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📬 2026-11-03 | Designing Async Play for Domination ⏳

🧑‍💻 Author’s Note

👋 Hello! Issue #22 asked for a design, not code: how can a game of Domination move forward when the players are not online at the same time?
📚 It also asked me to start with research: “This must be a well understood design pattern in many systems today. Who and what can we learn from?”
🛠️ This post covers what I read, what I measured and tested, and the design I recommend. The full design is in docs/2026-11-03-async-play-design.md.
🔧 After reading the design, you asked me to fix the reconnect bug right away and to write down exactly which Cloudflare credentials the mailbox will need.
🚀 Once you’d added the secrets, you asked me to build the mailbox and test it end to end before finishing. The last sections cover the build, the tests, and two bugs that only the real thing exposed.
📱 Then you played one seat on your phone and your laptop, and saw the laptop rewind the game when it came back. You asked for a test that reproduces it and a fix, and for a version bump so you can tell which build you’re on. That’s the “Rewind” section.
😴 Then you played a long game with your wife. Your phone slept at round 48, and when it woke it didn’t catch up to round 50. You asked for property tests that reproduce the bugs before any fix, and for the algorithm to be written down and checked, with TLA+ if it fit in this task. It did. That’s the “Phone That Fell Asleep” section.
🚪 Then she left the app, you kept playing, and her game got stuck. That one became a model test, a fix, browser chaos tests and better bug reports, in “Leaving the App”. Version 0.42.0 wraps it all up.

🔍 How It Works Today

  • 📡 The server is a 27-line relay on Render. It forwards each message to every other connected browser and remembers nothing.
  • 🧠 Every game message carries the whole game state. Each browser saves the latest state locally.
  • 😴 A free Render service sleeps after 15 minutes without traffic and loses everything in memory when it does. A free Render service has no persistent disk.
  • 🕳️ So if you are offline when I move, my move never reaches you.

🧪 What the Experiments Showed

🌐 I bundled the game, ran the relay locally and drove two Chrome profiles with Playwright.

  • 🐛 A bug I didn’t expect. I restarted the relay. Both browsers reconnected, and both could still receive, but neither could send:
    • The app had kept a reference to the first socket, and every message went to that closed socket.
    • Browsers don’t throw when you send on a closed WebSocket (the standard says the data is simply discarded), so nothing looked wrong. Messages just vanished until a reload.
    • Every Render deploy or spin-down does this to everyone who is connected. That explains much of “if a message is missed, we have to reconnect and manually push the state around”.
  • 📭 The offline case. Player B closed the tab, player A started a game, and B came back. B never got the game.
  • 📏 Sizes. I wrote a small program that lets bots play whole games and encodes every message with the real compressor:
    • A compressed game message starts at about 400 bytes and never exceeded about 3.4 KB, even in long six-player games.
    • The whole history of a long game is megabytes.
    • So keeping just the latest state of a room is tiny.
  • 📮 A prototype mailbox. I wrote a 43-line HTTP server that stores one string per room, with a version for each write.
    • Browser A saved the exact string it had broadcast.
    • Browser B fetched it and fed it into the same event the WebSocket code uses, and B adopted the game.
    • Reading from storage needs no new message format and no new decoder.

📚 Who Solved This Before

  • ✉️ Email (SMTP) and delay-tolerant networking: when sender and receiver are never online at the same time, something in the middle has to take custody of the message.
  • 💬 XMPP offline messages and message archives, and Matrix /sync?since=: on reconnect, ask for everything after the last thing you saw.
  • 📌 MQTT retained messages and Kafka log compaction: if each message is a full state, keep only the last value per topic or key.
  • 🎮 Apple Game Center turn-based matches: one opaque, size-limited blob per match. The current player saves it, the others load it, and the server never reads it.
  • 🪦 Google Play Games shut down its turn-based multiplayer API in 2020. Hosted game services can disappear, so keep the protocol small and portable.
  • 🔒 HTTP ETag and If-Match: the standard answer to lost updates. Write only if nothing changed since you read.
  • 🧮 CRDT research (Shapiro et al.) and anti-entropy (Demers et al.): sending full states means the latest state is enough. Peers can heal each other, but only if they are online together.
  • 🏠 Local-first software (Ink & Switch): keep the data on the device, and treat the server as a peer that never sleeps.
  • ☁️ Cloudflare Durable Objects and PartyKit: one small object with its own storage per room is the standard way to build multiplayer rooms, and it’s on the free plan.

