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Author SHA1 Message Date
Josh-Heaps 7f664e1b38 add deploy yml for gitea
.NET / build (pull_request) Successful in 53s
Playwright Tests / playwright-tests (pull_request) Canceled after 16s
2026-08-26 15:13:45 -06:00
Josh-HeapsandClaude Opus 5 5501c84e9b Test the ranging pipeline against a simulated room
The DSP tests drive the same files the page loads, so there is no second
implementation to drift. The room tests put two real browsers through a
real room with a synthetic microphone, which covers everything except the
acoustics: slot rotation, leave and rejoin, and the stalled-device case
where a chirp must be withheld rather than sent late.

Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
2026-07-30 14:42:16 -06:00
Josh-HeapsandClaude Opus 5 d78251c928 Add the /echo page, capture and playback
Worklet capture into a ring buffer indexed by AudioContext frame, with
the chirp scheduled on the audio clock. Timers are avoided throughout:
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 misattribute
every arrival in the round. A device that cannot reach its slot in time
sits the round out rather than chirping late.

Echo cancellation, noise suppression and auto gain are all requested off
and warned about if the device refuses, since echo cancellation exists to
delete exactly the sound being measured.

Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
2026-07-30 14:42:05 -06:00
Josh-HeapsandClaude Opus 5 94054c0f1b Add echo rooms, round scheduling and peak relay
In-memory rooms with a background service that opens a round per room,
rotates which device chirps first, and broadcasts the raw peak table once
everyone has reported or the deadline passes. Rounds are announced ahead
of time with a server timestamp so devices schedule against a shared
reference rather than against message arrival.

The server only ever holds sample indices; the geometry is solved on the
clients and no audio is uploaded.

Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
2026-07-30 14:41:52 -06:00
Josh-HeapsandClaude Opus 5 183a53234f Add acoustic ranging maths and a room simulator
Chirp generation, FFT matched filter, first-arrival detection with
sub-sample peak fitting, the BeepBeep pair solve, triangle-inequality
outlier rejection and classical MDS, plus a virtual room that
synthesizes what each device would have recorded so the pipeline can be
exercised without microphones.

Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
2026-07-30 14:41:39 -06:00
67 changed files with 2980 additions and 11741 deletions
-26
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@@ -1,26 +0,0 @@
# 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
+296
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@@ -0,0 +1,296 @@
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
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@@ -0,0 +1,244 @@
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;
};
}
""";
}
@@ -1,4 +1,4 @@
# .gitea/workflows/deploy.yml
# .gitea/workflows/deploy.yml
name: Build and Deploy
on:
@@ -12,17 +12,13 @@ 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 toolchain
- name: Install deploy tools
run: |
apt-get update
apt-get install -y --no-install-recommends \
cmake build-essential rsync openssh-client
apt-get install -y --no-install-recommends rsync openssh-client
- name: Checkout
uses: actions/checkout@v4
@@ -33,26 +29,10 @@ jobs:
dotnet-version: '8.0.x'
- name: Restore
run: dotnet restore JoshHeaps.Net/JoshHeaps.Net.csproj
run: dotnet restore
- 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 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; }
run: dotnet publish -c Release -o ./publish
- name: Prepare SSH
env:
@@ -67,8 +47,6 @@ 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: ${{ secrets.SSH_HOST }}
@@ -78,11 +56,11 @@ jobs:
run: |
set -euo pipefail
PORT="${SSH_PORT:-22}"
rsync -az --delete --exclude 'chess-data' \
rsync -az --delete \
-e "ssh -p $PORT -i ~/.ssh/deploy_key -o StrictHostKeyChecking=yes" \
publish/ "$SSH_USER@$SSH_HOST:$TARGET_DIR/"
- name: Reload and restart service
- name: Restart service
env:
SSH_HOST: ${{ secrets.SSH_HOST }}
SSH_PORT: ${{ secrets.SSH_PORT }}
+52
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@@ -0,0 +1,52 @@
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
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@@ -0,0 +1,84 @@
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
@@ -1,58 +0,0 @@
@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" />
}
@@ -1,457 +0,0 @@
@page
@model JoshHeaps.Net.Pages.Casino.TexasHoldemModel
@{
ViewData["Title"] = "Texas Hold'em Dealer";
Layout = "_Layout";
}
<div id="holdemApp">
<header id="holdemHeader">
<div id="holdemHeaderLeft">
<h1>Texas Hold'em Dealer</h1>
<p class="holdemSubtitle">Seat your players, track the action, split the pot.</p>
<span id="handCounterBadge" class="handCounterBadge">Hand #1</span>
</div>
<div id="holdemHeaderActions">
<a href="/casino/texasholdem/quicksplit" class="holdemBtn" title="Chop a pot without setting up a table">Quick Split</a>
<button id="nextHandBtn" class="holdemBtn" title="Move the button, small blind and big blind to the next occupied seat">Next Hand ⟳</button>
<button id="resolvePotBtn" class="holdemBtn holdemBtnAccent">Resolve Pot</button>
<button id="resetTableBtn" class="holdemBtn holdemBtnDanger">Reset Table</button>
<a href="/casino" class="holdemBtn holdemBtnGhost">← Casino</a>
</div>
</header>
<div id="holdemLayout">
<section id="tableSection">
<div id="pokerTableWrap">
<div id="pokerTable">
<div id="tableWatermark" aria-hidden="true">Texas Hold'em</div>
<div id="potBadge">
<span id="potBadgeLabel">Pot</span>
<span id="potBadgeAmount">$0</span>
</div>
</div>
<div id="betsLayer" aria-hidden="true"></div>
<div id="seatsLayer"></div>
</div>
<p id="tableHint" class="tableHint"></p>
<p class="tableHintActions">
<button type="button" id="openRulingsBtn" class="linkBtn">Common rulings</button>
</p>
</section>
<aside id="holdemSidebar">
<section id="seatEditorPanel" class="sidebarPanel seatEditorPanel">
<div class="seatSheetGrip" aria-hidden="true"></div>
<div class="seatEditorHeader">
<h2 id="seatEditorTitle">Select a seat</h2>
<button id="closeSeatEditorBtn" class="seatSheetClose" aria-label="Done editing this seat">Done</button>
</div>
<div id="seatEditorBody">
<p class="fieldHint">Click a seat at the table to edit their name, cards, chips and anything else.</p>
</div>
</section>
<details class="sidebarPanel" open>
<summary>Table Setup</summary>
<div class="panelBody">
<label class="fieldRow">
<span>Seats at table</span>
<input type="number" id="seatCountInput" min="2" max="24" value="10" />
</label>
<label class="fieldRow">
<span>Blinds move</span>
<select id="directionSelect">
<option value="clockwise" selected>Clockwise</option>
<option value="counterclockwise">Counterclockwise</option>
</select>
</label>
<label class="fieldRow">
<span>Dedicated dealer (not a seat)</span>
<input type="checkbox" id="dedicatedDealerToggle" />
</label>
<p class="fieldHint">Turn this on if a person outside the game deals — no seat shows the dealer button, but blinds still rotate automatically each hand.</p>
<div class="blindsRow">
<label class="fieldRow">
<span>Small blind</span>
<input type="number" id="smallBlindInput" min="0" step="0.5" />
</label>
<label class="fieldRow">
<span>Big blind</span>
<input type="number" id="bigBlindInput" min="0" step="0.5" />
</label>
</div>
<label class="fieldRow">
<span>Starting stack ($)</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>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>
<details class="sidebarPanel">
<summary>Session</summary>
<div class="panelBody">
<h3 class="panelSubhead">Standings</h3>
<div class="standingsTableWrap">
<div id="standingsTable">
<div class="standingsRow standingsHeader">
<span>Player</span>
<span class="standingsInHead">In</span>
<span class="standingsWonHead">Won</span>
<span>Net</span>
<span title="Chips in front of them, less the cash they handed over">Cash out</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>
<p id="bankReconcileVerdict" class="bankReconcileVerdict"></p>
</div>
<h3 class="panelSubhead">Hands</h3>
<div id="handHistoryList"></div>
<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>Chip Legend</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>
</details>
<details class="sidebarPanel">
<summary>Table Notes</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>
</aside>
</div>
</div>
<template id="seatTemplate">
<div class="seat" draggable="true">
<div class="seatChairNumber"></div>
<button class="dealerChip" title="Make this seat the dealer button">D</button>
<span class="blindBadge sbBadge">SB</span>
<span class="blindBadge bbBadge">BB</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">$0</span></div>
</div>
<div class="customFields"></div>
<button class="holdemBtn holdemBtnSmall addFieldBtn">+ field</button>
</div>
</template>
<template id="chipLegendRowTemplate">
<div class="chipLegendRow">
<input type="color" class="chipColorInput" aria-label="Chip colour" />
<input type="number" class="chipValueInput" min="0" step="0.01" placeholder="value" aria-label="Chip value" />
<button class="holdemBtn holdemBtnSmall holdemBtnDanger removeChipColorBtn">×</button>
</div>
</template>
<template id="chipCountTemplate">
<label class="chipCountRow">
<span class="chipSwatch"></span>
<input type="number" class="chipCountInput" min="0" step="1" value="0" />
</label>
</template>
<template id="customFieldTemplate">
<div class="customFieldRow">
<input type="text" class="customFieldLabel" placeholder="Label" maxlength="20" />
<input type="text" class="customFieldValue" placeholder="Value" maxlength="40" />
<button class="holdemBtn holdemBtnSmall holdemBtnDanger removeFieldBtn">×</button>
</div>
</template>
<template id="standingsRowTemplate">
<div class="standingsRow">
<span class="standingsName"></span>
<span class="standingsIn"></span>
<span class="standingsWon"></span>
<span class="standingsNet"></span>
<span class="standingsCashOut"></span>
</div>
</template>
<template id="handHistoryRowTemplate">
<div class="handHistoryRow">
<div class="handHistoryRowHeader">
<span class="handHistoryHandNumber"></span>
<span class="handHistoryPot"></span>
<span class="handHistoryTime"></span>
</div>
<div class="handHistoryPayouts"></div>
</div>
</template>
<div id="addChipsOverlay" hidden>
<div id="addChipsSheet" role="dialog" aria-labelledby="addChipsTitle">
<div class="seatSheetGrip" aria-hidden="true"></div>
<div class="addChipsHeader">
<h2 id="addChipsTitle"></h2>
<span id="addChipsSubtitle"></span>
</div>
<div id="addChipsQuick"></div>
<div class="addChipsEntry">
<span class="addChipsCurrency">$</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>
<section class="ruling">
<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">
<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">
<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">
<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">
<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">
<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">
<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">
<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>
<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>
<div id="actionBar" aria-live="polite" hidden></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>
</div>
</div>
@section Styles {
<link href="/css/casino/holdem.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/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/render.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>
}
@@ -1,11 +0,0 @@
using Microsoft.AspNetCore.Mvc.RazorPages;
namespace JoshHeaps.Net.Pages.Casino
{
public class TexasHoldemModel : PageModel
{
public void OnGet()
{
}
}
}
@@ -1,95 +0,0 @@
@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>
}
@@ -1,11 +0,0 @@
using Microsoft.AspNetCore.Mvc.RazorPages;
namespace JoshHeaps.Net.Pages.Casino.TexasHoldem
{
public class QuickSplitModel : PageModel
{
public void OnGet()
{
}
}
}
+70
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@@ -0,0 +1,70 @@
@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"]" />
}
@@ -2,7 +2,7 @@ using Microsoft.AspNetCore.Mvc.RazorPages;
namespace JoshHeaps.Net.Pages
{
public class CasinoModel : PageModel
public class EchoModel : PageModel
{
public void OnGet()
{
-1
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@@ -64,7 +64,6 @@
<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"] = "1.0.8"; // <--- change this once to bust cache
ViewData["cssVersion"] = "1.0.7"; // <--- change this once to bust cache
}
<!DOCTYPE html>
+9
View File
@@ -1,6 +1,7 @@
using JoshHeaps.Net.Hubs;
using JoshHeaps.Net.Services.Implementations;
using JoshHeaps.Net.Services.Interfaces;
using Microsoft.Extensions.Options;
var builder = WebApplication.CreateBuilder(args);
@@ -30,6 +31,12 @@ 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>();
@@ -72,4 +79,6 @@ 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;
@@ -10,7 +10,6 @@ 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();
@@ -66,9 +65,7 @@ public class BlogService : IBlogService
private async Task<T?> GetCachedAsync<T>(string key, Func<Task<T?>> factory) where T : class
{
_cache.TryGetValue(key, out var entry);
if (entry is not null && entry.ExpiresAt > DateTime.UtcNow)
if (_cache.TryGetValue(key, out var entry) && entry.ExpiresAt > DateTime.UtcNow)
return (T?)entry.Value;
var result = await factory();
@@ -76,26 +73,15 @@ public class BlogService : IBlogService
if (result is not null)
{
_cache[key] = new CacheEntry(result, DateTime.UtcNow.Add(_cacheTtl));
return result;
}
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)
else if (entry is not null)
{
_logger.LogWarning("Blog API unreachable, serving stale cache for key {Key}", key);
// API unreachable — serve stale cache
_logger.LogWarning("Serving stale cache for key {Key}", key);
return (T?)entry.Value;
}
_cache.TryRemove(key, out _);
_logger.LogError("Blog API unreachable for over {StaleGrace}, dropping stale cache for key {Key}", _staleGrace, key);
return null;
return result;
}
public void ClearCache()
@@ -0,0 +1,189 @@
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);
}
}
@@ -0,0 +1,107 @@
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;
}
}
@@ -100,26 +100,11 @@ 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();
try
{
await _p.WaitForExitAsync().WaitAsync(_exitTimeout);
}
catch (TimeoutException)
{
if (!_p.HasExited)
_p.Kill(entireProcessTree: true);
}
await _p.WaitForExitAsync();
_p.Dispose();
}
}
@@ -0,0 +1,45 @@
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);
}
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-126
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@@ -1,126 +0,0 @@
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;
}
}
@@ -1,541 +0,0 @@
/* 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 {
color: #777;
}
.unevenAmount {
flex: 1;
min-width: 0;
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;
}
.unevenRemoveBtn {
flex: none;
width: 30px;
height: 44px;
border: none;
background: none;
color: #6a6a6a;
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;
gap: 0.6rem;
padding: 0.3rem 0;
font-size: 0.85rem;
}
.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;
color: #6f6f6f;
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
@@ -0,0 +1,287 @@
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);
}
@@ -0,0 +1,160 @@
/*
* 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;
@@ -0,0 +1,39 @@
/*
* 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);
@@ -0,0 +1,585 @@
/*
* 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;
@@ -0,0 +1,269 @@
/*
* 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;
@@ -0,0 +1,213 @@
/*
* 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;
@@ -0,0 +1,282 @@
/*
* 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 ${slot}`, x + 4, 14 + slot * 13);
});
return detected.peaks.length;
}
};
document.addEventListener("DOMContentLoaded", () => EchoPage.start());
@@ -1,553 +0,0 @@
// The bar a dealer's thumb lives on while a hand is running: who's to act, what it
// costs them, and one tap per decision. Sits at the bottom of the screen on a phone
// so it's reachable without looking, and re-renders after every action because the
// next player's numbers are different.
const ActionBar = {
state: null,
hooks: null,
raiseOpen: false,
raiseDraft: null,
mount(state, hooks) {
this.state = state;
this.hooks = hooks;
this.watchHeight();
this.render();
},
// The bar is fixed to the bottom of the screen, so everything else has to know how
// tall it is or the table simply runs underneath it — on a 640px-tall phone the
// bottom seats of the oval were sitting behind the Fold button. Its height isn't a
// constant either: opening the raise pad grows it. Publishing the measured height
// as a custom property lets the layout and the toast both stay clear of it without
// anyone guessing a number.
watchHeight() {
const host = document.getElementById("actionBar");
if (!host || this.heightWatcher) return;
const publish = () => {
const visible = !host.hidden;
const height = visible ? host.getBoundingClientRect().height : 0;
document.documentElement.style.setProperty("--actionBarHeight", `${Math.round(height)}px`);
};
if (typeof ResizeObserver === "function") {
this.heightWatcher = new ResizeObserver(publish);
this.heightWatcher.observe(host);
}
window.addEventListener("resize", publish);
window.addEventListener("orientationchange", publish);
publish();
},
// Anything to act on? A hand with nobody dealt in doesn't get a bar — and that
// still holds during setup, because a seated player is a live seat whether or not
// the betting has been opened. An empty table stays uncluttered.
isRunning() {
return Betting.liveSeats(this.state).length > 0;
},
render() {
const host = document.getElementById("actionBar");
if (!host) return;
host.innerHTML = "";
if (!this.isRunning()) {
host.hidden = true;
document.body.classList.remove("hasActionBar");
document.documentElement.style.setProperty("--actionBarHeight", "0px");
this.stopTankTimer();
this.tankSeatIndex = null;
return;
}
host.hidden = false;
document.body.classList.add("hasActionBar");
host.appendChild(this.renderStatus());
const breakdown = this.renderPotBreakdown();
if (breakdown) host.appendChild(breakdown);
if (!this.state.bettingOpen) {
host.appendChild(this.renderDealPrompt());
} else if (Betting.isHandOver(this.state)) {
host.appendChild(this.renderHandOver());
} else if (this.state.actingSeatIndex === null || this.state.actingSeatIndex === undefined) {
host.appendChild(this.renderStreetDone());
} else if (this.raiseOpen) {
host.appendChild(this.renderRaisePad());
} else {
host.appendChild(this.renderActions());
}
this.syncTankTimer();
},
renderStatus() {
const row = document.createElement("div");
row.className = "actionStatus";
const street = document.createElement("span");
street.className = "actionStreet";
street.textContent = Betting.streetLabel(this.state.street);
row.appendChild(street);
const pot = document.createElement("span");
pot.className = "actionPot";
pot.textContent = `Pot ${Money.format(Betting.potSoFar(this.state))}`;
row.appendChild(pot);
// How many are still in the hand — part of the standard per-street
// announcement, and the number a dealer is asked for most often.
const remaining = Betting.liveSeats(this.state).length;
const players = document.createElement("span");
players.className = "actionPlayers";
players.textContent = `${remaining} ${remaining === 1 ? "player" : "players"}`;
row.appendChild(players);
// Nobody is being asked to act because nobody can — say so, or the bar just
// looks like it's waiting for something.
if (Betting.isRunningOut(this.state) && !Betting.isHandOver(this.state)) {
const runout = document.createElement("span");
runout.className = "actionRunout";
const stillIn = Betting.liveSeats(this.state).length;
runout.textContent = `All-in — running out the board (${stillIn} players)`;
row.appendChild(runout);
}
const index = this.state.actingSeatIndex;
if (index !== null && index !== undefined && !Betting.isHandOver(this.state)) {
const player = this.state.seats[index];
const who = document.createElement("span");
who.className = "actionWho";
who.textContent = `${HoldemState.displayName(player, index)} · ${Money.format(Betting.stackOf(this.state, player))} behind`;
row.appendChild(who);
const tank = document.createElement("span");
tank.className = "actionTank";
tank.id = "actionTank";
tank.title = "How long this player has been thinking";
tank.textContent = "0:00";
row.appendChild(tank);
}
// A standing control rather than a toast per action: a dealer taps this bar
// constantly, and a toast after every fold would be noise they'd learn to
// ignore — which is exactly when they'd miss the one that mattered.
const undoLabel = this.hooks.lastActionLabel();
if (undoLabel) {
const undo = document.createElement("button");
undo.type = "button";
undo.className = "actionUndo";
undo.title = `Undo ${undoLabel}`;
undo.textContent = `↶ ${undoLabel}`;
undo.addEventListener("click", () => this.hooks.undoLast());
row.appendChild(undo);
}
return row;
},
// ---- Think timer ----
//
// A player who hasn't noticed the action is on them costs more time than anything
// else a dealer does, so the bar shows how long the current player has been in the
// tank. It's a stopwatch, not a shot clock: nothing happens when it grows, it just
// tells the dealer when it's worth a nudge.
