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214 lines
14 KiB
Markdown
214 lines
14 KiB
Markdown
<cloudflare-workers-monorepo>
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<title>Cloudflare Workers Monorepo Guidelines for Claude Code</title>
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<commands>
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- `just install` - Install dependencies
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- `just dev` - Run development servers (uses `bun runx dev` - context-aware)
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- `just test` - Run tests with vitest (uses `bun vitest`)
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- `just build` - Build all workers (uses `bun turbo build`)
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- `just check` - Check code quality - deps, lint, types, format (uses `bun runx check`)
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- `just fix` - Fix code issues - deps, lint, format, workers-types (uses `bun runx fix`)
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- `just deploy` - Deploy all workers (uses `bun turbo deploy`)
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- `just preview` - Run Workers in preview mode
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- `just new-worker` (alias: `just gen`) - Create a new Cloudflare Worker
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- `just new-package` - Create a new shared package
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- `just update deps` (alias: `just up deps`) - Update dependencies across the monorepo
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- `just update pnpm` - Update pnpm version
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- `just update turbo` - Update turbo version
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- `bun turbo -F worker-name dev` - Start specific worker
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- `bun turbo -F worker-name test` - Test specific worker
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- `bun turbo -F worker-name deploy` - Deploy specific worker
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- `bun vitest path/to/test.test.ts` - Run a single test file
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- `pnpm -F @repo/package-name add dependency` - Add dependency to specific package
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</commands>
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<architecture>
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- Cloudflare Workers monorepo using pnpm workspaces and Turborepo
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- `apps/` - Individual Cloudflare Worker applications
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- `packages/` - Shared libraries and configurations
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- `@repo/oxlint-config` - Shared oxlint configuration
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- `@repo/typescript-config` - Shared TypeScript configuration
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- `@repo/hono-helpers` - Hono framework utilities
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- `@repo/tools` - Development tools and scripts
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- Worker apps delegate scripts to `@repo/tools` for consistency
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- Hono web framework with helpers in `@repo/hono-helpers`
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- Vitest with `@cloudflare/vitest-pool-workers` for testing
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- Syncpack ensures dependency version consistency
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- Turborepo enables parallel task execution and caching
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- Workers configured via `wrangler.jsonc` with environment variables
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- Each worker has `context.ts` for typed environment bindings
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- Integration tests in `src/test/integration/`
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- Workers use `nodejs_compat` compatibility flag
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- GitHub Actions deploy automatically on merge to main
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- Changesets manage versions and changelogs
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</architecture>
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<game-clients>
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Supported client builds live in `SUPPORTED_GAME_VERSIONS`
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(`packages/domain/src/presence-db.ts`); `GAME_VERSION` is the default the stack targets.
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- `20230414` — default, official. Manifest `7859140924515540835` (2023).
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- `20250718.01` — beta, official. Manifest `1151455856673601091`; reaches this server via
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the [patch-2025](https://github.com/recflare/patch-2025) patch.
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- `20250424.01`, `20231207`, `20230616` — alpha.
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Builds are date-stamped (`YYYYMMDD[.NN]`) so they order as plain strings; several
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surfaces gate on "newer than `20230414`" (econ storefront catalog, `api` event tags,
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`rooms` featured rooms) rather than on an explicit list.
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</game-clients>
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<code-style>
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- Use tabs for indentation, spaces for alignment
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- Type imports use `import type`
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- Workspace imports use `@repo/` prefix
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- Import order: Built-ins → Third-party → `@repo/` → Relative
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- Prefix unused variables with `_`
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- Prefer `const` over `let`
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- Use `array-simple` notation
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- Explicit function return types are optional
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</code-style>
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<client-contract-notes>
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Response shapes the Rec Room client depends on. These were found by watching the live
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client, not by reading a spec: when one is wrong the client renders nothing or hangs
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rather than erroring, so tests won't catch a regression. Don't "clean up" an
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inconsistency here without checking the client first.
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- Player image lists (`api`: `/api/images/v5|v4/player/:id`, `/api/images/v3/feed/player/:id`)
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must use the `toImagesPlayer` projection — `Id` → `SavedImageId`, `Type` →
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`SavedImageType`, no `TaggedPlayerIds`. Serving the raw `SavedImage` renders blank
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thumbnails.
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- The room photo feed (`api`: `/api/images/v4/room/:roomId`) serves the raw `SavedImage`
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and displays correctly. It is deliberately NOT projected — do not unify these two.
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- A club's `AdditionalImages` (`clubs`) is an array of whole `SavedImage` records, not
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image names — a bare string array fails the client's parser ("expected '{'"). The list
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is packed: removing an image shifts the rest up, never leaving a blank slot.
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- A room's `LoadScreens` (`rooms`: `PUT /rooms/:id/loadscreen`) is an array — the
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client's parser wants one — but the client renders only the FIRST entry and only ever
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posts one. So the endpoint REPLACES the list rather than appending: an appended screen
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sits unreachable behind the old one and setting a load screen looks like it did
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nothing. Keep the array shape for eventual multi-screen support.
