Document first-report ordering limitation (Refs #144)
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2026-10-12 10:28:44 -04:00
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commit 76325b99ad
2 changed files with 25 additions and 4 deletions
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@@ -214,9 +214,18 @@ key starts a new game before the previous keyed game's `game_end` arrives,
Matches labels the previous game **End report missing**. A later `game_end`
completes its own match without changing the newer game. Missing sequence counts
are diagnostic: they do not invent absent rounds, rosters, or an ending.
Duplicate and older reports do not advance beta requirements or replace the
current scoreboard. A successful response acknowledges the submitted report;
it does not mean that report became the current game state.
Duplicate sequences, lower-sequence reports, and reports for known older keys do
not advance beta requirements or replace the current scoreboard. A successful
response acknowledges the submitted report; it does not mean that report became
the current game state.
Preserve delivery order across games as well: keep queued retries ahead of
newer games' reports. An unseen key is always treated as the next game, even if
its first report was delayed from an older game. `seq` cannot resolve this because
it orders reports only within a game. A persistent per-server game counter or
equivalent ordering metadata would require a protocol extension. See the
[first-report ordering limitation](leaderboard.md#persistence-and-match-boundaries)
for its effect on match history and the live scoreboard.
Electric Cherry saves the latest accepted report, including player stats, and
streams it to connected clients. A new start clears the previous round display;
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@@ -159,9 +159,21 @@ A `game_start` opens a match; `game_end` completes it. Reporters can send an opt
A key identifies one game on one server, including when the start report was
missed. An unseen key opens a new game and labels the previous active keyed game
**End report missing**. This records missing evidence; it does not establish
whether the game finished or was interrupted. A late `game_end` can still complete its own match; old keys never
whether the game finished or was interrupted. A late `game_end` for a previously
seen key can still complete its own match; reports for known older keys do not
replace the newer game's live state.
Keys are opaque, and `seq` orders reports only within one game. Electric Cherry
therefore orders games by their first processed report. If game `new` is already
reporting when the first report for game `old` arrives, the unseen `old` key
supersedes `new` and marks it **End report missing**. Later `new` heartbeats update
its history but cannot restore it as the live game. If `old` arrived as a
heartbeat, it can remain active even after `new` ends. Reporters should preserve
delivery order across games, keeping queued retries ahead of newer games' reports.
Reliably ordering unseen keys would require additional reporter metadata, such
as a persistent, increasing per-server game counter; the current protocol has no
such field.
With both fields present, each sequence is counted once, including across app
restarts. Lower sequences fill missing-report gaps without rolling back newer
rounds, counters, or rosters. A delayed `game_start` may fill the recorded starting