@jgengine/sql 0.10.0 → 0.12.0
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/CHANGELOG.md +39 -2
- package/LICENSE +203 -661
- package/README.md +1 -1
- package/dist/sqlPersistence.js +21 -18
- package/package.json +4 -4
- package/skills/jgengine/SKILL.md +54 -0
- package/skills/jgengine/api.md +527 -0
- package/skills/jgengine/capabilities.md +131 -0
- package/skills/jgengine/recipes/minimal-game.md +88 -0
- package/skills/jgengine-multiplayer/SKILL.md +47 -0
- package/skills/jgengine-multiplayer/api.md +620 -0
- package/skills/jgengine-multiplayer/capabilities.md +17 -0
- package/skills/jgengine-multiplayer/reference.md +71 -0
- package/llms.txt +0 -881
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<!-- GENERATED by scripts/gen-capability-index.ts — do not edit. Regenerate: bun run gen:capabilities -->
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# jgengine — capability index
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Reach for these before hand-rolling. Each row is *the thing you need* → *the primitive that already does it*.
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## authored-spawn — read spawn points and markers from the editor document
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- `authoredSpawnPosition` (function) · `import { authoredSpawnPosition } from "@jgengine/shell/gameKit"`
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## authored-triggers — schema'd on/action vocabulary on volumes and markers with runtime dispatch
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- `collectAuthoredTriggers` (function) · `import { collectAuthoredTriggers } from "@jgengine/shell/gameKit"`
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## collider-autofit — hitboxes and physical bodies fit each kind's rendered model bounds automatically — no hand-tuned sizes
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- `GameContextModels` (interface) · `import { GameContextModels } from "@jgengine/core/runtime/gameContext"`
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## define-game — single public game-authoring path — compose systems, world, presentation, and authored scene in one definition
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- `defineGame` (function) · `import { defineGame } from "@jgengine/shell/gameKit"`
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## define-system — composable game behavior — pure data + hooks the engine schedules; pass via `defineGame({ systems })`
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- `defineSystem` (function) · `import { defineSystem } from "@jgengine/shell/gameKit"`
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## editor-catalogs — Export typed gameplay catalogs for in-editor tuning.
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- `EditorCatalogDefinition` (interface) · `import { EditorCatalogDefinition } from "@jgengine/shell/gameKit"`
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## game-system — declare a composable capability with its own schedule and lifecycle
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- `SystemDefinition` (interface) · `import { SystemDefinition } from "@jgengine/shell/gameKit"`
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## headless-runner — play a real game loop with no renderer — tick, feed input, read the world snapshot
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- `HeadlessRunner` (interface) · `import { HeadlessRunner } from "@jgengine/core/runtime/headlessRunner"`
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## host-join-code-gate — membership-or-code gate for private hosted servers
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- `canJoinPrivateServer` (function) · `import { canJoinPrivateServer } from "@jgengine/core/runtime/hostPolicy"`
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## host-listing-filter — exclude private sessions from public browse results
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- `isListablePublicly` (function) · `import { isListablePublicly } from "@jgengine/core/runtime/hostPolicy"`
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## hud-canvas — the HUD root surface — design-resolution scaling plus live panel-placement editing (F2+C)
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- `HudCanvas` (function) · `import { HudCanvas } from "@jgengine/shell/gameKit"`
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## hud-clock — in-game time-of-day readout bound to the sim clock
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- `Clock` (function) · `import { Clock } from "@jgengine/shell/gameKit"`
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## hud-coins — currency counter widget bound to a currency id
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- `Coins` (function) · `import { Coins } from "@jgengine/shell/gameKit"`
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## hud-hotbar — optional inventory hotbar building block — games own slot chrome
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- `Hotbar` (function) · `import { Hotbar } from "@jgengine/shell/gameKit"`
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## hud-layout — persistent, live-editable HUD panel layout state for `HudCanvas`
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- `useHudLayout` (function) · `import { useHudLayout } from "@jgengine/shell/gameKit"`
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## hud-panel — anchored HUD slot — drop any widget in a named, player-movable panel
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- `HudPanel` (function) · `import { HudPanel } from "@jgengine/shell/gameKit"`
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## hud-stat-bar — optional stat-bound bar building block (health, mana, stamina) — prefer game-owned chrome
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- `StatBar` (function) · `import { StatBar } from "@jgengine/shell/gameKit"`
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## loot-table — validate a loot table definition for use with the registry
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- `lootTable` (function) · `import { lootTable } from "@jgengine/core/authoring"`
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## mount-game — mount a defined game in the browser — `<GameHost playable={game} editor={() => import("@jgengine/editor")} />`
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- `GameHost` (function) · `import { GameHost } from "@jgengine/shell/gameKit"`
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## multiplayer-offline — explicit solo adapter — omit `multiplayer` instead; offline is the shell default
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- `offline` (function) · `import { offline } from "@jgengine/shell/gameKit"`
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## multiplayer-p2p — serverless co-op over WebRTC — `multiplayer: p2p({ room })`
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- `p2p` (function) · `import { p2p } from "@jgengine/core/runtime/adapter"`
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## multiplayer-ws — server-hosted shared world over WebSocket — `multiplayer: ws({ authority: "server" })`
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- `ws` (function) · `import { ws } from "@jgengine/core/runtime/adapter"`
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## render-fallback-diagnostics — Enable/disable the dev-only placeholder-fallback probe.
