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# val
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Five attackers with the spike, five defenders, abilities on cooldown. First to 13.
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A 5v5 played in a browser, from inside the player's head — the map is a tile
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grid and the view is a raycaster over it, so there is no 3D library and no
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dependency at all. One match is always running on the server: open the page
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and you are given a seat in the round that is happening, taken from a bot
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where it stands. When a match ends it shows the result for a few seconds and
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starts a new one, so nobody ever arrives at a frozen board.
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## What is real
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Everything that decides a round is computed on the server and only the
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server:
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- **Movement, shooting and hit detection.** The client sends intent — a
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  direction, an angle, a held key — never a position. Damage is by hit
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  location (how close the ray passes the target) with falloff and armour:
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  a Vandal head shot kills through full armour at any range, a Phantom's
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  does not past fifteen metres.
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- **Line of sight.** A snapshot only carries the enemies that viewer can
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  see. A wall of the map blocks the sight line, a smoke blocks it, a flash
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  blinds by the angle you were facing — only a pop that was on your screen,
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  only inside a radius the size of a room (320–360 units on a 2400 × 1520
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  map), full strength at its centre and a flicker at its edge — and a
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  blinded player is sent no enemies at all. A dead player watches through their living team mates'
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  eyes rather than through walls, so dying is not a wallhack to call out.
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  No spawn can see the other spawn: mid is staggered on purpose. A patched
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  client learns nothing a plain one does not.
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- **The spike.** 100s round, 4s plant, 45s fuse, 7s defuse with a
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  checkpoint at 3.5s — a defender killed past half way leaves the defuse
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  half done for the next one.
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- **Credits.** 800 to start, 9,000 cap, +200 a kill, +300 to the team on a
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  plant, loss bonus 1,900 / 2,400 / 2,900. A buy you cannot afford is
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  refused server-side.
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- **Who is alive.** The roster under the view lists your five with their
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  health from the snapshot's own team data, and the kill feed is derived in
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  `src/arena.ts` by comparing the players either side of a tick — it carries
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  names, the gun and an age, and never a position.
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- **Bots** fill every empty seat and use their kit: smokes on the way in,
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  flashes before the entry, a recon dart, a molly on the planted spike. A
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  flash is thrown to take a site — on the way in, or back onto the planted
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  spike — only where the pop would land in front of the enemy's face, never
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  where the thrower or a team mate could be standing in it, and a team
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  spaces its flashes seconds apart (`src/bots.ts`); `src/bots.test.ts`
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  plays a match headless and keeps the share of time spent blind. They
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  shoot through the same spread everyone does, and they aim like something
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  with hands: 200–350ms to react to a target they have just seen, an aim
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  cone that opens several degrees on the swing and only settles while they
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  hold the same target, and more of both when you are crossing their view
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  (`src/aim.ts`). Every roll of it comes from the match's seeded random, so
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  a seed replays the same round.
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Agents: Ember, Veil, Sable, Mender, Rook — two basics bought with credits
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(charges last the round), a free signature on a cooldown, and an ultimate
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paid for with ult points from kills, plants and the two orbs on the map.
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Guns: Classic, Ghost, Sheriff, Spectre, Phantom, Vandal, Operator.
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## What is not
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- Your own body is *drawn* from a guess — the browser runs your own movement
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  forward from your own keys between snapshots, through the same
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  step-and-slide the server uses (`src/glide.ts`), and carries the last
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  snapshot forward by up to a quarter second of held input. It is a drawing
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  optimisation only: nothing is sent, every snapshot leans the drawn body
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  back onto the server's answer, and a real disagreement is taken outright.
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  The lag your own keys take to reach the server (a send every 50ms, a hop,
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  a tick — `LEAD_SLACK` in `static/predict.js`) is not a disagreement: the
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  drawn body may lead the answer by that much along the way it is going and
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  is left alone there, so a start is not yanked back and a stop is not
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  dragged on. Anywhere the server would refuse — a wall, the spawn pen in
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  the buy phase, a barrier an ability put up — the drawing holds its last
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  good place rather than snapping to the server's. The gun kicks the moment
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  the trigger is pulled, and the server's word about the same shot is not a
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  second kick; whether it landed is still only the server's to say.
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  Where you are *looking* is the browser's too: the mouse moves it at frame
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  rate, and the server's angle is taken back only when it is telling you
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  something you did not say (`static/yaw.js`).
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- Everybody else is drawn by entity interpolation (`static/interp.js`): each
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  body keeps the last few snapshots, and the frame is drawn about one
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  snapshot interval in the past, between the two that bracket that moment.
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  So they move at the speed the server moved them and arrive where it put
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  them, one interval late. A missed snapshot is carried one interval further
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  and then held. Snapshots are filed under an even clock — one interval
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  after the last, nudged a tenth of the way toward when each really landed —
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  rather than the moment they happened to arrive, because a rate is not a
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  rhythm: thirty a second delivered a few milliseconds early and late is a
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  body drawn slow, then fast. The moment being drawn advances at real time
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  and creeps toward its delay at no more than two percent of it, so the
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  delay adapting never shows as a short frame. Snapshots go out every tick
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  (30Hz, some 3.4 KiB a seat) while two or fewer seats are filled, and every
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  other tick above that.
