Determinism & replay

Arcade score

arcade-score · an adoption of State persistence scope, version 1

Tests included

Use in your game

Opens the authoring tool with these answers and settings already filled in. You still add your game's own rules and tuning.

What is in the ZIP

The ZIP holds the adoption and its acceptance tests. In the authoring tool, choose Add contract and pick this ZIP. If you keep your design as files, put them in contracts/.

The contract behind it

Covers what survives the end of a run or session, a quit, a crash, death, deleting saved data, and moving to another device. It also covers local saves, manual slots, cloud copies, server profiles, backups, conflicts, and version changes. Closed-game time, replay guarantees, file formats, and the shape of saved numbers stay elsewhere.

Read the full State persistence scope contract →

Questions

The supplied answer is marked on each question. Pick other answers to see what changes. Nothing is saved here: the ZIP and the authoring tool use the supplied answers.

What normally happens when saved state cannot be read?

Asked when
the copy kinds list has at least one row.
If not asked
No saved copy can be opened later, so unreadable saved state never reaches a load attempt.
Choices for What normally happens when saved state cannot be read?
The unreadable copy stays closed. A city slot remains listed, but none of its progress becomes active.

Loading stops before any state from that copy becomes active. The copy is neither replaced nor repaired by this response.

Play starts from normal fresh state. A damaged puzzle slot opens with its first board instead of the old board.

Fresh state becomes active instead of state from the unreadable copy. The response does not by itself delete or overwrite that copy.

An earlier copy can replace it through the supported route, including a manual file restore. A factory returns after choosing the backup before its damaged autosave.

A declared manual, in-game, or automatic recovery route can activate an earlier copy. The newest usable earlier copy under the matching backup rule becomes active.

Readable progress returns and damaged parts reset. A dungeon keeps cleared floors but rebuilds one broken room record.

Readable state becomes active as one repaired result. Every unreadable part takes the fresh value named by the cited repair rule.

The player can cancel or try the unreadable copy. A colony save opens only after its damage warning is accepted.

No state from the copy becomes active before the explicit choice. Accepting the warning permits an attempt but does not promise success.

Why this is asked

Lost progress is the most visible failure a save system has. Choose the result players should expect first.

What normally happens when an older game build wrote the copy?

Asked when
the copy kinds list has at least one row.
If not asked
No loadable copy exists, so an older build has no saved state to open.
Choices for What normally happens when an older game build wrote the copy?
The older copy stays closed. A world from last year's rules cannot open in the current build.

Loading stops before state written by the older build becomes active.

The game updates the old state and opens it. A factory save gains the current recipe records before play resumes.

A declared conversion produces current-build state before activation.

The old copy is tried only after a warning. A racing career from an earlier patch opens after the player accepts the risk.

The player accepts a compatibility warning before old-build state becomes active. Acceptance permits an attempt but does not promise success.

Why this is asked

Updates can strand a player's progress or change it permanently. Choose how the current build protects that progress.

What normally happens when a newer game build wrote the copy?

Asked when
the copy kinds list has at least one row.
If not asked
No loadable copy exists, so a newer build has no saved state to open.
Choices for What normally happens when a newer game build wrote the copy?
The newer copy stays closed. A world from a later patch remains unavailable in this build.

Loading stops before state written by the newer build becomes active.

The newer copy is tried only after a warning. A sandbox world opens after the player accepts that newer content may be lost.

The player accepts a compatibility warning before newer-build state becomes active. Acceptance permits an attempt but does not promise success.

Why this is asked

Going back to an older build can erase newer content. Choose whether the player may take that risk.

Numbersno numbers

This contract has no numbers to set.

Rulesno rules

A rule is a check between the numbers. Validation reports a rule that fails.

This contract has no rules between its numbers.

Lists5 lists

Each list holds the rows this adoption supplies. A list can be empty.

State families

state-families

IdState declared inLifetimeScope starts inScope ends inLifetime event declared inSaved inAfter normal quitAfter crashAfter deathAfter slot deleteAfter local profile deleteOn another device
match-scoremechanics.match-scorerunmatch.startmatch.result-or-exitdoes-not-returndoes-not-returnclears-valueno-slotno-profiledoes-not-return

Copy kinds

copy-kinds

This adoption declares no copy kinds.

Backup copies

backup-copies

This adoption declares no backup copies.

Copy conflicts

copy-conflicts

This adoption declares no copy conflicts.

Earlier point returns

earlier-point-returns

This adoption declares no earlier point returns.

Test inputsscope and seeds

Some tests need a scope or seeds from the adoption before they can run.

This adoption supplies none; every test uses its defaults.

Acceptance tests17 tests apply

The contract comes with 85 tests. A test that runs once per row is counted once for each row. Tests that do not apply to these answers are still listed, with the reason.

run-scope-uses-cited-events · match-score

match-score begins and ends its run only at the cited events

scenarioper state-families row

Applies to the match-score row.

The run for match-score begins at match.start and ends at match.result-or-exit. Each save, automatic write, timer tick, load, close, or relaunch the adoption can construct does not create either boundary; an unavailable event asserts nothing. The test names the addresses and restates nothing from them.

Test steps and diagnostics
Given

a distinguishable match-score value before, during, and after its run

When
  • play crosses the attempt start at match.start, the run ending at match.result-or-exit, and each save, automatic write, timer tick, load, process close, and relaunch to the same context that the adoption can construct
Then
  • the run identity begins only at match.start and ends only at match.result-or-exit
  • each constructed save, automatic write, timer tick, load, close, and relaunch does not by itself begin or end the run; an event the adoption cannot construct asserts nothing
Diagnostics
  • arcade-score-state-boundary-trace
  • arcade-score-run-identity

session-scope-uses-cited-events

Row.id keeps one session through returns to the same context

scenarioper state-families row

Does not apply to arcade-score: no row in state-families matches lifetime session.

copy-carries-complete-identity

Row.id copies carry complete identity and family membership

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

conflict-has-two-unreplaced-accepted-copies

Row.id is a conflict only for two accepted unreplaced copies

scenarioper copy-conflicts row

Does not apply to arcade-score: copy-conflicts has no rows.

state-family-follows-maximum-lifetime · match-score

match-score follows its declared maximum lifetime

scenarioper state-families row

Applies to the match-score row.

match-score has a maximum lifetime of one run. Each shorter boundary follows the row's result, and the trace distinguishes a restored value from an equal value derived later. The family definition is at mechanics.match-score; the test names the address and restates nothing from it.

