Determinism & replay

Cloud campaign

cloud-campaign · an adoption of State persistence scope, version 2

Tests included

Use in your package

The first button opens the authoring tool with these answers and numbers already filled in. You still add the rules and tuning of your own game.

What is in the zip file

The zip file holds the adoption and its acceptance tests. In the authoring tool, choose Add contract and pick this zip file. If you edit your package outside the authoring tool, unpack the zip file in your package folder. The files of the zip file go into contracts/.

The contract that this adoption uses

This contract covers which state is kept after the end of a run or session, a quit, a crash, death, the deletion of saved data, and a move to another device. It also covers local saves, manual slots, cloud copies, server profiles, backups, conflicts, and version changes. This contract does not cover time that passes while the game is closed, replay guarantees, file formats, or the shape of saved numbers. The Suspension and catch-up contract covers time while the game is closed. The Replay scope contract covers replay guarantees.

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 file and the authoring tool use the supplied answers.

By default, what 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 By default, what 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 the normal starting state. A damaged puzzle slot opens with its first board instead of the old board.

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

Supplied answer An earlier copy can replace the unreadable copy through a route that the game supports. Restoring a file by hand is one such route. A factory game continues after the player chooses the backup that was made before the 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 starting 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 of a save system. This answer is the default answer. A save kind can choose another answer in its own row.

By default, what 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 By default, what 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.

Supplied answer 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

An update can make a player's progress impossible to load, or change it permanently. Choose how the current build protects that progress.

By default, what 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 By default, what happens when a newer game build wrote the copy?
Supplied answer 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
synced-campaign-progresscampaign.synced-progress-fieldsslot—cloud.delete-synced-slot—synced-campaign-slotsreturns-last-commitreturns-last-commitkeeps-valueclears-valueclears-valuereturns
synced-dungeon-attemptdungeon.synced-attempt-fieldsrundungeon.enterdungeon.victory-death-or-abandonment—synced-quicksavereturns-last-commitreturns-last-commitclears-valueno-slotclears-valuereturns

Copy kinds

copy-kinds

IdContains declared inWrite triggerWrite rule declared inResidenceLayoutStorage rule declared inUnreadable copyOlder build copyNewer build copyMode gatedMode rule declared inRemoved atRemoval rule declared in
synced-campaign-slotscloud.campaign-contentscheckpointcloud.campaign-commitcloud-syncedmanual-slotscloud.three-slot-syncuse-game-defaultuse-game-defaultuse-game-default————
synced-quicksavecloud.quicksave-contentsplayer-savecloud.quicksave-commitcloud-syncedone-currentcloud.quicksave-syncwarn-and-tryuse-game-defaultuse-game-default————

Backup copies

backup-copies

IdCopy kindBackup rule declared inRestore rule declared in
prior-synced-checkpointsynced-campaign-slotscloud.prior-checkpoint-policymenus.restore-prior-cloud-checkpoint

Copy conflicts

copy-conflicts

IdScopeCopy kindResponseResolution declared in
whole-save-syncall-synced-kinds—player-chooses-copymenus.choose-device-or-cloud-set

Earlier point returns

earlier-point-returns

IdCopy kindAfter loadReturn rule declared inMode gatedMode rule declared in
synced-quicksave-retrysynced-quicksaveresume-staysdungeon.quicksave-reuse——
Test inputsscope and seeds

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

This adoption supplies no test inputs. Every test uses its default inputs.

Acceptance tests72 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 · synced-dungeon-attempt

synced-dungeon-attempt begins and ends its run only at the cited events

scenarioper state-families row

Applies to the synced-dungeon-attempt row.

The run for synced-dungeon-attempt begins at dungeon.enter and ends at dungeon.victory-death-or-abandonment. Each save, automatic write, timer tick, load, close, or relaunch the adoption can construct does not create either boundary. For an event that the adoption cannot construct, this test checks nothing. The test names the addresses and restates nothing from them.

Test steps and diagnostics
Given

a distinguishable synced-dungeon-attempt value before, during, and after its run

When
  • play crosses the attempt start at dungeon.enter, the run ending at dungeon.victory-death-or-abandonment, 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 dungeon.enter and ends only at dungeon.victory-death-or-abandonment
  • each constructed save, automatic write, timer tick, load, close, and relaunch does not by itself begin or end the run; for an event that the adoption cannot construct, this test checks nothing
Diagnostics
  • cloud-campaign-state-boundary-trace
  • cloud-campaign-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 cloud-campaign: no row in state-families matches lifetime session.

copy-carries-complete-identity · synced-campaign-slots

synced-campaign-slots copies carry their complete identity and their complete state-family set

scenarioper copy-kinds row

Applies to the synced-campaign-slots row.

A copy of save kind synced-campaign-slots is one coherent accepted commit with save-kind, copy, slot when present, build, and commit identities and the complete family set at cloud.campaign-contents. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

one accepted commit of the save kind named synced-campaign-slots

When
  • the copy is recorded and later considered as a candidate
Then
  • the copy record carries save-kind id, copy identity, any slot identity, build identity, commit identity, and the complete state-family set named at cloud.campaign-contents
  • the commit record identifies one coherent accepted write rather than a collection of separately accepted fields
Diagnostics
  • cloud-campaign-commit-log
  • cloud-campaign-candidate-set

copy-carries-complete-identity · synced-quicksave

synced-quicksave copies carry their complete identity and their complete state-family set

scenarioper copy-kinds row

Applies to the synced-quicksave row.

A copy of save kind synced-quicksave is one coherent accepted commit with save-kind, copy, slot when present, build, and commit identities and the complete family set at cloud.quicksave-contents. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

one accepted commit of the save kind named synced-quicksave

When
  • the copy is recorded and later considered as a candidate
Then
  • the copy record carries save-kind id, copy identity, any slot identity, build identity, commit identity, and the complete state-family set named at cloud.quicksave-contents
  • the commit record identifies one coherent accepted write rather than a collection of separately accepted fields
Diagnostics
  • cloud-campaign-commit-log
  • cloud-campaign-candidate-set

conflict-has-two-unreplaced-accepted-copies · whole-save-sync

whole-save-sync is a conflict only for two accepted unreplaced copies

scenarioper copy-conflicts row

Applies to the whole-save-sync row.

whole-save-sync is a conflict only for two accepted shared copies in one declared scope that disagree and have not replaced one another. menus.choose-device-or-cloud-set decides the cited facts; this test names the address and restates nothing from it.

Test steps and diagnostics
Given

candidate pairs inside and outside the conflict scope governed by menus.choose-device-or-cloud-set

When
  • the game classifies each pair before reading gameplay state
Then
  • a conflict is recorded only when two accepted shared copies in one declared scope disagree and neither has replaced the other
  • an unaccepted, agreeing, out-of-scope, or already replaced pair is not recorded as a conflict
Diagnostics
  • cloud-campaign-candidate-set
  • cloud-campaign-conflict-report

state-family-follows-maximum-lifetime · synced-campaign-progress

synced-campaign-progress follows its declared maximum lifetime

scenarioper state-families row

Applies to the synced-campaign-progress row.

synced-campaign-progress has a maximum lifetime of one player-selected slot. Each boundary before the end of that lifetime follows the row's result, and the trace distinguishes a restored value from an equal value derived later. The family definition is at campaign.synced-progress-fields; the test names the address and restates nothing from it.

Test steps and diagnostics
Given

synced-campaign-progress changes from an earlier value to a distinguishable value

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

state-family-follows-maximum-lifetime · synced-dungeon-attempt

synced-dungeon-attempt follows its declared maximum lifetime

scenarioper state-families row

Applies to the synced-dungeon-attempt row.

synced-dungeon-attempt has a maximum lifetime of one run. Each boundary before the end of that lifetime follows the row's result, and the trace distinguishes a restored value from an equal value derived later. The family definition is at dungeon.synced-attempt-fields; the test names the address and restates nothing from it.

Test steps and diagnostics
Given

synced-dungeon-attempt changes from an earlier value to a distinguishable value

When
  • the value is read immediately before and after every declared persistence boundary that cloud-campaign can construct
Then
  • the earlier value affects play for no longer than one run
  • a boundary before the end of that lifetime clears it exactly when synced-dungeon-attempt's selected boundary result says so
  • the trace identifies restoration of the earlier value separately from a later derivation of an equal value
Diagnostics
  • cloud-campaign-state-boundary-trace
  • cloud-campaign-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 cloud-campaign: 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 cloud-campaign: no row in state-families matches lifetime not kept.

slot-and-profile-end-at-cited-event · synced-campaign-progress

synced-campaign-progress ends at its cited slot boundary

scenarioper state-families row

Applies to the synced-campaign-progress row.

The maximum lifetime of synced-campaign-progress ends at cloud.delete-synced-slot. An equal value derived later is new state. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

a distinguishable synced-campaign-progress value before cloud.delete-synced-slot

When
  • play crosses the cited lifetime ending
Then
  • the earlier value reaches the end of its maximum lifetime at cloud.delete-synced-slot and cannot affect later play
  • the source record distinguishes an equal value derived later as new state
Diagnostics
  • cloud-campaign-state-boundary-trace
  • cloud-campaign-active-state-source

commit-starts-only-at-selected-trigger · synced-campaign-slots

synced-campaign-slots starts a commit only at its selected trigger

scenarioper copy-kinds row

Applies to the synced-campaign-slots row.

