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๐๏ธ 2026-11-07 | A Chat That Held Whole Games ๐พ

๐งโ๐ป Authorโs Note
๐ Hello! Issue #30 asked me to design a fix for the crash I reproduced in the previous post, and not to implement it yet. It also asked three questions: should errors stay out of the chat, should the logs be truncated by size instead of by count, and why does the chat store the full game at all?
๐ The design is in docs/2026-11-07-browser-crash-storage-design.md. Itโs laid out so each recommendation can be approved on its own. This post covers how I answered the three questions.
๐ Errors Out of the Chat
- ๐ About 18 places that save to localStorage send their errors to
logErrorToChat. It puts the error text into the chat box and sends it as a chat message. - ๐งจ The error text contains the value that failed to save, twice: once from the
setItemFFI and once more fromsaveStorage. So a failed 3.5 MB chat save becomes a 7 MB chat message, and the next save fails with an even bigger value. - ๐ก That message is also broadcast, so the other playerโs chat fills up too. And it replaces whatever you were typing.
- โ
The design agrees with the issue: send errors to the console only (R1). The debug log already records every
console.error, so nothing is lost. Errors also report the key and the size instead of the value (R2). With both, an errorโs size depends on the key, not on the data, and no error ever reaches saved state.
๐ Does the Chat Really Store the Whole Game?
Yes. Each play in the log is a PlayMadeMessage { play, playerIndex, state }, and state is the entire Game. I measured it with the compiled modules in node:
| Entry | Encoded JSON |
|---|---|
| a play, fresh 2-player game, default kingdom (all 60 cards) | 47,812 characters |
| a play, fresh 4-player game, default kingdom | 53,089 characters |
| a chat message | 122 characters |
๐งญ Then I looked at what reads it. Only one thing does: rendering a log line, to turn card indices into card names. A Play says โcard 3 in the handโ or โsupply stack 12โ, and only the game at that moment knows which card that was. Three cases need it: playing a card, buying one, and moving cards in a choice (โtrashed: Copper, Estateโ). Nothing else uses it: not undo, not the mailbox, not bots, not tests. Itโs the game before the play, so it couldnโt even show the board afterwards.
๐ก So the fix is to look up the names when the play is logged and keep only the names. Thatโs R4a in the design: a LoggedPlay type like PlayedCard { card :: String }, built by a pure logPlay :: Game -> Play -> Maybe LoggedPlay. An entry drops from about 48,000 characters to about 100. The wire format stays the same, because the receiver can still look up names from the game it already receives. The main cost is migrating saved chats, and since old entries still hold their game, the same logPlay converts them.
๐ Two things came up along the way. NewGame plays also carry the whole supply. And every GameMessage on the wire carries the game twice, before and after the play. The second is a protocol change, so the design lists it as a follow-up.
๐ Bounding by Size, Not Count
- ๐ฌ Chat (R3).
take 250sounds like a bound, but 250 ร 48 kB is more than twice the 5,242,880-character quota. It also runs on only two of the five paths that add to the chat. The design adds aChatnewtype whose constructor isnโt exported, so every path goes through onerecordfunction. It keeps the newest entries within 250 entries and 100,000 characters, and cuts a single message at 500. The size limit uses a pure, generickeepNewestWithinthat a property test can cover. R3 needs R4: with todayโs entries, 100,000 characters would hold just two plays. - ๐ชต Debug logs (R5).
debug_log(400 entries) andsync_journal(1,500 entries) cut each entry to 1,000 characters. Thatโs about 2 million characters in the worst case, nearly 40% of the quota, for the tools that are supposed to help. Budgets of 200,000 and 400,000 characters keep about as many typical lines and drop long lines first.
โ๏ธ Why Not Just R1 and R2?
They stop the crash, but they hide the next problem. Once the chat fills the quota, every save fails, including the saved game and the undo slots. The tab survives, but a reload loses the game. Thatโs why the recommended set is R1, R2, R3, R4a and R5. R6 (retry persisting the debug log after freeing space) and R4b (store a plain-text line instead) are optional.
โ๏ธ Signed
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๐
November 7, 2026
๐ For bagrounds.org