@jgengine/convex 0.16.0 → 0.17.0

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package/CHANGELOG.md CHANGED
@@ -34,6 +34,36 @@ At publish, rename this heading to the new version and mirror the entries into
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  ### Fixed
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+ ## 0.17.0
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+
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+ ### Migrate
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+
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+ - **Bump lockstep SDK packages to `^0.17.0`:** `@jgengine/{core,react,ws,node,sql,convex,shell,editor,assets}`. CLI `jgengine` is `0.14.0`; `@jgengine/github` is `0.4.0`.
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+ - **A deleted player profile stays deleted.** When a game persists players (`save.scope` includes `player`), hydrating a member with no `jgPlayerProfiles` row no longer falls back to the copy of their state kept on the server row — that copy was resurrected and then written back as authoritative, so a world reset that cleared profiles but not servers silently restored every player's old balance. A game whose save scope excludes players (`"none"`, `"chunks"`) is unchanged: the server-row copy is still their state. If you seed members onto a server row without going through `joinServer`, write their profile row too.
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+ - **`slotsPerServer` is capped at 256** (`JG_MAX_MEMBERS_PER_SERVER`). `createGameServerFunctions` now throws at wiring time on a larger value instead of accepting it and failing at the write that overflows the document. One server is one Convex document holding the world row, the roster, and every member's session state; a bigger number was never a bigger world. Shard across servers, or move world state into `jgWorldChunks`.
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+ - **The tick cron only sweeps games that declare `loop.onTick`.** A game with no tick hook used to pay a full hydrate plus a full persist every second per running server, for a snapshot `runtime.tick` returned unchanged; it now costs nothing while idle. If you relied on the tick cron to autosave a hookless game, the 60s `flushDirtyServers` cron and the `flushSave` mutation still do it.
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+
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+ ### Changed
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+
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+ - **Walking NPCs now stop at the geometry that stops the player.** `wander`, `patrol`, and `ctx.scene.entity.moveToward` consulted no obstacles at all, so a pedestrian walked through the building the player cannot enter. All three now slide their step against the scene's blocking physical colliders — the same query `stepPlayerMovement` reads. A patrol's path state still advances on its own clock (an authored route is not rewound by contact), but the entity can no longer end a tick inside a solid. Pass `avoidSolids: false` to `moveToward` for a mover meant to ignore the world (a flier, a camera rig).
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+ - **`@jgengine/assets` verify fails a model source that contributes no index entries.** A model pack that has never been pulled is a pin nothing has ever checked — that is how a Street Pack archive sat in the catalogue titled "Downtown City MegaKit". Record why a pack is not pulled in the new `AssetSource.unpulled` string; materials and sprites pull on demand and are exempt.
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+ - **`persistServerSnapshot` returns `boolean` and skips a write that would change nothing.** Every subscriber of a query that read a server row re-receives the whole result when that document changes, so an unconditional write on the 1 Hz tick re-pushed the entire world to every client once a second whether or not anything moved. `ServerPersistPlan` gains `changed` (`serverState` / `sessionPlayers` / `revision` / `any`) for hosts that write field-by-field.
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+ - **`sessionPlayers` is merged over the stored map, not rebuilt from the snapshot**, and entries for non-members are pruned. This is what makes a partially hydrated snapshot safe to persist.
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+ - **`tickActiveServers` is bounded** to `maxServersPerTick` (default 32) servers per transaction, oldest tick anchor first, instead of pulling every running server of every game into one transaction. `flushDirtyServers` is bounded the same way.
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+
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+ ### Added
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+
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+ - **`solidObstaclesNear` / `resolveWalkerStep` (`@jgengine/core/movement/solidObstacles`)** — the engine's single answer to "what is solid here", now shared rather than re-derived per consumer. `solidObstaclesNear(ctx, position, reachX, reachZ)` returns the blocking physical colliders near a point through a bounded `inBox` broadphase; `resolveWalkerStep(ctx, position, stepX, stepZ)` slides a horizontal step against them with the player's axis-separated sliding. Reach for these instead of deriving obstacles from a game catalog's own solidity flags.
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+ - **Bounded hydration and a client chunk read** — `loadServerSnapshot(ctx, server, runtime, { players, chunkKeys })` hydrates only the members and chunks a mutation will touch instead of a document read per member plus one per chunk, and the generated `getChunks` query lets a client read chunk state by key (capped at `MAX_CHUNKS_PER_QUERY`). Chunks were the documented escape hatch for world state too large for one row, but reads were unbounded and clients could not see them at all, so moving geometry there made things worse. `getServerMeta` returns lobby state (status, member count, revision) without the world payload.
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+ - **`@jgengine/core/runtime/worldChunks`** — `chunkKeyAt` / `chunkCoordAt` / `chunkKeyOf` / `parseChunkKey` / `chunkKeysInRadius` at a declared cell size, plus `setChunk` / `updateChunk` / `deleteChunk`, which mark the key dirty so the host actually persists it. `chunkKey` was an opaque game-chosen string and the engine never wrote `dirty.chunks`, so every game reimplemented the coordinate mapping and a game that forgot to push a key silently never saved that chunk.
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+ - **Placed objects cull to `replication.aoiRadius`.** `objects` is the one large spatial replicated set and had no projector, so a world with a few thousand placements sent all of them to every viewer. It now joins the same area-of-interest policy as `entities` and `stats`. Unset `aoiRadius` still replicates everything.
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+ - **`createGameServerFunctions({ matchmaking: "singleton" })`** — one shared world per game: auto-match always targets the existing world and a join past capacity fails loudly, instead of quietly creating a second world the player would be alone in. `joinServer` also reconciles a stored `slotsPerServer`/`save` that has drifted from the host options, which previously made raising the option a no-op on worlds that already existed. `selectJoinTarget` (`@jgengine/core/runtime/hostPolicy`) is the pure decision behind it.
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+ - **`GameRuntime.hasTick`** reports whether a runtime declares `loop.onTick`, so any host's scheduler can skip a server whose tick is a no-op by construction.
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+
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+ ### Removed
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+
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+ - **Asset source `quaternius-downtown-city`.** It was titled "Downtown City MegaKit" but pinned at the Street Pack archive, which ships Blends/FBX/OBJ only — a pull found no models. Nothing referenced it.
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+
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  ## 0.16.0
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  ### Migrate
package/dist/server.d.ts CHANGED
@@ -5,10 +5,11 @@ import type { ChatSendOutcome } from "@jgengine/core/multiplayer/chatContract";
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  import { type PoseSyncRules } from "@jgengine/core/multiplayer/presenceModel";
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  import type { GameRuntime } from "@jgengine/core/runtime/gameRuntime";
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  import type { LeaderboardIncrement } from "@jgengine/core/runtime/hostPersistence";
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+ import { type MatchmakingMode } from "@jgengine/core/runtime/hostPolicy";
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  import type { SaveConfig } from "@jgengine/core/runtime/save";
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  import type { GameRuntimeSnapshot } from "@jgengine/core/runtime/snapshot";
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  /** @internal Re-export shared host-policy pure helpers so existing convex imports keep working. */
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- export { canJoinPrivateServer, isListablePublicly, } from "@jgengine/core/runtime/hostPolicy";
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+ export { JG_MAX_MEMBERS_PER_SERVER, canJoinPrivateServer, isListablePublicly, validateSlotsPerServer, type MatchmakingMode, } from "@jgengine/core/runtime/hostPolicy";
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  /** @internal */
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  export declare function jgengineTables(): {
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  jgGameServers: import("convex/server").TableDefinition<import("convex/values").VObject<{
@@ -62,6 +63,7 @@ export declare function jgengineTables(): {
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  }, "required", "createdAt" | "dirtyAt" | "gameId" | "joinCode" | "lastSavedAt" | "memberUserIds" | "mode" | "modeConfig" | "revision" | "save" | "save.auto" | "save.scope" | "serverState" | "sessionPlayers" | "slotsPerServer" | "status" | "tickAnchorMs" | "updatedAt" | "visibility" | `modeConfig.${string}` | `serverState.${string}` | `sessionPlayers.${string}`>, {
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  by_dirty: ["dirtyAt", "_creationTime"];
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  by_game_and_status: ["gameId", "status", "_creationTime"];
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+ by_game_status_tick: ["gameId", "status", "tickAnchorMs", "_creationTime"];
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  by_status: ["status", "_creationTime"];
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  }, {}, {}>;
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  jgPlayerProfiles: import("convex/server").TableDefinition<import("convex/values").VObject<{
@@ -254,6 +256,7 @@ declare const schemaForTypes: import("convex/server").SchemaDefinition<{
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  }, "required", "createdAt" | "dirtyAt" | "gameId" | "joinCode" | "lastSavedAt" | "memberUserIds" | "mode" | "modeConfig" | "revision" | "save" | "save.auto" | "save.scope" | "serverState" | "sessionPlayers" | "slotsPerServer" | "status" | "tickAnchorMs" | "updatedAt" | "visibility" | `modeConfig.${string}` | `serverState.${string}` | `sessionPlayers.${string}`>, {
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  by_dirty: ["dirtyAt", "_creationTime"];
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  by_game_and_status: ["gameId", "status", "_creationTime"];
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+ by_game_status_tick: ["gameId", "status", "tickAnchorMs", "_creationTime"];
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  by_status: ["status", "_creationTime"];
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  }, {}, {}>;
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  jgPlayerProfiles: import("convex/server").TableDefinition<import("convex/values").VObject<{
@@ -377,20 +380,42 @@ export declare const DEFAULT_CONVEX_POSE_RULES: PoseSyncRules;
