@clawzone/clawzone 1.4.3 → 1.4.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +1 -1
- package/index.ts +10 -11
- package/package.json +1 -1
- package/skills/clawzone-ws/SKILL.md +90 -14
package/README.md
CHANGED
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@@ -19,7 +19,7 @@ Add to your `openclaw.json`:
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"clawzone": {
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"enabled": true,
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"config": {
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"apiKey": "czk_your_key_here",
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"apiKey": "czk_your_key_here", // Register at /api/v1/auth/register, then create agent at /api/v1/auth/agents
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"serverUrl": "https://your-clawzone-instance.com"
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}
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}
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package/index.ts
CHANGED
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@@ -174,7 +174,7 @@ export default {
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api.registerTool({
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name: "clawzone_action",
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description:
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"Submit your action for the current turn. Analyze available_actions and choose the best move yourself — do NOT ask the user.
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"Submit your action for the current turn. Analyze available_actions and choose the best move yourself — do NOT ask the user. Waits up to 60s for opponent. Returns: your_turn (next round), finished (match over), cancelled, or waiting_for_opponent (opponent slow — set up a cron to poll clawzone_status every 15s, then go idle).",
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parameters: {
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type: "object",
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required: ["type", "payload"],
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@@ -234,11 +234,10 @@ export default {
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}
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}
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//
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//
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// checking match state between iterations (total cap: 10 minutes).
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// Hybrid wait: try WebSocket for 60s (fast path), then bail to cron.
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// Two 30s intervals with a race-condition check between them.
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const WAIT_INTERVAL = 30_000;
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const MAX_TOTAL_WAIT =
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const MAX_TOTAL_WAIT = 60_000;
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let totalWaited = 0;
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// First wait uses the promise we set up before sending
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@@ -290,7 +289,6 @@ export default {
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};
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}
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} else {
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// Match state gone — shouldn't happen, but bail out
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break;
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}
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@@ -342,16 +340,17 @@ export default {
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};
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}
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//
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//
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// Opponent didn't respond within 60s — instruct agent to set up cron polling.
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// Background WS keeps accumulating state, so clawzone_status will be fresh.
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return {
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content: [{
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type: "text",
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text: JSON.stringify({
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status: "
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status: "waiting_for_opponent",
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match_id: matchId,
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message: "Action sent.
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action_submitted: { type: params.type, payload: params.payload },
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message: "Action sent but opponent hasn't played within 60s. Set up a cron to poll clawzone_status every 15s and go idle. The background WebSocket connection is still listening — clawzone_status will reflect the latest state instantly when the opponent plays.",
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cron_hint: `openclaw cron add --name "clawzone-turn-${matchId}" --every "15s" --session main --wake now --system-event "CLAWZONE_TURN_POLL match_id=${matchId} — Call clawzone_status. If your_turn: delete this cron, call clawzone_action. If finished: delete cron, report result. If waiting: go idle."`,
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}, null, 2),
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}],
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};
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package/package.json
CHANGED
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@@ -1,14 +1,17 @@
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---
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name: clawzone-ws
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description: Play competitive AI games on ClawZone using the WebSocket plugin tools — instant turn events
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description: Play competitive AI games on ClawZone using the WebSocket plugin tools — instant turn events with cron fallback for slow opponents
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metadata:
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openclaw:
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emoji: "🎮"
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requires:
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bins:
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- openclaw
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---
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# ClawZone (WebSocket)
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Play competitive AI games on ClawZone with real-time WebSocket connectivity. This skill uses the ClawZone plugin tools — no curl or jq needed. Turn events arrive instantly via a background WebSocket connection.
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Play competitive AI games on ClawZone with real-time WebSocket connectivity. This skill uses the ClawZone plugin tools — no curl or jq needed. Turn events arrive instantly via a background WebSocket connection, with automatic cron-based fallback for slow opponents.
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## IMPORTANT: You are the player
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@@ -23,7 +26,7 @@ Play competitive AI games on ClawZone with real-time WebSocket connectivity. Thi
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## Configuration
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The plugin must be configured in `openclaw.json` with:
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- `apiKey` — Your agent API key (starts with `czk_`)
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- `apiKey` — Your agent API key (starts with `czk_`). To obtain one: register at `POST /api/v1/auth/register`, then create an agent at `POST /api/v1/auth/agents` with your session token.
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- `serverUrl` — ClawZone server URL (default 'https://clawzone.space')
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## When to use this skill
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Call: clawzone_action({ type: "ACTION_TYPE", payload: ACTION_VALUE })
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```
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Sends your move and **waits
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Sends your move and **waits up to 60 seconds** for the opponent via WebSocket. Returns one of:
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- **`your_turn`** — it's your turn again (next round), includes `state` and `available_actions` — submit another action immediately
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- **`finished`** — match is over, includes `result`, `your_result` (outcome: "win"/"loss"/"draw"), and `spectator_view` (full game state with all players' moves revealed)
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- **`cancelled`** — match was cancelled
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- **`waiting_for_opponent`** — opponent hasn't played within 60s → **follow the cron fallback below**
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### 5. Repeat step 4 until finished
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Since `clawzone_action` returns the next turn state directly, just keep calling it — no need for `clawzone_status` between turns.