Test steps and diagnostics
Given

match-score changes from an earlier value to a distinguishable value

When
  • the value is read immediately before and after every declared persistence boundary that arcade-score can construct
Then
  • the earlier value affects play for no longer than one run
  • a shorter boundary clears it exactly when match-score's selected boundary result says so
  • the trace identifies restoration of the earlier value separately from a later derivation of an equal value
Diagnostics
  • arcade-score-state-boundary-trace
  • arcade-score-active-state-source

until-event-value-ends-at-cited-event

Row.id ends at its cited event

scenarioper state-families row

Does not apply to arcade-score: no row in state-families matches lifetime until event.

not-kept-value-never-returns

Row.id never returns after its named interruption

scenarioper state-families row

Does not apply to arcade-score: no row in state-families matches lifetime not kept.

slot-and-profile-end-at-cited-event

Row.id ends at its cited Row.lifetime boundary

scenarioper state-families row

Does not apply to arcade-score: no row in state-families matches lifetime slot or profile.

commit-starts-only-at-selected-trigger

Row.id starts a commit only at its selected trigger

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

commit-loadable-only-after-complete-success

Row.id replaces its last commit only after complete success

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

normal-quit-final-commit-follows-write-rule

Row.id makes a final quit commit only when its rule calls for one

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

normal-quit-returns-last-commit

Row.id returns its last commit after a normal quit

scenarioper state-families row

Does not apply to arcade-score: no row in state-families matches after-normal-quit returns last commit.

normal-quit-does-not-return · match-score

match-score does not return after a normal quit

scenarioper state-families row

Applies to the match-score row.

After a normal quit, the earlier match-score value does not return. Its post-quit value follows mechanics.match-score, and the record distinguishes that result from restoration. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

a distinguishable match-score value before a normal quit

When
  • the game quits normally and returns through its normal flow
Then
  • the earlier value does not become active
  • match-score starts from the post-quit value governed at mechanics.match-score
  • the source record distinguishes that value from restoration of the earlier value
Diagnostics
  • arcade-score-state-boundary-trace
  • arcade-score-active-state-source

crash-returns-last-commit

Row.id returns its last completed commit after a crash

scenarioper state-families row

Does not apply to arcade-score: no row in state-families matches after-crash returns last commit.

crash-does-not-return · match-score

match-score does not return after a crash

scenarioper state-families row

Applies to the match-score row.

After a crash, the earlier match-score value does not return. Any unfinished commit fails; if none can exist, that clause asserts nothing. Its post-crash value follows mechanics.match-score. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

a distinguishable match-score value and, where the adoption can construct one, an unfinished commit before a crash

When
  • the game crashes and returns through its normal flow
Then
  • the earlier value does not become active; where an unfinished commit exists, it does not succeed, and where none can exist that clause asserts nothing
  • match-score starts from the post-crash value governed at mechanics.match-score
  • the source record distinguishes that value from restoration
Diagnostics
  • arcade-score-state-boundary-trace
  • arcade-score-active-state-source

timer-and-checkpoint-have-crash-loss-window

Row.id exposes its possible crash loss window

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

layout-selects-requested-copy

Row.id selects its requested copy before activation

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

residence-controls-authoritative-candidates

Row.id obtains candidates from its declared residence

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

candidate-identity-precedes-settlement

Row.id reads candidate identity before settlement

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

missing-conflict-row-runs-no-conflict-response

Row.id has no conflict response without a matching row

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

one-kind-conflict-settles-only-named-kind

Row.id settles only Row.copy kind

scenarioper copy-conflicts row

Does not apply to arcade-score: copy-conflicts has no rows.

all-synced-conflict-settles-whole-set

Row.id settles every synced kind together

scenarioper copy-conflicts row

Does not apply to arcade-score: copy-conflicts has no rows.

conflict-select-by-rule

Row.id applies select-by-rule

scenarioper copy-conflicts row

Does not apply to arcade-score: copy-conflicts has no rows.

conflict-player-chooses-copy

Row.id applies player-chooses-copy

scenarioper copy-conflicts row

Does not apply to arcade-score: copy-conflicts has no rows.

conflict-refuse-until-resolved

Row.id applies refuse-until-resolved

scenarioper copy-conflicts row

Does not apply to arcade-score: copy-conflicts has no rows.

older-build-override-refuse-load

Row.id applies its older-build refuse-load override

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

older-build-default-refuse-load

Row.id applies the older-build refuse-load default

scenarioper copy-kinds row

Does not apply to arcade-score: older build default is not asked for arcade-score.

older-build-override-convert-and-load

Row.id applies its older-build convert-and-load override

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

older-build-default-convert-and-load

Row.id applies the older-build convert-and-load default

scenarioper copy-kinds row

Does not apply to arcade-score: older build default is not asked for arcade-score.

older-build-override-warn-and-load

Row.id applies its older-build warn-and-load override

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

older-build-default-warn-and-load

Row.id applies the older-build warn-and-load default

scenarioper copy-kinds row

Does not apply to arcade-score: older build default is not asked for arcade-score.

newer-build-override-refuse-load

Row.id applies its newer-build refuse-load override

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

newer-build-default-refuse-load

Row.id applies the newer-build refuse-load default

scenarioper copy-kinds row

Does not apply to arcade-score: newer build default is not asked for arcade-score.

newer-build-override-warn-and-load

Row.id applies its newer-build warn-and-load override

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

newer-build-default-warn-and-load

Row.id applies the newer-build warn-and-load default

scenarioper copy-kinds row

Does not apply to arcade-score: newer build default is not asked for arcade-score.

unreadable-copy-override-refuse-load

Row.id applies its unreadable-copy refuse-load override

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

unreadable-copy-default-refuse-load

Row.id applies the unreadable-copy refuse-load default

scenarioper copy-kinds row

Does not apply to arcade-score: unreadable copy default is not asked for arcade-score.

unreadable-copy-override-start-fresh

Row.id applies its unreadable-copy start-fresh override

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

unreadable-copy-default-start-fresh

Row.id applies the unreadable-copy start-fresh default

scenarioper copy-kinds row

Does not apply to arcade-score: unreadable copy default is not asked for arcade-score.

unreadable-copy-override-restore-earlier-copy

Row.id applies its unreadable-copy restore-earlier-copy override

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

unreadable-copy-default-restore-earlier-copy

Row.id applies the unreadable-copy restore-earlier-copy default

scenarioper copy-kinds row

Does not apply to arcade-score: unreadable copy default is not asked for arcade-score.