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- Endpoints the client re-renders from must return the updated entity, not
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`{ error, success, value: null }` — e.g. `clubs` `PUT /club/:id/clubhouse` left the old
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clubhouse on screen until it answered the full details envelope.
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- Every subroom mutation (`rooms`: create, delete, `/subrooms/:sid/clone`,
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`/subrooms/:sid/accessibility`, `/subrooms/:sid/publish_save`) answers
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`{ success, error, value }` with the whole updated ROOM — the client re-renders the room
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from `value`. Notably `value` is the room even for `clone`, whose product is a new
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SUBROOM; only the room-level `POST /rooms/:id/clone` returns the thing it created.
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- The room save (`rooms`: `POST /subrooms/:sid/data`) is the ONE exception to that shape:
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`value` is `{ room, subRoomDataSave }`, and `error` is NULL rather than `""`. The
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`subRoomDataSave` is camelCase with a different field set from the PascalCase
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`CurrentSave` embedded in the room (no persistence/OM/UGC versions, no moderation state,
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no asset arrays; but `unityAsset`/`unityAssetHash`). Don't unify the two projections.
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- A subroom's saved scene loads from `CurrentSave.DataBlob` (`rooms`: `GET /rooms/:id`),
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NOT the flat `DataBlob` on the subroom — a subroom with no `CurrentSave` silently loads
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nothing. The key must be present (null before the first publish); read it via
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`subRoomDataBlob()` so `match`/`auth` instance payloads resolve it the same way.
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- A room save (`rooms`: `POST …/subrooms/:sid/data`) publishes only when the body says
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`AutoPublish: true`; otherwise it STAGES onto `StagedSubRoomDataSaveId` and leaves
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`CurrentSave` alone, so players keep loading the last published version until the owner
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posts `…/subrooms/:sid/publish_save` with `subRoomDataSaveId=<id>`. DORMS always
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publish: no publish step exists in the client for them. Saves live in the
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`subroom_save` table with globally-unique ids (a bare id has to resolve —
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`StagedSubRoomDataSaveId` carries no subroom context), and nothing is overwritten, so
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`…/saves` is real history and `publish_save` doubles as restore-a-save. There
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is no `GET …/subrooms/:sid/data`; only the POST (the room save) exists on that path.
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`GET …/saves/:saveId` is the detail behind a list row, under the same gate, but in the
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CAMELCASE projection the room save's response uses — not the PascalCase rows the list
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serves. Three shapes of one save; keep them straight.
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- Both save reads (`rooms`: `…/saves` and `…/saves/:saveId`) are auth-gated and readable by
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the room's CREATOR or by anyone whose live `presence` row puts them in that room — not by
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co-owners as such (a co-owner passes only by standing there). They list unpublished
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staged saves, so they aren't public; but a visitor resolves which version an instance is
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running from this list, so creator-only locks them out of loading the room. The grant
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expires with the presence row.
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- A room save writes ONLY to the subroom and its save row — never to the room. Everything
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the body carries describes that one revision: `Description` is the save comment shown in
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`…/saves`, and `PersistenceVersion`/`InventionUsage` describe the scene just saved (the
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latter lives on the SUBROOM). The room's public description is `PUT /rooms/:id/description`'s
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alone; copying the save comment onto `room.Description` (as this once did) silently
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replaces the room's description every time someone saves.
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- Matchmaking (`match`: `/matchmake/room/:roomId/:subRoomId`) always serves the PUBLISHED
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`CurrentSave` blob, creator included. Joining a private instance, the client itself asks
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the owner whether to load the latest or the published version and resolves it from the
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`/subrooms/:sid/saves` list — the matchmake call is identical either way. Don't make
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this server-side: it would put two people in one instance on different versions.
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- A balance lives in a `(CurrencyType, Platform)` BUCKET and the client shows the SUM of the
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buckets, so `Platform` is a balance's identity, not a label. This server uses exactly one
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bucket per currency — `ALL_PLATFORMS`, -2 `NonPurchasedNotUsableInP2P` — and every surface
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must name it: the balance DTO (`econ`: `GET /api/storefronts/v4/balance/:type`), the
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`BalanceType` the storefront bodies echo, and the `Platform` on every `StorefrontBalance*`
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socket frame. Two traps, which produced two "balance doubling" bugs that both looked like
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the frames being additive when they are not:
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- Each frame SETS the bucket it names to an absolute value — `Balance` is the RESULTING
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TOTAL, never the change (`StorefrontBalancePurchase`'s `Delta`/`BalanceAddType` are
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display-only; the client logs them and stores `Balance` outright). Send a change and the
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balance becomes that change. Being absolute, a frame is idempotent: re-sending one, or
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racing a `GET /balance`, cannot drift the total, so the player reading the HTTP response
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for the same change gets a frame too.