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- `armFallbackSeams` (function) · `import { armFallbackSeams } from "@jgengine/core/devtools/fallbackSeams"`
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- `fallbackSeamsSnapshot` (function) · `import { fallbackSeamsSnapshot } from "@jgengine/core/devtools/fallbackSeams"`
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- `reportFallbackSeam` (function) · `import { reportFallbackSeam } from "@jgengine/core/devtools/fallbackSeams"`
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## runtime-save — save/load the whole game world through a pluggable backend, autosave or save points
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- `createRuntimeSave` (function) · `import { createRuntimeSave } from "@jgengine/core/runtime/runtimeSave"`
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## scene-ownership — audit a whole ownership manifest for boundary violations
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- `auditManifest` (function) · `import { auditManifest } from "@jgengine/core/authoring"`
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- `classifyOwnership` (function) · `import { classifyOwnership } from "@jgengine/core/authoring"`
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- `collectOwnershipDiagnostics` (function) · `import { collectOwnershipDiagnostics } from "@jgengine/core/authoring"`
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- `isSceneOwnershipManifest` (function) · `import { isSceneOwnershipManifest } from "@jgengine/core/authoring"`
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- `ownershipKey` (function) · `import { ownershipKey } from "@jgengine/core/authoring"`
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## seeded-random — injected deterministic randomness for game logic — never `Math.random` in a simulation
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- `seededRng` (function) · `import { seededRng } from "@jgengine/shell/gameKit"`
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## typed-keyed-store — a cast-free typed handle onto a per-owner keyed family of reactive game-store slots, replayable and host-authoritative
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- `defineKeyedStore` (function) · `import { defineKeyedStore } from "@jgengine/shell/gameKit"`
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## typed-store — a cast-free typed handle onto one reactive game-store slot, replayable and host-authoritative
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- `defineStore` (function) · `import { defineStore } from "@jgengine/shell/gameKit"`
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## world-convergence — derive environment coordinate content from the scene document
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- `environmentContentFromDocument` (function) · `import { environmentContentFromDocument } from "@jgengine/shell/gameKit"`
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## world-environment — compose editor/preset-derived outdoor dressing — terrain, weather, water, structures — into a legacy environment feature
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- `environment` (function) · `import { environment } from "@jgengine/shell/gameKit"`
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# Recipe — minimal game (scaffold → authored scene → win)
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**What this wires:** the default end-to-end path from nothing to a complete, genre-free
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walk/interact/win game: a scaffold, one `defineGame` config off the happy-path kit, an
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authored scene edited in the browser, one system, one store slot, an empty-canvas HUD,
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and a win condition. Every new game starts here; add combat, multiplayer, or deeper
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world features only after this loop plays.
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## 1. Scaffold
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`npx jgengine create <name>` (inside the engine monorepo: `bun run new:game "<id-or-title>"`).
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The file set is thin and already runs:
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- `src/main.tsx` — mounts `GameHost` with `editor={() => import("@jgengine/editor")}`; the
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host owns the F2+E / `?mode=editor` editor summon and the dev save endpoint.
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- `src/game.config.ts` — the whole game definition (below).
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- `src/editor.scene.json` + `src/editorLayers.ts` — the authored scene document, normalized
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with `normalizeEditorLayers`. All placement lives here, never as coordinates in code.
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- `src/loop.ts` and `src/game/ui/GameUI.tsx` — systems and HUD.
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## 2. Define the game — one import surface
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```ts
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// game.config.ts — everything below comes from the kit; deeper paths are for outgrowing it.
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import { defineGame } from "@jgengine/shell/gameKit";
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import { editorLayers } from "./editorLayers";
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import { GameUI } from "./game/ui/GameUI";
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import { onNewPlayer, systems } from "./loop";
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export const game = defineGame({
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name: "my-game",
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// Binding movement actions makes the shell drive the walk controller — the game walks day one.
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input: { moveForward: ["KeyW"], moveBack: ["KeyS"], moveLeft: ["KeyA"], moveRight: ["KeyD"], interact: ["KeyE"] },
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systems,
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loop: { onNewPlayer },
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GameUI,
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editorLayers, // the authored scene auto-mounts; the player spawns at its player_spawn marker
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});
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// Solo game: omit `multiplayer` entirely — offline is the shell default.
