles on a
narrower puck, a name wraps to a second line or gets shortened out of one, the board
appears in the middle. Each of those is up to 15px of puck height arriving after the
answer. Ninety-six of the ninety-eight offenders this sweep could find were that.
So render.js now finishes the way the audit judges it. After the seats are placed it
measures where they actually landed, and if the worst of them hangs 6px past the rail
the ring comes in by 6px and they are placed again — the same question this file asks,
asked by the code that has to get it right. Two passes, bounded, because each one is a
forced layout of the whole felt and it runs after every tap a dealer makes.
That is the general shape of the lesson here: a layout that predicts itself has to be
right about the future, and a layout that measures itself only has to be right about
the present.
That last part, and two of those checks, are newer than this paragraph claiming them.
`runAll()` did not include the contrast check at all, and touch targets sat behind an
opt-in flag nothing passed, so "the audit is clean" meant nine checks rather than
eleven for a long run of rounds. Both were written and tested and simply never called.
The mouse/thumb pair matters for the same reason: the 44px rule stands itself down
where `hover: hover` says there is a pointer, and a headless desktop browser is a
pointer, so a single pass had never measured a touch target at any viewport. Between
them they found a 9px seat label at 3.39:1, a 37px-tall amount field and a 30px delete
button on Quick Split.
A check that decides it doesn't apply says so in the output rather than reporting no
offenders, which reads identically to a pass. The same goes for the two exemptions
that exist: a disabled control, which WCAG itself excuses, and a link inside a
sentence, whose size is set by the line it sits in.
Deliberately not in CI: the unit suite is dependency-free and runs in about five
seconds, while this one needs a browser and a running site. Run it after any change that adds or
resizes a control. With no Playwright to hand, paste `uiAudit.js` into devtools and
call `LayoutAudit.runAll()`.
The contrast check is built so it cannot report a false positive: backgrounds
composite through alpha, and where a gradient is involved every colour stop is tried
and the most flattering one used. A finding means the text fails even under the
reading most generous to it. Two earlier attempts at this got it wrong in both
directions — one read only `background-color` and scored text on a gradient against
nothing, the other treated low-alpha stops as opaque — so `uiAudit.js` is checked
against known-answer cases before it is believed.
Touch targets are measured by probing outward with `elementFromPoint` rather than by
reading the element box, because the box lies in both directions: a small control can
be padded out with a transparent `::after` and respond well beyond its painted size,
and a checkbox inside a label is hit by tapping the label. The 44px rule is only
enforced where `hover: none` says there's no mouse.
It exists because these checks were being re-typed into a console every time
something changed, and each time they only covered whatever had just been touched.
That is how the standings table shipped with a player-name column zero pixels wide
and kept it for two rounds.
## Which rule wins
`feltShape.test.js` is here because of a change that measured as correct and was a
no-op. The felt on a phone was made an upright oval by setting `--feltAspect` inside
`@media (max-width: 700px)`, and forty lines below it `@media (max-width: 900px)` set
the same property back to 1. Both queries match a phone, the declarations have the same
specificity, and the later one wins — so the property was 1 on every phone on the site
while the rule that was supposed to change it sat there reading perfectly.
Nothing in the suite could have caught it and nothing in review did. A stylesheet is not
a list of rules for viewports; it is a list of rules in an order, and the question "what
does a 390px phone get?" has an answer that no single rule knows. So the test walks the
media queries the way the cascade does — every declaration of a property on a selector,
in source order, keeping the last one whose query matches — and asks what each of five
real phone sizes actually ends up with. It carries just enough of a media-query engine
for the forms this stylesheet uses, and refuses loudly rather than guessing when it
meets one it doesn't know.
The same file records a second thing, which is a floor that was added and removed. The
`max-height` that keeps the felt above the action bar has no lower bound, so a tall
enough bar presses the table flat; flooring it at the desktop oval looked obviously
right. Measured, it was worse: twelve players all in with nine side pots takes the bar
to 341px, which at 360x640 leaves 142px of room, and a felt floored to 242px keeps its
shape by putting five of the twelve seats behind the bar. Unfloored it is flat and all
twelve are visible. The slit the floor defended against turned out to be unreachable —
it came from forcing the custom property by hand. A test now asserts the floor is
*absent*, with the numbers, so it doesn't get re-added by someone reasoning the same way.
## A property the wording depends on
`potBreakdown.test.js` covers how the pot breakdown says who can win each pot, and it
leans on something `potCalculator.test.js` now proves: **pot eligibility is nested.** The
main pot is everyone still live, and each side pot above it drops whoever was all-in
below, so every side pot's players are a strict subset of the pot beneath it.
That makes "who is in" and "who is out" complements, which is what lets the line name
whichever of the two is shorter and never spell out more than half the table. Listing
every eligible player instead meant the main pot's line was every name at the table and
each side pot repeated it minus one — and the lines too long to fit were exactly the ones
nobody needed, while the short ones at the bottom were the side pots a dealer actually
announces by name.
The nesting check runs 20,000 random tables, and it asserts on its own generator as well
as on the code: if a change to the shapes stopped producing side pots, every assertion in
the loop would be vacuous and the test would still pass, so it also requires that more
than ten thousand of those tables had one.
Writing that check is where a comparison against `Set.length` went in — a `Set` has
`.size`, so `here.length < below.length` was `2 < undefined`, which is false. As an
assertion it failed everything; as a filter in a throwaway script it had passed
everything, which is how it survived long enough to be written down. Both readings are
silent. Prefer asserting the count you expect over comparing two things whose shapes you
have not checked.
## Testing a fault that broke nothing
`sidebarPanels.test.js` reads `TexasHoldem.cshtml` rather than any JavaScript, because
the fault it covers was not a bug. Every control worked and every id resolved. What was
wrong was which panel a thing was in and what that panel was called.
The sidebar was Table Setup, **Session**, Chip Legend, Keyboard and Table Notes, and
Session held the standings, a waiting list, the hand log and the save/load/reset buttons
— a topic, a task, a log and three utilities under one word. It measured 1206px and 103
visible elements against 555 and 29 for the next biggest, and "The table itself" sat
1052px down inside it, so reaching Reset table meant opening a panel called Session and
scrolling past the money and the log to find it.
Three things are asserted, and each of them is a claim a future edit could quietly undo:
- **The names say what is inside them.** The list is checked literally, because the
failure mode is a word like "Session" that could hold anything.
- **Each name is a heading.** A `<summary>` is announced as a button, so the sidebar's
names — its whole navigation — were not reachable by heading. Splitting Session also
removed the four subheads that had been the only headings down there, so without a
heading in each summary the page would have come out of this with a worse outline than
it went in with.
- **No panel goes back to being a grab-bag.** Not a size limit — Table Setup is
legitimately long. It counts *subjects*: a panel that needs its own headings to list
its parts is holding more than one thing. Two subheads survive, and the test names
them, because Settle up is the standings at the end of the night and Stacks in chips
is the chip legend counted out — the same subject at a different moment, which is what
a subhead is for.
The panels are split on the opening tag rather than parsed, which is sound only because a
sidebar panel never contains another one; Table Setup's sub-panels carry a different
class. That assumption is worth knowing about if one ever does.
## A warning is only worth having if its number is right
`chipLegend.test.js` covers removing a chip colour, which was one click of an unlabelled
24px button and was never a change to a legend. `computeContribution()` prices a seat by
running the legend over that seat's chip counts, so a colour that leaves takes every chip
counted in it off the table. Measured in a browser on a three-handed table: deleting the
$500 row took **$22,500 of $26,874** with it, with no confirmation, nothing said
afterwards, and no way back — a colour added again is a new colour with a new id, while
the counts stay keyed to the one that left.
Most of the file is about the number in the warning rather than the removal, because a
warning that overstates is worse than none. The obvious way to work it out — chips times
value — is wrong in **both** directions:
- a seat with a typed amount is priced from that and its counts are never read, so a
colour it holds is worth nothing to it;
- a seat whose chips all leave falls through to the table's standing ante rather than to
zero, so it loses less than its chips were worth.
So the figure is the difference between pricing every seat with the colour and without
it, and a randomised check across 2,000 tables asserts that what the warning claims is
exactly what the table then does. That check found a third case nobody would have written
by hand: fourteen $1 chips against a $200 ante, where removing the colour puts the table
**up** $186. The wording says so in that direction too.
The friction is conditional on purpose. A colour nobody has counted deletes on one click;
only one that is holding money asks. A confirmation that fires every time is one nobody
reads by the third night, and this is a tool where four other confirmations already
compete for that attention.
## Every control says what it is
`uiAudit.js` gained `controlNames()`, which is the general form of the bug above: the ×
had no accessible name, so it was announced as a button and nothing else — five of them
in a column, identical, each deleting a different colour.
It treats a symbol as no name even though `×` is technically text. The rule is that a
name has to contain a letter or a digit, which is the difference between "×" and "Undo".
Names are resolved the way the accessibility tree does it — `aria-label`, then
`aria-labelledby`, then a field's wrapping or pointing `<label>`, then placeholder, then
text content, then an image's `alt`, then `title` — and anything under `aria-hidden` is
skipped rather than judged, since it is not in the tree to begin with.
Removing the one `aria-label` this round added makes it report all five buttons, which is
how it was checked.
## Where the keyboard lands
Two checks in `uiAudit.js` cover WCAG 2.2 SC 2.4.11, which says a focused control must
not be completely hidden by something the page has put on top of it. Tabbing the whole
page on a 390x844 phone found **16 stops resting completely covered and 27 more partly**,
under the action bar; on the desktop, four more under a toast.
They are checked as the fix rather than as the symptom, because the symptom needs a
keyboard and this file has no automation of its own:
- **`focusHasRoom()`** — `scroll-padding-bottom` on the scroll container has to reserve at
least as much room as the fixed furniture standing at the bottom of the window. Only
furniture crossing the middle of the screen counts, or the rail a landscape phone puts
down the right-hand side would demand scroll padding the height of the whole window;
and sticky elements inside a panel that scrolls on its own are excluded, because
scroll-padding on the document would do nothing about them.
- **`focusablesReachable()`** — nothing focusable may sit entirely outside the viewport
inside a `position: fixed` subtree, since scrolling can never bring it back. The seat
editor's bottom sheet was put away with `transform: translateY(105%)`, which moves a
thing without putting it away: its Done button sat at y=850 on an 844px screen, still in
the tab order and still on the accessibility tree. `visibility: hidden` puts it away.
### Half a fix looks exactly like a whole one
`scroll-padding-bottom` alone was written up as the answer and it is only half of it. It
applies when the browser has to scroll to reach the control at all; a control the browser
already considers visible is one it will not scroll to, and a fixed overlay on top of it
does not enter into that decision. Measured: tabbing to Common rulings with a toast up
left it 100% covered, and `scrollIntoView({block: "nearest"})` moved nothing, because
"nearest" was already satisfied. The sweep had shown clean only because 89 tab presses
outlast an eight-second toast.
So the other half is a `focusin` handler that measures the overlap and scrolls by it —
and, when the page has no room left to scroll (26px available against 94px wanted, at
1280x900), dismisses the toast instead. Sizing the page's bottom padding for the toast as
well would have fixed it by making the page grow and shrink by 64px every time anything
was announced, which is worse than the fault.
## A sweep only measures the states it reaches
The action bar is fixed over the felt, so its height is the felt's budget — and the bar
carries the side-pot breakdown, which drew one row per all-in with no ceiling. Measured
on a 360x640 phone: five players idle put the bar at **151px**, six all-in at **303px**,
and twelve all-in at **411px** — 64% of the screen, leaving **96px of felt** to draw
twelve seats in.
Nothing here could see it, and the reason is worth writing down. Every check in
`uiAudit.js` asks whether some element is covered, clipped or unreachable; not one asked
how much room the covering element had taken. But the deeper miss was the sweep itself:
all 294 audits drove their table with `Call` and `Check`, so **no table in the history of
this file ever had a player all-in**, and the one thing on the bar whose height depends
on the table was empty in every single measurement. `runUiAudit.js` now has a fourth
shape, twelve players shoved in for twelve different amounts — there is no one-tap shove,
so it takes the raise pad's All-in preset and confirms, or `Call all-in` for anyone who
cannot cover.
- **`furnitureBudget()`** — the fixed bottom band, measured against the window. Failing
above **50%**, which is the line that needs no taste to defend: furniture larger than
the content it serves is a shape fault whatever it is showing. Warning above **30%**,
the published guidance for persistent chrome, which the shortest phone does not meet at
rest — the bar is 151px of a 640px screen before anything happens — and a sweep that is
always red stops being read.
### Cutting the middle out of a list, and which end to keep
The cap is four layers, and past it the bar draws the main pot, one line for everything
between, and the newest side pot. The two ends are not an arbitrary choice: side pots are
paid **from the newest one back down to the main pot**, so the top layer is the next thing
that happens and the main pot is the last, and those are exactly the two a live dealer
says out loud while the chips are being stacked — *"main pot 7,200, side pot 4,500"*. The
layers between are the middle of that count-down, wanted at showdown, which is the pot
wizard — the same builder, passing no cap, in a dialog that scrolls.
`potBreakdownRoom.test.js` checks the parts that could go wrong quietly:
- the row count is a function of the cap, not of the table — eight, nine, ten, eleven and
twelve all-in all draw three lines
- the drawn amounts still add up to every pot, so a dealer counting the announcement
against the chips in the middle finds no shortfall the tool caused
- the elision sits **where the gap is**, not appended after the list, so the amounts still
read in the order the pots were made
- it never fires when it would not buy anything: at exactly the cap the middle is one row,
and swapping one row for one row loses an amount and gains a sentence
Three injected faults — the cap ignored, the summary carrying only the first elided pot's
money, the elision appended rather than kept in place — fail 6, 1 and 5 of the 11 tests
respectively, and the audit check reports the original 64% when the cap is taken out.
## Two empty rows were setting how far apart twelve seats had to sit
Every seat puck carries four rows: the name, the hole cards, the amount that player has
put in, and their stack. Two of those are empty most of the time, and both held their
space anyway.
The amount pill was worse than empty space. It has a background, a pill radius and side
padding, so with no text it painted an **8x11px green lozenge** — measured on **seven of
nine seats** at an ordinary table. One of those is a component holding its place; nine is
a rash, and a dealer has to learn to ignore a colour that on the other two seats means
"this player has money out".
The space was not free either. `seatRingRadii` sizes the ring from the tallest puck on
it, so two rows nobody had filled were setting the spacing for the whole table:
| | before | after |
| --- | --- | --- |
| iPhone 14, 9 seats | 78x88 puck | **78x63** |
| iPhone 14, 12 seats | 44x65 | **66x55** |
| Pro Max, 9 seats | 84x88 | **96x63** |
| Galaxy S8, 12 seats | 8 overlapping pairs, 1556px² | 4 pairs, **87px²** |
- **`emptyDecoration()`** — nothing inside `#pokerTableWrap` may paint a background or a
border with no content in it. The rule is about paint, not space: an element may hold
its place invisibly, and several do. With the old reservation restored it reports all
seven pills; live it reports none.
The one exemption, `.betChipDisc`, is on the list because the check reported it, not
because it was predicted — it is a 13x13px circle filled with the denomination colour of
the chip beside it, so the colour *is* the content. Three other exemptions were written
from memory first and matched no element on the page at all, which is the argument for
building that list from a run.
### The collapse is only safe because the cache key moved
`resolveSeatLayout` measures ten candidate widths, each one a forced layout, and caches
the result against `seatShapeSignature()`. That signature listed the names and the dealer
seat — everything that could wrap a name onto a second line. It did not mention the two
rows, because they always held their space and so could never change a puck's height.
Once they collapse, they can. `seatPuckShape.test.js` checks the key moves when the first
chips go in and when a hole card is entered, and — just as important — that it does *not*
move for the second player to bet, or when an amount merely gets wider. It is a boolean
over the whole table because that is what the measurement is: `measuredSeatBox` takes the
tallest puck on the ring, so what matters is whether anybody has one. A per-seat key would
be correct and would throw away the cache on every single tap.
Measured on the running page: the ring settles by 24-26px when the blinds are posted —
and it settled by **23-25px there before this round too**, because the action bar changes
height at that moment and the felt is measured against it. The one place the ring moves
is a place it already moved.
### A test that passed for the wrong reason
The signature joins names on a control character so that "ann" + "abel" and "anna" + "bel"
stay distinguishable. The first version of that test used `Ann`/`Abel` against
`Anna`/`Bel` — which can never collide whatever the separator, because the capitals land
in different places. It passed with the separator deleted and proved nothing. Lower case
is what makes it a test. Four faults were injected in total; the other three (dropping the
two flags, letting the count into the key instead of a boolean, and counting only hand
bets so a table playing antes is missed) fail 3, 2 and 1 of the eight.
## Room the felt had and the type never got
The felt grows with the window and the pucks did not — 96px was the only ceiling there
was. Nine-handed, the seats covered 19% of the felt on a phone, 11% on a 1280px desktop
and **8% at 1440px and beyond**, with the stack figure a dealer reads at **10px on a
2560px monitor**, the same 10px as on a 360px phone.
Two things stop the fix costing more than it buys, and `seatWidthSearch.test.js` checks
both:
- **Every candidate width is a forced layout.** Raising the ceiling for everybody took
the layout pass from 24ms to 73ms twelve-handed on a desktop. A screen that cannot use
the wider widths must not measure them, so a phone is checked to measure *exactly* the
ten widths it measured before — same list, same order — and the measured cost on a
phone is unchanged (10.7ms against 10.4ms, which is noise).
- **A wide puck on a narrow felt is worse than a small one.** The first version let
phones through, and a 144px puck on an iPhone's 278px ring is half the width of the
table: six-handed, all six seats sat over the rail by 15px against 5px before, and it
read as a stack of cards rather than a table with people around it.
So the ceiling is a fifth of the felt's **shorter** span, capped at 144. Five is measured,
not chosen: the shorter span is 233-303px on every phone in the sweep including sideways,
and 617-714px on tablets and desktops, so any divisor between 3.2 and 6.4 separates them.
The test pins both ends, so if the felt ever changes shape enough to bring those together
it says so rather than letting the phones quietly start paying.
Above the ordinary ceiling the puck also takes the larger type — `.seatsRoomy`, two steps
up the scale for the two numbers read across the table and one for the chair number.
Steps rather than a `clamp()`, for the same reason the tight set is: the width is a
continuum and the type is a set of deliberate sizes.
| nine-handed | before | after |
| --- | --- | --- |
| iPad puck / name | 96px / 12px | **134px / 15px** |
| desktop 1440 puck / name | 96px / 12px | **140px / 15px** |
| seats as a share of the felt, 1440 | 8% | **12%** |
| every phone, every seat count | unchanged | unchanged |
### What the rail check is actually measuring, which is not the rail
Found while checking the above and **not fixed** — written down here because the number is
worth having and the fix is not a small one.
`#pokerTable` is `border-radius: 50%`. Both the settle pass in `render.js` and
`seatsOnTheTable()` in the audit compare a puck against the four edges of the table's
**bounding box**, which is a different and much slacker question than the one the message
"hangs Npx past the rail" claims to answer: at the top and bottom of the ring the oval
curves away from its own box, so a puck can be comfortably inside the box and visibly
outside the felt.
Measured against the ellipse instead — a point is outside when `(dx/a)² + (dy/b)² > 1`,
and the ray from the centre crosses the boundary at `1/√t` of the way out — across 35
configurations the check is seeing **303px of overhang as zero**, including **46px on a
phone held sideways** that has been there for as long as the check has.
Settling against the ellipse was tried and reverted, because it is not the local fix it
looks like. Pulling the ring in far enough to clear the oval crowds the seats, and on a
twelve-handed phone with everybody all-in it put seat 3's centre inside seat 4 — the one
trade the width search explicitly refuses to make, since a dealer can see a puck over the
rail but cannot see a tap answering for the wrong player. Guarding against that instead
leaves the ring out and the overhang worse: the sweep went from 6 failing configurations
to 77, with 355 rail reports.
Which is the finding. On a crowded table **keeping the seats off the rail and keeping them
off each other are in genuine conflict**, and resolving it needs the two settled together
rather than one bolted onto the other.
### And then measured again, and dropped
Re-probed across 40 configurations — four table shapes at ten viewports — the gap is real
and systematic: **31 of 40 sit further past the oval than the box says**, worst 34px
against a box overhang of 0 everywhere. The 303px above was the all-in shape, which is the
extreme rather than the case.
Then it was looked at rather than measured, and 12–17px of a rounded puck's corner
crossing the rail reads as players *at* a rail — which is what the thing is a picture of.
The measurement gap is worth writing down and the appearance is not worth a round, so the
lead is closed rather than carried forward. Worth the re-measure to find that out: the
number that made it look urgent was the worst cell in the table, not a typical one.
## Eight rows that said only their own names
The sidebar is eight `<details>`, and every one measured exactly 60px shut with nothing on
it but its label — 480px of a phone's screen, and 480px of a 660px desktop column, spent
saying "Standings", "Hands", "Waiting list". Whether the box balances, whether anyone is
waiting for a seat, how many hands have been played: the page had **all three worked out
already**, and charged a tap for each of them, on rows two thirds of which were empty.
That is the disclosure pattern's named failure — a header you have to open to find out
whether it was worth opening — and the answer the design systems give is the same one:
put the status on the header. So each shut panel now carries the one fact you would have
opened it for, and the panel keeps the sentence. "Off by $300" is the alarm; *which seat
is holding chips nobody wrote down* is a paragraph, and that is the half that belongs
behind the tap.
Two rules hold it together, and `panelGlance.test.js` checks both.
**A glance appears only when it has something a dealer would act on.** Eight rows that
always say something are eight rows that say nothing again, and a row reading "Nobody
waiting" all night is the clutter this went in to remove. So no waiting list, no notes and
no hands yet are all silence, and the bank check stays quiet over a table nobody has
bought into — which is what the panel does with its own check, for the same reason.
**A glance never says something the panel under it would contradict.** It is read off the
same state, never off the panel's DOM — a shut `<details>` has no rendered body to read —
and one test walks three buy-in figures asserting the glance's colour agrees with
`bankReconciliation`'s verdict and its number carries the same difference.
The layout half is `glancesFitTheirRows` in the audit, and it took three goes.
The first version asked only whether a row had grown taller than a row with nothing on it,
which sounds like the whole question and is not: a glance floated back into flow and
allowed to wrap **sailed straight through it**, because a float does not expand the box it
sits in — two lines of note hung out of a row that still measured exactly 44px. Asking
where the glance actually ended up, in both axes, is the question that has an answer.
The second version was wrong in the other direction, and **the sweep caught it on its
first clean run**: 94 failing configurations, 91 of the offenders this check's own. It
takes the shortest row in the sidebar as its idea of a bare one, and the Keyboard panel is
`display: none` under `pointer: coarse` — a touch device has no keys to press — so on
every viewport visited with a thumb the bar was a row that wasn't drawn at all, 0px, and
all seven real rows read as grown. Seven rows times thirteen viewports is exactly the 91.
Rows that aren't rendered aren't rows.
Which is the point of running the sweep against a check as well as against the page. A
narrowing fix has to be shown not to have blinded the thing it quietened, so the four
broken versions are re-run **with the Keyboard panel hidden** — the condition that was
breaking it — and each is still caught, while the unbroken page stays clean.
## Half a feature, and the half that was missing
The card feature has always had two halves. Turn on the setting and every street asks
which cards came off the deck, and puts them on the felt. That half worked, on the
phone and on the desk, in a normal hand and in an all-in run-out.
The other half never got asked for at all. A dealer who entered all five community
cards, pressed **Showdown — resolve pot**, and got a wizard that said
> Christopher, Mike from work, Alexandra and Bob haven't turned over, so who won is
> still yours to say.
with nothing anywhere in that sheet to turn anybody over with. The only route in was to
close the wizard, tap a seat puck, find the two card slots in the seat editor, do it
four times, and re-open the wizard — with the pot on the table and four people waiting.
The one moment the tool is certain to know the hands is the moment it stopped asking.
So the showdown button now asks, exactly the way the street button does: the sheet opens
on the first player, takes two cards, and moves to the next. `showdownCards.test.js` is
the list it asks from — who is on it and in what order — and three rules hold it
together, one test each way:
**Only when the dealer asked.** The setting is off by default, and with it off the list
is empty. A table that never wanted this never sees a sheet.
**Only what isn't known.** A hand already entered is an answer already given. Asking
again offers to overwrite it, so an entered hand drops out of the list and the rest keep
their order.
**In the order the cards come over.** The bar already announces "Alexandra shows first —
last to bet or raise" a line above the button. Asking about somebody else first would be
the tool contradicting itself in the same breath, so the list starts where the bar says
and goes round the table from there.
### The sheet has to be leavable, and leaving it has to mean something
Escape, Done and a tap on the scrim all closed the picker already. What they didn't have
was a way to say *why*, and a chain of four sheets needs to know the difference: a sheet
that filled its last slot means "next player", and a dealer closing one means "stop".
So `close()` takes a reason. Two callers pass nothing and don't care. The showdown chain
does, and it stops rather than skipping — a dealer who closes the sheet is saying the
tool has the wrong end of the stick, and the answer to that is to get out of the way, not
to put the same sheet in front of them three more times.
Stopping early is not a dead end, which is the part worth checking by hand. The wizard
still names whoever didn't turn over; closing it leaves **Showdown — resolve pot** on the
bar; and pressing it again resumes at the player the dealer stopped on, because the list
is computed from the cards on the table rather than remembered from the last attempt.
## Why the hand evaluator is tested the way it is
`handRank.js` is the only module here that can pay the wrong person without anybody
noticing. A pot wizard that asks "who won?" is never more wrong than the dealer ticking
the box; one that answers the question itself is wrong on its own account, silently,
and a table that has come to trust it will not check.
So besides the hand-written cases — every category against every other, the wheel, three
kickers deep, the counterfeited two pair, the board that plays — it is checked against a
second evaluator written a different way, on twenty thousand random seven-card hands and
four thousand random pairs of them. The second one is in the test file and shares no
helper with the module: it scores a hand by counting ranks into a sortable list rather
than by asking about shapes. That pass is most of the suite's running time and it is
worth it; three deliberately introduced bugs — an ace that keeps its value in the wheel,
a dropped two-pair kicker, a flush read only by its top card — are each caught by it as
well as by the cases written for them.
## Why the randomised suite exists
Every correctness bug found in this tool so far has been shape-dependent: blinds posted
to empty chairs, the button skipping past players, heads-up acting out of order, an
overbet announced as a side pot. None of them show up on a full six-handed table with
equal stacks, which is the table anyone writes a fixed example for.
`invariants.test.js` deals a thousand hands across random seat counts, random empty
chairs, random stack depths and random dealer input, and checks the things a dealer
would notice being wrong:
- chips are never created or destroyed during play
- the pot breakdown plus the uncalled returns always equal the money that went in
- paying the pot out settles it to the cent
- once uncalled chips are handed back, nobody is still betting above the whole table
- the button and both blinds always land on players who are actually in the hand
The generator is seeded, so a failure reproduces from the seed printed in the message
rather than being a flake to re-run.
+128
View File
@@ -0,0 +1,128 @@
// Saying who the blind is, before saying "cards".
//
// A dealer sets the table up out loud — button here, she's the small blind, he's the
// big blind — and only then deals. The seat menu offers "Make small blind" for exactly
// that, and it was answering by dealing the hand: betting opened, two stacks docked,
// the action bar up and waiting on the seat after the big blind. The dealer had said
// where the blinds go, and the tool heard "deal".
//
// The condition it was asking is `onlyBlindsIn`, which means "nothing has happened in
// this hand except the blinds" — true of a hand one second old, and equally true of a
// table in setup with no cards out and nothing committed. Those two need telling apart,
// which is what `blindsArePosted` is for.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
describe("before the deal", () => {
test("the blinds are not down, however much the table looks ready", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3] });
assert.equal(state.bettingOpen, false);
// The old condition, on its own, says yes here — this is the whole bug.
assert.equal(Betting.onlyBlindsIn(state), true);
assert.equal(Betting.blindsArePosted(state), false);
});
test("a table straight out of setup, with nobody seated, is the same answer", () => {
assert.equal(Betting.blindsArePosted(HoldemState.createDefault()), false);
});
test("re-posting would have dealt the hand, which is why it is guarded", () => {
// Not a rule, a demonstration: repostBlinds ends in beginHand. Calling it in
// setup is the deal, and nothing about naming a blind should reach it.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3] });
Betting.repostBlinds(state);
assert.equal(state.bettingOpen, true, "chips off two stacks and the action bar up");
assert.notEqual(state.actingSeatIndex, null);
});
test("naming a blind moves a badge and no chips", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3] });
const before = chipsOnTable(state);
// What the seat menu does: pin the override, repost only if the blinds are down.
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
if (Betting.blindsArePosted(state)) Betting.repostBlinds(state);
assert.equal(state.bettingOpen, false, "still setup — the dealer hasn't dealt");
assert.equal(state.actingSeatIndex, null, "nobody is being asked to act");
assert.deepEqual(state.seats.map(p => Betting.committed(p)), [0, 0, 0, 0, 0, 0]);
assert.equal(chipsOnTable(state), before);
// And the badges say what the dealer just said.
const blinds = HoldemState.getBlindSeats(state);
assert.equal(blinds.sbIndex, 3);
assert.equal(blinds.bbIndex, 0);
});
test("and the hand that follows posts from where they were aimed", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], smallBlind: 1, bigBlind: 2 });
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
if (Betting.blindsArePosted(state)) Betting.repostBlinds(state);
Betting.beginHand(state);
assert.equal(Betting.committed(state.seats[3]), 1);
assert.equal(Betting.committed(state.seats[0]), 2);
});
test("giving the button away is a marker moving too", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3] });
const before = chipsOnTable(state);
const willRepost = Betting.blindsArePosted(state);
state.dealerSeatIndex = 2;
if (willRepost) Betting.repostBlinds(state);
assert.equal(willRepost, false);
assert.equal(state.bettingOpen, false);
assert.equal(chipsOnTable(state), before);
});
});
describe("once the hand is dealt", () => {
test("the blinds are down, and re-aiming them moves real chips", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
const before = chipsOnTable(state);
Betting.beginHand(state);
assert.equal(Betting.blindsArePosted(state), true);
assert.equal(Betting.committed(state.seats[1]), 1);
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
if (Betting.blindsArePosted(state)) Betting.repostBlinds(state);
assert.equal(Betting.committed(state.seats[1]), 0, "the old small blind got their chip back");
assert.equal(Betting.committed(state.seats[3]), 1);
assert.equal(Betting.committed(state.seats[0]), 2);
assert.equal(chipsOnTable(state), before, "no chips created or lost in the shuffle");
});
test("but not once somebody has answered them", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, state.actingSeatIndex);
assert.equal(Betting.blindsArePosted(state), false, "there is a call to unpick now");
});
test("nor on a later street", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
state.street = "flop";
assert.equal(Betting.blindsArePosted(state), false);
});
test("and a misdealt hand goes back to being a table in setup", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.takeHandBack(state);
assert.equal(Betting.blindsArePosted(state), false, "nothing is posted until the dealer deals again");
});
test("as does a hand that has been paid out", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.sweepToHandTotals(state);
HoldemState.startNextHand(state);
assert.equal(Betting.blindsArePosted(state), false);
});
});
+98
View File
@@ -0,0 +1,98 @@
// Who the felt marks "ALL IN".
//
// The mark's whole value is that a dealer can scan the ring and see who can still be
// bet at, so the test that matters most is the last one: the seats it marks are
// exactly the seats the betting round refuses to ask for another chip.
const test = require("node:test");
const assert = require("node:assert");
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
test("a player who moved all-in is marked", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
state.seats[3].stack = 12;
Betting.beginHand(state);
Betting.allIn(state, state.actingSeatIndex);
assert.equal(Betting.isAllIn(state, state.seats[3]), true);
assert.equal(state.seats[3].stack, 0);
});
test("a player with chips behind is not", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
Betting.beginHand(state);
assert.equal(Betting.isAllIn(state, state.seats[0]), false);
assert.equal(Betting.isAllIn(state, state.seats[1]), false);
});
test("a busted player who was dealt in but has put nothing in is not", () => {
// An empty stack alone isn't all-in — it's someone who shouldn't have been dealt
// in. Calling that "ALL IN" on the felt would be a lie about a live pot.
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 100 });
state.seats[2].stack = 0;
assert.equal(Betting.isAllIn(state, state.seats[2]), false);
});
test("a folded player with an empty stack is not", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 100 });
state.seats[1].committed = 5;
state.seats[1].stack = 0;
state.seats[1].folded = true;
assert.equal(Betting.isAllIn(state, state.seats[1]), false);
});
test("an empty chair is not", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
assert.equal(Betting.isAllIn(state, state.seats[4]), false);
});
test("a seat with no stack of its own falls back to the table's and isn't marked", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 100 });
state.defaultStack = 200;
state.seats[2].stack = null;
state.seats[2].committed = 10;
assert.equal(Betting.isAllIn(state, state.seats[2]), false);
});
test("the seats marked are exactly the ones the action passes over", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
state.seats[1].stack = 8;
state.seats[3].stack = 30;
Betting.beginHand(state);
// Everyone in, two of them for less than the others can cover.
for (let step = 0; step < 4; step++) Betting.allIn(state, state.actingSeatIndex);
const marked = state.seats
.map((player, index) => (Betting.isAllIn(state, player) ? index : null))
.filter(index => index !== null);
const skipped = state.seats
.map((player, index) =>
player.inHand && !player.folded && Betting.nextToAct(state, index - 1) !== index ? index : null)
.filter(index => index !== null);
assert.deepEqual(marked, skipped);
assert.ok(marked.length > 0, "the scenario should actually produce all-in players");
});
test("nobody is marked once the next hand starts", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 100 });
state.seats[2].stack = 5;
Betting.beginHand(state);
Betting.allIn(state, state.actingSeatIndex);
assert.ok(state.seats.some(player => Betting.isAllIn(state, player)));
// The short stack got there by winning nothing; give them chips back the way a
// dealer would before the next deal.
HoldemState.startNextHand(state);
state.seats[2].stack = 50;
assert.equal(state.seats.filter(player => Betting.isAllIn(state, player)).length, 0);
});
test("marking nobody doesn't move a chip", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
state.seats[3].stack = 12;
Betting.beginHand(state);
const before = chipsOnTable(state);
state.seats.forEach(player => Betting.isAllIn(state, player));
assert.equal(chipsOnTable(state), before);
});
+135
View File
@@ -0,0 +1,135 @@
// What the tool says out loud between taps.
//
// The action bar carried `aria-live="polite"` on the element whose entire contents
// render() rebuilds every action, so a screen reader read the whole bar after every
// single tap. Measured, after one:
//
// "PRE-FLOP Pot $15 9 players Bob · $250 behind 0:00 ↶ dealing the hand U
// Fold Call $10 Raise"
//
// Nothing in that is wrong. It is just unusable at the speed a hand is dealt, and it
// is the documented anti-pattern: a live region has to be a stable element whose text
// changes, not a container that gets replaced.
