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v0.22.0: turn pass reasons, connection replacement, game full, per-mode caps - #37
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…de caps (v0.22.0) Co-Authored-By: Claude & Lothrop (cycle.five@proton.me)
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v0.22.0 — wire support for the turn and presence owner
Additive only. Every new field is optional with
#[serde(default)]and is omitted when absent, and every new message is a new variant. An older backend or frontend keeps working.Design: workspace spec
docs/superpowers/specs/2026-10-17-turn-and-presence-owner-design.md, plandocs/superpowers/plans/2026-10-17-turn-and-presence-owner.md(Task 1).Changes
TurnPassReason(voluntary | timer | disconnected | left) andTurnPassed.reason: Option<…>— every pass names why (D6); absent means unknown.PlayerReconnected.game_id: Option<String>— the server now broadcasts a return (D2).ConnectKind(fresh | reconnect | take_over) andConnectParams { tab, kind }— the WebSocket URL handshake (C1, C2) that decides which connection holds a seat (D3).ServerMessage::ConnectionReplaced— told to a connection that lost its seat to another window (D3).ServerMessage::GameFull { game_id, game_type }— told to a pooled player the cap left out of a start (D11).ModeCapandLobbySnapshot.mode_caps: Vec<ModeCap>— each mode's cap is advertised (D9).max_playersis unchanged for older clients.Verification
cargo test: 112 passed, plus 2 doctests. Each addition has a wire test in both directions: old JSON without the field parses, and an absent value is not serialized.cargo doc --no-deps: 0 warnings.cargo clippy --all-targets: clean.🤖 Generated with Claude Code