Session Lifecycle Management Demo #131

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opened 2025-12-17 13:59:54 +00:00 by siennathesane · 0 comments
siennathesane commented 2025-12-17 13:59:54 +00:00 (Migrated from github.com)

Description

In order to validate session management in v0,
as a Marathon developer,
I need to create a demo that validates session creation, client join/leave, disconnection/reconnection, and graceful cleanup.

Acceptance Criteria

Scenario: Sessions can be created and discovered
  Given no active sessions exist
  When a client creates a session
  Then other clients can discover the session

Scenario: Clients can join sessions
  Given an active session exists
  When a client joins the session
  Then the client receives current game state

Scenario: Clients can leave gracefully
  Given a client is in a session
  When the client leaves
  Then other clients are notified and state remains consistent

Scenario: Clients can reconnect
  Given a client was disconnected
  When the client reconnects to the session
  Then the client receives updated game state

Technical Notes

  • Dependencies: #129 (CRDT sync demo)
  • Approach:
    • Implement session discovery mechanism
    • Handle client join/leave events
    • Track connected clients
    • Support graceful and ungraceful disconnects
    • Implement reconnection logic
  • Files affected:
    • New: crates/libmarathon/src/session/lifecycle.rs
    • New: crates/libmarathon/src/session/discovery.rs

Additional Context

Part of v0 Core Tech Validation. Desktop only (macOS). Validates that multiplayer sessions are robust.

## Description In order to validate session management in v0, as a Marathon developer, I need to create a demo that validates session creation, client join/leave, disconnection/reconnection, and graceful cleanup. ## Acceptance Criteria ```gherkin Scenario: Sessions can be created and discovered Given no active sessions exist When a client creates a session Then other clients can discover the session Scenario: Clients can join sessions Given an active session exists When a client joins the session Then the client receives current game state Scenario: Clients can leave gracefully Given a client is in a session When the client leaves Then other clients are notified and state remains consistent Scenario: Clients can reconnect Given a client was disconnected When the client reconnects to the session Then the client receives updated game state ``` ## Technical Notes - Dependencies: #129 (CRDT sync demo) - Approach: - Implement session discovery mechanism - Handle client join/leave events - Track connected clients - Support graceful and ungraceful disconnects - Implement reconnection logic - Files affected: - New: `crates/libmarathon/src/session/lifecycle.rs` - New: `crates/libmarathon/src/session/discovery.rs` ## Additional Context Part of v0 Core Tech Validation. Desktop only (macOS). Validates that multiplayer sessions are robust.
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Reference: studio/marathon#131