unreadable-copy-override-repair-readable-state

Row.id applies its unreadable-copy repair-readable-state override

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

unreadable-copy-default-repair-readable-state

Row.id applies the unreadable-copy repair-readable-state default

scenarioper copy-kinds row

Does not apply to arcade-score: unreadable copy default is not asked for arcade-score.

unreadable-copy-override-warn-and-try

Row.id applies its unreadable-copy warn-and-try override

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

unreadable-copy-default-warn-and-try

Row.id applies the unreadable-copy warn-and-try default

scenarioper copy-kinds row

Does not apply to arcade-score: unreadable copy default is not asked for arcade-score.

backup-retains-orders-and-restores-earlier-copies

Row.id retains and restores earlier copies

scenarioper backup-copies row

Does not apply to arcade-score: backup-copies has no rows.

readable-compatible-copy-activates-together

Row.id loads a readable compatible conflict-free copy

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

load-preserves-families-from-other-kinds

loading Row.id preserves state from other copy kinds

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

family-without-saved-in-is-never-restored · match-score

match-score is never restored when it names no save kind

scenarioper state-families row

Applies to the match-score row.

For match-score, when it has no saved-in, no return path restores its earlier value. For match-score, when it names saved-in, only an accepted load of that copy kind restores its earlier value; no other return path does.

Test steps and diagnostics
Given

a distinguishable earlier match-score value and every return path the adoption can construct

When
  • the return paths complete
Then
  • where match-score has no saved-in, none of the return paths restores its earlier value
  • where match-score names saved-in, its earlier value is restored only by an accepted load of that copy kind and by no other return path
Diagnostics
  • arcade-score-state-boundary-trace
  • arcade-score-active-state-source

earlier-point-follows-after-load

Row.id follows its after-load result

scenarioper earlier-point-returns row

Does not apply to arcade-score: earlier-point-returns has no rows.

missing-earlier-point-row-returns-nowhere

Row.id returns nowhere without an earlier-point row

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

earlier-point-mode-gate-controls-existence

Row.id exists only in its named modes

scenarioper earlier-point-returns row

Does not apply to arcade-score: earlier-point-returns has no rows.

death-follows-family-result · match-score

match-score follows its death result

scenarioper state-families row

Applies to the match-score row.

On death, match-score follows its selected result: the earlier value is removed before later play and an equal later value is recorded only as new state.

Test steps and diagnostics
Given

a distinguishable match-score value immediately before death

When
  • death settles before any death-triggered copy removal the adoption declares
Then
  • the earlier value is removed before later play and an equal later value is recorded only as new state
Diagnostics
  • arcade-score-state-boundary-trace
  • arcade-score-active-state-source

death-at-run-end-clears-run-family · match-score

match-score clears when death is its run end

scenarioper state-families row

Applies to the match-score row.

If death is the run end at match.result-or-exit, match-score clears even without a save action. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

a distinguishable match-score value before a death, where the run ending at match.result-or-exit is death

When
  • death occurs without another save action
Then
  • if the cited end at match.result-or-exit is death, the earlier run-lifetime value clears before later play even without a save action; if the cited end is not death, this test asserts nothing
Diagnostics
  • arcade-score-state-boundary-trace
  • arcade-score-run-identity

death-at-until-event-clears-family

Row.id clears when death is its cited event

scenarioper state-families row

Does not apply to arcade-score: no row in state-families matches lifetime until event.

slot-deletion-follows-family-result · match-score

match-score follows its slot-deletion result

scenarioper state-families row

Applies to the match-score row.

On slot deletion, match-score follows its selected result: the settlement records that this family has no related player-selected slot.

Test steps and diagnostics
Given

a distinguishable family value when it has no related player-selected slot

When
  • a slot-deletion boundary is considered
Then
  • the settlement records that this family has no related player-selected slot
Diagnostics
  • arcade-score-state-boundary-trace
  • arcade-score-settlement-report

local-profile-deletion-follows-family-result · match-score

match-score follows its local-profile-deletion result

scenarioper state-families row

Applies to the match-score row.

On local-profile deletion, match-score follows its selected result: the settlement records that this family has no related local player profile. Where a related profile exists, child slots are included only as the adoption's cited rule provides; otherwise that clause asserts nothing. The test restates nothing from the cited rule.

Test steps and diagnostics
Given

a distinguishable family value when it has no related local player profile

When
  • a local-profile-deletion boundary is considered
Then
  • the settlement records that this family has no related local player profile
Diagnostics
  • arcade-score-state-boundary-trace
  • arcade-score-settlement-report
  • arcade-score-removal-log

device-lifetime-ends-at-device-data-deletion

Row.id ends when device data is deleted

scenarioper state-families row

Does not apply to arcade-score: no row in state-families matches lifetime device.

account-lifetime-ends-at-account-deletion

Row.id ends when its account is deleted or reset

scenarioper state-families row

Does not apply to arcade-score: no row in state-families matches lifetime account.

another-device-returns-family

Row.id returns on another eligible device

scenarioper state-families row

Does not apply to arcade-score: no row in state-families matches on-another-device returns.

another-device-does-not-return-family · match-score

match-score does not return on another device

scenarioper state-families row

Applies to the match-score row.

On another eligible device, the earlier match-score value does not return. Its new-device value follows mechanics.match-score. The device change does not delete any source-device copy; if none exists, that clause asserts nothing. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

a distinguishable match-score value on one device before the same eligible player continues on another

When
  • the new device settles available state
Then
  • the earlier value does not activate and the family starts from the new-device value governed at mechanics.match-score
  • any source-device copy is not deleted by the device change; where none exists, this clause asserts nothing
Diagnostics
  • arcade-score-state-boundary-trace
  • arcade-score-active-state-source
  • arcade-score-removal-log

removed-copy-disappears-at-selected-event

Row.id disappears at its removal event

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

copy-kind-mode-gate-controls-existence

Row.id exists only in its named modes

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

cleared-or-ended-value-never-affects-later-play

ended and cleared values stay absent

scenarioonce

Applies to arcade-score.

After a lifetime ends or a boundary result clears a value, that earlier value never affects later play. An equal value derived later is new state. If no such case can be constructed, the test asserts nothing.

