Files
Pete/internal
prosolis 004fca3f25 games: the clock that plays for whoever walked away, and the guard that stops it playing twice
Phase B runtime: the turn clock, the session reaper the plan noticed nobody had
ever wired, and the game-agnostic seam the engines will plug into.

- tableGame interface + a games() registry keyed on storage name, so the clock,
  the reaper and (soon) the handlers never know whether they drive poker or UNO.
- The turn clock is the first goroutine in Pete to mutate game state. It obeys
  rule 1 (DueTables returns a plain slice — the rows are closed before any lock,
  or the scan would hold the one connection a locked write needs) and the version
  guard (act only if the table is still the version the scan saw). Tested against
  the exact double-move the plan warned of: a real move lands in the same tick the
  scan fired, bumps the version, and the clock steps aside instead of folding the
  next player who still had 25 seconds.
- PushDeadlines on boot shoves every live clock out by a grace period, so the
  first tick after a deploy doesn't auto-fold the whole room at once.
- ReapIdleSessions finally has a caller. A seated player is invisible to it —
  their chips are inside a table blob — so it only ever reaps loose idle chips.
- publishTable fans a minimal version-carrying nudge through the hub; the frame
  is seat-blind, so a hole card never rides a broadcast that reaches the table.

Clock wired into main.go behind gamesReady(). Still no engine implements
tableGame, so the registry is empty and nothing a player can see has changed.

Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
2026-07-14 15:49:02 -07:00
..
2026-05-26 17:15:53 -07:00