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- The view is a raycaster: walls are one tile tall and flat-shaded, there is
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  no looking up or down, and everything that is not a wall — bodies, the
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  spike, ability zones — is a flat billboard scaled by distance and clipped
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  against the walls. It is drawn into an offscreen canvas 960 columns wide
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  (`static/resolution.js`, never more than the canvas has pixels), one ray
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  every other column, and scaled onto the visible one, so the frame costs the
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  same on a retina screen as on any other; the crosshair, the HUD and the
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  minimap are drawn on top at full device resolution. Columns that would draw
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  the same rectangle are batched into one fill (`static/slices.js`), the
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  map's tiles are drawn once a size and blitted after that, and if the frame
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  still runs over 20ms the render width drops a rung until it fits
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  (`static/budget.js`). Fidelity is cheap here and frame rate is not.
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  All of it is presentation: the simulation and the snapshots are untouched.
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- A body you have only just been shown is faded and grown into sight over a
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  tenth of a second, and slid in from the direction it came if it was seen
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  near there before; where somebody was last seen alive leaves an outline
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  that dims away over a second (`static/presence.js`). The server still sends
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  only what you can see — that is the rule, and nothing here bends it. This
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  is a drawing about information you already had: an enemy who steps into a
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  sightline has no history, and without it they appear mid-stride rather than
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  walking into the room.
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- One map, one match at a time, ten seats. There is no matchmaking, no
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  ranking and no account: your seat belongs to a session cookie, and a
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  playing seat is capped one per client address so a cookie — free to mint
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  again — cannot buy a second one on the other team. A second machine on a
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  second network is still a second person as far as the server can tell,
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  the same as any anonymous game without accounts; a socket that does not
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  get a seat is sent a spectator view with no position in it, never a side:
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  the page draws the score, the round, the clock and the kill feed, says
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  which of the two reasons it is watching for, and draws no map and no
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  bodies, because it is never told where anybody is.
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- No overtime — first to 13 ends it at 12–12 too.
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- Sight is a full circle rather than a view cone — you are drawn what is in
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  front of you, but the server reveals anything you have line of sight to,
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  so a team mate behind you still appears on the minimap. The world has no
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  vertical, so the hit location comes from how precisely the shot passes
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  the target.
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- Assists are counted as a field but never awarded.
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- The live match lives in memory and is gone if the process restarts; only
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  finished match results are written to SQLite under `FORGE_APP_DATA`.
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## Playing
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Click the view to capture the mouse, then WASD move and the mouse looks;
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**Esc** gives the pointer back. Click fires, **R** reloads, **F** plants and
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defuses (hold it), **C / Q / E / X** cast, **B** opens the buy, **Tab**
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holds the big map open, **V** swaps to the top-down view, **H** or **?**
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brings back the how-to-play card, and **F3** or **`** prints the frame
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readout: frame rate, mean frame, snapshots a second, the interpolation delay
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in force, the width the world is being drawn at, and how many times the
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drawing has taken the server's word outright (your body anchored, somebody
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else started again, the view re-pointed) — every one of those is a jump, and
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the number a minute is what "it stutters" should be argued with. On a phone
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it stays top-down: the left thumb walks and the right thumb aims and fires.
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```sh
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PORT=8080 FORGE_APP_DATA=./data bun run src/server.ts   # run it here
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bun test                                                # the check every pull runs
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VAL_URL=http://127.0.0.1:8080 bun run src/tty.ts        # the terminal interface
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```
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The terminal plays the same match over the same socket: it draws the grid,
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the scoreboard and the round, and takes a seat. The exact command that
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reaches it is in `FORGE_APP_SSH` when the app runs, and the page prints it.
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The forge sets `PORT`, `FORGE_APP_DATA`, `FORGE_APP_ENV`, `FORGE_APP_URL`,
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`FORGE_APP_SSH` and `FORGE_APP_COMMIT` when it starts the app; `forge.json`
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says how.
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## Shape
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`src/map.ts` the grid and its geometry · `src/weapons.ts` the damage table ·
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`src/economy.ts` credits · `src/abilities.ts` the agent kits ·
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`src/match.ts` the round loop (`tick(state, dt)` is the whole game and takes
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no clock) · `src/bots.ts` the seats nobody is in · `src/arena.ts` the one
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live match and its sockets · `src/server.ts` the door · `static/` the browser client —
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`val.js` wires the socket, the keys and the HUD, `raycast.js` is the ray
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maths, `scene.js` the first-person view, `slices.js` batches its wall
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columns, `resolution.js` and `budget.js` decide how wide to draw it,
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`presence.js` fades bodies into sight and marks where they left it,
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`topdown.js` the minimap,
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`gun.js`, `beep.js`, `steer.js`, `roster.js`, `yaw.js`, `interp.js` and `prompt.js` the rest; the server bundles
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them into one content-named file at start-up. The rules are pure functions and the tests play whole matches
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headlessly.
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## It only runs while somebody is there
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The match is not a daemon playing to an empty room. One beat of the clock
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happens per tick **while at least one connection is open** — a seat or a
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watcher — and freezes otherwise, resuming exactly where it stopped. So the
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score you find is the score you left, nothing burns CPU on the box overnight,
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and no round is ever decided with nobody watching it.
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