//
// What a dealer running this by ear needs is who is on the clock and what it costs
// them. These are the sentences.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { ActionBar, Betting, HoldemState, makeTable } = require("./load");
const barOn = (state) => {
ActionBar.state = state;
ActionBar.lastAnnouncement = undefined;
return ActionBar;
};
describe("before the cards are out", () => {
test("a table that could be dealt says so", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3] });
assert.equal(barOn(state).announcement(), "Ready to deal.");
});
test("and an empty table says what it is, rather than nothing", () => {
// This used to announce "" — silence being the honest answer when the bar was
// hidden on a table nobody was sitting at. The bar isn't hidden any more: an
// empty table is the one state a dealer meets before they know how any of this
// works, so it says so and offers the next step.
const state = HoldemState.createDefault();
assert.equal(barOn(state).announcement(), "Nobody's at the table yet.");
});
test("and a table with one named player has moved on from that", () => {
const state = HoldemState.createDefault();
state.seats[0].name = "Ann";
assert.notEqual(barOn(state).announcement(), "Nobody's at the table yet.");
});
});
describe("while a hand is running", () => {
const dealt = () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], smallBlind: 1, bigBlind: 2 });
state.seats.forEach((p, i) => { p.name = ["Ann", "Ben", "Cal", "Dee"][i] || ""; });
Betting.beginHand(state);
return state;
};
test("names who is on the clock, what it costs, and the pot", () => {
const state = dealt();
const said = barOn(state).announcement();
assert.match(said, /to act/);
assert.match(said, /\$2 to call/);
assert.match(said, /Pot \$3\./);
});
test("it is the seat that is actually acting, not the one after it", () => {
const state = dealt();
const name = HoldemState.displayName(state.seats[state.actingSeatIndex], state.actingSeatIndex);
assert.ok(barOn(state).announcement().startsWith(name + " to act"));
});
test("says checked to them rather than $0 to call", () => {
// A number nobody owes is a number a dealer has to stop and parse.
const state = dealt();
state.currentBet = 0;
assert.match(barOn(state).announcement(), /checked to them/);
assert.doesNotMatch(barOn(state).announcement(), /\$0 to call/);
});
test("a street with nobody left to act says the street is done", () => {
const state = dealt();
state.actingSeatIndex = null;
state.street = "flop";
assert.equal(barOn(state).announcement(), "Flop betting is done.");
});
test("and a finished hand points at the pot", () => {
const state = dealt();
state.seats.forEach((p, i) => { if (i !== 0) p.folded = true; });
assert.equal(Betting.isHandOver(state), true);
assert.equal(barOn(state).announcement(), "Hand over. Resolve the pot.");
});
});
describe("how often it speaks", () => {
// A live region that is handed the same sentence twice reads it out twice, and
// render() runs for a great many reasons that have nothing to do with whose turn
// it is — a resize, a panel opening, a note being typed.
const stubTarget = () => {
const el = { textContent: "" };
global.document = { getElementById: id => (id === "actionAnnouncer" ? el : null) };
return el;
};
test("says nothing new when nothing changed", () => {
const el = stubTarget();
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], smallBlind: 1, bigBlind: 2 });
Betting.beginHand(state);
const bar = barOn(state);
bar.announce();
const first = el.textContent;
assert.ok(first.length > 0);
el.textContent = "CLEARED"; // if announce() writes again, this comes back
bar.announce();
assert.equal(el.textContent, "CLEARED", "the same sentence was not written twice");
delete global.document;
});
test("but does when the action moves", () => {
const el = stubTarget();
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], smallBlind: 1, bigBlind: 2 });
Betting.beginHand(state);
const bar = barOn(state);
bar.announce();
const first = el.textContent;
Betting.call(state, state.actingSeatIndex);
bar.announce();
assert.notEqual(el.textContent, first);
assert.match(el.textContent, /to act/);
delete global.document;
});
});
+175
View File
@@ -0,0 +1,175 @@
// Chips the pot was priced with that nobody actually paid.
//
// There are two ways a contribution gets into this tool. Tapping the action moves
// chips: the bet leaves the stack, sits in front of the player, and is swept into their
// hand total at the end of the street. The other is the "without live betting" panel —
// a base pot amount, or chips counted out on a seat — where the dealer is recording a
// hand they are watching rather than driving, and nothing ever leaves a stack.
//
// The pot wizard prices both the same way and awarding it credits the winner, so in
// that second mode the table simply grew.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Money, Betting, HoldemState, chipsOnTable } = require("./load");
const basePotTable = (base = 50, stack = 200) => {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, 4);
state.basePotAmount = base;
["Ann", "Ben", "Cal"].forEach((name, i) => {
state.seats[i].name = name;
state.seats[i].inHand = true;
state.seats[i].stack = stack;
state.seats[i].buyIns = stack;
});
return state;
};
const pricedPot = (state) => state.seats.reduce(
(sum, p) => sum + HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount), 0);
describe("what nobody paid", () => {
test("comes off the stacks that owe it", () => {
const state = basePotTable();
const collected = Betting.collectAssumedContributions(state);
assert.equal(collected.total, 150);
assert.deepEqual(collected.taken.map(row => row.name), ["Ann", "Ben", "Cal"]);
assert.deepEqual(state.seats.slice(0, 3).map(p => p.stack), [150, 150, 150]);
});
test("and lands where the rest of the tool looks for chips in the middle", () => {
const state = basePotTable();
Betting.collectAssumedContributions(state);
assert.deepEqual(state.seats.slice(0, 3).map(p => p.amountOverride), [50, 50, 50]);
assert.equal(HoldemState.unresolvedContributions(state), 150);
});
test("chips counted out on a seat are money too", () => {
const state = basePotTable(0);
state.seats[0].chipCounts = { red: 4 }; // four $5 chips
const collected = Betting.collectAssumedContributions(state);
assert.equal(collected.total, 20);
assert.equal(state.seats[0].stack, 180);
});
});
describe("what has already been paid", () => {
test("a live bet is left exactly alone", () => {
const state = basePotTable(0);
state.smallBlind = 5;
state.bigBlind = 10;
Betting.beginHand(state);
const before = state.seats.map(p => Betting.stackOf(state, p));
const collected = Betting.collectAssumedContributions(state);
assert.equal(collected.total, 0, "the blinds are already off their stacks");
assert.deepEqual(state.seats.map(p => Betting.stackOf(state, p)), before);
});
test("nor is a swept street taken a second time", () => {
const state = basePotTable(0);
state.smallBlind = 5;
state.bigBlind = 10;
Betting.beginHand(state);
Betting.sweepToHandTotals(state);
const before = state.seats.map(p => Betting.stackOf(state, p));
assert.equal(Betting.collectAssumedContributions(state).total, 0);
assert.deepEqual(state.seats.map(p => Betting.stackOf(state, p)), before);
});
test("a base pot on top of a live bet only collects the difference", () => {
// The base pot says "assume everyone is in for fifty". Somebody who has already
// put twenty in owes thirty of it, not fifty.
const state = basePotTable(50);
state.seats[0].committed = 20;
state.seats[0].stack = 180;
const collected = Betting.collectAssumedContributions(state);
const ann = collected.taken.find(row => row.name === "Ann");
assert.equal(ann.amount, 30);
assert.equal(state.seats[0].stack, 150, "fifty in the middle, either way");
});
});
describe("what it will not do", () => {
test("take more than a player is holding", () => {
const state = basePotTable(50);
state.seats[1].stack = 20;
Betting.collectAssumedContributions(state);
assert.equal(state.seats[1].stack, 0, "all of it, and no further");
assert.equal(state.seats[1].amountOverride, 20);
});
test("touch an empty chair", () => {
const state = basePotTable();
const before = { ...state.seats[3] };
Betting.collectAssumedContributions(state);
assert.equal(state.seats[3].stack, before.stack);
assert.equal(state.seats[3].amountOverride, before.amountOverride);
});
test("or a seat that isn't in the hand", () => {
// The base pot stands in for "everyone put the same in", and somebody sitting
// out did not.
const state = basePotTable();
state.seats[2].inHand = false;
const collected = Betting.collectAssumedContributions(state);
assert.deepEqual(collected.taken.map(row => row.name), ["Ann", "Ben"]);
assert.equal(state.seats[2].stack, 200);
});
});
describe("the whole hand", () => {
test("conserves the chips on the table, which it did not before", () => {
const state = basePotTable();
const total = chipsOnTable(state);
const pot = pricedPot(state);
Betting.collectAssumedContributions(state);
Betting.creditWinnings(state, [{ id: state.seats[0].id, label: "Ann", amount: pot }]);
HoldemState.startNextHand(state);
assert.equal(chipsOnTable(state), total, "six hundred before, six hundred after");
assert.deepEqual(state.seats.slice(0, 3).map(p => p.stack), [300, 150, 150]);
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
});
test("and the bank check stays balanced all the way through", () => {
const state = basePotTable();
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
Betting.collectAssumedContributions(state);
assert.equal(HoldemState.bankReconciliation(state).balanced, true, "chips are in the middle, not gone");
Betting.creditWinnings(state, [{ id: state.seats[0].id, label: "Ann", amount: 150 }]);
HoldemState.startNextHand(state);
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
});
test("a live-betting hand is unchanged by any of this", () => {
const state = basePotTable(0);
state.smallBlind = 5;
state.bigBlind = 10;
const total = chipsOnTable(state);
Betting.beginHand(state);
[3, 0, 1, 2].forEach(() => { if (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex); });
Betting.sweepToHandTotals(state);
const pot = HoldemState.unresolvedContributions(state);
Betting.collectAssumedContributions(state);
Betting.creditWinnings(state, [{ id: state.seats[0].id, label: "Ann", amount: pot }]);
HoldemState.startNextHand(state);
assert.equal(chipsOnTable(state), total);
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
});
test("collecting twice takes nothing the second time", () => {
// The pot wizard can be opened, cancelled and opened again.
const state = basePotTable();
Betting.collectAssumedContributions(state);
const stacks = state.seats.map(p => p.stack);
const again = Betting.collectAssumedContributions(state);
assert.equal(again.total, 0);
assert.deepEqual(state.seats.map(p => p.stack), stacks);
});
});
+108
View File
@@ -0,0 +1,108 @@
// The sums the contrast check runs on, tested away from a browser.
//
// The check itself needs a page to look at, but the arithmetic underneath it doesn't —
// and the arithmetic is the part that decides whether a real fault is reported or
// waved through. Faded text used to be filed as "not checked" rather than measured;
// this is the compositing that replaced that.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const LayoutAudit = require("./uiAudit");
const WHITE = { r: 255, g: 255, b: 255, a: 1 };
const BLACK = { r: 0, g: 0, b: 0, a: 1 };
const PAGE = { r: 28, g: 28, b: 28, a: 1 }; // the felt page behind everything
const PUCK = { r: 44, g: 44, b: 44, a: 1 }; // a seat's own background
describe("the ratio itself", () => {
test("black on white is the full 21:1, either way round", () => {
assert.ok(Math.abs(LayoutAudit.contrastRatio(BLACK, WHITE) - 21) < 0.01);
assert.ok(Math.abs(LayoutAudit.contrastRatio(WHITE, BLACK) - 21) < 0.01);
});
test("a colour against itself is 1:1", () => {
assert.ok(Math.abs(LayoutAudit.contrastRatio(PUCK, PUCK) - 1) < 0.001);
});
});
describe("text on a box that is being faded", () => {
// opacity on a box fades the box and its text together onto whatever is behind
// it — so a dimmed seat is not grey text on a dark puck, it is a faded puck and
// faded text both landing on the page.
const fade = alpha => ({ alpha, behind: PAGE });
test("at full strength nothing is composited", () => {
const painted = LayoutAudit.asPainted(WHITE, PUCK, { alpha: 1, behind: PAGE });
assert.deepEqual(painted.fg, WHITE);
assert.deepEqual(painted.bg, PUCK);
});
test("fading moves both the text and its background, not just the text", () => {
const painted = LayoutAudit.asPainted(WHITE, PUCK, fade(0.7));
assert.ok(painted.fg.r < WHITE.r, "the text dims");
assert.ok(painted.bg.r < PUCK.r, "and so does what it sits on");
assert.ok(painted.bg.r > PAGE.r, "but not all the way to the page");
});
test("which is what stops a fade being reported as a fault it isn't", () => {
// Dimming light text on a dark puck over a dark page costs contrast, but far
// less than measuring the faded text against the *unfaded* puck would claim.
const honest = LayoutAudit.asPainted(WHITE, PUCK, fade(0.7));
const wrong = { fg: LayoutAudit.over({ ...WHITE, a: 0.7 }, PUCK), bg: PUCK };
assert.ok(LayoutAudit.contrastRatio(honest.fg, honest.bg) >
LayoutAudit.contrastRatio(wrong.fg, wrong.bg));
});
test("a fade all the way out lands everything on the page behind", () => {
const painted = LayoutAudit.asPainted(WHITE, PUCK, fade(0));
assert.deepEqual(painted.fg, PAGE);
assert.deepEqual(painted.bg, PAGE);
});
test("with nothing known to be behind it, the fade is left alone", () => {
// Better to measure the unfaded pair than to invent a backdrop.
const painted = LayoutAudit.asPainted(WHITE, PUCK, { alpha: 0.5, behind: null });
assert.deepEqual(painted.fg, WHITE);
assert.deepEqual(painted.bg, PUCK);
});
});
describe("a fade makes small grey text worse, which is the fault it went looking for", () => {
// Deliberately not asserting a particular CSS colour here: the page's own greys are
// measured in the browser, against the real gradients, where they live. What this
// pins is the direction — that dimming a box costs its text contrast, which is why
// filing faded text as "not checked" hid faults rather than avoiding false ones.
test("the same grey scores lower once its box is dimmed", () => {
const grey = LayoutAudit.parseColour("rgb(138, 138, 138)");
const solid = LayoutAudit.asPainted(grey, PUCK, { alpha: 1, behind: PAGE });
const dimmed = LayoutAudit.asPainted(grey, PUCK, { alpha: 0.7, behind: PAGE });
assert.ok(LayoutAudit.contrastRatio(dimmed.fg, dimmed.bg) <
LayoutAudit.contrastRatio(solid.fg, solid.bg));
});
test("and a lighter grey scores higher at the same fade", () => {
const at = colour => {
const painted = LayoutAudit.asPainted(LayoutAudit.parseColour(colour), PUCK, { alpha: 0.7, behind: PAGE });
return LayoutAudit.contrastRatio(painted.fg, painted.bg);
};
assert.ok(at("rgb(174, 174, 174)") > at("rgb(138, 138, 138)"));
});
});
describe("reading a colour off the page", () => {
test("rgb and rgba both come back as numbers", () => {
assert.deepEqual(LayoutAudit.parseColour("rgb(1, 2, 3)"), { r: 1, g: 2, b: 3, a: 1 });
assert.deepEqual(LayoutAudit.parseColour("rgba(1, 2, 3, 0.5)"), { r: 1, g: 2, b: 3, a: 0.5 });
});
test("a gradient gives up every stop, because text could be over any of them", () => {
const stops = LayoutAudit.gradientStops("linear-gradient(rgb(203, 170, 240), rgb(169, 127, 214))");
assert.equal(stops.length, 2);
assert.deepEqual(stops[0], { r: 203, g: 170, b: 240, a: 1 });
assert.deepEqual(stops[1], { r: 169, g: 127, b: 214, a: 1 });
});
test("no background image, no stops", () => {
assert.deepEqual(LayoutAudit.gradientStops("none"), []);
});
});
+224
View File
@@ -0,0 +1,224 @@
// The banker's job, which is a different job from the dealer's: every chip on the
// table is a promise to pay cash for it later, and somebody has to be able to check
// that the promise can be kept before the last two players try to cash out.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, HoldemState, Money, makeTable } = require("./load");
const seat = (state, index, name, cash, chips) => {
const p = state.seats[index];
p.name = name; p.inHand = true; p.buyIns = cash; p.stack = chips;
return p;
};
describe("everyone with money in the game is accounted for", () => {
test("a player who has bought in but played no logged hand still appears", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 0 });
seat(state, 0, "Ann", 100, 100);
seat(state, 1, "Ben", 100, 100);
seat(state, 2, "Cal", 200, 200); // just sat down
state.seats[0].amountOverride = 10;
state.seats[1].amountOverride = 10;
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 20 }]);
state.seats[0].amountOverride = null;
state.seats[1].amountOverride = null;
const names = HoldemState.sessionStandings(state).map(r => r.name);
assert.ok(names.includes("Cal"), `Cal handed over $200 and is missing: ${names.join(", ")}`);
});
test("their row reads as no hands played, not as a loss", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
seat(state, 0, "Ann", 100, 100);
seat(state, 1, "Ben", 200, 200);
const cal = HoldemState.sessionStandings(state).find(r => r.name === "Ben");
assert.equal(cal.in, 0);
assert.equal(cal.won, 0);
assert.equal(cal.net, 0);
assert.equal(cal.boughtIn, 200);
assert.equal(cal.cashPosition, 0, "level: they've bought chips and still hold them");
});
test("an empty chair is not dragged into the settle-up", () => {
const state = makeTable({ seatCount: 9, seated: [0], stack: 0 });
seat(state, 0, "Ann", 100, 100);
const rows = HoldemState.sessionStandings(state);
assert.equal(rows.length, 1);
});
test("somebody who has cashed out completely still shows what they took", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
seat(state, 0, "Ann", 100, 0); // handed every chip back
seat(state, 1, "Ben", 100, 200);
const ann = HoldemState.sessionStandings(state).find(r => r.name === "Ann");
assert.equal(ann.cashPosition, -100, "down the whole buy-in");
});
});
describe("does the cash box cover the chips on the table", () => {
test("a straight game balances", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 0 });
seat(state, 0, "Ann", 100, 60);
seat(state, 1, "Ben", 100, 140);
seat(state, 2, "Cal", 100, 100);
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.cashIn, 300);
assert.equal(bank.chipsInPlay, 300);
assert.equal(bank.difference, 0);
assert.equal(bank.balanced, true);
});
test("chips outrunning the cash box is caught before cash-out", () => {
// The 2am failure: the last players out can't be paid.
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 0 });
seat(state, 0, "Ann", 100, 100);
seat(state, 1, "Ben", 100, 100);
seat(state, 2, "Cal", 100, 260); // took chips for a rebuy nobody wrote down
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.cashIn, 300);
assert.equal(bank.chipsInPlay, 460);
assert.equal(bank.difference, 160);
assert.equal(bank.balanced, false);
});
test("cash taken for chips never handed over is caught too", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
seat(state, 0, "Ann", 200, 100); // paid 200, only got 100 in chips
seat(state, 1, "Ben", 100, 100);
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.difference, -100);
assert.equal(bank.balanced, false);
});
test("chips in the middle still count as chips in play", () => {
// Money in the pot is somebody's; it just hasn't been won yet. Leaving it out
// would report a shortfall every time a hand was open — which is nearly always.
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
state.seats.forEach(p => { if (p.inHand) p.buyIns = 100; });
const before = HoldemState.bankReconciliation(state);
assert.equal(before.balanced, true);
Betting.beginHand(state); // blinds go in
Betting.raiseTo(state, 0, 25); // and a raise
Betting.sweepToHandTotals(state); // banked into the pot
const during = HoldemState.bankReconciliation(state);
assert.equal(during.balanced, true, "an open pot is not a discrepancy");
assert.equal(during.chipsInPlay, before.chipsInPlay);
});
test("a whole session of play never knocks the books out", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
state.seats.forEach(p => { if (p.inHand) p.buyIns = 100; });
for (let hand = 0; hand < 6; hand++) {
Betting.beginHand(state);
Betting.liveSeats(state).forEach(s => {
if (Betting.toCall(state, s.player) > 0) Betting.call(state, s.index);
});
Betting.sweepToHandTotals(state);
const pot = HoldemState.totalPot(state);
const winner = Betting.liveSeats(state)[0];
const payouts = [{ id: winner.player.id, label: "w", amount: pot }];
HoldemState.recordHand(state, payouts);
Betting.creditWinnings(state, payouts);
HoldemState.startNextHand(state);
assert.equal(HoldemState.bankReconciliation(state).balanced, true, `books off after hand ${hand + 1}`);
}
});
test("a rebuy keeps the books straight, a chip grab doesn't", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
seat(state, 0, "Ann", 100, 100);
seat(state, 1, "Ben", 100, 100);
// A proper rebuy: cash to the banker, chips to the player.
state.seats[0].buyIns += 100;
state.seats[0].stack += 100;
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
// Chips taken without paying.
state.seats[1].stack += 50;
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.balanced, false);
assert.equal(bank.difference, 50);
});
test("nothing to reconcile before anybody has bought in", () => {
const state = makeTable({ seatCount: 6, seated: [], stack: 0 });
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.cashIn, 0);
assert.equal(bank.chipsInPlay, 0);
assert.equal(bank.balanced, true);
});
test("float dust is not a discrepancy", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1], stack: 0 });
seat(state, 0, "Ann", 0.1 + 0.2, 0.3);
seat(state, 1, "Ben", 10, 10);
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
});
});
describe("the number the banker counts out", () => {
// The standings had two signed columns and neither was an amount to pay. A player
// up $140 on a $340 stack read "$140" under a heading saying "Cash out", at the
// exact moment somebody was counting money onto the table.
test("chips in front is what they are holding, not what they are up", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 340 });
state.seats[0].name = "Ann";
state.seats[0].buyIns = 200;
state.seats[1].buyIns = 200;
state.seats[1].stack = 60;
const rows = HoldemState.sessionStandings(state);
const ann = rows.find(r => r.name === "Ann");
assert.equal(ann.chipsInFront, 340, "the cash to count out");
assert.equal(ann.cashPosition, 140, "and separately, that they are up $140");
});
test("a player who is down still has chips to be handed", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 60 });
state.seats[0].name = "Cal";
state.seats.forEach(p => { p.buyIns = 200; });
const cal = HoldemState.sessionStandings(state).find(r => r.name === "Cal");
assert.equal(cal.chipsInFront, 60, "they leave with $60 of chips");
assert.equal(cal.cashPosition, -140, "having lost $140 of the $200 they brought");
});
test("chips still out in the middle are counted as theirs", () => {
// Cashing out mid-hand isn't a thing, but the panel is read mid-hand constantly
// and a stack that drops by the size of a bet looks like money going missing.
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 200 });
state.seats[0].name = "Dee";
state.seats.forEach(p => { p.buyIns = 200; });
Betting.beginHand(state);
Betting.raiseTo(state, 0, 50);
const dee = HoldemState.sessionStandings(state).find(r => r.name === "Dee");
assert.equal(dee.chipsInFront, 200, "stack plus what's in the middle for them");
assert.equal(dee.cashPosition, 0, "so they are still level");
});
test("chips and up/down always differ by exactly the buy-in", () => {
const state = makeTable({ seatCount: 9, seated: [0, 1, 2, 3], stack: 100 });
[340, 150, 60, 250].forEach((chips, i) => {
state.seats[i].stack = chips;
state.seats[i].buyIns = 200 + i * 50;
});
HoldemState.sessionStandings(state).forEach(row => {
assert.equal(Money.round(row.chipsInFront - row.boughtIn), row.cashPosition,
`${row.name}'s two columns should tell one story`);
});
});
});
+473
View File
@@ -0,0 +1,473 @@
// Where a player's bet sits on the felt.
//
// The chips were the last thing on the table nobody had measured. They were laid out on
// a ring of their own at a fixed 27/44 of the seat's reach — a fraction picked when the
// seat ring was itself fixed — and the choice between that ring and clinging to the
// puck was made by asking how wide the *window* was. Neither of those is a question
// about the felt. A phone held sideways is 844px across and gives the felt 117px of
// height: it passed the width test, took the ring, and every chip on it was painted
// behind a seat. The seats carry `z-index: 1` and the bets layer carries none, so a
// chip under a puck is not dimmed or half-hidden — it is gone, and with it the only
// number saying what that player has in.
//
// Everything below is geometry, so it runs without a browser. The felts are the ones
// measured on real screens: 692x117 is a phone on its side, 300x216 a phone upright.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Render } = require("./load");
const RADII = { rx: 44, ry: 42 };
const PUCK = { width: 96, height: 64 };
const CHIP = { width: 44, height: 22 };
const felt = (width, height) => ({ width, height });
const spacingOn = (box, puck = PUCK, chip = CHIP) =>
({ box, puck, chip, clearance: Render.BET_CLEARANCE_PX });
// A chip's centre in pixels on a given felt.
const chipPixels = (index, count, box, spacing, radii = RADII) => {
const pos = Render.betPosition(index, count, box.width / box.height, radii, spacing);
return { x: (pos.left / 100) * box.width, y: (pos.top / 100) * box.height };
};
const seatPixels = (index, count, box, radii = RADII) => {
const pos = Render.seatPosition(index, count, box.width / box.height, radii);
return { x: (pos.left / 100) * box.width, y: (pos.top / 100) * box.height };
};
// Two axis-aligned boxes, by their centres. The same test the seats settle among
// themselves — see seatFootprint.test.js — because it is the same question.
const boxesOverlap = (a, b, sizeA, sizeB) =>
Math.abs(a.x - b.x) < (sizeA.width + sizeB.width) / 2 - 0.5 &&
Math.abs(a.y - b.y) < (sizeA.height + sizeB.height) / 2 - 0.5;
describe("reaching the edge of a box", () => {
test("straight out the side is half the width, straight up half the height", () => {
assert.equal(Render.edgeReach(96, 64, 1, 0), 48);
assert.equal(Render.edgeReach(96, 64, 0, -1), 32);
assert.equal(Render.edgeReach(96, 64, -1, 0), 48);
});
test("a corner is whichever edge the ray meets first", () => {
// 45° out of a 96x64 box: the top and bottom are nearer than the sides, so the
// ray leaves through one of those. A single radius — half the diagonal, 57.7 —
// would put a chip 25px further out than it needs to be, which on a 117px felt
// is the difference between clear of the puck and off the table.
const diagonal = Render.edgeReach(96, 64, Math.SQRT1_2, Math.SQRT1_2);
assert.ok(Math.abs(diagonal - 32 / Math.SQRT1_2) < 1e-9, `got ${diagonal}`);
assert.ok(diagonal < 48, "and never further than the wider half-edge");
});
test("a square is the same in every direction it is asked about", () => {
const straight = Render.edgeReach(50, 50, 0, 1);
assert.equal(Render.edgeReach(50, 50, 1, 0), straight);
});
});
describe("getting one box clear of another", () => {
const PUCK96 = { width: 96, height: 88 };
const CHIP50 = { width: 50, height: 21 };
// Travel `t` along `u` from the puck's centre, then ask whether the two boxes are
// apart. This is the question clearanceReach is supposed to answer, asked the long
// way round so the answer can be checked rather than restated.
const apart = (t, ux, uy) =>
Math.abs(t * ux) >= (PUCK96.width + CHIP50.width) / 2 - 1e-9 ||
Math.abs(t * uy) >= (PUCK96.height + CHIP50.height) / 2 - 1e-9;
test("straight up and down it is what adding the two half-heights gives", () => {
assert.equal(Render.clearanceReach(PUCK96, CHIP50, 0, -1), (88 + 21) / 2);
assert.equal(Render.clearanceReach(PUCK96, CHIP50, 1, 0), (96 + 50) / 2);
});
test("on a diagonal it is more than the two reaches added together", () => {
// The bug this replaced. Two axis-aligned boxes are clear when they are apart on
// one axis, and the travel that achieves that is the reach of the box you get by
// adding their widths and their heights — which is never less, and on a diagonal
// is more, than adding the two boxes' own reaches. At 768x1024 the difference was
// 11px, and 11px is how far inside its own player's puck the chip came to rest.
const dirs = [[0.83, 0.56], [0.6, 0.8], [0.9, 0.44], [Math.SQRT1_2, Math.SQRT1_2]];
let shortfalls = 0;
dirs.forEach(([ux, uy]) => {
const summed = Render.edgeReach(PUCK96.width, PUCK96.height, ux, uy) +
Render.edgeReach(CHIP50.width, CHIP50.height, ux, uy);
const proper = Render.clearanceReach(PUCK96, CHIP50, ux, uy);
assert.ok(proper >= summed - 1e-9, `${ux},${uy}: ${proper} < ${summed}`);
if (proper <= summed + 1e-9) return;
// Where they differ, the old answer was not merely smaller — it was wrong:
// travelling that far leaves the two boxes still on top of each other.
shortfalls++;
assert.ok(!apart(summed, ux, uy),
`${ux},${uy}: adding the reaches gave ${summed.toFixed(1)}, which is enough after all`);
});
assert.ok(shortfalls >= 2, "expected the two to actually differ on some of these");
});
test("and it is exactly enough — a hair less is not", () => {
const dirs = [[0, -1], [1, 0], [0.83, 0.56], [0.6, -0.8], [-0.9, 0.44]];
dirs.forEach(([ux, uy]) => {
const t = Render.clearanceReach(PUCK96, CHIP50, ux, uy);
assert.ok(apart(t, ux, uy), `${ux},${uy}: ${t}px still overlaps`);
assert.ok(!apart(t - 0.5, ux, uy), `${ux},${uy}: ${t}px is further than needed`);
});
});
});
describe("a chip on the ring", () => {
test("with nothing measured it keeps the proportions the ring always used", () => {
// The unit suite and the very first render both call it this way. 27/44 and
// 25/42 of the seat's own reach, so the chips move with the ring rather than
// with the felt.
const seat = Render.seatPosition(3, 9, 1.4, RADII);
const chip = Render.betPosition(3, 9, 1.4, RADII, null);
assert.ok(Math.abs((chip.left - 50) - (seat.left - 50) * (27 / 44)) < 1e-9);
assert.ok(Math.abs((chip.top - 50) - (seat.top - 50) * (25 / 42)) < 1e-9);
});
test("measured, it sits just clear of its own puck rather than at a fixed fraction", () => {
const box = felt(560, 400);
const spacing = spacingOn(box);
for (let i = 0; i < 9; i++) {
const seat = seatPixels(i, 9, box);
const chip = chipPixels(i, 9, box, spacing);
assert.ok(!boxesOverlap(seat, chip, PUCK, CHIP),
`seat ${i + 1}'s own chip is under its own puck`);
}
});
test("and never wanders into the pot badge in the middle", () => {
// The floor: 38% of the way out. Without it a chip walked in past a puck that
// is 96px wide on a felt whose reach is 90px would land on the pot total, which
// is the same fault at the other end of the spoke.
const box = felt(300, 216);
const spacing = spacingOn(box, { width: 200, height: 150 });
for (let i = 0; i < 6; i++) {
const seat = seatPixels(i, 6, box);
const chip = chipPixels(i, 6, box, spacing);
const seatReach = Math.hypot(seat.x - box.width / 2, seat.y - box.height / 2);
const chipReach = Math.hypot(chip.x - box.width / 2, chip.y - box.height / 2);
assert.ok(chipReach >= seatReach * 0.38 - 0.5,
`chip ${i + 1} is ${chipReach.toFixed(1)}px out of a possible ${seatReach.toFixed(1)}`);
}
});
test("a seat sitting dead centre gets its chip put somewhere, not NaN", () => {
const box = felt(400, 300);
const pos = Render.betPosition(0, 1, box.width / box.height, { rx: 0, ry: 0 }, spacingOn(box));
assert.ok(Number.isFinite(pos.left) && Number.isFinite(pos.top), JSON.stringify(pos));
});
});
describe("deciding whether a ring of chips fits at all", () => {
// The shape the layout works in: one entry per chip on the felt, carrying its own
// measured size, because a chip is as wide as the number printed on it.
const tableOf = (count, chip = CHIP) => {
Render.state = { seatCount: count, seats: Array.from({ length: count }, () => ({})) };
return Array.from({ length: count }, (_, i) =>
({ index: i, width: chip.width, height: chip.height }));
};
test("a desktop felt has room for one", () => {
const box = felt(700, 500);
const all = tableOf(9);
assert.equal(Render.chipsClearTheSeats(all, box.width / box.height, RADII, spacingOn(box)), true);
});
test("a phone on its side has not, whatever the window's width says about it", () => {
// 692x117, measured on an 844px-wide phone in landscape — a viewport that sails
// past a `max-width: 700px` test. The ring is a slot: the 38% floor puts a chip
// on the seat across the table from it.
const box = felt(692, 117);
const all = tableOf(9);
assert.equal(Render.chipsClearTheSeats(all, box.width / box.height, RADII, spacingOn(box)), false,
"this is the felt where every chip was painted behind a puck");
});
test("its answer is the one the geometry gives", () => {
// Not a restatement of the two cases above: whatever it returns, it has to agree
// with laying the chips out and measuring them against every puck on the felt.
const shapes = [felt(700, 500), felt(692, 117), felt(300, 216), felt(1000, 620), felt(480, 300)];
shapes.forEach(box => {
const all = tableOf(9);
const spacing = spacingOn(box);
const aspect = box.width / box.height;
const clear = all.every(({ index: i }) => {
const chip = chipPixels(i, 9, box, spacing);
return all.every(({ index: j }) => !boxesOverlap(chip, seatPixels(j, 9, box), CHIP, PUCK));
});
assert.equal(Render.chipsClearTheSeats(all, aspect, RADII, spacing), clear,
`${box.width}x${box.height}`);
});
});
test("each chip is asked about at its own size", () => {
// A chip is as wide as the number on it: at 768x1024, four players' chips were
// 40px and one holding a four-figure bet was 47. Answering the question once, at
// the widest, told the whole felt it had no room for a ring — and dropped all
// five chips onto their own players' stacks to solve a problem four of them
// did not have.
// The felt and the pucks are the iPad's own, measured: 672x672, pucks 96x88.
const box = felt(672, 672);
const narrow = { width: 40, height: 20 };
const huge = { width: 420, height: 380 };
const spacing = { box, puck: { width: 96, height: 88 }, clearance: Render.BET_CLEARANCE_PX };
const aspect = box.width / box.height;
assert.equal(Render.chipsClearTheSeats(tableOf(9, narrow), aspect, RADII, spacing), true,
"a felt this size has room for a ring of ordinary chips");
assert.equal(Render.chipsClearTheSeats(tableOf(9, huge), aspect, RADII, spacing), false,
"and none at all for a ring of chips that size");
// Now one of each. The answer has to come from the sizes in the list, not from
// one size standing in for all of them: with one huge chip the ring is off, and
// taking that chip out of the question puts it back.
const mixed = tableOf(9, narrow);
mixed[0] = { index: 0, ...huge };
assert.equal(Render.chipsClearTheSeats(mixed, aspect, RADII, spacing), false);
assert.equal(Render.chipsClearTheSeats(mixed.slice(1), aspect, RADII, spacing), true,
"the eight ordinary ones were never the problem");
});
test("and at the chips against each other", () => {
// The ring is a smaller circle than the seats' one and holds the same number of
// things, so it is the tighter fit of the two. Measured on a Pixel 7 with twelve
// players, two $10s on the ring sat on top of each other while every puck on the
// felt was clear — so a check that only looks at the pucks says yes to a layout
// that hides one player's bet behind another's.