A commit for synced-campaign-slots begins only at the cited checkpoint event under cloud.campaign-commit. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

events around the write rule at cloud.campaign-commit

When
  • the events occur before, at, and after the cited checkpoint event
Then
  • one synced-campaign-slots commit starts at the cited checkpoint event and no commit starts at the test events before or after it
  • the commit log records which cited event started it
Diagnostics
  • cloud-campaign-commit-log

commit-starts-only-at-selected-trigger · synced-quicksave

synced-quicksave starts a commit only at its selected trigger

scenarioper copy-kinds row

Applies to the synced-quicksave row.

A commit for synced-quicksave begins only at the cited player save action under cloud.quicksave-commit. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

events around the write rule at cloud.quicksave-commit

When
  • the events occur before, at, and after the cited player save action
Then
  • one synced-quicksave commit starts at the cited player save action and no commit starts at the test events before or after it
  • the commit log records which cited event started it
Diagnostics
  • cloud-campaign-commit-log

commit-loadable-only-after-complete-success · synced-campaign-slots

synced-campaign-slots replaces its last commit only after complete success

scenarioper copy-kinds row

Applies to the synced-campaign-slots row.

synced-campaign-slots becomes loadable only when cloud.campaign-commit reports success for the complete family set at cloud.campaign-contents. A failed or partial write leaves the last successful commit in place. The test names both addresses and restates nothing from them.

Test steps and diagnostics
Given

a last successful synced-campaign-slots commit and later complete-success, failed, and partial write attempts under cloud.campaign-commit

When
  • each attempt is followed by a return that requests synced-campaign-slots
Then
  • only the attempt reported successful for the complete set at cloud.campaign-contents becomes loadable
  • a failed or partial attempt never replaces the last successful commit
  • the commit and load records distinguish the retained last commit from the attempts that did not succeed
Diagnostics
  • cloud-campaign-commit-log
  • cloud-campaign-load-result
  • cloud-campaign-active-state-source

commit-loadable-only-after-complete-success · synced-quicksave

synced-quicksave replaces its last commit only after complete success

scenarioper copy-kinds row

Applies to the synced-quicksave row.

synced-quicksave becomes loadable only when cloud.quicksave-commit reports success for the complete family set at cloud.quicksave-contents. A failed or partial write leaves the last successful commit in place. The test names both addresses and restates nothing from them.

Test steps and diagnostics
Given

a last successful synced-quicksave commit and later complete-success, failed, and partial write attempts under cloud.quicksave-commit

When
  • each attempt is followed by a return that requests synced-quicksave
Then
  • only the attempt reported successful for the complete set at cloud.quicksave-contents becomes loadable
  • a failed or partial attempt never replaces the last successful commit
  • the commit and load records distinguish the retained last commit from the attempts that did not succeed
Diagnostics
  • cloud-campaign-commit-log
  • cloud-campaign-load-result
  • cloud-campaign-active-state-source

normal-quit-final-commit-follows-write-rule · synced-campaign-slots

synced-campaign-slots makes a final quit commit only when its rule requires one

scenarioper copy-kinds row

Applies to the synced-campaign-slots row.

On a normal quit, synced-campaign-slots makes a final commit only when cloud.campaign-commit requires one. Otherwise the earlier successful commit remains the last commit. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

each normal-quit case the adoption can construct for changed synced-campaign-slots state under cloud.campaign-commit

When
  • each normal quit completes
Then
  • where cloud.campaign-commit requires a final commit, exactly one starts
  • where the rule does not require one, no final commit starts and the previous last successful commit remains; for a case that the adoption cannot construct, this test checks nothing
Diagnostics
  • cloud-campaign-commit-log

normal-quit-final-commit-follows-write-rule · synced-quicksave

synced-quicksave makes a final quit commit only when its rule requires one

scenarioper copy-kinds row

Applies to the synced-quicksave row.

On a normal quit, synced-quicksave makes a final commit only when cloud.quicksave-commit requires one. Otherwise the earlier successful commit remains the last commit. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

each normal-quit case the adoption can construct for changed synced-quicksave state under cloud.quicksave-commit

When
  • each normal quit completes
Then
  • where cloud.quicksave-commit requires a final commit, exactly one starts
  • where the rule does not require one, no final commit starts and the previous last successful commit remains; for a case that the adoption cannot construct, this test checks nothing
Diagnostics
  • cloud-campaign-commit-log

normal-quit-returns-last-commit · synced-campaign-progress

synced-campaign-progress returns its last commit after a normal quit

scenarioper state-families row

Applies to the synced-campaign-progress row.

After a normal quit, synced-campaign-progress returns from the latest successful commit of the save kind named by saved-in; its uncommitted change does not return. If the row has no saved-in, this test checks nothing about restoration.

Test steps and diagnostics
Given

a committed synced-campaign-progress value followed by a distinguishable uncommitted change

When
  • the game quits normally and returns through the same context
Then
  • where this family names a save kind at saved-in, the latest successful commit of that kind restores synced-campaign-progress and the uncommitted change does not return
  • where this family has no saved-in, this test checks nothing about restoration
Diagnostics
  • cloud-campaign-commit-log
  • cloud-campaign-load-result
  • cloud-campaign-active-state-source

normal-quit-returns-last-commit · synced-dungeon-attempt

synced-dungeon-attempt returns its last commit after a normal quit

scenarioper state-families row

Applies to the synced-dungeon-attempt row.

After a normal quit, synced-dungeon-attempt returns from the latest successful commit of the save kind named by saved-in; its uncommitted change does not return. If the row has no saved-in, this test checks nothing about restoration.

Test steps and diagnostics
Given

a committed synced-dungeon-attempt value followed by a distinguishable uncommitted change

When
  • the game quits normally and returns through the same context
Then
  • where this family names a save kind at saved-in, the latest successful commit of that kind restores synced-dungeon-attempt and the uncommitted change does not return
  • where this family has no saved-in, this test checks nothing about restoration
Diagnostics
  • cloud-campaign-commit-log
  • cloud-campaign-load-result
  • cloud-campaign-active-state-source

normal-quit-does-not-return

Row.id does not return after a normal quit

scenarioper state-families row

Does not apply to cloud-campaign: no row in state-families matches after-normal-quit does not return.

crash-returns-last-commit · synced-campaign-progress

synced-campaign-progress returns its last completed commit after a crash

scenarioper state-families row

Applies to the synced-campaign-progress row.

After a crash, no unfinished commit succeeds. synced-campaign-progress returns from the last successful commit of the save kind named by saved-in, without later changes. If the row has no saved-in, this test checks nothing about restoration.

Test steps and diagnostics
Given

a committed synced-campaign-progress value, then a distinguishable change and an unfinished commit

When
  • the game crashes and returns through the same context
Then
  • the unfinished commit does not succeed
  • where this family names a save kind at saved-in, the last commit completed before the crash restores synced-campaign-progress and the later change does not return
  • where this family has no saved-in, this test checks nothing about restoration
Diagnostics
  • cloud-campaign-commit-log
  • cloud-campaign-load-result
  • cloud-campaign-active-state-source

crash-returns-last-commit · synced-dungeon-attempt

synced-dungeon-attempt returns its last completed commit after a crash

scenarioper state-families row

Applies to the synced-dungeon-attempt row.

After a crash, no unfinished commit succeeds. synced-dungeon-attempt returns from the last successful commit of the save kind named by saved-in, without later changes. If the row has no saved-in, this test checks nothing about restoration.

Test steps and diagnostics
Given

a committed synced-dungeon-attempt value, then a distinguishable change and an unfinished commit

When
  • the game crashes and returns through the same context
Then
  • the unfinished commit does not succeed
  • where this family names a save kind at saved-in, the last commit completed before the crash restores synced-dungeon-attempt and the later change does not return
  • where this family has no saved-in, this test checks nothing about restoration
Diagnostics
  • cloud-campaign-commit-log
  • cloud-campaign-load-result
  • cloud-campaign-active-state-source

crash-does-not-return

Row.id does not return after a crash

scenarioper state-families row

Does not apply to cloud-campaign: no row in state-families matches after-crash does not return.

timer-and-checkpoint-have-crash-loss-window · synced-campaign-slots

synced-campaign-slots reports its possible crash loss window

scenarioper copy-kinds row

Applies to the synced-campaign-slots row.

cloud.campaign-commit states which later changes of synced-campaign-slots a crash can lose. These changes are the possible loss window. The interrupted commit fails, and the report identifies the last successful commit and the lost interval. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

a successful synced-campaign-slots commit, later changes inside the possible loss window at cloud.campaign-commit, and a commit interrupted by a crash

When
  • the game returns after the crash
Then
  • the interrupted commit does not succeed
  • the settlement report identifies the last successful commit and the changes in the cited possible loss window that did not return
Diagnostics
  • cloud-campaign-commit-log
  • cloud-campaign-settlement-report

layout-selects-requested-copy · synced-campaign-slots

synced-campaign-slots selects its requested copy before activation

scenarioper copy-kinds row

Applies to the synced-campaign-slots row.

Before activation, synced-campaign-slots selects the player's named slot with its stable slot identity under cloud.three-slot-sync. Where an earlier commit is retained, it is not another layout. Where none is retained, this test checks nothing about earlier commits. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

the player requests synced-campaign-slots through the selection route at cloud.three-slot-sync and, where the adoption retains one, an earlier commit is also available

When
  • selection completes before any state activation
Then
  • synced-campaign-slots selects the player's named slot with its stable slot identity
  • where an earlier commit is retained, it is not treated as another layout choice and remains available only through its matching backup and damage routes; where none is retained, this test checks nothing about earlier commits
Diagnostics
  • cloud-campaign-candidate-set
  • cloud-campaign-active-state-source

layout-selects-requested-copy · synced-quicksave

synced-quicksave selects its requested copy before activation

scenarioper copy-kinds row

Applies to the synced-quicksave row.

