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Rooms

Players start in the room named by start. In the example office that room is Reception. go west moves through an exit. The old room is told Ada goes west to Kitchen. The new room is told Ada arrives from the east. The mover sees the description, the exits, and who else is there.

A full room refuses the move. The player stays put, and only they see Kitchen is full. If the starting room is full when a name is chosen, the server tells them that room's name and disconnects. The name is not kept.

map prints a 3 by 3 map with the current room in the centre. A corner shows a room you reach by walking through the neighbour, even when that corner has no exit of its own. A line is drawn only where two shown rooms connect. Up and down are listed under the grid when the current room has those exits.

join <name> moves you into that player's room when the room has space. main moves you to the start room. The room you leave hears Ada goes to Reception. The start room hears Ada arrives. If you are already there, nothing happens. If it is full, you stay and are told it is full.

look shows the room name, description, exits, and who else is there. The player who typed it is not listed, and the room is not told anyone arrived.