LudoWeave Engine · Engineering note
Record play sessions, verify them headlessly
Clockwork Arena can record the input snapshots its play loop consumes and verify them in a fresh headless process. Recording is opt-in, capped at 3,600 requested ticks, and keeps rendering and audio outside the artifact.
Source: https://louijiecompo.com/updates/recording-real-play/
M240 connects Clockwork Arena’s actual play loop to the existing replay-owned input envelope. The recorder retains each immutable snapshot consumed by the tick executor alongside receipted world transactions. A fresh headless process then supplies only the artifact’s owned inputs and checks the world hash and embedded checkpoints. It does not call the original input generator or require the original graphics or audio device.
The example buffers bounded committed batches in memory and constructs the complete timeline at save time. This avoids repeatedly serializing a growing history on every tick. Recording is limited to 3,600 requested ticks; an early window close retains only completed ticks, including a valid zero-tick session.
Saving happens after successful device cleanup and refuses an existing destination. It is exclusive but not crash-atomic: a write failure can leave a partial new file. This is a review of the pinned guide, not a new physical play test or performance measurement. Hashes detect divergence; they are not signatures and do not establish that a human supplied the inputs.
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Related reading
- A Replay Is More Than a List of Inputs
- What Does Deterministic Mean When Rendering and Audio Are Optional?
- Optional Audio Beside a Deterministic World
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