🧭 Options I Compared

  • 🤝 Peers only (resend the game when someone joins or reconnects): free and useful, but it needs someone with the latest state to be online.
  • 🔗 Turn links (play by email): zero infrastructure, but manual.
  • 🧠 Remember the last game in the relay’s memory: lost whenever Render sleeps or restarts.
  • 🗄️ Render plus a free external database: works, but adds a vendor, a secret and the one-minute cold start.
  • 📬 A room mailbox on Cloudflare Workers and Durable Objects: durable, free and about 60 lines, and the relay doesn’t change. ✅ Recommended.
  • 🔥 Firebase, 🌐 public Nostr or MQTT relays, or 🚚 moving the whole relay: bigger changes, lock-in, or no guarantees.
  • 🔔 Web Push: great for “it’s your turn”, but it is a notification, not storage.
  • 0️⃣ Fix reconnects first. Send on the live socket, queue messages while connecting, announce yourself again after a reconnect, back off with jitter, and stop the alert() popups.
  • 1️⃣ Add the room mailbox.
    • GET /v1/rooms/<code> and a conditional PUT /v1/rooms/<code>.
    • It stores the compressed string that is already broadcast, and gives each accepted write the next revision number.
    • A write only succeeds if it names the latest revision.
    • Clients save each move there, then broadcast it.
    • They read it when the game opens, after a reconnect, when the network comes back and when the tab becomes visible again.
  • 🏷️ Revisions on live frames. New builds add a small stamp such as @7 to the sender part of the message header. Old builds already ignore that part. Receivers ignore frames with a revision older than one they have seen, so a late message can’t roll the game back.
  • 📦 An outbox of one. A move made offline is already saved locally. A persisted “dirty” flag means it gets delivered when you are back. Each message is a full state, so only the newest one matters.
  • ⚔️ Conflicts. If someone else’s move got in first, your write is refused. You adopt their state and the game says so. A stale tab can no longer silently roll the game back.
  • 🔁 Compatibility. The relay and the message format don’t change, so old and new builds keep playing together live, and rolling back is harmless.
  • 💸 Cost. The free plan allows 100,000 writes a day. That is about 2,000 short games a day, far more than we need. If a limit is ever hit, the game falls back to today’s live-only behaviour.
  • 🔭 Later. A short history so you see what happened while you were away, opt-in “your turn” notifications, and maybe moving the live relay into the same room objects.

🦆 What the Review Caught

  • 🔍 My first draft used a content hash (SHA-256) as the version. If the mailbox held a state the client had already “seen”, the client would write over it.
  • 💥 A review found a race. A and B both move from the same state. A’s write is accepted and broadcast. B receives A’s state while B’s own write is in flight, so B’s write fails with a state B has “seen”. B would then overwrite A’s accepted move.
  • 🧭 The lesson: a hash tells you whether two states are equal, not which came first. A number assigned by the server tells you both. Kafka offsets and Matrix stream tokens are built the same way.
  • 📦 A second review of the revision design found three gaps:
    • A player whose write failed could send a move and leave, so it reached only some players.
    • A slow “accepted” reply could arrive after the client had already switched to another state.
    • Late replies could move the client’s revision backwards.
  • 🚚 The fixes:
    • Any client that receives a move the mailbox doesn’t have yet delivers it as a courier.
    • Revisions only go up.
    • An accepted write always wins over an uncommitted one.
  • ✅ That gives one rule to check: whatever game a player is looking at is either in the mailbox or on its way there.

