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@caputchin/replay-contract

v0.3.0

Published

The mandatory run/seed/verdict contract for Caputchin server-validated game replay

Readme

@caputchin/replay-contract

The one mandatory surface for Caputchin server-validated game replay: the run function shape, the Verdict it returns, and the per-round Seed plus its derivation. The platform, the widget, the engine kits, and the replay Worker all agree on exactly this. Deliberately tiny and dependency-free - it is loaded into a sealed replay isolate, so it pulls in nothing.

A replayable game ships a JS or WASM module exporting one function under the name RUN_EXPORT_NAME:

import type { RunFn } from '@caputchin/replay-contract';

export const run: RunFn = (seed, config, trace) => {
  // re-run the recorded play deterministically...
  return { passed: true, score: 1234, durationMs: 8000 };
};
  • seed - the server-derived per-round Seed (a 4-tuple of u32). Never client-supplied.
  • config - the server-resolved gameplay config, or null for the run's own defaults. Opaque; gate-affecting fields belong here, never in the trace.
  • trace - the opaque blob the client emitted and this function alone interprets (raw bytes or a string).
  • returns a Verdict ({ passed, score, durationMs }), sync or async.

The function MUST be pure and deterministic ACROSS the player runtime and the server isolate: identical (seed, config, trace) yields an identical verdict in both. How (fixed-point, WASM-spec floats, or IEEE-754 plus a deterministic Math shim) is the author's choice.

Exports

  • Types: RunFn, Verdict, Seed, ReplayConfig.
  • Seed: deriveSeed, SEED_WORDS, SEED_BYTES.
  • Verdict: parseVerdict (validate an untrusted return value).
  • Invocation constants: RUN_EXPORT_NAME (the export the artifact provides), RUN_RPC_METHOD (the host entrypoint method for a replay), RUN_SELFCHECK_RPC (the host entrypoint method for a determinism self-check).

Building on it

You can write a conforming run by hand against this package alone. For on-ramps, see @caputchin/engine-kit (the reducer lane), @caputchin/replay-wasm (the WASM lane), and the per-engine presets.