Test steps and diagnostics
Given

every event the arcade-score adoption can construct where a lifetime ends or a boundary result clears an earlier value

When
  • later play reaches points where an equal value can be derived
Then
  • the earlier value never affects later play after the end or clearing event
  • any equal value derived later is recorded as new state rather than restoration
  • where the adoption can construct no such event, this test asserts nothing
Diagnostics
  • arcade-score-state-boundary-trace
  • arcade-score-active-state-source

settlement-report-is-complete

every settlement report records its complete result

scenarioonce

Applies to arcade-score.

Every settlement report carries the mechanism's full identity, boundary, commit, selection, response, result, and loss fields. Conflict and damage reports add their required facts and never claim an unattempted success. A clause for a case the adoption cannot construct asserts nothing.

Test steps and diagnostics
Given

each persistence settlement the arcade-score adoption can construct

When
  • the settlement completes or refuses
Then
  • the report identifies state-family id, copy-kind id or its absence, event, scope before and after, last successful commit when read, selected copy and build when loaded, override or default used, state result, and any lost interval
  • a conflict report also identifies both candidate commits and the selected response
  • a damage report identifies refusal, fresh state, earlier-copy recovery, repaired parts, or warning choice and never claims an unattempted load succeeded
  • where a conflict, damage case, load, or answered question does not arise, its corresponding clause asserts nothing
Diagnostics
  • arcade-score-settlement-report
  • arcade-score-conflict-report
  • arcade-score-damage-report

state-family-citation-states-its-duty · match-score

declaration check: match-score's state citation states its duty

scenarioper state-families row

Applies to the match-score row.

This declaration check reads the adoption and cited prose, not the running game. mechanics.match-score must name every field in match-score and every point where it can affect later play. For a family that answers does-not-return after a quit, a crash, or on another device, it must also name the value the family starts from; otherwise that clause asserts nothing. Another meaning is a defect this test fails by construction. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

the arcade-score adoption and the prose at mechanics.match-score, not the running game

When
  • a reviewer checks the citation's meaning
Then
  • mechanics.match-score names every field in this state family and every point where it can affect later play
  • where the row answers does-not-return after a quit, a crash, or on another device, mechanics.match-score also names the value the family starts from; where it never gives that answer for those cases, this clause asserts nothing
  • another meaning is a defect this test fails by construction
Diagnostics
  • arcade-score-declaration-record

saved-in-joins-a-copy-kind · match-score

declaration check: match-score names an existing copy kind when saved

scenarioper state-families row

Applies to the match-score row.

This declaration check reads the adoption, not the running game. When match-score has saved-in, it must name exactly one copy kind in this adoption; any other name is a defect this test fails by construction. With no saved-in, this check asserts nothing. It says nothing about a family held in two places at once; one family names one restoring save kind.

Test steps and diagnostics
Given

the arcade-score adoption document, not the running game

When
  • a reviewer reads match-score's saved-in field
Then
  • where saved-in is present, it names exactly one copy-kinds row in this adoption; another name is a defect this test fails by construction
  • where saved-in is absent, this join check asserts nothing
Diagnostics
  • arcade-score-declaration-record

backup-copy-kind-joins

declaration check: Row.id names an existing copy kind

scenarioper backup-copies row

Does not apply to arcade-score: backup-copies has no rows.

conflict-copy-kind-joins

declaration check: Row.id names an existing shared copy kind

scenarioper copy-conflicts row

Does not apply to arcade-score: copy-conflicts has no rows.

earlier-point-copy-kind-joins

declaration check: Row.id names an existing copy kind

scenarioper earlier-point-returns row

Does not apply to arcade-score: earlier-point-returns has no rows.

account-family-names-account-ending

declaration check: Row.id names account deletion or reset as its end

scenarioper state-families row

Does not apply to arcade-score: no row in state-families matches lifetime account.

restore-earlier-override-has-backup

declaration check: Row.id's restore-earlier-copy override has a backup row

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

restore-earlier-default-has-backup

declaration check: Row.id's restore-earlier-copy default has a backup row

scenarioper copy-kinds row

Does not apply to arcade-score: unreadable copy default is not asked for arcade-score.

returning-family-uses-shared-authority

declaration check: Row.id returns from a shared authority

scenarioper state-families row

Does not apply to arcade-score: no row in state-families matches on-another-device returns.

one-conflict-row-per-scope

declaration check: each conflict scope has at most one row

scenarioonce

Applies to arcade-score.

This declaration check reads the adoption, not the running game. Each represented conflict scope has at most one row. A duplicate is a defect this test fails by construction. With no conflict rows, the check asserts nothing.

Test steps and diagnostics
Given

the arcade-score adoption document, not the running game

When
  • a reviewer groups copy-conflicts rows by a this-copy-kind name or the all-synced-kinds scope
Then
  • no declared scope has more than one conflict row; a duplicate scope is a defect this test fails by construction; with no conflict rows, this check asserts nothing
Diagnostics
  • arcade-score-declaration-record

one-earlier-point-row-per-copy-kind

declaration check: each copy kind has at most one earlier-point row

scenarioonce

Applies to arcade-score.

This declaration check reads the adoption, not the running game. Each copy kind has at most one earlier-point row. A duplicate is a defect this test fails by construction. With no such rows, the check asserts nothing.

Test steps and diagnostics
Given

the arcade-score adoption document, not the running game

When
  • a reviewer groups earlier-point-returns rows by copy-kind
Then
  • no copy kind is named by more than one earlier-point-returns row; a duplicate is a defect this test fails by construction; with no such rows, this check asserts nothing
Diagnostics
  • arcade-score-declaration-record

copy-citations-state-their-duties

declaration check: Row.id's required citations state their duties

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

backup-citations-state-their-duties

declaration check: Row.id's backup citations state their duties

scenarioper backup-copies row

Does not apply to arcade-score: backup-copies has no rows.

conflict-citation-states-its-duties

declaration check: Row.id's resolution citation states its duties

scenarioper copy-conflicts row

Does not apply to arcade-score: copy-conflicts has no rows.

earlier-return-citation-states-its-duties

declaration check: Row.id's return citation states its duties

scenarioper earlier-point-returns row

Does not apply to arcade-score: earlier-point-returns has no rows.

copy-removal-citation-states-its-duty

declaration check: Row.id's removal citation states its duty

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

copy-mode-citation-states-its-duty

declaration check: Row.id's mode citation states its duty

scenarioper copy-kinds row

Does not apply to arcade-score: copy-kinds has no rows.

player-mode-return-is-mode-gated

declaration check: Row.id's player-mode return is mode-gated

scenarioper earlier-point-returns row

Does not apply to arcade-score: earlier-point-returns has no rows.

earlier-point-mode-citation-states-its-duty

declaration check: Row.id's mode citation states its duty

scenarioper earlier-point-returns row

Does not apply to arcade-score: earlier-point-returns has no rows.

persistence-holds

the persistence mechanism holds for the whole run

generalonce

Applies to arcade-score.

