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Joey Yakimowich-Payne 4819676d84
fix(net): sync customModifiers to late-joiners + reconnects in game.state
T3 audit gap 2 (CRITICAL). The server's Room kept registered custom
modifier descriptors in a per-room Map but the game.state snapshot
carried no field for them. Impact:
  - Client A registers 'custom:shield' → server broadcasts
    custom-modifier.registered → A + any currently-connected B see it.
  - Client C joins AFTER the registration → receives game.state →
    has no knowledge of 'custom:shield'.
  - Client C's engine applies a profile with kind='custom:shield' →
    registry-dispatch fallback silently no-ops → apparent cosmetic
    modifier mismatch between A/B and C.

Symmetric fix across the wire:
  - GameStatePayloadSchema (server + client types) gains an optional
    customModifiers: CustomModifierDescriptorWire[] field.
  - Both emit sites in broadcast.ts (late-joiner path +
    reconnect-with-buffered-deltas path) include the room's registered
    descriptors.
  - PredictionManager.applyFullState mirrors received descriptors
    onto the fresh engine's customModifiers registry before handing
    control to the UI. Unknown descriptor shapes are accepted as-is
    (the wire-shape cast at the single boundary bridges the Zod v3/v4
    type split same as the custom-modifier.registered subscriber).

E2E regression guard (Oracle Q4.1 recommendation): new scenario
'late-joiner + reconnect receive registered custom modifiers in
game.state'. Host creates + registers, opponent joins AFTER
registration, asserts opponent's game.state carries the descriptor.
Would have caught the pre-fix behaviour as a test failure instead of
a manual audit find.

1393 unit + 19/19 custom-modifiers e2e green.
2026-04-20 16:58:48 -06:00
.github/workflows chore(root): scaffold monorepo — Phase 0 complete 2026-04-16 13:32:21 -06:00
.sisyphus chore(sisyphus): T3 Final Verification Wave — all reviewers APPROVE 2026-04-19 22:04:36 -06:00
docs docs(adr): T4 scripted modifiers forward-design 2026-04-19 21:09:52 -06:00
packages fix(net): sync customModifiers to late-joiners + reconnects in game.state 2026-04-20 16:58:48 -06:00
scripts feat(rete): add replay engine + state-hash determinism verifier (P3.3) 2026-04-16 15:25:13 -06:00
.gitignore chore: ignore .org.chromium.Chromium.* runtime files 2026-04-19 10:20:42 -06:00
eslint.config.js feat(engine): damage-resistance modifier descriptor 2026-04-18 22:22:31 -06:00
lefthook.yml chore(root): scaffold monorepo — Phase 0 complete 2026-04-16 13:32:21 -06:00
LICENSE chore(root): scaffold monorepo — Phase 0 complete 2026-04-16 13:32:21 -06:00
package.json feat(rete): add replay engine + state-hash determinism verifier (P3.3) 2026-04-16 15:25:13 -06:00
playwright.config.ts fix(rete): inject clock into EventLog; use tsc for DTS; fix cycle.test.ts private access; add Playwright worker limit 2026-04-16 18:25:49 -06:00
README.md chore(root): scaffold monorepo — Phase 0 complete 2026-04-16 13:32:21 -06:00
tsconfig.base.json chore(root): scaffold monorepo — Phase 0 complete 2026-04-16 13:32:21 -06:00
tsconfig.json chore(root): scaffold monorepo — Phase 0 complete 2026-04-16 13:32:21 -06:00
vitest.workspace.ts chore(root): scaffold monorepo — Phase 0 complete 2026-04-16 13:32:21 -06:00

@paratype

A Doorenbos-style Rete II rules engine for TypeScript games, with an authoritative WebSocket chess demo.

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Getting Started

bun install && bun run check