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testland/multiplayer-state-machine-coverage

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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Overview
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Files

cert-clauses.mdreferences/

Fixture-to-cert-clause mapping - reference

Map every fixture to the specific cert clause it covers, for multiplayer-state-machine-coverage Step 6. Examples from the Xbox Requirements page:

Test fixtureXbox XR covered
Client gracefully disconnects on Xbox network lossXR-074: "Titles must gracefully handle errors with Xbox and partner services connectivity."
MPSD session state retains member list across host migrationXR-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 sessionXR-064: "titles that offer joinable game sessions must enable joinability through the Xbox shell interface"
Privilege check before joining MP sessionXR-045: XPRIVILEGE_MULTIPLAYER_SESSIONS (ID 254) per the XR-045 privilege table
Player communication respects privacy settingsXR-015: CommunicateUsingText / CommunicateUsingVoice privilege checks per the XR-015 permissions table
Save roams across console types within a generationXR-130: "Ensure that saved games work across console types within the generation"
Cross-network play visual identificationXR-007: "Titles must visually identify Xbox network users when they're playing with players from non-Xbox gaming networks"
Controller disconnect mid-multiplayerXR-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.

SKILL.md

tile.json