NUDGE_AFTER_S: 30,
SLOW_AFTER_S: 60,
tankSeatIndex: null,
tankStartedAt: null,
tankInterval: null,
// Restarts only when the action actually moves — a re-render for any other reason
// (a chip edit, a name change) must not put a thinking player back to zero.
syncTankTimer() {
const index = this.state.actingSeatIndex;
const running = index !== null && index !== undefined && !Betting.isHandOver(this.state);
if (!running) {
this.stopTankTimer();
this.tankSeatIndex = null;
return;
}
if (this.tankSeatIndex !== index) {
this.tankSeatIndex = index;
this.tankStartedAt = Date.now();
}
if (!this.tankInterval) {
this.tankInterval = setInterval(() => this.paintTank(), 1000);
}
this.paintTank();
},
stopTankTimer() {
if (this.tankInterval) {
clearInterval(this.tankInterval);
this.tankInterval = null;
}
},
// Updates only the timer's own text, so the seconds ticking over never rebuilds the
// buttons under the dealer's thumb.
paintTank() {
const el = document.getElementById("actionTank");
if (!el || this.tankStartedAt === null) return;
const seconds = Math.floor((Date.now() - this.tankStartedAt) / 1000);
const mins = Math.floor(seconds / 60);
el.textContent = `${mins}:${String(seconds % 60).padStart(2, "0")}`;
el.classList.toggle("tankNudge", seconds >= this.NUDGE_AFTER_S && seconds < this.SLOW_AFTER_S);
el.classList.toggle("tankSlow", seconds >= this.SLOW_AFTER_S);
},
// Shown only once someone is all-in and the money has actually split — a single
// undivided pot needs no announcement, and a line that's always there stops being
// read.
renderPotBreakdown() {
// Only worth showing once someone is actually all-in. Mid-street the amounts in
// front of players are unequal all the time — the blinds alone are unequal —
// and layering that would announce a side pot on every hand before anyone had
// even acted.
const someoneAllIn = this.state.seats.some(
player => player.inHand && Betting.handTotal(player) > 0 && Betting.stackOf(this.state, player) <= 0
);
if (!someoneAllIn) return null;
const contributions = this.state.seats.map((player, index) => ({
id: player.id,
index,
contribution: Betting.handTotal(player),
folded: player.folded,
}));
const nameById = new Map(
this.state.seats.map((player, index) => [player.id, HoldemState.displayName(player, index)])
);
return Render.buildPotBreakdown(
PotCalculator.layers(contributions),
PotCalculator.uncalledReturns(contributions),
id => nameById.get(id)
);
},
// Which key presses each button. Shown on the button itself and hidden on touch
// devices — a shortcut nobody can discover may as well not exist, and a key badge
// on a phone is just clutter.
KEY_HINTS: {
actionFold: "F",
actionCheck: "C",
actionCall: "C",
actionRaise: "R",
actionAdvance: "↵",
raiseConfirm: "↵",
raiseCancel: "esc",
},
button(label, className, onClick, sublabel) {
const btn = document.createElement("button");
btn.type = "button";
btn.className = `actionBtn ${className}`;
const main = document.createElement("span");
main.className = "actionBtnLabel";
main.textContent = label;
btn.appendChild(main);
const hint = this.KEY_HINTS[className];
if (hint) {
const kbd = document.createElement("kbd");
kbd.className = "actionKey";
kbd.textContent = hint;
btn.appendChild(kbd);
}
if (sublabel) {
const sub = document.createElement("span");
sub.className = "actionBtnSub";
sub.textContent = sublabel;
btn.appendChild(sub);
}
btn.addEventListener("click", onClick);
return btn;
},
// Every action taken from the bar goes through here, which is also where it gets
// recorded so it can be taken back. A misclick on Fold is the one mistake in this
// tool a dealer can't talk their way out of.
commit(label, mutate) {
this.hooks.beginAction(label);
mutate();
this.hooks.save(this.state);
this.hooks.rerender();
},
renderActions() {
const index = this.state.actingSeatIndex;
const player = this.state.seats[index];
const owed = Betting.toCall(this.state, player);
const stack = Betting.stackOf(this.state, player);
const who = HoldemState.displayName(player, index);
const row = document.createElement("div");
row.className = "actionButtons";
row.appendChild(this.button("Fold", "actionFold", () => this.commit(`${who}'s fold`, () => Betting.fold(this.state, index))));
if (owed <= 0) {
row.appendChild(this.button("Check", "actionCheck", () => this.commit(`${who}'s check`, () => Betting.check(this.state, index))));
} else if (owed >= stack) {
// Calling would put them all-in, so say that rather than quoting a number
// they can't cover.
row.appendChild(this.button("Call all-in", "actionCall", () => this.commit(`${who}'s all-in`, () => Betting.allIn(this.state, index)), Money.format(stack)));
} else {
row.appendChild(this.button("Call", "actionCall", () => this.commit(`${who}'s call`, () => Betting.call(this.state, index)), Money.format(owed)));
}
if (stack > owed) {
row.appendChild(this.button(owed > 0 ? "Raise" : "Bet", "actionRaise", () => {
this.raiseOpen = true;
this.raiseDraft = Math.min(Betting.minRaiseTo(this.state), Betting.committed(player) + stack);
this.render();
}));
}
return row;
},
// Quick amounts first, keypad second — a dealer calling "raise to sixty" wants a
// button, and only reaches for digits when the table does something odd.
renderRaisePad() {
// A toast is transient news about the action just taken; the raise pad is the
// dealer deciding the next one. On a short screen they compete for the same
// strip: the pad makes the bar 217px tall on a 640px phone, and the toast —
// which floats just above the bar — gets pushed up over the table, covering
// seats outright. Rather than squeeze both in, the older one gets out of the
// way. Nothing is lost: the toast's Undo is also the bar's own undo control.
if (typeof Toast !== "undefined" && Toast.dismiss) Toast.dismiss();
const index = this.state.actingSeatIndex;
const player = this.state.seats[index];
const stack = Betting.stackOf(this.state, player);
const maxTo = Betting.round(Betting.committed(player) + stack);
const pot = Betting.potSoFar(this.state);
// Two different minimums, and conflating them was a bug. `minTo` is clamped to
// what this player can actually put in, which is what the Min button should
// offer. `legalMin` is what the rules require — for a short stack the two are
// different, and it's the rules one the warnings have to be measured against,
// or a player whose whole stack is under a full raise never gets told that.
const legalMin = Betting.minRaiseTo(this.state);
const minTo = Math.min(legalMin, maxTo);
const wrap = document.createElement("div");
wrap.className = "raisePad";
const quick = document.createElement("div");
quick.className = "raiseQuick";
const options = [
{ label: "Min", value: minTo },
{ label: "½ pot", value: Betting.round(this.state.currentBet + pot / 2) },
{ label: "Pot", value: Betting.round(this.state.currentBet + pot) },
{ label: "All-in", value: maxTo },
];
options.forEach(option => {
const value = Math.max(minTo, Math.min(option.value, maxTo));
const btn = this.button(option.label, "raiseQuickBtn", () => {
this.raiseDraft = value;
this.render();
}, Money.format(value));
if (Betting.round(this.raiseDraft) === value) btn.classList.add("selected");
quick.appendChild(btn);
});
wrap.appendChild(quick);
const entry = document.createElement("div");
entry.className = "raiseEntry";
const input = document.createElement("input");
input.type = "text";
input.inputMode = "decimal";
input.className = "raiseInput";
input.value = this.raiseDraft ?? minTo;
input.setAttribute("aria-label", "Raise to amount");
input.addEventListener("input", () => {
this.raiseDraft = input.value.replace(/[^0-9.]/g, "");
this.updateRaiseNote(wrap, legalMin, maxTo);
});
entry.appendChild(input);
entry.appendChild(this.button("Cancel", "raiseCancel", () => {
this.raiseOpen = false;
this.render();
}));
entry.appendChild(this.button("Raise to", "raiseConfirm", () => {
const target = Math.max(0, Math.min(Number(this.raiseDraft) || 0, maxTo));
this.raiseOpen = false;
const who = HoldemState.displayName(player, index);
this.commit(`${who}'s raise to ${Money.format(target)}`, () => Betting.raiseTo(this.state, index, target));
}));
wrap.appendChild(entry);
const note = document.createElement("p");
note.className = "raiseNote";
note.hidden = true;
wrap.appendChild(note);
this.updateRaiseNote(wrap, legalMin, maxTo);
return wrap;
},
// Says something when the amount typed isn't a legal raise. It never blocks —
// a dealer overruling the arithmetic is right more often than the arithmetic is,
// and the whole tool is built on tapping what the humans actually did.
//
// But an under-minimum raise from a player with chips behind them is the single
// most common thing that stops a home game dead, and until now the bar took it
// without a word: type 13 when the minimum is 18 and it was simply accepted. The
// engine then treats it as a short raise and correctly doesn't reopen the betting,
// which is right for an all-in and wrong for somebody who just misheard the bet.
updateRaiseNote(wrap, minTo, maxTo) {
const note = wrap.querySelector(".raiseNote");
if (!note) return;
const typed = Number(this.raiseDraft);
const current = this.state.currentBet || 0;
if (!Number.isFinite(typed) || typed <= 0) { note.hidden = true; return; }
// Going all-in for less than a full raise is perfectly legal, and worth saying
// out loud because of what follows from it.
const isAllIn = Math.abs(typed - maxTo) < Betting.EPSILON_CHIPS;
if (typed > current && typed < minTo - Betting.EPSILON_CHIPS && !isAllIn) {
note.textContent =
`${Money.format(typed)} is under the ${Money.format(minTo)} minimum. A legal raise is ${Money.format(minTo)} or more — otherwise it's a call, or all-in.`;
note.className = "raiseNote raiseNoteWarn";
note.hidden = false;
return;
}
if (isAllIn && typed > current && typed < minTo - Betting.EPSILON_CHIPS) {
note.textContent =
`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.`;
note.className = "raiseNote raiseNoteInfo";
note.hidden = false;
return;
}
if (typed > current && typed < current + Betting.EPSILON_CHIPS) { note.hidden = true; return; }
if (typed > maxTo + Betting.EPSILON_CHIPS) {
note.textContent = `More than they have. This goes in as all-in for ${Money.format(maxTo)}.`;
note.className = "raiseNote raiseNoteInfo";
note.hidden = false;
return;
}
if (typed <= current) {
note.textContent = `${Money.format(typed)} is not above the ${Money.format(current)} already bet — that's a call, not a raise.`;
note.className = "raiseNote raiseNoteWarn";
note.hidden = false;
return;
}
note.hidden = true;
},
// The table is set but the cards aren't out. This is the step that used to happen
// by itself the instant the previous hand ended, which meant blinds were committed
// while people were still sitting down — and the blind badges would drift away from
// the money already posted as seats changed. Now the dealer says when.
renderDealPrompt() {
const wrap = document.createElement("div");
wrap.className = "dealPrompt";
const preview = Betting.blindPreview(this.state);
const seated = Betting.liveSeats(this.state).length;
const line = document.createElement("p");
line.className = "dealPromptLine";
if (!preview) {
// Two players is the least you can deal. Say what's missing rather than
// offering a button that would quietly do nothing.
line.textContent = seated === 0
? "Nobody is dealt in yet. Tap a seat to add a player."
: "Only one player is dealt in — a hand needs two.";
line.classList.add("dealPromptBlocked");
wrap.appendChild(line);
return wrap;
}
const name = i => HoldemState.displayName(this.state.seats[i], i);
line.textContent =
`${name(preview.sbIndex)} posts ${Money.format(preview.smallBlind)}, ` +
`${name(preview.bbIndex)} posts ${Money.format(preview.bigBlind)}` +
`${preview.headsUp ? " · heads-up" : ""}${preview.manual ? " · blinds set by hand" : ""}`;
wrap.appendChild(line);
// Dealing relocates a button sitting on an empty chair. That has to be said
// before it happens rather than discovered afterwards — a fresh table starts
// the button on seat 1 whether or not anyone is sitting there.
if (preview.buttonMoves) {
const moved = document.createElement("p");
moved.className = "dealPromptLine dealPromptAside";
moved.textContent =
`Button moves to ${name(preview.buttonIndex)} — seat ${this.state.dealerSeatIndex + 1} is empty.`;
wrap.appendChild(moved);
}
const row = document.createElement("div");
row.className = "actionButtons";
row.appendChild(this.button("Post blinds & deal", "actionDeal", () => {
this.commit("dealing the hand", () => Betting.beginHand(this.state));
}));
wrap.appendChild(row);
return wrap;
},
renderStreetDone() {
const row = document.createElement("div");
row.className = "actionButtons";
const isRiver = this.state.street === "river";
const label = isRiver ? "Showdown — resolve pot" : `Deal ${Betting.streetLabel(Betting.STREETS[Betting.STREETS.indexOf(this.state.street) + 1])}`;
row.appendChild(this.button(label, "actionAdvance", () => {
if (isRiver) {
this.hooks.resolvePot();
return;
}
this.commit(`dealing the ${Betting.streetLabel(Betting.STREETS[Betting.STREETS.indexOf(this.state.street) + 1]).toLowerCase()}`, () => Betting.closeStreet(this.state));
}));
return row;
},
renderHandOver() {
const row = document.createElement("div");
row.className = "actionButtons";
const live = Betting.liveSeats(this.state);
const winner = live.length === 1 ? HoldemState.displayName(live[0].player, live[0].index) : null;
row.appendChild(this.button(
winner ? `Award pot to ${winner}` : "Resolve pot",
"actionAdvance",
() => this.hooks.resolvePot()
));
return row;
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = ActionBar;
}
@@ -1,92 +0,0 @@
// "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;
}
@@ -1,375 +0,0 @@
// 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"],
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.
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.
const buttonIndex = HoldemState.buttonSeatForDeal(state);
const asDealt = buttonIndex === state.dealerSeatIndex
? state
: { ...state, dealerSeatIndex: buttonIndex };
const { sbIndex, bbIndex, headsUp, manual } = HoldemState.getBlindSeats(asDealt);
if (sbIndex === null || bbIndex === null) return null;
return {
sbIndex, bbIndex, headsUp, manual: !!manual,
buttonIndex,
buttonMoves: buttonIndex !== state.dealerSeatIndex,
smallBlind: this.round(state.smallBlind || 0),
bigBlind: this.round(state.bigBlind || 0),
};
},
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;
},
// 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);
// 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;
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) {
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);
},
// 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;
// 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);
if (sbIndex === null || bbIndex === null) {
state.currentBet = 0;
state.actingSeatIndex = null;
return;
}
if (sb > 0) this.putIn(state, sbIndex, sb);
if (bb > 0) this.putIn(state, bbIndex, bb);
state.currentBet = this.round(Math.max(this.committed(state.seats[sbIndex]), this.committed(state.seats[bbIndex])));
state.lastRaiseSize = 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.
state.actingSeatIndex = headsUp
? (this.stackOf(state, state.seats[sbIndex]) > this.EPSILON_CHIPS ? sbIndex : this.nextToAct(state, sbIndex))
: this.nextToAct(state, bbIndex);
},
// 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;
}
@@ -1,131 +0,0 @@
// 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,
seatIndex: null,
cardIndex: 0,
open(state, hooks, seatIndex, cardIndex) {
this.state = state;
this.hooks = hooks;
this.seatIndex = seatIndex;
this.cardIndex = cardIndex;
this.render();
document.getElementById("cardPickerOverlay").hidden = false;
},
close() {
document.getElementById("cardPickerOverlay").hidden = true;
},
// Every card sitting in front of anyone else. The slot being edited is excluded,
// so re-picking the card that's already there isn't treated as a duplicate.
cardsInUse() {
const used = new Map();
this.state.seats.forEach((player, seat) => {
(player.cards || []).forEach((card, slot) => {
if (!card) return;
if (seat === this.seatIndex && slot === this.cardIndex) return;
used.set(card.toUpperCase(), HoldemState.displayName(player, seat));
});
});
return used;
},
assign(card) {
const player = this.state.seats[this.seatIndex];
player.cards[this.cardIndex] = card;
this.hooks.onPick(this.seatIndex, this.cardIndex, card);
// Straight on to the second card — a dealer picking hole cards is always
// picking two, and making them re-open the picker doubles the taps.
if (this.cardIndex === 0 && !player.cards[1]) {
this.cardIndex = 1;
this.render();
return;
}
this.close();
},
clearSlot() {
const player = this.state.seats[this.seatIndex];
player.cards[this.cardIndex] = "";
this.hooks.onPick(this.seatIndex, this.cardIndex, "");
this.render();
},
render() {
const player = this.state.seats[this.seatIndex];
const used = this.cardsInUse();
document.getElementById("cardPickerTitle").textContent =
`${HoldemState.displayName(player, this.seatIndex)} — card ${this.cardIndex + 1}`;
// Which slot the next tap fills, switchable without closing the sheet.
const slots = document.getElementById("cardPickerSlots");
slots.innerHTML = "";
[0, 1].forEach(slot => {
const btn = document.createElement("button");
btn.type = "button";
btn.className = "pickerSlot";
btn.classList.toggle("active", slot === this.cardIndex);
const value = player.cards[slot] || "";
btn.textContent = value || "—";
btn.classList.toggle("cardRed", /[HD]$/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 = `Already dealt to ${takenBy}`;
if ((player.cards[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;
}
@@ -1,115 +0,0 @@
// 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.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 = "";
},
};
// 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 };
}
@@ -1,84 +0,0 @@
// 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 "$1,250,000.00" they import as
// text, so the one thing anybody opens this file to do — total a column and see
// who owes what — doesn't work without cleaning every cell first. The commas were
// quoted correctly, so the file parsed; it just wouldn't add up.
toCsv(handHistory, standings = []) {
const rows = [["Hand #", "Time", "Pot", "Payouts"]];
// handHistory is stored newest-first; the export reads better oldest-first.
[...handHistory].reverse().forEach(entry => {
const payouts = (entry.payouts || [])
.map(p => `${p.label}: ${Money.format(p.amount)}`)
.join("; ");
rows.push([
entry.handNumber,
this.formatTimestamp(entry.timestamp),
Money.forSheet(entry.pot),
payouts,
]);
});
// The settle-up numbers go in the same file as the hands they came from, so a
// dealer handing over one export isn't asked for a second one at cash-out.
if (standings.length > 0) {
rows.push([]);
rows.push(["Session Standings"]);
// Bought in and chips now are what a cash-out is settled from; paid in and
// won describe the hands. Both belong in the file the dealer hands over.
rows.push(["Player", "Paid In", "Won", "Net", "Bought In", "Chips Now", "Up/Down"]);
standings.forEach(row => {
rows.push([
row.name,
Money.forSheet(row.in),
Money.forSheet(row.won),
Money.forSheet(row.net),
Money.forSheet(row.boughtIn || 0),
Money.forSheet(row.chipsNow || 0),
Money.forSheet(row.cashPosition || 0),
]);
});
}
return rows.map(row => row.map(f => this.csvField(f)).join(",")).join("\r\n");
},
fileName() {
const now = new Date();
const pad = n => String(n).padStart(2, "0");
const stamp = `${now.getFullYear()}-${pad(now.getMonth() + 1)}-${pad(now.getDate())}-${pad(now.getHours())}${pad(now.getMinutes())}`;
return `holdem-hand-history-${stamp}.csv`;
},
download(handHistory, standings = []) {
const csv = this.toCsv(handHistory, standings);
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;
}
@@ -1,450 +0,0 @@
document.addEventListener("DOMContentLoaded", () => {
const state = HoldemState.load();
// Focus, Tab-trapping and Escape for every overlay, wired once by watching the
// `hidden` attribute they all already toggle.
