jonnify·bcs /bcs/codemojex/rooms-and-modes/template-and-mode

B7.2.1 · dive 1 of 3 · module B7.2

Room as template and mode.

A ROM is a template — emoji set, duration, fee, seed pool, and a mode with its four policies; a GAM is one game in it that snapshots the template, and a RMP is a player’s reified place in the room.

A room template, a game that snapshots it, and a membership. Select a part.
ROM — room templateemoji set · duration · feeseed poola mode and its policies snapshot GAM — one gamethe secret · the timerstateinherits the mode RMP — a membershipjoined · active · leftwith a display alias
readout · Select a part. A ROM is the template carrying a mode and its policies; a GAM is one game in it that snapshots the template and holds the secret and state; a RMP is a reified membership with a display alias.
§1

The idea

codemojex · rooms and modes

A room is a template, not a game. A ROM holds the durable settings — an emoji set, a duration, a guess fee, whether it is paid or free, a seed pool — and, in the reconciled model, a mode and its four policies. A game, a GAM, is one instance played in that room: when it opens it snapshots the room’s settings and generates the secret, so a change to the template later does not disturb a game already running.

Only one game runs in a room at a time. The room is the long-lived thing players return to; the game is the bounded round with a secret, a timer, and a state. This separation is what lets the engine carry a mode on the room and have every game inherit it: a classic room produces live games, a Golden Room produces blind ones, from the same template shape.

A player’s place in a room is itself an entity, a RMP membership, with a lifecycle — joined, active, left, banned — and a per-game display alias. Reifying the membership rather than leaving it an unnamed edge is what makes moderation, presence, and the anonymized leaderboard work without a new identity type.

§4

The doors

the sibling courses
§2

References

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Sources

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