Services

Services

One section per SnugNut service. Each section explains what the service is for, when to reach for it, its core concepts, and a minimal end-to-end run over HTTP and the CLI, then links into the generated API reference for every endpoint's exact contract.

Data & State

  • KV Store - JSON key-value storage with TTL, tags, search, counters, and merge patching
  • Blob Storage - file storage with signed URLs, quotas, and public serving
  • Config - read-only cached project configuration
  • Distributed State - shared state with compare-and-swap and distributed locks
  • ECS - entity component system with schemas, queries, systems, and a coordinator
  • I18n - localization with fallback chains, plurals, publishing, and experiments
  • Live JSON - real-time collaborative JSON documents over WebSocket
  • Remote Config - environment-scoped configuration with inheritance and targeting rules
  • Vault - time-locked attestations with multi-signature and lottery reveal

Messaging & Realtime

  • PubSub - capability-scoped publish/subscribe channels with grants and rooms
  • WebSocket - how sockets work platform-wide: auth, the general socket, limits, and admin controls
  • Message Queue - SQS/SNS-style topics, queues, visibility timeouts, and dead-letter redrive
  • Inbox - persistent per-user notifications with read state, actions, and scheduled delivery
  • Presence - who is here right now: heartbeats, activity states, capacity policies
  • Comment - threaded comments with reactions and moderation on any subject
  • Timeline - append-only event streams with windowed queries and aggregation
  • Webhooks - signed outbound deliveries with retries and a dead-letter queue

Jobs & Workflow

  • Job Queue - delayed and prioritized background jobs with retries, backoff, and a dead-letter queue
  • FSM - finite state machines with guards, timeouts, and Mermaid rendering
  • Chrono - regenerating resources: energy meters, cooldowns, and idle accrual
  • Director - tension-curve pacing with budgeted decisions and deterministic seeds
  • Consensus - reputation-weighted fact attestation with challenges and slashing
  • Human-in-the-Loop - approval and input requests with deadlines, multi-approver tallies, and expiry
  • Lease - exclusive time-bound access to unique resources, with waiting rooms and fencing tokens
  • Arbiter - LLM-as-judge evaluation with rubrics, sessions, and experiments

Commerce & Economy

  • Treasury - double-entry virtual currency with wallets, holds, and supply analytics
  • Meter - usage metering with budget reservations, quotas, and billing rollups
  • Cart - purchase-intent carts with real inventory reservations and checkout freeze
  • Item - inventory: definitions, stacking, transfers, crafting, durability, collections
  • Auction - English auctions with proxy bidding, anti-sniping, and treasury settlement
  • Promo Code - hashed code batches with capped, windowed, geo-fenced redemption
  • Subscription - entitlement timing: trials, grace, seats, usage caps, agent leases
  • Surge Pricing - rule-driven adaptive pricing with explainable calculations
  • Loyalty - referral campaigns, points ledgers, and reward catalogs

Game Mechanics

  • Leaderboard - ranked scoring with windows, weighted metrics, and surrounding-rank queries
  • Tournament - single/double elimination, swiss, and round-robin brackets with auto-progression
  • Matchmaking - ticket queues with rule-based compatibility matching in streaming or batch pools
  • Guild - player organizations with join policies, roles, and a shared treasury-backed bank
  • Quest - multi-step objectives with expeditions, puzzle chains, and treasury rewards
  • Achievement - rule-driven achievements across seven rule types with live progress over WebSocket
  • Badge - versioned SVG badges with live state sources, signed metadata, and offline verification
  • Lottery - weighted random draws with seeded determinism, unique and consumable modes

Simulation & Social

  • Reputation - domain-scoped trust scores with decay and tiers, plus directed affinity edges and a nemesis ladder
  • Ritual - N-party synchronized action within a simultaneity window, and dead-man switches when inverted
  • Rumor - information propagating hop by hop through a graph, mutating as fidelity decays, chased by corrections
  • Pact - staked agreements in four shapes (oath, bounty, market, pool) escrowed in real treasury wallets
  • Biome - coupled population dynamics integrated deterministically on read, with harvests and interventions
  • Seedling - deterministic generation with supply-capped series and hash-chained provenance
  • Succession - what happens to a subject's assets when it dies or goes dark: plans, triggered cases, and dispositions
  • Talent Trees - server-authoritative progression with tier gates, XP curves, respecs, and versioned player migration

Product & Growth

  • Waiting Room - virtual waiting rooms for scarce capacity with admission strategies, sessions, and anti-gaming
  • Tour - versioned product tours and server-tracked onboarding progress with branching and A/B variants
  • Link - a redirect control plane and click hot path with scheduling, click caps, password gates, and conditional routing

Identity & Trust

  • Auth - the platform's front door: accounts, credentials, organizations, sessions, and tenant resolution
  • SCIM Provisioning - the SCIM 2.0 surface Okta and Entra drive to keep an organization in step with a corporate directory
  • Alias - canonical identity resolution across fragmented external accounts, wallets, handles, and personas
  • Attestation - proof that a Snug identity controls an account elsewhere, via publicly posted nonce challenges
  • Moniker - a naming registry with per-namespace charset and case rules, atomic uniqueness, and confusable blocking
  • Handshake - bilateral negotiation with escrowed stage-and-dual-confirm settlement over currency and items
  • Term - versioned policy documents and consent tracking with a hash-chained audit log

Interactive Fiction

  • Narrative Engine - scoped actor state for interactive fiction, isolated per story and session then promoted to canon
  • Lore Story Engine - runs compiled Lore DSL programs as server-side sessions, emitting story events and blocking on player choice

Input & Feedback

  • Forms - schema-backed intake with drafts, file uploads, and validation, without writing a backend handler
  • Poll - voting with real ballot integrity: four tally strategies, one ballot per identity, and instant-runoff results

Simulation & Infrastructure

  • Almanac - shared simulated time: virtual clocks, custom calendars, and a seeded weather model
  • Geo - a spatial index for current positions, with radius, bounding-box, and distance queries plus geofences
  • Agent Registry - identity and configuration records for AI agents, with prompts, TOML payloads, and procedure runbooks
  • Liveness - heartbeat monitoring for machines, with uptime, latency trends, and fleet-wide queries
  • Throttle - rate limiting you configure: named token buckets checked against your own subjects and actions

Every service above has a guide. For the exact contract of any single endpoint - parameters, schemas, status codes - see the generated API reference.

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