Before activation, synced-quicksave selects its current copy and presents no player-selected slot under cloud.quicksave-sync. Where an earlier commit is retained, it is not another layout. Where none is retained, this test checks nothing about earlier commits. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

the player requests synced-quicksave through the selection route at cloud.quicksave-sync and, where the adoption retains one, an earlier commit is also available

When
  • selection completes before any state activation
Then
  • synced-quicksave selects its current copy and presents no player-selected slot
  • where an earlier commit is retained, it is not treated as another layout choice and remains available only through its matching backup and damage routes; where none is retained, this test checks nothing about earlier commits
Diagnostics
  • cloud-campaign-candidate-set
  • cloud-campaign-active-state-source

residence-controls-authoritative-candidates · synced-campaign-slots

synced-campaign-slots obtains candidates from its declared residence

scenarioper copy-kinds row

Applies to the synced-campaign-slots row.

synced-campaign-slots obtains every accepted device and cloud candidate before conflict handling under cloud.three-slot-sync. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

the candidate sources the adoption can construct for synced-campaign-slots as governed at cloud.three-slot-sync

When
  • the game builds the candidate set before conflict handling
Then
  • synced-campaign-slots obtains every accepted device and cloud candidate before conflict handling
Diagnostics
  • cloud-campaign-candidate-set
  • cloud-campaign-authority-trace

residence-controls-authoritative-candidates · synced-quicksave

synced-quicksave obtains candidates from its declared residence

scenarioper copy-kinds row

Applies to the synced-quicksave row.

synced-quicksave obtains every accepted device and cloud candidate before conflict handling under cloud.quicksave-sync. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

the candidate sources the adoption can construct for synced-quicksave as governed at cloud.quicksave-sync

When
  • the game builds the candidate set before conflict handling
Then
  • synced-quicksave obtains every accepted device and cloud candidate before conflict handling
Diagnostics
  • cloud-campaign-candidate-set
  • cloud-campaign-authority-trace

candidate-identity-precedes-settlement · synced-campaign-slots

synced-campaign-slots reads candidate identity before settlement

scenarioper copy-kinds row

Applies to the synced-campaign-slots row.

synced-campaign-slots reads candidate identity first. A candidate with an unreadable identity cannot enter conflict handling. When no candidate remains, the effective damage response runs immediately. A readable header with an unreadable body reaches the damage response only after conflict and build comparison.

Test steps and diagnostics
Given

synced-campaign-slots candidates with readable identity, unreadable identity, and a readable header with an unreadable gameplay body

When
  • the game reads candidate identity before conflict, build, or damage settlement
Then
  • save-kind, slot when present, build, and commit identity are read before gameplay state
  • an unreadable identity is not a conflict candidate; if no candidate remains, the effective damage response runs immediately without conflict or build comparison
  • a readable header with an unreadable body remains a candidate through conflict and build comparison before reaching damage settlement
Diagnostics
  • cloud-campaign-candidate-set
  • cloud-campaign-settlement-trace
  • cloud-campaign-damage-report

candidate-identity-precedes-settlement · synced-quicksave

synced-quicksave reads candidate identity before settlement

scenarioper copy-kinds row

Applies to the synced-quicksave row.

synced-quicksave reads candidate identity first. A candidate with an unreadable identity cannot enter conflict handling. When no candidate remains, the effective damage response runs immediately. A readable header with an unreadable body reaches the damage response only after conflict and build comparison.

Test steps and diagnostics
Given

synced-quicksave candidates with readable identity, unreadable identity, and a readable header with an unreadable gameplay body

When
  • the game reads candidate identity before conflict, build, or damage settlement
Then
  • save-kind, slot when present, build, and commit identity are read before gameplay state
  • an unreadable identity is not a conflict candidate; if no candidate remains, the effective damage response runs immediately without conflict or build comparison
  • a readable header with an unreadable body remains a candidate through conflict and build comparison before reaching damage settlement
Diagnostics
  • cloud-campaign-candidate-set
  • cloud-campaign-settlement-trace
  • cloud-campaign-damage-report

missing-conflict-row-runs-no-conflict-response · synced-campaign-slots

synced-campaign-slots has no conflict response without a matching row

scenarioper copy-kinds row

Applies to the synced-campaign-slots row.

If synced-campaign-slots has no matching conflict row, this contract performs no conflict response for it. If it has one, this test checks nothing.

Test steps and diagnostics
Given

a candidate set for synced-campaign-slots

When
  • the game looks for a matching copy-conflicts row before build comparison
Then
  • where no matching conflict row exists, no candidate is selected, refused, or replaced by a conflict response from this contract
  • where a matching row exists, this test checks nothing
Diagnostics
  • cloud-campaign-candidate-set
  • cloud-campaign-settlement-trace

missing-conflict-row-runs-no-conflict-response · synced-quicksave

synced-quicksave has no conflict response without a matching row

scenarioper copy-kinds row

Applies to the synced-quicksave row.

If synced-quicksave has no matching conflict row, this contract performs no conflict response for it. If it has one, this test checks nothing.

Test steps and diagnostics
Given

a candidate set for synced-quicksave

When
  • the game looks for a matching copy-conflicts row before build comparison
Then
  • where no matching conflict row exists, no candidate is selected, refused, or replaced by a conflict response from this contract
  • where a matching row exists, this test checks nothing
Diagnostics
  • cloud-campaign-candidate-set
  • cloud-campaign-settlement-trace

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

Row.id settles only Row.copy kind

scenarioper copy-conflicts row

Does not apply to cloud-campaign: no row in copy-conflicts matches scope this copy kind.

all-synced-conflict-settles-whole-set · whole-save-sync

whole-save-sync settles every synced save kind together

scenarioper copy-conflicts row

Applies to the whole-save-sync row.

whole-save-sync settles every synced save kind in its declared scope together, before gameplay state is read, and never merges fields. menus.choose-device-or-cloud-set governs the conflict; the test names the address and restates nothing from it.

Test steps and diagnostics
Given

accepted disagreeing candidates across the synced save kinds in whole-save-sync's scope

When
  • the response at menus.choose-device-or-cloud-set runs before gameplay state is read
Then
  • every synced save kind in the declared scope enters one settlement
  • the response chooses or refuses complete copies and never merges fields
Diagnostics
  • cloud-campaign-candidate-set
  • cloud-campaign-conflict-report

conflict-select-by-rule

Row.id applies select-by-rule

scenarioper copy-conflicts row

Does not apply to cloud-campaign: no row in copy-conflicts matches response select by rule.

conflict-player-chooses-copy · whole-save-sync

whole-save-sync applies player-chooses-copy

scenarioper copy-conflicts row

Applies to the whole-save-sync row.

For whole-save-sync, player-chooses-copy runs before gameplay state is read. No candidate state activates before the player chooses one complete copy; the chosen copy proceeds, and fields are never merged. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

two accepted complete shared copies that conflict under menus.choose-device-or-cloud-set

When
  • the player first waits without choosing and then chooses one candidate
Then
  • no candidate state activates before the player chooses one complete copy
  • the chosen complete copy proceeds and fields from candidates are never merged
Diagnostics
  • cloud-campaign-candidate-set
  • cloud-campaign-conflict-report
  • cloud-campaign-active-state-source

conflict-refuse-until-resolved

Row.id applies refuse-until-resolved

scenarioper copy-conflicts row

Does not apply to cloud-campaign: no row in copy-conflicts matches response refuse until resolved.

older-build-override-refuse-load

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

scenarioper copy-kinds row

Does not apply to cloud-campaign: no row in copy-kinds matches older-build-copy refuse load.

older-build-default-refuse-load

Row.id applies the default answer refuse-load for an older build

scenarioper copy-kinds row

Does not apply to cloud-campaign: older build default is convert and load, not refuse load.

older-build-override-convert-and-load

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

scenarioper copy-kinds row

Does not apply to cloud-campaign: no row in copy-kinds matches older-build-copy convert and load.

older-build-default-convert-and-load · synced-campaign-slots

synced-campaign-slots applies the default answer convert-and-load for an older build

scenarioper copy-kinds row

Applies to the synced-campaign-slots row.

synced-campaign-slots uses the default answer for an older build and converts the copy to one coherent current-build copy before successful activation; a failed conversion refuses the load and leaves the source copy unchanged unless its cited rule records another result for the source copy. The observable consequence is stated here; the test restates nothing from the adoption's cited rule.

Test steps and diagnostics
Given

a selected readable copy of save kind synced-campaign-slots written by an older build, with no unresolved conflict

When
  • one conversion succeeds and a second constructed conversion fails
Then
  • the successful conversion produces one coherent current-build copy before all of its carried families activate together
  • the failed conversion refuses activation and leaves the source copy unchanged unless its cited rule records another result for the source copy
  • the conversion record distinguishes success, refusal, and what happened to the source copy
Diagnostics
  • cloud-campaign-writer-and-reader-builds
  • cloud-campaign-conversion-result
  • cloud-campaign-load-result
  • cloud-campaign-active-state-source

older-build-default-convert-and-load · synced-quicksave

synced-quicksave applies the default answer convert-and-load for an older build

scenarioper copy-kinds row

Applies to the synced-quicksave row.

synced-quicksave uses the default answer for an older build and converts the copy to one coherent current-build copy before successful activation; a failed conversion refuses the load and leaves the source copy unchanged unless its cited rule records another result for the source copy. The observable consequence is stated here; the test restates nothing from the adoption's cited rule.