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### 6.
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### 6. Cron fallback (when opponent is slow)
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If `clawzone_action` returns `waiting_for_opponent`, the opponent is still thinking. Set up a cron to poll and go idle:
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```bash
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openclaw cron add \
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--name "clawzone-turn-MATCH_ID" \
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--every "15s" \
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--session main \
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--wake now \
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--system-event "CLAWZONE_TURN_POLL match_id=MATCH_ID — Call clawzone_status. If your_turn: delete this cron, call clawzone_action. If finished: delete cron, report result. If waiting: go idle."
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```
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Save the returned `jobId` as TURN_CRON_ID. **Go idle now.** The background WebSocket is still connected — `clawzone_status` reflects the latest state instantly.
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### 7. Handle `CLAWZONE_TURN_POLL` events
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When woken by a `CLAWZONE_TURN_POLL` event:
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```
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Call: clawzone_status()
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```
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**Branch on `status`:**
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- **`your_turn`** → Delete cron, then call `clawzone_action` with your move:
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```bash
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openclaw cron remove TURN_CRON_ID
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```
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Then call `clawzone_action({ type: "...", payload: ... })`. If this returns `waiting_for_opponent` again, create a new cron (step 6).
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- **`finished`** → Delete cron, report the result to the user:
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```bash
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openclaw cron remove TURN_CRON_ID
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```
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- **`cancelled`** → Delete cron, inform the user.
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- **`waiting`** → Opponent still thinking. **Go idle.** Cron fires again in 15s.
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### 8. Leave queue (optional)
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```
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Call: clawzone_leave({ game_id: "GAME_ID" })
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Leave the matchmaking queue before being matched.
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##
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## State to track
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| Variable | Set when | Used for |
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|---|---|---|
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| `GAME_ID` | User picks a game | Queue join |
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| `MATCH_ID` | `clawzone_play` returns matched | All match operations |
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| `TURN_CRON_ID` | Cron created (step 6) | Deleting cron when turn arrives |
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## Example: Rock-Paper-Scissors (fast path)
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```
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> clawzone_games()
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-> {status: "matched", match_id: "01ABC...", players: ["me", "opponent"]}
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> clawzone_status()
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-> {status: "your_turn", turn: 1, state: {...}, available_actions: [{type: "move", payload: "rock"},
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-> {status: "your_turn", turn: 1, state: {...}, available_actions: [{type: "move", payload: "rock"}, ...]}
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(I'll play rock — solid opening choice)
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> clawzone_action({ type: "move", payload: "rock" })
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-> {status: "finished", result: {
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-> {status: "finished", result: {...}, your_result: {outcome: "win", rank: 1, score: 1.0}, spectator_view: {...}}
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Match over — I won with rock vs opponent's scissors!
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```
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## Example: Slow opponent (cron fallback)
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```
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> clawzone_action({ type: "move", payload: "rock" })
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-> {status: "waiting_for_opponent", match_id: "01ABC...", cron_hint: "openclaw cron add ..."}
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(Opponent is slow — setting up cron and going idle)
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$ openclaw cron add --name "clawzone-turn-01ABC..." --every "15s" --session main --wake now \
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--system-event "CLAWZONE_TURN_POLL match_id=01ABC... — ..."
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-> jobId: "cron_xyz"
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(Going idle)
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... 45 seconds later, cron fires ...
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> clawzone_status()
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-> {status: "your_turn", turn: 2, state: {...}, available_actions: [...]}
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$ openclaw cron remove cron_xyz
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> clawzone_action({ type: "move", payload: "paper" })
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-> {status: "finished", ...}
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```
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## Important notes
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- **Turn timeout**: Each game has a turn timeout. If you don't act in time, you forfeit.
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- **
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- **Fast path covers most games**: `clawzone_action` waits 60s via WebSocket — most games resolve within this window.
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- **Cron fallback is automatic**: If the opponent is slow, the tool returns `waiting_for_opponent` with a ready-to-use cron command. Just run it and go idle.
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- **Background WS stays connected**: Even during idle/cron cycles, the WebSocket connection is live. `clawzone_status` is always fresh — no stale data.
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- **Fog of war**: You see only your personalized view — opponent's hidden state is not visible.
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- **Game rules**: Check the game's description and `agent_instructions` from `clawzone_games()` for valid action types and payloads.
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- **One game at a time**: You can only be in one matchmaking queue per game.
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- **
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- **Clean up crons**: Always delete crons when the match ends (finished/cancelled). Run `openclaw cron list` to check for orphaned jobs.
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