Modal.mount();
// Undo works by swapping the whole table back to a snapshot. `state` is handed out
// by reference to every module at mount time, so it has to be refilled in place —
// reassigning the variable would leave the renderer and the betting bar pointing at
// the old object and quietly ignoring the undo.
const snapshotState = () => JSON.parse(JSON.stringify(state));
const restoreState = snapshot => {
Object.keys(state).forEach(key => delete state[key]);
Object.assign(state, snapshot);
HoldemState.save(state);
Render.renderAll();
};
// A gesture on a seat is a shortcut for something the dealer could do the long
// way, so each one is undoable the same way the header buttons are.
const seatAction = (index, message, mutate) => {
const snapshot = snapshotState();
mutate(state.seats[index], index);
HoldemState.save(state);
Render.renderAll();
Toast.show(message, {
actionLabel: "Undo",
onAction: () => {
restoreState(snapshot);
Toast.show("Undone.", { duration: 2500 });
},
duration: 6000,
});
};
const nameOf = index => HoldemState.displayName(state.seats[index], index);
const hooks = {
save: s => HoldemState.save(s),
rerender: () => Render.renderAll(),
onSeatDoubleTap: index => {
const player = state.seats[index];
if (!player.inHand) return;
if (player.folded) {
seatAction(index, `${nameOf(index)} is back in the hand.`, p => { p.folded = false; });
return;
}
seatAction(index, `${nameOf(index)} folds.`, () => {
if (state.actingSeatIndex === index) Betting.fold(state, index);
else player.folded = true;
});
},
onSeatLongPress: index => SeatMenu.open(state, seatMenuHooks, index),
onGiveButton: index => seatMenuHooks.makeDealer(index),
};
const seatMenuHooks = {
fold: index => hooks.onSeatDoubleTap(index),
unfold: index => seatAction(index, `${nameOf(index)} is back in the hand.`, p => { p.folded = false; }),
allIn: index => seatAction(index, `${nameOf(index)} is all-in.`, () => Betting.allIn(state, index)),
toggleDealtIn: index => {
const player = state.seats[index];
const dealtIn = player.inHand;
const handRunning = !Betting.onlyBlindsIn(state) || Betting.potSoFar(state) > 0;
const alreadyIn = Betting.handTotal(player);
// Somebody walking away mid-hand doesn't get their chips back — they're
// dead money the winner collects. Say so, because the pot total pointedly
// does not go down and a dealer needs to know that's deliberate.
const message = dealtIn
? (alreadyIn > 0
? `${nameOf(index)} is out — their ${Money.format(alreadyIn)} stays in the pot.`
: `${nameOf(index)} sits out.`)
: (handRunning
? `${nameOf(index)} is in from the next hand.`
: `${nameOf(index)} is dealt in.`);
seatAction(index, message, p => {
p.inHand = !dealtIn;
if (!p.inHand) {
// Their chips stay put; only the fold flag is cleared, since being
// out of the hand already covers not winning it.
p.folded = false;
if (state.actingSeatIndex === index) Betting.passAction(state, index);
} else if (handRunning) {
// Joining a hand already in progress means sitting this one out —
// you can't buy into a pot you haven't been paying for. `folded`
// is exactly that state, and the next hand clears it.
p.folded = true;
}
});
},
makeDealer: index => {
// Before the deal there's nothing posted, so this is just moving a marker.
// After it, the blinds have to follow the button or the badges and the
// money disagree — but that's a real thing happening to real chips, and
// the dealer gets told rather than finding out later.
const willRepost = state.bettingOpen && Betting.onlyBlindsIn(state) &&
HoldemState.unresolvedContributions(state) > Betting.EPSILON_CHIPS;
seatAction(index, willRepost
? `Button on ${nameOf(index)} — blinds taken back and re-posted.`
: `Button on ${nameOf(index)}.`, () => {
state.dealerSeatIndex = index;
if (willRepost) Betting.repostBlinds(state);
});
},
assignBlind: (index, which) => {
const blinds = HoldemState.getBlindSeats(state);
const other = which === "sb" ? blinds.bbIndex : blinds.sbIndex;
// Naming one blind pins the other where it already is, so the dealer only
// has to state the part they're changing. If that would land both on one
// player, the other blind moves to the next seat along.
let partner = other !== null && other !== undefined && other !== index
? other
: Betting.nextLiveIndex(state, index);
if (partner === index || partner === null) partner = Betting.nextLiveIndex(state, index);
const label = which === "sb" ? "small blind" : "big blind";
seatAction(index, `${nameOf(index)} posts the ${label}.`, () => {
state.blindOverride = which === "sb"
? { sbIndex: index, bbIndex: partner }
: { sbIndex: partner, bbIndex: index };
if (Betting.onlyBlindsIn(state)) Betting.repostBlinds(state);
});
},
clearBlindOverride: () => seatAction(state.dealerSeatIndex, "Blinds follow the button again.", () => {
state.blindOverride = null;
if (Betting.onlyBlindsIn(state)) Betting.repostBlinds(state);
}),
editSeat: index => Render.toggleSeatEditor(index),
addChips: index => AddChips.open(state, index, (seatIndex, amount) => {
seatAction(seatIndex, `${nameOf(seatIndex)} added ${Money.format(amount)}.`, player => {
// Chips in front and cash in are different questions — the stack moves
// every hand, what they've handed over only moves when they buy.
player.stack = Money.round(Betting.stackOf(state, player) + amount);
player.buyIns = Money.round((Number(player.buyIns) || 0) + amount);
});
}),
};
Render.mount(state, hooks);
const openPotWizard = () => {
// Chips still in front of players belong in the pot being priced, so bank them
// before the wizard reads anyone's contribution.
Betting.sweepToHandTotals(state);
hooks.save(state);
Render.renderAll();
PotWizard.open(state, payouts => {
const paid = payouts.map(p => `${p.label} ${Money.format(p.amount)}`).join(", ");
runUndoable(paid ? `Paid ${paid}.` : "Hand closed with nothing to pay out.", () => {
if (payouts.length > 0) {
HoldemState.recordHand(state, payouts);
// Winnings go straight back in front of the player, so the next
// hand's stacks are already right.
Betting.creditWinnings(state, payouts);
}
// Settling a pot ends the hand; it doesn't start the next one. The
// table goes back to setup so people can sit down or cash out before
// any blinds are committed.
HoldemState.startNextHand(state);
});
});
};
// A short history of actions taken from the bar, so a misclicked Fold can be taken
// back — and the one before it, since a dealer usually notices a beat late. Kept in
// memory only: this is for the mistake you just made, not last night's hand.
const MAX_UNDO_STEPS = 12;
const actionHistory = [];
ActionBar.mount(state, {
save: hooks.save,
rerender: hooks.rerender,
resolvePot: openPotWizard,
beginAction: label => {
actionHistory.push({ label, snapshot: snapshotState() });
if (actionHistory.length > MAX_UNDO_STEPS) actionHistory.shift();
},
lastActionLabel: () => (actionHistory.length ? actionHistory[actionHistory.length - 1].label : null),
undoLast: () => {
const step = actionHistory.pop();
if (!step) return;
restoreState(step.snapshot);
Toast.show(`Took back ${step.label}.`, { duration: 2500 });
},
});
// Anything that ends the hand makes the per-action history meaningless — the
// snapshots refer to a hand that no longer exists.
const clearActionHistory = () => { actionHistory.length = 0; };
// Keyboard shortcuts press the very same buttons a dealer would tap, rather than
// calling the betting engine themselves — there's no second code path to drift out
// of step with what the bar is actually offering right now.
const pressInBar = selector => {
const btn = document.querySelector(`#actionBar ${selector}`);
if (!btn || btn.disabled) return false;
btn.click();
return true;
};
const quickRaiseButton = label =>
[...document.querySelectorAll("#actionBar .raiseQuickBtn")]
.find(b => b.querySelector(".actionBtnLabel").textContent === label);
Shortcuts.mount({
fold: () => pressInBar(".actionFold"),
checkOrCall: () => pressInBar(".actionCheck") || pressInBar(".actionCall"),
raise: () => pressInBar(".actionRaise"),
allIn: () => {
// Open the raise pad first if it isn't already, then take its All-in amount.
if (!document.querySelector("#actionBar .raisePad") && !pressInBar(".actionRaise")) return false;
const quick = quickRaiseButton("All-in");
if (!quick) return false;
quick.click();
return true;
},
// Enter confirms a raise if one is being entered, otherwise moves the hand on.
// Dealing is an advance too — Enter should carry a dealer through setup, deal,
// streets and showdown without reaching for the trackpad.
advance: () => pressInBar(".raiseConfirm") || pressInBar(".actionAdvance") || pressInBar(".actionDeal"),
undo: () => pressInBar(".actionUndo"),
cancel: () => pressInBar(".raiseCancel"),
});
// Moving to the next hand used to ask "are you sure?" every single time —
// the most-pressed button in a session, gated behind a system dialog. It now
// just happens, and the toast offers the way back for the few seconds anyone
// would notice a misclick. The snapshot is deliberately in-memory only: an
// undo is for the mistake you just made, not one from last night's session.
const runUndoable = (message, mutate) => {
const snapshot = snapshotState();
mutate();
// Starting or settling a hand invalidates the per-action history: those
// snapshots describe a hand that's over. The whole-step Undo below replaces it.
clearActionHistory();
hooks.save(state);
Render.renderAll();
Toast.show(message, {
actionLabel: "Undo",
onAction: () => {
restoreState(snapshot);
Toast.show("Undone.", { duration: 2500 });
},
});
};
// A seat that has anything of a player in it — a name, chips, cash in, or a hand
// in progress. Shrinking the table throws these away permanently, and it also
// orphans them in the session standings, where they keep their winnings but lose
// the stack and buy-in the settle-up is worked out from.
const seatHasSomeoneIn = player =>
!!(player.name && player.name.trim()) ||
player.inHand ||
(Number(player.stack) || 0) > 0 ||
(Number(player.buyIns) || 0) > 0 ||
(Number(player.amountOverride) || 0) > 0;
document.getElementById("seatCountInput").addEventListener("change", async e => {
const requested = Math.max(2, Math.min(24, Math.floor(Number(e.target.value)) || state.seatCount));
const losing = state.seats.slice(requested).filter(seatHasSomeoneIn);
if (losing.length > 0) {
const who = losing
.map((p, i) => HoldemState.displayName(p, requested + state.seats.slice(requested).indexOf(p)))
.join(", ");
const ok = await Dialog.confirm({
title: `Remove ${losing.length} ${losing.length === 1 ? "player" : "players"}?`,
message: `Going down to ${requested} seats takes ${who} off the table along with their chips and buy-ins, and their session totals stop adding up.`,
confirmLabel: "Remove them",
danger: true,
});
if (!ok) {
e.target.value = state.seatCount;
return;
}
}
runUndoable(`Table set to ${requested} seats.`, () => HoldemState.resizeSeats(state, requested));
});
document.getElementById("directionSelect").addEventListener("change", e => {
state.direction = e.target.value;
hooks.save(state);
Render.renderSeats();
});
document.getElementById("basePotInput").addEventListener("input", e => {
state.basePotAmount = e.target.value === "" ? null : Number(e.target.value);
hooks.save(state);
Render.renderAll();
});
document.getElementById("dedicatedDealerToggle").addEventListener("change", e => {
state.dedicatedDealer = e.target.checked;
hooks.save(state);
Render.renderSeats();
Render.renderTableHint();
});
document.getElementById("tableNotes").addEventListener("input", e => {
state.notes = e.target.value;
hooks.save(state);
});
document.getElementById("addChipColorBtn").addEventListener("click", () => {
state.chipLegend.push({
id: HoldemState.makeId("chip"),
color: "#888888",
value: 1,
});
hooks.save(state);
Render.renderAll();
});
document.getElementById("nextHandBtn").addEventListener("click", async () => {
// Moving on wipes every seat's contribution, so an unresolved pot is simply
// destroyed — measured at a four-handed table, pressing this with $8 in the
// middle took the table from 800 chips to 792, and the toast said nothing
// about it. Chips only ever leave this tool because a dealer meant them to.
const unresolved = HoldemState.unresolvedContributions(state);
if (unresolved > Betting.EPSILON_CHIPS) {
const ok = await Dialog.confirm({
title: `Throw away ${Money.format(unresolved)}?`,
message: "There's still money in the middle from this hand. Starting the next one takes it off the table without paying anybody — use Resolve Pot if somebody won it.",
confirmLabel: "Throw it away",
danger: true,
});
if (!ok) return;
}
// startNextHand moves the button on by one; say where it landed so the
// dealer can confirm the rotation without hunting for the badge.
const nextDealer = HoldemState.nextSeatIndex(state, state.dealerSeatIndex, 1);
const where = state.dedicatedDealer
? `small blind on seat ${HoldemState.nextSeatIndex(state, nextDealer, 1) + 1}`
: `button on seat ${nextDealer + 1}`;
const discarded = unresolved > Betting.EPSILON_CHIPS
? ` ${Money.format(unresolved)} taken off the table.`
: "";
runUndoable(`Next hand — ${where}. Seat the table, then deal.${discarded}`, () => {
HoldemState.startNextHand(state);
});
});
document.getElementById("resetTableBtn").addEventListener("click", async () => {
const ok = await Dialog.confirm({
title: "Reset the whole table?",
message: "Every seat, chip colour and note goes back to defaults. The hand history and session standings are cleared too.",
confirmLabel: "Reset table",
danger: true,
});
if (!ok) return;
HoldemState.clear();
Object.assign(state, HoldemState.createDefault());
clearActionHistory();
Render.mount(state, hooks);
Toast.show("Table reset.", { duration: 2500 });
});
document.getElementById("resolvePotBtn").addEventListener("click", openPotWizard);
[
["smallBlindInput", "smallBlind"],
["bigBlindInput", "bigBlind"],
["defaultStackInput", "defaultStack"],
].forEach(([id, key]) => {
document.getElementById(id).addEventListener("input", e => {
state[key] = e.target.value === "" ? null : Number(e.target.value);
hooks.save(state);
Render.renderAll();
});
});
document.getElementById("closeSeatEditorBtn").addEventListener("click", () => Render.closeSeatEditor());
document.getElementById("addChipsConfirmBtn").addEventListener("click", () => AddChips.confirm());
document.getElementById("addChipsCancelBtn").addEventListener("click", () => AddChips.close());
document.getElementById("addChipsOverlay").addEventListener("click", e => {
if (e.target.id === "addChipsOverlay") AddChips.close();
});
document.getElementById("addChipsInput").addEventListener("keydown", e => {
if (e.key === "Enter") AddChips.confirm();
});
// Escape is Modal's job now, for this sheet and the five others that never had it.
const rulingsOverlay = document.getElementById("rulingsOverlay");
const closeRulings = () => { rulingsOverlay.hidden = true; };
document.getElementById("openRulingsBtn").addEventListener("click", () => { rulingsOverlay.hidden = false; });
document.getElementById("closeRulingsBtn").addEventListener("click", closeRulings);
rulingsOverlay.addEventListener("click", e => {
if (e.target === rulingsOverlay) closeRulings();
});
document.getElementById("seatMenuCancelBtn").addEventListener("click", () => SeatMenu.close());
document.getElementById("seatMenuOverlay").addEventListener("click", e => {
if (e.target.id === "seatMenuOverlay") SeatMenu.close();
});
document.getElementById("cardPickerCloseBtn").addEventListener("click", () => CardPicker.close());
document.getElementById("cardPickerClearBtn").addEventListener("click", () => CardPicker.clearSlot());
document.getElementById("cardPickerOverlay").addEventListener("click", e => {
if (e.target.id === "cardPickerOverlay") CardPicker.close();
});
document.getElementById("closePotWizardBtn").addEventListener("click", () => PotWizard.close());
document.getElementById("potWizardOverlay").addEventListener("click", e => {
if (e.target.id === "potWizardOverlay") PotWizard.close();
});
document.getElementById("clearHistoryBtn").addEventListener("click", async () => {
const ok = await Dialog.confirm({
title: "Clear the hand history?",
message: "This wipes every logged hand and the session standings, and puts the hand counter back to #1. Export first if anyone might want the numbers.",
confirmLabel: "Clear history",
danger: true,
});
if (!ok) return;
HoldemState.clearHistory(state);
hooks.save(state);
Render.renderAll();
Toast.show("Hand history cleared.", { duration: 2500 });
});
document.getElementById("exportHistoryBtn").addEventListener("click", () => {
if ((state.handHistory || []).length === 0) return;
HandHistoryExport.download(state.handHistory, HoldemState.sessionStandings(state));
});
});
@@ -1,147 +0,0 @@
// 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;
}
@@ -1,63 +0,0 @@
// 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);
},
// "+$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;
}
@@ -1,173 +0,0 @@
// 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;
}
@@ -1,302 +0,0 @@
// 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() {
// 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 = "";
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 prompt = document.createElement("p");
prompt.className = "potWizardPrompt";
prompt.innerHTML = 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 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;
// 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);
const upTo = document.createElement("span");
upTo.className = "potWizardChoiceUpTo";
upTo.textContent = `up to ${Money.format(c.remaining)}`;
text.appendChild(upTo);
label.appendChild(text);
// 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 = "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();
});
round.appendChild(confirmBtn);
body.appendChild(round);
},
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;
},
renderSummary() {
const wrap = document.createElement("div");
wrap.className = "potWizardSummary";
const heading = document.createElement("h3");
heading.textContent = "Final Payouts";
wrap.appendChild(heading);
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 list = document.createElement("ul");
for (const [id, amount] of this.totals.entries()) {
const li = document.createElement("li");
li.textContent = `${this.playerLabelById.get(id)} — ${Money.format(amount)}`;
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", () => {
const payouts = Array.from(this.totals.entries()).map(([id, amount]) => ({
id,
label: this.playerLabelById.get(id),
amount,
}));
this.close();
this.onFinished(payouts);
});
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(actions);
wrap.appendChild(note);
return wrap;
}
wrap.appendChild(actions);
return wrap;
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = PotWizard;
}
@@ -1,287 +0,0 @@
// 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);
});
},
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) => {
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);
};
pots.forEach(pot => addRow(pot.label, pot.amount, pot.eligible.join(", ")));
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());
@@ -1,818 +0,0 @@
// All DOM rendering + drag/drop for the table. Talks to the outside world only through
// the `hooks` object passed to mount(): hooks.save(state) persists, hooks.rerender()
// re-draws everything (used after structural changes like resizing seats or the chip
// legend).
