Prototype voluntary seat handover with durable private retries
Let a current owner issue, cancel or replace a private 24-hour one-time offer. Recipients accept the same faction and saved game while old browser sessions, recovery keys and entry receipts lose authority. Preserve exact claim retries across refresh, restart and later offers, with private tab-scoped continuation. Fence every claim mutation to its winning transaction. Add durable receipts and additive backfill for already-issued offers without changing game JSON or existing seat authority. Block competing navigation during unresolved owner operations; remove invalidated owner kits on confirmed recovery. Record the pending CHOAM Nexus after-victory secrecy/window decision without inventing the unresolved gameplay or opening mode/publication gates. Validation: types/lint and 4,364 offline tests passed; production build passed; 43 HTTP tests passed. Added 19 offline and 3 HTTP regressions. Independent privacy/persistence review passed, including deterministic CAS interleavings, rollback, legacy migration and exact receipt restoration. Browser room 2EMYG4CY retained private setup choices after handover/refresh and continued into Storm; follow-up recovery removed its invalid offer with cards/forces/spice unchanged. All 218 opening rooms preserved (291 after QA and both broad runs). The opening 456 seat, 49 recovery-key, 56 recovery-receipt and 106 entry-receipt rows were also verified unchanged. Server reused; no restart or recurring automation. Final private report: ~/.local/share/dune/checkpoints/20260913-seat-handover/ verification-final/report.json. Source fingerprint: 8949cdf58eb8bc8bd33f2657c6b21352b3ee5e17e2a556c684a89073015632f4. Check/build/HTTP duration: 140565/6689/24835 ms. The earlier broad run passed; a final recovery-UI review fix required the second source-bound run. Goal aggregate counter 64,301,976 -> 65,031,751 before Git (729,775) for this bounded capability and its concurrency/recovery review; full goal remains active.
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@@ -59,9 +59,9 @@ Normal waiting for a temporarily disconnected player is legitimate; it should no
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- Seven passing persisted tests cover the scenarios above, not all valid player counts, official module combinations, every sealed interaction, or full release readiness.
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- No server, engine, or existing test file was modified during this audit. The new test must be included in the coordinating agent's multiplayer test command.
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## Proposed disconnected-seat contract (design only)
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## Proposed disconnected-seat contract (historical design)
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This proposal changes operational control of a seat, not board-game rules. It is not implemented or included in the passing test count. Preserve the same player ID, faction, resources, hand, traitors, promises, submitted plans, decision ownership and history throughout every transition. Never restart setup or reveal a sealed plan merely because its controller changes.
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This broader proposal changes operational control of a seat, not board-game rules. Owner recovery and [voluntary handover](SEAT_HANDOVER.md) now have bounded implementations using exact active-token fencing. The separate generation/delegation schema below is historical design and has not been adopted; unattended or host-driven substitution remains unfinished. The passing test count above predates these additions. Preserve the same player ID, faction, resources, hand, traitors, promises, submitted plans, decision ownership and history throughout every transition. Never restart setup or reveal a sealed plan merely because its controller changes.
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### Distinguish three cases
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