Set up basic deterministic lockstep
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@@ -1,8 +1,8 @@
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# Headless GameServer
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This target runs the authoritative `InternalGameServer` without SDL, OpenGL,
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audio, Lua, or rendering dependencies. On Windows it exposes the state through
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a Boost.Beast WebSocket listener.
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audio, Lua, or rendering dependencies. On Windows it exposes a deterministic
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lockstep session through a Boost.Beast WebSocket listener.
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## Build
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@@ -39,7 +39,7 @@ For a multi-configuration Windows build, the executable is normally
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For smoke tests, `--ticks N` limits execution and `--no-sleep` skips the
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real-time delay.
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Start the first multiplayer transport iteration:
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Start the multiplayer lockstep server:
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```powershell
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.\server\build\Release\GameServer.exe --campaign battle_zone_multiplayer --location uni_exterior
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@@ -48,8 +48,11 @@ Start the first multiplayer transport iteration:
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The listener defaults to `ws://0.0.0.0:8080`. Launch the Windows graphical game
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afterward and select `battle_zone_multiplayer`; that campaign connects to
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`ws://127.0.0.1:8080`. Other campaigns continue to use the in-process server.
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The server broadcasts an initial full state and then one every five seconds.
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Client commands are intentionally discarded in this iteration.
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The server sends one state snapshot when a player connects, then broadcasts one
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numbered command bundle every 100 ms. Bundles may be empty. Destination input is
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scheduled two ticks (200 ms) in the future. Tick IDs, rather than server or
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client wall-clock values, define simulation time.
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If `--location` is omitted, the campaign's configured start location is used.
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`--campaigns PATH` selects a different campaign registry. Content paths are
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@@ -64,17 +67,24 @@ Available startup options:
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--campaigns PATH
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--address IP
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--port N
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--tick-ms N
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--tick-ms 100
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--ticks N
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--no-sleep
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```
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The graphical client executes Lua/dialogue behavior after building its runtime
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Network mode requires a 100 ms tick; another `--tick-ms` value is rejected.
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The selected campaign's `networkPlayerSlots` lists pre-existing character IDs
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assigned to connections in order. `networkCompatibility` is a release token
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that must be changed whenever deterministic content changes; clients reject a
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different token. The bundled multiplayer Battle Zone has two slots (`player`
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and `player2`) and rejects additional clients. Disconnecting
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releases the slot. The bot's random autonomous controller is disabled in
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multiplayer.
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The graphical client executes presentation behavior after building its runtime
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`Location`; the headless content pass loads authoritative navigation, NPC,
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interactive-object, trigger, teleport, taxi, and animation metadata only.
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The standalone WebSocket lifecycle creates the existing shared `"player"` so
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the graphical client can render its local character. It does not create the
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battle-zone test bot.
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interactive-object, trigger, teleport, taxi, and animation metadata. Lua and
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dialogue-driven shared multiplayer behavior is not yet supported.
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## Tests
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@@ -82,5 +92,13 @@ CTest covers:
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- repeated `LocationGameState::setup()` preserving mutable runtime state;
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- ticking a prepared location with zero players;
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- deterministic fixed-100 ms replay behavior;
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- protocol-v2 parsing, validation, target normalization, state hashing, and
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two-tick command ordering;
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- a WebSocket initial-state/slot/destination/tick integration test;
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- idle server startup;
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- headless loading of `battle_zone_multiplayer/uni_exterior`.
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The lockstep implementation currently targets identical executable and content
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builds. Diagnostic state hashes detect divergence, but there is no automatic
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checkpoint resynchronization or reconnect input history yet.
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