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  export declare function resolveActor(ctx: {
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  auth: Auth;
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  }, claimedExternalId: string | undefined, mode: JgAuthMode): Promise<string | null>;
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+ /**
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+ * How much of a server to hydrate. Both fields default to "everything", which is a document read per
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+ * member plus one per chunk — the cost that makes a large shared world unaffordable per mutation.
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+ * Narrow them when the caller knows what it will touch: a command that only moves the actor's own
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+ * state needs `players: [actorUserId]`, and a spatial edit needs only the chunk keys it writes
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+ * (`chunkKeysInRadius` from `@jgengine/core/runtime/worldChunks`).
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+ *
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+ * Persisting a narrowed snapshot is safe: the plan merges session state over the stored map and
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+ * writes only dirty profiles and dirty chunks, so members and chunks left unhydrated are untouched.
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+ */
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+ export type LoadSnapshotScope = {
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+ /** Member ids to hydrate; omit for the whole roster. */
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+ players?: readonly string[];
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+ /** Chunk keys to hydrate; omit for every chunk of the server, `[]` for none. */
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+ chunkKeys?: readonly string[];
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+ };
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  /**
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  * Hydrate a server's `GameRuntimeSnapshot` from its row, its members' profiles, and its world chunks.
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  * Reach for it when writing your own mutation that must read runtime state before touching host tables.
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+ * Pass a {@link LoadSnapshotScope} to bound the read instead of loading the whole world.
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  * @capability convex-load-server-snapshot read a hosted server's runtime snapshot inside a host-written Convex mutation
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  */
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- export declare function loadServerSnapshot(ctx: JGMutationCtx, server: ServerDoc, runtime: GameRuntime): Promise<GameRuntimeSnapshot>;
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+ export declare function loadServerSnapshot(ctx: JGMutationCtx, server: ServerDoc, runtime: GameRuntime, scope?: LoadSnapshotScope): Promise<GameRuntimeSnapshot>;
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  /** @internal */
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  export declare function applyLeaderboardIncrements(ctx: JGMutationCtx, gameId: string, entries: LeaderboardIncrement[]): Promise<void>;
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  /**
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  * Write a snapshot back: server row, dirty player profiles, dirty chunks, and drained leaderboard
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  * increments, all under `save`. Pair it with your own table writes to keep both in one transaction.
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+ *
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+ * A persist that would change nothing writes nothing and returns `false`. That matters beyond write
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+ * cost: every subscriber of a query that read this row re-receives the whole result when the document
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+ * changes, so an unconditional write on a 1 Hz tick re-pushes the entire world to every client once a
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+ * second whether or not anything moved.
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  * @capability convex-persist-server-snapshot write runtime state and host tables in one Convex transaction
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  */
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- export declare function persistServerSnapshot(ctx: JGMutationCtx, server: ServerDoc, snapshot: GameRuntimeSnapshot, save: SaveConfig): Promise<void>;
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+ export declare function persistServerSnapshot(ctx: JGMutationCtx, server: ServerDoc, snapshot: GameRuntimeSnapshot, save: SaveConfig): Promise<boolean>;
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  export declare const JG_RUNTIME_TICK_MS = 1000;
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  /** Outcome of a runtime command: applied, or refused with a reason (unknown server, non-member, validation, revision conflict). */
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  export type RunCommandOutcome = {
@@ -418,7 +443,7 @@ export type LoadedServerSnapshot = {
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  * table writes in one transaction, which a pre-registered mutation cannot do.
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  */
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  export type GameServerHelpers = {
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- loadSnapshot: (ctx: JGMutationCtx, serverId: string) => Promise<LoadedServerSnapshot | null>;
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+ loadSnapshot: (ctx: JGMutationCtx, serverId: string, scope?: LoadSnapshotScope) => Promise<LoadedServerSnapshot | null>;
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  applyCommand: (args: {
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  gameId: string;
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  loadedRevision: number;
@@ -434,14 +459,33 @@ export type GameServerHelpers = {
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  ok: false;
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  reason: string;
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  };
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- persistSnapshot: (ctx: JGMutationCtx, server: ServerDoc, snapshot: GameRuntimeSnapshot, save?: SaveConfig) => Promise<void>;
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+ persistSnapshot: (ctx: JGMutationCtx, server: ServerDoc, snapshot: GameRuntimeSnapshot, save?: SaveConfig) => Promise<boolean>;
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  runCommand: (ctx: JGMutationCtx, args: RunCommandArgs) => Promise<RunCommandOutcome>;
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  };
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- /** @internal */
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+ /** How many running servers one `tickActiveServers` transaction may hydrate, tick, and persist. */
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+ export declare const DEFAULT_MAX_SERVERS_PER_TICK = 32;
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+ /** How many chunk rows one `getChunks` call may return. */
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+ export declare const MAX_CHUNKS_PER_QUERY = 64;
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+ /**
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+ * Build the hosted-server Convex functions for a set of game runtimes.
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+ *
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+ * **Supported world size.** One server is one Convex document holding the world row, the member
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+ * roster, and every member's session state, and the host rewrites that document whenever the world
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+ * changes. `slotsPerServer` is therefore capped at {@link JG_MAX_MEMBERS_PER_SERVER} (256) and a
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+ * larger value throws here, at wiring time, rather than at the write that overflows the document.
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+ * World geometry that outgrows one row belongs in `jgWorldChunks`, hydrated by key
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+ * ({@link LoadSnapshotScope}) and read by clients through `getChunks` — not in `serverState`.
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+ *
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+ * `matchmaking: "singleton"` makes auto-match target one shared world per game: a join past capacity
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+ * fails loudly instead of quietly starting a second world the player would be alone in.
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+ * @internal
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+ */
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  export declare function createGameServerFunctions(options?: {
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  runtimes?: GameRuntime[];
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  auth?: JgAuthMode;
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  slotsPerServer?: number;
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+ matchmaking?: MatchmakingMode;
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+ maxServersPerTick?: number;
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  allowedFeedActions?: readonly string[];
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  }): {
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  joinServer: import("convex/server").RegisteredMutation<"public", {
@@ -491,6 +535,28 @@ export declare function createGameServerFunctions(options?: {
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  };
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  updatedAt: number;
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  } | null>>;
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+ getServerMeta: import("convex/server").RegisteredQuery<"public", {
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+ externalId?: string | undefined;
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+ serverId: GenericId<"jgGameServers">;
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+ }, Promise<{
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+ _id: GenericId<"jgGameServers">;
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+ gameId: string;
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+ status: "closed" | "open" | "running";
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+ mode: string | undefined;
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+ memberCount: number;
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+ slotsPerServer: number;
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+ revision: number;
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+ updatedAt: number;
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+ } | null>>;
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+ getChunks: import("convex/server").RegisteredQuery<"public", {
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+ chunkKeys: string[];
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+ externalId?: string | undefined;
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+ serverId: GenericId<"jgGameServers">;
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+ }, Promise<{
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+ chunkKey: string;
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+ snapshot: unknown;
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+ updatedAt: number;
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+ }[]>>;
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  getPlayerProfile: import("convex/server").RegisteredQuery<"public", {
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  externalId?: string | undefined;
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  gameId: string;
package/dist/server.js CHANGED
@@ -3,12 +3,12 @@ import { ConvexError, v } from "convex/values";