// The Pixel 7's own numbers, measured: a 300x336 felt on a ring of 44 by 40.84,
// pucks 44x55, a pot badge 64x53, and the seven players who had put chips in.
const box = felt(300, 336);
const radii = { rx: 44, ry: 40.84 };
const puck = { width: 44, height: 55 };
const pot = { x: 150, y: 168, width: 64, height: 53 };
const spacing = { box, puck, pot, clearance: Render.BET_CLEARANCE_PX };
const aspect = box.width / box.height;
Render.state = { seatCount: 12, seats: Array.from({ length: 12 }, () => ({})) };
const bettors = [2, 3, 4, 5, 6, 7, 8];
const all = bettors.map(index => ({ index, width: index === 2 ? 44.1 : 49.7, height: 21 }));
const chips = all.map(entry => ({
...entry,
...chipPixels(entry.index, 12, box,
{ ...spacing, chip: { width: entry.width, height: entry.height } }, radii),
}));
const seats = [...Array(12).keys()].map(i => seatPixels(i, 12, box, radii));
assert.equal(chips.some(chip => seats.some(seat => boxesOverlap(chip, seat, chip, puck))), false,
"this table is chosen so the pucks are not the problem");
assert.equal(chips.some(chip => boxesOverlap(chip, pot, chip, pot)), false,
"nor the pot");
assert.ok(chips.some((chip, i) => chips.some((other, j) => i !== j &&
boxesOverlap(chip, other, chip, other))), "and so the chips are");
assert.equal(Render.chipsClearTheSeats(all, aspect, radii, spacing), false);
});
test("it looks at every puck, not just the chip's own", () => {
// The rule this replaced walked each chip in until it was clear of its *own*
// seat and stopped there, which says nothing about the eight other pucks on the
// felt. 560x190 is a felt where that rule is satisfied and the ring is still no
// good: every chip clears the puck it belongs to, and one of them is sitting on
// a stranger's.
const box = felt(560, 190);
const all = tableOf(9);
const spacing = spacingOn(box);
const chips = all.map(({ index: i }) => chipPixels(i, 9, box, spacing));
all.forEach(({ index: i }) => assert.ok(!boxesOverlap(chips[i], seatPixels(i, 9, box), CHIP, PUCK),
`chip ${i + 1} is under its own puck, so this felt does not make the point`));
assert.ok(all.some(({ index: i }) => all.some(({ index: j }) => i !== j &&
boxesOverlap(chips[i], seatPixels(j, 9, box), CHIP, PUCK))),
"expected a chip on somebody else's puck — what the old rule could not see");
assert.equal(Render.chipsClearTheSeats(all, box.width / box.height, RADII, spacing), false);
});
});
describe("a chip clinging to its puck", () => {
// The fallback when there is no room for a ring: the chip hangs off the puck on the
// side facing the empty middle of the felt.
//
// The felts the app actually draws, with the puck size each one settles on — read
// off the running site at each viewport rather than guessed here, because the tight
// felts shrink the puck too, and a test that holds the desktop's 96x64 puck against
// a 528x83 felt is describing a table the app never draws.
const REAL = [
["Galaxy S8 on its side", felt(528, 83), { width: 44, height: 55 }],
["iPhone on its side", felt(692, 113), { width: 72, height: 55 }],
["Galaxy S8 upright, six-handed", felt(248, 280), { width: 78, height: 88 }],
["Galaxy S8 upright, packed", felt(248, 280), { width: 44, height: 55 }],
];
// Chips are 21x17 everywhere they are anchored — the amount is the only thing on
// one at that size.
const TIGHT = { puck: { width: 44, height: 55 }, chip: { width: 21, height: 17 } };
// What each chip is told to do, worked out for the whole table at once.
const placeAll = (count, box, puck, chip = TIGHT.chip, radii = RADII) => {
Render.state = { seatCount: count, seats: Array.from({ length: count }, () => ({})) };
const indices = [...Array(count).keys()];
const entries = indices.map(i => ({ index: i, width: chip.width, height: chip.height }));
const spacing = { box, puck, clearance: Render.BET_CLEARANCE_PX };
const offs = Render.anchoredChipTravel(entries, count, box.width / box.height, RADII, spacing);
return indices.map(i => {
const seat = Render.seatPosition(i, count, box.width / box.height, radii);
const at = { x: (seat.left / 100) * box.width, y: (seat.top / 100) * box.height };
const off = offs[i];
return { seat: at, chip: { x: at.x + off.x, y: at.y + off.y }, off, puck };
});
};
test("on its own, a chip asks to sit just clear of its puck", () => {
const box = felt(692, 113);
const puck = { width: 72, height: 55 };
const seat = Render.seatPosition(0, 9, box.width / box.height, RADII);
const off = Render.anchoredChipOffset(seat, puck, TIGHT.chip, box, RADII);
const travel = Math.hypot(off.x, off.y);
const ux = off.x / travel, uy = off.y / travel;
assert.ok(Math.abs(travel -
(Render.clearanceReach(puck, TIGHT.chip, ux, uy) + Render.BET_CLEARANCE_PX)) < 1e-6, `travelled ${travel}`);
});
test("and gets it, where nothing else is in the way", () => {
// 692x113 is the roomier of the two landscape felts. Every chip clears its own
// puck and none of them has to give ground.
placeAll(9, felt(692, 113), { width: 72, height: 55 }).forEach((row, i) => {
assert.ok(!boxesOverlap(row.seat, row.chip, row.puck, TIGHT.chip),
`seat ${i + 1}'s chip is inside its own puck, and nothing made it go there`);
});
});
test("it goes off the rim, not down the spoke", () => {
// On a felt 692x113 the two are nowhere near the same direction. A seat on the
// top rail has a spoke pointing diagonally inward — which along a slot this flat
// runs sideways into the next seat — while off the rim is very nearly straight
// down, into the empty middle. This is the seam that put two chips on top of
// each other on a Galaxy S8.
const box = felt(692, 113);
const rows = placeAll(9, box, { width: 72, height: 55 });
const top = rows.find(r => r.seat.y < box.height * 0.3 && r.seat.x > box.width * 0.7);
assert.ok(top, "expected a seat up on the right of the top rail");
assert.ok(Math.abs(top.off.y) > Math.abs(top.off.x) * 2,
`chip went ${top.off.x.toFixed(1)},${top.off.y.toFixed(1)} — that is along the rail, not off it`);
assert.ok(top.off.y > 0, "and downward, toward the middle of the felt");
});
test("no two chips on a full table land on each other", () => {
// Four sides gave three seams. There are no sides now, and this is what that is
// worth — on every felt the app actually draws, at every table size.
REAL.forEach(([name, box, puck]) => {
[6, 9, 12].forEach(count => {
const rows = placeAll(count, box, puck);
for (let a = 0; a < rows.length; a++) {
for (let b = a + 1; b < rows.length; b++) {
assert.ok(!boxesOverlap(rows[a].chip, rows[b].chip, TIGHT.chip, TIGHT.chip),
`${name}, ${count} seats: chips ${a + 1} and ${b + 1} overlap`);
}
}
});
});
});
test("a chip only gives ground when it is standing on something", () => {
// The point of pulling chips back one at a time rather than by a rule that
// applies to all of them. Stopping every chip at the felt's midline, or scaling
// them all by one factor, takes travel from the seats at the ends of a long
// rail — measured at 692x113, that parked two chips on their own player's stack
// to solve a collision that did not exist.
//
// So: every chip either got everything it asked for, or putting the last step
// back reintroduces a collision it is part of. The step goes back for all of
// them at once, because a facing pair gives ground together and the pass that
// finally separates such a pair moves both ends of it.
const step = Render.CHIP_PULLBACK_STEP_PX;
REAL.forEach(([name, box, puck]) => {
[6, 9, 12].forEach(count => {
const rows = placeAll(count, box, puck).map(row => {
const travel = Math.hypot(row.off.x, row.off.y);
const dir = travel < 1e-6 ? { x: 0, y: 0 } : { x: row.off.x / travel, y: row.off.y / travel };
const asked = travel < 1e-6 ? 0 :
Render.clearanceReach(puck, TIGHT.chip, dir.x, dir.y) +
Render.BET_CLEARANCE_PX;
const back = Math.min(asked, travel + step);
return { ...row, travel, asked,
undone: { x: row.seat.x + dir.x * back, y: row.seat.y + dir.y * back } };
});
rows.forEach((row, i) => {
if (row.travel < 1e-6 || row.travel >= row.asked - 1e-6) return;
const onSomething = rows.some((other, j) => j !== i && (
boxesOverlap(row.undone, other.undone, TIGHT.chip, TIGHT.chip) ||
boxesOverlap(row.undone, other.seat, TIGHT.chip, puck)));
assert.ok(onSomething,
`${name}, ${count} seats: chip ${i + 1} stopped ${(row.asked - row.travel).toFixed(1)}px short of nothing`);
});
});
});
});
test("nobody is pushed further out than they asked to go", () => {
// The pull-back only ever takes travel away. A chip pushed past its clearance
// would be floating out on the felt with nothing to say whose it is.
REAL.forEach(([name, box, puck]) => {
placeAll(12, box, puck).forEach((row, i) => {
const travel = Math.hypot(row.off.x, row.off.y);
if (travel < 1e-6) return;
const ux = row.off.x / travel, uy = row.off.y / travel;
const asked = Render.clearanceReach(puck, TIGHT.chip, ux, uy) +
Render.BET_CLEARANCE_PX;
assert.ok(travel <= asked + 0.5,
`${name}: chip ${i + 1} went ${travel.toFixed(1)}px when ${asked.toFixed(1)} was asked for`);
});
});
});
test("the direction turns smoothly all the way round the ring", () => {
// The property a set of discrete sides cannot have, and the reason there are
// none: neighbouring seats get neighbouring directions, with no step anywhere.
const box = felt(560, 400);
const angles = Array.from({ length: 24 }, (_, i) => {
const seat = Render.seatPosition(i, 24, box.width / box.height, RADII);
const off = Render.anchoredChipOffset(seat, PUCK, CHIP, box, RADII);
return Math.atan2(off.y, off.x);
});
angles.forEach((angle, i) => {
const next = angles[(i + 1) % angles.length];
let turn = Math.abs(next - angle);
if (turn > Math.PI) turn = 2 * Math.PI - turn;
assert.ok(turn < Math.PI / 4,
`between seats ${i + 1} and ${i + 2} the chip jumps ${(turn * 180 / Math.PI).toFixed(0)}°`);
});
});
test("it stops short of the pot total as well", () => {
// The other thing in the middle of the felt, and the one number on the table
// that belongs to everybody. A seat on the middle of a rail sends its chip
// straight at it: on a Galaxy S8 on its side, seat 1's $10 was sitting on
// "Pot $65". The badge is measured rather than assumed to be at the centre —
// it lives on the table, not on either overlay, and the two are not concentric.
const box = felt(528, 83);
const pot = { x: 264, y: 40, width: 96, height: 34 };
Render.state = { seatCount: 12, seats: Array.from({ length: 12 }, () => ({})) };
const indices = [...Array(12).keys()];
const entries = indices.map(i =>
({ index: i, width: TIGHT.chip.width, height: TIGHT.chip.height }));
const spacing = { box, puck: TIGHT.puck, clearance: Render.BET_CLEARANCE_PX, pot };
const offs = Render.anchoredChipTravel(entries, 12, box.width / box.height, RADII, spacing);
indices.forEach(i => {
const seat = Render.seatPosition(i, 12, box.width / box.height, RADII);
const chip = { x: (seat.left / 100) * box.width + offs[i].x,
y: (seat.top / 100) * box.height + offs[i].y };
assert.ok(!boxesOverlap(chip, pot, TIGHT.chip, pot),
`chip ${i + 1} is on the pot total`);
});
});
test("a seat with no rim to be off still gets an answer", () => {
const box = felt(400, 300);
const off = Render.anchoredChipOffset({ left: 50, top: 50 }, PUCK, CHIP, box, RADII);
assert.ok(Number.isFinite(off.x) && Number.isFinite(off.y), JSON.stringify(off));
assert.ok(off.y < 0, "upward, which is where a puck's own writing is not");
});
});
+198
View File
@@ -0,0 +1,198 @@
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, makeTable, chipsOnTable } = require("./load");
describe("Betting.beginHand", () => {
test("blinds are posted and the seat after the big blind acts first", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0, smallBlind: 1, bigBlind: 2 });
Betting.beginHand(state);
assert.equal(state.seats[1].committed, 1, "small blind");
assert.equal(state.seats[2].committed, 2, "big blind");
assert.equal(state.currentBet, 2);
assert.equal(state.actingSeatIndex, 3, "under the gun");
});
test("heads-up, the button posts the small blind and acts first pre-flop", () => {
const state = makeTable({ seatCount: 6, seated: [2, 5], dealerSeatIndex: 2 });
Betting.beginHand(state);
assert.equal(state.seats[2].committed, 1, "the button is the small blind");
assert.equal(state.seats[5].committed, 2);
assert.equal(state.actingSeatIndex, 2, "the small blind acts first pre-flop heads-up");
});
test("heads-up, the big blind acts first once the flop is out", () => {
const state = makeTable({ seatCount: 6, seated: [2, 5], dealerSeatIndex: 2 });
Betting.beginHand(state);
Betting.call(state, 2);
Betting.check(state, 5);
Betting.closeStreet(state);
assert.equal(state.street, "flop");
assert.equal(state.actingSeatIndex, 5, "the big blind is first to act after the flop");
});
test("a blind bigger than a stack puts that player all-in without stalling the action", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], dealerSeatIndex: 0, smallBlind: 50, bigBlind: 100 });
state.seats[0].stack = 10; // can't cover the small blind
Betting.beginHand(state);
assert.equal(state.seats[0].stack, 0, "all-in for what they had");
assert.equal(state.seats[0].committed, 10);
assert.notEqual(state.actingSeatIndex, 0, "a player with no chips has nothing to decide");
});
test("posting blinds never invents or destroys chips", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
const before = chipsOnTable(state);
Betting.beginHand(state);
assert.equal(chipsOnTable(state), before);
});
});
describe("Betting street completion", () => {
test("a street ends once everyone has matched the bet and had a turn", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3);
Betting.call(state, 0);
Betting.call(state, 1);
assert.equal(Betting.isStreetComplete(state), false, "the big blind still has an option");
Betting.check(state, 2);
assert.equal(Betting.isStreetComplete(state), true);
assert.equal(state.actingSeatIndex, null);
});
test("a raise reopens the action for everyone who had already called", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3);
Betting.call(state, 0);
assert.equal(state.seats[3].hasActed, true);
Betting.raiseTo(state, 1, 10);
assert.equal(state.seats[3].hasActed, false, "seat 3 owes a response again");
assert.equal(state.seats[0].hasActed, false);
assert.equal(state.currentBet, 10);
assert.equal(Betting.isStreetComplete(state), false);
});
test("the action skips a player who is all-in but still in the hand", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
state.seats[3].stack = 5;
Betting.beginHand(state);
Betting.allIn(state, 3);
assert.equal(state.seats[3].stack, 0);
assert.notEqual(state.actingSeatIndex, 3);
// They are still live and can still win the pot.
assert.ok(Betting.liveSeats(state).some(s => s.index === 3));
});
test("closing a street sweeps chips into hand totals and resets the bet", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3);
Betting.call(state, 0);
Betting.call(state, 1);
Betting.check(state, 2);
const before = chipsOnTable(state);
Betting.closeStreet(state);
assert.equal(state.currentBet, 0);
assert.equal(state.street, "flop");
assert.equal(chipsOnTable(state), before, "sweeping moves chips, it doesn't change the total");
state.seats.forEach(p => assert.equal(p.committed, 0));
assert.equal(Betting.handTotal(state.seats[2]), 2);
});
});
describe("Betting all-in run-outs", () => {
test("with everyone all-in there is nobody left to ask", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], stack: 20, dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.allIn(state, 2);
Betting.allIn(state, 0);
Betting.allIn(state, 1);
assert.equal(Betting.canStillBet(state), false);
assert.equal(Betting.isRunningOut(state), true, "the board just gets dealt out");
Betting.closeStreet(state);
assert.equal(state.actingSeatIndex, null, "no phantom action on the flop");
});
test("one player with chips against an all-in cannot bet alone", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], dealerSeatIndex: 0 });
state.seats[1].stack = 5;
Betting.beginHand(state);
Betting.fold(state, 2);
Betting.allIn(state, 0);
Betting.allIn(state, 1);
assert.equal(Betting.canStillBet(state), false);
assert.equal(Betting.isHandOver(state), false, "two players are still live for the showdown");
});
test("everyone folding to one player ends the hand", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.fold(state, 3);
Betting.fold(state, 0);
Betting.fold(state, 1);
assert.equal(Betting.isHandOver(state), true);
});
});
describe("Betting money handling", () => {
test("a player can never put in more than they have", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], stack: 30, dealerSeatIndex: 0 });
Betting.beginHand(state);
const moved = Betting.putIn(state, 0, 500);
assert.equal(moved, 30);
assert.equal(state.seats[0].stack, 0);
});
test("raise-to is what a dealer says out loud, not raise-by", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10);
assert.equal(state.seats[3].committed, 10, "their street total is 10, not 10 on top");
assert.equal(state.seats[3].stack, 90);
});
test("the minimum raise has to match the last one", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
assert.equal(Betting.minRaiseTo(state), 4, "a big blind of 2 makes the first raise 4");
Betting.raiseTo(state, 3, 10);
assert.equal(Betting.minRaiseTo(state), 18, "an 8-chip raise means the next one is to 18");
});
test("winnings land back in front of the player", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.creditWinnings(state, [{ id: state.seats[0].id, amount: 42.5 }]);
assert.equal(state.seats[0].stack, 142.5, "the button posts nothing three-handed");
});
test("fractional blinds don't drift into floating-point dust", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], stack: 10, smallBlind: 0.1, bigBlind: 0.2 });
Betting.beginHand(state);
Betting.call(state, 0); // button limps
Betting.call(state, 1); // small blind completes
Betting.check(state, 2); // big blind is happy
Betting.closeStreet(state);
assert.equal(chipsOnTable(state), 30, "0.1 + 0.2 arithmetic didn't lose a chip");
assert.equal(Betting.potSoFar(state), 0.6);
state.seats.forEach(p => assert.equal(p.stack, 9.8));
});
});
+118
View File
@@ -0,0 +1,118 @@
// The community cards, as a thing the table remembers.
//
// The board is the one part of a hand this tool never had a place for: hole cards go on
// a seat, chips go in the middle, and the five cards everybody plays lived only on the
// felt in front of the dealer. It is opt-in, because most nights nobody wants to enter
// cards at all — and everything that reads it has to behave exactly as it always did
// when it is off.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Betting, HoldemState, makeTable } = require("./load");
const dealt = (over = {}) => {
const state = { ...makeTable({ seatCount: 6, stack: 200, smallBlind: 1, bigBlind: 2 }), ...over };
Betting.beginHand(state);
return state;
};
describe("a new table", () => {
test("has five empty slots and is not tracking them", () => {
const state = HoldemState.createDefault();
assert.deepEqual(state.board, ["", "", "", "", ""]);
assert.equal(state.trackBoard, false,
"off by default: a dealer who never asked for this should not be asked for cards");
});
});
describe("how many cards are out", () => {
test("none, three, four, five", () => {
assert.equal(Betting.boardCardsFor("preflop"), 0);
assert.equal(Betting.boardCardsFor("flop"), 3);
assert.equal(Betting.boardCardsFor("turn"), 4);
assert.equal(Betting.boardCardsFor("river"), 5);
});
test("and nothing at all for a street that isn't one", () => {
assert.equal(Betting.boardCardsFor("showdown"), 0);
assert.equal(Betting.boardCardsFor(undefined), 0);
});
test("it matches the streets the betting engine actually deals", () => {
// If a street is ever added, this is the table that has to hear about it —
// a street with no entry silently draws no cards.
Betting.STREETS.forEach(street => {
assert.ok(Object.prototype.hasOwnProperty.call(Betting.BOARD_CARDS, street),
`${street} has no card count`);
});
});
});
describe("clearing it", () => {
test("the next hand takes the board with it", () => {
const state = dealt();
state.board = ["AH", "KD", "9C", "4S", "2H"];
HoldemState.startNextHand(state);
assert.deepEqual(state.board, ["", "", "", "", ""]);
});
test("so does a misdeal", () => {
const state = dealt();
state.board = ["AH", "KD", "9C", "", ""];
Betting.takeHandBack(state);
assert.deepEqual(state.board, ["", "", "", "", ""]);
});
test("and so does dealing a hand, however the table got here", () => {
// Dealing twice off the same button — after a misdeal, or a table set up and
// then dealt again — would otherwise rank the last hand's board against this
// hand's cards, and it would look exactly like a real answer.
const state = dealt();
state.board = ["AH", "KD", "9C", "4S", "2H"];
Betting.beginHand(state);
assert.deepEqual(state.board, ["", "", "", "", ""]);
});
test("but turning the tracking off does not", () => {
// A dealer who taps the toggle mid-hand can tap it back; wiping the flop on
// the way past would cost them cards they had already entered.
const state = dealt({ trackBoard: true });
state.board = ["AH", "KD", "9C", "", ""];
state.trackBoard = false;
assert.deepEqual(state.board, ["AH", "KD", "9C", "", ""]);
});
});
describe("a board off a file", () => {
const migrated = board => HoldemState.migrate({
seats: [HoldemState.makePlayer()], board,
}).board;
test("a table saved before boards existed gets an empty one, not tracked", () => {
const parsed = HoldemState.migrate({ seats: [HoldemState.makePlayer()] });
assert.deepEqual(parsed.board, ["", "", "", "", ""]);
assert.equal(parsed.trackBoard, false);
});
test("it is always five slots, however many arrived", () => {
assert.equal(migrated(["AH"]).length, 5);
assert.equal(migrated(["AH", "KD", "9C", "4S", "2H", "3D", "5S"]).length, 5);
assert.equal(migrated("not an array").length, 5);
assert.equal(migrated(null).length, 5);
});
test("anything that isn't a card becomes an empty slot", () => {
assert.deepEqual(migrated(["AH", "ZZ", 7, null, "10H"]), ["AH", "", "", "", ""]);
});
test("and a real one keeps its place, upper-cased", () => {
assert.deepEqual(migrated(["ah", " kd ", "9c", "", ""]), ["AH", "KD", "9C", "", ""]);
});
test("tracking is only on if the file said so, in so many words", () => {
const on = HoldemState.migrate({ seats: [HoldemState.makePlayer()], trackBoard: true });
const truthy = HoldemState.migrate({ seats: [HoldemState.makePlayer()], trackBoard: "yes" });
assert.equal(on.trackBoard, true);
assert.equal(truthy.trackBoard, false, "a string is a file that has been edited, not a yes");
});
});
+148
View File
@@ -0,0 +1,148 @@
// Dealing around a player who busted and hasn't bought back in.
//
// A home game produces one of these about once an hour. The table used to deal them
// in anyway, promise a blind from a seat with nothing to post it with, take it from
// nobody, and then sit on a hand that could never finish.
const test = require("node:test");
const assert = require("node:assert");
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
const postedBy = state =>
state.seats
.map((player, index) => (player.committed > 0 ? { seat: index + 1, amount: player.committed } : null))
.filter(Boolean);
test("a seat with no chips and nothing in the pot is broke", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[2].stack = 0;
assert.deepEqual(Betting.brokeSeats(state), [2]);
});
test("an all-in player is not broke — they have money riding on the hand", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[2].stack = 12;
Betting.beginHand(state);
Betting.allIn(state, 2);
assert.equal(Betting.stackOf(state, state.seats[2]), 0);
assert.equal(Betting.isAllIn(state, state.seats[2]), true);
assert.deepEqual(Betting.brokeSeats(state), []);
});
test("a seat with no stack recorded falls back to the table's and isn't broke", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.defaultStack = 200;
state.seats[2].stack = null;
assert.deepEqual(Betting.brokeSeats(state), []);
});
test("a chair nobody is sitting in isn't broke, it's empty", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
assert.deepEqual(Betting.brokeSeats(state), []);
});
test("dealing sits the broke seat out and leaves everything else about it alone", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
state.seats[2].stack = 0;
state.seats[2].name = "Cal";
state.seats[2].buyIns = 100;
Betting.beginHand(state);
assert.equal(state.seats[2].inHand, false);
assert.equal(state.seats[2].folded, false, "sat out, not folded — they didn't muck anything");
assert.equal(state.seats[2].name, "Cal");
assert.equal(state.seats[2].buyIns, 100);
});
test("the blinds skip the broke seat and land on players who can post", () => {
// Button on seat 1, so the blinds would be seats 2 and 3. Seat 2 is busted.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[1].stack = 0;
Betting.beginHand(state);
assert.deepEqual(postedBy(state), [
{ seat: 3, amount: state.smallBlind },
{ seat: 4, amount: state.bigBlind },
]);
});
test("the preview promises what the deal produces", () => {
// The fault this whole step exists to prevent: the preview once read a table the
// deal was about to change underneath it.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[1].stack = 0;
state.bettingOpen = false;
const preview = Betting.blindPreview(state);
assert.deepEqual(preview.satOut, [1]);
Betting.beginHand(state);
const posted = postedBy(state);
assert.equal(posted.find(p => p.amount === state.smallBlind).seat, preview.sbIndex + 1);
assert.equal(posted.find(p => p.amount === state.bigBlind).seat, preview.bbIndex + 1);
});
test("asking for the preview doesn't sit anybody out on its own", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[1].stack = 0;
Betting.blindPreview(state);
assert.equal(state.seats[1].inHand, true, "the preview is a view, not a change");
});
test("with only one player left holding chips there is nothing to preview", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[1].stack = 0;
state.seats[2].stack = 0;
assert.equal(Betting.blindPreview(state), null);
});
test("no chips move when the broke seats are dealt around", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
state.seats[2].stack = 0;
const before = chipsOnTable(state);
Betting.beginHand(state);
assert.equal(chipsOnTable(state), before);
});
test("the board isn't running out before the hand is dealt", () => {
// Two busted players and one with chips looks exactly like a table of all-ins to
// the run-out test, and the bar was announcing one over an empty felt.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[1].stack = 0;
state.seats[2].stack = 0;
state.bettingOpen = false;
assert.equal(Betting.isRunningOut(state), false);
});
test("buying back in puts them in the next hand", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[2].stack = 0;
Betting.beginHand(state);
assert.equal(state.seats[2].inHand, false);
// What the dealer does when they hand over cash: chips, and back in.
state.seats[2].stack = 100;
state.seats[2].inHand = true;
HoldemState.startNextHand(state);
Betting.beginHand(state);
assert.equal(state.seats[2].inHand, true);
assert.equal(Betting.liveSeats(state).length, 3);
});
test("the table dealt around them counts the right number of players", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 100 });
state.seats[3].stack = 0;
assert.equal(Betting.liveSeats(state).length, 4);
assert.equal(Betting.liveSeats(Betting.tableAsDealt(state)).length, 3);
assert.equal(state.seats[3].inHand, true, "the view didn't touch the table");
});
+76
View File
@@ -0,0 +1,76 @@
// Whether handing a seat chips also puts them back in the game.
const test = require("node:test");
const assert = require("node:assert");
const { Betting, makeTable } = require("./load");
test("a busted player who has been sat out comes back in", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[1].stack = 0;
Betting.beginHand(state); // the deal sits them out
assert.equal(state.seats[1].inHand, false);
assert.equal(Betting.buyInDealsThemIn(state.seats[1]), true);
});
test("a chair being bought into for the first time comes in", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
state.seats[4].name = "Eve";
state.seats[4].stack = null;
assert.equal(Betting.buyInDealsThemIn(state.seats[4]), true);
});
test("a seat sat out while holding chips stays out", () => {
// A dealer sat them out on purpose and is topping them up. Dealing them back in
// would be the tool guessing at something it wasn't told.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[2].inHand = false;
assert.equal(Betting.buyInDealsThemIn(state.seats[2]), false);
});
test("somebody already in the hand is left exactly where they are", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
assert.equal(Betting.buyInDealsThemIn(state.seats[0]), false);
// Including a player who is in but out of chips — they're all-in, not sat out.
state.seats[2].stack = 0;
assert.equal(state.seats[2].inHand, true);
assert.equal(Betting.buyInDealsThemIn(state.seats[2]), false);
});
test("a blank stack field reads as nothing recorded, not as a number", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
state.seats[3].name = "Dee";
state.seats[3].stack = "";
assert.equal(Betting.buyInDealsThemIn(state.seats[3]), true);
});
test("it doesn't ask the table what a missing stack would have been", () => {
// stackOf substitutes the table's starting stack for a seat that has none, which
// would make a seat with nothing recorded look like it was holding chips.
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
state.defaultStack = 500;
state.seats[4].name = "Eve";
state.seats[4].stack = null;
assert.equal(Betting.stackOf(state, state.seats[4]), 500);
assert.equal(Betting.buyInDealsThemIn(state.seats[4]), true);
});
test("asking doesn't change anything", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 100 });
state.seats[2].stack = 0;
state.seats[2].inHand = false;
const before = JSON.stringify(state);
Betting.buyInDealsThemIn(state.seats[2]);
assert.equal(JSON.stringify(state), before);
});
test("nothing to decide about a seat that isn't there", () => {
assert.equal(Betting.buyInDealsThemIn(null), false);
assert.equal(Betting.buyInDealsThemIn(undefined), false);
});
+129
View File
@@ -0,0 +1,129 @@
// Calling the clock on a player.
//
// The bar already had a stopwatch saying how long somebody had been thinking. This is
// what a dealer does about it: a procedure with a shape — a set time, a countdown said
// out loud, and a ruling at the end that depends on what the player was facing.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { ActionBar, Betting, makeTable } = require("./load");
// The bar rebuilds the DOM when a clock starts; none of the rules below need it.
const onTable = (state) => {
ActionBar.state = state;
ActionBar.render = () => {};
ActionBar.stopClock();
return ActionBar;
};
const dealt = () => {
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 1, bigBlind: 2, dealerSeatIndex: 0 });
Betting.beginHand(state);
return state;
};
describe("starting one", () => {
test("it runs on the player who is actually on the clock", () => {
const state = dealt();
const bar = onTable(state);
assert.equal(bar.clockRunning(), false, "nothing runs until it is called");
bar.callClock();
assert.equal(bar.clockRunning(), true);
assert.equal(bar.clockSeatIndex, state.actingSeatIndex);
});
test("with nobody to act there is nothing to call", () => {
const state = dealt();
state.actingSeatIndex = null;
const bar = onTable(state);
bar.callClock();
assert.equal(bar.clockRunning(), false);
assert.equal(bar.clockLeft(), null);
});
test("the dealer can put it away again", () => {
const bar = onTable(dealt());
bar.callClock();
bar.stopClock();
assert.equal(bar.clockRunning(), false);
assert.equal(bar.clockLeft(), null);
});
});
describe("the count", () => {
const at = (bar, seconds) => bar.clockLeft(bar.clockStartedAt + seconds * 1000);
test("is the player's own time and then a countdown", () => {
const bar = onTable(dealt());
bar.callClock();
assert.equal(at(bar, 0), bar.CLOCK_THINK_S + bar.CLOCK_COUNTDOWN_S);
assert.equal(at(bar, 30), bar.CLOCK_COUNTDOWN_S, "thirty gone, the countdown starts");
assert.equal(at(bar, 35), 5);
});
test("stops at zero rather than going negative", () => {
const bar = onTable(dealt());
bar.callClock();
assert.equal(at(bar, 40), 0);
assert.equal(at(bar, 600), 0, "ten minutes later it is still just up");
});
});
describe("what happens at zero", () => {
test("facing a bet, the hand is dead", () => {
const state = dealt();
const bar = onTable(state);
// Whoever is up pre-flop is facing the big blind.
const ruling = bar.clockRuling();
assert.equal(ruling.verb, "fold");
assert.match(ruling.label, /hand is dead/);
assert.match(ruling.say, /facing \$2/);
});
test("facing nothing, it is checked — slowness doesn't fold a free hand", () => {
const state = dealt();
// Everyone calls round to the big blind, who has nothing to call.
[3, 4, 5, 0, 1].forEach(seat => Betting.call(state, seat));
const bar = onTable(state);
assert.equal(state.actingSeatIndex, 2, "the big blind is up");
const ruling = bar.clockRuling();
assert.equal(ruling.verb, "check");
assert.match(ruling.label, /check for/i);
});
test("the ruling names the player, because the dealer has to say it out loud", () => {
const state = dealt();
state.seats[state.actingSeatIndex].name = "Priya";
const ruling = onTable(state).clockRuling();
assert.match(ruling.label, /Priya/);
assert.match(ruling.say, /Priya/);
});
test("with nobody to act there is no ruling to make", () => {
const state = dealt();
state.actingSeatIndex = null;
assert.equal(onTable(state).clockRuling(), null);
});
});
describe("what ends it", () => {
test("the player acting", () => {
const state = dealt();
const bar = onTable(state);
bar.callClock();
const wasOn = state.actingSeatIndex;
Betting.call(state, wasOn);
assert.notEqual(state.actingSeatIndex, wasOn, "the action has moved");
assert.equal(bar.clockRunning(), false, "so the clock is no longer this player's");
});
test("and it doesn't follow the action to the next player", () => {
// A clock is called on one decision. Left running it would put a countdown on
// somebody nobody asked about.
const state = dealt();
const bar = onTable(state);
bar.callClock();
Betting.call(state, state.actingSeatIndex);
assert.equal(bar.clockLeft(), null);
});
});
+229
View File
@@ -0,0 +1,229 @@
// Somebody leaving with their chips.