Test steps and diagnostics
Given

a selected readable copy of save kind synced-quicksave written by an older build, with no unresolved conflict

When
  • one conversion succeeds and a second constructed conversion fails
Then
  • the successful conversion produces one coherent current-build copy before all of its carried families activate together
  • the failed conversion refuses activation and leaves the source copy unchanged unless its cited rule records another result for the source copy
  • the conversion record distinguishes success, refusal, and what happened to the source copy
Diagnostics
  • cloud-campaign-writer-and-reader-builds
  • cloud-campaign-conversion-result
  • cloud-campaign-load-result
  • cloud-campaign-active-state-source

older-build-override-warn-and-load

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

scenarioper copy-kinds row

Does not apply to cloud-campaign: no row in copy-kinds matches older-build-copy warn and load.

older-build-default-warn-and-load

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

scenarioper copy-kinds row

Does not apply to cloud-campaign: older build default is convert and load, not warn and load.

newer-build-override-refuse-load

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

scenarioper copy-kinds row

Does not apply to cloud-campaign: no row in copy-kinds matches newer-build-copy refuse load.

newer-build-default-refuse-load · synced-campaign-slots

synced-campaign-slots applies the default answer refuse-load for a newer build

scenarioper copy-kinds row

Applies to the synced-campaign-slots row.

synced-campaign-slots uses the default answer for a newer build and refuses the load before any mismatched-build state activates. The observable consequence is stated here; the test restates nothing from the adoption's cited rule.

Test steps and diagnostics
Given

a selected readable copy of save kind synced-campaign-slots written by a newer build, with no unresolved conflict

When
  • the player requests the copy
Then
  • loading stops before any state from the mismatched-build copy activates
  • the refusal record distinguishes refusal from an absent or unreadable copy
Diagnostics
  • cloud-campaign-writer-and-reader-builds
  • cloud-campaign-load-result
  • cloud-campaign-active-state-source

newer-build-default-refuse-load · synced-quicksave

synced-quicksave applies the default answer refuse-load for a newer build

scenarioper copy-kinds row

Applies to the synced-quicksave row.

synced-quicksave uses the default answer for a newer build and refuses the load before any mismatched-build state activates. The observable consequence is stated here; the test restates nothing from the adoption's cited rule.

Test steps and diagnostics
Given

a selected readable copy of save kind synced-quicksave written by a newer build, with no unresolved conflict

When
  • the player requests the copy
Then
  • loading stops before any state from the mismatched-build copy activates
  • the refusal record distinguishes refusal from an absent or unreadable copy
Diagnostics
  • cloud-campaign-writer-and-reader-builds
  • cloud-campaign-load-result
  • cloud-campaign-active-state-source

newer-build-override-warn-and-load

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

scenarioper copy-kinds row

Does not apply to cloud-campaign: no row in copy-kinds matches newer-build-copy warn and load.

newer-build-default-warn-and-load

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

scenarioper copy-kinds row

Does not apply to cloud-campaign: newer build default is refuse load, not warn and load.

unreadable-copy-override-refuse-load

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

scenarioper copy-kinds row

Does not apply to cloud-campaign: no row in copy-kinds matches unreadable-copy refuse load.

unreadable-copy-default-refuse-load

Row.id applies the default answer refuse-load for an unreadable copy

scenarioper copy-kinds row

Does not apply to cloud-campaign: unreadable copy default is restore earlier copy, not refuse load.

unreadable-copy-override-start-fresh

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

scenarioper copy-kinds row

Does not apply to cloud-campaign: no row in copy-kinds matches unreadable-copy start fresh.

unreadable-copy-default-start-fresh

Row.id applies the default answer start-fresh for an unreadable copy

scenarioper copy-kinds row

Does not apply to cloud-campaign: unreadable copy default is restore earlier copy, not start fresh.

unreadable-copy-override-restore-earlier-copy

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

scenarioper copy-kinds row

Does not apply to cloud-campaign: no row in copy-kinds matches unreadable-copy restore earlier copy.

unreadable-copy-default-restore-earlier-copy · synced-campaign-slots

synced-campaign-slots applies the default answer restore-earlier-copy for an unreadable copy

scenarioper copy-kinds row

Applies to the synced-campaign-slots row.

synced-campaign-slots uses the default answer for an unreadable copy and uses the matching backup row to activate the newest usable earlier copy and report the lost interval. Where none can be produced, the result follows the cited recovery rule and activates no state from the unreadable copy. The observable consequence is stated here; the test restates nothing from the adoption's cited rule.

Test steps and diagnostics
Given

a selected copy of save kind synced-campaign-slots whose gameplay body is unreadable after conflict and build settlement

When
  • the supported recovery route selects the newest usable earlier copy under the matching backup row
Then
  • the selected earlier copy becomes active as one complete copy
  • the damage report identifies the selected earlier commit and the lost interval
  • where no usable earlier copy can be produced, the result follows the cited recovery rule and activates no state from the unreadable copy
Diagnostics
  • cloud-campaign-damage-report
  • cloud-campaign-load-result
  • cloud-campaign-active-state-source
  • cloud-campaign-removal-log

unreadable-copy-override-repair-readable-state

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

scenarioper copy-kinds row

Does not apply to cloud-campaign: no row in copy-kinds matches unreadable-copy repair readable state.

unreadable-copy-default-repair-readable-state

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

scenarioper copy-kinds row

Does not apply to cloud-campaign: unreadable copy default is restore earlier copy, not repair readable state.

unreadable-copy-override-warn-and-try · synced-quicksave

synced-quicksave applies its unreadable-copy warn-and-try override

scenarioper copy-kinds row

Applies to the synced-quicksave row.

synced-quicksave overrides the default answer for an unreadable copy and waits for an explicit choice; cancellation activates nothing, and acceptance is recorded separately from success. The observable consequence is stated here; the test restates nothing from the adoption's cited rule.

Test steps and diagnostics
Given

a selected copy of save kind synced-quicksave whose gameplay body is unreadable after conflict and build settlement

When
  • the player first cancels the warning, then accepts a successful attempt, and finally accepts a constructed failed attempt
Then
  • no copy state activates before the explicit choice and cancellation activates nothing
  • the successful accepted attempt activates one coherent copy and the failed accepted attempt activates none
  • warning acceptance is recorded separately from load success
Diagnostics
  • cloud-campaign-damage-report
  • cloud-campaign-load-result
  • cloud-campaign-active-state-source
  • cloud-campaign-removal-log

unreadable-copy-default-warn-and-try

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

scenarioper copy-kinds row

Does not apply to cloud-campaign: unreadable copy default is restore earlier copy, not warn and try.

backup-retains-orders-and-restores-earlier-copies · prior-synced-checkpoint

prior-synced-checkpoint retains and restores earlier copies

scenarioper backup-copies row

Applies to the prior-synced-checkpoint row.

prior-synced-checkpoint retains and orders earlier copies under cloud.prior-checkpoint-policy. Its direct player route at menus.restore-prior-cloud-checkpoint opens the newest usable one and reports the lost interval, independently of damage settlement. The test names both addresses and restates nothing from them.

Test steps and diagnostics
Given

several earlier commits for the save kind named by synced-campaign-slots, including usable and unusable candidates

When
  • the game applies cloud.prior-checkpoint-policy and the player directly uses menus.restore-prior-cloud-checkpoint
Then
  • earlier commits are retained and ordered only as cloud.prior-checkpoint-policy and the storage rule of the save kind named at copy-kind provide
  • the newest usable earlier copy becomes active as one complete copy and the lost interval is reported
  • the direct route at menus.restore-prior-cloud-checkpoint remains available independently of any damage response
Diagnostics
  • cloud-campaign-backup-inventory
  • cloud-campaign-load-result
  • cloud-campaign-damage-report

readable-compatible-copy-activates-together · synced-campaign-slots

synced-campaign-slots loads a readable compatible conflict-free copy

scenarioper copy-kinds row

Applies to the synced-campaign-slots row.

A readable, same-build, conflict-free copy of save kind synced-campaign-slots loads successfully and activates every family at cloud.campaign-contents together from one commit. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

a selected readable copy of save kind synced-campaign-slots from the running build with no conflict, carrying distinguishable values for every family at cloud.campaign-contents

When
  • the game loads the copy
Then
  • the load is accepted rather than refused
  • every carried state family activates together from one commit
  • no partial copy is visible at any point
Diagnostics
  • cloud-campaign-load-result
  • cloud-campaign-active-state-source
  • cloud-campaign-activation-trace

readable-compatible-copy-activates-together · synced-quicksave

synced-quicksave loads a readable compatible conflict-free copy

scenarioper copy-kinds row

Applies to the synced-quicksave row.

A readable, same-build, conflict-free copy of save kind synced-quicksave loads successfully and activates every family at cloud.quicksave-contents together from one commit. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

a selected readable copy of save kind synced-quicksave from the running build with no conflict, carrying distinguishable values for every family at cloud.quicksave-contents

When
  • the game loads the copy
Then
  • the load is accepted rather than refused
  • every carried state family activates together from one commit
  • no partial copy is visible at any point
Diagnostics
  • cloud-campaign-load-result
  • cloud-campaign-active-state-source
  • cloud-campaign-activation-trace

load-preserves-families-from-other-kinds · synced-campaign-slots

loading synced-campaign-slots preserves state from other save kinds

scenarioper copy-kinds row

Applies to the synced-campaign-slots row.

Loading synced-campaign-slots activates its carried families together and preserves the active value of every family saved in another save kind. If no other save kind exists, this test checks nothing about other save kinds.

Test steps and diagnostics
Given

active distinguishable state from synced-campaign-slots and, where the adoption declares one, another save kind

When
  • a readable compatible conflict-free copy of save kind synced-campaign-slots loads successfully
Then
  • families carried by synced-campaign-slots activate together from its selected commit
  • families saved in another save kind keep that kind's already active value
  • where no other save kind exists, this test checks nothing about other save kinds
Diagnostics
  • cloud-campaign-activation-trace
  • cloud-campaign-active-state-source

load-preserves-families-from-other-kinds · synced-quicksave

loading synced-quicksave preserves state from other save kinds

scenarioper copy-kinds row

Applies to the synced-quicksave row.

