Proposed Reference Architecture
REFERENCE IMPLEMENTATION PATTERN
Shared Game Session Contract
Reference implementation pattern for a unified session lifecycle contract connecting four heterogeneous game engines to shared matchmaking and wallet ledgers.
Proposed Session Envelope & Lifecycle Transitions
Interactive Contract ViewerProposed Reference Architecture
Proposed Shared Session Contract & Lifecycle Pattern
01. INIT
Session Token Negotiation
02. READY
Client Asset & State Check
03. ACTIVE
Move Stream / Packet Relay
04. VALIDATE
Server Score Validation
05. FINALIZE
Score Lock & Settlement
Reference Envelope Schema (Board Sprint)Reference Pattern
{
"sessionId": "sess_bs_8941_a9f",
"gameId": "GAME_01_BOARD",
"turnIndex": 4,
"diceRoll": 5,
"nodeArrival": 14,
"isSafeZone": false,
"hmacSignature": "sha256_0x4b7e882...e9a"
}Proposed Architecture Rules
Session ModeTurnBasedMultiplayer
Turn/Round Window30s
Payload IntegrityServer Payload Validation
State AuthorityAuthoritative Server
Proposed reference architecture illustrating how four heterogeneous game loops can emit a standardized envelope for shared matchmaking, anti-cheat validation, and wallet balance settlements.
Pillar 01
Proposed Session Envelope
Reference JSON schema pattern standardizing session tokens, match IDs, and score payloads.
Pillar 02
Lifecycle Transition States
Proposed state transitions (Init, Ready, Active, Validate, Finalize) across casual games.
Pillar 03
Decoupled Engine Contracts
Architectural isolation allowing new game loops to connect to core platform services.
Heterogeneous Contract Highlights
- Proposed TypeScript contract interfaces
- Decoupled wallet settlement integration pattern
- Extensible match metadata dictionary