Use before a multiplayer game goes to platform cert, where broken multiplayer is a common rejection. Builds a coverage matrix for connect, authority handoff, disconnect, reconnect and host migration under latency, loss and reordering for Unity Netcode, Unreal and Mirror, with a go/no-go gate.
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Map every fixture to the specific cert clause it covers, for multiplayer-state-machine-coverage Step 6. Examples from the Xbox Requirements page:
| Test fixture | Xbox XR covered |
|---|---|
| Client gracefully disconnects on Xbox network loss | XR-074: "Titles must gracefully handle errors with Xbox and partner services connectivity." |
| MPSD session state retains member list across host migration | XR-067: "titles with online multiplayer functionality must maintain session-state information on the Xbox network … through the Xbox Multiplayer Session Directory (MPSD)" |
| Joining via Xbox shell launches into multiplayer session | XR-064: "titles that offer joinable game sessions must enable joinability through the Xbox shell interface" |
| Privilege check before joining MP session | XR-045: XPRIVILEGE_MULTIPLAYER_SESSIONS (ID 254) per the XR-045 privilege table |
| Player communication respects privacy settings | XR-015: CommunicateUsingText / CommunicateUsingVoice privilege checks per the XR-015 permissions table |
| Save roams across console types within a generation | XR-130: "Ensure that saved games work across console types within the generation" |
| Cross-network play visual identification | XR-007: "Titles must visually identify Xbox network users when they're playing with players from non-Xbox gaming networks" |
| Controller disconnect mid-multiplayer | XR-115: re-establish active controller; see XR-115 |
For Sony TRC and Nintendo Lotcheck, the analogous clauses are NDA - cite by
stable ID per platform-cert-overview-reference and tag the fixture with the
partner-portal clause number.