Loading synced-quicksave activates its carried families together and preserves the active value of every family saved in another save kind. If no other save kind exists, this test checks nothing about other save kinds.

Test steps and diagnostics
Given

active distinguishable state from synced-quicksave and, where the adoption declares one, another save kind

When
  • a readable compatible conflict-free copy of save kind synced-quicksave loads successfully
Then
  • families carried by synced-quicksave activate together from its selected commit
  • families saved in another save kind keep that kind's already active value
  • where no other save kind exists, this test checks nothing about other save kinds
Diagnostics
  • cloud-campaign-activation-trace
  • cloud-campaign-active-state-source

family-without-saved-in-is-never-restored · synced-campaign-progress

synced-campaign-progress is never restored when it names no save kind

scenarioper state-families row

Applies to the synced-campaign-progress row.

For synced-campaign-progress, when it has no saved-in, no return path restores its earlier value. For synced-campaign-progress, when it names saved-in, only an accepted load of that save kind restores its earlier value; no other return path does.

Test steps and diagnostics
Given

a distinguishable earlier synced-campaign-progress value and every return path the adoption can construct

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

family-without-saved-in-is-never-restored · synced-dungeon-attempt

synced-dungeon-attempt is never restored when it names no save kind

scenarioper state-families row

Applies to the synced-dungeon-attempt row.

For synced-dungeon-attempt, when it has no saved-in, no return path restores its earlier value. For synced-dungeon-attempt, when it names saved-in, only an accepted load of that save kind restores its earlier value; no other return path does.

Test steps and diagnostics
Given

a distinguishable earlier synced-dungeon-attempt value and every return path the adoption can construct

When
  • the return paths complete
Then
  • where synced-dungeon-attempt has no saved-in, none of the return paths restores its earlier value
  • where synced-dungeon-attempt names saved-in, its earlier value is restored only by an accepted load of that save kind and by no other return path
Diagnostics
  • cloud-campaign-state-boundary-trace
  • cloud-campaign-active-state-source

earlier-point-follows-after-load · synced-quicksave-retry

synced-quicksave-retry follows its after-load result

scenarioper earlier-point-returns row

Applies to the synced-quicksave-retry row.

After successful activation, synced-quicksave-retry returns play to dungeon.quicksave-reuse and keeps the run identity when the point is inside a run. Then both successful returns go to the same earlier point, which remains available after the first return. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

an accepted copy of the save kind synced-quicksave and an earlier point at dungeon.quicksave-reuse

When
  • activation succeeds and the player attempts the return twice
Then
  • continuous play returns to the cited earlier point only after successful activation
  • each return the row's after-load result permits retains the same run identity when the point is inside a run
  • both successful returns go to the same earlier point, which remains available after the first return
Diagnostics
  • cloud-campaign-load-result
  • cloud-campaign-return-point
  • cloud-campaign-run-identity
  • cloud-campaign-save-availability-after-load

missing-earlier-point-row-returns-nowhere · synced-campaign-slots

synced-campaign-slots returns to no earlier point without an earlier-point row

scenarioper copy-kinds row

Applies to the synced-campaign-slots row.

A successful synced-campaign-slots load returns continuous play to no earlier point under this contract when no earlier-point row names it. When a row names it, this test checks nothing.

Test steps and diagnostics
Given

a successful synced-campaign-slots load

When
  • the game checks for an earlier-point-returns row after activation
Then
  • where no row names synced-campaign-slots, this contract returns continuous play to no earlier point
  • where a row names synced-campaign-slots, this test checks nothing
Diagnostics
  • cloud-campaign-load-result
  • cloud-campaign-return-point

missing-earlier-point-row-returns-nowhere · synced-quicksave

synced-quicksave returns to no earlier point without an earlier-point row

scenarioper copy-kinds row

Applies to the synced-quicksave row.

A successful synced-quicksave load returns continuous play to no earlier point under this contract when no earlier-point row names it. When a row names it, this test checks nothing.

Test steps and diagnostics
Given

a successful synced-quicksave load

When
  • the game checks for an earlier-point-returns row after activation
Then
  • where no row names synced-quicksave, this contract returns continuous play to no earlier point
  • where a row names synced-quicksave, this test checks nothing
Diagnostics
  • cloud-campaign-load-result
  • cloud-campaign-return-point

earlier-point-mode-gate-controls-existence

Row.id exists only in its named modes

scenarioper earlier-point-returns row

Does not apply to cloud-campaign: no row in earlier-point-returns matches mode-gated only in named modes.

death-follows-family-result · synced-campaign-progress

synced-campaign-progress follows its death result

scenarioper state-families row

Applies to the synced-campaign-progress row.

On death, synced-campaign-progress follows its selected result: the earlier value remains available to later play.

Test steps and diagnostics
Given

a distinguishable synced-campaign-progress value immediately before death

When
  • death settles before any death-triggered copy removal the adoption declares
Then
  • the earlier value remains available to later play
Diagnostics
  • cloud-campaign-state-boundary-trace
  • cloud-campaign-active-state-source

death-follows-family-result · synced-dungeon-attempt

synced-dungeon-attempt follows its death result

scenarioper state-families row

Applies to the synced-dungeon-attempt row.

On death, synced-dungeon-attempt 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 synced-dungeon-attempt 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
  • cloud-campaign-state-boundary-trace
  • cloud-campaign-active-state-source

death-at-run-end-clears-run-family · synced-dungeon-attempt

synced-dungeon-attempt clears when death is its run end

scenarioper state-families row

Applies to the synced-dungeon-attempt row.

If death is the run end at dungeon.victory-death-or-abandonment, synced-dungeon-attempt clears even without a save action. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

a distinguishable synced-dungeon-attempt value before a death, where the run ending at dungeon.victory-death-or-abandonment is death

When
  • death occurs without another save action
Then
  • if the cited end at dungeon.victory-death-or-abandonment 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 checks nothing
Diagnostics
  • cloud-campaign-state-boundary-trace
  • cloud-campaign-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 cloud-campaign: no row in state-families matches lifetime until event.

slot-deletion-follows-family-result · synced-campaign-progress

synced-campaign-progress follows its slot-deletion result

scenarioper state-families row

Applies to the synced-campaign-progress row.

On slot deletion, synced-campaign-progress follows its selected result: the earlier value tied to that slot clears before later play.

Test steps and diagnostics
Given

a distinguishable family value before deletion of its related player-selected slot

When
  • the related slot is deleted
Then
  • the earlier value tied to that slot clears before later play
Diagnostics
  • cloud-campaign-state-boundary-trace
  • cloud-campaign-settlement-report

slot-deletion-follows-family-result · synced-dungeon-attempt

synced-dungeon-attempt follows its slot-deletion result

scenarioper state-families row

Applies to the synced-dungeon-attempt row.

On slot deletion, synced-dungeon-attempt 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
  • cloud-campaign-state-boundary-trace
  • cloud-campaign-settlement-report

local-profile-deletion-follows-family-result · synced-campaign-progress

synced-campaign-progress follows its local-profile-deletion result

scenarioper state-families row

Applies to the synced-campaign-progress row.

On local-profile deletion, synced-campaign-progress follows its selected result: the earlier value tied to that local profile clears before later play. Where a related profile exists, child slots are included only as the adoption's cited rule provides. Where no related profile exists, this test checks nothing about child slots. The test restates nothing from the cited rule.

Test steps and diagnostics
Given

a distinguishable family value before deletion of its related local profile

When
  • the related local profile is deleted with every child slot named by the adoption's cited rule
Then
  • the earlier value tied to that local profile clears before later play
Diagnostics
  • cloud-campaign-state-boundary-trace
  • cloud-campaign-settlement-report
  • cloud-campaign-removal-log

local-profile-deletion-follows-family-result · synced-dungeon-attempt

synced-dungeon-attempt follows its local-profile-deletion result

scenarioper state-families row

Applies to the synced-dungeon-attempt row.

On local-profile deletion, synced-dungeon-attempt follows its selected result: the earlier value tied to that local profile clears before later play. Where a related profile exists, child slots are included only as the adoption's cited rule provides. Where no related profile exists, this test checks nothing about child slots. The test restates nothing from the cited rule.

Test steps and diagnostics
Given

a distinguishable family value before deletion of its related local profile

When
  • the related local profile is deleted with every child slot named by the adoption's cited rule
Then
  • the earlier value tied to that local profile clears before later play
Diagnostics
  • cloud-campaign-state-boundary-trace
  • cloud-campaign-settlement-report
  • cloud-campaign-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 cloud-campaign: 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 cloud-campaign: no row in state-families matches lifetime account.

another-device-returns-family · synced-campaign-progress

synced-campaign-progress returns on another eligible device

scenarioper state-families row

Applies to the synced-campaign-progress row.

On another eligible device, synced-campaign-progress is obtained from its synced or authoritative copy before activation. Conflict handling still runs and applies the response of the conflict row that matches that save kind; where no row matches, this test checks nothing about a conflict response. The device change does not delete any source-device copy; if none exists, this test checks nothing about a source-device copy.