//
// The most ordinary thing that happens at a home game after midnight, and the tool had
// nothing for it. Freeing the chair meant wiping the seat by hand, and then the bank
// check — cash taken against chips on the table — declared the departing player's whole
// stack missing for the rest of the night. Wiping their buy-in too silenced it, at the
// price of losing their night from the standings and the file the dealer hands over.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Money, HoldemState, Betting, makeTable } = require("./load");
const table = () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200 });
["Ann", "Ben", "Cal", "Dee"].forEach((name, i) => {
state.seats[i].name = name;
state.seats[i].buyIns = 200;
});
return state;
};
describe("counting them out", () => {
test("the preview is what the dealer's hands follow", () => {
const state = table();
state.seats[0].stack = 350;
const preview = HoldemState.cashOutPreview(state, 0);
assert.equal(preview.name, "Ann");
assert.equal(preview.chips, 350, "what they are holding");
assert.equal(preview.boughtIn, 200);
assert.equal(preview.net, 150, "up for the night");
assert.match(preview.breakdown, /\d+×\$\d+/, "and the chips that make it");
});
test("a player who is down reads as down, not as a smaller stack", () => {
const state = table();
state.seats[1].stack = 60;
assert.equal(HoldemState.cashOutPreview(state, 1).net, -140);
});
test("a seat that never set a stack is holding the table's starting stack", () => {
const state = table();
state.defaultStack = 200;
state.seats[2].stack = null;
assert.equal(HoldemState.cashOutPreview(state, 2).chips, 200);
});
});
describe("what it refuses", () => {
test("paying somebody with money still in the middle", () => {
const state = table();
Betting.beginHand(state);
const bb = state.seats.findIndex(p => (Number(p.committed) || 0) > 0);
const refusal = HoldemState.canCashOut(state, bb);
assert.equal(refusal.ok, false);
assert.match(refusal.reason, /in the pot/);
// And the refusal is the whole story: nothing moved.
assert.equal(HoldemState.cashOut(state, bb).ok, false);
assert.equal((state.cashedOut || []).length, 0);
assert.ok(state.seats[bb].name, "the seat is untouched");
});
test("an empty chair, which has nobody to pay", () => {
const state = table();
const refusal = HoldemState.canCashOut(state, 99);
assert.equal(refusal.ok, false);
});
});
describe("the chair afterwards", () => {
test("is empty and ready for the next player", () => {
const state = table();
state.seats[0].stack = 350;
HoldemState.cashOut(state, 0);
const seat = state.seats[0];
assert.equal(seat.name, "");
assert.equal(seat.stack, null);
assert.equal(seat.buyIns, 0);
assert.equal(seat.inHand, false);
});
test("belongs to somebody new, so two people's nights can't merge", () => {
const state = table();
const wasId = state.seats[0].id;
HoldemState.cashOut(state, 0);
assert.notEqual(state.seats[0].id, wasId);
});
test("and isn't owed the blind the person before them was posting", () => {
const state = table();
state.postingIn = [state.seats[0].id, state.seats[1].id];
HoldemState.cashOut(state, 0);
assert.deepEqual(state.postingIn, [state.seats[1].id]);
});
});
describe("the bank check", () => {
test("balanced before, balanced after — the chips went somewhere known", () => {
const state = table();
state.seats[0].stack = 350;
state.seats[1].stack = 50;
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
HoldemState.cashOut(state, 0);
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.paidOut, 350);
assert.equal(bank.cashIn, 800, "their buy-in is still cash the box took");
assert.equal(bank.chipsInPlay, 450);
assert.equal(bank.balanced, true);
});
test("this is the fault it fixes: wiping the seat by hand loses $350", () => {
const state = table();
state.seats[0].stack = 350;
state.seats[1].stack = 50; // so the table starts out balanced
// What a dealer had to do before: empty the chair themselves.
state.seats[0].name = "";
state.seats[0].stack = null;
state.seats[0].inHand = false;
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.balanced, false);
assert.equal(bank.difference, -350, "the tool called it missing money");
});
test("chips that really are missing still show as missing", () => {
// Counting a cash-out must not become a way of swallowing a genuine shortfall.
const state = table();
state.seats[0].stack = 350;
state.seats[1].stack = 50; // balanced to start with
HoldemState.cashOut(state, 0);
state.seats[2].stack = 150; // and now fifty chips have gone astray
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.balanced, false);
assert.equal(bank.difference, -50);
});
test("a rake and a cash-out are counted apart", () => {
const state = table();
state.seats[0].stack = 350;
state.rakeTaken = 12;
state.seats[1].stack = 38; // the rake came out of Ben's stack
HoldemState.cashOut(state, 0);
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.raked, 12);
assert.equal(bank.paidOut, 350);
assert.equal(bank.balanced, true);
});
});
describe("the record of their night", () => {
test("they stay in the standings with what they bought and what they left with", () => {
const state = table();
state.seats[0].stack = 350;
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 150 }]);
HoldemState.cashOut(state, 0);
const ann = HoldemState.sessionStandings(state).find(row => row.name === "Ann");
assert.ok(ann, "still on the list");
assert.equal(ann.boughtIn, 200);
assert.equal(ann.chipsInFront, 350, "what the box handed over");
assert.equal(ann.cashPosition, 150);
assert.equal(ann.cashedOut, true, "and marked, so nobody pays them twice");
});
test("somebody still sitting there is not marked", () => {
const state = table();
HoldemState.cashOut(state, 0);
const ben = HoldemState.sessionStandings(state).find(row => row.name === "Ben");
assert.equal(ben.cashedOut, false);
});
test("two people leaving are both kept", () => {
const state = table();
state.seats[0].stack = 350;
state.seats[1].stack = 50;
HoldemState.cashOut(state, 0);
HoldemState.cashOut(state, 1);
assert.equal(state.cashedOut.length, 2);
assert.equal(HoldemState.bankReconciliation(state).paidOut, 400);
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
});
test("a table saved before any of this existed has nobody cashed out", () => {
const parsed = JSON.parse(JSON.stringify(table()));
delete parsed.cashedOut;
const migrated = HoldemState.migrate(parsed);
assert.deepEqual(migrated.cashedOut, []);
assert.equal(HoldemState.bankReconciliation(migrated).paidOut, 0);
});
test("nonsense in a saved record is cleaned up rather than trusted", () => {
const parsed = JSON.parse(JSON.stringify(table()));
parsed.cashedOut = [
{ id: "a", name: "Ann", buyIns: -5, chips: "350", at: "nope" },
{ name: "no id" },
null,
];
const migrated = HoldemState.migrate(parsed);
assert.equal(migrated.cashedOut.length, 1);
assert.equal(migrated.cashedOut[0].buyIns, 0);
assert.equal(migrated.cashedOut[0].chips, 350);
assert.equal(migrated.cashedOut[0].at, 0);
});
});
describe("the table carries on", () => {
test("the next hand deals round the empty chair", () => {
const state = table();
state.seats[0].stack = 350;
HoldemState.cashOut(state, 0);
HoldemState.startNextHand(state);
Betting.beginHand(state);
assert.equal(state.seats[0].inHand, false, "nobody is in the empty chair");
assert.equal(Betting.liveSeats(state).length, 3);
assert.ok(state.actingSeatIndex !== null, "somebody is on the clock");
});
test("and the money still adds up once it has", () => {
const state = table();
state.seats[0].stack = 350;
state.seats[1].stack = 50;
HoldemState.cashOut(state, 0);
HoldemState.startNextHand(state);
Betting.beginHand(state);
const bank = HoldemState.bankReconciliation(state);
assert.equal(Money.round(bank.chipsInPlay + bank.paidOut), bank.cashIn);
assert.equal(bank.balanced, true);
});
});
+82
View File
@@ -0,0 +1,82 @@
// The chips to actually push, for an amount.
const test = require("node:test");
const assert = require("node:assert");
const { Money } = require("./load");
// A standard house set.
const LEGEND = [
{ value: 1, color: "#fff" },
{ value: 5, color: "#c0392b" },
{ value: 25, color: "#27ae60" },
{ value: 100, color: "#2c3e50" },
{ value: 500, color: "#8e44ad" },
];
const say = (amount, legend = LEGEND) => Money.formatChipBreakdown(amount, legend);
test("a payout comes back as chips, largest first", () => {
assert.equal(say(132), "1×$100, 1×$25, 1×$5, 2×$1");
});
test("it uses the fewest chips on a normal set", () => {
const { chips } = Money.chipBreakdown(500, LEGEND);
assert.deepEqual(chips.map(c => `${c.count}×${c.value}`), ["1×500"]);
});
test("a denomination that doesn't fit is skipped rather than listed as none", () => {
assert.equal(say(7), "1×$5, 2×$1");
});
test("nothing to pay is nothing to say", () => {
assert.equal(say(0), "");
assert.equal(say(-5), "");
});
test("no legend means no advice, not a wrong answer", () => {
// A table that never set chip colours up gets the amount on its own.
assert.equal(say(132, []), "");
assert.equal(say(132, null), "");
});
test("a legend with no values in it yet is the same as none", () => {
assert.equal(say(132, [{ value: "", color: "#fff" }, { value: 0, color: "#000" }]), "");
});
test("what the smallest chip can't make is reported, not rounded away", () => {
// 50c in a game whose smallest chip is a dollar is the dealer's problem to solve,
// and they can only solve it if they're told.
const { chips, remainder } = Money.chipBreakdown(10.5, LEGEND);
assert.deepEqual(chips.map(c => `${c.count}×${c.value}`), ["2×5"]);
assert.equal(remainder, 0.5);
assert.equal(say(10.5), "2×$5, $0.50 no chip covers");
});
test("cent chips make cent amounts exactly", () => {
const cents = [{ value: 0.25 }, { value: 0.05 }, { value: 0.01 }];
assert.equal(say(0.41, cents), "1×$0.25, 3×$0.05, 1×$0.01");
assert.equal(Money.chipBreakdown(0.41, cents).remainder, 0);
});
test("the chips add up to the amount", () => {
for (const amount of [1, 7, 33, 132, 499, 500, 1234, 9999]) {
const { chips, remainder } = Money.chipBreakdown(amount, LEGEND);
const total = chips.reduce((sum, c) => sum + c.count * c.value, 0) + remainder;
assert.equal(Money.round(total), amount, `${amount} should be accounted for`);
}
});
test("a legend in any order still pays largest first", () => {
const jumbled = [{ value: 25 }, { value: 1 }, { value: 500 }, { value: 5 }, { value: 100 }];
assert.equal(say(631, jumbled), "1×$500, 1×$100, 1×$25, 1×$5, 1×$1");
});
test("the colour comes along, so the felt can say it in chips", () => {
const { chips } = Money.chipBreakdown(25, LEGEND);
assert.equal(chips[0].color, "#27ae60");
});
test("a legend that exists but can't reach the amount does say so", () => {
// Different from having no legend at all: this table has told us its chips, and
// the answer is that they don't go that low.
assert.equal(say(3, [{ value: 5 }, { value: 25 }]), "$3 no chip covers");
});
+183
View File
@@ -0,0 +1,183 @@
// Taking a chip colour out of the legend.
//
// This was one click of an unlabelled 24px button, and it was not a change to a legend.
// computeContribution() prices a seat by running the legend over that seat's chip
// counts, so a colour that leaves takes every chip counted in it off the table.
// Measured in a browser on a three-handed table: deleting the $500 row took $22,500 of
// $26,874 with it, with no confirmation, nothing said afterwards, and no way back —
// a colour added again is a new colour with a new id, while the counts stay keyed to
// the one that left. The counts were left behind too, so the saved file carried money
// that nothing could price and nothing could show.
//
// What is tested here is mostly the number in the warning, because a warning that
// overstates is worse than none: it is the one thing a dealer would have to trust at
// the exact moment they are about to lose track of the box.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { HoldemState, Money } = require("./load");
const tableWith = ({ counts = [], overrides = [], basePot = null } = {}) => {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, 9);
state.basePotAmount = basePot;
["Christopher", "Mike from work", "Alexandra"].forEach((name, i) => {
state.seats[i].name = name;
state.seats[i].inHand = true;
state.seats[i].buyIns = 500;
state.seats[i].chipCounts = {};
});
counts.forEach(([seat, chipIndex, n]) => {
state.seats[seat].chipCounts[state.chipLegend[chipIndex].id] = n;
});
overrides.forEach(([seat, amount]) => { state.seats[seat].amountOverride = amount; });
return state;
};
const onTable = state => state.seats.reduce(
(sum, p) => sum + HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount), 0);
// ---------------------------------------------------------------------------
describe("what a chip colour is holding up", () => {
test("is the money, named seat by seat", () => {
const state = tableWith({ counts: [[0, 2, 4], [1, 2, 10]] }); // the $25 chip
const usage = HoldemState.chipColorUsage(state, state.chipLegend[2].id);
assert.equal(usage.total, 350);
assert.equal(usage.chips, 14);
assert.deepEqual(usage.seats.map(s => [s.name, s.count, s.amount]), [
["Christopher", 4, 100],
["Mike from work", 10, 250],
]);
});
test("is nothing at all for a colour nobody counted", () => {
const state = tableWith({ counts: [[0, 2, 4]] });
const usage = HoldemState.chipColorUsage(state, state.chipLegend[4].id);
assert.equal(usage.total, 0);
assert.deepEqual(usage.seats, []);
assert.ok(usage.chip, "the colour itself is still found, so it can be named");
});
test("and nothing for a colour that isn't there", () => {
const state = tableWith();
assert.deepEqual(HoldemState.chipColorUsage(state, "no-such-chip"),
{ chip: null, total: 0, chips: 0, seats: [] });
});
});
describe("the number in the warning is the number the table loses", () => {
// The whole point. Multiplying the chips by their value would have been the obvious
// way to work this out and it is wrong in both directions — the two tests below are
// the two ways it is wrong.
const dropFromRemoving = (state, chipId) => {
const before = onTable(state);
HoldemState.removeChipColor(state, chipId);
return Money.round(before - onTable(state));
};
test("a seat with a typed amount ignores its chips, so its colour is worth nothing", () => {
// computeContribution() reads amountOverride first and never reaches the counts.
// Christopher is holding ten $25 chips on paper and priced at a flat $90.
const state = tableWith({ counts: [[0, 2, 10]], overrides: [[0, 90]] });
const chipId = state.chipLegend[2].id;
const usage = HoldemState.chipColorUsage(state, chipId);
assert.equal(usage.total, 0, "$250 of chips, but the seat is not priced from them");
assert.equal(dropFromRemoving(state, chipId), 0);
});
test("a seat whose chips all leave falls back to the base pot, not to zero", () => {
// The $25s are everything Christopher has counted, so taking them away drops him
// to the table's standing ante — a loss of 50, not of 250.
const state = tableWith({ counts: [[0, 2, 10]], basePot: 200 });
const chipId = state.chipLegend[2].id;
const usage = HoldemState.chipColorUsage(state, chipId);
assert.equal(usage.total, 50, "250 of chips, but only 50 of it actually leaves");
assert.equal(dropFromRemoving(state, chipId), 50);
});
test("and across a spread of tables the two always agree", () => {
function rng(seed) {
let s = seed >>> 0;
return () => {
s = (s * 1664525 + 1013904223) >>> 0;
return s / 4294967296;
};
}
const random = rng(20260906);
let withMoney = 0;
for (let table = 0; table < 2000; table++) {
const counts = [];
for (let seat = 0; seat < 3; seat++) {
for (let chip = 0; chip < 5; chip++) {
if (random() < 0.5) counts.push([seat, chip, 1 + Math.floor(random() * 20)]);
}
}
const overrides = [];
for (let seat = 0; seat < 3; seat++) {
if (random() < 0.25) overrides.push([seat, Math.floor(random() * 400)]);
}
const basePot = random() < 0.5 ? 200 : null;
const chipIndex = Math.floor(random() * 5);
const stated = tableWith({ counts, overrides, basePot });
const chipId = stated.chipLegend[chipIndex].id;
const claimed = HoldemState.chipColorUsage(stated, chipId).total;
const actual = dropFromRemoving(tableWith({ counts, overrides, basePot }), chipId);
if (claimed !== 0) withMoney++;
assert.equal(claimed, actual,
`table ${table}: warned ${claimed}, table moved ${actual}\n` +
JSON.stringify({ counts, overrides, basePot, chipIndex }));
}
// Guards the generator: shapes that never put money on a colour would make every
// assertion above compare zero with zero.
assert.ok(withMoney > 500, `only ${withMoney} of 2000 tables had money on the colour`);
});
test("and it can be a gain, which is said as one", () => {
// Fourteen $1 chips against a $200 standing ante: once the colour goes, the seat
// stops being priced from its chips and falls through to the ante, so the table
// goes *up* by 186. Found by the randomised check above, not by hand.
const state = tableWith({ counts: [[1, 0, 14]], basePot: 200 });
const usage = HoldemState.chipColorUsage(state, state.chipLegend[0].id);
assert.equal(usage.total, -186);
assert.equal(dropFromRemoving(state, state.chipLegend[0].id), -186);
});
});
describe("removing it", () => {
test("takes the counts with it, so nothing is left priced by a colour that is gone", () => {
const state = tableWith({ counts: [[0, 2, 4], [1, 2, 10], [1, 0, 3]] });
const chipId = state.chipLegend[2].id;
HoldemState.removeChipColor(state, chipId);
assert.equal(state.chipLegend.filter(c => c.id === chipId).length, 0);
state.seats.forEach(player => assert.ok(!(chipId in (player.chipCounts || {})),
"a count against a colour no legend entry answers to is money nothing can show"));
// The other colour on that seat is untouched.
assert.equal(state.seats[1].chipCounts[state.chipLegend[0].id], 3);
});
test("reports what it cost, measured before anything moved", () => {
const state = tableWith({ counts: [[0, 2, 4]] });
const usage = HoldemState.removeChipColor(state, state.chipLegend[2].id);
assert.equal(usage.total, 100);
assert.equal(usage.seats.length, 1);
});
test("and a colour that isn't there changes nothing", () => {
const state = tableWith({ counts: [[0, 2, 4]] });
const before = onTable(state);
const usage = HoldemState.removeChipColor(state, "no-such-chip");
assert.equal(usage.chip, null);
assert.equal(state.chipLegend.length, 5);
assert.equal(onTable(state), before);
});
});
+268
View File
@@ -0,0 +1,268 @@
// The button when somebody gets up out of the blinds.
//
// Passing the button to the next *player* is right until a chair between the button
// and the blinds empties. Then it pulls the whole blind order forward a place: the
// player after the empty chair is never asked for a big blind, and the one after them
// is asked an orbit early. The dead button rule holds the rotation to the seats for
// one hand so the big blind still advances exactly one player.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { HoldemState, Betting, makeTable } = require("./load");
// Four players in six chairs: Ann 0, Ben 1, Cal 2, Dee 3.
const NAMES = ["Ann", "Ben", "Cal", "Dee"];
const table = (dealerSeatIndex = 0) => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200, dealerSeatIndex });
NAMES.forEach((name, i) => { state.seats[i].name = name; });
return state;
};
const nameOf = (state, index) =>
index === null || index === undefined ? null : (state.seats[index].name || `empty seat ${index + 1}`);
const blinds = state => {
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
return { sb: nameOf(state, sbIndex), bb: nameOf(state, bbIndex) };
};
const leave = (state, index) => {
state.seats[index].name = "";
state.seats[index].inHand = false;
state.seats[index].stack = 0;
state.seats[index].buyIns = 0;
};
describe("somebody gets up out of the blinds", () => {
test("the small blind leaves: dead button, and the big blind still moves one player", () => {
const state = table(1); // button Ben, small Cal, big Dee
Betting.beginHand(state);
assert.deepEqual(blinds(state), { sb: "Cal", bb: "Dee" });
leave(state, 2); // Cal takes their chips and goes
HoldemState.startNextHand(state);
Betting.beginHand(state);
assert.equal(state.dealerSeatIndex, 2, "the button holds Cal's empty chair");
assert.equal(state.seats[2].inHand, false, "which is the point — it's on nobody");
assert.deepEqual(blinds(state), { sb: "Dee", bb: "Ann" },
"Dee moves from big to small and Ann posts the big blind, one player along");
});
test("and Ann is not skipped, which is the money in it", () => {
// The old rotation passed the button to the next player, which made the blinds
// Ann/Ben — Ann never posting a big blind at all, and Ben posting one an orbit
// early. That is a real big blind out of a real player's stack.
const state = table(1);
Betting.beginHand(state);
leave(state, 2);
HoldemState.startNextHand(state);
assert.equal(blinds(state).bb, "Ann", "Ann owes the big blind and still owes it");
});
test("the big blind leaves: no small blind is posted this hand", () => {
const state = table(1); // button Ben, small Cal, big Dee
Betting.beginHand(state);
leave(state, 3); // Dee goes
HoldemState.startNextHand(state);
Betting.beginHand(state);
const { sbIndex, bbIndex, deadSmallBlind } = HoldemState.getBlindSeats(state);
assert.equal(state.dealerSeatIndex, 2, "the button reaches Cal as it was always going to");
assert.equal(sbIndex, null, "the small blind is dead");
assert.equal(deadSmallBlind, true, "and says so, rather than looking like a table with no blinds");
assert.equal(nameOf(state, bbIndex), "Ann", "the big blind still moves on one player");
});
test("a dead small blind still deals a hand, with one blind in the middle", () => {
const state = table(1);
Betting.beginHand(state);
leave(state, 3);
HoldemState.startNextHand(state);
Betting.beginHand(state);
assert.equal(state.bettingOpen, true, "the hand goes ahead");
const posted = state.seats.reduce((sum, p) => sum + Betting.committed(p), 0);
assert.equal(posted, state.bigBlind, "just the big blind, and nothing conjured to stand in for the small");
assert.equal(state.currentBet, state.bigBlind);
assert.ok(state.actingSeatIndex !== null, "and somebody is on the clock");
});
test("somebody leaving from anywhere else changes nothing", () => {
const state = table(1); // button Ben, small Cal, big Dee
Betting.beginHand(state);
leave(state, 0); // Ann, who was under the gun
HoldemState.startNextHand(state);
assert.equal(state.dealerSeatIndex, 2, "the button passes to Cal exactly as before");
assert.equal(state.deadButton, false);
assert.equal(state.deadSmallBlind, false);
assert.deepEqual(blinds(state), { sb: "Dee", bb: "Ben" });
});
});
describe("the ordinary rotation is untouched", () => {
test("a full table passes the button one player at a time", () => {
const state = table(0);
const seen = [];
for (let hand = 0; hand < 8; hand++) {
Betting.beginHand(state);
seen.push(blinds(state).bb);
HoldemState.startNextHand(state);
}
assert.deepEqual(seen, ["Cal", "Dee", "Ann", "Ben", "Cal", "Dee", "Ann", "Ben"],
"two clean orbits, everybody paying one big blind per orbit");
assert.equal(state.deadButton, false);
assert.equal(state.deadSmallBlind, false);
});
test("players spread thinly around a big table don't create dead positions", () => {
// Three players in nine chairs. The chairs between them were never in the
// rotation, so holding to seats there would post blinds to nobody hand after
// hand — which is why the button follows players, not chairs, by default.
const state = makeTable({ seatCount: 9, seated: [0, 4, 7], stack: 200, dealerSeatIndex: 0 });
["Ann", "", "", "", "Ben", "", "", "Cal"].forEach((n, i) => { state.seats[i].name = n; });
const seen = [];
for (let hand = 0; hand < 6; hand++) {
Betting.beginHand(state);
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
assert.ok(state.seats[sbIndex].inHand, "a real player posts the small blind");
assert.ok(state.seats[bbIndex].inHand, "and a real player the big");
seen.push(nameOf(state, bbIndex));
HoldemState.startNextHand(state);
}
assert.deepEqual(seen, ["Cal", "Ann", "Ben", "Cal", "Ann", "Ben"], "one big blind each per orbit");
});
test("pressing next hand twice without dealing just passes the button along", () => {
const state = table(0);
Betting.beginHand(state);
HoldemState.startNextHand(state);
assert.equal(state.dealerSeatIndex, 1);
HoldemState.startNextHand(state);
assert.equal(state.dealerSeatIndex, 2, "and doesn't rotate off the same hand twice");
});
});
describe("the rule knows where it stops", () => {
test("down to two players, heads-up takes over and nothing is left dead", () => {
const state = table(1);
Betting.beginHand(state);
leave(state, 2);
leave(state, 3); // both blinds walk at once
HoldemState.startNextHand(state);
Betting.beginHand(state);
const { sbIndex, headsUp } = HoldemState.getBlindSeats(state);
assert.equal(headsUp, true);
assert.equal(sbIndex, state.dealerSeatIndex, "heads-up the button posts the small blind");
assert.ok(state.seats[state.dealerSeatIndex].inHand, "and the button is on a player again");
});
test("a button stranded by accident is still rescued", () => {
// Not the dead button: nobody left out of the blinds, the chair the button is
// on just emptied. That one does want putting back on a player.
const state = table(3);
state.seats[3].inHand = false;
HoldemState.ensureButtonOnPlayer(state);
assert.ok(state.seats[state.dealerSeatIndex].inHand);
});
test("moving the button by hand clears the dead positions", () => {
const state = table(1);
Betting.beginHand(state);
leave(state, 2);
HoldemState.startNextHand(state);
assert.equal(state.deadButton, true);
// What the seat menu's "Give the button" does.
state.dealerSeatIndex = 0;
state.deadButton = false;
state.deadSmallBlind = false;
Betting.beginHand(state);
const { sbIndex } = HoldemState.getBlindSeats(state);
assert.ok(state.seats[sbIndex].inHand, "a real small blind again, where the dealer put it");
});
test("naming a blind by hand overrules a dead one", () => {
const state = table(1);
Betting.beginHand(state);
leave(state, 3);
HoldemState.startNextHand(state);
assert.equal(state.deadSmallBlind, true);
state.blindOverride = { sbIndex: 1, bbIndex: 0 };
const { sbIndex, bbIndex, manual } = HoldemState.getBlindSeats(state);
assert.equal(manual, true);
assert.equal(sbIndex, 1, "the dealer's word beats the rule");
assert.equal(bbIndex, 0);
});
test("a table saved before any of this reads as nothing dead", () => {
const state = table(0);
const parsed = JSON.parse(JSON.stringify(state));
delete parsed.deadButton;
delete parsed.deadSmallBlind;
delete parsed.postedBlinds;
const store = new Map([[HoldemState.STORAGE_KEY, JSON.stringify(parsed)]]);
globalThis.localStorage = {
getItem: key => (store.has(key) ? store.get(key) : null),
setItem: (key, value) => store.set(key, value),
removeItem: key => store.delete(key),
};
const loaded = HoldemState.load();
assert.equal(loaded.deadButton, false);
assert.equal(loaded.deadSmallBlind, false);
assert.equal(loaded.postedBlinds, null);
HoldemState.startNextHand(loaded);
assert.ok(loaded.seats[loaded.dealerSeatIndex].inHand, "and rotates the ordinary way");
delete globalThis.localStorage;
});
});
describe("chips are not invented or lost by any of it", () => {
test("posting one blind instead of two moves chips and doesn't make them", () => {
// Measured across the deal, which is the step that touches stacks. A hand with
// a dead small blind has one blind in the middle instead of two — the danger is
// a null small blind being treated as a zero-cost posting somewhere, or the big
// blind quietly covering for it.
const state = table(1);
const chips = s => s.seats.reduce(
(sum, p) => sum + Betting.stackOf(s, p) + Betting.handTotal(p), 0);
Betting.beginHand(state);
leave(state, 3); // the big blind goes, small blind dies
for (let hand = 0; hand < 4; hand++) {
HoldemState.startNextHand(state);
const before = chips(state);
Betting.beginHand(state);
assert.equal(chips(state), before, `the deal drifted the count on hand ${hand + 1}`);
}
});
test("a dead small blind takes exactly one blind out of one stack", () => {
const state = table(1);
Betting.beginHand(state);
leave(state, 3);
HoldemState.startNextHand(state);
const stacks = () => state.seats.map(p => Betting.stackOf(state, p));
const before = stacks();
Betting.beginHand(state);
const after = stacks();
const paid = before.map((v, i) => v - after[i]).filter(d => d !== 0);
assert.deepEqual(paid, [state.bigBlind], "one player, one big blind, nobody else touched");
});
});
+205
View File
@@ -0,0 +1,205 @@
// Dealing and betting are two decisions, and fusing them meant the table guessed.
//
// The moment between hands is when people sit down, stand up and argue about whose
// turn it is. With blinds posted the instant the previous hand ended, the blind
// badges recomputed off `inHand` while the committed chips stayed frozen — so seating
// somebody produced a big blind who had posted nothing.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
const postedBy = state => state.seats
.map((p, i) => (Betting.committed(p) > 0 ? i : null))
.filter(i => i !== null);
describe("the table waits to be dealt", () => {
test("finishing a hand leaves the next one un-dealt", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
assert.equal(state.bettingOpen, true);
HoldemState.startNextHand(state);
assert.equal(state.bettingOpen, false, "the next hand hasn't been dealt");
assert.equal(state.actingSeatIndex, null, "nobody is on the clock");
assert.deepEqual(postedBy(state), [], "and no blind has been committed");
});
test("no money moves until the dealer deals", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
const start = chipsOnTable(state);
HoldemState.startNextHand(state);
assert.equal(chipsOnTable(state), start);
assert.equal(HoldemState.totalPot(state), 0);
Betting.beginHand(state);
assert.equal(state.bettingOpen, true);
assert.equal(postedBy(state).length, 2, "now the blinds are in");
assert.equal(chipsOnTable(state), start, "and nothing was created doing it");
});
});
describe("setting the table costs nothing", () => {
test("seating a player before the deal changes who posts", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
HoldemState.startNextHand(state);
const before = Betting.blindPreview(state);
state.seats[3].inHand = true;
state.seats[3].stack = 100;
const after = Betting.blindPreview(state);
assert.notDeepEqual(
[before.sbIndex, before.bbIndex],
[after.sbIndex, after.bbIndex],
"the preview follows the new table"
);
assert.deepEqual(postedBy(state), [], "and still nothing is committed");
Betting.beginHand(state);
assert.deepEqual(postedBy(state).sort(), [after.sbIndex, after.bbIndex].sort(),
"the money lands where the preview said it would");
});
test("removing a player before the deal can't strand their blind", () => {
// The old failure: take out the big blind after the hand had begun and their
// chips stayed in the pot while the badge moved to somebody who'd posted
// nothing. Before the deal there is nothing to strand.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
HoldemState.startNextHand(state);
const doomed = Betting.blindPreview(state).bbIndex;
state.seats[doomed].inHand = false;
assert.deepEqual(postedBy(state), [], "nobody has posted, so nothing is stranded");
Betting.beginHand(state);
const posted = postedBy(state);
assert.ok(!posted.includes(doomed), "the player who left posts nothing");
posted.forEach(i => assert.ok(state.seats[i].inHand, "only players in the hand post"));
});
test("moving the button before the deal just moves it", () => {
const state = makeTable({ seatCount: 8, seated: [0, 2, 4, 6], dealerSeatIndex: 0 });
const start = chipsOnTable(state);
HoldemState.startNextHand(state);
[2, 4, 6, 0].forEach(seat => {
state.dealerSeatIndex = seat;
assert.deepEqual(postedBy(state), [], `passing the button to seat ${seat + 1} posted something`);
assert.equal(chipsOnTable(state), start);
});
Betting.beginHand(state);
assert.equal(chipsOnTable(state), start, "dealing moves chips between stacks, not into thin air");
});
test("what the preview promises is what gets posted", () => {
const state = makeTable({ seatCount: 9, seated: [1, 3, 6, 8], dealerSeatIndex: 1 });
HoldemState.startNextHand(state);
const preview = Betting.blindPreview(state);
Betting.beginHand(state);
assert.equal(Betting.committed(state.seats[preview.sbIndex]), preview.smallBlind);
assert.equal(Betting.committed(state.seats[preview.bbIndex]), preview.bigBlind);
});
test("there's nothing to preview without two players", () => {
const alone = makeTable({ seatCount: 6, seated: [2] });
HoldemState.startNextHand(alone);
assert.equal(Betting.blindPreview(alone), null);
const empty = makeTable({ seatCount: 6, seated: [] });
HoldemState.startNextHand(empty);
assert.equal(Betting.blindPreview(empty), null);
});
test("a hand-picked blind shows up in the preview", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
HoldemState.startNextHand(state);
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
const preview = Betting.blindPreview(state);
assert.equal(preview.manual, true);
assert.equal(preview.sbIndex, 3);
assert.equal(preview.bbIndex, 0);
});
});
describe("a table saved mid-hand comes back mid-hand", () => {
const loadWith = saved => {
const original = globalThis.localStorage;
globalThis.localStorage = { getItem: () => JSON.stringify(saved), setItem: () => {}, removeItem: () => {} };
const state = HoldemState.load();
globalThis.localStorage = original;
return state;
};
test("chips already committed mean the betting was open", () => {
const state = loadWith({
seats: [{ id: "a", name: "Ann", inHand: true, committed: 2 }, { id: "b", name: "Ben", inHand: true, committed: 0 }],
handNumber: 3,
});
assert.equal(state.bettingOpen, true, "otherwise it would offer to deal over a live hand");
});
test("somebody on the clock means the betting was open", () => {
const state = loadWith({
seats: [{ id: "a", inHand: true }, { id: "b", inHand: true }],
actingSeatIndex: 1, handNumber: 2,
});
assert.equal(state.bettingOpen, true);
});
test("a quiet table comes back waiting to be dealt", () => {
const state = loadWith({
seats: [{ id: "a", inHand: true }, { id: "b", inHand: true }],
actingSeatIndex: null, handNumber: 5,
});
assert.equal(state.bettingOpen, false);
});
});
describe("the preview tells the truth about the button", () => {
test("a button parked on an empty chair is answered for where it will be", () => {
// The preview used to read the button where it sat, while dealing relocated it
// first — so it promised one pair of blinds and produced another.
const state = makeTable({ seatCount: 6, seated: [1, 2, 3], dealerSeatIndex: 0 });
state.bettingOpen = false;
assert.equal(state.seats[0].inHand, false, "the button is on an empty chair");
const preview = Betting.blindPreview(state);
assert.equal(preview.buttonMoves, true, "and the preview knows it will move");
Betting.beginHand(state);
assert.equal(Betting.committed(state.seats[preview.sbIndex]), preview.smallBlind);
assert.equal(Betting.committed(state.seats[preview.bbIndex]), preview.bigBlind);
assert.equal(state.dealerSeatIndex, preview.buttonIndex, "and it moved where it said");
});
test("asking where the button will be doesn't move it", () => {
const state = makeTable({ seatCount: 6, seated: [1, 2, 3], dealerSeatIndex: 0 });
state.bettingOpen = false;
Betting.blindPreview(state);
Betting.blindPreview(state);
assert.equal(state.dealerSeatIndex, 0, "the preview is a question, not an action");
});
test("a button already on a player is left alone", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
state.bettingOpen = false;
const preview = Betting.blindPreview(state);
assert.equal(preview.buttonMoves, false);
assert.equal(preview.buttonIndex, 0);
});
test("buttonSeatForDeal copes with a table nobody is sitting at", () => {
const state = makeTable({ seatCount: 6, seated: [] });
assert.equal(HoldemState.buttonSeatForDeal(state), state.dealerSeatIndex);
});
});
+160
View File
@@ -0,0 +1,160 @@
// The stylesheet has to keep picking from the scales.
//
// Before the token block went in, holdem.css used 42 different spacing values, 31 font
// sizes, 14 border-radii and 139 colours, and defined three custom properties. None of
// that was anybody's decision — each number was chosen at the moment it was needed, and
// the result read as crowded even where nothing overlapped, because a 0.42rem gap next
// to a 0.45rem gap next to a 0.5rem gap gives the eye no rhythm to lock onto.
//
// A one-off cleanup would last until the next `padding: 0.35rem`. So the scales are
// checked here instead: a new value has to be a step on one of them, or an exception
// with a reason written next to it.