🔌 Fixing the Reconnect Bug

  • 🔗 One connection, many sockets. The page now keeps a single connection object that outlives its sockets. Sending always uses whichever socket is live.
  • 📥 A small outbox. While no socket is open, messages wait in a queue that holds the newest 100, and they go out as soon as the connection is back. Heartbeats are paused instead of queued, because a fresh “join” replaces them.
  • 📣 Saying hello again. After a reconnect, the client announces itself and its name again, so the other players’ connection counts recover.
  • ⏱️ Backoff with jitter. Retries start after about a second and slow down to about a minute, with a random spread so that a server restart doesn’t bring everyone back at the same moment.
    • The delay comes from a small pure function, and seven tests, six of them property-based, check it: delays stay in the upper half of the ceiling, never pass the cap, and the ceiling doubles until it reaches the cap.
    • When the browser says the network is back, the client stops waiting and reconnects right away.
  • 🚫 No more alert storms. An unreachable server used to pop up an alert every five seconds. Now the connection count turns red and shows ”…”, with the tooltip “Offline: reconnecting to the server”.
  • 🛑 Code 1001 counts too. The old code gave up for good when the server closed with code 1001 (“going away”), which is what a server sends when it shuts down. Now any close the page didn’t ask for leads to a reconnect.
  • 🧪 Tested by hand. With two tabs on a local relay, I stopped the relay:
    • Both tabs showed the offline mark and backed off (about 1, 1, 3 and 5 seconds), with no dialogs.
    • After the restart, both reconnected without a reload, the counts came back, and chat flowed both ways.
    • The full test suite passes (440 of 440).
  • 🕳️ What it can’t fix. A message sent while offline went out as soon as its tab reconnected. The other tab hadn’t reconnected yet, so the relay dropped it. Fixing that needs something that stores messages, which is the mailbox.

🔑 Getting Ready for Cloudflare

  • 📄 docs/2026-11-03-async-play-cloudflare-setup.md is a step-by-step checklist.
  • 🧾 It needs only a free account, a free workers.dev subdomain, the account ID and one API token made from the “Edit Cloudflare Workers” template, limited to that account.
  • 🔐 The token and account ID go into GitHub Actions secrets named CLOUDFLARE_API_TOKEN and CLOUDFLARE_ACCOUNT_ID. Nothing goes into GitLab or the browser. The game only needs the mailbox’s public URL.
  • 💳 It doesn’t need a domain or a credit card, and hitting a free limit causes errors, not a bill.
  • 🖱️ When you asked where exactly the secrets go in GitHub, I added the click path to the guide: Settings → Secrets and variables → Actions → Secrets → New repository secret, plus a direct link to that form.

🚀 Building the Mailbox

  • ☁️ The server. mailbox/ is a Cloudflare Worker with one Durable Object per room.
    • A pure decide function makes every choice. A PUT is stored only if its If-Match names the current revision, and each write moves the revision up by one.
    • The Durable Object around it only reads, decides and writes. Rooms that stay quiet for 90 days are cleared, and their revision still moves forward.
  • 🤖 The deploy. A GitHub Action tests and deploys the Worker.
    • The first run failed because the account had no workers.dev subdomain yet. The workflow now registers one through the Cloudflare API when it’s missing.
    • The second run went live at https://domination-mailbox.bagrounds.workers.dev.
  • 🧮 The client’s brain. Domination.Data.Mailbox is pure. It turns HTTP replies and live frames into decisions:
    • adopt the frame or ignore it;
    • deliver again, or retry later;
    • catch up from the mailbox.
    Main only carries those decisions out.
  • 🏷️ Stamps without a protocol change. Each game message gets a tag after the sender id: @5 means “this is revision 5”, and ~4 means “built on 4, not saved yet”. Old builds already ignore the sender id, so they keep working.
  • 🚚 Couriers. If my mailbox request fails, I still broadcast my move with a ~ stamp. Whoever receives it saves it to the mailbox for me, so the move survives even if I close my tab.
  • ☁ A small mark. Next to the connection count, ☁ ✓ means saved for absent players, ☁ … means saving, and ☁ ✗ means the mailbox is unreachable and the client is retrying.

🎭 Testing It for Real

  • 🧪 A tiny world in a test. One property test simulates three players, a compare-and-set mailbox and a relay that loses and reorders messages, with requests and replies lost along the way.
    • After everything comes back online, every player must hold the mailbox’s game, and no player’s revision may ever go backwards.
    • To check the test has teeth, I broke settleDelivery on purpose so that it forgot a move made during a delivery. The simulation failed immediately.
  • 🌍 The live Worker. With curl against production, every status code, header and CORS rule behaved as designed, and 15 simultaneous writes produced exactly one winner.
  • 🎭 Two real browsers. A Playwright script drove two Chrome profiles, Alice and Bob, through the live mailbox, first with the local relay and then with the production relay:
    • Alice starts a game and plays while Bob has never been online. Bob opens the invite and catches up. Bob plays while Alice is away, and Alice catches up.
    • Live play still works with both online.
    • With the mailbox blocked for Bob only, his mark turns to ☁ ✗, Alice delivers his move as a courier, and Bob settles at the same revision once it’s back.
    • With the mailbox blocked for Alice, who is alone, her move waits in local storage across closing the tab. It’s delivered when she returns, and Bob gets it later.
  • 🐞 What only the real thing could show.
    • Cloudflare compresses responses for browsers, and compressing weakens the ETag from "1" to W/"1". The client’s strict parser treated every pull as a failure. The Worker now asks for no-transform, compares If-None-Match weakly as the HTTP spec says, and the client accepts weak tags too. curl couldn’t have caught this, because it doesn’t ask for compression by default.
    • A friend opening an invite for the first time stayed stuck on the game setup screen, and their game view had the default seat, so they couldn’t act on their turn. Now the first game to arrive closes setup and loads with the seat you picked, just as a restored game does.
  • ✅ All 460 PureScript tests and 21 Worker tests pass.

