games.cavu.clientFrame
Frames a client sends up the games.cavu.subscribeSession socket (DAG-CBOR event-stream framing: header {op:1, t:'#join'|'#intent'|'#ping'} + body).
Details · object
| Kind | object |
|---|---|
| Authority | cavu.games |
| Indexed |
Object
object#intent
objectA game intent. The host stamps `viewer` and `serverTime` before the game's reduce() sees it; any client-sent values for those are overwritten.
#join
objectEnter a game room. Rooms are chosen by the server for games that declare them (e.g. one room per UTC day).
#ping
objectProperties
Similar lexicons
semantic matchLexicons whose schemas describe something close to this one. Check them before publishing a new one that overlaps.
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Frames a client sends up the games.cavu.tier-madness.subscribeGame socket. Intents only: the server validates each, records it in the player's own PDS (secret move + public commitment), and only then applies it.
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games.cavu.subscribeSession
subscriptionBidirectional game session. Server->client messages are below; client->server frames are games.cavu.clientFrame.
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games.cavu.tier-madness.subscribeGame
subscriptionA game's live channel. The socket is bidirectional: the client sends games.cavu.tier-madness.clientFrame frames (#auth then #create/#join to play, or just #spectate to watch); the server sends a #snapshot of the game as that viewer may see it whenever it changes.