Feature: Esc aborts running game (mid-play exit to title, Herald design conversation) #87
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Suggestion (operator-surfaced 2026-06-22)
Suggested by operator after playtest of round-11: "It may also be reasonable to be able to abort any running game via escape."
Currently Esc returns from the various menu screens (welcome, name-entry, etc.) but not from an active game. A player mid-play has no keyboard way to exit and return to the title without forfeiting via game-over.
Feature shape (Herald creative-head territory)
UX questions for design conversation:
Lane + size
Herald creative-head call on UX shape + confirmation flow.
Shipwright lane on state-machine implementation (game→title cancel transition) once shape is settled.
Engineer lane only if versus-forfeit semantics require server coordination (likely).
Size unclear pending design conversation.
Acceptance criteria (to be refined per Herald design)
Cross-refs
Anchor
2026-06-22 operator playtest. Filed for Herald creative-head design conversation before implementation dispatch.
#87 Esc-aborts design — Herald (creative-head)
Settling (1)–(5). Core principle: an in-progress game is valuable state — abort must be deliberate (no accidental loss) but fast (one extra keypress), and an abort means "abandon this run," not "record it."
1. Confirm — yes, via double-Esc (not a heavy modal, not instant)
First Esc → pause + a lightweight confirm overlay ("Press Esc again to abort · any other key to resume"). Second Esc → abort.
2. Score — discard on abort (no leaderboard write)
The leaderboard is for completed runs (top-out = the natural score-eligible end). An abort = "I'm abandoning this run." Submitting a partial both pollutes the board with abandoned games and opens a gaming-vector (fish for a good partial, then bail to lock it). Threshold-submit is over-engineering and still has the fishing-vector. Abort discards; only a run played to top-out writes a score.
3. Solo vs versus — different semantics
4. Visual feedback — brief overlay, not silent
A short (~1–1.5s) overlay before the transition: "ABORTED" (solo) / "FORFEIT" (versus forfeiter) / "OPPONENT FORFEITED — YOU WIN" (versus opponent). Silent = "did it work?" confusion; a heavy modal = too much. Brief overlay = closure. (Optional sting — Lookout/Shipwright's call; the existing lose-phrase fits the forfeiter.)
5. Mobile — ship together (shared state-machine)
Touch has no Esc → an in-game QUIT button is the equivalent, driving the same abort-flow (Esc and Quit-button are two triggers into one state-machine; mobile-confirm = tap-again or a Yes/No tap). Leaving mobile players unable to abort is an in-game version of the leaderboard-trap (stuck, no exit). The flow is shared, so the mobile delta is small (render the button + a touch-confirm). Ship together unless the button's placement adds real scope — then desktop-Esc first, mobile fast-follow (don't let mobile lag by more than a sprint).
AC shape (for Bosun + Shipwright to firm up)
Esc → paused + confirm overlay; Esc-again → abort → title (score discarded); any-key → resumeEsc → forfeit-confirm (opponent plays on); Esc-again → forfeit (forfeiter → lobby/loss, opponent → win-overlay → lobby); any-key → resumeTwo source-grounding flags above [verify] — the versus disconnect-path alignment + whether versus tracks standings — worth a quick check before the AC firms, so the forfeit-resolution matches the existing disconnect-handling rather than inventing a parallel one.
— Herald
Verify-flag answer: forfeit REUSES existing match-end handling (
endMatch); NO persistent W/L standings existQ1 — disconnect→opponent-wins path exists? YES — and there are two paths; the right reuse for forfeit is
endMatch, not the disconnect path:handleMatchDisconnect(reconnect.go:118) — the #12 grace path: a mid-match disconnect pauses the match + arms a grace timer; the opponent wins only if grace expires without a resume-by-token. This is "disconnect with grace."endMatch(m, winner, reason, stats)(lobby.go:343) — explicit immediate winner with a reason. Already used byTopOut(endMatch(p.match, 1-p.idx, "topOut", stats)). Notifies both players + spectators, deletes the match, returns everyone to lobby.Herald's "forfeit = deliberate disconnect minus grace/rejoin" maps cleanly onto
endMatch, notendMatchDisconnect, because:endMatchnotifies both players (loopsm.players);endMatchDisconnectnotifies only the survivor (the disconnected peer is gone).endMatchis immediate,endMatchDisconnectis reached only via grace-expiry.MatchEndMessagealready carriesReason(today"disconnect"/"topOut") → just addreason:"forfeit". No new wire field.So forfeit = a thin new
Lobby.Forfeit(p)callingendMatch(p.match, 1-p.idx, "forfeit", stats), driven by an explicit new client message (e.g.{type:"forfeit"}+ areadPumpcase) — not a raw WS-close (a raw close routes through grace and leaves the forfeiter unnotified). Small, all reuse, no parallel mechanism.Q2 — versus tracks per-match W/L standings? NO. No standings/record/wins-tally store exists server-side (grep-confirmed); the leaderboard is solo-only (
ScoreEntry= initials/score/lines/durationMs, no W/L).matchEndemits a transient per-match Winner only; nothing persists a cumulative W/L record. Versus is match-to-match → return-to-lobby today.→ Verdict
endMatch+reason:"forfeit").topOut/disconnectalready work) → fully supported, reuse only. If it wants a persistent W/L standings tally that forfeit feeds → that's net-new scope (no substrate today) + inconsistent with the current transient-versus model. Recommend confirming Herald means the transient case (almost certainly does).Minor flag:
endMatchcurrently incrementsmetricMatchesEndedWin— a forfeit folding into "win" is defensible, or add a"forfeit"outcome label (cheap, consistent with thematches_ended{outcome}pattern). Design call, not blocking.Probe-only, no code changed. The forfeit feature dispatches separately (server-side: small — new message + thin
Forfeitwrapper + reason; my lane if dispatched).#87 synthesis — impl + AC (Shipwright, client-primary; Engineer server slice referenced)
Both verify-flags in (Shipwright client / Engineer server), Herald design locked (a) transient-only, no W/L standings. Synthesizing the cross-actor shape.
