Top panel: Expert / Intermediate / Beginner. Bottom: that difficulty's saved
games, best first, click to play one on the board.
── the selection lives in the URL ──
`/minesweeper/expert`, not a channel and not panel state. It survives a
refresh, it can be linked, and the two panels never pass anything between
themselves — both read `useParams`. The plugin section route already existed;
nothing had used it.
The side effect hangs off the URL too: an effect on the selected level posts
the difficulty, so arriving at `/minesweeper/expert` by click, deep link or
back button all leave the game on expert. `POST /difficulty` verifies and is
idempotent, so a repeat changes nothing. One `<Navigate replace>` after the
hooks canonicalises both the bare route and a bogus section, and it waits for
`/status` so the URL lands on what the game IS rather than a guess — which is
why `difficulty` is now part of that payload.
Levels are NavLinks so cmd-click works and the active style comes from the
router. Replay rows are buttons, because they do not navigate anywhere, they
make the game do something. That is the line navigation-audit.md draws.
── two things on the server ──
`GET /replays` reads the directory rather than any index, because the filename
IS the metadata — Minesweeper X names a recording `<Lvl> <secs> - <date>.mvr`
and keeps no catalogue. A name that does not parse is skipped rather than
guessed at. Ordering is the server's: a loss is never "best" however short it
was, so wins rank by time and losses fall to the end, still watchable.
`POST /replay` drives Extras > Play Recording... and TYPES the filename into a
file dialog, which is why it only accepts a name `isKnownReplay` just matched
against the directory. An unchecked client string reaching `xdotool type` can
carry a path, a wildcard, or a newline that submits something else. Verified by
the dialog closing, not by the window size — a beginner replay leaves the
window beginner-sized, which is also what nothing-happened looks like.
Verified end to end against the running session: the expert list comes back
ranked 58.63 through 82.06 with losses after, playing 58.63 starts on the
board, and `{"file":"../../../etc/passwd"}` is a 404.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Officer-Session: de3ed4e6-f88a-429c-94e6-a760336ba83b
The arrangement the rest of the app uses for controls beside a surface, and
the same shape as Atelier's. 25/75 rather than Atelier's 30/70, because the
board is drawn at a whole-number scale and a quarter of the width is enough to
drop it a step.
The left panels are `appType: null`, which is the framework's empty-panel
state rather than a missing app. That distinction is load-bearing here:
PluginScreen passes `appTypes.allowed` built from the plugin's own panel keys,
and this plugin has exactly one. Anything not on that list is rewritten to the
fallback — so if `null` were not explicitly allowed by `normalizeLayout`, this
layout would render three Minesweepers. It is allowed, and there is a test for
it.
The screen is `locked`, so an empty panel renders as a plain bordered box with
no app picker. That is the intended look until something goes in them.
The game panel keeps the id `minesweeper` it had as a single panel, so any
per-panel state keyed on it survives.
Checked before writing it: no persisted layout exists for this screen in
`user_state`, so the new default actually applies rather than being shadowed by
a saved one.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Officer-Session: de3ed4e6-f88a-429c-94e6-a760336ba83b
"Your screen cannot fit a window of that size" on Extras > Play Recording.
The replay window is 504x342 — exactly expert, which the 512x352 stage holds
with ten pixels to spare — so the message is not about the window it is about
to draw.
Not a positional check either, which was the first guess: from a centred
beginner window an expert window would run 236px off the right edge, and the
game repositions it without complaint. It is a minimum-screen check wanting
slack it never spends, roughly the title bar it does not have here.
Measured rather than reasoned about, on a stage enlarged for the purpose: the
replay window is 504x342, the file dialog 420x239. Then 512x352 verified
refusing a replay and 512x384 verified opening one.
