pub lastseen : Instant,
}
-/// KINDS OF PERSISTENT STATE
-///
-/// TokenTable TokenTable GameState Instance GameState
-/// <ClientId> <PlayerId> .players .pieces .pieces
-///
-/// Saved No a-* g-* a-* g-*
-/// Spec TOML Absent table, ish table game game
-///
-///
-/// UPDATE RELIABILITY/PERSISTENCE RULES
-///
-/// From the caller's point of view
-///
-/// We offer atomic creation/modification/destruction of:
-///
-/// * Games (roughtly, a map from InstanceName to GameState;
-/// includes any player)
-///
-/// * Player access tokens, for an existing (game, player)
-///
-/// * Clients (for an existing (game, player)
-///
-/// We also offer atomic destruction of:
-///
-/// * Games
-///
-/// * Players
-///
-/// All of the above, except clients, are persistent, in the sense
-/// that a server restart will preserve them. See above.
-///
-/// The general code gets mutable access to the GameState. We offer
-/// post-hoc saving of a modified game. This should not be used for
-/// player changes. For other changes, if the save fails, a server
-/// restart may be a rewind. This relaxation of the rules is
-/// necessary avoid complicated three-phase commit on GameState update
-/// for routine game events.
+// KINDS OF PERSISTENT STATE
+//
+// TokenTable TokenTable GameState Instance GameState
+// <ClientId> <PlayerId> .players .pieces .pieces
+//
+// Saved No a-* g-* a-* g-*
+// Spec TOML Absent table, ish table game game
+//
+//
+// UPDATE RELIABILITY/PERSISTENCE RULES
+//
+// From the caller's point of view
+//
+// We offer atomic creation/modification/destruction of:
+//
+// * Games (roughtly, a map from InstanceName to GameState;
+// includes any player)
+//
+// * Player access tokens, for an existing (game, player)
+//
+// * Clients (for an existing (game, player)
+//
+// We also offer atomic destruction of:
+//
+// * Games
+//
+// * Players
+//
+// All of the above, except clients, are persistent, in the sense
+// that a server restart will preserve them. See above.
+//
+// The general code gets mutable access to the GameState. We offer
+// post-hoc saving of a modified game. This should not be used for
+// player changes. For other changes, if the save fails, a server
+// restart may be a rewind. This relaxation of the rules is
+// necessary avoid complicated three-phase commit on GameState update
+// for routine game events.
//
// IMPLEMENTATION
//