//
// The table itself only shows compact seat "pucks" — name, cards, total, blind/dealer
// badges — because a full data-entry form (chip counts, custom fields, etc.) doesn't fit
// next to nine others arranged in a circle at any screen size. Clicking a puck opens the
// full form in the seat editor panel instead.
const Render = {
state: null,
hooks: null,
selectedSeatIndex: null,
mount(state, hooks) {
this.state = state;
this.hooks = hooks;
this.selectedSeatIndex = null;
// A reset hands over a different table entirely, so nothing cached about the
// last one still applies.
this.lastHistorySignature = null;
this.handTimeCache.clear();
this.renderAll();
},
renderAll() {
if (this.selectedSeatIndex !== null && this.selectedSeatIndex >= this.state.seatCount) {
this.selectedSeatIndex = null;
}
this.renderSeats();
this.renderSeatEditor();
this.renderChipLegend();
this.renderNotes();
this.updatePotBadge();
this.renderSetupFields();
this.renderTableHint();
this.renderStandings();
this.renderHandHistory();
if (typeof ActionBar !== "undefined" && ActionBar.state) ActionBar.render();
},
renderSetupFields() {
document.getElementById("seatCountInput").value = this.state.seatCount;
document.getElementById("directionSelect").value = this.state.direction;
document.getElementById("basePotInput").value = this.state.basePotAmount ?? "";
document.getElementById("dedicatedDealerToggle").checked = !!this.state.dedicatedDealer;
document.getElementById("smallBlindInput").value = this.state.smallBlind ?? "";
document.getElementById("bigBlindInput").value = this.state.bigBlind ?? "";
document.getElementById("defaultStackInput").value = this.state.defaultStack ?? "";
},
renderTableHint() {
const hint = document.getElementById("tableHint");
// Gestures are invisible until someone tells you about them, and this is the
// only place on the table with room to say so.
hint.textContent = "Tap a seat to edit · double-tap to fold · press and hold for quick actions · drag to swap seats.";
},
renderNotes() {
const notesEl = document.getElementById("tableNotes");
if (document.activeElement !== notesEl) notesEl.value = this.state.notes || "";
},
updatePotBadge() {
// Chips still sitting in front of players on the current street are part of
// the pot as far as anyone at the table is concerned, so count them — waiting
// until the street closes would show a stale number for most of every hand.
const swept = HoldemState.totalPot(this.state);
const onStreet = this.state.seats.reduce((sum, p) => sum + Betting.committed(p), 0);
document.getElementById("potBadgeAmount").textContent = Money.format(swept + onStreet);
},
// ---- Seats around the table (compact pucks) ----
seatPosition(index, count) {
return this.positionOnRing(index, count, 44, 42);
},
// Bets sit on the felt between their player and the pot, the way chips actually
// do — closer in than the seats, on the same spoke. The bets layer is inset to
// match the seat ring (see the CSS), so this one radius holds at every size.
betPosition(index, count) {
return this.positionOnRing(index, count, 27, 25);
},
positionOnRing(index, count, rx, ry) {
const angle = -90 + (360 / count) * index;
const radians = (angle * Math.PI) / 180;
return {
left: 50 + rx * Math.cos(radians),
top: 50 + ry * Math.sin(radians),
};
},
// Colour a bet by the biggest chip that fits it, so a table with a chip legend
// gets bets that look like the chips actually being pushed out.
chipColorFor(amount) {
const legend = [...(this.state.chipLegend || [])]
.filter(chip => Number(chip.value) > 0)
.sort((a, b) => Number(b.value) - Number(a.value));
const match = legend.find(chip => amount >= Number(chip.value));
return (match || legend[legend.length - 1] || {}).color || "#8a8a8a";
},
// ---- Bets on the felt ----
makeBetChip(bet) {
const chip = document.createElement("div");
chip.className = "betChip";
const disc = document.createElement("span");
disc.className = "betChipDisc";
disc.style.background = this.chipColorFor(bet);
const amount = document.createElement("span");
amount.className = "betChipAmount";
amount.textContent = Money.format(bet);
chip.appendChild(disc);
chip.appendChild(amount);
return chip;
},
// A phone's felt has no room for a third ring: measured every radius between the
// seats and the pot badge and each one collides with one or the other. So on a
// narrow screen the bet clings to its own puck instead — same chip, no ring —
// sitting on whichever side faces the middle of the table.
renderBets() {
const layer = document.getElementById("betsLayer");
if (!layer) return;
layer.innerHTML = "";
const anchorToSeat = window.matchMedia("(max-width: 700px)").matches;
this.state.seats.forEach((player, index) => {
const bet = Betting.committed(player);
if (bet <= 0) return;
const chip = this.makeBetChip(bet);
const pos = this.betPosition(index, this.state.seatCount);
if (anchorToSeat) {
const seat = document.querySelector(`.seat[data-seat-index="${index}"]`);
if (!seat) return;
const seatPos = this.seatPosition(index, this.state.seatCount);
chip.classList.add("betChipAnchored", seatPos.top > 50 ? "betChipAbove" : "betChipBelow");
seat.appendChild(chip);
return;
}
chip.style.left = `${pos.left}%`;
chip.style.top = `${pos.top}%`;
layer.appendChild(chip);
});
},
puckLabel(player, seatIndex) {
return HoldemState.displayName(player, seatIndex);
},
renderSeats() {
const layer = document.getElementById("seatsLayer");
layer.innerHTML = "";
const template = document.getElementById("seatTemplate");
const { dealerIndex, sbIndex, bbIndex, manual: manualBlinds } = HoldemState.getBlindSeats(this.state);
this.state.seats.forEach((player, index) => {
const node = template.content.firstElementChild.cloneNode(true);
const pos = this.seatPosition(index, this.state.seatCount);
node.style.left = `${pos.left}%`;
node.style.top = `${pos.top}%`;
node.dataset.seatIndex = String(index);
node.querySelector(".seatChairNumber").textContent = index + 1;
const dealerChip = node.querySelector(".dealerChip");
dealerChip.classList.toggle("active", index === dealerIndex);
dealerChip.classList.toggle("hidden", !!this.state.dedicatedDealer);
// Tapping the puck is the same act as "Give the button" in the seat menu,
// so it goes through the same hook — otherwise this one path would move
// the button without moving the blinds that follow it.
dealerChip.addEventListener("click", e => {
e.stopPropagation();
this.hooks.onGiveButton(index);
});
const sbBadge = node.querySelector(".sbBadge");
const bbBadge = node.querySelector(".bbBadge");
sbBadge.classList.toggle("visible", index === sbIndex);
bbBadge.classList.toggle("visible", index === bbIndex);
// A blind the dealer named by hand isn't where the button would have put
// it, so it's marked — otherwise the table looks like it's just wrong.
// The `!!` matters: getBlindSeats leaves `manual` undefined when the
// blinds are positional, and classList.toggle with an undefined second
// argument *flips* the class instead of clearing it, so the marker
// appeared and disappeared on alternate renders.
sbBadge.classList.toggle("blindManual", !!manualBlinds && index === sbIndex);
bbBadge.classList.toggle("blindManual", !!manualBlinds && index === bbIndex);
this.updatePuckContent(node, player, index);
node.classList.toggle("seatSelected", index === this.selectedSeatIndex);
this.wireSeatGestures(node, index);
this.wireDragAndDrop(node, index);
layer.appendChild(node);
});
this.renderBets();
},
isRedSuit(card) {
return /[HD]$/i.test(card || "");
},
SUIT_SYMBOLS: { S: "♠", H: "♥", D: "♦", C: "♣" },
// "KD" -> "K♦". Stored cards stay two plain characters so every existing reader
// keeps working; the suit only becomes a symbol on its way to a human.
formatCard(card) {
const value = (card || "").toUpperCase();
if (!value) return "";
return `${value[0]}${this.SUIT_SYMBOLS[value[1]] || value[1] || ""}`;
},
// An empty slot has to look like something you can tap, so it gets a placeholder
// rather than going blank.
paintCardSlot(slot, card) {
const value = (card || "").toUpperCase();
slot.classList.toggle("cardRed", this.isRedSuit(value));
slot.classList.toggle("cardSlotEmpty", !value);
slot.textContent = value ? this.formatCard(value) : "+";
},
// A chair nobody has claimed: no name typed, not dealt in, nothing in the pot.
// Worth calling out, because at a short-handed table the open seats are what
// the dealer is looking for.
isEmptySeat(player) {
const named = !!(player.name && player.name.trim());
const contributing =
HoldemState.computeContribution(player, this.state.chipLegend, this.state.basePotAmount) > 0;
return !named && !player.inHand && !contributing;
},
updatePuckContent(node, player, index) {
const empty = this.isEmptySeat(player);
const nameEl = node.querySelector(".seatPuckName");
nameEl.textContent = empty ? "Empty" : (player.name || "").trim();
nameEl.classList.toggle("seatEmptyLabel", empty);
const cardsEl = node.querySelector(".seatPuckCards");
cardsEl.innerHTML = "";
(player.cards || []).filter(Boolean).forEach((card, i) => {
if (i > 0) cardsEl.appendChild(document.createTextNode(" "));
const span = document.createElement("span");
if (this.isRedSuit(card)) span.className = "cardRed";
span.textContent = this.formatCard(card);
cardsEl.appendChild(span);
});
// Always this player's total for the hand. What they've just pushed out on this
// street is shown as a chip on the felt instead — the puck used to flip between
// the two meanings depending on the moment, which is a bad thing for a number
// sitting next to a stack size to do.
const handTotal = Betting.handTotal(player);
const total = handTotal > 0
? handTotal
: HoldemState.computeContribution(player, this.state.chipLegend, this.state.basePotAmount);
const totalEl = node.querySelector(".seatPuckTotal");
totalEl.textContent = total > 0 ? Money.format(total) : "";
this.fitAmount(totalEl);
const stackEl = node.querySelector(".seatPuckStack");
const stack = Betting.stackOf(this.state, player);
stackEl.textContent = !empty && stack > 0 ? Money.format(stack) : "";
this.fitAmount(stackEl);
node.classList.toggle("seatActing", index === this.state.actingSeatIndex);
node.classList.toggle("seatEmpty", empty);
node.classList.toggle("seatInactive", !player.inHand && !empty);
node.classList.toggle("seatFolded", player.folded);
node.classList.toggle("seatLive", player.inHand && !player.folded);
},
// A seat puck is 64px of usable width. A tournament stack doesn't fit in that and,
// because the number has no spaces to break on, it doesn't wrap or ellipsise
// either — it just draws straight out over the neighbouring seat. Stepping the
// font down keeps every digit, which matters: a dealer misreading a stack is a
// worse outcome than a small one, so this shrinks rather than abbreviating.
fitAmount(el) {
const length = (el.textContent || "").length;
el.classList.toggle("puckAmountLong", length >= 8 && length < 10);
el.classList.toggle("puckAmountHuge", length >= 10);
},
// Cheaper than a full renderSeats() — used after edits so the seat editor's inputs
// (which live in a separate panel) never lose focus.
refreshPuck(index) {
const node = document.querySelector(`.seat[data-seat-index="${index}"]`);
if (node) this.updatePuckContent(node, this.state.seats[index], index);
},
// ---- Seat gestures ----
//
// One puck, three intents: tap to edit, double-tap to fold, press and hold for
// the quick menu. The single tap waits out the double-tap window before it
// fires — 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.
LONG_PRESS_MS: 500,
DOUBLE_TAP_MS: 220,
DRAG_SLOP_PX: 8,
pendingTap: null,
wireSeatGestures(node, index) {
let longPressTimer = null;
let longPressFired = false;
let startX = 0;
let startY = 0;
const cancelLongPress = () => {
if (longPressTimer) {
clearTimeout(longPressTimer);
longPressTimer = null;
}
};
node.addEventListener("pointerdown", e => {
longPressFired = false;
startX = e.clientX;
startY = e.clientY;
cancelLongPress();
longPressTimer = setTimeout(() => {
longPressTimer = null;
longPressFired = true;
this.cancelPendingTap();
node.classList.remove("seatPressing");
this.hooks.onSeatLongPress(index);
}, this.LONG_PRESS_MS);
node.classList.add("seatPressing");
});
// Moving means they're dragging the seat, not holding it.
node.addEventListener("pointermove", e => {
if (Math.abs(e.clientX - startX) > this.DRAG_SLOP_PX || Math.abs(e.clientY - startY) > this.DRAG_SLOP_PX) {
cancelLongPress();
node.classList.remove("seatPressing");
}
});
["pointerup", "pointercancel", "pointerleave"].forEach(type => {
node.addEventListener(type, () => {
cancelLongPress();
node.classList.remove("seatPressing");
});
});
node.addEventListener("dragstart", () => {
cancelLongPress();
this.cancelPendingTap();
node.classList.remove("seatPressing");
});
node.addEventListener("click", e => {
// The long press already did something; don't also treat the release as a tap.
if (longPressFired) {
longPressFired = false;
e.preventDefault();
e.stopPropagation();
return;
}
this.handleSeatTap(index);
});
},
cancelPendingTap() {
if (this.pendingTap) {
clearTimeout(this.pendingTap.timer);
this.pendingTap = null;
}
},
handleSeatTap(index) {
if (this.pendingTap && this.pendingTap.index === index) {
this.cancelPendingTap();
this.hooks.onSeatDoubleTap(index);
return;
}
this.cancelPendingTap();
const timer = setTimeout(() => {
this.pendingTap = null;
this.toggleSeatEditor(index);
}, this.DOUBLE_TAP_MS);
this.pendingTap = { index, timer };
},
// Tapping the open seat again closes it — on a phone the editor is a sheet over
// the table, and the seat you just tapped is the closest thing to hand for
// dismissing it.
toggleSeatEditor(index) {
this.selectedSeatIndex = this.selectedSeatIndex === index ? null : index;
this.renderSeats();
this.renderSeatEditor();
},
wireDragAndDrop(node, index) {
node.addEventListener("dragstart", e => {
e.dataTransfer.setData("text/plain", String(index));
e.dataTransfer.effectAllowed = "move";
node.classList.add("dragging");
});
node.addEventListener("dragend", () => node.classList.remove("dragging"));
node.addEventListener("dragover", e => {
e.preventDefault();
node.classList.add("dropTarget");
});
node.addEventListener("dragleave", () => node.classList.remove("dropTarget"));
node.addEventListener("drop", e => {
e.preventDefault();
node.classList.remove("dropTarget");
const sourceIndex = Number(e.dataTransfer.getData("text/plain"));
const targetIndex = index;
if (Number.isNaN(sourceIndex) || sourceIndex === targetIndex) return;
const seats = this.state.seats;
[seats[sourceIndex], seats[targetIndex]] = [seats[targetIndex], seats[sourceIndex]];
this.hooks.save(this.state);
this.renderSeats();
if (this.selectedSeatIndex === sourceIndex || this.selectedSeatIndex === targetIndex) {
this.renderSeatEditor();
}
});
},
// ---- Seat editor panel (the full form for whichever seat is selected) ----
closeSeatEditor() {
this.selectedSeatIndex = null;
this.renderSeats();
this.renderSeatEditor();
},
renderSeatEditor() {
const title = document.getElementById("seatEditorTitle");
const body = document.getElementById("seatEditorBody");
// Drives the mobile bottom sheet: the panel only slides up over the table
// while a seat is actually being edited.
document.body.classList.toggle("seatSheetOpen", this.selectedSeatIndex !== null);
if (this.selectedSeatIndex === null) {
title.textContent = "Select a seat";
body.innerHTML = '<p class="fieldHint">Click a seat at the table to edit their name, cards, chips and anything else.</p>';
return;
}
const index = this.selectedSeatIndex;
const player = this.state.seats[index];
title.textContent = this.puckLabel(player, index);
body.innerHTML = "";
const template = document.getElementById("seatEditorTemplate");
const form = template.content.firstElementChild.cloneNode(true);
this.wireSeatFields(form, player, index);
this.renderChipCounts(form, player, index);
this.renderCustomFields(form, player, index);
this.renderSeatTotal(form, player);
body.appendChild(form);
},
renderSeatTotal(form, player) {
const total = HoldemState.computeContribution(player, this.state.chipLegend, this.state.basePotAmount);
form.querySelector(".seatTotalAmount").textContent = Money.format(total);
},
commitSeatChange(form, player, index) {
this.hooks.save(this.state);
this.updatePotBadge();
this.renderSeatTotal(form, player);
this.refreshPuck(index);
},
wireSeatFields(form, player, index) {
const nameInput = form.querySelector(".seatNameInput");
nameInput.value = player.name;
nameInput.addEventListener("input", () => {
player.name = nameInput.value;
document.getElementById("seatEditorTitle").textContent = this.puckLabel(player, index);
this.commitSeatChange(form, player, index);
});
const inHandCheckbox = form.querySelector(".inHandCheckbox");
inHandCheckbox.checked = player.inHand;
inHandCheckbox.addEventListener("change", () => {
player.inHand = inHandCheckbox.checked;
if (!player.inHand) player.folded = false;
foldCheckboxRef.checked = player.folded;
foldCheckboxRef.disabled = !player.inHand;
this.commitSeatChange(form, player, index);
});
const foldCheckboxRef = form.querySelector(".foldCheckbox");
foldCheckboxRef.checked = player.folded;
foldCheckboxRef.disabled = !player.inHand;
foldCheckboxRef.addEventListener("change", () => {
player.folded = foldCheckboxRef.checked;
this.commitSeatChange(form, player, index);
});
const slots = [form.querySelector(".card1Slot"), form.querySelector(".card2Slot")];
slots.forEach((slot, cardIdx) => {
this.paintCardSlot(slot, player.cards[cardIdx]);
slot.addEventListener("click", () => {
CardPicker.open(this.state, {
onPick: (seatIndex, pickedIdx, card) => {
this.paintCardSlot(slots[pickedIdx], card);
this.commitSeatChange(form, player, seatIndex);
},
}, index, cardIdx);
});
});
// What they've handed over tonight, shown next to what's in front of them so a
// cash-out is one subtraction rather than a memory test.
