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…0ea/cordisxmono/vendors/cordisx/plugin-game-room into codex/game-integration
…c/cordisxmono/vendors/cordisx/plugin-game-room into codex/game-integration
…1/cordisxmono/vendors/cordisx/plugin-game-room into codex/game-integration
…c/cordisxmono/vendors/cordisx/plugin-game-room into codex/game-integration
…1/cordisxmono/vendors/cordisx/plugin-game-room into codex/game-integration
…c/cordisxmono/vendors/cordisx/plugin-game-room into codex/game-integration
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Authors can publish versioned games to a self-hosted server, create rooms and invite players using the same CordisX client. The lobby combines rooms from multiple servers. Gomoku and Texas Hold’em demonstrate public and hidden observations; personal Agents use scoped seats and cancellable model turns.
Uploaded rules and UI render functions run in separate bounded QuickJS guests. UI code returns a validated scene rendered by Host, never executable HTML. Matches pin package hashes and retain separate grants, replay and escrow identities. A true observation or UI failure aborts the match and cancels its funding before a game result can settle.
Shared virtual Token coins use the separate economy service. Players approve their own aggregate seat stakes; game services can only settle conserved payouts or cancel. Unreviewed user games remain usable after explicit disclosure and consent.
Validation: server check, clean production install and constrained Docker execution passed on Linux at 66adc01. The independent real HTTP/SQLite/QuickJS integration verifies multiple owned seats, private observations, account linking, stake reservation, retried moves/purchases, conserved payouts, next-match grants and funded UI-crash refunds. Game packages and Agent components have their own behavior checks. The actual Gomoku and Hold’em packages also complete funded matches against the real ledger. Exact inputs and reproduction are in docs/integration.md.
The assembled client implementation is included. All four integration CI jobs passed at cbcd07c: server/container, economy, shipped games/Agents and client. The client job rebuilt the exact Host SDK beneath a TypeScript 6 consumer, verified the expected archive, passed all 12 tests with the real server (no skips), and validated the complete lazy ESM/CSS artifact. Run: https://github.com/cordisx/plugin-game-room/actions/runs/34292959889
The final Host 4b6f6c8 local and Linux remote full gates passed (1720 tests plus release, package and installed checks): https://github.com/cordisx/cordisx/actions/runs/34297340220. Packaging-only follow-up fixes retain the exact SDK bytes used by the consumer checks. This remains a draft while native/live-model verification is completed. Fresh native UI entry, screenshots and real model turns still require verification on the final SDK. No production deployment, formal compatible set or user acceptance is claimed.
Review follow-up: client 5039ecd moves the lobby to an independent main route, fixes result-region scrolling and narrow-container layout, adds semantic icons, separates sample mode, and restores the join intent after Host account capture. All 13 client tests pass with zero skips, alongside type/style/build/artifact checks. The browser preview now uses the real local server: Gomoku moves receive an opponent response, Hold’em completes a full hand, and the room returns to next-match preparation. The disclosed deterministic practice opponent uses real server APIs and score-only test accounts; it is not a model Agent. Demo tooling 4795cf8 documents the persistent server, separate opponent credential and startup. Native/model and virtual-Token browser acceptance remain separate.
product-impact: product-impacting — new lobby, room, personal Agent, dispatch and settings flows.
preview-status: ready for review — actual plugin at http://127.0.0.1:43130/ against the isolated local score-only service; user visual acceptance remains pending.