Across each of quit, crash, death, slot deletion, profile deletion, and device change that the adoption can construct, plus each constructible damage and build-mismatch case, each family's value on both sides of every constructed boundary matches its row and the numbered settlement order holds. Every load the adoption can construct refuses partial state and activates all carried families together only when accepted. A case the adoption cannot construct asserts nothing. The pack's default audit seeds apply unless the adoption supplies its own.

Test steps and diagnostics
Holds

every state family's distinguishable value on both sides of every constructed boundary matched its row; every commit, candidate, conflict, build comparison, damage response, activation, earlier return, deletion, device return, and settlement report that the adoption constructed followed the mechanism's numbered order; every constructed load that was partial or refused activated no state; every accepted load activated all carried families together; where the adoption can construct no load, conflict, damage, build mismatch, or earlier return, that clause asserts nothing

Seeds

["audit-a","audit-b"]

Scope

each of quit, crash, death, slot deletion, profile deletion, and device change that the adoption can construct, plus each constructible damage and build-mismatch case

Diagnostics
  • arcade-score-state-boundary-trace
  • arcade-score-commit-log
  • arcade-score-candidate-set
  • arcade-score-settlement-trace
  • arcade-score-load-result
  • arcade-score-active-state-source
  • arcade-score-settlement-report
  • arcade-score-first-ordering-violation
JSONthe adoption as one file

The adoption file as supplied. Answers you try on this page are not written into it; to change an adoption, open it in the authoring tool.

