F1 (HIGH): per-session chat message cap (CHAT_MESSAGE_CAP = 10_000) auto-
trims the head on overflow in both MemoryStore and PostgresStore; next
id computed before trim so trimmed ids never reappear. New DELETE
/api/v1/sessions/{id}/chat/{message_id} reuses the timeline gate
(404 SESSION_NOT_FOUND / 403 outsider) plus author-or-staff check
(403 CHAT_DELETE_FORBIDDEN; 404 CHAT_MESSAGE_NOT_FOUND).
F2 (MED): timeline projection now also collapses actor_id to None and
filters referenced_entity_ids to drop hidden ids when the hidden-entity
collapse branch fires — visible ids still survive. Regression test
asserts no hidden UUID appears anywhere in a non-GM projected entry.
F5 (LOW): system-channel write gate tightened to {gm, admin} only,
mirroring the gm-channel posture; runtime gate only, schema stays
forward-compatible.
Gates: pytest 1302 passed / 33 skipped (baseline 1288, +14).
Co-Authored-By: Claude <[email protected]>
GET /api/v1/sessions/{id}/timeline returns the chronological merge of
narrative chat and engine ledger events (engine sequence_ids namespaced
e_<n>, narrative n_<n>), sorted by (created_at_ms, kind, sequence_id),
paginated by an opaque cursor with default 100 / cap 500. Hidden-entity
projection lifted from the existing _entity_is_visible convention;
private channels (gm/whisper) collapse to "Something happens" for
players and drop entirely for spectators. ALSO had to add the missing
narrative chat log + POST /chat route — survey found NarrativeChat
consumed chat from React local state only with no server anchor.
Summary numbers (ATTACK_RESOLVED damage, HP, etc.) are stripped from
spectator view to avoid leaking tactical information.
Gates: pytest 1288 passed / 33 skipped (baseline 1248, +40).
Co-Authored-By: Claude <[email protected]>