Launching a game
The one moment you tell us who is playing, and everything we ask for at it.
For the engineer wiring the game into a lobby.
A launch is an exchange, not a redirect with secrets in it
Your lobby opens the game with a token it minted. The game asks us, we ask your adapter, and your adapter turns that token into a session. The token is opaque to us and travels no further than your own platform.
Everything the game needs comes back in that one answer, which is why there is no second call to find out what currency to render or what the stake limits are.
What we send your adapter
{
"contract_version": "1.0",
"game_id": "nordon.unicorn",
"launch_token": "<opaque to us, minted by you>",
"jurisdiction": "MT",
"locale": "en"
}What your adapter answers
A session, and nothing about the person holding it.
{
"player_ref": "<your handle for this player, never a name>",
"currency": "EUR",
"decimals": 2,
"balance_minor": "1250",
"limits": { "min_stake_minor": "10", "max_stake_minor": "50000" },
"disabled_features": ["auto-exit"]
}The fields that decide behaviour
- jurisdiction
- Where the player is being served. It decides what the game may offer, so it is required rather than inferred, and a jurisdiction we hold no record for is refused rather than treated as an open door.
- decimals
- Zero, two or three. The shapes a real market uses. Every amount in the contract is in minor units of the currency at this scale.
- disabled_features
- Anything the market forbids, named from the feature list a game publishes. A name that no game uses disables nothing, so we reject it rather than let a compliance setting look obeyed.
- suspended_reason
- Set when the player may not play right now. Operator, responsible gambling, or maintenance. The game stops asking and says so, without inventing a reason of its own.
What we never ask for
No name, no address, no date of birth, no document, no email. A studio that cannot identify a player cannot lose that identity, and the smallest way to honour that is to never receive it in the first place.
Your player reference is a handle. We store it against sessions and rounds so a round can be reconciled, and it means nothing outside your platform.