{
  "contract": "state-persistence-scope",
  "version": 1,
  "summary": "Covers what survives the end of a run or session, a quit, a crash, death, deleting saved data, and moving to another device. It also covers local saves, manual slots, cloud copies, server profiles, backups, conflicts, and version changes. Closed-game time, replay guarantees, file formats, and the shape of saved numbers stay elsewhere.",
  "questions": {
    "unreadable-copy-default": {
      "asks": "What normally happens when saved state cannot be read?",
      "rationale": "Lost progress is the most visible failure a save system has. Choose the result players should expect first.",
      "when": {
        "row-count": {
          "copy-kinds": "non-empty"
        }
      },
      "otherwise": "No saved copy can be opened later, so unreadable saved state never reaches a load attempt.",
      "options": {
        "refuse-load": {
          "meaning": "The unreadable copy stays closed. A city slot remains listed, but none of its progress becomes active.",
          "semantics": "Loading stops before any state from that copy becomes active. The copy is neither replaced nor repaired by this response."
        },
        "start-fresh": {
          "meaning": "Play starts from normal fresh state. A damaged puzzle slot opens with its first board instead of the old board.",
          "semantics": "Fresh state becomes active instead of state from the unreadable copy. The response does not by itself delete or overwrite that copy."
        },
        "restore-earlier-copy": {
          "meaning": "An earlier copy can replace it through the supported route, including a manual file restore. A factory returns after choosing the backup before its damaged autosave.",
          "semantics": "A declared manual, in-game, or automatic recovery route can activate an earlier copy. The newest usable earlier copy under the matching backup rule becomes active."
        },
        "repair-readable-state": {
          "meaning": "Readable progress returns and damaged parts reset. A dungeon keeps cleared floors but rebuilds one broken room record.",
          "semantics": "Readable state becomes active as one repaired result. Every unreadable part takes the fresh value named by the cited repair rule."
        },
        "warn-and-try": {
          "meaning": "The player can cancel or try the unreadable copy. A colony save opens only after its damage warning is accepted.",
          "semantics": "No state from the copy becomes active before the explicit choice. Accepting the warning permits an attempt but does not promise success."
        }
      }
    },
    "older-build-default": {
      "asks": "What normally happens when an older game build wrote the copy?",
      "rationale": "Updates can strand a player's progress or change it permanently. Choose how the current build protects that progress.",
      "when": {
        "row-count": {
          "copy-kinds": "non-empty"
        }
      },
      "otherwise": "No loadable copy exists, so an older build has no saved state to open.",
      "options": {
        "refuse-load": {
          "meaning": "The older copy stays closed. A world from last year's rules cannot open in the current build.",
          "semantics": "Loading stops before state written by the older build becomes active."
        },
        "convert-and-load": {
          "meaning": "The game updates the old state and opens it. A factory save gains the current recipe records before play resumes.",
          "semantics": "A declared conversion produces current-build state before activation."
        },
        "warn-and-load": {
          "meaning": "The old copy is tried only after a warning. A racing career from an earlier patch opens after the player accepts the risk.",
          "semantics": "The player accepts a compatibility warning before old-build state becomes active. Acceptance permits an attempt but does not promise success."
        }
      }
    },
    "newer-build-default": {
      "asks": "What normally happens when a newer game build wrote the copy?",
      "rationale": "Going back to an older build can erase newer content. Choose whether the player may take that risk.",
      "when": {
        "row-count": {
          "copy-kinds": "non-empty"
        }
      },
      "otherwise": "No loadable copy exists, so a newer build has no saved state to open.",
      "options": {
        "refuse-load": {
          "meaning": "The newer copy stays closed. A world from a later patch remains unavailable in this build.",
          "semantics": "Loading stops before state written by the newer build becomes active."
        },
        "warn-and-load": {
          "meaning": "The newer copy is tried only after a warning. A sandbox world opens after the player accepts that newer content may be lost.",
          "semantics": "The player accepts a compatibility warning before newer-build state becomes active. Acceptance permits an attempt but does not promise success."
        }
      }
    }
  },
  "declares": {
    "values": {},
    "rows": {
      "state-families": {
        "description": "List each family of state that can change later play and give its observed persistence boundaries.",
        "when-empty": "No changing game state is covered, so this adoption makes no persistence promise.",
        "record": {
          "id": {
            "type": "string",
            "required": true,
            "pattern": "kebab-case",
            "unique": true,
            "description": "Name the state family in game words, such as campaign-progress, run-inventory, unlocks, or settings."
          },
          "state-declared-in": {
            "type": "citation",
            "required": true,
            "description": "The fixed game prose naming every field in this family and the points where it can affect later play. For a family that does not return after a quit, a crash, or on another device, it also names the value the family starts from."
          },
          "lifetime": {
            "type": "string",
            "required": true,
            "options": [
              "run",
              "session",
              "slot",
              "profile",
              "device",
              "account",
              "until-event",
              "not-kept"
            ],
            "description": "Run: the state belongs to one attempt; a roguelike's carried items go when that attempt ends. Session: the state belongs to one continuous visit; a co-op lobby choice goes when the party leaves that lobby. Slot: the state belongs to one player-selected save; campaign progress goes when that slot is deleted. Profile: the state belongs to one local player profile; unlocks go when that profile is deleted. Device: the state belongs to one installation; local settings go when that device data is erased. Account: the state belongs to one account; online settings go when that account is deleted or reset. Until event: the state lasts to one named game event; dropped currency goes at the next death. Not kept: the state does not cross its first named interruption; an enemy's alert meter does not return after quitting."
          },
          "scope-starts-in": {
            "type": "citation",
            "when": {
              "row": {
                "lifetime": [
                  "run",
                  "session"
                ]
              }
            },
            "description": "The player-observable start of this attempt or continuous visit. A run may start when the character enters the dungeon; a session may start when the party joins a lobby."
          },
          "scope-ends-in": {
            "type": "citation",
            "when": {
              "row": {
                "lifetime": [
                  "run",
                  "session",
                  "slot",
                  "profile",
                  "device",
                  "account",
                  "not-kept"
                ]
              }
            },
            "description": "The player-observable ending of this lifetime. It may be an attempt result, leaving a lobby, deleting a player-selected slot, deleting a local profile, erasing device data, deleting an account, or the first interruption that discards the value."
          },
          "lifetime-event-declared-in": {
            "type": "citation",
            "when": {
              "row": {
                "lifetime": [
                  "until-event"
                ]
              }
            },
            "description": "The named game event that destroys the earlier value. A recovery point may last until the next death after it appears."
          },
          "saved-in": {
            "type": "string",
            "pattern": "kebab-case",
            "description": "The save kind that restores this family. Absence means no copy restores it."
          },
          "after-normal-quit": {
            "type": "string",
            "required": true,
            "options": [
              "returns-last-commit",
              "does-not-return"
            ],
            "description": "Whether the last saved point returns after an ordinary quit. A campaign returns its last checkpoint; an unsaved match score does not."
          },
          "after-crash": {
            "type": "string",
            "required": true,
            "options": [
              "returns-last-commit",
              "does-not-return"
            ],
            "description": "Whether the last saved point returns after a crash. A timer-written world may lose changes since its last write while still returning that write."
          },
          "after-death": {
            "type": "string",
            "required": true,
            "options": [
              "keeps-value",
              "clears-value"
            ],
            "description": "Whether death keeps this value. Roguelike unlocks may remain while the dead run's inventory clears."
          },
          "after-slot-delete": {
            "type": "string",
            "required": true,
            "options": [
              "keeps-value",
              "clears-value",
              "no-slot"
            ],
            "description": "Whether deleting the related player-selected save keeps this value. That slot is named by the storage rule for several player-selected saves; a save presented as one current copy answers that no related slot exists."
          },
          "after-local-profile-delete": {
            "type": "string",
            "required": true,
            "options": [
              "keeps-value",
              "clears-value",
              "no-profile"
            ],