const boughtIn = Number(player.buyIns) || 0;
const boughtInEl = form.querySelector(".seatBuyIns");
boughtInEl.textContent = boughtIn > 0 ? `Bought in ${Money.format(boughtIn)}` : "";
boughtInEl.hidden = boughtIn <= 0;
const stackInput = form.querySelector(".stackInput");
stackInput.value = player.stack ?? "";
stackInput.addEventListener("input", () => {
player.stack = stackInput.value === "" ? null : Number(stackInput.value);
this.commitSeatChange(form, player, index);
});
const amountInput = form.querySelector(".amountOverrideInput");
amountInput.value = player.amountOverride ?? "";
amountInput.addEventListener("input", () => {
player.amountOverride = amountInput.value === "" ? null : amountInput.value;
this.commitSeatChange(form, player, index);
});
const addFieldBtn = form.querySelector(".addFieldBtn");
addFieldBtn.addEventListener("click", () => {
player.customFields.push({ label: "", value: "" });
this.renderCustomFields(form, player, index);
this.hooks.save(this.state);
});
},
renderChipCounts(form, player, index) {
const container = form.querySelector(".chipCounts");
container.innerHTML = "";
const template = document.getElementById("chipCountTemplate");
this.state.chipLegend.forEach(chip => {
const row = template.content.firstElementChild.cloneNode(true);
row.querySelector(".chipSwatch").style.background = chip.color;
row.title = `$${chip.value} chips`;
const input = row.querySelector(".chipCountInput");
input.value = player.chipCounts[chip.id] || 0;
input.addEventListener("input", () => {
const count = Math.max(0, Math.floor(Number(input.value)) || 0);
player.chipCounts[chip.id] = count;
this.commitSeatChange(form, player, index);
});
container.appendChild(row);
});
},
renderCustomFields(form, player, index) {
const container = form.querySelector(".customFields");
container.innerHTML = "";
const template = document.getElementById("customFieldTemplate");
player.customFields.forEach((field, fieldIdx) => {
const row = template.content.firstElementChild.cloneNode(true);
const labelInput = row.querySelector(".customFieldLabel");
const valueInput = row.querySelector(".customFieldValue");
labelInput.value = field.label;
valueInput.value = field.value;
labelInput.addEventListener("input", () => {
field.label = labelInput.value;
this.hooks.save(this.state);
});
valueInput.addEventListener("input", () => {
field.value = valueInput.value;
this.hooks.save(this.state);
});
row.querySelector(".removeFieldBtn").addEventListener("click", () => {
player.customFields.splice(fieldIdx, 1);
this.renderCustomFields(form, player, index);
this.hooks.save(this.state);
});
container.appendChild(row);
});
},
// ---- Chip legend ----
renderChipLegend() {
const list = document.getElementById("chipLegendList");
list.innerHTML = "";
const template = document.getElementById("chipLegendRowTemplate");
this.state.chipLegend.forEach(chip => {
const row = template.content.firstElementChild.cloneNode(true);
const colorInput = row.querySelector(".chipColorInput");
const valueInput = row.querySelector(".chipValueInput");
colorInput.value = chip.color;
valueInput.value = chip.value;
colorInput.addEventListener("input", () => {
chip.color = colorInput.value;
this.hooks.save(this.state);
});
valueInput.addEventListener("input", () => {
chip.value = Number(valueInput.value) || 0;
this.hooks.save(this.state);
this.renderSeats();
this.renderSeatEditor();
this.updatePotBadge();
});
row.querySelector(".removeChipColorBtn").addEventListener("click", () => {
this.state.chipLegend = this.state.chipLegend.filter(c => c.id !== chip.id);
this.hooks.save(this.state);
this.renderAll();
});
list.appendChild(row);
});
},
// ---- Pot breakdown ----
// Shared by the action bar (live, mid-hand) and the pot wizard (before winners are
// picked), because both are showing the dealer the same announcement.
buildPotBreakdown(pots, returns, nameFor, heading) {
if (pots.length < 2 && returns.length === 0) return null;
const wrap = document.createElement("div");
wrap.className = "potBreakdown";
if (heading) {
const title = document.createElement("p");
title.className = "potBreakdownHeading";
title.textContent = heading;
wrap.appendChild(title);
}
const addRow = (label, amount, who, className) => {
const row = document.createElement("div");
row.className = `potLayer ${className || ""}`;
const labelEl = document.createElement("span");
labelEl.className = "potLayerLabel";
labelEl.textContent = label;
const amountEl = document.createElement("span");
amountEl.className = "potLayerAmount";
amountEl.textContent = Money.format(amount);
const whoEl = document.createElement("span");
whoEl.className = "potLayerWho";
whoEl.textContent = who;
row.appendChild(labelEl);
row.appendChild(amountEl);
row.appendChild(whoEl);
wrap.appendChild(row);
};
pots.forEach(pot => addRow(pot.label, pot.amount, pot.eligible.map(nameFor).join(", ")));
returns.forEach(ret => addRow("Uncalled", ret.amount, `back to ${nameFor(ret.id)}`, "potLayerReturn"));
return wrap;
},
// ---- Session standings ----
renderStandings() {
const list = document.getElementById("standingsList");
const emptyHint = document.getElementById("standingsEmptyHint");
const table = document.getElementById("standingsTable");
const standings = HoldemState.sessionStandings(this.state);
list.innerHTML = "";
emptyHint.hidden = standings.length > 0;
table.hidden = standings.length === 0;
const template = document.getElementById("standingsRowTemplate");
standings.forEach(row => {
const node = template.content.firstElementChild.cloneNode(true);
node.querySelector(".standingsName").textContent = row.name;
node.querySelector(".standingsIn").textContent = Money.format(row.in);
node.querySelector(".standingsWon").textContent = Money.format(row.won);
const netEl = node.querySelector(".standingsNet");
netEl.textContent = Money.formatSigned(row.net);
netEl.classList.toggle("netUp", row.net > 0);
netEl.classList.toggle("netDown", row.net < 0);
// What they'd actually be handed if the night ended now: chips in front of
// them less the cash they gave the banker. This was computed and written to
// the CSV all along, but never shown to the person doing the paying out.
const cashEl = node.querySelector(".standingsCashOut");
cashEl.textContent = Money.formatSigned(row.cashPosition);
cashEl.classList.toggle("netUp", row.cashPosition > 0);
cashEl.classList.toggle("netDown", row.cashPosition < 0);
list.appendChild(node);
});
this.renderBankReconciliation();
},
// Does the cash box cover the chips on the table? Nothing asked this before, and
// it's the question that decides whether the last two players can be paid.
renderBankReconciliation() {
const host = document.getElementById("bankReconcile");
if (!host) return;
const bank = HoldemState.bankReconciliation(this.state);
// Nothing to reconcile before anybody has handed over money or taken a chip.
host.hidden = bank.cashIn === 0 && bank.chipsInPlay === 0;
if (host.hidden) return;
document.getElementById("bankCashIn").textContent = Money.format(bank.cashIn);
document.getElementById("bankChipsInPlay").textContent = Money.format(bank.chipsInPlay);
const verdict = document.getElementById("bankReconcileVerdict");
if (bank.balanced) {
verdict.textContent = "Balanced — the cash covers every chip on the table.";
} else if (bank.difference > 0) {
verdict.textContent =
`${Money.format(bank.difference)} more in chips than cash taken. Someone's rebuy probably wasn't recorded — the box will be short at cash-out.`;
} else {
verdict.textContent =
`${Money.format(Math.abs(bank.difference))} more cash than chips in play. Someone has paid for chips they haven't been given.`;
}
verdict.classList.toggle("bankBalanced", bank.balanced);
verdict.classList.toggle("bankOff", !bank.balanced);
},
// ---- Hand counter + history ----
// toLocaleTimeString is the single most expensive call in the history panel, and a
// logged hand's timestamp never changes, so the answer is worth keeping.
handTimeCache: new Map(),
formatHandTime(timestamp) {
if (this.handTimeCache.has(timestamp)) return this.handTimeCache.get(timestamp);
let formatted = "";
try {
formatted = new Date(timestamp).toLocaleTimeString(undefined, { hour: "2-digit", minute: "2-digit" });
} catch {
formatted = "";
}
this.handTimeCache.set(timestamp, formatted);
return formatted;
},
// Cheap stand-in for "has the log changed". Entries are immutable once written and
// only ever added at the front, so the length, the counter and the newest row
// between them catch a recorded hand, a cleared history and an undo.
historySignature() {
const history = this.state.handHistory || [];
const newest = history[0];
return [
history.length,
this.state.handNumber || 1,
newest ? newest.handNumber : "",
newest ? newest.timestamp : "",
newest ? newest.pot : "",
].join("|");
},
// Rebuilding this panel measured 25.7ms of the 30ms a full re-render costs — and a
// full re-render runs after every fold, call and raise. The log only changes when a
// hand is settled or the history is cleared, perhaps once every thirty taps, so it
// is skipped unless it actually did change. Everything else on the table reflects
// the current hand and still redraws every time.
renderHandHistory(force = false) {
const signature = this.historySignature();
if (!force && signature === this.lastHistorySignature) return;
this.lastHistorySignature = signature;
document.getElementById("handCounterBadge").textContent = `Hand #${this.state.handNumber || 1}`;
const list = document.getElementById("handHistoryList");
const emptyHint = document.getElementById("handHistoryEmptyHint");
const history = this.state.handHistory || [];
emptyHint.hidden = history.length > 0;
document.getElementById("exportHistoryBtn").disabled = history.length === 0;
// Built off-document so the panel is laid out once instead of once per row.
const fragment = document.createDocumentFragment();
const template = document.getElementById("handHistoryRowTemplate");
history.forEach(entry => {
const row = template.content.firstElementChild.cloneNode(true);
row.querySelector(".handHistoryHandNumber").textContent = `Hand #${entry.handNumber}`;
row.querySelector(".handHistoryPot").textContent = Money.format(entry.pot);
row.querySelector(".handHistoryTime").textContent = this.formatHandTime(entry.timestamp);
const payoutsEl = row.querySelector(".handHistoryPayouts");
payoutsEl.textContent = entry.payouts.map(p => `${p.label} ${Money.format(p.amount)}`).join(", ");
fragment.appendChild(row);
});
list.innerHTML = "";
list.appendChild(fragment);
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = { Render };
}
@@ -1,99 +0,0 @@
// 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,
open(state, hooks, seatIndex) {
this.state = state;
this.hooks = hooks;
this.seatIndex = seatIndex;
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),
});
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() });
}
}
actions.push({ label: "Edit seat…", run: () => this.hooks.editSeat(index) });
return actions;
},
render() {
const player = this.state.seats[this.seatIndex];
document.getElementById("seatMenuTitle").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`);
document.getElementById("seatMenuSubtitle").textContent = bits.join(" · ");
const list = document.getElementById("seatMenuActions");
list.innerHTML = "";
this.actionsFor(player, this.seatIndex).forEach(action => {
const btn = document.createElement("button");
btn.type = "button";
btn.className = `seatMenuBtn ${action.className || ""}`;
btn.textContent = action.label;
btn.addEventListener("click", () => {
this.close();
action.run();
});
list.appendChild(btn);
});
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = SeatMenu;
}
@@ -1,62 +0,0 @@
// Keyboard control for a dealer running this on a laptop.
//
// The phone has gestures; the desktop had a mouse and nothing else. These are the
// same actions the bar already offers, reachable without moving a hand to the
// trackpad between every decision — which is the whole point when the bar is being
// tapped thirty times a hand.
const Shortcuts = {
// Deliberately single letters with no modifier: a dealer's spare hand rests on
// the keyboard, and a chord is slower than reaching for the button would be.
KEYS: {
f: "fold",
c: "checkOrCall",
r: "raise",
a: "allIn",
" ": "advance",
enter: "advance",
u: "undo",
escape: "cancel",
},
mount(handlers) {
this.handlers = handlers;
document.addEventListener("keydown", e => this.onKey(e));
},
// Nothing fires while the dealer is typing a name, an amount, or a note — the
// "c" in "Cass" must not fold the table.
isTyping() {
const el = document.activeElement;
if (!el) return false;
const tag = el.tagName;
return tag === "INPUT" || tag === "TEXTAREA" || tag === "SELECT" || el.isContentEditable;
},
// An overlay owns the keyboard while it's up. Asking the document which overlays
// are open, rather than listing them, means a sheet added later can't quietly
// start letting "f" fold the table behind it — the same reason Modal watches for
// them instead of being told about each one.
overlayOpen() {
return [...document.querySelectorAll('[id$="Overlay"]')].some(el => !el.hidden);
},
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;
// 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;
}
@@ -1,53 +0,0 @@
// 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;
}
@@ -1,504 +0,0 @@
// Table state: seats, chips, blinds, notes. Persisted to localStorage so a dealer's
// browser refresh mid-game doesn't lose the table.
const HoldemState = {
STORAGE_KEY: "casino.holdem.state.v1",
DEFAULT_SEAT_COUNT: 10,
DEFAULT_CHIP_LEGEND: [
{ id: "white", color: "#f5f5f5", value: 1 },
{ id: "red", color: "#c0392b", value: 5 },
{ id: "green", color: "#1e8449", value: 25 },
{ id: "black", color: "#111111", value: 100 },
{ id: "purple", color: "#6c3483", value: 500 },
],
makeId(prefix) {
return `${prefix}-${Date.now().toString(36)}-${Math.random().toString(36).slice(2, 8)}`;
},
makePlayer() {
return {
id: this.makeId("player"),
name: "",
inHand: false,
folded: false,
cards: ["", ""],
chipCounts: {},
amountOverride: null,
customFields: [],
// Live-betting fields: chips in front of the player, chips they've put in
// on the current street, and whether they've answered the current bet.
stack: null,
committed: 0,
hasActed: false,
// Cash handed over tonight, which only moves when they buy chips.
buyIns: 0,
};
},
MAX_HISTORY_ENTRIES: 200,
createDefault() {
const seatCount = this.DEFAULT_SEAT_COUNT;
return {
seatCount,
direction: "clockwise",
basePotAmount: null,
dealerSeatIndex: 0,
dedicatedDealer: false,
chipLegend: this.DEFAULT_CHIP_LEGEND.map(c => ({ ...c })),
seats: Array.from({ length: seatCount }, () => this.makePlayer()),
notes: "",
handNumber: 1,
handHistory: [],
smallBlind: 1,
bigBlind: 2,
defaultStack: null,
street: "preflop",
currentBet: 0,
lastRaiseSize: 0,
actingSeatIndex: null,
// Whether the betting has actually been opened for this hand.
//
// Dealing and betting used to be one button: "Next Hand" moved the button
// and posted the blinds in the same breath. That meant 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,
// and the blind badges recomputing off `inHand` while the posted chips
// stayed frozen from when the hand began. Seat somebody after pressing it
// and the table would show a big blind who had posted nothing.
//
// So the dealer says when. False means the table is being set up: nothing
// is committed, the badges are a preview, and seating or moving the button
// costs nothing.
bettingOpen: false,
// Set when the dealer names the blinds by hand instead of letting them
// follow the button — { sbIndex, bbIndex }. Home games do this constantly
// ("you had it last time", someone arriving late owing a blind), and the
// button order is the wrong answer often enough that it has to be
// overridable. Cleared at the start of every hand.
blindOverride: null,
};
},
load() {
try {
const raw = localStorage.getItem(this.STORAGE_KEY);
if (!raw) return this.createDefault();
const parsed = JSON.parse(raw);
if (!parsed || !Array.isArray(parsed.seats)) return this.createDefault();
if (typeof parsed.handNumber !== "number" || parsed.handNumber < 1) parsed.handNumber = 1;
if (!Array.isArray(parsed.handHistory)) parsed.handHistory = [];
// Tables saved before live betting existed are missing its fields; fill
// them in rather than making the dealer reset a table mid-session.
const defaults = this.createDefault();
["smallBlind", "bigBlind", "defaultStack", "street", "currentBet", "lastRaiseSize",
"actingSeatIndex", "blindOverride"]
.forEach(key => {
if (parsed[key] === undefined) parsed[key] = defaults[key];
});
// A table saved before dealing and betting were separate has no flag, and
// guessing false would show "deal the hand" over a hand already in
// progress. Anything already committed, or anyone already on the clock,
// means the betting was open when they closed the tab.
if (parsed.bettingOpen === undefined) {
parsed.bettingOpen =
parsed.actingSeatIndex !== null && parsed.actingSeatIndex !== undefined ||
parsed.seats.some(p =>
(Number(p.committed) || 0) > 0 || (Number(p.amountOverride) || 0) > 0);
}
parsed.seats.forEach(player => {
if (player.stack === undefined) player.stack = null;
if (player.committed === undefined) player.committed = 0;
if (player.hasActed === undefined) player.hasActed = false;
if (player.buyIns === undefined) player.buyIns = 0;
});
return parsed;
} catch {
return this.createDefault();
}
},
save(state) {
try {
localStorage.setItem(this.STORAGE_KEY, JSON.stringify(state));
} catch {
// Storage full/unavailable (private browsing, etc.) — the table still works
// for the rest of the session, it just won't survive a refresh.
}
},
clear() {
try {
localStorage.removeItem(this.STORAGE_KEY);
} catch {
// ignore
}
},
resizeSeats(state, newCount) {
const count = Math.max(2, Math.min(24, Math.floor(newCount) || this.DEFAULT_SEAT_COUNT));
const seats = state.seats.slice(0, count);
while (seats.length < count) seats.push(this.makePlayer());
state.seats = seats;
state.seatCount = count;
if (state.dealerSeatIndex >= count) state.dealerSeatIndex = 0;
return state;
},
// What to call a seat in logs, payouts and standings when the dealer hasn't
// typed a name in yet.
displayName(player, seatIndex) {
return player.name && player.name.trim() ? player.name.trim() : `Seat ${seatIndex + 1}`;
},
// Contribution the table calculator will treat this player as having put in.
//
// Chips already pushed into the middle count whether or not the player is still
// in the hand. Someone who storms off, gets taken out by the dealer, or is
// dealt out mid-hand leaves their money on the felt — it's dead money owed to
// whoever wins, and it is not theirs to take back. Reading `inHand` first is
// how those chips used to disappear out of the pot the instant a seat was
// switched off, quietly shrinking the payout by whatever they had posted.
computeContribution(player, chipLegend, basePotAmount) {
const override = player.amountOverride;
if (override !== null && override !== undefined && String(override).trim() !== "") {
const parsed = Number(override);
if (!Number.isNaN(parsed)) return Math.max(0, parsed);
}
const chipTotal = chipLegend.reduce((sum, chip) => {
const count = Number(player.chipCounts[chip.id]) || 0;
return sum + count * Number(chip.value || 0);
}, 0);
if (chipTotal > 0) return chipTotal;
// The table-wide default is the one thing that stays tied to being dealt in:
// it's a stand-in for "everyone put the same amount in", so applying it to
// empty chairs would invent a contribution from every seat nobody is using.
if (!player.inHand) return 0;
const base = Number(basePotAmount);
return Number.isNaN(base) ? 0 : Math.max(0, base);
},
// Anyone whose chips are in the pot, whether or not they're still in the hand.
// A seat that's been switched off mid-hand is dead money: it counts towards the
// pot but can never be picked as a winner, exactly like a fold.
isDeadMoney(player) {
return !player.inHand;
},
// What starting the next hand would take off the table for good: exactly the
// fields startNextHand clears.
//
// Deliberately not totalPot(). The table-wide base pot is a standing ante — a
// stand-in for "everyone puts the same in every hand", used by a dealer who
// isn't tracking stacks — so it re-applies to the next hand rather than being
// lost with this one. Counting it would mean warning about money that isn't
// going anywhere, on every single hand, for exactly the dealers who chose the
// simplest way to run the table.
unresolvedContributions(state) {
const total = state.seats.reduce((sum, player) => {
const override = player.amountOverride;
let banked = 0;
if (override !== null && override !== undefined && String(override).trim() !== "") {
const parsed = Number(override);
if (!Number.isNaN(parsed)) banked = Math.max(0, parsed);
}
if (banked === 0) {
banked = (state.chipLegend || []).reduce((chips, chip) => {
const count = Number(player.chipCounts[chip.id]) || 0;
return chips + count * Number(chip.value || 0);
}, 0);
}
return sum + banked + Math.max(0, Number(player.committed) || 0);
}, 0);
return Money.round(total);
},
totalPot(state) {
return state.seats.reduce(
(sum, p) => sum + this.computeContribution(p, state.chipLegend, state.basePotAmount),
0
);
},
// Next occupied-by-index seat in the current blind direction. Every seat index
// counts (there's no separate "empty chair" concept) — a dealer running fewer
// players just keeps the seat count matched to who's actually sitting down.
nextSeatIndex(state, fromIndex, step = 1) {
const count = state.seatCount;
const delta = state.direction === "counterclockwise" ? -step : step;
return ((fromIndex + delta) % count + count) % count;
},
// The button passes to the next player, not the next chair. Moving it one seat at
// a time parks it on empty chairs — with four players spread around ten seats it
// sits on nobody most hands — and that isn't only untidy: position and blinds are
// supposed to come round to each player at the same rate, and they don't if the
// button is rotating past chairs nobody is sitting in.
advanceButton(state) {
for (let step = 1; step <= state.seatCount; step++) {
const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
if (state.seats[index].inHand) {
state.dealerSeatIndex = index;
return;
}
}
// Nobody is dealt in; move it along anyway so it doesn't look stuck.
state.dealerSeatIndex = this.nextSeatIndex(state, state.dealerSeatIndex, 1);
},
// Seats dealt into this hand, in blind order starting from the seat after the
// button. Blinds follow the players, not the chairs — the seats immediately left
// of the button are empty often enough that counting chairs posts them to nobody.
liveOrderFromButton(state) {
const order = [];
for (let step = 1; step <= state.seatCount; step++) {
const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
if (state.seats[index].inHand) order.push(index);
}
return order;
},
// A button sitting on an empty chair is only cosmetic until you try to read
// position off it. On the very first hand of a fresh table it starts on seat 1
// whether or not anybody is sitting there, and a table that empties out around it
// leaves it stranded. Move it to a real player before a hand is dealt.