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  import { createFeedWriteGate, validateFeedWrite, } from "@jgengine/core/multiplayer/feedWriteGate";
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  import { DEFAULT_POSE_SYNC_RULES, decidePoseSync, spawnPresenceState, } from "@jgengine/core/multiplayer/presenceModel";
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  import { createGameRuntime } from "@jgengine/core/runtime/gameRuntime";
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- import { buildHydratePlayers, planServerPersist, shouldAutoSave, trimFeedEntries } from "@jgengine/core/runtime/hostPersistence";
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- import { isAutoJoinCandidate, isListablePublicly, isPrivateJoinBlocked, isServerFull, isServerMember, statusAfterLeave, withJoinedMember, withoutMember, } from "@jgengine/core/runtime/hostPolicy";
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+ import { buildHydratePlayers, planServerPersist, shouldAutoSave, trimFeedEntries, } from "@jgengine/core/runtime/hostPersistence";
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+ import { JG_MAX_MEMBERS_PER_SERVER, isListablePublicly, isPrivateJoinBlocked, isServerFull, isServerMember, selectJoinTarget, statusAfterLeave, validateSlotsPerServer, withJoinedMember, withoutMember, } from "@jgengine/core/runtime/hostPolicy";
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  import { createEmptyServerRow, markAllPlayersDirty } from "@jgengine/core/runtime/snapshot";
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  import { applyCommandWithOcc, commitIfRevisionMatch } from "./occ.js";
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  /** @internal Re-export shared host-policy pure helpers so existing convex imports keep working. */
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- export { canJoinPrivateServer, isListablePublicly, } from "@jgengine/core/runtime/hostPolicy";
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+ export { JG_MAX_MEMBERS_PER_SERVER, canJoinPrivateServer, isListablePublicly, validateSlotsPerServer, } from "@jgengine/core/runtime/hostPolicy";
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  const saveConfigValidator = v.union(v.literal("none"), v.object({
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  auto: v.string(),
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  scope: v.union(v.literal("player"), v.literal("chunks"), v.literal("player+chunks")),
@@ -37,6 +37,7 @@ export function jgengineTables() {
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  })
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  .index("by_game_and_status", ["gameId", "status"])
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  .index("by_status", ["status"])
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+ .index("by_game_status_tick", ["gameId", "status", "tickAnchorMs"])
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  .index("by_dirty", ["dirtyAt"]),
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  jgPlayerProfiles: defineTable({
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  userId: v.string(),
@@ -221,11 +222,16 @@ function serverDocToRecord(server) {
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  /**
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  * Hydrate a server's `GameRuntimeSnapshot` from its row, its members' profiles, and its world chunks.
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  * Reach for it when writing your own mutation that must read runtime state before touching host tables.
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+ * Pass a {@link LoadSnapshotScope} to bound the read instead of loading the whole world.
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  * @capability convex-load-server-snapshot read a hosted server's runtime snapshot inside a host-written Convex mutation
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  */
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- export async function loadServerSnapshot(ctx, server, runtime) {
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+ export async function loadServerSnapshot(ctx, server, runtime, scope) {
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  const profiles = {};
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- for (const userId of server.memberUserIds) {
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+ const memberIds = new Set(server.memberUserIds);
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+ const hydrateUserIds = scope?.players === undefined
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+ ? server.memberUserIds
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+ : scope.players.filter((userId) => memberIds.has(userId));
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+ for (const userId of hydrateUserIds) {
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  const profile = await ctx.db
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  .query("jgPlayerProfiles")
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  .withIndex("by_user_and_game", (q) => q.eq("userId", userId).eq("gameId", server.gameId))
@@ -240,14 +246,25 @@ export async function loadServerSnapshot(ctx, server, runtime) {
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  }
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  : null;
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  }
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- const playersByUserId = buildHydratePlayers(serverDocToRecord(server), profiles);
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- const chunks = await ctx.db
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- .query("jgWorldChunks")
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- .withIndex("by_server", (q) => q.eq("serverId", server._id))
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- .collect();
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+ const playersByUserId = buildHydratePlayers(serverDocToRecord(server), profiles, hydrateUserIds);
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  const chunksByKey = {};
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- for (const chunk of chunks) {
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- chunksByKey[chunk.chunkKey] = chunk.snapshot;
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+ if (scope?.chunkKeys === undefined) {
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+ const chunks = await ctx.db
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+ .query("jgWorldChunks")
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+ .withIndex("by_server", (q) => q.eq("serverId", server._id))
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+ .collect();
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+ for (const chunk of chunks)
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+ chunksByKey[chunk.chunkKey] = chunk.snapshot;
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+ }
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+ else {
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+ for (const chunkKey of new Set(scope.chunkKeys)) {
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+ const chunk = await ctx.db
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+ .query("jgWorldChunks")
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+ .withIndex("by_server_and_chunk", (q) => q.eq("serverId", server._id).eq("chunkKey", chunkKey))
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+ .unique();
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+ if (chunk)
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+ chunksByKey[chunk.chunkKey] = chunk.snapshot;
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+ }
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  }
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  return runtime.hydrate({
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  gameId: server.gameId,
@@ -287,11 +304,18 @@ export async function applyLeaderboardIncrements(ctx, gameId, entries) {
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  /**
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  * Write a snapshot back: server row, dirty player profiles, dirty chunks, and drained leaderboard
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  * increments, all under `save`. Pair it with your own table writes to keep both in one transaction.
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+ *
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+ * A persist that would change nothing writes nothing and returns `false`. That matters beyond write
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+ * cost: every subscriber of a query that read this row re-receives the whole result when the document
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+ * changes, so an unconditional write on a 1 Hz tick re-pushes the entire world to every client once a
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+ * second whether or not anything moved.
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  * @capability convex-persist-server-snapshot write runtime state and host tables in one Convex transaction
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  */
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  export async function persistServerSnapshot(ctx, server, snapshot, save) {
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  const now = Date.now();
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  const plan = planServerPersist(serverDocToRecord(server), snapshot, save, now);
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+ if (!plan.changed.any)
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+ return false;
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  if (plan.leaderboard.length > 0) {
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  await applyLeaderboardIncrements(ctx, server.gameId, plan.leaderboard);
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  }
@@ -347,29 +371,56 @@ export async function persistServerSnapshot(ctx, server, snapshot, save) {
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  await ctx.db.delete(existing._id);
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  }
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  await ctx.db.patch(server._id, {
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- serverState: plan.server.serverState,
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- sessionPlayers: plan.server.sessionPlayers,
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+ ...(plan.changed.serverState ? { serverState: plan.server.serverState } : {}),
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+ ...(plan.changed.sessionPlayers ? { sessionPlayers: plan.server.sessionPlayers } : {}),
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  revision: plan.server.revision,
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  dirtyAt: plan.server.dirtyAt,
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  updatedAt: plan.server.updatedAt,
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  lastSavedAt: plan.server.lastSavedAt,
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  });
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+ return true;
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  }
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- async function flushServerIfDue(ctx, server, now, runtime) {
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+ /** Autosave a server whose `save.auto` interval has elapsed, reusing an already-hydrated snapshot. */
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+ async function flushServerIfDue(ctx, server, now, runtime, loaded) {
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  if (!shouldAutoSave(server.save, server.dirtyAt, server.lastSavedAt, now)) {
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  return false;
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  }
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- const snapshot = await loadServerSnapshot(ctx, server, runtime);
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+ const snapshot = loaded ?? (await loadServerSnapshot(ctx, server, runtime));
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  await persistServerSnapshot(ctx, server, markAllPlayersDirty(snapshot), server.save);
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  return true;
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  }
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  export const JG_RUNTIME_TICK_MS = 1_000;