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```
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**World is optional and thin.** Omitting `world` is valid — a pure UI/rules game is not a
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spatial place. When the game *is* a place, declare only substrate + laws with `world()` from
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`@jgengine/core/world/place` (e.g. `{ id, ground: { mode: "flat", size: { x: Infinity, z: Infinity } }, physics: { gravity: -24 } }`,
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or `mode: "board"` for 2D). Never seed, sky, or vegetation in `world` — the engine renders its
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default sky until you author one in the editor, and foliage is editor scatter over the ground.
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```ts
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// loop.ts — one store slot for run state, one system for the rules tick.
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import { defineStore, defineSystem, authoredSpawnPosition, type GameContext } from "@jgengine/shell/gameKit";
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import { editorLayers } from "./editorLayers";
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export const run = defineStore("run", { collected: 0, won: false });
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export const systems = [
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defineSystem({
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id: "rules",
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tick: { type: "fixed" },
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update(ctx: GameContext) {
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// System-check win alternative: read/update `run` here (e.g. win at collected >= 3).
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if (run.read(ctx).collected >= 3) run.update(ctx, (s) => ({ ...s, won: true }));
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},
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}),
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];
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export function onNewPlayer(ctx: GameContext): void {
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ctx.scene.entity.spawn("player", { id: ctx.player.userId, position: authoredSpawnPosition(editorLayers) ?? [0, 0, 0] });
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}
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```
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`GameUI` starts as an empty `HudCanvas` (`useHudLayout` + `HudCanvas` from the kit). That is
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intentional: **every game owns its UI**. Write a short UI art direction, then build custom
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panels for this pitch — do not ship stock drop-in widgets (`StatBar`, `Hotbar`, `Coins`, glass
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frames) as the product face. Reach for engine pieces only as headless data, layout, or
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interaction models under game-owned chrome (see `jgengine-ui`).
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## 3. Author, play, win
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1. `bun dev`, then F2+E opens the editor on `editor.scene.json` — move the spawn, place
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props and trigger markers, Ctrl+S saves back to the document.
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2. The starter scene ships a goal marker with `{ on: "enter", action: "win" }` — walking
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into it wins with zero game code. Author more rules the same way (triggers in the
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editor), or read volumes yourself via the kit's `collectAuthoredTriggers(editorLayers)`.
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3. Prove it: `bun test` asserts the document (spawn, goal), and `jgengine-verify` covers
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screenshot and gameplay evidence before any "it works" claim.
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---
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name: jgengine-multiplayer
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description: Design authority, transport, replication, sessions, and host persistence.
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---
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# JGengine multiplayer
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## Do you need this skill at all?
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| Situation | Answer |
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| --- | --- |
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| Solo / single-player | Do not load this skill; omit `multiplayer` entirely — offline is the shell default |
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| Couch / same-screen play | Still solo — one client, no adapter |
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| Friends co-op, no server | `p2p({ room })` |
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| Hosted authoritative shared world | `ws({ authority: "server" })` + `@jgengine/node` host |
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| Presence/ghosts only | `wsPresence()` |
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| Cloud persistence | Convex adapters |
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## Ownership
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This skill owns network topology, authority, transports, sessions/presence, replication/projection, reconnect, hosted runners, and persistence adapters. Serializable game state and save semantics stay in `jgengine-gameplay`.
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Use [capabilities.md](capabilities.md) for intent-to-import discovery, [api.md](api.md) for signatures, and [reference.md](reference.md) for transport, host, projection, persistence, and deployment recipes.
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## Canonical workflow
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1. Choose authority and trust boundaries before transport.
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2. Keep commands/intents separate from authoritative state transitions.
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3. Define serializable snapshots/deltas and viewer-specific projection.
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4. Select a transport pipe and host adapter without changing game protocol.
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5. Add reconnect, idempotency, persistence cadence, and failure behavior.
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6. Test multiple clients, visibility boundaries, and restore/rejoin behavior.
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## Design rules
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- Protocol and state contracts live below concrete server/browser adapters.
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- Replication is bounded by rooms, interest, change detection, or projection—not global broadcast/full serialization.
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- Private state is filtered authoritatively; UI hiding is not security.
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- Persistence adapters accept structural interfaces and keep backend dependencies out of core.
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- Deterministic ids and commands make retries/reconnect safe.
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## Traps
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- Local loopback success does not prove authority or privacy.
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- Presence/chat/voice are session channels, not game-state ownership.
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- Do not couple a primitive to WebSocket, Convex, Postgres, or one deployment topology.
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+
- Reward allocation, inventory mutation, and progression policy remain gameplay/combat concerns.
|