// Where the button will be when the hand is dealt — without moving it.
//
// Kept separate from ensureButtonOnPlayer because the deal preview has to be able
// to ask the question without answering it. It couldn't, and so the preview lied:
// with the button parked on an empty chair it promised one pair of blinds and
// dealing produced another, because beginHand relocates the button first and then
// works out who posts.
buttonSeatForDeal(state) {
const seated = state.seats[state.dealerSeatIndex];
if (seated && seated.inHand) return state.dealerSeatIndex;
for (let step = 0; step < state.seatCount; step++) {
const index = this.nextSeatIndex(state, state.dealerSeatIndex, step);
if (state.seats[index].inHand) return index;
}
return state.dealerSeatIndex;
},
ensureButtonOnPlayer(state) {
state.dealerSeatIndex = this.buttonSeatForDeal(state);
},
// A hand-picked blind is only usable if that seat is actually in the hand — a
// dealer who names a blind and then deals that player out shouldn't have the
// table quietly post to nobody.
validBlindOverride(state) {
const o = state.blindOverride;
if (!o) return null;
const ok = i => Number.isInteger(i) && i >= 0 && i < state.seatCount && state.seats[i] && state.seats[i].inHand;
if (!ok(o.sbIndex) || !ok(o.bbIndex) || o.sbIndex === o.bbIndex) return null;
return o;
},
// Who posts what. Heads-up is its own rule: with two players the button posts the
// small blind, which is the opposite of the usual order.
getBlindSeats(state) {
const live = this.liveOrderFromButton(state);
const dealerIndex = state.dealerSeatIndex;
// A blind the dealer named by hand wins over anything positional. Heads-up is
// still reported honestly so the betting order stays right — who posts what
// is the dealer's call, but two-handed play acting in reverse is a rule.
const override = this.validBlindOverride(state);
if (override) {
return {
dealerIndex,
sbIndex: override.sbIndex,
bbIndex: override.bbIndex,
headsUp: live.length === 2,
manual: true,
};
}
if (live.length < 2) {
return { dealerIndex, sbIndex: null, bbIndex: null, headsUp: false };
}
if (live.length === 2) {
const buttonIsPlaying = state.seats[dealerIndex].inHand;
const sbIndex = buttonIsPlaying ? dealerIndex : live[0];
const bbIndex = live.find(i => i !== sbIndex);
return { dealerIndex, sbIndex, bbIndex, headsUp: true };
}
return { dealerIndex, sbIndex: live[0], bbIndex: live[1], headsUp: false };
},
startNextHand(state) {
this.advanceButton(state);
// Cards aren't out and nothing is posted until the dealer says so.
state.bettingOpen = false;
state.actingSeatIndex = null;
state.street = "preflop";
state.currentBet = 0;
state.lastRaiseSize = 0;
// A hand-picked blind applies to the hand it was picked for. Carrying it into
// the next one would freeze the blinds on two players for the rest of the
// night, which is the opposite of what naming them once is for.
state.blindOverride = null;
state.seats.forEach(p => {
p.folded = false;
p.cards = ["", ""];
p.chipCounts = {};
p.amountOverride = null;
p.committed = 0;
p.hasActed = false;
});
// Anyone who joined mid-hand is a full player again from here.
this.ensureButtonOnPlayer(state);
},
// Appends a resolved-pot record to the running session log a dealer can point to
// for chip-count disputes, then advances the hand counter. `payouts` is
// [{ id, label, amount }, ...] — who got paid what out of this hand's pot(s).
//
// Must be called before startNextHand() clears the seats: the per-player `ledger`
// it stores alongside the payouts is what session standings are summed from later,
// and it needs this hand's contributions while they're still on the table.
recordHand(state, payouts) {
if (typeof state.handNumber !== "number") state.handNumber = 1;
if (!Array.isArray(state.handHistory)) state.handHistory = [];
const pot = payouts.reduce((sum, p) => sum + p.amount, 0);
const wonById = new Map(payouts.map(p => [p.id, p.amount]));
const ledger = state.seats
.map((player, index) => ({
id: player.id,
name: this.displayName(player, index),
in: this.computeContribution(player, state.chipLegend, state.basePotAmount),
won: wonById.get(player.id) || 0,
}))
.filter(row => row.in > 0 || row.won > 0);
state.handHistory.unshift({
handNumber: state.handNumber,
timestamp: Date.now(),
pot,
payouts,
ledger,
});
if (state.handHistory.length > this.MAX_HISTORY_ENTRIES) {
state.handHistory.length = this.MAX_HISTORY_ENTRIES;
}
state.handNumber += 1;
},
clearHistory(state) {
state.handHistory = [];
state.handNumber = 1;
},
// Running per-player totals for the whole session, so a dealer settling up at the
// end of the night reads one number per person instead of adding up every hand.
// Keyed by seat id, which survives renames and reseating; hands recorded before
// the ledger existed simply don't contribute to the totals.
sessionStandings(state) {
const totals = new Map();
(state.handHistory || []).forEach(entry => {
(entry.ledger || []).forEach(row => {
// History is newest-first, so the first name seen for an id is the
// most recent one the dealer typed.
const running = totals.get(row.id) || { id: row.id, name: row.name, in: 0, won: 0 };
running.in += row.in;
running.won += row.won;
totals.set(row.id, running);
});
});
// Cash bought in and chips currently in front don't come from the hand log at
// all, so they're read off the seat rather than summed — a rebuy isn't a hand.
const seatById = new Map(state.seats.map(p => [p.id, p]));
// Anyone who has money in the game belongs in the settle-up, whether or not
// they've been in a logged hand yet. Building the list from the hand log alone
// left a player who bought in and then sat through a few hands folding —
// or who just sat down — missing entirely, so the banker's own record didn't
// mention the cash they'd taken. They turn up at cash-out holding chips the
// list never accounted for.
state.seats.forEach((player, index) => {
if (totals.has(player.id)) return;
const hasMoneyInPlay =
(Number(player.buyIns) || 0) > 0 ||
(Number(player.stack) || 0) > 0 ||
(Number(player.amountOverride) || 0) > 0 ||
(Number(player.committed) || 0) > 0;
if (!hasMoneyInPlay) return;
totals.set(player.id, { id: player.id, name: this.displayName(player, index), in: 0, won: 0 });
});
return Array.from(totals.values())
.map(t => {
const seat = seatById.get(t.id);
const boughtIn = seat ? Money.round(Number(seat.buyIns) || 0) : 0;
const chipsNow = seat ? Money.round(Number(seat.stack) || 0) : 0;
// Chips already pushed into the hand in progress are still this
// player's money until it's won. Leaving them out makes the cash
// position disagree with the hand log for as long as a hand is open —
// and blinds are posted the instant the previous one settles, so that
// window is almost always.
const inFrontOfThem = seat ? (Number(seat.amountOverride) || 0) + (Number(seat.committed) || 0) : 0;
return {
...t,
in: Money.round(t.in),
won: Money.round(t.won),
net: Money.round(t.won - t.in),
boughtIn,
chipsNow,
cashPosition: Money.round(chipsNow + inFrontOfThem - boughtIn),
};
})
.sort((a, b) => b.net - a.net);
},
// The one check a banker actually needs, and the one nothing here did.
//
// Every chip on the table is a promise to pay cash for it later. If the chips in
// play add up to more than the cash that came in, that promise can't be kept —
// and the way you find out is the last two players cashing out and the box being
// empty. It's always someone taking chips without paying, a rebuy that never got
// recorded, or a miscount, and it's silent until it's too late to work out which.
//
// Chips in play counts everything a player could hand back: what's in front of
// them and what's in the middle waiting to be won.
bankReconciliation(state) {
const cashIn = state.seats.reduce((sum, p) => sum + Math.max(0, Number(p.buyIns) || 0), 0);
const chipsInPlay = state.seats.reduce(
(sum, p) =>
sum +
Math.max(0, Number(p.stack) || 0) +
Math.max(0, Number(p.committed) || 0) +
Math.max(0, Number(p.amountOverride) || 0),
0
);
const difference = Money.round(chipsInPlay - cashIn);
return {
cashIn: Money.round(cashIn),
chipsInPlay: Money.round(chipsInPlay),
difference,
// Half a cent of float dust isn't a discrepancy worth alarming anyone over.
balanced: Math.abs(difference) <= Money.EPSILON,
};
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = HoldemState;
}
+3 -7
View File
@@ -103,13 +103,9 @@ 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. 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. */
/* 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. */
CHESS_API void CHESS_CALL trainer_apply(TrainerHandle trainer, int winner, double weight);
#ifdef __cplusplus
+30 -122
View File
@@ -26,7 +26,6 @@
#include <cstdlib>
#include <cstring>
#include <fstream>
#include <iomanip>
#include <mutex>
#include <new>
#include <string>
@@ -116,25 +115,11 @@ 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).
*
* 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. */
* per-handle copy, so it never touches this concurrently). */
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;
@@ -142,15 +127,13 @@ 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), 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
* 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
* (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;
};
@@ -189,12 +172,9 @@ 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, 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. */
* 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. */
static void load_global_weights(const char* path) {
g_weights = LearnedWeights{}; /* reset to neutral before loading */
@@ -210,29 +190,9 @@ 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. 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. */
/* Persist g_weights to g_weightsPath in the format load_global_weights reads. Caller holds the lock. */
static void save_global_weights() {
if (g_weightsPath.empty()) return;
std::ofstream f(g_weightsPath);
@@ -243,18 +203,6 @@ 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
@@ -434,18 +382,13 @@ 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 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;
/* 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;
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
@@ -880,9 +823,7 @@ 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; 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. */
/* Per-square occupancy, split into midgame/endgame by phase, white-relative. */
chess::Bitboard occ = pos.pieces();
while (occ) {
chess::Square s = chess::pop_lsb(occ);
@@ -892,7 +833,6 @@ 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. */
@@ -907,66 +847,34 @@ 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 || 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);
if (!t) return;
std::lock_guard<std::mutex> lock(g_weightsMutex);
/* pass 0 = winner (positive advantage); pass 1 = loser (negative advantage). */
/* pass 0 = winner (reward, +1); pass 1 = loser (punish, -1). */
for (int pass = 0; pass < 2; ++pass) {
chess::Color side = chess::Color((pass == 0 ? winner : (winner ^ 1)) & 1);
double advantage = pass == 0 ? advantageMag : -advantageMag;
int sign = pass == 0 ? 1 : -1;
for (int pt = chess::PAWN; pt <= chess::KING; ++pt)
for (int sq = 0; sq < 64; ++sq) {
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->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 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->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);
}
}
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]));
}
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);
}
}
save_global_weights();
-83
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@@ -1,83 +0,0 @@
# 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 |
| `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, and that no
text is painted outside its box. It runs over the table, all five overlays and Quick
Split, at thirteen viewports from a 360px phone to a 1600px desktop and the same
phones on their side.
Deliberately not in CI: the unit suite is dependency-free and runs in a second, 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.
## 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.
-169
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@@ -1,169 +0,0 @@
// 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);
});
});
-198
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@@ -1,198 +0,0 @@
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));
});
});
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// 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);
});
});
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// 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"));
});
});
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// 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 ${hand}: heads-up button posts the small blind`);
}
}
});
});
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// Loads the dealer's browser modules into Node so they can be tested directly.
//
// The modules are plain script-tag files: each one declares a `const` namespace and
// ends with a `module.exports` guard. In the browser they find each other as globals,
// so the same names have to exist on `globalThis` here or `Betting` can't reach
// `HoldemState`. Load order matches the <script> order in TexasHoldem.cshtml.
const path = require("path");
const SRC = path.join(__dirname, "..", "..", "JoshHeaps.Net", "wwwroot", "js", "casino", "holdem");
function load(name) {
const mod = require(path.join(SRC, `${name}.js`));
globalThis[name.charAt(0).toUpperCase() + name.slice(1)] = mod;
return mod;
}
const Money = load("money");
const PotCalculator = load("potCalculator");
const SplitCalculator = load("splitCalculator");
const Betting = load("betting");
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;
// ---- 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,
Render,
HandHistoryExport,
PotCalculator,
SplitCalculator,
Betting,
HoldemState,
makeTable,
chipsOnTable,
contributions,
};
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// 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"
);
});
});
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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 "${cell}" isn't a number`);
});
// Standings rows: every column after the name has to be numeric.
const standingsStart = lines.findIndex(l => l.startsWith("Player,"));
lines.slice(standingsStart + 1).filter(Boolean).forEach(line => {
splitRow(line).slice(1).forEach(cell => {
assert.ok(cell !== "" && !Number.isNaN(Number(cell)), `standings cell "${cell}" 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");
});
});
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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/);
});
});
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// 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");
});
});
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// When does a bet reopen the action? The most misread rule in poker, and the one a
// home game argues about longest: a player shoving in less than a full raise does not
// give everybody behind them another go.
//
// TDA Rule 44 — an all-in wager of less than a full raise does not reopen the betting
// to a player who has already acted and is not facing a full raise.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, makeTable, chipsOnTable } = require("./load");
const actedFlags = state => state.seats
.map((p, i) => ({ seat: i, acted: p.hasActed, live: p.inHand && !p.folded }))
.filter(s => s.live);
describe("a short all-in does not reopen the betting", () => {
// 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 needs eight.
const shortAllInTable = () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[1].stack = 13;
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10);
Betting.call(state, 0);
return state;
};
test("players who already acted are not asked to act again", () => {
const state = shortAllInTable();
assert.equal(state.seats[0].hasActed, true, "seat 1 has called");
assert.equal(state.seats[3].hasActed, true, "seat 4 has raised");
Betting.allIn(state, 1);
assert.equal(state.seats[0].hasActed, true, "seat 1 must not be reopened");
assert.equal(state.seats[3].hasActed, true, "seat 4 must not be reopened");
});
test("but they do still owe the difference", () => {
const state = shortAllInTable();
Betting.allIn(state, 1);
assert.equal(Betting.toCall(state, state.seats[0]), 3, "seat 1 owes the extra 3");
assert.equal(Betting.isStreetComplete(state), false, "so the street isn't over");
});
test("a player who had not acted yet keeps full rights", () => {
const state = shortAllInTable();
assert.equal(state.seats[2].hasActed, false, "seat 3 hasn't acted");
Betting.allIn(state, 1);
assert.equal(state.seats[2].hasActed, false, "and still hasn't — they may still raise");
});
test("the minimum raise is not shrunk by the short all-in", () => {
const state = shortAllInTable();
assert.equal(state.lastRaiseSize, 8);
Betting.allIn(state, 1);
assert.equal(state.lastRaiseSize, 8, "still the last *full* raise");
assert.equal(Betting.minRaiseTo(state), 21, "13 to call plus a full raise of 8");
});
test("calling the short all-in ends the street", () => {
const state = shortAllInTable();
Betting.allIn(state, 1);
Betting.call(state, 2); // seat 3, who had full rights, just calls
Betting.call(state, 3);
Betting.call(state, 0);
assert.equal(Betting.isStreetComplete(state), true);
});
test("no chips are created or lost by any of it", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[1].stack = 13;
const start = chipsOnTable(state);
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10);
Betting.call(state, 0);
Betting.allIn(state, 1);
Betting.call(state, 2);
Betting.call(state, 3);
Betting.call(state, 0);
assert.equal(chipsOnTable(state), start);
});
});
describe("a full raise still reopens the betting", () => {
test("an all-in that is a full raise or more reopens everyone", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
state.seats[1].stack = 40;
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10);
Betting.call(state, 0);
Betting.allIn(state, 1); // to 40: an increase of 30, well over the 8 needed
assert.equal(state.seats[0].hasActed, false, "seat 1 gets another go");
assert.equal(state.seats[3].hasActed, false, "and so does seat 4");
assert.equal(state.lastRaiseSize, 30);
assert.equal(Betting.minRaiseTo(state), 70);
});
test("an ordinary raise reopens everyone", () => {
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);
assert.equal(state.seats[0].hasActed, false);
});
test("a raise exactly the size of the last one counts as full", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.raiseTo(state, 3, 10); // raise of 8
Betting.call(state, 0);
Betting.raiseTo(state, 1, 18); // exactly 8 more — a legal minimum raise
assert.equal(state.seats[0].hasActed, false, "a minimum raise still reopens");
assert.equal(state.lastRaiseSize, 8);
});
test("the first raise of a street is measured against the big blind", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2, 3], stack: 100, dealerSeatIndex: 0 });
Betting.beginHand(state);
Betting.call(state, 3);
Betting.call(state, 0);
Betting.call(state, 1);
Betting.check(state, 2);
Betting.closeStreet(state); // to the flop, no bet yet
const first = Betting.nextToAct(state, state.dealerSeatIndex);
Betting.raiseTo(state, first, 2); // a bet of exactly one big blind
const others = state.seats.filter((p, i) => p.inHand && !p.folded && i !== first);
assert.ok(others.every(p => p.hasActed === false), "a full-sized opening bet reopens everyone");
});
});
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// Values a dealer can actually produce with a typo, and the ones a corrupted save
// can produce on its own. None of these should be able to move chips.
const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { Betting, HoldemState, makeTable, chipsOnTable } = require("./load");
describe("a stack can never go negative", () => {
test("a mistyped negative stack reads as empty, not as owing chips", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
state.seats[0].stack = -50;
assert.equal(Betting.stackOf(state, state.seats[0]), 0);
});
test("a negative stack can't be bet with", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
state.seats[0].stack = -50;
const before = state.seats.reduce((s, p) => s + Math.max(0, Number(p.stack) || 0), 0);
const moved = Betting.putIn(state, 0, 25);
assert.equal(moved, 0, "nothing moves out of an empty stack");
assert.ok(Betting.stackOf(state, state.seats[0]) >= 0);
assert.equal(state.seats[0].committed, 0, "and nothing appears in front of them");
assert.ok(state.seats.reduce((s, p) => s + Math.max(0, Number(p.stack) || 0), 0) <= before);
});
test("a negative table default doesn't hand everyone a negative stack", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
state.seats.forEach(p => { p.stack = null; });
state.defaultStack = -100;
state.seats.forEach(p => assert.equal(Betting.stackOf(state, p), 0));
});
test("a negative stack doesn't make a player look like they can still bet", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
state.seats[0].stack = -50;
assert.ok(!Betting.seatsWithChips(state).some(s => s.index === 0));
});
});
describe("blinds that can't be posted", () => {
test("negative blinds post nothing rather than paying players to sit down", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
state.smallBlind = -5;
state.bigBlind = -10;
const before = chipsOnTable(state);
Betting.beginHand(state);
state.seats.forEach(p => assert.equal(p.committed, 0));
assert.equal(chipsOnTable(state), before);
});
test("an unreadable blind doesn't wedge the hand", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2] });
state.bigBlind = NaN;
state.smallBlind = 1;
Betting.beginHand(state);
assert.ok(Number.isFinite(state.currentBet), "the bet to match is still a number");
assert.ok(!Number.isNaN(Betting.potSoFar(state)));
});
test("blinds nobody can cover put those players all-in and move on", () => {
const state = makeTable({ seatCount: 4, seated: [0, 1, 2], stack: 10 });
state.smallBlind = 500;
state.bigBlind = 1000;
const before = chipsOnTable(state);
Betting.beginHand(state);
assert.equal(chipsOnTable(state), before, "no chips invented covering a blind");
state.seats.forEach(p => assert.ok((Number(p.stack) || 0) >= 0));
assert.ok(state.actingSeatIndex === null || state.seats[state.actingSeatIndex].inHand);
});
});
describe("a saved table that comes back damaged", () => {
test("unreadable storage falls back to a fresh table", () => {
// load() has to survive whatever is in localStorage, because the alternative
// is a dealer opening the tool mid-session to a blank screen.
