# Unity dedicated server — match lifecycle (escrow + always finish) Contract for the Kick Kings dedicated server build against the matchmaker API. Header on all `/internal/*` calls: `X-Dedicated-Server-Secret: `. ## Goals 1. Collect entry fees into a **per-match escrow** only after **both** players are connected. 2. Pay the winner (and house fee) **only from that escrow**. 3. **Never leave a match unfinished** — always report a winner, including disconnect forfeits. ## Sequence ``` 1. Match row exists (matchmaking or rematch) with match_id, user_red, user_blue, entry_fee 2. Red connects → PATCH /internal/match/:matchId { "red_joined_at": "" } 3. Blue connects → PATCH /internal/match/:matchId { "blue_joined_at": "" } → When both join timestamps are set, the API collects entry fees into escrow 4. Start the match only after collect succeeds (see responses below) 5. Match ends (score / disconnect / crash path) → PATCH /internal/match/:matchId/winner { "winner": "red" | "blue", "red_connected": true | false, "blue_connected": true | false, "red_score": 0-3, "blue_score": 0-3, "forfeit": true | false } ``` ## Join PATCH `PATCH /internal/match/:matchId` Example bodies: ```json { "red_joined_at": "2026-08-12T18:00:00.000Z" } ``` ```json { "blue_joined_at": "2026-08-12T18:00:01.000Z" } ``` ### Success when both have joined (collect ran) ```json { "ok": true, "id": 123, "entries_collected": true, "already_collected": false, "escrow_user_id": 456 } ``` ### Success when only one side joined yet ```json { "ok": true, "id": 123, "entries_collected": false } ``` ### Collect failure (fatal — do not start the match) Typical cases: | HTTP | Meaning | |------|---------| | 402 | One or both players lack enough RC for `entry_fee` | | 409 | Players/joins incomplete (should not happen if you set both joins) | | 503 | DB / economy RPCs not installed on the server | On any non-2xx after the second join, **abort kickoff**, disconnect both clients, and do **not** call winner (fees were not escrowed). Idempotent: repeating the join PATCH after a successful collect returns `entries_collected: true` (or `already_collected: true`). ## Winner PATCH `PATCH /internal/match/:matchId/winner` `participant_cc` (100 CC) is **not** a join/participation prize for everyone in the match. Award it only to players who **finish the match still connected and did not forfeit**. Players who leave, disconnect, skip-forfeit (auto-forfeit), or forfeit in any other way must not receive it. The opponent who stayed and did not forfeit still gets CC if they were connected. RC prize / escrow payout is unchanged: still paid to the reported `winner`. ```json { "winner": "red", "red_connected": true, "blue_connected": true, "red_score": 3, "blue_score": 1, "forfeit": false } ``` | Field | Type | Meaning | |-------|------|---------| | `winner` | `"red"` \| `"blue"` | Match winner (unchanged). RC prize goes to this side. | | `red_connected` | bool | Dedicated server: red still had a live connection at settle. | | `blue_connected` | bool | Dedicated server: blue still had a live connection at settle. | | `red_score` | int | Rounds/sets won by red (first-to-3). Send on every settle. | | `blue_score` | int | Rounds/sets won by blue. Send on every settle. | | `forfeit` | bool | `true` for leave, disconnect, last-disconnect-wins, **and skip/auto-forfeit** (two skipped turns). `false` only for a normal score win. | Set a side to `false` when: - Mirror reports that client disconnected and the reconnect grace expired (or both left) - That player pressed Leave (voluntary forfeit) — even if the TCP connection is still up for a moment `true` means that player was still in the match when the outcome was reported (score win, opponent forfeit, or skip-forfeit while they stayed connected). Skip-forfeit still sends `forfeit: true` even if that side is `*_connected: true`. Hidden MMR (admin-only, not shown to players) uses score and forfeit: | Result | MMR % of the Clash-style base | |--------|-------------------------------| | `forfeit: true` **and** losing side disconnected, or both disconnected | 20% | | `forfeit: true` **and** both still connected (skip/auto-forfeit) | score table below | | Loser scored 0 (3–0) | 100% | | Loser scored 1 (3–1) | 90% | | Loser scored 2+ (3–2) | 75% | Skip-forfeit (two skipped turns, both still connected) sends `forfeit: true`. Hidden MMR still uses the score table, not 20%. Old dedicated builds that omit scores and connected flags are treated as 3–0 (100%). 3–1 / 3–2 multipliers apply only once this build sends scores. ### Award rules Let `amount` = existing `participant_cc` setting (100). Do **not** infer connectedness from `winner`. The winner can be a disconnected player (last-disconnect-wins); that player must not get CC. Skip-forfeit / auto-forfeit (two skipped turns): send `forfeit: true`. The skipper is the loser and **does not** get CC, even if they are still connected. The opponent gets CC if they were connected. On any forfeit (`forfeit: true` or a disconnected loser), CC is never paid to the losing side. | `red_connected` | `blue_connected` | `forfeit` | CC credit | |-----------------|------------------|-----------|-----------| | true | true | false | +amount to **both** users | | true | true | true | +amount to the **winner only** (skip/auto-forfeit) | | true | false | true | +amount to **red only** | | false | true | true | +amount to **blue only** | | false | false | true | **nobody** gets participation CC | ### Backward compatibility New dedicated servers always send both bools. If `red_connected` / `blue_connected` are **omitted** (old dedicated builds): - Keep awarding CC to **both** players (previous behaviour) Do not treat omitted fields as `false`; that would stop CC for every match until the dedicated build is deployed. ### Success response Requires entry fees already collected. ```json { "ok": true, "id": 123, "winner": "red", "winner_id": 456, "already_settled": false, "economy": { "entry_fee_rc": 21, "rc_prize": 34, "participant_cc": 100, "cc_awarded_red": true, "cc_awarded_blue": false }, "mmr_delta": 27, "forfeit": false } ``` | Field | Meaning | |-------|---------| | `winner` | `"red"` or `"blue"` for the **stored** outcome. Honor this, not the `winner` you sent. | | `winner_id` | User id of that side. | | `already_settled` | `true` if this call did not settle (retry or second forfeit). | | `participant_cc` | Amount per finisher (still 100). Not “total CC paid”. | | `cc_awarded_red` | Red’s user received `participant_cc` on this settle. | | `cc_awarded_blue` | Blue’s user received `participant_cc` on this settle. | | `mmr_delta` | Hidden MMR the winner gained (loser lost). Do not show to players. | | `forfeit` | Whether the match ended by forfeit (leave, disconnect, last-disconnect, or skip/auto-forfeit). | | HTTP | Meaning | |------|---------| | 200 | Settled, already settled for the same winner, **or** a second `forfeit: true` that lost the race (`already_settled: true`; use response `winner` / `winner_id`) | | 409 | Entries not collected yet, or winner already set to the other side on a **non-forfeit** conflict (score win vs forfeit, or two score wins that disagree) | | 500 | Escrow inconsistency (should be rare; escalate) | Call winner **exactly once** when the match outcome is known. Retries with the **same** side are safe if the first call succeeded: they must not pay CC twice, and they repeat the same `cc_awarded_*` flags from the first settle. Simultaneous Leave / skip from both sides may fire two `forfeit: true` PATCHes with opposite `winner` values. That is also safe: the first settle stands; the second is 200 `already_settled` with the stored winner. Apply the **response** `winner`, not the side you requested. Do not treat both players as losers. ### Examples Both finish (score 3–1): ```json { "winner": "red", "red_connected": true, "blue_connected": true, "red_score": 3, "blue_score": 1, "forfeit": false } ``` → RC to red, 100 CC to red **and** blue. Hidden MMR uses 90% (3–1). Blue left / disconnected, red wins: ```json { "winner": "red", "red_connected": true, "blue_connected": false, "red_score": 1, "blue_score": 0, "forfeit": true } ``` → RC to red, 100 CC to red only. Hidden MMR uses 20% (forfeit). Both disconnected, last disconnect was blue: ```json { "winner": "blue", "red_connected": false, "blue_connected": false, "red_score": 0, "blue_score": 0, "forfeit": true } ``` → RC to blue, **no** participation CC. Hidden MMR uses 20% (forfeit). Blue skip-forfeit / auto-forfeit (two skipped turns), still connected: ```json { "winner": "red", "red_connected": true, "blue_connected": true, "red_score": 1, "blue_score": 0, "forfeit": true } ``` → RC to red, 100 CC to **red only** (blue forfeited). Hidden MMR uses the score table (100% here, blue scored 0), not 20%. ## Always finish — disconnect / forfeit rules Matches must **never** end without a winner call after fees were collected. Track disconnect order on the dedicated server (timestamps or a queue). 1. **One player disconnects mid-match** Remaining player wins. Set the disconnected side to `false` and `forfeit: true`. Example: blue disconnects → `{ "winner": "red", "red_connected": true, "blue_connected": false, "forfeit": true }`. 2. **Both players disconnect** The **last player who disconnected is the winner**. Both sides are disconnected, so neither gets participation CC. Example: red disconnects first, then blue → blue was last to leave → `{ "winner": "blue", "red_connected": false, "blue_connected": false, "forfeit": true }`. 3. **Process crash / forced shutdown** If fees were collected, choose a winner with the same rules (remaining player, or last disconnect), send accurate `*_connected` flags, and call winner **before** exit whenever possible. 4. **Normal score / time win** Report the actual winning side, scores, `forfeit: false`, and `true` for any player still connected. 5. **Skip-forfeit / auto-forfeit (two skipped turns)** Not a disconnect. Both `*_connected` stay `true` if they are still in the match. Send `forfeit: true`. The skipper is the loser and does **not** get CC. The opponent gets CC if connected. Hidden MMR uses the score table, not 20%. 6. **Simultaneous forfeits (both Leave / skip at once)** Each handler may PATCH with the opponent as `winner` and `forfeit: true`. The API keeps the **first** settle (first forfeiter loses). The second returns **200** `already_settled: true` with the real `winner` / `winner_id` — not 409. Apply the **response** winner. Do not show both players as losers. Do not invent a draw. Score-win vs forfeit disagreement is still 409. Do **not** leave escrow locked with no winner. Do **not** invent a draw path that skips the winner endpoint. ## Rematch `POST /internal/rematch` still only creates the room/match row. Entry fees are **not** taken there. Collect still happens when both `*_joined_at` are set on the new `match_id`. ## Checklist for the Unity build - [ ] Set `red_joined_at` / `blue_joined_at` in UTC ISO when each client is fully connected - [ ] Treat 402/4xx/5xx on the second join as fatal — no kickoff - [ ] Gate gameplay start on `entries_collected: true` - [ ] Always call winner after collect (score, forfeit, or last-disconnect-wins) - [ ] Send `red_connected` / `blue_connected` (do not infer from `winner`; last-disconnect winner with both `false` still gets RC, not CC) - [ ] Send `red_score` / `blue_score` on every settle (3–1 / 3–2 MMR multipliers need these) - [ ] Send `forfeit: true` on leave, disconnect, last-disconnect, **and skip/auto-forfeit** - [ ] Persist disconnect order until winner is acknowledged - [ ] Dual Leave/skip: honor 200 `already_settled` `winner` even if it differs from the side you sent