5.5 KiB
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
InternalGameServerdirectly.
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
InternalGameServerreplica 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_multiplayerusesWebsocketGameClientandRemoteGameServerHost.main,battle_zone, and every other campaign useInternalGameServerandLocalGameServerHost.
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:
{
"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.txtdefinesNETWORK, compiles the WebSocket client and remote host, and linksws2_32andmswsock.server/CMakeLists.txtdefinesNETWORKfor the WindowsGameServer, compiles the WebSocket server, and links the Windows socket libraries.- Linux, Android, and Web builds do not define
NETWORKand do not compile the network transport.
The previous Web-build NETWORK definition was removed.
Running
Build the server:
cmake -S server -B server/build
cmake --build server/build --config Debug --target GameServer
Run it from the repository root:
.\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:
--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.