//
// This reads the stylesheet as text rather than through a CSS parser, on purpose — the
// rest of this suite has no dependencies and runs in a second, and a regex over
// declarations is enough to catch the thing that actually happens, which is somebody
// (me) typing a number instead of reaching for a token.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const fs = require("fs");
const path = require("path");
const CSS_PATH = path.join(__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "css", "casino", "holdem.css");
const css = fs.readFileSync(CSS_PATH, "utf8");
// Comments carry measurements and rationale — "measured at 342px tall on a phone" —
// and none of that is a declaration. Strip them before looking for values.
const declarations = css.replace(/\/\*[\s\S]*?\*\//g, "");
// Everything after the token block. The :root block is where the raw values are
// supposed to be.
const body = declarations.slice(declarations.indexOf("#potBadgeAmount,"));
const valuesIn = (properties, source = body) => {
const found = [];
// The lookbehind rejects a hyphen as well as a word character, so `scroll-padding`
// isn't read as `padding`. It caught the pot wizard's scroll-padding the moment
// that went in — correctly by its own rules, wrongly in substance: those two values
// are the measured heights of the dialog's sticky header and footer, a clearance
// like the action bar's, not a step in the spacing rhythm.
const re = new RegExp(`(?<![\\w-])(${properties.join("|")})\\s*:([^;}]*)`, "g");
let m;
while ((m = re.exec(source)) !== null) {
const [, prop, value] = m;
// calc() and env() do their own arithmetic on tokens; the tokens inside them
// are still checked, because the regex below looks at bare numbers only.
(value.match(/(?<![\w-])[0-9.]+(rem|px|em)\b/g) || []).forEach(v => found.push({ prop, value: v }));
}
return found;
};
describe("the spacing scale", () => {
// Hairlines and structural clearances, each one deliberate:
// 0px/1px/3px/4px/22px — borders, hairline offsets, and the 22px of room a seat
// puck's name gives the dealer button beside it.
// 5rem/9rem — how far the page has to scroll past the fixed action
// bar. Not rhythm; clearance for a thing of a known size.
const ALLOWED = new Set(["0px", "1px", "2px", "3px", "4px", "22px", "5rem", "9rem"]);
test("every gap, margin and padding comes off the scale", () => {
const offenders = valuesIn(
["padding", "padding-top", "padding-right", "padding-bottom", "padding-left",
"margin", "margin-top", "margin-right", "margin-bottom", "margin-left",
"gap", "row-gap", "column-gap"])
.filter(v => !ALLOWED.has(v.value));
assert.deepEqual(offenders, [],
"use var(--sp-0 … --sp-6), or add the value to ALLOWED with a reason");
});
test("and the scale is the one the tokens define", () => {
["--sp-0", "--sp-1", "--sp-2", "--sp-3", "--sp-4", "--sp-5", "--sp-6"]
.forEach(token => assert.match(css, new RegExp(`\\${token}:`), `${token} is not defined`));
});
});
describe("the type scale", () => {
// 16px — the size below which iOS zooms the page when a field is focused, so
// every text input states it. Not a typographic choice.
// 1.05em, 0.44rem — relative bumps inside a component, and the shrink-to-fit for
// a six-figure stack on a 58px seat puck.
const ALLOWED = new Set(["16px", "1.05em", "0.44rem"]);
test("every font-size comes off the scale", () => {
const offenders = valuesIn(["font-size"]).filter(v => !ALLOWED.has(v.value));
assert.deepEqual(offenders, [],
"use var(--fs-2xs … --fs-2xl), or add the value to ALLOWED with a reason");
});
test("and the scale is the one the tokens define", () => {
["--fs-2xs", "--fs-xs", "--fs-sm", "--fs-base", "--fs-md", "--fs-lg", "--fs-xl", "--fs-2xl"]
.forEach(token => assert.match(css, new RegExp(`\\${token}:`), `${token} is not defined`));
});
});
describe("the corner scale", () => {
test("every border-radius comes off it", () => {
const offenders = valuesIn(["border-radius"]).filter(v => v.value !== "2px");
assert.deepEqual(offenders, [], "use var(--r-sm | --r-md | --r-lg | --r-pill)");
});
});
describe("the tokens themselves", () => {
test("every var() the stylesheet reaches for exists", () => {
const used = new Set((css.match(/var\((--[a-zA-Z0-9-]+)/g) || []).map(s => s.slice(4)));
// Published from JS at runtime rather than declared here — see actionBar.js for
// the first two, render.js for the seat width and the chip's denomination colour,
// which is picked per chip from the amount on it, and feedback.js for the
// toast's height, which is one line or two depending on what is being said.
const fromScript = new Set([
"--actionBarHeight", "--feltRoomPx", "--seatPuckW", "--betChipColour",
"--toastHeight",
]);
// Defined by the site's own stylesheet, not this one.
const fromSite = new Set(["--font-mono"]);
const missing = [...used].filter(t =>
!fromScript.has(t) && !fromSite.has(t) && !new RegExp(`\\${t}\\s*:`).test(css));
assert.deepEqual(missing, []);
});
test("and the dark surfaces stay off pure black", () => {
// Shadows are invisible on #000, so depth has to come from a lighter surface —
// and white text on true black is the pairing that smears on an OLED phone,
// which is what this tool is used on.
const surfaces = [...css.matchAll(/--surface-\d+:\s*(#[0-9a-fA-F]{3,8})/g)].map(m => m[1].toLowerCase());
assert.ok(surfaces.length >= 4, "the surface ramp should have four steps");
surfaces.forEach(hex => {
assert.notEqual(hex, "#000");
assert.notEqual(hex, "#000000");
});
});
});
describe("numbers that change while the dealer watches", () => {
test("are set in tabular figures", () => {
// A "1" is narrower than an "8" in a proportional face, so a pot ticking from
// $18 to $21 shuffles its digits sideways and the eye reads movement where
// there is only arithmetic.
assert.match(css, /font-variant-numeric:\s*tabular-nums/);
["#potBadgeAmount", ".seatPuckStack", ".actionPot", ".standingsRow"]
.forEach(sel => assert.ok(css.includes(sel),
`${sel} should be in the tabular-figures list`));
});
});
describe("controls that must not resize under a thumb", () => {
test("the undo pill has a fixed width, not a content width", () => {
// It names the last action, so its label changes on every tap. Measured across
// one hand before this: 148, 110, 109, 108, 109, 110, 120.
const rule = css.match(/\.actionUndo\s*\{[^}]*\}/);
assert.ok(rule, ".actionUndo rule not found");
assert.match(rule[0], /width:\s*[0-9.]+rem/);
});
test("and its label is the part that ellipsizes", () => {
const rule = css.match(/\.actionUndoLabel\s*\{[^}]*\}/);
assert.ok(rule, ".actionUndoLabel rule not found");
assert.match(rule[0], /text-overflow:\s*ellipsis/);
});
});
+94
View File
@@ -0,0 +1,94 @@
// Chips the dealer took off the table on purpose.
//
// Starting the next hand with money still in the middle destroys it — the tool asks
// first and says so afterwards. What it didn't do was remember, so the bank check saw
// only that chips were gone and reported them as missing.
const test = require("node:test");
const assert = require("node:assert");
const { HoldemState, Money, makeTable } = require("./load");
const table = () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200 });
state.seats.slice(0, 4).forEach(player => { player.buyIns = 200; });
return state;
};
test("a table with nothing thrown away balances as before", () => {
const bank = HoldemState.bankReconciliation(table());
assert.equal(bank.balanced, true);
assert.equal(bank.discarded, 0);
});
test("chips that went missing are still reported", () => {
// The check exists for this: cash in the box with no chips to match it.
const state = table();
state.seats[0].stack = 150;
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.balanced, false);
assert.equal(bank.difference, -50);
});
test("an abandoned pot is accounted for rather than counted as missing", () => {
const state = table();
state.seats[1].stack = 199;
state.seats[2].stack = 198;
state.seats[3].stack = 198;
state.discarded = 5;
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.chipsInPlay, 795);
assert.equal(bank.discarded, 5);
assert.equal(bank.balanced, true, "the box knows exactly where that $5 went");
});
test("throwing a pot away doesn't hide a real shortfall underneath it", () => {
const state = table();
state.seats[1].stack = 199;
state.seats[2].stack = 198;
state.seats[3].stack = 148; // $50 genuinely unaccounted for as well
state.discarded = 5;
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.balanced, false);
assert.equal(bank.difference, -50);
});
test("a nonsense discarded value can't move the answer", () => {
const state = table();
state.discarded = -100;
assert.equal(HoldemState.bankReconciliation(state).discarded, 0);
state.discarded = "not a number";
assert.equal(HoldemState.bankReconciliation(state).discarded, 0);
});
test("a table saved before this existed reads as nothing thrown away", () => {
const saved = JSON.stringify(table());
const parsed = JSON.parse(saved);
delete parsed.discarded;
const store = new Map([[HoldemState.STORAGE_KEY, JSON.stringify(parsed)]]);
globalThis.localStorage = {
getItem: key => (store.has(key) ? store.get(key) : null),
setItem: (key, value) => store.set(key, value),
removeItem: key => store.delete(key),
};
const loaded = HoldemState.load();
assert.equal(loaded.discarded, 0);
assert.equal(HoldemState.bankReconciliation(loaded).balanced, true);
delete globalThis.localStorage;
});
test("the amounts still add up the way the panel shows them", () => {
const state = table();
state.seats[1].stack = 199;
state.seats[2].stack = 198;
state.seats[3].stack = 198;
state.discarded = 5;
const bank = HoldemState.bankReconciliation(state);
assert.equal(Money.round(bank.chipsInPlay + bank.discarded), bank.cashIn);
});
+97
View File
@@ -0,0 +1,97 @@
// The things the dealer wrote down, in the file they hand over.
//
// The export already carried the hands, the standings and the settle-up. It didn't
// carry either of the two places a dealer types context — the per-seat fields and the
// table's own notes — so the one place an IOU was written down was the one place it
// couldn't leave.
const test = require("node:test");
const assert = require("node:assert");
const { HandHistoryExport, HoldemState, makeTable } = require("./load");
const tableWithNotes = () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 200 });
["Ann", "Ben", "Cal"].forEach((name, i) => {
state.seats[i].name = name;
state.seats[i].buyIns = 200;
});
state.seats[0].customFields = [
{ label: "Seat rent", value: "paid to 2am" },
{ label: "Venmo", value: "@ann" },
];
state.seats[1].customFields = [{ label: "IOU", value: "$20 to Ann" }];
return state;
};
test("a seat's own fields ride along with its standings row", () => {
const state = tableWithNotes();
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state));
assert.match(csv, /Seat rent: paid to 2am; Venmo: @ann/);
assert.match(csv, /IOU: \$20 to Ann/);
});
test("the money columns keep their order, with notes on the end", () => {
const state = tableWithNotes();
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state));
assert.match(csv, /Player,Paid In,Won,Net,Bought In,Chips Now,Up\/Down,Notes/);
});
test("a seat with nothing written against it gets an empty cell, not the word undefined", () => {
const state = tableWithNotes();
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state));
const calRow = csv.split("\r\n").find(line => line.startsWith("Cal,"));
assert.ok(calRow, "Cal should have a row");
assert.ok(calRow.endsWith(","), `expected an empty last cell, got ${calRow}`);
assert.ok(!/undefined|null/.test(calRow));
});
test("a blank label or value doesn't produce a stray colon", () => {
const state = tableWithNotes();
state.seats[2].customFields = [{ label: "Note", value: "" }, { label: "", value: "" }];
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state));
const calRow = csv.split("\r\n").find(line => line.startsWith("Cal,"));
assert.match(calRow, /Note/);
assert.ok(!/;\s*;/.test(calRow), "an entirely blank field shouldn't take a slot");
});
test("the table's notes are in the file", () => {
const state = tableWithNotes();
state.notes = "High-hand promo until midnight.";
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state), { notes: state.notes });
assert.match(csv, /Table Notes/);
assert.match(csv, /High-hand promo until midnight\./);
});
test("a multi-line note survives as one cell", () => {
// csvField quotes anything with a line break in it, so the note doesn't turn into
// rows a spreadsheet reads as more players.
const state = tableWithNotes();
const notes = "Line one\nLine two, with a comma\nLine \"three\"";
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state), { notes });
assert.match(csv, /"Line one\nLine two, with a comma\nLine ""three"""/);
});
test("no notes means no section, not an empty heading", () => {
const state = tableWithNotes();
const csv = HandHistoryExport.toCsv([], HoldemState.sessionStandings(state), { notes: " " });
assert.ok(!/Table Notes/.test(csv));
});
test("the export still works with no standings at all", () => {
assert.doesNotThrow(() => HandHistoryExport.toCsv([], [], { notes: "just a note" }));
const csv = HandHistoryExport.toCsv([], [], { notes: "just a note" });
assert.match(csv, /Table Notes/);
});
test("asking for the standings doesn't change the seats", () => {
const state = tableWithNotes();
const before = JSON.stringify(state.seats);
HoldemState.sessionStandings(state);
assert.equal(JSON.stringify(state.seats), before);
});
+144
View File
@@ -0,0 +1,144 @@
// How tall the felt is allowed to be.
//
// The bar is fixed to the bottom of the screen and grows with the hand, so the table
// has to be told what is left. Everything below is the arithmetic that decides it —
// the part that can be wrong without anyone noticing until a seat is behind the Fold
// button.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { ActionBar } = require("./load");
// window height, bar height, and how far down the page the felt starts.
const room = (windowHeight, barHeight, top) => ActionBar.feltRoomFor(windowHeight, barHeight, top);
describe("the room left for the felt", () => {
test("is what the window has after the bar, the header and the bottom seat", () => {
const reserved = ActionBar.SEAT_OVERHANG_PX + ActionBar.FELT_GAP_PX;
assert.equal(room(900, 127, 146), 900 - 127 - 146 - reserved);
});
test("shrinks when the bar grows mid-hand", () => {
// Side pots make the bar taller exactly when the dealer most needs to see who
// is still in.
const quiet = room(900, 117, 146);
const sidePots = room(900, 172, 146);
assert.equal(quiet - sidePots, 55);
});
test("leaves the bottom seat's overhang out of it", () => {
// The seat pucks hang below the felt's edge; the felt has to stop short by that
// much or the ring ends up in the bar even though the felt doesn't.
assert.ok(ActionBar.SEAT_OVERHANG_PX > 30, "half a puck");
assert.ok(room(900, 127, 146) < 900 - 127 - 146);
});
});
describe("a window too short to give what was asked", () => {
// A phone on its side: 390px tall, 127px of that is the bar and 119px is
// everything above the felt. What's left is under 100.
const landscape = () => room(390, 127, 119);
test("gets the measurement, not a comfortable number", () => {
// The floor used to be 220px, which this window hasn't got. Holding out for it
// put the bottom row of seats 26px inside the action bar — the exact fault the
// measurement exists to prevent.
assert.ok(landscape() < 150, `${landscape()}px`);
assert.ok(landscape() + 119 + 127 <= 390, "the felt still ends above the bar");
});
test("still draws a table rather than a line", () => {
assert.equal(ActionBar.feltRoomFor(200, 160, 100), ActionBar.FELT_FLOOR_PX);
assert.equal(ActionBar.feltRoomFor(0, 0, 0), ActionBar.FELT_FLOOR_PX);
});
test("never returns something a browser can't lay out", () => {
[[390, 300, 200], [100, 90, 90], [-10, 0, 0]].forEach(([h, bar, top]) => {
const answer = ActionBar.feltRoomFor(h, bar, top);
assert.ok(Number.isFinite(answer) && answer > 0, `${h}/${bar}/${top} gave ${answer}`);
});
});
});
describe("a window with room to spare", () => {
test("hands over everything that's left, floor or no floor", () => {
const reserved = ActionBar.SEAT_OVERHANG_PX + ActionBar.FELT_GAP_PX;
assert.equal(room(1000, 127, 146), 1000 - 127 - 146 - reserved);
assert.equal(room(1366, 120, 206), 1366 - 120 - 206 - reserved);
});
test("gives a whole number of pixels", () => {
assert.equal(room(844.4, 127.6, 223.2) % 1, 0);
});
});
describe("when the felt changes size, so does everything on it", () => {
// The felt is published as a custom property and the seats follow it on their own,
// because they are placed in percentages of it. A bet chip anchored inside a seat
// is not: it is placed in pixels off that seat's centre, worked out against the felt
// as it was, and nothing re-ran that when the felt moved.
//
// Measured at 640x360 with five players, on a felt that lost 23px of height: the
// chips were positioned for the old one and painted on the new, and seat 3's $5 came
// to rest on seat 4's puck. The seat pucks had the same problem — they are searched
// for a width the felt no longer has — and two pairs of them were overlapping.
//
// A side pot appearing does this too: it is 55px off the felt, mid-hand.
const fakeDom = (windowHeight = 900) => {
const root = { style: { values: {},
setProperty(k, v) { this.values[k] = v; },
getPropertyValue(k) { return this.values[k] || ""; } } };
global.document = {
documentElement: root,
getElementById: id => (id === "pokerTableWrap"
? { getBoundingClientRect: () => ({ top: 146 }) }
: null),
};
global.window = { innerHeight: windowHeight, scrollY: 0 };
return root;
};
const spyRender = () => {
const calls = { density: 0, seats: 0 };
global.Render = {
state: {},
updateSeatDensity() { calls.density++; },
renderSeats() { calls.seats++; },
};
return calls;
};
test.afterEach(() => {
delete global.document;
delete global.window;
delete global.Render;
});
test("a felt that changed height lays the seats out again", () => {
fakeDom();
const calls = spyRender();
ActionBar.publishFeltRoom(117);
assert.equal(calls.seats, 1, "first publish sets a height it did not have");
ActionBar.publishFeltRoom(172);
assert.equal(calls.seats, 2, "and a side pot grew the bar by 55px");
});
test("a felt that did not change is left alone", () => {
fakeDom();
const calls = spyRender();
ActionBar.publishFeltRoom(117);
ActionBar.publishFeltRoom(117);
ActionBar.publishFeltRoom(117);
assert.equal(calls.seats, 1,
"re-laying the table on every resize tick would be work for nothing");
assert.equal(calls.density, 3, "the cheap re-measure still runs each time");
});
test("it publishes the height whether or not anything is listening", () => {
const root = fakeDom();
delete global.Render;
assert.doesNotThrow(() => ActionBar.publishFeltRoom(117));
assert.match(root.style.getPropertyValue("--feltRoomPx"), /^\d+px$/);
});
});
+165
View File
@@ -0,0 +1,165 @@
// What shape the felt ends up, which is a question about which rule wins.
//
// feltRoom.test.js covers how much room there is. This covers what the stylesheet does
// with it, and it exists because of a bug that no amount of reading caught: the upright
// oval for phones was written into the `max-width: 700px` block, and the `max-width:
// 900px` block below it set the same custom property back to 1. Both queries match a
// phone, the two declarations have identical specificity, and the later one wins. The
// rule was correct, the arithmetic was correct, and the property was 1 on every phone
// on the site. It measured as a no-op and would have shipped as one.
//
// So this walks the media queries the way the cascade does — in source order, keeping
// the last one that matches — instead of trusting that a rule written for a viewport is
// the rule that viewport gets.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const fs = require("fs");
const path = require("path");
const CSS = fs.readFileSync(
path.join(__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "css", "casino", "holdem.css"), "utf8");
// Comments carry example numbers and at least one worked-through `--feltAspect: 1`, so
// they come out before anything here counts declarations.
const SOURCE = CSS.replace(/\/\*[\s\S]*?\*\//g, "");
// --- just enough of a media query engine to answer "does this viewport match?" -------
//
// Only the forms this stylesheet actually uses: width and height bounds, orientation,
// and `and` between them. Anything else is refused loudly rather than guessed at, so a
// new kind of query can't quietly start matching everything.
const matches = (condition, view) => {
if (!condition) return true;
return condition.split(/\s+and\s+/).every(part => {
const m = part.trim().match(/^\(\s*([a-z-]+)\s*:\s*([^)]+?)\s*\)$/);
assert.ok(m, `feltShape can't read the query "${part}" — teach it or simplify the CSS`);
const [, feature, raw] = m;
const px = parseFloat(raw);
switch (feature) {
case "min-width": return view.width >= px;
case "max-width": return view.width <= px;
case "min-height": return view.height >= px;
case "max-height": return view.height <= px;
case "orientation":
return raw === (view.width > view.height ? "landscape" : "portrait");
default:
assert.fail(`feltShape doesn't know the media feature "${feature}"`);
}
});
};
// Every style rule in the file, in source order, with the media condition it sits
// under. Written as a brace walk rather than a regex because a regex for `max-height`
// also finds it in `@media (orientation: landscape) and (max-height: 560px)`, and a
// media feature is not a declaration.
const rules = () => {
const out = [];
const open = [];
let prelude = "", i = 0;
while (i < SOURCE.length) {
const c = SOURCE[i];
if (c === "{") {
const head = prelude.trim();
prelude = "";
if (head.startsWith("@")) { open.push(head); i++; continue; }
let depth = 1, j = i + 1;
while (j < SOURCE.length && depth > 0) {
if (SOURCE[j] === "{") depth++;
else if (SOURCE[j] === "}") depth--;
j++;
}
const media = open.filter(h => h.startsWith("@media"))
.map(h => h.replace(/^@media\s*/, "")).join(" and ");
out.push({ selector: head, condition: media || null, body: SOURCE.slice(i + 1, j - 1) });
i = j;
continue;
}
if (c === "}") { open.pop(); prelude = ""; i++; continue; }
prelude += c;
i++;
}
return out;
};
const ALL_RULES = rules();
// The cascade, for equal-specificity declarations of one property on one selector: the
// last one whose query matches is the one the viewport gets.
const winnerAt = (selector, prop, view) => {
const winning = ALL_RULES
.filter(r => r.selector === selector && matches(r.condition, view))
.map(r => r.body.match(new RegExp(`(?:^|;)\\s*${prop}\\s*:\\s*([^;]+)`)))
.filter(Boolean)
.pop();
assert.ok(winning, `nothing sets ${prop} on ${selector} at ${view.width}x${view.height}`);
return winning[1].trim();
};
const PHONES = [
{ width: 360, height: 640, name: "Galaxy S8" },
{ width: 375, height: 667, name: "iPhone SE" },
{ width: 390, height: 844, name: "iPhone 14" },
{ width: 412, height: 915, name: "Pixel 7" },
{ width: 430, height: 932, name: "Pro Max" },
];
// ---------------------------------------------------------------------------
describe("the shape a phone gets", () => {
test("is an oval standing up, on every one of them", () => {
PHONES.forEach(phone => {
const aspect = parseFloat(winnerAt("#pokerTableWrap", "--feltAspect", phone));
assert.ok(aspect > 1.2,
`${phone.name} lands on --feltAspect: ${aspect}. A portrait phone is ` +
`tall and this is what uses it; anything at or under 1 is the square ` +
`felt that threw the room away.`);
});
});
test("and a wide screen still gets one lying down", () => {
// The desktop felt is the shape it always was. Whatever the phones do, this is
// the one a poker table looks like when there is room for it.
assert.equal(parseFloat(winnerAt("#pokerTableWrap", "--feltAspect", { width: 1280, height: 900 })), 0.72);
});
test("with the middle widths in between left round", () => {
// 701-900px is one column and wide enough that neither oval is called for. It
// has to be written as a range: a bare max-width would match the phones too and,
// sitting lower in the file, would win there.
[{ width: 768, height: 1024 }, { width: 900, height: 700 }].forEach(view => {
assert.equal(parseFloat(winnerAt("#pokerTableWrap", "--feltAspect", view)), 1);
});
});
});
describe("what stops the oval", () => {
const phoneRule = winnerAt("#pokerTableWrap", "max-height", { width: 390, height: 844 });
test("is the room and nothing but the room", () => {
// The oval is a preference and the room is a fact. Whatever shape is asked for
// above, the felt gives way to the measurement rather than the other way round,
// because the thing on the other side of the cap is a seat behind the action bar.
assert.equal(phoneRule, "var(--feltRoomPx, 100vh)");
});
test("and it is not floored, however tempting that is", () => {
// A floor at the desktop oval — max(var(--feltRoomPx), 72cqw) — was written here
// and measured out again. Twelve players all in with nine side pots is the
// tallest the bar gets, 341px, and at 360x640 that leaves 142px of room. Floored
// to 242 the felt keeps its shape and hides five of the twelve seats behind the
// bar. Unfloored at 142 it is flat and all twelve are visible.
//
// The slit it was defending against wasn't reachable: that came from forcing
// --feltRoomPx to 10px by hand, and the real floor is FELT_FLOOR_PX at 96.
assert.doesNotMatch(phoneRule, /max\(/,
"a floor here trades a flat table for a covered seat, which is the worse of " +
"the two — see the comment above the rule");
});
test("and the width is let go of, so the height can be the one that binds", () => {
// The wide layout sizes the felt from its width and caps that. On a phone the
// width is the column and the height is what's scarce, so the cap moves.
assert.equal(winnerAt("#pokerTableWrap", "max-width", { width: 390, height: 844 }), "none");
});
});
+123
View File
@@ -0,0 +1,123 @@
// Finding one hand in a night of them.
//
// What the log is actually opened for is a single hand — the one somebody at the rail
// is arguing about. A night runs to sixty or more, five at a time in the panel, and
// there was no way to ask for one: the dealer scrolled and read every row.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Render } = require("./load");
const hand = (handNumber, pot, payouts, ledger = []) => ({
handNumber, pot, timestamp: Date.now(), payouts, ledger,
});
// A night as the tool records it: labels carry the cards the wizard was shown.
const NIGHT = [
hand(1, 40, [{ label: "Ann (A♠ K♠)", amount: 40 }], [{ name: "Ann", in: 20 }, { name: "Ben", in: 20 }]),
hand(2, 190, [{ label: "Fay", amount: 190 }], [{ name: "Fay", in: 95 }, { name: "Gus", in: 95 }]),
hand(12, 19, [{ label: "Ben", amount: 19 }], [{ name: "Ben", in: 10 }, { name: "Ann", in: 9 }]),
hand(120, 76, [{ label: "Cal", amount: 38 }, { label: "Dee", amount: 38 }], [{ name: "Cal" }, { name: "Dee" }]),
];
const found = query => NIGHT.filter(h => Render.handMatchesFilter(h, query)).map(h => h.handNumber);
describe("no filter", () => {
test("shows the whole night", () => {
assert.deepEqual(found(""), [1, 2, 12, 120]);
assert.deepEqual(found(" "), [1, 2, 12, 120]);
assert.deepEqual(found(null), [1, 2, 12, 120]);
});
});
describe("by name", () => {
test("finds the hand somebody won", () => {
assert.deepEqual(found("Fay"), [2]);
});
test("case doesn't matter — nobody types a capital at 2am", () => {
assert.deepEqual(found("fay"), [2]);
assert.deepEqual(found("FAY"), [2]);
});
test("a name inside a label with cards on it still matches", () => {
// The wizard writes the label as "Ann (A♠ K♠)", so the name is a substring
// rather than the whole cell.
assert.deepEqual(found("ann"), [1]);
});
test("matches what the row shows, not everyone who was in the hand", () => {
// Gus is in hand 2's ledger — he paid for it — but the row names the winner,
// and searching text the panel doesn't display is a filter that looks broken
// even when it's right. Measured on a seven-handed night where nobody folded,
// matching the ledger returned 60 of 60 for every name at the table.
assert.deepEqual(found("gus"), []);
});
test("a split pot is found by either winner", () => {
assert.deepEqual(found("cal"), [120]);
assert.deepEqual(found("dee"), [120]);
});
test("a name nobody has finds nothing rather than everything", () => {
assert.deepEqual(found("zed"), []);
});
});
describe("by amount", () => {
test("finds a pot", () => {
assert.deepEqual(found("190"), [2]);
});
test("a dollar sign and commas are ignored", () => {
assert.deepEqual(found("$190"), [2]);
assert.deepEqual(found("$1,90"), [2], "typed badly, still found");
});
test("finds a payout that isn't the whole pot", () => {
assert.deepEqual(found("38"), [120], "half of a chopped $76");
});
test("a partial amount narrows rather than missing", () => {
// Half remembering "something around forty" should still get there.
assert.deepEqual(found("4"), [1], "$40");
assert.deepEqual(found("19"), [2, 12], "the $190 pot and the $19 one");
});
test("a bare number is an exact hand number, not a prefix of one", () => {
// Amounts match on their leading digits, because half a remembered figure is
// still a lead. Hand numbers don't: typing 12 to mean the hand is a dealer who
// knows which hand they want, and dragging 120 and 128 along with it is noise.
// "#12" is there for when they do want the prefix.
assert.ok(!found("12").includes(120));
});
});
describe("by hand number", () => {
test("a bare number matches the hand number as well as amounts", () => {
assert.ok(found("12").includes(12));
});
test("a hash pins it to the hand number and nothing else", () => {
assert.deepEqual(found("#12"), [12, 120], "12 and 120 both start with 12");
assert.deepEqual(found("#2"), [2], "and not the $190 pot of hand 2's neighbours");
});
test("a hash with a number nobody played finds nothing", () => {
assert.deepEqual(found("#7"), []);
});
});
describe("odd input can't break it", () => {
test("punctuation on its own doesn't match everything", () => {
assert.deepEqual(found("$"), [], "no digits and no letters left to match on");
assert.deepEqual(found("#"), [1, 2, 12, 120], "an empty hand number is a prefix of them all");
});
test("an entry with pieces missing doesn't throw", () => {
const broken = { handNumber: 5, pot: 10 };
assert.doesNotThrow(() => Render.handMatchesFilter(broken, "ann"));
assert.equal(Render.handMatchesFilter(broken, "ann"), false);
assert.equal(Render.handMatchesFilter(broken, "10"), true, "the pot is still findable");
});
});
+415
View File
@@ -0,0 +1,415 @@
// What beats what.
