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Station Assets Audit
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Historical validation or review record. Keep its dates, build identities and acceptance limits; it is not a statement that every later release was tested the same way.
Each pilot has one active hull and three inactive prototype hulls. Active cargo appears once in PilotView.ore. Inactive cargo belongs to a particular hull parked at a particular station. Boarding exchanges these cargo balances; it does not copy them or empty them into personal storage. Starter hulls are empty and seeded at the home station once, including during migration from the earlier schema.
Personal ore storage is keyed by pilot and system. Corporation storage is keyed by corporation and system, and counted once regardless of membership size. Deposits and withdrawals require docking at that system's station. Owners invite existing pilots; invitees must accept. Members can deposit corporation ore; only the owner can withdraw or invite. The current model has no roles, ownership succession, leaving, kicking, ship trading, shared hulls, or paid ship acquisition.
The verifier independently replays ShipBoarded, personal transfers, corporation creation/invitation/acceptance, and corporation transfers alongside mining and escrow trading. ShipBoarded includes source and destination hull classes and exact stored/loaded cargo. CorporationInvited includes the inviter so owner authorization can be checked. Replay rejects invented inactive cargo, wrong-station loading, cargo overflow, insufficient station balances, membership without invitation, nonowner invitations, and nonowner corporation withdrawals.
Conservation is checked as:
belt reserve
+ active hull cargo
+ inactive hull cargo
+ personal station ore
+ corporation station ore (once per corporation)
+ sell-order escrow
= initial ore supply
Credits remain independently conserved. Snapshot.stored_ore must equal the replayed sum of inactive cargo and both storage types. Any failure prevents checkpoint advancement. Existing checkpoint rules still detect rollback and changes to previously pinned history.
apps/server/tests/station_assets.rs exercises real server command APIs with a deterministic clock: three fixed mining cycles, returning to station, boarding/reboarding with cargo, personal storage, corporation invitation and acceptance, authorized owner withdrawal, rejected member/outsider withdrawals, rejected member invitations, failed-transfer rollback, per-system isolation after a gate jump, persistent restart, and independent export replay. A separate test removes the new account fields to reconstruct the legacy schema and verifies that repeated restarts do not replenish ships or mint cargo.
Verifier tests also modify economic events and recompute all hashes. Fabricated cargo, wrong-station hull loading, unauthorized invitations/withdrawals, missing invitations, insufficient personal balances, and a false aggregate stored balance are rejected even when the hash chain is internally consistent.
Session-filtered Response.assets is a convenience view, not confidential holdings. The public ledger reveals financial transfers, boarding cargo, invitations, and membership, allowing those balances and relationships to be reconstructed.
The public snapshot exposes aggregate stored ore rather than every private storage/hangar bucket. Replay validates the individual event-derived buckets, but compares only their combined total with the current snapshot. It cannot independently prove that every private database bucket or invitation view matches the replayed allocation.
Legacy hull selections were not economic events. Until the first new boarding event, the verifier cannot establish a legacy pilot's active hull class from history; it infers the source class at that event. Unseen starter hulls must be empty and at the home station. Zero-cargo asset ownership, physical docking, mining occurrence, travel, and operator honesty remain outside this economic proof. Events are operator statements, not independently signed player consent. A checkpoint anchors previously observed history; it does not make a dishonest operator trustworthy.
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Official documentation for Arkline by P.Industries. Independent forks and experiments are welcome; official network authority and branding have separate boundaries.
Start here
Arkline Editor
- Overview
- Projects and play
- Rooms
- GLB assets
- Engineering and service paths
- Fleet finish
- Hull surface
- Cockpit panels
- Equipment and exterior
- Event flow
- Shared sessions
- Community
- Debug and physics lab
Play and understand the client
- Flight and cockpit controls
- Browser client
- Station hangar and quarters
- Pioneer room controls (development preview)
- Pioneer equipment catalog
- Ship computer and resource jobs
- Sound and voice
Build and extend the engine
- Game API
- Architecture and economic verification
- Models and community artwork
- Living-world design
- Identity integration plan
Operate and release
- Transport security
- Web origin TLS
- Private world deployment
- Public relays and downloads
- Public transport limits
- Self-hosted CI and deployment
- Release publication
Evidence, history and policies
- Developer alpha readiness
- Validation history
- Stability audit
- Station assets audit
- Save and spatial migration
- Legacy systems review
- Licensing
- Security and reporting
Ship design archive — all seven ships, concept history and proposed interiors. Onboard systems covers proposed power, RF/data, air, water and cooling.
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How ship subsystems work together — power, control, life support, water, cooling, fire response and the mining loop; implemented behavior distinguished from proposals.
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Pioneer interior development preview — both decks, twelve rooms, implemented behavior and acceptance limits.
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Ship art contribution checklist — scale, component separation, rights, previews and offline GLB inspection.
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Vessel engineering contract — proposed system lifecycles, energy production/rejection, mass accounting and structural load requirements.
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Pioneer model runtime — embedded GLB, source model, supported materials, performance limits and remaining gaps.