            "description": "Whether deleting the related local player profile keeps this value. That profile is named by the restoring copy's storage rule; a family with no such profile answers that no related profile exists."
          },
          "on-another-device": {
            "type": "string",
            "required": true,
            "options": [
              "returns",
              "does-not-return"
            ],
            "description": "Whether the value returns when the same eligible player continues on another device. A server profile may return; local settings may not."
          }
        }
      },
      "copy-kinds": {
        "description": "List each independently written and loaded save kind, such as campaign slots, profile data, cloud settings, or a server profile.",
        "when-empty": "No saved copy can be opened later. Loading cannot restore state, compare builds, recover damage, or resolve a conflict.",
        "record": {
          "id": {
            "type": "string",
            "required": true,
            "pattern": "kebab-case",
            "unique": true,
            "description": "Name this save kind in game words, such as campaign-slots, unlock-profile, or account-settings."
          },
          "contains-declared-in": {
            "type": "citation",
            "required": true,
            "description": "The fixed list of state-family ids written and restored together by this save kind."
          },
          "write-trigger": {
            "type": "string",
            "required": true,
            "options": [
              "player-save",
              "checkpoint",
              "continuous",
              "timer",
              "service-owned"
            ],
            "description": "What starts a save: a save action, a named checkpoint, each accepted change, a timer, or the service's own rule."
          },
          "write-rule-declared-in": {
            "type": "citation",
            "required": true,
            "description": "The rule naming exactly when a save begins, what makes it successful, and which later changes a quit or crash can lose."
          },
          "residence": {
            "type": "string",
            "required": true,
            "options": [
              "local-device",
              "cloud-synced",
              "server-authoritative"
            ],
            "description": "Where the copy that can restore play is authoritative: this device, synced device copies, or a game service. Copies shared through sync can conflict; a profile controlled by the service reads its accepted state."
          },
          "layout": {
            "type": "string",
            "required": true,
            "options": [
              "one-current",
              "manual-slots"
            ],
            "description": "How the save is presented: one current copy or several player-selected slots. A slot is one named load choice in the storage rule; retained earlier copies belong in the backup list."
          },
          "storage-rule-declared-in": {
            "type": "citation",
            "required": true,
            "description": "The rule naming copy residence, sync or service authority, and the player-visible selection route. For several player-selected saves it also names each stable slot identity; one current copy names no player-selected slot."
          },
          "unreadable-copy": {
            "type": "string",
            "required": true,
            "options": [
              "use-game-default",
              "refuse-load",
              "start-fresh",
              "restore-earlier-copy",
              "repair-readable-state",
              "warn-and-try"
            ],
            "description": "Use the game's ordinary answer for a save that cannot be read, or choose a different result for this save kind."
          },
          "older-build-copy": {
            "type": "string",
            "required": true,
            "options": [
              "use-game-default",
              "refuse-load",
              "convert-and-load",
              "warn-and-load"
            ],
            "description": "Use the game's ordinary answer for a save written by an older build, or choose a different result for this save kind."
          },
          "newer-build-copy": {
            "type": "string",
            "required": true,
            "options": [
              "use-game-default",
              "refuse-load",
              "warn-and-load"
            ],
            "description": "Use the game's ordinary answer for a save written by a newer build, or choose a different result for this save kind."
          },
          "mode-gated": {
            "type": "string",
            "options": [
              "only-in-named-modes"
            ],
            "description": "This save kind exists only in named player modes. A restore point may exist in a practice mode and a standard mode but not in a challenge mode."
          },
          "mode-rule-declared-in": {
            "type": "citation",
            "when": {
              "row": {
                "mode-gated": [
                  "only-in-named-modes"
                ]
              }
            },
            "description": "The rule naming every player mode where this save kind exists and confirming that it is absent elsewhere."
          },
          "removed-at": {
            "type": "string",
            "options": [
              "normal-quit",
              "crash",
              "death",
              "slot-delete",
              "local-profile-delete",
              "device-data-delete",
              "account-delete"
            ],
            "description": "The event that removes this copy from later load choices. A permadeath save may vanish when the character dies. For several player-selected saves this names removal of the deleted slot's copy, not of the whole save kind."
          },
          "removal-rule-declared-in": {
            "type": "citation",
            "when": {
              "row": {
                "removed-at": [
                  "normal-quit",
                  "crash",
                  "death",
                  "slot-delete",
                  "local-profile-delete",
                  "device-data-delete",
                  "account-delete"
                ]
              }
            },
            "description": "The rule naming the exact event that removes the copy and what the player sees afterward."
          }
        }
      },
      "backup-copies": {
        "description": "List save kinds that retain an earlier copy for supported recovery.",
        "when-empty": "No save kind promises an earlier usable copy, so damage cannot be answered by restoring one.",
        "record": {
          "id": {
            "type": "string",
            "required": true,
            "pattern": "kebab-case",
            "unique": true,
            "description": "Name the earlier-copy family, such as previous-campaign-checkpoint."
          },
          "copy-kind": {
            "type": "string",
            "required": true,
            "pattern": "kebab-case",
            "description": "The save kind protected by this earlier copy."
          },
          "backup-rule-declared-in": {
            "type": "citation",
            "required": true,
            "description": "The rule naming when an earlier copy is retained, how many remain, and what later progress recovery loses."
          },
          "restore-rule-declared-in": {
            "type": "citation",
            "required": true,
            "description": "The supported route for opening an earlier copy. It names whether recovery is automatic, in the game, or an external file step."
          }
        }
      },
      "copy-conflicts": {
        "description": "List shared save kinds that can present two complete but disagreeing copies. One adoption has at most one row per conflict scope: one for each named save kind and one for all synced kinds.",
        "when-empty": "No shared save kind can present competing copies, so no conflict response runs.",
        "record": {
          "id": {
            "type": "string",
            "required": true,
            "pattern": "kebab-case",
            "unique": true,
            "description": "Name the conflict in game words, such as campaign-slot-sync."
          },
          "scope": {
            "type": "string",
            "required": true,
            "options": [
              "this-copy-kind",
              "all-synced-kinds"
            ],
            "description": "Whether the response settles one save kind or every synced save kind together. One cloud dialog may settle campaign slots and quicksaves as a set."
          },
          "copy-kind": {
            "type": "string",
            "when": {
              "row": {
                "scope": [
                  "this-copy-kind"
                ]
              }
            },
            "pattern": "kebab-case",
            "description": "The one cloud-synced or service save kind whose copies can disagree."
          },
          "response": {
            "type": "string",
            "required": true,
            "options": [
              "select-by-rule",
              "player-chooses-copy",
              "refuse-until-resolved"
            ],
            "description": "What happens before any disagreeing state becomes active. A fixed rule may always prefer the copy the game service holds; the player may choose between dated copies; or neither copy may open until sync is repaired."
          },
          "resolution-declared-in": {
            "type": "citation",
            "required": true,
            "description": "The rule detecting disagreement, comparing copy identity, selecting or preserving copies, and naming the event that clears the conflict."
          }
        }
      },
      "earlier-point-returns": {
        "description": "List save kinds that can return to an earlier point of the same continuous play, whether or not the game names a run. One adoption has at most one row per save kind.",
        "when-empty": "No save kind can return to an earlier point of the same continuous play, so reload-to-retry is unavailable.",
        "record": {
          "id": {
            "type": "string",
            "required": true,
            "pattern": "kebab-case",
            "unique": true,
            "description": "Name the earlier return point in game words, such as dungeon-retry or quicksave."
          },
          "copy-kind": {
            "type": "string",
            "required": true,
            "pattern": "kebab-case",
            "description": "The save kind that can return play to the earlier point."
          },
          "after-load": {
            "type": "string",
            "required": true,
            "options": [