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- /** @internal */
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+ /** How many running servers one `tickActiveServers` transaction may hydrate, tick, and persist. */
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+ export const DEFAULT_MAX_SERVERS_PER_TICK = 32;
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+ /** How many chunk rows one `getChunks` call may return. */
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+ export const MAX_CHUNKS_PER_QUERY = 64;
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+ /**
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+ * Build the hosted-server Convex functions for a set of game runtimes.
399
+ *
400
+ * **Supported world size.** One server is one Convex document holding the world row, the member
401
+ * roster, and every member's session state, and the host rewrites that document whenever the world
402
+ * changes. `slotsPerServer` is therefore capped at {@link JG_MAX_MEMBERS_PER_SERVER} (256) and a
403
+ * larger value throws here, at wiring time, rather than at the write that overflows the document.
404
+ * World geometry that outgrows one row belongs in `jgWorldChunks`, hydrated by key
405
+ * ({@link LoadSnapshotScope}) and read by clients through `getChunks` — not in `serverState`.
406
+ *
407
+ * `matchmaking: "singleton"` makes auto-match target one shared world per game: a join past capacity
408
+ * fails loudly instead of quietly starting a second world the player would be alone in.
409
+ * @internal
410
+ */
368
411
  export function createGameServerFunctions(options) {
369
412
  const mode = options?.auth ?? "required";
370
413
  const hostSlotsPerServer = options?.slotsPerServer ?? 16;
414
+ const slotsCheck = validateSlotsPerServer(hostSlotsPerServer);
415
+ if (!slotsCheck.ok)
416
+ throw new Error(slotsCheck.reason);
417
+ const matchmaking = options?.matchmaking ?? "auto";
418
+ const maxServersPerTick = Math.max(1, options?.maxServersPerTick ?? DEFAULT_MAX_SERVERS_PER_TICK);
371
419
  const feedWriteGate = createFeedWriteGate(options?.allowedFeedActions ?? []);
372
420
  const registry = buildRuntimeRegistry(options?.runtimes);
421
+ const tickableGameIds = (options?.runtimes ?? [])
422
+ .filter((runtime) => runtime.hasTick)
423
+ .map((runtime) => runtime.gameId);
373
424
  const joinServer = mutation({
374
425
  args: {
375
426
  gameId: v.string(),
@@ -397,6 +448,7 @@ export function createGameServerFunctions(options) {
397
448
  if (server && server.gameId !== args.gameId) {
398
449
  throw new ConvexError("Server belongs to a different game");
399
450
  }
451
+ let mayCreate = true;
400
452
  if (!server) {
401
453
  const joinable = [];
402
454
  for (const status of ["running", "open"]) {
@@ -406,15 +458,21 @@ export function createGameServerFunctions(options) {
406
458
  .collect();
407
459
  joinable.push(...rows);
408
460
  }
409
- server =
410
- joinable.find((row) => isAutoJoinCandidate({
411
- memberUserIds: row.memberUserIds,
412
- slotsPerServer: row.slotsPerServer,
413
- visibility: row.visibility,
414
- userId: actorUserId,
415
- })) ?? null;
461
+ // Two concurrent first-joins can both see an empty list here and both insert. Convex's OCC
462
+ // resolves it — the loser's read set is invalidated and its mutation retries against the
463
+ // winner's row — so the engine adds no lock. A `HostPersistence` backend without
464
+ // serializable-snapshot retry must supply that guarantee itself.
465
+ const target = selectJoinTarget(joinable, {
466
+ userId: actorUserId,
467
+ mode: matchmaking,
468
+ slotsPerServer,
469
+ });
470
+ if (target.kind === "refuse")
471
+ throw new ConvexError(target.reason);
472
+ server = target.kind === "join" ? target.row : null;
473
+ mayCreate = target.kind === "create";
416
474
  }
417
- if (!server) {
475
+ if (!server && mayCreate) {
418
476
  const serverId = await ctx.db.insert("jgGameServers", {
419
477
  gameId: args.gameId,
420
478
  status: "running",
@@ -436,6 +494,17 @@ export function createGameServerFunctions(options) {
436
494
  if (!server)
437
495
  throw new ConvexError("Failed to create server");
438
496
  }
497
+ if (!server)
498
+ throw new ConvexError("No joinable server");
499
+ // Capacity and save policy live in host options, not in the row. Without this a long-lived
500
+ // world keeps whatever it was created with and raising the host option silently does nothing.
501
+ if (server.slotsPerServer !== slotsPerServer || JSON.stringify(server.save) !== JSON.stringify(save)) {
502
+ await ctx.db.patch(server._id, { slotsPerServer, save, updatedAt: now });
503
+ const reconciled = await ctx.db.get("jgGameServers", server._id);
504
+ if (!reconciled)
505
+ throw new ConvexError("Server missing after reconcile");
506
+ server = reconciled;
507
+ }
439
508
  if (isServerFull(server.memberUserIds, server.slotsPerServer, actorUserId)) {
440
509
  throw new ConvexError("Server is full");
441
510
  }
@@ -504,12 +573,12 @@ export function createGameServerFunctions(options) {
504
573
  },
505
574
  });
506
575
  const helpers = {
507
- async loadSnapshot(ctx, serverId) {
576
+ async loadSnapshot(ctx, serverId, scope) {
508
577
  const server = await ctx.db.get("jgGameServers", serverId);
509
578
  if (!server)
510
579
  return null;
511
580
  const runtime = resolveRuntime(registry, server.gameId);
512
- return { server, runtime, snapshot: await loadServerSnapshot(ctx, server, runtime) };
581
+ return { server, runtime, snapshot: await loadServerSnapshot(ctx, server, runtime, scope) };
513
582
  },
514
583
  applyCommand(args) {
515
584
  return applyCommandWithOcc({ ...args, runtime: resolveRuntime(registry, args.gameId) });
@@ -617,6 +686,63 @@ export function createGameServerFunctions(options) {
617
686
  };
618
687
  }),
619
688
  });
689
+ /**
690
+ * Lobby-scale view of a server: status, capacity, revision — no world state. Subscribe a menu,
691
+ * roster, or "is it up" indicator to this instead of `getServer`, whose payload is the whole world.
692
+ */
693
+ const getServerMeta = query({
694
+ args: {
695
+ serverId: v.id("jgGameServers"),
696
+ externalId: v.optional(v.string()),
697
+ },
698
+ returns: v.union(v.object({
699
+ _id: v.id("jgGameServers"),
700
+ gameId: v.string(),
701
+ status: v.union(v.literal("open"), v.literal("running"), v.literal("closed")),
702
+ mode: v.optional(v.string()),
703
+ memberCount: v.number(),
704
+ slotsPerServer: v.number(),
705
+ revision: v.number(),
706
+ updatedAt: v.number(),
707
+ }), v.null()),
708
+ handler: (ctx, args) => withMember(ctx, mode, args, null, (server) => ({
709
+ _id: server._id,
710
+ gameId: server.gameId,
711
+ status: server.status,
712
+ mode: server.mode,
713
+ memberCount: server.memberUserIds.length,
714
+ slotsPerServer: server.slotsPerServer,
715
+ revision: server.revision,
716
+ updatedAt: server.updatedAt,
717
+ })),
718
+ });
719
+ /**
720
+ * Read world chunks by key — the client half of the chunk escape hatch. Without it a game that moved
721
+ * geometry out of `serverState` had no way to show it, because `getServer` returns only the row.
722
+ * Bounded to {@link MAX_CHUNKS_PER_QUERY} keys; ask for the cells around the viewer
723
+ * (`chunkKeysInRadius`), not the world.
724
+ */
725
+ const getChunks = query({
726
+ args: {
727
+ serverId: v.id("jgGameServers"),
728
+ chunkKeys: v.array(v.string()),
729
+ externalId: v.optional(v.string()),
730
+ },
731
+ returns: v.array(v.object({ chunkKey: v.string(), snapshot: v.any(), updatedAt: v.number() })),
732
+ handler: (ctx, args) => withMember(ctx, mode, args, [], async (server) => {
733
+ const keys = [...new Set(args.chunkKeys)].slice(0, MAX_CHUNKS_PER_QUERY);
734
+ const out = [];
735
+ for (const chunkKey of keys) {
736
+ const row = await ctx.db
737
+ .query("jgWorldChunks")
738
+ .withIndex("by_server_and_chunk", (q) => q.eq("serverId", server._id).eq("chunkKey", chunkKey))
739
+ .unique();
740
+ if (row)
741
+ out.push({ chunkKey: row.chunkKey, snapshot: row.snapshot, updatedAt: row.updatedAt });
742
+ }
743
+ return out;
744
+ }),
745
+ });
620
746
  const getPlayerProfile = query({
621
747
  args: {
622
748
  gameId: v.string(),
@@ -736,31 +862,41 @@ export function createGameServerFunctions(options) {
736
862
  }));
737
863
  },
738
864
  });
865
+ // Only games that declare `loop.onTick` are swept, and only `maxServersPerTick` of their servers per
866
+ // transaction, oldest anchor first. A game with no tick hook used to pay a full hydrate + persist per
867
+ // running server per second to hand `runtime.tick` a snapshot it returned unchanged; now it pays
868
+ // nothing, and no single transaction can fan out across every world of every game.
739
869
  const tickActiveServers = internalMutation({
740
870
  args: {},
741
871
  handler: async (ctx) => {
742
872
  const now = Date.now();
743
- const servers = await ctx.db
744
- .query("jgGameServers")
745
- .withIndex("by_status", (q) => q.eq("status", "running"))
746
- .collect();
747
873
  let ticked = 0;
748
874
  let saved = 0;
749
- for (const server of servers) {
750
- if (server.memberUserIds.length === 0)
751
- continue;
752
- const elapsedMs = now - server.tickAnchorMs;
753
- if (elapsedMs < JG_RUNTIME_TICK_MS)
754
- continue;
755
- const runtime = resolveRuntime(registry, server.gameId);
756
- let snapshot = await loadServerSnapshot(ctx, server, runtime);
757
- snapshot = runtime.tick(snapshot, elapsedMs / 1_000);
758
- await persistServerSnapshot(ctx, server, snapshot, server.save);
759
- await ctx.db.patch(server._id, { tickAnchorMs: now, updatedAt: now });
760
- ticked += 1;
761
- const refreshed = await ctx.db.get("jgGameServers", server._id);
762
- if (refreshed && (await flushServerIfDue(ctx, refreshed, now, runtime))) {
763
- saved += 1;
875
+ let budget = maxServersPerTick;
876
+ for (const gameId of tickableGameIds) {
877
+ if (budget <= 0)
878
+ break;
879
+ const servers = await ctx.db
880
+ .query("jgGameServers")
881
+ .withIndex("by_game_status_tick", (q) => q.eq("gameId", gameId).eq("status", "running"))
882
+ .take(budget);
883
+ for (const server of servers) {
884
+ if (server.memberUserIds.length === 0)
885
+ continue;
886
+ const elapsedMs = now - server.tickAnchorMs;
887
+ if (elapsedMs < JG_RUNTIME_TICK_MS)
888
+ continue;
889
+ budget -= 1;
890
+ const runtime = resolveRuntime(registry, server.gameId);
891
+ const loaded = await loadServerSnapshot(ctx, server, runtime);
892
+ const snapshot = runtime.tick(loaded, elapsedMs / 1_000);
893
+ await persistServerSnapshot(ctx, server, snapshot, server.save);
894
+ await ctx.db.patch(server._id, { tickAnchorMs: now });
895
+ ticked += 1;
896
+ const refreshed = await ctx.db.get("jgGameServers", server._id);
897
+ if (refreshed && (await flushServerIfDue(ctx, refreshed, now, runtime, snapshot))) {
898
+ saved += 1;
899
+ }
764
900
  }
765
901
  }
766
902
  return { ticked, saved };
@@ -769,18 +905,16 @@ export function createGameServerFunctions(options) {
769
905
  const flushDirtyServers = internalMutation({
770
906
  args: {},
771
907
  handler: async (ctx) => {
772
- const now = Date.now();
773
908
  const servers = await ctx.db
774
909
  .query("jgGameServers")
775
910
  .withIndex("by_dirty", (q) => q.gt("dirtyAt", 0))
776
- .collect();
911
+ .take(maxServersPerTick);
777
912
  let saved = 0;
778
913
  for (const server of servers) {
779
914
  const runtime = resolveRuntime(registry, server.gameId);
780
915
  const snapshot = await loadServerSnapshot(ctx, server, runtime);
781
916
  await persistServerSnapshot(ctx, server, markAllPlayersDirty(snapshot), server.save);
782
917
  saved += 1;
783
- void now;
784
918
  }
785
919
  return { saved };
786
920
  },
@@ -791,6 +925,8 @@ export function createGameServerFunctions(options) {
791
925
  runCommand,
792
926
  flushSave,
793
927
  getServer,
928
+ getServerMeta,
929
+ getChunks,
794
930
  getPlayerProfile,
795
931
  getFeed,
796
932
  pushFeedEntry,
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@jgengine/convex",
3
- "version": "0.16.0",
3
+ "version": "0.17.0",
4
4
  "description": "Convex adapters for JGengine: game transport, presence transport, and backend wiring over @jgengine/core.",
5
5
  "license": "Apache-2.0",
6
6
  "type": "module",
@@ -30,7 +30,7 @@
30
30
  "check-types": "bun ../../scripts/check-types-preflight.ts && tsgo --noEmit -p tsconfig.json"
31
31
  },
32
32
  "dependencies": {
33
- "@jgengine/core": "^0.16.0"
33
+ "@jgengine/core": "^0.17.0"
34
34
  },
35
35
  "peerDependencies": {
36
36
  "convex": "^1.31.2",
@@ -6,7 +6,7 @@
6
6
 