//
// This is the one module in the tool that can pay the wrong person without anybody
// noticing. A pot wizard that asks "who won?" is only ever as wrong as the dealer
// ticking the box; one that answers the question itself is wrong on its own account,
// silently, and a table that has come to trust it will not check. So the ordering is
// tested from both ends: every category against every other, the traps that a
// hand-rolled evaluator gets wrong (the wheel, the counterfeited kicker, the board
// that plays), and then a lot of random seven-card hands against a second
// implementation written a different way.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { HandRank } = require("./load");
const best = (...cards) => HandRank.best(cards.flat());
const beats = (a, b) => HandRank.compare(a, b) > 0;
const chops = (a, b) => HandRank.compare(a, b) === 0;
// A hand written as one string, for the tests that list a lot of them.
const hand = str => str.trim().split(/\s+/);
describe("the five-card hand", () => {
const of = str => HandRank.evaluate5(hand(str));
test("each category is recognised", () => {
const cases = [
["AS KS QS JS TS", HandRank.STRAIGHT_FLUSH, "Royal flush"],
["9H 8H 7H 6H 5H", HandRank.STRAIGHT_FLUSH, "Straight flush, nine high"],
["7C 7D 7H 7S 2C", HandRank.FOUR_OF_A_KIND, "Four of a kind, sevens"],
["KC KD KH 3S 3C", HandRank.FULL_HOUSE, "Full house, kings full of threes"],
["AD JD 8D 5D 2D", HandRank.FLUSH, "Flush, ace high"],
["9C 8D 7H 6S 5C", HandRank.STRAIGHT, "Straight, nine high"],
["QC QD QH 7S 2C", HandRank.THREE_OF_A_KIND, "Three of a kind, queens"],
["AC AD 8H 8S 4C", HandRank.TWO_PAIR, "Two pair, aces and eights"],
["QC QD 9H 5S 2C", HandRank.ONE_PAIR, "Pair of queens"],
["AC JD 8H 5S 2C", HandRank.HIGH_CARD, "Ace high"],
];
cases.forEach(([cards, category, described]) => {
const ranked = of(cards);
assert.equal(ranked.category, category, cards);
assert.equal(HandRank.describe(ranked), described, cards);
});
});
test("the categories are in the right order", () => {
// Listed weakest first, then every pair checked both ways round. The order
// itself is the thing being asserted, so it is written out rather than derived
// from the constants it is meant to be checking.
const ladder = [
"AC JD 8H 5S 2C", // ace high
"2C 2D 8H 5S 3C", // a pair of deuces
"AC AD 8H 8S 4C", // two pair
"3C 3D 3H 7S 2C", // trips
"9C 8D 7H 6S 5C", // straight
"AD JD 8D 5D 2D", // flush
"2C 2D 2H 3S 3C", // full house
"7C 7D 7H 7S 2C", // quads
"9H 8H 7H 6H 5H", // straight flush
];
for (let low = 0; low < ladder.length; low++) {
for (let high = low + 1; high < ladder.length; high++) {
assert.ok(beats(of(ladder[high]), of(ladder[low])),
`${ladder[high]} should beat ${ladder[low]}`);
assert.ok(!beats(of(ladder[low]), of(ladder[high])),
`${ladder[low]} should not beat ${ladder[high]}`);
}
}
});
test("the same hand in different suits is a chop", () => {
assert.ok(chops(of("AC KD 8H 5S 2C"), of("AS KH 8D 5C 2H")));
assert.ok(chops(of("QC QD 9H 5S 2C"), of("QH QS 9D 5C 2H")));
});
test("nothing but five real cards is a hand", () => {
assert.equal(HandRank.evaluate5(hand("AC KD 8H 5S")), null, "four");
assert.equal(HandRank.evaluate5(hand("AC KD 8H 5S 2C 3D")), null, "six");
assert.equal(HandRank.evaluate5(["AC", "KD", "8H", "5S", "ZZ"]), null, "nonsense");
assert.equal(HandRank.evaluate5(["AC", "KD", "8H", "5S", ""]), null, "an empty slot");
assert.equal(HandRank.evaluate5(null), null);
});
test("case does not matter, because the picker is not the only way cards get in", () => {
assert.ok(chops(of("ac kd 8h 5s 2c"), of("AC KD 8H 5S 2C")));
});
});
describe("the wheel", () => {
const of = str => HandRank.evaluate5(hand(str));
// The straight that runs through the ace at the bottom. An evaluator that scores a
// straight by its top card and lets the ace keep its usual value makes A-2-3-4-5
// the best straight there is instead of the worst — which pays the wrong player
// every time it comes up against a broadway.
test("A-2-3-4-5 is a straight", () => {
assert.equal(of("AC 2D 3H 4S 5C").category, HandRank.STRAIGHT);
assert.equal(HandRank.describe(of("AC 2D 3H 4S 5C")), "Straight, five high");
});
test("and it is the lowest one", () => {
assert.ok(beats(of("6C 5D 4H 3S 2C"), of("AC 2D 3H 4S 5C")),
"six high beats the wheel");
assert.ok(beats(of("AC KD QH JS TC"), of("AC 2D 3H 4S 5C")),
"broadway beats the wheel");
});
test("the same goes for a steel wheel", () => {
const steel = of("AH 2H 3H 4H 5H");
assert.equal(steel.category, HandRank.STRAIGHT_FLUSH);
assert.equal(HandRank.describe(steel), "Straight flush, five high");
assert.ok(beats(of("6H 5H 4H 3H 2H"), steel));
assert.ok(beats(of("AS KS QS JS TS"), steel));
});
test("an ace with a four-card run either side of it is not a straight", () => {
// K-A-2-3-4 does not wrap.
assert.equal(of("KC AD 2H 3S 4C").category, HandRank.HIGH_CARD);
assert.equal(of("QC KD AH 2S 3C").category, HandRank.HIGH_CARD);
});
});
describe("kickers", () => {
const of = str => HandRank.evaluate5(hand(str));
test("the fifth card settles two pair", () => {
assert.ok(beats(of("AC AD 8H 8S KC"), of("AH AS 8D 8C QC")));
assert.ok(chops(of("AC AD 8H 8S KC"), of("AH AS 8D 8C KD")));
});
test("and a pair, three kickers deep", () => {
assert.ok(beats(of("9C 9D AH 7S 2C"), of("9H 9S KD 7C 2D")), "first kicker");
assert.ok(beats(of("9C 9D AH 7S 2C"), of("9H 9S AD 6C 2D")), "second");
assert.ok(beats(of("9C 9D AH 7S 3C"), of("9H 9S AD 7C 2D")), "third");
});
test("the higher pair beats the better kicker", () => {
assert.ok(beats(of("TC TD 3H 2S 4C"), of("9C 9D AH KS QC")));
});
test("two pair is read by its higher pair first", () => {
assert.ok(beats(of("KC KD 2H 2S 3C"), of("QC QD JH JS AC")));
});
test("a full house is read by its trips first", () => {
assert.ok(beats(of("3C 3D 3H 2S 2C"), of("2D 2H 2C AS AD")));
});
test("a flush is read all the way down", () => {
assert.ok(beats(of("AD KD 8D 5D 3D"), of("AH KH 8H 5H 2H")));
assert.ok(chops(of("AD KD 8D 5D 3D"), of("AH KH 8H 5H 3H")));
});
});
describe("the best five out of seven", () => {
test("it finds the flush the two hole cards do not both belong to", () => {
const ranked = best(["AH", "2C"], ["KH", "QH", "7H", "3H", "9S"]);
assert.equal(ranked.category, HandRank.FLUSH);
assert.equal(HandRank.describe(ranked), "Flush, ace high");
});
test("it plays the board when the board is better than anything you hold", () => {
// Nobody can beat a royal on the board; both hands are the board itself.
const board = ["AS", "KS", "QS", "JS", "TS"];
const one = best(["2C", "3D"], board);
const two = best(["7H", "8H"], board);
assert.equal(HandRank.describe(one), "Royal flush");
assert.ok(chops(one, two), "the board plays, so it is a chop");
});
test("it does not use three hole cards, because there are only two", () => {
const ranked = best(["AC", "AD"], ["AH", "KS", "KD", "2C", "3H"]);
assert.equal(HandRank.describe(ranked), "Full house, aces full of kings");
});
test("a counterfeited two pair falls back on the board", () => {
// Holding 6-5 on a board of 8-8-K-K-A: the player's two pair is counterfeited —
// the best five are the board's two pair with the ace, and the sixes never play.
const ranked = best(["6C", "5D"], ["8H", "8S", "KC", "KD", "AC"]);
assert.equal(HandRank.describe(ranked), "Two pair, kings and eights");
assert.deepEqual([...ranked.cards].sort(), ["8H", "8S", "AC", "KC", "KD"].sort());
});
test("five, six and seven cards are all rankable; four is not", () => {
assert.ok(best(["AC", "KD"], ["QH", "JS", "TC"]), "five");
assert.ok(best(["AC", "KD"], ["QH", "JS", "TC", "2D"]), "six");
assert.ok(best(["AC", "KD"], ["QH", "JS", "TC", "2D", "3H"]), "seven");
assert.equal(best(["AC", "KD"], ["QH", "JS"]), null, "four");
});
test("the same card twice is not a hand", () => {
// A mis-entry, not a monster. Ranking it would mean ranking a deck that does
// not exist, and the answer would look exactly as confident as a real one.
assert.equal(best(["AC", "AC"], ["KH", "QS", "JD", "2C", "3H"]), null);
assert.equal(best(["AC", "KD"], ["KD", "QS", "JD", "2C", "3H"]), null);
});
});
describe("the showdown", () => {
const board = ["AH", "KD", "9C", "4S", "2H"];
test("it names one winner and says how it read every hand", () => {
const result = HandRank.showdown(board, [
{ id: "a", cards: ["AS", "KC"] }, // two pair, aces and kings
{ id: "b", cards: ["9H", "9S"] }, // trips
{ id: "c", cards: ["AC", "3D"] }, // a pair of aces
]);
assert.equal(result.complete, true);
assert.deepEqual(result.winners, ["b"]);
assert.deepEqual(result.players.map(p => p.place), [2, 1, 3]);
assert.deepEqual(result.players.map(p => HandRank.describe(p.hand)), [
"Two pair, aces and kings",
"Three of a kind, nines",
"Pair of aces",
]);
});
test("a chop comes back as two winners on the same place", () => {
const result = HandRank.showdown(board, [
{ id: "a", cards: ["AS", "QC"] },
{ id: "b", cards: ["AD", "QH"] },
{ id: "c", cards: ["7H", "5S"] },
]);
assert.deepEqual(result.winners.sort(), ["a", "b"]);
assert.deepEqual(result.players.map(p => p.place), [1, 1, 3],
"and the player behind them is third, not second");
});
test("an incomplete board is not a showdown", () => {
const result = HandRank.showdown(["AH", "KD", "9C"], [
{ id: "a", cards: ["AS", "KC"] },
{ id: "b", cards: ["9H", "9S"] },
]);
assert.equal(result.boardComplete, false);
assert.equal(result.complete, false);
assert.deepEqual(result.winners, [], "it must not name one");
});
test("one unknown hand and it will not say who won", () => {
// Who is *ahead* and who *won* are different claims, and the second one is the
// only one that can pay somebody. A player who never turned their cards over
// could have anything.
const result = HandRank.showdown(board, [
{ id: "a", cards: ["AS", "KC"] },
{ id: "b", cards: ["", ""] },
]);
assert.equal(result.complete, false);
assert.deepEqual(result.winners, []);
assert.deepEqual(result.unknown, ["b"]);
assert.ok(result.players[0].hand, "but it still reads the hands it can");
assert.equal(result.players[1].hand, null);
});
test("a card in two places stops it dead", () => {
const result = HandRank.showdown(board, [
{ id: "a", cards: ["AH", "KC"] }, // the ace of hearts is on the board
{ id: "b", cards: ["9H", "9S"] },
]);
assert.equal(result.duplicated, true);
assert.equal(result.complete, false);
assert.deepEqual(result.winners, []);
});
test("no players at all is not a showdown either", () => {
const result = HandRank.showdown(board, []);
assert.equal(result.complete, false);
assert.deepEqual(result.winners, []);
});
});
describe("against a second opinion", () => {
// The strongest check available without a poker library: a completely separate
// ranking, written the other way round — every hand turned into a sortable string
// by counting ranks, with no shared helper between it and the module. Where the two
// disagree, one of them is wrong and the test says which hand it was.
const VALUE = { T: 10, J: 11, Q: 12, K: 13, A: 14 };
const val = card => VALUE[card[0]] || Number(card[0]);
function reference5(cards) {
const ranks = cards.map(val).sort((x, y) => y - x);
const suited = new Set(cards.map(c => c[1])).size === 1;
const tally = {};
ranks.forEach(r => { tally[r] = (tally[r] || 0) + 1; });
const bySize = Object.keys(tally)
.map(Number)
.sort((x, y) => tally[y] - tally[x] || y - x);
const sizes = bySize.map(r => tally[r]).join("");
const unique = [...new Set(ranks)];
let run = null;
if (unique.length === 5) {
if (unique[0] - unique[4] === 4) run = unique[0];
else if (unique.join(",") === "14,5,4,3,2") run = 5;
}
// [category, ...tiebreak], the same shape, arrived at from the group sizes
// rather than from a chain of ifs about shape[0] and shape[1].
if (suited && run !== null) return [8, run];
if (sizes === "41") return [7, ...bySize];
if (sizes === "32") return [6, ...bySize];
if (suited) return [5, ...ranks];
if (run !== null) return [4, run];
if (sizes === "311") return [3, ...bySize];
if (sizes === "221") return [2, ...bySize];
if (sizes === "2111") return [1, ...bySize];
return [0, ...ranks];
}
const worse = (a, b) => {
for (let i = 0; i < Math.max(a.length, b.length); i++) {
if ((a[i] || 0) !== (b[i] || 0)) return (a[i] || 0) < (b[i] || 0);
}
return false;
};
function referenceBest(cards) {
let top = null;
for (let a = 0; a < 3; a++) for (let b = a + 1; b < 4; b++)
for (let c = b + 1; c < 5; c++) for (let d = c + 1; d < 6; d++)
for (let e = d + 1; e < 7; e++) {
const score = reference5([cards[a], cards[b], cards[c], cards[d], cards[e]]);
if (!top || worse(top, score)) top = score;
}
return top;
}
// A deck, and a deterministic shuffle — a failure has to be reproducible or it is
// just an anecdote about one CI run.
const DECK = [];
"23456789TJQKA".split("").forEach(r => "SHDC".split("").forEach(s => DECK.push(r + s)));
let seed = 20260904;
const random = () => {
seed = (seed * 1103515245 + 12345) & 0x7fffffff;
return seed / 0x7fffffff;
};
test("twenty thousand random seven-card hands rank the same way", () => {
const deck = [...DECK];
for (let round = 0; round < 20000; round++) {
// Seven off the top of a shuffle of only what it needs.
const drawn = [];
for (let i = 0; i < 7; i++) {
const pick = i + Math.floor(random() * (deck.length - i));
[deck[i], deck[pick]] = [deck[pick], deck[i]];
drawn.push(deck[i]);
}
const mine = HandRank.best(drawn);
const theirs = referenceBest(drawn);
assert.deepEqual([mine.category, ...mine.tiebreak], theirs,
`disagreed on ${drawn.join(" ")}`);
}
});
test("and four thousand random pairs of hands are ordered the same way", () => {
// The categories agreeing is not the same as the comparison agreeing: this is
// the half that pays somebody.
const deck = [...DECK];
for (let round = 0; round < 4000; round++) {
const drawn = [];
for (let i = 0; i < 9; i++) {
const pick = i + Math.floor(random() * (deck.length - i));
[deck[i], deck[pick]] = [deck[pick], deck[i]];
drawn.push(deck[i]);
}
const board = drawn.slice(0, 5);
const one = [...board, drawn[5], drawn[6]];
const two = [...board, drawn[7], drawn[8]];
const mine = Math.sign(HandRank.compare(HandRank.best(one), HandRank.best(two)));
const a = referenceBest(one), b = referenceBest(two);
const theirs = worse(a, b) ? -1 : worse(b, a) ? 1 : 0;
assert.equal(mine, theirs,
`board ${board.join(" ")}: ${drawn[5]}${drawn[6]} vs ${drawn[7]}${drawn[8]}`);
}
});
});
describe("saying it in a sentence", () => {
// The verdict line reads "Alexandra wins $25 with ___", so the phrase has to carry
// its own article. Which article is not something the first letter can answer: it
// is "a full house" and "a flush", but "four of a kind" and "two pair" take none,
// and nobody has ever said "an ace high".
test("every category takes the article a table would give it", () => {
const said = str => HandRank.phrase(HandRank.evaluate5(hand(str)));
assert.deepEqual([
said("AS KS QS JS TS"),
said("9H 8H 7H 6H 5H"),
said("7C 7D 7H 7S 2C"),
said("KC KD KH 3S 3C"),
said("AD JD 8D 5D 2D"),
said("9C 8D 7H 6S 5C"),
said("QC QD QH 7S 2C"),
said("AC AD 8H 8S 4C"),
said("QC QD 9H 5S 2C"),
said("AC JD 8H 5S 2C"),
], [
"a royal flush",
"a straight flush, nine high",
"four of a kind, sevens",
"a full house, kings full of threes",
"a flush, ace high",
"a straight, nine high",
"three of a kind, queens",
"two pair, aces and eights",
"a pair of queens",
"ace high",
]);
});
test("with nothing to say it says something", () => {
assert.equal(HandRank.phrase(null), "the best hand");
});
});
+118
View File
@@ -0,0 +1,118 @@
// The hand-history panel is only rebuilt when its signature changes, which takes a
// full re-render from ~30ms to ~3ms. The whole saving depends on that signature
// noticing every way the log can actually change — a stale panel would have the
// dealer reading last hand's payouts while settling this one.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Render, HoldemState, makeTable } = require("./load");
// historySignature() reads Render.state, so point it at a table for each case.
const signatureOf = state => {
Render.state = state;
return Render.historySignature();
};
const tableWithHands = (count) => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
for (let i = 0; i < count; i++) {
state.seats[0].amountOverride = 2;
state.seats[1].amountOverride = 2;
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 4 }]);
}
return state;
};
describe("the history panel knows when to redraw", () => {
test("nothing changes while a hand is being played", () => {
const state = tableWithHands(3);
const before = signatureOf(state);
// A whole street of betting touches no part of the log.
state.seats[0].committed = 5;
state.seats[1].folded = true;
state.actingSeatIndex = 2;
state.street = "flop";
assert.equal(signatureOf(state), before, "betting must not force a rebuild");
});
test("settling a hand changes it", () => {
const state = tableWithHands(3);
const before = signatureOf(state);
HoldemState.recordHand(state, [{ id: state.seats[1].id, label: "Ben", amount: 12 }]);
assert.notEqual(signatureOf(state), before);
});
test("clearing the history changes it", () => {
const state = tableWithHands(5);
const before = signatureOf(state);
HoldemState.clearHistory(state);
assert.notEqual(signatureOf(state), before);
});
test("undoing back to a shorter log changes it", () => {
const state = tableWithHands(2);
const snapshot = JSON.parse(JSON.stringify(state));
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 30 }]);
const afterRecord = signatureOf(state);
// The undo path swaps the state's contents in place.
Object.keys(state).forEach(k => delete state[k]);
Object.assign(state, snapshot);
assert.notEqual(signatureOf(state), afterRecord, "an undone hand must disappear from the panel");
});
test("two hands that differ only in payout are told apart", () => {
const a = tableWithHands(1);
const b = tableWithHands(1);
// Same count and hand number; different pot.
b.handHistory[0].pot = a.handHistory[0].pot + 25;
assert.notEqual(signatureOf(a), signatureOf(b));
});
test("the hand counter moving on changes it", () => {
// The counter badge is drawn by the same function, so a new hand number has
// to invalidate even when the log itself is untouched.
const state = tableWithHands(2);
const before = signatureOf(state);
state.handNumber += 1;
assert.notEqual(signatureOf(state), before);
});
test("an empty log has a stable signature of its own", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1] });
const first = signatureOf(state);
assert.equal(signatureOf(state), first);
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "Ann", amount: 4 }]);
assert.notEqual(signatureOf(state), first, "the first hand ever must draw the panel");
});
});
describe("the hand-time cache", () => {
test("the same timestamp is only formatted once, and formats the same", () => {
Render.handTimeCache.clear();
const stamp = Date.UTC(2026, 8, 1, 15, 4);
const first = Render.formatHandTime(stamp);
assert.equal(Render.handTimeCache.size, 1);
const second = Render.formatHandTime(stamp);
assert.equal(second, first);
assert.equal(Render.handTimeCache.size, 1, "not re-formatted");
});
test("different timestamps still format differently", () => {
Render.handTimeCache.clear();
const a = Render.formatHandTime(Date.UTC(2026, 8, 1, 15, 4));
const b = Render.formatHandTime(Date.UTC(2026, 8, 1, 18, 47));
assert.notEqual(a, b);
assert.equal(Render.handTimeCache.size, 2);
});
test("a nonsense timestamp doesn't throw", () => {
Render.handTimeCache.clear();
assert.doesNotThrow(() => Render.formatHandTime(undefined));
assert.doesNotThrow(() => Render.formatHandTime("not a date"));
});
});
+213
View File
@@ -0,0 +1,213 @@
// Randomised whole-hand play against the invariants a dealer would notice being broken.
//
// These ran once, by hand, in a browser console while the betting engine was being
// fixed, and then went away with the tab. The bugs they caught (blinds posted to empty
// chairs, the button skipping players, heads-up acting out of order) are all cases you
// only hit on a particular table shape, so a fixed set of examples misses them. Keeping
// the generator means the next change gets checked against the same thousand tables.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, PotCalculator, HoldemState, Money, makeTable, chipsOnTable, contributions } = require("./load");
// Deterministic PRNG: a failure has to be reproducible from the seed printed with it,
// otherwise a randomised suite is just a flaky one.
function rng(seed) {
let s = seed >>> 0;
return () => {
s = (s * 1664525 + 1013904223) >>> 0;
return s / 4294967296;
};
}
// Plays one hand to completion with random but legal-ish dealer input.
function playHand(random) {
const seatCount = 2 + Math.floor(random() * 9);
const seatIndexes = [...Array(seatCount).keys()];
const seated = seatIndexes.filter(() => random() < 0.7);
if (seated.length < 2) seated.push(...seatIndexes.filter(i => !seated.includes(i)).slice(0, 2 - seated.length));
const bigBlind = [2, 5, 0.5][Math.floor(random() * 3)];
const state = makeTable({
seatCount,
seated,
stack: 0,
smallBlind: bigBlind / 2,
bigBlind,
dealerSeatIndex: Math.floor(random() * seatCount),
});
// Varied stack depths, so short stacks and side pots actually happen.
seated.forEach(i => {
state.seats[i].stack = Money.round(bigBlind * (1 + Math.floor(random() * 60)));
});
const startingChips = chipsOnTable(state);
Betting.beginHand(state);
let guard = 0;
while (!Betting.isHandOver(state) && state.street !== "done" && guard++ < 400) {
if (state.actingSeatIndex === null) {
if (state.street === "river" || !Betting.canStillBet(state)) break;
Betting.closeStreet(state);
continue;
}
const index = state.actingSeatIndex;
const player = state.seats[index];
const toCall = Betting.toCall(state, player);
const roll = random();
if (roll < 0.15) Betting.fold(state, index);
else if (roll < 0.25) Betting.allIn(state, index);
else if (toCall > 0) Betting.call(state, index);
else if (roll < 0.75) Betting.check(state, index);
else Betting.raiseTo(state, index, Betting.minRaiseTo(state));
}
Betting.sweepToHandTotals(state);
return { state, startingChips, seated };
}
describe("randomised hands hold the dealer's invariants", () => {
const HANDS = 1000;
test(`${HANDS} hands never create or destroy a chip`, () => {
const random = rng(20260901);
for (let hand = 0; hand < HANDS; hand++) {
const { state, startingChips } = playHand(random);
assert.equal(
chipsOnTable(state),
startingChips,
`hand ${hand}: chips on the table changed during play`
);
}
});
test(`${HANDS} hands: pots plus uncalled returns always equal the money in`, () => {
const random = rng(778899);
let sidePotHands = 0;
let returnHands = 0;
for (let hand = 0; hand < HANDS; hand++) {
const { state } = playHand(random);
const players = contributions(state);
const inThePot = players.reduce((sum, p) => sum + p.contribution, 0);
if (inThePot <= 0) continue;
// Fold flags can leave nobody live, which the calculator deliberately
// refuses to guess at — that's a dealer correction, not an invariant.
if (players.every(p => p.folded)) continue;
const layered = PotCalculator.layers(players).reduce((s, l) => s + l.amount, 0);
const returned = PotCalculator.uncalledReturns(players).reduce((s, r) => s + r.amount, 0);
assert.equal(
Money.toCents(layered + returned),
Money.toCents(inThePot),
`hand ${hand}: pot breakdown doesn't add up to what went in`
);
if (PotCalculator.layers(players).length > 1) sidePotHands++;
if (returned > 0) returnHands++;
}
assert.ok(sidePotHands > 20, `expected side pots to occur; saw ${sidePotHands}`);
assert.ok(returnHands > 20, `expected uncalled bets to occur; saw ${returnHands}`);
});
test(`${HANDS} hands: what's left after returns is money somebody actually matched`, () => {
// The rule the pot breakdown rests on: you are only called up to what somebody
// else was willing to put in. Once the uncalled chips are handed back, no
// player should still be sitting above every other player at the table.
//
// A single-eligible pot is *not* the thing to look for here — that's legitimate
// when a player called and then folded, leaving dead money one contender
// collects. The bug this guards against is subtler: chips nobody ever matched
// being dressed up as a pot to play for.
const random = rng(13579);
for (let hand = 0; hand < HANDS; hand++) {
const { state } = playHand(random);
const players = contributions(state);
if (players.every(p => p.folded)) continue;
const returns = PotCalculator.uncalledReturns(players);
assert.ok(returns.length <= 1, `hand ${hand}: only the biggest bet can go uncalled`);
returns.forEach(r => {
const player = players.find(p => p.id === r.id);
assert.ok(r.amount <= player.contribution + 0.001, `hand ${hand}: returned more than was put in`);
});
const returned = new Map(returns.map(r => [r.id, r.amount]));
const capped = players.map(p => Money.toCents(p.contribution - (returned.get(p.id) || 0)));
capped.forEach((cents, index) => {
const others = capped.filter((_, i) => i !== index);
const mostAnyoneElsePaid = others.length ? Math.max(...others) : 0;
assert.ok(
cents <= mostAnyoneElsePaid,
`hand ${hand}: a player is still ${Money.fromCents(cents - mostAnyoneElsePaid)} ` +
`above everyone else after returns — that money was never matched`
);
});
}
});
test(`${HANDS} hands: paying the pot out settles it exactly`, () => {
const random = rng(24680);
for (let hand = 0; hand < HANDS; hand++) {
const { state } = playHand(random);
const players = contributions(state);
if (players.every(p => p.folded)) continue;
// Take the uncalled money off first, the way the dealer would.
const returned = new Map(PotCalculator.uncalledReturns(players).map(r => [r.id, r.amount]));
const contested = players.map(p => ({
...p,
contribution: Money.round(p.contribution - (returned.get(p.id) || 0)),
}));
let entries = PotCalculator.buildEntries(contested);
const potBefore = PotCalculator.totalPot(entries);
let paidOut = 0;
let rounds = 0;
while (PotCalculator.getContenders(entries).length > 0 && rounds++ < 30) {
const contenders = PotCalculator.getContenders(entries);
const winner = contenders[Math.floor(random() * contenders.length)];
const result = PotCalculator.resolveRound(entries, [winner.id]);
paidOut += result.perWinner.reduce((s, w) => s + w.amount, 0);
entries = result.updatedEntries;
}
assert.equal(
Money.toCents(paidOut),
Money.toCents(potBefore),
`hand ${hand}: paying out the pot left ${potBefore - paidOut} unaccounted for`
);
}
});
test(`${HANDS} hands: the button and blinds land on real players`, () => {
const random = rng(112233);
for (let hand = 0; hand < HANDS; hand++) {
const seatCount = 2 + Math.floor(random() * 9);
const seated = [...Array(seatCount).keys()].filter(() => random() < 0.6);
if (seated.length < 2) continue;
const state = makeTable({ seatCount, seated, dealerSeatIndex: Math.floor(random() * seatCount) });
HoldemState.advanceButton(state);
assert.ok(state.seats[state.dealerSeatIndex].inHand, `hand ${hand}: button on an empty chair`);
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
assert.ok(state.seats[sbIndex].inHand, `hand ${hand}: small blind on an empty chair`);
assert.ok(state.seats[bbIndex].inHand, `hand ${hand}: big blind on an empty chair`);
assert.notEqual(sbIndex, bbIndex, `hand ${hand}: both blinds on one player`);
if (seated.length === 2) {
assert.ok(headsUp, `hand ${hand}: two players should be heads-up`);
assert.equal(sbIndex, state.dealerSeatIndex, `hand ${hand}: heads-up button posts the small blind`);
}
}
});
});
+99
View File
@@ -0,0 +1,99 @@
// Loads the dealer's browser modules into Node so they can be tested directly.
//
// The modules are plain script-tag files: each one declares a `const` namespace and
// ends with a `module.exports` guard. In the browser they find each other as globals,
// so the same names have to exist on `globalThis` here or `Betting` can't reach
// `HoldemState`. Load order matches the <script> order in TexasHoldem.cshtml.
const path = require("path");
const SRC = path.join(__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "js", "casino", "holdem");
function load(name) {
const mod = require(path.join(SRC, `${name}.js`));
globalThis[name.charAt(0).toUpperCase() + name.slice(1)] = mod;
return mod;
}
const Money = load("money");
const HandRank = load("handRank");
const PotCalculator = load("potCalculator");
const SplitCalculator = load("splitCalculator");
const Betting = load("betting");
const SettleUp = load("settleUp");
const HandHistoryExport = load("handHistoryExport");
// render.js exports { Render } rather than the namespace directly.
const Render = require(path.join(SRC, "render.js")).Render;
globalThis.Render = Render;
// state.js exports `HoldemState`, which doesn't match its filename.
const HoldemState = require(path.join(SRC, "state.js"));
globalThis.HoldemState = HoldemState;
// actionBar.js after state, since its own module-level code reaches for neither but
// its methods reach for both. Loaded last so nothing it touches is still undefined.
const ActionBar = load("actionBar");
// The picker's slot bookkeeping — which slots it is filling, what is already dealt —
// is plain state work and testable here. Only render() and open() touch the DOM.
const CardPicker = load("cardPicker");
// ---- Table builders ----------------------------------------------------------
// A table with `seatCount` chairs where `seated` (a list of seat indexes) are dealt
// in with `stack` chips each. Everything else is the app's own defaults, so a test
// that forgets to set a field gets whatever a real dealer would get.
function makeTable({ seatCount = 6, seated = null, stack = 100, smallBlind = 1, bigBlind = 2, dealerSeatIndex = 0 } = {}) {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, seatCount);
state.smallBlind = smallBlind;
state.bigBlind = bigBlind;
state.dealerSeatIndex = dealerSeatIndex;
const sitting = seated || state.seats.map((_, i) => i);
state.seats.forEach((player, index) => {
player.inHand = sitting.includes(index);
player.stack = sitting.includes(index) ? stack : null;
player.name = `P${index + 1}`;
});
return state;
}
// Total chips the table is accountable for: what's in front of everyone, plus what
// they've pushed in this street, plus what's already banked into the pot.
function chipsOnTable(state) {
return Money.round(
state.seats.reduce(
(sum, p) => sum + (Number(p.stack) || 0) + (Number(p.committed) || 0) + (Number(p.amountOverride) || 0),
0
)
);
}
// Contributions in the shape PotCalculator wants them.
function contributions(state) {
return state.seats
.filter(p => p.inHand)
.map(p => ({
id: p.id,
contribution: Betting.handTotal(p),
folded: p.folded,
}));
}
module.exports = {
Money,
HandRank,
Render,
HandHistoryExport,
PotCalculator,
SplitCalculator,
SettleUp,
Betting,
HoldemState,
ActionBar,
CardPicker,
makeTable,
chipsOnTable,
contributions,
};
+114
View File
@@ -0,0 +1,114 @@
// What happens when the saved table can't be read.
//
// An unreadable save can only become an empty table. What it must not do is become
// one silently and then get written over by the first edit.
const test = require("node:test");
const assert = require("node:assert");
const { HoldemState } = require("./load");
function withStored(value, { readOnly = false } = {}) {
const store = new Map();
if (value !== undefined) store.set(HoldemState.STORAGE_KEY, value);
globalThis.localStorage = {
getItem: key => (store.has(key) ? store.get(key) : null),
setItem(key, val) {
if (readOnly) throw new Error("QuotaExceededError");
store.set(key, val);
},
removeItem: key => store.delete(key),
};
return store;
}
test.beforeEach(() => {
HoldemState.loadFailed = false;
HoldemState.onLoadFailed = null;
});
test.after(() => {
delete globalThis.localStorage;
HoldemState.loadFailed = false;
HoldemState.onLoadFailed = null;
});
test("nothing stored is a new table, not a failure", () => {
withStored(undefined);
const state = HoldemState.load();
assert.equal(HoldemState.loadFailed, false);
assert.ok(Array.isArray(state.seats));
});
test("a good save loads and reports nothing", () => {
const store = withStored(undefined);
const original = HoldemState.createDefault();
original.handNumber = 34;
HoldemState.save(original);
const state = HoldemState.load();
assert.equal(HoldemState.loadFailed, false);
assert.equal(state.handNumber, 34);
assert.equal(store.has(HoldemState.RECOVERY_KEY), false);
});
test("a truncated save is reported rather than silently becoming an empty table", () => {
const good = JSON.stringify(HoldemState.createDefault());
withStored(good.slice(0, Math.floor(good.length * 0.7)));
const state = HoldemState.load();
assert.equal(HoldemState.loadFailed, true);
assert.ok(Array.isArray(state.seats), "it still hands back a usable table");
});
test("valid JSON of the wrong shape counts as unreadable too", () => {
withStored(JSON.stringify({ hello: "world" }));
HoldemState.load();
assert.equal(HoldemState.loadFailed, true);
});
test("the unreadable copy is kept instead of being written over", () => {
// This is the half that matters: whatever a person could have picked out of the
// raw JSON used to be gone the moment the dealer touched a seat.
const broken = '{"seats":[{"name":"Ann","stack":250},{"name":"Ben"';
const store = withStored(broken);
HoldemState.load();
assert.equal(store.get(HoldemState.RECOVERY_KEY), broken);
});
test("a later save doesn't touch the copy that was set aside", () => {
const broken = '{"seats":[{"name":"Ann"';
const store = withStored(broken);
const state = HoldemState.load();
state.handNumber = 2;
HoldemState.save(state);
assert.equal(store.get(HoldemState.RECOVERY_KEY), broken);
assert.notEqual(store.get(HoldemState.STORAGE_KEY), broken);
});
test("the listener fires once, not on every read", () => {
withStored("{not json");
let told = 0;
HoldemState.onLoadFailed = () => { told++; };
HoldemState.load();
HoldemState.load();
HoldemState.load();
assert.equal(told, 1);
});
test("no room to keep the copy is not a crash", () => {
// Storage that refuses writes is exactly the storage most likely to hand back a
// half-written value in the first place.
withStored("{not json", { readOnly: true });
let state;
assert.doesNotThrow(() => { state = HoldemState.load(); });
assert.ok(Array.isArray(state.seats));
assert.equal(HoldemState.loadFailed, true);
});
+260
View File
@@ -0,0 +1,260 @@
// Home games are messy. People walk up mid-hand, storm off mid-hand, argue about
// whose blind it is, and pass the button round three times before anyone deals.
// These are the cases the positional rules quietly get wrong.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, HoldemState, PotCalculator, Money, makeTable, chipsOnTable, contributions } = require("./load");
const potOf = state => HoldemState.totalPot(state);
describe("a player leaves in the middle of a hand", () => {
test("their chips stay in the pot", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3); Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
Betting.sweepToHandTotals(state);
const before = potOf(state);
assert.equal(before, 8);
state.seats[1].inHand = false; // dealer takes them out
assert.equal(potOf(state), before, "the pot must not shrink when a player is taken out");
});
test("they cannot be paid out of a pot they walked away from", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
Betting.sweepToHandTotals(state);
state.seats[1].inHand = false;
const players = state.seats
.filter(p => HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount) > 0)
.map(p => ({
id: p.id,
contribution: HoldemState.computeContribution(p, state.chipLegend, state.basePotAmount),
folded: p.folded || HoldemState.isDeadMoney(p),
}));
const layers = PotCalculator.layers(players);
assert.ok(!layers[0].eligible.includes(state.seats[1].id), "a departed player can't win");
assert.equal(layers.reduce((s, l) => s + l.amount, 0), 6, "but their money is still being played for");
});
test("taking out the player who is to act moves the action on", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
const acting = state.actingSeatIndex;
state.seats[acting].inHand = false;
Betting.passAction(state, acting);
assert.notEqual(state.actingSeatIndex, acting, "the table can't wait on somebody who left");
assert.ok(state.actingSeatIndex === null || state.seats[state.actingSeatIndex].inHand);
});
test("an empty chair still contributes nothing, base pot or not", () => {
// The table-wide default must not be read as an ante from seats nobody is in.
const state = makeTable({ seatCount: 6, seated: [0, 1], dealerSeatIndex: 0 });
state.basePotAmount = 25;
assert.equal(HoldemState.computeContribution(state.seats[4], state.chipLegend, 25), 0);
});
});
describe("a player joins in the middle of a hand", () => {
test("they sit the hand out rather than joining a pot they never paid into", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
Betting.sweepToHandTotals(state);
// Walks up and is dealt in — the app marks them folded for this hand.
state.seats[4].inHand = true;
state.seats[4].stack = 100;
state.seats[4].folded = true;
assert.ok(!Betting.liveSeats(state).some(s => s.index === 4), "not live this hand");
assert.equal(HoldemState.computeContribution(state.seats[4], state.chipLegend, state.basePotAmount), 0);
});
test("they are a full player again on the next hand", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
state.seats[4].inHand = true;
state.seats[4].stack = 100;
state.seats[4].folded = true;
HoldemState.startNextHand(state);
Betting.beginHand(state);
assert.equal(state.seats[4].folded, false);
assert.ok(Betting.liveSeats(state).some(s => s.index === 4), "dealt in like anyone else");
});
});
describe("passing the button around before the cards come out", () => {
test("moving the button re-posts the blinds and keeps the chip count straight", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
const startingChips = chipsOnTable(state);
Betting.beginHand(state);
assert.equal(state.seats[1].committed, 1);
assert.equal(state.seats[2].committed, 2);
state.dealerSeatIndex = 2;
Betting.repostBlinds(state);
assert.equal(state.seats[1].committed, 0, "the old small blind got their chip back");
assert.equal(state.seats[3].committed, 1, "and the new one has posted");
assert.equal(state.seats[0].committed, 2);
assert.equal(chipsOnTable(state), startingChips, "no chips created or lost in the shuffle");
});
test("passing it round many times still balances", () => {
const state = makeTable({ seatCount: 8, seated: [0, 2, 3, 5, 7], dealerSeatIndex: 0 });
const startingChips = chipsOnTable(state);
Betting.beginHand(state);
[2, 5, 7, 3, 0, 5].forEach(seat => {
state.dealerSeatIndex = seat;
Betting.repostBlinds(state);
assert.equal(chipsOnTable(state), startingChips, `chips drifted after passing to seat ${seat}`);
});
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
assert.equal(Betting.committed(state.seats[sbIndex]), 1);
assert.equal(Betting.committed(state.seats[bbIndex]), 2);
});
test("once somebody has acted, the blinds are settled", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
assert.equal(Betting.onlyBlindsIn(state), true, "nothing but blinds so far");
Betting.call(state, 3);
assert.equal(Betting.onlyBlindsIn(state), false, "a call means the blinds are set where they are");
});
});
describe("naming the blinds by hand", () => {
test("a named blind wins over the button order", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
const { sbIndex, bbIndex, manual } = HoldemState.getBlindSeats(state);
assert.equal(sbIndex, 3);
assert.equal(bbIndex, 0);
assert.equal(manual, true);
Betting.beginHand(state);
assert.equal(state.seats[3].committed, 1);
assert.equal(state.seats[0].committed, 2);
assert.equal(state.seats[1].committed, 0, "the positional small blind posts nothing");
});
test("a named blind on a player who isn't dealt in is ignored", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
state.blindOverride = { sbIndex: 4, bbIndex: 0 }; // seat 4 is an empty chair
const { sbIndex, manual } = HoldemState.getBlindSeats(state);
assert.ok(!manual, "falls back to the button order rather than posting to nobody");
assert.ok(state.seats[sbIndex].inHand);
});
test("both blinds on one player is refused", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], dealerSeatIndex: 0 });
state.blindOverride = { sbIndex: 1, bbIndex: 1 };
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
assert.notEqual(sbIndex, bbIndex);
});
test("naming blinds heads-up still acts in the right order", () => {
const state = makeTable({ seatCount: 6, seated: [2, 5], dealerSeatIndex: 2 });
state.blindOverride = { sbIndex: 5, bbIndex: 2 }; // deliberately the reverse
Betting.beginHand(state);
assert.equal(state.seats[5].committed, 1);
assert.equal(state.seats[2].committed, 2);
assert.equal(state.actingSeatIndex, 5, "the small blind acts first pre-flop heads-up");
Betting.call(state, 5);
Betting.check(state, 2);
Betting.closeStreet(state);
assert.equal(state.actingSeatIndex, 2, "and the big blind leads after the flop");
});
test("the naming only lasts the hand it was made for", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
state.blindOverride = { sbIndex: 3, bbIndex: 0 };
Betting.beginHand(state);
HoldemState.startNextHand(state);
assert.equal(state.blindOverride, null, "blinds go back to following the button");
});
});
describe("the first hand on a fresh table", () => {
test("the button never starts on an empty chair", () => {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, 9);
[4, 6, 7].forEach(i => { state.seats[i].inHand = true; state.seats[i].stack = 100; });
assert.equal(state.dealerSeatIndex, 0, "a fresh table starts the button on seat 1");
assert.equal(state.seats[0].inHand, false, "which nobody is sitting in");
Betting.beginHand(state);
assert.ok(state.seats[state.dealerSeatIndex].inHand, "the button moved to a real player");
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
assert.ok(state.seats[sbIndex].inHand);
assert.ok(state.seats[bbIndex].inHand);
assert.notEqual(sbIndex, bbIndex);
});
test("a table that empties out around the button recovers", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 3 });
state.seats[3].inHand = false; // the player holding the button leaves
HoldemState.ensureButtonOnPlayer(state);
assert.ok(state.seats[state.dealerSeatIndex].inHand);
});
test("two players left after everyone else walks is heads-up, blinds reversed", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
[2, 3].forEach(i => { state.seats[i].inHand = false; });
HoldemState.startNextHand(state);
Betting.beginHand(state);
const { sbIndex, headsUp } = HoldemState.getBlindSeats(state);
assert.equal(headsUp, true);
assert.equal(sbIndex, state.dealerSeatIndex, "heads-up the button posts the small blind");
});
});
describe("chips survive a messy table", () => {
test("joining, leaving and passing the button never changes the chip count", () => {
const state = makeTable({ seatCount: 8, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[6].stack = 100; // sitting down but not dealt in yet
const startingChips = chipsOnTable(state);
Betting.beginHand(state);
state.dealerSeatIndex = 2;
Betting.repostBlinds(state);
state.seats[6].inHand = true; // walks up mid-hand
state.seats[6].folded = true;
assert.equal(chipsOnTable(state), startingChips);
Betting.call(state, state.actingSeatIndex);
state.seats[1].inHand = false; // and someone storms off
Betting.sweepToHandTotals(state);
assert.equal(chipsOnTable(state), startingChips, "every chip is still accounted for");
assert.equal(
Money.toCents(potOf(state) + state.seats.reduce((s, p) => s + (Number(p.stack) || 0), 0)),
Money.toCents(startingChips),
"and the pot plus the stacks is the whole table"
);
});
});
+155
View File
@@ -0,0 +1,155 @@
// Taking a hand back.
