4.4 KiB
OpenSpec Change: enterprise-gaming-game-state-schemas
- Change ID: enterprise-gaming-game-state-schemas
- Package:
@suaveplan/game-state-schemas - Category: gaming/engine
- Target path:
gaming/engine/game-state-schemas - Status: PROPOSED
- Date: 2026-04-24
- Reference spec:
/mnt/s/web/suaveplan/enterprise/game-state-schemas.md
Summary
Deliver @suaveplan/game-state-schemas on the genesis branch from scratch at enterprise quality. The package provides bit-level quantization schemas for multiplayer state compression — essential for reducing network bandwidth in real-time games. A BitPacker encodes typed fields (bool, uint, int, float, enum, string) into compact binary buffers using field descriptors. A StateSchema composes multiple BitField descriptors into a versioned schema with encode/decode round-trips. Genesis adds Zod schemas for all descriptor types, @suaveplan/serialize for framing, structured errors, OTel bandwidth gauges, and 100% coverage with round-trip property tests.
Current-state audit (genesis)
Package does not exist on genesis yet — fresh build.
Available workspace deps on genesis
| Package | Role |
|---|---|
@suaveplan/error (workspace:^) |
GameStateError; GAME_STATE.* codes |
@suaveplan/types (workspace:^) |
Shared primitives |
@suaveplan/serialize (workspace:^) |
Framing for state snapshots |
zod (catalog:forms) |
Field descriptor schemas |
@opentelemetry/api (catalog:observability) |
Bandwidth histogram |
Public API surface
// Field descriptors
type BitField =
| { type: 'bool'; name: string }
| { type: 'uint'; name: string; bits: number }
| { type: 'int'; name: string; bits: number }
| { type: 'float'; name: string; bits: number; min: number; max: number }
| { type: 'enum'; name: string; values: string[] }
| { type: 'string'; name: string; maxBytes: number }
// Schema
function defineStateSchema<T extends Record<string, unknown>>(
name: string,
version: number,
fields: BitField[]
): StateSchema<T>
interface StateSchema<T> {
readonly name: string
readonly version: number
readonly bitsPerFrame: number
encode(state: T): Uint8Array
decode(buffer: Uint8Array): T
patch(prev: T, next: T): Uint8Array // delta encoding — only changed fields
applyPatch(prev: T, patch: Uint8Array): T
}
// BitPacker (low-level, exposed for custom schemas)
function createBitPacker(capacityBits: number): BitPacker
interface BitPacker {
writeBool(value: boolean): void
writeUint(value: number, bits: number): void
writeInt(value: number, bits: number): void
writeFloat(value: number, bits: number, min: number, max: number): void
toBuffer(): Uint8Array
}
function createBitReader(buffer: Uint8Array): BitReader
interface BitReader {
readBool(): boolean
readUint(bits: number): number
readInt(bits: number): number
readFloat(bits: number, min: number, max: number): number
readonly bytesRead: number
}
Error codes
type GameStateErrorCode =
| 'GAME_STATE_BUFFER_OVERFLOW'
| 'GAME_STATE_DECODE_FAILED'
| 'GAME_STATE_SCHEMA_MISMATCH'
| 'GAME_STATE_INVALID_FIELD'
New additions for genesis
- Delta/patch encoding —
patch()writes only fields that differ;applyPatch()merges on receiver side. - Float quantization — normalised float mapped to N-bit fixed-point; round-trip error bounded by
(max-min) / 2^bits. - OTel —
game_state.encode_byteshistogram;game_state.decode_duration_mshistogram. - Property tests — fast-check:
decode(encode(state)) deepEquals statefor all field types.
File layout
gaming/engine/game-state-schemas/
package.json
tsconfig.json
vitest.config.ts
src/
index.ts
error-codes.ts
constants/index.ts
types/common.ts
types/common.md
core/
bit-packer/
bit-packer.ts
bit-packer.md
bit-packer.types.ts
bit-packer.test.ts
index.ts
state-schema/
state-schema.ts
state-schema.md
state-schema.types.ts
state-schema.test.ts
index.ts
tests/
property.test.ts
Impact
Downstream: @suaveplan/r3f-networking uses state schemas for delta sync; @suaveplan/character-vehicle-picker uses BitPacker for catalog compression. Prerequisites: @suaveplan/error, @suaveplan/types, @suaveplan/serialize.