The height is the whole fix; the width is unchanged. That matters because 42
more pixels of stage cost nothing at the sizes people use: the panel caps the
scale at 2x, so any stage up to about 726x451 draws the game at exactly the
same size. The stage only starts costing pixels once the fit falls under the
cap — which is also why the number is generous rather than the minimum that
passes.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Officer-Session: de3ed4e6-f88a-429c-94e6-a760336ba83b
The 2x cap flattened the panel's zoom control into doing nothing, and the
reason is worth writing down: `fit` is the SAME NUMBER at every zoom level.
CSS `zoom` takes off `offsetWidth` exactly what it adds to the pixel ratio, so
the fit is zoom-invariant by construction — and capping it therefore caps every
zoom level to the same size.
So the cap applies to the baseline, the size at 100%, and zoom multiplies what
comes out. 100% stays exactly where it is; zooming in goes past 2x again.
Quarter steps now go all the way down rather than whole numbers under 2x. With
whole numbers, zooming out from a 2x baseline fell straight to 1x and halved
the board in one press. Cells stay whole at every quarter — 20px at 1.25x —
which was always the property that mattered, not the size of the step.
The resulting ladder over the panel's 70-160% range: 1.25, 1.5, 1.75, 2.0,
2.0, 2.25, 2.5, 2.75, 3.0, 3.0. Eight of the ten presses move it; two land on
the same quarter, which is the price of keeping the grid even.
Also `overflow-hidden` on the box, so zooming past what the panel holds clips
rather than shoving the status line out of the way.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Officer-Session: de3ed4e6-f88a-429c-94e6-a760336ba83b
The quarter steps did not actually shrink it. In a panel around 1500x950
device pixels the fit is 2.56, and floor(2.56 x 4) / 4 is still 2.5 — the finer
steps changed where the next size would land, not this one.
So a ceiling instead of another nudge: 2x, whatever room the panel has. That is
a taste decision rather than a limit of the method — past 2x this stops reading
as a window on a desktop — and the panel header has a zoom control, so it is a
default, not a verdict. Raise MAX_SCALE and the quarter steps take over again.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Officer-Session: de3ed4e6-f88a-429c-94e6-a760336ba83b
── keys ──
`rfb.ts` already had a `key()` that nothing called. It now has `keysymFor`,
mapping `KeyboardEvent.key` to an X11 keysym — `key` rather than `code`,
because it is already the character the user's own layout produced and `code`
would need that layout re-implemented here to get back to a symbol. Latin-1
passes straight through, above it uses X's 0x01000000 Unicode offset, and the
named keys come from keysymdef.h.
The canvas is focusable and takes focus on mousedown. Scoping keys to focus is
what stops the panel eating keys meant for the rest of the app — this is one
panel on a dashboard, so a window listener would be a global keyboard trap.
Modified keys and unmapped keys are left alone: cmd-W stays the browser's and
Tab keeps moving focus. preventDefault only for keys actually sent.
Keys reach wine without a window manager — verified by pressing F2 on the
display and watching the board reset. So the README's guess that wine needed a
WM to hand it focus was wrong; Auto Options ignores Escape because that VB6
form has no Cancel button, which is a different thing. Corrected there.
20 keysym cases checked against keysymdef.h, including the off-by-one I put in
my own test first: XK_F2 is 0xffbf, not 0xffc0.
── size ──
Half steps overshot: 2x to 2.5x is too small to too large with nothing in
between. Quarter steps from 2x up, which keeps cells whole for the same reason
halves did — a 16px grid at 2.25x is a 36px cell — and lets the picture track
the panel instead of lurching. Plus a 24px device-pixel margin, because
filling the panel edge to edge is most of what "too large" looks like.
Also: the scale was ignoring the panel's own CSS `zoom`. `devicePixelRatio`
knows nothing about it, so at 75% every cell boundary went back onto fractional
device pixels — the exact defect the snapping exists to prevent, reachable from
a button in the panel header. Effective ratio is now dpr x zoom, read as
getBoundingClientRect().width / offsetWidth.