Test steps and diagnostics
Given

a distinguishable synced-campaign-progress value on one device before the same eligible player continues on another

When
  • the new device settles available state
Then
  • the family is obtained from its synced or authoritative copy before activation and conflict handling still runs, applying the response of the conflict row that matches that save kind; where no conflict row matches it, this test checks nothing about a conflict response
  • any source-device copy is not deleted by the device change; where none exists, this test checks nothing about a source-device copy
Diagnostics
  • cloud-campaign-candidate-set
  • cloud-campaign-conflict-report
  • cloud-campaign-active-state-source
  • cloud-campaign-removal-log

another-device-returns-family · synced-dungeon-attempt

synced-dungeon-attempt returns on another eligible device

scenarioper state-families row

Applies to the synced-dungeon-attempt row.

On another eligible device, synced-dungeon-attempt is obtained from its synced or authoritative copy before activation. Conflict handling still runs and applies the response of the conflict row that matches that save kind; where no row matches, this test checks nothing about a conflict response. The device change does not delete any source-device copy; if none exists, this test checks nothing about a source-device copy.

Test steps and diagnostics
Given

a distinguishable synced-dungeon-attempt value on one device before the same eligible player continues on another

When
  • the new device settles available state
Then
  • the family is obtained from its synced or authoritative copy before activation and conflict handling still runs, applying the response of the conflict row that matches that save kind; where no conflict row matches it, this test checks nothing about a conflict response
  • any source-device copy is not deleted by the device change; where none exists, this test checks nothing about a source-device copy
Diagnostics
  • cloud-campaign-candidate-set
  • cloud-campaign-conflict-report
  • cloud-campaign-active-state-source
  • cloud-campaign-removal-log

another-device-does-not-return-family

Row.id does not return on another device

scenarioper state-families row

Does not apply to cloud-campaign: no row in state-families matches on-another-device does not return.

removed-copy-disappears-at-selected-event

Row.id disappears at its removal event

scenarioper copy-kinds row

Does not apply to cloud-campaign: no row in copy-kinds matches removed-at normal quit or crash or death or slot delete or local profile delete or device data delete or account delete.

copy-kind-mode-gate-controls-existence

Row.id exists only in its named modes

scenarioper copy-kinds row

Does not apply to cloud-campaign: no row in copy-kinds matches mode-gated only in named modes.

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

ended and cleared values stay absent

scenarioonce

Applies to cloud-campaign.

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, this test checks nothing.

Test steps and diagnostics
Given

every event the cloud-campaign 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 checks nothing
Diagnostics
  • cloud-campaign-state-boundary-trace
  • cloud-campaign-active-state-source

settlement-report-is-complete

every settlement report records its complete result

scenarioonce

Applies to cloud-campaign.

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. For a case that the adoption cannot construct, this test checks nothing.

Test steps and diagnostics
Given

each persistence settlement the cloud-campaign adoption can construct

When
  • the settlement completes or refuses
Then
  • the report identifies state-family id, save-kind id or its absence, event, scope before and after, last successful commit when read, selected copy and build when loaded, override or default answer used, state result, and any lost interval
  • a conflict report also identifies both candidate commits and the selected response
  • a damage report identifies refusal, starting 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, this test checks nothing about it
Diagnostics
  • cloud-campaign-settlement-report
  • cloud-campaign-conflict-report
  • cloud-campaign-damage-report

state-family-citation-states-its-duty · synced-campaign-progress

declaration check: synced-campaign-progress's state citation states its duty

scenarioper state-families row

Applies to the synced-campaign-progress row.

This declaration check reads the adoption and cited prose, not the running game. campaign.synced-progress-fields must name every field in synced-campaign-progress 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 this test checks nothing about a starting value. When the cited prose has another meaning, the adoption is invalid, and this test fails. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

the cloud-campaign adoption and the prose at campaign.synced-progress-fields, not the running game

When
  • a reviewer checks the citation's meaning
Then
  • campaign.synced-progress-fields 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, campaign.synced-progress-fields also names the value the family starts from; where it never gives that answer for those cases, this test checks nothing about a starting value
  • when the cited prose has another meaning, the adoption is invalid, and this test fails
Diagnostics
  • cloud-campaign-declaration-record

state-family-citation-states-its-duty · synced-dungeon-attempt

declaration check: synced-dungeon-attempt's state citation states its duty

scenarioper state-families row

Applies to the synced-dungeon-attempt row.

This declaration check reads the adoption and cited prose, not the running game. dungeon.synced-attempt-fields must name every field in synced-dungeon-attempt 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 this test checks nothing about a starting value. When the cited prose has another meaning, the adoption is invalid, and this test fails. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

the cloud-campaign adoption and the prose at dungeon.synced-attempt-fields, not the running game

When
  • a reviewer checks the citation's meaning
Then
  • dungeon.synced-attempt-fields 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, dungeon.synced-attempt-fields also names the value the family starts from; where it never gives that answer for those cases, this test checks nothing about a starting value
  • when the cited prose has another meaning, the adoption is invalid, and this test fails
Diagnostics
  • cloud-campaign-declaration-record

saved-in-joins-a-copy-kind · synced-campaign-progress

declaration check: synced-campaign-progress names an existing save kind when saved

scenarioper state-families row

Applies to the synced-campaign-progress row.

This declaration check reads the adoption, not the running game. When synced-campaign-progress has saved-in, it must name exactly one save kind in this adoption. When it names anything else, the adoption is invalid, and this test fails. With no saved-in, this test checks 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 cloud-campaign adoption document, not the running game

When
  • a reviewer reads synced-campaign-progress's saved-in field
Then
  • where saved-in is present, it names exactly one copy-kinds row in this adoption; when it names anything else, the adoption is invalid, and this test fails
  • where saved-in is absent, this test checks nothing
Diagnostics
  • cloud-campaign-declaration-record

saved-in-joins-a-copy-kind · synced-dungeon-attempt

declaration check: synced-dungeon-attempt names an existing save kind when saved

scenarioper state-families row

Applies to the synced-dungeon-attempt row.

This declaration check reads the adoption, not the running game. When synced-dungeon-attempt has saved-in, it must name exactly one save kind in this adoption. When it names anything else, the adoption is invalid, and this test fails. With no saved-in, this test checks 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 cloud-campaign adoption document, not the running game

When
  • a reviewer reads synced-dungeon-attempt's saved-in field
Then
  • where saved-in is present, it names exactly one copy-kinds row in this adoption; when it names anything else, the adoption is invalid, and this test fails
  • where saved-in is absent, this test checks nothing
Diagnostics
  • cloud-campaign-declaration-record

backup-copy-kind-joins · prior-synced-checkpoint

declaration check: prior-synced-checkpoint names an existing save kind

scenarioper backup-copies row

Applies to the prior-synced-checkpoint row.

This declaration check reads the adoption, not the running game. synced-campaign-slots must name exactly one save kind in this adoption. When it names anything else, the adoption is invalid, and this test fails.

Test steps and diagnostics
Given

the cloud-campaign adoption document, not the running game

When
  • a reviewer compares synced-campaign-slots with copy-kinds ids
Then
  • synced-campaign-slots names exactly one copy-kinds row in this adoption; when it names anything else, the adoption is invalid, and this test fails
Diagnostics
  • cloud-campaign-declaration-record

conflict-copy-kind-joins

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

scenarioper copy-conflicts row

Does not apply to cloud-campaign: no row in copy-conflicts matches scope this copy kind.

earlier-point-copy-kind-joins · synced-quicksave-retry

declaration check: synced-quicksave-retry names an existing save kind

scenarioper earlier-point-returns row

Applies to the synced-quicksave-retry row.

This declaration check reads the adoption, not the running game. synced-quicksave must name exactly one save kind in this adoption. When it names anything else, the adoption is invalid, and this test fails.

Test steps and diagnostics
Given

the cloud-campaign adoption document, not the running game

When
  • a reviewer compares synced-quicksave with copy-kinds ids
Then
  • synced-quicksave names exactly one copy-kinds row in this adoption; when it names anything else, the adoption is invalid, and this test fails
Diagnostics
  • cloud-campaign-declaration-record

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 cloud-campaign: 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 cloud-campaign: no row in copy-kinds matches unreadable-copy restore earlier copy.

restore-earlier-default-has-backup · synced-campaign-slots

declaration check: the default answer restore-earlier-copy for synced-campaign-slots has a backup row

scenarioper copy-kinds row

Applies to the synced-campaign-slots row.

This declaration check reads the adoption, not the running game. The default answer that restores an earlier copy applies to synced-campaign-slots and requires a matching backup row. When that row is absent, the adoption is invalid, and this test fails.

Test steps and diagnostics
Given

the cloud-campaign adoption document, not the running game

When
  • a reviewer compares synced-campaign-slots with backup-copies copy-kind fields
Then
  • at least one backup-copies row names synced-campaign-slots; when no row names it, the adoption is invalid, and this test fails
Diagnostics
  • cloud-campaign-declaration-record

returning-family-uses-shared-authority · synced-campaign-progress

declaration check: synced-campaign-progress returns from a cloud-synced or server-authoritative save kind

scenarioper state-families row

Applies to the synced-campaign-progress row.

This declaration check reads the adoption, not the running game. A returning synced-campaign-progress family must name exactly one cloud-synced or server-authoritative save kind that restores it. When it does not, the adoption is invalid, and this test fails.

Test steps and diagnostics
Given

the cloud-campaign adoption document, not the running game

When
  • a reviewer follows synced-campaign-progress's saved-in name to a copy-kinds row
Then
  • saved-in is present and names exactly one cloud-synced or server-authoritative save kind; when it does not, the adoption is invalid, and this test fails
Diagnostics
  • cloud-campaign-declaration-record

returning-family-uses-shared-authority · synced-dungeon-attempt

declaration check: synced-dungeon-attempt returns from a cloud-synced or server-authoritative save kind

scenarioper state-families row

Applies to the synced-dungeon-attempt row.

