pub lastseen : Instant,
}
+/// KINDS OF PERSISTENT STATE
+///
+/// TokenTable TokenTable GameState GameState
+/// <ClientId> <PlayerId> .players .pieces
+///
+/// Saved No a-* g-* g-*
+/// Spec TOML Absent table, ish table game
+///
+///
/// UPDATE RELIABILITY/PERSISTENCE RULES
///
/// From the caller's point of view
/// * Players
///
/// All of the above, except clients, are persistent, in the sense
-/// that a server restart will preserve them.
+/// 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