feat: lock production decisions and resource budgets

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# Production decisions
This document is the binding implementation contract for the MVP. It resolves
the choices left open in `MVP.md`; future code must not widen these limits
without updating this document and `RESOURCE_BUDGET.md`.
## Platform and ownership
- Target: ESP32-C6FH4 (4 MB flash, no PSRAM assumed), custom 2 MiB app and
1,984 KiB LittleFS partitions.
- Stack: PlatformIO Core 6.1.19, `espressif32` 7.0.1, ESP-IDF 6.0.1,
built-in `esp_http_server` WebSocket support, and `esp_littlefs` 1.20.4.
- The ESP32 is authoritative. HTTP and WebSocket callbacks only validate and
enqueue commands; one application task owns game, session, and statistics
mutation.
- Internal coordinates are unsigned `x` and `y` in `[0, 9]`. The browser
renders Russian column labels; it never sends them.
## Fixed game rules
- Board size is 10 by 10. Each side has ships of lengths `4, 3, 3, 2, 2, 2,
1, 1, 1, 1`, placed randomly by the server without touching, including
diagonally.
- A hit retains the turn. A miss changes it. Sinking a ship marks its
surrounding cells as misses. A repeated shot is rejected without state
change. First turn and each fleet are independently random.
- Modes are `HUMAN_VS_HUMAN` and `HUMAN_VS_BOT`. The bot is `ESP32`; it uses
only previously visible shot results and acts after a bounded 500900 ms
server timer.
- Phases are `LOBBY`, `PREPARING`, `IN_PROGRESS`, `FINISHED`, and
`REMATCH_WAIT`. Every accepted state change increments `version`.
## Sessions and capacity
- Roles are `PLAYER_1`, `PLAYER_2`, and `SPECTATOR`; capacity is two players
and eight spectators. New clients become spectators when player slots are
occupied, subject to the spectator limit.
- Display names are 120 Unicode scalar values after removing controls and
markup. The server stores a bounded UTF-8 encoding of at most 80 bytes and
escapes it before HTML rendering.
- A session token is 16 cryptographically random bytes, transported as 32
lowercase hexadecimal characters. It is opaque, never logged, and remains
valid only until board reboot or explicit slot release.
- Active player sessions survive disconnects. Spectator disconnects free their
slot immediately. A player may resume only with the same token; a resumed
session receives a complete role-safe snapshot.
## Lifecycle
1. `join` assigns player 1 if vacant and requested, then player 2 only in the
two-player mode; otherwise it assigns spectator. `resume` never changes a
role.
2. Player 1 may configure a mode only in `LOBBY`. Switching to bot reserves
player 2 as `ESP32`; switching back requires no human player 2 conflict.
3. Player 1 may start only when player 2 is present in human mode, or bot mode
is selected. `PREPARING` is internal and advances atomically to
`IN_PROGRESS` after both fleets validate.
4. A player disconnect does not abort a game. The game waits for that player;
the bot continues only when it is the bot's turn. Player 1 may issue the
explicit `abort` command while a human opponent is disconnected, returning
to `LOBBY` and incrementing `version`.
5. Destroying all ten opponent ships transitions to `FINISHED`, records match
and cumulative statistics, reveals both boards, and rejects shots.
6. In `FINISHED`, a player may confirm `rematch`. Human mode requires both
player confirmations; bot mode requires player 1 only. The server enters
`REMATCH_WAIT` until the required confirmations exist, then creates a new
game ID and returns to `PREPARING`. Names, roles, and cumulative statistics
remain; per-match statistics reset.
7. Board reboot clears sessions, game, and all statistics. Wi-Fi loss does not
mutate them; clients use HTTP polling while WebSocket reconnects.
## Visibility and transport
- Player 1 receives its complete board and only known opponent shot results;
player 2 is symmetric. Spectators see known shot results from both boards.
Unhit ships are replaced by `0` in every unauthorized view.
- `FINISHED` is the sole phase that exposes full boards to every role.
- HTTP commands include the token in the JSON body. WebSocket authentication
is the first `hello` message; the token is never placed in a URL or log.
- WebSocket reconnect delay is 1, 2, 5, then 10 seconds. HTTP polls a complete
snapshot every two seconds only while WebSocket is unavailable. Any skipped
version triggers a full snapshot request.