This declaration check reads the adoption, not the running game. A returning synced-dungeon-attempt family must name exactly one cloud-synced or server-authoritative save kind that restores it. When it does not, the adoption is invalid, and this test fails.

Test steps and diagnostics
Given

the cloud-campaign adoption document, not the running game

When
  • a reviewer follows synced-dungeon-attempt's saved-in name to a copy-kinds row
Then
  • saved-in is present and names exactly one cloud-synced or server-authoritative save kind; when it does not, the adoption is invalid, and this test fails
Diagnostics
  • cloud-campaign-declaration-record

one-conflict-row-per-scope

declaration check: each conflict scope has at most one row

scenarioonce

Applies to cloud-campaign.

This declaration check reads the adoption, not the running game. Each represented conflict scope has at most one row. When a scope has more than one row, the adoption is invalid, and this test fails. With no conflict rows, this test checks nothing.

Test steps and diagnostics
Given

the cloud-campaign 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; when a scope has more than one row, the adoption is invalid, and this test fails; with no conflict rows, this test checks nothing
Diagnostics
  • cloud-campaign-declaration-record

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

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

scenarioonce

Applies to cloud-campaign.

This declaration check reads the adoption, not the running game. Each save kind has at most one earlier-point row. When more than one row names a save kind, the adoption is invalid, and this test fails. With no such rows, this test checks nothing.

Test steps and diagnostics
Given

the cloud-campaign adoption document, not the running game

When
  • a reviewer groups earlier-point-returns rows by copy-kind
Then
  • no save kind is named by more than one earlier-point-returns row; when more than one row names a save kind, the adoption is invalid, and this test fails; with no such rows, this test checks nothing
Diagnostics
  • cloud-campaign-declaration-record

copy-citations-state-their-duties · synced-campaign-slots

declaration check: synced-campaign-slots's required citations state their duties

scenarioper copy-kinds row

Applies to the synced-campaign-slots row.

This declaration check reads the adoption and cited prose, not the running game. cloud.campaign-contents must state the state-family set. cloud.campaign-commit must state when a write succeeds and what the loss window is. cloud.three-slot-sync must state the residence, the authority, the identities, and the player selection that apply. When a duty is missing, the adoption is invalid, and this test fails. The test names the addresses and restates nothing from them.

Test steps and diagnostics
Given

the cloud-campaign adoption and the prose at cloud.campaign-contents, cloud.campaign-commit, and cloud.three-slot-sync, not the running game

When
  • a reviewer checks each citation's meaning
Then
  • cloud.campaign-contents names the complete family set written and restored together
  • cloud.campaign-commit names the trigger, success condition, final-write behavior, and quit or crash loss window
  • cloud.three-slot-sync names residence, applicable sync or service acceptance and authority, layout, identities, and player selection
  • when a citation does not state its duty, the adoption is invalid, and this test fails
Diagnostics
  • cloud-campaign-declaration-record

copy-citations-state-their-duties · synced-quicksave

declaration check: synced-quicksave's required citations state their duties

scenarioper copy-kinds row

Applies to the synced-quicksave row.

This declaration check reads the adoption and cited prose, not the running game. cloud.quicksave-contents must state the state-family set. cloud.quicksave-commit must state when a write succeeds and what the loss window is. cloud.quicksave-sync must state the residence, the authority, the identities, and the player selection that apply. When a duty is missing, the adoption is invalid, and this test fails. The test names the addresses and restates nothing from them.

Test steps and diagnostics
Given

the cloud-campaign adoption and the prose at cloud.quicksave-contents, cloud.quicksave-commit, and cloud.quicksave-sync, not the running game

When
  • a reviewer checks each citation's meaning
Then
  • cloud.quicksave-contents names the complete family set written and restored together
  • cloud.quicksave-commit names the trigger, success condition, final-write behavior, and quit or crash loss window
  • cloud.quicksave-sync names residence, applicable sync or service acceptance and authority, layout, identities, and player selection
  • when a citation does not state its duty, the adoption is invalid, and this test fails
Diagnostics
  • cloud-campaign-declaration-record

backup-citations-state-their-duties · prior-synced-checkpoint

declaration check: prior-synced-checkpoint's backup citations state their duties

scenarioper backup-copies row

Applies to the prior-synced-checkpoint row.

This declaration check reads the adoption and cited prose, not the running game. cloud.prior-checkpoint-policy must state how earlier copies are retained, how they are ordered, how a usable earlier copy is selected, and what a recovery can lose. menus.restore-prior-cloud-checkpoint must state the direct restore route. When a duty is missing, the adoption is invalid, and this test fails. The test names both addresses and restates nothing from them.

Test steps and diagnostics
Given

the cloud-campaign adoption and the prose at cloud.prior-checkpoint-policy and menus.restore-prior-cloud-checkpoint, not the running game

When
  • a reviewer checks each citation's meaning
Then
  • cloud.prior-checkpoint-policy names how earlier copies are retained, how they are ordered, how a usable earlier copy is selected, and the possible lost interval
  • menus.restore-prior-cloud-checkpoint names the supported direct restore route
  • when a citation does not state its duty, the adoption is invalid, and this test fails
Diagnostics
  • cloud-campaign-declaration-record

conflict-citation-states-its-duties · whole-save-sync

declaration check: whole-save-sync's resolution citation states its duties

scenarioper copy-conflicts row

Applies to the whole-save-sync row.

This declaration check reads the adoption and cited prose, not the running game. menus.choose-device-or-cloud-set must state how disagreement is detected, how the identities of the copies are compared, how complete copies are selected or kept, and which event clears the conflict. When a duty is missing, the adoption is invalid, and this test fails. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

the cloud-campaign adoption and the prose at menus.choose-device-or-cloud-set, not the running game

When
  • a reviewer checks the citation's meaning
Then
  • menus.choose-device-or-cloud-set names disagreement detection, identity comparison, complete-copy selection or preservation, and the conflict-clearing event
  • when the citation does not state a duty, the adoption is invalid, and this test fails
Diagnostics
  • cloud-campaign-declaration-record

earlier-return-citation-states-its-duties · synced-quicksave-retry

declaration check: synced-quicksave-retry's return citation states its duties

scenarioper earlier-point-returns row

Applies to the synced-quicksave-retry row.

This declaration check reads the adoption and cited prose, not the running game. dungeon.quicksave-reuse must state the earlier point, when activation is successful, the run identity when the point is inside a run, and whether another load remains possible. When a duty is missing, the adoption is invalid, and this test fails. The test names the address and restates nothing from it.

Test steps and diagnostics
Given

the cloud-campaign adoption and the prose at dungeon.quicksave-reuse, not the running game

When
  • a reviewer checks the citation's meaning
Then
  • dungeon.quicksave-reuse names the earlier point, successful activation, run identity when applicable, and whether another load remains possible
  • when the citation does not state a duty, the adoption is invalid, and this test fails
Diagnostics
  • cloud-campaign-declaration-record

copy-removal-citation-states-its-duty

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

scenarioper copy-kinds row

Does not apply to cloud-campaign: no row in copy-kinds matches removed-at normal quit or crash or death or slot delete or local profile delete or device data delete or account delete.

copy-mode-citation-states-its-duty

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

scenarioper copy-kinds row

Does not apply to cloud-campaign: no row in copy-kinds matches mode-gated only in named modes.

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 cloud-campaign: no row in earlier-point-returns matches after-load player mode decides.

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 cloud-campaign: no row in earlier-point-returns matches mode-gated only in named modes.

persistence-holds

the persistence mechanism holds for the whole run

generalonce

Applies to cloud-campaign.

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. For a case that the adoption cannot construct, this test checks 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, this test checks nothing about that case

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

Answers you try on this page do not change this file. To change an adoption, open it in the authoring tool.