const original = globalThis.localStorage;
globalThis.localStorage = {
getItem: () => "{not json at all",
setItem: () => {},
removeItem: () => {},
};
const state = HoldemState.load();
globalThis.localStorage = original;
assert.equal(state.seats.length, HoldemState.DEFAULT_SEAT_COUNT);
assert.equal(state.handNumber, 1);
});
test("a save missing its seats is treated as no save at all", () => {
const original = globalThis.localStorage;
globalThis.localStorage = {
getItem: () => JSON.stringify({ handNumber: 7, smallBlind: 3 }),
setItem: () => {},
removeItem: () => {},
};
const state = HoldemState.load();
globalThis.localStorage = original;
assert.ok(Array.isArray(state.seats) && state.seats.length > 0);
});
test("a save from before a field existed gets the field, not undefined", () => {
const original = globalThis.localStorage;
globalThis.localStorage = {
getItem: () => JSON.stringify({
seats: [{ id: "a", name: "Ann", inHand: true }, { id: "b", name: "Ben", inHand: true }],
handNumber: 4,
}),
setItem: () => {},
removeItem: () => {},
};
const state = HoldemState.load();
globalThis.localStorage = original;
assert.equal(state.blindOverride, null);
assert.equal(state.street, "preflop");
state.seats.forEach(p => {
assert.equal(p.committed, 0);
assert.equal(p.hasActed, false);
assert.equal(p.buyIns, 0);
});
// And it has to be playable, not just parseable.
assert.doesNotThrow(() => Betting.beginHand(state));
});
test("storage that refuses to be written doesn't take the table down", () => {
const original = globalThis.localStorage;
globalThis.localStorage = {
getItem: () => null,
setItem: () => { throw new Error("QuotaExceededError"); },
removeItem: () => {},
};
const state = HoldemState.createDefault();
assert.doesNotThrow(() => HoldemState.save(state), "a full disk must not break the hand in progress");
globalThis.localStorage = original;
});
});
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// Drives uiAudit.js over the dealer's surfaces at every viewport worth caring about.
//
// node tests/holdem/runUiAudit.js [baseUrl]
//
// Needs Playwright available (`npx playwright install chromium` once). It is
// deliberately NOT wired into the unit-test suite or CI, because that suite is
// dependency-free and runs in a second — this one needs a browser and a running
// site. Run it after any change that adds or resizes a control.
//
// No Playwright to hand? Open the page, paste tests/holdem/uiAudit.js into devtools,
// and call LayoutAudit.runAll(). Same checks, one viewport.
const path = require("path");
const BASE = process.argv[2] || "http://localhost:5299";
const AUDIT = path.join(__dirname, "uiAudit.js");
// Portrait phones, tablets, desktops, then the same phones on their side — landscape
// is where this layout has broken most often, because the table is sized from width
// and the action bar is fixed to a very short viewport.
const VIEWPORTS = [
[360, 640, "Galaxy S8"], [375, 667, "iPhone SE"], [390, 844, "iPhone 14"],
[412, 915, "Pixel 7"], [430, 932, "iPhone Pro Max"],
[768, 1024, "iPad"], [834, 1112, "iPad Air"], [1024, 1366, "iPad Pro"],
[1280, 900, "desktop"], [1600, 1000, "wide desktop"],
[640, 360, "S8 landscape"], [667, 375, "SE landscape"], [844, 390, "iPhone landscape"],
];
const OVERLAYS = [
["rulings", () => document.getElementById("openRulingsBtn").click()],
["seat menu", () => SeatMenu.open(HoldemState.load(), {}, 0)],
["card picker", () => { document.getElementById("cardPickerOverlay").hidden = false; }],
["add chips", () => AddChips.open(HoldemState.load(), 0, () => {})],
["pot wizard", () => document.getElementById("resolvePotBtn").click()],
];
// A table part-way through a real night: long names, uneven stacks, a hand log.
function seedTable() {
const state = HoldemState.createDefault();
HoldemState.resizeSeats(state, 9);
[["Christopher", 1200], ["Mike from work", 800], ["Alexandra", 1500], ["Bob", 250], ["Dee", 600]]
.forEach(([name, cash], i) => {
state.seats[i].name = name;
state.seats[i].inHand = true;
state.seats[i].buyIns = cash;
state.seats[i].stack = cash;
});
state.smallBlind = 5;
state.bigBlind = 10;
for (let hand = 1; hand <= 4; hand++) {
state.handHistory.push({
handNumber: hand, timestamp: Date.now(), pot: 120,
payouts: [{ id: state.seats[hand % 5].id, label: "P", amount: 120 }],
ledger: state.seats.slice(0, 5).map(p => ({ id: p.id, name: p.name, in: 30, won: 0 })),
});
}
state.handNumber = 5;
HoldemState.save(state);
}
async function main() {
let chromium;
try {
({ chromium } = require("playwright"));
} catch {
console.error("This script needs Playwright: npm i -D playwright && npx playwright install chromium");
console.error("Or paste tests/holdem/uiAudit.js into devtools and call LayoutAudit.runAll().");
process.exit(2);
}
const browser = await chromium.launch();
const page = await browser.newPage();
const failures = [];
const warnings = [];
let checks = 0;
for (const [width, height, label] of VIEWPORTS) {
await page.setViewportSize({ width, height });
await page.goto(`${BASE}/Casino/TexasHoldem`);
await page.evaluate(seedTable);
await page.goto(`${BASE}/Casino/TexasHoldem`);
await page.click("#nextHandBtn");
await page.waitForTimeout(300);
await page.evaluate(() => document.querySelectorAll("details.sidebarPanel").forEach(d => { d.open = true; }));
await page.addScriptTag({ path: AUDIT });
const table = await page.evaluate(() => LayoutAudit.runAll());
checks++;
if (!table.clean) failures.push({ where: `table · ${label} ${width}x${height}`, offenders: table.failed.flatMap(f => f.offenders) });
table.warnings.forEach(w => warnings.push(`${label}: ${w}`));
for (const [name, open] of OVERLAYS) {
await page.evaluate(open);
await page.waitForTimeout(180);
checks++;
const result = await page.evaluate(() => {
const overlay = [...document.querySelectorAll("[id$='Overlay']")].find(o => !o.hidden);
if (!overlay) return { offenders: [] };
return LayoutAudit.occlusion(`#${overlay.id} button, #${overlay.id} a, #${overlay.id} input`);
});
await page.evaluate(() => document.querySelectorAll("[id$='Overlay']").forEach(o => { o.hidden = true; }));
if (result.offenders.length) failures.push({ where: `${name} · ${label} ${width}x${height}`, offenders: result.offenders });
}
}
for (const [width, height, label] of VIEWPORTS.filter((_, i) => i % 4 === 0)) {
await page.setViewportSize({ width, height });
await page.goto(`${BASE}/Casino/TexasHoldem/QuickSplit`);
await page.evaluate(() => {
const button = [...document.querySelectorAll("button")].find(b => /all.?in/i.test(b.textContent));
if (button) button.click();
});
await page.addScriptTag({ path: AUDIT });
checks++;
const result = await page.evaluate(() => LayoutAudit.runAll({ occlusionSelector: "main button, main a, main input" }));
if (!result.clean) failures.push({ where: `quick split · ${label} ${width}x${height}`, offenders: result.failed.flatMap(f => f.offenders) });
}
await browser.close();
console.log(`${checks} audits across ${VIEWPORTS.length} viewports`);
warnings.forEach(w => console.log(` note: ${w}`));
if (failures.length === 0) {
console.log("clean");
return;
}
failures.forEach(f => {
console.log(`\nFAIL ${f.where}`);
f.offenders.forEach(o => console.log(` ${o}`));
});
process.exit(1);
}
main();
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const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { SplitCalculator, Money } = require("./load");
describe("SplitCalculator.split", () => {
test("an even chop hands everyone the same stack", () => {
const result = SplitCalculator.split(90, 3, 1);
assert.equal(result.each, 30);
assert.equal(result.oddChips, 0);
assert.equal(result.dust, 0);
assert.equal(SplitCalculator.accountedFor(result), 90);
});
test("what won't divide is called out as odd chips, not rolled into a stack", () => {
// $100 three ways in $5 chips: 20 chips, 6 each, 2 left over.
const result = SplitCalculator.split(100, 3, 5);
assert.equal(result.each, 30);
assert.equal(result.oddChips, 2);
assert.equal(SplitCalculator.accountedFor(result), 100);
});
test("a pot that isn't a whole number of chips surfaces the remainder", () => {
// $47 in $5 chips: 9 chips ($45) and $2 that no chip in play can pay.
const result = SplitCalculator.split(47, 2, 5);
assert.equal(result.dust, 2, "the dealer picked a denomination the pot can't make");
assert.equal(SplitCalculator.accountedFor(result), 47);
});
test("every split accounts for the whole pot", () => {
const chips = [0.25, 0.5, 1, 5, 25, 100];
for (let pot = 1; pot <= 400; pot += 7) {
for (let ways = 2; ways <= 6; ways++) {
chips.forEach(chip => {
const result = SplitCalculator.split(pot, ways, chip);
assert.equal(
Money.toCents(SplitCalculator.accountedFor(result)),
Money.toCents(pot),
`${pot} split ${ways} ways in ${chip} chips lost money`
);
});
}
}
});
test("odd chips are always fewer than the number of players", () => {
for (let pot = 1; pot <= 200; pot += 3) {
for (let ways = 2; ways <= 8; ways++) {
const result = SplitCalculator.split(pot, ways, 1);
assert.ok(result.oddChips < ways, "a whole extra chip each would have been dealt out");
}
}
});
test("an empty pot isn't a valid split", () => {
assert.equal(SplitCalculator.split(0, 3, 1).valid, false);
assert.equal(SplitCalculator.split(-5, 3, 1).valid, false);
});
test("nonsense inputs fall back to something a dealer can read", () => {
const result = SplitCalculator.split(50, 0, 0);
assert.equal(result.players, 1, "a split has to be at least one way");
assert.equal(result.chip, 0.01, "and at least one cent a chip");
assert.equal(SplitCalculator.accountedFor(result), 50);
});
});
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const { test, describe } = require("node:test");
const assert = require("node:assert/strict");
const { HoldemState, makeTable } = require("./load");
describe("HoldemState.advanceButton", () => {
test("the button moves to the next player, not the next empty chair", () => {
// Four players spread around a ten-seat table: 0, 3, 4, 8.
const state = makeTable({ seatCount: 10, seated: [0, 3, 4, 8], dealerSeatIndex: 0 });
HoldemState.advanceButton(state);
assert.equal(state.dealerSeatIndex, 3, "skips the three empty chairs between");
HoldemState.advanceButton(state);
assert.equal(state.dealerSeatIndex, 4);
HoldemState.advanceButton(state);
assert.equal(state.dealerSeatIndex, 8);
HoldemState.advanceButton(state);
assert.equal(state.dealerSeatIndex, 0, "wraps back round to the first player");
});
test("every player gets the button once per orbit", () => {
const seated = [1, 2, 6, 7, 9];
const state = makeTable({ seatCount: 12, seated, dealerSeatIndex: 1 });
const visited = [];
for (let i = 0; i < seated.length; i++) {
visited.push(state.dealerSeatIndex);
HoldemState.advanceButton(state);
}
assert.deepEqual(visited.slice().sort((a, b) => a - b), seated);
});
test("it still moves when nobody is dealt in, rather than looking stuck", () => {
const state = makeTable({ seatCount: 6, seated: [], dealerSeatIndex: 2 });
HoldemState.advanceButton(state);
assert.equal(state.dealerSeatIndex, 3);
});
test("counterclockwise play runs the button the other way", () => {
const state = makeTable({ seatCount: 6, seated: [0, 2, 4], dealerSeatIndex: 4 });
state.direction = "counterclockwise";
HoldemState.advanceButton(state);
assert.equal(state.dealerSeatIndex, 2);
});
});
describe("HoldemState.getBlindSeats", () => {
test("blinds follow the players, not the chairs left of the button", () => {
// Seats 1 and 2 are empty, so the blinds belong on 3 and 7.
const state = makeTable({ seatCount: 9, seated: [0, 3, 7], dealerSeatIndex: 0 });
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
assert.equal(headsUp, false);
assert.equal(sbIndex, 3);
assert.equal(bbIndex, 7);
});
test("heads-up, the button posts the small blind", () => {
const state = makeTable({ seatCount: 6, seated: [2, 5], dealerSeatIndex: 2 });
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
assert.equal(headsUp, true);
assert.equal(sbIndex, 2, "the button is the small blind heads-up");
assert.equal(bbIndex, 5);
});
test("heads-up with the button on an empty chair still posts both blinds", () => {
const state = makeTable({ seatCount: 6, seated: [1, 4], dealerSeatIndex: 0 });
const { sbIndex, bbIndex, headsUp } = HoldemState.getBlindSeats(state);
assert.equal(headsUp, true);
assert.equal(sbIndex, 1);
assert.equal(bbIndex, 4);
assert.notEqual(sbIndex, bbIndex, "two blinds never land on one player");
});
test("fewer than two players means no blinds to post", () => {
const state = makeTable({ seatCount: 6, seated: [3], dealerSeatIndex: 0 });
const { sbIndex, bbIndex } = HoldemState.getBlindSeats(state);
assert.equal(sbIndex, null);
assert.equal(bbIndex, null);
});
});
describe("HoldemState.sessionStandings", () => {
test("a player's cash position counts chips in front plus chips in the pot", () => {
const state = makeTable({ seatCount: 3, seated: [0, 1, 2], stack: 0 });
const [a] = state.seats;
a.buyIns = 100;
a.stack = 60;
a.amountOverride = 25; // banked into the hand in progress
a.committed = 15; // still in front of them on this street
HoldemState.recordHand(state, [{ id: a.id, label: "P1", amount: 0 }]);
const standings = HoldemState.sessionStandings(state);
const row = standings.find(s => s.id === a.id);
// 60 in front + 40 in the pot - 100 bought in = level.
assert.equal(row.cashPosition, 0, "money in the pot is still theirs until it's won");
assert.equal(row.boughtIn, 100);
assert.equal(row.chipsNow, 60);
});
test("hand results accumulate across the session", () => {
const state = makeTable({ seatCount: 2, seated: [0, 1], stack: 0 });
const [a, b] = state.seats;
a.amountOverride = 10;
b.amountOverride = 10;
HoldemState.recordHand(state, [{ id: a.id, label: "P1", amount: 20 }]);
a.amountOverride = 5;
b.amountOverride = 5;
HoldemState.recordHand(state, [{ id: b.id, label: "P2", amount: 10 }]);
const standings = HoldemState.sessionStandings(state);
assert.equal(standings.find(s => s.id === a.id).net, 5);
assert.equal(standings.find(s => s.id === b.id).net, -5);
assert.equal(state.handNumber, 3, "the counter moved on twice");
});
test("the history is capped so a long session can still be saved", () => {
const state = makeTable({ seatCount: 2, seated: [0, 1], stack: 0 });
for (let i = 0; i < HoldemState.MAX_HISTORY_ENTRIES + 25; i++) {
HoldemState.recordHand(state, [{ id: state.seats[0].id, label: "P1", amount: 1 }]);
}
assert.equal(state.handHistory.length, HoldemState.MAX_HISTORY_ENTRIES);
assert.equal(state.handHistory[0].handNumber, HoldemState.MAX_HISTORY_ENTRIES + 25, "newest first");
});
});
describe("HoldemState.resizeSeats", () => {
test("the table is clamped to a size a dealer could actually run", () => {
const state = makeTable({ seatCount: 6 });
HoldemState.resizeSeats(state, 100);
assert.equal(state.seatCount, 24);
HoldemState.resizeSeats(state, 1);
assert.equal(state.seatCount, 2);
});
test("an unreadable seat count falls back to a standard table", () => {
// Empty or non-numeric input (and zero, which is equally meaningless)
// lands on the default rather than a two-seat table.
const state = makeTable({ seatCount: 6 });
HoldemState.resizeSeats(state, NaN);
assert.equal(state.seatCount, HoldemState.DEFAULT_SEAT_COUNT);
});
test("shrinking past the button brings it back onto the table", () => {
const state = makeTable({ seatCount: 9, dealerSeatIndex: 8 });
HoldemState.resizeSeats(state, 4);
assert.ok(state.dealerSeatIndex < 4);
});
});
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View File
@@ -1,546 +0,0 @@
// Layout and touch audits for the dealer, written once so they stop being written
// again every round.
//
// These checks have been re-typed into a browser console at least six times over
// the course of building this thing, and each time they only covered whatever had
// just been changed. That is exactly how the standings table shipped with a
// zero-pixel player-name column and survived two rounds: the audit that would have
// caught it existed only in a previous session's scrollback.
//
// This file is deliberately dependency-free and browser-side. It is injected into
// the page (see runUiAudit.js) rather than imported, so it needs no build step, no
// package.json, and no browser automation of its own — anyone can also paste it
// into devtools and call LayoutAudit.runAll().
const LayoutAudit = {
// Everything a dealer has to be able to hit.
CONTROL_SELECTOR: "button, a, input, select, textarea, [role='button'], .seat",
describe(el) {
if (!el) return "(nothing)";
const id = el.id ? `#${el.id}` : "";
const cls = (el.className || "").toString().trim().split(/\s+/).filter(Boolean).slice(0, 2).join(".");
const text = (el.textContent || "").replace(/\s+/g, " ").trim().slice(0, 24);
return `${el.tagName.toLowerCase()}${id}${cls ? "." + cls : ""}${text ? ` "${text}"` : ""}`;
},
visibleControls() {
return [...document.querySelectorAll(this.CONTROL_SELECTOR)].filter(el => {
const rect = el.getBoundingClientRect();
if (rect.width === 0 || rect.height === 0) return false;
const style = getComputedStyle(el);
return style.visibility !== "hidden" && style.display !== "none";
});
},
// ---- Touch (see the mobile round) ----
// Without touch-action: manipulation a mobile browser holds every tap for ~300ms
// deciding whether it was a double-tap-to-zoom. This tool uses double-tap on a
// seat as its fold shortcut, so that wait is on the critical path.
touchAction() {
const offenders = this.visibleControls()
.filter(el => getComputedStyle(el).touchAction === "auto")
.map(el => this.describe(el));
return { name: "touch-action", offenders, checked: this.visibleControls().length };
},
tapHighlight() {
const offenders = this.visibleControls()
.filter(el => {
const colour = getComputedStyle(el).webkitTapHighlightColor;
return colour && !/rgba\(0,\s*0,\s*0,\s*0\)|transparent/.test(colour);
})
.map(el => this.describe(el));
return { name: "tap-highlight", offenders, checked: this.visibleControls().length };
},
// Text selection must stay ON for anything a dealer types into.
textSelectable() {
const offenders = [...document.querySelectorAll("input[type='text'], input[type='number'], textarea")]
.filter(el => el.offsetParent !== null)
.filter(el => {
const style = getComputedStyle(el);
return (style.webkitUserSelect || style.userSelect) === "none";
})
.map(el => this.describe(el));
return { name: "fields stay selectable", offenders };
},
// ---- Reachability (see the occlusion round) ----
// A control covered by something else is unreachable however good it looks.
