feat: lock production decisions and resource budgets
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# API contract v1
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All JSON is UTF-8 and uses `Content-Type: application/json`. API responses set
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`Cache-Control: no-store`. A request exceeding its route limit is rejected
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before parsing with `PAYLOAD_TOO_LARGE`; malformed JSON is `MALFORMED_JSON`.
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All numeric fields are decimal JSON integers, never strings.
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## Common values
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| Type | Values / bound |
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| ------------------- | --------------------------------------------------------------------------- |
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| `role` | `player1`, `player2`, `spectator` |
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| `mode` | `human`, `bot` |
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| `phase` | `lobby`, `preparing`, `in_progress`, `finished`, `rematch_wait` |
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| `token` | exactly 32 lowercase hexadecimal characters |
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| `gameId`, `version` | unsigned 32-bit integer |
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| `x`, `y` | integer 0–9 |
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| `name` | 1–20 scalar values, at most 80 UTF-8 bytes |
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| `board` | exactly 100 ASCII cells: `0` unknown/water, `1` own ship, `2` miss, `3` hit |
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Every state-changing request has `token` and `gameId`; they must precede any
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mutation validation. A stale `gameId` is rejected as `STALE_GAME`.
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## Response envelope
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Success:
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```json
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{"ok":true,"version":17,"gameId":4}
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```
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Failure (maximum 160 encoded bytes):
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```json
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{"ok":false,"code":"NOT_YOUR_TURN","message":"Сейчас ход соперника","version":17}
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```
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`code` is one of `MALFORMED_JSON`, `PAYLOAD_TOO_LARGE`, `INVALID_NAME`,
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`INVALID_ROLE`, `INVALID_MODE`, `INVALID_COORDINATE`, `UNAUTHORIZED`,
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`NO_PLAYER_SLOT`, `NO_SPECTATOR_SLOT`, `FORBIDDEN_ROLE`, `WRONG_PHASE`,
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`NOT_YOUR_TURN`, `CELL_ALREADY_SHOT`, `STALE_GAME`, or `SERVER_BUSY`.
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`message` is Russian and at most 80 UTF-8 bytes.
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## HTTP routes
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| Route | Maximum request | Response / maximum |
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| -------------------------- | --------------: | --------------------------------------------- |
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| `GET /api/info` | 128 B target | public device/slot state, 192 B |
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| `GET /api/health` | 128 B target | diagnostics without secrets, 320 B |
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| `POST /api/session/join` | 192 B body | `{name,requestedRole}`; token and role, 192 B |
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| `POST /api/session/resume` | 96 B body | `{token}`; role and state metadata, 192 B |
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| `POST /api/game/config` | 96 B body | `{token,gameId,mode}`; common envelope |
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| `POST /api/game/start` | 80 B body | `{token,gameId}`; common envelope |
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| `POST /api/game/shot` | 96 B body | `{token,gameId,x,y}`; common envelope |
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| `POST /api/game/rematch` | 80 B body | `{token,gameId}`; common envelope |
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| `POST /api/game/abort` | 80 B body | `{token,gameId}`; common envelope |
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| `GET /api/state?version=N` | 128 B target | one role-safe state, 512 B |
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The session token is in each POST body. For `GET /api/state`, it is supplied
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in `X-Session-Token`; absence creates a spectator-safe view. It is never a URL
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parameter.
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## Role-safe state event
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The HTTP state response and WebSocket `state` event use this single 512-byte
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maximum schema:
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```json
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{"type":"state","version":17,"gameId":4,"phase":"in_progress","mode":"human","viewer":"player1","turn":"player2","boards":["000...100 cells...","000...100 cells..."],"wins":[0,0]}
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```
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`boards[0]` belongs to player 1 and `boards[1]` to player 2. The presenter
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replaces every unauthorized unhit ship with `0`. In `finished`, both boards may
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contain `1`. No other event contains a board.
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## WebSocket
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Endpoint: `GET /ws`; all incoming frames are text JSON, at most 192 B. The
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first frame must arrive within 5 seconds:
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```json
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{"type":"hello","token":"32-lowercase-hex-characters","version":17}
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```
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It receives a `state` snapshot. Supported inbound frames are `hello` (96 B),
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`ping` (16 B), `config` (96 B), `start` (80 B), `shot` (96 B), `rematch`
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(80 B), and `abort` (80 B). Their fields exactly match the corresponding HTTP
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commands. Outbound `state` is at most 512 B; `error` uses the common 160-byte
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failure envelope; `pong` is 16 B. Commands are idempotent when the same
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`gameId`, `version`, and command payload are retried: the server returns the
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current state rather than applying the action twice.
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