7
7
  - `CHANGELOG` (const): const CHANGELOG: Record<string, ChangelogEntry> — Per-version engine changelog keyed by semver string (e.g. `"0.10.0"`).
8
8
  - `ChangelogEntry` (interface): interface ChangelogEntry — One release's migrate steps plus added/changed/removed notes (typed mirror of CHANGELOG.md).
9
- - `VERSION` (const): const VERSION: "0.16.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
9
+ - `VERSION` (const): const VERSION: "0.17.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
10
10
 
11
11
  ## @jgengine/core/authoring
12
12
 
@@ -228,7 +228,7 @@
228
228
 
229
229
  - `CHANGELOG` (const): const CHANGELOG: Record<string, ChangelogEntry> — Per-version engine changelog keyed by semver string (e.g. `"0.10.0"`).
230
230
  - `ChangelogEntry` (interface): interface ChangelogEntry — One release's migrate steps plus added/changed/removed notes (typed mirror of CHANGELOG.md).
231
- - `VERSION` (const): const VERSION: "0.16.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
231
+ - `VERSION` (const): const VERSION: "0.17.0" — Installed `@jgengine/core` semver — compare against {@link CHANGELOG} keys when migrating.
232
232
 
233
233
  ## @jgengine/core/runtime/adapter
234
234
 
@@ -334,7 +334,7 @@
334
334
 
335
335
  ## @jgengine/core/runtime/gameRuntime
336
336
 
337
- - `GameRuntime` (type): type GameRuntime = { gameId: string; save: SaveConfig; hydrate: (input: HydrateInput) => GameRuntimeSnapshot; runCommand: ( snapshot: GameRuntimeSnapshot, actorUserId: string, commandName: string, input: unknown, ) => ReturnType<typeof runCommand>; tick: (snapshot: GameRuntimeSnapshot, dtSeconds: nu… — ⚠ undocumented
337
+ - `GameRuntime` (type): type GameRuntime = { gameId: string; save: SaveConfig; /** * Whether this runtime declares `loop.onTick`. A host's tick cron reads it to skip hydrating and * persisting a server whose `tick` is a no-op by construction — the difference between a world that * costs a full read/write every second while… — ⚠ undocumented
338
338
  - `GameRuntimeDefinition` (type): type GameRuntimeDefinition = { gameId: string; save: SaveConfig; commands: Record<string, CommandDef>; loop?: ServerLoopHooks; } — ⚠ undocumented
339
339
  - `HydrateInput` (type): type HydrateInput = { gameId: string; serverId: string; serverRow: RuntimeServerRow; playersByUserId: Record<string, RuntimePlayerRow>; chunksByKey: Record<string, RuntimeChunkRow>; revision?: number; } — ⚠ undocumented
340
340
  - `RuntimeInitContext` (type): type RuntimeInitContext = { snapshot: GameRuntimeSnapshot; setSnapshot: (snapshot: GameRuntimeSnapshot) => void; } — ⚠ undocumented
@@ -365,21 +365,28 @@
365
365
  - `OPEN_SERVER_LISTING_MAX` (const): const OPEN_SERVER_LISTING_MAX: 100 — ⚠ undocumented
366
366
  - `PlayerProfileRecord` (type): type PlayerProfileRecord = { userId: string; gameId: string; playerState: RuntimePlayerRow; revision: number; updatedAt: number; } — ⚠ undocumented
367
367
  - `ServerListing` (type): type ServerListing = { serverId: string; status: GameServerStatus; memberCount: number; slotsPerServer: number; mode?: string; label?: string; visibility?: SessionVisibility; joinCode?: string; tags?: string[]; updatedAt: number; } — ⚠ undocumented
368
- - `ServerPersistPlan` (type): type ServerPersistPlan = { server: GameServerRecord; profiles: PlayerProfileRecord[]; chunks: WorldChunkRecord[]; deletedChunks: string[]; leaderboard: LeaderboardIncrement[]; } — ⚠ undocumented
368
+ - `ServerPersistPlan` (type): type ServerPersistPlan = { server: GameServerRecord; profiles: PlayerProfileRecord[]; chunks: WorldChunkRecord[]; deletedChunks: string[]; leaderboard: LeaderboardIncrement[]; /** * Which fields of the server row the plan actually moved. A store that pays per written field — * or whose subscribers r… — ⚠ undocumented
369
369
  - `SessionAttributes` (type): type SessionAttributes = { label?: string; mode?: string; visibility?: SessionVisibility; joinCode?: string; tags?: string[]; } — ⚠ undocumented
370
370
  - `SessionVisibility` (type): type SessionVisibility = "public" | "private" — ⚠ undocumented
371
371
  - `ToServerListingOptions` (type): type ToServerListingOptions = { includeJoinCode?: boolean; } — ⚠ undocumented
372
372
  - `WorldChunkRecord` (type): type WorldChunkRecord = { serverId: string; chunkKey: string; snapshot: RuntimeChunkRow; updatedAt: number; } — ⚠ undocumented
373
+ - `isSnapshotClean` (function): function isSnapshotClean(snapshot: GameRuntimeSnapshot): boolean — True when a snapshot carries no unwritten mutation — nothing for a persist to do.
373
374
 
374
375
  ## @jgengine/core/runtime/hostPolicy
375
376
 
377
+ - `JG_MAX_MEMBERS_PER_SERVER` (const): const JG_MAX_MEMBERS_PER_SERVER: 256 — Hard ceiling on `slotsPerServer` for a single hosted server row.
378
+ - `JoinCandidate` (type): type JoinCandidate = { memberUserIds: readonly string[]; slotsPerServer: number; visibility?: SessionVisibility | undefined; createdAt: number; } — A row `selectJoinTarget` can choose between — the matchmaking-relevant fields of a server record.
379
+ - `JoinTarget` (type): type JoinTarget<T extends JoinCandidate> = | { kind: "join"; row: T } | { kind: "create" } | { kind: "refuse"; reason: string } — What a join should do with the candidate rows it found.
380
+ - `MatchmakingMode` (type): type MatchmakingMode = "auto" | "singleton" — How auto-match behaves when no `serverId` is supplied.
376
381
  - `canJoinPrivateServer` (function): function canJoinPrivateServer(args: { isMember: boolean; joinCode: string | undefined; suppliedCode: string | undefined; }): boolean — Private-server join-code gate. Existing members always pass; non-members must present a matching `joinCode` (loose-normalized via {@link normalizeJoinCode}). Callers still decide whether the server is private — this only answers the code/membership half.
377
382
  - `isAutoJoinCandidate` (function): function isAutoJoinCandidate(args: { memberUserIds: readonly string[]; slotsPerServer: number; visibility: SessionVisibility | undefined; userId: string; }): boolean — Auto-match candidate when no `serverId` is supplied: already a member, or a public room with free capacity. Private rooms are never auto-picked (join-by-code / direct id only).
378
383
  - `isListablePublicly` (function): function isListablePublicly(visibility: SessionVisibility | undefined): boolean — True when a server's `visibility` should surface in public listings / browse results.
379
384
  - `isPrivateJoinBlocked` (function): function isPrivateJoinBlocked(args: { visibility: SessionVisibility | undefined; memberUserIds: readonly string[]; userId: string; joinCode: string | undefined; suppliedCode: string | undefined; }): boolean — Whether a private-visibility server blocks this join (non-member without a matching code). Public / undefined visibility never blocks.
380
385
  - `isServerFull` (function): function isServerFull(memberUserIds: readonly string[], slotsPerServer: number, userId: string): boolean — True when the server has no free slots for a non-member. Existing members never count as "full" so rejoin/leave cycles keep working.
381
386
  - `isServerMember` (function): function isServerMember(memberUserIds: readonly string[], userId: string): boolean — Whether `userId` is already on the server's member roster.
387
+ - `selectJoinTarget` (function): function selectJoinTarget<T extends JoinCandidate>(rows: readonly T[], args: { userId: string; mode?: MatchmakingMode; /** Capacity to judge rows against — the host's current option, when it supersedes the stored value. */ slotsPerServer?: number; }): JoinTarget<T> — Resolve an auto-match join against the game's joinable rows under a {@link MatchmakingMode}. Reach for it instead of hand-rolling the "find a room with space, else make one" scan, which is where a singleton world silently shards into per-player copies.
382
388
  - `statusAfterLeave` (function): function statusAfterLeave(remainingMemberCount: number, currentStatus: GameServerStatus): GameServerStatus — Status after a leave: empty rooms reopen; non-empty rooms keep their current status.
389
+ - `validateSlotsPerServer` (function): function validateSlotsPerServer(slotsPerServer: number): { ok: true } | { ok: false; reason: string } — Whether a `slotsPerServer` value is a capacity a single hosted server row can actually hold.
383
390
  - `withJoinedMember` (function): function withJoinedMember(memberUserIds: readonly string[], userId: string): string[] — Roster after a successful join: unchanged when already a member, else appended.
384
391
  - `withoutMember` (function): function withoutMember(memberUserIds: readonly string[], userId: string): string[] — Roster after a leave: `userId` removed; order of remaining members preserved.
385
392
 