              "resume-stays",
              "resume-is-used-once",
              "player-mode-decides"
            ],
            "description": "Whether the same earlier point remains available after a successful load. A practice mode may keep a boss checkpoint while an iron mode allows one return."
          },
          "return-rule-declared-in": {
            "type": "citation",
            "required": true,
            "description": "The rule naming the earlier point, successful activation, and whether another load remains possible."
          },
          "mode-gated": {
            "type": "string",
            "options": [
              "only-in-named-modes"
            ],
            "description": "This earlier return point exists only in named player modes. A quicksave may be available in a practice mode but absent in a challenge mode."
          },
          "mode-rule-declared-in": {
            "type": "citation",
            "when": {
              "row": {
                "mode-gated": [
                  "only-in-named-modes"
                ]
              }
            },
            "description": "The rule naming every player mode where this earlier return point exists and confirming that it is absent elsewhere."
          }
        }
      }
    }
  },
  "rules": {},
  "origin": "https://opengdd.org/contracts/state-persistence-scope-1",
  "mechanism": [
    "This is the one normative settlement authority for state-family identity, scope starts and endings, commits, loads, damage, build mismatch, copy conflicts, deletion, and device change. Questions and rows supply defaults, overrides, and cited game rules; they do not define another sequence.",
    "A **run** begins at the player-observable attempt start named by `scope-starts-in` and ends at the result or exit named by `scope-ends-in`. Victory, death, and abandonment are common endings, but only the cited game rules decide. A save or load does not start or end a run. A **session** begins when play enters the world, match, lobby, or profile context named by `scope-starts-in` and ends at the exit, switch, or reset named by `scope-ends-in`. It survives a pause, background interval, closure, or relaunch that returns to that same context; a missing commit may still prevent its earlier value from returning.",
    "A **commit** is one coherent accepted write of a copy kind. A **copy** is a load candidate with its save-kind id, copy identity, any slot identity, build identity, commit identity, and complete state-family set. A **conflict** exists when the cited rule finds two accepted shared copies in one declared conflict scope that disagree and neither has already replaced the other. An **earlier copy** is a retained older commit named by a backup row.",
    "### Change and commit",
    "1. When state changes, keep each `state-families` row as one family under its cited game rule. The row's lifetime is the maximum scope of that earlier value. An `until-event` value ends at its cited game event; a shorter boundary result may clear any value sooner only when the row says so. 2. Evaluate run and session starts and endings from their separate cited player-observable events. A save action, automatic write, timer tick, process launch, process close, or load does not create a new run or session by itself. 3. Start a copy-kind commit only at its selected write trigger. A player save follows the cited save action. A checkpoint follows its named game event. Continuous writing follows each accepted change named by its rule. A timer follows the cited interval. A service-owned copy follows its authority's cited acceptance event. 4. A commit becomes loadable only when `write-rule-declared-in` reports success for the complete `contains-declared-in` set. A failed or partial write never replaces the last successful commit. Earlier copies are retained and ordered only by their backup and storage rules.",
    "### Quit, crash, and return",
    "5. On an ordinary quit, perform a final commit only when the copy kind's cited write rule calls for one. For each state row, `returns-last-commit` restores its latest successful commit on return; `does-not-return` starts from the cited post-quit value. Uncommitted changes do not return. A copy removed at normal quit is no longer a later load choice. 6. On a crash, no unfinished commit succeeds. For each state row, `returns-last-commit` restores the last commit that succeeded before the crash; `does-not-return` starts from the cited post-crash value. A timer or checkpoint therefore has an explicit possible loss window. A copy removed at crash is no longer a later load choice. 7. Select the requested slot or profile before activating state. A `one-current` kind selects its current copy. `manual-slots` selects the player's named slot. A retained earlier copy is not another layout; the damage response and matching backup rule may select it later, and a backup row's cited restore route is also available to the player directly, independent of any damage response. 8. A local-device copy is available only on that device unless another cited transfer exists outside this adoption. A cloud-synced kind obtains every accepted device and cloud candidate before conflict handling. A server-authoritative kind obtains the service's accepted copy and does not treat an unaccepted local cache as equal authority. Read each candidate's save-kind, slot, build, and commit identity now. A candidate whose identity cannot be read is not a conflict candidate. If no candidate survives, run the requested kind's damage response immediately, without conflict or build comparison. A readable header with an unreadable gameplay body remains a candidate for steps 9 and 10, then reaches the damage response in step 11.",
    "### Conflict, compatibility, and damage",
    "9. If readable shared candidates conflict, apply the matching row's response before reading their gameplay state. A one-kind row settles only that save kind; a whole-set row settles every synced kind together. `select-by-rule` chooses one complete copy. `player-chooses-copy` waits for one complete-copy choice. `refuse-until-resolved` activates neither. No response merges fields. 10. Compare the selected copy's writing build with the running build. Apply the copy-kind override when present; otherwise apply the matching older or newer default. Refusal activates no state. Conversion produces one current-build copy before activation. A warning precedes the attempt and does not promise that it succeeds. If conversion fails, refuse the load and leave the source copy unchanged unless its cited rule says otherwise. 11. Read the selected copy as one coherent unit. If it is unreadable, apply the copy-kind override or `unreadable-copy-default`. Refusal activates nothing. Fresh start activates the cited fresh state without silently deleting the unreadable copy. Earlier-copy recovery follows the matching backup row, selects the newest usable earlier copy, and reports the lost interval. Repair activates one coherent repaired result and resets every unreadable part under the cited rule; failure to produce a coherent result refuses the load. Warning waits for the player's choice before any attempted activation. 12. Activate all state families in the accepted copy together. State families saved in another copy kind keep the already active value from that kind; a state family without `saved-in` is never restored by this load. 13. If the accepted copy has a `earlier-point-returns` row, return continuous play to its cited earlier point. If that point is inside a run, continue the same run identity. Apply `after-load` only after successful activation: keeping the resume leaves it available, using it once makes it unavailable, and a player-mode answer follows the mode fixed before the load.",
    "### Death, deletion, and another device",
    "14. On death, apply every state's `after-death` result. `clears-value` removes the earlier value before later play. `keeps-value` retains it. If death is also the cited run end, every run-lifetime value clears even if no save action occurs. If it is the cited event for an `until-event` value, that value clears as well. Longer-lived unlocks, settings, and profile state follow their own rows. A copy with `removed-at: death` disappears from the load choices after these state results are settled. 15. On slot deletion, clear each `clears-value` row tied to that slot and keep each `keeps-value` row. `no-slot` records that the state has no related player-selected slot. Deleting a local profile applies `after-local-profile-delete` the same way and includes any slots whose cited rule makes them children of that profile. Device-data deletion ends device-lifetime state under its cited rule. Account deletion or reset ends account-lifetime state through `scope-ends-in`. At each event, remove every copy whose `removed-at` value names it. 16. On another eligible device, `returns` obtains the family from its cloud-synced or server-authoritative copy before activation and still runs conflict handling. `does-not-return` starts from the cited new-device value. A device change does not by itself delete the source device's copy. 17. After every event, no earlier value affects later play once its lifetime has ended or its selected boundary result cleared it. A later game rule may derive a new value, but that is new state rather than restoration of the cleared value. A mode-gated copy or earlier return point exists only while the cited player mode permits it.",
    "Every settlement report identifies the state-family id, copy-kind id or its absence, event, scope before and after, last successful commit when read, selected copy and build when loaded, override or default used, state result, and any lost interval. Conflict reports also identify both candidate commits and the selected response. Damage reports identify refusal, fresh state, earlier-copy recovery, repaired parts, or warning choice without claiming an unattempted load succeeded."
  ],
  "answers": {},
  "values": {},
  "rows": {
    "state-families": [
      {
        "id": "match-score",
        "state-declared-in": "mechanics.match-score",
        "lifetime": "run",
        "scope-starts-in": "match.start",
        "scope-ends-in": "match.result-or-exit",
        "after-normal-quit": "does-not-return",
        "after-crash": "does-not-return",
        "after-death": "clears-value",
        "after-slot-delete": "no-slot",
        "after-local-profile-delete": "no-profile",
        "on-another-device": "does-not-return"
      }
    ],
    "copy-kinds": [],
    "backup-copies": [],
    "copy-conflicts": [],
    "earlier-point-returns": []
  },
  "pack": "sha256:86060e861a3d6b10e0019612467e03749328dba98ab1a148bbc54c09e2492cf7"
}