anchor.diff:  
       /// Hosts the ongoing state of a game. Should rarely be accessed directly by end-users.
       and [<CLIMutable; StructuralEquality; NoComparison>] GameState =
  -        internal
  -            { Id : Guid
  -              OptSelectedScreen : Screen option
  -              PublishChanges : bool
  -              CreationTimeStampNp : int64
  -              DispatcherNp : GameDispatcher
  -              Xtension : Xtension }
  +        { Id : Guid
  +          OptSelectedScreen : Screen option
  +          PublishChanges : bool
  +          CreationTimeStampNp : int64
  +          DispatcherNp : GameDispatcher
  +          Xtension : Xtension }
   
           /// Make a game state value.
           static member internal make dispatcher =
  
positive.code: 
      /// Hosts the ongoing state of a screen. Should rarely be accessed directly by end-users.
      and [<CLIMutable; StructuralEquality; NoComparison>] ScreenState =
          internal
              { Id : Guid
                Name : string
                TransitionStateNp : TransitionState
                TransitionTicksNp : int64
                Incoming : TransitionDescriptor
                Outgoing : TransitionDescriptor
                PublishChanges : bool
                Persistent : bool
                CreationTimeStampNp : int64
                DispatcherNp : ScreenDispatcher
                Xtension : Xtension }
  
          /// Make a screen state value.
          static member internal make dispatcher optName =
  
negative.code: 
      /// Hosts the ongoing state of a group. Should rarely be accessed directly by end-users.
      and [<CLIMutable; StructuralEquality; NoComparison>] GroupState =
          { Id : Guid
            Name : string
            PublishChanges : bool
            Persistent : bool
            CreationTimeStampNp : int64
            DispatcherNp : GroupDispatcher
            Xtension : Xtension }
  
          /// Make a group state value.
          static member internal make dispatcher optName =
  