@@ -495,6 +502,20 @@
495
502
  - `WorldHostConnection` (interface): interface WorldHostConnection — One client's link on the host side: routes its upstream frames into the shared session, pushes it sync frames.
496
503
  - `WorldServerFrame` (type): type WorldServerFrame = | { t: "baseline"; revision: number; snapshot: WorldSnapshot } | { t: "diff"; diff: WorldDiff } — Host→client frame: the full baseline a joiner needs, then per-tick diffs. What a transport marshals downstream.
497
504
 
505
+ ## @jgengine/core/runtime/worldChunks
506
+
507
+ - `ChunkCoord` (type): type ChunkCoord = { cx: number; cz: number } — Integer cell coordinates of a chunk on the ground plane.
508
+ - `DEFAULT_CHUNK_SIZE` (const): const DEFAULT_CHUNK_SIZE: 64 — Default edge length, in world units, of one persisted world chunk.
509
+ - `chunkCoordAt` (function): function chunkCoordAt(position: readonly [number, number, number], size: number = DEFAULT_CHUNK_SIZE): ChunkCoord — Chunk coordinates containing a world position at `size` units per cell.
510
+ - `chunkKeyAt` (function): function chunkKeyAt(position: readonly [number, number, number], size: number = DEFAULT_CHUNK_SIZE): string — Chunk key containing a world position at `size` units per cell.
511
+ - `chunkKeyOf` (function): function chunkKeyOf(coord: ChunkCoord): string — Chunk key for a cell — the canonical `"cx,cz"` string a `jgWorldChunks` row is stored under. Games used to invent this mapping each time, which made two systems in one game disagree about which row a position belongs to.
512
+ - `chunkKeysInRadius` (function): function chunkKeysInRadius(center: readonly [number, number, number], radius: number, size: number = DEFAULT_CHUNK_SIZE): string[] — Every chunk key whose cell intersects a radius around a world position — the key list a viewer's bounded hydration or client chunk query asks for, instead of loading a whole world.
513
+ - `createEmptyChunkRow` (function): function createEmptyChunkRow(chunkKey: string): RuntimeChunkRow — An empty chunk row for `chunkKey` — the starting value for a cell nothing has been placed in yet.
514
+ - `deleteChunk` (function): function deleteChunk(snapshot: GameRuntimeSnapshot, chunkKey: string): GameRuntimeSnapshot — Drop a chunk from a snapshot and mark the key dirty so the host deletes its stored row.
515
+ - `parseChunkKey` (function): function parseChunkKey(key: string): ChunkCoord | null — Parse a `chunkKeyOf` string back to coordinates; `null` for anything not in that form.
516
+ - `setChunk` (function): function setChunk(snapshot: GameRuntimeSnapshot, chunkKey: string, chunk: RuntimeChunkRow): GameRuntimeSnapshot — Write a chunk into a snapshot and mark it dirty, so the next persist actually stores it. The engine never writes `dirty.chunks` for a raw `snapshot.chunks[key] = …` assignment, so a command that mutated the map by hand silently never saved that chunk.
517
+ - `updateChunk` (function): function updateChunk(snapshot: GameRuntimeSnapshot, chunkKey: string, update: (chunk: RuntimeChunkRow) => RuntimeChunkRow): GameRuntimeSnapshot — Read-modify-write a chunk (creating it empty when absent), marking it dirty.
518
+
498
519
  ## @jgengine/core/runtime/worldMirror
499
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500
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  - `WorldMirror` (interface): interface WorldMirror — The client end of host-authoritative replication: folds a host's baseline + {@link WorldDiff} stream onto a local {@link GameContext}. It keeps the last full {@link WorldSnapshot}, advances it with each diff, and pushes the result through `ctx.hydrate` — so the client mirrors exactly the subsystems its own game opted into and silently ignores host modules it lacks. This is the inverse of a {@link HostedWorldSession}; the transport in between (loopback, ws, Convex) is irrelevant.
@@ -48,6 +48,10 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
48
48
 
49
49
  - `canJoinPrivateServer` (function) · `import { canJoinPrivateServer } from "@jgengine/core/runtime/hostPolicy"`
50
50
 
51
+ ## host-join-target — choose or refuse an auto-matched server under a matchmaking mode
52
+
53
+ - `selectJoinTarget` (function) · `import { selectJoinTarget } from "@jgengine/core/runtime/hostPolicy"`
54
+
51
55
  ## host-listing-filter — exclude private sessions from public browse results
52
56
 
53
57
  - `isListablePublicly` (function) · `import { isListablePublicly } from "@jgengine/core/runtime/hostPolicy"`
@@ -146,6 +150,14 @@ Reach for these before hand-rolling. Each row is *the thing you need* → *the p
146
150
 
147
151
  - `defineStore` (function) · `import { defineStore } from "@jgengine/shell/gameKit"`
148
152
 
153
+ ## world-chunk-key — map world positions to persisted chunk keys at a declared cell size
154
+
155
+ - `chunkKeyOf` (function) · `import { chunkKeyOf } from "@jgengine/core/runtime/worldChunks"`
156
+
157
+ ## world-chunk-write — mutate a snapshot's chunk and have the host persist it
158
+
159
+ - `setChunk` (function) · `import { setChunk } from "@jgengine/core/runtime/worldChunks"`
160
+
149
161
  ## world-convergence — derive environment coordinate content from the scene document
150
162
 