// Sampling several points matters: a button you can only hit in one corner is
// covered for practical purposes.
// Can this element be brought into view by scrolling? Something below the fold on
// a page that scrolls is perfectly reachable; something below the fold in a panel
// that *doesn't* scroll is lost. The first version of this check didn't make the
// distinction and reported every link under the fold as a fault.
reachableByScrolling(el) {
const rect = el.getBoundingClientRect();
if (getComputedStyle(el).position === "fixed") return false;
for (let node = el.parentElement; node; node = node.parentElement) {
const style = getComputedStyle(node);
const scrolls = /auto|scroll|overlay/.test(style.overflowY) || node === document.body;
if (!scrolls) continue;
const box = node === document.body ? { top: 0, bottom: innerHeight } : node.getBoundingClientRect();
const room = node === document.body
? document.documentElement.scrollHeight - innerHeight - scrollY
: node.scrollHeight - node.clientHeight - node.scrollTop;
if (rect.top >= box.bottom && room > 0) return true;
if (rect.bottom <= box.top && (node === document.body ? scrollY > 0 : node.scrollTop > 0)) return true;
}
return false;
},
occlusion(selector = "#actionBar button, #holdemHeader button, .seat") {
const offenders = [];
const warnings = [];
[...document.querySelectorAll(selector)].forEach(el => {
const rect = el.getBoundingClientRect();
if (rect.width === 0 || rect.height === 0) return;
const outsideViewport = rect.bottom <= 0 || rect.top >= innerHeight ||
rect.right <= 0 || rect.left >= innerWidth;
if (outsideViewport) {
if (!this.reachableByScrolling(el)) {
offenders.push(`${this.describe(el)} :: off-screen and cannot be scrolled to`);
}
return;
}
const points = [
[rect.left + rect.width / 2, rect.top + rect.height / 2],
[rect.left + rect.width * 0.25, rect.top + rect.height * 0.3],
[rect.left + rect.width * 0.75, rect.top + rect.height * 0.3],
[rect.left + rect.width * 0.25, rect.top + rect.height * 0.7],
[rect.left + rect.width * 0.75, rect.top + rect.height * 0.7],
].filter(([x, y]) => x >= 0 && y >= 0 && x < innerWidth && y < innerHeight);
if (points.length === 0) return;
let blocked = 0;
let testable = 0;
let blockedBy = null;
points.forEach(([x, y]) => {
const top = document.elementFromPoint(x, y);
// A null result means the point isn't hit-testable — typically it sits
// inside the element but outside a scrollable ancestor's clip, i.e. the
// control is scrolled out of view rather than covered by anything.
// Counting that as "covered by null" was reporting a perfectly
// reachable button in a sheet that scrolls.
if (!top) return;
testable++;
if (el.contains(top) || top === el || top.contains(el)) return;
// Seats ring a round table and overlap each other at the rim by
// design; that is crowding, not an overlay hiding a control.
//
// But only the seat's *body* is harmless. A neighbouring seat's own
// controls sitting on top of this one is a control being stolen, and
// exempting the whole seat subtree hid exactly that: an enlarged
// dealer-chip hit area was taking the centre of the seat three
// places round the table, and this check called it crowding and
// moved on.
const neighbourSeat = top.closest && top.closest(".seat");
if (neighbourSeat) {
const isControl = top.matches && top.matches("button, a, input, select, textarea, [role='button']");
if (!isControl) return;
}
blocked++;
if (!blockedBy) blockedBy = this.describe(top);
});
if (testable === 0) {
if (!this.reachableByScrolling(el)) {
offenders.push(`${this.describe(el)} :: not hit-testable anywhere and cannot be scrolled to`);
}
return;
}
if (blocked === 0) return;
const note = `${this.describe(el)} :: ${blocked === testable ? "fully" : `${blocked}/${testable}`} covered by ${blockedBy}`;
// A toast is transient by design: it dismisses itself and carries a close
// button, and on a desktop it necessarily lands over a table that fills the
// content column. Partial overlap from one is a fact of the layout, not a
// fault. Being *fully* covered by a toast is still a failure though — that
// was a real bug once, where a seat sat exactly under the Undo button and a
// tap meant for a player took back the last action instead.
const transient = blockedBy && /toast/i.test(blockedBy);
if (transient && blocked < testable) warnings.push(note);
else offenders.push(note);
});
return { name: "nothing important is covered", offenders, warnings };
},
// ---- Layout (the check that would have caught the standings regression) ----
// A grid column squeezed to nothing doesn't truncate its text, it erases it.
// This is the one that was missing: the player-name column sat at 0px through
// two rounds because nothing ever asked whether a column had survived.
collapsedColumns() {
const offenders = [];
[...document.querySelectorAll("[class*='Row'], [class*='row']")].forEach(row => {
if (getComputedStyle(row).display !== "grid") return;
[...row.children].forEach(cell => {
if (getComputedStyle(cell).display === "none") return;
const hasText = (cell.textContent || "").trim().length > 0;
if (hasText && cell.getBoundingClientRect().width < 4) {
offenders.push(`${this.describe(row)} > ${this.describe(cell)} :: ${Math.round(cell.getBoundingClientRect().width)}px wide`);
}
});
});
return { name: "no column collapsed to nothing", offenders };
},
// Text actually painted outside the box meant to contain it — which on a table of
// overlapping seats means painted on top of a neighbour.
//
// The clipping check is the whole subtlety, and the first version of this got it
// wrong. A Range's bounding rect measures the *laid out* text, which happily runs
// past the element when `overflow: hidden` is quietly clipping it — so an
// ellipsised name was reported as spilling when nothing was drawn outside at all.
// Only overflow that is actually visible can paint over a neighbour.
textSpill(selector = ".seatPuckStack, .seatPuckTotal, .seatPuckName") {
const offenders = [];
[...document.querySelectorAll(selector)].forEach(el => {
const text = (el.textContent || "").trim();
if (!text) return;
const style = getComputedStyle(el);
const clipsItself = style.overflow !== "visible" || style.overflowX !== "visible";
if (clipsItself) return;
const container = el.closest(".seat") || el.parentElement;
if (!container) return;
const range = document.createRange();
range.selectNodeContents(el);
const drawn = range.getBoundingClientRect();
const bounds = container.getBoundingClientRect();
if (drawn.left < bounds.left - 1 || drawn.right > bounds.right + 1) {
offenders.push(`${this.describe(el)} "${text}" paints outside ${this.describe(container)}`);
}
});
return { name: "no text painted outside its box", offenders };
},
horizontalOverflow() {
const offenders = document.documentElement.scrollWidth > innerWidth + 1
? [`page scrolls sideways: ${document.documentElement.scrollWidth}px in a ${innerWidth}px viewport`]
: [];
return { name: "page never scrolls sideways", offenders };
},
// iOS zooms the whole page when a field under 16px takes focus, and the dealer
// is then pinching back out mid-hand.
fieldFontSize() {
const offenders = [...document.querySelectorAll("input, textarea, select")]
.filter(el => el.offsetParent !== null)
.filter(el => ["text", "number", "search", "tel", "url", "email", "password", ""].includes(el.type || ""))
.filter(el => parseFloat(getComputedStyle(el).fontSize) < 16)
.map(el => `${this.describe(el)} at ${getComputedStyle(el).fontSize}`);
return { name: "no field small enough to trigger iOS zoom", offenders };
},
// ---- Contrast ----
//
// This check has been got wrong twice before, both times by being too clever about
// backgrounds. The first version read only `background-color`, so every sheet
// painted with a gradient 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 it is built to be incapable of false positives instead of trying to be exact.
// Backgrounds composite properly through alpha, and where a gradient is involved
// every one of its colour stops is tried and the *most flattering* one is used. A
// finding therefore means the text fails even under the reading most generous to
// it, which is a claim worth making. Text that can't be resolved to any opaque
// background is reported separately as unmeasured rather than guessed at.
parseColour(value) {
const match = String(value).match(/rgba?\(([^)]+)\)/);
if (!match) return null;
const parts = match[1].split(/[,\s/]+/).filter(Boolean).map(Number);
if (parts.length < 3 || parts.some(Number.isNaN)) return null;
return { r: parts[0], g: parts[1], b: parts[2], a: parts.length > 3 ? parts[3] : 1 };
},
// Colour stops out of any gradient in a background-image.
gradientStops(backgroundImage) {
if (!backgroundImage || backgroundImage === "none") return [];
return (backgroundImage.match(/rgba?\([^)]+\)/g) || [])
.map(c => this.parseColour(c))
.filter(Boolean);
},
over(top, bottom) {
const a = top.a;
return {
r: top.r * a + bottom.r * (1 - a),
g: top.g * a + bottom.g * (1 - a),
b: top.b * a + bottom.b * (1 - a),
a: 1,
};
},
relativeLuminance({ r, g, b }) {
const channel = v => {
const s = v / 255;
return s <= 0.03928 ? s / 12.92 : Math.pow((s + 0.055) / 1.055, 2.4);
};
return 0.2126 * channel(r) + 0.7152 * channel(g) + 0.0722 * channel(b);
},
contrastRatio(fg, bg) {
const a = this.relativeLuminance(fg);
const b = this.relativeLuminance(bg);
return (Math.max(a, b) + 0.05) / (Math.min(a, b) + 0.05);
},
// Every background this text could actually be sitting on.
//
// Layers are collected from the element outwards and stop at the first fully
// opaque one, because nothing behind that is visible. Getting this wrong in the
// lenient direction is just as bad as the old false positives: an earlier version
// kept walking past an opaque gradient and offered the page background as a
// candidate, which scored white-on-a-mid-grey-panel as though it were
// white-on-near-black and would have waved real problems through.
//
// A gradient contributes one candidate per colour stop; translucent layers above
// the opaque one are composited onto each candidate in order.
backgroundCandidates(el) {
const translucent = []; // top-down, above the opaque layer
let base = null; // candidate colours for the first opaque layer
for (let node = el; node && !base; node = node.parentElement) {
const style = getComputedStyle(node);
const stops = this.gradientStops(style.backgroundImage);
const colour = this.parseColour(style.backgroundColor);
// A gradient whose stops are all opaque hides everything behind it.
if (stops.length > 0 && stops.every(s => s.a === 1)) {
base = stops;
break;
}
stops.forEach(s => { if (s.a > 0) translucent.push(s); });
if (colour && colour.a === 1) { base = [colour]; break; }
if (colour && colour.a > 0) translucent.push(colour);
}
if (!base) {
// Nothing opaque anywhere up the tree — fall back to the page's own colour
// so a finding is still measured against something real.
const page = this.parseColour(getComputedStyle(document.documentElement).backgroundColor);
base = [page && page.a === 1 ? page : { r: 10, g: 10, b: 10, a: 1 }];
}
// Fold the translucent layers back on, innermost last so it lands on top.
return base.map(candidate => {
let composed = candidate;
for (let i = translucent.length - 1; i >= 0; i--) composed = this.over(translucent[i], composed);
return composed;
});
},
contrast({ minimum = 4.5, largeMinimum = 3, selector = null } = {}) {
const offenders = [];
const unmeasured = [];
const nodes = selector
? [...document.querySelectorAll(selector)]
: [...document.querySelectorAll("*")];
nodes.forEach(el => {
if (el.children.length > 0) return; // leaf text only
const text = (el.textContent || "").trim();
if (!text) return;
const rect = el.getBoundingClientRect();
if (rect.width === 0 || rect.height === 0) return;
const style = getComputedStyle(el);
if (style.visibility === "hidden" || style.display === "none") return;
if (parseFloat(style.opacity) < 0.99) return; // faded on purpose
// Decoration is exempt by definition: the watermark on the felt is meant
// to be barely there, and holding it to a reading threshold would mean
// making it not a watermark. Marked aria-hidden so screen readers skip it
// too, which is the same claim expressed where it also does some good.
if (el.closest("[aria-hidden='true']")) return;
const fgRaw = this.parseColour(style.color);
if (!fgRaw) return;
const candidates = this.backgroundCandidates(el);
if (candidates.length === 0) {
unmeasured.push(`${this.describe(el)} :: no opaque background found`);
return;
}
// The kindest reading available: best contrast across every candidate.
let best = 0;
candidates.forEach(bg => {
const fg = fgRaw.a === 1 ? fgRaw : this.over(fgRaw, bg);
best = Math.max(best, this.contrastRatio(fg, bg));
});
const sizePx = parseFloat(style.fontSize);
const weight = parseInt(style.fontWeight, 10) || 400;
const isLarge = sizePx >= 24 || (sizePx >= 18.66 && weight >= 700);
const required = isLarge ? largeMinimum : minimum;
if (best + 0.05 < required) {
offenders.push(`${this.describe(el)} :: ${best.toFixed(2)}:1 (needs ${required}:1) at ${Math.round(sizePx)}px`);
}
});
return { name: "text meets WCAG AA contrast", offenders, unmeasured };
},
// ---- Reach (touch target sizes) ----
// What a fingertip can actually hit, which is not the same as the element's box.
//
// Two things make the box misleading, and the first version of this check was
// fooled by both. A control can be padded out with a transparent ::after, so it
// responds well beyond its painted size — that's how a 22px dealer puck should
// stay 22px and still take a thumb. And a checkbox wrapped in a label is hit by
// tapping anywhere on the label, so a 24px box inside a 320x44 label is a
// perfectly good target. Measuring the box reported both as faults.
//
// So it probes outwards with elementFromPoint until the point stops landing on the
// control, which is the thing a finger actually experiences.
effectiveTarget(el, limit = 48) {
const rect = el.getBoundingClientRect();
const cx = rect.left + rect.width / 2;
const cy = rect.top + rect.height / 2;
// The probe walks outward a fixed distance, so it can only ever report
// 2 x limit. Anything already drawn larger than that reads as exactly the cap
// — which had every header button reporting a suspiciously round 80px. Give
// the reach room for the element itself plus the padding being looked for.
limit = Math.max(limit, rect.width / 2 + 24, rect.height / 2 + 24);
// A wrapping or associated label forwards the tap, so it counts as the target.
const label = el.closest("label") || (el.labels && el.labels[0]);
const lands = (x, y) => {
if (x < 0 || y < 0 || x >= innerWidth || y >= innerHeight) return false;
const hit = document.elementFromPoint(x, y);
if (!hit) return false;
if (hit === el || el.contains(hit)) return true;
return !!(label && (hit === label || label.contains(hit)));
};
if (!lands(cx, cy)) return null; // centre isn't even hittable; occlusion's problem
const reach = (dx, dy) => {
let far = 0;
for (let d = 1; d <= limit; d++) {
if (!lands(cx + dx * d, cy + dy * d)) break;
far = d;
}
return far;
};
return { width: reach(-1, 0) + reach(1, 0), height: reach(0, -1) + reach(0, 1) };
},
// The 44px guideline is about fingertips, so it only bites where there's no mouse.
// Enforcing it everywhere flagged the header buttons at 42px tall on a desktop,
// which is not a defect — the same buttons are 64px tall on a phone, where it
// matters. Same reasoning as the field sizing: `hover: none` is what actually
// distinguishes a finger from a pointer, not viewport width.
//
// `exempt` is for controls that are deliberately small *and* have a full-size path
// to the same action. The dealer puck is the only one: it's a 22px chip sitting on
// the rim of a seat, and growing it to 44px would take that area from the seat
// itself — which a dealer taps far more often. "Give the button" is in the seat
// menu at full size, so the puck is a shortcut, not the only way through.
touchTargets(minimum = 44, { exempt = ".dealerChip", enforceOnPointerDevices = false } = {}) {
const offenders = [];
if (!enforceOnPointerDevices && matchMedia("(hover: hover)").matches) {
return { name: `touch targets at least ${minimum}px`, offenders, skipped: "pointer device" };
}
this.visibleControls()
.filter(el => el.type !== "color")
.filter(el => !(exempt && el.matches(exempt)))
.forEach(el => {
const rect = el.getBoundingClientRect();
// Drawn big enough is big enough — no need to probe, and probing wide
// elements is where the cap above used to produce nonsense. Seats sit
// here: they're 76x72 and overlap each other at the rim by design, so
// measuring their reach would report the crowding as a fault.
if (rect.width >= minimum - 1 && rect.height >= minimum - 1) return;
const size = this.effectiveTarget(el);
if (!size) return;
if (size.width >= minimum - 1 && size.height >= minimum - 1) return;
offenders.push(
`${this.describe(el)} :: hittable ${size.width}x${size.height}` +
` (drawn ${Math.round(rect.width)}x${Math.round(rect.height)})`
);
});
return { name: `touch targets at least ${minimum}px`, offenders };
},
// Tapping the middle of a seat must give you that seat.
//
// Added after a dealer-chip hit area, meant to make a 22px puck thumb-sized, grew
// outward from a chip that already hung over its seat's corner — and therefore
// over the seat next to it. On a nine-seat table, tapping the centre of seat 1
// handed the button to seat 9. The occlusion check missed it because it treated
// anything inside a `.seat` as harmless crowding.
//
// Reported separately from occlusion because the cause is different: not an
// overlay on top of the table, but two pieces of the table fighting over a tap.
seatOwnership() {
const seats = [...document.querySelectorAll(".seat")];
const offenders = [];
seats.forEach((seat, index) => {
const rect = seat.getBoundingClientRect();
if (rect.width === 0 || rect.height === 0) return;
const x = rect.left + rect.width / 2;
const y = rect.top + rect.height / 2;
if (x < 0 || y < 0 || x >= innerWidth || y >= innerHeight) return;
const hit = document.elementFromPoint(x, y);
if (!hit || seat.contains(hit) || hit === seat) return;
const other = hit.closest(".seat");
const who = other ? `seat ${seats.indexOf(other) + 1}` : this.describe(hit);
const control = hit.matches && hit.matches("button, a, input, select, [role='button']");
offenders.push(
`seat ${index + 1}'s centre goes to ${who}${control ? "'s " + this.describe(hit) : ""}`
);
});
return { name: "a seat's centre belongs to that seat", offenders };
},
// ---- Runner ----
runAll(options = {}) {
const checks = [
this.touchAction(),
this.tapHighlight(),
this.textSelectable(),
this.occlusion(options.occlusionSelector),
this.collapsedColumns(),
this.textSpill(),
this.horizontalOverflow(),
this.fieldFontSize(),
this.seatOwnership(),
];
if (options.includeTouchTargets) checks.push(this.touchTargets(options.minimumTarget));
return {
viewport: `${innerWidth}x${innerHeight}`,
failed: checks.filter(c => c.offenders.length > 0),
// Things worth knowing that aren't faults — see occlusion() on toasts.
warnings: checks.flatMap(c => c.warnings || []),
passed: checks.filter(c => c.offenders.length === 0).map(c => c.name),
clean: checks.every(c => c.offenders.length === 0),
};
},
};
if (typeof module !== "undefined" && module.exports) {
module.exports = LayoutAudit;
}