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- The bucket key on the wire is `Platform`. The client's property is named `BalanceType`
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but carries a `[DataMember]` rename, and its decoder drops unknown members silently, so
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a frame saying `BalanceType` lands in `Platform` 0 (`SteamPurchased`) and adds a phantom
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balance to the real one — 10,000 tokens + a 250 reward read 20,250. Sending a real-but-
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different platform does the same: `Platform: RecNet` on a buy showed 34,100 to a player
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who spent 900 of 17,500, then 33,200 once the body's -900 reached the true bucket.
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The payload shapes are recovered from the client's own decoder in
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`apps/notify/src/notification-payloads.ts` — build frames against those interfaces (econ
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does) so a renamed key fails the build instead of silently vanishing on the wire.
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- Every matchmake response (`match`: `/matchmake/*`, refusals and the ban middleware's
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included) must echo the request's `CorrelationId` back as `correlationId` — the client
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tags each attempt with a GUID and fails with "Unable to connect to game session" if it
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can't match the response to the attempt. A request that names none gets the all-zero
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`Guid.Empty` rather than null: the client's field is a non-nullable Guid. The code is
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served under TWO names, `result` (what the client reads) and `errorCode` (what this
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server has always sent); they are the same number and must never disagree, which is why
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everything answers through `matchmakeResult` rather than building the envelope by hand.
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- What PLAYS a cheer on the cheered player's client is a `MessageReceived` frame carrying a
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Message of type 50 `PlayerCheer` (51 `PlayerCheerAnonymous`, `FromPlayerId` 0, when the
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body says `Anonymous`) with `Data` = the category as a string — the same frame every
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reference server (meownet-api, DorkNet, E12354) sends. `ReputationUpdate` alone refreshes
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the counters and shows nothing: the cheer "worked" server-side and nobody saw it. The
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`ReputationUpdate` frames the cheer (`api`: `POST /api/PlayerCheer/v1/create`) sends are
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the RECORD, trimmed — `IsCheerful` (a profile flag, always true) and `SelectedCheer` (the
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cheer pinned via `POST /api/PlayerCheer/v1/SetSelectedCheer`, stored on `reputation`) come
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off the row exactly as the DTO serves them. This server once overrode both per frame to
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"play" the cheer; no reference does, and it played nothing.
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- A cheer is a thing that happens in FRONT of people, so the `ReputationUpdate` naming the
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cheered player goes to everyone in the room instance, not just the two players. The
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cheered player gets it durably (their counters moved); the rest of the room gets it
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ephemerally. The audience comes from the giver's live `presence` row, NOT the body's
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`RoomId`, which is accepted and unused. Neither `RoomId` nor `Anonymous` is stored.
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- The cheer's reply is `{ Success, Message }` — PascalCase, with `Message` NULL on success.
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That is NOT the lowercase `{ success, error: "" }` envelope the reports and warnings use;
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the two live side by side in the same worker and must not be unified.
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- Leaderboard `Rank` (`leaderboard`: `GetRanks`, `GetNearbyScores`, `GetPlayerRank`) is
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0-BASED — the client adds one before it draws, so a `Rank` of 1 shows in game as second
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place and the top of a board must be 0. Its own slice says the same: it asks for the first
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ten rows as `RankStart` 0, `RankEnd` 9, both inclusive, so reading them as 1-based also
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serves nine rows starting at the runner-up. The unranked sentinel stays a big number
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(99999) precisely because 0 is now a real rank, first place.
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- Accessibility is sent as the `RoomAccessibility` enum NAME on
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`rooms` `PUT /rooms/:id/subrooms/:sid/accessibility` (`accessibility=Private`), not the
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ordinal the room-level `/rooms/:id/accessibility` takes. The enum has five members
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(Private, Public, Unlisted, Dev_only, Dev_Unlisted); parse via `parseAccessibility`,
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which accepts either form.
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</client-contract-notes>
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<critical-notes>
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- TypeScript configs MUST use fully qualified paths: `@repo/typescript-config/base.json` not `./base.json`
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- Do NOT add 'WebWorker' to TypeScript config - types are in worker-configuration.d.ts or @cloudflare/workers-types
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- For lint checking: First `cd` to the package directory, then run `bun turbo check:types check:lint`
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- Use `workspace:*` protocol for internal dependencies
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- Use `bun turbo -F` for build/test/deploy tasks
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- Use `pnpm -F` for dependency management (pnpm is still used for package management)
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- Commands delegate to `bun runx` which provides context-aware behavior
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- Test commands use `bun vitest` directly, not through turbo
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- NEVER create files unless absolutely necessary
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- ALWAYS prefer editing existing files over creating new ones
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- NEVER proactively create documentation files unless explicitly requested
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</critical-notes>
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</cloudflare-workers-monorepo>
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