games.cavu.tier-madness.subscribeGame
A 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.
Details · subscription
| Kind | subscription |
|---|---|
| Authority | tier-madness.cavu.games |
| Indexed |
Subscription
subscription · WebSocketParameters
query stringMessages
DAG-CBOR framesErrors
GameNotFound
No description in schema.
AuthRequired
No description in schema.
BadFrame
No description in schema.
IllegalAction
No description in schema.
RateLimited
No description in schema.
GameStarted
No description in schema.
WriteFailed
Couldn't record the move in the player's PDS; it wasn't applied.
#created
objectReply to #create: the join code to share, and what goes in the host's games.cavu.tier-madness.lobby record.
#snapshot
objectProperties
Server time, ms since epoch.
minimum: 0
Similar lexicons
semantic matchLexicons whose schemas describe something close to this one. Check them before publishing a new one that overlaps.
-
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.clientFrame
objectFrames a client sends up the games.cavu.subscribeSession socket (DAG-CBOR event-stream framing: header {op:1, t:'#join'|'#intent'|'#ping'} + body).