Initial commit: watch-together phases 0-4 + presence hardening, internet-tested
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# PROTOCOL — v4 (Phase 3: sync engine + readiness)
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`proto = 4`. Bump history: v1 hello/state/event shapes; v2 `token` in
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welcome; v3 `kicked`/`kick`; v4 readiness intents, room fan-out, feed,
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public member ids (tokens never leave their owner — media URLs carry
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only the requester's own token).
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## Transport vs readiness (the core split)
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Room transport is PLAYING or HELD. Seeks move transport position only:
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while PLAYING anyone seeks freely, everyone follows, catch-up buffering
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is tolerated with no flag changes. Readiness gates only the
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HELD→PLAYING transition. Starvation pauses transport without touching
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flags; recovery auto-resumes on buffers, no Space needed.
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## Message catalog
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Client→server intents (all post-hello text frames):
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```
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{"t":"ready","ready":true,"source":"manual|auto"} Space flip / idle timer
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{"t":"force","target":"all|<memberId>","ready":false}
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{"t":"seek","position":123.4} doSeek event, room jumps
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{"t":"swap","media":{"name":..,"size":..,"duration":..,"url":..}}
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{"t":"report","position":123.1,"buffered":6.2,"eventId":41}
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{"t":"chat","text":"…"}
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{"t":"kick","target":"<memberId>","reason":"…"} v3, now by member id
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```
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Server→client:
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```
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{"t":"room",{eventId,transport:"playing"|"held",position,serverTime,
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mediaId,media:{…}|null,
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members:[{id,name,avatar,ready,inSet,buffered,stale}]}}
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{"t":"feed",{actor,action,target?,reason?,at}} toasts + sheet log
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{"t":"welcome",{token,memberId,mediaUrl?,state}} v2+4, state now a room
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{"t":"kicked",{reason}} {"t":"err",{message}}
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```
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`room` broadcasts at 1 Hz and on every change. Clients diff by
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`eventId`: position jump ⇒ seek, transport change ⇒ play/pause.
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`feed` actions: ready, unready, force-ready, force-unready, force-play,
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force-hold, kick, join, leave, stale, swap, seek, pause, resume, chat —
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every one carries actor + server timestamp.
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Force-play-all is `force` with `target:"all",ready:true`; anyone not
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ready Spaces back. Sounds key off feed actions.
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## Membership set (kills join-cascade + ghost-quorum)
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- Join: `inSet=false, ready=false`. Catch up in background (open media,
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seek to room edge, buffer). Flipping ready joins the set.
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- Unready while in set: stays in set, room re-evaluates → HELD.
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- Disconnect: removed from set, never counts toward quorum.
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- Swap: all sets cleared, all flags false.
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- Gate to PLAYING: set non-empty AND every in-set member
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ready + buffered ≥ 4 s + fresh (not stale) AND quorum: in-set
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size ≥ 2, unless no more than one member is fresh. A lone
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watcher can play alone; the moment a second watcher is present,
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one Space waits for the other. Empty set ⇒ HELD.
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## Clock rules (Syncplay port)
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Server owns the advancing clock:
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`positionAt(now) = position + (playing ? now-serverTime : 0)`.
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Plain reports are informational and can never move it. Only seek, swap,
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and gate transitions write position/serverTime/eventId. Reports tagged
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with `eventId < current` have their position ignored (no ping-pong);
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buffered is still accepted. Pause (HELD) freezes position immediately;
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resume sets serverTime=now — laggards seek forward, never drag back.
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Tiered client correction on room state: |drift| > 5 s ⇒ seek;
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ahead > 1.5 s ⇒ 0.95× until level; inside deadzone ⇒ nothing.
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## Join state machine
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connect → hello → welcome → open media (server mediaUrl or shared
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url) → seek to room edge → buffer → not-ready catch-up → Space →
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in set → HELD→PLAYING when gate passes. Reconnect: re-hello (tokens
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die with the socket), prior flag restored, buffer gate holds playback
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until truly caught up.
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## Swap state machine
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anyone sends swap → HELD, mediaId++, clock reset (0/now), sets
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cleared, flags false → all clients re-run Join → auto-resume when the
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gate passes. No authority check in v1 (same trust basis as force).
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## Join / auth (v2–v3, unchanged)
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proto must equal server proto; secret is the room password; avatar
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≤64 KiB; failures get `err` + close. `sid="default"`, map keyed for
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later multi-session. mediaUrl only when the server holds bytes.
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## Media endpoint (Phase 1, unchanged)
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`GET /m/<sid>/<token>/<name>` Range table. 410/401/403/503 gates.
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## Heartbeat (Phase 2 baseline, feeds the gate)
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5 s WS pings; per-token lastSeen on every frame; silent >15 s ⇒ out
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of the gate (`stale` feed); silent >30 s ⇒ socket closed, member
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removed (`leave`), client reconnects via re-hello. No limbo sockets.
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Closed sockets are swept every second (`isClosed` poll — transport
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`onDone` is unreliable, so presence never depends on it).
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Client-side reconnect loop (fixed polite interval + manual escape)
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is app work.
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## Playlist (deferred, space reserved)
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Not v1. Shape when it lands: server-held `queue:[media…]` alongside
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the current media; anyone appends links (`queue-add`), anyone skips
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(`queue-skip`); reaching EOF auto-advances exactly like a swap
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(HELD, mediaId++, sets cleared, Join rerun, gate resumes). No code
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until then — `mediaId` + swap already carry it.
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