feat(server): room-create accepts profile
Wires the T17 protocol's optional modifier profile through the server's room-create flow: - rooms.Room gains an optional profile field; RoomRegistry.createRoom/joinRoom accept and echo it. - GameSession constructor + GameSessionRegistry.create pass the profile through to ChessEngine's EngineOptions so modifier facts get seeded and the integration preset auto-activates at game start. - broadcast.handleRoomCreate validates an inline profile via chess's validateProfile against the resolved layout, mapping validator codes (E_PROFILE_*) onto the wire protocol's MODIFIER_PROFILE_* family. Invalid profiles produce a non-fatal error and leave room / session state untouched; the creator is not bound. - room.created and room.joined echo the active profile when present, so late joiners render piece modifier badges on first paint. - RoomCreatedPayloadSchema and RoomJoinedPayloadSchema gain matching optional profile fields. - @paratype/chess barrel: re-exports CaptureFlag + validateProfile + ModifierValidation* types so the server can consume them without reaching into internals. Tests: 5 new cases (happy path, join echo, backward compat, INVULN_KING rejection, layout-invalid precedence). Full check green (1213/1213).
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@ -18,6 +18,7 @@ export {
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export {
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GAME_ENTITY,
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PROMOTION_PIECES,
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CaptureFlag,
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oppositeColor,
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chessFact,
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type PieceType,
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@ -73,3 +74,11 @@ export type {
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ModifierKindId,
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Direction,
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} from "./modifiers/types.js";
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export { validateProfile } from "./modifiers/validate.js";
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export type {
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ValidationError as ModifierValidationError,
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ValidationWarning as ModifierValidationWarning,
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ValidationResult as ModifierValidationResult,
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ValidationErrorCode as ModifierValidationErrorCode,
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ValidationWarningCode as ModifierValidationWarningCode,
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} from "./modifiers/validate.js";
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