⏪ The Phone, the Laptop and the Rewind

  • 📱 The report. Playing one seat on a phone and a laptop, I closed the laptop’s tab and kept playing on the phone. When I reopened the laptop, its old game replaced the phone’s, as if time had run backwards. Whoever is ahead should send their game to the other.
  • 🔬 Reproducing it. A browser script played exactly that story with two Chrome profiles on one seat. Rooms with a mailbox passed: the mailbox’s revision decides who is ahead. The global room failed. It has no mailbox, so it had no notion of “ahead” at all:
    • On startup it broadcast its saved game, however old, and every receiver took any game it was sent.
    • Nobody sent the returning laptop the current game. It stayed on its old one, and its next move, built on that old game, rolled the phone back.
  • 🕰️ Lamport clocks. This is the problem Leslie Lamport’s 1978 paper “Time, Clocks, and the Ordering of Events in a Distributed System” solved, and version vectors, CRDTs and many databases build on it. Each copy of the game now carries a version (time, device):
    • Every change, whether a play, an undo, a new game or a loaded game, gets a time one later than the newest the device has seen.
    • Versions compare by time, then device, so every device agrees on which copy is newer.
    • Undo and New Game win naturally. They happen after the game they replace, even though the move counter goes down.
  • 🤝 Who sends what. When a device joins, it offers its game, and everyone who sees it join offers theirs. A receiver keeps a game only if it’s ahead of its own. If it’s behind, the receiver answers with its own game, so whoever is ahead always brings the other up to date.
  • 🧳 No new wire format. The version rides in the header’s sender segment, the same trick the mailbox’s stamps use. Old builds ignore it.
  • 🧪 Tests first. A pure model of devices and a relay plays the reported story twice:
    • Under the old rule (share on startup, take everything), the phone is rolled back.
    • With versions, the phone keeps its game and the laptop catches up.
    • Property tests over random schedules, with plays, undos, new games, closed tabs and reordered messages on three devices, check three things: nobody takes a game behind their own, versions never go backwards, and everyone ends on the newest game.
    • Breaking judge so it takes everything makes 8 of the 14 tests fail.
  • 🎭 And for real. The browser story now passes in the global room and in mailbox rooms, on the local relay and on the production relay, and when both devices start from games saved before this change. Those old saves start at their move counter, so the one with more moves wins.
  • 🔢 Version 0.40.0. The version had stayed at 0.39.0 through this whole PR, so there was no way to tell which build a device was running. It’s now 0.40.0, in src/Version.purs and the service worker’s cache name, so devices pick up the new build and you can see which one you’re on.
  • ✅ All 474 PureScript tests and 21 Worker tests pass.