{
  "contract": "state-persistence-scope",
  "version": 2,
  "summary": "This contract covers which state is kept after the end of a run or session, a quit, a crash, death, the deletion of saved data, and a move to another device. It also covers local saves, manual slots, cloud copies, server profiles, backups, conflicts, and version changes. This contract does not cover time that passes while the game is closed, replay guarantees, file formats, or the shape of saved numbers. The Suspension and catch-up contract covers time while the game is closed. The Replay scope contract covers replay guarantees.",
  "questions": {
    "unreadable-copy-default": {
      "asks": "By default, what happens when saved state cannot be read?",
      "rationale": "Lost progress is the most visible failure of a save system. This answer is the default answer. A save kind can choose another answer in its own row.",
      "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 the normal starting state. A damaged puzzle slot opens with its first board instead of the old board.",
          "semantics": "The starting 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 the unreadable copy through a route that the game supports. Restoring a file by hand is one such route. A factory game continues after the player chooses the backup that was made before the 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 starting 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": "By default, what happens when an older game build wrote the copy?",
      "rationale": "An update can make a player's progress impossible to load, 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": "By default, what 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 state family. A state family is a group of state that can change later play. For each state family, give how long it lasts and what happens to it at a quit, a crash, death, a deletion, and a move to another device.",
        "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": "A short name for the state family in your game's words, such as campaign-progress, run-inventory, unlocks, or settings."
          },
          "state-declared-in": {
            "type": "citation",
            "required": true,
            "description": "Where your game's rules say which fields belong to this family and at which points the family can affect later play. For a family that does not return after a quit, after a crash, or on another device, the rules also name the value that the family starts from."
          },
          "lifetime": {
            "type": "string",
            "required": true,
            "options": [
              "run",
              "session",
              "slot",
              "profile",
              "device",
              "account",
              "until-event",
              "not-kept"
            ],
            "description": "How long this state lasts. Run: the state belongs to one attempt; a roguelike's carried items are lost when that attempt ends. Session: the state belongs to one continuous visit; a co-op lobby choice is lost when the party leaves that lobby. Slot: the state belongs to one player-selected save; campaign progress is lost when that slot is deleted. Profile: the state belongs to one local player profile; unlocks are lost when that profile is deleted. Device: the state belongs to one installation; local settings are lost when that device data is erased. Account: the state belongs to one account; online settings are lost when that account is deleted or reset. Until event: the state lasts to one named game event; dropped currency is lost at the next death. Not kept: the state is lost at 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": "Where your game's rules say when this attempt or continuous visit starts. The player can observe the start. 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": "Where your game's rules say when this lifetime ends. The player can observe the ending. 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": "Where your game's rules say which named game event destroys the value that the family had before the event. 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. When the field is absent, no copy restores the family."
          },
          "after-normal-quit": {
            "type": "string",
            "required": true,
            "options": [
              "returns-last-commit",
              "does-not-return"
            ],
            "description": "Whether this state returns after a normal quit. The answer returns-last-commit means that the state returns as it was at the last successful save. 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 this state returns after a crash. The answer returns-last-commit means that the state returns as it was at the last successful save before the crash. A world that is saved on a timer may lose the changes made since its last save, and still return that save."
          },
          "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 this value is kept when the related player-selected slot is deleted. The storage rule of a save kind with several player-selected slots names that slot. For a save kind with one current copy, answer no-slot."
          },
          "after-local-profile-delete": {
            "type": "string",
            "required": true,
            "options": [
              "keeps-value",
              "clears-value",
              "no-profile"
            ],
            "description": "Whether this value is kept when the related local player profile is deleted. The storage rule of the save kind that restores this family names that profile. For a family with no such profile, answer no-profile."
          },
          "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 save kind. A save kind is one kind of saved copy that is written and loaded independently, 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": "A short name for this save kind in your game's words, such as campaign-slots, unlock-profile, or account-settings."
          },
          "contains-declared-in": {
            "type": "citation",
            "required": true,
            "description": "Where your game's rules say which state families this save kind writes and restores together. The rules list the state-family ids."
          },
          "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": "Where your game's rules say exactly when a save begins, what makes it successful, and which later changes a quit or a crash can lose."
          },
          "residence": {
            "type": "string",
            "required": true,
            "options": [
              "local-device",
              "cloud-synced",
              "server-authoritative"
            ],
            "description": "Where the copy that decides the restored state is kept: on this device, in copies that are synced between devices, or on a game service. Synced copies can disagree. A profile that the service controls uses the state that the service accepted."
          },
          "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": "Where your game's rules say where the copy is kept, which sync or service has authority over it, and how the player selects it. For a save kind with several player-selected slots, the rules also name the identity of each slot, and that identity does not change. For a save kind with one current copy, the rules name 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": "What happens when a copy of this save kind cannot be read. Use the default answer, or choose another answer for this row."
          },
          "older-build-copy": {
            "type": "string",
            "required": true,
            "options": [
              "use-game-default",
              "refuse-load",
              "convert-and-load",
              "warn-and-load"
            ],
            "description": "What happens when an older game build wrote a copy of this save kind. Use the default answer, or choose another answer for this row."
          },
          "newer-build-copy": {
            "type": "string",
            "required": true,
            "options": [
              "use-game-default",
              "refuse-load",
              "warn-and-load"
            ],
            "description": "What happens when a newer game build wrote a copy of this save kind. Use the default answer, or choose another answer for this row."
          },
          "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": "Where your game's rules say in which player modes this save kind exists. The rules name every such mode and confirm that the save kind is absent in every other mode."
          },
          "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 be removed when the character dies. For a save kind with several player-selected slots, this event removes the copy of the deleted slot, not 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": "Where your game's rules say exactly which event 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": "A short name for this earlier copy in your game's words, 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": "Where your game's rules say when an earlier copy is kept, how many earlier copies remain, and which later progress a recovery loses."
          },
          "restore-rule-declared-in": {
            "type": "citation",
            "required": true,
            "description": "Where your game's rules say which supported route opens an earlier copy. The rules say whether recovery is automatic, happens in the game, or is a file step outside the game."
          }
        }
      },
      "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 two disagreeing copies, so no conflict response runs.",
        "record": {
          "id": {
            "type": "string",
            "required": true,
            "pattern": "kebab-case",
            "unique": true,
            "description": "A short name for the conflict in your game's 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": "Where your game's rules say how this conflict is handled. The rules say how disagreement is detected. They say how the identities of the copies are compared. They say which copies are selected or kept. They name 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 the player cannot load a save to try again.",
        "record": {
          "id": {
            "type": "string",
            "required": true,
            "pattern": "kebab-case",
            "unique": true,
            "description": "A short name for the earlier return point in your game's 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": "Where your game's rules say what the earlier point is, when activation is successful, 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": "Where your game's rules say in which player modes this earlier return point exists. The rules name every such mode and confirm that the point is absent in every other mode."
          }
        }
      }
    }
  },
  "rules": {},
  "origin": "https://opengdd.org/contracts/state-persistence-scope-2",
  "mechanism": [
    "This text decides the order of the steps for state-family identity, scope starts and endings, commits, loads, damage, build mismatch, copy conflicts, deletion, and device change. The questions and rows supply choices and cited game rules. They do not change the order.",
    "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 continues through 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 **save kind** is one row of `copy-kinds`. A **commit** is one coherent accepted write of a save 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 longest time for which a value of the family is kept. An `until-event` value ends at its cited game event. A boundary result may clear a value before its lifetime ends 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 commit of a save kind 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 a normal quit, perform a final commit only when the cited write rule of the save kind requires 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. With a timer or a checkpoint, a crash can therefore lose the changes made since the last successful commit. These changes are the possible loss window, and the cited write rule states it. 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` save 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 save kind obtains every accepted device and cloud candidate before conflict handling. A server-authoritative save 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 remains, run the damage response of the requested save kind 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 save 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 save-kind override when present; otherwise apply the matching default answer for an older or a newer build. 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 save-kind override or `unreadable-copy-default`. Refusal activates nothing. `start-fresh` activates the cited starting 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 save 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 an `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 that was set 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, save-kind id or its absence, event, scope before and after, last successful commit when read, selected copy and build when loaded, override or default answer used, state result, and any lost interval. Conflict reports also identify both candidate commits and the selected response. Damage reports identify refusal, starting state, earlier-copy recovery, repaired parts, or warning choice without claiming an unattempted load succeeded."
  ],
  "pack": "sha256:4ec64b865a0ade721bc27b72550f9d1d57e3e93d9a060e72b6eba5890aea75fd",
  "answers": {
    "unreadable-copy-default": "restore-earlier-copy",
    "older-build-default": "convert-and-load",
    "newer-build-default": "refuse-load"
  },
  "values": {},
  "rows": {
    "state-families": [
      {
        "id": "synced-campaign-progress",
        "state-declared-in": "campaign.synced-progress-fields",
        "lifetime": "slot",
        "scope-ends-in": "cloud.delete-synced-slot",
        "saved-in": "synced-campaign-slots",
        "after-normal-quit": "returns-last-commit",
        "after-crash": "returns-last-commit",
        "after-death": "keeps-value",
        "after-slot-delete": "clears-value",
        "after-local-profile-delete": "clears-value",
        "on-another-device": "returns"
      },
      {
        "id": "synced-dungeon-attempt",
        "state-declared-in": "dungeon.synced-attempt-fields",
        "lifetime": "run",
        "scope-starts-in": "dungeon.enter",
        "scope-ends-in": "dungeon.victory-death-or-abandonment",
        "saved-in": "synced-quicksave",
        "after-normal-quit": "returns-last-commit",
        "after-crash": "returns-last-commit",
        "after-death": "clears-value",
        "after-slot-delete": "no-slot",
        "after-local-profile-delete": "clears-value",
        "on-another-device": "returns"
      }
    ],
    "copy-kinds": [
      {
        "id": "synced-campaign-slots",
        "contains-declared-in": "cloud.campaign-contents",
        "write-trigger": "checkpoint",
        "write-rule-declared-in": "cloud.campaign-commit",
        "residence": "cloud-synced",
        "layout": "manual-slots",
        "storage-rule-declared-in": "cloud.three-slot-sync",
        "unreadable-copy": "use-game-default",
        "older-build-copy": "use-game-default",
        "newer-build-copy": "use-game-default"
      },
      {
        "id": "synced-quicksave",
        "contains-declared-in": "cloud.quicksave-contents",
        "write-trigger": "player-save",
        "write-rule-declared-in": "cloud.quicksave-commit",
        "residence": "cloud-synced",
        "layout": "one-current",
        "storage-rule-declared-in": "cloud.quicksave-sync",
        "unreadable-copy": "warn-and-try",
        "older-build-copy": "use-game-default",
        "newer-build-copy": "use-game-default"
      }
    ],
    "backup-copies": [
      {
        "id": "prior-synced-checkpoint",
        "copy-kind": "synced-campaign-slots",
        "backup-rule-declared-in": "cloud.prior-checkpoint-policy",
        "restore-rule-declared-in": "menus.restore-prior-cloud-checkpoint"
      }
    ],
    "copy-conflicts": [
      {
        "id": "whole-save-sync",
        "scope": "all-synced-kinds",
        "response": "player-chooses-copy",
        "resolution-declared-in": "menus.choose-device-or-cloud-set"
      }
    ],
    "earlier-point-returns": [
      {
        "id": "synced-quicksave-retry",
        "copy-kind": "synced-quicksave",
        "after-load": "resume-stays",
        "return-rule-declared-in": "dungeon.quicksave-reuse"
      }
    ]
  }
}