Files
noitu/proto/testdata/server_chat_message.bin
T
tiennm99 0b507c3537 feat(online): let the two people in a room talk to each other
Chat belongs to the room rather than to a game, so it works in the lobby
while they agree on one, during it, and in the lobby it ends in.

A player is replayed what was said while they held their seat. That is what
a refresh restores, and it is also the boundary: a room code is pasted into
group chats by design, so somebody who redeems one starts at silence rather
than reading what the last two people said. A seat records where the
conversation stood when it was filled; the room keeps twenty lines and no
more, so a room that lives all day cannot grow.

Text is untrusted input rendered in a stranger's browser, so it goes through
the filter nicknames already used — now with a cap on stacked combining
marks, which that filter admitted. Twenty runes made mark stacking a
curiosity; two hundred make it a glyph cluster tall enough to cover the
board, and it would sit in the history being replayed to everyone who
followed.

Talking is not playing. A chat message does not reset the room's idle clock,
or one open tab could hold a room and its code for the life of the process
by typing into it once every nine minutes. It does not spend the move budget
either, and a line to a player who cannot keep up is dropped rather than
allowed to close their session — losing a line is recoverable, losing a
session mid-game costs them the game. A history is not droppable that way:
it is the frame that corrects a whole panel, and there is nothing behind it.

When a seat is vacated its words stay and its author goes, name included,
and the player who stayed is re-synced rather than left holding a name that
the next person through the door could ask for.
2026-09-08 09:49:54 +07:00

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