151
163
  - `environmentContentFromDocument` (function) · `import { environmentContentFromDocument } from "@jgengine/shell/gameKit"`
@@ -14,17 +14,22 @@
14
14
  - `ConvexSaveBackendOptions` (interface): interface ConvexSaveBackendOptions — Config for {@link createConvexSaveBackend} — the Convex client, optional function refs (defaults to the `saves.*` convention), and an optional key `namespace`.
15
15
  - `ConvexSaveFunctions` (interface): interface ConvexSaveFunctions — The three Convex functions a save backend calls — a `query` that returns the stored string (or `null`) and two `mutation`s. Point them at your app's own module, or lean on the default `saves.*` convention.
16
16
  - `DEFAULT_CONVEX_POSE_RULES` (const): const DEFAULT_CONVEX_POSE_RULES: PoseSyncRules — ⚠ undocumented
17
- - `GameServerHelpers` (type): type GameServerHelpers = { loadSnapshot: (ctx: JGMutationCtx, serverId: string) => Promise<LoadedServerSnapshot | null>; applyCommand: (args: { gameId: string; loadedRevision: number; currentRevision: number; snapshot: GameRuntimeSnapshot; actorUserId: string; command: string; input: unknown; }) => … — The plain-function half of {@link createGameServerFunctions}, bound to the same runtime registry and auth mode as its mutations. Reach for it when a host mutation must pair snapshot work with its own table writes in one transaction, which a pre-registered mutation cannot do.
17
+ - `DEFAULT_MAX_SERVERS_PER_TICK` (const): const DEFAULT_MAX_SERVERS_PER_TICK: 32 — How many running servers one `tickActiveServers` transaction may hydrate, tick, and persist.
18
+ - `GameServerHelpers` (type): type GameServerHelpers = { loadSnapshot: ( ctx: JGMutationCtx, serverId: string, scope?: LoadSnapshotScope, ) => Promise<LoadedServerSnapshot | null>; applyCommand: (args: { gameId: string; loadedRevision: number; currentRevision: number; snapshot: GameRuntimeSnapshot; actorUserId: string; command: … — The plain-function half of {@link createGameServerFunctions}, bound to the same runtime registry and auth mode as its mutations. Reach for it when a host mutation must pair snapshot work with its own table writes in one transaction, which a pre-registered mutation cannot do.
18
19
  - `HostedGameConfig` (interface): interface HostedGameConfig — One game the hosted path can serve, bound per `gameId`: its definition plus content lookup.
19
20
  - `HostedWorldInvocation` (interface): interface HostedWorldInvocation<T> — Everything one stateless invocation reconstructs a hosted world from: the persisted record via `store`, plus the member roster and held inputs the snapshot doesn't carry, and the op to apply to the fresh session.
20
21
  - `HostedWorldOutcome` (interface): interface HostedWorldOutcome<T> — What one stateless invocation produced: the op's value, the resulting revision, whether the world changed (and was saved back), and the post-op roster.
21
22
  - `JGDataModel` (type): type JGDataModel = DataModelFromSchemaDefinition<typeof schemaForTypes> — Data model of the {@link jgengineTables} schema — the shape a host's own Convex ctx must satisfy to call the exported persistence helpers.
22
23
  - `JGMutationCtx` (type): type JGMutationCtx = GenericMutationCtx<JGDataModel> — Mutation ctx accepted by {@link loadServerSnapshot} / {@link persistServerSnapshot}.
23
24
  - `JG_HOSTED_TICK_MS` (const): const JG_HOSTED_TICK_MS: 1000 — Default minimum elapsed ms before `tickHostedWorlds` advances a world — override via the factory's `tickMs`.
25
+ - `JG_MAX_MEMBERS_PER_SERVER` (const): const JG_MAX_MEMBERS_PER_SERVER: 256 — Hard ceiling on `slotsPerServer` for a single hosted server row.
24
26
  - `JG_RUNTIME_TICK_MS` (const): const JG_RUNTIME_TICK_MS: 1000 — ⚠ undocumented
25
27
  - `JgAuthMode` (type): type JgAuthMode = "anonymous" | "required" — ⚠ undocumented
26
28
  - `JgCronSpec` (type): type JgCronSpec = { name: string; intervalSeconds: number; functionKey: "tickActiveServers" | "flushDirtyServers"; } — ⚠ undocumented
29
+ - `LoadSnapshotScope` (type): type LoadSnapshotScope = { /** Member ids to hydrate; omit for the whole roster. */ players?: readonly string[]; /** Chunk keys to hydrate; omit for every chunk of the server, `[]` for none. */ chunkKeys?: readonly string[]; } — How much of a server to hydrate. Both fields default to "everything", which is a document read per member plus one per chunk — the cost that makes a large shared world unaffordable per mutation. Narrow them when the caller knows what it will touch: a command that only moves the actor's own state needs `players: [actorUserId]`, and a spatial edit needs only the chunk keys it writes (`chunkKeysInRadius` from `@jgengine/core/runtime/worldChunks`).
27
30
  - `LoadedServerSnapshot` (type): type LoadedServerSnapshot = { server: ServerDoc; runtime: GameRuntime; snapshot: GameRuntimeSnapshot; } — A server resolved for runtime work: its row, its registered runtime, and its hydrated snapshot.
31
+ - `MAX_CHUNKS_PER_QUERY` (const): const MAX_CHUNKS_PER_QUERY: 64 — How many chunk rows one `getChunks` call may return.
32
+ - `MatchmakingMode` (type): type MatchmakingMode = "auto" | "singleton" — How auto-match behaves when no `serverId` is supplied.
28
33
  - `REVISION_CONFLICT_REASON` (const): const REVISION_CONFLICT_REASON: "Revision conflict" — ⚠ undocumented
29
34
  - `RunCommandArgs` (type): type RunCommandArgs = { serverId: string; command: string; input: unknown; externalId?: string; } — Arguments of the `runCommand` mutation, and of the equivalent {@link GameServerHelpers.runCommand} helper.
30
35
  - `RunCommandOutcome` (type): type RunCommandOutcome = { ok: true } | { ok: false; reason: string } — Outcome of a runtime command: applied, or refused with a reason (unknown server, non-member, validation, revision conflict).
@@ -43,10 +48,11 @@
43
48
  - `defaultConvexGameApi` (function): function defaultConvexGameApi(): ConvexGameApi — ⚠ undocumented
44
49
  - `defaultConvexSaveFunctions` (function): function defaultConvexSaveFunctions(): ConvexSaveFunctions — Default `saves.read` / `saves.write` / `saves.remove` refs for apps that follow the convention — pass your own `functions` to override.
45
50
  - `isListablePublicly` (function): function isListablePublicly(visibility: SessionVisibility | undefined): boolean — True when a server's `visibility` should surface in public listings / browse results.
46
- - `loadServerSnapshot` (function): function loadServerSnapshot(ctx: JGMutationCtx, server: ServerDoc, runtime: GameRuntime): Promise<GameRuntimeSnapshot> — Hydrate a server's `GameRuntimeSnapshot` from its row, its members' profiles, and its world chunks. Reach for it when writing your own mutation that must read runtime state before touching host tables.
47
- - `persistServerSnapshot` (function): function persistServerSnapshot(ctx: JGMutationCtx, server: ServerDoc, snapshot: GameRuntimeSnapshot, save: SaveConfig): Promise<void> — Write a snapshot back: server row, dirty player profiles, dirty chunks, and drained leaderboard increments, all under `save`. Pair it with your own table writes to keep both in one transaction.
51
+ - `loadServerSnapshot` (function): function loadServerSnapshot(ctx: JGMutationCtx, server: ServerDoc, runtime: GameRuntime, scope?: LoadSnapshotScope): Promise<GameRuntimeSnapshot> — Hydrate a server's `GameRuntimeSnapshot` from its row, its members' profiles, and its world chunks. Reach for it when writing your own mutation that must read runtime state before touching host tables. Pass a {@link LoadSnapshotScope} to bound the read instead of loading the whole world.
52
+ - `persistServerSnapshot` (function): function persistServerSnapshot(ctx: JGMutationCtx, server: ServerDoc, snapshot: GameRuntimeSnapshot, save: SaveConfig): Promise<boolean> — Write a snapshot back: server row, dirty player profiles, dirty chunks, and drained leaderboard increments, all under `save`. Pair it with your own table writes to keep both in one transaction.
48
53
  - `randomConvexPlayerId` (function): function randomConvexPlayerId(): string — ⚠ undocumented
49
54
  - `resolveConvexMultiplayer` (function): function resolveConvexMultiplayer(args: { game: GameDefinition; gameId: string; url?: string; client?: ConvexReactClient; api?: ConvexGameApi; userId?: string; force?: boolean; feedActions?: string[]; poseTuning?: PoseSyncTuning; }): MultiplayerSession | null — ⚠ undocumented
55
+ - `validateSlotsPerServer` (function): function validateSlotsPerServer(slotsPerServer: number): { ok: true; } | { ok: false; reason: string; } — Whether a `slotsPerServer` value is a capacity a single hosted server row can actually hold.
50
56
  - `watchConvexQuery` (function): function watchConvexQuery<TArgs extends DefaultFunctionArgs, TResult, TView>(client: ConvexReactClient, query: FunctionReference<"query", "public", TArgs, TResult>, args: TArgs, toView: (result: TResult) => TView, onChange: (view: TView) => void): () => void — ⚠ undocumented
51
57
 
52
58
  ## @jgengine/convex/convexChatTransport
@@ -105,20 +111,26 @@
105
111
  ## @jgengine/convex/server
106
112
 