In a 1300x900 device-pixel panel: 2.5x becomes 2.25x, 1260 to 1134 px wide.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Officer-Session: de3ed4e6-f88a-429c-94e6-a760336ba83b
Trimming the stage alone does nothing, and that is worth writing down: the
scale is snapped, so at 3x the game is 1512 device pixels wide whether the
stage is 560 or 512. Shrinking the surround only pays when it crosses a step.
So both halves land together.
── the stage ──
560x400 down to 512x352, which is expert (504x342, measured) plus four pixels
a side. There is nothing left to give — intermediate is 342 tall too, so
anything shorter clips a board people actually play.
── half steps from 2x ──
Not a retreat from whole-number scaling. The unit that has to stay regular is
the CELL, not the pixel: this is a 16px grid, so at 3.5x a cell is exactly 56
screen pixels — as even as 3x or 4x — and only sub-cell pixels alternate
between three and four. Below 2x that alternation is a third of a pixel rather
than a seventh, so whole numbers still apply there. The case that started all
this, a fractional devicePixelRatio at nominal 1:1, put the CELL boundaries at
26.4px, which is a different thing entirely.
Together, on a 1800x1400 device-pixel panel: 3.0x becomes 3.5x, and the game
goes from 1512 to 1764 device pixels wide.
Known cost, and it is in the README: the Extras > Auto Options dialog is 328
wide and opens 25px right of the game, so it needs a 554-wide stage to fit
whole from beginner. It cannot be closed from the panel anyway — no window
manager, no title bar, no OK button — so that is the thing to fix before this
number is revisited.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Officer-Session: de3ed4e6-f88a-429c-94e6-a760336ba83b
Two halves of the same problem: the picture was sharp everywhere and wrong
overall.
── whole-number scaling ──
The canvas is now sized to the largest WHOLE number of device pixels per
source pixel that fits the panel, measured with a ResizeObserver and the
device pixel ratio. Below 1x it takes a unit fraction instead, so the rows
that survive are evenly spaced rather than dropped in clumps.
This is a 16px-per-cell bitmap from 1995. At a fractional scale one cell gets
three screen pixels and its neighbour gets two, the grid goes uneven and the
digits wobble — which reads as "not quite right" rather than as blur, and
`image-rendering: pixelated` does not help because unevenness is not blur.
A fractional devicePixelRatio produces exactly this at what looks like 1:1.
It is also allowed to scale UP past the framebuffer's own size, which was the
other half of it: `max-w-full` only ever shrinks, so on a wide panel the
canvas sat at its intrinsic size using a fraction of the pixels available.
── a smaller stage ──
800x600 down to 560x400. The stage is what gets scaled to fill the panel, so
every pixel of empty surround is panel the game does not get, and the whole-
number steps are far apart: in an 1866-device-pixel panel, 800 wide lands on
2x and 560 wide lands on 3x. Same panel, half again as much game.
560x400 is expert (504x342, measured on this machine) plus a margin. A custom
board bigger than the stage is now clipped at the right and bottom rather than
shrunk; `centre` clamps at zero so the menu bar stays reachable. Widen the two
constants if that turns out to be the wrong trade.
Verified: beginner centres at 204,93 on the new stage, which is exact.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Officer-Session: de3ed4e6-f88a-429c-94e6-a760336ba83b
── the stage ──
The framebuffer is now the picture. 800x600 whatever the difficulty, the game
centred in it by the sidecar, and the panel draws it entire — scaled to fit,
centred by its flex parent, never cropped. Changing difficulty moves the board
instead of resizing the panel.
What this replaces parked the window at the origin and had the client crop to
the window's size, polled every four seconds. Two things wrong with it. The
panel resized under the player mid-game; and wine puts the window at 3,29
rather than 0,0, so cropping from the origin showed a black strip on top and
cut a row of cells off the bottom — the "expert gets cut off" report.
Centring runs on a one-second timer because nothing announces a resize: not
RFB, which keeps the framebuffer, and not X without a window manager to listen
through. One chained `xdotool search … getwindowgeometry` per tick, one
process, and a `windowmove` only when the numbers actually changed.