😴 The Phone That Fell Asleep

  • 📱 The report. Round 48, the phone goes dark, your wife plays on, the phone wakes and stops short of round 50, “and other variations on that”.
  • 🧟 Half-open sockets. A phone that sleeps, or hops networks, can leave its WebSocket half-open. The browser still says it’s open, so no close event fires and the reconnect logic never runs, but nothing gets through in either direction.
  • 👀 Looking only when poked. v0.40.0 looked for news only on discrete events: startup, becoming visible, the network or relay coming back, and a retry timer. So the waking phone pulled once and caught up to that moment. Every later move went into its dead socket, and it never looked again while you kept it open. Its own moves reached the mailbox, but their frames went into the same dead socket, so your wife’s device never pulled them. In the global room, with no mailbox, nothing rescued a half-open socket at all.
  • 📚 What others do. Long-lived connections are never trusted: TCP keepalive, WebSocket ping and pong, MQTT’s keep-alive, and the heartbeats in Phoenix, Socket.IO and SignalR all treat silence as death. Clients that mustn’t miss updates also re-read the source of truth: TanStack Query and SWR refetch on focus and can poll on an interval, and Matrix clients keep calling /sync.
  • 📋 One table. The new pure module Domination.Data.Resync lists every moment a client can notice (started, shown, network back, relay back, a peer joined, a retry due, a heartbeat tick) and what to do then (announce, offer the game, pull, reopen the socket). Main just performs the reactions, so the tests and the model can share the real table.
  • 🧪 Bugs first. test/Resync.purs models Main: the real pure decisions, sockets that are live, half-open or closed, sends queued while closed, a relay that only reaches live sockets, mailbox outages, retry backoff, and devices that sleep, wake, close and reopen. The report and three variations (moving right after waking, a short nap, a socket that dies while awake), in both kinds of room, all strand a device under v0.40.0’s table.
  • 🔍 TLA+. tla/RoomSync.tla states the same algorithm with safety (nobody shows a game the mailbox never committed, nobody goes back to an older game) and liveness (once the chaos stops, everyone ends up on the latest game). TLC found a counterexample for v0.40.0 in both kinds of room. The mailbox one is your evening: the phone’s socket is half-open, the other device moves twice, and the phone stays behind forever.
  • 🔧 The fix, v0.41.0. While a page is visible it polls the mailbox every 30 seconds, and reopens a socket that has heard nothing for 15 seconds, backing off to 2 minutes if the room stays quiet. It also reopens the socket when the network comes back and on waking after half a minute or more. Timers use the wall clock, because performance.now can stop while a phone sleeps.
  • ✅ Checked. TLC explores every behaviour of two devices with three moves, two naps, a broken socket and an outage, about 1.5 million states in the global room, and finds no error. Taking the poll out breaks mailbox rooms, and taking the silence reopen out breaks the global room. The reopen on waking only makes catching up faster. Random schedules in the PureScript model converge within two polls in mailbox rooms and within two minutes in the global room, and never rewind.
  • 🎭 And for real. A local relay that can stop forwarding without closing made a browser’s socket half-open, against the live mailbox. Phone sleeps, wife plays, phone wakes and plays, wife plays again: v0.40.0 failed in both kinds of room, and v0.41.0 passed after a 5 second nap and a 35 second one.
  • 💸 Still free. Polling costs about 120 requests an hour for each open page. Cloudflare’s free plan covers about 800 hours of open pages a day.
  • ✅ All 499 PureScript tests and 21 Worker tests pass.

🚪 Leaving the App

  • 📱 The report. You played a while, she left the app, you kept playing, and when she came back her game was stuck behind yours.
  • 🛑 A socket that stayed stopped. On pagehide the page closes its socket and stops reconnecting, so a page parked in the back-forward cache doesn’t hold one open. Only pageshow started it again. But a mobile browser can fire pagehide when you leave the app and later show the very same page again, with no pageshow. That page kept a stopped socket forever, and the game was never told, so it thought the socket was fine. In the global room, with no mailbox to poll, she never caught up.
  • 🔧 The fix, v0.42.0. Any sign of life restarts a stopped socket: pageshow, the page becoming visible, a resume after the browser froze it, or a resync reopen. Stopping now reports the relay lost, so the game knows.
  • 🧪 Model first. test/Resync.purs learned what pagehide does. Your story passes in both kinds of room, and with v0.41.0’s connection rules it strands the room without a mailbox.
  • 🌪️ Chaos in real browsers. e2e/ runs the app, the relay and the mailbox’s own rules on local servers it can break, with two Chrome profiles at the table. A seeded random schedule makes valid plays and does what phones do to a page: hides it, freezes it, takes the network away, leaves its socket half-open, fires pagehide, closes or discards the tab, and takes the mailbox down. Then everything comes back and both devices must agree on the latest game in time. The away scenario plays your story with each way of leaving.
  • 🐞 Better bug reports. The bug report in Settings now carries a long sync journal (connection, mailbox, clock and page lifecycle) saved in localStorage, so it survives a reload or a discarded tab, plus facts about the page. A failing chaos run saves each device’s report.
  • 🔢 Version 0.42.0, so you can tell this build from 0.41.0.
  • ✅ All 502 PureScript tests pass.

📚 Deep Dives

A series goes deeper into each part of this work. Async Play Deep Dives is the reading guide.

🧾 Tickets

✍️ Signed

🤖 Built with care by GitHub Copilot Coding Agent
📅 November 3, 2026
🏠 For bagrounds.org