//
// The rulings sheet in this tool has told dealers to redeal since the day it was
// written — first card to the wrong seat, a seat entitled to a hand dealt out, one of
// the first two cards exposed — and the tool had no way to do it. The only control that
// ended a live hand was Next Hand, which says out loud that it takes the money off the
// table without paying anybody. That is right for an abandoned pot and wrong for a
// misdeal, where the blinds and the calls belong to the people who put them in.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Money, Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
const dealt = (extra = {}) => {
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 5, bigBlind: 10, dealerSeatIndex: 0, ...extra });
Betting.beginHand(state);
return state;
};
describe("the money", () => {
test("goes back to the people who put it in", () => {
const state = dealt();
const before = state.seats.map(p => Betting.stackOf(state, p) + Betting.committed(p));
Betting.takeHandBack(state);
assert.deepEqual(state.seats.map(p => Betting.stackOf(state, p)), before);
});
test("including calls and raises, not just the blinds", () => {
const state = dealt();
Betting.raiseTo(state, state.actingSeatIndex, 40);
Betting.call(state, state.actingSeatIndex);
assert.ok(Betting.potSoFar(state) > 50, "there is real money in the middle");
const taken = Betting.takeHandBack(state);
assert.equal(taken.total, 95, "blinds and both wagers");
assert.deepEqual(state.seats.map(p => Betting.stackOf(state, p)), [200, 200, 200, 200, 200, 200]);
});
test("and across streets, once chips have been swept into hand totals", () => {
const state = dealt();
[3, 4, 5, 0, 1, 2].forEach(seat => {
if (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex);
});
Betting.closeStreet(state);
assert.ok(state.seats.some(p => (Number(p.amountOverride) || 0) > 0), "the flop's money is banked");
Betting.takeHandBack(state);
assert.deepEqual(state.seats.map(p => Betting.stackOf(state, p)), [200, 200, 200, 200, 200, 200]);
assert.deepEqual(state.seats.map(p => p.amountOverride), [null, null, null, null, null, null]);
});
test("the table has exactly the chips it started with", () => {
const fresh = makeTable({ seatCount: 6, stack: 200, smallBlind: 5, bigBlind: 10 });
const total = chipsOnTable(fresh);
const state = dealt();
Betting.raiseTo(state, state.actingSeatIndex, 40);
Betting.takeHandBack(state);
assert.equal(chipsOnTable(state), total);
});
test("nothing is thrown away — the discard pile doesn't move", () => {
const state = dealt();
state.discarded = 8;
Betting.takeHandBack(state);
assert.equal(state.discarded, 8, "a misdeal is not an abandoned pot");
});
test("it says what went back and to whom", () => {
const state = dealt();
const taken = Betting.takeHandBack(state);
assert.equal(taken.returned.length, 2, "the two blinds");
assert.deepEqual(taken.returned.map(r => r.amount).sort((a, b) => a - b), [5, 10]);
assert.ok(taken.returned.every(r => r.name), "named, because the dealer says it out loud");
});
});
describe("the table afterwards", () => {
test("is waiting to deal the same hand again", () => {
const state = dealt();
Betting.takeHandBack(state);
assert.equal(state.bettingOpen, false, "the dealer says when");
assert.equal(state.street, "preflop");
assert.equal(state.actingSeatIndex, null);
assert.equal(state.currentBet, 0);
});
test("keeps the button where it was — a misdeal is not the next hand", () => {
const state = dealt({ dealerSeatIndex: 3 });
const handNumber = state.handNumber;
Betting.takeHandBack(state);
assert.equal(state.dealerSeatIndex, 3);
assert.equal(state.handNumber, handNumber, "no hand has been played");
assert.equal((state.handHistory || []).length, 0, "and none is logged");
});
test("keeps the straddle, which was announced and still stands", () => {
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 5, bigBlind: 10 });
state.straddleCount = 1;
Betting.beginHand(state);
assert.deepEqual(state.postedStraddles, [3]);
Betting.takeHandBack(state);
assert.equal(state.straddleCount, 1, "still on for the redeal");
assert.deepEqual(state.postedStraddles, [], "but nothing is out there yet");
Betting.beginHand(state);
assert.deepEqual(state.postedStraddles, [3], "and it goes out again");
});
test("clears the cards and the folds, because none of it happened", () => {
const state = dealt();
state.seats[3].cards = ["As", "Kd"];
Betting.fold(state, 3);
Betting.takeHandBack(state);
assert.deepEqual(state.seats[3].cards, ["", ""]);
assert.equal(state.seats[3].folded, false);
assert.ok(state.seats.every(p => !p.hasActed));
});
test("deals again cleanly, with the same blinds on the same players", () => {
const state = dealt();
const first = state.seats.map(p => Betting.committed(p));
Betting.takeHandBack(state);
Betting.beginHand(state);
assert.deepEqual(state.seats.map(p => Betting.committed(p)), first);
});
});
describe("the bank still balances", () => {
test("through a misdeal and the redeal after it", () => {
const state = dealt();
state.seats.forEach(p => { p.buyIns = 200; });
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
Betting.raiseTo(state, state.actingSeatIndex, 60);
Betting.takeHandBack(state);
assert.equal(HoldemState.bankReconciliation(state).balanced, true);
Betting.beginHand(state);
const bank = HoldemState.bankReconciliation(state);
assert.equal(bank.balanced, true);
assert.equal(bank.cashIn, 1200);
});
});
describe("taking back a hand nobody had money in", () => {
test("is harmless: no blinds, nothing moves", () => {
const state = makeTable({ seatCount: 6, stack: 200, smallBlind: 0, bigBlind: 0 });
Betting.beginHand(state);
const taken = Betting.takeHandBack(state);
assert.equal(taken.total, 0);
assert.deepEqual(taken.returned, []);
assert.equal(state.bettingOpen, false);
});
});
+141
View File
@@ -0,0 +1,141 @@
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Money, HandHistoryExport } = require("./load");
describe("Money.format", () => {
test("whole amounts drop the pointless cents", () => {
assert.equal(Money.format(12), "$12");
assert.equal(Money.format(450), "$450");
assert.equal(Money.format(1250000), "$1,250,000");
assert.equal(Money.format(0), "$0");
});
test("amounts that carry cents still show them", () => {
assert.equal(Money.format(12.5), "$12.50");
assert.equal(Money.format(0.25), "$0.25");
assert.equal(Money.format(3.01), "$3.01");
});
test("a quarter-blind game reads exactly as it did", () => {
// The case that would be ruined by dropping cents unconditionally.
[0.25, 0.5, 1.75, 12.05].forEach(v => {
assert.match(Money.format(v), /\.\d\d$/, `${v} lost its cents`);
});
});
test("floating-point dust doesn't invent cents", () => {
assert.equal(Money.format(0.1 + 0.2), "$0.30");
assert.equal(Money.format(1.0000000001), "$1");
});
test("signed amounts put the sign out front, both scales", () => {
assert.equal(Money.formatSigned(87500), "+$87,500");
assert.equal(Money.formatSigned(-87500), "-$87,500");
assert.equal(Money.formatSigned(-12.5), "-$12.50");
assert.equal(Money.formatSigned(0), "$0");
});
test("rubbish in doesn't produce rubbish out", () => {
assert.equal(Money.format(null), "$0");
assert.equal(Money.format(undefined), "$0");
assert.equal(Money.format("nonsense"), "$0");
});
});
describe("Money.forSheet", () => {
test("a bare number a spreadsheet will add up", () => {
assert.equal(Money.forSheet(1250000), "1250000.00");
assert.equal(Money.forSheet(12.5), "12.50");
assert.equal(Money.forSheet(-87500), "-87500.00");
});
test("no currency symbol and no thousands separators", () => {
const written = Money.forSheet(1234567.89);
assert.ok(!written.includes("$"), "a $ makes the cell text");
assert.ok(!written.includes(","), "a comma makes the cell text");
assert.equal(Number(written), 1234567.89, "and it parses straight back to a number");
});
});
describe("the exported CSV", () => {
const history = [
{ handNumber: 2, timestamp: 0, pot: 1250000, payouts: [{ id: "a", label: "Alexandra", amount: 1250000 }] },
{ handNumber: 1, timestamp: 0, pot: 24.5, payouts: [{ id: "b", label: "Bob", amount: 24.5 }] },
];
const standings = [
{ id: "a", name: "Alexandra", in: 1250000, won: 1250000, net: 0, boughtIn: 3200000, chipsNow: 3200000, cashPosition: 0 },
{ id: "b", name: "Bob", in: 24.5, won: 0, net: -24.5, boughtIn: 100, chipsNow: 75.5, cashPosition: -24.5 },
];
// Splitting on commas isn't good enough: the timestamp column legitimately holds
// one ("1/1/1970, 5:00:00 PM") and is quoted for exactly that reason.
const splitRow = line => {
const fields = [];
let field = "";
let quoted = false;
for (let i = 0; i < line.length; i++) {
const c = line[i];
if (quoted) {
if (c === '"' && line[i + 1] === '"') { field += '"'; i++; }
else if (c === '"') quoted = false;
else field += c;
} else if (c === '"') quoted = true;
else if (c === ",") { fields.push(field); field = ""; }
else field += c;
}
fields.push(field);
return fields;
};
test("every money cell parses as a number", () => {
const csv = HandHistoryExport.toCsv(history, standings);
const lines = csv.split("\r\n");
lines.slice(1, 3).forEach(line => {
const cell = splitRow(line)[2]; // Pot
assert.ok(cell !== "" && !Number.isNaN(Number(cell)), `pot cell "${cell}" isn't a number`);
});
// Standings rows: the money columns have to be numeric. Named rather than
// "everything after the first", which is what this used to say — the row now
// ends with a Notes column carrying whatever the dealer typed against the seat,
// and that is text by definition. The point of this test is that a column
// somebody totals adds up, so it checks the columns somebody totals.
const standingsStart = lines.findIndex(l => l.startsWith("Player,"));
const header = splitRow(lines[standingsStart]);
const moneyColumns = ["Paid In", "Won", "Net", "Bought In", "Chips Now", "Up/Down"]
.map(name => {
const index = header.indexOf(name);
assert.ok(index > 0, `the standings header should still have a ${name} column`);
return index;
});
lines.slice(standingsStart + 1).filter(Boolean).forEach(line => {
const cells = splitRow(line);
moneyColumns.forEach(index => {
const cell = cells[index];
assert.ok(cell !== "" && !Number.isNaN(Number(cell)),
`standings cell "${cell}" in column ${header[index]} isn't a number`);
});
});
});
test("a million-dollar pot doesn't need quoting any more", () => {
const csv = HandHistoryExport.toCsv(history, []);
assert.ok(csv.includes("1250000.00"), "written plainly");
assert.ok(!csv.includes('"$1,250,000'), "not as a quoted, unsummable string");
});
test("names and payout descriptions stay human", () => {
const csv = HandHistoryExport.toCsv(history, standings);
assert.ok(csv.includes("Alexandra"), "the name column is still a name");
assert.ok(csv.includes("Alexandra: $1,250,000"), "the payout column still reads like a sentence");
});
test("a name with a comma is still quoted properly", () => {
const csv = HandHistoryExport.toCsv([], [
{ id: "x", name: "Smith, John", in: 0, won: 0, net: 0, boughtIn: 0, chipsNow: 0, cashPosition: 0 },
]);
assert.ok(csv.includes('"Smith, John"'), "the CSV escaping still applies where it's needed");
});
});
+133
View File
@@ -0,0 +1,133 @@
// One question, one answer.
//
// The round before this found the bank check and the standings reading `seat.stack`
// where the felt reads the table's starting stack — two parts of the tool disagreeing
// about how much money is on the table. This is the sweep that followed: everywhere
// else the same two questions get asked, asked the same way.
//
// "What is this seat holding?" -> HoldemState.chipsHeldBy
// "Is anybody in this chair?" -> HoldemState.seatInPlay
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { HoldemState, Betting, SettleUp } = require("./load");
const openedOnTheDefault = (stack = 200) => {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, 6);
state.defaultStack = stack;
["Ann", "Ben", "Cal"].forEach((name, i) => {
state.seats[i].name = name;
state.seats[i].inHand = true;
state.seats[i].buyIns = stack;
});
return state;
};
describe("what a seat is holding", () => {
test("is the same number the felt plays with", () => {
const state = openedOnTheDefault();
state.seats.forEach((player, i) => {
if (i > 2) return;
assert.equal(HoldemState.chipsHeldBy(state, player), Betting.stackOf(state, player));
});
});
test("and is nothing at all for an empty chair", () => {
const state = openedOnTheDefault();
// Betting's own answer for an empty chair is the table default, because it is
// only ever asked about seats that are in a hand. The money side has to ask
// about all ten chairs, so it checks whether anybody is in them first.
assert.equal(Betting.stackOf(state, state.seats[5]), 200);
assert.equal(HoldemState.chipsHeldBy(state, state.seats[5]), 0);
});
test("counts a stack the dealer typed over the table's default", () => {
const state = openedOnTheDefault();
state.seats[0].stack = 75;
assert.equal(HoldemState.chipsHeldBy(state, state.seats[0]), 75);
});
});
describe("is anybody in this chair", () => {
const empty = () => HoldemState.createDefault().seats[0];
test("an untouched chair is empty", () => {
assert.equal(HoldemState.seatInPlay(empty()), false);
assert.equal(HoldemState.seatInPlay(null), false);
});
test("a name, chips, cash, a bet or a dealt hand all count", () => {
[
["a name", p => { p.name = "Ann"; }],
["chips", p => { p.stack = 50; }],
["cash taken", p => { p.buyIns = 100; }],
["a bet in front of them", p => { p.committed = 5; }],
["money already swept in", p => { p.amountOverride = 20; }],
["a hand dealt to them", p => { p.inHand = true; }],
].forEach(([what, mark]) => {
const seat = empty();
mark(seat);
assert.equal(HoldemState.seatInPlay(seat), true, what);
});
});
test("whitespace is not a name", () => {
const seat = empty();
seat.name = " ";
assert.equal(HoldemState.seatInPlay(seat), false);
});
});
describe("the parts that used to disagree", () => {
test("the open seats and the seat count see the same empty chairs", () => {
const state = openedOnTheDefault();
// Three players, six chairs.
assert.deepEqual(HoldemState.openSeats(state), [3, 4, 5]);
const occupied = state.seats.filter(p => HoldemState.seatInPlay(p)).length;
assert.equal(occupied + HoldemState.openSeats(state).length, state.seats.length);
});
test("a chair holding only a dealt hand is not offered to the waiting list", () => {
// The old test looked at name, buy-ins and stack. A seat marked in-hand with
// none of those would have been handed to the next person in the queue, on top
// of whoever was already playing it.
const state = openedOnTheDefault();
state.seats[4].inHand = true;
assert.deepEqual(HoldemState.openSeats(state), [3, 5]);
HoldemState.addToWaitingList(state, "Priya");
const result = HoldemState.seatFromWaitingList(state, state.waitingList[0].id, 4);
assert.equal(result.ok, false);
});
test("the bank, the standings and the settle-up all price the night the same way", () => {
const state = openedOnTheDefault();
state.seats[0].stack = 320; // Ann is up
state.seats[1].stack = 80; // Ben is down
const bank = HoldemState.bankReconciliation(state);
const standings = HoldemState.sessionStandings(state);
const chipsFromStandings = standings
.filter(row => !row.cashedOut)
.reduce((sum, row) => sum + row.chipsInFront, 0);
assert.equal(bank.chipsInPlay, chipsFromStandings, "same chips on the table");
assert.equal(bank.balanced, true);
// And the payments the dealer is told to make add up to the same money.
const plan = SettleUp.plan(standings);
const owed = standings.reduce((sum, row) => sum + Math.max(0, row.cashPosition), 0);
const paid = plan.payments.reduce((sum, row) => sum + row.amount, 0);
assert.equal(paid + (plan.shortBy || 0) - (plan.overBy || 0), owed);
});
test("a player still holding the table's starting stack is in all three", () => {
const state = openedOnTheDefault();
const standings = HoldemState.sessionStandings(state);
assert.equal(standings.length, 3);
assert.deepEqual(standings.map(row => row.chipsInFront), [200, 200, 200]);
assert.equal(HoldemState.bankReconciliation(state).chipsInPlay, 600);
assert.deepEqual(SettleUp.plan(standings).payments, [], "everyone is even, so nobody pays anybody");
});
});
+100
View File
@@ -0,0 +1,100 @@
// Noticing that the same table is open twice.
//
// Two tabs each hold their own copy in memory and each save writes the whole thing,
// so the second one to act throws the first one's work away. This doesn't merge them
// — replacing a table under a dealer's hands mid-hand would be its own hazard — it
// notices, which is what lets them decide.
const test = require("node:test");
const assert = require("node:assert");
const { HoldemState } = require("./load");
function withWindow() {
const listeners = [];
globalThis.window = {
addEventListener(type, fn) { if (type === "storage") listeners.push(fn); },
removeEventListener(type, fn) {
const i = listeners.indexOf(fn);
if (i >= 0) listeners.splice(i, 1);
},
};
return {
listeners,
fire(key) { listeners.forEach(fn => fn({ key })); },
};
}
test.beforeEach(() => {
HoldemState.otherTabActive = false;
HoldemState.onOtherTab = null;
HoldemState.tabWatcher = null;
});
test.after(() => {
delete globalThis.window;
HoldemState.otherTabActive = false;
HoldemState.onOtherTab = null;
HoldemState.tabWatcher = null;
});
test("a write to this table from elsewhere is noticed", () => {
const win = withWindow();
let told = 0;
HoldemState.onOtherTab = () => { told++; };
HoldemState.watchOtherTabs();
win.fire(HoldemState.STORAGE_KEY);
assert.equal(HoldemState.otherTabActive, true);
assert.equal(told, 1);
});
test("somebody else's storage key is not our business", () => {
const win = withWindow();
let told = 0;
HoldemState.onOtherTab = () => { told++; };
HoldemState.watchOtherTabs();
win.fire("some.other.app.state");
win.fire(HoldemState.RECOVERY_KEY);
assert.equal(HoldemState.otherTabActive, false);
assert.equal(told, 0);
});
test("told once, however many times the other tab acts", () => {
const win = withWindow();
let told = 0;
HoldemState.onOtherTab = () => { told++; };
HoldemState.watchOtherTabs();
for (let i = 0; i < 10; i++) win.fire(HoldemState.STORAGE_KEY);
assert.equal(told, 1);
});
test("watching twice doesn't listen twice", () => {
const win = withWindow();
HoldemState.watchOtherTabs();
HoldemState.watchOtherTabs();
HoldemState.watchOtherTabs();
assert.equal(win.listeners.length, 1);
});
test("no listener set is not an error", () => {
const win = withWindow();
HoldemState.onOtherTab = null;
HoldemState.watchOtherTabs();
assert.doesNotThrow(() => win.fire(HoldemState.STORAGE_KEY));
assert.equal(HoldemState.otherTabActive, true);
});
test("no window at all is not an error", () => {
// The same modules are loaded in Node by the test harness.
delete globalThis.window;
HoldemState.tabWatcher = null;
assert.doesNotThrow(() => HoldemState.watchOtherTabs());
assert.equal(HoldemState.otherTabActive, false);
});
+218
View File
@@ -0,0 +1,218 @@
// What a shut sidebar panel says about itself.
//
// The sidebar is eight <details>, every one exactly 60px tall with nothing in it but
// its own name — 480px of a phone's screen and 480px of a 660px desktop column, saying
// "Standings", "Hands", "Waiting list" and nothing else. Whether the box balances,
// whether anyone is waiting for a seat, how many hands have been played: the page had
// all three worked out and charged a tap for each of them, on rows two thirds empty.
//
// So each one now carries the fact you would have opened it for. Two rules hold this
// together, and both are checked here.
//
// A glance appears only when it has something a dealer would act on. Eight rows that
// always say something are eight rows that say nothing again, and a row reading
// "Nobody waiting" all night is the clutter this went in to remove.
//
// And a glance never says something the panel under it would contradict. It is the
// panel's own sentence with the explanation taken off, so it has to be read off the
// same state — never off the panel's DOM, which for a shut <details> isn't rendered
// at all.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Render, HoldemState, makeTable } = require("./load");
const glances = state => Render.panelGlances(state);
const textOf = (state, id) => (glances(state)[id] || {}).text;
// A table part-way through a night: money on it, so the bank check has an opinion.
const night = () => {
const state = makeTable({ seatCount: 9, seated: [0, 1, 2, 3, 4], stack: 200,
smallBlind: 5, bigBlind: 10 });
state.seats.slice(0, 5).forEach(p => { p.buyIns = 200; });
return state;
};
describe("the rows that always have something to say", () => {
test("the table's own shape and stakes", () => {
assert.equal(textOf(night(), "glanceTableSetup"), "9 seats · $5/$10");
});
test("and the stakes drop out rather than reading as free", () => {
// A table set up with no blinds yet is a real state — it is what the panel
// opens on — and "9 seats · $0/$0" would be a claim about the game rather
// than an admission that nobody has said yet.
const state = night();
state.smallBlind = 0;
state.bigBlind = 0;
assert.equal(textOf(state, "glanceTableSetup"), "9 seats");
});
test("the chip values, as a range rather than a count of rows", () => {
// "Are the values right for tonight's set" is the question this answers.
// Five colours is the answer to a different one.
assert.equal(textOf(night(), "glanceChips"), "5 colours · $1–$500");
});
test("with a chip nobody has priced yet left out of the range", () => {
// A blank row in the legend is a chip the dealer hasn't got to, not a
// zero-dollar chip — and letting it in would read the range as starting at $0.
const state = night();
state.chipLegend.push({ id: "pink", color: "#ff88aa", value: 0 });
assert.equal(textOf(state, "glanceChips"), "5 colours · $1–$500");
});
test("and one chip is a value, not a range of one", () => {
const state = night();
state.chipLegend = [{ id: "red", color: "#c0392b", value: 5 }];
assert.equal(textOf(state, "glanceChips"), "1 colour · $5");
});
});
describe("the bank check, which is the one worth a colour", () => {
test("says so when the cash covers the chips", () => {
const state = night();
const { text, tone } = glances(state).glanceStandings;
assert.equal(text, "Balanced");
assert.equal(tone, "ok");
});
test("and names the gap when it doesn't", () => {
// Chips on the table that nobody paid for. The glance is the alarm and the
// amount; which seat is holding them is a paragraph, and that is the half
// that stays behind the tap.
const state = night();
state.seats[0].buyIns = 100;
const { text, tone } = glances(state).glanceStandings;
assert.equal(text, "Off by $100");
assert.equal(tone, "warn");
});
test("the same way round when the cash is the side that's over", () => {
// One word covers both signs on purpose: the number and the alarm are what a
// dealer acts on, and "short" against "over" is a direction they would have to
// hold in their head to read. The panel says which way in a sentence.
const state = night();
state.seats[0].buyIns = 400;
const { text, tone } = glances(state).glanceStandings;
assert.equal(text, "Off by $200");
assert.equal(tone, "warn");
});
test("and stays quiet over a table nobody has bought into", () => {
// The panel hides its own check here for the same reason. A glance reading
// "Balanced" over an empty table is answering for a count never taken.
const state = makeTable({ seatCount: 9, seated: [], smallBlind: 5, bigBlind: 10 });
state.seats.forEach(p => { p.stack = null; p.buyIns = 0; });
assert.equal(textOf(state, "glanceStandings"), "");
assert.equal(glances(state).glanceStandings.tone, "");
});
test("and agrees with the sentence the panel would print", () => {
// The two are read off one call apiece and must never disagree — a glance
// saying "Balanced" over a panel saying "$40 more in chips than cash taken"
// is worse than no glance at all.
[0, 100, 400].forEach(buyIn => {
const state = night();
state.seats[0].buyIns = buyIn;
const bank = HoldemState.bankReconciliation(state);
const { text, tone } = glances(state).glanceStandings;
assert.equal(tone === "ok", bank.balanced, `buy-in ${buyIn}`);
if (!bank.balanced) {
assert.ok(text.includes(String(Math.abs(bank.difference))),
`${text} doesn't carry the panel's own ${bank.difference}`);
}
});
});
});
describe("the rows that stay quiet until they have news", () => {
test("nobody waiting, no note, no hands played yet", () => {
const state = night();
assert.equal(textOf(state, "glanceWaiting"), "");
assert.equal(textOf(state, "glanceHands"), "");
assert.equal(textOf(state, "glanceNotes"), "");
});
test("and speak up the moment they do", () => {
const state = night();
state.waitingList = [{ id: "w1", name: "Nadia" }, { id: "w2", name: "Owen" }];
state.handHistory = [{ handNumber: 1, pot: 120, payouts: [], ledger: [] }];
assert.equal(textOf(state, "glanceWaiting"), "2 waiting");
assert.equal(textOf(state, "glanceHands"), "1 hand");
});
test("counting one of something as one of it", () => {
const state = night();
state.waitingList = [{ id: "w1", name: "Nadia" }];
state.handHistory = [{ handNumber: 1, pot: 120, payouts: [], ledger: [] },
{ handNumber: 2, pot: 80, payouts: [], ledger: [] }];
assert.equal(textOf(state, "glanceWaiting"), "1 waiting");
assert.equal(textOf(state, "glanceHands"), "2 hands");
});
test("and a note shows which note it is, not that there is one", () => {
// "Has notes" costs a tap to learn anything, which is the whole failure this
// is fixing. The text is what identifies it; the row's own width ellipsises.
const state = night();
state.notes = "Sam owes Dee $20 from last night";
assert.equal(textOf(state, "glanceNotes"), "Sam owes Dee $20 from last night");
});
test("reading past the blank lines a note gets typed under", () => {
// Notes get written as a list — a heading, a blank line, then the thing. The
// first line of the string is regularly not the first line of the note.
const state = night();
state.notes = "\n \n Sam owes Dee $20\nand Ted owes Al $5";
assert.equal(textOf(state, "glanceNotes"), "Sam owes Dee $20");
});
test("and a note of nothing but whitespace is no note", () => {
const state = night();
state.notes = "\n\n \t \n";
assert.equal(textOf(state, "glanceNotes"), "");
});
});
describe("what the row is allowed to be", () => {
const ROWS = ["glanceTableSetup", "glanceStandings", "glanceWaiting",
"glanceHands", "glanceChips", "glanceNotes"];
test("every glance the sidebar renders is one this knows about", () => {
// The list drives the DOM writes, so a glance computed and never listed is a
// row that silently keeps its old text for the rest of the night.
const state = night();
assert.deepEqual(Object.keys(glances(state)).sort(), [...ROWS].sort());
assert.deepEqual([...Render.PANEL_GLANCES].sort(), [...ROWS].sort());
});
test("and none of them is a paragraph", () => {
// The row is 44px of a 320px column with a label already on it. Anything
// long enough to need the panel's room belongs in the panel.
const state = night();
state.waitingList = [{ id: "w1", name: "Nadia" }];
state.handHistory = [{ handNumber: 1, pot: 120, payouts: [], ledger: [] }];
ROWS.filter(id => id !== "glanceNotes").forEach(id => {
const text = textOf(state, id);
assert.ok(text.length <= 24, `${id} is ${text.length} chars: "${text}"`);
assert.ok(!text.includes("\n"), `${id} has a line break in it`);
});
});
test("including a note, which is trimmed to one line and left to the ellipsis", () => {
// The one glance whose length isn't ours to choose. It must still be a single
// line — a second one would make the row taller, and the row is what holds the
// sidebar to eight equal slabs.
const state = night();
state.notes = "x".repeat(400) + "\nsecond line";
const text = textOf(state, "glanceNotes");
assert.ok(!text.includes("\n"));
assert.equal(text, "x".repeat(400));
});
test("and a state that isn't there yet asks for nothing", () => {
// renderAll runs before the first load has finished on a cold open.
assert.deepEqual(Render.panelGlances(null), {});
assert.deepEqual(Render.panelGlances(undefined), {});
});
});
+238
View File
@@ -0,0 +1,238 @@
// Somebody who walks up and sits down after the blinds have gone past them.
//
// Dealing them straight in is a free hand in late position — which is what posting
// exists to stop, and it comes out of everybody else's night a couple of dollars at a
// time. The tool used to do it silently. It now says so, and takes the post if the
// dealer says to.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { HoldemState, Betting, makeTable } = require("./load");
const NAMES = ["Ann", "Ben", "Cal", "Dee"];
const table = (dealerSeatIndex = 0) => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200, dealerSeatIndex });
NAMES.forEach((name, i) => { state.seats[i].name = name; });
return state;
};
// Eve walks up and takes seat 5 while the table is running.
const seatEve = state => {
state.seats[4].name = "Eve";
state.seats[4].inHand = true;
state.seats[4].stack = 200;
state.seats[4].buyIns = 200;
return 4;
};
const debtors = state => {
const { bbIndex } = HoldemState.getBlindSeats(state);
return HoldemState.blindDebtors(state, bbIndex).map(i => state.seats[i].name);
};
describe("who is owed a blind", () => {
test("nobody, at a table that hasn't dealt a hand yet", () => {
// Everyone is new on the first hand. Asking the whole table to post would be
// the tool mistaking the start of the night for five people walking up late.
const state = table();
assert.deepEqual(debtors(state), []);
});
test("nobody, on an ordinary hand where the same people are still sitting there", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
assert.deepEqual(debtors(state), []);
});
test("the player who has just sat down", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
seatEve(state);
assert.deepEqual(debtors(state), ["Eve"]);
});
test("not once they've been dealt a hand", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
seatEve(state);
Betting.beginHand(state);
HoldemState.startNextHand(state);
assert.deepEqual(debtors(state), [], "she's one of the regulars now");
});
test("not somebody who is the big blind this hand — they're paying already", () => {
const state = table(0); // blinds Ben and Cal
Betting.beginHand(state);
HoldemState.startNextHand(state); // blinds move to Cal and Dee
// Dee sits out for a hand and comes straight back into her own big blind.
state.seats[3].inHand = false;
Betting.beginHand(state);
HoldemState.startNextHand(state);
state.seats[3].inHand = true;
const { bbIndex } = HoldemState.getBlindSeats(state);
assert.ok(!HoldemState.blindDebtors(state, bbIndex).includes(bbIndex),
"the big blind is never asked to post on top of their blind");
});
test("somebody back from sitting out is owed one just like a newcomer", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
state.seats[3].inHand = false; // Dee stands up for a hand
Betting.beginHand(state);
HoldemState.startNextHand(state);
state.seats[3].inHand = true; // and sits back down
assert.ok(debtors(state).includes("Dee"), "the blinds went past her while she was up");
});
test("a seat sat out for having no chips isn't owed anything", () => {
// They aren't being dealt in, so there's no free hand to charge for.