The client loses the geometry poll, the offscreen canvas and the crop with it.
── the port ──
x11vnc was listening on 0.0.0.0:5900 and [::]:5900 with -nopw. Every account
on this machine, every device on the tailnet and everything on the LAN could
open it and take the display — which is precisely the hole the 5907 version
was replaced to close, reopened wider and documented as impossible.
`-unixsock` ADDS a unix socket. It does not remove the TCP one. Three flags do:
-rfbport 0 for IPv4, -rfbportv6 0 for IPv6, -noipv6 for outgoing. `-rfbport 0`
alone leaves [::]:5900 up, which is how this nearly shipped half-fixed.
Found with `ss -lntp` on the running process, and that is the only check that
was right about it at any point. Running the same argv by hand showed no IPv6
listener — most likely because the PM2 session still held [::]:5900 and the
hand-run copy failed to bind it silently. Comments in session.ts and index.ts
that asserted there was no port are corrected rather than deleted.
Verified on the live socket: the streamed framebuffer is 447k teal pixels
around a 152x214 window at 324,193 — dead centre — and window grey arrives as
c0 c0 c0, no TCP listener for the x11vnc pid.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Officer-Session: de3ed4e6-f88a-429c-94e6-a760336ba83b
SetPixelFormat asked for 32bpp big-endian with shifts 16/8/0, which is the
pixel 0x00RRGGBB and puts X,R,G,B on the wire. The Raw path copies four bytes
straight into ImageData and forces alpha opaque, so every channel landed one
place along and blue was dropped: window grey rendered cyan, the red LED
digits rendered green, blue "1" cells and the title bar rendered black.
Shifts are now 24/16/8, making the pixel 0xRRGGBB00 and the wire R,G,B,X —
which is what the file already claimed, in two comments, since it was written.
Verified against the live x11vnc socket rather than by reading: probing the
same framebuffer under both formats returns `00 c0 c0 c0` for window grey with
the old shifts and `c0 c0 c0 00` with the new ones, and `00 ff 00 00` vs
`ff 00 00 00` for the digits. x11vnc honours a shift of 24 without complaint.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Officer-Session: de3ed4e6-f88a-429c-94e6-a760336ba83b
Minesweeper X under wine on a headless display, as a plugin. It was
/api/minesweeper, a Dashboard screen, an officerdev panel, a permission
registry entry and a hand-written websocket provider in server.tsx.
The socket is why it had to live in the platform: Bun's route table is fixed
at serve(), so nothing installed later could add one. That ceiling is gone,
and this is the first plugin through the per-plugin relay.
Three things changed rather than moved:
The sidecar owns the session. The platform used to spawn bin/session.sh
detached, so the game outlived every restart, nothing supervised it, and a
crashed run left wine processes holding the prefix — the next start hung
rather than failed. PM2 supervises a sidecar, and stop() uses 'wineserver -k'
scoped by WINEPREFIX instead of 'pkill -f wineserver', which would have killed
every other wine prefix on the machine.
x11vnc moved from 127.0.0.1:5907 to a unix socket in a mode-0700 directory.
-nopw was only ever safe because of the machine, not the platform: any local
account could open that port and take the display. A fixed port is squattable
too. There is now no listener to authenticate against.
The wine prefix is confined to C:. This is the one that mattered. The platform
classified Minesweeper as kind:'execution' — never grantable — because a fresh
prefix maps the whole filesystem to Z: and symlinks the profile into the
owner's real home, and the game has Open and Save dialogs. A plugin permission
has no kind and is always grantable, so extracting it without this would have
converted a sealed capability into a file picker running as the owner.
Re-asserted on every start, because wine restores z: whenever it updates a
prefix.
Not solved: one display and one game, so two grantees share a board.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Officer-Session: 656f5c85-e49a-4f1f-b9f3-042a04b4d043