107
113
  - `DEFAULT_CONVEX_POSE_RULES` (const): const DEFAULT_CONVEX_POSE_RULES: PoseSyncRules — ⚠ undocumented
108
- - `GameServerHelpers` (type): type GameServerHelpers = { loadSnapshot: (ctx: JGMutationCtx, serverId: string) => Promise<LoadedServerSnapshot | null>; applyCommand: (args: { gameId: string; loadedRevision: number; currentRevision: number; snapshot: GameRuntimeSnapshot; actorUserId: string; command: string; input: unknown; }) => … — The plain-function half of {@link createGameServerFunctions}, bound to the same runtime registry and auth mode as its mutations. Reach for it when a host mutation must pair snapshot work with its own table writes in one transaction, which a pre-registered mutation cannot do.
114
+ - `DEFAULT_MAX_SERVERS_PER_TICK` (const): const DEFAULT_MAX_SERVERS_PER_TICK: 32 — How many running servers one `tickActiveServers` transaction may hydrate, tick, and persist.
115
+ - `GameServerHelpers` (type): type GameServerHelpers = { loadSnapshot: ( ctx: JGMutationCtx, serverId: string, scope?: LoadSnapshotScope, ) => Promise<LoadedServerSnapshot | null>; applyCommand: (args: { gameId: string; loadedRevision: number; currentRevision: number; snapshot: GameRuntimeSnapshot; actorUserId: string; command: … — The plain-function half of {@link createGameServerFunctions}, bound to the same runtime registry and auth mode as its mutations. Reach for it when a host mutation must pair snapshot work with its own table writes in one transaction, which a pre-registered mutation cannot do.
109
116
  - `JGDataModel` (type): type JGDataModel = DataModelFromSchemaDefinition<typeof schemaForTypes> — Data model of the {@link jgengineTables} schema — the shape a host's own Convex ctx must satisfy to call the exported persistence helpers.
110
117
  - `JGMutationCtx` (type): type JGMutationCtx = GenericMutationCtx<JGDataModel> — Mutation ctx accepted by {@link loadServerSnapshot} / {@link persistServerSnapshot}.
118
+ - `JG_MAX_MEMBERS_PER_SERVER` (const): const JG_MAX_MEMBERS_PER_SERVER: 256 — Hard ceiling on `slotsPerServer` for a single hosted server row.
111
119
  - `JG_RUNTIME_TICK_MS` (const): const JG_RUNTIME_TICK_MS: 1000 — ⚠ undocumented
112
120
  - `JgAuthMode` (type): type JgAuthMode = "anonymous" | "required" — ⚠ undocumented
113
121
  - `JgCronSpec` (type): type JgCronSpec = { name: string; intervalSeconds: number; functionKey: "tickActiveServers" | "flushDirtyServers"; } — ⚠ undocumented
122
+ - `LoadSnapshotScope` (type): type LoadSnapshotScope = { /** Member ids to hydrate; omit for the whole roster. */ players?: readonly string[]; /** Chunk keys to hydrate; omit for every chunk of the server, `[]` for none. */ chunkKeys?: readonly string[]; } — How much of a server to hydrate. Both fields default to "everything", which is a document read per member plus one per chunk — the cost that makes a large shared world unaffordable per mutation. Narrow them when the caller knows what it will touch: a command that only moves the actor's own state needs `players: [actorUserId]`, and a spatial edit needs only the chunk keys it writes (`chunkKeysInRadius` from `@jgengine/core/runtime/worldChunks`).
114
123
  - `LoadedServerSnapshot` (type): type LoadedServerSnapshot = { server: ServerDoc; runtime: GameRuntime; snapshot: GameRuntimeSnapshot; } — A server resolved for runtime work: its row, its registered runtime, and its hydrated snapshot.
124
+ - `MAX_CHUNKS_PER_QUERY` (const): const MAX_CHUNKS_PER_QUERY: 64 — How many chunk rows one `getChunks` call may return.
125
+ - `MatchmakingMode` (type): type MatchmakingMode = "auto" | "singleton" — How auto-match behaves when no `serverId` is supplied.
115
126
  - `RunCommandArgs` (type): type RunCommandArgs = { serverId: string; command: string; input: unknown; externalId?: string; } — Arguments of the `runCommand` mutation, and of the equivalent {@link GameServerHelpers.runCommand} helper.
116
127
  - `RunCommandOutcome` (type): type RunCommandOutcome = { ok: true } | { ok: false; reason: string } — Outcome of a runtime command: applied, or refused with a reason (unknown server, non-member, validation, revision conflict).
117
128
  - `ServerDoc` (type): type ServerDoc = DocumentByName<JGDataModel, "jgGameServers"> — A `jgGameServers` row — the server handle the persistence helpers load from and write back to.
118
129
  - `canJoinPrivateServer` (function): function canJoinPrivateServer(args: { isMember: boolean; joinCode: string | undefined; suppliedCode: string | undefined; }): boolean — Private-server join-code gate. Existing members always pass; non-members must present a matching `joinCode` (loose-normalized via {@link normalizeJoinCode}). Callers still decide whether the server is private — this only answers the code/membership half.
119
130
  - `isListablePublicly` (function): function isListablePublicly(visibility: SessionVisibility | undefined): boolean — True when a server's `visibility` should surface in public listings / browse results.
120
- - `loadServerSnapshot` (function): function loadServerSnapshot(ctx: JGMutationCtx, server: ServerDoc, runtime: GameRuntime): Promise<GameRuntimeSnapshot> — Hydrate a server's `GameRuntimeSnapshot` from its row, its members' profiles, and its world chunks. Reach for it when writing your own mutation that must read runtime state before touching host tables.
121
- - `persistServerSnapshot` (function): function persistServerSnapshot(ctx: JGMutationCtx, server: ServerDoc, snapshot: GameRuntimeSnapshot, save: SaveConfig): Promise<void> — Write a snapshot back: server row, dirty player profiles, dirty chunks, and drained leaderboard increments, all under `save`. Pair it with your own table writes to keep both in one transaction.
131
+ - `loadServerSnapshot` (function): function loadServerSnapshot(ctx: JGMutationCtx, server: ServerDoc, runtime: GameRuntime, scope?: LoadSnapshotScope): Promise<GameRuntimeSnapshot> — Hydrate a server's `GameRuntimeSnapshot` from its row, its members' profiles, and its world chunks. Reach for it when writing your own mutation that must read runtime state before touching host tables. Pass a {@link LoadSnapshotScope} to bound the read instead of loading the whole world.
132
+ - `persistServerSnapshot` (function): function persistServerSnapshot(ctx: JGMutationCtx, server: ServerDoc, snapshot: GameRuntimeSnapshot, save: SaveConfig): Promise<boolean> — Write a snapshot back: server row, dirty player profiles, dirty chunks, and drained leaderboard increments, all under `save`. Pair it with your own table writes to keep both in one transaction.
133
+ - `validateSlotsPerServer` (function): function validateSlotsPerServer(slotsPerServer: number): { ok: true; } | { ok: false; reason: string; } — Whether a `slotsPerServer` value is a capacity a single hosted server row can actually hold.
122
134
 
123
135
  ## @jgengine/core/multiplayer
124
136
 
@@ -35,6 +35,12 @@ A synced pose (`@jgengine/ws/protocol`'s `WsPose`/`WsPresenceRow`) carries an op
35
35
 
36
36
  **Server side** — `@jgengine/convex/server` ships an entire authoritative Convex backend as factories, not a template to copy: `jgengineTables()` (schema spread), `createGameServerFunctions({ runtimes?, auth? })`, `createLeaderboardFunctions({ auth? })`, `createPresenceFunctions({ auth?, freshWindowMs? })`, `createChatFunctions({ auth?, historyLimit?, maxBodyLength?, minIntervalMs? })`, and `jgengineCronSpecs()` (tick/flush interval metadata for a `crons.ts`). A consumer's `convex/` directory is ~25 lines: `schema.ts` (`defineSchema({ ...jgengineTables() })`), four one-line re-export files (`runtime.ts`, `leaderboard.ts`, `presence.ts`, `chat.ts`, each just calling its factory), and `crons.ts` registering the tick (1s) + flush (60s) internal mutations — see `examples/convex-host` for the reference shape. No game-specific code lives there; any JGengine game can point at the same deployment. Games without a registered `GameRuntime` fall back to a no-save runtime that only understands `engine.ping`; pass `createGameServerFunctions({ runtimes: [createGameRuntime({ gameId, commands, loop, save })] })` to make `runCommand` / tick / save actually do something. When a host mutation must pair snapshot work with its own table writes in one transaction, use the factory's `helpers` (`loadSnapshot`, `applyCommand`, `persistSnapshot`, `runCommand` — same registry and auth mode) or the standalone `loadServerSnapshot` / `persistServerSnapshot` exports.
37
37
 
38
+ **How big a hosted world gets.** One server is one Convex document holding the world row, the roster, and every member's session state, so member count is a per-transaction cost. `slotsPerServer` is capped at `JG_MAX_MEMBERS_PER_SERVER` (256) and `createGameServerFunctions` throws at wiring time on anything larger — a bigger number was never a bigger world, just a document that overflows later. World geometry that outgrows one row goes in `jgWorldChunks`: hydrate by key (`loadServerSnapshot(ctx, server, runtime, { players, chunkKeys })`), read from clients with the generated `getChunks`, and key cells with `chunkKeyAt` / `chunkKeysInRadius` from `@jgengine/core/runtime/worldChunks`. Mutate chunks through `setChunk` / `updateChunk` / `deleteChunk` — a raw `snapshot.chunks[key] = …` is never marked dirty and never persists.
39
+
40
+ **What the host does per second.** The tick cron sweeps only games whose runtime declares `loop.onTick`, at most `maxServersPerTick` (default 32) servers per transaction, oldest anchor first; a game with no tick hook costs nothing while idle. A persist that would change nothing writes nothing, so an idle world stops re-pushing itself to every subscriber once a second. Subscribe lobby UI to `getServerMeta` (status, member count, revision) rather than `getServer`, whose payload is the whole world, and set `replication: { aoiRadius }` so `entities`, `stats`, and `objects` all cull to each viewer.
41
+
42
+ **One shared world.** `createGameServerFunctions({ matchmaking: "singleton" })` makes auto-match always target the existing world and refuse a join past capacity, instead of quietly creating a second world the player would be alone in. `joinServer` also reconciles a stored `slotsPerServer`/`save` that has drifted from the host options, so raising the option takes effect on worlds that already exist. Auto-match relies on Convex OCC to resolve two concurrent first-joins (the loser's read set is invalidated and its mutation retries); a non-Convex `HostPersistence` must supply that guarantee itself.
43
+
38
44
  Auth defaults to `"anonymous"` (`JgAuthMode`) on every factory — the client's `externalId` is trusted as claimed, fine for local dev but spoofable. Pass `{ auth: "required" }` to every factory for production; the resolved actor becomes `ctx.auth.getUserIdentity()`'s `subject` and `externalId` is only cross-checked against it, never trusted alone.
39
45
 
40
46
  **Flip a game online, step by step:** (1) add `multiplayer: convexPresence({ topology: "shared" })` to `game.config.ts` (any game with that adapter) — or `convex({ topology: "shared", authority: "server" })` for a genuinely shared sim, see `examples/HOSTED.md`; (2) stand up a Convex deployment — `bunx convex dev` inside `examples/convex-host` codegens `convex/_generated/` and prints the dev URL; (3) run the client with `VITE_CONVEX_URL=<url>` (env or `.env.local`) — `apps/dev/src/main.tsx` reads it and forces `resolveConvexMultiplayer`. No Convex Cloud account is required: `examples/convex-host/docker-compose.yml` runs the open-source backend (FSL-1.1-Apache-2.0) locally or on any Docker host (Fly.io/Railway templates upstream; Vercel can host only the game client, never the backend) — set `CONVEX_SELF_HOSTED_URL` + `CONVEX_SELF_HOSTED_ADMIN_KEY` in `.env.local` and the same `bunx convex dev` deploys there with full parity (crons, scheduling, file storage). The ws path is the same shape: `multiplayer: wsPresence({ topology })`, a `@jgengine/node` host (`createGameHost` + `createGameWsServer`), and `VITE_JG_WS_URL` forcing `resolveShellMultiplayer`.