games.cavu.subscribeSession
Bidirectional game session. Server->client messages are below; client->server frames are games.cavu.clientFrame.
Details · subscription
| Kind | subscription |
|---|---|
| Authority | cavu.games |
| Indexed |
Subscription
subscription · WebSocketParameters
query stringMessages
DAG-CBOR frames#world
objectThis viewer's projections of the entities that changed since its last #world frame. The first frame on a connection is a reset (every entity it can see). Never contains other players' secrets.
Errors
UnknownGame
No description in schema.
InvalidJoin
No description in schema.
RoomInitFailed
No description in schema.
ReduceFailed
No description in schema.
InvalidFrame
No description in schema.
UnknownFrame
No description in schema.
#world
objectThis viewer's projections of the entities that changed since its last #world frame. The first frame on a connection is a reset (every entity it can see). Never contains other players' secrets.
Properties
Highest intent seq from this viewer that the world reflects.
minimum: 0
Entities gone, or no longer visible to this viewer.
reset
booleanReplace the whole mirror with `set` (the connection's first frame).
Map of entity id to its projection: { id, kind, parent?, children, ...fields } (typed by the game).
Similar lexicons
semantic matchLexicons whose schemas describe something close to this one. Check them before publishing a new one that overlaps.
-
games.cavu.clientFrame
objectFrames a client sends up the games.cavu.subscribeSession socket (DAG-CBOR event-stream framing: header {op:1, t:'#join'|'#intent'|'#ping'} + body).
-
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.