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Initial build: scrawl, a shared ASCII canvas over SSH ssh in and draw on a live, shared doodle wall -- everyone connected sees everyone else's edits in real time. Same wish+bubbletea security model as delve-term (no shell, no exec, structurally can't reach a real shell on the host), extended with the one thing delve-term didn't need: multiple sessions sharing live state. wish's bm.Middleware helper hides the *tea.Program it creates, so this builds the program directly instead, keeping a registry (game.Canvas) that broadcasts a redraw signal to every other connected session the instant one of them paints. Banner generated via `figlet -f slant SCRAWL` rather than hand-drawn -- slant felt right for a doodle/scribble tool. Two real bugs caught by actually running this with real SSH sessions, not just unit-testing the game logic in isolation: 1. Program.Send() blocks until that program's Run() event loop is actively reading from it. Broadcasting synchronously from inside Join()/Paint() (including a session broadcasting to its own, not-yet-running program on join) deadlocked every session before it ever reached Run() -- the very first connection just hung with nothing rendered. Fixed by sending asynchronously (go p.Send(...)) everywhere the canvas notifies sessions of a change. 2. Subtler: lipgloss's default package-level styles detect color support from the *server process's* os.Stdout, not any given session's actual terminal -- and a server's stdout is typically redirected (a log file, systemd journal), so every connected session silently lost all color/background styling at once, server-wide. Manifested as painting a cell your own cursor already sat on being invisible (the cursor glyph before/after looked identical, so bubbletea's diffing renderer correctly sent zero bytes for a change that produced no visual diff) -- confirmed via server-side debug logging that painting itself worked correctly every time, isolating the bug to rendering, then confirmed via a Go test that forcing a real color profile was the difference between 0 and 1327 runes of diff between two frames that should look different. Fixed with a lipgloss.Renderer created per-session, bound to that session's actual output, forced to TrueColor; cursors now highlight whatever's already painted at that cell (background tint) rather than replacing the character, so a session's own paint is never masked by its own cursor marker sitting on top of it. Verified end-to-end with two real, simultaneous SSH sessions (scripted via pexpect): peer count syncs correctly, and one session's paint genuinely arrives at the other via the live broadcast -- not just unit-tested in isolation. Also verified the actual Docker image builds and serves correctly over real SSH. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-15 19:28:17 +02:00
# scrawl
A shared ASCII doodle wall you connect to over SSH. Everyone connected
right now is drawing on the same canvas, live.
```
ssh scrawl.goonk.se -p 23235
```
Not aiming to be useful to anyone but me — built purely because a
multiplayer canvas over raw SSH is a genuinely fun, weird shape for a
toy, and the `wish`+`bubbletea` pattern from
[delve-term](https://repo.explewd.com/explewd/delve-term) was still
fresh enough to reuse without re-learning it.
## Controls
- Arrow keys or `hjkl` — move your cursor
- `space` / `enter` — paint
- `backspace` / `delete` — erase
- `,` / `.` — cycle the ink character (`[` / `]` also work)
Initial build: scrawl, a shared ASCII canvas over SSH ssh in and draw on a live, shared doodle wall -- everyone connected sees everyone else's edits in real time. Same wish+bubbletea security model as delve-term (no shell, no exec, structurally can't reach a real shell on the host), extended with the one thing delve-term didn't need: multiple sessions sharing live state. wish's bm.Middleware helper hides the *tea.Program it creates, so this builds the program directly instead, keeping a registry (game.Canvas) that broadcasts a redraw signal to every other connected session the instant one of them paints. Banner generated via `figlet -f slant SCRAWL` rather than hand-drawn -- slant felt right for a doodle/scribble tool. Two real bugs caught by actually running this with real SSH sessions, not just unit-testing the game logic in isolation: 1. Program.Send() blocks until that program's Run() event loop is actively reading from it. Broadcasting synchronously from inside Join()/Paint() (including a session broadcasting to its own, not-yet-running program on join) deadlocked every session before it ever reached Run() -- the very first connection just hung with nothing rendered. Fixed by sending asynchronously (go p.Send(...)) everywhere the canvas notifies sessions of a change. 2. Subtler: lipgloss's default package-level styles detect color support from the *server process's* os.Stdout, not any given session's actual terminal -- and a server's stdout is typically redirected (a log file, systemd journal), so every connected session silently lost all color/background styling at once, server-wide. Manifested as painting a cell your own cursor already sat on being invisible (the cursor glyph before/after looked identical, so bubbletea's diffing renderer correctly sent zero bytes for a change that produced no visual diff) -- confirmed via server-side debug logging that painting itself worked correctly every time, isolating the bug to rendering, then confirmed via a Go test that forcing a real color profile was the difference between 0 and 1327 runes of diff between two frames that should look different. Fixed with a lipgloss.Renderer created per-session, bound to that session's actual output, forced to TrueColor; cursors now highlight whatever's already painted at that cell (background tint) rather than replacing the character, so a session's own paint is never masked by its own cursor marker sitting on top of it. Verified end-to-end with two real, simultaneous SSH sessions (scripted via pexpect): peer count syncs correctly, and one session's paint genuinely arrives at the other via the live broadcast -- not just unit-tested in isolation. Also verified the actual Docker image builds and serves correctly over real SSH. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-15 19:28:17 +02:00
- `1`-`8` — pick a color
- `c` — clear the whole canvas (yes, for everyone — it's a shared wall)
- `q` / `ctrl+c` — quit
## Architecture
Same security model as `delve-term`: the SSH server
([`charmbracelet/wish`](https://github.com/charmbracelet/wish)) hands
each connection straight to a [bubbletea](https://github.com/charmbracelet/bubbletea)
program — no shell, no exec, structurally can't reach a real shell on
the host.
The one thing this app needed beyond `delve-term`'s pattern: multiple
sessions sharing live state. `wish`'s `bm.Middleware` helper hides the
`*tea.Program` it creates behind its own closure, so this app builds the
program directly instead, keeping a reference in a small registry
(`game.Canvas`) that broadcasts a redraw signal to every *other*
connected session the instant one of them paints.
A real bug worth knowing about if you're extending this: `Program.Send()`
blocks until that program's `Run()` event loop is actively reading from
it. Broadcasting synchronously from inside `Join()`/`Paint()` deadlocked
every session before it ever reached `Run()` — fixed by sending
asynchronously (`go p.Send(...)`) everywhere the canvas notifies
sessions of a change.
A second, subtler bug: `lipgloss`'s default styles detect color support
from the *server process's* `os.Stdout`, not any given session's actual
terminal — and a server's stdout is typically redirected (a log file, a
systemd journal), so every session silently lost all color/background
styling at once. Fixed with a `lipgloss.Renderer` created per-session,
bound to that session's actual output, forced to `TrueColor`.
## Local development
```bash
./run-local.sh # starts on :23235
ssh -p 23235 localhost -o StrictHostKeyChecking=no # in another terminal
```
## Status
Verified with two simultaneous SSH sessions (scripted, not just live
poking) — one paints, the other sees it via the broadcast, peer count
stays in sync. No persistence: canvas state lives in memory only and
resets on restart, which is fine for what this is.
## License
MIT.