# 2026-07-31 — game-kernel research trail (CB-RES-0001, T03) How the survey was actually conducted, per InnerLoop §Step 2. Session: custodian on claude-fable-5. ## Sources and queries 1. WebSearch `boardgame.io maintained status 2026 alternative open source board game engine framework` → Snyk maintenance page (key fact: **Inactive, v0.50.2, last publish ~4 years ago**), GitHub issue #1150 ("What's the state of the project?"), Vassal as the named alternative (module player for humans, no programmable rules kernel — not pursued as a kernel candidate). 2. WebFetch `github.com/boardgameio/boardgame.io` → 12.4k stars, 830 forks, 1,894 commits; feature list (phases, log/time-travel, multiplayer sync). 3. WebFetch `boardgame.io/documentation/#/` → **dead end**: docsify SPA, no content server-side. Architecture facts were instead verified from the installed package source (`node_modules/boardgame.io`) during harness construction (Redux + Immer pipeline, plugins incl. seeded `random`, `playerView`/`STRIP_SECRET`, `activePlayers` stages). 4. WebSearch `Rune games SDK deterministic logic.js …` → developers.rune.ai docs: deterministic-JS enforcement (patched `Math.random`, static checks), predict-rollback sync model. 5. WebFetch `api.tabletopsimulator.com` → Global vs Object scripts, Lua state persisted as strings in save JSON; deeper pages not fetched — remaining TTS characterization (no move validation, hand zones, no replay) is prior knowledge, marked *cited* in the survey. 6. Event-sourcing and bevy_ecs performance figures are **cited/estimated** from general engineering knowledge (cqrs-es aggregate pattern, EventStoreDB append throughput class, Bevy's published bench claims) — not fetched this session. Flagged as directional in the survey; parity-cap rule applies. ## Harness (measured baseline) `research/CB-RES-0001-harness/boardgame-io/bench.js` — boardgame.io 0.50.2, headless `Client`, synthetic 3-player GROUND-shaped workload (relationship map, hands, commit list, resolve step), seeded, SHA-256 state hash. Dead ends and fixes: - **v1 harness used `turn.stages` + `setActivePlayers` events** to model the commit/reveal windows faithfully. The client rejected the moves ("disallowed move/event") — stage gating plus client-sent events needs more setup than the bench warrants. Rewrote with flat top-level moves and `activePlayers: {all: Stage.NULL}`. Fidelity cost: stage-machinery overhead is *not* measured; the reducer/log pipeline (the thing we benchmark) is. Noted in the survey's risk paragraph. - Side-effect: the v1 "8.4 s for 100k moves" figure was garbage — moves were being rejected, so it measured no-ops. Discarded. - **100k-move run did not finish in 300 s** and was killed. Reran at 5k/10k/20k, which exposed the real story: throughput halves as history doubles (1,930 → 1,605 → 870 moves/s). The degradation is the finding; a single big-N number would have hidden it. - A stray broken edit left duplicate code in bench.js (syntax error); fixed before the measured runs. Measurements reported in the survey are from the clean file only. Environment: Node v24.11.1, bnt-lap001 (WSL2), single process, no other load control — numbers are same-machine comparable per MetricsAndScenarios §3, not lab-grade. ## What was deliberately not done - No local measurement of a Rust event-sourcing comparator (would harden the D3 ceiling row; candidate follow-up if the adversarial review demands it). - Vassal, Tabletopia, Phaser/Godot examined only far enough to exclude: none is a programmable authoritative rules kernel. - boardgame.io server-side master (no client subscription) not separately benchmarked; harness measures canonical client usage.