# WebSocket Networking: First Iteration ## Scope The first networking iteration adds a Windows-only WebSocket transport using Boost.Asio and Boost.Beast. The goal of this iteration is connection and replication stability. It does not yet implement multiplayer commands, authentication, per-connection players, state deltas, or presentation-event replication. ## Runtime Architecture ### Server `WebsocketGameServer` wraps the headless `InternalGameServer`. - It accepts any WebSocket connection. - It sends the current complete game state immediately after connection. - It broadcasts the current complete state every five seconds. - Incoming WebSocket messages are read and discarded. - The authoritative simulation remains on the main server thread. - Network sessions only receive serialized state and never access `InternalGameServer` directly. The standalone server creates the existing fixed player ID `"player"` and does not enable the battle-zone test bot. ### Client `WebsocketGameClient` implements `IGameServer`. - It connects asynchronously to `ws://127.0.0.1:8080/`. - Received messages are queued by the network thread and applied on the game thread from `update()`. - It maintains an internal `InternalGameServer` replica so existing snapshot consumers and transitional runtime-state bindings continue to work. - Camera orientation lives in host-owned `LocationLocalState`, so incoming authoritative snapshots cannot overwrite camera movement. - `submit()` intentionally discards all commands. - `drainEvents()` returns no events. - Client-side save and load calls are ignored because persistence remains server-side. `RemoteGameServerHost` prepares local presentation resources and runtime locations against the replicated state. It does not advance authoritative simulation or write Lua/dialogue auxiliary state back to the server. ## Campaign Routing The graphical game uses stable router objects for `IGameServer` and `IGameServerHost`, allowing existing UI and runtime references to remain valid. When `NETWORK` is defined: - `battle_zone_multiplayer` uses `WebsocketGameClient` and `RemoteGameServerHost`. - `main`, `battle_zone`, and every other campaign use `InternalGameServer` and `LocalGameServerHost`. The WebSocket client is created only when `battle_zone_multiplayer` is selected and is destroyed when that campaign is unloaded. The single-player and multiplayer Battle Zone entries share location content and the start-state path, so the state can be regenerated through the single-player entry. At startup, the standalone server loads the authoritative half of that shared save and rewrites its campaign ID to `battle_zone_multiplayer`; each remote client restores only the local presentation half. If DNS resolution, TCP connection, the WebSocket handshake, or the active socket fails, the client unloads the remote campaign and returns to the campaign selection screen. ## JSON Protocol Messages use a versioned JSON envelope: ```json { "protocolVersion": 1, "type": "state", "payload": { "schemaVersion": 2 } } ``` The payload uses the authoritative `GameState::save()` representation and excludes the client-local location map, including camera orientation. The client applies it through `InternalGameServer::load()`. Malformed JSON, unsupported protocol versions, unsupported message types, and invalid state payloads are logged and ignored. Single-player persistence uses a separate envelope that combines this authoritative document with client-local location state. The temporary full-state network format is still expected to be replaced by a dedicated replication schema or deltas as command handling and production replication are implemented. ## Build Configuration Networking is enabled only for Windows: - `proj-windows/CMakeLists.txt` defines `NETWORK`, compiles the WebSocket client and remote host, and links `ws2_32` and `mswsock`. - `server/CMakeLists.txt` defines `NETWORK` for the Windows `GameServer`, compiles the WebSocket server, and links the Windows socket libraries. - Linux, Android, and Web builds do not define `NETWORK` and do not compile the network transport. The previous Web-build `NETWORK` definition was removed. ## Running Build the server: ```powershell cmake -S server -B server/build cmake --build server/build --config Debug --target GameServer ``` Run it from the repository root: ```powershell .\server\build\Debug\GameServer.exe --campaign battle_zone_multiplayer --location uni_exterior ``` The listener defaults to `0.0.0.0:8080`. It can be changed with: ```text --address IP --port N ``` Launch the Windows game and select `battle_zone_multiplayer`. The client connects to `127.0.0.1:8080`. Selecting another campaign continues to use the local server. ## Verification The implementation was verified with: - A successful Windows graphical-game build. - A successful Windows headless-server build. - Server state and protocol tests. - A WebSocket smoke test receiving the initial state and the next five-second broadcast. - A check that the shared `"player"` exists and the battle-zone test bot is not created for the network server. ## Current Limitations - All clients share the fixed player ID `"player"`. - Client commands are not sent to the server. - The server does not process commands. - State is sent as a complete snapshot rather than a delta. - There is no authentication, authorization, reconnect loop, or session identity. - Presentation events are not replicated. - The endpoint is hardcoded in the graphical client. - Multiplayer Lua and dialogue behavior remains unsupported.