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
const eve = seatEve(state);
state.seats[eve].stack = 0;
const preview = Betting.blindPreview(state);
assert.ok(!preview.debtors.includes(eve), "she's sitting out until she buys chips");
});
});
describe("posting to come in", () => {
test("the post goes in the middle and buys a hand", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
const eve = seatEve(state);
state.postingIn = [state.seats[eve].id];
const before = Betting.stackOf(state, state.seats[eve]);
Betting.beginHand(state);
assert.equal(Betting.committed(state.seats[eve]), state.bigBlind, "she's posted a big blind");
assert.equal(Betting.stackOf(state, state.seats[eve]), before - state.bigBlind,
"out of her own stack, not conjured");
assert.equal(state.currentBet, state.bigBlind, "and it doesn't raise the hand");
});
test("not posting leaves her stack alone", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
const eve = seatEve(state);
const before = Betting.stackOf(state, state.seats[eve]);
Betting.beginHand(state);
assert.equal(Betting.committed(state.seats[eve]), 0);
assert.equal(Betting.stackOf(state, state.seats[eve]), before);
});
test("the pot is what the blinds and the post add up to", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
const eve = seatEve(state);
state.postingIn = [state.seats[eve].id];
Betting.beginHand(state);
const middle = state.seats.reduce((sum, p) => sum + Betting.committed(p), 0);
assert.equal(middle, state.smallBlind + state.bigBlind + state.bigBlind);
});
test("it's spent after the hand, not a standing charge", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
const eve = seatEve(state);
state.postingIn = [state.seats[eve].id];
Betting.beginHand(state);
HoldemState.startNextHand(state);
assert.deepEqual(state.postingIn, [], "or she'd pay an extra blind every hand all night");
Betting.beginHand(state);
assert.ok(Betting.committed(state.seats[eve]) === 0 ||
state.seats[eve].id === state.seats[HoldemState.getBlindSeats(state).bbIndex]?.id,
"she pays nothing extra on the next hand");
});
test("moving the button after a post doesn't lose it", () => {
// repostBlinds takes every posted chip back and deals again. A post that
// cleared itself on the way in would be refunded and never retaken.
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
const eve = seatEve(state);
state.postingIn = [state.seats[eve].id];
Betting.beginHand(state);
const chips = () => state.seats.reduce(
(sum, p) => sum + Betting.stackOf(state, p) + Betting.handTotal(p), 0);
const before = chips();
state.dealerSeatIndex = 2;
Betting.repostBlinds(state);
assert.equal(Betting.committed(state.seats[eve]), state.bigBlind, "still posted");
assert.equal(chips(), before, "and no chips made or lost in the shuffle");
});
test("a post from somebody who isn't owed one is not taken", () => {
// Only seats actually being dealt in can post, and only for their own chips.
const state = table();
state.postingIn = [state.seats[3].id];
state.seats[3].inHand = false;
Betting.beginHand(state);
assert.equal(Betting.committed(state.seats[3]), 0, "she isn't even in the hand");
});
});
describe("what the dealer is shown", () => {
test("the prompt has something to say about it, and something to press", () => {
const state = table();
Betting.beginHand(state);
HoldemState.startNextHand(state);
const eve = seatEve(state);
const preview = Betting.blindPreview(state);
assert.deepEqual(preview.debtors, [eve]);
assert.deepEqual(preview.posting, [], "not posting until the dealer says so");
state.postingIn = [state.seats[eve].id];
assert.deepEqual(Betting.blindPreview(state).posting, [state.seats[eve].id]);
});
test("an old save reads as a table nobody has just walked up to", () => {
const state = table();
Betting.beginHand(state);
const parsed = JSON.parse(JSON.stringify(state));
delete parsed.dealtLastHand;
delete parsed.postingIn;
const store = new Map([[HoldemState.STORAGE_KEY, JSON.stringify(parsed)]]);
globalThis.localStorage = {
getItem: key => (store.has(key) ? store.get(key) : null),
setItem: (key, value) => store.set(key, value),
removeItem: key => store.delete(key),
};
const loaded = HoldemState.load();
assert.deepEqual(loaded.dealtLastHand, []);
assert.deepEqual(loaded.postingIn, []);
assert.deepEqual(debtors(loaded), [],
"reopening the tab doesn't ask the whole table to post");
delete globalThis.localStorage;
});
});
+127
View File
@@ -0,0 +1,127 @@
// Who can win each pot, said in the fewest names that answer it.
//
// The breakdown used to list every eligible player for every pot. Pot eligibility is
// nested — potCalculator.test.js checks that across 20,000 tables — so the main pot's
// line was every name at the table and each side pot repeated it minus one. The lines
// that were too long to fit were exactly the ones nobody needed spelled out, and the
// short ones at the bottom were the side pots a dealer actually announces by name.
//
// Measured on an iPhone 14 before this: one all-in five-handed already clipped the main
// pot, and twelve-handed the first row wanted 521px of a 254px slot, with no count and
// no title — a dealer reading "Alexandra…" could not tell whether three people or
// eleven were eligible, which is the number the showdown turns on.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Render } = require("./load");
// Names are "P<id>" so a test reads as ids and the joining is still exercised.
const nameFor = id => `P${id}`;
const say = (eligible, everyone) => Render.describeEligible(eligible, everyone, nameFor);
describe("the eligible line", () => {
test("says so plainly when the whole table can win it", () => {
// The main pot, every hand. Twelve names to say "nobody is excluded yet" was
// the single longest line in the component and the least informative.
assert.equal(say(["a", "b", "c"], ["a", "b", "c"]), "all 3");
assert.equal(say(["a"], ["a"]), "all 1");
});
test("names who is out when that is the shorter list", () => {
const table = ["a", "b", "c", "d", "e", "f", "g", "h"];
assert.equal(say(["b", "c", "d", "e", "f", "g", "h"], table), "7 in, not Pa");
assert.equal(say(["c", "d", "e", "f", "g", "h"], table), "6 in, not Pa and Pb");
assert.equal(say(["d", "e", "f", "g", "h"], table), "5 in, not Pa, Pb and Pc");
});
test("names who is in when that is the shorter list", () => {
// The far side pots, which are the ones a dealer announces by name: "side pot
// is 80 between Ben and Carlos".
const table = ["a", "b", "c", "d", "e", "f", "g", "h"];
assert.equal(say(["g", "h"], table), "2 in, Pg and Ph");
assert.equal(say(["h"], table), "1 in, Ph");
assert.equal(say(["f", "g", "h"], table), "3 in, Pf, Pg and Ph");
});
test("and when the two are the same length, says who is in", () => {
// A tie is not a reason to make the dealer do the subtraction: "who can win
// this" is the question, so answer it directly when it costs nothing.
const table = ["a", "b", "c", "d"];
assert.equal(say(["c", "d"], table), "2 in, Pc and Pd");
});
test("leads with the count, because it is the tail that gets cut off", () => {
// .potLayerWho is right-aligned with an ellipsis, so a line too long for a phone
// loses its end. Every form has to begin with the number of hands to ask for.
const table = ["a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l"];
[table, ["c", "d", "e", "f", "g", "h", "i", "j", "k", "l"], ["k", "l"]]
.forEach(eligible => assert.match(say(eligible, table), /^(all \d+|\d+ in,)/,
`"${say(eligible, table)}" buries the count where a narrow screen can eat it`));
});
test("never spells out more than half the table", () => {
// The point of picking the shorter side. Nested eligibility makes the two lists
// complements, so this is a guarantee rather than a hope.
const table = Array.from({ length: 12 }, (_, i) => `s${i}`);
for (let inCount = 1; inCount <= 12; inCount++) {
const line = say(table.slice(0, inCount), table);
const named = (line.match(/P/g) || []).length;
assert.ok(named <= 6, `${inCount} of 12 named ${named} people: "${line}"`);
}
});
});
// A stub rather than a DOM: the file has no jsdom and does not want one. Enough of an
// element to answer what the row is made of.
const fakeDom = () => {
const make = () => ({
className: "", textContent: "", title: "", children: [],
classList: { add() {} },
appendChild(child) { this.children.push(child); return child; },
});
global.document = { createElement: make };
return () => { delete global.document; };
};
describe("the row it builds", () => {
const pots = [
{ label: "Main pot", amount: 300, eligible: ["a", "b", "c", "d"] },
{ label: "Side pot 1", amount: 150, eligible: ["c", "d"] },
];
const textOf = row => row.children.map(c => c.textContent);
test("carries the full list in a title, for anyone with a pointer", () => {
const undo = fakeDom();
try {
const wrap = Render.buildPotBreakdown(pots, [], nameFor);
const who = wrap.children.map(row => row.children[2]);
assert.equal(who[0].title, "Pa, Pb, Pc, Pd");
assert.equal(who[1].title, "Pc, Pd");
// The visible text is the short form; the title is the long one. A tooltip
// is not a mechanism a keyboard reaches, which is why it is the extra and
// not the answer.
assert.equal(who[0].textContent, "all 4");
assert.equal(who[1].textContent, "2 in, Pc and Pd");
} finally { undo(); }
});
test("puts the label, the money and the people in that order", () => {
const undo = fakeDom();
try {
const wrap = Render.buildPotBreakdown(pots, [], nameFor);
assert.deepEqual(textOf(wrap.children[0]), ["Main pot", "$300", "all 4"]);
} finally { undo(); }
});
test("and an uncalled bet still reads as money going back", () => {
// Not an eligibility question — nobody is competing for it — so it keeps its
// own wording and gets no title to expand.
const undo = fakeDom();
try {
const wrap = Render.buildPotBreakdown(pots, [{ id: "a", amount: 25 }], nameFor);
const row = wrap.children[2];
assert.deepEqual(textOf(row), ["Uncalled", "$25", "back to Pa"]);
assert.equal(row.children[2].title, "");
} finally { undo(); }
});
});
+161
View File
@@ -0,0 +1,161 @@
// The bar's pot list is not allowed to grow with the table.
//
// #actionBar is fixed over the felt, so every pixel it takes is a pixel the table
// loses — and this list took one row per all-in with no ceiling. Measured on a 360x640
// phone, five players idle: bar 151px. Six all-in: 303px. Twelve all-in: 411px, which
// is 64% of the screen, leaving 96px of felt to draw twelve seats in. A fixed overlay
// whose height depends on the state is a fault whatever it is showing, so the cap is
// checked here rather than left to whoever next adds an all-in to the audit sweep.
//
// The two ends survive because they are the two that are live. Side pots are paid from
// the newest one back down to the main pot, so the top layer is the next thing that
// happens and the main pot is the last, and those are the two a dealer says out loud
// while the chips are stacked — "main pot 7,200, side pot 4,500". The layers between
// are the middle of that count-down, wanted at showdown, which is the pot wizard, which
// passes no cap and still lists all of them.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Render, Money, PotCalculator } = require("./load");
const nameFor = id => `P${id}`;
// The same stub potBreakdown.test.js uses — enough of an element to say what the row
// is made of, and no jsdom in a suite that runs in a second.
const fakeDom = () => {
const make = () => ({
className: "", textContent: "", title: "", children: [],
classList: { add() {} },
appendChild(child) { this.children.push(child); return child; },
});
global.document = { createElement: make };
return () => { delete global.document; };
};
// A table where everyone is all-in for a different amount, which is the shape that
// makes the most pot layers — the worst case and the one that was measured. `count`
// players ladder into `count - 1` layers: two of them share a single undivided pot and
// the breakdown declines to draw at all, which is why nothing below three appears here.
const laddered = count => PotCalculator.layers(
Array.from({ length: count }, (_, i) => ({
id: `s${i}`, contribution: 100 + i * 130, folded: false,
})));
const build = (pots, options) => {
const undo = fakeDom();
try {
const wrap = Render.buildPotBreakdown(pots, [], nameFor, null, options);
return wrap.children.map(row => ({
className: row.className,
label: row.children[0].textContent,
amount: row.children[1].textContent,
who: row.children[2].textContent,
title: row.children[2].title,
}));
} finally { undo(); }
};
describe("the bar's copy of the pot list", () => {
test("stops growing once there are more pots than it has room for", () => {
// The property that matters: rows are a function of the cap, not of the table.
// Twelve-handed and six-handed have to render the same number of lines.
for (let players = 3; players <= 12; players++) {
const rows = build(laddered(players), { maxLayers: 4 });
assert.ok(rows.length <= 4,
`${players} all-in drew ${rows.length} rows; the bar is sized for 4`);
}
});
test("and the number of rows never depends on how many people are all-in", () => {
const wide = [8, 9, 10, 11, 12].map(n => build(laddered(n), { maxLayers: 4 }).length);
assert.deepEqual(wide, [3, 3, 3, 3, 3],
"past the cap every table should draw main, the elision and the top pot");
});
test("keeps the two pots a dealer actually announces", () => {
const pots = laddered(12);
const rows = build(pots, { maxLayers: 4 });
assert.equal(rows[0].label, pots[0].label, "the main pot is the last one paid");
assert.equal(rows[rows.length - 1].label, pots[pots.length - 1].label,
"the newest side pot is the first one paid");
});
test("and leaves them in the order the pots were made", () => {
const rows = build(laddered(12), { maxLayers: 4 });
assert.match(rows[1].className, /potLayerMore/,
"the elision belongs where the gap is, not appended after the list");
});
});
describe("the money in the rows that were elided", () => {
test("is still on the screen, added up", () => {
// The one thing a summary row must not do is lose chips. Whatever is drawn has
// to account for every pot, or a dealer counting the announcement against the
// chips in the middle finds a shortfall the tool caused.
for (let players = 3; players <= 12; players++) {
const pots = laddered(players);
const total = pots.reduce((sum, pot) => sum + pot.amount, 0);
const drawn = build(pots, { maxLayers: 4 })
.reduce((sum, row) => sum + Number(row.amount.replace(/[^0-9.]/g, "")), 0);
assert.equal(drawn, total,
`${players} all-in: rows add to ${drawn}, the pots add to ${total}`);
}
});
test("and says how many it stands for", () => {
const rows = build(laddered(12), { maxLayers: 4 });
const pots = laddered(12);
assert.equal(rows[1].label, `${pots.length - 2} more side pots`);
});
test("with the list itself in a title, for anyone with a pointer", () => {
const pots = laddered(12);
const rows = build(pots, { maxLayers: 4 });
pots.slice(1, -1).forEach(pot => {
assert.ok(rows[1].title.includes(pot.label),
`${pot.label} vanished without trace`);
assert.ok(rows[1].title.includes(Money.format(pot.amount)),
`${pot.label}'s amount vanished without trace`);
});
});
test("and points at where the whole list is", () => {
// The title is a pointer affordance, so it cannot be the answer on a phone. The
// visible text has to say where the rest lives.
assert.match(build(laddered(12), { maxLayers: 4 })[1].who, /resolve/i);
});
});
describe("when eliding would not buy anything", () => {
test("a list that fits is left alone", () => {
for (let players = 3; players <= 5; players++) {
const pots = laddered(players);
assert.ok(pots.length <= 4, "this loop is meant to cover the fitting sizes");
const rows = build(pots, { maxLayers: 4 });
assert.equal(rows.length, pots.length);
assert.deepEqual(rows.map(r => r.label), pots.map(p => p.label));
}
});
test("and a single middle layer is not replaced by a line saying there is one", () => {
// At exactly the cap the middle is one row, and swapping one row for one row is
// pure indirection: the dealer loses an amount and gains a sentence.
const pots = laddered(5);
assert.equal(pots.length, 4, "five all-in ladder into exactly the cap");
const rows = build(pots, { maxLayers: 4 });
assert.equal(rows.length, 4);
assert.ok(!rows.some(r => /potLayerMore/.test(r.className)));
});
});
describe("the wizard, which has room", () => {
test("still gets every layer", () => {
// Same builder, no cap — this is the announcement read out before anybody shows
// a hand, and it is in a dialog that scrolls. Capping it there would hide the
// pots at the moment they are being paid.
const pots = laddered(12);
const rows = build(pots, undefined);
assert.equal(rows.length, pots.length);
assert.ok(!rows.some(r => /potLayerMore/.test(r.className)));
});
});
+184
View File
@@ -0,0 +1,184 @@
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { PotCalculator } = require("./load");
const p = (id, contribution, folded = false) => ({ id, contribution, folded });
describe("PotCalculator.layers", () => {
test("one pot when everyone put in the same", () => {
const layers = PotCalculator.layers([p("a", 50), p("b", 50), p("c", 50)]);
assert.equal(layers.length, 1);
assert.equal(layers[0].amount, 150);
assert.equal(layers[0].label, "Main pot");
assert.deepEqual(layers[0].eligible.sort(), ["a", "b", "c"]);
});
test("a short all-in opens a side pot only the deeper players can win", () => {
// a is all-in for 20, b and c keep betting to 60.
const layers = PotCalculator.layers([p("a", 20), p("b", 60), p("c", 60)]);
assert.equal(layers.length, 2);
assert.equal(layers[0].amount, 60); // 20 x 3
assert.deepEqual(layers[0].eligible.sort(), ["a", "b", "c"]);
assert.equal(layers[1].amount, 80); // 40 x 2
assert.deepEqual(layers[1].eligible.sort(), ["b", "c"]);
assert.equal(layers[1].label, "Side pot 1");
});
test("folded money stays in the pot as dead money but wins nothing", () => {
const layers = PotCalculator.layers([p("a", 50), p("b", 50), p("folder", 50, true)]);
assert.equal(layers.length, 1);
assert.equal(layers[0].amount, 150, "the folder's chips are still in the middle");
assert.ok(!layers[0].eligible.includes("folder"));
});
test("layers with the same eligible players are announced as one pot", () => {
// Two folders at different heights would each open a band, but a dealer
// announces one pot between the two players who can actually win it.
const layers = PotCalculator.layers([
p("a", 100),
p("b", 100),
p("f1", 20, true),
p("f2", 40, true),
]);
const eligibleSets = layers.map(l => l.eligible.slice().sort().join(","));
assert.deepEqual(eligibleSets, ["a,b"], "one announceable pot, not three");
assert.equal(layers[0].amount, 260);
});
test("layer amounts always sum to the contested money", () => {
const players = [p("a", 12.5), p("b", 33.25), p("c", 33.25), p("d", 5, true)];
const total = players.reduce((s, x) => s + x.contribution, 0);
const uncalled = PotCalculator.uncalledReturns(players).reduce((s, r) => s + r.amount, 0);
const layered = PotCalculator.layers(players).reduce((s, l) => s + l.amount, 0);
assert.equal(Math.round((layered + uncalled) * 100), Math.round(total * 100));
});
test("nobody contributed means no pots, not an empty main pot", () => {
assert.deepEqual(PotCalculator.layers([p("a", 0), p("b", 0)]), []);
});
});
describe("PotCalculator.uncalledReturns", () => {
test("an overbet nobody called goes back to whoever bet it", () => {
// b shoves 200, a calls only 50 and everyone else folds.
const returns = PotCalculator.uncalledReturns([p("a", 50), p("b", 200)]);
assert.deepEqual(returns, [{ id: "b", amount: 150 }]);
});
test("a called bet leaves nothing to return", () => {
assert.deepEqual(PotCalculator.uncalledReturns([p("a", 50), p("b", 50)]), []);
});
test("the cap is the biggest live contribution, so a folder's overbet comes back", () => {
const returns = PotCalculator.uncalledReturns([p("live", 30), p("bully", 90, true)]);
assert.deepEqual(returns, [{ id: "bully", amount: 60 }]);
});
test("with nobody live it stays quiet rather than refunding the table", () => {
// Every fold flag set is a dealer mistake to correct, not a signal that
// every chip on the felt was uncalled.
assert.deepEqual(PotCalculator.uncalledReturns([p("a", 10, true), p("b", 20, true)]), []);
});
});
describe("PotCalculator.resolveRound", () => {
test("a single winner takes the layer they were matched for", () => {
const entries = PotCalculator.buildEntries([p("a", 50), p("b", 50)]);
const result = PotCalculator.resolveRound(entries, ["a"]);
assert.equal(result.payoutPool, 100);
assert.deepEqual(result.perWinner, [{ id: "a", amount: 100 }]);
assert.equal(result.remainingContenders.length, 0);
});
test("an all-in winner only takes what everyone matched, the rest rolls forward", () => {
const entries = PotCalculator.buildEntries([p("short", 20), p("b", 60), p("c", 60)]);
const result = PotCalculator.resolveRound(entries, ["short"]);
assert.equal(result.capApplied, 20);
assert.equal(result.payoutPool, 60, "20 from each of three players");
// b and c still have 40 each left to play for.
assert.deepEqual(result.remainingContenders.map(e => e.id).sort(), ["b", "c"]);
assert.equal(PotCalculator.totalPot(result.updatedEntries), 80);
});
test("a chopped pot splits evenly", () => {
const entries = PotCalculator.buildEntries([p("a", 30), p("b", 30)]);
const result = PotCalculator.resolveRound(entries, ["a", "b"]);
assert.deepEqual(result.perWinner, [{ id: "a", amount: 30 }, { id: "b", amount: 30 }]);
});
test("odd cents go to the winners in selection order and nothing is lost", () => {
// A $10.01 pot three ways doesn't divide: 3.34 / 3.34 / 3.33.
const entries = PotCalculator.buildEntries([p("a", 3.34), p("b", 3.34), p("c", 3.33)]);
const result = PotCalculator.resolveRound(entries, ["a", "b", "c"]);
const paid = result.perWinner.reduce((s, w) => s + w.amount, 0);
assert.equal(Math.round(paid * 100), Math.round(result.payoutPool * 100), "no chips lost to rounding");
assert.ok(result.perWinner[0].amount >= result.perWinner[2].amount, "odd cent goes to the first selected");
});
test("selecting nobody who can win is an error, not a silent no-op", () => {
const entries = PotCalculator.buildEntries([p("a", 50), p("b", 50)]);
assert.throws(() => PotCalculator.resolveRound(entries, ["ghost"]), /No valid winners/);
});
});
// The pots come out of layers() in one order and with one relationship between them,
// and the action bar's wording now depends on both. If eligibility were not nested,
// "8 in, not Mike and Bob" would be a lie — there would be someone eligible for a side
// pot who was never eligible for the main one, and naming the complement would hide
// them. It is a property of how the layers are built rather than an accident of the
// examples above, so it is checked as one.
describe("pot eligibility is nested", () => {
function rng(seed) {
let s = seed >>> 0;
return () => {
s = (s * 1664525 + 1013904223) >>> 0;
return s / 4294967296;
};
}
test("every side pot's players are a strict subset of the pot below it", () => {
const random = rng(20260905);
let multiPotTables = 0;
let pairs = 0;
for (let table = 0; table < 20000; table++) {
const n = 2 + Math.floor(random() * 11);
const players = Array.from({ length: n }, (_, i) => p(
`p${i}`,
// A sixth of the table never puts anything in, which is a table mid-deal.
random() < 1 / 6 ? 0 : (1 + Math.floor(random() * 8)) * 25,
random() < 0.2));
const layers = PotCalculator.layers(players);
if (layers.length > 1) multiPotTables++;
for (let i = 1; i < layers.length; i++) {
const below = layers[i - 1].eligible;
const belowSet = new Set(below);
const here = layers[i].eligible;
pairs++;
assert.ok(here.every(id => belowSet.has(id)),
`table ${table}: ${layers[i].label} has a player ${layers[i - 1].label} does not\n` +
JSON.stringify(players));
assert.ok(here.length < below.length,
`table ${table}: ${layers[i].label} is no smaller than ${layers[i - 1].label} — ` +
`layers with the same eligibility are supposed to be merged into one pot\n` +
JSON.stringify(players));
}
}
// Guards the generator rather than the code: a shape that stopped producing side
// pots would make every assertion above vacuous and the test would still pass.
assert.ok(multiPotTables > 10000, `only ${multiPotTables} tables had a side pot`);
assert.ok(pairs > 20000, `only ${pairs} adjacent pairs to check`);
});
test("so the main pot is everyone still live, and it is the widest", () => {
const layers = PotCalculator.layers([p("a", 100), p("b", 40), p("c", 100), p("d", 25)]);
assert.deepEqual(layers[0].eligible.sort(), ["a", "b", "c", "d"]);
layers.slice(1).forEach(layer =>
assert.ok(layer.eligible.length < layers[0].eligible.length));
});
});
+180
View File
@@ -0,0 +1,180 @@
// What a pot-sized raise actually is.
//
// The raise pad worked it out as "the current bet plus the pot as it stands", which
// leaves out the fact that the raiser calls first and their call is in the pot before
// the raise is measured off it. Every quick amount came out short — pre-flop at 1/2 it
// offered "Pot $5" where a pot raise is $7. Players say "pot" out loud meaning a
// definite number, and a dealer tapping the button that claims to be it should record
// what was actually said.
const test = require("node:test");
const { describe } = require("node:test");
const assert = require("node:assert");
const { Betting, Money, makeTable } = require("./load");
describe("pre-flop at 1/2", () => {
const dealt = () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200, dealerSeatIndex: 0 });
Betting.beginHand(state);
return state;
};
test("a pot raise from the first player to act is $7", () => {
// Call the $2, which makes the pot $5, then raise $5.
const state = dealt();
assert.equal(Betting.potSoFar(state), 3, "the blinds");
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 7);
});
test("half pot is $5 — $4.50 rounded up to something the chips can make", () => {
// The old arithmetic gave $3.50, which clamped up to the minimum and put the
// same $4 on two buttons side by side. The honest half-pot is $4.50, and the
// smallest chip in the default legend is a dollar, so the button would have
// offered an amount the dealer had to round themselves every single time.
const state = dealt();
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5), 5);
assert.notEqual(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5),
Betting.minRaiseTo(state), "the two quick buttons say different things");
});
test("the small blind owes less, so their pot raise is smaller", () => {
// They have $1 in already: call $1, pot becomes $4, raise $4, total $6.
const state = dealt();
const { sbIndex } = require("./load").HoldemState.getBlindSeats(state);
assert.equal(Betting.toCall(state, state.seats[sbIndex]), 1);
assert.equal(Betting.potRaiseTo(state, sbIndex), 6);
});
test("the big blind owes nothing, so it is just the pot", () => {
const state = dealt();
const { bbIndex } = require("./load").HoldemState.getBlindSeats(state);
assert.equal(Betting.toCall(state, state.seats[bbIndex]), 0);
assert.equal(Betting.potRaiseTo(state, bbIndex), 5, "the $2 bet plus the $3 pot");
});
});
describe("after the flop", () => {
const flopWithBet = () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 500, dealerSeatIndex: 0 });
Betting.beginHand(state);
while (state.actingSeatIndex !== null) Betting.call(state, state.actingSeatIndex);
Betting.closeStreet(state);
return state;
};
test("a pot raise facing a bet is three times the bet plus the dead money", () => {
const state = flopWithBet();
const potBefore = Betting.potSoFar(state); // $6 carried over
const bettor = state.actingSeatIndex;
Betting.raiseTo(state, bettor, 10);
const raiser = state.actingSeatIndex;
// Call $10, pot becomes $26, raise $26 → $36. Which is 3×10 + 6.
assert.equal(Betting.potRaiseTo(state, raiser), 36);
assert.equal(Betting.potRaiseTo(state, raiser), 3 * 10 + potBefore);
});
test("half pot facing that bet is $23", () => {
const state = flopWithBet();
Betting.raiseTo(state, state.actingSeatIndex, 10);
// Call $10, pot becomes $26, raise $13 → $23.
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5), 23);
});
test("facing no bet at all it is a plain pot-sized bet", () => {
const state = flopWithBet();
assert.equal(state.currentBet, 0, "nobody has bet the flop");
assert.equal(Betting.toCall(state, state.seats[state.actingSeatIndex]), 0);
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), Betting.potSoFar(state));
});
});
describe("it stays sane at the edges", () => {
test("a seat that doesn't exist gets zero rather than throwing", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1], stack: 100 });
assert.equal(Betting.potRaiseTo(state, 99), 0);
});
test("the amount is always at least a call", () => {
// A raise-to below the current bet would be nonsense to offer. Every fraction
// from a tenth up lands at or above what the player owes.
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack: 200 });
Betting.beginHand(state);
const index = state.actingSeatIndex;
[0.1, 0.25, 0.5, 0.75, 1].forEach(fraction => {
assert.ok(Betting.potRaiseTo(state, index, fraction) >= state.currentBet,
`${fraction} of the pot should still cover the bet`);
});
});
test("cent-sized blinds don't drift", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2], stack: 20, smallBlind: 0.05, bigBlind: 0.1 });
Betting.beginHand(state);
// Pot $0.15, owes $0.10: call to $0.25, raise $0.25 → $0.35.
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 0.35);
});
});
describe("the amounts are ones the table can actually build", () => {
const CENTS = [{ value: 0.25 }, { value: 0.05 }, { value: 0.01 }];
const DOLLARS = [{ value: 1 }, { value: 5 }, { value: 25 }, { value: 100 }];
const table = (legend, smallBlind, bigBlind, stack = 200) => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], stack, smallBlind, bigBlind });
state.chipLegend = legend;
Betting.beginHand(state);
return state;
};
test("a half-pot that lands on a half chip is rounded up, not offered as it is", () => {
const state = table(DOLLARS, 1, 2);
// Honestly $4.50. No dollar chip makes fifty cents.
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5), 5);
assert.equal(Money.chipBreakdown(5, DOLLARS).remainder, 0);
});
test("up rather than down — a shaved pot bet is not a pot bet", () => {
const state = table(DOLLARS, 1, 2);
assert.ok(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5) > 4.5);
});
test("an amount the chips already make is left exactly alone", () => {
const state = table(DOLLARS, 1, 2);
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 7, "the pot raise was already whole");
});
test("a cent table keeps its cents", () => {
const state = table(CENTS, 0.05, 0.1);
// Pot $0.15, owes $0.10: call to $0.25, raise $0.25 → $0.35, which cent chips make.
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 0.35);
assert.equal(Money.chipBreakdown(0.35, CENTS).remainder, 0);
});
test("a legend that plainly isn't for these stakes is not applied", () => {
// Dollar chips on a 5c/10c game means somebody never filled the legend in.
// Rounding those blinds up to whole dollars would be the tool doing real
// damage on the strength of a stale field, so the amounts stay exact and the
// wrong legend stays visible.
const state = table(DOLLARS, 0.05, 0.1);
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex), 0.35);
});
test("a table with no legend at all gets exact amounts", () => {
const state = table([], 1, 2);
assert.equal(Betting.potRaiseTo(state, state.actingSeatIndex, 0.5), 4.5);
});
test("every fraction comes out buildable, and never shaved", () => {
const state = table(DOLLARS, 1, 2);
const index = state.actingSeatIndex;
const potAfterCall = Betting.potSoFar(state) + Betting.toCall(state, state.seats[index]);
[0.1, 0.25, 0.5, 0.75, 1].forEach(fraction => {
const value = Betting.potRaiseTo(state, index, fraction);
const exact = state.currentBet + potAfterCall * fraction;
assert.ok(value >= exact, `${fraction} of the pot should never be rounded down`);
assert.ok(value - exact < 1, `${fraction} of the pot should round by less than a chip`);
assert.equal(Money.chipBreakdown(value, DOLLARS).remainder, 0,
`${fraction} of the pot should be buildable from the table's chips`);
});
});
});
+103
View File
@@ -0,0 +1,103 @@
// Chips only ever leave this tool because a dealer meant them to. Starting the next
// hand clears every seat's contribution, so an unresolved pot is simply destroyed —
// the UI now asks first, and the number it quotes has to be exactly what goes.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, HoldemState, Money, makeTable, chipsOnTable } = require("./load");
// The same measure the confirmation uses.
const unresolvedPot = state => HoldemState.unresolvedContributions(state);
describe("what starting the next hand destroys", () => {
test("the quoted amount is exactly what leaves the table", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3); Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
Betting.sweepToHandTotals(state);
const before = chipsOnTable(state);
const quoted = unresolvedPot(state);
assert.ok(quoted > 0, "there is a pot to warn about");
HoldemState.startNextHand(state);
assert.equal(
Money.toCents(chipsOnTable(state)),
Money.toCents(before - quoted),
"the dealer must be told the real number, not an approximation"
);
});
test("chips still in front of players on the current street are counted too", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state); // blinds are `committed`, not yet banked
Betting.raiseTo(state, 0, 25); // and so is a raise mid-street
const before = chipsOnTable(state);
const quoted = unresolvedPot(state);
HoldemState.startNextHand(state);
assert.equal(Money.toCents(chipsOnTable(state)), Money.toCents(before - quoted));
assert.ok(quoted >= 25, `a live raise has to be included; quoted ${quoted}`);
});
test("a hand that was paid out properly leaves nothing to warn about", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 0); Betting.call(state, 1); Betting.check(state, 2);
Betting.sweepToHandTotals(state);
const pot = HoldemState.totalPot(state);
const payouts = [{ id: state.seats[0].id, label: "Ann", amount: pot }];
HoldemState.recordHand(state, payouts);
Betting.creditWinnings(state, payouts);
HoldemState.startNextHand(state);
assert.equal(unresolvedPot(state), 0, "nothing left over after a settled hand");
});
test("settling then dealing on conserves every chip", () => {
const state = makeTable({ seatCount: 6, seated: [0, 1, 2, 3], dealerSeatIndex: 0 });
const start = chipsOnTable(state);
for (let hand = 0; hand < 5; hand++) {
Betting.beginHand(state);
const live = Betting.liveSeats(state);
live.forEach(s => { if (Betting.toCall(state, s.player) > 0) Betting.call(state, s.index); });
Betting.sweepToHandTotals(state);
const pot = HoldemState.totalPot(state);
const winner = Betting.liveSeats(state)[0];
const payouts = [{ id: winner.player.id, label: "w", amount: pot }];
HoldemState.recordHand(state, payouts);
Betting.creditWinnings(state, payouts);
HoldemState.startNextHand(state);
assert.equal(chipsOnTable(state), start, `chips drifted on hand ${hand + 1}`);
}
});
test("an empty table has no phantom pot to warn about", () => {
const state = makeTable({ seatCount: 6, seated: [] });
assert.equal(unresolvedPot(state), 0);
});
test("a standing ante is never warned about, because it isn't lost", () => {
// The table default is a stand-in for "everyone puts the same in every hand",
// used by a dealer not tracking stacks at all. It re-applies to the next hand
// rather than going anywhere, so counting it would nag this dealer before
// every single hand — which is why the warning measures the fields
// startNextHand actually clears rather than the pot badge.
const state = makeTable({ seatCount: 9, seated: [0, 1] });
state.basePotAmount = 25;
state.seats.forEach(p => { p.amountOverride = null; });
// The base pot carries into the next hand, so nothing is being thrown away
// and the dealer must not be asked to confirm anything.
assert.equal(HoldemState.totalPot(state), 50, "the badge still shows a pot");
assert.equal(unresolvedPot(state), 0, "but none of it is at risk, so no warning");
HoldemState.startNextHand(state);
assert.equal(HoldemState.totalPot(state), 50, "the standing ante applies to the new hand too");
});
});

Some files were not shown because too many files have changed in this diff Show More