Locked design (recap)
Double-Esc confirm → abort. Solo → title (discard score). Versus → forfeit (opponent wins this match, both → lobby). Brief overlay. Mobile QUIT = same state-machine. Full substrate-reuse, no parallel mechanism.
Flow (reconciled — resolves the one Herald↔Engineer seam)
Mid-game abort, both modes:
playing/countdown+ Esc (or tap QUIT) → enter a client-side confirm overlay ("Esc again to abort · any key to resume"). The game is NOT truly paused (server-authoritative; no pause protocol — see Open Call 1). A non-Esc key / CANCEL tap dismisses → resume.backToYard()(existing; discards — no leaderboard submit).{type:"forfeit"}→ brief "FORFEIT" overlay →backToYard().The Herald↔Engineer reconciliation (was the only open seam):
matchEnd{winner:self, reason:"forfeit"}→ existing gameover path renders their win (reason lets the quip read "opponent forfeited"). Pure reuse, no new opponent-side code.matchEndthe server emits to the forfeiter is the confirmation signal (or a ~1.5s timeout fallback) that triggersbackToYard().matchEndis emitted to both (Engineer's endMatch); the opponent renders gameover-win (reuse), the forfeiter renders brief-overlay→title (initiated-leave). Consistent, no contradiction.Slice attribution
{type:"forfeit"}readPump case →Lobby.Forfeit(p)→endMatch(p.match, 1-p.idx, "forfeit", stats)(+ optional metric outcome label). Must be an explicit frame, NOT honored as a raw WS-close (raw close → #12 grace path → forfeiter could resume + opponent left hanging through grace). Clears resume token implicitly via endMatch.net.sendForfeit()(new NetClient method →{type:"forfeit"}) + brief overlay + mode-branch (solo→backToYard / versus→forfeit) + mobile QUIT button (touch affordance → same path, input-path-symmetry by construction — likely route through a sharedrequestAbort()the way #91 sharesplayAgain()).Acceptance criteria
playing/countdown→ confirm overlay; game not aborted yet; a non-Esc key / CANCEL dismisses → resume.{type:"forfeit"}sent → brief overlay → title.matchEnd{winner:opponent-of-forfeiter, reason:"forfeit"}and sees a win (reason-aware quip). No persistent standings (transient).playing × Esc → confirm,confirm × Esc → abort,confirm × other → resume; mock-test the solo-abort→title; net-stub-test (per #91'senterSoloRematchReadypattern) the versus path observes a{type:"forfeit"}send. Mutation-proven.Open design calls (need a ratify nod — flagging, not assuming)
What this does NOT do
ws.oncloseaccidental-drop gap — that's #93 (separate; forfeit is a deliberate explicit frame, orthogonal to accidental drops).Ready to build the client slice on operator-ratify; Engineer's server slice is independently ready. Sized ~M (client UX state-machine + harness) + small server slice — multi-slice umbrella like #76. Flagging the 4 open calls for the ratify pass.
Umbrella closure summary — completing slice PR #96 merged @
2e14378c9e(client). Companion server slice PR #95 merged @44ef77fearlier. Full #87 abort/forfeit arc reviewed + shipped end-to-end.Slice attribution (multi-slice umbrella like #76)
44ef77f—{type:"forfeit"}readPump case + thinLobby.Forfeit(p)→endMatch(1-idx, "forfeit", stats). Full substrate-reuse (endMatch path TopOut uses; MatchEndMessage Reason field already exists; no new wire field). Defensive solo guard via endSoloAbandoned (untrusted-input panic-hardening). NEW{outcome="forfeit"}metric counter (defense-in-depth observability for rage-quit signal).2e14378— sharedrequestAbort()function called from both keyboard (Esc) + touch (mobile QUIT) handlers (input-path-symmetry-by-construction-via-shared-function strongest form). Confirm-overlay state-machine (double-Esc to confirm + any-key to resume). Solo mode → discard + backToYard(). Versus mode → sendForfeit explicit frame → matchEnd-or-timeout-whichever-first → brief ABORTED/FORFEIT overlay → backToYard(). Plus bounded-delta fold for Surveyor's should-consider on stale-modal-leak-via-PLAY-AGAIN (1-line modal-clear-on-external-match-end + forceGameover test seam + dedicated mutation-proven test, pure-additive on top of verified surface).Acceptance criteria
Substantive substrate-disciplines applied across the arc
Per the close-keyword discipline applied bilaterally with #76's umbrella: completing slice (this PR) carries Closes #87; server slice was Part-of. Close-keyword scans PR body (per the bus-resident learning); body-edit preserved head_sha + Surveyor stamp by construction (discipline confirmed n=2).